gecko/gfx/layers/basic/BasicContainerLayer.h
Chris Lord bb517120d3 Bug 785333 - Add ContainerLayer::RepositionChild. r=bas
Add a function that can be used to quickly reposition a layer child, rather
than forcing removal/insertion and the extra work that can involve.
2012-08-29 11:52:55 +01:00

247 lines
8.0 KiB
C++

/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef GFX_BASICCONTAINERLAYER_H
#define GFX_BASICCONTAINERLAYER_H
#include "BasicLayers.h"
#include "BasicImplData.h"
namespace mozilla {
namespace layers {
template<class Container> void
ContainerInsertAfter(Layer* aChild, Layer* aAfter, Container* aContainer)
{
NS_ASSERTION(aChild->Manager() == aContainer->Manager(),
"Child has wrong manager");
NS_ASSERTION(!aChild->GetParent(),
"aChild already in the tree");
NS_ASSERTION(!aChild->GetNextSibling() && !aChild->GetPrevSibling(),
"aChild already has siblings?");
NS_ASSERTION(!aAfter ||
(aAfter->Manager() == aContainer->Manager() &&
aAfter->GetParent() == aContainer),
"aAfter is not our child");
aChild->SetParent(aContainer);
if (aAfter == aContainer->mLastChild) {
aContainer->mLastChild = aChild;
}
if (!aAfter) {
aChild->SetNextSibling(aContainer->mFirstChild);
if (aContainer->mFirstChild) {
aContainer->mFirstChild->SetPrevSibling(aChild);
}
aContainer->mFirstChild = aChild;
NS_ADDREF(aChild);
aContainer->DidInsertChild(aChild);
return;
}
Layer* next = aAfter->GetNextSibling();
aChild->SetNextSibling(next);
aChild->SetPrevSibling(aAfter);
if (next) {
next->SetPrevSibling(aChild);
}
aAfter->SetNextSibling(aChild);
NS_ADDREF(aChild);
aContainer->DidInsertChild(aChild);
}
template<class Container> void
ContainerRemoveChild(Layer* aChild, Container* aContainer)
{
NS_ASSERTION(aChild->Manager() == aContainer->Manager(),
"Child has wrong manager");
NS_ASSERTION(aChild->GetParent() == aContainer,
"aChild not our child");
Layer* prev = aChild->GetPrevSibling();
Layer* next = aChild->GetNextSibling();
if (prev) {
prev->SetNextSibling(next);
} else {
aContainer->mFirstChild = next;
}
if (next) {
next->SetPrevSibling(prev);
} else {
aContainer->mLastChild = prev;
}
aChild->SetNextSibling(nullptr);
aChild->SetPrevSibling(nullptr);
aChild->SetParent(nullptr);
aContainer->DidRemoveChild(aChild);
NS_RELEASE(aChild);
}
template<class Container> void
ContainerRepositionChild(Layer* aChild, Layer* aAfter, Container* aContainer)
{
NS_ASSERTION(aChild->Manager() == aContainer->Manager(),
"Child has wrong manager");
NS_ASSERTION(aChild->GetParent() == aContainer,
"aChild not our child");
NS_ASSERTION(!aAfter ||
(aAfter->Manager() == aContainer->Manager() &&
aAfter->GetParent() == aContainer),
"aAfter is not our child");
Layer* prev = aChild->GetPrevSibling();
Layer* next = aChild->GetNextSibling();
if (prev == aAfter) {
// aChild is already in the correct position, nothing to do.
return;
}
if (prev) {
prev->SetNextSibling(next);
}
if (next) {
next->SetPrevSibling(prev);
}
if (!aAfter) {
aChild->SetPrevSibling(nullptr);
aChild->SetNextSibling(aContainer->mFirstChild);
if (aContainer->mFirstChild) {
aContainer->mFirstChild->SetPrevSibling(aChild);
}
aContainer->mFirstChild = aChild;
return;
}
Layer* afterNext = aAfter->GetNextSibling();
if (afterNext) {
afterNext->SetPrevSibling(aChild);
} else {
aContainer->mLastChild = aChild;
}
aAfter->SetNextSibling(aChild);
aChild->SetPrevSibling(aAfter);
aChild->SetNextSibling(afterNext);
}
template<class Container>
static void
ContainerComputeEffectiveTransforms(const gfx3DMatrix& aTransformToSurface,
Container* aContainer)
{
// We push groups for container layers if we need to, which always
// are aligned in device space, so it doesn't really matter how we snap
// containers.
gfxMatrix residual;
gfx3DMatrix idealTransform = aContainer->GetLocalTransform()*aTransformToSurface;
idealTransform.ProjectTo2D();
if (!idealTransform.CanDraw2D()) {
aContainer->mEffectiveTransform = idealTransform;
aContainer->ComputeEffectiveTransformsForChildren(gfx3DMatrix());
aContainer->ComputeEffectiveTransformForMaskLayer(gfx3DMatrix());
aContainer->mUseIntermediateSurface = true;
return;
}
aContainer->mEffectiveTransform =
aContainer->SnapTransform(idealTransform, gfxRect(0, 0, 0, 0), &residual);
// We always pass the ideal matrix down to our children, so there is no
// need to apply any compensation using the residual from SnapTransform.
aContainer->ComputeEffectiveTransformsForChildren(idealTransform);
aContainer->ComputeEffectiveTransformForMaskLayer(aTransformToSurface);
/* If we have a single child, it can just inherit our opacity,
* otherwise we need a PushGroup and we need to mark ourselves as using
* an intermediate surface so our children don't inherit our opacity
* via GetEffectiveOpacity.
* Having a mask layer always forces our own push group
*/
aContainer->mUseIntermediateSurface =
aContainer->GetMaskLayer() || (aContainer->GetEffectiveOpacity() != 1.0 &&
aContainer->HasMultipleChildren());
}
class BasicContainerLayer : public ContainerLayer, public BasicImplData {
template<class Container>
friend void ContainerInsertAfter(Layer* aChild, Layer* aAfter, Container* aContainer);
template<class Container>
friend void ContainerRemoveChild(Layer* aChild, Container* aContainer);
template<class Container>
friend void ContainerRepositionChild(Layer* aChild, Layer* aAfter, Container* aContainer);
template<class Container>
friend void ContainerComputeEffectiveTransforms(const gfx3DMatrix& aTransformToSurface,
Container* aContainer);
public:
BasicContainerLayer(BasicLayerManager* aManager) :
ContainerLayer(aManager, static_cast<BasicImplData*>(this))
{
MOZ_COUNT_CTOR(BasicContainerLayer);
mSupportsComponentAlphaChildren = true;
}
virtual ~BasicContainerLayer();
virtual void SetVisibleRegion(const nsIntRegion& aRegion)
{
NS_ASSERTION(BasicManager()->InConstruction(),
"Can only set properties in construction phase");
ContainerLayer::SetVisibleRegion(aRegion);
}
virtual void InsertAfter(Layer* aChild, Layer* aAfter)
{
NS_ASSERTION(BasicManager()->InConstruction(),
"Can only set properties in construction phase");
ContainerInsertAfter(aChild, aAfter, this);
}
virtual void RemoveChild(Layer* aChild)
{
NS_ASSERTION(BasicManager()->InConstruction(),
"Can only set properties in construction phase");
ContainerRemoveChild(aChild, this);
}
virtual void RepositionChild(Layer* aChild, Layer* aAfter)
{
NS_ASSERTION(BasicManager()->InConstruction(),
"Can only set properties in construction phase");
ContainerRepositionChild(aChild, aAfter, this);
}
virtual void ComputeEffectiveTransforms(const gfx3DMatrix& aTransformToSurface)
{
ContainerComputeEffectiveTransforms(aTransformToSurface, this);
}
/**
* Returns true when:
* a) no (non-hidden) childrens' visible areas overlap in
* (aInRect intersected with this layer's visible region).
* b) the (non-hidden) childrens' visible areas cover
* (aInRect intersected with this layer's visible region).
* c) this layer and all (non-hidden) children have transforms that are translations
* by integers.
* aInRect is in the root coordinate system.
* Child layers with opacity do not contribute to the covered area in check b).
* This method can be conservative; it's OK to return false under any
* circumstances.
*/
bool ChildrenPartitionVisibleRegion(const nsIntRect& aInRect);
void ForceIntermediateSurface() { mUseIntermediateSurface = true; }
protected:
BasicLayerManager* BasicManager()
{
return static_cast<BasicLayerManager*>(mManager);
}
};
}
}
#endif