mirror of
https://github.com/flutter/flutter.git
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343 lines
11 KiB
C++
343 lines
11 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.
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* 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 "flutter/sky/engine/core/rendering/RenderView.h"
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#include "flutter/sky/engine/core/rendering/HitTestResult.h"
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#include "flutter/sky/engine/core/rendering/RenderGeometryMap.h"
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#include "flutter/sky/engine/core/rendering/RenderLayer.h"
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#include "flutter/sky/engine/platform/geometry/FloatQuad.h"
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#include "flutter/sky/engine/platform/geometry/TransformState.h"
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#include "flutter/sky/engine/platform/graphics/GraphicsContext.h"
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namespace blink {
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RenderView::RenderView()
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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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// 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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bool RenderView::hitTest(const HitTestRequest& request, HitTestResult& result) {
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return hitTest(request, result.hitTestLocation(), result);
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}
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bool RenderView::hitTest(const HitTestRequest& request,
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const HitTestLocation& location,
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HitTestResult& result) {
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m_hitTestCount++;
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// TODO(ojan): Does any of this intersection stuff make sense for Sky?
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LayoutRect hitTestArea;
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hitTestArea.setSize(m_frameViewSize);
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bool insideLayer =
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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
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// just was -- down, return ourselves. We do this so mouse events continue
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// getting delivered after a drag has exited the WebView, and so hit testing
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// 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(
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LayoutUnit logicalHeight,
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LayoutUnit,
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LogicalExtentComputedValues& computedValues) const {
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computedValues.m_extent = logicalHeight;
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}
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void RenderView::updateLogicalWidth() {
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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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return child->isBox();
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}
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void RenderView::layout() {
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SubtreeLayoutScope layoutScope(*this);
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bool relayoutChildren = 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;
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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(
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const RenderBox* paintInvalidationContainer,
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TransformState& transformState,
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MapCoordinatesFlags mode) const {
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if (!paintInvalidationContainer && mode & UseTransforms &&
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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(
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const RenderBox* ancestorToStopAt,
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RenderGeometryMap& geometryMap) const {
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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,
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!ancestorToStopAt || ancestorToStopAt == this || container);
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if ((!ancestorToStopAt || container) &&
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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,
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TransformState& transformState) const {
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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,
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const LayoutPoint& paintOffset,
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Vector<RenderBox*>& layers) {
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// If we ever require layout but receive a paint anyway, something has gone
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// 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
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// pixels.
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ASSERT(LayoutPoint(IntPoint(paintOffset.x(), paintOffset.y())) ==
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paintOffset);
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paintObject(paintInfo, paintOffset, layers);
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}
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void RenderView::paintBoxDecorationBackground(PaintInfo& paintInfo,
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const LayoutPoint& paintOffset) {}
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void RenderView::absoluteQuads(Vector<FloatQuad>& quads) const {
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quads.append(FloatRect(FloatPoint(), layer()->size()));
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}
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static RenderObject* rendererAfterPosition(RenderObject* object,
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unsigned offset) {
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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
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// Selection, sometimes it's required to change the traversing direction because
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// the "start" position is below the "end" one.
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static inline RenderObject* getNextOrPrevRenderObjectBasedOnDirection(
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const RenderObject* o,
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const RenderObject* stop,
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bool& continueExploring,
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bool& exploringBackwards) {
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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,
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int startPos,
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RenderObject* end,
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int endPos) {
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// This code makes no assumptions as to if the rendering tree is up to date or
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// not 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
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// 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 ||
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os == m_selectionEnd) &&
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os->selectionState() != SelectionNone) {
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os->setSelectionStateIfNeeded(SelectionNone);
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}
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os = getNextOrPrevRenderObjectBasedOnDirection(os, stop, continueExploring,
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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
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// 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,
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int& startOffset,
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RenderObject*& endRenderer,
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int& endOffset) const {
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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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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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startPos = m_selectionStartPos;
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endPos = m_selectionEndPos;
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}
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IntRect RenderView::unscaledDocumentRect() const {
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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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return unscaledDocumentRect();
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}
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IntRect RenderView::documentRect() const {
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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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return m_frameViewSize.height();
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}
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int RenderView::viewWidth() const {
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return m_frameViewSize.width();
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}
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int RenderView::viewLogicalHeight() const {
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return viewHeight();
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}
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LayoutUnit RenderView::viewLogicalHeightForPercentages() const {
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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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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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return viewHeight();
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}
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} // namespace blink
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