1/*
2 * Copyright (C) 2012 Adobe Systems Incorporated. All rights reserved.
3 *
4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions
6 * are met:
7 *
8 * 1. Redistributions of source code must retain the above
9 *    copyright notice, this list of conditions and the following
10 *    disclaimer.
11 * 2. Redistributions in binary form must reproduce the above
12 *    copyright notice, this list of conditions and the following
13 *    disclaimer in the documentation and/or other materials
14 *    provided with the distribution.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDER "AS IS" AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
18 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
19 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE
20 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY,
21 * OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
22 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
23 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
24 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR
25 * TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF
26 * THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
27 * SUCH DAMAGE.
28 */
29
30#ifndef FlowThreadController_h
31#define FlowThreadController_h
32
33#include "RenderView.h"
34#include <wtf/ListHashSet.h>
35#include <wtf/OwnPtr.h>
36
37namespace WebCore {
38
39class RenderFlowThread;
40class RenderNamedFlowThread;
41
42typedef ListHashSet<RenderNamedFlowThread*> RenderNamedFlowThreadList;
43
44class FlowThreadController {
45    WTF_MAKE_FAST_ALLOCATED;
46public:
47    static PassOwnPtr<FlowThreadController> create(RenderView*);
48    ~FlowThreadController();
49
50    RenderFlowThread* currentRenderFlowThread() const { return m_currentRenderFlowThread; }
51    void setCurrentRenderFlowThread(RenderFlowThread* flowThread) { m_currentRenderFlowThread = flowThread; }
52
53    bool isRenderNamedFlowThreadOrderDirty() const { return m_isRenderNamedFlowThreadOrderDirty; }
54    void setIsRenderNamedFlowThreadOrderDirty(bool dirty)
55    {
56        m_isRenderNamedFlowThreadOrderDirty = dirty;
57        if (dirty)
58            m_view->setNeedsLayout(true);
59    }
60
61    RenderNamedFlowThread* ensureRenderFlowThreadWithName(const AtomicString&);
62    const RenderNamedFlowThreadList* renderNamedFlowThreadList() const { return m_renderNamedFlowThreadList.get(); }
63    bool hasRenderNamedFlowThreads() const { return m_renderNamedFlowThreadList && !m_renderNamedFlowThreadList->isEmpty(); }
64    void layoutRenderNamedFlowThreads();
65    void styleDidChange();
66
67    void registerNamedFlowContentNode(Node*, RenderNamedFlowThread*);
68    void unregisterNamedFlowContentNode(Node*);
69    bool isContentNodeRegisteredWithAnyNamedFlow(const Node*) const;
70
71    bool hasFlowThreadsWithAutoLogicalHeightRegions() const { return m_flowThreadsWithAutoLogicalHeightRegions; }
72    void incrementFlowThreadsWithAutoLogicalHeightRegions() { ++m_flowThreadsWithAutoLogicalHeightRegions; }
73    void decrementFlowThreadsWithAutoLogicalHeightRegions() { ASSERT(m_flowThreadsWithAutoLogicalHeightRegions > 0); --m_flowThreadsWithAutoLogicalHeightRegions; }
74
75    bool updateFlowThreadsNeedingLayout();
76    bool updateFlowThreadsNeedingTwoStepLayout();
77    void updateFlowThreadsIntoConstrainedPhase();
78
79#ifndef NDEBUG
80    bool isAutoLogicalHeightRegionsCountConsistent() const;
81#endif
82
83protected:
84    FlowThreadController(RenderView*);
85    void updateFlowThreadsChainIfNecessary();
86    void resetFlowThreadsWithAutoHeightRegions();
87
88private:
89    RenderView* m_view;
90    RenderFlowThread* m_currentRenderFlowThread;
91    bool m_isRenderNamedFlowThreadOrderDirty;
92    unsigned m_flowThreadsWithAutoLogicalHeightRegions;
93    OwnPtr<RenderNamedFlowThreadList> m_renderNamedFlowThreadList;
94    // maps a content node to its render flow thread.
95    HashMap<const Node*, RenderNamedFlowThread*> m_mapNamedFlowContentNodes;
96};
97
98}
99
100#endif
101