2 * Copyright (C) 2012 Google Inc. All rights reserved.
4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions are
8 * * Redistributions of source code must retain the above copyright
9 * notice, this list of conditions and the following disclaimer.
10 * * Redistributions in binary form must reproduce the above
11 * copyright notice, this list of conditions and the following disclaimer
12 * in the documentation and/or other materials provided with the
14 * * Neither the name of Google Inc. nor the names of its
15 * contributors may be used to endorse or promote products derived from
16 * this software without specific prior written permission.
18 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
19 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
20 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
21 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
22 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
23 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
24 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
25 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
26 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
27 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
28 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
32 #include "web/FindInPageCoordinates.h"
34 #include "core/dom/Node.h"
35 #include "core/dom/Range.h"
36 #include "core/frame/LocalFrame.h"
37 #include "core/rendering/RenderBlock.h"
38 #include "core/rendering/RenderBox.h"
39 #include "core/rendering/RenderObject.h"
40 #include "core/rendering/RenderPart.h"
41 #include "core/rendering/RenderView.h"
42 #include "core/rendering/style/RenderStyle.h"
43 #include "platform/geometry/FloatPoint.h"
44 #include "platform/geometry/FloatQuad.h"
45 #include "platform/geometry/IntPoint.h"
49 static const RenderBlock* enclosingScrollableAncestor(const RenderObject* renderer)
51 ASSERT(!renderer->isRenderView());
53 // Trace up the containingBlocks until we reach either the render view or a scrollable object.
54 const RenderBlock* container = renderer->containingBlock();
55 while (!container->hasOverflowClip() && !container->isRenderView())
56 container = container->containingBlock();
60 static FloatRect toNormalizedRect(const FloatRect& absoluteRect, const RenderObject* renderer, const RenderBlock* container)
64 ASSERT(container || renderer->isRenderView());
68 // We want to normalize by the max layout overflow size instead of only the visible bounding box.
69 // Quads and their enclosing bounding boxes need to be used in order to keep results transform-friendly.
70 FloatPoint scrolledOrigin;
72 // For overflow:scroll we need to get where the actual origin is independently of the scroll.
73 if (container->hasOverflowClip())
74 scrolledOrigin = -IntPoint(container->scrolledContentOffset());
76 FloatRect overflowRect(scrolledOrigin, container->maxLayoutOverflow());
77 FloatRect containerRect = container->localToAbsoluteQuad(FloatQuad(overflowRect)).enclosingBoundingBox();
79 if (containerRect.isEmpty())
82 // Make the coordinates relative to the container enclosing bounding box.
83 // Since we work with rects enclosing quad unions this is still transform-friendly.
84 FloatRect normalizedRect = absoluteRect;
85 normalizedRect.moveBy(-containerRect.location());
87 // Fixed positions do not make sense in this coordinate system, but need to leave consistent tickmarks.
88 // So, use their position when the view is not scrolled, like an absolute position.
89 if (renderer->style()->position() == FixedPosition && container->isRenderView())
90 normalizedRect.move(-toRenderView(container)->frameView()->scrollOffsetForFixedPosition());
92 normalizedRect.scale(1 / containerRect.width(), 1 / containerRect.height());
93 return normalizedRect;
96 FloatRect findInPageRectFromAbsoluteRect(const FloatRect& inputRect, const RenderObject* baseRenderer)
98 if (!baseRenderer || inputRect.isEmpty())
101 // Normalize the input rect to its container block.
102 const RenderBlock* baseContainer = enclosingScrollableAncestor(baseRenderer);
103 FloatRect normalizedRect = toNormalizedRect(inputRect, baseRenderer, baseContainer);
105 // Go up across frames.
106 for (const RenderBox* renderer = baseContainer; renderer; ) {
108 // Go up the render tree until we reach the root of the current frame (the RenderView).
109 while (!renderer->isRenderView()) {
110 const RenderBlock* container = enclosingScrollableAncestor(renderer);
112 // Compose the normalized rects.
113 FloatRect normalizedBoxRect = toNormalizedRect(renderer->absoluteBoundingBoxRect(), renderer, container);
114 normalizedRect.scale(normalizedBoxRect.width(), normalizedBoxRect.height());
115 normalizedRect.moveBy(normalizedBoxRect.location());
117 renderer = container;
120 ASSERT(renderer->isRenderView());
122 // Jump to the renderer owning the frame, if any.
123 renderer = renderer->frame() ? renderer->frame()->ownerRenderer() : 0;
126 return normalizedRect;
129 FloatRect findInPageRectFromRange(Range* range)
131 if (!range || !range->firstNode())
134 return findInPageRectFromAbsoluteRect(RenderObject::absoluteBoundingBoxRectForRange(range), range->firstNode()->renderer());