Esempio n. 1
0
String HitTestResult::innerTextIfTruncated(TextDirection& dir) const
{
    for (Node* truncatedNode = m_innerNode.get(); truncatedNode; truncatedNode = truncatedNode->parentNode()) {
        if (!truncatedNode->isElementNode())
            continue;

        if (RenderObject* renderer = truncatedNode->renderer()) {
            if (renderer->isRenderBlock()) {
                RenderBlock* block = toRenderBlock(renderer);
                if (block->style()->textOverflow()) {
                    for (RootInlineBox* line = block->firstRootBox(); line; line = line->nextRootBox()) {
                        if (line->hasEllipsisBox()) {
                            dir = block->style()->direction();
                            return toElement(truncatedNode)->innerText();
                        }
                    }
                }
                break;
            }
        }
    }

    dir = LTR;
    return String();
}
void findGoodTouchTargets(const IntRect& touchBox, LocalFrame* mainFrame, Vector<IntRect>& goodTargets, WillBeHeapVector<RawPtrWillBeMember<Node> >& highlightNodes)
{
    goodTargets.clear();

    int touchPointPadding = ceil(std::max(touchBox.width(), touchBox.height()) * 0.5);

    IntPoint touchPoint = touchBox.center();
    IntPoint contentsPoint = mainFrame->view()->windowToContents(touchPoint);

    HitTestResult result = mainFrame->eventHandler().hitTestResultAtPoint(contentsPoint, HitTestRequest::ReadOnly | HitTestRequest::Active | HitTestRequest::ConfusingAndOftenMisusedDisallowShadowContent, IntSize(touchPointPadding, touchPointPadding));
    const WillBeHeapListHashSet<RefPtrWillBeMember<Node> >& hitResults = result.rectBasedTestResult();

    // Blacklist nodes that are container of disambiguated nodes.
    // It is not uncommon to have a clickable <div> that contains other clickable objects.
    // This heuristic avoids excessive disambiguation in that case.
    WillBeHeapHashSet<RawPtrWillBeMember<Node> > blackList;
    for (WillBeHeapListHashSet<RefPtrWillBeMember<Node> >::const_iterator it = hitResults.begin(); it != hitResults.end(); ++it) {
        // Ignore any Nodes that can't be clicked on.
        RenderObject* renderer = it->get()->renderer();
        if (!renderer || !it->get()->willRespondToMouseClickEvents())
            continue;

        // Blacklist all of the Node's containers.
        for (RenderBlock* container = renderer->containingBlock(); container; container = container->containingBlock()) {
            Node* containerNode = container->node();
            if (!containerNode)
                continue;
            if (!blackList.add(containerNode).isNewEntry)
                break;
        }
    }

    WillBeHeapHashMap<RawPtrWillBeMember<Node>, TouchTargetData> touchTargets;
    float bestScore = 0;
    for (WillBeHeapListHashSet<RefPtrWillBeMember<Node> >::const_iterator it = hitResults.begin(); it != hitResults.end(); ++it) {
        for (Node* node = it->get(); node; node = node->parentNode()) {
            if (blackList.contains(node))
                continue;
            if (node->isDocumentNode() || isHTMLHtmlElement(*node) || isHTMLBodyElement(*node))
                break;
            if (node->willRespondToMouseClickEvents()) {
                TouchTargetData& targetData = touchTargets.add(node, TouchTargetData()).storedValue->value;
                targetData.windowBoundingBox = boundingBoxForEventNodes(node);
                targetData.score = scoreTouchTarget(touchPoint, touchPointPadding, targetData.windowBoundingBox);
                bestScore = std::max(bestScore, targetData.score);
                break;
            }
        }
    }

    for (WillBeHeapHashMap<RawPtrWillBeMember<Node>, TouchTargetData>::iterator it = touchTargets.begin(); it != touchTargets.end(); ++it) {
        // Currently the scoring function uses the overlap area with the fat point as the score.
        // We ignore the candidates that has less than 1/2 overlap (we consider not really ambiguous enough) than the best candidate to avoid excessive popups.
        if (it->value.score < bestScore * 0.5)
            continue;
        goodTargets.append(it->value.windowBoundingBox);
        highlightNodes.append(it->key);
    }
}
Esempio n. 3
0
int InlineTextBox::textPos() const
{
    if (xPos() == 0)
        return 0;
        
    RenderBlock *blockElement = object()->containingBlock();
    return direction() == RTL ? xPos() - blockElement->borderRight() - blockElement->paddingRight()
                      : xPos() - blockElement->borderLeft() - blockElement->paddingLeft();
}
RenderObject *ElementImpl::createRenderer(RenderArena *arena, RenderStyle *style)
{
    if (getDocument()->documentElement() == this && style->display() == NONE) {
        // Ignore display: none on root elements.  Force a display of block in that case.
        RenderBlock* result = new (arena) RenderBlock(this);
        if (result) result->setStyle(style);
        return result;
    }
    return RenderObject::createObject(this, style);
}
Esempio n. 5
0
FloatPoint InlineBox::locationIncludingFlipping()
{
    if (!renderer()->style()->isFlippedBlocksWritingMode())
        return FloatPoint(x(), y());
    RenderBlock* block = root()->block();
    if (block->style()->isHorizontalWritingMode())
        return FloatPoint(x(), block->height() - height() - y());
    else
        return FloatPoint(block->width() - width() - x(), y());
}
Esempio n. 6
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);
    }
}
Esempio n. 7
0
static bool shouldScaleColumns(RenderTable* table)
{
    // A special case.  If this table is not fixed width and contained inside
    // a cell, then don't bloat the maxwidth by examining percentage growth.
    bool scale = true;
    while (table) {
        Length tw = table->style()->width();
        if ((tw.isVariable() || tw.isPercent()) && !table->isPositioned()) {
            RenderBlock* cb = table->containingBlock();
            while (cb && !cb->isCanvas() && !cb->isTableCell() &&
                cb->style()->width().isVariable() && !cb->isPositioned())
                cb = cb->containingBlock();

            table = 0;
            if (cb && cb->isTableCell() &&
                (cb->style()->width().isVariable() || cb->style()->width().isPercent())) {
                if (tw.isPercent())
                    scale = false;
                else {
                    RenderTableCell* cell = static_cast<RenderTableCell*>(cb);
                    if (cell->colSpan() > 1 || cell->table()->style()->width().isVariable())
                        scale = false;
                    else
                        table = cell->table();
                }
            }
        }
        else
            table = 0;
    }
    return scale;
}
Esempio n. 8
0
void InlinePainter::paintOutline(const PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
    RenderStyle* styleToUse = m_renderInline.style();
    if (!styleToUse->hasOutline())
        return;

    LayoutRect bounds;
    if (RuntimeEnabledFeatures::slimmingPaintEnabled()) {
        // FIXME: Use tighter bounds.
        RenderBlock* cb = m_renderInline.containingBlock();
        bounds = cb->visualOverflowRect();
        bounds.moveBy(paintOffset);
    }
    RenderDrawingRecorder recorder(paintInfo.context, m_renderInline, paintInfo.phase, bounds);
    if (recorder.canUseCachedDrawing())
        return;

    if (styleToUse->outlineStyleIsAuto()) {
        if (RenderTheme::theme().shouldDrawDefaultFocusRing(&m_renderInline)) {
            // Only paint the focus ring by hand if the theme isn't able to draw the focus ring.
            ObjectPainter(m_renderInline).paintFocusRing(paintInfo, paintOffset, styleToUse);
        }
        return;
    }

    if (styleToUse->outlineStyle() == BNONE)
        return;

    Vector<LayoutRect> rects;

    rects.append(LayoutRect());
    for (InlineFlowBox* curr = m_renderInline.firstLineBox(); curr; curr = curr->nextLineBox()) {
        RootInlineBox& root = curr->root();
        LayoutUnit top = std::max<LayoutUnit>(root.lineTop(), curr->logicalTop());
        LayoutUnit bottom = std::min<LayoutUnit>(root.lineBottom(), curr->logicalBottom());
        rects.append(LayoutRect(curr->x(), top, curr->logicalWidth(), bottom - top));
    }
    rects.append(LayoutRect());

    Color outlineColor = m_renderInline.resolveColor(styleToUse, CSSPropertyOutlineColor);
    bool useTransparencyLayer = outlineColor.hasAlpha();

    GraphicsContext* graphicsContext = paintInfo.context;
    if (useTransparencyLayer) {
        graphicsContext->beginTransparencyLayer(static_cast<float>(outlineColor.alpha()) / 255);
        outlineColor = Color(outlineColor.red(), outlineColor.green(), outlineColor.blue());
    }

    for (unsigned i = 1; i < rects.size() - 1; i++)
        paintOutlineForLine(graphicsContext, paintOffset, rects.at(i - 1), rects.at(i), rects.at(i + 1), outlineColor);

    if (useTransparencyLayer)
        graphicsContext->endLayer();
}
Esempio n. 9
0
VisiblePosition RenderSVGInlineText::positionForPoint(const LayoutPoint& point, const RenderRegion*)
{
    if (!firstTextBox() || !textLength())
        return createVisiblePosition(0, DOWNSTREAM);

    float baseline = m_scaledFont.fontMetrics().floatAscent();

    RenderBlock* containingBlock = this->containingBlock();
    ASSERT(containingBlock);

    // Map local point to absolute point, as the character origins stored in the text fragments use absolute coordinates.
    FloatPoint absolutePoint(point);
    absolutePoint.moveBy(containingBlock->location());

    float closestDistance = std::numeric_limits<float>::max();
    float closestDistancePosition = 0;
    const SVGTextFragment* closestDistanceFragment = nullptr;
    SVGInlineTextBox* closestDistanceBox = nullptr;

    AffineTransform fragmentTransform;
    for (InlineTextBox* box = firstTextBox(); box; box = box->nextTextBox()) {
        if (!is<SVGInlineTextBox>(*box))
            continue;

        auto& textBox = downcast<SVGInlineTextBox>(*box);
        Vector<SVGTextFragment>& fragments = textBox.textFragments();

        unsigned textFragmentsSize = fragments.size();
        for (unsigned i = 0; i < textFragmentsSize; ++i) {
            const SVGTextFragment& fragment = fragments.at(i);
            FloatRect fragmentRect(fragment.x, fragment.y - baseline, fragment.width, fragment.height);
            fragment.buildFragmentTransform(fragmentTransform);
            if (!fragmentTransform.isIdentity())
                fragmentRect = fragmentTransform.mapRect(fragmentRect);

            float distance = powf(fragmentRect.x() - absolutePoint.x(), 2) +
                             powf(fragmentRect.y() + fragmentRect.height() / 2 - absolutePoint.y(), 2);

            if (distance < closestDistance) {
                closestDistance = distance;
                closestDistanceBox = &textBox;
                closestDistanceFragment = &fragment;
                closestDistancePosition = fragmentRect.x();
            }
        }
    }

    if (!closestDistanceFragment)
        return createVisiblePosition(0, DOWNSTREAM);

    int offset = closestDistanceBox->offsetForPositionInFragment(*closestDistanceFragment, absolutePoint.x() - closestDistancePosition, true);
    return createVisiblePosition(offset + closestDistanceBox->start(), offset > 0 ? VP_UPSTREAM_IF_POSSIBLE : DOWNSTREAM);
}
Esempio n. 10
0
LayoutUnit RenderBlockFlow::logicalRightSelectionOffset(RenderBlock* rootBlock, LayoutUnit position)
{
    LayoutUnit logicalRight = logicalRightOffsetForLine(false);
    if (logicalRight == logicalRightOffsetForContent())
        return RenderBlock::logicalRightSelectionOffset(rootBlock, position);

    RenderBlock* cb = this;
    while (cb != rootBlock) {
        logicalRight += cb->logicalLeft();
        cb = cb->containingBlock();
    }
    return logicalRight;
}
Esempio n. 11
0
VisiblePosition RenderSVGInlineText::positionForPoint(const IntPoint& point)
{
    if (!firstTextBox() || !textLength())
        return createVisiblePosition(0, DOWNSTREAM);

    RenderStyle* style = this->style();
    ASSERT(style);
    int baseline = style->font().ascent();

    RenderBlock* containingBlock = this->containingBlock();
    ASSERT(containingBlock);

    // Map local point to absolute point, as the character origins stored in the text fragments use absolute coordinates.
    FloatPoint absolutePoint(point);
    absolutePoint.move(containingBlock->x(), containingBlock->y());

    float closestDistance = std::numeric_limits<float>::max();
    float closestDistancePosition = 0;
    const SVGTextFragment* closestDistanceFragment = 0;
    SVGInlineTextBox* closestDistanceBox = 0;

    for (InlineTextBox* box = firstTextBox(); box; box = box->nextTextBox()) {
        ASSERT(box->isSVGInlineTextBox());
        SVGInlineTextBox* textBox = static_cast<SVGInlineTextBox*>(box);
        Vector<SVGTextFragment>& fragments = textBox->textFragments();

        unsigned textFragmentsSize = fragments.size();
        for (unsigned i = 0; i < textFragmentsSize; ++i) {
            const SVGTextFragment& fragment = fragments.at(i);
            FloatRect fragmentRect(fragment.x, fragment.y - baseline, fragment.width, fragment.height);
            if (!fragment.transform.isIdentity())
                fragmentRect = fragment.transform.mapRect(fragmentRect);

            float distance = powf(fragmentRect.x() - absolutePoint.x(), 2) +
                             powf(fragmentRect.y() + fragmentRect.height() / 2 - absolutePoint.y(), 2);

            if (distance < closestDistance) {
                closestDistance = distance;
                closestDistanceBox = textBox;
                closestDistanceFragment = &fragment;
                closestDistancePosition = fragmentRect.x();
            }
        }
    }

    if (!closestDistanceFragment)
        return createVisiblePosition(0, DOWNSTREAM);

    int offset = closestDistanceBox->offsetForPositionInFragment(*closestDistanceFragment, absolutePoint.x() - closestDistancePosition, true);
    return createVisiblePosition(offset + closestDistanceBox->start(), offset > 0 ? VP_UPSTREAM_IF_POSSIBLE : DOWNSTREAM);
}
void RenderLineBreak::collectSelectionRects(Vector<SelectionRect>& rects, unsigned, unsigned)
{
    ensureLineBoxes(*this);
    InlineElementBox* box = m_inlineBoxWrapper;
    if (!box)
        return;
    const RootInlineBox& rootBox = box->root();
    LayoutRect rect = rootBox.computeCaretRect(box->logicalLeft(), 0, nullptr);
    if (rootBox.isFirstAfterPageBreak()) {
        if (box->isHorizontal())
            rect.shiftYEdgeTo(rootBox.lineTopWithLeading());
        else
            rect.shiftXEdgeTo(rootBox.lineTopWithLeading());
    }

    RenderBlock* containingBlock = this->containingBlock();
    // Map rect, extended left to leftOffset, and right to rightOffset, through transforms to get minX and maxX.
    LogicalSelectionOffsetCaches cache(*containingBlock);
    LayoutUnit leftOffset = containingBlock->logicalLeftSelectionOffset(*containingBlock, box->logicalTop(), cache);
    LayoutUnit rightOffset = containingBlock->logicalRightSelectionOffset(*containingBlock, box->logicalTop(), cache);
    LayoutRect extentsRect = rect;
    if (box->isHorizontal()) {
        extentsRect.setX(leftOffset);
        extentsRect.setWidth(rightOffset - leftOffset);
    } else {
        extentsRect.setY(leftOffset);
        extentsRect.setHeight(rightOffset - leftOffset);
    }
    extentsRect = localToAbsoluteQuad(FloatRect(extentsRect)).enclosingBoundingBox();
    if (!box->isHorizontal())
        extentsRect = extentsRect.transposedRect();
    bool isFirstOnLine = !box->previousOnLineExists();
    bool isLastOnLine = !box->nextOnLineExists();
    if (containingBlock->isRubyBase() || containingBlock->isRubyText())
        isLastOnLine = !containingBlock->containingBlock()->inlineBoxWrapper()->nextOnLineExists();

    bool isFixed = false;
    IntRect absRect = localToAbsoluteQuad(FloatRect(rect), UseTransforms, &isFixed).enclosingBoundingBox();
    bool boxIsHorizontal = !box->isSVGInlineTextBox() ? box->isHorizontal() : !style().svgStyle().isVerticalWritingMode();
    // If the containing block is an inline element, we want to check the inlineBoxWrapper orientation
    // to determine the orientation of the block. In this case we also use the inlineBoxWrapper to
    // determine if the element is the last on the line.
    if (containingBlock->inlineBoxWrapper()) {
        if (containingBlock->inlineBoxWrapper()->isHorizontal() != boxIsHorizontal) {
            boxIsHorizontal = containingBlock->inlineBoxWrapper()->isHorizontal();
            isLastOnLine = !containingBlock->inlineBoxWrapper()->nextOnLineExists();
        }
    }

    rects.append(SelectionRect(absRect, box->direction(), extentsRect.x(), extentsRect.maxX(), extentsRect.maxY(), 0, box->isLineBreak(), isFirstOnLine, isLastOnLine, false, false, boxIsHorizontal, isFixed, containingBlock->isRubyText(), view().pageNumberForBlockProgressionOffset(absRect.x())));
}
Esempio n. 13
0
int RenderSVGContainer::calcReplacedHeight() const
{
    switch (style()->height().type()) {
    case Fixed:
        return max(0, style()->height().value());
    case Percent:
    {
        RenderBlock* cb = containingBlock();
        return style()->height().calcValue(cb->availableHeight());
    }
    default:
        return 0;
    }
}
IntRect RenderInline::clippedOverflowRectForRepaint(RenderBox* repaintContainer)
{
    // Only run-ins are allowed in here during layout.
    ASSERT(!view() || !view()->layoutStateEnabled() || isRunIn());

    if (!firstLineBox() && !continuation())
        return IntRect();

    // Find our leftmost position.
    IntRect boundingBox(linesBoundingBox());
    int left = boundingBox.x();
    int top = boundingBox.y();

    // Now invalidate a rectangle.
    int ow = style() ? style()->outlineSize() : 0;
    
    // We need to add in the relative position offsets of any inlines (including us) up to our
    // containing block.
    RenderBlock* cb = containingBlock();
    for (RenderObject* inlineFlow = this; inlineFlow && inlineFlow->isRenderInline() && inlineFlow != cb; 
         inlineFlow = inlineFlow->parent()) {
         if (inlineFlow->style()->position() == RelativePosition && inlineFlow->hasLayer())
            toRenderBox(inlineFlow)->layer()->relativePositionOffset(left, top);
    }

    IntRect r(-ow + left, -ow + top, boundingBox.width() + ow * 2, boundingBox.height() + ow * 2);
    if (cb->hasColumns())
        cb->adjustRectForColumns(r);

    if (cb->hasOverflowClip()) {
        // cb->height() is inaccurate if we're in the middle of a layout of |cb|, 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.
        int x = r.x();
        int y = r.y();
        IntRect boxRect(0, 0, cb->layer()->width(), cb->layer()->height());
        cb->layer()->subtractScrolledContentOffset(x, y); // For overflow:auto/scroll/hidden.
        IntRect repaintRect(x, y, r.width(), r.height());
        r = intersection(repaintRect, boxRect);
    }
    ASSERT(repaintContainer != this);
    cb->computeRectForRepaint(r, repaintContainer);

    if (ow) {
        for (RenderObject* curr = firstChild(); curr; curr = curr->nextSibling()) {
            if (!curr->isText()) {
                IntRect childRect = curr->rectWithOutlineForRepaint(repaintContainer, ow);
                r.unite(childRect);
            }
        }

        if (continuation() && !continuation()->isInline()) {
            IntRect contRect = continuation()->rectWithOutlineForRepaint(repaintContainer, ow);
            r.unite(contRect);
        }
    }

    return r;
}
Esempio n. 15
0
static inline RenderBlock* firstContainingBlockWithLogicalWidth(const RenderReplaced* replaced)
{
    // We have to lookup the containing block, which has an explicit width, which must not be equal to our direct containing block.
    // If the embedded document appears _after_ we performed the initial layout, our intrinsic size is 300x150. If our containing
    // block doesn't provide an explicit width, it's set to the 300 default, coming from the initial layout run.
    RenderBlock* containingBlock = replaced->containingBlock();
    if (!containingBlock)
        return 0;

    for (; containingBlock && !is<RenderView>(*containingBlock) && !containingBlock->isBody(); containingBlock = containingBlock->containingBlock()) {
        if (containingBlock->style().logicalWidth().isSpecified())
            return containingBlock;
    }

    return 0;
}
Esempio n. 16
0
void RenderTextControl::styleDidChange(StyleDifference diff, const RenderStyle* oldStyle)
{
    RenderBlock::styleDidChange(diff, oldStyle);

    if (m_innerText) {
        RenderBlock* textBlockRenderer = toRenderBlock(m_innerText->renderer());
        RefPtr<RenderStyle> textBlockStyle = createInnerTextStyle(style());
        // We may have set the width and the height in the old style in layout().
        // Reset them now to avoid getting a spurious layout hint.
        textBlockRenderer->style()->setHeight(Length());
        textBlockRenderer->style()->setWidth(Length());
        setInnerTextStyle(textBlockStyle);
    }

    setReplaced(isInline());
}
FloatQuad RenderSVGInlineText::computeRepaintQuadForRange(RenderBoxModelObject* repaintContainer, int startPos, int endPos)
{
    RenderBlock* cb = containingBlock();
    if (!cb || !cb->container())
        return FloatQuad();

    RenderSVGRoot* root = findSVGRootObject(parent());
    if (!root)
        return FloatQuad();

    IntRect rect;
    for (InlineTextBox* box = firstTextBox(); box; box = box->nextTextBox())
        rect.unite(box->selectionRect(0, 0, startPos, endPos));

    return localToContainerQuad(FloatQuad(rect), repaintContainer);
}
Esempio n. 18
0
VisiblePosition RenderInline::positionForCoordinates(int x, int y)
{
    // Translate the coords from the pre-anonymous block to the post-anonymous block.
    RenderBlock* cb = containingBlock();
    int parentBlockX = cb->xPos() + x;
    int parentBlockY = cb->yPos() + y;
    for (RenderObject* c = continuation(); c; c = c->continuation()) {
        RenderObject* contBlock = c;
        if (c->isInline())
            contBlock = c->containingBlock();
        if (c->isInline() || c->firstChild())
            return c->positionForCoordinates(parentBlockX - contBlock->xPos(), parentBlockY - contBlock->yPos());
    }

    return RenderFlow::positionForCoordinates(x, y);
}
Esempio n. 19
0
void RenderRubyRun::addChild(RenderObject* child, RenderObject* beforeChild)
{
    ASSERT(child);

    if (child->isRubyText()) {
        if (!beforeChild) {
            // RenderRuby has already ascertained that we can add the child here.
            ASSERT(!hasRubyText());
            // prepend ruby texts as first child
            RenderBlockFlow::addChild(child, firstChild());
        }  else if (beforeChild->isRubyText()) {
            // New text is inserted just before another.
            // In this case the new text takes the place of the old one, and
            // the old text goes into a new run that is inserted as next sibling.
            ASSERT(beforeChild->parent() == this);
            RenderObject* ruby = parent();
            ASSERT(ruby->isRuby());
            RenderBlock* newRun = staticCreateRubyRun(ruby);
            ruby->addChild(newRun, nextSibling());
            // Add the new ruby text and move the old one to the new run
            // Note: Doing it in this order and not using RenderRubyRun's methods,
            // in order to avoid automatic removal of the ruby run in case there is no
            // other child besides the old ruby text.
            RenderBlockFlow::addChild(child, beforeChild);
            RenderBlockFlow::removeChild(beforeChild);
            newRun->addChild(beforeChild);
        } else if (hasRubyBase()) {
            // Insertion before a ruby base object.
            // In this case we need insert a new run before the current one and split the base.
            RenderObject* ruby = parent();
            RenderRubyRun* newRun = staticCreateRubyRun(ruby);
            ruby->addChild(newRun, this);
            newRun->addChild(child);
            rubyBaseSafe()->moveChildren(newRun->rubyBaseSafe(), beforeChild);
        }
    } else {
        // child is not a text -> insert it into the base
        // (append it instead if beforeChild is the ruby text)
        RenderRubyBase* base = rubyBaseSafe();
        if (beforeChild == base)
            beforeChild = base->firstChild();
        if (beforeChild && beforeChild->isRubyText())
            beforeChild = 0;
        ASSERT(!beforeChild || beforeChild->isDescendantOf(base));
        base->addChild(child, beforeChild);
    }
}
Esempio n. 20
0
bool RenderVTTCue::initializeLayoutParameters(InlineFlowBox*& firstLineBox, LayoutUnit& step, LayoutUnit& position)
{
    ASSERT(firstChild());

    RenderBlock* parentBlock = containingBlock();
    firstLineBox = toRenderInline(firstChild())->firstLineBox();
    if (!firstLineBox)
        firstLineBox = this->firstRootBox();

    // 1. Horizontal: Let step be the height of the first line box in boxes.
    //    Vertical: Let step be the width of the first line box in boxes.
    step = m_cue->getWritingDirection() == VTTCue::Horizontal ? firstLineBox->height() : firstLineBox->width();

    // 2. If step is zero, then jump to the step labeled done positioning below.
    if (!step)
        return false;

    // 3. Let line position be the text track cue computed line position.
    int linePosition = m_cue->calculateComputedLinePosition();

    // 4. Vertical Growing Left: Add one to line position then negate it.
    if (m_cue->getWritingDirection() == VTTCue::VerticalGrowingLeft)
        linePosition = -(linePosition + 1);

    // 5. Let position be the result of multiplying step and line position.
    position = step * linePosition;

    // 6. Vertical Growing Left: Decrease position by the width of the
    // bounding box of the boxes in boxes, then increase position by step.
    if (m_cue->getWritingDirection() == VTTCue::VerticalGrowingLeft) {
        position -= width();
        position += step;
    }

    // 7. If line position is less than zero...
    if (linePosition < 0) {
        // Horizontal / Vertical: ... then increase position by the
        // height / width of the video's rendering area ...
        position += m_cue->getWritingDirection() == VTTCue::Horizontal ? parentBlock->height() : parentBlock->width();

        // ... and negate step.
        step = -step;
    }

    return true;
}
Esempio n. 21
0
void RenderTextControl::styleDidChange(StyleDifference diff, const RenderStyle* oldStyle)
{
    RenderBlock::styleDidChange(diff, oldStyle);
    Element* innerText = innerTextElement();
    if (!innerText)
        return;
    RenderBlock* innerTextRenderer = toRenderBlock(innerText->renderer());
    if (innerTextRenderer) {
        // We may have set the width and the height in the old style in layout().
        // Reset them now to avoid getting a spurious layout hint.
        innerTextRenderer->style()->setHeight(Length());
        innerTextRenderer->style()->setWidth(Length());
        innerTextRenderer->setStyle(createInnerTextStyle(style()));
        innerText->setNeedsStyleRecalc();
    }
    textFormControlElement()->updatePlaceholderVisibility(false);
}
void FullscreenElementStack::setFullScreenRenderer(RenderFullScreen* renderer)
{
    if (renderer == m_fullScreenRenderer)
        return;

    if (renderer && m_savedPlaceholderRenderStyle) {
        renderer->createPlaceholder(m_savedPlaceholderRenderStyle.release(), m_savedPlaceholderFrameRect);
    } else if (renderer && m_fullScreenRenderer && m_fullScreenRenderer->placeholder()) {
        RenderBlock* placeholder = m_fullScreenRenderer->placeholder();
        renderer->createPlaceholder(RenderStyle::clone(placeholder->style()), placeholder->frameRect());
    }

    if (m_fullScreenRenderer)
        m_fullScreenRenderer->destroy();
    ASSERT(!m_fullScreenRenderer);

    m_fullScreenRenderer = renderer;
}
Esempio n. 23
0
void RenderMathMLRoot::addChild(RenderObject* child, RenderObject* )
{
    if (isEmpty()) {
        // Add a block for the index
        RenderBlock* indexWrapper = createAlmostAnonymousBlock(INLINE_BLOCK);
        RenderBlock::addChild(indexWrapper);
        
        // FIXME: the wrapping does not seem to be needed anymore.
        // this is the base, so wrap it so we can pad it
        RenderBlock* baseWrapper = createAlmostAnonymousBlock(INLINE_BLOCK);
        baseWrapper->style()->setPaddingLeft(Length(5 * gFrontWidthEms, Percent));
        RenderBlock::addChild(baseWrapper);
        baseWrapper->addChild(child);
    } else {
        // always add to the index
        firstChild()->addChild(child);
    }
}
Esempio n. 24
0
InlineBox* EllipsisBox::markupBox() const
{
    if (!m_shouldPaintMarkupBox || !m_renderer->isRenderBlock())
        return 0;

    RenderBlock* block = toRenderBlock(m_renderer);
    RootInlineBox* lastLine = block->lineAtIndex(block->lineCount() - 1);
    if (!lastLine)
        return 0;

    // If the last line-box on the last line of a block is a link, -webkit-line-clamp paints that box after the ellipsis.
    // It does not actually move the link.
    InlineBox* anchorBox = lastLine->lastChild();
    if (!anchorBox || !anchorBox->renderer()->style()->isLink())
        return 0;

    return anchorBox;
}
Esempio n. 25
0
void RenderBoxModelObject::setSelectionState(SelectionState state)
{
    if (state == SelectionInside && selectionState() != SelectionNone)
        return;

    if ((state == SelectionStart && selectionState() == SelectionEnd)
        || (state == SelectionEnd && selectionState() == SelectionStart))
        RenderObject::setSelectionState(SelectionBoth);
    else
        RenderObject::setSelectionState(state);

    // FIXME: We should consider whether it is OK propagating to ancestor RenderInlines.
    // This is a workaround for http://webkit.org/b/32123
    // The containing block can be null in case of an orphaned tree.
    RenderBlock* containingBlock = this->containingBlock();
    if (containingBlock && !containingBlock->isRenderView())
        containingBlock->setSelectionState(state);
}
Esempio n. 26
0
RenderObject* RenderRubyRun::removeChild(RenderObject& child)
{
    // If the child is a ruby text, then merge the ruby base with the base of
    // the right sibling run, if possible.
    if (!beingDestroyed() && !documentBeingDestroyed() && child.isRubyText()) {
        RenderRubyBase* base = rubyBase();
        RenderObject* rightNeighbour = nextSibling();
        if (base && rightNeighbour && rightNeighbour->isRubyRun()) {
            // Ruby run without a base can happen only at the first run.
            RenderRubyRun* rightRun = toRenderRubyRun(rightNeighbour);
            if (rightRun->hasRubyBase()) {
                RenderRubyBase* rightBase = rightRun->rubyBaseSafe();
                // Collect all children in a single base, then swap the bases.
                rightBase->mergeChildrenWithBase(base);
                moveChildTo(rightRun, base);
                rightRun->moveChildTo(this, rightBase);
                // The now empty ruby base will be removed below.
                ASSERT(!rubyBase()->firstChild());
            }
        }
    }

    RenderObject* next = RenderBlockFlow::removeChild(child);

    if (!beingDestroyed() && !documentBeingDestroyed()) {
        // Check if our base (if any) is now empty. If so, destroy it.
        RenderBlock* base = rubyBase();
        if (base && !base->firstChild()) {
            next = RenderBlockFlow::removeChild(*base);
            base->deleteLines();
            base->destroy();
        }

        // If any of the above leaves the run empty, destroy it as well.
        if (isEmpty()) {
            parent()->removeChild(*this);
            deleteLines();
            destroy();
            next = nullptr;
        }
    }
    
    return next;
}
LayoutUnit RenderFlowThread::offsetFromLogicalTopOfFirstRegion(const RenderBlock* currentBlock) const
{
    // First check if we cached the offset for the block if it's an ancestor containing block of the box
    // being currently laid out.
    LayoutUnit offset;
    if (cachedOffsetFromLogicalTopOfFirstRegion(currentBlock, offset))
        return offset;

    // If it's the current box being laid out, use the layout state.
    const RenderBox* currentBoxDescendant = currentStatePusherRenderBox();
    if (currentBlock == currentBoxDescendant) {
        LayoutState* layoutState = view()->layoutState();
        ASSERT(layoutState->renderer() == currentBlock);
        ASSERT(layoutState && layoutState->isPaginated());
        LayoutSize offsetDelta = layoutState->layoutOffset() - layoutState->pageOffset();
        return currentBoxDescendant->isHorizontalWritingMode() ? offsetDelta.height() : offsetDelta.width();
    }

    // As a last resort, take the slow path.
    LayoutRect blockRect(0, 0, currentBlock->width(), currentBlock->height());
    while (currentBlock && !currentBlock->isRenderFlowThread()) {
        RenderBlock* containerBlock = currentBlock->containingBlock();
        ASSERT(containerBlock);
        if (!containerBlock)
            return 0;
        LayoutPoint currentBlockLocation = currentBlock->location();

        if (containerBlock->style()->writingMode() != currentBlock->style()->writingMode()) {
            // We have to put the block rect in container coordinates
            // and we have to take into account both the container and current block flipping modes
            if (containerBlock->style()->isFlippedBlocksWritingMode()) {
                if (containerBlock->isHorizontalWritingMode())
                    blockRect.setY(currentBlock->height() - blockRect.maxY());
                else
                    blockRect.setX(currentBlock->width() - blockRect.maxX());
            }
            currentBlock->flipForWritingMode(blockRect);
        }
        blockRect.moveBy(currentBlockLocation);
        currentBlock = containerBlock;
    }

    return currentBlock->isHorizontalWritingMode() ? blockRect.y() : blockRect.x();
}
Esempio n. 28
0
void RenderListItem::insertOrMoveMarkerRendererIfNeeded()
{
    // Sanity check the location of our marker.
    if (!m_marker)
        return;

    // FIXME: Do not even try to reposition the marker when we are not in layout
    // until after we fixed webkit.org/b/163789.
    if (!view().frameView().isInRenderTreeLayout())
        return;

    RenderElement* currentParent = m_marker->parent();
    RenderBlock* newParent = getParentOfFirstLineBox(*this, *m_marker);
    if (!newParent) {
        // If the marker is currently contained inside an anonymous box,
        // then we are the only item in that anonymous box (since no line box
        // parent was found). It's ok to just leave the marker where it is
        // in this case.
        if (currentParent && currentParent->isAnonymousBlock())
            return;
        if (multiColumnFlowThread())
            newParent = multiColumnFlowThread();
        else
            newParent = this;
    }

    if (newParent != currentParent) {
        // Removing and adding the marker can trigger repainting in
        // containers other than ourselves, so we need to disable LayoutState.
        LayoutStateDisabler layoutStateDisabler(view());
        // Mark the parent dirty so that when the marker gets inserted into the tree
        // and dirties ancestors, it stops at the parent.
        newParent->setChildNeedsLayout(MarkOnlyThis);
        m_marker->setNeedsLayout(MarkOnlyThis);

        m_marker->removeFromParent();
        newParent->addChild(m_marker, firstNonMarkerChild(*newParent));
        m_marker->updateMarginsAndContent();
        // If current parent is an anonymous block that has lost all its children, destroy it.
        if (currentParent && currentParent->isAnonymousBlock() && !currentParent->firstChild() && !downcast<RenderBlock>(*currentParent).continuation())
            currentParent->destroy();
    }

}
String HTMLTextFormControlElement::valueWithHardLineBreaks() const
{
    // FIXME: It's not acceptable to ignore the HardWrap setting when there is no renderer.
    // While we have no evidence this has ever been a practical problem, it would be best to fix it some day.
    HTMLElement* innerText = innerTextElement();
    if (!innerText || !isTextFormControl())
        return value();

    RenderBlock* renderer = toRenderBlock(innerText->renderer());
    if (!renderer)
        return value();

    Node* breakNode;
    unsigned breakOffset;
    RootInlineBox* line = renderer->firstRootBox();
    if (!line)
        return value();

    getNextSoftBreak(line, breakNode, breakOffset);

    StringBuilder result;
    for (Node* node = innerText->firstChild(); node; node = NodeTraversal::next(node, innerText)) {
        if (node->hasTagName(brTag))
            result.append(newlineCharacter);
        else if (node->isTextNode()) {
            String data = toText(node)->data();
            unsigned length = data.length();
            unsigned position = 0;
            while (breakNode == node && breakOffset <= length) {
                if (breakOffset > position) {
                    result.append(data.characters() + position, breakOffset - position);
                    position = breakOffset;
                    result.append(newlineCharacter);
                }
                getNextSoftBreak(line, breakNode, breakOffset);
            }
            result.append(data.characters() + position, length - position);
        }
        while (breakNode == node)
            getNextSoftBreak(line, breakNode, breakOffset);
    }
    return finishText(result);
}
Esempio n. 30
0
void RenderMathMLFenced::addChild(RenderObject* child, RenderObject*)
{
    // make the fences if the render object is empty
    if (isEmpty())
        updateFromElement();
    
    if (m_separators.get()) {
        unsigned int count = 0;
        for (Node* position = child->node(); position; position = position->previousSibling()) {
            if (position->nodeType() == Node::ELEMENT_NODE)
                count++;
        }
                
        if (count > 1) {
            UChar separator;
            
            // Use the last separator if we've run out of specified separators.
            if ((count - 1) >= m_separators.get()->length())
                separator = (*m_separators.get())[m_separators.get()->length() - 1];
            else
                separator = (*m_separators.get())[count - 1];
                
            RenderObject* separatorObj = new (renderArena()) RenderMathMLOperator(node(), separator);
            separatorObj->setStyle(makeOperatorStyle().release());
            RenderBlock::addChild(separatorObj, lastChild());
        }
    }
    
    // If we have a block, we'll wrap it in an inline-block.
    if (child->isBlockFlow() && child->style()->display() != INLINE_BLOCK) {
        // Block objects wrapper.

        RenderBlock* block = new (renderArena()) RenderBlock(node());
        RefPtr<RenderStyle> newStyle = RenderStyle::create();
        newStyle->inheritFrom(style());
        newStyle->setDisplay(INLINE_BLOCK);
        block->setStyle(newStyle.release());
        
        RenderBlock::addChild(block, lastChild());
        block->addChild(child);    
    } else
        RenderBlock::addChild(child, lastChild());
}