/* * This file is part of the render object implementation for TDEHTML. * * Copyright (C) 1999-2003 Lars Knoll (knoll@kde.org) * (C) 1999-2003 Antti Koivisto (koivisto@kde.org) * (C) 2002-2003 Dirk Mueller (mueller@kde.org) * (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 #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
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(m_firstLineBox); } RootInlineBox* lastRootBox() { return static_cast(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* m_floatingObjects; TQPtrList* 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