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/*
* Copyright (C) 2003, 2009, 2012 Apple Inc. All rights reserved.
* Copyright (C) 2013 Intel Corporation. All rights reserved.
*
* Portions are Copyright (C) 1998 Netscape Communications Corporation.
*
* Other contributors:
* Robert O'Callahan <roc+@cs.cmu.edu>
* David Baron <dbaron@fas.harvard.edu>
* Christian Biesinger <cbiesinger@web.de>
* Randall Jesup <rjesup@wgate.com>
* Roland Mainz <roland.mainz@informatik.med.uni-giessen.de>
* Josh Soref <timeless@mac.com>
* Boris Zbarsky <bzbarsky@mit.edu>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*
* Alternatively, the contents of this file may be used under the terms
* of either the Mozilla Public License Version 1.1, found at
* http://www.mozilla.org/MPL/ (the "MPL") or the GNU General Public
* License Version 2.0, found at http://www.fsf.org/copyleft/gpl.html
* (the "GPL"), in which case the provisions of the MPL or the GPL are
* applicable instead of those above. If you wish to allow use of your
* version of this file only under the terms of one of those two
* licenses (the MPL or the GPL) and not to allow others to use your
* version of this file under the LGPL, indicate your decision by
* deletingthe provisions above and replace them with the notice and
* other provisions required by the MPL or the GPL, as the case may be.
* If you do not delete the provisions above, a recipient may use your
* version of this file under any of the LGPL, the MPL or the GPL.
*/
#ifndef THIRD_PARTY_BLINK_RENDERER_CORE_PAINT_PAINT_LAYER_STACKING_NODE_H_
#define THIRD_PARTY_BLINK_RENDERER_CORE_PAINT_PAINT_LAYER_STACKING_NODE_H_
#include <memory>
#include "third_party/blink/renderer/core/core_export.h"
#include "third_party/blink/renderer/core/layout/layout_box_model_object.h"
#include "third_party/blink/renderer/platform/wtf/allocator/allocator.h"
#include "third_party/blink/renderer/platform/wtf/hash_map.h"
#include "third_party/blink/renderer/platform/wtf/vector.h"
namespace blink {
class PaintLayer;
class PaintLayerCompositor;
class ComputedStyle;
// This class is only for PaintLayer, PaintLayerPaintOrderIterator and
// PaintLayerPaintOrderReverseIterator. Other classes should not use this class.
//
// PaintLayerStackingNode represents a stacked element which is either a
// stacking context or a positioned element.
// See
// https://chromium.googlesource.com/chromium/src.git/+/master/third_party/blink/renderer/core/paint/README.md
// for more details of stacked elements.
//
// Stacked elements are the basis for the CSS painting algorithm. The paint
// order is determined by walking stacked elements in an order defined by
// ‘z-index’. This walk is interleaved with non-stacked contents.
// See CSS 2.1 appendix E for the actual algorithm
// http://www.w3.org/TR/CSS21/zindex.html
// See also PaintLayerPainter (in particular paintLayerContents) for
// our implementation of the walk.
//
// Stacked elements form a subtree over the layout tree. Ideally we would want
// objects of this class to be a node in this tree but there are potential
// issues with stale pointers so we rely on PaintLayer's tree structure.
//
// This class's purpose is to represent a node in the stacked element tree
// (aka paint tree). It currently caches the z-order lists for painting and
// hit-testing.
//
// To implement any paint order iterations, use PaintLayerPaintOrderIterator and
// PaintLayerZOrderReverseIterator.
//
// We create PaintLayerStackingNode only for real stacking contexts with stacked
// children. PaintLayerPaintOrder[Reverse]Iterator can iterate normal flow
// children in paint order with or without a stacking node.
class CORE_EXPORT PaintLayerStackingNode {
USING_FAST_MALLOC(PaintLayerStackingNode);
public:
explicit PaintLayerStackingNode(PaintLayer&);
PaintLayerStackingNode(const PaintLayerStackingNode&) = delete;
PaintLayerStackingNode& operator=(const PaintLayerStackingNode&) = delete;
~PaintLayerStackingNode();
void DirtyZOrderLists();
void UpdateZOrderLists();
// Returns whether a relevant style changed.
static bool StyleDidChange(PaintLayer& paint_layer,
const ComputedStyle* old_style);
using PaintLayers = Vector<PaintLayer*>;
const PaintLayers& PosZOrderList() const {
DCHECK(!z_order_lists_dirty_);
return pos_z_order_list_;
}
const PaintLayers& NegZOrderList() const {
DCHECK(!z_order_lists_dirty_);
return neg_z_order_list_;
}
const PaintLayers* LayersPaintingOverlayOverflowControlsAfter(
const PaintLayer* layer) const {
DCHECK(!z_order_lists_dirty_);
auto it = layer_to_overlay_overflow_controls_painting_after_.find(layer);
return it == layer_to_overlay_overflow_controls_painting_after_.end()
? nullptr
: &it->value;
}
const PaintLayers& OverlayOverflowControlsReorderedList() const {
DCHECK(!z_order_lists_dirty_);
return overlay_overflow_controls_reordered_list_;
}
void ClearNeedsReorderOverlayOverflowControls();
private:
void RebuildZOrderLists();
struct HighestLayers;
void CollectLayers(PaintLayer&, HighestLayers*);
#if DCHECK_IS_ON()
void UpdateStackingParentForZOrderLists(
PaintLayerStackingNode* stacking_parent);
#endif
PaintLayerCompositor* Compositor() const;
PaintLayer& layer_;
// Holds a sorted list of all the descendant nodes within that have z-indices
// of 0 (or is treated as 0 for positioned objects) or greater.
PaintLayers pos_z_order_list_;
// Holds descendants within our stacking context with negative z-indices.
PaintLayers neg_z_order_list_;
// Overlay overflow controls(scrollbar or resizer) need to be painted above
// all child contents, even if the contents are stacked in a stacking context
// which is an ancestor of the scrolling or resizing layer, for example:
// <div id="stacking-context" style="opacity: 0.5">
// <div id="other" style="position: relative; z-index: 10></div>
// <div id="target" style="overflow: scroll; resize: both">
// <div id="child" style="position: relative">CHILD</div>
// </div>
// </div>
// and
// <div id="stacking-context" style="opacity: 0.5">
// <div id="other" style="position: relative; z-index: 10></div>
// <div id="target" style="overflow: scroll; position: relative">
// <div id="child" style="position: absolute; z-index: 5">CHILD</div>
// </div>
// </div>
//
// The paint order without reordering overlay overflow controls would be:
// stacking-context
// / | \
// target child other
// |
// overlay overflow controls
// where the overlay overflow controls would be painted incorrectly below
// |child| which is the sub content of |target|.
//
// To paint the overlay overflow controls above all child contents, we need to
// reorder the z-order of overlay scrollbars in the stacking context:
// stacking-context
// / | | \
// target child | other
// |
// overlay overflow controls
//
// This map records which PaintLayers (the values of the map) have overlay
// overflow controls which should paint after the given PaintLayer (the key of
// the map). The value of the map is a list of PaintLayers because there may
// be more than one scrolling or resizing container in the same stacking
// context with overlay overflow controls.
HashMap<const PaintLayer*, PaintLayers>
layer_to_overlay_overflow_controls_painting_after_;
// All PaintLayers (just in current stacking context, child stacking contexts
// will have their own list) that have overlay overflow controls which should
// paint reordered.
PaintLayers overlay_overflow_controls_reordered_list_;
// Indicates whether the z-order lists above are dirty.
bool z_order_lists_dirty_ = true;
};
} // namespace blink
#endif // THIRD_PARTY_BLINK_RENDERER_CORE_PAINT_PAINT_LAYER_STACKING_NODE_H_