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()); } }
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; } }
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); }
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; } }
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); }
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)); }
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); }
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); }
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()); } }
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); }
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); }
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); } }
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); } }
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); } } }
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); } }