blob: dc9a1794137340d3b4af2030467213b4aca17d57 [file] [log] [blame]
/**
* Copyright (C) 1999 Lars Knoll (knoll@kde.org)
* (C) 1999 Antti Koivisto (koivisto@kde.org)
* (C) 2000 Dirk Mueller (mueller@kde.org)
* (C) 2004 Allan Sandfeld Jensen (kde@carewolf.com)
* Copyright (C) 2004, 2005, 2006, 2007 Apple Inc. All rights reserved.
*
* 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 "config.h"
#include "RenderObject.h"
#include "AXObjectCache.h"
#include "AffineTransform.h"
#include "CSSStyleSelector.h"
#include "CachedImage.h"
#include "Chrome.h"
#include "Document.h"
#include "Element.h"
#include "EventHandler.h"
#include "EventNames.h"
#include "FloatRect.h"
#include "Frame.h"
#include "FrameView.h"
#include "GraphicsContext.h"
#include "HTMLNames.h"
#include "HTMLOListElement.h"
#include "HitTestRequest.h"
#include "HitTestResult.h"
#include "KURL.h"
#include "Page.h"
#include "PlatformScreen.h"
#include "Position.h"
#include "RenderArena.h"
#include "RenderCounter.h"
#include "RenderFlexibleBox.h"
#include "RenderImage.h"
#include "RenderInline.h"
#include "RenderListItem.h"
#include "RenderTableCell.h"
#include "RenderTableCol.h"
#include "RenderTableRow.h"
#include "RenderText.h"
#include "RenderTheme.h"
#include "RenderView.h"
#include "TextResourceDecoder.h"
#include "TextStream.h"
#include <algorithm>
using namespace std;
namespace WebCore {
using namespace EventNames;
using namespace HTMLNames;
#ifndef NDEBUG
static void* baseOfRenderObjectBeingDeleted;
#endif
void* RenderObject::operator new(size_t sz, RenderArena* renderArena) throw()
{
return renderArena->allocate(sz);
}
void RenderObject::operator delete(void* ptr, size_t sz)
{
ASSERT(baseOfRenderObjectBeingDeleted == ptr);
// Stash size where destroy can find it.
*(size_t *)ptr = sz;
}
RenderObject* RenderObject::createObject(Node* node, RenderStyle* style)
{
Document* doc = node->document();
RenderArena* arena = doc->renderArena();
// Minimal support for content properties replacing an entire element.
// Works only if we have exactly one piece of content and it's a URL.
// Otherwise acts as if we didn't support this feature.
const ContentData* contentData = style->contentData();
if (contentData && !contentData->m_next && contentData->m_type == CONTENT_OBJECT && doc != node) {
RenderImage* image = new (arena) RenderImage(node);
image->setStyle(style);
if (CachedResource* resource = contentData->m_content.m_object)
if (resource->type() == CachedResource::ImageResource)
image->setCachedImage(static_cast<CachedImage*>(resource));
image->setIsAnonymousImage(true);
return image;
}
RenderObject* o = 0;
switch (style->display()) {
case NONE:
break;
case INLINE:
o = new (arena) RenderInline(node);
break;
case BLOCK:
o = new (arena) RenderBlock(node);
break;
case INLINE_BLOCK:
o = new (arena) RenderBlock(node);
break;
case LIST_ITEM:
o = new (arena) RenderListItem(node);
break;
case RUN_IN:
case COMPACT:
o = new (arena) RenderBlock(node);
break;
case TABLE:
case INLINE_TABLE:
o = new (arena) RenderTable(node);
break;
case TABLE_ROW_GROUP:
case TABLE_HEADER_GROUP:
case TABLE_FOOTER_GROUP:
o = new (arena) RenderTableSection(node);
break;
case TABLE_ROW:
o = new (arena) RenderTableRow(node);
break;
case TABLE_COLUMN_GROUP:
case TABLE_COLUMN:
o = new (arena) RenderTableCol(node);
break;
case TABLE_CELL:
o = new (arena) RenderTableCell(node);
break;
case TABLE_CAPTION:
o = new (arena) RenderBlock(node);
break;
case BOX:
case INLINE_BOX:
o = new (arena) RenderFlexibleBox(node);
break;
}
return o;
}
#ifndef NDEBUG
struct RenderObjectCounter {
static int count;
~RenderObjectCounter() { if (count != 0) fprintf(stderr, "LEAK: %d RenderObject\n", count); }
};
int RenderObjectCounter::count;
static RenderObjectCounter renderObjectCounter;
#endif
RenderObject::RenderObject(Node* node)
: CachedResourceClient()
, m_style(0)
, m_node(node)
, m_parent(0)
, m_previous(0)
, m_next(0)
, m_verticalPosition(PositionUndefined)
, m_needsLayout(false)
, m_normalChildNeedsLayout(false)
, m_posChildNeedsLayout(false)
, m_prefWidthsDirty(false)
, m_floating(false)
, m_positioned(false)
, m_relPositioned(false)
, m_paintBackground(false)
, m_isAnonymous(node == node->document())
, m_isText(false)
, m_inline(true)
, m_replaced(false)
, m_isDragging(false)
, m_hasLayer(false)
, m_hasOverflowClip(false)
, m_hasOverrideSize(false)
, m_hasCounterNodeMap(false)
{
#ifndef NDEBUG
++RenderObjectCounter::count;
#endif
}
RenderObject::~RenderObject()
{
#ifndef NDEBUG
--RenderObjectCounter::count;
#endif
}
bool RenderObject::isDescendantOf(const RenderObject* obj) const
{
for (const RenderObject* r = this; r; r = r->m_parent) {
if (r == obj)
return true;
}
return false;
}
bool RenderObject::isBody() const
{
return node()->hasTagName(bodyTag);
}
bool RenderObject::isHR() const
{
return element() && element()->hasTagName(hrTag);
}
bool RenderObject::isHTMLMarquee() const
{
return element() && element()->renderer() == this && element()->hasTagName(marqueeTag);
}
bool RenderObject::canHaveChildren() const
{
return false;
}
RenderFlow* RenderObject::continuation() const
{
return 0;
}
bool RenderObject::isInlineContinuation() const
{
return false;
}
void RenderObject::addChild(RenderObject*, RenderObject*)
{
ASSERT_NOT_REACHED();
}
RenderObject* RenderObject::removeChildNode(RenderObject*, bool)
{
ASSERT_NOT_REACHED();
return 0;
}
void RenderObject::removeChild(RenderObject*)
{
ASSERT_NOT_REACHED();
}
void RenderObject::moveChildNode(RenderObject*)
{
ASSERT_NOT_REACHED();
}
void RenderObject::appendChildNode(RenderObject*, bool)
{
ASSERT_NOT_REACHED();
}
void RenderObject::insertChildNode(RenderObject*, RenderObject*, bool)
{
ASSERT_NOT_REACHED();
}
RenderObject* RenderObject::nextInPreOrder() const
{
if (RenderObject* o = firstChild())
return o;
return nextInPreOrderAfterChildren();
}
RenderObject* RenderObject::nextInPreOrderAfterChildren() const
{
RenderObject* o;
if (!(o = nextSibling())) {
o = parent();
while (o && !o->nextSibling())
o = o->parent();
if (o)
o = o->nextSibling();
}
return o;
}
RenderObject* RenderObject::nextInPreOrder(RenderObject* stayWithin) const
{
if (RenderObject* o = firstChild())
return o;
return nextInPreOrderAfterChildren(stayWithin);
}
RenderObject* RenderObject::nextInPreOrderAfterChildren(RenderObject* stayWithin) const
{
if (this == stayWithin)
return 0;
RenderObject* o;
if (!(o = nextSibling())) {
o = parent();
while (o && !o->nextSibling()) {
o = o->parent();
if (o == stayWithin)
return 0;
}
if (o)
o = o->nextSibling();
}
return o;
}
RenderObject* RenderObject::previousInPreOrder() const
{
if (RenderObject* o = previousSibling()) {
while (o->lastChild())
o = o->lastChild();
return o;
}
return parent();
}
RenderObject* RenderObject::childAt(unsigned index) const
{
RenderObject* child = firstChild();
for (unsigned i = 0; child && i < index; i++)
child = child->nextSibling();
return child;
}
bool RenderObject::isEditable() const
{
RenderText* textRenderer = 0;
if (isText())
textRenderer = static_cast<RenderText*>(const_cast<RenderObject*>(this));
return style()->visibility() == VISIBLE &&
element() && element()->isContentEditable() &&
((isBlockFlow() && !firstChild()) ||
isReplaced() ||
isBR() ||
(textRenderer && textRenderer->firstTextBox()));
}
RenderObject* RenderObject::firstLeafChild() const
{
RenderObject* r = firstChild();
while (r) {
RenderObject* n = 0;
n = r->firstChild();
if (!n)
break;
r = n;
}
return r;
}
RenderObject* RenderObject::lastLeafChild() const
{
RenderObject* r = lastChild();
while (r) {
RenderObject* n = 0;
n = r->lastChild();
if (!n)
break;
r = n;
}
return r;
}
static void addLayers(RenderObject* obj, RenderLayer* parentLayer, RenderObject*& newObject,
RenderLayer*& beforeChild)
{
if (obj->hasLayer()) {
if (!beforeChild && newObject) {
// We need to figure out the layer that follows newObject. We only do
// this the first time we find a child layer, and then we update the
// pointer values for newObject and beforeChild used by everyone else.
beforeChild = newObject->parent()->findNextLayer(parentLayer, newObject);
newObject = 0;
}
parentLayer->addChild(obj->layer(), beforeChild);
return;
}
for (RenderObject* curr = obj->firstChild(); curr; curr = curr->nextSibling())
addLayers(curr, parentLayer, newObject, beforeChild);
}
void RenderObject::addLayers(RenderLayer* parentLayer, RenderObject* newObject)
{
if (!parentLayer)
return;
RenderObject* object = newObject;
RenderLayer* beforeChild = 0;
WebCore::addLayers(this, parentLayer, object, beforeChild);
}
void RenderObject::removeLayers(RenderLayer* parentLayer)
{
if (!parentLayer)
return;
if (hasLayer()) {
parentLayer->removeChild(layer());
return;
}
for (RenderObject* curr = firstChild(); curr; curr = curr->nextSibling())
curr->removeLayers(parentLayer);
}
void RenderObject::moveLayers(RenderLayer* oldParent, RenderLayer* newParent)
{
if (!newParent)
return;
if (hasLayer()) {
if (oldParent)
oldParent->removeChild(layer());
newParent->addChild(layer());
return;
}
for (RenderObject* curr = firstChild(); curr; curr = curr->nextSibling())
curr->moveLayers(oldParent, newParent);
}
RenderLayer* RenderObject::findNextLayer(RenderLayer* parentLayer, RenderObject* startPoint,
bool checkParent)
{
// Error check the parent layer passed in. If it's null, we can't find anything.
if (!parentLayer)
return 0;
// Step 1: If our layer is a child of the desired parent, then return our layer.
RenderLayer* ourLayer = layer();
if (ourLayer && ourLayer->parent() == parentLayer)
return ourLayer;
// Step 2: If we don't have a layer, or our layer is the desired parent, then descend
// into our siblings trying to find the next layer whose parent is the desired parent.
if (!ourLayer || ourLayer == parentLayer) {
for (RenderObject* curr = startPoint ? startPoint->nextSibling() : firstChild();
curr; curr = curr->nextSibling()) {
RenderLayer* nextLayer = curr->findNextLayer(parentLayer, 0, false);
if (nextLayer)
return nextLayer;
}
}
// Step 3: If our layer is the desired parent layer, then we're finished. We didn't
// find anything.
if (parentLayer == ourLayer)
return 0;
// Step 4: If |checkParent| is set, climb up to our parent and check its siblings that
// follow us to see if we can locate a layer.
if (checkParent && parent())
return parent()->findNextLayer(parentLayer, this, true);
return 0;
}
RenderLayer* RenderObject::enclosingLayer() const
{
const RenderObject* curr = this;
while (curr) {
RenderLayer* layer = curr->layer();
if (layer)
return layer;
curr = curr->parent();
}
return 0;
}
bool RenderObject::requiresLayer()
{
return isRoot() || isPositioned() || isRelPositioned() || isTransparent() || hasOverflowClip();
}
RenderBlock* RenderObject::firstLineBlock() const
{
return 0;
}
int RenderObject::offsetLeft() const
{
RenderObject* offsetPar = offsetParent();
if (!offsetPar)
return 0;
int x = xPos() - offsetPar->borderLeft();
if (!isPositioned()) {
if (isRelPositioned())
x += static_cast<const RenderBox*>(this)->relativePositionOffsetX();
RenderObject* curr = parent();
while (curr && curr != offsetPar) {
x += curr->xPos();
curr = curr->parent();
}
if (offsetPar->isBody() && !offsetPar->isRelPositioned() && !offsetPar->isPositioned())
x += offsetPar->xPos();
}
return x;
}
int RenderObject::offsetTop() const
{
RenderObject* offsetPar = offsetParent();
if (!offsetPar)
return 0;
int y = yPos() - offsetPar->borderTop();
if (!isPositioned()) {
if (isRelPositioned())
y += static_cast<const RenderBox*>(this)->relativePositionOffsetY();
RenderObject* curr = parent();
while (curr && curr != offsetPar) {
if (!curr->isTableRow())
y += curr->yPos();
curr = curr->parent();
}
if (offsetPar->isBody() && !offsetPar->isRelPositioned() && !offsetPar->isPositioned())
y += offsetPar->yPos();
}
return y;
}
RenderObject* RenderObject::offsetParent() const
{
// FIXME: It feels like this function could almost be written using containing blocks.
if (isBody())
return 0;
bool skipTables = isPositioned() || isRelPositioned();
RenderObject* curr = parent();
while (curr && (!curr->element() ||
(!curr->isPositioned() && !curr->isRelPositioned() && !curr->isBody()))) {
if (!skipTables && curr->element() && (curr->element()->hasTagName(tableTag) ||
curr->element()->hasTagName(tdTag) || curr->element()->hasTagName(thTag)))
break;
curr = curr->parent();
}
return curr;
}
int RenderObject::verticalScrollbarWidth() const
{
return includeVerticalScrollbarSize() ? layer()->verticalScrollbarWidth() : 0;
}
int RenderObject::horizontalScrollbarHeight() const
{
return includeHorizontalScrollbarSize() ? layer()->horizontalScrollbarHeight() : 0;
}
// More IE extensions. clientWidth and clientHeight represent the interior of an object
// excluding border and scrollbar.
int RenderObject::clientWidth() const
{
return width() - borderLeft() - borderRight() - verticalScrollbarWidth();
}
int RenderObject::clientHeight() const
{
return height() - borderTop() - borderBottom() - horizontalScrollbarHeight();
}
// scrollWidth/scrollHeight will be the same as clientWidth/clientHeight unless the
// object has overflow:hidden/scroll/auto specified and also has overflow.
int RenderObject::scrollWidth() const
{
return hasOverflowClip() ? layer()->scrollWidth() : overflowWidth();
}
int RenderObject::scrollHeight() const
{
return hasOverflowClip() ? layer()->scrollHeight() : overflowHeight();
}
int RenderObject::scrollLeft() const
{
return hasOverflowClip() ? layer()->scrollXOffset() : 0;
}
int RenderObject::scrollTop() const
{
return hasOverflowClip() ? layer()->scrollYOffset() : 0;
}
void RenderObject::setScrollLeft(int newLeft)
{
if (hasOverflowClip())
layer()->scrollToXOffset(newLeft);
}
void RenderObject::setScrollTop(int newTop)
{
if (hasOverflowClip())
layer()->scrollToYOffset(newTop);
}
bool RenderObject::scroll(ScrollDirection direction, ScrollGranularity granularity, float multiplier)
{
RenderLayer* l = layer();
if (l && l->scroll(direction, granularity, multiplier))
return true;
RenderBlock* b = containingBlock();
if (b && !b->isRenderView())
return b->scroll(direction, granularity, multiplier);
return false;
}
bool RenderObject::shouldAutoscroll() const
{
return ((isRoot()) || (hasOverflowClip() && (scrollsOverflow() || (node() && node()->isContentEditable()))));
}
void RenderObject::autoscroll()
{
if (RenderLayer* l = layer())
l->autoscroll();
}
bool RenderObject::hasStaticX() const
{
return (style()->left().isAuto() && style()->right().isAuto()) || style()->left().isStatic() || style()->right().isStatic();
}
bool RenderObject::hasStaticY() const
{
return (style()->top().isAuto() && style()->bottom().isAuto()) || style()->top().isStatic();
}
void RenderObject::markAllDescendantsWithFloatsForLayout(RenderObject*)
{
}
void RenderObject::setPrefWidthsDirty(bool b, bool markParents)
{
bool alreadyDirty = m_prefWidthsDirty;
m_prefWidthsDirty = b;
if (b && !alreadyDirty && markParents && (isText() || (style()->position() != FixedPosition && style()->position() != AbsolutePosition)))
invalidateContainerPrefWidths();
}
void RenderObject::invalidateContainerPrefWidths()
{
// In order to avoid pathological behavior when inlines are deeply nested, we do include them
// in the chain that we mark dirty (even though they're kind of irrelevant).
RenderObject* o = isTableCell() ? containingBlock() : container();
while (o && !o->m_prefWidthsDirty) {
o->m_prefWidthsDirty = true;
if (o->style()->position() == FixedPosition || o->style()->position() == AbsolutePosition)
// A positioned object has no effect on the min/max width of its containing block ever.
// We can optimize this case and not go up any further.
break;
o = o->isTableCell() ? o->containingBlock() : o->container();
}
}
void RenderObject::setNeedsLayout(bool b, bool markParents)
{
bool alreadyNeededLayout = m_needsLayout;
m_needsLayout = b;
if (b) {
if (!alreadyNeededLayout) {
if (markParents)
markContainingBlocksForLayout();
if (hasLayer())
layer()->setNeedsFullRepaint();
}
} else {
m_posChildNeedsLayout = false;
m_normalChildNeedsLayout = false;
}
}
void RenderObject::setChildNeedsLayout(bool b, bool markParents)
{
bool alreadyNeededLayout = m_normalChildNeedsLayout;
m_normalChildNeedsLayout = b;
if (b) {
if (!alreadyNeededLayout && markParents)
markContainingBlocksForLayout();
} else {
m_posChildNeedsLayout = false;
m_normalChildNeedsLayout = false;
}
}
void RenderObject::markContainingBlocksForLayout(bool scheduleRelayout)
{
RenderObject* o = container();
RenderObject* last = this;
while (o) {
if (!last->isText() && (last->style()->position() == FixedPosition || last->style()->position() == AbsolutePosition)) {
if (last->hasStaticY())
last->parent()->setChildNeedsLayout(true);
if (o->m_posChildNeedsLayout)
return;
o->m_posChildNeedsLayout = true;
} else {
if (o->m_normalChildNeedsLayout)
return;
o->m_normalChildNeedsLayout = true;
}
last = o;
if (scheduleRelayout && (last->isTextField() || last->isTextArea()))
break;
o = o->container();
}
if (scheduleRelayout)
last->scheduleRelayout();
}
RenderBlock* RenderObject::containingBlock() const
{
if (isTableCell()) {
const RenderTableCell* cell = static_cast<const RenderTableCell*>(this);
if (parent() && cell->section())
return cell->table();
return 0;
}
if (isRenderView())
return const_cast<RenderBlock*>(static_cast<const RenderBlock*>(this));
RenderObject* o = parent();
if (!isText() && m_style->position() == FixedPosition) {
while (o && !o->isRenderView())
o = o->parent();
} else if (!isText() && m_style->position() == AbsolutePosition) {
while (o && (o->style()->position() == StaticPosition || (o->isInline() && !o->isReplaced())) && !o->isRenderView()) {
// For relpositioned inlines, we return the nearest enclosing block. We don't try
// to return the inline itself. This allows us to avoid having a positioned objects
// list in all RenderInlines and lets us return a strongly-typed RenderBlock* result
// from this method. The container() method can actually be used to obtain the
// inline directly.
if (o->style()->position() == RelativePosition && o->isInline() && !o->isReplaced())
return o->containingBlock();
o = o->parent();
}
} else {
while (o && ((o->isInline() && !o->isReplaced()) || o->isTableRow() || o->isTableSection()
|| o->isTableCol() || o->isFrameSet()
#if ENABLE(SVG)
|| o->isSVGContainer()
#endif
))
o = o->parent();
}
if (!o || !o->isRenderBlock())
return 0; // Probably doesn't happen any more, but leave just in case. -dwh
return static_cast<RenderBlock*>(o);
}
int RenderObject::containingBlockWidth() const
{
// FIXME ?
return containingBlock()->availableWidth();
}
int RenderObject::containingBlockHeight() const
{
// FIXME ?
return containingBlock()->contentHeight();
}
bool RenderObject::mustRepaintBackgroundOrBorder() const
{
// If we don't have a background/border, then nothing to do.
if (!hasBoxDecorations())
return false;
// Ok, let's check the background first.
const BackgroundLayer* bgLayer = style()->backgroundLayers();
// Nobody will use multiple background layers without wanting fancy positioning.
if (bgLayer->next())
return true;
// Make sure we have a valid background image.
CachedImage* bg = bgLayer->backgroundImage();
bool shouldPaintBackgroundImage = bg && bg->canRender();
// These are always percents or auto.
if (shouldPaintBackgroundImage &&
(!bgLayer->backgroundXPosition().isZero() || !bgLayer->backgroundYPosition().isZero() ||
bgLayer->backgroundSize().width.isPercent() || bgLayer->backgroundSize().height.isPercent()))
// The background image will shift unpredictably if the size changes.
return true;
// Background is ok. Let's check border.
if (style()->hasBorder()) {
// Border images are not ok.
CachedImage* borderImage = style()->borderImage().image();
bool shouldPaintBorderImage = borderImage && borderImage->canRender();
// If the image hasn't loaded, we're still using the normal border style.
if (shouldPaintBorderImage && borderImage->isLoaded())
return true;
}
return false;
}
void RenderObject::drawBorderArc(GraphicsContext* graphicsContext, int x, int y, float thickness, IntSize radius,
int angleStart, int angleSpan, BorderSide s, Color c, const Color& textColor,
EBorderStyle style, bool firstCorner)
{
if ((style == DOUBLE && thickness / 2 < 3) || ((style == RIDGE || style == GROOVE) && thickness / 2 < 2))
style = SOLID;
if (!c.isValid()) {
if (style == INSET || style == OUTSET || style == RIDGE || style == GROOVE)
c.setRGB(238, 238, 238);
else
c = textColor;
}
switch (style) {
case BNONE:
case BHIDDEN:
return;
case DOTTED:
case DASHED:
graphicsContext->setStrokeColor(c);
graphicsContext->setStrokeStyle(style == DOTTED ? DottedStroke : DashedStroke);
graphicsContext->setStrokeThickness(thickness);
graphicsContext->strokeArc(IntRect(x, y, radius.width() * 2, radius.height() * 2), angleStart, angleSpan);
break;
case DOUBLE: {
float third = thickness / 3.0f;
float innerThird = (thickness + 1.0f) / 6.0f;
int shiftForInner = static_cast<int>(innerThird * 2.5f);
int outerY = y;
int outerHeight = radius.height() * 2;
int innerX = x + shiftForInner;
int innerY = y + shiftForInner;
int innerWidth = (radius.width() - shiftForInner) * 2;
int innerHeight = (radius.height() - shiftForInner) * 2;
if (innerThird > 1 && (s == BSTop || (firstCorner && (s == BSLeft || s == BSRight)))) {
outerHeight += 2;
innerHeight += 2;
}
graphicsContext->setStrokeStyle(SolidStroke);
graphicsContext->setStrokeColor(c);
graphicsContext->setStrokeThickness(third);
graphicsContext->strokeArc(IntRect(x, outerY, radius.width() * 2, outerHeight), angleStart, angleSpan);
graphicsContext->setStrokeThickness(innerThird > 2 ? innerThird - 1 : innerThird);
graphicsContext->strokeArc(IntRect(innerX, innerY, innerWidth, innerHeight), angleStart, angleSpan);
break;
}
case GROOVE:
case RIDGE: {
Color c2;
if ((style == RIDGE && (s == BSTop || s == BSLeft)) ||
(style == GROOVE && (s == BSBottom || s == BSRight)))
c2 = c.dark();
else {
c2 = c;
c = c.dark();
}
graphicsContext->setStrokeStyle(SolidStroke);
graphicsContext->setStrokeColor(c);
graphicsContext->setStrokeThickness(thickness);
graphicsContext->strokeArc(IntRect(x, y, radius.width() * 2, radius.height() * 2), angleStart, angleSpan);
float halfThickness = (thickness + 1.0f) / 4.0f;
int shiftForInner = static_cast<int>(halfThickness * 1.5f);
graphicsContext->setStrokeColor(c2);
graphicsContext->setStrokeThickness(halfThickness > 2 ? halfThickness - 1 : halfThickness);
graphicsContext->strokeArc(IntRect(x + shiftForInner, y + shiftForInner, (radius.width() - shiftForInner) * 2,
(radius.height() - shiftForInner) * 2), angleStart, angleSpan);
break;
}
case INSET:
if (s == BSTop || s == BSLeft)
c = c.dark();
case OUTSET:
if (style == OUTSET && (s == BSBottom || s == BSRight))
c = c.dark();
case SOLID:
graphicsContext->setStrokeStyle(SolidStroke);
graphicsContext->setStrokeColor(c);
graphicsContext->setStrokeThickness(thickness);
graphicsContext->strokeArc(IntRect(x, y, radius.width() * 2, radius.height() * 2), angleStart, angleSpan);
break;
}
}
void RenderObject::drawBorder(GraphicsContext* graphicsContext, int x1, int y1, int x2, int y2,
BorderSide s, Color c, const Color& textcolor, EBorderStyle style,
int adjbw1, int adjbw2)
{
int width = (s == BSTop || s == BSBottom ? y2 - y1 : x2 - x1);
if (style == DOUBLE && width < 3)
style = SOLID;
if (!c.isValid()) {
if (style == INSET || style == OUTSET || style == RIDGE || style == GROOVE)
c.setRGB(238, 238, 238);
else
c = textcolor;
}
switch (style) {
case BNONE:
case BHIDDEN:
return;
case DOTTED:
case DASHED:
graphicsContext->setStrokeColor(c);
graphicsContext->setStrokeThickness(width);
graphicsContext->setStrokeStyle(style == DASHED ? DashedStroke : DottedStroke);
if (width > 0)
switch (s) {
case BSBottom:
case BSTop:
graphicsContext->drawLine(IntPoint(x1, (y1 + y2) / 2), IntPoint(x2, (y1 + y2) / 2));
break;
case BSRight:
case BSLeft:
graphicsContext->drawLine(IntPoint((x1 + x2) / 2, y1), IntPoint((x1 + x2) / 2, y2));
break;
}
break;
case DOUBLE: {
int third = (width + 1) / 3;
if (adjbw1 == 0 && adjbw2 == 0) {
graphicsContext->setStrokeStyle(NoStroke);
graphicsContext->setFillColor(c);
switch (s) {
case BSTop:
case BSBottom:
graphicsContext->drawRect(IntRect(x1, y1, x2 - x1, third));
graphicsContext->drawRect(IntRect(x1, y2 - third, x2 - x1, third));
break;
case BSLeft:
graphicsContext->drawRect(IntRect(x1, y1 + 1, third, y2 - y1 - 1));
graphicsContext->drawRect(IntRect(x2 - third, y1 + 1, third, y2 - y1 - 1));
break;
case BSRight:
graphicsContext->drawRect(IntRect(x1, y1 + 1, third, y2 - y1 - 1));
graphicsContext->drawRect(IntRect(x2 - third, y1 + 1, third, y2 - y1 - 1));
break;
}
} else {
int adjbw1bigthird = ((adjbw1 > 0) ? adjbw1 + 1 : adjbw1 - 1) / 3;
int adjbw2bigthird = ((adjbw2 > 0) ? adjbw2 + 1 : adjbw2 - 1) / 3;
switch (s) {
case BSTop:
drawBorder(graphicsContext, x1 + max((-adjbw1 * 2 + 1) / 3, 0),
y1, x2 - max((-adjbw2 * 2 + 1) / 3, 0), y1 + third,
s, c, textcolor, SOLID, adjbw1bigthird, adjbw2bigthird);
drawBorder(graphicsContext, x1 + max((adjbw1 * 2 + 1) / 3, 0),
y2 - third, x2 - max((adjbw2 * 2 + 1) / 3, 0), y2,
s, c, textcolor, SOLID, adjbw1bigthird, adjbw2bigthird);
break;
case BSLeft:
drawBorder(graphicsContext, x1, y1 + max((-adjbw1 * 2 + 1) / 3, 0),
x1 + third, y2 - max((-adjbw2 * 2 + 1) / 3, 0),
s, c, textcolor, SOLID, adjbw1bigthird, adjbw2bigthird);
drawBorder(graphicsContext, x2 - third, y1 + max((adjbw1 * 2 + 1) / 3, 0),
x2, y2 - max((adjbw2 * 2 + 1) / 3, 0),
s, c, textcolor, SOLID, adjbw1bigthird, adjbw2bigthird);
break;
case BSBottom:
drawBorder(graphicsContext, x1 + max((adjbw1 * 2 + 1) / 3, 0),
y1, x2 - max((adjbw2 * 2 + 1) / 3, 0), y1 + third,
s, c, textcolor, SOLID, adjbw1bigthird, adjbw2bigthird);
drawBorder(graphicsContext, x1 + max((-adjbw1 * 2 + 1) / 3, 0),
y2 - third, x2 - max((-adjbw2 * 2 + 1) / 3, 0), y2,
s, c, textcolor, SOLID, adjbw1bigthird, adjbw2bigthird);
break;
case BSRight:
drawBorder(graphicsContext, x1, y1 + max((adjbw1 * 2 + 1) / 3, 0),
x1 + third, y2 - max(( adjbw2 * 2 + 1) / 3, 0),
s, c, textcolor, SOLID, adjbw1bigthird, adjbw2bigthird);
drawBorder(graphicsContext, x2 - third, y1 + max((-adjbw1 * 2 + 1) / 3, 0),
x2, y2 - max((-adjbw2 * 2 + 1) / 3, 0),
s, c, textcolor, SOLID, adjbw1bigthird, adjbw2bigthird);
break;
default:
break;
}
}
break;
}
case RIDGE:
case GROOVE:
{
EBorderStyle s1;
EBorderStyle s2;
if (style == GROOVE) {
s1 = INSET;
s2 = OUTSET;
} else {
s1 = OUTSET;
s2 = INSET;
}
int adjbw1bighalf = ((adjbw1 > 0) ? adjbw1 + 1 : adjbw1 - 1) / 2;
int adjbw2bighalf = ((adjbw2 > 0) ? adjbw2 + 1 : adjbw2 - 1) / 2;
switch (s) {
case BSTop:
drawBorder(graphicsContext, x1 + max(-adjbw1, 0) / 2, y1, x2 - max(-adjbw2, 0) / 2, (y1 + y2 + 1) / 2,
s, c, textcolor, s1, adjbw1bighalf, adjbw2bighalf);
drawBorder(graphicsContext, x1 + max(adjbw1 + 1, 0) / 2, (y1 + y2 + 1) / 2, x2 - max(adjbw2 + 1, 0) / 2, y2,
s, c, textcolor, s2, adjbw1 / 2, adjbw2 / 2);
break;
case BSLeft:
drawBorder(graphicsContext, x1, y1 + max(-adjbw1, 0) / 2, (x1 + x2 + 1) / 2, y2 - max(-adjbw2, 0) / 2,
s, c, textcolor, s1, adjbw1bighalf, adjbw2bighalf);
drawBorder(graphicsContext, (x1 + x2 + 1) / 2, y1 + max(adjbw1 + 1, 0) / 2, x2, y2 - max(adjbw2 + 1, 0) / 2,
s, c, textcolor, s2, adjbw1 / 2, adjbw2 / 2);
break;
case BSBottom:
drawBorder(graphicsContext, x1 + max(adjbw1, 0) / 2, y1, x2 - max(adjbw2, 0) / 2, (y1 + y2 + 1) / 2,
s, c, textcolor, s2, adjbw1bighalf, adjbw2bighalf);
drawBorder(graphicsContext, x1 + max(-adjbw1 + 1, 0) / 2, (y1 + y2 + 1) / 2, x2 - max(-adjbw2 + 1, 0) / 2, y2,
s, c, textcolor, s1, adjbw1/2, adjbw2/2);
break;
case BSRight:
drawBorder(graphicsContext, x1, y1 + max(adjbw1, 0) / 2, (x1 + x2 + 1) / 2, y2 - max(adjbw2, 0) / 2,
s, c, textcolor, s2, adjbw1bighalf, adjbw2bighalf);
drawBorder(graphicsContext, (x1 + x2 + 1) / 2, y1 + max(-adjbw1 + 1, 0) / 2, x2, y2 - max(-adjbw2 + 1, 0) / 2,
s, c, textcolor, s1, adjbw1/2, adjbw2/2);
break;
}
break;
}
case INSET:
if (s == BSTop || s == BSLeft)
c = c.dark();
// fall through
case OUTSET:
if (style == OUTSET && (s == BSBottom || s == BSRight))
c = c.dark();
// fall through
case SOLID: {
graphicsContext->setStrokeStyle(NoStroke);
graphicsContext->setFillColor(c);
ASSERT(x2 >= x1);
ASSERT(y2 >= y1);
if (!adjbw1 && !adjbw2) {
graphicsContext->drawRect(IntRect(x1, y1, x2 - x1, y2 - y1));
return;
}
FloatPoint quad[4];
switch (s) {
case BSTop:
quad[0] = FloatPoint(x1 + max(-adjbw1, 0), y1);
quad[1] = FloatPoint(x1 + max(adjbw1, 0), y2);
quad[2] = FloatPoint(x2 - max(adjbw2, 0), y2);
quad[3] = FloatPoint(x2 - max(-adjbw2, 0), y1);
break;
case BSBottom:
quad[0] = FloatPoint(x1 + max(adjbw1, 0), y1);
quad[1] = FloatPoint(x1 + max(-adjbw1, 0), y2);
quad[2] = FloatPoint(x2 - max(-adjbw2, 0), y2);
quad[3] = FloatPoint(x2 - max(adjbw2, 0), y1);
break;
case BSLeft:
quad[0] = FloatPoint(x1, y1 + max(-adjbw1, 0));
quad[1] = FloatPoint(x1, y2 - max(-adjbw2, 0));
quad[2] = FloatPoint(x2, y2 - max(adjbw2, 0));
quad[3] = FloatPoint(x2, y1 + max(adjbw1, 0));
break;
case BSRight:
quad[0] = FloatPoint(x1, y1 + max(adjbw1, 0));
quad[1] = FloatPoint(x1, y2 - max(adjbw2, 0));
quad[2] = FloatPoint(x2, y2 - max(-adjbw2, 0));
quad[3] = FloatPoint(x2, y1 + max(-adjbw1, 0));
break;
}
graphicsContext->drawConvexPolygon(4, quad);
break;
}
}
}
bool RenderObject::paintBorderImage(GraphicsContext* graphicsContext, int tx, int ty, int w, int h, const RenderStyle* style)
{
CachedImage* borderImage = style->borderImage().image();
if (!borderImage->isLoaded())
return true; // Never paint a border image incrementally, but don't paint the fallback borders either.
// If we have a border radius, the border image gets clipped to the rounded rect.
bool clipped = false;
if (style->hasBorderRadius()) {
IntRect clipRect(tx, ty, w, h);
graphicsContext->save();
graphicsContext->addRoundedRectClip(clipRect, style->borderTopLeftRadius(), style->borderTopRightRadius(),
style->borderBottomLeftRadius(), style->borderBottomRightRadius());
clipped = true;
}
int imageWidth = borderImage->image()->width();
int imageHeight = borderImage->image()->height();
int topSlice = min(imageHeight, style->borderImage().m_slices.top.calcValue(borderImage->image()->height()));
int bottomSlice = min(imageHeight, style->borderImage().m_slices.bottom.calcValue(borderImage->image()->height()));
int leftSlice = min(imageWidth, style->borderImage().m_slices.left.calcValue(borderImage->image()->width()));
int rightSlice = min(imageWidth, style->borderImage().m_slices.right.calcValue(borderImage->image()->width()));
EBorderImageRule hRule = style->borderImage().horizontalRule();
EBorderImageRule vRule = style->borderImage().verticalRule();
bool drawLeft = leftSlice > 0 && style->borderLeftWidth() > 0;
bool drawTop = topSlice > 0 && style->borderTopWidth() > 0;
bool drawRight = rightSlice > 0 && style->borderRightWidth() > 0;
bool drawBottom = bottomSlice > 0 && style->borderBottomWidth() > 0;
bool drawMiddle = (imageWidth - leftSlice - rightSlice) > 0 && (w - style->borderLeftWidth() - style->borderRightWidth()) > 0 &&
(imageHeight - topSlice - bottomSlice) > 0 && (h - style->borderTopWidth() - style->borderBottomWidth()) > 0;
if (drawLeft) {
// Paint the top and bottom left corners.
// The top left corner rect is (tx, ty, leftWidth, topWidth)
// The rect to use from within the image is obtained from our slice, and is (0, 0, leftSlice, topSlice)
if (drawTop)
graphicsContext->drawImage(borderImage->image(), IntRect(tx, ty, style->borderLeftWidth(), style->borderTopWidth()),
IntRect(0, 0, leftSlice, topSlice));
// The bottom left corner rect is (tx, ty + h - bottomWidth, leftWidth, bottomWidth)
// The rect to use from within the image is (0, imageHeight - bottomSlice, leftSlice, botomSlice)
if (drawBottom)
graphicsContext->drawImage(borderImage->image(), IntRect(tx, ty + h - style->borderBottomWidth(), style->borderLeftWidth(), style->borderBottomWidth()),
IntRect(0, imageHeight - bottomSlice, leftSlice, bottomSlice));
// Paint the left edge.
// Have to scale and tile into the border rect.
graphicsContext->drawTiledImage(borderImage->image(), IntRect(tx, ty + style->borderTopWidth(), style->borderLeftWidth(),
h - style->borderTopWidth() - style->borderBottomWidth()),
IntRect(0, topSlice, leftSlice, imageHeight - topSlice - bottomSlice),
Image::StretchTile, (Image::TileRule)vRule);
}
if (drawRight) {
// Paint the top and bottom right corners
// The top right corner rect is (tx + w - rightWidth, ty, rightWidth, topWidth)
// The rect to use from within the image is obtained from our slice, and is (imageWidth - rightSlice, 0, rightSlice, topSlice)
if (drawTop)
graphicsContext->drawImage(borderImage->image(), IntRect(tx + w - style->borderRightWidth(), ty, style->borderRightWidth(), style->borderTopWidth()),
IntRect(imageWidth - rightSlice, 0, rightSlice, topSlice));
// The bottom right corner rect is (tx + w - rightWidth, ty + h - bottomWidth, rightWidth, bottomWidth)
// The rect to use from within the image is (imageWidth - rightSlice, imageHeight - bottomSlice, rightSlice, botomSlice)
if (drawBottom)
graphicsContext->drawImage(borderImage->image(), IntRect(tx + w - style->borderRightWidth(), ty + h - style->borderBottomWidth(), style->borderRightWidth(), style->borderBottomWidth()),
IntRect(imageWidth - rightSlice, imageHeight - bottomSlice, rightSlice, bottomSlice));
// Paint the right edge.
graphicsContext->drawTiledImage(borderImage->image(), IntRect(tx + w - style->borderRightWidth(), ty + style->borderTopWidth(), style->borderRightWidth(),
h - style->borderTopWidth() - style->borderBottomWidth()),
IntRect(imageWidth - rightSlice, topSlice, rightSlice, imageHeight - topSlice - bottomSlice),
Image::StretchTile, (Image::TileRule)vRule);
}
// Paint the top edge.
if (drawTop)
graphicsContext->drawTiledImage(borderImage->image(), IntRect(tx + style->borderLeftWidth(), ty, w - style->borderLeftWidth() - style->borderRightWidth(), style->borderTopWidth()),
IntRect(leftSlice, 0, imageWidth - rightSlice - leftSlice, topSlice),
(Image::TileRule)hRule, Image::StretchTile);
// Paint the bottom edge.
if (drawBottom)
graphicsContext->drawTiledImage(borderImage->image(), IntRect(tx + style->borderLeftWidth(), ty + h - style->borderBottomWidth(),
w - style->borderLeftWidth() - style->borderRightWidth(), style->borderBottomWidth()),
IntRect(leftSlice, imageHeight - bottomSlice, imageWidth - rightSlice - leftSlice, bottomSlice),
(Image::TileRule)hRule, Image::StretchTile);
// Paint the middle.
if (drawMiddle)
graphicsContext->drawTiledImage(borderImage->image(), IntRect(tx + style->borderLeftWidth(), ty + style->borderTopWidth(), w - style->borderLeftWidth() - style->borderRightWidth(),
h - style->borderTopWidth() - style->borderBottomWidth()),
IntRect(leftSlice, topSlice, imageWidth - rightSlice - leftSlice, imageHeight - topSlice - bottomSlice),
(Image::TileRule)hRule, (Image::TileRule)vRule);
// Clear the clip for the border radius.
if (clipped)
graphicsContext->restore();
return true;
}
void RenderObject::paintBorder(GraphicsContext* graphicsContext, int tx, int ty, int w, int h,
const RenderStyle* style, bool begin, bool end)
{
CachedImage* borderImage = style->borderImage().image();
bool shouldPaintBackgroundImage = borderImage && borderImage->canRender();
if (shouldPaintBackgroundImage)
shouldPaintBackgroundImage = paintBorderImage(graphicsContext, tx, ty, w, h, style);
if (shouldPaintBackgroundImage)
return;
const Color& tc = style->borderTopColor();
const Color& bc = style->borderBottomColor();
const Color& lc = style->borderLeftColor();
const Color& rc = style->borderRightColor();
bool tt = style->borderTopIsTransparent();
bool bt = style->borderBottomIsTransparent();
bool rt = style->borderRightIsTransparent();
bool lt = style->borderLeftIsTransparent();
EBorderStyle ts = style->borderTopStyle();
EBorderStyle bs = style->borderBottomStyle();
EBorderStyle ls = style->borderLeftStyle();
EBorderStyle rs = style->borderRightStyle();
bool renderTop = ts > BHIDDEN && !tt;
bool renderLeft = ls > BHIDDEN && begin && !lt;
bool renderRight = rs > BHIDDEN && end && !rt;
bool renderBottom = bs > BHIDDEN && !bt;
// Need sufficient width and height to contain border radius curves. Sanity check our border radii
// and our width/height values to make sure the curves can all fit. If not, then we won't paint
// any border radii.
bool renderRadii = false;
IntSize topLeft = style->borderTopLeftRadius();
IntSize topRight = style->borderTopRightRadius();
IntSize bottomLeft = style->borderBottomLeftRadius();
IntSize bottomRight = style->borderBottomRightRadius();
if (style->hasBorderRadius() &&
static_cast<unsigned>(w) >= static_cast<unsigned>(topLeft.width()) + static_cast<unsigned>(topRight.width()) &&
static_cast<unsigned>(w) >= static_cast<unsigned>(bottomLeft.width()) + static_cast<unsigned>(bottomRight.width()) &&
static_cast<unsigned>(h) >= static_cast<unsigned>(topLeft.height()) + static_cast<unsigned>(bottomLeft.height()) &&
static_cast<unsigned>(h) >= static_cast<unsigned>(topRight.height()) + static_cast<unsigned>(bottomRight.height()))
renderRadii = true;
// Clip to the rounded rectangle.
if (renderRadii) {
graphicsContext->save();
graphicsContext->addRoundedRectClip(IntRect(tx, ty, w, h), topLeft, topRight, bottomLeft, bottomRight);
}
int firstAngleStart, secondAngleStart, firstAngleSpan, secondAngleSpan;
float thickness;
bool upperLeftBorderStylesMatch = renderLeft && (ts == ls) && (tc == lc);
bool upperRightBorderStylesMatch = renderRight && (ts == rs) && (tc == rc) && (ts != OUTSET) && (ts != RIDGE) && (ts != INSET) && (ts != GROOVE);
bool lowerLeftBorderStylesMatch = renderLeft && (bs == ls) && (bc == lc) && (bs != OUTSET) && (bs != RIDGE) && (bs != INSET) && (bs != GROOVE);
bool lowerRightBorderStylesMatch = renderRight && (bs == rs) && (bc == rc);
if (renderTop) {
bool ignore_left = (renderRadii && topLeft.width() > 0) ||
(tc == lc && tt == lt && ts >= OUTSET &&
(ls == DOTTED || ls == DASHED || ls == SOLID || ls == OUTSET));
bool ignore_right = (renderRadii && topRight.width() > 0) ||
(tc == rc && tt == rt && ts >= OUTSET &&
(rs == DOTTED || rs == DASHED || rs == SOLID || rs == INSET));
int x = tx;
int x2 = tx + w;
if (renderRadii) {
x += topLeft.width();
x2 -= topRight.width();
}
drawBorder(graphicsContext, x, ty, x2, ty + style->borderTopWidth(), BSTop, tc, style->color(), ts,
ignore_left ? 0 : style->borderLeftWidth(), ignore_right ? 0 : style->borderRightWidth());
if (renderRadii) {
int leftY = ty;
// We make the arc double thick and let the clip rect take care of clipping the extra off.
// We're doing this because it doesn't seem possible to match the curve of the clip exactly
// with the arc-drawing function.
thickness = style->borderTopWidth() * 2;
if (topLeft.width()) {
int leftX = tx;
// The inner clip clips inside the arc. This is especially important for 1px borders.
bool applyLeftInnerClip = (style->borderLeftWidth() < topLeft.width())
&& (style->borderTopWidth() < topLeft.height())
&& (ts != DOUBLE || style->borderTopWidth() > 6);
if (applyLeftInnerClip) {
graphicsContext->save();
graphicsContext->addInnerRoundedRectClip(IntRect(leftX, leftY, topLeft.width() * 2, topLeft.height() * 2),
style->borderTopWidth());
}
firstAngleStart = 90;
firstAngleSpan = upperLeftBorderStylesMatch ? 90 : 45;
// Draw upper left arc
drawBorderArc(graphicsContext, leftX, leftY, thickness, topLeft, firstAngleStart, firstAngleSpan,
BSTop, tc, style->color(), ts, true);
if (applyLeftInnerClip)
graphicsContext->restore();
}
if (topRight.width()) {
int rightX = tx + w - topRight.width() * 2;
bool applyRightInnerClip = (style->borderRightWidth() < topRight.width())
&& (style->borderTopWidth() < topRight.height())
&& (ts != DOUBLE || style->borderTopWidth() > 6);
if (applyRightInnerClip) {
graphicsContext->save();
graphicsContext->addInnerRoundedRectClip(IntRect(rightX, leftY, topRight.width() * 2, topRight.height() * 2),
style->borderTopWidth());
}
if (upperRightBorderStylesMatch) {
secondAngleStart = 0;
secondAngleSpan = 90;
} else {
secondAngleStart = 45;
secondAngleSpan = 45;
}
// Draw upper right arc
drawBorderArc(graphicsContext, rightX, leftY, thickness, topRight, secondAngleStart, secondAngleSpan,
BSTop, tc, style->color(), ts, false);
if (applyRightInnerClip)
graphicsContext->restore();
}
}
}
if (renderBottom) {
bool ignore_left = (renderRadii && bottomLeft.width() > 0) ||
(bc == lc && bt == lt && bs >= OUTSET &&
(ls == DOTTED || ls == DASHED || ls == SOLID || ls == OUTSET));
bool ignore_right = (renderRadii && bottomRight.width() > 0) ||
(bc == rc && bt == rt && bs >= OUTSET &&
(rs == DOTTED || rs == DASHED || rs == SOLID || rs == INSET));
int x = tx;
int x2 = tx + w;
if (renderRadii) {
x += bottomLeft.width();
x2 -= bottomRight.width();
}
drawBorder(graphicsContext, x, ty + h - style->borderBottomWidth(), x2, ty + h, BSBottom, bc, style->color(), bs,
ignore_left ? 0 : style->borderLeftWidth(), ignore_right ? 0 : style->borderRightWidth());
if (renderRadii) {
thickness = style->borderBottomWidth() * 2;
if (bottomLeft.width()) {
int leftX = tx;
int leftY = ty + h - bottomLeft.height() * 2;
bool applyLeftInnerClip = (style->borderLeftWidth() < bottomLeft.width())
&& (style->borderBottomWidth() < bottomLeft.height())
&& (bs != DOUBLE || style->borderBottomWidth() > 6);
if (applyLeftInnerClip) {
graphicsContext->save();
graphicsContext->addInnerRoundedRectClip(IntRect(leftX, leftY, bottomLeft.width() * 2, bottomLeft.height() * 2),
style->borderBottomWidth());
}
if (lowerLeftBorderStylesMatch) {
firstAngleStart = 180;
firstAngleSpan = 90;
} else {
firstAngleStart = 225;
firstAngleSpan = 45;
}
// Draw lower left arc
drawBorderArc(graphicsContext, leftX, leftY, thickness, bottomLeft, firstAngleStart, firstAngleSpan,
BSBottom, bc, style->color(), bs, true);
if (applyLeftInnerClip)
graphicsContext->restore();
}
if (bottomRight.width()) {
int rightY = ty + h - bottomRight.height() * 2;
int rightX = tx + w - bottomRight.width() * 2;
bool applyRightInnerClip = (style->borderRightWidth() < bottomRight.width())
&& (style->borderBottomWidth() < bottomRight.height())
&& (bs != DOUBLE || style->borderBottomWidth() > 6);
if (applyRightInnerClip) {
graphicsContext->save();
graphicsContext->addInnerRoundedRectClip(IntRect(rightX, rightY, bottomRight.width() * 2, bottomRight.height() * 2),
style->borderBottomWidth());
}
secondAngleStart = 270;
secondAngleSpan = lowerRightBorderStylesMatch ? 90 : 45;
// Draw lower right arc
drawBorderArc(graphicsContext, rightX, rightY, thickness, bottomRight, secondAngleStart, secondAngleSpan,
BSBottom, bc, style->color(), bs, false);
if (applyRightInnerClip)
graphicsContext->restore();
}
}
}
if (renderLeft) {
bool ignore_top = (renderRadii && topLeft.height() > 0) ||
(tc == lc && tt == lt && ls >= OUTSET &&
(ts == DOTTED || ts == DASHED || ts == SOLID || ts == OUTSET));
bool ignore_bottom = (renderRadii && bottomLeft.height() > 0) ||
(bc == lc && bt == lt && ls >= OUTSET &&
(bs == DOTTED || bs == DASHED || bs == SOLID || bs == INSET));
int y = ty;
int y2 = ty + h;
if (renderRadii) {
y += topLeft.height();
y2 -= bottomLeft.height();
}
drawBorder(graphicsContext, tx, y, tx + style->borderLeftWidth(), y2, BSLeft, lc, style->color(), ls,
ignore_top ? 0 : style->borderTopWidth(), ignore_bottom ? 0 : style->borderBottomWidth());
if (renderRadii && (!upperLeftBorderStylesMatch || !lowerLeftBorderStylesMatch)) {
int topX = tx;
thickness = style->borderLeftWidth() * 2;
if (!upperLeftBorderStylesMatch && topLeft.width()) {
int topY = ty;
bool applyTopInnerClip = (style->borderLeftWidth() < topLeft.width())
&& (style->borderTopWidth() < topLeft.height())
&& (ls != DOUBLE || style->borderLeftWidth() > 6);
if (applyTopInnerClip) {
graphicsContext->save();
graphicsContext->addInnerRoundedRectClip(IntRect(topX, topY, topLeft.width() * 2, topLeft.height() * 2),
style->borderLeftWidth());
}
firstAngleStart = 135;
firstAngleSpan = 45;
// Draw top left arc
drawBorderArc(graphicsContext, topX, topY, thickness, topLeft, firstAngleStart, firstAngleSpan,
BSLeft, lc, style->color(), ls, true);
if (applyTopInnerClip)
graphicsContext->restore();
}
if (!lowerLeftBorderStylesMatch && bottomLeft.width()) {
int bottomY = ty + h - bottomLeft.height() * 2;
bool applyBottomInnerClip = (style->borderLeftWidth() < bottomLeft.width())
&& (style->borderBottomWidth() < bottomLeft.height())
&& (ls != DOUBLE || style->borderLeftWidth() > 6);
if (applyBottomInnerClip) {
graphicsContext->save();
graphicsContext->addInnerRoundedRectClip(IntRect(topX, bottomY, bottomLeft.width() * 2, bottomLeft.height() * 2),
style->borderLeftWidth());
}
secondAngleStart = 180;
secondAngleSpan = 45;
// Draw bottom left arc
drawBorderArc(graphicsContext, topX, bottomY, thickness, bottomLeft, secondAngleStart, secondAngleSpan,
BSLeft, lc, style->color(), ls, false);
if (applyBottomInnerClip)
graphicsContext->restore();
}
}
}
if (renderRight) {
bool ignore_top = (renderRadii && topRight.height() > 0) ||
((tc == rc) && (tt == rt) &&
(rs >= DOTTED || rs == INSET) &&
(ts == DOTTED || ts == DASHED || ts == SOLID || ts == OUTSET));
bool ignore_bottom = (renderRadii && bottomRight.height() > 0) ||
((bc == rc) && (bt == rt) &&
(rs >= DOTTED || rs == INSET) &&
(bs == DOTTED || bs == DASHED || bs == SOLID || bs == INSET));
int y = ty;
int y2 = ty + h;
if (renderRadii) {
y += topRight.height();
y2 -= bottomRight.height();
}
drawBorder(graphicsContext, tx + w - style->borderRightWidth(), y, tx + w, y2, BSRight, rc, style->color(), rs,
ignore_top ? 0 : style->borderTopWidth(), ignore_bottom ? 0 : style->borderBottomWidth());
if (renderRadii && (!upperRightBorderStylesMatch || !lowerRightBorderStylesMatch)) {
thickness = style->borderRightWidth() * 2;
if (!upperRightBorderStylesMatch && topRight.width()) {
int topX = tx + w - topRight.width() * 2;
int topY = ty;
bool applyTopInnerClip = (style->borderRightWidth() < topRight.width())
&& (style->borderTopWidth() < topRight.height())
&& (rs != DOUBLE || style->borderRightWidth() > 6);
if (applyTopInnerClip) {
graphicsContext->save();
graphicsContext->addInnerRoundedRectClip(IntRect(topX, topY, topRight.width() * 2, topRight.height() * 2),
style->borderRightWidth());
}
firstAngleStart = 0;
firstAngleSpan = 45;
// Draw top right arc
drawBorderArc(graphicsContext, topX, topY, thickness, topRight, firstAngleStart, firstAngleSpan,
BSRight, rc, style->color(), rs, true);
if (applyTopInnerClip)
graphicsContext->restore();
}
if (!lowerRightBorderStylesMatch && bottomRight.width()) {
int bottomX = tx + w - bottomRight.width() * 2;
int bottomY = ty + h - bottomRight.height() * 2;
bool applyBottomInnerClip = (style->borderRightWidth() < bottomRight.width())
&& (style->borderBottomWidth() < bottomRight.height())
&& (rs != DOUBLE || style->borderRightWidth() > 6);
if (applyBottomInnerClip) {
graphicsContext->save();
graphicsContext->addInnerRoundedRectClip(IntRect(bottomX, bottomY, bottomRight.width() * 2, bottomRight.height() * 2),
style->borderRightWidth());
}
secondAngleStart = 315;
secondAngleSpan = 45;
// Draw bottom right arc
drawBorderArc(graphicsContext, bottomX, bottomY, thickness, bottomRight, secondAngleStart, secondAngleSpan,
BSRight, rc, style->color(), rs, false);
if (applyBottomInnerClip)
graphicsContext->restore();
}
}
}
if (renderRadii)
graphicsContext->restore();
}
void RenderObject::paintBoxShadow(GraphicsContext* context, int tx, int ty, int w, int h, const RenderStyle* s, bool begin, bool end)
{
if (!s->boxShadow())
return;
// FIXME: Deal with border-image. Would be great to use border-image as a mask.
context->save();
context->setShadow(IntSize(s->boxShadow()->x, s->boxShadow()->y),
s->boxShadow()->blur, s->boxShadow()->color);
IntRect rect(tx, ty, w, h);
if (s->hasBorderRadius()) {
IntSize topLeft = begin ? s->borderTopLeftRadius() : IntSize();
IntSize topRight = end ? s->borderTopRightRadius() : IntSize();
IntSize bottomLeft = begin ? s->borderBottomLeftRadius() : IntSize();
IntSize bottomRight = end ? s->borderBottomRightRadius() : IntSize();
context->clipOutRoundedRect(rect, topLeft, topRight, bottomLeft, bottomRight);
context->fillRoundedRect(rect, topLeft, topRight, bottomLeft, bottomRight, Color::black);
} else {
context->clipOut(rect);
context->fillRect(IntRect(tx, ty, w, h), Color::black);
}
context->restore();
}
void RenderObject::addLineBoxRects(Vector<IntRect>&, unsigned startOffset, unsigned endOffset, bool useSelectionHeight)
{
}
void RenderObject::absoluteRects(Vector<IntRect>& rects, int tx, int ty, bool topLevel)
{
// For blocks inside inlines, we go ahead and include margins so that we run right up to the
// inline boxes above and below us (thus getting merged with them to form a single irregular
// shape).
if (topLevel && continuation()) {
rects.append(IntRect(tx, ty - collapsedMarginTop(),
width(), height() + collapsedMarginTop() + collapsedMarginBottom()));
continuation()->absoluteRects(rects,
tx - xPos() + continuation()->containingBlock()->xPos(),
ty - yPos() + continuation()->containingBlock()->yPos(), topLevel);
} else
rects.append(IntRect(tx, ty, width(), height() + borderTopExtra() + borderBottomExtra()));
}
IntRect RenderObject::absoluteBoundingBoxRect()
{
int x, y;
absolutePosition(x, y);
Vector<IntRect> rects;
absoluteRects(rects, x, y);
size_t n = rects.size();
if (!n)
return IntRect();
IntRect result = rects[0];
for (size_t i = 1; i < n; ++i)
result.unite(rects[i]);
return result;
}
void RenderObject::addAbsoluteRectForLayer(IntRect& result)
{
if (hasLayer())
result.unite(absoluteBoundingBoxRect());
for (RenderObject* current = firstChild(); current; current = current->nextSibling())
current->addAbsoluteRectForLayer(result);
}
IntRect RenderObject::paintingRootRect(IntRect& topLevelRect)
{
IntRect result = absoluteBoundingBoxRect();
topLevelRect = result;
for (RenderObject* current = firstChild(); current; current = current->nextSibling())
current->addAbsoluteRectForLayer(result);
return result;
}
void RenderObject::addPDFURLRect(GraphicsContext* graphicsContext, IntRect rect)
{
Node* node = element();
if (node) {
if (graphicsContext) {
if (rect.width() > 0 && rect.height() > 0) {
Element* element = static_cast<Element*>(node);
String href;
if (element->isLink())
href = element->getAttribute(hrefAttr);
if (!href.isNull()) {
KURL link = element->document()->completeURL(href.deprecatedString());
graphicsContext->setURLForRect(link, rect);
}
}
}
}
}
void RenderObject::addFocusRingRects(GraphicsContext* graphicsContext, int tx, int ty)
{
// For blocks inside inlines, we go ahead and include margins so that we run right up to the
// inline boxes above and below us (thus getting merged with them to form a single irregular
// shape).
if (continuation()) {
graphicsContext->addFocusRingRect(IntRect(tx, ty - collapsedMarginTop(), width(), height() + collapsedMarginTop() + collapsedMarginBottom()));
continuation()->addFocusRingRects(graphicsContext,
tx - xPos() + continuation()->containingBlock()->xPos(),
ty - yPos() + continuation()->containingBlock()->yPos());
} else
graphicsContext->addFocusRingRect(IntRect(tx, ty, width(), height()));
}
void RenderObject::paintOutline(GraphicsContext* graphicsContext, int tx, int ty, int w, int h, const RenderStyle* style)
{
if (!hasOutline())
return;
int ow = style->outlineWidth();
EBorderStyle os = style->outlineStyle();
Color oc = style->outlineColor();
if (!oc.isValid())
oc = style->color();
int offset = style->outlineOffset();
if (style->outlineStyleIsAuto() || hasOutlineAnnotation()) {
if (!theme()->supportsFocusRing(style)) {
// Only paint the focus ring by hand if the theme isn't able to draw the focus ring.
graphicsContext->initFocusRing(ow, offset);
if (style->outlineStyleIsAuto())
addFocusRingRects(graphicsContext, tx, ty);
else
addPDFURLRect(graphicsContext, graphicsContext->focusRingBoundingRect());
graphicsContext->drawFocusRing(oc);
graphicsContext->clearFocusRing();
}
}
if (style->outlineStyleIsAuto() || style->outlineStyle() <= BHIDDEN)
return;
tx -= offset;
ty -= offset;
w += 2 * offset;
h += 2 * offset;
if (h < 0 || w < 0)
return;
drawBorder(graphicsContext, tx - ow, ty - ow, tx, ty + h + ow,
BSLeft, Color(oc), style->color(), os, ow, ow);
drawBorder(graphicsContext, tx - ow, ty - ow, tx + w + ow, ty,
BSTop, Color(oc), style->color(), os, ow, ow);
drawBorder(graphicsContext, tx + w, ty - ow, tx + w + ow, ty + h + ow,
BSRight, Color(oc), style->color(), os, ow, ow);
drawBorder(graphicsContext, tx - ow, ty + h, tx + w + ow, ty + h + ow,
BSBottom, Color(oc), style->color(), os, ow, ow);
}
void RenderObject::paint(PaintInfo& /*paintInfo*/, int /*tx*/, int /*ty*/)
{
}
void RenderObject::repaint(bool immediate)
{
// Can't use view(), since we might be unrooted.
RenderObject* o = this;
while (o->parent())
o = o->parent();
if (!o->isRenderView())
return;
RenderView* view = static_cast<RenderView*>(o);
if (view->printing())
return; // Don't repaint if we're printing.
view->repaintViewRectangle(absoluteClippedOverflowRect(), immediate);
}
void RenderObject::repaintRectangle(const IntRect& r, bool immediate)
{
// Can't use view(), since we might be unrooted.
RenderObject* o = this;
while (o->parent())
o = o->parent();
if (!o->isRenderView())
return;
RenderView* view = static_cast<RenderView*>(o);
if (view->printing())
return; // Don't repaint if we're printing.
IntRect absRect(r);
computeAbsoluteRepaintRect(absRect);
view->repaintViewRectangle(absRect, immediate);
}
bool RenderObject::repaintAfterLayoutIfNeeded(const IntRect& oldBounds, const IntRect& oldOutlineBox)
{
RenderView* v = view();
if (v->printing())
return false; // Don't repaint if we're printing.
IntRect newBounds = absoluteClippedOverflowRect();
IntRect newOutlineBox;
bool fullRepaint = selfNeedsLayout();
// Presumably a background or a border exists if border-fit:lines was specified.
if (!fullRepaint && style()->borderFit() == BorderFitLines)
fullRepaint = true;
if (!fullRepaint) {
newOutlineBox = absoluteOutlineBox();
if (newOutlineBox.location() != oldOutlineBox.location() || (mustRepaintBackgroundOrBorder() && (newBounds != oldBounds || newOutlineBox != oldOutlineBox)))
fullRepaint = true;
}
if (fullRepaint) {
v->repaintViewRectangle(oldBounds);
if (newBounds != oldBounds)
v->repaintViewRectangle(newBounds);
return true;
}
if (newBounds == oldBounds && newOutlineBox == oldOutlineBox)
return false;
int deltaLeft = newBounds.x() - oldBounds.x();
if (deltaLeft > 0)
v->repaintViewRectangle(IntRect(oldBounds.x(), oldBounds.y(), deltaLeft, oldBounds.height()));
else if (deltaLeft < 0)
v->repaintViewRectangle(IntRect(newBounds.x(), newBounds.y(), -deltaLeft, newBounds.height()));
int deltaRight = newBounds.right() - oldBounds.right();
if (deltaRight > 0)
v->repaintViewRectangle(IntRect(oldBounds.right(), newBounds.y(), deltaRight, newBounds.height()));
else if (deltaRight < 0)
v->repaintViewRectangle(IntRect(newBounds.right(), oldBounds.y(), -deltaRight, oldBounds.height()));
int deltaTop = newBounds.y() - oldBounds.y();
if (deltaTop > 0)
v->repaintViewRectangle(IntRect(oldBounds.x(), oldBounds.y(), oldBounds.width(), deltaTop));
else if (deltaTop < 0)
v->repaintViewRectangle(IntRect(newBounds.x(), newBounds.y(), newBounds.width(), -deltaTop));
int deltaBottom = newBounds.bottom() - oldBounds.bottom();
if (deltaBottom > 0)
v->repaintViewRectangle(IntRect(newBounds.x(), oldBounds.bottom(), newBounds.width(), deltaBottom));
else if (deltaBottom < 0)
v->repaintViewRectangle(IntRect(oldBounds.x(), newBounds.bottom(), oldBounds.width(), -deltaBottom));
if (newOutlineBox == oldOutlineBox)
return false;
// We didn't move, but we did change size. Invalidate the delta, which will consist of possibly
// two rectangles (but typically only one).
RenderStyle* outlineStyle = !isInline() && continuation() ? continuation()->style() : style();
int ow = outlineStyle->outlineSize();
ShadowData* boxShadow = style()->boxShadow();
int width = abs(newOutlineBox.width() - oldOutlineBox.width());
if (width) {
int shadowRight = boxShadow ? max(boxShadow->x + boxShadow->blur, 0) : 0;
int borderWidth = max(-outlineStyle->outlineOffset(), max(borderRight(), max(style()->borderTopRightRadius().width(), style()->borderBottomRightRadius().width()))) + max(ow, shadowRight);
IntRect rightRect(newOutlineBox.x() + min(newOutlineBox.width(), oldOutlineBox.width()) - borderWidth,
newOutlineBox.y(),
width + borderWidth,
max(newOutlineBox.height(), oldOutlineBox.height()));
int right = min(newBounds.right(), oldBounds.right());
if (rightRect.x() < right) {
rightRect.setWidth(min(rightRect.width(), right - rightRect.x()));
v->repaintViewRectangle(rightRect);
}
}
int height = abs(newOutlineBox.height() - oldOutlineBox.height());
if (height) {
int shadowBottom = boxShadow ? max(boxShadow->y + boxShadow->blur, 0) : 0;
int borderHeight = max(-outlineStyle->outlineOffset(), max(borderBottom(), max(style()->borderBottomLeftRadius().height(), style()->borderBottomRightRadius().height()))) + max(ow, shadowBottom);
IntRect bottomRect(newOutlineBox.x(),
min(newOutlineBox.bottom(), oldOutlineBox.bottom()) - borderHeight,
max(newOutlineBox.width(), oldOutlineBox.width()),
height + borderHeight);
int bottom = min(newBounds.bottom(), oldBounds.bottom());
if (bottomRect.y() < bottom) {
bottomRect.setHeight(min(bottomRect.height(), bottom - bottomRect.y()));
v->repaintViewRectangle(bottomRect);
}
}
return false;
}
void RenderObject::repaintDuringLayoutIfMoved(const IntRect& rect)
{
}
void RenderObject::repaintOverhangingFloats(bool paintAllDescendants)
{
}
bool RenderObject::checkForRepaintDuringLayout() const
{
return !document()->view()->needsFullRepaint() && !hasLayer();
}
IntRect RenderObject::getAbsoluteRepaintRectWithOutline(int ow)
{
IntRect r(absoluteClippedOverflowRect());
r.inflate(ow);
if (continuation() && !isInline())
r.inflateY(collapsedMarginTop());
if (isInlineFlow()) {
for (RenderObject* curr = firstChild(); curr; curr = curr->nextSibling()) {
if (!curr->isText())
r.unite(curr->getAbsoluteRepaintRectWithOutline(ow));
}
}
return r;
}
IntRect RenderObject::absoluteClippedOverflowRect()
{
if (parent())
return parent()->absoluteClippedOverflowRect();
return IntRect();
}
void RenderObject::computeAbsoluteRepaintRect(IntRect& rect, bool fixed)
{
if (RenderObject* o = parent()) {
if (o->isBlockFlow()) {
RenderBlock* cb = static_cast<RenderBlock*>(o);
if (cb->hasColumns())
cb->adjustRectForColumns(rect);
}
if (o->hasOverflowClip()) {
// o->height() is inaccurate if we're in the middle of a layout of |o|, so use the
// layer's size instead. Even if the layer's size is wrong, the layer itself will repaint
// anyway if its size does change.
IntRect boxRect(0, 0, o->layer()->width(), o->layer()->height());
int x = rect.x();
int y = rect.y();
o->layer()->subtractScrollOffset(x, y); // For overflow:auto/scroll/hidden.
IntRect repaintRect(x, y, rect.width(), rect.height());
rect = intersection(repaintRect, boxRect);
if (rect.isEmpty())
return;
}
o->computeAbsoluteRepaintRect(rect, fixed);
}
}
void RenderObject::dirtyLinesFromChangedChild(RenderObject* child)
{
}
#ifndef NDEBUG
DeprecatedString RenderObject::information() const
{
DeprecatedString str;
TextStream ts(&str);
ts << renderName()
<< "(" << (style() ? style()->refCount() : 0) << ")"
<< ": " << (void*)this << " ";
if (isInline())
ts << "il ";
if (childrenInline())
ts << "ci ";
if (isFloating())
ts << "fl ";
if (isAnonymous())
ts << "an ";
if (isRelPositioned())
ts << "rp ";
if (isPositioned())
ts << "ps ";
if (needsLayout())
ts << "nl ";
if (style() && style()->zIndex())
ts << "zI: " << style()->zIndex();
if (element()) {
if (element()->active())
ts << "act ";
if (element()->isLink())
ts << "anchor ";
if (element()->focused())
ts << "focus ";
ts << " <" << element()->localName().deprecatedString() << ">";
ts << " (" << xPos() << "," << yPos() << "," << width() << "," << height() << ")";
if (isTableCell()) {
const RenderTableCell* cell = static_cast<const RenderTableCell*>(this);
ts << " [r=" << cell->row() << " c=" << cell->col() << " rs=" << cell->rowSpan() << " cs=" << cell->colSpan() << "]";
}
}
return str;
}
void RenderObject::dump(TextStream* stream, DeprecatedString ind) const
{
if (isAnonymous())
*stream << " anonymous";
if (isFloating())
*stream << " floating";
if (isPositioned())
*stream << " positioned";
if (isRelPositioned())
*stream << " relPositioned";
if (isText())
*stream << " text";
if (isInline())
*stream << " inline";
if (isReplaced())
*stream << " replaced";
if (hasBoxDecorations())
*stream << " paintBackground";
if (needsLayout())
*stream << " needsLayout";
if (prefWidthsDirty())
*stream << " prefWidthsDirty";
*stream << endl;
RenderObject* child = firstChild();
while (child) {
*stream << ind << child->renderName() << ": ";
child->dump(stream, ind + " ");
child = child->nextSibling();
}
}
void RenderObject::showTreeForThis() const
{
if (element())
element()->showTreeForThis();
}
#endif // NDEBUG
Color RenderObject::selectionBackgroundColor() const
{
Color color;
if (style()->userSelect() != SELECT_NONE) {
RenderStyle* pseudoStyle = getPseudoStyle(RenderStyle::SELECTION);
if (pseudoStyle && pseudoStyle->backgroundColor().isValid())
color = pseudoStyle->backgroundColor().blendWithWhite();
else
color = document()->frame()->isActive() ?
theme()->activeSelectionBackgroundColor() :
theme()->inactiveSelectionBackgroundColor();
}
return color;
}
Color RenderObject::selectionForegroundColor() const
{
Color color;
if (style()->userSelect() != SELECT_NONE) {
RenderStyle* pseudoStyle = getPseudoStyle(RenderStyle::SELECTION);
if (pseudoStyle) {
color = pseudoStyle->textFillColor();
if (!color.isValid())
color = pseudoStyle->color();
} else
color = document()->frame()->isActive() ?
theme()->platformActiveSelectionForegroundColor() :
theme()->platformInactiveSelectionForegroundColor();
}
return color;
}
Node* RenderObject::draggableNode(bool dhtmlOK, bool uaOK, int x, int y, bool& dhtmlWillDrag) const
{
if (!dhtmlOK && !uaOK)
return 0;
for (const RenderObject* curr = this; curr; curr = curr->parent()) {
Node* elt = curr->element();
if (elt && elt->nodeType() == Node::TEXT_NODE) {
// Since there's no way for the author to address the -webkit-user-drag style for a text node,
// we use our own judgement.
if (uaOK && view()->frameView()->frame()->eventHandler()->shouldDragAutoNode(curr->node(), IntPoint(x, y))) {
dhtmlWillDrag = false;
return curr->node();
}
if (elt->canStartSelection())
// In this case we have a click in the unselected portion of text. If this text is
// selectable, we want to start the selection process instead of looking for a parent
// to try to drag.
return 0;
} else {
EUserDrag dragMode = curr->style()->userDrag();
if (dhtmlOK && dragMode == DRAG_ELEMENT) {
dhtmlWillDrag = true;
return curr->node();
}
if (uaOK && dragMode == DRAG_AUTO
&& view()->frameView()->frame()->eventHandler()->shouldDragAutoNode(curr->node(), IntPoint(x, y))) {
dhtmlWillDrag = false;
return curr->node();
}
}
}
return 0;
}
void RenderObject::selectionStartEnd(int& spos, int& epos) const
{
view()->selectionStartEnd(spos, epos);
}
RenderBlock* RenderObject::createAnonymousBlock()
{
RenderStyle* newStyle = new (renderArena()) RenderStyle();
newStyle->inheritFrom(m_style);
newStyle->setDisplay(BLOCK);
RenderBlock* newBox = new (renderArena()) RenderBlock(document() /* anonymous box */);
newBox->setStyle(newStyle);
return newBox;
}
void RenderObject::handleDynamicFloatPositionChange()
{
// We have gone from not affecting the inline status of the parent flow to suddenly
// having an impact. See if there is a mismatch between the parent flow's
// childrenInline() state and our state.
setInline(style()->isDisplayInlineType());
if (isInline() != parent()->childrenInline()) {
if (!isInline()) {
if (parent()->isRenderInline()) {
// We have to split the parent flow.
RenderInline* parentInline = static_cast<RenderInline*>(parent());
RenderBlock* newBox = parentInline->createAnonymousBlock();
RenderFlow* oldContinuation = parent()->continuation();
parentInline->setContinuation(newBox);
RenderObject* beforeChild = nextSibling();
parent()->removeChildNode(this);
parentInline->splitFlow(beforeChild, newBox, this, oldContinuation);
} else if (parent()->isRenderBlock()) {
RenderBlock* o = static_cast<RenderBlock*>(parent());
o->makeChildrenNonInline();
if (o->isAnonymousBlock() && o->parent())
o->parent()->removeLeftoverAnonymousBlock(o);
// o may be dead here
}
} else {
// An anonymous block must be made to wrap this inline.
RenderBlock* box = createAnonymousBlock();
parent()->insertChildNode(box, this);
box->appendChildNode(parent()->removeChildNode(this));
}
}
}
void RenderObject::setStyle(RenderStyle* style)
{
if (m_style == style)
return;
bool affectsParentBlock = false;
RenderStyle::Diff d = RenderStyle::Equal;
if (m_style) {
d = m_style->diff(style);
// If our z-index changes value or our visibility changes,
// we need to dirty our stacking context's z-order list.
if (style) {
if (m_style->visibility() != style->visibility() ||
m_style->zIndex() != style->zIndex() ||
m_style->hasAutoZIndex() != style->hasAutoZIndex())
document()->setDashboardRegionsDirty(true);
if ((m_style->hasAutoZIndex() != style->hasAutoZIndex() ||
m_style->zIndex() != style->zIndex() ||
m_style->visibility() != style->visibility()) && hasLayer()) {
layer()->stackingContext()->dirtyZOrderLists();
if (m_style->hasAutoZIndex() != style->hasAutoZIndex() ||
m_style->visibility() != style->visibility())
layer()->dirtyZOrderLists();
}
// keep layer hierarchy visibility bits up to date if visibility changes
if (m_style->visibility() != style->visibility()) {
if (RenderLayer* l = enclosingLayer()) {
if (style->visibility() == VISIBLE)
l->setHasVisibleContent(true);
else if (l->hasVisibleContent() && (this == l->renderer() || l->renderer()->style()->visibility() != VISIBLE)) {
l->dirtyVisibleContentStatus();
if (d > RenderStyle::RepaintLayer)
repaint();
}
}
}
}
// If we have no layer(), just treat a RepaintLayer hint as a normal Repaint.
if (d == RenderStyle::RepaintLayer && !hasLayer())
d = RenderStyle::Repaint;
// The background of the root element or the body element could propagate up to
// the canvas. Just dirty the entire canvas when our style changes substantially.
if (d >= RenderStyle::Repaint && element() &&
(element()->hasTagName(htmlTag) || element()->hasTagName(bodyTag)))
view()->repaint();
else if (m_parent && !isText()) {
// Do a repaint with the old style first, e.g., for example if we go from
// having an outline to not having an outline.
if (d == RenderStyle::RepaintLayer) {
layer()->repaintIncludingDescendants();
if (!(m_style->clip() == style->clip()))
layer()->clearClipRects();
} else if (d == RenderStyle::Repaint || style->outlineSize() < m_style->outlineSize())
repaint();
}
// When a layout hint happens, we go ahead and do a repaint of the layer, since the layer could
// end up being destroyed.
if (d == RenderStyle::Layout && hasLayer() &&
(m_style->position() != style->position() ||
m_style->zIndex() != style->zIndex() ||
m_style->hasAutoZIndex() != style->hasAutoZIndex() ||
!(m_style->clip() == style->clip()) ||
m_style->hasClip() != style->hasClip() ||
m_style->opacity() != style->opacity()))
layer()->repaintIncludingDescendants();
// When a layout hint happens and an object's position style changes, we have to do a layout
// to dirty the render tree using the old position value now.
if (d == RenderStyle::Layout && m_parent && m_style->position() != style->position()) {
markContainingBlocksForLayout();
if (m_style->position() == StaticPosition)
repaint();
if (isRenderBlock()) {
if (style->position() == StaticPosition)
// Clear our positioned objects list. Our absolutely positioned descendants will be
// inserted into our containing block's positioned objects list during layout.
removePositionedObjects(0);
else if (m_style->position() == StaticPosition) {
// Remove our absolutely positioned descendants from their current containing block.
// They will be inserted into our positioned objects list during layout.
RenderObject* cb = parent();
while (cb && (cb->style()->position() == StaticPosition || (cb->isInline() && !cb->isReplaced())) && !cb->isRenderView()) {
if (cb->style()->position() == RelativePosition && cb->isInline() && !cb->isReplaced()) {
cb = cb->containingBlock();
break;
}
cb = cb->parent();
}
cb->removePositionedObjects(static_cast<RenderBlock*>(this));
}
}
}
if (isFloating() && (m_style->floating() != style->floating()))
// For changes in float styles, we need to conceivably remove ourselves
// from the floating objects list.
removeFromObjectLists();
else if (isPositioned() && (style->position() != AbsolutePosition && style->position() != FixedPosition))
// For changes in positioning styles, we need to conceivably remove ourselves
// from the positioned objects list.
removeFromObjectLists();
affectsParentBlock = m_style && isFloatingOrPositioned() &&
(!style->isFloating() && style->position() != AbsolutePosition && style->position() != FixedPosition)
&& parent() && (parent()->isBlockFlow() || parent()->isInlineFlow());
// reset style flags
if (d == RenderStyle::Layout) {
m_floating = false;
m_positioned = false;
m_relPositioned = false;
}
m_paintBackground = false;
m_hasOverflowClip = false;
}
if (view()->frameView()) {
// FIXME: A better solution would be to only invalidate the fixed regions when scrolling. It's overkill to
// prevent the entire view from blitting on a scroll.
bool newStyleSlowScroll = style && (style->position() == FixedPosition || style->hasFixedBackgroundImage());
bool oldStyleSlowScroll = m_style && (m_style->position() == FixedPosition || m_style->hasFixedBackgroundImage());
if (oldStyleSlowScroll != newStyleSlowScroll) {
if (oldStyleSlowScroll)
view()->frameView()->removeSlowRepaintObject();
if (newStyleSlowScroll)
view()->frameView()->addSlowRepaintObject();
}
}
RenderStyle* oldStyle = m_style;
m_style = style;
updateBackgroundImages(oldStyle);
if (m_style)
m_style->ref();
if (oldStyle)
oldStyle->deref(renderArena());
setHasBoxDecorations(m_style->hasBorder() || m_style->hasBackground() || m_style->hasAppearance() || m_style->boxShadow());
if (affectsParentBlock)
handleDynamicFloatPositionChange();
// No need to ever schedule repaints from a style change of a text run, since
// we already did this for the parent of the text run.
// We do have to schedule layouts, though, since a style change can force us to
// need to relayout.
if (d == RenderStyle::Layout && m_parent)
setNeedsLayoutAndPrefWidthsRecalc();
else if (m_parent && !isText() && (d == RenderStyle::RepaintLayer || d == RenderStyle::Repaint))
// Do a repaint with the new style now, e.g., for example if we go from
// not having an outline to having an outline.
repaint();
}
void RenderObject::setStyleInternal(RenderStyle* style)
{
if (m_style == style)
return;
if (m_style)
m_style->deref(renderArena());
m_style = style;
if (m_style)
m_style->ref();
}
void RenderObject::updateBackgroundImages(RenderStyle* oldStyle)
{
// FIXME: This will be slow when a large number of images is used. Fix by using a dict.
const BackgroundLayer* oldLayers = oldStyle ? oldStyle->backgroundLayers() : 0;
const BackgroundLayer* newLayers = m_style ? m_style->backgroundLayers() : 0;
for (const BackgroundLayer* currOld = oldLayers; currOld; currOld = currOld->next()) {
if (currOld->backgroundImage() && (!newLayers || !newLayers->containsImage(currOld->backgroundImage())))
currOld->backgroundImage()->deref(this);
}
for (const BackgroundLayer* currNew = newLayers; currNew; currNew = currNew->next()) {
if (currNew->backgroundImage() && (!oldLayers || !oldLayers->containsImage(currNew->backgroundImage())))
currNew->backgroundImage()->ref(this);
}
CachedImage* oldBorderImage = oldStyle ? oldStyle->borderImage().image() : 0;
CachedImage* newBorderImage = m_style ? m_style->borderImage().image() : 0;
if (oldBorderImage != newBorderImage) {
if (oldBorderImage)
oldBorderImage->deref(this);
if (newBorderImage)
newBorderImage->ref(this);
}
}
IntRect RenderObject::viewRect() const
{
return view()->viewRect();
}
bool RenderObject::absolutePosition(int& xPos, int& yPos, bool f) const
{
RenderObject* o = parent();
if (o) {
o->absolutePosition(xPos, yPos, f);
yPos += o->borderTopExtra();
if (o->hasOverflowClip())
o->layer()->subtractScrollOffset(xPos, yPos);
return true;
} else {
xPos = yPos = 0;
return false;
}
}
IntRect RenderObject::caretRect(int offset, EAffinity affinity, int* extraWidthToEndOfLine)
{
if (extraWidthToEndOfLine)
*extraWidthToEndOfLine = 0;
return IntRect();
}
int RenderObject::paddingTop() const
{
int w = 0;
Length padding = m_style->paddingTop();
if (padding.isPercent())
w = containingBlock()->availableWidth();
w = padding.calcMinValue(w);
if (isTableCell() && padding.isAuto())
w = static_cast<const RenderTableCell*>(this)->table()->cellPadding();
return w;
}
int RenderObject::paddingBottom() const
{
int w = 0;
Length padding = style()->paddingBottom();
if (padding.isPercent())
w = containingBlock()->availableWidth();
w = padding.calcMinValue(w);
if (isTableCell() && padding.isAuto())
w = static_cast<const RenderTableCell*>(this)->table()->cellPadding();
return w;
}
int RenderObject::paddingLeft() const
{
int w = 0;
Length padding = style()->paddingLeft();
if (padding.isPercent())
w = containingBlock()->availableWidth();
w = padding.calcMinValue(w);
if (isTableCell() && padding.isAuto())
w = static_cast<const RenderTableCell*>(this)->table()->cellPadding();
return w;
}
int RenderObject::paddingRight() const
{
int w = 0;
Length padding = style()->paddingRight();
if (padding.isPercent())
w = containingBlock()->availableWidth();
w = padding.calcMinValue(w);
if (isTableCell() && padding.isAuto())
w = static_cast<const RenderTableCell*>(this)->table()->cellPadding();
return w;
}
RenderView* RenderObject::view() const
{
return static_cast<RenderView*>(document()->renderer());
}
bool RenderObject::hasOutlineAnnotation() const
{
return element() && element()->isLink() && document()->printing();
}
RenderObject* RenderObject::container() const
{
// This method is extremely similar to containingBlock(), but with a few notable
// exceptions.
// (1) It can be used on orphaned subtrees, i.e., it can be called safely even when
// the object is not part of the primary document subtree yet.
// (2) For normal flow elements, it just returns the parent.
// (3) For absolute positioned elements, it will return a relative positioned inline.
// containingBlock() simply skips relpositioned inlines and lets an enclosing block handle
// the layout of the positioned object. This does mean that calcAbsoluteHorizontal and
// calcAbsoluteVertical have to use container().
RenderObject* o = parent();
if (isText())
return o;
EPosition pos = m_style->position();
if (pos == FixedPosition) {
// container() can be called on an object that is not in the
// tree yet. We don't call view() since it will assert if it
// can't get back to the canvas. Instead we just walk as high up
// as we can. If we're in the tree, we'll get the root. If we
// aren't we'll get the root of our little subtree (most likely
// we'll just return 0).
while (o && o->parent())
o = o->parent();
} else if (pos == AbsolutePosition) {
// Same goes here. We technically just want our containing block, but
// we may not have one if we're part of an uninstalled subtree. We'll
// climb as high as we can though.
while (o && o->style()->position() == StaticPosition && !o->isRenderView())
o = o->parent();
}
return o;
}
// This code has been written to anticipate the addition of CSS3-::outside and ::inside generated
// content (and perhaps XBL). That's why it uses the render tree and not the DOM tree.
RenderObject* RenderObject::hoverAncestor() const
{
return (!isInline() && continuation()) ? continuation() : parent();
}
bool RenderObject::isSelectionBorder() const
{
SelectionState st = selectionState();
return st == SelectionStart || st == SelectionEnd || st == SelectionBoth;
}
void RenderObject::removeFromObjectLists()
{
if (documentBeingDestroyed())
return;
if (isFloating()) {
RenderBlock* outermostBlock = containingBlock();
for (RenderBlock* p = outermostBlock; p && !p->isRenderView(); p = p->containingBlock()) {
if (p->containsFloat(this))
outermostBlock = p;
}
if (outermostBlock)
outermostBlock->markAllDescendantsWithFloatsForLayout(this);
}
if (isPositioned()) {
RenderObject* p;
for (p = parent(); p; p = p->parent()) {
if (p->isRenderBlock())
static_cast<RenderBlock*>(p)->removePositionedObject(this);
}
}
}
bool RenderObject::documentBeingDestroyed() const
{
return !document()->renderer();
}
void RenderObject::destroy()
{
// If this renderer is being autoscrolled, stop the autoscroll timer
if (document()->frame() && document()->frame()->eventHandler()->autoscrollRenderer() == this)
document()->frame()->eventHandler()->stopAutoscrollTimer(true);
if (m_hasCounterNodeMap)
RenderCounter::destroyCounterNodes(this);
if (AXObjectCache::accessibilityEnabled())
document()->axObjectCache()->remove(this);
// By default no ref-counting. RenderWidget::destroy() doesn't call
// this function because it needs to do ref-counting. If anything
// in this function changes, be sure to fix RenderWidget::destroy() as well.
remove();
arenaDelete(document()->renderArena(), this);
}
void RenderObject::arenaDelete(RenderArena* arena, void* base)
{
if (m_style) {
for (const BackgroundLayer* bgLayer = m_style->backgroundLayers(); bgLayer; bgLayer = bgLayer->next()) {
if (CachedImage* backgroundImage = bgLayer->backgroundImage())
backgroundImage->deref(this);
}
if (CachedImage* borderImage = m_style->borderImage().image())
borderImage->deref(this);
m_style->deref(arena);
}
#ifndef NDEBUG
void* savedBase = baseOfRenderObjectBeingDeleted;
baseOfRenderObjectBeingDeleted = base;
#endif
delete this;
#ifndef NDEBUG
baseOfRenderObjectBeingDeleted = savedBase;
#endif
// Recover the size left there for us by operator delete and free the memory.
arena->free(*(size_t*)base, base);
}
VisiblePosition RenderObject::positionForCoordinates(int x, int y)
{
return VisiblePosition(element(), caretMinOffset(), DOWNSTREAM);
}
void RenderObject::updateDragState(bool dragOn)
{
bool valueChanged = (dragOn != m_isDragging);
m_isDragging = dragOn;
if (valueChanged && style()->affectedByDragRules())
element()->setChanged();
for (RenderObject* curr = firstChild(); curr; curr = curr->nextSibling())
curr->updateDragState(dragOn);
if (continuation())
continuation()->updateDragState(dragOn);
}
bool RenderObject::hitTest(const HitTestRequest& request, HitTestResult& result, int x, int y, int tx, int ty, HitTestFilter hitTestFilter)
{
bool inside = false;
if (hitTestFilter != HitTestSelf) {
// First test the foreground layer (lines and inlines).
inside = nodeAtPoint(request, result, x, y, tx, ty, HitTestForeground);
// Test floats next.
if (!inside)
inside = nodeAtPoint(request, result, x, y, tx, ty, HitTestFloat);
// Finally test to see if the mouse is in the background (within a child block's background).
if (!inside)
inside = nodeAtPoint(request, result, x, y, tx, ty, HitTestChildBlockBackgrounds);
}
// See if the mouse is inside us but not any of our descendants
if (hitTestFilter != HitTestDescendants && !inside)
inside = nodeAtPoint(request, result, x, y, tx, ty, HitTestBlockBackground);
return inside;
}
void RenderObject::updateHitTestResult(HitTestResult& result, const IntPoint& point)
{
if (result.innerNode())
return;
Node* node = element();
IntPoint localPoint(point);
if (isRenderView())
node = document()->documentElement();
else if (!isInline() && continuation())
// We are in the margins of block elements that are part of a continuation. In
// this case we're actually still inside the enclosing inline element that was
// split. Go ahead and set our inner node accordingly.
node = continuation()->element();
if (node) {
if (node->renderer() && node->renderer()->continuation() && node->renderer() != this) {
// We're in the continuation of a split inline. Adjust our local point to be in the coordinate space
// of the principal renderer's containing block. This will end up being the innerNonSharedNode.
RenderObject* firstBlock = node->renderer()->containingBlock();
// Get our containing block.
RenderObject* block = this;
if (isInline())
block = containingBlock();
localPoint.move(block->xPos() - firstBlock->xPos(), block->yPos() - firstBlock->yPos());
}
result.setInnerNode(node);
if (!result.innerNonSharedNode())
result.setInnerNonSharedNode(node);
result.setLocalPoint(localPoint);
}
}
bool RenderObject::nodeAtPoint(const HitTestRequest&, HitTestResult&, int /*x*/, int /*y*/, int /*tx*/, int /*ty*/, HitTestAction)
{
return false;
}
short RenderObject::verticalPositionHint(bool firstLine) const
{
if (firstLine) // We're only really a first-line style if the document actually uses first-line rules.
firstLine = document()->usesFirstLineRules();
short vpos = m_verticalPosition;
if (m_verticalPosition == PositionUndefined || firstLine) {
vpos = getVerticalPosition(firstLine);
if (!firstLine)
m_verticalPosition = vpos;
}
return vpos;
}
short RenderObject::getVerticalPosition(bool firstLine) const
{
if (!isInline())
return 0;
// This method determines the vertical position for inline elements.
int vpos = 0;
EVerticalAlign va = style()->verticalAlign();
if (va == TOP)
vpos = PositionTop;
else if (va == BOTTOM)
vpos = PositionBottom;
else if (va == LENGTH)
vpos = -style()->verticalAlignLength().calcValue(lineHeight(firstLine));
else {
bool checkParent = parent()->isInline() && !parent()->isInlineBlockOrInlineTable() && parent()->style()->verticalAlign() != TOP && parent()->style()->verticalAlign() != BOTTOM;
vpos = checkParent ? parent()->verticalPositionHint(firstLine) : 0;
// don't allow elements nested inside text-top to have a different valignment.
if (va == BASELINE)
return vpos;
const Font& f = parent()->style(firstLine)->font();
int fontsize = f.pixelSize();
if (va == SUB)
vpos += fontsize / 5 + 1;
else if (va == SUPER)
vpos -= fontsize / 3 + 1;
else if (va == TEXT_TOP)
vpos += baselinePosition(firstLine) - f.ascent();
else if (va == MIDDLE)
vpos += -static_cast<int>(f.xHeight() / 2) - lineHeight(firstLine) / 2 + baselinePosition(firstLine);
else if (va == TEXT_BOTTOM) {
vpos += f.descent();
if (!isReplaced())
vpos -= style(firstLine)->font().descent();
} else if (va == BASELINE_MIDDLE)
vpos += -lineHeight(firstLine) / 2 + baselinePosition(firstLine);
}
return vpos;
}
short RenderObject::lineHeight(bool firstLine, bool /*isRootLineBox*/) const
{
RenderStyle* s = style(firstLine);
Length lh = s->lineHeight();
// its "unset", choose nice default
if (lh.isNegative())
return s->font().lineSpacing();
if (lh.isPercent())
return lh.calcMinValue(s->fontSize());
// its fixed
return lh.value();
}
short RenderObject::baselinePosition(bool firstLine, bool isRootLineBox) const
{
const Font& f = style(firstLine)->font();
return f.ascent() + (lineHeight(firstLine, isRootLineBox) - f.height()) / 2;
}
void RenderObject::scheduleRelayout()
{
if (isRenderView()) {
FrameView* view = static_cast<RenderView*>(this)->frameView();
if (view)
view->scheduleRelayout();
} else if (parent()) {
FrameView* v = view() ? view()->frameView() : 0;
if (v)
v->scheduleRelayoutOfSubtree(node());
}
}
void RenderObject::removeLeftoverAnonymousBlock(RenderBlock*)
{
}
InlineBox* RenderObject::createInlineBox(bool, bool isRootLineBox, bool)
{
ASSERT(!isRootLineBox);
return new (renderArena()) InlineBox(this);
}
void RenderObject::dirtyLineBoxes(bool, bool)
{
}
InlineBox* RenderObject::inlineBoxWrapper() const
{
return 0;
}
void RenderObject::setInlineBoxWrapper(InlineBox*)
{
}
void RenderObject::deleteLineBoxWrapper()
{
}
RenderStyle* RenderObject::firstLineStyle() const
{
if (!document()->usesFirstLineRules())
return m_style;
RenderStyle* s = m_style;
const RenderObject* obj = isText() ? parent() : this;
if (obj->isBlockFlow()) {
RenderBlock* firstLineBlock = obj->firstLineBlock();
if (firstLineBlock)
s = firstLineBlock->getPseudoStyle(RenderStyle::FIRST_LINE, style());
} else if (!obj->isAnonymous() && obj->isInlineFlow()) {
RenderStyle* parentStyle = obj->parent()->firstLineStyle();
if (parentStyle != obj->parent()->style()) {
// A first-line style is in effect. We need to cache a first-line style
// for ourselves.
style()->setHasPseudoStyle(RenderStyle::FIRST_LINE_INHERITED);
s = obj->getPseudoStyle(RenderStyle::FIRST_LINE_INHERITED, parentStyle);
}
}
return s;
}
RenderStyle* RenderObject::getPseudoStyle(RenderStyle::PseudoId pseudo, RenderStyle* parentStyle) const
{
if (!style()->hasPseudoStyle(pseudo))
return 0;
if (!parentStyle)
parentStyle = style();
RenderStyle* result = style()->getPseudoStyle(pseudo);
if (result)
return result;
Node* node = element();
if (node && isText())
node = node->parentNode();
if (!node)
return 0;
if (pseudo == RenderStyle::FIRST_LINE_INHERITED) {
result = document()->styleSelector()->styleForElement(static_cast<Element*>(node), parentStyle, false);
result->setStyleType(RenderStyle::FIRST_LINE_INHERITED);
} else
result = document()->styleSelector()->pseudoStyleForElement(pseudo, static_cast<Element*>(node), parentStyle);
if (result) {
style()->addPseudoStyle(result);
result->deref(document()->renderArena());
}
return result;
}
static Color decorationColor(RenderStyle* style)
{
Color result;
if (style->textStrokeWidth() > 0) {
// Prefer stroke color if possible but not if it's fully transparent.
result = style->textStrokeColor();
if (!result.isValid())
result = style->color();
if (result.alpha())
return result;
}
result = style->textFillColor();
if (!result.isValid())
result = style->color();
return result;
}
void RenderObject::getTextDecorationColors(int decorations, Color& underline, Color& overline,
Color& linethrough, bool quirksMode)
{
RenderObject* curr = this;
do {
int currDecs = curr->style()->textDecoration();
if (currDecs) {
if (currDecs & UNDERLINE) {
decorations &= ~UNDERLINE;
underline = decorationColor(curr->style());
}
if (currDecs & OVERLINE) {
decorations &= ~OVERLINE;
overline = decorationColor(curr->style());
}
if (currDecs & LINE_THROUGH) {
decorations &= ~LINE_THROUGH;
linethrough = decorationColor(curr->style());
}
}
curr = curr->parent();
if (curr && curr->isRenderBlock() && curr->continuation())
curr = curr->continuation();
} while (curr && decorations && (!quirksMode || !curr->element() ||
(!curr->element()->hasTagName(aTag) && !curr->element()->hasTagName(fontTag))));
// If we bailed out, use the element we bailed out at (typically a <font> or <a> element).
if (decorations && curr) {
if (decorations & UNDERLINE)
underline = decorationColor(curr->style());
if (decorations & OVERLINE)
overline = decorationColor(curr->style());
if (decorations & LINE_THROUGH)
linethrough = decorationColor(curr->style());
}
}
void RenderObject::updateWidgetPosition()
{
}
void RenderObject::addDashboardRegions(Vector<DashboardRegionValue>& regions)
{
// Convert the style regions to absolute coordinates.
if (style()->visibility() != VISIBLE)
return;
const Vector<StyleDashboardRegion>& styleRegions = style()->dashboardRegions();
unsigned i, count = styleRegions.size();
for (i = 0; i < count; i++) {
StyleDashboardRegion styleRegion = styleRegions[i];
int w = width();
int h = height();
DashboardRegionValue region;
region.label = styleRegion.label;
region.bounds = IntRect(styleRegion.offset.left.value(),
styleRegion.offset.top.value(),
w - styleRegion.offset.left.value() - styleRegion.offset.right.value(),
h - styleRegion.offset.top.value() - styleRegion.offset.bottom.value());
region.type = styleRegion.type;
region.clip = region.bounds;
computeAbsoluteRepaintRect(region.clip);
if (region.clip.height() < 0) {
region.clip.setHeight(0);
region.clip.setWidth(0);
}
int x, y;
absolutePosition(x, y);
region.bounds.setX(x + styleRegion.offset.left.value());
region.bounds.setY(y + styleRegion.offset.top.value());
if (document()->frame()) {
float pageScaleFactor = document()->frame()->page()->chrome()->scaleFactor();
if (pageScaleFactor != 1.0f) {
region.bounds.scale(pageScaleFactor);
region.clip.scale(pageScaleFactor);
}
}
regions.append(region);
}
}
void RenderObject::collectDashboardRegions(Vector<DashboardRegionValue>& regions)
{
// RenderTexts don't have their own style, they just use their parent's style,
// so we don't want to include them.
if (isText())
return;
addDashboardRegions(regions);
for (RenderObject* curr = firstChild(); curr; curr = curr->nextSibling())
curr->collectDashboardRegions(regions);
}
bool RenderObject::avoidsFloats() const
{
return isReplaced() || hasOverflowClip() || isHR();
}
bool RenderObject::shrinkToAvoidFloats() const
{
// FIXME: Technically we should be able to shrink replaced elements on a line, but this is difficult to accomplish, since this
// involves doing a relayout during findNextLineBreak and somehow overriding the containingBlockWidth method to return the
// current remaining width on a line.
if (isInline() || !avoidsFloats())
return false;
// All auto-width objects that avoid floats should always use lineWidth.
return style()->width().isAuto();
}
UChar RenderObject::backslashAsCurrencySymbol() const
{
if (Node *node = element()) {
if (TextResourceDecoder* decoder = node->document()->decoder())
return decoder->encoding().backslashAsCurrencySymbol();
}
return '\\';
}
bool RenderObject::willRenderImage(CachedImage*)
{
// Without visibility we won't render (and therefore don't care about animation).
if (style()->visibility() != VISIBLE)
return false;
// If we're not in a window (i.e., we're dormant from being put in the b/f cache or in a background tab)
// then we don't want to render either.
return !document()->inPageCache() && document()->view()->inWindow();
}
int RenderObject::maximalOutlineSize(PaintPhase p) const
{
if (p != PaintPhaseOutline && p != PaintPhaseSelfOutline && p != PaintPhaseChildOutlines)
return 0;
return static_cast<RenderView*>(document()->renderer())->maximalOutlineSize();
}
int RenderObject::caretMinOffset() const
{
return 0;
}
int RenderObject::caretMaxOffset() const
{
return isReplaced() ? 1 : 0;
}
unsigned RenderObject::caretMaxRenderedOffset() const
{
return 0;
}
int RenderObject::previousOffset(int current) const
{
return current - 1;
}
int RenderObject::nextOffset(int current) const
{
return current + 1;
}
InlineBox* RenderObject::inlineBox(int offset, EAffinity affinity)
{
return inlineBoxWrapper();
}
int RenderObject::maxTopMargin(bool positive) const
{
return positive ? max(0, marginTop()) : -min(0, marginTop());
}
int RenderObject::maxBottomMargin(bool positive) const
{
return positive ? max(0, marginBottom()) : -min(0, marginBottom());
}
IntRect RenderObject::contentBox() const
{
return IntRect(borderLeft() + paddingLeft(), borderTop() + paddingTop(),
contentWidth(), contentHeight());
}
IntRect RenderObject::absoluteContentBox() const
{
IntRect rect = contentBox();
int x, y;
absolutePositionForContent(x, y);
rect.move(x, y);
return rect;
}
void RenderObject::adjustRectForOutlineAndShadow(IntRect& rect) const
{
int outlineSize = !isInline() && continuation() ? continuation()->style()->outlineSize() : style()->outlineSize();
if (ShadowData* boxShadow = style()->boxShadow()) {
int shadowLeft = min(boxShadow->x - boxShadow->blur - outlineSize, 0);
int shadowRight = max(boxShadow->x + boxShadow->blur + outlineSize, 0);
int shadowTop = min(boxShadow->y - boxShadow->blur - outlineSize, 0);
int shadowBottom = max(boxShadow->y + boxShadow->blur + outlineSize, 0);
rect.move(shadowLeft, shadowTop);
rect.setWidth(rect.width() - shadowLeft + shadowRight);
rect.setHeight(rect.height() - shadowTop + shadowBottom);
} else
rect.inflate(outlineSize);
}
IntRect RenderObject::absoluteOutlineBox() const
{
IntRect box = borderBox();
int x, y;
absolutePosition(x, y);
box.move(x, y);
box.move(view()->layoutDelta());
adjustRectForOutlineAndShadow(box);
return box;
}
bool RenderObject::isScrollable() const
{
RenderLayer* l = enclosingLayer();
return l && (l->verticalScrollbar() || l->horizontalScrollbar());
}
#if ENABLE(SVG)
FloatRect RenderObject::relativeBBox(bool) const
{
return FloatRect();
}
AffineTransform RenderObject::localTransform() const
{
return AffineTransform(1, 0, 0, 1, xPos(), yPos());
}
void RenderObject::setLocalTransform(const AffineTransform&)
{
ASSERT(false);
}
AffineTransform RenderObject::absoluteTransform() const
{
if (parent())
return localTransform() * parent()->absoluteTransform();
return localTransform();
}
#endif // ENABLE(SVG)
} // namespace WebCore
#ifndef NDEBUG
void showTree(const WebCore::RenderObject* ro)
{
if (ro)
ro->showTreeForThis();
}
#endif