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 42 RenderRegion::RenderRegion(Element* element, RenderFlowThread* flowThread) 43 : RenderBlockFlow(element) 44 , m_flowThread(flowThread) 45 , m_isValid(false) 46 { 47 } 48 49 LayoutUnit RenderRegion::pageLogicalWidth() const 50 { 51 ASSERT(m_flowThread); 52 return m_flowThread->isHorizontalWritingMode() ? contentWidth() : contentHeight(); 53 } 54 55 LayoutUnit RenderRegion::pageLogicalHeight() const 56 { 57 ASSERT(m_flowThread); 58 return m_flowThread->isHorizontalWritingMode() ? contentHeight() : contentWidth(); 59 } 60 61 LayoutRect RenderRegion::flowThreadPortionOverflowRect() const 62 { 63 return overflowRectForFlowThreadPortion(flowThreadPortionRect(), isFirstRegion(), isLastRegion()); 64 } 65 66 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 94 bool RenderRegion::isFirstRegion() const 95 { 96 ASSERT(isValid()); 97 98 return m_flowThread->firstRegion() == this; 99 } 100 101 bool RenderRegion::isLastRegion() const 102 { 103 ASSERT(isValid()); 104 105 return m_flowThread->lastRegion() == this; 106 } 107 108 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 } 121 122 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 } 145 146 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