blob: 043f8fc4d95e63d627b4b45831abb8001f2b2289 [file] [log] [blame]
// Copyright 2015 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "core/dom/SlotAssignment.h"
#include "core/dom/ElementShadow.h"
#include "core/dom/ElementTraversal.h"
#include "core/dom/Node.h"
#include "core/dom/NodeTraversal.h"
#include "core/dom/ShadowRoot.h"
#include "core/dom/V0InsertionPoint.h"
#include "core/html/HTMLDetailsElement.h"
#include "core/html/HTMLSlotElement.h"
#include "core/html/forms/HTMLOptGroupElement.h"
#include "core/html/forms/HTMLSelectElement.h"
#include "core/html_names.h"
namespace blink {
namespace {
bool ShouldAssignToCustomSlot(const Node& node) {
if (IsHTMLDetailsElement(node.parentElement()))
return HTMLDetailsElement::IsFirstSummary(node);
if (IsHTMLSelectElement(node.parentElement()))
return HTMLSelectElement::CanAssignToSelectSlot(node);
if (IsHTMLOptGroupElement(node.parentElement()))
return HTMLOptGroupElement::CanAssignToOptGroupSlot(node);
return false;
}
} // anonymous namespace
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;
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;
DCHECK(GetCachedFirstSlotWithoutAccessingNodeTree(slot.GetName()));
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
// disconnected from 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
// connected to 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);
DCHECK(old_active);
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.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_(TreeOrderedMap::Create()),
owner_(&owner),
needs_collect_slots_(false),
slot_count_(0) {
DCHECK(owner.IsV1());
}
void SlotAssignment::ResolveAssignmentNg() {
DCHECK(RuntimeEnabledFeatures::IncrementalShadowDOMEnabled());
if (!needs_assignment_recalc_)
return;
needs_assignment_recalc_ = false;
for (Member<HTMLSlotElement> slot : Slots())
slot->ClearAssignedNodes();
const bool is_user_agent = owner_->IsUserAgent();
HTMLSlotElement* user_agent_default_slot = nullptr;
HTMLSlotElement* user_agent_custom_assign_slot = nullptr;
if (is_user_agent) {
user_agent_default_slot =
FindSlotByName(HTMLSlotElement::UserAgentDefaultSlotName());
user_agent_custom_assign_slot =
FindSlotByName(HTMLSlotElement::UserAgentCustomAssignSlotName());
}
for (Node& child : NodeTraversal::ChildrenOf(owner_->host())) {
if (!child.IsSlotable())
continue;
HTMLSlotElement* slot = nullptr;
if (!is_user_agent) {
slot = FindSlotByName(child.SlotName());
} else {
if (user_agent_custom_assign_slot && ShouldAssignToCustomSlot(child)) {
slot = user_agent_custom_assign_slot;
} else {
slot = user_agent_default_slot;
}
}
if (slot)
slot->AppendAssignedNode(child);
}
}
void SlotAssignment::ResolveAssignment() {
DCHECK(!RuntimeEnabledFeatures::IncrementalShadowDOMEnabled());
for (Member<HTMLSlotElement> slot : Slots())
slot->SaveAndClearDistribution();
const bool is_user_agent = owner_->IsUserAgent();
HTMLSlotElement* user_agent_default_slot = nullptr;
HTMLSlotElement* user_agent_custom_assign_slot = nullptr;
if (is_user_agent) {
user_agent_default_slot =
FindSlotByName(HTMLSlotElement::UserAgentDefaultSlotName());
user_agent_custom_assign_slot =
FindSlotByName(HTMLSlotElement::UserAgentCustomAssignSlotName());
}
for (Node& child : NodeTraversal::ChildrenOf(owner_->host())) {
if (!child.IsSlotable()) {
child.LazyReattachIfAttached();
continue;
}
HTMLSlotElement* slot = nullptr;
if (!is_user_agent) {
slot = FindSlotByName(child.SlotName());
} else {
if (user_agent_custom_assign_slot && ShouldAssignToCustomSlot(child)) {
slot = user_agent_custom_assign_slot;
} else {
slot = user_agent_default_slot;
}
}
if (slot)
slot->AppendAssignedNode(child);
else
child.LazyReattachIfAttached();
}
}
void SlotAssignment::ResolveDistribution() {
DCHECK(!RuntimeEnabledFeatures::IncrementalShadowDOMEnabled());
ResolveAssignment();
const HeapVector<Member<HTMLSlotElement>>& slots = Slots();
for (auto slot : slots)
slot->ResolveDistributedNodes();
// Update each slot's distribution in reverse tree order so that a child slot
// is visited before its parent slot.
for (auto slot = slots.rbegin(); slot != slots.rend(); ++slot) {
(*slot)->UpdateDistributedNodesWithFallback();
(*slot)->LazyReattachDistributedNodesIfNeeded();
}
}
const HeapVector<Member<HTMLSlotElement>>& SlotAssignment::Slots() {
if (needs_collect_slots_)
CollectSlots();
return slots_;
}
HTMLSlotElement* SlotAssignment::FindSlot(const Node& node) const {
if (!node.IsSlotable())
return nullptr;
if (owner_->IsUserAgent())
return FindSlotInUserAgentShadow(node);
return FindSlotByName(node.SlotName());
}
HTMLSlotElement* SlotAssignment::FindSlotByName(
const AtomicString& slot_name) const {
return slot_map_->GetSlotByName(slot_name, *owner_);
}
HTMLSlotElement* SlotAssignment::FindSlotInUserAgentShadow(
const Node& node) const {
HTMLSlotElement* user_agent_custom_assign_slot =
FindSlotByName(HTMLSlotElement::UserAgentCustomAssignSlotName());
if (user_agent_custom_assign_slot && ShouldAssignToCustomSlot(node))
return user_agent_custom_assign_slot;
HTMLSlotElement* user_agent_default_slot =
FindSlotByName(HTMLSlotElement::UserAgentDefaultSlotName());
return user_agent_default_slot;
}
void SlotAssignment::CollectSlots() {
DCHECK(needs_collect_slots_);
slots_.clear();
slots_.ReserveCapacity(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 ToHTMLSlotElement(slot);
}
return nullptr;
}
void SlotAssignment::Trace(blink::Visitor* visitor) {
visitor->Trace(slots_);
visitor->Trace(slot_map_);
visitor->Trace(owner_);
}
} // namespace blink