• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
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