RenderTheme 往往提供一个接口,不同的图形库对其中不同的方法如paintbutton、paintcheckbox、painttextfield等进行了实现;其中 paint方法则根据appearance属性的不同以分别调用不同的paintxxx方法,其示例代码如下:
bool RenderTheme::paint(RenderObject* o, const RenderObject::PaintInfo& paintInfo, const IntRect& r)
{
........................................
if (paintInfo.context->paintingDisabled())
return false;
// Call the appropriate paint method based off the appearance value.
switch (o->style()->appearance()) {
case CheckboxAppearance:
return paintCheckbox(o, paintInfo, r);
case RadioAppearance:
return paintRadio(o, paintInfo, r);
case PushButtonAppearance:
case SquareButtonAppearance:
case DefaultButtonAppearance:
case ButtonAppearance:
return paintButton(o, paintInfo, r);
case MenulistAppearance:
return paintMenuList(o, paintInfo, r);
break;
....................................................
default:
break;
}
return true; // We don't support the appearance, so let the normal background/border paint.
}
其中的appearance就是上面RenderButton、RenderTextControl、RenderListBox中提到的属性,至于 html中涉及到的类似标签或属性如radio、checkbox等等,其相关代码基本类似,至于不同的平台如Qt、Gtk、Win、Mac等究竟是如何画按钮、下拉框、列表框、多选框、单选框等等,则需详细参考RenderThemeQt/RenderThemeGtk/RenderThemeWin /RenderThemeMac等中的实现。
通过上述的了解我们应该对html中form标签内的输入框、按钮、下拉框等实现有了一定的认识。
5、子类RenderTable、RenderTableRow、RenderTableCol、RenderTableCell这一组子类主要对应与html中table标签相关的树节点;
Table标签相关类主要数据成员
图五
RenderTable主要通过addChild方法来维护对RenderTableCell、RenderTableCol、RenderTableRow等对象的管理及维护;
void RenderTableCell::updateFromElement()
{
Node* node = element();
if (node && (node->hasTagName(tdTag) || node->hasTagName(thTag))) {
HTMLTableCellElement* tc = static_cast
(node);
int oldRSpan = m_rowSpan;
int oldCSpan = m_columnSpan;
m_columnSpan = tc->colSpan();
m_rowSpan = tc->rowSpan();
if ((oldRSpan != m_rowSpan || oldCSpan != m_columnSpan) && style() && parent()) {
setNeedsLayoutAndPrefWidthsRecalc();
if (section())
section()->setNeedsCellRecalc();
}
}
}
void RenderTableCol::updateFromElement()
{
int oldSpan = m_span;
Node* node = element();
if (node && (node->hasTagName(colTag) || node->hasTagName(colgroupTag))) {
HTMLTableColElement* tc = static_cast(node);
m_span = tc->span();
} else
m_span = !(style() && style()->display() == TABLE_COLUMN_GROUP);
if (m_span != oldSpan && style() && parent())
setNeedsLayoutAndPrefWidthsRecalc();
}
RenderTableRow通过方法layout和paint方法来布局管理RenderTableCell对象;
这一组子类主要实现人们熟知的表格布局,具体的实现可具体参考相关类实现;
6、子类RenderFrame
RenderFrame代表html中标签frame对应的Render树节点,其继承关系如下:
RenderFrame类继承关系
图六
其中属性m_widget、m_view代表frame对应的widget及frameview,通过其中setwidget方法来设置m_widget属性,m_view属性则在对象创建的时候设置为当前document对应的frameview。
其中html中的embed/object插件标签对应的Render树节点为RenderPartObject对象。
7、构建Render树
从上一篇中我们了解到构建Render树的基本实现流程如下:void Element::attach()=>createRendererIfNeeded()=>createRenderer;以前我们着重了解过createRenderer,现在我们回头再来看看createRendererIfNeeded(),以更深入的了解是如何构建Render树。
void Node::createRendererIfNeeded()
{
if (!document()->shouldCreateRenderers())
return;
Node *parent = parentNode();
RenderObject *parentRenderer = parent->renderer();
if (parentRenderer && parentRenderer->canHaveChildren()
#if ENABLE(SVG)
&& parent->childShouldCreateRenderer(this)
#endif
) {
RenderStyle* style=styleForRenderer(parentRenderer);
if (rendererIsNeeded(style)) {
if (RenderObject* r = createRenderer(document()->renderArena(), style)) {
if (!parentRenderer->isChildAllowed(r, style))
r->destroy();
else {
setRenderer(r);
renderer()->setAnimatableStyle(style);
parentRenderer->addChild(renderer(), nextRenderer());
}
}
}
style->deref(document()->renderArena());
}
}
RenderStyle* Element::styleForRenderer(RenderObject* parentRenderer)
{
return document()->styleSelector()->styleForElement(this);
}
void RenderObject::setAnimatableStyle(RenderStyle* style)
{
if (!isText() && m_style && style)
style=animation()->updateImplicitAnimations(this, style);
setStyle(style);
}
从createRendererIfNeeded中我们可以了解到创建完RenderObject子类对象后,会为其设置RenderStyle属性,然后在该DOM Node的父节点对应的RenderObject中添加刚新建的RenderObject,这样以构建Render树。
但是在setStyle的过程中可能会调用createAnonymousFlow或createAnonymousBlock来创建匿名对象,其中RenderBox的setStyle方法如下:
void RenderBox::setStyle(RenderStyle* newStyle)
{
bool wasFloating = isFloating();
bool hadOverflowClip = hasOverflowClip();
RenderStyle* oldstyle=style();
if (oldStyle)
oldStyle->ref();
RenderObject::setStyle(newStyle);
....................................................................
setInline(newStyle->isDisplayInlineType());
switch (newStyle->position()) {
case AbsolutePosition:
case FixedPosition:
setPositioned(true);
break;
default:
setPositioned(false);
if (newStyle->isFloating())
setFloating(true);
if (newStyle->position() == RelativePosition)
setRelPositioned(true);
}
// We also handle and , whose overflow applies to the viewport.
if (!isRoot() && (!isBody() || !document()->isHTMLDocument()) && (isRenderBlock() || isTableRow() || isTableSection())) {
// Check for overflow clip.
if (newStyle->overflowX() != OVISIBLE) {
if (!hadOverflowClip)
// Erase the overflow
repaint();
setHasOverflowClip();
}
}
..............................................
if (requiresLayer()) {
if (!m_layer) {
if (wasFloating && isFloating())
setChildNeedsLayout(true);
m_layer = new (renderArena()) RenderLayer(this);
setHasLayer(true);
m_layer->insertOnlyThisLayer();
if (parent() && !needsLayout() && containingBlock())
m_layer->updateLayerPositions();
}
} else if (m_layer && !isRoot() && !isRenderView()) {
.......................................................
}
..................................................................
}
bool RenderObject::requiresLayer()
{
return isRoot() || isPositioned() || isRelPositioned() || isTransparent() || hasOverflowClip() || hasTransform() || hasMask() || hasReflection();
}
bool RenderObject::isRoot() const { return document()->documentElement() == node(); }
bool RenderObject::isPositioned() const { return m_positioned; } // absolute or fixed positioning
bool RenderObject::isRelPositioned() const { return m_relPositioned; } // relative positioning
bool RenderObject::isTransparent() const { return style()->opacity() <>RenderObject::hasOverflowClip() const { return m_hasOverflowClip; }
bool RenderObject::hasTransform() const { return m_hasTransform; }
bool RenderObject::hasMask() const { return style() && style()->hasMask(); }
bool RenderObject::hasReflection() const { return m_hasReflection; }
通过上面的了解我们知道在setStyle时符合一定条件的RenderObject会创建RenderLayer对象,那么究竟什么是RenderLayer类,其有什么作用,下面作初步的介绍。
二、RenderLayer树
1、类RenderLayer
RenderLayer类其实是一个非常复杂并且很重要的类,其主要数据成员如下:
RenderLayer类主要数据成员
图六
RenderLayer类主要与处理分层布局、渲染页面元素等相关如处理z-index、opacity等,只有符合一个条件的RenderObject才会创建RenderLayer对象,并且将这些RenderLayer对象组织成一颗树。
2、构建RenderLayer树
通过方法insertOnlyThisLayer来组织这颗RenderLayer树。
void RenderLayer::insertOnlyThisLayer()
{
if (!m_parent && renderer()->parent()) {
// We need to connect ourselves when our renderer() has a parent.
// Find our enclosingLayer and add ourselves.
RenderLayer* parentLayer = renderer()->parent()->enclosingLayer();
RenderLayer* beforeChild = parentLayer->reflectionLayer() != this ? renderer()->parent()->findNextLayer(parentLayer, renderer()) : 0;
if (parentLayer)
parentLayer->addChild(this, beforeChild);
}
// Remove all descendant layers from the hierarchy and add them to the new position.
for (RenderObject* curr = renderer()->firstChild(); curr; curr = curr->nextSibling())
curr->moveLayers(m_parent, this);
// Clear out all the clip rects.
clearClipRects();
}
void RenderLayer::addChild(RenderLayer* child, RenderLayer* beforeChild)
{
RenderLayer* prevSibling = beforeChild ? beforeChild->previousSibling() : lastChild();
if (prevSibling) {
child->setPreviousSibling(prevSibling); prevSibling->setNextSibling(child);
} else
setFirstChild(child);
if (beforeChild) { beforeChild->setPreviousSibling(child); child->setNextSibling(beforeChild); } elsesetLastChild(child); child->setParent(this);
if (child->isOverflowOnly())
dirtyOverflowList();
if (!child->isOverflowOnly() || child->firstChild()) {
// Dirty the z-order list in which we are contained. The stackingContext() can be null in the
// case where we're building up generated content layers. This is ok, since the lists will start
// off dirty in that case anyway.
RenderLayer* stackingContext = child->stackingContext();
if (stackingContext)
stackingContext->dirtyZOrderLists();
}
child->updateVisibilityStatus();
if (child->m_hasVisibleContent || child->m_hasVisibleDescendant)
childVisibilityChanged(true);
}
static void addLayers(RenderObject* obj, RenderLayer* parentLayer, RenderObject*& newObject,
RenderLayer*& beforeChild)
{
if (obj->hasLayer()) {
if (!beforeChild && newObject) {
// We need to figure out the layer that follows newObject. We only do
// this the first time we find a child layer, and then we update the
// pointer values for newObject and beforeChild used by everyone else.
beforeChild = newObject->parent()->findNextLayer(parentLayer, newObject);
newObject = 0;
}
parentLayer->addChild(obj->layer(), beforeChild);
return;
}
for (RenderObject* curr = obj->firstChild(); curr; curr = curr->nextSibling())
addLayers(curr, parentLayer, newObject, beforeChild);
}
void RenderObject::addLayers(RenderLayer* parentLayer, RenderObject* newObject)
{
if (!parentLayer)
return;
RenderObject* object = newObject;
RenderLayer* beforeChild = 0;
WebCore::addLayers(this, parentLayer, object, beforeChild);
}
void RenderObject::removeLayers(RenderLayer* parentLayer)
{
if (!parentLayer)
return;
if (hasLayer()) {
parentLayer->removeChild(layer());
return;
}
for (RenderObject* curr = firstChild(); curr; curr = curr->nextSibling())
curr->removeLayers(parentLayer);
}
void RenderObject::moveLayers(RenderLayer* oldParent, RenderLayer* newParent)
{
if (!newParent)
return;
if (hasLayer()) {
if (oldParent)
oldParent->removeChild(layer());
newParent->addChild(layer());
return;
}
for (RenderObject* curr = firstChild(); curr; curr = curr->nextSibling())
curr->moveLayers(oldParent, newParent);
}
通过上面一组方法我们可以了解到拥有RenderLayer对象的RenderObject对象,按照Render树中最近的原则将含有的RenderLayer对象依Render树对应的父子关系组织RenderLayer树,RenderLayer对象的存在是依附于RenderObject对象而存在。
RenderView对象拥有对应的RenderLayer对象,同时其作为RenderLayer树根。
3、RenderLayer树与Render树的关系
通过RenderContainer::addChild方法回过头再来具体看看Render树自身的构成。
void RenderContainer::addChild(RenderObject* newChild, RenderObject* beforeChild)
{
bool needsTable = false;
//检查是否为Table的情况
if (needsTable) {
......................................................
} else {
// just add it...
insertChildNode(newChild, beforeChild);
}
.........................................................
}
void RenderContainer::insertChildNode(RenderObject* child, RenderObject* beforeChild, bool fullInsert)
{
if (!beforeChild) {
appendChildNode(child);
return;
}
while (beforeChild->parent() != this && beforeChild->parent()->isAnonymousBlock())
beforeChild = beforeChild->parent();
if (beforeChild == m_firstChild)
m_firstChild = child;
RenderObject* prev = beforeChild->previousSibling();
child->setNextSibling(beforeChild);
beforeChild->setPreviousSibling(child);
if(prev) prev->setNextSibling(child);
child->setPreviousSibling(prev);
child->setParent(this);
if (fullInsert) {
// Keep our layer hierarchy updated. Optimize for the common case where we don't have any children
// and don't have a layer attached to ourselves.
RenderLayer* layer = 0;
if (child->firstChild() || child->hasLayer()) {
layer = enclosingLayer(); child->addLayers(layer, child);
}
// if the new child is visible but this object was not, tell the layer it has some visible content
// that needs to be drawn and layer visibility optimization can't be used
if (style()->visibility() != VISIBLE && child->style()->visibility() == VISIBLE && !child->hasLayer()) {
if (!layer)
layer = enclosingLayer();
if (layer)
layer->setHasVisibleContent(true);
}
...........................................................
}
child->setNeedsLayoutAndPrefWidthsRecalc();
if (!normalChildNeedsLayout())
setChildNeedsLayout(true); // We may supply the static position for an absolute positioned child.
.................................................................
}
通过上面代码的了解我们知道通过addChild不仅维护Render树的构成,同时会将拥有的RenderLayer树构建起来。
4、RenderLayer树的作用
RenderLayer树的构建为渲染阶段处理z-index、opacity、overflow、scrollbar等打下一定的基础,在我们了解渲染的处理过程时我们再来深入的了解。
在这里我们初步的了解到在构建Render树的同时会维护一颗RenderLayer树,为分层布局、渲染作准备。
三、总结
其 实WebKit涉及网页布局方面的数据结构还有关于SVG方面的,但通过上面的理解,如果对SVG感兴趣的话,应该对理解SVG有一定的参考作用。 当然数据结构方面还有相当多的内容未提及,这里只是列出一些关键类或结构,以便有个整体的抽象认识,希望能对了解WebKit的网页布局渲染有一定的基础性作用。