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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 RenderFlowThread_h
#define RenderFlowThread_h
#include "RenderBlockFlow.h"
#include <wtf/HashCountedSet.h>
#include <wtf/ListHashSet.h>
#include <wtf/PassRefPtr.h>
namespace WebCore {
struct LayerFragment;
typedef Vector<LayerFragment, 1> LayerFragments;
class RenderFlowThread;
class RenderNamedFlowFragment;
class RenderStyle;
class RenderRegion;
typedef ListHashSet<RenderRegion*> RenderRegionList;
typedef Vector<RenderLayer*> RenderLayerList;
#if USE(ACCELERATED_COMPOSITING)
typedef HashMap<RenderNamedFlowFragment*, RenderLayerList> RegionToLayerListMap;
typedef HashMap<RenderLayer*, RenderNamedFlowFragment*> LayerToRegionMap;
#endif
// RenderFlowThread is used to collect all the render objects that participate in a
// flow thread. It will also help in doing the layout. However, it will not render
// directly to screen. Instead, RenderRegion objects will redirect their paint
// and nodeAtPoint methods to this object. Each RenderRegion will actually be a viewPort
// of the RenderFlowThread.
class RenderFlowThread: public RenderBlockFlow {
public:
RenderFlowThread(Document&, PassRef<RenderStyle>);
virtual ~RenderFlowThread() { };
virtual bool isRenderFlowThread() const override final { return true; }
virtual void layout() override final;
// Always create a RenderLayer for the RenderFlowThread so that we
// can easily avoid drawing the children directly.
virtual bool requiresLayer() const override final { return true; }
virtual void removeFlowChildInfo(RenderObject*);
#ifndef NDEBUG
bool hasChildInfo(RenderObject* child) const { return child && child->isBox() && m_regionRangeMap.contains(toRenderBox(child)); }
#endif
virtual void addRegionToThread(RenderRegion*);
virtual void removeRegionFromThread(RenderRegion*);
const RenderRegionList& renderRegionList() const { return m_regionList; }
virtual void updateLogicalWidth() override final;
virtual void computeLogicalHeight(LayoutUnit logicalHeight, LayoutUnit logicalTop, LogicalExtentComputedValues&) const override;
virtual bool nodeAtPoint(const HitTestRequest&, HitTestResult&, const HitTestLocation& locationInContainer, const LayoutPoint& accumulatedOffset, HitTestAction) override;
bool hasRegions() const { return m_regionList.size(); }
virtual void regionChangedWritingMode(RenderRegion*) { }
void validateRegions();
void invalidateRegions();
bool hasValidRegionInfo() const { return !m_regionsInvalidated && !m_regionList.isEmpty(); }
static PassRef<RenderStyle> createFlowThreadStyle(RenderStyle* parentStyle);
virtual void styleDidChange(StyleDifference, const RenderStyle* oldStyle) override;
void repaintRectangleInRegions(const LayoutRect&, bool immediate) const;
LayoutPoint adjustedPositionRelativeToOffsetParent(const RenderBoxModelObject&, const LayoutPoint&);
LayoutUnit pageLogicalTopForOffset(LayoutUnit);
LayoutUnit pageLogicalWidthForOffset(LayoutUnit);
LayoutUnit pageLogicalHeightForOffset(LayoutUnit);
LayoutUnit pageRemainingLogicalHeightForOffset(LayoutUnit, PageBoundaryRule = IncludePageBoundary);
virtual void setPageBreak(const RenderBlock*, LayoutUnit /*offset*/, LayoutUnit /*spaceShortage*/) { }
virtual void updateMinimumPageHeight(const RenderBlock*, LayoutUnit /*offset*/, LayoutUnit /*minHeight*/) { }
enum RegionAutoGenerationPolicy {
AllowRegionAutoGeneration,
DisallowRegionAutoGeneration,
};
RenderRegion* regionAtBlockOffset(const RenderBox*, LayoutUnit, bool extendLastRegion = false, RegionAutoGenerationPolicy = AllowRegionAutoGeneration);
RenderRegion* regionFromAbsolutePointAndBox(const IntPoint&, const RenderBox& flowedBox);
bool regionsHaveUniformLogicalWidth() const { return m_regionsHaveUniformLogicalWidth; }
bool regionsHaveUniformLogicalHeight() const { return m_regionsHaveUniformLogicalHeight; }
RenderRegion* mapFromFlowToRegion(TransformState&) const;
void removeRenderBoxRegionInfo(RenderBox*);
void logicalWidthChangedInRegionsForBlock(const RenderBlock*, bool&);
LayoutUnit contentLogicalWidthOfFirstRegion() const;
LayoutUnit contentLogicalHeightOfFirstRegion() const;
LayoutUnit contentLogicalLeftOfFirstRegion() const;
RenderRegion* firstRegion() const;
RenderRegion* lastRegion() const;
bool previousRegionCountChanged() const { return m_previousRegionCount != m_regionList.size(); };
void updatePreviousRegionCount() { m_previousRegionCount = m_regionList.size(); };
void setRegionRangeForBox(const RenderBox*, RenderRegion*, RenderRegion*);
void getRegionRangeForBox(const RenderBox*, RenderRegion*& startRegion, RenderRegion*& endRegion) const;
// Check if the object is in region and the region is part of this flow thread.
bool objectInFlowRegion(const RenderObject*, const RenderRegion*) const;
// Check if the object should be painted in this region and if the region is part of this flow thread.
bool objectShouldPaintInFlowRegion(const RenderObject*, const RenderRegion*) const;
void markAutoLogicalHeightRegionsForLayout();
void markRegionsForOverflowLayoutIfNeeded();
virtual bool addForcedRegionBreak(const RenderBlock*, LayoutUnit, RenderBox* breakChild, bool isBefore, LayoutUnit* offsetBreakAdjustment = 0);
void applyBreakAfterContent(LayoutUnit);
bool pageLogicalSizeChanged() const { return m_pageLogicalSizeChanged; }
bool hasAutoLogicalHeightRegions() const { ASSERT(isAutoLogicalHeightRegionsCountConsistent()); return m_autoLogicalHeightRegionsCount; }
void incrementAutoLogicalHeightRegions();
void decrementAutoLogicalHeightRegions();
#ifndef NDEBUG
bool isAutoLogicalHeightRegionsCountConsistent() const;
#endif
void collectLayerFragments(LayerFragments&, const LayoutRect& layerBoundingBox, const LayoutRect& dirtyRect);
LayoutRect fragmentsBoundingBox(const LayoutRect& layerBoundingBox);
// A flow thread goes through different states during layout.
enum LayoutPhase {
LayoutPhaseMeasureContent = 0, // The initial phase, used to measure content for the auto-height regions.
LayoutPhaseConstrained, // In this phase the regions are laid out using the sizes computed in the normal phase.
LayoutPhaseOverflow, // In this phase the layout overflow is propagated from the content to the regions.
LayoutPhaseFinal // In case scrollbars have resized the regions, content is laid out one last time to respect the change.
};
bool inMeasureContentLayoutPhase() const { return m_layoutPhase == LayoutPhaseMeasureContent; }
bool inConstrainedLayoutPhase() const { return m_layoutPhase == LayoutPhaseConstrained; }
bool inOverflowLayoutPhase() const { return m_layoutPhase == LayoutPhaseOverflow; }
bool inFinalLayoutPhase() const { return m_layoutPhase == LayoutPhaseFinal; }
void setLayoutPhase(LayoutPhase phase) { m_layoutPhase = phase; }
bool needsTwoPhasesLayout() const { return m_needsTwoPhasesLayout; }
void clearNeedsTwoPhasesLayout() { m_needsTwoPhasesLayout = false; }
#if USE(ACCELERATED_COMPOSITING)
// Whether any of the regions has a compositing descendant.
bool hasCompositingRegionDescendant() const;
void setNeedsLayerToRegionMappingsUpdate() { m_layersToRegionMappingsDirty = true; }
void updateAllLayerToRegionMappingsIfNeeded()
{
if (m_layersToRegionMappingsDirty)
updateAllLayerToRegionMappings();
}
const RenderLayerList* getLayerListForRegion(RenderNamedFlowFragment*);
RenderNamedFlowFragment* regionForCompositedLayer(RenderLayer&); // By means of getRegionRangeForBox or regionAtBlockOffset.
RenderNamedFlowFragment* cachedRegionForCompositedLayer(RenderLayer&);
#endif
virtual bool collectsGraphicsLayersUnderRegions() const;
void pushFlowThreadLayoutState(const RenderObject&);
void popFlowThreadLayoutState();
LayoutUnit offsetFromLogicalTopOfFirstRegion(const RenderBlock*) const;
void clearRenderBoxRegionInfoAndCustomStyle(const RenderBox*, const RenderRegion*, const RenderRegion*, const RenderRegion*, const RenderRegion*);
void addRegionsVisualEffectOverflow(const RenderBox*);
void addRegionsVisualOverflowFromTheme(const RenderBlock*);
void addRegionsOverflowFromChild(const RenderBox*, const RenderBox*, const LayoutSize&);
void addRegionsLayoutOverflow(const RenderBox*, const LayoutRect&);
void addRegionsVisualOverflow(const RenderBox*, const LayoutRect&);
void clearRegionsOverflow(const RenderBox*);
LayoutRect mapFromFlowThreadToLocal(const RenderBox*, const LayoutRect&) const;
LayoutRect mapFromLocalToFlowThread(const RenderBox*, const LayoutRect&) const;
LayoutRect decorationsClipRectForBoxInRegion(const RenderBox&, RenderRegion&) const;
void flipForWritingModeLocalCoordinates(LayoutRect&) const;
// Used to estimate the maximum height of the flow thread.
static LayoutUnit maxLogicalHeight() { return LayoutUnit::max() / 2; }
bool regionInRange(const RenderRegion* targetRegion, const RenderRegion* startRegion, const RenderRegion* endRegion) const;
protected:
virtual const char* renderName() const = 0;
// Overridden by columns/pages to set up an initial logical width of the page width even when
// no regions have been generated yet.
virtual LayoutUnit initialLogicalWidth() const { return 0; };
virtual void mapLocalToContainer(const RenderLayerModelObject* repaintContainer, TransformState&, MapCoordinatesFlags = ApplyContainerFlip, bool* wasFixed = 0) const override;
void updateRegionsFlowThreadPortionRect(const RenderRegion* = 0);
bool shouldRepaint(const LayoutRect&) const;
LayoutRect computeRegionClippingRect(const LayoutPoint&, const LayoutRect&, const LayoutRect&) const;
#if USE(ACCELERATED_COMPOSITING)
bool updateAllLayerToRegionMappings();
// Triggers a layers' update if a layer has moved from a region to another since the last update.
void updateLayerToRegionMappings(RenderLayer&, LayerToRegionMap&, RegionToLayerListMap&, bool& needsLayerUpdate);
RenderNamedFlowFragment* regionForCompositedLayer(RenderLayer*);
bool updateLayerToRegionMappings();
void updateRegionForRenderLayer(RenderLayer*, LayerToRegionMap&, RegionToLayerListMap&, bool& needsLayerUpdate);
#endif
void setDispatchRegionLayoutUpdateEvent(bool value) { m_dispatchRegionLayoutUpdateEvent = value; }
bool shouldDispatchRegionLayoutUpdateEvent() { return m_dispatchRegionLayoutUpdateEvent; }
void setDispatchRegionOversetChangeEvent(bool value) { m_dispatchRegionOversetChangeEvent = value; }
bool shouldDispatchRegionOversetChangeEvent() const { return m_dispatchRegionOversetChangeEvent; }
// Override if the flow thread implementation supports dispatching events when the flow layout is updated (e.g. for named flows)
virtual void dispatchRegionLayoutUpdateEvent() { m_dispatchRegionLayoutUpdateEvent = false; }
virtual void dispatchRegionOversetChangeEvent() { m_dispatchRegionOversetChangeEvent = false; }
void initializeRegionsComputedAutoHeight(RenderRegion* = 0);
virtual void autoGenerateRegionsToBlockOffset(LayoutUnit) { };
inline bool hasCachedOffsetFromLogicalTopOfFirstRegion(const RenderBox*) const;
inline LayoutUnit cachedOffsetFromLogicalTopOfFirstRegion(const RenderBox*) const;
inline void setOffsetFromLogicalTopOfFirstRegion(const RenderBox*, LayoutUnit);
inline void clearOffsetFromLogicalTopOfFirstRegion(const RenderBox*);
inline const RenderBox* currentActiveRenderBox() const;
RenderRegionList m_regionList;
unsigned short m_previousRegionCount;
class RenderRegionRange {
public:
RenderRegionRange()
{
setRange(0, 0);
}
RenderRegionRange(RenderRegion* start, RenderRegion* end)
{
setRange(start, end);
}
void setRange(RenderRegion* start, RenderRegion* end)
{
m_startRegion = start;
m_endRegion = end;
m_rangeInvalidated = true;
}
RenderRegion* startRegion() const { return m_startRegion; }
RenderRegion* endRegion() const { return m_endRegion; }
bool rangeInvalidated() const { return m_rangeInvalidated; }
void clearRangeInvalidated() { m_rangeInvalidated = false; }
private:
RenderRegion* m_startRegion;
RenderRegion* m_endRegion;
bool m_rangeInvalidated;
};
typedef PODInterval<LayoutUnit, RenderRegion*> RegionInterval;
typedef PODIntervalTree<LayoutUnit, RenderRegion*> RegionIntervalTree;
class RegionSearchAdapter {
public:
RegionSearchAdapter(LayoutUnit offset)
: m_offset(offset)
, m_result(0)
{
}
const LayoutUnit& lowValue() const { return m_offset; }
const LayoutUnit& highValue() const { return m_offset; }
void collectIfNeeded(const RegionInterval&);
RenderRegion* result() const { return m_result; }
private:
LayoutUnit m_offset;
RenderRegion* m_result;
};
#if USE(ACCELERATED_COMPOSITING)
// To easily find the region where a layer should be painted.
OwnPtr<LayerToRegionMap> m_layerToRegionMap;
// To easily find the list of layers that paint in a region.
OwnPtr<RegionToLayerListMap> m_regionToLayerListMap;
#endif
// Map a box to the list of regions in which the box is rendered.
typedef HashMap<const RenderBox*, RenderRegionRange> RenderRegionRangeMap;
RenderRegionRangeMap m_regionRangeMap;
// Map a box with a region break to the auto height region affected by that break.
typedef HashMap<RenderBox*, RenderRegion*> RenderBoxToRegionMap;
RenderBoxToRegionMap m_breakBeforeToRegionMap;
RenderBoxToRegionMap m_breakAfterToRegionMap;
typedef ListHashSet<const RenderObject*> RenderObjectStack;
RenderObjectStack m_activeObjectsStack;
typedef HashMap<const RenderBox*, LayoutUnit> RenderBoxToOffsetMap;
RenderBoxToOffsetMap m_boxesToOffsetMap;
unsigned m_autoLogicalHeightRegionsCount;
RegionIntervalTree m_regionIntervalTree;
bool m_regionsInvalidated : 1;
bool m_regionsHaveUniformLogicalWidth : 1;
bool m_regionsHaveUniformLogicalHeight : 1;
bool m_dispatchRegionLayoutUpdateEvent : 1;
bool m_dispatchRegionOversetChangeEvent : 1;
bool m_pageLogicalSizeChanged : 1;
unsigned m_layoutPhase : 2;
bool m_needsTwoPhasesLayout : 1;
bool m_layersToRegionMappingsDirty : 1;
};
RENDER_OBJECT_TYPE_CASTS(RenderFlowThread, isRenderFlowThread())
class CurrentRenderFlowThreadMaintainer {
WTF_MAKE_NONCOPYABLE(CurrentRenderFlowThreadMaintainer);
public:
CurrentRenderFlowThreadMaintainer(RenderFlowThread*);
~CurrentRenderFlowThreadMaintainer();
private:
RenderFlowThread* m_renderFlowThread;
RenderFlowThread* m_previousRenderFlowThread;
};
// This structure is used by PODIntervalTree for debugging.
#ifndef NDEBUG
template <> struct ValueToString<RenderRegion*> {
static String string(const RenderRegion* value) { return String::format("%p", value); }
};
#endif
} // namespace WebCore
#endif // RenderFlowThread_h
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