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Diffstat (limited to 'tdehtml/rendering/render_block.h')
-rw-r--r-- | tdehtml/rendering/render_block.h | 378 |
1 files changed, 378 insertions, 0 deletions
diff --git a/tdehtml/rendering/render_block.h b/tdehtml/rendering/render_block.h new file mode 100644 index 000000000..84fd15a0b --- /dev/null +++ b/tdehtml/rendering/render_block.h @@ -0,0 +1,378 @@ +/* + * This file is part of the render object implementation for KHTML. + * + * Copyright (C) 1999-2003 Lars Knoll ([email protected]) + * (C) 1999-2003 Antti Koivisto ([email protected]) + * (C) 2002-2003 Dirk Mueller ([email protected]) + * (C) 2003 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. + * + */ + +#ifndef RENDER_BLOCK_H +#define RENDER_BLOCK_H + +#include <tqptrlist.h> + +#include "render_flow.h" + +namespace tdehtml { + +class RenderBlock : public RenderFlow +{ +public: + RenderBlock(DOM::NodeImpl* node); + virtual ~RenderBlock(); + + virtual const char *renderName() const; + + virtual bool isRenderBlock() const { return true; } + virtual bool isBlockFlow() const { return !isInline() && !isTable(); } + virtual bool isInlineFlow() const { return isInline() && !isReplaced(); } + virtual bool isInlineBlockOrInlineTable() const { return isInline() && isReplaced(); } + + virtual bool childrenInline() const { return m_childrenInline; } + virtual void setChildrenInline(bool b) { m_childrenInline = b; } + void makeChildrenNonInline(RenderObject* insertionPoint = 0); + + void makePageBreakAvoidBlocks(); + + // The height (and width) of a block when you include 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() const { return m_overflowHeight; } + virtual int overflowWidth() const { return m_overflowWidth; } + virtual int overflowLeft() const { return m_overflowLeft; } + virtual int overflowTop() const { return m_overflowTop; } + virtual void setOverflowHeight(int h) { m_overflowHeight = h; } + virtual void setOverflowWidth(int w) { m_overflowWidth = w; } + virtual void setOverflowLeft(int l) { m_overflowLeft = l; } + virtual void setOverflowTop(int t) { m_overflowTop = t; } + + virtual bool isSelfCollapsingBlock() const; + virtual bool isTopMarginQuirk() const { return m_topMarginQuirk; } + virtual bool isBottomMarginQuirk() const { return m_bottomMarginQuirk; } + + virtual short maxTopMargin(bool positive) const { + if (positive) + return m_maxTopPosMargin; + else + return m_maxTopNegMargin; + } + virtual short maxBottomMargin(bool positive) const { + if (positive) + return m_maxBottomPosMargin; + else + return m_maxBottomNegMargin; + } + + void initMaxMarginValues() { + if (m_marginTop >= 0) + m_maxTopPosMargin = m_marginTop; + else + m_maxTopNegMargin = -m_marginTop; + if (m_marginBottom >= 0) + m_maxBottomPosMargin = m_marginBottom; + else + m_maxBottomNegMargin = -m_marginBottom; + } + + virtual void addChildToFlow(RenderObject* newChild, RenderObject* beforeChild); + virtual void removeChild(RenderObject *oldChild); + + virtual void setStyle(RenderStyle* _style); + virtual void attach(); + void updateFirstLetter(); + + virtual void layout(); + void layoutBlock( bool relayoutChildren ); + void layoutBlockChildren( bool relayoutChildren ); + void layoutInlineChildren( bool relayoutChildren, int breakBeforeLine = 0); + + void layoutPositionedObjects( bool relayoutChildren ); + void insertPositionedObject(RenderObject *o); + void removePositionedObject(RenderObject *o); + + // Called to lay out the legend for a fieldset. + virtual RenderObject* layoutLegend(bool /*relayoutChildren*/) { return 0; }; + + // the implementation of the following functions is in bidi.cpp + void bidiReorderLine(const BidiIterator &start, const BidiIterator &end, BidiState &bidi ); + BidiIterator findNextLineBreak(BidiIterator &start, BidiState &info ); + InlineFlowBox* constructLine(const BidiIterator& start, const BidiIterator& end); + InlineFlowBox* createLineBoxes(RenderObject* obj); + void computeHorizontalPositionsForLine(InlineFlowBox* lineBox, BidiState &bidi); + void computeVerticalPositionsForLine(InlineFlowBox* lineBox); + bool clearLineOfPageBreaks(InlineFlowBox* lineBox); + void checkLinesForOverflow(); + void deleteEllipsisLineBoxes(); + void checkLinesForTextOverflow(); + // end bidi.cpp functions + + virtual void paint(PaintInfo& i, int tx, int ty); + void paintObject(PaintInfo& i, int tx, int ty, bool paintOutline = true); + void paintFloats(PaintInfo& i, int _tx, int _ty, bool paintSelection = false); + + void insertFloatingObject(RenderObject *o); + void removeFloatingObject(RenderObject *o); + + // called from lineWidth, to position the floats added in the last line. + void positionNewFloats(); + void clearFloats(); + int getClearDelta(RenderObject *child); + virtual void markAllDescendantsWithFloatsForLayout(RenderObject* floatToRemove = 0); + + // FIXME: containsFloats() should not return true if the floating objects list + // is empty. However, layoutInlineChildren() relies on the current behavior. + // http://bugzilla.opendarwin.org/show_bug.cgi?id=7395#c3 + virtual bool hasFloats() const { return m_floatingObjects!=0; } + virtual bool containsFloat(RenderObject* o) const; + + virtual bool hasOverhangingFloats() const { return floatBottom() > m_height; } + void addOverHangingFloats( RenderBlock *block, int xoffset, int yoffset, bool child ); + + int nearestFloatBottom(int height) const; + int floatBottom() const; + inline int leftBottom(); + inline int rightBottom(); + + virtual unsigned short lineWidth(int y, bool *canClearLine = 0) const; + virtual int lowestPosition(bool includeOverflowInterior=true, bool includeSelf=true) const; + virtual int rightmostPosition(bool includeOverflowInterior=true, bool includeSelf=true) const; + virtual int leftmostPosition(bool includeOverflowInterior=true, bool includeSelf=true) const; + virtual int highestPosition(bool includeOverflowInterior, bool includeSelf) const; + int lowestAbsolutePosition() const; + int leftmostAbsolutePosition() const; + int rightmostAbsolutePosition() const; + int highestAbsolutePosition() const; + + int rightOffset() const; + int rightRelOffset(int y, int fixedOffset, bool applyTextIndent=true, int *heightRemaining = 0, bool *canClearLine = 0) const; + int rightOffset(int y, bool *canClearLine = 0) const { return rightRelOffset(y, rightOffset(), true, 0, canClearLine); } + + int leftOffset() const; + int leftRelOffset(int y, int fixedOffset, bool applyTextIndent=true, int *heightRemaining = 0, bool *canClearLine = 0) const; + int leftOffset(int y, bool *canClearLine = 0) const { return leftRelOffset(y, leftOffset(), true, 0, canClearLine); } + + virtual bool nodeAtPoint(NodeInfo& info, int x, int y, int _tx, int _ty, HitTestAction hitTestAction = HitTestAll, bool inside=false); + + bool isPointInScrollbar(int x, int y, int tx, int ty); + + virtual void calcMinMaxWidth(); + void calcInlineMinMaxWidth(); + void calcBlockMinMaxWidth(); + + virtual void close(); + + virtual int getBaselineOfFirstLineBox(); + virtual InlineFlowBox* getFirstLineBox(); + + RootInlineBox* firstRootBox() { return static_cast<RootInlineBox*>(m_firstLineBox); } + RootInlineBox* lastRootBox() { return static_cast<RootInlineBox*>(m_lastLineBox); } + + bool inRootBlockContext() const; + +#ifdef ENABLE_DUMP + virtual void printTree(int indent=0) const; + virtual void dump(TQTextStream &stream, const TQString &ind) const; +#endif + +protected: + void newLine(); + +protected: + struct FloatingObject { + enum Type { + FloatLeft, + FloatRight + }; + + FloatingObject(Type _type) { + node = 0; + startY = 0; + endY = 0; + type = _type; + left = 0; + width = 0; + noPaint = false; + crossedLayer = false; + + } + RenderObject* node; + int startY; + int endY; + short left; + short width; + Type type : 1; // left or right aligned + bool noPaint : 1; + bool crossedLayer : 1; // lock noPaint flag + }; + + // The following helper functions and structs are used by layoutBlockChildren. + class CompactInfo { + // A compact child that needs to be collapsed into the margin of the following block. + RenderObject* m_compact; + + // The block with the open margin that the compact child is going to place itself within. + RenderObject* m_block; + bool m_treatAsBlock : 1; + + public: + RenderObject* compact() const { return m_compact; } + RenderObject* block() const { return m_block; } + void setTreatAsBlock(bool b) { m_treatAsBlock = b; } + bool treatAsBlock() const { return m_treatAsBlock; } + bool matches(RenderObject* child) const { return m_compact && m_block == child; } + + void clear() { set(0, 0); } + void set(RenderObject* c, RenderObject* b) { m_compact = c; m_block = b; } + + CompactInfo() { clear(); } + }; + + class MarginInfo { + // Collapsing flags for whether we can collapse our margins with our children's margins. + bool m_canCollapseWithChildren : 1; + bool m_canCollapseTopWithChildren : 1; + bool m_canCollapseBottomWithChildren : 1; + + // Whether or not we are a quirky container, i.e., do we collapse away top and bottom + // margins in our container. Table cells and the body are the common examples. We + // also have a custom style property for Safari RSS to deal with TypePad blog articles. + bool m_quirkContainer : 1; + + // This flag tracks whether we are still looking at child margins that can all collapse together at the beginning of a block. + // They may or may not collapse with the top margin of the block (|m_canCollapseTopWithChildren| tells us that), but they will + // always be collapsing with one another. This variable can remain set to true through multiple iterations + // as long as we keep encountering self-collapsing blocks. + bool m_atTopOfBlock : 1; + + // This flag is set when we know we're examining bottom margins and we know we're at the bottom of the block. + bool m_atBottomOfBlock : 1; + + // If our last normal flow child was a self-collapsing block that cleared a float, + // we track it in this variable. + bool m_selfCollapsingBlockClearedFloat : 1; + + // These variables are used to detect quirky margins that we need to collapse away (in table cells + // and in the body element). + bool m_topQuirk : 1; + bool m_bottomQuirk : 1; + bool m_determinedTopQuirk : 1; + + // These flags track the previous maximal positive and negative margins. + int m_posMargin; + int m_negMargin; + + public: + MarginInfo(RenderBlock* b, int top, int bottom); + + void setAtTopOfBlock(bool b) { m_atTopOfBlock = b; } + void setAtBottomOfBlock(bool b) { m_atBottomOfBlock = b; } + void clearMargin() { m_posMargin = m_negMargin = 0; } + void setSelfCollapsingBlockClearedFloat(bool b) { m_selfCollapsingBlockClearedFloat = b; } + void setTopQuirk(bool b) { m_topQuirk = b; } + void setBottomQuirk(bool b) { m_bottomQuirk = b; } + void setDeterminedTopQuirk(bool b) { m_determinedTopQuirk = b; } + void setPosMargin(int p) { m_posMargin = p; } + void setNegMargin(int n) { m_negMargin = n; } + void setPosMarginIfLarger(int p) { if (p > m_posMargin) m_posMargin = p; } + void setNegMarginIfLarger(int n) { if (n > m_negMargin) m_negMargin = n; } + + void setMargin(int p, int n) { m_posMargin = p; m_negMargin = n; } + + bool atTopOfBlock() const { return m_atTopOfBlock; } + bool canCollapseWithTop() const { return m_atTopOfBlock && m_canCollapseTopWithChildren; } + bool canCollapseWithBottom() const { return m_atBottomOfBlock && m_canCollapseBottomWithChildren; } + bool canCollapseTopWithChildren() const { return m_canCollapseTopWithChildren; } + bool canCollapseBottomWithChildren() const { return m_canCollapseBottomWithChildren; } + bool selfCollapsingBlockClearedFloat() const { return m_selfCollapsingBlockClearedFloat; } + bool quirkContainer() const { return m_quirkContainer; } + bool determinedTopQuirk() const { return m_determinedTopQuirk; } + bool topQuirk() const { return m_topQuirk; } + bool bottomQuirk() const { return m_bottomQuirk; } + int posMargin() const { return m_posMargin; } + int negMargin() const { return m_negMargin; } + int margin() const { return m_posMargin - m_negMargin; } + }; + + class PageBreakInfo { + int m_pageBottom; // Next calculated page-break + bool m_forcePageBreak : 1; // Must break before next block + // ### to do better "page-break-after/before: avoid" this struct + // should keep a pagebreakAvoid block and gather children in it + public: + PageBreakInfo(int pageBottom) : m_pageBottom(pageBottom), m_forcePageBreak(false) {}; + bool forcePageBreak() { return m_forcePageBreak; } + void setForcePageBreak(bool b) { m_forcePageBreak = b; } + int pageBottom() { return m_pageBottom; }; + void setPageBottom(int bottom) { m_pageBottom = bottom; } + }; + + virtual bool canClear(RenderObject *child, PageBreakLevel level); + void clearPageBreak(RenderObject* child, int pageBottom); + + void adjustPositionedBlock(RenderObject* child, const MarginInfo& marginInfo); + void adjustFloatingBlock(const MarginInfo& marginInfo); + RenderObject* handleSpecialChild(RenderObject* child, const MarginInfo& marginInfo, CompactInfo& compactInfo, bool& handled); + RenderObject* handleFloatingChild(RenderObject* child, const MarginInfo& marginInfo, bool& handled); + RenderObject* handlePositionedChild(RenderObject* child, const MarginInfo& marginInfo, bool& handled); + RenderObject* handleCompactChild(RenderObject* child, CompactInfo& compactInfo, const MarginInfo& marginInfo, bool& handled); + RenderObject* handleRunInChild(RenderObject* child, bool& handled); + void collapseMargins(RenderObject* child, MarginInfo& marginInfo, int yPosEstimate); + void clearFloatsIfNeeded(RenderObject* child, MarginInfo& marginInfo, int oldTopPosMargin, int oldTopNegMargin); + void adjustSizeForCompactIfNeeded(RenderObject* child, CompactInfo& compactInfo); + void insertCompactIfNeeded(RenderObject* child, CompactInfo& compactInfo); + int estimateVerticalPosition(RenderObject* child, const MarginInfo& info); + void determineHorizontalPosition(RenderObject* child); + void handleBottomOfBlock(int top, int bottom, MarginInfo& marginInfo); + void setCollapsedBottomMargin(const MarginInfo& marginInfo); + void clearChildOfPageBreaks(RenderObject* child, PageBreakInfo &pageBreakInfo, MarginInfo &marginInfo); + // End helper functions and structs used by layoutBlockChildren. + +protected: + // How much content overflows out of our block vertically or horizontally (all we support + // for now is spillage out of the bottom and the right, which are the common cases). + int m_overflowHeight; + int m_overflowWidth; + + // Left and top overflow. + int m_overflowTop; + int m_overflowLeft; + +private: + TQPtrList<FloatingObject>* m_floatingObjects; + TQPtrList<RenderObject>* m_positionedObjects; + + bool m_childrenInline : 1; + bool m_firstLine : 1; // used in inline layouting + EClear m_clearStatus : 2; // used during layuting of paragraphs + bool m_avoidPageBreak : 1; // anonymous avoid page-break block + bool m_topMarginQuirk : 1; + bool m_bottomMarginQuirk : 1; + + short m_maxTopPosMargin; + short m_maxTopNegMargin; + short m_maxBottomPosMargin; + short m_maxBottomNegMargin; + +}; + +} // namespace + +#endif // RENDER_BLOCK_H + |