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/*
* Copyright (C) 2008, 2011 Apple Inc. All Rights Reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef ScrollableArea_h
#define ScrollableArea_h
#include "platform/PlatformExport.h"
#include "platform/RuntimeEnabledFeatures.h"
#include "platform/geometry/FloatQuad.h"
#include "platform/geometry/LayoutRect.h"
#include "platform/graphics/Color.h"
#include "platform/heap/Handle.h"
#include "platform/scroll/ScrollAnimatorBase.h"
#include "platform/scroll/ScrollTypes.h"
#include "platform/scroll/Scrollbar.h"
#include "wtf/MathExtras.h"
#include "wtf/Noncopyable.h"
#include "wtf/Vector.h"
namespace blink {
class GraphicsLayer;
class HostWindow;
class LayoutBox;
class LayoutObject;
class ProgrammaticScrollAnimator;
struct ScrollAlignment;
class ScrollAnchor;
class ScrollAnimatorBase;
class CompositorAnimationTimeline;
enum IncludeScrollbarsInRect {
ExcludeScrollbars,
IncludeScrollbars,
};
class PLATFORM_EXPORT ScrollableArea : public GarbageCollectedMixin {
WTF_MAKE_NONCOPYABLE(ScrollableArea);
public:
static int pixelsPerLineStep(HostWindow*);
static float minFractionToStepWhenPaging();
static int maxOverlapBetweenPages();
// Convert a non-finite scroll value (Infinity, -Infinity, NaN) to 0 as
// per http://dev.w3.org/csswg/cssom-view/#normalize-non_finite-values.
static float normalizeNonFiniteScroll(float value) {
return std::isfinite(value) ? value : 0.0;
}
// The window that hosts the ScrollableArea. The ScrollableArea will
// communicate scrolls and repaints to the host window in the window's
// coordinate space.
virtual HostWindow* getHostWindow() const { return 0; }
virtual ScrollResult userScroll(ScrollGranularity, const ScrollOffset&);
virtual void setScrollOffset(const ScrollOffset&,
ScrollType,
ScrollBehavior = ScrollBehaviorInstant);
virtual void scrollBy(const ScrollOffset&,
ScrollType,
ScrollBehavior = ScrollBehaviorInstant);
void setScrollOffsetSingleAxis(ScrollbarOrientation,
float,
ScrollType,
ScrollBehavior = ScrollBehaviorInstant);
// Scrolls the area so that the given rect, given in the document's content
// coordinates, such that it's visible in the area. Returns the new location
// of the input rect relative once again to the document.
// Note, in the case of a Document container, such as FrameView, the output
// will always be the input rect since scrolling it can't change the location
// of content relative to the document, unlike an overflowing element.
virtual LayoutRect scrollIntoView(const LayoutRect& rectInContent,
const ScrollAlignment& alignX,
const ScrollAlignment& alignY,
ScrollType = ProgrammaticScroll);
// Returns a rect, in the space of the area's backing graphics layer, that
// contains the visual region of all scrollbar parts.
virtual LayoutRect visualRectForScrollbarParts() const = 0;
static bool scrollBehaviorFromString(const String&, ScrollBehavior&);
void contentAreaWillPaint() const;
void mouseEnteredContentArea() const;
void mouseExitedContentArea() const;
void mouseMovedInContentArea() const;
void mouseEnteredScrollbar(Scrollbar&);
void mouseExitedScrollbar(Scrollbar&);
void mouseCapturedScrollbar();
void mouseReleasedScrollbar();
void contentAreaDidShow() const;
void contentAreaDidHide() const;
void finishCurrentScrollAnimations() const;
virtual void didAddScrollbar(Scrollbar&, ScrollbarOrientation);
virtual void willRemoveScrollbar(Scrollbar&, ScrollbarOrientation);
// Called when this ScrollableArea becomes or unbecomes the global root
// scroller.
virtual void didChangeGlobalRootScroller() {}
virtual void contentsResized();
bool hasOverlayScrollbars() const;
void setScrollbarOverlayColorTheme(ScrollbarOverlayColorTheme);
void recalculateScrollbarOverlayColorTheme(Color);
ScrollbarOverlayColorTheme getScrollbarOverlayColorTheme() const {
return static_cast<ScrollbarOverlayColorTheme>(
m_scrollbarOverlayColorTheme);
}
// This getter will create a ScrollAnimatorBase if it doesn't already exist.
ScrollAnimatorBase& scrollAnimator() const;
// This getter will return null if the ScrollAnimatorBase hasn't been created
// yet.
ScrollAnimatorBase* existingScrollAnimator() const {
return m_scrollAnimator;
}
ProgrammaticScrollAnimator& programmaticScrollAnimator() const;
ProgrammaticScrollAnimator* existingProgrammaticScrollAnimator() const {
return m_programmaticScrollAnimator;
}
virtual CompositorAnimationTimeline* compositorAnimationTimeline() const {
return nullptr;
}
// See Source/core/layout/README.md for an explanation of scroll origin.
const IntPoint& scrollOrigin() const { return m_scrollOrigin; }
bool scrollOriginChanged() const { return m_scrollOriginChanged; }
// This is used to determine whether the incoming fractional scroll offset
// should be truncated to integer. Current rule is that if
// preferCompositingToLCDTextEnabled() is disabled (which is true on low-dpi
// device by default) we should do the truncation. The justification is that
// non-composited elements using fractional scroll offsets is causing too much
// nasty bugs but does not add too benefit on low-dpi devices.
// TODO(szager): Now that scroll offsets are floats everywhere, can we get rid
// of this?
virtual bool shouldUseIntegerScrollOffset() const {
return !RuntimeEnabledFeatures::fractionalScrollOffsetsEnabled();
}
virtual bool isActive() const = 0;
virtual int scrollSize(ScrollbarOrientation) const = 0;
void setScrollbarNeedsPaintInvalidation(ScrollbarOrientation);
virtual bool isScrollCornerVisible() const = 0;
virtual IntRect scrollCornerRect() const = 0;
void setScrollCornerNeedsPaintInvalidation();
virtual void getTickmarks(Vector<IntRect>&) const {}
// Convert points and rects between the scrollbar and its containing Widget.
// The client needs to implement these in order to be aware of layout effects
// like CSS transforms.
virtual IntRect convertFromScrollbarToContainingWidget(
const Scrollbar& scrollbar,
const IntRect& scrollbarRect) const {
return scrollbar.Widget::convertToContainingWidget(scrollbarRect);
}
virtual IntRect convertFromContainingWidgetToScrollbar(
const Scrollbar& scrollbar,
const IntRect& parentRect) const {
return scrollbar.Widget::convertFromContainingWidget(parentRect);
}
virtual IntPoint convertFromScrollbarToContainingWidget(
const Scrollbar& scrollbar,
const IntPoint& scrollbarPoint) const {
return scrollbar.Widget::convertToContainingWidget(scrollbarPoint);
}
virtual IntPoint convertFromContainingWidgetToScrollbar(
const Scrollbar& scrollbar,
const IntPoint& parentPoint) const {
return scrollbar.Widget::convertFromContainingWidget(parentPoint);
}
virtual Scrollbar* horizontalScrollbar() const { return nullptr; }
virtual Scrollbar* verticalScrollbar() const { return nullptr; }
// scrollPosition is the location of the top/left of the scroll viewport in
// the coordinate system defined by the top/left of the overflow rect.
// scrollOffset is the offset of the scroll viewport from its position when
// scrolled all the way to the beginning of its content's flow.
// For a more detailed explanation of scrollPosition, scrollOffset, and
// scrollOrigin, see core/layout/README.md.
FloatPoint scrollPosition() const {
return FloatPoint(scrollOrigin()) + scrollOffset();
}
virtual IntSize scrollOffsetInt() const = 0;
virtual ScrollOffset scrollOffset() const {
return ScrollOffset(scrollOffsetInt());
}
virtual IntSize minimumScrollOffsetInt() const = 0;
virtual ScrollOffset minimumScrollOffset() const {
return ScrollOffset(minimumScrollOffsetInt());
}
virtual IntSize maximumScrollOffsetInt() const = 0;
virtual ScrollOffset maximumScrollOffset() const {
return ScrollOffset(maximumScrollOffsetInt());
}
virtual IntRect visibleContentRect(
IncludeScrollbarsInRect = ExcludeScrollbars) const;
virtual int visibleHeight() const { return visibleContentRect().height(); }
virtual int visibleWidth() const { return visibleContentRect().width(); }
virtual IntSize contentsSize() const = 0;
virtual IntPoint lastKnownMousePosition() const { return IntPoint(); }
virtual bool shouldSuspendScrollAnimations() const { return true; }
virtual void scrollbarStyleChanged() {}
virtual bool scrollbarsCanBeActive() const = 0;
// Returns the bounding box of this scrollable area, in the coordinate system
// of the enclosing scroll view.
virtual IntRect scrollableAreaBoundingBox() const = 0;
virtual bool scrollAnimatorEnabled() const { return false; }
// NOTE: Only called from Internals for testing.
void updateScrollOffsetFromInternals(const IntSize&);
IntSize clampScrollOffset(const IntSize&) const;
ScrollOffset clampScrollOffset(const ScrollOffset&) const;
// Let subclasses provide a way of asking for and servicing scroll
// animations.
virtual bool scheduleAnimation();
virtual void serviceScrollAnimations(double monotonicTime);
virtual void updateCompositorScrollAnimations();
virtual void registerForAnimation() {}
virtual void deregisterForAnimation() {}
virtual bool usesCompositedScrolling() const { return false; }
virtual bool shouldScrollOnMainThread() const;
// Overlay scrollbars can "fade-out" when inactive.
virtual bool scrollbarsHidden() const;
virtual void setScrollbarsHidden(bool);
// Returns true if the GraphicsLayer tree needs to be rebuilt.
virtual bool updateAfterCompositingChange() { return false; }
virtual bool userInputScrollable(ScrollbarOrientation) const = 0;
virtual bool shouldPlaceVerticalScrollbarOnLeft() const = 0;
// Convenience functions
float scrollOffset(ScrollbarOrientation orientation) {
return orientation == HorizontalScrollbar ? scrollOffsetInt().width()
: scrollOffsetInt().height();
}
float minimumScrollOffset(ScrollbarOrientation orientation) {
return orientation == HorizontalScrollbar ? minimumScrollOffset().width()
: minimumScrollOffset().height();
}
float maximumScrollOffset(ScrollbarOrientation orientation) {
return orientation == HorizontalScrollbar ? maximumScrollOffset().width()
: maximumScrollOffset().height();
}
float clampScrollOffset(ScrollbarOrientation orientation, float offset) {
return clampTo(offset, minimumScrollOffset(orientation),
maximumScrollOffset(orientation));
}
virtual GraphicsLayer* layerForContainer() const;
virtual GraphicsLayer* layerForScrolling() const { return 0; }
virtual GraphicsLayer* layerForHorizontalScrollbar() const { return 0; }
virtual GraphicsLayer* layerForVerticalScrollbar() const { return 0; }
virtual GraphicsLayer* layerForScrollCorner() const { return 0; }
bool hasLayerForHorizontalScrollbar() const;
bool hasLayerForVerticalScrollbar() const;
bool hasLayerForScrollCorner() const;
void layerForScrollingDidChange(CompositorAnimationTimeline*);
void cancelScrollAnimation();
virtual void cancelProgrammaticScrollAnimation();
virtual ~ScrollableArea();
// Called when any of horizontal scrollbar, vertical scrollbar and scroll
// corner is setNeedsPaintInvalidation.
virtual void scrollControlWasSetNeedsPaintInvalidation() = 0;
// Returns the default scroll style this area should scroll with when not
// explicitly specified. E.g. The scrolling behavior of an element can be
// specified in CSS.
virtual ScrollBehavior scrollBehaviorStyle() const {
return ScrollBehaviorInstant;
}
// TODO(bokan): This is only used in FrameView to check scrollability but is
// needed here to allow RootFrameViewport to preserve wheelHandler
// semantics. Not sure why it's FrameView specific, it could probably be
// generalized to other types of ScrollableAreas.
virtual bool isScrollable() { return true; }
// TODO(bokan): FrameView::setScrollOffset uses updateScrollbars to scroll
// which bails out early if its already in updateScrollbars, the effect being
// that programmatic scrolls (i.e. setScrollOffset) are disabled when in
// updateScrollbars. Expose this here to allow RootFrameViewport to match the
// semantics for now but it should be cleaned up at the source.
virtual bool isProgrammaticallyScrollable() { return true; }
// Subtracts space occupied by this ScrollableArea's scrollbars.
// Does nothing if overlay scrollbars are enabled.
IntSize excludeScrollbars(const IntSize&) const;
virtual int verticalScrollbarWidth(
OverlayScrollbarClipBehavior = IgnoreOverlayScrollbarSize) const;
virtual int horizontalScrollbarHeight(
OverlayScrollbarClipBehavior = IgnoreOverlayScrollbarSize) const;
// Returns the widget associated with this ScrollableArea.
virtual Widget* getWidget() { return nullptr; }
virtual LayoutBox* layoutBox() const { return nullptr; }
// Maps a quad from the coordinate system of a LayoutObject contained by the
// ScrollableArea to the coordinate system of the ScrollableArea's visible
// content rect. If the LayoutObject* argument is null, the argument quad is
// considered to be in the coordinate space of the overflow rect.
virtual FloatQuad localToVisibleContentQuad(const FloatQuad&,
const LayoutObject*,
unsigned = 0) const;
virtual bool isFrameView() const { return false; }
virtual bool isPaintLayerScrollableArea() const { return false; }
virtual bool isRootFrameViewport() const { return false; }
// Returns true if the scroller adjusts the scroll offset to compensate
// for layout movements (bit.ly/scroll-anchoring).
virtual bool shouldPerformScrollAnchoring() const { return false; }
// Need to promptly let go of owned animator objects.
EAGERLY_FINALIZE();
DECLARE_VIRTUAL_TRACE();
virtual void clearScrollableArea();
virtual ScrollAnchor* scrollAnchor() { return nullptr; }
protected:
ScrollableArea();
ScrollbarOrientation scrollbarOrientationFromDirection(
ScrollDirectionPhysical) const;
float scrollStep(ScrollGranularity, ScrollbarOrientation) const;
void setScrollOrigin(const IntPoint&);
void resetScrollOriginChanged() { m_scrollOriginChanged = false; }
// Needed to let the animators call scrollOffsetChanged.
friend class ScrollAnimatorCompositorCoordinator;
void scrollOffsetChanged(const ScrollOffset&, ScrollType);
bool horizontalScrollbarNeedsPaintInvalidation() const {
return m_horizontalScrollbarNeedsPaintInvalidation;
}
bool verticalScrollbarNeedsPaintInvalidation() const {
return m_verticalScrollbarNeedsPaintInvalidation;
}
bool scrollCornerNeedsPaintInvalidation() const {
return m_scrollCornerNeedsPaintInvalidation;
}
void clearNeedsPaintInvalidationForScrollControls() {
m_horizontalScrollbarNeedsPaintInvalidation = false;
m_verticalScrollbarNeedsPaintInvalidation = false;
m_scrollCornerNeedsPaintInvalidation = false;
}
void showOverlayScrollbars();
// Called when scrollbar hides/shows for overlay scrollbars. This callback
// shouldn't do any significant work as it can be called unexpectadly often
// on Mac. This happens because painting code has to set alpha to 1, paint,
// then reset to alpha, causing spurrious "visibilityChanged" calls.
virtual void scrollbarVisibilityChanged() {}
private:
void programmaticScrollHelper(const ScrollOffset&, ScrollBehavior);
void userScrollHelper(const ScrollOffset&, ScrollBehavior);
void fadeOverlayScrollbarsTimerFired(TimerBase*);
// This function should be overriden by subclasses to perform the actual
// scroll of the content.
virtual void updateScrollOffset(const ScrollOffset&, ScrollType) = 0;
virtual int lineStep(ScrollbarOrientation) const;
virtual int pageStep(ScrollbarOrientation) const;
virtual int documentStep(ScrollbarOrientation) const;
virtual float pixelStep(ScrollbarOrientation) const;
mutable Member<ScrollAnimatorBase> m_scrollAnimator;
mutable Member<ProgrammaticScrollAnimator> m_programmaticScrollAnimator;
std::unique_ptr<Timer<ScrollableArea>> m_fadeOverlayScrollbarsTimer;
unsigned m_scrollbarOverlayColorTheme : 2;
unsigned m_scrollOriginChanged : 1;
unsigned m_horizontalScrollbarNeedsPaintInvalidation : 1;
unsigned m_verticalScrollbarNeedsPaintInvalidation : 1;
unsigned m_scrollCornerNeedsPaintInvalidation : 1;
unsigned m_scrollbarsHidden : 1;
unsigned m_scrollbarCaptured : 1;
// There are 6 possible combinations of writing mode and direction. Scroll
// origin will be non-zero in the x or y axis if there is any reversed
// direction or writing-mode. The combinations are:
// writing-mode / direction scrollOrigin.x() set scrollOrigin.y() set
// horizontal-tb / ltr NO NO
// horizontal-tb / rtl YES NO
// vertical-lr / ltr NO NO
// vertical-lr / rtl NO YES
// vertical-rl / ltr YES NO
// vertical-rl / rtl YES YES
IntPoint m_scrollOrigin;
};
} // namespace blink
#endif // ScrollableArea_h