blob: bbb67eb16f960af05d02491b75793bfc3a7f16d1 [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 "core/rendering/RenderFlowThread.h"
#include "core/dom/Node.h"
#include "core/rendering/FlowThreadController.h"
#include "core/rendering/HitTestRequest.h"
#include "core/rendering/HitTestResult.h"
#include "core/rendering/PaintInfo.h"
#include "core/rendering/RenderLayer.h"
#include "core/rendering/RenderMultiColumnSet.h"
#include "core/rendering/RenderView.h"
#include "platform/PODIntervalTree.h"
#include "platform/geometry/TransformState.h"
namespace blink {
RenderFlowThread::RenderFlowThread()
: RenderBlockFlow(0)
, m_regionsInvalidated(false)
, m_regionsHaveUniformLogicalHeight(true)
, m_pageLogicalSizeChanged(false)
{
setFlowThreadState(InsideOutOfFlowThread);
}
void RenderFlowThread::removeRegionFromThread(RenderMultiColumnSet* columnSet)
{
ASSERT(columnSet);
m_multiColumnSetList.remove(columnSet);
}
void RenderFlowThread::invalidateRegions()
{
if (m_regionsInvalidated) {
ASSERT(selfNeedsLayout());
return;
}
setNeedsLayoutAndFullPaintInvalidation();
m_regionsInvalidated = true;
}
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::validateRegions()
{
if (m_regionsInvalidated) {
m_regionsInvalidated = false;
m_regionsHaveUniformLogicalHeight = true;
if (hasRegions()) {
LayoutUnit previousRegionLogicalHeight = 0;
bool firstRegionVisited = false;
for (RenderMultiColumnSetList::iterator iter = m_multiColumnSetList.begin(); iter != m_multiColumnSetList.end(); ++iter) {
RenderMultiColumnSet* columnSet = *iter;
LayoutUnit regionLogicalHeight = columnSet->pageLogicalHeight();
if (!firstRegionVisited) {
firstRegionVisited = true;
} else {
if (m_regionsHaveUniformLogicalHeight && previousRegionLogicalHeight != regionLogicalHeight)
m_regionsHaveUniformLogicalHeight = false;
}
previousRegionLogicalHeight = regionLogicalHeight;
}
}
}
updateLogicalWidth(); // Called to get the maximum logical width for the columnSet.
updateRegionsFlowThreadPortionRect();
}
void RenderFlowThread::layout()
{
m_pageLogicalSizeChanged = m_regionsInvalidated && everHadLayout();
CurrentRenderFlowThreadMaintainer currentFlowThreadSetter(this);
RenderBlockFlow::layout();
m_pageLogicalSizeChanged = false;
}
void RenderFlowThread::computeLogicalHeight(LayoutUnit, LayoutUnit logicalTop, LogicalExtentComputedValues& computedValues) const
{
computedValues.m_position = logicalTop;
computedValues.m_extent = 0;
for (RenderMultiColumnSetList::const_iterator iter = m_multiColumnSetList.begin(); iter != m_multiColumnSetList.end(); ++iter) {
RenderMultiColumnSet* columnSet = *iter;
computedValues.m_extent += columnSet->logicalHeightInFlowThread();
}
}
bool RenderFlowThread::nodeAtPoint(const HitTestRequest& request, HitTestResult& result, const HitTestLocation& locationInContainer, const LayoutPoint& accumulatedOffset, HitTestAction hitTestAction)
{
if (hitTestAction == HitTestBlockBackground)
return false;
return RenderBlockFlow::nodeAtPoint(request, result, locationInContainer, accumulatedOffset, hitTestAction);
}
bool RenderFlowThread::shouldIssuePaintInvalidations(const LayoutRect& r) const
{
if (view()->document().printing() || r.isEmpty())
return false;
return true;
}
void RenderFlowThread::paintInvalidationRectangleInRegions(const LayoutRect& paintInvalidationRect) const
{
if (!shouldIssuePaintInvalidations(paintInvalidationRect) || !hasValidRegionInfo())
return;
// We can't use currentFlowThread as it is possible to have interleaved flow threads and the wrong one could be used.
// Let each columnSet figure out the proper enclosing flow thread.
CurrentRenderFlowThreadDisabler disabler(view());
for (RenderMultiColumnSetList::const_iterator iter = m_multiColumnSetList.begin(); iter != m_multiColumnSetList.end(); ++iter) {
RenderMultiColumnSet* columnSet = *iter;
columnSet->paintInvalidationForFlowThreadContent(paintInvalidationRect);
}
}
LayoutUnit RenderFlowThread::pageLogicalHeightForOffset(LayoutUnit offset)
{
RenderMultiColumnSet* columnSet = columnSetAtBlockOffset(offset);
if (!columnSet)
return 0;
return columnSet->pageLogicalHeight();
}
LayoutUnit RenderFlowThread::pageRemainingLogicalHeightForOffset(LayoutUnit offset, PageBoundaryRule pageBoundaryRule)
{
RenderMultiColumnSet* columnSet = columnSetAtBlockOffset(offset);
if (!columnSet)
return 0;
LayoutUnit pageLogicalTop = columnSet->pageLogicalTopForOffset(offset);
LayoutUnit pageLogicalHeight = columnSet->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
// columnSet will act as being part of the previous columnSet.
remainingHeight = intMod(remainingHeight, pageLogicalHeight);
}
return remainingHeight;
}
RenderRegion* RenderFlowThread::firstRegion() const
{
if (!hasValidRegionInfo())
return 0;
return m_multiColumnSetList.first();
}
RenderRegion* RenderFlowThread::lastRegion() const
{
if (!hasValidRegionInfo())
return 0;
return m_multiColumnSetList.last();
}
void RenderFlowThread::updateRegionsFlowThreadPortionRect()
{
LayoutUnit logicalHeight = 0;
// FIXME: Optimize not to clear the interval all the time. This implies manually managing the tree nodes lifecycle.
m_multiColumnSetIntervalTree.clear();
m_multiColumnSetIntervalTree.initIfNeeded();
for (RenderMultiColumnSetList::iterator iter = m_multiColumnSetList.begin(); iter != m_multiColumnSetList.end(); ++iter) {
RenderMultiColumnSet* columnSet = *iter;
LayoutUnit columnSetLogicalWidth = columnSet->pageLogicalWidth();
LayoutUnit columnSetLogicalHeight = std::min<LayoutUnit>(RenderFlowThread::maxLogicalHeight() - logicalHeight, columnSet->logicalHeightInFlowThread());
LayoutRect columnSetRect(style()->direction() == LTR ? LayoutUnit() : logicalWidth() - columnSetLogicalWidth, logicalHeight, columnSetLogicalWidth, columnSetLogicalHeight);
columnSet->setFlowThreadPortionRect(isHorizontalWritingMode() ? columnSetRect : columnSetRect.transposedRect());
m_multiColumnSetIntervalTree.add(MultiColumnSetIntervalTree::createInterval(logicalHeight, logicalHeight + columnSetLogicalHeight, columnSet));
logicalHeight += columnSetLogicalHeight;
}
}
void RenderFlowThread::collectLayerFragments(LayerFragments& layerFragments, const LayoutRect& layerBoundingBox, const LayoutRect& dirtyRect)
{
ASSERT(!m_regionsInvalidated);
for (RenderMultiColumnSetList::const_iterator iter = m_multiColumnSetList.begin(); iter != m_multiColumnSetList.end(); ++iter) {
RenderMultiColumnSet* columnSet = *iter;
columnSet->collectLayerFragments(layerFragments, layerBoundingBox, dirtyRect);
}
}
LayoutRect RenderFlowThread::fragmentsBoundingBox(const LayoutRect& layerBoundingBox)
{
ASSERT(!m_regionsInvalidated);
LayoutRect result;
for (RenderMultiColumnSetList::const_iterator iter = m_multiColumnSetList.begin(); iter != m_multiColumnSetList.end(); ++iter) {
RenderMultiColumnSet* columnSet = *iter;
LayerFragments fragments;
columnSet->collectLayerFragments(fragments, layerBoundingBox, PaintInfo::infiniteRect());
for (size_t i = 0; i < fragments.size(); ++i) {
const LayerFragment& fragment = fragments.at(i);
LayoutRect fragmentRect(layerBoundingBox);
fragmentRect.intersect(fragment.paginationClip);
fragmentRect.moveBy(fragment.paginationOffset);
result.unite(fragmentRect);
}
}
return result;
}
bool RenderFlowThread::cachedOffsetFromLogicalTopOfFirstRegion(const RenderBox* box, LayoutUnit& result) const
{
RenderBoxToOffsetMap::const_iterator offsetIterator = m_boxesToOffsetMap.find(box);
if (offsetIterator == m_boxesToOffsetMap.end())
return false;
result = offsetIterator->value;
return true;
}
void RenderFlowThread::setOffsetFromLogicalTopOfFirstRegion(const RenderBox* box, LayoutUnit offset)
{
m_boxesToOffsetMap.set(box, offset);
}
void RenderFlowThread::clearOffsetFromLogicalTopOfFirstRegion(const RenderBox* box)
{
ASSERT(m_boxesToOffsetMap.contains(box));
m_boxesToOffsetMap.remove(box);
}
const RenderBox* RenderFlowThread::currentStatePusherRenderBox() const
{
const RenderObject* currentObject = m_statePusherObjectsStack.isEmpty() ? 0 : m_statePusherObjectsStack.last();
if (currentObject && currentObject->isBox())
return toRenderBox(currentObject);
return 0;
}
void RenderFlowThread::pushFlowThreadLayoutState(const RenderObject& object)
{
if (const RenderBox* currentBoxDescendant = currentStatePusherRenderBox()) {
LayoutState* layoutState = currentBoxDescendant->view()->layoutState();
if (layoutState && layoutState->isPaginated()) {
ASSERT(layoutState->renderer() == currentBoxDescendant);
LayoutSize offsetDelta = layoutState->layoutOffset() - layoutState->pageOffset();
setOffsetFromLogicalTopOfFirstRegion(currentBoxDescendant, currentBoxDescendant->isHorizontalWritingMode() ? offsetDelta.height() : offsetDelta.width());
}
}
m_statePusherObjectsStack.add(&object);
}
void RenderFlowThread::popFlowThreadLayoutState()
{
m_statePusherObjectsStack.removeLast();
if (const RenderBox* currentBoxDescendant = currentStatePusherRenderBox()) {
LayoutState* layoutState = currentBoxDescendant->view()->layoutState();
if (layoutState && layoutState->isPaginated())
clearOffsetFromLogicalTopOfFirstRegion(currentBoxDescendant);
}
}
LayoutUnit RenderFlowThread::offsetFromLogicalTopOfFirstRegion(const RenderBlock* currentBlock) const
{
// First check if we cached the offset for the block if it's an ancestor containing block of the box
// being currently laid out.
LayoutUnit offset;
if (cachedOffsetFromLogicalTopOfFirstRegion(currentBlock, offset))
return offset;
// If it's the current box being laid out, use the layout state.
const RenderBox* currentBoxDescendant = currentStatePusherRenderBox();
if (currentBlock == currentBoxDescendant) {
LayoutState* layoutState = view()->layoutState();
ASSERT(layoutState->renderer() == currentBlock);
ASSERT(layoutState && layoutState->isPaginated());
LayoutSize offsetDelta = layoutState->layoutOffset() - layoutState->pageOffset();
return currentBoxDescendant->isHorizontalWritingMode() ? offsetDelta.height() : offsetDelta.width();
}
// As a last resort, take the slow path.
LayoutRect blockRect(0, 0, currentBlock->width(), currentBlock->height());
while (currentBlock && !currentBlock->isRenderFlowThread()) {
RenderBlock* containerBlock = currentBlock->containingBlock();
ASSERT(containerBlock);
if (!containerBlock)
return 0;
LayoutPoint currentBlockLocation = currentBlock->location();
if (containerBlock->style()->writingMode() != currentBlock->style()->writingMode()) {
// We have to put the block rect in container coordinates
// and we have to take into account both the container and current block flipping modes
if (containerBlock->style()->slowIsFlippedBlocksWritingMode()) {
if (containerBlock->isHorizontalWritingMode())
blockRect.setY(currentBlock->height() - blockRect.maxY());
else
blockRect.setX(currentBlock->width() - blockRect.maxX());
}
currentBlock->flipForWritingMode(blockRect);
}
blockRect.moveBy(currentBlockLocation);
currentBlock = containerBlock;
}
return currentBlock->isHorizontalWritingMode() ? blockRect.y() : blockRect.x();
}
void RenderFlowThread::RegionSearchAdapter::collectIfNeeded(const MultiColumnSetInterval& interval)
{
if (m_result)
return;
if (interval.low() <= m_offset && interval.high() > m_offset)
m_result = interval.data();
}
CurrentRenderFlowThreadMaintainer::CurrentRenderFlowThreadMaintainer(RenderFlowThread* renderFlowThread)
: m_renderFlowThread(renderFlowThread)
, m_previousRenderFlowThread(0)
{
if (!m_renderFlowThread)
return;
RenderView* view = m_renderFlowThread->view();
m_previousRenderFlowThread = 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(m_previousRenderFlowThread);
}
} // namespace blink