
By storing a list of positioned and floating descendants within the stacking context tree node, we can eliminate the need for costly paintable tree traversals during hit-testing. This optimization results in hit-testing being 2 to 2.5 times faster on https://ziglang.org/documentation/master/
62 lines
1.9 KiB
C++
62 lines
1.9 KiB
C++
/*
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* Copyright (c) 2020, Andreas Kling <kling@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/Vector.h>
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#include <LibGfx/Matrix4x4.h>
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#include <LibWeb/Painting/InlinePaintable.h>
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#include <LibWeb/Painting/Paintable.h>
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namespace Web::Painting {
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class StackingContext {
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friend class ViewportPaintable;
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public:
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StackingContext(Paintable&, StackingContext* parent, size_t index_in_tree_order);
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StackingContext* parent() { return m_parent; }
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StackingContext const* parent() const { return m_parent; }
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Paintable const& paintable() const { return *m_paintable; }
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PaintableBox const& paintable_box() const { return verify_cast<PaintableBox>(*m_paintable); }
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InlinePaintable const& inline_paintable() const { return verify_cast<InlinePaintable>(*m_paintable); }
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enum class StackingContextPaintPhase {
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BackgroundAndBorders,
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Floats,
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BackgroundAndBordersForInlineLevelAndReplaced,
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Foreground,
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FocusAndOverlay,
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};
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static void paint_node_as_stacking_context(Paintable const&, PaintContext&);
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static void paint_descendants(PaintContext&, Paintable const&, StackingContextPaintPhase);
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void paint(PaintContext&) const;
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[[nodiscard]] TraversalDecision hit_test(CSSPixelPoint, HitTestType, Function<TraversalDecision(HitTestResult)> const& callback) const;
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Gfx::AffineTransform affine_transform_matrix() const;
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void dump(int indent = 0) const;
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void sort();
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private:
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JS::NonnullGCPtr<Paintable> m_paintable;
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StackingContext* const m_parent { nullptr };
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Vector<StackingContext*> m_children;
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size_t m_index_in_tree_order { 0 };
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Vector<Paintable const&> m_positioned_descendants_with_stack_level_0_and_stacking_contexts;
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Vector<Paintable const&> m_non_positioned_floating_descendants;
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static void paint_child(PaintContext&, StackingContext const&);
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void paint_internal(PaintContext&) const;
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};
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}
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