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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 |
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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/RenderPart.h" | 37 #include "core/rendering/RenderPart.h" |
38 #include "core/rendering/RenderView.h" | 38 #include "core/rendering/RenderView.h" |
39 #include "core/rendering/compositing/CompositedLayerMapping.h" | 39 #include "core/rendering/compositing/CompositedLayerMapping.h" |
| 40 #include "core/rendering/compositing/RenderLayerCompositor.h" |
40 #include "core/rendering/style/ShadowData.h" | 41 #include "core/rendering/style/ShadowData.h" |
41 #include "platform/graphics/Color.h" | 42 #include "platform/graphics/Color.h" |
42 #include "public/platform/Platform.h" | 43 #include "public/platform/Platform.h" |
43 #include "public/platform/WebAnimationCurve.h" | 44 #include "public/platform/WebAnimationCurve.h" |
44 #include "public/platform/WebCompositorSupport.h" | 45 #include "public/platform/WebCompositorSupport.h" |
45 #include "public/platform/WebFloatAnimationCurve.h" | 46 #include "public/platform/WebFloatAnimationCurve.h" |
46 #include "public/platform/WebFloatPoint.h" | 47 #include "public/platform/WebFloatPoint.h" |
47 #include "public/platform/WebRect.h" | 48 #include "public/platform/WebRect.h" |
48 #include "public/platform/WebSize.h" | 49 #include "public/platform/WebSize.h" |
49 #include "public/web/WebKit.h" | 50 #include "public/web/WebKit.h" |
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100 return m_clipLayer.get(); | 101 return m_clipLayer.get(); |
101 } | 102 } |
102 | 103 |
103 void LinkHighlight::releaseResources() | 104 void LinkHighlight::releaseResources() |
104 { | 105 { |
105 m_node.clear(); | 106 m_node.clear(); |
106 } | 107 } |
107 | 108 |
108 RenderLayer* LinkHighlight::computeEnclosingCompositingLayer() | 109 RenderLayer* LinkHighlight::computeEnclosingCompositingLayer() |
109 { | 110 { |
110 if (!m_node || !m_node->renderer()) | 111 RenderLayer* newRenderLayer; |
| 112 GraphicsLayer* newGraphicsLayer; |
| 113 if (!RenderLayerCompositor::computeEnclosingCompositingLayer(m_node.get(), n
ewRenderLayer, newGraphicsLayer)) |
111 return 0; | 114 return 0; |
112 | 115 |
113 // Find the nearest enclosing composited layer and attach to it. We may need
to cross frame boundaries | |
114 // to find a suitable layer. | |
115 RenderObject* renderer = m_node->renderer(); | |
116 RenderLayer* renderLayer; | |
117 do { | |
118 renderLayer = renderer->enclosingLayer()->enclosingLayerForPaintInvalida
tion(); | |
119 if (!renderLayer) { | |
120 renderer = renderer->frame()->ownerRenderer(); | |
121 if (!renderer) | |
122 return 0; | |
123 } | |
124 } while (!renderLayer); | |
125 | |
126 ASSERT(renderLayer->compositingState() != NotComposited); | |
127 | |
128 GraphicsLayer* newGraphicsLayer = renderLayer->graphicsLayerBacking(); | |
129 if (!newGraphicsLayer->drawsContent()) { | |
130 newGraphicsLayer = renderLayer->graphicsLayerBackingForScrolling(); | |
131 } | |
132 | |
133 m_clipLayer->setTransform(SkMatrix44(SkMatrix44::kIdentity_Constructor)); | 116 m_clipLayer->setTransform(SkMatrix44(SkMatrix44::kIdentity_Constructor)); |
134 | 117 |
135 if (m_currentGraphicsLayer != newGraphicsLayer) { | 118 if (m_currentGraphicsLayer != newGraphicsLayer) { |
136 if (m_currentGraphicsLayer) | 119 if (m_currentGraphicsLayer) |
137 clearGraphicsLayerLinkHighlightPointer(); | 120 clearGraphicsLayerLinkHighlightPointer(); |
138 | 121 |
139 m_currentGraphicsLayer = newGraphicsLayer; | 122 m_currentGraphicsLayer = newGraphicsLayer; |
140 m_currentGraphicsLayer->addLinkHighlight(this); | 123 m_currentGraphicsLayer->addLinkHighlight(this); |
141 } | 124 } |
142 | 125 |
143 return renderLayer; | 126 return newRenderLayer; |
144 } | |
145 | |
146 static void convertTargetSpaceQuadToCompositedLayer(const FloatQuad& targetSpace
Quad, RenderObject* targetRenderer, RenderObject* compositedRenderer, FloatQuad&
compositedSpaceQuad) | |
147 { | |
148 ASSERT(targetRenderer); | |
149 ASSERT(compositedRenderer); | |
150 | |
151 for (unsigned i = 0; i < 4; ++i) { | |
152 IntPoint point; | |
153 switch (i) { | |
154 case 0: point = roundedIntPoint(targetSpaceQuad.p1()); break; | |
155 case 1: point = roundedIntPoint(targetSpaceQuad.p2()); break; | |
156 case 2: point = roundedIntPoint(targetSpaceQuad.p3()); break; | |
157 case 3: point = roundedIntPoint(targetSpaceQuad.p4()); break; | |
158 } | |
159 | |
160 point = targetRenderer->frame()->view()->contentsToWindow(point); | |
161 point = compositedRenderer->frame()->view()->windowToContents(point); | |
162 FloatPoint floatPoint = compositedRenderer->absoluteToLocal(point, UseTr
ansforms); | |
163 | |
164 switch (i) { | |
165 case 0: compositedSpaceQuad.setP1(floatPoint); break; | |
166 case 1: compositedSpaceQuad.setP2(floatPoint); break; | |
167 case 2: compositedSpaceQuad.setP3(floatPoint); break; | |
168 case 3: compositedSpaceQuad.setP4(floatPoint); break; | |
169 } | |
170 } | |
171 } | 127 } |
172 | 128 |
173 static void addQuadToPath(const FloatQuad& quad, Path& path) | 129 static void addQuadToPath(const FloatQuad& quad, Path& path) |
174 { | 130 { |
175 // FIXME: Make this create rounded quad-paths, just like the axis-aligned ca
se. | 131 // FIXME: Make this create rounded quad-paths, just like the axis-aligned ca
se. |
176 path.moveTo(quad.p1()); | 132 path.moveTo(quad.p1()); |
177 path.addLineTo(quad.p2()); | 133 path.addLineTo(quad.p2()); |
178 path.addLineTo(quad.p3()); | 134 path.addLineTo(quad.p3()); |
179 path.addLineTo(quad.p4()); | 135 path.addLineTo(quad.p4()); |
180 path.closeSubpath(); | 136 path.closeSubpath(); |
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216 // Adjust for offset between target graphics layer and the node's renderer. | 172 // Adjust for offset between target graphics layer and the node's renderer. |
217 FloatPoint positionAdjust = IntPoint(m_currentGraphicsLayer->offsetFromRende
rer()); | 173 FloatPoint positionAdjust = IntPoint(m_currentGraphicsLayer->offsetFromRende
rer()); |
218 | 174 |
219 Path newPath; | 175 Path newPath; |
220 for (size_t quadIndex = 0; quadIndex < quads.size(); ++quadIndex) { | 176 for (size_t quadIndex = 0; quadIndex < quads.size(); ++quadIndex) { |
221 FloatQuad absoluteQuad = quads[quadIndex]; | 177 FloatQuad absoluteQuad = quads[quadIndex]; |
222 absoluteQuad.move(-positionAdjust.x(), -positionAdjust.y()); | 178 absoluteQuad.move(-positionAdjust.x(), -positionAdjust.y()); |
223 | 179 |
224 // Transform node quads in target absolute coords to local coordinates i
n the compositor layer. | 180 // Transform node quads in target absolute coords to local coordinates i
n the compositor layer. |
225 FloatQuad transformedQuad; | 181 FloatQuad transformedQuad; |
226 convertTargetSpaceQuadToCompositedLayer(absoluteQuad, m_node->renderer()
, compositingLayer->renderer(), transformedQuad); | 182 RenderLayerCompositor::convertTargetSpaceQuadToCompositedLayer(absoluteQ
uad, m_node->renderer(), compositingLayer->renderer(), transformedQuad); |
227 | 183 |
228 // FIXME: for now, we'll only use rounded paths if we have a single node
quad. The reason for this is that | 184 // FIXME: for now, we'll only use rounded paths if we have a single node
quad. The reason for this is that |
229 // we may sometimes get a chain of adjacent boxes (e.g. for text nodes)
which end up looking like sausage | 185 // we may sometimes get a chain of adjacent boxes (e.g. for text nodes)
which end up looking like sausage |
230 // links: these should ideally be merged into a single rect before creat
ing the path, but that's | 186 // links: these should ideally be merged into a single rect before creat
ing the path, but that's |
231 // another CL. | 187 // another CL. |
232 if (quads.size() == 1 && transformedQuad.isRectilinear()) { | 188 if (quads.size() == 1 && transformedQuad.isRectilinear()) { |
233 FloatSize rectRoundingRadii(3, 3); | 189 FloatSize rectRoundingRadii(3, 3); |
234 newPath.addRoundedRect(transformedQuad.boundingBox(), rectRoundingRa
dii); | 190 newPath.addRoundedRect(transformedQuad.boundingBox(), rectRoundingRa
dii); |
235 } else | 191 } else |
236 addQuadToPath(transformedQuad, newPath); | 192 addQuadToPath(transformedQuad, newPath); |
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352 // Make sure we update geometry on the next callback from WebViewImpl::layou
t(). | 308 // Make sure we update geometry on the next callback from WebViewImpl::layou
t(). |
353 m_geometryNeedsUpdate = true; | 309 m_geometryNeedsUpdate = true; |
354 } | 310 } |
355 | 311 |
356 WebLayer* LinkHighlight::layer() | 312 WebLayer* LinkHighlight::layer() |
357 { | 313 { |
358 return clipLayer(); | 314 return clipLayer(); |
359 } | 315 } |
360 | 316 |
361 } // namespace WeKit | 317 } // namespace WeKit |
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