/* * 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 namespace WebCore { class RenderMultiColumnSet; class RenderMultiColumnSpannerPlaceholder; class RenderMultiColumnFlowThread final : public RenderFlowThread { public: RenderMultiColumnFlowThread(Document&, Ref&&); ~RenderMultiColumnFlowThread(); RenderBlockFlow* multiColumnBlockFlow() const { return downcast(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; // 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(RenderElement&, 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 bool isRenderMultiColumnFlowThread() const override { return true; } 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 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) const 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 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; }; } // namespace WebCore SPECIALIZE_TYPE_TRAITS_RENDER_OBJECT(RenderMultiColumnFlowThread, isRenderMultiColumnFlowThread()) #endif // RenderMultiColumnFlowThread_h