mirror of
https://github.com/flutter/flutter.git
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348 lines
13 KiB
C++
348 lines
13 KiB
C++
/*
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* Copyright (C) 2012 Google Inc. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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*
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include "config.h"
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#include "web/LinkHighlight.h"
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#include "SkMatrix44.h"
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#include "core/dom/Node.h"
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#include "core/frame/FrameView.h"
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#include "core/frame/LocalFrame.h"
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#include "core/rendering/RenderLayer.h"
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#include "core/rendering/RenderLayerModelObject.h"
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#include "core/rendering/RenderObject.h"
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#include "core/rendering/RenderPart.h"
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#include "core/rendering/RenderView.h"
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#include "core/rendering/compositing/CompositedLayerMapping.h"
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#include "core/rendering/style/ShadowData.h"
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#include "platform/graphics/Color.h"
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#include "public/platform/Platform.h"
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#include "public/platform/WebCompositorAnimationCurve.h"
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#include "public/platform/WebCompositorSupport.h"
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#include "public/platform/WebFloatAnimationCurve.h"
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#include "public/platform/WebFloatPoint.h"
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#include "public/platform/WebRect.h"
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#include "public/platform/WebSize.h"
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#include "public/web/Sky.h"
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#include "web/WebLocalFrameImpl.h"
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#include "web/WebSettingsImpl.h"
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#include "web/WebViewImpl.h"
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#include "wtf/CurrentTime.h"
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namespace blink {
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class WebViewImpl;
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PassOwnPtr<LinkHighlight> LinkHighlight::create(Node* node, WebViewImpl* owningWebViewImpl)
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{
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return adoptPtr(new LinkHighlight(node, owningWebViewImpl));
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}
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LinkHighlight::LinkHighlight(Node* node, WebViewImpl* owningWebViewImpl)
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: m_node(node)
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, m_owningWebViewImpl(owningWebViewImpl)
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, m_currentGraphicsLayer(0)
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, m_geometryNeedsUpdate(false)
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, m_isAnimating(false)
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, m_startTime(monotonicallyIncreasingTime())
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{
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ASSERT(m_node);
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ASSERT(owningWebViewImpl);
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WebCompositorSupport* compositorSupport = Platform::current()->compositorSupport();
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m_contentLayer = adoptPtr(compositorSupport->createContentLayer(this));
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m_clipLayer = adoptPtr(compositorSupport->createLayer());
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m_clipLayer->setTransformOrigin(WebFloatPoint3D());
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m_clipLayer->addChild(m_contentLayer->layer());
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m_contentLayer->layer()->setAnimationDelegate(this);
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m_contentLayer->layer()->setDrawsContent(true);
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m_contentLayer->layer()->setOpacity(1);
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m_geometryNeedsUpdate = true;
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updateGeometry();
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}
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LinkHighlight::~LinkHighlight()
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{
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clearGraphicsLayerLinkHighlightPointer();
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releaseResources();
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}
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WebContentLayer* LinkHighlight::contentLayer()
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{
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return m_contentLayer.get();
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}
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WebLayer* LinkHighlight::clipLayer()
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{
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return m_clipLayer.get();
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}
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void LinkHighlight::releaseResources()
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{
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m_node.clear();
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}
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RenderLayer* LinkHighlight::computeEnclosingCompositingLayer()
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{
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if (!m_node || !m_node->renderer())
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return 0;
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// Find the nearest enclosing composited layer and attach to it. We may need to cross frame boundaries
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// to find a suitable layer.
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RenderObject* renderer = m_node->renderer();
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RenderLayer* renderLayer = renderer->enclosingLayer()->enclosingLayerForPaintInvalidation();
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ASSERT(renderLayer->compositingState() != NotComposited);
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GraphicsLayer* newGraphicsLayer = renderLayer->graphicsLayerBacking();
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if (!newGraphicsLayer->drawsContent()) {
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newGraphicsLayer = renderLayer->graphicsLayerBackingForScrolling();
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}
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m_clipLayer->setTransform(SkMatrix44(SkMatrix44::kIdentity_Constructor));
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if (m_currentGraphicsLayer != newGraphicsLayer) {
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if (m_currentGraphicsLayer)
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clearGraphicsLayerLinkHighlightPointer();
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m_currentGraphicsLayer = newGraphicsLayer;
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m_currentGraphicsLayer->addLinkHighlight(this);
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}
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return renderLayer;
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}
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static void convertTargetSpaceQuadToCompositedLayer(const FloatQuad& targetSpaceQuad, RenderObject* targetRenderer, RenderObject* compositedRenderer, FloatQuad& compositedSpaceQuad)
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{
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ASSERT(targetRenderer);
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ASSERT(compositedRenderer);
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for (unsigned i = 0; i < 4; ++i) {
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IntPoint point;
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switch (i) {
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case 0: point = roundedIntPoint(targetSpaceQuad.p1()); break;
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case 1: point = roundedIntPoint(targetSpaceQuad.p2()); break;
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case 2: point = roundedIntPoint(targetSpaceQuad.p3()); break;
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case 3: point = roundedIntPoint(targetSpaceQuad.p4()); break;
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}
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point = targetRenderer->frame()->view()->contentsToWindow(point);
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point = compositedRenderer->frame()->view()->windowToContents(point);
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FloatPoint floatPoint = compositedRenderer->absoluteToLocal(point, UseTransforms);
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switch (i) {
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case 0: compositedSpaceQuad.setP1(floatPoint); break;
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case 1: compositedSpaceQuad.setP2(floatPoint); break;
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case 2: compositedSpaceQuad.setP3(floatPoint); break;
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case 3: compositedSpaceQuad.setP4(floatPoint); break;
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}
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}
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}
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static void addQuadToPath(const FloatQuad& quad, Path& path)
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{
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// FIXME: Make this create rounded quad-paths, just like the axis-aligned case.
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path.moveTo(quad.p1());
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path.addLineTo(quad.p2());
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path.addLineTo(quad.p3());
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path.addLineTo(quad.p4());
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path.closeSubpath();
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}
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void LinkHighlight::computeQuads(RenderObject& renderer, Vector<FloatQuad>& outQuads) const
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{
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// For inline elements, absoluteQuads will return a line box based on the line-height
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// and font metrics, which is technically incorrect as replaced elements like images
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// should use their intristic height and expand the linebox as needed. To get an
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// appropriately sized highlight we descend into the children and have them add their
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// boxes.
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if (renderer.isRenderInline()) {
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for (RenderObject* child = renderer.slowFirstChild(); child; child = child->nextSibling())
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computeQuads(*child, outQuads);
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} else {
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renderer.absoluteQuads(outQuads);
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}
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}
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bool LinkHighlight::computeHighlightLayerPathAndPosition(RenderLayer* compositingLayer)
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{
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if (!m_node || !m_node->renderer() || !m_currentGraphicsLayer)
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return false;
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ASSERT(compositingLayer);
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// Get quads for node in absolute coordinates.
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Vector<FloatQuad> quads;
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computeQuads(*m_node->renderer(), quads);
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ASSERT(quads.size());
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// Adjust for offset between target graphics layer and the node's renderer.
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FloatPoint positionAdjust = IntPoint(m_currentGraphicsLayer->offsetFromRenderer());
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Path newPath;
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for (size_t quadIndex = 0; quadIndex < quads.size(); ++quadIndex) {
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FloatQuad absoluteQuad = quads[quadIndex];
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absoluteQuad.move(-positionAdjust.x(), -positionAdjust.y());
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// Transform node quads in target absolute coords to local coordinates in the compositor layer.
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FloatQuad transformedQuad;
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convertTargetSpaceQuadToCompositedLayer(absoluteQuad, m_node->renderer(), compositingLayer->renderer(), transformedQuad);
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// FIXME: for now, we'll only use rounded paths if we have a single node quad. The reason for this is that
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// we may sometimes get a chain of adjacent boxes (e.g. for text nodes) which end up looking like sausage
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// links: these should ideally be merged into a single rect before creating the path, but that's
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// another CL.
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if (quads.size() == 1 && transformedQuad.isRectilinear()
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&& !m_owningWebViewImpl->settingsImpl()->mockGestureTapHighlightsEnabled()) {
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FloatSize rectRoundingRadii(3, 3);
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newPath.addRoundedRect(transformedQuad.boundingBox(), rectRoundingRadii);
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} else
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addQuadToPath(transformedQuad, newPath);
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}
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FloatRect boundingRect = newPath.boundingRect();
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newPath.translate(-toFloatSize(boundingRect.location()));
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bool pathHasChanged = !(newPath == m_path);
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if (pathHasChanged) {
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m_path = newPath;
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m_contentLayer->layer()->setBounds(enclosingIntRect(boundingRect).size());
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}
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m_contentLayer->layer()->setPosition(boundingRect.location());
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return pathHasChanged;
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}
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void LinkHighlight::paintContents(WebCanvas* canvas, const WebRect& webClipRect, bool, WebFloatRect&,
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WebContentLayerClient::GraphicsContextStatus contextStatus)
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{
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if (!m_node || !m_node->renderer())
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return;
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GraphicsContext gc(canvas,
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contextStatus == WebContentLayerClient::GraphicsContextEnabled ? GraphicsContext::NothingDisabled : GraphicsContext::FullyDisabled);
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IntRect clipRect(IntPoint(webClipRect.x, webClipRect.y), IntSize(webClipRect.width, webClipRect.height));
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gc.clip(clipRect);
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gc.setFillColor(m_node->renderer()->style()->tapHighlightColor());
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gc.fillPath(m_path);
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}
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void LinkHighlight::startHighlightAnimationIfNeeded()
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{
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if (m_isAnimating)
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return;
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m_isAnimating = true;
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const float startOpacity = 1;
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// FIXME: Should duration be configurable?
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const float fadeDuration = 0.1f;
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const float minPreFadeDuration = 0.1f;
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m_contentLayer->layer()->setOpacity(startOpacity);
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WebCompositorSupport* compositorSupport = Platform::current()->compositorSupport();
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OwnPtr<WebFloatAnimationCurve> curve = adoptPtr(compositorSupport->createFloatAnimationCurve());
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curve->add(WebFloatKeyframe(0, startOpacity));
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// Make sure we have displayed for at least minPreFadeDuration before starting to fade out.
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float extraDurationRequired = std::max(0.f, minPreFadeDuration - static_cast<float>(monotonicallyIncreasingTime() - m_startTime));
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if (extraDurationRequired)
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curve->add(WebFloatKeyframe(extraDurationRequired, startOpacity));
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// For layout tests we don't fade out.
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curve->add(WebFloatKeyframe(fadeDuration + extraDurationRequired, layoutTestMode() ? startOpacity : 0));
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OwnPtr<WebCompositorAnimation> animation = adoptPtr(compositorSupport->createAnimation(*curve, WebCompositorAnimation::TargetPropertyOpacity));
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m_contentLayer->layer()->setDrawsContent(true);
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m_contentLayer->layer()->addAnimation(animation.leakPtr());
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invalidate();
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m_owningWebViewImpl->scheduleAnimation();
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}
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void LinkHighlight::clearGraphicsLayerLinkHighlightPointer()
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{
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if (m_currentGraphicsLayer) {
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m_currentGraphicsLayer->removeLinkHighlight(this);
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m_currentGraphicsLayer = 0;
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}
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}
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void LinkHighlight::notifyAnimationStarted(double, WebCompositorAnimation::TargetProperty)
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{
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}
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void LinkHighlight::notifyAnimationFinished(double, WebCompositorAnimation::TargetProperty)
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{
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// Since WebViewImpl may hang on to us for a while, make sure we
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// release resources as soon as possible.
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clearGraphicsLayerLinkHighlightPointer();
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releaseResources();
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}
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void LinkHighlight::updateGeometry()
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{
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// To avoid unnecessary updates (e.g. other entities have requested animations from our WebViewImpl),
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// only proceed if we actually requested an update.
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if (!m_geometryNeedsUpdate)
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return;
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m_geometryNeedsUpdate = false;
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RenderLayer* compositingLayer = computeEnclosingCompositingLayer();
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if (compositingLayer && computeHighlightLayerPathAndPosition(compositingLayer)) {
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// We only need to invalidate the layer if the highlight size has changed, otherwise
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// we can just re-position the layer without needing to repaint.
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m_contentLayer->layer()->invalidate();
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if (m_currentGraphicsLayer)
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m_currentGraphicsLayer->addRepaintRect(FloatRect(layer()->position().x, layer()->position().y, layer()->bounds().width, layer()->bounds().height));
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} else if (!m_node || !m_node->renderer()) {
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clearGraphicsLayerLinkHighlightPointer();
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releaseResources();
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}
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}
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void LinkHighlight::clearCurrentGraphicsLayer()
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{
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m_currentGraphicsLayer = 0;
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m_geometryNeedsUpdate = true;
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}
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void LinkHighlight::invalidate()
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{
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// Make sure we update geometry on the next callback from WebViewImpl::layout().
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m_geometryNeedsUpdate = true;
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}
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WebLayer* LinkHighlight::layer()
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{
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return clipLayer();
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}
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} // namespace blink
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