blob: 4abbe556194443e22a477f7d61c3ed7a6f4d2e71 [file] [log] [blame]
/*
* Copyright (C) 1999 Lars Knoll (knoll@kde.org)
* (C) 1999 Antti Koivisto (koivisto@kde.org)
* (C) 2005 Allan Sandfeld Jensen (kde@carewolf.com)
* (C) 2005, 2006 Samuel Weinig (sam.weinig@gmail.com)
* Copyright (C) 2005, 2006, 2007, 2008, 2009 Apple Inc. All rights reserved.
* Copyright (C) 2010, 2012 Google 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 "config.h"
#include "core/rendering/RenderLayerModelObject.h"
#include "core/frame/LocalFrame.h"
#include "core/rendering/RenderLayer.h"
#include "core/rendering/RenderView.h"
namespace blink {
bool RenderLayerModelObject::s_wasFloating = false;
RenderLayerModelObject::RenderLayerModelObject(ContainerNode* node)
: RenderObject(node)
{
}
RenderLayerModelObject::~RenderLayerModelObject()
{
// Our layer should have been destroyed and cleared by now
ASSERT(!hasLayer());
ASSERT(!m_layer);
}
void RenderLayerModelObject::destroyLayer()
{
setHasLayer(false);
m_layer = nullptr;
}
void RenderLayerModelObject::createLayer(LayerType type)
{
ASSERT(!m_layer);
m_layer = adoptPtr(new RenderLayer(this, type));
setHasLayer(true);
m_layer->insertOnlyThisLayer();
}
bool RenderLayerModelObject::hasSelfPaintingLayer() const
{
return m_layer && m_layer->isSelfPaintingLayer();
}
ScrollableArea* RenderLayerModelObject::scrollableArea() const
{
return m_layer ? m_layer->scrollableArea() : 0;
}
void RenderLayerModelObject::willBeDestroyed()
{
if (isPositioned()) {
// Don't use this->view() because the document's renderView has been set to 0 during destruction.
if (LocalFrame* frame = this->frame()) {
if (FrameView* frameView = frame->view()) {
if (style()->hasViewportConstrainedPosition())
frameView->removeViewportConstrainedObject(this);
}
}
}
RenderObject::willBeDestroyed();
destroyLayer();
}
void RenderLayerModelObject::styleWillChange(StyleDifference diff, const RenderStyle& newStyle)
{
s_wasFloating = isFloating();
if (RenderStyle* oldStyle = style()) {
if (parent() && diff.needsPaintInvalidationLayer()) {
if (oldStyle->hasClip() != newStyle.hasClip()
|| oldStyle->clip() != newStyle.clip())
layer()->clipper().clearClipRectsIncludingDescendants();
}
}
RenderObject::styleWillChange(diff, newStyle);
}
void RenderLayerModelObject::styleDidChange(StyleDifference diff, const RenderStyle* oldStyle)
{
bool hadTransform = hasTransform();
bool hadLayer = hasLayer();
bool layerWasSelfPainting = hadLayer && layer()->isSelfPaintingLayer();
RenderObject::styleDidChange(diff, oldStyle);
updateFromStyle();
LayerType type = layerTypeRequired();
if (type != NoLayer) {
if (!layer() && layerCreationAllowedForSubtree()) {
if (s_wasFloating && isFloating())
setChildNeedsLayout();
createLayer(type);
if (parent() && !needsLayout()) {
// FIXME: This invalidation is overly broad. We should update to
// do the correct invalidation at RenderStyle::diff time. crbug.com/349061
layer()->renderer()->setShouldDoFullPaintInvalidation(true);
// FIXME: We should call a specialized version of this function.
layer()->updateLayerPositionsAfterLayout();
}
}
} else if (layer() && layer()->parent()) {
setHasTransform(false); // Either a transform wasn't specified or the object doesn't support transforms, so just null out the bit.
setHasReflection(false);
layer()->removeOnlyThisLayer(); // calls destroyLayer() which clears m_layer
if (s_wasFloating && isFloating())
setChildNeedsLayout();
if (hadTransform)
setNeedsLayoutAndPrefWidthsRecalcAndFullPaintInvalidation();
}
if (layer()) {
// FIXME: Ideally we shouldn't need this setter but we can't easily infer an overflow-only layer
// from the style.
layer()->setLayerType(type);
layer()->styleChanged(diff, oldStyle);
if (hadLayer && layer()->isSelfPaintingLayer() != layerWasSelfPainting)
setChildNeedsLayout();
}
if (FrameView *frameView = view()->frameView()) {
bool newStyleIsViewportConstained = style()->hasViewportConstrainedPosition();
bool oldStyleIsViewportConstrained = oldStyle && oldStyle->hasViewportConstrainedPosition();
if (newStyleIsViewportConstained != oldStyleIsViewportConstrained) {
if (newStyleIsViewportConstained && layer())
frameView->addViewportConstrainedObject(this);
else
frameView->removeViewportConstrainedObject(this);
}
}
}
void RenderLayerModelObject::addLayerHitTestRects(LayerHitTestRects& rects, const RenderLayer* currentLayer, const LayoutPoint& layerOffset, const LayoutRect& containerRect) const
{
if (hasLayer()) {
if (isRenderView()) {
// RenderView is handled with a special fast-path, but it needs to know the current layer.
RenderObject::addLayerHitTestRects(rects, layer(), LayoutPoint(), LayoutRect());
} else {
// Since a RenderObject never lives outside it's container RenderLayer, we can switch
// to marking entire layers instead. This may sometimes mark more than necessary (when
// a layer is made of disjoint objects) but in practice is a significant performance
// savings.
layer()->addLayerHitTestRects(rects);
}
} else {
RenderObject::addLayerHitTestRects(rects, currentLayer, layerOffset, containerRect);
}
}
InvalidationReason RenderLayerModelObject::invalidatePaintIfNeeded(const PaintInvalidationState& paintInvalidationState, const RenderLayerModelObject& newPaintInvalidationContainer)
{
const LayoutRect oldPaintInvalidationRect = previousPaintInvalidationRect();
const LayoutPoint oldPositionFromPaintInvalidationContainer = previousPositionFromPaintInvalidationContainer();
setPreviousPaintInvalidationRect(boundsRectForPaintInvalidation(&newPaintInvalidationContainer, &paintInvalidationState));
setPreviousPositionFromPaintInvalidationContainer(RenderLayer::positionFromPaintInvalidationContainer(this, &newPaintInvalidationContainer, &paintInvalidationState));
// If we are set to do a full paint invalidation that means the RenderView will issue
// paint invalidations. We can then skip issuing of paint invalidations for the child
// renderers as they'll be covered by the RenderView.
if (view()->doingFullPaintInvalidation())
return InvalidationNone;
return RenderObject::invalidatePaintIfNeeded(newPaintInvalidationContainer, oldPaintInvalidationRect, oldPositionFromPaintInvalidationContainer, paintInvalidationState);
}
void RenderLayerModelObject::invalidateTreeIfNeeded(const PaintInvalidationState& paintInvalidationState)
{
// FIXME: SVG should probably also go through this unified paint invalidation system.
ASSERT(!needsLayout());
if (!shouldCheckForPaintInvalidation(paintInvalidationState))
return;
bool establishesNewPaintInvalidationContainer = isPaintInvalidationContainer();
const RenderLayerModelObject& newPaintInvalidationContainer = *adjustCompositedContainerForSpecialAncestors(establishesNewPaintInvalidationContainer ? this : &paintInvalidationState.paintInvalidationContainer());
ASSERT(&newPaintInvalidationContainer == containerForPaintInvalidation());
InvalidationReason reason = invalidatePaintIfNeeded(paintInvalidationState, newPaintInvalidationContainer);
PaintInvalidationState childTreeWalkState(paintInvalidationState, *this, newPaintInvalidationContainer);
if (reason == InvalidationLocationChange || reason == InvalidationFull)
childTreeWalkState.setForceCheckForPaintInvalidation();
RenderObject::invalidateTreeIfNeeded(childTreeWalkState);
}
} // namespace blink