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Add a LayoutDocument API for modifying the selection and make clients call that so we can recompute selection states automatically.
161 lines
5.7 KiB
C++
161 lines
5.7 KiB
C++
/*
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* Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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*
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
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* OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include <LibWeb/Dump.h>
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#include <LibWeb/Layout/LayoutDocument.h>
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#include <LibWeb/Layout/LayoutImage.h>
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#include <LibWeb/Layout/LayoutWidget.h>
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#include <LibWeb/Page/Frame.h>
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#include <LibWeb/Painting/StackingContext.h>
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namespace Web {
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LayoutDocument::LayoutDocument(DOM::Document& document, NonnullRefPtr<CSS::StyleProperties> style)
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: LayoutBlock(document, &document, move(style))
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{
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}
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LayoutDocument::~LayoutDocument()
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{
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}
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void LayoutDocument::build_stacking_context_tree()
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{
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if (stacking_context())
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return;
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set_stacking_context(make<StackingContext>(*this, nullptr));
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for_each_in_subtree_of_type<LayoutBox>([&](LayoutBox& box) {
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if (&box == this)
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return IterationDecision::Continue;
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if (!box.establishes_stacking_context()) {
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ASSERT(!box.stacking_context());
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return IterationDecision::Continue;
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}
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auto* parent_context = box.enclosing_stacking_context();
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ASSERT(parent_context);
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box.set_stacking_context(make<StackingContext>(box, parent_context));
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return IterationDecision::Continue;
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});
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}
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void LayoutDocument::layout(LayoutMode layout_mode)
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{
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build_stacking_context_tree();
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set_width(frame().size().width());
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LayoutNode::layout(layout_mode);
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ASSERT(!children_are_inline());
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float lowest_bottom = 0;
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for_each_child([&](auto& child) {
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ASSERT(is<LayoutBlock>(child));
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auto& child_block = downcast<LayoutBlock>(child);
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lowest_bottom = max(lowest_bottom, child_block.absolute_rect().bottom());
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});
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set_height(lowest_bottom);
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layout_absolutely_positioned_descendants();
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// FIXME: This is a total hack. Make sure any GUI::Widgets are moved into place after layout.
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// We should stop embedding GUI::Widgets entirely, since that won't work out-of-process.
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for_each_in_subtree_of_type<LayoutWidget>([&](auto& widget) {
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widget.update_widget();
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return IterationDecision::Continue;
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});
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}
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void LayoutDocument::did_set_viewport_rect(Badge<Frame>, const Gfx::IntRect& a_viewport_rect)
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{
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Gfx::FloatRect viewport_rect(a_viewport_rect.x(), a_viewport_rect.y(), a_viewport_rect.width(), a_viewport_rect.height());
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for_each_in_subtree_of_type<LayoutImage>([&](auto& layout_image) {
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const_cast<LayoutImage&>(layout_image).set_visible_in_viewport({}, viewport_rect.intersects(layout_image.absolute_rect()));
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return IterationDecision::Continue;
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});
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}
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void LayoutDocument::paint_all_phases(PaintContext& context)
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{
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paint(context, PaintPhase::Background);
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paint(context, PaintPhase::Border);
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paint(context, PaintPhase::Foreground);
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if (context.has_focus())
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paint(context, PaintPhase::FocusOutline);
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paint(context, PaintPhase::Overlay);
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}
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void LayoutDocument::paint(PaintContext& context, PaintPhase phase)
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{
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stacking_context()->paint(context, phase);
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}
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HitTestResult LayoutDocument::hit_test(const Gfx::IntPoint& position, HitTestType type) const
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{
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return stacking_context()->hit_test(position, type);
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}
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void LayoutDocument::recompute_selection_states()
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{
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SelectionState state = SelectionState::None;
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auto selection = this->selection().normalized();
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for_each_in_subtree([&](auto& layout_node) {
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if (!selection.is_valid()) {
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// Everything gets SelectionState::None.
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} else if (&layout_node == selection.start().layout_node && &layout_node == selection.end().layout_node) {
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state = SelectionState::StartAndEnd;
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} else if (&layout_node == selection.start().layout_node) {
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state = SelectionState::Start;
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} else if (&layout_node == selection.end().layout_node) {
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state = SelectionState::End;
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} else {
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if (state == SelectionState::Start)
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state = SelectionState::Full;
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else if (state == SelectionState::End || state == SelectionState::StartAndEnd)
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state = SelectionState::None;
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}
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layout_node.set_selection_state(state);
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return IterationDecision::Continue;
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});
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}
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void LayoutDocument::set_selection(const LayoutRange & selection)
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{
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m_selection = selection;
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recompute_selection_states();
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}
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void LayoutDocument::set_selection_end(const LayoutPosition& position)
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{
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m_selection.set_end(position);
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recompute_selection_states();
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}
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}
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