/** * This file is part of the html renderer for KDE. * * Copyright (C) 1999-2003 Lars Knoll (knoll@kde.org) * (C) 1999-2003 Antti Koivisto (koivisto@kde.org) * (C) 2002-2003 Dirk Mueller (mueller@kde.org) * (C) 2003-2006 Apple Computer, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public License * along with this library; see the file COPYING.LIB. If not, write to * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, * Boston, MA 02110-1301, USA. */ // ------------------------------------------------------------------------- #include #include #include #include #include "rendering/render_flow.h" #include "rendering/render_text.h" #include "rendering/render_table.h" #include "rendering/render_canvas.h" #include "rendering/render_inline.h" #include "rendering/render_block.h" #include "rendering/render_arena.h" #include "rendering/render_line.h" #include "xml/dom_nodeimpl.h" #include "xml/dom_docimpl.h" #include "misc/htmltags.h" #include "html/html_formimpl.h" #include "khtmlview.h" using namespace DOM; using namespace khtml; RenderFlow* RenderFlow::createFlow(DOM::NodeImpl* node, RenderStyle* style, RenderArena* arena) { RenderFlow* result; if (style->display() == INLINE) result = new (arena) RenderInline(node); else result = new (arena) RenderBlock(node); result->setStyle(style); return result; } RenderFlow* RenderFlow::continuationBefore(RenderObject* beforeChild) { if (beforeChild && beforeChild->parent() == this) return this; RenderFlow* curr = continuation(); RenderFlow* nextToLast = this; RenderFlow* last = this; while (curr) { if (beforeChild && beforeChild->parent() == curr) { if (curr->firstChild() == beforeChild) return last; return curr; } nextToLast = last; last = curr; curr = curr->continuation(); } if (!beforeChild && !last->firstChild()) return nextToLast; return last; } void RenderFlow::addChildWithContinuation(RenderObject* newChild, RenderObject* beforeChild) { RenderFlow* flow = continuationBefore(beforeChild); while(beforeChild && beforeChild->parent() != flow && !beforeChild->parent()->isAnonymousBlock()) { // skip implicit containers around beforeChild beforeChild = beforeChild->parent(); } RenderFlow* beforeChildParent = beforeChild ? static_cast(beforeChild->parent()) : (flow->continuation() ? flow->continuation() : flow); if (newChild->isFloatingOrPositioned()) return beforeChildParent->addChildToFlow(newChild, beforeChild); // A continuation always consists of two potential candidates: an inline or an anonymous // block box holding block children. bool childInline = newChild->isInline(); bool bcpInline = beforeChildParent->isInline(); bool flowInline = flow->isInline(); if (flow == beforeChildParent) return flow->addChildToFlow(newChild, beforeChild); else { // The goal here is to match up if we can, so that we can coalesce and create the // minimal # of continuations needed for the inline. if (childInline == bcpInline) return beforeChildParent->addChildToFlow(newChild, beforeChild); else if (flowInline == childInline) return flow->addChildToFlow(newChild, 0); // Just treat like an append. else return beforeChildParent->addChildToFlow(newChild, beforeChild); } } void RenderFlow::addChild(RenderObject *newChild, RenderObject *beforeChild) { #ifdef DEBUG_LAYOUT kdDebug( 6040 ) << renderName() << "(RenderFlow)::addChild( " << newChild->renderName() << ", " << (beforeChild ? beforeChild->renderName() : "0") << " )" << endl; kdDebug( 6040 ) << "current height = " << m_height << endl; #endif if (continuation()) return addChildWithContinuation(newChild, beforeChild); return addChildToFlow(newChild, beforeChild); } void RenderFlow::deleteInlineBoxes(RenderArena* arena) { RenderBox::deleteInlineBoxes(arena); //In case we upcalled //during construction if (m_firstLineBox) { if (!arena) arena = renderArena(); InlineRunBox *curr=m_firstLineBox, *next=0; while (curr) { next = curr->nextLineBox(); curr->detach(arena); curr = next; } m_firstLineBox = 0; m_lastLineBox = 0; } } void RenderFlow::deleteLastLineBox(RenderArena* arena) { if (m_lastLineBox) { if (!arena) arena = renderArena(); InlineRunBox *curr=m_lastLineBox, *prev = m_lastLineBox; if (m_firstLineBox == m_lastLineBox) m_firstLineBox = m_lastLineBox = 0; else { prev = curr->prevLineBox(); while (!prev->isInlineFlowBox()) { prev = prev->prevLineBox(); prev->detach(arena); } m_lastLineBox = static_cast(prev); prev->setNextLineBox(0); } if (curr->parent()) { curr->parent()->removeFromLine(curr); } curr->detach(arena); } } InlineBox* RenderFlow::createInlineBox(bool makePlaceHolderBox, bool isRootLineBox) { if ( !isRootLineBox && (isReplaced() || makePlaceHolderBox) ) // Inline tables and inline blocks return RenderBox::createInlineBox(false, false); // (or positioned element placeholders). InlineFlowBox* flowBox = 0; if (isInlineFlow()) flowBox = new (renderArena()) InlineFlowBox(this); else flowBox = new (renderArena()) RootInlineBox(this); if (!m_firstLineBox) { m_firstLineBox = m_lastLineBox = flowBox; } else { m_lastLineBox->setNextLineBox(flowBox); flowBox->setPreviousLineBox(m_lastLineBox); m_lastLineBox = flowBox; } return flowBox; } void RenderFlow::paintLines(PaintInfo& i, int _tx, int _ty) { // Only paint during the foreground/selection phases. if (i.phase != PaintActionForeground && i.phase != PaintActionSelection && i.phase != PaintActionOutline) return; if (!firstLineBox()) return; // We can check the first box and last box and avoid painting if we don't // intersect. This is a quick short-circuit that we can take to avoid walking any lines. // FIXME: This check is flawed in two extremely obscure ways. // (1) If some line in the middle has a huge overflow, it might actually extend below the last line. // (2) The overflow from an inline block on a line is not reported to the line. int maxOutlineSize = maximalOutlineSize(i.phase); int yPos = firstLineBox()->root()->topOverflow() - maxOutlineSize; int h = maxOutlineSize + lastLineBox()->root()->bottomOverflow() - yPos; yPos += _ty; if ((yPos >= i.r.y() + i.r.height()) || (yPos + h <= i.r.y())) return; for (InlineFlowBox* curr = firstLineBox(); curr; curr = curr->nextFlowBox()) { yPos = curr->root()->topOverflow() - maxOutlineSize; h = curr->root()->bottomOverflow() + maxOutlineSize - yPos; yPos += _ty; if ((yPos < i.r.y() + i.r.height()) && (yPos + h > i.r.y())) curr->paint(i, _tx, _ty); } if (i.phase == PaintActionOutline && i.outlineObjects) { TQValueList::iterator it;; for( it = (*i.outlineObjects).begin(); it != (*i.outlineObjects).end(); ++it ) if ((*it)->isRenderInline()) static_cast(*it)->paintOutlines(i.p, _tx, _ty); i.outlineObjects->clear(); } } bool RenderFlow::hitTestLines(NodeInfo& i, int x, int y, int tx, int ty, HitTestAction hitTestAction) { (void) hitTestAction; /* if (hitTestAction != HitTestForeground) // ### port hitTest return false; */ if (!firstLineBox()) return false; // We can check the first box and last box and avoid hit testing if we don't // contain the point. This is a quick short-circuit that we can take to avoid walking any lines. // FIXME: This check is flawed in two extremely obscure ways. // (1) If some line in the middle has a huge overflow, it might actually extend below the last line. // (2) The overflow from an inline block on a line is not reported to the line. if ((y >= ty + lastLineBox()->root()->bottomOverflow()) || (y < ty + firstLineBox()->root()->topOverflow())) return false; // See if our root lines contain the point. If so, then we hit test // them further. Note that boxes can easily overlap, so we can't make any assumptions // based off positions of our first line box or our last line box. for (InlineFlowBox* curr = lastLineBox(); curr; curr = curr->prevFlowBox()) { if (y >= ty + curr->root()->topOverflow() && y < ty + curr->root()->bottomOverflow()) { bool inside = curr->nodeAtPoint(i, x, y, tx, ty); if (inside) { setInnerNode(i); return true; } } } return false; } void RenderFlow::repaint(Priority prior) { if (isInlineFlow()) { // Find our leftmost position. int left = 0; // root inline box not reliably availabe during relayout int top = firstLineBox() ? ( needsLayout() ? firstLineBox()->xPos() : firstLineBox()->root()->topOverflow() ) : 0; for (InlineRunBox* curr = firstLineBox(); curr; curr = curr->nextLineBox()) if (curr == firstLineBox() || curr->xPos() < left) left = curr->xPos(); // Now invalidate a rectangle. int ow = style() ? style()->outlineSize() : 0; // We need to add in the relative position offsets of any inlines (including us) up to our // containing block. RenderBlock* cb = containingBlock(); for (RenderObject* inlineFlow = this; inlineFlow && inlineFlow->isInlineFlow() && inlineFlow != cb; inlineFlow = inlineFlow->parent()) { if (inlineFlow->style() && inlineFlow->style()->position() == RELATIVE && inlineFlow->layer()) { KHTMLAssert(inlineFlow->isBox()); static_cast(inlineFlow)->relativePositionOffset(left, top); } } RootInlineBox *lastRoot = lastLineBox() && !needsLayout() ? lastLineBox()->root() : 0; containingBlock()->repaintRectangle(-ow+left, -ow+top, width()+ow*2, (lastRoot ? lastRoot->bottomOverflow() - top : height())+ow*2, prior); } else { if (firstLineBox() && firstLineBox()->topOverflow() < 0) { int ow = style() ? style()->outlineSize() : 0; repaintRectangle(-ow, -ow+firstLineBox()->topOverflow(), effectiveWidth()+ow*2, effectiveHeight()+ow*2, prior); } else return RenderBox::repaint(prior); } } int RenderFlow::lowestPosition(bool includeOverflowInterior, bool includeSelf) const { int bottom = RenderBox::lowestPosition(includeOverflowInterior, includeSelf); if (!includeOverflowInterior && hasOverflowClip()) return bottom; // FIXME: Come up with a way to use the layer tree to avoid visiting all the kids. // For now, we have to descend into all the children, since we may have a huge abs div inside // a tiny rel div buried somewhere deep in our child tree. In this case we have to get to // the abs div. for (RenderObject *c = firstChild(); c; c = c->nextSibling()) { if (!c->isFloatingOrPositioned() && !c->isText() && !c->isInlineFlow()) { int lp = c->yPos() + c->lowestPosition(false); bottom = kMax(bottom, lp); } } if (isRelPositioned()) { int x; relativePositionOffset(x, bottom); } return bottom; } int RenderFlow::rightmostPosition(bool includeOverflowInterior, bool includeSelf) const { int right = RenderBox::rightmostPosition(includeOverflowInterior, includeSelf); if (!includeOverflowInterior && hasOverflowClip()) return right; // FIXME: Come up with a way to use the layer tree to avoid visiting all the kids. // For now, we have to descend into all the children, since we may have a huge abs div inside // a tiny rel div buried somewhere deep in our child tree. In this case we have to get to // the abs div. for (RenderObject *c = firstChild(); c; c = c->nextSibling()) { if (!c->isFloatingOrPositioned() && !c->isText() && !c->isInlineFlow()) { int rp = c->xPos() + c->rightmostPosition(false); right = kMax(right, rp); } } if (isRelPositioned()) { int y; relativePositionOffset(right, y); } return right; } int RenderFlow::leftmostPosition(bool includeOverflowInterior, bool includeSelf) const { int left = RenderBox::leftmostPosition(includeOverflowInterior, includeSelf); if (!includeOverflowInterior && hasOverflowClip()) return left; // FIXME: Come up with a way to use the layer tree to avoid visiting all the kids. // For now, we have to descend into all the children, since we may have a huge abs div inside // a tiny rel div buried somewhere deep in our child tree. In this case we have to get to // the abs div. for (RenderObject *c = firstChild(); c; c = c->nextSibling()) { if (!c->isFloatingOrPositioned() && !c->isText() && !c->isInlineFlow()) { int lp = c->xPos() + c->leftmostPosition(false); left = kMin(left, lp); } } if (isRelPositioned()) { int y; relativePositionOffset(left, y); } return left; } int RenderFlow::highestPosition(bool includeOverflowInterior, bool includeSelf) const { int top = RenderBox::highestPosition(includeOverflowInterior, includeSelf); if (!includeOverflowInterior && hasOverflowClip()) return top; // FIXME: Come up with a way to use the layer tree to avoid visiting all the kids. // For now, we have to descend into all the children, since we may have a huge abs div inside // a tiny rel div buried somewhere deep in our child tree. In this case we have to get to // the abs div. for (RenderObject *c = firstChild(); c; c = c->nextSibling()) { if (!c->isFloatingOrPositioned() && !c->isText() && !c->isInlineFlow()) { int hp = c->yPos() + c->highestPosition(false); top = kMin(top, hp); } } if (isRelPositioned()) { int x; relativePositionOffset(x, top); } return top; }