gecko/layout/base/nsDisplayList.cpp
2010-03-31 12:55:41 -05:00

2151 lines
77 KiB
C++

/* -*- 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<nsISelectionController> 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<nsCaret> caret = CurrentPresShellState()->mPresShell->GetCaret();
return caret;
}
void
nsDisplayListBuilder::EnterPresShell(nsIFrame* aReferenceFrame,
const nsRect& aDirtyRect) {
PresShellState* state = mPresShellStates.AppendElement();
if (!state)
return;
state->mPresShell = aReferenceFrame->PresContext()->PresShell();
state->mCaretFrame = nsnull;
state->mFirstFrameMarkedForDisplay = mFramesMarkedForDisplay.Length();
state->mPresShell->UpdateCanvasBackground();
if (!mBuildCaret)
return;
nsRefPtr<nsCaret> caret = state->mPresShell->GetCaret();
state->mCaretFrame = caret->GetCaretFrame();
if (state->mCaretFrame) {
// Check if the dirty rect intersects with the caret's dirty rect.
nsRect caretRect =
caret->GetCaretRect() + state->mCaretFrame->GetOffsetTo(aReferenceFrame);
if (caretRect.Intersects(aDirtyRect)) {
// Okay, our rects intersect, let's mark the frame and all of its ancestors.
mFramesMarkedForDisplay.AppendElement(state->mCaretFrame);
MarkFrameForDisplay(state->mCaretFrame, nsnull);
}
}
}
void
nsDisplayListBuilder::LeavePresShell(nsIFrame* aReferenceFrame,
const nsRect& aDirtyRect) {
if (CurrentPresShellState()->mPresShell != aReferenceFrame->PresContext()->PresShell()) {
// Must have not allocated a state for this presshell, presumably due
// to OOM.
return;
}
// Unmark and pop off the frames marked for display in this pres shell.
PRUint32 firstFrameForShell = CurrentPresShellState()->mFirstFrameMarkedForDisplay;
for (PRUint32 i = firstFrameForShell;
i < mFramesMarkedForDisplay.Length(); ++i) {
UnmarkFrameForDisplay(mFramesMarkedForDisplay[i]);
}
mFramesMarkedForDisplay.SetLength(firstFrameForShell);
mPresShellStates.SetLength(mPresShellStates.Length() - 1);
}
void
nsDisplayListBuilder::MarkFramesForDisplayList(nsIFrame* aDirtyFrame,
const nsFrameList& aFrames,
const nsRect& aDirtyRect) {
for (nsFrameList::Enumerator e(aFrames); !e.AtEnd(); e.Next()) {
mFramesMarkedForDisplay.AppendElement(e.get());
MarkOutOfFlowFrameForDisplay(aDirtyFrame, e.get(), aDirtyRect);
}
}
void*
nsDisplayListBuilder::Allocate(size_t aSize) {
void *tmp;
PL_ARENA_ALLOCATE(tmp, &mPool, aSize);
return tmp;
}
void
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<nsDisplayItem*>* 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<nsDisplayItem*, 512> 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<nsDisplayClip*>(top->mItem);
nsRect clip = clipItem->GetClipRect();
DescendIntoList(clipItem->GetList(),
clipItem->GetClippingFrame()->PresContext(),
&clip);
}
}
nsAutoTArray<State,10> 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<nsDisplayList::LayerItems>* aLayers) {
nsDisplayList::ItemGroup* itemGroup =
new (aBuilder) nsDisplayList::ItemGroup();
if (!itemGroup)
return nsnull;
nsRefPtr<ThebesLayer> 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<LayerItems>* 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> 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<Layer>
nsDisplayList::BuildLayer(nsDisplayListBuilder* aBuilder,
LayerManager* aManager,
nsTArray<LayerItems>* aLayers) const {
BuildLayers(aBuilder, aManager, aLayers);
nsRefPtr<Layer> 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<ContainerLayer> 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> 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<LayerItems,10> layers;
nsRefPtr<Layer> 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<LayerItems>& 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<nsIRenderingContext> 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::DeleteBottom() {
nsDisplayItem* item = RemoveBottom();
if (item) {
item->~nsDisplayItem();
}
}
void nsDisplayList::DeleteAll() {
nsDisplayItem* item;
while ((item = RemoveBottom()) != nsnull) {
item->~nsDisplayItem();
}
}
nsIFrame* nsDisplayList::HitTest(nsDisplayListBuilder* aBuilder, nsPoint aPt,
nsDisplayItem::HitTestState* aState) 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 (item->GetBounds(aBuilder).Contains(aPt)) {
nsIFrame* f = item->HitTest(aBuilder, aPt, aState);
// Handle the XUL 'mousethrough' feature and 'pointer-events'.
if (f) {
if (!f->GetMouseThrough() &&
f->GetStyleVisibility()->mPointerEvents != NS_STYLE_POINTER_EVENTS_NONE) {
aState->mItemBuffer.SetLength(itemBufferStart);
return f;
}
}
}
}
NS_ASSERTION(aState->mItemBuffer.Length() == PRUint32(itemBufferStart),
"How did we forget to pop some elements?");
return nsnull;
}
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<nsIContent*>(aClosure)) <= 0;
}
static PRBool IsZOrderLEQ(nsDisplayItem* aItem1, nsDisplayItem* aItem2,
void* aClosure) {
// These GetUnderlyingFrame calls return non-null because we're only used
// in sorting
PRInt32 diff = nsLayoutUtils::GetZIndex(aItem1->GetUnderlyingFrame()) -
nsLayoutUtils::GetZIndex(aItem2->GetUnderlyingFrame());
if (diff == 0)
return IsContentLEQ(aItem1, aItem2, aClosure);
return diff < 0;
}
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<nsDisplayWrapList*>(i)->
WrapWithClone(aBuilder, j));
}
i->~nsDisplayItem();
}
}
AppendToTop(&tmp);
}
void nsDisplayList::SortByZOrder(nsDisplayListBuilder* aBuilder,
nsIContent* aCommonAncestor) {
Sort(aBuilder, IsZOrderLEQ, aCommonAncestor);
}
void nsDisplayList::SortByContentOrder(nsDisplayListBuilder* aBuilder,
nsIContent* aCommonAncestor) {
Sort(aBuilder, IsContentLEQ, aCommonAncestor);
}
void nsDisplayList::Sort(nsDisplayListBuilder* aBuilder,
SortLEQ aCmp, void* aClosure) {
ExplodeAnonymousChildLists(aBuilder);
::Sort(this, Count(), aCmp, aClosure);
}
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;
const nsStyleBackground* bg;
if (!nsCSSRendering::FindBackground(mFrame->PresContext(), mFrame, &bg))
return PR_FALSE;
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;
const nsStyleBackground* bg;
PRBool hasBG =
nsCSSRendering::FindBackground(mFrame->PresContext(), mFrame, &bg);
if (!hasBG)
return PR_TRUE;
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();
const nsStyleBackground* bg;
PRBool hasBG =
nsCSSRendering::FindBackground(presContext, mFrame, &bg);
if (!hasBG)
return PR_FALSE;
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->GetStyleBorder(),
*mFrame->GetStyleOutline(),
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->GetStyleBorder(),
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<nsRect>* 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<nsRect,10> 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<nsRect,10> 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();
}
nsIFrame*
nsDisplayWrapList::HitTest(nsDisplayListBuilder* aBuilder, nsPoint aPt,
HitTestState* aState) {
return mList.HitTest(aBuilder, aPt, aState);
}
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<Layer>
nsDisplayOpacity::BuildLayer(nsDisplayListBuilder* aBuilder,
LayerManager* aManager) {
nsRefPtr<Layer> 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<nsDisplayOpacity*>(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<nsDisplayClip*>(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 <span> element with several continuations split over several
* lines, this function will return the rectangle containing all of those
* continuations. This rectangle is relative to the origin of the frame's local
* coordinate space.
*/
#ifndef UNIFIED_CONTINUATIONS
nsRect
nsDisplayTransform::GetFrameBoundsForTransform(const nsIFrame* aFrame)
{
NS_PRECONDITION(aFrame, "Can't get the bounds of a nonexistent frame!");
return nsRect(nsPoint(0, 0), aFrame->GetSize());
}
#else
nsRect
nsDisplayTransform::GetFrameBoundsForTransform(const nsIFrame* aFrame)
{
NS_PRECONDITION(aFrame, "Can't get the bounds of a nonexistent frame!");
nsRect result;
/* Iterate through the continuation list, unioning together all the
* bounding rects.
*/
for (const nsIFrame *currFrame = aFrame->GetFirstContinuation();
currFrame != nsnull;
currFrame = currFrame->GetNextContinuation())
{
/* Get the frame rect in local coordinates, then translate back to the
* original coordinates.
*/
result.UnionRect(result, nsRect(currFrame->GetOffsetTo(aFrame),
currFrame->GetSize()));
}
return result;
}
#endif
/* Returns the delta specified by the -moz-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 <time.h>
#endif
/* HitTest does some fun stuff with matrix transforms to obtain the answer. */
nsIFrame *nsDisplayTransform::HitTest(nsDisplayListBuilder *aBuilder,
nsPoint aPt,
HitTestState *aState)
{
/* 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 point into the correct space.
* 4. Pass that point 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 nsnull;
/* 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. */
gfxPoint result = matrix.Transform(gfxPoint(NSAppUnitsToFloatPixels(aPt.x, factor),
NSAppUnitsToFloatPixels(aPt.y, factor)));
#ifdef DEBUG_HIT
printf("Frame: %p\n", dynamic_cast<void *>(mFrame));
printf(" Untransformed point: (%f, %f)\n", result.x, result.y);
#endif
nsIFrame* resultFrame =
mStoredList.HitTest(aBuilder,
nsPoint(NSFloatPixelsToAppUnits(float(result.x), factor),
NSFloatPixelsToAppUnits(float(result.y), factor)), aState);
#ifdef DEBUG_HIT
if (resultFrame)
printf(" Hit! Time: %f, frame: %p\n", static_cast<double>(clock()),
dynamic_cast<void *>(resultFrame));
printf("=== end of hit test ===\n");
#endif
return resultFrame;
}
/* 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<nsDisplayTransform *>(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;
}
nsIFrame*
nsDisplaySVGEffects::HitTest(nsDisplayListBuilder* aBuilder, nsPoint aPt,
HitTestState* aState)
{
if (!nsSVGIntegrationUtils::HitTestFrameForEffects(mEffectsFrame,
aPt - aBuilder->ToReferenceFrame(mEffectsFrame)))
return nsnull;
return mList.HitTest(aBuilder, aPt, aState);
}
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<nsDisplaySVGEffects*>(aItem);
mList.AppendToBottom(&other->mList);
mBounds.UnionRect(mBounds,
other->mBounds + other->mEffectsFrame->GetOffsetTo(mEffectsFrame));
return PR_TRUE;
}
#endif