/** * This file is part of the html renderer for KDE. * * Copyright (C) 1999 Lars Knoll (knoll@kde.org) * (C) 1999 Antti Koivisto (koivisto@kde.org) * (C) 2000 Dirk Mueller (mueller@kde.org) * Copyright (C) 2003, 2004, 2005, 2006 Apple Computer, Inc. * Copyright (C) 2006 Andrew Wellington (proton@wiretapped.net) * * 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., 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. * */ #include "config.h" #include "RenderContainer.h" #include "htmlediting.h" #include "RenderListItem.h" #include "RenderTable.h" #include "RenderTextFragment.h" #include "RenderImage.h" #include "RenderView.h" #include "Document.h" // For accessibility #include "AXObjectCache.h" namespace WebCore { RenderContainer::RenderContainer(Node* node) : RenderBox(node) { m_first = 0; m_last = 0; } RenderContainer::~RenderContainer() { } void RenderContainer::destroy() { destroyLeftoverChildren(); RenderBox::destroy(); } void RenderContainer::destroyLeftoverChildren() { while (m_first) { if (m_first->isListMarker() || (m_first->style()->styleType() == RenderStyle::FIRST_LETTER && !m_first->isText())) m_first->remove(); // List markers are owned by their enclosing list and so don't get destroyed by this container. Similarly, first letters are destroyed by their remaining text fragment. else { // Destroy any anonymous children remaining in the render tree, as well as implicit (shadow) DOM elements like those used in the engine-based text fields. if (m_first->element()) m_first->element()->setRenderer(0); m_first->destroy(); } } } bool RenderContainer::canHaveChildren() const { return true; } static void updateListMarkerNumbers(RenderObject* child) { for (RenderObject* r = child; r; r = r->nextSibling()) { if (r->isListItem()) static_cast(r)->resetValue(); } } void RenderContainer::addChild(RenderObject* newChild, RenderObject* beforeChild) { bool needsTable = false; if(!newChild->isText() && !newChild->isReplaced()) { switch(newChild->style()->display()) { case LIST_ITEM: updateListMarkerNumbers(beforeChild ? beforeChild : lastChild()); break; case INLINE: case BLOCK: case INLINE_BLOCK: case RUN_IN: case COMPACT: case BOX: case INLINE_BOX: case TABLE: case INLINE_TABLE: case TABLE_COLUMN: break; case TABLE_COLUMN_GROUP: case TABLE_CAPTION: case TABLE_ROW_GROUP: case TABLE_HEADER_GROUP: case TABLE_FOOTER_GROUP: if (!isTable()) needsTable = true; break; case TABLE_ROW: if (!isTableSection()) needsTable = true; break; case TABLE_CELL: if (!isTableRow()) needsTable = true; // I'm not 100% sure this is the best way to fix this, but without this // change we recurse infinitely when trying to render the CSS2 test page: // http://www.bath.ac.uk/%7Epy8ieh/internet/eviltests/htmlbodyheadrendering2.html. // See Radar 2925291. if (isTableCell() && !firstChild() && !newChild->isTableCell()) needsTable = false; break; case NONE: break; } } if (needsTable) { RenderTable *table; if(!beforeChild) beforeChild = lastChild(); if(beforeChild && beforeChild->isAnonymous() && beforeChild->isTable()) table = static_cast(beforeChild); else { table = new (renderArena()) RenderTable(document() /* is anonymous */); RenderStyle *newStyle = new (renderArena()) RenderStyle(); newStyle->inheritFrom(style()); newStyle->setDisplay(TABLE); table->setStyle(newStyle); addChild(table, beforeChild); } table->addChild(newChild); } else { // just add it... insertChildNode(newChild, beforeChild); } if (newChild->isText() && newChild->style()->textTransform() == CAPITALIZE) { RefPtr textToTransform = static_cast(newChild)->originalString(); if (textToTransform) static_cast(newChild)->setText(textToTransform.get(), true); } } RenderObject* RenderContainer::removeChildNode(RenderObject* oldChild) { ASSERT(oldChild->parent() == this); // So that we'll get the appropriate dirty bit set (either that a normal flow child got yanked or // that a positioned child got yanked). We also repaint, so that the area exposed when the child // disappears gets repainted properly. if (!documentBeingDestroyed()) { oldChild->setNeedsLayoutAndMinMaxRecalc(); oldChild->repaint(); } // If we have a line box wrapper, delete it. oldChild->deleteLineBoxWrapper(); if (!documentBeingDestroyed()) { // Keep our layer hierarchy updated. oldChild->removeLayers(enclosingLayer()); // If oldChild is the start or end of the selection, then clear the selection to // avoid problems of invalid pointers. // FIXME: The SelectionController should be responsible for this when it // is notified of DOM mutations. if (oldChild->isSelectionBorder()) view()->clearSelection(); // renumber ordered lists if (oldChild->isListItem()) updateListMarkerNumbers(oldChild->nextSibling()); if (oldChild->isPositioned() && childrenInline()) dirtyLinesFromChangedChild(oldChild); } // remove the child if (oldChild->previousSibling()) oldChild->previousSibling()->setNextSibling(oldChild->nextSibling()); if (oldChild->nextSibling()) oldChild->nextSibling()->setPreviousSibling(oldChild->previousSibling()); if (m_first == oldChild) m_first = oldChild->nextSibling(); if (m_last == oldChild) m_last = oldChild->previousSibling(); oldChild->setPreviousSibling(0); oldChild->setNextSibling(0); oldChild->setParent(0); #if __APPLE__ #endif return oldChild; } void RenderContainer::removeChild(RenderObject* oldChild) { // We do this here instead of in removeChildNode, since the only extremely low-level uses of remove/appendChildNode // cannot affect the positioned object list, and the floating object list is irrelevant (since the list gets cleared on // layout anyway). oldChild->removeFromObjectLists(); removeChildNode(oldChild); } RenderObject* RenderContainer::pseudoChild(RenderStyle::PseudoId type) const { if (type == RenderStyle::BEFORE) { RenderObject* first = firstChild(); while (first && first->isListMarker()) first = first->nextSibling(); return first; } if (type == RenderStyle::AFTER) return lastChild(); assert(false); return 0; } void RenderContainer::updatePseudoChild(RenderStyle::PseudoId type) { // If this is an anonymous wrapper, then parent applies its own pseudo style to it. if (parent() && parent()->createsAnonymousWrapper()) return; updatePseudoChildForObject(type, this); } void RenderContainer::updatePseudoChildForObject(RenderStyle::PseudoId type, RenderObject* styledObject) { // In CSS2, before/after pseudo-content cannot nest. Check this first. if (style()->styleType() == RenderStyle::BEFORE || style()->styleType() == RenderStyle::AFTER) return; RenderStyle* pseudo = styledObject->getPseudoStyle(type); RenderObject* child = pseudoChild(type); // Whether or not we currently have generated content attached. bool oldContentPresent = child && (child->style()->styleType() == type); // Whether or not we now want generated content. bool newContentWanted = pseudo && pseudo->display() != NONE; // For

, if this object is the inline continuation of the , we only want to generate // :after content and not :before content. if (newContentWanted && type == RenderStyle::BEFORE && isInlineContinuation()) newContentWanted = false; // Similarly, if we're the beginning of a , and there's an inline continuation for our object, // then we don't generate the :after content. if (newContentWanted && type == RenderStyle::AFTER && isRenderInline() && continuation()) newContentWanted = false; // If we don't want generated content any longer, or if we have generated content, but it's no longer // identical to the new content data we want to build render objects for, then we nuke all // of the old generated content. if (!newContentWanted || (oldContentPresent && !child->style()->contentDataEquivalent(pseudo))) { // Nuke the child. if (child && child->style()->styleType() == type) { oldContentPresent = false; child->destroy(); child = (type == RenderStyle::BEFORE) ? firstChild() : lastChild(); } } // If we have no pseudo-style or if the pseudo's display type is NONE, then we // have no generated content and can now return. if (!newContentWanted) return; if (isInlineFlow() && pseudo->display() != INLINE) // According to the CSS2 spec (the end of section 12.1), the only allowed // display values for the pseudo style are NONE and INLINE. Since we already // determined that the pseudo is not display NONE, any display other than // inline should be mutated to INLINE. pseudo->setDisplay(INLINE); if (oldContentPresent) { if (child && child->style()->styleType() == type) { // We have generated content present still. We want to walk this content and update our // style information with the new pseudo style. child->setStyle(pseudo); // Note that if we ever support additional types of generated content (which should be way off // in the future), this code will need to be patched. for (RenderObject* genChild = child->firstChild(); genChild; genChild = genChild->nextSibling()) { if (genChild->isText()) // Generated text content is a child whose style also needs to be set to the pseudo // style. genChild->setStyle(pseudo); else { // Images get an empty style that inherits from the pseudo. RenderStyle* style = new (renderArena()) RenderStyle(); style->inheritFrom(pseudo); genChild->setStyle(style); } } } return; // We've updated the generated content. That's all we needed to do. } RenderObject* insertBefore = (type == RenderStyle::BEFORE) ? child : 0; // Generated content consists of a single container that houses multiple children (specified // by the content property). This pseudo container gets the pseudo style set on it. RenderObject* pseudoContainer = 0; // Now walk our list of generated content and create render objects for every type // we encounter. for (ContentData* contentData = pseudo->contentData(); contentData; contentData = contentData->_nextContent) { if (!pseudoContainer) pseudoContainer = RenderFlow::createAnonymousFlow(document(), pseudo); /* anonymous box */ if (contentData->contentType() == CONTENT_TEXT) { RenderText* t = new (renderArena()) RenderTextFragment(document() /*anonymous object */, contentData->contentText()); t->setStyle(pseudo); pseudoContainer->addChild(t); } else if (contentData->contentType() == CONTENT_OBJECT) { RenderImage* img = new (renderArena()) RenderImage(document()); /* Anonymous object */ RenderStyle* style = new (renderArena()) RenderStyle(); style->inheritFrom(pseudo); img->setStyle(style); img->setContentObject(contentData->contentObject()); pseudoContainer->addChild(img); } } if (pseudoContainer) { // Add the pseudo after we've installed all our content, so that addChild will be able to find the text // inside the inline for e.g., first-letter styling. addChild(pseudoContainer, insertBefore); } } void RenderContainer::appendChildNode(RenderObject* newChild) { ASSERT(newChild->parent() == 0); ASSERT(!isBlockFlow() || (!newChild->isTableSection() && !newChild->isTableRow() && !newChild->isTableCell())); newChild->setParent(this); RenderObject* lChild = lastChild(); if(lChild) { newChild->setPreviousSibling(lChild); lChild->setNextSibling(newChild); } else setFirstChild(newChild); setLastChild(newChild); // Keep our layer hierarchy updated. Optimize for the common case where we don't have any children // and don't have a layer attached to ourselves. if (newChild->firstChild() || newChild->layer()) { RenderLayer* layer = enclosingLayer(); newChild->addLayers(layer, newChild); } newChild->setNeedsLayoutAndMinMaxRecalc(); // Goes up the containing block hierarchy. if (!normalChildNeedsLayout()) setChildNeedsLayout(true); // We may supply the static position for an absolute positioned child. if (!newChild->isFloatingOrPositioned() && childrenInline()) dirtyLinesFromChangedChild(newChild); #if __APPLE__ #endif } void RenderContainer::insertChildNode(RenderObject* child, RenderObject* beforeChild) { if(!beforeChild) { appendChildNode(child); return; } ASSERT(!child->parent()); while ( beforeChild->parent() != this && beforeChild->parent()->isAnonymousBlock() ) beforeChild = beforeChild->parent(); ASSERT(beforeChild->parent() == this); ASSERT(!isBlockFlow() || (!child->isTableSection() && !child->isTableRow() && !child->isTableCell())); if(beforeChild == firstChild()) setFirstChild(child); RenderObject* prev = beforeChild->previousSibling(); child->setNextSibling(beforeChild); beforeChild->setPreviousSibling(child); if(prev) prev->setNextSibling(child); child->setPreviousSibling(prev); child->setParent(this); // Keep our layer hierarchy updated. RenderLayer* layer = enclosingLayer(); child->addLayers(layer, child); child->setNeedsLayoutAndMinMaxRecalc(); if (!normalChildNeedsLayout()) setChildNeedsLayout(true); // We may supply the static position for an absolute positioned child. if (!child->isFloating() && childrenInline()) dirtyLinesFromChangedChild(child); #if __APPLE__ #endif } void RenderContainer::layout() { ASSERT( needsLayout() ); ASSERT( minMaxKnown() ); RenderObject* child = firstChild(); while( child ) { child->layoutIfNeeded(); child = child->nextSibling(); } setNeedsLayout(false); } void RenderContainer::removeLeftoverAnonymousBoxes() { // we have to go over all child nodes and remove anonymous boxes, that do _not_ // have inline children to keep the tree flat RenderObject* child = firstChild(); while( child ) { RenderObject* next = child->nextSibling(); if ( child->isRenderBlock() && child->isAnonymousBlock() && !child->continuation() && !child->childrenInline() && !child->isTableCell() ) { RenderObject* firstAnChild = child->firstChild(); RenderObject* lastAnChild = child->lastChild(); if ( firstAnChild ) { RenderObject* o = firstAnChild; while( o ) { o->setParent( this ); o = o->nextSibling(); } firstAnChild->setPreviousSibling( child->previousSibling() ); lastAnChild->setNextSibling( child->nextSibling() ); if ( child->previousSibling() ) child->previousSibling()->setNextSibling( firstAnChild ); if ( child->nextSibling() ) child->nextSibling()->setPreviousSibling( lastAnChild ); } else { if ( child->previousSibling() ) child->previousSibling()->setNextSibling( child->nextSibling() ); if ( child->nextSibling() ) child->nextSibling()->setPreviousSibling( child->previousSibling() ); } if ( child == firstChild() ) m_first = firstAnChild; if ( child == lastChild() ) m_last = lastAnChild; child->setParent( 0 ); child->setPreviousSibling( 0 ); child->setNextSibling( 0 ); if ( !child->isText() ) { RenderContainer *c = static_cast(child); c->m_first = 0; c->m_next = 0; } child->destroy(); } child = next; } if (parent()) // && isAnonymousBlock() && !continuation() && !childrenInline() && !isTableCell()) parent()->removeLeftoverAnonymousBoxes(); } VisiblePosition RenderContainer::positionForCoordinates(int x, int y) { // no children...return this render object's element, if there is one, and offset 0 if (!firstChild()) return VisiblePosition(element(), 0, DOWNSTREAM); if (isTable() && element()) { int absx, absy; absolutePositionForContent(absx, absy); int left = absx; int right = left + contentWidth() + borderRight() + paddingRight() + borderLeft() + paddingLeft(); int top = absy; int bottom = top + contentHeight() + borderTop() + paddingTop() + borderBottom() + paddingBottom(); if (x < left || x > right || y < top || y > bottom) { if (x <= (left + right) / 2) return VisiblePosition(Position(element(), 0)); else return VisiblePosition(Position(element(), maxDeepOffset(element()))); } } // Pass off to the closest child. int minDist = INT_MAX; RenderObject* closestRenderer = 0; for (RenderObject* renderer = firstChild(); renderer; renderer = renderer->nextSibling()) { if (!renderer->firstChild() && !renderer->isInline() && !renderer->isBlockFlow() || renderer->style()->visibility() != VISIBLE) continue; int absx, absy; renderer->absolutePositionForContent(absx, absy); int top = absy + borderTop() + paddingTop(); int bottom = top + renderer->contentHeight(); int left = absx + borderLeft() + paddingLeft(); int right = left + renderer->contentWidth(); if (x <= right && x >= left && y <= top && y >= bottom) return renderer->positionForCoordinates(x, y); // Find the distance from (x, y) to the box. Split the space around the box into 8 pieces // and use a different compare depending on which piece (x, y) is in. IntPoint cmp; if (x > right) { if (y < top) cmp = IntPoint(right, top); else if (y > bottom) cmp = IntPoint(right, bottom); else cmp = IntPoint(right, y); } else if (x < left) { if (y < top) cmp = IntPoint(left, top); else if (y > bottom) cmp = IntPoint(left, bottom); else cmp = IntPoint(left, y); } else { if (y < top) cmp = IntPoint(x, top); else cmp = IntPoint(x, bottom); } int x1minusx2 = cmp.x() - x; int y1minusy2 = cmp.y() - y; int dist = x1minusx2 * x1minusx2 + y1minusy2 * y1minusy2; if (dist < minDist) { closestRenderer = renderer; minDist = dist; } } if (closestRenderer) return closestRenderer->positionForCoordinates(x, y); return VisiblePosition(element(), 0, DOWNSTREAM); } DeprecatedValueList RenderContainer::lineBoxRects() { if (!firstChild() && (isInline() || isAnonymousBlock())) { DeprecatedValueList rects; int x = 0, y = 0; absolutePositionForContent(x, y); absoluteRects(rects, x, y); return rects; } if (!firstChild()) return DeprecatedValueList(); DeprecatedValueList rects; for (RenderObject* child = firstChild(); child; child = child->nextSibling()) { if (child->isText() || child->isInline() || child->isAnonymousBlock()) { int x = 0, y = 0; child->absolutePositionForContent(x, y); child->absoluteRects(rects, x, y); } } return rects; } #undef DEBUG_LAYOUT }