/* * 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/fetch/ResourceLoader.h" #include "core/html/HTMLAnchorElement.h" #include "core/html/HTMLElement.h" #include "core/html/HTMLHtmlElement.h" #include "core/html/HTMLTableElement.h" #include "core/page/AutoscrollController.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/frame/UseCounter.h" #include "core/frame/animation/AnimationController.h" #include "core/rendering/CompositedLayerMapping.h" #include "core/rendering/FlowThreadController.h" #include "core/rendering/HitTestResult.h" #include "core/rendering/LayoutRectRecorder.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/TransformState.h" #include "platform/graphics/GraphicsContext.h" #include "wtf/RefCountedLeakCounter.h" #include "wtf/text/StringBuilder.h" #include #ifndef NDEBUG #include #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; unsigned m_bitfields2; LayoutRect rects[2]; // Stores the old/new repaint rects. }; COMPILE_ASSERT(sizeof(RenderObject) == sizeof(SameSizeAsRenderObject), RenderObject_should_stay_small); bool RenderObject::s_affectsParentBlock = false; 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(contentData)->image()) { image->setImageResource(RenderImageResourceStyleImage::create(const_cast(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 as ruby text ONLY if it still has its default treatment of block if (element->hasTagName(rtTag) && style->display() == BLOCK) return new RenderRubyText(element); switch (style->display()) { case NONE: return 0; case INLINE: return new RenderInline(element); case BLOCK: case INLINE_BLOCK: 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 , as SVG requires children of hidden // s to have renderers - at least that's how our implementation works. Consider: // FOO... // - requiresLayer() would return true for the , creating a new RenderLayer // - when the document is painted, both layers are painted. The 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(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(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(this); while (curr) { if (curr->isRenderFlowThread()) return toRenderFlowThread(curr); curr = curr->containingBlock(); } return 0; } RenderNamedFlowThread* RenderObject::renderNamedFlowThreadWrapper() const { RenderObject* object = const_cast(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::containerForFixedPosition(const RenderLayerModelObject* repaintContainer, bool* repaintContainerSkipped) const { ASSERT(!repaintContainerSkipped || !*repaintContainerSkipped); ASSERT(!isText()); ASSERT(style()->position() == FixedPosition); RenderObject* ancestor = parent(); for (; ancestor && !ancestor->canContainFixedPositionObjects(); ancestor = ancestor->parent()) { if (repaintContainerSkipped && ancestor == repaintContainer) *repaintContainerSkipped = true; } ASSERT(!ancestor || !ancestor->isAnonymousBlock()); return toRenderBlock(ancestor); } RenderBlock* RenderObject::containingBlock() const { RenderObject* o = parent(); if (!o && isRenderScrollbarPart()) o = toRenderScrollbarPart(this)->rendererOwningScrollbar(); if (!isText() && m_style->position() == FixedPosition) { return containerForFixedPosition(); } 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->canContainAbsolutePositionObjects()) break; if (o->style()->hasInFlowPosition() && o->isInline() && !o->isReplaced()) { o = o->containingBlock(); 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 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(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 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 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& quads) { Vector 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 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, bool wasSelfLayout, 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 = wasSelfLayout; // 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(-insetShadowExtent.right(), min(newBounds.width(), oldBounds.width())); LayoutUnit borderWidth = max(borderRight, max(valueForLength(style()->borderTopRightRadius().width(), boxWidth, v), valueForLength(style()->borderBottomRightRadius().width(), boxWidth, v))); LayoutUnit decorationsWidth = max(-outlineStyle->outlineOffset(), borderWidth + minInsetRightShadowExtent) + max(outlineWidth, shadowRight); LayoutRect rightRect(newOutlineBox.x() + min(newOutlineBox.width(), oldOutlineBox.width()) - decorationsWidth, newOutlineBox.y(), width + decorationsWidth, max(newOutlineBox.height(), oldOutlineBox.height())); LayoutUnit right = min(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(-insetShadowExtent.bottom(), min(newBounds.height(), oldBounds.height())); LayoutUnit borderHeight = max(borderBottom, max(valueForLength(style()->borderBottomLeftRadius().height(), boxHeight, v), valueForLength(style()->borderBottomRightRadius().height(), boxHeight, v))); LayoutUnit decorationsHeight = max(-outlineStyle->outlineOffset(), borderHeight + minInsetBottomShadowExtent) + max(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; } void RenderObject::repaintOverflow() { } 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 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 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 style) { if (!isText() && style && !RuntimeEnabledFeatures::webAnimationsCSSEnabled()) { setStyle(animation().updateAnimations(*this, *style)); 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 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 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 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 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()); // Clearing these bits is required to avoid leaving stale renderers. // FIXME: We shouldn't need that hack if our logic was totally correct. if (diff == StyleDifferenceLayout || diff == StyleDifferenceLayoutPositionedMovementOnly) { setFloating(false); clearPositionedState(); } } else s_affectsParentBlock = false; if (view()->frameView()) { bool newStyleSlowScroll = newStyle && newStyle->hasFixedBackgroundImage(); bool oldStyleSlowScroll = m_style && m_style->hasFixedBackgroundImage(); bool drawsRootBackground = isRoot() || (isBody() && !rendererHasBackground(document().documentElement()->renderer())); if (drawsRootBackground) { 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 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 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()).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(toRenderView(o)); return true; } RenderObject* RenderObject::rendererForRootBackground() { ASSERT(isRoot()); if (!hasBackground() && node() && isHTMLHtmlElement(node())) { // Locate the 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 tags etc. We can locate the // 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 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() const { return node() && node()->isLink() && document().printing(); } bool RenderObject::hasEntirelyFixedBackground() const { return m_style->hasEntirelyFixedBackground(); } RenderObject* RenderObject::container(const RenderLayerModelObject* repaintContainer, bool* repaintContainerSkipped) const { if (repaintContainerSkipped) *repaintContainerSkipped = false; // This method is extremely similar to containingBlock(), but with a few notable // exceptions. // (1) It can be used on orphaned subtrees, i.e., it can be called safely even when // the object is not part of the primary document subtree yet. // (2) For normal flow elements, it just returns the parent. // (3) For absolute positioned elements, it will return a relative positioned inline. // containingBlock() simply skips relpositioned inlines and lets an enclosing block handle // the layout of the positioned object. This does mean that computePositionedLogicalWidth and // computePositionedLogicalHeight have to use container(). RenderObject* o = parent(); if (isText()) return o; EPosition pos = m_style->position(); if (pos == FixedPosition) { return containerForFixedPosition(repaintContainer, repaintContainerSkipped); } else if (pos == AbsolutePosition) { // We technically just want our containing block, but // we may not have one if we're part of an uninstalled // subtree. We'll climb as high as we can though. while (o) { if (o->style()->position() != StaticPosition) break; if (o->canContainFixedPositionObjects()) break; if (repaintContainerSkipped && o == repaintContainer) *repaintContainerSkipped = true; o = o->parent(); } } return o; } bool RenderObject::isSelectionBorder() const { SelectionState st = selectionState(); return st == SelectionStart || st == SelectionEnd || st == SelectionBoth; } inline void RenderObject::clearLayoutRootIfNeeded() const { if (frame()) { if (FrameView* view = frame()->view()) { if (view->layoutRoot() == this) { if (!documentBeingDestroyed()) ASSERT_NOT_REACHED(); // This indicates a failure to layout the child, which is why // the layout root is still set to |this|. Make sure to clear it // since we are getting destroyed. view->clearLayoutRoot(); } } } } void RenderObject::willBeDestroyed() { // Destroy any leftover anonymous children. RenderObjectChildList* children = virtualChildren(); if (children) children->destroyLeftoverChildren(); // If this renderer is being autoscrolled, stop the autoscrolling. if (Frame* frame = this->frame()) { if (frame->page()) frame->page()->autoscrollController().stopAutoscrollIfNeeded(this); frame->animation().cancelAnimations(this); } // For accessibility management, notify the parent of the imminent change to its child set. // We do it now, before remove(), while the parent pointer is still available. if (AXObjectCache* cache = document().existingAXObjectCache()) cache->childrenChanged(this->parent()); remove(); // The remove() call above may invoke axObjectCache()->childrenChanged() on the parent, which may require the AX render // object for this renderer. So we remove the AX render object now, after the renderer is removed. if (AXObjectCache* cache = document().existingAXObjectCache()) cache->remove(this); #ifndef NDEBUG if (!documentBeingDestroyed() && view() && view()->hasRenderNamedFlowThreads()) { // After remove, the object and the associated information should not be in any flow thread. const RenderNamedFlowThreadList* flowThreadList = view()->flowThreadController()->renderNamedFlowThreadList(); for (RenderNamedFlowThreadList::const_iterator iter = flowThreadList->begin(); iter != flowThreadList->end(); ++iter) { const RenderNamedFlowThread* renderFlowThread = *iter; ASSERT(!renderFlowThread->hasChild(this)); ASSERT(!renderFlowThread->hasChildInfo(this)); } } #endif // If this renderer had a parent, remove should have destroyed any counters // attached to this renderer and marked the affected other counters for // reevaluation. This apparently redundant check is here for the case when // this renderer had no parent at the time remove() was called. if (hasCounterNodeMap()) RenderCounter::destroyCounterNodes(*this); setAncestorLineBoxDirty(false); clearLayoutRootIfNeeded(); } void RenderObject::insertedIntoTree() { // FIXME: We should ASSERT(isRooted()) here but generated content makes some out-of-order insertion. // Keep our layer hierarchy updated. Optimize for the common case where we don't have any children // and don't have a layer attached to ourselves. RenderLayer* layer = 0; if (firstChild() || hasLayer()) { layer = parent()->enclosingLayer(); addLayers(layer); } // If |this| is visible but this object was not, tell the layer it has some visible content // that needs to be drawn and layer visibility optimization can't be used if (parent()->style()->visibility() != VISIBLE && style()->visibility() == VISIBLE && !hasLayer()) { if (!layer) layer = parent()->enclosingLayer(); if (layer) layer->setHasVisibleContent(); } if (!isFloating() && parent()->childrenInline()) parent()->dirtyLinesFromChangedChild(this); if (RenderNamedFlowThread* containerFlowThread = parent()->renderNamedFlowThreadWrapper()) containerFlowThread->addFlowChild(this); } void RenderObject::willBeRemovedFromTree() { // FIXME: We should ASSERT(isRooted()) but we have some out-of-order removals which would need to be fixed first. // If we remove a visible child from an invisible parent, we don't know the layer visibility any more. RenderLayer* layer = 0; if (parent()->style()->visibility() != VISIBLE && style()->visibility() == VISIBLE && !hasLayer()) { if ((layer = parent()->enclosingLayer())) layer->dirtyVisibleContentStatus(); } // Keep our layer hierarchy updated. if (firstChild() || hasLayer()) { if (!layer) layer = parent()->enclosingLayer(); removeLayers(layer); } if (isOutOfFlowPositioned() && parent()->childrenInline()) parent()->dirtyLinesFromChangedChild(this); removeFromRenderFlowThread(); if (RenderNamedFlowThread* containerFlowThread = parent()->renderNamedFlowThreadWrapper()) containerFlowThread->removeFlowChild(this); // Update cached boundaries in SVG renderers if a child is removed. parent()->setNeedsBoundariesUpdate(); } void RenderObject::removeFromRenderFlowThread() { if (flowThreadState() == NotInsideFlowThread) return; // Sometimes we remove the element from the flow, but it's not destroyed at that time. // It's only until later when we actually destroy it and remove all the children from it. // Currently, that happens for firstLetter elements and list markers. // Pass in the flow thread so that we don't have to look it up for all the children. removeFromRenderFlowThreadRecursive(flowThreadContainingBlock()); } void RenderObject::removeFromRenderFlowThreadRecursive(RenderFlowThread* renderFlowThread) { if (const RenderObjectChildList* children = virtualChildren()) { for (RenderObject* child = children->firstChild(); child; child = child->nextSibling()) child->removeFromRenderFlowThreadRecursive(renderFlowThread); } RenderFlowThread* localFlowThread = renderFlowThread; if (flowThreadState() == InsideInFlowThread) localFlowThread = flowThreadContainingBlock(); // We have to ask. We can't just assume we are in the same flow thread. if (localFlowThread) localFlowThread->removeFlowChildInfo(this); setFlowThreadState(NotInsideFlowThread); } void RenderObject::destroyAndCleanupAnonymousWrappers() { // If the tree is destroyed, there is no need for a clean-up phase. if (documentBeingDestroyed()) { destroy(); return; } RenderObject* destroyRoot = this; for (RenderObject* destroyRootParent = destroyRoot->parent(); destroyRootParent && destroyRootParent->isAnonymous(); destroyRoot = destroyRootParent, destroyRootParent = destroyRootParent->parent()) { // Anonymous block continuations are tracked and destroyed elsewhere (see the bottom of RenderBlock::removeChild) if (destroyRootParent->isRenderBlock() && toRenderBlock(destroyRootParent)->isAnonymousBlockContinuation()) break; // Render flow threads are tracked by the FlowThreadController, so we can't destroy them here. // Column spans are tracked elsewhere. if (destroyRootParent->isRenderFlowThread() || destroyRootParent->isAnonymousColumnSpanBlock()) break; if (destroyRootParent->firstChild() != this || destroyRootParent->lastChild() != this) break; } destroyRoot->destroy(); // WARNING: |this| is deleted here. } void RenderObject::removeShapeImageClient(ShapeValue* shapeValue) { if (!shapeValue) return; if (StyleImage* shapeImage = shapeValue->image()) shapeImage->removeClient(this); } void RenderObject::destroy() { willBeDestroyed(); postDestroy(); } void RenderObject::postDestroy() { // It seems ugly that this is not in willBeDestroyed(). if (m_style) { for (const FillLayer* bgLayer = m_style->backgroundLayers(); bgLayer; bgLayer = bgLayer->next()) { if (StyleImage* backgroundImage = bgLayer->image()) backgroundImage->removeClient(this); } for (const FillLayer* maskLayer = m_style->maskLayers(); maskLayer; maskLayer = maskLayer->next()) { if (StyleImage* maskImage = maskLayer->image()) maskImage->removeClient(this); } if (StyleImage* borderImage = m_style->borderImage().image()) borderImage->removeClient(this); if (StyleImage* maskBoxImage = m_style->maskBoxImage().image()) maskBoxImage->removeClient(this); removeShapeImageClient(m_style->shapeInside()); removeShapeImageClient(m_style->shapeOutside()); } delete this; } PositionWithAffinity RenderObject::positionForPoint(const LayoutPoint&) { return createPositionWithAffinity(caretMinOffset(), DOWNSTREAM); } void RenderObject::updateDragState(bool dragOn) { bool valueChanged = (dragOn != isDragging()); setIsDragging(dragOn); if (valueChanged && node() && (style()->affectedByDrag() || (node()->isElementNode() && toElement(node())->childrenAffectedByDrag()))) node()->setNeedsStyleRecalc(); for (RenderObject* curr = firstChild(); curr; curr = curr->nextSibling()) curr->updateDragState(dragOn); } CompositingState RenderObject::compositingState() const { return hasLayer() ? toRenderLayerModelObject(this)->layer()->compositingState() : NotComposited; } bool RenderObject::hitTest(const HitTestRequest& request, HitTestResult& result, const HitTestLocation& locationInContainer, const LayoutPoint& accumulatedOffset, HitTestFilter hitTestFilter) { bool inside = false; if (hitTestFilter != HitTestSelf) { // First test the foreground layer (lines and inlines). inside = nodeAtPoint(request, result, locationInContainer, accumulatedOffset, HitTestForeground); // Test floats next. if (!inside) inside = nodeAtPoint(request, result, locationInContainer, accumulatedOffset, HitTestFloat); // Finally test to see if the mouse is in the background (within a child block's background). if (!inside) inside = nodeAtPoint(request, result, locationInContainer, accumulatedOffset, HitTestChildBlockBackgrounds); } // See if the mouse is inside us but not any of our descendants if (hitTestFilter != HitTestDescendants && !inside) inside = nodeAtPoint(request, result, locationInContainer, accumulatedOffset, HitTestBlockBackground); return inside; } void RenderObject::updateHitTestResult(HitTestResult& result, const LayoutPoint& point) { if (result.innerNode()) return; Node* node = this->node(); // If we hit the anonymous renderers inside generated content we should // actually hit the generated content so walk up to the PseudoElement. if (!node && parent() && parent()->isBeforeOrAfterContent()) { for (RenderObject* renderer = parent(); renderer && !node; renderer = renderer->parent()) node = renderer->node(); } if (node) { result.setInnerNode(node); if (!result.innerNonSharedNode()) result.setInnerNonSharedNode(node); result.setLocalPoint(point); } } bool RenderObject::nodeAtPoint(const HitTestRequest&, HitTestResult&, const HitTestLocation& /*locationInContainer*/, const LayoutPoint& /*accumulatedOffset*/, HitTestAction) { return false; } void RenderObject::scheduleRelayout() { if (isRenderView()) { FrameView* view = toRenderView(this)->frameView(); if (view) view->scheduleRelayout(); } else { if (isRooted()) { if (RenderView* renderView = view()) { if (FrameView* frameView = renderView->frameView()) frameView->scheduleRelayoutOfSubtree(this); } } } } void RenderObject::layout() { ASSERT(needsLayout()); LayoutRectRecorder recorder(*this); RenderObject* child = firstChild(); while (child) { child->layoutIfNeeded(); ASSERT(!child->needsLayout()); child = child->nextSibling(); } clearNeedsLayout(); } void RenderObject::didLayout(ResourceLoadPriorityOptimizer& priorityModifier) { for (RenderObject* child = firstChild(); child; child = child->nextSibling()) child->didLayout(priorityModifier); } void RenderObject::didScroll(ResourceLoadPriorityOptimizer& priorityModifier) { for (RenderObject* child = firstChild(); child; child = child->nextSibling()) child->didScroll(priorityModifier); } void RenderObject::forceLayout() { setSelfNeedsLayout(true); setShouldDoFullRepaintAfterLayout(true); layout(); } // FIXME: Does this do anything different than forceLayout given that we don't walk // the containing block chain. If not, we should change all callers to use forceLayout. void RenderObject::forceChildLayout() { setNormalChildNeedsLayout(true); layout(); } enum StyleCacheState { Cached, Uncached }; static PassRefPtr firstLineStyleForCachedUncachedType(StyleCacheState type, const RenderObject* renderer, RenderStyle* style) { const RenderObject* rendererForFirstLineStyle = renderer; if (renderer->isBeforeOrAfterContent()) rendererForFirstLineStyle = renderer->parent(); if (rendererForFirstLineStyle->isRenderBlockFlow() || rendererForFirstLineStyle->isRenderButton()) { if (RenderBlock* firstLineBlock = rendererForFirstLineStyle->firstLineBlock()) { if (type == Cached) return firstLineBlock->getCachedPseudoStyle(FIRST_LINE, style); return firstLineBlock->getUncachedPseudoStyle(PseudoStyleRequest(FIRST_LINE), style, firstLineBlock == renderer ? style : 0); } } else if (!rendererForFirstLineStyle->isAnonymous() && rendererForFirstLineStyle->isRenderInline()) { RenderStyle* parentStyle = rendererForFirstLineStyle->parent()->firstLineStyle(); if (parentStyle != rendererForFirstLineStyle->parent()->style()) { if (type == Cached) { // A first-line style is in effect. Cache a first-line style for ourselves. rendererForFirstLineStyle->style()->setHasPseudoStyle(FIRST_LINE_INHERITED); return rendererForFirstLineStyle->getCachedPseudoStyle(FIRST_LINE_INHERITED, parentStyle); } return rendererForFirstLineStyle->getUncachedPseudoStyle(PseudoStyleRequest(FIRST_LINE_INHERITED), parentStyle, style); } } return 0; } PassRefPtr RenderObject::uncachedFirstLineStyle(RenderStyle* style) const { if (!document().styleEngine()->usesFirstLineRules()) return 0; ASSERT(!isText()); return firstLineStyleForCachedUncachedType(Uncached, this, style); } RenderStyle* RenderObject::cachedFirstLineStyle() const { ASSERT(document().styleEngine()->usesFirstLineRules()); if (RefPtr style = firstLineStyleForCachedUncachedType(Cached, isText() ? parent() : this, m_style.get())) return style.get(); return m_style.get(); } RenderStyle* RenderObject::getCachedPseudoStyle(PseudoId pseudo, RenderStyle* parentStyle) const { if (pseudo < FIRST_INTERNAL_PSEUDOID && !style()->hasPseudoStyle(pseudo)) return 0; RenderStyle* cachedStyle = style()->getCachedPseudoStyle(pseudo); if (cachedStyle) return cachedStyle; RefPtr result = getUncachedPseudoStyle(PseudoStyleRequest(pseudo), parentStyle); if (result) return style()->addCachedPseudoStyle(result.release()); return 0; } PassRefPtr RenderObject::getUncachedPseudoStyle(const PseudoStyleRequest& pseudoStyleRequest, RenderStyle* parentStyle, RenderStyle* ownStyle) const { if (pseudoStyleRequest.pseudoId < FIRST_INTERNAL_PSEUDOID && !ownStyle && !style()->hasPseudoStyle(pseudoStyleRequest.pseudoId)) return 0; if (!parentStyle) { ASSERT(!ownStyle); parentStyle = style(); } // FIXME: This "find nearest element parent" should be a helper function. Node* n = node(); while (n && !n->isElementNode()) n = n->parentNode(); if (!n) return 0; Element* element = toElement(n); if (pseudoStyleRequest.pseudoId == FIRST_LINE_INHERITED) { RefPtr result = document().ensureStyleResolver().styleForElement(element, parentStyle, DisallowStyleSharing); result->setStyleType(FIRST_LINE_INHERITED); return result.release(); } return document().ensureStyleResolver().pseudoStyleForElement(element, pseudoStyleRequest, parentStyle); } bool RenderObject::hasBlendMode() const { return RuntimeEnabledFeatures::cssCompositingEnabled() && style() && style()->hasBlendMode(); } static Color decorationColor(const RenderObject* object, RenderStyle* style) { Color result; // Check for text decoration color first. result = object->resolveColor(style, CSSPropertyTextDecorationColor); if (result.isValid()) return result; if (style->textStrokeWidth() > 0) { // Prefer stroke color if possible but not if it's fully transparent. result = object->resolveColor(style, CSSPropertyWebkitTextStrokeColor); if (result.alpha()) return result; } result = object->resolveColor(style, CSSPropertyWebkitTextFillColor); return result; } void RenderObject::getTextDecorationColors(unsigned decorations, Color& underline, Color& overline, Color& linethrough, bool quirksMode, bool firstlineStyle) { RenderObject* curr = this; RenderStyle* styleToUse = 0; unsigned currDecs = TextDecorationNone; Color resultColor; do { styleToUse = curr->style(firstlineStyle); currDecs = styleToUse->textDecoration(); currDecs &= decorations; resultColor = decorationColor(this, styleToUse); // Parameter 'decorations' is cast as an int to enable the bitwise operations below. if (currDecs) { if (currDecs & TextDecorationUnderline) { decorations &= ~TextDecorationUnderline; underline = resultColor; } if (currDecs & TextDecorationOverline) { decorations &= ~TextDecorationOverline; overline = resultColor; } if (currDecs & TextDecorationLineThrough) { decorations &= ~TextDecorationLineThrough; linethrough = resultColor; } } if (curr->isRubyText()) return; curr = curr->parent(); if (curr && curr->isAnonymousBlock() && toRenderBlock(curr)->continuation()) curr = toRenderBlock(curr)->continuation(); } while (curr && decorations && (!quirksMode || !curr->node() || (!isHTMLAnchorElement(curr->node()) && !curr->node()->hasTagName(fontTag)))); // If we bailed out, use the element we bailed out at (typically a or element). if (decorations && curr) { styleToUse = curr->style(firstlineStyle); resultColor = decorationColor(this, styleToUse); if (decorations & TextDecorationUnderline) underline = resultColor; if (decorations & TextDecorationOverline) overline = resultColor; if (decorations & TextDecorationLineThrough) linethrough = resultColor; } } void RenderObject::addAnnotatedRegions(Vector& regions) { // Convert the style regions to absolute coordinates. if (style()->visibility() != VISIBLE || !isBox()) return; if (style()->getDraggableRegionMode() == DraggableRegionNone) return; RenderBox* box = toRenderBox(this); FloatRect localBounds(FloatPoint(), FloatSize(box->width(), box->height())); FloatRect absBounds = localToAbsoluteQuad(localBounds).boundingBox(); AnnotatedRegionValue region; region.draggable = style()->getDraggableRegionMode() == DraggableRegionDrag; region.bounds = LayoutRect(absBounds); regions.append(region); } void RenderObject::collectAnnotatedRegions(Vector& regions) { // RenderTexts don't have their own style, they just use their parent's style, // so we don't want to include them. if (isText()) return; addAnnotatedRegions(regions); for (RenderObject* curr = firstChild(); curr; curr = curr->nextSibling()) curr->collectAnnotatedRegions(regions); } bool RenderObject::willRenderImage(ImageResource*) { // Without visibility we won't render (and therefore don't care about animation). if (style()->visibility() != VISIBLE) return false; // We will not render a new image when Active DOM is suspended if (document().activeDOMObjectsAreSuspended()) return false; // If we're not in a window (i.e., we're dormant from being in a background tab) // then we don't want to render either. return !document().view()->isOffscreen(); } int RenderObject::maximalOutlineSize(PaintPhase p) const { if (p != PaintPhaseOutline && p != PaintPhaseSelfOutline && p != PaintPhaseChildOutlines) return 0; return view()->maximalOutlineSize(); } int RenderObject::caretMinOffset() const { return 0; } int RenderObject::caretMaxOffset() const { if (isReplaced()) return node() ? max(1U, node()->childNodeCount()) : 1; if (isHR()) return 1; return 0; } int RenderObject::previousOffset(int current) const { return current - 1; } int RenderObject::previousOffsetForBackwardDeletion(int current) const { return current - 1; } int RenderObject::nextOffset(int current) const { return current + 1; } void RenderObject::adjustRectForOutlineAndShadow(LayoutRect& rect) const { int outlineSize = outlineStyleForRepaint()->outlineSize(); if (const ShadowList* boxShadow = style()->boxShadow()) { boxShadow->adjustRectForShadow(rect, outlineSize); return; } rect.inflate(outlineSize); } AnimationController& RenderObject::animation() const { return frame()->animation(); } bool RenderObject::isInert() const { const RenderObject* renderer = this; while (!renderer->node()) renderer = renderer->parent(); return renderer->node()->isInert(); } void RenderObject::imageChanged(ImageResource* image, const IntRect* rect) { imageChanged(static_cast(image), rect); } RenderObject* RenderObject::hoverAncestor() const { // When searching for the hover ancestor and encountering a named flow thread, // the search will continue with the DOM ancestor of the top-most element // in the named flow thread. // See https://code.google.com/p/chromium/issues/detail?id=243278 RenderObject* hoverAncestor = parent(); // Skip anonymous blocks directly flowed into flow threads as it would // prevent us from continuing the search on the DOM tree when reaching the named flow thread. if (hoverAncestor && hoverAncestor->isAnonymousBlock() && hoverAncestor->parent() && hoverAncestor->parent()->isRenderNamedFlowThread()) hoverAncestor = hoverAncestor->parent(); if (hoverAncestor && hoverAncestor->isRenderNamedFlowThread()) { hoverAncestor = 0; Node* node = this->node(); if (node) { Node* domAncestorNode = node->parentNode(); if (domAncestorNode) hoverAncestor = domAncestorNode->renderer(); } } return hoverAncestor; } Element* RenderObject::offsetParent() const { if (isRoot() || isBody()) return 0; if (isOutOfFlowPositioned() && style()->position() == FixedPosition) return 0; // If A is an area HTML element which has a map HTML element somewhere in the ancestor // chain return the nearest ancestor map HTML element and stop this algorithm. // FIXME: Implement! float effectiveZoom = style()->effectiveZoom(); Node* node = 0; for (RenderObject* ancestor = parent(); ancestor; ancestor = ancestor->parent()) { // Spec: http://www.w3.org/TR/cssom-view/#offset-attributes // CSS regions specification says that region flows should return the body element as their offsetParent. if (ancestor->isRenderNamedFlowThread()) return document().body(); node = ancestor->node(); if (!node) continue; if (ancestor->isPositioned()) break; if (node->hasTagName(HTMLNames::bodyTag)) break; if (!isPositioned() && (isHTMLTableElement(node) || node->hasTagName(tdTag) || node->hasTagName(thTag))) break; // Webkit specific extension where offsetParent stops at zoom level changes. if (effectiveZoom != ancestor->style()->effectiveZoom()) break; } return node && node->isElementNode() ? toElement(node) : 0; } PositionWithAffinity RenderObject::createPositionWithAffinity(int offset, EAffinity affinity) { // If this is a non-anonymous renderer in an editable area, then it's simple. if (Node* node = nonPseudoNode()) { if (!node->rendererIsEditable()) { // If it can be found, we prefer a visually equivalent position that is editable. Position position = createLegacyEditingPosition(node, offset); Position candidate = position.downstream(CanCrossEditingBoundary); if (candidate.deprecatedNode()->rendererIsEditable()) return PositionWithAffinity(candidate, affinity); candidate = position.upstream(CanCrossEditingBoundary); if (candidate.deprecatedNode()->rendererIsEditable()) return PositionWithAffinity(candidate, affinity); } // FIXME: Eliminate legacy editing positions return PositionWithAffinity(createLegacyEditingPosition(node, offset), affinity); } // We don't want to cross the boundary between editable and non-editable // regions of the document, but that is either impossible or at least // extremely unlikely in any normal case because we stop as soon as we // find a single non-anonymous renderer. // Find a nearby non-anonymous renderer. RenderObject* child = this; while (RenderObject* parent = child->parent()) { // Find non-anonymous content after. RenderObject* renderer = child; while ((renderer = renderer->nextInPreOrder(parent))) { if (Node* node = renderer->nonPseudoNode()) return PositionWithAffinity(firstPositionInOrBeforeNode(node), DOWNSTREAM); } // Find non-anonymous content before. renderer = child; while ((renderer = renderer->previousInPreOrder())) { if (renderer == parent) break; if (Node* node = renderer->nonPseudoNode()) return PositionWithAffinity(lastPositionInOrAfterNode(node), DOWNSTREAM); } // Use the parent itself unless it too is anonymous. if (Node* node = parent->nonPseudoNode()) return PositionWithAffinity(firstPositionInOrBeforeNode(node), DOWNSTREAM); // Repeat at the next level up. child = parent; } // Everything was anonymous. Give up. return PositionWithAffinity(); } PositionWithAffinity RenderObject::createPositionWithAffinity(const Position& position) { if (position.isNotNull()) return PositionWithAffinity(position); ASSERT(!node()); return createPositionWithAffinity(0, DOWNSTREAM); } CursorDirective RenderObject::getCursor(const LayoutPoint&, Cursor&) const { return SetCursorBasedOnStyle; } bool RenderObject::canUpdateSelectionOnRootLineBoxes() { if (needsLayout()) return false; RenderBlock* containingBlock = this->containingBlock(); return containingBlock ? !containingBlock->needsLayout() : true; } // We only create "generated" child renderers like one for first-letter if: // - the firstLetterBlock can have children in the DOM and // - the block doesn't have any special assumption on its text children. // This correctly prevents form controls from having such renderers. bool RenderObject::canHaveGeneratedChildren() const { return canHaveChildren(); } void RenderObject::setNeedsBoundariesUpdate() { if (RenderObject* renderer = parent()) renderer->setNeedsBoundariesUpdate(); } FloatRect RenderObject::objectBoundingBox() const { ASSERT_NOT_REACHED(); return FloatRect(); } FloatRect RenderObject::strokeBoundingBox() const { ASSERT_NOT_REACHED(); return FloatRect(); } // Returns the smallest rectangle enclosing all of the painted content // respecting clipping, masking, filters, opacity, stroke-width and markers FloatRect RenderObject::repaintRectInLocalCoordinates() const { ASSERT_NOT_REACHED(); return FloatRect(); } AffineTransform RenderObject::localTransform() const { static const AffineTransform identity; return identity; } const AffineTransform& RenderObject::localToParentTransform() const { static const AffineTransform identity; return identity; } bool RenderObject::nodeAtFloatPoint(const HitTestRequest&, HitTestResult&, const FloatPoint&, HitTestAction) { ASSERT_NOT_REACHED(); return false; } // FIXME: This should really use local coords // Works on absolute coords - expensive to call bool RenderObject::isContainedInParentBoundingBox() const { if (!parent()) return false; IntRect parentRect = parent()->absoluteBoundingBoxRect(); return parentRect.contains(absoluteBoundingBoxRect()); } bool RenderObject::isRelayoutBoundaryForInspector() const { return objectIsRelayoutBoundary(this); } bool RenderObject::isRenderNamedFlowFragmentContainer() const { return isRenderBlockFlow() && toRenderBlockFlow(this)->renderNamedFlowFragment(); } } // namespace WebCore #ifndef NDEBUG void showTree(const WebCore::RenderObject* object) { if (object) object->showTreeForThis(); } void showLineTree(const WebCore::RenderObject* object) { if (object) object->showLineTreeForThis(); } void showRenderTree(const WebCore::RenderObject* object1) { showRenderTree(object1, 0); } void showRenderTree(const WebCore::RenderObject* object1, const WebCore::RenderObject* object2) { if (object1) { const WebCore::RenderObject* root = object1; while (root->parent()) root = root->parent(); root->showRenderTreeAndMark(object1, "*", object2, "-", 0); } } #endif