bool LinkHighlight::computeHighlightLayerPathAndPosition(const LayoutBoxModelObject* paintInvalidationContainer)
{
    if (!m_node || !m_node->layoutObject() || !m_currentGraphicsLayer)
        return false;
    ASSERT(paintInvalidationContainer);

    // FIXME: This is defensive code to avoid crashes such as those described in
    // crbug.com/440887. This should be cleaned up once we fix the root cause of
    // of the paint invalidation container not being composited.
    if (!paintInvalidationContainer->layer()->compositedDeprecatedPaintLayerMapping() && !paintInvalidationContainer->layer()->groupedMapping())
        return false;

    // Get quads for node in absolute coordinates.
    Vector<FloatQuad> quads;
    computeQuads(*m_node, quads);
    ASSERT(quads.size());
    Path newPath;

    FloatPoint positionAdjustForCompositedScrolling = IntPoint(m_currentGraphicsLayer->offsetFromRenderer());

    for (size_t quadIndex = 0; quadIndex < quads.size(); ++quadIndex) {
        FloatQuad absoluteQuad = quads[quadIndex];

        // 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->layoutObject() != 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->layoutObject(), 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
        // 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()
            && !m_owningWebViewImpl->settingsImpl()->mockGestureTapHighlightsEnabled()) {
            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;
}
bool LinkHighlightImpl::computeHighlightLayerPathAndPosition(const LayoutBoxModelObject& paintInvalidationContainer)
{
    if (!m_node || !m_node->layoutObject() || !m_currentGraphicsLayer)
        return false;

    // FIXME: This is defensive code to avoid crashes such as those described in
    // crbug.com/440887. This should be cleaned up once we fix the root cause of
    // of the paint invalidation container not being composited.
    if (!paintInvalidationContainer.layer()->compositedLayerMapping() && !paintInvalidationContainer.layer()->groupedMapping())
        return false;

    // Get quads for node in absolute coordinates.
    Vector<FloatQuad> quads;
    computeQuads(*m_node, quads);
    DCHECK(quads.size());
    Path newPath;

    for (size_t quadIndex = 0; quadIndex < quads.size(); ++quadIndex) {
        FloatQuad absoluteQuad = quads[quadIndex];

        // Scrolling content layers have the same offset from layout object as the non-scrolling layers. Thus we need
        // to adjust for their scroll offset.
        if (m_isScrollingGraphicsLayer) {
            DoubleSize adjustedScrollOffset = paintInvalidationContainer.layer()->getScrollableArea()->adjustedScrollOffset();
            absoluteQuad.move(adjustedScrollOffset.width(), adjustedScrollOffset.height());
        }

        // Transform node quads in target absolute coords to local coordinates in the compositor layer.
        FloatQuad transformedQuad;
        convertTargetSpaceQuadToCompositedLayer(absoluteQuad, m_node->layoutObject(), 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
        // 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()
                && !m_owningWebViewImpl->settingsImpl()->mockGestureTapHighlightsEnabled()) {
            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;
}
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bool LinkHighlight::computeHighlightLayerPathAndPosition(RenderLayer* compositingLayer)
{
    if (!m_node || !m_node->renderer() || !m_currentGraphicsLayer)
        return false;

    ASSERT(compositingLayer);

    // Get quads for node in absolute coordinates.
    Vector<FloatQuad> quads;
    computeQuads(m_node.get(), quads);
    ASSERT(quads.size());

    // Adjust for offset between target graphics layer and the node's renderer.
    FloatPoint positionAdjust = 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());

        // 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;
}
Exemple #4
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bool LinkHighlight::computeHighlightLayerPathAndPosition(RenderLayer* compositingLayer)
{
    if (!m_node || !m_node->renderer())
        return false;

    bool pathHasChanged = false;
    FloatRect boundingRect = m_node->pixelSnappedBoundingBox();

    // FIXME: If we ever use a more sophisticated highlight path, we'll need
    // to devise a way of detecting when it changes.
    if (boundingRect.size() != m_path.boundingRect().size()) {
        FloatSize rectRoundingRadii(3, 3);
        m_path.clear();
        m_path.addRoundedRect(boundingRect, rectRoundingRadii);
        // Always treat the path as being at the origin of this layer.
        m_path.translate(FloatPoint() - boundingRect.location());
        pathHasChanged = true;
    }

    FloatRect nodeBounds = boundingRect;

    // This is a simplified, but basically correct, transformation of the target location, converted
    // from its containing frame view to window coordinates and then back to the containing frame view
    // of the composited layer.
    // FIXME: We also need to transform the target's size in case of scaling. This can be done by also transforming
    //        the full rects in the xToY calls, and transforming both the upper-left and lower right corners
    //        to local coordinates at the end..
    ASSERT(compositingLayer);
    IntPoint targetWindow = m_node->renderer()->frame()->view()->contentsToWindow(enclosingIntRect(nodeBounds).location());
    IntPoint targetCompositorAbsolute = compositingLayer->renderer()->frame()->view()->windowToContents(targetWindow);
    FloatPoint targetCompositorLocal = compositingLayer->renderer()->absoluteToLocal(targetCompositorAbsolute, false, true);

    m_contentLayer->layer()->setBounds(WebSize(enclosingIntRect(nodeBounds).size()));
    m_contentLayer->layer()->setPosition(WebFloatPoint(targetCompositorLocal));

    return pathHasChanged;
}
Exemple #5
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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;
}