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📄 renderlayerbacking.h

📁 linux下开源浏览器WebKit的源码,市面上的很多商用浏览器都是移植自WebKit
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/* * Copyright (C) 2009 Apple Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright *    notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright *    notice, this list of conditions and the following disclaimer in the *    documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL APPLE COMPUTER, INC. OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.  */#ifndef RenderLayerBacking_h#define RenderLayerBacking_h#if USE(ACCELERATED_COMPOSITING)#include "FloatPoint.h"#include "FloatPoint3D.h"#include "GraphicsLayer.h"#include "GraphicsLayerClient.h"#include "RenderLayer.h"#include "TransformationMatrix.h"namespace WebCore {class KeyframeList;class RenderLayerCompositor;// RenderLayerBacking controls the compositing behavior for a single RenderLayer.// It holds the various GraphicsLayers, and makes decisions about intra-layer rendering// optimizations.// // There is one RenderLayerBacking for each RenderLayer that is composited.class RenderLayerBacking : public GraphicsLayerClient {public:    RenderLayerBacking(RenderLayer*);    ~RenderLayerBacking();    RenderLayer* owningLayer() const { return m_owningLayer; }    void updateAfterLayout();        // Returns true if layer configuration changed.    bool updateGraphicsLayers(bool needsContentsLayer, bool needsUpperClippingLayer, bool needsLowerClippingLayer, bool needsRepaint);    void updateGraphicsLayerGeometry();    void updateInternalHierarchy();        GraphicsLayer* graphicsLayer() const { return m_graphicsLayer; }    // Layer to clip children    bool hasClippingLayer() const { return m_clippingLayer != 0; }    GraphicsLayer* clippingLayer() const { return m_clippingLayer; }    // Layer to get clipped by ancestor    bool hasAncestorClippingLayer() const { return m_ancestorClippingLayer != 0; }    GraphicsLayer* ancestorClippingLayer() const { return m_ancestorClippingLayer; }    bool hasContentsLayer() const { return m_contentsLayer != 0; }    GraphicsLayer* contentsLayer() const { return m_contentsLayer; }        GraphicsLayer* parentForSublayers() const { return m_clippingLayer ? m_clippingLayer : m_graphicsLayer; }    GraphicsLayer* childForSuperlayers() const { return m_ancestorClippingLayer ? m_ancestorClippingLayer : m_graphicsLayer; }    // RenderLayers with backing normally short-circuit paintLayer() because    // their content is rendered via callbacks from GraphicsLayer. However, the document    // layer is special, because it has a GraphicsLayer to act as a container for the GraphicsLayers    // for descendants, but its contents usually render into the window (in which case this returns true).    // This returns false for other layers, and when the document layer actually needs to paint into its backing store    // for some reason.    bool paintingGoesToWindow() const;    void setContentsNeedDisplay();    // r is in the coordinate space of the layer's render object    void setContentsNeedDisplayInRect(const IntRect& r);    // Interface to start, finish, suspend and resume animations and transitions    bool startAnimation(double beginTime, const Animation* anim, const KeyframeList& keyframes);    bool startTransition(double beginTime, int property, const RenderStyle* fromStyle, const RenderStyle* toStyle);    void animationFinished(const String& name, int index, bool reset);    void transitionFinished(int property);    void suspendAnimations();    void resumeAnimations();    FloatPoint graphicsLayerToContentsCoordinates(const GraphicsLayer*, const FloatPoint&);    FloatPoint contentsToGraphicsLayerCoordinates(const GraphicsLayer*, const FloatPoint&);    void forceCompositingLayer(bool force = true);    bool forcedCompositingLayer() const { return m_forceCompositingLayer; }    void detectDrawingOptimizations();    void invalidateDrawingOptimizations();    // GraphicsLayerClient interface    virtual void notifyAnimationStarted(const GraphicsLayer*, double startTime);    virtual void paintContents(const GraphicsLayer*, GraphicsContext&, GraphicsLayerPaintingPhase, const IntRect& clip);    virtual IntRect contentsBox(const GraphicsLayer*);    private:    void createGraphicsLayer();    void destroyGraphicsLayer();    RenderBoxModelObject* renderer() const { return m_owningLayer->renderer(); }    RenderLayerCompositor* compositor() const { return m_owningLayer->compositor(); }    bool updateClippingLayers(bool needsAncestorClip, bool needsDescendantClip);    bool updateContentsLayer(bool needsContentsLayer);    IntSize contentOffsetInCompostingLayer();    // Result is transform origin in pixels.    FloatPoint3D computeTransformOrigin(const IntRect& borderBox) const;    // Result is perspective origin in pixels.    FloatPoint computePerspectiveOrigin(const IntRect& borderBox) const;    void updateLayerOpacity();    void updateLayerTransform();    // Return the opacity value that this layer should use for compositing.    float compositingOpacity(float rendererOpacity) const;        // Returns true if this RenderLayer only has content that can be rendered directly    // by the compositing layer, without drawing (e.g. solid background color).    bool isSimpleContainerCompositingLayer();    bool rendererHasBackground() const;    const Color& rendererBackgroundColor() const;    bool canBeSimpleContainerCompositingLayer() const;    bool hasNonCompositingContent() const;        void paintIntoLayer(RenderLayer* rootLayer, GraphicsContext*, const IntRect& paintDirtyRect,                    bool haveTransparency, PaintRestriction paintRestriction, GraphicsLayerPaintingPhase, RenderObject* paintingRoot);    static int graphicsLayerToCSSProperty(AnimatedPropertyID);    static AnimatedPropertyID cssToGraphicsLayerProperty(int);private:    RenderLayer* m_owningLayer;    GraphicsLayer* m_ancestorClippingLayer; // only used if we are clipped by an ancestor which is not a stacking context    GraphicsLayer* m_graphicsLayer;    GraphicsLayer* m_contentsLayer;         // only used in cases where we need to draw the foreground separately    GraphicsLayer* m_clippingLayer;         // only used if we have clipping on a stacking context, with compositing children    IntSize m_compositingContentOffset;    bool m_forceCompositingLayer : 1;   // set if we need a compositing layer because of some external requirement    bool m_isSimpleContainerCompositingLayer : 1;  // is this compositing layer able to be simplified    bool m_simpleCompositingLayerStatusDirty : 1; // set if the test for simple layers needs to be redone    bool m_compositingContentOffsetDirty: 1;};} // namespace WebCore#endif // USE(ACCELERATED_COMPOSITING)#endif // RenderLayerBacking_h

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