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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 "RenderBlockFlow.h"
#include "StyleInheritedData.h"
#include "VisiblePosition.h"
#include <memory>
namespace WebCore {
struct LayerFragment;
typedef Vector<LayerFragment, 1> LayerFragments;
class Element;
class RenderBox;
class RenderBoxRegionInfo;
class RenderFlowThread;
class RenderNamedFlowThread;
class RenderRegion : public RenderBlockFlow {
public:
virtual bool isRenderRegion() const override final { return true; }
virtual void styleDidChange(StyleDifference, const RenderStyle* oldStyle);
void setFlowThreadPortionRect(const LayoutRect& rect) { m_flowThreadPortionRect = rect; }
LayoutRect flowThreadPortionRect() const { return m_flowThreadPortionRect; }
LayoutRect flowThreadPortionOverflowRect();
LayoutPoint flowThreadPortionLocation() const;
virtual void attachRegion();
virtual 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; }
RenderBoxRegionInfo* renderBoxRegionInfo(const RenderBox*) const;
RenderBoxRegionInfo* setRenderBoxRegionInfo(const RenderBox*, LayoutUnit logicalLeftInset, LayoutUnit logicalRightInset,
bool containingBlockChainIsInset);
std::unique_ptr<RenderBoxRegionInfo> takeRenderBoxRegionInfo(const RenderBox*);
void removeRenderBoxRegionInfo(const RenderBox*);
void deleteAllRenderBoxRegionInfo();
bool isFirstRegion() const;
bool isLastRegion() const;
virtual bool shouldClipFlowThreadContent() const;
// 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;
LayoutUnit logicalTopOfFlowThreadContentRect(const LayoutRect&) const;
LayoutUnit logicalBottomOfFlowThreadContentRect(const LayoutRect&) const;
LayoutUnit logicalTopForFlowThreadContent() const { return logicalTopOfFlowThreadContentRect(flowThreadPortionRect()); };
LayoutUnit logicalBottomForFlowThreadContent() const { return logicalBottomOfFlowThreadContentRect(flowThreadPortionRect()); };
// 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;
// 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;
// Whether or not this region is a set.
virtual bool isRenderRegionSet() const { return false; }
virtual void repaintFlowThreadContent(const LayoutRect& repaintRect);
virtual void collectLayerFragments(LayerFragments&, const LayoutRect&, const LayoutRect&) { }
virtual void adjustRegionBoundsFromFlowThreadPortionRect(const LayoutPoint& layerOffset, LayoutRect& regionBounds); // layerOffset is needed for multi-column.
void addLayoutOverflowForBox(const RenderBox*, const LayoutRect&);
void addVisualOverflowForBox(const RenderBox*, const LayoutRect&);
LayoutRect layoutOverflowRectForBox(const RenderBox*);
LayoutRect visualOverflowRectForBox(const RenderBoxModelObject*);
LayoutRect layoutOverflowRectForBoxForPropagation(const RenderBox*);
LayoutRect visualOverflowRectForBoxForPropagation(const RenderBoxModelObject*);
LayoutRect rectFlowPortionForBox(const RenderBox*, const LayoutRect&) const;
void setRegionObjectsRegionStyle();
void restoreRegionObjectsOriginalStyle();
virtual bool canHaveChildren() const override { return false; }
virtual bool canHaveGeneratedChildren() const override { return true; }
virtual VisiblePosition positionForPoint(const LayoutPoint&, const RenderRegion*) override;
virtual bool hasAutoLogicalHeight() const { return false; }
virtual void absoluteQuadsForBoxInRegion(Vector<FloatQuad>&, bool*, const RenderBox*, float, float) { }
protected:
RenderRegion(Element&, PassRef<RenderStyle>, RenderFlowThread*);
RenderRegion(Document&, PassRef<RenderStyle>, RenderFlowThread*);
void ensureOverflowForBox(const RenderBox*, RefPtr<RenderOverflow>&, bool);
virtual void computePreferredLogicalWidths() override;
virtual void computeIntrinsicLogicalWidths(LayoutUnit& minLogicalWidth, LayoutUnit& maxLogicalWidth) const override;
enum OverflowType {
LayoutOverflow = 0,
VisualOverflow
};
LayoutRect overflowRectForFlowThreadPortion(const LayoutRect& flowThreadPortionRect, bool isFirstPortion, bool isLastPortion, OverflowType);
void repaintFlowThreadContentRectangle(const LayoutRect& repaintRect, const LayoutRect& flowThreadPortionRect, const LayoutPoint& regionLocation, const LayoutRect* flowThreadPortionClipRect = 0);
void computeOverflowFromFlowThread();
private:
virtual const char* renderName() const { return "RenderRegion"; }
virtual void insertedIntoTree() override;
virtual void willBeRemovedFromTree() override;
virtual void installFlowThread();
LayoutPoint mapRegionPointIntoFlowThreadCoordinates(const LayoutPoint&);
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*, std::unique_ptr<RenderBoxRegionInfo>> RenderBoxRegionInfoMap;
RenderBoxRegionInfoMap m_renderBoxRegionInfo;
bool m_isValid : 1;
};
RENDER_OBJECT_TYPE_CASTS(RenderRegion, isRenderRegion())
class CurrentRenderRegionMaintainer {
WTF_MAKE_NONCOPYABLE(CurrentRenderRegionMaintainer);
public:
CurrentRenderRegionMaintainer(RenderRegion&);
~CurrentRenderRegionMaintainer();
RenderRegion& region() const { return m_region; }
private:
RenderRegion& m_region;
};
} // namespace WebCore
#endif // RenderRegion_h