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/*
* This file is part of the render object implementation for TDEHTML.
*
* 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 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.
*
*/
#ifndef RENDER_BLOCK_H
#define RENDER_BLOCK_H
#include <tqptrlist.h>
#include "render_flow.h"
namespace tdehtml {
class RenderBlock : public RenderFlow
{
public:
RenderBlock(DOM::NodeImpl* node);
virtual ~RenderBlock();
virtual const char *renderName() const;
virtual bool isRenderBlock() const { return true; }
virtual bool isBlockFlow() const { return !isInline() && !isTable(); }
virtual bool isInlineFlow() const { return isInline() && !isReplaced(); }
virtual bool isInlineBlockOrInlineTable() const { return isInline() && isReplaced(); }
virtual bool childrenInline() const { return m_childrenInline; }
virtual void setChildrenInline(bool b) { m_childrenInline = b; }
void makeChildrenNonInline(RenderObject* insertionPoint = 0);
void makePageBreakAvoidBlocks();
// The height (and width) of a block when you include overflow spillage out of the bottom
// of the block (e.g., a <div style="height:25px"> that has a 100px tall image inside
// it would have an overflow height of borderTop() + paddingTop() + 100px.
virtual int overflowHeight() const { return m_overflowHeight; }
virtual int overflowWidth() const { return m_overflowWidth; }
virtual int overflowLeft() const { return m_overflowLeft; }
virtual int overflowTop() const { return m_overflowTop; }
virtual void setOverflowHeight(int h) { m_overflowHeight = h; }
virtual void setOverflowWidth(int w) { m_overflowWidth = w; }
virtual void setOverflowLeft(int l) { m_overflowLeft = l; }
virtual void setOverflowTop(int t) { m_overflowTop = t; }
virtual bool isSelfCollapsingBlock() const;
virtual bool isTopMarginQuirk() const { return m_topMarginQuirk; }
virtual bool isBottomMarginQuirk() const { return m_bottomMarginQuirk; }
virtual short maxTopMargin(bool positive) const {
if (positive)
return m_maxTopPosMargin;
else
return m_maxTopNegMargin;
}
virtual short maxBottomMargin(bool positive) const {
if (positive)
return m_maxBottomPosMargin;
else
return m_maxBottomNegMargin;
}
void initMaxMarginValues() {
if (m_marginTop >= 0)
m_maxTopPosMargin = m_marginTop;
else
m_maxTopNegMargin = -m_marginTop;
if (m_marginBottom >= 0)
m_maxBottomPosMargin = m_marginBottom;
else
m_maxBottomNegMargin = -m_marginBottom;
}
virtual void addChildToFlow(RenderObject* newChild, RenderObject* beforeChild);
virtual void removeChild(RenderObject *oldChild);
virtual void setStyle(RenderStyle* _style);
virtual void attach();
void updateFirstLetter();
virtual void layout();
void layoutBlock( bool relayoutChildren );
void layoutBlockChildren( bool relayoutChildren );
void layoutInlineChildren( bool relayoutChildren, int breakBeforeLine = 0);
void layoutPositionedObjects( bool relayoutChildren );
void insertPositionedObject(RenderObject *o);
void removePositionedObject(RenderObject *o);
// Called to lay out the legend for a fieldset.
virtual RenderObject* layoutLegend(bool /*relayoutChildren*/) { return 0; };
// the implementation of the following functions is in bidi.cpp
void bidiReorderLine(const BidiIterator &start, const BidiIterator &end, BidiState &bidi );
BidiIterator findNextLineBreak(BidiIterator &start, BidiState &info );
InlineFlowBox* constructLine(const BidiIterator& start, const BidiIterator& end);
InlineFlowBox* createLineBoxes(RenderObject* obj);
void computeHorizontalPositionsForLine(InlineFlowBox* lineBox, BidiState &bidi);
void computeVerticalPositionsForLine(InlineFlowBox* lineBox);
bool clearLineOfPageBreaks(InlineFlowBox* lineBox);
void checkLinesForOverflow();
void deleteEllipsisLineBoxes();
void checkLinesForTextOverflow();
// end bidi.cpp functions
virtual void paint(PaintInfo& i, int tx, int ty);
void paintObject(PaintInfo& i, int tx, int ty, bool paintOutline = true);
void paintFloats(PaintInfo& i, int _tx, int _ty, bool paintSelection = false);
void insertFloatingObject(RenderObject *o);
void removeFloatingObject(RenderObject *o);
// called from lineWidth, to position the floats added in the last line.
void positionNewFloats();
void clearFloats();
int getClearDelta(RenderObject *child);
virtual void markAllDescendantsWithFloatsForLayout(RenderObject* floatToRemove = 0);
// FIXME: containsFloats() should not return true if the floating objects list
// is empty. However, layoutInlineChildren() relies on the current behavior.
// http://bugzilla.opendarwin.org/show_bug.cgi?id=7395#c3
virtual bool hasFloats() const { return m_floatingObjects!=0; }
virtual bool containsFloat(RenderObject* o) const;
virtual bool hasOverhangingFloats() const { return floatBottom() > m_height; }
void addOverHangingFloats( RenderBlock *block, int xoffset, int yoffset, bool child );
int nearestFloatBottom(int height) const;
int floatBottom() const;
inline int leftBottom();
inline int rightBottom();
virtual unsigned short lineWidth(int y, bool *canClearLine = 0) const;
virtual int lowestPosition(bool includeOverflowInterior=true, bool includeSelf=true) const;
virtual int rightmostPosition(bool includeOverflowInterior=true, bool includeSelf=true) const;
virtual int leftmostPosition(bool includeOverflowInterior=true, bool includeSelf=true) const;
virtual int highestPosition(bool includeOverflowInterior, bool includeSelf) const;
int lowestAbsolutePosition() const;
int leftmostAbsolutePosition() const;
int rightmostAbsolutePosition() const;
int highestAbsolutePosition() const;
int rightOffset() const;
int rightRelOffset(int y, int fixedOffset, bool applyTextIndent=true, int *heightRemaining = 0, bool *canClearLine = 0) const;
int rightOffset(int y, bool *canClearLine = 0) const { return rightRelOffset(y, rightOffset(), true, 0, canClearLine); }
int leftOffset() const;
int leftRelOffset(int y, int fixedOffset, bool applyTextIndent=true, int *heightRemaining = 0, bool *canClearLine = 0) const;
int leftOffset(int y, bool *canClearLine = 0) const { return leftRelOffset(y, leftOffset(), true, 0, canClearLine); }
virtual bool nodeAtPoint(NodeInfo& info, int x, int y, int _tx, int _ty, HitTestAction hitTestAction = HitTestAll, bool inside=false);
bool isPointInScrollbar(int x, int y, int tx, int ty);
virtual void calcMinMaxWidth();
void calcInlineMinMaxWidth();
void calcBlockMinMaxWidth();
virtual void close();
virtual int getBaselineOfFirstLineBox();
virtual InlineFlowBox* getFirstLineBox();
RootInlineBox* firstRootBox() { return static_cast<RootInlineBox*>(m_firstLineBox); }
RootInlineBox* lastRootBox() { return static_cast<RootInlineBox*>(m_lastLineBox); }
bool inRootBlockContext() const;
#ifdef ENABLE_DUMP
virtual void printTree(int indent=0) const;
virtual void dump(TQTextStream &stream, const TQString &ind) const;
#endif
protected:
void newLine();
protected:
struct FloatingObject {
enum Type {
FloatLeft,
FloatRight
};
FloatingObject(Type _type) {
node = 0;
startY = 0;
endY = 0;
type = _type;
left = 0;
width = 0;
noPaint = false;
crossedLayer = false;
}
RenderObject* node;
int startY;
int endY;
short left;
short width;
Type type : 1; // left or right aligned
bool noPaint : 1;
bool crossedLayer : 1; // lock noPaint flag
};
// The following helper functions and structs are used by layoutBlockChildren.
class CompactInfo {
// A compact child that needs to be collapsed into the margin of the following block.
RenderObject* m_compact;
// The block with the open margin that the compact child is going to place itself within.
RenderObject* m_block;
bool m_treatAsBlock : 1;
public:
RenderObject* compact() const { return m_compact; }
RenderObject* block() const { return m_block; }
void setTreatAsBlock(bool b) { m_treatAsBlock = b; }
bool treatAsBlock() const { return m_treatAsBlock; }
bool matches(RenderObject* child) const { return m_compact && m_block == child; }
void clear() { set(0, 0); }
void set(RenderObject* c, RenderObject* b) { m_compact = c; m_block = b; }
CompactInfo() { clear(); }
};
class MarginInfo {
// Collapsing flags for whether we can collapse our margins with our children's margins.
bool m_canCollapseWithChildren : 1;
bool m_canCollapseTopWithChildren : 1;
bool m_canCollapseBottomWithChildren : 1;
// Whether or not we are a quirky container, i.e., do we collapse away top and bottom
// margins in our container. Table cells and the body are the common examples. We
// also have a custom style property for Safari RSS to deal with TypePad blog articles.
bool m_quirkContainer : 1;
// This flag tracks whether we are still looking at child margins that can all collapse together at the beginning of a block.
// They may or may not collapse with the top margin of the block (|m_canCollapseTopWithChildren| tells us that), but they will
// always be collapsing with one another. This variable can remain set to true through multiple iterations
// as long as we keep encountering self-collapsing blocks.
bool m_atTopOfBlock : 1;
// This flag is set when we know we're examining bottom margins and we know we're at the bottom of the block.
bool m_atBottomOfBlock : 1;
// If our last normal flow child was a self-collapsing block that cleared a float,
// we track it in this variable.
bool m_selfCollapsingBlockClearedFloat : 1;
// These variables are used to detect quirky margins that we need to collapse away (in table cells
// and in the body element).
bool m_topQuirk : 1;
bool m_bottomQuirk : 1;
bool m_determinedTopQuirk : 1;
// These flags track the previous maximal positive and negative margins.
int m_posMargin;
int m_negMargin;
public:
MarginInfo(RenderBlock* b, int top, int bottom);
void setAtTopOfBlock(bool b) { m_atTopOfBlock = b; }
void setAtBottomOfBlock(bool b) { m_atBottomOfBlock = b; }
void clearMargin() { m_posMargin = m_negMargin = 0; }
void setSelfCollapsingBlockClearedFloat(bool b) { m_selfCollapsingBlockClearedFloat = b; }
void setTopQuirk(bool b) { m_topQuirk = b; }
void setBottomQuirk(bool b) { m_bottomQuirk = b; }
void setDeterminedTopQuirk(bool b) { m_determinedTopQuirk = b; }
void setPosMargin(int p) { m_posMargin = p; }
void setNegMargin(int n) { m_negMargin = n; }
void setPosMarginIfLarger(int p) { if (p > m_posMargin) m_posMargin = p; }
void setNegMarginIfLarger(int n) { if (n > m_negMargin) m_negMargin = n; }
void setMargin(int p, int n) { m_posMargin = p; m_negMargin = n; }
bool atTopOfBlock() const { return m_atTopOfBlock; }
bool canCollapseWithTop() const { return m_atTopOfBlock && m_canCollapseTopWithChildren; }
bool canCollapseWithBottom() const { return m_atBottomOfBlock && m_canCollapseBottomWithChildren; }
bool canCollapseTopWithChildren() const { return m_canCollapseTopWithChildren; }
bool canCollapseBottomWithChildren() const { return m_canCollapseBottomWithChildren; }
bool selfCollapsingBlockClearedFloat() const { return m_selfCollapsingBlockClearedFloat; }
bool quirkContainer() const { return m_quirkContainer; }
bool determinedTopQuirk() const { return m_determinedTopQuirk; }
bool topQuirk() const { return m_topQuirk; }
bool bottomQuirk() const { return m_bottomQuirk; }
int posMargin() const { return m_posMargin; }
int negMargin() const { return m_negMargin; }
int margin() const { return m_posMargin - m_negMargin; }
};
class PageBreakInfo {
int m_pageBottom; // Next calculated page-break
bool m_forcePageBreak : 1; // Must break before next block
// ### to do better "page-break-after/before: avoid" this struct
// should keep a pagebreakAvoid block and gather children in it
public:
PageBreakInfo(int pageBottom) : m_pageBottom(pageBottom), m_forcePageBreak(false) {};
bool forcePageBreak() { return m_forcePageBreak; }
void setForcePageBreak(bool b) { m_forcePageBreak = b; }
int pageBottom() { return m_pageBottom; };
void setPageBottom(int bottom) { m_pageBottom = bottom; }
};
virtual bool canClear(RenderObject *child, PageBreakLevel level);
void clearPageBreak(RenderObject* child, int pageBottom);
void adjustPositionedBlock(RenderObject* child, const MarginInfo& marginInfo);
void adjustFloatingBlock(const MarginInfo& marginInfo);
RenderObject* handleSpecialChild(RenderObject* child, const MarginInfo& marginInfo, CompactInfo& compactInfo, bool& handled);
RenderObject* handleFloatingChild(RenderObject* child, const MarginInfo& marginInfo, bool& handled);
RenderObject* handlePositionedChild(RenderObject* child, const MarginInfo& marginInfo, bool& handled);
RenderObject* handleCompactChild(RenderObject* child, CompactInfo& compactInfo, const MarginInfo& marginInfo, bool& handled);
RenderObject* handleRunInChild(RenderObject* child, bool& handled);
void collapseMargins(RenderObject* child, MarginInfo& marginInfo, int yPosEstimate);
void clearFloatsIfNeeded(RenderObject* child, MarginInfo& marginInfo, int oldTopPosMargin, int oldTopNegMargin);
void adjustSizeForCompactIfNeeded(RenderObject* child, CompactInfo& compactInfo);
void insertCompactIfNeeded(RenderObject* child, CompactInfo& compactInfo);
int estimateVerticalPosition(RenderObject* child, const MarginInfo& info);
void determineHorizontalPosition(RenderObject* child);
void handleBottomOfBlock(int top, int bottom, MarginInfo& marginInfo);
void setCollapsedBottomMargin(const MarginInfo& marginInfo);
void clearChildOfPageBreaks(RenderObject* child, PageBreakInfo &pageBreakInfo, MarginInfo &marginInfo);
// End helper functions and structs used by layoutBlockChildren.
protected:
// How much content overflows out of our block vertically or horizontally (all we support
// for now is spillage out of the bottom and the right, which are the common cases).
int m_overflowHeight;
int m_overflowWidth;
// Left and top overflow.
int m_overflowTop;
int m_overflowLeft;
private:
TQPtrList<FloatingObject>* m_floatingObjects;
TQPtrList<RenderObject>* m_positionedObjects;
bool m_childrenInline : 1;
bool m_firstLine : 1; // used in inline layouting
EClear m_clearStatus : 2; // used during layuting of paragraphs
bool m_avoidPageBreak : 1; // anonymous avoid page-break block
bool m_topMarginQuirk : 1;
bool m_bottomMarginQuirk : 1;
short m_maxTopPosMargin;
short m_maxTopNegMargin;
short m_maxBottomPosMargin;
short m_maxBottomNegMargin;
};
} // namespace
#endif // RENDER_BLOCK_H
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