void RenderView::setSelection(RenderObject* start, int startPos, RenderObject* end, int endPos, SelectionPaintInvalidationMode blockPaintInvalidationMode) { // This code makes no assumptions as to if the rendering tree is up to date or not // and will not try to update it. Currently clearSelection calls this // (intentionally) without updating the rendering tree as it doesn't care. // Other callers may want to force recalc style before calling this. // 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 WillBeHeapHashMap<RawPtrWillBeMember<RenderObject>, SelectionState > SelectedObjectMap; SelectedObjectMap oldSelectedObjects; // FIXME: |newSelectedObjects| doesn't really need to store the SelectionState, it's just more convenient // to have it use the same data structure as |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 paint invalidation 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 WillBeHeapHashMap<RawPtrWillBeMember<RenderBlock>, SelectionState > SelectedBlockMap; SelectedBlockMap oldSelectedBlocks; // FIXME: |newSelectedBlocks| doesn't really need to store the SelectionState, it's just more convenient // to have it use the same data structure as |oldSelectedBlocks|. SelectedBlockMap newSelectedBlocks; RenderObject* os = m_selectionStart; RenderObject* stop = rendererAfterPosition(m_selectionEnd, m_selectionEndPos); bool exploringBackwards = false; bool continueExploring = os && (os != stop); while (continueExploring) { 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, os->selectionState()); if (blockPaintInvalidationMode == PaintInvalidationNewXOROld) { RenderBlock* cb = os->containingBlock(); while (cb && !cb->isRenderView()) { SelectedBlockMap::AddResult result = oldSelectedBlocks.add(cb, cb->selectionState()); if (!result.isNewEntry) break; cb = cb->containingBlock(); } } } os = getNextOrPrevRenderObjectBasedOnDirection(os, stop, continueExploring, exploringBackwards); } // Now clear the selection. SelectedObjectMap::iterator oldObjectsEnd = oldSelectedObjects.end(); for (SelectedObjectMap::iterator i = oldSelectedObjects.begin(); i != oldObjectsEnd; ++i) i->key->setSelectionStateIfNeeded(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->setSelectionStateIfNeeded(SelectionBoth); else { if (start) start->setSelectionStateIfNeeded(SelectionStart); if (end) end->setSelectionStateIfNeeded(SelectionEnd); } RenderObject* o = start; stop = rendererAfterPosition(end, endPos); while (o && o != stop) { if (o != start && o != end && o->canBeSelectionLeaf()) o->setSelectionStateIfNeeded(SelectionInside); o = o->nextInPreOrder(); } layer()->clearBlockSelectionGapsBounds(); // 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; exploringBackwards = false; continueExploring = o && (o != stop); while (continueExploring) { if ((o->canBeSelectionLeaf() || o == start || o == end) && o->selectionState() != SelectionNone) { newSelectedObjects.set(o, o->selectionState()); RenderBlock* cb = o->containingBlock(); while (cb && !cb->isRenderView()) { SelectedBlockMap::AddResult result = newSelectedBlocks.add(cb, cb->selectionState()); if (!result.isNewEntry) break; cb = cb->containingBlock(); } } o = getNextOrPrevRenderObjectBasedOnDirection(o, stop, continueExploring, exploringBackwards); } if (!m_frameView) 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->key; SelectionState newSelectionState = obj->selectionState(); SelectionState oldSelectionState = i->value; if (newSelectionState != oldSelectionState || (m_selectionStart == obj && oldStartPos != m_selectionStartPos) || (m_selectionEnd == obj && oldEndPos != m_selectionEndPos)) { obj->setShouldInvalidateSelection(); newSelectedObjects.remove(obj); } } // 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) i->key->setShouldInvalidateSelection(); // Have any of the old blocks changed? SelectedBlockMap::iterator oldBlocksEnd = oldSelectedBlocks.end(); for (SelectedBlockMap::iterator i = oldSelectedBlocks.begin(); i != oldBlocksEnd; ++i) { RenderBlock* block = i->key; SelectionState newSelectionState = block->selectionState(); SelectionState oldSelectionState = i->value; if (newSelectionState != oldSelectionState) { block->setShouldInvalidateSelection(); newSelectedBlocks.remove(block); } } // 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) i->key->setShouldInvalidateSelection(); }
void RenderView::setSelection(RenderObject* start, int startPos, RenderObject* end, int endPos, SelectionRepaintMode blockRepaintMode) { // 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*, RenderSelectionInfo*> 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*, RenderBlockSelectionInfo*> 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 RenderSelectionInfo(os, true)); if (blockRepaintMode == RepaintNewXOROld) { RenderBlock* cb = os->containingBlock(); while (cb && !cb->isRenderView()) { RenderBlockSelectionInfo* blockInfo = oldSelectedBlocks.get(cb); if (blockInfo) break; oldSelectedBlocks.set(cb, new RenderBlockSelectionInfo(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(); } m_layer->clearBlockSelectionGapsBounds(); // 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 RenderSelectionInfo(o, true)); RenderBlock* cb = o->containingBlock(); while (cb && !cb->isRenderView()) { RenderBlockSelectionInfo* blockInfo = newSelectedBlocks.get(cb); if (blockInfo) break; newSelectedBlocks.set(cb, new RenderBlockSelectionInfo(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; } m_frameView->beginDeferredRepaints(); // 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; RenderSelectionInfo* newInfo = newSelectedObjects.get(obj); RenderSelectionInfo* 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)) { oldInfo->repaint(); if (newInfo) { newInfo->repaint(); 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) { RenderSelectionInfo* newInfo = i->second; newInfo->repaint(); 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; RenderBlockSelectionInfo* newInfo = newSelectedBlocks.get(block); RenderBlockSelectionInfo* oldInfo = i->second; if (!newInfo || oldInfo->rects() != newInfo->rects() || oldInfo->state() != newInfo->state()) { oldInfo->repaint(); if (newInfo) { newInfo->repaint(); 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) { RenderBlockSelectionInfo* newInfo = i->second; newInfo->repaint(); delete newInfo; } m_frameView->endDeferredRepaints(); }
void RenderView::setSelection(RenderObject* start, int startPos, RenderObject* end, int endPos, SelectionRepaintMode blockRepaintMode) { // 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; bool caretChanged = m_selectionWasCaret != view().frame().selection().isCaret(); m_selectionWasCaret = view().frame().selection().isCaret(); // Just return if the selection hasn't changed. if (m_selectionStart == start && m_selectionStartPos == startPos && m_selectionEnd == end && m_selectionEndPos == endPos && !caretChanged) 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*, OwnPtr<RenderSelectionInfo> > 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*, OwnPtr<RenderBlockSelectionInfo> > SelectedBlockMap; SelectedBlockMap oldSelectedBlocks; SelectedBlockMap newSelectedBlocks; RenderObject* os = m_selectionStart; RenderObject* stop = rendererAfterPosition(m_selectionEnd, m_selectionEndPos); bool exploringBackwards = false; bool continueExploring = os && (os != stop); while (continueExploring) { 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, adoptPtr(new RenderSelectionInfo(os, true))); if (blockRepaintMode == RepaintNewXOROld) { RenderBlock* cb = os->containingBlock(); while (cb && !cb->isRenderView()) { OwnPtr<RenderBlockSelectionInfo>& blockInfo = oldSelectedBlocks.add(cb, nullptr).iterator->value; if (blockInfo) break; blockInfo = adoptPtr(new RenderBlockSelectionInfo(cb)); cb = cb->containingBlock(); } } } os = getNextOrPrevRenderObjectBasedOnDirection(os, stop, continueExploring, exploringBackwards); } // Now clear the selection. SelectedObjectMap::iterator oldObjectsEnd = oldSelectedObjects.end(); for (SelectedObjectMap::iterator i = oldSelectedObjects.begin(); i != oldObjectsEnd; ++i) i->key->setSelectionStateIfNeeded(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->setSelectionStateIfNeeded(SelectionBoth); else { if (start) start->setSelectionStateIfNeeded(SelectionStart); if (end) end->setSelectionStateIfNeeded(SelectionEnd); } RenderObject* o = start; stop = rendererAfterPosition(end, endPos); while (o && o != stop) { if (o != start && o != end && o->canBeSelectionLeaf()) o->setSelectionStateIfNeeded(SelectionInside); o = o->nextInPreOrder(); } if (blockRepaintMode != RepaintNothing) layer()->clearBlockSelectionGapsBounds(); // 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; exploringBackwards = false; continueExploring = o && (o != stop); while (continueExploring) { if ((o->canBeSelectionLeaf() || o == start || o == end) && o->selectionState() != SelectionNone) { newSelectedObjects.set(o, adoptPtr(new RenderSelectionInfo(o, true))); RenderBlock* cb = o->containingBlock(); while (cb && !cb->isRenderView()) { OwnPtr<RenderBlockSelectionInfo>& blockInfo = newSelectedBlocks.add(cb, nullptr).iterator->value; if (blockInfo) break; blockInfo = adoptPtr(new RenderBlockSelectionInfo(cb)); cb = cb->containingBlock(); } } o = getNextOrPrevRenderObjectBasedOnDirection(o, stop, continueExploring, exploringBackwards); } if (blockRepaintMode == RepaintNothing) return; frameView().beginDeferredRepaints(); // 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->key; RenderSelectionInfo* newInfo = newSelectedObjects.get(obj); RenderSelectionInfo* oldInfo = i->value.get(); if (!newInfo || oldInfo->rect() != newInfo->rect() || oldInfo->state() != newInfo->state() || (m_selectionStart == obj && oldStartPos != m_selectionStartPos) || (m_selectionEnd == obj && oldEndPos != m_selectionEndPos)) { oldInfo->repaint(); if (newInfo) { newInfo->repaint(); newSelectedObjects.remove(obj); } } } // 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) i->value->repaint(); // Have any of the old blocks changed? SelectedBlockMap::iterator oldBlocksEnd = oldSelectedBlocks.end(); for (SelectedBlockMap::iterator i = oldSelectedBlocks.begin(); i != oldBlocksEnd; ++i) { RenderBlock* block = i->key; RenderBlockSelectionInfo* newInfo = newSelectedBlocks.get(block); RenderBlockSelectionInfo* oldInfo = i->value.get(); if (!newInfo || oldInfo->rects() != newInfo->rects() || oldInfo->state() != newInfo->state()) { oldInfo->repaint(); if (newInfo) { newInfo->repaint(); newSelectedBlocks.remove(block); } } } // 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) i->value->repaint(); frameView().endDeferredRepaints(); }