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/*
* Copyright (C) 2010 Alex Milowski (alex@milowski.com). 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 THE COPYRIGHT HOLDERS AND 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 THE COPYRIGHT
* OWNER OR 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.
*/
#ifndef RenderMathMLOperator_h
#define RenderMathMLOperator_h
#if ENABLE(MATHML)
#include "MathMLElement.h"
#include "RenderMathMLBlock.h"
#include <wtf/unicode/CharacterNames.h>
namespace WebCore {
class RenderMathMLOperator FINAL : public RenderMathMLBlock {
public:
RenderMathMLOperator(MathMLElement&, PassRef<RenderStyle>);
RenderMathMLOperator(MathMLElement&, PassRef<RenderStyle>, UChar operatorChar);
MathMLElement& element() { return toMathMLElement(nodeForNonAnonymous()); }
void stretchToHeight(int pixelHeight);
int stretchHeight() { return m_stretchHeight; }
float expandedStretchHeight() const;
enum OperatorType { Default, Separator, Fence };
void setOperatorType(OperatorType type) { m_operatorType = type; }
OperatorType operatorType() const { return m_operatorType; }
void updateStyle();
void paint(PaintInfo&, const LayoutPoint&);
struct StretchyCharacter {
UChar character;
UChar topGlyph;
UChar extensionGlyph;
UChar bottomGlyph;
UChar middleGlyph;
};
virtual void updateFromElement() OVERRIDE;
private:
virtual const char* renderName() const OVERRIDE { return isAnonymous() ? "RenderMathMLOperator (anonymous)" : "RenderMathMLOperator"; }
virtual void styleDidChange(StyleDifference, const RenderStyle* oldStyle) OVERRIDE;
virtual void paintChildren(PaintInfo& forSelf, const LayoutPoint&, PaintInfo& forChild, bool usePrintRect) OVERRIDE;
virtual bool isRenderMathMLOperator() const OVERRIDE { return true; }
virtual bool isChildAllowed(const RenderObject&, const RenderStyle&) const OVERRIDE;
virtual void computePreferredLogicalWidths() OVERRIDE;
virtual void computeLogicalHeight(LayoutUnit logicalHeight, LayoutUnit logicalTop, LogicalExtentComputedValues&) const OVERRIDE;
virtual int firstLineBaseline() const OVERRIDE;
virtual RenderMathMLOperator* unembellishedOperator() OVERRIDE { return this; }
bool shouldAllowStretching(UChar& characterForStretching);
StretchyCharacter* findAcceptableStretchyCharacter(UChar);
FloatRect glyphBoundsForCharacter(UChar);
float glyphHeightForCharacter(UChar);
float advanceForCharacter(UChar);
enum CharacterPaintTrimming {
TrimTop,
TrimBottom,
TrimTopAndBottom,
};
LayoutRect paintCharacter(PaintInfo&, UChar, const LayoutPoint& origin, CharacterPaintTrimming);
void fillWithExtensionGlyph(PaintInfo&, const LayoutPoint& from, const LayoutPoint& to);
int m_stretchHeight;
bool m_isStretched;
UChar m_operator;
OperatorType m_operatorType;
StretchyCharacter* m_stretchyCharacter;
};
RENDER_OBJECT_TYPE_CASTS(RenderMathMLOperator, isRenderMathMLOperator());
template<> inline bool isRendererOfType<const RenderMathMLOperator>(const RenderObject& renderer) { return renderer.isRenderMathMLOperator(); }
inline UChar convertHyphenMinusToMinusSign(UChar glyph)
{
// When rendered as a mathematical operator, minus glyph should be larger.
if (glyph == hyphenMinus)
return minusSign;
return glyph;
}
}
#endif // ENABLE(MATHML)
#endif // RenderMathMLOperator_h