blob: 94f8ba6948a3f537d054fc2e43b7f5d77bfaa331 [file] [log] [blame]
/*
* 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 "RenderFlowThread.h"
#include "FlowThreadController.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)
: RenderBlock(node)
, m_regionsInvalidated(false)
, m_regionsHaveUniformLogicalWidth(true)
, m_regionsHaveUniformLogicalHeight(true)
, m_overset(true)
, m_hasRegionsWithStyling(false)
, m_dispatchRegionLayoutUpdateEvent(false)
, m_pageLogicalHeightChanged(false)
{
ASSERT(node->document()->cssRegionsEnabled());
setIsAnonymous(false);
setInRenderFlowThread();
}
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;
}
void RenderFlowThread::removeFlowChildInfo(RenderObject* child)
{
if (child->isBox())
removeRenderBoxRegionInfo(toRenderBox(child));
clearRenderObjectCustomStyle(child);
}
void RenderFlowThread::addRegionToThread(RenderRegion* renderRegion)
{
ASSERT(renderRegion);
m_regionList.add(renderRegion);
renderRegion->setIsValid(true);
invalidateRegions();
checkRegionsWithStyling();
}
void RenderFlowThread::removeRegionFromThread(RenderRegion* renderRegion)
{
ASSERT(renderRegion);
m_regionRangeMap.clear();
m_regionList.remove(renderRegion);
invalidateRegions();
checkRegionsWithStyling();
}
class CurrentRenderFlowThreadDisabler {
WTF_MAKE_NONCOPYABLE(CurrentRenderFlowThreadDisabler);
public:
CurrentRenderFlowThreadDisabler(RenderView* view)
: m_view(view)
, m_renderFlowThread(0)
{
m_renderFlowThread = m_view->flowThreadController()->currentRenderFlowThread();
if (m_renderFlowThread)
view->flowThreadController()->setCurrentRenderFlowThread(0);
}
~CurrentRenderFlowThreadDisabler()
{
if (m_renderFlowThread)
m_view->flowThreadController()->setCurrentRenderFlowThread(m_renderFlowThread);
}
private:
RenderView* m_view;
RenderFlowThread* m_renderFlowThread;
};
void RenderFlowThread::layout()
{
m_pageLogicalHeightChanged = m_regionsInvalidated && everHadLayout();
if (m_regionsInvalidated) {
m_regionsInvalidated = false;
m_regionsHaveUniformLogicalWidth = true;
m_regionsHaveUniformLogicalHeight = true;
m_regionRangeMap.clear();
LayoutUnit previousRegionLogicalWidth = 0;
LayoutUnit previousRegionLogicalHeight = 0;
bool firstRegionVisited = false;
if (hasRegions()) {
for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
RenderRegion* region = *iter;
ASSERT(!region->needsLayout());
region->deleteAllRenderBoxRegionInfo();
LayoutUnit regionLogicalWidth = region->pageLogicalWidth();
LayoutUnit regionLogicalHeight = region->pageLogicalHeight();
if (!firstRegionVisited)
firstRegionVisited = true;
else {
if (m_regionsHaveUniformLogicalWidth && previousRegionLogicalWidth != regionLogicalWidth)
m_regionsHaveUniformLogicalWidth = false;
if (m_regionsHaveUniformLogicalHeight && previousRegionLogicalHeight != regionLogicalHeight)
m_regionsHaveUniformLogicalHeight = false;
}
previousRegionLogicalWidth = regionLogicalWidth;
}
updateLogicalWidth(); // Called to get the maximum logical width for the region.
updateRegionsFlowThreadPortionRect();
}
}
CurrentRenderFlowThreadMaintainer currentFlowThreadSetter(this);
RenderBlock::layout();
m_pageLogicalHeightChanged = false;
if (lastRegion())
lastRegion()->expandToEncompassFlowThreadContentsIfNeeded();
if (shouldDispatchRegionLayoutUpdateEvent())
dispatchRegionLayoutUpdateEvent();
}
void RenderFlowThread::updateLogicalWidth()
{
LayoutUnit logicalWidth = 0;
for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
RenderRegion* region = *iter;
ASSERT(!region->needsLayout());
logicalWidth = max(region->pageLogicalWidth(), 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;
LayoutUnit regionLogicalWidth = region->pageLogicalWidth();
if (regionLogicalWidth != logicalWidth) {
LayoutUnit logicalLeft = style()->direction() == LTR ? ZERO_LAYOUT_UNIT : logicalWidth - regionLogicalWidth;
region->setRenderBoxRegionInfo(this, logicalLeft, regionLogicalWidth, false);
}
}
}
void RenderFlowThread::computeLogicalHeight(LayoutUnit, LayoutUnit logicalTop, LogicalExtentComputedValues& computedValues) const
{
computedValues.m_position = logicalTop;
computedValues.m_extent = 0;
for (RenderRegionList::const_iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
RenderRegion* region = *iter;
ASSERT(!region->needsLayout());
if (region->needsOverrideLogicalContentHeightComputation()) {
// If we have an auto logical height region for which we did not compute a height yet,
// then we cannot compute and update the height of this flow.
return;
}
computedValues.m_extent += region->logicalHeightOfAllFlowThreadContent();
}
}
void RenderFlowThread::paintFlowThreadPortionInRegion(PaintInfo& paintInfo, RenderRegion* region, LayoutRect flowThreadPortionRect, LayoutRect flowThreadPortionOverflowRect, const LayoutPoint& paintOffset) const
{
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 regionClippingRect(paintOffset + (flowThreadPortionOverflowRect.location() - flowThreadPortionRect.location()), flowThreadPortionOverflowRect.size());
PaintInfo info(paintInfo);
info.rect.intersect(pixelSnappedIntRect(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
// the flow thread portion in the flow thread's local coordinates.
IntPoint renderFlowThreadOffset;
if (style()->isFlippedBlocksWritingMode()) {
LayoutRect flippedFlowThreadPortionRect(flowThreadPortionRect);
flipForWritingMode(flippedFlowThreadPortionRect);
renderFlowThreadOffset = roundedIntPoint(paintOffset - flippedFlowThreadPortionRect.location());
} else
renderFlowThreadOffset = roundedIntPoint(paintOffset - flowThreadPortionRect.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::hitTestFlowThreadPortionInRegion(RenderRegion* region, LayoutRect flowThreadPortionRect, LayoutRect flowThreadPortionOverflowRect, const HitTestRequest& request, HitTestResult& result, const HitTestLocation& locationInContainer, const LayoutPoint& accumulatedOffset) const
{
LayoutRect regionClippingRect(accumulatedOffset + (flowThreadPortionOverflowRect.location() - flowThreadPortionRect.location()), flowThreadPortionOverflowRect.size());
if (!regionClippingRect.contains(locationInContainer.point()))
return false;
LayoutSize renderFlowThreadOffset;
if (style()->isFlippedBlocksWritingMode()) {
LayoutRect flippedFlowThreadPortionRect(flowThreadPortionRect);
flipForWritingMode(flippedFlowThreadPortionRect);
renderFlowThreadOffset = accumulatedOffset - flippedFlowThreadPortionRect.location();
} else
renderFlowThreadOffset = accumulatedOffset - flowThreadPortionRect.location();
// Always ignore clipping, since the RenderFlowThread has nothing to do with the bounds of the FrameView.
HitTestRequest newRequest(request.type() | HitTestRequest::IgnoreClipping);
// Make a new temporary HitTestLocation in the new region.
HitTestLocation newHitTestLocation(locationInContainer, -renderFlowThreadOffset, region);
bool isPointInsideFlowThread = layer()->hitTest(newRequest, newHitTestLocation, result);
// 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) || !hasValidRegionInfo())
return;
LayoutStateDisabler layoutStateDisabler(view()); // We can't use layout state to repaint, since the regions are somewhere else.
// We can't use currentFlowThread as it is possible to have interleaved flow threads and the wrong one could be used.
// Let each region figure out the proper enclosing flow thread.
CurrentRenderFlowThreadDisabler disabler(view());
for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
RenderRegion* region = *iter;
region->repaintFlowThreadContent(repaintRect, immediate);
}
}
RenderRegion* RenderFlowThread::regionAtBlockOffset(LayoutUnit offset, 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;
LayoutUnit accumulatedLogicalHeight = ZERO_LAYOUT_UNIT;
// FIXME: The regions are always in order, optimize this search.
for (RenderRegionList::const_iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
RenderRegion* region = *iter;
if (offset <= 0)
return region;
if (extendLastRegion || region->isRenderRegionSet())
lastValidRegion = region;
// If we did not compute the region's height, we should consider this region
// tall enough to accomodate all content.
if (region->needsOverrideLogicalContentHeightComputation())
return region;
if (region->hasOverrideHeight() && view()->normalLayoutPhase()) {
accumulatedLogicalHeight += region->overrideLogicalContentHeight();
if (offset < accumulatedLogicalHeight)
return region;
continue;
}
LayoutRect regionRect = region->flowThreadPortionRect();
accumulatedLogicalHeight += isHorizontalWritingMode() ? regionRect.height() : regionRect.width();
if (offset < accumulatedLogicalHeight)
return region;
}
return lastValidRegion;
}
LayoutUnit RenderFlowThread::pageLogicalTopForOffset(LayoutUnit offset) const
{
RenderRegion* region = regionAtBlockOffset(offset);
return region ? region->pageLogicalTopForOffset(offset) : ZERO_LAYOUT_UNIT;
}
LayoutUnit RenderFlowThread::pageLogicalWidthForOffset(LayoutUnit offset) const
{
RenderRegion* region = regionAtBlockOffset(offset, true);
return region ? region->pageLogicalWidth() : contentLogicalWidth();
}
LayoutUnit RenderFlowThread::pageLogicalHeightForOffset(LayoutUnit offset) const
{
RenderRegion* region = regionAtBlockOffset(offset);
if (!region)
return ZERO_LAYOUT_UNIT;
if (region->needsOverrideLogicalContentHeightComputation())
return MAX_LAYOUT_UNIT / 2;
return region->pageLogicalHeight();
}
LayoutUnit RenderFlowThread::pageRemainingLogicalHeightForOffset(LayoutUnit offset, PageBoundaryRule pageBoundaryRule) const
{
RenderRegion* region = regionAtBlockOffset(offset);
if (!region)
return ZERO_LAYOUT_UNIT;
if (region->needsOverrideLogicalContentHeightComputation())
return MAX_LAYOUT_UNIT / 2;
LayoutUnit pageLogicalTop = region->pageLogicalTopForOffset(offset);
LayoutUnit pageLogicalHeight = region->pageLogicalHeight();
LayoutUnit pageLogicalBottom = pageLogicalTop + pageLogicalHeight;
LayoutUnit remainingHeight = pageLogicalBottom - offset;
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.
remainingHeight = intMod(remainingHeight, pageLogicalHeight);
}
return remainingHeight;
}
RenderRegion* RenderFlowThread::mapFromFlowToRegion(TransformState& transformState) const
{
if (!hasValidRegionInfo())
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 = regionAtBlockOffset(isHorizontalWritingMode() ? center.y() : center.x(), true);
if (!renderRegion)
return 0;
LayoutRect flippedRegionRect(renderRegion->flowThreadPortionRect());
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;
region->removeRenderBoxRegionInfo(box);
if (region == endRegion)
break;
}
#ifndef NDEBUG
// We have to make sure we did not leave any RenderBoxRegionInfo attached.
for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
RenderRegion* region = *iter;
ASSERT(!region->renderBoxRegionInfo(box));
}
#endif
m_regionRangeMap.remove(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;
ASSERT(!region->needsLayout());
OwnPtr<RenderBoxRegionInfo> oldInfo = region->takeRenderBoxRegionInfo(block);
if (!oldInfo)
continue;
LayoutUnit oldLogicalWidth = oldInfo->logicalWidth();
RenderBoxRegionInfo* newInfo = block->renderBoxRegionInfo(region, offsetFromLogicalTopOfFirstPage);
if (!newInfo || newInfo->logicalWidth() != oldLogicalWidth)
return true;
if (region == endRegion)
break;
}
return false;
}
LayoutUnit RenderFlowThread::contentLogicalWidthOfFirstRegion() const
{
RenderRegion* firstValidRegionInFlow = firstRegion();
if (!firstValidRegionInFlow)
return ZERO_LAYOUT_UNIT;
return isHorizontalWritingMode() ? firstValidRegionInFlow->contentWidth() : firstValidRegionInFlow->contentHeight();
}
LayoutUnit RenderFlowThread::contentLogicalHeightOfFirstRegion() const
{
RenderRegion* firstValidRegionInFlow = firstRegion();
if (!firstValidRegionInFlow)
return ZERO_LAYOUT_UNIT;
return isHorizontalWritingMode() ? firstValidRegionInFlow->contentHeight() : firstValidRegionInFlow->contentWidth();
}
LayoutUnit RenderFlowThread::contentLogicalLeftOfFirstRegion() const
{
RenderRegion* firstValidRegionInFlow = firstRegion();
if (!firstValidRegionInFlow)
return ZERO_LAYOUT_UNIT;
return isHorizontalWritingMode() ? firstValidRegionInFlow->flowThreadPortionRect().x() : firstValidRegionInFlow->flowThreadPortionRect().y();
}
RenderRegion* RenderFlowThread::firstRegion() const
{
if (!hasValidRegionInfo())
return 0;
return m_regionList.first();
}
RenderRegion* RenderFlowThread::lastRegion() const
{
if (!hasValidRegionInfo())
return 0;
return m_regionList.last();
}
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)
{
if (!hasRegions())
return;
// FIXME: Not right for differing writing-modes.
RenderRegion* startRegion = regionAtBlockOffset(offsetFromLogicalTopOfFirstPage, true);
RenderRegion* endRegion = regionAtBlockOffset(offsetFromLogicalTopOfFirstPage + box->logicalHeight(), true);
RenderRegionRangeMap::iterator it = m_regionRangeMap.find(box);
if (it == m_regionRangeMap.end()) {
m_regionRangeMap.set(box, RenderRegionRange(startRegion, endRegion));
clearRenderObjectCustomStyle(box);
return;
}
// If nothing changed, just bail.
RenderRegionRange& range = it->value;
if (range.startRegion() == startRegion && range.endRegion() == endRegion)
return;
// 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;
}
clearRenderObjectCustomStyle(box, range.startRegion(), range.endRegion(), startRegion, endRegion);
range.setRange(startRegion, endRegion);
}
void RenderFlowThread::getRegionRangeForBox(const RenderBox* box, RenderRegion*& startRegion, RenderRegion*& endRegion) const
{
startRegion = 0;
endRegion = 0;
RenderRegionRangeMap::const_iterator it = m_regionRangeMap.find(box);
if (it == m_regionRangeMap.end())
return;
const RenderRegionRange& range = it->value;
startRegion = range.startRegion();
endRegion = range.endRegion();
ASSERT(m_regionList.contains(startRegion) && m_regionList.contains(endRegion));
}
void RenderFlowThread::computeOverflowStateForRegions(LayoutUnit oldClientAfterEdge)
{
LayoutUnit height = oldClientAfterEdge;
// Simulate a region break at height. If it points inside an auto logical height region,
// then it determines the region override logical content height.
addForcedRegionBreak(height);
// FIXME: the visual overflow of middle region (if it is the last one to contain any content in a render flow thread)
// might not be taken into account because the render flow thread height is greater that that regions height + its visual overflow
// because of how computeLogicalHeight is implemented for RenderFlowThread (as a sum of all regions height).
// This means that the middle region will be marked as fit (even if it has visual overflow flowing into the next region)
if (hasRenderOverflow()
&& ( (isHorizontalWritingMode() && visualOverflowRect().maxY() > clientBoxRect().maxY())
|| (!isHorizontalWritingMode() && visualOverflowRect().maxX() > clientBoxRect().maxX())))
height = isHorizontalWritingMode() ? visualOverflowRect().maxY() : visualOverflowRect().maxX();
RenderRegion* lastReg = lastRegion();
for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
RenderRegion* region = *iter;
LayoutUnit flowMin = height - (isHorizontalWritingMode() ? region->flowThreadPortionRect().y() : region->flowThreadPortionRect().x());
LayoutUnit flowMax = height - (isHorizontalWritingMode() ? region->flowThreadPortionRect().maxY() : region->flowThreadPortionRect().maxX());
RenderRegion::RegionState previousState = region->regionState();
RenderRegion::RegionState state = RenderRegion::RegionFit;
if (flowMin <= 0)
state = RenderRegion::RegionEmpty;
if (flowMax > 0 && region == lastReg)
state = RenderRegion::RegionOverset;
region->setRegionState(state);
// determine whether the NamedFlow object should dispatch a regionLayoutUpdate event
// FIXME: currently it cannot determine whether a region whose regionOverset state remained either "fit" or "overset" has actually
// changed, so it just assumes that the NamedFlow should dispatch the event
if (previousState != state
|| state == RenderRegion::RegionFit
|| state == RenderRegion::RegionOverset)
setDispatchRegionLayoutUpdateEvent(true);
}
// With the regions overflow state computed we can also set the overset flag for the named flow.
// If there are no valid regions in the chain, overset is true.
m_overset = lastReg ? lastReg->regionState() == RenderRegion::RegionOverset : true;
}
bool RenderFlowThread::regionInRange(const RenderRegion* targetRegion, const RenderRegion* startRegion, const RenderRegion* endRegion) const
{
ASSERT(targetRegion);
for (RenderRegionList::const_iterator it = m_regionList.find(const_cast<RenderRegion*>(startRegion)); it != m_regionList.end(); ++it) {
const RenderRegion* currRegion = *it;
if (targetRegion == currRegion)
return true;
if (currRegion == endRegion)
break;
}
return false;
}
// Check if the content is flown into at least a region with region styling rules.
void RenderFlowThread::checkRegionsWithStyling()
{
bool hasRegionsWithStyling = false;
for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
RenderRegion* region = *iter;
if (region->hasCustomRegionStyle()) {
hasRegionsWithStyling = true;
break;
}
}
m_hasRegionsWithStyling = hasRegionsWithStyling;
}
bool RenderFlowThread::objectInFlowRegion(const RenderObject* object, const RenderRegion* region) const
{
ASSERT(object);
ASSERT(region);
if (!object->inRenderFlowThread())
return false;
if (object->enclosingRenderFlowThread() != this)
return false;
if (!m_regionList.contains(const_cast<RenderRegion*>(region)))
return false;
RenderBox* enclosingBox = object->enclosingBox();
RenderRegion* enclosingBoxStartRegion = 0;
RenderRegion* enclosingBoxEndRegion = 0;
getRegionRangeForBox(enclosingBox, enclosingBoxStartRegion, enclosingBoxEndRegion);
if (!regionInRange(region, enclosingBoxStartRegion, enclosingBoxEndRegion))
return false;
if (object->isBox())
return true;
LayoutRect objectABBRect = object->absoluteBoundingBoxRect(true);
if (!objectABBRect.width())
objectABBRect.setWidth(1);
if (!objectABBRect.height())
objectABBRect.setHeight(1);
if (objectABBRect.intersects(region->absoluteBoundingBoxRect(true)))
return true;
if (region == lastRegion()) {
// If the object does not intersect any of the enclosing box regions
// then the object is in last region.
for (RenderRegionList::const_iterator it = m_regionList.find(enclosingBoxStartRegion); it != m_regionList.end(); ++it) {
const RenderRegion* currRegion = *it;
if (currRegion == region)
break;
if (objectABBRect.intersects(currRegion->absoluteBoundingBoxRect(true)))
return false;
}
return true;
}
return false;
}
#ifndef NDEBUG
unsigned RenderFlowThread::autoLogicalHeightRegionsCount() const
{
unsigned autoLogicalHeightRegions = 0;
for (RenderRegionList::const_iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
const RenderRegion* region = *iter;
if (region->hasAutoLogicalHeight())
autoLogicalHeightRegions++;
}
return autoLogicalHeightRegions;
}
#endif
void RenderFlowThread::resetRegionsOverrideLogicalContentHeight()
{
ASSERT(view()->layoutState());
ASSERT(view()->normalLayoutPhase());
// We need to reset the override logical content height for regions with auto logical height
// only if the flow thread content needs layout.
if (!selfNeedsLayout())
return;
// FIXME: optimize this to iterate the region chain only if the flow thread has auto logical height
// region.
for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
RenderRegion* region = *iter;
if (!region->hasAutoLogicalHeight())
continue;
region->clearOverrideLogicalContentHeight();
// FIXME: We need to find a way to avoid marking all the regions ancestors for layout
// as we are already inside layout.
region->setNeedsLayout(true);
}
}
void RenderFlowThread::markAutoLogicalHeightRegionsForLayout()
{
ASSERT(view()->layoutState());
ASSERT(view()->constrainedFlowThreadsLayoutPhase());
// FIXME: optimize this to iterate the region chain only if the flow thread has auto logical height
// region.
for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
RenderRegion* region = *iter;
if (!region->hasAutoLogicalHeight())
continue;
// FIXME: We need to find a way to avoid marking all the regions ancestors for layout
// as we are already inside layout.
region->setNeedsLayout(true);
}
m_regionsInvalidated = true;
setNeedsLayout(true);
}
void RenderFlowThread::updateRegionsFlowThreadPortionRect()
{
LayoutUnit logicalHeight = 0;
for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
RenderRegion* region = *iter;
LayoutUnit regionLogicalWidth = region->pageLogicalWidth();
LayoutUnit regionLogicalHeight = region->logicalHeightOfAllFlowThreadContent();
LayoutRect regionRect(style()->direction() == LTR ? ZERO_LAYOUT_UNIT : logicalWidth() - regionLogicalWidth, logicalHeight, regionLogicalWidth, regionLogicalHeight);
// FIXME: when a flow thread has more than one auto logical height region,
// we have to take into account the override logical content height value,
// if computed for an auto logical height region, and use it to set the height
// for the region rect. This way, the regions in the chain following the auto
// logical height region, will be able to fragment the right part of their
// associated flow thread content (and compute their overrideComputedLogicalHeight properly).
region->setFlowThreadPortionRect(isHorizontalWritingMode() ? regionRect : regionRect.transposedRect());
logicalHeight += regionLogicalHeight;
}
}
// FIXME: Extend it to account for region break
void RenderFlowThread::addForcedRegionBreak(LayoutUnit offsetBreakInFlowThread)
{
// We take breaks into account for height computation for auto logical height regions
// only in the layout phase in which we lay out the flows threads unconstrained
// and we use the content breaks to determine the overrideContentLogicalHeight for
// auto logical height regions.
if (view()->constrainedFlowThreadsLayoutPhase())
return;
// Simulate a region break at height. If it points inside an auto logical height region,
// then it determines the region override logical content height.
RenderRegion* region = regionAtBlockOffset(offsetBreakInFlowThread);
if (!region)
return;
if (!region->needsOverrideLogicalContentHeightComputation())
return;
LayoutUnit currentRegionOffsetInFlowThread = isHorizontalWritingMode() ? region->flowThreadPortionRect().y() : region->flowThreadPortionRect().x();
LayoutUnit offsetBreakInCurrentRegion = offsetBreakInFlowThread - currentRegionOffsetInFlowThread;
LayoutUnit regionOverrideLogicalContentHeight = region->computeReplacedLogicalHeightRespectingMinMaxHeight(offsetBreakInCurrentRegion);
region->setOverrideLogicalContentHeight(regionOverrideLogicalContentHeight);
// FIXME: Extend it to take into account that we may have more than one auto-height region in flow.
// For now, clear the override logical content height for remaining auto logical height regions in the flow.
// A follow-up patch will properly distribute the remaining height into the following regions.
RenderRegionList::iterator regionIter = m_regionList.find(region);
ASSERT(regionIter != m_regionList.end());
// Skip the current region.
++regionIter;
for (; regionIter != m_regionList.end(); ++regionIter) {
RenderRegion* currRegion = *regionIter;
if (!currRegion->hasAutoLogicalHeight())
continue;
currRegion->clearOverrideLogicalContentHeight();
}
updateRegionsFlowThreadPortionRect();
}
CurrentRenderFlowThreadMaintainer::CurrentRenderFlowThreadMaintainer(RenderFlowThread* renderFlowThread)
: m_renderFlowThread(renderFlowThread)
{
if (!m_renderFlowThread)
return;
RenderView* view = m_renderFlowThread->view();
ASSERT(!view->flowThreadController()->currentRenderFlowThread());
view->flowThreadController()->setCurrentRenderFlowThread(m_renderFlowThread);
}
CurrentRenderFlowThreadMaintainer::~CurrentRenderFlowThreadMaintainer()
{
if (!m_renderFlowThread)
return;
RenderView* view = m_renderFlowThread->view();
ASSERT(view->flowThreadController()->currentRenderFlowThread() == m_renderFlowThread);
view->flowThreadController()->setCurrentRenderFlowThread(0);
}
} // namespace WebCore