mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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666 lines
21 KiB
JavaScript
666 lines
21 KiB
JavaScript
// -*- Mode: js2; tab-width: 2; indent-tabs-mode: nil; js2-basic-offset: 2; js2-skip-preprocessor-directives: t; -*-
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/*
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Mobile Browser.
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*
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* The Initial Developer of the Original Code is
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* Mozilla Corporation.
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* Portions created by the Initial Developer are Copyright (C) 2008
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Stuart Parmenter <stuart@mozilla.com>
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* Brad Lassey <blassey@mozilla.com>
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* Mark Finkle <mfinkle@mozilla.com>
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* Gavin Sharp <gavin.sharp@gmail.com>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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function CanvasBrowser(canvas) {
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this._canvas = canvas;
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this._rgnPage = Cc["@mozilla.org/gfx/region;1"].createInstance(Ci.nsIScriptableRegion);
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this._pageBounds = new wsRect(0,0,0,0);
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this._visibleBounds = new wsRect(0,0,0,0);
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}
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CanvasBrowser.prototype = {
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_canvas: null,
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_zoomLevel: 1,
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_browser: null,
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_pageBounds: null,
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_screenX: 0,
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_screenY: 0,
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_visibleBounds: null,
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// during pageload: controls whether we poll document for size changing
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_maybeZoomToPage: false,
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// if true, the page is currently loading
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_pageLoading: true,
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// 0,0 to contentW, contentH..is a list of dirty rectangles
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_rgnPage: null,
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// used to force paints to not be delayed during panning, otherwise things
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// some things seem to get drawn at the wrong offset, not sure why
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_isPanning: false,
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// if we have an outstanding paint timeout, its value is stored here
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// for cancelling when we end page loads
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_drawTimeout: 0,
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// the max right/bottom coords we saw from paint events
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// while we were loading a page. If we see something that's bigger than
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// either, we'll trigger a page zoom.
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_maxRight: 0,
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_maxBottom: 0,
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get canvasDimensions() {
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if (!this._canvasRect) {
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let canvasRect = this._canvas.getBoundingClientRect();
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this._canvasRect = {
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width: canvasRect.width,
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height: canvasRect.height
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};
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}
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return [this._canvasRect.width, this._canvasRect.height];
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},
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get _effectiveCanvasDimensions() {
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return this.canvasDimensions.map(this._screenToPage, this);
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},
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get contentDOMWindowUtils() {
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if (!this._contentDOMWindowUtils) {
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this._contentDOMWindowUtils = this._browser.contentWindow
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.QueryInterface(Ci.nsIInterfaceRequestor)
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.getInterface(Ci.nsIDOMWindowUtils);
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}
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return this._contentDOMWindowUtils;
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},
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setCurrentBrowser: function(browser, skipZoom) {
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let currentBrowser = this._browser;
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if (currentBrowser) {
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// stop monitor paint events for this browser
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currentBrowser.removeEventListener("MozAfterPaint", this._paintHandler, false);
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currentBrowser.setAttribute("type", "content");
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currentBrowser.docShell.isOffScreenBrowser = false;
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}
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this._contentDOMWindowUtils = null;
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browser.setAttribute("type", "content-primary");
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if (!skipZoom)
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browser.docShell.isOffScreenBrowser = true;
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// start monitoring paint events for this browser
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var self = this;
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this._paintHandler = function(ev) { self._handleMozAfterPaint(ev); };
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browser.addEventListener("MozAfterPaint", this._paintHandler, false);
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this._browser = browser;
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// endLoading(and startLoading in most cases) calls zoom anyway
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if (!skipZoom) {
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self.zoomToPage();
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}
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},
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// Change in zoom or offsets should require a clear
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// or a flush operation on the queue. XXX need tochanged justone to
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// be based on time taken..ie do as many paints as we can <200ms
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// returns true if q is cleared
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flushRegion: function flushRegion(viewingBoundsOnly) {
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let rgn = this._rgnPage;
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let clearRegion = false;
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let drawls = [];
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let updateBounds = null;
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let pixelsInRegion = 0;
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let inRects = rgn.getRects();
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if (!inRects)
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return;
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for (let i = 0; i < inRects.length; i+=4) {
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let rect = new wsRect(inRects[i], inRects[i+1],
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inRects[i+2], inRects[i+3]);
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if (viewingBoundsOnly) {
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//only draw the visible area
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rect = rect.intersect(this._visibleBounds);
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if (!rect)
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continue;
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} else {
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clearRegion = true;
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}
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drawls.push(rect);
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if (updateBounds == null) {
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updateBounds = rect.clone();
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} else {
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updateBounds = updateBounds.union(rect);
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}
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pixelsInRegion += rect.width * rect.height;
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}
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// if we know that we're going to be clearing the region, we just
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// do it here; otherwise, we'll subtract the rects we update one by
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// one as we loop over them
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if (clearRegion)
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this.clearRegion();
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// XXX be smarter about this. If the number of pixels
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// touched by each rect in the region is greater than the
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// number of pixels in the bounds of the region times some factor,
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// just repaint the bounds. This uses 90%, based on a totally
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// random guess.
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//
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// The idea is to avoid a bunch of separate thin draws (either vertically
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// or horizontally), while still getting the region optimization
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// for things like opposite corners of a page being rendered.
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//
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// A possible better optimization would be to extend drawWindow to
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// take a region instead of a rect, because right now it'll call
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// Invalidate for each of the draw calls. Gtk at least will often
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// process the first one quickly and queue up the rest, which can
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// lead to some odd looking rendering behaviour.
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if (drawls.length > 1 &&
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pixelsInRegion > (updateBounds.width * updateBounds.height * 0.90))
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{
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drawls = [updateBounds];
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}
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this._drawRects(drawls, !clearRegion);
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},
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_drawRects: function _drawRects(drawls, subtractRects) {
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let oldX = 0;
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let oldY = 0;
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var ctx = this._canvas.getContext("2d");
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ctx.save();
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ctx.scale(this._zoomLevel, this._zoomLevel);
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// do subtraction separately as it modifies the rect list
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for each (let rect in drawls) {
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if (subtractRects)
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this._rgnPage.subtractRect(rect.left, rect.top, rect.width, rect.height);
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// ensure that once scaled, the rect has whole pixels
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rect.round(this._zoomLevel);
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let x = rect.x - this._pageBounds.x;
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let y = rect.y - this._pageBounds.y;
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// translate is relative, so make up for that
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// XXX this could introduce some small fp errors, but it's
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// probably not enough to worry about.
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ctx.translate(x - oldX, y - oldY);
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oldX = x;
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oldY = y;
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ctx.drawWindow(this._browser.contentWindow,
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rect.x, rect.y,
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rect.width, rect.height,
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"white",
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(ctx.DRAWWINDOW_DO_NOT_FLUSH | ctx.DRAWWINDOW_DRAW_CARET));
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}
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// should get a way to figure out when there are no more valid rects left, and clear q
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ctx.restore();
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},
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clearRegion: function clearRegion() {
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// once all of the rectangles have been subtracted
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// region ends up in a funny state unless it's reset
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this._rgnPage.setToRect(0,0,0,0);
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},
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startLoading: function startLoading() {
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// Clear the whole canvas
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// we clear the whole canvas because the browser's width or height
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// could be less than the area we end up actually drawing.
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this.clearRegion();
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var ctx = this._canvas.getContext("2d");
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ctx.fillStyle = "rgb(255,255,255)";
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ctx.fillRect(0, 0, this._canvas.width, this._canvas.height);
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this._maxRight = 0;
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this._maxBottom = 0;
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this._pageLoading = true;
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},
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endLoading: function() {
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this._pageLoading = false;
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this._maybeZoomToPage = false;
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this.zoomToPage();
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// flush the region, to reduce startPanning delay
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// and to avoid getting a black border in tab thumbnail
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this.flushRegion();
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if (this._drawTimeout) {
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clearTimeout(this._drawTimeout);
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this._drawTimeout = 0;
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}
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},
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// flush outstanding dirty rects,
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// switch to unoptimized painting mode during panning
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startPanning: function startPanning() {
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this.flushRegion();
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// do not delay paints as that causes displaced painting bugs
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this._isPanning = true;
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},
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endPanning: function endPanning() {
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this.flushRegion();
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this._isPanning = false;
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},
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viewportHandler: function viewportHandler(bounds, boundsSizeChanged) {
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this._isPanning = false;
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let pageBounds = bounds.clone();
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let visibleBounds = ws.viewportVisibleRect;
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//should add a divide/multiply func to pageBounds
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// do not floor top/left, or the blit below will be off
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pageBounds.top = this._screenToPage(pageBounds.top);
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pageBounds.left = this._screenToPage(pageBounds.left);
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pageBounds.bottom = Math.ceil(this._screenToPage(pageBounds.bottom));
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pageBounds.right = Math.ceil(this._screenToPage(pageBounds.right));
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visibleBounds.top = Math.max(0, this._screenToPage(visibleBounds.top));
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visibleBounds.left = Math.max(0, this._screenToPage(visibleBounds.left));
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visibleBounds.bottom = Math.ceil(this._screenToPage(visibleBounds.bottom));
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visibleBounds.right = Math.ceil(this._screenToPage(visibleBounds.right));
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// if the page is being panned, flush the queue, so things blit correctly
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// this avoids incorrect offsets due to a change in _pageBounds.x/y
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// should probably check that (visibleBounds|pageBounds).(x|y) actually changed
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if (boundsSizeChanged) {
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this.clearRegion();
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// since we are going to repaint the whole browser
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// any outstanding paint events will cause redundant draws
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this.contentDOMWindowUtils.clearMozAfterPaintEvents();
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} else
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this.flushRegion();
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this._visibleBounds = visibleBounds;
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this._pageBounds = pageBounds;
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let dx = this._screenX - bounds.x;
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let dy = this._screenY - bounds.y;
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this._screenX = bounds.x;
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this._screenY = bounds.y;
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if (boundsSizeChanged) {
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this._redrawRects([pageBounds]);
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return;
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}
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// deal with repainting
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// we don't need to do anything if the source and destination are the same
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if (!dx && !dy) {
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// avoiding dumb paint
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return;
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}
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// blit what we can
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var ctx = this._canvas.getContext("2d");
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let cWidth = this._canvas.width;
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let cHeight = this._canvas.height;
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ctx.drawImage(this._canvas,
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0, 0, cWidth, cHeight,
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dx, dy, cWidth, cHeight);
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// redraw the rest
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// reuse rect to avoid overhead of creating a new one
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let rgn = this._rgnScratch;
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if (!rgn) {
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rgn = Cc["@mozilla.org/gfx/region;1"].createInstance(Ci.nsIScriptableRegion);
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this._rgnScratch = rgn;
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}
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rgn.setToRect(0, 0, cWidth, cHeight);
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rgn.subtractRect(dx, dy, cWidth, cHeight);
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let rects = rgn.getRects();
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if (!rects)
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return;
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let rectsToDraw = [];
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for (let i = 0; i < rects.length; i+=4) {
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rectsToDraw.push(new wsRect(this._pageBounds.x + this._screenToPage(rects[i]),
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this._pageBounds.y + this._screenToPage(rects[i+1]),
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this._screenToPage(rects[i+2]),
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this._screenToPage(rects[i+3])));
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}
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this._redrawRects(rectsToDraw);
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},
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_handleMozAfterPaint: function(aEvent) {
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let cwin = this._browser.contentWindow;
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let csx = cwin.scrollX;
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let csy = cwin.scrollY;
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let clientRects = aEvent.clientRects;
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let rects = [];
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// loop backwards to avoid xpconnect penalty for .length
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for (let i = clientRects.length - 1; i >= 0; --i) {
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let e = clientRects.item(i);
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let r = new wsRect(e.left + csx,
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e.top + csy,
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e.width, e.height);
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rects.push(r);
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}
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this._redrawRects(rects);
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},
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_redrawRects: function(rects) {
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// skip the region logic for basic paints
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if (!this._pageLoading && rects.length == 1
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&& this._visibleBounds.contains(rects[0])) {
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this._drawRects(rects, false);
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return;
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}
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// check to see if the input coordinates are inside the visible destination
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// during pageload clip drawing to the visible viewport
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let realRectCount = 0;
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let zeroPageBounds = this._pageBounds.clone();
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zeroPageBounds.left = Math.max(zeroPageBounds.left, 0);
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zeroPageBounds.top = Math.max(zeroPageBounds.top, 0);
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// Go through each rect, checking whether it intersects the
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// visible part of the page bounds. If it doesn't, skip it.
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for each (var rect in rects) {
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if (this._pageLoading) {
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// if this rect would push us beyond our known size to the bottom or right,
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if (rect.bottom > this._maxBottom) {
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this._maybeZoomToPage = true;
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this._maxBottom = rect.bottom;
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}
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if (rect.right > this._maxRight) {
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this._maybeZoomToPage = true;
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this._maxRight = rect.right;
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}
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}
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rect = rect.intersect(zeroPageBounds);
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if (!rect)
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continue;
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rect.round(1);
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this._rgnPage.unionRect(rect.x, rect.y, rect.width, rect.height);
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realRectCount++;
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}
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// did we end up with anything to do?
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if (realRectCount == 0)
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return;
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// a little helper function; we might decide to call it right away,
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// or we might decide to delay it if the page is still loading.
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function resizeAndPaint(self) {
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if (self._maybeZoomToPage) {
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self.zoomToPage();
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self._maybeZoomToPage = false;
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}
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// draw visible area..freeze during pans
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if (!self._isPanning)
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self.flushRegion(true);
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if (self._pageLoading) {
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// kick ourselves off 2s later while we're still loading
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self._drawTimeout = setTimeout(resizeAndPaint, 2000, self);
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} else {
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self._drawTimeout = 0;
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}
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}
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let flushNow = !this._pageLoading;
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// page is loading, and we don't have an existing draw here. Note that
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// setTimeout is used (and reset in resizeAndPaint)
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if (this._pageLoading && !this._drawTimeout) {
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//always flush the first draw
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flushNow = true;
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this._maybeZoomToPage = true;
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this._drawTimeout = setTimeout(resizeAndPaint, 2000, this);
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}
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if (flushNow) {
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resizeAndPaint(this);
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}
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},
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_clampZoomLevel: function(aZoomLevel) {
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const min = 0.2;
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const max = 2.0;
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return Math.min(Math.max(min, aZoomLevel), max);
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},
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set zoomLevel(val) {
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this._zoomLevel = this._clampZoomLevel(val);
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Browser.updateViewportSize();
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},
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get zoomLevel() {
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return this._zoomLevel;
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},
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zoom: function(aDirection) {
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if (aDirection == 0)
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return;
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var zoomDelta = 0.05; // 1/20
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if (aDirection >= 0)
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zoomDelta *= -1;
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this.zoomLevel = this._zoomLevel + zoomDelta;
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},
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zoomToPage: function() {
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//dump("zoom to page\n");
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// Adjust the zoomLevel to fit the page contents in our window
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// width
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let [contentW, ] = this._contentAreaDimensions;
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let [canvasW, ] = this.canvasDimensions;
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if (contentW > canvasW)
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this.zoomLevel = canvasW / contentW;
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},
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zoomToElement: function(aElement) {
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const margin = 15;
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let elRect = this._getPagePosition(aElement);
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let elWidth = elRect.width;
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let visibleViewportWidth = this._pageToScreen(this._visibleBounds.width);
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/* Try to set zoom-level such that once zoomed element is as wide
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* as the visible viewport */
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let zoomLevel = visibleViewportWidth / (elWidth + (2 * margin));
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ws.beginUpdateBatch();
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this.zoomLevel = zoomLevel;
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// uncomment this to force the zoom level to 1.0 on zoom, instead of
|
|
// doing a real zoom to element
|
|
//this.zoomLevel = 1.0;
|
|
|
|
/* If zoomLevel ends up clamped to less than asked for, calculate
|
|
* how many more screen pixels will fit horizontally in addition to
|
|
* element's width. This ensures that more of the webpage is
|
|
* showing instead of the navbar. Bug 480595. */
|
|
let xpadding = Math.max(margin, visibleViewportWidth - this._pageToScreen(elWidth));
|
|
|
|
// pan to the element
|
|
ws.panTo(Math.floor(Math.max(this._pageToScreen(elRect.x) - xpadding, 0)),
|
|
Math.floor(Math.max(this._pageToScreen(elRect.y) - margin, 0)));
|
|
|
|
ws.endUpdateBatch();
|
|
},
|
|
|
|
zoomFromElement: function(aElement) {
|
|
let elRect = this._getPagePosition(aElement);
|
|
|
|
ws.beginUpdateBatch();
|
|
|
|
// pan to the element
|
|
// don't bother with x since we're zooming all the way out
|
|
this.zoomToPage();
|
|
|
|
// XXX have this center the element on the page
|
|
ws.panTo(0, Math.floor(Math.max(0, this._pageToScreen(elRect.y))));
|
|
|
|
ws.endUpdateBatch();
|
|
},
|
|
|
|
/**
|
|
* Retrieve the content element for a given point in client coordinates
|
|
* (relative to the top left corner of the chrome window).
|
|
*/
|
|
elementFromPoint: function(aX, aY) {
|
|
let [x, y] = this._clientToContentCoords(aX, aY);
|
|
let cwu = this.contentDOMWindowUtils;
|
|
return cwu.elementFromPoint(x, y,
|
|
true, /* ignore root scroll frame*/
|
|
false); /* don't flush layout */
|
|
},
|
|
|
|
/**
|
|
* Retrieve the page position for a given element
|
|
* (relative to the document origin).
|
|
*/
|
|
_getPagePosition: function(aElement) {
|
|
let r = aElement.getBoundingClientRect();
|
|
let cwin = this._browser.contentWindow;
|
|
let retVal = {
|
|
width: r.width,
|
|
height: r.height,
|
|
x: r.left + cwin.scrollX,
|
|
y: r.top + cwin.scrollY
|
|
};
|
|
|
|
return retVal;
|
|
},
|
|
|
|
/* Given a set of client coordinates (relative to the app window),
|
|
* returns the content coordinates relative to the viewport.
|
|
*/
|
|
_clientToContentCoords: function(aClientX, aClientY) {
|
|
// Determine position relative to the document origin
|
|
// Need to adjust for the deckbrowser not being at 0,0
|
|
// (e.g. due to other browser UI)
|
|
|
|
let canvasRect = this._canvas.getBoundingClientRect();
|
|
let clickOffsetX = this._screenToPage(aClientX - canvasRect.left) + this._pageBounds.x;
|
|
let clickOffsetY = this._screenToPage(aClientY - canvasRect.top) + this._pageBounds.y;
|
|
|
|
// Take scroll offset into account to return coordinates relative to the viewport
|
|
let cwin = this._browser.contentWindow;
|
|
return [clickOffsetX - cwin.scrollX,
|
|
clickOffsetY - cwin.scrollY];
|
|
},
|
|
|
|
get _effectiveContentAreaDimensions() {
|
|
return this._contentAreaDimensions.map(this._pageToScreen, this);
|
|
},
|
|
|
|
get _contentAreaDimensions() {
|
|
var cdoc = this._browser.contentDocument;
|
|
|
|
if (cdoc instanceof SVGDocument) {
|
|
let rect = cdoc.rootElement.getBoundingClientRect();
|
|
return [rect.width, rect.height];
|
|
}
|
|
|
|
// These might not exist yet depending on page load state
|
|
var body = cdoc.body || {};
|
|
var html = cdoc.documentElement || {};
|
|
|
|
var w = Math.max(body.scrollWidth, html.scrollWidth);
|
|
var h = Math.max(body.scrollHeight, html.scrollHeight);
|
|
|
|
if (isNaN(w) || isNaN(h) || w == 0 || h == 0)
|
|
return [this._canvas.width, this._canvas.height];
|
|
|
|
return [w, h];
|
|
},
|
|
|
|
_screenToPage: function(aValue) {
|
|
return aValue / this._zoomLevel;
|
|
},
|
|
|
|
_pageToScreen: function(aValue) {
|
|
return aValue * this._zoomLevel;
|
|
},
|
|
|
|
/* ensures that a given content element is visible */
|
|
ensureElementIsVisible: function(aElement) {
|
|
let elRect = this._getPagePosition(aElement);
|
|
let curRect = this._visibleBounds;
|
|
let newx = curRect.x;
|
|
let newy = curRect.y;
|
|
|
|
if (elRect.x < curRect.x || elRect.width > curRect.width) {
|
|
newx = elRect.x;
|
|
} else if (elRect.x + elRect.width > curRect.x + curRect.width) {
|
|
newx = elRect.x - curRect.width + elRect.width;
|
|
}
|
|
|
|
if (elRect.y < curRect.y || elRect.height > curRect.height) {
|
|
newy = elRect.y;
|
|
} else if (elRect.y + elRect.height > curRect.y + curRect.height) {
|
|
newy = elRect.y - curRect.height + elRect.height;
|
|
}
|
|
|
|
ws.panTo(this._pageToScreen(newx), this._pageToScreen(newy));
|
|
},
|
|
|
|
/* Pans directly to a given content element */
|
|
panToElement: function(aElement) {
|
|
var elRect = this._getPagePosition(aElement);
|
|
|
|
this.panTo(elRect.x, elRect.y);
|
|
},
|
|
|
|
panTo: function(x, y) {
|
|
ws.panTo(x, y);
|
|
}
|
|
};
|