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authorTimothy Pearson <[email protected]>2013-01-26 13:17:21 -0600
committerTimothy Pearson <[email protected]>2013-01-26 13:17:21 -0600
commitdfe289850f068f19ba4a83ab4e7e22a7e09c13c9 (patch)
treec297348a55df66c571de4525646e0b9762427353 /tdehtml/rendering/render_flow.cpp
parentb7658a0d5eca24a9d37c6e04f88298ef02389db0 (diff)
downloadtdelibs-dfe289850f068f19ba4a83ab4e7e22a7e09c13c9.tar.gz
tdelibs-dfe289850f068f19ba4a83ab4e7e22a7e09c13c9.zip
Rename a number of libraries and executables to avoid conflicts with KDE4
Diffstat (limited to 'tdehtml/rendering/render_flow.cpp')
-rw-r--r--tdehtml/rendering/render_flow.cpp412
1 files changed, 412 insertions, 0 deletions
diff --git a/tdehtml/rendering/render_flow.cpp b/tdehtml/rendering/render_flow.cpp
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+/**
+ * This file is part of the html renderer for KDE.
+ *
+ * Copyright (C) 1999-2003 Lars Knoll ([email protected])
+ * (C) 1999-2003 Antti Koivisto ([email protected])
+ * (C) 2002-2003 Dirk Mueller ([email protected])
+ * (C) 2003-2006 Apple Computer, Inc.
+ *
+ * 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 <kdebug.h>
+#include <assert.h>
+#include <tqpainter.h>
+#include <kglobal.h>
+
+#include "rendering/render_flow.h"
+#include "rendering/render_text.h"
+#include "rendering/render_table.h"
+#include "rendering/render_canvas.h"
+#include "rendering/render_inline.h"
+#include "rendering/render_block.h"
+#include "rendering/render_arena.h"
+#include "rendering/render_line.h"
+#include "xml/dom_nodeimpl.h"
+#include "xml/dom_docimpl.h"
+#include "misc/htmltags.h"
+#include "html/html_formimpl.h"
+
+#include "tdehtmlview.h"
+
+using namespace DOM;
+using namespace tdehtml;
+
+RenderFlow* RenderFlow::createFlow(DOM::NodeImpl* node, RenderStyle* style, RenderArena* arena)
+{
+ RenderFlow* result;
+ if (style->display() == INLINE)
+ result = new (arena) RenderInline(node);
+ else
+ result = new (arena) RenderBlock(node);
+ result->setStyle(style);
+ return result;
+}
+
+RenderFlow* RenderFlow::continuationBefore(RenderObject* beforeChild)
+{
+ if (beforeChild && beforeChild->parent() == this)
+ return this;
+
+ RenderFlow* curr = continuation();
+ RenderFlow* nextToLast = this;
+ RenderFlow* last = this;
+ while (curr) {
+ if (beforeChild && beforeChild->parent() == curr) {
+ if (curr->firstChild() == beforeChild)
+ return last;
+ return curr;
+ }
+
+ nextToLast = last;
+ last = curr;
+ curr = curr->continuation();
+ }
+
+ if (!beforeChild && !last->firstChild())
+ return nextToLast;
+ return last;
+}
+
+void RenderFlow::addChildWithContinuation(RenderObject* newChild, RenderObject* beforeChild)
+{
+ RenderFlow* flow = continuationBefore(beforeChild);
+ while(beforeChild && beforeChild->parent() != flow && !beforeChild->parent()->isAnonymousBlock()) {
+ // skip implicit containers around beforeChild
+ beforeChild = beforeChild->parent();
+ }
+ RenderFlow* beforeChildParent = beforeChild ? static_cast<RenderFlow*>(beforeChild->parent()) :
+ (flow->continuation() ? flow->continuation() : flow);
+
+ if (newChild->isFloatingOrPositioned())
+ return beforeChildParent->addChildToFlow(newChild, beforeChild);
+
+ // A continuation always consists of two potential candidates: an inline or an anonymous
+ // block box holding block children.
+ bool childInline = newChild->isInline();
+ bool bcpInline = beforeChildParent->isInline();
+ bool flowInline = flow->isInline();
+
+ if (flow == beforeChildParent)
+ return flow->addChildToFlow(newChild, beforeChild);
+ else {
+ // The goal here is to match up if we can, so that we can coalesce and create the
+ // minimal # of continuations needed for the inline.
+ if (childInline == bcpInline)
+ return beforeChildParent->addChildToFlow(newChild, beforeChild);
+ else if (flowInline == childInline)
+ return flow->addChildToFlow(newChild, 0); // Just treat like an append.
+ else
+ return beforeChildParent->addChildToFlow(newChild, beforeChild);
+ }
+}
+
+void RenderFlow::addChild(RenderObject *newChild, RenderObject *beforeChild)
+{
+#ifdef DEBUG_LAYOUT
+ kdDebug( 6040 ) << renderName() << "(RenderFlow)::addChild( " << newChild->renderName() <<
+ ", " << (beforeChild ? beforeChild->renderName() : "0") << " )" << endl;
+ kdDebug( 6040 ) << "current height = " << m_height << endl;
+#endif
+
+ if (continuation())
+ return addChildWithContinuation(newChild, beforeChild);
+ return addChildToFlow(newChild, beforeChild);
+}
+
+void RenderFlow::deleteInlineBoxes(RenderArena* arena)
+{
+ RenderBox::deleteInlineBoxes(arena); //In case we upcalled
+ //during construction
+ if (m_firstLineBox) {
+ if (!arena)
+ arena = renderArena();
+ InlineRunBox *curr=m_firstLineBox, *next=0;
+ while (curr) {
+ next = curr->nextLineBox();
+ curr->detach(arena);
+ curr = next;
+ }
+ m_firstLineBox = 0;
+ m_lastLineBox = 0;
+ }
+}
+
+void RenderFlow::deleteLastLineBox(RenderArena* arena)
+{
+ if (m_lastLineBox) {
+ if (!arena)
+ arena = renderArena();
+ InlineRunBox *curr=m_lastLineBox, *prev = m_lastLineBox;
+ if (m_firstLineBox == m_lastLineBox)
+ m_firstLineBox = m_lastLineBox = 0;
+ else {
+ prev = curr->prevLineBox();
+ while (!prev->isInlineFlowBox()) {
+ prev = prev->prevLineBox();
+ prev->detach(arena);
+ }
+ m_lastLineBox = static_cast<InlineFlowBox*>(prev);
+ prev->setNextLineBox(0);
+ }
+ if (curr->parent()) {
+ curr->parent()->removeFromLine(curr);
+ }
+ curr->detach(arena);
+ }
+}
+
+InlineBox* RenderFlow::createInlineBox(bool makePlaceHolderBox, bool isRootLineBox)
+{
+ if ( !isRootLineBox &&
+ (isReplaced() || makePlaceHolderBox) ) // Inline tables and inline blocks
+ return RenderBox::createInlineBox(false, false); // (or positioned element placeholders).
+
+ InlineFlowBox* flowBox = 0;
+ if (isInlineFlow())
+ flowBox = new (renderArena()) InlineFlowBox(this);
+ else
+ flowBox = new (renderArena()) RootInlineBox(this);
+
+ if (!m_firstLineBox) {
+ m_firstLineBox = m_lastLineBox = flowBox;
+ } else {
+ m_lastLineBox->setNextLineBox(flowBox);
+ flowBox->setPreviousLineBox(m_lastLineBox);
+ m_lastLineBox = flowBox;
+ }
+
+ return flowBox;
+}
+
+void RenderFlow::paintLines(PaintInfo& i, int _tx, int _ty)
+{
+ // Only paint during the foreground/selection phases.
+ if (i.phase != PaintActionForeground && i.phase != PaintActionSelection && i.phase != PaintActionOutline)
+ return;
+
+ if (!firstLineBox())
+ return;
+
+ // We can check the first box and last box and avoid painting if we don't
+ // intersect. This is a quick short-circuit that we can take to avoid walking any lines.
+ // FIXME: This check is flawed in two extremely obscure ways.
+ // (1) If some line in the middle has a huge overflow, it might actually extend below the last line.
+ // (2) The overflow from an inline block on a line is not reported to the line.
+ int maxOutlineSize = maximalOutlineSize(i.phase);
+ int yPos = firstLineBox()->root()->topOverflow() - maxOutlineSize;
+ int h = maxOutlineSize + lastLineBox()->root()->bottomOverflow() - yPos;
+ yPos += _ty;
+ if ((yPos >= i.r.y() + i.r.height()) || (yPos + h <= i.r.y()))
+ return;
+ for (InlineFlowBox* curr = firstLineBox(); curr; curr = curr->nextFlowBox()) {
+ yPos = curr->root()->topOverflow() - maxOutlineSize;
+ h = curr->root()->bottomOverflow() + maxOutlineSize - yPos;
+ yPos += _ty;
+ if ((yPos < i.r.y() + i.r.height()) && (yPos + h > i.r.y()))
+ curr->paint(i, _tx, _ty);
+ }
+
+ if (i.phase == PaintActionOutline && i.outlineObjects) {
+ TQValueList<RenderFlow *>::iterator it;;
+ for( it = (*i.outlineObjects).begin(); it != (*i.outlineObjects).end(); ++it )
+ if ((*it)->isRenderInline())
+ static_cast<RenderInline*>(*it)->paintOutlines(i.p, _tx, _ty);
+ i.outlineObjects->clear();
+ }
+}
+
+
+bool RenderFlow::hitTestLines(NodeInfo& i, int x, int y, int tx, int ty, HitTestAction hitTestAction)
+{
+ (void) hitTestAction;
+ /*
+ if (hitTestAction != HitTestForeground) // ### port hitTest
+ return false;
+ */
+
+ if (!firstLineBox())
+ return false;
+
+ // We can check the first box and last box and avoid hit testing if we don't
+ // contain the point. This is a quick short-circuit that we can take to avoid walking any lines.
+ // FIXME: This check is flawed in two extremely obscure ways.
+ // (1) If some line in the middle has a huge overflow, it might actually extend below the last line.
+ // (2) The overflow from an inline block on a line is not reported to the line.
+ if ((y >= ty + lastLineBox()->root()->bottomOverflow()) || (y < ty + firstLineBox()->root()->topOverflow()))
+ return false;
+
+ // See if our root lines contain the point. If so, then we hit test
+ // them further. Note that boxes can easily overlap, so we can't make any assumptions
+ // based off positions of our first line box or our last line box.
+ for (InlineFlowBox* curr = lastLineBox(); curr; curr = curr->prevFlowBox()) {
+ if (y >= ty + curr->root()->topOverflow() && y < ty + curr->root()->bottomOverflow()) {
+ bool inside = curr->nodeAtPoint(i, x, y, tx, ty);
+ if (inside) {
+ setInnerNode(i);
+ return true;
+ }
+ }
+ }
+
+ return false;
+}
+
+
+void RenderFlow::repaint(Priority prior)
+{
+ if (isInlineFlow()) {
+ // Find our leftmost position.
+ int left = 0;
+ // root inline box not reliably availabe during relayout
+ int top = firstLineBox() ? (
+ needsLayout() ? firstLineBox()->xPos() : firstLineBox()->root()->topOverflow()
+ ) : 0;
+ for (InlineRunBox* curr = firstLineBox(); curr; curr = curr->nextLineBox())
+ if (curr == firstLineBox() || curr->xPos() < left)
+ left = curr->xPos();
+
+ // Now invalidate a rectangle.
+ int ow = style() ? style()->outlineSize() : 0;
+
+ // We need to add in the relative position offsets of any inlines (including us) up to our
+ // containing block.
+ RenderBlock* cb = containingBlock();
+ for (RenderObject* inlineFlow = this; inlineFlow && inlineFlow->isInlineFlow() && inlineFlow != cb;
+ inlineFlow = inlineFlow->parent()) {
+ if (inlineFlow->style() && inlineFlow->style()->position() == RELATIVE && inlineFlow->layer()) {
+ KHTMLAssert(inlineFlow->isBox());
+ static_cast<RenderBox*>(inlineFlow)->relativePositionOffset(left, top);
+ }
+ }
+
+ RootInlineBox *lastRoot = lastLineBox() && !needsLayout() ? lastLineBox()->root() : 0;
+ containingBlock()->repaintRectangle(-ow+left, -ow+top,
+ width()+ow*2,
+ (lastRoot ? lastRoot->bottomOverflow() - top : height())+ow*2, prior);
+ }
+ else {
+ if (firstLineBox() && firstLineBox()->topOverflow() < 0) {
+ int ow = style() ? style()->outlineSize() : 0;
+ repaintRectangle(-ow, -ow+firstLineBox()->topOverflow(),
+ effectiveWidth()+ow*2, effectiveHeight()+ow*2, prior);
+ }
+ else
+ return RenderBox::repaint(prior);
+ }
+}
+
+int
+RenderFlow::lowestPosition(bool includeOverflowInterior, bool includeSelf) const
+{
+ int bottom = RenderBox::lowestPosition(includeOverflowInterior, includeSelf);
+ if (!includeOverflowInterior && hasOverflowClip())
+ return bottom;
+
+ // FIXME: Come up with a way to use the layer tree to avoid visiting all the kids.
+ // For now, we have to descend into all the children, since we may have a huge abs div inside
+ // a tiny rel div buried somewhere deep in our child tree. In this case we have to get to
+ // the abs div.
+ for (RenderObject *c = firstChild(); c; c = c->nextSibling()) {
+ if (!c->isFloatingOrPositioned() && !c->isText() && !c->isInlineFlow()) {
+ int lp = c->yPos() + c->lowestPosition(false);
+ bottom = kMax(bottom, lp);
+ }
+ }
+
+ if (isRelPositioned()) {
+ int x;
+ relativePositionOffset(x, bottom);
+ }
+
+ return bottom;
+}
+
+int RenderFlow::rightmostPosition(bool includeOverflowInterior, bool includeSelf) const
+{
+ int right = RenderBox::rightmostPosition(includeOverflowInterior, includeSelf);
+ if (!includeOverflowInterior && hasOverflowClip())
+ return right;
+
+ // FIXME: Come up with a way to use the layer tree to avoid visiting all the kids.
+ // For now, we have to descend into all the children, since we may have a huge abs div inside
+ // a tiny rel div buried somewhere deep in our child tree. In this case we have to get to
+ // the abs div.
+ for (RenderObject *c = firstChild(); c; c = c->nextSibling()) {
+ if (!c->isFloatingOrPositioned() && !c->isText() && !c->isInlineFlow()) {
+ int rp = c->xPos() + c->rightmostPosition(false);
+ right = kMax(right, rp);
+ }
+ }
+
+ if (isRelPositioned()) {
+ int y;
+ relativePositionOffset(right, y);
+ }
+
+ return right;
+}
+
+int RenderFlow::leftmostPosition(bool includeOverflowInterior, bool includeSelf) const
+{
+ int left = RenderBox::leftmostPosition(includeOverflowInterior, includeSelf);
+ if (!includeOverflowInterior && hasOverflowClip())
+ return left;
+
+ // FIXME: Come up with a way to use the layer tree to avoid visiting all the kids.
+ // For now, we have to descend into all the children, since we may have a huge abs div inside
+ // a tiny rel div buried somewhere deep in our child tree. In this case we have to get to
+ // the abs div.
+ for (RenderObject *c = firstChild(); c; c = c->nextSibling()) {
+ if (!c->isFloatingOrPositioned() && !c->isText() && !c->isInlineFlow()) {
+ int lp = c->xPos() + c->leftmostPosition(false);
+ left = kMin(left, lp);
+ }
+ }
+
+ if (isRelPositioned()) {
+ int y;
+ relativePositionOffset(left, y);
+ }
+
+ return left;
+}
+
+int RenderFlow::highestPosition(bool includeOverflowInterior, bool includeSelf) const
+{
+ int top = RenderBox::highestPosition(includeOverflowInterior, includeSelf);
+ if (!includeOverflowInterior && hasOverflowClip())
+ return top;
+
+ // FIXME: Come up with a way to use the layer tree to avoid visiting all the kids.
+ // For now, we have to descend into all the children, since we may have a huge abs div inside
+ // a tiny rel div buried somewhere deep in our child tree. In this case we have to get to
+ // the abs div.
+ for (RenderObject *c = firstChild(); c; c = c->nextSibling()) {
+ if (!c->isFloatingOrPositioned() && !c->isText() && !c->isInlineFlow()) {
+ int hp = c->yPos() + c->highestPosition(false);
+ top = kMin(top, hp);
+ }
+ }
+
+ if (isRelPositioned()) {
+ int x;
+ relativePositionOffset(x, top);
+ }
+
+ return top;
+}