📄 render_layer.cpp
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while (i1 < mid || i2 < end) { if (i1 < mid && (i2 == end || elt->zIndex() <= elt2->zIndex())) { mergeBuffer->insert(mergeBuffer->count(), elt); i1++; if (i1 < mid) elt = buffer->at(i1); } else { mergeBuffer->insert(mergeBuffer->count(), elt2); i2++; if (i2 < end) elt2 = buffer->at(i2); } } for (uint i = start; i < end; i++) buffer->insert(i, mergeBuffer->at(i-start)); mergeBuffer->clear(); }}void RenderLayer::dirtyZOrderLists(){ if (m_posZOrderList) m_posZOrderList->clear(); if (m_negZOrderList) m_negZOrderList->clear(); m_zOrderListsDirty = true;} void RenderLayer::updateZOrderLists(){ if (!isStackingContext() || !m_zOrderListsDirty) return; for (RenderLayer* child = firstChild(); child; child = child->nextSibling()) child->collectLayers(m_posZOrderList, m_negZOrderList); // Sort the two lists. if (m_posZOrderList) { QPtrVector<RenderLayer> mergeBuffer; sortByZOrder(m_posZOrderList, &mergeBuffer, 0, m_posZOrderList->count()); } if (m_negZOrderList) { QPtrVector<RenderLayer> mergeBuffer; sortByZOrder(m_negZOrderList, &mergeBuffer, 0, m_negZOrderList->count()); } m_zOrderListsDirty = false;}void RenderLayer::collectLayers(QPtrVector<RenderLayer>*& posBuffer, QPtrVector<RenderLayer>*& negBuffer){ // FIXME: A child render object or layer could override visibility. Don't remove this // optimization though until RenderObject's nodeAtPoint is patched to understand what to do // when visibility is overridden by a child. if (renderer()->style()->visibility() != VISIBLE) return; // Determine which buffer the child should be in. QPtrVector<RenderLayer>*& buffer = (zIndex() >= 0) ? posBuffer : negBuffer; // Create the buffer if it doesn't exist yet. if (!buffer) buffer = new QPtrVector<RenderLayer>(); // Resize by a power of 2 when our buffer fills up. if (buffer->count() == buffer->size()) buffer->resize(2*(buffer->size()+1)); // Append ourselves at the end of the appropriate buffer. buffer->insert(buffer->count(), this); // Recur into our children to collect more layers, but only if we don't establish // a stacking context. if (!isStackingContext()) { for (RenderLayer* child = firstChild(); child; child = child->nextSibling()) child->collectLayers(posBuffer, negBuffer); }}void RenderLayer::repaintIncludingDescendants(){ m_object->repaint(); for (RenderLayer* curr = firstChild(); curr; curr = curr->nextSibling()) curr->repaintIncludingDescendants();}void RenderLayer::styleChanged(){ if (m_object->style()->overflow() == OMARQUEE && m_object->style()->marqueeBehavior() != MNONE) { if (!m_marquee) m_marquee = new Marquee(this); m_marquee->updateMarqueeStyle(); } else if (m_marquee) { delete m_marquee; m_marquee = 0; }}void RenderLayer::suspendMarquees(){ if (m_marquee) m_marquee->suspend(); for (RenderLayer* curr = firstChild(); curr; curr = curr->nextSibling()) curr->suspendMarquees();}// --------------------------------------------------------------------------// Marquee implementationMarquee::Marquee(RenderLayer* l):m_layer(l), m_currentLoop(0), m_timerId(0), m_start(0), m_end(0), m_speed(0), m_unfurlPos(0), m_reset(false), m_suspended(false), m_whiteSpace(NORMAL), m_direction(MAUTO){}int Marquee::marqueeSpeed() const{ int result = m_layer->renderer()->style()->marqueeSpeed(); DOM::NodeImpl* elt = m_layer->renderer()->element(); if (elt && elt->id() == ID_MARQUEE) { HTMLMarqueeElementImpl* marqueeElt = static_cast<HTMLMarqueeElementImpl*>(elt); result = kMax(result, marqueeElt->minimumDelay()); } return result;}EMarqueeDirection Marquee::direction() const{ // FIXME: Support the CSS3 "auto" value for determining the direction of the marquee. // For now just map MAUTO to MBACKWARD EMarqueeDirection result = m_layer->renderer()->style()->marqueeDirection(); EDirection dir = m_layer->renderer()->style()->direction(); if (result == MAUTO) result = MBACKWARD; if (result == MFORWARD) result = (dir == LTR) ? MRIGHT : MLEFT; if (result == MBACKWARD) result = (dir == LTR) ? MLEFT : MRIGHT; // Now we have the real direction. Next we check to see if the increment is negative. // If so, then we reverse the direction. Length increment = m_layer->renderer()->style()->marqueeIncrement(); if (increment.value < 0) result = static_cast<EMarqueeDirection>(-result); return result;}bool Marquee::isHorizontal() const{ return direction() == MLEFT || direction() == MRIGHT;}bool Marquee::isUnfurlMarquee() const{ EMarqueeBehavior behavior = m_layer->renderer()->style()->marqueeBehavior(); return (behavior == MUNFURL);}int Marquee::computePosition(EMarqueeDirection dir, bool stopAtContentEdge){ RenderObject* o = m_layer->renderer(); RenderStyle* s = o->style(); if (isHorizontal()) { bool ltr = s->direction() == LTR; int clientWidth = o->clientWidth(); int contentWidth = ltr ? o->rightmostPosition(true, false) : o->leftmostPosition(true, false); if (ltr) contentWidth += (o->paddingRight() - o->borderLeft()); else { contentWidth = o->width() - contentWidth; contentWidth += (o->paddingLeft() - o->borderRight()); } if (dir == MRIGHT) { if (stopAtContentEdge) return kMax(0, ltr ? (contentWidth - clientWidth) : (clientWidth - contentWidth)); else return ltr ? contentWidth : clientWidth; } else { if (stopAtContentEdge) return kMin(0, ltr ? (contentWidth - clientWidth) : (clientWidth - contentWidth)); else return ltr ? -clientWidth : -contentWidth; } } else { int contentHeight = m_layer->renderer()->lowestPosition(true, false) - m_layer->renderer()->borderTop() + m_layer->renderer()->paddingBottom(); int clientHeight = m_layer->renderer()->clientHeight(); if (dir == MUP) { if (stopAtContentEdge) return kMin(contentHeight - clientHeight, 0); else return -clientHeight; } else { if (stopAtContentEdge) return kMax(contentHeight - clientHeight, 0); else return contentHeight; } } }void Marquee::start(){ if (m_timerId || m_layer->renderer()->style()->marqueeIncrement().value == 0) return; if (!m_suspended) { if (isUnfurlMarquee()) { bool forward = direction() == MDOWN || direction() == MRIGHT; bool isReversed = (forward && m_currentLoop % 2) || (!forward && !(m_currentLoop % 2)); m_unfurlPos = isReversed ? m_end : m_start; m_layer->renderer()->setChildNeedsLayout(true); } else { if (isHorizontal()) m_layer->scrollToOffset(m_start, 0, false, false); else m_layer->scrollToOffset(0, m_start, false, false); } } else m_suspended = false; m_timerId = startTimer(speed());}void Marquee::suspend(){ if (m_timerId) { killTimer(m_timerId); m_timerId = 0; } m_suspended = true;}void Marquee::updateMarqueePosition(){ bool activate = (m_totalLoops <= 0 || m_currentLoop < m_totalLoops); if (activate) { if (isUnfurlMarquee()) { if (m_unfurlPos < m_start) { m_unfurlPos = m_start; m_layer->renderer()->setChildNeedsLayout(true); } else if (m_unfurlPos > m_end) { m_unfurlPos = m_end; m_layer->renderer()->setChildNeedsLayout(true); } } else { EMarqueeBehavior behavior = m_layer->renderer()->style()->marqueeBehavior(); m_start = computePosition(direction(), behavior == MALTERNATE); m_end = computePosition(reverseDirection(), behavior == MALTERNATE || behavior == MSLIDE); } start(); }}void Marquee::updateMarqueeStyle(){ RenderStyle* s = m_layer->renderer()->style(); if (m_direction != s->marqueeDirection() || (m_totalLoops != s->marqueeLoopCount() && m_currentLoop >= m_totalLoops)) m_currentLoop = 0; // When direction changes or our loopCount is a smaller number than our current loop, reset our loop. m_totalLoops = s->marqueeLoopCount(); m_direction = s->marqueeDirection(); m_whiteSpace = s->whiteSpace(); if (m_layer->renderer()->isHTMLMarquee()) { // Hack for WinIE. In WinIE, a value of 0 or lower for the loop count for SLIDE means to only do // one loop. if (m_totalLoops <= 0 && (s->marqueeBehavior() == MSLIDE || s->marqueeBehavior() == MUNFURL)) m_totalLoops = 1; // Hack alert: Set the white-space value to nowrap for horizontal marquees with inline children, thus ensuring // all the text ends up on one line by default. Limit this hack to the <marquee> element to emulate // WinIE's behavior. Someone using CSS3 can use white-space: nowrap on their own to get this effect. // Second hack alert: Set the text-align back to auto. WinIE completely ignores text-align on the // marquee element. // FIXME: Bring these up with the CSS WG. if (isHorizontal() && m_layer->renderer()->childrenInline()) { s->setWhiteSpace(NOWRAP); s->setTextAlign(TAAUTO); } } if (speed() != marqueeSpeed()) { m_speed = marqueeSpeed(); if (m_timerId) { killTimer(m_timerId); m_timerId = startTimer(speed()); } } // Check the loop count to see if we should now stop. bool activate = (m_totalLoops <= 0 || m_currentLoop < m_totalLoops); if (activate && !m_timerId) m_layer->renderer()->setNeedsLayout(true); else if (!activate && m_timerId) { // Destroy the timer. killTimer(m_timerId); m_timerId = 0; }}void Marquee::timerEvent(QTimerEvent* evt){ if (m_layer->renderer()->needsLayout()) return; if (m_reset) { m_reset = false; if (isHorizontal()) m_layer->scrollToXOffset(m_start); else m_layer->scrollToYOffset(m_start); return; } RenderStyle* s = m_layer->renderer()->style(); int endPoint = m_end; int range = m_end - m_start; int newPos; if (range == 0) newPos = m_end; else { bool addIncrement = direction() == MUP || direction() == MLEFT; bool isReversed = s->marqueeBehavior() == MALTERNATE && m_currentLoop % 2; if (isUnfurlMarquee()) { isReversed = (!addIncrement && m_currentLoop % 2) || (addIncrement && !(m_currentLoop % 2)); addIncrement = !isReversed; } if (isReversed) { // We're going in the reverse direction. endPoint = m_start; range = -range; if (!isUnfurlMarquee()) addIncrement = !addIncrement; } bool positive = range > 0; int clientSize = isUnfurlMarquee() ? abs(range) : (isHorizontal() ? m_layer->renderer()->clientWidth() : m_layer->renderer()->clientHeight()); int increment = kMax(1, abs(m_layer->renderer()->style()->marqueeIncrement().width(clientSize))); int currentPos = isUnfurlMarquee() ? m_unfurlPos : (isHorizontal() ? m_layer->scrollXOffset() : m_layer->scrollYOffset()); newPos = currentPos + (addIncrement ? increment : -increment); if (positive) newPos = kMin(newPos, endPoint); else newPos = kMax(newPos, endPoint); } if (newPos == endPoint) { m_currentLoop++; if (m_totalLoops > 0 && m_currentLoop >= m_totalLoops) { killTimer(m_timerId); m_timerId = 0; } else if (s->marqueeBehavior() != MALTERNATE && s->marqueeBehavior() != MUNFURL) m_reset = true; } if (isUnfurlMarquee()) { m_unfurlPos = newPos; m_layer->renderer()->setChildNeedsLayout(true); } else { if (isHorizontal()) m_layer->scrollToXOffset(newPos); else m_layer->scrollToYOffset(newPos); }}
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