Exemplo n.º 1
0
static bool findPlaceForCounter(RenderObject* object, const AtomicString& counterName,
    bool isReset, CounterNode*& parent, CounterNode*& previousSibling)
{
    // Find the appropriate previous sibling for insertion into the parent node
    // by searching in render tree order for a child of the counter.
    parent = 0;
    previousSibling = 0;
    RenderObject* resetCandidate = isReset ? object->parent() : previousSiblingOrParent(object);
    RenderObject* prevCounterCandidate = object;
    CounterNode* candidateCounter = 0;
    // When a reset counter is chosen as candidateCounter, we'll
    // decide the new node should be a child of the reset node or a
    // sibling or the reset node. This flag controls it.
    bool createChildForReset = true;
    while ((prevCounterCandidate = prevCounterCandidate->previousInPreOrder())) {
        CounterNode* c = counter(prevCounterCandidate, counterName, false);
        if (prevCounterCandidate == resetCandidate) {
            if (!candidateCounter) {
                candidateCounter = c;
                createChildForReset = true;
            }
            if (candidateCounter) {
                if (createChildForReset && candidateCounter->isReset()) {
                    parent = candidateCounter;
                    previousSibling = 0;
                } else {
                    parent = candidateCounter->parent();
                    previousSibling = candidateCounter;
                }
                return true;
            }
            resetCandidate = previousSiblingOrParent(resetCandidate);
        } else if (c) {
            if (c->isReset()) {
                if (c->parent()) {
                    // The new node may be the next sibling of this reset node.
                    createChildForReset = false;
                    candidateCounter = c;
                } else {
                    createChildForReset = true;
                    candidateCounter = 0;
                }
            } else if (!candidateCounter) {
                createChildForReset = true;
                candidateCounter = c;
            }
        }
    }

    return false;
}
Exemplo n.º 2
0
static bool findPlaceForCounter(RenderObject* counterOwner, const AtomicString& identifier, bool isReset, RefPtr<CounterNode>& parent, RefPtr<CounterNode>& previousSibling)
{
    // We cannot stop searching for counters with the same identifier before we also
    // check this renderer, because it may affect the positioning in the tree of our counter.
    RenderObject* searchEndRenderer = previousSiblingOrParent(counterOwner);
    // We check renderers in preOrder from the renderer that our counter is attached to
    // towards the begining of the document for counters with the same identifier as the one
    // we are trying to find a place for. This is the next renderer to be checked.
    RenderObject* currentRenderer = previousInPreOrder(counterOwner);
    previousSibling = 0;
    RefPtr<CounterNode> previousSiblingProtector = 0;

    while (currentRenderer) {
        CounterNode* currentCounter = makeCounterNode(currentRenderer, identifier, false);
        if (searchEndRenderer == currentRenderer) {
            // We may be at the end of our search.
            if (currentCounter) {
                // We have a suitable counter on the EndSearchRenderer.
                if (previousSiblingProtector) { // But we already found another counter that we come after.
                    if (currentCounter->actsAsReset()) {
                        // We found a reset counter that is on a renderer that is a sibling of ours or a parent.
                        if (isReset && areRenderersElementsSiblings(currentRenderer, counterOwner)) {
                            // We are also a reset counter and the previous reset was on a sibling renderer
                            // hence we are the next sibling of that counter if that reset is not a root or
                            // we are a root node if that reset is a root.
                            parent = currentCounter->parent();
                            previousSibling = parent ? currentCounter : 0;
                            return parent;
                        }
                        // We are not a reset node or the previous reset must be on an ancestor of our owner renderer
                        // hence we must be a child of that reset counter.
                        parent = currentCounter;
                        // In some cases renders can be reparented (ex. nodes inside a table but not in a column or row).
                        // In these cases the identified previousSibling will be invalid as its parent is different from
                        // our identified parent.
                        if (previousSiblingProtector->parent() != currentCounter)
                            previousSiblingProtector = 0;

                        previousSibling = previousSiblingProtector.get();
                        return true;
                    }
                    // CurrentCounter, the counter at the EndSearchRenderer, is not reset.
                    if (!isReset || !areRenderersElementsSiblings(currentRenderer, counterOwner)) {
                        // If the node we are placing is not reset or we have found a counter that is attached
                        // to an ancestor of the placed counter's owner renderer we know we are a sibling of that node.
                        if (currentCounter->parent() != previousSiblingProtector->parent())
                            return false;

                        parent = currentCounter->parent();
                        previousSibling = previousSiblingProtector.get();
                        return true;
                    }
                } else { 
                    // We are at the potential end of the search, but we had no previous sibling candidate
                    // In this case we follow pretty much the same logic as above but no ASSERTs about 
                    // previousSibling, and when we are a sibling of the end counter we must set previousSibling
                    // to currentCounter.
                    if (currentCounter->actsAsReset()) {
                        if (isReset && areRenderersElementsSiblings(currentRenderer, counterOwner)) {
                            parent = currentCounter->parent();
                            previousSibling = currentCounter;
                            return parent;
                        }
                        parent = currentCounter;
                        previousSibling = previousSiblingProtector.get();
                        return true;
                    }
                    if (!isReset || !areRenderersElementsSiblings(currentRenderer, counterOwner)) {
                        parent = currentCounter->parent();
                        previousSibling = currentCounter;
                        return true;
                    }
                    previousSiblingProtector = currentCounter;
                }
            }
            // We come here if the previous sibling or parent of our owner renderer had no
            // good counter, or we are a reset node and the counter on the previous sibling
            // of our owner renderer was not a reset counter.
            // Set a new goal for the end of the search.
            searchEndRenderer = previousSiblingOrParent(currentRenderer);
        } else {
            // We are searching descendants of a previous sibling of the renderer that the
            // counter being placed is attached to.
            if (currentCounter) {
                // We found a suitable counter.
                if (previousSiblingProtector) {
                    // Since we had a suitable previous counter before, we should only consider this one as our 
                    // previousSibling if it is a reset counter and hence the current previousSibling is its child.
                    if (currentCounter->actsAsReset()) {
                        previousSiblingProtector = currentCounter;
                        // We are no longer interested in previous siblings of the currentRenderer or their children
                        // as counters they may have attached cannot be the previous sibling of the counter we are placing.
                        currentRenderer = parentElement(currentRenderer)->renderer();
                        continue;
                    }
                } else
                    previousSiblingProtector = currentCounter;
                currentRenderer = previousSiblingOrParent(currentRenderer);
                continue;
            }
        }
        // This function is designed so that the same test is not done twice in an iteration, except for this one
        // which may be done twice in some cases. Rearranging the decision points though, to accommodate this 
        // performance improvement would create more code duplication than is worthwhile in my oppinion and may further
        // impede the readability of this already complex algorithm.
        if (previousSiblingProtector)
            currentRenderer = previousSiblingOrParent(currentRenderer);
        else
            currentRenderer = previousInPreOrder(currentRenderer);
    }
    return false;
}