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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 "RenderRegion.h"
#include "FlowThreadController.h"
#include "GraphicsContext.h"
#include "HitTestResult.h"
#include "IntRect.h"
#include "PaintInfo.h"
#include "RenderBoxRegionInfo.h"
#include "RenderNamedFlowThread.h"
#include "RenderView.h"
#include "StyleResolver.h"
namespace WebCore {
RenderRegion::RenderRegion(Node* node, RenderFlowThread* flowThread)
: RenderReplaced(node, IntSize())
, m_flowThread(flowThread)
, m_parentNamedFlowThread(0)
, m_isValid(false)
, m_hasCustomRegionStyle(false)
, m_regionState(RegionUndefined)
, m_dispatchRegionLayoutUpdateEvent(false)
{
}
LayoutUnit RenderRegion::logicalWidthForFlowThreadContent() const
{
return m_flowThread->isHorizontalWritingMode() ? contentWidth() : contentHeight();
}
LayoutUnit RenderRegion::logicalHeightForFlowThreadContent() const
{
return m_flowThread->isHorizontalWritingMode() ? contentHeight() : contentWidth();
}
LayoutRect RenderRegion::regionOverflowRect() const
{
// FIXME: Would like to just use hasOverflowClip() but we aren't a block yet. When RenderRegion is eliminated and
// folded into RenderBlock, switch to hasOverflowClip().
bool clipX = style()->overflowX() != OVISIBLE;
bool clipY = style()->overflowY() != OVISIBLE;
if ((clipX && clipY) || !isValid() || !m_flowThread)
return regionRect();
LayoutRect flowThreadOverflow = m_flowThread->visualOverflowRect();
// Only clip along the flow thread axis.
LayoutUnit outlineSize = maximalOutlineSize(PaintPhaseOutline);
LayoutRect clipRect;
if (m_flowThread->isHorizontalWritingMode()) {
LayoutUnit minY = isFirstRegion() ? (flowThreadOverflow.y() - outlineSize) : regionRect().y();
LayoutUnit maxY = isLastRegion() ? max(regionRect().maxY(), flowThreadOverflow.maxY()) + outlineSize : regionRect().maxY();
LayoutUnit minX = clipX ? regionRect().x() : (flowThreadOverflow.x() - outlineSize);
LayoutUnit maxX = clipX ? regionRect().maxX() : (flowThreadOverflow.maxX() + outlineSize);
clipRect = LayoutRect(minX, minY, maxX - minX, maxY - minY);
} else {
LayoutUnit minX = isFirstRegion() ? (flowThreadOverflow.x() - outlineSize) : regionRect().x();
LayoutUnit maxX = isLastRegion() ? max(regionRect().maxX(), flowThreadOverflow.maxX()) + outlineSize : regionRect().maxX();
LayoutUnit minY = clipY ? regionRect().y() : (flowThreadOverflow.y() - outlineSize);
LayoutUnit maxY = clipY ? regionRect().maxY() : (flowThreadOverflow.maxY() + outlineSize);
clipRect = LayoutRect(minX, minY, maxX - minX, maxY - minY);
}
return clipRect;
}
bool RenderRegion::isFirstRegion() const
{
ASSERT(isValid() && m_flowThread);
return m_flowThread->firstRegion() == this;
}
bool RenderRegion::isLastRegion() const
{
ASSERT(isValid() && m_flowThread);
return m_flowThread->lastRegion() == this;
}
void RenderRegion::paintReplaced(PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
// Delegate painting of content in region to RenderFlowThread.
if (!m_flowThread || !isValid())
return;
setRegionObjectsRegionStyle();
m_flowThread->paintIntoRegion(paintInfo, this, LayoutPoint(paintOffset.x() + borderLeft() + paddingLeft(), paintOffset.y() + borderTop() + paddingTop()));
restoreRegionObjectsOriginalStyle();
}
// Hit Testing
bool RenderRegion::nodeAtPoint(const HitTestRequest& request, HitTestResult& result, const LayoutPoint& pointInContainer, const LayoutPoint& accumulatedOffset, HitTestAction action)
{
if (!isValid())
return false;
LayoutPoint adjustedLocation = accumulatedOffset + location();
// Check our bounds next. For this purpose always assume that we can only be hit in the
// foreground phase (which is true for replaced elements like images).
LayoutRect boundsRect = borderBoxRectInRegion(result.region());
boundsRect.moveBy(adjustedLocation);
if (visibleToHitTesting() && action == HitTestForeground && boundsRect.intersects(result.rectForPoint(pointInContainer))) {
// Check the contents of the RenderFlowThread.
if (m_flowThread && m_flowThread->hitTestRegion(this, request, result, pointInContainer, LayoutPoint(adjustedLocation.x() + borderLeft() + paddingLeft(), adjustedLocation.y() + borderTop() + paddingTop())))
return true;
updateHitTestResult(result, pointInContainer - toLayoutSize(adjustedLocation));
if (!result.addNodeToRectBasedTestResult(node(), pointInContainer, boundsRect))
return true;
}
return false;
}
void RenderRegion::styleDidChange(StyleDifference diff, const RenderStyle* oldStyle)
{
RenderReplaced::styleDidChange(diff, oldStyle);
bool customRegionStyle = false;
if (node()) {
Element* regionElement = static_cast<Element*>(node());
customRegionStyle = view()->document()->styleResolver()->checkRegionStyle(regionElement);
}
setHasCustomRegionStyle(customRegionStyle);
flowThread()->checkRegionsWithStyling();
}
void RenderRegion::layout()
{
RenderReplaced::layout();
if (m_flowThread && isValid()) {
LayoutRect oldRegionRect(regionRect());
if (!isHorizontalWritingMode())
oldRegionRect = oldRegionRect.transposedRect();
if (oldRegionRect.width() != logicalWidthForFlowThreadContent() || oldRegionRect.height() != logicalHeightForFlowThreadContent())
m_flowThread->invalidateRegions();
}
// FIXME: We need to find a way to set up overflow properly. Our flow thread hasn't gotten a layout
// yet, so we can't look to it for correct information. It's possible we could wait until after the RenderFlowThread
// gets a layout, and then try to propagate overflow information back to the region, and then mark for a second layout.
// That second layout would then be able to use the information from the RenderFlowThread to set up overflow.
//
// The big problem though is that overflow needs to be region-specific. We can't simply use the RenderFlowThread's global
// overflow values, since then we'd always think any narrow region had huge overflow (all the way to the width of the
// RenderFlowThread itself).
//
// We'll need to expand RenderBoxRegionInfo to also hold left and right overflow values.
}
void RenderRegion::attachRegion()
{
if (!m_flowThread)
return;
// By now the flow thread should already be added to the rendering tree,
// so we go up the rendering parents and check that this region is not part of the same
// flow that it actually needs to display. It would create a circular reference.
RenderObject* parentObject = parent();
m_parentNamedFlowThread = 0;
for ( ; parentObject; parentObject = parentObject->parent()) {
if (parentObject->isRenderNamedFlowThread()) {
m_parentNamedFlowThread = toRenderNamedFlowThread(parentObject);
// Do not take into account a region that links a flow with itself. The dependency
// cannot change, so it is not worth adding it to the list.
if (m_flowThread == m_parentNamedFlowThread) {
m_flowThread = 0;
return;
}
break;
}
}
m_flowThread->addRegionToThread(this);
}
void RenderRegion::detachRegion()
{
if (m_flowThread)
m_flowThread->removeRegionFromThread(this);
}
RenderBoxRegionInfo* RenderRegion::renderBoxRegionInfo(const RenderBox* box) const
{
if (!m_isValid || !m_flowThread)
return 0;
return m_renderBoxRegionInfo.get(box);
}
RenderBoxRegionInfo* RenderRegion::setRenderBoxRegionInfo(const RenderBox* box, LayoutUnit logicalLeftInset, LayoutUnit logicalRightInset,
bool containingBlockChainIsInset)
{
ASSERT(m_isValid && m_flowThread);
if (!m_isValid || !m_flowThread)
return 0;
OwnPtr<RenderBoxRegionInfo>& boxInfo = m_renderBoxRegionInfo.add(box, nullptr).iterator->second;
if (boxInfo)
*boxInfo = RenderBoxRegionInfo(logicalLeftInset, logicalRightInset, containingBlockChainIsInset);
else
boxInfo = adoptPtr(new RenderBoxRegionInfo(logicalLeftInset, logicalRightInset, containingBlockChainIsInset));
return boxInfo.get();
}
PassOwnPtr<RenderBoxRegionInfo> RenderRegion::takeRenderBoxRegionInfo(const RenderBox* box)
{
return m_renderBoxRegionInfo.take(box);
}
void RenderRegion::removeRenderBoxRegionInfo(const RenderBox* box)
{
m_renderBoxRegionInfo.remove(box);
}
void RenderRegion::deleteAllRenderBoxRegionInfo()
{
m_renderBoxRegionInfo.clear();
}
LayoutUnit RenderRegion::offsetFromLogicalTopOfFirstPage() const
{
if (!m_isValid || !m_flowThread)
return 0;
if (m_flowThread->isHorizontalWritingMode())
return regionRect().y();
return regionRect().x();
}
void RenderRegion::setRegionObjectsRegionStyle()
{
if (!hasCustomRegionStyle())
return;
// Start from content nodes and recursively compute the style in region for the render objects below.
// If the style in region was already computed, used that style instead of computing a new one.
RenderNamedFlowThread* namedFlow = view()->flowThreadController()->ensureRenderFlowThreadWithName(style()->regionThread());
const NamedFlowContentNodes& contentNodes = namedFlow->contentNodes();
for (NamedFlowContentNodes::const_iterator iter = contentNodes.begin(), end = contentNodes.end(); iter != end; ++iter) {
const Node* node = *iter;
// The list of content nodes contains also the nodes with display:none.
if (!node->renderer())
continue;
RenderObject* object = node->renderer();
// If the content node does not flow any of its children in this region,
// we do not compute any style for them in this region.
if (!flowThread()->objectInFlowRegion(object, this))
continue;
// If the object has style in region, use that instead of computing a new one.
RenderObjectRegionStyleMap::iterator it = m_renderObjectRegionStyle.find(object);
RefPtr<RenderStyle> objectStyleInRegion;
bool objectRegionStyleCached = false;
if (it != m_renderObjectRegionStyle.end()) {
objectStyleInRegion = it->second.style;
ASSERT(it->second.cached);
objectRegionStyleCached = true;
} else
objectStyleInRegion = computeStyleInRegion(object);
setObjectStyleInRegion(object, objectStyleInRegion, objectRegionStyleCached);
computeChildrenStyleInRegion(object);
}
}
void RenderRegion::restoreRegionObjectsOriginalStyle()
{
if (!hasCustomRegionStyle())
return;
RenderObjectRegionStyleMap temp;
for (RenderObjectRegionStyleMap::iterator iter = m_renderObjectRegionStyle.begin(), end = m_renderObjectRegionStyle.end(); iter != end; ++iter) {
RenderObject* object = const_cast<RenderObject*>(iter->first);
RefPtr<RenderStyle> objectRegionStyle = object->style();
RefPtr<RenderStyle> objectOriginalStyle = iter->second.style;
object->setStyleInternal(objectOriginalStyle);
bool shouldCacheRegionStyle = iter->second.cached;
if (!shouldCacheRegionStyle) {
// Check whether we should cache the computed style in region.
unsigned changedContextSensitiveProperties = ContextSensitivePropertyNone;
StyleDifference styleDiff = objectOriginalStyle->diff(objectRegionStyle.get(), changedContextSensitiveProperties);
if (styleDiff < StyleDifferenceLayoutPositionedMovementOnly)
shouldCacheRegionStyle = true;
}
if (shouldCacheRegionStyle) {
ObjectRegionStyleInfo styleInfo;
styleInfo.style = objectRegionStyle;
styleInfo.cached = true;
temp.set(object, styleInfo);
}
}
m_renderObjectRegionStyle.swap(temp);
}
PassRefPtr<RenderStyle> RenderRegion::computeStyleInRegion(const RenderObject* object)
{
ASSERT(object);
ASSERT(object->view());
ASSERT(object->view()->document());
ASSERT(!object->isAnonymous());
ASSERT(object->node() && object->node()->isElementNode());
Element* element = toElement(object->node());
RefPtr<RenderStyle> renderObjectRegionStyle = object->view()->document()->styleResolver()->styleForElement(element, 0, DisallowStyleSharing, MatchAllRules, this);
return renderObjectRegionStyle.release();
}
void RenderRegion::computeChildrenStyleInRegion(const RenderObject* object)
{
for (RenderObject* child = object->firstChild(); child; child = child->nextSibling()) {
RenderObjectRegionStyleMap::iterator it = m_renderObjectRegionStyle.find(child);
RefPtr<RenderStyle> childStyleInRegion;
bool objectRegionStyleCached = false;
if (it != m_renderObjectRegionStyle.end()) {
childStyleInRegion = it->second.style;
objectRegionStyleCached = true;
} else {
if (child->isAnonymous())
childStyleInRegion = RenderStyle::createAnonymousStyleWithDisplay(object->style(), child->style()->display());
else if (child->isText())
childStyleInRegion = RenderStyle::clone(object->style());
else
childStyleInRegion = computeStyleInRegion(child);
}
setObjectStyleInRegion(child, childStyleInRegion, objectRegionStyleCached);
computeChildrenStyleInRegion(child);
}
}
void RenderRegion::setObjectStyleInRegion(RenderObject* object, PassRefPtr<RenderStyle> styleInRegion, bool objectRegionStyleCached)
{
RefPtr<RenderStyle> objectOriginalStyle = object->style();
object->setStyleInternal(styleInRegion);
if (object->isBoxModelObject() && !object->hasBoxDecorations()) {
bool hasBoxDecorations = object->isTableCell()
|| object->style()->hasBackground()
|| object->style()->hasBorder()
|| object->style()->hasAppearance()
|| object->style()->boxShadow();
object->setHasBoxDecorations(hasBoxDecorations);
}
ObjectRegionStyleInfo styleInfo;
styleInfo.style = objectOriginalStyle;
styleInfo.cached = objectRegionStyleCached;
m_renderObjectRegionStyle.set(object, styleInfo);
}
void RenderRegion::clearObjectStyleInRegion(const RenderObject* object)
{
ASSERT(object);
m_renderObjectRegionStyle.remove(object);
// Clear the style for the children of this object.
for (RenderObject* child = object->firstChild(); child; child = child->nextSibling())
clearObjectStyleInRegion(child);
}
} // namespace WebCore