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/*
* Copyright (C) 2012 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 COMPUTER, 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 "RenderMultiColumnSet.h"
#include "HitTestResult.h"
#include "PaintInfo.h"
#include "RenderMultiColumnFlowThread.h"
#include "RenderMultiColumnBlock.h"
using std::min;
using std::max;
namespace WebCore {
RenderMultiColumnSet::RenderMultiColumnSet(Node* node, RenderFlowThread* flowThread)
: RenderRegionSet(node, flowThread)
, m_computedColumnCount(1)
, m_computedColumnWidth(0)
, m_computedColumnHeight(0)
, m_requiresBalancing(false)
, m_minimumColumnHeight(0)
, m_forcedBreaksCount(0)
, m_maximumDistanceBetweenForcedBreaks(0)
, m_forcedBreakOffset(0)
{
}
LayoutUnit RenderMultiColumnSet::pageLogicalTopForOffset(LayoutUnit offset) const
{
LayoutUnit portionLogicalTop = (isHorizontalWritingMode() ? flowThreadPortionRect().y() : flowThreadPortionRect().x());
unsigned columnIndex = (offset - portionLogicalTop) / computedColumnHeight();
return portionLogicalTop + columnIndex * computedColumnHeight();
}
void RenderMultiColumnSet::updateLogicalWidth()
{
// Our logical width starts off matching the column block itself.
// This width will be fixed up after the flow thread lays out once it is determined exactly how many
// columns we ended up holding.
// FIXME: When we add regions support, we'll start it off at the width of the multi-column
// block in that particular region.
setLogicalWidth(parentBox()->contentLogicalWidth());
RenderMultiColumnBlock* parentBlock = toRenderMultiColumnBlock(parent());
setComputedColumnWidthAndCount(parentBlock->columnWidth(), parentBlock->columnCount()); // FIXME: This will eventually vary if we are contained inside regions.
}
void RenderMultiColumnSet::updateLogicalHeight()
{
// FIXME: This is the only class that overrides updateLogicalHeight. If we didn't have to set computedColumnHeight,
// we could remove this and make updateLogicalHeight non-virtual. https://bugs.webkit.org/show_bug.cgi?id=96804
// Make sure our column height is up to date.
LogicalExtentComputedValues computedValues;
computeLogicalHeight(0, 0, computedValues);
setComputedColumnHeight(computedValues.m_extent); // FIXME: Once we make more than one column set, this will become variable.
// Our logical height is always just the height of our columns.
setLogicalHeight(computedColumnHeight());
}
void RenderMultiColumnSet::computeLogicalHeight(LayoutUnit, LayoutUnit, LogicalExtentComputedValues& computedValues) const
{
RenderMultiColumnBlock* parentBlock = toRenderMultiColumnBlock(parent());
computedValues.m_extent = parentBlock->columnHeight();
}
LayoutUnit RenderMultiColumnSet::columnGap() const
{
if (style()->hasNormalColumnGap())
return style()->fontDescription().computedPixelSize(); // "1em" is recommended as the normal gap setting. Matches <p> margins.
return static_cast<int>(style()->columnGap());
}
unsigned RenderMultiColumnSet::columnCount() const
{
if (!computedColumnHeight())
return 0;
// Our region rect determines our column count. We have as many columns as needed to fit all the content.
LayoutUnit logicalHeightInColumns = flowThread()->isHorizontalWritingMode() ? flowThreadPortionRect().height() : flowThreadPortionRect().width();
return ceil(static_cast<float>(logicalHeightInColumns) / computedColumnHeight());
}
LayoutRect RenderMultiColumnSet::columnRectAt(unsigned index) const
{
LayoutUnit colLogicalWidth = computedColumnWidth();
LayoutUnit colLogicalHeight = computedColumnHeight();
LayoutUnit colLogicalTop = borderBefore() + paddingBefore();
LayoutUnit colLogicalLeft = borderAndPaddingLogicalLeft();
int colGap = columnGap();
if (style()->isLeftToRightDirection())
colLogicalLeft += index * (colLogicalWidth + colGap);
else
colLogicalLeft += contentLogicalWidth() - colLogicalWidth - index * (colLogicalWidth + colGap);
if (isHorizontalWritingMode())
return LayoutRect(colLogicalLeft, colLogicalTop, colLogicalWidth, colLogicalHeight);
return LayoutRect(colLogicalTop, colLogicalLeft, colLogicalHeight, colLogicalWidth);
}
unsigned RenderMultiColumnSet::columnIndexAtOffset(LayoutUnit offset) const
{
LayoutRect portionRect(flowThreadPortionRect());
LayoutUnit flowThreadLogicalTop = isHorizontalWritingMode() ? portionRect.y() : portionRect.x();
LayoutUnit flowThreadLogicalBottom = isHorizontalWritingMode() ? portionRect.maxY() : portionRect.maxX();
// Handle the offset being out of range.
if (offset < flowThreadLogicalTop)
return 0;
if (offset >= flowThreadLogicalBottom)
return columnCount() - 1;
// Just divide by the column height to determine the correct column.
return static_cast<float>(offset - flowThreadLogicalTop) / computedColumnHeight();
}
LayoutRect RenderMultiColumnSet::flowThreadPortionRectAt(unsigned index) const
{
LayoutRect portionRect = flowThreadPortionRect();
if (isHorizontalWritingMode())
portionRect = LayoutRect(portionRect.x(), portionRect.y() + index * computedColumnHeight(), portionRect.width(), computedColumnHeight());
else
portionRect = LayoutRect(portionRect.x() + index * computedColumnHeight(), portionRect.y(), computedColumnHeight(), portionRect.height());
return portionRect;
}
LayoutRect RenderMultiColumnSet::flowThreadPortionOverflowRect(const LayoutRect& portionRect, unsigned index, unsigned colCount, int colGap) const
{
// This function determines the portion of the flow thread that paints for the column. Along the inline axis, columns are
// unclipped at outside edges (i.e., the first and last column in the set), and they clip to half the column
// gap along interior edges.
//
// In the block direction, we will not clip overflow out of the top of the first column, or out of the bottom of
// the last column. This applies only to the true first column and last column across all column sets.
//
// FIXME: Eventually we will know overflow on a per-column basis, but we can't do this until we have a painting
// mode that understands not to paint contents from a previous column in the overflow area of a following column.
// This problem applies to regions and pages as well and is not unique to columns.
bool isFirstColumn = !index;
bool isLastColumn = index == colCount - 1;
LayoutRect overflowRect(portionRect);
if (isHorizontalWritingMode()) {
if (isFirstColumn) {
// Shift to the logical left overflow of the flow thread to make sure it's all covered.
overflowRect.shiftXEdgeTo(min(flowThread()->visualOverflowRect().x(), portionRect.x()));
} else {
// Expand into half of the logical left column gap.
overflowRect.shiftXEdgeTo(portionRect.x() - colGap / 2);
}
if (isLastColumn) {
// Shift to the logical right overflow of the flow thread to ensure content can spill out of the column.
overflowRect.shiftMaxXEdgeTo(max(flowThread()->visualOverflowRect().maxX(), portionRect.maxX()));
} else {
// Expand into half of the logical right column gap.
overflowRect.shiftMaxXEdgeTo(portionRect.maxX() + colGap / 2);
}
} else {
if (isFirstColumn) {
// Shift to the logical left overflow of the flow thread to make sure it's all covered.
overflowRect.shiftYEdgeTo(min(flowThread()->visualOverflowRect().y(), portionRect.y()));
} else {
// Expand into half of the logical left column gap.
overflowRect.shiftYEdgeTo(portionRect.y() - colGap / 2);
}
if (isLastColumn) {
// Shift to the logical right overflow of the flow thread to ensure content can spill out of the column.
overflowRect.shiftMaxYEdgeTo(max(flowThread()->visualOverflowRect().maxY(), portionRect.maxY()));
} else {
// Expand into half of the logical right column gap.
overflowRect.shiftMaxYEdgeTo(portionRect.maxY() + colGap / 2);
}
}
return overflowRectForFlowThreadPortion(overflowRect, isFirstRegion() && isFirstColumn, isLastRegion() && isLastColumn);
}
void RenderMultiColumnSet::paintReplaced(PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
// FIXME: RenderRegions are replaced elements right now and so they only paint in the foreground phase.
// Columns should technically respect phases and allow for background/float/foreground overlap etc., just like
// RenderBlocks do. We can't correct this, however, until RenderRegions are changed to actually be
// RenderBlocks. Note this is a pretty minor issue, since the old column implementation clipped columns
// anyway, thus making it impossible for them to overlap one another. It's also really unlikely that the columns
// would overlap another block.
setRegionObjectsRegionStyle();
paintColumnRules(paintInfo, paintOffset);
paintColumnContents(paintInfo, paintOffset);
restoreRegionObjectsOriginalStyle();
}
void RenderMultiColumnSet::paintColumnRules(PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
if (paintInfo.context->paintingDisabled())
return;
RenderStyle* blockStyle = toRenderMultiColumnBlock(parent())->style();
const Color& ruleColor = blockStyle->visitedDependentColor(CSSPropertyWebkitColumnRuleColor);
bool ruleTransparent = blockStyle->columnRuleIsTransparent();
EBorderStyle ruleStyle = blockStyle->columnRuleStyle();
LayoutUnit ruleThickness = blockStyle->columnRuleWidth();
LayoutUnit colGap = columnGap();
bool renderRule = ruleStyle > BHIDDEN && !ruleTransparent && ruleThickness <= colGap;
if (!renderRule)
return;
unsigned colCount = columnCount();
if (colCount <= 1)
return;
bool antialias = shouldAntialiasLines(paintInfo.context);
bool leftToRight = style()->isLeftToRightDirection();
LayoutUnit currLogicalLeftOffset = leftToRight ? LayoutUnit() : contentLogicalWidth();
LayoutUnit ruleAdd = borderAndPaddingLogicalLeft();
LayoutUnit ruleLogicalLeft = leftToRight ? LayoutUnit() : contentLogicalWidth();
LayoutUnit inlineDirectionSize = computedColumnWidth();
BoxSide boxSide = isHorizontalWritingMode()
? leftToRight ? BSLeft : BSRight
: leftToRight ? BSTop : BSBottom;
for (unsigned i = 0; i < colCount; i++) {
// Move to the next position.
if (leftToRight) {
ruleLogicalLeft += inlineDirectionSize + colGap / 2;
currLogicalLeftOffset += inlineDirectionSize + colGap;
} else {
ruleLogicalLeft -= (inlineDirectionSize + colGap / 2);
currLogicalLeftOffset -= (inlineDirectionSize + colGap);
}
// Now paint the column rule.
if (i < colCount - 1) {
LayoutUnit ruleLeft = isHorizontalWritingMode() ? paintOffset.x() + ruleLogicalLeft - ruleThickness / 2 + ruleAdd : paintOffset.x() + borderLeft() + paddingLeft();
LayoutUnit ruleRight = isHorizontalWritingMode() ? ruleLeft + ruleThickness : ruleLeft + contentWidth();
LayoutUnit ruleTop = isHorizontalWritingMode() ? paintOffset.y() + borderTop() + paddingTop() : paintOffset.y() + ruleLogicalLeft - ruleThickness / 2 + ruleAdd;
LayoutUnit ruleBottom = isHorizontalWritingMode() ? ruleTop + contentHeight() : ruleTop + ruleThickness;
IntRect pixelSnappedRuleRect = pixelSnappedIntRectFromEdges(ruleLeft, ruleTop, ruleRight, ruleBottom);
drawLineForBoxSide(paintInfo.context, pixelSnappedRuleRect.x(), pixelSnappedRuleRect.y(), pixelSnappedRuleRect.maxX(), pixelSnappedRuleRect.maxY(), boxSide, ruleColor, ruleStyle, 0, 0, antialias);
}
ruleLogicalLeft = currLogicalLeftOffset;
}
}
void RenderMultiColumnSet::paintColumnContents(PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
// For each rectangle, set it as the region rectangle and then let flow thread painting do the rest.
// We make multiple calls to paintFlowThreadPortionInRegion, changing the rectangles each time.
unsigned colCount = columnCount();
if (!colCount)
return;
LayoutUnit colGap = columnGap();
for (unsigned i = 0; i < colCount; i++) {
// First we get the column rect, which is in our local coordinate space, and we make it physical and apply
// the paint offset to it. That gives us the physical location that we want to paint the column at.
LayoutRect colRect = columnRectAt(i);
flipForWritingMode(colRect);
colRect.moveBy(paintOffset);
// Next we get the portion of the flow thread that corresponds to this column.
LayoutRect flowThreadPortion = flowThreadPortionRectAt(i);
// Now get the overflow rect that corresponds to the column.
LayoutRect flowThreadOverflowPortion = flowThreadPortionOverflowRect(flowThreadPortion, i, colCount, colGap);
// Do the paint with the computed rects.
flowThread()->paintFlowThreadPortionInRegion(paintInfo, this, flowThreadPortion, flowThreadOverflowPortion, colRect.location());
}
}
bool RenderMultiColumnSet::nodeAtPoint(const HitTestRequest& request, HitTestResult& result, const HitTestLocation& locationInContainer, const LayoutPoint& accumulatedOffset, HitTestAction action)
{
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).
// FIXME: Once we support overflow, we need to intersect with that and not with the bounds rect.
LayoutRect boundsRect = borderBoxRectInRegion(locationInContainer.region());
boundsRect.moveBy(adjustedLocation);
if (!visibleToHitTesting() || action != HitTestForeground || !locationInContainer.intersects(boundsRect))
return false;
// The point is in one specific column. Since columns can't overlap, we don't ever have to test
// multiple columns. Put the
// FIXME: It would be nice to jump right to the specific column by just doing math on the point. Since columns
// can't overlap, we shouldn't have to walk every column like this. The old column code walked all the columns, though,
// so this is no worse. We'd have to watch out for rect-based hit testing, though, which actually could overlap
// multiple columns.
LayoutUnit colGap = columnGap();
unsigned colCount = columnCount();
for (unsigned i = 0; i < colCount; i++) {
// First we get the column rect, which is in our local coordinate space, and we make it physical and apply
// the hit test offset to it. That gives us the physical location that we want to paint the column at.
LayoutRect colRect = columnRectAt(i);
flipForWritingMode(colRect);
colRect.moveBy(adjustedLocation);
// Next we get the portion of the flow thread that corresponds to this column.
LayoutRect flowThreadPortion = flowThreadPortionRectAt(i);
// Now get the overflow rect that corresponds to the column.
LayoutRect flowThreadOverflowPortion = flowThreadPortionOverflowRect(flowThreadPortion, i, colCount, colGap);
// Do the hit test with the computed rects.
if (flowThread()->hitTestFlowThreadPortionInRegion(this, flowThreadPortion, flowThreadOverflowPortion, request, result, locationInContainer, colRect.location()))
return true;
}
updateHitTestResult(result, locationInContainer.point() - toLayoutSize(adjustedLocation));
return !result.addNodeToRectBasedTestResult(node(), request, locationInContainer, boundsRect);
}
void RenderMultiColumnSet::repaintFlowThreadContent(const LayoutRect& repaintRect, bool immediate) const
{
// Figure out the start and end columns and only check within that range so that we don't walk the
// entire column set. Put the repaint rect into flow thread coordinates by flipping it first.
LayoutRect flowThreadRepaintRect(repaintRect);
flowThread()->flipForWritingMode(flowThreadRepaintRect);
// Now we can compare this rect with the flow thread portions owned by each column. First let's
// just see if the repaint rect intersects our flow thread portion at all.
LayoutRect clippedRect(flowThreadRepaintRect);
clippedRect.intersect(RenderRegion::flowThreadPortionOverflowRect());
if (clippedRect.isEmpty())
return;
// Now we know we intersect at least one column. Let's figure out the logical top and logical
// bottom of the area we're repainting.
LayoutUnit repaintLogicalTop = isHorizontalWritingMode() ? flowThreadRepaintRect.y() : flowThreadRepaintRect.x();
LayoutUnit repaintLogicalBottom = (isHorizontalWritingMode() ? flowThreadRepaintRect.maxY() : flowThreadRepaintRect.maxX()) - 1;
unsigned startColumn = columnIndexAtOffset(repaintLogicalTop);
unsigned endColumn = columnIndexAtOffset(repaintLogicalBottom);
LayoutUnit colGap = columnGap();
unsigned colCount = columnCount();
for (unsigned i = startColumn; i <= endColumn; i++) {
LayoutRect colRect = columnRectAt(i);
// Get the portion of the flow thread that corresponds to this column.
LayoutRect flowThreadPortion = flowThreadPortionRectAt(i);
// Now get the overflow rect that corresponds to the column.
LayoutRect flowThreadOverflowPortion = flowThreadPortionOverflowRect(flowThreadPortion, i, colCount, colGap);
// Do a repaint for this specific column.
repaintFlowThreadContentRectangle(repaintRect, immediate, flowThreadPortion, flowThreadOverflowPortion, colRect.location());
}
}
const char* RenderMultiColumnSet::renderName() const
{
return "RenderMultiColumnSet";
}
}