/* * Copyright (C) 2000 Lars Knoll (knoll@kde.org) * (C) 2000 Antti Koivisto (koivisto@kde.org) * (C) 2000 Dirk Mueller (mueller@kde.org) * (C) 2004 Allan Sandfeld Jensen (kde@carewolf.com) * Copyright (C) 2003, 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. * */ #ifndef RenderObject_h #define RenderObject_h #include "CachedResourceClient.h" #include "Document.h" #include "RenderStyle.h" #include "ScrollTypes.h" #include "VisiblePosition.h" #include namespace WebCore { class AffineTransform; class AnimationController; class Color; class Document; class Element; class Event; class FloatRect; class FrameView; class HTMLAreaElement; class HitTestResult; class InlineBox; class InlineFlowBox; class PlatformScrollbar; class Position; class RenderArena; class RenderBlock; class RenderFlow; class RenderFrameSet; class RenderLayer; class RenderTable; class RenderText; class RenderView; class String; class TextStream; struct HitTestRequest; /* * The painting of a layer occurs in three distinct phases. Each phase involves * a recursive descent into the layer's render objects. The first phase is the background phase. * The backgrounds and borders of all blocks are painted. Inlines are not painted at all. * Floats must paint above block backgrounds but entirely below inline content that can overlap them. * In the foreground phase, all inlines are fully painted. Inline replaced elements will get all * three phases invoked on them during this phase. */ enum PaintPhase { PaintPhaseBlockBackground, PaintPhaseChildBlockBackground, PaintPhaseChildBlockBackgrounds, PaintPhaseFloat, PaintPhaseForeground, PaintPhaseOutline, PaintPhaseChildOutlines, PaintPhaseSelfOutline, PaintPhaseSelection, PaintPhaseCollapsedTableBorders }; enum PaintRestriction { PaintRestrictionNone, PaintRestrictionSelectionOnly, PaintRestrictionSelectionOnlyBlackText }; enum HitTestFilter { HitTestAll, HitTestSelf, HitTestDescendants }; enum HitTestAction { HitTestBlockBackground, HitTestChildBlockBackground, HitTestChildBlockBackgrounds, HitTestFloat, HitTestForeground }; enum VerticalPositionHint { PositionTop = -0x2000, PositionBottom = 0x2000, PositionUndefined = 0x1fff }; struct DashboardRegionValue { bool operator==(const DashboardRegionValue& o) const { return type == o.type && bounds == o.bounds && label == o.label; } String label; IntRect bounds; IntRect clip; int type; }; // FIXME: This should be a HashSequencedSet, but we don't have that data structure yet. // This means the paint order of outlines will be wrong, although this is a minor issue. typedef HashSet RenderFlowSequencedSet; // Base class for all rendering tree objects. class RenderObject : public CachedResourceClient { friend class RenderContainer; friend class RenderSVGContainer; public: // Anonymous objects should pass the document as their node, and they will then automatically be // marked as anonymous in the constructor. RenderObject(Node*); virtual ~RenderObject(); virtual const char* renderName() const { return "RenderObject"; } RenderObject* parent() const { return m_parent; } bool isDescendantOf(const RenderObject*) const; RenderObject* previousSibling() const { return m_previous; } RenderObject* nextSibling() const { return m_next; } virtual RenderObject* firstChild() const { return 0; } virtual RenderObject* lastChild() const { return 0; } RenderObject* nextInPreOrder() const; RenderObject* nextInPreOrder(RenderObject* stayWithin) const; RenderObject* nextInPreOrderAfterChildren() const; RenderObject* nextInPreOrderAfterChildren(RenderObject* stayWithin) const; RenderObject* previousInPreOrder() const; RenderObject* childAt(unsigned) const; RenderObject* firstLeafChild() const; RenderObject* lastLeafChild() const; virtual RenderLayer* layer() const { return 0; } RenderLayer* enclosingLayer() const; void addLayers(RenderLayer* parentLayer, RenderObject* newObject); void removeLayers(RenderLayer* parentLayer); void moveLayers(RenderLayer* oldParent, RenderLayer* newParent); RenderLayer* findNextLayer(RenderLayer* parentLayer, RenderObject* startPoint, bool checkParent = true); virtual void positionChildLayers() { } virtual bool requiresLayer(); virtual IntRect getOverflowClipRect(int /*tx*/, int /*ty*/) { return IntRect(0, 0, 0, 0); } virtual IntRect getClipRect(int /*tx*/, int /*ty*/) { return IntRect(0, 0, 0, 0); } bool hasClip() { return isPositioned() && style()->hasClip(); } virtual int getBaselineOfFirstLineBox() const { return -1; } virtual int getBaselineOfLastLineBox() const { return -1; } virtual bool isEmpty() const { return firstChild() == 0; } virtual bool isEdited() const { return false; } virtual void setEdited(bool) { } // Obtains the nearest enclosing block (including this block) that contributes a first-line style to our inline // children. virtual RenderBlock* firstLineBlock() const; // Called when an object that was floating or positioned becomes a normal flow object // again. We have to make sure the render tree updates as needed to accommodate the new // normal flow object. void handleDynamicFloatPositionChange(); // This function is a convenience helper for creating an anonymous block that inherits its // style from this RenderObject. RenderBlock* createAnonymousBlock(); // Whether or not a positioned element requires normal flow x/y to be computed // to determine its position. bool hasStaticX() const; bool hasStaticY() const; virtual void setStaticX(int /*staticX*/) { } virtual void setStaticY(int /*staticY*/) { } virtual int staticX() const { return 0; } virtual int staticY() const { return 0; } // RenderObject tree manipulation ////////////////////////////////////////// virtual bool canHaveChildren() const; virtual bool isChildAllowed(RenderObject*, RenderStyle*) const { return true; } virtual void addChild(RenderObject* newChild, RenderObject* beforeChild = 0); virtual void removeChild(RenderObject*); virtual bool createsAnonymousWrapper() const { return false; } // raw tree manipulation virtual RenderObject* removeChildNode(RenderObject*, bool fullRemove = true); virtual void appendChildNode(RenderObject*, bool fullAppend = true); virtual void insertChildNode(RenderObject* child, RenderObject* before, bool fullInsert = true); // Designed for speed. Don't waste time doing a bunch of work like layer updating and repainting when we know that our // change in parentage is not going to affect anything. virtual void moveChildNode(RenderObject*); ////////////////////////////////////////// protected: ////////////////////////////////////////// // Helper functions. Dangerous to use! void setPreviousSibling(RenderObject* previous) { m_previous = previous; } void setNextSibling(RenderObject* next) { m_next = next; } void setParent(RenderObject* parent) { m_parent = parent; } ////////////////////////////////////////// private: void addAbsoluteRectForLayer(IntRect& result); public: #ifndef NDEBUG DeprecatedString information() const; virtual void dump(TextStream*, DeprecatedString ind = "") const; void showTreeForThis() const; #endif static RenderObject* createObject(Node*, RenderStyle*); // Overloaded new operator. Derived classes must override operator new // in order to allocate out of the RenderArena. void* operator new(size_t, RenderArena*) throw(); // Overridden to prevent the normal delete from being called. void operator delete(void*, size_t); private: // The normal operator new is disallowed on all render objects. void* operator new(size_t) throw(); public: RenderArena* renderArena() const { return document()->renderArena(); } virtual bool isRenderBlock() const { return false; } virtual bool isRenderInline() const { return false; } virtual bool isInlineFlow() const { return false; } virtual bool isBlockFlow() const { return false; } virtual bool isInlineBlockOrInlineTable() const { return false; } virtual bool isInlineContinuation() const; virtual bool isListItem() const { return false; } virtual bool isListMarker() const { return false; } virtual bool isCounter() const { return false; } virtual bool isRenderView() const { return false; } virtual bool isBR() const { return false; } virtual bool isTableCell() const { return false; } virtual bool isTableRow() const { return false; } virtual bool isTableSection() const { return false; } virtual bool isTableCol() const { return false; } virtual bool isTable() const { return false; } virtual bool isWidget() const { return false; } virtual bool isImage() const { return false; } virtual bool isTextArea() const { return false; } virtual bool isTextField() const { return false; } virtual bool isFrame() const { return false; } virtual bool isFrameSet() const { return false; } virtual bool isApplet() const { return false; } virtual bool isMenuList() const { return false; } virtual bool isListBox() const { return false; } virtual bool isSlider() const { return false; } virtual bool isMedia() const { return false; } bool isRoot() const { return document()->documentElement() == node(); } bool isBody() const; bool isHR() const; bool isHTMLMarquee() const; virtual bool childrenInline() const { return false; } virtual void setChildrenInline(bool) { } virtual RenderFlow* continuation() const; #if ENABLE(SVG) virtual bool isSVGRoot() const { return false; } virtual bool isSVGContainer() const { return false; } virtual bool isSVGHiddenContainer() const { return false; } virtual bool isRenderPath() const { return false; } virtual bool isSVGText() const { return false; } virtual FloatRect relativeBBox(bool includeStroke = true) const; virtual AffineTransform localTransform() const; virtual AffineTransform absoluteTransform() const; #endif virtual bool isEditable() const; bool isAnonymous() const { return m_isAnonymous; } void setIsAnonymous(bool b) { m_isAnonymous = b; } bool isAnonymousBlock() const { return m_isAnonymous && style()->display() == BLOCK && style()->styleType() == RenderStyle::NOPSEUDO && !isListMarker(); } bool isFloating() const { return m_floating; } bool isPositioned() const { return m_positioned; } // absolute or fixed positioning bool isRelPositioned() const { return m_relPositioned; } // relative positioning bool isText() const { return m_isText; } bool isInline() const { return m_inline; } // inline object bool isCompact() const { return style()->display() == COMPACT; } // compact object bool isRunIn() const { return style()->display() == RUN_IN; } // run-in object bool isDragging() const { return m_isDragging; } bool isReplaced() const { return m_replaced; } // a "replaced" element (see CSS) bool hasLayer() const { return m_hasLayer; } bool hasBoxDecorations() const { return m_paintBackground; } bool mustRepaintBackgroundOrBorder() const; bool needsLayout() const { return m_needsLayout || m_normalChildNeedsLayout || m_posChildNeedsLayout; } bool selfNeedsLayout() const { return m_needsLayout; } bool posChildNeedsLayout() const { return m_posChildNeedsLayout; } bool normalChildNeedsLayout() const { return m_normalChildNeedsLayout; } bool prefWidthsDirty() const { return m_prefWidthsDirty; } bool isSelectionBorder() const; bool hasOverflowClip() const { return m_hasOverflowClip; } virtual bool hasControlClip() const { return false; } virtual IntRect controlClipRect(int /*tx*/, int /*ty*/) const { return IntRect(); } bool hasAutoVerticalScrollbar() const { return hasOverflowClip() && (style()->overflowY() == OAUTO || style()->overflowY() == OOVERLAY); } bool hasAutoHorizontalScrollbar() const { return hasOverflowClip() && (style()->overflowX() == OAUTO || style()->overflowX() == OOVERLAY); } bool scrollsOverflow() const { return scrollsOverflowX() || scrollsOverflowY(); } bool scrollsOverflowX() const { return hasOverflowClip() && (style()->overflowX() == OSCROLL || hasAutoHorizontalScrollbar()); } bool scrollsOverflowY() const { return hasOverflowClip() && (style()->overflowY() == OSCROLL || hasAutoVerticalScrollbar()); } virtual int verticalScrollbarWidth() const; virtual int horizontalScrollbarHeight() const; bool hasTransform() const { return m_hasTransform; } private: bool includeVerticalScrollbarSize() const { return hasOverflowClip() && (style()->overflowY() == OSCROLL || style()->overflowY() == OAUTO); } bool includeHorizontalScrollbarSize() const { return hasOverflowClip() && (style()->overflowX() == OSCROLL || style()->overflowX() == OAUTO); } public: RenderStyle* getPseudoStyle(RenderStyle::PseudoId, RenderStyle* parentStyle = 0) const; void updateDragState(bool dragOn); RenderView* view() const; // don't even think about making this method virtual! Node* element() const { return m_isAnonymous ? 0 : m_node; } Document* document() const { return m_node->document(); } void setNode(Node* node) { m_node = node; } Node* node() const { return m_node; } bool hasOutlineAnnotation() const; bool hasOutline() const { return style()->hasOutline() || hasOutlineAnnotation(); } /** * returns the object containing this one. can be different from parent for * positioned elements */ RenderObject* container() const; RenderObject* hoverAncestor() const; virtual void markAllDescendantsWithFloatsForLayout(RenderObject* floatToRemove = 0); void markContainingBlocksForLayout(bool scheduleRelayout = true, RenderObject* newRoot = 0); void setNeedsLayout(bool b, bool markParents = true); void setChildNeedsLayout(bool b, bool markParents = true); void setPrefWidthsDirty(bool, bool markParents = true); void invalidateContainerPrefWidths(); void setNeedsLayoutAndPrefWidthsRecalc() { setNeedsLayout(true); setPrefWidthsDirty(true); } void setPositioned(bool b = true) { m_positioned = b; } void setRelPositioned(bool b = true) { m_relPositioned = b; } void setFloating(bool b = true) { m_floating = b; } void setInline(bool b = true) { m_inline = b; } void setHasBoxDecorations(bool b = true) { m_paintBackground = b; } void setRenderText() { m_isText = true; } void setReplaced(bool b = true) { m_replaced = b; } void setHasOverflowClip(bool b = true) { m_hasOverflowClip = b; } void setHasLayer(bool b = true) { m_hasLayer = b; } void setHasTransform(bool b = true) { m_hasTransform = b; } void scheduleRelayout(); void updateBackgroundImages(RenderStyle* oldStyle); virtual InlineBox* createInlineBox(bool makePlaceHolderBox, bool isRootLineBox, bool isOnlyRun = false); virtual void dirtyLineBoxes(bool fullLayout, bool isRootLineBox = false); // For inline replaced elements, this function returns the inline box that owns us. Enables // the replaced RenderObject to quickly determine what line it is contained on and to easily // iterate over structures on the line. virtual InlineBox* inlineBoxWrapper() const; virtual void setInlineBoxWrapper(InlineBox*); virtual void deleteLineBoxWrapper(); virtual InlineBox* inlineBox(int offset = 0, EAffinity = UPSTREAM); // for discussion of lineHeight see CSS2 spec virtual short lineHeight(bool firstLine, bool isRootLineBox = false) const; // for the vertical-align property of inline elements // the difference between this objects baseline position and the lines baseline position. virtual short verticalPositionHint(bool firstLine) const; // the offset of baseline from the top of the object. virtual short baselinePosition(bool firstLine, bool isRootLineBox = false) const; /* * Paint the object and its children, clipped by (x|y|w|h). * (tx|ty) is the calculated position of the parent */ struct PaintInfo { PaintInfo(GraphicsContext* newContext, const IntRect& newRect, PaintPhase newPhase, bool newForceBlackText, RenderObject* newPaintingRoot, RenderFlowSequencedSet* newOutlineObjects) : context(newContext) , rect(newRect) , phase(newPhase) , forceBlackText(newForceBlackText) , paintingRoot(newPaintingRoot) , outlineObjects(newOutlineObjects) { } GraphicsContext* context; IntRect rect; PaintPhase phase; bool forceBlackText; RenderObject* paintingRoot; // used to draw just one element and its visual kids RenderFlowSequencedSet* outlineObjects; // used to list outlines that should be painted by a block with inline children }; virtual void paint(PaintInfo&, int tx, int ty); void paintBorder(GraphicsContext*, int tx, int ty, int w, int h, const RenderStyle*, bool begin = true, bool end = true); bool paintBorderImage(GraphicsContext*, int tx, int ty, int w, int h, const RenderStyle*); void paintOutline(GraphicsContext*, int tx, int ty, int w, int h, const RenderStyle*); void paintBoxShadow(GraphicsContext*, int tx, int ty, int w, int h, const RenderStyle*, bool begin = true, bool end = true); // RenderBox implements this. virtual void paintBoxDecorations(PaintInfo&, int tx, int ty) { } virtual void paintBackgroundExtended(GraphicsContext*, const Color&, const BackgroundLayer*, int clipy, int cliph, int tx, int ty, int width, int height, bool includeLeftEdge = true, bool includeRightEdge = true) { } /* * Calculates the actual width of the object (only for non inline * objects) */ virtual void calcWidth() { } /* * This function should cause the Element to calculate its * width and height and the layout of its content * * when the Element calls setNeedsLayout(false), layout() is no * longer called during relayouts, as long as there is no * style sheet change. When that occurs, m_needsLayout will be * set to true and the Element receives layout() calls * again. */ virtual void layout() = 0; /* This function performs a layout only if one is needed. */ void layoutIfNeeded() { if (needsLayout()) layout(); } // used for element state updates that can not be fixed with a // repaint and do not need a relayout virtual void updateFromElement() { } // Block flows subclass availableWidth to handle multi column layout (shrinking the width available to children when laying out.) virtual int availableWidth() const { return contentWidth(); } virtual int availableHeight() const { return 0; } virtual void updateWidgetPosition(); void addDashboardRegions(Vector&); void collectDashboardRegions(Vector&); // Used to signal a specific subrect within an object that must be repainted after // layout is complete. struct RepaintInfo { RepaintInfo(RenderObject* object = 0, const IntRect& repaintRect = IntRect()) : m_object(object) , m_repaintRect(repaintRect) { } RenderObject* m_object; IntRect m_repaintRect; }; bool hitTest(const HitTestRequest&, HitTestResult&, const IntPoint&, int tx, int ty, HitTestFilter = HitTestAll); virtual bool nodeAtPoint(const HitTestRequest&, HitTestResult&, int x, int y, int tx, int ty, HitTestAction); void updateHitTestResult(HitTestResult&, const IntPoint&); virtual VisiblePosition positionForCoordinates(int x, int y); VisiblePosition positionForPoint(const IntPoint& point) { return positionForCoordinates(point.x(), point.y()); } virtual void dirtyLinesFromChangedChild(RenderObject*); // Called to update a style that is allowed to trigger animations. // FIXME: Right now this will typically be called only when updating happens from the DOM on explicit elements. // We don't yet handle generated content animation such as first-letter or before/after (we'll worry about this later). void setAnimatableStyle(RenderStyle*); // Set the style of the object and update the state of the object accordingly. virtual void setStyle(RenderStyle*); // Updates only the local style ptr of the object. Does not update the state of the object, // and so only should be called when the style is known not to have changed (or from setStyle). void setStyleInternal(RenderStyle*); // returns the containing block level element for this element. RenderBlock* containingBlock() const; // return just the width of the containing block virtual int containingBlockWidth() const; // return just the height of the containing block virtual int containingBlockHeight() const; // content area (box minus padding/border) IntRect contentBox() const; IntRect absoluteContentBox() const; int contentWidth() const { return clientWidth() - paddingLeft() - paddingRight(); } int contentHeight() const { return clientHeight() - paddingTop() - paddingBottom(); } // used by flexible boxes to impose a flexed width/height override virtual int overrideSize() const { return 0; } virtual int overrideWidth() const { return 0; } virtual int overrideHeight() const { return 0; } virtual void setOverrideSize(int /*overrideSize*/) { } // relative to parent node virtual void setPos(int /*xPos*/, int /*yPos*/) { } virtual void setWidth(int /*width*/) { } virtual void setHeight(int /*height*/) { } virtual int xPos() const { return 0; } virtual int yPos() const { return 0; } // calculate client position of box virtual bool absolutePosition(int& x, int& y, bool fixed = false) const; // This function is used to deal with the extra top space that can occur in table cells (called borderTopExtra). // The children of the cell do not factor this space in, so we have to add it in. Any code that wants to // accurately deal with the contents of a cell must call this function instad of absolutePosition. void absolutePositionForContent(int& xPos, int& yPos, bool fixed = false) const { absolutePosition(xPos, yPos, fixed); yPos += borderTopExtra(); } // width and height are without margins but include paddings and borders virtual int width() const { return 0; } virtual int height() const { return 0; } virtual IntRect borderBox() const { return IntRect(0, 0, width(), height()); } IntRect absoluteOutlineBox() const; // The height of a block when you include normal flow overflow spillage out of the bottom // of the block (e.g., a
that has a 100px tall image inside // it would have an overflow height of borderTop() + paddingTop() + 100px. virtual int overflowHeight(bool /*includeInterior*/ = true) const { return height(); } virtual int overflowWidth(bool /*includeInterior*/ = true) const { return width(); } virtual void setOverflowHeight(int) { } virtual void setOverflowWidth(int) { } virtual int overflowLeft(bool /*includeInterior*/ = true) const { return 0; } virtual int overflowTop(bool /*includeInterior*/ = true) const { return 0; } virtual IntRect overflowRect(bool /*includeInterior*/ = true) const { return borderBox(); } // IE extensions. Used to calculate offsetWidth/Height. Overridden by inlines (RenderFlow) // to return the remaining width on a given line (and the height of a single line). -dwh virtual int offsetWidth() const { return width(); } virtual int offsetHeight() const { return height() + borderTopExtra() + borderBottomExtra(); } // IE extensions. Also supported by Gecko. We override in render flow to get the // left and top correct. -dwh virtual int offsetLeft() const; virtual int offsetTop() const; virtual RenderObject* offsetParent() const; // More IE extensions. clientWidth and clientHeight represent the interior of an object // excluding border and scrollbar. clientLeft/Top are just the borderLeftWidth and borderTopWidth. int clientLeft() const { return borderLeft(); } int clientTop() const { return borderTop(); } int clientWidth() const; int clientHeight() const; // scrollWidth/scrollHeight will be the same as clientWidth/clientHeight unless the // object has overflow:hidden/scroll/auto specified and also has overflow. // scrollLeft/Top return the current scroll position. These methods are virtual so that objects like // textareas can scroll shadow content (but pretend that they are the objects that are // scrolling). virtual int scrollLeft() const; virtual int scrollTop() const; virtual int scrollWidth() const; virtual int scrollHeight() const; virtual void setScrollLeft(int); virtual void setScrollTop(int); virtual bool scroll(ScrollDirection, ScrollGranularity, float multiplier = 1.0f); virtual bool shouldAutoscroll() const; virtual void autoscroll(); virtual void stopAutoscroll() { } virtual bool isScrollable() const; // The following seven functions are used to implement collapsing margins. // All objects know their maximal positive and negative margins. The // formula for computing a collapsed margin is |maxPosMargin|-|maxNegmargin|. // For a non-collapsing, e.g., a leaf element, this formula will simply return // the margin of the element. Blocks override the maxTopMargin and maxBottomMargin // methods. virtual bool isSelfCollapsingBlock() const { return false; } virtual int collapsedMarginTop() const { return maxTopMargin(true) - maxTopMargin(false); } virtual int collapsedMarginBottom() const { return maxBottomMargin(true) - maxBottomMargin(false); } virtual bool isTopMarginQuirk() const { return false; } virtual bool isBottomMarginQuirk() const { return false; } virtual int maxTopMargin(bool positive) const; virtual int maxBottomMargin(bool positive) const; virtual int marginTop() const { return 0; } virtual int marginBottom() const { return 0; } virtual int marginLeft() const { return 0; } virtual int marginRight() const { return 0; } // Virtual since table cells override virtual int paddingTop() const; virtual int paddingBottom() const; virtual int paddingLeft() const; virtual int paddingRight() const; virtual int borderTop() const { return style()->borderTopWidth(); } virtual int borderBottom() const { return style()->borderBottomWidth(); } virtual int borderTopExtra() const { return 0; } virtual int borderBottomExtra() const { return 0; } virtual int borderLeft() const { return style()->borderLeftWidth(); } virtual int borderRight() const { return style()->borderRightWidth(); } virtual void addLineBoxRects(Vector&, unsigned startOffset = 0, unsigned endOffset = UINT_MAX, bool useSelectionHeight = false); virtual void absoluteRects(Vector&, int tx, int ty, bool topLevel = true); IntRect absoluteBoundingBoxRect(); // the rect that will be painted if this object is passed as the paintingRoot IntRect paintingRootRect(IntRect& topLevelRect); void addPDFURLRect(GraphicsContext*, IntRect); virtual void addFocusRingRects(GraphicsContext*, int tx, int ty); virtual int minPrefWidth() const { return 0; } virtual int maxPrefWidth() const { return 0; } RenderStyle* style() const { return m_style; } RenderStyle* firstLineStyle() const; RenderStyle* style(bool firstLine) const { return firstLine ? firstLineStyle() : style(); } void getTextDecorationColors(int decorations, Color& underline, Color& overline, Color& linethrough, bool quirksMode = false); enum BorderSide { BSTop, BSBottom, BSLeft, BSRight }; void drawBorderArc(GraphicsContext*, int x, int y, float thickness, IntSize radius, int angleStart, int angleSpan, BorderSide, Color, const Color& textcolor, EBorderStyle, bool firstCorner); void drawBorder(GraphicsContext*, int x1, int y1, int x2, int y2, BorderSide, Color, const Color& textcolor, EBorderStyle, int adjbw1, int adjbw2); // Repaint the entire object. Called when, e.g., the color of a border changes, or when a border // style changes. void repaint(bool immediate = false); // Repaint a specific subrectangle within a given object. The rect |r| is in the object's coordinate space. void repaintRectangle(const IntRect&, bool immediate = false); // Repaint only if our old bounds and new bounds are different. bool repaintAfterLayoutIfNeeded(const IntRect& oldBounds, const IntRect& oldOutlineBox); // Repaint only if the object moved. virtual void repaintDuringLayoutIfMoved(const IntRect& rect); // Called to repaint a block's floats. virtual void repaintOverhangingFloats(bool paintAllDescendants = false); bool checkForRepaintDuringLayout() const; // Returns the rect that should be repainted whenever this object changes. The rect is in the view's // coordinate space. This method deals with outlines and overflow. virtual IntRect absoluteClippedOverflowRect(); IntRect getAbsoluteRepaintRectWithOutline(int ow); // Given a rect in the object's coordinate space, this method converts the rectangle to the view's // coordinate space. virtual void computeAbsoluteRepaintRect(IntRect&, bool fixed = false); virtual unsigned int length() const { return 1; } bool isFloatingOrPositioned() const { return (isFloating() || isPositioned()); } virtual bool containsFloats() { return false; } virtual bool containsFloat(RenderObject*) { return false; } virtual bool hasOverhangingFloats() { return false; } virtual bool expandsToEncloseOverhangingFloats() const { return isFloating() && style()->height().isAuto(); } virtual void removePositionedObjects(RenderBlock*) { } virtual bool avoidsFloats() const; bool shrinkToAvoidFloats() const; // positioning of inline children (bidi) virtual void position(InlineBox*) { } bool isTransparent() const { return style()->opacity() < 1.0f; } float opacity() const { return style()->opacity(); } // Applied as a "slop" to dirty rect checks during the outline painting phase's dirty-rect checks. int maximalOutlineSize(PaintPhase) const; enum SelectionState { SelectionNone, // The object is not selected. SelectionStart, // The object either contains the start of a selection run or is the start of a run SelectionInside, // The object is fully encompassed by a selection run SelectionEnd, // The object either contains the end of a selection run or is the end of a run SelectionBoth // The object contains an entire run or is the sole selected object in that run }; // The current selection state for an object. For blocks, the state refers to the state of the leaf // descendants (as described above in the SelectionState enum declaration). virtual SelectionState selectionState() const { return SelectionNone; } // Sets the selection state for an object. virtual void setSelectionState(SelectionState state) { if (parent()) parent()->setSelectionState(state); } // A single rectangle that encompasses all of the selected objects within this object. Used to determine the tightest // possible bounding box for the selection. virtual IntRect selectionRect(bool) { return IntRect(); } // Whether or not an object can be part of the leaf elements of the selection. virtual bool canBeSelectionLeaf() const { return false; } // Whether or not a block has selected children. virtual bool hasSelectedChildren() const { return false; } // Obtains the selection colors that should be used when painting a selection. Color selectionBackgroundColor() const; Color selectionForegroundColor() const; // Whether or not a given block needs to paint selection gaps. virtual bool shouldPaintSelectionGaps() const { return false; } // This struct is used when the selection changes to cache the old and new state of the selection for each RenderObject. struct SelectionInfo { SelectionInfo() : m_object(0) , m_state(SelectionNone) { } SelectionInfo(RenderObject* o, bool clipToVisibleContent) : m_object(o) , m_rect(o->needsLayout() ? IntRect() : o->selectionRect(clipToVisibleContent)) , m_state(o->selectionState()) { } RenderObject* object() const { return m_object; } IntRect rect() const { return m_rect; } SelectionState state() const { return m_state; } RenderObject* m_object; IntRect m_rect; SelectionState m_state; }; Node* draggableNode(bool dhtmlOK, bool uaOK, int x, int y, bool& dhtmlWillDrag) const; /** * Returns the content coordinates of the caret within this render object. * @param offset zero-based offset determining position within the render object. * @param override @p true if input overrides existing characters, * @p false if it inserts them. The width of the caret depends on this one. * @param extraWidthToEndOfLine optional out arg to give extra width to end of line - * useful for character range rect computations */ virtual IntRect caretRect(int offset, EAffinity = UPSTREAM, int* extraWidthToEndOfLine = 0); virtual int lowestPosition(bool /*includeOverflowInterior*/ = true, bool /*includeSelf*/ = true) const { return 0; } virtual int rightmostPosition(bool /*includeOverflowInterior*/ = true, bool /*includeSelf*/ = true) const { return 0; } virtual int leftmostPosition(bool /*includeOverflowInterior*/ = true, bool /*includeSelf*/ = true) const { return 0; } virtual void calcVerticalMargins() { } void removeFromObjectLists(); // When performing a global document tear-down, the renderer of the document is cleared. We use this // as a hook to detect the case of document destruction and don't waste time doing unnecessary work. bool documentBeingDestroyed() const; virtual void destroy(); // Virtual function helpers for CSS3 Flexible Box Layout virtual bool isFlexibleBox() const { return false; } virtual bool isFlexingChildren() const { return false; } virtual bool isStretchingChildren() const { return false; } // Convenience, to avoid repeating the code to dig down to get this. UChar backslashAsCurrencySymbol() const; virtual int caretMinOffset() const; virtual int caretMaxOffset() const; virtual unsigned caretMaxRenderedOffset() const; virtual int previousOffset(int current) const; virtual int nextOffset(int current) const; virtual void imageChanged(CachedImage*) { } virtual bool willRenderImage(CachedImage*); virtual void selectionStartEnd(int& spos, int& epos) const; RenderObject* paintingRootForChildren(PaintInfo& paintInfo) const { // if we're the painting root, kids draw normally, and see root of 0 return (!paintInfo.paintingRoot || paintInfo.paintingRoot == this) ? 0 : paintInfo.paintingRoot; } bool shouldPaintWithinRoot(PaintInfo& paintInfo) const { return !paintInfo.paintingRoot || paintInfo.paintingRoot == this; } bool hasOverrideSize() const { return m_hasOverrideSize; } void setHasOverrideSize(bool b) { m_hasOverrideSize = b; } void remove() { if (parent()) parent()->removeChild(this); } void invalidateVerticalPosition() { m_verticalPosition = PositionUndefined; } virtual void removeLeftoverAnonymousBlock(RenderBlock* child); virtual void capsLockStateMayHaveChanged() { } AnimationController* animationController() const; protected: virtual void printBoxDecorations(GraphicsContext*, int /*x*/, int /*y*/, int /*w*/, int /*h*/, int /*tx*/, int /*ty*/) { } virtual IntRect viewRect() const; short getVerticalPosition(bool firstLine) const; void adjustRectForOutlineAndShadow(IntRect&) const; void arenaDelete(RenderArena*, void* objectBase); private: RenderStyle* m_style; Node* m_node; RenderObject* m_parent; RenderObject* m_previous; RenderObject* m_next; mutable short m_verticalPosition : 15; bool m_needsLayout : 1; bool m_normalChildNeedsLayout : 1; bool m_posChildNeedsLayout : 1; bool m_prefWidthsDirty : 1; bool m_floating : 1; bool m_positioned : 1; bool m_relPositioned : 1; bool m_paintBackground : 1; // if the box has something to paint in the // background painting phase (background, border, etc) bool m_isAnonymous : 1; bool m_isText : 1; bool m_inline : 1; bool m_replaced : 1; bool m_isDragging : 1; bool m_hasLayer : 1; bool m_hasOverflowClip : 1; bool m_hasTransform : 1; bool m_hasOverrideSize : 1; public: bool m_hasCounterNodeMap : 1; }; } // namespace WebCore #ifndef NDEBUG // Outside the WebCore namespace for ease of invocation from gdb. void showTree(const WebCore::RenderObject*); #endif #endif // RenderObject_h