コード例 #1
0
void RenderMultiColumnSet::paintColumnContents(PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
    // For each rectangle, set it as the region rectangle and then let flow thread painting do the rest.
    // We make multiple calls to paintFlowThreadPortionInRegion, changing the rectangles each time.
    unsigned colCount = columnCount();
    if (!colCount)
        return;

    LayoutUnit colGap = columnGap();
    for (unsigned i = 0; i < colCount; i++) {
        // First we get the column rect, which is in our local coordinate space, and we make it physical and apply
        // the paint offset to it. That gives us the physical location that we want to paint the column at.
        LayoutRect colRect = columnRectAt(i);
        flipForWritingMode(colRect);
        colRect.moveBy(paintOffset);
        
        // Next we get the portion of the flow thread that corresponds to this column.
        LayoutRect flowThreadPortion = flowThreadPortionRectAt(i);
        
        // Now get the overflow rect that corresponds to the column.
        LayoutRect flowThreadOverflowPortion = flowThreadPortionOverflowRect(flowThreadPortion, i, colCount, colGap);

        // Do the paint with the computed rects.
        flowThread()->paintFlowThreadPortionInRegion(paintInfo, this, flowThreadPortion, flowThreadOverflowPortion, colRect.location());
    }
}
コード例 #2
0
void RenderMultiColumnBlock::computeColumnCountAndWidth()
{
    // Calculate our column width and column count.
    // FIXME: Can overflow on fast/block/float/float-not-removed-from-next-sibling4.html, see https://bugs.webkit.org/show_bug.cgi?id=68744
    m_columnCount = 1;
    m_columnWidth = contentLogicalWidth();
    
    ASSERT(!style()->hasAutoColumnCount() || !style()->hasAutoColumnWidth());

    LayoutUnit availWidth = m_columnWidth;
    LayoutUnit colGap = columnGap();
    LayoutUnit colWidth = max<LayoutUnit>(1, LayoutUnit(style()->columnWidth()));
    int colCount = max<int>(1, style()->columnCount());

    if (style()->hasAutoColumnWidth() && !style()->hasAutoColumnCount()) {
        m_columnCount = colCount;
        m_columnWidth = max<LayoutUnit>(0, (availWidth - ((m_columnCount - 1) * colGap)) / m_columnCount);
    } else if (!style()->hasAutoColumnWidth() && style()->hasAutoColumnCount()) {
        m_columnCount = max<LayoutUnit>(1, (availWidth + colGap) / (colWidth + colGap));
        m_columnWidth = ((availWidth + colGap) / m_columnCount) - colGap;
    } else {
        m_columnCount = max<LayoutUnit>(min<LayoutUnit>(colCount, (availWidth + colGap) / (colWidth + colGap)), 1);
        m_columnWidth = ((availWidth + colGap) / m_columnCount) - colGap;
    }
}
コード例 #3
0
ファイル: RenderMultiColumnSet.cpp プロジェクト: boska/webkit
LayoutRect RenderMultiColumnSet::columnRectAt(unsigned index) const
{
    LayoutUnit colLogicalWidth = computedColumnWidth();
    LayoutUnit colLogicalHeight = computedColumnHeight();
    LayoutUnit colLogicalTop = borderAndPaddingBefore();
    LayoutUnit colLogicalLeft = borderAndPaddingLogicalLeft();
    LayoutUnit colGap = columnGap();
    
    RenderBlockFlow* parentFlow = toRenderBlockFlow(parent());
    bool progressionReversed = parentFlow->multiColumnFlowThread()->progressionIsReversed();
    bool progressionInline = parentFlow->multiColumnFlowThread()->progressionIsInline();
    
    if (progressionInline) {
        if (style().isLeftToRightDirection() ^ progressionReversed)
            colLogicalLeft += index * (colLogicalWidth + colGap);
        else
            colLogicalLeft += contentLogicalWidth() - colLogicalWidth - index * (colLogicalWidth + colGap);
    } else {
        if (!progressionReversed)
            colLogicalTop += index * (colLogicalHeight + colGap);
        else
            colLogicalTop += contentLogicalHeight() - colLogicalHeight - index * (colLogicalHeight + colGap);
    }
    
    if (isHorizontalWritingMode())
        return LayoutRect(colLogicalLeft, colLogicalTop, colLogicalWidth, colLogicalHeight);
    return LayoutRect(colLogicalTop, colLogicalLeft, colLogicalHeight, colLogicalWidth);
}
コード例 #4
0
void RenderMultiColumnSet::paintColumnRules(PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
    if (paintInfo.context->paintingDisabled())
        return;

    RenderStyle* blockStyle = toRenderMultiColumnBlock(parent())->style();
    const Color& ruleColor = blockStyle->visitedDependentColor(CSSPropertyWebkitColumnRuleColor);
    bool ruleTransparent = blockStyle->columnRuleIsTransparent();
    EBorderStyle ruleStyle = blockStyle->columnRuleStyle();
    LayoutUnit ruleThickness = blockStyle->columnRuleWidth();
    LayoutUnit colGap = columnGap();
    bool renderRule = ruleStyle > BHIDDEN && !ruleTransparent && ruleThickness <= colGap;
    if (!renderRule)
        return;

    unsigned colCount = columnCount();
    if (colCount <= 1)
        return;

    bool antialias = shouldAntialiasLines(paintInfo.context);

    bool leftToRight = style()->isLeftToRightDirection();
    LayoutUnit currLogicalLeftOffset = leftToRight ? ZERO_LAYOUT_UNIT : contentLogicalWidth();
    LayoutUnit ruleAdd = borderAndPaddingLogicalLeft();
    LayoutUnit ruleLogicalLeft = leftToRight ? ZERO_LAYOUT_UNIT : contentLogicalWidth();
    LayoutUnit inlineDirectionSize = computedColumnWidth();
    BoxSide boxSide = isHorizontalWritingMode()
        ? leftToRight ? BSLeft : BSRight
        : leftToRight ? BSTop : BSBottom;

    for (unsigned i = 0; i < colCount; i++) {
        // Move to the next position.
        if (leftToRight) {
            ruleLogicalLeft += inlineDirectionSize + colGap / 2;
            currLogicalLeftOffset += inlineDirectionSize + colGap;
        } else {
            ruleLogicalLeft -= (inlineDirectionSize + colGap / 2);
            currLogicalLeftOffset -= (inlineDirectionSize + colGap);
        }
       
        // Now paint the column rule.
        if (i < colCount - 1) {
            LayoutUnit ruleLeft = isHorizontalWritingMode() ? paintOffset.x() + ruleLogicalLeft - ruleThickness / 2 + ruleAdd : paintOffset.x() + borderLeft() + paddingLeft();
            LayoutUnit ruleRight = isHorizontalWritingMode() ? ruleLeft + ruleThickness : ruleLeft + contentWidth();
            LayoutUnit ruleTop = isHorizontalWritingMode() ? paintOffset.y() + borderTop() + paddingTop() : paintOffset.y() + ruleLogicalLeft - ruleThickness / 2 + ruleAdd;
            LayoutUnit ruleBottom = isHorizontalWritingMode() ? ruleTop + contentHeight() : ruleTop + ruleThickness;
            IntRect pixelSnappedRuleRect = pixelSnappedIntRectFromEdges(ruleLeft, ruleTop, ruleRight, ruleBottom);
            drawLineForBoxSide(paintInfo.context, pixelSnappedRuleRect.x(), pixelSnappedRuleRect.y(), pixelSnappedRuleRect.maxX(), pixelSnappedRuleRect.maxY(), boxSide, ruleColor, ruleStyle, 0, 0, antialias);
        }
        
        ruleLogicalLeft = currLogicalLeftOffset;
    }
}
コード例 #5
0
LayoutRect RenderMultiColumnSet::columnRectAt(unsigned index) const
{
    LayoutUnit colLogicalWidth = computedColumnWidth();
    LayoutUnit colLogicalHeight = computedColumnHeight();
    LayoutUnit colLogicalTop = borderBefore() + paddingBefore();
    LayoutUnit colLogicalLeft = borderAndPaddingLogicalLeft();
    int colGap = columnGap();
    if (style()->isLeftToRightDirection())
        colLogicalLeft += index * (colLogicalWidth + colGap);
    else
        colLogicalLeft += contentLogicalWidth() - colLogicalWidth - index * (colLogicalWidth + colGap);

    if (isHorizontalWritingMode())
        return LayoutRect(colLogicalLeft, colLogicalTop, colLogicalWidth, colLogicalHeight);
    return LayoutRect(colLogicalTop, colLogicalLeft, colLogicalHeight, colLogicalWidth);
}
コード例 #6
0
ファイル: RenderMultiColumnSet.cpp プロジェクト: boska/webkit
void RenderMultiColumnSet::adjustRegionBoundsFromFlowThreadPortionRect(const LayoutPoint& layerOffset, LayoutRect& regionBounds)
{
    LayoutUnit layerLogicalTop = isHorizontalWritingMode() ? layerOffset.y() : layerOffset.x();
    unsigned startColumn = columnIndexAtOffset(layerLogicalTop);
    
    LayoutUnit colGap = columnGap();
    LayoutUnit colLogicalWidth = computedColumnWidth();
    
    LayoutRect flowThreadPortion = flowThreadPortionRectAt(startColumn);
    LayoutPoint translationOffset;
    
    RenderBlockFlow* parentFlow = toRenderBlockFlow(parent());
    bool progressionReversed = parentFlow->multiColumnFlowThread()->progressionIsReversed();
    bool progressionIsInline = parentFlow->multiColumnFlowThread()->progressionIsInline();
    
    LayoutUnit initialBlockOffset = initialBlockOffsetForPainting();
    
    LayoutUnit inlineOffset = progressionIsInline ? startColumn * (colLogicalWidth + colGap) : LayoutUnit();
    
    bool leftToRight = style().isLeftToRightDirection() ^ progressionReversed;
    if (!leftToRight) {
        inlineOffset = -inlineOffset;
        if (progressionReversed)
            inlineOffset += contentLogicalWidth() - colLogicalWidth;
    }
    translationOffset.setX(inlineOffset);
    LayoutUnit blockOffset = initialBlockOffset + (isHorizontalWritingMode() ? -flowThreadPortion.y() : -flowThreadPortion.x());
    if (!progressionIsInline) {
        if (!progressionReversed)
            blockOffset = startColumn * colGap;
        else
            blockOffset -= startColumn * (computedColumnHeight() + colGap);
    }
    if (isFlippedBlocksWritingMode(style().writingMode()))
        blockOffset = -blockOffset;
    translationOffset.setY(blockOffset);
    
    if (!isHorizontalWritingMode())
        translationOffset = translationOffset.transposedPoint();

    // FIXME: The translation needs to include the multicolumn set's content offset within the
    // multicolumn block as well. This won't be an issue until we start creating multiple multicolumn sets.
    
    regionBounds.moveBy(roundedIntPoint(-translationOffset));
}
コード例 #7
0
bool RenderMultiColumnSet::nodeAtPoint(const HitTestRequest& request, HitTestResult& result, const HitTestLocation& locationInContainer, const LayoutPoint& accumulatedOffset, HitTestAction action)
{
    LayoutPoint adjustedLocation = accumulatedOffset + location();

    // Check our bounds next. For this purpose always assume that we can only be hit in the
    // foreground phase (which is true for replaced elements like images).
    // FIXME: Once we support overflow, we need to intersect with that and not with the bounds rect.
    LayoutRect boundsRect = borderBoxRectInRegion(locationInContainer.region());
    boundsRect.moveBy(adjustedLocation);
    if (!visibleToHitTesting() || action != HitTestForeground || !locationInContainer.intersects(boundsRect))
        return false;
    
    // The point is in one specific column. Since columns can't overlap, we don't ever have to test
    // multiple columns. Put the 
    
    // FIXME: It would be nice to jump right to the specific column by just doing math on the point. Since columns
    // can't overlap, we shouldn't have to walk every column like this. The old column code walked all the columns, though,
    // so this is no worse. We'd have to watch out for rect-based hit testing, though, which actually could overlap
    // multiple columns.
    LayoutUnit colGap = columnGap();
    unsigned colCount = columnCount();
    for (unsigned i = 0; i < colCount; i++) {
        // First we get the column rect, which is in our local coordinate space, and we make it physical and apply
        // the hit test offset to it. That gives us the physical location that we want to paint the column at.
        LayoutRect colRect = columnRectAt(i);
        flipForWritingMode(colRect);
        colRect.moveBy(adjustedLocation);
        
        // Next we get the portion of the flow thread that corresponds to this column.
        LayoutRect flowThreadPortion = flowThreadPortionRectAt(i);
        
        // Now get the overflow rect that corresponds to the column.
        LayoutRect flowThreadOverflowPortion = flowThreadPortionOverflowRect(flowThreadPortion, i, colCount, colGap);

        // Do the hit test with the computed rects.
        if (flowThread()->hitTestFlowThreadPortionInRegion(this, flowThreadPortion, flowThreadOverflowPortion, request, result, locationInContainer, colRect.location()))
            return true;
    }
    
    updateHitTestResult(result, locationInContainer.point() - toLayoutSize(adjustedLocation));
    return !result.addNodeToRectBasedTestResult(node(), request, locationInContainer, boundsRect);
}
コード例 #8
0
void RenderMultiColumnSet::updateLogicalWidth()
{
    RenderMultiColumnFlowThread* flowThread = multiColumnFlowThread();
    setComputedColumnWidthAndCount(flowThread->columnWidth(), flowThread->columnCount());

    // FIXME: When we add regions support, we'll start it off at the width of the multi-column
    // block in that particular region.
    setLogicalWidth(parentBox()->contentLogicalWidth());

    // If we overflow, increase our logical width.
    unsigned colCount = columnCount();
    LayoutUnit colGap = columnGap();
    LayoutUnit minimumContentLogicalWidth = colCount * computedColumnWidth() + (colCount - 1) * colGap;
    LayoutUnit currentContentLogicalWidth = contentLogicalWidth();
    LayoutUnit delta = max(LayoutUnit(), minimumContentLogicalWidth - currentContentLogicalWidth);
    if (!delta)
        return;

    // Increase our logical width by the delta.
    setLogicalWidth(logicalWidth() + delta);
}
コード例 #9
0
void RenderMultiColumnSet::repaintFlowThreadContent(const LayoutRect& repaintRect, bool immediate) const
{
    // Figure out the start and end columns and only check within that range so that we don't walk the
    // entire column set. Put the repaint rect into flow thread coordinates by flipping it first.
    LayoutRect flowThreadRepaintRect(repaintRect);
    flowThread()->flipForWritingMode(flowThreadRepaintRect);
    
    // Now we can compare this rect with the flow thread portions owned by each column. First let's
    // just see if the repaint rect intersects our flow thread portion at all.
    LayoutRect clippedRect(flowThreadRepaintRect);
    clippedRect.intersect(RenderRegion::flowThreadPortionOverflowRect());
    if (clippedRect.isEmpty())
        return;
    
    // Now we know we intersect at least one column. Let's figure out the logical top and logical
    // bottom of the area we're repainting.
    LayoutUnit repaintLogicalTop = isHorizontalWritingMode() ? flowThreadRepaintRect.y() : flowThreadRepaintRect.x();
    LayoutUnit repaintLogicalBottom = (isHorizontalWritingMode() ? flowThreadRepaintRect.maxY() : flowThreadRepaintRect.maxX()) - 1;
    
    unsigned startColumn = columnIndexAtOffset(repaintLogicalTop);
    unsigned endColumn = columnIndexAtOffset(repaintLogicalBottom);
    
    LayoutUnit colGap = columnGap();
    unsigned colCount = columnCount();
    for (unsigned i = startColumn; i <= endColumn; i++) {
        LayoutRect colRect = columnRectAt(i);
        
        // Get the portion of the flow thread that corresponds to this column.
        LayoutRect flowThreadPortion = flowThreadPortionRectAt(i);
        
        // Now get the overflow rect that corresponds to the column.
        LayoutRect flowThreadOverflowPortion = flowThreadPortionOverflowRect(flowThreadPortion, i, colCount, colGap);

        // Do a repaint for this specific column.
        repaintFlowThreadContentRectangle(repaintRect, immediate, flowThreadPortion, flowThreadOverflowPortion, colRect.location());
    }
}
コード例 #10
0
void RenderMultiColumnSet::setFlowThreadPortionRect(const LayoutRect& rect)
{
    RenderRegion::setFlowThreadPortionRect(rect);
    
    // Mutate the dimensions of the column set once our flow portion is set if the flow portion has more columns
    // than can fit inside our current dimensions.
    unsigned colCount = columnCount();
    if (!colCount)
        return;
    
    LayoutUnit colGap = columnGap();
    LayoutUnit minimumContentLogicalWidth = colCount * computedColumnWidth() + (colCount - 1) * colGap;
    LayoutUnit currentContentLogicalWidth = contentLogicalWidth();
    LayoutUnit delta = max(LayoutUnit(), minimumContentLogicalWidth - currentContentLogicalWidth);
    if (!delta)
        return;

    // Increase our logical width by the delta.
    setLogicalWidth(logicalWidth() + delta);
    
    // Shift our position left by the delta if we are RTL.
    if (!style()->isLeftToRightDirection())
        setLogicalLeft(logicalLeft() - delta);
}
コード例 #11
0
void RenderMultiColumnSet::updateLogicalWidth()
{
    RenderMultiColumnBlock* parentBlock = toRenderMultiColumnBlock(parent());
    setComputedColumnWidthAndCount(parentBlock->columnWidth(), parentBlock->columnCount()); // FIXME: This will eventually vary if we are contained inside regions.
    
    // FIXME: When we add regions support, we'll start it off at the width of the multi-column
    // block in that particular region.
    setLogicalWidth(parentBox()->contentLogicalWidth());

    // If we overflow, increase our logical width.
    unsigned colCount = columnCount();
    if (!colCount)
        return;
    
    LayoutUnit colGap = columnGap();
    LayoutUnit minimumContentLogicalWidth = colCount * computedColumnWidth() + (colCount - 1) * colGap;
    LayoutUnit currentContentLogicalWidth = contentLogicalWidth();
    LayoutUnit delta = max(LayoutUnit(), minimumContentLogicalWidth - currentContentLogicalWidth);
    if (!delta)
        return;

    // Increase our logical width by the delta.
    setLogicalWidth(logicalWidth() + delta);
}
コード例 #12
0
void RenderMultiColumnSet::collectLayerFragments(LayerFragments& fragments, const LayoutRect& layerBoundingBox, const LayoutRect& dirtyRect)
{
    // The two rectangles passed to this method are physical, except that we pretend that there's
    // only one long column (that's how a flow thread works).
    //
    // Then there's the output from this method - the stuff we put into the list of fragments. The
    // fragment.paginationOffset point is the actual physical translation required to get from a
    // location in the flow thread to a location in a given column. The fragment.paginationClip
    // rectangle, on the other hand, is in the same coordinate system as the two rectangles passed
    // to this method (flow thread coordinates).
    //
    // All other rectangles in this method are sized physically, and the inline direction coordinate
    // is physical too, but the block direction coordinate is "logical top". This is the same as
    // e.g. RenderBox::frameRect(). These rectangles also pretend that there's only one long column,
    // i.e. they are for the flow thread.

    // Put the layer bounds into flow thread-local coordinates by flipping it first. Since we're in
    // a renderer, most rectangles are represented this way.
    LayoutRect layerBoundsInFlowThread(layerBoundingBox);
    flowThread()->flipForWritingMode(layerBoundsInFlowThread);

    // Now we can compare with the flow thread portions owned by each column. First let's
    // see if the rect intersects our flow thread portion at all.
    LayoutRect clippedRect(layerBoundsInFlowThread);
    clippedRect.intersect(RenderRegion::flowThreadPortionOverflowRect());
    if (clippedRect.isEmpty())
        return;

    // Now we know we intersect at least one column. Let's figure out the logical top and logical
    // bottom of the area we're checking.
    LayoutUnit layerLogicalTop = isHorizontalWritingMode() ? layerBoundsInFlowThread.y() : layerBoundsInFlowThread.x();
    LayoutUnit layerLogicalBottom = (isHorizontalWritingMode() ? layerBoundsInFlowThread.maxY() : layerBoundsInFlowThread.maxX()) - 1;

    // Figure out the start and end columns and only check within that range so that we don't walk the
    // entire column set.
    unsigned startColumn = columnIndexAtOffset(layerLogicalTop);
    unsigned endColumn = columnIndexAtOffset(layerLogicalBottom);

    LayoutUnit colLogicalWidth = computedColumnWidth();
    LayoutUnit colGap = columnGap();
    unsigned colCount = columnCount();

    for (unsigned i = startColumn; i <= endColumn; i++) {
        // Get the portion of the flow thread that corresponds to this column.
        LayoutRect flowThreadPortion = flowThreadPortionRectAt(i);

        // Now get the overflow rect that corresponds to the column.
        LayoutRect flowThreadOverflowPortion = flowThreadPortionOverflowRect(flowThreadPortion, i, colCount, colGap);

        // In order to create a fragment we must intersect the portion painted by this column.
        LayoutRect clippedRect(layerBoundsInFlowThread);
        clippedRect.intersect(flowThreadOverflowPortion);
        if (clippedRect.isEmpty())
            continue;

        // We also need to intersect the dirty rect. We have to apply a translation and shift based off
        // our column index.
        LayoutPoint translationOffset;
        LayoutUnit inlineOffset = i * (colLogicalWidth + colGap);
        if (!style()->isLeftToRightDirection())
            inlineOffset = -inlineOffset;
        translationOffset.setX(inlineOffset);
        LayoutUnit blockOffset = isHorizontalWritingMode() ? -flowThreadPortion.y() : -flowThreadPortion.x();
        if (isFlippedBlocksWritingMode(style()->writingMode()))
            blockOffset = -blockOffset;
        translationOffset.setY(blockOffset);
        if (!isHorizontalWritingMode())
            translationOffset = translationOffset.transposedPoint();
        // FIXME: The translation needs to include the multicolumn set's content offset within the
        // multicolumn block as well. This won't be an issue until we start creating multiple multicolumn sets.

        // Shift the dirty rect to be in flow thread coordinates with this translation applied.
        LayoutRect translatedDirtyRect(dirtyRect);
        translatedDirtyRect.moveBy(-translationOffset);

        // See if we intersect the dirty rect.
        clippedRect = layerBoundingBox;
        clippedRect.intersect(translatedDirtyRect);
        if (clippedRect.isEmpty())
            continue;

        // Something does need to paint in this column. Make a fragment now and supply the physical translation
        // offset and the clip rect for the column with that offset applied.
        LayerFragment fragment;
        fragment.paginationOffset = translationOffset;

        LayoutRect flippedFlowThreadOverflowPortion(flowThreadOverflowPortion);
        // Flip it into more a physical (RenderLayer-style) rectangle.
        flowThread()->flipForWritingMode(flippedFlowThreadOverflowPortion);
        fragment.paginationClip = flippedFlowThreadOverflowPortion;
        fragments.append(fragment);
    }
}
コード例 #13
0
ファイル: RenderMultiColumnSet.cpp プロジェクト: boska/webkit
void RenderMultiColumnSet::collectLayerFragments(LayerFragments& fragments, const LayoutRect& layerBoundingBox, const LayoutRect& dirtyRect)
{
    // Let's start by introducing the different coordinate systems involved here. They are different
    // in how they deal with writing modes and columns. RenderLayer rectangles tend to be more
    // physical than the rectangles used in RenderObject & co.
    //
    // The two rectangles passed to this method are physical, except that we pretend that there's
    // only one long column (that's the flow thread). They are relative to the top left corner of
    // the flow thread. All rectangles being compared to the dirty rect also need to be in this
    // coordinate system.
    //
    // Then there's the output from this method - the stuff we put into the list of fragments. The
    // translationOffset point is the actual physical translation required to get from a location in
    // the flow thread to a location in some column. The paginationClip rectangle is in the same
    // coordinate system as the two rectangles passed to this method (i.e. physical, in flow thread
    // coordinates, pretending that there's only one long column).
    //
    // All other rectangles in this method are slightly less physical, when it comes to how they are
    // used with different writing modes, but they aren't really logical either. They are just like
    // RenderBox::frameRect(). More precisely, the sizes are physical, and the inline direction
    // coordinate is too, but the block direction coordinate is always "logical top". These
    // rectangles also pretend that there's only one long column, i.e. they are for the flow thread.
    //
    // To sum up: input and output from this method are "physical" RenderLayer-style rectangles and
    // points, while inside this method we mostly use the RenderObject-style rectangles (with the
    // block direction coordinate always being logical top).

    // Put the layer bounds into flow thread-local coordinates by flipping it first. Since we're in
    // a renderer, most rectangles are represented this way.
    LayoutRect layerBoundsInFlowThread(layerBoundingBox);
    flowThread()->flipForWritingMode(layerBoundsInFlowThread);

    // Now we can compare with the flow thread portions owned by each column. First let's
    // see if the rect intersects our flow thread portion at all.
    LayoutRect clippedRect(layerBoundsInFlowThread);
    clippedRect.intersect(RenderRegion::flowThreadPortionOverflowRect());
    if (clippedRect.isEmpty())
        return;
    
    // Now we know we intersect at least one column. Let's figure out the logical top and logical
    // bottom of the area we're checking.
    LayoutUnit layerLogicalTop = isHorizontalWritingMode() ? layerBoundsInFlowThread.y() : layerBoundsInFlowThread.x();
    LayoutUnit layerLogicalBottom = (isHorizontalWritingMode() ? layerBoundsInFlowThread.maxY() : layerBoundsInFlowThread.maxX()) - 1;
    
    // Figure out the start and end columns and only check within that range so that we don't walk the
    // entire column set.
    unsigned startColumn = columnIndexAtOffset(layerLogicalTop);
    unsigned endColumn = columnIndexAtOffset(layerLogicalBottom);
    
    LayoutUnit colLogicalWidth = computedColumnWidth();
    LayoutUnit colGap = columnGap();
    unsigned colCount = columnCount();
    
    RenderBlockFlow* parentFlow = toRenderBlockFlow(parent());
    bool progressionReversed = parentFlow->multiColumnFlowThread()->progressionIsReversed();
    bool progressionIsInline = parentFlow->multiColumnFlowThread()->progressionIsInline();
    
    LayoutUnit initialBlockOffset = initialBlockOffsetForPainting();
    
    for (unsigned i = startColumn; i <= endColumn; i++) {
        // Get the portion of the flow thread that corresponds to this column.
        LayoutRect flowThreadPortion = flowThreadPortionRectAt(i);
        
        // Now get the overflow rect that corresponds to the column.
        LayoutRect flowThreadOverflowPortion = flowThreadPortionOverflowRect(flowThreadPortion, i, colCount, colGap);

        // In order to create a fragment we must intersect the portion painted by this column.
        LayoutRect clippedRect(layerBoundsInFlowThread);
        clippedRect.intersect(flowThreadOverflowPortion);
        if (clippedRect.isEmpty())
            continue;
        
        // We also need to intersect the dirty rect. We have to apply a translation and shift based off
        // our column index.
        LayoutPoint translationOffset;
        LayoutUnit inlineOffset = progressionIsInline ? i * (colLogicalWidth + colGap) : LayoutUnit();
        
        bool leftToRight = style().isLeftToRightDirection() ^ progressionReversed;
        if (!leftToRight) {
            inlineOffset = -inlineOffset;
            if (progressionReversed)
                inlineOffset += contentLogicalWidth() - colLogicalWidth;
        }
        translationOffset.setX(inlineOffset);
        LayoutUnit blockOffset = initialBlockOffset + (isHorizontalWritingMode() ? -flowThreadPortion.y() : -flowThreadPortion.x());
        if (!progressionIsInline) {
            if (!progressionReversed)
                blockOffset = i * colGap;
            else
                blockOffset -= i * (computedColumnHeight() + colGap);
        }
        if (isFlippedBlocksWritingMode(style().writingMode()))
            blockOffset = -blockOffset;
        translationOffset.setY(blockOffset);
        if (!isHorizontalWritingMode())
            translationOffset = translationOffset.transposedPoint();
        // FIXME: The translation needs to include the multicolumn set's content offset within the
        // multicolumn block as well. This won't be an issue until we start creating multiple multicolumn sets.

        // Shift the dirty rect to be in flow thread coordinates with this translation applied.
        LayoutRect translatedDirtyRect(dirtyRect);
        translatedDirtyRect.moveBy(-translationOffset);
        
        // See if we intersect the dirty rect.
        clippedRect = layerBoundingBox;
        clippedRect.intersect(translatedDirtyRect);
        if (clippedRect.isEmpty())
            continue;
        
        // Something does need to paint in this column. Make a fragment now and supply the physical translation
        // offset and the clip rect for the column with that offset applied.
        LayerFragment fragment;
        fragment.paginationOffset = translationOffset;

        LayoutRect flippedFlowThreadOverflowPortion(flowThreadOverflowPortion);
        // Flip it into more a physical (RenderLayer-style) rectangle.
        flowThread()->flipForWritingMode(flippedFlowThreadOverflowPortion);
        fragment.paginationClip = flippedFlowThreadOverflowPortion;
        fragments.append(fragment);
    }
}
コード例 #14
0
ファイル: RenderMultiColumnSet.cpp プロジェクト: boska/webkit
void RenderMultiColumnSet::paintColumnRules(PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
    if (paintInfo.context->paintingDisabled())
        return;

    RenderMultiColumnFlowThread* flowThread = toRenderBlockFlow(parent())->multiColumnFlowThread();
    const RenderStyle& blockStyle = parent()->style();
    const Color& ruleColor = blockStyle.visitedDependentColor(CSSPropertyWebkitColumnRuleColor);
    bool ruleTransparent = blockStyle.columnRuleIsTransparent();
    EBorderStyle ruleStyle = blockStyle.columnRuleStyle();
    LayoutUnit ruleThickness = blockStyle.columnRuleWidth();
    LayoutUnit colGap = columnGap();
    bool renderRule = ruleStyle > BHIDDEN && !ruleTransparent;
    if (!renderRule)
        return;

    unsigned colCount = columnCount();
    if (colCount <= 1)
        return;

    bool antialias = shouldAntialiasLines(paintInfo.context);

    if (flowThread->progressionIsInline()) {
        bool leftToRight = style().isLeftToRightDirection() ^ flowThread->progressionIsReversed();
        LayoutUnit currLogicalLeftOffset = leftToRight ? LayoutUnit() : contentLogicalWidth();
        LayoutUnit ruleAdd = logicalLeftOffsetForContent();
        LayoutUnit ruleLogicalLeft = leftToRight ? LayoutUnit() : contentLogicalWidth();
        LayoutUnit inlineDirectionSize = computedColumnWidth();
        BoxSide boxSide = isHorizontalWritingMode()
            ? leftToRight ? BSLeft : BSRight
            : leftToRight ? BSTop : BSBottom;

        for (unsigned i = 0; i < colCount; i++) {
            // Move to the next position.
            if (leftToRight) {
                ruleLogicalLeft += inlineDirectionSize + colGap / 2;
                currLogicalLeftOffset += inlineDirectionSize + colGap;
            } else {
                ruleLogicalLeft -= (inlineDirectionSize + colGap / 2);
                currLogicalLeftOffset -= (inlineDirectionSize + colGap);
            }

            // Now paint the column rule.
            if (i < colCount - 1) {
                LayoutUnit ruleLeft = isHorizontalWritingMode() ? paintOffset.x() + ruleLogicalLeft - ruleThickness / 2 + ruleAdd : paintOffset.x() + borderLeft() + paddingLeft();
                LayoutUnit ruleRight = isHorizontalWritingMode() ? ruleLeft + ruleThickness : ruleLeft + contentWidth();
                LayoutUnit ruleTop = isHorizontalWritingMode() ? paintOffset.y() + borderTop() + paddingTop() : paintOffset.y() + ruleLogicalLeft - ruleThickness / 2 + ruleAdd;
                LayoutUnit ruleBottom = isHorizontalWritingMode() ? ruleTop + contentHeight() : ruleTop + ruleThickness;
                IntRect pixelSnappedRuleRect = pixelSnappedIntRectFromEdges(ruleLeft, ruleTop, ruleRight, ruleBottom);
                drawLineForBoxSide(paintInfo.context, pixelSnappedRuleRect.x(), pixelSnappedRuleRect.y(), pixelSnappedRuleRect.maxX(), pixelSnappedRuleRect.maxY(), boxSide, ruleColor, ruleStyle, 0, 0, antialias);
            }
            
            ruleLogicalLeft = currLogicalLeftOffset;
        }
    } else {
        bool topToBottom = !style().isFlippedBlocksWritingMode() ^ flowThread->progressionIsReversed();
        LayoutUnit ruleLeft = isHorizontalWritingMode() ? LayoutUnit() : colGap / 2 - colGap - ruleThickness / 2;
        LayoutUnit ruleWidth = isHorizontalWritingMode() ? contentWidth() : ruleThickness;
        LayoutUnit ruleTop = isHorizontalWritingMode() ? colGap / 2 - colGap - ruleThickness / 2 : LayoutUnit();
        LayoutUnit ruleHeight = isHorizontalWritingMode() ? ruleThickness : contentHeight();
        LayoutRect ruleRect(ruleLeft, ruleTop, ruleWidth, ruleHeight);

        if (!topToBottom) {
            if (isHorizontalWritingMode())
                ruleRect.setY(height() - ruleRect.maxY());
            else
                ruleRect.setX(width() - ruleRect.maxX());
        }

        ruleRect.moveBy(paintOffset);

        BoxSide boxSide = isHorizontalWritingMode() ? topToBottom ? BSTop : BSBottom : topToBottom ? BSLeft : BSRight;

        LayoutSize step(0, topToBottom ? computedColumnHeight() + colGap : -(computedColumnHeight() + colGap));
        if (!isHorizontalWritingMode())
            step = step.transposedSize();

        for (unsigned i = 1; i < colCount; i++) {
            ruleRect.move(step);
            IntRect pixelSnappedRuleRect = pixelSnappedIntRect(ruleRect);
            drawLineForBoxSide(paintInfo.context, pixelSnappedRuleRect.x(), pixelSnappedRuleRect.y(), pixelSnappedRuleRect.maxX(), pixelSnappedRuleRect.maxY(), boxSide, ruleColor, ruleStyle, 0, 0, antialias);
        }
    }
}
コード例 #15
0
void RenderMultiColumnSet::collectLayerFragments(Vector<LayerFragment>& fragments, const LayoutRect& layerBoundingBox, const LayoutRect& dirtyRect)
{
    // Put the layer bounds into flow thread-local coordinates by flipping it first.
    LayoutRect layerBoundsInFlowThread(layerBoundingBox);
    flowThread()->flipForWritingMode(layerBoundsInFlowThread);

    // Do the same for the dirty rect.
    LayoutRect dirtyRectInFlowThread(dirtyRect);
    flowThread()->flipForWritingMode(dirtyRectInFlowThread);

    // Now we can compare with the flow thread portions owned by each column. First let's
    // see if the rect intersects our flow thread portion at all.
    LayoutRect clippedRect(layerBoundsInFlowThread);
    clippedRect.intersect(RenderRegion::flowThreadPortionOverflowRect());
    if (clippedRect.isEmpty())
        return;
    
    // Now we know we intersect at least one column. Let's figure out the logical top and logical
    // bottom of the area we're checking.
    LayoutUnit layerLogicalTop = isHorizontalWritingMode() ? layerBoundsInFlowThread.y() : layerBoundsInFlowThread.x();
    LayoutUnit layerLogicalBottom = (isHorizontalWritingMode() ? layerBoundsInFlowThread.maxY() : layerBoundsInFlowThread.maxX()) - 1;
    
    // Figure out the start and end columns and only check within that range so that we don't walk the
    // entire column set.
    unsigned startColumn = columnIndexAtOffset(layerLogicalTop);
    unsigned endColumn = columnIndexAtOffset(layerLogicalBottom);
    
    LayoutUnit colLogicalWidth = computedColumnWidth();
    LayoutUnit colGap = columnGap();
    unsigned colCount = columnCount();
    
    for (unsigned i = startColumn; i <= endColumn; i++) {
        // Get the portion of the flow thread that corresponds to this column.
        LayoutRect flowThreadPortion = flowThreadPortionRectAt(i);
        
        // Now get the overflow rect that corresponds to the column.
        LayoutRect flowThreadOverflowPortion = flowThreadPortionOverflowRect(flowThreadPortion, i, colCount, colGap);

        // In order to create a fragment we must intersect the portion painted by this column.
        LayoutRect clippedRect(layerBoundsInFlowThread);
        clippedRect.intersect(flowThreadOverflowPortion);
        if (clippedRect.isEmpty())
            continue;
        
        // We also need to intersect the dirty rect. We have to apply a translation and shift based off
        // our column index.
        LayoutPoint translationOffset;
        LayoutUnit inlineOffset = i * (colLogicalWidth + colGap);
        if (!style()->isLeftToRightDirection())
            inlineOffset = -inlineOffset;
        translationOffset.setX(inlineOffset);
        LayoutUnit blockOffset = isHorizontalWritingMode() ? -flowThreadPortion.y() : -flowThreadPortion.x();
        if (isFlippedBlocksWritingMode(style()->writingMode()))
            blockOffset = -blockOffset;
        translationOffset.setY(blockOffset);
        if (!isHorizontalWritingMode())
            translationOffset = translationOffset.transposedPoint();
        // FIXME: The translation needs to include the multicolumn set's content offset within the
        // multicolumn block as well. This won't be an issue until we start creating multiple multicolumn sets.

        // Shift the dirty rect to be in flow thread coordinates with this translation applied.
        LayoutRect translatedDirtyRect(dirtyRectInFlowThread);
        translatedDirtyRect.moveBy(-translationOffset);
        
        // See if we intersect the dirty rect.
        clippedRect = layerBoundsInFlowThread;
        clippedRect.intersect(translatedDirtyRect);
        if (clippedRect.isEmpty())
            continue;
        
        // Something does need to paint in this column. Make a fragment now and supply the physical translation
        // offset and the clip rect for the column with that offset applied.
        LayerFragment fragment;
        fragment.paginationOffset = translationOffset;
        
        LayoutRect flippedFlowThreadOverflowPortion(flowThreadOverflowPortion);
        flipForWritingMode(flippedFlowThreadOverflowPortion);
        fragment.paginationClip = flippedFlowThreadOverflowPortion;
        fragments.append(fragment);
    }
}