blob: 3d954cb794ed7849745b14f672c1601dfaa9d0a6 [file] [log] [blame]
/*
* Copyright (C) 1999 Lars Knoll (knoll@kde.org)
* (C) 1999 Antti Koivisto (koivisto@kde.org)
* (C) 2000 Dirk Mueller (mueller@kde.org)
* (C) 2004 Allan Sandfeld Jensen (kde@carewolf.com)
* Copyright (C) 2004, 2005, 2006, 2007, 2008, 2011 Apple Inc. All rights reserved.
* Copyright (C) 2009 Google Inc. All rights reserved.
* Copyright (C) 2009 Torch Mobile Inc. All rights reserved. (http://www.torchmobile.com/)
*
* 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/RenderObject.h"
#include "HTMLNames.h"
#include "RuntimeEnabledFeatures.h"
#include "core/accessibility/AXObjectCache.h"
#include "core/animation/ActiveAnimations.h"
#include "core/css/resolver/StyleResolver.h"
#include "core/editing/EditingBoundary.h"
#include "core/editing/FrameSelection.h"
#include "core/editing/htmlediting.h"
#include "core/html/HTMLAnchorElement.h"
#include "core/html/HTMLElement.h"
#include "core/html/HTMLHtmlElement.h"
#include "core/html/HTMLTableElement.h"
#include "core/page/EventHandler.h"
#include "core/frame/Frame.h"
#include "core/frame/FrameView.h"
#include "core/page/Page.h"
#include "core/page/Settings.h"
#include "core/page/UseCounter.h"
#include "core/frame/animation/AnimationController.h"
#include "core/platform/graphics/GraphicsContext.h"
#include "core/rendering/CompositedLayerMapping.h"
#include "core/rendering/FlowThreadController.h"
#include "core/rendering/HitTestResult.h"
#include "core/rendering/RenderCounter.h"
#include "core/rendering/RenderDeprecatedFlexibleBox.h"
#include "core/rendering/RenderFlexibleBox.h"
#include "core/rendering/RenderGeometryMap.h"
#include "core/rendering/RenderGrid.h"
#include "core/rendering/RenderImage.h"
#include "core/rendering/RenderImageResourceStyleImage.h"
#include "core/rendering/RenderInline.h"
#include "core/rendering/RenderLayer.h"
#include "core/rendering/RenderLayerCompositor.h"
#include "core/rendering/RenderListItem.h"
#include "core/rendering/RenderMarquee.h"
#include "core/rendering/RenderMultiColumnBlock.h"
#include "core/rendering/RenderNamedFlowThread.h"
#include "core/rendering/RenderRegion.h"
#include "core/rendering/RenderRuby.h"
#include "core/rendering/RenderRubyText.h"
#include "core/rendering/RenderScrollbarPart.h"
#include "core/rendering/RenderTableCaption.h"
#include "core/rendering/RenderTableCell.h"
#include "core/rendering/RenderTableCol.h"
#include "core/rendering/RenderTableRow.h"
#include "core/rendering/RenderTheme.h"
#include "core/rendering/RenderView.h"
#include "core/rendering/style/ContentData.h"
#include "core/rendering/style/CursorList.h"
#include "core/rendering/style/ShadowList.h"
#include "core/rendering/svg/SVGRenderSupport.h"
#include "platform/Partitions.h"
#include "platform/geometry/FloatQuad.h"
#include "platform/geometry/TransformState.h"
#include "wtf/RefCountedLeakCounter.h"
#include "wtf/UnusedParam.h"
#include "wtf/text/StringBuilder.h"
#include <algorithm>
#ifndef NDEBUG
#include <stdio.h>
#endif
using namespace std;
namespace WebCore {
using namespace HTMLNames;
#ifndef NDEBUG
RenderObject::SetLayoutNeededForbiddenScope::SetLayoutNeededForbiddenScope(RenderObject* renderObject)
: m_renderObject(renderObject)
, m_preexistingForbidden(m_renderObject->isSetNeedsLayoutForbidden())
{
m_renderObject->setNeedsLayoutIsForbidden(true);
}
RenderObject::SetLayoutNeededForbiddenScope::~SetLayoutNeededForbiddenScope()
{
m_renderObject->setNeedsLayoutIsForbidden(m_preexistingForbidden);
}
#endif
struct SameSizeAsRenderObject {
virtual ~SameSizeAsRenderObject() { } // Allocate vtable pointer.
void* pointers[5];
#ifndef NDEBUG
unsigned m_debugBitfields : 2;
#endif
unsigned m_bitfields;
};
COMPILE_ASSERT(sizeof(RenderObject) == sizeof(SameSizeAsRenderObject), RenderObject_should_stay_small);
bool RenderObject::s_affectsParentBlock = false;
RenderObjectAncestorLineboxDirtySet* RenderObject::s_ancestorLineboxDirtySet = 0;
void* RenderObject::operator new(size_t sz)
{
ASSERT(isMainThread());
return partitionAlloc(Partitions::getRenderingPartition(), sz);
}
void RenderObject::operator delete(void* ptr)
{
ASSERT(isMainThread());
partitionFree(ptr);
}
RenderObject* RenderObject::createObject(Element* element, RenderStyle* style)
{
Document& doc = element->document();
// Minimal support for content properties replacing an entire element.
// Works only if we have exactly one piece of content and it's a URL.
// Otherwise acts as if we didn't support this feature.
const ContentData* contentData = style->contentData();
if (contentData && !contentData->next() && contentData->isImage() && !element->isPseudoElement()) {
RenderImage* image = new RenderImage(element);
// RenderImageResourceStyleImage requires a style being present on the image but we don't want to
// trigger a style change now as the node is not fully attached. Moving this code to style change
// doesn't make sense as it should be run once at renderer creation.
image->setStyleInternal(style);
if (const StyleImage* styleImage = static_cast<const ImageContentData*>(contentData)->image()) {
image->setImageResource(RenderImageResourceStyleImage::create(const_cast<StyleImage*>(styleImage)));
image->setIsGeneratedContent();
} else
image->setImageResource(RenderImageResource::create());
image->setStyleInternal(0);
return image;
}
if (element->hasTagName(rubyTag)) {
if (style->display() == INLINE)
return new RenderRubyAsInline(element);
else if (style->display() == BLOCK)
return new RenderRubyAsBlock(element);
}
// treat <rt> as ruby text ONLY if it still has its default treatment of block
if (element->hasTagName(rtTag) && style->display() == BLOCK)
return new RenderRubyText(element);
if (RuntimeEnabledFeatures::cssRegionsEnabled() && style->isDisplayRegionType() && style->hasFlowFrom() && doc.renderView())
return new RenderRegion(element, 0);
if (style->display() == RUN_IN)
UseCounter::count(doc, UseCounter::CSSDisplayRunIn);
else if (style->display() == COMPACT)
UseCounter::count(doc, UseCounter::CSSDisplayCompact);
switch (style->display()) {
case NONE:
return 0;
case INLINE:
return new RenderInline(element);
case BLOCK:
case INLINE_BLOCK:
case RUN_IN:
case COMPACT:
if ((!style->hasAutoColumnCount() || !style->hasAutoColumnWidth()) && doc.regionBasedColumnsEnabled())
return new RenderMultiColumnBlock(element);
return new RenderBlockFlow(element);
case LIST_ITEM:
return new RenderListItem(element);
case TABLE:
case INLINE_TABLE:
return new RenderTable(element);
case TABLE_ROW_GROUP:
case TABLE_HEADER_GROUP:
case TABLE_FOOTER_GROUP:
return new RenderTableSection(element);
case TABLE_ROW:
return new RenderTableRow(element);
case TABLE_COLUMN_GROUP:
case TABLE_COLUMN:
return new RenderTableCol(element);
case TABLE_CELL:
return new RenderTableCell(element);
case TABLE_CAPTION:
return new RenderTableCaption(element);
case BOX:
case INLINE_BOX:
return new RenderDeprecatedFlexibleBox(element);
case FLEX:
case INLINE_FLEX:
return new RenderFlexibleBox(element);
case GRID:
case INLINE_GRID:
return new RenderGrid(element);
}
return 0;
}
DEFINE_DEBUG_ONLY_GLOBAL(WTF::RefCountedLeakCounter, renderObjectCounter, ("RenderObject"));
RenderObject::RenderObject(Node* node)
: ImageResourceClient()
, m_style(0)
, m_node(node)
, m_parent(0)
, m_previous(0)
, m_next(0)
#ifndef NDEBUG
, m_hasAXObject(false)
, m_setNeedsLayoutForbidden(false)
#endif
, m_bitfields(node)
{
#ifndef NDEBUG
renderObjectCounter.increment();
#endif
}
RenderObject::~RenderObject()
{
#ifndef NDEBUG
ASSERT(!m_hasAXObject);
renderObjectCounter.decrement();
#endif
}
String RenderObject::debugName() const
{
StringBuilder name;
name.append(renderName());
if (Node* node = this->node()) {
name.append(' ');
name.append(node->debugName());
}
return name.toString();
}
bool RenderObject::isDescendantOf(const RenderObject* obj) const
{
for (const RenderObject* r = this; r; r = r->m_parent) {
if (r == obj)
return true;
}
return false;
}
bool RenderObject::isBody() const
{
return node() && node()->hasTagName(bodyTag);
}
bool RenderObject::isHR() const
{
return node() && node()->hasTagName(hrTag);
}
bool RenderObject::isLegend() const
{
return node() && node()->hasTagName(legendTag);
}
void RenderObject::setFlowThreadStateIncludingDescendants(FlowThreadState state)
{
setFlowThreadState(state);
for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
// If the child is a fragmentation context it already updated the descendants flag accordingly.
if (child->isRenderFlowThread())
continue;
ASSERT(state != child->flowThreadState());
child->setFlowThreadStateIncludingDescendants(state);
}
}
bool RenderObject::requiresAnonymousTableWrappers(const RenderObject* newChild) const
{
// Check should agree with:
// CSS 2.1 Tables: 17.2.1 Anonymous table objects
// http://www.w3.org/TR/CSS21/tables.html#anonymous-boxes
if (newChild->isRenderTableCol()) {
const RenderTableCol* newTableColumn = toRenderTableCol(newChild);
bool isColumnInColumnGroup = newTableColumn->isTableColumn() && isRenderTableCol();
return !isTable() && !isColumnInColumnGroup;
} else if (newChild->isTableCaption())
return !isTable();
else if (newChild->isTableSection())
return !isTable();
else if (newChild->isTableRow())
return !isTableSection();
else if (newChild->isTableCell())
return !isTableRow();
return false;
}
void RenderObject::addChild(RenderObject* newChild, RenderObject* beforeChild)
{
RenderObjectChildList* children = virtualChildren();
ASSERT(children);
if (!children)
return;
if (requiresAnonymousTableWrappers(newChild)) {
// Generate an anonymous table or reuse existing one from previous child
// Per: 17.2.1 Anonymous table objects 3. Generate missing parents
// http://www.w3.org/TR/CSS21/tables.html#anonymous-boxes
RenderTable* table;
RenderObject* afterChild = beforeChild ? beforeChild->previousSibling() : children->lastChild();
if (afterChild && afterChild->isAnonymous() && afterChild->isTable() && !afterChild->isBeforeContent())
table = toRenderTable(afterChild);
else {
table = RenderTable::createAnonymousWithParentRenderer(this);
addChild(table, beforeChild);
}
table->addChild(newChild);
} else
children->insertChildNode(this, newChild, beforeChild);
if (newChild->isText() && newChild->style()->textTransform() == CAPITALIZE)
toRenderText(newChild)->transformText();
// SVG creates renderers for <g display="none">, as SVG requires children of hidden
// <g>s to have renderers - at least that's how our implementation works. Consider:
// <g display="none"><foreignObject><body style="position: relative">FOO...
// - requiresLayer() would return true for the <body>, creating a new RenderLayer
// - when the document is painted, both layers are painted. The <body> layer doesn't
// know that it's inside a "hidden SVG subtree", and thus paints, even if it shouldn't.
// To avoid the problem alltogether, detect early if we're inside a hidden SVG subtree
// and stop creating layers at all for these cases - they're not used anyways.
if (newChild->hasLayer() && !layerCreationAllowedForSubtree())
toRenderLayerModelObject(newChild)->layer()->removeOnlyThisLayer();
}
void RenderObject::removeChild(RenderObject* oldChild)
{
RenderObjectChildList* children = virtualChildren();
ASSERT(children);
if (!children)
return;
children->removeChildNode(this, oldChild);
}
RenderObject* RenderObject::nextInPreOrder() const
{
if (RenderObject* o = firstChild())
return o;
return nextInPreOrderAfterChildren();
}
RenderObject* RenderObject::nextInPreOrderAfterChildren() const
{
RenderObject* o;
if (!(o = nextSibling())) {
o = parent();
while (o && !o->nextSibling())
o = o->parent();
if (o)
o = o->nextSibling();
}
return o;
}
RenderObject* RenderObject::nextInPreOrder(const RenderObject* stayWithin) const
{
if (RenderObject* o = firstChild())
return o;
return nextInPreOrderAfterChildren(stayWithin);
}
RenderObject* RenderObject::nextInPreOrderAfterChildren(const RenderObject* stayWithin) const
{
if (this == stayWithin)
return 0;
const RenderObject* current = this;
RenderObject* next;
while (!(next = current->nextSibling())) {
current = current->parent();
if (!current || current == stayWithin)
return 0;
}
return next;
}
RenderObject* RenderObject::previousInPreOrder() const
{
if (RenderObject* o = previousSibling()) {
while (o->lastChild())
o = o->lastChild();
return o;
}
return parent();
}
RenderObject* RenderObject::previousInPreOrder(const RenderObject* stayWithin) const
{
if (this == stayWithin)
return 0;
return previousInPreOrder();
}
RenderObject* RenderObject::childAt(unsigned index) const
{
RenderObject* child = firstChild();
for (unsigned i = 0; child && i < index; i++)
child = child->nextSibling();
return child;
}
RenderObject* RenderObject::firstLeafChild() const
{
RenderObject* r = firstChild();
while (r) {
RenderObject* n = 0;
n = r->firstChild();
if (!n)
break;
r = n;
}
return r;
}
RenderObject* RenderObject::lastLeafChild() const
{
RenderObject* r = lastChild();
while (r) {
RenderObject* n = 0;
n = r->lastChild();
if (!n)
break;
r = n;
}
return r;
}
static void addLayers(RenderObject* obj, RenderLayer* parentLayer, RenderObject*& newObject,
RenderLayer*& beforeChild)
{
if (obj->hasLayer()) {
if (!beforeChild && newObject) {
// We need to figure out the layer that follows newObject. We only do
// this the first time we find a child layer, and then we update the
// pointer values for newObject and beforeChild used by everyone else.
beforeChild = newObject->parent()->findNextLayer(parentLayer, newObject);
newObject = 0;
}
parentLayer->addChild(toRenderLayerModelObject(obj)->layer(), beforeChild);
return;
}
for (RenderObject* curr = obj->firstChild(); curr; curr = curr->nextSibling())
addLayers(curr, parentLayer, newObject, beforeChild);
}
void RenderObject::addLayers(RenderLayer* parentLayer)
{
if (!parentLayer)
return;
RenderObject* object = this;
RenderLayer* beforeChild = 0;
WebCore::addLayers(this, parentLayer, object, beforeChild);
}
void RenderObject::removeLayers(RenderLayer* parentLayer)
{
if (!parentLayer)
return;
if (hasLayer()) {
parentLayer->removeChild(toRenderLayerModelObject(this)->layer());
return;
}
for (RenderObject* curr = firstChild(); curr; curr = curr->nextSibling())
curr->removeLayers(parentLayer);
}
void RenderObject::moveLayers(RenderLayer* oldParent, RenderLayer* newParent)
{
if (!newParent)
return;
if (hasLayer()) {
RenderLayer* layer = toRenderLayerModelObject(this)->layer();
ASSERT(oldParent == layer->parent());
if (oldParent)
oldParent->removeChild(layer);
newParent->addChild(layer);
return;
}
for (RenderObject* curr = firstChild(); curr; curr = curr->nextSibling())
curr->moveLayers(oldParent, newParent);
}
RenderLayer* RenderObject::findNextLayer(RenderLayer* parentLayer, RenderObject* startPoint,
bool checkParent)
{
// Error check the parent layer passed in. If it's null, we can't find anything.
if (!parentLayer)
return 0;
// Step 1: If our layer is a child of the desired parent, then return our layer.
RenderLayer* ourLayer = hasLayer() ? toRenderLayerModelObject(this)->layer() : 0;
if (ourLayer && ourLayer->parent() == parentLayer)
return ourLayer;
// Step 2: If we don't have a layer, or our layer is the desired parent, then descend
// into our siblings trying to find the next layer whose parent is the desired parent.
if (!ourLayer || ourLayer == parentLayer) {
for (RenderObject* curr = startPoint ? startPoint->nextSibling() : firstChild();
curr; curr = curr->nextSibling()) {
RenderLayer* nextLayer = curr->findNextLayer(parentLayer, 0, false);
if (nextLayer)
return nextLayer;
}
}
// Step 3: If our layer is the desired parent layer, then we're finished. We didn't
// find anything.
if (parentLayer == ourLayer)
return 0;
// Step 4: If |checkParent| is set, climb up to our parent and check its siblings that
// follow us to see if we can locate a layer.
if (checkParent && parent())
return parent()->findNextLayer(parentLayer, this, true);
return 0;
}
RenderLayer* RenderObject::enclosingLayer() const
{
const RenderObject* curr = this;
while (curr) {
RenderLayer* layer = curr->hasLayer() ? toRenderLayerModelObject(curr)->layer() : 0;
if (layer)
return layer;
curr = curr->parent();
}
return 0;
}
bool RenderObject::scrollRectToVisible(const LayoutRect& rect, const ScrollAlignment& alignX, const ScrollAlignment& alignY)
{
RenderBox* enclosingBox = this->enclosingBox();
if (!enclosingBox)
return false;
enclosingBox->scrollRectToVisible(rect, alignX, alignY);
return true;
}
RenderBox* RenderObject::enclosingBox() const
{
RenderObject* curr = const_cast<RenderObject*>(this);
while (curr) {
if (curr->isBox())
return toRenderBox(curr);
curr = curr->parent();
}
ASSERT_NOT_REACHED();
return 0;
}
RenderBoxModelObject* RenderObject::enclosingBoxModelObject() const
{
RenderObject* curr = const_cast<RenderObject*>(this);
while (curr) {
if (curr->isBoxModelObject())
return toRenderBoxModelObject(curr);
curr = curr->parent();
}
ASSERT_NOT_REACHED();
return 0;
}
RenderBox* RenderObject::enclosingScrollableBox() const
{
for (RenderObject* ancestor = parent(); ancestor; ancestor = ancestor->parent()) {
if (!ancestor->isBox())
continue;
RenderBox* ancestorBox = toRenderBox(ancestor);
if (ancestorBox->canBeScrolledAndHasScrollableArea())
return ancestorBox;
}
return 0;
}
RenderFlowThread* RenderObject::locateFlowThreadContainingBlock() const
{
ASSERT(flowThreadState() != NotInsideFlowThread);
// See if we have the thread cached because we're in the middle of layout.
RenderFlowThread* flowThread = view()->flowThreadController()->currentRenderFlowThread();
if (flowThread)
return flowThread;
// Not in the middle of layout so have to find the thread the slow way.
RenderObject* curr = const_cast<RenderObject*>(this);
while (curr) {
if (curr->isRenderFlowThread())
return toRenderFlowThread(curr);
curr = curr->containingBlock();
}
return 0;
}
RenderNamedFlowThread* RenderObject::renderNamedFlowThreadWrapper() const
{
RenderObject* object = const_cast<RenderObject*>(this);
while (object && object->isAnonymousBlock() && !object->isRenderNamedFlowThread())
object = object->parent();
return object && object->isRenderNamedFlowThread() ? toRenderNamedFlowThread(object) : 0;
}
RenderBlock* RenderObject::firstLineBlock() const
{
return 0;
}
static inline bool objectIsRelayoutBoundary(const RenderObject* object)
{
// FIXME: In future it may be possible to broaden these conditions in order to improve performance.
if (object->isTextControl())
return true;
if (object->isSVGRoot())
return true;
if (!object->hasOverflowClip())
return false;
if (object->style()->width().isIntrinsicOrAuto() || object->style()->height().isIntrinsicOrAuto() || object->style()->height().isPercent())
return false;
// Table parts can't be relayout roots since the table is responsible for layouting all the parts.
if (object->isTablePart())
return false;
return true;
}
void RenderObject::markContainingBlocksForLayout(bool scheduleRelayout, RenderObject* newRoot, SubtreeLayoutScope* layouter)
{
ASSERT(!scheduleRelayout || !newRoot);
ASSERT(!isSetNeedsLayoutForbidden());
ASSERT(!layouter || this != layouter->root());
RenderObject* object = container();
RenderObject* last = this;
bool simplifiedNormalFlowLayout = needsSimplifiedNormalFlowLayout() && !selfNeedsLayout() && !normalChildNeedsLayout();
while (object) {
if (object->selfNeedsLayout())
return;
// Don't mark the outermost object of an unrooted subtree. That object will be
// marked when the subtree is added to the document.
RenderObject* container = object->container();
if (!container && !object->isRenderView())
return;
if (!last->isText() && last->style()->hasOutOfFlowPosition()) {
bool willSkipRelativelyPositionedInlines = !object->isRenderBlock() || object->isAnonymousBlock();
// Skip relatively positioned inlines and anonymous blocks to get to the enclosing RenderBlock.
while (object && (!object->isRenderBlock() || object->isAnonymousBlock()))
object = object->container();
if (!object || object->posChildNeedsLayout())
return;
if (willSkipRelativelyPositionedInlines)
container = object->container();
object->setPosChildNeedsLayout(true);
simplifiedNormalFlowLayout = true;
ASSERT(!object->isSetNeedsLayoutForbidden());
} else if (simplifiedNormalFlowLayout) {
if (object->needsSimplifiedNormalFlowLayout())
return;
object->setNeedsSimplifiedNormalFlowLayout(true);
ASSERT(!object->isSetNeedsLayoutForbidden());
} else {
if (object->normalChildNeedsLayout())
return;
object->setNormalChildNeedsLayout(true);
ASSERT(!object->isSetNeedsLayoutForbidden());
}
if (layouter) {
layouter->addRendererToLayout(object);
if (object == layouter->root())
return;
}
if (object == newRoot)
return;
last = object;
if (scheduleRelayout && objectIsRelayoutBoundary(last))
break;
object = container;
}
if (scheduleRelayout)
last->scheduleRelayout();
}
#ifndef NDEBUG
void RenderObject::checkBlockPositionedObjectsNeedLayout()
{
ASSERT(!needsLayout());
if (isRenderBlock())
toRenderBlock(this)->checkPositionedObjectsNeedLayout();
}
void RenderObject::checkNotInPartialLayout()
{
// During partial layout, setNeedsLayout(true or false) should not be called.
ASSERT(!frameView()->partialLayout().isStopping());
}
#endif
void RenderObject::setPreferredLogicalWidthsDirty(MarkingBehavior markParents)
{
bool alreadyDirty = preferredLogicalWidthsDirty();
m_bitfields.setPreferredLogicalWidthsDirty(true);
if (!alreadyDirty && markParents == MarkContainingBlockChain && (isText() || !style()->hasOutOfFlowPosition()))
invalidateContainerPreferredLogicalWidths();
}
void RenderObject::clearPreferredLogicalWidthsDirty()
{
m_bitfields.setPreferredLogicalWidthsDirty(false);
}
void RenderObject::invalidateContainerPreferredLogicalWidths()
{
// In order to avoid pathological behavior when inlines are deeply nested, we do include them
// in the chain that we mark dirty (even though they're kind of irrelevant).
RenderObject* o = isTableCell() ? containingBlock() : container();
while (o && !o->preferredLogicalWidthsDirty()) {
// Don't invalidate the outermost object of an unrooted subtree. That object will be
// invalidated when the subtree is added to the document.
RenderObject* container = o->isTableCell() ? o->containingBlock() : o->container();
if (!container && !o->isRenderView())
break;
o->m_bitfields.setPreferredLogicalWidthsDirty(true);
if (o->style()->hasOutOfFlowPosition())
// A positioned object has no effect on the min/max width of its containing block ever.
// We can optimize this case and not go up any further.
break;
o = container;
}
}
void RenderObject::setLayerNeedsFullRepaint()
{
ASSERT(hasLayer());
toRenderLayerModelObject(this)->layer()->repainter().setRepaintStatus(NeedsFullRepaint);
}
void RenderObject::setLayerNeedsFullRepaintForPositionedMovementLayout()
{
ASSERT(hasLayer());
toRenderLayerModelObject(this)->layer()->repainter().setRepaintStatus(NeedsFullRepaintForPositionedMovementLayout);
}
RenderBlock* RenderObject::containingBlock() const
{
RenderObject* o = parent();
if (!o && isRenderScrollbarPart())
o = toRenderScrollbarPart(this)->rendererOwningScrollbar();
if (!isText() && m_style->position() == FixedPosition) {
while (o) {
if (o->canContainFixedPositionObjects())
break;
o = o->parent();
}
ASSERT(!o || !o->isAnonymousBlock());
} else if (!isText() && m_style->position() == AbsolutePosition) {
while (o) {
// For relpositioned inlines, we return the nearest non-anonymous enclosing block. We don't try
// to return the inline itself. This allows us to avoid having a positioned objects
// list in all RenderInlines and lets us return a strongly-typed RenderBlock* result
// from this method. The container() method can actually be used to obtain the
// inline directly.
if (o->style()->position() != StaticPosition && (!o->isInline() || o->isReplaced()))
break;
if (o->isRenderView())
break;
if (o->hasTransform() && o->isRenderBlock())
break;
if (o->style()->hasInFlowPosition() && o->isInline() && !o->isReplaced()) {
o = o->containingBlock();
break;
}
if (o->isSVGForeignObject()) //foreignObject is the containing block for contents inside it
break;
o = o->parent();
}
while (o && o->isAnonymousBlock())
o = o->containingBlock();
} else {
while (o && ((o->isInline() && !o->isReplaced()) || !o->isRenderBlock()))
o = o->parent();
}
if (!o || !o->isRenderBlock())
return 0; // This can still happen in case of an orphaned tree
return toRenderBlock(o);
}
static bool mustRepaintFillLayers(const RenderObject* renderer, const FillLayer* layer)
{
// Nobody will use multiple layers without wanting fancy positioning.
if (layer->next())
return true;
// Make sure we have a valid image.
StyleImage* img = layer->image();
if (!img || !img->canRender(renderer, renderer->style()->effectiveZoom()))
return false;
if (!layer->xPosition().isZero() || !layer->yPosition().isZero())
return true;
EFillSizeType sizeType = layer->sizeType();
if (sizeType == Contain || sizeType == Cover)
return true;
if (sizeType == SizeLength) {
if (layer->sizeLength().width().isPercent() || layer->sizeLength().height().isPercent())
return true;
if (img->isGeneratedImage() && (layer->sizeLength().width().isAuto() || layer->sizeLength().height().isAuto()))
return true;
} else if (img->usesImageContainerSize()) {
return true;
}
return false;
}
bool RenderObject::borderImageIsLoadedAndCanBeRendered() const
{
ASSERT(style()->hasBorder());
StyleImage* borderImage = style()->borderImage().image();
return borderImage && borderImage->canRender(this, style()->effectiveZoom()) && borderImage->isLoaded();
}
bool RenderObject::mustRepaintBackgroundOrBorder() const
{
if (hasMask() && mustRepaintFillLayers(this, style()->maskLayers()))
return true;
// If we don't have a background/border/mask, then nothing to do.
if (!hasBoxDecorations())
return false;
if (mustRepaintFillLayers(this, style()->backgroundLayers()))
return true;
// Our fill layers are ok. Let's check border.
if (style()->hasBorder() && borderImageIsLoadedAndCanBeRendered())
return true;
return false;
}
void RenderObject::drawLineForBoxSide(GraphicsContext* graphicsContext, int x1, int y1, int x2, int y2,
BoxSide side, Color color, EBorderStyle style,
int adjacentWidth1, int adjacentWidth2, bool antialias)
{
int thickness;
int length;
if (side == BSTop || side == BSBottom) {
thickness = y2 - y1;
length = x2 - x1;
} else {
thickness = x2 - x1;
length = y2 - y1;
}
// FIXME: We really would like this check to be an ASSERT as we don't want to draw empty borders. However
// nothing guarantees that the following recursive calls to drawLineForBoxSide will have non-null dimensions.
if (!thickness || !length)
return;
if (style == DOUBLE && thickness < 3)
style = SOLID;
switch (style) {
case BNONE:
case BHIDDEN:
return;
case DOTTED:
case DASHED:
drawDashedOrDottedBoxSide(graphicsContext, x1, y1, x2, y2, side,
color, thickness, style, antialias);
break;
case DOUBLE:
drawDoubleBoxSide(graphicsContext, x1, y1, x2, y2, length, side, color,
thickness, adjacentWidth1, adjacentWidth2, antialias);
break;
case RIDGE:
case GROOVE:
drawRidgeOrGrooveBoxSide(graphicsContext, x1, y1, x2, y2, side, color,
style, adjacentWidth1, adjacentWidth2, antialias);
break;
case INSET:
// FIXME: Maybe we should lighten the colors on one side like Firefox.
// https://bugs.webkit.org/show_bug.cgi?id=58608
if (side == BSTop || side == BSLeft)
color = color.dark();
// fall through
case OUTSET:
if (style == OUTSET && (side == BSBottom || side == BSRight))
color = color.dark();
// fall through
case SOLID:
drawSolidBoxSide(graphicsContext, x1, y1, x2, y2, side, color, adjacentWidth1, adjacentWidth2, antialias);
break;
}
}
void RenderObject::drawDashedOrDottedBoxSide(GraphicsContext* graphicsContext, int x1, int y1, int x2, int y2,
BoxSide side, Color color, int thickness, EBorderStyle style, bool antialias)
{
if (thickness <= 0)
return;
bool wasAntialiased = graphicsContext->shouldAntialias();
StrokeStyle oldStrokeStyle = graphicsContext->strokeStyle();
graphicsContext->setShouldAntialias(antialias);
graphicsContext->setStrokeColor(color);
graphicsContext->setStrokeThickness(thickness);
graphicsContext->setStrokeStyle(style == DASHED ? DashedStroke : DottedStroke);
switch (side) {
case BSBottom:
case BSTop:
graphicsContext->drawLine(IntPoint(x1, (y1 + y2) / 2), IntPoint(x2, (y1 + y2) / 2));
break;
case BSRight:
case BSLeft:
graphicsContext->drawLine(IntPoint((x1 + x2) / 2, y1), IntPoint((x1 + x2) / 2, y2));
break;
}
graphicsContext->setShouldAntialias(wasAntialiased);
graphicsContext->setStrokeStyle(oldStrokeStyle);
}
void RenderObject::drawDoubleBoxSide(GraphicsContext* graphicsContext, int x1, int y1, int x2, int y2,
int length, BoxSide side, Color color, int thickness, int adjacentWidth1, int adjacentWidth2, bool antialias)
{
int thirdOfThickness = (thickness + 1) / 3;
ASSERT(thirdOfThickness);
if (!adjacentWidth1 && !adjacentWidth2) {
StrokeStyle oldStrokeStyle = graphicsContext->strokeStyle();
graphicsContext->setStrokeStyle(NoStroke);
graphicsContext->setFillColor(color);
bool wasAntialiased = graphicsContext->shouldAntialias();
graphicsContext->setShouldAntialias(antialias);
switch (side) {
case BSTop:
case BSBottom:
graphicsContext->drawRect(IntRect(x1, y1, length, thirdOfThickness));
graphicsContext->drawRect(IntRect(x1, y2 - thirdOfThickness, length, thirdOfThickness));
break;
case BSLeft:
case BSRight:
// FIXME: Why do we offset the border by 1 in this case but not the other one?
if (length > 1) {
graphicsContext->drawRect(IntRect(x1, y1 + 1, thirdOfThickness, length - 1));
graphicsContext->drawRect(IntRect(x2 - thirdOfThickness, y1 + 1, thirdOfThickness, length - 1));
}
break;
}
graphicsContext->setShouldAntialias(wasAntialiased);
graphicsContext->setStrokeStyle(oldStrokeStyle);
return;
}
int adjacent1BigThird = ((adjacentWidth1 > 0) ? adjacentWidth1 + 1 : adjacentWidth1 - 1) / 3;
int adjacent2BigThird = ((adjacentWidth2 > 0) ? adjacentWidth2 + 1 : adjacentWidth2 - 1) / 3;
switch (side) {
case BSTop:
drawLineForBoxSide(graphicsContext, x1 + max((-adjacentWidth1 * 2 + 1) / 3, 0),
y1, x2 - max((-adjacentWidth2 * 2 + 1) / 3, 0), y1 + thirdOfThickness,
side, color, SOLID, adjacent1BigThird, adjacent2BigThird, antialias);
drawLineForBoxSide(graphicsContext, x1 + max((adjacentWidth1 * 2 + 1) / 3, 0),
y2 - thirdOfThickness, x2 - max((adjacentWidth2 * 2 + 1) / 3, 0), y2,
side, color, SOLID, adjacent1BigThird, adjacent2BigThird, antialias);
break;
case BSLeft:
drawLineForBoxSide(graphicsContext, x1, y1 + max((-adjacentWidth1 * 2 + 1) / 3, 0),
x1 + thirdOfThickness, y2 - max((-adjacentWidth2 * 2 + 1) / 3, 0),
side, color, SOLID, adjacent1BigThird, adjacent2BigThird, antialias);
drawLineForBoxSide(graphicsContext, x2 - thirdOfThickness, y1 + max((adjacentWidth1 * 2 + 1) / 3, 0),
x2, y2 - max((adjacentWidth2 * 2 + 1) / 3, 0),
side, color, SOLID, adjacent1BigThird, adjacent2BigThird, antialias);
break;
case BSBottom:
drawLineForBoxSide(graphicsContext, x1 + max((adjacentWidth1 * 2 + 1) / 3, 0),
y1, x2 - max((adjacentWidth2 * 2 + 1) / 3, 0), y1 + thirdOfThickness,
side, color, SOLID, adjacent1BigThird, adjacent2BigThird, antialias);
drawLineForBoxSide(graphicsContext, x1 + max((-adjacentWidth1 * 2 + 1) / 3, 0),
y2 - thirdOfThickness, x2 - max((-adjacentWidth2 * 2 + 1) / 3, 0), y2,
side, color, SOLID, adjacent1BigThird, adjacent2BigThird, antialias);
break;
case BSRight:
drawLineForBoxSide(graphicsContext, x1, y1 + max((adjacentWidth1 * 2 + 1) / 3, 0),
x1 + thirdOfThickness, y2 - max((adjacentWidth2 * 2 + 1) / 3, 0),
side, color, SOLID, adjacent1BigThird, adjacent2BigThird, antialias);
drawLineForBoxSide(graphicsContext, x2 - thirdOfThickness, y1 + max((-adjacentWidth1 * 2 + 1) / 3, 0),
x2, y2 - max((-adjacentWidth2 * 2 + 1) / 3, 0),
side, color, SOLID, adjacent1BigThird, adjacent2BigThird, antialias);
break;
default:
break;
}
}
void RenderObject::drawRidgeOrGrooveBoxSide(GraphicsContext* graphicsContext, int x1, int y1, int x2, int y2,
BoxSide side, Color color, EBorderStyle style, int adjacentWidth1, int adjacentWidth2, bool antialias)
{
EBorderStyle s1;
EBorderStyle s2;
if (style == GROOVE) {
s1 = INSET;
s2 = OUTSET;
} else {
s1 = OUTSET;
s2 = INSET;
}
int adjacent1BigHalf = ((adjacentWidth1 > 0) ? adjacentWidth1 + 1 : adjacentWidth1 - 1) / 2;
int adjacent2BigHalf = ((adjacentWidth2 > 0) ? adjacentWidth2 + 1 : adjacentWidth2 - 1) / 2;
switch (side) {
case BSTop:
drawLineForBoxSide(graphicsContext, x1 + max(-adjacentWidth1, 0) / 2, y1, x2 - max(-adjacentWidth2, 0) / 2, (y1 + y2 + 1) / 2,
side, color, s1, adjacent1BigHalf, adjacent2BigHalf, antialias);
drawLineForBoxSide(graphicsContext, x1 + max(adjacentWidth1 + 1, 0) / 2, (y1 + y2 + 1) / 2, x2 - max(adjacentWidth2 + 1, 0) / 2, y2,
side, color, s2, adjacentWidth1 / 2, adjacentWidth2 / 2, antialias);
break;
case BSLeft:
drawLineForBoxSide(graphicsContext, x1, y1 + max(-adjacentWidth1, 0) / 2, (x1 + x2 + 1) / 2, y2 - max(-adjacentWidth2, 0) / 2,
side, color, s1, adjacent1BigHalf, adjacent2BigHalf, antialias);
drawLineForBoxSide(graphicsContext, (x1 + x2 + 1) / 2, y1 + max(adjacentWidth1 + 1, 0) / 2, x2, y2 - max(adjacentWidth2 + 1, 0) / 2,
side, color, s2, adjacentWidth1 / 2, adjacentWidth2 / 2, antialias);
break;
case BSBottom:
drawLineForBoxSide(graphicsContext, x1 + max(adjacentWidth1, 0) / 2, y1, x2 - max(adjacentWidth2, 0) / 2, (y1 + y2 + 1) / 2,
side, color, s2, adjacent1BigHalf, adjacent2BigHalf, antialias);
drawLineForBoxSide(graphicsContext, x1 + max(-adjacentWidth1 + 1, 0) / 2, (y1 + y2 + 1) / 2, x2 - max(-adjacentWidth2 + 1, 0) / 2, y2,
side, color, s1, adjacentWidth1 / 2, adjacentWidth2 / 2, antialias);
break;
case BSRight:
drawLineForBoxSide(graphicsContext, x1, y1 + max(adjacentWidth1, 0) / 2, (x1 + x2 + 1) / 2, y2 - max(adjacentWidth2, 0) / 2,
side, color, s2, adjacent1BigHalf, adjacent2BigHalf, antialias);
drawLineForBoxSide(graphicsContext, (x1 + x2 + 1) / 2, y1 + max(-adjacentWidth1 + 1, 0) / 2, x2, y2 - max(-adjacentWidth2 + 1, 0) / 2,
side, color, s1, adjacentWidth1 / 2, adjacentWidth2 / 2, antialias);
break;
}
}
void RenderObject::drawSolidBoxSide(GraphicsContext* graphicsContext, int x1, int y1, int x2, int y2,
BoxSide side, Color color, int adjacentWidth1, int adjacentWidth2, bool antialias)
{
StrokeStyle oldStrokeStyle = graphicsContext->strokeStyle();
graphicsContext->setStrokeStyle(NoStroke);
graphicsContext->setFillColor(color);
ASSERT(x2 >= x1);
ASSERT(y2 >= y1);
if (!adjacentWidth1 && !adjacentWidth2) {
// Turn off antialiasing to match the behavior of drawConvexPolygon();
// this matters for rects in transformed contexts.
bool wasAntialiased = graphicsContext->shouldAntialias();
graphicsContext->setShouldAntialias(antialias);
graphicsContext->drawRect(IntRect(x1, y1, x2 - x1, y2 - y1));
graphicsContext->setShouldAntialias(wasAntialiased);
graphicsContext->setStrokeStyle(oldStrokeStyle);
return;
}
FloatPoint quad[4];
switch (side) {
case BSTop:
quad[0] = FloatPoint(x1 + max(-adjacentWidth1, 0), y1);
quad[1] = FloatPoint(x1 + max(adjacentWidth1, 0), y2);
quad[2] = FloatPoint(x2 - max(adjacentWidth2, 0), y2);
quad[3] = FloatPoint(x2 - max(-adjacentWidth2, 0), y1);
break;
case BSBottom:
quad[0] = FloatPoint(x1 + max(adjacentWidth1, 0), y1);
quad[1] = FloatPoint(x1 + max(-adjacentWidth1, 0), y2);
quad[2] = FloatPoint(x2 - max(-adjacentWidth2, 0), y2);
quad[3] = FloatPoint(x2 - max(adjacentWidth2, 0), y1);
break;
case BSLeft:
quad[0] = FloatPoint(x1, y1 + max(-adjacentWidth1, 0));
quad[1] = FloatPoint(x1, y2 - max(-adjacentWidth2, 0));
quad[2] = FloatPoint(x2, y2 - max(adjacentWidth2, 0));
quad[3] = FloatPoint(x2, y1 + max(adjacentWidth1, 0));
break;
case BSRight:
quad[0] = FloatPoint(x1, y1 + max(adjacentWidth1, 0));
quad[1] = FloatPoint(x1, y2 - max(adjacentWidth2, 0));
quad[2] = FloatPoint(x2, y2 - max(-adjacentWidth2, 0));
quad[3] = FloatPoint(x2, y1 + max(-adjacentWidth1, 0));
break;
}
graphicsContext->drawConvexPolygon(4, quad, antialias);
graphicsContext->setStrokeStyle(oldStrokeStyle);
}
void RenderObject::paintFocusRing(PaintInfo& paintInfo, const LayoutPoint& paintOffset, RenderStyle* style)
{
Vector<IntRect> focusRingRects;
addFocusRingRects(focusRingRects, paintOffset, paintInfo.paintContainer());
if (style->outlineStyleIsAuto())
paintInfo.context->drawFocusRing(focusRingRects, style->outlineWidth(), style->outlineOffset(), resolveColor(style, CSSPropertyOutlineColor));
else
addPDFURLRect(paintInfo.context, unionRect(focusRingRects));
}
void RenderObject::addPDFURLRect(GraphicsContext* context, const LayoutRect& rect)
{
if (rect.isEmpty())
return;
Node* n = node();
if (!n || !n->isLink() || !n->isElementNode())
return;
const AtomicString& href = toElement(n)->getAttribute(hrefAttr);
if (href.isNull())
return;
KURL url = n->document().completeURL(href);
if (!url.isValid())
return;
if (context->supportsURLFragments() && url.hasFragmentIdentifier() && equalIgnoringFragmentIdentifier(url, n->document().baseURL())) {
String name = url.fragmentIdentifier();
if (document().findAnchor(name))
context->setURLFragmentForRect(name, pixelSnappedIntRect(rect));
return;
}
context->setURLForRect(url, pixelSnappedIntRect(rect));
}
void RenderObject::paintOutline(PaintInfo& paintInfo, const LayoutRect& paintRect)
{
if (!hasOutline())
return;
RenderStyle* styleToUse = style();
LayoutUnit outlineWidth = styleToUse->outlineWidth();
int outlineOffset = styleToUse->outlineOffset();
if (styleToUse->outlineStyleIsAuto() || hasOutlineAnnotation()) {
if (RenderTheme::theme().shouldDrawDefaultFocusRing(this)) {
// Only paint the focus ring by hand if the theme isn't able to draw the focus ring.
paintFocusRing(paintInfo, paintRect.location(), styleToUse);
}
}
if (styleToUse->outlineStyleIsAuto() || styleToUse->outlineStyle() == BNONE)
return;
IntRect inner = pixelSnappedIntRect(paintRect);
inner.inflate(outlineOffset);
IntRect outer = pixelSnappedIntRect(inner);
outer.inflate(outlineWidth);
// FIXME: This prevents outlines from painting inside the object. See bug 12042
if (outer.isEmpty())
return;
EBorderStyle outlineStyle = styleToUse->outlineStyle();
Color outlineColor = resolveColor(styleToUse, CSSPropertyOutlineColor);
GraphicsContext* graphicsContext = paintInfo.context;
bool useTransparencyLayer = outlineColor.hasAlpha();
if (useTransparencyLayer) {
if (outlineStyle == SOLID) {
Path path;
path.addRect(outer);
path.addRect(inner);
graphicsContext->setFillRule(RULE_EVENODD);
graphicsContext->setFillColor(outlineColor);
graphicsContext->fillPath(path);
return;
}
graphicsContext->beginTransparencyLayer(static_cast<float>(outlineColor.alpha()) / 255);
outlineColor = Color(outlineColor.red(), outlineColor.green(), outlineColor.blue());
}
int leftOuter = outer.x();
int leftInner = inner.x();
int rightOuter = outer.maxX();
int rightInner = inner.maxX();
int topOuter = outer.y();
int topInner = inner.y();
int bottomOuter = outer.maxY();
int bottomInner = inner.maxY();
drawLineForBoxSide(graphicsContext, leftOuter, topOuter, leftInner, bottomOuter, BSLeft, outlineColor, outlineStyle, outlineWidth, outlineWidth);
drawLineForBoxSide(graphicsContext, leftOuter, topOuter, rightOuter, topInner, BSTop, outlineColor, outlineStyle, outlineWidth, outlineWidth);
drawLineForBoxSide(graphicsContext, rightInner, topOuter, rightOuter, bottomOuter, BSRight, outlineColor, outlineStyle, outlineWidth, outlineWidth);
drawLineForBoxSide(graphicsContext, leftOuter, bottomInner, rightOuter, bottomOuter, BSBottom, outlineColor, outlineStyle, outlineWidth, outlineWidth);
if (useTransparencyLayer)
graphicsContext->endLayer();
}
IntRect RenderObject::absoluteBoundingBoxRect(bool useTransforms) const
{
if (useTransforms) {
Vector<FloatQuad> quads;
absoluteQuads(quads);
size_t n = quads.size();
if (!n)
return IntRect();
IntRect result = quads[0].enclosingBoundingBox();
for (size_t i = 1; i < n; ++i)
result.unite(quads[i].enclosingBoundingBox());
return result;
}
FloatPoint absPos = localToAbsolute();
Vector<IntRect> rects;
absoluteRects(rects, flooredLayoutPoint(absPos));
size_t n = rects.size();
if (!n)
return IntRect();
LayoutRect result = rects[0];
for (size_t i = 1; i < n; ++i)
result.unite(rects[i]);
return pixelSnappedIntRect(result);
}
void RenderObject::absoluteFocusRingQuads(Vector<FloatQuad>& quads)
{
Vector<IntRect> rects;
// FIXME: addFocusRingRects() needs to be passed this transform-unaware
// localToAbsolute() offset here because RenderInline::addFocusRingRects()
// implicitly assumes that. This doesn't work correctly with transformed
// descendants.
FloatPoint absolutePoint = localToAbsolute();
addFocusRingRects(rects, flooredLayoutPoint(absolutePoint));
size_t count = rects.size();
for (size_t i = 0; i < count; ++i) {
IntRect rect = rects[i];
rect.move(-absolutePoint.x(), -absolutePoint.y());
quads.append(localToAbsoluteQuad(FloatQuad(rect)));
}
}
FloatRect RenderObject::absoluteBoundingBoxRectForRange(const Range* range)
{
if (!range || !range->startContainer())
return FloatRect();
range->ownerDocument().updateLayout();
Vector<FloatQuad> quads;
range->textQuads(quads);
FloatRect result;
for (size_t i = 0; i < quads.size(); ++i)
result.unite(quads[i].boundingBox());
return result;
}
void RenderObject::addAbsoluteRectForLayer(LayoutRect& result)
{
if (hasLayer())
result.unite(absoluteBoundingBoxRectIgnoringTransforms());
for (RenderObject* current = firstChild(); current; current = current->nextSibling())
current->addAbsoluteRectForLayer(result);
}
LayoutRect RenderObject::paintingRootRect(LayoutRect& topLevelRect)
{
LayoutRect result = absoluteBoundingBoxRectIgnoringTransforms();
topLevelRect = result;
for (RenderObject* current = firstChild(); current; current = current->nextSibling())
current->addAbsoluteRectForLayer(result);
return result;
}
void RenderObject::paint(PaintInfo&, const LayoutPoint&)
{
}
RenderLayerModelObject* RenderObject::containerForRepaint() const
{
RenderView* v = view();
if (!v)
return 0;
RenderLayerModelObject* repaintContainer = 0;
if (v->usesCompositing()) {
if (RenderLayer* parentLayer = enclosingLayer()) {
RenderLayer* compLayer = parentLayer->enclosingCompositingLayerForRepaint();
if (compLayer)
repaintContainer = compLayer->renderer();
}
}
if (document().view()->hasSoftwareFilters()) {
if (RenderLayer* parentLayer = enclosingLayer()) {
RenderLayer* enclosingFilterLayer = parentLayer->enclosingFilterLayer();
if (enclosingFilterLayer)
return enclosingFilterLayer->renderer();
}
}
// If we have a flow thread, then we need to do individual repaints within the RenderRegions instead.
// Return the flow thread as a repaint container in order to create a chokepoint that allows us to change
// repainting to do individual region repaints.
RenderFlowThread* parentRenderFlowThread = flowThreadContainingBlock();
if (parentRenderFlowThread) {
// The ancestor document will do the reparenting when the repaint propagates further up.
// We're just a seamless child document, and we don't need to do the hacking.
if (parentRenderFlowThread->document() != document())
return repaintContainer;
// If we have already found a repaint container then we will repaint into that container only if it is part of the same
// flow thread. Otherwise we will need to catch the repaint call and send it to the flow thread.
RenderFlowThread* repaintContainerFlowThread = repaintContainer ? repaintContainer->flowThreadContainingBlock() : 0;
if (!repaintContainerFlowThread || repaintContainerFlowThread != parentRenderFlowThread)
repaintContainer = parentRenderFlowThread;
}
return repaintContainer;
}
void RenderObject::repaintUsingContainer(const RenderLayerModelObject* repaintContainer, const IntRect& r) const
{
if (!repaintContainer) {
view()->repaintViewRectangle(r);
return;
}
if (repaintContainer->isRenderFlowThread()) {
toRenderFlowThread(repaintContainer)->repaintRectangleInRegions(r);
return;
}
if (repaintContainer->hasFilter() && repaintContainer->layer()->requiresFullLayerImageForFilters()) {
repaintContainer->layer()->repainter().setFilterBackendNeedsRepaintingInRect(r);
return;
}
RenderView* v = view();
if (repaintContainer->isRenderView()) {
ASSERT(repaintContainer == v);
bool viewHasCompositedLayer = v->hasLayer() && v->layer()->compositingState() == PaintsIntoOwnBacking;
if (!viewHasCompositedLayer) {
IntRect repaintRectangle = r;
if (viewHasCompositedLayer && v->layer()->transform())
repaintRectangle = v->layer()->transform()->mapRect(r);
v->repaintViewRectangle(repaintRectangle);
return;
}
}
if (v->usesCompositing()) {
ASSERT(repaintContainer->hasLayer() && repaintContainer->layer()->compositingState() == PaintsIntoOwnBacking);
repaintContainer->layer()->repainter().setBackingNeedsRepaintInRect(r);
}
}
void RenderObject::repaint() const
{
// Don't repaint if we're unrooted (note that view() still returns the view when unrooted)
RenderView* view;
if (!isRooted(&view))
return;
if (view->document().printing())
return; // Don't repaint if we're printing.
RenderLayerModelObject* repaintContainer = containerForRepaint();
repaintUsingContainer(repaintContainer ? repaintContainer : view, pixelSnappedIntRect(clippedOverflowRectForRepaint(repaintContainer)));
}
void RenderObject::repaintRectangle(const LayoutRect& r) const
{
// Don't repaint if we're unrooted (note that view() still returns the view when unrooted)
RenderView* view;
if (!isRooted(&view))
return;
if (view->document().printing())
return; // Don't repaint if we're printing.
LayoutRect dirtyRect(r);
// FIXME: layoutDelta needs to be applied in parts before/after transforms and
// repaint containers. https://bugs.webkit.org/show_bug.cgi?id=23308
dirtyRect.move(view->layoutDelta());
RenderLayerModelObject* repaintContainer = containerForRepaint();
computeRectForRepaint(repaintContainer, dirtyRect);
repaintUsingContainer(repaintContainer ? repaintContainer : view, pixelSnappedIntRect(dirtyRect));
}
IntRect RenderObject::pixelSnappedAbsoluteClippedOverflowRect() const
{
return pixelSnappedIntRect(absoluteClippedOverflowRect());
}
bool RenderObject::repaintAfterLayoutIfNeeded(const RenderLayerModelObject* repaintContainer, const LayoutRect& oldBounds, const LayoutRect& oldOutlineBox, const LayoutRect* newBoundsPtr, const LayoutRect* newOutlineBoxRectPtr)
{
RenderView* v = view();
if (v->document().printing())
return false; // Don't repaint if we're printing.
// This ASSERT fails due to animations. See https://bugs.webkit.org/show_bug.cgi?id=37048
// ASSERT(!newBoundsPtr || *newBoundsPtr == clippedOverflowRectForRepaint(repaintContainer));
LayoutRect newBounds = newBoundsPtr ? *newBoundsPtr : clippedOverflowRectForRepaint(repaintContainer);
LayoutRect newOutlineBox;
bool fullRepaint = selfNeedsLayout();
// Presumably a background or a border exists if border-fit:lines was specified.
if (!fullRepaint && style()->borderFit() == BorderFitLines)
fullRepaint = true;
if (!fullRepaint && style()->hasBorderRadius()) {
// If a border-radius exists and width/height is smaller than
// radius width/height, we cannot use delta-repaint.
RoundedRect oldRoundedRect = style()->getRoundedBorderFor(oldBounds, v);
RoundedRect newRoundedRect = style()->getRoundedBorderFor(newBounds, v);
fullRepaint = oldRoundedRect.radii() != newRoundedRect.radii();
}
if (!fullRepaint) {
// This ASSERT fails due to animations. See https://bugs.webkit.org/show_bug.cgi?id=37048
// ASSERT(!newOutlineBoxRectPtr || *newOutlineBoxRectPtr == outlineBoundsForRepaint(repaintContainer));
newOutlineBox = newOutlineBoxRectPtr ? *newOutlineBoxRectPtr : outlineBoundsForRepaint(repaintContainer);
if (newOutlineBox.location() != oldOutlineBox.location() || (mustRepaintBackgroundOrBorder() && (newBounds != oldBounds || newOutlineBox != oldOutlineBox)))
fullRepaint = true;
}
if (!repaintContainer)
repaintContainer = v;
if (fullRepaint) {
repaintUsingContainer(repaintContainer, pixelSnappedIntRect(oldBounds));
if (newBounds != oldBounds)
repaintUsingContainer(repaintContainer, pixelSnappedIntRect(newBounds));
return true;
}
if (newBounds == oldBounds && newOutlineBox == oldOutlineBox)
return false;
LayoutUnit deltaLeft = newBounds.x() - oldBounds.x();
if (deltaLeft > 0)
repaintUsingContainer(repaintContainer, pixelSnappedIntRect(oldBounds.x(), oldBounds.y(), deltaLeft, oldBounds.height()));
else if (deltaLeft < 0)
repaintUsingContainer(repaintContainer, pixelSnappedIntRect(newBounds.x(), newBounds.y(), -deltaLeft, newBounds.height()));
LayoutUnit deltaRight = newBounds.maxX() - oldBounds.maxX();
if (deltaRight > 0)
repaintUsingContainer(repaintContainer, pixelSnappedIntRect(oldBounds.maxX(), newBounds.y(), deltaRight, newBounds.height()));
else if (deltaRight < 0)
repaintUsingContainer(repaintContainer, pixelSnappedIntRect(newBounds.maxX(), oldBounds.y(), -deltaRight, oldBounds.height()));
LayoutUnit deltaTop = newBounds.y() - oldBounds.y();
if (deltaTop > 0)
repaintUsingContainer(repaintContainer, pixelSnappedIntRect(oldBounds.x(), oldBounds.y(), oldBounds.width(), deltaTop));
else if (deltaTop < 0)
repaintUsingContainer(repaintContainer, pixelSnappedIntRect(newBounds.x(), newBounds.y(), newBounds.width(), -deltaTop));
LayoutUnit deltaBottom = newBounds.maxY() - oldBounds.maxY();
if (deltaBottom > 0)
repaintUsingContainer(repaintContainer, pixelSnappedIntRect(newBounds.x(), oldBounds.maxY(), newBounds.width(), deltaBottom));
else if (deltaBottom < 0)
repaintUsingContainer(repaintContainer, pixelSnappedIntRect(oldBounds.x(), newBounds.maxY(), oldBounds.width(), -deltaBottom));
if (newOutlineBox == oldOutlineBox)
return false;
// We didn't move, but we did change size. Invalidate the delta, which will consist of possibly
// two rectangles (but typically only one).
RenderStyle* outlineStyle = outlineStyleForRepaint();
LayoutUnit outlineWidth = outlineStyle->outlineSize();
LayoutBoxExtent insetShadowExtent = style()->getBoxShadowInsetExtent();
LayoutUnit width = absoluteValue(newOutlineBox.width() - oldOutlineBox.width());
if (width) {
LayoutUnit shadowLeft;
LayoutUnit shadowRight;
style()->getBoxShadowHorizontalExtent(shadowLeft, shadowRight);
int borderRight = isBox() ? toRenderBox(this)->borderRight() : 0;
LayoutUnit boxWidth = isBox() ? toRenderBox(this)->width() : LayoutUnit();
LayoutUnit minInsetRightShadowExtent = min<LayoutUnit>(-insetShadowExtent.right(), min<LayoutUnit>(newBounds.width(), oldBounds.width()));
LayoutUnit borderWidth = max<LayoutUnit>(borderRight, max<LayoutUnit>(valueForLength(style()->borderTopRightRadius().width(), boxWidth, v), valueForLength(style()->borderBottomRightRadius().width(), boxWidth, v)));
LayoutUnit decorationsWidth = max<LayoutUnit>(-outlineStyle->outlineOffset(), borderWidth + minInsetRightShadowExtent) + max<LayoutUnit>(outlineWidth, shadowRight);
LayoutRect rightRect(newOutlineBox.x() + min(newOutlineBox.width(), oldOutlineBox.width()) - decorationsWidth,
newOutlineBox.y(),
width + decorationsWidth,
max(newOutlineBox.height(), oldOutlineBox.height()));
LayoutUnit right = min<LayoutUnit>(newBounds.maxX(), oldBounds.maxX());
if (rightRect.x() < right) {
rightRect.setWidth(min(rightRect.width(), right - rightRect.x()));
repaintUsingContainer(repaintContainer, pixelSnappedIntRect(rightRect));
}
}
LayoutUnit height = absoluteValue(newOutlineBox.height() - oldOutlineBox.height());
if (height) {
LayoutUnit shadowTop;
LayoutUnit shadowBottom;
style()->getBoxShadowVerticalExtent(shadowTop, shadowBottom);
int borderBottom = isBox() ? toRenderBox(this)->borderBottom() : 0;
LayoutUnit boxHeight = isBox() ? toRenderBox(this)->height() : LayoutUnit();
LayoutUnit minInsetBottomShadowExtent = min<LayoutUnit>(-insetShadowExtent.bottom(), min<LayoutUnit>(newBounds.height(), oldBounds.height()));
LayoutUnit borderHeight = max<LayoutUnit>(borderBottom, max<LayoutUnit>(valueForLength(style()->borderBottomLeftRadius().height(), boxHeight, v), valueForLength(style()->borderBottomRightRadius().height(), boxHeight, v)));
LayoutUnit decorationsHeight = max<LayoutUnit>(-outlineStyle->outlineOffset(), borderHeight + minInsetBottomShadowExtent) + max<LayoutUnit>(outlineWidth, shadowBottom);
LayoutRect bottomRect(newOutlineBox.x(),
min(newOutlineBox.maxY(), oldOutlineBox.maxY()) - decorationsHeight,
max(newOutlineBox.width(), oldOutlineBox.width()),
height + decorationsHeight);
LayoutUnit bottom = min(newBounds.maxY(), oldBounds.maxY());
if (bottomRect.y() < bottom) {
bottomRect.setHeight(min(bottomRect.height(), bottom - bottomRect.y()));
repaintUsingContainer(repaintContainer, pixelSnappedIntRect(bottomRect));
}
}
return false;
}
bool RenderObject::checkForRepaintDuringLayout() const
{
return !document().view()->needsFullRepaint() && !hasLayer() && everHadLayout();
}
LayoutRect RenderObject::rectWithOutlineForRepaint(const RenderLayerModelObject* repaintContainer, LayoutUnit outlineWidth) const
{
LayoutRect r(clippedOverflowRectForRepaint(repaintContainer));
r.inflate(outlineWidth);
return r;
}
LayoutRect RenderObject::clippedOverflowRectForRepaint(const RenderLayerModelObject*) const
{
ASSERT_NOT_REACHED();
return LayoutRect();
}
void RenderObject::computeRectForRepaint(const RenderLayerModelObject* repaintContainer, LayoutRect& rect, bool fixed) const
{
if (repaintContainer == this)
return;
if (RenderObject* o = parent()) {
if (o->isRenderBlockFlow()) {
RenderBlock* cb = toRenderBlock(o);
if (cb->hasColumns())
cb->adjustRectForColumns(rect);
}
if (o->hasOverflowClip()) {
RenderBox* boxParent = toRenderBox(o);
boxParent->applyCachedClipAndScrollOffsetForRepaint(rect);
if (rect.isEmpty())
return;
}
o->computeRectForRepaint(repaintContainer, rect, fixed);
}
}
void RenderObject::computeFloatRectForRepaint(const RenderLayerModelObject*, FloatRect&, bool) const
{
ASSERT_NOT_REACHED();
}
void RenderObject::dirtyLinesFromChangedChild(RenderObject*)
{
}
#ifndef NDEBUG
void RenderObject::showTreeForThis() const
{
if (node())
node()->showTreeForThis();
}
void RenderObject::showRenderTreeForThis() const
{
showRenderTree(this, 0);
}
void RenderObject::showLineTreeForThis() const
{
if (containingBlock())
containingBlock()->showLineTreeAndMark(0, 0, 0, 0, this);
}
void RenderObject::showRenderObject() const
{
showRenderObject(0);
}
void RenderObject::showRenderObject(int printedCharacters) const
{
// As this function is intended to be used when debugging, the
// this pointer may be 0.
if (!this) {
fputs("(null)\n", stderr);
return;
}
printedCharacters += fprintf(stderr, "%s %p", renderName(), this);
if (node()) {
if (printedCharacters)
for (; printedCharacters < showTreeCharacterOffset; printedCharacters++)
fputc(' ', stderr);
fputc('\t', stderr);
node()->showNode();
} else
fputc('\n', stderr);
}
void RenderObject::showRenderTreeAndMark(const RenderObject* markedObject1, const char* markedLabel1, const RenderObject* markedObject2, const char* markedLabel2, int depth) const
{
int printedCharacters = 0;
if (markedObject1 == this && markedLabel1)
printedCharacters += fprintf(stderr, "%s", markedLabel1);
if (markedObject2 == this && markedLabel2)
printedCharacters += fprintf(stderr, "%s", markedLabel2);
for (; printedCharacters < depth * 2; printedCharacters++)
fputc(' ', stderr);
showRenderObject(printedCharacters);
if (!this)
return;
for (const RenderObject* child = firstChild(); child; child = child->nextSibling())
child->showRenderTreeAndMark(markedObject1, markedLabel1, markedObject2, markedLabel2, depth + 1);
}
#endif // NDEBUG
bool RenderObject::isSelectable() const
{
return !isInert() && !(style()->userSelect() == SELECT_NONE && style()->userModify() == READ_ONLY);
}
Color RenderObject::selectionBackgroundColor() const
{
Color backgroundColor;
if (isSelectable()) {
RefPtr<RenderStyle> pseudoStyle = getUncachedPseudoStyle(PseudoStyleRequest(SELECTION));
if (pseudoStyle && resolveColor(pseudoStyle.get(), CSSPropertyBackgroundColor).isValid()) {
backgroundColor = resolveColor(pseudoStyle.get(), CSSPropertyBackgroundColor).blendWithWhite();
} else {
backgroundColor = frame()->selection().isFocusedAndActive() ?
RenderTheme::theme().activeSelectionBackgroundColor() :
RenderTheme::theme().inactiveSelectionBackgroundColor();
}
}
return backgroundColor;
}
Color RenderObject::selectionColor(int colorProperty) const
{
// If the element is unselectable, or we are only painting the selection,
// don't override the foreground color with the selection foreground color.
if (!isSelectable() || (frame()->view()->paintBehavior() & PaintBehaviorSelectionOnly))
return Color::transparent;
Color color;
if (RefPtr<RenderStyle> pseudoStyle = getUncachedPseudoStyle(PseudoStyleRequest(SELECTION))) {
Color selectionColor = resolveColor(pseudoStyle.get(), colorProperty);
color = selectionColor.isValid() ? selectionColor : resolveColor(pseudoStyle.get(), CSSPropertyColor);
} else {
color = frame()->selection().isFocusedAndActive() ?
RenderTheme::theme().activeSelectionForegroundColor() :
RenderTheme::theme().inactiveSelectionForegroundColor();
}
return color;
}
Color RenderObject::selectionForegroundColor() const
{
return selectionColor(CSSPropertyWebkitTextFillColor);
}
Color RenderObject::selectionEmphasisMarkColor() const
{
return selectionColor(CSSPropertyWebkitTextEmphasisColor);
}
void RenderObject::selectionStartEnd(int& spos, int& epos) const
{
view()->selectionStartEnd(spos, epos);
}
void RenderObject::handleDynamicFloatPositionChange()
{
// We have gone from not affecting the inline status of the parent flow to suddenly
// having an impact. See if there is a mismatch between the parent flow's
// childrenInline() state and our state.
setInline(style()->isDisplayInlineType());
if (isInline() != parent()->childrenInline()) {
if (!isInline())
toRenderBoxModelObject(parent())->childBecameNonInline(this);
else {
// An anonymous block must be made to wrap this inline.
RenderBlock* block = toRenderBlock(parent())->createAnonymousBlock();
RenderObjectChildList* childlist = parent()->virtualChildren();
childlist->insertChildNode(parent(), block, this);
block->children()->appendChildNode(block, childlist->removeChildNode(parent(), this));
}
}
}
void RenderObject::setAnimatableStyle(PassRefPtr<RenderStyle> style)
{
if (!isText() && style && !RuntimeEnabledFeatures::webAnimationsCSSEnabled()) {
setStyle(animation().updateAnimations(this, style.get()));
return;
}
setStyle(style);
}
StyleDifference RenderObject::adjustStyleDifference(StyleDifference diff, unsigned contextSensitiveProperties) const
{
// If transform changed, and the layer does not paint into its own separate backing, then we need to do a layout.
// FIXME: The comment above is what the code does, but it is technically not following spec. This means we will
// not to layout for 3d transforms, but we should be invoking a simplified relayout. Is it possible we are avoiding
// doing this for some performance reason at this time?
if (contextSensitiveProperties & ContextSensitivePropertyTransform) {
// Text nodes share style with their parents but transforms don't apply to them,
// hence the !isText() check.
// FIXME: when transforms are taken into account for overflow, we will need to do a layout.
if (!isText() && (!hasLayer() || toRenderLayerModelObject(this)->layer()->compositingState() != PaintsIntoOwnBacking)) {
// We need to set at least SimplifiedLayout, but if PositionedMovementOnly is already set
// then we actually need SimplifiedLayoutAndPositionedMovement.
if (!hasLayer())
diff = StyleDifferenceLayout; // FIXME: Do this for now since SimplifiedLayout cannot handle updating floating objects lists.
else if (diff < StyleDifferenceLayoutPositionedMovementOnly)
diff = StyleDifferenceSimplifiedLayout;
else if (diff < StyleDifferenceSimplifiedLayout)
diff = StyleDifferenceSimplifiedLayoutAndPositionedMovement;
} else if (diff < StyleDifferenceRecompositeLayer)
diff = StyleDifferenceRecompositeLayer;
}
// If opacity or filters changed, and the layer does not paint into its own separate backing, then we need to repaint (also
// ignoring text nodes)
if (contextSensitiveProperties & ContextSensitivePropertyOpacity) {
if (!isText() && (!hasLayer() || toRenderLayerModelObject(this)->layer()->compositingState() != PaintsIntoOwnBacking))
diff = StyleDifferenceRepaintLayer;
else if (diff < StyleDifferenceRecompositeLayer)
diff = StyleDifferenceRecompositeLayer;
}
if ((contextSensitiveProperties & ContextSensitivePropertyFilter) && hasLayer()) {
RenderLayer* layer = toRenderLayerModelObject(this)->layer();
if (layer->compositingState() != PaintsIntoOwnBacking || layer->paintsWithFilters())
diff = StyleDifferenceRepaintLayer;
else if (diff < StyleDifferenceRecompositeLayer)
diff = StyleDifferenceRecompositeLayer;
}
// The answer to requiresLayer() for plugins, iframes, and canvas can change without the actual
// style changing, since it depends on whether we decide to composite these elements. When the
// layer status of one of these elements changes, we need to force a layout.
if (diff == StyleDifferenceEqual && style() && isLayerModelObject()) {
if (hasLayer() != toRenderLayerModelObject(this)->requiresLayer())
diff = StyleDifferenceLayout;
}
// If we have no layer(), just treat a RepaintLayer hint as a normal Repaint.
if (diff == StyleDifferenceRepaintLayer && !hasLayer())
diff = StyleDifferenceRepaint;
return diff;
}
void RenderObject::setPseudoStyle(PassRefPtr<RenderStyle> pseudoStyle)
{
ASSERT(pseudoStyle->styleType() == BEFORE || pseudoStyle->styleType() == AFTER);
// FIXME: We should consider just making all pseudo items use an inherited style.
// Images are special and must inherit the pseudoStyle so the width and height of
// the pseudo element doesn't change the size of the image. In all other cases we
// can just share the style.
//
// Quotes are also RenderInline, so we need to create an inherited style to avoid
// getting an inline with positioning or an invalid display.
//
if (isImage() || isQuote()) {
RefPtr<RenderStyle> style = RenderStyle::create();
style->inheritFrom(pseudoStyle.get());
setStyle(style.release());
return;
}
setStyle(pseudoStyle);
}
inline bool RenderObject::hasImmediateNonWhitespaceTextChildOrPropertiesDependentOnColor() const
{
for (const RenderObject* r = firstChild(); r; r = r->nextSibling()) {
if (r->isText() && !toRenderText(r)->isAllCollapsibleWhitespace())
return true;
if (r->style()->hasOutline() || r->style()->hasBorder())
return true;
}
return false;
}
inline bool RenderObject::shouldRepaintForStyleDifference(StyleDifference diff) const
{
return diff == StyleDifferenceRepaint || (diff == StyleDifferenceRepaintIfTextOrColorChange && hasImmediateNonWhitespaceTextChildOrPropertiesDependentOnColor());
}
void RenderObject::setStyle(PassRefPtr<RenderStyle> style)
{
if (m_style == style) {
// We need to run through adjustStyleDifference() for iframes, plugins, and canvas so
// style sharing is disabled for them. That should ensure that we never hit this code path.
ASSERT(!isRenderIFrame() && !isEmbeddedObject() && !isCanvas());
return;
}
StyleDifference diff = StyleDifferenceEqual;
unsigned contextSensitiveProperties = ContextSensitivePropertyNone;
if (m_style)
diff = m_style->diff(style.get(), contextSensitiveProperties);
diff = adjustStyleDifference(diff, contextSensitiveProperties);
styleWillChange(diff, style.get());
RefPtr<RenderStyle> oldStyle = m_style.release();
setStyleInternal(style);
updateFillImages(oldStyle ? oldStyle->backgroundLayers() : 0, m_style ? m_style->backgroundLayers() : 0);
updateFillImages(oldStyle ? oldStyle->maskLayers() : 0, m_style ? m_style->maskLayers() : 0);
updateImage(oldStyle ? oldStyle->borderImage().image() : 0, m_style ? m_style->borderImage().image() : 0);
updateImage(oldStyle ? oldStyle->maskBoxImage().image() : 0, m_style ? m_style->maskBoxImage().image() : 0);
updateShapeImage(oldStyle ? oldStyle->shapeInside() : 0, m_style ? m_style->shapeInside() : 0);
updateShapeImage(oldStyle ? oldStyle->shapeOutside() : 0, m_style ? m_style->shapeOutside() : 0);
// We need to ensure that view->maximalOutlineSize() is valid for any repaints that happen
// during styleDidChange (it's used by clippedOverflowRectForRepaint()).
// FIXME: Do this more cleanly. http://crbug.com/273904
if (m_style->outlineWidth() > 0 && m_style->outlineSize() > view()->maximalOutlineSize())
view()->setMaximalOutlineSize(m_style->outlineSize());
bool doesNotNeedLayout = !m_parent || isText();
styleDidChange(diff, oldStyle.get());
// FIXME: |this| might be destroyed here. This can currently happen for a RenderTextFragment when
// its first-letter block gets an update in RenderTextFragment::styleDidChange. For RenderTextFragment(s),
// we will safely bail out with the doesNotNeedLayout flag. We might want to broaden this condition
// in the future as we move renderer changes out of layout and into style changes.
if (doesNotNeedLayout)
return;
// Now that the layer (if any) has been updated, we need to adjust the diff again,
// check whether we should layout now, and decide if we need to repaint.
StyleDifference updatedDiff = adjustStyleDifference(diff, contextSensitiveProperties);
if (diff <= StyleDifferenceLayoutPositionedMovementOnly) {
if (updatedDiff == StyleDifferenceLayout)
setNeedsLayoutAndPrefWidthsRecalc();
else if (updatedDiff == StyleDifferenceLayoutPositionedMovementOnly)
setNeedsPositionedMovementLayout();
else if (updatedDiff == StyleDifferenceSimplifiedLayoutAndPositionedMovement) {
setNeedsPositionedMovementLayout();
setNeedsSimplifiedNormalFlowLayout();
} else if (updatedDiff == StyleDifferenceSimplifiedLayout)
setNeedsSimplifiedNormalFlowLayout();
}
if (updatedDiff == StyleDifferenceRepaintLayer || shouldRepaintForStyleDifference(updatedDiff)) {
// Do a repaint with the new style now, e.g., for example if we go from
// not having an outline to having an outline.
repaint();
}
}
static inline bool rendererHasBackground(const RenderObject* renderer)
{
return renderer && renderer->hasBackground();
}
void RenderObject::styleWillChange(StyleDifference diff, const RenderStyle* newStyle)
{
if (m_style) {
// If our z-index changes value or our visibility changes,
// we need to dirty our stacking context's z-order list.
if (newStyle) {
bool visibilityChanged = m_style->visibility() != newStyle->visibility()
|| m_style->zIndex() != newStyle->zIndex()
|| m_style->hasAutoZIndex() != newStyle->hasAutoZIndex();
if (visibilityChanged) {
document().setAnnotatedRegionsDirty(true);
if (AXObjectCache* cache = document().existingAXObjectCache())
cache->childrenChanged(parent());
}
// Keep layer hierarchy visibility bits up to date if visibility changes.
if (m_style->visibility() != newStyle->visibility()) {
if (RenderLayer* l = enclosingLayer()) {
if (newStyle->visibility() == VISIBLE)
l->setHasVisibleContent();
else if (l->hasVisibleContent() && (this == l->renderer() || l->renderer()->style()->visibility() != VISIBLE)) {
l->dirtyVisibleContentStatus();
if (diff > StyleDifferenceRepaintLayer)
repaint();
}
}
}
}
if (m_parent && (newStyle->outlineSize() < m_style->outlineSize() || shouldRepaintForStyleDifference(diff)))
repaint();
if (isFloating() && (m_style->floating() != newStyle->floating()))
// For changes in float styles, we need to conceivably remove ourselves
// from the floating objects list.
toRenderBox(this)->removeFloatingOrPositionedChildFromBlockLists();
else if (isOutOfFlowPositioned() && (m_style->position() != newStyle->position()))
// For changes in positioning styles, we need to conceivably remove ourselves
// from the positioned objects list.
toRenderBox(this)->removeFloatingOrPositionedChildFromBlockLists();
s_affectsParentBlock = isFloatingOrOutOfFlowPositioned()
&& (!newStyle->isFloating() && !newStyle->hasOutOfFlowPosition())
&& parent() && (parent()->isRenderBlockFlow() || parent()->isRenderInline());
// reset style flags
if (diff == StyleDifferenceLayout || diff == StyleDifferenceLayoutPositionedMovementOnly) {
setFloating(false);
clearPositionedState();
}
setHorizontalWritingMode(true);
setHasBoxDecorations(false);
setHasOverflowClip(false);
setHasTransform(false);
setHasReflection(false);
} else
s_affectsParentBlock = false;
if (view()->frameView()) {
bool shouldBlitOnFixedBackgroundImage = false;
#if ENABLE(FAST_MOBILE_SCROLLING)
// On low-powered/mobile devices, preventing blitting on a scroll can cause noticeable delays
// when scrolling a page with a fixed background image. As an optimization, assuming there are
// no fixed positoned elements on the page, we can acclerate scrolling (via blitting) if we
// ignore the CSS property "background-attachment: fixed".
shouldBlitOnFixedBackgroundImage = true;
#endif
bool newStyleSlowScroll = newStyle && !shouldBlitOnFixedBackgroundImage && newStyle->hasFixedBackgroundImage();
bool oldStyleSlowScroll = m_style && !shouldBlitOnFixedBackgroundImage && m_style->hasFixedBackgroundImage();
bool drawsRootBackground = isRoot() || (isBody() && !rendererHasBackground(document().documentElement()->renderer()));
if (drawsRootBackground && !shouldBlitOnFixedBackgroundImage) {
if (view()->compositor()->supportsFixedRootBackgroundCompositing()) {
if (newStyleSlowScroll && newStyle->hasEntirelyFixedBackground())
newStyleSlowScroll = false;
if (oldStyleSlowScroll && m_style->hasEntirelyFixedBackground())
oldStyleSlowScroll = false;
}
}
if (oldStyleSlowScroll != newStyleSlowScroll) {
if (oldStyleSlowScroll)
view()->frameView()->removeSlowRepaintObject();
if (newStyleSlowScroll)
view()->frameView()->addSlowRepaintObject();
}
}
}
static bool areNonIdenticalCursorListsEqual(const RenderStyle* a, const RenderStyle* b)
{
ASSERT(a->cursors() != b->cursors());
return a->cursors() && b->cursors() && *a->cursors() == *b->cursors();
}
static inline bool areCursorsEqual(const RenderStyle* a, const RenderStyle* b)
{
return a->cursor() == b->cursor() && (a->cursors() == b->cursors() || areNonIdenticalCursorListsEqual(a, b));
}
void RenderObject::styleDidChange(StyleDifference diff, const RenderStyle* oldStyle)
{
if (s_affectsParentBlock)
handleDynamicFloatPositionChange();
if (!m_parent)
return;
if (diff == StyleDifferenceLayout || diff == StyleDifferenceSimplifiedLayout) {
RenderCounter::rendererStyleChanged(this, oldStyle, m_style.get());
// If the object already needs layout, then setNeedsLayout won't do
// any work. But if the containing block has changed, then we may need
// to mark the new containing blocks for layout. The change that can
// directly affect the containing block of this object is a change to
// the position style.
if (needsLayout() && oldStyle->position() != m_style->position())
markContainingBlocksForLayout();
if (diff == StyleDifferenceLayout)
setNeedsLayoutAndPrefWidthsRecalc();
else
setNeedsSimplifiedNormalFlowLayout();
} else if (diff == StyleDifferenceSimplifiedLayoutAndPositionedMovement) {
setNeedsPositionedMovementLayout();
setNeedsSimplifiedNormalFlowLayout();
} else if (diff == StyleDifferenceLayoutPositionedMovementOnly)
setNeedsPositionedMovementLayout();
// Don't check for repaint here; we need to wait until the layer has been
// updated by subclasses before we know if we have to repaint (in setStyle()).
if (oldStyle && !areCursorsEqual(oldStyle, style())) {
if (Frame* frame = this->frame())
frame->eventHandler().scheduleCursorUpdate();
}
}
void RenderObject::propagateStyleToAnonymousChildren(bool blockChildrenOnly)
{
// FIXME: We could save this call when the change only affected non-inherited properties.
for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
if (!child->isAnonymous() || child->style()->styleType() != NOPSEUDO)
continue;
if (blockChildrenOnly && !child->isRenderBlock())
continue;
if (child->isRenderFullScreen() || child->isRenderFullScreenPlaceholder())
continue;
RefPtr<RenderStyle> newStyle = RenderStyle::createAnonymousStyleWithDisplay(style(), child->style()->display());
if (style()->specifiesColumns()) {
if (child->style()->specifiesColumns())
newStyle->inheritColumnPropertiesFrom(style());
if (child->style()->columnSpan())
newStyle->setColumnSpan(ColumnSpanAll);
}
// Preserve the position style of anonymous block continuations as they can have relative or sticky position when
// they contain block descendants of relative or sticky positioned inlines.
if (child->isInFlowPositioned() && toRenderBlock(child)->isAnonymousBlockContinuation())
newStyle->setPosition(child->style()->position());
child->setStyle(newStyle.release());
}
}
void RenderObject::updateFillImages(const FillLayer* oldLayers, const FillLayer* newLayers)
{
// Optimize the common case
if (oldLayers && !oldLayers->next() && newLayers && !newLayers->next() && (oldLayers->image() == newLayers->image()))
return;
// Go through the new layers and addClients first, to avoid removing all clients of an image.
for (const FillLayer* currNew = newLayers; currNew; currNew = currNew->next()) {
if (currNew->image())
currNew->image()->addClient(this);
}
for (const FillLayer* currOld = oldLayers; currOld; currOld = currOld->next()) {
if (currOld->image())
currOld->image()->removeClient(this);
}
}
void RenderObject::updateImage(StyleImage* oldImage, StyleImage* newImage)
{
if (oldImage != newImage) {
if (oldImage)
oldImage->removeClient(this);
if (newImage)
newImage->addClient(this);
}
}
void RenderObject::updateShapeImage(const ShapeValue* oldShapeValue, const ShapeValue* newShapeValue)
{
if (oldShapeValue || newShapeValue)
updateImage(oldShapeValue ? oldShapeValue->image() : 0, newShapeValue ? newShapeValue->image() : 0);
}
LayoutRect RenderObject::viewRect() const
{
return view()->viewRect();
}
FloatPoint RenderObject::localToAbsolute(const FloatPoint& localPoint, MapCoordinatesFlags mode) const
{
TransformState transformState(TransformState::ApplyTransformDirection, localPoint);
mapLocalToContainer(0, transformState, mode | ApplyContainerFlip);
transformState.flatten();
return transformState.lastPlanarPoint();
}
FloatPoint RenderObject::absoluteToLocal(const FloatPoint& containerPoint, MapCoordinatesFlags mode) const
{
TransformState transformState(TransformState::UnapplyInverseTransformDirection, containerPoint);
mapAbsoluteToLocalPoint(mode, transformState);
transformState.flatten();
return transformState.lastPlanarPoint();
}
FloatQuad RenderObject::absoluteToLocalQuad(const FloatQuad& quad, MapCoordinatesFlags mode) const
{
TransformState transformState(TransformState::UnapplyInverseTransformDirection, quad.boundingBox().center(), quad);
mapAbsoluteToLocalPoint(mode, transformState);
transformState.flatten();
return transformState.lastPlanarQuad();
}
void RenderObject::mapLocalToContainer(const RenderLayerModelObject* repaintContainer, TransformState& transformState, MapCoordinatesFlags mode, bool* wasFixed) const
{
if (repaintContainer == this)
return;
RenderObject* o = parent();
if (!o)
return;
// FIXME: this should call offsetFromContainer to share code, but I'm not sure it's ever called.
LayoutPoint centerPoint = roundedLayoutPoint(transformState.mappedPoint());
if (mode & ApplyContainerFlip && o->isBox()) {
if (o->style()->isFlippedBlocksWritingMode())
transformState.move(toRenderBox(o)->flipForWritingModeIncludingColumns(roundedLayoutPoint(transformState.mappedPoint())) - centerPoint);
mode &= ~ApplyContainerFlip;
}
LayoutSize columnOffset;
o->adjustForColumns(columnOffset, roundedLayoutPoint(transformState.mappedPoint()));
if (!columnOffset.isZero())
transformState.move(columnOffset);
if (o->hasOverflowClip())
transformState.move(-toRenderBox(o)->scrolledContentOffset());
o->mapLocalToContainer(repaintContainer, transformState, mode, wasFixed);
}
const RenderObject* RenderObject::pushMappingToContainer(const RenderLayerModelObject* ancestorToStopAt, RenderGeometryMap& geometryMap) const
{
ASSERT_UNUSED(ancestorToStopAt, ancestorToStopAt != this);
RenderObject* container = parent();
if (!container)
return 0;
// FIXME: this should call offsetFromContainer to share code, but I'm not sure it's ever called.
LayoutSize offset;
if (container->hasOverflowClip())
offset = -toRenderBox(container)->scrolledContentOffset();
geometryMap.push(this, offset, hasColumns());
return container;
}
void RenderObject::mapAbsoluteToLocalPoint(MapCoordinatesFlags mode, TransformState& transformState) const
{
RenderObject* o = parent();
if (o) {
o->mapAbsoluteToLocalPoint(mode, transformState);
if (o->hasOverflowClip())
transformState.move(toRenderBox(o)->scrolledContentOffset());
}
}
bool RenderObject::shouldUseTransformFromContainer(const RenderObject* containerObject) const
{
// hasTransform() indicates whether the object has transform, transform-style or perspective. We just care about transform,
// so check the layer's transform directly.
return (hasLayer() && toRenderLayerModelObject(this)->layer()->transform()) || (containerObject && containerObject->style()->hasPerspective());
}
void RenderObject::getTransformFromContainer(const RenderObject* containerObject, const LayoutSize& offsetInContainer, TransformationMatrix& transform) const
{
transform.makeIdentity();
transform.translate(offsetInContainer.width(), offsetInContainer.height());
RenderLayer* layer;
if (hasLayer() && (layer = toRenderLayerModelObject(this)->layer()) && layer->transform())
transform.multiply(layer->currentTransform());
if (containerObject && containerObject->hasLayer() && containerObject->style()->hasPerspective()) {
// Perpsective on the container affects us, so we have to factor it in here.
ASSERT(containerObject->hasLayer());
FloatPoint perspectiveOrigin = toRenderLayerModelObject(containerObject)->layer()->perspectiveOrigin();
TransformationMatrix perspectiveMatrix;
perspectiveMatrix.applyPerspective(containerObject->style()->perspective());
transform.translateRight3d(-perspectiveOrigin.x(), -perspectiveOrigin.y(), 0);
transform = perspectiveMatrix * transform;
transform.translateRight3d(perspectiveOrigin.x(), perspectiveOrigin.y(), 0);
}
}
FloatQuad RenderObject::localToContainerQuad(const FloatQuad& localQuad, const RenderLayerModelObject* repaintContainer, MapCoordinatesFlags mode, bool* wasFixed) const
{
// Track the point at the center of the quad's bounding box. As mapLocalToContainer() calls offsetFromContainer(),
// it will use that point as the reference point to decide which column's transform to apply in multiple-column blocks.
TransformState transformState(TransformState::ApplyTransformDirection, localQuad.boundingBox().center(), localQuad);
mapLocalToContainer(repaintContainer, transformState, mode | ApplyContainerFlip | UseTransforms, wasFixed);
transformState.flatten();
return transformState.lastPlanarQuad();
}
FloatPoint RenderObject::localToContainerPoint(const FloatPoint& localPoint, const RenderLayerModelObject* repaintContainer, MapCoordinatesFlags mode, bool* wasFixed) const
{
TransformState transformState(TransformState::ApplyTransformDirection, localPoint);
mapLocalToContainer(repaintContainer, transformState, mode | ApplyContainerFlip | UseTransforms, wasFixed);
transformState.flatten();
return transformState.lastPlanarPoint();
}
LayoutSize RenderObject::offsetFromContainer(RenderObject* o, const LayoutPoint& point, bool* offsetDependsOnPoint) const
{
ASSERT(o == container());
LayoutSize offset;
o->adjustForColumns(offset, point);
if (o->hasOverflowClip())
offset -= toRenderBox(o)->scrolledContentOffset();
if (offsetDependsOnPoint)
*offsetDependsOnPoint = hasColumns() || o->isRenderFlowThread();
return offset;
}
LayoutSize RenderObject::offsetFromAncestorContainer(RenderObject* container) const
{
LayoutSize offset;
LayoutPoint referencePoint;
const RenderObject* currContainer = this;
do {
RenderObject* nextContainer = currContainer->container();
ASSERT(nextContainer); // This means we reached the top without finding container.
if (!nextContainer)
break;
ASSERT(!currContainer->hasTransform());
LayoutSize currentOffset = currContainer->offsetFromContainer(nextContainer, referencePoint);
offset += currentOffset;
referencePoint.move(currentOffset);
currContainer = nextContainer;
} while (currContainer != container);
return offset;
}
LayoutRect RenderObject::localCaretRect(InlineBox*, int, LayoutUnit* extraWidthToEndOfLine)
{
if (extraWidthToEndOfLine)
*extraWidthToEndOfLine = 0;
return LayoutRect();
}
void RenderObject::computeLayerHitTestRects(LayerHitTestRects& layerRects) const
{
// Figure out what layer our container is in. Any offset (or new layer) for this
// renderer within it's container will be applied in addLayerHitTestRects.
LayoutPoint layerOffset;
const RenderLayer* currentLayer = 0;
if (!hasLayer()) {
RenderObject* container = this->container();
if (container) {
currentLayer = container->enclosingLayer();
if (currentLayer && currentLayer->renderer() != container) {
layerOffset.move(container->offsetFromAncestorContainer(currentLayer->renderer()));
// If the layer itself is scrolled, we have to undo the subtraction of its scroll
// offset since we want the offset relative to the scrolling content, not the
// element itself.
if (currentLayer->renderer()->hasOverflowClip())
layerOffset.move(currentLayer->renderBox()->scrolledContentOffset());
}
} else {
currentLayer = enclosingLayer();
}
if (!currentLayer)
return;
}
this->addLayerHitTestRects(layerRects, currentLayer, layerOffset, LayoutRect());
}
void RenderObject::addLayerHitTestRects(LayerHitTestRects& layerRects, const RenderLayer* currentLayer, const LayoutPoint& layerOffset, const LayoutRect& containerRect) const
{
ASSERT(currentLayer);
ASSERT(currentLayer == this->enclosingLayer());
// Compute the rects for this renderer only and add them to the results.
// Note that we could avoid passing the offset and instead adjust each result, but this
// seems slightly simpler.
Vector<LayoutRect> ownRects;
LayoutRect newContainerRect;
computeSelfHitTestRects(ownRects, layerOffset);
// When we get to have a lot of rects on a layer, the performance cost of tracking those
// rects outweighs the benefit of doing compositor thread hit testing.
// FIXME: This limit needs to be low due to the O(n^2) algorithm in
// WebLayer::setTouchEventHandlerRegion - crbug.com/300282.
const size_t maxRectsPerLayer = 100;
LayerHitTestRects::iterator iter = layerRects.find(currentLayer);
if (iter == layerRects.end())
iter = layerRects.add(currentLayer, Vector<LayoutRect>()).iterator;
for (size_t i = 0; i < ownRects.size(); i++) {
if (!containerRect.contains(ownRects[i])) {
iter->value.append(ownRects[i]);
if (iter->value.size() > maxRectsPerLayer) {
// Just mark the entire layer instead, and switch to walking the layer
// tree instead of the render tree.
layerRects.remove(currentLayer);
currentLayer->addLayerHitTestRects(layerRects);
return;
}
if (newContainerRect.isEmpty())
newContainerRect = ownRects[i];
}
}
if (newContainerRect.isEmpty())
newContainerRect = containerRect;
// If it's possible for children to have rects outside our bounds, then we need to descend into
// the children and compute them.
// Ideally there would be other cases where we could detect that children couldn't have rects
// outside our bounds and prune the tree walk.
// Note that we don't use Region here because Union is O(N) - better to just keep a list of
// partially redundant rectangles. If we find examples where this is expensive, then we could
// rewrite Region to be more efficient. See https://bugs.webkit.org/show_bug.cgi?id=100814.
if (!isRenderView()) {
for (RenderObject* curr = firstChild(); curr; curr = curr->nextSibling()) {
curr->addLayerHitTestRects(layerRects, currentLayer, layerOffset, newContainerRect);
}
}
}
bool RenderObject::isRooted(RenderView** view) const
{
const RenderObject* o = this;
while (o->parent())
o = o->parent();
if (!o->isRenderView())
return false;
if (view)
*view = const_cast<RenderView*>(toRenderView(o));
return true;
}
RenderObject* RenderObject::rendererForRootBackground()
{
ASSERT(isRoot());
if (!hasBackground() && node() && isHTMLHtmlElement(node())) {
// Locate the <body> element using the DOM. This is easier than trying
// to crawl around a render tree with potential :before/:after content and
// anonymous blocks created by inline <body> tags etc. We can locate the <body>
// render object very easily via the DOM.
HTMLElement* body = document().body();
RenderObject* bodyObject = (body && body->hasLocalName(bodyTag)) ? body->renderer() : 0;
if (bodyObject)
return bodyObject;
}
return this;
}
RespectImageOrientationEnum RenderObject::shouldRespectImageOrientation() const
{
// Respect the image's orientation if it's being used as a full-page image or it's
// an <img> and the setting to respect it everywhere is set.
return document().isImageDocument()
|| (document().settings() && document().settings()->shouldRespectImageOrientation() && node() && node()->hasTagName(HTMLNames::imgTag)) ? RespectImageOrientation : DoNotRespectImageOrientation;
}
bool RenderObject::hasOutlineAnnotation()