/* -*- 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 "nsISelectionController.h" #include "nsIPresShell.h" #include "nsRegion.h" #include "nsFrameManager.h" #include "gfxContext.h" #include "nsStyleStructInlines.h" #include "nsStyleTransformMatrix.h" #include "gfxMatrix.h" #ifdef MOZ_SVG #include "nsSVGIntegrationUtils.h" #endif #include "nsLayoutUtils.h" #include "imgIContainer.h" #include "nsIInterfaceRequestorUtils.h" #include "BasicLayers.h" using namespace mozilla::layers; nsDisplayListBuilder::nsDisplayListBuilder(nsIFrame* aReferenceFrame, PRBool aIsForEvents, PRBool aBuildCaret) : mReferenceFrame(aReferenceFrame), mMovingFrame(nsnull), mSaveVisibleRegionOfMovingContent(nsnull), mIgnoreScrollFrame(nsnull), mCurrentTableItem(nsnull), mBuildCaret(aBuildCaret), mEventDelivery(aIsForEvents), mIsAtRootOfPseudoStackingContext(PR_FALSE), mPaintAllFrames(PR_FALSE), mAccurateVisibleRegions(PR_FALSE), mInTransform(PR_FALSE), mSyncDecodeImages(PR_FALSE) { PL_InitArenaPool(&mPool, "displayListArena", 1024, sizeof(void*)-1); nsPresContext* pc = aReferenceFrame->PresContext(); nsIPresShell *shell = pc->PresShell(); mIsBackgroundOnly = shell->IsPaintingSuppressed(); if (pc->IsRenderingOnlySelection()) { nsCOMPtr selcon(do_QueryInterface(shell)); if (selcon) { selcon->GetSelection(nsISelectionController::SELECTION_NORMAL, getter_AddRefs(mBoundingSelection)); } } if (mIsBackgroundOnly) { mBuildCaret = PR_FALSE; } } 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 void MarkOutOfFlowFrameForDisplay(nsIFrame* aDirtyFrame, nsIFrame* aFrame, const nsRect& aDirtyRect) { nsRect dirty = aDirtyRect - aFrame->GetOffsetTo(aDirtyFrame); nsRect overflowRect = aFrame->GetOverflowRect(); 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); } } 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); } PRUint32 nsDisplayListBuilder::GetBackgroundPaintFlags() { PRUint32 flags = 0; if (mSyncDecodeImages) { flags |= nsCSSRendering::PAINTBG_SYNC_DECODE_IMAGES; } return flags; } void nsDisplayListBuilder::SubtractFromVisibleRegion(nsRegion* aVisibleRegion, const nsRegion& aRegion) { 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). if (GetAccurateVisibleRegions() || tmp.GetNumRects() <= 15) { *aVisibleRegion = tmp; } } PRBool nsDisplayListBuilder::IsMovingFrame(nsIFrame* aFrame) { return mMovingFrame && nsLayoutUtils::IsAncestorFrameCrossDoc(mMovingFrame, aFrame, mReferenceFrame); } nsCaret * nsDisplayListBuilder::GetCaret() { nsRefPtr 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 (!mBuildCaret) return; nsRefPtr 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 nsDisplayListBuilder::AccumulateVisibleRegionOfMovingContent(const nsRegion& aMovingContent, const nsRegion& aVisibleRegionBeforeMove, const nsRegion& aVisibleRegionAfterMove) { if (!mSaveVisibleRegionOfMovingContent) return; nsRegion beforeRegion = aMovingContent; beforeRegion.MoveBy(-mMoveDelta); beforeRegion.And(beforeRegion, aVisibleRegionBeforeMove); nsRegion afterRegion = aMovingContent; afterRegion.And(afterRegion, aVisibleRegionAfterMove); // Accumulate these regions into our result mSaveVisibleRegionOfMovingContent->Or( *mSaveVisibleRegionOfMovingContent, beforeRegion); mSaveVisibleRegionOfMovingContent->Or( *mSaveVisibleRegionOfMovingContent, afterRegion); mSaveVisibleRegionOfMovingContent->SimplifyOutward(15); } 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* aElements) { nsDisplayItem* item; while ((item = RemoveBottom()) != nsnull) { if (item->GetType() == nsDisplayItem::TYPE_WRAPLIST) { 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; } void nsDisplayList::ComputeVisibility(nsDisplayListBuilder* aBuilder, nsRegion* aVisibleRegion, nsRegion* aVisibleRegionBeforeMove) { NS_ASSERTION((aVisibleRegionBeforeMove != nsnull) == aBuilder->HasMovingFrames(), "Should have aVisibleRegionBeforeMove when there are moving frames"); nsAutoTArray elements; FlattenTo(&elements); // Accumulate the bounds of all moving content we find in this list. // For speed, we store only a bounding box, not a region. nsRect movingContentAccumulatedBounds; // Store an overapproximation of the visible regions for the moving // content in this list nsRegion movingContentVisibleRegionBeforeMove; nsRegion movingContentVisibleRegionAfterMove; 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; } nsRect bounds = item->GetBounds(aBuilder); nsIFrame* f = item->GetUnderlyingFrame(); PRBool isMoving = f && aBuilder->IsMovingFrame(f); // Record bounds of moving visible items in movingContentAccumulatedBounds. // We do not need to add items that are uniform across the entire visible // area, since they have no visible movement. if (isMoving && !(item->IsUniform(aBuilder) && bounds.Contains(aVisibleRegion->GetBounds()) && bounds.Contains(aVisibleRegionBeforeMove->GetBounds()))) { if (movingContentAccumulatedBounds.IsEmpty()) { // *aVisibleRegion can only shrink during this loop, so storing // the first one we see is a sound overapproximation movingContentVisibleRegionBeforeMove = *aVisibleRegionBeforeMove; movingContentVisibleRegionAfterMove = *aVisibleRegion; } nscoord appUnitsPerPixel = f->PresContext()->AppUnitsPerDevPixel(); nsRect roundOutBounds = bounds. ToOutsidePixels(appUnitsPerPixel).ToAppUnits(appUnitsPerPixel); movingContentAccumulatedBounds.UnionRect(movingContentAccumulatedBounds, roundOutBounds); } nsRegion itemVisible; if (aVisibleRegionBeforeMove) { // Treat the item as visible if it was visible before or after the move. itemVisible.Or(*aVisibleRegion, *aVisibleRegionBeforeMove); itemVisible.And(itemVisible, bounds); } else { itemVisible.And(*aVisibleRegion, bounds); } item->mVisibleRect = itemVisible.GetBounds(); if (!item->mVisibleRect.IsEmpty() && item->ComputeVisibility(aBuilder, aVisibleRegion, aVisibleRegionBeforeMove)) { AppendToBottom(item); if (item->IsOpaque(aBuilder) && f) { // Subtract opaque item from the visible region aBuilder->SubtractFromVisibleRegion(aVisibleRegion, nsRegion(bounds)); if (aVisibleRegionBeforeMove) { nsRect opaqueAreaBeforeMove = isMoving ? bounds - aBuilder->GetMoveDelta() : bounds; aBuilder->SubtractFromVisibleRegion(aVisibleRegionBeforeMove, nsRegion(opaqueAreaBeforeMove)); } } } else { item->~nsDisplayItem(); } } aBuilder->AccumulateVisibleRegionOfMovingContent( nsRegion(movingContentAccumulatedBounds), movingContentVisibleRegionBeforeMove, movingContentVisibleRegionAfterMove); mIsOpaque = aVisibleRegion->IsEmpty(); #ifdef DEBUG mDidComputeVisibility = PR_TRUE; #endif } namespace { /** * This class iterates through a display list tree, descending only into * nsDisplayClip items, and returns each display item encountered during * such iteration. Along with each item we also return the clip rect * accumulated for the item. */ class ClippedItemIterator { public: ClippedItemIterator(const nsDisplayList* aList) { DescendIntoList(aList, nsnull, nsnull); AdvanceToItem(); } PRBool IsDone() { return mStack.IsEmpty(); } void Next() { State* top = StackTop(); top->mItem = top->mItem->GetAbove(); AdvanceToItem(); } // Returns null if there is no clipping affecting the item. The // clip rect is in device pixels const gfxRect* GetEffectiveClipRect() { State* top = StackTop(); return top->mHasClipRect ? &top->mEffectiveClipRect : nsnull; } nsDisplayItem* Item() { return StackTop()->mItem; } private: // We maintain a stack of state objects. Each State object represents // where we're up to in the iteration of a list. struct State { // The current item we're at in the list nsDisplayItem* mItem; // The effective clip rect applying to all the items in this list gfxRect mEffectiveClipRect; PRPackedBool mHasClipRect; }; State* StackTop() { return &mStack[mStack.Length() - 1]; } void DescendIntoList(const nsDisplayList* aList, nsPresContext* aPresContext, const nsRect* aClipRect) { State* state = mStack.AppendElement(); if (!state) return; if (mStack.Length() >= 2) { *state = mStack[mStack.Length() - 2]; } else { state->mHasClipRect = PR_FALSE; } state->mItem = aList->GetBottom(); if (aClipRect) { gfxRect r(aClipRect->x, aClipRect->y, aClipRect->width, aClipRect->height); r.ScaleInverse(aPresContext->AppUnitsPerDevPixel()); if (state->mHasClipRect) { state->mEffectiveClipRect = state->mEffectiveClipRect.Intersect(r); } else { state->mEffectiveClipRect = r; state->mHasClipRect = PR_TRUE; } } } // Advances to an item that the iterator should return. void AdvanceToItem() { while (!mStack.IsEmpty()) { State* top = StackTop(); if (!top->mItem) { mStack.SetLength(mStack.Length() - 1); if (!mStack.IsEmpty()) { top = StackTop(); top->mItem = top->mItem->GetAbove(); } continue; } if (top->mItem->GetType() != nsDisplayItem::TYPE_CLIP) return; nsDisplayClip* clipItem = static_cast(top->mItem); nsRect clip = clipItem->GetClipRect(); DescendIntoList(clipItem->GetList(), clipItem->GetClippingFrame()->PresContext(), &clip); } } nsAutoTArray mStack; }; } /** * Given a (possibly clipped) display item in aItem, try to append it to * the items in aGroup. If aItem is the next item in the sublist in * aGroup, and the clipping matches, we can just update aGroup in-place, * otherwise we'll allocate a new ItemGroup, add it to the linked list, * and put aItem in the new ItemGroup. We return the ItemGroup into which * aItem was inserted. */ static nsDisplayList::ItemGroup* AddToItemGroup(nsDisplayListBuilder* aBuilder, nsDisplayList::ItemGroup* aGroup, nsDisplayItem* aItem, const gfxRect* aClipRect) { NS_ASSERTION(!aGroup->mNextItemsForLayer, "aGroup must be the last group in the chain"); if (!aGroup->mStartItem) { aGroup->mStartItem = aItem; aGroup->mEndItem = aItem->GetAbove(); aGroup->mHasClipRect = aClipRect != nsnull; if (aClipRect) { aGroup->mClipRect = *aClipRect; } return aGroup; } if (aGroup->mEndItem == aItem && (aGroup->mHasClipRect ? (aClipRect && aGroup->mClipRect == *aClipRect) : !aClipRect)) { aGroup->mEndItem = aItem->GetAbove(); return aGroup; } nsDisplayList::ItemGroup* itemGroup = new (aBuilder) nsDisplayList::ItemGroup(); if (!itemGroup) return aGroup; aGroup->mNextItemsForLayer = itemGroup; return AddToItemGroup(aBuilder, itemGroup, aItem, aClipRect); } /** * Create an empty Thebes layer, with an empty ItemGroup associated with * it, and append it to aLayers. */ static nsDisplayList::ItemGroup* CreateEmptyThebesLayer(nsDisplayListBuilder* aBuilder, LayerManager* aManager, nsTArray* aLayers) { nsDisplayList::ItemGroup* itemGroup = new (aBuilder) nsDisplayList::ItemGroup(); if (!itemGroup) return nsnull; nsRefPtr thebesLayer = aManager->CreateThebesLayer(); if (!thebesLayer) return nsnull; nsDisplayList::LayerItems* layerItems = aLayers->AppendElement(nsDisplayList::LayerItems(itemGroup)); layerItems->mThebesLayer = thebesLayer; layerItems->mLayer = thebesLayer.forget(); return itemGroup; } /** * This is the heart of layout's integration with layers. We * use a ClippedItemIterator to iterate through descendant display * items. Each item either has its own layer or is assigned to a * ThebesLayer. We create ThebesLayers as necessary, although we try * to put items in the bottom-most ThebesLayer because that is most * likely to be able to render with an opaque background, which will often * be required for subpixel text antialiasing to work. */ void nsDisplayList::BuildLayers(nsDisplayListBuilder* aBuilder, LayerManager* aManager, nsTArray* aLayers) const { NS_ASSERTION(aLayers->IsEmpty(), "aLayers must be initially empty"); // Create "bottom" Thebes layer. We'll try to put as much content // as possible in this layer because if the container is filled with // opaque content, this bottommost layer can also be treated as opaque, // which means content in this layer can have subpixel AA. // firstThebesLayerItems always points to the last ItemGroup for the // first Thebes layer. ItemGroup* firstThebesLayerItems = CreateEmptyThebesLayer(aBuilder, aManager, aLayers); if (!firstThebesLayerItems) return; // lastThebesLayerItems always points to the last ItemGroup for the // topmost layer, if it's a ThebesLayer. If the top layer is not a // Thebes layer, this is null. ItemGroup* lastThebesLayerItems = firstThebesLayerItems; // This region contains the bounds of all the content that is above // the first Thebes layer. nsRegion areaAboveFirstThebesLayer; for (ClippedItemIterator iter(this); !iter.IsDone(); iter.Next()) { nsDisplayItem* item = iter.Item(); const gfxRect* clipRect = iter.GetEffectiveClipRect(); // Ask the item if it manages its own layer nsRefPtr layer = item->BuildLayer(aBuilder, aManager); nsRect bounds = item->GetBounds(aBuilder); // We set layerItems to point to the LayerItems object where the // item ends up. LayerItems* layerItems = nsnull; if (layer) { // item has a dedicated layer. Add it to the list, with an ItemGroup // covering this item only. ItemGroup* itemGroup = new (aBuilder) ItemGroup(); if (itemGroup) { AddToItemGroup(aBuilder, itemGroup, item, clipRect); layerItems = aLayers->AppendElement(LayerItems(itemGroup)); if (layerItems) { if (itemGroup->mHasClipRect) { gfxRect r = itemGroup->mClipRect; r.Round(); nsIntRect intRect(r.X(), r.Y(), r.Width(), r.Height()); layer->IntersectClipRect(intRect); } layerItems->mLayer = layer.forget(); } } // This item is above the first Thebes layer. areaAboveFirstThebesLayer.Or(areaAboveFirstThebesLayer, bounds); lastThebesLayerItems = nsnull; } else { // No dedicated layer. Add it to a Thebes layer. First try to add // it to the first Thebes layer, which we can do if there's no // content between the first Thebes layer and our display item that // overlaps our display item. if (!areaAboveFirstThebesLayer.Intersects(bounds)) { firstThebesLayerItems = AddToItemGroup(aBuilder, firstThebesLayerItems, item, clipRect); layerItems = &aLayers->ElementAt(0); } else if (lastThebesLayerItems) { // Try to add to the last Thebes layer lastThebesLayerItems = AddToItemGroup(aBuilder, lastThebesLayerItems, item, clipRect); // This item is above the first Thebes layer. areaAboveFirstThebesLayer.Or(areaAboveFirstThebesLayer, bounds); layerItems = &aLayers->ElementAt(aLayers->Length() - 1); } else { // Create a new Thebes layer ItemGroup* itemGroup = CreateEmptyThebesLayer(aBuilder, aManager, aLayers); if (itemGroup) { lastThebesLayerItems = AddToItemGroup(aBuilder, itemGroup, item, clipRect); NS_ASSERTION(lastThebesLayerItems == itemGroup, "AddToItemGroup shouldn't create a new group if the " "initial group is empty"); // This item is above the first Thebes layer. areaAboveFirstThebesLayer.Or(areaAboveFirstThebesLayer, bounds); } } } if (layerItems) { // Update the visible region of the layer to account for the new // item nscoord appUnitsPerDevPixel = item->GetUnderlyingFrame()->PresContext()->AppUnitsPerDevPixel(); layerItems->mVisibleRect.UnionRect(layerItems->mVisibleRect, item->mVisibleRect.ToNearestPixels(appUnitsPerDevPixel)); } } if (!firstThebesLayerItems->mStartItem) { // The first Thebes layer has nothing in it. Delete the layer. aLayers->RemoveElementAt(0); } for (PRUint32 i = 0; i < aLayers->Length(); ++i) { LayerItems* layerItems = &aLayers->ElementAt(i); gfxMatrix transform; nsIntRect visibleRect = layerItems->mVisibleRect; if (layerItems->mLayer->GetTransform().Is2D(&transform)) { // if 'transform' is not invertible, then nothing will be displayed // for the layer, so it doesn't really matter what we do here transform.Invert(); gfxRect layerVisible = transform.TransformBounds( gfxRect(visibleRect.x, visibleRect.y, visibleRect.width, visibleRect.height)); layerVisible.RoundOut(); if (NS_FAILED(nsLayoutUtils::GfxRectToIntRect(layerVisible, &visibleRect))) { NS_ERROR("Visible rect transformed out of bounds"); } } else { NS_ERROR("Only 2D transformations currently supported"); } layerItems->mLayer->SetVisibleRegion(nsIntRegion(visibleRect)); } } /** * We build a single layer by first building a list of layers needed for * all the display items, and then if there's not just one layer in the * list, we build a container layer to hold them. */ already_AddRefed nsDisplayList::BuildLayer(nsDisplayListBuilder* aBuilder, LayerManager* aManager, nsTArray* aLayers) const { BuildLayers(aBuilder, aManager, aLayers); nsRefPtr layer; if (aLayers->Length() == 1) { // We can just return the one layer layer = aLayers->ElementAt(0).mLayer; } else { // We need to group multiple layers together into a container nsRefPtr container = aManager->CreateContainerLayer(); if (!container) return nsnull; Layer* lastChild = nsnull; nsIntRect visibleRect; for (PRUint32 i = 0; i < aLayers->Length(); ++i) { LayerItems* layerItems = &aLayers->ElementAt(i); visibleRect.UnionRect(visibleRect, layerItems->mVisibleRect); Layer* child = layerItems->mLayer; container->InsertAfter(child, lastChild); lastChild = child; } container->SetVisibleRegion(nsIntRegion(visibleRect)); layer = container.forget(); } layer->SetIsOpaqueContent(mIsOpaque); return layer.forget(); } /** * 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::Paint(nsDisplayListBuilder* aBuilder, nsIRenderingContext* aCtx, PRUint32 aFlags) const { NS_ASSERTION(mDidComputeVisibility, "Must call ComputeVisibility before calling Paint"); nsRefPtr layerManager; 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->GetWindow(); if (window) { layerManager = window->GetLayerManager(); } } if (!layerManager) { if (!aCtx) { NS_WARNING("Nowhere to paint into"); return; } layerManager = new BasicLayerManager(aCtx->ThebesContext()); if (!layerManager) return; } if (aCtx) { layerManager->BeginTransactionWithTarget(aCtx->ThebesContext()); } else { layerManager->BeginTransaction(); } nsAutoTArray layers; nsRefPtr root = BuildLayer(aBuilder, layerManager, &layers); if (!root) return; layerManager->SetRoot(root); layerManager->EndConstruction(); PaintThebesLayers(aBuilder, layers); layerManager->EndTransaction(); nsCSSRendering::DidPaint(); } void nsDisplayList::PaintThebesLayers(nsDisplayListBuilder* aBuilder, const nsTArray& aLayers) const { for (PRUint32 i = 0; i < aLayers.Length(); ++i) { ThebesLayer* thebesLayer = aLayers[i].mThebesLayer; if (!thebesLayer) { // Just ask the display item to paint any Thebes layers that it // used to construct its layer aLayers[i].mItems->mStartItem->PaintThebesLayers(aBuilder); continue; } // OK, we have a real Thebes layer. Start drawing into it. nsIntRegion toDraw; gfxContext* ctx = thebesLayer->BeginDrawing(&toDraw); if (!ctx) continue; // For now, we'll ignore toDraw and just draw the entire visible // area, because the "visible area" is already confined to just the // area that needs to be repainted. Later, when we start reusing layers // from paint to paint, we'll need to pay attention to toDraw and // actually try to avoid drawing stuff that's not in it. // Our list may contain content with different prescontexts at // different zoom levels. 'rc' contains the nsIRenderingContext // used for the previous display item, and lastPresContext is the // prescontext for that item. We also cache the clip state for that // item. nsRefPtr rc; nsPresContext* lastPresContext = nsnull; gfxRect currentClip; PRBool setClipRect = PR_FALSE; NS_ASSERTION(aLayers[i].mItems, "No empty layers allowed"); for (ItemGroup* group = aLayers[i].mItems; group; group = group->mNextItemsForLayer) { // If the new desired clip state is different from the current state, // update the clip. if (setClipRect != group->mHasClipRect || (group->mHasClipRect && group->mClipRect != currentClip)) { if (setClipRect) { ctx->Restore(); } setClipRect = group->mHasClipRect; if (setClipRect) { ctx->Save(); ctx->NewPath(); ctx->Rectangle(group->mClipRect, PR_TRUE); ctx->Clip(); currentClip = group->mClipRect; } } NS_ASSERTION(group->mStartItem, "No empty groups allowed"); for (nsDisplayItem* item = group->mStartItem; item != group->mEndItem; item = item->GetAbove()) { nsPresContext* presContext = item->GetUnderlyingFrame()->PresContext(); if (presContext != lastPresContext) { // Create a new rendering context with the right // appunits-per-dev-pixel. nsresult rv = presContext->DeviceContext()->CreateRenderingContextInstance(*getter_AddRefs(rc)); if (NS_FAILED(rv)) break; rc->Init(presContext->DeviceContext(), ctx); lastPresContext = presContext; } item->Paint(aBuilder, rc); } } if (setClipRect) { ctx->Restore(); } thebesLayer->EndDrawing(); } } 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(); } } void nsDisplayList::HitTest(nsDisplayListBuilder* aBuilder, const nsRect& aRect, nsDisplayItem::HitTestState* aState, nsTArray *aOutFrames) const { PRInt32 itemBufferStart = aState->mItemBuffer.Length(); nsDisplayItem* item; for (item = GetBottom(); item; item = item->GetAbove()) { aState->mItemBuffer.AppendElement(item); } 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))) { nsTArray outFrames; item->HitTest(aBuilder, aRect, aState, &outFrames); for (PRUint32 j = 0; j < outFrames.Length(); j++) { nsIFrame *f = outFrames.ElementAt(j); // Handle the XUL 'mousethrough' feature and 'pointer-events'. if (!f->GetMouseThrough() && f->GetStyleVisibility()->mPointerEvents != NS_STYLE_POINTER_EVENTS_NONE) { aOutFrames->AppendElement(f); } } } } 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; PRBool sorted = PR_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 = PR_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 PRBool 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(aClosure)) <= 0; } static PRBool 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 PRBool anyAnonymousItems = PR_FALSE; nsDisplayItem* i; for (i = GetBottom(); i != nsnull; i = i->GetAbove()) { if (!i->GetUnderlyingFrame()) { anyAnonymousItems = PR_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(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); } void nsDisplaySolidColor::Paint(nsDisplayListBuilder* aBuilder, nsIRenderingContext* aCtx) { aCtx->SetColor(mColor); aCtx->FillRect(mVisibleRect); } // 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. static PRBool RoundedRectContainsRect(const nsRect& aRoundedRect, const nscoord aRadii[8], const nsRect& aContainedRect) { // rectFullHeight and rectFullWidth together will approximately contain // the total area of the frame minus the rounded corners. nsRect rectFullHeight = aRoundedRect; nscoord xDiff = NS_MAX(aRadii[NS_CORNER_TOP_LEFT_X], aRadii[NS_CORNER_BOTTOM_LEFT_X]); rectFullHeight.x += xDiff; rectFullHeight.width -= NS_MAX(aRadii[NS_CORNER_TOP_RIGHT_X], aRadii[NS_CORNER_BOTTOM_RIGHT_X]) + xDiff; if (rectFullHeight.Contains(aContainedRect)) return PR_TRUE; nsRect rectFullWidth = aRoundedRect; nscoord yDiff = NS_MAX(aRadii[NS_CORNER_TOP_LEFT_Y], aRadii[NS_CORNER_TOP_RIGHT_Y]); rectFullWidth.y += yDiff; rectFullWidth.height -= NS_MAX(aRadii[NS_CORNER_BOTTOM_LEFT_Y], aRadii[NS_CORNER_BOTTOM_RIGHT_Y]) + yDiff; if (rectFullWidth.Contains(aContainedRect)) return PR_TRUE; return PR_FALSE; } PRBool nsDisplayBackground::IsOpaque(nsDisplayListBuilder* aBuilder) { // theme background overrides any other background if (mIsThemed) return PR_FALSE; nsStyleContext *bgSC; if (!nsCSSRendering::FindBackground(mFrame->PresContext(), mFrame, &bgSC)) return PR_FALSE; const nsStyleBackground* bg = bgSC->GetStyleBackground(); const nsStyleBackground::Layer& bottomLayer = bg->BottomLayer(); // bottom layer's clip is used for the color if (bottomLayer.mClip != NS_STYLE_BG_CLIP_BORDER || nsLayoutUtils::HasNonZeroCorner(mFrame->GetStyleBorder()->mBorderRadius)) return PR_FALSE; if (NS_GET_A(bg->mBackgroundColor) == 255 && !nsCSSRendering::IsCanvasFrame(mFrame)) return PR_TRUE; return bottomLayer.mRepeat == NS_STYLE_BG_REPEAT_XY && bottomLayer.mImage.IsOpaque(); } PRBool nsDisplayBackground::IsUniform(nsDisplayListBuilder* aBuilder) { // theme background overrides any other background if (mIsThemed) return PR_FALSE; nsStyleContext *bgSC; PRBool hasBG = nsCSSRendering::FindBackground(mFrame->PresContext(), mFrame, &bgSC); if (!hasBG) return PR_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) return PR_TRUE; return PR_FALSE; } PRBool nsDisplayBackground::IsVaryingRelativeToMovingFrame(nsDisplayListBuilder* aBuilder) { NS_ASSERTION(aBuilder->IsMovingFrame(mFrame), "IsVaryingRelativeToMovingFrame called on non-moving frame!"); nsPresContext* presContext = mFrame->PresContext(); nsStyleContext *bgSC; PRBool hasBG = nsCSSRendering::FindBackground(mFrame->PresContext(), mFrame, &bgSC); if (!hasBG) return PR_FALSE; const nsStyleBackground* bg = bgSC->GetStyleBackground(); if (!bg->HasFixedBackground()) return PR_FALSE; nsIFrame* movingFrame = aBuilder->GetRootMovingFrame(); // movingFrame is the frame that is going to be moved. It must be equal // to mFrame or some ancestor of mFrame, see assertion above. // If mFrame is in the same document as movingFrame, then mFrame // will move relative to its viewport, which means this display item will // change when it is moved. If they are in different documents, we do not // want to return true because mFrame won't move relative to its viewport. return movingFrame->PresContext() == presContext; } void nsDisplayBackground::Paint(nsDisplayListBuilder* aBuilder, nsIRenderingContext* aCtx) { nsPoint offset = aBuilder->ToReferenceFrame(mFrame); 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) { if (mIsThemed) return mFrame->GetOverflowRect() + aBuilder->ToReferenceFrame(mFrame); return nsRect(aBuilder->ToReferenceFrame(mFrame), mFrame->GetSize()); } nsRect nsDisplayOutline::GetBounds(nsDisplayListBuilder* aBuilder) { return mFrame->GetOverflowRect() + aBuilder->ToReferenceFrame(mFrame); } void nsDisplayOutline::Paint(nsDisplayListBuilder* aBuilder, nsIRenderingContext* aCtx) { // TODO join outlines together nsPoint offset = aBuilder->ToReferenceFrame(mFrame); nsCSSRendering::PaintOutline(mFrame->PresContext(), *aCtx, mFrame, mVisibleRect, nsRect(offset, mFrame->GetSize()), mFrame->GetStyleContext()); } PRBool nsDisplayOutline::ComputeVisibility(nsDisplayListBuilder* aBuilder, nsRegion* aVisibleRegion, nsRegion* aVisibleRegionBeforeMove) { NS_ASSERTION((aVisibleRegionBeforeMove != nsnull) == aBuilder->HasMovingFrames(), "Should have aVisibleRegionBeforeMove when there are moving frames"); if (!nsDisplayItem::ComputeVisibility(aBuilder, aVisibleRegion, aVisibleRegionBeforeMove)) return PR_FALSE; const nsStyleOutline* outline = mFrame->GetStyleOutline(); nsRect borderBox(aBuilder->ToReferenceFrame(mFrame), mFrame->GetSize()); if (borderBox.Contains(aVisibleRegion->GetBounds()) && (!aVisibleRegionBeforeMove || borderBox.Contains(aVisibleRegionBeforeMove->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 PR_FALSE; } } return PR_TRUE; } void nsDisplayCaret::Paint(nsDisplayListBuilder* aBuilder, nsIRenderingContext* 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, aBuilder->ToReferenceFrame(mFrame)); } PRBool nsDisplayBorder::ComputeVisibility(nsDisplayListBuilder* aBuilder, nsRegion* aVisibleRegion, nsRegion* aVisibleRegionBeforeMove) { NS_ASSERTION((aVisibleRegionBeforeMove != nsnull) == aBuilder->HasMovingFrames(), "Should have aVisibleRegionBeforeMove when there are moving frames"); if (!nsDisplayItem::ComputeVisibility(aBuilder, aVisibleRegion, aVisibleRegionBeforeMove)) return PR_FALSE; nsRect paddingRect = mFrame->GetPaddingRect() - mFrame->GetPosition() + aBuilder->ToReferenceFrame(mFrame); const nsStyleBorder *styleBorder; if (paddingRect.Contains(aVisibleRegion->GetBounds()) && (!aVisibleRegionBeforeMove || paddingRect.Contains(aVisibleRegionBeforeMove->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 PR_FALSE; } return PR_TRUE; } void nsDisplayBorder::Paint(nsDisplayListBuilder* aBuilder, nsIRenderingContext* aCtx) { nsPoint offset = aBuilder->ToReferenceFrame(mFrame); nsCSSRendering::PaintBorder(mFrame->PresContext(), *aCtx, mFrame, mVisibleRect, nsRect(offset, mFrame->GetSize()), mFrame->GetStyleContext(), mFrame->GetSkipSides()); } // 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* aRects) { nscoord accumulationMargin = nsPresContext::CSSPixelsToAppUnits(25); nsRect accumulated; nsRegionRectIterator iter(aRegion); while (PR_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.Empty(); } if (!r) break; accumulated = *r; } } void nsDisplayBoxShadowOuter::Paint(nsDisplayListBuilder* aBuilder, nsIRenderingContext* aCtx) { nsPoint offset = aBuilder->ToReferenceFrame(mFrame); nsRect borderRect = nsRect(offset, mFrame->GetSize()); nsPresContext* presContext = mFrame->PresContext(); nsAutoTArray rects; ComputeDisjointRectangles(mVisibleRegion, &rects); for (PRUint32 i = 0; i < rects.Length(); ++i) { aCtx->PushState(); aCtx->SetClipRect(rects[i], nsClipCombine_kIntersect); nsCSSRendering::PaintBoxShadowOuter(presContext, *aCtx, mFrame, borderRect, rects[i]); aCtx->PopState(); } } nsRect nsDisplayBoxShadowOuter::GetBounds(nsDisplayListBuilder* aBuilder) { return mFrame->GetOverflowRect() + aBuilder->ToReferenceFrame(mFrame); } PRBool nsDisplayBoxShadowOuter::ComputeVisibility(nsDisplayListBuilder* aBuilder, nsRegion* aVisibleRegion, nsRegion* aVisibleRegionBeforeMove) { NS_ASSERTION((aVisibleRegionBeforeMove != nsnull) == aBuilder->HasMovingFrames(), "Should have aVisibleRegionBeforeMove when there are moving frames"); if (!nsDisplayItem::ComputeVisibility(aBuilder, aVisibleRegion, aVisibleRegionBeforeMove)) return PR_FALSE; // Store the actual visible region mVisibleRegion.And(*aVisibleRegion, mVisibleRect); nsPoint origin = aBuilder->ToReferenceFrame(mFrame); nsRect visibleBounds = aVisibleRegion->GetBounds(); if (aVisibleRegionBeforeMove) { visibleBounds.UnionRect(visibleBounds, aVisibleRegionBeforeMove->GetBounds()); } nsRect frameRect(origin, mFrame->GetSize()); if (!frameRect.Contains(visibleBounds)) return PR_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]; PRBool hasBorderRadii = nsCSSRendering::GetBorderRadiusTwips(mFrame->GetStyleBorder()->mBorderRadius, frameRect.width, twipsRadii); if (!hasBorderRadii) return PR_FALSE; return !RoundedRectContainsRect(frameRect, twipsRadii, visibleBounds); } void nsDisplayBoxShadowInner::Paint(nsDisplayListBuilder* aBuilder, nsIRenderingContext* aCtx) { nsPoint offset = aBuilder->ToReferenceFrame(mFrame); nsRect borderRect = nsRect(offset, mFrame->GetSize()); nsPresContext* presContext = mFrame->PresContext(); nsAutoTArray rects; ComputeDisjointRectangles(mVisibleRegion, &rects); for (PRUint32 i = 0; i < rects.Length(); ++i) { aCtx->PushState(); aCtx->SetClipRect(rects[i], nsClipCombine_kIntersect); nsCSSRendering::PaintBoxShadowInner(presContext, *aCtx, mFrame, borderRect, rects[i]); aCtx->PopState(); } } PRBool nsDisplayBoxShadowInner::ComputeVisibility(nsDisplayListBuilder* aBuilder, nsRegion* aVisibleRegion, nsRegion* aVisibleRegionBeforeMove) { NS_ASSERTION((aVisibleRegionBeforeMove != nsnull) == aBuilder->HasMovingFrames(), "Should have aVisibleRegionBeforeMove when there are moving frames"); if (!nsDisplayItem::ComputeVisibility(aBuilder, aVisibleRegion, aVisibleRegionBeforeMove)) return PR_FALSE; // Store the actual visible region mVisibleRegion.And(*aVisibleRegion, mVisibleRect); return PR_TRUE; } nsDisplayWrapList::nsDisplayWrapList(nsIFrame* aFrame, nsDisplayList* aList) : nsDisplayItem(aFrame) { mList.AppendToTop(aList); } nsDisplayWrapList::nsDisplayWrapList(nsIFrame* aFrame, nsDisplayItem* aItem) : nsDisplayItem(aFrame) { mList.AppendToTop(aItem); } nsDisplayWrapList::~nsDisplayWrapList() { mList.DeleteAll(); } void nsDisplayWrapList::HitTest(nsDisplayListBuilder* aBuilder, const nsRect& aRect, HitTestState* aState, nsTArray *aOutFrames) { mList.HitTest(aBuilder, aRect, aState, aOutFrames); } nsRect nsDisplayWrapList::GetBounds(nsDisplayListBuilder* aBuilder) { return mList.GetBounds(aBuilder); } PRBool nsDisplayWrapList::ComputeVisibility(nsDisplayListBuilder* aBuilder, nsRegion* aVisibleRegion, nsRegion* aVisibleRegionBeforeMove) { mList.ComputeVisibility(aBuilder, aVisibleRegion, aVisibleRegionBeforeMove); // If none of the items are visible, they will all have been deleted return mList.GetTop() != nsnull; } PRBool nsDisplayWrapList::IsOpaque(nsDisplayListBuilder* aBuilder) { // We could try to do something but let's conservatively just return PR_FALSE. // We reimplement ComputeVisibility and that's what really matters return PR_FALSE; } PRBool nsDisplayWrapList::IsUniform(nsDisplayListBuilder* aBuilder) { // We could try to do something but let's conservatively just return PR_FALSE. return PR_FALSE; } PRBool nsDisplayWrapList::IsVaryingRelativeToMovingFrame(nsDisplayListBuilder* aBuilder) { // The only existing consumer of IsVaryingRelativeToMovingFrame is // nsLayoutUtils::ComputeRepaintRegionForCopy, which refrains from calling // this on wrapped lists. NS_WARNING("nsDisplayWrapList::IsVaryingRelativeToMovingFrame called unexpectedly"); // We could try to do something but let's conservatively just return PR_TRUE. return PR_TRUE; } void nsDisplayWrapList::Paint(nsDisplayListBuilder* aBuilder, nsIRenderingContext* aCtx) { NS_ERROR("nsDisplayWrapList should have been flattened away for painting"); } static nsresult WrapDisplayList(nsDisplayListBuilder* aBuilder, nsIFrame* aFrame, nsDisplayList* aList, nsDisplayWrapper* aWrapper) { if (!aList->GetTop() && !aBuilder->HasMovingFrames()) 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(nsIFrame* aFrame, nsDisplayList* aList) : nsDisplayWrapList(aFrame, aList) { MOZ_COUNT_CTOR(nsDisplayOpacity); } #ifdef NS_BUILD_REFCNT_LOGGING nsDisplayOpacity::~nsDisplayOpacity() { MOZ_COUNT_DTOR(nsDisplayOpacity); } #endif PRBool nsDisplayOpacity::IsOpaque(nsDisplayListBuilder* aBuilder) { // We are never opaque, if our opacity was < 1 then we wouldn't have // been created. return PR_FALSE; } // nsDisplayOpacity uses layers for rendering already_AddRefed nsDisplayOpacity::BuildLayer(nsDisplayListBuilder* aBuilder, LayerManager* aManager) { nsRefPtr layer = mList.BuildLayer(aBuilder, aManager, &mChildLayers); if (!layer) return nsnull; layer->SetOpacity(mFrame->GetStyleDisplay()->mOpacity*layer->GetOpacity()); return layer.forget(); } void nsDisplayOpacity::PaintThebesLayers(nsDisplayListBuilder* aBuilder) { mList.PaintThebesLayers(aBuilder, mChildLayers); } PRBool nsDisplayOpacity::ComputeVisibility(nsDisplayListBuilder* aBuilder, nsRegion* aVisibleRegion, nsRegion* aVisibleRegionBeforeMove) { NS_ASSERTION((aVisibleRegionBeforeMove != nsnull) == aBuilder->HasMovingFrames(), "Should have aVisibleRegionBeforeMove when there are moving frames"); // 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); nsRegion visibleUnderChildrenBeforeMove; if (aVisibleRegionBeforeMove) { visibleUnderChildrenBeforeMove.And(*aVisibleRegionBeforeMove, bounds); } return nsDisplayWrapList::ComputeVisibility(aBuilder, &visibleUnderChildren, aVisibleRegionBeforeMove ? &visibleUnderChildrenBeforeMove : nsnull); } PRBool nsDisplayOpacity::TryMerge(nsDisplayListBuilder* aBuilder, nsDisplayItem* aItem) { if (aItem->GetType() != TYPE_OPACITY) return PR_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 PR_FALSE; mList.AppendToBottom(&static_cast(aItem)->mList); return PR_TRUE; } nsDisplayClip::nsDisplayClip(nsIFrame* aFrame, nsIFrame* aClippingFrame, nsDisplayItem* aItem, const nsRect& aRect) : nsDisplayWrapList(aFrame, aItem), mClippingFrame(aClippingFrame), mClip(aRect) { MOZ_COUNT_CTOR(nsDisplayClip); } nsDisplayClip::nsDisplayClip(nsIFrame* aFrame, nsIFrame* aClippingFrame, nsDisplayList* aList, const nsRect& aRect) : nsDisplayWrapList(aFrame, aList), mClippingFrame(aClippingFrame), mClip(aRect) { MOZ_COUNT_CTOR(nsDisplayClip); } 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, nsIRenderingContext* aCtx) { NS_ERROR("nsDisplayClip should have been flattened away for painting"); } PRBool nsDisplayClip::ComputeVisibility(nsDisplayListBuilder* aBuilder, nsRegion* aVisibleRegion, nsRegion* aVisibleRegionBeforeMove) { NS_ASSERTION((aVisibleRegionBeforeMove != nsnull) == aBuilder->HasMovingFrames(), "Should have aVisibleRegionBeforeMove when there are moving frames"); PRBool isMoving = aBuilder->IsMovingFrame(mClippingFrame); if (aBuilder->HasMovingFrames() && !isMoving) { // There may be some clipped moving children that were visible before // but are clipped out now. Conservatively assume they were there // and add their possible area to the visible region of moving // content. // Compute the after-move region of moving content that could have been // totally clipped out. nsRegion r; r.Sub(mClip + aBuilder->GetMoveDelta(), mClip); // These hypothetical items are not visible after the move, so we pass // an empty region for the after-move visible region to make sure they // don't get added in the after-move position, only the before-move position. aBuilder->AccumulateVisibleRegionOfMovingContent(r, *aVisibleRegionBeforeMove, nsRegion()); } nsRegion clipped; clipped.And(*aVisibleRegion, mClip); nsRegion clippedBeforeMove; if (aVisibleRegionBeforeMove) { nsRect beforeMoveClip = isMoving ? mClip - aBuilder->GetMoveDelta() : mClip; clippedBeforeMove.And(*aVisibleRegionBeforeMove, beforeMoveClip); } nsRegion finalClipped(clipped); nsRegion finalClippedBeforeMove(clippedBeforeMove); PRBool anyVisible = nsDisplayWrapList::ComputeVisibility(aBuilder, &finalClipped, aVisibleRegionBeforeMove ? &finalClippedBeforeMove : nsnull); nsRegion removed; removed.Sub(clipped, finalClipped); aBuilder->SubtractFromVisibleRegion(aVisibleRegion, removed); if (aVisibleRegionBeforeMove) { removed.Sub(clippedBeforeMove, finalClippedBeforeMove); aBuilder->SubtractFromVisibleRegion(aVisibleRegionBeforeMove, removed); } return anyVisible; } PRBool nsDisplayClip::TryMerge(nsDisplayListBuilder* aBuilder, nsDisplayItem* aItem) { if (aItem->GetType() != TYPE_CLIP) return PR_FALSE; nsDisplayClip* other = static_cast(aItem); if (other->mClip != mClip || other->mClippingFrame != mClippingFrame) return PR_FALSE; mList.AppendToBottom(&other->mList); return PR_TRUE; } nsDisplayWrapList* nsDisplayClip::WrapWithClone(nsDisplayListBuilder* aBuilder, nsDisplayItem* aItem) { return new (aBuilder) nsDisplayClip(aItem->GetUnderlyingFrame(), mClippingFrame, aItem, mClip); } /////////////////////////////////////////////////// // 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 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-tranform-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 gfxPoint 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. */ gfxPoint result; 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. */ if (display->mTransformOrigin[index].GetUnit() == eStyleUnit_Percent) *coords[index] = NSAppUnitsToFloatPixels(*dimensions[index], aFactor) * display->mTransformOrigin[index].GetPercentValue(); /* Otherwise, it's a length. */ else *coords[index] = NSAppUnitsToFloatPixels(display-> mTransformOrigin[index].GetCoordValue(), aFactor); } /* Adjust based on the origin of the rectangle. */ result.x += NSAppUnitsToFloatPixels(boundingRect.x, aFactor); result.y += NSAppUnitsToFloatPixels(boundingRect.y, aFactor); 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. */ gfxMatrix nsDisplayTransform::GetResultingTransformMatrix(const nsIFrame* aFrame, const nsPoint &aOrigin, float aFactor, const nsRect* aBoundsOverride) { NS_PRECONDITION(aFrame, "Cannot get transform matrix for a null frame!"); NS_PRECONDITION(aFrame->GetStyleDisplay()->HasTransform(), "Cannot get transform matrix if frame isn't transformed!"); /* Account for the -moz-transform-origin property by translating the * coordinate space to the new origin. */ gfxPoint toMozOrigin = GetDeltaToMozTransformOrigin(aFrame, aFactor, aBoundsOverride); gfxPoint newOrigin = gfxPoint(NSAppUnitsToFloatPixels(aOrigin.x, aFactor), NSAppUnitsToFloatPixels(aOrigin.y, aFactor)); /* 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. */ return nsLayoutUtils::ChangeMatrixBasis (newOrigin + toMozOrigin, disp->mTransform.GetThebesMatrix(bounds, aFactor)); } /* Painting applies the transform, paints the sublist, then unapplies * the transform. */ void nsDisplayTransform::Paint(nsDisplayListBuilder *aBuilder, nsIRenderingContext *aCtx) { /* Get the local transform matrix with which we'll transform all wrapped * elements. If this matrix is singular, we shouldn't display anything * and can abort. */ gfxMatrix newTransformMatrix = GetResultingTransformMatrix(mFrame, aBuilder->ToReferenceFrame(mFrame), mFrame->PresContext()->AppUnitsPerDevPixel(), nsnull); if (newTransformMatrix.IsSingular()) return; /* Get the context and automatically save and restore it. */ gfxContext* gfx = aCtx->ThebesContext(); gfxContextAutoSaveRestore autoRestorer(gfx); /* Get the new CTM by applying this transform after all of the * transforms preceding it. */ newTransformMatrix.Multiply(gfx->CurrentMatrix()); /* Set the matrix for the transform based on the old matrix and the new * transform data. */ gfx->SetMatrix(newTransformMatrix); /* Now, send the paint call down. */ mStoredList.GetList()->Paint(aBuilder, aCtx, nsDisplayList::PAINT_DEFAULT); /* The AutoSaveRestore object will clean things up. */ } PRBool nsDisplayTransform::ComputeVisibility(nsDisplayListBuilder *aBuilder, nsRegion *aVisibleRegion, nsRegion *aVisibleRegionBeforeMove) { NS_ASSERTION((aVisibleRegionBeforeMove != nsnull) == aBuilder->HasMovingFrames(), "Should have aVisibleRegionBeforeMove when there are moving frames"); /* 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. */ nsRegion untransformedVisible = UntransformRect(mVisibleRect, mFrame, aBuilder->ToReferenceFrame(mFrame)); nsRegion untransformedVisibleBeforeMove; if (aVisibleRegionBeforeMove) { // mVisibleRect contains areas visible before and after the move, so it's // OK (although conservative) to just use the same regions here. untransformedVisibleBeforeMove = untransformedVisible; } mStoredList.ComputeVisibility(aBuilder, &untransformedVisible, aVisibleRegionBeforeMove ? &untransformedVisibleBeforeMove : nsnull); return PR_TRUE; } #ifdef DEBUG_HIT #include #endif /* HitTest does some fun stuff with matrix transforms to obtain the answer. */ void nsDisplayTransform::HitTest(nsDisplayListBuilder *aBuilder, const nsRect& aRect, HitTestState *aState, nsTArray *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(); gfxMatrix matrix = GetResultingTransformMatrix(mFrame, aBuilder->ToReferenceFrame(mFrame), factor, nsnull); if (matrix.IsSingular()) 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) */ matrix.Invert(); /* Now, apply the transform and pass it down the channel. */ nsRect resultingRect; if (aRect.width == 1 && aRect.height == 1) { gfxPoint point = matrix.Transform(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.TransformBounds(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(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(clock()), dynamic_cast(aOutFrames.ElementAt(0))); printf("=== end of hit test ===\n"); #endif } /* The bounding rectangle for the object is the overflow rectangle translated * by the reference point. */ nsRect nsDisplayTransform::GetBounds(nsDisplayListBuilder *aBuilder) { return mFrame->GetOverflowRect() + aBuilder->ToReferenceFrame(mFrame); } /* The transform is opaque iff the transform consists solely of scales and * transforms 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. */ PRBool nsDisplayTransform::IsOpaque(nsDisplayListBuilder *aBuilder) { const nsStyleDisplay* disp = mFrame->GetStyleDisplay(); return disp->mTransform.GetMainMatrixEntry(1) == 0.0f && disp->mTransform.GetMainMatrixEntry(2) == 0.0f && mStoredList.IsOpaque(aBuilder); } /* The transform is uniform if it fills the entire bounding rect and the * wrapped list is uniform. See IsOpaque for discussion of why this * works. */ PRBool nsDisplayTransform::IsUniform(nsDisplayListBuilder *aBuilder) { const nsStyleDisplay* disp = mFrame->GetStyleDisplay(); return disp->mTransform.GetMainMatrixEntry(1) == 0.0f && disp->mTransform.GetMainMatrixEntry(2) == 0.0f && mStoredList.IsUniform(aBuilder); } /* 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 PRBool nsDisplayTransform::TryMerge(nsDisplayListBuilder *aBuilder, nsDisplayItem *aItem) { return PR_FALSE; } #else PRBool 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 PR_FALSE; /* Check to see that both frames are part of the same content. */ if (aItem->GetUnderlyingFrame()->GetContent() != mFrame->GetContent()) return PR_FALSE; /* Now, move everything over to this frame and signal that * we merged things! */ mStoredList.GetList()-> AppendToBottom(&static_cast(aItem)->mStoredList); return PR_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!"); NS_PRECONDITION(aFrame->GetStyleDisplay()->HasTransform(), "Cannot transform a rectangle if there's no transformation!"); float factor = nsPresContext::AppUnitsPerCSSPixel(); return nsLayoutUtils::MatrixTransformRect (aUntransformedBounds, GetResultingTransformMatrix(aFrame, aOrigin, factor, aBoundsOverride), factor); } nsRect nsDisplayTransform::UntransformRect(const nsRect &aUntransformedBounds, const nsIFrame* aFrame, const nsPoint &aOrigin) { NS_PRECONDITION(aFrame, "Can't take the transform based on a null frame!"); NS_PRECONDITION(aFrame->GetStyleDisplay()->HasTransform(), "Cannot transform a rectangle if there's no transformation!"); /* Grab the matrix. If the transform is degenerate, just hand back the * empty rect. */ float factor = nsPresContext::AppUnitsPerCSSPixel(); gfxMatrix matrix = GetResultingTransformMatrix(aFrame, aOrigin, factor, nsnull); if (matrix.IsSingular()) return nsRect(); /* We want to untransform the matrix, so invert the transformation first! */ matrix.Invert(); return nsLayoutUtils::MatrixTransformRect(aUntransformedBounds, matrix, factor); } #ifdef MOZ_SVG nsDisplaySVGEffects::nsDisplaySVGEffects(nsIFrame* aFrame, nsDisplayList* aList) : nsDisplayWrapList(aFrame, aList), mEffectsFrame(aFrame), mBounds(aFrame->GetOverflowRectRelativeToSelf()) { MOZ_COUNT_CTOR(nsDisplaySVGEffects); } #ifdef NS_BUILD_REFCNT_LOGGING nsDisplaySVGEffects::~nsDisplaySVGEffects() { MOZ_COUNT_DTOR(nsDisplaySVGEffects); } #endif PRBool nsDisplaySVGEffects::IsOpaque(nsDisplayListBuilder* aBuilder) { return PR_FALSE; } void nsDisplaySVGEffects::HitTest(nsDisplayListBuilder* aBuilder, const nsRect& aRect, HitTestState* aState, nsTArray *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, nsIRenderingContext* aCtx) { nsSVGIntegrationUtils::PaintFramesWithEffects(aCtx, mEffectsFrame, mVisibleRect, aBuilder, &mList); } PRBool nsDisplaySVGEffects::ComputeVisibility(nsDisplayListBuilder* aBuilder, nsRegion* aVisibleRegion, nsRegion* aVisibleRegionBeforeMove) { NS_ASSERTION((aVisibleRegionBeforeMove != nsnull) == aBuilder->HasMovingFrames(), "Should have aVisibleRegionBeforeMove when there are moving frames"); 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); // mVisibleRect contains areas visible before and after the move, so it's // OK (although conservative) to just use the same regions here. nsRegion childrenVisibleBeforeMove(dirtyRect); nsDisplayWrapList::ComputeVisibility(aBuilder, &childrenVisible, aVisibleRegionBeforeMove ? &childrenVisibleBeforeMove : nsnull); return PR_TRUE; } PRBool nsDisplaySVGEffects::TryMerge(nsDisplayListBuilder* aBuilder, nsDisplayItem* aItem) { if (aItem->GetType() != TYPE_SVG_EFFECTS) return PR_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 PR_FALSE; nsDisplaySVGEffects* other = static_cast(aItem); mList.AppendToBottom(&other->mList); mBounds.UnionRect(mBounds, other->mBounds + other->mEffectsFrame->GetOffsetTo(mEffectsFrame)); return PR_TRUE; } #endif