示例#1
0
LayoutUnit LayoutRectOutsets::over(WritingMode writingMode) const {
  return isHorizontalWritingMode(writingMode) ? m_top : m_right;
}
示例#2
0
文件: Shape.cpp 项目: MYSHLIFE/webkit
PassOwnPtr<Shape> Shape::createShape(const BasicShape* basicShape, const LayoutSize& logicalBoxSize, WritingMode writingMode, Length margin, Length padding)
{
    ASSERT(basicShape);

    bool horizontalWritingMode = isHorizontalWritingMode(writingMode);
    float boxWidth = horizontalWritingMode ? logicalBoxSize.width() : logicalBoxSize.height();
    float boxHeight = horizontalWritingMode ? logicalBoxSize.height() : logicalBoxSize.width();
    OwnPtr<Shape> shape;

    switch (basicShape->type()) {

    case BasicShape::BasicShapeCircleType: {
        const BasicShapeCircle* circle = static_cast<const BasicShapeCircle*>(basicShape);
        float centerX = floatValueForCenterCoordinate(circle->centerX(), boxWidth);
        float centerY = floatValueForCenterCoordinate(circle->centerY(), boxHeight);
        float radius = circle->floatValueForRadiusInBox(boxWidth, boxHeight);
        FloatPoint logicalCenter = physicalPointToLogical(FloatPoint(centerX, centerY), logicalBoxSize.height(), writingMode);

        shape = createCircleShape(logicalCenter, radius);
        break;
    }

    case BasicShape::BasicShapeEllipseType: {
        const BasicShapeEllipse* ellipse = static_cast<const BasicShapeEllipse*>(basicShape);
        float centerX = floatValueForCenterCoordinate(ellipse->centerX(), boxWidth);
        float centerY = floatValueForCenterCoordinate(ellipse->centerY(), boxHeight);
        float radiusX = ellipse->floatValueForRadiusInBox(ellipse->radiusX(), centerX, boxWidth);
        float radiusY = ellipse->floatValueForRadiusInBox(ellipse->radiusY(), centerY, boxHeight);
        FloatPoint logicalCenter = physicalPointToLogical(FloatPoint(centerX, centerY), logicalBoxSize.height(), writingMode);

        shape = createEllipseShape(logicalCenter, FloatSize(radiusX, radiusY));
        break;
    }

    case BasicShape::BasicShapePolygonType: {
        const BasicShapePolygon& polygon = *static_cast<const BasicShapePolygon*>(basicShape);
        const Vector<Length>& values = polygon.values();
        size_t valuesSize = values.size();
        ASSERT(!(valuesSize % 2));
        OwnPtr<Vector<FloatPoint>> vertices = adoptPtr(new Vector<FloatPoint>(valuesSize / 2));
        for (unsigned i = 0; i < valuesSize; i += 2) {
            FloatPoint vertex(
                floatValueForLength(values.at(i), boxWidth),
                floatValueForLength(values.at(i + 1), boxHeight));
            (*vertices)[i / 2] = physicalPointToLogical(vertex, logicalBoxSize.height(), writingMode);
        }

        shape = createPolygonShape(vertices.release(), polygon.windRule());
        break;
    }

    case BasicShape::BasicShapeInsetType: {
        const BasicShapeInset& inset = *static_cast<const BasicShapeInset*>(basicShape);
        float left = floatValueForLength(inset.left(), boxWidth);
        float top = floatValueForLength(inset.top(), boxHeight);
        FloatRect rect(left,
            top,
            std::max<float>(boxWidth - left - floatValueForLength(inset.right(), boxWidth), 0),
            std::max<float>(boxHeight - top - floatValueForLength(inset.bottom(), boxHeight), 0));
        FloatRect logicalRect = physicalRectToLogical(rect, logicalBoxSize.height(), writingMode);

        FloatSize boxSize(boxWidth, boxHeight);
        FloatSize topLeftRadius = physicalSizeToLogical(floatSizeForLengthSize(inset.topLeftRadius(), boxSize), writingMode);
        FloatSize topRightRadius = physicalSizeToLogical(floatSizeForLengthSize(inset.topRightRadius(), boxSize), writingMode);
        FloatSize bottomLeftRadius = physicalSizeToLogical(floatSizeForLengthSize(inset.bottomLeftRadius(), boxSize), writingMode);
        FloatSize bottomRightRadius = physicalSizeToLogical(floatSizeForLengthSize(inset.bottomRightRadius(), boxSize), writingMode);
        FloatRoundedRect::Radii cornerRadii(topLeftRadius, topRightRadius, bottomLeftRadius, bottomRightRadius);

        cornerRadii.scale(calcBorderRadiiConstraintScaleFor(logicalRect, cornerRadii));

        shape = createInsetShape(FloatRoundedRect(logicalRect, cornerRadii));
        break;
    }

    default:
        ASSERT_NOT_REACHED();
    }

    shape->m_writingMode = writingMode;
    shape->m_margin = floatValueForLength(margin, 0);
    shape->m_padding = floatValueForLength(padding, 0);

    return shape.release();
}
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);
        }
    }
}
示例#4
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);
    }
}
示例#5
0
PassOwnPtr<Shape> Shape::createShape(const BasicShape* basicShape, const LayoutSize& logicalBoxSize, WritingMode writingMode, Length margin, Length padding)
{
    ASSERT(basicShape);

    bool horizontalWritingMode = isHorizontalWritingMode(writingMode);
    float boxWidth = horizontalWritingMode ? logicalBoxSize.width() : logicalBoxSize.height();
    float boxHeight = horizontalWritingMode ? logicalBoxSize.height() : logicalBoxSize.width();
    OwnPtr<Shape> shape;

    switch (basicShape->type()) {

    case BasicShape::BasicShapeRectangleType: {
        const BasicShapeRectangle* rectangle = static_cast<const BasicShapeRectangle*>(basicShape);
        FloatRect bounds(
            floatValueForLength(rectangle->x(), boxWidth),
            floatValueForLength(rectangle->y(), boxHeight),
            floatValueForLength(rectangle->width(), boxWidth),
            floatValueForLength(rectangle->height(), boxHeight));
        Length radiusXLength = rectangle->cornerRadiusX();
        Length radiusYLength = rectangle->cornerRadiusY();
        FloatSize cornerRadii(
            radiusXLength.isUndefined() ? 0 : floatValueForLength(radiusXLength, boxWidth),
            radiusYLength.isUndefined() ? 0 : floatValueForLength(radiusYLength, boxHeight));
        FloatRect logicalBounds = physicalRectToLogical(bounds, logicalBoxSize.height(), writingMode);

        shape = createRectangleShape(logicalBounds, physicalSizeToLogical(cornerRadii, writingMode));
        break;
    }

    case BasicShape::BasicShapeCircleType: {
        const BasicShapeCircle* circle = static_cast<const BasicShapeCircle*>(basicShape);
        float centerX = floatValueForLength(circle->centerX(), boxWidth);
        float centerY = floatValueForLength(circle->centerY(), boxHeight);
        float radius = floatValueForLength(circle->radius(), std::min(boxHeight, boxWidth));
        FloatPoint logicalCenter = physicalPointToLogical(FloatPoint(centerX, centerY), logicalBoxSize.height(), writingMode);

        shape = createShapeCircle(logicalCenter, radius);
        break;
    }

    case BasicShape::BasicShapeEllipseType: {
        const BasicShapeEllipse* ellipse = static_cast<const BasicShapeEllipse*>(basicShape);
        float centerX = floatValueForLength(ellipse->centerX(), boxWidth);
        float centerY = floatValueForLength(ellipse->centerY(), boxHeight);
        float radiusX = floatValueForLength(ellipse->radiusX(), boxWidth);
        float radiusY = floatValueForLength(ellipse->radiusY(), boxHeight);
        FloatPoint logicalCenter = physicalPointToLogical(FloatPoint(centerX, centerY), logicalBoxSize.height(), writingMode);
        FloatSize logicalRadii = physicalSizeToLogical(FloatSize(radiusX, radiusY), writingMode);

        shape = createShapeEllipse(logicalCenter, logicalRadii);
        break;
    }

    case BasicShape::BasicShapePolygonType: {
        const BasicShapePolygon* polygon = static_cast<const BasicShapePolygon*>(basicShape);
        const Vector<Length>& values = polygon->values();
        size_t valuesSize = values.size();
        ASSERT(!(valuesSize % 2));
        OwnPtr<Vector<FloatPoint> > vertices = adoptPtr(new Vector<FloatPoint>(valuesSize / 2));
        for (unsigned i = 0; i < valuesSize; i += 2) {
            FloatPoint vertex(
                floatValueForLength(values.at(i), boxWidth),
                floatValueForLength(values.at(i + 1), boxHeight));
            (*vertices)[i / 2] = physicalPointToLogical(vertex, logicalBoxSize.height(), writingMode);
        }

        shape = createPolygonShape(vertices.release(), polygon->windRule());
        break;
    }

    case BasicShape::BasicShapeInsetRectangleType: {
        const BasicShapeInsetRectangle* rectangle = static_cast<const BasicShapeInsetRectangle*>(basicShape);
        float left = floatValueForLength(rectangle->left(), boxWidth);
        float top = floatValueForLength(rectangle->top(), boxHeight);
        FloatRect bounds(
            left,
            top,
            boxWidth - left - floatValueForLength(rectangle->right(), boxWidth),
            boxHeight - top - floatValueForLength(rectangle->bottom(), boxHeight));
        Length radiusXLength = rectangle->cornerRadiusX();
        Length radiusYLength = rectangle->cornerRadiusY();
        FloatSize cornerRadii(
            radiusXLength.isUndefined() ? 0 : floatValueForLength(radiusXLength, boxWidth),
            radiusYLength.isUndefined() ? 0 : floatValueForLength(radiusYLength, boxHeight));
        FloatRect logicalBounds = physicalRectToLogical(bounds, logicalBoxSize.height(), writingMode);

        shape = createRectangleShape(logicalBounds, physicalSizeToLogical(cornerRadii, writingMode));
        break;
    }

    default:
        ASSERT_NOT_REACHED();
    }

    shape->m_writingMode = writingMode;
    shape->m_margin = floatValueForLength(margin, 0);
    shape->m_padding = floatValueForLength(padding, 0);

    return shape.release();
}
FractionalLayoutUnit FractionalLayoutBoxExtent::logicalRight(WritingMode writingMode) const
{
    return isHorizontalWritingMode(writingMode) ? m_right : m_bottom;
}
示例#7
0
文件: Shape.cpp 项目: Igalia/blink
PassOwnPtr<Shape> Shape::createShape(const BasicShape* basicShape, const LayoutSize& logicalBoxSize, WritingMode writingMode, Length margin, Length padding)
{
    ASSERT(basicShape);

    bool horizontalWritingMode = isHorizontalWritingMode(writingMode);
    float boxWidth = horizontalWritingMode ? logicalBoxSize.width() : logicalBoxSize.height();
    float boxHeight = horizontalWritingMode ? logicalBoxSize.height() : logicalBoxSize.width();
    OwnPtr<Shape> shape;

    switch (basicShape->type()) {

    case BasicShape::BasicShapeRectangleType: {
        const BasicShapeRectangle* rectangle = static_cast<const BasicShapeRectangle*>(basicShape);
        FloatRect bounds(
            floatValueForLength(rectangle->x(), boxWidth),
            floatValueForLength(rectangle->y(), boxHeight),
            floatValueForLength(rectangle->width(), boxWidth),
            floatValueForLength(rectangle->height(), boxHeight));
        FloatSize cornerRadii(
            floatValueForLength(rectangle->cornerRadiusX(), boxWidth),
            floatValueForLength(rectangle->cornerRadiusY(), boxHeight));
        ensureRadiiDoNotOverlap(bounds, cornerRadii);
        FloatRect logicalBounds = physicalRectToLogical(bounds, logicalBoxSize.height(), writingMode);

        shape = createRectangleShape(logicalBounds, physicalSizeToLogical(cornerRadii, writingMode));
        break;
    }

    case BasicShape::BasicShapeCircleType: {
        const BasicShapeCircle* circle = static_cast<const BasicShapeCircle*>(basicShape);
        float centerX = floatValueForLength(circle->centerX(), boxWidth);
        float centerY = floatValueForLength(circle->centerY(), boxHeight);
        // This method of computing the radius is as defined in SVG
        // (http://www.w3.org/TR/SVG/coords.html#Units). It bases the radius
        // off of the diagonal of the box and ensures that if the box is
        // square, the radius is equal to half the diagonal.
        float radius = floatValueForLength(circle->radius(), sqrtf((boxWidth * boxWidth + boxHeight * boxHeight) / 2));
        FloatPoint logicalCenter = physicalPointToLogical(FloatPoint(centerX, centerY), logicalBoxSize.height(), writingMode);

        shape = createCircleShape(logicalCenter, radius);
        break;
    }

    case BasicShape::BasicShapeEllipseType: {
        const BasicShapeEllipse* ellipse = static_cast<const BasicShapeEllipse*>(basicShape);
        float centerX = floatValueForLength(ellipse->centerX(), boxWidth);
        float centerY = floatValueForLength(ellipse->centerY(), boxHeight);
        float radiusX = floatValueForLength(ellipse->radiusX(), boxWidth);
        float radiusY = floatValueForLength(ellipse->radiusY(), boxHeight);
        FloatPoint logicalCenter = physicalPointToLogical(FloatPoint(centerX, centerY), logicalBoxSize.height(), writingMode);
        FloatSize logicalRadii = physicalSizeToLogical(FloatSize(radiusX, radiusY), writingMode);

        shape = createEllipseShape(logicalCenter, logicalRadii);
        break;
    }

    case BasicShape::BasicShapePolygonType: {
        const BasicShapePolygon* polygon = static_cast<const BasicShapePolygon*>(basicShape);
        const Vector<Length>& values = polygon->values();
        size_t valuesSize = values.size();
        ASSERT(!(valuesSize % 2));
        OwnPtr<Vector<FloatPoint> > vertices = adoptPtr(new Vector<FloatPoint>(valuesSize / 2));
        for (unsigned i = 0; i < valuesSize; i += 2) {
            FloatPoint vertex(
                floatValueForLength(values.at(i), boxWidth),
                floatValueForLength(values.at(i + 1), boxHeight));
            (*vertices)[i / 2] = physicalPointToLogical(vertex, logicalBoxSize.height(), writingMode);
        }
        shape = createPolygonShape(vertices.release(), polygon->windRule());
        break;
    }

    case BasicShape::BasicShapeInsetRectangleType: {
        const BasicShapeInsetRectangle* rectangle = static_cast<const BasicShapeInsetRectangle*>(basicShape);
        float left = floatValueForLength(rectangle->left(), boxWidth);
        float top = floatValueForLength(rectangle->top(), boxHeight);
        FloatRect bounds(
            left,
            top,
            boxWidth - left - floatValueForLength(rectangle->right(), boxWidth),
            boxHeight - top - floatValueForLength(rectangle->bottom(), boxHeight));
        FloatSize cornerRadii(
            floatValueForLength(rectangle->cornerRadiusX(), boxWidth),
            floatValueForLength(rectangle->cornerRadiusY(), boxHeight));
        ensureRadiiDoNotOverlap(bounds, cornerRadii);
        FloatRect logicalBounds = physicalRectToLogical(bounds, logicalBoxSize.height(), writingMode);

        shape = createRectangleShape(logicalBounds, physicalSizeToLogical(cornerRadii, writingMode));
        break;
    }

    default:
        ASSERT_NOT_REACHED();
    }

    shape->m_writingMode = writingMode;
    shape->m_margin = floatValueForLength(margin, 0);
    shape->m_padding = floatValueForLength(padding, 0);

    return shape.release();
}
Length LengthBox::logicalLeft(WritingMode writingMode) const
{
    return isHorizontalWritingMode(writingMode) ? m_left : m_top;
}
Length LengthBox::logicalRight(WritingMode writingMode) const
{
    return isHorizontalWritingMode(writingMode) ? m_right : m_bottom;
}
示例#10
0
LayoutRectOutsets LayoutRectOutsets::logicalOutsets(
    WritingMode writingMode) const {
  if (!isHorizontalWritingMode(writingMode))
    return LayoutRectOutsets(m_left, m_bottom, m_right, m_top);
  return *this;
}
示例#11
0
LayoutUnit LayoutRectOutsets::start(WritingMode writingMode,
                                    TextDirection direction) const {
  if (isHorizontalWritingMode(writingMode))
    return isLeftToRightDirection(direction) ? m_left : m_right;
  return isLeftToRightDirection(direction) ? m_top : m_bottom;
}
示例#12
0
LayoutUnit LayoutRectOutsets::logicalRight(WritingMode writingMode) const {
  return isHorizontalWritingMode(writingMode) ? m_right : m_bottom;
}
示例#13
0
LayoutUnit LayoutRectOutsets::logicalLeft(WritingMode writingMode) const {
  return isHorizontalWritingMode(writingMode) ? m_left : m_top;
}
示例#14
0
LayoutUnit LayoutRectOutsets::under(WritingMode writingMode) const {
  return isHorizontalWritingMode(writingMode) ? m_bottom : m_left;
}
FractionalLayoutUnit& FractionalLayoutBoxExtent::mutableAfter(WritingMode writingMode)
{
    return isHorizontalWritingMode(writingMode) ? (isFlippedBlocksWritingMode(writingMode) ? m_top : m_bottom) :
                                                  (isFlippedBlocksWritingMode(writingMode) ? m_left: m_right);
}
Length LengthBox::end(WritingMode writingMode, TextDirection direction) const
{
    if (isHorizontalWritingMode(writingMode))
        return isLeftToRightDirection(direction) ? m_right : m_left;
    return isLeftToRightDirection(direction) ? m_bottom : m_top;
}
FractionalLayoutUnit FractionalLayoutBoxExtent::logicalLeft(WritingMode writingMode) const
{
    return isHorizontalWritingMode(writingMode) ? m_left : m_top;
}
示例#18
0
RenderRegion* RenderFlowThread::mapFromFlowToRegion(TransformState& transformState) const
{
    if (!hasValidRegionInfo())
        return 0;

    LayoutRect boxRect = transformState.mappedQuad().enclosingBoundingBox();
    flipForWritingMode(boxRect);

    // FIXME: We need to refactor RenderObject::absoluteQuads to be able to split the quads across regions,
    // for now we just take the center of the mapped enclosing box and map it to a region.
    // Note: Using the center in order to avoid rounding errors.

    LayoutPoint center = boxRect.center();
    RenderRegion* renderRegion = const_cast<RenderFlowThread*>(this)->regionAtBlockOffset(isHorizontalWritingMode() ? center.y() : center.x(), true, DisallowRegionAutoGeneration);
    if (!renderRegion)
        return 0;

    LayoutRect flippedRegionRect(renderRegion->flowThreadPortionRect());
    flipForWritingMode(flippedRegionRect);

    transformState.move(renderRegion->contentBoxRect().location() - flippedRegionRect.location());

    return renderRegion;
}
FractionalLayoutUnit FractionalLayoutBoxExtent::end(WritingMode writingMode, TextDirection direction) const
{
    if (isHorizontalWritingMode(writingMode))
        return isLeftToRightDirection(direction) ? m_right : m_left;
    return isLeftToRightDirection(direction) ? m_bottom : m_top;
}
示例#20
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 = pageLogicalWidth();
    LayoutUnit colGap = columnGap();
    unsigned colCount = actualColumnCount();

    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);
    }
}
示例#21
0
void RenderFlowThread::layout()
{
    bool regionsChanged = m_regionsInvalidated && everHadLayout();
    if (m_regionsInvalidated) {
        m_regionsInvalidated = false;
        m_hasValidRegions = false;
        m_regionsHaveUniformLogicalWidth = true;
        m_regionsHaveUniformLogicalHeight = true;
        m_regionRangeMap.clear();
        LayoutUnit previousRegionLogicalWidth = 0;
        LayoutUnit previousRegionLogicalHeight = 0;
        if (hasRegions()) {
            for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
                RenderRegion* region = *iter;
                if (!region->isValid())
                    continue;
                ASSERT(!region->needsLayout());
                
                region->deleteAllRenderBoxRegionInfo();

                LayoutUnit regionLogicalWidth;
                LayoutUnit regionLogicalHeight;

                if (isHorizontalWritingMode()) {
                    regionLogicalWidth = region->contentWidth();
                    regionLogicalHeight = region->contentHeight();
                } else {
                    regionLogicalWidth = region->contentHeight();
                    regionLogicalHeight = region->contentWidth();
                }

                if (!m_hasValidRegions)
                    m_hasValidRegions = true;
                else {
                    if (m_regionsHaveUniformLogicalWidth && previousRegionLogicalWidth != regionLogicalWidth)
                        m_regionsHaveUniformLogicalWidth = false;
                    if (m_regionsHaveUniformLogicalHeight && previousRegionLogicalHeight != regionLogicalHeight)
                        m_regionsHaveUniformLogicalHeight = false;
                }

                previousRegionLogicalWidth = regionLogicalWidth;
            }
            
            computeLogicalWidth(); // Called to get the maximum logical width for the region.
            
            LayoutUnit logicalHeight = 0;
            for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
                RenderRegion* region = *iter;
                if (!region->isValid())
                    continue;
                LayoutRect regionRect;
                if (isHorizontalWritingMode()) {
                    regionRect = LayoutRect(style()->direction() == LTR ? zeroLayoutUnit : logicalWidth() - region->contentWidth(), logicalHeight, region->contentWidth(), region->contentHeight());
                    logicalHeight += regionRect.height();
                } else {
                    regionRect = LayoutRect(logicalHeight, style()->direction() == LTR ? zeroLayoutUnit : logicalWidth() - region->contentHeight(), region->contentWidth(), region->contentHeight());
                    logicalHeight += regionRect.width();
                }
                region->setRegionRect(regionRect);
            }
        }
    }

    CurrentRenderFlowThreadMaintainer currentFlowThreadSetter(this);
    LayoutStateMaintainer statePusher(view(), this, regionsChanged);
    RenderBlock::layout();
    statePusher.pop();
    if (document()->hasListenerType(Document::REGIONLAYOUTUPDATE_LISTENER) && !m_regionLayoutUpdateEventTimer.isActive())
        for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
            RenderRegion* region = *iter;
            if (region->shouldDispatchRegionLayoutUpdateEvent()) {
                // at least one region needs to dispatch the event
                m_regionLayoutUpdateEventTimer.startOneShot(0);
                break;
            }
        }
}
示例#22
0
// Even if we require the break to occur at offsetBreakInFlowThread, because regions may have min/max-height values,
// it is possible that the break will occur at a different offset than the original one required.
// offsetBreakAdjustment measures the different between the requested break offset and the current break offset.
bool RenderFlowThread::addForcedRegionBreak(LayoutUnit offsetBreakInFlowThread, RenderObject* breakChild, bool isBefore, LayoutUnit* offsetBreakAdjustment)
{
    // We take breaks into account for height computation for auto logical height regions
    // only in the layout phase in which we lay out the flows threads unconstrained
    // and we use the content breaks to determine the overrideContentLogicalHeight for
    // auto logical height regions.
    if (view()->constrainedFlowThreadsLayoutPhase())
        return false;

    // Breaks can come before or after some objects. We need to track these objects, so that if we get
    // multiple breaks for the same object (for example because of multiple layouts on the same object),
    // we need to invalidate every other region after the old one and start computing from fresh.
    RenderObjectToRegionMap& mapToUse = isBefore ? m_breakBeforeToRegionMap : m_breakAfterToRegionMap;
    RenderObjectToRegionMap::iterator iter = mapToUse.find(breakChild);
    if (iter != mapToUse.end()) {
        RenderRegionList::iterator regionIter = m_regionList.find(iter->value);
        ASSERT(regionIter != m_regionList.end());
        ASSERT((*regionIter)->hasAutoLogicalHeight());
        initializeRegionsOverrideLogicalContentHeight(*regionIter);

        // We need to update the regions flow thread portion rect because we are going to process
        // a break on these regions.
        updateRegionsFlowThreadPortionRect();
    }

    // Simulate a region break at offsetBreakInFlowThread. If it points inside an auto logical height region,
    // then it determines the region override logical content height.
    RenderRegion* region = regionAtBlockOffset(offsetBreakInFlowThread);
    if (!region)
        return false;

    bool overrideLogicalContentHeightComputed = false;

    LayoutUnit currentRegionOffsetInFlowThread = isHorizontalWritingMode() ? region->flowThreadPortionRect().y() : region->flowThreadPortionRect().x();
    LayoutUnit offsetBreakInCurrentRegion = offsetBreakInFlowThread - currentRegionOffsetInFlowThread;

    if (region->hasAutoLogicalHeight()) {
        // A forced break can appear only in an auto-height region that didn't have a forced break before.
        // This ASSERT is a good-enough heuristic to verify the above condition.
        ASSERT(region->maxPageLogicalHeight() == region->overrideLogicalContentHeight());

        mapToUse.set(breakChild, region);

        overrideLogicalContentHeightComputed = true;

        // Compute the region height pretending that the offsetBreakInCurrentRegion is the logicalHeight for the auto-height region.
        LayoutUnit regionOverrideLogicalContentHeight = region->computeReplacedLogicalHeightRespectingMinMaxHeight(offsetBreakInCurrentRegion);

        // The new height of this region needs to be smaller than the initial value, the max height. A forced break is the only way to change the initial
        // height of an auto-height region besides content ending.
        ASSERT(regionOverrideLogicalContentHeight <= region->maxPageLogicalHeight());

        region->setOverrideLogicalContentHeight(regionOverrideLogicalContentHeight);

        currentRegionOffsetInFlowThread += regionOverrideLogicalContentHeight;
    } else
        currentRegionOffsetInFlowThread += isHorizontalWritingMode() ? region->flowThreadPortionRect().height() : region->flowThreadPortionRect().width();

    // If the break was found inside an auto-height region its size changed so we need to recompute the flow thread portion rectangles.
    if (overrideLogicalContentHeightComputed)
        updateRegionsFlowThreadPortionRect();

    if (offsetBreakAdjustment)
        *offsetBreakAdjustment = max<LayoutUnit>(0, currentRegionOffsetInFlowThread - offsetBreakInFlowThread);

    return overrideLogicalContentHeightComputed;
}
示例#23
0
LayoutUnit RenderMultiColumnSet::pageLogicalTopForOffset(LayoutUnit offset) const
{
    LayoutUnit portionLogicalTop = (isHorizontalWritingMode() ? flowThreadPortionRect().y() : flowThreadPortionRect().x());
    unsigned columnIndex = (offset - portionLogicalTop) / computedColumnHeight();
    return portionLogicalTop + columnIndex * computedColumnHeight();
}
示例#24
0
PassOwnPtr<ExclusionShape> ExclusionShape::createExclusionShape(const BasicShape* basicShape, float logicalBoxWidth, float logicalBoxHeight, WritingMode writingMode)
{
    if (!basicShape)
        return nullptr;

    bool horizontalWritingMode = isHorizontalWritingMode(writingMode);
    float boxWidth = horizontalWritingMode ? logicalBoxWidth : logicalBoxHeight;
    float boxHeight = horizontalWritingMode ? logicalBoxHeight : logicalBoxWidth;
    OwnPtr<ExclusionShape> exclusionShape;

    switch (basicShape->type()) {

    case BasicShape::BASIC_SHAPE_RECTANGLE: {
        const BasicShapeRectangle* rectangle = static_cast<const BasicShapeRectangle*>(basicShape);
        float x = floatValueForLength(rectangle->x(), boxWidth);
        float y = floatValueForLength(rectangle->y(), boxHeight);
        float width = floatValueForLength(rectangle->width(), boxWidth);
        float height = floatValueForLength(rectangle->height(), boxHeight);
        Length radiusXLength = rectangle->cornerRadiusX();
        Length radiusYLength = rectangle->cornerRadiusY();
        float radiusX = radiusXLength.isUndefined() ? 0 : floatValueForLength(radiusXLength, boxWidth);
        float radiusY = radiusYLength.isUndefined() ? 0 : floatValueForLength(radiusYLength, boxHeight);

        exclusionShape = horizontalWritingMode
          ? createExclusionRectangle(FloatRect(x, y, width, height), FloatSize(radiusX, radiusY))
          : createExclusionRectangle(FloatRect(y, x, height, width), FloatSize(radiusY, radiusX));
        break;
    }

    case BasicShape::BASIC_SHAPE_CIRCLE: {
        const BasicShapeCircle* circle = static_cast<const BasicShapeCircle*>(basicShape);
        float centerX = floatValueForLength(circle->centerX(), boxWidth);
        float centerY = floatValueForLength(circle->centerY(), boxHeight);
        float radius =  floatValueForLength(circle->radius(), std::max(boxHeight, boxWidth));

        exclusionShape = horizontalWritingMode
          ? createExclusionCircle(FloatPoint(centerX, centerY), radius)
          : createExclusionCircle(FloatPoint(centerY, centerX), radius);
        break;
    }

    case BasicShape::BASIC_SHAPE_ELLIPSE: {
        const BasicShapeEllipse* ellipse = static_cast<const BasicShapeEllipse*>(basicShape);
        float centerX = floatValueForLength(ellipse->centerX(), boxWidth);
        float centerY = floatValueForLength(ellipse->centerY(), boxHeight);
        float radiusX = floatValueForLength(ellipse->radiusX(), boxWidth);
        float radiusY = floatValueForLength(ellipse->radiusY(), boxHeight);

        exclusionShape = horizontalWritingMode
          ? createExclusionEllipse(FloatPoint(centerX, centerY), FloatSize(radiusX, radiusY))
          : createExclusionEllipse(FloatPoint(centerY, centerX), FloatSize(radiusY, radiusX));
        break;
    }

    case BasicShape::BASIC_SHAPE_POLYGON:
        notImplemented();

    default:
        ASSERT_NOT_REACHED();
    }

    exclusionShape->m_logicalBoxWidth = logicalBoxWidth;
    exclusionShape->m_logicalBoxHeight = logicalBoxHeight;
    exclusionShape->m_writingMode = writingMode;

    return exclusionShape.release();
}
示例#25
0
文件: Shape.cpp 项目: MYSHLIFE/webkit
static inline FloatSize physicalSizeToLogical(const FloatSize& size, WritingMode writingMode)
{
    if (isHorizontalWritingMode(writingMode))
        return size;
    return size.transposedSize();
}
FractionalLayoutUnit& FractionalLayoutBoxExtent::mutableLogicalLeft(WritingMode writingMode)
{
    return isHorizontalWritingMode(writingMode) ? m_left : m_top;
}
示例#27
0
void RenderNamedFlowThread::getRanges(Vector<RefPtr<Range> >& rangeObjects, const RenderRegion* region) const
{
    LayoutUnit logicalTopForRegion;
    LayoutUnit logicalBottomForRegion;

    // extend the first region top to contain everything up to its logical height
    if (region->isFirstRegion())
        logicalTopForRegion = LayoutUnit::min();
    else
        logicalTopForRegion =  region->logicalTopForFlowThreadContent();

    // extend the last region to contain everything above its y()
    if (region->isLastRegion())
        logicalBottomForRegion = LayoutUnit::max();
    else
        logicalBottomForRegion = region->logicalBottomForFlowThreadContent();

    Vector<Node*> nodes;
    // eliminate the contentNodes that are descendants of other contentNodes
    for (NamedFlowContentNodes::const_iterator it = contentNodes().begin(); it != contentNodes().end(); ++it) {
        Node* node = *it;
        if (!isContainedInNodes(nodes, node))
            nodes.append(node);
    }

    for (size_t i = 0; i < nodes.size(); i++) {
        Node* contentNode = nodes.at(i);
        if (!contentNode->renderer())
            continue;

        RefPtr<Range> range = Range::create(contentNode->document());
        bool foundStartPosition = false;
        bool startsAboveRegion = true;
        bool endsBelowRegion = true;
        bool skipOverOutsideNodes = false;
        Node* lastEndNode = 0;

        for (Node* node = contentNode; node; node = NodeTraversal::next(node, contentNode)) {
            RenderObject* renderer = node->renderer();
            if (!renderer)
                continue;

            LayoutRect boundingBox;
            if (renderer->isRenderInline())
                boundingBox = toRenderInline(renderer)->linesBoundingBox();
            else if (renderer->isText())
                boundingBox = toRenderText(renderer)->linesBoundingBox();
            else {
                boundingBox =  toRenderBox(renderer)->frameRect();
                if (toRenderBox(renderer)->isRelPositioned())
                    boundingBox.move(toRenderBox(renderer)->relativePositionLogicalOffset());
            }

            LayoutUnit offsetTop = renderer->containingBlock()->offsetFromLogicalTopOfFirstPage();
            const LayoutPoint logicalOffsetFromTop(isHorizontalWritingMode() ? LayoutUnit() :  offsetTop,
                isHorizontalWritingMode() ? offsetTop : LayoutUnit());

            boundingBox.moveBy(logicalOffsetFromTop);

            LayoutUnit logicalTopForRenderer = region->logicalTopOfFlowThreadContentRect(boundingBox);
            LayoutUnit logicalBottomForRenderer = region->logicalBottomOfFlowThreadContentRect(boundingBox);

            // if the bounding box of the current element doesn't intersect the region box
            // close the current range only if the start element began inside the region,
            // otherwise just move the start position after this node and keep skipping them until we found a proper start position.
            if (!boxIntersectsRegion(logicalTopForRenderer, logicalBottomForRenderer, logicalTopForRegion, logicalBottomForRegion)) {
                if (foundStartPosition) {
                    if (!startsAboveRegion) {
                        if (range->intersectsNode(node, IGNORE_EXCEPTION))
                            range->setEndBefore(node, IGNORE_EXCEPTION);
                        rangeObjects.append(range->cloneRange(IGNORE_EXCEPTION));
                        range = Range::create(contentNode->document());
                        startsAboveRegion = true;
                    } else
                        skipOverOutsideNodes = true;
                }
                if (skipOverOutsideNodes)
                    range->setStartAfter(node, IGNORE_EXCEPTION);
                foundStartPosition = false;
                continue;
            }

            // start position
            if (logicalTopForRenderer < logicalTopForRegion && startsAboveRegion) {
                if (renderer->isText()) { // Text crosses region top
                    // for Text elements, just find the last textbox that is contained inside the region and use its start() offset as start position
                    RenderText* textRenderer = toRenderText(renderer);
                    for (InlineTextBox* box = textRenderer->firstTextBox(); box; box = box->nextTextBox()) {
                        if (offsetTop + box->logicalBottom() < logicalTopForRegion)
                            continue;
                        range->setStart(Position(toText(node), box->start()));
                        startsAboveRegion = false;
                        break;
                    }
                } else { // node crosses region top
                    // for all elements, except Text, just set the start position to be before their children
                    startsAboveRegion = true;
                    range->setStart(Position(node, Position::PositionIsBeforeChildren));
                }
            } else { // node starts inside region
                // for elements that start inside the region, set the start position to be before them. If we found one, we will just skip the others until
                // the range is closed.
                if (startsAboveRegion) {
                    startsAboveRegion = false;
                    range->setStartBefore(node, IGNORE_EXCEPTION);
                }
            }
            skipOverOutsideNodes  = false;
            foundStartPosition = true;

            // end position
            if (logicalBottomForRegion < logicalBottomForRenderer && (endsBelowRegion || (!endsBelowRegion && !node->isDescendantOf(lastEndNode)))) {
                // for Text elements, just find just find the last textbox that is contained inside the region and use its start()+len() offset as end position
                if (renderer->isText()) { // Text crosses region bottom
                    RenderText* textRenderer = toRenderText(renderer);
                    InlineTextBox* lastBox = 0;
                    for (InlineTextBox* box = textRenderer->firstTextBox(); box; box = box->nextTextBox()) {
                        if ((offsetTop + box->logicalTop()) < logicalBottomForRegion) {
                            lastBox = box;
                            continue;
                        }
                        ASSERT(lastBox);
                        if (lastBox)
                            range->setEnd(Position(toText(node), lastBox->start() + lastBox->len()));
                        break;
                    }
                    endsBelowRegion = false;
                    lastEndNode = node;
                } else { // node crosses region bottom
                    // for all elements, except Text, just set the start position to be after their children
                    range->setEnd(Position(node, Position::PositionIsAfterChildren));
                    endsBelowRegion = true;
                    lastEndNode = node;
                }
            } else { // node ends inside region
                // for elements that ends inside the region, set the end position to be after them
                // allow this end position to be changed only by other elements that are not descendants of the current end node
                if (endsBelowRegion || (!endsBelowRegion && !node->isDescendantOf(lastEndNode))) {
                    range->setEndAfter(node, IGNORE_EXCEPTION);
                    endsBelowRegion = false;
                    lastEndNode = node;
                }
            }
        }
        if (foundStartPosition || skipOverOutsideNodes)
            rangeObjects.append(range);
    }
}
FractionalLayoutUnit& FractionalLayoutBoxExtent::mutableLogicalRight(WritingMode writingMode)
{
    return isHorizontalWritingMode(writingMode) ? m_right : m_bottom;
}
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);
    }
}
示例#30
0
LayoutUnit RenderReplaced::computeReplacedLogicalWidth(bool includeMaxWidth) const
{
    if (style()->logicalWidth().isSpecified())
        return computeReplacedLogicalWidthRespectingMinMaxWidth(computeReplacedLogicalWidthUsing(style()->logicalWidth()), includeMaxWidth);

    RenderBox* contentRenderer = embeddedContentBox();

    // 10.3.2 Inline, replaced elements: http://www.w3.org/TR/CSS21/visudet.html#inline-replaced-width
    bool isPercentageIntrinsicSize = false;
    double intrinsicRatio = 0;
    FloatSize intrinsicSize;
    if (contentRenderer)
        contentRenderer->computeIntrinsicRatioInformation(intrinsicSize, intrinsicRatio, isPercentageIntrinsicSize);
    else
        computeIntrinsicRatioInformation(intrinsicSize, intrinsicRatio, isPercentageIntrinsicSize);

    if (intrinsicRatio && !isHorizontalWritingMode())
        intrinsicRatio = 1 / intrinsicRatio;

    if (style()->logicalWidth().isAuto()) {
        bool heightIsAuto = style()->logicalHeight().isAuto();
        bool hasIntrinsicWidth = m_hasIntrinsicSize || (!isPercentageIntrinsicSize && intrinsicSize.width() > 0);

        // If 'height' and 'width' both have computed values of 'auto' and the element also has an intrinsic width, then that intrinsic width is the used value of 'width'.
        if (heightIsAuto && hasIntrinsicWidth) {
            if (m_hasIntrinsicSize)
                return computeReplacedLogicalWidthRespectingMinMaxWidth(calcAspectRatioLogicalWidth(), includeMaxWidth);
            return static_cast<LayoutUnit>(intrinsicSize.width() * style()->effectiveZoom());
        }

        bool hasIntrinsicHeight = m_hasIntrinsicSize || (!isPercentageIntrinsicSize && intrinsicSize.height() > 0);
        if (intrinsicRatio || isPercentageIntrinsicSize) {
            // If 'height' and 'width' both have computed values of 'auto' and the element has no intrinsic width, but does have an intrinsic height and intrinsic ratio;
            // or if 'width' has a computed value of 'auto', 'height' has some other computed value, and the element does have an intrinsic ratio; then the used value
            // of 'width' is: (used height) * (intrinsic ratio)
            if (intrinsicRatio && ((heightIsAuto && !hasIntrinsicWidth && hasIntrinsicHeight) || !heightIsAuto)) {
                LayoutUnit logicalHeight = computeReplacedLogicalHeightUsing(style()->logicalHeight());
                return computeReplacedLogicalWidthRespectingMinMaxWidth(static_cast<LayoutUnit>(ceil(logicalHeight * intrinsicRatio)));
            }

            // If 'height' and 'width' both have computed values of 'auto' and the element has an intrinsic ratio but no intrinsic height or width, then the used value of
            // 'width' is undefined in CSS 2.1. However, it is suggested that, if the containing block's width does not itself depend on the replaced element's width, then
            // the used value of 'width' is calculated from the constraint equation used for block-level, non-replaced elements in normal flow.
            if (heightIsAuto && !hasIntrinsicWidth && !hasIntrinsicHeight && contentRenderer) {
                // The aforementioned 'constraint equation' used for block-level, non-replaced elements in normal flow:
                // 'margin-left' + 'border-left-width' + 'padding-left' + 'width' + 'padding-right' + 'border-right-width' + 'margin-right' = width of containing block
                LayoutUnit logicalWidth;
                if (RenderBlock* blockWithWidth = firstContainingBlockWithLogicalWidth(this))
                    logicalWidth = blockWithWidth->computeReplacedLogicalWidthRespectingMinMaxWidth(blockWithWidth->computeReplacedLogicalWidthUsing(blockWithWidth->style()->logicalWidth()), false);
                else
                    logicalWidth = containingBlock()->availableLogicalWidth();

                // This solves above equation for 'width' (== logicalWidth).
                LayoutUnit marginStart = miminumValueForLength(style()->marginStart(), logicalWidth);
                LayoutUnit marginEnd = miminumValueForLength(style()->marginEnd(), logicalWidth);
                logicalWidth = max(0, logicalWidth - (marginStart + marginEnd + (width() - clientWidth())));
                if (isPercentageIntrinsicSize)
                    // FIXME: Remove unnecessary rounding when layout is off ints: webkit.org/b/63656
                    logicalWidth = static_cast<LayoutUnit>(round(logicalWidth * intrinsicSize.width() / 100));
                return computeReplacedLogicalWidthRespectingMinMaxWidth(logicalWidth);
            }
        }

        // Otherwise, if 'width' has a computed value of 'auto', and the element has an intrinsic width, then that intrinsic width is the used value of 'width'.
        if (hasIntrinsicWidth) {
            if (isPercentageIntrinsicSize || m_hasIntrinsicSize)
                return computeReplacedLogicalWidthRespectingMinMaxWidth(calcAspectRatioLogicalWidth(), includeMaxWidth);
            return static_cast<LayoutUnit>(intrinsicSize.width() * style()->effectiveZoom());
        }

        // Otherwise, if 'width' has a computed value of 'auto', but none of the conditions above are met, then the used value of 'width' becomes 300px. If 300px is too
        // wide to fit the device, UAs should use the width of the largest rectangle that has a 2:1 ratio and fits the device instead.
        return computeReplacedLogicalWidthRespectingMinMaxWidth(cDefaultWidth, includeMaxWidth);
    }

    return computeReplacedLogicalWidthRespectingMinMaxWidth(intrinsicLogicalWidth(), includeMaxWidth);
}