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/*
* 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.
*/
#ifndef RenderFlowThread_h
#define RenderFlowThread_h
#include "core/rendering/RenderBlockFlow.h"
#include "wtf/HashCountedSet.h"
#include "wtf/ListHashSet.h"
#include "wtf/PassRefPtr.h"
namespace blink {
struct LayerFragment;
typedef Vector<LayerFragment, 1> LayerFragments;
class RenderFlowThread;
class RenderMultiColumnSet;
class RenderRegion;
typedef ListHashSet<RenderMultiColumnSet*> RenderMultiColumnSetList;
// RenderFlowThread is used to collect all the render objects that participate in a
// flow thread. It will also help in doing the layout. However, it will not render
// directly to screen. Instead, RenderRegion objects will redirect their paint
// and nodeAtPoint methods to this object. Each RenderRegion will actually be a viewPort
// of the RenderFlowThread.
class RenderFlowThread: public RenderBlockFlow {
public:
RenderFlowThread();
virtual ~RenderFlowThread() { };
virtual bool isRenderFlowThread() const OVERRIDE FINAL { return true; }
virtual bool isRenderMultiColumnFlowThread() const { return false; }
virtual bool isRenderPagedFlowThread() const { return false; }
virtual void layout() OVERRIDE;
// Always create a RenderLayer for the RenderFlowThread so that we
// can easily avoid drawing the children directly.
virtual LayerType layerTypeRequired() const OVERRIDE FINAL { return NormalLayer; }
virtual bool nodeAtPoint(const HitTestRequest&, HitTestResult&, const HitTestLocation& locationInContainer, const LayoutPoint& accumulatedOffset, HitTestAction) OVERRIDE FINAL;
virtual void addRegionToThread(RenderMultiColumnSet*) = 0;
virtual void removeRegionFromThread(RenderMultiColumnSet*);
virtual void computeLogicalHeight(LayoutUnit logicalHeight, LayoutUnit logicalTop, LogicalExtentComputedValues&) const OVERRIDE;
bool hasRegions() const { return m_multiColumnSetList.size(); }
void validateRegions();
void invalidateRegions();
bool hasValidRegionInfo() const { return !m_regionsInvalidated && !m_multiColumnSetList.isEmpty(); }
void repaintRectangleInRegions(const LayoutRect&) const;
LayoutUnit pageLogicalHeightForOffset(LayoutUnit);
LayoutUnit pageRemainingLogicalHeightForOffset(LayoutUnit, PageBoundaryRule = IncludePageBoundary);
virtual void setPageBreak(LayoutUnit /*offset*/, LayoutUnit /*spaceShortage*/) { }
virtual void updateMinimumPageHeight(LayoutUnit /*offset*/, LayoutUnit /*minHeight*/) { }
bool regionsHaveUniformLogicalHeight() const { return m_regionsHaveUniformLogicalHeight; }
// FIXME: These 2 functions should return a RenderMultiColumnSet.
RenderRegion* firstRegion() const;
RenderRegion* lastRegion() const;
void setRegionRangeForBox(const RenderBox*, LayoutUnit offsetFromLogicalTopOfFirstPage);
virtual bool addForcedRegionBreak(LayoutUnit, RenderObject* breakChild, bool isBefore, LayoutUnit* offsetBreakAdjustment = 0) { return false; }
virtual bool isPageLogicalHeightKnown() const { return true; }
bool pageLogicalSizeChanged() const { return m_pageLogicalSizeChanged; }
void collectLayerFragments(LayerFragments&, const LayoutRect& layerBoundingBox, const LayoutRect& dirtyRect);
LayoutRect fragmentsBoundingBox(const LayoutRect& layerBoundingBox);
void pushFlowThreadLayoutState(const RenderObject&);
void popFlowThreadLayoutState();
LayoutUnit offsetFromLogicalTopOfFirstRegion(const RenderBlock*) const;
// Used to estimate the maximum height of the flow thread.
static LayoutUnit maxLogicalHeight() { return LayoutUnit::max() / 2; }
protected:
virtual const char* renderName() const = 0;
void updateRegionsFlowThreadPortionRect();
bool shouldRepaint(const LayoutRect&) const;
void getRegionRangeForBox(const RenderBox*, RenderMultiColumnSet*& startColumnSet, RenderMultiColumnSet*& endColumnSet) const;
virtual RenderMultiColumnSet* columnSetAtBlockOffset(LayoutUnit) const = 0;
bool cachedOffsetFromLogicalTopOfFirstRegion(const RenderBox*, LayoutUnit&) const;
void setOffsetFromLogicalTopOfFirstRegion(const RenderBox*, LayoutUnit);
void clearOffsetFromLogicalTopOfFirstRegion(const RenderBox*);
const RenderBox* currentStatePusherRenderBox() const;
RenderMultiColumnSetList m_multiColumnSetList;
class RenderMultiColumnSetRange {
public:
RenderMultiColumnSetRange()
{
setRange(0, 0);
}
RenderMultiColumnSetRange(RenderMultiColumnSet* start, RenderMultiColumnSet* end)
{
setRange(start, end);
}
void setRange(RenderMultiColumnSet* start, RenderMultiColumnSet* end)
{
m_startColumnSet = start;
m_endColumnSet = end;
}
RenderMultiColumnSet* startColumnSet() const { return m_startColumnSet; }
RenderMultiColumnSet* endColumnSet() const { return m_endColumnSet; }
private:
RenderMultiColumnSet* m_startColumnSet;
RenderMultiColumnSet* m_endColumnSet;
};
typedef PODInterval<LayoutUnit, RenderMultiColumnSet*> MultiColumnSetInterval;
typedef PODIntervalTree<LayoutUnit, RenderMultiColumnSet*> MultiColumnSetIntervalTree;
class RegionSearchAdapter {
public:
RegionSearchAdapter(LayoutUnit offset)
: m_offset(offset)
, m_result(0)
{
}
const LayoutUnit& lowValue() const { return m_offset; }
const LayoutUnit& highValue() const { return m_offset; }
void collectIfNeeded(const MultiColumnSetInterval&);
RenderRegion* result() const { return m_result; }
private:
LayoutUnit m_offset;
RenderRegion* m_result;
};
// A maps from RenderBox
typedef HashMap<const RenderBox*, RenderMultiColumnSetRange> RenderMultiColumnSetRangeMap;
RenderMultiColumnSetRangeMap m_multiColumnSetRangeMap;
// Stack of objects that pushed a LayoutState object on the RenderView. The
// objects on the stack are the ones that are curently in the process of being
// laid out.
ListHashSet<const RenderObject*> m_statePusherObjectsStack;
typedef HashMap<const RenderBox*, LayoutUnit> RenderBoxToOffsetMap;
RenderBoxToOffsetMap m_boxesToOffsetMap;
MultiColumnSetIntervalTree m_multiColumnSetIntervalTree;
bool m_regionsInvalidated : 1;
bool m_regionsHaveUniformLogicalHeight : 1;
bool m_pageLogicalSizeChanged : 1;
};
DEFINE_RENDER_OBJECT_TYPE_CASTS(RenderFlowThread, isRenderFlowThread());
class CurrentRenderFlowThreadMaintainer {
WTF_MAKE_NONCOPYABLE(CurrentRenderFlowThreadMaintainer);
public:
CurrentRenderFlowThreadMaintainer(RenderFlowThread*);
~CurrentRenderFlowThreadMaintainer();
private:
RenderFlowThread* m_renderFlowThread;
RenderFlowThread* m_previousRenderFlowThread;
};
// These structures are used by PODIntervalTree for debugging.
#ifndef NDEBUG
template <> struct ValueToString<LayoutUnit> {
static String string(const LayoutUnit value) { return String::number(value.toFloat()); }
};
template <> struct ValueToString<RenderMultiColumnSet*> {
static String string(const RenderMultiColumnSet* value) { return String::format("%p", value); }
};
#endif
} // namespace blink
#endif // RenderFlowThread_h