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This patch start down the road of implementing text layout and painting without the DOM. We can construct a basic paragraph consisting of a single run of text and we can get through layout without crashing.
392 lines
14 KiB
C++
392 lines
14 KiB
C++
/*
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* Copyright (C) 1999 Lars Knoll (knoll@kde.org)
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* Copyright (C) 2004, 2005, 2006, 2007, 2008, 2009 Apple Inc. All rights reserved.
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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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#include "sky/engine/core/rendering/RenderView.h"
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#include "gen/sky/platform/RuntimeEnabledFeatures.h"
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#include "sky/engine/core/dom/Document.h"
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#include "sky/engine/core/dom/Element.h"
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#include "sky/engine/core/frame/LocalFrame.h"
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#include "sky/engine/core/page/Page.h"
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#include "sky/engine/core/rendering/HitTestResult.h"
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#include "sky/engine/core/rendering/RenderGeometryMap.h"
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#include "sky/engine/core/rendering/RenderLayer.h"
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#include "sky/engine/platform/TraceEvent.h"
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#include "sky/engine/platform/geometry/FloatQuad.h"
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#include "sky/engine/platform/geometry/TransformState.h"
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#include "sky/engine/platform/graphics/GraphicsContext.h"
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namespace blink {
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RenderView::RenderView(Document* document)
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: RenderFlexibleBox(document)
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, m_frameView(document ? document->view() : nullptr)
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, m_selectionStart(nullptr)
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, m_selectionEnd(nullptr)
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, m_selectionStartPos(-1)
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, m_selectionEndPos(-1)
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, m_renderCounterCount(0)
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, m_hitTestCount(0)
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{
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// init RenderObject attributes
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setInline(false);
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m_minPreferredLogicalWidth = 0;
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m_maxPreferredLogicalWidth = 0;
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setPreferredLogicalWidthsDirty(MarkOnlyThis);
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setPositionState(AbsolutePosition); // to 0,0 :)
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}
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RenderView::~RenderView()
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{
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}
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bool RenderView::hitTest(const HitTestRequest& request, HitTestResult& result)
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{
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return hitTest(request, result.hitTestLocation(), result);
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}
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bool RenderView::hitTest(const HitTestRequest& request, const HitTestLocation& location, HitTestResult& result)
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{
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TRACE_EVENT0("blink", "RenderView::hitTest");
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m_hitTestCount++;
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if (!m_frameView->visibleContentRect().contains(location.roundedPoint()))
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return false;
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// We have to recursively update layout/style here because otherwise, when the hit test recurses
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// into a child document, it could trigger a layout on the parent document, which can destroy RenderLayers
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// that are higher up in the call stack, leading to crashes.
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// Note that Document::updateLayout calls its parent's updateLayout.
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// FIXME: It should be the caller's responsibility to ensure an up-to-date layout.
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frameView()->updateLayoutAndStyleIfNeededRecursive();
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// RenderView should make sure to update layout before entering hit testing
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ASSERT(!frame()->view()->layoutPending());
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ASSERT(!document().renderView()->needsLayout());
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// TODO(ojan): Does any of this intersection stuff make sense for Sky?
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LayoutRect hitTestArea = view()->documentRect();
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if (!request.ignoreClipping())
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hitTestArea.intersect(frame()->view()->visibleContentRect());
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bool insideLayer = hitTestLayer(layer(), 0, request, result, hitTestArea, location);
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if (!insideLayer) {
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// TODO(ojan): Is this code needed for Sky?
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// We didn't hit any layer. If we are the root layer and the mouse is -- or just was -- down,
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// return ourselves. We do this so mouse events continue getting delivered after a drag has
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// exited the WebView, and so hit testing over a scrollbar hits the content document.
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if (request.active() || request.release()) {
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updateHitTestResult(result, location.point());
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insideLayer = true;
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}
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}
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return insideLayer;
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}
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void RenderView::computeLogicalHeight(LayoutUnit logicalHeight, LayoutUnit, LogicalExtentComputedValues& computedValues) const
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{
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computedValues.m_extent = m_frameView ? LayoutUnit(viewLogicalHeight()) : logicalHeight;
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}
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void RenderView::updateLogicalWidth()
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{
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if (m_frameView)
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setLogicalWidth(viewLogicalWidth());
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}
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bool RenderView::isChildAllowed(RenderObject* child, RenderStyle*) const
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{
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return child->isBox();
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}
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void RenderView::layout()
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{
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SubtreeLayoutScope layoutScope(*this);
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bool relayoutChildren = (!m_frameView || width() != viewWidth() || height() != viewHeight());
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if (relayoutChildren) {
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layoutScope.setChildNeedsLayout(this);
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for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
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if ((child->isBox() && toRenderBox(child)->hasRelativeLogicalHeight())
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|| child->style()->logicalHeight().isPercent()
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|| child->style()->logicalMinHeight().isPercent()
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|| child->style()->logicalMaxHeight().isPercent())
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layoutScope.setChildNeedsLayout(child);
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}
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}
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if (!needsLayout())
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return;
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RenderFlexibleBox::layout();
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clearNeedsLayout();
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}
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void RenderView::mapLocalToContainer(const RenderBox* paintInvalidationContainer, TransformState& transformState, MapCoordinatesFlags mode) const
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{
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if (!paintInvalidationContainer && mode & UseTransforms && shouldUseTransformFromContainer(0)) {
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TransformationMatrix t;
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getTransformFromContainer(0, LayoutSize(), t);
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transformState.applyTransform(t);
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}
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}
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const RenderObject* RenderView::pushMappingToContainer(const RenderBox* ancestorToStopAt, RenderGeometryMap& geometryMap) const
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{
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LayoutSize offset;
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RenderObject* container = 0;
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// If a container was specified, and was not 0 or the RenderView, then we
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// should have found it by now unless we're traversing to a parent document.
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ASSERT_ARG(ancestorToStopAt, !ancestorToStopAt || ancestorToStopAt == this || container);
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if ((!ancestorToStopAt || container) && shouldUseTransformFromContainer(container)) {
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TransformationMatrix t;
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getTransformFromContainer(container, LayoutSize(), t);
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geometryMap.push(this, t, false, false, true);
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} else {
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geometryMap.push(this, offset, false, false, false);
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}
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return container;
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}
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void RenderView::mapAbsoluteToLocalPoint(MapCoordinatesFlags mode, TransformState& transformState) const
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{
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if (mode & UseTransforms && shouldUseTransformFromContainer(0)) {
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TransformationMatrix t;
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getTransformFromContainer(0, LayoutSize(), t);
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transformState.applyTransform(t);
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}
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}
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void RenderView::paint(PaintInfo& paintInfo, const LayoutPoint& paintOffset, Vector<RenderBox*>& layers)
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{
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// If we ever require layout but receive a paint anyway, something has gone horribly wrong.
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ASSERT(!needsLayout());
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// RenderViews should never be called to paint with an offset not on device pixels.
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ASSERT(LayoutPoint(IntPoint(paintOffset.x(), paintOffset.y())) == paintOffset);
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// This avoids painting garbage between columns if there is a column gap.
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if (m_frameView && style()->isOverflowPaged())
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paintInfo.context->fillRect(paintInfo.rect, m_frameView->baseBackgroundColor());
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paintObject(paintInfo, paintOffset, layers);
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}
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void RenderView::paintBoxDecorationBackground(PaintInfo& paintInfo, const LayoutPoint& paintOffset)
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{
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if (!view())
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return;
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// This code typically only executes if the root element's visibility has been set to hidden,
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// if there is a transform on the <html>, or if there is a page scale factor less than 1.
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// Only fill with the base background color (typically white) if we're the root document,
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// since iframes/frames with no background in the child document should show the parent's background.
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if (!frameView()->isTransparent()) {
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Color baseColor = frameView()->baseBackgroundColor();
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if (baseColor.alpha()) {
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CompositeOperator previousOperator = paintInfo.context->compositeOperation();
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paintInfo.context->setCompositeOperation(CompositeCopy);
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paintInfo.context->fillRect(paintInfo.rect, baseColor);
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paintInfo.context->setCompositeOperation(previousOperator);
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} else {
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paintInfo.context->clearRect(paintInfo.rect);
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}
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}
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paintCustomPainting(paintInfo, paintOffset);
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}
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void RenderView::absoluteQuads(Vector<FloatQuad>& quads) const
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{
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quads.append(FloatRect(FloatPoint(), layer()->size()));
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}
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static RenderObject* rendererAfterPosition(RenderObject* object, unsigned offset)
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{
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if (!object)
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return 0;
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RenderObject* child = object->childAt(offset);
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return child ? child : object->nextInPreOrderAfterChildren();
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}
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// When exploring the RenderTree looking for the nodes involved in the Selection, sometimes it's
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// required to change the traversing direction because the "start" position is below the "end" one.
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static inline RenderObject* getNextOrPrevRenderObjectBasedOnDirection(const RenderObject* o, const RenderObject* stop, bool& continueExploring, bool& exploringBackwards)
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{
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RenderObject* next;
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if (exploringBackwards) {
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next = o->previousInPreOrder();
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continueExploring = next && !(next)->isRenderView();
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} else {
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next = o->nextInPreOrder();
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continueExploring = next && next != stop;
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exploringBackwards = !next && (next != stop);
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if (exploringBackwards) {
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next = stop->previousInPreOrder();
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continueExploring = next && !next->isRenderView();
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}
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}
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return next;
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}
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void RenderView::setSelection(RenderObject* start, int startPos, RenderObject* end, int endPos)
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{
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// This code makes no assumptions as to if the rendering tree is up to date or not
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// and will not try to update it. Currently clearSelection calls this
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// (intentionally) without updating the rendering tree as it doesn't care.
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// Other callers may want to force recalc style before calling this.
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// Make sure both our start and end objects are defined.
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// Check www.msnbc.com and try clicking around to find the case where this happened.
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if ((start && !end) || (end && !start))
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return;
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// Just return if the selection hasn't changed.
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if (m_selectionStart == start && m_selectionStartPos == startPos &&
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m_selectionEnd == end && m_selectionEndPos == endPos)
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return;
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RenderObject* os = m_selectionStart;
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RenderObject* stop = rendererAfterPosition(m_selectionEnd, m_selectionEndPos);
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bool exploringBackwards = false;
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bool continueExploring = os && (os != stop);
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while (continueExploring) {
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if ((os->canBeSelectionLeaf() || os == m_selectionStart || os == m_selectionEnd) && os->selectionState() != SelectionNone) {
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os->setSelectionStateIfNeeded(SelectionNone);
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}
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os = getNextOrPrevRenderObjectBasedOnDirection(os, stop, continueExploring, exploringBackwards);
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}
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// set selection start and end
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m_selectionStart = start;
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m_selectionStartPos = startPos;
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m_selectionEnd = end;
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m_selectionEndPos = endPos;
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// Update the selection status of all objects between m_selectionStart and m_selectionEnd
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if (start && start == end) {
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start->setSelectionStateIfNeeded(SelectionBoth);
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} else {
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if (start)
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start->setSelectionStateIfNeeded(SelectionStart);
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if (end)
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end->setSelectionStateIfNeeded(SelectionEnd);
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}
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RenderObject* o = start;
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stop = rendererAfterPosition(end, endPos);
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while (o && o != stop) {
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if (o != start && o != end && o->canBeSelectionLeaf())
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o->setSelectionStateIfNeeded(SelectionInside);
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o = o->nextInPreOrder();
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}
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}
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void RenderView::getSelection(RenderObject*& startRenderer, int& startOffset, RenderObject*& endRenderer, int& endOffset) const
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{
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startRenderer = m_selectionStart;
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startOffset = m_selectionStartPos;
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endRenderer = m_selectionEnd;
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endOffset = m_selectionEndPos;
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}
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void RenderView::clearSelection()
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{
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setSelection(0, -1, 0, -1);
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}
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void RenderView::selectionStartEnd(int& startPos, int& endPos) const
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{
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startPos = m_selectionStartPos;
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endPos = m_selectionEndPos;
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}
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LayoutRect RenderView::viewRect() const
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{
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if (m_frameView)
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return m_frameView->visibleContentRect();
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return LayoutRect();
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}
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IntRect RenderView::unscaledDocumentRect() const
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{
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return pixelSnappedIntRect(layoutOverflowRect());
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}
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LayoutRect RenderView::backgroundRect(RenderBox* backgroundRenderer) const
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{
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return unscaledDocumentRect();
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}
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IntRect RenderView::documentRect() const
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{
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FloatRect overflowRect(unscaledDocumentRect());
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if (hasTransform())
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overflowRect = transform()->mapRect(overflowRect);
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return IntRect(overflowRect);
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}
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int RenderView::viewHeight() const
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{
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if (m_frameView)
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return m_frameView->layoutSize().height();
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return m_frameViewSize.height();
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}
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int RenderView::viewWidth() const
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{
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if (m_frameView)
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return m_frameView->layoutSize().width();
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return m_frameViewSize.width();
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}
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int RenderView::viewLogicalHeight() const
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{
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return viewHeight();
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}
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LayoutUnit RenderView::viewLogicalHeightForPercentages() const
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{
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return viewLogicalHeight();
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}
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// FIXME(sky): remove
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double RenderView::layoutViewportWidth() const
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{
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return viewWidth();
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}
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// FIXME(sky): remove
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double RenderView::layoutViewportHeight() const
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{
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return viewHeight();
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}
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} // namespace blink
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