Exemplo n.º 1
0
IntRect RenderView::selectionBounds() const
{
    typedef WillBeHeapHashMap<RawPtrWillBeMember<RenderObject>, OwnPtrWillBeMember<RenderSelectionInfo> > SelectionMap;
    SelectionMap selectedObjects;

    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.
            selectedObjects.set(os, adoptPtrWillBeNoop(new RenderSelectionInfo(os)));
            RenderBlock* cb = os->containingBlock();
            while (cb && !cb->isRenderView()) {
                OwnPtrWillBeMember<RenderSelectionInfo>& blockInfo = selectedObjects.add(cb, nullptr).storedValue->value;
                if (blockInfo)
                    break;
                blockInfo = adoptPtrWillBeNoop(new RenderSelectionInfo(cb));
                cb = cb->containingBlock();
            }
        }

        os = os->nextInPreOrder();
    }

    // Now create a single bounding box rect that encloses the whole selection.
    LayoutRect selRect;
    SelectionMap::iterator end = selectedObjects.end();
    for (SelectionMap::iterator i = selectedObjects.begin(); i != end; ++i)
        selRect.unite(i->value->absoluteSelectionRect());

    return pixelSnappedIntRect(selRect);
}
Exemplo n.º 2
0
LayoutUnit RenderSVGRoot::computeReplacedLogicalHeight() const
{
    // When we're embedded through SVGImage (border-image/background-image/<html:img>/...) we're forced to resize to a specific size.
    if (!m_containerSize.isEmpty())
        return m_containerSize.height();

    if (style()->logicalHeight().isSpecified() || style()->logicalMaxHeight().isSpecified())
        return RenderReplaced::computeReplacedLogicalHeight();

    if (svgSVGElement().heightAttributeEstablishesViewport()) {
        Length height = svgSVGElement().intrinsicHeight(SVGSVGElement::IgnoreCSSProperties);
        if (height.isPercent()) {
            RenderBlock* cb = containingBlock();
            ASSERT(cb);
            while (cb->isAnonymous() && !cb->isRenderView()) {
                cb = cb->containingBlock();
                cb->addPercentHeightDescendant(const_cast<RenderSVGRoot&>(*this));
            }
        } else
            RenderBlock::removePercentHeightDescendant(const_cast<RenderSVGRoot&>(*this));

        return resolveLengthAttributeForSVG(height, style()->effectiveZoom(), containingBlock()->availableLogicalHeight(IncludeMarginBorderPadding), &view());
    }

    // SVG embedded through object/embed/iframe.
    if (isEmbeddedThroughFrameContainingSVGDocument())
        return frame().ownerRenderer()->availableLogicalHeight(IncludeMarginBorderPadding);

    // SVG embedded via SVGImage (background-image/border-image/etc) / Inline SVG.
    return RenderReplaced::computeReplacedLogicalHeight();
}
Exemplo n.º 3
0
void RenderView::invalidatePaintForSelection() const
{
    HashSet<RenderBlock*> processedBlocks;

    // For querying RenderLayer::compositingState()
    // FIXME: this may be wrong. crbug.com/407416
    DisableCompositingQueryAsserts disabler;

    RenderObject* end = rendererAfterPosition(m_selectionEnd, m_selectionEndPos);
    for (RenderObject* o = m_selectionStart; o && o != end; o = o->nextInPreOrder()) {
        if (!o->canBeSelectionLeaf() && o != m_selectionStart && o != m_selectionEnd)
            continue;
        if (o->selectionState() == SelectionNone)
            continue;

        RenderSelectionInfo(o, true).invalidatePaint();

        // Blocks are responsible for painting line gaps and margin gaps. They must be examined as well.
        for (RenderBlock* block = o->containingBlock(); block && !block->isRenderView(); block = block->containingBlock()) {
            if (!processedBlocks.add(block).isNewEntry)
                break;
            RenderSelectionInfo(block, true).invalidatePaint();
        }
    }
}
Exemplo n.º 4
0
static inline RenderBlock* firstContainingBlockWithLogicalWidth(const RenderReplaced* replaced)
{
    // We have to lookup the containing block, which has an explicit width, which must not be equal to our direct containing block.
    // If the embedded document appears _after_ we performed the initial layout, our intrinsic size is 300x150. If our containing
    // block doesn't provide an explicit width, it's set to the 300 default, coming from the initial layout run.
    RenderBlock* containingBlock = replaced->containingBlock();
    if (!containingBlock)
        return 0;

    for (; !containingBlock->isRenderView() && !containingBlock->isBody(); containingBlock = containingBlock->containingBlock()) {
        if (containingBlock->style()->logicalWidth().isSpecified())
            return containingBlock;
    }

    return 0;
}
Exemplo n.º 5
0
void RenderBoxModelObject::setSelectionState(SelectionState state)
{
    if (state == SelectionInside && selectionState() != SelectionNone)
        return;

    if ((state == SelectionStart && selectionState() == SelectionEnd)
        || (state == SelectionEnd && selectionState() == SelectionStart))
        RenderObject::setSelectionState(SelectionBoth);
    else
        RenderObject::setSelectionState(state);

    // FIXME: We should consider whether it is OK propagating to ancestor RenderInlines.
    // This is a workaround for http://webkit.org/b/32123
    // The containing block can be null in case of an orphaned tree.
    RenderBlock* containingBlock = this->containingBlock();
    if (containingBlock && !containingBlock->isRenderView())
        containingBlock->setSelectionState(state);
}
Exemplo n.º 6
0
static inline bool hasAutoHeightOrContainingBlockWithAutoHeight(const RenderReplaced* replaced)
{
    Length logicalHeightLength = replaced->style()->logicalHeight();
    if (logicalHeightLength.isAuto())
        return true;

    // For percentage heights: The percentage is calculated with respect to the height of the generated box's
    // containing block. If the height of the containing block is not specified explicitly (i.e., it depends
    // on content height), and this element is not absolutely positioned, the value computes to 'auto'.
    if (!logicalHeightLength.isPercent() || replaced->isPositioned() || replaced->document()->inQuirksMode())
        return false;

    for (RenderBlock* cb = replaced->containingBlock(); !cb->isRenderView(); cb = cb->containingBlock()) {
        if (cb->isTableCell() || (!cb->style()->logicalHeight().isAuto() || (!cb->style()->top().isAuto() && !cb->style()->bottom().isAuto())))
            return false;
    }

    return true;
}
Exemplo n.º 7
0
IntRect RenderView::selectionBounds(bool clipToVisibleContent) const
{
    document()->updateStyleIfNeeded();

    typedef HashMap<RenderObject*, RenderSelectionInfo*> SelectionMap;
    SelectionMap selectedObjects;

    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.
            selectedObjects.set(os, new RenderSelectionInfo(os, clipToVisibleContent));
            RenderBlock* cb = os->containingBlock();
            while (cb && !cb->isRenderView()) {
                RenderSelectionInfo* blockInfo = selectedObjects.get(cb);
                if (blockInfo)
                    break;
                selectedObjects.set(cb, new RenderSelectionInfo(cb, clipToVisibleContent));
                cb = cb->containingBlock();
            }
        }

        os = os->nextInPreOrder();
    }

    // Now create a single bounding box rect that encloses the whole selection.
    IntRect selRect;
    SelectionMap::iterator end = selectedObjects.end();
    for (SelectionMap::iterator i = selectedObjects.begin(); i != end; ++i) {
        RenderSelectionInfo* info = i->second;
        // RenderSelectionInfo::rect() is in the coordinates of the repaintContainer, so map to page coordinates.
        IntRect currRect = info->rect();
        if (RenderBoxModelObject* repaintContainer = info->repaintContainer()) {
            FloatQuad absQuad = repaintContainer->localToAbsoluteQuad(FloatRect(currRect));
            currRect = absQuad.enclosingBoundingBox(); 
        }
        selRect.unite(currRect);
        delete info;
    }
    return selRect;
}
Exemplo n.º 8
0
void RenderView::invalidatePaintForSelection() const
{
    HashSet<RenderBlock*> processedBlocks;

    RenderObject* end = rendererAfterPosition(m_selectionEnd, m_selectionEndPos);
    for (RenderObject* o = m_selectionStart; o && o != end; o = o->nextInPreOrder()) {
        if (!o->canBeSelectionLeaf() && o != m_selectionStart && o != m_selectionEnd)
            continue;
        if (o->selectionState() == SelectionNone)
            continue;

        o->setShouldInvalidateSelection();

        // Blocks are responsible for painting line gaps and margin gaps. They must be examined as well.
        for (RenderBlock* block = o->containingBlock(); block && !block->isRenderView(); block = block->containingBlock()) {
            if (!processedBlocks.add(block).isNewEntry)
                break;
            block->setShouldInvalidateSelection();
        }
    }
}
Exemplo n.º 9
0
IntRect RenderView::selectionBounds(bool clipToVisibleContent) const
{
    typedef HashMap<RawPtr<RenderObject>, OwnPtr<RenderSelectionInfo> > SelectionMap;
    SelectionMap selectedObjects;

    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.
            selectedObjects.set(os, adoptPtr(new RenderSelectionInfo(os, clipToVisibleContent)));
            RenderBlock* cb = os->containingBlock();
            while (cb && !cb->isRenderView()) {
                OwnPtr<RenderSelectionInfo>& blockInfo = selectedObjects.add(cb, nullptr).storedValue->value;
                if (blockInfo)
                    break;
                blockInfo = adoptPtr(new RenderSelectionInfo(cb, clipToVisibleContent));
                cb = cb->containingBlock();
            }
        }

        os = os->nextInPreOrder();
    }

    // Now create a single bounding box rect that encloses the whole selection.
    LayoutRect selRect;
    SelectionMap::iterator end = selectedObjects.end();
    for (SelectionMap::iterator i = selectedObjects.begin(); i != end; ++i) {
        RenderSelectionInfo* info = i->value.get();
        // RenderSelectionInfo::rect() is in the coordinates of the paintInvalidationContainer, so map to page coordinates.
        LayoutRect currRect = info->rect();
        if (const RenderLayerModelObject* paintInvalidationContainer = info->paintInvalidationContainer()) {
            FloatQuad absQuad = paintInvalidationContainer->localToAbsoluteQuad(FloatRect(currRect));
            currRect = absQuad.enclosingBoundingBox();
        }
        selRect.unite(currRect);
    }
    return pixelSnappedIntRect(selRect);
}
Exemplo n.º 10
0
void RenderView::repaintSelection() const
{
    document().updateStyleIfNeeded();

    HashSet<RenderBlock*> processedBlocks;

    RenderObject* end = rendererAfterPosition(m_selectionEnd, m_selectionEndPos);
    for (RenderObject* o = m_selectionStart; o && o != end; o = o->nextInPreOrder()) {
        if (!o->canBeSelectionLeaf() && o != m_selectionStart && o != m_selectionEnd)
            continue;
        if (o->selectionState() == SelectionNone)
            continue;

        RenderSelectionInfo(o, true).repaint();

        // Blocks are responsible for painting line gaps and margin gaps. They must be examined as well.
        for (RenderBlock* block = o->containingBlock(); block && !block->isRenderView(); block = block->containingBlock()) {
            if (!processedBlocks.add(block).isNewEntry)
                break;
            RenderSelectionInfo(block, true).repaint();
        }
    }
}
Exemplo n.º 11
0
bool RenderBoxModelObject::hasAutoHeightOrContainingBlockWithAutoHeight() const
{
    Length logicalHeightLength = style()->logicalHeight();
    if (logicalHeightLength.isAuto())
        return true;

    // For percentage heights: The percentage is calculated with respect to the height of the generated box's
    // containing block. If the height of the containing block is not specified explicitly (i.e., it depends
    // on content height), and this element is not absolutely positioned, the value computes to 'auto'.
    if (!logicalHeightLength.isPercent() || isOutOfFlowPositioned() || document().inQuirksMode())
        return false;

    // Anonymous block boxes are ignored when resolving percentage values that would refer to it:
    // the closest non-anonymous ancestor box is used instead.
    RenderBlock* cb = containingBlock();
    while (cb->isAnonymous())
        cb = cb->containingBlock();

    // Matching RenderBox::percentageLogicalHeightIsResolvableFromBlock() by
    // ignoring table cell's attribute value, where it says that table cells violate
    // what the CSS spec says to do with heights. Basically we
    // don't care if the cell specified a height or not.
    if (cb->isTableCell())
        return false;

    // Match RenderBox::availableLogicalHeightUsing by special casing
    // the render view. The available height is taken from the frame.
    if (cb->isRenderView())
        return false;

    if (cb->isOutOfFlowPositioned() && !cb->style()->logicalTop().isAuto() && !cb->style()->logicalBottom().isAuto())
        return false;

    // If the height of the containing block computes to 'auto', then it hasn't been 'specified explicitly'.
    return cb->hasAutoHeightOrContainingBlockWithAutoHeight();
}
Exemplo n.º 12
0
IntRect RenderView::selectionBounds(bool clipToVisibleContent) const
{
    document()->updateRendering();

    typedef HashMap<RenderObject*, SelectionInfo*> SelectionMap;
    SelectionMap selectedObjects;

    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.
            selectedObjects.set(os, new SelectionInfo(os, clipToVisibleContent));
            RenderBlock* cb = os->containingBlock();
            while (cb && !cb->isRenderView()) {
                SelectionInfo* blockInfo = selectedObjects.get(cb);
                if (blockInfo)
                    break;
                selectedObjects.set(cb, new SelectionInfo(cb, clipToVisibleContent));
                cb = cb->containingBlock();
            }
        }

        os = os->nextInPreOrder();
    }

    // Now create a single bounding box rect that encloses the whole selection.
    IntRect selRect;
    SelectionMap::iterator end = selectedObjects.end();
    for (SelectionMap::iterator i = selectedObjects.begin(); i != end; ++i) {
        SelectionInfo* info = i->second;
        selRect.unite(info->rect());
        delete info;
    }
    return selRect;
}
Exemplo n.º 13
0
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*, 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);
    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, adoptPtr(new RenderSelectionInfo(os, true)));
            if (blockRepaintMode == RepaintNewXOROld) {
                RenderBlock* cb = os->containingBlock();
                while (cb && !cb->isRenderView()) {
                    OwnPtr<RenderBlockSelectionInfo>& blockInfo = oldSelectedBlocks.add(cb, nullptr).iterator->second;
                    if (blockInfo)
                        break;
                    blockInfo = adoptPtr(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->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)
        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, adoptPtr(new RenderSelectionInfo(o, true)));
            RenderBlock* cb = o->containingBlock();
            while (cb && !cb->isRenderView()) {
                OwnPtr<RenderBlockSelectionInfo>& blockInfo = newSelectedBlocks.add(cb, nullptr).iterator->second;
                if (blockInfo)
                    break;
                blockInfo = adoptPtr(new RenderBlockSelectionInfo(cb));
                cb = cb->containingBlock();
            }
        }

        o = o->nextInPreOrder();
    }

    if (!m_frameView || blockRepaintMode == RepaintNothing)
        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.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->second->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->first;
        RenderBlockSelectionInfo* newInfo = newSelectedBlocks.get(block);
        RenderBlockSelectionInfo* oldInfo = i->second.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->second->repaint();

    m_frameView->endDeferredRepaints();
}
Exemplo n.º 14
0
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();
}
Exemplo n.º 15
0
void RenderView::setSelection(RenderObject *s, int sp, RenderObject *e, int ep)
{
    // 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 ((s && !e) || (e && !s))
        return;

    // Just return if the selection hasn't changed.
    if (m_selectionStart == s && m_selectionStartPos == sp &&
        m_selectionEnd == e && m_selectionEndPos == ep)
        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));
            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 = s;
    m_selectionStartPos = sp;
    m_selectionEnd = e;
    m_selectionEndPos = ep;

    // Update the selection status of all objects between m_selectionStart and m_selectionEnd
    if (s && s == e)
        s->setSelectionState(SelectionBoth);
    else {
        if (s)
            s->setSelectionState(SelectionStart);
        if (e)
            e->setSelectionState(SelectionEnd);
    }

    RenderObject* o = s;
    stop = rendererAfterPosition(e, ep);
    
    while (o && o != stop) {
        if (o != s && o != e && 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 = s;
    while (o && o != stop) {
        
        if ((o->canBeSelectionLeaf() || o == s || o == e) && o->selectionState() != SelectionNone) {
            newSelectedObjects.set(o, new SelectionInfo(o));
            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)
        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)) {
            m_frameView->updateContents(oldInfo->rect());
            if (newInfo) {
                m_frameView->updateContents(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;
        m_frameView->updateContents(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()) {
            m_frameView->updateContents(oldInfo->rects());
            if (newInfo) {
                m_frameView->updateContents(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;
        m_frameView->updateContents(newInfo->rects());
        delete newInfo;
    }
}