#include "SkMatrix44.h"
#include "core/dom/Node.h"
+#include "core/dom/NodeRenderingTraversal.h"
#include "core/frame/FrameView.h"
#include "core/frame/LocalFrame.h"
#include "core/rendering/RenderLayer.h"
m_node.clear();
}
-RenderLayer* LinkHighlight::computeEnclosingCompositingLayer()
+void LinkHighlight::attachLinkHighlightToCompositingLayer(const RenderLayerModelObject* paintInvalidationContainer)
{
- if (!m_node || !m_node->renderer())
- return 0;
-
- // Find the nearest enclosing composited layer and attach to it. We may need to cross frame boundaries
- // to find a suitable layer.
- RenderObject* renderer = m_node->renderer();
- RenderLayer* renderLayer;
- do {
- renderLayer = renderer->enclosingLayer()->enclosingLayerForPaintInvalidation();
- if (!renderLayer) {
- renderer = renderer->frame()->ownerRenderer();
- if (!renderer)
- return 0;
- }
- } while (!renderLayer);
-
- ASSERT(renderLayer->compositingState() != NotComposited);
-
- GraphicsLayer* newGraphicsLayer = renderLayer->graphicsLayerBacking();
- if (!newGraphicsLayer->drawsContent()) {
- newGraphicsLayer = renderLayer->graphicsLayerBackingForScrolling();
- }
+ // FIXME: there should always be a GraphicsLayer. See https://code.google.com/p/chromium/issues/detail?id=359877.
+ GraphicsLayer* newGraphicsLayer = paintInvalidationContainer->layer()->graphicsLayerBacking();
+ if (newGraphicsLayer && !newGraphicsLayer->drawsContent())
+ newGraphicsLayer = paintInvalidationContainer->layer()->graphicsLayerBackingForScrolling();
+ if (!newGraphicsLayer)
+ return;
m_clipLayer->setTransform(SkMatrix44(SkMatrix44::kIdentity_Constructor));
m_currentGraphicsLayer = newGraphicsLayer;
m_currentGraphicsLayer->addLinkHighlight(this);
}
-
- return renderLayer;
}
-static void convertTargetSpaceQuadToCompositedLayer(const FloatQuad& targetSpaceQuad, RenderObject* targetRenderer, RenderObject* compositedRenderer, FloatQuad& compositedSpaceQuad)
+static void convertTargetSpaceQuadToCompositedLayer(const FloatQuad& targetSpaceQuad, RenderObject* targetRenderer, const RenderLayerModelObject* paintInvalidationContainer, FloatQuad& compositedSpaceQuad)
{
ASSERT(targetRenderer);
- ASSERT(compositedRenderer);
-
+ ASSERT(paintInvalidationContainer);
for (unsigned i = 0; i < 4; ++i) {
IntPoint point;
switch (i) {
case 3: point = roundedIntPoint(targetSpaceQuad.p4()); break;
}
+ // FIXME: this does not need to be absolute, just in the paint invalidation container's space.
point = targetRenderer->frame()->view()->contentsToWindow(point);
- point = compositedRenderer->frame()->view()->windowToContents(point);
- FloatPoint floatPoint = compositedRenderer->absoluteToLocal(point, UseTransforms);
+ point = paintInvalidationContainer->frame()->view()->windowToContents(point);
+ FloatPoint floatPoint = paintInvalidationContainer->absoluteToLocal(point, UseTransforms);
+ RenderLayer::mapPointToPaintBackingCoordinates(paintInvalidationContainer, floatPoint);
switch (i) {
case 0: compositedSpaceQuad.setP1(floatPoint); break;
path.closeSubpath();
}
-void LinkHighlight::computeQuads(RenderObject& renderer, Vector<FloatQuad>& outQuads) const
+void LinkHighlight::computeQuads(const Node& node, Vector<FloatQuad>& outQuads) const
{
+ if (!node.renderer())
+ return;
+
+ RenderObject* renderer = node.renderer();
+
// For inline elements, absoluteQuads will return a line box based on the line-height
// and font metrics, which is technically incorrect as replaced elements like images
// should use their intristic height and expand the linebox as needed. To get an
// appropriately sized highlight we descend into the children and have them add their
// boxes.
- if (renderer.isRenderInline()) {
- for (RenderObject* child = renderer.slowFirstChild(); child; child = child->nextSibling())
+ if (renderer->isRenderInline()) {
+ for (Node* child = NodeRenderingTraversal::firstChild(&node); child; child = NodeRenderingTraversal::nextSibling(child))
computeQuads(*child, outQuads);
} else {
- renderer.absoluteQuads(outQuads);
+ // FIXME: this does not need to be absolute, just in the paint invalidation container's space.
+ renderer->absoluteQuads(outQuads);
}
}
-bool LinkHighlight::computeHighlightLayerPathAndPosition(RenderLayer* compositingLayer)
+bool LinkHighlight::computeHighlightLayerPathAndPosition(const RenderLayerModelObject* paintInvalidationContainer)
{
if (!m_node || !m_node->renderer() || !m_currentGraphicsLayer)
return false;
-
- ASSERT(compositingLayer);
+ ASSERT(paintInvalidationContainer);
// Get quads for node in absolute coordinates.
Vector<FloatQuad> quads;
- computeQuads(*m_node->renderer(), quads);
+ computeQuads(*m_node, quads);
ASSERT(quads.size());
+ Path newPath;
- // Adjust for offset between target graphics layer and the node's renderer.
- FloatPoint positionAdjust = IntPoint(m_currentGraphicsLayer->offsetFromRenderer());
+ FloatPoint positionAdjustForCompositedScrolling = IntPoint(m_currentGraphicsLayer->offsetFromRenderer());
- Path newPath;
for (size_t quadIndex = 0; quadIndex < quads.size(); ++quadIndex) {
FloatQuad absoluteQuad = quads[quadIndex];
- absoluteQuad.move(-positionAdjust.x(), -positionAdjust.y());
+
+ // FIXME: this hack should not be necessary. It's a consequence of the fact that composited layers for scrolling are represented
+ // differently in Blink than other composited layers.
+ if (paintInvalidationContainer->layer()->needsCompositedScrolling() && m_node->renderer() != paintInvalidationContainer)
+ absoluteQuad.move(-positionAdjustForCompositedScrolling.x(), -positionAdjustForCompositedScrolling.y());
// Transform node quads in target absolute coords to local coordinates in the compositor layer.
FloatQuad transformedQuad;
- convertTargetSpaceQuadToCompositedLayer(absoluteQuad, m_node->renderer(), compositingLayer->renderer(), transformedQuad);
+ convertTargetSpaceQuadToCompositedLayer(absoluteQuad, m_node->renderer(), paintInvalidationContainer, transformedQuad);
// FIXME: for now, we'll only use rounded paths if we have a single node quad. The reason for this is that
// we may sometimes get a chain of adjacent boxes (e.g. for text nodes) which end up looking like sausage
}
}
-void LinkHighlight::notifyAnimationStarted(double, WebCompositorAnimation::TargetProperty)
+void LinkHighlight::notifyAnimationStarted(double, int)
{
}
-void LinkHighlight::notifyAnimationFinished(double, WebCompositorAnimation::TargetProperty)
+void LinkHighlight::notifyAnimationFinished(double, int)
{
// Since WebViewImpl may hang on to us for a while, make sure we
// release resources as soon as possible.
m_geometryNeedsUpdate = false;
- RenderLayer* compositingLayer = computeEnclosingCompositingLayer();
- if (compositingLayer && computeHighlightLayerPathAndPosition(compositingLayer)) {
+ bool hasRenderer = m_node && m_node->renderer();
+ const RenderLayerModelObject* paintInvalidationContainer = hasRenderer ? m_node->renderer()->containerForPaintInvalidation() : 0;
+ if (paintInvalidationContainer)
+ attachLinkHighlightToCompositingLayer(paintInvalidationContainer);
+ if (paintInvalidationContainer && computeHighlightLayerPathAndPosition(paintInvalidationContainer)) {
// We only need to invalidate the layer if the highlight size has changed, otherwise
// we can just re-position the layer without needing to repaint.
m_contentLayer->layer()->invalidate();
if (m_currentGraphicsLayer)
m_currentGraphicsLayer->addRepaintRect(FloatRect(layer()->position().x, layer()->position().y, layer()->bounds().width, layer()->bounds().height));
- } else if (!m_node || !m_node->renderer()) {
+ } else if (!hasRenderer) {
clearGraphicsLayerLinkHighlightPointer();
releaseResources();
}