📄 renderview.cpp
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}#endifvoid RenderView::setSelection(RenderObject* start, int startPos, RenderObject* end, int endPos){ // 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 ((start && !end) || (end && !start)) return; // Just return if the selection hasn't changed. if (m_selectionStart == start && m_selectionStartPos == startPos && m_selectionEnd == end && m_selectionEndPos == endPos) 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. typedef HashMap<RenderObject*, RenderSelectionInfo*> SelectedObjectMap; SelectedObjectMap oldSelectedObjects; SelectedObjectMap newSelectedObjects; // 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. typedef HashMap<RenderBlock*, RenderBlockSelectionInfo*> SelectedBlockMap; SelectedBlockMap oldSelectedBlocks; SelectedBlockMap newSelectedBlocks; RenderObject* os = m_selectionStart; RenderObject* stop = rendererAfterPosition(m_selectionEnd, m_selectionEndPos); while (os && os != stop) { 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.set(os, new RenderSelectionInfo(os, true)); RenderBlock* cb = os->containingBlock(); while (cb && !cb->isRenderView()) { RenderBlockSelectionInfo* blockInfo = oldSelectedBlocks.get(cb); if (blockInfo) break; oldSelectedBlocks.set(cb, new RenderBlockSelectionInfo(cb)); cb = cb->containingBlock(); } } os = os->nextInPreOrder(); } // Now clear the selection. SelectedObjectMap::iterator oldObjectsEnd = oldSelectedObjects.end(); for (SelectedObjectMap::iterator i = oldSelectedObjects.begin(); i != oldObjectsEnd; ++i) i->first->setSelectionState(SelectionNone); // set selection start and end m_selectionStart = start; m_selectionStartPos = startPos; m_selectionEnd = end; m_selectionEndPos = endPos; // Update the selection status of all objects between m_selectionStart and m_selectionEnd if (start && start == end) start->setSelectionState(SelectionBoth); else { if (start) start->setSelectionState(SelectionStart); if (end) end->setSelectionState(SelectionEnd); } RenderObject* o = start; stop = rendererAfterPosition(end, endPos); while (o && o != stop) { if (o != start && o != end && o->canBeSelectionLeaf()) o->setSelectionState(SelectionInside); o = o->nextInPreOrder(); } // Now that the selection state has been updated for the new objects, walk them again and // put them in the new objects list. o = start; while (o && o != stop) { if ((o->canBeSelectionLeaf() || o == start || o == end) && o->selectionState() != SelectionNone) { newSelectedObjects.set(o, new RenderSelectionInfo(o, true)); RenderBlock* cb = o->containingBlock(); while (cb && !cb->isRenderView()) { RenderBlockSelectionInfo* blockInfo = newSelectedBlocks.get(cb); if (blockInfo) break; newSelectedBlocks.set(cb, new RenderBlockSelectionInfo(cb)); cb = cb->containingBlock(); } } o = o->nextInPreOrder(); } if (!m_frameView) { // We built the maps, but we aren't going to use them. // We need to delete the values, otherwise they'll all leak! deleteAllValues(oldSelectedObjects); deleteAllValues(newSelectedObjects); deleteAllValues(oldSelectedBlocks); deleteAllValues(newSelectedBlocks); return; } // Have any of the old selected objects changed compared to the new selection? for (SelectedObjectMap::iterator i = oldSelectedObjects.begin(); i != oldObjectsEnd; ++i) { RenderObject* obj = i->first; RenderSelectionInfo* newInfo = newSelectedObjects.get(obj); RenderSelectionInfo* oldInfo = i->second; if (!newInfo || oldInfo->rect() != newInfo->rect() || oldInfo->state() != newInfo->state() || (m_selectionStart == obj && oldStartPos != m_selectionStartPos) || (m_selectionEnd == obj && oldEndPos != m_selectionEndPos)) { oldInfo->repaint(); if (newInfo) { newInfo->repaint(); newSelectedObjects.remove(obj); delete newInfo; } } delete oldInfo; } // Any new objects that remain were not found in the old objects dict, and so they need to be updated. SelectedObjectMap::iterator newObjectsEnd = newSelectedObjects.end(); for (SelectedObjectMap::iterator i = newSelectedObjects.begin(); i != newObjectsEnd; ++i) { RenderSelectionInfo* newInfo = i->second; newInfo->repaint(); delete newInfo; } // Have any of the old blocks changed? SelectedBlockMap::iterator oldBlocksEnd = oldSelectedBlocks.end(); for (SelectedBlockMap::iterator i = oldSelectedBlocks.begin(); i != oldBlocksEnd; ++i) { RenderBlock* block = i->first; RenderBlockSelectionInfo* newInfo = newSelectedBlocks.get(block); RenderBlockSelectionInfo* oldInfo = i->second; if (!newInfo || oldInfo->rects() != newInfo->rects() || oldInfo->state() != newInfo->state()) { oldInfo->repaint(); if (newInfo) { newInfo->repaint(); newSelectedBlocks.remove(block); delete newInfo; } } delete oldInfo; } // Any new blocks that remain were not found in the old blocks dict, and so they need to be updated. SelectedBlockMap::iterator newBlocksEnd = newSelectedBlocks.end(); for (SelectedBlockMap::iterator i = newSelectedBlocks.begin(); i != newBlocksEnd; ++i) { RenderBlockSelectionInfo* newInfo = i->second; newInfo->repaint(); delete newInfo; }}void RenderView::clearSelection(){ setSelection(0, -1, 0, -1);}void RenderView::selectionStartEnd(int& startPos, int& endPos) const{ startPos = m_selectionStartPos; endPos = m_selectionEndPos;}bool RenderView::printing() const{ return document()->printing();}void RenderView::updateWidgetPositions(){ RenderWidgetSet::iterator end = m_widgets.end(); for (RenderWidgetSet::iterator it = m_widgets.begin(); it != end; ++it) (*it)->updateWidgetPosition();}void RenderView::addWidget(RenderWidget* o){ m_widgets.add(o);}void RenderView::removeWidget(RenderWidget* o){ m_widgets.remove(o);}IntRect RenderView::viewRect() const{ if (printing()) return IntRect(0, 0, width(), height()); if (m_frameView) return m_frameView->visibleContentRect(); return IntRect();}int RenderView::docHeight() const{ int h = height(); 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 (RenderBox* c = firstChildBox(); c; c = c->nextSiblingBox()) dh += c->height() + c->marginTop() + c->marginBottom(); if (dh > h) h = dh; return h;}int RenderView::docWidth() const{ int w = width(); int rightmostPos = rightmostPosition(); if (rightmostPos > w) w = rightmostPos; for (RenderBox* c = firstChildBox(); c; c = c->nextSiblingBox()) { int dw = c->width() + c->marginLeft() + c->marginRight(); if (dw > w) w = dw; } return w;}int RenderView::viewHeight() const{ int height = 0; if (!printing() && m_frameView) { height = m_frameView->layoutHeight(); height = m_frameView->useFixedLayout() ? ceilf(style()->effectiveZoom() * float(height)) : height; } return height;}int RenderView::viewWidth() const{ int width = 0; if (!printing() && m_frameView) { width = m_frameView->layoutWidth(); width = m_frameView->useFixedLayout() ? ceilf(style()->effectiveZoom() * float(width)) : width; } return width;}float RenderView::zoomFactor() const{ if (m_frameView->frame() && m_frameView->frame()->shouldApplyPageZoom()) return m_frameView->frame()->zoomFactor(); return 1.0f;}// 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 RenderView::setBestTruncatedAt(int y, RenderBoxModelObject* 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 that tries to move the pagination point IntRect boundingBox = forRenderer->borderBoundingBox(); if (boundingBox.width() > m_truncatorWidth) { m_truncatorWidth = boundingBox.width(); m_bestTruncatedAt = y; }}void RenderView::pushLayoutState(RenderObject* root){ ASSERT(!doingFullRepaint()); ASSERT(m_layoutStateDisableCount == 0); ASSERT(m_layoutState == 0); m_layoutState = new (renderArena()) LayoutState(root);}void RenderView::updateHitTestResult(HitTestResult& result, const IntPoint& point){ if (result.innerNode()) return; Node* node = document()->documentElement(); if (node) { result.setInnerNode(node); if (!result.innerNonSharedNode()) result.setInnerNonSharedNode(node); result.setLocalPoint(point); }}#if USE(ACCELERATED_COMPOSITING)bool RenderView::usesCompositing() const{ return m_compositor && m_compositor->inCompositingMode();}RenderLayerCompositor* RenderView::compositor(){ if (!m_compositor) m_compositor.set(new RenderLayerCompositor(this)); return m_compositor.get();}#endifvoid RenderView::didMoveOnscreen(){#if USE(ACCELERATED_COMPOSITING) if (m_compositor) m_compositor->didMoveOnscreen();#endif}void RenderView::willMoveOffscreen(){#if USE(ACCELERATED_COMPOSITING) if (m_compositor) m_compositor->willMoveOffscreen();#endif}} // namespace WebCore
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