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| 1 /* | 1 /* |
| 2 * Copyright (C) 2012 Google Inc. All rights reserved. | 2 * Copyright (C) 2012 Google Inc. All rights reserved. |
| 3 * | 3 * |
| 4 * Redistribution and use in source and binary forms, with or without | 4 * Redistribution and use in source and binary forms, with or without |
| 5 * modification, are permitted provided that the following conditions | 5 * modification, are permitted provided that the following conditions |
| 6 * are met: | 6 * are met: |
| 7 * | 7 * |
| 8 * 1. Redistributions of source code must retain the above copyright | 8 * 1. Redistributions of source code must retain the above copyright |
| 9 * notice, this list of conditions and the following disclaimer. | 9 * notice, this list of conditions and the following disclaimer. |
| 10 * 2. Redistributions in binary form must reproduce the above copyright | 10 * 2. Redistributions in binary form must reproduce the above copyright |
| (...skipping 18 matching lines...) Expand all Loading... | |
| 29 | 29 |
| 30 #include "SkMatrix44.h" | 30 #include "SkMatrix44.h" |
| 31 #include "core/dom/Node.h" | 31 #include "core/dom/Node.h" |
| 32 #include "core/frame/FrameView.h" | 32 #include "core/frame/FrameView.h" |
| 33 #include "core/frame/LocalFrame.h" | 33 #include "core/frame/LocalFrame.h" |
| 34 #include "core/rendering/RenderLayer.h" | 34 #include "core/rendering/RenderLayer.h" |
| 35 #include "core/rendering/RenderLayerModelObject.h" | 35 #include "core/rendering/RenderLayerModelObject.h" |
| 36 #include "core/rendering/RenderObject.h" | 36 #include "core/rendering/RenderObject.h" |
| 37 #include "core/rendering/RenderView.h" | 37 #include "core/rendering/RenderView.h" |
| 38 #include "core/rendering/compositing/CompositedLayerMapping.h" | 38 #include "core/rendering/compositing/CompositedLayerMapping.h" |
| 39 #include "core/rendering/compositing/RenderLayerCompositor.h" | |
| 39 #include "core/rendering/style/ShadowData.h" | 40 #include "core/rendering/style/ShadowData.h" |
| 40 #include "platform/graphics/Color.h" | 41 #include "platform/graphics/Color.h" |
| 41 #include "public/platform/Platform.h" | 42 #include "public/platform/Platform.h" |
| 42 #include "public/platform/WebAnimationCurve.h" | 43 #include "public/platform/WebAnimationCurve.h" |
| 43 #include "public/platform/WebCompositorSupport.h" | 44 #include "public/platform/WebCompositorSupport.h" |
| 44 #include "public/platform/WebFloatAnimationCurve.h" | 45 #include "public/platform/WebFloatAnimationCurve.h" |
| 45 #include "public/platform/WebFloatPoint.h" | 46 #include "public/platform/WebFloatPoint.h" |
| 46 #include "public/platform/WebRect.h" | 47 #include "public/platform/WebRect.h" |
| 47 #include "public/platform/WebSize.h" | 48 #include "public/platform/WebSize.h" |
| 48 #include "public/web/WebKit.h" | 49 #include "public/web/WebKit.h" |
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| 97 WebLayer* LinkHighlight::clipLayer() | 98 WebLayer* LinkHighlight::clipLayer() |
| 98 { | 99 { |
| 99 return m_clipLayer.get(); | 100 return m_clipLayer.get(); |
| 100 } | 101 } |
| 101 | 102 |
| 102 void LinkHighlight::releaseResources() | 103 void LinkHighlight::releaseResources() |
| 103 { | 104 { |
| 104 m_node.clear(); | 105 m_node.clear(); |
| 105 } | 106 } |
| 106 | 107 |
| 107 RenderLayer* LinkHighlight::computeEnclosingCompositingLayer() | 108 RenderLayer* LinkHighlight::computeEnclosingCompositingLayer() |
|
abarth-chromium
2014/06/13 21:38:15
LinkHighlight is hacked into the system. It's not
jdduke (slow)
2014/06/20 17:15:59
OK, I was pointed to LinkHighlight as a model of h
| |
| 108 { | 109 { |
| 109 if (!m_node || !m_node->renderer()) | 110 RenderLayer* newRenderLayer; |
| 111 GraphicsLayer* newGraphicsLayer; | |
| 112 if (!RenderLayerCompositor::computeEnclosingCompositingLayer(m_node.get(), n ewRenderLayer, newGraphicsLayer)) | |
| 110 return 0; | 113 return 0; |
| 111 | 114 |
| 112 // Find the nearest enclosing composited layer and attach to it. We may need to cross frame boundaries | |
| 113 // to find a suitable layer. | |
| 114 RenderObject* renderer = m_node->renderer(); | |
| 115 RenderLayer* renderLayer; | |
| 116 do { | |
| 117 renderLayer = renderer->enclosingLayer()->enclosingCompositingLayerForRe paint(); | |
| 118 if (!renderLayer) { | |
| 119 renderer = renderer->frame()->ownerRenderer(); | |
| 120 if (!renderer) | |
| 121 return 0; | |
| 122 } | |
| 123 } while (!renderLayer); | |
| 124 | |
| 125 CompositedLayerMappingPtr compositedLayerMapping = renderLayer->compositingS tate() == PaintsIntoGroupedBacking ? renderLayer->groupedMapping() : renderLayer ->compositedLayerMapping(); | |
| 126 GraphicsLayer* newGraphicsLayer = renderLayer->compositingState() == PaintsI ntoGroupedBacking ? compositedLayerMapping->squashingLayer() : compositedLayerMa pping->mainGraphicsLayer(); | |
| 127 | |
| 128 m_clipLayer->setTransform(SkMatrix44(SkMatrix44::kIdentity_Constructor)); | 115 m_clipLayer->setTransform(SkMatrix44(SkMatrix44::kIdentity_Constructor)); |
| 129 | 116 |
| 130 if (!newGraphicsLayer->drawsContent()) { | |
| 131 if (renderLayer->scrollableArea() && renderLayer->scrollableArea()->uses CompositedScrolling()) { | |
| 132 ASSERT(renderLayer->hasCompositedLayerMapping() && renderLayer->comp ositedLayerMapping()->scrollingContentsLayer()); | |
| 133 newGraphicsLayer = compositedLayerMapping->scrollingContentsLayer(); | |
| 134 } | |
| 135 } | |
| 136 | |
| 137 if (m_currentGraphicsLayer != newGraphicsLayer) { | 117 if (m_currentGraphicsLayer != newGraphicsLayer) { |
| 138 if (m_currentGraphicsLayer) | 118 if (m_currentGraphicsLayer) |
| 139 clearGraphicsLayerLinkHighlightPointer(); | 119 clearGraphicsLayerLinkHighlightPointer(); |
| 140 | 120 |
| 141 m_currentGraphicsLayer = newGraphicsLayer; | 121 m_currentGraphicsLayer = newGraphicsLayer; |
| 142 m_currentGraphicsLayer->addLinkHighlight(this); | 122 m_currentGraphicsLayer->addLinkHighlight(this); |
| 143 } | 123 } |
| 144 | 124 |
| 145 return renderLayer; | 125 return newRenderLayer; |
| 146 } | |
| 147 | |
| 148 static void convertTargetSpaceQuadToCompositedLayer(const FloatQuad& targetSpace Quad, RenderObject* targetRenderer, RenderObject* compositedRenderer, FloatQuad& compositedSpaceQuad) | |
| 149 { | |
| 150 ASSERT(targetRenderer); | |
| 151 ASSERT(compositedRenderer); | |
| 152 | |
| 153 for (unsigned i = 0; i < 4; ++i) { | |
| 154 IntPoint point; | |
| 155 switch (i) { | |
| 156 case 0: point = roundedIntPoint(targetSpaceQuad.p1()); break; | |
| 157 case 1: point = roundedIntPoint(targetSpaceQuad.p2()); break; | |
| 158 case 2: point = roundedIntPoint(targetSpaceQuad.p3()); break; | |
| 159 case 3: point = roundedIntPoint(targetSpaceQuad.p4()); break; | |
| 160 } | |
| 161 | |
| 162 point = targetRenderer->frame()->view()->contentsToWindow(point); | |
| 163 point = compositedRenderer->frame()->view()->windowToContents(point); | |
| 164 FloatPoint floatPoint = compositedRenderer->absoluteToLocal(point, UseTr ansforms); | |
| 165 | |
| 166 switch (i) { | |
| 167 case 0: compositedSpaceQuad.setP1(floatPoint); break; | |
| 168 case 1: compositedSpaceQuad.setP2(floatPoint); break; | |
| 169 case 2: compositedSpaceQuad.setP3(floatPoint); break; | |
| 170 case 3: compositedSpaceQuad.setP4(floatPoint); break; | |
| 171 } | |
| 172 } | |
| 173 } | 126 } |
| 174 | 127 |
| 175 static void addQuadToPath(const FloatQuad& quad, Path& path) | 128 static void addQuadToPath(const FloatQuad& quad, Path& path) |
| 176 { | 129 { |
| 177 // FIXME: Make this create rounded quad-paths, just like the axis-aligned ca se. | 130 // FIXME: Make this create rounded quad-paths, just like the axis-aligned ca se. |
| 178 path.moveTo(quad.p1()); | 131 path.moveTo(quad.p1()); |
| 179 path.addLineTo(quad.p2()); | 132 path.addLineTo(quad.p2()); |
| 180 path.addLineTo(quad.p3()); | 133 path.addLineTo(quad.p3()); |
| 181 path.addLineTo(quad.p4()); | 134 path.addLineTo(quad.p4()); |
| 182 path.closeSubpath(); | 135 path.closeSubpath(); |
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| 218 // Adjust for offset between target graphics layer and the node's renderer. | 171 // Adjust for offset between target graphics layer and the node's renderer. |
| 219 FloatPoint positionAdjust = IntPoint(m_currentGraphicsLayer->offsetFromRende rer()); | 172 FloatPoint positionAdjust = IntPoint(m_currentGraphicsLayer->offsetFromRende rer()); |
| 220 | 173 |
| 221 Path newPath; | 174 Path newPath; |
| 222 for (size_t quadIndex = 0; quadIndex < quads.size(); ++quadIndex) { | 175 for (size_t quadIndex = 0; quadIndex < quads.size(); ++quadIndex) { |
| 223 FloatQuad absoluteQuad = quads[quadIndex]; | 176 FloatQuad absoluteQuad = quads[quadIndex]; |
| 224 absoluteQuad.move(-positionAdjust.x(), -positionAdjust.y()); | 177 absoluteQuad.move(-positionAdjust.x(), -positionAdjust.y()); |
| 225 | 178 |
| 226 // Transform node quads in target absolute coords to local coordinates i n the compositor layer. | 179 // Transform node quads in target absolute coords to local coordinates i n the compositor layer. |
| 227 FloatQuad transformedQuad; | 180 FloatQuad transformedQuad; |
| 228 convertTargetSpaceQuadToCompositedLayer(absoluteQuad, m_node->renderer() , compositingLayer->renderer(), transformedQuad); | 181 RenderLayerCompositor::convertTargetSpaceQuadToCompositedLayer(absoluteQ uad, m_node->renderer(), compositingLayer->renderer(), transformedQuad); |
| 229 | 182 |
| 230 // FIXME: for now, we'll only use rounded paths if we have a single node quad. The reason for this is that | 183 // FIXME: for now, we'll only use rounded paths if we have a single node quad. The reason for this is that |
| 231 // we may sometimes get a chain of adjacent boxes (e.g. for text nodes) which end up looking like sausage | 184 // we may sometimes get a chain of adjacent boxes (e.g. for text nodes) which end up looking like sausage |
| 232 // links: these should ideally be merged into a single rect before creat ing the path, but that's | 185 // links: these should ideally be merged into a single rect before creat ing the path, but that's |
| 233 // another CL. | 186 // another CL. |
| 234 if (quads.size() == 1 && transformedQuad.isRectilinear()) { | 187 if (quads.size() == 1 && transformedQuad.isRectilinear()) { |
| 235 FloatSize rectRoundingRadii(3, 3); | 188 FloatSize rectRoundingRadii(3, 3); |
| 236 newPath.addRoundedRect(transformedQuad.boundingBox(), rectRoundingRa dii); | 189 newPath.addRoundedRect(transformedQuad.boundingBox(), rectRoundingRa dii); |
| 237 } else | 190 } else |
| 238 addQuadToPath(transformedQuad, newPath); | 191 addQuadToPath(transformedQuad, newPath); |
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| 354 // Make sure we update geometry on the next callback from WebViewImpl::layou t(). | 307 // Make sure we update geometry on the next callback from WebViewImpl::layou t(). |
| 355 m_geometryNeedsUpdate = true; | 308 m_geometryNeedsUpdate = true; |
| 356 } | 309 } |
| 357 | 310 |
| 358 WebLayer* LinkHighlight::layer() | 311 WebLayer* LinkHighlight::layer() |
| 359 { | 312 { |
| 360 return clipLayer(); | 313 return clipLayer(); |
| 361 } | 314 } |
| 362 | 315 |
| 363 } // namespace WeKit | 316 } // namespace WeKit |
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