1 /*
2 * Copyright (C) 2011 Adobe Systems Incorporated. All rights reserved.
3 *
4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions
6 * are met:
7 *
8 * 1. Redistributions of source code must retain the above
9 * copyright notice, this list of conditions and the following
10 * disclaimer.
11 * 2. Redistributions in binary form must reproduce the above
12 * copyright notice, this list of conditions and the following
13 * disclaimer in the documentation and/or other materials
14 * provided with the distribution.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDER "AS IS" AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
18 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
19 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE
20 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY,
21 * OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
22 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
23 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
24 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR
25 * TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF
26 * THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
27 * SUCH DAMAGE.
28 */
29
30 #include "config.h"
31 #include "core/rendering/RenderRegion.h"
32
33 #include "core/css/resolver/StyleResolver.h"
34 #include "core/rendering/FlowThreadController.h"
35 #include "core/rendering/HitTestLocation.h"
36 #include "core/rendering/PaintInfo.h"
37 #include "core/rendering/RenderFlowThread.h"
38 #include "core/rendering/RenderView.h"
39
40 namespace blink {
41
RenderRegion(Element * element,RenderFlowThread * flowThread)42 RenderRegion::RenderRegion(Element* element, RenderFlowThread* flowThread)
43 : RenderBlockFlow(element)
44 , m_flowThread(flowThread)
45 , m_isValid(false)
46 {
47 }
48
pageLogicalWidth() const49 LayoutUnit RenderRegion::pageLogicalWidth() const
50 {
51 ASSERT(m_flowThread);
52 return m_flowThread->isHorizontalWritingMode() ? contentWidth() : contentHeight();
53 }
54
pageLogicalHeight() const55 LayoutUnit RenderRegion::pageLogicalHeight() const
56 {
57 ASSERT(m_flowThread);
58 return m_flowThread->isHorizontalWritingMode() ? contentHeight() : contentWidth();
59 }
60
flowThreadPortionOverflowRect() const61 LayoutRect RenderRegion::flowThreadPortionOverflowRect() const
62 {
63 return overflowRectForFlowThreadPortion(flowThreadPortionRect(), isFirstRegion(), isLastRegion());
64 }
65
overflowRectForFlowThreadPortion(const LayoutRect & flowThreadPortionRect,bool isFirstPortion,bool isLastPortion) const66 LayoutRect RenderRegion::overflowRectForFlowThreadPortion(const LayoutRect& flowThreadPortionRect, bool isFirstPortion, bool isLastPortion) const
67 {
68 ASSERT(isValid());
69
70 if (hasOverflowClip())
71 return flowThreadPortionRect;
72
73 LayoutRect flowThreadOverflow = m_flowThread->visualOverflowRect();
74
75 // Only clip along the flow thread axis.
76 LayoutRect clipRect;
77 if (m_flowThread->isHorizontalWritingMode()) {
78 LayoutUnit minY = isFirstPortion ? flowThreadOverflow.y() : flowThreadPortionRect.y();
79 LayoutUnit maxY = isLastPortion ? std::max(flowThreadPortionRect.maxY(), flowThreadOverflow.maxY()) : flowThreadPortionRect.maxY();
80 LayoutUnit minX = std::min(flowThreadPortionRect.x(), flowThreadOverflow.x());
81 LayoutUnit maxX = std::max(flowThreadPortionRect.maxX(), flowThreadOverflow.maxX());
82 clipRect = LayoutRect(minX, minY, maxX - minX, maxY - minY);
83 } else {
84 LayoutUnit minX = isFirstPortion ? flowThreadOverflow.x() : flowThreadPortionRect.x();
85 LayoutUnit maxX = isLastPortion ? std::max(flowThreadPortionRect.maxX(), flowThreadOverflow.maxX()) : flowThreadPortionRect.maxX();
86 LayoutUnit minY = std::min(flowThreadPortionRect.y(), (flowThreadOverflow.y()));
87 LayoutUnit maxY = std::max(flowThreadPortionRect.y(), (flowThreadOverflow.maxY()));
88 clipRect = LayoutRect(minX, minY, maxX - minX, maxY - minY);
89 }
90
91 return clipRect;
92 }
93
isFirstRegion() const94 bool RenderRegion::isFirstRegion() const
95 {
96 ASSERT(isValid());
97
98 return m_flowThread->firstRegion() == this;
99 }
100
isLastRegion() const101 bool RenderRegion::isLastRegion() const
102 {
103 ASSERT(isValid());
104
105 return m_flowThread->lastRegion() == this;
106 }
107
layoutBlock(bool relayoutChildren)108 void RenderRegion::layoutBlock(bool relayoutChildren)
109 {
110 RenderBlockFlow::layoutBlock(relayoutChildren);
111
112 // FIXME: We need to find a way to set up overflow properly. Our flow thread hasn't gotten a layout
113 // yet, so we can't look to it for correct information. It's possible we could wait until after the RenderFlowThread
114 // gets a layout, and then try to propagate overflow information back to the region, and then mark for a second layout.
115 // That second layout would then be able to use the information from the RenderFlowThread to set up overflow.
116 //
117 // The big problem though is that overflow needs to be region-specific. We can't simply use the RenderFlowThread's global
118 // overflow values, since then we'd always think any narrow region had huge overflow (all the way to the width of the
119 // RenderFlowThread itself).
120 }
121
paintInvalidationOfFlowThreadContentRectangle(const LayoutRect & paintInvalidationRect,const LayoutRect & flowThreadPortionRect,const LayoutRect & flowThreadPortionOverflowRect,const LayoutPoint & regionLocation) const122 void RenderRegion::paintInvalidationOfFlowThreadContentRectangle(const LayoutRect& paintInvalidationRect, const LayoutRect& flowThreadPortionRect, const LayoutRect& flowThreadPortionOverflowRect, const LayoutPoint& regionLocation) const
123 {
124 ASSERT(isValid());
125
126 // We only have to issue a paint invalidation in this region if the region rect intersects the paint invalidation rect.
127 LayoutRect flippedFlowThreadPortionRect(flowThreadPortionRect);
128 LayoutRect flippedFlowThreadPortionOverflowRect(flowThreadPortionOverflowRect);
129 flowThread()->flipForWritingMode(flippedFlowThreadPortionRect); // Put the region rects into physical coordinates.
130 flowThread()->flipForWritingMode(flippedFlowThreadPortionOverflowRect);
131
132 LayoutRect clippedRect(paintInvalidationRect);
133 clippedRect.intersect(flippedFlowThreadPortionOverflowRect);
134 if (clippedRect.isEmpty())
135 return;
136
137 // Put the region rect into the region's physical coordinate space.
138 clippedRect.setLocation(regionLocation + (clippedRect.location() - flippedFlowThreadPortionRect.location()));
139
140 // Now switch to the region's writing mode coordinate space and let it issue paint invalidations itself.
141 flipForWritingMode(clippedRect);
142
143 invalidatePaintRectangle(clippedRect);
144 }
145
computeIntrinsicLogicalWidths(LayoutUnit & minLogicalWidth,LayoutUnit & maxLogicalWidth) const146 void RenderRegion::computeIntrinsicLogicalWidths(LayoutUnit& minLogicalWidth, LayoutUnit& maxLogicalWidth) const
147 {
148 if (!isValid()) {
149 RenderBlockFlow::computeIntrinsicLogicalWidths(minLogicalWidth, maxLogicalWidth);
150 return;
151 }
152
153 minLogicalWidth = m_flowThread->minPreferredLogicalWidth();
154 maxLogicalWidth = m_flowThread->maxPreferredLogicalWidth();
155 }
156
157 } // namespace blink
158