blob: 4634a27b588628c521ae4db8616be24d6a9ff40b [file] [log] [blame]
/*
* Copyright (C) 2018 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS''
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
* THE POSSIBILITY OF SUCH DAMAGE.
*/
#pragma once
#include "RenderTreeBuilder.h"
namespace WebCore {
class RenderTreeBuilder::Inline {
WTF_MAKE_FAST_ALLOCATED;
public:
Inline(RenderTreeBuilder&);
void attach(RenderInline& parent, RenderPtr<RenderObject> child, RenderObject* beforeChild);
void attachIgnoringContinuation(RenderInline& parent, RenderPtr<RenderObject> child, RenderObject* beforeChild);
// Make this private once all the mutation code is in RenderTreeBuilder.
void childBecameNonInline(RenderInline& parent, RenderElement& child);
private:
void insertChildToContinuation(RenderInline& parent, RenderPtr<RenderObject> child, RenderObject* beforeChild);
void splitInlines(RenderInline& parent, RenderBlock* fromBlock, RenderBlock* toBlock, RenderBlock* middleBlock, RenderObject* beforeChild, RenderBoxModelObject* oldCont);
bool newChildIsInline(const RenderInline& parent, const RenderObject& child);
void splitFlow(RenderInline& parent, RenderObject* beforeChild, RenderPtr<RenderBlock> newBlockBox, RenderPtr<RenderObject> child, RenderBoxModelObject* oldCont);
RenderTreeBuilder& m_builder;
};
}