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