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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 RenderRegion_h
#define RenderRegion_h
#include "core/rendering/RenderBlockFlow.h"
#include "core/rendering/style/StyleInheritedData.h"
namespace WebCore {
struct LayerFragment;
typedef Vector<LayerFragment, 1> LayerFragments;
class RenderBox;
class RenderBoxRegionInfo;
class RenderFlowThread;
class RenderNamedFlowThread;
class RenderRegion : public RenderBlockFlow {
public:
explicit RenderRegion(Element*, RenderFlowThread*);
virtual bool isRenderRegion() const OVERRIDE FINAL { return true; }
bool hitTestFlowThreadContents(const HitTestRequest&, HitTestResult&, const HitTestLocation& locationInContainer, const LayoutPoint& accumulatedOffset, HitTestAction);
virtual void styleDidChange(StyleDifference, const RenderStyle* oldStyle) OVERRIDE;
void setFlowThreadPortionRect(const LayoutRect& rect) { m_flowThreadPortionRect = rect; }
LayoutRect flowThreadPortionRect() const { return m_flowThreadPortionRect; }
LayoutRect flowThreadPortionOverflowRect() const;
void attachRegion();
void detachRegion();
RenderNamedFlowThread* parentNamedFlowThread() const { return m_parentNamedFlowThread; }
RenderFlowThread* flowThread() const { return m_flowThread; }
// Valid regions do not create circular dependencies with other flows.
bool isValid() const { return m_isValid; }
void setIsValid(bool valid) { m_isValid = valid; }
bool hasCustomRegionStyle() const { return m_hasCustomRegionStyle; }
void setHasCustomRegionStyle(bool hasCustomRegionStyle) { m_hasCustomRegionStyle = hasCustomRegionStyle; }
RenderBoxRegionInfo* renderBoxRegionInfo(const RenderBox*) const;
RenderBoxRegionInfo* setRenderBoxRegionInfo(const RenderBox*, LayoutUnit logicalLeftInset, LayoutUnit logicalRightInset,
bool containingBlockChainIsInset);
PassOwnPtr<RenderBoxRegionInfo> takeRenderBoxRegionInfo(const RenderBox*);
void removeRenderBoxRegionInfo(const RenderBox*);
void deleteAllRenderBoxRegionInfo();
bool isFirstRegion() const;
bool isLastRegion() const;
void clearObjectStyleInRegion(const RenderObject*);
RegionOversetState regionOversetState() const;
void setRegionOversetState(RegionOversetState);
// These methods represent the width and height of a "page" and for a RenderRegion they are just the
// content width and content height of a region. For RenderRegionSets, however, they will be the width and
// height of a single column or page in the set.
virtual LayoutUnit pageLogicalWidth() const;
virtual LayoutUnit pageLogicalHeight() const;
virtual LayoutUnit maxPageLogicalHeight() const;
LayoutUnit logicalTopOfFlowThreadContentRect(const LayoutRect&) const;
LayoutUnit logicalBottomOfFlowThreadContentRect(const LayoutRect&) const;
LayoutUnit logicalTopForFlowThreadContent() const { return logicalTopOfFlowThreadContentRect(flowThreadPortionRect()); };
LayoutUnit logicalBottomForFlowThreadContent() const { return logicalBottomOfFlowThreadContentRect(flowThreadPortionRect()); };
void getRanges(Vector<RefPtr<Range> >&) const;
// This method represents the logical height of the entire flow thread portion used by the region or set.
// For RenderRegions it matches logicalPaginationHeight(), but for sets it is the height of all the pages
// or columns added together.
virtual LayoutUnit logicalHeightOfAllFlowThreadContent() const;
bool hasAutoLogicalHeight() const { return m_hasAutoLogicalHeight; }
const LayoutUnit& computedAutoHeight() const
{
ASSERT(hasComputedAutoHeight());
return m_computedAutoHeight;
}
void setComputedAutoHeight(LayoutUnit computedAutoHeight)
{
ASSERT(computedAutoHeight >= 0);
m_computedAutoHeight = computedAutoHeight;
}
void clearComputedAutoHeight()
{
m_computedAutoHeight = -1;
}
bool hasComputedAutoHeight() const { return (m_computedAutoHeight >= 0); }
// The top of the nearest page inside the region. For RenderRegions, this is just the logical top of the
// flow thread portion we contain. For sets, we have to figure out the top of the nearest column or
// page.
virtual LayoutUnit pageLogicalTopForOffset(LayoutUnit offset) const;
virtual void expandToEncompassFlowThreadContentsIfNeeded() { };
// Whether or not this region is a set.
virtual bool isRenderRegionSet() const { return false; }
virtual void repaintFlowThreadContent(const LayoutRect& repaintRect) const;
virtual void collectLayerFragments(LayerFragments&, const LayoutRect&, const LayoutRect&) { }
virtual bool canHaveChildren() const OVERRIDE FINAL { return false; }
virtual bool canHaveGeneratedChildren() const OVERRIDE FINAL { return true; }
bool isElementBasedRegion() const;
Node* nodeForRegion() const;
Node* generatingNodeForRegion() const;
virtual const char* renderName() const OVERRIDE { return "RenderRegion"; }
protected:
void setRegionObjectsRegionStyle();
void restoreRegionObjectsOriginalStyle();
virtual void computeIntrinsicLogicalWidths(LayoutUnit& minLogicalWidth, LayoutUnit& maxLogicalWidth) const OVERRIDE FINAL;
LayoutRect overflowRectForFlowThreadPortion(const LayoutRect& flowThreadPortionRect, bool isFirstPortion, bool isLastPortion) const;
void repaintFlowThreadContentRectangle(const LayoutRect& repaintRect, const LayoutRect& flowThreadPortionRect,
const LayoutRect& flowThreadPortionOverflowRect, const LayoutPoint& regionLocation) const;
virtual bool shouldHaveAutoLogicalHeight() const;
private:
virtual void insertedIntoTree() OVERRIDE FINAL;
virtual void willBeRemovedFromTree() OVERRIDE FINAL;
virtual void layoutBlock(bool relayoutChildren) OVERRIDE FINAL;
virtual bool supportsPartialLayout() const OVERRIDE FINAL { return false; }
virtual void paintObject(PaintInfo&, const LayoutPoint&) OVERRIDE;
virtual void updateLogicalHeight() OVERRIDE FINAL;
virtual void installFlowThread();
PassRefPtr<RenderStyle> computeStyleInRegion(const RenderObject*);
void computeChildrenStyleInRegion(const RenderObject*);
void setObjectStyleInRegion(RenderObject*, PassRefPtr<RenderStyle>, bool objectRegionStyleCached);
void checkRegionStyle();
void updateRegionHasAutoLogicalHeightFlag();
void incrementAutoLogicalHeightCount();
void decrementAutoLogicalHeightCount();
Element* element() const;
protected:
RenderFlowThread* m_flowThread;
private:
// If this RenderRegion is displayed as part of another named flow,
// we need to create a dependency tree, so that layout of the
// regions is always done before the regions themselves.
RenderNamedFlowThread* m_parentNamedFlowThread;
LayoutRect m_flowThreadPortionRect;
// This map holds unique information about a block that is split across regions.
// A RenderBoxRegionInfo* tells us about any layout information for a RenderBox that
// is unique to the region. For now it just holds logical width information for RenderBlocks, but eventually
// it will also hold a custom style for any box (for region styling).
typedef HashMap<const RenderBox*, OwnPtr<RenderBoxRegionInfo> > RenderBoxRegionInfoMap;
RenderBoxRegionInfoMap m_renderBoxRegionInfo;
struct ObjectRegionStyleInfo {
// Used to store the original style of the object in region
// so that the original style is properly restored after paint.
// Also used to store computed style of the object in region between
// region paintings, so that the style in region is computed only
// when necessary.
RefPtr<RenderStyle> style;
// True if the computed style in region is cached.
bool cached;
};
typedef HashMap<const RenderObject*, ObjectRegionStyleInfo > RenderObjectRegionStyleMap;
RenderObjectRegionStyleMap m_renderObjectRegionStyle;
LayoutUnit m_computedAutoHeight;
bool m_isValid : 1;
bool m_hasCustomRegionStyle : 1;
bool m_hasAutoLogicalHeight : 1;
};
DEFINE_RENDER_OBJECT_TYPE_CASTS(RenderRegion, isRenderRegion());
} // namespace WebCore
#endif // RenderRegion_h