| /* |
| * Copyright (C) 2006, 2007, 2008 Apple Inc. 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. |
| */ |
| |
| #include "third_party/blink/renderer/core/scroll/scroll_alignment.h" |
| |
| #include "third_party/blink/renderer/core/layout/geometry/physical_rect.h" |
| |
| namespace blink { |
| |
| const ScrollAlignment ScrollAlignment::kAlignCenterIfNeeded = { |
| kScrollAlignmentNoScroll, kScrollAlignmentCenter, |
| kScrollAlignmentClosestEdge}; |
| const ScrollAlignment ScrollAlignment::kAlignToEdgeIfNeeded = { |
| kScrollAlignmentNoScroll, kScrollAlignmentClosestEdge, |
| kScrollAlignmentClosestEdge}; |
| const ScrollAlignment ScrollAlignment::kAlignCenterAlways = { |
| kScrollAlignmentCenter, kScrollAlignmentCenter, kScrollAlignmentCenter}; |
| const ScrollAlignment ScrollAlignment::kAlignTopAlways = { |
| kScrollAlignmentTop, kScrollAlignmentTop, kScrollAlignmentTop}; |
| const ScrollAlignment ScrollAlignment::kAlignBottomAlways = { |
| kScrollAlignmentBottom, kScrollAlignmentBottom, kScrollAlignmentBottom}; |
| const ScrollAlignment ScrollAlignment::kAlignLeftAlways = { |
| kScrollAlignmentLeft, kScrollAlignmentLeft, kScrollAlignmentLeft}; |
| const ScrollAlignment ScrollAlignment::kAlignRightAlways = { |
| kScrollAlignmentRight, kScrollAlignmentRight, kScrollAlignmentRight}; |
| |
| ScrollOffset ScrollAlignment::GetScrollOffsetToExpose( |
| const PhysicalRect& scroll_snapport_rect, |
| const PhysicalRect& expose_rect, |
| const ScrollAlignment& align_x, |
| const ScrollAlignment& align_y, |
| const ScrollOffset& current_scroll_offset) { |
| // Prevent degenerate cases by giving the visible rect a minimum non-0 size. |
| PhysicalRect non_zero_visible_rect = scroll_snapport_rect; |
| LayoutUnit minimum_layout_unit; |
| minimum_layout_unit.SetRawValue(1); |
| if (non_zero_visible_rect.Width() == LayoutUnit()) |
| non_zero_visible_rect.SetWidth(minimum_layout_unit); |
| if (non_zero_visible_rect.Height() == LayoutUnit()) |
| non_zero_visible_rect.SetHeight(minimum_layout_unit); |
| |
| // Determine the appropriate X behavior. |
| ScrollAlignmentBehavior scroll_x; |
| PhysicalRect expose_rect_x(expose_rect.X(), non_zero_visible_rect.Y(), |
| expose_rect.Width(), |
| non_zero_visible_rect.Height()); |
| LayoutUnit intersect_width = |
| Intersection(non_zero_visible_rect, expose_rect_x).Width(); |
| if (intersect_width == expose_rect.Width()) { |
| // If the rectangle is fully visible, use the specified visible behavior. |
| // If the rectangle is partially visible, but over a certain threshold, |
| // then treat it as fully visible to avoid unnecessary horizontal scrolling |
| scroll_x = GetVisibleBehavior(align_x); |
| } else if (intersect_width == non_zero_visible_rect.Width()) { |
| // If the rect is bigger than the visible area, don't bother trying to |
| // center. Other alignments will work. |
| scroll_x = GetVisibleBehavior(align_x); |
| if (scroll_x == kScrollAlignmentCenter) |
| scroll_x = kScrollAlignmentNoScroll; |
| } else if (intersect_width > 0) { |
| // If the rectangle is partially visible, but not above the minimum |
| // threshold, use the specified partial behavior |
| scroll_x = GetPartialBehavior(align_x); |
| } else { |
| scroll_x = GetHiddenBehavior(align_x); |
| } |
| |
| if (scroll_x == kScrollAlignmentClosestEdge) { |
| // Closest edge is the right in two cases: |
| // (1) exposeRect to the right of and smaller than nonZeroVisibleRect |
| // (2) exposeRect to the left of and larger than nonZeroVisibleRect |
| if ((expose_rect.Right() > non_zero_visible_rect.Right() && |
| expose_rect.Width() < non_zero_visible_rect.Width()) || |
| (expose_rect.Right() < non_zero_visible_rect.Right() && |
| expose_rect.Width() > non_zero_visible_rect.Width())) { |
| scroll_x = kScrollAlignmentRight; |
| } |
| } |
| |
| // Determine the appropriate Y behavior. |
| ScrollAlignmentBehavior scroll_y; |
| PhysicalRect expose_rect_y(non_zero_visible_rect.X(), expose_rect.Y(), |
| non_zero_visible_rect.Width(), |
| expose_rect.Height()); |
| LayoutUnit intersect_height = |
| Intersection(non_zero_visible_rect, expose_rect_y).Height(); |
| if (intersect_height == expose_rect.Height()) { |
| // If the rectangle is fully visible, use the specified visible behavior. |
| scroll_y = GetVisibleBehavior(align_y); |
| } else if (intersect_height == non_zero_visible_rect.Height()) { |
| // If the rect is bigger than the visible area, don't bother trying to |
| // center. Other alignments will work. |
| scroll_y = GetVisibleBehavior(align_y); |
| if (scroll_y == kScrollAlignmentCenter) |
| scroll_y = kScrollAlignmentNoScroll; |
| } else if (intersect_height > 0) { |
| // If the rectangle is partially visible, use the specified partial behavior |
| scroll_y = GetPartialBehavior(align_y); |
| } else { |
| scroll_y = GetHiddenBehavior(align_y); |
| } |
| |
| if (scroll_y == kScrollAlignmentClosestEdge) { |
| // Closest edge is the bottom in two cases: |
| // (1) exposeRect below and smaller than nonZeroVisibleRect |
| // (2) exposeRect above and larger than nonZeroVisibleRect |
| if ((expose_rect.Bottom() > non_zero_visible_rect.Bottom() && |
| expose_rect.Height() < non_zero_visible_rect.Height()) || |
| (expose_rect.Bottom() < non_zero_visible_rect.Bottom() && |
| expose_rect.Height() > non_zero_visible_rect.Height())) { |
| scroll_y = kScrollAlignmentBottom; |
| } |
| } |
| |
| // We would like calculate the ScrollPosition to move |expose_rect| inside |
| // the scroll_snapport, which is based on the scroll_origin of the scroller. |
| non_zero_visible_rect.Move( |
| -PhysicalOffset::FromFloatSizeRound(current_scroll_offset)); |
| |
| // Given the X behavior, compute the X coordinate. |
| float x; |
| if (scroll_x == kScrollAlignmentNoScroll) { |
| x = current_scroll_offset.Width(); |
| } else if (scroll_x == kScrollAlignmentRight) { |
| x = (expose_rect.Right() - non_zero_visible_rect.Right()).ToFloat(); |
| } else if (scroll_x == kScrollAlignmentCenter) { |
| x = ((expose_rect.X() + expose_rect.Right() - |
| (non_zero_visible_rect.X() + non_zero_visible_rect.Right())) / |
| 2) |
| .ToFloat(); |
| } else { |
| x = (expose_rect.X() - non_zero_visible_rect.X()).ToFloat(); |
| } |
| |
| // Given the Y behavior, compute the Y coordinate. |
| float y; |
| if (scroll_y == kScrollAlignmentNoScroll) { |
| y = current_scroll_offset.Height(); |
| } else if (scroll_y == kScrollAlignmentBottom) { |
| y = (expose_rect.Bottom() - non_zero_visible_rect.Bottom()).ToFloat(); |
| } else if (scroll_y == kScrollAlignmentCenter) { |
| y = ((expose_rect.Y() + expose_rect.Bottom() - |
| (non_zero_visible_rect.Y() + non_zero_visible_rect.Bottom())) / |
| 2) |
| .ToFloat(); |
| } else { |
| y = (expose_rect.Y() - non_zero_visible_rect.Y()).ToFloat(); |
| } |
| |
| return ScrollOffset(x, y); |
| } |
| |
| } // namespace blink |