blob: c5a163019d00a5cc460807d8ddc6d31319968424 [file] [log] [blame]
/*
* Copyright (C) 2012 Google 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:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * 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.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "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 THE COPYRIGHT
* OWNER 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
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "third_party/blink/renderer/core/css/select_rule_feature_set.h"
#include <bitset>
#include "third_party/blink/renderer/core/css/css_selector.h"
#include "third_party/blink/renderer/core/css/css_selector_list.h"
#include "third_party/blink/renderer/platform/wtf/vector.h"
namespace blink {
void SelectRuleFeatureSet::CollectFeaturesFromSelectorList(
const CSSSelectorList& list) {
for (const CSSSelector* selector = list.First(); selector;
selector = CSSSelectorList::Next(*selector)) {
for (const CSSSelector* component = selector; component;
component = component->TagHistory()) {
if (InvalidationSetForSimpleSelector(
*component, InvalidationType::kInvalidateDescendants, kSubject)) {
continue;
}
if (component->SelectorList())
CollectFeaturesFromSelectorList(*component->SelectorList());
}
}
}
bool SelectRuleFeatureSet::CheckSelectorsForClassChange(
const SpaceSplitString& changed_classes) const {
unsigned changed_size = changed_classes.size();
for (unsigned i = 0; i < changed_size; ++i) {
if (HasSelectorForClass(changed_classes[i]))
return true;
}
return false;
}
bool SelectRuleFeatureSet::CheckSelectorsForClassChange(
const SpaceSplitString& old_classes,
const SpaceSplitString& new_classes) const {
if (!old_classes.size())
return CheckSelectorsForClassChange(new_classes);
// Class vectors tend to be very short. This is faster than using a hash
// table.
WTF::Vector<bool> remaining_class_bits(old_classes.size());
for (unsigned i = 0; i < new_classes.size(); ++i) {
bool found = false;
for (unsigned j = 0; j < old_classes.size(); ++j) {
if (new_classes[i] == old_classes[j]) {
// Mark each class that is still in the newClasses so we can skip doing
// an n^2 search below when looking for removals. We can't break from
// this loop early since a class can appear more than once.
remaining_class_bits[j] = true;
found = true;
}
}
// Class was added.
if (!found) {
if (HasSelectorForClass(new_classes[i]))
return true;
}
}
for (unsigned i = 0; i < old_classes.size(); ++i) {
if (remaining_class_bits[i])
continue;
// Class was removed.
if (HasSelectorForClass(old_classes[i]))
return true;
}
return false;
}
} // namespace blink