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/*
* Copyright (C) 2000 Lars Knoll (knoll@kde.org)
* (C) 2000 Antti Koivisto (koivisto@kde.org)
* (C) 2000 Dirk Mueller (mueller@kde.org)
* (C) 2004 Allan Sandfeld Jensen (kde@carewolf.com)
* Copyright (C) 2003, 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.
*
*/
#ifndef RenderObject_h
#define RenderObject_h
#include "CachedResourceClient.h"
#include "Document.h"
#include "RenderStyle.h"
#include "ScrollTypes.h"
#include "VisiblePosition.h"
#include <wtf/HashMap.h>
namespace WebCore {
class AffineTransform;
class AnimationController;
class Color;
class Document;
class Element;
class Event;
class FloatRect;
class FrameView;
class HTMLAreaElement;
class HitTestResult;
class InlineBox;
class InlineFlowBox;
class PlatformScrollbar;
class Position;
class RenderArena;
class RenderBlock;
class RenderFlow;
class RenderFrameSet;
class RenderLayer;
class RenderTable;
class RenderText;
class RenderView;
class String;
class TextStream;
struct HitTestRequest;
/*
* The painting of a layer occurs in three distinct phases. Each phase involves
* a recursive descent into the layer's render objects. The first phase is the background phase.
* The backgrounds and borders of all blocks are painted. Inlines are not painted at all.
* Floats must paint above block backgrounds but entirely below inline content that can overlap them.
* In the foreground phase, all inlines are fully painted. Inline replaced elements will get all
* three phases invoked on them during this phase.
*/
enum PaintPhase {
PaintPhaseBlockBackground,
PaintPhaseChildBlockBackground,
PaintPhaseChildBlockBackgrounds,
PaintPhaseFloat,
PaintPhaseForeground,
PaintPhaseOutline,
PaintPhaseChildOutlines,
PaintPhaseSelfOutline,
PaintPhaseSelection,
PaintPhaseCollapsedTableBorders
};
enum PaintRestriction {
PaintRestrictionNone,
PaintRestrictionSelectionOnly,
PaintRestrictionSelectionOnlyBlackText
};
enum HitTestFilter {
HitTestAll,
HitTestSelf,
HitTestDescendants
};
enum HitTestAction {
HitTestBlockBackground,
HitTestChildBlockBackground,
HitTestChildBlockBackgrounds,
HitTestFloat,
HitTestForeground
};
enum VerticalPositionHint {
PositionTop = -0x2000,
PositionBottom = 0x2000,
PositionUndefined = 0x1fff
};
struct DashboardRegionValue {
bool operator==(const DashboardRegionValue& o) const
{
return type == o.type && bounds == o.bounds && label == o.label;
}
String label;
IntRect bounds;
IntRect clip;
int type;
};
// FIXME: This should be a HashSequencedSet, but we don't have that data structure yet.
// This means the paint order of outlines will be wrong, although this is a minor issue.
typedef HashSet<RenderFlow*> RenderFlowSequencedSet;
// Base class for all rendering tree objects.
class RenderObject : public CachedResourceClient {
friend class RenderContainer;
friend class RenderSVGContainer;
public:
// Anonymous objects should pass the document as their node, and they will then automatically be
// marked as anonymous in the constructor.
RenderObject(Node*);
virtual ~RenderObject();
virtual const char* renderName() const { return "RenderObject"; }
RenderObject* parent() const { return m_parent; }
bool isDescendantOf(const RenderObject*) const;
RenderObject* previousSibling() const { return m_previous; }
RenderObject* nextSibling() const { return m_next; }
virtual RenderObject* firstChild() const { return 0; }
virtual RenderObject* lastChild() const { return 0; }
RenderObject* nextInPreOrder() const;
RenderObject* nextInPreOrder(RenderObject* stayWithin) const;
RenderObject* nextInPreOrderAfterChildren() const;
RenderObject* nextInPreOrderAfterChildren(RenderObject* stayWithin) const;
RenderObject* previousInPreOrder() const;
RenderObject* childAt(unsigned) const;
RenderObject* firstLeafChild() const;
RenderObject* lastLeafChild() const;
virtual RenderLayer* layer() const { return 0; }
RenderLayer* enclosingLayer() const;
void addLayers(RenderLayer* parentLayer, RenderObject* newObject);
void removeLayers(RenderLayer* parentLayer);
void moveLayers(RenderLayer* oldParent, RenderLayer* newParent);
RenderLayer* findNextLayer(RenderLayer* parentLayer, RenderObject* startPoint, bool checkParent = true);
virtual void positionChildLayers() { }
virtual bool requiresLayer();
virtual IntRect getOverflowClipRect(int /*tx*/, int /*ty*/) { return IntRect(0, 0, 0, 0); }
virtual IntRect getClipRect(int /*tx*/, int /*ty*/) { return IntRect(0, 0, 0, 0); }
bool hasClip() { return isPositioned() && style()->hasClip(); }
virtual int getBaselineOfFirstLineBox() const { return -1; }
virtual int getBaselineOfLastLineBox() const { return -1; }
virtual bool isEmpty() const { return firstChild() == 0; }
virtual bool isEdited() const { return false; }
virtual void setEdited(bool) { }
#ifndef NDEBUG
void setHasAXObject(bool flag) { m_hasAXObject = flag; }
bool hasAXObject() const { return m_hasAXObject; }
#endif
// Obtains the nearest enclosing block (including this block) that contributes a first-line style to our inline
// children.
virtual RenderBlock* firstLineBlock() const;
// Called when an object that was floating or positioned becomes a normal flow object
// again. We have to make sure the render tree updates as needed to accommodate the new
// normal flow object.
void handleDynamicFloatPositionChange();
// This function is a convenience helper for creating an anonymous block that inherits its
// style from this RenderObject.
RenderBlock* createAnonymousBlock();
// Whether or not a positioned element requires normal flow x/y to be computed
// to determine its position.
bool hasStaticX() const;
bool hasStaticY() const;
virtual void setStaticX(int /*staticX*/) { }
virtual void setStaticY(int /*staticY*/) { }
virtual int staticX() const { return 0; }
virtual int staticY() const { return 0; }
// RenderObject tree manipulation
//////////////////////////////////////////
virtual bool canHaveChildren() const;
virtual bool isChildAllowed(RenderObject*, RenderStyle*) const { return true; }
virtual void addChild(RenderObject* newChild, RenderObject* beforeChild = 0);
virtual void removeChild(RenderObject*);
virtual bool createsAnonymousWrapper() const { return false; }
// raw tree manipulation
virtual RenderObject* removeChildNode(RenderObject*, bool fullRemove = true);
virtual void appendChildNode(RenderObject*, bool fullAppend = true);
virtual void insertChildNode(RenderObject* child, RenderObject* before, bool fullInsert = true);
// Designed for speed. Don't waste time doing a bunch of work like layer updating and repainting when we know that our
// change in parentage is not going to affect anything.
virtual void moveChildNode(RenderObject*);
//////////////////////////////////////////
protected:
//////////////////////////////////////////
// Helper functions. Dangerous to use!
void setPreviousSibling(RenderObject* previous) { m_previous = previous; }
void setNextSibling(RenderObject* next) { m_next = next; }
void setParent(RenderObject* parent) { m_parent = parent; }
//////////////////////////////////////////
private:
void addAbsoluteRectForLayer(IntRect& result);
public:
#ifndef NDEBUG
DeprecatedString information() const;
virtual void dump(TextStream*, DeprecatedString ind = "") const;
void showTreeForThis() const;
#endif
static RenderObject* createObject(Node*, RenderStyle*);
// Overloaded new operator. Derived classes must override operator new
// in order to allocate out of the RenderArena.
void* operator new(size_t, RenderArena*) throw();
// Overridden to prevent the normal delete from being called.
void operator delete(void*, size_t);
private:
// The normal operator new is disallowed on all render objects.
void* operator new(size_t) throw();
public:
RenderArena* renderArena() const { return document()->renderArena(); }
virtual bool isRenderBlock() const { return false; }
virtual bool isRenderInline() const { return false; }
virtual bool isInlineFlow() const { return false; }
virtual bool isBlockFlow() const { return false; }
virtual bool isInlineBlockOrInlineTable() const { return false; }
virtual bool isInlineContinuation() const;
virtual bool isListItem() const { return false; }
virtual bool isListMarker() const { return false; }
virtual bool isCounter() const { return false; }
virtual bool isRenderView() const { return false; }
virtual bool isBR() const { return false; }
virtual bool isTableCell() const { return false; }
virtual bool isTableRow() const { return false; }
virtual bool isTableSection() const { return false; }
virtual bool isTableCol() const { return false; }
virtual bool isTable() const { return false; }
virtual bool isWidget() const { return false; }
virtual bool isImage() const { return false; }
virtual bool isTextArea() const { return false; }
virtual bool isTextField() const { return false; }
virtual bool isFrame() const { return false; }
virtual bool isFrameSet() const { return false; }
virtual bool isApplet() const { return false; }
virtual bool isMenuList() const { return false; }
virtual bool isListBox() const { return false; }
virtual bool isSlider() const { return false; }
virtual bool isMedia() const { return false; }
bool isRoot() const { return document()->documentElement() == node(); }
bool isBody() const;
bool isHR() const;
bool isHTMLMarquee() const;
virtual bool childrenInline() const { return false; }
virtual void setChildrenInline(bool) { }
virtual RenderFlow* continuation() const;
#if ENABLE(SVG)
virtual bool isSVGRoot() const { return false; }
virtual bool isSVGContainer() const { return false; }
virtual bool isSVGHiddenContainer() const { return false; }
virtual bool isRenderPath() const { return false; }
virtual bool isSVGText() const { return false; }
virtual FloatRect relativeBBox(bool includeStroke = true) const;
virtual AffineTransform localTransform() const;
virtual AffineTransform absoluteTransform() const;
#endif
virtual bool isEditable() const;
bool isAnonymous() const { return m_isAnonymous; }
void setIsAnonymous(bool b) { m_isAnonymous = b; }
bool isAnonymousBlock() const
{
return m_isAnonymous && style()->display() == BLOCK && style()->styleType() == RenderStyle::NOPSEUDO && !isListMarker();
}
bool isFloating() const { return m_floating; }
bool isPositioned() const { return m_positioned; } // absolute or fixed positioning
bool isRelPositioned() const { return m_relPositioned; } // relative positioning
bool isText() const { return m_isText; }
bool isInline() const { return m_inline; } // inline object
bool isCompact() const { return style()->display() == COMPACT; } // compact object
bool isRunIn() const { return style()->display() == RUN_IN; } // run-in object
bool isDragging() const { return m_isDragging; }
bool isReplaced() const { return m_replaced; } // a "replaced" element (see CSS)
bool hasLayer() const { return m_hasLayer; }
bool hasBoxDecorations() const { return m_paintBackground; }
bool mustRepaintBackgroundOrBorder() const;
bool needsLayout() const { return m_needsLayout || m_normalChildNeedsLayout || m_posChildNeedsLayout; }
bool selfNeedsLayout() const { return m_needsLayout; }
bool posChildNeedsLayout() const { return m_posChildNeedsLayout; }
bool normalChildNeedsLayout() const { return m_normalChildNeedsLayout; }
bool prefWidthsDirty() const { return m_prefWidthsDirty; }
bool isSelectionBorder() const;
bool hasOverflowClip() const { return m_hasOverflowClip; }
virtual bool hasControlClip() const { return false; }
virtual IntRect controlClipRect(int /*tx*/, int /*ty*/) const { return IntRect(); }
bool hasAutoVerticalScrollbar() const { return hasOverflowClip() && (style()->overflowY() == OAUTO || style()->overflowY() == OOVERLAY); }
bool hasAutoHorizontalScrollbar() const { return hasOverflowClip() && (style()->overflowX() == OAUTO || style()->overflowX() == OOVERLAY); }
bool scrollsOverflow() const { return scrollsOverflowX() || scrollsOverflowY(); }
bool scrollsOverflowX() const { return hasOverflowClip() && (style()->overflowX() == OSCROLL || hasAutoHorizontalScrollbar()); }
bool scrollsOverflowY() const { return hasOverflowClip() && (style()->overflowY() == OSCROLL || hasAutoVerticalScrollbar()); }
virtual int verticalScrollbarWidth() const;
virtual int horizontalScrollbarHeight() const;
bool hasTransform() const { return m_hasTransform; }
private:
bool includeVerticalScrollbarSize() const { return hasOverflowClip() && (style()->overflowY() == OSCROLL || style()->overflowY() == OAUTO); }
bool includeHorizontalScrollbarSize() const { return hasOverflowClip() && (style()->overflowX() == OSCROLL || style()->overflowX() == OAUTO); }
public:
RenderStyle* getPseudoStyle(RenderStyle::PseudoId, RenderStyle* parentStyle = 0) const;
void updateDragState(bool dragOn);
RenderView* view() const;
// don't even think about making this method virtual!
Node* element() const { return m_isAnonymous ? 0 : m_node; }
Document* document() const { return m_node->document(); }
void setNode(Node* node) { m_node = node; }
Node* node() const { return m_node; }
bool hasOutlineAnnotation() const;
bool hasOutline() const { return style()->hasOutline() || hasOutlineAnnotation(); }
/**
* returns the object containing this one. can be different from parent for
* positioned elements
*/
RenderObject* container() const;
RenderObject* hoverAncestor() const;
virtual void markAllDescendantsWithFloatsForLayout(RenderObject* floatToRemove = 0);
void markContainingBlocksForLayout(bool scheduleRelayout = true, RenderObject* newRoot = 0);
void setNeedsLayout(bool b, bool markParents = true);
void setChildNeedsLayout(bool b, bool markParents = true);
void setPrefWidthsDirty(bool, bool markParents = true);
void invalidateContainerPrefWidths();
void setNeedsLayoutAndPrefWidthsRecalc()
{
setNeedsLayout(true);
setPrefWidthsDirty(true);
}
void setPositioned(bool b = true) { m_positioned = b; }
void setRelPositioned(bool b = true) { m_relPositioned = b; }
void setFloating(bool b = true) { m_floating = b; }
void setInline(bool b = true) { m_inline = b; }
void setHasBoxDecorations(bool b = true) { m_paintBackground = b; }
void setRenderText() { m_isText = true; }
void setReplaced(bool b = true) { m_replaced = b; }
void setHasOverflowClip(bool b = true) { m_hasOverflowClip = b; }
void setHasLayer(bool b = true) { m_hasLayer = b; }
void setHasTransform(bool b = true) { m_hasTransform = b; }
void scheduleRelayout();
void updateBackgroundImages(RenderStyle* oldStyle);
virtual InlineBox* createInlineBox(bool makePlaceHolderBox, bool isRootLineBox, bool isOnlyRun = false);
virtual void dirtyLineBoxes(bool fullLayout, bool isRootLineBox = false);
// For inline replaced elements, this function returns the inline box that owns us. Enables
// the replaced RenderObject to quickly determine what line it is contained on and to easily
// iterate over structures on the line.
virtual InlineBox* inlineBoxWrapper() const;
virtual void setInlineBoxWrapper(InlineBox*);
virtual void deleteLineBoxWrapper();
virtual InlineBox* inlineBox(int offset = 0, EAffinity = UPSTREAM);
// for discussion of lineHeight see CSS2 spec
virtual short lineHeight(bool firstLine, bool isRootLineBox = false) const;
// for the vertical-align property of inline elements
// the difference between this objects baseline position and the lines baseline position.
virtual short verticalPositionHint(bool firstLine) const;
// the offset of baseline from the top of the object.
virtual short baselinePosition(bool firstLine, bool isRootLineBox = false) const;
/*
* Paint the object and its children, clipped by (x|y|w|h).
* (tx|ty) is the calculated position of the parent
*/
struct PaintInfo {
PaintInfo(GraphicsContext* newContext, const IntRect& newRect, PaintPhase newPhase, bool newForceBlackText,
RenderObject* newPaintingRoot, RenderFlowSequencedSet* newOutlineObjects)
: context(newContext)
, rect(newRect)
, phase(newPhase)
, forceBlackText(newForceBlackText)
, paintingRoot(newPaintingRoot)
, outlineObjects(newOutlineObjects)
{
}
GraphicsContext* context;
IntRect rect;
PaintPhase phase;
bool forceBlackText;
RenderObject* paintingRoot; // used to draw just one element and its visual kids
RenderFlowSequencedSet* outlineObjects; // used to list outlines that should be painted by a block with inline children
};
virtual void paint(PaintInfo&, int tx, int ty);
void paintBorder(GraphicsContext*, int tx, int ty, int w, int h, const RenderStyle*, bool begin = true, bool end = true);
bool paintBorderImage(GraphicsContext*, int tx, int ty, int w, int h, const RenderStyle*);
void paintOutline(GraphicsContext*, int tx, int ty, int w, int h, const RenderStyle*);
void paintBoxShadow(GraphicsContext*, int tx, int ty, int w, int h, const RenderStyle*, bool begin = true, bool end = true);
// RenderBox implements this.
virtual void paintBoxDecorations(PaintInfo&, int tx, int ty) { }
virtual void paintBackgroundExtended(GraphicsContext*, const Color&, const BackgroundLayer*,
int clipy, int cliph, int tx, int ty, int width, int height,
bool includeLeftEdge = true, bool includeRightEdge = true) { }
/*
* Calculates the actual width of the object (only for non inline
* objects)
*/
virtual void calcWidth() { }
/*
* This function should cause the Element to calculate its
* width and height and the layout of its content
*
* when the Element calls setNeedsLayout(false), layout() is no
* longer called during relayouts, as long as there is no
* style sheet change. When that occurs, m_needsLayout will be
* set to true and the Element receives layout() calls
* again.
*/
virtual void layout() = 0;
/* This function performs a layout only if one is needed. */
void layoutIfNeeded() { if (needsLayout()) layout(); }
// used for element state updates that can not be fixed with a
// repaint and do not need a relayout
virtual void updateFromElement() { }
// Block flows subclass availableWidth to handle multi column layout (shrinking the width available to children when laying out.)
virtual int availableWidth() const { return contentWidth(); }
virtual int availableHeight() const { return 0; }
virtual void updateWidgetPosition();
void addDashboardRegions(Vector<DashboardRegionValue>&);
void collectDashboardRegions(Vector<DashboardRegionValue>&);
// Used to signal a specific subrect within an object that must be repainted after
// layout is complete.
struct RepaintInfo {
RepaintInfo(RenderObject* object = 0, const IntRect& repaintRect = IntRect())
: m_object(object)
, m_repaintRect(repaintRect)
{
}
RenderObject* m_object;
IntRect m_repaintRect;
};
bool hitTest(const HitTestRequest&, HitTestResult&, const IntPoint&, int tx, int ty, HitTestFilter = HitTestAll);
virtual bool nodeAtPoint(const HitTestRequest&, HitTestResult&, int x, int y, int tx, int ty, HitTestAction);
void updateHitTestResult(HitTestResult&, const IntPoint&);
virtual VisiblePosition positionForCoordinates(int x, int y);
VisiblePosition positionForPoint(const IntPoint& point) { return positionForCoordinates(point.x(), point.y()); }
virtual void dirtyLinesFromChangedChild(RenderObject*);
// Called to update a style that is allowed to trigger animations.
// FIXME: Right now this will typically be called only when updating happens from the DOM on explicit elements.
// We don't yet handle generated content animation such as first-letter or before/after (we'll worry about this later).
void setAnimatableStyle(RenderStyle*);
// Set the style of the object and update the state of the object accordingly.
virtual void setStyle(RenderStyle*);
// Updates only the local style ptr of the object. Does not update the state of the object,
// and so only should be called when the style is known not to have changed (or from setStyle).
void setStyleInternal(RenderStyle*);
// returns the containing block level element for this element.
RenderBlock* containingBlock() const;
// return just the width of the containing block
virtual int containingBlockWidth() const;
// return just the height of the containing block
virtual int containingBlockHeight() const;
// content area (box minus padding/border)
IntRect contentBox() const;
IntRect absoluteContentBox() const;
int contentWidth() const { return clientWidth() - paddingLeft() - paddingRight(); }
int contentHeight() const { return clientHeight() - paddingTop() - paddingBottom(); }
// used by flexible boxes to impose a flexed width/height override
virtual int overrideSize() const { return 0; }
virtual int overrideWidth() const { return 0; }
virtual int overrideHeight() const { return 0; }
virtual void setOverrideSize(int /*overrideSize*/) { }
// relative to parent node
virtual void setPos(int /*xPos*/, int /*yPos*/) { }
virtual void setWidth(int /*width*/) { }
virtual void setHeight(int /*height*/) { }
virtual int xPos() const { return 0; }
virtual int yPos() const { return 0; }
// calculate client position of box
virtual bool absolutePosition(int& x, int& y, bool fixed = false) const;
// This function is used to deal with the extra top space that can occur in table cells (called borderTopExtra).
// The children of the cell do not factor this space in, so we have to add it in. Any code that wants to
// accurately deal with the contents of a cell must call this function instad of absolutePosition.
void absolutePositionForContent(int& xPos, int& yPos, bool fixed = false) const
{
absolutePosition(xPos, yPos, fixed);
yPos += borderTopExtra();
}
// width and height are without margins but include paddings and borders
virtual int width() const { return 0; }
virtual int height() const { return 0; }
virtual IntRect borderBox() const { return IntRect(0, 0, width(), height()); }
IntRect absoluteOutlineBox() const;
// The height of a block when you include normal flow overflow spillage out of the bottom
// of the block (e.g., a <div style="height:25px"> that has a 100px tall image inside
// it would have an overflow height of borderTop() + paddingTop() + 100px.
virtual int overflowHeight(bool /*includeInterior*/ = true) const { return height(); }
virtual int overflowWidth(bool /*includeInterior*/ = true) const { return width(); }
virtual void setOverflowHeight(int) { }
virtual void setOverflowWidth(int) { }
virtual int overflowLeft(bool /*includeInterior*/ = true) const { return 0; }
virtual int overflowTop(bool /*includeInterior*/ = true) const { return 0; }
virtual IntRect overflowRect(bool /*includeInterior*/ = true) const { return borderBox(); }
// IE extensions. Used to calculate offsetWidth/Height. Overridden by inlines (RenderFlow)
// to return the remaining width on a given line (and the height of a single line). -dwh
virtual int offsetWidth() const { return width(); }
virtual int offsetHeight() const { return height() + borderTopExtra() + borderBottomExtra(); }
// IE extensions. Also supported by Gecko. We override in render flow to get the
// left and top correct. -dwh
virtual int offsetLeft() const;
virtual int offsetTop() const;
virtual RenderObject* offsetParent() const;
// More IE extensions. clientWidth and clientHeight represent the interior of an object
// excluding border and scrollbar. clientLeft/Top are just the borderLeftWidth and borderTopWidth.
int clientLeft() const { return borderLeft(); }
int clientTop() const { return borderTop(); }
int clientWidth() const;
int clientHeight() const;
// scrollWidth/scrollHeight will be the same as clientWidth/clientHeight unless the
// object has overflow:hidden/scroll/auto specified and also has overflow.
// scrollLeft/Top return the current scroll position. These methods are virtual so that objects like
// textareas can scroll shadow content (but pretend that they are the objects that are
// scrolling).
virtual int scrollLeft() const;
virtual int scrollTop() const;
virtual int scrollWidth() const;
virtual int scrollHeight() const;
virtual void setScrollLeft(int);
virtual void setScrollTop(int);
virtual bool scroll(ScrollDirection, ScrollGranularity, float multiplier = 1.0f);
virtual bool shouldAutoscroll() const;
virtual void autoscroll();
virtual void stopAutoscroll() { }
virtual bool isScrollable() const;
// The following seven functions are used to implement collapsing margins.
// All objects know their maximal positive and negative margins. The
// formula for computing a collapsed margin is |maxPosMargin|-|maxNegmargin|.
// For a non-collapsing, e.g., a leaf element, this formula will simply return
// the margin of the element. Blocks override the maxTopMargin and maxBottomMargin
// methods.
virtual bool isSelfCollapsingBlock() const { return false; }
virtual int collapsedMarginTop() const { return maxTopMargin(true) - maxTopMargin(false); }
virtual int collapsedMarginBottom() const { return maxBottomMargin(true) - maxBottomMargin(false); }
virtual bool isTopMarginQuirk() const { return false; }
virtual bool isBottomMarginQuirk() const { return false; }
virtual int maxTopMargin(bool positive) const;
virtual int maxBottomMargin(bool positive) const;
virtual int marginTop() const { return 0; }
virtual int marginBottom() const { return 0; }
virtual int marginLeft() const { return 0; }
virtual int marginRight() const { return 0; }
// Virtual since table cells override
virtual int paddingTop() const;
virtual int paddingBottom() const;
virtual int paddingLeft() const;
virtual int paddingRight() const;
virtual int borderTop() const { return style()->borderTopWidth(); }
virtual int borderBottom() const { return style()->borderBottomWidth(); }
virtual int borderTopExtra() const { return 0; }
virtual int borderBottomExtra() const { return 0; }
virtual int borderLeft() const { return style()->borderLeftWidth(); }
virtual int borderRight() const { return style()->borderRightWidth(); }
virtual void addLineBoxRects(Vector<IntRect>&, unsigned startOffset = 0, unsigned endOffset = UINT_MAX, bool useSelectionHeight = false);
virtual void absoluteRects(Vector<IntRect>&, int tx, int ty, bool topLevel = true);
IntRect absoluteBoundingBoxRect();
// the rect that will be painted if this object is passed as the paintingRoot
IntRect paintingRootRect(IntRect& topLevelRect);
void addPDFURLRect(GraphicsContext*, IntRect);
virtual void addFocusRingRects(GraphicsContext*, int tx, int ty);
virtual int minPrefWidth() const { return 0; }
virtual int maxPrefWidth() const { return 0; }
RenderStyle* style() const { return m_style; }
RenderStyle* firstLineStyle() const;
RenderStyle* style(bool firstLine) const { return firstLine ? firstLineStyle() : style(); }
void getTextDecorationColors(int decorations, Color& underline, Color& overline,
Color& linethrough, bool quirksMode = false);
enum BorderSide {
BSTop,
BSBottom,
BSLeft,
BSRight
};
void drawBorderArc(GraphicsContext*, int x, int y, float thickness, IntSize radius, int angleStart,
int angleSpan, BorderSide, Color, const Color& textcolor, EBorderStyle, bool firstCorner);
void drawBorder(GraphicsContext*, int x1, int y1, int x2, int y2, BorderSide,
Color, const Color& textcolor, EBorderStyle, int adjbw1, int adjbw2);
// Repaint the entire object. Called when, e.g., the color of a border changes, or when a border
// style changes.
void repaint(bool immediate = false);
// Repaint a specific subrectangle within a given object. The rect |r| is in the object's coordinate space.
void repaintRectangle(const IntRect&, bool immediate = false);
// Repaint only if our old bounds and new bounds are different.
bool repaintAfterLayoutIfNeeded(const IntRect& oldBounds, const IntRect& oldOutlineBox);
// Repaint only if the object moved.
virtual void repaintDuringLayoutIfMoved(const IntRect& rect);
// Called to repaint a block's floats.
virtual void repaintOverhangingFloats(bool paintAllDescendants = false);
bool checkForRepaintDuringLayout() const;
// Returns the rect that should be repainted whenever this object changes. The rect is in the view's
// coordinate space. This method deals with outlines and overflow.
virtual IntRect absoluteClippedOverflowRect();
IntRect getAbsoluteRepaintRectWithOutline(int ow);
// Given a rect in the object's coordinate space, this method converts the rectangle to the view's
// coordinate space.
virtual void computeAbsoluteRepaintRect(IntRect&, bool fixed = false);
virtual unsigned int length() const { return 1; }
bool isFloatingOrPositioned() const { return (isFloating() || isPositioned()); }
virtual bool containsFloats() { return false; }
virtual bool containsFloat(RenderObject*) { return false; }
virtual bool hasOverhangingFloats() { return false; }
virtual bool expandsToEncloseOverhangingFloats() const { return isFloating() && style()->height().isAuto(); }
virtual void removePositionedObjects(RenderBlock*) { }
virtual bool avoidsFloats() const;
bool shrinkToAvoidFloats() const;
// positioning of inline children (bidi)
virtual void position(InlineBox*) { }
bool isTransparent() const { return style()->opacity() < 1.0f; }
float opacity() const { return style()->opacity(); }
// Applied as a "slop" to dirty rect checks during the outline painting phase's dirty-rect checks.
int maximalOutlineSize(PaintPhase) const;
enum SelectionState {
SelectionNone, // The object is not selected.
SelectionStart, // The object either contains the start of a selection run or is the start of a run
SelectionInside, // The object is fully encompassed by a selection run
SelectionEnd, // The object either contains the end of a selection run or is the end of a run
SelectionBoth // The object contains an entire run or is the sole selected object in that run
};
// The current selection state for an object. For blocks, the state refers to the state of the leaf
// descendants (as described above in the SelectionState enum declaration).
virtual SelectionState selectionState() const { return SelectionNone; }
// Sets the selection state for an object.
virtual void setSelectionState(SelectionState state) { if (parent()) parent()->setSelectionState(state); }
// A single rectangle that encompasses all of the selected objects within this object. Used to determine the tightest
// possible bounding box for the selection.
virtual IntRect selectionRect(bool) { return IntRect(); }
// Whether or not an object can be part of the leaf elements of the selection.
virtual bool canBeSelectionLeaf() const { return false; }
// Whether or not a block has selected children.
virtual bool hasSelectedChildren() const { return false; }
// Obtains the selection colors that should be used when painting a selection.
Color selectionBackgroundColor() const;
Color selectionForegroundColor() const;
// Whether or not a given block needs to paint selection gaps.
virtual bool shouldPaintSelectionGaps() const { return false; }
// This struct is used when the selection changes to cache the old and new state of the selection for each RenderObject.
struct SelectionInfo {
SelectionInfo()
: m_object(0)
, m_state(SelectionNone)
{
}
SelectionInfo(RenderObject* o, bool clipToVisibleContent)
: m_object(o)
, m_rect(o->needsLayout() ? IntRect() : o->selectionRect(clipToVisibleContent))
, m_state(o->selectionState())
{
}
RenderObject* object() const { return m_object; }
IntRect rect() const { return m_rect; }
SelectionState state() const { return m_state; }
RenderObject* m_object;
IntRect m_rect;
SelectionState m_state;
};
Node* draggableNode(bool dhtmlOK, bool uaOK, int x, int y, bool& dhtmlWillDrag) const;
/**
* Returns the content coordinates of the caret within this render object.
* @param offset zero-based offset determining position within the render object.
* @param override @p true if input overrides existing characters,
* @p false if it inserts them. The width of the caret depends on this one.
* @param extraWidthToEndOfLine optional out arg to give extra width to end of line -
* useful for character range rect computations
*/
virtual IntRect caretRect(int offset, EAffinity = UPSTREAM, int* extraWidthToEndOfLine = 0);
virtual int lowestPosition(bool /*includeOverflowInterior*/ = true, bool /*includeSelf*/ = true) const { return 0; }
virtual int rightmostPosition(bool /*includeOverflowInterior*/ = true, bool /*includeSelf*/ = true) const { return 0; }
virtual int leftmostPosition(bool /*includeOverflowInterior*/ = true, bool /*includeSelf*/ = true) const { return 0; }
virtual void calcVerticalMargins() { }
void removeFromObjectLists();
// When performing a global document tear-down, the renderer of the document is cleared. We use this
// as a hook to detect the case of document destruction and don't waste time doing unnecessary work.
bool documentBeingDestroyed() const;
virtual void destroy();
// Virtual function helpers for CSS3 Flexible Box Layout
virtual bool isFlexibleBox() const { return false; }
virtual bool isFlexingChildren() const { return false; }
virtual bool isStretchingChildren() const { return false; }
// Convenience, to avoid repeating the code to dig down to get this.
UChar backslashAsCurrencySymbol() const;
virtual int caretMinOffset() const;
virtual int caretMaxOffset() const;
virtual unsigned caretMaxRenderedOffset() const;
virtual int previousOffset(int current) const;
virtual int nextOffset(int current) const;
virtual void imageChanged(CachedImage*) { }
virtual bool willRenderImage(CachedImage*);
virtual void selectionStartEnd(int& spos, int& epos) const;
RenderObject* paintingRootForChildren(PaintInfo& paintInfo) const
{
// if we're the painting root, kids draw normally, and see root of 0
return (!paintInfo.paintingRoot || paintInfo.paintingRoot == this) ? 0 : paintInfo.paintingRoot;
}
bool shouldPaintWithinRoot(PaintInfo& paintInfo) const
{
return !paintInfo.paintingRoot || paintInfo.paintingRoot == this;
}
bool hasOverrideSize() const { return m_hasOverrideSize; }
void setHasOverrideSize(bool b) { m_hasOverrideSize = b; }
void remove() { if (parent()) parent()->removeChild(this); }
void invalidateVerticalPosition() { m_verticalPosition = PositionUndefined; }
virtual void removeLeftoverAnonymousBlock(RenderBlock* child);
virtual void capsLockStateMayHaveChanged() { }
AnimationController* animationController() const;
protected:
virtual void printBoxDecorations(GraphicsContext*, int /*x*/, int /*y*/, int /*w*/, int /*h*/, int /*tx*/, int /*ty*/) { }
virtual IntRect viewRect() const;
short getVerticalPosition(bool firstLine) const;
void adjustRectForOutlineAndShadow(IntRect&) const;
void arenaDelete(RenderArena*, void* objectBase);
private:
RenderStyle* m_style;
Node* m_node;
RenderObject* m_parent;
RenderObject* m_previous;
RenderObject* m_next;
#ifndef NDEBUG
bool m_hasAXObject;
#endif
mutable short m_verticalPosition : 15;
bool m_needsLayout : 1;
bool m_normalChildNeedsLayout : 1;
bool m_posChildNeedsLayout : 1;
bool m_prefWidthsDirty : 1;
bool m_floating : 1;
bool m_positioned : 1;
bool m_relPositioned : 1;
bool m_paintBackground : 1; // if the box has something to paint in the
// background painting phase (background, border, etc)
bool m_isAnonymous : 1;
bool m_isText : 1;
bool m_inline : 1;
bool m_replaced : 1;
bool m_isDragging : 1;
bool m_hasLayer : 1;
bool m_hasOverflowClip : 1;
bool m_hasTransform : 1;
bool m_hasOverrideSize : 1;
public:
bool m_hasCounterNodeMap : 1;
};
} // namespace WebCore
#ifndef NDEBUG
// Outside the WebCore namespace for ease of invocation from gdb.
void showTree(const WebCore::RenderObject*);
#endif
#endif // RenderObject_h