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tdelibs/tdehtml/rendering/render_flow.h

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/*
* This file is part of the DOM implementation for KDE.
*
* Copyright (C) 1999-2003 Lars Knoll (knoll@kde.org)
* (C) 1999-2003 Antti Koivisto (koivisto@kde.org)
* (C) 2002-2003 Dirk Mueller (mueller@kde.org)
* (C) 2003 Apple Computer, Inc.
*
* 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.
*
*/
#ifndef RENDER_FLOW_H
#define RENDER_FLOW_H
#include "render_box.h"
#include "bidi.h"
#include "render_line.h"
namespace tdehtml {
/**
* all geometry managing stuff is only in the block elements.
*
* Inline elements don't layout themselves, but the whole paragraph
* gets flowed by the surrounding block element. This is, because
* one needs to know the whole paragraph to calculate bidirectional
* behaviour of text, so putting the layouting routines in the inline
* elements is impossible.
*/
class RenderFlow : public RenderBox
{
public:
RenderFlow(DOM::NodeImpl* node)
: RenderBox(node)
{ m_continuation = 0; m_firstLineBox = 0; m_lastLineBox = 0; }
virtual RenderFlow* continuation() const { return m_continuation; }
void setContinuation(RenderFlow* c) { m_continuation = c; }
RenderFlow* continuationBefore(RenderObject* beforeChild);
void addChildWithContinuation(RenderObject* newChild, RenderObject* beforeChild);
virtual void addChildToFlow(RenderObject* newChild, RenderObject* beforeChild) = 0;
virtual void addChild(RenderObject *newChild, RenderObject *beforeChild = 0);
static RenderFlow* createFlow(DOM::NodeImpl* node, RenderStyle* style, RenderArena* arena);
virtual void deleteLastLineBox(RenderArena* arena=0);
virtual void deleteInlineBoxes(RenderArena* arena=0);
InlineFlowBox* firstLineBox() const { return m_firstLineBox; }
InlineFlowBox* lastLineBox() const { return m_lastLineBox; }
virtual InlineBox* createInlineBox(bool makePlaceHolderBox, bool isRootLineBox);
void paintLines(PaintInfo& i, int _tx, int _ty);
bool hitTestLines(NodeInfo& i, int x, int y, int tx, int ty, HitTestAction hitTestAction);
virtual void repaint(Priority p=NormalPriority);
virtual int highestPosition(bool includeOverflowInterior=true, bool includeSelf=true) const;
virtual int lowestPosition(bool includeOverflowInterior=true, bool includeSelf=true) const;
virtual int rightmostPosition(bool includeOverflowInterior=true, bool includeSelf=true) const;
virtual int leftmostPosition(bool includeOverflowInterior=true, bool includeSelf=true) const;
protected:
// An inline can be split with blocks occurring in between the inline content.
// When this occurs we need a pointer to our next object. We can basically be
// split into a sequence of inlines and blocks. The continuation will either be
// an anonymous block (that houses other blocks) or it will be an inline flow.
RenderFlow* m_continuation;
// For block flows, each box represents the root inline box for a line in the
// paragraph.
// For inline flows, each box represents a portion of that inline.
InlineFlowBox* m_firstLineBox;
InlineFlowBox* m_lastLineBox;
};
} //namespace
#endif