/* * Copyright (C) 2012 Adobe Systems Incorporated. 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 THE COPYRIGHT HOLDER "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 THE COPYRIGHT HOLDER 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 FlowThreadController_h #define FlowThreadController_h #include "RenderView.h" #include #include namespace WebCore { class RenderFlowThread; class RenderNamedFlowThread; typedef ListHashSet RenderNamedFlowThreadList; class FlowThreadController { WTF_MAKE_FAST_ALLOCATED; public: static PassOwnPtr create(RenderView*); ~FlowThreadController(); RenderFlowThread* currentRenderFlowThread() const { return m_currentRenderFlowThread; } void setCurrentRenderFlowThread(RenderFlowThread* flowThread) { m_currentRenderFlowThread = flowThread; } bool isRenderNamedFlowThreadOrderDirty() const { return m_isRenderNamedFlowThreadOrderDirty; } void setIsRenderNamedFlowThreadOrderDirty(bool dirty) { m_isRenderNamedFlowThreadOrderDirty = dirty; if (dirty) m_view->setNeedsLayout(true); } RenderNamedFlowThread* ensureRenderFlowThreadWithName(const AtomicString&); const RenderNamedFlowThreadList* renderNamedFlowThreadList() const { return m_renderNamedFlowThreadList.get(); } bool hasRenderNamedFlowThreads() const { return m_renderNamedFlowThreadList && !m_renderNamedFlowThreadList->isEmpty(); } void layoutRenderNamedFlowThreads(); void styleDidChange(); void registerNamedFlowContentNode(Node*, RenderNamedFlowThread*); void unregisterNamedFlowContentNode(Node*); bool isContentNodeRegisteredWithAnyNamedFlow(const Node*) const; bool hasFlowThreadsWithAutoLogicalHeightRegions() const { return m_flowThreadsWithAutoLogicalHeightRegions; } void incrementFlowThreadsWithAutoLogicalHeightRegions() { ++m_flowThreadsWithAutoLogicalHeightRegions; } void decrementFlowThreadsWithAutoLogicalHeightRegions() { ASSERT(m_flowThreadsWithAutoLogicalHeightRegions > 0); --m_flowThreadsWithAutoLogicalHeightRegions; } bool updateFlowThreadsNeedingLayout(); bool updateFlowThreadsNeedingTwoStepLayout(); void updateFlowThreadsIntoConstrainedPhase(); #ifndef NDEBUG bool isAutoLogicalHeightRegionsCountConsistent() const; #endif protected: FlowThreadController(RenderView*); void updateFlowThreadsChainIfNecessary(); void resetFlowThreadsWithAutoHeightRegions(); private: RenderView* m_view; RenderFlowThread* m_currentRenderFlowThread; bool m_isRenderNamedFlowThreadOrderDirty; unsigned m_flowThreadsWithAutoLogicalHeightRegions; OwnPtr m_renderNamedFlowThreadList; // maps a content node to its render flow thread. HashMap m_mapNamedFlowContentNodes; }; } #endif