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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 COMPUTER, 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 IN..0TERRUPTION) 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.
*/
#include "config.h"
#include "RenderNamedFlowThread.h"
#include "ExceptionCodePlaceholder.h"
#include "FlowThreadController.h"
#include "InlineTextBox.h"
#include "InspectorInstrumentation.h"
#include "NodeRenderingTraversal.h"
#include "NodeTraversal.h"
#include "Position.h"
#include "Range.h"
#include "RenderInline.h"
#include "RenderNamedFlowFragment.h"
#include "RenderRegion.h"
#include "RenderText.h"
#include "RenderView.h"
#include "ShadowRoot.h"
#include "Text.h"
#include "WebKitNamedFlow.h"
namespace WebCore {
RenderNamedFlowThread::RenderNamedFlowThread(Document& document, PassRef<RenderStyle> style, PassRefPtr<WebKitNamedFlow> namedFlow)
: RenderFlowThread(document, std::move(style))
, m_flowThreadChildList(adoptPtr(new FlowThreadChildList()))
, m_overset(true)
, m_hasRegionsWithStyling(false)
, m_namedFlow(namedFlow)
, m_regionLayoutUpdateEventTimer(this, &RenderNamedFlowThread::regionLayoutUpdateEventTimerFired)
, m_regionOversetChangeEventTimer(this, &RenderNamedFlowThread::regionOversetChangeEventTimerFired)
{
}
RenderNamedFlowThread::~RenderNamedFlowThread()
{
// The flow thread can be destroyed without unregistering the content nodes if the document is destroyed.
// This can lead to problems because the nodes are still marked as belonging to a flow thread.
clearContentElements();
// Also leave the NamedFlow object in a consistent state by calling mark for destruction.
setMarkForDestruction();
}
const char* RenderNamedFlowThread::renderName() const
{
return "RenderNamedFlowThread";
}
void RenderNamedFlowThread::clearContentElements()
{
for (auto& contentElement : m_contentElements) {
ASSERT(contentElement);
ASSERT(contentElement->inNamedFlow());
ASSERT(&contentElement->document() == &document());
contentElement->clearInNamedFlow();
}
m_contentElements.clear();
}
void RenderNamedFlowThread::updateWritingMode()
{
RenderRegion* firstRegion = m_regionList.first();
if (!firstRegion)
return;
if (style().writingMode() == firstRegion->style().writingMode())
return;
// The first region defines the principal writing mode for the entire flow.
auto newStyle = RenderStyle::clone(&style());
newStyle.get().setWritingMode(firstRegion->style().writingMode());
setStyle(std::move(newStyle));
}
RenderObject* RenderNamedFlowThread::nextRendererForNode(Node* node) const
{
const FlowThreadChildList& childList = *(m_flowThreadChildList.get());
for (auto& child : childList) {
ASSERT(child->node());
unsigned short position = node->compareDocumentPosition(child->node());
if (position & Node::DOCUMENT_POSITION_FOLLOWING)
return child;
}
return 0;
}
RenderObject* RenderNamedFlowThread::previousRendererForNode(Node* node) const
{
if (m_flowThreadChildList->isEmpty())
return 0;
auto begin = m_flowThreadChildList->begin();
auto end = m_flowThreadChildList->end();
auto it = end;
do {
--it;
RenderObject* child = *it;
ASSERT(child->node());
unsigned short position = node->compareDocumentPosition(child->node());
if (position & Node::DOCUMENT_POSITION_PRECEDING)
return child;
} while (it != begin);
return 0;
}
void RenderNamedFlowThread::addFlowChild(RenderObject* newChild)
{
// The child list is used to sort the flow thread's children render objects
// based on their corresponding nodes DOM order. The list is needed to avoid searching the whole DOM.
Node* childNode = newChild->node();
// Do not add anonymous objects.
if (!childNode)
return;
ASSERT(childNode->isElementNode());
RenderObject* beforeChild = nextRendererForNode(childNode);
if (beforeChild)
m_flowThreadChildList->insertBefore(beforeChild, newChild);
else
m_flowThreadChildList->add(newChild);
}
void RenderNamedFlowThread::removeFlowChild(RenderObject* child)
{
m_flowThreadChildList->remove(child);
}
bool RenderNamedFlowThread::dependsOn(RenderNamedFlowThread* otherRenderFlowThread) const
{
if (m_layoutBeforeThreadsSet.contains(otherRenderFlowThread))
return true;
// Recursively traverse the m_layoutBeforeThreadsSet.
for (const auto& beforeFlowThreadPair : m_layoutBeforeThreadsSet) {
const auto& beforeFlowThread = beforeFlowThreadPair.key;
if (beforeFlowThread->dependsOn(otherRenderFlowThread))
return true;
}
return false;
}
// Compare two regions to determine in which one the content should flow first.
// The function returns true if the first passed region is "less" than the second passed region.
// If the first region appears before second region in DOM,
// the first region is "less" than the second region.
// If the first region is "less" than the second region, the first region receives content before second region.
static bool compareRenderRegions(const RenderRegion* firstRegion, const RenderRegion* secondRegion)
{
ASSERT(firstRegion);
ASSERT(secondRegion);
ASSERT(firstRegion->generatingElement());
ASSERT(secondRegion->generatingElement());
// If the regions belong to different nodes, compare their position in the DOM.
if (firstRegion->generatingElement() != secondRegion->generatingElement()) {
unsigned short position = firstRegion->generatingElement()->compareDocumentPosition(secondRegion->generatingElement());
// If the second region is contained in the first one, the first region is "less" if it's :before.
if (position & Node::DOCUMENT_POSITION_CONTAINED_BY) {
ASSERT(secondRegion->style().styleType() == NOPSEUDO);
return firstRegion->style().styleType() == BEFORE;
}
// If the second region contains the first region, the first region is "less" if the second is :after.
if (position & Node::DOCUMENT_POSITION_CONTAINS) {
ASSERT(firstRegion->style().styleType() == NOPSEUDO);
return secondRegion->style().styleType() == AFTER;
}
return (position & Node::DOCUMENT_POSITION_FOLLOWING);
}
// FIXME: Currently it's not possible for an element to be both a region and have pseudo-children. The case is covered anyway.
switch (firstRegion->style().styleType()) {
case BEFORE:
// The second region can be the node or the after pseudo-element (before is smaller than any of those).
return true;
case AFTER:
// The second region can be the node or the before pseudo-element (after is greater than any of those).
return false;
case NOPSEUDO:
// The second region can either be the before or the after pseudo-element (the node is only smaller than the after pseudo-element).
return firstRegion->style().styleType() == AFTER;
default:
break;
}
ASSERT_NOT_REACHED();
return true;
}
// This helper function adds a region to a list preserving the order property of the list.
static void addRegionToList(RenderRegionList& regionList, RenderRegion* renderRegion)
{
if (regionList.isEmpty())
regionList.add(renderRegion);
else {
// Find the first region "greater" than renderRegion.
auto it = regionList.begin();
while (it != regionList.end() && !compareRenderRegions(renderRegion, *it))
++it;
regionList.insertBefore(it, renderRegion);
}
}
void RenderNamedFlowThread::addRegionToNamedFlowThread(RenderRegion* renderRegion)
{
ASSERT(renderRegion);
ASSERT(!renderRegion->isValid());
if (renderRegion->parentNamedFlowThread())
addDependencyOnFlowThread(renderRegion->parentNamedFlowThread());
renderRegion->setIsValid(true);
addRegionToList(m_regionList, renderRegion);
if (m_regionList.first() == renderRegion)
updateWritingMode();
}
void RenderNamedFlowThread::addRegionToThread(RenderRegion* renderRegion)
{
ASSERT(renderRegion);
ASSERT(!renderRegion->isValid());
resetMarkForDestruction();
if (renderRegion->parentNamedFlowThread() && renderRegion->parentNamedFlowThread()->dependsOn(this)) {
// The order of invalid regions is irrelevant.
m_invalidRegionList.add(renderRegion);
// Register ourself to get a notification when the state changes.
renderRegion->parentNamedFlowThread()->m_observerThreadsSet.add(this);
return;
}
addRegionToNamedFlowThread(renderRegion);
invalidateRegions();
}
void RenderNamedFlowThread::removeRegionFromThread(RenderRegion* renderRegion)
{
ASSERT(renderRegion);
if (renderRegion->parentNamedFlowThread()) {
if (!renderRegion->isValid()) {
ASSERT(m_invalidRegionList.contains(renderRegion));
m_invalidRegionList.remove(renderRegion);
renderRegion->parentNamedFlowThread()->m_observerThreadsSet.remove(this);
// No need to invalidate the regions rectangles. The removed region
// was not taken into account. Just return here.
return;
}
removeDependencyOnFlowThread(renderRegion->parentNamedFlowThread());
}
ASSERT(m_regionList.contains(renderRegion));
bool wasFirst = m_regionList.first() == renderRegion;
m_regionList.remove(renderRegion);
if (canBeDestroyed())
setMarkForDestruction();
// After removing all the regions in the flow the following layout needs to dispatch the regionLayoutUpdate event
if (m_regionList.isEmpty())
setDispatchRegionLayoutUpdateEvent(true);
else if (wasFirst)
updateWritingMode();
invalidateRegions();
}
void RenderNamedFlowThread::regionChangedWritingMode(RenderRegion* region)
{
if (m_regionList.first() == region)
updateWritingMode();
}
void RenderNamedFlowThread::computeOversetStateForRegions(LayoutUnit oldClientAfterEdge)
{
LayoutUnit height = oldClientAfterEdge;
// FIXME: the visual overflow of middle region (if it is the last one to contain any content in a render flow thread)
// might not be taken into account because the render flow thread height is greater that that regions height + its visual overflow
// because of how computeLogicalHeight is implemented for RenderNamedFlowThread (as a sum of all regions height).
// This means that the middle region will be marked as fit (even if it has visual overflow flowing into the next region)
if (hasRenderOverflow()
&& ( (isHorizontalWritingMode() && visualOverflowRect().maxY() > clientBoxRect().maxY())
|| (!isHorizontalWritingMode() && visualOverflowRect().maxX() > clientBoxRect().maxX())))
height = isHorizontalWritingMode() ? visualOverflowRect().maxY() : visualOverflowRect().maxX();
RenderRegion* lastReg = lastRegion();
for (auto& region : m_regionList) {
LayoutUnit flowMin = height - (isHorizontalWritingMode() ? region->flowThreadPortionRect().y() : region->flowThreadPortionRect().x());
LayoutUnit flowMax = height - (isHorizontalWritingMode() ? region->flowThreadPortionRect().maxY() : region->flowThreadPortionRect().maxX());
RegionOversetState previousState = region->regionOversetState();
RegionOversetState state = RegionFit;
if (flowMin <= 0)
state = RegionEmpty;
if (flowMax > 0 && region == lastReg)
state = RegionOverset;
region->setRegionOversetState(state);
// determine whether the NamedFlow object should dispatch a regionLayoutUpdate event
// FIXME: currently it cannot determine whether a region whose regionOverset state remained either "fit" or "overset" has actually
// changed, so it just assumes that the NamedFlow should dispatch the event
if (previousState != state
|| state == RegionFit
|| state == RegionOverset)
setDispatchRegionLayoutUpdateEvent(true);
if (previousState != state)
setDispatchRegionOversetChangeEvent(true);
}
// If the number of regions has changed since we last computed the overset property, schedule the regionOversetChange event.
if (previousRegionCountChanged()) {
setDispatchRegionOversetChangeEvent(true);
updatePreviousRegionCount();
}
// With the regions overflow state computed we can also set the overset flag for the named flow.
// If there are no valid regions in the chain, overset is true.
m_overset = lastReg ? lastReg->regionOversetState() == RegionOverset : true;
}
void RenderNamedFlowThread::checkInvalidRegions()
{
Vector<RenderRegion*> newValidRegions;
for (auto& region : m_invalidRegionList) {
// The only reason a region would be invalid is because it has a parent flow thread.
ASSERT(!region->isValid() && region->parentNamedFlowThread());
if (region->parentNamedFlowThread()->dependsOn(this))
continue;
newValidRegions.append(region);
}
for (auto& region : newValidRegions) {
m_invalidRegionList.remove(region);
region->parentNamedFlowThread()->m_observerThreadsSet.remove(this);
addRegionToNamedFlowThread(region);
}
if (!newValidRegions.isEmpty())
invalidateRegions();
if (m_observerThreadsSet.isEmpty())
return;
// Notify all the flow threads that were dependent on this flow.
// Create a copy of the list first. That's because observers might change the list when calling checkInvalidRegions.
Vector<RenderNamedFlowThread*> observers;
copyToVector(m_observerThreadsSet, observers);
for (auto& flowThread : observers)
flowThread->checkInvalidRegions();
}
void RenderNamedFlowThread::addDependencyOnFlowThread(RenderNamedFlowThread* otherFlowThread)
{
RenderNamedFlowThreadCountedSet::AddResult result = m_layoutBeforeThreadsSet.add(otherFlowThread);
if (result.isNewEntry) {
// This is the first time we see this dependency. Make sure we recalculate all the dependencies.
view().flowThreadController().setIsRenderNamedFlowThreadOrderDirty(true);
}
}
void RenderNamedFlowThread::removeDependencyOnFlowThread(RenderNamedFlowThread* otherFlowThread)
{
bool removed = m_layoutBeforeThreadsSet.remove(otherFlowThread);
if (removed) {
checkInvalidRegions();
view().flowThreadController().setIsRenderNamedFlowThreadOrderDirty(true);
}
}
void RenderNamedFlowThread::pushDependencies(RenderNamedFlowThreadList& list)
{
for (auto& flowThreadPair : m_layoutBeforeThreadsSet) {
auto& flowThread = flowThreadPair.key;
if (list.contains(flowThread))
continue;
flowThread->pushDependencies(list);
list.add(flowThread);
}
}
// The content nodes list contains those nodes with -webkit-flow-into: flow.
// An element with display:none should also be listed among those nodes.
// The list of nodes is ordered.
void RenderNamedFlowThread::registerNamedFlowContentElement(Element& contentElement)
{
ASSERT(&contentElement.document() == &document());
contentElement.setInNamedFlow();
resetMarkForDestruction();
// Find the first content node following the new content node.
for (auto& element : m_contentElements) {
unsigned short position = contentElement.compareDocumentPosition(element);
if (position & Node::DOCUMENT_POSITION_FOLLOWING) {
m_contentElements.insertBefore(element, &contentElement);
InspectorInstrumentation::didRegisterNamedFlowContentElement(&document(), m_namedFlow.get(), &contentElement, element);
return;
}
}
m_contentElements.add(&contentElement);
InspectorInstrumentation::didRegisterNamedFlowContentElement(&document(), m_namedFlow.get(), &contentElement);
}
void RenderNamedFlowThread::unregisterNamedFlowContentElement(Element& contentElement)
{
ASSERT(m_contentElements.contains(&contentElement));
ASSERT(contentElement.inNamedFlow());
ASSERT(&contentElement.document() == &document());
contentElement.clearInNamedFlow();
m_contentElements.remove(&contentElement);
if (canBeDestroyed())
setMarkForDestruction();
InspectorInstrumentation::didUnregisterNamedFlowContentElement(&document(), m_namedFlow.get(), &contentElement);
}
bool RenderNamedFlowThread::hasContentElement(Element& contentElement) const
{
return m_contentElements.contains(&contentElement);
}
const AtomicString& RenderNamedFlowThread::flowThreadName() const
{
return m_namedFlow->name();
}
bool RenderNamedFlowThread::isChildAllowed(const RenderObject& child, const RenderStyle& style) const
{
if (!child.node())
return true;
ASSERT(child.node()->isElementNode());
Node* originalParent = NodeRenderingTraversal::parent(child.node());
if (!originalParent || !originalParent->isElementNode() || !originalParent->renderer())
return true;
return toElement(originalParent)->renderer()->isChildAllowed(child, style);
}
void RenderNamedFlowThread::dispatchRegionLayoutUpdateEvent()
{
RenderFlowThread::dispatchRegionLayoutUpdateEvent();
InspectorInstrumentation::didUpdateRegionLayout(&document(), m_namedFlow.get());
if (!m_regionLayoutUpdateEventTimer.isActive() && m_namedFlow->hasEventListeners())
m_regionLayoutUpdateEventTimer.startOneShot(0);
}
void RenderNamedFlowThread::dispatchRegionOversetChangeEvent()
{
RenderFlowThread::dispatchRegionOversetChangeEvent();
InspectorInstrumentation::didChangeRegionOverset(&document(), m_namedFlow.get());
if (!m_regionOversetChangeEventTimer.isActive() && m_namedFlow->hasEventListeners())
m_regionOversetChangeEventTimer.startOneShot(0);
}
void RenderNamedFlowThread::regionLayoutUpdateEventTimerFired(Timer<RenderNamedFlowThread>&)
{
ASSERT(m_namedFlow);
m_namedFlow->dispatchRegionLayoutUpdateEvent();
}
void RenderNamedFlowThread::regionOversetChangeEventTimerFired(Timer<RenderNamedFlowThread>&)
{
ASSERT(m_namedFlow);
m_namedFlow->dispatchRegionOversetChangeEvent();
}
void RenderNamedFlowThread::setMarkForDestruction()
{
if (m_namedFlow->flowState() == WebKitNamedFlow::FlowStateNull)
return;
m_namedFlow->setRenderer(0);
// After this call ends, the renderer can be safely destroyed.
// The NamedFlow object may outlive its renderer if it's referenced from a script and may be reatached to one if the named flow is recreated in the stylesheet.
}
void RenderNamedFlowThread::resetMarkForDestruction()
{
if (m_namedFlow->flowState() == WebKitNamedFlow::FlowStateCreated)
return;
m_namedFlow->setRenderer(this);
}
bool RenderNamedFlowThread::isMarkedForDestruction() const
{
// Flow threads in the "NULL" state can be destroyed.
return m_namedFlow->flowState() == WebKitNamedFlow::FlowStateNull;
}
static bool isContainedInElements(const Vector<Element*>& others, Element* element)
{
for (auto& other : others) {
if (other->contains(element))
return true;
}
return false;
}
static bool boxIntersectsRegion(LayoutUnit logicalTopForBox, LayoutUnit logicalBottomForBox, LayoutUnit logicalTopForRegion, LayoutUnit logicalBottomForRegion)
{
bool regionIsEmpty = logicalBottomForRegion != LayoutUnit::max() && logicalTopForRegion != LayoutUnit::min()
&& (logicalBottomForRegion - logicalTopForRegion) <= 0;
return (logicalBottomForBox - logicalTopForBox) > 0
&& !regionIsEmpty
&& logicalTopForBox < logicalBottomForRegion && logicalTopForRegion < logicalBottomForBox;
}
// Retrieve the next node to be visited while computing the ranges inside a region.
static Node* nextNodeInsideContentElement(const Node* currNode, const Element* contentElement)
{
ASSERT(currNode);
ASSERT(contentElement && contentElement->inNamedFlow());
#if ENABLE(SVG)
if (currNode->renderer() && currNode->renderer()->isSVGRoot())
return NodeTraversal::nextSkippingChildren(currNode, contentElement);
#endif
return NodeTraversal::next(currNode, contentElement);
}
void RenderNamedFlowThread::getRanges(Vector<RefPtr<Range>>& rangeObjects, const RenderRegion* region) const
{
LayoutUnit logicalTopForRegion;
LayoutUnit logicalBottomForRegion;
// extend the first region top to contain everything up to its logical height
if (region->isFirstRegion())
logicalTopForRegion = LayoutUnit::min();
else
logicalTopForRegion = region->logicalTopForFlowThreadContent();
// extend the last region to contain everything above its y()
if (region->isLastRegion())
logicalBottomForRegion = LayoutUnit::max();
else
logicalBottomForRegion = region->logicalBottomForFlowThreadContent();
Vector<Element*> elements;
// eliminate the contentElements that are descendants of other contentElements
for (auto& element : contentElements()) {
if (!isContainedInElements(elements, element))
elements.append(element);
}
for (auto& contentElement : elements) {
if (!contentElement->renderer())
continue;
RefPtr<Range> range = Range::create(contentElement->document());
bool foundStartPosition = false;
bool startsAboveRegion = true;
bool endsBelowRegion = true;
bool skipOverOutsideNodes = false;
Node* lastEndNode = 0;
for (Node* node = contentElement; node; node = nextNodeInsideContentElement(node, contentElement)) {
RenderObject* renderer = node->renderer();
if (!renderer)
continue;
LayoutRect boundingBox;
if (renderer->isRenderInline())
boundingBox = toRenderInline(renderer)->linesBoundingBox();
else if (renderer->isText())
boundingBox = toRenderText(renderer)->linesBoundingBox();
else {
boundingBox = toRenderBox(renderer)->frameRect();
if (toRenderBox(renderer)->isRelPositioned())
boundingBox.move(toRenderBox(renderer)->relativePositionLogicalOffset());
}
LayoutUnit offsetTop = renderer->containingBlock()->offsetFromLogicalTopOfFirstPage();
const LayoutPoint logicalOffsetFromTop(isHorizontalWritingMode() ? LayoutUnit() : offsetTop,
isHorizontalWritingMode() ? offsetTop : LayoutUnit());
boundingBox.moveBy(logicalOffsetFromTop);
LayoutUnit logicalTopForRenderer = region->logicalTopOfFlowThreadContentRect(boundingBox);
LayoutUnit logicalBottomForRenderer = region->logicalBottomOfFlowThreadContentRect(boundingBox);
// if the bounding box of the current element doesn't intersect the region box
// close the current range only if the start element began inside the region,
// otherwise just move the start position after this node and keep skipping them until we found a proper start position.
if (!boxIntersectsRegion(logicalTopForRenderer, logicalBottomForRenderer, logicalTopForRegion, logicalBottomForRegion)) {
if (foundStartPosition) {
if (!startsAboveRegion) {
if (range->intersectsNode(node, IGNORE_EXCEPTION))
range->setEndBefore(node, IGNORE_EXCEPTION);
rangeObjects.append(range->cloneRange(IGNORE_EXCEPTION));
range = Range::create(contentElement->document());
startsAboveRegion = true;
} else
skipOverOutsideNodes = true;
}
if (skipOverOutsideNodes)
range->setStartAfter(node, IGNORE_EXCEPTION);
foundStartPosition = false;
continue;
}
// start position
if (logicalTopForRenderer < logicalTopForRegion && startsAboveRegion) {
if (renderer->isText()) { // Text crosses region top
// for Text elements, just find the last textbox that is contained inside the region and use its start() offset as start position
RenderText* textRenderer = toRenderText(renderer);
for (InlineTextBox* box = textRenderer->firstTextBox(); box; box = box->nextTextBox()) {
if (offsetTop + box->logicalBottom() < logicalTopForRegion)
continue;
range->setStart(Position(toText(node), box->start()));
startsAboveRegion = false;
break;
}
} else { // node crosses region top
// for all elements, except Text, just set the start position to be before their children
startsAboveRegion = true;
range->setStart(Position(node, Position::PositionIsBeforeChildren));
}
} else { // node starts inside region
// for elements that start inside the region, set the start position to be before them. If we found one, we will just skip the others until
// the range is closed.
if (startsAboveRegion) {
startsAboveRegion = false;
range->setStartBefore(node, IGNORE_EXCEPTION);
}
}
skipOverOutsideNodes = false;
foundStartPosition = true;
// end position
if (logicalBottomForRegion < logicalBottomForRenderer && (endsBelowRegion || (!endsBelowRegion && !node->isDescendantOf(lastEndNode)))) {
// for Text elements, just find just find the last textbox that is contained inside the region and use its start()+len() offset as end position
if (renderer->isText()) { // Text crosses region bottom
RenderText* textRenderer = toRenderText(renderer);
InlineTextBox* lastBox = 0;
for (InlineTextBox* box = textRenderer->firstTextBox(); box; box = box->nextTextBox()) {
if ((offsetTop + box->logicalTop()) < logicalBottomForRegion) {
lastBox = box;
continue;
}
ASSERT(lastBox);
if (lastBox)
range->setEnd(Position(toText(node), lastBox->start() + lastBox->len()));
break;
}
endsBelowRegion = false;
lastEndNode = node;
} else { // node crosses region bottom
// for all elements, except Text, just set the start position to be after their children
range->setEnd(Position(node, Position::PositionIsAfterChildren));
endsBelowRegion = true;
lastEndNode = node;
}
} else { // node ends inside region
// for elements that ends inside the region, set the end position to be after them
// allow this end position to be changed only by other elements that are not descendants of the current end node
if (endsBelowRegion || (!endsBelowRegion && !node->isDescendantOf(lastEndNode))) {
range->setEndAfter(node, IGNORE_EXCEPTION);
endsBelowRegion = false;
lastEndNode = node;
}
}
}
if (foundStartPosition || skipOverOutsideNodes)
rangeObjects.append(range);
}
}
#if USE(ACCELERATED_COMPOSITING)
bool RenderNamedFlowThread::collectsGraphicsLayersUnderRegions() const
{
// We only need to map layers to regions for named flow threads.
// Multi-column threads are displayed on top of the regions and do not require
// distributing the layers.
return true;
}
#endif
// Check if the content is flown into at least a region with region styling rules.
void RenderNamedFlowThread::checkRegionsWithStyling()
{
bool hasRegionsWithStyling = false;
for (const auto& region : m_regionList) {
const RenderNamedFlowFragment* namedFlowFragment = toRenderNamedFlowFragment(region);
if (namedFlowFragment->hasCustomRegionStyle()) {
hasRegionsWithStyling = true;
break;
}
}
m_hasRegionsWithStyling = hasRegionsWithStyling;
}
void RenderNamedFlowThread::clearRenderObjectCustomStyle(const RenderObject* object)
{
// Clear the styles for the object in the regions.
// FIXME: Region styling is not computed only for the region range of the object so this is why we need to walk the whole chain.
for (auto& region : m_regionList) {
RenderNamedFlowFragment* namedFlowFragment = toRenderNamedFlowFragment(region);
namedFlowFragment->clearObjectStyleInRegion(object);
}
}
void RenderNamedFlowThread::removeFlowChildInfo(RenderObject* child)
{
RenderFlowThread::removeFlowChildInfo(child);
clearRenderObjectCustomStyle(child);
}
}
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