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/*
* Copyright (C) 2012 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 FlowThreadController_h
#define FlowThreadController_h
#include "RenderView.h"
#include <wtf/ListHashSet.h>
#include <wtf/OwnPtr.h>
namespace WebCore {
class RenderFlowThread;
class RenderLayer;
class RenderNamedFlowThread;
typedef ListHashSet<RenderNamedFlowThread*> RenderNamedFlowThreadList;
class FlowThreadController {
WTF_MAKE_FAST_ALLOCATED;
public:
static PassOwnPtr<FlowThreadController> create(RenderView*);
~FlowThreadController();
RenderFlowThread* currentRenderFlowThread() const { return m_currentRenderFlowThread; }
void setCurrentRenderFlowThread(RenderFlowThread* flowThread) { m_currentRenderFlowThread = flowThread; }
bool isRenderNamedFlowThreadOrderDirty() const { return m_isRenderNamedFlowThreadOrderDirty; }
void setIsRenderNamedFlowThreadOrderDirty(bool dirty)
{
m_isRenderNamedFlowThreadOrderDirty = dirty;
if (dirty)
m_view->setNeedsLayout();
}
RenderNamedFlowThread& ensureRenderFlowThreadWithName(const AtomicString&);
const RenderNamedFlowThreadList* renderNamedFlowThreadList() const { return m_renderNamedFlowThreadList.get(); }
bool hasRenderNamedFlowThreads() const { return m_renderNamedFlowThreadList && !m_renderNamedFlowThreadList->isEmpty(); }
void layoutRenderNamedFlowThreads();
void styleDidChange();
void registerNamedFlowContentElement(Element&, RenderNamedFlowThread&);
void unregisterNamedFlowContentElement(Element&);
bool isContentElementRegisteredWithAnyNamedFlow(const Element&) const;
bool hasFlowThreadsWithAutoLogicalHeightRegions() const { return m_flowThreadsWithAutoLogicalHeightRegions; }
void incrementFlowThreadsWithAutoLogicalHeightRegions() { ++m_flowThreadsWithAutoLogicalHeightRegions; }
void decrementFlowThreadsWithAutoLogicalHeightRegions() { ASSERT(m_flowThreadsWithAutoLogicalHeightRegions > 0); --m_flowThreadsWithAutoLogicalHeightRegions; }
bool updateFlowThreadsNeedingLayout();
bool updateFlowThreadsNeedingTwoStepLayout();
void updateFlowThreadsIntoConstrainedPhase();
void updateFlowThreadsIntoOverflowPhase();
void updateFlowThreadsIntoMeasureContentPhase();
void updateFlowThreadsIntoFinalPhase();
// Collect the fixed positioned layers that have the named flows as containing block
// These layers are painted and hit-tested by RenderView
void collectFixedPositionedLayers(Vector<RenderLayer*>& fixedPosLayers) const;
#if USE(ACCELERATED_COMPOSITING)
void updateRenderFlowThreadLayersIfNeeded();
#endif
#ifndef NDEBUG
bool isAutoLogicalHeightRegionsCountConsistent() const;
#endif
protected:
explicit FlowThreadController(RenderView*);
void updateFlowThreadsChainIfNecessary();
void resetFlowThreadsWithAutoHeightRegions();
private:
RenderView* m_view;
RenderFlowThread* m_currentRenderFlowThread;
bool m_isRenderNamedFlowThreadOrderDirty;
unsigned m_flowThreadsWithAutoLogicalHeightRegions;
OwnPtr<RenderNamedFlowThreadList> m_renderNamedFlowThreadList;
HashMap<const Element*, RenderNamedFlowThread*> m_mapNamedFlowContentElement;
};
}
#endif