/* * Copyright (C) 1999 Lars Knoll (knoll@kde.org) * Copyright (C) 2004, 2005, 2006, 2007, 2008, 2009 Apple Inc. All rights reserved. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public License * along with this library; see the file COPYING.LIB. If not, write to * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, * Boston, MA 02110-1301, USA. */ #include "config.h" #include "RenderView.h" #include "Document.h" #include "Element.h" #include "FloatQuad.h" #include "Frame.h" #include "FrameView.h" #include "GraphicsContext.h" #include "HTMLFrameOwnerElement.h" #include "HitTestResult.h" #include "RenderLayer.h" #include "RenderSelectionInfo.h" #include "RenderWidget.h" #include "RenderWidgetProtector.h" #include "TransformState.h" #if USE(ACCELERATED_COMPOSITING) #include "RenderLayerCompositor.h" #endif #if defined(ANDROID_LAYOUT) || defined(ANDROID_FIXED_ELEMENTS) #include "Settings.h" #endif namespace WebCore { RenderView::RenderView(Node* node, FrameView* view) : RenderBlock(node) , m_frameView(view) , m_selectionStart(0) , m_selectionEnd(0) , m_selectionStartPos(-1) , m_selectionEndPos(-1) , m_maximalOutlineSize(0) , m_pageLogicalHeight(0) , m_pageLogicalHeightChanged(false) , m_layoutState(0) , m_layoutStateDisableCount(0) { // Clear our anonymous bit, set because RenderObject assumes // any renderer with document as the node is anonymous. setIsAnonymous(false); // init RenderObject attributes setInline(false); m_minPreferredLogicalWidth = 0; m_maxPreferredLogicalWidth = 0; setPreferredLogicalWidthsDirty(true, false); setPositioned(true); // to 0,0 :) } RenderView::~RenderView() { } void RenderView::computeLogicalHeight() { if (!printing() && m_frameView) setLogicalHeight(viewLogicalHeight()); } void RenderView::computeLogicalWidth() { if (!printing() && m_frameView) setLogicalWidth(viewLogicalWidth()); #ifdef ANDROID_LAYOUT setVisibleWidth(m_frameView->textWrapWidth()); #endif } void RenderView::computePreferredLogicalWidths() { ASSERT(preferredLogicalWidthsDirty()); RenderBlock::computePreferredLogicalWidths(); m_maxPreferredLogicalWidth = m_minPreferredLogicalWidth; } bool RenderView::isChildAllowed(RenderObject* child, RenderStyle*) const { return child->isBox(); } void RenderView::layout() { if (!document()->paginated()) setPageLogicalHeight(0); if (printing()) m_minPreferredLogicalWidth = m_maxPreferredLogicalWidth = logicalWidth(); // Use calcWidth/Height to get the new width/height, since this will take the full page zoom factor into account. bool relayoutChildren = !printing() && (!m_frameView || width() != viewWidth() || height() != viewHeight()); if (relayoutChildren) { setChildNeedsLayout(true, false); for (RenderObject* child = firstChild(); child; child = child->nextSibling()) { if (child->style()->logicalHeight().isPercent() || child->style()->logicalMinHeight().isPercent() || child->style()->logicalMaxHeight().isPercent()) child->setChildNeedsLayout(true, false); } } ASSERT(!m_layoutState); LayoutState state; // FIXME: May be better to push a clip and avoid issuing offscreen repaints. state.m_clipped = false; state.m_pageLogicalHeight = m_pageLogicalHeight; state.m_pageLogicalHeightChanged = m_pageLogicalHeightChanged; m_pageLogicalHeightChanged = false; m_layoutState = &state; if (needsLayout()) RenderBlock::layout(); ASSERT(layoutDelta() == IntSize()); ASSERT(m_layoutStateDisableCount == 0); ASSERT(m_layoutState == &state); m_layoutState = 0; setNeedsLayout(false); } void RenderView::mapLocalToContainer(RenderBoxModelObject* repaintContainer, bool fixed, bool useTransforms, TransformState& transformState) const { // If a container was specified, and was not 0 or the RenderView, // then we should have found it by now. ASSERT_UNUSED(repaintContainer, !repaintContainer || repaintContainer == this); if (useTransforms && shouldUseTransformFromContainer(0)) { TransformationMatrix t; getTransformFromContainer(0, IntSize(), t); transformState.applyTransform(t); } if (fixed && m_frameView) transformState.move(m_frameView->scrollOffsetForFixedPosition()); } void RenderView::mapAbsoluteToLocalPoint(bool fixed, bool useTransforms, TransformState& transformState) const { if (fixed && m_frameView) transformState.move(-m_frameView->scrollOffsetForFixedPosition()); if (useTransforms && shouldUseTransformFromContainer(0)) { TransformationMatrix t; getTransformFromContainer(0, IntSize(), t); transformState.applyTransform(t); } } void RenderView::paint(PaintInfo& paintInfo, int tx, int ty) { // If we ever require layout but receive a paint anyway, something has gone horribly wrong. ASSERT(!needsLayout()); paintObject(paintInfo, tx, ty); } static inline bool isComposited(RenderObject* object) { return object->hasLayer() && toRenderBoxModelObject(object)->layer()->isComposited(); } static inline bool rendererObscuresBackground(RenderObject* object) { return object && object->style()->visibility() == VISIBLE && object->style()->opacity() == 1 && !object->style()->hasTransform() && !isComposited(object); } void RenderView::paintBoxDecorations(PaintInfo& paintInfo, int, int) { // Check to see if we are enclosed by a layer that requires complex painting rules. If so, we cannot blit // when scrolling, and we need to use slow repaints. Examples of layers that require this are transparent layers, // layers with reflections, or transformed layers. // FIXME: This needs to be dynamic. We should be able to go back to blitting if we ever stop being inside // a transform, transparency layer, etc. Element* elt; for (elt = document()->ownerElement(); view() && elt && elt->renderer(); elt = elt->document()->ownerElement()) { RenderLayer* layer = elt->renderer()->enclosingLayer(); if (layer->requiresSlowRepaints()) { frameView()->setUseSlowRepaints(); break; } #if USE(ACCELERATED_COMPOSITING) if (RenderLayer* compositingLayer = layer->enclosingCompositingLayer()) { if (!compositingLayer->backing()->paintingGoesToWindow()) { frameView()->setUseSlowRepaints(); break; } } #endif } if (document()->ownerElement() || !view()) return; bool rootFillsViewport = false; Node* documentElement = document()->documentElement(); if (RenderObject* rootRenderer = documentElement ? documentElement->renderer() : 0) { // The document element's renderer is currently forced to be a block, but may not always be. RenderBox* rootBox = rootRenderer->isBox() ? toRenderBox(rootRenderer) : 0; rootFillsViewport = rootBox && !rootBox->x() && !rootBox->y() && rootBox->width() >= width() && rootBox->height() >= height(); } float pageScaleFactor = 1; if (Frame* frame = m_frameView->frame()) pageScaleFactor = frame->pageScaleFactor(); // If painting will entirely fill the view, no need to fill the background. if (rootFillsViewport && rendererObscuresBackground(firstChild()) && pageScaleFactor >= 1) return; // This code typically only executes if the root element's visibility has been set to hidden, // if there is a transform on the , or if there is a page scale factor less than 1. // Only fill with the base background color (typically white) if we're the root document, // since iframes/frames with no background in the child document should show the parent's background. if (frameView()->isTransparent()) // FIXME: This needs to be dynamic. We should be able to go back to blitting if we ever stop being transparent. frameView()->setUseSlowRepaints(); // The parent must show behind the child. else { Color baseColor = frameView()->baseBackgroundColor(); if (baseColor.alpha() > 0) { CompositeOperator previousOperator = paintInfo.context->compositeOperation(); paintInfo.context->setCompositeOperation(CompositeCopy); paintInfo.context->fillRect(paintInfo.rect, baseColor, style()->colorSpace()); paintInfo.context->setCompositeOperation(previousOperator); } else paintInfo.context->clearRect(paintInfo.rect); } } bool RenderView::shouldRepaint(const IntRect& r) const { if (printing() || r.width() == 0 || r.height() == 0) return false; if (!m_frameView) return false; return true; } void RenderView::repaintViewRectangle(const IntRect& ur, bool immediate) { if (!shouldRepaint(ur)) return; // We always just invalidate the root view, since we could be an iframe that is clipped out // or even invisible. Element* elt = document()->ownerElement(); if (!elt) m_frameView->repaintContentRectangle(ur, immediate); else if (RenderBox* obj = elt->renderBox()) { IntRect vr = viewRect(); IntRect r = intersection(ur, vr); // Subtract out the contentsX and contentsY offsets to get our coords within the viewing // rectangle. r.move(-vr.x(), -vr.y()); // FIXME: Hardcoded offsets here are not good. r.move(obj->borderLeft() + obj->paddingLeft(), obj->borderTop() + obj->paddingTop()); obj->repaintRectangle(r, immediate); } } void RenderView::repaintRectangleInViewAndCompositedLayers(const IntRect& ur, bool immediate) { if (!shouldRepaint(ur)) return; repaintViewRectangle(ur, immediate); #if USE(ACCELERATED_COMPOSITING) if (compositor()->inCompositingMode()) compositor()->repaintCompositedLayersAbsoluteRect(ur); #endif } void RenderView::computeRectForRepaint(RenderBoxModelObject* repaintContainer, IntRect& rect, bool fixed) { // If a container was specified, and was not 0 or the RenderView, // then we should have found it by now. ASSERT_UNUSED(repaintContainer, !repaintContainer || repaintContainer == this); if (printing()) return; if (style()->isFlippedBlocksWritingMode()) { // We have to flip by hand since the view's logical height has not been determined. We // can use the viewport width and height. if (style()->isHorizontalWritingMode()) rect.setY(viewHeight() - rect.maxY()); else rect.setX(viewWidth() - rect.maxX()); } if (fixed && m_frameView) rect.move(m_frameView->scrollXForFixedPosition(), m_frameView->scrollYForFixedPosition()); // Apply our transform if we have one (because of full page zooming). if (m_layer && m_layer->transform()) rect = m_layer->transform()->mapRect(rect); } void RenderView::absoluteRects(Vector& rects, int tx, int ty) { rects.append(IntRect(tx, ty, m_layer->width(), m_layer->height())); } void RenderView::absoluteQuads(Vector& quads) { quads.append(FloatRect(0, 0, m_layer->width(), m_layer->height())); } static RenderObject* rendererAfterPosition(RenderObject* object, unsigned offset) { if (!object) return 0; RenderObject* child = object->childAt(offset); return child ? child : object->nextInPreOrderAfterChildren(); } IntRect RenderView::selectionBounds(bool clipToVisibleContent) const { document()->updateStyleIfNeeded(); typedef HashMap SelectionMap; SelectionMap selectedObjects; RenderObject* os = m_selectionStart; RenderObject* stop = rendererAfterPosition(m_selectionEnd, m_selectionEndPos); while (os && os != stop) { if ((os->canBeSelectionLeaf() || os == m_selectionStart || os == m_selectionEnd) && os->selectionState() != SelectionNone) { // Blocks are responsible for painting line gaps and margin gaps. They must be examined as well. selectedObjects.set(os, new RenderSelectionInfo(os, clipToVisibleContent)); RenderBlock* cb = os->containingBlock(); while (cb && !cb->isRenderView()) { RenderSelectionInfo* blockInfo = selectedObjects.get(cb); if (blockInfo) break; selectedObjects.set(cb, new RenderSelectionInfo(cb, clipToVisibleContent)); cb = cb->containingBlock(); } } os = os->nextInPreOrder(); } // Now create a single bounding box rect that encloses the whole selection. IntRect selRect; SelectionMap::iterator end = selectedObjects.end(); for (SelectionMap::iterator i = selectedObjects.begin(); i != end; ++i) { RenderSelectionInfo* info = i->second; // RenderSelectionInfo::rect() is in the coordinates of the repaintContainer, so map to page coordinates. IntRect currRect = info->rect(); if (RenderBoxModelObject* repaintContainer = info->repaintContainer()) { FloatQuad absQuad = repaintContainer->localToAbsoluteQuad(FloatRect(currRect)); currRect = absQuad.enclosingBoundingBox(); } selRect.unite(currRect); delete info; } return selRect; } #if USE(ACCELERATED_COMPOSITING) // Compositing layer dimensions take outline size into account, so we have to recompute layer // bounds when it changes. // FIXME: This is ugly; it would be nice to have a better way to do this. void RenderView::setMaximalOutlineSize(int o) { if (o != m_maximalOutlineSize) { m_maximalOutlineSize = o; // maximalOutlineSize affects compositing layer dimensions. compositor()->setCompositingLayersNeedRebuild(); // FIXME: this really just needs to be a geometry update. } } #endif void RenderView::setSelection(RenderObject* start, int startPos, RenderObject* end, int endPos, SelectionRepaintMode blockRepaintMode) { // Make sure both our start and end objects are defined. // Check www.msnbc.com and try clicking around to find the case where this happened. if ((start && !end) || (end && !start)) return; // Just return if the selection hasn't changed. if (m_selectionStart == start && m_selectionStartPos == startPos && m_selectionEnd == end && m_selectionEndPos == endPos) return; // Record the old selected objects. These will be used later // when we compare against the new selected objects. int oldStartPos = m_selectionStartPos; int oldEndPos = m_selectionEndPos; // Objects each have a single selection rect to examine. typedef HashMap SelectedObjectMap; SelectedObjectMap oldSelectedObjects; SelectedObjectMap newSelectedObjects; // Blocks contain selected objects and fill gaps between them, either on the left, right, or in between lines and blocks. // In order to get the repaint rect right, we have to examine left, middle, and right rects individually, since otherwise // the union of those rects might remain the same even when changes have occurred. typedef HashMap SelectedBlockMap; SelectedBlockMap oldSelectedBlocks; SelectedBlockMap newSelectedBlocks; RenderObject* os = m_selectionStart; RenderObject* stop = rendererAfterPosition(m_selectionEnd, m_selectionEndPos); while (os && os != stop) { if ((os->canBeSelectionLeaf() || os == m_selectionStart || os == m_selectionEnd) && os->selectionState() != SelectionNone) { // Blocks are responsible for painting line gaps and margin gaps. They must be examined as well. oldSelectedObjects.set(os, new RenderSelectionInfo(os, true)); if (blockRepaintMode == RepaintNewXOROld) { RenderBlock* cb = os->containingBlock(); while (cb && !cb->isRenderView()) { RenderBlockSelectionInfo* blockInfo = oldSelectedBlocks.get(cb); if (blockInfo) break; oldSelectedBlocks.set(cb, new RenderBlockSelectionInfo(cb)); cb = cb->containingBlock(); } } } os = os->nextInPreOrder(); } // Now clear the selection. SelectedObjectMap::iterator oldObjectsEnd = oldSelectedObjects.end(); for (SelectedObjectMap::iterator i = oldSelectedObjects.begin(); i != oldObjectsEnd; ++i) i->first->setSelectionState(SelectionNone); // set selection start and end m_selectionStart = start; m_selectionStartPos = startPos; m_selectionEnd = end; m_selectionEndPos = endPos; // Update the selection status of all objects between m_selectionStart and m_selectionEnd if (start && start == end) start->setSelectionState(SelectionBoth); else { if (start) start->setSelectionState(SelectionStart); if (end) end->setSelectionState(SelectionEnd); } RenderObject* o = start; stop = rendererAfterPosition(end, endPos); while (o && o != stop) { if (o != start && o != end && o->canBeSelectionLeaf()) o->setSelectionState(SelectionInside); o = o->nextInPreOrder(); } m_layer->clearBlockSelectionGapsBounds(); // Now that the selection state has been updated for the new objects, walk them again and // put them in the new objects list. o = start; while (o && o != stop) { if ((o->canBeSelectionLeaf() || o == start || o == end) && o->selectionState() != SelectionNone) { newSelectedObjects.set(o, new RenderSelectionInfo(o, true)); RenderBlock* cb = o->containingBlock(); while (cb && !cb->isRenderView()) { RenderBlockSelectionInfo* blockInfo = newSelectedBlocks.get(cb); if (blockInfo) break; newSelectedBlocks.set(cb, new RenderBlockSelectionInfo(cb)); cb = cb->containingBlock(); } } o = o->nextInPreOrder(); } if (!m_frameView) { // We built the maps, but we aren't going to use them. // We need to delete the values, otherwise they'll all leak! deleteAllValues(oldSelectedObjects); deleteAllValues(newSelectedObjects); deleteAllValues(oldSelectedBlocks); deleteAllValues(newSelectedBlocks); return; } m_frameView->beginDeferredRepaints(); // Have any of the old selected objects changed compared to the new selection? for (SelectedObjectMap::iterator i = oldSelectedObjects.begin(); i != oldObjectsEnd; ++i) { RenderObject* obj = i->first; RenderSelectionInfo* newInfo = newSelectedObjects.get(obj); RenderSelectionInfo* oldInfo = i->second; if (!newInfo || oldInfo->rect() != newInfo->rect() || oldInfo->state() != newInfo->state() || (m_selectionStart == obj && oldStartPos != m_selectionStartPos) || (m_selectionEnd == obj && oldEndPos != m_selectionEndPos)) { oldInfo->repaint(); if (newInfo) { newInfo->repaint(); newSelectedObjects.remove(obj); delete newInfo; } } delete oldInfo; } // Any new objects that remain were not found in the old objects dict, and so they need to be updated. SelectedObjectMap::iterator newObjectsEnd = newSelectedObjects.end(); for (SelectedObjectMap::iterator i = newSelectedObjects.begin(); i != newObjectsEnd; ++i) { RenderSelectionInfo* newInfo = i->second; newInfo->repaint(); delete newInfo; } // Have any of the old blocks changed? SelectedBlockMap::iterator oldBlocksEnd = oldSelectedBlocks.end(); for (SelectedBlockMap::iterator i = oldSelectedBlocks.begin(); i != oldBlocksEnd; ++i) { RenderBlock* block = i->first; RenderBlockSelectionInfo* newInfo = newSelectedBlocks.get(block); RenderBlockSelectionInfo* oldInfo = i->second; if (!newInfo || oldInfo->rects() != newInfo->rects() || oldInfo->state() != newInfo->state()) { oldInfo->repaint(); if (newInfo) { newInfo->repaint(); newSelectedBlocks.remove(block); delete newInfo; } } delete oldInfo; } // Any new blocks that remain were not found in the old blocks dict, and so they need to be updated. SelectedBlockMap::iterator newBlocksEnd = newSelectedBlocks.end(); for (SelectedBlockMap::iterator i = newSelectedBlocks.begin(); i != newBlocksEnd; ++i) { RenderBlockSelectionInfo* newInfo = i->second; newInfo->repaint(); delete newInfo; } m_frameView->endDeferredRepaints(); } void RenderView::clearSelection() { m_layer->repaintBlockSelectionGaps(); setSelection(0, -1, 0, -1, RepaintNewMinusOld); } void RenderView::selectionStartEnd(int& startPos, int& endPos) const { startPos = m_selectionStartPos; endPos = m_selectionEndPos; } bool RenderView::printing() const { return document()->printing(); } size_t RenderView::getRetainedWidgets(Vector& renderWidgets) { size_t size = m_widgets.size(); renderWidgets.reserveCapacity(size); RenderWidgetSet::const_iterator end = m_widgets.end(); for (RenderWidgetSet::const_iterator it = m_widgets.begin(); it != end; ++it) { renderWidgets.uncheckedAppend(*it); (*it)->ref(); } return size; } void RenderView::releaseWidgets(Vector& renderWidgets) { size_t size = renderWidgets.size(); for (size_t i = 0; i < size; ++i) renderWidgets[i]->deref(renderArena()); } void RenderView::updateWidgetPositions() { // updateWidgetPosition() can possibly cause layout to be re-entered (via plug-ins running // scripts in response to NPP_SetWindow, for example), so we need to keep the Widgets // alive during enumeration. Vector renderWidgets; size_t size = getRetainedWidgets(renderWidgets); for (size_t i = 0; i < size; ++i) renderWidgets[i]->updateWidgetPosition(); for (size_t i = 0; i < size; ++i) renderWidgets[i]->widgetPositionsUpdated(); releaseWidgets(renderWidgets); } void RenderView::addWidget(RenderWidget* o) { m_widgets.add(o); } void RenderView::removeWidget(RenderWidget* o) { m_widgets.remove(o); } void RenderView::notifyWidgets(WidgetNotification notification) { Vector renderWidgets; size_t size = getRetainedWidgets(renderWidgets); for (size_t i = 0; i < size; ++i) renderWidgets[i]->notifyWidget(notification); releaseWidgets(renderWidgets); } IntRect RenderView::viewRect() const { if (printing()) return IntRect(0, 0, width(), height()); if (m_frameView) return m_frameView->visibleContentRect(); return IntRect(); } int RenderView::docTop() const { IntRect overflowRect(0, minYLayoutOverflow(), 0, maxYLayoutOverflow() - minYLayoutOverflow()); flipForWritingMode(overflowRect); if (hasTransform()) overflowRect = layer()->currentTransform().mapRect(overflowRect); return overflowRect.y(); } int RenderView::docBottom() const { IntRect overflowRect(layoutOverflowRect()); flipForWritingMode(overflowRect); if (hasTransform()) overflowRect = layer()->currentTransform().mapRect(overflowRect); return overflowRect.maxY(); } int RenderView::docLeft() const { IntRect overflowRect(layoutOverflowRect()); flipForWritingMode(overflowRect); if (hasTransform()) overflowRect = layer()->currentTransform().mapRect(overflowRect); return overflowRect.x(); } int RenderView::docRight() const { IntRect overflowRect(layoutOverflowRect()); flipForWritingMode(overflowRect); if (hasTransform()) overflowRect = layer()->currentTransform().mapRect(overflowRect); return overflowRect.maxX(); } int RenderView::viewHeight() const { int height = 0; if (!printing() && m_frameView) { height = m_frameView->layoutHeight(); height = m_frameView->useFixedLayout() ? ceilf(style()->effectiveZoom() * float(height)) : height; } return height; } int RenderView::viewWidth() const { int width = 0; if (!printing() && m_frameView) { width = m_frameView->layoutWidth(); width = m_frameView->useFixedLayout() ? ceilf(style()->effectiveZoom() * float(width)) : width; } return width; } float RenderView::zoomFactor() const { Frame* frame = m_frameView->frame(); return frame ? frame->pageZoomFactor() : 1; } void RenderView::pushLayoutState(RenderObject* root) { ASSERT(m_layoutStateDisableCount == 0); ASSERT(m_layoutState == 0); m_layoutState = new (renderArena()) LayoutState(root); } bool RenderView::shouldDisableLayoutStateForSubtree(RenderObject* renderer) const { RenderObject* o = renderer; while (o) { if (o->hasColumns() || o->hasTransform() || o->hasReflection()) return true; o = o->container(); } return false; } void RenderView::updateHitTestResult(HitTestResult& result, const IntPoint& point) { if (result.innerNode()) return; Node* node = document()->documentElement(); if (node) { result.setInnerNode(node); if (!result.innerNonSharedNode()) result.setInnerNonSharedNode(node); result.setLocalPoint(point); } } // FIXME: This function is obsolete and only used by embedded WebViews inside AppKit NSViews. // Do not add callers of this function! // The idea here is to take into account what object is moving the pagination point, and // thus choose the best place to chop it. void RenderView::setBestTruncatedAt(int y, RenderBoxModelObject* forRenderer, bool forcedBreak) { // Nobody else can set a page break once we have a forced break. if (m_legacyPrinting.m_forcedPageBreak) return; // Forced breaks always win over unforced breaks. if (forcedBreak) { m_legacyPrinting.m_forcedPageBreak = true; m_legacyPrinting.m_bestTruncatedAt = y; return; } // Prefer the widest object that tries to move the pagination point IntRect boundingBox = forRenderer->borderBoundingBox(); if (boundingBox.width() > m_legacyPrinting.m_truncatorWidth) { m_legacyPrinting.m_truncatorWidth = boundingBox.width(); m_legacyPrinting.m_bestTruncatedAt = y; } } #if USE(ACCELERATED_COMPOSITING) bool RenderView::usesCompositing() const { return m_compositor && m_compositor->inCompositingMode(); } RenderLayerCompositor* RenderView::compositor() { if (!m_compositor) m_compositor.set(new RenderLayerCompositor(this)); return m_compositor.get(); } #endif void RenderView::didMoveOnscreen() { #if USE(ACCELERATED_COMPOSITING) if (m_compositor) m_compositor->didMoveOnscreen(); #endif } void RenderView::willMoveOffscreen() { #if USE(ACCELERATED_COMPOSITING) if (m_compositor) m_compositor->willMoveOffscreen(); #endif } } // namespace WebCore