зеркало из https://github.com/mozilla/pjs.git
Added PaintChild method that properly handles OUTSIDE_CHILDREN bit
This commit is contained in:
Родитель
09cf8e7724
Коммит
2b1af15030
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@ -115,7 +115,6 @@ nsContainerFrame::DidReflow(nsIPresContext& aPresContext,
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FirstChild(kid);
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while (nsnull != kid) {
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nsIHTMLReflow* htmlReflow;
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if (NS_OK == kid->QueryInterface(kIHTMLReflowIID, (void**)&htmlReflow)) {
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htmlReflow->DidReflow(aPresContext, aStatus);
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}
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@ -130,6 +129,47 @@ nsContainerFrame::DidReflow(nsIPresContext& aPresContext,
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return nsFrame::DidReflow(aPresContext, aStatus);
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}
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#if XXX
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// Now that we are doing be reflowed, clear out the
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// child-is-outside flag in our state word. Below, as we pass
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// through the did-reflow to our children we will discover if we
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// still need the bit set.
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mState &= ~NS_FRAME_OUTSIDE_CHILDREN;
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if (0 == (NS_FRAME_OUTSIDE_CHILDREN & mState)) {
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nsFrameState state;
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nsRect r;
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kid->GetRect(r);
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kid->GetFrameState(state);
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if (NS_FRAME_CHILD_IS_OUTSIDE & state) {
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kid->GetCombinedRect(r);
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}
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if ((r.x < 0) || (r.y < 0) ||
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(r.XMost() > mRect.width) || (r.YMost() > mRect.height)) {
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// We have a child that sticks outside of us
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mState |= NS_FRAME_OUTSIDE_CHILDREN;
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}
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}
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NS_IMETHODIMP
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nsContainerFrame::GetCombinedRect(nsRect& aRect)
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{
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if (NS_FRAME_CHILD_IS_OUTSIDE) {
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nsIFrame* kid;
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FirstChild(kid);
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while (nsnull != kid) {
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nsRect r;
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kid->GetCombinedRect(r);
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kid->GetNextSibling(kid);
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}
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}
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else {
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aRect = mRect;
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}
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return NS_OK;
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}
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#endif
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/////////////////////////////////////////////////////////////////////////////
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// Child frame enumeration
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@ -142,89 +182,114 @@ NS_METHOD nsContainerFrame::FirstChild(nsIFrame*& aFirstChild) const
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/////////////////////////////////////////////////////////////////////////////
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// Painting
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NS_METHOD nsContainerFrame::Paint(nsIPresContext& aPresContext,
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nsIRenderingContext& aRenderingContext,
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const nsRect& aDirtyRect)
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NS_IMETHODIMP
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nsContainerFrame::Paint(nsIPresContext& aPresContext,
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nsIRenderingContext& aRenderingContext,
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const nsRect& aDirtyRect)
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{
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PaintChildren(aPresContext, aRenderingContext, aDirtyRect);
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return NS_OK;
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}
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// aDirtyRect is in our coordinate system
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// child rect's are also in our coordinate system
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void nsContainerFrame::PaintChildren(nsIPresContext& aPresContext,
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nsIRenderingContext& aRenderingContext,
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const nsRect& aDirtyRect)
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// Paint the children of a container, assuming nothing about the
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// childrens spatial arrangement. Given relative positioning, negative
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// margins, etc, that's probably a good thing.
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//
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// Note: aDirtyRect is in our coordinate system (and of course, child
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// rect's are also in our coordinate system)
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void
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nsContainerFrame::PaintChildren(nsIPresContext& aPresContext,
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nsIRenderingContext& aRenderingContext,
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const nsRect& aDirtyRect)
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{
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// Set clip rect so that children don't leak out of us
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const nsStyleDisplay* disp =
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(const nsStyleDisplay*)mStyleContext->GetStyleData(eStyleStruct_Display);
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PRBool hidden = PR_FALSE;
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PRBool clipState;
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if (NS_STYLE_OVERFLOW_HIDDEN == disp->mOverflow) {
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aRenderingContext.PushState();
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aRenderingContext.SetClipRect(nsRect(0, 0, mRect.width, mRect.height),
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nsClipCombine_kIntersect, clipState);
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hidden = PR_TRUE;
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// Paint our children only if we are visible
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const nsStyleDisplay* disp = (const nsStyleDisplay*)
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mStyleContext->GetStyleData(eStyleStruct_Display);
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if (disp->mVisible) {
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PRBool clipState;
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// If overflow is hidden then set the clip rect so that children
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// don't leak out of us
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if (NS_STYLE_OVERFLOW_HIDDEN == disp->mOverflow) {
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aRenderingContext.PushState();
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aRenderingContext.SetClipRect(nsRect(0, 0, mRect.width, mRect.height),
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nsClipCombine_kIntersect, clipState);
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}
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nsIFrame* kid = mFirstChild;
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while (nsnull != kid) {
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PaintChild(aPresContext, aRenderingContext, aDirtyRect, kid);
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kid->GetNextSibling(kid);
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}
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if (NS_STYLE_OVERFLOW_HIDDEN == disp->mOverflow) {
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aRenderingContext.PopState(clipState);
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}
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}
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}
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// See if we should render everything, or just what can be seen
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PRBool renderEverything = PR_TRUE;
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if (NS_STYLE_OVERFLOW_VISIBLE != disp->mOverflow) {
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renderEverything = PR_FALSE;
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}
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// XXX for now, disable this...
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renderEverything = PR_FALSE;
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// Paint one child frame
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void
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nsContainerFrame::PaintChild(nsIPresContext& aPresContext,
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nsIRenderingContext& aRenderingContext,
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const nsRect& aDirtyRect,
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nsIFrame* aFrame)
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{
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nsIView *pView;
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aFrame->GetView(pView);
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if (nsnull == pView) {
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nsRect kidRect;
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aFrame->GetRect(kidRect);
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nsFrameState state;
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aFrame->GetFrameState(state);
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// XXX reminder: use the coordinates in the dirty rect to figure out
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// which set of children are impacted and only do the intersection
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// work for them. In addition, stop when we no longer overlap.
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nsIFrame* kid = mFirstChild;
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while (nsnull != kid) {
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nsIView *pView;
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kid->GetView(pView);
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if (nsnull == pView) {
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nsRect kidRect;
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kid->GetRect(kidRect);
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nsRect damageArea;
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PRBool overlap = damageArea.IntersectRect(aDirtyRect, kidRect);
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// Compute the constrained damage area; set the overlap flag to
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// PR_TRUE if any portion of the child frame intersects the
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// dirty rect.
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nsRect damageArea;
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PRBool overlap;
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if (NS_FRAME_OUTSIDE_CHILDREN & state) {
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// If the child frame has children that leak out of our box
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// then we don't constrain the damageArea to just the childs
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// bounding rect.
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damageArea = aDirtyRect;
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overlap = PR_TRUE;
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}
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else {
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// Compute the intersection of the dirty rect and the childs
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// rect (both are in our coordinate space). This limits the
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// damageArea to just the portion that intersects the childs
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// rect.
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overlap = damageArea.IntersectRect(aDirtyRect, kidRect);
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#ifdef NS_DEBUG
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if (!overlap && (0 == kidRect.width) && (0 == kidRect.height)) {
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overlap = PR_TRUE;
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}
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#endif
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//XXX ListTag(stdout); printf(": re=%c overlap=%c dirtyRect={%d,%d,%d,%d} damageArea={%d,%d,%d,%d}\n", renderEverything?'T':'F', overlap?'T':'F', aDirtyRect, damageArea);
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if (renderEverything || overlap) {
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// Translate damage area into kid's coordinate system
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nsRect kidDamageArea(damageArea.x - kidRect.x,
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damageArea.y - kidRect.y,
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damageArea.width, damageArea.height);
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aRenderingContext.PushState();
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aRenderingContext.Translate(kidRect.x, kidRect.y);
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kid->Paint(aPresContext, aRenderingContext, kidDamageArea);
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#ifdef NS_DEBUG
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if (nsIFrame::GetShowFrameBorders() &&
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(0 != kidRect.width) && (0 != kidRect.height)) {
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nsIView* view;
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GetView(view);
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if (nsnull != view) {
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aRenderingContext.SetColor(NS_RGB(0,0,255));
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}
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else {
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aRenderingContext.SetColor(NS_RGB(255,0,0));
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}
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aRenderingContext.DrawRect(0, 0, kidRect.width, kidRect.height);
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}
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#endif
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aRenderingContext.PopState(clipState);
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}
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}
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kid->GetNextSibling(kid);
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}
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if (hidden) {
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aRenderingContext.PopState(clipState);
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if (overlap) {
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// Translate damage area into the kids coordinate
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// system. Translate rendering context into the kids
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// coordinate system.
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damageArea.x -= kidRect.x;
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damageArea.y -= kidRect.y;
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aRenderingContext.PushState();
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aRenderingContext.Translate(kidRect.x, kidRect.y);
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// Paint the kid
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aFrame->Paint(aPresContext, aRenderingContext, damageArea);
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PRBool clipState;
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aRenderingContext.PopState(clipState);
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#ifdef NS_DEBUG
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// Draw a border around the child
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if (nsIFrame::GetShowFrameBorders() && !kidRect.IsEmpty()) {
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aRenderingContext.SetColor(NS_RGB(255,0,0));
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aRenderingContext.DrawRect(kidRect);
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}
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#endif
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}
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}
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}
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@ -109,6 +109,11 @@ protected:
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nsIRenderingContext& aRenderingContext,
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const nsRect& aDirtyRect);
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virtual void PaintChild(nsIPresContext& aPresContext,
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nsIRenderingContext& aRenderingContext,
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const nsRect& aDirtyRect,
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nsIFrame* aFrame);
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/**
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* Queries the child frame for the nsIHTMLReflow interface and if it's
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* supported invokes the WillReflow() and Reflow() member functions. If
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@ -115,7 +115,6 @@ nsContainerFrame::DidReflow(nsIPresContext& aPresContext,
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FirstChild(kid);
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while (nsnull != kid) {
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nsIHTMLReflow* htmlReflow;
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if (NS_OK == kid->QueryInterface(kIHTMLReflowIID, (void**)&htmlReflow)) {
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htmlReflow->DidReflow(aPresContext, aStatus);
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}
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@ -130,6 +129,47 @@ nsContainerFrame::DidReflow(nsIPresContext& aPresContext,
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return nsFrame::DidReflow(aPresContext, aStatus);
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}
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#if XXX
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// Now that we are doing be reflowed, clear out the
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// child-is-outside flag in our state word. Below, as we pass
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// through the did-reflow to our children we will discover if we
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// still need the bit set.
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mState &= ~NS_FRAME_OUTSIDE_CHILDREN;
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if (0 == (NS_FRAME_OUTSIDE_CHILDREN & mState)) {
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nsFrameState state;
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nsRect r;
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kid->GetRect(r);
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kid->GetFrameState(state);
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if (NS_FRAME_CHILD_IS_OUTSIDE & state) {
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kid->GetCombinedRect(r);
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}
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if ((r.x < 0) || (r.y < 0) ||
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(r.XMost() > mRect.width) || (r.YMost() > mRect.height)) {
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// We have a child that sticks outside of us
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mState |= NS_FRAME_OUTSIDE_CHILDREN;
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}
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}
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NS_IMETHODIMP
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nsContainerFrame::GetCombinedRect(nsRect& aRect)
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{
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if (NS_FRAME_CHILD_IS_OUTSIDE) {
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nsIFrame* kid;
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FirstChild(kid);
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while (nsnull != kid) {
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nsRect r;
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kid->GetCombinedRect(r);
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kid->GetNextSibling(kid);
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}
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}
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else {
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aRect = mRect;
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}
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return NS_OK;
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}
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#endif
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/////////////////////////////////////////////////////////////////////////////
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// Child frame enumeration
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@ -142,89 +182,114 @@ NS_METHOD nsContainerFrame::FirstChild(nsIFrame*& aFirstChild) const
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/////////////////////////////////////////////////////////////////////////////
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// Painting
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NS_METHOD nsContainerFrame::Paint(nsIPresContext& aPresContext,
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nsIRenderingContext& aRenderingContext,
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const nsRect& aDirtyRect)
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NS_IMETHODIMP
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nsContainerFrame::Paint(nsIPresContext& aPresContext,
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nsIRenderingContext& aRenderingContext,
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const nsRect& aDirtyRect)
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{
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PaintChildren(aPresContext, aRenderingContext, aDirtyRect);
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return NS_OK;
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}
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// aDirtyRect is in our coordinate system
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// child rect's are also in our coordinate system
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void nsContainerFrame::PaintChildren(nsIPresContext& aPresContext,
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nsIRenderingContext& aRenderingContext,
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const nsRect& aDirtyRect)
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// Paint the children of a container, assuming nothing about the
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// childrens spatial arrangement. Given relative positioning, negative
|
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// margins, etc, that's probably a good thing.
|
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//
|
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// Note: aDirtyRect is in our coordinate system (and of course, child
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// rect's are also in our coordinate system)
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void
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nsContainerFrame::PaintChildren(nsIPresContext& aPresContext,
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nsIRenderingContext& aRenderingContext,
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const nsRect& aDirtyRect)
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{
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// Set clip rect so that children don't leak out of us
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const nsStyleDisplay* disp =
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(const nsStyleDisplay*)mStyleContext->GetStyleData(eStyleStruct_Display);
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PRBool hidden = PR_FALSE;
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PRBool clipState;
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if (NS_STYLE_OVERFLOW_HIDDEN == disp->mOverflow) {
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aRenderingContext.PushState();
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aRenderingContext.SetClipRect(nsRect(0, 0, mRect.width, mRect.height),
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nsClipCombine_kIntersect, clipState);
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hidden = PR_TRUE;
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// Paint our children only if we are visible
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const nsStyleDisplay* disp = (const nsStyleDisplay*)
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mStyleContext->GetStyleData(eStyleStruct_Display);
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if (disp->mVisible) {
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PRBool clipState;
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// If overflow is hidden then set the clip rect so that children
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// don't leak out of us
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if (NS_STYLE_OVERFLOW_HIDDEN == disp->mOverflow) {
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aRenderingContext.PushState();
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aRenderingContext.SetClipRect(nsRect(0, 0, mRect.width, mRect.height),
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nsClipCombine_kIntersect, clipState);
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}
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nsIFrame* kid = mFirstChild;
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while (nsnull != kid) {
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PaintChild(aPresContext, aRenderingContext, aDirtyRect, kid);
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kid->GetNextSibling(kid);
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}
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if (NS_STYLE_OVERFLOW_HIDDEN == disp->mOverflow) {
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aRenderingContext.PopState(clipState);
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}
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}
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}
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// See if we should render everything, or just what can be seen
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PRBool renderEverything = PR_TRUE;
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if (NS_STYLE_OVERFLOW_VISIBLE != disp->mOverflow) {
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renderEverything = PR_FALSE;
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}
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// XXX for now, disable this...
|
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renderEverything = PR_FALSE;
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// Paint one child frame
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void
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nsContainerFrame::PaintChild(nsIPresContext& aPresContext,
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nsIRenderingContext& aRenderingContext,
|
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const nsRect& aDirtyRect,
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nsIFrame* aFrame)
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{
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nsIView *pView;
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aFrame->GetView(pView);
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if (nsnull == pView) {
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nsRect kidRect;
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aFrame->GetRect(kidRect);
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nsFrameState state;
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aFrame->GetFrameState(state);
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|
||||
// XXX reminder: use the coordinates in the dirty rect to figure out
|
||||
// which set of children are impacted and only do the intersection
|
||||
// work for them. In addition, stop when we no longer overlap.
|
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|
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nsIFrame* kid = mFirstChild;
|
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while (nsnull != kid) {
|
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nsIView *pView;
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kid->GetView(pView);
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if (nsnull == pView) {
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nsRect kidRect;
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kid->GetRect(kidRect);
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nsRect damageArea;
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PRBool overlap = damageArea.IntersectRect(aDirtyRect, kidRect);
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// Compute the constrained damage area; set the overlap flag to
|
||||
// PR_TRUE if any portion of the child frame intersects the
|
||||
// dirty rect.
|
||||
nsRect damageArea;
|
||||
PRBool overlap;
|
||||
if (NS_FRAME_OUTSIDE_CHILDREN & state) {
|
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// If the child frame has children that leak out of our box
|
||||
// then we don't constrain the damageArea to just the childs
|
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// bounding rect.
|
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damageArea = aDirtyRect;
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overlap = PR_TRUE;
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}
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else {
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// Compute the intersection of the dirty rect and the childs
|
||||
// rect (both are in our coordinate space). This limits the
|
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// damageArea to just the portion that intersects the childs
|
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// rect.
|
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overlap = damageArea.IntersectRect(aDirtyRect, kidRect);
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#ifdef NS_DEBUG
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if (!overlap && (0 == kidRect.width) && (0 == kidRect.height)) {
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overlap = PR_TRUE;
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}
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#endif
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//XXX ListTag(stdout); printf(": re=%c overlap=%c dirtyRect={%d,%d,%d,%d} damageArea={%d,%d,%d,%d}\n", renderEverything?'T':'F', overlap?'T':'F', aDirtyRect, damageArea);
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if (renderEverything || overlap) {
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||||
// Translate damage area into kid's coordinate system
|
||||
nsRect kidDamageArea(damageArea.x - kidRect.x,
|
||||
damageArea.y - kidRect.y,
|
||||
damageArea.width, damageArea.height);
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aRenderingContext.PushState();
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||||
aRenderingContext.Translate(kidRect.x, kidRect.y);
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kid->Paint(aPresContext, aRenderingContext, kidDamageArea);
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#ifdef NS_DEBUG
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||||
if (nsIFrame::GetShowFrameBorders() &&
|
||||
(0 != kidRect.width) && (0 != kidRect.height)) {
|
||||
nsIView* view;
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||||
GetView(view);
|
||||
if (nsnull != view) {
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||||
aRenderingContext.SetColor(NS_RGB(0,0,255));
|
||||
}
|
||||
else {
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||||
aRenderingContext.SetColor(NS_RGB(255,0,0));
|
||||
}
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||||
aRenderingContext.DrawRect(0, 0, kidRect.width, kidRect.height);
|
||||
}
|
||||
#endif
|
||||
aRenderingContext.PopState(clipState);
|
||||
}
|
||||
}
|
||||
kid->GetNextSibling(kid);
|
||||
}
|
||||
|
||||
if (hidden) {
|
||||
aRenderingContext.PopState(clipState);
|
||||
if (overlap) {
|
||||
// Translate damage area into the kids coordinate
|
||||
// system. Translate rendering context into the kids
|
||||
// coordinate system.
|
||||
damageArea.x -= kidRect.x;
|
||||
damageArea.y -= kidRect.y;
|
||||
aRenderingContext.PushState();
|
||||
aRenderingContext.Translate(kidRect.x, kidRect.y);
|
||||
|
||||
// Paint the kid
|
||||
aFrame->Paint(aPresContext, aRenderingContext, damageArea);
|
||||
PRBool clipState;
|
||||
aRenderingContext.PopState(clipState);
|
||||
|
||||
#ifdef NS_DEBUG
|
||||
// Draw a border around the child
|
||||
if (nsIFrame::GetShowFrameBorders() && !kidRect.IsEmpty()) {
|
||||
aRenderingContext.SetColor(NS_RGB(255,0,0));
|
||||
aRenderingContext.DrawRect(kidRect);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -109,6 +109,11 @@ protected:
|
|||
nsIRenderingContext& aRenderingContext,
|
||||
const nsRect& aDirtyRect);
|
||||
|
||||
virtual void PaintChild(nsIPresContext& aPresContext,
|
||||
nsIRenderingContext& aRenderingContext,
|
||||
const nsRect& aDirtyRect,
|
||||
nsIFrame* aFrame);
|
||||
|
||||
/**
|
||||
* Queries the child frame for the nsIHTMLReflow interface and if it's
|
||||
* supported invokes the WillReflow() and Reflow() member functions. If
|
||||
|
|
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