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// 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 "third_party/blink/renderer/core/dom/slot_assignment.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/parser/nesting_level_incrementer.h"
#include "third_party/blink/renderer/core/inspector/console_message.h"
namespace blink {
namespace {
bool ShouldAssignToCustomSlot(const Node& node) {
if (IsA<HTMLDetailsElement>(node.parentElement()))
return HTMLDetailsElement::IsFirstSummary(node);
if (IsA<HTMLSelectElement>(node.parentElement()))
return HTMLSelectElement::CanAssignToSelectSlot(node);
if (IsA<HTMLOptGroupElement>(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;
if (owner_->IsManualSlotting()) {
// Adding a new slot should not require assignment recalc.
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.AssignedNodesCandidates();
if (candidates.size()) {
ClearCandidateNodes(candidates);
slot.ClearAssignedNodesCandidates();
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());
// TODO(crbug.com/1176575): Revert https://crrev.com/c/2686770 to re-enable this
// DCHECK on CrOS. See go/chrome-dcheck-on-cros or http://crbug.com/1113456 for
// more details.
#if DCHECK_IS_ON() && !defined(OS_CHROMEOS)
DCHECK(!owner_->GetDocument().IsSlotAssignmentRecalcForbidden());
#endif
// To detect recursive RecalcAssignment, which shouldn't happen.
SlotAssignmentRecalcForbiddenScope forbid_slot_recalc(
owner_->GetDocument());
FlatTreeTraversalForbiddenScope forbid_flat_tree_traversal(
owner_->GetDocument());
needs_assignment_recalc_ = false;
for (Member<HTMLSlotElement> slot : Slots())
slot->WillRecalcAssignedNodes();
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());
}
bool is_manual_slot_assignment = owner_->IsManualSlotting();
// Replaces candidate_assigned_slot_map_ after the loop, to avoid stale
// references resulting from calls to slot->DidRecalcAssignedNodes().
HeapHashMap<Member<Node>, Member<HTMLSlotElement>> candidate_map;
for (Node& child : NodeTraversal::ChildrenOf(owner_->host())) {
if (!child.IsSlotable())
continue;
HTMLSlotElement* slot = nullptr;
if (!is_user_agent) {
if (is_manual_slot_assignment) {
if (auto* candidate_slot = candidate_assigned_slot_map_.at(&child)) {
if (candidate_slot->ContainingShadowRoot() == owner_) {
slot = candidate_slot;
} else {
candidate_assigned_slot_map_.erase(&child);
const AtomicString& slot_name =
(candidate_slot->GetName() != g_empty_atom)
? candidate_slot->GetName()
: "SLOT";
owner_->GetDocument().AddConsoleMessage(MakeGarbageCollected<
ConsoleMessage>(
mojom::blink::ConsoleMessageSource::kRendering,
mojom::blink::ConsoleMessageLevel::kWarning,
"This code triggered a slot assignment recalculation. At "
"the time of this recalculation, the assigned node '" +
child.nodeName() + "' was no longer a child of '" +
slot_name +
"'s parent shadow host, so it could not be assigned."));
}
}
} else {
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);
if (is_manual_slot_assignment)
candidate_map.Set(&child, slot);
} else {
child.ClearFlatTreeNodeData();
child.RemovedFromFlatTree();
}
}
if (owner_->isConnected()) {
owner_->GetDocument()
.GetSlotAssignmentEngine()
.RemoveShadowRootNeedingRecalc(*owner_);
}
for (auto& slot : Slots())
slot->DidRecalcAssignedNodes();
if (is_manual_slot_assignment)
candidate_assigned_slot_map_.swap(candidate_map);
}
// Update an dir=auto flag from a host of slots to its all descendants.
// We should call below functions outside FlatTreeTraversalForbiddenScope
// because we can go a tree walk to either their ancestors or descendants
// if needed.
if (owner_->NeedsDirAutoAttributeUpdate()) {
owner_->SetNeedsDirAutoAttributeUpdate(false);
if (auto* element = DynamicTo<HTMLElement>(owner_->host())) {
element->UpdateDescendantHasDirAutoAttribute(
element->SelfOrAncestorHasDirAutoAttribute());
}
}
// Resolve the directionality of elements deferred their adjustment.
HTMLElement::AdjustCandidateDirectionalityForSlot(
std::move(candidate_directionality_set_));
}
const HeapVector<Member<HTMLSlotElement>>& SlotAssignment::Slots() {
if (needs_collect_slots_)
CollectSlots();
return slots_;
}
HTMLSlotElement* SlotAssignment::FindSlot(const Node& node) {
if (!node.IsSlotable())
return nullptr;
if (owner_->IsUserAgent())
return FindSlotInUserAgentShadow(node);
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::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;
}
HTMLSlotElement* SlotAssignment::FindSlotInManualSlotting(const Node& node) {
auto* slot = candidate_assigned_slot_map_.at(const_cast<Node*>(&node));
if (slot && slot->ContainingShadowRoot() == owner_)
return slot;
return nullptr;
}
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 To<HTMLSlotElement>(slot);
}
return nullptr;
}
bool SlotAssignment::UpdateCandidateNodeAssignedSlot(Node& node,
HTMLSlotElement& slot) {
bool updated = false;
auto* prev_slot = candidate_assigned_slot_map_.at(&node);
if (prev_slot && prev_slot != &slot) {
prev_slot->RemoveAssignedNodeCandidate(node);
updated = true;
}
candidate_assigned_slot_map_.Set(&node, &slot);
return updated;
}
void SlotAssignment::ClearCandidateNodes(
const HeapLinkedHashSet<Member<Node>>& candidates) {
candidate_assigned_slot_map_.RemoveAll(candidates);
}
void SlotAssignment::Trace(Visitor* visitor) const {
visitor->Trace(slots_);
visitor->Trace(slot_map_);
visitor->Trace(owner_);
visitor->Trace(candidate_assigned_slot_map_);
visitor->Trace(candidate_directionality_set_);
}
} // namespace blink
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