/* * 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. */ #include "config.h" #include "RenderRegion.h" #include "FlowThreadController.h" #include "GraphicsContext.h" #include "HitTestResult.h" #include "IntRect.h" #include "PaintInfo.h" #include "RenderBoxRegionInfo.h" #include "RenderNamedFlowThread.h" #include "RenderView.h" #include "StyleResolver.h" namespace WebCore { RenderRegion::RenderRegion(Node* node, RenderFlowThread* flowThread) : RenderReplaced(node, IntSize()) , m_flowThread(flowThread) , m_parentNamedFlowThread(0) , m_isValid(false) , m_hasCustomRegionStyle(false) , m_regionState(RegionUndefined) , m_dispatchRegionLayoutUpdateEvent(false) { } LayoutUnit RenderRegion::logicalWidthForFlowThreadContent() const { return m_flowThread->isHorizontalWritingMode() ? contentWidth() : contentHeight(); } LayoutUnit RenderRegion::logicalHeightForFlowThreadContent() const { return m_flowThread->isHorizontalWritingMode() ? contentHeight() : contentWidth(); } LayoutRect RenderRegion::regionOverflowRect() const { // FIXME: Would like to just use hasOverflowClip() but we aren't a block yet. When RenderRegion is eliminated and // folded into RenderBlock, switch to hasOverflowClip(). bool clipX = style()->overflowX() != OVISIBLE; bool clipY = style()->overflowY() != OVISIBLE; if ((clipX && clipY) || !isValid() || !m_flowThread) return regionRect(); LayoutRect flowThreadOverflow = m_flowThread->visualOverflowRect(); // Only clip along the flow thread axis. LayoutUnit outlineSize = maximalOutlineSize(PaintPhaseOutline); LayoutRect clipRect; if (m_flowThread->isHorizontalWritingMode()) { LayoutUnit minY = isFirstRegion() ? (flowThreadOverflow.y() - outlineSize) : regionRect().y(); LayoutUnit maxY = isLastRegion() ? max(regionRect().maxY(), flowThreadOverflow.maxY()) + outlineSize : regionRect().maxY(); LayoutUnit minX = clipX ? regionRect().x() : (flowThreadOverflow.x() - outlineSize); LayoutUnit maxX = clipX ? regionRect().maxX() : (flowThreadOverflow.maxX() + outlineSize); clipRect = LayoutRect(minX, minY, maxX - minX, maxY - minY); } else { LayoutUnit minX = isFirstRegion() ? (flowThreadOverflow.x() - outlineSize) : regionRect().x(); LayoutUnit maxX = isLastRegion() ? max(regionRect().maxX(), flowThreadOverflow.maxX()) + outlineSize : regionRect().maxX(); LayoutUnit minY = clipY ? regionRect().y() : (flowThreadOverflow.y() - outlineSize); LayoutUnit maxY = clipY ? regionRect().maxY() : (flowThreadOverflow.maxY() + outlineSize); clipRect = LayoutRect(minX, minY, maxX - minX, maxY - minY); } return clipRect; } bool RenderRegion::isFirstRegion() const { ASSERT(isValid() && m_flowThread); return m_flowThread->firstRegion() == this; } bool RenderRegion::isLastRegion() const { ASSERT(isValid() && m_flowThread); return m_flowThread->lastRegion() == this; } void RenderRegion::paintReplaced(PaintInfo& paintInfo, const LayoutPoint& paintOffset) { // Delegate painting of content in region to RenderFlowThread. if (!m_flowThread || !isValid()) return; setRegionObjectsRegionStyle(); m_flowThread->paintIntoRegion(paintInfo, this, LayoutPoint(paintOffset.x() + borderLeft() + paddingLeft(), paintOffset.y() + borderTop() + paddingTop())); restoreRegionObjectsOriginalStyle(); } // Hit Testing bool RenderRegion::nodeAtPoint(const HitTestRequest& request, HitTestResult& result, const LayoutPoint& pointInContainer, const LayoutPoint& accumulatedOffset, HitTestAction action) { if (!isValid()) return false; LayoutPoint adjustedLocation = accumulatedOffset + location(); // Check our bounds next. For this purpose always assume that we can only be hit in the // foreground phase (which is true for replaced elements like images). LayoutRect boundsRect = borderBoxRectInRegion(result.region()); boundsRect.moveBy(adjustedLocation); if (visibleToHitTesting() && action == HitTestForeground && boundsRect.intersects(result.rectForPoint(pointInContainer))) { // Check the contents of the RenderFlowThread. if (m_flowThread && m_flowThread->hitTestRegion(this, request, result, pointInContainer, LayoutPoint(adjustedLocation.x() + borderLeft() + paddingLeft(), adjustedLocation.y() + borderTop() + paddingTop()))) return true; updateHitTestResult(result, pointInContainer - toLayoutSize(adjustedLocation)); if (!result.addNodeToRectBasedTestResult(node(), pointInContainer, boundsRect)) return true; } return false; } void RenderRegion::styleDidChange(StyleDifference diff, const RenderStyle* oldStyle) { RenderReplaced::styleDidChange(diff, oldStyle); bool customRegionStyle = false; if (node()) { Element* regionElement = static_cast(node()); customRegionStyle = view()->document()->styleResolver()->checkRegionStyle(regionElement); } setHasCustomRegionStyle(customRegionStyle); flowThread()->checkRegionsWithStyling(); } void RenderRegion::layout() { RenderReplaced::layout(); if (m_flowThread && isValid()) { LayoutRect oldRegionRect(regionRect()); if (!isHorizontalWritingMode()) oldRegionRect = oldRegionRect.transposedRect(); if (oldRegionRect.width() != logicalWidthForFlowThreadContent() || oldRegionRect.height() != logicalHeightForFlowThreadContent()) m_flowThread->invalidateRegions(); } // FIXME: We need to find a way to set up overflow properly. Our flow thread hasn't gotten a layout // yet, so we can't look to it for correct information. It's possible we could wait until after the RenderFlowThread // gets a layout, and then try to propagate overflow information back to the region, and then mark for a second layout. // That second layout would then be able to use the information from the RenderFlowThread to set up overflow. // // The big problem though is that overflow needs to be region-specific. We can't simply use the RenderFlowThread's global // overflow values, since then we'd always think any narrow region had huge overflow (all the way to the width of the // RenderFlowThread itself). // // We'll need to expand RenderBoxRegionInfo to also hold left and right overflow values. } void RenderRegion::attachRegion() { if (!m_flowThread) return; // By now the flow thread should already be added to the rendering tree, // so we go up the rendering parents and check that this region is not part of the same // flow that it actually needs to display. It would create a circular reference. RenderObject* parentObject = parent(); m_parentNamedFlowThread = 0; for ( ; parentObject; parentObject = parentObject->parent()) { if (parentObject->isRenderNamedFlowThread()) { m_parentNamedFlowThread = toRenderNamedFlowThread(parentObject); // Do not take into account a region that links a flow with itself. The dependency // cannot change, so it is not worth adding it to the list. if (m_flowThread == m_parentNamedFlowThread) { m_flowThread = 0; return; } break; } } m_flowThread->addRegionToThread(this); } void RenderRegion::detachRegion() { if (m_flowThread) m_flowThread->removeRegionFromThread(this); } RenderBoxRegionInfo* RenderRegion::renderBoxRegionInfo(const RenderBox* box) const { if (!m_isValid || !m_flowThread) return 0; return m_renderBoxRegionInfo.get(box); } RenderBoxRegionInfo* RenderRegion::setRenderBoxRegionInfo(const RenderBox* box, LayoutUnit logicalLeftInset, LayoutUnit logicalRightInset, bool containingBlockChainIsInset) { ASSERT(m_isValid && m_flowThread); if (!m_isValid || !m_flowThread) return 0; OwnPtr& boxInfo = m_renderBoxRegionInfo.add(box, nullptr).iterator->second; if (boxInfo) *boxInfo = RenderBoxRegionInfo(logicalLeftInset, logicalRightInset, containingBlockChainIsInset); else boxInfo = adoptPtr(new RenderBoxRegionInfo(logicalLeftInset, logicalRightInset, containingBlockChainIsInset)); return boxInfo.get(); } PassOwnPtr RenderRegion::takeRenderBoxRegionInfo(const RenderBox* box) { return m_renderBoxRegionInfo.take(box); } void RenderRegion::removeRenderBoxRegionInfo(const RenderBox* box) { m_renderBoxRegionInfo.remove(box); } void RenderRegion::deleteAllRenderBoxRegionInfo() { m_renderBoxRegionInfo.clear(); } LayoutUnit RenderRegion::offsetFromLogicalTopOfFirstPage() const { if (!m_isValid || !m_flowThread) return 0; if (m_flowThread->isHorizontalWritingMode()) return regionRect().y(); return regionRect().x(); } void RenderRegion::setRegionObjectsRegionStyle() { if (!hasCustomRegionStyle()) return; // Start from content nodes and recursively compute the style in region for the render objects below. // If the style in region was already computed, used that style instead of computing a new one. RenderNamedFlowThread* namedFlow = view()->flowThreadController()->ensureRenderFlowThreadWithName(style()->regionThread()); const NamedFlowContentNodes& contentNodes = namedFlow->contentNodes(); for (NamedFlowContentNodes::const_iterator iter = contentNodes.begin(), end = contentNodes.end(); iter != end; ++iter) { const Node* node = *iter; // The list of content nodes contains also the nodes with display:none. if (!node->renderer()) continue; RenderObject* object = node->renderer(); // If the content node does not flow any of its children in this region, // we do not compute any style for them in this region. if (!flowThread()->objectInFlowRegion(object, this)) continue; // If the object has style in region, use that instead of computing a new one. RenderObjectRegionStyleMap::iterator it = m_renderObjectRegionStyle.find(object); RefPtr objectStyleInRegion; bool objectRegionStyleCached = false; if (it != m_renderObjectRegionStyle.end()) { objectStyleInRegion = it->second.style; ASSERT(it->second.cached); objectRegionStyleCached = true; } else objectStyleInRegion = computeStyleInRegion(object); setObjectStyleInRegion(object, objectStyleInRegion, objectRegionStyleCached); computeChildrenStyleInRegion(object); } } void RenderRegion::restoreRegionObjectsOriginalStyle() { if (!hasCustomRegionStyle()) return; RenderObjectRegionStyleMap temp; for (RenderObjectRegionStyleMap::iterator iter = m_renderObjectRegionStyle.begin(), end = m_renderObjectRegionStyle.end(); iter != end; ++iter) { RenderObject* object = const_cast(iter->first); RefPtr objectRegionStyle = object->style(); RefPtr objectOriginalStyle = iter->second.style; object->setStyleInternal(objectOriginalStyle); bool shouldCacheRegionStyle = iter->second.cached; if (!shouldCacheRegionStyle) { // Check whether we should cache the computed style in region. unsigned changedContextSensitiveProperties = ContextSensitivePropertyNone; StyleDifference styleDiff = objectOriginalStyle->diff(objectRegionStyle.get(), changedContextSensitiveProperties); if (styleDiff < StyleDifferenceLayoutPositionedMovementOnly) shouldCacheRegionStyle = true; } if (shouldCacheRegionStyle) { ObjectRegionStyleInfo styleInfo; styleInfo.style = objectRegionStyle; styleInfo.cached = true; temp.set(object, styleInfo); } } m_renderObjectRegionStyle.swap(temp); } PassRefPtr RenderRegion::computeStyleInRegion(const RenderObject* object) { ASSERT(object); ASSERT(object->view()); ASSERT(object->view()->document()); ASSERT(!object->isAnonymous()); ASSERT(object->node() && object->node()->isElementNode()); Element* element = toElement(object->node()); RefPtr renderObjectRegionStyle = object->view()->document()->styleResolver()->styleForElement(element, 0, DisallowStyleSharing, MatchAllRules, this); return renderObjectRegionStyle.release(); } void RenderRegion::computeChildrenStyleInRegion(const RenderObject* object) { for (RenderObject* child = object->firstChild(); child; child = child->nextSibling()) { RenderObjectRegionStyleMap::iterator it = m_renderObjectRegionStyle.find(child); RefPtr childStyleInRegion; bool objectRegionStyleCached = false; if (it != m_renderObjectRegionStyle.end()) { childStyleInRegion = it->second.style; objectRegionStyleCached = true; } else { if (child->isAnonymous()) childStyleInRegion = RenderStyle::createAnonymousStyleWithDisplay(object->style(), child->style()->display()); else if (child->isText()) childStyleInRegion = RenderStyle::clone(object->style()); else childStyleInRegion = computeStyleInRegion(child); } setObjectStyleInRegion(child, childStyleInRegion, objectRegionStyleCached); computeChildrenStyleInRegion(child); } } void RenderRegion::setObjectStyleInRegion(RenderObject* object, PassRefPtr styleInRegion, bool objectRegionStyleCached) { RefPtr objectOriginalStyle = object->style(); object->setStyleInternal(styleInRegion); if (object->isBoxModelObject() && !object->hasBoxDecorations()) { bool hasBoxDecorations = object->isTableCell() || object->style()->hasBackground() || object->style()->hasBorder() || object->style()->hasAppearance() || object->style()->boxShadow(); object->setHasBoxDecorations(hasBoxDecorations); } ObjectRegionStyleInfo styleInfo; styleInfo.style = objectOriginalStyle; styleInfo.cached = objectRegionStyleCached; m_renderObjectRegionStyle.set(object, styleInfo); } void RenderRegion::clearObjectStyleInRegion(const RenderObject* object) { ASSERT(object); m_renderObjectRegionStyle.remove(object); // Clear the style for the children of this object. for (RenderObject* child = object->firstChild(); child; child = child->nextSibling()) clearObjectStyleInRegion(child); } } // namespace WebCore