RenderProgress.cpp [plain text]
#include "config.h"
#if ENABLE(PROGRESS_TAG)
#include "RenderProgress.h"
#include "HTMLDivElement.h"
#include "HTMLProgressElement.h"
#include "RenderTheme.h"
#include "RenderView.h"
#include <wtf/CurrentTime.h>
#include <wtf/RefPtr.h>
using namespace std;
namespace WebCore {
using namespace HTMLNames;
class ProgressValueElement : public HTMLDivElement {
public:
ProgressValueElement(Document*, Node* shadowParent);
private:
virtual bool isShadowNode() const { return true; }
virtual Node* shadowParentNode() { return m_shadowParent; }
Node* m_shadowParent;
};
ProgressValueElement::ProgressValueElement(Document* document, Node* shadowParent)
: HTMLDivElement(divTag, document)
, m_shadowParent(shadowParent)
{
}
RenderProgress::RenderProgress(HTMLProgressElement* element)
: RenderBlock(element)
, m_position(-1)
, m_animationStartTime(0)
, m_animationRepeatInterval(0)
, m_animationDuration(0)
, m_animating(false)
, m_animationTimer(this, &RenderProgress::animationTimerFired)
, m_valuePart(0)
{
}
RenderProgress::~RenderProgress()
{
if (m_valuePart)
m_valuePart->detach();
}
void RenderProgress::layout()
{
ASSERT(needsLayout());
LayoutRepainter repainter(*this, checkForRepaintDuringLayout());
IntSize oldSize = size();
calcWidth();
calcHeight();
if (m_valuePart) {
IntRect valuePartRect(borderLeft() + paddingLeft(), borderTop() + paddingTop(), lround((width() - borderLeft() - paddingLeft() - borderRight() - paddingRight()) * position()), height() - borderTop() - paddingTop() - borderBottom() - paddingBottom());
if (style()->direction() == RTL)
valuePartRect.setX(width() - borderRight() - paddingRight() - valuePartRect.width());
toRenderBox(m_valuePart->renderer())->setFrameRect(valuePartRect);
if (oldSize != size())
m_valuePart->renderer()->setChildNeedsLayout(true, false);
LayoutStateMaintainer statePusher(view(), this, size());
IntRect oldRect = toRenderBox(m_valuePart->renderer())->frameRect();
m_valuePart->renderer()->layoutIfNeeded();
toRenderBox(m_valuePart->renderer())->setFrameRect(valuePartRect);
if (m_valuePart->renderer()->checkForRepaintDuringLayout())
m_valuePart->renderer()->repaintDuringLayoutIfMoved(oldRect);
statePusher.pop();
addOverflowFromChild(toRenderBox(m_valuePart->renderer()));
}
updateAnimationState();
repainter.repaintAfterLayout();
setNeedsLayout(false);
}
void RenderProgress::styleDidChange(StyleDifference diff, const RenderStyle* oldStyle)
{
RenderBlock::styleDidChange(diff, oldStyle);
updateValuePartState();
}
void RenderProgress::updateFromElement()
{
HTMLProgressElement* element = progressElement();
if (m_position == element->position())
return;
m_position = element->position();
updateAnimationState();
updateValuePartState();
repaint();
}
void RenderProgress::updateValuePartState()
{
bool needLayout = !style()->hasAppearance() || m_valuePart;
if (!style()->hasAppearance() && !m_valuePart) {
m_valuePart = new ProgressValueElement(document(), node());
RefPtr<RenderStyle> styleForValuePart = createStyleForValuePart(style());
m_valuePart->setRenderer(m_valuePart->createRenderer(renderArena(), styleForValuePart.get()));
m_valuePart->renderer()->setStyle(styleForValuePart.release());
m_valuePart->setAttached();
m_valuePart->setInDocument();
addChild(m_valuePart->renderer());
} else if (style()->hasAppearance() && m_valuePart) {
m_valuePart->detach();
m_valuePart = 0;
}
if (needLayout)
setNeedsLayout(true);
}
PassRefPtr<RenderStyle> RenderProgress::createStyleForValuePart(RenderStyle* parentStyle)
{
RefPtr<RenderStyle> styleForValuePart;
RenderStyle* pseudoStyle = getCachedPseudoStyle(PROGRESS_BAR_VALUE);
if (pseudoStyle)
styleForValuePart = RenderStyle::clone(pseudoStyle);
else
styleForValuePart = RenderStyle::create();
if (parentStyle)
styleForValuePart->inheritFrom(parentStyle);
styleForValuePart->setDisplay(BLOCK);
styleForValuePart->setAppearance(ProgressBarValuePart);
return styleForValuePart.release();
}
double RenderProgress::animationProgress()
{
return m_animating ? (fmod((currentTime() - m_animationStartTime), m_animationDuration) / m_animationDuration) : 0;
}
void RenderProgress::animationTimerFired(Timer<RenderProgress>*)
{
repaint();
}
void RenderProgress::paint(PaintInfo& paintInfo, int tx, int ty)
{
if (paintInfo.phase == PaintPhaseBlockBackground) {
if (!m_animationTimer.isActive() && m_animating)
m_animationTimer.startOneShot(m_animationRepeatInterval);
}
RenderBlock::paint(paintInfo, tx, ty);
}
void RenderProgress::updateAnimationState()
{
m_animationDuration = theme()->animationDurationForProgressBar(this);
m_animationRepeatInterval = theme()->animationRepeatIntervalForProgressBar(this);
bool animating = style()->hasAppearance() && m_animationDuration > 0;
if (animating == m_animating)
return;
m_animating = animating;
if (m_animating) {
m_animationStartTime = currentTime();
m_animationTimer.startOneShot(m_animationRepeatInterval);
} else
m_animationTimer.stop();
}
HTMLProgressElement* RenderProgress::progressElement() const
{
return static_cast<HTMLProgressElement*>(node());
}
} #endif