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97 lines
3.8 KiB
97 lines
3.8 KiB
/*
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* This file is part of the DOM implementation 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 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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#ifndef RENDER_FLOW_H
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#define RENDER_FLOW_H
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#include "render_box.h"
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#include "bidi.h"
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#include "render_line.h"
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namespace tdehtml {
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/**
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* all geometry managing stuff is only in the block elements.
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*
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* Inline elements don't layout themselves, but the whole paragraph
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* gets flowed by the surrounding block element. This is, because
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* one needs to know the whole paragraph to calculate bidirectional
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* behaviour of text, so putting the layouting routines in the inline
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* elements is impossible.
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*/
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class RenderFlow : public RenderBox
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{
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public:
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RenderFlow(DOM::NodeImpl* node)
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: RenderBox(node)
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{ m_continuation = 0; m_firstLineBox = 0; m_lastLineBox = 0; }
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virtual RenderFlow* continuation() const { return m_continuation; }
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void setContinuation(RenderFlow* c) { m_continuation = c; }
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RenderFlow* continuationBefore(RenderObject* beforeChild);
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void addChildWithContinuation(RenderObject* newChild, RenderObject* beforeChild);
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virtual void addChildToFlow(RenderObject* newChild, RenderObject* beforeChild) = 0;
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virtual void addChild(RenderObject *newChild, RenderObject *beforeChild = 0);
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static RenderFlow* createFlow(DOM::NodeImpl* node, RenderStyle* style, RenderArena* arena);
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virtual void deleteLastLineBox(RenderArena* arena=0);
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virtual void deleteInlineBoxes(RenderArena* arena=0);
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InlineFlowBox* firstLineBox() const { return m_firstLineBox; }
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InlineFlowBox* lastLineBox() const { return m_lastLineBox; }
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virtual InlineBox* createInlineBox(bool makePlaceHolderBox, bool isRootLineBox);
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void paintLines(PaintInfo& i, int _tx, int _ty);
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bool hitTestLines(NodeInfo& i, int x, int y, int tx, int ty, HitTestAction hitTestAction);
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virtual void repaint(Priority p=NormalPriority);
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virtual int highestPosition(bool includeOverflowInterior=true, bool includeSelf=true) const;
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virtual int lowestPosition(bool includeOverflowInterior=true, bool includeSelf=true) const;
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virtual int rightmostPosition(bool includeOverflowInterior=true, bool includeSelf=true) const;
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virtual int leftmostPosition(bool includeOverflowInterior=true, bool includeSelf=true) const;
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protected:
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// An inline can be split with blocks occurring in between the inline content.
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// When this occurs we need a pointer to our next object. We can basically be
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// split into a sequence of inlines and blocks. The continuation will either be
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// an anonymous block (that houses other blocks) or it will be an inline flow.
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RenderFlow* m_continuation;
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// For block flows, each box represents the root inline box for a line in the
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// paragraph.
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// For inline flows, each box represents a portion of that inline.
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InlineFlowBox* m_firstLineBox;
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InlineFlowBox* m_lastLineBox;
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};
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} //namespace
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#endif
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