OLD | NEW |
1 /* | 1 /* |
2 * Copyright (C) 2011 Adobe Systems Incorporated. All rights reserved. | 2 * Copyright (C) 2011 Adobe Systems Incorporated. All rights reserved. |
3 * | 3 * |
4 * Redistribution and use in source and binary forms, with or without | 4 * Redistribution and use in source and binary forms, with or without |
5 * modification, are permitted provided that the following conditions | 5 * modification, are permitted provided that the following conditions |
6 * are met: | 6 * are met: |
7 * | 7 * |
8 * 1. Redistributions of source code must retain the above | 8 * 1. Redistributions of source code must retain the above |
9 * copyright notice, this list of conditions and the following | 9 * copyright notice, this list of conditions and the following |
10 * disclaimer. | 10 * disclaimer. |
(...skipping 12 matching lines...) Expand all Loading... |
23 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY | 23 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
24 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR | 24 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR |
25 * TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF | 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 | 26 * THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF |
27 * SUCH DAMAGE. | 27 * SUCH DAMAGE. |
28 */ | 28 */ |
29 | 29 |
30 #ifndef RenderFlowThread_h | 30 #ifndef RenderFlowThread_h |
31 #define RenderFlowThread_h | 31 #define RenderFlowThread_h |
32 | 32 |
33 #include "core/rendering/LayerFragment.h" | 33 #include "core/layout/LayerFragment.h" |
34 #include "core/rendering/RenderBlockFlow.h" | 34 #include "core/rendering/RenderBlockFlow.h" |
35 #include "wtf/ListHashSet.h" | 35 #include "wtf/ListHashSet.h" |
36 | 36 |
37 namespace blink { | 37 namespace blink { |
38 | 38 |
39 class RenderMultiColumnSet; | 39 class RenderMultiColumnSet; |
40 class RenderRegion; | 40 class RenderRegion; |
41 | 41 |
42 typedef ListHashSet<RenderMultiColumnSet*> RenderMultiColumnSetList; | 42 typedef ListHashSet<RenderMultiColumnSet*> RenderMultiColumnSetList; |
43 | 43 |
44 // RenderFlowThread is used to collect all the render objects that participate i
n a | 44 // RenderFlowThread is used to collect all the render objects that participate i
n a |
45 // flow thread. It will also help in doing the layout. However, it will not rend
er | 45 // flow thread. It will also help in doing the layout. However, it will not rend
er |
46 // directly to screen. Instead, RenderRegion objects will redirect their paint | 46 // directly to screen. Instead, RenderRegion objects will redirect their paint |
47 // and nodeAtPoint methods to this object. Each RenderRegion will actually be a
viewPort | 47 // and nodeAtPoint methods to this object. Each RenderRegion will actually be a
viewPort |
48 // of the RenderFlowThread. | 48 // of the RenderFlowThread. |
49 | 49 |
50 class RenderFlowThread: public RenderBlockFlow { | 50 class RenderFlowThread: public RenderBlockFlow { |
51 public: | 51 public: |
52 RenderFlowThread(); | 52 RenderFlowThread(); |
53 virtual ~RenderFlowThread() { }; | 53 virtual ~RenderFlowThread() { }; |
54 | 54 |
55 virtual bool isRenderFlowThread() const override final { return true; } | 55 virtual bool isRenderFlowThread() const override final { return true; } |
56 virtual bool isRenderMultiColumnFlowThread() const { return false; } | 56 virtual bool isRenderMultiColumnFlowThread() const { return false; } |
57 virtual bool isRenderPagedFlowThread() const { return false; } | 57 virtual bool isRenderPagedFlowThread() const { return false; } |
58 | 58 |
59 virtual bool supportsPaintInvalidationStateCachedOffsets() const override {
return false; } | 59 virtual bool supportsPaintInvalidationStateCachedOffsets() const override {
return false; } |
60 | 60 |
61 virtual void layout() override; | 61 virtual void layout() override; |
62 | 62 |
63 // Always create a RenderLayer for the RenderFlowThread so that we | 63 // Always create a Layer for the RenderFlowThread so that we |
64 // can easily avoid drawing the children directly. | 64 // can easily avoid drawing the children directly. |
65 virtual LayerType layerTypeRequired() const override final { return NormalLa
yer; } | 65 virtual LayerType layerTypeRequired() const override final { return NormalLa
yer; } |
66 | 66 |
67 // Skip past a column spanner during flow thread layout. Spanners are not la
id out inside the | 67 // Skip past a column spanner during flow thread layout. Spanners are not la
id out inside the |
68 // flow thread, since the flow thread is not in a spanner's containing block
chain (since the | 68 // flow thread, since the flow thread is not in a spanner's containing block
chain (since the |
69 // containing block is the multicol container). If the spanner follows right
after a column set | 69 // containing block is the multicol container). If the spanner follows right
after a column set |
70 // (as opposed to following another spanner), we may have to stretch the flo
w thread to ensure | 70 // (as opposed to following another spanner), we may have to stretch the flo
w thread to ensure |
71 // completely filled columns in the preceding column set. Return this adjust
ment, if any. | 71 // completely filled columns in the preceding column set. Return this adjust
ment, if any. |
72 virtual LayoutUnit skipColumnSpanner(RenderBox*, LayoutUnit logicalTopInFlow
Thread) { return LayoutUnit(); } | 72 virtual LayoutUnit skipColumnSpanner(RenderBox*, LayoutUnit logicalTopInFlow
Thread) { return LayoutUnit(); } |
73 | 73 |
74 virtual void flowThreadDescendantWasInserted(RenderObject*) { } | 74 virtual void flowThreadDescendantWasInserted(RenderObject*) { } |
75 virtual void flowThreadDescendantWillBeRemoved(RenderObject*) { } | 75 virtual void flowThreadDescendantWillBeRemoved(RenderObject*) { } |
76 | 76 |
77 virtual bool nodeAtPoint(const HitTestRequest&, HitTestResult&, const HitTes
tLocation& locationInContainer, const LayoutPoint& accumulatedOffset, HitTestAct
ion) override final; | 77 virtual bool nodeAtPoint(const HitTestRequest&, HitTestResult&, const HitTes
tLocation& locationInContainer, const LayoutPoint& accumulatedOffset, HitTestAct
ion) override final; |
78 | 78 |
79 virtual void addRegionToThread(RenderMultiColumnSet*) = 0; | 79 virtual void addRegionToThread(RenderMultiColumnSet*) = 0; |
80 virtual void removeRegionFromThread(RenderMultiColumnSet*); | 80 virtual void removeRegionFromThread(RenderMultiColumnSet*); |
81 | 81 |
82 virtual void computeLogicalHeight(LayoutUnit logicalHeight, LayoutUnit logic
alTop, LogicalExtentComputedValues&) const override; | 82 virtual void computeLogicalHeight(LayoutUnit logicalHeight, LayoutUnit logic
alTop, LogicalExtentComputedValues&) const override; |
83 | 83 |
84 bool hasRegions() const { return m_multiColumnSetList.size(); } | 84 bool hasRegions() const { return m_multiColumnSetList.size(); } |
85 | 85 |
86 void validateRegions(); | 86 void validateRegions(); |
87 void invalidateRegions(); | 87 void invalidateRegions(); |
88 bool hasValidRegionInfo() const { return !m_regionsInvalidated && !m_multiCo
lumnSetList.isEmpty(); } | 88 bool hasValidRegionInfo() const { return !m_regionsInvalidated && !m_multiCo
lumnSetList.isEmpty(); } |
89 | 89 |
90 virtual void mapRectToPaintInvalidationBacking(const RenderLayerModelObject*
paintInvalidationContainer, LayoutRect&, const PaintInvalidationState*) const o
verride; | 90 virtual void mapRectToPaintInvalidationBacking(const LayoutLayerModelObject*
paintInvalidationContainer, LayoutRect&, const PaintInvalidationState*) const o
verride; |
91 | 91 |
92 LayoutUnit pageLogicalHeightForOffset(LayoutUnit); | 92 LayoutUnit pageLogicalHeightForOffset(LayoutUnit); |
93 LayoutUnit pageRemainingLogicalHeightForOffset(LayoutUnit, PageBoundaryRule
= IncludePageBoundary); | 93 LayoutUnit pageRemainingLogicalHeightForOffset(LayoutUnit, PageBoundaryRule
= IncludePageBoundary); |
94 | 94 |
95 virtual void setPageBreak(LayoutUnit /*offset*/, LayoutUnit /*spaceShortage*
/) { } | 95 virtual void setPageBreak(LayoutUnit /*offset*/, LayoutUnit /*spaceShortage*
/) { } |
96 virtual void updateMinimumPageHeight(LayoutUnit /*offset*/, LayoutUnit /*min
Height*/) { } | 96 virtual void updateMinimumPageHeight(LayoutUnit /*offset*/, LayoutUnit /*min
Height*/) { } |
97 | 97 |
98 bool regionsHaveUniformLogicalHeight() const { return m_regionsHaveUniformLo
gicalHeight; } | 98 bool regionsHaveUniformLogicalHeight() const { return m_regionsHaveUniformLo
gicalHeight; } |
99 | 99 |
100 // FIXME: These 2 functions should return a RenderMultiColumnSet. | 100 // FIXME: These 2 functions should return a RenderMultiColumnSet. |
(...skipping 63 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
164 }; | 164 }; |
165 | 165 |
166 template <> struct ValueToString<RenderMultiColumnSet*> { | 166 template <> struct ValueToString<RenderMultiColumnSet*> { |
167 static String string(const RenderMultiColumnSet* value) { return String::for
mat("%p", value); } | 167 static String string(const RenderMultiColumnSet* value) { return String::for
mat("%p", value); } |
168 }; | 168 }; |
169 #endif | 169 #endif |
170 | 170 |
171 } // namespace blink | 171 } // namespace blink |
172 | 172 |
173 #endif // RenderFlowThread_h | 173 #endif // RenderFlowThread_h |
OLD | NEW |