| /* |
| * 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 <wtf/HashCountedSet.h> |
| #include <wtf/ListHashSet.h> |
| #include <wtf/PassRefPtr.h> |
| #include <wtf/UnusedParam.h> |
| #include <wtf/text/AtomicString.h> |
| |
| namespace WebCore { |
| |
| class RenderFlowThread; |
| class RenderStyle; |
| class RenderRegion; |
| class WebKitNamedFlow; |
| |
| typedef ListHashSet<RenderFlowThread*> RenderFlowThreadList; |
| typedef HashCountedSet<RenderFlowThread*> RenderFlowThreadCountedSet; |
| typedef ListHashSet<RenderRegion*> 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(Node*, const AtomicString& flowThread); |
| |
| virtual bool isRenderFlowThread() const { return true; } |
| |
| virtual void layout(); |
| |
| AtomicString flowThread() const { return m_flowThread; } |
| |
| // Always create a RenderLayer for the RenderFlowThread, so that we |
| // can easily avoid to draw it's children directly. |
| virtual bool requiresLayer() const { return true; } |
| |
| RenderObject* nextRendererForNode(Node*) const; |
| RenderObject* previousRendererForNode(Node*) const; |
| |
| void addFlowChild(RenderObject* newChild, RenderObject* beforeChild = 0); |
| void removeFlowChild(RenderObject*); |
| void removeFlowChildInfo(RenderObject*); |
| bool hasChildren() const { return !m_flowThreadChildList.isEmpty(); } |
| #ifndef NDEBUG |
| bool hasChild(RenderObject* child) const { return m_flowThreadChildList.contains(child); } |
| bool hasChildInfo(RenderObject* child) const { return child && child->isBox() && m_regionRangeMap.contains(toRenderBox(child)); } |
| #endif |
| |
| void addRegionToThread(RenderRegion*); |
| void removeRegionFromThread(RenderRegion*); |
| const RenderRegionList& renderRegionList() const { return m_regionList; } |
| |
| void computeLogicalWidth(); |
| void computeLogicalHeight(); |
| |
| void paintIntoRegion(PaintInfo&, RenderRegion*, const LayoutPoint& paintOffset); |
| bool hitTestRegion(RenderRegion*, const HitTestRequest&, HitTestResult&, const LayoutPoint& pointInContainer, const LayoutPoint& accumulatedOffset); |
| |
| bool hasRegions() const { return m_regionList.size(); } |
| bool hasValidRegions() const { ASSERT(!m_regionsInvalidated); return m_hasValidRegions; } |
| |
| void invalidateRegions() { m_regionsInvalidated = true; setNeedsLayout(true); } |
| bool hasValidRegionInfo() const { return !m_regionsInvalidated && hasValidRegions(); } |
| |
| static PassRefPtr<RenderStyle> createFlowThreadStyle(RenderStyle* parentStyle); |
| |
| void styleDidChange(StyleDifference, const RenderStyle* oldStyle); |
| |
| void pushDependencies(RenderFlowThreadList&); |
| |
| void repaintRectangleInRegions(const LayoutRect&, bool immediate); |
| |
| LayoutUnit regionLogicalTopForLine(LayoutUnit position) const; |
| LayoutUnit regionLogicalWidthForLine(LayoutUnit position) const; |
| LayoutUnit regionLogicalHeightForLine(LayoutUnit position) const; |
| LayoutUnit regionRemainingLogicalHeightForLine(LayoutUnit position, PageBoundaryRule = IncludePageBoundary) const; |
| RenderRegion* renderRegionForLine(LayoutUnit position, bool extendLastRegion = false) const; |
| |
| bool regionsHaveUniformLogicalWidth() const { return m_regionsHaveUniformLogicalWidth; } |
| bool regionsHaveUniformLogicalHeight() const { return m_regionsHaveUniformLogicalHeight; } |
| |
| RenderRegion* mapFromFlowToRegion(TransformState&) const; |
| |
| void removeRenderBoxRegionInfo(RenderBox*); |
| bool logicalWidthChangedInRegions(const RenderBlock*, LayoutUnit offsetFromLogicalTopOfFirstPage); |
| |
| LayoutUnit contentLogicalWidthOfFirstRegion() const; |
| LayoutUnit contentLogicalHeightOfFirstRegion() const; |
| LayoutUnit contentLogicalLeftOfFirstRegion() const; |
| |
| RenderRegion* firstRegion() const; |
| RenderRegion* lastRegion() const; |
| |
| void setRegionRangeForBox(const RenderBox*, LayoutUnit offsetFromLogicalTopOfFirstPage); |
| void getRegionRangeForBox(const RenderBox*, RenderRegion*& startRegion, RenderRegion*& endRegion) const; |
| |
| void clearRenderBoxCustomStyle(const RenderBox*, |
| const RenderRegion* oldStartRegion = 0, const RenderRegion* oldEndRegion = 0, |
| const RenderRegion* newStartRegion = 0, const RenderRegion* newEndRegion = 0); |
| WebKitNamedFlow* ensureNamedFlow(); |
| void computeOverflowStateForRegions(LayoutUnit oldClientAfterEdge); |
| |
| bool overflow() const { return m_overflow; } |
| |
| // Check if the object is in region and the region is part of this flow thread. |
| bool objectInFlowRegion(const RenderObject*, const RenderRegion*) const; |
| |
| private: |
| virtual const char* renderName() const { return "RenderFlowThread"; } |
| |
| bool dependsOn(RenderFlowThread* otherRenderFlowThread) const; |
| void addDependencyOnFlowThread(RenderFlowThread*); |
| void removeDependencyOnFlowThread(RenderFlowThread*); |
| void checkInvalidRegions(); |
| |
| bool shouldRepaint(const LayoutRect&) const; |
| |
| bool regionInRange(const RenderRegion* targetRegion, const RenderRegion* startRegion, const RenderRegion* endRegion) const; |
| |
| typedef ListHashSet<RenderObject*> FlowThreadChildList; |
| FlowThreadChildList m_flowThreadChildList; |
| |
| AtomicString m_flowThread; |
| RenderRegionList m_regionList; |
| |
| 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; |
| }; |
| |
| // Observer flow threads have invalid regions that depend on the state of this thread |
| // to re-validate their regions. Keeping a set of observer threads make it easy |
| // to notify them when a region was removed from this flow. |
| RenderFlowThreadCountedSet m_observerThreadsSet; |
| |
| // Some threads need to have a complete layout before we layout this flow. |
| // That's because they contain a RenderRegion that should display this thread. The set makes it |
| // easy to sort the order of threads layout. |
| RenderFlowThreadCountedSet m_layoutBeforeThreadsSet; |
| |
| // A maps from RenderBox |
| typedef HashMap<const RenderBox*, RenderRegionRange> RenderRegionRangeMap; |
| RenderRegionRangeMap m_regionRangeMap; |
| |
| bool m_hasValidRegions; |
| bool m_regionsInvalidated; |
| bool m_regionsHaveUniformLogicalWidth; |
| bool m_regionsHaveUniformLogicalHeight; |
| bool m_overflow; |
| RefPtr<WebKitNamedFlow> m_namedFlow; |
| }; |
| |
| inline RenderFlowThread* toRenderFlowThread(RenderObject* object) |
| { |
| ASSERT(!object || object->isRenderFlowThread()); |
| return static_cast<RenderFlowThread*>(object); |
| } |
| |
| inline const RenderFlowThread* toRenderFlowThread(const RenderObject* object) |
| { |
| ASSERT(!object || object->isRenderFlowThread()); |
| return static_cast<const RenderFlowThread*>(object); |
| } |
| |
| // This will catch anyone doing an unnecessary cast. |
| void toRenderFlowThread(const RenderFlowThread*); |
| |
| } // namespace WebCore |
| |
| #endif // RenderFlowThread_h |