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* Copyright (C) 1999 Lars Knoll (
* (C) 1999 Antti Koivisto (
* (C) 2001 Dirk Mueller (
* Copyright (C) 2004, 2005, 2006, 2007, 2008 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
* 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.
#ifndef Node_h
#define Node_h
#include "DeprecatedString.h"
#include "DocPtr.h"
#include "PlatformString.h"
#include "TreeShared.h"
#include <wtf/Assertions.h>
#include <wtf/HashSet.h>
#include <wtf/OwnPtr.h>
#include <wtf/PassRefPtr.h>
namespace WebCore {
class AtomicString;
class ContainerNode;
class Document;
class DynamicNodeList;
class Element;
class Event;
class EventListener;
class IntRect;
class KeyboardEvent;
class NamedAttrMap;
class NodeList;
class PlatformKeyboardEvent;
class PlatformMouseEvent;
class PlatformWheelEvent;
class QualifiedName;
class RegisteredEventListener;
class RenderArena;
class RenderObject;
class RenderStyle;
class TextStream;
struct NodeListsNodeData;
typedef int ExceptionCode;
enum StyleChangeType { NoStyleChange, InlineStyleChange, FullStyleChange };
// this class implements nodes, which can have a parent but no children:
class Node : public TreeShared<Node> {
friend class Document;
enum NodeType {
static bool isSupported(const String& feature, const String& version);
static void startIgnoringLeaks();
static void stopIgnoringLeaks();
virtual ~Node();
// DOM methods & attributes for Node
bool hasTagName(const QualifiedName& name) const { return virtualHasTagName(name); }
virtual String nodeName() const = 0;
virtual String nodeValue() const;
virtual void setNodeValue(const String&, ExceptionCode&);
virtual NodeType nodeType() const = 0;
Node* parentNode() const { return parent(); }
Node* parentElement() const { return parent(); } // IE extension
Node* previousSibling() const { return m_previous; }
Node* nextSibling() const { return m_next; }
virtual PassRefPtr<NodeList> childNodes();
Node* firstChild() const { return virtualFirstChild(); }
Node* lastChild() const { return virtualLastChild(); }
virtual bool hasAttributes() const;
virtual NamedAttrMap* attributes() const;
virtual String baseURI() const;
// These should all actually return a node, but this is only important for language bindings,
// which will already know and hold a ref on the right node to return. Returning bool allows
// these methods to be more efficient since they don't need to return a ref
virtual bool insertBefore(PassRefPtr<Node> newChild, Node* refChild, ExceptionCode&);
virtual bool replaceChild(PassRefPtr<Node> newChild, Node* oldChild, ExceptionCode&);
virtual bool removeChild(Node* child, ExceptionCode&);
virtual bool appendChild(PassRefPtr<Node> newChild, ExceptionCode&);
virtual void remove(ExceptionCode&);
virtual bool hasChildNodes() const;
virtual PassRefPtr<Node> cloneNode(bool deep) = 0;
virtual const AtomicString& localName() const;
virtual const AtomicString& namespaceURI() const;
virtual const AtomicString& prefix() const;
virtual void setPrefix(const AtomicString&, ExceptionCode&);
void normalize();
bool isSameNode(Node* other) const { return this == other; }
bool isEqualNode(Node*) const;
bool isDefaultNamespace(const String& namespaceURI) const;
String lookupPrefix(const String& namespaceURI) const;
String lookupNamespaceURI(const String& prefix) const;
String lookupNamespacePrefix(const String& namespaceURI, const Element* originalElement) const;
String textContent(bool convertBRsToNewlines = false) const;
void setTextContent(const String&, ExceptionCode&);
Node* lastDescendant() const;
Node* firstDescendant() const;
// Other methods (not part of DOM)
virtual bool isElementNode() const { return false; }
virtual bool isHTMLElement() const { return false; }
bool isSVGElement() const { return false; }
virtual bool isStyledElement() const { return false; }
virtual bool isFrameOwnerElement() const { return false; }
virtual bool isAttributeNode() const { return false; }
virtual bool isTextNode() const { return false; }
virtual bool isCommentNode() const { return false; }
virtual bool isCharacterDataNode() const { return false; }
virtual bool isDocumentNode() const { return false; }
virtual bool isEventTargetNode() const { return false; }
virtual bool isShadowNode() const { return false; }
virtual Node* shadowParentNode() { return 0; }
Node* shadowAncestorNode();
// The node's parent for the purpose of event capture and bubbling.
virtual Node* eventParentNode() { return parentNode(); }
bool isBlockFlow() const;
bool isBlockFlowOrBlockTable() const;
// Used by <form> elements to indicate a malformed state of some kind, typically
// used to keep from applying the bottom margin of the form.
virtual bool isMalformed() { return false; }
virtual void setMalformed(bool malformed) { }
// These low-level calls give the caller responsibility for maintaining the integrity of the tree.
void setPreviousSibling(Node* previous) { m_previous = previous; }
void setNextSibling(Node* next) { m_next = next; }
// FIXME: These two functions belong in editing -- "atomic node" is an editing concept.
Node* previousNodeConsideringAtomicNodes() const;
Node* nextNodeConsideringAtomicNodes() const;
/** (Not part of the official DOM)
* Returns the next leaf node.
* Using this function delivers leaf nodes as if the whole DOM tree were a linear chain of its leaf nodes.
* @return next leaf node or 0 if there are no more.
Node* nextLeafNode() const;
/** (Not part of the official DOM)
* Returns the previous leaf node.
* Using this function delivers leaf nodes as if the whole DOM tree were a linear chain of its leaf nodes.
* @return previous leaf node or 0 if there are no more.
Node* previousLeafNode() const;
bool isEditableBlock() const;
Element* enclosingBlockFlowElement() const;
Element* enclosingBlockFlowOrTableElement() const;
Element* enclosingInlineElement() const;
Element* rootEditableElement() const;
bool inSameContainingBlockFlowElement(Node*);
// Used by the parser. Checks against the DTD, unlike DOM operations like appendChild().
// Also does not dispatch DOM mutation events.
// Returns the appropriate container node for future insertions as you parse, or 0 for failure.
virtual ContainerNode* addChild(PassRefPtr<Node>);
// Called by the parser when this element's close tag is reached,
// signalling that all child tags have been parsed and added.
// This is needed for <applet> and <object> elements, which can't lay themselves out
// until they know all of their nested <param>s. [Radar 3603191, 4040848].
// Also used for script elements and some SVG elements for similar purposes,
// but making parsing a special case in this respect should be avoided if possible.
virtual void finishParsingChildren() { }
virtual void beginParsingChildren() { }
// Called by the frame right before dispatching an unloadEvent. [Radar 4532113]
// This is needed for HTMLInputElements to tell the frame that it is done editing
// (sends textFieldDidEndEditing notification)
virtual void aboutToUnload() { }
// For <link> and <style> elements.
virtual bool sheetLoaded() { return true; }
bool hasID() const { return m_hasId; }
bool hasClass() const { return m_hasClass; }
bool active() const { return m_active; }
bool inActiveChain() const { return m_inActiveChain; }
bool inDetach() const { return m_inDetach; }
bool hovered() const { return m_hovered; }
bool focused() const { return m_focused; }
bool attached() const { return m_attached; }
void setAttached(bool b = true) { m_attached = b; }
bool changed() const { return m_styleChange != NoStyleChange; }
StyleChangeType styleChangeType() const { return static_cast<StyleChangeType>(m_styleChange); }
bool hasChangedChild() const { return m_hasChangedChild; }
bool isLink() const { return m_isLink; }
void setHasID(bool b = true) { m_hasId = b; }
void setHasClass(bool b = true) { m_hasClass = b; }
void setHasChangedChild( bool b = true ) { m_hasChangedChild = b; }
void setInDocument(bool b = true) { m_inDocument = b; }
void setInActiveChain(bool b = true) { m_inActiveChain = b; }
void setChanged(StyleChangeType changeType = FullStyleChange);
virtual void setFocus(bool b = true) { m_focused = b; }
virtual void setActive(bool b = true, bool pause=false) { m_active = b; }
virtual void setHovered(bool b = true) { m_hovered = b; }
short tabIndex() const { return m_tabIndex; }
void setTabIndex(short i) { m_tabIndex = i; }
* Whether this node can receive the keyboard focus.
virtual bool supportsFocus() const { return isFocusable(); }
virtual bool isFocusable() const;
virtual bool isKeyboardFocusable(KeyboardEvent*) const;
virtual bool isMouseFocusable() const;
virtual bool isControl() const { return false; } // Eventually the notion of what is a control will be extensible.
virtual bool isEnabled() const { return true; }
virtual bool isChecked() const { return false; }
virtual bool isIndeterminate() const { return false; }
virtual bool isReadOnlyControl() const { return false; }
virtual bool isContentEditable() const;
virtual bool isContentRichlyEditable() const;
virtual bool shouldUseInputMethod() const;
virtual IntRect getRect() const;
enum StyleChange { NoChange, NoInherit, Inherit, Detach, Force };
virtual void recalcStyle(StyleChange = NoChange) { }
StyleChange diff(RenderStyle*, RenderStyle*) const;
unsigned nodeIndex() const;
// Returns the DOM ownerDocument attribute. This method never returns NULL, except in the case
// of (1) a Document node or (2) a DocumentType node that is not used with any Document yet.
virtual Document* ownerDocument() const;
// Returns the document associated with this node. This method never returns NULL, except in the case
// of a DocumentType node that is not used with any Document yet. A Document node returns itself.
Document* document() const
ASSERT(m_document || nodeType() == DOCUMENT_TYPE_NODE && !inDocument());
return m_document.get();
void setDocument(Document*);
// Returns true if this node is associated with a document and is in its associated document's
// node tree, false otherwise.
bool inDocument() const
ASSERT(m_document || !m_inDocument);
return m_inDocument;
virtual bool isReadOnlyNode();
virtual bool childTypeAllowed(NodeType) { return false; }
virtual unsigned childNodeCount() const;
virtual Node* childNode(unsigned index) const;
* Does a pre-order traversal of the tree to find the node next node after this one. This uses the same order that
* the tags appear in the source file.
* @param stayWithin If not null, the traversal will stop once the specified node is reached. This can be used to
* restrict traversal to a particular sub-tree.
* @return The next node, in document order
* see @ref traversePreviousNode()
Node* traverseNextNode(const Node* stayWithin = 0) const;
/* Like traverseNextNode, but skips children and starts with the next sibling. */
Node* traverseNextSibling(const Node* stayWithin = 0) const;
* Does a reverse pre-order traversal to find the node that comes before the current one in document order
* see @ref traverseNextNode()
Node* traversePreviousNode(const Node * stayWithin = 0) const;
/* Like traversePreviousNode, but visits nodes before their children. */
Node* traversePreviousNodePostOrder(const Node *stayWithin = 0) const;
* Finds previous or next editable leaf node.
Node* previousEditable() const;
Node* nextEditable() const;
Node* nextEditable(int offset) const;
RenderObject* renderer() const { return m_renderer; }
RenderObject* nextRenderer();
RenderObject* previousRenderer();
void setRenderer(RenderObject* renderer) { m_renderer = renderer; }
void checkSetPrefix(const AtomicString& prefix, ExceptionCode&);
bool isDescendantOf(const Node*) const;
// These two methods are mutually exclusive. The former is used to do strict error-checking
// when adding children via the public DOM API (e.g., appendChild()). The latter is called only when parsing,
// to sanity-check against the DTD for error recovery.
void checkAddChild(Node* newChild, ExceptionCode&); // Error-checking when adding via the DOM API
virtual bool childAllowed(Node* newChild); // Error-checking during parsing that checks the DTD
void checkReplaceChild(Node* newChild, Node* oldChild, ExceptionCode&);
virtual bool canReplaceChild(Node* newChild, Node* oldChild);
// Used to determine whether range offsets use characters or node indices.
virtual bool offsetInCharacters() const;
// Number of DOM 16-bit units contained in node. Note that rendered text length can be different - e.g. because of
// css-transform:capitalize breaking up precomposed characters and ligatures.
virtual int maxCharacterOffset() const;
// FIXME: We should try to find a better location for these methods.
virtual bool canSelectAll() const { return false; }
virtual void selectAll() { }
// Whether or not a selection can be started in this object
virtual bool canStartSelection() const;
#ifndef NDEBUG
virtual void dump(TextStream*, DeprecatedString indent = "") const;
// -----------------------------------------------------------------------------
// Integration with rendering tree
* Attaches this node to the rendering tree. This calculates the style to be applied to the node and creates an
* appropriate RenderObject which will be inserted into the tree (except when the style has display: none). This
* makes the node visible in the FrameView.
virtual void attach();
* Detaches the node from the rendering tree, making it invisible in the rendered view. This method will remove
* the node's rendering object from the rendering tree and delete it.
virtual void detach();
virtual void willRemove();
void createRendererIfNeeded();
virtual RenderStyle* styleForRenderer(RenderObject* parent);
virtual bool rendererIsNeeded(RenderStyle*);
virtual bool childShouldCreateRenderer(Node*) const { return true; }
virtual RenderObject* createRenderer(RenderArena*, RenderStyle*);
// Wrapper for nodes that don't have a renderer, but still cache the style (like HTMLOptionElement).
virtual RenderStyle* renderStyle() const;
virtual void setRenderStyle(RenderStyle*);
virtual RenderStyle* computedStyle();
// -----------------------------------------------------------------------------
// Notification of document structure changes
* Notifies the node that it has been inserted into the document. This is called during document parsing, and also
* when a node is added through the DOM methods insertBefore(), appendChild() or replaceChild(). Note that this only
* happens when the node becomes part of the document tree, i.e. only when the document is actually an ancestor of
* the node. The call happens _after_ the node has been added to the tree.
* This is similar to the DOMNodeInsertedIntoDocument DOM event, but does not require the overhead of event
* dispatching.
virtual void insertedIntoDocument();
* Notifies the node that it is no longer part of the document tree, i.e. when the document is no longer an ancestor
* node.
* This is similar to the DOMNodeRemovedFromDocument DOM event, but does not require the overhead of event
* dispatching, and is called _after_ the node is removed from the tree.
virtual void removedFromDocument();
// These functions are called whenever you are connected or disconnected from a tree. That tree may be the main
// document tree, or it could be another disconnected tree. Override these functions to do any work that depends
// on connectedness to some ancestor (e.g., an ancestor <form> for example).
virtual void insertedIntoTree(bool deep) { }
virtual void removedFromTree(bool deep) { }
* Notifies the node that it's list of children have changed (either by adding or removing child nodes), or a child
* node that is of the type CDATA_SECTION_NODE, TEXT_NODE or COMMENT_NODE has changed its value.
virtual void childrenChanged(bool changedByParser = false) {};
virtual String toString() const = 0;
#ifndef NDEBUG
virtual void formatForDebugger(char* buffer, unsigned length) const;
void showNode(const char* prefix = "") const;
void showTreeForThis() const;
void showTreeAndMark(const Node* markedNode1, const char* markedLabel1, const Node* markedNode2 = 0, const char* markedLabel2 = 0) const;
void registerDynamicNodeList(DynamicNodeList*);
void unregisterDynamicNodeList(DynamicNodeList*);
void notifyNodeListsChildrenChanged();
void notifyLocalNodeListsChildrenChanged();
void notifyNodeListsAttributeChanged();
void notifyLocalNodeListsAttributeChanged();
PassRefPtr<NodeList> getElementsByTagName(const String&);
PassRefPtr<NodeList> getElementsByTagNameNS(const String& namespaceURI, const String& localName);
PassRefPtr<NodeList> getElementsByName(const String& elementName);
PassRefPtr<NodeList> getElementsByClassName(const String& classNames);
PassRefPtr<Element> querySelector(const String& selectors, ExceptionCode&);
PassRefPtr<NodeList> querySelectorAll(const String& selectors, ExceptionCode&);
private: // members
DocPtr<Document> m_document;
Node* m_previous;
Node* m_next;
RenderObject* m_renderer;
virtual void willMoveToNewOwnerDocument() { }
virtual void didMoveToNewOwnerDocument() { }
OwnPtr<NodeListsNodeData> m_nodeLists;
short m_tabIndex;
// make sure we don't use more than 16 bits here -- adding more would increase the size of all Nodes
bool m_hasId : 1;
bool m_hasClass : 1;
bool m_attached : 1;
unsigned m_styleChange : 2;
bool m_hasChangedChild : 1;
bool m_inDocument : 1;
bool m_isLink : 1;
bool m_attrWasSpecifiedOrElementHasRareData : 1; // used in Attr for one thing and Element for another
bool m_focused : 1;
bool m_active : 1;
bool m_hovered : 1;
bool m_inActiveChain : 1;
bool m_inDetach : 1;
bool m_dispatchingSimulatedEvent : 1;
bool m_inSubtreeMark : 1;
// 0 bits left
Element* ancestorElement() const;
virtual Node* virtualFirstChild() const;
virtual Node* virtualLastChild() const;
virtual bool virtualHasTagName(const QualifiedName&) const;
} //namespace
#ifndef NDEBUG
// Outside the WebCore namespace for ease of invocation from gdb.
void showTree(const WebCore::Node*);