/*
* 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, 2008, 2009 Apple Inc. All rights reserved.
* Copyright (C) 2009 Google 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 "AffineTransform.h"
#include "CachedResourceClient.h"
#include "Document.h"
#include "Element.h"
#include "FloatQuad.h"
#include "RenderObjectChildList.h"
#include "RenderStyle.h"
#include "TextAffinity.h"
#include "TransformationMatrix.h"
#include <wtf/UnusedParam.h>
namespace WebCore {
class AnimationController;
class HitTestResult;
class InlineBox;
class InlineFlowBox;
class OverlapTestRequestClient;
class Position;
class RenderBoxModelObject;
class RenderInline;
class RenderBlock;
class RenderFlow;
class RenderLayer;
class RenderTheme;
class TransformState;
class VisiblePosition;
#if ENABLE(SVG)
class SVGRenderBase;
#endif
/*
* 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,
PaintPhaseTextClip,
PaintPhaseMask
};
enum PaintBehaviorFlags {
PaintBehaviorNormal = 0,
PaintBehaviorSelectionOnly = 1 << 0,
PaintBehaviorForceBlackText = 1 << 1,
PaintBehaviorFlattenCompositingLayers = 1 << 2
};
typedef unsigned PaintBehavior;
enum HitTestFilter {
HitTestAll,
HitTestSelf,
HitTestDescendants
};
enum HitTestAction {
HitTestBlockBackground,
HitTestChildBlockBackground,
HitTestChildBlockBackgrounds,
HitTestFloat,
HitTestForeground
};
// Sides used when drawing borders and outlines. This is in RenderObject rather than RenderBoxModelObject since outlines can
// be drawn by SVG around bounding boxes.
enum BoxSide {
BSTop,
BSBottom,
BSLeft,
BSRight
};
const int caretWidth = 1;
#if ENABLE(DASHBOARD_SUPPORT)
struct DashboardRegionValue {
bool operator==(const DashboardRegionValue& o) const
{
return type == o.type && bounds == o.bounds && clip == o.clip && label == o.label;
}
bool operator!=(const DashboardRegionValue& o) const
{
return !(*this == o);
}
String label;
IntRect bounds;
IntRect clip;
int type;
};
#endif
// Base class for all rendering tree objects.
class RenderObject : public CachedResourceClient {
friend class RenderBlock;
friend class RenderBox;
friend class RenderLayer;
friend class RenderObjectChildList;
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();
RenderTheme* theme() const;
virtual const char* renderName() const = 0;
RenderObject* parent() const { return m_parent; }
bool isDescendantOf(const RenderObject*) const;
RenderObject* previousSibling() const { return m_previous; }
RenderObject* nextSibling() const { return m_next; }
RenderObject* firstChild() const
{
if (const RenderObjectChildList* children = virtualChildren())
return children->firstChild();
return 0;
}
RenderObject* lastChild() const
{
if (const RenderObjectChildList* children = virtualChildren())
return children->lastChild();
return 0;
}
virtual RenderObjectChildList* virtualChildren() { return 0; }
virtual const RenderObjectChildList* virtualChildren() 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;
// The following six functions are used when the render tree hierarchy changes to make sure layers get
// properly added and removed. Since containership can be implemented by any subclass, and since a hierarchy
// can contain a mixture of boxes and other object types, these functions need to be in the base class.
RenderLayer* enclosingLayer() const;
RenderLayer* enclosingSelfPaintingLayer() 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);
// Convenience function for getting to the nearest enclosing box of a RenderObject.
RenderBox* enclosingBox() const;
RenderBoxModelObject* enclosingBoxModelObject() const;
virtual bool isEmpty() const { return firstChild() == 0; }
#ifndef NDEBUG
void setHasAXObject(bool flag) { m_hasAXObject = flag; }
bool hasAXObject() const { return m_hasAXObject; }
bool isSetNeedsLayoutForbidden() const { return m_setNeedsLayoutForbidden; }
void setNeedsLayoutIsForbidden(bool flag) { m_setNeedsLayoutForbidden = flag; }
#endif
// 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();
// RenderObject tree manipulation
//////////////////////////////////////////
virtual bool canHaveChildren() const { return virtualChildren(); }
virtual bool isChildAllowed(RenderObject*, RenderStyle*) const { return true; }
virtual void addChild(RenderObject* newChild, RenderObject* beforeChild = 0);
virtual void addChildIgnoringContinuation(RenderObject* newChild, RenderObject* beforeChild = 0) { return addChild(newChild, beforeChild); }
virtual void removeChild(RenderObject*);
virtual bool createsAnonymousWrapper() const { return false; }
//////////////////////////////////////////
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);
void setLayerNeedsFullRepaint();
public:
#ifndef NDEBUG
void showTreeForThis() const;
void showRenderObject() const;
// We don't make printedCharacters an optional parameter so that
// showRenderObject can be called from gdb easily.
void showRenderObject(int printedCharacters) const;
void showRenderTreeAndMark(const RenderObject* markedObject1 = 0, const char* markedLabel1 = 0, const RenderObject* markedObject2 = 0, const char* markedLabel2 = 0, int depth = 0) 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 isApplet() const { return false; }
virtual bool isBR() const { return false; }
virtual bool isBlockFlow() const { return false; }
virtual bool isBoxModelObject() const { return false; }
virtual bool isCounter() const { return false; }
virtual bool isEmbeddedObject() const { return false; }
virtual bool isFieldset() const { return false; }
virtual bool isFileUploadControl() const { return false; }
virtual bool isFrame() const { return false; }
virtual bool isFrameSet() const { return false; }
virtual bool isImage() const { return false; }
virtual bool isInlineBlockOrInlineTable() const { return false; }
virtual bool isListBox() const { return false; }
virtual bool isListItem() const { return false; }
virtual bool isListMarker() const { return false; }
virtual bool isMedia() const { return false; }
virtual bool isMenuList() const { return false; }
virtual bool isRenderBlock() const { return false; }
virtual bool isRenderButton() const { return false; }
virtual bool isRenderImage() const { return false; }
virtual bool isRenderInline() const { return false; }
virtual bool isRenderPart() const { return false; }
virtual bool isRenderView() const { return false; }
virtual bool isReplica() const { return false; }
#if ENABLE(RUBY)
virtual bool isRuby() const { return false; }
virtual bool isRubyBase() const { return false; }
virtual bool isRubyRun() const { return false; }
virtual bool isRubyText() const { return false; }
#endif
virtual bool isSlider() const { return false; }
virtual bool isTable() const { return false; }
virtual bool isTableCell() const { return false; }
virtual bool isTableCol() const { return false; }
virtual bool isTableRow() const { return false; }
virtual bool isTableSection() const { return false; }
virtual bool isTextControl() const { return false; }
virtual bool isTextArea() const { return false; }
virtual bool isTextField() const { return false; }
virtual bool isVideo() const { return false; }
virtual bool isWidget() const { return false; }
virtual bool isCanvas() const { return false; }
bool isRoot() const { return document()->documentElement() == m_node; }
bool isBody() const;
bool isHR() const;
bool isHTMLMarquee() const;
inline bool isAfterContent() const;
static inline bool isAfterContent(const RenderObject* obj) { return obj && obj->isAfterContent(); }
bool childrenInline() const { return m_childrenInline; }
void setChildrenInline(bool b = true) { m_childrenInline = b; }
bool hasColumns() const { return m_hasColumns; }
void setHasColumns(bool b = true) { m_hasColumns = b; }
bool cellWidthChanged() const { return m_cellWidthChanged; }
void setCellWidthChanged(bool b = true) { m_cellWidthChanged = b; }
#if ENABLE(MATHML)
virtual bool isRenderMathMLBlock() const { return false; }
#endif // ENABLE(MATHML)
#if ENABLE(SVG)
// FIXME: Until all SVG renders can be subclasses of RenderSVGModelObject we have
// to add SVG renderer methods to RenderObject with an ASSERT_NOT_REACHED() default implementation.
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 bool isSVGImage() const { return false; }
virtual bool isSVGForeignObject() const { return false; }
virtual const SVGRenderBase* toSVGRenderBase() const;
// Per SVG 1.1 objectBoundingBox ignores clipping, masking, filter effects, opacity and stroke-width.
// This is used for all computation of objectBoundingBox relative units and by SVGLocateable::getBBox().
// NOTE: Markers are not specifically ignored here by SVG 1.1 spec, but we ignore them
// since stroke-width is ignored (and marker size can depend on stroke-width).
// objectBoundingBox is returned local coordinates.
// The name objectBoundingBox is taken from the SVG 1.1 spec.
virtual FloatRect objectBoundingBox() const;
// Returns the smallest rectangle enclosing all of the painted content
// respecting clipping, masking, filters, opacity, stroke-width and markers
virtual FloatRect repaintRectInLocalCoordinates() const;
// FIXME: This accessor is deprecated and mostly around for SVGRenderTreeAsText.
// This only returns the transform="" value from the element
// most callsites want localToParentTransform() instead.
virtual AffineTransform localTransform() const;
// Returns the full transform mapping from local coordinates to local coords for the parent SVG renderer
// This includes any viewport transforms and x/y offsets as well as the transform="" value off the element.
virtual const AffineTransform& localToParentTransform() const;
// SVG uses FloatPoint precise hit testing, and passes the point in parent
// coordinates instead of in repaint container coordinates. Eventually the
// rest of the rendering tree will move to a similar model.
virtual bool nodeAtFloatPoint(const HitTestRequest&, HitTestResult&, const FloatPoint& pointInParent, HitTestAction);
#endif
bool isAnonymous() const { return m_isAnonymous; }
void setIsAnonymous(bool b) { m_isAnonymous = b; }
bool isAnonymousBlock() const
{
return m_isAnonymous && style()->display() == BLOCK && style()->styleType() == NOPSEUDO && !isListMarker();
}
bool isInlineContinuation() const { return (node() ? node()->renderer() != this : false) && isRenderInline(); }
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 isBox() const { return m_isBox; }
bool isInline() const { return m_inline; } // inline 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 || m_needsPositionedMovementLayout; }
bool selfNeedsLayout() const { return m_needsLayout; }
bool needsPositionedMovementLayout() const { return m_needsPositionedMovementLayout; }
bool needsPositionedMovementLayoutOnly() const { return m_needsPositionedMovementLayout && !m_needsLayout && !m_normalChildNeedsLayout && !m_posChildNeedsLayout; }
bool posChildNeedsLayout() const { return m_posChildNeedsLayout; }
bool normalChildNeedsLayout() const { return m_normalChildNeedsLayout; }
bool prefWidthsDirty() const { return m_prefWidthsDirty; }
bool isSelectionBorder() const;
bool hasClip() const { return isPositioned() && style()->hasClip(); }
bool hasOverflowClip() const { return m_hasOverflowClip; }
bool hasTransform() const { return m_hasTransform; }
bool hasMask() const { return style() && style()->hasMask(); }
void drawLineForBoxSide(GraphicsContext*, int x1, int y1, int x2, int y2, BoxSide,
Color, const Color& textcolor, EBorderStyle, int adjbw1, int adjbw2);
void drawArcForBoxSide(GraphicsContext*, int x, int y, float thickness, IntSize radius, int angleStart,
int angleSpan, BoxSide, Color, const Color& textcolor, EBorderStyle, bool firstCorner);
public:
// The pseudo element style can be cached or uncached. Use the cached method if the pseudo element doesn't respect
// any pseudo classes (and therefore has no concept of changing state).
RenderStyle* getCachedPseudoStyle(PseudoId, RenderStyle* parentStyle = 0) const;
PassRefPtr<RenderStyle> getUncachedPseudoStyle(PseudoId, RenderStyle* parentStyle = 0, RenderStyle* ownStyle = 0) const;
virtual void updateDragState(bool dragOn);
RenderView* view() const;
// Returns true if this renderer is rooted, and optionally returns the hosting view (the root of the hierarchy).
bool isRooted(RenderView** = 0);
Node* node() const { return m_isAnonymous ? 0 : m_node; }
Document* document() const { return m_node->document(); }
void setNode(Node* node) { m_node = 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.
// If repaintContainer and repaintContainerSkipped are not null, on return *repaintContainerSkipped
// is true if the renderer returned is an ancestor of repaintContainer.
RenderObject* container(RenderBoxModelObject* repaintContainer = 0, bool* repaintContainerSkipped = 0) const;
virtual RenderObject* hoverAncestor() const { return parent(); }
// IE Extension that can be called on any RenderObject. See the implementation for the details.
RenderBoxModelObject* offsetParent() const;
void markContainingBlocksForLayout(bool scheduleRelayout = true, RenderObject* newRoot = 0);
void setNeedsLayout(bool b, bool markParents = true);
void setChildNeedsLayout(bool b, bool markParents = true);
void setNeedsPositionedMovementLayout();
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 setIsText() { m_isText = true; }
void setIsBox() { m_isBox = 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 setHasReflection(bool b = true) { m_hasReflection = b; }
void scheduleRelayout();
void updateFillImages(const FillLayer*, const FillLayer*);
void updateImage(StyleImage*, StyleImage*);
// for discussion of lineHeight see CSS2 spec
virtual int lineHeight(bool firstLine, bool isRootLineBox = false) const;
// for the vertical-align property of inline elements
// the offset of baseline from the top of the object.
virtual int baselinePosition(bool firstLine, bool isRootLineBox = false) const;
typedef HashMap<OverlapTestRequestClient*, IntRect> OverlapTestRequestMap;
/*
* 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, ListHashSet<RenderInline*>* newOutlineObjects,
OverlapTestRequestMap* overlapTestRequests = 0)
: context(newContext)
, rect(newRect)
, phase(newPhase)
, forceBlackText(newForceBlackText)
, paintingRoot(newPaintingRoot)
, outlineObjects(newOutlineObjects)
, overlapTestRequests(overlapTestRequests)
{
}
GraphicsContext* context;
IntRect rect;
PaintPhase phase;
bool forceBlackText;
RenderObject* paintingRoot; // used to draw just one element and its visual kids
ListHashSet<RenderInline*>* outlineObjects; // used to list outlines that should be painted by a block with inline children
OverlapTestRequestMap* overlapTestRequests;
};
virtual void paint(PaintInfo&, int tx, int ty);
// Recursive function that computes the size and position of this object and all its descendants.
virtual void layout();
/* This function performs a layout only if one is needed. */
void layoutIfNeeded() { if (needsLayout()) layout(); }
// Called when a positioned object moves but doesn't necessarily change size. A simplified layout is attempted
// that just updates the object's position. If the size does change, the object remains dirty.
virtual void tryLayoutDoingPositionedMovementOnly() { }
// used for element state updates that cannot be fixed with a
// repaint and do not need a relayout
virtual void updateFromElement() { }
#if ENABLE(DASHBOARD_SUPPORT)
virtual void addDashboardRegions(Vector<DashboardRegionValue>&);
void collectDashboardRegions(Vector<DashboardRegionValue>&);
#endif
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);
virtual void updateHitTestResult(HitTestResult&, const IntPoint&);
VisiblePosition positionForCoordinates(int x, int y);
virtual VisiblePosition positionForPoint(const IntPoint&);
VisiblePosition createVisiblePosition(int offset, EAffinity);
VisiblePosition createVisiblePosition(const Position&);
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(PassRefPtr<RenderStyle>);
// Set the style of the object and update the state of the object accordingly.
virtual void setStyle(PassRefPtr<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(PassRefPtr<RenderStyle>);
// returns the containing block level element for this element.
RenderBlock* containingBlock() const;
// Convert the given local point to absolute coordinates
// FIXME: Temporary. If useTransforms is true, take transforms into account. Eventually localToAbsolute() will always be transform-aware.
FloatPoint localToAbsolute(FloatPoint localPoint = FloatPoint(), bool fixed = false, bool useTransforms = false) const;
FloatPoint absoluteToLocal(FloatPoint, bool fixed = false, bool useTransforms = false) const;
// Convert a local quad to absolute coordinates, taking transforms into account.
FloatQuad localToAbsoluteQuad(const FloatQuad& quad, bool fixed = false) const
{
return localToContainerQuad(quad, 0, fixed);
}
// Convert a local quad into the coordinate system of container, taking transforms into account.
FloatQuad localToContainerQuad(const FloatQuad&, RenderBoxModelObject* repaintContainer, bool fixed = false) const;
// Return the offset from the container() renderer (excluding transforms)
virtual IntSize offsetFromContainer(RenderObject*) const;
// Return the offset from an object up the container() chain. Asserts that none of the intermediate objects have transforms.
IntSize offsetFromAncestorContainer(RenderObject*) const;
virtual void absoluteRects(Vector<IntRect>&, int, int) { }
// FIXME: useTransforms should go away eventually
IntRect absoluteBoundingBoxRect(bool useTransforms = false);
// Build an array of quads in absolute coords for line boxes
virtual void absoluteQuads(Vector<FloatQuad>&) { }
void absoluteFocusRingQuads(Vector<FloatQuad>&);
// the rect that will be painted if this object is passed as the paintingRoot
IntRect paintingRootRect(IntRect& topLevelRect);
virtual int minPrefWidth() const { return 0; }
virtual int maxPrefWidth() const { return 0; }
RenderStyle* style() const { return m_style.get(); }
RenderStyle* firstLineStyle() const { return document()->usesFirstLineRules() ? firstLineStyleSlowCase() : style(); }
RenderStyle* style(bool firstLine) const { return firstLine ? firstLineStyle() : style(); }
// Used only by Element::pseudoStyleCacheIsInvalid to get a first line style based off of a
// given new style, without accessing the cache.
PassRefPtr<RenderStyle> uncachedFirstLineStyle(RenderStyle*) const;
// Anonymous blocks that are part of of a continuation chain will return their inline continuation's outline style instead.
// This is typically only relevant when repainting.
virtual RenderStyle* outlineStyleForRepaint() const { return style(); }
void getTextDecorationColors(int decorations, Color& underline, Color& overline,
Color& linethrough, bool quirksMode = false);
// Return the RenderBox in the container chain which is responsible for painting this object, or 0
// if painting is root-relative. This is the container that should be passed to the 'forRepaint'
// methods.
RenderBoxModelObject* containerForRepaint() const;
// Actually do the repaint of rect r for this object which has been computed in the coordinate space
// of repaintContainer. If repaintContainer is 0, repaint via the view.
void repaintUsingContainer(RenderBoxModelObject* repaintContainer, const IntRect& r, bool immediate = false);
// 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(RenderBoxModelObject* repaintContainer, 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.
IntRect absoluteClippedOverflowRect()
{
return clippedOverflowRectForRepaint(0);
}
virtual IntRect clippedOverflowRectForRepaint(RenderBoxModelObject* repaintContainer);
virtual IntRect rectWithOutlineForRepaint(RenderBoxModelObject* repaintContainer, int outlineWidth);
// Given a rect in the object's coordinate space, compute a rect suitable for repainting
// that rect in view coordinates.
void computeAbsoluteRepaintRect(IntRect& r, bool fixed = false)
{
return computeRectForRepaint(0, r, fixed);
}
// Given a rect in the object's coordinate space, compute a rect suitable for repainting
// that rect in the coordinate space of repaintContainer.
virtual void computeRectForRepaint(RenderBoxModelObject* repaintContainer, IntRect&, bool fixed = false);
virtual unsigned int length() const { return 1; }
bool isFloatingOrPositioned() const { return (isFloating() || isPositioned()); }
bool isTransparent() const { return style()->opacity() < 1.0f; }
float opacity() const { return style()->opacity(); }
bool hasReflection() const { return m_hasReflection; }
// Applied as a "slop" to dirty rect checks during the outline painting phase's dirty-rect checks.
int maximalOutlineSize(PaintPhase) const;
void setHasMarkupTruncation(bool b = true) { m_hasMarkupTruncation = b; }
bool hasMarkupTruncation() const { return m_hasMarkupTruncation; }
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).
SelectionState selectionState() const { return static_cast<SelectionState>(m_selectionState);; }
// Sets the selection state for an object.
virtual void setSelectionState(SelectionState state) { m_selectionState = 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.
IntRect selectionRect(bool clipToVisibleContent = true) { return selectionRectForRepaint(0, clipToVisibleContent); }
virtual IntRect selectionRectForRepaint(RenderBoxModelObject* /*repaintContainer*/, bool /*clipToVisibleContent*/ = true) { 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.
bool hasSelectedChildren() const { return m_selectionState != SelectionNone; }
// 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; }
#if ENABLE(DRAG_SUPPORT)
Node* draggableNode(bool dhtmlOK, bool uaOK, int x, int y, bool& dhtmlWillDrag) const;
#endif
/**
* Returns the local coordinates of the caret within this render object.
* @param caretOffset zero-based offset determining position within the render object.
* @param extraWidthToEndOfLine optional out arg to give extra width to end of line -
* useful for character range rect computations
*/
virtual IntRect localCaretRect(InlineBox*, int caretOffset, int* extraWidthToEndOfLine = 0);
virtual void calcVerticalMargins() { }
bool isTopMarginQuirk() const { return m_topMarginQuirk; }
bool isBottomMarginQuirk() const { return m_bottomMarginQuirk; }
void setTopMarginQuirk(bool b = true) { m_topMarginQuirk = b; }
void setBottomMarginQuirk(bool b = true) { m_bottomMarginQuirk = b; }
// 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; }
virtual int caretMinOffset() const;
virtual int caretMaxOffset() const;
virtual unsigned caretMaxRenderedOffset() const;
virtual int previousOffset(int current) const;
virtual int previousOffsetForBackwardDeletion(int current) const;
virtual int nextOffset(int current) const;
virtual void imageChanged(CachedImage*, const IntRect* = 0);
virtual void imageChanged(WrappedImagePtr, const IntRect* = 0) { }
virtual bool willRenderImage(CachedImage*);
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); }
AnimationController* animation() const;
bool visibleToHitTesting() const { return style()->visibility() == VISIBLE && style()->pointerEvents() != PE_NONE; }
// Map points and quads through elements, potentially via 3d transforms. You should never need to call these directly; use
// localToAbsolute/absoluteToLocal methods instead.
virtual void mapLocalToContainer(RenderBoxModelObject* repaintContainer, bool useTransforms, bool fixed, TransformState&) const;
virtual void mapAbsoluteToLocalPoint(bool fixed, bool useTransforms, TransformState&) const;
bool shouldUseTransformFromContainer(const RenderObject* container) const;
void getTransformFromContainer(const RenderObject* container, const IntSize& offsetInContainer, TransformationMatrix&) const;
virtual void addFocusRingRects(Vector<IntRect>&, int /*tx*/, int /*ty*/) { };
IntRect absoluteOutlineBounds() const
{
return outlineBoundsForRepaint(0);
}
protected:
// Overrides should call the superclass at the end
virtual void styleWillChange(StyleDifference, const RenderStyle* newStyle);
// Overrides should call the superclass at the start
virtual void styleDidChange(StyleDifference, const RenderStyle* oldStyle);
void paintOutline(GraphicsContext*, int tx, int ty, int w, int h, const RenderStyle*);
void addPDFURLRect(GraphicsContext*, const IntRect&);
virtual IntRect viewRect() const;
void adjustRectForOutlineAndShadow(IntRect&) const;
void arenaDelete(RenderArena*, void* objectBase);
virtual IntRect outlineBoundsForRepaint(RenderBoxModelObject* /*repaintContainer*/) const { return IntRect(); }
class LayoutRepainter {
public:
LayoutRepainter(RenderObject& object, bool checkForRepaint, const IntRect* oldBounds = 0)
: m_object(object)
, m_repaintContainer(0)
, m_checkForRepaint(checkForRepaint)
{
if (m_checkForRepaint) {
m_repaintContainer = m_object.containerForRepaint();
m_oldBounds = oldBounds ? *oldBounds : m_object.clippedOverflowRectForRepaint(m_repaintContainer);
m_oldOutlineBox = m_object.outlineBoundsForRepaint(m_repaintContainer);
}
}
// Return true if it repainted.
bool repaintAfterLayout()
{
return m_checkForRepaint ? m_object.repaintAfterLayoutIfNeeded(m_repaintContainer, m_oldBounds, m_oldOutlineBox) : false;
}
bool checkForRepaint() const { return m_checkForRepaint; }
private:
RenderObject& m_object;
RenderBoxModelObject* m_repaintContainer;
IntRect m_oldBounds;
IntRect m_oldOutlineBox;
bool m_checkForRepaint;
};
private:
RenderStyle* firstLineStyleSlowCase() const;
StyleDifference adjustStyleDifference(StyleDifference, unsigned contextSensitiveProperties) const;
RefPtr<RenderStyle> m_style;
Node* m_node;
RenderObject* m_parent;
RenderObject* m_previous;
RenderObject* m_next;
#ifndef NDEBUG
bool m_hasAXObject;
bool m_setNeedsLayoutForbidden : 1;
#endif
// 32 bits have been used here. THERE ARE NO FREE BITS AVAILABLE.
bool m_needsLayout : 1;
bool m_needsPositionedMovementLayout :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_isBox : 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_hasReflection : 1;
bool m_hasOverrideSize : 1;
public:
bool m_hasCounterNodeMap : 1;
bool m_everHadLayout : 1;
private:
// These bitfields are moved here from subclasses to pack them together
// from RenderBlock
bool m_childrenInline : 1;
bool m_topMarginQuirk : 1;
bool m_bottomMarginQuirk : 1;
bool m_hasMarkupTruncation : 1;
unsigned m_selectionState : 3; // SelectionState
bool m_hasColumns : 1;
// from RenderTableCell
bool m_cellWidthChanged : 1;
private:
// Store state between styleWillChange and styleDidChange
static bool s_affectsParentBlock;
};
inline bool RenderObject::documentBeingDestroyed() const
{
return !document()->renderer();
}
inline bool RenderObject::isAfterContent() const
{
if (style()->styleType() != AFTER)
return false;
// Text nodes don't have their own styles, so ignore the style on a text node.
if (isText() && !isBR())
return false;
return true;
}
inline void RenderObject::setNeedsLayout(bool b, bool markParents)
{
bool alreadyNeededLayout = m_needsLayout;
m_needsLayout = b;
if (b) {
ASSERT(!isSetNeedsLayoutForbidden());
if (!alreadyNeededLayout) {
if (markParents)
markContainingBlocksForLayout();
if (hasLayer())
setLayerNeedsFullRepaint();
}
} else {
m_everHadLayout = true;
m_posChildNeedsLayout = false;
m_normalChildNeedsLayout = false;
m_needsPositionedMovementLayout = false;
}
}
inline void RenderObject::setChildNeedsLayout(bool b, bool markParents)
{
bool alreadyNeededLayout = m_normalChildNeedsLayout;
m_normalChildNeedsLayout = b;
if (b) {
ASSERT(!isSetNeedsLayoutForbidden());
if (!alreadyNeededLayout && markParents)
markContainingBlocksForLayout();
} else {
m_posChildNeedsLayout = false;
m_normalChildNeedsLayout = false;
m_needsPositionedMovementLayout = false;
}
}
inline void RenderObject::setNeedsPositionedMovementLayout()
{
bool alreadyNeededLayout = needsLayout();
m_needsPositionedMovementLayout = true;
if (!alreadyNeededLayout) {
markContainingBlocksForLayout();
if (hasLayer())
setLayerNeedsFullRepaint();
}
}
inline bool objectIsRelayoutBoundary(const RenderObject *obj)
{
// FIXME: In future it may be possible to broaden this condition in order to improve performance.
// Table cells are excluded because even when their CSS height is fixed, their height()
// may depend on their contents.
return obj->isTextControl()
|| (obj->hasOverflowClip() && !obj->style()->width().isIntrinsicOrAuto() && !obj->style()->height().isIntrinsicOrAuto() && !obj->style()->height().isPercent() && !obj->isTableCell())
#if ENABLE(SVG)
|| obj->isSVGRoot()
#endif
;
}
inline void RenderObject::markContainingBlocksForLayout(bool scheduleRelayout, RenderObject* newRoot)
{
ASSERT(!scheduleRelayout || !newRoot);
RenderObject* o = container();
RenderObject* last = this;
while (o) {
// Don't mark the outermost object of an unrooted subtree. That object will be
// marked when the subtree is added to the document.
RenderObject* container = o->container();
if (!container && !o->isRenderView())
return;
if (!last->isText() && (last->style()->position() == FixedPosition || last->style()->position() == AbsolutePosition)) {
if ((last->style()->top().isAuto() && last->style()->bottom().isAuto()) || last->style()->top().isStatic()) {
RenderObject* parent = last->parent();
if (!parent->normalChildNeedsLayout()) {
parent->setChildNeedsLayout(true, false);
if (parent != newRoot)
parent->markContainingBlocksForLayout(scheduleRelayout, newRoot);
}
}
if (o->m_posChildNeedsLayout)
return;
o->m_posChildNeedsLayout = true;
ASSERT(!o->isSetNeedsLayoutForbidden());
} else {
if (o->m_normalChildNeedsLayout)
return;
o->m_normalChildNeedsLayout = true;
ASSERT(!o->isSetNeedsLayoutForbidden());
}
if (o == newRoot)
return;
last = o;
if (scheduleRelayout && objectIsRelayoutBoundary(last))
break;
o = container;
}
if (scheduleRelayout)
last->scheduleRelayout();
}
inline void makeMatrixRenderable(TransformationMatrix& matrix, bool has3DRendering)
{
#if !ENABLE(3D_RENDERING)
UNUSED_PARAM(has3DRendering);
matrix.makeAffine();
#else
if (!has3DRendering)
matrix.makeAffine();
#endif
}
inline int adjustForAbsoluteZoom(int value, RenderObject* renderer)
{
float zoomFactor = renderer->style()->effectiveZoom();
if (zoomFactor == 1)
return value;
// Needed because computeLengthInt truncates (rather than rounds) when scaling up.
if (zoomFactor > 1)
value++;
return static_cast<int>(value / zoomFactor);
}
inline void adjustIntRectForAbsoluteZoom(IntRect& rect, RenderObject* renderer)
{
rect.setX(adjustForAbsoluteZoom(rect.x(), renderer));
rect.setY(adjustForAbsoluteZoom(rect.y(), renderer));
rect.setWidth(adjustForAbsoluteZoom(rect.width(), renderer));
rect.setHeight(adjustForAbsoluteZoom(rect.height(), renderer));
}
inline FloatPoint adjustFloatPointForAbsoluteZoom(const FloatPoint& point, RenderObject* renderer)
{
// The result here is in floats, so we don't need the truncation hack from the integer version above.
float zoomFactor = renderer->style()->effectiveZoom();
if (zoomFactor == 1)
return point;
return FloatPoint(point.x() / zoomFactor, point.y() / zoomFactor);
}
inline void adjustFloatQuadForAbsoluteZoom(FloatQuad& quad, RenderObject* renderer)
{
quad.setP1(adjustFloatPointForAbsoluteZoom(quad.p1(), renderer));
quad.setP2(adjustFloatPointForAbsoluteZoom(quad.p2(), renderer));
quad.setP3(adjustFloatPointForAbsoluteZoom(quad.p3(), renderer));
quad.setP4(adjustFloatPointForAbsoluteZoom(quad.p4(), renderer));
}
} // namespace WebCore
#ifndef NDEBUG
// Outside the WebCore namespace for ease of invocation from gdb.
void showTree(const WebCore::RenderObject*);
void showRenderTree(const WebCore::RenderObject* object1);
// We don't make object2 an optional parameter so that showRenderTree
// can be called from gdb easily.
void showRenderTree(const WebCore::RenderObject* object1, const WebCore::RenderObject* object2);
#endif
#endif // RenderObject_h