/* * Copyright (C) 2010 Google Inc. All rights reserved. * Copyright (C) 2009 Apple Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above * copyright notice, this list of conditions and the following disclaimer * in the documentation and/or other materials provided with the * distribution. * * Neither the name of Google Inc. nor the names of its * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /** FIXME * This file borrows code heavily from platform/graphics/win/GraphicsLayerCACF.cpp * (and hence it includes both copyrights) * Ideally the common code (mostly the code that keeps track of the layer hierarchy) * should be kept separate and shared between platforms. It would be a well worthwhile * effort once the Windows implementation (binaries and headers) of CoreAnimation is * checked in to the WebKit repository. Until then only Apple can make this happen. */ #include "config.h" #if USE(ACCELERATED_COMPOSITING) #include "GraphicsLayerChromium.h" #include "Canvas2DLayerChromium.h" #include "ContentLayerChromium.h" #include "DrawingBuffer.h" #include "FloatConversion.h" #include "FloatRect.h" #include "Image.h" #include "ImageLayerChromium.h" #include "LayerChromium.h" #include "PlatformString.h" #include "SystemTime.h" #include #include #include using namespace std; namespace WebCore { static void setLayerBorderColor(LayerChromium& layer, const Color& color) { layer.setBorderColor(color); } static void clearBorderColor(LayerChromium& layer) { layer.setBorderColor(static_cast(0)); } static void setLayerBackgroundColor(LayerChromium& layer, const Color& color) { layer.setBackgroundColor(color); } static void clearLayerBackgroundColor(LayerChromium& layer) { layer.setBackgroundColor(static_cast(0)); } PassOwnPtr GraphicsLayer::create(GraphicsLayerClient* client) { return new GraphicsLayerChromium(client); } GraphicsLayerChromium::GraphicsLayerChromium(GraphicsLayerClient* client) : GraphicsLayer(client) , m_contentsLayerPurpose(NoContentsLayer) , m_contentsLayerHasBackgroundColor(false) { m_layer = ContentLayerChromium::create(this); updateDebugIndicators(); } GraphicsLayerChromium::~GraphicsLayerChromium() { if (m_layer) m_layer->setOwner(0); if (m_contentsLayer) m_contentsLayer->setOwner(0); if (m_transformLayer) m_transformLayer->setOwner(0); } void GraphicsLayerChromium::setName(const String& inName) { m_nameBase = inName; String name = String::format("GraphicsLayerChromium(%p) GraphicsLayer(%p) ", m_layer.get(), this) + inName; GraphicsLayer::setName(name); updateNames(); } void GraphicsLayerChromium::updateNames() { if (m_layer) m_layer->setName("Layer for " + m_nameBase); if (m_transformLayer) m_transformLayer->setName("TransformLayer for " + m_nameBase); if (m_contentsLayer) m_contentsLayer->setName("ContentsLayer for " + m_nameBase); } bool GraphicsLayerChromium::setChildren(const Vector& children) { bool childrenChanged = GraphicsLayer::setChildren(children); // FIXME: GraphicsLayer::setChildren calls addChild() for each sublayer, which // will end up calling updateSublayerList() N times. if (childrenChanged) updateSublayerList(); return childrenChanged; } void GraphicsLayerChromium::addChild(GraphicsLayer* childLayer) { GraphicsLayer::addChild(childLayer); updateSublayerList(); } void GraphicsLayerChromium::addChildAtIndex(GraphicsLayer* childLayer, int index) { GraphicsLayer::addChildAtIndex(childLayer, index); updateSublayerList(); } void GraphicsLayerChromium::addChildBelow(GraphicsLayer* childLayer, GraphicsLayer* sibling) { GraphicsLayer::addChildBelow(childLayer, sibling); updateSublayerList(); } void GraphicsLayerChromium::addChildAbove(GraphicsLayer* childLayer, GraphicsLayer *sibling) { GraphicsLayer::addChildAbove(childLayer, sibling); updateSublayerList(); } bool GraphicsLayerChromium::replaceChild(GraphicsLayer* oldChild, GraphicsLayer* newChild) { if (GraphicsLayer::replaceChild(oldChild, newChild)) { updateSublayerList(); return true; } return false; } void GraphicsLayerChromium::removeFromParent() { GraphicsLayer::removeFromParent(); layerForSuperlayer()->removeFromSuperlayer(); } void GraphicsLayerChromium::setPosition(const FloatPoint& point) { GraphicsLayer::setPosition(point); updateLayerPosition(); } void GraphicsLayerChromium::setAnchorPoint(const FloatPoint3D& point) { if (point == m_anchorPoint) return; GraphicsLayer::setAnchorPoint(point); updateAnchorPoint(); } void GraphicsLayerChromium::setSize(const FloatSize& size) { if (size == m_size) return; GraphicsLayer::setSize(size); updateLayerSize(); } void GraphicsLayerChromium::setTransform(const TransformationMatrix& transform) { if (transform == m_transform) return; GraphicsLayer::setTransform(transform); updateTransform(); } void GraphicsLayerChromium::setChildrenTransform(const TransformationMatrix& transform) { if (transform == m_childrenTransform) return; GraphicsLayer::setChildrenTransform(transform); updateChildrenTransform(); } void GraphicsLayerChromium::setPreserves3D(bool preserves3D) { if (preserves3D == m_preserves3D) return; GraphicsLayer::setPreserves3D(preserves3D); updateLayerPreserves3D(); } void GraphicsLayerChromium::setMasksToBounds(bool masksToBounds) { if (masksToBounds == m_masksToBounds) return; GraphicsLayer::setMasksToBounds(masksToBounds); updateMasksToBounds(); } void GraphicsLayerChromium::setDrawsContent(bool drawsContent) { if (drawsContent == m_drawsContent) return; GraphicsLayer::setDrawsContent(drawsContent); updateLayerDrawsContent(); } void GraphicsLayerChromium::setBackgroundColor(const Color& color) { if (m_backgroundColorSet && m_backgroundColor == color) return; GraphicsLayer::setBackgroundColor(color); m_contentsLayerHasBackgroundColor = true; updateLayerBackgroundColor(); } void GraphicsLayerChromium::clearBackgroundColor() { if (!m_backgroundColorSet) return; GraphicsLayer::clearBackgroundColor(); clearLayerBackgroundColor(*m_contentsLayer); } void GraphicsLayerChromium::setContentsOpaque(bool opaque) { if (m_contentsOpaque == opaque) return; GraphicsLayer::setContentsOpaque(opaque); updateContentsOpaque(); } void GraphicsLayerChromium::setMaskLayer(GraphicsLayer* maskLayer) { if (maskLayer == m_maskLayer) return; GraphicsLayer::setMaskLayer(maskLayer); LayerChromium* maskLayerChromium = m_maskLayer ? m_maskLayer->platformLayer() : 0; if (maskLayerChromium) maskLayerChromium->setIsMask(true); m_layer->setMaskLayer(maskLayerChromium); } void GraphicsLayerChromium::setBackfaceVisibility(bool visible) { if (m_backfaceVisibility == visible) return; GraphicsLayer::setBackfaceVisibility(visible); updateBackfaceVisibility(); } void GraphicsLayerChromium::setOpacity(float opacity) { float clampedOpacity = max(min(opacity, 1.0f), 0.0f); if (m_opacity == clampedOpacity) return; GraphicsLayer::setOpacity(clampedOpacity); primaryLayer()->setOpacity(opacity); } void GraphicsLayerChromium::setReplicatedByLayer(GraphicsLayer* layer) { GraphicsLayerChromium* layerChromium = static_cast(layer); GraphicsLayer::setReplicatedByLayer(layer); LayerChromium* replicaLayer = layerChromium ? layerChromium->primaryLayer() : 0; primaryLayer()->setReplicaLayer(replicaLayer); } void GraphicsLayerChromium::setContentsNeedsDisplay() { if (m_contentsLayer) m_contentsLayer->setNeedsDisplay(); } void GraphicsLayerChromium::setNeedsDisplay() { if (drawsContent()) m_layer->setNeedsDisplay(); } void GraphicsLayerChromium::setNeedsDisplayInRect(const FloatRect& rect) { if (drawsContent()) m_layer->setNeedsDisplay(rect); } void GraphicsLayerChromium::setContentsRect(const IntRect& rect) { if (rect == m_contentsRect) return; GraphicsLayer::setContentsRect(rect); updateContentsRect(); } void GraphicsLayerChromium::setContentsToImage(Image* image) { bool childrenChanged = false; if (image) { if (!m_contentsLayer.get() || m_contentsLayerPurpose != ContentsLayerForImage) { RefPtr imageLayer = ImageLayerChromium::create(this); setupContentsLayer(imageLayer.get()); m_contentsLayer = imageLayer; m_contentsLayerPurpose = ContentsLayerForImage; childrenChanged = true; } ImageLayerChromium* imageLayer = static_cast(m_contentsLayer.get()); imageLayer->setContents(image); updateContentsRect(); } else { if (m_contentsLayer) { childrenChanged = true; // The old contents layer will be removed via updateSublayerList. m_contentsLayer = 0; } } if (childrenChanged) updateSublayerList(); } void GraphicsLayerChromium::setContentsToCanvas(PlatformLayer* platformLayer) { bool childrenChanged = false; if (platformLayer) { platformLayer->setOwner(this); if (m_contentsLayer.get() != platformLayer) { setupContentsLayer(platformLayer); m_contentsLayer = platformLayer; m_contentsLayerPurpose = ContentsLayerForCanvas; childrenChanged = true; } m_contentsLayer->setNeedsDisplay(); updateContentsRect(); } else { if (m_contentsLayer) { childrenChanged = true; // The old contents layer will be removed via updateSublayerList. m_contentsLayer = 0; } } if (childrenChanged) updateSublayerList(); } void GraphicsLayerChromium::setContentsToMedia(PlatformLayer* layer) { bool childrenChanged = false; if (layer) { if (!m_contentsLayer.get() || m_contentsLayerPurpose != ContentsLayerForVideo) { setupContentsLayer(layer); m_contentsLayer = layer; m_contentsLayerPurpose = ContentsLayerForVideo; childrenChanged = true; } layer->setOwner(this); layer->setNeedsDisplay(); updateContentsRect(); } else { if (m_contentsLayer) { childrenChanged = true; // The old contents layer will be removed via updateSublayerList. m_contentsLayer = 0; } } if (childrenChanged) updateSublayerList(); } PlatformLayer* GraphicsLayerChromium::hostLayerForSublayers() const { return m_transformLayer ? m_transformLayer.get() : m_layer.get(); } PlatformLayer* GraphicsLayerChromium::layerForSuperlayer() const { return m_transformLayer ? m_transformLayer.get() : m_layer.get(); } PlatformLayer* GraphicsLayerChromium::platformLayer() const { return primaryLayer(); } void GraphicsLayerChromium::setDebugBackgroundColor(const Color& color) { if (color.isValid()) setLayerBackgroundColor(*m_layer, color); else clearLayerBackgroundColor(*m_layer); } void GraphicsLayerChromium::setDebugBorder(const Color& color, float borderWidth) { if (color.isValid()) { setLayerBorderColor(*m_layer, color); m_layer->setBorderWidth(borderWidth); } else { clearBorderColor(*m_layer); m_layer->setBorderWidth(0); } } void GraphicsLayerChromium::updateSublayerList() { Vector > newSublayers; if (m_transformLayer) { // Add the primary layer first. Even if we have negative z-order children, the primary layer always comes behind. newSublayers.append(m_layer.get()); } else if (m_contentsLayer) { // FIXME: add the contents layer in the correct order with negative z-order children. // This does not cause visible rendering issues because currently contents layers are only used // for replaced elements that don't have children. newSublayers.append(m_contentsLayer.get()); } const Vector& childLayers = children(); size_t numChildren = childLayers.size(); for (size_t i = 0; i < numChildren; ++i) { GraphicsLayerChromium* curChild = static_cast(childLayers[i]); LayerChromium* childLayer = curChild->layerForSuperlayer(); newSublayers.append(childLayer); } for (size_t i = 0; i < newSublayers.size(); ++i) newSublayers[i]->removeFromSuperlayer(); if (m_transformLayer) { m_transformLayer->setSublayers(newSublayers); if (m_contentsLayer) { // If we have a transform layer, then the contents layer is parented in the // primary layer (which is itself a child of the transform layer). m_layer->removeAllSublayers(); m_layer->addSublayer(m_contentsLayer); } } else m_layer->setSublayers(newSublayers); } void GraphicsLayerChromium::updateLayerPosition() { // Position is offset on the layer by the layer anchor point. FloatPoint layerPosition(m_position.x() + m_anchorPoint.x() * m_size.width(), m_position.y() + m_anchorPoint.y() * m_size.height()); primaryLayer()->setPosition(layerPosition); } void GraphicsLayerChromium::updateLayerSize() { IntSize layerSize(m_size.width(), m_size.height()); if (m_transformLayer) { m_transformLayer->setBounds(layerSize); // The anchor of the contents layer is always at 0.5, 0.5, so the position is center-relative. FloatPoint centerPoint(m_size.width() / 2, m_size.height() / 2); m_layer->setPosition(centerPoint); } m_layer->setBounds(layerSize); // Note that we don't resize m_contentsLayer. It's up the caller to do that. // If we've changed the bounds, we need to recalculate the position // of the layer, taking anchor point into account. updateLayerPosition(); } void GraphicsLayerChromium::updateAnchorPoint() { primaryLayer()->setAnchorPoint(FloatPoint(m_anchorPoint.x(), m_anchorPoint.y())); primaryLayer()->setAnchorPointZ(m_anchorPoint.z()); updateLayerPosition(); } void GraphicsLayerChromium::updateTransform() { primaryLayer()->setTransform(m_transform); } void GraphicsLayerChromium::updateChildrenTransform() { primaryLayer()->setSublayerTransform(m_childrenTransform); } void GraphicsLayerChromium::updateMasksToBounds() { m_layer->setMasksToBounds(m_masksToBounds); updateDebugIndicators(); } void GraphicsLayerChromium::updateContentsOpaque() { m_layer->setOpaque(m_contentsOpaque); } void GraphicsLayerChromium::updateBackfaceVisibility() { m_layer->setDoubleSided(m_backfaceVisibility); } void GraphicsLayerChromium::updateLayerPreserves3D() { if (m_preserves3D && !m_transformLayer) { // Create the transform layer. m_transformLayer = LayerChromium::create(this); // Copy the position from this layer. updateLayerPosition(); updateLayerSize(); updateAnchorPoint(); updateTransform(); updateChildrenTransform(); m_layer->setPosition(FloatPoint(m_size.width() / 2.0f, m_size.height() / 2.0f)); m_layer->setAnchorPoint(FloatPoint(0.5f, 0.5f)); TransformationMatrix identity; m_layer->setTransform(identity); // Set the old layer to opacity of 1. Further down we will set the opacity on the transform layer. m_layer->setOpacity(1); // Move this layer to be a child of the transform layer. if (m_layer->superlayer()) m_layer->superlayer()->replaceSublayer(m_layer.get(), m_transformLayer.get()); m_transformLayer->addSublayer(m_layer.get()); updateSublayerList(); } else if (!m_preserves3D && m_transformLayer) { // Relace the transformLayer in the parent with this layer. m_layer->removeFromSuperlayer(); m_transformLayer->superlayer()->replaceSublayer(m_transformLayer.get(), m_layer.get()); // Release the transform layer. m_transformLayer = 0; updateLayerPosition(); updateLayerSize(); updateAnchorPoint(); updateTransform(); updateChildrenTransform(); updateSublayerList(); } updateOpacityOnLayer(); updateNames(); } void GraphicsLayerChromium::updateLayerDrawsContent() { if (m_drawsContent) m_layer->setNeedsDisplay(); updateDebugIndicators(); } void GraphicsLayerChromium::updateLayerBackgroundColor() { if (!m_contentsLayer) return; // We never create the contents layer just for background color yet. if (m_backgroundColorSet) setLayerBackgroundColor(*m_contentsLayer, m_backgroundColor); else clearLayerBackgroundColor(*m_contentsLayer); } void GraphicsLayerChromium::updateContentsVideo() { // FIXME: Implement } void GraphicsLayerChromium::updateContentsRect() { if (!m_contentsLayer) return; m_contentsLayer->setPosition(FloatPoint(m_contentsRect.x(), m_contentsRect.y())); m_contentsLayer->setBounds(IntSize(m_contentsRect.width(), m_contentsRect.height())); } void GraphicsLayerChromium::setupContentsLayer(LayerChromium* contentsLayer) { if (contentsLayer == m_contentsLayer) return; if (m_contentsLayer) { m_contentsLayer->removeFromSuperlayer(); m_contentsLayer = 0; } if (contentsLayer) { m_contentsLayer = contentsLayer; m_contentsLayer->setAnchorPoint(FloatPoint(0, 0)); // Insert the content layer first. Video elements require this, because they have // shadow content that must display in front of the video. m_layer->insertSublayer(m_contentsLayer.get(), 0); updateContentsRect(); if (showDebugBorders()) { setLayerBorderColor(*m_contentsLayer, Color(0, 0, 128, 180)); m_contentsLayer->setBorderWidth(1); } } updateDebugIndicators(); updateNames(); } // This function simply mimics the operation of GraphicsLayerCA void GraphicsLayerChromium::updateOpacityOnLayer() { primaryLayer()->setOpacity(m_opacity); } } // namespace WebCore #endif // USE(ACCELERATED_COMPOSITING)