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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 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 RenderMultiColumnFlowThread_h
#define RenderMultiColumnFlowThread_h
#include "RenderFlowThread.h"
#include <wtf/HashMap.h>
namespace WebCore {
class RenderMultiColumnSet;
class RenderMultiColumnSpannerPlaceholder;
class RenderMultiColumnFlowThread final : public RenderFlowThread {
public:
RenderMultiColumnFlowThread(Document&, PassRef<RenderStyle>);
~RenderMultiColumnFlowThread();
virtual bool isRenderMultiColumnFlowThread() const override { return true; }
virtual void removeFlowChildInfo(RenderObject*) override;
RenderBlockFlow* multiColumnBlockFlow() const { return toRenderBlockFlow(parent()); }
RenderMultiColumnSet* firstMultiColumnSet() const;
RenderMultiColumnSet* lastMultiColumnSet() const;
RenderBox* firstColumnSetOrSpanner() const;
static RenderBox* nextColumnSetOrSpannerSiblingOf(const RenderBox*);
static RenderBox* previousColumnSetOrSpannerSiblingOf(const RenderBox*);
RenderMultiColumnSpannerPlaceholder* findColumnSpannerPlaceholder(RenderBox* spanner) const { return m_spannerMap.get(spanner); }
virtual void layout() override final;
// Find the set inside which the specified renderer would be rendered.
RenderMultiColumnSet* findSetRendering(RenderObject*) const;
// Populate the flow thread with what's currently its siblings. Called when a regular block
// becomes a multicol container.
void populate();
// Empty the flow thread by moving everything to the parent. Remove all multicol specific
// renderers. Then destroy the flow thread. Called when a multicol container becomes a regular
// block.
void evacuateAndDestroy();
unsigned columnCount() const { return m_columnCount; }
LayoutUnit columnWidth() const { return m_columnWidth; }
LayoutUnit columnHeightAvailable() const { return m_columnHeightAvailable; }
void setColumnHeightAvailable(LayoutUnit available) { m_columnHeightAvailable = available; }
bool inBalancingPass() const { return m_inBalancingPass; }
void setInBalancingPass(bool balancing) { m_inBalancingPass = balancing; }
bool needsHeightsRecalculation() const { return m_needsHeightsRecalculation; }
void setNeedsHeightsRecalculation(bool recalculate) { m_needsHeightsRecalculation = recalculate; }
bool shouldRelayoutForPagination() const { return !m_inBalancingPass && m_needsHeightsRecalculation; }
void setColumnCountAndWidth(unsigned count, LayoutUnit width)
{
m_columnCount = count;
m_columnWidth = width;
}
bool progressionIsInline() const { return m_progressionIsInline; }
void setProgressionIsInline(bool progressionIsInline) { m_progressionIsInline = progressionIsInline; }
bool progressionIsReversed() const { return m_progressionIsReversed; }
void setProgressionIsReversed(bool reversed) { m_progressionIsReversed = reversed; }
void computeLineGridPaginationOrigin(LayoutState&) const;
virtual RenderRegion* mapFromFlowToRegion(TransformState&) const override;
// This method takes a logical offset and returns a physical translation that can be applied to map
// a physical point (corresponding to the logical offset) into the region's physical coordinate space.
LayoutSize physicalTranslationOffsetFromFlowToRegion(const RenderRegion*, const LayoutUnit) const;
// The point is physical, and the result is a physical location within the region.
RenderRegion* physicalTranslationFromFlowToRegion(LayoutPoint&) const;
// This method is the inverse of the previous method and goes from region to flow.
LayoutSize physicalTranslationFromRegionToFlow(const RenderMultiColumnSet*, const LayoutPoint&) const;
virtual bool nodeAtPoint(const HitTestRequest&, HitTestResult&, const HitTestLocation& locationInContainer, const LayoutPoint& accumulatedOffset, HitTestAction) override;
virtual void mapAbsoluteToLocalPoint(MapCoordinatesFlags, TransformState&) const override;
virtual LayoutSize offsetFromContainer(RenderObject*, const LayoutPoint&, bool* offsetDependsOnPoint = nullptr) const override;
// FIXME: Eventually as column and region flow threads start nesting, this will end up changing.
virtual bool shouldCheckColumnBreaks() const override;
private:
virtual const char* renderName() const override;
virtual void addRegionToThread(RenderRegion*) override;
virtual void willBeRemovedFromTree() override;
virtual RenderObject* resolveMovedChild(RenderObject* child) const override;
virtual void flowThreadDescendantInserted(RenderObject*) override;
virtual void flowThreadRelativeWillBeRemoved(RenderObject*) override;
virtual void flowThreadDescendantBoxLaidOut(RenderBox*) override;
virtual void computeLogicalHeight(LayoutUnit logicalHeight, LayoutUnit logicalTop, LogicalExtentComputedValues&) const override;
virtual LayoutUnit initialLogicalWidth() const override;
virtual void autoGenerateRegionsToBlockOffset(LayoutUnit) override;
virtual void setPageBreak(const RenderBlock*, LayoutUnit offset, LayoutUnit spaceShortage) override;
virtual void updateMinimumPageHeight(const RenderBlock*, LayoutUnit offset, LayoutUnit minHeight) override;
virtual RenderRegion* regionAtBlockOffset(const RenderBox*, LayoutUnit, bool extendLastRegion = false, RegionAutoGenerationPolicy = AllowRegionAutoGeneration) override;
virtual void setRegionRangeForBox(const RenderBox*, RenderRegion*, RenderRegion*) override;
virtual bool addForcedRegionBreak(const RenderBlock*, LayoutUnit, RenderBox* breakChild, bool isBefore, LayoutUnit* offsetBreakAdjustment = 0) override;
virtual bool isPageLogicalHeightKnown() const override;
void handleSpannerRemoval(RenderObject* spanner);
RenderObject* processPossibleSpannerDescendant(RenderObject*& subtreeRoot, RenderObject* descendant);
private:
typedef HashMap<RenderBox*, RenderMultiColumnSpannerPlaceholder*> SpannerMap;
SpannerMap m_spannerMap;
// The last set we worked on. It's not to be used as the "current set". The concept of a
// "current set" is difficult, since layout may jump back and forth in the tree, due to wrong
// top location estimates (due to e.g. margin collapsing), and possibly for other reasons.
RenderMultiColumnSet* m_lastSetWorkedOn;
unsigned m_columnCount; // The default column count/width that are based off our containing block width. These values represent only the default,
LayoutUnit m_columnWidth; // A multi-column block that is split across variable width pages or regions will have different column counts and widths in each.
// These values will be cached (eventually) for multi-column blocks.
LayoutUnit m_columnHeightAvailable; // Total height available to columns, or 0 if auto.
bool m_inLayout; // Set while we're laying out the flow thread, during which colum set heights are unknown.
bool m_inBalancingPass; // Guard to avoid re-entering column balancing.
bool m_needsHeightsRecalculation;
bool m_progressionIsInline;
bool m_progressionIsReversed;
bool m_beingEvacuated;
static bool gShiftingSpanner;
};
RENDER_OBJECT_TYPE_CASTS(RenderMultiColumnFlowThread, isRenderMultiColumnFlowThread())
} // namespace WebCore
#endif // RenderMultiColumnFlowThread_h
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