/* * Copyright (C) 1999 Lars Knoll (knoll@kde.org) * (C) 1999 Antti Koivisto (koivisto@kde.org) * (C) 2001 Dirk Mueller (mueller@kde.org) * Copyright (C) 2004, 2005, 2006, 2007, 2008, 2009, 2010, 2011 Apple Inc. All rights reserved. * Copyright (C) 2008, 2009 Torch Mobile Inc. All rights reserved. (http://www.torchmobile.com/) * Copyright (C) 2011 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. * */ #include "config.h" #include "NodeRenderingContext.h" #include "ComposedShadowTreeWalker.h" #include "ContainerNode.h" #include "ContentDistributor.h" #include "ElementShadow.h" #include "FlowThreadController.h" #include "HTMLContentElement.h" #include "HTMLNames.h" #include "HTMLShadowElement.h" #include "Node.h" #include "RenderFullScreen.h" #include "RenderNamedFlowThread.h" #include "RenderObject.h" #include "RenderText.h" #include "RenderView.h" #include "ShadowRoot.h" #include "StyleInheritedData.h" #include "Text.h" #if ENABLE(SVG) #include "SVGNames.h" #endif namespace WebCore { using namespace HTMLNames; NodeRenderingContext::NodeRenderingContext(Node* node) : m_node(node) , m_parentFlowRenderer(0) { ComposedShadowTreeWalker::findParent(m_node, &m_parentDetails); } NodeRenderingContext::NodeRenderingContext(Node* node, RenderStyle* style) : m_node(node) , m_style(style) , m_parentFlowRenderer(0) { } NodeRenderingContext::~NodeRenderingContext() { } RenderObject* NodeRenderingContext::nextRenderer() const { if (RenderObject* renderer = m_node->renderer()) return renderer->nextSibling(); if (m_parentFlowRenderer) return m_parentFlowRenderer->nextRendererForNode(m_node); // Avoid an O(N^2) problem with this function by not checking for // nextRenderer() when the parent element hasn't attached yet. if (m_parentDetails.node() && !m_parentDetails.node()->attached()) return 0; ComposedShadowTreeWalker walker(m_node); for (walker.nextSibling(); walker.get(); walker.nextSibling()) { if (RenderObject* renderer = walker.get()->renderer()) { // Renderers for elements attached to a flow thread should be skipped because they are parented differently. if (renderer->node()->isElementNode() && renderer->style() && !renderer->style()->flowThread().isEmpty()) continue; return renderer; } } return 0; } RenderObject* NodeRenderingContext::previousRenderer() const { if (RenderObject* renderer = m_node->renderer()) return renderer->previousSibling(); if (m_parentFlowRenderer) return m_parentFlowRenderer->previousRendererForNode(m_node); // FIXME: We should have the same O(N^2) avoidance as nextRenderer does // however, when I tried adding it, several tests failed. ComposedShadowTreeWalker walker(m_node); for (walker.previousSibling(); walker.get(); walker.previousSibling()) { if (RenderObject* renderer = walker.get()->renderer()) { // Renderers for elements attached to a flow thread should be skipped because they are parented differently. if (renderer->node()->isElementNode() && renderer->style() && !renderer->style()->flowThread().isEmpty()) continue; return renderer; } } return 0; } RenderObject* NodeRenderingContext::parentRenderer() const { if (RenderObject* renderer = m_node->renderer()) return renderer->parent(); if (m_parentFlowRenderer) return m_parentFlowRenderer; return m_parentDetails.node() ? m_parentDetails.node()->renderer() : 0; } bool NodeRenderingContext::shouldCreateRenderer() const { if (!m_node->document()->shouldCreateRenderers()) return false; if (!m_parentDetails.node()) return false; RenderObject* parentRenderer = this->parentRenderer(); if (!parentRenderer) return false; if (!parentRenderer->canHaveChildren()) return false; if (!m_parentDetails.node()->childShouldCreateRenderer(*this)) return false; return true; } void NodeRenderingContext::moveToFlowThreadIfNeeded() { ASSERT(m_node->isElementNode()); ASSERT(m_style); if (!m_node->document()->cssRegionsEnabled()) return; if (m_style->flowThread().isEmpty()) return; // FIXME: Do not collect elements if they are in shadow tree. if (m_node->isInShadowTree()) return; #if ENABLE(SVG) // Allow only svg root elements to be directly collected by a render flow thread. if (m_node->isSVGElement() && (!(m_node->hasTagName(SVGNames::svgTag) && m_node->parentNode() && !m_node->parentNode()->isSVGElement()))) return; #endif m_flowThread = m_style->flowThread(); ASSERT(m_node->document()->renderView()); FlowThreadController* flowThreadController = m_node->document()->renderView()->flowThreadController(); m_parentFlowRenderer = flowThreadController->ensureRenderFlowThreadWithName(m_flowThread); flowThreadController->registerNamedFlowContentNode(m_node, m_parentFlowRenderer); } bool NodeRenderingContext::isOnEncapsulationBoundary() const { return isOnUpperEncapsulationBoundary() || isLowerEncapsulationBoundary(m_parentDetails.insertionPoint()) || isLowerEncapsulationBoundary(m_node->parentNode()); } bool NodeRenderingContext::isOnUpperEncapsulationBoundary() const { return m_node->parentNode() && m_node->parentNode()->isShadowRoot(); } #if ENABLE(DIALOG_ELEMENT) static void adjustInsertionPointForTopLayerElement(Element* element, RenderObject*& parentRenderer, RenderObject*& nextRenderer) { parentRenderer = parentRenderer->view(); nextRenderer = 0; const Vector >& topLayerElements = element->document()->topLayerElements(); size_t topLayerPosition = topLayerElements.find(element); ASSERT(topLayerPosition != notFound); // Find the next top layer renderer that's stacked above this element. Note that the immediate next element in the top layer // stack might not have a renderer (due to display: none, or possibly it is not attached yet). for (size_t i = topLayerPosition + 1; i < topLayerElements.size(); ++i) { nextRenderer = topLayerElements[i]->renderer(); if (nextRenderer) { ASSERT(nextRenderer->parent() == parentRenderer); break; } } } #endif void NodeRenderingContext::createRendererForElementIfNeeded() { ASSERT(!m_node->renderer()); Element* element = toElement(m_node); if (!shouldCreateRenderer()) return; m_style = element->styleForRenderer(); ASSERT(m_style); moveToFlowThreadIfNeeded(); if (!element->rendererIsNeeded(*this)) return; RenderObject* parentRenderer = this->parentRenderer(); RenderObject* nextRenderer = this->nextRenderer(); #if ENABLE(DIALOG_ELEMENT) if (element->isInTopLayer()) adjustInsertionPointForTopLayerElement(element, parentRenderer, nextRenderer); #endif Document* document = element->document(); RenderObject* newRenderer = element->createRenderer(document->renderArena(), m_style.get()); if (!newRenderer) return; if (!parentRenderer->isChildAllowed(newRenderer, m_style.get())) { newRenderer->destroy(); return; } // Make sure the RenderObject already knows it is going to be added to a RenderFlowThread before we set the style // for the first time. Otherwise code using inRenderFlowThread() in the styleWillChange and styleDidChange will fail. newRenderer->setInRenderFlowThread(parentRenderer->inRenderFlowThread()); element->setRenderer(newRenderer); newRenderer->setAnimatableStyle(m_style.release()); // setAnimatableStyle() can depend on renderer() already being set. #if ENABLE(FULLSCREEN_API) if (document->webkitIsFullScreen() && document->webkitCurrentFullScreenElement() == element) { newRenderer = RenderFullScreen::wrapRenderer(newRenderer, parentRenderer, document); if (!newRenderer) return; } #endif // Note: Adding newRenderer instead of renderer(). renderer() may be a child of newRenderer. parentRenderer->addChild(newRenderer, nextRenderer); } void NodeRenderingContext::createRendererForTextIfNeeded() { ASSERT(!m_node->renderer()); Text* textNode = toText(m_node); if (!shouldCreateRenderer()) return; RenderObject* parentRenderer = this->parentRenderer(); ASSERT(parentRenderer); m_style = parentRenderer->style(); if (!textNode->textRendererIsNeeded(*this)) return; Document* document = textNode->document(); RenderText* newRenderer = textNode->createTextRenderer(document->renderArena(), m_style.get()); if (!newRenderer) return; if (!parentRenderer->isChildAllowed(newRenderer, m_style.get())) { newRenderer->destroy(); return; } // Make sure the RenderObject already knows it is going to be added to a RenderFlowThread before we set the style // for the first time. Otherwise code using inRenderFlowThread() in the styleWillChange and styleDidChange will fail. newRenderer->setInRenderFlowThread(parentRenderer->inRenderFlowThread()); RenderObject* nextRenderer = this->nextRenderer(); textNode->setRenderer(newRenderer); // Parent takes care of the animations, no need to call setAnimatableStyle. newRenderer->setStyle(m_style.release()); parentRenderer->addChild(newRenderer, nextRenderer); } }