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authorUpstream <upstream-import@none>1970-01-12 13:46:40 +0000
committerUpstream <upstream-import@none>1970-01-12 13:46:40 +0000
commitd8543bb6618c17b12da906afa77d216f58cf4058 (patch)
treec58dc05ed86825bd0ef8d305d58c8205106b540f /WebCore/rendering/RenderView.cpp
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external/webkit r30707
Diffstat (limited to 'WebCore/rendering/RenderView.cpp')
-rw-r--r--WebCore/rendering/RenderView.cpp547
1 files changed, 547 insertions, 0 deletions
diff --git a/WebCore/rendering/RenderView.cpp b/WebCore/rendering/RenderView.cpp
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+/**
+ * This file is part of the HTML widget for KDE.
+ *
+ * Copyright (C) 1999 Lars Knoll (knoll@kde.org)
+ * Copyright (C) 2004, 2005, 2006 Apple Computer, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Library General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Library General Public License for more details.
+ *
+ * You should have received a copy of the GNU Library General Public License
+ * along with this library; see the file COPYING.LIB. If not, write to
+ * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
+ * Boston, MA 02110-1301, USA.
+ */
+
+#include "config.h"
+#include "RenderView.h"
+
+#include "Document.h"
+#include "Element.h"
+#include "FrameView.h"
+#include "GraphicsContext.h"
+#include "RenderLayer.h"
+
+namespace WebCore {
+
+RenderView::RenderView(Node* node, FrameView* view)
+ : RenderBlock(node)
+ , m_frameView(view)
+ , m_selectionStart(0)
+ , m_selectionEnd(0)
+ , m_selectionStartPos(-1)
+ , m_selectionEndPos(-1)
+ , m_printImages(true)
+ , m_maximalOutlineSize(0)
+ , m_layoutState(0)
+ , m_layoutStateDisableCount(0)
+{
+ // Clear our anonymous bit, set because RenderObject assumes
+ // any renderer with document as the node is anonymous.
+ setIsAnonymous(false);
+
+ // init RenderObject attributes
+ setInline(false);
+
+ // try to contrain the width to the views width
+ m_width = 0;
+ m_height = 0;
+ m_minPrefWidth = 0;
+ m_maxPrefWidth = 0;
+
+ setPrefWidthsDirty(true, false);
+
+ setPositioned(true); // to 0,0 :)
+
+ // Create a new root layer for our layer hierarchy.
+ m_layer = new (node->document()->renderArena()) RenderLayer(this);
+ setHasLayer(true);
+}
+
+RenderView::~RenderView()
+{
+}
+
+void RenderView::calcHeight()
+{
+ if (!printing() && m_frameView)
+ m_height = m_frameView->visibleHeight();
+}
+
+void RenderView::calcWidth()
+{
+ if (!printing() && m_frameView)
+ m_width = m_frameView->visibleWidth();
+ m_marginLeft = 0;
+ m_marginRight = 0;
+}
+
+void RenderView::calcPrefWidths()
+{
+ ASSERT(prefWidthsDirty());
+
+ RenderBlock::calcPrefWidths();
+
+ m_maxPrefWidth = m_minPrefWidth;
+}
+
+void RenderView::layout()
+{
+ if (printing())
+ m_minPrefWidth = m_maxPrefWidth = m_width;
+
+ bool relayoutChildren = !printing() && (!m_frameView || m_width != m_frameView->visibleWidth() || m_height != m_frameView->visibleHeight());
+ if (relayoutChildren)
+ setChildNeedsLayout(true, false);
+
+ ASSERT(!m_layoutState);
+ LayoutState state;
+ // FIXME: May be better to push a clip and avoid issuing offscreen repaints.
+ state.m_clipped = false;
+ m_layoutState = &state;
+
+ if (needsLayout())
+ RenderBlock::layout();
+
+ // Ensure that docWidth() >= width() and docHeight() >= height().
+ setOverflowWidth(m_width);
+ setOverflowHeight(m_height);
+
+ setOverflowWidth(docWidth());
+ setOverflowHeight(docHeight());
+
+ ASSERT(m_layoutStateDisableCount == 0);
+ ASSERT(m_layoutState == &state);
+ m_layoutState = 0;
+ setNeedsLayout(false);
+}
+
+bool RenderView::absolutePosition(int& xPos, int& yPos, bool fixed) const
+{
+ if (fixed && m_frameView) {
+ xPos = m_frameView->contentsX();
+ yPos = m_frameView->contentsY();
+ } else
+ xPos = yPos = 0;
+ return true;
+}
+
+void RenderView::paint(PaintInfo& paintInfo, int tx, int ty)
+{
+ // If we ever require layout but receive a paint anyway, something has gone horribly wrong.
+ ASSERT(!needsLayout());
+
+ // Cache the print rect because the dirty rect could get changed during painting.
+ if (printing())
+ setPrintRect(paintInfo.rect);
+ else
+ setPrintRect(IntRect());
+ paintObject(paintInfo, tx, ty);
+}
+
+void RenderView::paintBoxDecorations(PaintInfo& paintInfo, int tx, int ty)
+{
+ // Check to see if we are enclosed by a transparent layer. If so, we cannot blit
+ // when scrolling, and we need to use slow repaints.
+ Element* elt = document()->ownerElement();
+ if (view() && elt && elt->renderer()) {
+ RenderLayer* layer = elt->renderer()->enclosingLayer();
+ if (layer->isTransparent() || layer->transparentAncestor())
+ frameView()->setUseSlowRepaints();
+ }
+
+ if (elt || (firstChild() && firstChild()->style()->visibility() == VISIBLE) || !view())
+ return;
+
+ // This code typically only executes if the root element's visibility has been set to hidden.
+ // Only fill with the base background color (typically white) if we're the root document,
+ // since iframes/frames with no background in the child document should show the parent's background.
+ if (view()->isTransparent())
+ frameView()->setUseSlowRepaints(); // The parent must show behind the child.
+ else {
+ Color baseColor = frameView()->baseBackgroundColor();
+ if (baseColor.alpha() > 0) {
+ paintInfo.context->save();
+ paintInfo.context->setCompositeOperation(CompositeCopy);
+ paintInfo.context->fillRect(paintInfo.rect, baseColor);
+ paintInfo.context->restore();
+ } else
+ paintInfo.context->clearRect(paintInfo.rect);
+ }
+}
+
+void RenderView::repaintViewRectangle(const IntRect& ur, bool immediate)
+{
+ if (printing() || ur.width() == 0 || ur.height() == 0)
+ return;
+
+ if (!m_frameView)
+ return;
+
+ // We always just invalidate the root view, since we could be an iframe that is clipped out
+ // or even invisible.
+ Element* elt = document()->ownerElement();
+ if (!elt)
+ m_frameView->repaintRectangle(ur, immediate);
+ else if (RenderObject* obj = elt->renderer()) {
+ IntRect vr = viewRect();
+ IntRect r = intersection(ur, vr);
+
+ // Subtract out the contentsX and contentsY offsets to get our coords within the viewing
+ // rectangle.
+ r.move(-vr.x(), -vr.y());
+
+ // FIXME: Hardcoded offsets here are not good.
+ r.move(obj->borderLeft() + obj->paddingLeft(),
+ obj->borderTop() + obj->paddingTop());
+ obj->repaintRectangle(r, immediate);
+ }
+}
+
+void RenderView::computeAbsoluteRepaintRect(IntRect& rect, bool fixed)
+{
+ if (printing())
+ return;
+
+ if (fixed && m_frameView)
+ rect.move(m_frameView->contentsX(), m_frameView->contentsY());
+}
+
+void RenderView::absoluteRects(Vector<IntRect>& rects, int tx, int ty, bool)
+{
+ rects.append(IntRect(tx, ty, m_layer->width(), m_layer->height()));
+}
+
+RenderObject* rendererAfterPosition(RenderObject* object, unsigned offset)
+{
+ if (!object)
+ return 0;
+
+ RenderObject* child = object->childAt(offset);
+ return child ? child : object->nextInPreOrderAfterChildren();
+}
+
+IntRect RenderView::selectionRect(bool clipToVisibleContent) const
+{
+ document()->updateRendering();
+
+ typedef HashMap<RenderObject*, SelectionInfo*> SelectionMap;
+ SelectionMap selectedObjects;
+
+ RenderObject* os = m_selectionStart;
+ RenderObject* stop = rendererAfterPosition(m_selectionEnd, m_selectionEndPos);
+ while (os && os != stop) {
+ if ((os->canBeSelectionLeaf() || os == m_selectionStart || os == m_selectionEnd) && os->selectionState() != SelectionNone) {
+ // Blocks are responsible for painting line gaps and margin gaps. They must be examined as well.
+ selectedObjects.set(os, new SelectionInfo(os, clipToVisibleContent));
+ RenderBlock* cb = os->containingBlock();
+ while (cb && !cb->isRenderView()) {
+ SelectionInfo* blockInfo = selectedObjects.get(cb);
+ if (blockInfo)
+ break;
+ selectedObjects.set(cb, new SelectionInfo(cb, clipToVisibleContent));
+ cb = cb->containingBlock();
+ }
+ }
+
+ os = os->nextInPreOrder();
+ }
+
+ // Now create a single bounding box rect that encloses the whole selection.
+ IntRect selRect;
+ SelectionMap::iterator end = selectedObjects.end();
+ for (SelectionMap::iterator i = selectedObjects.begin(); i != end; ++i) {
+ SelectionInfo* info = i->second;
+ selRect.unite(info->rect());
+ delete info;
+ }
+ return selRect;
+}
+
+void RenderView::setSelection(RenderObject* start, int startPos, RenderObject* end, int endPos)
+{
+ // Make sure both our start and end objects are defined.
+ // Check www.msnbc.com and try clicking around to find the case where this happened.
+ if ((start && !end) || (end && !start))
+ return;
+
+ // Just return if the selection hasn't changed.
+ if (m_selectionStart == start && m_selectionStartPos == startPos &&
+ m_selectionEnd == end && m_selectionEndPos == endPos)
+ return;
+
+ // Record the old selected objects. These will be used later
+ // when we compare against the new selected objects.
+ int oldStartPos = m_selectionStartPos;
+ int oldEndPos = m_selectionEndPos;
+
+ // Objects each have a single selection rect to examine.
+ typedef HashMap<RenderObject*, SelectionInfo*> SelectedObjectMap;
+ SelectedObjectMap oldSelectedObjects;
+ SelectedObjectMap newSelectedObjects;
+
+ // Blocks contain selected objects and fill gaps between them, either on the left, right, or in between lines and blocks.
+ // In order to get the repaint rect right, we have to examine left, middle, and right rects individually, since otherwise
+ // the union of those rects might remain the same even when changes have occurred.
+ typedef HashMap<RenderBlock*, BlockSelectionInfo*> SelectedBlockMap;
+ SelectedBlockMap oldSelectedBlocks;
+ SelectedBlockMap newSelectedBlocks;
+
+ RenderObject* os = m_selectionStart;
+ RenderObject* stop = rendererAfterPosition(m_selectionEnd, m_selectionEndPos);
+ while (os && os != stop) {
+ if ((os->canBeSelectionLeaf() || os == m_selectionStart || os == m_selectionEnd) && os->selectionState() != SelectionNone) {
+ // Blocks are responsible for painting line gaps and margin gaps. They must be examined as well.
+ oldSelectedObjects.set(os, new SelectionInfo(os, true));
+ RenderBlock* cb = os->containingBlock();
+ while (cb && !cb->isRenderView()) {
+ BlockSelectionInfo* blockInfo = oldSelectedBlocks.get(cb);
+ if (blockInfo)
+ break;
+ oldSelectedBlocks.set(cb, new BlockSelectionInfo(cb));
+ cb = cb->containingBlock();
+ }
+ }
+
+ os = os->nextInPreOrder();
+ }
+
+ // Now clear the selection.
+ SelectedObjectMap::iterator oldObjectsEnd = oldSelectedObjects.end();
+ for (SelectedObjectMap::iterator i = oldSelectedObjects.begin(); i != oldObjectsEnd; ++i)
+ i->first->setSelectionState(SelectionNone);
+
+ // set selection start and end
+ m_selectionStart = start;
+ m_selectionStartPos = startPos;
+ m_selectionEnd = end;
+ m_selectionEndPos = endPos;
+
+ // Update the selection status of all objects between m_selectionStart and m_selectionEnd
+ if (start && start == end)
+ start->setSelectionState(SelectionBoth);
+ else {
+ if (start)
+ start->setSelectionState(SelectionStart);
+ if (end)
+ end->setSelectionState(SelectionEnd);
+ }
+
+ RenderObject* o = start;
+ stop = rendererAfterPosition(end, endPos);
+
+ while (o && o != stop) {
+ if (o != start && o != end && o->canBeSelectionLeaf())
+ o->setSelectionState(SelectionInside);
+ o = o->nextInPreOrder();
+ }
+
+ // Now that the selection state has been updated for the new objects, walk them again and
+ // put them in the new objects list.
+ o = start;
+ while (o && o != stop) {
+ if ((o->canBeSelectionLeaf() || o == start || o == end) && o->selectionState() != SelectionNone) {
+ newSelectedObjects.set(o, new SelectionInfo(o, true));
+ RenderBlock* cb = o->containingBlock();
+ while (cb && !cb->isRenderView()) {
+ BlockSelectionInfo* blockInfo = newSelectedBlocks.get(cb);
+ if (blockInfo)
+ break;
+ newSelectedBlocks.set(cb, new BlockSelectionInfo(cb));
+ cb = cb->containingBlock();
+ }
+ }
+
+ o = o->nextInPreOrder();
+ }
+
+ if (!m_frameView) {
+ // We built the maps, but we aren't going to use them.
+ // We need to delete the values, otherwise they'll all leak!
+ deleteAllValues(oldSelectedObjects);
+ deleteAllValues(newSelectedObjects);
+ deleteAllValues(oldSelectedBlocks);
+ deleteAllValues(newSelectedBlocks);
+ return;
+ }
+
+ // Have any of the old selected objects changed compared to the new selection?
+ for (SelectedObjectMap::iterator i = oldSelectedObjects.begin(); i != oldObjectsEnd; ++i) {
+ RenderObject* obj = i->first;
+ SelectionInfo* newInfo = newSelectedObjects.get(obj);
+ SelectionInfo* oldInfo = i->second;
+ if (!newInfo || oldInfo->rect() != newInfo->rect() || oldInfo->state() != newInfo->state() ||
+ (m_selectionStart == obj && oldStartPos != m_selectionStartPos) ||
+ (m_selectionEnd == obj && oldEndPos != m_selectionEndPos)) {
+ m_frameView->updateContents(oldInfo->rect());
+ if (newInfo) {
+ m_frameView->updateContents(newInfo->rect());
+ newSelectedObjects.remove(obj);
+ delete newInfo;
+ }
+ }
+ delete oldInfo;
+ }
+
+ // Any new objects that remain were not found in the old objects dict, and so they need to be updated.
+ SelectedObjectMap::iterator newObjectsEnd = newSelectedObjects.end();
+ for (SelectedObjectMap::iterator i = newSelectedObjects.begin(); i != newObjectsEnd; ++i) {
+ SelectionInfo* newInfo = i->second;
+ m_frameView->updateContents(newInfo->rect());
+ delete newInfo;
+ }
+
+ // Have any of the old blocks changed?
+ SelectedBlockMap::iterator oldBlocksEnd = oldSelectedBlocks.end();
+ for (SelectedBlockMap::iterator i = oldSelectedBlocks.begin(); i != oldBlocksEnd; ++i) {
+ RenderBlock* block = i->first;
+ BlockSelectionInfo* newInfo = newSelectedBlocks.get(block);
+ BlockSelectionInfo* oldInfo = i->second;
+ if (!newInfo || oldInfo->rects() != newInfo->rects() || oldInfo->state() != newInfo->state()) {
+ m_frameView->updateContents(oldInfo->rects());
+ if (newInfo) {
+ m_frameView->updateContents(newInfo->rects());
+ newSelectedBlocks.remove(block);
+ delete newInfo;
+ }
+ }
+ delete oldInfo;
+ }
+
+ // Any new blocks that remain were not found in the old blocks dict, and so they need to be updated.
+ SelectedBlockMap::iterator newBlocksEnd = newSelectedBlocks.end();
+ for (SelectedBlockMap::iterator i = newSelectedBlocks.begin(); i != newBlocksEnd; ++i) {
+ BlockSelectionInfo* newInfo = i->second;
+ m_frameView->updateContents(newInfo->rects());
+ delete newInfo;
+ }
+}
+
+void RenderView::clearSelection()
+{
+ setSelection(0, -1, 0, -1);
+}
+
+void RenderView::selectionStartEnd(int& startPos, int& endPos) const
+{
+ startPos = m_selectionStartPos;
+ endPos = m_selectionEndPos;
+}
+
+bool RenderView::printing() const
+{
+ return document()->printing();
+}
+
+void RenderView::updateWidgetPositions()
+{
+ RenderObjectSet::iterator end = m_widgets.end();
+ for (RenderObjectSet::iterator it = m_widgets.begin(); it != end; ++it)
+ (*it)->updateWidgetPosition();
+}
+
+void RenderView::addWidget(RenderObject* o)
+{
+ m_widgets.add(o);
+}
+
+void RenderView::removeWidget(RenderObject* o)
+{
+ m_widgets.remove(o);
+}
+
+IntRect RenderView::viewRect() const
+{
+ if (printing())
+ return IntRect(0, 0, m_width, m_height);
+ if (m_frameView)
+ return enclosingIntRect(m_frameView->visibleContentRect());
+ return IntRect();
+}
+
+int RenderView::docHeight() const
+{
+ int h;
+ if (printing() || !m_frameView)
+ h = m_height;
+ else
+ h = m_frameView->visibleHeight();
+
+ int lowestPos = lowestPosition();
+ if (lowestPos > h)
+ h = lowestPos;
+
+ // FIXME: This doesn't do any margin collapsing.
+ // Instead of this dh computation we should keep the result
+ // when we call RenderBlock::layout.
+ int dh = 0;
+ for (RenderObject* c = firstChild(); c; c = c->nextSibling())
+ dh += c->height() + c->marginTop() + c->marginBottom();
+
+ if (dh > h)
+ h = dh;
+
+ return h;
+}
+
+int RenderView::docWidth() const
+{
+ int w;
+ if (printing() || !m_frameView)
+ w = m_width;
+ else
+ w = m_frameView->visibleWidth();
+
+ int rightmostPos = rightmostPosition();
+ if (rightmostPos > w)
+ w = rightmostPos;
+
+ for (RenderObject *c = firstChild(); c; c = c->nextSibling()) {
+ int dw = c->width() + c->marginLeft() + c->marginRight();
+ if (dw > w)
+ w = dw;
+ }
+
+ return w;
+}
+
+// The idea here is to take into account what object is moving the pagination point, and
+// thus choose the best place to chop it.
+void RenderView::setBestTruncatedAt(int y, RenderObject* forRenderer, bool forcedBreak)
+{
+ // Nobody else can set a page break once we have a forced break.
+ if (m_forcedPageBreak)
+ return;
+
+ // Forced breaks always win over unforced breaks.
+ if (forcedBreak) {
+ m_forcedPageBreak = true;
+ m_bestTruncatedAt = y;
+ return;
+ }
+
+ // prefer the widest object who tries to move the pagination point
+ int width = forRenderer->width();
+ if (width > m_truncatorWidth) {
+ m_truncatorWidth = width;
+ m_bestTruncatedAt = y;
+ }
+}
+
+void RenderView::pushLayoutState(RenderObject* root)
+{
+ ASSERT(!m_frameView->needsFullRepaint());
+ ASSERT(m_layoutStateDisableCount == 0);
+ ASSERT(m_layoutState == 0);
+
+ m_layoutState = new (renderArena()) LayoutState(root);
+}
+
+} // namespace WebCore