/* * 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: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. 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. * * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``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 APPLE COMPUTER, INC. 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. */ #ifndef RenderLayerCompositor_h #define RenderLayerCompositor_h #include "RenderLayer.h" namespace WebCore { #define PROFILE_LAYER_REBUILD 0 class GraphicsLayer; // RenderLayerCompositor manages the hierarchy of // composited RenderLayers. It determines which RenderLayers // become compositing, and creates and maintains a hierarchy of // GraphicsLayers based on the RenderLayer painting order. // // There is one RenderLayerCompositor per RenderView. class RenderLayerCompositor { public: RenderLayerCompositor(RenderView*); ~RenderLayerCompositor(); // Return true if this RenderView is in "compositing mode" (i.e. has one or more // composited RenderLayers) bool inCompositingMode() const { return m_compositing; } // This will make a compositing layer at the root automatically, and hook up to // the native view/window system. void enableCompositingMode(bool enable = true); void setCompositingLayersNeedUpdate(bool needUpdate = true); bool compositingLayersNeedUpdate() const { return m_compositingLayersNeedUpdate; } // Rebuild the tree of compositing layers void updateCompositingLayers(RenderLayer* updateRoot = 0); // Update the compositing state of the given layer. Returns true if that state changed bool updateLayerCompositingState(RenderLayer*, StyleDifference); // Return the bounding box required for compositing layer and its childern, relative to ancestorLayer. // If layerBoundingBox is not 0, on return it contains the bounding box of this layer only. IntRect calculateCompositedBounds(const RenderLayer* layer, const RenderLayer* ancestorLayer, IntRect* layerBoundingBox = 0); // Notify us that a layer has been added or removed void layerWasAdded(RenderLayer* parent, RenderLayer* child); void layerWillBeRemoved(RenderLayer* parent, RenderLayer* child); // Get the nearest ancestor layer that has overflow or clip, but is not a stacking context RenderLayer* enclosingNonStackingClippingLayer(const RenderLayer* layer) const; // Repaint parts of all composited layers that intersect the given absolute rectangle. void repaintCompositedLayersAbsoluteRect(const IntRect&); RenderLayer* rootRenderLayer() const; GraphicsLayer* rootPlatformLayer() const; void didMoveOnscreen(); void willMoveOffscreen(); void updateRootLayerPosition(); // Walk the tree looking for layers with 3d transforms. Useful in case you need // to know if there is non-affine content, e.g. for drawing into an image. bool has3DContent() const; private: // Whether the given RL needs a compositing layer. bool needsToBeComposited(const RenderLayer*) const; // Whether the layer has an intrinsic need for compositing layer. bool requiresCompositingLayer(const RenderLayer*) const; // Whether we need a graphics layer to do clipping by an ancestor (non-stacking-context parent with overflow). bool clippedByAncestor(RenderLayer*) const; // Whether we need a graphics layer to clip z-order children of the given layer. bool clipsCompositingDescendants(const RenderLayer*) const; // Whether the given layer needs an extra 'contents' layer. bool needsContentsCompositingLayer(const RenderLayer*) const; // Repaint the given rect (which is layer's coords), and regions of child layers that intersect that rect. void recursiveRepaintLayerRect(RenderLayer* layer, const IntRect& rect); void computeCompositingRequirements(RenderLayer*, struct CompositingState&); void rebuildCompositingLayerTree(RenderLayer* layer, struct CompositingState&); // Hook compositing layers together void setCompositingParent(RenderLayer* childLayer, RenderLayer* parentLayer); void removeCompositedChildren(RenderLayer*); void parentInRootLayer(RenderLayer*); bool layerHas3DContent(const RenderLayer*) const; void ensureRootPlatformLayer(); // Whether a running transition or animation enforces the need for a compositing layer. static bool requiresCompositingForAnimation(RenderObject*); static bool requiresCompositingForTransform(RenderObject*); private: RenderView* m_renderView; GraphicsLayer* m_rootPlatformLayer; bool m_compositing; bool m_rootLayerAttached; bool m_compositingLayersNeedUpdate; #if PROFILE_LAYER_REBUILD int m_rootLayerUpdateCount; #endif }; } // namespace WebCore #endif // RenderLayerCompositor_h