/* * Copyright (C) 2006, 2007, 2008 Apple Inc. All rights reserved. * Copyright (C) 2009 Torch Mobile Inc. All rights reserved. (http://www.torchmobile.com/) * * Portions are Copyright (C) 1998 Netscape Communications Corporation. * * Other contributors: * Robert O'Callahan * David Baron * Christian Biesinger * Randall Jesup * Roland Mainz * Josh Soref * Boris Zbarsky * * 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 "RenderMarquee.h" #include "FrameView.h" #include "HTMLMarqueeElement.h" #include "HTMLNames.h" #include "RenderLayer.h" using namespace std; namespace WebCore { using namespace HTMLNames; RenderMarquee::RenderMarquee(RenderLayer* l) : m_layer(l), m_currentLoop(0) , m_totalLoops(0) , m_timer(this, &RenderMarquee::timerFired) , m_start(0), m_end(0), m_speed(0), m_reset(false) , m_suspended(false), m_stopped(false), m_direction(MAUTO) { } RenderMarquee::~RenderMarquee() { } int RenderMarquee::marqueeSpeed() const { int result = m_layer->renderer()->style()->marqueeSpeed(); Node* n = m_layer->renderer()->node(); if (n && n->hasTagName(marqueeTag)) { HTMLMarqueeElement* marqueeElt = static_cast(n); result = max(result, marqueeElt->minimumDelay()); } return result; } EMarqueeDirection RenderMarquee::direction() const { // FIXME: Support the CSS3 "auto" value for determining the direction of the marquee. // For now just map MAUTO to MBACKWARD EMarqueeDirection result = m_layer->renderer()->style()->marqueeDirection(); TextDirection dir = m_layer->renderer()->style()->direction(); if (result == MAUTO) result = MBACKWARD; if (result == MFORWARD) result = (dir == LTR) ? MRIGHT : MLEFT; if (result == MBACKWARD) result = (dir == LTR) ? MLEFT : MRIGHT; // Now we have the real direction. Next we check to see if the increment is negative. // If so, then we reverse the direction. Length increment = m_layer->renderer()->style()->marqueeIncrement(); if (increment.isNegative()) result = static_cast(-result); return result; } bool RenderMarquee::isHorizontal() const { return direction() == MLEFT || direction() == MRIGHT; } int RenderMarquee::computePosition(EMarqueeDirection dir, bool stopAtContentEdge) { RenderBox* box = m_layer->renderBox(); ASSERT(box); RenderStyle* s = box->style(); if (isHorizontal()) { bool ltr = s->isLeftToRightDirection(); int clientWidth = box->clientWidth(); int contentWidth = ltr ? box->maxXLayoutOverflow() : box->minXLayoutOverflow(); if (ltr) contentWidth += (box->paddingRight() - box->borderLeft()); else { contentWidth = box->width() - contentWidth; contentWidth += (box->paddingLeft() - box->borderRight()); } if (dir == MRIGHT) { if (stopAtContentEdge) return max(0, ltr ? (contentWidth - clientWidth) : (clientWidth - contentWidth)); else return ltr ? contentWidth : clientWidth; } else { if (stopAtContentEdge) return min(0, ltr ? (contentWidth - clientWidth) : (clientWidth - contentWidth)); else return ltr ? -clientWidth : -contentWidth; } } else { int contentHeight = box->maxYLayoutOverflow() - box->borderTop() + box->paddingBottom(); int clientHeight = box->clientHeight(); if (dir == MUP) { if (stopAtContentEdge) return min(contentHeight - clientHeight, 0); else return -clientHeight; } else { if (stopAtContentEdge) return max(contentHeight - clientHeight, 0); else return contentHeight; } } } void RenderMarquee::start() { if (m_timer.isActive() || m_layer->renderer()->style()->marqueeIncrement().isZero() #if ENABLE(WCSS) && ENABLE(XHTMLMP) || (m_layer->renderer()->document()->isXHTMLMPDocument() && !m_layer->renderer()->style()->marqueeLoopCount()) #endif ) return; // 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, including the marquee. FrameView* frameView = m_layer->renderer()->document()->view(); if (frameView) frameView->pauseScheduledEvents(); if (!m_suspended && !m_stopped) { if (isHorizontal()) m_layer->scrollToOffset(m_start, 0); else m_layer->scrollToOffset(0, m_start); } else { m_suspended = false; m_stopped = false; } m_timer.startRepeating(speed() * 0.001); if (frameView) frameView->resumeScheduledEvents(); } void RenderMarquee::suspend() { m_timer.stop(); m_suspended = true; } void RenderMarquee::stop() { m_timer.stop(); m_stopped = true; } void RenderMarquee::updateMarqueePosition() { bool activate = (m_totalLoops <= 0 || m_currentLoop < m_totalLoops); if (activate) { EMarqueeBehavior behavior = m_layer->renderer()->style()->marqueeBehavior(); m_start = computePosition(direction(), behavior == MALTERNATE); m_end = computePosition(reverseDirection(), behavior == MALTERNATE || behavior == MSLIDE); if (!m_stopped) start(); } } void RenderMarquee::updateMarqueeStyle() { RenderStyle* s = m_layer->renderer()->style(); if (m_direction != s->marqueeDirection() || (m_totalLoops != s->marqueeLoopCount() && m_currentLoop >= m_totalLoops)) m_currentLoop = 0; // When direction changes or our loopCount is a smaller number than our current loop, reset our loop. m_totalLoops = s->marqueeLoopCount(); m_direction = s->marqueeDirection(); if (m_layer->renderer()->isHTMLMarquee()) { // Hack for WinIE. In WinIE, a value of 0 or lower for the loop count for SLIDE means to only do // one loop. if (m_totalLoops <= 0 && s->marqueeBehavior() == MSLIDE) m_totalLoops = 1; // Hack alert: Set the white-space value to nowrap for horizontal marquees with inline children, thus ensuring // all the text ends up on one line by default. Limit this hack to the element to emulate // WinIE's behavior. Someone using CSS3 can use white-space: nowrap on their own to get this effect. // Second hack alert: Set the text-align back to auto. WinIE completely ignores text-align on the // marquee element. // FIXME: Bring these up with the CSS WG. if (isHorizontal() && m_layer->renderer()->childrenInline()) { s->setWhiteSpace(NOWRAP); s->setTextAlign(TAAUTO); } } // Marquee height hack!! Make sure that, if it is a horizontal marquee, the height attribute is overridden // if it is smaller than the font size. If it is a vertical marquee and height is not specified, we default // to a marquee of 200px. if (isHorizontal()) { if (s->height().isFixed() && s->height().value() < s->fontSize()) s->setHeight(Length(s->fontSize(), Fixed)); } else if (s->height().isAuto()) //vertical marquee with no specified height s->setHeight(Length(200, Fixed)); if (speed() != marqueeSpeed()) { m_speed = marqueeSpeed(); if (m_timer.isActive()) m_timer.startRepeating(speed() * 0.001); } // Check the loop count to see if we should now stop. bool activate = (m_totalLoops <= 0 || m_currentLoop < m_totalLoops); if (activate && !m_timer.isActive()) m_layer->renderer()->setNeedsLayout(true); else if (!activate && m_timer.isActive()) m_timer.stop(); } void RenderMarquee::timerFired(Timer*) { if (m_layer->renderer()->needsLayout()) return; if (m_reset) { m_reset = false; if (isHorizontal()) m_layer->scrollToXOffset(m_start); else m_layer->scrollToYOffset(m_start); return; } RenderStyle* s = m_layer->renderer()->style(); int endPoint = m_end; int range = m_end - m_start; int newPos; if (range == 0) newPos = m_end; else { bool addIncrement = direction() == MUP || direction() == MLEFT; bool isReversed = s->marqueeBehavior() == MALTERNATE && m_currentLoop % 2; if (isReversed) { // We're going in the reverse direction. endPoint = m_start; range = -range; addIncrement = !addIncrement; } bool positive = range > 0; int clientSize = (isHorizontal() ? m_layer->renderBox()->clientWidth() : m_layer->renderBox()->clientHeight()); int increment = abs(m_layer->renderer()->style()->marqueeIncrement().calcValue(clientSize)); int currentPos = (isHorizontal() ? m_layer->scrollXOffset() : m_layer->scrollYOffset()); newPos = currentPos + (addIncrement ? increment : -increment); if (positive) newPos = min(newPos, endPoint); else newPos = max(newPos, endPoint); } if (newPos == endPoint) { m_currentLoop++; if (m_totalLoops > 0 && m_currentLoop >= m_totalLoops) m_timer.stop(); else if (s->marqueeBehavior() != MALTERNATE) m_reset = true; } if (isHorizontal()) m_layer->scrollToXOffset(newPos); else m_layer->scrollToYOffset(newPos); } } // namespace WebCore