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tdelibs/tdehtml/rendering/render_layer.cpp

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60 KiB

/*
* Copyright (C) 2003 Apple Computer, Inc.
* (C) 2006 Germain Garand <germain@ebooksfrance.org>
* (C) 2006 Allan Sandfeld Jense <kde@carewolf.com>
*
* Portions are Copyright (C) 1998 Netscape Communications Corporation.
*
* Other contributors:
* Robert O'Callahan <roc+@cs.cmu.edu>
* David Baron <dbaron@fas.harvard.edu>
* Christian Biesinger <cbiesinger@web.de>
* Randall Jesup <rjesup@wgate.com>
* Roland Mainz <roland.mainz@informatik.med.uni-giessen.de>
* Josh Soref <timeless@mac.com>
* Boris Zbarsky <bzbarsky@mit.edu>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Alternatively, the contents of this file may be used under the terms
* of either the Mozilla Public License Version 1.1, found at
* http://www.mozilla.org/MPL/ (the "MPL") or the GNU General Public
* License Version 2.0, found at http://www.fsf.org/copyleft/gpl.html
* (the "GPL"), in which case the provisions of the MPL or the GPL are
* applicable instead of those above. If you wish to allow use of your
* version of this file only under the terms of one of those two
* licenses (the MPL or the GPL) and not to allow others to use your
* version of this file under the LGPL, indicate your decision by
* deletingthe provisions above and replace them with the notice and
* other provisions required by the MPL or the GPL, as the case may be.
* If you do not delete the provisions above, a recipient may use your
* version of this file under any of the LGPL, the MPL or the GPL.
*/
//#define BOX_DEBUG
#include "render_layer.h"
#include <kdebug.h>
#include <assert.h>
#include "tdehtmlview.h"
#include "render_canvas.h"
#include "render_arena.h"
#include "render_replaced.h"
#include "xml/dom_docimpl.h"
#include "xml/dom2_eventsimpl.h"
#include "misc/htmltags.h"
#include "html/html_blockimpl.h"
#include "xml/dom_restyler.h"
#include <tqscrollbar.h>
#include <tqptrvector.h>
#include <tqstyle.h>
using namespace DOM;
using namespace tdehtml;
#ifdef APPLE_CHANGES
TQScrollBar* RenderLayer::gScrollBar = 0;
#endif
#ifndef NDEBUG
static bool inRenderLayerDetach;
#endif
void
RenderScrollMediator::slotValueChanged()
{
m_layer->updateScrollPositionFromScrollbars();
}
RenderLayer::RenderLayer(RenderObject* object)
: m_object( object ),
m_parent( 0 ),
m_previous( 0 ),
m_next( 0 ),
m_first( 0 ),
m_last( 0 ),
m_x( 0 ),
m_y( 0 ),
m_scrollX( 0 ),
m_scrollY( 0 ),
m_scrollWidth( 0 ),
m_scrollHeight( 0 ),
m_hBar( 0 ),
m_vBar( 0 ),
m_scrollMediator( 0 ),
m_posZOrderList( 0 ),
m_negZOrderList( 0 ),
m_overflowList(0),
m_zOrderListsDirty( true ),
m_overflowListDirty(true),
m_isOverflowOnly( shouldBeOverflowOnly() ),
m_markedForRepaint( false ),
m_hasOverlaidWidgets( false ),
m_marquee( 0 )
{
}
RenderLayer::~RenderLayer()
{
// Child layers will be deleted by their corresponding render objects, so
// our destructor doesn't have to do anything.
delete m_hBar;
delete m_vBar;
delete m_scrollMediator;
delete m_posZOrderList;
delete m_negZOrderList;
delete m_overflowList;
delete m_marquee;
}
void RenderLayer::updateLayerPosition()
{
// The canvas is sized to the docWidth/Height over in RenderCanvas::layout, so we
// don't need to ever update our layer position here.
if (renderer()->isCanvas())
return;
int x = m_object->xPos();
int y = m_object->yPos() - m_object->borderTopExtra();
if (!m_object->isPositioned()) {
// We must adjust our position by walking up the render tree looking for the
// nearest enclosing object with a layer.
RenderObject* curr = m_object->parent();
while (curr && !curr->layer()) {
x += curr->xPos();
y += curr->yPos();
curr = curr->parent();
}
if (curr)
y += curr->borderTopExtra();
}
if (m_object->isRelPositioned())
static_cast<RenderBox*>(m_object)->relativePositionOffset(x, y);
// Subtract our parent's scroll offset.
if (m_object->isPositioned() && enclosingPositionedAncestor()) {
RenderLayer* positionedParent = enclosingPositionedAncestor();
// For positioned layers, we subtract out the enclosing positioned layer's scroll offset.
positionedParent->subtractScrollOffset(x, y);
positionedParent->checkInlineRelOffset(m_object, x, y);
}
else if (parent())
parent()->subtractScrollOffset(x, y);
setPos(x,y);
}
TQRegion RenderLayer::paintedRegion(RenderLayer* rootLayer)
{
updateZOrderLists();
TQRegion r;
if (m_negZOrderList) {
uint count = m_negZOrderList->count();
for (uint i = 0; i < count; i++) {
RenderLayer* child = m_negZOrderList->at(i);
r += child->paintedRegion(rootLayer);
}
}
const RenderStyle *s= renderer()->style();
if (s->visibility() == VISIBLE) {
int x = 0; int y = 0;
convertToLayerCoords(rootLayer,x,y);
TQRect cr(x,y,width(),height());
if ( s->backgroundImage() || s->backgroundColor().isValid() || s->hasBorder() ||
renderer()->scrollsOverflow() || renderer()->isReplaced() ) {
r += cr;
} else {
r += renderer()->visibleFlowRegion(x, y);
}
}
if (m_posZOrderList) {
uint count = m_posZOrderList->count();
for (uint i = 0; i < count; i++) {
RenderLayer* child = m_posZOrderList->at(i);
r += child->paintedRegion(rootLayer);
}
}
return r;
}
void RenderLayer::repaint( Priority p, bool markForRepaint )
{
if (markForRepaint && m_markedForRepaint)
return;
for (RenderLayer* child = firstChild(); child; child = child->nextSibling())
child->repaint( p, markForRepaint );
TQRect layerBounds, damageRect, fgrect;
calculateRects(renderer()->canvas()->layer(), renderer()->viewRect(), layerBounds, damageRect, fgrect);
m_visibleRect = damageRect.intersect( layerBounds );
if (m_visibleRect.isValid())
renderer()->canvas()->repaintViewRectangle( m_visibleRect.x(), m_visibleRect.y(), m_visibleRect.width(), m_visibleRect.height(), (p > NormalPriority) );
if (markForRepaint)
m_markedForRepaint = true;
}
void RenderLayer::updateLayerPositions(RenderLayer* rootLayer, bool doFullRepaint, bool checkForRepaint)
{
if (doFullRepaint) {
m_object->repaint();
checkForRepaint = doFullRepaint = false;
}
updateLayerPosition(); // For relpositioned layers or non-positioned layers,
// we need to keep in sync, since we may have shifted relative
// to our parent layer.
if (m_hBar || m_vBar) {
// Need to position the scrollbars.
int x = 0;
int y = 0;
convertToLayerCoords(rootLayer, x, y);
TQRect layerBounds = TQRect(x,y,width(),height());
positionScrollbars(layerBounds);
}
#ifdef APPLE_CHANGES
// FIXME: Child object could override visibility.
if (checkForRepaint && (m_object->style()->visibility() == VISIBLE))
m_object->repaintAfterLayoutIfNeeded(m_repaintRect, m_fullRepaintRect);
#else
if (checkForRepaint && m_markedForRepaint) {
TQRect layerBounds, damageRect, fgrect;
calculateRects(rootLayer, renderer()->viewRect(), layerBounds, damageRect, fgrect);
TQRect vr = damageRect.intersect( layerBounds );
if (vr != m_visibleRect && vr.isValid()) {
renderer()->canvas()->repaintViewRectangle( vr.x(), vr.y(), vr.width(), vr.height() );
m_visibleRect = vr;
}
}
m_markedForRepaint = false;
#endif
for (RenderLayer* child = firstChild(); child; child = child->nextSibling())
child->updateLayerPositions(rootLayer, doFullRepaint, checkForRepaint);
// With all our children positioned, now update our marquee if we need to.
if (m_marquee)
m_marquee->updateMarqueePosition();
}
void RenderLayer::updateWidgetMasks(RenderLayer* rootLayer)
{
if (hasOverlaidWidgets() && !renderer()->canvas()->pagedMode()) {
updateZOrderLists();
uint count = m_posZOrderList ? m_posZOrderList->count() : 0;
bool needUpdate = (count || !m_region.isNull());
if (count) {
TQScrollView* sv = m_object->document()->view();
m_region = TQRect(0,0,sv->contentsWidth(),sv->contentsHeight());
for (uint i = 0; i < count; i++) {
RenderLayer* child = m_posZOrderList->at(i);
if (child->zIndex() == 0 && child->renderer()->style()->position() == STATIC)
continue; // we don't know the widget's exact stacking position within flow
m_region -= child->paintedRegion(rootLayer);
}
} else {
m_region = TQRegion();
}
if (needUpdate)
renderer()->updateWidgetMasks();
}
for (RenderLayer* child = firstChild(); child; child = child->nextSibling())
child->updateWidgetMasks(rootLayer);
}
short RenderLayer::width() const
{
int w = m_object->width();
if (!m_object->hasOverflowClip())
w = kMax(m_object->overflowWidth(), w);
return w;
}
int RenderLayer::height() const
{
int h = m_object->height() + m_object->borderTopExtra() + m_object->borderBottomExtra();
if (!m_object->hasOverflowClip())
h = kMax(m_object->overflowHeight(), h);
return h;
}
RenderLayer *RenderLayer::stackingContext() const
{
RenderLayer* curr = parent();
for ( ; curr && !curr->m_object->isCanvas() &&
curr->m_object->style()->hasAutoZIndex();
curr = curr->parent());
return curr;
}
RenderLayer* RenderLayer::enclosingPositionedAncestor() const
{
RenderLayer* curr = parent();
for ( ; curr && !curr->m_object->isCanvas() &&
!curr->m_object->isPositioned() && !curr->m_object->isRelPositioned();
curr = curr->parent());
return curr;
}
#ifdef APPLE_CHANGES
bool RenderLayer::isTransparent()
{
return m_object->style()->opacity() < 1.0f;
}
RenderLayer* RenderLayer::transparentAncestor()
{
RenderLayer* curr = parent();
for ( ; curr && curr->m_object->style()->opacity() == 1.0f; curr = curr->parent());
return curr;
}
#endif
void* RenderLayer::operator new(size_t sz, RenderArena* renderArena) throw()
{
return renderArena->allocate(sz);
}
void RenderLayer::operator delete(void* ptr, size_t sz)
{
assert(inRenderLayerDetach);
// Stash size where detach can find it.
*(size_t *)ptr = sz;
}
void RenderLayer::detach(RenderArena* renderArena)
{
#ifndef NDEBUG
inRenderLayerDetach = true;
#endif
delete this;
#ifndef NDEBUG
inRenderLayerDetach = false;
#endif
// Recover the size left there for us by operator delete and free the memory.
renderArena->free(*(size_t *)this, this);
}
void RenderLayer::addChild(RenderLayer *child, RenderLayer* beforeChild)
{
RenderLayer* prevSibling = beforeChild ? beforeChild->previousSibling() : lastChild();
if (prevSibling) {
child->setPreviousSibling(prevSibling);
prevSibling->setNextSibling(child);
}
else
setFirstChild(child);
if (beforeChild) {
beforeChild->setPreviousSibling(child);
child->setNextSibling(beforeChild);
}
else
setLastChild(child);
child->setParent(this);
if (child->isOverflowOnly())
dirtyOverflowList();
else {
// Dirty the z-order list in which we are contained. The stackingContext() can be null in the
// case where we're building up generated content layers. This is ok, since the lists will start
// off dirty in that case anyway.
RenderLayer* stackingContext = child->stackingContext();
if (stackingContext)
stackingContext->dirtyZOrderLists();
}
}
RenderLayer* RenderLayer::removeChild(RenderLayer* oldChild)
{
// remove the child
if (oldChild->previousSibling())
oldChild->previousSibling()->setNextSibling(oldChild->nextSibling());
if (oldChild->nextSibling())
oldChild->nextSibling()->setPreviousSibling(oldChild->previousSibling());
if (m_first == oldChild)
m_first = oldChild->nextSibling();
if (m_last == oldChild)
m_last = oldChild->previousSibling();
if (oldChild->isOverflowOnly())
dirtyOverflowList();
else {
// Dirty the z-order list in which we are contained. When called via the
// reattachment process in removeOnlyThisLayer, the layer may already be disconnected
// from the main layer tree, so we need to null-check the |stackingContext| value.
RenderLayer* stackingContext = oldChild->stackingContext();
if (stackingContext)
stackingContext->dirtyZOrderLists();
}
oldChild->setPreviousSibling(0);
oldChild->setNextSibling(0);
oldChild->setParent(0);
return oldChild;
}
void RenderLayer::removeOnlyThisLayer()
{
if (!m_parent)
return;
// Remove us from the parent.
RenderLayer* parent = m_parent;
RenderLayer* nextSib = nextSibling();
parent->removeChild(this);
// Now walk our kids and reattach them to our parent.
RenderLayer* current = m_first;
while (current) {
RenderLayer* next = current->nextSibling();
removeChild(current);
parent->addChild(current, nextSib);
current = next;
}
detach(renderer()->renderArena());
}
void RenderLayer::insertOnlyThisLayer()
{
if (!m_parent && renderer()->parent()) {
// We need to connect ourselves when our renderer() has a parent.
// Find our enclosingLayer and add ourselves.
RenderLayer* parentLayer = renderer()->parent()->enclosingLayer();
if (parentLayer)
parentLayer->addChild(this,
renderer()->parent()->findNextLayer(parentLayer, renderer()));
}
// Remove all descendant layers from the hierarchy and add them to the new position.
for (RenderObject* curr = renderer()->firstChild(); curr; curr = curr->nextSibling())
curr->moveLayers(m_parent, this);
}
void RenderLayer::convertToLayerCoords(const RenderLayer* ancestorLayer, int& x, int& y) const
{
if (ancestorLayer == this)
return;
if (m_object->style()->position() == FIXED) {
// Add in the offset of the view. We can obtain this by calling
// absolutePosition() on the RenderCanvas.
int xOff, yOff;
m_object->absolutePosition(xOff, yOff, true);
x += xOff;
y += yOff;
return;
}
RenderLayer* parentLayer;
if (m_object->style()->position() == ABSOLUTE)
parentLayer = enclosingPositionedAncestor();
else
parentLayer = parent();
if (!parentLayer) return;
parentLayer->convertToLayerCoords(ancestorLayer, x, y);
x += xPos();
y += yPos();
}
void RenderLayer::scrollOffset(int& x, int& y)
{
x += scrollXOffset();
y += scrollYOffset();
}
void RenderLayer::subtractScrollOffset(int& x, int& y)
{
x -= scrollXOffset();
y -= scrollYOffset();
}
void RenderLayer::checkInlineRelOffset(const RenderObject* o, int& x, int& y)
{
if(o->style()->position() != ABSOLUTE || !renderer()->isRelPositioned() || !renderer()->isInlineFlow())
return;
// Our renderer is an enclosing relpositioned inline, we need to add in the offset of the first line
// box from the rest of the content, but only in the cases where we know our descendant is positioned
// relative to the inline itself.
assert( o->container() == m_object );
RenderFlow* flow = static_cast<RenderFlow*>(m_object);
int sx = 0, sy = 0;
if (flow->firstLineBox()) {
if (flow->style()->direction() == LTR)
sx = flow->firstLineBox()->xPos();
else
sx = flow->lastLineBox()->xPos();
sy = flow->firstLineBox()->yPos();
} else {
sx = flow->staticX(); // ###
sy = flow->staticY();
}
bool isInlineType = o->style()->isOriginalDisplayInlineType();
if (!o->hasStaticX())
x += sx;
// Despite the positioned child being a block display type inside an inline, we still keep
// its x locked to our left. Arguably the correct behavior would be to go flush left to
// the block that contains us, but that isn't what other browsers do.
if (o->hasStaticX() && !isInlineType)
// Avoid adding in the left border/padding of the containing block twice. Subtract it out.
x += sx - (o->containingBlock()->borderLeft() + o->containingBlock()->paddingLeft());
if (!o->hasStaticY())
y += sy;
}
void RenderLayer::scrollToOffset(int x, int y, bool updateScrollbars, bool repaint)
{
if (renderer()->style()->overflowX() != OMARQUEE || !renderer()->hasOverflowClip()) {
if (x < 0) x = 0;
if (y < 0) y = 0;
// Call the scrollWidth/Height functions so that the dimensions will be computed if they need
// to be (for overflow:hidden blocks).
// ### merge the scrollWidth()/scrollHeight() methods
int maxX = m_scrollWidth - m_object->clientWidth();
int maxY = m_scrollHeight - m_object->clientHeight();
if (x > maxX) x = maxX;
if (y > maxY) y = maxY;
}
// FIXME: Eventually, we will want to perform a blit. For now never
// blit, since the check for blitting is going to be very
// complicated (since it will involve testing whether our layer
// is either occluded by another layer or clipped by an enclosing
// layer or contains fixed backgrounds, etc.).
m_scrollX = x;
m_scrollY = y;
// Update the positions of our child layers.
RenderLayer* rootLayer = root();
for (RenderLayer* child = firstChild(); child; child = child->nextSibling())
child->updateLayerPositions(rootLayer);
// Fire the scroll DOM event.
m_object->element()->dispatchHTMLEvent(EventImpl::SCROLL_EVENT, true, false);
// Just schedule a full repaint of our object.
if (repaint)
m_object->repaint(RealtimePriority);
if (updateScrollbars) {
if (m_hBar)
m_hBar->setValue(m_scrollX);
if (m_vBar)
m_vBar->setValue(m_scrollY);
}
}
void RenderLayer::updateScrollPositionFromScrollbars()
{
bool needUpdate = false;
int newX = m_scrollX;
int newY = m_scrollY;
if (m_hBar) {
newX = m_hBar->value();
if (newX != m_scrollX)
needUpdate = true;
}
if (m_vBar) {
newY = m_vBar->value();
if (newY != m_scrollY)
needUpdate = true;
}
if (needUpdate)
scrollToOffset(newX, newY, false);
}
void
RenderLayer::showScrollbar(TQt::Orientation o, bool show)
{
TQScrollBar *sb = (o == TQt::Horizontal) ? m_hBar : m_vBar;
if (show && !sb) {
TQScrollView* scrollView = m_object->document()->view();
sb = new TQScrollBar(o, scrollView, "__tdehtml");
scrollView->addChild(sb, 0, -50000);
sb->setBackgroundMode(TQWidget::NoBackground);
sb->show();
if (!m_scrollMediator)
m_scrollMediator = new RenderScrollMediator(this);
m_scrollMediator->connect(sb, TQT_SIGNAL(valueChanged(int)), TQT_SLOT(slotValueChanged()));
}
else if (!show && sb) {
delete sb;
sb = 0;
}
if (o == TQt::Horizontal)
m_hBar = sb;
else
m_vBar = sb;
}
int RenderLayer::verticalScrollbarWidth()
{
if (!m_vBar)
return 0;
#ifdef APPLE_CHANGES
return m_vBar->width();
#else
return m_vBar->style().pixelMetric(TQStyle::PM_ScrollBarExtent);
#endif
}
int RenderLayer::horizontalScrollbarHeight()
{
if (!m_hBar)
return 0;
#ifdef APPLE_CHANGES
return m_hBar->height();
#else
return m_hBar->style().pixelMetric(TQStyle::PM_ScrollBarExtent);
#endif
}
void RenderLayer::positionScrollbars(const TQRect& absBounds)
{
#ifdef APPLE_CHANGES
if (m_vBar) {
scrollView->addChild(m_vBar, absBounds.x()+absBounds.width()-m_object->borderRight()-m_vBar->width(),
absBounds.y()+m_object->borderTop());
m_vBar->resize(m_vBar->width(), absBounds.height() -
(m_object->borderTop()+m_object->borderBottom()) -
(m_hBar ? m_hBar->height()-1 : 0));
}
if (m_hBar) {
scrollView->addChild(m_hBar, absBounds.x()+m_object->borderLeft(),
absBounds.y()+absBounds.height()-m_object->borderBottom()-m_hBar->height());
m_hBar->resize(absBounds.width() - (m_object->borderLeft()+m_object->borderRight()) -
(m_vBar ? m_vBar->width()-1 : 0), m_hBar->height());
}
#else
int tx = absBounds.x();
int ty = absBounds.y();
int bl = m_object->borderLeft();
int bt = m_object->borderTop();
int w = width() - bl - m_object->borderRight();
int h = height() - bt - m_object->borderBottom();
if (w <= 0 || h <= 0 || (!m_vBar && !m_hBar))
return;
TQScrollView* scrollView = m_object->document()->view();
tx += bl;
ty += bt;
TQScrollBar *b = m_hBar;
if (!m_hBar)
b = m_vBar;
int sw = b->style().pixelMetric(TQStyle::PM_ScrollBarExtent);
if (m_vBar) {
TQRect vBarRect = TQRect(tx + w - sw + 1, ty, sw, h - (m_hBar ? sw : 0) + 1);
m_vBar->resize(vBarRect.width(), vBarRect.height());
scrollView->addChild(m_vBar, vBarRect.x(), vBarRect.y());
}
if (m_hBar) {
TQRect hBarRect = TQRect(tx, ty + h - sw + 1, w - (m_vBar ? sw : 0) + 1, sw);
m_hBar->resize(hBarRect.width(), hBarRect.height());
scrollView->addChild(m_hBar, hBarRect.x(), hBarRect.y());
}
#endif
}
#define LINE_STEP 10
#define PAGE_KEEP 40
void RenderLayer::checkScrollbarsAfterLayout()
{
int rightPos = m_object->rightmostPosition(true);
int bottomPos = m_object->lowestPosition(true);
/* TODO
m_scrollLeft = m_object->leftmostPosition(true);
m_scrollTop = m_object->highestPosition(true);
*/
int clientWidth = m_object->clientWidth();
int clientHeight = m_object->clientHeight();
m_scrollWidth = clientWidth;
m_scrollHeight = clientHeight;
if (rightPos - m_object->borderLeft() > m_scrollWidth)
m_scrollWidth = rightPos - m_object->borderLeft();
if (bottomPos - m_object->borderTop() > m_scrollHeight)
m_scrollHeight = bottomPos - m_object->borderTop();
bool needHorizontalBar = rightPos > width();
bool needVerticalBar = bottomPos > height();
bool haveHorizontalBar = m_hBar && m_hBar->isEnabled();
bool haveVerticalBar = m_vBar && m_vBar->isEnabled();
bool hasOvf = m_object->hasOverflowClip();
// overflow:scroll should just enable/disable.
if (hasOvf && m_object->style()->overflowX() == OSCROLL)
m_hBar->setEnabled(needHorizontalBar);
if (hasOvf && m_object->style()->overflowY() == OSCROLL)
m_vBar->setEnabled(needVerticalBar);
// overflow:auto may need to lay out again if scrollbars got added/removed.
bool scrollbarsChanged = (hasOvf && m_object->style()->overflowX() == OAUTO && haveHorizontalBar != needHorizontalBar)
|| (hasOvf && m_object->style()->overflowY() == OAUTO && haveVerticalBar != needVerticalBar);
if (scrollbarsChanged) {
if (m_object->style()->overflowX() == OAUTO) {
showScrollbar(TQt::Horizontal, needHorizontalBar);
if (m_hBar)
m_hBar->setEnabled(true);
}
if (m_object->style()->overflowY() == OAUTO) {
showScrollbar(TQt::Vertical, needVerticalBar);
if (m_vBar)
m_vBar->setEnabled(true);
}
m_object->setNeedsLayout(true);
if (m_object->isRenderBlock())
static_cast<RenderBlock*>(m_object)->layoutBlock(true);
else
m_object->layout();
return;
}
// Set up the range (and page step/line step).
if (m_hBar) {
int pageStep = (clientWidth-PAGE_KEEP);
if (pageStep < 0) pageStep = clientWidth;
m_hBar->setSteps(LINE_STEP, pageStep);
#ifdef APPLE_CHANGES
m_hBar->setKnobProportion(clientWidth, m_scrollWidth);
#else
m_hBar->setRange(0, needHorizontalBar ? m_scrollWidth-clientWidth : 0);
#endif
}
if (m_vBar) {
int pageStep = (clientHeight-PAGE_KEEP);
if (pageStep < 0) pageStep = clientHeight;
m_vBar->setSteps(LINE_STEP, pageStep);
#ifdef APPLE_CHANGES
m_vBar->setKnobProportion(clientHeight, m_scrollHeight);
#else
m_vBar->setRange(0, needVerticalBar ? m_scrollHeight-clientHeight : 0);
#endif
}
}
void RenderLayer::paintScrollbars(RenderObject::PaintInfo& pI)
{
#ifdef APPLE_CHANGES
if (m_hBar)
m_hBar->paint(p, damageRect);
if (m_vBar)
m_vBar->paint(p, damageRect);
#else
if (!m_object->element())
return;
TQScrollView* scrollView = m_object->document()->view();
if (m_hBar) {
int x = m_hBar->x();
int y = m_hBar->y();
scrollView->viewportToContents(x, y, x, y);
RenderWidget::paintWidget(pI, m_hBar, x, y);
}
if (m_vBar) {
int x = m_vBar->x();
int y = m_vBar->y();
scrollView->viewportToContents(x, y, x, y);
RenderWidget::paintWidget(pI, m_vBar, x, y);
}
#endif
}
void RenderLayer::paint(TQPainter *p, const TQRect& damageRect, bool selectionOnly)
{
paintLayer(this, p, damageRect, selectionOnly);
}
static void setClip(TQPainter* p, const TQRect& paintDirtyRect, const TQRect& clipRect)
{
if (paintDirtyRect == clipRect)
return;
p->save();
#ifdef APPLE_CHANGES
p->addClip(clipRect);
#else
TQRect clippedRect = p->xForm(clipRect);
TQRegion creg(clippedRect);
TQRegion old = p->clipRegion();
if (!old.isNull())
creg = old.intersect(creg);
p->setClipRegion(creg);
#endif
}
static void restoreClip(TQPainter* p, const TQRect& paintDirtyRect, const TQRect& clipRect)
{
if (paintDirtyRect == clipRect)
return;
p->restore();
}
void RenderLayer::paintLayer(RenderLayer* rootLayer, TQPainter *p,
const TQRect& paintDirtyRect, bool selectionOnly)
{
// Calculate the clip rects we should use.
TQRect layerBounds, damageRect, clipRectToApply;
calculateRects(rootLayer, paintDirtyRect, layerBounds, damageRect, clipRectToApply);
int x = layerBounds.x();
int y = layerBounds.y();
// Ensure our lists are up-to-date.
updateZOrderLists();
updateOverflowList();
#ifdef APPLE_CHANGES
// Set our transparency if we need to.
if (isTransparent())
p->beginTransparencyLayer(renderer()->style()->opacity());
#endif
// We want to paint our layer, but only if we intersect the damage rect.
bool shouldPaint = intersectsDamageRect(layerBounds, damageRect);
if (shouldPaint && !selectionOnly) {
// Paint our background first, before painting any child layers.
if (!damageRect.isEmpty()) {
// Establish the clip used to paint our background.
setClip(p, paintDirtyRect, damageRect);
// Paint the background.
RenderObject::PaintInfo paintInfo(p, damageRect, PaintActionElementBackground);
renderer()->paint(paintInfo,
x - renderer()->xPos(), y - renderer()->yPos() + renderer()->borderTopExtra());
// Position our scrollbars.
positionScrollbars(layerBounds);
// Our scrollbar widgets paint exactly when we tell them to, so that they work properly with
// z-index. We paint after we painted the background/border, so that the scrollbars will
// sit above the background/border.
paintScrollbars(paintInfo);
// Restore the clip.
restoreClip(p, paintDirtyRect, damageRect);
}
}
// Now walk the sorted list of children with negative z-indices.
if (m_negZOrderList) {
uint count = m_negZOrderList->count();
for (uint i = 0; i < count; i++) {
RenderLayer* child = m_negZOrderList->at(i);
child->paintLayer(rootLayer, p, paintDirtyRect, selectionOnly);
}
}
// Now establish the appropriate clip and paint our child RenderObjects.
if (shouldPaint && !clipRectToApply.isEmpty()) {
// Set up the clip used when painting our children.
setClip(p, paintDirtyRect, clipRectToApply);
RenderObject::PaintInfo paintInfo(p, clipRectToApply, PaintActionSelection);
int tx = x - renderer()->xPos();
int ty = y - renderer()->yPos() + renderer()->borderTopExtra();
if (selectionOnly)
renderer()->paint(paintInfo, tx, ty);
else {
paintInfo.phase = PaintActionChildBackgrounds;
renderer()->paint(paintInfo, tx, ty);
paintInfo.phase = PaintActionFloat;
renderer()->paint(paintInfo, tx, ty);
paintInfo.phase = PaintActionForeground;
renderer()->paint(paintInfo, tx, ty);
RenderCanvas *rc = static_cast<RenderCanvas*>(renderer()->document()->renderer());
if (rc->maximalOutlineSize()) {
paintInfo.phase = PaintActionOutline;
renderer()->paint(paintInfo, tx, ty);
}
if (rc->selectionStart() && rc->selectionEnd()) {
paintInfo.phase = PaintActionSelection;
renderer()->paint(paintInfo, tx, ty);
}
}
// Now restore our clip.
restoreClip(p, paintDirtyRect, clipRectToApply);
}
// Paint any child layers that have overflow.
if (m_overflowList)
for (TQValueList<RenderLayer*>::iterator it = m_overflowList->begin(); it != m_overflowList->end(); ++it)
(*it)->paintLayer(rootLayer, p, paintDirtyRect, selectionOnly);
// Now walk the sorted list of children with positive z-indices.
if (m_posZOrderList) {
uint count = m_posZOrderList->count();
for (uint i = 0; i < count; i++) {
RenderLayer* child = m_posZOrderList->at(i);
child->paintLayer(rootLayer, p, paintDirtyRect, selectionOnly);
}
}
#ifdef BOX_DEBUG
{
int ax=0;
int ay=0;
renderer()->absolutePosition( ax, ay );
p->setPen(TQPen(TQColor("yellow"), 1, TQt::DotLine));
p->setBrush( TQt::NoBrush );
p->drawRect(ax, ay, width(), height());
}
#endif
#ifdef APPLE_CHANGES
// End our transparency layer
if (isTransparent())
p->endTransparencyLayer();
#endif
}
bool RenderLayer::nodeAtPoint(RenderObject::NodeInfo& info, int x, int y)
{
#ifdef APPLE_CHANGES
// Clear our our scrollbar variable
RenderLayer::gScrollBar = 0;
#endif
int stx = m_x;
int sty = m_y;
#ifdef __GNUC__
#warning HACK
#endif
if (renderer()->isCanvas()) {
stx += static_cast<RenderCanvas*>(renderer())->view()->contentsX();
sty += static_cast<RenderCanvas*>(renderer())->view()->contentsY();
}
TQRect damageRect(stx,sty, width(), height());
RenderLayer* insideLayer = nodeAtPointForLayer(this, info, x, y, damageRect);
// Now determine if the result is inside an anchor.
DOM::NodeImpl* node = info.innerNode();
while (node) {
if (node->hasAnchor() && !info.URLElement())
info.setURLElement(node);
node = node->parentNode();
}
// Next set up the correct :hover/:active state along the new chain.
updateHoverActiveState(info);
// Now return whether we were inside this layer (this will always be true for the root
// layer).
return insideLayer;
}
RenderLayer* RenderLayer::nodeAtPointForLayer(RenderLayer* rootLayer, RenderObject::NodeInfo& info,
int xMousePos, int yMousePos, const TQRect& hitTestRect)
{
// Calculate the clip rects we should use.
TQRect layerBounds, bgRect, fgRect;
calculateRects(rootLayer, hitTestRect, layerBounds, bgRect, fgRect);
// Ensure our lists are up-to-date.
updateZOrderLists();
updateOverflowList();
// This variable tracks which layer the mouse ends up being inside. The minute we find an insideLayer,
// we are done and can return it.
RenderLayer* insideLayer = 0;
// Begin by walking our list of positive layers from highest z-index down to the lowest
// z-index.
if (m_posZOrderList) {
uint count = m_posZOrderList->count();
for (int i = count-1; i >= 0; i--) {
RenderLayer* child = m_posZOrderList->at(i);
insideLayer = child->nodeAtPointForLayer(rootLayer, info, xMousePos, yMousePos, hitTestRect);
if (insideLayer)
return insideLayer;
}
}
// Now check our overflow objects.
if (m_overflowList) {
TQValueList<RenderLayer*>::iterator it = m_overflowList->end();
for (--it; it != m_overflowList->end(); --it) {
insideLayer = (*it)->nodeAtPointForLayer(rootLayer, info, xMousePos, yMousePos, hitTestRect);
if (insideLayer)
return insideLayer;
}
}
// Next we want to see if the mouse pos is inside the child RenderObjects of the layer.
if (containsPoint(xMousePos, yMousePos, fgRect) &&
renderer()->nodeAtPoint(info, xMousePos, yMousePos,
layerBounds.x() - renderer()->xPos(),
layerBounds.y() - renderer()->yPos() + m_object->borderTopExtra(),
HitTestChildrenOnly)) {
if (info.innerNode() != m_object->element())
return this;
}
// Now check our negative z-index children.
if (m_negZOrderList) {
uint count = m_negZOrderList->count();
for (int i = count-1; i >= 0; i--) {
RenderLayer* child = m_negZOrderList->at(i);
insideLayer = child->nodeAtPointForLayer(rootLayer, info, xMousePos, yMousePos, hitTestRect);
if (insideLayer)
return insideLayer;
}
}
// Next we want to see if the mouse pos is inside this layer but not any of its children.
if (containsPoint(xMousePos, yMousePos, bgRect) &&
renderer()->nodeAtPoint(info, xMousePos, yMousePos,
layerBounds.x() - renderer()->xPos(),
layerBounds.y() - renderer()->yPos() + m_object->borderTopExtra(),
HitTestSelfOnly))
return this;
// No luck.
return 0;
}
void RenderLayer::calculateClipRects(const RenderLayer* rootLayer, TQRect& overflowClipRect,
TQRect& posClipRect, TQRect& fixedClipRect)
{
if (parent())
parent()->calculateClipRects(rootLayer, overflowClipRect, posClipRect, fixedClipRect);
switch (m_object->style()->position()) {
// A fixed object is essentially the root of its containing block hierarchy, so when
// we encounter such an object, we reset our clip rects to the fixedClipRect.
case FIXED:
posClipRect = fixedClipRect;
overflowClipRect = fixedClipRect;
break;
case ABSOLUTE:
overflowClipRect = posClipRect;
break;
case RELATIVE:
posClipRect = overflowClipRect;
break;
default:
break;
}
// Update the clip rects that will be passed to child layers.
if (m_object->hasOverflowClip() || m_object->hasClip()) {
// This layer establishes a clip of some kind.
int x = 0;
int y = 0;
convertToLayerCoords(rootLayer, x, y);
if (m_object->hasOverflowClip()) {
TQRect newOverflowClip = m_object->getOverflowClipRect(x,y);
overflowClipRect = newOverflowClip.intersect(overflowClipRect);
if (m_object->isPositioned() || m_object->isRelPositioned())
posClipRect = newOverflowClip.intersect(posClipRect);
}
if (m_object->hasClip()) {
TQRect newPosClip = m_object->getClipRect(x,y);
posClipRect = posClipRect.intersect(newPosClip);
overflowClipRect = overflowClipRect.intersect(newPosClip);
fixedClipRect = fixedClipRect.intersect(newPosClip);
}
}
}
void RenderLayer::calculateRects(const RenderLayer* rootLayer, const TQRect& paintDirtyRect, TQRect& layerBounds,
TQRect& backgroundRect, TQRect& foregroundRect)
{
TQRect overflowClipRect = paintDirtyRect;
TQRect posClipRect = paintDirtyRect;
TQRect fixedClipRect = paintDirtyRect;
if (parent())
parent()->calculateClipRects(rootLayer, overflowClipRect, posClipRect, fixedClipRect);
int x = 0;
int y = 0;
convertToLayerCoords(rootLayer, x, y);
layerBounds = TQRect(x,y,width(),height());
backgroundRect = m_object->style()->position() == FIXED ? fixedClipRect :
(m_object->isPositioned() ? posClipRect : overflowClipRect);
foregroundRect = backgroundRect;
// Update the clip rects that will be passed to child layers.
if (m_object->hasOverflowClip() || m_object->hasClip()) {
// This layer establishes a clip of some kind.
if (m_object->hasOverflowClip())
foregroundRect = foregroundRect.intersect(m_object->getOverflowClipRect(x,y));
if (m_object->hasClip()) {
// Clip applies to *us* as well, so go ahead and update the damageRect.
TQRect newPosClip = m_object->getClipRect(x,y);
backgroundRect = backgroundRect.intersect(newPosClip);
foregroundRect = foregroundRect.intersect(newPosClip);
}
// If we establish a clip at all, then go ahead and make sure our background
// rect is intersected with our layer's bounds.
backgroundRect = backgroundRect.intersect(layerBounds);
}
}
bool RenderLayer::intersectsDamageRect(const TQRect& layerBounds, const TQRect& damageRect) const
{
return (renderer()->isCanvas() || renderer()->isRoot() || renderer()->isBody() ||
(renderer()->hasOverhangingFloats() && !renderer()->hasOverflowClip()) ||
(renderer()->isInline() && !renderer()->isReplaced()) ||
layerBounds.intersects(damageRect));
}
bool RenderLayer::containsPoint(int x, int y, const TQRect& damageRect) const
{
return (renderer()->isCanvas() || renderer()->isRoot() || renderer()->isBody() ||
renderer()->hasOverhangingFloats() ||
(renderer()->isInline() && !renderer()->isReplaced()) ||
damageRect.contains(x, y));
}
// This code has been written to anticipate the addition of CSS3-::outside and ::inside generated
// content (and perhaps XBL). That's why it uses the render tree and not the DOM tree.
static RenderObject* hoverAncestor(RenderObject* obj)
{
return (!obj->isInline() && obj->continuation()) ? obj->continuation() : obj->parent();
}
static RenderObject* commonAncestor(RenderObject* obj1, RenderObject* obj2)
{
if (!obj1 || !obj2)
return 0;
for (RenderObject* currObj1 = obj1; currObj1; currObj1 = hoverAncestor(currObj1))
for (RenderObject* currObj2 = obj2; currObj2; currObj2 = hoverAncestor(currObj2))
if (currObj1 == currObj2)
return currObj1;
return 0;
}
void RenderLayer::updateHoverActiveState(RenderObject::NodeInfo& info)
{
// We don't update :hover/:active state when the info is marked as readonly.
if (info.readonly())
return;
DOM::NodeImpl *e = m_object->element();
DOM::DocumentImpl *doc = e ? e->getDocument() : 0;
if (!doc) return;
// Check to see if the hovered node has changed. If not, then we don't need to
// do anything.
DOM::NodeImpl* oldHoverNode = doc->hoverNode();
DOM::NodeImpl* newHoverNode = info.innerNode();
if (oldHoverNode == newHoverNode && (!oldHoverNode || oldHoverNode->active() == info.active()))
return;
// Update our current hover node.
doc->setHoverNode(newHoverNode);
if (info.active())
doc->setActiveNode(newHoverNode);
else
doc->setActiveNode(0);
// We have two different objects. Fetch their renderers.
RenderObject* oldHoverObj = oldHoverNode ? oldHoverNode->renderer() : 0;
RenderObject* newHoverObj = newHoverNode ? newHoverNode->renderer() : 0;
// Locate the common ancestor render object for the two renderers.
RenderObject* ancestor = commonAncestor(oldHoverObj, newHoverObj);
// The old hover path only needs to be cleared up to (and not including) the common ancestor;
for (RenderObject* curr = oldHoverObj; curr && curr != ancestor; curr = hoverAncestor(curr)) {
curr->setMouseInside(false);
if (curr->element()) {
curr->element()->setActive(false);
curr->element()->setHovered(false);
}
}
// Now set the hover state for our new object up to the root.
for (RenderObject* curr = newHoverObj; curr; curr = hoverAncestor(curr)) {
curr->setMouseInside(true);
if (curr->element()) {
curr->element()->setActive(info.active());
curr->element()->setHovered(true);
}
}
}
// Sort the buffer from lowest z-index to highest. The common scenario will have
// most z-indices equal, so we optimize for that case (i.e., the list will be mostly
// sorted already).
static void sortByZOrder(TQPtrVector<RenderLayer>* buffer,
TQPtrVector<RenderLayer>* mergeBuffer,
uint start, uint end)
{
if (start >= end)
return; // Sanity check.
if (end - start <= 6) {
// Apply a bubble sort for smaller lists.
for (uint i = end-1; i > start; i--) {
bool sorted = true;
for (uint j = start; j < i; j++) {
RenderLayer* elt = buffer->at(j);
RenderLayer* elt2 = buffer->at(j+1);
if (elt->zIndex() > elt2->zIndex()) {
sorted = false;
buffer->insert(j, elt2);
buffer->insert(j+1, elt);
}
}
if (sorted)
return;
}
}
else {
// Peform a merge sort for larger lists.
uint mid = (start+end)/2;
sortByZOrder(buffer, mergeBuffer, start, mid);
sortByZOrder(buffer, mergeBuffer, mid, end);
RenderLayer* elt = buffer->at(mid-1);
RenderLayer* elt2 = buffer->at(mid);
// Handle the fast common case (of equal z-indices). The list may already
// be completely sorted.
if (elt->zIndex() <= elt2->zIndex())
return;
// We have to merge sort. Ensure our merge buffer is big enough to hold
// all the items.
mergeBuffer->resize(end - start);
uint i1 = start;
uint i2 = mid;
elt = buffer->at(i1);
elt2 = buffer->at(i2);
while (i1 < mid || i2 < end) {
if (i1 < mid && (i2 == end || elt->zIndex() <= elt2->zIndex())) {
mergeBuffer->insert(mergeBuffer->count(), elt);
i1++;
if (i1 < mid)
elt = buffer->at(i1);
}
else {
mergeBuffer->insert(mergeBuffer->count(), elt2);
i2++;
if (i2 < end)
elt2 = buffer->at(i2);
}
}
for (uint i = start; i < end; i++)
buffer->insert(i, mergeBuffer->at(i-start));
mergeBuffer->clear();
}
}
void RenderLayer::dirtyZOrderLists()
{
if (m_posZOrderList)
m_posZOrderList->clear();
if (m_negZOrderList)
m_negZOrderList->clear();
m_zOrderListsDirty = true;
}
void RenderLayer::dirtyOverflowList()
{
if (m_overflowList)
m_overflowList->clear();
m_overflowListDirty = true;
}
void RenderLayer::updateZOrderLists()
{
if (!isStackingContext() || !m_zOrderListsDirty)
return;
for (RenderLayer* child = firstChild(); child; child = child->nextSibling())
child->collectLayers(m_posZOrderList, m_negZOrderList);
// Sort the two lists.
if (m_posZOrderList) {
TQPtrVector<RenderLayer> mergeBuffer;
sortByZOrder(m_posZOrderList, &mergeBuffer, 0, m_posZOrderList->count());
}
if (m_negZOrderList) {
TQPtrVector<RenderLayer> mergeBuffer;
sortByZOrder(m_negZOrderList, &mergeBuffer, 0, m_negZOrderList->count());
}
m_zOrderListsDirty = false;
}
void RenderLayer::updateOverflowList()
{
if (!m_overflowListDirty)
return;
for (RenderLayer* child = firstChild(); child; child = child->nextSibling()) {
if (child->isOverflowOnly()) {
if (!m_overflowList)
m_overflowList = new TQValueList<RenderLayer*>;
m_overflowList->append(child);
}
}
m_overflowListDirty = false;
}
void RenderLayer::collectLayers(TQPtrVector<RenderLayer>*& posBuffer, TQPtrVector<RenderLayer>*& negBuffer)
{
// FIXME: A child render object or layer could override visibility. Don't remove this
// optimization though until RenderObject's nodeAtPoint is patched to understand what to do
// when visibility is overridden by a child.
if (renderer()->style()->visibility() != VISIBLE)
return;
// Overflow layers are just painted by their enclosing layers, so they don't get put in zorder lists.
if (!isOverflowOnly()) {
// Determine which buffer the child should be in.
TQPtrVector<RenderLayer>*& buffer = (zIndex() >= 0) ? posBuffer : negBuffer;
// Create the buffer if it doesn't exist yet.
if (!buffer)
buffer = new TQPtrVector<RenderLayer>();
// Resize by a power of 2 when our buffer fills up.
if (buffer->count() == buffer->size())
buffer->resize(2*(buffer->size()+1));
// Append ourselves at the end of the appropriate buffer.
buffer->insert(buffer->count(), this);
}
// Recur into our children to collect more layers, but only if we don't establish
// a stacking context.
if (!isStackingContext()) {
for (RenderLayer* child = firstChild(); child; child = child->nextSibling())
child->collectLayers(posBuffer, negBuffer);
}
}
#ifdef ENABLE_DUMP
#ifndef KDE_USE_FINAL
static TQTextStream &operator<<(TQTextStream &ts, const TQRect &r)
{
return ts << "at (" << r.x() << "," << r.y() << ") size " << r.width() << "x" << r.height();
}
#endif
static void write(TQTextStream &ts, RenderObject& o, const TQString& indent )
{
o.dump(ts, indent);
for (RenderObject *child = o.firstChild(); child; child = child->nextSibling()) {
if (child->layer()) continue;
write( ts, *child, indent + " " );
}
}
static void write(TQTextStream &ts, const RenderLayer &l,
const TQRect& layerBounds, const TQRect& backgroundClipRect, const TQRect& clipRect,
int layerType = 0, const TQString& indent = TQString::null)
{
ts << indent << "layer";
ts << " at (" << l.xPos() << "," << l.yPos() << ") size " << l.width() << "x" << l.height();
if (layerBounds != layerBounds.intersect(backgroundClipRect)) {
ts << " backgroundClip " << backgroundClipRect;
}
if (layerBounds != layerBounds.intersect(clipRect)) {
ts << " clip " << clipRect;
}
if (layerType == -1)
ts << " layerType: background only";
else if (layerType == 1)
ts << " layerType: foreground only";
ts << "\n";
if (layerType != -1)
write( ts, *l.renderer(), indent + " " );
ts << "\n";
}
static void writeLayers(TQTextStream &ts, const RenderLayer* rootLayer, RenderLayer* l,
const TQRect& paintDirtyRect, const TQString& indent)
{
// Calculate the clip rects we should use.
TQRect layerBounds, damageRect, clipRectToApply;
l->calculateRects(rootLayer, paintDirtyRect, layerBounds, damageRect, clipRectToApply);
// Ensure our lists are up-to-date.
l->updateZOrderLists();
l->updateOverflowList();
bool shouldPaint = l->intersectsDamageRect(layerBounds, damageRect);
TQPtrVector<RenderLayer>* negList = l->negZOrderList();
TQValueList<RenderLayer*>* ovfList = l->overflowList();
if (shouldPaint && negList && negList->count() > 0)
write(ts, *l, layerBounds, damageRect, clipRectToApply, -1, indent);
if (negList) {
for (unsigned i = 0; i != negList->count(); ++i)
writeLayers(ts, rootLayer, negList->at(i), paintDirtyRect, indent );
}
if (shouldPaint)
write(ts, *l, layerBounds, damageRect, clipRectToApply, negList && negList->count() > 0, indent);
if (ovfList) {
for (TQValueList<RenderLayer*>::iterator it = ovfList->begin(); it != ovfList->end(); ++it)
writeLayers(ts, rootLayer, *it, paintDirtyRect, indent);
}
TQPtrVector<RenderLayer>* posList = l->posZOrderList();
if (posList) {
for (unsigned i = 0; i != posList->count(); ++i)
writeLayers(ts, rootLayer, posList->at(i), paintDirtyRect, indent);
}
}
void RenderLayer::dump(TQTextStream &ts, const TQString &ind)
{
assert( renderer()->isCanvas() );
writeLayers(ts, this, this, TQRect(xPos(), yPos(), width(), height()), ind);
}
#endif
bool RenderLayer::shouldBeOverflowOnly() const
{
return renderer()->style() && renderer()->hasOverflowClip() &&
!renderer()->isPositioned() && !renderer()->isRelPositioned();
/* && !isTransparent(); */
}
void RenderLayer::styleChanged()
{
bool isOverflowOnly = shouldBeOverflowOnly();
if (isOverflowOnly != m_isOverflowOnly) {
m_isOverflowOnly = isOverflowOnly;
RenderLayer* p = parent();
RenderLayer* sc = stackingContext();
if (p)
p->dirtyOverflowList();
if (sc)
sc->dirtyZOrderLists();
}
if (m_object->hasOverflowClip() &&
m_object->style()->overflowX() == OMARQUEE && m_object->style()->marqueeBehavior() != MNONE) {
if (!m_marquee)
m_marquee = new Marquee(this);
m_marquee->updateMarqueeStyle();
}
else if (m_marquee) {
delete m_marquee;
m_marquee = 0;
}
}
void RenderLayer::suspendMarquees()
{
if (m_marquee)
m_marquee->suspend();
for (RenderLayer* curr = firstChild(); curr; curr = curr->nextSibling())
curr->suspendMarquees();
}
// --------------------------------------------------------------------------
// Marquee implementation
Marquee::Marquee(RenderLayer* l)
:m_layer(l), m_currentLoop(0), m_totalLoops(0), m_timerId(0), m_start(0), m_end(0), m_speed(0), m_unfurlPos(0), m_reset(false),
m_suspended(false), m_stopped(false), m_whiteSpace(NORMAL), m_direction(MAUTO)
{
}
int Marquee::marqueeSpeed() const
{
int result = m_layer->renderer()->style()->marqueeSpeed();
DOM::NodeImpl* elt = m_layer->renderer()->element();
if (elt && elt->id() == ID_MARQUEE) {
HTMLMarqueeElementImpl* marqueeElt = static_cast<HTMLMarqueeElementImpl*>(elt);
result = kMax(result, marqueeElt->minimumDelay());
}
return result;
}
EMarqueeDirection Marquee::direction() const
{
// FIXME: Support the CSS3 "auto" value for determining the direction of the marquee.
// For now just map MAUTO to MBACKWARD
EMarqueeDirection result = m_layer->renderer()->style()->marqueeDirection();
EDirection dir = m_layer->renderer()->style()->direction();
if (result == MAUTO)
result = MBACKWARD;
if (result == MFORWARD)
result = (dir == LTR) ? MRIGHT : MLEFT;
if (result == MBACKWARD)
result = (dir == LTR) ? MLEFT : MRIGHT;
// Now we have the real direction. Next we check to see if the increment is negative.
// If so, then we reverse the direction.
Length increment = m_layer->renderer()->style()->marqueeIncrement();
if (increment.value() < 0)
result = static_cast<EMarqueeDirection>(-result);
return result;
}
bool Marquee::isHorizontal() const
{
return direction() == MLEFT || direction() == MRIGHT;
}
bool Marquee::isUnfurlMarquee() const
{
EMarqueeBehavior behavior = m_layer->renderer()->style()->marqueeBehavior();
return (behavior == MUNFURL);
}
int Marquee::computePosition(EMarqueeDirection dir, bool stopAtContentEdge)
{
RenderObject* o = m_layer->renderer();
RenderStyle* s = o->style();
if (isHorizontal()) {
bool ltr = s->direction() == LTR;
int clientWidth = o->clientWidth();
int contentWidth = ltr ? o->rightmostPosition(true, false) : o->leftmostPosition(true, false);
if (ltr)
contentWidth += (o->paddingRight() - o->borderLeft());
else {
contentWidth = o->width() - contentWidth;
contentWidth += (o->paddingLeft() - o->borderRight());
}
if (dir == MRIGHT) {
if (stopAtContentEdge)
return kMax(0, ltr ? (contentWidth - clientWidth) : (clientWidth - contentWidth));
else
return ltr ? contentWidth : clientWidth;
}
else {
if (stopAtContentEdge)
return kMin(0, ltr ? (contentWidth - clientWidth) : (clientWidth - contentWidth));
else
return ltr ? -clientWidth : -contentWidth;
}
}
else {
int contentHeight = m_layer->renderer()->lowestPosition(true, false) -
m_layer->renderer()->borderTop() + m_layer->renderer()->paddingBottom();
int clientHeight = m_layer->renderer()->clientHeight();
if (dir == MUP) {
if (stopAtContentEdge)
return kMin(contentHeight - clientHeight, 0);
else
return -clientHeight;
}
else {
if (stopAtContentEdge)
return kMax(contentHeight - clientHeight, 0);
else
return contentHeight;
}
}
}
void Marquee::start()
{
if (m_timerId || m_layer->renderer()->style()->marqueeIncrement().value() == 0)
return;
if (!m_suspended && !m_stopped) {
if (isUnfurlMarquee()) {
bool forward = direction() == MDOWN || direction() == MRIGHT;
bool isReversed = (forward && m_currentLoop % 2) || (!forward && !(m_currentLoop % 2));
m_unfurlPos = isReversed ? m_end : m_start;
m_layer->renderer()->setChildNeedsLayout(true);
}
else {
if (isHorizontal())
m_layer->scrollToOffset(m_start, 0, false, false);
else
m_layer->scrollToOffset(0, m_start, false, false);
}
}
else
m_suspended = false;
m_stopped = false;
m_timerId = startTimer(speed());
}
void Marquee::suspend()
{
if (m_timerId) {
killTimer(m_timerId);
m_timerId = 0;
}
m_suspended = true;
}
void Marquee::stop()
{
if (m_timerId) {
killTimer(m_timerId);
m_timerId = 0;
}
m_stopped = true;
}
void Marquee::updateMarqueePosition()
{
bool activate = (m_totalLoops <= 0 || m_currentLoop < m_totalLoops);
if (activate) {
if (isUnfurlMarquee()) {
if (m_unfurlPos < m_start) {
m_unfurlPos = m_start;
m_layer->renderer()->setChildNeedsLayout(true);
}
else if (m_unfurlPos > m_end) {
m_unfurlPos = m_end;
m_layer->renderer()->setChildNeedsLayout(true);
}
}
else {
EMarqueeBehavior behavior = m_layer->renderer()->style()->marqueeBehavior();
m_start = computePosition(direction(), behavior == MALTERNATE);
m_end = computePosition(reverseDirection(), behavior == MALTERNATE || behavior == MSLIDE);
}
if (!m_stopped) start();
}
}
void Marquee::updateMarqueeStyle()
{
RenderStyle* s = m_layer->renderer()->style();
if (m_direction != s->marqueeDirection() || (m_totalLoops != s->marqueeLoopCount() && m_currentLoop >= m_totalLoops))
m_currentLoop = 0; // When direction changes or our loopCount is a smaller number than our current loop, reset our loop.
m_totalLoops = s->marqueeLoopCount();
m_direction = s->marqueeDirection();
m_whiteSpace = s->whiteSpace();
if (m_layer->renderer()->isHTMLMarquee()) {
// Hack for WinIE. In WinIE, a value of 0 or lower for the loop count for SLIDE means to only do
// one loop.
if (m_totalLoops <= 0 && (s->marqueeBehavior() == MSLIDE || s->marqueeBehavior() == MUNFURL))
m_totalLoops = 1;
// Hack alert: Set the white-space value to nowrap for horizontal marquees with inline children, thus ensuring
// all the text ends up on one line by default. Limit this hack to the <marquee> element to emulate
// WinIE's behavior. Someone using CSS3 can use white-space: nowrap on their own to get this effect.
// Second hack alert: Set the text-align back to auto. WinIE completely ignores text-align on the
// marquee element.
// FIXME: Bring these up with the CSS WG.
if (isHorizontal() && m_layer->renderer()->childrenInline()) {
s->setWhiteSpace(NOWRAP);
s->setTextAlign(TAAUTO);
}
}
if (speed() != marqueeSpeed()) {
m_speed = marqueeSpeed();
if (m_timerId) {
killTimer(m_timerId);
m_timerId = startTimer(speed());
}
}
// Check the loop count to see if we should now stop.
bool activate = (m_totalLoops <= 0 || m_currentLoop < m_totalLoops);
if (activate && !m_timerId)
m_layer->renderer()->setNeedsLayout(true);
else if (!activate && m_timerId) {
// Destroy the timer.
killTimer(m_timerId);
m_timerId = 0;
}
}
void Marquee::timerEvent(TQTimerEvent* /*evt*/)
{
if (m_layer->renderer()->needsLayout())
return;
if (m_reset) {
m_reset = false;
if (isHorizontal())
m_layer->scrollToXOffset(m_start);
else
m_layer->scrollToYOffset(m_start);
return;
}
RenderStyle* s = m_layer->renderer()->style();
int endPoint = m_end;
int range = m_end - m_start;
int newPos;
if (range == 0)
newPos = m_end;
else {
bool addIncrement = direction() == MUP || direction() == MLEFT;
bool isReversed = s->marqueeBehavior() == MALTERNATE && m_currentLoop % 2;
if (isUnfurlMarquee()) {
isReversed = (!addIncrement && m_currentLoop % 2) || (addIncrement && !(m_currentLoop % 2));
addIncrement = !isReversed;
}
if (isReversed) {
// We're going in the reverse direction.
endPoint = m_start;
range = -range;
if (!isUnfurlMarquee())
addIncrement = !addIncrement;
}
bool positive = range > 0;
int clientSize = isUnfurlMarquee() ? abs(range) :
(isHorizontal() ? m_layer->renderer()->clientWidth() : m_layer->renderer()->clientHeight());
int increment = kMax(1, abs(m_layer->renderer()->style()->marqueeIncrement().width(clientSize)));
int currentPos = isUnfurlMarquee() ? m_unfurlPos :
(isHorizontal() ? m_layer->scrollXOffset() : m_layer->scrollYOffset());
newPos = currentPos + (addIncrement ? increment : -increment);
if (positive)
newPos = kMin(newPos, endPoint);
else
newPos = kMax(newPos, endPoint);
}
if (newPos == endPoint) {
m_currentLoop++;
if (m_totalLoops > 0 && m_currentLoop >= m_totalLoops) {
killTimer(m_timerId);
m_timerId = 0;
}
else if (s->marqueeBehavior() != MALTERNATE && s->marqueeBehavior() != MUNFURL)
m_reset = true;
}
if (isUnfurlMarquee()) {
m_unfurlPos = newPos;
m_layer->renderer()->setChildNeedsLayout(true);
}
else {
if (isHorizontal())
m_layer->scrollToXOffset(newPos);
else
m_layer->scrollToYOffset(newPos);
}
}
#include "render_layer.moc"