forked from WebKit/WebKit-http
/
RenderMultiColumnSet.cpp
183 lines (158 loc) · 8.36 KB
/
RenderMultiColumnSet.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
/*
* Copyright (C) 2012 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#include "PaintInfo.h"
#include "RenderMultiColumnFlowThread.h"
#include "RenderMultiColumnSet.h"
#include "RenderMultiColumnBlock.h"
namespace WebCore {
RenderMultiColumnSet::RenderMultiColumnSet(Node* node, RenderFlowThread* flowThread)
: RenderRegionSet(node, flowThread)
, m_computedColumnCount(1)
, m_computedColumnWidth(ZERO_LAYOUT_UNIT)
, m_computedColumnHeight(ZERO_LAYOUT_UNIT)
{
}
void RenderMultiColumnSet::computeLogicalWidth()
{
// Our logical width starts off matching the column block itself.
// This width will be fixed up after the flow thread lays out once it is determined exactly how many
// columns we ended up holding.
// 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());
RenderMultiColumnBlock* parentBlock = toRenderMultiColumnBlock(parent());
setComputedColumnWidthAndCount(parentBlock->columnWidth(), parentBlock->columnCount()); // FIXME: This will eventually vary if we are contained inside regions.
}
void RenderMultiColumnSet::computeLogicalHeight()
{
// Make sure our column height is up to date.
RenderMultiColumnBlock* parentBlock = toRenderMultiColumnBlock(parent());
setComputedColumnHeight(parentBlock->columnHeight()); // FIXME: Once we make more than one column set, this will become variable.
// Our logical height is always just the height of our columns.
setLogicalHeight(computedColumnHeight());
}
LayoutUnit RenderMultiColumnSet::columnGap() const
{
if (style()->hasNormalColumnGap())
return style()->fontDescription().computedPixelSize(); // "1em" is recommended as the normal gap setting. Matches <p> margins.
return static_cast<int>(style()->columnGap());
}
unsigned RenderMultiColumnSet::columnCount() const
{
if (!computedColumnHeight())
return 0;
// Our region rect determines our column count. We have as many columns as needed to fit all the content.
LayoutUnit logicalHeightInColumns = flowThread()->isHorizontalWritingMode() ? regionRect().height() : regionRect().width();
return ceil(static_cast<float>(logicalHeightInColumns) / computedColumnHeight());
}
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::paintReplaced(PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
// FIXME: RenderRegions are replaced elements right now and so they only paint in the foreground phase.
// Columns should technically respect phases and allow for background/float/foreground overlap etc., just like
// RenderBlocks do. We can't correct this, however, until RenderRegions are changed to actually be
// RenderBlocks. Note this is a pretty minor issue, since the old column implementation clipped columns
// anyway, thus making it impossible for them to overlap one another. It's also really unlikely that the columns
// would overlap another block.
setRegionObjectsRegionStyle();
paintColumnRules(paintInfo, paintOffset);
paintColumnContents(paintInfo, paintOffset);
restoreRegionObjectsOriginalStyle();
}
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;
}
}
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 paintIntoRegion, changing the rectangles each time.
unsigned colCount = columnCount();
if (!colCount)
return;
// FIXME: Implement.
}
const char* RenderMultiColumnSet::renderName() const
{
return "RenderMultiColumnSet";
}
}