gecko-dev/gfx/layers/basic/BasicContainerLayer.cpp
Nicholas Cameron bc53af744f Bug 768723; Reorganise BasicLayers.cpp into multiple files; r=roc
--HG--
rename : gfx/layers/basic/BasicLayers.cpp => gfx/layers/basic/BasicBuffers.cpp
rename : gfx/layers/basic/BasicLayers.cpp => gfx/layers/basic/BasicBuffers.h
rename : gfx/layers/basic/BasicLayers.cpp => gfx/layers/basic/BasicCanvasLayer.cpp
rename : gfx/layers/basic/BasicLayers.cpp => gfx/layers/basic/BasicColorLayer.cpp
rename : gfx/layers/basic/BasicLayers.cpp => gfx/layers/basic/BasicContainerLayer.cpp
rename : gfx/layers/basic/BasicLayers.cpp => gfx/layers/basic/BasicContainerLayer.h
rename : gfx/layers/basic/BasicLayers.cpp => gfx/layers/basic/BasicImageLayer.cpp
rename : gfx/layers/basic/BasicLayers.cpp => gfx/layers/basic/BasicLayerManager.cpp
rename : gfx/layers/basic/BasicLayers.cpp => gfx/layers/basic/BasicLayersImpl.cpp
rename : gfx/layers/basic/BasicLayers.cpp => gfx/layers/basic/BasicLayersImpl.h
rename : gfx/layers/basic/BasicLayers.cpp => gfx/layers/basic/BasicThebesLayer.cpp
rename : gfx/layers/basic/BasicLayers.cpp => gfx/layers/basic/BasicThebesLayer.h
extra : rebase_source : aff7ec0b95a70e00149d2d9ea2856f9192dbc7f6
2012-06-29 18:01:34 +12:00

209 lines
6.4 KiB
C++

/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* 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/. */
#include "BasicLayersImpl.h"
#include "BasicContainerLayer.h"
using namespace mozilla::gfx;
namespace mozilla {
namespace layers {
BasicContainerLayer::~BasicContainerLayer()
{
while (mFirstChild) {
ContainerRemoveChild(mFirstChild, this);
}
MOZ_COUNT_DTOR(BasicContainerLayer);
}
bool
BasicContainerLayer::ChildrenPartitionVisibleRegion(const nsIntRect& aInRect)
{
gfxMatrix transform;
if (!GetEffectiveTransform().CanDraw2D(&transform) ||
transform.HasNonIntegerTranslation())
return false;
nsIntPoint offset(PRInt32(transform.x0), PRInt32(transform.y0));
nsIntRect rect = aInRect.Intersect(GetEffectiveVisibleRegion().GetBounds() + offset);
nsIntRegion covered;
for (Layer* l = mFirstChild; l; l = l->GetNextSibling()) {
if (ToData(l)->IsHidden())
continue;
gfxMatrix childTransform;
if (!l->GetEffectiveTransform().CanDraw2D(&childTransform) ||
childTransform.HasNonIntegerTranslation() ||
l->GetEffectiveOpacity() != 1.0)
return false;
nsIntRegion childRegion = l->GetEffectiveVisibleRegion();
childRegion.MoveBy(PRInt32(childTransform.x0), PRInt32(childTransform.y0));
childRegion.And(childRegion, rect);
if (l->GetClipRect()) {
childRegion.And(childRegion, *l->GetClipRect() + offset);
}
nsIntRegion intersection;
intersection.And(covered, childRegion);
if (!intersection.IsEmpty())
return false;
covered.Or(covered, childRegion);
}
return covered.Contains(rect);
}
class BasicShadowableContainerLayer : public BasicContainerLayer,
public BasicShadowableLayer {
public:
BasicShadowableContainerLayer(BasicShadowLayerManager* aManager) :
BasicContainerLayer(aManager)
{
MOZ_COUNT_CTOR(BasicShadowableContainerLayer);
}
virtual ~BasicShadowableContainerLayer()
{
MOZ_COUNT_DTOR(BasicShadowableContainerLayer);
}
virtual void InsertAfter(Layer* aChild, Layer* aAfter);
virtual void RemoveChild(Layer* aChild);
virtual Layer* AsLayer() { return this; }
virtual ShadowableLayer* AsShadowableLayer() { return this; }
virtual void Disconnect()
{
BasicShadowableLayer::Disconnect();
}
private:
BasicShadowLayerManager* ShadowManager()
{
return static_cast<BasicShadowLayerManager*>(mManager);
}
};
void
BasicShadowableContainerLayer::InsertAfter(Layer* aChild, Layer* aAfter)
{
if (HasShadow() && ShouldShadow(aChild)) {
while (aAfter && !ShouldShadow(aAfter)) {
aAfter = aAfter->GetPrevSibling();
}
ShadowManager()->InsertAfter(ShadowManager()->Hold(this),
ShadowManager()->Hold(aChild),
aAfter ? ShadowManager()->Hold(aAfter) : nsnull);
}
BasicContainerLayer::InsertAfter(aChild, aAfter);
}
void
BasicShadowableContainerLayer::RemoveChild(Layer* aChild)
{
if (HasShadow() && ShouldShadow(aChild)) {
ShadowManager()->RemoveChild(ShadowManager()->Hold(this),
ShadowManager()->Hold(aChild));
}
BasicContainerLayer::RemoveChild(aChild);
}
class BasicShadowContainerLayer : public ShadowContainerLayer, public BasicImplData {
template<class Container>
friend void ContainerInsertAfter(Layer* aChild, Layer* aAfter, Container* aContainer);
template<class Container>
friend void ContainerRemoveChild(Layer* aChild, Container* aContainer);
public:
BasicShadowContainerLayer(BasicShadowLayerManager* aLayerManager) :
ShadowContainerLayer(aLayerManager, static_cast<BasicImplData*>(this))
{
MOZ_COUNT_CTOR(BasicShadowContainerLayer);
}
virtual ~BasicShadowContainerLayer()
{
while (mFirstChild) {
ContainerRemoveChild(mFirstChild, this);
}
MOZ_COUNT_DTOR(BasicShadowContainerLayer);
}
virtual void InsertAfter(Layer* aChild, Layer* aAfter)
{ ContainerInsertAfter(aChild, aAfter, this); }
virtual void RemoveChild(Layer* aChild)
{ ContainerRemoveChild(aChild, this); }
virtual void ComputeEffectiveTransforms(const gfx3DMatrix& aTransformToSurface)
{
// We push groups for container layers if we need to, which always
// are aligned in device space, so it doesn't really matter how we snap
// containers.
gfxMatrix residual;
gfx3DMatrix idealTransform = GetLocalTransform()*aTransformToSurface;
idealTransform.ProjectTo2D();
if (!idealTransform.CanDraw2D()) {
mEffectiveTransform = idealTransform;
ComputeEffectiveTransformsForChildren(gfx3DMatrix());
ComputeEffectiveTransformForMaskLayer(gfx3DMatrix());
mUseIntermediateSurface = true;
return;
}
mEffectiveTransform = SnapTransform(idealTransform, gfxRect(0, 0, 0, 0), &residual);
// We always pass the ideal matrix down to our children, so there is no
// need to apply any compensation using the residual from SnapTransform.
ComputeEffectiveTransformsForChildren(idealTransform);
ComputeEffectiveTransformForMaskLayer(aTransformToSurface);
/* If we have a single child, it can just inherit our opacity,
* otherwise we need a PushGroup and we need to mark ourselves as using
* an intermediate surface so our children don't inherit our opacity
* via GetEffectiveOpacity.
* Having a mask layer always forces our own push group
*/
mUseIntermediateSurface = GetMaskLayer() ||
(GetEffectiveOpacity() != 1.0 && HasMultipleChildren());
}
};
already_AddRefed<ContainerLayer>
BasicLayerManager::CreateContainerLayer()
{
NS_ASSERTION(InConstruction(), "Only allowed in construction phase");
nsRefPtr<ContainerLayer> layer = new BasicContainerLayer(this);
return layer.forget();
}
already_AddRefed<ContainerLayer>
BasicShadowLayerManager::CreateContainerLayer()
{
NS_ASSERTION(InConstruction(), "Only allowed in construction phase");
nsRefPtr<BasicShadowableContainerLayer> layer =
new BasicShadowableContainerLayer(this);
MAYBE_CREATE_SHADOW(Container);
return layer.forget();
}
already_AddRefed<ShadowContainerLayer>
BasicShadowLayerManager::CreateShadowContainerLayer()
{
NS_ASSERTION(InConstruction(), "Only allowed in construction phase");
nsRefPtr<ShadowContainerLayer> layer = new BasicShadowContainerLayer(this);
return layer.forget();
}
}
}