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This is the first step of getting rid of RenderLayer. Instead of walking the RenderLayer tree, wall the RenderObject tree and add any layers encountered to a vector to paint later. This patch just consolidates and move the code from RenderLayer to RenderBox and then changes the children painting to iterate over the vector. Therefore we walk the RenderObject tree. We still call out to RenderLayer in a bunch of places. A followup patch will get rid of those. R=esprehn@chromium.org Review URL: https://codereview.chromium.org/899753003
144 lines
5.3 KiB
C++
144 lines
5.3 KiB
C++
/*
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* Copyright (C) 1999 Lars Knoll (knoll@kde.org)
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* Copyright (C) 2006 Apple Computer, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public License
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* along with this library; see the file COPYING.LIB. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef SKY_ENGINE_CORE_RENDERING_RENDERVIEW_H_
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#define SKY_ENGINE_CORE_RENDERING_RENDERVIEW_H_
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#include "sky/engine/core/frame/FrameView.h"
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#include "sky/engine/core/rendering/LayoutState.h"
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#include "sky/engine/core/rendering/RenderBlockFlow.h"
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#include "sky/engine/core/rendering/RenderIFrame.h"
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#include "sky/engine/wtf/OwnPtr.h"
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namespace blink {
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// The root of the render tree, corresponding to the CSS initial containing block.
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// It's dimensions match that of the logical viewport (which may be different from
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// the visible viewport in fixed-layout mode), and it is always at position (0,0)
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// relative to the document (and so isn't necessarily in view).
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class RenderView final : public RenderBlockFlow {
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public:
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explicit RenderView(Document*);
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virtual ~RenderView();
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bool hitTest(const HitTestRequest&, HitTestResult&);
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bool hitTest(const HitTestRequest&, const HitTestLocation&, HitTestResult&);
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// Returns the total count of calls to HitTest, for testing.
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unsigned hitTestCount() const { return m_hitTestCount; }
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virtual const char* renderName() const override { return "RenderView"; }
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virtual bool isRenderView() const override { return true; }
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virtual LayerType layerTypeRequired() const override { return NormalLayer; }
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virtual bool isChildAllowed(RenderObject*, RenderStyle*) const override;
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virtual void layout() override;
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virtual void updateLogicalWidth() override;
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virtual void computeLogicalHeight(LayoutUnit logicalHeight, LayoutUnit logicalTop, LogicalExtentComputedValues&) const override;
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virtual LayoutUnit availableLogicalHeight(AvailableLogicalHeightType) const override;
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// The same as the FrameView's layoutHeight/layoutWidth but with null check guards.
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int viewHeight() const;
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int viewWidth() const;
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int viewLogicalWidth() const { return viewWidth(); }
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int viewLogicalHeight() const;
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LayoutUnit viewLogicalHeightForPercentages() const;
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FrameView* frameView() const { return m_frameView; }
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virtual void paint(PaintInfo&, const LayoutPoint&, Vector<RenderBox*>& layers) override;
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virtual void paintBoxDecorationBackground(PaintInfo&, const LayoutPoint&) override;
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void setSelection(RenderObject* start, int startPos, RenderObject*, int endPos);
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void getSelection(RenderObject*& startRenderer, int& startOffset, RenderObject*& endRenderer, int& endOffset) const;
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void clearSelection();
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RenderObject* selectionStart() const { return m_selectionStart; }
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RenderObject* selectionEnd() const { return m_selectionEnd; }
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void selectionStartEnd(int& startPos, int& endPos) const;
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virtual void absoluteQuads(Vector<FloatQuad>&) const override;
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virtual LayoutRect viewRect() const override;
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LayoutState* layoutState() const { return m_layoutState; }
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virtual void updateHitTestResult(HitTestResult&, const LayoutPoint&) override;
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IntRect unscaledDocumentRect() const;
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LayoutRect backgroundRect(RenderBox* backgroundRenderer) const;
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IntRect documentRect() const;
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// Renderer that paints the root background has background-images which all have background-attachment: fixed.
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bool rootBackgroundIsEntirelyFixed() const;
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double layoutViewportWidth() const;
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double layoutViewportHeight() const;
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void pushLayoutState(LayoutState&);
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void popLayoutState();
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void addIFrame(RenderIFrame* iframe);
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void removeIFrame(RenderIFrame* iframe);
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void updateIFramesAfterLayout();
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private:
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virtual void mapLocalToContainer(const RenderLayerModelObject* paintInvalidationContainer, TransformState&, MapCoordinatesFlags = ApplyContainerFlip) const override;
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virtual const RenderObject* pushMappingToContainer(const RenderLayerModelObject* ancestorToStopAt, RenderGeometryMap&) const override;
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virtual void mapAbsoluteToLocalPoint(MapCoordinatesFlags, TransformState&) const override;
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void layoutContent();
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#if ENABLE(ASSERT)
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void checkLayoutState();
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#endif
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void positionDialog(RenderBox*);
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void positionDialogs();
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RenderObject* backgroundRenderer() const;
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FrameView* m_frameView;
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RawPtr<RenderObject> m_selectionStart;
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RawPtr<RenderObject> m_selectionEnd;
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int m_selectionStartPos;
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int m_selectionEndPos;
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LayoutState* m_layoutState;
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unsigned m_renderCounterCount;
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unsigned m_hitTestCount;
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WTF::HashSet<RenderIFrame*> m_iframes;
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};
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DEFINE_RENDER_OBJECT_TYPE_CASTS(RenderView, isRenderView());
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} // namespace blink
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#endif // SKY_ENGINE_CORE_RENDERING_RENDERVIEW_H_
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