Merge hitTestLayerByApplyingTransform into hitTestLayer.

This makes hitTestLayer a bit larger at the benefit of making
the code a bit easier to follow and getting rid of the confusing
recursive call to hitTestLayer and the appliedTransform bool.

R=abarth@chromium.org

Review URL: https://codereview.chromium.org/937023002
This commit is contained in:
Ojan Vafai 2015-02-18 18:40:20 -08:00
parent 174ea9f08e
commit 6b07257fb6
2 changed files with 39 additions and 55 deletions

View File

@ -809,7 +809,7 @@ bool RenderLayer::hitTest(const HitTestRequest& request, const HitTestLocation&
if (!request.ignoreClipping())
hitTestArea.intersect(frameVisibleRect(renderer()));
RenderLayer* insideLayer = hitTestLayer(this, 0, request, result, hitTestArea, hitTestLocation, false);
RenderLayer* insideLayer = hitTestLayer(this, 0, request, result, hitTestArea, hitTestLocation);
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
@ -914,41 +914,58 @@ static bool isHitCandidate(const RenderLayer* hitLayer, bool canDepthSort, doubl
// 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 LayoutRect& hitTestRect, const HitTestLocation& hitTestLocation, bool appliedTransform,
const LayoutRect& hitTestRect, const HitTestLocation& hitTestLocation,
const HitTestingTransformState* transformState, double* zOffset)
{
if (!isSelfPaintingLayer() && !hasSelfPaintingLayerDescendant())
return 0;
// The natural thing would be to keep HitTestingTransformState on the stack, but it's big, so we heap-allocate.
RefPtr<HitTestingTransformState> localTransformState;
LayoutRect localHitTestRect = hitTestRect;
HitTestLocation localHitTestLocation = hitTestLocation;
// We need transform state for the first time, or to offset the container state, or to accumulate the new transform.
if (transform() || transformState || m_has3DTransformedDescendant || preserves3D())
localTransformState = createLocalTransformState(rootLayer, containerLayer, localHitTestRect, localHitTestLocation, transformState);
// Apply a transform if we have one.
if (transform() && !appliedTransform) {
if (transform()) {
// Make sure the parent's clip rects have been calculated.
if (parent()) {
ClipRect clipRect = clipper().backgroundClipRect(ClipRectsContext(rootLayer, RootRelativeClipRects));
// Go ahead and test the enclosing clip now.
if (!clipRect.intersects(hitTestLocation))
if (!clipRect.intersects(localHitTestLocation))
return 0;
}
return hitTestLayerByApplyingTransform(rootLayer, containerLayer, request, result, hitTestRect, hitTestLocation, transformState, zOffset);
// If the transform can't be inverted, then don't hit test this layer at all.
if (!localTransformState->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 hitTestLocation and hitTestRect because they may have been flattened (losing z)
// by our container.
FloatPoint localPoint = localTransformState->mappedPoint();
FloatQuad localPointQuad = localTransformState->mappedQuad();
localHitTestRect = localTransformState->boundsOfMappedArea();
if (localHitTestLocation.isRectBasedTest())
localHitTestLocation = HitTestLocation(localPoint, localPointQuad);
else
localHitTestLocation = HitTestLocation(localPoint);
// Now do a hit test with the root layer shifted to be us.
rootLayer = this;
}
// Ensure our lists and 3d status are up-to-date.
m_stackingNode->updateLayerListsIfNeeded();
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, hitTestLocation, transformState);
}
// Check for hit test on backface if backface-visibility is 'hidden'
if (localTransformState && renderer()->style()->backfaceVisibility() == BackfaceVisibilityHidden) {
TransformationMatrix invertedMatrix = localTransformState->m_accumulatedTransform.inverse();
@ -987,7 +1004,7 @@ RenderLayer* RenderLayer::hitTestLayer(RenderLayer* rootLayer, RenderLayer* cont
RenderLayer* candidateLayer = 0;
// Begin by walking our list of positive layers from highest z-index down to the lowest z-index.
RenderLayer* hitLayer = hitTestChildren(PositiveZOrderChildren, rootLayer, request, result, hitTestRect, hitTestLocation,
RenderLayer* hitLayer = hitTestChildren(PositiveZOrderChildren, rootLayer, request, result, localHitTestRect, localHitTestLocation,
localTransformState.get(), zOffsetForDescendantsPtr, zOffset, unflattenedTransformState.get(), depthSortDescendants);
if (hitLayer) {
if (!depthSortDescendants)
@ -996,7 +1013,7 @@ RenderLayer* RenderLayer::hitTestLayer(RenderLayer* rootLayer, RenderLayer* cont
}
// Now check our overflow objects.
hitLayer = hitTestChildren(NormalFlowChildren, rootLayer, request, result, hitTestRect, hitTestLocation,
hitLayer = hitTestChildren(NormalFlowChildren, rootLayer, request, result, localHitTestRect, localHitTestLocation,
localTransformState.get(), zOffsetForDescendantsPtr, zOffset, unflattenedTransformState.get(), depthSortDescendants);
if (hitLayer) {
if (!depthSortDescendants)
@ -1008,13 +1025,13 @@ RenderLayer* RenderLayer::hitTestLayer(RenderLayer* rootLayer, RenderLayer* cont
// FIXME(sky): Remove foregroundRect. It's unused.
ClipRect contentRect, foregroundRect;
ClipRectsContext clipRectsContext(rootLayer, RootRelativeClipRects);
clipper().calculateRects(clipRectsContext, hitTestRect, layerBounds, contentRect, foregroundRect);
clipper().calculateRects(clipRectsContext, localHitTestRect, layerBounds, contentRect, foregroundRect);
// Next we want to see if the mouse pos is inside the child RenderObjects of the layer.
if (isSelfPaintingLayer() && contentRect.intersects(hitTestLocation)) {
if (isSelfPaintingLayer() && contentRect.intersects(localHitTestLocation)) {
// Hit test with a temporary HitTestResult, because we only want to commit to 'result' if we know we're frontmost.
HitTestResult tempResult(result.hitTestLocation());
if (hitTestContents(request, tempResult, layerBounds, hitTestLocation)
if (hitTestContents(request, tempResult, layerBounds, localHitTestLocation)
&& isHitCandidate(this, false, zOffsetForContentsPtr, unflattenedTransformState.get())) {
if (result.isRectBasedTest())
result.append(tempResult);
@ -1032,36 +1049,6 @@ RenderLayer* RenderLayer::hitTestLayer(RenderLayer* rootLayer, RenderLayer* cont
return candidateLayer;
}
RenderLayer* RenderLayer::hitTestLayerByApplyingTransform(RenderLayer* rootLayer, RenderLayer* containerLayer, const HitTestRequest& request, HitTestResult& result,
const LayoutRect& hitTestRect, const HitTestLocation& hitTestLocation, const HitTestingTransformState* transformState, double* zOffset,
const LayoutPoint& translationOffset)
{
// Create a transform state to accumulate this transform.
RefPtr<HitTestingTransformState> newTransformState = createLocalTransformState(rootLayer, containerLayer, hitTestRect, hitTestLocation, transformState, translationOffset);
// 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 hitTestLocation and hitTestRect because they may have been flattened (losing z)
// by our container.
FloatPoint localPoint = newTransformState->mappedPoint();
FloatQuad localPointQuad = newTransformState->mappedQuad();
LayoutRect localHitTestRect = newTransformState->boundsOfMappedArea();
HitTestLocation newHitTestLocation;
if (hitTestLocation.isRectBasedTest())
newHitTestLocation = HitTestLocation(localPoint, localPointQuad);
else
newHitTestLocation = HitTestLocation(localPoint);
// Now do a hit test with the root layer shifted to be us.
return hitTestLayer(this, containerLayer, request, result, localHitTestRect, newHitTestLocation, true, newTransformState.get(), zOffset);
}
bool RenderLayer::hitTestContents(const HitTestRequest& request, HitTestResult& result, const LayoutRect& layerBounds, const HitTestLocation& hitTestLocation) const
{
ASSERT(isSelfPaintingLayer() || hasSelfPaintingLayerDescendant());
@ -1105,7 +1092,7 @@ RenderLayer* RenderLayer::hitTestChildren(ChildrenIteration childrentoVisit, Ren
RenderLayer* childLayer = child->layer();
RenderLayer* hitLayer = 0;
HitTestResult tempResult(result.hitTestLocation());
hitLayer = childLayer->hitTestLayer(rootLayer, this, request, tempResult, hitTestRect, hitTestLocation, false, transformState, zOffsetForDescendants);
hitLayer = childLayer->hitTestLayer(rootLayer, this, request, tempResult, hitTestRect, hitTestLocation, 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.

View File

@ -273,11 +273,8 @@ private:
LayoutPoint renderBoxLocation() const { return renderer()->isBox() ? toRenderBox(renderer())->location() : LayoutPoint(); }
RenderLayer* hitTestLayer(RenderLayer* rootLayer, RenderLayer* containerLayer, const HitTestRequest& request, HitTestResult& result,
const LayoutRect& hitTestRect, const HitTestLocation&, bool appliedTransform,
const LayoutRect& hitTestRect, const HitTestLocation&,
const HitTestingTransformState* transformState = 0, double* zOffset = 0);
RenderLayer* hitTestLayerByApplyingTransform(RenderLayer* rootLayer, RenderLayer* containerLayer, const HitTestRequest&, HitTestResult&,
const LayoutRect& hitTestRect, const HitTestLocation&, const HitTestingTransformState* = 0, double* zOffset = 0,
const LayoutPoint& translationOffset = LayoutPoint());
RenderLayer* hitTestChildren(ChildrenIteration, RenderLayer* rootLayer, const HitTestRequest&, HitTestResult&,
const LayoutRect& hitTestRect, const HitTestLocation&,
const HitTestingTransformState* transformState, double* zOffsetForDescendants, double* zOffset,