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/*
* 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.
*/
#include "config.h"
#include "RenderFlowThread.h"
#include "FlowThreadController.h"
#include "HitTestRequest.h"
#include "HitTestResult.h"
#include "InlineElementBox.h"
#include "Node.h"
#include "PODIntervalTree.h"
#include "PaintInfo.h"
#include "RenderBoxRegionInfo.h"
#include "RenderInline.h"
#include "RenderLayer.h"
#include "RenderLayerCompositor.h"
#include "RenderNamedFlowFragment.h"
#include "RenderNamedFlowThread.h"
#include "RenderRegion.h"
#include "RenderTheme.h"
#include "RenderView.h"
#include "TransformState.h"
#include "WebKitNamedFlow.h"
#include <wtf/StackStats.h>
namespace WebCore {
RenderFlowThread::RenderFlowThread(Document& document, Ref<RenderStyle>&& style)
: RenderBlockFlow(document, WTF::move(style))
, m_previousRegionCount(0)
, m_autoLogicalHeightRegionsCount(0)
, m_currentRegionMaintainer(nullptr)
, m_regionsInvalidated(false)
, m_regionsHaveUniformLogicalWidth(true)
, m_regionsHaveUniformLogicalHeight(true)
, m_pageLogicalSizeChanged(false)
, m_layoutPhase(LayoutPhaseMeasureContent)
, m_needsTwoPhasesLayout(false)
, m_layersToRegionMappingsDirty(true)
{
setIsRenderFlowThread(true);
setFlowThreadState(InsideOutOfFlowThread);
}
Ref<RenderStyle> RenderFlowThread::createFlowThreadStyle(RenderStyle* parentStyle)
{
auto newStyle = RenderStyle::create();
newStyle.get().inheritFrom(parentStyle);
newStyle.get().setDisplay(BLOCK);
newStyle.get().setPosition(AbsolutePosition);
newStyle.get().setZIndex(0);
newStyle.get().setLeft(Length(0, Fixed));
newStyle.get().setTop(Length(0, Fixed));
newStyle.get().setWidth(Length(100, Percent));
newStyle.get().setHeight(Length(100, Percent));
newStyle.get().fontCascade().update(nullptr);
return newStyle;
}
void RenderFlowThread::styleDidChange(StyleDifference diff, const RenderStyle* oldStyle)
{
RenderBlockFlow::styleDidChange(diff, oldStyle);
if (oldStyle && oldStyle->writingMode() != style().writingMode())
invalidateRegions();
}
void RenderFlowThread::removeFlowChildInfo(RenderObject* child)
{
if (is<RenderBlockFlow>(*child))
removeLineRegionInfo(downcast<RenderBlockFlow>(child));
if (is<RenderBox>(*child))
removeRenderBoxRegionInfo(downcast<RenderBox>(child));
}
void RenderFlowThread::removeRegionFromThread(RenderRegion* renderRegion)
{
ASSERT(renderRegion);
m_regionList.remove(renderRegion);
}
void RenderFlowThread::invalidateRegions()
{
ASSERT(!inFinalLayoutPhase());
if (m_regionsInvalidated) {
ASSERT(selfNeedsLayout());
return;
}
m_regionRangeMap.clear();
m_breakBeforeToRegionMap.clear();
m_breakAfterToRegionMap.clear();
if (m_layerToRegionMap)
m_layerToRegionMap->clear();
if (m_regionToLayerListMap)
m_regionToLayerListMap->clear();
if (m_lineToRegionMap)
m_lineToRegionMap->clear();
m_layersToRegionMappingsDirty = true;
setNeedsLayout();
m_regionsInvalidated = true;
}
void RenderFlowThread::validateRegions()
{
if (m_regionsInvalidated) {
m_regionsInvalidated = false;
m_regionsHaveUniformLogicalWidth = true;
m_regionsHaveUniformLogicalHeight = true;
if (hasRegions()) {
LayoutUnit previousRegionLogicalWidth = 0;
LayoutUnit previousRegionLogicalHeight = 0;
bool firstRegionVisited = false;
for (auto& region : m_regionList) {
ASSERT(!region->needsLayout() || region->isRenderRegionSet());
region->deleteAllRenderBoxRegionInfo();
// In the measure content layout phase we need to initialize the computedAutoHeight for auto-height regions.
// See initializeRegionsComputedAutoHeight for the explanation.
// Also, if we have auto-height regions we can't assume m_regionsHaveUniformLogicalHeight to be true in the first phase
// because the auto-height regions don't have their height computed yet.
if (inMeasureContentLayoutPhase() && region->hasAutoLogicalHeight()) {
auto& namedFlowFragment = downcast<RenderNamedFlowFragment>(*region);
namedFlowFragment.setComputedAutoHeight(namedFlowFragment.maxPageLogicalHeight());
m_regionsHaveUniformLogicalHeight = false;
}
LayoutUnit regionLogicalWidth = region->pageLogicalWidth();
LayoutUnit regionLogicalHeight = region->pageLogicalHeight();
if (!firstRegionVisited)
firstRegionVisited = true;
else {
if (m_regionsHaveUniformLogicalWidth && previousRegionLogicalWidth != regionLogicalWidth)
m_regionsHaveUniformLogicalWidth = false;
if (m_regionsHaveUniformLogicalHeight && previousRegionLogicalHeight != regionLogicalHeight)
m_regionsHaveUniformLogicalHeight = false;
}
previousRegionLogicalWidth = regionLogicalWidth;
}
setRegionRangeForBox(this, m_regionList.first(), m_regionList.last());
}
}
updateLogicalWidth(); // Called to get the maximum logical width for the region.
updateRegionsFlowThreadPortionRect();
}
void RenderFlowThread::layout()
{
StackStats::LayoutCheckPoint layoutCheckPoint;
m_pageLogicalSizeChanged = m_regionsInvalidated && everHadLayout();
// In case this is the second pass of the measure content phase we need to update the auto-height regions to their initial value.
// If the region chain was invalidated this will happen anyway.
if (!m_regionsInvalidated && inMeasureContentLayoutPhase())
initializeRegionsComputedAutoHeight();
// This is the first phase of the layout and because we have auto-height regions we'll need a second
// pass to update the flow with the computed auto-height regions.
// It's also possible to need a secondary layout if the overflow computation invalidated the region chain (e.g. overflow: auto scrollbars
// shrunk some regions) so repropagation is required.
m_needsTwoPhasesLayout = (inMeasureContentLayoutPhase() && hasAutoLogicalHeightRegions()) || (inOverflowLayoutPhase() && m_regionsInvalidated);
validateRegions();
RenderBlockFlow::layout();
m_pageLogicalSizeChanged = false;
// If there are children layers in the RenderFlowThread then we need to make sure that the
// composited children layers will land in the right RenderRegions. Also, the parent RenderRegions
// will get RenderLayers and become composited as needed.
// Note that there's no need to do so for the inline multi-column as we are not moving layers into different
// containers, but just adjusting the position of the RenderLayerBacking.
if (!m_needsTwoPhasesLayout) {
// If we have layers that moved from one region to another, we trigger
// a composited layers rebuild in here to make sure that the regions will collect the right layers.
if (updateAllLayerToRegionMappings())
layer()->compositor().setCompositingLayersNeedRebuild();
}
}
bool RenderFlowThread::hasCompositingRegionDescendant() const
{
for (auto& region : m_regionList) {
if (downcast<RenderNamedFlowFragment>(*region).layerOwner().layer()->hasCompositingDescendant())
return true;
}
return false;
}
const RenderLayerList* RenderFlowThread::getLayerListForRegion(RenderNamedFlowFragment* region) const
{
ASSERT(m_regionToLayerListMap);
auto iterator = m_regionToLayerListMap->find(region);
return iterator == m_regionToLayerListMap->end() ? nullptr : &iterator->value;
}
RenderNamedFlowFragment* RenderFlowThread::regionForCompositedLayer(RenderLayer& childLayer) const
{
if (childLayer.renderer().fixedPositionedWithNamedFlowContainingBlock())
return nullptr;
if (childLayer.renderBox()) {
RenderRegion* startRegion = nullptr;
RenderRegion* endRegion = nullptr;
if (getRegionRangeForBox(childLayer.renderBox(), startRegion, endRegion))
return downcast<RenderNamedFlowFragment>(startRegion);
}
// FIXME: remove this when we'll have region ranges for inlines as well.
LayoutPoint flowThreadOffset = flooredLayoutPoint(childLayer.renderer().localToContainerPoint(LayoutPoint(), this, ApplyContainerFlip));
return downcast<RenderNamedFlowFragment>(regionAtBlockOffset(0, flipForWritingMode(isHorizontalWritingMode() ? flowThreadOffset.y() : flowThreadOffset.x()), true));
}
RenderNamedFlowFragment* RenderFlowThread::cachedRegionForCompositedLayer(RenderLayer& childLayer) const
{
if (!m_layerToRegionMap) {
ASSERT(needsLayout());
ASSERT(m_layersToRegionMappingsDirty);
return nullptr;
}
RenderNamedFlowFragment* namedFlowFragment = m_layerToRegionMap->get(&childLayer);
ASSERT(!namedFlowFragment || m_regionList.contains(namedFlowFragment));
return namedFlowFragment;
}
void RenderFlowThread::updateLayerToRegionMappings(RenderLayer& layer, LayerToRegionMap& layerToRegionMap, RegionToLayerListMap& regionToLayerListMap, bool& needsLayerUpdate)
{
RenderNamedFlowFragment* region = regionForCompositedLayer(layer);
if (!needsLayerUpdate) {
// Figure out if we moved this layer from a region to the other.
RenderNamedFlowFragment* previousRegion = cachedRegionForCompositedLayer(layer);
if (previousRegion != region)
needsLayerUpdate = true;
}
if (!region)
return;
layerToRegionMap.set(&layer, region);
auto iterator = regionToLayerListMap.find(region);
RenderLayerList& list = iterator == regionToLayerListMap.end() ? regionToLayerListMap.set(region, RenderLayerList()).iterator->value : iterator->value;
ASSERT(!list.contains(&layer));
list.append(&layer);
}
bool RenderFlowThread::updateAllLayerToRegionMappings()
{
if (!collectsGraphicsLayersUnderRegions())
return false;
// If the RenderFlowThread had a z-index layer update, then we need to update the composited layers too.
bool needsLayerUpdate = layer()->isDirtyRenderFlowThread() || m_layersToRegionMappingsDirty || !m_layerToRegionMap.get();
layer()->updateLayerListsIfNeeded();
LayerToRegionMap layerToRegionMap;
RegionToLayerListMap regionToLayerListMap;
RenderLayerList* lists[] = { layer()->negZOrderList(), layer()->normalFlowList(), layer()->posZOrderList() };
for (size_t listIndex = 0; listIndex < sizeof(lists) / sizeof(lists[0]); ++listIndex) {
if (RenderLayerList* list = lists[listIndex]) {
for (size_t i = 0, listSize = list->size(); i < listSize; ++i)
updateLayerToRegionMappings(*list->at(i), layerToRegionMap, regionToLayerListMap, needsLayerUpdate);
}
}
if (needsLayerUpdate) {
if (!m_layerToRegionMap)
m_layerToRegionMap = std::make_unique<LayerToRegionMap>();
m_layerToRegionMap->swap(layerToRegionMap);
if (!m_regionToLayerListMap)
m_regionToLayerListMap = std::make_unique<RegionToLayerListMap>();
m_regionToLayerListMap->swap(regionToLayerListMap);
}
m_layersToRegionMappingsDirty = false;
return needsLayerUpdate;
}
bool RenderFlowThread::collectsGraphicsLayersUnderRegions() const
{
// We only need to map layers to regions for named flow threads.
// Multi-column threads are displayed on top of the regions and do not require
// distributing the layers.
return false;
}
void RenderFlowThread::updateLogicalWidth()
{
LayoutUnit logicalWidth = initialLogicalWidth();
for (auto& region : m_regionList) {
ASSERT(!region->needsLayout() || region->isRenderRegionSet());
logicalWidth = std::max(region->pageLogicalWidth(), logicalWidth);
}
setLogicalWidth(logicalWidth);
// If the regions have non-uniform logical widths, then insert inset information for the RenderFlowThread.
for (auto& region : m_regionList) {
LayoutUnit regionLogicalWidth = region->pageLogicalWidth();
LayoutUnit logicalLeft = style().direction() == LTR ? LayoutUnit() : logicalWidth - regionLogicalWidth;
region->setRenderBoxRegionInfo(this, logicalLeft, regionLogicalWidth, false);
}
}
void RenderFlowThread::computeLogicalHeight(LayoutUnit, LayoutUnit logicalTop, LogicalExtentComputedValues& computedValues) const
{
computedValues.m_position = logicalTop;
computedValues.m_extent = 0;
const LayoutUnit maxFlowSize = RenderFlowThread::maxLogicalHeight();
for (auto& region : m_regionList) {
ASSERT(!region->needsLayout() || region->isRenderRegionSet());
LayoutUnit distanceToMaxSize = maxFlowSize - computedValues.m_extent;
computedValues.m_extent += std::min(distanceToMaxSize, region->logicalHeightOfAllFlowThreadContent());
// If we reached the maximum size there's no point in going further.
if (computedValues.m_extent == maxFlowSize)
return;
}
}
bool RenderFlowThread::nodeAtPoint(const HitTestRequest& request, HitTestResult& result, const HitTestLocation& locationInContainer, const LayoutPoint& accumulatedOffset, HitTestAction hitTestAction)
{
if (hitTestAction == HitTestBlockBackground)
return false;
return RenderBlockFlow::nodeAtPoint(request, result, locationInContainer, accumulatedOffset, hitTestAction);
}
bool RenderFlowThread::shouldRepaint(const LayoutRect& r) const
{
if (view().printing() || r.isEmpty())
return false;
return true;
}
void RenderFlowThread::repaintRectangleInRegions(const LayoutRect& repaintRect) const
{
if (!shouldRepaint(repaintRect) || !hasValidRegionInfo())
return;
LayoutStateDisabler layoutStateDisabler(&view()); // We can't use layout state to repaint, since the regions are somewhere else.
for (auto& region : m_regionList)
region->repaintFlowThreadContent(repaintRect);
}
RenderRegion* RenderFlowThread::regionAtBlockOffset(const RenderBox* clampBox, LayoutUnit offset, bool extendLastRegion) const
{
ASSERT(!m_regionsInvalidated);
if (m_regionList.isEmpty())
return nullptr;
if (m_regionList.size() == 1 && extendLastRegion)
return m_regionList.first();
if (offset <= 0)
return clampBox ? clampBox->clampToStartAndEndRegions(m_regionList.first()) : m_regionList.first();
RegionSearchAdapter adapter(offset);
m_regionIntervalTree.allOverlapsWithAdapter<RegionSearchAdapter>(adapter);
// If no region was found, the offset is in the flow thread overflow.
// The last region will contain the offset if extendLastRegion is set or if the last region is a set.
if (!adapter.result() && (extendLastRegion || m_regionList.last()->isRenderRegionSet()))
return clampBox ? clampBox->clampToStartAndEndRegions(m_regionList.last()) : m_regionList.last();
RenderRegion* region = adapter.result();
if (!clampBox)
return region;
return region ? clampBox->clampToStartAndEndRegions(region) : nullptr;
}
LayoutPoint RenderFlowThread::adjustedPositionRelativeToOffsetParent(const RenderBoxModelObject& boxModelObject, const LayoutPoint& startPoint) const
{
LayoutPoint referencePoint = startPoint;
const RenderBlock* objContainingBlock = boxModelObject.containingBlock();
// FIXME: This needs to be adapted for different writing modes inside the flow thread.
RenderRegion* startRegion = regionAtBlockOffset(objContainingBlock, referencePoint.y());
if (startRegion) {
// Take into account the offset coordinates of the region.
RenderBoxModelObject* startRegionBox = is<RenderNamedFlowFragment>(*startRegion) ? downcast<RenderBoxModelObject>(startRegion->parent()) : startRegion;
RenderBoxModelObject* currObject = startRegionBox;
RenderBoxModelObject* currOffsetParent;
while ((currOffsetParent = currObject->offsetParent())) {
referencePoint.move(currObject->offsetLeft(), currObject->offsetTop());
// Since we're looking for the offset relative to the body, we must also
// take into consideration the borders of the region's offsetParent.
if (is<RenderBox>(*currOffsetParent) && !currOffsetParent->isBody())
referencePoint.move(downcast<RenderBox>(*currOffsetParent).borderLeft(), downcast<RenderBox>(*currOffsetParent).borderTop());
currObject = currOffsetParent;
}
// We need to check if any of this box's containing blocks start in a different region
// and if so, drop the object's top position (which was computed relative to its containing block
// and is no longer valid) and recompute it using the region in which it flows as reference.
bool wasComputedRelativeToOtherRegion = false;
while (objContainingBlock && !objContainingBlock->isRenderNamedFlowThread()) {
// Check if this object is in a different region.
RenderRegion* parentStartRegion = nullptr;
RenderRegion* parentEndRegion = nullptr;
if (getRegionRangeForBox(objContainingBlock, parentStartRegion, parentEndRegion) && parentStartRegion != startRegion) {
wasComputedRelativeToOtherRegion = true;
break;
}
objContainingBlock = objContainingBlock->containingBlock();
}
if (wasComputedRelativeToOtherRegion) {
if (is<RenderBox>(boxModelObject)) {
// Use borderBoxRectInRegion to account for variations such as percentage margins.
LayoutRect borderBoxRect = downcast<RenderBox>(boxModelObject).borderBoxRectInRegion(startRegion, RenderBox::DoNotCacheRenderBoxRegionInfo);
referencePoint.move(borderBoxRect.location().x(), 0);
}
// Get the logical top coordinate of the current object.
LayoutUnit top = 0;
if (is<RenderBlock>(boxModelObject))
top = downcast<RenderBlock>(boxModelObject).offsetFromLogicalTopOfFirstPage();
else {
if (boxModelObject.containingBlock())
top = boxModelObject.containingBlock()->offsetFromLogicalTopOfFirstPage();
if (is<RenderBox>(boxModelObject))
top += downcast<RenderBox>(boxModelObject).topLeftLocation().y();
else if (is<RenderInline>(boxModelObject))
top -= downcast<RenderInline>(boxModelObject).borderTop();
}
// Get the logical top of the region this object starts in
// and compute the object's top, relative to the region's top.
LayoutUnit regionLogicalTop = startRegion->pageLogicalTopForOffset(top);
LayoutUnit topRelativeToRegion = top - regionLogicalTop;
referencePoint.setY(startRegionBox->offsetTop() + topRelativeToRegion);
// Since the top has been overriden, check if the
// relative/sticky positioning must be reconsidered.
if (boxModelObject.isRelPositioned())
referencePoint.move(0, boxModelObject.relativePositionOffset().height());
else if (boxModelObject.isStickyPositioned())
referencePoint.move(0, boxModelObject.stickyPositionOffset().height());
}
// Since we're looking for the offset relative to the body, we must also
// take into consideration the borders of the region.
referencePoint.move(startRegionBox->borderLeft(), startRegionBox->borderTop());
}
return referencePoint;
}
LayoutUnit RenderFlowThread::pageLogicalTopForOffset(LayoutUnit offset) const
{
RenderRegion* region = regionAtBlockOffset(0, offset, false);
return region ? region->pageLogicalTopForOffset(offset) : LayoutUnit();
}
LayoutUnit RenderFlowThread::pageLogicalWidthForOffset(LayoutUnit offset) const
{
RenderRegion* region = regionAtBlockOffset(0, offset, true);
return region ? region->pageLogicalWidth() : contentLogicalWidth();
}
LayoutUnit RenderFlowThread::pageLogicalHeightForOffset(LayoutUnit offset) const
{
RenderRegion* region = regionAtBlockOffset(0, offset, false);
if (!region)
return 0;
return region->pageLogicalHeight();
}
LayoutUnit RenderFlowThread::pageRemainingLogicalHeightForOffset(LayoutUnit offset, PageBoundaryRule pageBoundaryRule) const
{
RenderRegion* region = regionAtBlockOffset(0, offset, false);
if (!region)
return 0;
LayoutUnit pageLogicalTop = region->pageLogicalTopForOffset(offset);
LayoutUnit pageLogicalHeight = region->pageLogicalHeight();
LayoutUnit pageLogicalBottom = pageLogicalTop + pageLogicalHeight;
LayoutUnit remainingHeight = pageLogicalBottom - offset;
if (pageBoundaryRule == IncludePageBoundary) {
// If IncludePageBoundary is set, the line exactly on the top edge of a
// region will act as being part of the previous region.
remainingHeight = intMod(remainingHeight, pageLogicalHeight);
}
return remainingHeight;
}
RenderRegion* RenderFlowThread::mapFromFlowToRegion(TransformState& transformState) const
{
if (!hasValidRegionInfo())
return nullptr;
RenderRegion* renderRegion = currentRegion();
if (!renderRegion) {
LayoutRect boxRect = transformState.mappedQuad().enclosingBoundingBox();
flipForWritingMode(boxRect);
LayoutPoint center = boxRect.center();
renderRegion = regionAtBlockOffset(this, isHorizontalWritingMode() ? center.y() : center.x(), true);
if (!renderRegion)
return nullptr;
}
LayoutRect flippedRegionRect(renderRegion->flowThreadPortionRect());
flipForWritingMode(flippedRegionRect);
transformState.move(renderRegion->contentBoxRect().location() - flippedRegionRect.location());
return renderRegion;
}
void RenderFlowThread::removeRenderBoxRegionInfo(RenderBox* box)
{
if (!hasRegions())
return;
// If the region chain was invalidated the next layout will clear the box information from all the regions.
if (m_regionsInvalidated) {
ASSERT(selfNeedsLayout());
return;
}
RenderRegion* startRegion = nullptr;
RenderRegion* endRegion = nullptr;
if (getRegionRangeForBox(box, startRegion, endRegion)) {
for (auto it = m_regionList.find(startRegion), end = m_regionList.end(); it != end; ++it) {
RenderRegion* region = *it;
region->removeRenderBoxRegionInfo(box);
if (region == endRegion)
break;
}
}
#ifndef NDEBUG
// We have to make sure we did not leave any RenderBoxRegionInfo attached.
for (auto& region : m_regionList)
ASSERT(!region->renderBoxRegionInfo(box));
#endif
m_regionRangeMap.remove(box);
}
void RenderFlowThread::removeLineRegionInfo(const RenderBlockFlow* blockFlow)
{
if (!m_lineToRegionMap || blockFlow->lineLayoutPath() == SimpleLinesPath)
return;
for (RootInlineBox* curr = blockFlow->firstRootBox(); curr; curr = curr->nextRootBox()) {
if (m_lineToRegionMap->contains(curr))
m_lineToRegionMap->remove(curr);
}
ASSERT_WITH_SECURITY_IMPLICATION(checkLinesConsistency(blockFlow));
}
void RenderFlowThread::logicalWidthChangedInRegionsForBlock(const RenderBlock* block, bool& relayoutChildren)
{
if (!hasValidRegionInfo()) {
// FIXME: Remove once we stop laying out flow threads without regions.
// If we had regions but don't any more, relayout the children because the code below
// can't properly detect this scenario.
relayoutChildren |= previousRegionCountChanged();
return;
}
auto it = m_regionRangeMap.find(block);
if (it == m_regionRangeMap.end())
return;
RenderRegionRange& range = it->value;
bool rangeInvalidated = range.rangeInvalidated();
range.clearRangeInvalidated();
// If there will be a relayout anyway skip the next steps because they only verify
// the state of the ranges.
if (relayoutChildren)
return;
// Not necessary for the flow thread, since we already computed the correct info for it.
// If the regions have changed invalidate the children.
if (block == this) {
relayoutChildren = m_pageLogicalSizeChanged;
return;
}
RenderRegion* startRegion = nullptr;
RenderRegion* endRegion = nullptr;
if (!getRegionRangeForBox(block, startRegion, endRegion))
return;
for (auto it = m_regionList.find(startRegion), end = m_regionList.end(); it != end; ++it) {
RenderRegion* region = *it;
ASSERT(!region->needsLayout() || region->isRenderRegionSet());
// We have no information computed for this region so we need to do it.
std::unique_ptr<RenderBoxRegionInfo> oldInfo = region->takeRenderBoxRegionInfo(block);
if (!oldInfo) {
relayoutChildren = rangeInvalidated;
return;
}
LayoutUnit oldLogicalWidth = oldInfo->logicalWidth();
RenderBoxRegionInfo* newInfo = block->renderBoxRegionInfo(region);
if (!newInfo || newInfo->logicalWidth() != oldLogicalWidth) {
relayoutChildren = true;
return;
}
if (region == endRegion)
break;
}
}
LayoutUnit RenderFlowThread::contentLogicalWidthOfFirstRegion() const
{
RenderRegion* firstValidRegionInFlow = firstRegion();
if (!firstValidRegionInFlow)
return 0;
return isHorizontalWritingMode() ? firstValidRegionInFlow->contentWidth() : firstValidRegionInFlow->contentHeight();
}
LayoutUnit RenderFlowThread::contentLogicalHeightOfFirstRegion() const
{
RenderRegion* firstValidRegionInFlow = firstRegion();
if (!firstValidRegionInFlow)
return 0;
return isHorizontalWritingMode() ? firstValidRegionInFlow->contentHeight() : firstValidRegionInFlow->contentWidth();
}
LayoutUnit RenderFlowThread::contentLogicalLeftOfFirstRegion() const
{
RenderRegion* firstValidRegionInFlow = firstRegion();
if (!firstValidRegionInFlow)
return 0;
return isHorizontalWritingMode() ? firstValidRegionInFlow->flowThreadPortionRect().x() : firstValidRegionInFlow->flowThreadPortionRect().y();
}
RenderRegion* RenderFlowThread::firstRegion() const
{
if (!hasRegions())
return nullptr;
return m_regionList.first();
}
RenderRegion* RenderFlowThread::lastRegion() const
{
if (!hasRegions())
return nullptr;
return m_regionList.last();
}
void RenderFlowThread::clearRenderBoxRegionInfoAndCustomStyle(const RenderBox* box,
const RenderRegion* newStartRegion, const RenderRegion* newEndRegion,
const RenderRegion* oldStartRegion, const RenderRegion* oldEndRegion)
{
ASSERT(newStartRegion && newEndRegion && oldStartRegion && oldEndRegion);
bool insideOldRegionRange = false;
bool insideNewRegionRange = false;
for (auto& region : m_regionList) {
if (oldStartRegion == region)
insideOldRegionRange = true;
if (newStartRegion == region)
insideNewRegionRange = true;
if (!(insideOldRegionRange && insideNewRegionRange)) {
if (is<RenderNamedFlowFragment>(*region))
downcast<RenderNamedFlowFragment>(*region).clearObjectStyleInRegion(box);
if (region->renderBoxRegionInfo(box))
region->removeRenderBoxRegionInfo(box);
}
if (oldEndRegion == region)
insideOldRegionRange = false;
if (newEndRegion == region)
insideNewRegionRange = false;
}
}
void RenderFlowThread::setRegionRangeForBox(const RenderBox* box, RenderRegion* startRegion, RenderRegion* endRegion)
{
ASSERT(hasRegions());
ASSERT(startRegion && endRegion && startRegion->flowThread() == this && endRegion->flowThread() == this);
auto it = m_regionRangeMap.find(box);
if (it == m_regionRangeMap.end()) {
m_regionRangeMap.set(box, RenderRegionRange(startRegion, endRegion));
return;
}
// If nothing changed, just bail.
RenderRegionRange& range = it->value;
if (range.startRegion() == startRegion && range.endRegion() == endRegion)
return;
clearRenderBoxRegionInfoAndCustomStyle(box, startRegion, endRegion, range.startRegion(), range.endRegion());
range.setRange(startRegion, endRegion);
}
bool RenderFlowThread::hasCachedRegionRangeForBox(const RenderBox* box) const
{
ASSERT(box);
return m_regionRangeMap.contains(box);
}
bool RenderFlowThread::getRegionRangeForBoxFromCachedInfo(const RenderBox* box, RenderRegion*& startRegion, RenderRegion*& endRegion) const
{
ASSERT(box);
ASSERT(hasValidRegionInfo());
ASSERT((startRegion == nullptr) && (endRegion == nullptr));
auto it = m_regionRangeMap.find(box);
if (it != m_regionRangeMap.end()) {
const RenderRegionRange& range = it->value;
startRegion = range.startRegion();
endRegion = range.endRegion();
ASSERT(m_regionList.contains(startRegion) && m_regionList.contains(endRegion));
return true;
}
return false;
}
bool RenderFlowThread::getRegionRangeForBox(const RenderBox* box, RenderRegion*& startRegion, RenderRegion*& endRegion) const
{
ASSERT(box);
startRegion = endRegion = nullptr;
if (!hasValidRegionInfo()) // We clear the ranges when we invalidate the regions.
return false;
if (m_regionList.size() == 1) {
startRegion = endRegion = m_regionList.first();
return true;
}
if (getRegionRangeForBoxFromCachedInfo(box, startRegion, endRegion))
return true;
return false;
}
bool RenderFlowThread::computedRegionRangeForBox(const RenderBox* box, RenderRegion*& startRegion, RenderRegion*& endRegion) const
{
ASSERT(box);
startRegion = endRegion = nullptr;
if (!hasValidRegionInfo()) // We clear the ranges when we invalidate the regions.
return false;
if (getRegionRangeForBox(box, startRegion, endRegion))
return true;
// Search the region range using the information provided by the
// containing block chain.
RenderBox* cb = const_cast<RenderBox*>(box);
while (!cb->isRenderFlowThread()) {
InlineElementBox* boxWrapper = cb->inlineBoxWrapper();
if (boxWrapper && boxWrapper->root().containingRegion()) {
startRegion = endRegion = boxWrapper->root().containingRegion();
ASSERT(m_regionList.contains(startRegion));
return true;
}
// FIXME: Use the containingBlock() value once we patch all the layout systems to be region range aware
// (e.g. if we use containingBlock() the shadow controls of a video element won't get the range from the
// video box because it's not a block; they need to be patched separately).
ASSERT(cb->parent());
cb = &cb->parent()->enclosingBox();
ASSERT(cb);
// If a box doesn't have a cached region range it usually means the box belongs to a line so startRegion should be equal with endRegion.
// FIXME: Find the cases when this startRegion should not be equal with endRegion and make sure these boxes have cached region ranges.
if (hasCachedRegionRangeForBox(cb)) {
startRegion = endRegion = regionAtBlockOffset(cb, box->offsetFromLogicalTopOfFirstPage(), true);
return true;
}
}
ASSERT_NOT_REACHED();
return false;
}
bool RenderFlowThread::regionInRange(const RenderRegion* targetRegion, const RenderRegion* startRegion, const RenderRegion* endRegion) const
{
ASSERT(targetRegion);
for (auto it = m_regionList.find(const_cast<RenderRegion*>(startRegion)), end = m_regionList.end(); it != end; ++it) {
const RenderRegion* currRegion = *it;
if (targetRegion == currRegion)
return true;
if (currRegion == endRegion)
break;
}
return false;
}
bool RenderFlowThread::objectShouldFragmentInFlowRegion(const RenderObject* object, const RenderRegion* region) const
{
ASSERT(object);
ASSERT(region);
RenderFlowThread* flowThread = object->flowThreadContainingBlock();
if (flowThread != this)
return false;
if (!m_regionList.contains(const_cast<RenderRegion*>(region)))
return false;
RenderRegion* enclosingBoxStartRegion = nullptr;
RenderRegion* enclosingBoxEndRegion = nullptr;
// If the box has no range, do not check regionInRange. Boxes inside inlines do not get ranges.
// Instead, the containing RootInlineBox will abort when trying to paint inside the wrong region.
if (computedRegionRangeForBox(&object->enclosingBox(), enclosingBoxStartRegion, enclosingBoxEndRegion)
&& !regionInRange(region, enclosingBoxStartRegion, enclosingBoxEndRegion))
return false;
return object->isBox() || object->isRenderInline();
}
bool RenderFlowThread::objectInFlowRegion(const RenderObject* object, const RenderRegion* region) const
{
ASSERT(object);
ASSERT(region);
RenderFlowThread* flowThread = object->flowThreadContainingBlock();
if (flowThread != this)
return false;
if (!m_regionList.contains(const_cast<RenderRegion*>(region)))
return false;
RenderRegion* enclosingBoxStartRegion = nullptr;
RenderRegion* enclosingBoxEndRegion = nullptr;
if (!getRegionRangeForBox(&object->enclosingBox(), enclosingBoxStartRegion, enclosingBoxEndRegion))
return false;
if (!regionInRange(region, enclosingBoxStartRegion, enclosingBoxEndRegion))
return false;
if (object->isBox())
return true;
LayoutRect objectABBRect = object->absoluteBoundingBoxRect(true);
if (!objectABBRect.width())
objectABBRect.setWidth(1);
if (!objectABBRect.height())
objectABBRect.setHeight(1);
if (objectABBRect.intersects(region->absoluteBoundingBoxRect(true)))
return true;
if (region == lastRegion()) {
// If the object does not intersect any of the enclosing box regions
// then the object is in last region.
for (auto it = m_regionList.find(enclosingBoxStartRegion), end = m_regionList.end(); it != end; ++it) {
const RenderRegion* currRegion = *it;
if (currRegion == region)
break;
if (objectABBRect.intersects(currRegion->absoluteBoundingBoxRect(true)))
return false;
}
return true;
}
return false;
}
#ifndef NDEBUG
bool RenderFlowThread::isAutoLogicalHeightRegionsCountConsistent() const
{
unsigned autoLogicalHeightRegions = 0;
for (const auto& region : m_regionList) {
if (region->hasAutoLogicalHeight())
autoLogicalHeightRegions++;
}
return autoLogicalHeightRegions == m_autoLogicalHeightRegionsCount;
}
#endif
#if !ASSERT_WITH_SECURITY_IMPLICATION_DISABLED
bool RenderFlowThread::checkLinesConsistency(const RenderBlockFlow* removedBlock) const
{
if (!m_lineToRegionMap)
return true;
for (auto& linePair : *m_lineToRegionMap.get()) {
const RootInlineBox* line = linePair.key;
RenderRegion* region = linePair.value;
if (&line->blockFlow() == removedBlock)
return false;
if (line->blockFlow().flowThreadState() == NotInsideFlowThread)
return false;
if (!m_regionList.contains(region))
return false;
}
return true;
}
#endif
void RenderFlowThread::clearLinesToRegionMap()
{
if (m_lineToRegionMap)
m_lineToRegionMap->clear();
}
void RenderFlowThread::deleteLines()
{
clearLinesToRegionMap();
RenderBlockFlow::deleteLines();
}
void RenderFlowThread::willBeDestroyed()
{
clearLinesToRegionMap();
RenderBlockFlow::willBeDestroyed();
}
// During the measure content layout phase of the named flow the regions are initialized with a height equal to their max-height.
// This way unforced breaks are automatically placed when a region is full and the content height/position correctly estimated.
// Also, the region where a forced break falls is exactly the region found at the forced break offset inside the flow content.
void RenderFlowThread::initializeRegionsComputedAutoHeight(RenderRegion* startRegion)
{
ASSERT(inMeasureContentLayoutPhase());
if (!hasAutoLogicalHeightRegions())
return;
for (auto regionIter = startRegion ? m_regionList.find(startRegion) : m_regionList.begin(), end = m_regionList.end(); regionIter != end; ++regionIter) {
RenderRegion& region = **regionIter;
if (region.hasAutoLogicalHeight()) {
auto& namedFlowFragment = downcast<RenderNamedFlowFragment>(region);
namedFlowFragment.setComputedAutoHeight(namedFlowFragment.maxPageLogicalHeight());
}
}
}
void RenderFlowThread::markAutoLogicalHeightRegionsForLayout()
{
ASSERT(hasAutoLogicalHeightRegions());
for (auto& region : m_regionList) {
if (!region->hasAutoLogicalHeight())
continue;
// FIXME: We need to find a way to avoid marking all the regions ancestors for layout
// as we are already inside layout.
region->setNeedsLayout();
}
}
void RenderFlowThread::markRegionsForOverflowLayoutIfNeeded()
{
if (!hasRegions())
return;
for (auto& region : m_regionList)
region->setNeedsSimplifiedNormalFlowLayout();
}
void RenderFlowThread::updateRegionsFlowThreadPortionRect(const RenderRegion* lastRegionWithContent)
{
ASSERT(!lastRegionWithContent || (inMeasureContentLayoutPhase() && hasAutoLogicalHeightRegions()));
LayoutUnit logicalHeight = 0;
bool emptyRegionsSegment = false;
// FIXME: Optimize not to clear the interval all the time. This implies manually managing the tree nodes lifecycle.
m_regionIntervalTree.clear();
for (auto& region : m_regionList) {
// If we find an empty auto-height region, clear the computedAutoHeight value.
if (emptyRegionsSegment && region->hasAutoLogicalHeight())
downcast<RenderNamedFlowFragment>(*region).clearComputedAutoHeight();
LayoutUnit regionLogicalWidth = region->pageLogicalWidth();
LayoutUnit regionLogicalHeight = std::min<LayoutUnit>(RenderFlowThread::maxLogicalHeight() - logicalHeight, region->logicalHeightOfAllFlowThreadContent());
LayoutRect regionRect(style().direction() == LTR ? LayoutUnit() : logicalWidth() - regionLogicalWidth, logicalHeight, regionLogicalWidth, regionLogicalHeight);
region->setFlowThreadPortionRect(isHorizontalWritingMode() ? regionRect : regionRect.transposedRect());
m_regionIntervalTree.add(RegionIntervalTree::createInterval(logicalHeight, logicalHeight + regionLogicalHeight, region));
logicalHeight += regionLogicalHeight;
// Once we find the last region with content the next regions are considered empty.
if (lastRegionWithContent == region)
emptyRegionsSegment = true;
}
ASSERT(!lastRegionWithContent || emptyRegionsSegment);
}
// Even if we require the break to occur at offsetBreakInFlowThread, because regions may have min/max-height values,
// it is possible that the break will occur at a different offset than the original one required.
// offsetBreakAdjustment measures the different between the requested break offset and the current break offset.
bool RenderFlowThread::addForcedRegionBreak(const RenderBlock* block, LayoutUnit offsetBreakInFlowThread, RenderBox* breakChild, bool isBefore, LayoutUnit* offsetBreakAdjustment)
{
// We take breaks into account for height computation for auto logical height regions
// only in the layout phase in which we lay out the flows threads unconstrained
// and we use the content breaks to determine the computed auto height for
// auto logical height regions.
if (!inMeasureContentLayoutPhase())
return false;
// Breaks can come before or after some objects. We need to track these objects, so that if we get
// multiple breaks for the same object (for example because of multiple layouts on the same object),
// we need to invalidate every other region after the old one and start computing from fresh.
RenderBoxToRegionMap& mapToUse = isBefore ? m_breakBeforeToRegionMap : m_breakAfterToRegionMap;
auto iter = mapToUse.find(breakChild);
if (iter != mapToUse.end()) {
auto regionIter = m_regionList.find(iter->value);
ASSERT(regionIter != m_regionList.end());
ASSERT((*regionIter)->hasAutoLogicalHeight());
initializeRegionsComputedAutoHeight(*regionIter);
// We need to update the regions flow thread portion rect because we are going to process
// a break on these regions.
updateRegionsFlowThreadPortionRect();
}
// Simulate a region break at offsetBreakInFlowThread. If it points inside an auto logical height region,
// then it determines the region computed auto height.
RenderRegion* region = regionAtBlockOffset(block, offsetBreakInFlowThread);
if (!region)
return false;
bool lastBreakAfterContent = breakChild == this;
bool hasComputedAutoHeight = false;
LayoutUnit currentRegionOffsetInFlowThread = isHorizontalWritingMode() ? region->flowThreadPortionRect().y() : region->flowThreadPortionRect().x();
LayoutUnit offsetBreakInCurrentRegion = offsetBreakInFlowThread - currentRegionOffsetInFlowThread;
if (region->hasAutoLogicalHeight()) {
auto& namedFlowFragment = downcast<RenderNamedFlowFragment>(*region);
// A forced break can appear only in an auto-height region that didn't have a forced break before.
// This ASSERT is a good-enough heuristic to verify the above condition.
ASSERT(namedFlowFragment.maxPageLogicalHeight() == namedFlowFragment.computedAutoHeight());
mapToUse.set(breakChild, &namedFlowFragment);
hasComputedAutoHeight = true;
// Compute the region height pretending that the offsetBreakInCurrentRegion is the logicalHeight for the auto-height region.
LayoutUnit regionComputedAutoHeight = namedFlowFragment.constrainContentBoxLogicalHeightByMinMax(offsetBreakInCurrentRegion);
// The new height of this region needs to be smaller than the initial value, the max height. A forced break is the only way to change the initial
// height of an auto-height region besides content ending.
ASSERT(regionComputedAutoHeight <= namedFlowFragment.maxPageLogicalHeight());
namedFlowFragment.setComputedAutoHeight(regionComputedAutoHeight);
currentRegionOffsetInFlowThread += regionComputedAutoHeight;
} else
currentRegionOffsetInFlowThread += isHorizontalWritingMode() ? region->flowThreadPortionRect().height() : region->flowThreadPortionRect().width();
// If the break was found inside an auto-height region its size changed so we need to recompute the flow thread portion rectangles.
// Also, if this is the last break after the content we need to clear the computedAutoHeight value on the last empty regions.
if (hasAutoLogicalHeightRegions() && lastBreakAfterContent)
updateRegionsFlowThreadPortionRect(region);
else if (hasComputedAutoHeight)
updateRegionsFlowThreadPortionRect();
if (offsetBreakAdjustment)
*offsetBreakAdjustment = std::max<LayoutUnit>(0, currentRegionOffsetInFlowThread - offsetBreakInFlowThread);
return hasComputedAutoHeight;
}
void RenderFlowThread::incrementAutoLogicalHeightRegions()
{
if (!m_autoLogicalHeightRegionsCount)
view().flowThreadController().incrementFlowThreadsWithAutoLogicalHeightRegions();
++m_autoLogicalHeightRegionsCount;
}
void RenderFlowThread::decrementAutoLogicalHeightRegions()
{
ASSERT(m_autoLogicalHeightRegionsCount > 0);
--m_autoLogicalHeightRegionsCount;
if (!m_autoLogicalHeightRegionsCount)
view().flowThreadController().decrementFlowThreadsWithAutoLogicalHeightRegions();
}
void RenderFlowThread::collectLayerFragments(LayerFragments& layerFragments, const LayoutRect& layerBoundingBox, const LayoutRect& dirtyRect)
{
ASSERT(!m_regionsInvalidated);
for (auto& region : m_regionList)
region->collectLayerFragments(layerFragments, layerBoundingBox, dirtyRect);
}
LayoutRect RenderFlowThread::fragmentsBoundingBox(const LayoutRect& layerBoundingBox)
{
ASSERT(!m_regionsInvalidated);
LayoutRect result;
for (auto& region : m_regionList) {
LayerFragments fragments;
region->collectLayerFragments(fragments, layerBoundingBox, LayoutRect::infiniteRect());
for (const auto& fragment : fragments) {
LayoutRect fragmentRect(layerBoundingBox);
fragmentRect.intersect(fragment.paginationClip);
fragmentRect.move(fragment.paginationOffset);
result.unite(fragmentRect);
}
}
return result;
}
bool RenderFlowThread::hasCachedOffsetFromLogicalTopOfFirstRegion(const RenderBox* box) const
{
return m_boxesToOffsetMap.contains(box);
}
LayoutUnit RenderFlowThread::cachedOffsetFromLogicalTopOfFirstRegion(const RenderBox* box) const
{
return m_boxesToOffsetMap.get(box);
}
void RenderFlowThread::setOffsetFromLogicalTopOfFirstRegion(const RenderBox* box, LayoutUnit offset)
{
m_boxesToOffsetMap.set(box, offset);
}
void RenderFlowThread::clearOffsetFromLogicalTopOfFirstRegion(const RenderBox* box)
{
ASSERT(m_boxesToOffsetMap.contains(box));
m_boxesToOffsetMap.remove(box);
}
const RenderBox* RenderFlowThread::currentActiveRenderBox() const
{
if (m_activeObjectsStack.isEmpty())
return nullptr;
const RenderObject* currentObject = m_activeObjectsStack.last();
return is<RenderBox>(*currentObject) ? downcast<RenderBox>(currentObject) : nullptr;
}
void RenderFlowThread::pushFlowThreadLayoutState(const RenderObject& object)
{
m_activeObjectsStack.append(&object);
if (const RenderBox* currentBoxDescendant = currentActiveRenderBox()) {
LayoutState* layoutState = currentBoxDescendant->view().layoutState();
if (layoutState && layoutState->isPaginated()) {
ASSERT(layoutState->m_renderer == currentBoxDescendant);
LayoutSize offsetDelta = layoutState->m_layoutOffset - layoutState->m_pageOffset;
setOffsetFromLogicalTopOfFirstRegion(currentBoxDescendant, currentBoxDescendant->isHorizontalWritingMode() ? offsetDelta.height() : offsetDelta.width());
}
}
}
void RenderFlowThread::popFlowThreadLayoutState()
{
if (const RenderBox* currentBoxDescendant = currentActiveRenderBox()) {
LayoutState* layoutState = currentBoxDescendant->view().layoutState();
if (layoutState && layoutState->isPaginated())
clearOffsetFromLogicalTopOfFirstRegion(currentBoxDescendant);
}
m_activeObjectsStack.removeLast();
}
LayoutUnit RenderFlowThread::offsetFromLogicalTopOfFirstRegion(const RenderBlock* currentBlock) const
{
// First check if we cached the offset for the block if it's an ancestor containing block of the box
// being currently laid out.
if (hasCachedOffsetFromLogicalTopOfFirstRegion(currentBlock))
return cachedOffsetFromLogicalTopOfFirstRegion(currentBlock);
// As a last resort, take the slow path.
LayoutRect blockRect(0, 0, currentBlock->width(), currentBlock->height());
while (currentBlock && !currentBlock->isRenderFlowThread()) {
RenderBlock* containerBlock = currentBlock->containingBlock();
ASSERT(containerBlock);
if (!containerBlock)
return 0;
LayoutPoint currentBlockLocation = currentBlock->location();
if (containerBlock->style().writingMode() != currentBlock->style().writingMode()) {
// We have to put the block rect in container coordinates
// and we have to take into account both the container and current block flipping modes
if (containerBlock->style().isFlippedBlocksWritingMode()) {
if (containerBlock->isHorizontalWritingMode())
blockRect.setY(currentBlock->height() - blockRect.maxY());
else
blockRect.setX(currentBlock->width() - blockRect.maxX());
}
currentBlock->flipForWritingMode(blockRect);
}
blockRect.moveBy(currentBlockLocation);
currentBlock = containerBlock;
}
return currentBlock->isHorizontalWritingMode() ? blockRect.y() : blockRect.x();
}
void RenderFlowThread::RegionSearchAdapter::collectIfNeeded(const RegionInterval& interval)
{
if (m_result)
return;
if (interval.low() <= m_offset && interval.high() > m_offset)
m_result = interval.data();
}
void RenderFlowThread::mapLocalToContainer(const RenderLayerModelObject* repaintContainer, TransformState& transformState, MapCoordinatesFlags mode, bool* wasFixed) const
{
if (this == repaintContainer)
return;
if (RenderRegion* region = mapFromFlowToRegion(transformState)) {
// FIXME: The cast below is probably not the best solution, we may need to find a better way.
const RenderObject* regionObject = static_cast<const RenderObject*>(region);
// If the repaint container is nullptr, we have to climb up to the RenderView, otherwise swap
// it with the region's repaint container.
repaintContainer = repaintContainer ? region->containerForRepaint() : nullptr;
if (RenderFlowThread* regionFlowThread = region->flowThreadContainingBlock()) {
RenderRegion* startRegion = nullptr;
RenderRegion* endRegion = nullptr;
if (regionFlowThread->getRegionRangeForBox(region, startRegion, endRegion)) {
CurrentRenderRegionMaintainer regionMaintainer(*startRegion);
regionObject->mapLocalToContainer(repaintContainer, transformState, mode, wasFixed);
return;
}
}
regionObject->mapLocalToContainer(repaintContainer, transformState, mode, wasFixed);
}
}
// FIXME: Make this function faster. Walking the render tree is slow, better use a caching mechanism (e.g. |cachedOffsetFromLogicalTopOfFirstRegion|).
LayoutRect RenderFlowThread::mapFromLocalToFlowThread(const RenderBox* box, const LayoutRect& localRect) const
{
LayoutRect boxRect = localRect;
while (box && box != this) {
RenderBlock* containerBlock = box->containingBlock();
ASSERT(containerBlock);
if (!containerBlock)
return LayoutRect();
LayoutPoint currentBoxLocation = box->location();
if (containerBlock->style().writingMode() != box->style().writingMode())
box->flipForWritingMode(boxRect);
boxRect.moveBy(currentBoxLocation);
box = containerBlock;
}
return boxRect;
}
// FIXME: Make this function faster. Walking the render tree is slow, better use a caching mechanism (e.g. |cachedOffsetFromLogicalTopOfFirstRegion|).
LayoutRect RenderFlowThread::mapFromFlowThreadToLocal(const RenderBox* box, const LayoutRect& rect) const
{
LayoutRect localRect = rect;
if (box == this)
return localRect;
RenderBlock* containerBlock = box->containingBlock();
ASSERT(containerBlock);
if (!containerBlock)
return LayoutRect();
localRect = mapFromFlowThreadToLocal(containerBlock, localRect);
LayoutPoint currentBoxLocation = box->location();
localRect.moveBy(-currentBoxLocation);
if (containerBlock->style().writingMode() != box->style().writingMode())
box->flipForWritingMode(localRect);
return localRect;
}
void RenderFlowThread::flipForWritingModeLocalCoordinates(LayoutRect& rect) const
{
if (!style().isFlippedBlocksWritingMode())
return;
if (isHorizontalWritingMode())
rect.setY(0 - rect.maxY());
else
rect.setX(0 - rect.maxX());
}
void RenderFlowThread::addRegionsVisualEffectOverflow(const RenderBox* box)
{
RenderRegion* startRegion = nullptr;
RenderRegion* endRegion = nullptr;
if (!getRegionRangeForBox(box, startRegion, endRegion))
return;
for (auto iter = m_regionList.find(startRegion), end = m_regionList.end(); iter != end; ++iter) {
RenderRegion* region = *iter;
LayoutRect borderBox = box->borderBoxRectInRegion(region);
borderBox = box->applyVisualEffectOverflow(borderBox);
borderBox = region->rectFlowPortionForBox(box, borderBox);
region->addVisualOverflowForBox(box, borderBox);
if (region == endRegion)
break;
}
}
void RenderFlowThread::addRegionsVisualOverflowFromTheme(const RenderBlock* block)
{
RenderRegion* startRegion = nullptr;
RenderRegion* endRegion = nullptr;
if (!getRegionRangeForBox(block, startRegion, endRegion))
return;
for (auto iter = m_regionList.find(startRegion), end = m_regionList.end(); iter != end; ++iter) {
RenderRegion* region = *iter;
LayoutRect borderBox = block->borderBoxRectInRegion(region);
borderBox = region->rectFlowPortionForBox(block, borderBox);
FloatRect inflatedRect = borderBox;
block->theme().adjustRepaintRect(*block, inflatedRect);
region->addVisualOverflowForBox(block, snappedIntRect(LayoutRect(inflatedRect)));
if (region == endRegion)
break;
}
}
void RenderFlowThread::addRegionsOverflowFromChild(const RenderBox* box, const RenderBox* child, const LayoutSize& delta)
{
RenderRegion* startRegion = nullptr;
RenderRegion* endRegion = nullptr;
if (!getRegionRangeForBox(child, startRegion, endRegion))
return;
RenderRegion* containerStartRegion = nullptr;
RenderRegion* containerEndRegion = nullptr;
if (!getRegionRangeForBox(box, containerStartRegion, containerEndRegion))
return;
for (auto iter = m_regionList.find(startRegion), end = m_regionList.end(); iter != end; ++iter) {
RenderRegion* region = *iter;
if (!regionInRange(region, containerStartRegion, containerEndRegion)) {
if (region == endRegion)
break;
continue;
}
LayoutRect childLayoutOverflowRect = region->layoutOverflowRectForBoxForPropagation(child);
childLayoutOverflowRect.move(delta);
// When propagating the layout overflow to the flow thread object, make sure to include
// the logical bottom padding of the scrollable region and the bottom margin of the flowed element.
// In order to behave in a similar manner to the non-regions case, content overflowing the box
// flowed into the region must be painted on top of the region's padding and the box's margin.
// See http://lists.w3.org/Archives/Public/www-style/2014Jan/0089.html
if (is<RenderNamedFlowThread>(*box)) {
ASSERT(box == this);
RenderBlockFlow& fragmentContainer = downcast<RenderNamedFlowFragment>(*region).fragmentContainer();
LayoutUnit spacingAfterLayout = fragmentContainer.paddingAfter() + child->marginAfter();
if (isHorizontalWritingMode()) {
if (fragmentContainer.scrollsOverflowY()) {
LayoutUnit layoutMaxLogicalY = region->rectFlowPortionForBox(child, child->frameRect()).maxY() + spacingAfterLayout;
LayoutUnit maxYDiff = layoutMaxLogicalY - childLayoutOverflowRect.maxY();
if (maxYDiff > 0)
childLayoutOverflowRect.expand(0, maxYDiff);
}
} else {
if (fragmentContainer.scrollsOverflowX()) {
LayoutUnit layoutMaxLogicalY = region->rectFlowPortionForBox(child, child->frameRect()).maxX() + spacingAfterLayout;
LayoutUnit maxYDiff = layoutMaxLogicalY - childLayoutOverflowRect.maxX();
if (maxYDiff > 0)
childLayoutOverflowRect.expand(maxYDiff, 0);
}
}
}
region->addLayoutOverflowForBox(box, childLayoutOverflowRect);
if (child->hasSelfPaintingLayer() || box->hasOverflowClip()) {
if (region == endRegion)
break;
continue;
}
LayoutRect childVisualOverflowRect = region->visualOverflowRectForBoxForPropagation(*child);
childVisualOverflowRect.move(delta);
region->addVisualOverflowForBox(box, childVisualOverflowRect);
if (region == endRegion)
break;
}
}
void RenderFlowThread::addRegionsLayoutOverflow(const RenderBox* box, const LayoutRect& layoutOverflow)
{
RenderRegion* startRegion = nullptr;
RenderRegion* endRegion = nullptr;
if (!getRegionRangeForBox(box, startRegion, endRegion))
return;
for (auto iter = m_regionList.find(startRegion), end = m_regionList.end(); iter != end; ++iter) {
RenderRegion* region = *iter;
LayoutRect layoutOverflowInRegion = region->rectFlowPortionForBox(box, layoutOverflow);
region->addLayoutOverflowForBox(box, layoutOverflowInRegion);
if (region == endRegion)
break;
}
}
void RenderFlowThread::addRegionsVisualOverflow(const RenderBox* box, const LayoutRect& visualOverflow)
{
RenderRegion* startRegion = nullptr;
RenderRegion* endRegion = nullptr;
if (!getRegionRangeForBox(box, startRegion, endRegion))
return;
for (RenderRegionList::iterator iter = m_regionList.find(startRegion); iter != m_regionList.end(); ++iter) {
RenderRegion* region = *iter;
LayoutRect visualOverflowInRegion = region->rectFlowPortionForBox(box, visualOverflow);
region->addVisualOverflowForBox(box, visualOverflowInRegion);
if (region == endRegion)
break;
}
}
void RenderFlowThread::clearRegionsOverflow(const RenderBox* box)
{
RenderRegion* startRegion = nullptr;
RenderRegion* endRegion = nullptr;
if (!getRegionRangeForBox(box, startRegion, endRegion))
return;
for (auto iter = m_regionList.find(startRegion), end = m_regionList.end(); iter != end; ++iter) {
RenderRegion* region = *iter;
RenderBoxRegionInfo* boxInfo = region->renderBoxRegionInfo(box);
if (boxInfo && boxInfo->overflow())
boxInfo->clearOverflow();
if (region == endRegion)
break;
}
}
RenderRegion* RenderFlowThread::currentRegion() const
{
return m_currentRegionMaintainer ? &m_currentRegionMaintainer->region() : nullptr;
}
ContainingRegionMap& RenderFlowThread::containingRegionMap()
{
if (!m_lineToRegionMap)
m_lineToRegionMap = std::make_unique<ContainingRegionMap>();
return *m_lineToRegionMap.get();
}
} // namespace WebCore