?? render_block.h
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struct BlockSelectionInfo {
RenderBlock* m_block;
GapRects m_rects;
SelectionState m_state;
BlockSelectionInfo() { m_block = 0; m_state = SelectionNone; }
BlockSelectionInfo(RenderBlock* b) {
m_block = b;
m_state = m_block->selectionState();
m_rects = m_block->selectionGapRects();
}
GapRects rects() const { return m_rects; }
SelectionState state() const { return m_state; }
RenderBlock* block() const { return m_block; }
};
virtual QRect selectionRect() { return selectionGapRects(); }
GapRects selectionGapRects();
virtual bool shouldPaintSelectionGaps() const;
bool isSelectionRoot() const;
GapRects fillSelectionGaps(RenderBlock* rootBlock, int blockX, int blockY, int tx, int ty,
int& lastTop, int& lastLeft, int& lastRight, const PaintInfo* i = 0);
GapRects fillInlineSelectionGaps(RenderBlock* rootBlock, int blockX, int blockY, int tx, int ty,
int& lastTop, int& lastLeft, int& lastRight, const PaintInfo* i);
GapRects fillBlockSelectionGaps(RenderBlock* rootBlock, int blockX, int blockY, int tx, int ty,
int& lastTop, int& lastLeft, int& lastRight, const PaintInfo* i);
QRect fillVerticalSelectionGap(int lastTop, int lastLeft, int lastRight,
int bottomY, RenderBlock* rootBlock, int blockX, int blockY, const PaintInfo* i);
QRect fillLeftSelectionGap(RenderObject* selObj, int xPos, int yPos, int height, RenderBlock* rootBlock, int blockX, int blockY, int tx, int ty, const PaintInfo* i);
QRect fillRightSelectionGap(RenderObject* selObj, int xPos, int yPos, int height, RenderBlock* rootBlock, int blockX, int blockY, int tx, int ty, const PaintInfo* i);
QRect fillHorizontalSelectionGap(RenderObject* selObj, int xPos, int yPos, int width, int height, const PaintInfo* i);
void getHorizontalSelectionGapInfo(SelectionState state, bool& leftGap, bool& rightGap);
int leftSelectionOffset(RenderBlock* rootBlock, int y);
int rightSelectionOffset(RenderBlock* rootBlock, int y);
#ifndef NDEBUG
virtual void printTree(int indent=0) const;
virtual void dump(QTextStream *stream, QString ind = "") const;
#endif
// Helper methods for computing line counts and heights for line counts.
RootInlineBox* lineAtIndex(int i);
int lineCount();
int heightForLineCount(int l);
void clearTruncation();
protected:
void newLine();
private:
DOM::Position positionForBox(InlineBox *box, bool start=true) const;
DOM::Position positionForRenderer(RenderObject *renderer, bool start=true) const;
bool skipNonBreakingSpace(BidiIterator &it);
protected:
struct FloatingObject {
enum Type {
FloatLeft,
FloatRight
};
FloatingObject(Type _type) {
node = 0;
startY = 0;
endY = 0;
type = _type;
left = 0;
width = 0;
noPaint = false;
}
RenderObject* node;
int startY;
int endY;
int left;
int width;
Type type : 1; // left or right aligned
bool noPaint : 1;
};
// The following helper functions and structs are used by layoutBlockChildren.
class CompactInfo {
// A compact child that needs to be collapsed into the margin of the following block.
RenderObject* m_compact;
// The block with the open margin that the compact child is going to place itself within.
RenderObject* m_block;
public:
RenderObject* compact() const { return m_compact; }
RenderObject* block() const { return m_block; }
bool matches(RenderObject* child) const { return m_compact && m_block == child; }
void clear() { set(0, 0); }
void set(RenderObject* c, RenderObject* b) { m_compact = c; m_block = b; }
CompactInfo() { clear(); }
};
class MarginInfo {
// Collapsing flags for whether we can collapse our margins with our children's margins.
bool m_canCollapseWithChildren : 1;
bool m_canCollapseTopWithChildren : 1;
bool m_canCollapseBottomWithChildren : 1;
// Whether or not we are a quirky container, i.e., do we collapse away top and bottom
// margins in our container. Table cells and the body are the common examples. We
// also have a custom style property for Safari RSS to deal with TypePad blog articles.
bool m_quirkContainer : 1;
// This flag tracks whether we are still looking at child margins that can all collapse together at the beginning of a block.
// They may or may not collapse with the top margin of the block (|m_canCollapseTopWithChildren| tells us that), but they will
// always be collapsing with one another. This variable can remain set to true through multiple iterations
// as long as we keep encountering self-collapsing blocks.
bool m_atTopOfBlock : 1;
// This flag is set when we know we're examining bottom margins and we know we're at the bottom of the block.
bool m_atBottomOfBlock : 1;
// If our last normal flow child was a self-collapsing block that cleared a float,
// we track it in this variable.
bool m_selfCollapsingBlockClearedFloat : 1;
// These variables are used to detect quirky margins that we need to collapse away (in table cells
// and in the body element).
bool m_topQuirk : 1;
bool m_bottomQuirk : 1;
bool m_determinedTopQuirk : 1;
// These flags track the previous maximal positive and negative margins.
int m_posMargin;
int m_negMargin;
public:
MarginInfo(RenderBlock* b, int top, int bottom);
void setAtTopOfBlock(bool b) { m_atTopOfBlock = b; }
void setAtBottomOfBlock(bool b) { m_atBottomOfBlock = b; }
void clearMargin() { m_posMargin = m_negMargin = 0; }
void setSelfCollapsingBlockClearedFloat(bool b) { m_selfCollapsingBlockClearedFloat = b; }
void setTopQuirk(bool b) { m_topQuirk = b; }
void setBottomQuirk(bool b) { m_bottomQuirk = b; }
void setDeterminedTopQuirk(bool b) { m_determinedTopQuirk = b; }
void setPosMargin(int p) { m_posMargin = p; }
void setNegMargin(int n) { m_negMargin = n; }
void setPosMarginIfLarger(int p) { if (p > m_posMargin) m_posMargin = p; }
void setNegMarginIfLarger(int n) { if (n > m_negMargin) m_negMargin = n; }
void setMargin(int p, int n) { m_posMargin = p; m_negMargin = n; }
bool atTopOfBlock() const { return m_atTopOfBlock; }
bool canCollapseWithTop() const { return m_atTopOfBlock && m_canCollapseTopWithChildren; }
bool canCollapseWithBottom() const { return m_atBottomOfBlock && m_canCollapseBottomWithChildren; }
bool canCollapseTopWithChildren() const { return m_canCollapseTopWithChildren; }
bool canCollapseBottomWithChildren() const { return m_canCollapseBottomWithChildren; }
bool selfCollapsingBlockClearedFloat() const { return m_selfCollapsingBlockClearedFloat; }
bool quirkContainer() const { return m_quirkContainer; }
bool determinedTopQuirk() const { return m_determinedTopQuirk; }
bool topQuirk() const { return m_topQuirk; }
bool bottomQuirk() const { return m_bottomQuirk; }
int posMargin() const { return m_posMargin; }
int negMargin() const { return m_negMargin; }
int margin() const { return m_posMargin - m_negMargin; }
};
void adjustPositionedBlock(RenderObject* child, const MarginInfo& marginInfo);
void adjustFloatingBlock(const MarginInfo& marginInfo);
RenderObject* handleSpecialChild(RenderObject* child, const MarginInfo& marginInfo, CompactInfo& compactInfo, bool& handled);
RenderObject* handleFloatingChild(RenderObject* child, const MarginInfo& marginInfo, bool& handled);
RenderObject* handlePositionedChild(RenderObject* child, const MarginInfo& marginInfo, bool& handled);
RenderObject* handleCompactChild(RenderObject* child, CompactInfo& compactInfo, bool& handled);
RenderObject* handleRunInChild(RenderObject* child, bool& handled);
void collapseMargins(RenderObject* child, MarginInfo& marginInfo, int yPosEstimate);
void clearFloatsIfNeeded(RenderObject* child, MarginInfo& marginInfo, int oldTopPosMargin, int oldTopNegMargin);
void insertCompactIfNeeded(RenderObject* child, CompactInfo& compactInfo);
int estimateVerticalPosition(RenderObject* child, const MarginInfo& info);
void determineHorizontalPosition(RenderObject* child);
void handleBottomOfBlock(int top, int bottom, MarginInfo& marginInfo);
void setCollapsedBottomMargin(const MarginInfo& marginInfo);
// End helper functions and structs used by layoutBlockChildren.
protected:
QPtrList<FloatingObject>* m_floatingObjects;
QPtrList<RenderObject>* m_positionedObjects;
bool m_childrenInline : 1;
bool m_pre : 1;
bool m_firstLine : 1;
EClear m_clearStatus : 2;
bool m_topMarginQuirk : 1;
bool m_bottomMarginQuirk : 1;
bool m_hasMarkupTruncation : 1;
SelectionState m_selectionState : 3;
int m_maxTopPosMargin;
int m_maxTopNegMargin;
int m_maxBottomPosMargin;
int m_maxBottomNegMargin;
// How much content overflows out of our block vertically or horizontally (all we support
// for now is spillage out of the bottom and the right, which are the common cases).
// XXX Generalize to work with top and left as well.
int m_overflowHeight;
int m_overflowWidth;
// Left and top overflow. Does not affect scrolling dimensions, but we do at least use it
// when dirty rect checking and hit testing.
int m_overflowLeft;
int m_overflowTop;
};
}; // namespace
#ifdef __WINSCW__
#pragma enumsalwaysint reset
#endif
#endif // RENDER_BLOCK_H
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