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📄 render_canvas.cpp

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        result = QRect(m_view->contentsX(), m_view->contentsY(),
                       m_view->visibleWidth(), m_view->visibleHeight());
    return result;
}

void RenderCanvas::computeAbsoluteRepaintRect(QRect& r, bool f)
{
    if (m_printingMode) return;

    if (f && m_view) {
        r.setX(r.x() + m_view->contentsX());
        r.setY(r.y() + m_view->contentsY());
    }
}

void RenderCanvas::absoluteRects(QValueList<QRect>& rects, int _tx, int _ty)
{
    rects.append(QRect(_tx, _ty, m_layer->width(), m_layer->height()));
}

QRect RenderCanvas::selectionRect() const
{
    QPtrDict<SelectionInfo> selectedObjects;
    selectedObjects.setAutoDelete(true);
    RenderObject* os = m_selectionStart;
    while (os) {
        RenderObject* no = 0;
        if (os != m_selectionEnd) {
            if (!(no = os->firstChild())) {
                if (!(no = os->nextSibling())) {
                    no = os->parent();
                    while (no && no != m_selectionEnd && !no->nextSibling())
                        no = no->parent();
                    if (no && no != m_selectionEnd)
                        no = no->nextSibling();
                }
            }
        }

        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.
            selectedObjects.insert(os, new SelectionInfo(os));
            RenderBlock* cb = os->containingBlock();
            while (cb && !cb->isCanvas()) {
                SelectionInfo* blockInfo = selectedObjects.find(cb);
                if (blockInfo) break;
                selectedObjects.insert(cb, new SelectionInfo(cb));
                cb = cb->containingBlock();
            }
        }

        os = no;
    }

    // Now create a single bounding box rect that encloses the whole selection.
    QRect selRect;
    QPtrDictIterator<SelectionInfo> objects(selectedObjects);
    for (objects.toFirst(); objects.current(); ++objects)
        selRect = selRect.unite(objects.current()->rect());
    return selRect;
}

void RenderCanvas::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.
    QPtrDict<SelectionInfo> oldSelectedObjects;
    QPtrDict<SelectionInfo> newSelectedObjects;
    oldSelectedObjects.setAutoDelete(true);
    newSelectedObjects.setAutoDelete(true);

    // 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.
    QPtrDict<BlockSelectionInfo> oldSelectedBlocks;
    QPtrDict<BlockSelectionInfo> newSelectedBlocks;
    oldSelectedBlocks.setAutoDelete(true);
    newSelectedBlocks.setAutoDelete(true);

    RenderObject* os = m_selectionStart;
    while (os) {
        RenderObject* no = 0;
        if (os != m_selectionEnd) {
            if (!(no = os->firstChild())) {
                if (!(no = os->nextSibling())) {
                    no = os->parent();
                    while (no && no != m_selectionEnd && !no->nextSibling())
                        no = no->parent();
                    if (no && no != m_selectionEnd)
                        no = no->nextSibling();
                }
            }
        }

        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.insert(os, new SelectionInfo(os));
            RenderBlock* cb = os->containingBlock();
            while (cb && !cb->isCanvas()) {
                BlockSelectionInfo* blockInfo = oldSelectedBlocks.find(cb);
                if (blockInfo) break;
                oldSelectedBlocks.insert(cb, new BlockSelectionInfo(cb));
                cb = cb->containingBlock();
            }
        }

        os = no;
    }

    // Now clear the selection.
    QPtrDictIterator<SelectionInfo> oldLeaves(oldSelectedObjects);
    for (oldLeaves.toFirst(); oldLeaves.current(); ++oldLeaves) {
        RenderObject* obj = static_cast<RenderObject*>(oldLeaves.currentKey());
        obj->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;
    while (o) {
        RenderObject* no = 0;
        if (o != s && o != e && o->canBeSelectionLeaf())
            o->setSelectionState(SelectionInside);

        if (o != e) {
            if (!(no = o->firstChild())) {
                if ( !(no = o->nextSibling())) {
                    no = o->parent();
                    while (no && no != e && !no->nextSibling())
                        no = no->parent();
                    if (no && no != e)
                        no = no->nextSibling();
                }
            }
        }

        o=no;
    }

    // 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) {
        RenderObject* no = 0;
        if (o != e) {
            if (!(no = o->firstChild())) {
                if ( !(no = o->nextSibling())) {
                    no = o->parent();
                    while (no && no != e && !no->nextSibling())
                        no = no->parent();
                    if (no && no != e)
                        no = no->nextSibling();
                }
            }
        }

        if ((o->canBeSelectionLeaf() || o == s || o == e) && o->selectionState() != SelectionNone) {
            newSelectedObjects.insert(o, new SelectionInfo(o));
            RenderBlock* cb = o->containingBlock();
            while (cb && !cb->isCanvas()) {
                BlockSelectionInfo* blockInfo = newSelectedBlocks.find(cb);
                if (blockInfo) break;
                newSelectedBlocks.insert(cb, new BlockSelectionInfo(cb));
                cb = cb->containingBlock();
            }
        }

        o=no;
    }

    if (!m_view)
        return;

    // Have any of the old selected objects changed compared to the new selection?
    for (oldLeaves.toFirst(); oldLeaves.current(); ++oldLeaves) {
        SelectionInfo* newInfo = newSelectedObjects.find(oldLeaves.currentKey());
        SelectionInfo* oldInfo = oldLeaves.current();
        if (!newInfo || oldInfo->rect() != newInfo->rect() || oldInfo->state() != newInfo->state() ||
            (m_selectionStart == oldLeaves.currentKey() && oldStartPos != m_selectionStartPos) ||
            (m_selectionEnd == oldLeaves.currentKey() && oldEndPos != m_selectionEndPos)) {
            m_view->updateContents(oldInfo->rect());
            if (newInfo) {
                m_view->updateContents(newInfo->rect());
                newSelectedObjects.remove(oldLeaves.currentKey());
            }
        }
    }

    // Any new objects that remain were not found in the old objects dict, and so they need to be updated.
    QPtrDictIterator<SelectionInfo> newLeaves(newSelectedObjects);
    for (newLeaves.toFirst(); newLeaves.current(); ++newLeaves) {
        SelectionInfo* newInfo = newLeaves.current();
        m_view->updateContents(newInfo->rect());
    }

    // Have any of the old blocks changed?
    QPtrDictIterator<BlockSelectionInfo> oldBlocks(oldSelectedBlocks);
    for (oldBlocks.toFirst(); oldBlocks.current(); ++oldBlocks) {
        BlockSelectionInfo* newInfo = newSelectedBlocks.find(oldBlocks.currentKey());
        BlockSelectionInfo* oldInfo = oldBlocks.current();
        if (!newInfo || oldInfo->rects() != newInfo->rects() || oldInfo->state() != newInfo->state()) {
            m_view->updateContents(oldInfo->rects());
            if (newInfo) {
                m_view->updateContents(newInfo->rects());
                newSelectedBlocks.remove(oldBlocks.currentKey());
            }
        }
    }

    // Any new blocks that remain were not found in the old blocks dict, and so they need to be updated.
    QPtrDictIterator<BlockSelectionInfo> newBlocks(newSelectedBlocks);
    for (newBlocks.toFirst(); newBlocks.current(); ++newBlocks) {
        BlockSelectionInfo* newInfo = newBlocks.current();
        m_view->updateContents(newInfo->rects());
    }
}

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

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

QRect RenderCanvas::viewRect() const
{
    if (m_printingMode)
        return QRect(0,0, m_width, m_height);
    else if (m_view)
        return QRect(m_view->contentsX(),
            m_view->contentsY(),
            m_view->visibleWidth(),
            m_view->visibleHeight());
    else return QRect(0,0,m_rootWidth,m_rootHeight);
}

int RenderCanvas::docHeight() const
{
    int h;
    if (m_printingMode || !m_view)
        h = m_height;
    else
        h = m_view->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 RenderCanvas::docWidth() const
{
    int w;
    if (m_printingMode || !m_view)
        w = m_width;
    else
        w = m_view->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;
}

#if APPLE_CHANGES
// 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 RenderCanvas::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;
    }
}
#endif

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