Example #1
0
// FIXME: It's cleaner to only call updateFromElement when an attribute has changed. The body of
// this method should probably be moved to a private stretchHeightChanged or checkStretchHeight
// method. Probably at the same time, addChild/removeChild methods should be made to work for
// dynamic DOM changes.
void RenderMathMLOperator::updateFromElement()
{
    RenderElement* savedRenderer = element().renderer();

    // Destroy our current children
    destroyLeftoverChildren();

    // Since we share a node with our children, destroying our children may set our node's
    // renderer to 0, so we need to restore it.
    element().setRenderer(savedRenderer);
    
    RefPtr<RenderStyle> newStyle = RenderStyle::create();
    newStyle->inheritFrom(style());
    newStyle->setDisplay(FLEX);

    RenderMathMLBlock* container = new RenderMathMLBlock(element());
    // This container doesn't offer any useful information to accessibility.
    container->setIgnoreInAccessibilityTree(true);
    container->setStyle(newStyle.release());

    addChild(container);
    RenderText* text;
    if (m_operator)
        text = new RenderText(document(), String(&m_operator, 1));
    else
        text = new RenderText(document(), element().textContent().replace(hyphenMinus, minusSign).impl());

    // If we can't figure out the text, leave it blank.
    if (text)
        container->addChild(text);

    updateStyle();
    setNeedsLayoutAndPrefWidthsRecalc();
}
Example #2
0
void RenderMathMLFraction::addChild(RenderObject* child, RenderObject* beforeChild)
{
    RenderMathMLBlock* row = createAnonymousMathMLBlock();
    
    RenderMathMLBlock::addChild(row, beforeChild);
    row->addChild(child);
    
    fixChildStyle(row);
    updateFromElement();
}
Example #3
0
void RenderMathMLSubSup::addChild(RenderObject* child, RenderObject* beforeChild)
{
    // Note: The RenderMathMLBlock only allows element children to be added.
    Element* childElement = toElement(child->node());

    if (childElement && !childElement->previousElementSibling()) {
        // Position 1 is always the base of the msub/msup/msubsup.
        RenderMathMLBlock* wrapper = new (renderArena()) RenderMathMLBlock(node());
        RefPtr<RenderStyle> wrapperStyle = RenderStyle::create();
        wrapperStyle->inheritFrom(style());
        wrapperStyle->setDisplay(INLINE_BLOCK);
        wrapperStyle->setVerticalAlign(BASELINE);
        wrapper->setStyle(wrapperStyle.release());
        RenderMathMLBlock::addChild(wrapper, firstChild());
        wrapper->addChild(child);
            
        // Make sure we have a script block for rendering.
        if (m_kind == SubSup && !m_scripts) {
            m_scripts = new (renderArena()) RenderMathMLBlock(node());
            RefPtr<RenderStyle> scriptsStyle = RenderStyle::create();
            scriptsStyle->inheritFrom(style());
            scriptsStyle->setDisplay(INLINE_BLOCK);
            scriptsStyle->setVerticalAlign(TOP);
            scriptsStyle->setMarginLeft(Length(gSubsupScriptMargin, Fixed));
            scriptsStyle->setTextAlign(LEFT);
            // Set this wrapper's font-size for its line-height & baseline position.
            scriptsStyle->setBlendedFontSize(static_cast<int>(0.75 * style()->fontSize()));
            m_scripts->setStyle(scriptsStyle.release());
            RenderMathMLBlock::addChild(m_scripts, beforeChild);
        }
    } else {
        if (m_kind == SubSup) {
            ASSERT(childElement);
            if (!childElement)
                return;

            RenderBlock* script = new (renderArena()) RenderMathMLBlock(node());
            RefPtr<RenderStyle> scriptStyle = RenderStyle::create();
            scriptStyle->inheritFrom(m_scripts->style());
            scriptStyle->setDisplay(BLOCK);
            script->setStyle(scriptStyle.release());

            // The order is always backwards so the first script is the subscript and the superscript 
            // is last. That means the superscript is the first to render vertically.
            Element* previousSibling = childElement->previousElementSibling();
            if (previousSibling && !previousSibling->previousElementSibling()) 
                m_scripts->addChild(script);
            else                 
                m_scripts->addChild(script, m_scripts->firstChild());
            
            script->addChild(child);
        } else
            RenderMathMLBlock::addChild(child, beforeChild);
    }
}
void RenderMathMLUnderOver::addChild(RenderObject* child, RenderObject* beforeChild)
{    
    RenderMathMLBlock* row = new (renderArena()) RenderMathMLBlock(node());
    RefPtr<RenderStyle> rowStyle = createBlockStyle();
    row->setStyle(rowStyle.release());
    row->setIsAnonymous(true);
    
    // look through the children for rendered elements counting the blocks so we know what child
    // we are adding
    int blocks = 0;
    RenderObject* current = this->firstChild();
    while (current) {
        blocks++;
        current = current->nextSibling();
    }
    
    switch (blocks) {
    case 0:
        // this is the base so just append it
        RenderBlock::addChild(row, beforeChild);
        break;
    case 1:
        // the under or over
        // FIXME: text-align: center does not work
        row->style()->setTextAlign(CENTER);
        if (m_kind == Over) {
            // add the over as first
            RenderBlock::addChild(row, firstChild());
        } else {
            // add the under as last
            RenderBlock::addChild(row, beforeChild);
        }
        break;
    case 2:
        // the under or over
        // FIXME: text-align: center does not work
        row->style()->setTextAlign(CENTER);
        if (m_kind == UnderOver) {
            // add the over as first
            RenderBlock::addChild(row, firstChild());
        } else {
            // we really shouldn't get here as only munderover should have three children
            RenderBlock::addChild(row, beforeChild);
        }
        break;
    default:
        // munderover shouldn't have more than three children. In theory we shouldn't 
        // get here if the MathML is correctly formed, but that isn't a guarantee.
        // We will treat this as another under element and they'll get something funky.
        RenderBlock::addChild(row, beforeChild);
    }
    row->addChild(child);    
}
Example #5
0
void RenderMathMLSubSup::addChild(RenderObject* child, RenderObject* beforeChild)
{
    // Note: The RenderMathMLBlock only allows element children to be added.
    Element* childElement = toElement(child->node());

    if (childElement && !childElement->previousElementSibling()) {
        // Position 1 is always the base of the msub/msup/msubsup.
        RenderMathMLBlock* baseWrapper = createAnonymousMathMLBlock(INLINE_BLOCK);
        RenderMathMLBlock::addChild(baseWrapper, firstChild());
        baseWrapper->addChild(child);
            
        // Make sure we have a script block for rendering.
        if (m_kind == SubSup && !m_scripts) {
            m_scripts = createAnonymousMathMLBlock(INLINE_BLOCK);
            fixScriptsStyle();
            RenderMathMLBlock::addChild(m_scripts, beforeChild);
        }
    } else {
        if (m_kind == SubSup) {
            ASSERT(childElement);
            if (!childElement)
                return;

            RenderMathMLBlock* script = m_scripts->createAnonymousMathMLBlock();

            // The order is always backwards so the first script is the subscript and the superscript 
            // is last. That means the superscript is the first to render vertically.
            Element* previousSibling = childElement->previousElementSibling();
            if (previousSibling && !previousSibling->previousElementSibling()) 
                m_scripts->addChild(script);
            else                 
                m_scripts->addChild(script, m_scripts->firstChild());
            
            script->addChild(child);
        } else
            RenderMathMLBlock::addChild(child, beforeChild);
    }
}
void RenderMathMLSubSup::addChild(RenderObject* child, RenderObject* beforeChild)
{
    if (firstChild()) {
        // We already have a base, so this is the super/subscripts being added.
        
        if (m_kind == SubSup) {
            if (!m_scripts) {
                m_scripts = new (renderArena()) RenderMathMLBlock(node());
                RefPtr<RenderStyle> scriptsStyle = RenderStyle::create();
                scriptsStyle->inheritFrom(style());
                scriptsStyle->setDisplay(INLINE_BLOCK);
                scriptsStyle->setVerticalAlign(MIDDLE);
                scriptsStyle->setMarginLeft(Length(gSubsupScriptMargin, Fixed));
                scriptsStyle->setTextAlign(LEFT);
                m_scripts->setStyle(scriptsStyle.release());
                RenderMathMLBlock::addChild(m_scripts, beforeChild);
            }
            
            RenderBlock* script = new (renderArena()) RenderMathMLBlock(node());
            RefPtr<RenderStyle> scriptStyle = RenderStyle::create();
            scriptStyle->inheritFrom(m_scripts->style());
            scriptStyle->setDisplay(BLOCK);
            script->setStyle(scriptStyle.release());
            
            m_scripts->addChild(script, m_scripts->firstChild());
            script->addChild(child);
        } else
            RenderMathMLBlock::addChild(child, beforeChild);
        
    } else {
        RenderMathMLBlock* wrapper = new (renderArena()) RenderMathMLBlock(node());
        RefPtr<RenderStyle> wrapperStyle = RenderStyle::create();
        wrapperStyle->inheritFrom(style());
        wrapperStyle->setDisplay(INLINE_BLOCK);
        wrapperStyle->setVerticalAlign(MIDDLE);
        wrapper->setStyle(wrapperStyle.release());
        RenderMathMLBlock::addChild(wrapper, beforeChild);
        wrapper->addChild(child);
    }
}