static FloatRect toNormalizedRect(const FloatRect& absoluteRect, const LayoutObject* layoutObject, const LayoutBlock* container)
{
    ASSERT(layoutObject);

    ASSERT(container || layoutObject->isLayoutView());
    if (!container)
        return FloatRect();

    // We want to normalize by the max layout overflow size instead of only the visible bounding box.
    // Quads and their enclosing bounding boxes need to be used in order to keep results transform-friendly.
    FloatPoint scrolledOrigin;

    // For overflow:scroll we need to get where the actual origin is independently of the scroll.
    if (container->hasOverflowClip())
        scrolledOrigin = -IntPoint(container->scrolledContentOffset());

    FloatRect overflowRect(scrolledOrigin, FloatSize(container->maxLayoutOverflow()));
    FloatRect containerRect = container->localToAbsoluteQuad(FloatQuad(overflowRect)).enclosingBoundingBox();

    if (containerRect.isEmpty())
        return FloatRect();

    // Make the coordinates relative to the container enclosing bounding box.
    // Since we work with rects enclosing quad unions this is still transform-friendly.
    FloatRect normalizedRect = absoluteRect;
    normalizedRect.moveBy(-containerRect.location());

    // Fixed positions do not make sense in this coordinate system, but need to leave consistent tickmarks.
    // So, use their position when the view is not scrolled, like an absolute position.
    if (layoutObject->style()->position() == FixedPosition && container->isLayoutView())
        normalizedRect.moveBy(-toLayoutView(container)->frameView()->scrollPosition());

    normalizedRect.scale(1 / containerRect.width(), 1 / containerRect.height());
    return normalizedRect;
}
FloatRect VisualViewport::viewportToRootFrame(const FloatRect& rectInViewport) const
{
    FloatRect rectInRootFrame = rectInViewport;
    rectInRootFrame.scale(1 / scale());
    rectInRootFrame.moveBy(location());
    return rectInRootFrame;
}
bool RenderEmbeddedObject::getReplacementTextGeometry(const LayoutPoint& accumulatedOffset, FloatRect& contentRect, Path& path, FloatRect& replacementTextRect, Font& font, TextRun& run, float& textWidth) const
{
    contentRect = contentBoxRect();
    contentRect.moveBy(roundedIntPoint(accumulatedOffset));

    FontDescription fontDescription;
    RenderTheme::theme().systemFont(CSSValueWebkitSmallControl, fontDescription);
    fontDescription.setWeight(FontWeightBold);
    Settings* settings = document().settings();
    ASSERT(settings);
    if (!settings)
        return false;
    fontDescription.setComputedSize(fontDescription.specifiedSize());
    font = Font(fontDescription, 0, 0);
    font.update(0);

    run = TextRun(m_unavailablePluginReplacementText);
    textWidth = font.width(run);

    replacementTextRect.setSize(FloatSize(textWidth + replacementTextRoundedRectLeftRightTextMargin * 2, replacementTextRoundedRectHeight));
    float x = (contentRect.size().width() / 2 - replacementTextRect.size().width() / 2) + contentRect.location().x();
    float y = (contentRect.size().height() / 2 - replacementTextRect.size().height() / 2) + contentRect.location().y();
    replacementTextRect.setLocation(FloatPoint(x, y));

    path.addRoundedRect(replacementTextRect, FloatSize(replacementTextRoundedRectRadius, replacementTextRoundedRectRadius));

    return true;
}
FloatRect findInPageRectFromAbsoluteRect(const FloatRect& inputRect, const LayoutObject* baseLayoutObject)
{
    if (!baseLayoutObject || inputRect.isEmpty())
        return FloatRect();

    // Normalize the input rect to its container block.
    const LayoutBlock* baseContainer = enclosingScrollableAncestor(baseLayoutObject);
    FloatRect normalizedRect = toNormalizedRect(inputRect, baseLayoutObject, baseContainer);

    // Go up across frames.
    for (const LayoutBox* layoutObject = baseContainer; layoutObject; ) {

        // Go up the layout tree until we reach the root of the current frame (the LayoutView).
        while (!layoutObject->isLayoutView()) {
            const LayoutBlock* container = enclosingScrollableAncestor(layoutObject);

            // Compose the normalized rects.
            FloatRect normalizedBoxRect = toNormalizedRect(layoutObject->absoluteBoundingBoxRect(), layoutObject, container);
            normalizedRect.scale(normalizedBoxRect.width(), normalizedBoxRect.height());
            normalizedRect.moveBy(normalizedBoxRect.location());

            layoutObject = container;
        }

        ASSERT(layoutObject->isLayoutView());

        // Jump to the layoutObject owning the frame, if any.
        layoutObject = layoutObject->frame() ? layoutObject->frame()->ownerLayoutObject() : 0;
    }

    return normalizedRect;
}
FloatRect VisualViewport::rootFrameToViewport(const FloatRect& rectInRootFrame) const
{
    FloatRect rectInViewport = rectInRootFrame;
    rectInViewport.moveBy(-location());
    rectInViewport.scale(scale());
    return rectInViewport;
}
bool RenderEmbeddedObject::getReplacementTextGeometry(const LayoutPoint& accumulatedOffset, FloatRect& contentRect, FloatRect& indicatorRect, FloatRect& replacementTextRect, FloatRect& arrowRect, FontCascade& font, TextRun& run, float& textWidth) const
{
    bool includesArrow = shouldUnavailablePluginMessageBeButton(document(), m_pluginUnavailabilityReason);

    contentRect = contentBoxRect();
    contentRect.moveBy(roundedIntPoint(accumulatedOffset));

    FontCascadeDescription fontDescription;
    RenderTheme::defaultTheme()->systemFont(CSSValueWebkitSmallControl, fontDescription);
    fontDescription.setWeight(FontWeightBold);
    fontDescription.setRenderingMode(frame().settings().fontRenderingMode());
    fontDescription.setComputedSize(12);
    font = FontCascade(fontDescription, 0, 0);
    font.update(0);

    run = TextRun(m_unavailablePluginReplacementText);
    textWidth = font.width(run);

    replacementTextRect.setSize(FloatSize(textWidth + replacementTextRoundedRectLeftTextMargin + (includesArrow ? replacementTextRoundedRectRightTextMarginWithArrow : replacementTextRoundedRectRightTextMargin), replacementTextRoundedRectHeight));
    float x = (contentRect.size().width() / 2 - replacementTextRect.size().width() / 2) + contentRect.location().x();
    float y = (contentRect.size().height() / 2 - replacementTextRect.size().height() / 2) + contentRect.location().y();
    replacementTextRect.setLocation(FloatPoint(x, y));

    indicatorRect = replacementTextRect;

    // Expand the background rect to include the arrow, if it will be used.
    if (includesArrow) {
        arrowRect = indicatorRect;
        arrowRect.setX(ceilf(arrowRect.maxX() + replacementArrowLeftMargin));
        arrowRect.setWidth(arrowRect.height());
        indicatorRect.unite(arrowRect);
    }

    return true;
}
FloatRect findInPageRectFromAbsoluteRect(const FloatRect& inputRect, const RenderObject* baseRenderer)
{
    if (!baseRenderer || inputRect.isEmpty())
        return FloatRect();

    // Normalize the input rect to its container block.
    const RenderBlock* baseContainer = enclosingScrollableAncestor(baseRenderer);
    FloatRect normalizedRect = toNormalizedRect(inputRect, baseRenderer, baseContainer);

    // Go up across frames.
    for (const RenderBox* renderer = baseContainer; renderer; ) {

        // Go up the render tree until we reach the root of the current frame (the RenderView).
        while (!renderer->isRenderView()) {
            const RenderBlock* container = enclosingScrollableAncestor(renderer);

            // Compose the normalized rects.
            FloatRect normalizedBoxRect = toNormalizedRect(renderer->absoluteBoundingBoxRect(), renderer, container);
            normalizedRect.scale(normalizedBoxRect.width(), normalizedBoxRect.height());
            normalizedRect.moveBy(normalizedBoxRect.location());

            renderer = container;
        }

        ASSERT(renderer->isRenderView());

        // Jump to the renderer owning the frame, if any.
        renderer = renderer->frame() ? renderer->frame()->ownerRenderer() : 0;
    }

    return normalizedRect;
}
FloatRect VisualViewport::mainViewToViewportCSSPixels(const FloatRect& rect) const
{
    // Note, this is in CSS Pixels so we don't apply scale.
    FloatRect rectInViewport = rect;
    rectInViewport.moveBy(-location());
    return rectInViewport;
}
Example #9
0
FloatRect FEConvolveMatrix::mapPaintRect(const FloatRect& rect, bool forward)
{
    FloatRect result = rect;

    result.moveBy(forward ? -m_targetOffset : m_targetOffset - m_kernelSize);
    result.expand(m_kernelSize);
    return result;
}
Example #10
0
FloatRect FEConvolveMatrix::mapEffect(const FloatRect& rect) const {
  if (!parametersValid())
    return rect;
  FloatRect result = rect;
  result.moveBy(-m_targetOffset);
  result.expand(FloatSize(m_kernelSize));
  return result;
}
Example #11
0
FloatRect FEDropShadow::mapEffect(const FloatSize& stdDeviation,
                                  const FloatPoint& offset,
                                  const FloatRect& rect) {
  FloatRect offsetRect = rect;
  offsetRect.moveBy(offset);
  FloatRect blurredRect = FEGaussianBlur::mapEffect(stdDeviation, offsetRect);
  return unionRect(blurredRect, rect);
}
bool AnimationBase::computeTransformedExtentViaTransformList(const FloatRect& rendererBox, const RenderStyle& style, LayoutRect& bounds) const
{
    FloatRect floatBounds = bounds;
    FloatPoint transformOrigin;
    
    bool applyTransformOrigin = containsRotation(style.transform().operations()) || style.transform().affectedByTransformOrigin();
    if (applyTransformOrigin) {
        float offsetX = style.transformOriginX().isPercent() ? rendererBox.x() : 0;
        float offsetY = style.transformOriginY().isPercent() ? rendererBox.y() : 0;

        transformOrigin.setX(floatValueForLength(style.transformOriginX(), rendererBox.width()) + offsetX);
        transformOrigin.setY(floatValueForLength(style.transformOriginY(), rendererBox.height()) + offsetY);
        // Ignore transformOriginZ because we'll bail if we encounter any 3D transforms.
        
        floatBounds.moveBy(-transformOrigin);
    }

    for (const auto& operation : style.transform().operations()) {
        if (operation->type() == TransformOperation::ROTATE) {
            // For now, just treat this as a full rotation. This could take angle into account to reduce inflation.
            floatBounds = boundsOfRotatingRect(floatBounds);
        } else {
            TransformationMatrix transform;
            operation->apply(transform, rendererBox.size());
            if (!transform.isAffine())
                return false;

            if (operation->type() == TransformOperation::MATRIX || operation->type() == TransformOperation::MATRIX_3D) {
                TransformationMatrix::Decomposed2Type toDecomp;
                transform.decompose2(toDecomp);
                // Any rotation prevents us from using a simple start/end rect union.
                if (toDecomp.angle)
                    return false;
            }

            floatBounds = transform.mapRect(floatBounds);
        }
    }

    if (applyTransformOrigin)
        floatBounds.moveBy(transformOrigin);

    bounds = LayoutRect(floatBounds);
    return true;
}
FloatRect FEConvolveMatrix::mapPaintRect(const FloatRect& rect, bool forward)
{
    FloatRect result = rect;
    if (parametersValid()) {
        result.moveBy(forward ? -m_targetOffset : m_targetOffset - m_kernelSize);
        result.expand(FloatSize(m_kernelSize));
    }
    return result;
}
Example #14
0
FloatRect PinchViewport::visibleRectInDocument() const
{
    if (!mainFrame() || !mainFrame()->view())
        return FloatRect();

    FloatRect viewRect = mainFrame()->view()->visibleContentRect();
    FloatRect pinchRect = visibleRect();
    pinchRect.moveBy(viewRect.location());
    return pinchRect;
}
bool RenderEmbeddedObject::getReplacementTextGeometry(const LayoutPoint& accumulatedOffset, FloatRect& contentRect, Path& path, FloatRect& replacementTextRect, FloatRect& arrowRect, Font& font, TextRun& run, float& textWidth) const
{
    contentRect = contentBoxRect();
    contentRect.moveBy(roundedIntPoint(accumulatedOffset));

    FontDescription fontDescription;
    RenderTheme::defaultTheme()->systemFont(CSSValueWebkitSmallControl, fontDescription);
    fontDescription.setWeight(FontWeightBold);
    Settings* settings = document()->settings();
    ASSERT(settings);
    if (!settings)
        return false;
    fontDescription.setRenderingMode(settings->fontRenderingMode());
    fontDescription.setComputedSize(fontDescription.specifiedSize());
    font = Font(fontDescription, 0, 0);
    font.update(0);

    run = TextRun(m_unavailablePluginReplacementText);
    textWidth = font.width(run);

    replacementTextRect.setSize(FloatSize(textWidth + replacementTextRoundedRectLeftRightTextMargin * 2, replacementTextRoundedRectHeight));
    float x = (contentRect.size().width() / 2 - replacementTextRect.size().width() / 2) + contentRect.location().x();
    float y = (contentRect.size().height() / 2 - replacementTextRect.size().height() / 2) + contentRect.location().y();
    replacementTextRect.setLocation(FloatPoint(x, y));

    replacementTextRect.setHeight(replacementTextRect.height() + replacementTextRoundedRectBottomTextPadding);

    path.addRoundedRect(replacementTextRect, FloatSize(replacementTextRoundedRectRadius, replacementTextRoundedRectRadius));

    if (shouldUnavailablePluginMessageBeButton(document(), m_pluginUnavailabilityReason)) {
        arrowRect = path.boundingRect();
        arrowRect.setX(ceilf(arrowRect.maxX() + replacementArrowLeftMargin));
        arrowRect.setWidth(arrowRect.height());
        arrowRect.inflate(-0.5);
        path.addEllipse(arrowRect);
        addReplacementArrowPath(path, arrowRect);
    }

    return true;
}
Example #16
0
FloatRect findInPageRectFromAbsoluteRect(const FloatRect& inputRect, const RenderObject* renderer)
{
    if (!renderer || inputRect.isEmpty())
        return FloatRect();

    // Normalize the input rect to its container, saving the container bounding box for the incoming loop.
    FloatRect rendererBoundingBox;
    FloatRect normalizedRect = toNormalizedRect(inputRect, renderer, rendererBoundingBox);
    renderer = renderer->container();

    // Go up across frames.
    while (renderer) {

        // Go up the render tree until we reach the root of the current frame (the RenderView).
        for (const RenderObject* container = renderer->container(); container; renderer = container, container = container->container()) {

            // Compose the normalized rects. The absolute bounding box of the container is calculated in toNormalizedRect
            // and can be reused for the next iteration of the loop.
            FloatRect normalizedBoxRect = toNormalizedRect(rendererBoundingBox, renderer, rendererBoundingBox);
            normalizedRect.scale(normalizedBoxRect.width(), normalizedBoxRect.height());
            normalizedRect.moveBy(normalizedBoxRect.location());

            if (normalizedRect.isEmpty())
                return normalizedRect;
        }

        // Jump to the renderer owning the frame, if any.
        ASSERT(renderer->isRenderView());
        renderer = renderer->frame() ? renderer->frame()->ownerRenderer() : 0;

        // Update the absolute coordinates to the new frame.
        if (renderer)
            rendererBoundingBox = renderer->absoluteBoundingBoxRect();
    }

    return normalizedRect;
}
Example #17
0
void TileGrid::setTileNeedsDisplayInRect(const TileIndex& tileIndex, TileInfo& tileInfo, const IntRect& repaintRectInTileCoords, const IntRect& coverageRectInTileCoords)
{
    PlatformCALayer* tileLayer = tileInfo.layer.get();

    IntRect tileRect = rectForTileIndex(tileIndex);
    FloatRect tileRepaintRect = tileRect;
    tileRepaintRect.intersect(repaintRectInTileCoords);
    if (tileRepaintRect.isEmpty())
        return;

    tileRepaintRect.moveBy(-tileRect.location());

    // We could test for intersection with the visible rect. This would reduce painting yet more,
    // but may make scrolling stale tiles into view more frequent.
    if (tileRect.intersects(coverageRectInTileCoords) && tileLayer->superlayer()) {
        tileLayer->setNeedsDisplayInRect(tileRepaintRect);

        if (m_controller.rootLayer().owner()->platformCALayerShowRepaintCounter(0)) {
            FloatRect indicatorRect(0, 0, 52, 27);
            tileLayer->setNeedsDisplayInRect(indicatorRect);
        }
    } else
        tileInfo.hasStaleContent = true;
}
Example #18
0
bool LinkHighlight::computeHighlightLayerPathAndPosition(RenderLayer* compositingLayer)
{
    if (!m_node || !m_node->renderer())
        return false;

    ASSERT(compositingLayer);

    // Get quads for node in absolute coordinates.
    Vector<FloatQuad> quads;
    m_node->renderer()->absoluteQuads(quads);
    ASSERT(quads.size());

    FloatRect positionAdjust;
    if (!m_usingNonCompositedContentHost) {
        const RenderStyle* style = m_node->renderer()->style();
        // If we have a box shadow, and are non-relative, then must manually adjust
        // for its size.
        if (const ShadowData* shadow = style->boxShadow()) {
            int outlineSize = m_node->renderer()->outlineStyleForRepaint()->outlineSize();
            shadow->adjustRectForShadow(positionAdjust, outlineSize);
        }

        // If absolute or fixed, need to subtract out our fixed positioning.
        // FIXME: should we use RenderLayer::staticBlockPosition() here instead?
        // Perhaps consider this if out-of-flow elements cause further problems.
        if (m_node->renderer()->isOutOfFlowPositioned()) {
            FloatPoint delta(style->left().getFloatValue(), style->top().getFloatValue());
            positionAdjust.moveBy(delta);
        }
    }

    Path newPath;
    for (unsigned quadIndex = 0; quadIndex < quads.size(); ++quadIndex) {

        FloatQuad localQuad = m_node->renderer()->absoluteToLocalQuad(quads[quadIndex], UseTransforms);
        localQuad.move(-positionAdjust.location().x(), -positionAdjust.location().y());
        FloatQuad absoluteQuad = m_node->renderer()->localToAbsoluteQuad(localQuad, UseTransforms);

        // Transform node quads in target absolute coords to local coordinates in the compositor layer.
        FloatQuad transformedQuad;
        convertTargetSpaceQuadToCompositedLayer(absoluteQuad, m_node->renderer(), compositingLayer->renderer(), 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
        // links: these should ideally be merged into a single rect before creating the path, but that's
        // another CL.
        if (quads.size() == 1 && transformedQuad.isRectilinear()) {
            FloatSize rectRoundingRadii(3, 3);
            newPath.addRoundedRect(transformedQuad.boundingBox(), rectRoundingRadii);
        } else
            addQuadToPath(transformedQuad, newPath);
    }

    FloatRect boundingRect = newPath.boundingRect();
    newPath.translate(-toFloatSize(boundingRect.location()));

    bool pathHasChanged = !(newPath == m_path);
    if (pathHasChanged) {
        m_path = newPath;
        m_contentLayer->layer()->setBounds(enclosingIntRect(boundingRect).size());
    }

    m_contentLayer->layer()->setPosition(boundingRect.location());

    return pathHasChanged;
}