/* * Copyright (C) 2012 Google 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: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * 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. * * Neither the name of Google Inc. nor the names of its * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "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 THE COPYRIGHT * OWNER 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. */ #include "config.h" #include "FindInPageCoordinates.h" #include "core/dom/Node.h" #include "core/dom/Range.h" #include "core/frame/Frame.h" #include "core/rendering/RenderBlock.h" #include "core/rendering/RenderBox.h" #include "core/rendering/RenderObject.h" #include "core/rendering/RenderPart.h" #include "core/rendering/RenderView.h" #include "core/rendering/style/RenderStyle.h" #include "platform/geometry/FloatPoint.h" #include "platform/geometry/FloatQuad.h" #include "platform/geometry/IntPoint.h" using namespace WebCore; namespace blink { static const RenderBlock* enclosingScrollableAncestor(const RenderObject* renderer) { ASSERT(!renderer->isRenderView()); // Trace up the containingBlocks until we reach either the render view or a scrollable object. const RenderBlock* container = renderer->containingBlock(); while (!container->hasOverflowClip() && !container->isRenderView()) container = container->containingBlock(); return container; } static FloatRect toNormalizedRect(const FloatRect& absoluteRect, const RenderObject* renderer, const RenderBlock* container) { ASSERT(renderer); ASSERT(container || renderer->isRenderView()); if (!container) return FloatRect(); // We want to normalize by the max layout overflow size instead of only the visible bounding box. // Quads and their enclosing bounding boxes need to be used in order to keep results transform-friendly. FloatPoint scrolledOrigin; // For overflow:scroll we need to get where the actual origin is independently of the scroll. if (container->hasOverflowClip()) scrolledOrigin = -IntPoint(container->scrolledContentOffset()); FloatRect overflowRect(scrolledOrigin, container->maxLayoutOverflow()); FloatRect containerRect = container->localToAbsoluteQuad(FloatQuad(overflowRect)).enclosingBoundingBox(); if (containerRect.isEmpty()) return FloatRect(); // Make the coordinates relative to the container enclosing bounding box. // Since we work with rects enclosing quad unions this is still transform-friendly. FloatRect normalizedRect = absoluteRect; normalizedRect.moveBy(-containerRect.location()); // Fixed positions do not make sense in this coordinate system, but need to leave consistent tickmarks. // So, use their position when the view is not scrolled, like an absolute position. if (renderer->style()->position() == FixedPosition && container->isRenderView()) normalizedRect.move(-toRenderView(container)->frameView()->scrollOffsetForFixedPosition()); normalizedRect.scale(1 / containerRect.width(), 1 / containerRect.height()); return normalizedRect; } FloatRect findInPageRectFromAbsoluteRect(const FloatRect& inputRect, const RenderObject* baseRenderer) { if (!baseRenderer || inputRect.isEmpty()) return FloatRect(); // Normalize the input rect to its container block. const RenderBlock* baseContainer = enclosingScrollableAncestor(baseRenderer); FloatRect normalizedRect = toNormalizedRect(inputRect, baseRenderer, baseContainer); // Go up across frames. for (const RenderBox* renderer = baseContainer; renderer; ) { // Go up the render tree until we reach the root of the current frame (the RenderView). while (!renderer->isRenderView()) { const RenderBlock* container = enclosingScrollableAncestor(renderer); // Compose the normalized rects. FloatRect normalizedBoxRect = toNormalizedRect(renderer->absoluteBoundingBoxRect(), renderer, container); normalizedRect.scale(normalizedBoxRect.width(), normalizedBoxRect.height()); normalizedRect.moveBy(normalizedBoxRect.location()); renderer = container; } ASSERT(renderer->isRenderView()); // Jump to the renderer owning the frame, if any. renderer = renderer->frame() ? renderer->frame()->ownerRenderer() : 0; } return normalizedRect; } FloatRect findInPageRectFromRange(Range* range) { if (!range || !range->firstNode()) return FloatRect(); return findInPageRectFromAbsoluteRect(RenderObject::absoluteBoundingBoxRectForRange(range), range->firstNode()->renderer()); } } // namespace blink