blob: e39cfd49cdfdb9df20989a657642227a073bc3c1 [file] [log] [blame]
/*
* Copyright (C) 2015 Apple Inc. 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 APPLE INC. ``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 APPLE INC. OR
* CONTRIBUTORS 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 "SlotAssignment.h"
#include "HTMLSlotElement.h"
#include "ShadowRoot.h"
#include "TypedElementDescendantIterator.h"
namespace WebCore {
using namespace HTMLNames;
static const AtomicString& slotNameFromAttributeValue(const AtomicString& value)
{
return value == nullAtom() ? SlotAssignment::defaultSlotName() : value;
}
static const AtomicString& slotNameFromSlotAttribute(const Node& child)
{
if (is<Text>(child))
return SlotAssignment::defaultSlotName();
return slotNameFromAttributeValue(downcast<Element>(child).attributeWithoutSynchronization(slotAttr));
}
#if !ASSERT_DISABLED
static HTMLSlotElement* findSlotElement(ShadowRoot& shadowRoot, const AtomicString& slotName)
{
for (auto& slotElement : descendantsOfType<HTMLSlotElement>(shadowRoot)) {
if (slotNameFromAttributeValue(slotElement.attributeWithoutSynchronization(nameAttr)) == slotName)
return &slotElement;
}
return nullptr;
}
#endif
static HTMLSlotElement* nextSlotElementSkippingSubtree(ContainerNode& startingNode, ContainerNode* skippedSubtree)
{
Node* node = &startingNode;
do {
if (UNLIKELY(node == skippedSubtree))
node = NodeTraversal::nextSkippingChildren(*node);
else
node = NodeTraversal::next(*node);
} while (node && !is<HTMLSlotElement>(node));
return downcast<HTMLSlotElement>(node);
}
SlotAssignment::SlotAssignment() = default;
SlotAssignment::~SlotAssignment() = default;
HTMLSlotElement* SlotAssignment::findAssignedSlot(const Node& node, ShadowRoot& shadowRoot)
{
if (!is<Text>(node) && !is<Element>(node))
return nullptr;
auto* slot = m_slots.get(slotNameForHostChild(node));
if (!slot)
return nullptr;
return findFirstSlotElement(*slot, shadowRoot);
}
inline bool SlotAssignment::hasAssignedNodes(ShadowRoot& shadowRoot, Slot& slot)
{
if (!m_slotAssignmentsIsValid)
assignSlots(shadowRoot);
return !slot.assignedNodes.isEmpty();
}
void SlotAssignment::renameSlotElement(HTMLSlotElement& slotElement, const AtomicString& oldName, const AtomicString& newName, ShadowRoot& shadowRoot)
{
ASSERT(m_slotElementsForConsistencyCheck.contains(&slotElement));
m_slotMutationVersion++;
removeSlotElementByName(oldName, slotElement, nullptr, shadowRoot);
addSlotElementByName(newName, slotElement, shadowRoot);
}
void SlotAssignment::addSlotElementByName(const AtomicString& name, HTMLSlotElement& slotElement, ShadowRoot& shadowRoot)
{
#ifndef NDEBUG
ASSERT(!m_slotElementsForConsistencyCheck.contains(&slotElement));
m_slotElementsForConsistencyCheck.add(&slotElement);
#endif
// FIXME: We should be able to do a targeted reconstruction.
shadowRoot.host()->invalidateStyleAndRenderersForSubtree();
auto& slotName = slotNameFromAttributeValue(name);
auto addResult = m_slots.ensure(slotName, [&] {
// Unlike named slots, assignSlots doesn't collect nodes assigned to the default slot
// to avoid always having a vector of all child nodes of a shadow host.
if (slotName == defaultSlotName())
m_slotAssignmentsIsValid = false;
return std::make_unique<Slot>();
});
auto& slot = *addResult.iterator->value;
bool needsSlotchangeEvent = shadowRoot.shouldFireSlotchangeEvent() && hasAssignedNodes(shadowRoot, slot);
slot.elementCount++;
if (slot.elementCount == 1) {
slot.element = makeWeakPtr(slotElement);
if (needsSlotchangeEvent)
slotElement.enqueueSlotChangeEvent();
return;
}
if (!needsSlotchangeEvent) {
ASSERT(slot.element || m_needsToResolveSlotElements);
slot.element = nullptr;
m_needsToResolveSlotElements = true;
return;
}
resolveSlotsAfterSlotMutation(shadowRoot, SlotMutationType::Insertion);
}
void SlotAssignment::removeSlotElementByName(const AtomicString& name, HTMLSlotElement& slotElement, ContainerNode* oldParentOfRemovedTreeForRemoval, ShadowRoot& shadowRoot)
{
#ifndef NDEBUG
ASSERT(m_slotElementsForConsistencyCheck.contains(&slotElement));
m_slotElementsForConsistencyCheck.remove(&slotElement);
#endif
if (auto* host = shadowRoot.host()) // FIXME: We should be able to do a targeted reconstruction.
host->invalidateStyleAndRenderersForSubtree();
auto* slot = m_slots.get(slotNameFromAttributeValue(name));
RELEASE_ASSERT(slot && slot->hasSlotElements());
bool needsSlotchangeEvent = shadowRoot.shouldFireSlotchangeEvent() && hasAssignedNodes(shadowRoot, *slot);
slot->elementCount--;
if (!slot->elementCount) {
slot->element = nullptr;
if (needsSlotchangeEvent && m_slotResolutionVersion != m_slotMutationVersion)
slotElement.enqueueSlotChangeEvent();
return;
}
if (!needsSlotchangeEvent) {
ASSERT(slot->element || m_needsToResolveSlotElements);
slot->element = nullptr;
m_needsToResolveSlotElements = true;
return;
}
bool elementWasRenamed = !oldParentOfRemovedTreeForRemoval;
if (elementWasRenamed && slot->element == &slotElement)
slotElement.enqueueSlotChangeEvent();
// A previous invocation to resolveSlotsAfterSlotMutation during this removal has updated this slot.
ASSERT(slot->element || (m_slotResolutionVersion == m_slotMutationVersion && !findSlotElement(shadowRoot, name)));
if (slot->element) {
resolveSlotsAfterSlotMutation(shadowRoot, elementWasRenamed ? SlotMutationType::Insertion : SlotMutationType::Removal,
m_willBeRemovingAllChildren ? oldParentOfRemovedTreeForRemoval : nullptr);
}
if (slot->oldElement == &slotElement) {
slotElement.enqueueSlotChangeEvent();
slot->oldElement = nullptr;
}
}
void SlotAssignment::resolveSlotsAfterSlotMutation(ShadowRoot& shadowRoot, SlotMutationType mutationType, ContainerNode* subtreeToSkip)
{
if (m_slotResolutionVersion == m_slotMutationVersion)
return;
m_slotResolutionVersion = m_slotMutationVersion;
ASSERT(!subtreeToSkip || mutationType == SlotMutationType::Removal);
m_needsToResolveSlotElements = false;
for (auto& slot : m_slots.values())
slot->seenFirstElement = false;
unsigned slotCount = 0;
HTMLSlotElement* currentElement = nextSlotElementSkippingSubtree(shadowRoot, subtreeToSkip);
for (; currentElement; currentElement = nextSlotElementSkippingSubtree(*currentElement, subtreeToSkip)) {
auto& currentSlotName = slotNameFromAttributeValue(currentElement->attributeWithoutSynchronization(nameAttr));
auto* currentSlot = m_slots.get(currentSlotName);
if (!currentSlot) {
// A new slot may have been inserted with this node but appears later in the tree order.
// Such a slot would go through the fast path in addSlotElementByName,
// and any subsequently inserted slot of the same name would not result in any slotchange or invokation of this function.
ASSERT(mutationType == SlotMutationType::Insertion);
continue;
}
if (currentSlot->seenFirstElement) {
if (mutationType == SlotMutationType::Insertion && currentSlot->oldElement == currentElement) {
currentElement->enqueueSlotChangeEvent();
currentSlot->oldElement = nullptr;
}
continue;
}
currentSlot->seenFirstElement = true;
slotCount++;
ASSERT(currentSlot->element || !hasAssignedNodes(shadowRoot, *currentSlot));
if (currentSlot->element != currentElement) {
if (hasAssignedNodes(shadowRoot, *currentSlot)) {
currentSlot->oldElement = WTFMove(currentSlot->element);
currentElement->enqueueSlotChangeEvent();
}
currentSlot->element = makeWeakPtr(*currentElement);
}
}
if (slotCount == m_slots.size())
return;
if (mutationType == SlotMutationType::Insertion) {
// This code path is taken only when continue above for !currentSlot is taken.
// i.e. there is a new slot being inserted into the tree but we have yet to invoke addSlotElementByName on it.
#if !ASSERT_DISABLED
for (auto& entry : m_slots)
ASSERT(entry.value->seenFirstElement || !findSlotElement(shadowRoot, entry.key));
#endif
return;
}
for (auto& slot : m_slots.values()) {
if (slot->seenFirstElement)
continue;
if (!slot->elementCount) {
// Taken the fast path for removal.
ASSERT(!slot->element);
continue;
}
// All slot elements have been removed for this slot.
slot->seenFirstElement = true;
ASSERT(slot->element);
if (hasAssignedNodes(shadowRoot, *slot))
slot->oldElement = WTFMove(slot->element);
slot->element = nullptr;
}
}
void SlotAssignment::slotFallbackDidChange(HTMLSlotElement& slotElement, ShadowRoot& shadowRoot)
{
if (shadowRoot.mode() == ShadowRootMode::UserAgent)
return;
bool usesFallbackContent = !assignedNodesForSlot(slotElement, shadowRoot);
if (usesFallbackContent)
slotElement.enqueueSlotChangeEvent();
}
void SlotAssignment::resolveSlotsBeforeNodeInsertionOrRemoval(ShadowRoot& shadowRoot)
{
ASSERT(shadowRoot.shouldFireSlotchangeEvent());
m_slotMutationVersion++;
m_willBeRemovingAllChildren = false;
if (m_needsToResolveSlotElements)
resolveAllSlotElements(shadowRoot);
}
void SlotAssignment::willRemoveAllChildren(ShadowRoot& shadowRoot)
{
m_slotMutationVersion++;
m_willBeRemovingAllChildren = true;
if (m_needsToResolveSlotElements)
resolveAllSlotElements(shadowRoot);
}
void SlotAssignment::didChangeSlot(const AtomicString& slotAttrValue, ShadowRoot& shadowRoot)
{
auto& slotName = slotNameFromAttributeValue(slotAttrValue);
auto* slot = m_slots.get(slotName);
if (!slot)
return;
slot->assignedNodes.clear();
m_slotAssignmentsIsValid = false;
auto slotElement = makeRefPtr(findFirstSlotElement(*slot, shadowRoot));
if (!slotElement)
return;
shadowRoot.host()->invalidateStyleAndRenderersForSubtree();
if (shadowRoot.shouldFireSlotchangeEvent())
slotElement->enqueueSlotChangeEvent();
}
void SlotAssignment::hostChildElementDidChange(const Element& childElement, ShadowRoot& shadowRoot)
{
didChangeSlot(childElement.attributeWithoutSynchronization(slotAttr), shadowRoot);
}
const Vector<Node*>* SlotAssignment::assignedNodesForSlot(const HTMLSlotElement& slotElement, ShadowRoot& shadowRoot)
{
ASSERT(slotElement.containingShadowRoot() == &shadowRoot);
const AtomicString& slotName = slotNameFromAttributeValue(slotElement.attributeWithoutSynchronization(nameAttr));
auto* slot = m_slots.get(slotName);
RELEASE_ASSERT(slot);
if (!m_slotAssignmentsIsValid)
assignSlots(shadowRoot);
if (slot->assignedNodes.isEmpty())
return nullptr;
RELEASE_ASSERT(slot->hasSlotElements());
if (slot->hasDuplicatedSlotElements() && findFirstSlotElement(*slot, shadowRoot) != &slotElement)
return nullptr;
return &slot->assignedNodes;
}
const AtomicString& SlotAssignment::slotNameForHostChild(const Node& child) const
{
return slotNameFromSlotAttribute(child);
}
HTMLSlotElement* SlotAssignment::findFirstSlotElement(Slot& slot, ShadowRoot& shadowRoot)
{
if (slot.shouldResolveSlotElement())
resolveAllSlotElements(shadowRoot);
#ifndef NDEBUG
ASSERT(!slot.element || m_slotElementsForConsistencyCheck.contains(slot.element.get()));
ASSERT(!!slot.element == !!slot.elementCount);
#endif
return slot.element.get();
}
void SlotAssignment::resolveAllSlotElements(ShadowRoot& shadowRoot)
{
ASSERT(m_needsToResolveSlotElements);
m_needsToResolveSlotElements = false;
// FIXME: It's inefficient to reset all values. We should be able to void this in common case.
for (auto& entry : m_slots)
entry.value->seenFirstElement = false;
unsigned slotCount = m_slots.size();
for (auto& slotElement : descendantsOfType<HTMLSlotElement>(shadowRoot)) {
auto& slotName = slotNameFromAttributeValue(slotElement.attributeWithoutSynchronization(nameAttr));
auto* slot = m_slots.get(slotName);
RELEASE_ASSERT(slot); // slot must have been created when a slot was inserted.
if (slot->seenFirstElement)
continue;
slot->seenFirstElement = true;
slot->element = makeWeakPtr(slotElement);
slotCount--;
if (!slotCount)
break;
}
}
void SlotAssignment::assignSlots(ShadowRoot& shadowRoot)
{
ASSERT(!m_slotAssignmentsIsValid);
m_slotAssignmentsIsValid = true;
for (auto& entry : m_slots)
entry.value->assignedNodes.shrink(0);
auto& host = *shadowRoot.host();
for (auto* child = host.firstChild(); child; child = child->nextSibling()) {
if (!is<Text>(*child) && !is<Element>(*child))
continue;
auto slotName = slotNameForHostChild(*child);
assignToSlot(*child, slotName);
}
for (auto& entry : m_slots)
entry.value->assignedNodes.shrinkToFit();
}
void SlotAssignment::assignToSlot(Node& child, const AtomicString& slotName)
{
ASSERT(!slotName.isNull());
if (slotName == defaultSlotName()) {
auto defaultSlotEntry = m_slots.find(defaultSlotName());
if (defaultSlotEntry != m_slots.end())
defaultSlotEntry->value->assignedNodes.append(&child);
return;
}
auto addResult = m_slots.ensure(slotName, [] {
return std::make_unique<Slot>();
});
addResult.iterator->value->assignedNodes.append(&child);
}
}