InlineTextBox * RenderText::findInlineTextBox( int offset, int &pos, bool checkFirstLetter ) { // The text boxes point to parts of the rendertext's str string // (they don't include '\n') // Find the text box that includes the character at @p offset // and return pos, which is the position of the char in the run. // FIXME: make this use binary search? Dirk says it won't work :-( (LS) (void)checkFirstLetter; #if 0 if (checkFirstLetter && forcedMinOffset()) { // kdDebug(6040) << "checkFirstLetter: forcedMinOffset: " << forcedMinOffset() << endl; RenderFlow *firstLetter = static_cast<RenderFlow *>(previousSibling()); if (firstLetter && firstLetter->isFlow() && firstLetter->isFirstLetter()) { RenderText *letterText = static_cast<RenderText *>(firstLetter->firstChild()); //kdDebug(6040) << "lettertext: " << letterText << " minOfs: " << letterText->minOffset() << " maxOfs: " << letterText->maxOffset() << endl; if (offset >= letterText->minOffset() && offset <= letterText->maxOffset()) { InlineTextBox *result = letterText->findInlineTextBox(offset, pos, false); //kdDebug(6040) << "result: " << result << endl; if (result) return result; } } } #endif if ( m_lines.isEmpty() ) return 0L; // The text boxes don't resemble a contiguous coverage of the text, there // may be holes. Therefore, we snap to the nearest previous text box if // the given offset happens to point to such a hole. InlineTextBox* s = m_lines[0]; uint count = m_lines.count(); uint si = 0; uint nearest_idx = 0; // index of nearest text box int nearest = INT_MAX; // nearest distance //kdDebug(6040) << "s[" << si << "] m_start " << s->m_start << " m_end " << (s->m_start + s->m_len) << endl; while(!(offset >= s->m_start && offset <= s->m_start + s->m_len) && ++si < count) { int dist = offset - (s->m_start + s->m_len); //kdDebug(6040) << "dist " << dist << " nearest " << nearest << endl; if (dist >= 0 && dist <= nearest) { nearest = dist; nearest_idx = si - 1; }/*end if*/ s = m_lines[si]; //kdDebug(6040) << "s[" << si << "] m_start " << s->m_start << " m_end " << (s->m_start + s->m_len) << endl; } //kdDebug(6040) << "nearest_idx " << nearest_idx << " count " << count << endl; if (si >= count) s = m_lines[nearest_idx]; // we are now in the correct text box pos = kMin(offset - s->m_start, int( s->m_len )); //kdDebug(6040) << "offset=" << offset << " s->m_start=" << s->m_start << endl; return s; }
void InlineFlowBox::determineSpacingForFlowBoxes(bool lastLine, RenderObject* endObject) { // All boxes start off open. They will not apply any margins/border/padding on // any side. bool includeLeftEdge = false; bool includeRightEdge = false; RenderFlow* flow = static_cast<RenderFlow*>(object()); if (!flow->firstChild()) includeLeftEdge = includeRightEdge = true; // Empty inlines never split across lines. else if (parent()) { // The root inline box never has borders/margins/padding. bool ltr = flow->style()->direction() == LTR; // Check to see if all initial lines are unconstructed. If so, then // we know the inline began on this line. if (!flow->firstLineBox()->isConstructed()) { if (ltr && flow->firstLineBox() == this) includeLeftEdge = true; else if (!ltr && flow->lastLineBox() == this) includeRightEdge = true; } // In order to determine if the inline ends on this line, we check three things: // (1) If we are the last line and we don't have a continuation(), then we can // close up. // (2) If the last line box for the flow has an object following it on the line (ltr, // reverse for rtl), then the inline has closed. // (3) The line may end on the inline. If we are the last child (climbing up // the end object's chain), then we just closed as well. if (!flow->lastLineBox()->isConstructed()) { if (ltr) { if (!nextLineBox() && ((lastLine && !object()->continuation()) || nextOnLineExists() || onEndChain(endObject))) includeRightEdge = true; } else { if ((!prevLineBox() || !prevLineBox()->isConstructed()) && ((lastLine && !object()->continuation()) || prevOnLineExists() || onEndChain(endObject))) includeLeftEdge = true; } } } setEdges(includeLeftEdge, includeRightEdge); // Recur into our children. for (InlineBox* currChild = firstChild(); currChild; currChild = currChild->nextOnLine()) { if (currChild->isInlineFlowBox()) { InlineFlowBox* currFlow = static_cast<InlineFlowBox*>(currChild); currFlow->determineSpacingForFlowBoxes(lastLine, endObject); } } }
RenderFlow* RenderFlow::continuationBefore(RenderObject* beforeChild) { if (beforeChild && beforeChild->parent() == this) return this; RenderFlow* curr = continuation(); RenderFlow* nextToLast = this; RenderFlow* last = this; while (curr) { if (beforeChild && beforeChild->parent() == curr) { if (curr->firstChild() == beforeChild) return last; return curr; } nextToLast = last; last = curr; curr = curr->continuation(); } if (!beforeChild && !last->firstChild()) return nextToLast; return last; }
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->x() + x; int parentBlockY = cb->y() + y; for (RenderFlow* c = continuation(); c; c = c->continuation()) { RenderFlow* contBlock = c; if (c->isInline()) contBlock = c->containingBlock(); if (c->isInline() || c->firstChild()) return c->positionForCoordinates(parentBlockX - contBlock->x(), parentBlockY - contBlock->y()); } return RenderFlow::positionForCoordinates(x, y); }
long CharacterDataImpl::minOffset() const { RenderText *r = static_cast<RenderText *>(renderer()); if (!r || !r->isText()) return 0; // take :first-letter into consideration #ifdef __GNUC__ #warning FIXME #endif #if 0 if (r->forcedMinOffset()) { RenderFlow *firstLetter = static_cast<RenderFlow *>(r->previousSibling()); if (firstLetter && firstLetter->isFlow() && firstLetter->isFirstLetter()) { RenderText *letterText = static_cast<RenderText *>(firstLetter->firstChild()); return letterText->minOffset(); } } #endif return r->minOffset(); }