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Stacking contexts are sorted after building a tree of them. They are sorted by z-index first, DOM tree order second. Sorting was previously *very* slow on pages with many stacking contexts. That was because the sort() function used Node::is_before() in the quick_sort comparator to see if one StackingContext was before another. is_before() does tree traversal and can take quite a long time per call. This patch avoids all that by letting StackingContext know its index among all StackingContexts within the same document in tree order. There's a noticeable snappiness increase on the CSS-FLEXBOX-1 spec page, for instance. :^)
59 lines
1.8 KiB
C++
59 lines
1.8 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/Layout/Node.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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public:
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StackingContext(Layout::Box&, 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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PaintableBox const& paintable_box() const { return *m_box->paintable_box(); }
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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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void paint_descendants(PaintContext&, Layout::Node const&, StackingContextPaintPhase) const;
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void paint(PaintContext&) const;
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Optional<HitTestResult> hit_test(CSSPixelPoint, HitTestType) const;
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Gfx::FloatMatrix4x4 const& transform_matrix() const { return m_transform; }
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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<Layout::Box> m_box;
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Gfx::FloatMatrix4x4 m_transform;
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Gfx::FloatPoint m_transform_origin;
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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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void paint_internal(PaintContext&) const;
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Gfx::FloatMatrix4x4 get_transformation_matrix(CSS::Transformation const& transformation) const;
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Gfx::FloatMatrix4x4 combine_transformations(Vector<CSS::Transformation> const& transformations) const;
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Gfx::FloatPoint transform_origin() const { return m_transform_origin; }
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Gfx::FloatPoint compute_transform_origin() const;
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};
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}
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