blob: c74f768c66ec29d3c2bd270ab3771f564a693a1f [file]
/*
* Copyright (C) 2026 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 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 "RenderTreeOrder.h"
#include "RenderElement.h"
#include "RenderObject.h"
namespace WebCore {
static size_t renderTreeDepth(const RenderObject& renderer)
{
size_t depth = 0;
CheckedPtr ancestor = &renderer;
while ((ancestor = ancestor->parent()))
++depth;
return depth;
}
struct AncestorAndChildren {
const CheckedPtr<const RenderObject> commonAncestor;
const CheckedPtr<const RenderObject> distinctAncestorA;
const CheckedPtr<const RenderObject> distinctAncestorB;
};
static AncestorAndChildren commonInclusiveAncestorAndChildren(const RenderObject& a, const RenderObject& b)
{
// This check isn't needed for correctness, but it is cheap and likely to be
// common enough to be worth optimizing so we don't have to walk to the root.
if (&a == &b)
return { &a, nullptr, nullptr };
auto [depthA, depthB] = std::make_tuple(renderTreeDepth(a), renderTreeDepth(b));
auto [x, y, difference] = depthA >= depthB
? std::make_tuple(CheckedPtr<const RenderObject> { a }, CheckedPtr<const RenderObject> { b }, depthA - depthB)
: std::make_tuple(CheckedPtr<const RenderObject> { b }, CheckedPtr<const RenderObject> { a }, depthB - depthA);
CheckedPtr<const RenderObject> distinctAncestorA = nullptr;
for (decltype(difference) i = 0; i < difference; ++i) {
distinctAncestorA = x;
x = x->parent();
}
CheckedPtr<const RenderObject> distinctAncestorB = nullptr;
while (x != y) {
distinctAncestorA = x;
distinctAncestorB = y;
x = x->parent();
y = y->parent();
}
if (depthA < depthB)
std::swap(distinctAncestorA, distinctAncestorB);
return { x, distinctAncestorA, distinctAncestorB };
}
static bool isSiblingSubsequent(const RenderObject& a, const RenderObject& b)
{
ASSERT(a.parent());
ASSERT(a.parent() == b.parent());
ASSERT(&a != &b);
for (CheckedPtr sibling = &a; sibling; sibling = sibling->nextSibling()) {
if (sibling == &b)
return true;
}
return false;
}
std::partial_ordering renderTreeOrder(const RenderObject& a, const RenderObject& b)
{
if (&a == &b)
return std::partial_ordering::equivalent;
auto result = commonInclusiveAncestorAndChildren(a, b);
if (!result.commonAncestor)
return std::partial_ordering::unordered;
if (!result.distinctAncestorA)
return std::partial_ordering::less;
if (!result.distinctAncestorB)
return std::partial_ordering::greater;
return isSiblingSubsequent(*result.distinctAncestorA, *result.distinctAncestorB) ? std::partial_ordering::less : std::partial_ordering::greater;
}
} // namespace WebCore