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📄 render_layer.cpp

📁 khtml在gtk上的移植版本
💻 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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