Michael Goderbauer 08961f8ec5 Format all c-like sources with clang-format (#4088)
* format

* license script adaptions

* updated licenses

* review comments
2017-09-12 15:36:20 -07:00

343 lines
11 KiB
C++

/*
* Copyright (C) 1999 Lars Knoll (knoll@kde.org)
* Copyright (C) 2004, 2005, 2006, 2007, 2008, 2009 Apple Inc.
* All rights reserved.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public License
* along with this library; see the file COPYING.LIB. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#include "flutter/sky/engine/core/rendering/RenderView.h"
#include "flutter/sky/engine/core/rendering/HitTestResult.h"
#include "flutter/sky/engine/core/rendering/RenderGeometryMap.h"
#include "flutter/sky/engine/core/rendering/RenderLayer.h"
#include "flutter/sky/engine/platform/geometry/FloatQuad.h"
#include "flutter/sky/engine/platform/geometry/TransformState.h"
#include "flutter/sky/engine/platform/graphics/GraphicsContext.h"
namespace blink {
RenderView::RenderView()
: m_selectionStart(nullptr),
m_selectionEnd(nullptr),
m_selectionStartPos(-1),
m_selectionEndPos(-1),
m_renderCounterCount(0),
m_hitTestCount(0) {
// init RenderObject attributes
setInline(false);
m_minPreferredLogicalWidth = 0;
m_maxPreferredLogicalWidth = 0;
setPreferredLogicalWidthsDirty(MarkOnlyThis);
setPositionState(AbsolutePosition); // to 0,0 :)
}
RenderView::~RenderView() {}
bool RenderView::hitTest(const HitTestRequest& request, HitTestResult& result) {
return hitTest(request, result.hitTestLocation(), result);
}
bool RenderView::hitTest(const HitTestRequest& request,
const HitTestLocation& location,
HitTestResult& result) {
m_hitTestCount++;
// TODO(ojan): Does any of this intersection stuff make sense for Sky?
LayoutRect hitTestArea;
hitTestArea.setSize(m_frameViewSize);
bool insideLayer =
hitTestLayer(layer(), 0, request, result, hitTestArea, location);
if (!insideLayer) {
// TODO(ojan): Is this code needed for Sky?
// 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 exited the WebView, and so hit testing
// over a scrollbar hits the content document.
if (request.active() || request.release()) {
updateHitTestResult(result, location.point());
insideLayer = true;
}
}
return insideLayer;
}
void RenderView::computeLogicalHeight(
LayoutUnit logicalHeight,
LayoutUnit,
LogicalExtentComputedValues& computedValues) const {
computedValues.m_extent = logicalHeight;
}
void RenderView::updateLogicalWidth() {
setLogicalWidth(viewLogicalWidth());
}
bool RenderView::isChildAllowed(RenderObject* child, RenderStyle*) const {
return child->isBox();
}
void RenderView::layout() {
SubtreeLayoutScope layoutScope(*this);
bool relayoutChildren = width() != viewWidth() || height() != viewHeight();
if (relayoutChildren) {
layoutScope.setChildNeedsLayout(this);
for (RenderObject* child = firstChild(); child;
child = child->nextSibling()) {
if ((child->isBox() && toRenderBox(child)->hasRelativeLogicalHeight()) ||
child->style()->logicalHeight().isPercent() ||
child->style()->logicalMinHeight().isPercent() ||
child->style()->logicalMaxHeight().isPercent())
layoutScope.setChildNeedsLayout(child);
}
}
if (!needsLayout())
return;
RenderFlexibleBox::layout();
clearNeedsLayout();
}
void RenderView::mapLocalToContainer(
const RenderBox* paintInvalidationContainer,
TransformState& transformState,
MapCoordinatesFlags mode) const {
if (!paintInvalidationContainer && mode & UseTransforms &&
shouldUseTransformFromContainer(0)) {
TransformationMatrix t;
getTransformFromContainer(0, LayoutSize(), t);
transformState.applyTransform(t);
}
}
const RenderObject* RenderView::pushMappingToContainer(
const RenderBox* ancestorToStopAt,
RenderGeometryMap& geometryMap) const {
LayoutSize offset;
RenderObject* container = 0;
// If a container was specified, and was not 0 or the RenderView, then we
// should have found it by now unless we're traversing to a parent document.
ASSERT_ARG(ancestorToStopAt,
!ancestorToStopAt || ancestorToStopAt == this || container);
if ((!ancestorToStopAt || container) &&
shouldUseTransformFromContainer(container)) {
TransformationMatrix t;
getTransformFromContainer(container, LayoutSize(), t);
geometryMap.push(this, t, false, false, true);
} else {
geometryMap.push(this, offset, false, false, false);
}
return container;
}
void RenderView::mapAbsoluteToLocalPoint(MapCoordinatesFlags mode,
TransformState& transformState) const {
if (mode & UseTransforms && shouldUseTransformFromContainer(0)) {
TransformationMatrix t;
getTransformFromContainer(0, LayoutSize(), t);
transformState.applyTransform(t);
}
}
void RenderView::paint(PaintInfo& paintInfo,
const LayoutPoint& paintOffset,
Vector<RenderBox*>& layers) {
// If we ever require layout but receive a paint anyway, something has gone
// horribly wrong.
ASSERT(!needsLayout());
// RenderViews should never be called to paint with an offset not on device
// pixels.
ASSERT(LayoutPoint(IntPoint(paintOffset.x(), paintOffset.y())) ==
paintOffset);
paintObject(paintInfo, paintOffset, layers);
}
void RenderView::paintBoxDecorationBackground(PaintInfo& paintInfo,
const LayoutPoint& paintOffset) {}
void RenderView::absoluteQuads(Vector<FloatQuad>& quads) const {
quads.append(FloatRect(FloatPoint(), layer()->size()));
}
static RenderObject* rendererAfterPosition(RenderObject* object,
unsigned offset) {
if (!object)
return 0;
RenderObject* child = object->childAt(offset);
return child ? child : object->nextInPreOrderAfterChildren();
}
// When exploring the RenderTree looking for the nodes involved in the
// Selection, sometimes it's required to change the traversing direction because
// the "start" position is below the "end" one.
static inline RenderObject* getNextOrPrevRenderObjectBasedOnDirection(
const RenderObject* o,
const RenderObject* stop,
bool& continueExploring,
bool& exploringBackwards) {
RenderObject* next;
if (exploringBackwards) {
next = o->previousInPreOrder();
continueExploring = next && !(next)->isRenderView();
} else {
next = o->nextInPreOrder();
continueExploring = next && next != stop;
exploringBackwards = !next && (next != stop);
if (exploringBackwards) {
next = stop->previousInPreOrder();
continueExploring = next && !next->isRenderView();
}
}
return next;
}
void RenderView::setSelection(RenderObject* start,
int startPos,
RenderObject* end,
int endPos) {
// This code makes no assumptions as to if the rendering tree is up to date or
// not and will not try to update it. Currently clearSelection calls this
// (intentionally) without updating the rendering tree as it doesn't care.
// Other callers may want to force recalc style before calling this.
// Make sure both our start and end objects are defined.
// Check www.msnbc.com and try clicking around to find the case where this
// happened.
if ((start && !end) || (end && !start))
return;
// Just return if the selection hasn't changed.
if (m_selectionStart == start && m_selectionStartPos == startPos &&
m_selectionEnd == end && m_selectionEndPos == endPos)
return;
RenderObject* os = m_selectionStart;
RenderObject* stop = rendererAfterPosition(m_selectionEnd, m_selectionEndPos);
bool exploringBackwards = false;
bool continueExploring = os && (os != stop);
while (continueExploring) {
if ((os->canBeSelectionLeaf() || os == m_selectionStart ||
os == m_selectionEnd) &&
os->selectionState() != SelectionNone) {
os->setSelectionStateIfNeeded(SelectionNone);
}
os = getNextOrPrevRenderObjectBasedOnDirection(os, stop, continueExploring,
exploringBackwards);
}
// set selection start and end
m_selectionStart = start;
m_selectionStartPos = startPos;
m_selectionEnd = end;
m_selectionEndPos = endPos;
// Update the selection status of all objects between m_selectionStart and
// m_selectionEnd
if (start && start == end) {
start->setSelectionStateIfNeeded(SelectionBoth);
} else {
if (start)
start->setSelectionStateIfNeeded(SelectionStart);
if (end)
end->setSelectionStateIfNeeded(SelectionEnd);
}
RenderObject* o = start;
stop = rendererAfterPosition(end, endPos);
while (o && o != stop) {
if (o != start && o != end && o->canBeSelectionLeaf())
o->setSelectionStateIfNeeded(SelectionInside);
o = o->nextInPreOrder();
}
}
void RenderView::getSelection(RenderObject*& startRenderer,
int& startOffset,
RenderObject*& endRenderer,
int& endOffset) const {
startRenderer = m_selectionStart;
startOffset = m_selectionStartPos;
endRenderer = m_selectionEnd;
endOffset = m_selectionEndPos;
}
void RenderView::clearSelection() {
setSelection(0, -1, 0, -1);
}
void RenderView::selectionStartEnd(int& startPos, int& endPos) const {
startPos = m_selectionStartPos;
endPos = m_selectionEndPos;
}
IntRect RenderView::unscaledDocumentRect() const {
return pixelSnappedIntRect(layoutOverflowRect());
}
LayoutRect RenderView::backgroundRect(RenderBox* backgroundRenderer) const {
return unscaledDocumentRect();
}
IntRect RenderView::documentRect() const {
FloatRect overflowRect(unscaledDocumentRect());
if (hasTransform())
overflowRect = transform()->mapRect(overflowRect);
return IntRect(overflowRect);
}
int RenderView::viewHeight() const {
return m_frameViewSize.height();
}
int RenderView::viewWidth() const {
return m_frameViewSize.width();
}
int RenderView::viewLogicalHeight() const {
return viewHeight();
}
LayoutUnit RenderView::viewLogicalHeightForPercentages() const {
return viewLogicalHeight();
}
// FIXME(sky): remove
double RenderView::layoutViewportWidth() const {
return viewWidth();
}
// FIXME(sky): remove
double RenderView::layoutViewportHeight() const {
return viewHeight();
}
} // namespace blink