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Issue 1265013003: Adds support for hittesting points on surface quads (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: addressing comments Created 5 years, 4 months ago
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1 // Copyright 2015 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4
5 #include "cc/surfaces/surface_hittest.h"
6
7 #include "cc/output/compositor_frame.h"
8 #include "cc/output/delegated_frame_data.h"
9 #include "cc/quads/draw_quad.h"
10 #include "cc/quads/render_pass_draw_quad.h"
11 #include "cc/quads/surface_draw_quad.h"
12 #include "cc/surfaces/surface.h"
13 #include "cc/surfaces/surface_manager.h"
14 #include "ui/gfx/geometry/point.h"
15 #include "ui/gfx/transform.h"
16
17 namespace cc {
18 namespace {
19 const RenderPass* GetRootRenderPass(SurfaceManager* manager,
20 SurfaceId surface_id) {
21 Surface* surface = manager->GetSurfaceForId(surface_id);
22
23 const CompositorFrame* surface_frame = surface->GetEligibleFrame();
24 if (!surface_frame)
25 return nullptr;
26
27 const DelegatedFrameData* frame_data =
28 surface_frame->delegated_frame_data.get();
29 return frame_data->render_pass_list.empty()
30 ? nullptr
31 : frame_data->render_pass_list.back();
32 }
33 }
34
35 SurfaceHittest::SurfaceHittest(SurfaceManager* manager) : manager_(manager) {}
36
37 SurfaceHittest::~SurfaceHittest() {}
38
39 SurfaceId SurfaceHittest::Hittest(SurfaceId surface_id,
40 const gfx::Point& point,
41 gfx::Point* transformed_point) {
42 SurfaceId hittest_surface_id = surface_id;
43
44 if (transformed_point)
45 *transformed_point = point;
46
47 HittestInternal(surface_id, GetRootRenderPass(manager_, surface_id), point,
48 &hittest_surface_id, transformed_point);
49
50 referenced_passes_.clear();
51
52 return hittest_surface_id;
53 }
54
55 bool SurfaceHittest::HittestInternal(SurfaceId surface_id,
56 const RenderPass* render_pass,
57 const gfx::Point& point,
58 SurfaceId* out_surface_id,
59 gfx::Point* out_transformed_point) {
60 // To avoid an infinite recursion, we need to skip the RenderPass if it's
61 // already been referenced.
62 if (referenced_passes_.find(render_pass) != referenced_passes_.end())
63 return false;
64 referenced_passes_.insert(render_pass);
65
66 gfx::Transform transform_from_root_target;
67 if (!render_pass ||
68 !render_pass->transform_to_root_target.GetInverse(
69 &transform_from_root_target)) {
70 return false;
71 }
72
73 gfx::Point point_in_target_space(point);
74 transform_from_root_target.TransformPoint(&point_in_target_space);
75
76 for (const auto* quad : render_pass->quad_list) {
77 // First we test against the clip_rect. The clip_rect is in target space, so
78 // we can test the point directly.
79 if (!quad->shared_quad_state->is_clipped ||
80 quad->shared_quad_state->clip_rect.Contains(point_in_target_space)) {
81 // We now transform the point to content space and test if it hits the
82 // rect.
83 gfx::Transform target_to_quad_transform;
84 if (quad->shared_quad_state->quad_to_target_transform.GetInverse(
85 &target_to_quad_transform)) {
86 gfx::Point transformed_point(point_in_target_space);
87 target_to_quad_transform.TransformPoint(&transformed_point);
88
89 if (quad->rect.Contains(transformed_point)) {
90 if (quad->material == DrawQuad::SURFACE_CONTENT) {
91 // We've hit a SurfaceDrawQuad, we need to recurse into this
92 // Surface.
93 const SurfaceDrawQuad* surface_quad =
94 SurfaceDrawQuad::MaterialCast(quad);
95
96 gfx::Point point_in_current_surface;
97 if (out_transformed_point) {
98 point_in_current_surface = *out_transformed_point;
99 *out_transformed_point = transformed_point;
100 }
101
102 if (HittestInternal(
103 surface_quad->surface_id,
104 GetRootRenderPass(manager_, surface_quad->surface_id),
105 transformed_point, out_surface_id, out_transformed_point)) {
106 return true;
107 } else {
108 if (out_transformed_point)
109 *out_transformed_point = point_in_current_surface;
110 }
111 } else if (quad->material == DrawQuad::RENDER_PASS) {
112 // We've hit a RenderPassDrawQuad, we need to recurse into this
113 // RenderPass.
114 const RenderPassDrawQuad* render_quad =
115 RenderPassDrawQuad::MaterialCast(quad);
116
117 Surface* surface = manager_->GetSurfaceForId(surface_id);
118 const CompositorFrame* surface_frame = surface->GetEligibleFrame();
119 DCHECK(surface_frame);
120 const DelegatedFrameData* frame_data =
121 surface_frame->delegated_frame_data.get();
122
123 const RenderPass* quad_render_pass = nullptr;
124 for (const auto* render_pass : frame_data->render_pass_list) {
125 if (render_pass->id == render_quad->render_pass_id) {
126 quad_render_pass = render_pass;
127 break;
128 }
129 }
130
131 if (quad_render_pass &&
132 HittestInternal(surface_id, quad_render_pass,
133 point_in_target_space, out_surface_id,
134 out_transformed_point)) {
135 return true;
136 }
137 } else {
138 // We've hit a different type of quad in the current Surface,
139 // there's no need to iterate anymore, this is the quad that
140 // receives the event;
141 *out_surface_id = surface_id;
142 return true;
143 }
144 }
145 }
146 }
147 }
148
149 return false;
150 }
151 } // namespace cc
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