gecko/mobile/chrome/content/CanvasBrowser.js

666 lines
21 KiB
JavaScript

// -*- Mode: js2; tab-width: 2; indent-tabs-mode: nil; js2-basic-offset: 2; js2-skip-preprocessor-directives: t; -*-
/*
* ***** 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 Mozilla Mobile Browser.
*
* The Initial Developer of the Original Code is
* Mozilla Corporation.
* Portions created by the Initial Developer are Copyright (C) 2008
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Stuart Parmenter <stuart@mozilla.com>
* Brad Lassey <blassey@mozilla.com>
* Mark Finkle <mfinkle@mozilla.com>
* Gavin Sharp <gavin.sharp@gmail.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either 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 ***** */
function CanvasBrowser(canvas) {
this._canvas = canvas;
this._rgnPage = Cc["@mozilla.org/gfx/region;1"].createInstance(Ci.nsIScriptableRegion);
this._pageBounds = new wsRect(0,0,0,0);
this._visibleBounds = new wsRect(0,0,0,0);
}
CanvasBrowser.prototype = {
_canvas: null,
_zoomLevel: 1,
_browser: null,
_pageBounds: null,
_screenX: 0,
_screenY: 0,
_visibleBounds: null,
// during pageload: controls whether we poll document for size changing
_maybeZoomToPage: false,
// if true, the page is currently loading
_pageLoading: true,
// 0,0 to contentW, contentH..is a list of dirty rectangles
_rgnPage: null,
// used to force paints to not be delayed during panning, otherwise things
// some things seem to get drawn at the wrong offset, not sure why
_isPanning: false,
// if we have an outstanding paint timeout, its value is stored here
// for cancelling when we end page loads
_drawTimeout: 0,
// the max right/bottom coords we saw from paint events
// while we were loading a page. If we see something that's bigger than
// either, we'll trigger a page zoom.
_maxRight: 0,
_maxBottom: 0,
get canvasDimensions() {
if (!this._canvasRect) {
let canvasRect = this._canvas.getBoundingClientRect();
this._canvasRect = {
width: canvasRect.width,
height: canvasRect.height
};
}
return [this._canvasRect.width, this._canvasRect.height];
},
get _effectiveCanvasDimensions() {
return this.canvasDimensions.map(this._screenToPage, this);
},
get contentDOMWindowUtils() {
if (!this._contentDOMWindowUtils) {
this._contentDOMWindowUtils = this._browser.contentWindow
.QueryInterface(Ci.nsIInterfaceRequestor)
.getInterface(Ci.nsIDOMWindowUtils);
}
return this._contentDOMWindowUtils;
},
setCurrentBrowser: function(browser, skipZoom) {
let currentBrowser = this._browser;
if (currentBrowser) {
// stop monitor paint events for this browser
currentBrowser.removeEventListener("MozAfterPaint", this._paintHandler, false);
currentBrowser.setAttribute("type", "content");
currentBrowser.docShell.isOffScreenBrowser = false;
}
this._contentDOMWindowUtils = null;
browser.setAttribute("type", "content-primary");
if (!skipZoom)
browser.docShell.isOffScreenBrowser = true;
// start monitoring paint events for this browser
var self = this;
this._paintHandler = function(ev) { self._handleMozAfterPaint(ev); };
browser.addEventListener("MozAfterPaint", this._paintHandler, false);
this._browser = browser;
// endLoading(and startLoading in most cases) calls zoom anyway
if (!skipZoom) {
self.zoomToPage();
}
},
// Change in zoom or offsets should require a clear
// or a flush operation on the queue. XXX need tochanged justone to
// be based on time taken..ie do as many paints as we can <200ms
// returns true if q is cleared
flushRegion: function flushRegion(viewingBoundsOnly) {
let rgn = this._rgnPage;
let clearRegion = false;
let drawls = [];
let updateBounds = null;
let pixelsInRegion = 0;
let inRects = rgn.getRects();
if (!inRects)
return;
for (let i = 0; i < inRects.length; i+=4) {
let rect = new wsRect(inRects[i], inRects[i+1],
inRects[i+2], inRects[i+3]);
if (viewingBoundsOnly) {
//only draw the visible area
rect = rect.intersect(this._visibleBounds);
if (!rect)
continue;
} else {
clearRegion = true;
}
drawls.push(rect);
if (updateBounds == null) {
updateBounds = rect.clone();
} else {
updateBounds = updateBounds.union(rect);
}
pixelsInRegion += rect.width * rect.height;
}
// if we know that we're going to be clearing the region, we just
// do it here; otherwise, we'll subtract the rects we update one by
// one as we loop over them
if (clearRegion)
this.clearRegion();
// XXX be smarter about this. If the number of pixels
// touched by each rect in the region is greater than the
// number of pixels in the bounds of the region times some factor,
// just repaint the bounds. This uses 90%, based on a totally
// random guess.
//
// The idea is to avoid a bunch of separate thin draws (either vertically
// or horizontally), while still getting the region optimization
// for things like opposite corners of a page being rendered.
//
// A possible better optimization would be to extend drawWindow to
// take a region instead of a rect, because right now it'll call
// Invalidate for each of the draw calls. Gtk at least will often
// process the first one quickly and queue up the rest, which can
// lead to some odd looking rendering behaviour.
if (drawls.length > 1 &&
pixelsInRegion > (updateBounds.width * updateBounds.height * 0.90))
{
drawls = [updateBounds];
}
this._drawRects(drawls, !clearRegion);
},
_drawRects: function _drawRects(drawls, subtractRects) {
let oldX = 0;
let oldY = 0;
var ctx = this._canvas.getContext("2d");
ctx.save();
ctx.scale(this._zoomLevel, this._zoomLevel);
// do subtraction separately as it modifies the rect list
for each (let rect in drawls) {
if (subtractRects)
this._rgnPage.subtractRect(rect.left, rect.top, rect.width, rect.height);
// ensure that once scaled, the rect has whole pixels
rect.round(this._zoomLevel);
let x = rect.x - this._pageBounds.x;
let y = rect.y - this._pageBounds.y;
// translate is relative, so make up for that
// XXX this could introduce some small fp errors, but it's
// probably not enough to worry about.
ctx.translate(x - oldX, y - oldY);
oldX = x;
oldY = y;
ctx.drawWindow(this._browser.contentWindow,
rect.x, rect.y,
rect.width, rect.height,
"white",
(ctx.DRAWWINDOW_DO_NOT_FLUSH | ctx.DRAWWINDOW_DRAW_CARET));
}
// should get a way to figure out when there are no more valid rects left, and clear q
ctx.restore();
},
clearRegion: function clearRegion() {
// once all of the rectangles have been subtracted
// region ends up in a funny state unless it's reset
this._rgnPage.setToRect(0,0,0,0);
},
startLoading: function startLoading() {
// Clear the whole canvas
// we clear the whole canvas because the browser's width or height
// could be less than the area we end up actually drawing.
this.clearRegion();
var ctx = this._canvas.getContext("2d");
ctx.fillStyle = "rgb(255,255,255)";
ctx.fillRect(0, 0, this._canvas.width, this._canvas.height);
this._maxRight = 0;
this._maxBottom = 0;
this._pageLoading = true;
},
endLoading: function() {
this._pageLoading = false;
this._maybeZoomToPage = false;
this.zoomToPage();
// flush the region, to reduce startPanning delay
// and to avoid getting a black border in tab thumbnail
this.flushRegion();
if (this._drawTimeout) {
clearTimeout(this._drawTimeout);
this._drawTimeout = 0;
}
},
// flush outstanding dirty rects,
// switch to unoptimized painting mode during panning
startPanning: function startPanning() {
this.flushRegion();
// do not delay paints as that causes displaced painting bugs
this._isPanning = true;
},
endPanning: function endPanning() {
this.flushRegion();
this._isPanning = false;
},
viewportHandler: function viewportHandler(bounds, boundsSizeChanged) {
this._isPanning = false;
let pageBounds = bounds.clone();
let visibleBounds = ws.viewportVisibleRect;
//should add a divide/multiply func to pageBounds
// do not floor top/left, or the blit below will be off
pageBounds.top = this._screenToPage(pageBounds.top);
pageBounds.left = this._screenToPage(pageBounds.left);
pageBounds.bottom = Math.ceil(this._screenToPage(pageBounds.bottom));
pageBounds.right = Math.ceil(this._screenToPage(pageBounds.right));
visibleBounds.top = Math.max(0, this._screenToPage(visibleBounds.top));
visibleBounds.left = Math.max(0, this._screenToPage(visibleBounds.left));
visibleBounds.bottom = Math.ceil(this._screenToPage(visibleBounds.bottom));
visibleBounds.right = Math.ceil(this._screenToPage(visibleBounds.right));
// if the page is being panned, flush the queue, so things blit correctly
// this avoids incorrect offsets due to a change in _pageBounds.x/y
// should probably check that (visibleBounds|pageBounds).(x|y) actually changed
if (boundsSizeChanged) {
this.clearRegion();
// since we are going to repaint the whole browser
// any outstanding paint events will cause redundant draws
this.contentDOMWindowUtils.clearMozAfterPaintEvents();
} else
this.flushRegion();
this._visibleBounds = visibleBounds;
this._pageBounds = pageBounds;
let dx = this._screenX - bounds.x;
let dy = this._screenY - bounds.y;
this._screenX = bounds.x;
this._screenY = bounds.y;
if (boundsSizeChanged) {
this._redrawRects([pageBounds]);
return;
}
// deal with repainting
// we don't need to do anything if the source and destination are the same
if (!dx && !dy) {
// avoiding dumb paint
return;
}
// blit what we can
var ctx = this._canvas.getContext("2d");
let cWidth = this._canvas.width;
let cHeight = this._canvas.height;
ctx.drawImage(this._canvas,
0, 0, cWidth, cHeight,
dx, dy, cWidth, cHeight);
// redraw the rest
// reuse rect to avoid overhead of creating a new one
let rgn = this._rgnScratch;
if (!rgn) {
rgn = Cc["@mozilla.org/gfx/region;1"].createInstance(Ci.nsIScriptableRegion);
this._rgnScratch = rgn;
}
rgn.setToRect(0, 0, cWidth, cHeight);
rgn.subtractRect(dx, dy, cWidth, cHeight);
let rects = rgn.getRects();
if (!rects)
return;
let rectsToDraw = [];
for (let i = 0; i < rects.length; i+=4) {
rectsToDraw.push(new wsRect(this._pageBounds.x + this._screenToPage(rects[i]),
this._pageBounds.y + this._screenToPage(rects[i+1]),
this._screenToPage(rects[i+2]),
this._screenToPage(rects[i+3])));
}
this._redrawRects(rectsToDraw);
},
_handleMozAfterPaint: function(aEvent) {
let cwin = this._browser.contentWindow;
let csx = cwin.scrollX;
let csy = cwin.scrollY;
let clientRects = aEvent.clientRects;
let rects = [];
// loop backwards to avoid xpconnect penalty for .length
for (let i = clientRects.length - 1; i >= 0; --i) {
let e = clientRects.item(i);
let r = new wsRect(e.left + csx,
e.top + csy,
e.width, e.height);
rects.push(r);
}
this._redrawRects(rects);
},
_redrawRects: function(rects) {
// skip the region logic for basic paints
if (!this._pageLoading && rects.length == 1
&& this._visibleBounds.contains(rects[0])) {
this._drawRects(rects, false);
return;
}
// check to see if the input coordinates are inside the visible destination
// during pageload clip drawing to the visible viewport
let realRectCount = 0;
let zeroPageBounds = this._pageBounds.clone();
zeroPageBounds.left = Math.max(zeroPageBounds.left, 0);
zeroPageBounds.top = Math.max(zeroPageBounds.top, 0);
// Go through each rect, checking whether it intersects the
// visible part of the page bounds. If it doesn't, skip it.
for each (var rect in rects) {
if (this._pageLoading) {
// if this rect would push us beyond our known size to the bottom or right,
if (rect.bottom > this._maxBottom) {
this._maybeZoomToPage = true;
this._maxBottom = rect.bottom;
}
if (rect.right > this._maxRight) {
this._maybeZoomToPage = true;
this._maxRight = rect.right;
}
}
rect = rect.intersect(zeroPageBounds);
if (!rect)
continue;
rect.round(1);
this._rgnPage.unionRect(rect.x, rect.y, rect.width, rect.height);
realRectCount++;
}
// did we end up with anything to do?
if (realRectCount == 0)
return;
// a little helper function; we might decide to call it right away,
// or we might decide to delay it if the page is still loading.
function resizeAndPaint(self) {
if (self._maybeZoomToPage) {
self.zoomToPage();
self._maybeZoomToPage = false;
}
// draw visible area..freeze during pans
if (!self._isPanning)
self.flushRegion(true);
if (self._pageLoading) {
// kick ourselves off 2s later while we're still loading
self._drawTimeout = setTimeout(resizeAndPaint, 2000, self);
} else {
self._drawTimeout = 0;
}
}
let flushNow = !this._pageLoading;
// page is loading, and we don't have an existing draw here. Note that
// setTimeout is used (and reset in resizeAndPaint)
if (this._pageLoading && !this._drawTimeout) {
//always flush the first draw
flushNow = true;
this._maybeZoomToPage = true;
this._drawTimeout = setTimeout(resizeAndPaint, 2000, this);
}
if (flushNow) {
resizeAndPaint(this);
}
},
_clampZoomLevel: function(aZoomLevel) {
const min = 0.2;
const max = 2.0;
return Math.min(Math.max(min, aZoomLevel), max);
},
set zoomLevel(val) {
this._zoomLevel = this._clampZoomLevel(val);
Browser.updateViewportSize();
},
get zoomLevel() {
return this._zoomLevel;
},
zoom: function(aDirection) {
if (aDirection == 0)
return;
var zoomDelta = 0.05; // 1/20
if (aDirection >= 0)
zoomDelta *= -1;
this.zoomLevel = this._zoomLevel + zoomDelta;
},
zoomToPage: function() {
//dump("zoom to page\n");
// Adjust the zoomLevel to fit the page contents in our window
// width
let [contentW, ] = this._contentAreaDimensions;
let [canvasW, ] = this.canvasDimensions;
if (contentW > canvasW)
this.zoomLevel = canvasW / contentW;
},
zoomToElement: function(aElement) {
const margin = 15;
let elRect = this._getPagePosition(aElement);
let elWidth = elRect.width;
let visibleViewportWidth = this._pageToScreen(this._visibleBounds.width);
/* Try to set zoom-level such that once zoomed element is as wide
* as the visible viewport */
let zoomLevel = visibleViewportWidth / (elWidth + (2 * margin));
ws.beginUpdateBatch();
this.zoomLevel = zoomLevel;
// 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);
}
};