/* * Copyright (C) 2011 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 RenderFlowThread_h #define RenderFlowThread_h #include "RenderBlock.h" #include #include #include namespace WebCore { struct LayerFragment; typedef Vector LayerFragments; class RenderFlowThread; class RenderStyle; class RenderRegion; typedef ListHashSet RenderRegionList; // RenderFlowThread is used to collect all the render objects that participate in a // flow thread. It will also help in doing the layout. However, it will not render // directly to screen. Instead, RenderRegion objects will redirect their paint // and nodeAtPoint methods to this object. Each RenderRegion will actually be a viewPort // of the RenderFlowThread. class RenderFlowThread: public RenderBlock { public: RenderFlowThread(); virtual ~RenderFlowThread() { }; virtual bool isRenderFlowThread() const { return true; } virtual void layout(); // Always create a RenderLayer for the RenderFlowThread so that we // can easily avoid drawing the children directly. virtual bool requiresLayer() const { return true; } void removeFlowChildInfo(RenderObject*); #ifndef NDEBUG bool hasChildInfo(RenderObject* child) const { return child && child->isBox() && m_regionRangeMap.contains(toRenderBox(child)); } #endif virtual void addRegionToThread(RenderRegion*); virtual void removeRegionFromThread(RenderRegion*); const RenderRegionList& renderRegionList() const { return m_regionList; } virtual void updateLogicalWidth() OVERRIDE; virtual void computeLogicalHeight(LayoutUnit logicalHeight, LayoutUnit logicalTop, LogicalExtentComputedValues&) const OVERRIDE; void paintFlowThreadPortionInRegion(PaintInfo&, RenderRegion*, const LayoutRect& flowThreadPortionRect, const LayoutRect& flowThreadPortionOverflowRect, const LayoutPoint&) const; bool hitTestFlowThreadPortionInRegion(RenderRegion*, const LayoutRect& flowThreadPortionRect, const LayoutRect& flowThreadPortionOverflowRect, const HitTestRequest&, HitTestResult&, const HitTestLocation& locationInContainer, const LayoutPoint& accumulatedOffset) const; virtual bool nodeAtPoint(const HitTestRequest&, HitTestResult&, const HitTestLocation& locationInContainer, const LayoutPoint& accumulatedOffset, HitTestAction) OVERRIDE; bool hasRegions() const { return m_regionList.size(); } // Check if the content is flown into at least a region with region styling rules. bool hasRegionsWithStyling() const { return m_hasRegionsWithStyling; } void checkRegionsWithStyling(); void validateRegions(); void invalidateRegions(); bool hasValidRegionInfo() const { return !m_regionsInvalidated && !m_regionList.isEmpty(); } static PassRefPtr createFlowThreadStyle(RenderStyle* parentStyle); void styleDidChange(StyleDifference, const RenderStyle* oldStyle); void repaintRectangleInRegions(const LayoutRect&, bool immediate) const; LayoutPoint adjustedPositionRelativeToOffsetParent(const RenderBoxModelObject&, const LayoutPoint&); LayoutUnit pageLogicalTopForOffset(LayoutUnit); LayoutUnit pageLogicalWidthForOffset(LayoutUnit); LayoutUnit pageLogicalHeightForOffset(LayoutUnit); LayoutUnit pageRemainingLogicalHeightForOffset(LayoutUnit, PageBoundaryRule = IncludePageBoundary); virtual void setPageBreak(LayoutUnit /*offset*/, LayoutUnit /*spaceShortage*/) { } virtual void updateMinimumPageHeight(LayoutUnit /*offset*/, LayoutUnit /*minHeight*/) { } enum RegionAutoGenerationPolicy { AllowRegionAutoGeneration, DisallowRegionAutoGeneration, }; RenderRegion* regionAtBlockOffset(LayoutUnit, bool extendLastRegion = false, RegionAutoGenerationPolicy = AllowRegionAutoGeneration); bool regionsHaveUniformLogicalWidth() const { return m_regionsHaveUniformLogicalWidth; } bool regionsHaveUniformLogicalHeight() const { return m_regionsHaveUniformLogicalHeight; } RenderRegion* mapFromFlowToRegion(TransformState&) const; void removeRenderBoxRegionInfo(RenderBox*); bool logicalWidthChangedInRegionsForBlock(const RenderBlock*); LayoutUnit contentLogicalWidthOfFirstRegion() const; LayoutUnit contentLogicalHeightOfFirstRegion() const; LayoutUnit contentLogicalLeftOfFirstRegion() const; RenderRegion* firstRegion() const; RenderRegion* lastRegion() const; bool previousRegionCountChanged() const { return m_previousRegionCount != m_regionList.size(); }; void updatePreviousRegionCount() { m_previousRegionCount = m_regionList.size(); }; void setRegionRangeForBox(const RenderBox*, LayoutUnit offsetFromLogicalTopOfFirstPage); void getRegionRangeForBox(const RenderBox*, RenderRegion*& startRegion, RenderRegion*& endRegion) const; void clearRenderObjectCustomStyle(const RenderObject*, const RenderRegion* oldStartRegion = 0, const RenderRegion* oldEndRegion = 0, const RenderRegion* newStartRegion = 0, const RenderRegion* newEndRegion = 0); // Check if the object is in region and the region is part of this flow thread. bool objectInFlowRegion(const RenderObject*, const RenderRegion*) const; void markAutoLogicalHeightRegionsForLayout(); bool addForcedRegionBreak(LayoutUnit, RenderObject* breakChild, bool isBefore, LayoutUnit* offsetBreakAdjustment = 0); void applyBreakAfterContent(LayoutUnit); bool pageLogicalSizeChanged() const { return m_pageLogicalSizeChanged; } bool hasAutoLogicalHeightRegions() const { ASSERT(isAutoLogicalHeightRegionsCountConsistent()); return m_autoLogicalHeightRegionsCount; } void incrementAutoLogicalHeightRegions(); void decrementAutoLogicalHeightRegions(); #ifndef NDEBUG bool isAutoLogicalHeightRegionsCountConsistent() const; #endif void collectLayerFragments(LayerFragments&, const LayoutRect& layerBoundingBox, const LayoutRect& dirtyRect); LayoutRect fragmentsBoundingBox(const LayoutRect& layerBoundingBox); void setInConstrainedLayoutPhase(bool value) { m_inConstrainedLayoutPhase = value; } bool inConstrainedLayoutPhase() const { return m_inConstrainedLayoutPhase; } bool needsTwoPhasesLayout() const { return m_needsTwoPhasesLayout; } void clearNeedsTwoPhasesLayout() { m_needsTwoPhasesLayout = false; } void pushFlowThreadLayoutState(const RenderObject*); void popFlowThreadLayoutState(); LayoutUnit offsetFromLogicalTopOfFirstRegion(const RenderBlock*) const; // Used to estimate the maximum height of the flow thread. static LayoutUnit maxLogicalHeight() { return LayoutUnit::max() / 2; } protected: virtual const char* renderName() const = 0; // Overridden by columns/pages to set up an initial logical width of the page width even when // no regions have been generated yet. virtual LayoutUnit initialLogicalWidth() const { return 0; }; virtual void mapLocalToContainer(const RenderLayerModelObject* repaintContainer, TransformState&, MapCoordinatesFlags = ApplyContainerFlip, bool* wasFixed = 0) const OVERRIDE; void updateRegionsFlowThreadPortionRect(const RenderRegion* = 0); bool shouldRepaint(const LayoutRect&) const; bool regionInRange(const RenderRegion* targetRegion, const RenderRegion* startRegion, const RenderRegion* endRegion) const; LayoutRect computeRegionClippingRect(const LayoutPoint&, const LayoutRect&, const LayoutRect&) const; void setDispatchRegionLayoutUpdateEvent(bool value) { m_dispatchRegionLayoutUpdateEvent = value; } bool shouldDispatchRegionLayoutUpdateEvent() { return m_dispatchRegionLayoutUpdateEvent; } void setDispatchRegionOversetChangeEvent(bool value) { m_dispatchRegionOversetChangeEvent = value; } bool shouldDispatchRegionOversetChangeEvent() const { return m_dispatchRegionOversetChangeEvent; } // Override if the flow thread implementation supports dispatching events when the flow layout is updated (e.g. for named flows) virtual void dispatchRegionLayoutUpdateEvent() { m_dispatchRegionLayoutUpdateEvent = false; } virtual void dispatchRegionOversetChangeEvent() { m_dispatchRegionOversetChangeEvent = false; } void initializeRegionsComputedAutoHeight(RenderRegion* = 0); virtual void autoGenerateRegionsToBlockOffset(LayoutUnit) { }; inline bool hasCachedOffsetFromLogicalTopOfFirstRegion(const RenderBox*) const; inline LayoutUnit cachedOffsetFromLogicalTopOfFirstRegion(const RenderBox*) const; inline void setOffsetFromLogicalTopOfFirstRegion(const RenderBox*, LayoutUnit); inline void clearOffsetFromLogicalTopOfFirstRegion(const RenderBox*); inline const RenderBox* currentActiveRenderBox() const; RenderRegionList m_regionList; unsigned short m_previousRegionCount; class RenderRegionRange { public: RenderRegionRange() { setRange(0, 0); } RenderRegionRange(RenderRegion* start, RenderRegion* end) { setRange(start, end); } void setRange(RenderRegion* start, RenderRegion* end) { m_startRegion = start; m_endRegion = end; } RenderRegion* startRegion() const { return m_startRegion; } RenderRegion* endRegion() const { return m_endRegion; } private: RenderRegion* m_startRegion; RenderRegion* m_endRegion; }; typedef PODInterval RegionInterval; typedef PODIntervalTree RegionIntervalTree; class RegionSearchAdapter { public: RegionSearchAdapter(LayoutUnit offset) : m_offset(offset) , m_result(0) { } const LayoutUnit& lowValue() const { return m_offset; } const LayoutUnit& highValue() const { return m_offset; } void collectIfNeeded(const RegionInterval&); RenderRegion* result() const { return m_result; } private: LayoutUnit m_offset; RenderRegion* m_result; }; // A maps from RenderBox typedef HashMap RenderRegionRangeMap; RenderRegionRangeMap m_regionRangeMap; typedef HashMap RenderObjectToRegionMap; RenderObjectToRegionMap m_breakBeforeToRegionMap; RenderObjectToRegionMap m_breakAfterToRegionMap; typedef ListHashSet RenderObjectStack; RenderObjectStack m_activeObjectsStack; typedef HashMap RenderBoxToOffsetMap; RenderBoxToOffsetMap m_boxesToOffsetMap; unsigned m_autoLogicalHeightRegionsCount; RegionIntervalTree m_regionIntervalTree; bool m_regionsInvalidated : 1; bool m_regionsHaveUniformLogicalWidth : 1; bool m_regionsHaveUniformLogicalHeight : 1; bool m_hasRegionsWithStyling : 1; bool m_dispatchRegionLayoutUpdateEvent : 1; bool m_dispatchRegionOversetChangeEvent : 1; bool m_pageLogicalSizeChanged : 1; bool m_inConstrainedLayoutPhase : 1; bool m_needsTwoPhasesLayout : 1; }; inline RenderFlowThread* toRenderFlowThread(RenderObject* object) { ASSERT_WITH_SECURITY_IMPLICATION(!object || object->isRenderFlowThread()); return static_cast(object); } inline const RenderFlowThread* toRenderFlowThread(const RenderObject* object) { ASSERT_WITH_SECURITY_IMPLICATION(!object || object->isRenderFlowThread()); return static_cast(object); } // This will catch anyone doing an unnecessary cast. void toRenderFlowThread(const RenderFlowThread*); class CurrentRenderFlowThreadMaintainer { WTF_MAKE_NONCOPYABLE(CurrentRenderFlowThreadMaintainer); public: CurrentRenderFlowThreadMaintainer(RenderFlowThread*); ~CurrentRenderFlowThreadMaintainer(); private: RenderFlowThread* m_renderFlowThread; RenderFlowThread* m_previousRenderFlowThread; }; // These structures are used by PODIntervalTree for debugging. #ifndef NDEBUG template <> struct ValueToString { static String string(const LayoutUnit value) { return String::number(value.toFloat()); } }; template <> struct ValueToString { static String string(const RenderRegion* value) { return String::format("%p", value); } }; #endif } // namespace WebCore #endif // RenderFlowThread_h