summaryrefslogtreecommitdiff
path: root/Source/WebCore/rendering/RenderFlowThread.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'Source/WebCore/rendering/RenderFlowThread.cpp')
-rw-r--r--Source/WebCore/rendering/RenderFlowThread.cpp803
1 files changed, 803 insertions, 0 deletions
diff --git a/Source/WebCore/rendering/RenderFlowThread.cpp b/Source/WebCore/rendering/RenderFlowThread.cpp
new file mode 100644
index 000000000..967c5d16b
--- /dev/null
+++ b/Source/WebCore/rendering/RenderFlowThread.cpp
@@ -0,0 +1,803 @@
+/*
+ * Copyright 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 "RenderFlowThread.h"
+
+#include "HitTestRequest.h"
+#include "HitTestResult.h"
+#include "Node.h"
+#include "PaintInfo.h"
+#include "RenderBoxRegionInfo.h"
+#include "RenderLayer.h"
+#include "RenderRegion.h"
+#include "RenderView.h"
+#include "TransformState.h"
+#include "WebKitNamedFlow.h"
+
+namespace WebCore {
+
+RenderFlowThread::RenderFlowThread(Node* node, const AtomicString& flowThread)
+ : RenderBlock(node)
+ , m_flowThread(flowThread)
+ , m_hasValidRegions(false)
+ , m_regionsInvalidated(false)
+ , m_regionsHaveUniformLogicalWidth(true)
+ , m_regionsHaveUniformLogicalHeight(true)
+{
+ setIsAnonymous(false);
+ setInRenderFlowThread();
+}
+
+void RenderFlowThread::clearRenderRegionRangeMap()
+{
+ deleteAllValues(m_regionRangeMap);
+ m_regionRangeMap.clear();
+}
+
+RenderFlowThread::~RenderFlowThread()
+{
+ clearRenderRegionRangeMap();
+}
+
+PassRefPtr<RenderStyle> RenderFlowThread::createFlowThreadStyle(RenderStyle* parentStyle)
+{
+ RefPtr<RenderStyle> newStyle(RenderStyle::create());
+ newStyle->inheritFrom(parentStyle);
+ newStyle->setDisplay(BLOCK);
+ newStyle->setPosition(AbsolutePosition);
+ newStyle->setZIndex(0);
+ newStyle->setLeft(Length(0, Fixed));
+ newStyle->setTop(Length(0, Fixed));
+ newStyle->setWidth(Length(100, Percent));
+ newStyle->setHeight(Length(100, Percent));
+ newStyle->font().update(0);
+
+ return newStyle.release();
+}
+
+void RenderFlowThread::styleDidChange(StyleDifference diff, const RenderStyle* oldStyle)
+{
+ RenderBlock::styleDidChange(diff, oldStyle);
+
+ if (oldStyle && oldStyle->writingMode() != style()->writingMode())
+ m_regionsInvalidated = true;
+}
+
+RenderObject* RenderFlowThread::nextRendererForNode(Node* node) const
+{
+ FlowThreadChildList::const_iterator it = m_flowThreadChildList.begin();
+ FlowThreadChildList::const_iterator end = m_flowThreadChildList.end();
+
+ for (; it != end; ++it) {
+ RenderObject* child = *it;
+ ASSERT(child->node());
+ unsigned short position = node->compareDocumentPosition(child->node());
+ if (position & Node::DOCUMENT_POSITION_FOLLOWING)
+ return child;
+ }
+
+ return 0;
+}
+
+RenderObject* RenderFlowThread::previousRendererForNode(Node* node) const
+{
+ if (m_flowThreadChildList.isEmpty())
+ return 0;
+
+ FlowThreadChildList::const_iterator begin = m_flowThreadChildList.begin();
+ FlowThreadChildList::const_iterator end = m_flowThreadChildList.end();
+ FlowThreadChildList::const_iterator 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 RenderFlowThread::addFlowChild(RenderObject* newChild, RenderObject* beforeChild)
+{
+ // 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.
+
+ // Do not add anonymous objects.
+ if (!newChild->node())
+ return;
+
+ if (beforeChild)
+ m_flowThreadChildList.insertBefore(beforeChild, newChild);
+ else
+ m_flowThreadChildList.add(newChild);
+}
+
+void RenderFlowThread::removeFlowChild(RenderObject* child)
+{
+ m_flowThreadChildList.remove(child);
+}
+
+// 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);
+
+ // If the regions have the same region-index, compare their position in dom.
+ ASSERT(firstRegion->node());
+ ASSERT(secondRegion->node());
+
+ unsigned short position = firstRegion->node()->compareDocumentPosition(secondRegion->node());
+ return (position & Node::DOCUMENT_POSITION_FOLLOWING);
+}
+
+bool RenderFlowThread::dependsOn(RenderFlowThread* otherRenderFlowThread) const
+{
+ if (m_layoutBeforeThreadsSet.contains(otherRenderFlowThread))
+ return true;
+
+ // Recursively traverse the m_layoutBeforeThreadsSet.
+ RenderFlowThreadCountedSet::const_iterator iterator = m_layoutBeforeThreadsSet.begin();
+ RenderFlowThreadCountedSet::const_iterator end = m_layoutBeforeThreadsSet.end();
+ for (; iterator != end; ++iterator) {
+ const RenderFlowThread* beforeFlowThread = (*iterator).first;
+ if (beforeFlowThread->dependsOn(otherRenderFlowThread))
+ return true;
+ }
+
+ return false;
+}
+
+void RenderFlowThread::addRegionToThread(RenderRegion* renderRegion)
+{
+ ASSERT(renderRegion);
+ if (m_regionList.isEmpty())
+ m_regionList.add(renderRegion);
+ else {
+ // Find the first region "greater" than renderRegion.
+ RenderRegionList::iterator it = m_regionList.begin();
+ while (it != m_regionList.end() && !compareRenderRegions(renderRegion, *it))
+ ++it;
+ m_regionList.insertBefore(it, renderRegion);
+ }
+
+ ASSERT(!renderRegion->isValid());
+ if (renderRegion->parentFlowThread()) {
+ if (renderRegion->parentFlowThread()->dependsOn(this)) {
+ // Register ourself to get a notification when the state changes.
+ renderRegion->parentFlowThread()->m_observerThreadsSet.add(this);
+ return;
+ }
+
+ addDependencyOnFlowThread(renderRegion->parentFlowThread());
+ }
+
+ renderRegion->setIsValid(true);
+
+ invalidateRegions();
+}
+
+void RenderFlowThread::removeRegionFromThread(RenderRegion* renderRegion)
+{
+ ASSERT(renderRegion);
+ clearRenderRegionRangeMap();
+ m_regionList.remove(renderRegion);
+
+ if (renderRegion->parentFlowThread()) {
+ if (!renderRegion->isValid()) {
+ renderRegion->parentFlowThread()->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->parentFlowThread());
+ }
+
+ invalidateRegions();
+}
+
+void RenderFlowThread::checkInvalidRegions()
+{
+ for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
+ RenderRegion* region = *iter;
+ // The only reason a region would be invalid is because it has a parent flow thread.
+ ASSERT(region->isValid() || region->parentFlowThread());
+ if (region->isValid() || region->parentFlowThread()->dependsOn(this))
+ continue;
+
+ region->parentFlowThread()->m_observerThreadsSet.remove(this);
+ addDependencyOnFlowThread(region->parentFlowThread());
+ region->setIsValid(true);
+ 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<RenderFlowThread*> observers;
+ copyToVector(m_observerThreadsSet, observers);
+
+ for (size_t i = 0; i < observers.size(); ++i) {
+ RenderFlowThread* flowThread = observers.at(i);
+ flowThread->checkInvalidRegions();
+ }
+}
+
+void RenderFlowThread::addDependencyOnFlowThread(RenderFlowThread* otherFlowThread)
+{
+ std::pair<RenderFlowThreadCountedSet::iterator, bool> result = m_layoutBeforeThreadsSet.add(otherFlowThread);
+ if (result.second) {
+ // This is the first time we see this dependency. Make sure we recalculate all the dependencies.
+ view()->setIsRenderFlowThreadOrderDirty(true);
+ }
+}
+
+void RenderFlowThread::removeDependencyOnFlowThread(RenderFlowThread* otherFlowThread)
+{
+ bool removed = m_layoutBeforeThreadsSet.remove(otherFlowThread);
+ if (removed) {
+ checkInvalidRegions();
+ view()->setIsRenderFlowThreadOrderDirty(true);
+ }
+}
+
+void RenderFlowThread::pushDependencies(RenderFlowThreadList& list)
+{
+ for (RenderFlowThreadCountedSet::iterator iter = m_layoutBeforeThreadsSet.begin(); iter != m_layoutBeforeThreadsSet.end(); ++iter) {
+ RenderFlowThread* flowThread = (*iter).first;
+ if (list.contains(flowThread))
+ continue;
+ flowThread->pushDependencies(list);
+ list.add(flowThread);
+ }
+}
+
+class CurrentRenderFlowThreadMaintainer {
+ WTF_MAKE_NONCOPYABLE(CurrentRenderFlowThreadMaintainer);
+public:
+ CurrentRenderFlowThreadMaintainer(RenderFlowThread* renderFlowThread)
+ : m_renderFlowThread(renderFlowThread)
+ {
+ RenderView* view = m_renderFlowThread->view();
+ ASSERT(!view->currentRenderFlowThread());
+ view->setCurrentRenderFlowThread(m_renderFlowThread);
+ }
+ ~CurrentRenderFlowThreadMaintainer()
+ {
+ RenderView* view = m_renderFlowThread->view();
+ ASSERT(view->currentRenderFlowThread() == m_renderFlowThread);
+ view->setCurrentRenderFlowThread(0);
+ }
+private:
+ RenderFlowThread* m_renderFlowThread;
+};
+
+void RenderFlowThread::layout()
+{
+ bool regionsChanged = m_regionsInvalidated && everHadLayout();
+ if (m_regionsInvalidated) {
+ m_regionsInvalidated = false;
+ m_hasValidRegions = false;
+ m_regionsHaveUniformLogicalWidth = true;
+ m_regionsHaveUniformLogicalHeight = true;
+ clearRenderRegionRangeMap();
+ LayoutUnit previousRegionLogicalWidth = 0;
+ LayoutUnit previousRegionLogicalHeight = 0;
+ if (hasRegions()) {
+ for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
+ RenderRegion* region = *iter;
+ if (!region->isValid())
+ continue;
+ ASSERT(!region->needsLayout());
+
+ region->deleteAllRenderBoxRegionInfo();
+
+ LayoutUnit regionLogicalWidth;
+ LayoutUnit regionLogicalHeight;
+
+ if (isHorizontalWritingMode()) {
+ regionLogicalWidth = region->contentWidth();
+ regionLogicalHeight = region->contentHeight();
+ } else {
+ regionLogicalWidth = region->contentHeight();
+ regionLogicalHeight = region->contentWidth();
+ }
+
+ if (!m_hasValidRegions)
+ m_hasValidRegions = true;
+ else {
+ if (m_regionsHaveUniformLogicalWidth && previousRegionLogicalWidth != regionLogicalWidth)
+ m_regionsHaveUniformLogicalWidth = false;
+ if (m_regionsHaveUniformLogicalHeight && previousRegionLogicalHeight != regionLogicalHeight)
+ m_regionsHaveUniformLogicalHeight = false;
+ }
+
+ previousRegionLogicalWidth = regionLogicalWidth;
+ }
+
+ computeLogicalWidth(); // Called to get the maximum logical width for the region.
+
+ LayoutUnit logicalHeight = 0;
+ for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
+ RenderRegion* region = *iter;
+ if (!region->isValid())
+ continue;
+ LayoutRect regionRect;
+ if (isHorizontalWritingMode()) {
+ regionRect = LayoutRect(style()->direction() == LTR ? 0 : logicalWidth() - region->contentWidth(), logicalHeight, region->contentWidth(), region->contentHeight());
+ logicalHeight += regionRect.height();
+ } else {
+ regionRect = LayoutRect(logicalHeight, style()->direction() == LTR ? 0 : logicalWidth() - region->contentHeight(), region->contentWidth(), region->contentHeight());
+ logicalHeight += regionRect.width();
+ }
+ region->setRegionRect(regionRect);
+ }
+ }
+ }
+
+ CurrentRenderFlowThreadMaintainer currentFlowThreadSetter(this);
+ LayoutStateMaintainer statePusher(view(), this, regionsChanged);
+ RenderBlock::layout();
+ statePusher.pop();
+}
+
+void RenderFlowThread::computeLogicalWidth()
+{
+ LayoutUnit logicalWidth = 0;
+ for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
+ RenderRegion* region = *iter;
+ if (!region->isValid())
+ continue;
+ ASSERT(!region->needsLayout());
+ logicalWidth = max(isHorizontalWritingMode() ? region->contentWidth() : region->contentHeight(), logicalWidth);
+ }
+ setLogicalWidth(logicalWidth);
+
+ // If the regions have non-uniform logical widths, then insert inset information for the RenderFlowThread.
+ for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
+ RenderRegion* region = *iter;
+ if (!region->isValid())
+ continue;
+
+ LayoutUnit regionLogicalWidth = isHorizontalWritingMode() ? region->contentWidth() : region->contentHeight();
+ if (regionLogicalWidth != logicalWidth) {
+ LayoutUnit logicalLeft = style()->direction() == LTR ? 0 : logicalWidth - regionLogicalWidth;
+ region->setRenderBoxRegionInfo(this, logicalLeft, regionLogicalWidth, false);
+ }
+ }
+}
+
+void RenderFlowThread::computeLogicalHeight()
+{
+ int logicalHeight = 0;
+
+ for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
+ RenderRegion* region = *iter;
+ if (!region->isValid())
+ continue;
+ ASSERT(!region->needsLayout());
+ logicalHeight += isHorizontalWritingMode() ? region->contentHeight() : region->contentWidth();
+ }
+
+ setLogicalHeight(logicalHeight);
+}
+
+void RenderFlowThread::paintIntoRegion(PaintInfo& paintInfo, RenderRegion* region, const LayoutPoint& paintOffset)
+{
+ GraphicsContext* context = paintInfo.context;
+ if (!context)
+ return;
+
+ // Adjust the clipping rect for the region.
+ // paintOffset contains the offset where the painting should occur
+ // adjusted with the region padding and border.
+ LayoutRect regionRect(region->regionRect());
+ LayoutRect regionOverflowRect(region->regionOverflowRect());
+ LayoutRect regionClippingRect(paintOffset + (regionOverflowRect.location() - regionRect.location()), regionOverflowRect.size());
+
+ PaintInfo info(paintInfo);
+ info.rect.intersect(regionClippingRect);
+
+ if (!info.rect.isEmpty()) {
+ context->save();
+
+ context->clip(regionClippingRect);
+
+ // RenderFlowThread should start painting its content in a position that is offset
+ // from the region rect's current position. The amount of offset is equal to the location of
+ // region in flow coordinates.
+ LayoutPoint renderFlowThreadOffset;
+ if (style()->isFlippedBlocksWritingMode()) {
+ LayoutRect flippedRegionRect(regionRect);
+ flipForWritingMode(flippedRegionRect);
+ renderFlowThreadOffset = LayoutPoint(paintOffset - flippedRegionRect.location());
+ } else
+ renderFlowThreadOffset = LayoutPoint(paintOffset - regionRect.location());
+
+ context->translate(renderFlowThreadOffset.x(), renderFlowThreadOffset.y());
+ info.rect.moveBy(-renderFlowThreadOffset);
+
+ layer()->paint(context, info.rect, 0, 0, region, RenderLayer::PaintLayerTemporaryClipRects);
+
+ context->restore();
+ }
+}
+
+bool RenderFlowThread::hitTestRegion(RenderRegion* region, const HitTestRequest& request, HitTestResult& result, const LayoutPoint& pointInContainer, const LayoutPoint& accumulatedOffset)
+{
+ LayoutRect regionRect(region->regionRect());
+ LayoutRect regionOverflowRect = region->regionOverflowRect();
+ LayoutRect regionClippingRect(accumulatedOffset + (regionOverflowRect.location() - regionRect.location()), regionOverflowRect.size());
+ if (!regionClippingRect.contains(pointInContainer))
+ return false;
+
+ LayoutPoint renderFlowThreadOffset;
+ if (style()->isFlippedBlocksWritingMode()) {
+ LayoutRect flippedRegionRect(regionRect);
+ flipForWritingMode(flippedRegionRect);
+ renderFlowThreadOffset = LayoutPoint(accumulatedOffset - flippedRegionRect.location());
+ } else
+ renderFlowThreadOffset = LayoutPoint(accumulatedOffset - regionRect.location());
+
+ LayoutPoint transformedPoint(pointInContainer.x() - renderFlowThreadOffset.x(), pointInContainer.y() - renderFlowThreadOffset.y());
+
+ // Always ignore clipping, since the RenderFlowThread has nothing to do with the bounds of the FrameView.
+ HitTestRequest newRequest(request.type() & HitTestRequest::IgnoreClipping);
+
+ RenderRegion* oldRegion = result.region();
+ result.setRegion(region);
+ LayoutPoint oldPoint = result.point();
+ result.setPoint(transformedPoint);
+ bool isPointInsideFlowThread = layer()->hitTest(newRequest, result);
+ result.setPoint(oldPoint);
+ result.setRegion(oldRegion);
+
+ // FIXME: Should we set result.m_localPoint back to the RenderRegion's coordinate space or leave it in the RenderFlowThread's coordinate
+ // space? Right now it's staying in the RenderFlowThread's coordinate space, which may end up being ok. We will know more when we get around to
+ // patching positionForPoint.
+ return isPointInsideFlowThread;
+}
+
+bool RenderFlowThread::shouldRepaint(const LayoutRect& r) const
+{
+ if (view()->printing() || r.isEmpty())
+ return false;
+
+ return true;
+}
+
+void RenderFlowThread::repaintRectangleInRegions(const LayoutRect& repaintRect, bool immediate)
+{
+ if (!shouldRepaint(repaintRect) || !hasValidRegionInfo())
+ return;
+
+ for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
+ RenderRegion* region = *iter;
+ if (!region->isValid())
+ continue;
+
+ // We only have to issue a repaint in this region if the region rect intersects the repaint rect.
+ LayoutRect flippedRegionRect(region->regionRect());
+ LayoutRect flippedRegionOverflowRect(region->regionOverflowRect());
+ flipForWritingMode(flippedRegionRect); // Put the region rects into physical coordinates.
+ flipForWritingMode(flippedRegionOverflowRect);
+
+ LayoutRect clippedRect(flippedRegionOverflowRect);
+ clippedRect.intersect(repaintRect);
+ if (clippedRect.isEmpty())
+ continue;
+
+ // Put the region rect into the region's physical coordinate space.
+ clippedRect.setLocation(region->contentBoxRect().location() + (repaintRect.location() - flippedRegionRect.location()));
+
+ // Now switch to the region's writing mode coordinate space and let it repaint itself.
+ region->flipForWritingMode(clippedRect);
+ LayoutStateDisabler layoutStateDisabler(view()); // We can't use layout state to repaint, since the region is somewhere else.
+ region->repaintRectangle(clippedRect, immediate);
+ }
+}
+
+RenderRegion* RenderFlowThread::renderRegionForLine(LayoutUnit position, bool extendLastRegion) const
+{
+ ASSERT(!m_regionsInvalidated);
+
+ // If no region matches the position and extendLastRegion is true, it will return
+ // the last valid region. It is similar to auto extending the size of the last region.
+ RenderRegion* lastValidRegion = 0;
+
+ // FIXME: The regions are always in order, optimize this search.
+ bool useHorizontalWritingMode = isHorizontalWritingMode();
+ for (RenderRegionList::const_iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
+ RenderRegion* region = *iter;
+ if (!region->isValid())
+ continue;
+
+ if (position <= 0)
+ return region;
+
+ LayoutRect regionRect = region->regionRect();
+
+ if ((useHorizontalWritingMode && position < regionRect.maxY()) || (!useHorizontalWritingMode && position < regionRect.maxX()))
+ return region;
+
+ if (extendLastRegion)
+ lastValidRegion = region;
+ }
+
+ return lastValidRegion;
+}
+
+LayoutUnit RenderFlowThread::regionLogicalWidthForLine(LayoutUnit position) const
+{
+ RenderRegion* region = renderRegionForLine(position, true);
+ if (!region)
+ return contentLogicalWidth();
+ return isHorizontalWritingMode() ? region->regionRect().width() : region->regionRect().height();
+}
+
+LayoutUnit RenderFlowThread::regionLogicalHeightForLine(LayoutUnit position) const
+{
+ RenderRegion* region = renderRegionForLine(position);
+ if (!region)
+ return 0;
+ return isHorizontalWritingMode() ? region->regionRect().height() : region->regionRect().width();
+}
+
+LayoutUnit RenderFlowThread::regionRemainingLogicalHeightForLine(LayoutUnit position, PageBoundaryRule pageBoundaryRule) const
+{
+ RenderRegion* region = renderRegionForLine(position);
+ if (!region)
+ return 0;
+
+ LayoutUnit regionLogicalBottom = isHorizontalWritingMode() ? region->regionRect().maxY() : region->regionRect().maxX();
+ LayoutUnit remainingHeight = regionLogicalBottom - position;
+ if (pageBoundaryRule == IncludePageBoundary) {
+ // If IncludePageBoundary is set, the line exactly on the top edge of a
+ // region will act as being part of the previous region.
+ LayoutUnit regionHeight = isHorizontalWritingMode() ? region->regionRect().height() : region->regionRect().width();
+ remainingHeight = layoutMod(remainingHeight, regionHeight);
+ }
+ return remainingHeight;
+}
+
+RenderRegion* RenderFlowThread::mapFromFlowToRegion(TransformState& transformState) const
+{
+ if (!hasValidRegionInfo())
+ return 0;
+
+ LayoutRect boxRect = transformState.mappedQuad().enclosingBoundingBox();
+ flipForWritingMode(boxRect);
+
+ // FIXME: We need to refactor RenderObject::absoluteQuads to be able to split the quads across regions,
+ // for now we just take the center of the mapped enclosing box and map it to a region.
+ // Note: Using the center in order to avoid rounding errors.
+
+ LayoutPoint center = boxRect.center();
+ RenderRegion* renderRegion = renderRegionForLine(isHorizontalWritingMode() ? center.y() : center.x(), true);
+ if (!renderRegion)
+ return 0;
+
+ LayoutRect flippedRegionRect(renderRegion->regionRect());
+ flipForWritingMode(flippedRegionRect);
+
+ transformState.move(renderRegion->contentBoxRect().location() - flippedRegionRect.location());
+
+ return renderRegion;
+}
+
+void RenderFlowThread::removeRenderBoxRegionInfo(RenderBox* box)
+{
+ if (!hasRegions())
+ return;
+
+ RenderRegion* startRegion;
+ RenderRegion* endRegion;
+ getRegionRangeForBox(box, startRegion, endRegion);
+
+ for (RenderRegionList::iterator iter = m_regionList.find(startRegion); iter != m_regionList.end(); ++iter) {
+ RenderRegion* region = *iter;
+ if (!region->isValid())
+ continue;
+ region->removeRenderBoxRegionInfo(box);
+ if (region == endRegion)
+ break;
+ }
+
+ delete m_regionRangeMap.take(box);
+}
+
+bool RenderFlowThread::logicalWidthChangedInRegions(const RenderBlock* block, LayoutUnit offsetFromLogicalTopOfFirstPage)
+{
+ if (!hasRegions() || block == this) // Not necessary, since if any region changes, we do a full pagination relayout anyway.
+ return false;
+
+ RenderRegion* startRegion;
+ RenderRegion* endRegion;
+ getRegionRangeForBox(block, startRegion, endRegion);
+
+ for (RenderRegionList::iterator iter = m_regionList.find(startRegion); iter != m_regionList.end(); ++iter) {
+ RenderRegion* region = *iter;
+
+ if (!region->isValid())
+ continue;
+
+ ASSERT(!region->needsLayout());
+
+ RenderBoxRegionInfo* oldInfo = region->takeRenderBoxRegionInfo(block);
+ if (!oldInfo)
+ continue;
+
+ LayoutUnit oldLogicalWidth = oldInfo->logicalWidth();
+ delete oldInfo;
+
+ RenderBoxRegionInfo* newInfo = block->renderBoxRegionInfo(region, offsetFromLogicalTopOfFirstPage);
+ if (!newInfo || newInfo->logicalWidth() != oldLogicalWidth)
+ return true;
+
+ if (region == endRegion)
+ break;
+ }
+
+ return false;
+}
+
+LayoutUnit RenderFlowThread::contentLogicalWidthOfFirstRegion() const
+{
+ if (!hasValidRegionInfo())
+ return 0;
+ for (RenderRegionList::const_iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
+ RenderRegion* region = *iter;
+ if (!region->isValid())
+ continue;
+ return isHorizontalWritingMode() ? region->contentWidth() : region->contentHeight();
+ }
+ ASSERT_NOT_REACHED();
+ return 0;
+}
+
+LayoutUnit RenderFlowThread::contentLogicalHeightOfFirstRegion() const
+{
+ if (!hasValidRegionInfo())
+ return 0;
+ for (RenderRegionList::const_iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
+ RenderRegion* region = *iter;
+ if (!region->isValid())
+ continue;
+ return isHorizontalWritingMode() ? region->contentHeight() : region->contentWidth();
+ }
+ ASSERT_NOT_REACHED();
+ return 0;
+}
+
+LayoutUnit RenderFlowThread::contentLogicalLeftOfFirstRegion() const
+{
+ if (!hasValidRegionInfo())
+ return 0;
+ for (RenderRegionList::const_iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
+ RenderRegion* region = *iter;
+ if (!region->isValid())
+ continue;
+ return isHorizontalWritingMode() ? region->regionRect().x() : region->regionRect().y();
+ }
+ ASSERT_NOT_REACHED();
+ return 0;
+}
+
+RenderRegion* RenderFlowThread::firstRegion() const
+{
+ if (!hasValidRegionInfo())
+ return 0;
+ for (RenderRegionList::const_iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
+ RenderRegion* region = *iter;
+ if (!region->isValid())
+ continue;
+ return region;
+ }
+ return 0;
+}
+
+RenderRegion* RenderFlowThread::lastRegion() const
+{
+ if (!hasValidRegionInfo())
+ return 0;
+ for (RenderRegionList::const_reverse_iterator iter = m_regionList.rbegin(); iter != m_regionList.rend(); ++iter) {
+ RenderRegion* region = *iter;
+ if (!region->isValid())
+ continue;
+ return region;
+ }
+ return 0;
+}
+
+void RenderFlowThread::setRegionRangeForBox(const RenderBox* box, LayoutUnit offsetFromLogicalTopOfFirstPage)
+{
+ // FIXME: Not right for differing writing-modes.
+ RenderRegion* startRegion = renderRegionForLine(offsetFromLogicalTopOfFirstPage, true);
+ RenderRegion* endRegion = renderRegionForLine(offsetFromLogicalTopOfFirstPage + box->logicalHeight(), true);
+ RenderRegionRange* range = m_regionRangeMap.get(box);
+ if (range) {
+ // If nothing changed, just bail.
+ if (range->startRegion() == startRegion && range->endRegion() == endRegion)
+ return;
+
+ // Delete any info that we find before our new startRegion and after our new endRegion.
+ for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
+ RenderRegion* region = *iter;
+ if (region == startRegion) {
+ iter = m_regionList.find(endRegion);
+ continue;
+ }
+
+ region->removeRenderBoxRegionInfo(box);
+
+ if (region == range->endRegion())
+ break;
+ }
+
+ range->setRange(startRegion, endRegion);
+ return;
+ }
+ range = new RenderRegionRange(startRegion, endRegion);
+ m_regionRangeMap.set(box, range);
+}
+
+void RenderFlowThread::getRegionRangeForBox(const RenderBox* box, RenderRegion*& startRegion, RenderRegion*& endRegion) const
+{
+ startRegion = 0;
+ endRegion = 0;
+ RenderRegionRange* range = m_regionRangeMap.get(box);
+ if (!range)
+ return;
+
+ startRegion = range->startRegion();
+ endRegion = range->endRegion();
+ ASSERT(m_regionList.contains(startRegion) && m_regionList.contains(endRegion));
+}
+
+WebKitNamedFlow* RenderFlowThread::ensureNamedFlow()
+{
+ if (!m_namedFlow)
+ m_namedFlow = WebKitNamedFlow::create();
+
+ return m_namedFlow.get();
+}
+
+} // namespace WebCore