/* * 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 COMPUTER, 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 RenderNamedFlowThread_h #define RenderNamedFlowThread_h #include "core/rendering/RenderFlowThread.h" #include "platform/Timer.h" #include "wtf/HashCountedSet.h" #include "wtf/ListHashSet.h" #include "wtf/text/AtomicString.h" namespace WebCore { class NamedFlow; class Node; class RenderNamedFlowThread; typedef ListHashSet RenderNamedFlowThreadList; typedef HashCountedSet RenderNamedFlowThreadCountedSet; typedef ListHashSet NamedFlowContentNodes; class RenderNamedFlowThread FINAL : public RenderFlowThread { public: virtual ~RenderNamedFlowThread(); static RenderNamedFlowThread* createAnonymous(Document*, PassRefPtr); const AtomicString& flowThreadName() const; const RenderRegionList& invalidRenderRegionList() const { return m_invalidRegionList; } RenderObject* nextRendererForNode(Node*) const; RenderObject* previousRendererForNode(Node*) const; void addFlowChild(RenderObject* newChild); void removeFlowChild(RenderObject*); bool hasChildren() const { return !m_flowThreadChildList.isEmpty(); } #ifndef NDEBUG bool hasChild(RenderObject* child) const { return m_flowThreadChildList.contains(child); } #endif void pushDependencies(RenderNamedFlowThreadList&); virtual void addRegionToThread(RenderRegion*) OVERRIDE; virtual void removeRegionFromThread(RenderRegion*) OVERRIDE; virtual void regionChangedWritingMode(RenderRegion*) OVERRIDE; bool overset() const { return m_overset; } void computeOversetStateForRegions(LayoutUnit oldClientAfterEdge); void registerNamedFlowContentNode(Node*); void unregisterNamedFlowContentNode(Node*); const NamedFlowContentNodes& contentNodes() const { return m_contentNodes; } bool hasContentNode(Node* contentNode) const { ASSERT(contentNode); return m_contentNodes.contains(contentNode); } bool isMarkedForDestruction() const; void getRanges(Vector >&, const RenderRegion*) const; protected: void setMarkForDestruction(); void resetMarkForDestruction(); private: RenderNamedFlowThread(PassRefPtr); virtual const char* renderName() const OVERRIDE; virtual bool isRenderNamedFlowThread() const OVERRIDE { return true; } virtual bool isChildAllowed(RenderObject*, RenderStyle*) const OVERRIDE; virtual void dispatchRegionLayoutUpdateEvent() OVERRIDE; virtual void dispatchRegionOversetChangeEvent() OVERRIDE; bool dependsOn(RenderNamedFlowThread* otherRenderFlowThread) const; void addDependencyOnFlowThread(RenderNamedFlowThread*); void removeDependencyOnFlowThread(RenderNamedFlowThread*); void addRegionToNamedFlowThread(RenderRegion*); void checkInvalidRegions(); bool canBeDestroyed() const { return m_invalidRegionList.isEmpty() && m_regionList.isEmpty() && m_contentNodes.isEmpty(); } void regionLayoutUpdateEventTimerFired(Timer*); void regionOversetChangeEventTimerFired(Timer*); void clearContentNodes(); void updateWritingMode(); private: // Observer flow threads have invalid regions that depend on the state of this thread // to re-validate their regions. Keeping a set of observer threads make it easy // to notify them when a region was removed from this flow. RenderNamedFlowThreadCountedSet m_observerThreadsSet; // Some threads need to have a complete layout before we layout this flow. // That's because they contain a RenderRegion that should display this thread. The set makes it // easy to sort the order of threads layout. RenderNamedFlowThreadCountedSet m_layoutBeforeThreadsSet; // Holds the sorted children of a named flow. This is the only way we can get the ordering right. typedef ListHashSet FlowThreadChildList; FlowThreadChildList m_flowThreadChildList; NamedFlowContentNodes m_contentNodes; RenderRegionList m_invalidRegionList; bool m_overset : 1; // The DOM Object that represents a named flow. RefPtr m_namedFlow; Timer m_regionLayoutUpdateEventTimer; Timer m_regionOversetChangeEventTimer; }; DEFINE_RENDER_OBJECT_TYPE_CASTS(RenderNamedFlowThread, isRenderNamedFlowThread()); } // namespace WebCore #endif // RenderNamedFlowThread_h