gecko-dev/layout/base/nsDisplayList.h
Robert O'Callahan 613ea8adbd Bug 841192. Part 14: Convert all usage of nsDisplayClip(RoundedRect) to use DisplayListClipState/DisplayItemClip. r=mattwoodrow
This patch does several things. Sorry.

In BuildDisplayList implementations, instead of wrapping display items in nsDisplayClip, we
push clip state onto the nsDisplayListBuilder and give the display items an
explicit clip when they're created.

In FrameLayerBuilder, we use the explicit clips we find on display items instead of
computing our own.

We remove nsDisplayClip and everything that depends on it.

We remove ExplodeAnonymousChildLists. With nsDisplayClip gone, and
nsDisplayOptionEventGrabber removed in a previous patch, there are no
anonymous child lists.

nsDisplayItem::TryMerge implementations need to make sure they have the same
clip before being merged.

I ripped out the part of PruneDisplayListForExtraPage that adjusts clip rects.
As far as I can tell, it isn't actually necessary.

--HG--
extra : rebase_source : 6f3988b385d0ac54ab26fad10b12173884441f48
2013-03-04 22:56:02 +13:00

2989 lines
117 KiB
C++

/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* vim: set ts=2 sw=2 et tw=78:
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*/
/*
* structures that represent things to be painted (ordered in z-order),
* used during painting and hit testing
*/
#ifndef NSDISPLAYLIST_H_
#define NSDISPLAYLIST_H_
#include "mozilla/Attributes.h"
#include "nsCOMPtr.h"
#include "nsIFrame.h"
#include "nsPoint.h"
#include "nsRect.h"
#include "nsISelection.h"
#include "nsCaret.h"
#include "plarena.h"
#include "nsRegion.h"
#include "FrameLayerBuilder.h"
#include "nsThemeConstants.h"
#include "nsLayoutUtils.h"
#include "nsDisplayListInvalidation.h"
#include "DisplayListClipState.h"
#include "mozilla/StandardInteger.h"
#include <stdlib.h>
#include <algorithm>
class nsIPresShell;
class nsIContent;
class nsRenderingContext;
class nsDeviceContext;
class nsDisplayTableItem;
class nsDisplayItem;
namespace mozilla {
namespace layers {
class ImageLayer;
class ImageContainer;
} //namepsace
} //namepsace
/*
* An nsIFrame can have many different visual parts. For example an image frame
* can have a background, border, and outline, the image itself, and a
* translucent selection overlay. In general these parts can be drawn at
* discontiguous z-levels; see CSS2.1 appendix E:
* http://www.w3.org/TR/CSS21/zindex.html
*
* We construct a display list for a frame tree that contains one item
* for each visual part. The display list is itself a tree since some items
* are containers for other items; however, its structure does not match
* the structure of its source frame tree. The display list items are sorted
* by z-order. A display list can be used to paint the frames, to determine
* which frame is the target of a mouse event, and to determine what areas
* need to be repainted when scrolling. The display lists built for each task
* may be different for efficiency; in particular some frames need special
* display list items only for event handling, and do not create these items
* when the display list will be used for painting (the common case). For
* example, when painting we avoid creating nsDisplayBackground items for
* frames that don't display a visible background, but for event handling
* we need those backgrounds because they are not transparent to events.
*
* We could avoid constructing an explicit display list by traversing the
* frame tree multiple times in clever ways. However, reifying the display list
* reduces code complexity and reduces the number of times each frame must be
* traversed to one, which seems to be good for performance. It also means
* we can share code for painting, event handling and scroll analysis.
*
* Display lists are short-lived; content and frame trees cannot change
* between a display list being created and destroyed. Display lists should
* not be created during reflow because the frame tree may be in an
* inconsistent state (e.g., a frame's stored overflow-area may not include
* the bounds of all its children). However, it should be fine to create
* a display list while a reflow is pending, before it starts.
*
* A display list covers the "extended" frame tree; the display list for a frame
* tree containing FRAME/IFRAME elements can include frames from the subdocuments.
*
* Display item's coordinates are relative to their nearest reference frame ancestor.
* Both the display root and any frame with a transform act as a reference frame
* for their frame subtrees.
*/
// All types are defined in nsDisplayItemTypes.h
#ifdef MOZ_DUMP_PAINTING
#define NS_DISPLAY_DECL_NAME(n, e) \
virtual const char* Name() { return n; } \
virtual Type GetType() { return e; }
#else
#define NS_DISPLAY_DECL_NAME(n, e) \
virtual Type GetType() { return e; }
#endif
/**
* This manages a display list and is passed as a parameter to
* nsIFrame::BuildDisplayList.
* It contains the parameters that don't change from frame to frame and manages
* the display list memory using a PLArena. It also establishes the reference
* coordinate system for all display list items. Some of the parameters are
* available from the prescontext/presshell, but we copy them into the builder
* for faster/more convenient access.
*/
class nsDisplayListBuilder {
public:
typedef mozilla::FramePropertyDescriptor FramePropertyDescriptor;
typedef mozilla::FrameLayerBuilder FrameLayerBuilder;
typedef mozilla::DisplayItemClip DisplayItemClip;
typedef mozilla::DisplayListClipState DisplayListClipState;
typedef nsIWidget::ThemeGeometry ThemeGeometry;
/**
* @param aReferenceFrame the frame at the root of the subtree; its origin
* is the origin of the reference coordinate system for this display list
* @param aIsForEvents true if we're creating this list in order to
* determine which frame is under the mouse position
* @param aBuildCaret whether or not we should include the caret in any
* display lists that we make.
*/
enum Mode {
PAINTING,
EVENT_DELIVERY,
PLUGIN_GEOMETRY,
IMAGE_VISIBILITY,
OTHER
};
nsDisplayListBuilder(nsIFrame* aReferenceFrame, Mode aMode, bool aBuildCaret);
~nsDisplayListBuilder();
void SetWillComputePluginGeometry(bool aWillComputePluginGeometry)
{
mWillComputePluginGeometry = aWillComputePluginGeometry;
}
void SetForPluginGeometry()
{
NS_ASSERTION(mMode == PAINTING, "Can only switch from PAINTING to PLUGIN_GEOMETRY");
NS_ASSERTION(mWillComputePluginGeometry, "Should have signalled this in advance");
mMode = PLUGIN_GEOMETRY;
}
/**
* @return true if the display is being built in order to determine which
* frame is under the mouse position.
*/
bool IsForEventDelivery() { return mMode == EVENT_DELIVERY; }
/**
* Be careful with this. The display list will be built in PAINTING mode
* first and then switched to PLUGIN_GEOMETRY before a second call to
* ComputeVisibility.
* @return true if the display list is being built to compute geometry
* for plugins.
*/
bool IsForPluginGeometry() { return mMode == PLUGIN_GEOMETRY; }
/**
* @return true if the display list is being built for painting.
*/
bool IsForPainting() { return mMode == PAINTING; }
/**
* @return true if the display list is being built for determining image
* visibility.
*/
bool IsForImageVisibility() { return mMode == IMAGE_VISIBILITY; }
bool WillComputePluginGeometry() { return mWillComputePluginGeometry; }
/**
* @return true if "painting is suppressed" during page load and we
* should paint only the background of the document.
*/
bool IsBackgroundOnly() {
NS_ASSERTION(mPresShellStates.Length() > 0,
"don't call this if we're not in a presshell");
return CurrentPresShellState()->mIsBackgroundOnly;
}
/**
* @return true if the currently active BuildDisplayList call is being
* applied to a frame at the root of a pseudo stacking context. A pseudo
* stacking context is either a real stacking context or basically what
* CSS2.1 appendix E refers to with "treat the element as if it created
* a new stacking context
*/
bool IsAtRootOfPseudoStackingContext() { return mIsAtRootOfPseudoStackingContext; }
/**
* @return the selection that painting should be restricted to (or nullptr
* in the normal unrestricted case)
*/
nsISelection* GetBoundingSelection() { return mBoundingSelection; }
/**
* @return the root of given frame's (sub)tree, whose origin
* establishes the coordinate system for the child display items.
*/
const nsIFrame* FindReferenceFrameFor(const nsIFrame *aFrame)
{
if (aFrame == mCachedOffsetFrame) {
return mCachedReferenceFrame;
}
for (const nsIFrame* f = aFrame; f; f = nsLayoutUtils::GetCrossDocParentFrame(f))
{
if (f == mReferenceFrame || f->IsTransformed()) {
mCachedOffsetFrame = aFrame;
mCachedReferenceFrame = f;
mCachedOffset = aFrame->GetOffsetToCrossDoc(f);
return f;
}
}
mCachedOffsetFrame = aFrame;
mCachedReferenceFrame = mReferenceFrame;
mCachedOffset = aFrame->GetOffsetToCrossDoc(mReferenceFrame);
return mReferenceFrame;
}
/**
* @return the root of the display list's frame (sub)tree, whose origin
* establishes the coordinate system for the display list
*/
nsIFrame* RootReferenceFrame()
{
return mReferenceFrame;
}
/**
* @return a point pt such that adding pt to a coordinate relative to aFrame
* makes it relative to ReferenceFrame(), i.e., returns
* aFrame->GetOffsetToCrossDoc(ReferenceFrame()). The returned point is in
* the appunits of aFrame. It may be optimized to be faster than
* aFrame->GetOffsetToCrossDoc(ReferenceFrame()) (but currently isn't).
*/
const nsPoint& ToReferenceFrame(const nsIFrame* aFrame) {
if (aFrame != mCachedOffsetFrame) {
FindReferenceFrameFor(aFrame);
}
return mCachedOffset;
}
/**
* When building the display list, the scrollframe aFrame will be "ignored"
* for the purposes of clipping, and its scrollbars will be hidden. We use
* this to allow RenderOffscreen to render a whole document without beign
* clipped by the viewport or drawing the viewport scrollbars.
*/
void SetIgnoreScrollFrame(nsIFrame* aFrame) { mIgnoreScrollFrame = aFrame; }
/**
* Get the scrollframe to ignore, if any.
*/
nsIFrame* GetIgnoreScrollFrame() { return mIgnoreScrollFrame; }
/**
* Calling this setter makes us include all out-of-flow descendant
* frames in the display list, wherever they may be positioned (even
* outside the dirty rects).
*/
void SetIncludeAllOutOfFlows() { mIncludeAllOutOfFlows = true; }
bool GetIncludeAllOutOfFlows() const { return mIncludeAllOutOfFlows; }
/**
* Calling this setter makes us exclude all leaf frames that aren't
* selected.
*/
void SetSelectedFramesOnly() { mSelectedFramesOnly = true; }
bool GetSelectedFramesOnly() { return mSelectedFramesOnly; }
/**
* Calling this setter makes us compute accurate visible regions at the cost
* of performance if regions get very complex.
*/
void SetAccurateVisibleRegions() { mAccurateVisibleRegions = true; }
bool GetAccurateVisibleRegions() { return mAccurateVisibleRegions; }
/**
* Allows callers to selectively override the regular paint suppression checks,
* so that methods like GetFrameForPoint work when painting is suppressed.
*/
void IgnorePaintSuppression() { mIgnoreSuppression = true; }
/**
* @return Returns if this builder will ignore paint suppression.
*/
bool IsIgnoringPaintSuppression() { return mIgnoreSuppression; }
/**
* @return Returns if this builder had to ignore painting suppression on some
* document when building the display list.
*/
bool GetHadToIgnorePaintSuppression() { return mHadToIgnoreSuppression; }
/**
* Call this if we're doing normal painting to the window.
*/
void SetPaintingToWindow(bool aToWindow) { mIsPaintingToWindow = aToWindow; }
bool IsPaintingToWindow() const { return mIsPaintingToWindow; }
/**
* Returns true if merging and flattening of display lists should be
* performed while computing visibility.
*/
bool AllowMergingAndFlattening() { return mAllowMergingAndFlattening; }
void SetAllowMergingAndFlattening(bool aAllow) { mAllowMergingAndFlattening = aAllow; }
/**
* @return Returns if the builder is currently building an
* nsDisplayFixedPosition sub-tree.
*/
bool IsInFixedPosition() const { return mIsInFixedPosition; }
bool SetIsCompositingCheap(bool aCompositingCheap) {
bool temp = mIsCompositingCheap;
mIsCompositingCheap = aCompositingCheap;
return temp;
}
bool IsCompositingCheap() const { return mIsCompositingCheap; }
/**
* Display the caret if needed.
*/
void DisplayCaret(nsIFrame* aFrame, const nsRect& aDirtyRect,
nsDisplayList* aList) {
nsIFrame* frame = GetCaretFrame();
if (aFrame == frame) {
frame->DisplayCaret(this, aDirtyRect, aList);
}
}
/**
* Get the frame that the caret is supposed to draw in.
* If the caret is currently invisible, this will be null.
*/
nsIFrame* GetCaretFrame() {
return CurrentPresShellState()->mCaretFrame;
}
/**
* Get the caret associated with the current presshell.
*/
nsCaret* GetCaret();
/**
* Notify the display list builder that we're entering a presshell.
* aReferenceFrame should be a frame in the new presshell and aDirtyRect
* should be the current dirty rect in aReferenceFrame's coordinate space.
*/
void EnterPresShell(nsIFrame* aReferenceFrame, const nsRect& aDirtyRect);
/**
* Notify the display list builder that we're leaving a presshell.
*/
void LeavePresShell(nsIFrame* aReferenceFrame, const nsRect& aDirtyRect);
/**
* Returns true if we're currently building a display list that's
* directly or indirectly under an nsDisplayTransform.
*/
bool IsInTransform() const { return mInTransform; }
/**
* Indicate whether or not we're directly or indirectly under and
* nsDisplayTransform or SVG foreignObject.
*/
void SetInTransform(bool aInTransform) { mInTransform = aInTransform; }
/**
* Call this if using display port for scrolling.
*/
void SetDisplayPort(const nsRect& aDisplayPort);
const nsRect* GetDisplayPort() { return mHasDisplayPort ? &mDisplayPort : nullptr; }
/**
* Call this if ReferenceFrame() is a viewport frame with fixed-position
* children, or when we construct an item which will return true from
* ShouldFixToViewport()
*/
void SetHasFixedItems() { mHasFixedItems = true; }
bool GetHasFixedItems() { return mHasFixedItems; }
/**
* Determines if this item is scrolled by content-document display-port
* scrolling. aActiveScrolledRoot will be set to the active scrolled root
* of the item. This may not necessarily correspond to the active scrolled
* root of the item's underlying frame.
* If specified, aOverrideActiveScrolledRoot will be treated as the active
* scrolled root.
*/
bool IsFixedItem(nsDisplayItem* aItem,
const nsIFrame** aActiveScrolledRoot = nullptr,
const nsIFrame* aOverrideActiveScrolledRoot = nullptr);
/**
* @return true if images have been set to decode synchronously.
*/
bool ShouldSyncDecodeImages() { return mSyncDecodeImages; }
/**
* Indicates whether we should synchronously decode images. If true, we decode
* and draw whatever image data has been loaded. If false, we just draw
* whatever has already been decoded.
*/
void SetSyncDecodeImages(bool aSyncDecodeImages) {
mSyncDecodeImages = aSyncDecodeImages;
}
/**
* Helper method to generate background painting flags based on the
* information available in the display list builder. Currently only
* accounts for mSyncDecodeImages.
*/
uint32_t GetBackgroundPaintFlags();
/**
* Subtracts aRegion from *aVisibleRegion. We avoid letting
* aVisibleRegion become overcomplex by simplifying it if necessary ---
* unless mAccurateVisibleRegions is set, in which case we let it
* get arbitrarily complex.
*/
void SubtractFromVisibleRegion(nsRegion* aVisibleRegion,
const nsRegion& aRegion);
/**
* Mark the frames in aFrames to be displayed if they intersect aDirtyRect
* (which is relative to aDirtyFrame). If the frames have placeholders
* that might not be displayed, we mark the placeholders and their ancestors
* to ensure that display list construction descends into them
* anyway. nsDisplayListBuilder will take care of unmarking them when it is
* destroyed.
*/
void MarkFramesForDisplayList(nsIFrame* aDirtyFrame,
const nsFrameList& aFrames,
const nsRect& aDirtyRect);
/**
* Mark all child frames that Preserve3D() as needing display.
* Because these frames include transforms set on their parent, dirty rects
* for intermediate frames may be empty, yet child frames could still be visible.
*/
void MarkPreserve3DFramesForDisplayList(nsIFrame* aDirtyFrame, const nsRect& aDirtyRect);
/**
* Get the area of the final transparent region.
*/
const nsRegion* GetFinalTransparentRegion() { return mFinalTransparentRegion; }
/**
* Record the area of the final transparent region after all visibility
* calculations were performed.
*/
void SetFinalTransparentRegion(const nsRegion& aFinalTransparentRegion)
{
mFinalTransparentRegion = &aFinalTransparentRegion;
}
const nsTArray<ThemeGeometry>& GetThemeGeometries() { return mThemeGeometries; }
/**
* Returns true if we need to descend into this frame when building
* the display list, even though it doesn't intersect the dirty
* rect, because it may have out-of-flows that do so.
*/
bool ShouldDescendIntoFrame(nsIFrame* aFrame) const {
return
(aFrame->GetStateBits() & NS_FRAME_FORCE_DISPLAY_LIST_DESCEND_INTO) ||
GetIncludeAllOutOfFlows();
}
/**
* Notifies the builder that a particular themed widget exists
* at the given rectangle within the currently built display list.
* For certain appearance values (currently only
* NS_THEME_MOZ_MAC_UNIFIED_TOOLBAR and NS_THEME_TOOLBAR) this gets
* called during every display list construction, for every themed widget of
* the right type within the display list, except for themed widgets which
* are transformed or have effects applied to them (e.g. CSS opacity or
* filters).
*
* @param aWidgetType the -moz-appearance value for the themed widget
* @param aRect the device-pixel rect relative to the widget's displayRoot
* for the themed widget
*/
void RegisterThemeGeometry(uint8_t aWidgetType,
const nsIntRect& aRect) {
if (mIsPaintingToWindow && mPresShellStates.Length() == 1) {
ThemeGeometry geometry(aWidgetType, aRect);
mThemeGeometries.AppendElement(geometry);
}
}
/**
* Allocate memory in our arena. It will only be freed when this display list
* builder is destroyed. This memory holds nsDisplayItems. nsDisplayItem
* destructors are called as soon as the item is no longer used.
*/
void* Allocate(size_t aSize);
/**
* A helper class to temporarily set the value of
* mIsAtRootOfPseudoStackingContext and mIsInFixedPosition, and temporarily
* update mCachedOffsetFrame/mCachedOffset from a frame to its child.
* Also saves and restores mClipState.
*/
class AutoBuildingDisplayList;
friend class AutoBuildingDisplayList;
class AutoBuildingDisplayList {
public:
AutoBuildingDisplayList(nsDisplayListBuilder* aBuilder, bool aIsRoot)
: mBuilder(aBuilder),
mPrevCachedOffsetFrame(aBuilder->mCachedOffsetFrame),
mPrevCachedReferenceFrame(aBuilder->mCachedReferenceFrame),
mPrevCachedOffset(aBuilder->mCachedOffset),
mPrevIsAtRootOfPseudoStackingContext(aBuilder->mIsAtRootOfPseudoStackingContext) {
aBuilder->mIsAtRootOfPseudoStackingContext = aIsRoot;
}
AutoBuildingDisplayList(nsDisplayListBuilder* aBuilder,
nsIFrame* aForChild, bool aIsRoot,
bool aIsInFixedPosition)
: mBuilder(aBuilder),
mPrevCachedOffsetFrame(aBuilder->mCachedOffsetFrame),
mPrevCachedReferenceFrame(aBuilder->mCachedReferenceFrame),
mPrevCachedOffset(aBuilder->mCachedOffset),
mPrevIsAtRootOfPseudoStackingContext(aBuilder->mIsAtRootOfPseudoStackingContext),
mPrevIsInFixedPosition(aBuilder->mIsInFixedPosition) {
if (aForChild->IsTransformed()) {
aBuilder->mCachedOffset = nsPoint();
aBuilder->mCachedReferenceFrame = aForChild;
} else if (mPrevCachedOffsetFrame == aForChild->GetParent()) {
aBuilder->mCachedOffset += aForChild->GetPosition();
} else {
aBuilder->mCachedOffset = aBuilder->ToReferenceFrame(aForChild);
}
aBuilder->mCachedOffsetFrame = aForChild;
aBuilder->mIsAtRootOfPseudoStackingContext = aIsRoot;
if (aIsInFixedPosition) {
aBuilder->mIsInFixedPosition = aIsInFixedPosition;
}
}
~AutoBuildingDisplayList() {
mBuilder->mCachedOffsetFrame = mPrevCachedOffsetFrame;
mBuilder->mCachedReferenceFrame = mPrevCachedReferenceFrame;
mBuilder->mCachedOffset = mPrevCachedOffset;
mBuilder->mIsAtRootOfPseudoStackingContext = mPrevIsAtRootOfPseudoStackingContext;
mBuilder->mIsInFixedPosition = mPrevIsInFixedPosition;
}
private:
nsDisplayListBuilder* mBuilder;
const nsIFrame* mPrevCachedOffsetFrame;
const nsIFrame* mPrevCachedReferenceFrame;
nsPoint mPrevCachedOffset;
bool mPrevIsAtRootOfPseudoStackingContext;
bool mPrevIsInFixedPosition;
};
/**
* A helper class to temporarily set the value of mInTransform.
*/
class AutoInTransformSetter;
friend class AutoInTransformSetter;
class AutoInTransformSetter {
public:
AutoInTransformSetter(nsDisplayListBuilder* aBuilder, bool aInTransform)
: mBuilder(aBuilder), mOldValue(aBuilder->mInTransform) {
aBuilder->mInTransform = aInTransform;
}
~AutoInTransformSetter() {
mBuilder->mInTransform = mOldValue;
}
private:
nsDisplayListBuilder* mBuilder;
bool mOldValue;
};
// Helpers for tables
nsDisplayTableItem* GetCurrentTableItem() { return mCurrentTableItem; }
void SetCurrentTableItem(nsDisplayTableItem* aTableItem) { mCurrentTableItem = aTableItem; }
struct OutOfFlowDisplayData {
OutOfFlowDisplayData(const DisplayItemClip* aContainingBlockClip,
const nsRect &aDirtyRect)
: mContainingBlockClip(aContainingBlockClip)
, mDirtyRect(aDirtyRect)
{}
const DisplayItemClip* mContainingBlockClip;
nsRect mDirtyRect;
};
static void DestroyOutOfFlowDisplayData(void* aPropertyValue)
{
delete static_cast<OutOfFlowDisplayData*>(aPropertyValue);
}
NS_DECLARE_FRAME_PROPERTY(OutOfFlowDisplayDataProperty, DestroyOutOfFlowDisplayData)
NS_DECLARE_FRAME_PROPERTY(Preserve3DDirtyRectProperty, nsIFrame::DestroyRect)
nsPresContext* CurrentPresContext() {
return CurrentPresShellState()->mPresShell->GetPresContext();
}
/**
* Accumulates the bounds of box frames that have moz-appearance
* -moz-win-exclude-glass style. Used in setting glass margins on
* Windows.
*/
void AddExcludedGlassRegion(nsRect &bounds) {
mExcludedGlassRegion.Or(mExcludedGlassRegion, bounds);
}
const nsRegion& GetExcludedGlassRegion() {
return mExcludedGlassRegion;
}
void SetGlassDisplayItem(nsDisplayItem* aItem) {
if (mGlassDisplayItem) {
// Web pages or extensions could trigger this by using
// -moz-appearance:win-borderless-glass etc on their own elements.
// Keep the first one, since that will be the background of the root
// window
NS_WARNING("Multiple glass backgrounds found?");
} else {
mGlassDisplayItem = aItem;
}
}
bool NeedToForceTransparentSurfaceForItem(nsDisplayItem* aItem) {
return aItem == mGlassDisplayItem;
}
void SetContainsPluginItem() { mContainsPluginItem = true; }
bool ContainsPluginItem() { return mContainsPluginItem; }
DisplayListClipState& ClipState() { return mClipState; }
private:
void MarkOutOfFlowFrameForDisplay(nsIFrame* aDirtyFrame, nsIFrame* aFrame,
const nsRect& aDirtyRect);
struct PresShellState {
nsIPresShell* mPresShell;
nsIFrame* mCaretFrame;
uint32_t mFirstFrameMarkedForDisplay;
bool mIsBackgroundOnly;
};
PresShellState* CurrentPresShellState() {
NS_ASSERTION(mPresShellStates.Length() > 0,
"Someone forgot to enter a presshell");
return &mPresShellStates[mPresShellStates.Length() - 1];
}
nsIFrame* mReferenceFrame;
nsIFrame* mIgnoreScrollFrame;
PLArenaPool mPool;
nsCOMPtr<nsISelection> mBoundingSelection;
nsAutoTArray<PresShellState,8> mPresShellStates;
nsAutoTArray<nsIFrame*,100> mFramesMarkedForDisplay;
nsAutoTArray<ThemeGeometry,2> mThemeGeometries;
nsDisplayTableItem* mCurrentTableItem;
DisplayListClipState mClipState;
const nsRegion* mFinalTransparentRegion;
// When mCachedOffsetFrame is non-null, mCachedOffset is the offset from
// mCachedOffsetFrame to mReferenceFrame.
const nsIFrame* mCachedOffsetFrame;
const nsIFrame* mCachedReferenceFrame;
nsPoint mCachedOffset;
nsRect mDisplayPort;
nsRegion mExcludedGlassRegion;
// The display item for the Windows window glass background, if any
nsDisplayItem* mGlassDisplayItem;
Mode mMode;
bool mBuildCaret;
bool mIgnoreSuppression;
bool mHadToIgnoreSuppression;
bool mIsAtRootOfPseudoStackingContext;
bool mIncludeAllOutOfFlows;
bool mSelectedFramesOnly;
bool mAccurateVisibleRegions;
bool mAllowMergingAndFlattening;
bool mWillComputePluginGeometry;
// True when we're building a display list that's directly or indirectly
// under an nsDisplayTransform
bool mInTransform;
bool mSyncDecodeImages;
bool mIsPaintingToWindow;
bool mHasDisplayPort;
bool mHasFixedItems;
bool mIsInFixedPosition;
bool mIsCompositingCheap;
bool mContainsPluginItem;
};
class nsDisplayItem;
class nsDisplayList;
/**
* nsDisplayItems are put in singly-linked lists rooted in an nsDisplayList.
* nsDisplayItemLink holds the link. The lists are linked from lowest to
* highest in z-order.
*/
class nsDisplayItemLink {
// This is never instantiated directly, so no need to count constructors and
// destructors.
protected:
nsDisplayItemLink() : mAbove(nullptr) {}
nsDisplayItem* mAbove;
friend class nsDisplayList;
};
/**
* This is the unit of rendering and event testing. Each instance of this
* class represents an entity that can be drawn on the screen, e.g., a
* frame's CSS background, or a frame's text string.
*
* nsDisplayListItems can be containers --- i.e., they can perform hit testing
* and painting by recursively traversing a list of child items.
*
* These are arena-allocated during display list construction. A typical
* subclass would just have a frame pointer, so its object would be just three
* pointers (vtable, next-item, frame).
*
* Display items belong to a list at all times (except temporarily as they
* move from one list to another).
*/
class nsDisplayItem : public nsDisplayItemLink {
public:
typedef mozilla::FrameLayerBuilder::ContainerParameters ContainerParameters;
typedef mozilla::DisplayItemClip DisplayItemClip;
typedef mozilla::layers::FrameMetrics::ViewID ViewID;
typedef mozilla::layers::Layer Layer;
typedef mozilla::layers::LayerManager LayerManager;
typedef mozilla::LayerState LayerState;
// This is never instantiated directly (it has pure virtual methods), so no
// need to count constructors and destructors.
nsDisplayItem(nsDisplayListBuilder* aBuilder, nsIFrame* aFrame)
: mFrame(aFrame)
, mClip(aBuilder->ClipState().GetCurrentCombinedClip(aBuilder))
#ifdef MOZ_DUMP_PAINTING
, mPainted(false)
#endif
{
mReferenceFrame = aBuilder->FindReferenceFrameFor(aFrame);
mToReferenceFrame = aBuilder->ToReferenceFrame(aFrame);
}
nsDisplayItem(nsDisplayListBuilder* aBuilder, nsIFrame* aFrame,
const nsIFrame* aReferenceFrame,
const nsPoint& aToReferenceFrame)
: mFrame(aFrame)
, mClip(aBuilder->ClipState().GetCurrentCombinedClip(aBuilder))
, mReferenceFrame(aReferenceFrame)
, mToReferenceFrame(aToReferenceFrame)
#ifdef MOZ_DUMP_PAINTING
, mPainted(false)
#endif
{
}
/**
* This constructor is only used in rare cases when we need to construct
* temporary items.
*/
nsDisplayItem(nsIFrame* aFrame)
: mFrame(aFrame)
, mClip(nullptr)
, mReferenceFrame(nullptr)
#ifdef MOZ_DUMP_PAINTING
, mPainted(false)
#endif
{
}
virtual ~nsDisplayItem()
{
if (mClip) {
mClip->MaybeDestroy();
}
}
void* operator new(size_t aSize,
nsDisplayListBuilder* aBuilder) CPP_THROW_NEW {
return aBuilder->Allocate(aSize);
}
// Contains all the type integers for each display list item type
#include "nsDisplayItemTypes.h"
struct HitTestState {
typedef nsTArray<ViewID> ShadowArray;
HitTestState(ShadowArray* aShadows = NULL)
: mShadows(aShadows) {
}
~HitTestState() {
NS_ASSERTION(mItemBuffer.Length() == 0,
"mItemBuffer should have been cleared");
}
nsAutoTArray<nsDisplayItem*, 100> mItemBuffer;
// It is sometimes useful to hit test for frames that are not in this
// process. Display items may append IDs into this array if it is
// non-null.
ShadowArray* mShadows;
};
/**
* Some consecutive items should be rendered together as a unit, e.g.,
* outlines for the same element. For this, we need a way for items to
* identify their type. We use the type for other purposes too.
*/
virtual Type GetType() = 0;
/**
* Pairing this with the GetUnderlyingFrame() pointer gives a key that
* uniquely identifies this display item in the display item tree.
* XXX check ScrollLayerWrapper/nsOptionEventGrabberWrapper/nsXULEventRedirectorWrapper
*/
virtual uint32_t GetPerFrameKey() { return uint32_t(GetType()); }
/**
* This is called after we've constructed a display list for event handling.
* When this is called, we've already ensured that aRect intersects the
* item's bounds and that clipping has been taking into account.
*
* @param aRect the point or rect being tested, relative to the reference
* frame. If the width and height are both 1 app unit, it indicates we're
* hit testing a point, not a rect.
* @param aState must point to a HitTestState. If you don't have one,
* just create one with the default constructor and pass it in.
* @param aOutFrames each item appends the frame(s) in this display item that
* the rect is considered over (if any) to aOutFrames.
*/
virtual void HitTest(nsDisplayListBuilder* aBuilder, const nsRect& aRect,
HitTestState* aState, nsTArray<nsIFrame*> *aOutFrames) {}
/**
* @return the frame that this display item is based on. This is used to sort
* items by z-index and content order and for some other uses. Never
* returns null.
*/
inline nsIFrame* GetUnderlyingFrame() const { return mFrame; }
/**
* The default bounds is the frame border rect.
* @param aSnap *aSnap is set to true if the returned rect will be
* snapped to nearest device pixel edges during actual drawing.
* It might be set to false and snap anyway, so code computing the set of
* pixels affected by this display item needs to round outwards to pixel
* boundaries when *aSnap is set to false.
* This does not take the item's clipping into account.
* @return a rectangle relative to aBuilder->ReferenceFrame() that
* contains the area drawn by this display item
*/
virtual nsRect GetBounds(nsDisplayListBuilder* aBuilder, bool* aSnap)
{
*aSnap = false;
return nsRect(ToReferenceFrame(), GetUnderlyingFrame()->GetSize());
}
/**
* Returns the result of GetBounds intersected with the item's clip.
* The intersection is approximate since rounded corners are not taking into
* account.
*/
nsRect GetClippedBounds(nsDisplayListBuilder* aBuilder);
nsRect GetBorderRect() {
return nsRect(ToReferenceFrame(), GetUnderlyingFrame()->GetSize());
}
nsRect GetPaddingRect() {
return GetUnderlyingFrame()->GetPaddingRectRelativeToSelf() + ToReferenceFrame();
}
nsRect GetContentRect() {
return GetUnderlyingFrame()->GetContentRectRelativeToSelf() + ToReferenceFrame();
}
/**
* Checks if the frame(s) owning this display item have been marked as invalid,
* and needing repainting.
*/
virtual bool IsInvalid(nsRect& aRect) {
bool result = mFrame ? mFrame->IsInvalid(aRect) : false;
aRect += ToReferenceFrame();
return result;
}
/**
* Creates and initializes an nsDisplayItemGeometry object that retains the current
* areas covered by this display item. These need to retain enough information
* such that they can be compared against a future nsDisplayItem of the same type,
* and determine if repainting needs to happen.
*
* Subclasses wishing to store more information need to override both this
* and ComputeInvalidationRegion, as well as implementing an nsDisplayItemGeometry
* subclass.
*
* The default implementation tracks both the display item bounds, and the frame's
* border rect.
*/
virtual nsDisplayItemGeometry* AllocateGeometry(nsDisplayListBuilder* aBuilder)
{
return new nsDisplayItemGenericGeometry(this, aBuilder);
}
/**
* Compares an nsDisplayItemGeometry object from a previous paint against the
* current item. Computes if the geometry of the item has changed, and the
* invalidation area required for correct repainting.
*
* The existing geometry will have been created from a display item with a
* matching GetPerFrameKey()/mFrame pair to the current item.
*
* The default implementation compares the display item bounds, and the frame's
* border rect, and invalidates the entire bounds if either rect changes.
*
* @param aGeometry The geometry of the matching display item from the
* previous paint.
* @param aInvalidRegion Output param, the region to invalidate, or
* unchanged if none.
*/
virtual void ComputeInvalidationRegion(nsDisplayListBuilder* aBuilder,
const nsDisplayItemGeometry* aGeometry,
nsRegion* aInvalidRegion)
{
const nsDisplayItemGenericGeometry* geometry = static_cast<const nsDisplayItemGenericGeometry*>(aGeometry);
bool snap;
if (!geometry->mBounds.IsEqualInterior(GetBounds(aBuilder, &snap)) ||
!geometry->mBorderRect.IsEqualInterior(GetBorderRect())) {
aInvalidRegion->Or(GetBounds(aBuilder, &snap), geometry->mBounds);
}
}
/**
* An alternative default implementation of ComputeInvalidationRegion,
* that instead invalidates only the changed area between the two items.
*/
void ComputeInvalidationRegionDifference(nsDisplayListBuilder* aBuilder,
const nsDisplayItemBoundsGeometry* aGeometry,
nsRegion* aInvalidRegion)
{
bool snap;
nsRect bounds = GetBounds(aBuilder, &snap);
if (!aGeometry->mBounds.IsEqualInterior(bounds)) {
nscoord radii[8];
if (aGeometry->mHasRoundedCorners ||
GetUnderlyingFrame()->GetBorderRadii(radii)) {
aInvalidRegion->Or(aGeometry->mBounds, bounds);
} else {
aInvalidRegion->Xor(aGeometry->mBounds, bounds);
}
}
}
/**
* Called when the area rendered by this display item has changed (been
* invalidated or changed geometry) since the last paint. This includes
* when the display item was not rendered at all in the last paint.
* It does NOT get called when a display item was being rendered and no
* longer is, because generally that means there is no display item to
* call this method on.
*/
virtual void NotifyRenderingChanged() {}
/**
* @param aSnap set to true if the edges of the rectangles of the opaque
* region would be snapped to device pixels when drawing
* @return a region of the item that is opaque --- that is, every pixel
* that is visible (according to ComputeVisibility) is painted with an opaque
* color. This is useful for determining when one piece
* of content completely obscures another so that we can do occlusion
* culling.
* This does not take clipping into account.
*/
virtual nsRegion GetOpaqueRegion(nsDisplayListBuilder* aBuilder,
bool* aSnap)
{
*aSnap = false;
return nsRegion();
}
/**
* If this returns true, then aColor is set to the uniform color
* @return true if the item is guaranteed to paint every pixel in its
* bounds with the same (possibly translucent) color
*/
virtual bool IsUniform(nsDisplayListBuilder* aBuilder, nscolor* aColor) { return false; }
/**
* @return false if the painting performed by the item is invariant
* when the item's underlying frame is moved relative to aFrame.
* In other words, if you render the item at locations P and P', the rendering
* only differs by the translation.
* It return true for all wrapped lists.
*/
virtual bool IsVaryingRelativeToMovingFrame(nsDisplayListBuilder* aBuilder,
nsIFrame* aFrame)
{ return false; }
/**
* @return true if the contents of this item are rendered fixed relative
* to the nearest viewport *and* they cover the viewport's scrollport.
* Only return true if the contents actually vary when scrolling in the viewport.
*/
virtual bool ShouldFixToViewport(nsDisplayListBuilder* aBuilder)
{ return false; }
/**
* Returns true if all layers that can be active should be forced to be
* active. Requires setting the pref layers.force-active=true.
*/
static bool ForceActiveLayers();
/**
* @return LAYER_NONE if BuildLayer will return null. In this case
* there is no layer for the item, and Paint should be called instead
* to paint the content using Thebes.
* Return LAYER_INACTIVE if there is a layer --- BuildLayer will
* not return null (unless there's an error) --- but the layer contents
* are not changing frequently. In this case it makes sense to composite
* the layer into a ThebesLayer with other content, so we don't have to
* recomposite it every time we paint.
* Note: GetLayerState is only allowed to return LAYER_INACTIVE if all
* descendant display items returned LAYER_INACTIVE or LAYER_NONE. Also,
* all descendant display item frames must have an active scrolled root
* that's either the same as this item's frame's active scrolled root, or
* a descendant of this item's frame. This ensures that the entire
* set of display items can be collapsed onto a single ThebesLayer.
* Return LAYER_ACTIVE if the layer is active, that is, its contents are
* changing frequently. In this case it makes sense to keep the layer
* as a separate buffer in VRAM and composite it into the destination
* every time we paint.
*
* Users of GetLayerState should check ForceActiveLayers() and if it returns
* true, change a returned value of LAYER_INACTIVE to LAYER_ACTIVE.
*/
virtual LayerState GetLayerState(nsDisplayListBuilder* aBuilder,
LayerManager* aManager,
const ContainerParameters& aParameters)
{ return mozilla::LAYER_NONE; }
/**
* Return true to indicate the layer should be constructed even if it's
* completely invisible.
*/
virtual bool ShouldBuildLayerEvenIfInvisible(nsDisplayListBuilder* aBuilder)
{ return false; }
/**
* Actually paint this item to some rendering context.
* Content outside mVisibleRect need not be painted.
* aCtx must be set up as for nsDisplayList::Paint.
*/
virtual void Paint(nsDisplayListBuilder* aBuilder, nsRenderingContext* aCtx) {}
#ifdef MOZ_DUMP_PAINTING
/**
* Mark this display item as being painted via FrameLayerBuilder::DrawThebesLayer.
*/
bool Painted() { return mPainted; }
/**
* Check if this display item has been painted.
*/
void SetPainted() { mPainted = true; }
#endif
/**
* Get the layer drawn by this display item. Call this only if
* GetLayerState() returns something other than LAYER_NONE.
* If GetLayerState returned LAYER_NONE then Paint will be called
* instead.
* This is called while aManager is in the construction phase.
*
* The caller (nsDisplayList) is responsible for setting the visible
* region of the layer.
*
* @param aContainerParameters should be passed to
* FrameLayerBuilder::BuildContainerLayerFor if a ContainerLayer is
* constructed.
*/
virtual already_AddRefed<Layer> BuildLayer(nsDisplayListBuilder* aBuilder,
LayerManager* aManager,
const ContainerParameters& aContainerParameters)
{ return nullptr; }
/**
* On entry, aVisibleRegion contains the region (relative to ReferenceFrame())
* which may be visible. If the display item opaquely covers an area, it
* can remove that area from aVisibleRegion before returning.
* nsDisplayList::ComputeVisibility automatically subtracts the region
* returned by GetOpaqueRegion, and automatically removes items whose bounds
* do not intersect the visible area, so implementations of
* nsDisplayItem::ComputeVisibility do not need to do these things.
* nsDisplayList::ComputeVisibility will already have set mVisibleRect on
* this item to the intersection of *aVisibleRegion and this item's bounds.
* We rely on that, so this should only be called by
* nsDisplayList::ComputeVisibility or nsDisplayItem::RecomputeVisibility.
* aAllowVisibleRegionExpansion is a rect where we are allowed to
* expand the visible region and is only used for making sure the
* background behind a plugin is visible.
* This method needs to be idempotent.
*
* @return true if the item is visible, false if no part of the item
* is visible.
*/
virtual bool ComputeVisibility(nsDisplayListBuilder* aBuilder,
nsRegion* aVisibleRegion,
const nsRect& aAllowVisibleRegionExpansion)
{ return !mVisibleRect.IsEmpty(); }
/**
* Try to merge with the other item (which is below us in the display
* list). This gets used by nsDisplayClip to coalesce clipping operations
* (optimization), by nsDisplayOpacity to merge rendering for the same
* content element into a single opacity group (correctness), and will be
* used by nsDisplayOutline to merge multiple outlines for the same element
* (also for correctness).
* @return true if the merge was successful and the other item should be deleted
*/
virtual bool TryMerge(nsDisplayListBuilder* aBuilder, nsDisplayItem* aItem) {
return false;
}
/**
* Appends the underlying frames of all display items that have been
* merged into this one (excluding this item's own underlying frame)
* to aFrames.
*/
virtual void GetMergedFrames(nsTArray<nsIFrame*>* aFrames) {}
/**
* During the visibility computation and after TryMerge, display lists may
* return true here to flatten themselves away, removing them. This
* flattening is distinctly different from FlattenTo, which occurs before
* items are merged together.
*/
virtual bool ShouldFlattenAway(nsDisplayListBuilder* aBuilder) {
return false;
}
/**
* If this has a child list where the children are in the same coordinate
* system as this item (i.e., they have the same reference frame),
* return the list.
*/
virtual nsDisplayList* GetSameCoordinateSystemChildren() { return nullptr; }
virtual void UpdateBounds(nsDisplayListBuilder* aBuilder) {}
/**
* If this has a child list, return it, even if the children are in
* a different coordinate system to this item.
*/
virtual nsDisplayList* GetChildren() { return nullptr; }
/**
* Returns the visible rect. Should only be called after ComputeVisibility
* has happened.
*/
const nsRect& GetVisibleRect() { return mVisibleRect; }
#ifdef MOZ_DUMP_PAINTING
/**
* For debugging and stuff
*/
virtual const char* Name() = 0;
virtual void WriteDebugInfo(FILE *aOutput) {}
#endif
nsDisplayItem* GetAbove() { return mAbove; }
/**
* Like ComputeVisibility, but does the work that nsDisplayList
* does per-item:
* -- Intersects GetBounds with aVisibleRegion and puts the result
* in mVisibleRect
* -- Subtracts bounds from aVisibleRegion if the item is opaque
*/
bool RecomputeVisibility(nsDisplayListBuilder* aBuilder,
nsRegion* aVisibleRegion);
/**
* Returns the result of aBuilder->ToReferenceFrame(GetUnderlyingFrame())
*/
const nsPoint& ToReferenceFrame() const {
NS_ASSERTION(mFrame, "No frame?");
return mToReferenceFrame;
}
/**
* @return the root of the display list's frame (sub)tree, whose origin
* establishes the coordinate system for the display list
*/
const nsIFrame* ReferenceFrame() const { return mReferenceFrame; }
/**
* Returns the reference frame for display item children of this item.
*/
virtual const nsIFrame* ReferenceFrameForChildren() const { return mReferenceFrame; }
/**
* Checks if this display item (or any children) contains content that might
* be rendered with component alpha (e.g. subpixel antialiasing). Returns the
* bounds of the area that needs component alpha, or an empty rect if nothing
* in the item does.
*/
virtual nsRect GetComponentAlphaBounds(nsDisplayListBuilder* aBuilder) { return nsRect(); }
/**
* Disable usage of component alpha. Currently only relevant for items that have text.
*/
virtual void DisableComponentAlpha() {}
/**
* Check if we can add async animations to the layer for this display item.
*/
virtual bool CanUseAsyncAnimations(nsDisplayListBuilder* aBuilder) {
return false;
}
virtual bool SupportsOptimizingToImage() { return false; }
const DisplayItemClip& GetClip()
{
return mClip ? *mClip : DisplayItemClip::NoClip();
}
void SetClip(nsDisplayListBuilder* aBuilder, const DisplayItemClip& aClip)
{
if (mClip) {
mClip->MaybeDestroy();
}
if (!aClip.HasClip()) {
mClip = nullptr;
return;
}
void* mem = aBuilder->Allocate(sizeof(DisplayItemClip));
DisplayItemClip* clip = new (mem) DisplayItemClip();
*clip = aClip;
mClip = clip;
}
protected:
friend class nsDisplayList;
nsDisplayItem() { mAbove = nullptr; }
nsIFrame* mFrame;
const DisplayItemClip* mClip;
// Result of FindReferenceFrameFor(mFrame), if mFrame is non-null
const nsIFrame* mReferenceFrame;
// Result of ToReferenceFrame(mFrame), if mFrame is non-null
nsPoint mToReferenceFrame;
// This is the rectangle that needs to be painted.
// nsDisplayList::ComputeVisibility sets this to the visible region
// of the item by intersecting the current visible region with the bounds
// of the item. Paint implementations can use this to limit their drawing.
// Guaranteed to be contained in GetBounds().
nsRect mVisibleRect;
#ifdef MOZ_DUMP_PAINTING
// True if this frame has been painted.
bool mPainted;
#endif
};
/**
* Manages a singly-linked list of display list items.
*
* mSentinel is the sentinel list value, the first value in the null-terminated
* linked list of items. mTop is the last item in the list (whose 'above'
* pointer is null). This class has no virtual methods. So list objects are just
* two pointers.
*
* Stepping upward through this list is very fast. Stepping downward is very
* slow so we don't support it. The methods that need to step downward
* (HitTest(), ComputeVisibility()) internally build a temporary array of all
* the items while they do the downward traversal, so overall they're still
* linear time. We have optimized for efficient AppendToTop() of both
* items and lists, with minimal codesize. AppendToBottom() is efficient too.
*/
class nsDisplayList {
public:
typedef mozilla::layers::Layer Layer;
typedef mozilla::layers::LayerManager LayerManager;
typedef mozilla::layers::ThebesLayer ThebesLayer;
/**
* Create an empty list.
*/
nsDisplayList() :
mIsOpaque(false)
{
mTop = &mSentinel;
mSentinel.mAbove = nullptr;
#ifdef DEBUG
mDidComputeVisibility = false;
#endif
}
~nsDisplayList() {
if (mSentinel.mAbove) {
NS_WARNING("Nonempty list left over?");
}
DeleteAll();
}
/**
* Append an item to the top of the list. The item must not currently
* be in a list and cannot be null.
*/
void AppendToTop(nsDisplayItem* aItem) {
NS_ASSERTION(aItem, "No item to append!");
NS_ASSERTION(!aItem->mAbove, "Already in a list!");
mTop->mAbove = aItem;
mTop = aItem;
}
/**
* Append a new item to the top of the list. If the item is null we return
* NS_ERROR_OUT_OF_MEMORY. The intended usage is AppendNewToTop(new ...);
*/
void AppendNewToTop(nsDisplayItem* aItem) {
if (aItem) {
AppendToTop(aItem);
}
}
/**
* Append a new item to the bottom of the list. If the item is null we return
* NS_ERROR_OUT_OF_MEMORY. The intended usage is AppendNewToBottom(new ...);
*/
void AppendNewToBottom(nsDisplayItem* aItem) {
if (aItem) {
AppendToBottom(aItem);
}
}
/**
* Append a new item to the bottom of the list. The item must be non-null
* and not already in a list.
*/
void AppendToBottom(nsDisplayItem* aItem) {
NS_ASSERTION(aItem, "No item to append!");
NS_ASSERTION(!aItem->mAbove, "Already in a list!");
aItem->mAbove = mSentinel.mAbove;
mSentinel.mAbove = aItem;
if (mTop == &mSentinel) {
mTop = aItem;
}
}
/**
* Removes all items from aList and appends them to the top of this list
*/
void AppendToTop(nsDisplayList* aList) {
if (aList->mSentinel.mAbove) {
mTop->mAbove = aList->mSentinel.mAbove;
mTop = aList->mTop;
aList->mTop = &aList->mSentinel;
aList->mSentinel.mAbove = nullptr;
}
}
/**
* Removes all items from aList and prepends them to the bottom of this list
*/
void AppendToBottom(nsDisplayList* aList) {
if (aList->mSentinel.mAbove) {
aList->mTop->mAbove = mSentinel.mAbove;
mSentinel.mAbove = aList->mSentinel.mAbove;
if (mTop == &mSentinel) {
mTop = aList->mTop;
}
aList->mTop = &aList->mSentinel;
aList->mSentinel.mAbove = nullptr;
}
}
/**
* Remove an item from the bottom of the list and return it.
*/
nsDisplayItem* RemoveBottom();
/**
* Remove all items from the list and call their destructors.
*/
void DeleteAll();
/**
* @return the item at the top of the list, or null if the list is empty
*/
nsDisplayItem* GetTop() const {
return mTop != &mSentinel ? static_cast<nsDisplayItem*>(mTop) : nullptr;
}
/**
* @return the item at the bottom of the list, or null if the list is empty
*/
nsDisplayItem* GetBottom() const { return mSentinel.mAbove; }
bool IsEmpty() const { return mTop == &mSentinel; }
/**
* This is *linear time*!
* @return the number of items in the list
*/
uint32_t Count() const;
/**
* Stable sort the list by the z-order of GetUnderlyingFrame() on
* each item. 'auto' is counted as zero. Content order is used as the
* secondary order.
* @param aCommonAncestor a common ancestor of all the content elements
* associated with the display items, for speeding up tree order
* checks, or nullptr if not known; it's only a hint, if it is not an
* ancestor of some elements, then we lose performance but not correctness
*/
void SortByZOrder(nsDisplayListBuilder* aBuilder, nsIContent* aCommonAncestor);
/**
* Stable sort the list by the tree order of the content of
* GetUnderlyingFrame() on each item. z-index is ignored.
* @param aCommonAncestor a common ancestor of all the content elements
* associated with the display items, for speeding up tree order
* checks, or nullptr if not known; it's only a hint, if it is not an
* ancestor of some elements, then we lose performance but not correctness
*/
void SortByContentOrder(nsDisplayListBuilder* aBuilder, nsIContent* aCommonAncestor);
/**
* Generic stable sort. Take care, because some of the items might be nsDisplayLists
* themselves.
* aCmp(item1, item2) should return true if item1 <= item2. We sort the items
* into increasing order.
*/
typedef bool (* SortLEQ)(nsDisplayItem* aItem1, nsDisplayItem* aItem2,
void* aClosure);
void Sort(nsDisplayListBuilder* aBuilder, SortLEQ aCmp, void* aClosure);
/**
* Compute visiblity for the items in the list.
* We put this logic here so it can be shared by top-level
* painting and also display items that maintain child lists.
* This is also a good place to put ComputeVisibility-related logic
* that must be applied to every display item. In particular, this
* sets mVisibleRect on each display item.
* This sets mIsOpaque if the entire visible area of this list has
* been removed from aVisibleRegion when we return.
* This does not remove any items from the list, so we can recompute
* visiblity with different regions later (see
* FrameLayerBuilder::DrawThebesLayer).
* This method needs to be idempotent.
*
* @param aVisibleRegion the area that is visible, relative to the
* reference frame; on return, this contains the area visible under the list.
* I.e., opaque contents of this list are subtracted from aVisibleRegion.
* @param aListVisibleBounds must be equal to the bounds of the intersection
* of aVisibleRegion and GetBounds() for this list.
* @return true if any item in the list is visible.
*/
bool ComputeVisibilityForSublist(nsDisplayListBuilder* aBuilder,
nsRegion* aVisibleRegion,
const nsRect& aListVisibleBounds,
const nsRect& aAllowVisibleRegionExpansion);
/**
* As ComputeVisibilityForSublist, but computes visibility for a root
* list (a list that does not belong to an nsDisplayItem).
* This method needs to be idempotent.
*
* @param aVisibleRegion the area that is visible
*/
bool ComputeVisibilityForRoot(nsDisplayListBuilder* aBuilder,
nsRegion* aVisibleRegion);
/**
* Returns true if the visible region output from ComputeVisiblity was
* empty, i.e. everything visible in this list is opaque.
*/
bool IsOpaque() const {
NS_ASSERTION(mDidComputeVisibility, "Need to have called ComputeVisibility");
return mIsOpaque;
}
/**
* Returns true if during ComputeVisibility any display item
* set the surface to be transparent.
*/
bool NeedsTransparentSurface() const {
NS_ASSERTION(mDidComputeVisibility, "Need to have called ComputeVisibility");
return mForceTransparentSurface;
}
/**
* Paint the list to the rendering context. We assume that (0,0) in aCtx
* corresponds to the origin of the reference frame. For best results,
* aCtx's current transform should make (0,0) pixel-aligned. The
* rectangle in aDirtyRect is painted, which *must* be contained in the
* dirty rect used to construct the display list.
*
* If aFlags contains PAINT_USE_WIDGET_LAYERS and
* ShouldUseWidgetLayerManager() is set, then we will paint using
* the reference frame's widget's layer manager (and ctx may be null),
* otherwise we will use a temporary BasicLayerManager and ctx must
* not be null.
*
* If PAINT_FLUSH_LAYERS is set, we'll force a completely new layer
* tree to be created for this paint *and* the next paint.
*
* If PAINT_EXISTING_TRANSACTION is set, the reference frame's widget's
* layer manager has already had BeginTransaction() called on it and
* we should not call it again.
*
* ComputeVisibility must be called before Paint.
*
* This must only be called on the root display list of the display list
* tree.
*/
enum {
PAINT_DEFAULT = 0,
PAINT_USE_WIDGET_LAYERS = 0x01,
PAINT_FLUSH_LAYERS = 0x02,
PAINT_EXISTING_TRANSACTION = 0x04,
PAINT_NO_COMPOSITE = 0x08,
PAINT_NO_CLEAR_INVALIDATIONS = 0x10
};
void PaintRoot(nsDisplayListBuilder* aBuilder, nsRenderingContext* aCtx,
uint32_t aFlags) const;
/**
* Like PaintRoot, but used for internal display sublists.
* aForFrame is the frame that the list is associated with.
*/
void PaintForFrame(nsDisplayListBuilder* aBuilder, nsRenderingContext* aCtx,
nsIFrame* aForFrame, uint32_t aFlags) const;
/**
* Get the bounds. Takes the union of the bounds of all children.
*/
nsRect GetBounds(nsDisplayListBuilder* aBuilder) const;
/**
* Find the topmost display item that returns a non-null frame, and return
* the frame.
*/
void HitTest(nsDisplayListBuilder* aBuilder, const nsRect& aRect,
nsDisplayItem::HitTestState* aState,
nsTArray<nsIFrame*> *aOutFrames) const;
#ifdef DEBUG
bool DidComputeVisibility() const { return mDidComputeVisibility; }
#endif
private:
// This class is only used on stack, so we don't have to worry about leaking
// it. Don't let us be heap-allocated!
void* operator new(size_t sz) CPP_THROW_NEW;
// Utility function used to massage the list during ComputeVisibility.
void FlattenTo(nsTArray<nsDisplayItem*>* aElements);
nsDisplayItemLink mSentinel;
nsDisplayItemLink* mTop;
// This is set by ComputeVisibility
nsRect mVisibleRect;
// This is set to true by ComputeVisibility if the final visible region
// is empty (i.e. everything that was visible is covered by some
// opaque content in this list).
bool mIsOpaque;
// This is set to true by ComputeVisibility if any display item in this
// list needs to force the surface containing this list to be transparent.
bool mForceTransparentSurface;
#ifdef DEBUG
bool mDidComputeVisibility;
#endif
};
/**
* This is passed as a parameter to nsIFrame::BuildDisplayList. That method
* will put any generated items onto the appropriate list given here. It's
* basically just a collection with one list for each separate stacking layer.
* The lists themselves are external to this object and thus can be shared
* with others. Some of the list pointers may even refer to the same list.
*/
class nsDisplayListSet {
public:
/**
* @return a list where one should place the border and/or background for
* this frame (everything from steps 1 and 2 of CSS 2.1 appendix E)
*/
nsDisplayList* BorderBackground() const { return mBorderBackground; }
/**
* @return a list where one should place the borders and/or backgrounds for
* block-level in-flow descendants (step 4 of CSS 2.1 appendix E)
*/
nsDisplayList* BlockBorderBackgrounds() const { return mBlockBorderBackgrounds; }
/**
* @return a list where one should place descendant floats (step 5 of
* CSS 2.1 appendix E)
*/
nsDisplayList* Floats() const { return mFloats; }
/**
* @return a list where one should place the (pseudo) stacking contexts
* for descendants of this frame (everything from steps 3, 7 and 8
* of CSS 2.1 appendix E)
*/
nsDisplayList* PositionedDescendants() const { return mPositioned; }
/**
* @return a list where one should place the outlines
* for this frame and its descendants (step 9 of CSS 2.1 appendix E)
*/
nsDisplayList* Outlines() const { return mOutlines; }
/**
* @return a list where one should place all other content
*/
nsDisplayList* Content() const { return mContent; }
nsDisplayListSet(nsDisplayList* aBorderBackground,
nsDisplayList* aBlockBorderBackgrounds,
nsDisplayList* aFloats,
nsDisplayList* aContent,
nsDisplayList* aPositionedDescendants,
nsDisplayList* aOutlines) :
mBorderBackground(aBorderBackground),
mBlockBorderBackgrounds(aBlockBorderBackgrounds),
mFloats(aFloats),
mContent(aContent),
mPositioned(aPositionedDescendants),
mOutlines(aOutlines) {
}
/**
* A copy constructor that lets the caller override the BorderBackground
* list.
*/
nsDisplayListSet(const nsDisplayListSet& aLists,
nsDisplayList* aBorderBackground) :
mBorderBackground(aBorderBackground),
mBlockBorderBackgrounds(aLists.BlockBorderBackgrounds()),
mFloats(aLists.Floats()),
mContent(aLists.Content()),
mPositioned(aLists.PositionedDescendants()),
mOutlines(aLists.Outlines()) {
}
/**
* Move all display items in our lists to top of the corresponding lists in the
* destination.
*/
void MoveTo(const nsDisplayListSet& aDestination) const;
private:
// This class is only used on stack, so we don't have to worry about leaking
// it. Don't let us be heap-allocated!
void* operator new(size_t sz) CPP_THROW_NEW;
protected:
nsDisplayList* mBorderBackground;
nsDisplayList* mBlockBorderBackgrounds;
nsDisplayList* mFloats;
nsDisplayList* mContent;
nsDisplayList* mPositioned;
nsDisplayList* mOutlines;
};
/**
* A specialization of nsDisplayListSet where the lists are actually internal
* to the object, and all distinct.
*/
struct nsDisplayListCollection : public nsDisplayListSet {
nsDisplayListCollection() :
nsDisplayListSet(&mLists[0], &mLists[1], &mLists[2], &mLists[3], &mLists[4],
&mLists[5]) {}
nsDisplayListCollection(nsDisplayList* aBorderBackground) :
nsDisplayListSet(aBorderBackground, &mLists[1], &mLists[2], &mLists[3], &mLists[4],
&mLists[5]) {}
/**
* Sort all lists by content order.
*/
void SortAllByContentOrder(nsDisplayListBuilder* aBuilder, nsIContent* aCommonAncestor) {
for (int32_t i = 0; i < 6; ++i) {
mLists[i].SortByContentOrder(aBuilder, aCommonAncestor);
}
}
private:
// This class is only used on stack, so we don't have to worry about leaking
// it. Don't let us be heap-allocated!
void* operator new(size_t sz) CPP_THROW_NEW;
nsDisplayList mLists[6];
};
class nsDisplayImageContainer : public nsDisplayItem {
public:
typedef mozilla::layers::ImageContainer ImageContainer;
typedef mozilla::layers::ImageLayer ImageLayer;
nsDisplayImageContainer(nsDisplayListBuilder* aBuilder, nsIFrame* aFrame)
: nsDisplayItem(aBuilder, aFrame)
{}
virtual already_AddRefed<ImageContainer> GetContainer(LayerManager* aManager,
nsDisplayListBuilder* aBuilder) = 0;
virtual void ConfigureLayer(ImageLayer* aLayer, const nsIntPoint& aOffset) = 0;
virtual bool SupportsOptimizingToImage() { return true; }
};
/**
* Use this class to implement not-very-frequently-used display items
* that are not opaque, do not receive events, and are bounded by a frame's
* border-rect.
*
* This should not be used for display items which are created frequently,
* because each item is one or two pointers bigger than an item from a
* custom display item class could be, and fractionally slower. However it does
* save code size. We use this for infrequently-used item types.
*/
class nsDisplayGeneric : public nsDisplayItem {
public:
typedef void (* PaintCallback)(nsIFrame* aFrame, nsRenderingContext* aCtx,
const nsRect& aDirtyRect, nsPoint aFramePt);
nsDisplayGeneric(nsDisplayListBuilder* aBuilder, nsIFrame* aFrame,
PaintCallback aPaint, const char* aName, Type aType)
: nsDisplayItem(aBuilder, aFrame), mPaint(aPaint)
#ifdef MOZ_DUMP_PAINTING
, mName(aName)
#endif
, mType(aType)
{
MOZ_COUNT_CTOR(nsDisplayGeneric);
}
#ifdef NS_BUILD_REFCNT_LOGGING
virtual ~nsDisplayGeneric() {
MOZ_COUNT_DTOR(nsDisplayGeneric);
}
#endif
virtual void Paint(nsDisplayListBuilder* aBuilder, nsRenderingContext* aCtx) MOZ_OVERRIDE {
mPaint(mFrame, aCtx, mVisibleRect, ToReferenceFrame());
}
NS_DISPLAY_DECL_NAME(mName, mType)
virtual nsRect GetComponentAlphaBounds(nsDisplayListBuilder* aBuilder) {
if (mType == nsDisplayItem::TYPE_HEADER_FOOTER) {
bool snap;
return GetBounds(aBuilder, &snap);
}
return nsRect();
}
protected:
PaintCallback mPaint;
#ifdef MOZ_DUMP_PAINTING
const char* mName;
#endif
Type mType;
};
#if defined(MOZ_REFLOW_PERF_DSP) && defined(MOZ_REFLOW_PERF)
/**
* This class implements painting of reflow counts. Ideally, we would simply
* make all the frame names be those returned by nsFrame::GetFrameName
* (except that tosses in the content tag name!) and support only one color
* and eliminate this class altogether in favor of nsDisplayGeneric, but for
* the time being we can't pass args to a PaintCallback, so just have a
* separate class to do the right thing. Sadly, this alsmo means we need to
* hack all leaf frame classes to handle this.
*
* XXXbz the color thing is a bit of a mess, but 0 basically means "not set"
* here... I could switch it all to nscolor, but why bother?
*/
class nsDisplayReflowCount : public nsDisplayItem {
public:
nsDisplayReflowCount(nsDisplayListBuilder* aBuilder, nsIFrame* aFrame,
const char* aFrameName,
uint32_t aColor = 0)
: nsDisplayItem(aBuilder, aFrame),
mFrameName(aFrameName),
mColor(aColor)
{
MOZ_COUNT_CTOR(nsDisplayReflowCount);
}
#ifdef NS_BUILD_REFCNT_LOGGING
virtual ~nsDisplayReflowCount() {
MOZ_COUNT_DTOR(nsDisplayReflowCount);
}
#endif
virtual void Paint(nsDisplayListBuilder* aBuilder, nsRenderingContext* aCtx) MOZ_OVERRIDE {
mFrame->PresContext()->PresShell()->PaintCount(mFrameName, aCtx,
mFrame->PresContext(),
mFrame, ToReferenceFrame(),
mColor);
}
NS_DISPLAY_DECL_NAME("nsDisplayReflowCount", TYPE_REFLOW_COUNT)
protected:
const char* mFrameName;
nscolor mColor;
};
#define DO_GLOBAL_REFLOW_COUNT_DSP(_name) \
PR_BEGIN_MACRO \
if (!aBuilder->IsBackgroundOnly() && !aBuilder->IsForEventDelivery() && \
PresContext()->PresShell()->IsPaintingFrameCounts()) { \
aLists.Outlines()->AppendNewToTop( \
new (aBuilder) nsDisplayReflowCount(aBuilder, this, _name)); \
} \
PR_END_MACRO
#define DO_GLOBAL_REFLOW_COUNT_DSP_COLOR(_name, _color) \
PR_BEGIN_MACRO \
if (!aBuilder->IsBackgroundOnly() && !aBuilder->IsForEventDelivery() && \
PresContext()->PresShell()->IsPaintingFrameCounts()) { \
aLists.Outlines()->AppendNewToTop( \
new (aBuilder) nsDisplayReflowCount(aBuilder, this, _name, _color)); \
} \
PR_END_MACRO
/*
Macro to be used for classes that don't actually implement BuildDisplayList
*/
#define DECL_DO_GLOBAL_REFLOW_COUNT_DSP(_class, _super) \
void BuildDisplayList(nsDisplayListBuilder* aBuilder, \
const nsRect& aDirtyRect, \
const nsDisplayListSet& aLists) { \
DO_GLOBAL_REFLOW_COUNT_DSP(#_class); \
_super::BuildDisplayList(aBuilder, aDirtyRect, aLists); \
}
#else // MOZ_REFLOW_PERF_DSP && MOZ_REFLOW_PERF
#define DO_GLOBAL_REFLOW_COUNT_DSP(_name)
#define DO_GLOBAL_REFLOW_COUNT_DSP_COLOR(_name, _color)
#define DECL_DO_GLOBAL_REFLOW_COUNT_DSP(_class, _super)
#endif // MOZ_REFLOW_PERF_DSP && MOZ_REFLOW_PERF
class nsDisplayCaret : public nsDisplayItem {
public:
nsDisplayCaret(nsDisplayListBuilder* aBuilder, nsIFrame* aCaretFrame,
nsCaret *aCaret)
: nsDisplayItem(aBuilder, aCaretFrame), mCaret(aCaret) {
MOZ_COUNT_CTOR(nsDisplayCaret);
}
#ifdef NS_BUILD_REFCNT_LOGGING
virtual ~nsDisplayCaret() {
MOZ_COUNT_DTOR(nsDisplayCaret);
}
#endif
virtual nsRect GetBounds(nsDisplayListBuilder* aBuilder, bool* aSnap) MOZ_OVERRIDE {
*aSnap = false;
// The caret returns a rect in the coordinates of mFrame.
return mCaret->GetCaretRect() + ToReferenceFrame();
}
virtual void Paint(nsDisplayListBuilder* aBuilder, nsRenderingContext* aCtx) MOZ_OVERRIDE;
NS_DISPLAY_DECL_NAME("Caret", TYPE_CARET)
protected:
nsRefPtr<nsCaret> mCaret;
};
/**
* The standard display item to paint the CSS borders of a frame.
*/
class nsDisplayBorder : public nsDisplayItem {
public:
nsDisplayBorder(nsDisplayListBuilder* aBuilder, nsIFrame* aFrame) :
nsDisplayItem(aBuilder, aFrame)
{
MOZ_COUNT_CTOR(nsDisplayBorder);
}
#ifdef NS_BUILD_REFCNT_LOGGING
virtual ~nsDisplayBorder() {
MOZ_COUNT_DTOR(nsDisplayBorder);
}
#endif
virtual nsRect GetBounds(nsDisplayListBuilder* aBuilder, bool* aSnap) MOZ_OVERRIDE;
virtual void Paint(nsDisplayListBuilder* aBuilder, nsRenderingContext* aCtx) MOZ_OVERRIDE;
virtual bool ComputeVisibility(nsDisplayListBuilder* aBuilder,
nsRegion* aVisibleRegion,
const nsRect& aAllowVisibleRegionExpansion) MOZ_OVERRIDE;
NS_DISPLAY_DECL_NAME("Border", TYPE_BORDER)
virtual nsDisplayItemGeometry* AllocateGeometry(nsDisplayListBuilder* aBuilder);
virtual void ComputeInvalidationRegion(nsDisplayListBuilder* aBuilder,
const nsDisplayItemGeometry* aGeometry,
nsRegion* aInvalidRegion);
};
/**
* A simple display item that just renders a solid color across the
* specified bounds. For canvas frames (in the CSS sense) we split off the
* drawing of the background color into this class (from nsDisplayBackground
* via nsDisplayCanvasBackground). This is done so that we can always draw a
* background color to avoid ugly flashes of white when we can't draw a full
* frame tree (ie when a page is loading). The bounds can differ from the
* frame's bounds -- this is needed when a frame/iframe is loading and there
* is not yet a frame tree to go in the frame/iframe so we use the subdoc
* frame of the parent document as a standin.
*/
class nsDisplaySolidColor : public nsDisplayItem {
public:
nsDisplaySolidColor(nsDisplayListBuilder* aBuilder, nsIFrame* aFrame,
const nsRect& aBounds, nscolor aColor)
: nsDisplayItem(aBuilder, aFrame), mBounds(aBounds), mColor(aColor)
{
NS_ASSERTION(NS_GET_A(aColor) > 0, "Don't create invisible nsDisplaySolidColors!");
MOZ_COUNT_CTOR(nsDisplaySolidColor);
}
#ifdef NS_BUILD_REFCNT_LOGGING
virtual ~nsDisplaySolidColor() {
MOZ_COUNT_DTOR(nsDisplaySolidColor);
}
#endif
virtual nsRect GetBounds(nsDisplayListBuilder* aBuilder, bool* aSnap) MOZ_OVERRIDE;
virtual nsRegion GetOpaqueRegion(nsDisplayListBuilder* aBuilder,
bool* aSnap) MOZ_OVERRIDE {
*aSnap = false;
nsRegion result;
if (NS_GET_A(mColor) == 255) {
result = GetBounds(aBuilder, aSnap);
}
return result;
}
virtual bool IsUniform(nsDisplayListBuilder* aBuilder, nscolor* aColor) MOZ_OVERRIDE
{
*aColor = mColor;
return true;
}
virtual void Paint(nsDisplayListBuilder* aBuilder, nsRenderingContext* aCtx) MOZ_OVERRIDE;
virtual nsDisplayItemGeometry* AllocateGeometry(nsDisplayListBuilder* aBuilder) MOZ_OVERRIDE
{
return new nsDisplayItemBoundsGeometry(this, aBuilder);
}
virtual void ComputeInvalidationRegion(nsDisplayListBuilder* aBuilder,
const nsDisplayItemGeometry* aGeometry,
nsRegion* aInvalidRegion)
{
const nsDisplayItemBoundsGeometry* geometry = static_cast<const nsDisplayItemBoundsGeometry*>(aGeometry);
ComputeInvalidationRegionDifference(aBuilder, geometry, aInvalidRegion);
}
NS_DISPLAY_DECL_NAME("SolidColor", TYPE_SOLID_COLOR)
private:
nsRect mBounds;
nscolor mColor;
};
/**
* A display item to paint one background-image for a frame. Each background
* image layer gets its own nsDisplayBackgroundImage.
*/
class nsDisplayBackgroundImage : public nsDisplayImageContainer {
public:
/**
* aLayer signifies which background layer this item represents.
* aIsThemed should be the value of aFrame->IsThemed.
* aBackgroundStyle should be the result of
* nsCSSRendering::FindBackground, or null if FindBackground returned false.
*/
nsDisplayBackgroundImage(nsDisplayListBuilder* aBuilder, nsIFrame* aFrame,
uint32_t aLayer, bool aIsThemed,
const nsStyleBackground* aBackgroundStyle);
virtual ~nsDisplayBackgroundImage();
// This will create and append new items for all the layers of the
// background. If given, aBackground will be set with the address of the
// bottom-most background item.
static nsresult AppendBackgroundItemsToTop(nsDisplayListBuilder* aBuilder,
nsIFrame* aFrame,
nsDisplayList* aList,
nsDisplayBackgroundImage** aBackground = nullptr);
virtual LayerState GetLayerState(nsDisplayListBuilder* aBuilder,
LayerManager* aManager,
const ContainerParameters& aParameters) MOZ_OVERRIDE;
virtual already_AddRefed<Layer> BuildLayer(nsDisplayListBuilder* aBuilder,
LayerManager* aManager,
const ContainerParameters& aContainerParameters) MOZ_OVERRIDE;
virtual void HitTest(nsDisplayListBuilder* aBuilder, const nsRect& aRect,
HitTestState* aState, nsTArray<nsIFrame*> *aOutFrames) MOZ_OVERRIDE;
virtual bool ComputeVisibility(nsDisplayListBuilder* aBuilder,
nsRegion* aVisibleRegion,
const nsRect& aAllowVisibleRegionExpansion) MOZ_OVERRIDE;
virtual nsRegion GetOpaqueRegion(nsDisplayListBuilder* aBuilder,
bool* aSnap) MOZ_OVERRIDE;
virtual bool IsVaryingRelativeToMovingFrame(nsDisplayListBuilder* aBuilder,
nsIFrame* aFrame) MOZ_OVERRIDE;
virtual bool IsUniform(nsDisplayListBuilder* aBuilder, nscolor* aColor) MOZ_OVERRIDE;
/**
* GetBounds() returns the background painting area.
*/
virtual nsRect GetBounds(nsDisplayListBuilder* aBuilder, bool* aSnap) MOZ_OVERRIDE;
virtual void Paint(nsDisplayListBuilder* aBuilder, nsRenderingContext* aCtx) MOZ_OVERRIDE;
virtual uint32_t GetPerFrameKey() MOZ_OVERRIDE;
NS_DISPLAY_DECL_NAME("Background", TYPE_BACKGROUND)
// Returns the value of GetUnderlyingFrame()->IsThemed(), but cached
bool IsThemed() { return mIsThemed; }
/**
* Return the background positioning area.
* (GetBounds() returns the background painting area.)
* Can be called only when mBackgroundStyle is non-null.
*/
nsRect GetPositioningArea();
/**
* Returns true if existing rendered pixels of this display item may need
* to be redrawn if the positioning area size changes but its position does
* not.
* If false, only the changed painting area needs to be redrawn when the
* positioning area size changes but its position does not.
*/
bool RenderingMightDependOnPositioningAreaSizeChange();
virtual nsDisplayItemGeometry* AllocateGeometry(nsDisplayListBuilder* aBuilder) MOZ_OVERRIDE
{
return new nsDisplayBackgroundGeometry(this, aBuilder);
}
virtual void ComputeInvalidationRegion(nsDisplayListBuilder* aBuilder,
const nsDisplayItemGeometry* aGeometry,
nsRegion* aInvalidRegion) MOZ_OVERRIDE;
virtual already_AddRefed<ImageContainer> GetContainer(LayerManager* aManager,
nsDisplayListBuilder *aBuilder) MOZ_OVERRIDE;
virtual void ConfigureLayer(ImageLayer* aLayer, const nsIntPoint& aOffset) MOZ_OVERRIDE;
static nsRegion GetInsideClipRegion(nsDisplayItem* aItem, nsPresContext* aPresContext, uint8_t aClip,
const nsRect& aRect, bool* aSnap);
#ifdef MOZ_DUMP_PAINTING
virtual void WriteDebugInfo(FILE *aOutput);
#endif
protected:
typedef class mozilla::layers::ImageContainer ImageContainer;
typedef class mozilla::layers::ImageLayer ImageLayer;
bool TryOptimizeToImageLayer(LayerManager* aManager, nsDisplayListBuilder* aBuilder);
bool IsSingleFixedPositionImage(nsDisplayListBuilder* aBuilder,
const nsRect& aClipRect,
gfxRect* aDestRect);
nsRect GetBoundsInternal();
void PaintInternal(nsDisplayListBuilder* aBuilder, nsRenderingContext* aCtx,
const nsRect& aBounds, nsRect* aClipRect);
// Cache the result of nsCSSRendering::FindBackground. Always null if
// mIsThemed is true or if FindBackground returned false.
const nsStyleBackground* mBackgroundStyle;
/* If this background can be a simple image layer, we store the format here. */
nsRefPtr<ImageContainer> mImageContainer;
gfxRect mDestRect;
/* Bounds of this display item */
nsRect mBounds;
uint32_t mLayer;
nsITheme::Transparency mThemeTransparency;
/* Used to cache mFrame->IsThemed() since it isn't a cheap call */
bool mIsThemed;
/* true if this item represents the bottom-most background layer */
bool mIsBottommostLayer;
};
class nsDisplayBackgroundColor : public nsDisplayItem
{
public:
nsDisplayBackgroundColor(nsDisplayListBuilder* aBuilder, nsIFrame* aFrame,
const nsStyleBackground* aBackgroundStyle,
nscolor aColor)
: nsDisplayItem(aBuilder, aFrame)
, mBackgroundStyle(aBackgroundStyle)
, mColor(aColor)
{ }
virtual void Paint(nsDisplayListBuilder* aBuilder, nsRenderingContext* aCtx) MOZ_OVERRIDE;
virtual nsRegion GetOpaqueRegion(nsDisplayListBuilder* aBuilder,
bool* aSnap) MOZ_OVERRIDE;
virtual bool IsUniform(nsDisplayListBuilder* aBuilder, nscolor* aColor) MOZ_OVERRIDE;
virtual void HitTest(nsDisplayListBuilder* aBuilder, const nsRect& aRect,
HitTestState* aState, nsTArray<nsIFrame*> *aOutFrames) MOZ_OVERRIDE;
virtual nsRect GetBounds(nsDisplayListBuilder* aBuilder, bool* aSnap) MOZ_OVERRIDE
{
*aSnap = true;
return nsRect(ToReferenceFrame(), GetUnderlyingFrame()->GetSize());
}
virtual nsDisplayItemGeometry* AllocateGeometry(nsDisplayListBuilder* aBuilder) MOZ_OVERRIDE
{
return new nsDisplayItemBoundsGeometry(this, aBuilder);
}
virtual void ComputeInvalidationRegion(nsDisplayListBuilder* aBuilder,
const nsDisplayItemGeometry* aGeometry,
nsRegion* aInvalidRegion)
{
const nsDisplayItemBoundsGeometry* geometry = static_cast<const nsDisplayItemBoundsGeometry*>(aGeometry);
ComputeInvalidationRegionDifference(aBuilder, geometry, aInvalidRegion);
}
NS_DISPLAY_DECL_NAME("BackgroundColor", TYPE_BACKGROUND_COLOR)
#ifdef MOZ_DUMP_PAINTING
virtual void WriteDebugInfo(FILE *aOutput) {
fprintf(aOutput, "(rgba %d,%d,%d,%d)",
NS_GET_R(mColor), NS_GET_G(mColor),
NS_GET_B(mColor), NS_GET_A(mColor));
}
#endif
protected:
const nsStyleBackground* mBackgroundStyle;
nscolor mColor;
};
/**
* The standard display item to paint the outer CSS box-shadows of a frame.
*/
class nsDisplayBoxShadowOuter : public nsDisplayItem {
public:
nsDisplayBoxShadowOuter(nsDisplayListBuilder* aBuilder, nsIFrame* aFrame)
: nsDisplayItem(aBuilder, aFrame) {
MOZ_COUNT_CTOR(nsDisplayBoxShadowOuter);
mBounds = GetBoundsInternal();
}
#ifdef NS_BUILD_REFCNT_LOGGING
virtual ~nsDisplayBoxShadowOuter() {
MOZ_COUNT_DTOR(nsDisplayBoxShadowOuter);
}
#endif
virtual void Paint(nsDisplayListBuilder* aBuilder, nsRenderingContext* aCtx) MOZ_OVERRIDE;
virtual nsRect GetBounds(nsDisplayListBuilder* aBuilder, bool* aSnap) MOZ_OVERRIDE;
virtual bool ComputeVisibility(nsDisplayListBuilder* aBuilder,
nsRegion* aVisibleRegion,
const nsRect& aAllowVisibleRegionExpansion) MOZ_OVERRIDE;
NS_DISPLAY_DECL_NAME("BoxShadowOuter", TYPE_BOX_SHADOW_OUTER)
virtual void ComputeInvalidationRegion(nsDisplayListBuilder* aBuilder,
const nsDisplayItemGeometry* aGeometry,
nsRegion* aInvalidRegion)
{
const nsDisplayItemGenericGeometry* geometry = static_cast<const nsDisplayItemGenericGeometry*>(aGeometry);
bool snap;
if (!geometry->mBounds.IsEqualInterior(GetBounds(aBuilder, &snap)) ||
!geometry->mBorderRect.IsEqualInterior(GetBorderRect())) {
nsRegion oldShadow, newShadow;
oldShadow = oldShadow.Sub(geometry->mBounds, geometry->mBorderRect);
newShadow = newShadow.Sub(GetBounds(aBuilder, &snap), GetBorderRect());
aInvalidRegion->Or(oldShadow, newShadow);
}
}
nsRect GetBoundsInternal();
private:
nsRegion mVisibleRegion;
nsRect mBounds;
};
/**
* The standard display item to paint the inner CSS box-shadows of a frame.
*/
class nsDisplayBoxShadowInner : public nsDisplayItem {
public:
nsDisplayBoxShadowInner(nsDisplayListBuilder* aBuilder, nsIFrame* aFrame)
: nsDisplayItem(aBuilder, aFrame) {
MOZ_COUNT_CTOR(nsDisplayBoxShadowInner);
}
#ifdef NS_BUILD_REFCNT_LOGGING
virtual ~nsDisplayBoxShadowInner() {
MOZ_COUNT_DTOR(nsDisplayBoxShadowInner);
}
#endif
virtual void Paint(nsDisplayListBuilder* aBuilder, nsRenderingContext* aCtx) MOZ_OVERRIDE;
virtual bool ComputeVisibility(nsDisplayListBuilder* aBuilder,
nsRegion* aVisibleRegion,
const nsRect& aAllowVisibleRegionExpansion) MOZ_OVERRIDE;
NS_DISPLAY_DECL_NAME("BoxShadowInner", TYPE_BOX_SHADOW_INNER)
virtual nsDisplayItemGeometry* AllocateGeometry(nsDisplayListBuilder* aBuilder)
{
return new nsDisplayBoxShadowInnerGeometry(this, aBuilder);
}
virtual void ComputeInvalidationRegion(nsDisplayListBuilder* aBuilder,
const nsDisplayItemGeometry* aGeometry,
nsRegion* aInvalidRegion)
{
const nsDisplayBoxShadowInnerGeometry* geometry = static_cast<const nsDisplayBoxShadowInnerGeometry*>(aGeometry);
if (!geometry->mPaddingRect.IsEqualInterior(GetPaddingRect())) {
// nsDisplayBoxShadowInner is based around the padding rect, but it can
// touch pixels outside of this. We should invalidate the entire bounds.
bool snap;
aInvalidRegion->Or(geometry->mBounds, GetBounds(aBuilder, &snap));
}
}
private:
nsRegion mVisibleRegion;
};
/**
* The standard display item to paint the CSS outline of a frame.
*/
class nsDisplayOutline : public nsDisplayItem {
public:
nsDisplayOutline(nsDisplayListBuilder* aBuilder, nsIFrame* aFrame) :
nsDisplayItem(aBuilder, aFrame) {
MOZ_COUNT_CTOR(nsDisplayOutline);
}
#ifdef NS_BUILD_REFCNT_LOGGING
virtual ~nsDisplayOutline() {
MOZ_COUNT_DTOR(nsDisplayOutline);
}
#endif
virtual nsRect GetBounds(nsDisplayListBuilder* aBuilder, bool* aSnap) MOZ_OVERRIDE;
virtual void Paint(nsDisplayListBuilder* aBuilder, nsRenderingContext* aCtx) MOZ_OVERRIDE;
virtual bool ComputeVisibility(nsDisplayListBuilder* aBuilder,
nsRegion* aVisibleRegion,
const nsRect& aAllowVisibleRegionExpansion) MOZ_OVERRIDE;
NS_DISPLAY_DECL_NAME("Outline", TYPE_OUTLINE)
};
/**
* A class that lets you receive events within the frame bounds but never paints.
*/
class nsDisplayEventReceiver : public nsDisplayItem {
public:
nsDisplayEventReceiver(nsDisplayListBuilder* aBuilder, nsIFrame* aFrame)
: nsDisplayItem(aBuilder, aFrame) {
MOZ_COUNT_CTOR(nsDisplayEventReceiver);
}
#ifdef NS_BUILD_REFCNT_LOGGING
virtual ~nsDisplayEventReceiver() {
MOZ_COUNT_DTOR(nsDisplayEventReceiver);
}
#endif
virtual void HitTest(nsDisplayListBuilder* aBuilder, const nsRect& aRect,
HitTestState* aState, nsTArray<nsIFrame*> *aOutFrames) MOZ_OVERRIDE;
NS_DISPLAY_DECL_NAME("EventReceiver", TYPE_EVENT_RECEIVER)
};
/**
* A class that lets you wrap a display list as a display item.
*
* GetUnderlyingFrame() is troublesome for wrapped lists because if the wrapped
* list has many items, it's not clear which one has the 'underlying frame'.
* Thus we force the creator to specify what the underlying frame is. The
* underlying frame should be the root of a stacking context, because sorting
* a list containing this item will not get at the children.
*
* In some cases (e.g., clipping) we want to wrap a list but we don't have a
* particular underlying frame that is a stacking context root. In that case
* we allow the frame to be nullptr. Callers to GetUnderlyingFrame must
* detect and handle this case.
*/
class nsDisplayWrapList : public nsDisplayItem {
// This is never instantiated directly, so no need to count constructors and
// destructors.
public:
/**
* Takes all the items from aList and puts them in our list.
*/
nsDisplayWrapList(nsDisplayListBuilder* aBuilder, nsIFrame* aFrame,
nsDisplayList* aList);
nsDisplayWrapList(nsDisplayListBuilder* aBuilder, nsIFrame* aFrame,
nsDisplayItem* aItem);
nsDisplayWrapList(nsDisplayListBuilder* aBuilder, nsIFrame* aFrame,
nsDisplayItem* aItem, const nsIFrame* aReferenceFrame, const nsPoint& aToReferenceFrame);
nsDisplayWrapList(nsDisplayListBuilder* aBuilder, nsIFrame* aFrame)
: nsDisplayItem(aBuilder, aFrame) {}
virtual ~nsDisplayWrapList();
/**
* Call this if the wrapped list is changed.
*/
virtual void UpdateBounds(nsDisplayListBuilder* aBuilder) MOZ_OVERRIDE
{
mBounds = mList.GetBounds(aBuilder);
}
virtual void HitTest(nsDisplayListBuilder* aBuilder, const nsRect& aRect,
HitTestState* aState, nsTArray<nsIFrame*> *aOutFrames) MOZ_OVERRIDE;
virtual nsRect GetBounds(nsDisplayListBuilder* aBuilder, bool* aSnap) MOZ_OVERRIDE;
virtual nsRegion GetOpaqueRegion(nsDisplayListBuilder* aBuilder,
bool* aSnap) MOZ_OVERRIDE;
virtual bool IsUniform(nsDisplayListBuilder* aBuilder, nscolor* aColor) MOZ_OVERRIDE;
virtual bool IsVaryingRelativeToMovingFrame(nsDisplayListBuilder* aBuilder,
nsIFrame* aFrame) MOZ_OVERRIDE;
virtual void Paint(nsDisplayListBuilder* aBuilder, nsRenderingContext* aCtx) MOZ_OVERRIDE;
virtual bool ComputeVisibility(nsDisplayListBuilder* aBuilder,
nsRegion* aVisibleRegion,
const nsRect& aAllowVisibleRegionExpansion) MOZ_OVERRIDE;
virtual bool TryMerge(nsDisplayListBuilder* aBuilder, nsDisplayItem* aItem) MOZ_OVERRIDE {
NS_WARNING("This list should already have been flattened!!!");
return false;
}
virtual void GetMergedFrames(nsTArray<nsIFrame*>* aFrames) MOZ_OVERRIDE
{
aFrames->AppendElements(mMergedFrames);
}
virtual bool IsInvalid(nsRect& aRect)
{
if (mFrame->IsInvalid(aRect) && aRect.IsEmpty()) {
return true;
}
nsRect temp;
for (uint32_t i = 0; i < mMergedFrames.Length(); i++) {
if (mMergedFrames[i]->IsInvalid(temp) && temp.IsEmpty()) {
aRect.SetEmpty();
return true;
}
aRect = aRect.Union(temp);
}
aRect += ToReferenceFrame();
return !aRect.IsEmpty();
}
NS_DISPLAY_DECL_NAME("WrapList", TYPE_WRAP_LIST)
virtual nsRect GetComponentAlphaBounds(nsDisplayListBuilder* aBuilder);
virtual nsDisplayList* GetSameCoordinateSystemChildren() MOZ_OVERRIDE
{
NS_ASSERTION(mList.IsEmpty() || !ReferenceFrame() ||
!mList.GetBottom()->ReferenceFrame() ||
mList.GetBottom()->ReferenceFrame() == ReferenceFrame(),
"Children must have same reference frame");
return &mList;
}
virtual nsDisplayList* GetChildren() MOZ_OVERRIDE { return &mList; }
/**
* This creates a copy of this item, but wrapping aItem instead of
* our existing list. Only gets called if this item returned nullptr
* for GetUnderlyingFrame(). aItem is guaranteed to return non-null from
* GetUnderlyingFrame().
*/
virtual nsDisplayWrapList* WrapWithClone(nsDisplayListBuilder* aBuilder,
nsDisplayItem* aItem) {
NS_NOTREACHED("We never returned nullptr for GetUnderlyingFrame!");
return nullptr;
}
/**
* Returns true if all descendant display items can be placed in the same
* ThebesLayer --- GetLayerState returns LAYER_INACTIVE or LAYER_NONE,
* and they all have the given aActiveScrolledRoot.
*/
static LayerState RequiredLayerStateForChildren(nsDisplayListBuilder* aBuilder,
LayerManager* aManager,
const ContainerParameters& aParameters,
const nsDisplayList& aList,
nsIFrame* aActiveScrolledRoot);
protected:
nsDisplayWrapList() {}
void MergeFrom(nsDisplayWrapList* aOther)
{
mList.AppendToBottom(&aOther->mList);
mBounds.UnionRect(mBounds, aOther->mBounds);
}
void MergeFromTrackingMergedFrames(nsDisplayWrapList* aOther)
{
MergeFrom(aOther);
mMergedFrames.AppendElement(aOther->mFrame);
mMergedFrames.MoveElementsFrom(aOther->mMergedFrames);
}
nsDisplayList mList;
// The frames from items that have been merged into this item, excluding
// this item's own frame.
nsTArray<nsIFrame*> mMergedFrames;
nsRect mBounds;
};
/**
* We call WrapDisplayList on the in-flow lists: BorderBackground(),
* BlockBorderBackgrounds() and Content().
* We call WrapDisplayItem on each item of Outlines(), PositionedDescendants(),
* and Floats(). This is done to support special wrapping processing for frames
* that may not be in-flow descendants of the current frame.
*/
class nsDisplayWrapper {
public:
// This is never instantiated directly (it has pure virtual methods), so no
// need to count constructors and destructors.
virtual bool WrapBorderBackground() { return true; }
virtual nsDisplayItem* WrapList(nsDisplayListBuilder* aBuilder,
nsIFrame* aFrame, nsDisplayList* aList) = 0;
virtual nsDisplayItem* WrapItem(nsDisplayListBuilder* aBuilder,
nsDisplayItem* aItem) = 0;
nsresult WrapLists(nsDisplayListBuilder* aBuilder, nsIFrame* aFrame,
const nsDisplayListSet& aIn, const nsDisplayListSet& aOut);
nsresult WrapListsInPlace(nsDisplayListBuilder* aBuilder, nsIFrame* aFrame,
const nsDisplayListSet& aLists);
protected:
nsDisplayWrapper() {}
};
/**
* The standard display item to paint a stacking context with translucency
* set by the stacking context root frame's 'opacity' style.
*/
class nsDisplayOpacity : public nsDisplayWrapList {
public:
nsDisplayOpacity(nsDisplayListBuilder* aBuilder, nsIFrame* aFrame,
nsDisplayList* aList);
#ifdef NS_BUILD_REFCNT_LOGGING
virtual ~nsDisplayOpacity();
#endif
virtual nsRegion GetOpaqueRegion(nsDisplayListBuilder* aBuilder,
bool* aSnap) MOZ_OVERRIDE;
virtual already_AddRefed<Layer> BuildLayer(nsDisplayListBuilder* aBuilder,
LayerManager* aManager,
const ContainerParameters& aContainerParameters) MOZ_OVERRIDE;
virtual LayerState GetLayerState(nsDisplayListBuilder* aBuilder,
LayerManager* aManager,
const ContainerParameters& aParameters) MOZ_OVERRIDE;
virtual bool ComputeVisibility(nsDisplayListBuilder* aBuilder,
nsRegion* aVisibleRegion,
const nsRect& aAllowVisibleRegionExpansion) MOZ_OVERRIDE;
virtual bool TryMerge(nsDisplayListBuilder* aBuilder, nsDisplayItem* aItem) MOZ_OVERRIDE;
virtual void ComputeInvalidationRegion(nsDisplayListBuilder* aBuilder,
const nsDisplayItemGeometry* aGeometry,
nsRegion* aInvalidRegion) MOZ_OVERRIDE
{
// We don't need to compute an invalidation region since we have LayerTreeInvalidation
}
NS_DISPLAY_DECL_NAME("Opacity", TYPE_OPACITY)
#ifdef MOZ_DUMP_PAINTING
virtual void WriteDebugInfo(FILE *aOutput) {
fprintf(aOutput, "(opacity %f)", mFrame->StyleDisplay()->mOpacity);
}
#endif
bool CanUseAsyncAnimations(nsDisplayListBuilder* aBuilder);
};
/**
* A display item that has no purpose but to ensure its contents get
* their own layer.
*/
class nsDisplayOwnLayer : public nsDisplayWrapList {
public:
/**
* nsDisplayOwnLayer constructor flags
*/
enum {
GENERATE_SUBDOC_INVALIDATIONS = 0x01
};
/**
* @param aFlags GENERATE_SUBDOC_INVALIDATIONS :
* Add UserData to the created ContainerLayer, so that invalidations
* for this layer are send to our nsPresContext.
*/
nsDisplayOwnLayer(nsDisplayListBuilder* aBuilder, nsIFrame* aFrame,
nsDisplayList* aList, uint32_t aFlags = 0);
#ifdef NS_BUILD_REFCNT_LOGGING
virtual ~nsDisplayOwnLayer();
#endif
virtual already_AddRefed<Layer> BuildLayer(nsDisplayListBuilder* aBuilder,
LayerManager* aManager,
const ContainerParameters& aContainerParameters) MOZ_OVERRIDE;
virtual LayerState GetLayerState(nsDisplayListBuilder* aBuilder,
LayerManager* aManager,
const ContainerParameters& aParameters) MOZ_OVERRIDE
{
return mozilla::LAYER_ACTIVE_FORCE;
}
virtual bool TryMerge(nsDisplayListBuilder* aBuilder, nsDisplayItem* aItem) MOZ_OVERRIDE
{
// Don't allow merging, each sublist must have its own layer
return false;
}
NS_DISPLAY_DECL_NAME("OwnLayer", TYPE_OWN_LAYER)
private:
uint32_t mFlags;
};
/**
* A display item used to represent fixed position elements. This will ensure
* the contents gets its own layer, and that the built layer will have
* position-related metadata set on it.
*/
class nsDisplayFixedPosition : public nsDisplayOwnLayer {
public:
nsDisplayFixedPosition(nsDisplayListBuilder* aBuilder, nsIFrame* aFrame,
nsIFrame* aFixedPosFrame, nsDisplayList* aList);
#ifdef NS_BUILD_REFCNT_LOGGING
virtual ~nsDisplayFixedPosition();
#endif
virtual already_AddRefed<Layer> BuildLayer(nsDisplayListBuilder* aBuilder,
LayerManager* aManager,
const ContainerParameters& aContainerParameters) MOZ_OVERRIDE;
virtual LayerState GetLayerState(nsDisplayListBuilder* aBuilder,
LayerManager* aManager,
const ContainerParameters& aParameters) MOZ_OVERRIDE
{
return mozilla::LAYER_ACTIVE;
}
virtual bool TryMerge(nsDisplayListBuilder* aBuilder, nsDisplayItem* aItem) MOZ_OVERRIDE;
NS_DISPLAY_DECL_NAME("FixedPosition", TYPE_FIXED_POSITION)
protected:
nsIFrame* mFixedPosFrame;
};
/**
* This potentially creates a layer for the given list of items, whose
* visibility is determined by the displayport for the given frame instead of
* what is passed in to ComputeVisibility.
*
* Here in content, we can use this to render more content than is actually
* visible. Then, the compositing process can manipulate the generated layer
* through transformations so that asynchronous scrolling can be implemented.
*
* Note that setting the displayport will not change any hit testing! The
* content process will know nothing about what the user is actually seeing,
* so it can only do hit testing for what is supposed to be the visible region.
*
* It is possible for scroll boxes to have content that can be both above and
* below content outside of the scroll box. We cannot create layers for these
* cases. This is accomplished by wrapping display items with
* nsDisplayScrollLayers. nsDisplayScrollLayers with the same scroll frame will
* be merged together. If more than one nsDisplayScrollLayer exists after
* merging, all nsDisplayScrollLayers will be flattened out so that no new
* layer is created at all.
*/
class nsDisplayScrollLayer : public nsDisplayWrapList
{
public:
/**
* @param aScrolledFrame This will determine what the displayport is. It should be
* the root content frame of the scrolled area. Note
* that nsDisplayScrollLayer will expect for
* ScrollLayerCount to be defined on aScrolledFrame.
* @param aScrollFrame The viewport frame you see this content through.
*/
nsDisplayScrollLayer(nsDisplayListBuilder* aBuilder, nsDisplayList* aList,
nsIFrame* aForFrame, nsIFrame* aScrolledFrame,
nsIFrame* aScrollFrame);
nsDisplayScrollLayer(nsDisplayListBuilder* aBuilder, nsDisplayItem* aItem,
nsIFrame* aForFrame, nsIFrame* aScrolledFrame,
nsIFrame* aScrollFrame);
nsDisplayScrollLayer(nsDisplayListBuilder* aBuilder,
nsIFrame* aForFrame, nsIFrame* aScrolledFrame,
nsIFrame* aScrollFrame);
NS_DISPLAY_DECL_NAME("ScrollLayer", TYPE_SCROLL_LAYER)
#ifdef NS_BUILD_REFCNT_LOGGING
virtual ~nsDisplayScrollLayer();
#endif
virtual already_AddRefed<Layer> BuildLayer(nsDisplayListBuilder* aBuilder,
LayerManager* aManager,
const ContainerParameters& aContainerParameters) MOZ_OVERRIDE;
virtual bool ComputeVisibility(nsDisplayListBuilder* aBuilder,
nsRegion* aVisibleRegion,
const nsRect& aAllowVisibleRegionExpansion) MOZ_OVERRIDE;
virtual LayerState GetLayerState(nsDisplayListBuilder* aBuilder,
LayerManager* aManager,
const ContainerParameters& aParameters) MOZ_OVERRIDE;
virtual bool TryMerge(nsDisplayListBuilder* aBuilder,
nsDisplayItem* aItem) MOZ_OVERRIDE;
virtual bool ShouldFlattenAway(nsDisplayListBuilder* aBuilder) MOZ_OVERRIDE;
// Get the number of nsDisplayScrollLayers for a scroll frame. Note that this
// number does not include nsDisplayScrollInfoLayers. If this number is not 1
// after merging, all the nsDisplayScrollLayers should flatten away.
intptr_t GetScrollLayerCount();
intptr_t RemoveScrollLayerCount();
virtual nsIFrame* GetScrolledFrame() { return mScrolledFrame; }
private:
nsIFrame* mScrollFrame;
nsIFrame* mScrolledFrame;
};
/**
* Like nsDisplayScrollLayer, but only has metadata on the scroll frame. This
* creates a layer that has no Thebes child layer, but still allows the
* compositor process to know of the scroll frame's existence.
*
* After visibility computation, nsDisplayScrollInfoLayers should only exist if
* nsDisplayScrollLayers were all flattened away.
*
* Important!! Add info layers to the bottom of the list so they are only
* considered after the others have flattened out!
*/
class nsDisplayScrollInfoLayer : public nsDisplayScrollLayer
{
public:
nsDisplayScrollInfoLayer(nsDisplayListBuilder* aBuilder,
nsIFrame* aScrolledFrame, nsIFrame* aScrollFrame);
NS_DISPLAY_DECL_NAME("ScrollInfoLayer", TYPE_SCROLL_INFO_LAYER)
#ifdef NS_BUILD_REFCNT_LOGGING
virtual ~nsDisplayScrollInfoLayer();
#endif
virtual LayerState GetLayerState(nsDisplayListBuilder* aBuilder,
LayerManager* aManager,
const ContainerParameters& aParameters) MOZ_OVERRIDE;
virtual bool ShouldBuildLayerEvenIfInvisible(nsDisplayListBuilder* aBuilder) MOZ_OVERRIDE
{ return true; }
virtual bool TryMerge(nsDisplayListBuilder* aBuilder,
nsDisplayItem* aItem) MOZ_OVERRIDE;
virtual bool ShouldFlattenAway(nsDisplayListBuilder* aBuilder) MOZ_OVERRIDE;
};
/**
* nsDisplayZoom is used for subdocuments that have a different full zoom than
* their parent documents. This item creates a container layer.
*/
class nsDisplayZoom : public nsDisplayOwnLayer {
public:
/**
* @param aFrame is the root frame of the subdocument.
* @param aList contains the display items for the subdocument.
* @param aAPD is the app units per dev pixel ratio of the subdocument.
* @param aParentAPD is the app units per dev pixel ratio of the parent
* document.
* @param aFlags GENERATE_SUBDOC_INVALIDATIONS :
* Add UserData to the created ContainerLayer, so that invalidations
* for this layer are send to our nsPresContext.
*/
nsDisplayZoom(nsDisplayListBuilder* aBuilder, nsIFrame* aFrame,
nsDisplayList* aList,
int32_t aAPD, int32_t aParentAPD,
uint32_t aFlags = 0);
#ifdef NS_BUILD_REFCNT_LOGGING
virtual ~nsDisplayZoom();
#endif
virtual nsRect GetBounds(nsDisplayListBuilder* aBuilder, bool* aSnap) MOZ_OVERRIDE;
virtual void Paint(nsDisplayListBuilder* aBuilder, nsRenderingContext* aCtx) MOZ_OVERRIDE;
virtual void HitTest(nsDisplayListBuilder* aBuilder, const nsRect& aRect,
HitTestState* aState, nsTArray<nsIFrame*> *aOutFrames) MOZ_OVERRIDE;
virtual bool ComputeVisibility(nsDisplayListBuilder* aBuilder,
nsRegion* aVisibleRegion,
const nsRect& aAllowVisibleRegionExpansion) MOZ_OVERRIDE;
virtual LayerState GetLayerState(nsDisplayListBuilder* aBuilder,
LayerManager* aManager,
const ContainerParameters& aParameters) MOZ_OVERRIDE
{
return mozilla::LAYER_ACTIVE;
}
NS_DISPLAY_DECL_NAME("Zoom", TYPE_ZOOM)
// Get the app units per dev pixel ratio of the child document.
int32_t GetChildAppUnitsPerDevPixel() { return mAPD; }
// Get the app units per dev pixel ratio of the parent document.
int32_t GetParentAppUnitsPerDevPixel() { return mParentAPD; }
private:
int32_t mAPD, mParentAPD;
};
/**
* A display item to paint a stacking context with effects
* set by the stacking context root frame's style.
*/
class nsDisplaySVGEffects : public nsDisplayWrapList {
public:
nsDisplaySVGEffects(nsDisplayListBuilder* aBuilder, nsIFrame* aFrame,
nsDisplayList* aList);
#ifdef NS_BUILD_REFCNT_LOGGING
virtual ~nsDisplaySVGEffects();
#endif
virtual nsRegion GetOpaqueRegion(nsDisplayListBuilder* aBuilder,
bool* aSnap) MOZ_OVERRIDE;
virtual void HitTest(nsDisplayListBuilder* aBuilder, const nsRect& aRect,
HitTestState* aState, nsTArray<nsIFrame*> *aOutFrames) MOZ_OVERRIDE;
virtual nsRect GetBounds(nsDisplayListBuilder* aBuilder, bool* aSnap) MOZ_OVERRIDE {
*aSnap = false;
return mEffectsBounds + ToReferenceFrame();
}
virtual bool ComputeVisibility(nsDisplayListBuilder* aBuilder,
nsRegion* aVisibleRegion,
const nsRect& aAllowVisibleRegionExpansion) MOZ_OVERRIDE;
virtual bool TryMerge(nsDisplayListBuilder* aBuilder, nsDisplayItem* aItem) MOZ_OVERRIDE;
NS_DISPLAY_DECL_NAME("SVGEffects", TYPE_SVG_EFFECTS)
virtual LayerState GetLayerState(nsDisplayListBuilder* aBuilder,
LayerManager* aManager,
const ContainerParameters& aParameters);
virtual already_AddRefed<Layer> BuildLayer(nsDisplayListBuilder* aBuilder,
LayerManager* aManager,
const ContainerParameters& aContainerParameters) MOZ_OVERRIDE;
virtual void ComputeInvalidationRegion(nsDisplayListBuilder* aBuilder,
const nsDisplayItemGeometry* aGeometry,
nsRegion* aInvalidRegion) MOZ_OVERRIDE
{
// We don't need to compute an invalidation region since we have LayerTreeInvalidation
}
void PaintAsLayer(nsDisplayListBuilder* aBuilder,
nsRenderingContext* aCtx,
LayerManager* aManager);
#ifdef MOZ_DUMP_PAINTING
void PrintEffects(FILE* aOutput);
#endif
private:
// relative to mFrame
nsRect mEffectsBounds;
};
/* A display item that applies a transformation to all of its descendant
* elements. This wrapper should only be used if there is a transform applied
* to the root element.
*
* The reason that a "bounds" rect is involved in transform calculations is
* because CSS-transforms allow percentage values for the x and y components
* of <translation-value>s, where percentages are percentages of the element's
* border box.
*
* INVARIANT: The wrapped frame is transformed or we supplied a transform getter
* function.
* INVARIANT: The wrapped frame is non-null.
*/
class nsDisplayTransform: public nsDisplayItem
{
public:
/**
* Returns a matrix (in pixels) for the current frame. The matrix should be relative to
* the current frame's coordinate space.
*
* @param aFrame The frame to compute the transform for.
* @param aAppUnitsPerPixel The number of app units per graphics unit.
*/
typedef gfx3DMatrix (* ComputeTransformFunction)(nsIFrame* aFrame, float aAppUnitsPerPixel);
/* Constructor accepts a display list, empties it, and wraps it up. It also
* ferries the underlying frame to the nsDisplayItem constructor.
*/
nsDisplayTransform(nsDisplayListBuilder* aBuilder, nsIFrame *aFrame,
nsDisplayList *aList, uint32_t aIndex = 0);
nsDisplayTransform(nsDisplayListBuilder* aBuilder, nsIFrame *aFrame,
nsDisplayList *aList, ComputeTransformFunction aTransformGetter, uint32_t aIndex = 0);
#ifdef NS_BUILD_REFCNT_LOGGING
virtual ~nsDisplayTransform()
{
MOZ_COUNT_DTOR(nsDisplayTransform);
}
#endif
NS_DISPLAY_DECL_NAME("nsDisplayTransform", TYPE_TRANSFORM)
virtual nsRect GetComponentAlphaBounds(nsDisplayListBuilder* aBuilder)
{
if (mStoredList.GetComponentAlphaBounds(aBuilder).IsEmpty())
return nsRect();
bool snap;
return GetBounds(aBuilder, &snap);
}
virtual nsDisplayList* GetChildren() MOZ_OVERRIDE { return mStoredList.GetChildren(); }
virtual void HitTest(nsDisplayListBuilder *aBuilder, const nsRect& aRect,
HitTestState *aState, nsTArray<nsIFrame*> *aOutFrames) MOZ_OVERRIDE;
virtual nsRect GetBounds(nsDisplayListBuilder *aBuilder, bool* aSnap) MOZ_OVERRIDE;
virtual nsRegion GetOpaqueRegion(nsDisplayListBuilder *aBuilder,
bool* aSnap) MOZ_OVERRIDE;
virtual bool IsUniform(nsDisplayListBuilder *aBuilder, nscolor* aColor) MOZ_OVERRIDE;
virtual LayerState GetLayerState(nsDisplayListBuilder* aBuilder,
LayerManager* aManager,
const ContainerParameters& aParameters) MOZ_OVERRIDE;
virtual already_AddRefed<Layer> BuildLayer(nsDisplayListBuilder* aBuilder,
LayerManager* aManager,
const ContainerParameters& aContainerParameters) MOZ_OVERRIDE;
virtual bool ShouldBuildLayerEvenIfInvisible(nsDisplayListBuilder* aBuilder) MOZ_OVERRIDE;
virtual bool ComputeVisibility(nsDisplayListBuilder *aBuilder,
nsRegion *aVisibleRegion,
const nsRect& aAllowVisibleRegionExpansion) MOZ_OVERRIDE;
virtual bool TryMerge(nsDisplayListBuilder *aBuilder, nsDisplayItem *aItem) MOZ_OVERRIDE;
virtual uint32_t GetPerFrameKey() MOZ_OVERRIDE { return (mIndex << nsDisplayItem::TYPE_BITS) | nsDisplayItem::GetPerFrameKey(); }
virtual void ComputeInvalidationRegion(nsDisplayListBuilder* aBuilder,
const nsDisplayItemGeometry* aGeometry,
nsRegion* aInvalidRegion) MOZ_OVERRIDE
{
// We don't need to compute an invalidation region since we have LayerTreeInvalidation
}
virtual const nsIFrame* ReferenceFrameForChildren() const MOZ_OVERRIDE {
// If we were created using a transform-getter, then we don't
// belong to a transformed frame, and aren't a reference frame
// for our children.
if (!mTransformGetter) {
return mFrame;
}
return nsDisplayItem::ReferenceFrameForChildren();
}
enum {
INDEX_MAX = UINT32_MAX >> nsDisplayItem::TYPE_BITS
};
const gfx3DMatrix& GetTransform(float aAppUnitsPerPixel);
float GetHitDepthAtPoint(const nsPoint& aPoint);
/**
* TransformRect takes in as parameters a rectangle (in aFrame's coordinate
* space) and returns the smallest rectangle (in aFrame's coordinate space)
* containing the transformed image of that rectangle. That is, it takes
* the four corners of the rectangle, transforms them according to the
* matrix associated with the specified frame, then returns the smallest
* rectangle containing the four transformed points.
*
* @param untransformedBounds The rectangle (in app units) to transform.
* @param aFrame The frame whose transformation should be applied. This
* function raises an assertion if aFrame is null or doesn't have a
* transform applied to it.
* @param aOrigin The origin of the transform relative to aFrame's local
* coordinate space.
* @param aBoundsOverride (optional) Rather than using the frame's computed
* bounding rect as frame bounds, use this rectangle instead. Pass
* nullptr (or nothing at all) to use the default.
*/
static nsRect TransformRect(const nsRect &aUntransformedBounds,
const nsIFrame* aFrame,
const nsPoint &aOrigin,
const nsRect* aBoundsOverride = nullptr);
static nsRect TransformRectOut(const nsRect &aUntransformedBounds,
const nsIFrame* aFrame,
const nsPoint &aOrigin,
const nsRect* aBoundsOverride = nullptr);
/* UntransformRect is like TransformRect, except that it inverts the
* transform.
*/
static bool UntransformRect(const nsRect &aUntransformedBounds,
const nsIFrame* aFrame,
const nsPoint &aOrigin,
nsRect* aOutRect);
static bool UntransformRectMatrix(const nsRect &aUntransformedBounds,
const gfx3DMatrix& aMatrix,
float aAppUnitsPerPixel,
nsRect* aOutRect);
static gfxPoint3D GetDeltaToMozTransformOrigin(const nsIFrame* aFrame,
float aAppUnitsPerPixel,
const nsRect* aBoundsOverride);
static gfxPoint3D GetDeltaToMozPerspectiveOrigin(const nsIFrame* aFrame,
float aAppUnitsPerPixel);
/**
* Returns the bounds of a frame as defined for resolving percentage
* <translation-value>s in CSS transforms. If
* UNIFIED_CONTINUATIONS is not defined, this is simply the frame's bounding
* rectangle, translated to the origin. Otherwise, returns the smallest
* rectangle containing a frame and all of its continuations. For example,
* if there is a <span> element with several continuations split over
* several lines, this function will return the rectangle containing all of
* those continuations. This rectangle is relative to the origin of the
* frame's local coordinate space.
*
* @param aFrame The frame to get the bounding rect for.
* @return The frame's bounding rect, as described above.
*/
static nsRect GetFrameBoundsForTransform(const nsIFrame* aFrame);
struct FrameTransformProperties
{
FrameTransformProperties(const nsIFrame* aFrame,
float aAppUnitsPerPixel,
const nsRect* aBoundsOverride);
FrameTransformProperties(const nsCSSValueList* aTransformList,
const gfxPoint3D& aToMozOrigin,
const gfxPoint3D& aToPerspectiveOrigin,
nscoord aChildPerspective)
: mFrame(nullptr)
, mTransformList(aTransformList)
, mToMozOrigin(aToMozOrigin)
, mToPerspectiveOrigin(aToPerspectiveOrigin)
, mChildPerspective(aChildPerspective)
{}
const nsIFrame* mFrame;
const nsCSSValueList* mTransformList;
const gfxPoint3D mToMozOrigin;
const gfxPoint3D mToPerspectiveOrigin;
nscoord mChildPerspective;
};
/**
* Given a frame with the -moz-transform property or an SVG transform,
* returns the transformation matrix for that frame.
*
* @param aFrame The frame to get the matrix from.
* @param aOrigin Relative to which point this transform should be applied.
* @param aAppUnitsPerPixel The number of app units per graphics unit.
* @param aBoundsOverride [optional] If this is nullptr (the default), the
* computation will use the value of GetFrameBoundsForTransform(aFrame)
* for the frame's bounding rectangle. Otherwise, it will use the
* value of aBoundsOverride. This is mostly for internal use and in
* most cases you will not need to specify a value.
*/
static gfx3DMatrix GetResultingTransformMatrix(const nsIFrame* aFrame,
const nsPoint& aOrigin,
float aAppUnitsPerPixel,
const nsRect* aBoundsOverride = nullptr,
nsIFrame** aOutAncestor = nullptr);
static gfx3DMatrix GetResultingTransformMatrix(const FrameTransformProperties& aProperties,
const nsPoint& aOrigin,
float aAppUnitsPerPixel,
const nsRect* aBoundsOverride = nullptr,
nsIFrame** aOutAncestor = nullptr);
/**
* Return true when we should try to prerender the entire contents of the
* transformed frame even when it's not completely visible (yet).
*/
static bool ShouldPrerenderTransformedContent(nsDisplayListBuilder* aBuilder,
nsIFrame* aFrame,
bool aLogAnimations = false);
bool CanUseAsyncAnimations(nsDisplayListBuilder* aBuilder) MOZ_OVERRIDE;
private:
static gfx3DMatrix GetResultingTransformMatrixInternal(const FrameTransformProperties& aProperties,
const nsPoint& aOrigin,
float aAppUnitsPerPixel,
const nsRect* aBoundsOverride,
nsIFrame** aOutAncestor);
nsDisplayWrapList mStoredList;
gfx3DMatrix mTransform;
ComputeTransformFunction mTransformGetter;
float mCachedAppUnitsPerPixel;
uint32_t mIndex;
};
/**
* This class adds basic support for limiting the rendering to the part inside
* the specified edges. It's a base class for the display item classes that
* does the actual work. The two members, mLeftEdge and mRightEdge, are
* relative to the edges of the frame's scrollable overflow rectangle and is
* the amount to suppress on each side.
*
* Setting none, both or only one edge is allowed.
* The values must be non-negative.
* The default value for both edges is zero, which means everything is painted.
*/
class nsCharClipDisplayItem : public nsDisplayItem {
public:
nsCharClipDisplayItem(nsDisplayListBuilder* aBuilder, nsIFrame* aFrame)
: nsDisplayItem(aBuilder, aFrame), mLeftEdge(0), mRightEdge(0) {}
nsCharClipDisplayItem(nsIFrame* aFrame)
: nsDisplayItem(aFrame) {}
struct ClipEdges {
ClipEdges(const nsDisplayItem& aItem,
nscoord aLeftEdge, nscoord aRightEdge) {
nsRect r = aItem.GetUnderlyingFrame()->GetScrollableOverflowRect() +
aItem.ToReferenceFrame();
mX = aLeftEdge > 0 ? r.x + aLeftEdge : nscoord_MIN;
mXMost = aRightEdge > 0 ? std::max(r.XMost() - aRightEdge, mX) : nscoord_MAX;
}
void Intersect(nscoord* aX, nscoord* aWidth) const {
nscoord xmost1 = *aX + *aWidth;
*aX = std::max(*aX, mX);
*aWidth = std::max(std::min(xmost1, mXMost) - *aX, 0);
}
nscoord mX;
nscoord mXMost;
};
ClipEdges Edges() const { return ClipEdges(*this, mLeftEdge, mRightEdge); }
static nsCharClipDisplayItem* CheckCast(nsDisplayItem* aItem) {
nsDisplayItem::Type t = aItem->GetType();
return (t == nsDisplayItem::TYPE_TEXT ||
t == nsDisplayItem::TYPE_TEXT_DECORATION ||
t == nsDisplayItem::TYPE_TEXT_SHADOW)
? static_cast<nsCharClipDisplayItem*>(aItem) : nullptr;
}
nscoord mLeftEdge; // length from the left side
nscoord mRightEdge; // length from the right side
};
#endif /*NSDISPLAYLIST_H_*/