blob: 4e7ef66111946e1f53fc963e84946442fd86f9ef [file] [log] [blame]
// Copyright 2015 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "third_party/blink/renderer/core/dom/slot_assignment.h"
#include "third_party/blink/renderer/core/accessibility/ax_object_cache.h"
#include "third_party/blink/renderer/core/display_lock/display_lock_utilities.h"
#include "third_party/blink/renderer/core/dom/element_traversal.h"
#include "third_party/blink/renderer/core/dom/flat_tree_traversal_forbidden_scope.h"
#include "third_party/blink/renderer/core/dom/node.h"
#include "third_party/blink/renderer/core/dom/node_computed_style.h"
#include "third_party/blink/renderer/core/dom/node_traversal.h"
#include "third_party/blink/renderer/core/dom/shadow_root.h"
#include "third_party/blink/renderer/core/dom/slot_assignment_engine.h"
#include "third_party/blink/renderer/core/dom/slot_assignment_recalc_forbidden_scope.h"
#include "third_party/blink/renderer/core/html/forms/html_opt_group_element.h"
#include "third_party/blink/renderer/core/html/forms/html_select_element.h"
#include "third_party/blink/renderer/core/html/html_details_element.h"
#include "third_party/blink/renderer/core/html/html_slot_element.h"
#include "third_party/blink/renderer/core/html/nesting_level_incrementer.h"
#include "third_party/blink/renderer/core/inspector/console_message.h"
#include "third_party/blink/renderer/core/paint/paint_layer.h"
namespace blink {
void SlotAssignment::DidAddSlot(HTMLSlotElement& slot) {
// Relevant DOM Standard:
// https://dom.spec.whatwg.org/#concept-node-insert
// |slot| was already connected to the tree, however, |slot_map_| doesn't
// reflect the insertion yet.
++slot_count_;
needs_collect_slots_ = true;
if (owner_->IsManualSlotting()) {
// Adding a new slot should not require assignment recalc, but still needs
// setting up the fallback if any.
slot.CheckFallbackAfterInsertedIntoShadowTree();
return;
}
DCHECK(!slot_map_->Contains(slot.GetName()) ||
GetCachedFirstSlotWithoutAccessingNodeTree(slot.GetName()));
DidAddSlotInternal(slot);
// Ensures that TreeOrderedMap has a cache if there is a slot for the name.
DCHECK(GetCachedFirstSlotWithoutAccessingNodeTree(slot.GetName()));
}
void SlotAssignment::DidRemoveSlot(HTMLSlotElement& slot) {
// Relevant DOM Standard:
// https://dom.spec.whatwg.org/#concept-node-remove
// |slot| was already removed from the tree, however, |slot_map_| doesn't
// reflect the removal yet.
DCHECK_GT(slot_count_, 0u);
--slot_count_;
needs_collect_slots_ = true;
if (owner_->IsManualSlotting()) {
auto& candidates = slot.ManuallyAssignedNodes();
if (candidates.size()) {
SetNeedsAssignmentRecalc();
slot.DidSlotChangeAfterRemovedFromShadowTree();
}
return;
}
DidRemoveSlotInternal(slot, slot.GetName(), SlotMutationType::kRemoved);
// Ensures that TreeOrderedMap has a cache if there is a slot for the name.
DCHECK(!slot_map_->Contains(slot.GetName()) ||
GetCachedFirstSlotWithoutAccessingNodeTree(slot.GetName()));
}
void SlotAssignment::DidAddSlotInternal(HTMLSlotElement& slot) {
// There are the following 3 cases for addition:
// Before: After:
// case 1: [] -> [*slot*]
// case 2: [old_active, ...] -> [*slot*, old_active, ...]
// case 3: [old_active, ...] -> [old_active, ..., *slot*, ...]
// TODO(hayato): Explain the details in README.md file.
const AtomicString& slot_name = slot.GetName();
// At this timing, we can't use FindSlotByName because what we are interested
// in is the first slot *before* |slot| was inserted. Here, |slot| was already
// connected to the tree. Thus, we can't use on FindBySlotName because
// it might scan the current tree and return a wrong result.
HTMLSlotElement* old_active =
GetCachedFirstSlotWithoutAccessingNodeTree(slot_name);
DCHECK(!old_active || old_active != slot);
// This might invalidate the slot_map's cache.
slot_map_->Add(slot_name, slot);
// This also ensures that TreeOrderedMap has a cache for the first element.
HTMLSlotElement* new_active = FindSlotByName(slot_name);
DCHECK(new_active);
DCHECK(new_active == slot || new_active == old_active);
if (new_active == slot) {
// case 1 or 2
if (FindHostChildBySlotName(slot_name)) {
// |slot| got assigned nodes
slot.DidSlotChange(SlotChangeType::kSignalSlotChangeEvent);
if (old_active) {
// case 2
// |old_active| lost assigned nodes.
old_active->DidSlotChange(SlotChangeType::kSignalSlotChangeEvent);
}
} else {
// |slot| is active, but it doesn't have assigned nodes.
// Fallback might matter.
slot.CheckFallbackAfterInsertedIntoShadowTree();
}
} else {
// case 3
slot.CheckFallbackAfterInsertedIntoShadowTree();
}
}
void SlotAssignment::DidRemoveSlotInternal(
HTMLSlotElement& slot,
const AtomicString& slot_name,
SlotMutationType slot_mutation_type) {
// There are the following 3 cases for removal:
// Before: After:
// case 1: [*slot*] -> []
// case 2: [*slot*, new_active, ...] -> [new_active, ...]
// case 3: [new_active, ..., *slot*, ...] -> [new_active, ...]
// TODO(hayato): Explain the details in README.md file.
// At this timing, we can't use FindSlotByName because what we are interested
// in is the first slot *before* |slot| was removed. Here, |slot| was already
// disconnected from the tree. Thus, we can't use FindBySlotName because
// it might scan the current tree and return a wrong result.
HTMLSlotElement* old_active =
GetCachedFirstSlotWithoutAccessingNodeTree(slot_name);
// If we don't have a cached slot for this slot name, then we're
// likely removing a nested identically named slot, e.g.
// <slot id=removed><slot></slot</slot>, and this is the inner
// slot. It has already been removed from the map, so return.
if (!old_active)
return;
slot_map_->Remove(slot_name, slot);
// This also ensures that TreeOrderedMap has a cache for the first element.
HTMLSlotElement* new_active = FindSlotByName(slot_name);
DCHECK(!new_active || new_active != slot);
if (old_active == slot) {
// case 1 or 2
if (FindHostChildBySlotName(slot_name)) {
// |slot| lost assigned nodes
if (slot_mutation_type == SlotMutationType::kRemoved) {
// |slot|'s previously assigned nodes' flat tree node data became
// dirty. Call SetNeedsAssignmentRecalc() to clear their flat tree
// node data surely in recalc timing.
SetNeedsAssignmentRecalc();
slot.DidSlotChangeAfterRemovedFromShadowTree();
} else {
slot.DidSlotChangeAfterRenaming();
}
if (new_active) {
// case 2
// |new_active| got assigned nodes
new_active->DidSlotChange(SlotChangeType::kSignalSlotChangeEvent);
}
} else {
// |slot| was active, but it didn't have assigned nodes.
// Fallback might matter.
slot.CheckFallbackAfterRemovedFromShadowTree();
}
} else {
// case 3
slot.CheckFallbackAfterRemovedFromShadowTree();
}
}
bool SlotAssignment::FindHostChildBySlotName(
const AtomicString& slot_name) const {
// TODO(hayato): Avoid traversing children every time.
for (Node& child : NodeTraversal::ChildrenOf(owner_->host())) {
if (!child.IsSlotable())
continue;
if (child.SlotName() == slot_name)
return true;
}
return false;
}
void SlotAssignment::DidRenameSlot(const AtomicString& old_slot_name,
HTMLSlotElement& slot) {
// Rename can be thought as "Remove and then Add", except that
// we don't need to set needs_collect_slots_.
DCHECK(GetCachedFirstSlotWithoutAccessingNodeTree(old_slot_name));
DidRemoveSlotInternal(slot, old_slot_name, SlotMutationType::kRenamed);
DidAddSlotInternal(slot);
DCHECK(GetCachedFirstSlotWithoutAccessingNodeTree(slot.GetName()));
}
void SlotAssignment::DidChangeHostChildSlotName(const AtomicString& old_value,
const AtomicString& new_value) {
if (HTMLSlotElement* slot =
FindSlotByName(HTMLSlotElement::NormalizeSlotName(old_value))) {
slot->DidSlotChange(SlotChangeType::kSignalSlotChangeEvent);
}
if (HTMLSlotElement* slot =
FindSlotByName(HTMLSlotElement::NormalizeSlotName(new_value))) {
slot->DidSlotChange(SlotChangeType::kSignalSlotChangeEvent);
}
}
SlotAssignment::SlotAssignment(ShadowRoot& owner)
: slot_map_(MakeGarbageCollected<TreeOrderedMap>()),
owner_(&owner),
needs_collect_slots_(false),
slot_count_(0) {
}
void SlotAssignment::SetNeedsAssignmentRecalc() {
needs_assignment_recalc_ = true;
if (owner_->isConnected()) {
owner_->GetDocument().GetSlotAssignmentEngine().AddShadowRootNeedingRecalc(
*owner_);
owner_->GetDocument().ScheduleLayoutTreeUpdateIfNeeded();
}
}
void SlotAssignment::RecalcAssignment() {
if (!needs_assignment_recalc_)
return;
{
NestingLevelIncrementer slot_assignment_recalc_depth(
owner_->GetDocument().SlotAssignmentRecalcDepth());
#if DCHECK_IS_ON()
DCHECK(!owner_->GetDocument().IsSlotAssignmentRecalcForbidden());
#endif
// To detect recursive RecalcAssignment, which shouldn't happen.
SlotAssignmentRecalcForbiddenScope forbid_slot_recalc(
owner_->GetDocument());
// The accessibility cache must be invalidated before flat tree traversal
// is forbidden, because the process of invalidation accesses the old flat
// tree children in order to clean up soon to be stale relationships.
// Any <slot> within this shadow root may lose or gain flat tree children
// during slot reassignment, so call ChildrenChanged() on all of them.
if (AXObjectCache* cache = owner_->GetDocument().ExistingAXObjectCache()) {
for (Member<HTMLSlotElement> slot : Slots())
cache->SlotAssignmentWillChange(slot);
}
FlatTreeTraversalForbiddenScope forbid_flat_tree_traversal(
owner_->GetDocument());
if (owner_->IsUserAgent() && owner_->IsManualSlotting()) {
owner_->host().ManuallyAssignSlots();
}
needs_assignment_recalc_ = false;
for (Member<HTMLSlotElement> slot : Slots())
slot->WillRecalcAssignedNodes();
if (owner_->IsManualSlotting()) {
// |children_to_clear| starts with the list of all light-dom children of
// the host that are *currently slotted*. Any of those that aren't slotted
// during this recalc will then have their flat tree data cleared.
HeapHashSet<Member<Node>> children_to_clear;
for (Node& child : NodeTraversal::ChildrenOf(owner_->host())) {
if (!child.GetFlatTreeNodeData())
continue;
children_to_clear.insert(&child);
}
for (Member<HTMLSlotElement> slot : Slots()) {
for (Node* slottable : slot->ManuallyAssignedNodes()) {
// Some of the manually assigned nodes might have been moved
// to other trees or documents. In that case, don't assign them
// here, but also don't remove/invalidate them in the manually
// assigned nodes list, in case they come back later.
if (slottable && slottable->IsChildOfShadowHost() &&
slottable->parentElement() == owner_->host()) {
slot->AppendAssignedNode(*slottable);
children_to_clear.erase(slottable);
}
}
}
for (auto child : children_to_clear) {
child->ClearFlatTreeNodeData();
child->RemovedFromFlatTree();
}
} else {
for (Node& child : NodeTraversal::ChildrenOf(owner_->host())) {
if (!child.IsSlotable())
continue;
if (HTMLSlotElement* slot = FindSlotByName(child.SlotName())) {
slot->AppendAssignedNode(child);
} else {
child.ClearFlatTreeNodeData();
child.RemovedFromFlatTree();
}
}
}
if (owner_->isConnected()) {
owner_->GetDocument()
.GetSlotAssignmentEngine()
.RemoveShadowRootNeedingRecalc(*owner_);
}
for (auto& slot : Slots()) {
// TODO(crbug.com/1208573): Consider if we really need to be using
// IsInLockedSubtreeCrossingFrames, or if
// LockedInclusiveAncestorPreventingStyleWithinTreeScope is good enough
// as-is.
//
// If we have an ancestor that blocks style recalc, we should let
// DidRecalcAssignNodes know this, since we may need to do work that
// would otherwise be done in layout tree building.
slot->DidRecalcAssignedNodes(
!!DisplayLockUtilities::
LockedInclusiveAncestorPreventingStyleWithinTreeScope(*slot));
}
}
// This needs to happen outside of the scope above, when flat tree traversal
// is allowed, because Element::UpdateDescendantHasDirAutoAttribute uses
// FlatTreeTraversal.
for (HTMLSlotElement* slot : Slots()) {
if (slot->HasDirectionAuto()) {
slot->AdjustDirectionAutoAfterRecalcAssignedNodes();
}
}
}
const HeapVector<Member<HTMLSlotElement>>& SlotAssignment::Slots() {
if (needs_collect_slots_)
CollectSlots();
return slots_;
}
HTMLSlotElement* SlotAssignment::FindSlot(const Node& node) {
if (!node.IsSlotable())
return nullptr;
return owner_->IsManualSlotting()
? FindSlotInManualSlotting(const_cast<Node&>(node))
: FindSlotByName(node.SlotName());
}
HTMLSlotElement* SlotAssignment::FindSlotByName(
const AtomicString& slot_name) const {
return slot_map_->GetSlotByName(slot_name, *owner_);
}
HTMLSlotElement* SlotAssignment::FindSlotInManualSlotting(Node& node) {
auto* slot = node.ManuallyAssignedSlot();
if (slot && slot->ContainingShadowRoot() == owner_ &&
node.IsChildOfShadowHost() && node.parentElement() == owner_->host())
return slot;
return nullptr;
}
void SlotAssignment::CollectSlots() {
DCHECK(needs_collect_slots_);
slots_.clear();
slots_.reserve(slot_count_);
for (HTMLSlotElement& slot :
Traversal<HTMLSlotElement>::DescendantsOf(*owner_)) {
slots_.push_back(&slot);
}
needs_collect_slots_ = false;
DCHECK_EQ(slots_.size(), slot_count_);
}
HTMLSlotElement* SlotAssignment::GetCachedFirstSlotWithoutAccessingNodeTree(
const AtomicString& slot_name) {
if (Element* slot =
slot_map_->GetCachedFirstElementWithoutAccessingNodeTree(slot_name)) {
return To<HTMLSlotElement>(slot);
}
return nullptr;
}
void SlotAssignment::Trace(Visitor* visitor) const {
visitor->Trace(slots_);
visitor->Trace(slot_map_);
visitor->Trace(owner_);
}
} // namespace blink