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/*
* 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 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 RenderNamedFlowThread_h
#define RenderNamedFlowThread_h
#include "core/platform/Timer.h"
#include "core/rendering/RenderFlowThread.h"
#include "wtf/HashCountedSet.h"
#include "wtf/ListHashSet.h"
#include "wtf/text/AtomicString.h"
namespace WebCore {
class NamedFlow;
class Node;
class RenderNamedFlowThread;
typedef ListHashSet<RenderNamedFlowThread*> RenderNamedFlowThreadList;
typedef HashCountedSet<RenderNamedFlowThread*> RenderNamedFlowThreadCountedSet;
typedef ListHashSet<Node*> NamedFlowContentNodes;
class RenderNamedFlowThread FINAL : public RenderFlowThread {
public:
virtual ~RenderNamedFlowThread();
static RenderNamedFlowThread* createAnonymous(Document*, PassRefPtr<NamedFlow>);
const AtomicString& flowThreadName() const;
const RenderRegionList& invalidRenderRegionList() const { return m_invalidRegionList; }
RenderObject* nextRendererForNode(Node*) const;
RenderObject* previousRendererForNode(Node*) const;
void addFlowChild(RenderObject* newChild);
void removeFlowChild(RenderObject*);
bool hasChildren() const { return !m_flowThreadChildList.isEmpty(); }
#ifndef NDEBUG
bool hasChild(RenderObject* child) const { return m_flowThreadChildList.contains(child); }
#endif
void pushDependencies(RenderNamedFlowThreadList&);
virtual void addRegionToThread(RenderRegion*) OVERRIDE;
virtual void removeRegionFromThread(RenderRegion*) OVERRIDE;
bool overset() const { return m_overset; }
void computeOversetStateForRegions(LayoutUnit oldClientAfterEdge);
void registerNamedFlowContentNode(Node*);
void unregisterNamedFlowContentNode(Node*);
const NamedFlowContentNodes& contentNodes() const { return m_contentNodes; }
bool hasContentNode(Node* contentNode) const { ASSERT(contentNode); return m_contentNodes.contains(contentNode); }
bool isMarkedForDestruction() const;
void getRanges(Vector<RefPtr<Range> >&, const RenderRegion*) const;
protected:
void setMarkForDestruction();
void resetMarkForDestruction();
private:
RenderNamedFlowThread(PassRefPtr<NamedFlow>);
virtual const char* renderName() const OVERRIDE;
virtual bool isRenderNamedFlowThread() const OVERRIDE { return true; }
virtual bool isChildAllowed(RenderObject*, RenderStyle*) const OVERRIDE;
virtual void dispatchRegionLayoutUpdateEvent() OVERRIDE;
virtual void dispatchRegionOversetChangeEvent() OVERRIDE;
bool dependsOn(RenderNamedFlowThread* otherRenderFlowThread) const;
void addDependencyOnFlowThread(RenderNamedFlowThread*);
void removeDependencyOnFlowThread(RenderNamedFlowThread*);
void addRegionToNamedFlowThread(RenderRegion*);
void checkInvalidRegions();
bool canBeDestroyed() const { return m_invalidRegionList.isEmpty() && m_regionList.isEmpty() && m_contentNodes.isEmpty(); }
void regionLayoutUpdateEventTimerFired(Timer<RenderNamedFlowThread>*);
void regionOversetChangeEventTimerFired(Timer<RenderNamedFlowThread>*);
void clearContentNodes();
private:
// Observer flow threads have invalid regions that depend on the state of this thread
// to re-validate their regions. Keeping a set of observer threads make it easy
// to notify them when a region was removed from this flow.
RenderNamedFlowThreadCountedSet m_observerThreadsSet;
// Some threads need to have a complete layout before we layout this flow.
// That's because they contain a RenderRegion that should display this thread. The set makes it
// easy to sort the order of threads layout.
RenderNamedFlowThreadCountedSet m_layoutBeforeThreadsSet;
// Holds the sorted children of a named flow. This is the only way we can get the ordering right.
typedef ListHashSet<RenderObject*> FlowThreadChildList;
FlowThreadChildList m_flowThreadChildList;
NamedFlowContentNodes m_contentNodes;
RenderRegionList m_invalidRegionList;
bool m_overset : 1;
// The DOM Object that represents a named flow.
RefPtr<NamedFlow> m_namedFlow;
Timer<RenderNamedFlowThread> m_regionLayoutUpdateEventTimer;
Timer<RenderNamedFlowThread> m_regionOversetChangeEventTimer;
};
inline RenderNamedFlowThread* toRenderNamedFlowThread(RenderObject* object)
{
ASSERT_WITH_SECURITY_IMPLICATION(!object || object->isRenderNamedFlowThread());
return static_cast<RenderNamedFlowThread*>(object);
}
inline const RenderNamedFlowThread* toRenderNamedFlowThread(const RenderObject* object)
{
ASSERT_WITH_SECURITY_IMPLICATION(!object || object->isRenderNamedFlowThread());
return static_cast<const RenderNamedFlowThread*>(object);
}
// This will catch anyone doing an unnecessary cast.
void toRenderNamedFlowThread(const RenderNamedFlowThread*);
} // namespace WebCore
#endif // RenderNamedFlowThread_h