kdelibs/khtml/rendering/render_flow.cpp
Ivailo Monev 39f1e04295 generic: add back khtml and kjs with some changes
Signed-off-by: Ivailo Monev <xakepa10@gmail.com>
2015-11-09 23:23:53 +02:00

614 lines
22 KiB
C++

/**
* 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) 2003-2007 Apple Computer, Inc.
* (C) 2007 Germain Garand (germain@ebooksfrance.org)
*
* 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 "render_flow.h"
#include <kdebug.h>
#include <assert.h>
#include <QtGui/QPainter>
#include <kglobal.h>
#include "render_text.h"
#include "render_table.h"
#include "render_canvas.h"
#include "render_inline.h"
#include "render_block.h"
#include "render_arena.h"
#include "render_line.h"
#include <xml/dom_nodeimpl.h>
#include <xml/dom_docimpl.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(const 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);
RenderObject* bc = beforeChild;
while (bc && bc->parent() != flow && !bc->parent()->isAnonymousBlock()) {
// skip implicit containers around beforeChild
bc = bc->parent();
}
RenderFlow* beforeChildParent = bc ? static_cast<RenderFlow*>(bc->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
kDebug( 6040 ) << renderName() << "(RenderFlow)::addChild( " << newChild->renderName() <<
", " << (beforeChild ? beforeChild->renderName() : "0") << " )" << endl;
kDebug( 6040 ) << "current height = " << m_height;
#endif
if (continuation())
return addChildWithContinuation(newChild, beforeChild);
return addChildToFlow(newChild, beforeChild);
}
void RenderFlow::extractLineBox(InlineFlowBox* box)
{
m_lastLineBox = box->prevFlowBox();
if (box == m_firstLineBox)
m_firstLineBox = 0;
if (box->prevLineBox())
box->prevLineBox()->setNextLineBox(0);
box->setPreviousLineBox(0);
for (InlineRunBox* curr = box; curr; curr = curr->nextLineBox())
curr->setExtracted();
}
void RenderFlow::attachLineBox(InlineFlowBox* box)
{
if (m_lastLineBox) {
m_lastLineBox->setNextLineBox(box);
box->setPreviousLineBox(m_lastLineBox);
} else
m_firstLineBox = box;
InlineFlowBox* last = box;
for (InlineFlowBox* curr = box; curr; curr = curr->nextFlowBox()) {
curr->setExtracted(false);
last = curr;
}
m_lastLineBox = last;
}
void RenderFlow::removeInlineBox(InlineBox* _box)
{
if ( _box->isInlineFlowBox() ) {
InlineFlowBox* box = static_cast<InlineFlowBox*>(_box);
if (box == m_firstLineBox)
m_firstLineBox = box->nextFlowBox();
if (box == m_lastLineBox)
m_lastLineBox = box->prevFlowBox();
if (box->nextLineBox())
box->nextLineBox()->setPreviousLineBox(box->prevLineBox());
if (box->prevLineBox())
box->prevLineBox()->setNextLineBox(box->nextLineBox());
}
RenderBox::removeInlineBox( _box );
}
void RenderFlow::deleteInlineBoxes(RenderArena* arena)
{
if (m_firstLineBox) {
if (!arena)
arena = renderArena();
InlineRunBox *curr=m_firstLineBox, *next=0;
while (curr) {
next = curr->nextLineBox();
if (!curr->isPlaceHolderBox())
curr->detach(arena, true /*noRemove*/);
curr = next;
}
m_firstLineBox = 0;
m_lastLineBox = 0;
}
}
void RenderFlow::dirtyInlineBoxes(bool fullLayout, bool isRootLineBox)
{
if (!isRootLineBox && (isReplaced() || isPositioned()))
return RenderBox::dirtyInlineBoxes(fullLayout, isRootLineBox);
if (fullLayout)
deleteInlineBoxes();
else {
for (InlineRunBox* curr = firstLineBox(); curr; curr = curr->nextLineBox())
curr->dirtyInlineBoxes();
}
}
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::dirtyLinesFromChangedChild(RenderObject* child)
{
if (!parent() || (selfNeedsLayout() && !isInlineFlow()) || isTable())
return;
// If we have no first line box, then just bail early.
if (!firstLineBox()) {
// For an empty inline, propagate the check up to our parent, unless the parent
// is already dirty.
if (isInline() && !parent()->selfNeedsLayout() && parent()->isInlineFlow())
static_cast<RenderFlow*>(parent())->dirtyLinesFromChangedChild(this);
return;
}
// Try to figure out which line box we belong in. First try to find a previous
// line box by examining our siblings. If we didn't find a line box, then use our
// parent's first line box.
RootInlineBox* box = 0;
RenderObject* curr = 0;
for (curr = child->previousSibling(); curr; curr = curr->previousSibling()) {
if (curr->isFloatingOrPositioned())
continue;
if (curr->isReplaced() && curr->isBox()) {
InlineBox* placeHolderBox = static_cast<RenderBox*>(curr)->placeHolderBox();
if (placeHolderBox)
box = placeHolderBox->root();
} else if (curr->isText()) {
InlineTextBox* textBox = static_cast<RenderText*>(curr)->lastTextBox();
if (textBox)
box = textBox->root();
} else if (curr->isInlineFlow()) {
InlineRunBox* runBox = static_cast<RenderFlow*>(curr)->lastLineBox();
if (runBox)
box = runBox->root();
}
if (box)
break;
}
if (!box)
box = firstLineBox()->root();
// If we found a line box, then dirty it.
if (box) {
RootInlineBox* adjacentBox;
box->markDirty();
// dirty the adjacent lines that might be affected
// NOTE: we dirty the previous line because RootInlineBox objects cache
// the address of the first object on the next line after a BR, which we may be
// invalidating here. For more info, see how RenderBlock::layoutInlineChildren
// calls setLineBreakInfo with the result of findNextLineBreak. findNextLineBreak,
// despite the name, actually returns the first RenderObject after the BR.
adjacentBox = box->prevRootBox();
if (adjacentBox)
adjacentBox->markDirty();
if (child->isBR() || (curr && curr->isBR())) {
adjacentBox = box->nextRootBox();
if (adjacentBox)
adjacentBox->markDirty();
}
}
}
QList< QRectF > RenderFlow::getClientRects()
{
if (isRenderInline() && isInlineFlow()) {
QList<QRectF> list;
InlineFlowBox *child = firstLineBox();
if (child) {
int x = 0, y = 0;
absolutePosition(x,y);
do {
QRectF rect(x + child->xPos(), y + child->yPos(), child->width(), child->height());
list.append(clientRectToViewport(rect));
child = child->nextFlowBox();
} while (child);
}
// In case our flow is splitted by blocks
for (RenderObject *cont = continuation(); cont; cont = cont->continuation()) {
list.append(cont->getClientRects());
}
// Empty Flow, return the Flow itself
if (list.isEmpty()) {
return RenderObject::getClientRects();
}
return list;
} else {
return RenderObject::getClientRects();
}
}
void RenderFlow::detach()
{
if (continuation())
continuation()->detach();
m_continuation = 0;
// Make sure to destroy anonymous children first while they are still connected to the rest of the tree, so that they will
// properly dirty line boxes that they are removed from. Effects that do :before/:after only on hover could crash otherwise.
detachRemainingChildren();
if (!documentBeingDestroyed()) {
if (m_firstLineBox) {
// We can't wait for RenderContainer::destroy to clear the selection,
// because by then we will have nuked the line boxes.
if (isSelectionBorder())
canvas()->clearSelection();
// If line boxes are contained inside a root, that means we're an inline.
// In that case, we need to remove all the line boxes so that the parent
// lines aren't pointing to deleted children. If the first line box does
// not have a parent that means they are either already disconnected or
// root lines that can just be destroyed without disconnecting.
if (m_firstLineBox->parent()) {
for (InlineRunBox* box = m_firstLineBox; box; box = box->nextLineBox())
box->remove();
}
// If we are an anonymous block, then our line boxes might have children
// that will outlast this block. In the non-anonymous block case those
// children will be destroyed by the time we return from this function.
if (isAnonymousBlock()) {
for (InlineFlowBox* box = m_firstLineBox; box; box = box->nextFlowBox()) {
while (InlineBox* childBox = box->firstChild())
childBox->remove();
}
}
} else if (isInline() && parent())
// empty inlines propagate linebox dirtying to the parent
parent()->dirtyLinesFromChangedChild(this);
}
deleteInlineBoxes();
RenderBox::detach();
}
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) {
foreach (RenderFlow* oo, *i.outlineObjects)
if (oo->isRenderInline())
static_cast<RenderInline*>(oo)->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() == PRELATIVE && 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 = includeSelf && m_width > 0 ? m_height : 0;
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 = qMax(bottom, lp);
}
}
if (includeSelf && isRelPositioned()) {
int x = 0;
relativePositionOffset(x, bottom);
}
return bottom;
}
int RenderFlow::rightmostPosition(bool includeOverflowInterior, bool includeSelf) const
{
int right = includeSelf && m_height > 0 ? m_width : 0;
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 = qMax(right, rp);
}
}
if (includeSelf && isRelPositioned()) {
int y = 0;
relativePositionOffset(right, y);
}
return right;
}
int RenderFlow::leftmostPosition(bool includeOverflowInterior, bool includeSelf) const
{
int left = includeSelf && m_height > 0 ? 0 : m_width;
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 = qMin(left, lp);
}
}
if (includeSelf && isRelPositioned()) {
int y = 0;
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 = qMin(top, hp);
}
}
if (includeSelf && isRelPositioned()) {
int x = 0;
relativePositionOffset(x, top);
}
return top;
}