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// Copyright 2015 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "cc/surfaces/surface_hittest.h"
#include "cc/output/compositor_frame.h"
#include "cc/quads/draw_quad.h"
#include "cc/quads/render_pass_draw_quad.h"
#include "cc/quads/surface_draw_quad.h"
#include "cc/surfaces/surface.h"
#include "cc/surfaces/surface_hittest_delegate.h"
#include "cc/surfaces/surface_manager.h"
#include "ui/gfx/geometry/point.h"
#include "ui/gfx/transform.h"
namespace cc {
SurfaceHittest::SurfaceHittest(SurfaceHittestDelegate* delegate,
SurfaceManager* manager)
: delegate_(delegate), manager_(manager) {}
SurfaceHittest::~SurfaceHittest() {}
SurfaceId SurfaceHittest::GetTargetSurfaceAtPoint(
const SurfaceId& root_surface_id,
const gfx::Point& point,
gfx::Transform* transform) {
SurfaceId out_surface_id = root_surface_id;
// Reset the output transform to identity.
if (transform)
*transform = gfx::Transform();
std::set<const RenderPass*> referenced_passes;
GetTargetSurfaceAtPointInternal(root_surface_id, 0, point, &referenced_passes,
&out_surface_id, transform);
return out_surface_id;
}
bool SurfaceHittest::GetTransformToTargetSurface(
const SurfaceId& root_surface_id,
const SurfaceId& target_surface_id,
gfx::Transform* transform) {
// Reset the output transform to identity.
if (transform)
*transform = gfx::Transform();
std::set<const RenderPass*> referenced_passes;
return GetTransformToTargetSurfaceInternal(root_surface_id, target_surface_id,
0, &referenced_passes, transform);
}
bool SurfaceHittest::TransformPointToTargetSurface(
const SurfaceId& original_surface_id,
const SurfaceId& target_surface_id,
gfx::Point* point) {
gfx::Transform transform;
// Two possibilities need to be considered: original_surface_id can be
// embedded in target_surface_id, or vice versa.
if (GetTransformToTargetSurface(target_surface_id, original_surface_id,
&transform)) {
if (transform.GetInverse(&transform))
transform.TransformPoint(point);
else
return false;
} else if (GetTransformToTargetSurface(original_surface_id, target_surface_id,
&transform)) {
// No need to invert the transform matrix in this case.
transform.TransformPoint(point);
} else {
return false;
}
return true;
}
bool SurfaceHittest::GetTargetSurfaceAtPointInternal(
const SurfaceId& surface_id,
int render_pass_id,
const gfx::Point& point_in_root_target,
std::set<const RenderPass*>* referenced_passes,
SurfaceId* out_surface_id,
gfx::Transform* out_transform) {
const RenderPass* render_pass =
GetRenderPassForSurfaceById(surface_id, render_pass_id);
if (!render_pass)
return false;
// To avoid an infinite recursion, we need to skip the RenderPass if it's
// already been referenced.
if (referenced_passes->find(render_pass) != referenced_passes->end())
return false;
referenced_passes->insert(render_pass);
// The |transform_to_root_target| matrix cannot be inverted if it has a
// z-scale of 0 or due to floating point errors.
gfx::Transform transform_from_root_target;
if (!render_pass->transform_to_root_target.GetInverse(
&transform_from_root_target)) {
return false;
}
gfx::Point point_in_render_pass_space(point_in_root_target);
transform_from_root_target.TransformPoint(&point_in_render_pass_space);
for (const DrawQuad* quad : render_pass->quad_list) {
gfx::Transform target_to_quad_transform;
gfx::Point point_in_quad_space;
if (!PointInQuad(quad, point_in_render_pass_space,
&target_to_quad_transform, &point_in_quad_space)) {
continue;
}
if (quad->material == DrawQuad::SURFACE_CONTENT) {
// We've hit a SurfaceDrawQuad, we need to recurse into this
// Surface.
const SurfaceDrawQuad* surface_quad = SurfaceDrawQuad::MaterialCast(quad);
if (delegate_ &&
delegate_->RejectHitTarget(surface_quad, point_in_quad_space)) {
continue;
}
gfx::Transform transform_to_child_space;
if (GetTargetSurfaceAtPointInternal(
surface_quad->surface_id, 0, point_in_quad_space,
referenced_passes, out_surface_id, &transform_to_child_space)) {
*out_transform = transform_to_child_space * target_to_quad_transform *
transform_from_root_target;
return true;
} else if (delegate_ &&
delegate_->AcceptHitTarget(surface_quad,
point_in_quad_space)) {
*out_surface_id = surface_quad->surface_id;
*out_transform = transform_to_child_space * target_to_quad_transform *
transform_from_root_target;
return true;
}
continue;
}
if (quad->material == DrawQuad::RENDER_PASS) {
// We've hit a RenderPassDrawQuad, we need to recurse into this
// RenderPass.
const RenderPassDrawQuad* render_quad =
RenderPassDrawQuad::MaterialCast(quad);
gfx::Transform transform_to_child_space;
if (GetTargetSurfaceAtPointInternal(
surface_id, render_quad->render_pass_id, point_in_root_target,
referenced_passes, out_surface_id, &transform_to_child_space)) {
*out_transform = transform_to_child_space;
return true;
}
continue;
}
// We've hit a different type of quad in the current Surface. There's no
// need to iterate anymore, this is the quad that receives the event.
*out_surface_id = surface_id;
return true;
}
// No quads were found beneath the provided |point|.
return false;
}
bool SurfaceHittest::GetTransformToTargetSurfaceInternal(
const SurfaceId& root_surface_id,
const SurfaceId& target_surface_id,
int render_pass_id,
std::set<const RenderPass*>* referenced_passes,
gfx::Transform* out_transform) {
if (root_surface_id == target_surface_id) {
*out_transform = gfx::Transform();
return true;
}
const RenderPass* render_pass =
GetRenderPassForSurfaceById(root_surface_id, render_pass_id);
if (!render_pass)
return false;
// To avoid an infinite recursion, we need to skip the RenderPass if it's
// already been referenced.
if (referenced_passes->find(render_pass) != referenced_passes->end())
return false;
referenced_passes->insert(render_pass);
// The |transform_to_root_target| matrix cannot be inverted if it has a
// z-scale of 0 or due to floating point errors.
gfx::Transform transform_from_root_target;
if (!render_pass->transform_to_root_target.GetInverse(
&transform_from_root_target)) {
return false;
}
for (const DrawQuad* quad : render_pass->quad_list) {
if (quad->material == DrawQuad::SURFACE_CONTENT) {
gfx::Transform target_to_quad_transform;
if (!quad->shared_quad_state->quad_to_target_transform.GetInverse(
&target_to_quad_transform)) {
return false;
}
const SurfaceDrawQuad* surface_quad = SurfaceDrawQuad::MaterialCast(quad);
if (surface_quad->surface_id == target_surface_id) {
*out_transform = target_to_quad_transform * transform_from_root_target;
return true;
}
// This isn't the target surface. Let's recurse deeper to see if we can
// find the |target_surface_id| there.
gfx::Transform transform_to_child_space;
if (GetTransformToTargetSurfaceInternal(
surface_quad->surface_id, target_surface_id, 0, referenced_passes,
&transform_to_child_space)) {
*out_transform = transform_to_child_space * target_to_quad_transform *
transform_from_root_target;
return true;
}
continue;
}
if (quad->material == DrawQuad::RENDER_PASS) {
// We've hit a RenderPassDrawQuad, we need to recurse into this
// RenderPass.
const RenderPassDrawQuad* render_quad =
RenderPassDrawQuad::MaterialCast(quad);
gfx::Transform transform_to_child_space;
if (GetTransformToTargetSurfaceInternal(
root_surface_id, target_surface_id, render_quad->render_pass_id,
referenced_passes, &transform_to_child_space)) {
*out_transform = transform_to_child_space;
return true;
}
continue;
}
}
// The target surface was not found.
return false;
}
const RenderPass* SurfaceHittest::GetRenderPassForSurfaceById(
const SurfaceId& surface_id,
int render_pass_id) {
Surface* surface = manager_->GetSurfaceForId(surface_id);
if (!surface)
return nullptr;
if (!surface->HasActiveFrame())
return nullptr;
const CompositorFrame& surface_frame = surface->GetActiveFrame();
if (surface_frame.render_pass_list.empty())
return nullptr;
if (!render_pass_id)
return surface_frame.render_pass_list.back().get();
for (const auto& render_pass : surface_frame.render_pass_list) {
if (render_pass->id == render_pass_id)
return render_pass.get();
}
return nullptr;
}
bool SurfaceHittest::PointInQuad(const DrawQuad* quad,
const gfx::Point& point_in_render_pass_space,
gfx::Transform* target_to_quad_transform,
gfx::Point* point_in_quad_space) {
// First we test against the clip_rect. The clip_rect is in target space, so
// we can test the point directly.
if (quad->shared_quad_state->is_clipped &&
!quad->shared_quad_state->clip_rect.Contains(
point_in_render_pass_space)) {
return false;
}
// We now transform the point to content space and test if it hits the
// rect.
if (!quad->shared_quad_state->quad_to_target_transform.GetInverse(
target_to_quad_transform)) {
return false;
}
*point_in_quad_space = point_in_render_pass_space;
target_to_quad_transform->TransformPoint(point_in_quad_space);
return quad->rect.Contains(*point_in_quad_space);
}
} // namespace cc