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+/*
+ * Copyright (C) 2006, 2007, 2008, 2009, 2010 Apple Inc. All rights reserved.
+ *
+ * Portions are Copyright (C) 1998 Netscape Communications Corporation.
+ *
+ * Other contributors:
+ * Robert O'Callahan <roc+@cs.cmu.edu>
+ * David Baron <dbaron@fas.harvard.edu>
+ * Christian Biesinger <cbiesinger@web.de>
+ * Randall Jesup <rjesup@wgate.com>
+ * Roland Mainz <roland.mainz@informatik.med.uni-giessen.de>
+ * Josh Soref <timeless@mac.com>
+ * Boris Zbarsky <bzbarsky@mit.edu>
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2.1 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
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Alternatively, the contents of this file may be used under the terms
+ * of either the Mozilla Public License Version 1.1, found at
+ * http://www.mozilla.org/MPL/ (the "MPL") or the GNU General Public
+ * License Version 2.0, found at http://www.fsf.org/copyleft/gpl.html
+ * (the "GPL"), in which case the provisions of the MPL or the GPL are
+ * applicable instead of those above. If you wish to allow use of your
+ * version of this file only under the terms of one of those two
+ * licenses (the MPL or the GPL) and not to allow others to use your
+ * version of this file under the LGPL, indicate your decision by
+ * deletingthe provisions above and replace them with the notice and
+ * other provisions required by the MPL or the GPL, as the case may be.
+ * If you do not delete the provisions above, a recipient may use your
+ * version of this file under any of the LGPL, the MPL or the GPL.
+ */
+
+#include "config.h"
+#include "RenderLayer.h"
+
+#include "ColumnInfo.h"
+#include "CSSPropertyNames.h"
+#include "CSSStyleDeclaration.h"
+#include "CSSStyleSelector.h"
+#include "Chrome.h"
+#include "Document.h"
+#include "EventHandler.h"
+#include "EventNames.h"
+#include "FloatPoint3D.h"
+#include "FloatRect.h"
+#include "FocusController.h"
+#include "Frame.h"
+#include "FrameTree.h"
+#include "FrameView.h"
+#include "Gradient.h"
+#include "GraphicsContext.h"
+#include "HTMLFrameOwnerElement.h"
+#include "HTMLNames.h"
+#if ENABLE(ANDROID_OVERFLOW_SCROLL)
+#include "HTMLTextAreaElement.h"
+#endif
+#include "HitTestRequest.h"
+#include "HitTestResult.h"
+#include "OverflowEvent.h"
+#include "OverlapTestRequestClient.h"
+#include "Page.h"
+#include "PlatformMouseEvent.h"
+#include "RenderArena.h"
+#include "RenderInline.h"
+#include "RenderMarquee.h"
+#include "RenderReplica.h"
+#include "RenderScrollbar.h"
+#include "RenderScrollbarPart.h"
+#include "RenderTheme.h"
+#include "RenderTreeAsText.h"
+#include "RenderView.h"
+#include "ScaleTransformOperation.h"
+#include "Scrollbar.h"
+#include "ScrollbarTheme.h"
+#include "SelectionController.h"
+#include "TextStream.h"
+#include "TransformState.h"
+#include "TransformationMatrix.h"
+#include "TranslateTransformOperation.h"
+#include <wtf/StdLibExtras.h>
+#include <wtf/UnusedParam.h>
+#include <wtf/text/CString.h>
+
+#if USE(ACCELERATED_COMPOSITING)
+#include "RenderLayerBacking.h"
+#include "RenderLayerCompositor.h"
+#endif
+
+#if ENABLE(SVG)
+#include "SVGNames.h"
+#endif
+
+#define MIN_INTERSECT_FOR_REVEAL 32
+
+using namespace std;
+
+namespace WebCore {
+
+using namespace HTMLNames;
+
+const int MinimumWidthWhileResizing = 100;
+const int MinimumHeightWhileResizing = 40;
+
+void* ClipRects::operator new(size_t sz, RenderArena* renderArena) throw()
+{
+ return renderArena->allocate(sz);
+}
+
+void ClipRects::operator delete(void* ptr, size_t sz)
+{
+ // Stash size where destroy can find it.
+ *(size_t *)ptr = sz;
+}
+
+void ClipRects::destroy(RenderArena* renderArena)
+{
+ delete this;
+
+ // Recover the size left there for us by operator delete and free the memory.
+ renderArena->free(*(size_t *)this, this);
+}
+
+RenderLayer::RenderLayer(RenderBoxModelObject* renderer)
+ : m_renderer(renderer)
+ , m_parent(0)
+ , m_previous(0)
+ , m_next(0)
+ , m_first(0)
+ , m_last(0)
+ , m_relX(0)
+ , m_relY(0)
+ , m_x(0)
+ , m_y(0)
+ , m_width(0)
+ , m_height(0)
+ , m_scrollX(0)
+ , m_scrollY(0)
+ , m_scrollLeftOverflow(0)
+ , m_scrollTopOverflow(0)
+ , m_scrollWidth(0)
+ , m_scrollHeight(0)
+ , m_inResizeMode(false)
+ , m_posZOrderList(0)
+ , m_negZOrderList(0)
+ , m_normalFlowList(0)
+ , m_clipRects(0)
+#ifndef NDEBUG
+ , m_clipRectsRoot(0)
+#endif
+ , m_scrollDimensionsDirty(true)
+ , m_zOrderListsDirty(true)
+ , m_normalFlowListDirty(true)
+ , m_isNormalFlowOnly(shouldBeNormalFlowOnly())
+ , m_usedTransparency(false)
+ , m_paintingInsideReflection(false)
+ , m_inOverflowRelayout(false)
+ , m_needsFullRepaint(false)
+ , m_overflowStatusDirty(true)
+ , m_visibleContentStatusDirty(true)
+ , m_hasVisibleContent(false)
+ , m_visibleDescendantStatusDirty(false)
+ , m_hasVisibleDescendant(false)
+ , m_isPaginated(false)
+ , m_3DTransformedDescendantStatusDirty(true)
+ , m_has3DTransformedDescendant(false)
+#if USE(ACCELERATED_COMPOSITING)
+ , m_hasCompositingDescendant(false)
+ , m_mustOverlapCompositedLayers(false)
+#endif
+#if ENABLE(ANDROID_OVERFLOW_SCROLL)
+ , m_hasOverflowScroll(false)
+#endif
+ , m_marquee(0)
+ , m_staticX(0)
+ , m_staticY(0)
+ , m_reflection(0)
+ , m_scrollCorner(0)
+ , m_resizer(0)
+{
+ if (!renderer->firstChild() && renderer->style()) {
+ m_visibleContentStatusDirty = false;
+ m_hasVisibleContent = renderer->style()->visibility() == VISIBLE;
+ }
+}
+
+RenderLayer::~RenderLayer()
+{
+ if (inResizeMode() && !renderer()->documentBeingDestroyed()) {
+ if (Frame* frame = renderer()->frame())
+ frame->eventHandler()->resizeLayerDestroyed();
+ }
+
+ destroyScrollbar(HorizontalScrollbar);
+ destroyScrollbar(VerticalScrollbar);
+
+ // Child layers will be deleted by their corresponding render objects, so
+ // we don't need to delete them ourselves.
+
+ delete m_posZOrderList;
+ delete m_negZOrderList;
+ delete m_normalFlowList;
+ delete m_marquee;
+
+#if USE(ACCELERATED_COMPOSITING)
+ clearBacking();
+#endif
+
+ // Make sure we have no lingering clip rects.
+ ASSERT(!m_clipRects);
+
+ if (m_reflection)
+ removeReflection();
+
+ if (m_scrollCorner)
+ m_scrollCorner->destroy();
+ if (m_resizer)
+ m_resizer->destroy();
+}
+
+#if USE(ACCELERATED_COMPOSITING)
+RenderLayerCompositor* RenderLayer::compositor() const
+{
+ ASSERT(renderer()->view());
+ return renderer()->view()->compositor();
+}
+
+void RenderLayer::contentChanged(ContentChangeType changeType)
+{
+ // This can get called when video becomes accelerated, so the layers may change.
+ if ((changeType == CanvasChanged || changeType == VideoChanged || changeType == FullScreenChanged) && compositor()->updateLayerCompositingState(this))
+ compositor()->setCompositingLayersNeedRebuild();
+
+ if (m_backing)
+ m_backing->contentChanged(changeType);
+}
+#endif // USE(ACCELERATED_COMPOSITING)
+
+bool RenderLayer::hasAcceleratedCompositing() const
+{
+#if USE(ACCELERATED_COMPOSITING)
+ return compositor()->hasAcceleratedCompositing();
+#else
+ return false;
+#endif
+}
+
+bool RenderLayer::canRender3DTransforms() const
+{
+#if USE(ACCELERATED_COMPOSITING)
+ return compositor()->canRender3DTransforms();
+#else
+ return false;
+#endif
+}
+
+void RenderLayer::updateLayerPositions(UpdateLayerPositionsFlags flags, IntPoint* cachedOffset)
+{
+ if (flags & DoFullRepaint) {
+ renderer()->repaint();
+#if USE(ACCELERATED_COMPOSITING)
+ flags &= ~CheckForRepaint;
+ // We need the full repaint to propagate to child layers if we are hardware compositing.
+ if (!compositor()->inCompositingMode())
+ flags &= ~DoFullRepaint;
+#else
+ flags &= ~(CheckForRepaint | DoFullRepaint);
+#endif
+ }
+
+
+ updateLayerPosition(); // For relpositioned layers or non-positioned layers,
+ // we need to keep in sync, since we may have shifted relative
+ // to our parent layer.
+ IntPoint oldCachedOffset;
+ if (cachedOffset) {
+ // We can't cache our offset to the repaint container if the mapping is anything more complex than a simple translation
+ bool disableOffsetCache = renderer()->hasColumns() || renderer()->hasTransform() || isComposited();
+#if ENABLE(SVG)
+ disableOffsetCache = disableOffsetCache || renderer()->isSVGRoot();
+#endif
+ if (disableOffsetCache)
+ cachedOffset = 0; // If our cached offset is invalid make sure it's not passed to any of our children
+ else {
+ oldCachedOffset = *cachedOffset;
+ // Frequently our parent layer's renderer will be the same as our renderer's containing block. In that case,
+ // we just update the cache using our offset to our parent (which is m_x / m_y). Otherwise, regenerated cached
+ // offsets to the root from the render tree.
+ if (!m_parent || m_parent->renderer() == renderer()->containingBlock())
+ cachedOffset->move(m_x, m_y); // Fast case
+ else {
+ int x = 0;
+ int y = 0;
+ convertToLayerCoords(root(), x, y);
+ *cachedOffset = IntPoint(x, y);
+ }
+ }
+ }
+
+ int x = 0;
+ int y = 0;
+ if (cachedOffset) {
+ x += cachedOffset->x();
+ y += cachedOffset->y();
+#ifndef NDEBUG
+ int nonCachedX = 0;
+ int nonCachedY = 0;
+ convertToLayerCoords(root(), nonCachedX, nonCachedY);
+ ASSERT(x == nonCachedX);
+ ASSERT(y == nonCachedY);
+#endif
+ } else
+ convertToLayerCoords(root(), x, y);
+ positionOverflowControls(x, y);
+
+ updateVisibilityStatus();
+
+ if (flags & UpdatePagination)
+ updatePagination();
+ else
+ m_isPaginated = false;
+
+ if (m_hasVisibleContent) {
+ RenderView* view = renderer()->view();
+ ASSERT(view);
+ // FIXME: Optimize using LayoutState and remove the disableLayoutState() call
+ // from updateScrollInfoAfterLayout().
+ ASSERT(!view->layoutStateEnabled());
+
+ RenderBoxModelObject* repaintContainer = renderer()->containerForRepaint();
+ IntRect newRect = renderer()->clippedOverflowRectForRepaint(repaintContainer);
+ IntRect newOutlineBox = renderer()->outlineBoundsForRepaint(repaintContainer, cachedOffset);
+ // FIXME: Should ASSERT that value calculated for newOutlineBox using the cached offset is the same
+ // as the value not using the cached offset, but we can't due to https://bugs.webkit.org/show_bug.cgi?id=37048
+ if (flags & CheckForRepaint) {
+ if (view && !view->printing()) {
+ if (m_needsFullRepaint) {
+ renderer()->repaintUsingContainer(repaintContainer, m_repaintRect);
+ if (newRect != m_repaintRect)
+ renderer()->repaintUsingContainer(repaintContainer, newRect);
+ } else
+ renderer()->repaintAfterLayoutIfNeeded(repaintContainer, m_repaintRect, m_outlineBox, &newRect, &newOutlineBox);
+ }
+ }
+ m_repaintRect = newRect;
+ m_outlineBox = newOutlineBox;
+ } else {
+ m_repaintRect = IntRect();
+ m_outlineBox = IntRect();
+ }
+
+ m_needsFullRepaint = false;
+
+ // Go ahead and update the reflection's position and size.
+ if (m_reflection)
+ m_reflection->layout();
+
+#if USE(ACCELERATED_COMPOSITING)
+ // Clear the IsCompositingUpdateRoot flag once we've found the first compositing layer in this update.
+ bool isUpdateRoot = (flags & IsCompositingUpdateRoot);
+ if (isComposited())
+ flags &= ~IsCompositingUpdateRoot;
+#endif
+
+ if (renderer()->hasColumns())
+ flags |= UpdatePagination;
+
+ for (RenderLayer* child = firstChild(); child; child = child->nextSibling())
+ child->updateLayerPositions(flags, cachedOffset);
+
+#if USE(ACCELERATED_COMPOSITING)
+ if ((flags & UpdateCompositingLayers) && isComposited())
+ backing()->updateAfterLayout(RenderLayerBacking::CompositingChildren, isUpdateRoot);
+#endif
+
+ // With all our children positioned, now update our marquee if we need to.
+ if (m_marquee)
+ m_marquee->updateMarqueePosition();
+
+ if (cachedOffset)
+ *cachedOffset = oldCachedOffset;
+}
+
+IntRect RenderLayer::repaintRectIncludingDescendants() const
+{
+ IntRect repaintRect = m_repaintRect;
+ for (RenderLayer* child = firstChild(); child; child = child->nextSibling())
+ repaintRect.unite(child->repaintRectIncludingDescendants());
+ return repaintRect;
+}
+
+void RenderLayer::computeRepaintRects()
+{
+ RenderBoxModelObject* repaintContainer = renderer()->containerForRepaint();
+ m_repaintRect = renderer()->clippedOverflowRectForRepaint(repaintContainer);
+ m_outlineBox = renderer()->outlineBoundsForRepaint(repaintContainer);
+}
+
+void RenderLayer::updateRepaintRectsAfterScroll(bool fixed)
+{
+ if (fixed || renderer()->style()->position() == FixedPosition) {
+ computeRepaintRects();
+ fixed = true;
+ } else if (renderer()->hasTransform()) {
+ // Transforms act as fixed position containers, so nothing inside a
+ // transformed element can be fixed relative to the viewport if the
+ // transformed element is not fixed itself or child of a fixed element.
+ return;
+ }
+
+ for (RenderLayer* child = firstChild(); child; child = child->nextSibling())
+ child->updateRepaintRectsAfterScroll(fixed);
+}
+
+void RenderLayer::updateTransform()
+{
+ // hasTransform() on the renderer is also true when there is transform-style: preserve-3d or perspective set,
+ // so check style too.
+ bool hasTransform = renderer()->hasTransform() && renderer()->style()->hasTransform();
+ bool had3DTransform = has3DTransform();
+
+ bool hadTransform = m_transform;
+ if (hasTransform != hadTransform) {
+ if (hasTransform)
+ m_transform.set(new TransformationMatrix);
+ else
+ m_transform.clear();
+ }
+
+ if (hasTransform) {
+ RenderBox* box = renderBox();
+ ASSERT(box);
+ m_transform->makeIdentity();
+ box->style()->applyTransform(*m_transform, box->borderBoxRect().size(), RenderStyle::IncludeTransformOrigin);
+ makeMatrixRenderable(*m_transform, canRender3DTransforms());
+ }
+
+ if (had3DTransform != has3DTransform())
+ dirty3DTransformedDescendantStatus();
+}
+
+TransformationMatrix RenderLayer::currentTransform() const
+{
+ if (!m_transform)
+ return TransformationMatrix();
+
+#if USE(ACCELERATED_COMPOSITING)
+ if (renderer()->style()->isRunningAcceleratedAnimation()) {
+ TransformationMatrix currTransform;
+ RefPtr<RenderStyle> style = renderer()->animation()->getAnimatedStyleForRenderer(renderer());
+ style->applyTransform(currTransform, renderBox()->borderBoxRect().size(), RenderStyle::IncludeTransformOrigin);
+ makeMatrixRenderable(currTransform, canRender3DTransforms());
+ return currTransform;
+ }
+#endif
+
+ return *m_transform;
+}
+
+TransformationMatrix RenderLayer::renderableTransform(PaintBehavior paintBehavior) const
+{
+ if (!m_transform)
+ return TransformationMatrix();
+
+ if (paintBehavior & PaintBehaviorFlattenCompositingLayers) {
+ TransformationMatrix matrix = *m_transform;
+ makeMatrixRenderable(matrix, false /* flatten 3d */);
+ return matrix;
+ }
+
+ return *m_transform;
+}
+
+static bool checkContainingBlockChainForPagination(RenderBoxModelObject* renderer, RenderBox* ancestorColumnsRenderer)
+{
+ RenderView* view = renderer->view();
+ RenderBoxModelObject* prevBlock = renderer;
+ RenderBlock* containingBlock;
+ for (containingBlock = renderer->containingBlock();
+ containingBlock && containingBlock != view && containingBlock != ancestorColumnsRenderer;
+ containingBlock = containingBlock->containingBlock())
+ prevBlock = containingBlock;
+
+ // If the columns block wasn't in our containing block chain, then we aren't paginated by it.
+ if (containingBlock != ancestorColumnsRenderer)
+ return false;
+
+ // If the previous block is absolutely positioned, then we can't be paginated by the columns block.
+ if (prevBlock->isPositioned())
+ return false;
+
+ // Otherwise we are paginated by the columns block.
+ return true;
+}
+
+void RenderLayer::updatePagination()
+{
+ m_isPaginated = false;
+ if (isComposited() || !parent())
+ return; // FIXME: We will have to deal with paginated compositing layers someday.
+ // FIXME: For now the RenderView can't be paginated. Eventually printing will move to a model where it is though.
+
+ if (isNormalFlowOnly()) {
+ m_isPaginated = parent()->renderer()->hasColumns();
+ return;
+ }
+
+ // If we're not normal flow, then we need to look for a multi-column object between us and our stacking context.
+ RenderLayer* ancestorStackingContext = stackingContext();
+ for (RenderLayer* curr = parent(); curr; curr = curr->parent()) {
+ if (curr->renderer()->hasColumns()) {
+ m_isPaginated = checkContainingBlockChainForPagination(renderer(), curr->renderBox());
+ return;
+ }
+ if (curr == ancestorStackingContext)
+ return;
+ }
+}
+
+void RenderLayer::setHasVisibleContent(bool b)
+{
+ if (m_hasVisibleContent == b && !m_visibleContentStatusDirty)
+ return;
+ m_visibleContentStatusDirty = false;
+ m_hasVisibleContent = b;
+ if (m_hasVisibleContent) {
+ RenderBoxModelObject* repaintContainer = renderer()->containerForRepaint();
+ m_repaintRect = renderer()->clippedOverflowRectForRepaint(repaintContainer);
+ m_outlineBox = renderer()->outlineBoundsForRepaint(repaintContainer);
+ if (!isNormalFlowOnly()) {
+ for (RenderLayer* sc = stackingContext(); sc; sc = sc->stackingContext()) {
+ sc->dirtyZOrderLists();
+ if (sc->hasVisibleContent())
+ break;
+ }
+ }
+ }
+ if (parent())
+ parent()->childVisibilityChanged(m_hasVisibleContent);
+}
+
+void RenderLayer::dirtyVisibleContentStatus()
+{
+ m_visibleContentStatusDirty = true;
+ if (parent())
+ parent()->dirtyVisibleDescendantStatus();
+}
+
+void RenderLayer::childVisibilityChanged(bool newVisibility)
+{
+ if (m_hasVisibleDescendant == newVisibility || m_visibleDescendantStatusDirty)
+ return;
+ if (newVisibility) {
+ RenderLayer* l = this;
+ while (l && !l->m_visibleDescendantStatusDirty && !l->m_hasVisibleDescendant) {
+ l->m_hasVisibleDescendant = true;
+ l = l->parent();
+ }
+ } else
+ dirtyVisibleDescendantStatus();
+}
+
+void RenderLayer::dirtyVisibleDescendantStatus()
+{
+ RenderLayer* l = this;
+ while (l && !l->m_visibleDescendantStatusDirty) {
+ l->m_visibleDescendantStatusDirty = true;
+ l = l->parent();
+ }
+}
+
+void RenderLayer::updateVisibilityStatus()
+{
+ if (m_visibleDescendantStatusDirty) {
+ m_hasVisibleDescendant = false;
+ for (RenderLayer* child = firstChild(); child; child = child->nextSibling()) {
+ child->updateVisibilityStatus();
+ if (child->m_hasVisibleContent || child->m_hasVisibleDescendant) {
+ m_hasVisibleDescendant = true;
+ break;
+ }
+ }
+ m_visibleDescendantStatusDirty = false;
+ }
+
+ if (m_visibleContentStatusDirty) {
+ if (renderer()->style()->visibility() == VISIBLE)
+ m_hasVisibleContent = true;
+ else {
+ // layer may be hidden but still have some visible content, check for this
+ m_hasVisibleContent = false;
+ RenderObject* r = renderer()->firstChild();
+ while (r) {
+ if (r->style()->visibility() == VISIBLE && !r->hasLayer()) {
+ m_hasVisibleContent = true;
+ break;
+ }
+ if (r->firstChild() && !r->hasLayer())
+ r = r->firstChild();
+ else if (r->nextSibling())
+ r = r->nextSibling();
+ else {
+ do {
+ r = r->parent();
+ if (r == renderer())
+ r = 0;
+ } while (r && !r->nextSibling());
+ if (r)
+ r = r->nextSibling();
+ }
+ }
+ }
+ m_visibleContentStatusDirty = false;
+ }
+}
+
+void RenderLayer::dirty3DTransformedDescendantStatus()
+{
+ RenderLayer* curr = stackingContext();
+ if (curr)
+ curr->m_3DTransformedDescendantStatusDirty = true;
+
+ // This propagates up through preserve-3d hierarchies to the enclosing flattening layer.
+ // Note that preserves3D() creates stacking context, so we can just run up the stacking contexts.
+ while (curr && curr->preserves3D()) {
+ curr->m_3DTransformedDescendantStatusDirty = true;
+ curr = curr->stackingContext();
+ }
+}
+
+// Return true if this layer or any preserve-3d descendants have 3d.
+bool RenderLayer::update3DTransformedDescendantStatus()
+{
+ if (m_3DTransformedDescendantStatusDirty) {
+ m_has3DTransformedDescendant = false;
+
+ // Transformed or preserve-3d descendants can only be in the z-order lists, not
+ // in the normal flow list, so we only need to check those.
+ if (m_posZOrderList) {
+ for (unsigned i = 0; i < m_posZOrderList->size(); ++i)
+ m_has3DTransformedDescendant |= m_posZOrderList->at(i)->update3DTransformedDescendantStatus();
+ }
+
+ // Now check our negative z-index children.
+ if (m_negZOrderList) {
+ for (unsigned i = 0; i < m_negZOrderList->size(); ++i)
+ m_has3DTransformedDescendant |= m_negZOrderList->at(i)->update3DTransformedDescendantStatus();
+ }
+
+ m_3DTransformedDescendantStatusDirty = false;
+ }
+
+ // If we live in a 3d hierarchy, then the layer at the root of that hierarchy needs
+ // the m_has3DTransformedDescendant set.
+ if (preserves3D())
+ return has3DTransform() || m_has3DTransformedDescendant;
+
+ return has3DTransform();
+}
+
+void RenderLayer::updateLayerPosition()
+{
+ IntPoint localPoint;
+ IntSize inlineBoundingBoxOffset; // We don't put this into the RenderLayer x/y for inlines, so we need to subtract it out when done.
+ if (renderer()->isRenderInline()) {
+ RenderInline* inlineFlow = toRenderInline(renderer());
+ IntRect lineBox = inlineFlow->linesBoundingBox();
+ setWidth(lineBox.width());
+ setHeight(lineBox.height());
+ inlineBoundingBoxOffset = IntSize(lineBox.x(), lineBox.y());
+ localPoint += inlineBoundingBoxOffset;
+ } else if (RenderBox* box = renderBox()) {
+ setWidth(box->width());
+ setHeight(box->height());
+ localPoint += box->locationOffsetIncludingFlipping();
+ }
+
+ // Clear our cached clip rect information.
+ clearClipRects();
+
+ if (!renderer()->isPositioned() && renderer()->parent()) {
+ // We must adjust our position by walking up the render tree looking for the
+ // nearest enclosing object with a layer.
+ RenderObject* curr = renderer()->parent();
+ while (curr && !curr->hasLayer()) {
+ if (curr->isBox() && !curr->isTableRow()) {
+ // Rows and cells share the same coordinate space (that of the section).
+ // Omit them when computing our xpos/ypos.
+ localPoint += toRenderBox(curr)->locationOffsetIncludingFlipping();
+ }
+ curr = curr->parent();
+ }
+ if (curr->isBox() && curr->isTableRow()) {
+ // Put ourselves into the row coordinate space.
+ localPoint -= toRenderBox(curr)->locationOffsetIncludingFlipping();
+ }
+ }
+
+ // Subtract our parent's scroll offset.
+ if (renderer()->isPositioned() && enclosingPositionedAncestor()) {
+ RenderLayer* positionedParent = enclosingPositionedAncestor();
+
+ // For positioned layers, we subtract out the enclosing positioned layer's scroll offset.
+ IntSize offset = positionedParent->scrolledContentOffset();
+ localPoint -= offset;
+
+ if (renderer()->isPositioned() && positionedParent->renderer()->isRelPositioned() && positionedParent->renderer()->isRenderInline()) {
+ IntSize offset = toRenderInline(positionedParent->renderer())->relativePositionedInlineOffset(toRenderBox(renderer()));
+ localPoint += offset;
+ }
+ } else if (parent()) {
+ if (isComposited()) {
+ // FIXME: Composited layers ignore pagination, so about the best we can do is make sure they're offset into the appropriate column.
+ // They won't split across columns properly.
+ IntSize columnOffset;
+ parent()->renderer()->adjustForColumns(columnOffset, localPoint);
+ localPoint += columnOffset;
+ }
+
+ IntSize scrollOffset = parent()->scrolledContentOffset();
+ localPoint -= scrollOffset;
+ }
+
+ m_relX = m_relY = 0;
+ if (renderer()->isRelPositioned()) {
+ m_relX = renderer()->relativePositionOffsetX();
+ m_relY = renderer()->relativePositionOffsetY();
+ localPoint.move(m_relX, m_relY);
+ }
+
+ // FIXME: We'd really like to just get rid of the concept of a layer rectangle and rely on the renderers.
+ localPoint -= inlineBoundingBoxOffset;
+ setLocation(localPoint.x(), localPoint.y());
+}
+
+TransformationMatrix RenderLayer::perspectiveTransform() const
+{
+ if (!renderer()->hasTransform())
+ return TransformationMatrix();
+
+ RenderStyle* style = renderer()->style();
+ if (!style->hasPerspective())
+ return TransformationMatrix();
+
+ // Maybe fetch the perspective from the backing?
+ const IntRect borderBox = toRenderBox(renderer())->borderBoxRect();
+ const float boxWidth = borderBox.width();
+ const float boxHeight = borderBox.height();
+
+ float perspectiveOriginX = style->perspectiveOriginX().calcFloatValue(boxWidth);
+ float perspectiveOriginY = style->perspectiveOriginY().calcFloatValue(boxHeight);
+
+ // A perspective origin of 0,0 makes the vanishing point in the center of the element.
+ // We want it to be in the top-left, so subtract half the height and width.
+ perspectiveOriginX -= boxWidth / 2.0f;
+ perspectiveOriginY -= boxHeight / 2.0f;
+
+ TransformationMatrix t;
+ t.translate(perspectiveOriginX, perspectiveOriginY);
+ t.applyPerspective(style->perspective());
+ t.translate(-perspectiveOriginX, -perspectiveOriginY);
+
+ return t;
+}
+
+FloatPoint RenderLayer::perspectiveOrigin() const
+{
+ if (!renderer()->hasTransform())
+ return FloatPoint();
+
+ const IntRect borderBox = toRenderBox(renderer())->borderBoxRect();
+ RenderStyle* style = renderer()->style();
+
+ return FloatPoint(style->perspectiveOriginX().calcFloatValue(borderBox.width()),
+ style->perspectiveOriginY().calcFloatValue(borderBox.height()));
+}
+
+RenderLayer* RenderLayer::stackingContext() const
+{
+ RenderLayer* layer = parent();
+#if ENABLE(COMPOSITED_FIXED_ELEMENTS) || ENABLE(ANDROID_OVERFLOW_SCROLL)
+ // When using composited fixed elements, they are turned into a stacking
+ // context and we thus need to return them.
+ // We can simplify the while loop by using isStackingContext(); with
+ // composited fixed elements turned on, this will return true for them,
+ // and is otherwise equivalent to the replaced statements.
+ while (layer && !layer->renderer()->isRoot() && !layer->isStackingContext())
+#else
+ while (layer && !layer->renderer()->isRenderView() && !layer->renderer()->isRoot() && layer->renderer()->style()->hasAutoZIndex())
+#endif
+ layer = layer->parent();
+ return layer;
+}
+
+static inline bool isPositionedContainer(RenderLayer* layer)
+{
+ RenderObject* o = layer->renderer();
+ return o->isRenderView() || o->isPositioned() || o->isRelPositioned() || layer->hasTransform();
+}
+
+static inline bool isFixedPositionedContainer(RenderLayer* layer)
+{
+ RenderObject* o = layer->renderer();
+ return o->isRenderView() || layer->hasTransform();
+}
+
+RenderLayer* RenderLayer::enclosingPositionedAncestor() const
+{
+ RenderLayer* curr = parent();
+ while (curr && !isPositionedContainer(curr))
+ curr = curr->parent();
+
+ return curr;
+}
+
+RenderLayer* RenderLayer::enclosingTransformedAncestor() const
+{
+ RenderLayer* curr = parent();
+ while (curr && !curr->renderer()->isRenderView() && !curr->transform())
+ curr = curr->parent();
+
+ return curr;
+}
+
+static inline const RenderLayer* compositingContainer(const RenderLayer* layer)
+{
+ return layer->isNormalFlowOnly() ? layer->parent() : layer->stackingContext();
+}
+
+#if USE(ACCELERATED_COMPOSITING)
+RenderLayer* RenderLayer::enclosingCompositingLayer(bool includeSelf) const
+{
+ if (includeSelf && isComposited())
+ return const_cast<RenderLayer*>(this);
+
+ for (const RenderLayer* curr = compositingContainer(this); curr; curr = compositingContainer(curr)) {
+ if (curr->isComposited())
+ return const_cast<RenderLayer*>(curr);
+ }
+
+ return 0;
+}
+#endif
+
+RenderLayer* RenderLayer::clippingRoot() const
+{
+#if USE(ACCELERATED_COMPOSITING)
+ if (isComposited())
+ return const_cast<RenderLayer*>(this);
+#endif
+
+ const RenderLayer* current = this;
+ while (current) {
+ if (current->renderer()->isRenderView())
+ return const_cast<RenderLayer*>(current);
+
+ current = compositingContainer(current);
+ ASSERT(current);
+ if (current->transform()
+#if USE(ACCELERATED_COMPOSITING)
+ || current->isComposited()
+#endif
+ )
+ return const_cast<RenderLayer*>(current);
+ }
+
+ ASSERT_NOT_REACHED();
+ return 0;
+}
+
+IntPoint RenderLayer::absoluteToContents(const IntPoint& absolutePoint) const
+{
+ // We don't use convertToLayerCoords because it doesn't know about transforms
+ return roundedIntPoint(renderer()->absoluteToLocal(absolutePoint, false, true));
+}
+
+bool RenderLayer::requiresSlowRepaints() const
+{
+ if (isTransparent() || hasReflection() || hasTransform())
+ return true;
+ if (!parent())
+ return false;
+ return parent()->requiresSlowRepaints();
+}
+
+bool RenderLayer::isTransparent() const
+{
+#if ENABLE(SVG)
+ if (renderer()->node() && renderer()->node()->namespaceURI() == SVGNames::svgNamespaceURI)
+ return false;
+#endif
+ return renderer()->isTransparent() || renderer()->hasMask();
+}
+
+RenderLayer* RenderLayer::transparentPaintingAncestor()
+{
+ if (isComposited())
+ return 0;
+
+ for (RenderLayer* curr = parent(); curr; curr = curr->parent()) {
+ if (curr->isComposited())
+ return 0;
+ if (curr->isTransparent())
+ return curr;
+ }
+ return 0;
+}
+
+static IntRect transparencyClipBox(const RenderLayer* l, const RenderLayer* rootLayer, PaintBehavior paintBehavior);
+
+static void expandClipRectForDescendantsAndReflection(IntRect& clipRect, const RenderLayer* l, const RenderLayer* rootLayer, PaintBehavior paintBehavior)
+{
+ // If we have a mask, then the clip is limited to the border box area (and there is
+ // no need to examine child layers).
+ if (!l->renderer()->hasMask()) {
+ // Note: we don't have to walk z-order lists since transparent elements always establish
+ // a stacking context. This means we can just walk the layer tree directly.
+ for (RenderLayer* curr = l->firstChild(); curr; curr = curr->nextSibling()) {
+ if (!l->reflection() || l->reflectionLayer() != curr)
+ clipRect.unite(transparencyClipBox(curr, rootLayer, paintBehavior));
+ }
+ }
+
+ // If we have a reflection, then we need to account for that when we push the clip. Reflect our entire
+ // current transparencyClipBox to catch all child layers.
+ // FIXME: Accelerated compositing will eventually want to do something smart here to avoid incorporating this
+ // size into the parent layer.
+ if (l->renderer()->hasReflection()) {
+ int deltaX = 0;
+ int deltaY = 0;
+ l->convertToLayerCoords(rootLayer, deltaX, deltaY);
+ clipRect.move(-deltaX, -deltaY);
+ clipRect.unite(l->renderBox()->reflectedRect(clipRect));
+ clipRect.move(deltaX, deltaY);
+ }
+}
+
+static IntRect transparencyClipBox(const RenderLayer* l, const RenderLayer* rootLayer, PaintBehavior paintBehavior)
+{
+ // FIXME: Although this function completely ignores CSS-imposed clipping, we did already intersect with the
+ // paintDirtyRect, and that should cut down on the amount we have to paint. Still it
+ // would be better to respect clips.
+
+ if (rootLayer != l && l->paintsWithTransform(paintBehavior)) {
+ // The best we can do here is to use enclosed bounding boxes to establish a "fuzzy" enough clip to encompass
+ // the transformed layer and all of its children.
+ int x = 0;
+ int y = 0;
+ l->convertToLayerCoords(rootLayer, x, y);
+
+ TransformationMatrix transform;
+ transform.translate(x, y);
+ transform = *l->transform() * transform;
+
+ IntRect clipRect = l->boundingBox(l);
+ expandClipRectForDescendantsAndReflection(clipRect, l, l, paintBehavior);
+ return transform.mapRect(clipRect);
+ }
+
+ IntRect clipRect = l->boundingBox(rootLayer);
+ expandClipRectForDescendantsAndReflection(clipRect, l, rootLayer, paintBehavior);
+ return clipRect;
+}
+
+void RenderLayer::beginTransparencyLayers(GraphicsContext* p, const RenderLayer* rootLayer, PaintBehavior paintBehavior)
+{
+ if (p->paintingDisabled() || (paintsWithTransparency(paintBehavior) && m_usedTransparency))
+ return;
+
+ RenderLayer* ancestor = transparentPaintingAncestor();
+ if (ancestor)
+ ancestor->beginTransparencyLayers(p, rootLayer, paintBehavior);
+
+ if (paintsWithTransparency(paintBehavior)) {
+ m_usedTransparency = true;
+ p->save();
+ IntRect clipRect = transparencyClipBox(this, rootLayer, paintBehavior);
+ p->clip(clipRect);
+ p->beginTransparencyLayer(renderer()->opacity());
+#ifdef REVEAL_TRANSPARENCY_LAYERS
+ p->setFillColor(Color(0.0f, 0.0f, 0.5f, 0.2f), ColorSpaceDeviceRGB);
+ p->fillRect(clipRect);
+#endif
+ }
+}
+
+void* RenderLayer::operator new(size_t sz, RenderArena* renderArena) throw()
+{
+ return renderArena->allocate(sz);
+}
+
+void RenderLayer::operator delete(void* ptr, size_t sz)
+{
+ // Stash size where destroy can find it.
+ *(size_t *)ptr = sz;
+}
+
+void RenderLayer::destroy(RenderArena* renderArena)
+{
+ delete this;
+
+ // Recover the size left there for us by operator delete and free the memory.
+ renderArena->free(*(size_t *)this, this);
+}
+
+void RenderLayer::addChild(RenderLayer* child, RenderLayer* beforeChild)
+{
+ RenderLayer* prevSibling = beforeChild ? beforeChild->previousSibling() : lastChild();
+ if (prevSibling) {
+ child->setPreviousSibling(prevSibling);
+ prevSibling->setNextSibling(child);
+ ASSERT(prevSibling != child);
+ } else
+ setFirstChild(child);
+
+ if (beforeChild) {
+ beforeChild->setPreviousSibling(child);
+ child->setNextSibling(beforeChild);
+ ASSERT(beforeChild != child);
+ } else
+ setLastChild(child);
+
+ child->setParent(this);
+
+ if (child->isNormalFlowOnly())
+ dirtyNormalFlowList();
+
+ if (!child->isNormalFlowOnly() || child->firstChild()) {
+ // Dirty the z-order list in which we are contained. The stackingContext() can be null in the
+ // case where we're building up generated content layers. This is ok, since the lists will start
+ // off dirty in that case anyway.
+ child->dirtyStackingContextZOrderLists();
+ }
+
+ child->updateVisibilityStatus();
+ if (child->m_hasVisibleContent || child->m_hasVisibleDescendant)
+ childVisibilityChanged(true);
+
+#if USE(ACCELERATED_COMPOSITING)
+ compositor()->layerWasAdded(this, child);
+#endif
+}
+
+RenderLayer* RenderLayer::removeChild(RenderLayer* oldChild)
+{
+#if USE(ACCELERATED_COMPOSITING)
+ if (!renderer()->documentBeingDestroyed())
+ compositor()->layerWillBeRemoved(this, oldChild);
+#endif
+
+ // remove the child
+ if (oldChild->previousSibling())
+ oldChild->previousSibling()->setNextSibling(oldChild->nextSibling());
+ if (oldChild->nextSibling())
+ oldChild->nextSibling()->setPreviousSibling(oldChild->previousSibling());
+
+ if (m_first == oldChild)
+ m_first = oldChild->nextSibling();
+ if (m_last == oldChild)
+ m_last = oldChild->previousSibling();
+
+ if (oldChild->isNormalFlowOnly())
+ dirtyNormalFlowList();
+ if (!oldChild->isNormalFlowOnly() || oldChild->firstChild()) {
+ // Dirty the z-order list in which we are contained. When called via the
+ // reattachment process in removeOnlyThisLayer, the layer may already be disconnected
+ // from the main layer tree, so we need to null-check the |stackingContext| value.
+ oldChild->dirtyStackingContextZOrderLists();
+ }
+
+ oldChild->setPreviousSibling(0);
+ oldChild->setNextSibling(0);
+ oldChild->setParent(0);
+
+ oldChild->updateVisibilityStatus();
+ if (oldChild->m_hasVisibleContent || oldChild->m_hasVisibleDescendant)
+ childVisibilityChanged(false);
+
+ return oldChild;
+}
+
+void RenderLayer::removeOnlyThisLayer()
+{
+ if (!m_parent)
+ return;
+
+ // Mark that we are about to lose our layer. This makes render tree
+ // walks ignore this layer while we're removing it.
+ m_renderer->setHasLayer(false);
+
+#if USE(ACCELERATED_COMPOSITING)
+ compositor()->layerWillBeRemoved(m_parent, this);
+#endif
+
+ // Dirty the clip rects.
+ clearClipRectsIncludingDescendants();
+
+ // Remove us from the parent.
+ RenderLayer* parent = m_parent;
+ RenderLayer* nextSib = nextSibling();
+ parent->removeChild(this);
+
+ if (reflection())
+ removeChild(reflectionLayer());
+
+ // Now walk our kids and reattach them to our parent.
+ RenderLayer* current = m_first;
+ while (current) {
+ RenderLayer* next = current->nextSibling();
+ removeChild(current);
+ parent->addChild(current, nextSib);
+ current->updateLayerPositions(); // Depends on hasLayer() already being false for proper layout.
+ current = next;
+ }
+
+ m_renderer->destroyLayer();
+}
+
+void RenderLayer::insertOnlyThisLayer()
+{
+ if (!m_parent && renderer()->parent()) {
+ // We need to connect ourselves when our renderer() has a parent.
+ // Find our enclosingLayer and add ourselves.
+ RenderLayer* parentLayer = renderer()->parent()->enclosingLayer();
+ ASSERT(parentLayer);
+ RenderLayer* beforeChild = parentLayer->reflectionLayer() != this ? renderer()->parent()->findNextLayer(parentLayer, renderer()) : 0;
+ parentLayer->addChild(this, beforeChild);
+ }
+
+ // Remove all descendant layers from the hierarchy and add them to the new position.
+ for (RenderObject* curr = renderer()->firstChild(); curr; curr = curr->nextSibling())
+ curr->moveLayers(m_parent, this);
+
+ // Clear out all the clip rects.
+ clearClipRectsIncludingDescendants();
+}
+
+void
+RenderLayer::convertToLayerCoords(const RenderLayer* ancestorLayer, int& xPos, int& yPos) const
+{
+ if (ancestorLayer == this)
+ return;
+
+ EPosition position = renderer()->style()->position();
+ if (position == FixedPosition && (!ancestorLayer || ancestorLayer == renderer()->view()->layer())) {
+ // If the fixed layer's container is the root, just add in the offset of the view. We can obtain this by calling
+ // localToAbsolute() on the RenderView.
+ FloatPoint absPos = renderer()->localToAbsolute(FloatPoint(), true);
+ xPos += absPos.x();
+ yPos += absPos.y();
+ return;
+ }
+
+ if (position == FixedPosition) {
+ // For a fixed layers, we need to walk up to the root to see if there's a fixed position container
+ // (e.g. a transformed layer). It's an error to call convertToLayerCoords() across a layer with a transform,
+ // so we should always find the ancestor at or before we find the fixed position container.
+ RenderLayer* fixedPositionContainerLayer = 0;
+ bool foundAncestor = false;
+ for (RenderLayer* currLayer = parent(); currLayer; currLayer = currLayer->parent()) {
+ if (currLayer == ancestorLayer)
+ foundAncestor = true;
+
+ if (isFixedPositionedContainer(currLayer)) {
+ fixedPositionContainerLayer = currLayer;
+ ASSERT(foundAncestor);
+ break;
+ }
+ }
+
+ ASSERT(fixedPositionContainerLayer); // We should have hit the RenderView's layer at least.
+
+ if (fixedPositionContainerLayer != ancestorLayer) {
+ int fixedContainerX = 0;
+ int fixedContainerY = 0;
+ convertToLayerCoords(fixedPositionContainerLayer, fixedContainerX, fixedContainerY);
+
+ int ancestorX = 0;
+ int ancestorY = 0;
+ ancestorLayer->convertToLayerCoords(fixedPositionContainerLayer, ancestorX, ancestorY);
+
+ xPos += (fixedContainerX - ancestorX);
+ yPos += (fixedContainerY - ancestorY);
+ return;
+ }
+ }
+
+
+ RenderLayer* parentLayer;
+ if (position == AbsolutePosition || position == FixedPosition) {
+ // Do what enclosingPositionedAncestor() does, but check for ancestorLayer along the way.
+ parentLayer = parent();
+ bool foundAncestorFirst = false;
+ while (parentLayer) {
+ if (isPositionedContainer(parentLayer))
+ break;
+
+ if (parentLayer == ancestorLayer) {
+ foundAncestorFirst = true;
+ break;
+ }
+
+ parentLayer = parentLayer->parent();
+ }
+
+ if (foundAncestorFirst) {
+ // Found ancestorLayer before the abs. positioned container, so compute offset of both relative
+ // to enclosingPositionedAncestor and subtract.
+ RenderLayer* positionedAncestor = parentLayer->enclosingPositionedAncestor();
+
+ int thisX = 0;
+ int thisY = 0;
+ convertToLayerCoords(positionedAncestor, thisX, thisY);
+
+ int ancestorX = 0;
+ int ancestorY = 0;
+ ancestorLayer->convertToLayerCoords(positionedAncestor, ancestorX, ancestorY);
+
+ xPos += (thisX - ancestorX);
+ yPos += (thisY - ancestorY);
+ return;
+ }
+ } else
+ parentLayer = parent();
+
+ if (!parentLayer)
+ return;
+
+ parentLayer->convertToLayerCoords(ancestorLayer, xPos, yPos);
+
+ xPos += x();
+ yPos += y();
+}
+
+static inline int adjustedScrollDelta(int beginningDelta) {
+ // This implemention matches Firefox's.
+ // http://mxr.mozilla.org/firefox/source/toolkit/content/widgets/browser.xml#856.
+ const int speedReducer = 12;
+
+ int adjustedDelta = beginningDelta / speedReducer;
+ if (adjustedDelta > 1)
+ adjustedDelta = static_cast<int>(adjustedDelta * sqrt(static_cast<double>(adjustedDelta))) - 1;
+ else if (adjustedDelta < -1)
+ adjustedDelta = static_cast<int>(adjustedDelta * sqrt(static_cast<double>(-adjustedDelta))) + 1;
+
+ return adjustedDelta;
+}
+
+void RenderLayer::panScrollFromPoint(const IntPoint& sourcePoint)
+{
+ Frame* frame = renderer()->frame();
+ if (!frame)
+ return;
+
+ IntPoint currentMousePosition = frame->eventHandler()->currentMousePosition();
+
+ // We need to check if the current mouse position is out of the window. When the mouse is out of the window, the position is incoherent
+ static IntPoint previousMousePosition;
+ if (currentMousePosition.x() < 0 || currentMousePosition.y() < 0)
+ currentMousePosition = previousMousePosition;
+ else
+ previousMousePosition = currentMousePosition;
+
+ int xDelta = currentMousePosition.x() - sourcePoint.x();
+ int yDelta = currentMousePosition.y() - sourcePoint.y();
+
+ if (abs(xDelta) <= ScrollView::noPanScrollRadius) // at the center we let the space for the icon
+ xDelta = 0;
+ if (abs(yDelta) <= ScrollView::noPanScrollRadius)
+ yDelta = 0;
+
+ scrollByRecursively(adjustedScrollDelta(xDelta), adjustedScrollDelta(yDelta));
+}
+
+void RenderLayer::scrollByRecursively(int xDelta, int yDelta)
+{
+ if (!xDelta && !yDelta)
+ return;
+
+ bool restrictedByLineClamp = false;
+ if (renderer()->parent())
+ restrictedByLineClamp = !renderer()->parent()->style()->lineClamp().isNone();
+
+ if (renderer()->hasOverflowClip() && !restrictedByLineClamp) {
+ int newOffsetX = scrollXOffset() + xDelta;
+ int newOffsetY = scrollYOffset() + yDelta;
+ scrollToOffset(newOffsetX, newOffsetY);
+
+ // If this layer can't do the scroll we ask the next layer up that can scroll to try
+ int leftToScrollX = newOffsetX - scrollXOffset();
+ int leftToScrollY = newOffsetY - scrollYOffset();
+ if ((leftToScrollX || leftToScrollY) && renderer()->parent()) {
+ RenderObject* nextRenderer = renderer()->parent();
+ while (nextRenderer) {
+ if (nextRenderer->isBox() && toRenderBox(nextRenderer)->canBeScrolledAndHasScrollableArea()) {
+ nextRenderer->enclosingLayer()->scrollByRecursively(leftToScrollX, leftToScrollY);
+ break;
+ }
+ nextRenderer = nextRenderer->parent();
+ }
+
+ Frame* frame = renderer()->frame();
+ if (frame)
+ frame->eventHandler()->updateAutoscrollRenderer();
+ }
+ } else if (renderer()->view()->frameView()) {
+ // If we are here, we were called on a renderer that can be programmatically scrolled, but doesn't
+ // have an overflow clip. Which means that it is a document node that can be scrolled.
+ renderer()->view()->frameView()->scrollBy(IntSize(xDelta, yDelta));
+ // FIXME: If we didn't scroll the whole way, do we want to try looking at the frames ownerElement?
+ // https://bugs.webkit.org/show_bug.cgi?id=28237
+ }
+}
+
+void RenderLayer::scrollToOffset(int x, int y, bool updateScrollbars, bool repaint)
+{
+ RenderBox* box = renderBox();
+ if (!box)
+ return;
+
+ if (box->style()->overflowX() != OMARQUEE) {
+ if (x < 0) x = 0;
+ if (y < 0) y = 0;
+
+ // Call the scrollWidth/Height functions so that the dimensions will be computed if they need
+ // to be (for overflow:hidden blocks).
+ int maxX = scrollWidth() - box->clientWidth();
+ int maxY = scrollHeight() - box->clientHeight();
+
+ if (x > maxX) x = maxX;
+ if (y > maxY) y = maxY;
+ }
+
+ // FIXME: Eventually, we will want to perform a blit. For now never
+ // blit, since the check for blitting is going to be very
+ // complicated (since it will involve testing whether our layer
+ // is either occluded by another layer or clipped by an enclosing
+ // layer or contains fixed backgrounds, etc.).
+ int newScrollX = x - m_scrollOrigin.x();
+ int newScrollY = y - m_scrollOrigin.y();
+ if (m_scrollY == newScrollY && m_scrollX == newScrollX)
+ return;
+ m_scrollX = newScrollX;
+ m_scrollY = newScrollY;
+
+ // Update the positions of our child layers. Don't have updateLayerPositions() update
+ // compositing layers, because we need to do a deep update from the compositing ancestor.
+ for (RenderLayer* child = firstChild(); child; child = child->nextSibling())
+ child->updateLayerPositions(0);
+
+ RenderView* view = renderer()->view();
+
+ // We should have a RenderView if we're trying to scroll.
+ ASSERT(view);
+ if (view) {
+#if ENABLE(DASHBOARD_SUPPORT)
+ // Update dashboard regions, scrolling may change the clip of a
+ // particular region.
+ view->frameView()->updateDashboardRegions();
+#endif
+
+ view->updateWidgetPositions();
+ }
+
+#if USE(ACCELERATED_COMPOSITING)
+ if (compositor()->inCompositingMode()) {
+ // Our stacking context is guaranteed to contain all of our descendants that may need
+ // repositioning, so update compositing layers from there.
+ if (RenderLayer* compositingAncestor = stackingContext()->enclosingCompositingLayer()) {
+ if (compositor()->compositingConsultsOverlap())
+ compositor()->updateCompositingLayers(CompositingUpdateOnScroll, compositingAncestor);
+ else {
+ bool isUpdateRoot = true;
+ compositingAncestor->backing()->updateAfterLayout(RenderLayerBacking::AllDescendants, isUpdateRoot);
+ }
+ }
+ }
+#endif
+
+ RenderBoxModelObject* repaintContainer = renderer()->containerForRepaint();
+ IntRect rectForRepaint = renderer()->clippedOverflowRectForRepaint(repaintContainer);
+
+ Frame* frame = renderer()->frame();
+ if (frame) {
+ // The caret rect needs to be invalidated after scrolling
+ frame->selection()->setCaretRectNeedsUpdate();
+
+ FloatQuad quadForFakeMouseMoveEvent = FloatQuad(rectForRepaint);
+ if (repaintContainer)
+ quadForFakeMouseMoveEvent = repaintContainer->localToAbsoluteQuad(quadForFakeMouseMoveEvent);
+ frame->eventHandler()->dispatchFakeMouseMoveEventSoonInQuad(quadForFakeMouseMoveEvent);
+ }
+
+ // Just schedule a full repaint of our object.
+ if (view && repaint)
+ renderer()->repaintUsingContainer(repaintContainer, rectForRepaint);
+
+ if (updateScrollbars) {
+ if (m_hBar)
+ m_hBar->setValue(scrollXOffset(), Scrollbar::NotFromScrollAnimator);
+ if (m_vBar)
+ m_vBar->setValue(m_scrollY, Scrollbar::NotFromScrollAnimator);
+ }
+
+ // Schedule the scroll DOM event.
+ if (view) {
+ if (FrameView* frameView = view->frameView())
+ frameView->scheduleEvent(Event::create(eventNames().scrollEvent, false, false), renderer()->node());
+ }
+}
+
+void RenderLayer::scrollRectToVisible(const IntRect& rect, bool scrollToAnchor, const ScrollAlignment& alignX, const ScrollAlignment& alignY)
+{
+ RenderLayer* parentLayer = 0;
+ IntRect newRect = rect;
+ int xOffset = 0, yOffset = 0;
+
+ // We may end up propagating a scroll event. It is important that we suspend events until
+ // the end of the function since they could delete the layer or the layer's renderer().
+ FrameView* frameView = renderer()->document()->view();
+ if (frameView)
+ frameView->pauseScheduledEvents();
+
+ bool restrictedByLineClamp = false;
+ if (renderer()->parent()) {
+ parentLayer = renderer()->parent()->enclosingLayer();
+ restrictedByLineClamp = !renderer()->parent()->style()->lineClamp().isNone();
+ }
+
+ if (renderer()->hasOverflowClip() && !restrictedByLineClamp) {
+ // Don't scroll to reveal an overflow layer that is restricted by the -webkit-line-clamp property.
+ // This will prevent us from revealing text hidden by the slider in Safari RSS.
+ RenderBox* box = renderBox();
+ ASSERT(box);
+ FloatPoint absPos = box->localToAbsolute();
+ absPos.move(box->borderLeft(), box->borderTop());
+
+ IntRect layerBounds = IntRect(absPos.x() + scrollXOffset(), absPos.y() + scrollYOffset(), box->clientWidth(), box->clientHeight());
+ IntRect exposeRect = IntRect(rect.x() + scrollXOffset(), rect.y() + scrollYOffset(), rect.width(), rect.height());
+ IntRect r = getRectToExpose(layerBounds, exposeRect, alignX, alignY);
+
+ xOffset = r.x() - absPos.x();
+ yOffset = r.y() - absPos.y();
+ // Adjust offsets if they're outside of the allowable range.
+ xOffset = max(0, min(scrollWidth() - layerBounds.width(), xOffset));
+ yOffset = max(0, min(scrollHeight() - layerBounds.height(), yOffset));
+
+ if (xOffset != scrollXOffset() || yOffset != scrollYOffset()) {
+ int diffX = scrollXOffset();
+ int diffY = scrollYOffset();
+ scrollToOffset(xOffset, yOffset);
+ diffX = scrollXOffset() - diffX;
+ diffY = scrollYOffset() - diffY;
+ newRect.setX(rect.x() - diffX);
+ newRect.setY(rect.y() - diffY);
+ }
+ } else if (!parentLayer && renderer()->isBox() && renderBox()->canBeProgramaticallyScrolled(scrollToAnchor)) {
+ if (frameView) {
+ if (renderer()->document() && renderer()->document()->ownerElement() && renderer()->document()->ownerElement()->renderer()) {
+ IntRect viewRect = frameView->visibleContentRect();
+ IntRect r = getRectToExpose(viewRect, rect, alignX, alignY);
+
+ xOffset = r.x();
+ yOffset = r.y();
+ // Adjust offsets if they're outside of the allowable range.
+ xOffset = max(0, min(frameView->contentsWidth(), xOffset));
+ yOffset = max(0, min(frameView->contentsHeight(), yOffset));
+
+ frameView->setScrollPosition(IntPoint(xOffset, yOffset));
+ parentLayer = renderer()->document()->ownerElement()->renderer()->enclosingLayer();
+ newRect.setX(rect.x() - frameView->scrollX() + frameView->x());
+ newRect.setY(rect.y() - frameView->scrollY() + frameView->y());
+ } else {
+ IntRect viewRect = frameView->visibleContentRect();
+ IntRect r = getRectToExpose(viewRect, rect, alignX, alignY);
+
+ frameView->setScrollPosition(r.location());
+
+ // This is the outermost view of a web page, so after scrolling this view we
+ // scroll its container by calling Page::scrollRectIntoView.
+ // This only has an effect on the Mac platform in applications
+ // that put web views into scrolling containers, such as Mac OS X Mail.
+ // The canAutoscroll function in EventHandler also knows about this.
+ if (Frame* frame = frameView->frame()) {
+ if (Page* page = frame->page())
+ page->chrome()->scrollRectIntoView(rect);
+ }
+ }
+ }
+ }
+
+ if (parentLayer)
+ parentLayer->scrollRectToVisible(newRect, scrollToAnchor, alignX, alignY);
+
+ if (frameView)
+ frameView->resumeScheduledEvents();
+}
+
+IntRect RenderLayer::getRectToExpose(const IntRect &visibleRect, const IntRect &exposeRect, const ScrollAlignment& alignX, const ScrollAlignment& alignY)
+{
+ // Determine the appropriate X behavior.
+ ScrollBehavior scrollX;
+ IntRect exposeRectX(exposeRect.x(), visibleRect.y(), exposeRect.width(), visibleRect.height());
+ int intersectWidth = intersection(visibleRect, exposeRectX).width();
+ if (intersectWidth == exposeRect.width() || intersectWidth >= MIN_INTERSECT_FOR_REVEAL)
+ // If the rectangle is fully visible, use the specified visible behavior.
+ // If the rectangle is partially visible, but over a certain threshold,
+ // then treat it as fully visible to avoid unnecessary horizontal scrolling
+ scrollX = ScrollAlignment::getVisibleBehavior(alignX);
+ else if (intersectWidth == visibleRect.width()) {
+ // If the rect is bigger than the visible area, don't bother trying to center. Other alignments will work.
+ scrollX = ScrollAlignment::getVisibleBehavior(alignX);
+ if (scrollX == alignCenter)
+ scrollX = noScroll;
+ } else if (intersectWidth > 0)
+ // If the rectangle is partially visible, but not above the minimum threshold, use the specified partial behavior
+ scrollX = ScrollAlignment::getPartialBehavior(alignX);
+ else
+ scrollX = ScrollAlignment::getHiddenBehavior(alignX);
+ // If we're trying to align to the closest edge, and the exposeRect is further right
+ // than the visibleRect, and not bigger than the visible area, then align with the right.
+ if (scrollX == alignToClosestEdge && exposeRect.right() > visibleRect.right() && exposeRect.width() < visibleRect.width())
+ scrollX = alignRight;
+
+ // Given the X behavior, compute the X coordinate.
+ int x;
+ if (scrollX == noScroll)
+ x = visibleRect.x();
+ else if (scrollX == alignRight)
+ x = exposeRect.right() - visibleRect.width();
+ else if (scrollX == alignCenter)
+ x = exposeRect.x() + (exposeRect.width() - visibleRect.width()) / 2;
+ else
+ x = exposeRect.x();
+
+ // Determine the appropriate Y behavior.
+ ScrollBehavior scrollY;
+ IntRect exposeRectY(visibleRect.x(), exposeRect.y(), visibleRect.width(), exposeRect.height());
+ int intersectHeight = intersection(visibleRect, exposeRectY).height();
+ if (intersectHeight == exposeRect.height())
+ // If the rectangle is fully visible, use the specified visible behavior.
+ scrollY = ScrollAlignment::getVisibleBehavior(alignY);
+ else if (intersectHeight == visibleRect.height()) {
+ // If the rect is bigger than the visible area, don't bother trying to center. Other alignments will work.
+ scrollY = ScrollAlignment::getVisibleBehavior(alignY);
+ if (scrollY == alignCenter)
+ scrollY = noScroll;
+ } else if (intersectHeight > 0)
+ // If the rectangle is partially visible, use the specified partial behavior
+ scrollY = ScrollAlignment::getPartialBehavior(alignY);
+ else
+ scrollY = ScrollAlignment::getHiddenBehavior(alignY);
+ // If we're trying to align to the closest edge, and the exposeRect is further down
+ // than the visibleRect, and not bigger than the visible area, then align with the bottom.
+ if (scrollY == alignToClosestEdge && exposeRect.bottom() > visibleRect.bottom() && exposeRect.height() < visibleRect.height())
+ scrollY = alignBottom;
+
+ // Given the Y behavior, compute the Y coordinate.
+ int y;
+ if (scrollY == noScroll)
+ y = visibleRect.y();
+ else if (scrollY == alignBottom)
+ y = exposeRect.bottom() - visibleRect.height();
+ else if (scrollY == alignCenter)
+ y = exposeRect.y() + (exposeRect.height() - visibleRect.height()) / 2;
+ else
+ y = exposeRect.y();
+
+ return IntRect(IntPoint(x, y), visibleRect.size());
+}
+
+void RenderLayer::autoscroll()
+{
+ Frame* frame = renderer()->frame();
+ if (!frame)
+ return;
+
+ FrameView* frameView = frame->view();
+ if (!frameView)
+ return;
+
+#if ENABLE(DRAG_SUPPORT)
+ frame->eventHandler()->updateSelectionForMouseDrag();
+#endif
+
+ IntPoint currentDocumentPosition = frameView->windowToContents(frame->eventHandler()->currentMousePosition());
+ scrollRectToVisible(IntRect(currentDocumentPosition, IntSize(1, 1)), false, ScrollAlignment::alignToEdgeIfNeeded, ScrollAlignment::alignToEdgeIfNeeded);
+}
+
+void RenderLayer::resize(const PlatformMouseEvent& evt, const IntSize& oldOffset)
+{
+ // FIXME: This should be possible on generated content but is not right now.
+ if (!inResizeMode() || !renderer()->hasOverflowClip() || !renderer()->node())
+ return;
+
+ // Set the width and height of the shadow ancestor node if there is one.
+ // This is necessary for textarea elements since the resizable layer is in the shadow content.
+ Element* element = static_cast<Element*>(renderer()->node()->shadowAncestorNode());
+ RenderBox* renderer = toRenderBox(element->renderer());
+
+ EResize resize = renderer->style()->resize();
+ if (resize == RESIZE_NONE)
+ return;
+
+ Document* document = element->document();
+ if (!document->frame()->eventHandler()->mousePressed())
+ return;
+
+ float zoomFactor = renderer->style()->effectiveZoom();
+
+ IntSize newOffset = offsetFromResizeCorner(document->view()->windowToContents(evt.pos()));
+ newOffset.setWidth(newOffset.width() / zoomFactor);
+ newOffset.setHeight(newOffset.height() / zoomFactor);
+
+ IntSize currentSize = IntSize(renderer->width() / zoomFactor, renderer->height() / zoomFactor);
+ IntSize minimumSize = element->minimumSizeForResizing().shrunkTo(currentSize);
+ element->setMinimumSizeForResizing(minimumSize);
+
+ IntSize adjustedOldOffset = IntSize(oldOffset.width() / zoomFactor, oldOffset.height() / zoomFactor);
+
+ IntSize difference = (currentSize + newOffset - adjustedOldOffset).expandedTo(minimumSize) - currentSize;
+
+ CSSStyleDeclaration* style = element->style();
+ bool isBoxSizingBorder = renderer->style()->boxSizing() == BORDER_BOX;
+
+ ExceptionCode ec;
+
+ if (resize != RESIZE_VERTICAL && difference.width()) {
+ if (element->isFormControlElement()) {
+ // Make implicit margins from the theme explicit (see <http://bugs.webkit.org/show_bug.cgi?id=9547>).
+ style->setProperty(CSSPropertyMarginLeft, String::number(renderer->marginLeft() / zoomFactor) + "px", false, ec);
+ style->setProperty(CSSPropertyMarginRight, String::number(renderer->marginRight() / zoomFactor) + "px", false, ec);
+ }
+ int baseWidth = renderer->width() - (isBoxSizingBorder ? 0 : renderer->borderAndPaddingWidth());
+ baseWidth = baseWidth / zoomFactor;
+ style->setProperty(CSSPropertyWidth, String::number(baseWidth + difference.width()) + "px", false, ec);
+ }
+
+ if (resize != RESIZE_HORIZONTAL && difference.height()) {
+ if (element->isFormControlElement()) {
+ // Make implicit margins from the theme explicit (see <http://bugs.webkit.org/show_bug.cgi?id=9547>).
+ style->setProperty(CSSPropertyMarginTop, String::number(renderer->marginTop() / zoomFactor) + "px", false, ec);
+ style->setProperty(CSSPropertyMarginBottom, String::number(renderer->marginBottom() / zoomFactor) + "px", false, ec);
+ }
+ int baseHeight = renderer->height() - (isBoxSizingBorder ? 0 : renderer->borderAndPaddingHeight());
+ baseHeight = baseHeight / zoomFactor;
+ style->setProperty(CSSPropertyHeight, String::number(baseHeight + difference.height()) + "px", false, ec);
+ }
+
+ document->updateLayout();
+
+ // FIXME (Radar 4118564): We should also autoscroll the window as necessary to keep the point under the cursor in view.
+}
+
+int RenderLayer::scrollSize(ScrollbarOrientation orientation) const
+{
+ Scrollbar* scrollbar = ((orientation == HorizontalScrollbar) ? m_hBar : m_vBar).get();
+ return scrollbar ? (scrollbar->totalSize() - scrollbar->visibleSize()) : 0;
+}
+
+void RenderLayer::setScrollOffsetFromAnimation(const IntPoint& offset)
+{
+ if (m_hBar)
+ m_hBar->setValue(offset.x(), Scrollbar::FromScrollAnimator);
+ if (m_vBar)
+ m_vBar->setValue(offset.y(), Scrollbar::FromScrollAnimator);
+}
+
+void RenderLayer::valueChanged(Scrollbar*)
+{
+ // Update scroll position from scrollbars.
+
+ bool needUpdate = false;
+ int newX = scrollXOffset();
+ int newY = m_scrollY;
+
+ if (m_hBar) {
+ newX = m_hBar->value();
+ if (newX != scrollXOffset())
+ needUpdate = true;
+ }
+
+ if (m_vBar) {
+ newY = m_vBar->value();
+ if (newY != m_scrollY)
+ needUpdate = true;
+ }
+
+ if (needUpdate)
+ scrollToOffset(newX, newY, false);
+}
+
+bool RenderLayer::isActive() const
+{
+ Page* page = renderer()->frame()->page();
+ return page && page->focusController()->isActive();
+}
+
+
+static IntRect cornerRect(const RenderLayer* layer, const IntRect& bounds)
+{
+ int horizontalThickness;
+ int verticalThickness;
+ if (!layer->verticalScrollbar() && !layer->horizontalScrollbar()) {
+ // FIXME: This isn't right. We need to know the thickness of custom scrollbars
+ // even when they don't exist in order to set the resizer square size properly.
+ horizontalThickness = ScrollbarTheme::nativeTheme()->scrollbarThickness();
+ verticalThickness = horizontalThickness;
+ } else if (layer->verticalScrollbar() && !layer->horizontalScrollbar()) {
+ horizontalThickness = layer->verticalScrollbar()->width();
+ verticalThickness = horizontalThickness;
+ } else if (layer->horizontalScrollbar() && !layer->verticalScrollbar()) {
+ verticalThickness = layer->horizontalScrollbar()->height();
+ horizontalThickness = verticalThickness;
+ } else {
+ horizontalThickness = layer->verticalScrollbar()->width();
+ verticalThickness = layer->horizontalScrollbar()->height();
+ }
+ return IntRect(bounds.right() - horizontalThickness - layer->renderer()->style()->borderRightWidth(),
+ bounds.bottom() - verticalThickness - layer->renderer()->style()->borderBottomWidth(),
+ horizontalThickness, verticalThickness);
+}
+
+static IntRect scrollCornerRect(const RenderLayer* layer, const IntRect& bounds)
+{
+ // We have a scrollbar corner when a scrollbar is visible and not filling the entire length of the box.
+ // This happens when:
+ // (a) A resizer is present and at least one scrollbar is present
+ // (b) Both scrollbars are present.
+ bool hasHorizontalBar = layer->horizontalScrollbar();
+ bool hasVerticalBar = layer->verticalScrollbar();
+ bool hasResizer = layer->renderer()->style()->resize() != RESIZE_NONE;
+ if ((hasHorizontalBar && hasVerticalBar) || (hasResizer && (hasHorizontalBar || hasVerticalBar)))
+ return cornerRect(layer, bounds);
+ return IntRect();
+}
+
+static IntRect resizerCornerRect(const RenderLayer* layer, const IntRect& bounds)
+{
+ ASSERT(layer->renderer()->isBox());
+ if (layer->renderer()->style()->resize() == RESIZE_NONE)
+ return IntRect();
+ return cornerRect(layer, bounds);
+}
+
+bool RenderLayer::scrollbarCornerPresent() const
+{
+ ASSERT(renderer()->isBox());
+ return !scrollCornerRect(this, renderBox()->borderBoxRect()).isEmpty();
+}
+
+IntRect RenderLayer::convertFromScrollbarToContainingView(const Scrollbar* scrollbar, const IntRect& scrollbarRect) const
+{
+ RenderView* view = renderer()->view();
+ if (!view)
+ return scrollbarRect;
+
+ IntRect rect = scrollbarRect;
+ rect.move(scrollbarOffset(scrollbar));
+
+ return view->frameView()->convertFromRenderer(renderer(), rect);
+}
+
+IntRect RenderLayer::convertFromContainingViewToScrollbar(const Scrollbar* scrollbar, const IntRect& parentRect) const
+{
+ RenderView* view = renderer()->view();
+ if (!view)
+ return parentRect;
+
+ IntRect rect = view->frameView()->convertToRenderer(renderer(), parentRect);
+ rect.move(-scrollbarOffset(scrollbar));
+ return rect;
+}
+
+IntPoint RenderLayer::convertFromScrollbarToContainingView(const Scrollbar* scrollbar, const IntPoint& scrollbarPoint) const
+{
+ RenderView* view = renderer()->view();
+ if (!view)
+ return scrollbarPoint;
+
+ IntPoint point = scrollbarPoint;
+ point.move(scrollbarOffset(scrollbar));
+ return view->frameView()->convertFromRenderer(renderer(), point);
+}
+
+IntPoint RenderLayer::convertFromContainingViewToScrollbar(const Scrollbar* scrollbar, const IntPoint& parentPoint) const
+{
+ RenderView* view = renderer()->view();
+ if (!view)
+ return parentPoint;
+
+ IntPoint point = view->frameView()->convertToRenderer(renderer(), parentPoint);
+
+ point.move(-scrollbarOffset(scrollbar));
+ return point;
+}
+
+IntSize RenderLayer::scrollbarOffset(const Scrollbar* scrollbar) const
+{
+ RenderBox* box = renderBox();
+
+ if (scrollbar == m_vBar.get())
+ return IntSize(box->width() - box->borderRight() - scrollbar->width(), box->borderTop());
+
+ if (scrollbar == m_hBar.get())
+ return IntSize(box->borderLeft(), box->height() - box->borderBottom() - scrollbar->height());
+
+ ASSERT_NOT_REACHED();
+ return IntSize();
+}
+
+void RenderLayer::invalidateScrollbarRect(Scrollbar* scrollbar, const IntRect& rect)
+{
+ IntRect scrollRect = rect;
+ RenderBox* box = renderBox();
+ ASSERT(box);
+ if (scrollbar == m_vBar.get())
+ scrollRect.move(box->width() - box->borderRight() - scrollbar->width(), box->borderTop());
+ else
+ scrollRect.move(box->borderLeft(), box->height() - box->borderBottom() - scrollbar->height());
+ renderer()->repaintRectangle(scrollRect);
+}
+
+PassRefPtr<Scrollbar> RenderLayer::createScrollbar(ScrollbarOrientation orientation)
+{
+ RefPtr<Scrollbar> widget;
+ RenderObject* actualRenderer = renderer()->node() ? renderer()->node()->shadowAncestorNode()->renderer() : renderer();
+ bool hasCustomScrollbarStyle = actualRenderer->isBox() && actualRenderer->style()->hasPseudoStyle(SCROLLBAR);
+ if (hasCustomScrollbarStyle)
+ widget = RenderScrollbar::createCustomScrollbar(this, orientation, toRenderBox(actualRenderer));
+ else
+ widget = Scrollbar::createNativeScrollbar(this, orientation, RegularScrollbar);
+ renderer()->document()->view()->addChild(widget.get());
+ return widget.release();
+}
+
+void RenderLayer::destroyScrollbar(ScrollbarOrientation orientation)
+{
+ RefPtr<Scrollbar>& scrollbar = orientation == HorizontalScrollbar ? m_hBar : m_vBar;
+ if (scrollbar) {
+ if (scrollbar->isCustomScrollbar())
+ static_cast<RenderScrollbar*>(scrollbar.get())->clearOwningRenderer();
+
+ scrollbar->removeFromParent();
+ scrollbar->setClient(0);
+ scrollbar = 0;
+ }
+}
+
+void RenderLayer::setHasHorizontalScrollbar(bool hasScrollbar)
+{
+ if (hasScrollbar == (m_hBar != 0))
+ return;
+
+ if (hasScrollbar)
+ m_hBar = createScrollbar(HorizontalScrollbar);
+ else
+ destroyScrollbar(HorizontalScrollbar);
+
+ // Destroying or creating one bar can cause our scrollbar corner to come and go. We need to update the opposite scrollbar's style.
+ if (m_hBar)
+ m_hBar->styleChanged();
+ if (m_vBar)
+ m_vBar->styleChanged();
+
+#if ENABLE(DASHBOARD_SUPPORT)
+ // Force an update since we know the scrollbars have changed things.
+ if (renderer()->document()->hasDashboardRegions())
+ renderer()->document()->setDashboardRegionsDirty(true);
+#endif
+}
+
+void RenderLayer::setHasVerticalScrollbar(bool hasScrollbar)
+{
+ if (hasScrollbar == (m_vBar != 0))
+ return;
+
+ if (hasScrollbar)
+ m_vBar = createScrollbar(VerticalScrollbar);
+ else
+ destroyScrollbar(VerticalScrollbar);
+
+ // Destroying or creating one bar can cause our scrollbar corner to come and go. We need to update the opposite scrollbar's style.
+ if (m_hBar)
+ m_hBar->styleChanged();
+ if (m_vBar)
+ m_vBar->styleChanged();
+
+#if ENABLE(DASHBOARD_SUPPORT)
+ // Force an update since we know the scrollbars have changed things.
+ if (renderer()->document()->hasDashboardRegions())
+ renderer()->document()->setDashboardRegionsDirty(true);
+#endif
+}
+
+int RenderLayer::verticalScrollbarWidth() const
+{
+ if (!m_vBar)
+ return 0;
+ return m_vBar->width();
+}
+
+int RenderLayer::horizontalScrollbarHeight() const
+{
+ if (!m_hBar)
+ return 0;
+ return m_hBar->height();
+}
+
+IntSize RenderLayer::offsetFromResizeCorner(const IntPoint& absolutePoint) const
+{
+ // Currently the resize corner is always the bottom right corner
+ IntPoint bottomRight(width(), height());
+ IntPoint localPoint = absoluteToContents(absolutePoint);
+ return localPoint - bottomRight;
+}
+
+bool RenderLayer::hasOverflowControls() const
+{
+ return m_hBar || m_vBar || m_scrollCorner || renderer()->style()->resize() != RESIZE_NONE;
+}
+#if ENABLE(ANDROID_OVERFLOW_SCROLL)
+bool RenderLayer::hasOverflowParent() const
+{
+ const RenderLayer* layer = this;
+ while (layer && !layer->hasOverflowScroll())
+ layer = layer->parent();
+ return layer;
+}
+#endif
+
+void RenderLayer::positionOverflowControls(int tx, int ty)
+{
+ if (!m_hBar && !m_vBar && (!renderer()->hasOverflowClip() || renderer()->style()->resize() == RESIZE_NONE))
+ return;
+
+ RenderBox* box = renderBox();
+ if (!box)
+ return;
+
+ IntRect borderBox = box->borderBoxRect();
+ IntRect scrollCorner(scrollCornerRect(this, borderBox));
+ IntRect absBounds(borderBox.x() + tx, borderBox.y() + ty, borderBox.width(), borderBox.height());
+ if (m_vBar)
+ m_vBar->setFrameRect(IntRect(absBounds.right() - box->borderRight() - m_vBar->width(),
+ absBounds.y() + box->borderTop(),
+ m_vBar->width(),
+ absBounds.height() - (box->borderTop() + box->borderBottom()) - scrollCorner.height()));
+
+ if (m_hBar)
+ m_hBar->setFrameRect(IntRect(absBounds.x() + box->borderLeft(),
+ absBounds.bottom() - box->borderBottom() - m_hBar->height(),
+ absBounds.width() - (box->borderLeft() + box->borderRight()) - scrollCorner.width(),
+ m_hBar->height()));
+
+ if (m_scrollCorner)
+ m_scrollCorner->setFrameRect(scrollCorner);
+ if (m_resizer)
+ m_resizer->setFrameRect(resizerCornerRect(this, borderBox));
+}
+
+#if PLATFORM(ANDROID)
+// When width/height change, the scrollWidth/scrollHeight should be dirty.
+// And this should be upstreamed to webkit.
+void RenderLayer::setWidth(int w)
+{
+ if (m_width != w) {
+ m_scrollDimensionsDirty = true;
+ m_width = w;
+ }
+}
+
+void RenderLayer::setHeight(int h)
+{
+ if (m_height != h) {
+ m_scrollDimensionsDirty = true;
+ m_height = h;
+ }
+}
+#endif
+
+int RenderLayer::scrollWidth()
+{
+ if (m_scrollDimensionsDirty)
+ computeScrollDimensions();
+ return m_scrollWidth;
+}
+
+int RenderLayer::scrollHeight()
+{
+ if (m_scrollDimensionsDirty)
+ computeScrollDimensions();
+ return m_scrollHeight;
+}
+
+int RenderLayer::overflowTop() const
+{
+ RenderBox* box = renderBox();
+ IntRect overflowRect(box->layoutOverflowRect());
+ box->flipForWritingMode(overflowRect);
+ return overflowRect.y();
+}
+
+int RenderLayer::overflowBottom() const
+{
+ RenderBox* box = renderBox();
+ IntRect overflowRect(box->layoutOverflowRect());
+ box->flipForWritingMode(overflowRect);
+ return overflowRect.bottom();
+}
+
+int RenderLayer::overflowLeft() const
+{
+ RenderBox* box = renderBox();
+ IntRect overflowRect(box->layoutOverflowRect());
+ box->flipForWritingMode(overflowRect);
+ return overflowRect.x();
+}
+
+int RenderLayer::overflowRight() const
+{
+ RenderBox* box = renderBox();
+ IntRect overflowRect(box->layoutOverflowRect());
+ box->flipForWritingMode(overflowRect);
+ return overflowRect.right();
+}
+
+void RenderLayer::computeScrollDimensions(bool* needHBar, bool* needVBar)
+{
+ RenderBox* box = renderBox();
+ ASSERT(box);
+
+ m_scrollDimensionsDirty = false;
+
+ m_scrollLeftOverflow = overflowLeft() - box->borderLeft();
+ m_scrollTopOverflow = overflowTop() - box->borderTop();
+
+ m_scrollWidth = overflowRight() - overflowLeft();
+ m_scrollHeight = overflowBottom() - overflowTop();
+
+ m_scrollOrigin = IntPoint(-m_scrollLeftOverflow, -m_scrollTopOverflow);
+
+ if (needHBar)
+ *needHBar = m_scrollWidth > box->clientWidth();
+ if (needVBar)
+ *needVBar = m_scrollHeight > box->clientHeight();
+}
+
+void RenderLayer::updateOverflowStatus(bool horizontalOverflow, bool verticalOverflow)
+{
+ if (m_overflowStatusDirty) {
+ m_horizontalOverflow = horizontalOverflow;
+ m_verticalOverflow = verticalOverflow;
+ m_overflowStatusDirty = false;
+ return;
+ }
+
+ bool horizontalOverflowChanged = (m_horizontalOverflow != horizontalOverflow);
+ bool verticalOverflowChanged = (m_verticalOverflow != verticalOverflow);
+
+ if (horizontalOverflowChanged || verticalOverflowChanged) {
+ m_horizontalOverflow = horizontalOverflow;
+ m_verticalOverflow = verticalOverflow;
+
+ if (FrameView* frameView = renderer()->document()->view()) {
+ frameView->scheduleEvent(OverflowEvent::create(horizontalOverflowChanged, horizontalOverflow, verticalOverflowChanged, verticalOverflow),
+ renderer()->node());
+ }
+ }
+}
+
+void
+RenderLayer::updateScrollInfoAfterLayout()
+{
+ RenderBox* box = renderBox();
+ if (!box)
+ return;
+
+ m_scrollDimensionsDirty = true;
+
+ bool horizontalOverflow, verticalOverflow;
+ computeScrollDimensions(&horizontalOverflow, &verticalOverflow);
+
+ if (box->style()->overflowX() != OMARQUEE) {
+ // Layout may cause us to be in an invalid scroll position. In this case we need
+ // to pull our scroll offsets back to the max (or push them up to the min).
+ int newX = max(0, min(scrollXOffset(), scrollWidth() - box->clientWidth()));
+ int newY = max(0, min(m_scrollY, scrollHeight() - box->clientHeight()));
+ if (newX != scrollXOffset() || newY != m_scrollY) {
+ RenderView* view = renderer()->view();
+ ASSERT(view);
+ // scrollToOffset() may call updateLayerPositions(), which doesn't work
+ // with LayoutState.
+ // FIXME: Remove the disableLayoutState/enableLayoutState if the above changes.
+ if (view)
+ view->disableLayoutState();
+ scrollToOffset(newX, newY);
+ if (view)
+ view->enableLayoutState();
+ }
+ }
+
+ bool haveHorizontalBar = m_hBar;
+ bool haveVerticalBar = m_vBar;
+
+ // overflow:scroll should just enable/disable.
+ if (renderer()->style()->overflowX() == OSCROLL)
+ m_hBar->setEnabled(horizontalOverflow);
+ if (renderer()->style()->overflowY() == OSCROLL)
+ m_vBar->setEnabled(verticalOverflow);
+
+ // A dynamic change from a scrolling overflow to overflow:hidden means we need to get rid of any
+ // scrollbars that may be present.
+ if (renderer()->style()->overflowX() == OHIDDEN && haveHorizontalBar)
+ setHasHorizontalScrollbar(false);
+ if (renderer()->style()->overflowY() == OHIDDEN && haveVerticalBar)
+ setHasVerticalScrollbar(false);
+
+ // overflow:auto may need to lay out again if scrollbars got added/removed.
+ bool scrollbarsChanged = (box->hasAutoHorizontalScrollbar() && haveHorizontalBar != horizontalOverflow) ||
+ (box->hasAutoVerticalScrollbar() && haveVerticalBar != verticalOverflow);
+ if (scrollbarsChanged) {
+ if (box->hasAutoHorizontalScrollbar())
+ setHasHorizontalScrollbar(horizontalOverflow);
+ if (box->hasAutoVerticalScrollbar())
+ setHasVerticalScrollbar(verticalOverflow);
+
+#if ENABLE(DASHBOARD_SUPPORT)
+ // Force an update since we know the scrollbars have changed things.
+ if (renderer()->document()->hasDashboardRegions())
+ renderer()->document()->setDashboardRegionsDirty(true);
+#endif
+
+ renderer()->repaint();
+
+ if (renderer()->style()->overflowX() == OAUTO || renderer()->style()->overflowY() == OAUTO) {
+ if (!m_inOverflowRelayout) {
+ // Our proprietary overflow: overlay value doesn't trigger a layout.
+ m_inOverflowRelayout = true;
+ renderer()->setNeedsLayout(true, false);
+ if (renderer()->isRenderBlock()) {
+ RenderBlock* block = toRenderBlock(renderer());
+ block->scrollbarsChanged(box->hasAutoHorizontalScrollbar() && haveHorizontalBar != horizontalOverflow,
+ box->hasAutoVerticalScrollbar() && haveVerticalBar != verticalOverflow);
+ block->layoutBlock(true);
+ } else
+ renderer()->layout();
+ m_inOverflowRelayout = false;
+ }
+ }
+ }
+
+ // If overflow:scroll is turned into overflow:auto a bar might still be disabled (Bug 11985).
+ if (m_hBar && box->hasAutoHorizontalScrollbar())
+ m_hBar->setEnabled(true);
+ if (m_vBar && box->hasAutoVerticalScrollbar())
+ m_vBar->setEnabled(true);
+
+ // Set up the range (and page step/line step).
+ if (m_hBar) {
+ int clientWidth = box->clientWidth();
+ int pageStep = max(max<int>(clientWidth * Scrollbar::minFractionToStepWhenPaging(), clientWidth - Scrollbar::maxOverlapBetweenPages()), 1);
+ m_hBar->setSteps(Scrollbar::pixelsPerLineStep(), pageStep);
+ m_hBar->setProportion(clientWidth, m_scrollWidth);
+ // Explicitly set the horizontal scroll value. This ensures that when a
+ // right-to-left scrollable area's width (or content width) changes, the
+ // top right corner of the content doesn't shift with respect to the top
+ // right corner of the area. Conceptually, right-to-left areas have
+ // their origin at the top-right, but RenderLayer is top-left oriented,
+ // so this is needed to keep everything working.
+ m_hBar->setValue(scrollXOffset(), Scrollbar::NotFromScrollAnimator);
+ }
+ if (m_vBar) {
+ int clientHeight = box->clientHeight();
+ int pageStep = max(max<int>(clientHeight * Scrollbar::minFractionToStepWhenPaging(), clientHeight - Scrollbar::maxOverlapBetweenPages()), 1);
+ m_vBar->setSteps(Scrollbar::pixelsPerLineStep(), pageStep);
+ m_vBar->setProportion(clientHeight, m_scrollHeight);
+ // Explicitly set the vertical scroll value. This ensures that when a
+ // right-to-left vertical writing-mode scrollable area's height (or content height) changes, the
+ // bottom right corner of the content doesn't shift with respect to the bottom
+ // right corner of the area. Conceptually, right-to-left vertical writing-mode areas have
+ // their origin at the bottom-right, but RenderLayer is top-left oriented,
+ // so this is needed to keep everything working.
+ m_vBar->setValue(scrollYOffset(), Scrollbar::NotFromScrollAnimator);
+ }
+
+ if (renderer()->node() && renderer()->document()->hasListenerType(Document::OVERFLOWCHANGED_LISTENER))
+ updateOverflowStatus(horizontalOverflow, verticalOverflow);
+
+#if ENABLE(ANDROID_OVERFLOW_SCROLL)
+ bool hasOverflowScroll = ((horizontalOverflow && m_hBar) || (verticalOverflow && m_vBar))
+ // Disable UI side scrolling for textareas, unless they are readonly.
+ && (!renderer()->isTextArea() || (renderer()->node()
+ && static_cast<HTMLTextAreaElement*>(renderer()->node())->readOnly()));
+ if (hasOverflowScroll != m_hasOverflowScroll) {
+ m_hasOverflowScroll = hasOverflowScroll;
+ dirtyZOrderLists();
+ dirtyStackingContextZOrderLists();
+ if (renderer()->node())
+ renderer()->node()->setNeedsStyleRecalc(SyntheticStyleChange);
+ }
+#endif
+}
+
+void RenderLayer::paintOverflowControls(GraphicsContext* context, int tx, int ty, const IntRect& damageRect)
+{
+ // Don't do anything if we have no overflow.
+ if (!renderer()->hasOverflowClip())
+ return;
+
+ // Move the scrollbar widgets if necessary. We normally move and resize widgets during layout, but sometimes
+ // widgets can move without layout occurring (most notably when you scroll a document that
+ // contains fixed positioned elements).
+ positionOverflowControls(tx, ty);
+
+ // Now that we're sure the scrollbars are in the right place, paint them.
+ if (m_hBar)
+ m_hBar->paint(context, damageRect);
+ if (m_vBar)
+ m_vBar->paint(context, damageRect);
+
+ // We fill our scroll corner with white if we have a scrollbar that doesn't run all the way up to the
+ // edge of the box.
+ paintScrollCorner(context, tx, ty, damageRect);
+
+ // Paint our resizer last, since it sits on top of the scroll corner.
+ paintResizer(context, tx, ty, damageRect);
+}
+
+void RenderLayer::paintScrollCorner(GraphicsContext* context, int tx, int ty, const IntRect& damageRect)
+{
+ RenderBox* box = renderBox();
+ ASSERT(box);
+
+ IntRect cornerRect = scrollCornerRect(this, box->borderBoxRect());
+ IntRect absRect = IntRect(cornerRect.x() + tx, cornerRect.y() + ty, cornerRect.width(), cornerRect.height());
+ if (!absRect.intersects(damageRect))
+ return;
+
+ if (context->updatingControlTints()) {
+ updateScrollCornerStyle();
+ return;
+ }
+
+ if (m_scrollCorner) {
+ m_scrollCorner->paintIntoRect(context, tx, ty, absRect);
+ return;
+ }
+
+ context->fillRect(absRect, Color::white, box->style()->colorSpace());
+}
+
+void RenderLayer::paintResizer(GraphicsContext* context, int tx, int ty, const IntRect& damageRect)
+{
+ if (renderer()->style()->resize() == RESIZE_NONE)
+ return;
+
+ RenderBox* box = renderBox();
+ ASSERT(box);
+
+ IntRect cornerRect = resizerCornerRect(this, box->borderBoxRect());
+ IntRect absRect = IntRect(cornerRect.x() + tx, cornerRect.y() + ty, cornerRect.width(), cornerRect.height());
+ if (!absRect.intersects(damageRect))
+ return;
+
+ if (context->updatingControlTints()) {
+ updateResizerStyle();
+ return;
+ }
+
+ if (m_resizer) {
+ m_resizer->paintIntoRect(context, tx, ty, absRect);
+ return;
+ }
+
+ // Paint the resizer control.
+ DEFINE_STATIC_LOCAL(RefPtr<Image>, resizeCornerImage, (Image::loadPlatformResource("textAreaResizeCorner")));
+ IntPoint imagePoint(absRect.right() - resizeCornerImage->width(), absRect.bottom() - resizeCornerImage->height());
+ context->drawImage(resizeCornerImage.get(), box->style()->colorSpace(), imagePoint);
+
+ // Draw a frame around the resizer (1px grey line) if there are any scrollbars present.
+ // Clipping will exclude the right and bottom edges of this frame.
+ if (m_hBar || m_vBar) {
+ context->save();
+ context->clip(absRect);
+ IntRect largerCorner = absRect;
+ largerCorner.setSize(IntSize(largerCorner.width() + 1, largerCorner.height() + 1));
+ context->setStrokeColor(Color(makeRGB(217, 217, 217)), ColorSpaceDeviceRGB);
+ context->setStrokeThickness(1.0f);
+ context->setFillColor(Color::transparent, ColorSpaceDeviceRGB);
+ context->drawRect(largerCorner);
+ context->restore();
+ }
+}
+
+bool RenderLayer::isPointInResizeControl(const IntPoint& absolutePoint) const
+{
+ if (!renderer()->hasOverflowClip() || renderer()->style()->resize() == RESIZE_NONE)
+ return false;
+
+ RenderBox* box = renderBox();
+ ASSERT(box);
+
+ IntPoint localPoint = absoluteToContents(absolutePoint);
+
+ IntRect localBounds(0, 0, box->width(), box->height());
+ return resizerCornerRect(this, localBounds).contains(localPoint);
+}
+
+bool RenderLayer::hitTestOverflowControls(HitTestResult& result, const IntPoint& localPoint)
+{
+ if (!m_hBar && !m_vBar && (!renderer()->hasOverflowClip() || renderer()->style()->resize() == RESIZE_NONE))
+ return false;
+
+ RenderBox* box = renderBox();
+ ASSERT(box);
+
+ IntRect resizeControlRect;
+ if (renderer()->style()->resize() != RESIZE_NONE) {
+ resizeControlRect = resizerCornerRect(this, box->borderBoxRect());
+ if (resizeControlRect.contains(localPoint))
+ return true;
+ }
+
+ int resizeControlSize = max(resizeControlRect.height(), 0);
+
+ if (m_vBar) {
+ IntRect vBarRect(box->width() - box->borderRight() - m_vBar->width(),
+ box->borderTop(),
+ m_vBar->width(),
+ box->height() - (box->borderTop() + box->borderBottom()) - (m_hBar ? m_hBar->height() : resizeControlSize));
+ if (vBarRect.contains(localPoint)) {
+ result.setScrollbar(m_vBar.get());
+ return true;
+ }
+ }
+
+ resizeControlSize = max(resizeControlRect.width(), 0);
+ if (m_hBar) {
+ IntRect hBarRect(box->borderLeft(),
+ box->height() - box->borderBottom() - m_hBar->height(),
+ box->width() - (box->borderLeft() + box->borderRight()) - (m_vBar ? m_vBar->width() : resizeControlSize),
+ m_hBar->height());
+ if (hBarRect.contains(localPoint)) {
+ result.setScrollbar(m_hBar.get());
+ return true;
+ }
+ }
+
+ return false;
+}
+
+bool RenderLayer::scroll(ScrollDirection direction, ScrollGranularity granularity, float multiplier)
+{
+ bool didHorizontalScroll = false;
+ bool didVerticalScroll = false;
+
+ if (m_hBar)
+ didHorizontalScroll = m_hBar->scroll(direction, granularity, multiplier);
+ if (m_vBar)
+ didVerticalScroll = m_vBar->scroll(direction, granularity, multiplier);
+
+ return (didHorizontalScroll || didVerticalScroll);
+}
+
+void RenderLayer::paint(GraphicsContext* p, const IntRect& damageRect, PaintBehavior paintBehavior, RenderObject *paintingRoot)
+{
+ OverlapTestRequestMap overlapTestRequests;
+ paintLayer(this, p, damageRect, paintBehavior, paintingRoot, &overlapTestRequests);
+ OverlapTestRequestMap::iterator end = overlapTestRequests.end();
+ for (OverlapTestRequestMap::iterator it = overlapTestRequests.begin(); it != end; ++it)
+ it->first->setOverlapTestResult(false);
+}
+
+static void setClip(GraphicsContext* p, const IntRect& paintDirtyRect, const IntRect& clipRect)
+{
+ if (paintDirtyRect == clipRect)
+ return;
+ p->save();
+ p->clip(clipRect);
+}
+
+static void restoreClip(GraphicsContext* p, const IntRect& paintDirtyRect, const IntRect& clipRect)
+{
+ if (paintDirtyRect == clipRect)
+ return;
+ p->restore();
+}
+
+static void performOverlapTests(OverlapTestRequestMap& overlapTestRequests, const RenderLayer* rootLayer, const RenderLayer* layer)
+{
+ Vector<OverlapTestRequestClient*> overlappedRequestClients;
+ OverlapTestRequestMap::iterator end = overlapTestRequests.end();
+ IntRect boundingBox = layer->boundingBox(rootLayer);
+ for (OverlapTestRequestMap::iterator it = overlapTestRequests.begin(); it != end; ++it) {
+ if (!boundingBox.intersects(it->second))
+ continue;
+
+ it->first->setOverlapTestResult(true);
+ overlappedRequestClients.append(it->first);
+ }
+ for (size_t i = 0; i < overlappedRequestClients.size(); ++i)
+ overlapTestRequests.remove(overlappedRequestClients[i]);
+}
+
+#if USE(ACCELERATED_COMPOSITING)
+static bool shouldDoSoftwarePaint(const RenderLayer* layer, bool paintingReflection)
+{
+ return paintingReflection && !layer->has3DTransform();
+}
+#endif
+
+void RenderLayer::paintLayer(RenderLayer* rootLayer, GraphicsContext* p,
+ const IntRect& paintDirtyRect, PaintBehavior paintBehavior,
+ RenderObject* paintingRoot, OverlapTestRequestMap* overlapTestRequests,
+ PaintLayerFlags paintFlags)
+{
+#if USE(ACCELERATED_COMPOSITING)
+ if (isComposited()) {
+ // The updatingControlTints() painting pass goes through compositing layers,
+ // but we need to ensure that we don't cache clip rects computed with the wrong root in this case.
+ if (p->updatingControlTints() || (paintBehavior & PaintBehaviorFlattenCompositingLayers))
+ paintFlags |= PaintLayerTemporaryClipRects;
+ else if (!backing()->paintingGoesToWindow() && !shouldDoSoftwarePaint(this, paintFlags & PaintLayerPaintingReflection)) {
+ // If this RenderLayer should paint into its backing, that will be done via RenderLayerBacking::paintIntoLayer().
+ return;
+ }
+ }
+#endif
+
+ // Avoid painting layers when stylesheets haven't loaded. This eliminates FOUC.
+ // It's ok not to draw, because later on, when all the stylesheets do load, updateStyleSelector on the Document
+ // will do a full repaint().
+ if (renderer()->document()->mayCauseFlashOfUnstyledContent() && !renderer()->isRenderView() && !renderer()->isRoot())
+ return;
+
+ // If this layer is totally invisible then there is nothing to paint.
+ if (!renderer()->opacity())
+ return;
+
+ if (paintsWithTransparency(paintBehavior))
+ paintFlags |= PaintLayerHaveTransparency;
+
+ // Apply a transform if we have one. A reflection is considered to be a transform, since it is a flip and a translate.
+ if (paintsWithTransform(paintBehavior) && !(paintFlags & PaintLayerAppliedTransform)) {
+ TransformationMatrix layerTransform = renderableTransform(paintBehavior);
+ // If the transform can't be inverted, then don't paint anything.
+ if (!layerTransform.isInvertible())
+ return;
+
+ // If we have a transparency layer enclosing us and we are the root of a transform, then we need to establish the transparency
+ // layer from the parent now.
+ if (paintFlags & PaintLayerHaveTransparency)
+ parent()->beginTransparencyLayers(p, rootLayer, paintBehavior);
+
+ // Make sure the parent's clip rects have been calculated.
+ IntRect clipRect = paintDirtyRect;
+ if (parent()) {
+ clipRect = backgroundClipRect(rootLayer, paintFlags & PaintLayerTemporaryClipRects);
+ clipRect.intersect(paintDirtyRect);
+ }
+
+ // Push the parent coordinate space's clip.
+ setClip(p, paintDirtyRect, clipRect);
+
+ // Adjust the transform such that the renderer's upper left corner will paint at (0,0) in user space.
+ // This involves subtracting out the position of the layer in our current coordinate space.
+ int x = 0;
+ int y = 0;
+ convertToLayerCoords(rootLayer, x, y);
+ TransformationMatrix transform(layerTransform);
+ transform.translateRight(x, y);
+
+ // Apply the transform.
+ p->save();
+ p->concatCTM(transform.toAffineTransform());
+
+ // Now do a paint with the root layer shifted to be us.
+ paintLayer(this, p, transform.inverse().mapRect(paintDirtyRect), paintBehavior, paintingRoot, overlapTestRequests, paintFlags | PaintLayerAppliedTransform);
+
+ p->restore();
+
+ // Restore the clip.
+ restoreClip(p, paintDirtyRect, clipRect);
+
+ return;
+ }
+
+ PaintLayerFlags localPaintFlags = paintFlags & ~PaintLayerAppliedTransform;
+ bool haveTransparency = localPaintFlags & PaintLayerHaveTransparency;
+
+ // Paint the reflection first if we have one.
+ if (m_reflection && !m_paintingInsideReflection) {
+ // Mark that we are now inside replica painting.
+ m_paintingInsideReflection = true;
+ reflectionLayer()->paintLayer(rootLayer, p, paintDirtyRect, paintBehavior, paintingRoot, overlapTestRequests, localPaintFlags | PaintLayerPaintingReflection);
+ m_paintingInsideReflection = false;
+ }
+
+ // Calculate the clip rects we should use.
+ IntRect layerBounds, damageRect, clipRectToApply, outlineRect;
+ calculateRects(rootLayer, paintDirtyRect, layerBounds, damageRect, clipRectToApply, outlineRect, localPaintFlags & PaintLayerTemporaryClipRects);
+ int x = layerBounds.x();
+ int y = layerBounds.y();
+ int tx = x - renderBoxX();
+ int ty = y - renderBoxY();
+
+ // Ensure our lists are up-to-date.
+ updateCompositingAndLayerListsIfNeeded();
+
+ bool forceBlackText = paintBehavior & PaintBehaviorForceBlackText;
+ bool selectionOnly = paintBehavior & PaintBehaviorSelectionOnly;
+
+ // If this layer's renderer is a child of the paintingRoot, we render unconditionally, which
+ // is done by passing a nil paintingRoot down to our renderer (as if no paintingRoot was ever set).
+ // Else, our renderer tree may or may not contain the painting root, so we pass that root along
+ // so it will be tested against as we descend through the renderers.
+ RenderObject* paintingRootForRenderer = 0;
+ if (paintingRoot && !renderer()->isDescendantOf(paintingRoot))
+ paintingRootForRenderer = paintingRoot;
+
+ if (overlapTestRequests && isSelfPaintingLayer())
+ performOverlapTests(*overlapTestRequests, rootLayer, this);
+
+ // We want to paint our layer, but only if we intersect the damage rect.
+ bool shouldPaint = intersectsDamageRect(layerBounds, damageRect, rootLayer) && m_hasVisibleContent && isSelfPaintingLayer();
+ if (shouldPaint && !selectionOnly && !damageRect.isEmpty()) {
+ // Begin transparency layers lazily now that we know we have to paint something.
+ if (haveTransparency)
+ beginTransparencyLayers(p, rootLayer, paintBehavior);
+
+ // Paint our background first, before painting any child layers.
+ // Establish the clip used to paint our background.
+ setClip(p, paintDirtyRect, damageRect);
+
+ // Paint the background.
+ PaintInfo paintInfo(p, damageRect, PaintPhaseBlockBackground, false, paintingRootForRenderer, 0);
+ renderer()->paint(paintInfo, tx, ty);
+
+ // Restore the clip.
+ restoreClip(p, paintDirtyRect, damageRect);
+ }
+
+ // Now walk the sorted list of children with negative z-indices.
+ paintList(m_negZOrderList, rootLayer, p, paintDirtyRect, paintBehavior, paintingRoot, overlapTestRequests, localPaintFlags);
+
+ // Now establish the appropriate clip and paint our child RenderObjects.
+ if (shouldPaint && !clipRectToApply.isEmpty()) {
+ // Begin transparency layers lazily now that we know we have to paint something.
+ if (haveTransparency)
+ beginTransparencyLayers(p, rootLayer, paintBehavior);
+
+ // Set up the clip used when painting our children.
+ setClip(p, paintDirtyRect, clipRectToApply);
+ PaintInfo paintInfo(p, clipRectToApply,
+ selectionOnly ? PaintPhaseSelection : PaintPhaseChildBlockBackgrounds,
+ forceBlackText, paintingRootForRenderer, 0);
+ renderer()->paint(paintInfo, tx, ty);
+ if (!selectionOnly) {
+ paintInfo.phase = PaintPhaseFloat;
+ renderer()->paint(paintInfo, tx, ty);
+ paintInfo.phase = PaintPhaseForeground;
+ paintInfo.overlapTestRequests = overlapTestRequests;
+ renderer()->paint(paintInfo, tx, ty);
+ paintInfo.phase = PaintPhaseChildOutlines;
+ renderer()->paint(paintInfo, tx, ty);
+ }
+
+ // Now restore our clip.
+ restoreClip(p, paintDirtyRect, clipRectToApply);
+ }
+
+ if (!outlineRect.isEmpty() && isSelfPaintingLayer()) {
+ // Paint our own outline
+ PaintInfo paintInfo(p, outlineRect, PaintPhaseSelfOutline, false, paintingRootForRenderer, 0);
+ setClip(p, paintDirtyRect, outlineRect);
+ renderer()->paint(paintInfo, tx, ty);
+ restoreClip(p, paintDirtyRect, outlineRect);
+ }
+
+ // Paint any child layers that have overflow.
+ paintList(m_normalFlowList, rootLayer, p, paintDirtyRect, paintBehavior, paintingRoot, overlapTestRequests, localPaintFlags);
+
+ // Now walk the sorted list of children with positive z-indices.
+ paintList(m_posZOrderList, rootLayer, p, paintDirtyRect, paintBehavior, paintingRoot, overlapTestRequests, localPaintFlags);
+
+ if (renderer()->hasMask() && shouldPaint && !selectionOnly && !damageRect.isEmpty()) {
+ setClip(p, paintDirtyRect, damageRect);
+
+ // Paint the mask.
+ PaintInfo paintInfo(p, damageRect, PaintPhaseMask, false, paintingRootForRenderer, 0);
+ renderer()->paint(paintInfo, tx, ty);
+
+ // Restore the clip.
+ restoreClip(p, paintDirtyRect, damageRect);
+ }
+
+ // End our transparency layer
+ if (haveTransparency && m_usedTransparency && !m_paintingInsideReflection) {
+ p->endTransparencyLayer();
+ p->restore();
+ m_usedTransparency = false;
+ }
+}
+
+void RenderLayer::paintList(Vector<RenderLayer*>* list, RenderLayer* rootLayer, GraphicsContext* p,
+ const IntRect& paintDirtyRect, PaintBehavior paintBehavior,
+ RenderObject* paintingRoot, OverlapTestRequestMap* overlapTestRequests,
+ PaintLayerFlags paintFlags)
+{
+ if (!list)
+ return;
+
+ for (size_t i = 0; i < list->size(); ++i) {
+ RenderLayer* childLayer = list->at(i);
+ if (!childLayer->isPaginated())
+ childLayer->paintLayer(rootLayer, p, paintDirtyRect, paintBehavior, paintingRoot, overlapTestRequests, paintFlags);
+ else
+ paintPaginatedChildLayer(childLayer, rootLayer, p, paintDirtyRect, paintBehavior, paintingRoot, overlapTestRequests, paintFlags);
+ }
+}
+
+void RenderLayer::paintPaginatedChildLayer(RenderLayer* childLayer, RenderLayer* rootLayer, GraphicsContext* context,
+ const IntRect& paintDirtyRect, PaintBehavior paintBehavior,
+ RenderObject* paintingRoot, OverlapTestRequestMap* overlapTestRequests,
+ PaintLayerFlags paintFlags)
+{
+ // We need to do multiple passes, breaking up our child layer into strips.
+ Vector<RenderLayer*> columnLayers;
+ RenderLayer* ancestorLayer = isNormalFlowOnly() ? parent() : stackingContext();
+ for (RenderLayer* curr = childLayer->parent(); curr; curr = curr->parent()) {
+ if (curr->renderer()->hasColumns())
+ columnLayers.append(curr);
+#ifdef ANDROID
+ // Bug filed: 56107
+ if (curr == ancestorLayer)
+ break;
+#else
+ if (curr == ancestorLayer || (curr->parent() && curr->parent()->renderer()->isPositioned()))
+ break;
+#endif
+ }
+
+ ASSERT(columnLayers.size());
+
+ paintChildLayerIntoColumns(childLayer, rootLayer, context, paintDirtyRect, paintBehavior, paintingRoot, overlapTestRequests, paintFlags, columnLayers, columnLayers.size() - 1);
+}
+
+void RenderLayer::paintChildLayerIntoColumns(RenderLayer* childLayer, RenderLayer* rootLayer, GraphicsContext* context,
+ const IntRect& paintDirtyRect, PaintBehavior paintBehavior,
+ RenderObject* paintingRoot, OverlapTestRequestMap* overlapTestRequests,
+ PaintLayerFlags paintFlags, const Vector<RenderLayer*>& columnLayers, size_t colIndex)
+{
+ RenderBlock* columnBlock = toRenderBlock(columnLayers[colIndex]->renderer());
+
+ ASSERT(columnBlock && columnBlock->hasColumns());
+ if (!columnBlock || !columnBlock->hasColumns())
+ return;
+
+ int layerX = 0;
+ int layerY = 0;
+ columnBlock->layer()->convertToLayerCoords(rootLayer, layerX, layerY);
+
+ ColumnInfo* colInfo = columnBlock->columnInfo();
+ unsigned colCount = columnBlock->columnCount(colInfo);
+ int currYOffset = 0;
+ for (unsigned i = 0; i < colCount; i++) {
+ // For each rect, we clip to the rect, and then we adjust our coords.
+ IntRect colRect = columnBlock->columnRectAt(colInfo, i);
+ int currXOffset = colRect.x() - (columnBlock->borderLeft() + columnBlock->paddingLeft());
+ colRect.move(layerX, layerY);
+
+ IntRect localDirtyRect(paintDirtyRect);
+ localDirtyRect.intersect(colRect);
+
+ if (!localDirtyRect.isEmpty()) {
+ context->save();
+
+ // Each strip pushes a clip, since column boxes are specified as being
+ // like overflow:hidden.
+ context->clip(colRect);
+
+ if (!colIndex) {
+ // Apply a translation transform to change where the layer paints.
+ TransformationMatrix oldTransform;
+ bool oldHasTransform = childLayer->transform();
+ if (oldHasTransform)
+ oldTransform = *childLayer->transform();
+ TransformationMatrix newTransform(oldTransform);
+ newTransform.translateRight(currXOffset, currYOffset);
+
+ childLayer->m_transform.set(new TransformationMatrix(newTransform));
+ childLayer->paintLayer(rootLayer, context, localDirtyRect, paintBehavior, paintingRoot, overlapTestRequests, paintFlags);
+ if (oldHasTransform)
+ childLayer->m_transform.set(new TransformationMatrix(oldTransform));
+ else
+ childLayer->m_transform.clear();
+ } else {
+ // Adjust the transform such that the renderer's upper left corner will paint at (0,0) in user space.
+ // This involves subtracting out the position of the layer in our current coordinate space.
+ int childX = 0;
+ int childY = 0;
+ columnLayers[colIndex - 1]->convertToLayerCoords(rootLayer, childX, childY);
+ TransformationMatrix transform;
+ transform.translateRight(childX + currXOffset, childY + currYOffset);
+
+ // Apply the transform.
+ context->concatCTM(transform.toAffineTransform());
+
+ // Now do a paint with the root layer shifted to be the next multicol block.
+ paintChildLayerIntoColumns(childLayer, columnLayers[colIndex - 1], context, transform.inverse().mapRect(localDirtyRect), paintBehavior,
+ paintingRoot, overlapTestRequests, paintFlags,
+ columnLayers, colIndex - 1);
+ }
+
+ context->restore();
+ }
+
+ // Move to the next position.
+ currYOffset -= colRect.height();
+ }
+}
+
+static inline IntRect frameVisibleRect(RenderObject* renderer)
+{
+ FrameView* frameView = renderer->document()->view();
+ if (!frameView)
+ return IntRect();
+
+ return frameView->visibleContentRect();
+}
+
+bool RenderLayer::hitTest(const HitTestRequest& request, HitTestResult& result)
+{
+ renderer()->document()->updateLayout();
+
+ IntRect hitTestArea = result.rectForPoint(result.point());
+ if (!request.ignoreClipping())
+ hitTestArea.intersect(frameVisibleRect(renderer()));
+
+ RenderLayer* insideLayer = hitTestLayer(this, 0, request, result, hitTestArea, result.point(), false);
+ if (!insideLayer) {
+ // We didn't hit any layer. If we are the root layer and the mouse is -- or just was -- down,
+ // return ourselves. We do this so mouse events continue getting delivered after a drag has
+ // exited the WebView, and so hit testing over a scrollbar hits the content document.
+ if ((request.active() || request.mouseUp()) && renderer()->isRenderView()) {
+ renderer()->updateHitTestResult(result, result.point());
+ insideLayer = this;
+ }
+ }
+
+ // Now determine if the result is inside an anchor - if the urlElement isn't already set.
+ Node* node = result.innerNode();
+ if (node && !result.URLElement())
+ result.setURLElement(static_cast<Element*>(node->enclosingLinkEventParentOrSelf()));
+
+ // Next set up the correct :hover/:active state along the new chain.
+ updateHoverActiveState(request, result);
+
+ // Now return whether we were inside this layer (this will always be true for the root
+ // layer).
+ return insideLayer;
+}
+
+Node* RenderLayer::enclosingElement() const
+{
+ for (RenderObject* r = renderer(); r; r = r->parent()) {
+ if (Node* e = r->node())
+ return e;
+ }
+ ASSERT_NOT_REACHED();
+ return 0;
+}
+
+// Compute the z-offset of the point in the transformState.
+// This is effectively projecting a ray normal to the plane of ancestor, finding where that
+// ray intersects target, and computing the z delta between those two points.
+static double computeZOffset(const HitTestingTransformState& transformState)
+{
+ // We got an affine transform, so no z-offset
+ if (transformState.m_accumulatedTransform.isAffine())
+ return 0;
+
+ // Flatten the point into the target plane
+ FloatPoint targetPoint = transformState.mappedPoint();
+
+ // Now map the point back through the transform, which computes Z.
+ FloatPoint3D backmappedPoint = transformState.m_accumulatedTransform.mapPoint(FloatPoint3D(targetPoint));
+ return backmappedPoint.z();
+}
+
+PassRefPtr<HitTestingTransformState> RenderLayer::createLocalTransformState(RenderLayer* rootLayer, RenderLayer* containerLayer,
+ const IntRect& hitTestRect, const IntPoint& hitTestPoint,
+ const HitTestingTransformState* containerTransformState) const
+{
+ RefPtr<HitTestingTransformState> transformState;
+ int offsetX = 0;
+ int offsetY = 0;
+ if (containerTransformState) {
+ // If we're already computing transform state, then it's relative to the container (which we know is non-null).
+ transformState = HitTestingTransformState::create(*containerTransformState);
+ convertToLayerCoords(containerLayer, offsetX, offsetY);
+ } else {
+ // If this is the first time we need to make transform state, then base it off of hitTestPoint,
+ // which is relative to rootLayer.
+ transformState = HitTestingTransformState::create(hitTestPoint, FloatQuad(hitTestRect));
+ convertToLayerCoords(rootLayer, offsetX, offsetY);
+ }
+
+ RenderObject* containerRenderer = containerLayer ? containerLayer->renderer() : 0;
+ if (renderer()->shouldUseTransformFromContainer(containerRenderer)) {
+ TransformationMatrix containerTransform;
+ renderer()->getTransformFromContainer(containerRenderer, IntSize(offsetX, offsetY), containerTransform);
+ transformState->applyTransform(containerTransform, HitTestingTransformState::AccumulateTransform);
+ } else {
+ transformState->translate(offsetX, offsetY, HitTestingTransformState::AccumulateTransform);
+ }
+
+ return transformState;
+}
+
+
+static bool isHitCandidate(const RenderLayer* hitLayer, bool canDepthSort, double* zOffset, const HitTestingTransformState* transformState)
+{
+ if (!hitLayer)
+ return false;
+
+ // The hit layer is depth-sorting with other layers, so just say that it was hit.
+ if (canDepthSort)
+ return true;
+
+ // We need to look at z-depth to decide if this layer was hit.
+ if (zOffset) {
+ ASSERT(transformState);
+ // This is actually computing our z, but that's OK because the hitLayer is coplanar with us.
+ double childZOffset = computeZOffset(*transformState);
+ if (childZOffset > *zOffset) {
+ *zOffset = childZOffset;
+ return true;
+ }
+ return false;
+ }
+
+ return true;
+}
+
+// hitTestPoint and hitTestRect are relative to rootLayer.
+// A 'flattening' layer is one preserves3D() == false.
+// transformState.m_accumulatedTransform holds the transform from the containing flattening layer.
+// transformState.m_lastPlanarPoint is the hitTestPoint in the plane of the containing flattening layer.
+// transformState.m_lastPlanarQuad is the hitTestRect as a quad in the plane of the containing flattening layer.
+//
+// If zOffset is non-null (which indicates that the caller wants z offset information),
+// *zOffset on return is the z offset of the hit point relative to the containing flattening layer.
+RenderLayer* RenderLayer::hitTestLayer(RenderLayer* rootLayer, RenderLayer* containerLayer, const HitTestRequest& request, HitTestResult& result,
+ const IntRect& hitTestRect, const IntPoint& hitTestPoint, bool appliedTransform,
+ const HitTestingTransformState* transformState, double* zOffset)
+{
+ // The natural thing would be to keep HitTestingTransformState on the stack, but it's big, so we heap-allocate.
+
+ bool useTemporaryClipRects = false;
+#if USE(ACCELERATED_COMPOSITING)
+ useTemporaryClipRects = compositor()->inCompositingMode();
+#endif
+
+ IntRect hitTestArea = result.rectForPoint(hitTestPoint);
+
+ // Apply a transform if we have one.
+ if (transform() && !appliedTransform) {
+ // Make sure the parent's clip rects have been calculated.
+ if (parent()) {
+ IntRect clipRect = backgroundClipRect(rootLayer, useTemporaryClipRects);
+ // Go ahead and test the enclosing clip now.
+ if (!clipRect.intersects(hitTestArea))
+ return 0;
+ }
+
+ // Create a transform state to accumulate this transform.
+ RefPtr<HitTestingTransformState> newTransformState = createLocalTransformState(rootLayer, containerLayer, hitTestRect, hitTestPoint, transformState);
+
+ // If the transform can't be inverted, then don't hit test this layer at all.
+ if (!newTransformState->m_accumulatedTransform.isInvertible())
+ return 0;
+
+ // Compute the point and the hit test rect in the coords of this layer by using the values
+ // from the transformState, which store the point and quad in the coords of the last flattened
+ // layer, and the accumulated transform which lets up map through preserve-3d layers.
+ //
+ // We can't just map hitTestPoint and hitTestRect because they may have been flattened (losing z)
+ // by our container.
+ IntPoint localPoint = roundedIntPoint(newTransformState->mappedPoint());
+ IntRect localHitTestRect;
+#if USE(ACCELERATED_COMPOSITING)
+ if (isComposited()) {
+ // It doesn't make sense to project hitTestRect into the plane of this layer, so use the same bounds we use for painting.
+ localHitTestRect = backing()->compositedBounds();
+ } else
+#endif
+ localHitTestRect = newTransformState->mappedQuad().enclosingBoundingBox();
+
+ // Now do a hit test with the root layer shifted to be us.
+ return hitTestLayer(this, containerLayer, request, result, localHitTestRect, localPoint, true, newTransformState.get(), zOffset);
+ }
+
+ // Ensure our lists and 3d status are up-to-date.
+ updateCompositingAndLayerListsIfNeeded();
+ update3DTransformedDescendantStatus();
+
+ RefPtr<HitTestingTransformState> localTransformState;
+ if (appliedTransform) {
+ // We computed the correct state in the caller (above code), so just reference it.
+ ASSERT(transformState);
+ localTransformState = const_cast<HitTestingTransformState*>(transformState);
+ } else if (transformState || m_has3DTransformedDescendant || preserves3D()) {
+ // We need transform state for the first time, or to offset the container state, so create it here.
+ localTransformState = createLocalTransformState(rootLayer, containerLayer, hitTestRect, hitTestPoint, transformState);
+ }
+
+ // Check for hit test on backface if backface-visibility is 'hidden'
+ if (localTransformState && renderer()->style()->backfaceVisibility() == BackfaceVisibilityHidden) {
+ TransformationMatrix invertedMatrix = localTransformState->m_accumulatedTransform.inverse();
+ // If the z-vector of the matrix is negative, the back is facing towards the viewer.
+ if (invertedMatrix.m33() < 0)
+ return 0;
+ }
+
+ RefPtr<HitTestingTransformState> unflattenedTransformState = localTransformState;
+ if (localTransformState && !preserves3D()) {
+ // Keep a copy of the pre-flattening state, for computing z-offsets for the container
+ unflattenedTransformState = HitTestingTransformState::create(*localTransformState);
+ // This layer is flattening, so flatten the state passed to descendants.
+ localTransformState->flatten();
+ }
+
+ // Calculate the clip rects we should use.
+ IntRect layerBounds;
+ IntRect bgRect;
+ IntRect fgRect;
+ IntRect outlineRect;
+ calculateRects(rootLayer, hitTestRect, layerBounds, bgRect, fgRect, outlineRect, useTemporaryClipRects);
+
+ // The following are used for keeping track of the z-depth of the hit point of 3d-transformed
+ // descendants.
+ double localZOffset = -numeric_limits<double>::infinity();
+ double* zOffsetForDescendantsPtr = 0;
+ double* zOffsetForContentsPtr = 0;
+
+ bool depthSortDescendants = false;
+ if (preserves3D()) {
+ depthSortDescendants = true;
+ // Our layers can depth-test with our container, so share the z depth pointer with the container, if it passed one down.
+ zOffsetForDescendantsPtr = zOffset ? zOffset : &localZOffset;
+ zOffsetForContentsPtr = zOffset ? zOffset : &localZOffset;
+ } else if (m_has3DTransformedDescendant) {
+ // Flattening layer with 3d children; use a local zOffset pointer to depth-test children and foreground.
+ depthSortDescendants = true;
+ zOffsetForDescendantsPtr = zOffset ? zOffset : &localZOffset;
+ zOffsetForContentsPtr = zOffset ? zOffset : &localZOffset;
+ } else if (zOffset) {
+ zOffsetForDescendantsPtr = 0;
+ // Container needs us to give back a z offset for the hit layer.
+ zOffsetForContentsPtr = zOffset;
+ }
+
+ // This variable tracks which layer the mouse ends up being inside.
+ RenderLayer* candidateLayer = 0;
+
+ // Begin by walking our list of positive layers from highest z-index down to the lowest z-index.
+ RenderLayer* hitLayer = hitTestList(m_posZOrderList, rootLayer, request, result, hitTestRect, hitTestPoint,
+ localTransformState.get(), zOffsetForDescendantsPtr, zOffset, unflattenedTransformState.get(), depthSortDescendants);
+ if (hitLayer) {
+ if (!depthSortDescendants)
+ return hitLayer;
+ candidateLayer = hitLayer;
+ }
+
+ // Now check our overflow objects.
+ hitLayer = hitTestList(m_normalFlowList, rootLayer, request, result, hitTestRect, hitTestPoint,
+ localTransformState.get(), zOffsetForDescendantsPtr, zOffset, unflattenedTransformState.get(), depthSortDescendants);
+ if (hitLayer) {
+ if (!depthSortDescendants)
+ return hitLayer;
+ candidateLayer = hitLayer;
+ }
+
+#if ENABLE(ANDROID_OVERFLOW_SCROLL)
+ if (hasOverflowParent()) {
+ ClipRects clipRects;
+ calculateClipRects(rootLayer, clipRects, useTemporaryClipRects);
+ fgRect.intersect(clipRects.hitTestClip());
+ bgRect.intersect(clipRects.hitTestClip());
+ }
+#endif
+ // Next we want to see if the mouse pos is inside the child RenderObjects of the layer.
+ if (fgRect.intersects(hitTestArea) && isSelfPaintingLayer()) {
+ // Hit test with a temporary HitTestResult, because we only want to commit to 'result' if we know we're frontmost.
+ HitTestResult tempResult(result.point(), result.topPadding(), result.rightPadding(), result.bottomPadding(), result.leftPadding());
+ if (hitTestContents(request, tempResult, layerBounds, hitTestPoint, HitTestDescendants) &&
+ isHitCandidate(this, false, zOffsetForContentsPtr, unflattenedTransformState.get())) {
+ if (result.isRectBasedTest())
+ result.append(tempResult);
+ else
+ result = tempResult;
+ if (!depthSortDescendants)
+ return this;
+ // Foreground can depth-sort with descendant layers, so keep this as a candidate.
+ candidateLayer = this;
+ } else if (result.isRectBasedTest())
+ result.append(tempResult);
+ }
+
+ // Now check our negative z-index children.
+ hitLayer = hitTestList(m_negZOrderList, rootLayer, request, result, hitTestRect, hitTestPoint,
+ localTransformState.get(), zOffsetForDescendantsPtr, zOffset, unflattenedTransformState.get(), depthSortDescendants);
+ if (hitLayer) {
+ if (!depthSortDescendants)
+ return hitLayer;
+ candidateLayer = hitLayer;
+ }
+
+ // If we found a layer, return. Child layers, and foreground always render in front of background.
+ if (candidateLayer)
+ return candidateLayer;
+
+ if (bgRect.intersects(hitTestArea) && isSelfPaintingLayer()) {
+ HitTestResult tempResult(result.point(), result.topPadding(), result.rightPadding(), result.bottomPadding(), result.leftPadding());
+ if (hitTestContents(request, tempResult, layerBounds, hitTestPoint, HitTestSelf) &&
+ isHitCandidate(this, false, zOffsetForContentsPtr, unflattenedTransformState.get())) {
+ if (result.isRectBasedTest())
+ result.append(tempResult);
+ else
+ result = tempResult;
+ return this;
+ } else if (result.isRectBasedTest())
+ result.append(tempResult);
+ }
+
+ return 0;
+}
+
+bool RenderLayer::hitTestContents(const HitTestRequest& request, HitTestResult& result, const IntRect& layerBounds, const IntPoint& hitTestPoint, HitTestFilter hitTestFilter) const
+{
+ if (!renderer()->hitTest(request, result, hitTestPoint,
+ layerBounds.x() - renderBoxX(),
+ layerBounds.y() - renderBoxY(),
+ hitTestFilter)) {
+ // It's wrong to set innerNode, but then claim that you didn't hit anything, unless it is
+ // a rect-based test.
+ ASSERT(!result.innerNode() || (result.isRectBasedTest() && result.rectBasedTestResult().size()));
+ return false;
+ }
+
+ // For positioned generated content, we might still not have a
+ // node by the time we get to the layer level, since none of
+ // the content in the layer has an element. So just walk up
+ // the tree.
+ if (!result.innerNode() || !result.innerNonSharedNode()) {
+ Node* e = enclosingElement();
+ if (!result.innerNode())
+ result.setInnerNode(e);
+ if (!result.innerNonSharedNode())
+ result.setInnerNonSharedNode(e);
+ }
+
+ return true;
+}
+
+RenderLayer* RenderLayer::hitTestList(Vector<RenderLayer*>* list, RenderLayer* rootLayer,
+ const HitTestRequest& request, HitTestResult& result,
+ const IntRect& hitTestRect, const IntPoint& hitTestPoint,
+ const HitTestingTransformState* transformState,
+ double* zOffsetForDescendants, double* zOffset,
+ const HitTestingTransformState* unflattenedTransformState,
+ bool depthSortDescendants)
+{
+ if (!list)
+ return 0;
+
+ RenderLayer* resultLayer = 0;
+ for (int i = list->size() - 1; i >= 0; --i) {
+ RenderLayer* childLayer = list->at(i);
+ RenderLayer* hitLayer = 0;
+ HitTestResult tempResult(result.point(), result.topPadding(), result.rightPadding(), result.bottomPadding(), result.leftPadding());
+ if (childLayer->isPaginated())
+ hitLayer = hitTestPaginatedChildLayer(childLayer, rootLayer, request, tempResult, hitTestRect, hitTestPoint, transformState, zOffsetForDescendants);
+ else
+ hitLayer = childLayer->hitTestLayer(rootLayer, this, request, tempResult, hitTestRect, hitTestPoint, false, transformState, zOffsetForDescendants);
+
+ // If it a rect-based test, we can safely append the temporary result since it might had hit
+ // nodes but not necesserily had hitLayer set.
+ if (result.isRectBasedTest())
+ result.append(tempResult);
+
+ if (isHitCandidate(hitLayer, depthSortDescendants, zOffset, unflattenedTransformState)) {
+ resultLayer = hitLayer;
+ if (!result.isRectBasedTest())
+ result = tempResult;
+ if (!depthSortDescendants)
+ break;
+ }
+ }
+
+ return resultLayer;
+}
+
+RenderLayer* RenderLayer::hitTestPaginatedChildLayer(RenderLayer* childLayer, RenderLayer* rootLayer, const HitTestRequest& request, HitTestResult& result,
+ const IntRect& hitTestRect, const IntPoint& hitTestPoint, const HitTestingTransformState* transformState, double* zOffset)
+{
+ Vector<RenderLayer*> columnLayers;
+ RenderLayer* ancestorLayer = isNormalFlowOnly() ? parent() : stackingContext();
+ for (RenderLayer* curr = childLayer->parent(); curr; curr = curr->parent()) {
+ if (curr->renderer()->hasColumns())
+ columnLayers.append(curr);
+ if (curr == ancestorLayer || (curr->parent() && curr->parent()->renderer()->isPositioned()))
+ break;
+ }
+
+ ASSERT(columnLayers.size());
+ return hitTestChildLayerColumns(childLayer, rootLayer, request, result, hitTestRect, hitTestPoint, transformState, zOffset,
+ columnLayers, columnLayers.size() - 1);
+}
+
+RenderLayer* RenderLayer::hitTestChildLayerColumns(RenderLayer* childLayer, RenderLayer* rootLayer, const HitTestRequest& request, HitTestResult& result,
+ const IntRect& hitTestRect, const IntPoint& hitTestPoint, const HitTestingTransformState* transformState, double* zOffset,
+ const Vector<RenderLayer*>& columnLayers, size_t columnIndex)
+{
+ RenderBlock* columnBlock = toRenderBlock(columnLayers[columnIndex]->renderer());
+
+ ASSERT(columnBlock && columnBlock->hasColumns());
+ if (!columnBlock || !columnBlock->hasColumns())
+ return 0;
+
+ int layerX = 0;
+ int layerY = 0;
+ columnBlock->layer()->convertToLayerCoords(rootLayer, layerX, layerY);
+
+ ColumnInfo* colInfo = columnBlock->columnInfo();
+ int colCount = columnBlock->columnCount(colInfo);
+
+ // We have to go backwards from the last column to the first.
+ int left = columnBlock->borderLeft() + columnBlock->paddingLeft();
+ int currYOffset = 0;
+ int i;
+ for (i = 0; i < colCount; i++)
+ currYOffset -= columnBlock->columnRectAt(colInfo, i).height();
+ for (i = colCount - 1; i >= 0; i--) {
+ // For each rect, we clip to the rect, and then we adjust our coords.
+ IntRect colRect = columnBlock->columnRectAt(colInfo, i);
+ int currXOffset = colRect.x() - left;
+ currYOffset += colRect.height();
+ colRect.move(layerX, layerY);
+
+ IntRect localClipRect(hitTestRect);
+ localClipRect.intersect(colRect);
+
+ if (!localClipRect.isEmpty() && localClipRect.intersects(result.rectForPoint(hitTestPoint))) {
+ RenderLayer* hitLayer = 0;
+ if (!columnIndex) {
+ // Apply a translation transform to change where the layer paints.
+ TransformationMatrix oldTransform;
+ bool oldHasTransform = childLayer->transform();
+ if (oldHasTransform)
+ oldTransform = *childLayer->transform();
+ TransformationMatrix newTransform(oldTransform);
+ newTransform.translateRight(currXOffset, currYOffset);
+
+ childLayer->m_transform.set(new TransformationMatrix(newTransform));
+ hitLayer = childLayer->hitTestLayer(rootLayer, columnLayers[0], request, result, localClipRect, hitTestPoint, false, transformState, zOffset);
+ if (oldHasTransform)
+ childLayer->m_transform.set(new TransformationMatrix(oldTransform));
+ else
+ childLayer->m_transform.clear();
+ } else {
+ // Adjust the transform such that the renderer's upper left corner will be at (0,0) in user space.
+ // This involves subtracting out the position of the layer in our current coordinate space.
+ RenderLayer* nextLayer = columnLayers[columnIndex - 1];
+ RefPtr<HitTestingTransformState> newTransformState = nextLayer->createLocalTransformState(rootLayer, nextLayer, localClipRect, hitTestPoint, transformState);
+ newTransformState->translate(currXOffset, currYOffset, HitTestingTransformState::AccumulateTransform);
+ IntPoint localPoint = roundedIntPoint(newTransformState->mappedPoint());
+ IntRect localHitTestRect = newTransformState->mappedQuad().enclosingBoundingBox();
+ newTransformState->flatten();
+
+ hitLayer = hitTestChildLayerColumns(childLayer, columnLayers[columnIndex - 1], request, result, localHitTestRect, localPoint,
+ newTransformState.get(), zOffset, columnLayers, columnIndex - 1);
+ }
+
+ if (hitLayer)
+ return hitLayer;
+ }
+ }
+
+ return 0;
+}
+
+void RenderLayer::updateClipRects(const RenderLayer* rootLayer)
+{
+ if (m_clipRects) {
+ ASSERT(rootLayer == m_clipRectsRoot);
+ return; // We have the correct cached value.
+ }
+
+ // For transformed layers, the root layer was shifted to be us, so there is no need to
+ // examine the parent. We want to cache clip rects with us as the root.
+ RenderLayer* parentLayer = rootLayer != this ? parent() : 0;
+ if (parentLayer)
+ parentLayer->updateClipRects(rootLayer);
+
+ ClipRects clipRects;
+ calculateClipRects(rootLayer, clipRects, true);
+
+ if (parentLayer && parentLayer->clipRects() && clipRects == *parentLayer->clipRects())
+ m_clipRects = parentLayer->clipRects();
+ else
+ m_clipRects = new (renderer()->renderArena()) ClipRects(clipRects);
+ m_clipRects->ref();
+#ifndef NDEBUG
+ m_clipRectsRoot = rootLayer;
+#endif
+}
+
+void RenderLayer::calculateClipRects(const RenderLayer* rootLayer, ClipRects& clipRects, bool useCached) const
+{
+ if (!parent()) {
+ // The root layer's clip rect is always infinite.
+ clipRects.reset(PaintInfo::infiniteRect());
+ return;
+ }
+
+ // For transformed layers, the root layer was shifted to be us, so there is no need to
+ // examine the parent. We want to cache clip rects with us as the root.
+ RenderLayer* parentLayer = rootLayer != this ? parent() : 0;
+
+ // Ensure that our parent's clip has been calculated so that we can examine the values.
+ if (parentLayer) {
+ if (useCached && parentLayer->clipRects())
+ clipRects = *parentLayer->clipRects();
+ else
+ parentLayer->calculateClipRects(rootLayer, clipRects);
+ }
+ else
+ clipRects.reset(PaintInfo::infiniteRect());
+
+ // A fixed object is essentially the root of its containing block hierarchy, so when
+ // we encounter such an object, we reset our clip rects to the fixedClipRect.
+ if (renderer()->style()->position() == FixedPosition) {
+ clipRects.setPosClipRect(clipRects.fixedClipRect());
+ clipRects.setOverflowClipRect(clipRects.fixedClipRect());
+ clipRects.setFixed(true);
+ }
+ else if (renderer()->style()->position() == RelativePosition)
+ clipRects.setPosClipRect(clipRects.overflowClipRect());
+ else if (renderer()->style()->position() == AbsolutePosition)
+ clipRects.setOverflowClipRect(clipRects.posClipRect());
+
+ // Update the clip rects that will be passed to child layers.
+ if (renderer()->hasOverflowClip() || renderer()->hasClip()) {
+ // This layer establishes a clip of some kind.
+ int x = 0;
+ int y = 0;
+ convertToLayerCoords(rootLayer, x, y);
+ RenderView* view = renderer()->view();
+ ASSERT(view);
+ if (view && clipRects.fixed() && rootLayer->renderer() == view) {
+ x -= view->frameView()->scrollX();
+ y -= view->frameView()->scrollY();
+ }
+
+ if (renderer()->hasOverflowClip()) {
+ IntRect newOverflowClip = toRenderBox(renderer())->overflowClipRect(x, y);
+#if ENABLE(ANDROID_OVERFLOW_SCROLL)
+ clipRects.setHitTestClip(intersection(clipRects.fixed() ? clipRects.fixedClipRect()
+ : newOverflowClip, clipRects.hitTestClip()));
+ if (hasOverflowScroll()) {
+ RenderBox* box = toRenderBox(renderer());
+ newOverflowClip =
+ IntRect(x + box->borderLeft(), y + box->borderTop(),
+ m_scrollWidth, m_scrollHeight);
+ }
+#endif
+ clipRects.setOverflowClipRect(intersection(newOverflowClip, clipRects.overflowClipRect()));
+ if (renderer()->isPositioned() || renderer()->isRelPositioned())
+ clipRects.setPosClipRect(intersection(newOverflowClip, clipRects.posClipRect()));
+ }
+ if (renderer()->hasClip()) {
+ IntRect newPosClip = toRenderBox(renderer())->clipRect(x, y);
+ clipRects.setPosClipRect(intersection(newPosClip, clipRects.posClipRect()));
+ clipRects.setOverflowClipRect(intersection(newPosClip, clipRects.overflowClipRect()));
+ clipRects.setFixedClipRect(intersection(newPosClip, clipRects.fixedClipRect()));
+ }
+ }
+}
+
+void RenderLayer::parentClipRects(const RenderLayer* rootLayer, ClipRects& clipRects, bool temporaryClipRects) const
+{
+ ASSERT(parent());
+ if (temporaryClipRects) {
+ parent()->calculateClipRects(rootLayer, clipRects);
+ return;
+ }
+
+ parent()->updateClipRects(rootLayer);
+ clipRects = *parent()->clipRects();
+}
+
+IntRect RenderLayer::backgroundClipRect(const RenderLayer* rootLayer, bool temporaryClipRects) const
+{
+ IntRect backgroundRect;
+ if (parent()) {
+ ClipRects parentRects;
+ parentClipRects(rootLayer, parentRects, temporaryClipRects);
+ backgroundRect = renderer()->style()->position() == FixedPosition ? parentRects.fixedClipRect() :
+ (renderer()->isPositioned() ? parentRects.posClipRect() :
+ parentRects.overflowClipRect());
+ RenderView* view = renderer()->view();
+ ASSERT(view);
+ if (view && parentRects.fixed() && rootLayer->renderer() == view)
+ backgroundRect.move(view->frameView()->scrollX(), view->frameView()->scrollY());
+ }
+ return backgroundRect;
+}
+
+void RenderLayer::calculateRects(const RenderLayer* rootLayer, const IntRect& paintDirtyRect, IntRect& layerBounds,
+ IntRect& backgroundRect, IntRect& foregroundRect, IntRect& outlineRect, bool temporaryClipRects) const
+{
+ if (rootLayer != this && parent()) {
+ backgroundRect = backgroundClipRect(rootLayer, temporaryClipRects);
+ backgroundRect.intersect(paintDirtyRect);
+ } else
+ backgroundRect = paintDirtyRect;
+
+ foregroundRect = backgroundRect;
+ outlineRect = backgroundRect;
+
+ int x = 0;
+ int y = 0;
+ convertToLayerCoords(rootLayer, x, y);
+ layerBounds = IntRect(x, y, width(), height());
+
+ // Update the clip rects that will be passed to child layers.
+ if (renderer()->hasOverflowClip() || renderer()->hasClip()) {
+ // This layer establishes a clip of some kind.
+#if ENABLE(ANDROID_OVERFLOW_SCROLL)
+ if (hasOverflowScroll()) {
+ // Use the entire foreground rectangle to record the contents.
+ RenderBox* box = toRenderBox(renderer());
+ foregroundRect =
+ IntRect(x + box->borderLeft(), y + box->borderTop(),
+ m_scrollWidth, m_scrollHeight);
+ } else
+#endif
+ if (renderer()->hasOverflowClip())
+ foregroundRect.intersect(toRenderBox(renderer())->overflowClipRect(x, y));
+ if (renderer()->hasClip()) {
+ // Clip applies to *us* as well, so go ahead and update the damageRect.
+ IntRect newPosClip = toRenderBox(renderer())->clipRect(x, y);
+ backgroundRect.intersect(newPosClip);
+ foregroundRect.intersect(newPosClip);
+ outlineRect.intersect(newPosClip);
+ }
+
+ // If we establish a clip at all, then go ahead and make sure our background
+ // rect is intersected with our layer's bounds.
+ // FIXME: This could be changed to just use generic visual overflow.
+ // See https://bugs.webkit.org/show_bug.cgi?id=37467 for more information.
+ if (const ShadowData* boxShadow = renderer()->style()->boxShadow()) {
+ IntRect overflow = layerBounds;
+ do {
+ if (boxShadow->style() == Normal) {
+ IntRect shadowRect = layerBounds;
+ shadowRect.move(boxShadow->x(), boxShadow->y());
+ shadowRect.inflate(boxShadow->blur() + boxShadow->spread());
+ overflow.unite(shadowRect);
+ }
+
+ boxShadow = boxShadow->next();
+ } while (boxShadow);
+ backgroundRect.intersect(overflow);
+ } else
+ backgroundRect.intersect(layerBounds);
+ }
+}
+
+IntRect RenderLayer::childrenClipRect() const
+{
+ RenderView* renderView = renderer()->view();
+ RenderLayer* clippingRootLayer = clippingRoot();
+ IntRect layerBounds, backgroundRect, foregroundRect, outlineRect;
+ calculateRects(clippingRootLayer, renderView->documentRect(), layerBounds, backgroundRect, foregroundRect, outlineRect);
+ return clippingRootLayer->renderer()->localToAbsoluteQuad(FloatQuad(foregroundRect)).enclosingBoundingBox();
+}
+
+IntRect RenderLayer::selfClipRect() const
+{
+ RenderView* renderView = renderer()->view();
+ RenderLayer* clippingRootLayer = clippingRoot();
+ IntRect layerBounds, backgroundRect, foregroundRect, outlineRect;
+ calculateRects(clippingRootLayer, renderView->documentRect(), layerBounds, backgroundRect, foregroundRect, outlineRect);
+ return clippingRootLayer->renderer()->localToAbsoluteQuad(FloatQuad(backgroundRect)).enclosingBoundingBox();
+}
+
+void RenderLayer::addBlockSelectionGapsBounds(const IntRect& bounds)
+{
+ m_blockSelectionGapsBounds.unite(bounds);
+}
+
+void RenderLayer::clearBlockSelectionGapsBounds()
+{
+ m_blockSelectionGapsBounds = IntRect();
+ for (RenderLayer* child = firstChild(); child; child = child->nextSibling())
+ child->clearBlockSelectionGapsBounds();
+}
+
+void RenderLayer::repaintBlockSelectionGaps()
+{
+ for (RenderLayer* child = firstChild(); child; child = child->nextSibling())
+ child->repaintBlockSelectionGaps();
+
+ if (m_blockSelectionGapsBounds.isEmpty())
+ return;
+
+ IntRect rect = m_blockSelectionGapsBounds;
+ rect.move(-scrolledContentOffset());
+ if (renderer()->hasOverflowClip())
+ rect.intersect(toRenderBox(renderer())->overflowClipRect(0, 0));
+ if (renderer()->hasClip())
+ rect.intersect(toRenderBox(renderer())->clipRect(0, 0));
+ if (!rect.isEmpty())
+ renderer()->repaintRectangle(rect);
+}
+
+bool RenderLayer::intersectsDamageRect(const IntRect& layerBounds, const IntRect& damageRect, const RenderLayer* rootLayer) const
+{
+ // Always examine the canvas and the root.
+ // FIXME: Could eliminate the isRoot() check if we fix background painting so that the RenderView
+ // paints the root's background.
+ if (renderer()->isRenderView() || renderer()->isRoot())
+ return true;
+
+ // If we aren't an inline flow, and our layer bounds do intersect the damage rect, then we
+ // can go ahead and return true.
+ RenderView* view = renderer()->view();
+ ASSERT(view);
+ if (view && !renderer()->isRenderInline()) {
+ IntRect b = layerBounds;
+ b.inflate(view->maximalOutlineSize());
+ if (b.intersects(damageRect))
+ return true;
+ }
+
+ // Otherwise we need to compute the bounding box of this single layer and see if it intersects
+ // the damage rect.
+ return boundingBox(rootLayer).intersects(damageRect);
+}
+
+IntRect RenderLayer::localBoundingBox() const
+{
+ // There are three special cases we need to consider.
+ // (1) Inline Flows. For inline flows we will create a bounding box that fully encompasses all of the lines occupied by the
+ // inline. In other words, if some <span> wraps to three lines, we'll create a bounding box that fully encloses the
+ // line boxes of all three lines (including overflow on those lines).
+ // (2) Left/Top Overflow. The width/height of layers already includes right/bottom overflow. However, in the case of left/top
+ // overflow, we have to create a bounding box that will extend to include this overflow.
+ // (3) Floats. When a layer has overhanging floats that it paints, we need to make sure to include these overhanging floats
+ // as part of our bounding box. We do this because we are the responsible layer for both hit testing and painting those
+ // floats.
+ IntRect result;
+ if (renderer()->isRenderInline()) {
+ // Go from our first line box to our last line box.
+ RenderInline* inlineFlow = toRenderInline(renderer());
+ InlineFlowBox* firstBox = inlineFlow->firstLineBox();
+ if (!firstBox)
+ return result;
+ int top = firstBox->topVisualOverflow();
+ int bottom = inlineFlow->lastLineBox()->bottomVisualOverflow();
+ int left = firstBox->x();
+ for (InlineFlowBox* curr = firstBox->nextLineBox(); curr; curr = curr->nextLineBox())
+ left = min(left, curr->x());
+ result = IntRect(left, top, width(), bottom - top);
+ } else if (renderer()->isTableRow()) {
+ // Our bounding box is just the union of all of our cells' border/overflow rects.
+ for (RenderObject* child = renderer()->firstChild(); child; child = child->nextSibling()) {
+ if (child->isTableCell()) {
+ IntRect bbox = toRenderBox(child)->borderBoxRect();
+ result.unite(bbox);
+ IntRect overflowRect = renderBox()->visualOverflowRect();
+ if (bbox != overflowRect)
+ result.unite(overflowRect);
+ }
+ }
+ } else {
+ RenderBox* box = renderBox();
+ ASSERT(box);
+ if (box->hasMask())
+ result = box->maskClipRect();
+ else {
+ IntRect bbox = box->borderBoxRect();
+ result = bbox;
+ IntRect overflowRect = box->visualOverflowRect();
+ if (bbox != overflowRect)
+ result.unite(overflowRect);
+ }
+ }
+
+ RenderView* view = renderer()->view();
+ ASSERT(view);
+ if (view)
+ result.inflate(view->maximalOutlineSize()); // Used to apply a fudge factor to dirty-rect checks on blocks/tables.
+
+ return result;
+}
+
+IntRect RenderLayer::boundingBox(const RenderLayer* ancestorLayer) const
+{
+ IntRect result = localBoundingBox();
+
+ int deltaX = 0, deltaY = 0;
+ convertToLayerCoords(ancestorLayer, deltaX, deltaY);
+ result.move(deltaX, deltaY);
+ return result;
+}
+
+IntRect RenderLayer::absoluteBoundingBox() const
+{
+ return boundingBox(root());
+}
+
+void RenderLayer::clearClipRectsIncludingDescendants()
+{
+ if (!m_clipRects)
+ return;
+
+ clearClipRects();
+
+ for (RenderLayer* l = firstChild(); l; l = l->nextSibling())
+ l->clearClipRectsIncludingDescendants();
+}
+
+void RenderLayer::clearClipRects()
+{
+ if (m_clipRects) {
+ m_clipRects->deref(renderer()->renderArena());
+ m_clipRects = 0;
+#ifndef NDEBUG
+ m_clipRectsRoot = 0;
+#endif
+ }
+}
+
+#if USE(ACCELERATED_COMPOSITING)
+RenderLayerBacking* RenderLayer::ensureBacking()
+{
+ if (!m_backing)
+ m_backing.set(new RenderLayerBacking(this));
+ return m_backing.get();
+}
+
+void RenderLayer::clearBacking()
+{
+ m_backing.clear();
+}
+
+bool RenderLayer::hasCompositedMask() const
+{
+ return m_backing && m_backing->hasMaskLayer();
+}
+#endif
+
+void RenderLayer::setParent(RenderLayer* parent)
+{
+ if (parent == m_parent)
+ return;
+
+#if USE(ACCELERATED_COMPOSITING)
+ if (m_parent && !renderer()->documentBeingDestroyed())
+ compositor()->layerWillBeRemoved(m_parent, this);
+#endif
+
+ m_parent = parent;
+
+#if USE(ACCELERATED_COMPOSITING)
+ if (m_parent && !renderer()->documentBeingDestroyed())
+ compositor()->layerWasAdded(m_parent, this);
+#endif
+}
+
+static RenderObject* commonAncestor(RenderObject* obj1, RenderObject* obj2)
+{
+ if (!obj1 || !obj2)
+ return 0;
+
+ for (RenderObject* currObj1 = obj1; currObj1; currObj1 = currObj1->hoverAncestor())
+ for (RenderObject* currObj2 = obj2; currObj2; currObj2 = currObj2->hoverAncestor())
+ if (currObj1 == currObj2)
+ return currObj1;
+
+ return 0;
+}
+
+void RenderLayer::updateHoverActiveState(const HitTestRequest& request, HitTestResult& result)
+{
+ // We don't update :hover/:active state when the result is marked as readOnly.
+ if (request.readOnly())
+ return;
+
+ Document* doc = renderer()->document();
+
+ Node* activeNode = doc->activeNode();
+ if (activeNode && !request.active()) {
+ // We are clearing the :active chain because the mouse has been released.
+ for (RenderObject* curr = activeNode->renderer(); curr; curr = curr->parent()) {
+ if (curr->node() && !curr->isText())
+ curr->node()->clearInActiveChain();
+ }
+ doc->setActiveNode(0);
+ } else {
+ Node* newActiveNode = result.innerNode();
+ if (!activeNode && newActiveNode && request.active()) {
+ // We are setting the :active chain and freezing it. If future moves happen, they
+ // will need to reference this chain.
+ for (RenderObject* curr = newActiveNode->renderer(); curr; curr = curr->parent()) {
+ if (curr->node() && !curr->isText()) {
+ curr->node()->setInActiveChain();
+ }
+ }
+ doc->setActiveNode(newActiveNode);
+ }
+ }
+
+ // If the mouse is down and if this is a mouse move event, we want to restrict changes in
+ // :hover/:active to only apply to elements that are in the :active chain that we froze
+ // at the time the mouse went down.
+ bool mustBeInActiveChain = request.active() && request.mouseMove();
+
+ // Check to see if the hovered node has changed. If not, then we don't need to
+ // do anything.
+ RefPtr<Node> oldHoverNode = doc->hoverNode();
+ Node* newHoverNode = result.innerNode();
+
+ // Update our current hover node.
+ doc->setHoverNode(newHoverNode);
+
+ // We have two different objects. Fetch their renderers.
+ RenderObject* oldHoverObj = oldHoverNode ? oldHoverNode->renderer() : 0;
+ RenderObject* newHoverObj = newHoverNode ? newHoverNode->renderer() : 0;
+
+ // Locate the common ancestor render object for the two renderers.
+ RenderObject* ancestor = commonAncestor(oldHoverObj, newHoverObj);
+
+ Vector<RefPtr<Node>, 32> nodesToRemoveFromChain;
+ Vector<RefPtr<Node>, 32> nodesToAddToChain;
+
+ if (oldHoverObj != newHoverObj) {
+ // The old hover path only needs to be cleared up to (and not including) the common ancestor;
+ for (RenderObject* curr = oldHoverObj; curr && curr != ancestor; curr = curr->hoverAncestor()) {
+ if (curr->node() && !curr->isText() && (!mustBeInActiveChain || curr->node()->inActiveChain()))
+ nodesToRemoveFromChain.append(curr->node());
+ }
+ }
+
+ // Now set the hover state for our new object up to the root.
+ for (RenderObject* curr = newHoverObj; curr; curr = curr->hoverAncestor()) {
+ if (curr->node() && !curr->isText() && (!mustBeInActiveChain || curr->node()->inActiveChain()))
+ nodesToAddToChain.append(curr->node());
+ }
+
+ size_t removeCount = nodesToRemoveFromChain.size();
+ for (size_t i = 0; i < removeCount; ++i) {
+ nodesToRemoveFromChain[i]->setActive(false);
+ nodesToRemoveFromChain[i]->setHovered(false);
+ }
+
+ size_t addCount = nodesToAddToChain.size();
+ for (size_t i = 0; i < addCount; ++i) {
+ nodesToAddToChain[i]->setActive(request.active());
+ nodesToAddToChain[i]->setHovered(true);
+ }
+}
+
+// Helper for the sorting of layers by z-index.
+static inline bool compareZIndex(RenderLayer* first, RenderLayer* second)
+{
+ return first->zIndex() < second->zIndex();
+}
+
+void RenderLayer::dirtyZOrderLists()
+{
+ if (m_posZOrderList)
+ m_posZOrderList->clear();
+ if (m_negZOrderList)
+ m_negZOrderList->clear();
+ m_zOrderListsDirty = true;
+
+#if USE(ACCELERATED_COMPOSITING)
+ if (!renderer()->documentBeingDestroyed())
+ compositor()->setCompositingLayersNeedRebuild();
+#endif
+}
+
+void RenderLayer::dirtyStackingContextZOrderLists()
+{
+ RenderLayer* sc = stackingContext();
+ if (sc)
+ sc->dirtyZOrderLists();
+}
+
+void RenderLayer::dirtyNormalFlowList()
+{
+ if (m_normalFlowList)
+ m_normalFlowList->clear();
+ m_normalFlowListDirty = true;
+
+#if USE(ACCELERATED_COMPOSITING)
+ if (!renderer()->documentBeingDestroyed())
+ compositor()->setCompositingLayersNeedRebuild();
+#endif
+}
+
+void RenderLayer::updateZOrderLists()
+{
+ if (!isStackingContext() || !m_zOrderListsDirty)
+ return;
+
+ for (RenderLayer* child = firstChild(); child; child = child->nextSibling())
+ if (!m_reflection || reflectionLayer() != child)
+ child->collectLayers(m_posZOrderList, m_negZOrderList);
+
+ // Sort the two lists.
+ if (m_posZOrderList)
+ std::stable_sort(m_posZOrderList->begin(), m_posZOrderList->end(), compareZIndex);
+
+ if (m_negZOrderList)
+ std::stable_sort(m_negZOrderList->begin(), m_negZOrderList->end(), compareZIndex);
+
+ m_zOrderListsDirty = false;
+}
+
+void RenderLayer::updateNormalFlowList()
+{
+ if (!m_normalFlowListDirty)
+ return;
+
+ for (RenderLayer* child = firstChild(); child; child = child->nextSibling()) {
+ // Ignore non-overflow layers and reflections.
+ if (child->isNormalFlowOnly() && (!m_reflection || reflectionLayer() != child)) {
+ if (!m_normalFlowList)
+ m_normalFlowList = new Vector<RenderLayer*>;
+ m_normalFlowList->append(child);
+ }
+ }
+
+ m_normalFlowListDirty = false;
+}
+
+void RenderLayer::collectLayers(Vector<RenderLayer*>*& posBuffer, Vector<RenderLayer*>*& negBuffer)
+{
+ updateVisibilityStatus();
+
+ // Overflow layers are just painted by their enclosing layers, so they don't get put in zorder lists.
+ if ((m_hasVisibleContent || (m_hasVisibleDescendant && isStackingContext())) && !isNormalFlowOnly()) {
+ // Determine which buffer the child should be in.
+ Vector<RenderLayer*>*& buffer = (zIndex() >= 0) ? posBuffer : negBuffer;
+
+ // Create the buffer if it doesn't exist yet.
+ if (!buffer)
+ buffer = new Vector<RenderLayer*>;
+
+ // Append ourselves at the end of the appropriate buffer.
+ buffer->append(this);
+ }
+
+ // Recur into our children to collect more layers, but only if we don't establish
+ // a stacking context.
+ if (m_hasVisibleDescendant && !isStackingContext()) {
+ for (RenderLayer* child = firstChild(); child; child = child->nextSibling()) {
+ // Ignore reflections.
+ if (!m_reflection || reflectionLayer() != child)
+ child->collectLayers(posBuffer, negBuffer);
+ }
+ }
+}
+
+void RenderLayer::updateLayerListsIfNeeded()
+{
+ updateZOrderLists();
+ updateNormalFlowList();
+}
+
+void RenderLayer::updateCompositingAndLayerListsIfNeeded()
+{
+#if USE(ACCELERATED_COMPOSITING)
+ if (compositor()->inCompositingMode()) {
+ if ((isStackingContext() && m_zOrderListsDirty) || m_normalFlowListDirty)
+ compositor()->updateCompositingLayers(CompositingUpdateOnPaitingOrHitTest, this);
+ return;
+ }
+#endif
+ updateLayerListsIfNeeded();
+}
+
+void RenderLayer::repaintIncludingDescendants()
+{
+ renderer()->repaint();
+ for (RenderLayer* curr = firstChild(); curr; curr = curr->nextSibling())
+ curr->repaintIncludingDescendants();
+}
+
+#if USE(ACCELERATED_COMPOSITING)
+void RenderLayer::setBackingNeedsRepaint()
+{
+ ASSERT(isComposited());
+ if (backing()->paintingGoesToWindow()) {
+ // If we're trying to repaint the placeholder document layer, propagate the
+ // repaint to the native view system.
+ RenderView* view = renderer()->view();
+ if (view)
+ view->repaintViewRectangle(absoluteBoundingBox());
+ } else
+ backing()->setContentsNeedDisplay();
+}
+
+void RenderLayer::setBackingNeedsRepaintInRect(const IntRect& r)
+{
+ ASSERT(isComposited());
+ if (backing()->paintingGoesToWindow()) {
+ // If we're trying to repaint the placeholder document layer, propagate the
+ // repaint to the native view system.
+ IntRect absRect(r);
+ int x = 0;
+ int y = 0;
+ convertToLayerCoords(root(), x, y);
+ absRect.move(x, y);
+
+ RenderView* view = renderer()->view();
+ if (view)
+ view->repaintViewRectangle(absRect);
+ } else
+ backing()->setContentsNeedDisplayInRect(r);
+}
+
+// Since we're only painting non-composited layers, we know that they all share the same repaintContainer.
+void RenderLayer::repaintIncludingNonCompositingDescendants(RenderBoxModelObject* repaintContainer)
+{
+ renderer()->repaintUsingContainer(repaintContainer, renderer()->clippedOverflowRectForRepaint(repaintContainer));
+
+ for (RenderLayer* curr = firstChild(); curr; curr = curr->nextSibling()) {
+ if (!curr->isComposited())
+ curr->repaintIncludingNonCompositingDescendants(repaintContainer);
+ }
+}
+#endif
+
+bool RenderLayer::shouldBeNormalFlowOnly() const
+{
+ return (renderer()->hasOverflowClip()
+ || renderer()->hasReflection()
+ || renderer()->hasMask()
+ || renderer()->isVideo()
+ || renderer()->isEmbeddedObject()
+ || renderer()->isApplet()
+ || renderer()->isRenderIFrame()
+ || renderer()->style()->specifiesColumns())
+ && !renderer()->isPositioned()
+ && !renderer()->isRelPositioned()
+ && !renderer()->hasTransform()
+ && !isTransparent();
+}
+
+bool RenderLayer::isSelfPaintingLayer() const
+{
+#if ENABLE(ANDROID_OVERFLOW_SCROLL)
+ if (hasOverflowScroll())
+ return true;
+#endif
+ return !isNormalFlowOnly()
+ || renderer()->hasReflection()
+ || renderer()->hasMask()
+ || renderer()->isTableRow()
+ || renderer()->isVideo()
+ || renderer()->isEmbeddedObject()
+ || renderer()->isApplet()
+ || renderer()->isRenderIFrame();
+}
+
+void RenderLayer::styleChanged(StyleDifference diff, const RenderStyle*)
+{
+ bool isNormalFlowOnly = shouldBeNormalFlowOnly();
+ if (isNormalFlowOnly != m_isNormalFlowOnly) {
+ m_isNormalFlowOnly = isNormalFlowOnly;
+ RenderLayer* p = parent();
+ if (p)
+ p->dirtyNormalFlowList();
+ dirtyStackingContextZOrderLists();
+ }
+
+ if (renderer()->style()->overflowX() == OMARQUEE && renderer()->style()->marqueeBehavior() != MNONE && renderer()->isBox()) {
+ if (!m_marquee)
+ m_marquee = new RenderMarquee(this);
+ m_marquee->updateMarqueeStyle();
+ }
+ else if (m_marquee) {
+ delete m_marquee;
+ m_marquee = 0;
+ }
+
+ if (!hasReflection() && m_reflection)
+ removeReflection();
+ else if (hasReflection()) {
+ if (!m_reflection)
+ createReflection();
+ updateReflectionStyle();
+ }
+
+ // FIXME: Need to detect a swap from custom to native scrollbars (and vice versa).
+ if (m_hBar)
+ m_hBar->styleChanged();
+ if (m_vBar)
+ m_vBar->styleChanged();
+
+ updateScrollCornerStyle();
+ updateResizerStyle();
+
+#if USE(ACCELERATED_COMPOSITING)
+ updateTransform();
+
+ if (compositor()->updateLayerCompositingState(this))
+ compositor()->setCompositingLayersNeedRebuild();
+ else if (m_backing)
+ m_backing->updateGraphicsLayerGeometry();
+
+ if (m_backing && diff >= StyleDifferenceRepaint)
+ m_backing->setContentsNeedDisplay();
+#else
+ UNUSED_PARAM(diff);
+#endif
+}
+
+void RenderLayer::updateScrollCornerStyle()
+{
+ RenderObject* actualRenderer = renderer()->node() ? renderer()->node()->shadowAncestorNode()->renderer() : renderer();
+ RefPtr<RenderStyle> corner = renderer()->hasOverflowClip() ? actualRenderer->getUncachedPseudoStyle(SCROLLBAR_CORNER, actualRenderer->style()) : 0;
+ if (corner) {
+ if (!m_scrollCorner) {
+ m_scrollCorner = new (renderer()->renderArena()) RenderScrollbarPart(renderer()->document());
+ m_scrollCorner->setParent(renderer());
+ }
+ m_scrollCorner->setStyle(corner.release());
+ } else if (m_scrollCorner) {
+ m_scrollCorner->destroy();
+ m_scrollCorner = 0;
+ }
+}
+
+void RenderLayer::updateResizerStyle()
+{
+ RenderObject* actualRenderer = renderer()->node() ? renderer()->node()->shadowAncestorNode()->renderer() : renderer();
+ RefPtr<RenderStyle> resizer = renderer()->hasOverflowClip() ? actualRenderer->getUncachedPseudoStyle(RESIZER, actualRenderer->style()) : 0;
+ if (resizer) {
+ if (!m_resizer) {
+ m_resizer = new (renderer()->renderArena()) RenderScrollbarPart(renderer()->document());
+ m_resizer->setParent(renderer());
+ }
+ m_resizer->setStyle(resizer.release());
+ } else if (m_resizer) {
+ m_resizer->destroy();
+ m_resizer = 0;
+ }
+}
+
+RenderLayer* RenderLayer::reflectionLayer() const
+{
+ return m_reflection ? m_reflection->layer() : 0;
+}
+
+void RenderLayer::createReflection()
+{
+ ASSERT(!m_reflection);
+ m_reflection = new (renderer()->renderArena()) RenderReplica(renderer()->document());
+ m_reflection->setParent(renderer()); // We create a 1-way connection.
+}
+
+void RenderLayer::removeReflection()
+{
+ if (!m_reflection->documentBeingDestroyed())
+ m_reflection->removeLayers(this);
+
+ m_reflection->setParent(0);
+ m_reflection->destroy();
+ m_reflection = 0;
+}
+
+void RenderLayer::updateReflectionStyle()
+{
+ RefPtr<RenderStyle> newStyle = RenderStyle::create();
+ newStyle->inheritFrom(renderer()->style());
+
+ // Map in our transform.
+ TransformOperations transform;
+ switch (renderer()->style()->boxReflect()->direction()) {
+ case ReflectionBelow:
+ transform.operations().append(TranslateTransformOperation::create(Length(0, Fixed), Length(100., Percent), TransformOperation::TRANSLATE));
+ transform.operations().append(TranslateTransformOperation::create(Length(0, Fixed), renderer()->style()->boxReflect()->offset(), TransformOperation::TRANSLATE));
+ transform.operations().append(ScaleTransformOperation::create(1.0, -1.0, ScaleTransformOperation::SCALE));
+ break;
+ case ReflectionAbove:
+ transform.operations().append(ScaleTransformOperation::create(1.0, -1.0, ScaleTransformOperation::SCALE));
+ transform.operations().append(TranslateTransformOperation::create(Length(0, Fixed), Length(100., Percent), TransformOperation::TRANSLATE));
+ transform.operations().append(TranslateTransformOperation::create(Length(0, Fixed), renderer()->style()->boxReflect()->offset(), TransformOperation::TRANSLATE));
+ break;
+ case ReflectionRight:
+ transform.operations().append(TranslateTransformOperation::create(Length(100., Percent), Length(0, Fixed), TransformOperation::TRANSLATE));
+ transform.operations().append(TranslateTransformOperation::create(renderer()->style()->boxReflect()->offset(), Length(0, Fixed), TransformOperation::TRANSLATE));
+ transform.operations().append(ScaleTransformOperation::create(-1.0, 1.0, ScaleTransformOperation::SCALE));
+ break;
+ case ReflectionLeft:
+ transform.operations().append(ScaleTransformOperation::create(-1.0, 1.0, ScaleTransformOperation::SCALE));
+ transform.operations().append(TranslateTransformOperation::create(Length(100., Percent), Length(0, Fixed), TransformOperation::TRANSLATE));
+ transform.operations().append(TranslateTransformOperation::create(renderer()->style()->boxReflect()->offset(), Length(0, Fixed), TransformOperation::TRANSLATE));
+ break;
+ }
+ newStyle->setTransform(transform);
+
+ // Map in our mask.
+ newStyle->setMaskBoxImage(renderer()->style()->boxReflect()->mask());
+
+ m_reflection->setStyle(newStyle.release());
+}
+
+} // namespace WebCore
+
+#ifndef NDEBUG
+void showLayerTree(const WebCore::RenderLayer* layer)
+{
+ if (!layer)
+ return;
+
+ if (WebCore::Frame* frame = layer->renderer()->frame()) {
+ WTF::String output = externalRepresentation(frame, WebCore::RenderAsTextShowAllLayers | WebCore::RenderAsTextShowLayerNesting | WebCore::RenderAsTextShowCompositedLayers | WebCore::RenderAsTextShowAddresses | WebCore::RenderAsTextShowIDAndClass | WebCore::RenderAsTextDontUpdateLayout | WebCore::RenderAsTextShowLayoutState);
+ fprintf(stderr, "%s\n", output.utf8().data());
+ }
+}
+
+void showLayerTree(const WebCore::RenderObject* renderer)
+{
+ if (!renderer)
+ return;
+ showLayerTree(renderer->enclosingLayer());
+}
+#endif