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/*
* Copyright (C) 2000 Lars Knoll (knoll@kde.org)
* Copyright (C) 2003, 2004, 2006, 2007, 2008, 2009, 2010, 2011 Apple Inc. All right reserved.
* Copyright (C) 2010 Google Inc. All rights reserved.
* Copyright (C) 2014 Adobe Systems Incorporated. All rights reserved.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public License
* along with this library; see the file COPYING.LIB. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*
*/
#ifndef LineLayoutState_h
#define LineLayoutState_h
#include "core/rendering/RenderBlockFlow.h"
#include "platform/geometry/LayoutRect.h"
namespace blink {
// Like LayoutState for layout(), LineLayoutState keeps track of global information
// during an entire linebox tree layout pass (aka layoutInlineChildren).
class LineLayoutState {
public:
LineLayoutState(bool fullLayout, LayoutUnit& paintInvalidationLogicalTop, LayoutUnit& paintInvalidationLogicalBottom, RenderFlowThread* flowThread)
: m_lastFloat(0)
, m_endLine(0)
, m_floatIndex(0)
, m_endLineLogicalTop(0)
, m_endLineMatched(false)
, m_checkForFloatsFromLastLine(false)
, m_hasInlineChild(false)
, m_isFullLayout(fullLayout)
, m_paintInvalidationLogicalTop(paintInvalidationLogicalTop)
, m_paintInvalidationLogicalBottom(paintInvalidationLogicalBottom)
, m_adjustedLogicalLineTop(0)
, m_usesPaintInvalidationBounds(false)
, m_flowThread(flowThread)
{ }
void markForFullLayout() { m_isFullLayout = true; }
bool isFullLayout() const { return m_isFullLayout; }
bool usesPaintInvalidationBounds() const { return m_usesPaintInvalidationBounds; }
void setPaintInvalidationRange(LayoutUnit logicalHeight)
{
m_usesPaintInvalidationBounds = true;
m_paintInvalidationLogicalTop = m_paintInvalidationLogicalBottom = logicalHeight;
}
void updatePaintInvalidationRangeFromBox(RootInlineBox* box, LayoutUnit paginationDelta = 0)
{
m_usesPaintInvalidationBounds = true;
m_paintInvalidationLogicalTop = std::min(m_paintInvalidationLogicalTop, box->logicalTopVisualOverflow() + std::min<LayoutUnit>(paginationDelta, 0));
m_paintInvalidationLogicalBottom = std::max(m_paintInvalidationLogicalBottom, box->logicalBottomVisualOverflow() + std::max<LayoutUnit>(paginationDelta, 0));
}
bool endLineMatched() const { return m_endLineMatched; }
void setEndLineMatched(bool endLineMatched) { m_endLineMatched = endLineMatched; }
bool checkForFloatsFromLastLine() const { return m_checkForFloatsFromLastLine; }
void setCheckForFloatsFromLastLine(bool check) { m_checkForFloatsFromLastLine = check; }
bool hasInlineChild() const { return m_hasInlineChild; }
void setHasInlineChild(bool hasInlineChild) { m_hasInlineChild = hasInlineChild; }
LineInfo& lineInfo() { return m_lineInfo; }
const LineInfo& lineInfo() const { return m_lineInfo; }
LayoutUnit endLineLogicalTop() const { return m_endLineLogicalTop; }
void setEndLineLogicalTop(LayoutUnit logicalTop) { m_endLineLogicalTop = logicalTop; }
RootInlineBox* endLine() const { return m_endLine; }
void setEndLine(RootInlineBox* line) { m_endLine = line; }
FloatingObject* lastFloat() const { return m_lastFloat; }
void setLastFloat(FloatingObject* lastFloat) { m_lastFloat = lastFloat; }
Vector<RenderBlockFlow::FloatWithRect>& floats() { return m_floats; }
unsigned floatIndex() const { return m_floatIndex; }
void setFloatIndex(unsigned floatIndex) { m_floatIndex = floatIndex; }
LayoutUnit adjustedLogicalLineTop() const { return m_adjustedLogicalLineTop; }
void setAdjustedLogicalLineTop(LayoutUnit value) { m_adjustedLogicalLineTop = value; }
RenderFlowThread* flowThread() const { return m_flowThread; }
void setFlowThread(RenderFlowThread* thread) { m_flowThread = thread; }
private:
Vector<RenderBlockFlow::FloatWithRect> m_floats;
FloatingObject* m_lastFloat;
RootInlineBox* m_endLine;
LineInfo m_lineInfo;
unsigned m_floatIndex;
LayoutUnit m_endLineLogicalTop;
bool m_endLineMatched;
bool m_checkForFloatsFromLastLine;
// Used as a performance optimization to avoid doing a full paint invalidation when our floats
// change but we don't have any inline children.
bool m_hasInlineChild;
bool m_isFullLayout;
// FIXME: Should this be a range object instead of two ints?
LayoutUnit& m_paintInvalidationLogicalTop;
LayoutUnit& m_paintInvalidationLogicalBottom;
LayoutUnit m_adjustedLogicalLineTop;
bool m_usesPaintInvalidationBounds;
RenderFlowThread* m_flowThread;
};
}
#endif // LineLayoutState_h