| Index: sky/engine/core/rendering/RenderLayer.cpp
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| diff --git a/sky/engine/core/rendering/RenderLayer.cpp b/sky/engine/core/rendering/RenderLayer.cpp
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| index 37a3337f4332d393b09f653929a3195b6351c9c9..ed1bfc539649da1b32820049e0e325aa6b68114b 100644
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| --- a/sky/engine/core/rendering/RenderLayer.cpp
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| +++ b/sky/engine/core/rendering/RenderLayer.cpp
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| @@ -788,281 +788,6 @@ void RenderLayer::restoreClip(GraphicsContext* context, const LayoutRect& paintD
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| context->restore();
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| }
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|
|
| -Node* RenderLayer::enclosingElement() const
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| -{
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| - for (RenderObject* r = renderer(); r; r = r->parent()) {
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| - if (Node* e = r->node())
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| - return e;
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| - }
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| - ASSERT_NOT_REACHED();
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| - return 0;
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| -}
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| -
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| -// Compute the z-offset of the point in the transformState.
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| -// This is effectively projecting a ray normal to the plane of ancestor, finding where that
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| -// ray intersects target, and computing the z delta between those two points.
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| -static double computeZOffset(const HitTestingTransformState& transformState)
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| -{
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| - // We got an affine transform, so no z-offset
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| - if (transformState.m_accumulatedTransform.isAffine())
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| - return 0;
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| -
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| - // Flatten the point into the target plane
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| - FloatPoint targetPoint = transformState.mappedPoint();
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| -
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| - // Now map the point back through the transform, which computes Z.
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| - FloatPoint3D backmappedPoint = transformState.m_accumulatedTransform.mapPoint(FloatPoint3D(targetPoint));
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| - return backmappedPoint.z();
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| -}
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| -
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| -PassRefPtr<HitTestingTransformState> RenderLayer::createLocalTransformState(RenderLayer* rootLayer, RenderLayer* containerLayer,
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| - const LayoutRect& hitTestRect, const HitTestLocation& hitTestLocation,
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| - const HitTestingTransformState* containerTransformState,
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| - const LayoutPoint& translationOffset) const
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| -{
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| - RefPtr<HitTestingTransformState> transformState;
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| - LayoutPoint offset;
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| - if (containerTransformState) {
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| - // If we're already computing transform state, then it's relative to the container (which we know is non-null).
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| - transformState = HitTestingTransformState::create(*containerTransformState);
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| - convertToLayerCoords(containerLayer, offset);
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| - } else {
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| - // If this is the first time we need to make transform state, then base it off of hitTestLocation,
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| - // which is relative to rootLayer.
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| - transformState = HitTestingTransformState::create(hitTestLocation.transformedPoint(), hitTestLocation.transformedRect(), FloatQuad(hitTestRect));
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| - convertToLayerCoords(rootLayer, offset);
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| - }
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| - offset.moveBy(translationOffset);
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| -
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| - RenderObject* containerRenderer = containerLayer ? containerLayer->renderer() : 0;
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| - if (renderer()->shouldUseTransformFromContainer(containerRenderer)) {
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| - TransformationMatrix containerTransform;
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| - renderer()->getTransformFromContainer(containerRenderer, toLayoutSize(offset), containerTransform);
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| - transformState->applyTransform(containerTransform, HitTestingTransformState::AccumulateTransform);
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| - } else {
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| - transformState->translate(offset.x(), offset.y(), HitTestingTransformState::AccumulateTransform);
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| - }
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| -
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| - return transformState;
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| -}
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| -
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| -
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| -static bool isHitCandidate(bool canDepthSort, double* zOffset, const HitTestingTransformState* transformState)
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| -{
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| - // The hit layer is depth-sorting with other layers, so just say that it was hit.
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| - if (canDepthSort)
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| - return true;
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| -
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| - // We need to look at z-depth to decide if this layer was hit.
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| - if (zOffset) {
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| - ASSERT(transformState);
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| - // This is actually computing our z, but that's OK because the hitLayer is coplanar with us.
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| - double childZOffset = computeZOffset(*transformState);
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| - if (childZOffset > *zOffset) {
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| - *zOffset = childZOffset;
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| - return true;
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| - }
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| - return false;
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| - }
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| -
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| - return true;
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| -}
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| -
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| -// hitTestLocation and hitTestRect are relative to rootLayer.
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| -// A 'flattening' layer is one preserves3D() == false.
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| -// transformState.m_accumulatedTransform holds the transform from the containing flattening layer.
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| -// transformState.m_lastPlanarPoint is the hitTestLocation in the plane of the containing flattening layer.
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| -// transformState.m_lastPlanarQuad is the hitTestRect as a quad in the plane of the containing flattening layer.
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| -//
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| -// If zOffset is non-null (which indicates that the caller wants z offset information),
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| -// *zOffset on return is the z offset of the hit point relative to the containing flattening layer.
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| -bool RenderLayer::hitTestLayer(RenderLayer* rootLayer, RenderLayer* containerLayer, const HitTestRequest& request, HitTestResult& result,
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| - const LayoutRect& hitTestRect, const HitTestLocation& hitTestLocation,
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| - const HitTestingTransformState* transformState, double* zOffset)
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| -{
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| - if (!isSelfPaintingLayer() && !hasSelfPaintingLayerDescendant())
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| - return 0;
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| -
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| - // The natural thing would be to keep HitTestingTransformState on the stack, but it's big, so we heap-allocate.
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| - RefPtr<HitTestingTransformState> localTransformState;
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| -
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| - LayoutRect localHitTestRect = hitTestRect;
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| - HitTestLocation localHitTestLocation = hitTestLocation;
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| -
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| - // We need transform state for the first time, or to offset the container state, or to accumulate the new transform.
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| - if (transform() || transformState || m_has3DTransformedDescendant || preserves3D())
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| - localTransformState = createLocalTransformState(rootLayer, containerLayer, localHitTestRect, localHitTestLocation, transformState);
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| -
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| - // Apply a transform if we have one.
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| - if (transform()) {
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| - // Make sure the parent's clip rects have been calculated.
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| - if (parent()) {
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| - ClipRect clipRect = clipper().backgroundClipRect(ClipRectsContext(rootLayer, RootRelativeClipRects));
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| - // Go ahead and test the enclosing clip now.
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| - if (!clipRect.intersects(localHitTestLocation))
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| - return 0;
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| - }
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| -
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| - // If the transform can't be inverted, then don't hit test this layer at all.
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| - if (!localTransformState->m_accumulatedTransform.isInvertible())
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| - return 0;
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| -
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| - // Compute the point and the hit test rect in the coords of this layer by using the values
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| - // from the transformState, which store the point and quad in the coords of the last flattened
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| - // layer, and the accumulated transform which lets up map through preserve-3d layers.
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| - //
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| - // We can't just map hitTestLocation and hitTestRect because they may have been flattened (losing z)
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| - // by our container.
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| - FloatPoint localPoint = localTransformState->mappedPoint();
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| - FloatQuad localPointQuad = localTransformState->mappedQuad();
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| - localHitTestRect = localTransformState->boundsOfMappedArea();
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| - if (localHitTestLocation.isRectBasedTest())
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| - localHitTestLocation = HitTestLocation(localPoint, localPointQuad);
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| - else
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| - localHitTestLocation = HitTestLocation(localPoint);
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| -
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| - // Now do a hit test with the root layer shifted to be us.
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| - rootLayer = this;
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| - }
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| -
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| - // Ensure our lists and 3d status are up-to-date.
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| - m_stackingNode->updateLayerListsIfNeeded();
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| - update3DTransformedDescendantStatus();
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| -
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| - // Check for hit test on backface if backface-visibility is 'hidden'
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| - if (localTransformState && renderer()->style()->backfaceVisibility() == BackfaceVisibilityHidden) {
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| - TransformationMatrix invertedMatrix = localTransformState->m_accumulatedTransform.inverse();
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| - // If the z-vector of the matrix is negative, the back is facing towards the viewer.
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| - if (invertedMatrix.m33() < 0)
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| - return 0;
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| - }
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| -
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| - RefPtr<HitTestingTransformState> unflattenedTransformState = localTransformState;
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| - if (localTransformState && !preserves3D()) {
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| - // Keep a copy of the pre-flattening state, for computing z-offsets for the container
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| - unflattenedTransformState = HitTestingTransformState::create(*localTransformState);
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| - // This layer is flattening, so flatten the state passed to descendants.
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| - localTransformState->flatten();
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| - }
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| -
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| - // The following are used for keeping track of the z-depth of the hit point of 3d-transformed
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| - // descendants.
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| - double localZOffset = -std::numeric_limits<double>::infinity();
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| - double* zOffsetForDescendantsPtr = 0;
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| - double* zOffsetForContentsPtr = 0;
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| -
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| - bool depthSortDescendants = false;
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| - if (preserves3D()) {
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| - depthSortDescendants = true;
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| - // Our layers can depth-test with our container, so share the z depth pointer with the container, if it passed one down.
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| - zOffsetForDescendantsPtr = zOffset ? zOffset : &localZOffset;
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| - zOffsetForContentsPtr = zOffset ? zOffset : &localZOffset;
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| - } else if (zOffset) {
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| - zOffsetForDescendantsPtr = 0;
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| - // Container needs us to give back a z offset for the hit layer.
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| - zOffsetForContentsPtr = zOffset;
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| - }
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| -
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| - // Begin by walking our list of positive layers from highest z-index down to the lowest z-index.
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| - bool hitLayer = hitTestChildren(PositiveZOrderChildren, rootLayer, request, result, localHitTestRect, localHitTestLocation,
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| - localTransformState.get(), zOffsetForDescendantsPtr, zOffset, unflattenedTransformState.get(), depthSortDescendants);
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| - if (hitLayer && !depthSortDescendants)
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| - return true;
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| -
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| - // Now check our overflow objects.
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| - hitLayer = hitTestChildren(NormalFlowChildren, rootLayer, request, result, localHitTestRect, localHitTestLocation,
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| - localTransformState.get(), zOffsetForDescendantsPtr, zOffset, unflattenedTransformState.get(), depthSortDescendants);
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| - if (hitLayer && !depthSortDescendants)
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| - return true;
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| -
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| - LayoutRect layerBounds;
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| - // FIXME(sky): Remove foregroundRect. It's unused.
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| - ClipRect contentRect, foregroundRect;
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| - ClipRectsContext clipRectsContext(rootLayer, RootRelativeClipRects);
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| - clipper().calculateRects(clipRectsContext, localHitTestRect, layerBounds, contentRect, foregroundRect);
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| -
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| - // Next we want to see if the mouse pos is inside the child RenderObjects of the layer.
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| - if (isSelfPaintingLayer() && contentRect.intersects(localHitTestLocation)) {
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| - // Hit test with a temporary HitTestResult, because we only want to commit to 'result' if we know we're frontmost.
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| - HitTestResult tempResult(result.hitTestLocation());
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| - if (hitTestContents(request, tempResult, layerBounds, localHitTestLocation)
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| - && isHitCandidate(false, zOffsetForContentsPtr, unflattenedTransformState.get())) {
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| - if (result.isRectBasedTest())
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| - result.append(tempResult);
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| - else
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| - result = tempResult;
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| - if (!depthSortDescendants)
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| - return true;
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| - // Foreground can depth-sort with descendant layers, so keep this as a candidate.
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| - hitLayer = true;
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| - } else if (result.isRectBasedTest()) {
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| - result.append(tempResult);
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| - }
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| - }
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| -
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| - return hitLayer;
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| -}
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| -
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| -bool RenderLayer::hitTestContents(const HitTestRequest& request, HitTestResult& result, const LayoutRect& layerBounds, const HitTestLocation& hitTestLocation) const
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| -{
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| - ASSERT(isSelfPaintingLayer() || hasSelfPaintingLayerDescendant());
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| -
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| - if (!renderer()->hitTest(request, result, hitTestLocation, toLayoutPoint(layerBounds.location() - renderBoxLocation()))) {
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| - // It's wrong to set innerNode, but then claim that you didn't hit anything, unless it is
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| - // a rect-based test.
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| - ASSERT(!result.innerNode() || (result.isRectBasedTest() && result.rectBasedTestResult().size()));
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| - return false;
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| - }
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| -
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| - // For positioned generated content, we might still not have a
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| - // node by the time we get to the layer level, since none of
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| - // the content in the layer has an element. So just walk up
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| - // the tree.
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| - if (!result.innerNode() || !result.innerNonSharedNode()) {
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| - Node* e = enclosingElement();
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| - if (!result.innerNode())
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| - result.setInnerNode(e);
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| - if (!result.innerNonSharedNode())
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| - result.setInnerNonSharedNode(e);
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| - }
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| -
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| - return true;
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| -}
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| -
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| -bool RenderLayer::hitTestChildren(ChildrenIteration childrentoVisit, RenderLayer* rootLayer,
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| - const HitTestRequest& request, HitTestResult& result,
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| - const LayoutRect& hitTestRect, const HitTestLocation& hitTestLocation,
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| - const HitTestingTransformState* transformState,
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| - double* zOffsetForDescendants, double* zOffset,
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| - const HitTestingTransformState* unflattenedTransformState,
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| - bool depthSortDescendants)
|
| -{
|
| - if (!hasSelfPaintingLayerDescendant())
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| - return 0;
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| -
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| - bool hitLayer = false;
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| - RenderLayerStackingNodeReverseIterator iterator(*m_stackingNode, childrentoVisit);
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| - while (RenderLayerStackingNode* child = iterator.next()) {
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| - RenderLayer* childLayer = child->layer();
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| - HitTestResult tempResult(result.hitTestLocation());
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| - hitLayer |= childLayer->hitTestLayer(rootLayer, this, request, tempResult, hitTestRect, hitTestLocation, transformState, zOffsetForDescendants);
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| -
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| - // If it a rect-based test, we can safely append the temporary result since it might had hit
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| - // nodes but not necesserily had hitLayer set.
|
| - if (result.isRectBasedTest())
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| - result.append(tempResult);
|
| -
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| - if (hitLayer && isHitCandidate(depthSortDescendants, zOffset, unflattenedTransformState)) {
|
| - if (!result.isRectBasedTest())
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| - result = tempResult;
|
| - if (!depthSortDescendants)
|
| - break;
|
| - }
|
| - }
|
| -
|
| - return hitLayer;
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| -}
|
| -
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| bool RenderLayer::intersectsDamageRect(const LayoutRect& layerBounds, const LayoutRect& damageRect, const RenderLayer* rootLayer, const LayoutPoint* offsetFromRoot) const
|
| {
|
| // Always examine the canvas and the root.
|
|
|