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author | Timothy Pearson <kb9vqf@pearsoncomputing.net> | 2013-01-26 13:17:21 -0600 |
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committer | Timothy Pearson <kb9vqf@pearsoncomputing.net> | 2013-01-26 13:17:21 -0600 |
commit | dfe289850f068f19ba4a83ab4e7e22a7e09c13c9 (patch) | |
tree | c297348a55df66c571de4525646e0b9762427353 /tdehtml/rendering/render_flow.cpp | |
parent | b7658a0d5eca24a9d37c6e04f88298ef02389db0 (diff) | |
download | tdelibs-dfe289850f068f19ba4a83ab4e7e22a7e09c13c9.tar.gz tdelibs-dfe289850f068f19ba4a83ab4e7e22a7e09c13c9.zip |
Rename a number of libraries and executables to avoid conflicts with KDE4
Diffstat (limited to 'tdehtml/rendering/render_flow.cpp')
-rw-r--r-- | tdehtml/rendering/render_flow.cpp | 412 |
1 files changed, 412 insertions, 0 deletions
diff --git a/tdehtml/rendering/render_flow.cpp b/tdehtml/rendering/render_flow.cpp new file mode 100644 index 000000000..71456d0a8 --- /dev/null +++ b/tdehtml/rendering/render_flow.cpp @@ -0,0 +1,412 @@ +/** + * 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 <kdebug.h> +#include <assert.h> +#include <tqpainter.h> +#include <kglobal.h> + +#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 "tdehtmlview.h" + +using namespace DOM; +using namespace tdehtml; + +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<RenderFlow*>(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<InlineFlowBox*>(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<RenderFlow *>::iterator it;; + for( it = (*i.outlineObjects).begin(); it != (*i.outlineObjects).end(); ++it ) + if ((*it)->isRenderInline()) + static_cast<RenderInline*>(*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<RenderBox*>(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; +} |