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209 lines
8.4 KiB
C++
209 lines
8.4 KiB
C++
/*
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* Copyright (C) 1999 Lars Knoll (knoll@kde.org)
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* (C) 1999 Antti Koivisto (koivisto@kde.org)
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* (C) 2005 Allan Sandfeld Jensen (kde@carewolf.com)
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* (C) 2005, 2006 Samuel Weinig (sam.weinig@gmail.com)
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* Copyright (C) 2005, 2006, 2007, 2008, 2009 Apple Inc. All rights reserved.
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* Copyright (C) 2010, 2012 Google 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 "config.h"
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#include "core/rendering/RenderLayerModelObject.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/RenderView.h"
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namespace blink {
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bool RenderLayerModelObject::s_wasFloating = false;
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RenderLayerModelObject::RenderLayerModelObject(ContainerNode* node)
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: RenderObject(node)
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{
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}
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RenderLayerModelObject::~RenderLayerModelObject()
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{
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// Our layer should have been destroyed and cleared by now
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ASSERT(!hasLayer());
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ASSERT(!m_layer);
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}
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void RenderLayerModelObject::destroyLayer()
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{
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setHasLayer(false);
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m_layer = nullptr;
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}
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void RenderLayerModelObject::createLayer(LayerType type)
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{
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ASSERT(!m_layer);
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m_layer = adoptPtr(new RenderLayer(this, type));
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setHasLayer(true);
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m_layer->insertOnlyThisLayer();
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}
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bool RenderLayerModelObject::hasSelfPaintingLayer() const
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{
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return m_layer && m_layer->isSelfPaintingLayer();
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}
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ScrollableArea* RenderLayerModelObject::scrollableArea() const
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{
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return m_layer ? m_layer->scrollableArea() : 0;
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}
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void RenderLayerModelObject::willBeDestroyed()
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{
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if (isPositioned()) {
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// Don't use this->view() because the document's renderView has been set to 0 during destruction.
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if (LocalFrame* frame = this->frame()) {
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if (FrameView* frameView = frame->view()) {
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if (style()->hasViewportConstrainedPosition())
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frameView->removeViewportConstrainedObject(this);
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}
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}
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}
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RenderObject::willBeDestroyed();
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destroyLayer();
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}
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void RenderLayerModelObject::styleWillChange(StyleDifference diff, const RenderStyle& newStyle)
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{
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s_wasFloating = isFloating();
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if (RenderStyle* oldStyle = style()) {
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if (parent() && diff.needsPaintInvalidationLayer()) {
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if (oldStyle->hasAutoClip() != newStyle.hasAutoClip()
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|| oldStyle->clip() != newStyle.clip())
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layer()->clipper().clearClipRectsIncludingDescendants();
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}
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}
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RenderObject::styleWillChange(diff, newStyle);
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}
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void RenderLayerModelObject::styleDidChange(StyleDifference diff, const RenderStyle* oldStyle)
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{
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bool hadTransform = hasTransform();
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RenderObject::styleDidChange(diff, oldStyle);
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updateFromStyle();
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LayerType type = layerTypeRequired();
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if (type != NoLayer) {
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if (!layer()) {
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if (s_wasFloating && isFloating())
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setChildNeedsLayout();
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createLayer(type);
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if (parent() && !needsLayout()) {
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// FIXME: This invalidation is overly broad. We should update to
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// do the correct invalidation at RenderStyle::diff time. crbug.com/349061
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layer()->renderer()->setShouldDoFullPaintInvalidation(true);
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// FIXME: We should call a specialized version of this function.
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layer()->updateLayerPositionsAfterLayout();
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}
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}
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} else if (layer() && layer()->parent()) {
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setHasTransform(false); // Either a transform wasn't specified or the object doesn't support transforms, so just null out the bit.
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layer()->removeOnlyThisLayer(); // calls destroyLayer() which clears m_layer
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if (s_wasFloating && isFloating())
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setChildNeedsLayout();
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if (hadTransform)
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setNeedsLayoutAndPrefWidthsRecalcAndFullPaintInvalidation();
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}
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if (layer()) {
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// FIXME: Ideally we shouldn't need this setter but we can't easily infer an overflow-only layer
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// from the style.
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layer()->setLayerType(type);
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layer()->styleChanged(diff, oldStyle);
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}
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if (FrameView *frameView = view()->frameView()) {
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bool newStyleIsViewportConstained = style()->hasViewportConstrainedPosition();
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bool oldStyleIsViewportConstrained = oldStyle && oldStyle->hasViewportConstrainedPosition();
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if (newStyleIsViewportConstained != oldStyleIsViewportConstrained) {
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if (newStyleIsViewportConstained && layer())
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frameView->addViewportConstrainedObject(this);
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else
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frameView->removeViewportConstrainedObject(this);
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}
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}
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}
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void RenderLayerModelObject::addLayerHitTestRects(LayerHitTestRects& rects, const RenderLayer* currentLayer, const LayoutPoint& layerOffset, const LayoutRect& containerRect) const
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{
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if (hasLayer()) {
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if (isRenderView()) {
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// RenderView is handled with a special fast-path, but it needs to know the current layer.
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RenderObject::addLayerHitTestRects(rects, layer(), LayoutPoint(), LayoutRect());
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} else {
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// Since a RenderObject never lives outside it's container RenderLayer, we can switch
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// to marking entire layers instead. This may sometimes mark more than necessary (when
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// a layer is made of disjoint objects) but in practice is a significant performance
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// savings.
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layer()->addLayerHitTestRects(rects);
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}
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} else {
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RenderObject::addLayerHitTestRects(rects, currentLayer, layerOffset, containerRect);
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}
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}
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InvalidationReason RenderLayerModelObject::invalidatePaintIfNeeded(const PaintInvalidationState& paintInvalidationState, const RenderLayerModelObject& newPaintInvalidationContainer)
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{
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const LayoutRect oldPaintInvalidationRect = previousPaintInvalidationRect();
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const LayoutPoint oldPositionFromPaintInvalidationContainer = previousPositionFromPaintInvalidationContainer();
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setPreviousPaintInvalidationRect(boundsRectForPaintInvalidation(&newPaintInvalidationContainer, &paintInvalidationState));
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setPreviousPositionFromPaintInvalidationContainer(RenderLayer::positionFromPaintInvalidationContainer(this, &newPaintInvalidationContainer, &paintInvalidationState));
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// If we are set to do a full paint invalidation that means the RenderView will issue
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// paint invalidations. We can then skip issuing of paint invalidations for the child
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// renderers as they'll be covered by the RenderView.
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if (view()->doingFullPaintInvalidation())
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return InvalidationNone;
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return RenderObject::invalidatePaintIfNeeded(newPaintInvalidationContainer, oldPaintInvalidationRect, oldPositionFromPaintInvalidationContainer, paintInvalidationState);
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}
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void RenderLayerModelObject::invalidateTreeIfNeeded(const PaintInvalidationState& paintInvalidationState)
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{
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// FIXME: SVG should probably also go through this unified paint invalidation system.
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ASSERT(!needsLayout());
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if (!shouldCheckForPaintInvalidation(paintInvalidationState))
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return;
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bool establishesNewPaintInvalidationContainer = isPaintInvalidationContainer();
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const RenderLayerModelObject& newPaintInvalidationContainer = *adjustCompositedContainerForSpecialAncestors(establishesNewPaintInvalidationContainer ? this : &paintInvalidationState.paintInvalidationContainer());
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ASSERT(&newPaintInvalidationContainer == containerForPaintInvalidation());
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InvalidationReason reason = invalidatePaintIfNeeded(paintInvalidationState, newPaintInvalidationContainer);
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PaintInvalidationState childTreeWalkState(paintInvalidationState, *this, newPaintInvalidationContainer);
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if (reason == InvalidationLocationChange || reason == InvalidationFull)
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childTreeWalkState.setForceCheckForPaintInvalidation();
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RenderObject::invalidateTreeIfNeeded(childTreeWalkState);
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}
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} // namespace blink
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