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script: Modify Element::determine_scroll_into_view_position
to take a ScrollingBox
(#39107)
There is no need to separate the two kinds of scrolling boxes into `Element` and `Viewport` more than once. This also eliminates a potentially panicking `unwrap()`. Testing: This doesn't change behavior and is thus covered by existing tests. Signed-off-by: Martin Robinson <mrobinson@igalia.com>
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1 changed files with 131 additions and 137 deletions
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@ -899,7 +899,7 @@ impl Element {
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// determine the scroll-into-view position of `target` with `behavior` as the scroll
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// behavior, `block` as the block flow position, `inline` as the inline base direction
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// position and `scrolling box` as the scrolling box.
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let position = self.determine_scroll_into_view_position(&node, block, inline);
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let position = self.determine_scroll_into_view_position(&scrolling_box, block, inline);
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// Step 1.3: If `position` is not the same as `scrolling box`’s current scroll position, or
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// `scrolling box` has an ongoing smooth scroll,
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@ -942,7 +942,7 @@ impl Element {
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/// <https://drafts.csswg.org/cssom-view/#element-scrolling-members>
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fn determine_scroll_into_view_position(
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&self,
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scrolling_node: &Node,
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scrolling_box: &ScrollingBox,
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block: ScrollLogicalPosition,
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inline: ScrollLogicalPosition,
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) -> LayoutVector2D {
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@ -975,156 +975,150 @@ impl Element {
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let element_right = element_left + element_width;
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let element_bottom = element_top + element_height;
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let (target_x, target_y) = if scrolling_node.is::<Document>() {
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// Handle document-specific scrolling
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// Viewport bounds and current scroll position
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let owner_doc = self.upcast::<Node>().owner_doc();
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let window = owner_doc.window();
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let viewport_width = window.InnerWidth() as f32;
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let viewport_height = window.InnerHeight() as f32;
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let current_scroll_x = window.ScrollX() as f32;
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let current_scroll_y = window.ScrollY() as f32;
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let (target_x, target_y) = match scrolling_box {
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ScrollingBox::Viewport(document) => {
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let window = document.window();
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let viewport_width = window.InnerWidth() as f32;
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let viewport_height = window.InnerHeight() as f32;
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let current_scroll_x = window.ScrollX() as f32;
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let current_scroll_y = window.ScrollY() as f32;
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// For viewport scrolling, we need to add current scroll to get document-relative positions
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let document_element_left = element_left + current_scroll_x;
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let document_element_top = element_top + current_scroll_y;
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let document_element_right = element_right + current_scroll_x;
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let document_element_bottom = element_bottom + current_scroll_y;
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// For viewport scrolling, we need to add current scroll to get document-relative positions
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let document_element_left = element_left + current_scroll_x;
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let document_element_top = element_top + current_scroll_y;
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let document_element_right = element_right + current_scroll_x;
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let document_element_bottom = element_bottom + current_scroll_y;
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(
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self.calculate_scroll_position_one_axis(
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inline,
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document_element_left,
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document_element_right,
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element_width,
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viewport_width,
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current_scroll_x,
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),
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self.calculate_scroll_position_one_axis(
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block,
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document_element_top,
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document_element_bottom,
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element_height,
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viewport_height,
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current_scroll_y,
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),
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)
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} else {
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// Handle element-specific scrolling
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// Scrolling box bounds and current scroll position
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let scrolling_box = scrolling_node.border_box().unwrap_or_default();
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let scrolling_left = scrolling_box.origin.x.to_nearest_pixel(device_pixel_ratio);
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let scrolling_top = scrolling_box.origin.y.to_nearest_pixel(device_pixel_ratio);
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let scrolling_width = scrolling_box
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.size
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.width
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.to_nearest_pixel(device_pixel_ratio);
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let scrolling_height = scrolling_box
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.size
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.height
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.to_nearest_pixel(device_pixel_ratio);
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(
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self.calculate_scroll_position_one_axis(
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inline,
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document_element_left,
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document_element_right,
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element_width,
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viewport_width,
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current_scroll_x,
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),
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self.calculate_scroll_position_one_axis(
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block,
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document_element_top,
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document_element_bottom,
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element_height,
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viewport_height,
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current_scroll_y,
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),
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)
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},
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ScrollingBox::Element(scrolling_element) => {
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let scrolling_node = scrolling_element.upcast::<Node>();
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let scrolling_box = scrolling_node.border_box().unwrap_or_default();
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let scrolling_left = scrolling_box.origin.x.to_nearest_pixel(device_pixel_ratio);
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let scrolling_top = scrolling_box.origin.y.to_nearest_pixel(device_pixel_ratio);
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let scrolling_width = scrolling_box
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.size
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.width
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.to_nearest_pixel(device_pixel_ratio);
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let scrolling_height = scrolling_box
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.size
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.height
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.to_nearest_pixel(device_pixel_ratio);
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// TODO: This function should accept `Element` and not `Node`.
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let scrolling_element = scrolling_node
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.downcast::<Element>()
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.expect("Should be provided an Element.");
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let current_scroll_x = scrolling_element.ScrollLeft() as f32;
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let current_scroll_y = scrolling_element.ScrollTop() as f32;
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// Calculate element position in scroller's content coordinate system
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// Element's viewport position relative to scroller, then add scroll offset to get content position
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let viewport_relative_left = element_left - scrolling_left;
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let viewport_relative_top = element_top - scrolling_top;
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let viewport_relative_right = element_right - scrolling_left;
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let viewport_relative_bottom = element_bottom - scrolling_top;
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// Calculate element position in scroller's content coordinate system
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// Element's viewport position relative to scroller, then add scroll offset to get content position
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let viewport_relative_left = element_left - scrolling_left;
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let viewport_relative_top = element_top - scrolling_top;
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let viewport_relative_right = element_right - scrolling_left;
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let viewport_relative_bottom = element_bottom - scrolling_top;
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// For absolutely positioned elements, we need to account for the positioning context
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// If the element is positioned relative to an ancestor that's within the scrolling container,
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// we need to adjust coordinates accordingly
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let (
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adjusted_relative_left,
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adjusted_relative_top,
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adjusted_relative_right,
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adjusted_relative_bottom,
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) = {
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// Check if this element has a positioned ancestor between it and the scrolling container
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let mut current_node = self.upcast::<Node>().GetParentNode();
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let mut final_coords = (
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viewport_relative_left,
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viewport_relative_top,
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viewport_relative_right,
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viewport_relative_bottom,
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);
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// For absolutely positioned elements, we need to account for the positioning context
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// If the element is positioned relative to an ancestor that's within the scrolling container,
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// we need to adjust coordinates accordingly
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let (
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adjusted_relative_left,
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adjusted_relative_top,
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adjusted_relative_right,
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adjusted_relative_bottom,
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) = {
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// Check if this element has a positioned ancestor between it and the scrolling container
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let mut current_node = self.upcast::<Node>().GetParentNode();
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let mut final_coords = (
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viewport_relative_left,
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viewport_relative_top,
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viewport_relative_right,
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viewport_relative_bottom,
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);
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while let Some(node) = current_node {
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// Stop if we reach the scrolling container
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if &*node == scrolling_node {
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break;
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}
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while let Some(node) = current_node {
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// Stop if we reach the scrolling container
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if &*node == scrolling_node {
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break;
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}
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// Check if this node establishes a positioning context and has position relative/absolute
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if let Some(element) = node.downcast::<Element>() {
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if let Some(computed_style) = element.style() {
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let position = computed_style.get_box().position;
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// Check if this node establishes a positioning context and has position relative/absolute
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if let Some(element) = node.downcast::<Element>() {
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if let Some(computed_style) = element.style() {
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let position = computed_style.get_box().position;
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if matches!(position, Position::Relative | Position::Absolute) {
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// If this element establishes a positioning context,
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// Get its bounding box to calculate the offset
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let positioning_box = node.border_box().unwrap_or_default();
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let positioning_left = positioning_box
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.origin
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.x
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.to_nearest_pixel(device_pixel_ratio);
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let positioning_top = positioning_box
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.origin
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.y
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.to_nearest_pixel(device_pixel_ratio);
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if matches!(position, Position::Relative | Position::Absolute) {
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// If this element establishes a positioning context,
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// Get its bounding box to calculate the offset
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let positioning_box = node.border_box().unwrap_or_default();
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let positioning_left = positioning_box
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.origin
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.x
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.to_nearest_pixel(device_pixel_ratio);
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let positioning_top = positioning_box
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.origin
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.y
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.to_nearest_pixel(device_pixel_ratio);
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// Calculate the offset of the positioning context relative to the scrolling container
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let offset_left = positioning_left - scrolling_left;
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let offset_top = positioning_top - scrolling_top;
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// Calculate the offset of the positioning context relative to the scrolling container
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let offset_left = positioning_left - scrolling_left;
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let offset_top = positioning_top - scrolling_top;
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// Adjust the coordinates by subtracting the positioning context offset
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final_coords = (
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viewport_relative_left - offset_left,
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viewport_relative_top - offset_top,
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viewport_relative_right - offset_left,
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viewport_relative_bottom - offset_top,
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);
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break;
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// Adjust the coordinates by subtracting the positioning context offset
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final_coords = (
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viewport_relative_left - offset_left,
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viewport_relative_top - offset_top,
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viewport_relative_right - offset_left,
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viewport_relative_bottom - offset_top,
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);
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break;
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}
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}
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}
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current_node = node.GetParentNode();
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}
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current_node = node.GetParentNode();
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}
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final_coords
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};
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final_coords
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};
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let current_scroll_x = scrolling_element.ScrollLeft() as f32;
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let current_scroll_y = scrolling_element.ScrollTop() as f32;
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let content_element_left = adjusted_relative_left + current_scroll_x;
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let content_element_top = adjusted_relative_top + current_scroll_y;
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let content_element_right = adjusted_relative_right + current_scroll_x;
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let content_element_bottom = adjusted_relative_bottom + current_scroll_y;
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let content_element_left = adjusted_relative_left + current_scroll_x;
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let content_element_top = adjusted_relative_top + current_scroll_y;
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let content_element_right = adjusted_relative_right + current_scroll_x;
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let content_element_bottom = adjusted_relative_bottom + current_scroll_y;
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(
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self.calculate_scroll_position_one_axis(
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inline,
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content_element_left,
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content_element_right,
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element_width,
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scrolling_width,
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current_scroll_x,
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),
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self.calculate_scroll_position_one_axis(
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block,
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content_element_top,
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content_element_bottom,
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element_height,
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scrolling_height,
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current_scroll_y,
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),
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)
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(
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self.calculate_scroll_position_one_axis(
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inline,
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content_element_left,
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content_element_right,
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element_width,
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scrolling_width,
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current_scroll_x,
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),
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self.calculate_scroll_position_one_axis(
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block,
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content_element_top,
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content_element_bottom,
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element_height,
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scrolling_height,
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current_scroll_y,
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),
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)
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},
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};
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Vector2D::new(target_x, target_y)
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