blob: 1cff915e1e94804caf36614fa4d98922e8538a1a [file] [log] [blame]
/*
* Copyright (C) 2012 Google Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#include "FindInPageCoordinates.h"
#include "core/dom/Node.h"
#include "core/dom/Range.h"
#include "core/frame/Frame.h"
#include "core/rendering/RenderBlock.h"
#include "core/rendering/RenderBox.h"
#include "core/rendering/RenderObject.h"
#include "core/rendering/RenderPart.h"
#include "core/rendering/RenderView.h"
#include "core/rendering/style/RenderStyle.h"
#include "platform/geometry/FloatPoint.h"
#include "platform/geometry/FloatQuad.h"
#include "platform/geometry/IntPoint.h"
using namespace WebCore;
namespace blink {
static const RenderBlock* enclosingScrollableAncestor(const RenderObject* renderer)
{
ASSERT(!renderer->isRenderView());
// Trace up the containingBlocks until we reach either the render view or a scrollable object.
const RenderBlock* container = renderer->containingBlock();
while (!container->hasOverflowClip() && !container->isRenderView())
container = container->containingBlock();
return container;
}
static FloatRect toNormalizedRect(const FloatRect& absoluteRect, const RenderObject* renderer, const RenderBlock* container)
{
ASSERT(renderer);
ASSERT(container || renderer->isRenderView());
if (!container)
return FloatRect();
// We want to normalize by the max layout overflow size instead of only the visible bounding box.
// Quads and their enclosing bounding boxes need to be used in order to keep results transform-friendly.
FloatPoint scrolledOrigin;
// For overflow:scroll we need to get where the actual origin is independently of the scroll.
if (container->hasOverflowClip())
scrolledOrigin = -IntPoint(container->scrolledContentOffset());
FloatRect overflowRect(scrolledOrigin, container->maxLayoutOverflow());
FloatRect containerRect = container->localToAbsoluteQuad(FloatQuad(overflowRect)).enclosingBoundingBox();
if (containerRect.isEmpty())
return FloatRect();
// Make the coordinates relative to the container enclosing bounding box.
// Since we work with rects enclosing quad unions this is still transform-friendly.
FloatRect normalizedRect = absoluteRect;
normalizedRect.moveBy(-containerRect.location());
// Fixed positions do not make sense in this coordinate system, but need to leave consistent tickmarks.
// So, use their position when the view is not scrolled, like an absolute position.
if (renderer->style()->position() == FixedPosition && container->isRenderView())
normalizedRect.move(-toRenderView(container)->frameView()->scrollOffsetForFixedPosition());
normalizedRect.scale(1 / containerRect.width(), 1 / containerRect.height());
return normalizedRect;
}
FloatRect findInPageRectFromAbsoluteRect(const FloatRect& inputRect, const RenderObject* baseRenderer)
{
if (!baseRenderer || inputRect.isEmpty())
return FloatRect();
// Normalize the input rect to its container block.
const RenderBlock* baseContainer = enclosingScrollableAncestor(baseRenderer);
FloatRect normalizedRect = toNormalizedRect(inputRect, baseRenderer, baseContainer);
// Go up across frames.
for (const RenderBox* renderer = baseContainer; renderer; ) {
// Go up the render tree until we reach the root of the current frame (the RenderView).
while (!renderer->isRenderView()) {
const RenderBlock* container = enclosingScrollableAncestor(renderer);
// Compose the normalized rects.
FloatRect normalizedBoxRect = toNormalizedRect(renderer->absoluteBoundingBoxRect(), renderer, container);
normalizedRect.scale(normalizedBoxRect.width(), normalizedBoxRect.height());
normalizedRect.moveBy(normalizedBoxRect.location());
renderer = container;
}
ASSERT(renderer->isRenderView());
// Jump to the renderer owning the frame, if any.
renderer = renderer->frame() ? renderer->frame()->ownerRenderer() : 0;
}
return normalizedRect;
}
FloatRect findInPageRectFromRange(Range* range)
{
if (!range || !range->firstNode())
return FloatRect();
return findInPageRectFromAbsoluteRect(RenderObject::absoluteBoundingBoxRectForRange(range), range->firstNode()->renderer());
}
} // namespace blink