blob: b8d1197a2bcb9ad3992167d88ee2a7339a6313a1 [file] [log] [blame]
/*
* 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 IN..0TERRUPTION) 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 "RenderMultiColumnFlowThread.h"
#include "RenderMultiColumnBlock.h"
#include "RenderMultiColumnSet.h"
namespace WebCore {
RenderMultiColumnFlowThread::RenderMultiColumnFlowThread(Document* document)
: RenderFlowThread(document)
{
setFlowThreadState(InsideInFlowThread);
}
RenderMultiColumnFlowThread::~RenderMultiColumnFlowThread()
{
}
const char* RenderMultiColumnFlowThread::renderName() const
{
return "RenderMultiColumnFlowThread";
}
void RenderMultiColumnFlowThread::computeLogicalHeight(LayoutUnit logicalHeight, LayoutUnit logicalTop, LogicalExtentComputedValues& computedValues) const
{
// We simply remain at our intrinsic height.
computedValues.m_extent = logicalHeight;
computedValues.m_position = logicalTop;
}
LayoutUnit RenderMultiColumnFlowThread::initialLogicalWidth() const
{
RenderMultiColumnBlock* parentBlock = toRenderMultiColumnBlock(parent());
return parentBlock->columnWidth();
}
void RenderMultiColumnFlowThread::autoGenerateRegionsToBlockOffset(LayoutUnit /*offset*/)
{
// This function ensures we have the correct column set information at all times.
// For a simple multi-column layout in continuous media, only one column set child is required.
// Once a column is nested inside an enclosing pagination context, the number of column sets
// required becomes 2n-1, where n is the total number of nested pagination contexts. For example:
//
// Column layout with no enclosing pagination model = 2 * 1 - 1 = 1 column set.
// Columns inside pages = 2 * 2 - 1 = 3 column sets (bottom of first page, all the subsequent pages, then the last page).
// Columns inside columns inside pages = 2 * 3 - 1 = 5 column sets.
//
// In addition, column spans will force a column set to "split" into before/after sets around the spanning element.
//
// Finally, we will need to deal with columns inside regions. If regions have variable widths, then there will need
// to be unique column sets created inside any region whose width is different from its surrounding regions. This is
// actually pretty similar to the spanning case, in that we break up the column sets whenever the width varies.
//
// FIXME: For now just make one column set. This matches the old multi-column code.
// Right now our goal is just feature parity with the old multi-column code so that we can switch over to the
// new code as soon as possible.
RenderMultiColumnSet* firstSet = toRenderMultiColumnSet(firstRegion());
if (firstSet)
return;
invalidateRegions();
RenderMultiColumnBlock* parentBlock = toRenderMultiColumnBlock(parent());
firstSet = RenderMultiColumnSet::createAnonymous(this);
firstSet->setStyle(RenderStyle::createAnonymousStyleWithDisplay(parentBlock->style(), BLOCK));
parentBlock->RenderBlock::addChild(firstSet);
// Even though we aren't placed yet, we can go ahead and set up our size.
firstSet->updateLogicalWidth();
firstSet->updateLogicalHeight();
firstSet->setRequiresBalancing(parentBlock->requiresBalancing());
validateRegions();
}
}