RenderView.cpp   [plain text]


/**
 * This file is part of the HTML widget for KDE.
 *
 * Copyright (C) 1999 Lars Knoll (knoll@kde.org)
 * Copyright (C) 2004, 2005, 2006 Apple Computer, Inc.
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Library General Public
 * License as published by the Free Software Foundation; either
 * version 2 of the License, or (at your option) any later version.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Library General Public License for more details.
 *
 * You should have received a copy of the GNU Library General Public License
 * along with this library; see the file COPYING.LIB.  If not, write to
 * the Free Software Foundation, Inc., 59 Temple Place - Suite 330,
 * Boston, MA 02111-1307, USA.
 */

#include "config.h"
#include "RenderView.h"

#include "Document.h"
#include "Element.h"
#include "FrameView.h"
#include "GraphicsContext.h"

namespace WebCore {

//#define BOX_DEBUG

RenderView::RenderView(Node* node, FrameView *view)
    : RenderBlock(node)
{
    // Clear our anonymous bit, set because RenderObject assumes
    // any renderer with document as the node is anonymous.
    setIsAnonymous(false);
        
    // init RenderObject attributes
    setInline(false);

    m_frameView = view;
    // try to contrain the width to the views width

    m_minWidth = 0;
    m_height = 0;

    m_width = m_minWidth;
    m_maxWidth = m_minWidth;

    setPositioned(true); // to 0,0 :)

    m_printingMode = false;
    m_printImages = true;

    m_maximalOutlineSize = 0;
    
    m_selectionStart = 0;
    m_selectionEnd = 0;
    m_selectionStartPos = -1;
    m_selectionEndPos = -1;

    // Create a new root layer for our layer hierarchy.
    m_layer = new (node->document()->renderArena()) RenderLayer(this);
    
    m_flexBoxInFirstLayout = 0;
}

RenderView::~RenderView()
{
}

void RenderView::calcHeight()
{
    if (!m_printingMode && m_frameView)
        m_height = m_frameView->visibleHeight();
}

void RenderView::calcWidth()
{
    if (!m_printingMode && m_frameView)
        m_width = m_frameView->visibleWidth();
    m_marginLeft = 0;
    m_marginRight = 0;
}

void RenderView::calcMinMaxWidth()
{
    ASSERT( !minMaxKnown() );

    RenderBlock::calcMinMaxWidth();

    m_maxWidth = m_minWidth;

    setMinMaxKnown();
}

void RenderView::layout()
{
    if (m_printingMode)
        m_minWidth = m_width;

    // FIXME: This is all just a terrible workaround for bugs in layout when the view height changes.  
    // Find a better way to detect view height changes.  We're guessing that if we don't need layout that the reason
    // we were called is because of a FrameView bounds change.
    if (!needsLayout()) {
        setChildNeedsLayout(true, false);
        setMinMaxKnown(false);
        for (RenderObject *c = firstChild(); c; c = c->nextSibling())
            c->setChildNeedsLayout(true, false);
    }

    if (recalcMinMax())
        recalcMinMaxWidths();

    RenderBlock::layout();

    int docw = docWidth();
    int doch = docHeight();

    if (!m_printingMode) {
        setWidth(m_frameView->visibleWidth());
        setHeight(m_frameView->visibleHeight());
    }

    // ### we could maybe do the call below better and only pass true if the docsize changed.
    layoutPositionedObjects( true );

    layer()->setHeight(max(doch, m_height));
    layer()->setWidth(max(docw, m_width));
    
    setNeedsLayout(false);
}

bool RenderView::absolutePosition(int &xPos, int &yPos, bool f)
{
    if ( f && m_frameView) {
        xPos = m_frameView->contentsX();
        yPos = m_frameView->contentsY();
    } else
        xPos = yPos = 0;
    return true;
}

void RenderView::paint(PaintInfo& i, int _tx, int _ty)
{
#ifdef DEBUG_LAYOUT
    kdDebug( 6040 ) << renderName() << "(RenderView) " << this << " ::paintObject() w/h = (" << width() << "/" << height() << ")" << endl;
#endif
    
    // Cache the print rect because the dirty rect could get changed during painting.
    if (m_printingMode)
        setPrintRect(i.r);
    
    // 1. paint background, borders etc
    if (i.phase == PaintPhaseBlockBackground) {
        paintBoxDecorations(i, _tx, _ty);
        return;
    }
    
    // 2. paint contents
    for (RenderObject *child = firstChild(); child; child = child->nextSibling())
        if (!child->layer() && !child->isFloating())
            child->paint(i, _tx, _ty);

    if (m_frameView) {
        _tx += m_frameView->contentsX();
        _ty += m_frameView->contentsY();
    }
    
    // 3. paint floats.
    if (i.phase == PaintPhaseFloat)
        paintFloats(i, _tx, _ty);
        
#ifdef BOX_DEBUG
    outlineBox(i.p, _tx, _ty);
#endif
}

void RenderView::paintBoxDecorations(PaintInfo& i, int _tx, int _ty)
{
    // Check to see if we are enclosed by a transparent layer.  If so, we cannot blit
    // when scrolling, and we need to use slow repaints.
    Element* elt = element()->document()->ownerElement();
    if (view() && elt) {
        RenderLayer* layer = elt->renderer()->enclosingLayer();
        if (layer->isTransparent() || layer->transparentAncestor())
            frameView()->useSlowRepaints();
    }
    
    if ((firstChild() && firstChild()->style()->visibility() == VISIBLE) || !view())
        return;

    // This code typically only executes if the root element's visibility has been set to hidden.
    // Only fill with white if we're the root document, since iframes/frames with
    // no background in the child document should show the parent's background.
    if (elt || view()->isTransparent())
        frameView()->useSlowRepaints(); // The parent must show behind the child.
    else
        i.p->fillRect(i.r, Color(Color::white));
}

void RenderView::repaintViewRectangle(const IntRect& ur, bool immediate)
{
    if (m_printingMode || ur.width() == 0 || ur.height() == 0) return;
    
    if (m_frameView) {
        IntRect r = ur;
        Element* elt = element()->document()->ownerElement();
        if (!elt)
            m_frameView->repaintRectangle(r, immediate);
        else if (RenderObject* obj = elt->renderer()) {
            // Subtract out the contentsX and contentsY offsets to get our coords within the viewing
            // rectangle.
            r.move(-m_frameView->contentsX(), -m_frameView->contentsY());

            // FIXME: Hardcoded offsets here are not good.
            int yFrameOffset = m_frameView->hasBorder() ? 2 : 0;
            int xFrameOffset = m_frameView->hasBorder() ? 1 : 0;
            r.move(obj->borderLeft() + obj->paddingLeft() + xFrameOffset,
                   obj->borderTop() + obj->paddingTop() + yFrameOffset);
            obj->repaintRectangle(r, immediate);
        }
    }
}

IntRect RenderView::getAbsoluteRepaintRect()
{
    IntRect result;
    if (m_frameView && !m_printingMode)
        result = IntRect(m_frameView->contentsX(), m_frameView->contentsY(),
                         m_frameView->contentsWidth(), m_frameView->contentsHeight());
    return result;
}

void RenderView::computeAbsoluteRepaintRect(IntRect& r, bool f)
{
    if (m_printingMode)
        return;

    if (f && m_frameView)
        r.move(m_frameView->contentsX(), m_frameView->contentsY());
}

void RenderView::absoluteRects(DeprecatedValueList<IntRect>& rects, int _tx, int _ty)
{
    rects.append(IntRect(_tx, _ty, m_layer->width(), m_layer->height()));
}

RenderObject* rendererAfterPosition(RenderObject* object, unsigned offset)
{
    if (!object)
        return 0;
    RenderObject* child = object->childAt(offset);
    return child ? child : object->nextInPreOrderAfterChildren();
}

IntRect RenderView::selectionRect() const
{
    typedef HashMap<RenderObject*, SelectionInfo*> SelectionMap;
    SelectionMap selectedObjects;

    RenderObject* os = m_selectionStart;
    RenderObject* stop = rendererAfterPosition(m_selectionEnd, m_selectionEndPos);
    while (os && os != stop) {
        
        if ((os->canBeSelectionLeaf() || os == m_selectionStart || os == m_selectionEnd) && os->selectionState() != SelectionNone) {
            // Blocks are responsible for painting line gaps and margin gaps. They must be examined as well.
//          assert(!selectedObjects.get(os));
            selectedObjects.set(os, new SelectionInfo(os));
            RenderBlock* cb = os->containingBlock();
            while (cb && !cb->isRenderView()) {
                SelectionInfo* blockInfo = selectedObjects.get(cb);
                if (blockInfo)
                    break;
                selectedObjects.set(cb, new SelectionInfo(cb));
                cb = cb->containingBlock();
            }
        }
        
        os = os->nextInPreOrder();
    }

    // Now create a single bounding box rect that encloses the whole selection.
    IntRect selRect;
    SelectionMap::iterator end = selectedObjects.end();
    for (SelectionMap::iterator i = selectedObjects.begin(); i != end; ++i) {
        SelectionInfo* info = i->second;
        selRect.unite(info->rect());
        delete info;
    }
    return selRect;
}

void RenderView::setSelection(RenderObject *s, int sp, RenderObject *e, int ep)
{
    // Make sure both our start and end objects are defined. 
    // Check www.msnbc.com and try clicking around to find the case where this happened.
    if ((s && !e) || (e && !s))
        return;

    // Just return if the selection hasn't changed.
    if (m_selectionStart == s && m_selectionStartPos == sp &&
        m_selectionEnd == e && m_selectionEndPos == ep)
        return;

    // Record the old selected objects.  These will be used later
    // when we compare against the new selected objects.
    int oldStartPos = m_selectionStartPos;
    int oldEndPos = m_selectionEndPos;

    // Objects each have a single selection rect to examine.
    typedef HashMap<RenderObject*, SelectionInfo*> SelectedObjectMap;
    SelectedObjectMap oldSelectedObjects;
    SelectedObjectMap newSelectedObjects;

    // Blocks contain selected objects and fill gaps between them, either on the left, right, or in between lines and blocks.
    // In order to get the repaint rect right, we have to examine left, middle, and right rects individually, since otherwise
    // the union of those rects might remain the same even when changes have occurred.
    typedef HashMap<RenderBlock*, BlockSelectionInfo*> SelectedBlockMap;
    SelectedBlockMap oldSelectedBlocks;
    SelectedBlockMap newSelectedBlocks;

    RenderObject* os = m_selectionStart;
    RenderObject* stop = rendererAfterPosition(m_selectionEnd, m_selectionEndPos);
    while (os && os != stop) {
        if ((os->canBeSelectionLeaf() || os == m_selectionStart || os == m_selectionEnd) && os->selectionState() != SelectionNone) {
            // Blocks are responsible for painting line gaps and margin gaps.  They must be examined as well.
            oldSelectedObjects.set(os, new SelectionInfo(os));
            RenderBlock* cb = os->containingBlock();
            while (cb && !cb->isRenderView()) {
                BlockSelectionInfo* blockInfo = oldSelectedBlocks.get(cb);
                if (blockInfo)
                    break;
                oldSelectedBlocks.set(cb, new BlockSelectionInfo(cb));
                cb = cb->containingBlock();
            }
        }
        
        os = os->nextInPreOrder();
    }

    // Now clear the selection.
    SelectedObjectMap::iterator oldObjectsEnd = oldSelectedObjects.end();
    for (SelectedObjectMap::iterator i = oldSelectedObjects.begin(); i != oldObjectsEnd; ++i)
        i->first->setSelectionState(SelectionNone);

    // set selection start and end
    m_selectionStart = s;
    m_selectionStartPos = sp;
    m_selectionEnd = e;
    m_selectionEndPos = ep;

    // Update the selection status of all objects between m_selectionStart and m_selectionEnd
    if (s && s == e)
        s->setSelectionState(SelectionBoth);
    else {
        if (s)
            s->setSelectionState(SelectionStart);
        if (e)
            e->setSelectionState(SelectionEnd);
    }

    RenderObject* o = s;
    stop = rendererAfterPosition(e, ep);
    
    while (o && o != stop) {
        if (o != s && o != e && o->canBeSelectionLeaf())
            o->setSelectionState(SelectionInside);
        o = o->nextInPreOrder();
    }

    // Now that the selection state has been updated for the new objects, walk them again and
    // put them in the new objects list.
    o = s;
    while (o && o != stop) {
        
        if ((o->canBeSelectionLeaf() || o == s || o == e) && o->selectionState() != SelectionNone) {
            newSelectedObjects.set(o, new SelectionInfo(o));
            RenderBlock* cb = o->containingBlock();
            while (cb && !cb->isRenderView()) {
                BlockSelectionInfo* blockInfo = newSelectedBlocks.get(cb);
                if (blockInfo)
                    break;
                newSelectedBlocks.set(cb, new BlockSelectionInfo(cb));
                cb = cb->containingBlock();
            }
        }

        o = o->nextInPreOrder();
    }

    if (!m_frameView)
        return;

    // Have any of the old selected objects changed compared to the new selection?
    for (SelectedObjectMap::iterator i = oldSelectedObjects.begin(); i != oldObjectsEnd; ++i) {
        RenderObject* obj = i->first;
        SelectionInfo* newInfo = newSelectedObjects.get(obj);
        SelectionInfo* oldInfo = i->second;
        if (!newInfo || oldInfo->rect() != newInfo->rect() || oldInfo->state() != newInfo->state() ||
            (m_selectionStart == obj && oldStartPos != m_selectionStartPos) ||
            (m_selectionEnd == obj && oldEndPos != m_selectionEndPos)) {
            m_frameView->updateContents(oldInfo->rect());
            if (newInfo) {
                m_frameView->updateContents(newInfo->rect());
                newSelectedObjects.remove(obj);
                delete newInfo;
            }
        }
        delete oldInfo;
    }
    
    // Any new objects that remain were not found in the old objects dict, and so they need to be updated.
    SelectedObjectMap::iterator newObjectsEnd = newSelectedObjects.end();
    for (SelectedObjectMap::iterator i = newSelectedObjects.begin(); i != newObjectsEnd; ++i) {
        SelectionInfo* newInfo = i->second;
        m_frameView->updateContents(newInfo->rect());
        delete newInfo;
    }

    // Have any of the old blocks changed?
    SelectedBlockMap::iterator oldBlocksEnd = oldSelectedBlocks.end();
    for (SelectedBlockMap::iterator i = oldSelectedBlocks.begin(); i != oldBlocksEnd; ++i) {
        RenderBlock* block = i->first;
        BlockSelectionInfo* newInfo = newSelectedBlocks.get(block);
        BlockSelectionInfo* oldInfo = i->second;
        if (!newInfo || oldInfo->rects() != newInfo->rects() || oldInfo->state() != newInfo->state()) {
            m_frameView->updateContents(oldInfo->rects());
            if (newInfo) {
                m_frameView->updateContents(newInfo->rects());
                newSelectedBlocks.remove(block);
                delete newInfo;
            }
        }
        delete oldInfo;
    }
    
    // Any new blocks that remain were not found in the old blocks dict, and so they need to be updated.
    SelectedBlockMap::iterator newBlocksEnd = newSelectedBlocks.end();
    for (SelectedBlockMap::iterator i = newSelectedBlocks.begin(); i != newBlocksEnd; ++i) {
        BlockSelectionInfo* newInfo = i->second;
        m_frameView->updateContents(newInfo->rects());
        delete newInfo;
    }
}

void RenderView::clearSelection()
{
    setSelection(0, -1, 0, -1);
}

void RenderView::selectionStartEnd(int& spos, int& epos)
{
    spos = m_selectionStartPos;
    epos = m_selectionEndPos;
}

void RenderView::updateWidgetPositions()
{
    RenderObjectSet::iterator end = m_widgets.end();
    for (RenderObjectSet::iterator it = m_widgets.begin(); it != end; ++it) {
        (*it)->updateWidgetPosition();
    }
}

void RenderView::addWidget(RenderObject *o)
{
    m_widgets.add(o);
}

void RenderView::removeWidget(RenderObject *o)
{
    m_widgets.remove(o);
}

IntRect RenderView::viewRect() const
{
    if (m_printingMode)
        return IntRect(0, 0, m_width, m_height);
    if (m_frameView)
        return IntRect(m_frameView->contentsX(),
            m_frameView->contentsY(),
            m_frameView->visibleWidth(),
            m_frameView->visibleHeight());
    return IntRect();
}

int RenderView::docHeight() const
{
    int h;
    if (m_printingMode || !m_frameView)
        h = m_height;
    else
        h = m_frameView->visibleHeight();

    int lowestPos = lowestPosition();
    if( lowestPos > h )
        h = lowestPos;

    // FIXME: This doesn't do any margin collapsing.
    // Instead of this dh computation we should keep the result
    // when we call RenderBlock::layout.
    int dh = 0;
    for (RenderObject *c = firstChild(); c; c = c->nextSibling()) {
        dh += c->height() + c->marginTop() + c->marginBottom();
    }
    if( dh > h )
        h = dh;

    return h;
}

int RenderView::docWidth() const
{
    int w;
    if (m_printingMode || !m_frameView)
        w = m_width;
    else
        w = m_frameView->visibleWidth();

    int rightmostPos = rightmostPosition();
    if( rightmostPos > w )
        w = rightmostPos;

    for (RenderObject *c = firstChild(); c; c = c->nextSibling()) {
        int dw = c->width() + c->marginLeft() + c->marginRight();
        if( dw > w )
            w = dw;
    }
    return w;
}

// The idea here is to take into account what object is moving the pagination point, and
// thus choose the best place to chop it.
void RenderView::setBestTruncatedAt(int y, RenderObject *forRenderer, bool forcedBreak)
{
    // Nobody else can set a page break once we have a forced break.
    if (m_forcedPageBreak) return;
    
    // Forced breaks always win over unforced breaks.
    if (forcedBreak) {
        m_forcedPageBreak = true;
        m_bestTruncatedAt = y;
        return;
    }
    
    // prefer the widest object who tries to move the pagination point
    int width = forRenderer->width();
    if (width > m_truncatorWidth) {
        m_truncatorWidth = width;
        m_bestTruncatedAt = y;
    }
}

}