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; }
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); }
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(); }
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 HashMap<RawPtr<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 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 HashMap<RawPtr<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 (blockPaintInvalidationMode == PaintInvalidationNewXOROld) { RenderBlock* cb = os->containingBlock(); while (cb && !cb->isRenderView()) { OwnPtr<RenderBlockSelectionInfo>& blockInfo = oldSelectedBlocks.add(cb, nullptr).storedValue->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 (blockPaintInvalidationMode != PaintInvalidationNothing) 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).storedValue->value; if (blockInfo) break; blockInfo = adoptPtr(new RenderBlockSelectionInfo(cb)); cb = cb->containingBlock(); } } o = getNextOrPrevRenderObjectBasedOnDirection(o, stop, continueExploring, exploringBackwards); } if (!m_frameView || blockPaintInvalidationMode == PaintInvalidationNothing) return; // For querying RenderLayer::compositingState() // FIXME: this is wrong, selection should not cause eager invalidation. crbug.com/407416 DisableCompositingQueryAsserts disabler; // 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->invalidatePaint(); if (newInfo) { newInfo->invalidatePaint(); 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->invalidatePaint(); // 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->invalidatePaint(); if (newInfo) { newInfo->invalidatePaint(); 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->invalidatePaint(); }