/*
 * Copyright (C) 2009 Apple 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:
 * 1. Redistributions of source code must retain the above copyright
 *    notice, this list of conditions and the following disclaimer.
 * 2. 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.
 *
 * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``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 APPLE COMPUTER, INC. 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. 
 */

#ifndef RenderLayerCompositor_h
#define RenderLayerCompositor_h

#if USE(ACCELERATED_COMPOSITING)

#include "ChromeClient.h"
#include "Frame.h"
#include "RenderLayer.h"
#include "RenderLayerBacking.h"

namespace WebCore {

class FixedPositionViewportConstraints;
class GraphicsLayer;
class RenderEmbeddedObject;
class RenderNamedFlowFragment;
class RenderPart;
class RenderVideo;
class ScrollingCoordinator;
class StickyPositionViewportConstraints;
class TiledBacking;

enum CompositingUpdateType {
    CompositingUpdateAfterStyleChange,
    CompositingUpdateAfterLayout,
    CompositingUpdateOnHitTest,
    CompositingUpdateOnScroll
};

// RenderLayerCompositor manages the hierarchy of
// composited RenderLayers. It determines which RenderLayers
// become compositing, and creates and maintains a hierarchy of
// GraphicsLayers based on the RenderLayer painting order.
// 
// There is one RenderLayerCompositor per RenderView.

class RenderLayerCompositor : public GraphicsLayerClient {
    WTF_MAKE_FAST_ALLOCATED;
public:
    RenderLayerCompositor(RenderView*);
    ~RenderLayerCompositor();

    // Return true if this RenderView is in "compositing mode" (i.e. has one or more
    // composited RenderLayers)
    bool inCompositingMode() const { return m_compositing; }
    // This will make a compositing layer at the root automatically, and hook up to
    // the native view/window system.
    void enableCompositingMode(bool enable = true);

    bool inForcedCompositingMode() const { return m_forceCompositingMode; }

    // Returns true if the accelerated compositing is enabled
    bool hasAcceleratedCompositing() const { return m_hasAcceleratedCompositing; }

    bool canRender3DTransforms() const;

    // Copy the accelerated compositing related flags from Settings
    void cacheAcceleratedCompositingFlags();

    // Called when the layer hierarchy needs to be updated (compositing layers have been
    // created, destroyed or re-parented).
    void setCompositingLayersNeedRebuild(bool needRebuild = true);
    bool compositingLayersNeedRebuild() const { return m_compositingLayersNeedRebuild; }

    void willRecalcStyle();
    void didRecalcStyleWithNoPendingLayout();

    // Controls whether or not to consult geometry when deciding which layers need
    // to be composited. Defaults to true.
    void setCompositingConsultsOverlap(bool b) { m_compositingConsultsOverlap = b; }
    bool compositingConsultsOverlap() const { return m_compositingConsultsOverlap; }
    
    // GraphicsLayers buffer state, which gets pushed to the underlying platform layers
    // at specific times.
    void scheduleLayerFlush(bool canThrottle);
    void flushPendingLayerChanges(bool isFlushRoot = true);
    
    // flushPendingLayerChanges() flushes the entire GraphicsLayer tree, which can cross frame boundaries.
    // This call returns the rootmost compositor that is being flushed (including self).
    RenderLayerCompositor* enclosingCompositorFlushingLayers() const;

    // Called when the GraphicsLayer for the given RenderLayer has flushed changes inside of flushPendingLayerChanges().
    void didFlushChangesForLayer(RenderLayer*, const GraphicsLayer*);
    
    // Rebuild the tree of compositing layers
    void updateCompositingLayers(CompositingUpdateType, RenderLayer* updateRoot = 0);
    // This is only used when state changes and we do not exepect a style update or layout to happen soon (e.g. when
    // we discover that an iframe is overlapped during painting).
    void scheduleCompositingLayerUpdate();

    // Update the maps that we use to distribute layers to coresponding RenderRegions.
    void updateRenderFlowThreadLayersIfNeeded();
    
    // Update the compositing state of the given layer. Returns true if that state changed.
    enum CompositingChangeRepaint { CompositingChangeRepaintNow, CompositingChangeWillRepaintLater };
    bool updateLayerCompositingState(RenderLayer*, CompositingChangeRepaint = CompositingChangeRepaintNow);

    // Update the geometry for compositing children of compositingAncestor.
    void updateCompositingDescendantGeometry(RenderLayer* compositingAncestor, RenderLayer* layer, RenderLayerBacking::UpdateDepth);
    
    // Whether layer's backing needs a graphics layer to do clipping by an ancestor (non-stacking-context parent with overflow).
    bool clippedByAncestor(RenderLayer*) const;
    // Whether layer's backing needs a graphics layer to clip z-order children of the given layer.
    bool clipsCompositingDescendants(const RenderLayer*) const;

    // Whether the layer is fixed positioned to the view by an ancestor layer.
    bool fixedPositionedByAncestor(const RenderLayer*) const;

    // Whether the given layer needs an extra 'contents' layer.
    bool needsContentsCompositingLayer(const RenderLayer*) const;

    bool supportsFixedRootBackgroundCompositing() const;
    bool needsFixedRootBackgroundLayer(const RenderLayer*) const;
    GraphicsLayer* fixedRootBackgroundLayer() const;

    // Return the bounding box required for compositing layer and its childern, relative to ancestorLayer.
    // If layerBoundingBox is not 0, on return it contains the bounding box of this layer only.
    LayoutRect calculateCompositedBounds(const RenderLayer*, const RenderLayer* ancestorLayer) const;

    // Repaint the appropriate layers when the given RenderLayer starts or stops being composited.
    void repaintOnCompositingChange(RenderLayer*);
    
    void repaintInCompositedAncestor(RenderLayer*, const LayoutRect&);
    
    // Notify us that a layer has been added or removed
    void layerWasAdded(RenderLayer* parent, RenderLayer* child);
    void layerWillBeRemoved(RenderLayer* parent, RenderLayer* child);

    void layerStyleChanged(StyleDifference, RenderLayer&, const RenderStyle* oldStyle);

    // Get the nearest ancestor layer that has overflow or clip, but is not a stacking context
    RenderLayer* enclosingNonStackingClippingLayer(const RenderLayer* layer) const;

    // Repaint parts of all composited layers that intersect the given absolute rectangle (or the entire layer if the pointer is null).
    void repaintCompositedLayers(const IntRect* = 0);

    // Returns true if the given layer needs it own backing store.
    bool requiresOwnBackingStore(const RenderLayer&, const RenderLayer* compositingAncestorLayer, const LayoutRect& layerCompositedBoundsInAncestor, const LayoutRect& ancestorCompositedBounds) const;

    RenderLayer* rootRenderLayer() const;
    GraphicsLayer* rootGraphicsLayer() const;
    GraphicsLayer* scrollLayer() const;

    enum RootLayerAttachment {
        RootLayerUnattached,
        RootLayerAttachedViaChromeClient,
        RootLayerAttachedViaEnclosingFrame
    };

    RootLayerAttachment rootLayerAttachment() const { return m_rootLayerAttachment; }
    void updateRootLayerAttachment();
    void updateRootLayerPosition();
    
    void didMoveOnscreen();
    void willMoveOffscreen();

    void clearBackingForAllLayers();
    
    void layerBecameComposited(const RenderLayer*) { ++m_compositedLayerCount; }
    void layerBecameNonComposited(const RenderLayer*)
    {
        ASSERT(m_compositedLayerCount > 0);
        --m_compositedLayerCount;
    }
    
#if ENABLE(VIDEO)
    // Use by RenderVideo to ask if it should try to use accelerated compositing.
    bool canAccelerateVideoRendering(RenderVideo*) const;
#endif

    // Walk the tree looking for layers with 3d transforms. Useful in case you need
    // to know if there is non-affine content, e.g. for drawing into an image.
    bool has3DContent() const;
    
    // Most platforms connect compositing layer trees between iframes and their parent document.
    // Some (currently just Mac) allow iframes to do their own compositing.
    static bool allowsIndependentlyCompositedFrames(const FrameView*);
    bool shouldPropagateCompositingToEnclosingFrame() const;

    static RenderLayerCompositor* frameContentsCompositor(RenderPart*);
    // Return true if the layers changed.
    static bool parentFrameContentLayers(RenderPart*);

    // Update the geometry of the layers used for clipping and scrolling in frames.
    void frameViewDidChangeLocation(const IntPoint& contentsOffset);
    void frameViewDidChangeSize();
    void frameViewDidScroll();
    void frameViewDidLayout();
    void rootFixedBackgroundsChanged();

    void scrollingLayerDidChange(RenderLayer*);
    void fixedRootBackgroundLayerChanged();

    String layerTreeAsText(LayerTreeFlags);

    virtual float deviceScaleFactor() const;
    virtual float pageScaleFactor() const;
    virtual void didCommitChangesForLayer(const GraphicsLayer*) const;
    
    bool keepLayersPixelAligned() const;
    bool acceleratedDrawingEnabled() const { return m_acceleratedDrawingEnabled; }

    void deviceOrPageScaleFactorChanged();

    GraphicsLayer* layerForHorizontalScrollbar() const { return m_layerForHorizontalScrollbar.get(); }
    GraphicsLayer* layerForVerticalScrollbar() const { return m_layerForVerticalScrollbar.get(); }
    GraphicsLayer* layerForScrollCorner() const { return m_layerForScrollCorner.get(); }
#if ENABLE(RUBBER_BANDING)
    GraphicsLayer* layerForOverhangAreas() const { return m_layerForOverhangAreas.get(); }
#endif

    void updateViewportConstraintStatus(RenderLayer*);
    void removeViewportConstrainedLayer(RenderLayer*);

#if PLATFORM(IOS)
    void registerAllViewportConstrainedLayers();
    void unregisterAllViewportConstrainedLayers();

    void scrollingLayerAddedOrUpdated(RenderLayer*);
    void scrollingLayerRemoved(RenderLayer*, PlatformLayer* scrollingLayer, PlatformLayer* contentsLayer);

    void registerAllScrollingLayers();
    void unregisterAllScrollingLayers();
#endif

    void setLayerFlushThrottlingEnabled(bool);
    void disableLayerFlushThrottlingTemporarilyForInteraction();

private:
    class OverlapMap;

    // GraphicsLayerClient Implementation
    virtual void notifyAnimationStarted(const GraphicsLayer*, double) { }
    virtual void notifySyncRequired(const GraphicsLayer*);
    virtual void paintContents(const GraphicsLayer*, GraphicsContext&, GraphicsLayerPaintingPhase, const FloatRect&);
    
    // Whether the given RL needs a compositing layer.
    bool needsToBeComposited(const RenderLayer&) const;
    // Whether the layer has an intrinsic need for compositing layer.
    bool requiresCompositingLayer(const RenderLayer&) const;
    // Whether the layer could ever be composited.
    bool canBeComposited(const RenderLayer&) const;
    bool needsCompositingUpdateForStyleChangeOnNonCompositedLayer(RenderLayer&, const RenderStyle* oldStyle) const;

    // Make or destroy the backing for this layer; returns true if backing changed.
    bool updateBacking(RenderLayer*, CompositingChangeRepaint shouldRepaint);

    void clearBackingForLayerIncludingDescendants(RenderLayer*);

    // Repaint the given rect (which is layer's coords), and regions of child layers that intersect that rect.
    void recursiveRepaintLayer(RenderLayer*, const IntRect* = 0);

    void addToOverlapMap(OverlapMap&, RenderLayer*, IntRect& layerBounds, bool& boundsComputed);
    void addToOverlapMapRecursive(OverlapMap&, RenderLayer*, RenderLayer* ancestorLayer = 0);

    void updateCompositingLayersTimerFired(Timer<RenderLayerCompositor>*);

    // Returns true if any layer's compositing changed
    void computeCompositingRequirements(RenderLayer* ancestorLayer, RenderLayer*, OverlapMap*, struct CompositingState&, bool& layersChanged, bool& descendantHas3DTransform);

    void computeRegionCompositingRequirements(RenderNamedFlowFragment*, OverlapMap*, CompositingState&, bool& layersChanged, bool& anyDescendantHas3DTransform);
    
    // Recurses down the tree, parenting descendant compositing layers and collecting an array of child layers for the current compositing layer.
    void rebuildCompositingLayerTree(RenderLayer*, Vector<GraphicsLayer*>& childGraphicsLayersOfEnclosingLayer, int depth);

    // Recurses down the RenderFlowThread tree, parenting descendant compositing layers and collecting an array of child
    // layers for the current compositing layer corresponding to the anonymous region (that belongs to the region's parent).
    void rebuildRegionCompositingLayerTree(RenderNamedFlowFragment*, Vector<GraphicsLayer*>& childList, int depth);

    // Recurses down the tree, updating layer geometry only.
    void updateLayerTreeGeometry(RenderLayer*, int depth);
    
    // Hook compositing layers together
    void setCompositingParent(RenderLayer* childLayer, RenderLayer* parentLayer);
    void removeCompositedChildren(RenderLayer*);

    bool layerHas3DContent(const RenderLayer*) const;
    bool isRunningAcceleratedTransformAnimation(RenderLayerModelObject*) const;

    bool hasAnyAdditionalCompositedLayers(const RenderLayer* rootLayer) const;

    void ensureRootLayer();
    void destroyRootLayer();

    void attachRootLayer(RootLayerAttachment);
    void detachRootLayer();
    
    void rootLayerAttachmentChanged();

    void updateOverflowControlsLayers();

    void notifyIFramesOfCompositingChange();

    bool isFlushingLayers() const { return m_flushingLayers; }

    Page* page() const;
    TiledBacking* pageTiledBacking() const;

    ScrollingCoordinator* scrollingCoordinator() const;

    // Whether a running transition or animation enforces the need for a compositing layer.
    bool requiresCompositingForAnimation(RenderLayerModelObject*) const;
    bool requiresCompositingForTransform(RenderLayerModelObject*) const;
    bool requiresCompositingForVideo(RenderLayerModelObject*) const;
    bool requiresCompositingForCanvas(RenderLayerModelObject*) const;
    bool requiresCompositingForPlugin(RenderLayerModelObject*) const;
    bool requiresCompositingForFrame(RenderLayerModelObject*) const;
    bool requiresCompositingForFilters(RenderLayerModelObject*) const;
    bool requiresCompositingForScrollableFrame() const;
    bool requiresCompositingForPosition(RenderLayerModelObject*, const RenderLayer*) const;
    bool requiresCompositingForOverflowScrolling(const RenderLayer*) const;
    bool requiresCompositingForIndirectReason(RenderLayerModelObject*, bool hasCompositedDescendants, bool has3DTransformedDescendants, RenderLayer::IndirectCompositingReason&) const;
    static bool styleChangeMayAffectIndirectCompositingReasons(const RenderLayerModelObject& renderer, const RenderStyle& oldStyle);

    void addViewportConstrainedLayer(RenderLayer*);
    void registerOrUpdateViewportConstrainedLayer(RenderLayer*);
    void unregisterViewportConstrainedLayer(RenderLayer*);

    FixedPositionViewportConstraints computeFixedViewportConstraints(RenderLayer*) const;
    StickyPositionViewportConstraints computeStickyViewportConstraints(RenderLayer*) const;

#if PLATFORM(IOS)
    bool requiresCompositingForScrolling(RenderLayerModelObject&) const;

    void updateCustomLayersAfterFlush();

    ChromeClient* chromeClient() const;

    void startInitialLayerFlushTimerIfNeeded();
#endif

    bool requiresScrollLayer(RootLayerAttachment) const;
    bool requiresHorizontalScrollbarLayer() const;
    bool requiresVerticalScrollbarLayer() const;
    bool requiresScrollCornerLayer() const;
#if ENABLE(RUBBER_BANDING)
    bool requiresOverhangAreasLayer() const;
    bool requiresContentShadowLayer() const;
#endif

    void scheduleLayerFlushNow();
    bool isThrottlingLayerFlushes() const;
    void startLayerFlushTimerIfNeeded();
    void layerFlushTimerFired(Timer<RenderLayerCompositor>*);

#if !LOG_DISABLED
    const char* reasonForCompositing(const RenderLayer*);
    void logLayerInfo(const RenderLayer*, int depth);
#endif

private:
    RenderView* m_renderView;
    OwnPtr<GraphicsLayer> m_rootContentLayer;
    Timer<RenderLayerCompositor> m_updateCompositingLayersTimer;

    bool m_hasAcceleratedCompositing;
    ChromeClient::CompositingTriggerFlags m_compositingTriggers;

    int m_compositedLayerCount;
    bool m_showDebugBorders;
    bool m_showRepaintCounter;
    bool m_acceleratedDrawingEnabled;
    bool m_compositingConsultsOverlap;

    // When true, we have to wait until layout has happened before we can decide whether to enter compositing mode,
    // because only then do we know the final size of plugins and iframes.
    mutable bool m_reevaluateCompositingAfterLayout;

    bool m_compositing;
    bool m_compositingLayersNeedRebuild;
    bool m_flushingLayers;
    bool m_forceCompositingMode;
    bool m_inPostLayoutUpdate; // true when it's OK to trust layout information (e.g. layer sizes and positions)

    unsigned m_compositingUpdateCount;

    RootLayerAttachment m_rootLayerAttachment;

    // Enclosing clipping layer for iframe content
    OwnPtr<GraphicsLayer> m_clipLayer;
    OwnPtr<GraphicsLayer> m_scrollLayer;

    HashSet<RenderLayer*> m_viewportConstrainedLayers;
    HashSet<RenderLayer*> m_viewportConstrainedLayersNeedingUpdate;

#if PLATFORM(IOS)
    HashSet<RenderLayer*> m_scrollingLayers;
    HashSet<RenderLayer*> m_scrollingLayersNeedingUpdate;
#endif

    // Enclosing layer for overflow controls and the clipping layer
    OwnPtr<GraphicsLayer> m_overflowControlsHostLayer;

    // Layers for overflow controls
    OwnPtr<GraphicsLayer> m_layerForHorizontalScrollbar;
    OwnPtr<GraphicsLayer> m_layerForVerticalScrollbar;
    OwnPtr<GraphicsLayer> m_layerForScrollCorner;
#if ENABLE(RUBBER_BANDING)
    OwnPtr<GraphicsLayer> m_layerForOverhangAreas;
    OwnPtr<GraphicsLayer> m_contentShadowLayer;
#endif

    bool m_layerNeedsCompositingUpdate;

    Timer<RenderLayerCompositor> m_layerFlushTimer;
    bool m_layerFlushThrottlingEnabled;
    bool m_layerFlushThrottlingTemporarilyDisabledForInteraction;
    bool m_hasPendingLayerFlush;

#if !LOG_DISABLED
    int m_rootLayerUpdateCount;
    int m_obligateCompositedLayerCount; // count of layer that have to be composited.
    int m_secondaryCompositedLayerCount; // count of layers that have to be composited because of stacking or overlap.
    double m_obligatoryBackingStoreBytes;
    double m_secondaryBackingStoreBytes;
#endif
};


} // namespace WebCore

#endif // USE(ACCELERATED_COMPOSITING)

#endif // RenderLayerCompositor_h
