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📄 renderlayercompositor.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 RenderLayerCompositor_h#define RenderLayerCompositor_h#include "RenderLayer.h"namespace WebCore {#define PROFILE_LAYER_REBUILD 0class GraphicsLayer;// RenderLayerCompositor manages the hierarchy of// composited RenderLayers. It determines which RenderLayers// become compositing, and creates and maintains a hierarchy of// GraphicsLayers based on the RenderLayer painting order.// // There is one RenderLayerCompositor per RenderView.class RenderLayerCompositor {public:    RenderLayerCompositor(RenderView*);    ~RenderLayerCompositor();        // Return true if this RenderView is in "compositing mode" (i.e. has one or more    // composited RenderLayers)    bool inCompositingMode() const { return m_compositing; }    // This will make a compositing layer at the root automatically, and hook up to    // the native view/window system.    void enableCompositingMode(bool enable = true);    void setCompositingLayersNeedUpdate(bool needUpdate = true);    bool compositingLayersNeedUpdate() const { return m_compositingLayersNeedUpdate; }    // Rebuild the tree of compositing layers    void updateCompositingLayers(RenderLayer* updateRoot = 0);    // Update the compositing state of the given layer. Returns true if that state changed    bool updateLayerCompositingState(RenderLayer*, StyleDifference);    // Return the bounding box required for compositing layer and its childern, relative to ancestorLayer.    // If layerBoundingBox is not 0, on return it contains the bounding box of this layer only.    IntRect calculateCompositedBounds(const RenderLayer* layer, const RenderLayer* ancestorLayer, IntRect* layerBoundingBox = 0);        // Notify us that a layer has been added or removed    void layerWasAdded(RenderLayer* parent, RenderLayer* child);    void layerWillBeRemoved(RenderLayer* parent, RenderLayer* child);    // Get the nearest ancestor layer that has overflow or clip, but is not a stacking context    RenderLayer* enclosingNonStackingClippingLayer(const RenderLayer* layer) const;    // Repaint parts of all composited layers that intersect the given absolute rectangle.    void repaintCompositedLayersAbsoluteRect(const IntRect&);    RenderLayer* rootRenderLayer() const;    GraphicsLayer* rootPlatformLayer() const;    void didMoveOnscreen();    void willMoveOffscreen();    void updateRootLayerPosition();    // Walk the tree looking for layers with 3d transforms. Useful in case you need    // to know if there is non-affine content, e.g. for drawing into an image.    bool has3DContent() const;private:    // Whether the given RL needs a compositing layer.    bool needsToBeComposited(const RenderLayer*) const;    // Whether the layer has an intrinsic need for compositing layer.    bool requiresCompositingLayer(const RenderLayer*) const;    // Whether we need a graphics layer to do clipping by an ancestor (non-stacking-context parent with overflow).    bool clippedByAncestor(RenderLayer*) const;    // Whether we need a graphics layer to clip z-order children of the given layer.    bool clipsCompositingDescendants(const RenderLayer*) const;    // Whether a running transition or animation enforces the need for a compositing layer.    bool requiresCompositingForAnimation(const RenderLayer*) const;    // Whether the given layer needs an extra 'contents' layer.    bool needsContentsCompositingLayer(const RenderLayer*) const;    // Set a bit on this layer to force it to be composisted, because it has to render on top of    // other compositing layers.    void setForcedCompositingLayer(RenderLayer*, bool force);    // Repaint the given rect (which is layer's coords), and regions of child layers that intersect that rect.    void recursiveRepaintLayerRect(RenderLayer* layer, const IntRect& rect);    void computeCompositingRequirements(RenderLayer*, struct CompositingState&);    void rebuildCompositingLayerTree(RenderLayer* layer, struct CompositingState&);    // Hook compositing layers together    void setCompositingParent(RenderLayer* childLayer, RenderLayer* parentLayer);    void removeCompositedChildren(RenderLayer*);    void parentInRootLayer(RenderLayer*);    bool layerHas3DContent(const RenderLayer*) const;    void ensureRootPlatformLayer();private:    RenderView* m_renderView;    GraphicsLayer* m_rootPlatformLayer;    bool m_compositing;    bool m_rootLayerAttached;    bool m_compositingLayersNeedUpdate;#if PROFILE_LAYER_REBUILD    int m_rootLayerUpdateCount;#endif};} // namespace WebCore#endif // RenderLayerCompositor_h

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