void RenderView::repaintRectangleInViewAndCompositedLayers(const LayoutRect& ur, bool immediate) { if (!shouldRepaint(ur)) return; repaintViewRectangle(ur, immediate); #if USE(ACCELERATED_COMPOSITING) if (compositor()->inCompositingMode()) compositor()->repaintCompositedLayersAbsoluteRect(pixelSnappedIntRect(ur)); #endif }
void RenderView::repaintRectangleInViewAndCompositedLayers(const LayoutRect& ur, bool immediate) { if (!shouldRepaint(ur)) return; repaintViewRectangle(ur, immediate); #if USE(ACCELERATED_COMPOSITING) RenderLayerCompositor& compositor = this->compositor(); if (compositor.inCompositingMode()) { IntRect repaintRect = pixelSnappedIntRect(ur); compositor.repaintCompositedLayers(&repaintRect); } #endif }
void RenderView::repaintRectangleInViewAndCompositedLayers(const LayoutRect& ur) { if (!shouldRepaint(ur)) return; repaintViewRectangle(ur); // FIXME: We don't actually know how to hit these ASSERTS. DisableCompositingQueryAsserts disabler; if (compositor()->inCompositingMode()) { IntRect repaintRect = pixelSnappedIntRect(ur); compositor()->repaintCompositedLayers(&repaintRect); } }
void RenderView::repaintRectangleInViewAndCompositedLayers(const IntRect& ur, bool immediate) { if (!shouldRepaint(ur)) return; repaintViewRectangle(ur, immediate); #if USE(ACCELERATED_COMPOSITING) // If we're a frame, repaintViewRectangle will have repainted via a RenderObject in the // parent document. if (document()->ownerElement()) return; if (compositor()->inCompositingMode()) compositor()->repaintCompositedLayersAbsoluteRect(ur); #endif }
void RenderView::clearSelection() { repaintViewRectangle(m_cachedSelectionBounds); setSelection(0, -1, 0, -1, RepaintNewMinusOld); }
void RenderView::setSelection(RenderObject* start, int startPos, RenderObject* end, int endPos) { // Make sure both our start and end objects are defined. // Check www.msnbc.com and try clicking around to find the case where this happened. if ((start && !end) || (end && !start)) return; // Just return if the selection hasn't changed. if (m_selectionStart == start && m_selectionStartPos == startPos && m_selectionEnd == end && m_selectionEndPos == endPos) return; // Record the old selected objects. These will be used later // when we compare against the new selected objects. int oldStartPos = m_selectionStartPos; int oldEndPos = m_selectionEndPos; // Objects each have a single selection rect to examine. typedef HashMap<RenderObject*, SelectionInfo*> SelectedObjectMap; SelectedObjectMap oldSelectedObjects; SelectedObjectMap newSelectedObjects; // Blocks contain selected objects and fill gaps between them, either on the left, right, or in between lines and blocks. // In order to get the repaint rect right, we have to examine left, middle, and right rects individually, since otherwise // the union of those rects might remain the same even when changes have occurred. typedef HashMap<RenderBlock*, BlockSelectionInfo*> SelectedBlockMap; SelectedBlockMap oldSelectedBlocks; SelectedBlockMap newSelectedBlocks; RenderObject* os = m_selectionStart; RenderObject* stop = rendererAfterPosition(m_selectionEnd, m_selectionEndPos); while (os && os != stop) { if ((os->canBeSelectionLeaf() || os == m_selectionStart || os == m_selectionEnd) && os->selectionState() != SelectionNone) { // Blocks are responsible for painting line gaps and margin gaps. They must be examined as well. oldSelectedObjects.set(os, new SelectionInfo(os, true)); RenderBlock* cb = os->containingBlock(); while (cb && !cb->isRenderView()) { BlockSelectionInfo* blockInfo = oldSelectedBlocks.get(cb); if (blockInfo) break; oldSelectedBlocks.set(cb, new BlockSelectionInfo(cb)); cb = cb->containingBlock(); } } os = os->nextInPreOrder(); } // Now clear the selection. SelectedObjectMap::iterator oldObjectsEnd = oldSelectedObjects.end(); for (SelectedObjectMap::iterator i = oldSelectedObjects.begin(); i != oldObjectsEnd; ++i) i->first->setSelectionState(SelectionNone); // set selection start and end m_selectionStart = start; m_selectionStartPos = startPos; m_selectionEnd = end; m_selectionEndPos = endPos; // Update the selection status of all objects between m_selectionStart and m_selectionEnd if (start && start == end) start->setSelectionState(SelectionBoth); else { if (start) start->setSelectionState(SelectionStart); if (end) end->setSelectionState(SelectionEnd); } RenderObject* o = start; stop = rendererAfterPosition(end, endPos); while (o && o != stop) { if (o != start && o != end && o->canBeSelectionLeaf()) o->setSelectionState(SelectionInside); o = o->nextInPreOrder(); } // Now that the selection state has been updated for the new objects, walk them again and // put them in the new objects list. o = start; while (o && o != stop) { if ((o->canBeSelectionLeaf() || o == start || o == end) && o->selectionState() != SelectionNone) { newSelectedObjects.set(o, new SelectionInfo(o, true)); RenderBlock* cb = o->containingBlock(); while (cb && !cb->isRenderView()) { BlockSelectionInfo* blockInfo = newSelectedBlocks.get(cb); if (blockInfo) break; newSelectedBlocks.set(cb, new BlockSelectionInfo(cb)); cb = cb->containingBlock(); } } o = o->nextInPreOrder(); } if (!m_frameView) { // We built the maps, but we aren't going to use them. // We need to delete the values, otherwise they'll all leak! deleteAllValues(oldSelectedObjects); deleteAllValues(newSelectedObjects); deleteAllValues(oldSelectedBlocks); deleteAllValues(newSelectedBlocks); return; } // Have any of the old selected objects changed compared to the new selection? for (SelectedObjectMap::iterator i = oldSelectedObjects.begin(); i != oldObjectsEnd; ++i) { RenderObject* obj = i->first; SelectionInfo* newInfo = newSelectedObjects.get(obj); SelectionInfo* oldInfo = i->second; if (!newInfo || oldInfo->rect() != newInfo->rect() || oldInfo->state() != newInfo->state() || (m_selectionStart == obj && oldStartPos != m_selectionStartPos) || (m_selectionEnd == obj && oldEndPos != m_selectionEndPos)) { repaintViewRectangle(oldInfo->rect()); if (newInfo) { repaintViewRectangle(newInfo->rect()); newSelectedObjects.remove(obj); delete newInfo; } } delete oldInfo; } // Any new objects that remain were not found in the old objects dict, and so they need to be updated. SelectedObjectMap::iterator newObjectsEnd = newSelectedObjects.end(); for (SelectedObjectMap::iterator i = newSelectedObjects.begin(); i != newObjectsEnd; ++i) { SelectionInfo* newInfo = i->second; repaintViewRectangle(newInfo->rect()); delete newInfo; } // Have any of the old blocks changed? SelectedBlockMap::iterator oldBlocksEnd = oldSelectedBlocks.end(); for (SelectedBlockMap::iterator i = oldSelectedBlocks.begin(); i != oldBlocksEnd; ++i) { RenderBlock* block = i->first; BlockSelectionInfo* newInfo = newSelectedBlocks.get(block); BlockSelectionInfo* oldInfo = i->second; if (!newInfo || oldInfo->rects() != newInfo->rects() || oldInfo->state() != newInfo->state()) { repaintViewRectangle(oldInfo->rects()); if (newInfo) { repaintViewRectangle(newInfo->rects()); newSelectedBlocks.remove(block); delete newInfo; } } delete oldInfo; } // Any new blocks that remain were not found in the old blocks dict, and so they need to be updated. SelectedBlockMap::iterator newBlocksEnd = newSelectedBlocks.end(); for (SelectedBlockMap::iterator i = newSelectedBlocks.begin(); i != newBlocksEnd; ++i) { BlockSelectionInfo* newInfo = i->second; repaintViewRectangle(newInfo->rects()); delete newInfo; } }