LayoutUnit RenderRegion::offsetFromLogicalTopOfFirstPage() const { if (!m_isValid || !m_flowThread) return 0; if (m_flowThread->isHorizontalWritingMode()) return regionRect().y(); return regionRect().x(); }
LayoutRect RenderRegion::regionOverflowRect() const { // FIXME: Would like to just use hasOverflowClip() but we aren't a block yet. When RenderRegion is eliminated and // folded into RenderBlock, switch to hasOverflowClip(). bool clipX = style()->overflowX() != OVISIBLE; bool clipY = style()->overflowY() != OVISIBLE; if ((clipX && clipY) || !isValid() || !m_flowThread) return regionRect(); LayoutRect flowThreadOverflow = m_flowThread->visualOverflowRect(); // Only clip along the flow thread axis. LayoutUnit outlineSize = maximalOutlineSize(PaintPhaseOutline); LayoutRect clipRect; if (m_flowThread->isHorizontalWritingMode()) { LayoutUnit minY = isFirstRegion() ? (flowThreadOverflow.y() - outlineSize) : regionRect().y(); LayoutUnit maxY = isLastRegion() ? max(regionRect().maxY(), flowThreadOverflow.maxY()) + outlineSize : regionRect().maxY(); LayoutUnit minX = clipX ? regionRect().x() : (flowThreadOverflow.x() - outlineSize); LayoutUnit maxX = clipX ? regionRect().maxX() : (flowThreadOverflow.maxX() + outlineSize); clipRect = LayoutRect(minX, minY, maxX - minX, maxY - minY); } else { LayoutUnit minX = isFirstRegion() ? (flowThreadOverflow.x() - outlineSize) : regionRect().x(); LayoutUnit maxX = isLastRegion() ? max(regionRect().maxX(), flowThreadOverflow.maxX()) + outlineSize : regionRect().maxX(); LayoutUnit minY = clipY ? regionRect().y() : (flowThreadOverflow.y() - outlineSize); LayoutUnit maxY = clipY ? regionRect().maxY() : (flowThreadOverflow.maxY() + outlineSize); clipRect = LayoutRect(minX, minY, maxX - minX, maxY - minY); } return clipRect; }
void RenderFlowThread::updateRegionsFlowThreadPortionRect() { LayoutUnit logicalHeight = 0; for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) { RenderRegion* region = *iter; LayoutUnit regionLogicalWidth = region->pageLogicalWidth(); LayoutUnit regionLogicalHeight = region->logicalHeightOfAllFlowThreadContent(); LayoutRect regionRect(style()->direction() == LTR ? LayoutUnit() : logicalWidth() - regionLogicalWidth, logicalHeight, regionLogicalWidth, regionLogicalHeight); // When a flow thread has more than one auto logical height region, // we have to take into account the override logical content height value, // if computed for an auto logical height region, and use it to set the height // for the region rect. This way, the regions in the chain following the auto // logical height region, will be able to fragment the right part of their // associated flow thread content (and compute their overrideComputedLogicalHeight properly). if (view()->normalLayoutPhase()) { ASSERT(region->hasOverrideHeight() || !region->hasAutoLogicalHeight()); if (region->hasOverrideHeight()) regionLogicalHeight = region->overrideLogicalContentHeight(); regionRect.setHeight(regionLogicalHeight); } region->setFlowThreadPortionRect(isHorizontalWritingMode() ? regionRect : regionRect.transposedRect()); logicalHeight += regionLogicalHeight; } }
bool RenderFlowThread::hitTestRegion(RenderRegion* region, const HitTestRequest& request, HitTestResult& result, const LayoutPoint& pointInContainer, const LayoutPoint& accumulatedOffset) { LayoutRect regionRect(region->regionRect()); LayoutRect regionOverflowRect = region->regionOverflowRect(); LayoutRect regionClippingRect(accumulatedOffset + (regionOverflowRect.location() - regionRect.location()), regionOverflowRect.size()); if (!regionClippingRect.contains(pointInContainer)) return false; LayoutPoint renderFlowThreadOffset; if (style()->isFlippedBlocksWritingMode()) { LayoutRect flippedRegionRect(regionRect); flipForWritingMode(flippedRegionRect); renderFlowThreadOffset = LayoutPoint(accumulatedOffset - flippedRegionRect.location()); } else renderFlowThreadOffset = LayoutPoint(accumulatedOffset - regionRect.location()); LayoutPoint transformedPoint(pointInContainer.x() - renderFlowThreadOffset.x(), pointInContainer.y() - renderFlowThreadOffset.y()); // Always ignore clipping, since the RenderFlowThread has nothing to do with the bounds of the FrameView. HitTestRequest newRequest(request.type() | HitTestRequest::IgnoreClipping); RenderRegion* oldRegion = result.region(); result.setRegion(region); LayoutPoint oldPoint = result.point(); result.setPoint(transformedPoint); bool isPointInsideFlowThread = layer()->hitTest(newRequest, result); result.setPoint(oldPoint); result.setRegion(oldRegion); // FIXME: Should we set result.m_localPoint back to the RenderRegion's coordinate space or leave it in the RenderFlowThread's coordinate // space? Right now it's staying in the RenderFlowThread's coordinate space, which may end up being ok. We will know more when we get around to // patching positionForPoint. return isPointInsideFlowThread; }
void RenderRegion::paintReplaced(PaintInfo& paintInfo, const LayoutPoint& paintOffset) { // Delegate painting of content in region to RenderFlowThread. if (!m_flowThread || !isValid()) return; m_flowThread->paintIntoRegion(paintInfo, regionRect(), LayoutPoint(paintOffset.x() + borderLeft() + paddingLeft(), paintOffset.y() + borderTop() + paddingTop())); }
void RenderRegion::layout() { RenderReplaced::layout(); if (m_flowThread && isValid()) { if (regionRect().width() != contentWidth() || regionRect().height() != contentHeight()) m_flowThread->invalidateRegions(); } // FIXME: We need to find a way to set up overflow properly. Our flow thread hasn't gotten a layout // yet, so we can't look to it for correct information. It's possible we could wait until after the RenderFlowThread // gets a layout, and then try to propagate overflow information back to the region, and then mark for a second layout. // That second layout would then be able to use the information from the RenderFlowThread to set up overflow. // // The big problem though is that overflow needs to be region-specific. We can't simply use the RenderFlowThread's global // overflow values, since then we'd always think any narrow region had huge overflow (all the way to the width of the // RenderFlowThread itself). // // We'll need to expand RenderBoxRegionInfo to also hold left and right overflow values. }
void RenderRegionSet::expandToEncompassFlowThreadContentsIfNeeded() { // Whenever the last region is a set, it always expands its region rect to consume all // of the flow thread content. This is because it is always capable of generating an // infinite number of boxes in order to hold all of the remaining content. LayoutRect rect(regionRect()); // Get the offset within the flow thread in its block progression direction. Then get the // flow thread's remaining logical height including its overflow and expand our rect // to encompass that remaining height and overflow. The idea is that we will generate // additional columns and pages to hold that overflow, since people do write bad // content like <body style="height:0px"> in multi-column layouts. bool isHorizontal = flowThread()->isHorizontalWritingMode(); LayoutUnit logicalTopOffset = isHorizontal ? rect.y() : rect.x(); LayoutRect layoutRect = flowThread()->layoutOverflowRect(); LayoutUnit logicalHeightWithOverflow = (isHorizontal ? layoutRect.maxY() - flowThread()->y() : layoutRect.maxX() - flowThread()->x()) - logicalTopOffset; setRegionRect(LayoutRect(rect.x(), rect.y(), isHorizontal ? rect.width() : logicalHeightWithOverflow, isHorizontal ? logicalHeightWithOverflow : rect.height())); }
void myCoolBar::drawFilledRegion(QPainter *painter) { if(m_lastPot.x()-m_barRect.x()<=INDICATOR_RADIUS) { return ; } painter->save(); QRectF regionRect(m_barRect.topLeft(),QPointF(m_indicatorRect.center().x(),m_indicatorRect.center().y()+m_barRect.height()/2)); QLinearGradient regionGradient(regionRect.topLeft(),regionRect.bottomLeft()); regionGradient.setColorAt(0.0,QColor(80,80,80)); regionGradient.setColorAt(0.2,QColor(120,120,120)); regionGradient.setColorAt(0.5,QColor(230,230,230)); regionGradient.setColorAt(0.8,QColor(120,120,120)); regionGradient.setColorAt(1.0,QColor(80,80,80)); painter->setPen(Qt::NoPen); painter->setBrush(regionGradient); painter->drawRoundedRect(regionRect,RECT_RADIUS,RECT_RADIUS); painter->restore(); }
// Hit Testing bool RenderRegion::nodeAtPoint(const HitTestRequest& request, HitTestResult& result, const LayoutPoint& pointInContainer, const LayoutPoint& accumulatedOffset, HitTestAction action) { if (!isValid()) return false; LayoutPoint adjustedLocation = accumulatedOffset + location(); // Check our bounds next. For this purpose always assume that we can only be hit in the // foreground phase (which is true for replaced elements like images). LayoutRect boundsRect(adjustedLocation, size()); if (visibleToHitTesting() && action == HitTestForeground && boundsRect.intersects(result.rectForPoint(pointInContainer))) { // Check the contents of the RenderFlowThread. if (m_flowThread && m_flowThread->hitTestRegion(regionRect(), request, result, pointInContainer, LayoutPoint(adjustedLocation.x() + borderLeft() + paddingLeft(), adjustedLocation.y() + borderTop() + paddingTop()))) return true; updateHitTestResult(result, pointInContainer - toLayoutSize(adjustedLocation)); if (!result.addNodeToRectBasedTestResult(node(), pointInContainer, boundsRect)) return true; } return false; }
void RenderFlowThread::paintIntoRegion(PaintInfo& paintInfo, RenderRegion* region, const LayoutPoint& paintOffset) { GraphicsContext* context = paintInfo.context; if (!context) return; // Adjust the clipping rect for the region. // paintOffset contains the offset where the painting should occur // adjusted with the region padding and border. LayoutRect regionRect(region->regionRect()); LayoutRect regionOverflowRect(region->regionOverflowRect()); LayoutRect regionClippingRect(paintOffset + (regionOverflowRect.location() - regionRect.location()), regionOverflowRect.size()); PaintInfo info(paintInfo); info.rect.intersect(pixelSnappedIntRect(regionClippingRect)); if (!info.rect.isEmpty()) { context->save(); context->clip(regionClippingRect); // RenderFlowThread should start painting its content in a position that is offset // from the region rect's current position. The amount of offset is equal to the location of // region in flow coordinates. LayoutPoint renderFlowThreadOffset; if (style()->isFlippedBlocksWritingMode()) { LayoutRect flippedRegionRect(regionRect); flipForWritingMode(flippedRegionRect); renderFlowThreadOffset = LayoutPoint(paintOffset - flippedRegionRect.location()); } else renderFlowThreadOffset = LayoutPoint(paintOffset - regionRect.location()); context->translate(renderFlowThreadOffset.x(), renderFlowThreadOffset.y()); info.rect.moveBy(-roundedIntPoint(renderFlowThreadOffset)); layer()->paint(context, info.rect, 0, 0, region, RenderLayer::PaintLayerTemporaryClipRects); context->restore(); } }
void RenderFlowThread::layout() { m_pageLogicalHeightChanged = m_regionsInvalidated && everHadLayout(); if (m_regionsInvalidated) { m_regionsInvalidated = false; m_hasValidRegions = false; m_regionsHaveUniformLogicalWidth = true; m_regionsHaveUniformLogicalHeight = true; m_regionRangeMap.clear(); LayoutUnit previousRegionLogicalWidth = 0; LayoutUnit previousRegionLogicalHeight = 0; if (hasRegions()) { for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) { RenderRegion* region = *iter; if (!region->isValid()) continue; ASSERT(!region->needsLayout()); region->deleteAllRenderBoxRegionInfo(); LayoutUnit regionLogicalWidth = region->pageLogicalWidth(); LayoutUnit regionLogicalHeight = region->pageLogicalHeight(); if (!m_hasValidRegions) m_hasValidRegions = true; else { if (m_regionsHaveUniformLogicalWidth && previousRegionLogicalWidth != regionLogicalWidth) m_regionsHaveUniformLogicalWidth = false; if (m_regionsHaveUniformLogicalHeight && previousRegionLogicalHeight != regionLogicalHeight) m_regionsHaveUniformLogicalHeight = false; } previousRegionLogicalWidth = regionLogicalWidth; } updateLogicalWidth(); // Called to get the maximum logical width for the region. LayoutUnit logicalHeight = 0; for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) { RenderRegion* region = *iter; if (!region->isValid()) continue; LayoutUnit regionLogicalWidth = region->pageLogicalWidth(); LayoutUnit regionLogicalHeight = region->logicalHeightOfAllFlowThreadContent(); LayoutRect regionRect(style()->direction() == LTR ? ZERO_LAYOUT_UNIT : logicalWidth() - regionLogicalWidth, logicalHeight, regionLogicalWidth, regionLogicalHeight); region->setFlowThreadPortionRect(isHorizontalWritingMode() ? regionRect : regionRect.transposedRect()); logicalHeight += regionLogicalHeight; } } } CurrentRenderFlowThreadMaintainer currentFlowThreadSetter(this); RenderBlock::layout(); m_pageLogicalHeightChanged = false; if (lastRegion()) lastRegion()->expandToEncompassFlowThreadContentsIfNeeded(); if (shouldDispatchRegionLayoutUpdateEvent()) dispatchRegionLayoutUpdateEvent(); }