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/*
* Copyright (C) 2012 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 IN..0TERRUPTION) 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.
*/
#include "config.h"
#include "RenderNamedFlowThread.h"
#include "FlowThreadController.h"
#include "RenderRegion.h"
#include "RenderView.h"
#include "WebKitNamedFlow.h"
namespace WebCore {
RenderNamedFlowThread::RenderNamedFlowThread(Node* node, PassRefPtr<WebKitNamedFlow> namedFlow)
: RenderFlowThread(node)
, m_namedFlow(namedFlow)
, m_regionLayoutUpdateEventTimer(this, &RenderNamedFlowThread::regionLayoutUpdateEventTimerFired)
{
m_namedFlow->setRenderer(this);
}
RenderNamedFlowThread::~RenderNamedFlowThread()
{
m_namedFlow->setRenderer(0);
}
const char* RenderNamedFlowThread::renderName() const
{
return "RenderNamedFlowThread";
}
RenderObject* RenderNamedFlowThread::nextRendererForNode(Node* node) const
{
FlowThreadChildList::const_iterator it = m_flowThreadChildList.begin();
FlowThreadChildList::const_iterator end = m_flowThreadChildList.end();
for (; it != end; ++it) {
RenderObject* child = *it;
ASSERT(child->node());
unsigned short position = node->compareDocumentPosition(child->node());
if (position & Node::DOCUMENT_POSITION_FOLLOWING)
return child;
}
return 0;
}
RenderObject* RenderNamedFlowThread::previousRendererForNode(Node* node) const
{
if (m_flowThreadChildList.isEmpty())
return 0;
FlowThreadChildList::const_iterator begin = m_flowThreadChildList.begin();
FlowThreadChildList::const_iterator end = m_flowThreadChildList.end();
FlowThreadChildList::const_iterator it = end;
do {
--it;
RenderObject* child = *it;
ASSERT(child->node());
unsigned short position = node->compareDocumentPosition(child->node());
if (position & Node::DOCUMENT_POSITION_PRECEDING)
return child;
} while (it != begin);
return 0;
}
void RenderNamedFlowThread::addFlowChild(RenderObject* newChild, RenderObject* beforeChild)
{
// The child list is used to sort the flow thread's children render objects
// based on their corresponding nodes DOM order. The list is needed to avoid searching the whole DOM.
// Do not add anonymous objects.
if (!newChild->node())
return;
if (beforeChild)
m_flowThreadChildList.insertBefore(beforeChild, newChild);
else
m_flowThreadChildList.add(newChild);
}
void RenderNamedFlowThread::removeFlowChild(RenderObject* child)
{
m_flowThreadChildList.remove(child);
}
bool RenderNamedFlowThread::dependsOn(RenderNamedFlowThread* otherRenderFlowThread) const
{
if (m_layoutBeforeThreadsSet.contains(otherRenderFlowThread))
return true;
// Recursively traverse the m_layoutBeforeThreadsSet.
RenderNamedFlowThreadCountedSet::const_iterator iterator = m_layoutBeforeThreadsSet.begin();
RenderNamedFlowThreadCountedSet::const_iterator end = m_layoutBeforeThreadsSet.end();
for (; iterator != end; ++iterator) {
const RenderNamedFlowThread* beforeFlowThread = (*iterator).first;
if (beforeFlowThread->dependsOn(otherRenderFlowThread))
return true;
}
return false;
}
// Compare two regions to determine in which one the content should flow first.
// The function returns true if the first passed region is "less" than the second passed region.
// If the first region appears before second region in DOM,
// the first region is "less" than the second region.
// If the first region is "less" than the second region, the first region receives content before second region.
static bool compareRenderRegions(const RenderRegion* firstRegion, const RenderRegion* secondRegion)
{
ASSERT(firstRegion);
ASSERT(secondRegion);
// If the regions have the same region-index, compare their position in dom.
ASSERT(firstRegion->node());
ASSERT(secondRegion->node());
unsigned short position = firstRegion->node()->compareDocumentPosition(secondRegion->node());
return (position & Node::DOCUMENT_POSITION_FOLLOWING);
}
void RenderNamedFlowThread::addRegionToThread(RenderRegion* renderRegion)
{
ASSERT(renderRegion);
if (m_regionList.isEmpty())
m_regionList.add(renderRegion);
else {
// Find the first region "greater" than renderRegion.
RenderRegionList::iterator it = m_regionList.begin();
while (it != m_regionList.end() && !compareRenderRegions(renderRegion, *it))
++it;
m_regionList.insertBefore(it, renderRegion);
}
ASSERT(!renderRegion->isValid());
if (renderRegion->parentNamedFlowThread()) {
if (renderRegion->parentNamedFlowThread()->dependsOn(this)) {
// Register ourself to get a notification when the state changes.
renderRegion->parentNamedFlowThread()->m_observerThreadsSet.add(this);
return;
}
addDependencyOnFlowThread(renderRegion->parentNamedFlowThread());
}
renderRegion->setIsValid(true);
invalidateRegions();
}
void RenderNamedFlowThread::removeRegionFromThread(RenderRegion* renderRegion)
{
ASSERT(renderRegion);
m_regionRangeMap.clear();
m_regionList.remove(renderRegion);
if (renderRegion->parentNamedFlowThread()) {
if (!renderRegion->isValid()) {
renderRegion->parentNamedFlowThread()->m_observerThreadsSet.remove(this);
// No need to invalidate the regions rectangles. The removed region
// was not taken into account. Just return here.
return;
}
removeDependencyOnFlowThread(renderRegion->parentNamedFlowThread());
}
if (canBeDestroyed()) {
destroy();
return;
}
// After removing all the regions in the flow the following layout needs to dispatch the regionLayoutUpdate event
if (m_regionList.isEmpty())
setDispatchRegionLayoutUpdateEvent(true);
invalidateRegions();
}
void RenderNamedFlowThread::checkInvalidRegions()
{
for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
RenderRegion* region = *iter;
// The only reason a region would be invalid is because it has a parent flow thread.
ASSERT(region->isValid() || region->parentNamedFlowThread());
if (region->isValid() || region->parentNamedFlowThread()->dependsOn(this))
continue;
region->parentNamedFlowThread()->m_observerThreadsSet.remove(this);
addDependencyOnFlowThread(region->parentNamedFlowThread());
region->setIsValid(true);
invalidateRegions();
}
if (m_observerThreadsSet.isEmpty())
return;
// Notify all the flow threads that were dependent on this flow.
// Create a copy of the list first. That's because observers might change the list when calling checkInvalidRegions.
Vector<RenderNamedFlowThread*> observers;
copyToVector(m_observerThreadsSet, observers);
for (size_t i = 0; i < observers.size(); ++i) {
RenderNamedFlowThread* flowThread = observers.at(i);
flowThread->checkInvalidRegions();
}
}
void RenderNamedFlowThread::addDependencyOnFlowThread(RenderNamedFlowThread* otherFlowThread)
{
RenderNamedFlowThreadCountedSet::AddResult result = m_layoutBeforeThreadsSet.add(otherFlowThread);
if (result.isNewEntry) {
// This is the first time we see this dependency. Make sure we recalculate all the dependencies.
view()->flowThreadController()->setIsRenderNamedFlowThreadOrderDirty(true);
}
}
void RenderNamedFlowThread::removeDependencyOnFlowThread(RenderNamedFlowThread* otherFlowThread)
{
bool removed = m_layoutBeforeThreadsSet.remove(otherFlowThread);
if (removed) {
checkInvalidRegions();
view()->flowThreadController()->setIsRenderNamedFlowThreadOrderDirty(true);
}
}
void RenderNamedFlowThread::pushDependencies(RenderNamedFlowThreadList& list)
{
for (RenderNamedFlowThreadCountedSet::iterator iter = m_layoutBeforeThreadsSet.begin(); iter != m_layoutBeforeThreadsSet.end(); ++iter) {
RenderNamedFlowThread* flowThread = (*iter).first;
if (list.contains(flowThread))
continue;
flowThread->pushDependencies(list);
list.add(flowThread);
}
}
// The content nodes list contains those nodes with -webkit-flow-into: flow.
// An element with display:none should also be listed among those nodes.
// The list of nodes is ordered.
void RenderNamedFlowThread::registerNamedFlowContentNode(Node* contentNode)
{
ASSERT(contentNode && contentNode->isElementNode());
contentNode->setInNamedFlow();
// Find the first content node following the new content node.
for (NamedFlowContentNodes::iterator it = m_contentNodes.begin(); it != m_contentNodes.end(); ++it) {
Node* node = *it;
unsigned short position = contentNode->compareDocumentPosition(node);
if (position & Node::DOCUMENT_POSITION_FOLLOWING) {
m_contentNodes.insertBefore(node, contentNode);
return;
}
}
m_contentNodes.add(contentNode);
}
void RenderNamedFlowThread::unregisterNamedFlowContentNode(Node* contentNode)
{
ASSERT(contentNode && contentNode->isElementNode());
ASSERT(m_contentNodes.contains(contentNode));
ASSERT(contentNode->inNamedFlow());
contentNode->clearInNamedFlow();
m_contentNodes.remove(contentNode);
if (canBeDestroyed())
destroy();
}
const AtomicString& RenderNamedFlowThread::flowThreadName() const
{
return m_namedFlow->name();
}
void RenderNamedFlowThread::willBeDestroyed()
{
if (!documentBeingDestroyed())
view()->flowThreadController()->removeFlowThread(this);
RenderFlowThread::willBeDestroyed();
}
void RenderNamedFlowThread::dispatchRegionLayoutUpdateEvent()
{
RenderFlowThread::dispatchRegionLayoutUpdateEvent();
if (!m_regionLayoutUpdateEventTimer.isActive() && m_namedFlow->hasEventListeners())
m_regionLayoutUpdateEventTimer.startOneShot(0);
}
void RenderNamedFlowThread::regionLayoutUpdateEventTimerFired(Timer<RenderNamedFlowThread>*)
{
ASSERT(m_namedFlow);
m_namedFlow->dispatchRegionLayoutUpdateEvent();
}
}
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