/* * Copyright (C) 1999 Lars Knoll (knoll@kde.org) * (C) 1999 Antti Koivisto (koivisto@kde.org) * (C) 2000 Dirk Mueller (mueller@kde.org) * (C) 2004 Allan Sandfeld Jensen (kde@carewolf.com) * Copyright (C) 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. * */ #include "config.h" #include "RenderObject.h" #include "AXObjectCache.h" #include "AffineTransform.h" #include "AnimationController.h" #include "CSSStyleSelector.h" #include "CachedImage.h" #include "Chrome.h" #include "Document.h" #include "Element.h" #include "EventHandler.h" #include "EventNames.h" #include "FloatRect.h" #include "Frame.h" #include "FrameView.h" #include "GraphicsContext.h" #include "HTMLNames.h" #include "HTMLOListElement.h" #include "HitTestRequest.h" #include "HitTestResult.h" #include "KURL.h" #include "Page.h" #include "PlatformScreen.h" #include "Position.h" #include "RenderArena.h" #include "RenderCounter.h" #include "RenderFlexibleBox.h" #include "RenderImage.h" #include "RenderInline.h" #include "RenderListItem.h" #include "RenderTableCell.h" #include "RenderTableCol.h" #include "RenderTableRow.h" #include "RenderText.h" #include "RenderTheme.h" #include "RenderView.h" #include "TextResourceDecoder.h" #include "TextStream.h" #include using namespace std; namespace WebCore { using namespace EventNames; using namespace HTMLNames; #ifndef NDEBUG static void* baseOfRenderObjectBeingDeleted; #endif void* RenderObject::operator new(size_t sz, RenderArena* renderArena) throw() { return renderArena->allocate(sz); } void RenderObject::operator delete(void* ptr, size_t sz) { ASSERT(baseOfRenderObjectBeingDeleted == ptr); // Stash size where destroy can find it. *(size_t *)ptr = sz; } RenderObject* RenderObject::createObject(Node* node, RenderStyle* style) { Document* doc = node->document(); RenderArena* arena = doc->renderArena(); // Minimal support for content properties replacing an entire element. // Works only if we have exactly one piece of content and it's a URL. // Otherwise acts as if we didn't support this feature. const ContentData* contentData = style->contentData(); if (contentData && !contentData->m_next && contentData->m_type == CONTENT_OBJECT && doc != node) { RenderImage* image = new (arena) RenderImage(node); image->setStyle(style); if (CachedResource* resource = contentData->m_content.m_object) if (resource->type() == CachedResource::ImageResource) image->setCachedImage(static_cast(resource)); image->setIsAnonymousImage(true); return image; } RenderObject* o = 0; switch (style->display()) { case NONE: break; case INLINE: o = new (arena) RenderInline(node); break; case BLOCK: o = new (arena) RenderBlock(node); break; case INLINE_BLOCK: o = new (arena) RenderBlock(node); break; case LIST_ITEM: o = new (arena) RenderListItem(node); break; case RUN_IN: case COMPACT: o = new (arena) RenderBlock(node); break; case TABLE: case INLINE_TABLE: o = new (arena) RenderTable(node); break; case TABLE_ROW_GROUP: case TABLE_HEADER_GROUP: case TABLE_FOOTER_GROUP: o = new (arena) RenderTableSection(node); break; case TABLE_ROW: o = new (arena) RenderTableRow(node); break; case TABLE_COLUMN_GROUP: case TABLE_COLUMN: o = new (arena) RenderTableCol(node); break; case TABLE_CELL: o = new (arena) RenderTableCell(node); break; case TABLE_CAPTION: o = new (arena) RenderBlock(node); break; case BOX: case INLINE_BOX: o = new (arena) RenderFlexibleBox(node); break; } return o; } #ifndef NDEBUG struct RenderObjectCounter { static int count; ~RenderObjectCounter() { if (count != 0) fprintf(stderr, "LEAK: %d RenderObject\n", count); } }; int RenderObjectCounter::count; static RenderObjectCounter renderObjectCounter; #endif RenderObject::RenderObject(Node* node) : CachedResourceClient() , m_style(0) , m_node(node) , m_parent(0) , m_previous(0) , m_next(0) , m_verticalPosition(PositionUndefined) , m_needsLayout(false) , m_normalChildNeedsLayout(false) , m_posChildNeedsLayout(false) , m_prefWidthsDirty(false) , m_floating(false) , m_positioned(false) , m_relPositioned(false) , m_paintBackground(false) , m_isAnonymous(node == node->document()) , m_isText(false) , m_inline(true) , m_replaced(false) , m_isDragging(false) , m_hasLayer(false) , m_hasOverflowClip(false) , m_hasTransform(false) , m_hasOverrideSize(false) , m_hasCounterNodeMap(false) { #ifndef NDEBUG ++RenderObjectCounter::count; #endif } RenderObject::~RenderObject() { ASSERT(!node() || documentBeingDestroyed() || !document()->frame()->view() || document()->frame()->view()->layoutRoot() != this); #ifndef NDEBUG --RenderObjectCounter::count; #endif } bool RenderObject::isDescendantOf(const RenderObject* obj) const { for (const RenderObject* r = this; r; r = r->m_parent) { if (r == obj) return true; } return false; } bool RenderObject::isBody() const { return node()->hasTagName(bodyTag); } bool RenderObject::isHR() const { return element() && element()->hasTagName(hrTag); } bool RenderObject::isHTMLMarquee() const { return element() && element()->renderer() == this && element()->hasTagName(marqueeTag); } bool RenderObject::canHaveChildren() const { return false; } RenderFlow* RenderObject::continuation() const { return 0; } bool RenderObject::isInlineContinuation() const { return false; } void RenderObject::addChild(RenderObject*, RenderObject*) { ASSERT_NOT_REACHED(); } RenderObject* RenderObject::removeChildNode(RenderObject*, bool) { ASSERT_NOT_REACHED(); return 0; } void RenderObject::removeChild(RenderObject*) { ASSERT_NOT_REACHED(); } void RenderObject::moveChildNode(RenderObject*) { ASSERT_NOT_REACHED(); } void RenderObject::appendChildNode(RenderObject*, bool) { ASSERT_NOT_REACHED(); } void RenderObject::insertChildNode(RenderObject*, RenderObject*, bool) { ASSERT_NOT_REACHED(); } RenderObject* RenderObject::nextInPreOrder() const { if (RenderObject* o = firstChild()) return o; return nextInPreOrderAfterChildren(); } RenderObject* RenderObject::nextInPreOrderAfterChildren() const { RenderObject* o; if (!(o = nextSibling())) { o = parent(); while (o && !o->nextSibling()) o = o->parent(); if (o) o = o->nextSibling(); } return o; } RenderObject* RenderObject::nextInPreOrder(RenderObject* stayWithin) const { if (RenderObject* o = firstChild()) return o; return nextInPreOrderAfterChildren(stayWithin); } RenderObject* RenderObject::nextInPreOrderAfterChildren(RenderObject* stayWithin) const { if (this == stayWithin) return 0; RenderObject* o; if (!(o = nextSibling())) { o = parent(); while (o && !o->nextSibling()) { o = o->parent(); if (o == stayWithin) return 0; } if (o) o = o->nextSibling(); } return o; } RenderObject* RenderObject::previousInPreOrder() const { if (RenderObject* o = previousSibling()) { while (o->lastChild()) o = o->lastChild(); return o; } return parent(); } RenderObject* RenderObject::childAt(unsigned index) const { RenderObject* child = firstChild(); for (unsigned i = 0; child && i < index; i++) child = child->nextSibling(); return child; } bool RenderObject::isEditable() const { RenderText* textRenderer = 0; if (isText()) textRenderer = static_cast(const_cast(this)); return style()->visibility() == VISIBLE && element() && element()->isContentEditable() && ((isBlockFlow() && !firstChild()) || isReplaced() || isBR() || (textRenderer && textRenderer->firstTextBox())); } RenderObject* RenderObject::firstLeafChild() const { RenderObject* r = firstChild(); while (r) { RenderObject* n = 0; n = r->firstChild(); if (!n) break; r = n; } return r; } RenderObject* RenderObject::lastLeafChild() const { RenderObject* r = lastChild(); while (r) { RenderObject* n = 0; n = r->lastChild(); if (!n) break; r = n; } return r; } static void addLayers(RenderObject* obj, RenderLayer* parentLayer, RenderObject*& newObject, RenderLayer*& beforeChild) { if (obj->hasLayer()) { if (!beforeChild && newObject) { // We need to figure out the layer that follows newObject. We only do // this the first time we find a child layer, and then we update the // pointer values for newObject and beforeChild used by everyone else. beforeChild = newObject->parent()->findNextLayer(parentLayer, newObject); newObject = 0; } parentLayer->addChild(obj->layer(), beforeChild); return; } for (RenderObject* curr = obj->firstChild(); curr; curr = curr->nextSibling()) addLayers(curr, parentLayer, newObject, beforeChild); } void RenderObject::addLayers(RenderLayer* parentLayer, RenderObject* newObject) { if (!parentLayer) return; RenderObject* object = newObject; RenderLayer* beforeChild = 0; WebCore::addLayers(this, parentLayer, object, beforeChild); } void RenderObject::removeLayers(RenderLayer* parentLayer) { if (!parentLayer) return; if (hasLayer()) { parentLayer->removeChild(layer()); return; } for (RenderObject* curr = firstChild(); curr; curr = curr->nextSibling()) curr->removeLayers(parentLayer); } void RenderObject::moveLayers(RenderLayer* oldParent, RenderLayer* newParent) { if (!newParent) return; if (hasLayer()) { if (oldParent) oldParent->removeChild(layer()); newParent->addChild(layer()); return; } for (RenderObject* curr = firstChild(); curr; curr = curr->nextSibling()) curr->moveLayers(oldParent, newParent); } RenderLayer* RenderObject::findNextLayer(RenderLayer* parentLayer, RenderObject* startPoint, bool checkParent) { // Error check the parent layer passed in. If it's null, we can't find anything. if (!parentLayer) return 0; // Step 1: If our layer is a child of the desired parent, then return our layer. RenderLayer* ourLayer = layer(); if (ourLayer && ourLayer->parent() == parentLayer) return ourLayer; // Step 2: If we don't have a layer, or our layer is the desired parent, then descend // into our siblings trying to find the next layer whose parent is the desired parent. if (!ourLayer || ourLayer == parentLayer) { for (RenderObject* curr = startPoint ? startPoint->nextSibling() : firstChild(); curr; curr = curr->nextSibling()) { RenderLayer* nextLayer = curr->findNextLayer(parentLayer, 0, false); if (nextLayer) return nextLayer; } } // Step 3: If our layer is the desired parent layer, then we're finished. We didn't // find anything. if (parentLayer == ourLayer) return 0; // Step 4: If |checkParent| is set, climb up to our parent and check its siblings that // follow us to see if we can locate a layer. if (checkParent && parent()) return parent()->findNextLayer(parentLayer, this, true); return 0; } RenderLayer* RenderObject::enclosingLayer() const { const RenderObject* curr = this; while (curr) { RenderLayer* layer = curr->layer(); if (layer) return layer; curr = curr->parent(); } return 0; } bool RenderObject::requiresLayer() { return isRoot() || isPositioned() || isRelPositioned() || isTransparent() || hasOverflowClip() || hasTransform(); } RenderBlock* RenderObject::firstLineBlock() const { return 0; } int RenderObject::offsetLeft() const { RenderObject* offsetPar = offsetParent(); if (!offsetPar) return 0; int x = xPos() - offsetPar->borderLeft(); if (!isPositioned()) { if (isRelPositioned()) x += static_cast(this)->relativePositionOffsetX(); RenderObject* curr = parent(); while (curr && curr != offsetPar) { x += curr->xPos(); curr = curr->parent(); } if (offsetPar->isBody() && !offsetPar->isRelPositioned() && !offsetPar->isPositioned()) x += offsetPar->xPos(); } return x; } int RenderObject::offsetTop() const { RenderObject* offsetPar = offsetParent(); if (!offsetPar) return 0; int y = yPos() - offsetPar->borderTop(); if (!isPositioned()) { if (isRelPositioned()) y += static_cast(this)->relativePositionOffsetY(); RenderObject* curr = parent(); while (curr && curr != offsetPar) { if (!curr->isTableRow()) y += curr->yPos(); curr = curr->parent(); } if (offsetPar->isBody() && !offsetPar->isRelPositioned() && !offsetPar->isPositioned()) y += offsetPar->yPos(); } return y; } RenderObject* RenderObject::offsetParent() const { // FIXME: It feels like this function could almost be written using containing blocks. if (isBody()) return 0; bool skipTables = isPositioned() || isRelPositioned(); RenderObject* curr = parent(); while (curr && (!curr->element() || (!curr->isPositioned() && !curr->isRelPositioned() && !curr->isBody()))) { if (!skipTables && curr->element() && (curr->element()->hasTagName(tableTag) || curr->element()->hasTagName(tdTag) || curr->element()->hasTagName(thTag))) break; curr = curr->parent(); } return curr; } int RenderObject::verticalScrollbarWidth() const { return includeVerticalScrollbarSize() ? layer()->verticalScrollbarWidth() : 0; } int RenderObject::horizontalScrollbarHeight() const { return includeHorizontalScrollbarSize() ? layer()->horizontalScrollbarHeight() : 0; } // More IE extensions. clientWidth and clientHeight represent the interior of an object // excluding border and scrollbar. int RenderObject::clientWidth() const { return width() - borderLeft() - borderRight() - verticalScrollbarWidth(); } int RenderObject::clientHeight() const { return height() - borderTop() - borderBottom() - horizontalScrollbarHeight(); } // scrollWidth/scrollHeight will be the same as clientWidth/clientHeight unless the // object has overflow:hidden/scroll/auto specified and also has overflow. int RenderObject::scrollWidth() const { return hasOverflowClip() ? layer()->scrollWidth() : overflowWidth(); } int RenderObject::scrollHeight() const { return hasOverflowClip() ? layer()->scrollHeight() : overflowHeight(); } int RenderObject::scrollLeft() const { return hasOverflowClip() ? layer()->scrollXOffset() : 0; } int RenderObject::scrollTop() const { return hasOverflowClip() ? layer()->scrollYOffset() : 0; } void RenderObject::setScrollLeft(int newLeft) { if (hasOverflowClip()) layer()->scrollToXOffset(newLeft); } void RenderObject::setScrollTop(int newTop) { if (hasOverflowClip()) layer()->scrollToYOffset(newTop); } bool RenderObject::scroll(ScrollDirection direction, ScrollGranularity granularity, float multiplier) { RenderLayer* l = layer(); if (l && l->scroll(direction, granularity, multiplier)) return true; RenderBlock* b = containingBlock(); if (b && !b->isRenderView()) return b->scroll(direction, granularity, multiplier); return false; } bool RenderObject::shouldAutoscroll() const { return ((isRoot()) || (hasOverflowClip() && (scrollsOverflow() || (node() && node()->isContentEditable())))); } void RenderObject::autoscroll() { if (RenderLayer* l = layer()) l->autoscroll(); } bool RenderObject::hasStaticX() const { return (style()->left().isAuto() && style()->right().isAuto()) || style()->left().isStatic() || style()->right().isStatic(); } bool RenderObject::hasStaticY() const { return (style()->top().isAuto() && style()->bottom().isAuto()) || style()->top().isStatic(); } void RenderObject::markAllDescendantsWithFloatsForLayout(RenderObject*) { } void RenderObject::setPrefWidthsDirty(bool b, bool markParents) { bool alreadyDirty = m_prefWidthsDirty; m_prefWidthsDirty = b; if (b && !alreadyDirty && markParents && (isText() || (style()->position() != FixedPosition && style()->position() != AbsolutePosition))) invalidateContainerPrefWidths(); } void RenderObject::invalidateContainerPrefWidths() { // In order to avoid pathological behavior when inlines are deeply nested, we do include them // in the chain that we mark dirty (even though they're kind of irrelevant). RenderObject* o = isTableCell() ? containingBlock() : container(); while (o && !o->m_prefWidthsDirty) { o->m_prefWidthsDirty = true; if (o->style()->position() == FixedPosition || o->style()->position() == AbsolutePosition) // A positioned object has no effect on the min/max width of its containing block ever. // We can optimize this case and not go up any further. break; o = o->isTableCell() ? o->containingBlock() : o->container(); } } void RenderObject::setNeedsLayout(bool b, bool markParents) { bool alreadyNeededLayout = m_needsLayout; m_needsLayout = b; if (b) { if (!alreadyNeededLayout) { if (markParents) markContainingBlocksForLayout(); if (hasLayer()) layer()->setNeedsFullRepaint(); } } else { m_posChildNeedsLayout = false; m_normalChildNeedsLayout = false; } } void RenderObject::setChildNeedsLayout(bool b, bool markParents) { bool alreadyNeededLayout = m_normalChildNeedsLayout; m_normalChildNeedsLayout = b; if (b) { if (!alreadyNeededLayout && markParents) markContainingBlocksForLayout(); } else { m_posChildNeedsLayout = false; m_normalChildNeedsLayout = false; } } static inline bool objectIsRelayoutBoundary(const RenderObject *obj) { // FIXME: In future it may be possible to broaden this condition in order to improve performance return obj->isTextField() || obj->isTextArea() || obj->hasOverflowClip() && !obj->style()->width().isIntrinsicOrAuto() && !obj->style()->height().isIntrinsicOrAuto() #if ENABLE(SVG) || obj->isSVGRoot() #endif ; } void RenderObject::markContainingBlocksForLayout(bool scheduleRelayout, RenderObject* newRoot) { ASSERT(!scheduleRelayout || !newRoot); RenderObject* o = container(); RenderObject* last = this; while (o) { if (!last->isText() && (last->style()->position() == FixedPosition || last->style()->position() == AbsolutePosition)) { if (last->hasStaticY()) { RenderObject* parent = last->parent(); if (!parent->normalChildNeedsLayout()) { parent->setChildNeedsLayout(true, false); parent->markContainingBlocksForLayout(scheduleRelayout, newRoot); } } if (o->m_posChildNeedsLayout) return; o->m_posChildNeedsLayout = true; } else { if (o->m_normalChildNeedsLayout) return; o->m_normalChildNeedsLayout = true; } if (o == newRoot) return; last = o; if (scheduleRelayout && objectIsRelayoutBoundary(last)) break; o = o->container(); } if (scheduleRelayout) last->scheduleRelayout(); } RenderBlock* RenderObject::containingBlock() const { if (isTableCell()) { const RenderTableCell* cell = static_cast(this); if (parent() && cell->section()) return cell->table(); return 0; } if (isRenderView()) return const_cast(static_cast(this)); RenderObject* o = parent(); if (!isText() && m_style->position() == FixedPosition) { while (o && !o->isRenderView() && !o->hasTransform()) o = o->parent(); } else if (!isText() && m_style->position() == AbsolutePosition) { while (o && (o->style()->position() == StaticPosition || (o->isInline() && !o->isReplaced())) && !o->isRenderView() && !o->hasTransform()) { // For relpositioned inlines, we return the nearest enclosing block. We don't try // to return the inline itself. This allows us to avoid having a positioned objects // list in all RenderInlines and lets us return a strongly-typed RenderBlock* result // from this method. The container() method can actually be used to obtain the // inline directly. if (o->style()->position() == RelativePosition && o->isInline() && !o->isReplaced()) return o->containingBlock(); o = o->parent(); } } else { while (o && ((o->isInline() && !o->isReplaced()) || o->isTableRow() || o->isTableSection() || o->isTableCol() || o->isFrameSet() #if ENABLE(SVG) || o->isSVGContainer() || o->isSVGRoot() #endif )) o = o->parent(); } if (!o || !o->isRenderBlock()) return 0; // Probably doesn't happen any more, but leave just in case. -dwh return static_cast(o); } int RenderObject::containingBlockWidth() const { // FIXME ? return containingBlock()->availableWidth(); } int RenderObject::containingBlockHeight() const { // FIXME ? return containingBlock()->contentHeight(); } bool RenderObject::mustRepaintBackgroundOrBorder() const { // If we don't have a background/border, then nothing to do. if (!hasBoxDecorations()) return false; // Ok, let's check the background first. const BackgroundLayer* bgLayer = style()->backgroundLayers(); // Nobody will use multiple background layers without wanting fancy positioning. if (bgLayer->next()) return true; // Make sure we have a valid background image. CachedImage* bg = bgLayer->backgroundImage(); bool shouldPaintBackgroundImage = bg && bg->canRender(); // These are always percents or auto. if (shouldPaintBackgroundImage && (!bgLayer->backgroundXPosition().isZero() || !bgLayer->backgroundYPosition().isZero() || bgLayer->backgroundSize().width.isPercent() || bgLayer->backgroundSize().height.isPercent())) // The background image will shift unpredictably if the size changes. return true; // Background is ok. Let's check border. if (style()->hasBorder()) { // Border images are not ok. CachedImage* borderImage = style()->borderImage().image(); bool shouldPaintBorderImage = borderImage && borderImage->canRender(); // If the image hasn't loaded, we're still using the normal border style. if (shouldPaintBorderImage && borderImage->isLoaded()) return true; } return false; } void RenderObject::drawBorderArc(GraphicsContext* graphicsContext, int x, int y, float thickness, IntSize radius, int angleStart, int angleSpan, BorderSide s, Color c, const Color& textColor, EBorderStyle style, bool firstCorner) { if ((style == DOUBLE && thickness / 2 < 3) || ((style == RIDGE || style == GROOVE) && thickness / 2 < 2)) style = SOLID; if (!c.isValid()) { if (style == INSET || style == OUTSET || style == RIDGE || style == GROOVE) c.setRGB(238, 238, 238); else c = textColor; } switch (style) { case BNONE: case BHIDDEN: return; case DOTTED: case DASHED: graphicsContext->setStrokeColor(c); graphicsContext->setStrokeStyle(style == DOTTED ? DottedStroke : DashedStroke); graphicsContext->setStrokeThickness(thickness); graphicsContext->strokeArc(IntRect(x, y, radius.width() * 2, radius.height() * 2), angleStart, angleSpan); break; case DOUBLE: { float third = thickness / 3.0f; float innerThird = (thickness + 1.0f) / 6.0f; int shiftForInner = static_cast(innerThird * 2.5f); int outerY = y; int outerHeight = radius.height() * 2; int innerX = x + shiftForInner; int innerY = y + shiftForInner; int innerWidth = (radius.width() - shiftForInner) * 2; int innerHeight = (radius.height() - shiftForInner) * 2; if (innerThird > 1 && (s == BSTop || (firstCorner && (s == BSLeft || s == BSRight)))) { outerHeight += 2; innerHeight += 2; } graphicsContext->setStrokeStyle(SolidStroke); graphicsContext->setStrokeColor(c); graphicsContext->setStrokeThickness(third); graphicsContext->strokeArc(IntRect(x, outerY, radius.width() * 2, outerHeight), angleStart, angleSpan); graphicsContext->setStrokeThickness(innerThird > 2 ? innerThird - 1 : innerThird); graphicsContext->strokeArc(IntRect(innerX, innerY, innerWidth, innerHeight), angleStart, angleSpan); break; } case GROOVE: case RIDGE: { Color c2; if ((style == RIDGE && (s == BSTop || s == BSLeft)) || (style == GROOVE && (s == BSBottom || s == BSRight))) c2 = c.dark(); else { c2 = c; c = c.dark(); } graphicsContext->setStrokeStyle(SolidStroke); graphicsContext->setStrokeColor(c); graphicsContext->setStrokeThickness(thickness); graphicsContext->strokeArc(IntRect(x, y, radius.width() * 2, radius.height() * 2), angleStart, angleSpan); float halfThickness = (thickness + 1.0f) / 4.0f; int shiftForInner = static_cast(halfThickness * 1.5f); graphicsContext->setStrokeColor(c2); graphicsContext->setStrokeThickness(halfThickness > 2 ? halfThickness - 1 : halfThickness); graphicsContext->strokeArc(IntRect(x + shiftForInner, y + shiftForInner, (radius.width() - shiftForInner) * 2, (radius.height() - shiftForInner) * 2), angleStart, angleSpan); break; } case INSET: if (s == BSTop || s == BSLeft) c = c.dark(); case OUTSET: if (style == OUTSET && (s == BSBottom || s == BSRight)) c = c.dark(); case SOLID: graphicsContext->setStrokeStyle(SolidStroke); graphicsContext->setStrokeColor(c); graphicsContext->setStrokeThickness(thickness); graphicsContext->strokeArc(IntRect(x, y, radius.width() * 2, radius.height() * 2), angleStart, angleSpan); break; } } void RenderObject::drawBorder(GraphicsContext* graphicsContext, int x1, int y1, int x2, int y2, BorderSide s, Color c, const Color& textcolor, EBorderStyle style, int adjbw1, int adjbw2) { int width = (s == BSTop || s == BSBottom ? y2 - y1 : x2 - x1); if (style == DOUBLE && width < 3) style = SOLID; if (!c.isValid()) { if (style == INSET || style == OUTSET || style == RIDGE || style == GROOVE) c.setRGB(238, 238, 238); else c = textcolor; } switch (style) { case BNONE: case BHIDDEN: return; case DOTTED: case DASHED: graphicsContext->setStrokeColor(c); graphicsContext->setStrokeThickness(width); graphicsContext->setStrokeStyle(style == DASHED ? DashedStroke : DottedStroke); if (width > 0) switch (s) { case BSBottom: case BSTop: graphicsContext->drawLine(IntPoint(x1, (y1 + y2) / 2), IntPoint(x2, (y1 + y2) / 2)); break; case BSRight: case BSLeft: graphicsContext->drawLine(IntPoint((x1 + x2) / 2, y1), IntPoint((x1 + x2) / 2, y2)); break; } break; case DOUBLE: { int third = (width + 1) / 3; if (adjbw1 == 0 && adjbw2 == 0) { graphicsContext->setStrokeStyle(NoStroke); graphicsContext->setFillColor(c); switch (s) { case BSTop: case BSBottom: graphicsContext->drawRect(IntRect(x1, y1, x2 - x1, third)); graphicsContext->drawRect(IntRect(x1, y2 - third, x2 - x1, third)); break; case BSLeft: graphicsContext->drawRect(IntRect(x1, y1 + 1, third, y2 - y1 - 1)); graphicsContext->drawRect(IntRect(x2 - third, y1 + 1, third, y2 - y1 - 1)); break; case BSRight: graphicsContext->drawRect(IntRect(x1, y1 + 1, third, y2 - y1 - 1)); graphicsContext->drawRect(IntRect(x2 - third, y1 + 1, third, y2 - y1 - 1)); break; } } else { int adjbw1bigthird = ((adjbw1 > 0) ? adjbw1 + 1 : adjbw1 - 1) / 3; int adjbw2bigthird = ((adjbw2 > 0) ? adjbw2 + 1 : adjbw2 - 1) / 3; switch (s) { case BSTop: drawBorder(graphicsContext, x1 + max((-adjbw1 * 2 + 1) / 3, 0), y1, x2 - max((-adjbw2 * 2 + 1) / 3, 0), y1 + third, s, c, textcolor, SOLID, adjbw1bigthird, adjbw2bigthird); drawBorder(graphicsContext, x1 + max((adjbw1 * 2 + 1) / 3, 0), y2 - third, x2 - max((adjbw2 * 2 + 1) / 3, 0), y2, s, c, textcolor, SOLID, adjbw1bigthird, adjbw2bigthird); break; case BSLeft: drawBorder(graphicsContext, x1, y1 + max((-adjbw1 * 2 + 1) / 3, 0), x1 + third, y2 - max((-adjbw2 * 2 + 1) / 3, 0), s, c, textcolor, SOLID, adjbw1bigthird, adjbw2bigthird); drawBorder(graphicsContext, x2 - third, y1 + max((adjbw1 * 2 + 1) / 3, 0), x2, y2 - max((adjbw2 * 2 + 1) / 3, 0), s, c, textcolor, SOLID, adjbw1bigthird, adjbw2bigthird); break; case BSBottom: drawBorder(graphicsContext, x1 + max((adjbw1 * 2 + 1) / 3, 0), y1, x2 - max((adjbw2 * 2 + 1) / 3, 0), y1 + third, s, c, textcolor, SOLID, adjbw1bigthird, adjbw2bigthird); drawBorder(graphicsContext, x1 + max((-adjbw1 * 2 + 1) / 3, 0), y2 - third, x2 - max((-adjbw2 * 2 + 1) / 3, 0), y2, s, c, textcolor, SOLID, adjbw1bigthird, adjbw2bigthird); break; case BSRight: drawBorder(graphicsContext, x1, y1 + max((adjbw1 * 2 + 1) / 3, 0), x1 + third, y2 - max(( adjbw2 * 2 + 1) / 3, 0), s, c, textcolor, SOLID, adjbw1bigthird, adjbw2bigthird); drawBorder(graphicsContext, x2 - third, y1 + max((-adjbw1 * 2 + 1) / 3, 0), x2, y2 - max((-adjbw2 * 2 + 1) / 3, 0), s, c, textcolor, SOLID, adjbw1bigthird, adjbw2bigthird); break; default: break; } } break; } case RIDGE: case GROOVE: { EBorderStyle s1; EBorderStyle s2; if (style == GROOVE) { s1 = INSET; s2 = OUTSET; } else { s1 = OUTSET; s2 = INSET; } int adjbw1bighalf = ((adjbw1 > 0) ? adjbw1 + 1 : adjbw1 - 1) / 2; int adjbw2bighalf = ((adjbw2 > 0) ? adjbw2 + 1 : adjbw2 - 1) / 2; switch (s) { case BSTop: drawBorder(graphicsContext, x1 + max(-adjbw1, 0) / 2, y1, x2 - max(-adjbw2, 0) / 2, (y1 + y2 + 1) / 2, s, c, textcolor, s1, adjbw1bighalf, adjbw2bighalf); drawBorder(graphicsContext, x1 + max(adjbw1 + 1, 0) / 2, (y1 + y2 + 1) / 2, x2 - max(adjbw2 + 1, 0) / 2, y2, s, c, textcolor, s2, adjbw1 / 2, adjbw2 / 2); break; case BSLeft: drawBorder(graphicsContext, x1, y1 + max(-adjbw1, 0) / 2, (x1 + x2 + 1) / 2, y2 - max(-adjbw2, 0) / 2, s, c, textcolor, s1, adjbw1bighalf, adjbw2bighalf); drawBorder(graphicsContext, (x1 + x2 + 1) / 2, y1 + max(adjbw1 + 1, 0) / 2, x2, y2 - max(adjbw2 + 1, 0) / 2, s, c, textcolor, s2, adjbw1 / 2, adjbw2 / 2); break; case BSBottom: drawBorder(graphicsContext, x1 + max(adjbw1, 0) / 2, y1, x2 - max(adjbw2, 0) / 2, (y1 + y2 + 1) / 2, s, c, textcolor, s2, adjbw1bighalf, adjbw2bighalf); drawBorder(graphicsContext, x1 + max(-adjbw1 + 1, 0) / 2, (y1 + y2 + 1) / 2, x2 - max(-adjbw2 + 1, 0) / 2, y2, s, c, textcolor, s1, adjbw1/2, adjbw2/2); break; case BSRight: drawBorder(graphicsContext, x1, y1 + max(adjbw1, 0) / 2, (x1 + x2 + 1) / 2, y2 - max(adjbw2, 0) / 2, s, c, textcolor, s2, adjbw1bighalf, adjbw2bighalf); drawBorder(graphicsContext, (x1 + x2 + 1) / 2, y1 + max(-adjbw1 + 1, 0) / 2, x2, y2 - max(-adjbw2 + 1, 0) / 2, s, c, textcolor, s1, adjbw1/2, adjbw2/2); break; } break; } case INSET: if (s == BSTop || s == BSLeft) c = c.dark(); // fall through case OUTSET: if (style == OUTSET && (s == BSBottom || s == BSRight)) c = c.dark(); // fall through case SOLID: { graphicsContext->setStrokeStyle(NoStroke); graphicsContext->setFillColor(c); ASSERT(x2 >= x1); ASSERT(y2 >= y1); if (!adjbw1 && !adjbw2) { graphicsContext->drawRect(IntRect(x1, y1, x2 - x1, y2 - y1)); return; } FloatPoint quad[4]; switch (s) { case BSTop: quad[0] = FloatPoint(x1 + max(-adjbw1, 0), y1); quad[1] = FloatPoint(x1 + max(adjbw1, 0), y2); quad[2] = FloatPoint(x2 - max(adjbw2, 0), y2); quad[3] = FloatPoint(x2 - max(-adjbw2, 0), y1); break; case BSBottom: quad[0] = FloatPoint(x1 + max(adjbw1, 0), y1); quad[1] = FloatPoint(x1 + max(-adjbw1, 0), y2); quad[2] = FloatPoint(x2 - max(-adjbw2, 0), y2); quad[3] = FloatPoint(x2 - max(adjbw2, 0), y1); break; case BSLeft: quad[0] = FloatPoint(x1, y1 + max(-adjbw1, 0)); quad[1] = FloatPoint(x1, y2 - max(-adjbw2, 0)); quad[2] = FloatPoint(x2, y2 - max(adjbw2, 0)); quad[3] = FloatPoint(x2, y1 + max(adjbw1, 0)); break; case BSRight: quad[0] = FloatPoint(x1, y1 + max(adjbw1, 0)); quad[1] = FloatPoint(x1, y2 - max(adjbw2, 0)); quad[2] = FloatPoint(x2, y2 - max(-adjbw2, 0)); quad[3] = FloatPoint(x2, y1 + max(-adjbw1, 0)); break; } graphicsContext->drawConvexPolygon(4, quad); break; } } } bool RenderObject::paintBorderImage(GraphicsContext* graphicsContext, int tx, int ty, int w, int h, const RenderStyle* style) { CachedImage* borderImage = style->borderImage().image(); if (!borderImage->isLoaded()) return true; // Never paint a border image incrementally, but don't paint the fallback borders either. // If we have a border radius, the border image gets clipped to the rounded rect. bool clipped = false; if (style->hasBorderRadius()) { IntRect clipRect(tx, ty, w, h); graphicsContext->save(); graphicsContext->addRoundedRectClip(clipRect, style->borderTopLeftRadius(), style->borderTopRightRadius(), style->borderBottomLeftRadius(), style->borderBottomRightRadius()); clipped = true; } int imageWidth = borderImage->image()->width(); int imageHeight = borderImage->image()->height(); int topSlice = min(imageHeight, style->borderImage().m_slices.top.calcValue(borderImage->image()->height())); int bottomSlice = min(imageHeight, style->borderImage().m_slices.bottom.calcValue(borderImage->image()->height())); int leftSlice = min(imageWidth, style->borderImage().m_slices.left.calcValue(borderImage->image()->width())); int rightSlice = min(imageWidth, style->borderImage().m_slices.right.calcValue(borderImage->image()->width())); EBorderImageRule hRule = style->borderImage().horizontalRule(); EBorderImageRule vRule = style->borderImage().verticalRule(); bool drawLeft = leftSlice > 0 && style->borderLeftWidth() > 0; bool drawTop = topSlice > 0 && style->borderTopWidth() > 0; bool drawRight = rightSlice > 0 && style->borderRightWidth() > 0; bool drawBottom = bottomSlice > 0 && style->borderBottomWidth() > 0; bool drawMiddle = (imageWidth - leftSlice - rightSlice) > 0 && (w - style->borderLeftWidth() - style->borderRightWidth()) > 0 && (imageHeight - topSlice - bottomSlice) > 0 && (h - style->borderTopWidth() - style->borderBottomWidth()) > 0; if (drawLeft) { // Paint the top and bottom left corners. // The top left corner rect is (tx, ty, leftWidth, topWidth) // The rect to use from within the image is obtained from our slice, and is (0, 0, leftSlice, topSlice) if (drawTop) graphicsContext->drawImage(borderImage->image(), IntRect(tx, ty, style->borderLeftWidth(), style->borderTopWidth()), IntRect(0, 0, leftSlice, topSlice)); // The bottom left corner rect is (tx, ty + h - bottomWidth, leftWidth, bottomWidth) // The rect to use from within the image is (0, imageHeight - bottomSlice, leftSlice, botomSlice) if (drawBottom) graphicsContext->drawImage(borderImage->image(), IntRect(tx, ty + h - style->borderBottomWidth(), style->borderLeftWidth(), style->borderBottomWidth()), IntRect(0, imageHeight - bottomSlice, leftSlice, bottomSlice)); // Paint the left edge. // Have to scale and tile into the border rect. graphicsContext->drawTiledImage(borderImage->image(), IntRect(tx, ty + style->borderTopWidth(), style->borderLeftWidth(), h - style->borderTopWidth() - style->borderBottomWidth()), IntRect(0, topSlice, leftSlice, imageHeight - topSlice - bottomSlice), Image::StretchTile, (Image::TileRule)vRule); } if (drawRight) { // Paint the top and bottom right corners // The top right corner rect is (tx + w - rightWidth, ty, rightWidth, topWidth) // The rect to use from within the image is obtained from our slice, and is (imageWidth - rightSlice, 0, rightSlice, topSlice) if (drawTop) graphicsContext->drawImage(borderImage->image(), IntRect(tx + w - style->borderRightWidth(), ty, style->borderRightWidth(), style->borderTopWidth()), IntRect(imageWidth - rightSlice, 0, rightSlice, topSlice)); // The bottom right corner rect is (tx + w - rightWidth, ty + h - bottomWidth, rightWidth, bottomWidth) // The rect to use from within the image is (imageWidth - rightSlice, imageHeight - bottomSlice, rightSlice, botomSlice) if (drawBottom) graphicsContext->drawImage(borderImage->image(), IntRect(tx + w - style->borderRightWidth(), ty + h - style->borderBottomWidth(), style->borderRightWidth(), style->borderBottomWidth()), IntRect(imageWidth - rightSlice, imageHeight - bottomSlice, rightSlice, bottomSlice)); // Paint the right edge. graphicsContext->drawTiledImage(borderImage->image(), IntRect(tx + w - style->borderRightWidth(), ty + style->borderTopWidth(), style->borderRightWidth(), h - style->borderTopWidth() - style->borderBottomWidth()), IntRect(imageWidth - rightSlice, topSlice, rightSlice, imageHeight - topSlice - bottomSlice), Image::StretchTile, (Image::TileRule)vRule); } // Paint the top edge. if (drawTop) graphicsContext->drawTiledImage(borderImage->image(), IntRect(tx + style->borderLeftWidth(), ty, w - style->borderLeftWidth() - style->borderRightWidth(), style->borderTopWidth()), IntRect(leftSlice, 0, imageWidth - rightSlice - leftSlice, topSlice), (Image::TileRule)hRule, Image::StretchTile); // Paint the bottom edge. if (drawBottom) graphicsContext->drawTiledImage(borderImage->image(), IntRect(tx + style->borderLeftWidth(), ty + h - style->borderBottomWidth(), w - style->borderLeftWidth() - style->borderRightWidth(), style->borderBottomWidth()), IntRect(leftSlice, imageHeight - bottomSlice, imageWidth - rightSlice - leftSlice, bottomSlice), (Image::TileRule)hRule, Image::StretchTile); // Paint the middle. if (drawMiddle) graphicsContext->drawTiledImage(borderImage->image(), IntRect(tx + style->borderLeftWidth(), ty + style->borderTopWidth(), w - style->borderLeftWidth() - style->borderRightWidth(), h - style->borderTopWidth() - style->borderBottomWidth()), IntRect(leftSlice, topSlice, imageWidth - rightSlice - leftSlice, imageHeight - topSlice - bottomSlice), (Image::TileRule)hRule, (Image::TileRule)vRule); // Clear the clip for the border radius. if (clipped) graphicsContext->restore(); return true; } void RenderObject::paintBorder(GraphicsContext* graphicsContext, int tx, int ty, int w, int h, const RenderStyle* style, bool begin, bool end) { CachedImage* borderImage = style->borderImage().image(); bool shouldPaintBackgroundImage = borderImage && borderImage->canRender(); if (shouldPaintBackgroundImage) shouldPaintBackgroundImage = paintBorderImage(graphicsContext, tx, ty, w, h, style); if (shouldPaintBackgroundImage) return; const Color& tc = style->borderTopColor(); const Color& bc = style->borderBottomColor(); const Color& lc = style->borderLeftColor(); const Color& rc = style->borderRightColor(); bool tt = style->borderTopIsTransparent(); bool bt = style->borderBottomIsTransparent(); bool rt = style->borderRightIsTransparent(); bool lt = style->borderLeftIsTransparent(); EBorderStyle ts = style->borderTopStyle(); EBorderStyle bs = style->borderBottomStyle(); EBorderStyle ls = style->borderLeftStyle(); EBorderStyle rs = style->borderRightStyle(); bool renderTop = ts > BHIDDEN && !tt; bool renderLeft = ls > BHIDDEN && begin && !lt; bool renderRight = rs > BHIDDEN && end && !rt; bool renderBottom = bs > BHIDDEN && !bt; // Need sufficient width and height to contain border radius curves. Sanity check our border radii // and our width/height values to make sure the curves can all fit. If not, then we won't paint // any border radii. bool renderRadii = false; IntSize topLeft = style->borderTopLeftRadius(); IntSize topRight = style->borderTopRightRadius(); IntSize bottomLeft = style->borderBottomLeftRadius(); IntSize bottomRight = style->borderBottomRightRadius(); if (style->hasBorderRadius() && static_cast(w) >= static_cast(topLeft.width()) + static_cast(topRight.width()) && static_cast(w) >= static_cast(bottomLeft.width()) + static_cast(bottomRight.width()) && static_cast(h) >= static_cast(topLeft.height()) + static_cast(bottomLeft.height()) && static_cast(h) >= static_cast(topRight.height()) + static_cast(bottomRight.height())) renderRadii = true; // Clip to the rounded rectangle. if (renderRadii) { graphicsContext->save(); graphicsContext->addRoundedRectClip(IntRect(tx, ty, w, h), topLeft, topRight, bottomLeft, bottomRight); } int firstAngleStart, secondAngleStart, firstAngleSpan, secondAngleSpan; float thickness; bool upperLeftBorderStylesMatch = renderLeft && (ts == ls) && (tc == lc); bool upperRightBorderStylesMatch = renderRight && (ts == rs) && (tc == rc) && (ts != OUTSET) && (ts != RIDGE) && (ts != INSET) && (ts != GROOVE); bool lowerLeftBorderStylesMatch = renderLeft && (bs == ls) && (bc == lc) && (bs != OUTSET) && (bs != RIDGE) && (bs != INSET) && (bs != GROOVE); bool lowerRightBorderStylesMatch = renderRight && (bs == rs) && (bc == rc); if (renderTop) { bool ignore_left = (renderRadii && topLeft.width() > 0) || (tc == lc && tt == lt && ts >= OUTSET && (ls == DOTTED || ls == DASHED || ls == SOLID || ls == OUTSET)); bool ignore_right = (renderRadii && topRight.width() > 0) || (tc == rc && tt == rt && ts >= OUTSET && (rs == DOTTED || rs == DASHED || rs == SOLID || rs == INSET)); int x = tx; int x2 = tx + w; if (renderRadii) { x += topLeft.width(); x2 -= topRight.width(); } drawBorder(graphicsContext, x, ty, x2, ty + style->borderTopWidth(), BSTop, tc, style->color(), ts, ignore_left ? 0 : style->borderLeftWidth(), ignore_right ? 0 : style->borderRightWidth()); if (renderRadii) { int leftY = ty; // We make the arc double thick and let the clip rect take care of clipping the extra off. // We're doing this because it doesn't seem possible to match the curve of the clip exactly // with the arc-drawing function. thickness = style->borderTopWidth() * 2; if (topLeft.width()) { int leftX = tx; // The inner clip clips inside the arc. This is especially important for 1px borders. bool applyLeftInnerClip = (style->borderLeftWidth() < topLeft.width()) && (style->borderTopWidth() < topLeft.height()) && (ts != DOUBLE || style->borderTopWidth() > 6); if (applyLeftInnerClip) { graphicsContext->save(); graphicsContext->addInnerRoundedRectClip(IntRect(leftX, leftY, topLeft.width() * 2, topLeft.height() * 2), style->borderTopWidth()); } firstAngleStart = 90; firstAngleSpan = upperLeftBorderStylesMatch ? 90 : 45; // Draw upper left arc drawBorderArc(graphicsContext, leftX, leftY, thickness, topLeft, firstAngleStart, firstAngleSpan, BSTop, tc, style->color(), ts, true); if (applyLeftInnerClip) graphicsContext->restore(); } if (topRight.width()) { int rightX = tx + w - topRight.width() * 2; bool applyRightInnerClip = (style->borderRightWidth() < topRight.width()) && (style->borderTopWidth() < topRight.height()) && (ts != DOUBLE || style->borderTopWidth() > 6); if (applyRightInnerClip) { graphicsContext->save(); graphicsContext->addInnerRoundedRectClip(IntRect(rightX, leftY, topRight.width() * 2, topRight.height() * 2), style->borderTopWidth()); } if (upperRightBorderStylesMatch) { secondAngleStart = 0; secondAngleSpan = 90; } else { secondAngleStart = 45; secondAngleSpan = 45; } // Draw upper right arc drawBorderArc(graphicsContext, rightX, leftY, thickness, topRight, secondAngleStart, secondAngleSpan, BSTop, tc, style->color(), ts, false); if (applyRightInnerClip) graphicsContext->restore(); } } } if (renderBottom) { bool ignore_left = (renderRadii && bottomLeft.width() > 0) || (bc == lc && bt == lt && bs >= OUTSET && (ls == DOTTED || ls == DASHED || ls == SOLID || ls == OUTSET)); bool ignore_right = (renderRadii && bottomRight.width() > 0) || (bc == rc && bt == rt && bs >= OUTSET && (rs == DOTTED || rs == DASHED || rs == SOLID || rs == INSET)); int x = tx; int x2 = tx + w; if (renderRadii) { x += bottomLeft.width(); x2 -= bottomRight.width(); } drawBorder(graphicsContext, x, ty + h - style->borderBottomWidth(), x2, ty + h, BSBottom, bc, style->color(), bs, ignore_left ? 0 : style->borderLeftWidth(), ignore_right ? 0 : style->borderRightWidth()); if (renderRadii) { thickness = style->borderBottomWidth() * 2; if (bottomLeft.width()) { int leftX = tx; int leftY = ty + h - bottomLeft.height() * 2; bool applyLeftInnerClip = (style->borderLeftWidth() < bottomLeft.width()) && (style->borderBottomWidth() < bottomLeft.height()) && (bs != DOUBLE || style->borderBottomWidth() > 6); if (applyLeftInnerClip) { graphicsContext->save(); graphicsContext->addInnerRoundedRectClip(IntRect(leftX, leftY, bottomLeft.width() * 2, bottomLeft.height() * 2), style->borderBottomWidth()); } if (lowerLeftBorderStylesMatch) { firstAngleStart = 180; firstAngleSpan = 90; } else { firstAngleStart = 225; firstAngleSpan = 45; } // Draw lower left arc drawBorderArc(graphicsContext, leftX, leftY, thickness, bottomLeft, firstAngleStart, firstAngleSpan, BSBottom, bc, style->color(), bs, true); if (applyLeftInnerClip) graphicsContext->restore(); } if (bottomRight.width()) { int rightY = ty + h - bottomRight.height() * 2; int rightX = tx + w - bottomRight.width() * 2; bool applyRightInnerClip = (style->borderRightWidth() < bottomRight.width()) && (style->borderBottomWidth() < bottomRight.height()) && (bs != DOUBLE || style->borderBottomWidth() > 6); if (applyRightInnerClip) { graphicsContext->save(); graphicsContext->addInnerRoundedRectClip(IntRect(rightX, rightY, bottomRight.width() * 2, bottomRight.height() * 2), style->borderBottomWidth()); } secondAngleStart = 270; secondAngleSpan = lowerRightBorderStylesMatch ? 90 : 45; // Draw lower right arc drawBorderArc(graphicsContext, rightX, rightY, thickness, bottomRight, secondAngleStart, secondAngleSpan, BSBottom, bc, style->color(), bs, false); if (applyRightInnerClip) graphicsContext->restore(); } } } if (renderLeft) { bool ignore_top = (renderRadii && topLeft.height() > 0) || (tc == lc && tt == lt && ls >= OUTSET && (ts == DOTTED || ts == DASHED || ts == SOLID || ts == OUTSET)); bool ignore_bottom = (renderRadii && bottomLeft.height() > 0) || (bc == lc && bt == lt && ls >= OUTSET && (bs == DOTTED || bs == DASHED || bs == SOLID || bs == INSET)); int y = ty; int y2 = ty + h; if (renderRadii) { y += topLeft.height(); y2 -= bottomLeft.height(); } drawBorder(graphicsContext, tx, y, tx + style->borderLeftWidth(), y2, BSLeft, lc, style->color(), ls, ignore_top ? 0 : style->borderTopWidth(), ignore_bottom ? 0 : style->borderBottomWidth()); if (renderRadii && (!upperLeftBorderStylesMatch || !lowerLeftBorderStylesMatch)) { int topX = tx; thickness = style->borderLeftWidth() * 2; if (!upperLeftBorderStylesMatch && topLeft.width()) { int topY = ty; bool applyTopInnerClip = (style->borderLeftWidth() < topLeft.width()) && (style->borderTopWidth() < topLeft.height()) && (ls != DOUBLE || style->borderLeftWidth() > 6); if (applyTopInnerClip) { graphicsContext->save(); graphicsContext->addInnerRoundedRectClip(IntRect(topX, topY, topLeft.width() * 2, topLeft.height() * 2), style->borderLeftWidth()); } firstAngleStart = 135; firstAngleSpan = 45; // Draw top left arc drawBorderArc(graphicsContext, topX, topY, thickness, topLeft, firstAngleStart, firstAngleSpan, BSLeft, lc, style->color(), ls, true); if (applyTopInnerClip) graphicsContext->restore(); } if (!lowerLeftBorderStylesMatch && bottomLeft.width()) { int bottomY = ty + h - bottomLeft.height() * 2; bool applyBottomInnerClip = (style->borderLeftWidth() < bottomLeft.width()) && (style->borderBottomWidth() < bottomLeft.height()) && (ls != DOUBLE || style->borderLeftWidth() > 6); if (applyBottomInnerClip) { graphicsContext->save(); graphicsContext->addInnerRoundedRectClip(IntRect(topX, bottomY, bottomLeft.width() * 2, bottomLeft.height() * 2), style->borderLeftWidth()); } secondAngleStart = 180; secondAngleSpan = 45; // Draw bottom left arc drawBorderArc(graphicsContext, topX, bottomY, thickness, bottomLeft, secondAngleStart, secondAngleSpan, BSLeft, lc, style->color(), ls, false); if (applyBottomInnerClip) graphicsContext->restore(); } } } if (renderRight) { bool ignore_top = (renderRadii && topRight.height() > 0) || ((tc == rc) && (tt == rt) && (rs >= DOTTED || rs == INSET) && (ts == DOTTED || ts == DASHED || ts == SOLID || ts == OUTSET)); bool ignore_bottom = (renderRadii && bottomRight.height() > 0) || ((bc == rc) && (bt == rt) && (rs >= DOTTED || rs == INSET) && (bs == DOTTED || bs == DASHED || bs == SOLID || bs == INSET)); int y = ty; int y2 = ty + h; if (renderRadii) { y += topRight.height(); y2 -= bottomRight.height(); } drawBorder(graphicsContext, tx + w - style->borderRightWidth(), y, tx + w, y2, BSRight, rc, style->color(), rs, ignore_top ? 0 : style->borderTopWidth(), ignore_bottom ? 0 : style->borderBottomWidth()); if (renderRadii && (!upperRightBorderStylesMatch || !lowerRightBorderStylesMatch)) { thickness = style->borderRightWidth() * 2; if (!upperRightBorderStylesMatch && topRight.width()) { int topX = tx + w - topRight.width() * 2; int topY = ty; bool applyTopInnerClip = (style->borderRightWidth() < topRight.width()) && (style->borderTopWidth() < topRight.height()) && (rs != DOUBLE || style->borderRightWidth() > 6); if (applyTopInnerClip) { graphicsContext->save(); graphicsContext->addInnerRoundedRectClip(IntRect(topX, topY, topRight.width() * 2, topRight.height() * 2), style->borderRightWidth()); } firstAngleStart = 0; firstAngleSpan = 45; // Draw top right arc drawBorderArc(graphicsContext, topX, topY, thickness, topRight, firstAngleStart, firstAngleSpan, BSRight, rc, style->color(), rs, true); if (applyTopInnerClip) graphicsContext->restore(); } if (!lowerRightBorderStylesMatch && bottomRight.width()) { int bottomX = tx + w - bottomRight.width() * 2; int bottomY = ty + h - bottomRight.height() * 2; bool applyBottomInnerClip = (style->borderRightWidth() < bottomRight.width()) && (style->borderBottomWidth() < bottomRight.height()) && (rs != DOUBLE || style->borderRightWidth() > 6); if (applyBottomInnerClip) { graphicsContext->save(); graphicsContext->addInnerRoundedRectClip(IntRect(bottomX, bottomY, bottomRight.width() * 2, bottomRight.height() * 2), style->borderRightWidth()); } secondAngleStart = 315; secondAngleSpan = 45; // Draw bottom right arc drawBorderArc(graphicsContext, bottomX, bottomY, thickness, bottomRight, secondAngleStart, secondAngleSpan, BSRight, rc, style->color(), rs, false); if (applyBottomInnerClip) graphicsContext->restore(); } } } if (renderRadii) graphicsContext->restore(); } void RenderObject::paintBoxShadow(GraphicsContext* context, int tx, int ty, int w, int h, const RenderStyle* s, bool begin, bool end) { if (!s->boxShadow()) return; // FIXME: Deal with border-image. Would be great to use border-image as a mask. context->save(); context->setShadow(IntSize(s->boxShadow()->x, s->boxShadow()->y), s->boxShadow()->blur, s->boxShadow()->color); IntRect rect(tx, ty, w, h); if (s->hasBorderRadius()) { IntSize topLeft = begin ? s->borderTopLeftRadius() : IntSize(); IntSize topRight = end ? s->borderTopRightRadius() : IntSize(); IntSize bottomLeft = begin ? s->borderBottomLeftRadius() : IntSize(); IntSize bottomRight = end ? s->borderBottomRightRadius() : IntSize(); context->clipOutRoundedRect(rect, topLeft, topRight, bottomLeft, bottomRight); context->fillRoundedRect(rect, topLeft, topRight, bottomLeft, bottomRight, Color::black); } else { context->clipOut(rect); context->fillRect(IntRect(tx, ty, w, h), Color::black); } context->restore(); } void RenderObject::addLineBoxRects(Vector&, unsigned startOffset, unsigned endOffset, bool useSelectionHeight) { } void RenderObject::absoluteRects(Vector& rects, int tx, int ty, bool topLevel) { // For blocks inside inlines, we go ahead and include margins so that we run right up to the // inline boxes above and below us (thus getting merged with them to form a single irregular // shape). if (topLevel && continuation()) { rects.append(IntRect(tx, ty - collapsedMarginTop(), width(), height() + collapsedMarginTop() + collapsedMarginBottom())); continuation()->absoluteRects(rects, tx - xPos() + continuation()->containingBlock()->xPos(), ty - yPos() + continuation()->containingBlock()->yPos(), topLevel); } else rects.append(IntRect(tx, ty, width(), height() + borderTopExtra() + borderBottomExtra())); } IntRect RenderObject::absoluteBoundingBoxRect() { int x, y; absolutePosition(x, y); Vector rects; absoluteRects(rects, x, y); size_t n = rects.size(); if (!n) return IntRect(); IntRect result = rects[0]; for (size_t i = 1; i < n; ++i) result.unite(rects[i]); return result; } void RenderObject::addAbsoluteRectForLayer(IntRect& result) { if (hasLayer()) result.unite(absoluteBoundingBoxRect()); for (RenderObject* current = firstChild(); current; current = current->nextSibling()) current->addAbsoluteRectForLayer(result); } IntRect RenderObject::paintingRootRect(IntRect& topLevelRect) { IntRect result = absoluteBoundingBoxRect(); topLevelRect = result; for (RenderObject* current = firstChild(); current; current = current->nextSibling()) current->addAbsoluteRectForLayer(result); return result; } void RenderObject::addPDFURLRect(GraphicsContext* graphicsContext, IntRect rect) { Node* node = element(); if (node) { if (graphicsContext) { if (rect.width() > 0 && rect.height() > 0) { Element* element = static_cast(node); String href; if (element->isLink()) href = element->getAttribute(hrefAttr); if (!href.isNull()) { KURL link = element->document()->completeURL(href.deprecatedString()); graphicsContext->setURLForRect(link, rect); } } } } } void RenderObject::addFocusRingRects(GraphicsContext* graphicsContext, int tx, int ty) { // For blocks inside inlines, we go ahead and include margins so that we run right up to the // inline boxes above and below us (thus getting merged with them to form a single irregular // shape). if (continuation()) { graphicsContext->addFocusRingRect(IntRect(tx, ty - collapsedMarginTop(), width(), height() + collapsedMarginTop() + collapsedMarginBottom())); continuation()->addFocusRingRects(graphicsContext, tx - xPos() + continuation()->containingBlock()->xPos(), ty - yPos() + continuation()->containingBlock()->yPos()); } else graphicsContext->addFocusRingRect(IntRect(tx, ty, width(), height())); } void RenderObject::paintOutline(GraphicsContext* graphicsContext, int tx, int ty, int w, int h, const RenderStyle* style) { if (!hasOutline()) return; int ow = style->outlineWidth(); EBorderStyle os = style->outlineStyle(); Color oc = style->outlineColor(); if (!oc.isValid()) oc = style->color(); int offset = style->outlineOffset(); if (style->outlineStyleIsAuto() || hasOutlineAnnotation()) { if (!theme()->supportsFocusRing(style)) { // Only paint the focus ring by hand if the theme isn't able to draw the focus ring. graphicsContext->initFocusRing(ow, offset); if (style->outlineStyleIsAuto()) addFocusRingRects(graphicsContext, tx, ty); else addPDFURLRect(graphicsContext, graphicsContext->focusRingBoundingRect()); graphicsContext->drawFocusRing(oc); graphicsContext->clearFocusRing(); } } if (style->outlineStyleIsAuto() || style->outlineStyle() <= BHIDDEN) return; tx -= offset; ty -= offset; w += 2 * offset; h += 2 * offset; if (h < 0 || w < 0) return; drawBorder(graphicsContext, tx - ow, ty - ow, tx, ty + h + ow, BSLeft, Color(oc), style->color(), os, ow, ow); drawBorder(graphicsContext, tx - ow, ty - ow, tx + w + ow, ty, BSTop, Color(oc), style->color(), os, ow, ow); drawBorder(graphicsContext, tx + w, ty - ow, tx + w + ow, ty + h + ow, BSRight, Color(oc), style->color(), os, ow, ow); drawBorder(graphicsContext, tx - ow, ty + h, tx + w + ow, ty + h + ow, BSBottom, Color(oc), style->color(), os, ow, ow); } void RenderObject::paint(PaintInfo& /*paintInfo*/, int /*tx*/, int /*ty*/) { } void RenderObject::repaint(bool immediate) { // Can't use view(), since we might be unrooted. RenderObject* o = this; while (o->parent()) o = o->parent(); if (!o->isRenderView()) return; RenderView* view = static_cast(o); if (view->printing()) return; // Don't repaint if we're printing. view->repaintViewRectangle(absoluteClippedOverflowRect(), immediate); } void RenderObject::repaintRectangle(const IntRect& r, bool immediate) { // Can't use view(), since we might be unrooted. RenderObject* o = this; while (o->parent()) o = o->parent(); if (!o->isRenderView()) return; RenderView* view = static_cast(o); if (view->printing()) return; // Don't repaint if we're printing. IntRect absRect(r); computeAbsoluteRepaintRect(absRect); view->repaintViewRectangle(absRect, immediate); } bool RenderObject::repaintAfterLayoutIfNeeded(const IntRect& oldBounds, const IntRect& oldOutlineBox) { RenderView* v = view(); if (v->printing()) return false; // Don't repaint if we're printing. IntRect newBounds = absoluteClippedOverflowRect(); IntRect newOutlineBox; bool fullRepaint = selfNeedsLayout(); // Presumably a background or a border exists if border-fit:lines was specified. if (!fullRepaint && style()->borderFit() == BorderFitLines) fullRepaint = true; if (!fullRepaint) { newOutlineBox = absoluteOutlineBox(); if (newOutlineBox.location() != oldOutlineBox.location() || (mustRepaintBackgroundOrBorder() && (newBounds != oldBounds || newOutlineBox != oldOutlineBox))) fullRepaint = true; } if (fullRepaint) { v->repaintViewRectangle(oldBounds); if (newBounds != oldBounds) v->repaintViewRectangle(newBounds); return true; } if (newBounds == oldBounds && newOutlineBox == oldOutlineBox) return false; int deltaLeft = newBounds.x() - oldBounds.x(); if (deltaLeft > 0) v->repaintViewRectangle(IntRect(oldBounds.x(), oldBounds.y(), deltaLeft, oldBounds.height())); else if (deltaLeft < 0) v->repaintViewRectangle(IntRect(newBounds.x(), newBounds.y(), -deltaLeft, newBounds.height())); int deltaRight = newBounds.right() - oldBounds.right(); if (deltaRight > 0) v->repaintViewRectangle(IntRect(oldBounds.right(), newBounds.y(), deltaRight, newBounds.height())); else if (deltaRight < 0) v->repaintViewRectangle(IntRect(newBounds.right(), oldBounds.y(), -deltaRight, oldBounds.height())); int deltaTop = newBounds.y() - oldBounds.y(); if (deltaTop > 0) v->repaintViewRectangle(IntRect(oldBounds.x(), oldBounds.y(), oldBounds.width(), deltaTop)); else if (deltaTop < 0) v->repaintViewRectangle(IntRect(newBounds.x(), newBounds.y(), newBounds.width(), -deltaTop)); int deltaBottom = newBounds.bottom() - oldBounds.bottom(); if (deltaBottom > 0) v->repaintViewRectangle(IntRect(newBounds.x(), oldBounds.bottom(), newBounds.width(), deltaBottom)); else if (deltaBottom < 0) v->repaintViewRectangle(IntRect(oldBounds.x(), newBounds.bottom(), oldBounds.width(), -deltaBottom)); if (newOutlineBox == oldOutlineBox) return false; // We didn't move, but we did change size. Invalidate the delta, which will consist of possibly // two rectangles (but typically only one). RenderStyle* outlineStyle = !isInline() && continuation() ? continuation()->style() : style(); int ow = outlineStyle->outlineSize(); ShadowData* boxShadow = style()->boxShadow(); int width = abs(newOutlineBox.width() - oldOutlineBox.width()); if (width) { int shadowRight = boxShadow ? max(boxShadow->x + boxShadow->blur, 0) : 0; int borderWidth = max(-outlineStyle->outlineOffset(), max(borderRight(), max(style()->borderTopRightRadius().width(), style()->borderBottomRightRadius().width()))) + max(ow, shadowRight); IntRect rightRect(newOutlineBox.x() + min(newOutlineBox.width(), oldOutlineBox.width()) - borderWidth, newOutlineBox.y(), width + borderWidth, max(newOutlineBox.height(), oldOutlineBox.height())); int right = min(newBounds.right(), oldBounds.right()); if (rightRect.x() < right) { rightRect.setWidth(min(rightRect.width(), right - rightRect.x())); v->repaintViewRectangle(rightRect); } } int height = abs(newOutlineBox.height() - oldOutlineBox.height()); if (height) { int shadowBottom = boxShadow ? max(boxShadow->y + boxShadow->blur, 0) : 0; int borderHeight = max(-outlineStyle->outlineOffset(), max(borderBottom(), max(style()->borderBottomLeftRadius().height(), style()->borderBottomRightRadius().height()))) + max(ow, shadowBottom); IntRect bottomRect(newOutlineBox.x(), min(newOutlineBox.bottom(), oldOutlineBox.bottom()) - borderHeight, max(newOutlineBox.width(), oldOutlineBox.width()), height + borderHeight); int bottom = min(newBounds.bottom(), oldBounds.bottom()); if (bottomRect.y() < bottom) { bottomRect.setHeight(min(bottomRect.height(), bottom - bottomRect.y())); v->repaintViewRectangle(bottomRect); } } return false; } void RenderObject::repaintDuringLayoutIfMoved(const IntRect& rect) { } void RenderObject::repaintOverhangingFloats(bool paintAllDescendants) { } bool RenderObject::checkForRepaintDuringLayout() const { return !document()->view()->needsFullRepaint() && !hasLayer(); } IntRect RenderObject::getAbsoluteRepaintRectWithOutline(int ow) { IntRect r(absoluteClippedOverflowRect()); r.inflate(ow); if (continuation() && !isInline()) r.inflateY(collapsedMarginTop()); if (isInlineFlow()) { for (RenderObject* curr = firstChild(); curr; curr = curr->nextSibling()) { if (!curr->isText()) r.unite(curr->getAbsoluteRepaintRectWithOutline(ow)); } } return r; } IntRect RenderObject::absoluteClippedOverflowRect() { if (parent()) return parent()->absoluteClippedOverflowRect(); return IntRect(); } void RenderObject::computeAbsoluteRepaintRect(IntRect& rect, bool fixed) { if (RenderObject* o = parent()) { if (o->isBlockFlow()) { RenderBlock* cb = static_cast(o); if (cb->hasColumns()) cb->adjustRectForColumns(rect); } if (o->hasOverflowClip()) { // o->height() is inaccurate if we're in the middle of a layout of |o|, so use the // layer's size instead. Even if the layer's size is wrong, the layer itself will repaint // anyway if its size does change. IntRect boxRect(0, 0, o->layer()->width(), o->layer()->height()); int x = rect.x(); int y = rect.y(); o->layer()->subtractScrollOffset(x, y); // For overflow:auto/scroll/hidden. IntRect repaintRect(x, y, rect.width(), rect.height()); rect = intersection(repaintRect, boxRect); if (rect.isEmpty()) return; } o->computeAbsoluteRepaintRect(rect, fixed); } } void RenderObject::dirtyLinesFromChangedChild(RenderObject* child) { } #ifndef NDEBUG DeprecatedString RenderObject::information() const { DeprecatedString str; TextStream ts(&str); ts << renderName() << "(" << (style() ? style()->refCount() : 0) << ")" << ": " << (void*)this << " "; if (isInline()) ts << "il "; if (childrenInline()) ts << "ci "; if (isFloating()) ts << "fl "; if (isAnonymous()) ts << "an "; if (isRelPositioned()) ts << "rp "; if (isPositioned()) ts << "ps "; if (needsLayout()) ts << "nl "; if (style() && style()->zIndex()) ts << "zI: " << style()->zIndex(); if (element()) { if (element()->active()) ts << "act "; if (element()->isLink()) ts << "anchor "; if (element()->focused()) ts << "focus "; ts << " <" << element()->localName().deprecatedString() << ">"; ts << " (" << xPos() << "," << yPos() << "," << width() << "," << height() << ")"; if (isTableCell()) { const RenderTableCell* cell = static_cast(this); ts << " [r=" << cell->row() << " c=" << cell->col() << " rs=" << cell->rowSpan() << " cs=" << cell->colSpan() << "]"; } } return str; } void RenderObject::dump(TextStream* stream, DeprecatedString ind) const { if (isAnonymous()) *stream << " anonymous"; if (isFloating()) *stream << " floating"; if (isPositioned()) *stream << " positioned"; if (isRelPositioned()) *stream << " relPositioned"; if (isText()) *stream << " text"; if (isInline()) *stream << " inline"; if (isReplaced()) *stream << " replaced"; if (hasBoxDecorations()) *stream << " paintBackground"; if (needsLayout()) *stream << " needsLayout"; if (prefWidthsDirty()) *stream << " prefWidthsDirty"; *stream << endl; RenderObject* child = firstChild(); while (child) { *stream << ind << child->renderName() << ": "; child->dump(stream, ind + " "); child = child->nextSibling(); } } void RenderObject::showTreeForThis() const { if (element()) element()->showTreeForThis(); } #endif // NDEBUG Color RenderObject::selectionBackgroundColor() const { Color color; if (style()->userSelect() != SELECT_NONE) { RenderStyle* pseudoStyle = getPseudoStyle(RenderStyle::SELECTION); if (pseudoStyle && pseudoStyle->backgroundColor().isValid()) color = pseudoStyle->backgroundColor().blendWithWhite(); else color = document()->frame()->isActive() ? theme()->activeSelectionBackgroundColor() : theme()->inactiveSelectionBackgroundColor(); } return color; } Color RenderObject::selectionForegroundColor() const { Color color; if (style()->userSelect() != SELECT_NONE) { RenderStyle* pseudoStyle = getPseudoStyle(RenderStyle::SELECTION); if (pseudoStyle) { color = pseudoStyle->textFillColor(); if (!color.isValid()) color = pseudoStyle->color(); } else color = document()->frame()->isActive() ? theme()->platformActiveSelectionForegroundColor() : theme()->platformInactiveSelectionForegroundColor(); } return color; } Node* RenderObject::draggableNode(bool dhtmlOK, bool uaOK, int x, int y, bool& dhtmlWillDrag) const { if (!dhtmlOK && !uaOK) return 0; for (const RenderObject* curr = this; curr; curr = curr->parent()) { Node* elt = curr->element(); if (elt && elt->nodeType() == Node::TEXT_NODE) { // Since there's no way for the author to address the -webkit-user-drag style for a text node, // we use our own judgement. if (uaOK && view()->frameView()->frame()->eventHandler()->shouldDragAutoNode(curr->node(), IntPoint(x, y))) { dhtmlWillDrag = false; return curr->node(); } if (elt->canStartSelection()) // In this case we have a click in the unselected portion of text. If this text is // selectable, we want to start the selection process instead of looking for a parent // to try to drag. return 0; } else { EUserDrag dragMode = curr->style()->userDrag(); if (dhtmlOK && dragMode == DRAG_ELEMENT) { dhtmlWillDrag = true; return curr->node(); } if (uaOK && dragMode == DRAG_AUTO && view()->frameView()->frame()->eventHandler()->shouldDragAutoNode(curr->node(), IntPoint(x, y))) { dhtmlWillDrag = false; return curr->node(); } } } return 0; } void RenderObject::selectionStartEnd(int& spos, int& epos) const { view()->selectionStartEnd(spos, epos); } RenderBlock* RenderObject::createAnonymousBlock() { RenderStyle* newStyle = new (renderArena()) RenderStyle(); newStyle->inheritFrom(m_style); newStyle->setDisplay(BLOCK); RenderBlock* newBox = new (renderArena()) RenderBlock(document() /* anonymous box */); newBox->setStyle(newStyle); return newBox; } void RenderObject::handleDynamicFloatPositionChange() { // We have gone from not affecting the inline status of the parent flow to suddenly // having an impact. See if there is a mismatch between the parent flow's // childrenInline() state and our state. setInline(style()->isDisplayInlineType()); if (isInline() != parent()->childrenInline()) { if (!isInline()) { if (parent()->isRenderInline()) { // We have to split the parent flow. RenderInline* parentInline = static_cast(parent()); RenderBlock* newBox = parentInline->createAnonymousBlock(); RenderFlow* oldContinuation = parent()->continuation(); parentInline->setContinuation(newBox); RenderObject* beforeChild = nextSibling(); parent()->removeChildNode(this); parentInline->splitFlow(beforeChild, newBox, this, oldContinuation); } else if (parent()->isRenderBlock()) { RenderBlock* o = static_cast(parent()); o->makeChildrenNonInline(); if (o->isAnonymousBlock() && o->parent()) o->parent()->removeLeftoverAnonymousBlock(o); // o may be dead here } } else { // An anonymous block must be made to wrap this inline. RenderBlock* box = createAnonymousBlock(); parent()->insertChildNode(box, this); box->appendChildNode(parent()->removeChildNode(this)); } } } void RenderObject::setAnimatableStyle(RenderStyle* style) { if (!isText() && m_style && style) { if (!m_style->transitions()) animationController()->cancelImplicitAnimations(this); else style = animationController()->updateImplicitAnimations(this, style); } setStyle(style); } void RenderObject::setStyle(RenderStyle* style) { if (m_style == style) return; bool affectsParentBlock = false; RenderStyle::Diff d = RenderStyle::Equal; if (m_style) { d = m_style->diff(style); // If our z-index changes value or our visibility changes, // we need to dirty our stacking context's z-order list. if (style) { if (m_style->visibility() != style->visibility() || m_style->zIndex() != style->zIndex() || m_style->hasAutoZIndex() != style->hasAutoZIndex()) document()->setDashboardRegionsDirty(true); if ((m_style->hasAutoZIndex() != style->hasAutoZIndex() || m_style->zIndex() != style->zIndex() || m_style->visibility() != style->visibility()) && hasLayer()) { layer()->stackingContext()->dirtyZOrderLists(); if (m_style->hasAutoZIndex() != style->hasAutoZIndex() || m_style->visibility() != style->visibility()) layer()->dirtyZOrderLists(); } // keep layer hierarchy visibility bits up to date if visibility changes if (m_style->visibility() != style->visibility()) { if (RenderLayer* l = enclosingLayer()) { if (style->visibility() == VISIBLE) l->setHasVisibleContent(true); else if (l->hasVisibleContent() && (this == l->renderer() || l->renderer()->style()->visibility() != VISIBLE)) { l->dirtyVisibleContentStatus(); if (d > RenderStyle::RepaintLayer) repaint(); } } } } // If we have no layer(), just treat a RepaintLayer hint as a normal Repaint. if (d == RenderStyle::RepaintLayer && !hasLayer()) d = RenderStyle::Repaint; // The background of the root element or the body element could propagate up to // the canvas. Just dirty the entire canvas when our style changes substantially. if (d >= RenderStyle::Repaint && element() && (element()->hasTagName(htmlTag) || element()->hasTagName(bodyTag))) view()->repaint(); else if (m_parent && !isText()) { // Do a repaint with the old style first, e.g., for example if we go from // having an outline to not having an outline. if (d == RenderStyle::RepaintLayer) { layer()->repaintIncludingDescendants(); if (!(m_style->clip() == style->clip())) layer()->clearClipRects(); } else if (d == RenderStyle::Repaint || style->outlineSize() < m_style->outlineSize()) repaint(); } // When a layout hint happens, we go ahead and do a repaint of the layer, since the layer could // end up being destroyed. if (d == RenderStyle::Layout && hasLayer() && (m_style->position() != style->position() || m_style->zIndex() != style->zIndex() || m_style->hasAutoZIndex() != style->hasAutoZIndex() || !(m_style->clip() == style->clip()) || m_style->hasClip() != style->hasClip() || m_style->opacity() != style->opacity())) layer()->repaintIncludingDescendants(); // When a layout hint happens and an object's position style changes, we have to do a layout // to dirty the render tree using the old position value now. if (d == RenderStyle::Layout && m_parent && m_style->position() != style->position()) { markContainingBlocksForLayout(); if (m_style->position() == StaticPosition) repaint(); if (isRenderBlock()) { if (style->position() == StaticPosition) // Clear our positioned objects list. Our absolutely positioned descendants will be // inserted into our containing block's positioned objects list during layout. removePositionedObjects(0); else if (m_style->position() == StaticPosition) { // Remove our absolutely positioned descendants from their current containing block. // They will be inserted into our positioned objects list during layout. RenderObject* cb = parent(); while (cb && (cb->style()->position() == StaticPosition || (cb->isInline() && !cb->isReplaced())) && !cb->isRenderView()) { if (cb->style()->position() == RelativePosition && cb->isInline() && !cb->isReplaced()) { cb = cb->containingBlock(); break; } cb = cb->parent(); } cb->removePositionedObjects(static_cast(this)); } } } if (isFloating() && (m_style->floating() != style->floating())) // For changes in float styles, we need to conceivably remove ourselves // from the floating objects list. removeFromObjectLists(); else if (isPositioned() && (style->position() != AbsolutePosition && style->position() != FixedPosition)) // For changes in positioning styles, we need to conceivably remove ourselves // from the positioned objects list. removeFromObjectLists(); affectsParentBlock = m_style && isFloatingOrPositioned() && (!style->isFloating() && style->position() != AbsolutePosition && style->position() != FixedPosition) && parent() && (parent()->isBlockFlow() || parent()->isInlineFlow()); // reset style flags if (d == RenderStyle::Layout) { m_floating = false; m_positioned = false; m_relPositioned = false; } m_paintBackground = false; m_hasOverflowClip = false; m_hasTransform = false; } if (view()->frameView()) { // FIXME: A better solution would be to only invalidate the fixed regions when scrolling. It's overkill to // prevent the entire view from blitting on a scroll. bool newStyleSlowScroll = style && (style->position() == FixedPosition || style->hasFixedBackgroundImage()); bool oldStyleSlowScroll = m_style && (m_style->position() == FixedPosition || m_style->hasFixedBackgroundImage()); if (oldStyleSlowScroll != newStyleSlowScroll) { if (oldStyleSlowScroll) view()->frameView()->removeSlowRepaintObject(); if (newStyleSlowScroll) view()->frameView()->addSlowRepaintObject(); } } RenderStyle* oldStyle = m_style; m_style = style; updateBackgroundImages(oldStyle); if (m_style) m_style->ref(); if (oldStyle) oldStyle->deref(renderArena()); setHasBoxDecorations(m_style->hasBorder() || m_style->hasBackground() || m_style->hasAppearance() || m_style->boxShadow()); if (affectsParentBlock) handleDynamicFloatPositionChange(); // No need to ever schedule repaints from a style change of a text run, since // we already did this for the parent of the text run. // We do have to schedule layouts, though, since a style change can force us to // need to relayout. if (d == RenderStyle::Layout && m_parent) setNeedsLayoutAndPrefWidthsRecalc(); else if (m_parent && !isText() && (d == RenderStyle::RepaintLayer || d == RenderStyle::Repaint)) // Do a repaint with the new style now, e.g., for example if we go from // not having an outline to having an outline. repaint(); } void RenderObject::setStyleInternal(RenderStyle* style) { if (m_style == style) return; if (m_style) m_style->deref(renderArena()); m_style = style; if (m_style) m_style->ref(); } void RenderObject::updateBackgroundImages(RenderStyle* oldStyle) { // FIXME: This will be slow when a large number of images is used. Fix by using a dict. const BackgroundLayer* oldLayers = oldStyle ? oldStyle->backgroundLayers() : 0; const BackgroundLayer* newLayers = m_style ? m_style->backgroundLayers() : 0; for (const BackgroundLayer* currOld = oldLayers; currOld; currOld = currOld->next()) { if (currOld->backgroundImage() && (!newLayers || !newLayers->containsImage(currOld->backgroundImage()))) currOld->backgroundImage()->deref(this); } for (const BackgroundLayer* currNew = newLayers; currNew; currNew = currNew->next()) { if (currNew->backgroundImage() && (!oldLayers || !oldLayers->containsImage(currNew->backgroundImage()))) currNew->backgroundImage()->ref(this); } CachedImage* oldBorderImage = oldStyle ? oldStyle->borderImage().image() : 0; CachedImage* newBorderImage = m_style ? m_style->borderImage().image() : 0; if (oldBorderImage != newBorderImage) { if (oldBorderImage) oldBorderImage->deref(this); if (newBorderImage) newBorderImage->ref(this); } } IntRect RenderObject::viewRect() const { return view()->viewRect(); } bool RenderObject::absolutePosition(int& xPos, int& yPos, bool f) const { RenderObject* o = parent(); if (o) { o->absolutePosition(xPos, yPos, f); yPos += o->borderTopExtra(); if (o->hasOverflowClip()) o->layer()->subtractScrollOffset(xPos, yPos); return true; } else { xPos = yPos = 0; return false; } } IntRect RenderObject::caretRect(int offset, EAffinity affinity, int* extraWidthToEndOfLine) { if (extraWidthToEndOfLine) *extraWidthToEndOfLine = 0; return IntRect(); } int RenderObject::paddingTop() const { int w = 0; Length padding = m_style->paddingTop(); if (padding.isPercent()) w = containingBlock()->availableWidth(); w = padding.calcMinValue(w); if (isTableCell() && padding.isAuto()) w = static_cast(this)->table()->cellPadding(); return w; } int RenderObject::paddingBottom() const { int w = 0; Length padding = style()->paddingBottom(); if (padding.isPercent()) w = containingBlock()->availableWidth(); w = padding.calcMinValue(w); if (isTableCell() && padding.isAuto()) w = static_cast(this)->table()->cellPadding(); return w; } int RenderObject::paddingLeft() const { int w = 0; Length padding = style()->paddingLeft(); if (padding.isPercent()) w = containingBlock()->availableWidth(); w = padding.calcMinValue(w); if (isTableCell() && padding.isAuto()) w = static_cast(this)->table()->cellPadding(); return w; } int RenderObject::paddingRight() const { int w = 0; Length padding = style()->paddingRight(); if (padding.isPercent()) w = containingBlock()->availableWidth(); w = padding.calcMinValue(w); if (isTableCell() && padding.isAuto()) w = static_cast(this)->table()->cellPadding(); return w; } RenderView* RenderObject::view() const { return static_cast(document()->renderer()); } bool RenderObject::hasOutlineAnnotation() const { return element() && element()->isLink() && document()->printing(); } RenderObject* RenderObject::container() const { // This method is extremely similar to containingBlock(), but with a few notable // exceptions. // (1) It can be used on orphaned subtrees, i.e., it can be called safely even when // the object is not part of the primary document subtree yet. // (2) For normal flow elements, it just returns the parent. // (3) For absolute positioned elements, it will return a relative positioned inline. // containingBlock() simply skips relpositioned inlines and lets an enclosing block handle // the layout of the positioned object. This does mean that calcAbsoluteHorizontal and // calcAbsoluteVertical have to use container(). RenderObject* o = parent(); if (isText()) return o; EPosition pos = m_style->position(); if (pos == FixedPosition) { // container() can be called on an object that is not in the // tree yet. We don't call view() since it will assert if it // can't get back to the canvas. Instead we just walk as high up // as we can. If we're in the tree, we'll get the root. If we // aren't we'll get the root of our little subtree (most likely // we'll just return 0). while (o && o->parent() && !o->hasTransform()) o = o->parent(); } else if (pos == AbsolutePosition) { // Same goes here. We technically just want our containing block, but // we may not have one if we're part of an uninstalled subtree. We'll // climb as high as we can though. while (o && o->style()->position() == StaticPosition && !o->isRenderView() && !o->hasTransform()) o = o->parent(); } return o; } // This code has been written to anticipate the addition of CSS3-::outside and ::inside generated // content (and perhaps XBL). That's why it uses the render tree and not the DOM tree. RenderObject* RenderObject::hoverAncestor() const { return (!isInline() && continuation()) ? continuation() : parent(); } bool RenderObject::isSelectionBorder() const { SelectionState st = selectionState(); return st == SelectionStart || st == SelectionEnd || st == SelectionBoth; } void RenderObject::removeFromObjectLists() { if (documentBeingDestroyed()) return; if (isFloating()) { RenderBlock* outermostBlock = containingBlock(); for (RenderBlock* p = outermostBlock; p && !p->isRenderView(); p = p->containingBlock()) { if (p->containsFloat(this)) outermostBlock = p; } if (outermostBlock) outermostBlock->markAllDescendantsWithFloatsForLayout(this); } if (isPositioned()) { RenderObject* p; for (p = parent(); p; p = p->parent()) { if (p->isRenderBlock()) static_cast(p)->removePositionedObject(this); } } } bool RenderObject::documentBeingDestroyed() const { return !document()->renderer(); } void RenderObject::destroy() { // If this renderer is being autoscrolled, stop the autoscroll timer if (document()->frame() && document()->frame()->eventHandler()->autoscrollRenderer() == this) document()->frame()->eventHandler()->stopAutoscrollTimer(true); if (m_hasCounterNodeMap) RenderCounter::destroyCounterNodes(this); if (AXObjectCache::accessibilityEnabled()) document()->axObjectCache()->remove(this); animationController()->cancelImplicitAnimations(this); // By default no ref-counting. RenderWidget::destroy() doesn't call // this function because it needs to do ref-counting. If anything // in this function changes, be sure to fix RenderWidget::destroy() as well. remove(); arenaDelete(document()->renderArena(), this); } void RenderObject::arenaDelete(RenderArena* arena, void* base) { if (m_style) { for (const BackgroundLayer* bgLayer = m_style->backgroundLayers(); bgLayer; bgLayer = bgLayer->next()) { if (CachedImage* backgroundImage = bgLayer->backgroundImage()) backgroundImage->deref(this); } if (CachedImage* borderImage = m_style->borderImage().image()) borderImage->deref(this); m_style->deref(arena); } #ifndef NDEBUG void* savedBase = baseOfRenderObjectBeingDeleted; baseOfRenderObjectBeingDeleted = base; #endif delete this; #ifndef NDEBUG baseOfRenderObjectBeingDeleted = savedBase; #endif // Recover the size left there for us by operator delete and free the memory. arena->free(*(size_t*)base, base); } VisiblePosition RenderObject::positionForCoordinates(int x, int y) { return VisiblePosition(element(), caretMinOffset(), DOWNSTREAM); } void RenderObject::updateDragState(bool dragOn) { bool valueChanged = (dragOn != m_isDragging); m_isDragging = dragOn; if (valueChanged && style()->affectedByDragRules()) element()->setChanged(); for (RenderObject* curr = firstChild(); curr; curr = curr->nextSibling()) curr->updateDragState(dragOn); if (continuation()) continuation()->updateDragState(dragOn); } bool RenderObject::hitTest(const HitTestRequest& request, HitTestResult& result, const IntPoint& point, int tx, int ty, HitTestFilter hitTestFilter) { bool inside = false; if (hitTestFilter != HitTestSelf) { // First test the foreground layer (lines and inlines). inside = nodeAtPoint(request, result, point.x(), point.y(), tx, ty, HitTestForeground); // Test floats next. if (!inside) inside = nodeAtPoint(request, result, point.x(), point.y(), tx, ty, HitTestFloat); // Finally test to see if the mouse is in the background (within a child block's background). if (!inside) inside = nodeAtPoint(request, result, point.x(), point.y(), tx, ty, HitTestChildBlockBackgrounds); } // See if the mouse is inside us but not any of our descendants if (hitTestFilter != HitTestDescendants && !inside) inside = nodeAtPoint(request, result, point.x(), point.y(), tx, ty, HitTestBlockBackground); return inside; } void RenderObject::updateHitTestResult(HitTestResult& result, const IntPoint& point) { if (result.innerNode()) return; Node* node = element(); IntPoint localPoint(point); if (isRenderView()) node = document()->documentElement(); else if (!isInline() && continuation()) // We are in the margins of block elements that are part of a continuation. In // this case we're actually still inside the enclosing inline element that was // split. Go ahead and set our inner node accordingly. node = continuation()->element(); if (node) { if (node->renderer() && node->renderer()->continuation() && node->renderer() != this) { // We're in the continuation of a split inline. Adjust our local point to be in the coordinate space // of the principal renderer's containing block. This will end up being the innerNonSharedNode. RenderObject* firstBlock = node->renderer()->containingBlock(); // Get our containing block. RenderObject* block = this; if (isInline()) block = containingBlock(); localPoint.move(block->xPos() - firstBlock->xPos(), block->yPos() - firstBlock->yPos()); } result.setInnerNode(node); if (!result.innerNonSharedNode()) result.setInnerNonSharedNode(node); result.setLocalPoint(localPoint); } } bool RenderObject::nodeAtPoint(const HitTestRequest&, HitTestResult&, int /*x*/, int /*y*/, int /*tx*/, int /*ty*/, HitTestAction) { return false; } short RenderObject::verticalPositionHint(bool firstLine) const { if (firstLine) // We're only really a first-line style if the document actually uses first-line rules. firstLine = document()->usesFirstLineRules(); short vpos = m_verticalPosition; if (m_verticalPosition == PositionUndefined || firstLine) { vpos = getVerticalPosition(firstLine); if (!firstLine) m_verticalPosition = vpos; } return vpos; } short RenderObject::getVerticalPosition(bool firstLine) const { if (!isInline()) return 0; // This method determines the vertical position for inline elements. int vpos = 0; EVerticalAlign va = style()->verticalAlign(); if (va == TOP) vpos = PositionTop; else if (va == BOTTOM) vpos = PositionBottom; else if (va == LENGTH) vpos = -style()->verticalAlignLength().calcValue(lineHeight(firstLine)); else { bool checkParent = parent()->isInline() && !parent()->isInlineBlockOrInlineTable() && parent()->style()->verticalAlign() != TOP && parent()->style()->verticalAlign() != BOTTOM; vpos = checkParent ? parent()->verticalPositionHint(firstLine) : 0; // don't allow elements nested inside text-top to have a different valignment. if (va == BASELINE) return vpos; const Font& f = parent()->style(firstLine)->font(); int fontsize = f.pixelSize(); if (va == SUB) vpos += fontsize / 5 + 1; else if (va == SUPER) vpos -= fontsize / 3 + 1; else if (va == TEXT_TOP) vpos += baselinePosition(firstLine) - f.ascent(); else if (va == MIDDLE) vpos += -static_cast(f.xHeight() / 2) - lineHeight(firstLine) / 2 + baselinePosition(firstLine); else if (va == TEXT_BOTTOM) { vpos += f.descent(); if (!isReplaced()) vpos -= style(firstLine)->font().descent(); } else if (va == BASELINE_MIDDLE) vpos += -lineHeight(firstLine) / 2 + baselinePosition(firstLine); } return vpos; } short RenderObject::lineHeight(bool firstLine, bool /*isRootLineBox*/) const { RenderStyle* s = style(firstLine); Length lh = s->lineHeight(); // its "unset", choose nice default if (lh.isNegative()) return s->font().lineSpacing(); if (lh.isPercent()) return lh.calcMinValue(s->fontSize()); // its fixed return lh.value(); } short RenderObject::baselinePosition(bool firstLine, bool isRootLineBox) const { const Font& f = style(firstLine)->font(); return f.ascent() + (lineHeight(firstLine, isRootLineBox) - f.height()) / 2; } void RenderObject::scheduleRelayout() { if (isRenderView()) { FrameView* view = static_cast(this)->frameView(); if (view) view->scheduleRelayout(); } else if (parent()) { FrameView* v = view() ? view()->frameView() : 0; if (v) v->scheduleRelayoutOfSubtree(this); } } void RenderObject::removeLeftoverAnonymousBlock(RenderBlock*) { } InlineBox* RenderObject::createInlineBox(bool, bool isRootLineBox, bool) { ASSERT(!isRootLineBox); return new (renderArena()) InlineBox(this); } void RenderObject::dirtyLineBoxes(bool, bool) { } InlineBox* RenderObject::inlineBoxWrapper() const { return 0; } void RenderObject::setInlineBoxWrapper(InlineBox*) { } void RenderObject::deleteLineBoxWrapper() { } RenderStyle* RenderObject::firstLineStyle() const { if (!document()->usesFirstLineRules()) return m_style; RenderStyle* s = m_style; const RenderObject* obj = isText() ? parent() : this; if (obj->isBlockFlow()) { RenderBlock* firstLineBlock = obj->firstLineBlock(); if (firstLineBlock) s = firstLineBlock->getPseudoStyle(RenderStyle::FIRST_LINE, style()); } else if (!obj->isAnonymous() && obj->isInlineFlow()) { RenderStyle* parentStyle = obj->parent()->firstLineStyle(); if (parentStyle != obj->parent()->style()) { // A first-line style is in effect. We need to cache a first-line style // for ourselves. style()->setHasPseudoStyle(RenderStyle::FIRST_LINE_INHERITED); s = obj->getPseudoStyle(RenderStyle::FIRST_LINE_INHERITED, parentStyle); } } return s; } RenderStyle* RenderObject::getPseudoStyle(RenderStyle::PseudoId pseudo, RenderStyle* parentStyle) const { if (pseudo < RenderStyle::FIRST_INTERNAL_PSEUDOID && !style()->hasPseudoStyle(pseudo)) return 0; if (!parentStyle) parentStyle = style(); RenderStyle* result = style()->getPseudoStyle(pseudo); if (result) return result; Node* node = element(); if (node && isText()) node = node->parentNode(); if (!node) return 0; if (pseudo == RenderStyle::FIRST_LINE_INHERITED) { result = document()->styleSelector()->styleForElement(static_cast(node), parentStyle, false); result->setStyleType(RenderStyle::FIRST_LINE_INHERITED); } else result = document()->styleSelector()->pseudoStyleForElement(pseudo, static_cast(node), parentStyle); if (result) { style()->addPseudoStyle(result); result->deref(document()->renderArena()); } return result; } static Color decorationColor(RenderStyle* style) { Color result; if (style->textStrokeWidth() > 0) { // Prefer stroke color if possible but not if it's fully transparent. result = style->textStrokeColor(); if (!result.isValid()) result = style->color(); if (result.alpha()) return result; } result = style->textFillColor(); if (!result.isValid()) result = style->color(); return result; } void RenderObject::getTextDecorationColors(int decorations, Color& underline, Color& overline, Color& linethrough, bool quirksMode) { RenderObject* curr = this; do { int currDecs = curr->style()->textDecoration(); if (currDecs) { if (currDecs & UNDERLINE) { decorations &= ~UNDERLINE; underline = decorationColor(curr->style()); } if (currDecs & OVERLINE) { decorations &= ~OVERLINE; overline = decorationColor(curr->style()); } if (currDecs & LINE_THROUGH) { decorations &= ~LINE_THROUGH; linethrough = decorationColor(curr->style()); } } curr = curr->parent(); if (curr && curr->isRenderBlock() && curr->continuation()) curr = curr->continuation(); } while (curr && decorations && (!quirksMode || !curr->element() || (!curr->element()->hasTagName(aTag) && !curr->element()->hasTagName(fontTag)))); // If we bailed out, use the element we bailed out at (typically a or element). if (decorations && curr) { if (decorations & UNDERLINE) underline = decorationColor(curr->style()); if (decorations & OVERLINE) overline = decorationColor(curr->style()); if (decorations & LINE_THROUGH) linethrough = decorationColor(curr->style()); } } void RenderObject::updateWidgetPosition() { } void RenderObject::addDashboardRegions(Vector& regions) { // Convert the style regions to absolute coordinates. if (style()->visibility() != VISIBLE) return; const Vector& styleRegions = style()->dashboardRegions(); unsigned i, count = styleRegions.size(); for (i = 0; i < count; i++) { StyleDashboardRegion styleRegion = styleRegions[i]; int w = width(); int h = height(); DashboardRegionValue region; region.label = styleRegion.label; region.bounds = IntRect(styleRegion.offset.left.value(), styleRegion.offset.top.value(), w - styleRegion.offset.left.value() - styleRegion.offset.right.value(), h - styleRegion.offset.top.value() - styleRegion.offset.bottom.value()); region.type = styleRegion.type; region.clip = region.bounds; computeAbsoluteRepaintRect(region.clip); if (region.clip.height() < 0) { region.clip.setHeight(0); region.clip.setWidth(0); } int x, y; absolutePosition(x, y); region.bounds.setX(x + styleRegion.offset.left.value()); region.bounds.setY(y + styleRegion.offset.top.value()); if (document()->frame()) { float pageScaleFactor = document()->frame()->page()->chrome()->scaleFactor(); if (pageScaleFactor != 1.0f) { region.bounds.scale(pageScaleFactor); region.clip.scale(pageScaleFactor); } } regions.append(region); } } void RenderObject::collectDashboardRegions(Vector& regions) { // RenderTexts don't have their own style, they just use their parent's style, // so we don't want to include them. if (isText()) return; addDashboardRegions(regions); for (RenderObject* curr = firstChild(); curr; curr = curr->nextSibling()) curr->collectDashboardRegions(regions); } bool RenderObject::avoidsFloats() const { return isReplaced() || hasOverflowClip() || isHR(); } bool RenderObject::shrinkToAvoidFloats() const { // FIXME: Technically we should be able to shrink replaced elements on a line, but this is difficult to accomplish, since this // involves doing a relayout during findNextLineBreak and somehow overriding the containingBlockWidth method to return the // current remaining width on a line. if (isInline() && !isHTMLMarquee() || !avoidsFloats()) return false; // All auto-width objects that avoid floats should always use lineWidth. return style()->width().isAuto(); } UChar RenderObject::backslashAsCurrencySymbol() const { if (Node *node = element()) { if (TextResourceDecoder* decoder = node->document()->decoder()) return decoder->encoding().backslashAsCurrencySymbol(); } return '\\'; } bool RenderObject::willRenderImage(CachedImage*) { // Without visibility we won't render (and therefore don't care about animation). if (style()->visibility() != VISIBLE) return false; // If we're not in a window (i.e., we're dormant from being put in the b/f cache or in a background tab) // then we don't want to render either. return !document()->inPageCache() && document()->view()->inWindow(); } int RenderObject::maximalOutlineSize(PaintPhase p) const { if (p != PaintPhaseOutline && p != PaintPhaseSelfOutline && p != PaintPhaseChildOutlines) return 0; return static_cast(document()->renderer())->maximalOutlineSize(); } int RenderObject::caretMinOffset() const { return 0; } int RenderObject::caretMaxOffset() const { return isReplaced() ? 1 : 0; } unsigned RenderObject::caretMaxRenderedOffset() const { return 0; } int RenderObject::previousOffset(int current) const { return current - 1; } int RenderObject::nextOffset(int current) const { return current + 1; } InlineBox* RenderObject::inlineBox(int offset, EAffinity affinity) { return inlineBoxWrapper(); } int RenderObject::maxTopMargin(bool positive) const { return positive ? max(0, marginTop()) : -min(0, marginTop()); } int RenderObject::maxBottomMargin(bool positive) const { return positive ? max(0, marginBottom()) : -min(0, marginBottom()); } IntRect RenderObject::contentBox() const { return IntRect(borderLeft() + paddingLeft(), borderTop() + paddingTop(), contentWidth(), contentHeight()); } IntRect RenderObject::absoluteContentBox() const { IntRect rect = contentBox(); int x, y; absolutePositionForContent(x, y); rect.move(x, y); return rect; } void RenderObject::adjustRectForOutlineAndShadow(IntRect& rect) const { int outlineSize = !isInline() && continuation() ? continuation()->style()->outlineSize() : style()->outlineSize(); if (ShadowData* boxShadow = style()->boxShadow()) { int shadowLeft = min(boxShadow->x - boxShadow->blur - outlineSize, 0); int shadowRight = max(boxShadow->x + boxShadow->blur + outlineSize, 0); int shadowTop = min(boxShadow->y - boxShadow->blur - outlineSize, 0); int shadowBottom = max(boxShadow->y + boxShadow->blur + outlineSize, 0); rect.move(shadowLeft, shadowTop); rect.setWidth(rect.width() - shadowLeft + shadowRight); rect.setHeight(rect.height() - shadowTop + shadowBottom); } else rect.inflate(outlineSize); } IntRect RenderObject::absoluteOutlineBox() const { IntRect box = borderBox(); int x, y; absolutePosition(x, y); box.move(x, y); box.move(view()->layoutDelta()); adjustRectForOutlineAndShadow(box); return box; } bool RenderObject::isScrollable() const { RenderLayer* l = enclosingLayer(); return l && (l->verticalScrollbar() || l->horizontalScrollbar()); } AnimationController* RenderObject::animationController() const { return document()->frame()->animationController(); } #if ENABLE(SVG) FloatRect RenderObject::relativeBBox(bool) const { return FloatRect(); } AffineTransform RenderObject::localTransform() const { return AffineTransform(1, 0, 0, 1, xPos(), yPos()); } AffineTransform RenderObject::absoluteTransform() const { if (parent()) return localTransform() * parent()->absoluteTransform(); return localTransform(); } #endif // ENABLE(SVG) } // namespace WebCore #ifndef NDEBUG void showTree(const WebCore::RenderObject* ro) { if (ro) ro->showTreeForThis(); } #endif