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/*
* Copyright (C) 2004, 2006, 2009 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef TextIterator_h
#define TextIterator_h
#include "FindOptions.h"
#include "Range.h"
#include <wtf/Vector.h>
namespace WebCore {
class InlineTextBox;
class RenderText;
class RenderTextFragment;
enum TextIteratorBehavior {
TextIteratorDefaultBehavior = 0,
TextIteratorEmitsCharactersBetweenAllVisiblePositions = 1 << 0,
TextIteratorEntersTextControls = 1 << 1,
TextIteratorEmitsTextsWithoutTranscoding = 1 << 2,
TextIteratorIgnoresStyleVisibility = 1 << 3,
TextIteratorEmitsObjectReplacementCharacters = 1 << 4,
TextIteratorEmitsOriginalText = 1 << 5,
TextIteratorStopsOnFormControls = 1 << 6,
TextIteratorEmitsImageAltText = 1 << 7,
};
// FIXME: Can't really answer this question correctly without knowing the white-space mode.
// FIXME: Move this somewhere else in the editing directory. It doesn't belong here.
inline bool isCollapsibleWhitespace(UChar c)
{
switch (c) {
case ' ':
case '\n':
return true;
default:
return false;
}
}
String plainText(const Range*, TextIteratorBehavior defaultBehavior = TextIteratorDefaultBehavior, bool isDisplayString = false);
PassRefPtr<Range> findPlainText(const Range*, const String&, FindOptions);
class BitStack {
public:
BitStack();
~BitStack();
void push(bool);
void pop();
bool top() const;
unsigned size() const;
private:
unsigned m_size;
Vector<unsigned, 1> m_words;
};
// Iterates through the DOM range, returning all the text, and 0-length boundaries
// at points where replaced elements break up the text flow. The text comes back in
// chunks so as to optimize for performance of the iteration.
class TextIterator {
public:
explicit TextIterator(const Range*, TextIteratorBehavior = TextIteratorDefaultBehavior);
~TextIterator();
bool atEnd() const { return !m_positionNode || m_shouldStop; }
void advance();
int length() const { return m_textLength; }
const UChar* characters() const { return m_textCharacters ? m_textCharacters : m_text.characters() + startOffset(); }
UChar characterAt(unsigned index) const;
void appendTextToStringBuilder(StringBuilder&) const;
PassRefPtr<Range> range() const;
Node* node() const;
static int rangeLength(const Range*, bool spacesForReplacedElements = false);
static PassRefPtr<Range> rangeFromLocationAndLength(ContainerNode* scope, int rangeLocation, int rangeLength, bool spacesForReplacedElements = false);
static bool getLocationAndLengthFromRange(Node* scope, const Range*, size_t& location, size_t& length);
static PassRefPtr<Range> subrange(Range* entireRange, int characterOffset, int characterCount);
private:
int startOffset() const { return m_positionStartOffset; }
const String& string() const { return m_text; }
void exitNode();
bool shouldRepresentNodeOffsetZero();
bool shouldEmitSpaceBeforeAndAfterNode(Node*);
void representNodeOffsetZero();
bool handleTextNode();
bool handleReplacedElement();
bool handleNonTextNode();
void handleTextBox();
void handleTextNodeFirstLetter(RenderTextFragment*);
bool hasVisibleTextNode(RenderText*);
void emitCharacter(UChar, Node* textNode, Node* offsetBaseNode, int textStartOffset, int textEndOffset);
void emitText(Node* textNode, RenderObject* renderObject, int textStartOffset, int textEndOffset);
void emitText(Node* textNode, int textStartOffset, int textEndOffset);
// Current position, not necessarily of the text being returned, but position
// as we walk through the DOM tree.
Node* m_node;
int m_offset;
bool m_handledNode;
bool m_handledChildren;
BitStack m_fullyClippedStack;
// The range.
Node* m_startContainer;
int m_startOffset;
Node* m_endContainer;
int m_endOffset;
Node* m_pastEndNode;
// The current text and its position, in the form to be returned from the iterator.
Node* m_positionNode;
mutable Node* m_positionOffsetBaseNode;
mutable int m_positionStartOffset;
mutable int m_positionEndOffset;
const UChar* m_textCharacters; // If null, then use m_text for character data.
int m_textLength;
// Hold string m_textCharacters points to so we ensure it won't be deleted.
String m_text;
// Used when there is still some pending text from the current node; when these
// are false and 0, we go back to normal iterating.
bool m_needsAnotherNewline;
InlineTextBox* m_textBox;
// Used when iteration over :first-letter text to save pointer to
// remaining text box.
InlineTextBox* m_remainingTextBox;
// Used to point to RenderText object for :first-letter.
RenderText *m_firstLetterText;
// Used to do the whitespace collapsing logic.
Node* m_lastTextNode;
bool m_lastTextNodeEndedWithCollapsedSpace;
UChar m_lastCharacter;
// Used for whitespace characters that aren't in the DOM, so we can point at them.
UChar m_singleCharacterBuffer;
// Used when text boxes are out of order (Hebrew/Arabic w/ embeded LTR text)
Vector<InlineTextBox*> m_sortedTextBoxes;
size_t m_sortedTextBoxesPosition;
// Used when deciding whether to emit a "positioning" (e.g. newline) before any other content
bool m_hasEmitted;
// Used by selection preservation code. There should be one character emitted between every VisiblePosition
// in the Range used to create the TextIterator.
// FIXME <rdar://problem/6028818>: This functionality should eventually be phased out when we rewrite
// moveParagraphs to not clone/destroy moved content.
bool m_emitsCharactersBetweenAllVisiblePositions;
bool m_entersTextControls;
// Used when we want texts for copying, pasting, and transposing.
bool m_emitsTextWithoutTranscoding;
// Used in pasting inside password field.
bool m_emitsOriginalText;
// Used when deciding text fragment created by :first-letter should be looked into.
bool m_handledFirstLetter;
// Used when the visibility of the style should not affect text gathering.
bool m_ignoresStyleVisibility;
// Used when emitting the special 0xFFFC character is required.
bool m_emitsObjectReplacementCharacters;
// Used when the iteration should stop if form controls are reached.
bool m_stopsOnFormControls;
// Used when m_stopsOnFormControls is set to determine if the iterator should keep advancing.
bool m_shouldStop;
bool m_emitsImageAltText;
};
// Iterates through the DOM range, returning all the text, and 0-length boundaries
// at points where replaced elements break up the text flow. The text comes back in
// chunks so as to optimize for performance of the iteration.
class SimplifiedBackwardsTextIterator {
public:
explicit SimplifiedBackwardsTextIterator(const Range*, TextIteratorBehavior = TextIteratorDefaultBehavior);
bool atEnd() const { return !m_positionNode || m_shouldStop; }
void advance();
int length() const { return m_textLength; }
const UChar* characters() const { return m_textCharacters; }
PassRefPtr<Range> range() const;
private:
void exitNode();
bool handleTextNode();
RenderText* handleFirstLetter(int& startOffset, int& offsetInNode);
bool handleReplacedElement();
bool handleNonTextNode();
void emitCharacter(UChar, Node*, int startOffset, int endOffset);
bool advanceRespectingRange(Node*);
// Current position, not necessarily of the text being returned, but position
// as we walk through the DOM tree.
Node* m_node;
int m_offset;
bool m_handledNode;
bool m_handledChildren;
BitStack m_fullyClippedStack;
// End of the range.
Node* m_startNode;
int m_startOffset;
// Start of the range.
Node* m_endNode;
int m_endOffset;
// The current text and its position, in the form to be returned from the iterator.
Node* m_positionNode;
int m_positionStartOffset;
int m_positionEndOffset;
const UChar* m_textCharacters;
int m_textLength;
// Used to do the whitespace logic.
Node* m_lastTextNode;
UChar m_lastCharacter;
// Used for whitespace characters that aren't in the DOM, so we can point at them.
UChar m_singleCharacterBuffer;
// Whether m_node has advanced beyond the iteration range (i.e. m_startNode).
bool m_havePassedStartNode;
// Should handle first-letter renderer in the next call to handleTextNode.
bool m_shouldHandleFirstLetter;
// Used when the iteration should stop if form controls are reached.
bool m_stopsOnFormControls;
// Used when m_stopsOnFormControls is set to determine if the iterator should keep advancing.
bool m_shouldStop;
// Used in pasting inside password field.
bool m_emitsOriginalText;
};
// Builds on the text iterator, adding a character position so we can walk one
// character at a time, or faster, as needed. Useful for searching.
class CharacterIterator {
public:
explicit CharacterIterator(const Range*, TextIteratorBehavior = TextIteratorDefaultBehavior);
void advance(int numCharacters);
bool atBreak() const { return m_atBreak; }
bool atEnd() const { return m_textIterator.atEnd(); }
int length() const { return m_textIterator.length() - m_runOffset; }
const UChar* characters() const { return m_textIterator.characters() + m_runOffset; }
String string(int numChars);
int characterOffset() const { return m_offset; }
PassRefPtr<Range> range() const;
private:
int m_offset;
int m_runOffset;
bool m_atBreak;
TextIterator m_textIterator;
};
class BackwardsCharacterIterator {
public:
explicit BackwardsCharacterIterator(const Range*, TextIteratorBehavior = TextIteratorDefaultBehavior);
void advance(int);
bool atEnd() const { return m_textIterator.atEnd(); }
PassRefPtr<Range> range() const;
private:
int m_offset;
int m_runOffset;
bool m_atBreak;
SimplifiedBackwardsTextIterator m_textIterator;
};
// Very similar to the TextIterator, except that the chunks of text returned are "well behaved",
// meaning they never end split up a word. This is useful for spellcheck or (perhaps one day) searching.
class WordAwareIterator {
public:
explicit WordAwareIterator(const Range*);
~WordAwareIterator();
bool atEnd() const { return !m_didLookAhead && m_textIterator.atEnd(); }
void advance();
int length() const;
const UChar* characters() const;
// Range of the text we're currently returning
PassRefPtr<Range> range() const { return m_range; }
private:
// text from the previous chunk from the textIterator
const UChar* m_previousText;
int m_previousLength;
// many chunks from textIterator concatenated
Vector<UChar> m_buffer;
// Did we have to look ahead in the textIterator to confirm the current chunk?
bool m_didLookAhead;
RefPtr<Range> m_range;
TextIterator m_textIterator;
};
}
#endif