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/*
* Copyright 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 "HitTestRequest.h"
#include "HitTestResult.h"
#include "Node.h"
#include "PaintInfo.h"
#include "RenderBoxRegionInfo.h"
#include "RenderLayer.h"
#include "RenderRegion.h"
#include "RenderView.h"
#include "TransformState.h"
#include "WebKitNamedFlow.h"
namespace WebCore {
RenderFlowThread::RenderFlowThread(Node* node, const AtomicString& flowThread)
: RenderBlock(node)
, m_flowThread(flowThread)
, m_hasValidRegions(false)
, m_regionsInvalidated(false)
, m_regionsHaveUniformLogicalWidth(true)
, m_regionsHaveUniformLogicalHeight(true)
{
setIsAnonymous(false);
setInRenderFlowThread();
}
void RenderFlowThread::clearRenderRegionRangeMap()
{
deleteAllValues(m_regionRangeMap);
m_regionRangeMap.clear();
}
RenderFlowThread::~RenderFlowThread()
{
clearRenderRegionRangeMap();
}
PassRefPtr<RenderStyle> RenderFlowThread::createFlowThreadStyle(RenderStyle* parentStyle)
{
RefPtr<RenderStyle> newStyle(RenderStyle::create());
newStyle->inheritFrom(parentStyle);
newStyle->setDisplay(BLOCK);
newStyle->setPosition(AbsolutePosition);
newStyle->setZIndex(0);
newStyle->setLeft(Length(0, Fixed));
newStyle->setTop(Length(0, Fixed));
newStyle->setWidth(Length(100, Percent));
newStyle->setHeight(Length(100, Percent));
newStyle->font().update(0);
return newStyle.release();
}
void RenderFlowThread::styleDidChange(StyleDifference diff, const RenderStyle* oldStyle)
{
RenderBlock::styleDidChange(diff, oldStyle);
if (oldStyle && oldStyle->writingMode() != style()->writingMode())
m_regionsInvalidated = true;
}
RenderObject* RenderFlowThread::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* RenderFlowThread::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 RenderFlowThread::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 RenderFlowThread::removeFlowChild(RenderObject* child)
{
m_flowThreadChildList.remove(child);
}
// 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);
}
bool RenderFlowThread::dependsOn(RenderFlowThread* otherRenderFlowThread) const
{
if (m_layoutBeforeThreadsSet.contains(otherRenderFlowThread))
return true;
// Recursively traverse the m_layoutBeforeThreadsSet.
RenderFlowThreadCountedSet::const_iterator iterator = m_layoutBeforeThreadsSet.begin();
RenderFlowThreadCountedSet::const_iterator end = m_layoutBeforeThreadsSet.end();
for (; iterator != end; ++iterator) {
const RenderFlowThread* beforeFlowThread = (*iterator).first;
if (beforeFlowThread->dependsOn(otherRenderFlowThread))
return true;
}
return false;
}
void RenderFlowThread::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->parentFlowThread()) {
if (renderRegion->parentFlowThread()->dependsOn(this)) {
// Register ourself to get a notification when the state changes.
renderRegion->parentFlowThread()->m_observerThreadsSet.add(this);
return;
}
addDependencyOnFlowThread(renderRegion->parentFlowThread());
}
renderRegion->setIsValid(true);
invalidateRegions();
}
void RenderFlowThread::removeRegionFromThread(RenderRegion* renderRegion)
{
ASSERT(renderRegion);
m_regionList.remove(renderRegion);
if (renderRegion->parentFlowThread()) {
if (!renderRegion->isValid()) {
renderRegion->parentFlowThread()->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->parentFlowThread());
}
invalidateRegions();
}
void RenderFlowThread::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->parentFlowThread());
if (region->isValid() || region->parentFlowThread()->dependsOn(this))
continue;
region->parentFlowThread()->m_observerThreadsSet.remove(this);
addDependencyOnFlowThread(region->parentFlowThread());
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<RenderFlowThread*> observers;
copyToVector(m_observerThreadsSet, observers);
for (size_t i = 0; i < observers.size(); ++i) {
RenderFlowThread* flowThread = observers.at(i);
flowThread->checkInvalidRegions();
}
}
void RenderFlowThread::addDependencyOnFlowThread(RenderFlowThread* otherFlowThread)
{
std::pair<RenderFlowThreadCountedSet::iterator, bool> result = m_layoutBeforeThreadsSet.add(otherFlowThread);
if (result.second) {
// This is the first time we see this dependency. Make sure we recalculate all the dependencies.
view()->setIsRenderFlowThreadOrderDirty(true);
}
}
void RenderFlowThread::removeDependencyOnFlowThread(RenderFlowThread* otherFlowThread)
{
bool removed = m_layoutBeforeThreadsSet.remove(otherFlowThread);
if (removed) {
checkInvalidRegions();
view()->setIsRenderFlowThreadOrderDirty(true);
}
}
void RenderFlowThread::pushDependencies(RenderFlowThreadList& list)
{
for (RenderFlowThreadCountedSet::iterator iter = m_layoutBeforeThreadsSet.begin(); iter != m_layoutBeforeThreadsSet.end(); ++iter) {
RenderFlowThread* flowThread = (*iter).first;
if (list.contains(flowThread))
continue;
flowThread->pushDependencies(list);
list.add(flowThread);
}
}
class CurrentRenderFlowThreadMaintainer {
WTF_MAKE_NONCOPYABLE(CurrentRenderFlowThreadMaintainer);
public:
CurrentRenderFlowThreadMaintainer(RenderFlowThread* renderFlowThread)
: m_renderFlowThread(renderFlowThread)
{
RenderView* view = m_renderFlowThread->view();
ASSERT(!view->currentRenderFlowThread());
view->setCurrentRenderFlowThread(m_renderFlowThread);
}
~CurrentRenderFlowThreadMaintainer()
{
RenderView* view = m_renderFlowThread->view();
ASSERT(view->currentRenderFlowThread() == m_renderFlowThread);
view->setCurrentRenderFlowThread(0);
}
private:
RenderFlowThread* m_renderFlowThread;
};
void RenderFlowThread::layout()
{
bool regionsChanged = m_regionsInvalidated && m_everHadLayout;
if (m_regionsInvalidated) {
m_regionsInvalidated = false;
m_hasValidRegions = false;
m_regionsHaveUniformLogicalWidth = true;
m_regionsHaveUniformLogicalHeight = true;
clearRenderRegionRangeMap();
LayoutUnit previousRegionLogicalWidth = 0;
LayoutUnit previousRegionLogicalHeight = 0;
if (hasRegions()) {
for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
RenderRegion* region = *iter;
if (!region->isValid())
continue;
ASSERT(!region->needsLayout());
region->deleteAllRenderBoxRegionInfo();
LayoutUnit regionLogicalWidth;
LayoutUnit regionLogicalHeight;
if (isHorizontalWritingMode()) {
regionLogicalWidth = region->contentWidth();
regionLogicalHeight = region->contentHeight();
} else {
regionLogicalWidth = region->contentHeight();
regionLogicalHeight = region->contentWidth();
}
if (!m_hasValidRegions)
m_hasValidRegions = true;
else {
if (m_regionsHaveUniformLogicalWidth && previousRegionLogicalWidth != regionLogicalWidth)
m_regionsHaveUniformLogicalWidth = false;
if (m_regionsHaveUniformLogicalHeight && previousRegionLogicalHeight != regionLogicalHeight)
m_regionsHaveUniformLogicalHeight = false;
}
previousRegionLogicalWidth = regionLogicalWidth;
}
computeLogicalWidth(); // Called to get the maximum logical width for the region.
LayoutUnit logicalHeight = 0;
for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
RenderRegion* region = *iter;
if (!region->isValid())
continue;
LayoutRect regionRect;
if (isHorizontalWritingMode()) {
regionRect = LayoutRect(style()->direction() == LTR ? 0 : logicalWidth() - region->contentWidth(), logicalHeight, region->contentWidth(), region->contentHeight());
logicalHeight += regionRect.height();
} else {
regionRect = LayoutRect(logicalHeight, style()->direction() == LTR ? 0 : logicalWidth() - region->contentHeight(), region->contentWidth(), region->contentHeight());
logicalHeight += regionRect.width();
}
region->setRegionRect(regionRect);
}
}
}
CurrentRenderFlowThreadMaintainer currentFlowThreadSetter(this);
LayoutStateMaintainer statePusher(view(), this, regionsChanged);
RenderBlock::layout();
statePusher.pop();
}
void RenderFlowThread::computeLogicalWidth()
{
LayoutUnit logicalWidth = 0;
for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
RenderRegion* region = *iter;
if (!region->isValid())
continue;
ASSERT(!region->needsLayout());
logicalWidth = max(isHorizontalWritingMode() ? region->contentWidth() : region->contentHeight(), logicalWidth);
}
setLogicalWidth(logicalWidth);
// If the regions have non-uniform logical widths, then insert inset information for the RenderFlowThread.
for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
RenderRegion* region = *iter;
if (!region->isValid())
continue;
LayoutUnit regionLogicalWidth = isHorizontalWritingMode() ? region->contentWidth() : region->contentHeight();
if (regionLogicalWidth != logicalWidth) {
LayoutUnit logicalLeft = style()->direction() == LTR ? 0 : logicalWidth - regionLogicalWidth;
region->setRenderBoxRegionInfo(this, logicalLeft, regionLogicalWidth, false);
}
}
}
void RenderFlowThread::computeLogicalHeight()
{
int logicalHeight = 0;
for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
RenderRegion* region = *iter;
if (!region->isValid())
continue;
ASSERT(!region->needsLayout());
logicalHeight += isHorizontalWritingMode() ? region->contentHeight() : region->contentWidth();
}
setLogicalHeight(logicalHeight);
}
void RenderFlowThread::paintIntoRegion(PaintInfo& paintInfo, RenderRegion* region, const LayoutPoint& paintOffset)
{
GraphicsContext* context = paintInfo.context;
if (!context)
return;
// Adjust the clipping rect for the region.
// paintOffset contains the offset where the painting should occur
// adjusted with the region padding and border.
LayoutRect regionRect(region->regionRect());
LayoutRect regionOverflowRect(region->regionOverflowRect());
LayoutRect regionClippingRect(paintOffset + (regionOverflowRect.location() - regionRect.location()), regionOverflowRect.size());
PaintInfo info(paintInfo);
info.rect.intersect(regionClippingRect);
if (!info.rect.isEmpty()) {
context->save();
context->clip(regionClippingRect);
// RenderFlowThread should start painting its content in a position that is offset
// from the region rect's current position. The amount of offset is equal to the location of
// region in flow coordinates.
LayoutPoint renderFlowThreadOffset;
if (style()->isFlippedBlocksWritingMode()) {
LayoutRect flippedRegionRect(regionRect);
flipForWritingMode(flippedRegionRect);
renderFlowThreadOffset = LayoutPoint(paintOffset - flippedRegionRect.location());
} else
renderFlowThreadOffset = LayoutPoint(paintOffset - regionRect.location());
context->translate(renderFlowThreadOffset.x(), renderFlowThreadOffset.y());
info.rect.moveBy(-renderFlowThreadOffset);
layer()->paint(context, info.rect, 0, 0, region, RenderLayer::PaintLayerTemporaryClipRects);
context->restore();
}
}
bool RenderFlowThread::hitTestRegion(RenderRegion* region, const HitTestRequest& request, HitTestResult& result, const LayoutPoint& pointInContainer, const LayoutPoint& accumulatedOffset)
{
LayoutRect regionRect(region->regionRect());
LayoutRect regionOverflowRect = region->regionOverflowRect();
LayoutRect regionClippingRect(accumulatedOffset + (regionOverflowRect.location() - regionRect.location()), regionOverflowRect.size());
if (!regionClippingRect.contains(pointInContainer))
return false;
LayoutPoint renderFlowThreadOffset;
if (style()->isFlippedBlocksWritingMode()) {
LayoutRect flippedRegionRect(regionRect);
flipForWritingMode(flippedRegionRect);
renderFlowThreadOffset = LayoutPoint(accumulatedOffset - flippedRegionRect.location());
} else
renderFlowThreadOffset = LayoutPoint(accumulatedOffset - regionRect.location());
LayoutPoint transformedPoint(pointInContainer.x() - renderFlowThreadOffset.x(), pointInContainer.y() - renderFlowThreadOffset.y());
// Always ignore clipping, since the RenderFlowThread has nothing to do with the bounds of the FrameView.
HitTestRequest newRequest(request.type() & HitTestRequest::IgnoreClipping);
RenderRegion* oldRegion = result.region();
result.setRegion(region);
LayoutPoint oldPoint = result.point();
result.setPoint(transformedPoint);
bool isPointInsideFlowThread = layer()->hitTest(newRequest, result);
result.setPoint(oldPoint);
result.setRegion(oldRegion);
// FIXME: Should we set result.m_localPoint back to the RenderRegion's coordinate space or leave it in the RenderFlowThread's coordinate
// space? Right now it's staying in the RenderFlowThread's coordinate space, which may end up being ok. We will know more when we get around to
// patching positionForPoint.
return isPointInsideFlowThread;
}
bool RenderFlowThread::shouldRepaint(const LayoutRect& r) const
{
if (view()->printing() || r.isEmpty())
return false;
return true;
}
void RenderFlowThread::repaintRectangleInRegions(const LayoutRect& repaintRect, bool immediate)
{
if (!shouldRepaint(repaintRect))
return;
for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
RenderRegion* region = *iter;
if (!region->isValid())
continue;
// We only have to issue a repaint in this region if the region rect intersects the repaint rect.
LayoutRect flippedRegionRect(region->regionRect());
LayoutRect flippedRegionOverflowRect(region->regionOverflowRect());
flipForWritingMode(flippedRegionRect); // Put the region rects into physical coordinates.
flipForWritingMode(flippedRegionOverflowRect);
LayoutRect clippedRect(flippedRegionOverflowRect);
clippedRect.intersect(repaintRect);
if (clippedRect.isEmpty())
continue;
// Put the region rect into the region's physical coordinate space.
clippedRect.setLocation(region->contentBoxRect().location() + (repaintRect.location() - flippedRegionRect.location()));
// Now switch to the region's writing mode coordinate space and let it repaint itself.
region->flipForWritingMode(clippedRect);
LayoutStateDisabler layoutStateDisabler(view()); // We can't use layout state to repaint, since the region is somewhere else.
region->repaintRectangle(clippedRect, immediate);
}
}
RenderRegion* RenderFlowThread::renderRegionForLine(LayoutUnit position, bool extendLastRegion) const
{
ASSERT(!m_regionsInvalidated);
// If no region matches the position and extendLastRegion is true, it will return
// the last valid region. It is similar to auto extending the size of the last region.
RenderRegion* lastValidRegion = 0;
// FIXME: The regions are always in order, optimize this search.
bool useHorizontalWritingMode = isHorizontalWritingMode();
for (RenderRegionList::const_iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
RenderRegion* region = *iter;
if (!region->isValid())
continue;
if (position <= 0)
return region;
LayoutRect regionRect = region->regionRect();
if ((useHorizontalWritingMode && position < regionRect.maxY()) || (!useHorizontalWritingMode && position < regionRect.maxX()))
return region;
if (extendLastRegion)
lastValidRegion = region;
}
return lastValidRegion;
}
LayoutUnit RenderFlowThread::regionLogicalWidthForLine(LayoutUnit position) const
{
RenderRegion* region = renderRegionForLine(position, true);
if (!region)
return contentLogicalWidth();
return isHorizontalWritingMode() ? region->regionRect().width() : region->regionRect().height();
}
LayoutUnit RenderFlowThread::regionLogicalHeightForLine(LayoutUnit position) const
{
RenderRegion* region = renderRegionForLine(position);
if (!region)
return 0;
return isHorizontalWritingMode() ? region->regionRect().height() : region->regionRect().width();
}
LayoutUnit RenderFlowThread::regionRemainingLogicalHeightForLine(LayoutUnit position, PageBoundaryRule pageBoundaryRule) const
{
RenderRegion* region = renderRegionForLine(position);
if (!region)
return 0;
LayoutUnit regionLogicalBottom = isHorizontalWritingMode() ? region->regionRect().maxY() : region->regionRect().maxX();
LayoutUnit remainingHeight = regionLogicalBottom - position;
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.
LayoutUnit regionHeight = isHorizontalWritingMode() ? region->regionRect().height() : region->regionRect().width();
remainingHeight = layoutMod(remainingHeight, regionHeight);
}
return remainingHeight;
}
RenderRegion* RenderFlowThread::mapFromFlowToRegion(TransformState& transformState) const
{
if (!hasValidRegions())
return 0;
LayoutRect boxRect = transformState.mappedQuad().enclosingBoundingBox();
flipForWritingMode(boxRect);
// FIXME: We need to refactor RenderObject::absoluteQuads to be able to split the quads across regions,
// for now we just take the center of the mapped enclosing box and map it to a region.
// Note: Using the center in order to avoid rounding errors.
LayoutPoint center = boxRect.center();
RenderRegion* renderRegion = renderRegionForLine(isHorizontalWritingMode() ? center.y() : center.x(), true);
if (!renderRegion)
return 0;
LayoutRect flippedRegionRect(renderRegion->regionRect());
flipForWritingMode(flippedRegionRect);
transformState.move(renderRegion->contentBoxRect().location() - flippedRegionRect.location());
return renderRegion;
}
void RenderFlowThread::removeRenderBoxRegionInfo(RenderBox* box)
{
if (!hasRegions())
return;
RenderRegion* startRegion;
RenderRegion* endRegion;
getRegionRangeForBox(box, startRegion, endRegion);
for (RenderRegionList::iterator iter = m_regionList.find(startRegion); iter != m_regionList.end(); ++iter) {
RenderRegion* region = *iter;
if (!region->isValid())
continue;
region->removeRenderBoxRegionInfo(box);
if (region == endRegion)
break;
}
delete m_regionRangeMap.take(box);
}
bool RenderFlowThread::logicalWidthChangedInRegions(const RenderBlock* block, LayoutUnit offsetFromLogicalTopOfFirstPage)
{
if (!hasRegions() || block == this) // Not necessary, since if any region changes, we do a full pagination relayout anyway.
return false;
RenderRegion* startRegion;
RenderRegion* endRegion;
getRegionRangeForBox(block, startRegion, endRegion);
for (RenderRegionList::iterator iter = m_regionList.find(startRegion); iter != m_regionList.end(); ++iter) {
RenderRegion* region = *iter;
if (!region->isValid())
continue;
ASSERT(!region->needsLayout());
RenderBoxRegionInfo* oldInfo = region->takeRenderBoxRegionInfo(block);
if (!oldInfo)
continue;
LayoutUnit oldLogicalWidth = oldInfo->logicalWidth();
delete oldInfo;
RenderBoxRegionInfo* newInfo = block->renderBoxRegionInfo(region, offsetFromLogicalTopOfFirstPage);
if (!newInfo || newInfo->logicalWidth() != oldLogicalWidth)
return true;
if (region == endRegion)
break;
}
return false;
}
LayoutUnit RenderFlowThread::contentLogicalWidthOfFirstRegion() const
{
if (!hasValidRegions())
return 0;
for (RenderRegionList::const_iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
RenderRegion* region = *iter;
if (!region->isValid())
continue;
return isHorizontalWritingMode() ? region->contentWidth() : region->contentHeight();
}
ASSERT_NOT_REACHED();
return 0;
}
LayoutUnit RenderFlowThread::contentLogicalHeightOfFirstRegion() const
{
if (!hasValidRegions())
return 0;
for (RenderRegionList::const_iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
RenderRegion* region = *iter;
if (!region->isValid())
continue;
return isHorizontalWritingMode() ? region->contentHeight() : region->contentWidth();
}
ASSERT_NOT_REACHED();
return 0;
}
LayoutUnit RenderFlowThread::contentLogicalLeftOfFirstRegion() const
{
if (!hasValidRegions())
return 0;
for (RenderRegionList::const_iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
RenderRegion* region = *iter;
if (!region->isValid())
continue;
return isHorizontalWritingMode() ? region->regionRect().x() : region->regionRect().y();
}
ASSERT_NOT_REACHED();
return 0;
}
RenderRegion* RenderFlowThread::firstRegion() const
{
if (!hasValidRegions())
return 0;
for (RenderRegionList::const_iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
RenderRegion* region = *iter;
if (!region->isValid())
continue;
return region;
}
return 0;
}
RenderRegion* RenderFlowThread::lastRegion() const
{
if (!hasValidRegions())
return 0;
for (RenderRegionList::const_reverse_iterator iter = m_regionList.rbegin(); iter != m_regionList.rend(); ++iter) {
RenderRegion* region = *iter;
if (!region->isValid())
continue;
return region;
}
return 0;
}
void RenderFlowThread::clearRenderObjectCustomStyle(const RenderObject* object,
const RenderRegion* oldStartRegion, const RenderRegion* oldEndRegion,
const RenderRegion* newStartRegion, const RenderRegion* newEndRegion)
{
// Clear the styles for the object in the regions.
// The styles are not cleared for the regions that are contained in both ranges.
bool insideOldRegionRange = false;
bool insideNewRegionRange = false;
for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
RenderRegion* region = *iter;
if (oldStartRegion == region)
insideOldRegionRange = true;
if (newStartRegion == region)
insideNewRegionRange = true;
if (!(insideOldRegionRange && insideNewRegionRange))
region->clearObjectStyleInRegion(object);
if (oldEndRegion == region)
insideOldRegionRange = false;
if (newEndRegion == region)
insideNewRegionRange = false;
}
}
void RenderFlowThread::setRegionRangeForBox(const RenderBox* box, LayoutUnit offsetFromLogicalTopOfFirstPage)
{
// FIXME: Not right for differing writing-modes.
RenderRegion* startRegion = renderRegionForLine(offsetFromLogicalTopOfFirstPage, true);
RenderRegion* endRegion = renderRegionForLine(offsetFromLogicalTopOfFirstPage + box->logicalHeight(), true);
RenderRegionRange* range = m_regionRangeMap.get(box);
if (range) {
// If nothing changed, just bail.
if (range->startRegion() == startRegion && range->endRegion() == endRegion)
return;
RenderRegion* oldStartRegion = range->startRegion();
RenderRegion* oldEndRegion = range->endRegion();
// Delete any info that we find before our new startRegion and after our new endRegion.
for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
RenderRegion* region = *iter;
if (region == startRegion) {
iter = m_regionList.find(endRegion);
continue;
}
region->removeRenderBoxRegionInfo(box);
if (region == range->endRegion())
break;
}
range->setRange(startRegion, endRegion);
clearRenderObjectCustomStyle(box, oldStartRegion, oldEndRegion, startRegion, endRegion);
return;
}
range = new RenderRegionRange(startRegion, endRegion);
m_regionRangeMap.set(box, range);
}
void RenderFlowThread::getRegionRangeForBox(const RenderBox* box, RenderRegion*& startRegion, RenderRegion*& endRegion) const
{
startRegion = 0;
endRegion = 0;
RenderRegionRange* range = m_regionRangeMap.get(box);
if (!range)
return;
startRegion = range->startRegion();
endRegion = range->endRegion();
}
WebKitNamedFlow* RenderFlowThread::ensureNamedFlow()
{
if (!m_namedFlow)
m_namedFlow = WebKitNamedFlow::create();
return m_namedFlow.get();
}
} // namespace WebCore