gecko-dev/layout/base/nsDisplayList.cpp

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/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* vim: set ts=2 sw=2 et tw=78:
* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Novell code.
*
* The Initial Developer of the Original Code is Novell Corporation.
* Portions created by the Initial Developer are Copyright (C) 2006
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* robert@ocallahan.org
*
* Alternatively, the contents of this file may be used under the terms of
* either of the GNU General Public License Version 2 or later (the "GPL"),
* or the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK *****
*/
/*
* structures that represent things to be painted (ordered in z-order),
* used during painting and hit testing
*/
#include "nsDisplayList.h"
#include "nsCSSRendering.h"
#include "nsRenderingContext.h"
#include "nsISelectionController.h"
#include "nsIPresShell.h"
#include "nsRegion.h"
#include "nsFrameManager.h"
#include "gfxContext.h"
#include "nsStyleStructInlines.h"
#include "nsStyleTransformMatrix.h"
#include "gfxMatrix.h"
#include "nsSVGIntegrationUtils.h"
#include "nsLayoutUtils.h"
#include "nsIScrollableFrame.h"
#include "nsThemeConstants.h"
#include "imgIContainer.h"
#include "nsIInterfaceRequestorUtils.h"
#include "BasicLayers.h"
#include "nsBoxFrame.h"
#include "nsViewportFrame.h"
using namespace mozilla;
using namespace mozilla::layers;
typedef FrameMetrics::ViewID ViewID;
nsDisplayListBuilder::nsDisplayListBuilder(nsIFrame* aReferenceFrame,
Mode aMode, bool aBuildCaret)
: mReferenceFrame(aReferenceFrame),
mIgnoreScrollFrame(nsnull),
mCurrentTableItem(nsnull),
mFinalTransparentRegion(nsnull),
mMode(aMode),
mBuildCaret(aBuildCaret),
mIgnoreSuppression(false),
mHadToIgnoreSuppression(false),
mIsAtRootOfPseudoStackingContext(false),
mIncludeAllOutOfFlows(false),
mSelectedFramesOnly(false),
mAccurateVisibleRegions(false),
mInTransform(false),
mSyncDecodeImages(false),
mIsPaintingToWindow(false),
mSnappingEnabled(mMode != EVENT_DELIVERY),
mHasDisplayPort(false),
mHasFixedItems(false)
{
MOZ_COUNT_CTOR(nsDisplayListBuilder);
PL_InitArenaPool(&mPool, "displayListArena", 1024,
NS_MAX(NS_ALIGNMENT_OF(void*),NS_ALIGNMENT_OF(double))-1);
nsPresContext* pc = aReferenceFrame->PresContext();
nsIPresShell *shell = pc->PresShell();
if (pc->IsRenderingOnlySelection()) {
nsCOMPtr<nsISelectionController> selcon(do_QueryInterface(shell));
if (selcon) {
selcon->GetSelection(nsISelectionController::SELECTION_NORMAL,
getter_AddRefs(mBoundingSelection));
}
}
if(mReferenceFrame->GetType() == nsGkAtoms::viewportFrame) {
ViewportFrame* viewportFrame = static_cast<ViewportFrame*>(mReferenceFrame);
if (!viewportFrame->GetChildList(nsIFrame::kFixedList).IsEmpty()) {
mHasFixedItems = true;
}
}
LayerBuilder()->Init(this);
PR_STATIC_ASSERT(nsDisplayItem::TYPE_MAX < (1 << nsDisplayItem::TYPE_BITS));
}
static void MarkFrameForDisplay(nsIFrame* aFrame, nsIFrame* aStopAtFrame) {
nsFrameManager* frameManager = aFrame->PresContext()->PresShell()->FrameManager();
for (nsIFrame* f = aFrame; f;
f = nsLayoutUtils::GetParentOrPlaceholderFor(frameManager, f)) {
if (f->GetStateBits() & NS_FRAME_FORCE_DISPLAY_LIST_DESCEND_INTO)
return;
f->AddStateBits(NS_FRAME_FORCE_DISPLAY_LIST_DESCEND_INTO);
if (f == aStopAtFrame) {
// we've reached a frame that we know will be painted, so we can stop.
break;
}
}
}
static bool IsFixedFrame(nsIFrame* aFrame)
{
return aFrame && aFrame->GetParent() && !aFrame->GetParent()->GetParent();
}
static bool IsFixedItem(nsDisplayItem *aItem, nsDisplayListBuilder* aBuilder,
bool* aIsFixedBackground)
{
nsIFrame* activeScrolledRoot =
nsLayoutUtils::GetActiveScrolledRootFor(aItem, aBuilder, aIsFixedBackground);
return activeScrolledRoot &&
!nsLayoutUtils::ScrolledByViewportScrolling(activeScrolledRoot,
aBuilder);
}
static bool ForceVisiblityForFixedItem(nsDisplayListBuilder* aBuilder,
nsDisplayItem* aItem,
bool* aIsFixedBackground)
{
return aBuilder->GetDisplayPort() && aBuilder->GetHasFixedItems() &&
IsFixedItem(aItem, aBuilder, aIsFixedBackground);
}
void nsDisplayListBuilder::SetDisplayPort(const nsRect& aDisplayPort)
{
static bool fixedPositionLayersEnabled = getenv("MOZ_ENABLE_FIXED_POSITION_LAYERS") != 0;
if (fixedPositionLayersEnabled) {
mHasDisplayPort = true;
mDisplayPort = aDisplayPort;
}
}
void nsDisplayListBuilder::MarkOutOfFlowFrameForDisplay(nsIFrame* aDirtyFrame,
nsIFrame* aFrame,
const nsRect& aDirtyRect)
{
nsRect dirty = aDirtyRect - aFrame->GetOffsetTo(aDirtyFrame);
nsRect overflowRect = aFrame->GetVisualOverflowRect();
if (mHasDisplayPort && IsFixedFrame(aFrame)) {
dirty = overflowRect;
}
if (!dirty.IntersectRect(dirty, overflowRect))
return;
aFrame->Properties().Set(nsDisplayListBuilder::OutOfFlowDirtyRectProperty(),
new nsRect(dirty));
MarkFrameForDisplay(aFrame, aDirtyFrame);
}
static void UnmarkFrameForDisplay(nsIFrame* aFrame) {
nsPresContext* presContext = aFrame->PresContext();
presContext->PropertyTable()->
Delete(aFrame, nsDisplayListBuilder::OutOfFlowDirtyRectProperty());
nsFrameManager* frameManager = presContext->PresShell()->FrameManager();
for (nsIFrame* f = aFrame; f;
f = nsLayoutUtils::GetParentOrPlaceholderFor(frameManager, f)) {
if (!(f->GetStateBits() & NS_FRAME_FORCE_DISPLAY_LIST_DESCEND_INTO))
return;
f->RemoveStateBits(NS_FRAME_FORCE_DISPLAY_LIST_DESCEND_INTO);
}
}
static void RecordFrameMetrics(nsIFrame* aForFrame,
nsIFrame* aScrollFrame,
ContainerLayer* aRoot,
const nsRect& aVisibleRect,
const nsRect& aViewport,
nsRect* aDisplayPort,
ViewID aScrollId,
const nsDisplayItem::ContainerParameters& aContainerParameters) {
nsPresContext* presContext = aForFrame->PresContext();
PRInt32 auPerDevPixel = presContext->AppUnitsPerDevPixel();
nsIntRect visible = aVisibleRect.ScaleToNearestPixels(
aContainerParameters.mXScale, aContainerParameters.mYScale, auPerDevPixel);
aRoot->SetVisibleRegion(nsIntRegion(visible));
FrameMetrics metrics;
metrics.mViewport = aViewport.ScaleToNearestPixels(
aContainerParameters.mXScale, aContainerParameters.mYScale, auPerDevPixel);
if (aDisplayPort) {
metrics.mDisplayPort = aDisplayPort->ScaleToNearestPixels(
aContainerParameters.mXScale, aContainerParameters.mYScale, auPerDevPixel);
}
nsIScrollableFrame* scrollableFrame = nsnull;
if (aScrollFrame)
scrollableFrame = aScrollFrame->GetScrollTargetFrame();
if (scrollableFrame) {
nsSize contentSize =
scrollableFrame->GetScrollRange().Size() +
scrollableFrame->GetScrollPortRect().Size();
metrics.mContentSize = contentSize.ScaleToNearestPixels(
aContainerParameters.mXScale, aContainerParameters.mYScale, auPerDevPixel);
metrics.mViewportScrollOffset = scrollableFrame->GetScrollPosition().ScaleToNearestPixels(
aContainerParameters.mXScale, aContainerParameters.mYScale, auPerDevPixel);
}
else {
nsSize contentSize = aForFrame->GetSize();
metrics.mContentSize = contentSize.ScaleToNearestPixels(
aContainerParameters.mXScale, aContainerParameters.mYScale, auPerDevPixel);
}
metrics.mScrollId = aScrollId;
aRoot->SetFrameMetrics(metrics);
}
nsDisplayListBuilder::~nsDisplayListBuilder() {
NS_ASSERTION(mFramesMarkedForDisplay.Length() == 0,
"All frames should have been unmarked");
NS_ASSERTION(mPresShellStates.Length() == 0,
"All presshells should have been exited");
NS_ASSERTION(!mCurrentTableItem, "No table item should be active");
PL_FreeArenaPool(&mPool);
PL_FinishArenaPool(&mPool);
MOZ_COUNT_DTOR(nsDisplayListBuilder);
}
PRUint32
nsDisplayListBuilder::GetBackgroundPaintFlags() {
PRUint32 flags = 0;
if (mSyncDecodeImages) {
flags |= nsCSSRendering::PAINTBG_SYNC_DECODE_IMAGES;
}
if (mIsPaintingToWindow) {
flags |= nsCSSRendering::PAINTBG_TO_WINDOW;
}
return flags;
}
static PRUint64 RegionArea(const nsRegion& aRegion)
{
PRUint64 area = 0;
nsRegionRectIterator iter(aRegion);
const nsRect* r;
while ((r = iter.Next()) != nsnull) {
area += PRUint64(r->width)*r->height;
}
return area;
}
void
nsDisplayListBuilder::SubtractFromVisibleRegion(nsRegion* aVisibleRegion,
const nsRegion& aRegion)
{
if (aRegion.IsEmpty())
return;
nsRegion tmp;
tmp.Sub(*aVisibleRegion, aRegion);
// Don't let *aVisibleRegion get too complex, but don't let it fluff out
// to its bounds either, which can be very bad (see bug 516740).
// Do let aVisibleRegion get more complex if by doing so we reduce its
// area by at least half.
if (GetAccurateVisibleRegions() || tmp.GetNumRects() <= 15 ||
RegionArea(tmp) <= RegionArea(*aVisibleRegion)/2) {
*aVisibleRegion = tmp;
}
}
nsCaret *
nsDisplayListBuilder::GetCaret() {
nsRefPtr<nsCaret> caret = CurrentPresShellState()->mPresShell->GetCaret();
return caret;
}
void
nsDisplayListBuilder::EnterPresShell(nsIFrame* aReferenceFrame,
const nsRect& aDirtyRect) {
PresShellState* state = mPresShellStates.AppendElement();
if (!state)
return;
state->mPresShell = aReferenceFrame->PresContext()->PresShell();
state->mCaretFrame = nsnull;
state->mFirstFrameMarkedForDisplay = mFramesMarkedForDisplay.Length();
state->mPresShell->UpdateCanvasBackground();
if (mIsPaintingToWindow) {
mReferenceFrame->AddPaintedPresShell(state->mPresShell);
state->mPresShell->IncrementPaintCount();
}
bool buildCaret = mBuildCaret;
if (mIgnoreSuppression || !state->mPresShell->IsPaintingSuppressed()) {
if (state->mPresShell->IsPaintingSuppressed()) {
mHadToIgnoreSuppression = true;
}
state->mIsBackgroundOnly = false;
} else {
state->mIsBackgroundOnly = true;
buildCaret = false;
}
if (!buildCaret)
return;
nsRefPtr<nsCaret> caret = state->mPresShell->GetCaret();
state->mCaretFrame = caret->GetCaretFrame();
if (state->mCaretFrame) {
// Check if the dirty rect intersects with the caret's dirty rect.
nsRect caretRect =
caret->GetCaretRect() + state->mCaretFrame->GetOffsetTo(aReferenceFrame);
if (caretRect.Intersects(aDirtyRect)) {
// Okay, our rects intersect, let's mark the frame and all of its ancestors.
mFramesMarkedForDisplay.AppendElement(state->mCaretFrame);
MarkFrameForDisplay(state->mCaretFrame, nsnull);
}
}
}
void
nsDisplayListBuilder::LeavePresShell(nsIFrame* aReferenceFrame,
const nsRect& aDirtyRect) {
if (CurrentPresShellState()->mPresShell != aReferenceFrame->PresContext()->PresShell()) {
// Must have not allocated a state for this presshell, presumably due
// to OOM.
return;
}
// Unmark and pop off the frames marked for display in this pres shell.
PRUint32 firstFrameForShell = CurrentPresShellState()->mFirstFrameMarkedForDisplay;
for (PRUint32 i = firstFrameForShell;
i < mFramesMarkedForDisplay.Length(); ++i) {
UnmarkFrameForDisplay(mFramesMarkedForDisplay[i]);
}
mFramesMarkedForDisplay.SetLength(firstFrameForShell);
mPresShellStates.SetLength(mPresShellStates.Length() - 1);
}
void
nsDisplayListBuilder::MarkFramesForDisplayList(nsIFrame* aDirtyFrame,
const nsFrameList& aFrames,
const nsRect& aDirtyRect) {
for (nsFrameList::Enumerator e(aFrames); !e.AtEnd(); e.Next()) {
mFramesMarkedForDisplay.AppendElement(e.get());
MarkOutOfFlowFrameForDisplay(aDirtyFrame, e.get(), aDirtyRect);
}
}
void*
nsDisplayListBuilder::Allocate(size_t aSize) {
void *tmp;
PL_ARENA_ALLOCATE(tmp, &mPool, aSize);
return tmp;
}
void nsDisplayListSet::MoveTo(const nsDisplayListSet& aDestination) const
{
aDestination.BorderBackground()->AppendToTop(BorderBackground());
aDestination.BlockBorderBackgrounds()->AppendToTop(BlockBorderBackgrounds());
aDestination.Floats()->AppendToTop(Floats());
aDestination.Content()->AppendToTop(Content());
aDestination.PositionedDescendants()->AppendToTop(PositionedDescendants());
aDestination.Outlines()->AppendToTop(Outlines());
}
void
nsDisplayList::FlattenTo(nsTArray<nsDisplayItem*>* aElements) {
nsDisplayItem* item;
while ((item = RemoveBottom()) != nsnull) {
if (item->GetType() == nsDisplayItem::TYPE_WRAP_LIST) {
item->GetList()->FlattenTo(aElements);
item->~nsDisplayItem();
} else {
aElements->AppendElement(item);
}
}
}
nsRect
nsDisplayList::GetBounds(nsDisplayListBuilder* aBuilder) const {
nsRect bounds;
for (nsDisplayItem* i = GetBottom(); i != nsnull; i = i->GetAbove()) {
bounds.UnionRect(bounds, i->GetBounds(aBuilder));
}
return bounds;
}
bool
nsDisplayList::ComputeVisibilityForRoot(nsDisplayListBuilder* aBuilder,
nsRegion* aVisibleRegion) {
nsRegion r;
r.And(*aVisibleRegion, GetBounds(aBuilder));
return ComputeVisibilityForSublist(aBuilder, aVisibleRegion, r.GetBounds(), r.GetBounds());
}
static nsRegion
TreatAsOpaque(nsDisplayItem* aItem, nsDisplayListBuilder* aBuilder,
bool* aTransparentBackground)
{
nsRegion opaque = aItem->GetOpaqueRegion(aBuilder, aTransparentBackground);
if (aBuilder->IsForPluginGeometry()) {
// Treat all chrome items as opaque, unless their frames are opacity:0.
// Since opacity:0 frames generate an nsDisplayOpacity, that item will
// not be treated as opaque here, so opacity:0 chrome content will be
// effectively ignored, as it should be.
nsIFrame* f = aItem->GetUnderlyingFrame();
if (f && f->PresContext()->IsChrome() && f->GetStyleDisplay()->mOpacity != 0.0) {
opaque = aItem->GetBounds(aBuilder);
}
}
return opaque;
}
static nsRect GetDisplayPortBounds(nsDisplayListBuilder* aBuilder,
nsDisplayItem* aItem,
bool aIgnoreTransform)
{
nsIFrame* frame = aItem->GetUnderlyingFrame();
const nsRect* displayport = aBuilder->GetDisplayPort();
if (aIgnoreTransform) {
return *displayport;
}
return nsLayoutUtils::TransformRectToBoundsInAncestor(
frame,
nsRect(0, 0, displayport->width, displayport->height),
aBuilder->ReferenceFrame());
}
bool
nsDisplayList::ComputeVisibilityForSublist(nsDisplayListBuilder* aBuilder,
nsRegion* aVisibleRegion,
const nsRect& aListVisibleBounds,
const nsRect& aAllowVisibleRegionExpansion) {
#ifdef DEBUG
nsRegion r;
r.And(*aVisibleRegion, GetBounds(aBuilder));
NS_ASSERTION(r.GetBounds().IsEqualInterior(aListVisibleBounds),
"bad aListVisibleBounds");
#endif
mVisibleRect = aListVisibleBounds;
bool anyVisible = false;
nsAutoTArray<nsDisplayItem*, 512> elements;
FlattenTo(&elements);
bool forceTransparentSurface = false;
for (PRInt32 i = elements.Length() - 1; i >= 0; --i) {
nsDisplayItem* item = elements[i];
nsDisplayItem* belowItem = i < 1 ? nsnull : elements[i - 1];
if (belowItem && item->TryMerge(aBuilder, belowItem)) {
belowItem->~nsDisplayItem();
elements.ReplaceElementsAt(i - 1, 1, item);
continue;
}
nsDisplayList* list = item->GetList();
if (list && item->ShouldFlattenAway(aBuilder)) {
// The elements on the list >= i no longer serve any use.
elements.SetLength(i);
list->FlattenTo(&elements);
i = elements.Length();
item->~nsDisplayItem();
continue;
}
nsRect bounds = item->GetBounds(aBuilder);
nsRegion itemVisible;
bool isFixedBackground;
if (ForceVisiblityForFixedItem(aBuilder, item, &isFixedBackground)) {
itemVisible.And(GetDisplayPortBounds(aBuilder, item, isFixedBackground), bounds);
} else {
itemVisible.And(*aVisibleRegion, bounds);
}
item->mVisibleRect = itemVisible.GetBounds();
if (item->ComputeVisibility(aBuilder, aVisibleRegion, aAllowVisibleRegionExpansion)) {
anyVisible = true;
bool transparentBackground = false;
nsRegion opaque = TreatAsOpaque(item, aBuilder, &transparentBackground);
// Subtract opaque item from the visible region
aBuilder->SubtractFromVisibleRegion(aVisibleRegion, opaque);
forceTransparentSurface = forceTransparentSurface || transparentBackground;
}
AppendToBottom(item);
}
mIsOpaque = !aVisibleRegion->Intersects(mVisibleRect);
mForceTransparentSurface = forceTransparentSurface;
#ifdef DEBUG
mDidComputeVisibility = true;
#endif
return anyVisible;
}
void nsDisplayList::PaintRoot(nsDisplayListBuilder* aBuilder,
nsRenderingContext* aCtx,
PRUint32 aFlags) const {
PaintForFrame(aBuilder, aCtx, aBuilder->ReferenceFrame(), aFlags);
}
/**
* We paint by executing a layer manager transaction, constructing a
* single layer representing the display list, and then making it the
* root of the layer manager, drawing into the ThebesLayers.
*/
void nsDisplayList::PaintForFrame(nsDisplayListBuilder* aBuilder,
nsRenderingContext* aCtx,
nsIFrame* aForFrame,
PRUint32 aFlags) const {
NS_ASSERTION(mDidComputeVisibility,
"Must call ComputeVisibility before calling Paint");
nsRefPtr<LayerManager> layerManager;
bool allowRetaining = false;
bool doBeginTransaction = true;
if (aFlags & PAINT_USE_WIDGET_LAYERS) {
nsIFrame* referenceFrame = aBuilder->ReferenceFrame();
NS_ASSERTION(referenceFrame == nsLayoutUtils::GetDisplayRootFrame(referenceFrame),
"Reference frame must be a display root for us to use the layer manager");
nsIWidget* window = referenceFrame->GetNearestWidget();
if (window) {
layerManager = window->GetLayerManager(&allowRetaining);
if (layerManager) {
doBeginTransaction = !(aFlags & PAINT_EXISTING_TRANSACTION);
}
}
}
if (!layerManager) {
if (!aCtx) {
NS_WARNING("Nowhere to paint into");
return;
}
layerManager = new BasicLayerManager();
}
if (aFlags & PAINT_FLUSH_LAYERS) {
FrameLayerBuilder::InvalidateAllLayers(layerManager);
}
if (doBeginTransaction) {
if (aCtx) {
layerManager->BeginTransactionWithTarget(aCtx->ThebesContext());
} else {
layerManager->BeginTransaction();
}
}
if (allowRetaining) {
aBuilder->LayerBuilder()->DidBeginRetainedLayerTransaction(layerManager);
}
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 16:11:27 +04:00
nsPresContext* presContext = aForFrame->PresContext();
nsIPresShell* presShell = presContext->GetPresShell();
nsDisplayItem::ContainerParameters containerParameters
(presShell->GetXResolution(), presShell->GetYResolution());
nsRefPtr<ContainerLayer> root = aBuilder->LayerBuilder()->
BuildContainerLayerFor(aBuilder, layerManager, aForFrame, nsnull, *this,
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 16:11:27 +04:00
containerParameters, nsnull);
if (!root)
return;
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 16:11:27 +04:00
// Root is being scaled up by the X/Y resolution. Scale it back down.
gfx3DMatrix rootTransform = root->GetTransform()*
gfx3DMatrix::ScalingMatrix(1.0f/containerParameters.mXScale,
1.0f/containerParameters.mYScale, 1.0f);
Bug 637852. Part 6: Implement resolution scaling in FrameLayerBuilder. r=tnikkel FrameLayerBuilder::BuildContainerLayerFor takes responsibility for resolution scaling. The ContainerParameters passed in are added to any transform requested. Then we extract the scale part of the transform, round the scale up to the nearest power of two if the transform may be actively animated (so we don't have to redraw layer contents constantly), pass that scale down to be applied by each child and set the residual transform on the ContainerLayer. For child layers built via BuildLayer, we just pass the requested scale factor in via the ContainerParameters. If the returned layer is a ContainerLayer then BuildLayer is guaranteed to have already done necessary scaling. If the returned layer is not a ContainerLayer then we apply the scale ourselves by adding the scale to the child layer's transform. For child ThebesLayers containing non-layer display items, we scale the drawing of those display items so that the child ThebesLayers are simply larger or smaller (larger or smaller visible regions). We have to scale all visible rects, clip rects etc that are in the coordinates of ThebesLayers or the parent ContainerLayer. To keep things simple we do this whenever we convert from appunits to integer layer coordinates. When a ThebesLayer's resolution changes we need to rerender the whole thing. nsDisplayList::PaintForFrame needs to respect the presshell's resolution setting. We do that by building a layer tree with a ContainerParameters requesting a scale up by the presshell resolution; once that layer tree is built, we adjust the root layer transform to scale back down by the resolution.
2011-06-22 16:11:27 +04:00
root->SetTransform(rootTransform);
ViewID id = presContext->IsRootContentDocument() ? FrameMetrics::ROOT_SCROLL_ID
: FrameMetrics::NULL_SCROLL_ID;
nsIFrame* rootScrollFrame = presShell->GetRootScrollFrame();
nsRect displayport;
bool usingDisplayport = false;
if (rootScrollFrame) {
nsIContent* content = rootScrollFrame->GetContent();
if (content) {
usingDisplayport = nsLayoutUtils::GetDisplayPort(content, &displayport);
}
}
RecordFrameMetrics(aForFrame, rootScrollFrame,
root, mVisibleRect, mVisibleRect,
(usingDisplayport ? &displayport : nsnull), id,
containerParameters);
if (usingDisplayport &&
!(root->GetContentFlags() & Layer::CONTENT_OPAQUE)) {
// See bug 693938, attachment 567017
NS_WARNING("We don't support transparent content with displayports, force it to be opqaue");
root->SetContentFlags(Layer::CONTENT_OPAQUE);
}
layerManager->SetRoot(root);
aBuilder->LayerBuilder()->WillEndTransaction(layerManager);
layerManager->EndTransaction(FrameLayerBuilder::DrawThebesLayer,
aBuilder);
aBuilder->LayerBuilder()->DidEndTransaction(layerManager);
if (aFlags & PAINT_FLUSH_LAYERS) {
FrameLayerBuilder::InvalidateAllLayers(layerManager);
}
nsCSSRendering::DidPaint();
}
PRUint32 nsDisplayList::Count() const {
PRUint32 count = 0;
for (nsDisplayItem* i = GetBottom(); i; i = i->GetAbove()) {
++count;
}
return count;
}
nsDisplayItem* nsDisplayList::RemoveBottom() {
nsDisplayItem* item = mSentinel.mAbove;
if (!item)
return nsnull;
mSentinel.mAbove = item->mAbove;
if (item == mTop) {
// must have been the only item
mTop = &mSentinel;
}
item->mAbove = nsnull;
return item;
}
void nsDisplayList::DeleteAll() {
nsDisplayItem* item;
while ((item = RemoveBottom()) != nsnull) {
item->~nsDisplayItem();
}
}
static bool
GetMouseThrough(const nsIFrame* aFrame)
{
if (!aFrame->IsBoxFrame())
return false;
const nsIFrame* frame = aFrame;
while (frame) {
if (frame->GetStateBits() & NS_FRAME_MOUSE_THROUGH_ALWAYS) {
return true;
} else if (frame->GetStateBits() & NS_FRAME_MOUSE_THROUGH_NEVER) {
return false;
}
frame = frame->GetParentBox();
}
return false;
}
// A list of frames, and their z depth. Used for sorting
// the results of hit testing.
struct FramesWithDepth
{
FramesWithDepth(float aDepth) :
mDepth(aDepth)
{}
bool operator<(const FramesWithDepth& aOther) const {
if (mDepth != aOther.mDepth) {
// We want to sort so that the shallowest item (highest depth value) is first
return mDepth > aOther.mDepth;
}
return this < &aOther;
}
bool operator==(const FramesWithDepth& aOther) const {
return this == &aOther;
}
float mDepth;
nsTArray<nsIFrame*> mFrames;
};
// Sort the frames by depth and then moves all the contained frames to the destination
void FlushFramesArray(nsTArray<FramesWithDepth>& aSource, nsTArray<nsIFrame*>* aDest)
{
if (aSource.IsEmpty()) {
return;
}
aSource.Sort();
PRUint32 length = aSource.Length();
for (PRUint32 i = 0; i < length; i++) {
aDest->MoveElementsFrom(aSource[i].mFrames);
}
aSource.Clear();
}
void nsDisplayList::HitTest(nsDisplayListBuilder* aBuilder, const nsRect& aRect,
nsDisplayItem::HitTestState* aState,
nsTArray<nsIFrame*> *aOutFrames) const {
PRInt32 itemBufferStart = aState->mItemBuffer.Length();
nsDisplayItem* item;
for (item = GetBottom(); item; item = item->GetAbove()) {
aState->mItemBuffer.AppendElement(item);
}
nsAutoTArray<FramesWithDepth, 16> temp;
for (PRInt32 i = aState->mItemBuffer.Length() - 1; i >= itemBufferStart; --i) {
// Pop element off the end of the buffer. We want to shorten the buffer
// so that recursive calls to HitTest have more buffer space.
item = aState->mItemBuffer[i];
aState->mItemBuffer.SetLength(i);
if (aRect.Intersects(item->GetBounds(aBuilder))) {
nsAutoTArray<nsIFrame*, 16> outFrames;
item->HitTest(aBuilder, aRect, aState, &outFrames);
// For 3d transforms with preserve-3d we add hit frames into the temp list
// so we can sort them later, otherwise we add them directly to the output list.
nsTArray<nsIFrame*> *writeFrames = aOutFrames;
if (item->GetType() == nsDisplayItem::TYPE_TRANSFORM &&
item->GetUnderlyingFrame()->Preserves3D()) {
if (outFrames.Length()) {
nsDisplayTransform *transform = static_cast<nsDisplayTransform*>(item);
nsPoint point = aRect.TopLeft();
// A 1x1 rect means a point, otherwise use the center of the rect
if (aRect.width != 1 || aRect.height != 1) {
point = aRect.Center();
}
temp.AppendElement(FramesWithDepth(transform->GetHitDepthAtPoint(point)));
writeFrames = &temp[temp.Length() - 1].mFrames;
}
} else {
// We may have just finished a run of consecutive preserve-3d transforms,
// so flush these into the destination array before processing our frame list.
FlushFramesArray(temp, aOutFrames);
}
for (PRUint32 j = 0; j < outFrames.Length(); j++) {
nsIFrame *f = outFrames.ElementAt(j);
// Handle the XUL 'mousethrough' feature and 'pointer-events'.
if (!GetMouseThrough(f) &&
f->GetStyleVisibility()->mPointerEvents != NS_STYLE_POINTER_EVENTS_NONE) {
writeFrames->AppendElement(f);
}
}
}
}
// Clear any remaining preserve-3d transforms.
FlushFramesArray(temp, aOutFrames);
NS_ASSERTION(aState->mItemBuffer.Length() == PRUint32(itemBufferStart),
"How did we forget to pop some elements?");
}
static void Sort(nsDisplayList* aList, PRInt32 aCount, nsDisplayList::SortLEQ aCmp,
void* aClosure) {
if (aCount < 2)
return;
nsDisplayList list1;
nsDisplayList list2;
int i;
PRInt32 half = aCount/2;
bool sorted = true;
nsDisplayItem* prev = nsnull;
for (i = 0; i < aCount; ++i) {
nsDisplayItem* item = aList->RemoveBottom();
(i < half ? &list1 : &list2)->AppendToTop(item);
if (sorted && prev && !aCmp(prev, item, aClosure)) {
sorted = false;
}
prev = item;
}
if (sorted) {
aList->AppendToTop(&list1);
aList->AppendToTop(&list2);
return;
}
Sort(&list1, half, aCmp, aClosure);
Sort(&list2, aCount - half, aCmp, aClosure);
for (i = 0; i < aCount; ++i) {
if (list1.GetBottom() &&
(!list2.GetBottom() ||
aCmp(list1.GetBottom(), list2.GetBottom(), aClosure))) {
aList->AppendToTop(list1.RemoveBottom());
} else {
aList->AppendToTop(list2.RemoveBottom());
}
}
}
static bool IsContentLEQ(nsDisplayItem* aItem1, nsDisplayItem* aItem2,
void* aClosure) {
// These GetUnderlyingFrame calls return non-null because we're only used
// in sorting
return nsLayoutUtils::CompareTreePosition(
aItem1->GetUnderlyingFrame()->GetContent(),
aItem2->GetUnderlyingFrame()->GetContent(),
static_cast<nsIContent*>(aClosure)) <= 0;
}
static bool IsZOrderLEQ(nsDisplayItem* aItem1, nsDisplayItem* aItem2,
void* aClosure) {
// These GetUnderlyingFrame calls return non-null because we're only used
// in sorting. Note that we can't just take the difference of the two
// z-indices here, because that might overflow a 32-bit int.
PRInt32 index1 = nsLayoutUtils::GetZIndex(aItem1->GetUnderlyingFrame());
PRInt32 index2 = nsLayoutUtils::GetZIndex(aItem2->GetUnderlyingFrame());
if (index1 == index2)
return IsContentLEQ(aItem1, aItem2, aClosure);
return index1 < index2;
}
void nsDisplayList::ExplodeAnonymousChildLists(nsDisplayListBuilder* aBuilder) {
// See if there's anything to do
bool anyAnonymousItems = false;
nsDisplayItem* i;
for (i = GetBottom(); i != nsnull; i = i->GetAbove()) {
if (!i->GetUnderlyingFrame()) {
anyAnonymousItems = true;
break;
}
}
if (!anyAnonymousItems)
return;
nsDisplayList tmp;
while ((i = RemoveBottom()) != nsnull) {
if (i->GetUnderlyingFrame()) {
tmp.AppendToTop(i);
} else {
nsDisplayList* list = i->GetList();
NS_ASSERTION(list, "leaf items can't be anonymous");
list->ExplodeAnonymousChildLists(aBuilder);
nsDisplayItem* j;
while ((j = list->RemoveBottom()) != nsnull) {
tmp.AppendToTop(static_cast<nsDisplayWrapList*>(i)->
WrapWithClone(aBuilder, j));
}
i->~nsDisplayItem();
}
}
AppendToTop(&tmp);
}
void nsDisplayList::SortByZOrder(nsDisplayListBuilder* aBuilder,
nsIContent* aCommonAncestor) {
Sort(aBuilder, IsZOrderLEQ, aCommonAncestor);
}
void nsDisplayList::SortByContentOrder(nsDisplayListBuilder* aBuilder,
nsIContent* aCommonAncestor) {
Sort(aBuilder, IsContentLEQ, aCommonAncestor);
}
void nsDisplayList::Sort(nsDisplayListBuilder* aBuilder,
SortLEQ aCmp, void* aClosure) {
ExplodeAnonymousChildLists(aBuilder);
::Sort(this, Count(), aCmp, aClosure);
}
bool nsDisplayItem::RecomputeVisibility(nsDisplayListBuilder* aBuilder,
nsRegion* aVisibleRegion) {
nsRect bounds = GetBounds(aBuilder);
nsRegion itemVisible;
bool isFixedBackground;
if (ForceVisiblityForFixedItem(aBuilder, this, &isFixedBackground)) {
itemVisible.And(GetDisplayPortBounds(aBuilder, this, isFixedBackground), bounds);
} else {
itemVisible.And(*aVisibleRegion, bounds);
}
mVisibleRect = itemVisible.GetBounds();
// When we recompute visibility within layers we don't need to
// expand the visible region for content behind plugins (the plugin
// is not in the layer).
if (!ComputeVisibility(aBuilder, aVisibleRegion, nsRect()))
return false;
bool forceTransparentBackground;
nsRegion opaque = TreatAsOpaque(this, aBuilder, &forceTransparentBackground);
aBuilder->SubtractFromVisibleRegion(aVisibleRegion, opaque);
return true;
}
// Note that even if the rectangle we draw and snap is smaller than aRect,
// it's OK to call this to get a bounding rect for what we'll draw, because
// snapping a rectangle which is contained in R always gives you a
// rectangle which is contained in the snapped R.
static nsRect
SnapBounds(bool aSnappingEnabled, nsPresContext* aPresContext,
const nsRect& aRect) {
nsRect r = aRect;
if (aSnappingEnabled) {
nscoord appUnitsPerDevPixel = aPresContext->AppUnitsPerDevPixel();
r = r.ToNearestPixels(appUnitsPerDevPixel).ToAppUnits(appUnitsPerDevPixel);
}
return r;
}
nsRect
nsDisplaySolidColor::GetBounds(nsDisplayListBuilder* aBuilder)
{
nsPresContext* presContext = mFrame->PresContext();
return SnapBounds(mSnappingEnabled, presContext, mBounds);
}
void
nsDisplaySolidColor::Paint(nsDisplayListBuilder* aBuilder,
nsRenderingContext* aCtx)
{
aCtx->SetColor(mColor);
aCtx->FillRect(mVisibleRect);
}
static void
RegisterThemeGeometry(nsDisplayListBuilder* aBuilder, nsIFrame* aFrame)
{
nsIFrame* displayRoot = nsLayoutUtils::GetDisplayRootFrame(aFrame);
for (nsIFrame* f = aFrame; f; f = f->GetParent()) {
// Bail out if we're in a transformed subtree
if (f->IsTransformed())
return;
// Bail out if we're not in the displayRoot's document
if (!f->GetParent() && f != displayRoot)
return;
}
nsRect borderBox(aFrame->GetOffsetTo(displayRoot), aFrame->GetSize());
aBuilder->RegisterThemeGeometry(aFrame->GetStyleDisplay()->mAppearance,
borderBox.ToNearestPixels(aFrame->PresContext()->AppUnitsPerDevPixel()));
}
nsDisplayBackground::nsDisplayBackground(nsDisplayListBuilder* aBuilder,
nsIFrame* aFrame)
: nsDisplayItem(aBuilder, aFrame),
mSnappingEnabled(aBuilder->IsSnappingEnabled() && !aBuilder->IsInTransform())
{
MOZ_COUNT_CTOR(nsDisplayBackground);
const nsStyleDisplay* disp = mFrame->GetStyleDisplay();
mIsThemed = mFrame->IsThemed(disp, &mThemeTransparency);
if (mIsThemed) {
// Perform necessary RegisterThemeGeometry
if (disp->mAppearance == NS_THEME_MOZ_MAC_UNIFIED_TOOLBAR ||
disp->mAppearance == NS_THEME_TOOLBAR) {
RegisterThemeGeometry(aBuilder, aFrame);
}
} else {
// Set HasFixedItems if we construct a background-attachment:fixed item
nsPresContext* presContext = mFrame->PresContext();
nsStyleContext* bgSC;
bool hasBG = nsCSSRendering::FindBackground(presContext, mFrame, &bgSC);
if (hasBG && bgSC->GetStyleBackground()->HasFixedBackground()) {
aBuilder->SetHasFixedItems();
}
}
}
// Helper for RoundedRectIntersectsRect.
static bool
CheckCorner(nscoord aXOffset, nscoord aYOffset,
nscoord aXRadius, nscoord aYRadius)
{
NS_ABORT_IF_FALSE(aXOffset > 0 && aYOffset > 0,
"must not pass nonpositives to CheckCorner");
NS_ABORT_IF_FALSE(aXRadius >= 0 && aYRadius >= 0,
"must not pass negatives to CheckCorner");
// Avoid floating point math unless we're either (1) within the
// quarter-ellipse area at the rounded corner or (2) outside the
// rounding.
if (aXOffset >= aXRadius || aYOffset >= aYRadius)
return true;
// Convert coordinates to a unit circle with (0,0) as the center of
// curvature, and see if we're inside the circle or outside.
float scaledX = float(aXRadius - aXOffset) / float(aXRadius);
float scaledY = float(aYRadius - aYOffset) / float(aYRadius);
return scaledX * scaledX + scaledY * scaledY < 1.0f;
}
/**
* Return whether any part of aTestRect is inside of the rounded
* rectangle formed by aBounds and aRadii (which are indexed by the
* NS_CORNER_* constants in nsStyleConsts.h).
*
* See also RoundedRectContainsRect.
*/
static bool
RoundedRectIntersectsRect(const nsRect& aRoundedRect, nscoord aRadii[8],
const nsRect& aTestRect)
{
NS_ABORT_IF_FALSE(aTestRect.Intersects(aRoundedRect),
"we should already have tested basic rect intersection");
// distances from this edge of aRoundedRect to opposite edge of aTestRect,
// which we know are positive due to the Intersects check above.
nsMargin insets;
insets.top = aTestRect.YMost() - aRoundedRect.y;
insets.right = aRoundedRect.XMost() - aTestRect.x;
insets.bottom = aRoundedRect.YMost() - aTestRect.y;
insets.left = aTestRect.XMost() - aRoundedRect.x;
// Check whether the bottom-right corner of aTestRect is inside the
// top left corner of aBounds when rounded by aRadii, etc. If any
// corner is not, then fail; otherwise succeed.
return CheckCorner(insets.left, insets.top,
aRadii[NS_CORNER_TOP_LEFT_X],
aRadii[NS_CORNER_TOP_LEFT_Y]) &&
CheckCorner(insets.right, insets.top,
aRadii[NS_CORNER_TOP_RIGHT_X],
aRadii[NS_CORNER_TOP_RIGHT_Y]) &&
CheckCorner(insets.right, insets.bottom,
aRadii[NS_CORNER_BOTTOM_RIGHT_X],
aRadii[NS_CORNER_BOTTOM_RIGHT_Y]) &&
CheckCorner(insets.left, insets.bottom,
aRadii[NS_CORNER_BOTTOM_LEFT_X],
aRadii[NS_CORNER_BOTTOM_LEFT_Y]);
}
// Check that the rounded border of aFrame, added to aToReferenceFrame,
// intersects aRect. Assumes that the unrounded border has already
// been checked for intersection.
static bool
RoundedBorderIntersectsRect(nsIFrame* aFrame,
const nsPoint& aFrameToReferenceFrame,
const nsRect& aTestRect)
{
if (!nsRect(aFrameToReferenceFrame, aFrame->GetSize()).Intersects(aTestRect))
return false;
nscoord radii[8];
return !aFrame->GetBorderRadii(radii) ||
RoundedRectIntersectsRect(nsRect(aFrameToReferenceFrame,
aFrame->GetSize()),
radii, aTestRect);
}
// Returns TRUE if aContainedRect is guaranteed to be contained in
// the rounded rect defined by aRoundedRect and aRadii. Complex cases are
// handled conservatively by returning FALSE in some situations where
// a more thorough analysis could return TRUE.
//
// See also RoundedRectIntersectsRect.
static bool RoundedRectContainsRect(const nsRect& aRoundedRect,
const nscoord aRadii[8],
const nsRect& aContainedRect) {
nsRegion rgn = nsLayoutUtils::RoundedRectIntersectRect(aRoundedRect, aRadii, aContainedRect);
return rgn.Contains(aContainedRect);
}
void
nsDisplayBackground::HitTest(nsDisplayListBuilder* aBuilder,
const nsRect& aRect,
HitTestState* aState,
nsTArray<nsIFrame*> *aOutFrames)
{
if (mIsThemed) {
// For theme backgrounds, assume that any point in our border rect is a hit.
if (!nsRect(ToReferenceFrame(), mFrame->GetSize()).Intersects(aRect))
return;
} else {
if (!RoundedBorderIntersectsRect(mFrame, ToReferenceFrame(), aRect)) {
// aRect doesn't intersect our border-radius curve.
return;
}
}
aOutFrames->AppendElement(mFrame);
}
bool
nsDisplayBackground::ComputeVisibility(nsDisplayListBuilder* aBuilder,
nsRegion* aVisibleRegion,
const nsRect& aAllowVisibleRegionExpansion)
{
if (!nsDisplayItem::ComputeVisibility(aBuilder, aVisibleRegion,
aAllowVisibleRegionExpansion)) {
return false;
}
// Return false if the background was propagated away from this
// frame. We don't want this display item to show up and confuse
// anything.
nsStyleContext* bgSC;
return mIsThemed ||
nsCSSRendering::FindBackground(mFrame->PresContext(), mFrame, &bgSC);
}
nsRegion
nsDisplayBackground::GetInsideClipRegion(nsPresContext* aPresContext,
PRUint8 aClip, const nsRect& aRect)
{
nsRegion result;
if (aRect.IsEmpty())
return result;
nscoord radii[8];
nsRect clipRect;
bool haveRadii;
switch (aClip) {
case NS_STYLE_BG_CLIP_BORDER:
haveRadii = mFrame->GetBorderRadii(radii);
clipRect = nsRect(ToReferenceFrame(), mFrame->GetSize());
break;
case NS_STYLE_BG_CLIP_PADDING:
haveRadii = mFrame->GetPaddingBoxBorderRadii(radii);
clipRect = mFrame->GetPaddingRect() - mFrame->GetPosition() + ToReferenceFrame();
break;
case NS_STYLE_BG_CLIP_CONTENT:
haveRadii = mFrame->GetContentBoxBorderRadii(radii);
clipRect = mFrame->GetContentRect() - mFrame->GetPosition() + ToReferenceFrame();
break;
default:
NS_NOTREACHED("Unknown clip type");
return result;
}
nsRect inputRect = SnapBounds(mSnappingEnabled, aPresContext, aRect);
clipRect = SnapBounds(mSnappingEnabled, aPresContext, clipRect);
if (haveRadii) {
result = nsLayoutUtils::RoundedRectIntersectRect(clipRect, radii, inputRect);
} else {
nsRect r;
r.IntersectRect(clipRect, inputRect);
result = r;
}
return result;
}
nsRegion
nsDisplayBackground::GetOpaqueRegion(nsDisplayListBuilder* aBuilder,
bool* aForceTransparentSurface) {
nsRegion result;
if (aForceTransparentSurface) {
*aForceTransparentSurface = false;
}
// theme background overrides any other background
if (mIsThemed) {
if (aForceTransparentSurface) {
const nsStyleDisplay* disp = mFrame->GetStyleDisplay();
*aForceTransparentSurface = disp->mAppearance == NS_THEME_WIN_BORDERLESS_GLASS ||
disp->mAppearance == NS_THEME_WIN_GLASS;
}
if (mThemeTransparency == nsITheme::eOpaque) {
result = GetBounds(aBuilder);
}
return result;
}
nsStyleContext* bgSC;
nsPresContext* presContext = mFrame->PresContext();
if (!nsCSSRendering::FindBackground(mFrame->PresContext(), mFrame, &bgSC))
return result;
const nsStyleBackground* bg = bgSC->GetStyleBackground();
const nsStyleBackground::Layer& bottomLayer = bg->BottomLayer();
nsRect borderBox = nsRect(ToReferenceFrame(), mFrame->GetSize());
if (NS_GET_A(bg->mBackgroundColor) == 255 &&
!nsCSSRendering::IsCanvasFrame(mFrame)) {
result = GetInsideClipRegion(presContext, bottomLayer.mClip, borderBox);
}
// For policies other than EACH_BOX, don't try to optimize here, since
// this could easily lead to O(N^2) behavior inside InlineBackgroundData,
// which expects frames to be sent to it in content order, not reverse
// content order which we'll produce here.
// Of course, if there's only one frame in the flow, it doesn't matter.
if (bg->mBackgroundInlinePolicy == NS_STYLE_BG_INLINE_POLICY_EACH_BOX ||
(!mFrame->GetPrevContinuation() && !mFrame->GetNextContinuation())) {
NS_FOR_VISIBLE_BACKGROUND_LAYERS_BACK_TO_FRONT(i, bg) {
const nsStyleBackground::Layer& layer = bg->mLayers[i];
if (layer.mImage.IsOpaque()) {
nsRect r = nsCSSRendering::GetBackgroundLayerRect(presContext, mFrame,
borderBox, *bg, layer);
result.Or(result, GetInsideClipRegion(presContext, layer.mClip, r));
}
}
}
return result;
}
bool
nsDisplayBackground::IsUniform(nsDisplayListBuilder* aBuilder, nscolor* aColor) {
// theme background overrides any other background
if (mIsThemed) {
const nsStyleDisplay* disp = mFrame->GetStyleDisplay();
if (disp->mAppearance == NS_THEME_WIN_BORDERLESS_GLASS ||
disp->mAppearance == NS_THEME_WIN_GLASS) {
*aColor = NS_RGBA(0,0,0,0);
return true;
}
return false;
}
nsStyleContext *bgSC;
bool hasBG =
nsCSSRendering::FindBackground(mFrame->PresContext(), mFrame, &bgSC);
if (!hasBG) {
*aColor = NS_RGBA(0,0,0,0);
return true;
}
const nsStyleBackground* bg = bgSC->GetStyleBackground();
if (bg->BottomLayer().mImage.IsEmpty() &&
bg->mImageCount == 1 &&
!nsLayoutUtils::HasNonZeroCorner(mFrame->GetStyleBorder()->mBorderRadius) &&
bg->BottomLayer().mClip == NS_STYLE_BG_CLIP_BORDER) {
// Canvas frames don't actually render their background color, since that
// gets propagated to the solid color of the viewport
// (see nsCSSRendering::PaintBackgroundWithSC)
*aColor = nsCSSRendering::IsCanvasFrame(mFrame) ? NS_RGBA(0,0,0,0)
: bg->mBackgroundColor;
return true;
}
return false;
}
bool
nsDisplayBackground::IsVaryingRelativeToMovingFrame(nsDisplayListBuilder* aBuilder,
nsIFrame* aFrame)
{
// theme background overrides any other background and is never fixed
if (mIsThemed)
return false;
nsPresContext* presContext = mFrame->PresContext();
nsStyleContext *bgSC;
bool hasBG =
nsCSSRendering::FindBackground(presContext, mFrame, &bgSC);
if (!hasBG)
return false;
const nsStyleBackground* bg = bgSC->GetStyleBackground();
if (!bg->HasFixedBackground())
return false;
// If aFrame is mFrame or an ancestor in this document, and aFrame is
// not the viewport frame, then moving aFrame will move mFrame
// relative to the viewport, so our fixed-pos background will change.
return aFrame->GetParent() &&
(aFrame == mFrame ||
nsLayoutUtils::IsProperAncestorFrame(aFrame, mFrame));
}
bool
nsDisplayBackground::ShouldFixToViewport(nsDisplayListBuilder* aBuilder)
{
if (mIsThemed)
return false;
nsPresContext* presContext = mFrame->PresContext();
nsStyleContext* bgSC;
bool hasBG =
nsCSSRendering::FindBackground(presContext, mFrame, &bgSC);
if (!hasBG)
return false;
const nsStyleBackground* bg = bgSC->GetStyleBackground();
if (!bg->HasFixedBackground())
return false;
NS_FOR_VISIBLE_BACKGROUND_LAYERS_BACK_TO_FRONT(i, bg) {
const nsStyleBackground::Layer& layer = bg->mLayers[i];
if (layer.mAttachment != NS_STYLE_BG_ATTACHMENT_FIXED &&
!layer.mImage.IsEmpty()) {
return false;
}
if (layer.mClip != NS_STYLE_BG_CLIP_BORDER)
return false;
}
if (nsLayoutUtils::HasNonZeroCorner(mFrame->GetStyleBorder()->mBorderRadius))
return false;
nsRect bounds = GetBounds(aBuilder);
nsIFrame* rootScrollFrame = presContext->PresShell()->GetRootScrollFrame();
if (!rootScrollFrame)
return false;
nsIScrollableFrame* scrollable = do_QueryFrame(rootScrollFrame);
nsRect scrollport = scrollable->GetScrollPortRect() +
aBuilder->ToReferenceFrame(rootScrollFrame);
return bounds.Contains(scrollport);
}
void
nsDisplayBackground::Paint(nsDisplayListBuilder* aBuilder,
nsRenderingContext* aCtx) {
nsPoint offset = ToReferenceFrame();
PRUint32 flags = aBuilder->GetBackgroundPaintFlags();
nsDisplayItem* nextItem = GetAbove();
if (nextItem && nextItem->GetUnderlyingFrame() == mFrame &&
nextItem->GetType() == TYPE_BORDER) {
flags |= nsCSSRendering::PAINTBG_WILL_PAINT_BORDER;
}
nsCSSRendering::PaintBackground(mFrame->PresContext(), *aCtx, mFrame,
mVisibleRect,
nsRect(offset, mFrame->GetSize()),
flags);
}
nsRect
nsDisplayBackground::GetBounds(nsDisplayListBuilder* aBuilder) {
nsRect r(nsPoint(0,0), mFrame->GetSize());
nsPresContext* presContext = mFrame->PresContext();
if (mIsThemed) {
presContext->GetTheme()->
GetWidgetOverflow(presContext->DeviceContext(), mFrame,
mFrame->GetStyleDisplay()->mAppearance, &r);
}
return SnapBounds(mSnappingEnabled, presContext, r + ToReferenceFrame());
}
nsRect
nsDisplayOutline::GetBounds(nsDisplayListBuilder* aBuilder) {
return mFrame->GetVisualOverflowRectRelativeToSelf() + ToReferenceFrame();
}
void
nsDisplayOutline::Paint(nsDisplayListBuilder* aBuilder,
nsRenderingContext* aCtx) {
// TODO join outlines together
nsPoint offset = ToReferenceFrame();
nsCSSRendering::PaintOutline(mFrame->PresContext(), *aCtx, mFrame,
mVisibleRect,
nsRect(offset, mFrame->GetSize()),
mFrame->GetStyleContext());
}
bool
nsDisplayOutline::ComputeVisibility(nsDisplayListBuilder* aBuilder,
nsRegion* aVisibleRegion,
const nsRect& aAllowVisibleRegionExpansion) {
if (!nsDisplayItem::ComputeVisibility(aBuilder, aVisibleRegion,
aAllowVisibleRegionExpansion)) {
return false;
}
const nsStyleOutline* outline = mFrame->GetStyleOutline();
nsRect borderBox(ToReferenceFrame(), mFrame->GetSize());
if (borderBox.Contains(aVisibleRegion->GetBounds()) &&
!nsLayoutUtils::HasNonZeroCorner(outline->mOutlineRadius)) {
if (outline->mOutlineOffset >= 0) {
// the visible region is entirely inside the border-rect, and the outline
// isn't rendered inside the border-rect, so the outline is not visible
return false;
}
}
return true;
}
void
nsDisplayEventReceiver::HitTest(nsDisplayListBuilder* aBuilder,
const nsRect& aRect,
HitTestState* aState,
nsTArray<nsIFrame*> *aOutFrames)
{
if (!RoundedBorderIntersectsRect(mFrame, ToReferenceFrame(), aRect)) {
// aRect doesn't intersect our border-radius curve.
return;
}
aOutFrames->AppendElement(mFrame);
}
void
nsDisplayCaret::Paint(nsDisplayListBuilder* aBuilder,
nsRenderingContext* aCtx) {
// Note: Because we exist, we know that the caret is visible, so we don't
// need to check for the caret's visibility.
mCaret->PaintCaret(aBuilder, aCtx, mFrame, ToReferenceFrame());
}
bool
nsDisplayBorder::ComputeVisibility(nsDisplayListBuilder* aBuilder,
nsRegion* aVisibleRegion,
const nsRect& aAllowVisibleRegionExpansion) {
if (!nsDisplayItem::ComputeVisibility(aBuilder, aVisibleRegion,
aAllowVisibleRegionExpansion)) {
return false;
}
nsRect paddingRect = mFrame->GetPaddingRect() - mFrame->GetPosition() +
ToReferenceFrame();
const nsStyleBorder *styleBorder;
if (paddingRect.Contains(aVisibleRegion->GetBounds()) &&
!(styleBorder = mFrame->GetStyleBorder())->IsBorderImageLoaded() &&
!nsLayoutUtils::HasNonZeroCorner(styleBorder->mBorderRadius)) {
// the visible region is entirely inside the content rect, and no part
// of the border is rendered inside the content rect, so we are not
// visible
// Skip this if there's a border-image (which draws a background
// too) or if there is a border-radius (which makes the border draw
// further in).
return false;
}
return true;
}
void
nsDisplayBorder::Paint(nsDisplayListBuilder* aBuilder,
nsRenderingContext* aCtx) {
nsPoint offset = ToReferenceFrame();
nsCSSRendering::PaintBorder(mFrame->PresContext(), *aCtx, mFrame,
mVisibleRect,
nsRect(offset, mFrame->GetSize()),
mFrame->GetStyleContext(),
mFrame->GetSkipSides());
}
nsRect
nsDisplayBorder::GetBounds(nsDisplayListBuilder* aBuilder)
{
return SnapBounds(mSnappingEnabled, mFrame->PresContext(),
nsRect(ToReferenceFrame(), mFrame->GetSize()));
}
// Given a region, compute a conservative approximation to it as a list
// of rectangles that aren't vertically adjacent (i.e., vertically
// adjacent or overlapping rectangles are combined).
// Right now this is only approximate, some vertically overlapping rectangles
// aren't guaranteed to be combined.
static void
ComputeDisjointRectangles(const nsRegion& aRegion,
nsTArray<nsRect>* aRects) {
nscoord accumulationMargin = nsPresContext::CSSPixelsToAppUnits(25);
nsRect accumulated;
nsRegionRectIterator iter(aRegion);
while (true) {
const nsRect* r = iter.Next();
if (r && !accumulated.IsEmpty() &&
accumulated.YMost() >= r->y - accumulationMargin) {
accumulated.UnionRect(accumulated, *r);
continue;
}
if (!accumulated.IsEmpty()) {
aRects->AppendElement(accumulated);
accumulated.SetEmpty();
}
if (!r)
break;
accumulated = *r;
}
}
void
nsDisplayBoxShadowOuter::Paint(nsDisplayListBuilder* aBuilder,
nsRenderingContext* aCtx) {
nsPoint offset = ToReferenceFrame();
nsRect borderRect = nsRect(offset, mFrame->GetSize());
nsPresContext* presContext = mFrame->PresContext();
nsAutoTArray<nsRect,10> rects;
ComputeDisjointRectangles(mVisibleRegion, &rects);
for (PRUint32 i = 0; i < rects.Length(); ++i) {
aCtx->PushState();
aCtx->IntersectClip(rects[i]);
nsCSSRendering::PaintBoxShadowOuter(presContext, *aCtx, mFrame,
borderRect, rects[i]);
aCtx->PopState();
}
}
nsRect
nsDisplayBoxShadowOuter::GetBounds(nsDisplayListBuilder* aBuilder) {
return mFrame->GetVisualOverflowRectRelativeToSelf() + ToReferenceFrame();
}
bool
nsDisplayBoxShadowOuter::ComputeVisibility(nsDisplayListBuilder* aBuilder,
nsRegion* aVisibleRegion,
const nsRect& aAllowVisibleRegionExpansion) {
if (!nsDisplayItem::ComputeVisibility(aBuilder, aVisibleRegion,
aAllowVisibleRegionExpansion)) {
return false;
}
// Store the actual visible region
mVisibleRegion.And(*aVisibleRegion, mVisibleRect);
nsPoint origin = ToReferenceFrame();
nsRect visibleBounds = aVisibleRegion->GetBounds();
nsRect frameRect(origin, mFrame->GetSize());
if (!frameRect.Contains(visibleBounds))
return true;
// the visible region is entirely inside the border-rect, and box shadows
// never render within the border-rect (unless there's a border radius).
nscoord twipsRadii[8];
bool hasBorderRadii = mFrame->GetBorderRadii(twipsRadii);
if (!hasBorderRadii)
return false;
return !RoundedRectContainsRect(frameRect, twipsRadii, visibleBounds);
}
void
nsDisplayBoxShadowInner::Paint(nsDisplayListBuilder* aBuilder,
nsRenderingContext* aCtx) {
nsPoint offset = ToReferenceFrame();
nsRect borderRect = nsRect(offset, mFrame->GetSize());
nsPresContext* presContext = mFrame->PresContext();
nsAutoTArray<nsRect,10> rects;
ComputeDisjointRectangles(mVisibleRegion, &rects);
for (PRUint32 i = 0; i < rects.Length(); ++i) {
aCtx->PushState();
aCtx->IntersectClip(rects[i]);
nsCSSRendering::PaintBoxShadowInner(presContext, *aCtx, mFrame,
borderRect, rects[i]);
aCtx->PopState();
}
}
bool
nsDisplayBoxShadowInner::ComputeVisibility(nsDisplayListBuilder* aBuilder,
nsRegion* aVisibleRegion,
const nsRect& aAllowVisibleRegionExpansion) {
if (!nsDisplayItem::ComputeVisibility(aBuilder, aVisibleRegion,
aAllowVisibleRegionExpansion)) {
return false;
}
// Store the actual visible region
mVisibleRegion.And(*aVisibleRegion, mVisibleRect);
return true;
}
nsDisplayWrapList::nsDisplayWrapList(nsDisplayListBuilder* aBuilder,
nsIFrame* aFrame, nsDisplayList* aList)
: nsDisplayItem(aBuilder, aFrame) {
mList.AppendToTop(aList);
}
nsDisplayWrapList::nsDisplayWrapList(nsDisplayListBuilder* aBuilder,
nsIFrame* aFrame, nsDisplayItem* aItem)
: nsDisplayItem(aBuilder, aFrame) {
mList.AppendToTop(aItem);
}
nsDisplayWrapList::nsDisplayWrapList(nsDisplayListBuilder* aBuilder,
nsIFrame* aFrame)
: nsDisplayItem(aBuilder, aFrame) {
}
nsDisplayWrapList::~nsDisplayWrapList() {
mList.DeleteAll();
}
void
nsDisplayWrapList::HitTest(nsDisplayListBuilder* aBuilder, const nsRect& aRect,
HitTestState* aState, nsTArray<nsIFrame*> *aOutFrames) {
mList.HitTest(aBuilder, aRect, aState, aOutFrames);
}
nsRect
nsDisplayWrapList::GetBounds(nsDisplayListBuilder* aBuilder) {
return mList.GetBounds(aBuilder);
}
bool
nsDisplayWrapList::ComputeVisibility(nsDisplayListBuilder* aBuilder,
nsRegion* aVisibleRegion,
const nsRect& aAllowVisibleRegionExpansion) {
return mList.ComputeVisibilityForSublist(aBuilder, aVisibleRegion,
mVisibleRect,
aAllowVisibleRegionExpansion);
}
nsRegion
nsDisplayWrapList::GetOpaqueRegion(nsDisplayListBuilder* aBuilder,
bool* aForceTransparentSurface) {
if (aForceTransparentSurface) {
*aForceTransparentSurface = false;
}
nsRegion result;
if (mList.IsOpaque()) {
result = GetBounds(aBuilder);
}
return result;
}
bool nsDisplayWrapList::IsUniform(nsDisplayListBuilder* aBuilder, nscolor* aColor) {
// We could try to do something but let's conservatively just return false.
return false;
}
bool nsDisplayWrapList::IsVaryingRelativeToMovingFrame(nsDisplayListBuilder* aBuilder,
nsIFrame* aFrame) {
NS_WARNING("nsDisplayWrapList::IsVaryingRelativeToMovingFrame called unexpectedly");
// We could try to do something but let's conservatively just return true.
return true;
}
void nsDisplayWrapList::Paint(nsDisplayListBuilder* aBuilder,
nsRenderingContext* aCtx) {
NS_ERROR("nsDisplayWrapList should have been flattened away for painting");
}
bool nsDisplayWrapList::ChildrenCanBeInactive(nsDisplayListBuilder* aBuilder,
LayerManager* aManager,
const nsDisplayList& aList,
nsIFrame* aActiveScrolledRoot) {
for (nsDisplayItem* i = aList.GetBottom(); i; i = i->GetAbove()) {
nsIFrame* f = i->GetUnderlyingFrame();
if (f) {
nsIFrame* activeScrolledRoot =
nsLayoutUtils::GetActiveScrolledRootFor(f, nsnull);
if (activeScrolledRoot != aActiveScrolledRoot)
return false;
}
LayerState state = i->GetLayerState(aBuilder, aManager);
if (state == LAYER_ACTIVE)
return false;
if (state == LAYER_NONE) {
nsDisplayList* list = i->GetList();
if (list && !ChildrenCanBeInactive(aBuilder, aManager, *list, aActiveScrolledRoot))
return false;
}
}
return true;
}
nsRect nsDisplayWrapList::GetComponentAlphaBounds(nsDisplayListBuilder* aBuilder)
{
nsRect bounds;
for (nsDisplayItem* i = mList.GetBottom(); i; i = i->GetAbove()) {
bounds.UnionRect(bounds, i->GetComponentAlphaBounds(aBuilder));
}
return bounds;
}
static nsresult
WrapDisplayList(nsDisplayListBuilder* aBuilder, nsIFrame* aFrame,
nsDisplayList* aList, nsDisplayWrapper* aWrapper) {
if (!aList->GetTop())
return NS_OK;
nsDisplayItem* item = aWrapper->WrapList(aBuilder, aFrame, aList);
if (!item)
return NS_ERROR_OUT_OF_MEMORY;
// aList was emptied
aList->AppendToTop(item);
return NS_OK;
}
static nsresult
WrapEachDisplayItem(nsDisplayListBuilder* aBuilder,
nsDisplayList* aList, nsDisplayWrapper* aWrapper) {
nsDisplayList newList;
nsDisplayItem* item;
while ((item = aList->RemoveBottom())) {
item = aWrapper->WrapItem(aBuilder, item);
if (!item)
return NS_ERROR_OUT_OF_MEMORY;
newList.AppendToTop(item);
}
// aList was emptied
aList->AppendToTop(&newList);
return NS_OK;
}
nsresult nsDisplayWrapper::WrapLists(nsDisplayListBuilder* aBuilder,
nsIFrame* aFrame, const nsDisplayListSet& aIn, const nsDisplayListSet& aOut)
{
nsresult rv = WrapListsInPlace(aBuilder, aFrame, aIn);
NS_ENSURE_SUCCESS(rv, rv);
if (&aOut == &aIn)
return NS_OK;
aOut.BorderBackground()->AppendToTop(aIn.BorderBackground());
aOut.BlockBorderBackgrounds()->AppendToTop(aIn.BlockBorderBackgrounds());
aOut.Floats()->AppendToTop(aIn.Floats());
aOut.Content()->AppendToTop(aIn.Content());
aOut.PositionedDescendants()->AppendToTop(aIn.PositionedDescendants());
aOut.Outlines()->AppendToTop(aIn.Outlines());
return NS_OK;
}
nsresult nsDisplayWrapper::WrapListsInPlace(nsDisplayListBuilder* aBuilder,
nsIFrame* aFrame, const nsDisplayListSet& aLists)
{
nsresult rv;
if (WrapBorderBackground()) {
// Our border-backgrounds are in-flow
rv = WrapDisplayList(aBuilder, aFrame, aLists.BorderBackground(), this);
NS_ENSURE_SUCCESS(rv, rv);
}
// Our block border-backgrounds are in-flow
rv = WrapDisplayList(aBuilder, aFrame, aLists.BlockBorderBackgrounds(), this);
NS_ENSURE_SUCCESS(rv, rv);
// The floats are not in flow
rv = WrapEachDisplayItem(aBuilder, aLists.Floats(), this);
NS_ENSURE_SUCCESS(rv, rv);
// Our child content is in flow
rv = WrapDisplayList(aBuilder, aFrame, aLists.Content(), this);
NS_ENSURE_SUCCESS(rv, rv);
// The positioned descendants may not be in-flow
rv = WrapEachDisplayItem(aBuilder, aLists.PositionedDescendants(), this);
NS_ENSURE_SUCCESS(rv, rv);
// The outlines may not be in-flow
return WrapEachDisplayItem(aBuilder, aLists.Outlines(), this);
}
nsDisplayOpacity::nsDisplayOpacity(nsDisplayListBuilder* aBuilder,
nsIFrame* aFrame, nsDisplayList* aList)
: nsDisplayWrapList(aBuilder, aFrame, aList) {
MOZ_COUNT_CTOR(nsDisplayOpacity);
}
#ifdef NS_BUILD_REFCNT_LOGGING
nsDisplayOpacity::~nsDisplayOpacity() {
MOZ_COUNT_DTOR(nsDisplayOpacity);
}
#endif
nsRegion nsDisplayOpacity::GetOpaqueRegion(nsDisplayListBuilder* aBuilder,
bool* aForceTransparentSurface) {
if (aForceTransparentSurface) {
*aForceTransparentSurface = false;
}
// We are never opaque, if our opacity was < 1 then we wouldn't have
// been created.
return nsRegion();
}
// nsDisplayOpacity uses layers for rendering
already_AddRefed<Layer>
nsDisplayOpacity::BuildLayer(nsDisplayListBuilder* aBuilder,
LayerManager* aManager,
const ContainerParameters& aContainerParameters) {
nsRefPtr<Layer> layer = aBuilder->LayerBuilder()->
BuildContainerLayerFor(aBuilder, aManager, mFrame, this, mList,
aContainerParameters, nsnull);
if (!layer)
return nsnull;
layer->SetOpacity(mFrame->GetStyleDisplay()->mOpacity);
return layer.forget();
}
nsDisplayItem::LayerState
nsDisplayOpacity::GetLayerState(nsDisplayListBuilder* aBuilder,
LayerManager* aManager) {
if (mFrame->AreLayersMarkedActive(nsChangeHint_UpdateOpacityLayer))
return LAYER_ACTIVE;
nsIFrame* activeScrolledRoot =
nsLayoutUtils::GetActiveScrolledRootFor(mFrame, nsnull);
return !ChildrenCanBeInactive(aBuilder, aManager, mList, activeScrolledRoot)
? LAYER_ACTIVE : LAYER_INACTIVE;
}
bool
nsDisplayOpacity::ComputeVisibility(nsDisplayListBuilder* aBuilder,
nsRegion* aVisibleRegion,
const nsRect& aAllowVisibleRegionExpansion) {
// Our children are translucent so we should not allow them to subtract
// area from aVisibleRegion. We do need to find out what is visible under
// our children in the temporary compositing buffer, because if our children
// paint our entire bounds opaquely then we don't need an alpha channel in
// the temporary compositing buffer.
nsRect bounds = GetBounds(aBuilder);
nsRegion visibleUnderChildren;
visibleUnderChildren.And(*aVisibleRegion, bounds);
nsRect allowExpansion;
allowExpansion.IntersectRect(bounds, aAllowVisibleRegionExpansion);
return
nsDisplayWrapList::ComputeVisibility(aBuilder, &visibleUnderChildren,
allowExpansion);
}
bool nsDisplayOpacity::TryMerge(nsDisplayListBuilder* aBuilder, nsDisplayItem* aItem) {
if (aItem->GetType() != TYPE_OPACITY)
return false;
// items for the same content element should be merged into a single
// compositing group
// aItem->GetUnderlyingFrame() returns non-null because it's nsDisplayOpacity
if (aItem->GetUnderlyingFrame()->GetContent() != mFrame->GetContent())
return false;
mList.AppendToBottom(&static_cast<nsDisplayOpacity*>(aItem)->mList);
return true;
}
nsDisplayOwnLayer::nsDisplayOwnLayer(nsDisplayListBuilder* aBuilder,
nsIFrame* aFrame, nsDisplayList* aList)
: nsDisplayWrapList(aBuilder, aFrame, aList) {
MOZ_COUNT_CTOR(nsDisplayOwnLayer);
}
#ifdef NS_BUILD_REFCNT_LOGGING
nsDisplayOwnLayer::~nsDisplayOwnLayer() {
MOZ_COUNT_DTOR(nsDisplayOwnLayer);
}
#endif
// nsDisplayOpacity uses layers for rendering
already_AddRefed<Layer>
nsDisplayOwnLayer::BuildLayer(nsDisplayListBuilder* aBuilder,
LayerManager* aManager,
const ContainerParameters& aContainerParameters) {
nsRefPtr<Layer> layer = aBuilder->LayerBuilder()->
BuildContainerLayerFor(aBuilder, aManager, mFrame, this, mList,
aContainerParameters, nsnull);
return layer.forget();
}
nsDisplayScrollLayer::nsDisplayScrollLayer(nsDisplayListBuilder* aBuilder,
nsDisplayList* aList,
nsIFrame* aForFrame,
nsIFrame* aScrolledFrame,
nsIFrame* aScrollFrame)
: nsDisplayWrapList(aBuilder, aForFrame, aList)
, mScrollFrame(aScrollFrame)
, mScrolledFrame(aScrolledFrame)
{
#ifdef NS_BUILD_REFCNT_LOGGING
MOZ_COUNT_CTOR(nsDisplayScrollLayer);
#endif
NS_ASSERTION(mScrolledFrame && mScrolledFrame->GetContent(),
"Need a child frame with content");
}
nsDisplayScrollLayer::nsDisplayScrollLayer(nsDisplayListBuilder* aBuilder,
nsDisplayItem* aItem,
nsIFrame* aForFrame,
nsIFrame* aScrolledFrame,
nsIFrame* aScrollFrame)
: nsDisplayWrapList(aBuilder, aForFrame, aItem)
, mScrollFrame(aScrollFrame)
, mScrolledFrame(aScrolledFrame)
{
#ifdef NS_BUILD_REFCNT_LOGGING
MOZ_COUNT_CTOR(nsDisplayScrollLayer);
#endif
NS_ASSERTION(mScrolledFrame && mScrolledFrame->GetContent(),
"Need a child frame with content");
}
nsDisplayScrollLayer::nsDisplayScrollLayer(nsDisplayListBuilder* aBuilder,
nsIFrame* aForFrame,
nsIFrame* aScrolledFrame,
nsIFrame* aScrollFrame)
: nsDisplayWrapList(aBuilder, aForFrame)
, mScrollFrame(aScrollFrame)
, mScrolledFrame(aScrolledFrame)
{
#ifdef NS_BUILD_REFCNT_LOGGING
MOZ_COUNT_CTOR(nsDisplayScrollLayer);
#endif
NS_ASSERTION(mScrolledFrame && mScrolledFrame->GetContent(),
"Need a child frame with content");
}
#ifdef NS_BUILD_REFCNT_LOGGING
nsDisplayScrollLayer::~nsDisplayScrollLayer()
{
MOZ_COUNT_DTOR(nsDisplayScrollLayer);
}
#endif
already_AddRefed<Layer>
nsDisplayScrollLayer::BuildLayer(nsDisplayListBuilder* aBuilder,
LayerManager* aManager,
const ContainerParameters& aContainerParameters) {
nsRefPtr<ContainerLayer> layer = aBuilder->LayerBuilder()->
BuildContainerLayerFor(aBuilder, aManager, mFrame, this, mList,
aContainerParameters, nsnull);
// Get the already set unique ID for scrolling this content remotely.
// Or, if not set, generate a new ID.
nsIContent* content = mScrolledFrame->GetContent();
ViewID scrollId = nsLayoutUtils::FindIDFor(content);
nsRect viewport = mScrollFrame->GetRect() -
mScrollFrame->GetPosition() +
aBuilder->ToReferenceFrame(mScrollFrame);
bool usingDisplayport = false;
nsRect displayport;
if (content) {
usingDisplayport = nsLayoutUtils::GetDisplayPort(content, &displayport);
}
RecordFrameMetrics(mScrolledFrame, mScrollFrame, layer, mVisibleRect, viewport,
(usingDisplayport ? &displayport : nsnull), scrollId,
aContainerParameters);
return layer.forget();
}
bool
nsDisplayScrollLayer::ComputeVisibility(nsDisplayListBuilder* aBuilder,
nsRegion* aVisibleRegion,
const nsRect& aAllowVisibleRegionExpansion)
{
nsRect displayport;
if (nsLayoutUtils::GetDisplayPort(mScrolledFrame->GetContent(), &displayport)) {
// The visible region for the children may be much bigger than the hole we
// are viewing the children from, so that the compositor process has enough
// content to asynchronously pan while content is being refreshed.
nsRegion childVisibleRegion = displayport + aBuilder->ToReferenceFrame(mScrollFrame);
nsRect boundedRect;
boundedRect.IntersectRect(childVisibleRegion.GetBounds(), mList.GetBounds(aBuilder));
nsRect allowExpansion;
allowExpansion.IntersectRect(allowExpansion, boundedRect);
bool visible = mList.ComputeVisibilityForSublist(
aBuilder, &childVisibleRegion, boundedRect, allowExpansion);
mVisibleRect = boundedRect;
return visible;
} else {
return nsDisplayWrapList::ComputeVisibility(aBuilder, aVisibleRegion,
aAllowVisibleRegionExpansion);
}
}
LayerState
nsDisplayScrollLayer::GetLayerState(nsDisplayListBuilder* aBuilder,
LayerManager* aManager)
{
// Force this as a layer so we can scroll asynchronously.
// This causes incorrect rendering for rounded clips!
return LAYER_ACTIVE_FORCE;
}
bool
nsDisplayScrollLayer::TryMerge(nsDisplayListBuilder* aBuilder,
nsDisplayItem* aItem)
{
if (aItem->GetType() != TYPE_SCROLL_LAYER) {
return false;
}
nsDisplayScrollLayer* other = static_cast<nsDisplayScrollLayer*>(aItem);
if (other->mScrolledFrame != this->mScrolledFrame) {
return false;
}
FrameProperties props = mScrolledFrame->Properties();
props.Set(nsIFrame::ScrollLayerCount(),
reinterpret_cast<void*>(GetScrollLayerCount() - 1));
mList.AppendToBottom(&other->mList);
return true;
}
bool
nsDisplayScrollLayer::ShouldFlattenAway(nsDisplayListBuilder* aBuilder)
{
return GetScrollLayerCount() > 1;
}
PRWord
nsDisplayScrollLayer::GetScrollLayerCount()
{
FrameProperties props = mScrolledFrame->Properties();
#ifdef DEBUG
bool hasCount = false;
PRWord result = reinterpret_cast<PRWord>(
props.Get(nsIFrame::ScrollLayerCount(), &hasCount));
// If this aborts, then the property was either not added before scroll
// layers were created or the property was deleted to early. If the latter,
// make sure that nsDisplayScrollInfoLayer is on the bottom of the list so
// that it is processed last.
NS_ABORT_IF_FALSE(hasCount, "nsDisplayScrollLayer should always be defined");
return result;
#else
return reinterpret_cast<PRWord>(props.Get(nsIFrame::ScrollLayerCount()));
#endif
}
PRWord
nsDisplayScrollLayer::RemoveScrollLayerCount()
{
PRWord result = GetScrollLayerCount();
FrameProperties props = mScrolledFrame->Properties();
props.Remove(nsIFrame::ScrollLayerCount());
return result;
}
nsDisplayScrollInfoLayer::nsDisplayScrollInfoLayer(
nsDisplayListBuilder* aBuilder,
nsIFrame* aScrolledFrame,
nsIFrame* aScrollFrame)
: nsDisplayScrollLayer(aBuilder, aScrolledFrame, aScrolledFrame, aScrollFrame)
{
#ifdef NS_BUILD_REFCNT_LOGGING
MOZ_COUNT_CTOR(nsDisplayScrollInfoLayer);
#endif
}
#ifdef NS_BUILD_REFCNT_LOGGING
nsDisplayScrollInfoLayer::~nsDisplayScrollInfoLayer()
{
MOZ_COUNT_DTOR(nsDisplayScrollInfoLayer);
}
#endif
LayerState
nsDisplayScrollInfoLayer::GetLayerState(nsDisplayListBuilder* aBuilder,
LayerManager* aManager)
{
return LAYER_ACTIVE_EMPTY;
}
bool
nsDisplayScrollInfoLayer::TryMerge(nsDisplayListBuilder* aBuilder,
nsDisplayItem* aItem)
{
return false;
}
bool
nsDisplayScrollInfoLayer::ShouldFlattenAway(nsDisplayListBuilder* aBuilder)
{
// Layer metadata for a particular scroll frame needs to be unique. Only
// one nsDisplayScrollLayer (with rendered content) or one
// nsDisplayScrollInfoLayer (with only the metadata) should survive the
// visibility computation.
return RemoveScrollLayerCount() == 1;
}
nsDisplayClip::nsDisplayClip(nsDisplayListBuilder* aBuilder,
nsIFrame* aFrame, nsDisplayItem* aItem,
const nsRect& aRect)
: nsDisplayWrapList(aBuilder, aFrame, aItem) {
MOZ_COUNT_CTOR(nsDisplayClip);
mClip = SnapBounds(aBuilder->IsSnappingEnabled() && !aBuilder->IsInTransform(),
aBuilder->CurrentPresContext(), aRect);
}
nsDisplayClip::nsDisplayClip(nsDisplayListBuilder* aBuilder,
nsIFrame* aFrame, nsDisplayList* aList,
const nsRect& aRect)
: nsDisplayWrapList(aBuilder, aFrame, aList) {
MOZ_COUNT_CTOR(nsDisplayClip);
mClip = SnapBounds(aBuilder->IsSnappingEnabled() && !aBuilder->IsInTransform(),
aBuilder->CurrentPresContext(), aRect);
}
nsRect nsDisplayClip::GetBounds(nsDisplayListBuilder* aBuilder) {
nsRect r = nsDisplayWrapList::GetBounds(aBuilder);
r.IntersectRect(mClip, r);
return r;
}
#ifdef NS_BUILD_REFCNT_LOGGING
nsDisplayClip::~nsDisplayClip() {
MOZ_COUNT_DTOR(nsDisplayClip);
}
#endif
void nsDisplayClip::Paint(nsDisplayListBuilder* aBuilder,
nsRenderingContext* aCtx) {
NS_ERROR("nsDisplayClip should have been flattened away for painting");
}
bool nsDisplayClip::ComputeVisibility(nsDisplayListBuilder* aBuilder,
nsRegion* aVisibleRegion,
const nsRect& aAllowVisibleRegionExpansion) {
nsRegion clipped;
clipped.And(*aVisibleRegion, mClip);
nsRegion finalClipped(clipped);
nsRect allowExpansion;
allowExpansion.IntersectRect(mClip, aAllowVisibleRegionExpansion);
bool anyVisible =
nsDisplayWrapList::ComputeVisibility(aBuilder, &finalClipped,
allowExpansion);
nsRegion removed;
removed.Sub(clipped, finalClipped);
aBuilder->SubtractFromVisibleRegion(aVisibleRegion, removed);
return anyVisible;
}
bool nsDisplayClip::TryMerge(nsDisplayListBuilder* aBuilder,
nsDisplayItem* aItem) {
if (aItem->GetType() != TYPE_CLIP)
return false;
nsDisplayClip* other = static_cast<nsDisplayClip*>(aItem);
if (!other->mClip.IsEqualInterior(mClip))
return false;
mList.AppendToBottom(&other->mList);
return true;
}
nsDisplayWrapList* nsDisplayClip::WrapWithClone(nsDisplayListBuilder* aBuilder,
nsDisplayItem* aItem) {
return new (aBuilder)
nsDisplayClip(aBuilder, aItem->GetUnderlyingFrame(), aItem, mClip);
}
nsDisplayClipRoundedRect::nsDisplayClipRoundedRect(
nsDisplayListBuilder* aBuilder, nsIFrame* aFrame,
nsDisplayItem* aItem,
const nsRect& aRect, nscoord aRadii[8])
: nsDisplayClip(aBuilder, aFrame, aItem, aRect)
{
MOZ_COUNT_CTOR(nsDisplayClipRoundedRect);
memcpy(mRadii, aRadii, sizeof(mRadii));
}
nsDisplayClipRoundedRect::nsDisplayClipRoundedRect(
nsDisplayListBuilder* aBuilder, nsIFrame* aFrame,
nsDisplayList* aList,
const nsRect& aRect, nscoord aRadii[8])
: nsDisplayClip(aBuilder, aFrame, aList, aRect)
{
MOZ_COUNT_CTOR(nsDisplayClipRoundedRect);
memcpy(mRadii, aRadii, sizeof(mRadii));
}
#ifdef NS_BUILD_REFCNT_LOGGING
nsDisplayClipRoundedRect::~nsDisplayClipRoundedRect()
{
MOZ_COUNT_DTOR(nsDisplayClipRoundedRect);
}
#endif
nsRegion
nsDisplayClipRoundedRect::GetOpaqueRegion(nsDisplayListBuilder* aBuilder,
bool* aForceTransparentSurface)
{
if (aForceTransparentSurface) {
*aForceTransparentSurface = false;
}
return nsRegion();
}
void
nsDisplayClipRoundedRect::HitTest(nsDisplayListBuilder* aBuilder,
const nsRect& aRect, HitTestState* aState,
nsTArray<nsIFrame*> *aOutFrames)
{
if (!RoundedRectIntersectsRect(mClip, mRadii, aRect)) {
// aRect doesn't intersect our border-radius curve.
// FIXME: This isn't quite sufficient for aRect having nontrivial
// size (which is the unusual case here), since it's possible that
// the part of aRect that intersects the the rounded rect isn't the
// part that intersects the items in mList.
return;
}
mList.HitTest(aBuilder, aRect, aState, aOutFrames);
}
nsDisplayWrapList*
nsDisplayClipRoundedRect::WrapWithClone(nsDisplayListBuilder* aBuilder,
nsDisplayItem* aItem) {
return new (aBuilder)
nsDisplayClipRoundedRect(aBuilder, aItem->GetUnderlyingFrame(), aItem,
mClip, mRadii);
}
bool nsDisplayClipRoundedRect::ComputeVisibility(
nsDisplayListBuilder* aBuilder,
nsRegion* aVisibleRegion,
const nsRect& aAllowVisibleRegionExpansion)
{
nsRegion clipped;
clipped.And(*aVisibleRegion, mClip);
return nsDisplayWrapList::ComputeVisibility(aBuilder, &clipped, nsRect());
// FIXME: Remove a *conservative* opaque region from aVisibleRegion
// (like in nsDisplayClip::ComputeVisibility).
}
bool nsDisplayClipRoundedRect::TryMerge(nsDisplayListBuilder* aBuilder, nsDisplayItem* aItem)
{
if (aItem->GetType() != TYPE_CLIP_ROUNDED_RECT)
return false;
nsDisplayClipRoundedRect* other =
static_cast<nsDisplayClipRoundedRect*>(aItem);
if (!mClip.IsEqualInterior(other->mClip) ||
memcmp(mRadii, other->mRadii, sizeof(mRadii)) != 0)
return false;
mList.AppendToBottom(&other->mList);
return true;
}
nsDisplayZoom::nsDisplayZoom(nsDisplayListBuilder* aBuilder,
nsIFrame* aFrame, nsDisplayList* aList,
PRInt32 aAPD, PRInt32 aParentAPD)
: nsDisplayOwnLayer(aBuilder, aFrame, aList), mAPD(aAPD),
mParentAPD(aParentAPD) {
MOZ_COUNT_CTOR(nsDisplayZoom);
}
#ifdef NS_BUILD_REFCNT_LOGGING
nsDisplayZoom::~nsDisplayZoom() {
MOZ_COUNT_DTOR(nsDisplayZoom);
}
#endif
nsRect nsDisplayZoom::GetBounds(nsDisplayListBuilder* aBuilder)
{
nsRect bounds = nsDisplayWrapList::GetBounds(aBuilder);
return bounds.ConvertAppUnitsRoundOut(mAPD, mParentAPD);
}
void nsDisplayZoom::HitTest(nsDisplayListBuilder *aBuilder,
const nsRect& aRect,
HitTestState *aState,
nsTArray<nsIFrame*> *aOutFrames)
{
nsRect rect;
// A 1x1 rect indicates we are just hit testing a point, so pass down a 1x1
// rect as well instead of possibly rounding the width or height to zero.
if (aRect.width == 1 && aRect.height == 1) {
rect.MoveTo(aRect.TopLeft().ConvertAppUnits(mParentAPD, mAPD));
rect.width = rect.height = 1;
} else {
rect = aRect.ConvertAppUnitsRoundOut(mParentAPD, mAPD);
}
mList.HitTest(aBuilder, rect, aState, aOutFrames);
}
void nsDisplayZoom::Paint(nsDisplayListBuilder* aBuilder,
nsRenderingContext* aCtx)
{
mList.PaintForFrame(aBuilder, aCtx, mFrame, nsDisplayList::PAINT_DEFAULT);
}
bool nsDisplayZoom::ComputeVisibility(nsDisplayListBuilder *aBuilder,
nsRegion *aVisibleRegion,
const nsRect& aAllowVisibleRegionExpansion)
{
// Convert the passed in visible region to our appunits.
nsRegion visibleRegion =
aVisibleRegion->ConvertAppUnitsRoundOut(mParentAPD, mAPD);
nsRegion originalVisibleRegion = visibleRegion;
nsRect transformedVisibleRect =
mVisibleRect.ConvertAppUnitsRoundOut(mParentAPD, mAPD);
nsRect allowExpansion =
aAllowVisibleRegionExpansion.ConvertAppUnitsRoundIn(mParentAPD, mAPD);
bool retval =
mList.ComputeVisibilityForSublist(aBuilder, &visibleRegion,
transformedVisibleRect,
allowExpansion);
nsRegion removed;
// removed = originalVisibleRegion - visibleRegion
removed.Sub(originalVisibleRegion, visibleRegion);
// Convert removed region to parent appunits.
removed = removed.ConvertAppUnitsRoundIn(mAPD, mParentAPD);
// aVisibleRegion = aVisibleRegion - removed (modulo any simplifications
// SubtractFromVisibleRegion does)
aBuilder->SubtractFromVisibleRegion(aVisibleRegion, removed);
return retval;
}
///////////////////////////////////////////////////
// nsDisplayTransform Implementation
//
// Write #define UNIFIED_CONTINUATIONS here to have the transform property try
// to transform content with continuations as one unified block instead of
// several smaller ones. This is currently disabled because it doesn't work
// correctly, since when the frames are initially being reflowed, their
// continuations all compute their bounding rects independently of each other
// and consequently get the wrong value. Write #define DEBUG_HIT here to have
// the nsDisplayTransform class dump out a bunch of information about hit
// detection.
#undef UNIFIED_CONTINUATIONS
#undef DEBUG_HIT
/* Returns the bounds of a frame as defined for transforms. If
* UNIFIED_CONTINUATIONS is not defined, this is simply the frame's bounding
* rectangle, translated to the origin. Otherwise, returns the smallest
* rectangle containing a frame and all of its continuations. For example, if
* there is a <span> element with several continuations split over several
* lines, this function will return the rectangle containing all of those
* continuations. This rectangle is relative to the origin of the frame's local
* coordinate space.
*/
#ifndef UNIFIED_CONTINUATIONS
nsRect
nsDisplayTransform::GetFrameBoundsForTransform(const nsIFrame* aFrame)
{
NS_PRECONDITION(aFrame, "Can't get the bounds of a nonexistent frame!");
return nsRect(nsPoint(0, 0), aFrame->GetSize());
}
#else
nsRect
nsDisplayTransform::GetFrameBoundsForTransform(const nsIFrame* aFrame)
{
NS_PRECONDITION(aFrame, "Can't get the bounds of a nonexistent frame!");
nsRect result;
/* Iterate through the continuation list, unioning together all the
* bounding rects.
*/
for (const nsIFrame *currFrame = aFrame->GetFirstContinuation();
currFrame != nsnull;
currFrame = currFrame->GetNextContinuation())
{
/* Get the frame rect in local coordinates, then translate back to the
* original coordinates.
*/
result.UnionRect(result, nsRect(currFrame->GetOffsetTo(aFrame),
currFrame->GetSize()));
}
return result;
}
#endif
/* Returns the delta specified by the -moz-transform-origin property.
* This is a positive delta, meaning that it indicates the direction to move
* to get from (0, 0) of the frame to the transform origin.
*/
static
gfxPoint3D GetDeltaToMozTransformOrigin(const nsIFrame* aFrame,
float aFactor,
const nsRect* aBoundsOverride)
{
NS_PRECONDITION(aFrame, "Can't get delta for a null frame!");
NS_PRECONDITION(aFrame->GetStyleDisplay()->HasTransform(),
"Can't get a delta for an untransformed frame!");
/* For both of the coordinates, if the value of -moz-transform is a
* percentage, it's relative to the size of the frame. Otherwise, if it's
* a distance, it's already computed for us!
*/
const nsStyleDisplay* display = aFrame->GetStyleDisplay();
nsRect boundingRect = (aBoundsOverride ? *aBoundsOverride :
nsDisplayTransform::GetFrameBoundsForTransform(aFrame));
/* Allows us to access named variables by index. */
gfxPoint3D result;
gfxFloat* coords[3] = {&result.x, &result.y, &result.z};
const nscoord* dimensions[2] =
{&boundingRect.width, &boundingRect.height};
for (PRUint8 index = 0; index < 2; ++index) {
/* If the -moz-transform-origin specifies a percentage, take the percentage
* of the size of the box.
*/
const nsStyleCoord &coord = display->mTransformOrigin[index];
if (coord.GetUnit() == eStyleUnit_Calc) {
const nsStyleCoord::Calc *calc = coord.GetCalcValue();
*coords[index] = NSAppUnitsToFloatPixels(*dimensions[index], aFactor) *
calc->mPercent +
NSAppUnitsToFloatPixels(calc->mLength, aFactor);
} else if (coord.GetUnit() == eStyleUnit_Percent) {
*coords[index] = NSAppUnitsToFloatPixels(*dimensions[index], aFactor) *
coord.GetPercentValue();
} else {
NS_ABORT_IF_FALSE(coord.GetUnit() == eStyleUnit_Coord, "unexpected unit");
*coords[index] = NSAppUnitsToFloatPixels(coord.GetCoordValue(), aFactor);
}
}
*coords[2] = NSAppUnitsToFloatPixels(display->mTransformOrigin[2].GetCoordValue(), aFactor);
/* Adjust based on the origin of the rectangle. */
result.x += NSAppUnitsToFloatPixels(boundingRect.x, aFactor);
result.y += NSAppUnitsToFloatPixels(boundingRect.y, aFactor);
return result;
}
/* Returns the delta specified by the -moz-perspective-origin property.
* This is a positive delta, meaning that it indicates the direction to move
* to get from (0, 0) of the frame to the perspective origin.
*/
static
gfxPoint3D GetDeltaToMozPerspectiveOrigin(const nsIFrame* aFrame,
float aFactor,
const nsRect* aBoundsOverride)
{
NS_PRECONDITION(aFrame, "Can't get delta for a null frame!");
NS_PRECONDITION(aFrame->GetStyleDisplay()->HasTransform(),
"Can't get a delta for an untransformed frame!");
/* For both of the coordinates, if the value of -moz-perspective-origin is a
* percentage, it's relative to the size of the frame. Otherwise, if it's
* a distance, it's already computed for us!
*/
//TODO: Should this be using our bounds or the parent's bounds?
// How do we handle aBoundsOverride in the latter case?
const nsStyleDisplay* display = aFrame->GetParent()->GetStyleDisplay();
nsRect boundingRect = (aBoundsOverride ? *aBoundsOverride :
nsDisplayTransform::GetFrameBoundsForTransform(aFrame));
/* Allows us to access named variables by index. */
gfxPoint3D result;
result.z = 0.0f;
gfxFloat* coords[2] = {&result.x, &result.y};
const nscoord* dimensions[2] =
{&boundingRect.width, &boundingRect.height};
for (PRUint8 index = 0; index < 2; ++index) {
/* If the -moz-transform-origin specifies a percentage, take the percentage
* of the size of the box.
*/
const nsStyleCoord &coord = display->mPerspectiveOrigin[index];
if (coord.GetUnit() == eStyleUnit_Calc) {
const nsStyleCoord::Calc *calc = coord.GetCalcValue();
*coords[index] = NSAppUnitsToFloatPixels(*dimensions[index], aFactor) *
calc->mPercent +
NSAppUnitsToFloatPixels(calc->mLength, aFactor);
} else if (coord.GetUnit() == eStyleUnit_Percent) {
*coords[index] = NSAppUnitsToFloatPixels(*dimensions[index], aFactor) *
coord.GetPercentValue();
} else {
NS_ABORT_IF_FALSE(coord.GetUnit() == eStyleUnit_Coord, "unexpected unit");
*coords[index] = NSAppUnitsToFloatPixels(coord.GetCoordValue(), aFactor);
}
}
/**
* An offset of (0,0) results in the perspective-origin being at the centre of the element,
* so include a shift of the centre point to (0,0).
*/
result.x -= NSAppUnitsToFloatPixels(boundingRect.width, aFactor)/2;
result.y -= NSAppUnitsToFloatPixels(boundingRect.height, aFactor)/2;
return result;
}
/* Wraps up the -moz-transform matrix in a change-of-basis matrix pair that
* translates from local coordinate space to transform coordinate space, then
* hands it back.
*/
gfx3DMatrix
nsDisplayTransform::GetResultingTransformMatrix(const nsIFrame* aFrame,
const nsPoint &aOrigin,
float aFactor,
const nsRect* aBoundsOverride,
nsIFrame** aOutAncestor)
{
NS_PRECONDITION(aFrame, "Cannot get transform matrix for a null frame!");
if (aOutAncestor) {
*aOutAncestor = nsLayoutUtils::GetCrossDocParentFrame(aFrame);
}
/* Account for the -moz-transform-origin property by translating the
* coordinate space to the new origin.
*/
gfxPoint3D toMozOrigin = GetDeltaToMozTransformOrigin(aFrame, aFactor, aBoundsOverride);
gfxPoint3D toPerspectiveOrigin = GetDeltaToMozPerspectiveOrigin(aFrame, aFactor, aBoundsOverride);
gfxPoint3D newOrigin = gfxPoint3D(NSAppUnitsToFloatPixels(aOrigin.x, aFactor),
NSAppUnitsToFloatPixels(aOrigin.y, aFactor),
0.0f);
/* Get the underlying transform matrix. This requires us to get the
* bounds of the frame.
*/
const nsStyleDisplay* disp = aFrame->GetStyleDisplay();
nsRect bounds = (aBoundsOverride ? *aBoundsOverride :
nsDisplayTransform::GetFrameBoundsForTransform(aFrame));
/* Get the matrix, then change its basis to factor in the origin. */
bool dummy;
gfx3DMatrix result;
/* Transformed frames always have a transform, or are preserving 3d (and might still have perspective!) */
if (disp->mSpecifiedTransform) {
result = nsStyleTransformMatrix::ReadTransforms(disp->mSpecifiedTransform,
aFrame->GetStyleContext(),
aFrame->PresContext(),
dummy, bounds, aFactor);
} else {
NS_ASSERTION(aFrame->GetStyleDisplay()->mTransformStyle == NS_STYLE_TRANSFORM_STYLE_PRESERVE_3D,
"If we don't have a transform, then we must be at least attempting to preserve the transforms of our children");
}
const nsStyleDisplay* parentDisp = nsnull;
if (aFrame->GetParent()) {
parentDisp = aFrame->GetParent()->GetStyleDisplay();
}
if (nsLayoutUtils::Are3DTransformsEnabled() &&
parentDisp && parentDisp->mChildPerspective.GetUnit() == eStyleUnit_Coord &&
parentDisp->mChildPerspective.GetCoordValue() > 0.0) {
gfx3DMatrix perspective;
perspective._34 =
-1.0 / NSAppUnitsToFloatPixels(parentDisp->mChildPerspective.GetCoordValue(),
aFactor);
result = result * nsLayoutUtils::ChangeMatrixBasis(toPerspectiveOrigin, perspective);
}
if (aFrame->Preserves3D() && nsLayoutUtils::Are3DTransformsEnabled()) {
// Include the transform set on our parent
NS_ASSERTION(aFrame->GetParent() &&
aFrame->GetParent()->IsTransformed() &&
aFrame->GetParent()->Preserves3DChildren(),
"Preserve3D mismatch!");
gfx3DMatrix parent = GetResultingTransformMatrix(aFrame->GetParent(), aOrigin - aFrame->GetPosition(),
aFactor, nsnull, aOutAncestor);
return nsLayoutUtils::ChangeMatrixBasis(newOrigin + toMozOrigin, result) * parent;
}
return nsLayoutUtils::ChangeMatrixBasis
(newOrigin + toMozOrigin, result);
}
/* If the matrix is singular, or a hidden backface is shown, the frame won't be visible or hit. */
static bool IsFrameVisible(nsIFrame* aFrame, const gfx3DMatrix& aMatrix)
{
if (aMatrix.IsSingular()) {
return false;
}
if (aFrame->GetStyleDisplay()->mBackfaceVisibility == NS_STYLE_BACKFACE_VISIBILITY_HIDDEN &&
aMatrix.IsBackfaceVisible()) {
return false;
}
return true;
}
const gfx3DMatrix&
nsDisplayTransform::GetTransform(float aFactor)
{
if (mTransform.IsIdentity() || mCachedFactor != aFactor) {
mTransform =
GetResultingTransformMatrix(mFrame, ToReferenceFrame(),
aFactor,
nsnull);
mCachedFactor = aFactor;
}
return mTransform;
}
already_AddRefed<Layer> nsDisplayTransform::BuildLayer(nsDisplayListBuilder *aBuilder,
LayerManager *aManager,
const ContainerParameters& aContainerParameters)
{
const gfx3DMatrix& newTransformMatrix =
GetTransform(mFrame->PresContext()->AppUnitsPerDevPixel());
if (!IsFrameVisible(mFrame, newTransformMatrix)) {
return nsnull;
}
nsRefPtr<ContainerLayer> container = aBuilder->LayerBuilder()->
BuildContainerLayerFor(aBuilder, aManager, mFrame, this, *mStoredList.GetList(),
aContainerParameters, &newTransformMatrix);
// Add the preserve-3d flag for this layer, BuildContainerLayerFor clears all flags,
// so we never need to explicitely unset this flag.
if (mFrame->Preserves3D()) {
container->SetContentFlags(container->GetContentFlags() | Layer::CONTENT_PRESERVE_3D);
}
return container.forget();
}
nsDisplayItem::LayerState
nsDisplayTransform::GetLayerState(nsDisplayListBuilder* aBuilder,
LayerManager* aManager) {
if (mFrame->AreLayersMarkedActive(nsChangeHint_UpdateTransformLayer))
return LAYER_ACTIVE;
if (!GetTransform(mFrame->PresContext()->AppUnitsPerDevPixel()).Is2D() || mFrame->Preserves3D())
return LAYER_ACTIVE;
nsIFrame* activeScrolledRoot =
nsLayoutUtils::GetActiveScrolledRootFor(mFrame, nsnull);
return !mStoredList.ChildrenCanBeInactive(aBuilder,
aManager,
*mStoredList.GetList(),
activeScrolledRoot)
? LAYER_ACTIVE : LAYER_INACTIVE;
}
bool nsDisplayTransform::ComputeVisibility(nsDisplayListBuilder *aBuilder,
nsRegion *aVisibleRegion,
const nsRect& aAllowVisibleRegionExpansion)
{
/* As we do this, we need to be sure to
* untransform the visible rect, since we want everything that's painting to
* think that it's painting in its original rectangular coordinate space.
* If we can't untransform, take the entire overflow rect */
nsRect untransformedVisibleRect;
if (!UntransformRect(mVisibleRect,
mFrame,
aBuilder->ToReferenceFrame(mFrame),
&untransformedVisibleRect))
{
untransformedVisibleRect = mFrame->GetVisualOverflowRectRelativeToSelf() +
aBuilder->ToReferenceFrame(mFrame);
}
nsRegion untransformedVisible = untransformedVisibleRect;
// Call RecomputeVisiblity instead of ComputeVisibility since
// nsDisplayItem::ComputeVisibility should only be called from
// nsDisplayList::ComputeVisibility (which sets mVisibleRect on the item)
mStoredList.RecomputeVisibility(aBuilder, &untransformedVisible);
return true;
}
#ifdef DEBUG_HIT
#include <time.h>
#endif
/* HitTest does some fun stuff with matrix transforms to obtain the answer. */
void nsDisplayTransform::HitTest(nsDisplayListBuilder *aBuilder,
const nsRect& aRect,
HitTestState *aState,
nsTArray<nsIFrame*> *aOutFrames)
{
/* Here's how this works:
* 1. Get the matrix. If it's singular, abort (clearly we didn't hit
* anything).
* 2. Invert the matrix.
* 3. Use it to transform the rect into the correct space.
* 4. Pass that rect down through to the list's version of HitTest.
*/
float factor = nsPresContext::AppUnitsPerCSSPixel();
gfx3DMatrix matrix = GetTransform(factor);
if (!IsFrameVisible(mFrame, matrix)) {
return;
}
/* We want to go from transformed-space to regular space.
* Thus we have to invert the matrix, which normally does
* the reverse operation (e.g. regular->transformed)
*/
/* Now, apply the transform and pass it down the channel. */
nsRect resultingRect;
if (aRect.width == 1 && aRect.height == 1) {
// Magic width/height indicating we're hit testing a point, not a rect
gfxPoint point = matrix.Inverse().ProjectPoint(
gfxPoint(NSAppUnitsToFloatPixels(aRect.x, factor),
NSAppUnitsToFloatPixels(aRect.y, factor)));
resultingRect = nsRect(NSFloatPixelsToAppUnits(float(point.x), factor),
NSFloatPixelsToAppUnits(float(point.y), factor),
1, 1);
} else {
gfxRect originalRect(NSAppUnitsToFloatPixels(aRect.x, factor),
NSAppUnitsToFloatPixels(aRect.y, factor),
NSAppUnitsToFloatPixels(aRect.width, factor),
NSAppUnitsToFloatPixels(aRect.height, factor));
gfxRect rect = matrix.Inverse().ProjectRectBounds(originalRect);;
resultingRect = nsRect(NSFloatPixelsToAppUnits(float(rect.X()), factor),
NSFloatPixelsToAppUnits(float(rect.Y()), factor),
NSFloatPixelsToAppUnits(float(rect.Width()), factor),
NSFloatPixelsToAppUnits(float(rect.Height()), factor));
}
#ifdef DEBUG_HIT
printf("Frame: %p\n", dynamic_cast<void *>(mFrame));
printf(" Untransformed point: (%f, %f)\n", resultingRect.X(), resultingRect.Y());
PRUint32 originalFrameCount = aOutFrames.Length();
#endif
mStoredList.HitTest(aBuilder, resultingRect, aState, aOutFrames);
#ifdef DEBUG_HIT
if (originalFrameCount != aOutFrames.Length())
printf(" Hit! Time: %f, first frame: %p\n", static_cast<double>(clock()),
dynamic_cast<void *>(aOutFrames.ElementAt(0)));
printf("=== end of hit test ===\n");
#endif
}
float
nsDisplayTransform::GetHitDepthAtPoint(const nsPoint& aPoint)
{
float factor = nsPresContext::AppUnitsPerCSSPixel();
gfx3DMatrix matrix = GetTransform(factor);
NS_ASSERTION(IsFrameVisible(mFrame, matrix), "We can't have hit a frame that isn't visible!");
gfxPoint point =
matrix.Inverse().ProjectPoint(gfxPoint(NSAppUnitsToFloatPixels(aPoint.x, factor),
NSAppUnitsToFloatPixels(aPoint.y, factor)));
gfxPoint3D transformed = matrix.Transform3D(gfxPoint3D(point.x, point.y, 0));
return transformed.z;
}
/* The bounding rectangle for the object is the overflow rectangle translated
* by the reference point.
*/
nsRect nsDisplayTransform::GetBounds(nsDisplayListBuilder *aBuilder)
{
return TransformRect(mStoredList.GetBounds(aBuilder), mFrame, ToReferenceFrame());
}
/* The transform is opaque iff the transform consists solely of scales and
* translations and if the underlying content is opaque. Thus if the transform
* is of the form
*
* |a c e|
* |b d f|
* |0 0 1|
*
* We need b and c to be zero.
*
* We also need to check whether the underlying opaque content completely fills
* our visible rect. We use UntransformRect which expands to the axis-aligned
* bounding rect, but that's OK since if
* mStoredList.GetVisibleRect().Contains(untransformedVisible), then it
* certainly contains the actual (non-axis-aligned) untransformed rect.
*/
nsRegion nsDisplayTransform::GetOpaqueRegion(nsDisplayListBuilder *aBuilder,
bool* aForceTransparentSurface)
{
if (aForceTransparentSurface) {
*aForceTransparentSurface = false;
}
nsRect untransformedVisible;
if (!UntransformRect(mVisibleRect, mFrame, ToReferenceFrame(), &untransformedVisible)) {
return nsRegion();
}
const gfx3DMatrix& matrix = GetTransform(nsPresContext::AppUnitsPerCSSPixel());
nsRegion result;
gfxMatrix matrix2d;
if (matrix.Is2D(&matrix2d) &&
matrix2d.PreservesAxisAlignedRectangles() &&
mStoredList.GetOpaqueRegion(aBuilder).Contains(untransformedVisible)) {
result = mVisibleRect;
}
return result;
}
/* The transform is uniform if it fills the entire bounding rect and the
* wrapped list is uniform. See GetOpaqueRegion for discussion of why this
* works.
*/
bool nsDisplayTransform::IsUniform(nsDisplayListBuilder *aBuilder, nscolor* aColor)
{
nsRect untransformedVisible;
if (!UntransformRect(mVisibleRect, mFrame, ToReferenceFrame(), &untransformedVisible)) {
return false;
}
const gfx3DMatrix& matrix = GetTransform(nsPresContext::AppUnitsPerCSSPixel());
gfxMatrix matrix2d;
return matrix.Is2D(&matrix2d) &&
matrix2d.PreservesAxisAlignedRectangles() &&
mStoredList.GetVisibleRect().Contains(untransformedVisible) &&
mStoredList.IsUniform(aBuilder, aColor);
}
/* If UNIFIED_CONTINUATIONS is defined, we can merge two display lists that
* share the same underlying content. Otherwise, doing so results in graphical
* glitches.
*/
#ifndef UNIFIED_CONTINUATIONS
bool
nsDisplayTransform::TryMerge(nsDisplayListBuilder *aBuilder,
nsDisplayItem *aItem)
{
return false;
}
#else
bool
nsDisplayTransform::TryMerge(nsDisplayListBuilder *aBuilder,
nsDisplayItem *aItem)
{
NS_PRECONDITION(aItem, "Why did you try merging with a null item?");
NS_PRECONDITION(aBuilder, "Why did you try merging with a null builder?");
/* Make sure that we're dealing with two transforms. */
if (aItem->GetType() != TYPE_TRANSFORM)
return false;
/* Check to see that both frames are part of the same content. */
if (aItem->GetUnderlyingFrame()->GetContent() != mFrame->GetContent())
return false;
/* Now, move everything over to this frame and signal that
* we merged things!
*/
mStoredList.GetList()->
AppendToBottom(&static_cast<nsDisplayTransform *>(aItem)->mStoredList);
return true;
}
#endif
/* TransformRect takes in as parameters a rectangle (in app space) and returns
* the smallest rectangle (in app space) containing the transformed image of
* that rectangle. That is, it takes the four corners of the rectangle,
* transforms them according to the matrix associated with the specified frame,
* then returns the smallest rectangle containing the four transformed points.
*
* @param aUntransformedBounds The rectangle (in app units) to transform.
* @param aFrame The frame whose transformation should be applied.
* @param aOrigin The delta from the frame origin to the coordinate space origin
* @param aBoundsOverride (optional) Force the frame bounds to be the
* specified bounds.
* @return The smallest rectangle containing the image of the transformed
* rectangle.
*/
nsRect nsDisplayTransform::TransformRect(const nsRect &aUntransformedBounds,
const nsIFrame* aFrame,
const nsPoint &aOrigin,
const nsRect* aBoundsOverride)
{
NS_PRECONDITION(aFrame, "Can't take the transform based on a null frame!");
float factor = nsPresContext::AppUnitsPerCSSPixel();
return nsLayoutUtils::MatrixTransformRect
(aUntransformedBounds,
GetResultingTransformMatrix(aFrame, aOrigin, factor, aBoundsOverride),
factor);
}
nsRect nsDisplayTransform::TransformRectOut(const nsRect &aUntransformedBounds,
const nsIFrame* aFrame,
const nsPoint &aOrigin,
const nsRect* aBoundsOverride)
{
NS_PRECONDITION(aFrame, "Can't take the transform based on a null frame!");
float factor = nsPresContext::AppUnitsPerCSSPixel();
return nsLayoutUtils::MatrixTransformRectOut
(aUntransformedBounds,
GetResultingTransformMatrix(aFrame, aOrigin, factor, aBoundsOverride),
factor);
}
bool nsDisplayTransform::UntransformRect(const nsRect &aUntransformedBounds,
const nsIFrame* aFrame,
const nsPoint &aOrigin,
nsRect* aOutRect)
{
NS_PRECONDITION(aFrame, "Can't take the transform based on a null frame!");
/* Grab the matrix. If the transform is degenerate, just hand back the
* empty rect.
*/
float factor = nsPresContext::AppUnitsPerCSSPixel();
gfx3DMatrix matrix = GetResultingTransformMatrix(aFrame, aOrigin, factor, nsnull);
if (matrix.IsSingular())
return false;
gfxRect result(NSAppUnitsToFloatPixels(aUntransformedBounds.x, factor),
NSAppUnitsToFloatPixels(aUntransformedBounds.y, factor),
NSAppUnitsToFloatPixels(aUntransformedBounds.width, factor),
NSAppUnitsToFloatPixels(aUntransformedBounds.height, factor));
/* We want to untransform the matrix, so invert the transformation first! */
result = matrix.Inverse().ProjectRectBounds(result);
*aOutRect = nsLayoutUtils::RoundGfxRectToAppRect(result, factor);
return true;
}
nsDisplaySVGEffects::nsDisplaySVGEffects(nsDisplayListBuilder* aBuilder,
nsIFrame* aFrame, nsDisplayList* aList)
: nsDisplayWrapList(aBuilder, aFrame, aList), mEffectsFrame(aFrame),
mBounds(aFrame->GetVisualOverflowRectRelativeToSelf())
{
MOZ_COUNT_CTOR(nsDisplaySVGEffects);
}
#ifdef NS_BUILD_REFCNT_LOGGING
nsDisplaySVGEffects::~nsDisplaySVGEffects()
{
MOZ_COUNT_DTOR(nsDisplaySVGEffects);
}
#endif
nsRegion nsDisplaySVGEffects::GetOpaqueRegion(nsDisplayListBuilder* aBuilder,
bool* aForceTransparentSurface)
{
if (aForceTransparentSurface) {
*aForceTransparentSurface = false;
}
return nsRegion();
}
void
nsDisplaySVGEffects::HitTest(nsDisplayListBuilder* aBuilder, const nsRect& aRect,
HitTestState* aState, nsTArray<nsIFrame*> *aOutFrames)
{
nsPoint rectCenter(aRect.x + aRect.width / 2, aRect.y + aRect.height / 2);
if (nsSVGIntegrationUtils::HitTestFrameForEffects(mEffectsFrame,
rectCenter - aBuilder->ToReferenceFrame(mEffectsFrame))) {
mList.HitTest(aBuilder, aRect, aState, aOutFrames);
}
}
void nsDisplaySVGEffects::Paint(nsDisplayListBuilder* aBuilder,
nsRenderingContext* aCtx)
{
nsSVGIntegrationUtils::PaintFramesWithEffects(aCtx,
mEffectsFrame, mVisibleRect, aBuilder, &mList);
}
bool nsDisplaySVGEffects::ComputeVisibility(nsDisplayListBuilder* aBuilder,
nsRegion* aVisibleRegion,
const nsRect& aAllowVisibleRegionExpansion) {
nsPoint offset = aBuilder->ToReferenceFrame(mEffectsFrame);
nsRect dirtyRect =
nsSVGIntegrationUtils::GetRequiredSourceForInvalidArea(mEffectsFrame,
mVisibleRect - offset) +
offset;
// Our children may be made translucent or arbitrarily deformed so we should
// not allow them to subtract area from aVisibleRegion.
nsRegion childrenVisible(dirtyRect);
nsRect r;
r.IntersectRect(dirtyRect, mList.GetBounds(aBuilder));
mList.ComputeVisibilityForSublist(aBuilder, &childrenVisible, r, nsRect());
return true;
}
bool nsDisplaySVGEffects::TryMerge(nsDisplayListBuilder* aBuilder, nsDisplayItem* aItem)
{
if (aItem->GetType() != TYPE_SVG_EFFECTS)
return false;
// items for the same content element should be merged into a single
// compositing group
// aItem->GetUnderlyingFrame() returns non-null because it's nsDisplaySVGEffects
if (aItem->GetUnderlyingFrame()->GetContent() != mFrame->GetContent())
return false;
nsDisplaySVGEffects* other = static_cast<nsDisplaySVGEffects*>(aItem);
mList.AppendToBottom(&other->mList);
mBounds.UnionRect(mBounds,
other->mBounds + other->mEffectsFrame->GetOffsetTo(mEffectsFrame));
return true;
}