📄 render_layer.cpp
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if (curr->element() && !curr->isText()) {
curr->element()->setInActiveChain(true);
}
}
doc->setActiveNode(newActiveNode);
}
}
// If the mouse is down and if this is a mouse move event, we want to restrict changes in
// :hover/:active to only apply to elements that are in the :active chain that we froze
// at the time the mouse went down.
bool mustBeInActiveChain = info.active() && info.mouseMove();
// Check to see if the hovered node has changed. If not, then we don't need to
// do anything.
DOM::NodeImpl* oldHoverNode = doc->hoverNode();
DOM::NodeImpl* newHoverNode = info.innerNode();
// Update our current hover node.
doc->setHoverNode(newHoverNode);
// We have two different objects. Fetch their renderers.
RenderObject* oldHoverObj = oldHoverNode ? oldHoverNode->renderer() : 0;
RenderObject* newHoverObj = newHoverNode ? newHoverNode->renderer() : 0;
// Locate the common ancestor render object for the two renderers.
RenderObject* ancestor = commonAncestor(oldHoverObj, newHoverObj);
if (oldHoverObj != newHoverObj) {
// The old hover path only needs to be cleared up to (and not including) the common ancestor;
for (RenderObject* curr = oldHoverObj; curr && curr != ancestor; curr = hoverAncestor(curr)) {
if (curr->element() && !curr->isText() && (!mustBeInActiveChain || curr->element()->inActiveChain())) {
curr->element()->setActive(false);
curr->element()->setHovered(false);
}
}
}
// Now set the hover state for our new object up to the root.
for (RenderObject* curr = newHoverObj; curr; curr = hoverAncestor(curr)) {
if (curr->element() && !curr->isText() && (!mustBeInActiveChain || curr->element()->inActiveChain())) {
curr->element()->setActive(info.active());
curr->element()->setHovered(true);
}
}
}
// Sort the buffer from lowest z-index to highest. The common scenario will have
// most z-indices equal, so we optimize for that case (i.e., the list will be mostly
// sorted already).
static void sortByZOrder(QPtrVector<RenderLayer>* buffer,
QPtrVector<RenderLayer>* mergeBuffer,
uint start, uint end)
{
if (start >= end)
return; // Sanity check.
if (end - start <= 6) {
// Apply a bubble sort for smaller lists.
for (uint i = end-1; i > start; i--) {
bool sorted = true;
for (uint j = start; j < i; j++) {
RenderLayer* elt = buffer->at(j);
RenderLayer* elt2 = buffer->at(j+1);
if (elt->zIndex() > elt2->zIndex()) {
sorted = false;
buffer->insert(j, elt2);
buffer->insert(j+1, elt);
}
}
if (sorted)
return;
}
}
else {
// Peform a merge sort for larger lists.
uint mid = (start+end)/2;
sortByZOrder(buffer, mergeBuffer, start, mid);
sortByZOrder(buffer, mergeBuffer, mid, end);
RenderLayer* elt = buffer->at(mid-1);
RenderLayer* elt2 = buffer->at(mid);
// Handle the fast common case (of equal z-indices). The list may already
// be completely sorted.
if (elt->zIndex() <= elt2->zIndex())
return;
// We have to merge sort. Ensure our merge buffer is big enough to hold
// all the items.
mergeBuffer->resize(end - start);
uint i1 = start;
uint i2 = mid;
elt = buffer->at(i1);
elt2 = buffer->at(i2);
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 implementation
Marquee::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_stopped(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 && !m_stopped) {
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_stopped = false;
}
m_timerId = startTimer(speed());
}
void Marquee::suspend()
{
if (m_timerId) {
killTimer(m_timerId);
m_timerId = 0;
}
m_suspended = true;
}
void Marquee::stop()
{
if (m_timerId) {
killTimer(m_timerId);
m_timerId = 0;
}
m_stopped = true;
}
void Marquee::updateMarqueePosition()
{
bool activate = (m_totalLoops <= 0 || m_currentLoop < m_totalLoops);
if (activat
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