blob: 3a4da9a3fbf333da3494a9ac3cd4b6c1b90f08bc [file] [log] [blame]
* Copyright (C) 2000 Lars Knoll (
* (C) 2000 Antti Koivisto (
* (C) 2000 Dirk Mueller (
* (C) 2004 Allan Sandfeld Jensen (
* Copyright (C) 2003, 2004, 2005, 2006, 2007, 2008, 2009, 2012 Apple Inc. All rights reserved.
* Copyright (C) 2009 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
* 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 RenderObject_h
#define RenderObject_h
#include "core/dom/Element.h"
#include "core/dom/Position.h"
#include "core/dom/StyleEngine.h"
#include "core/fetch/ImageResourceClient.h"
#include "core/rendering/CompositingState.h"
#include "core/rendering/LayoutIndicator.h"
#include "core/rendering/PaintPhase.h"
#include "core/rendering/RenderObjectChildList.h"
#include "core/rendering/ScrollBehavior.h"
#include "core/rendering/SubtreeLayoutScope.h"
#include "core/rendering/style/RenderStyle.h"
#include "core/rendering/style/StyleInheritedData.h"
#include "platform/geometry/FloatQuad.h"
#include "platform/geometry/LayoutRect.h"
#include "platform/transforms/TransformationMatrix.h"
#include "wtf/HashSet.h"
namespace WebCore {
class AffineTransform;
class AnimationController;
class Cursor;
class Document;
class HitTestLocation;
class HitTestResult;
class InlineBox;
class InlineFlowBox;
class Path;
class Position;
class PseudoStyleRequest;
class RenderBoxModelObject;
class RenderInline;
class RenderBlock;
class RenderFlowThread;
class RenderGeometryMap;
class RenderLayer;
class RenderLayerModelObject;
class RenderNamedFlowThread;
class RenderSVGResourceContainer;
class RenderTable;
class RenderTheme;
class RenderView;
class TransformState;
struct PaintInfo;
enum CursorDirective {
enum HitTestFilter {
enum HitTestAction {
// Sides used when drawing borders and outlines. The values should run clockwise from top.
enum BoxSide {
enum MarkingBehavior {
enum MapCoordinatesMode {
IsFixed = 1 << 0,
UseTransforms = 1 << 1,
ApplyContainerFlip = 1 << 2,
TraverseDocumentBoundaries = 1 << 3,
typedef unsigned MapCoordinatesFlags;
const int caretWidth = 1;
struct AnnotatedRegionValue {
bool operator==(const AnnotatedRegionValue& o) const
return draggable == o.draggable && bounds == o.bounds;
bool operator!=(const AnnotatedRegionValue& o) const
return !(*this == o);
LayoutRect bounds;
bool draggable;
typedef WTF::HashSet<const RenderObject*> RenderObjectAncestorLineboxDirtySet;
typedef WTF::HashMap<const RenderLayer*, Vector<LayoutRect> > LayerHitTestRects;
#ifndef NDEBUG
const int showTreeCharacterOffset = 39;
// Base class for all rendering tree objects.
class RenderObject : public ImageResourceClient {
friend class RenderBlock;
friend class RenderLayer; // For setParent.
friend class RenderLayerReflectionInfo; // For setParent
friend class RenderLayerScrollableArea; // For setParent.
friend class RenderObjectChildList;
// Anonymous objects should pass the document as their node, and they will then automatically be
// marked as anonymous in the constructor.
explicit RenderObject(Node*);
virtual ~RenderObject();
virtual const char* renderName() const = 0;
String debugName() const;
RenderObject* parent() const { return m_parent; }
bool isDescendantOf(const RenderObject*) const;
RenderObject* previousSibling() const { return m_previous; }
RenderObject* nextSibling() const { return m_next; }
// FIXME: These should be renamed slowFirstChild, slowLastChild, etc.
// to discourage their use. The virtualChildren() call inside these
// can be slow for hot code paths.
// Currently, some subclasses like RenderBlock, override these NON-virtual
// functions to make these fast when we already have a more specific pointer type.
RenderObject* firstChild() const
if (const RenderObjectChildList* children = virtualChildren())
return children->firstChild();
return 0;
RenderObject* lastChild() const
if (const RenderObjectChildList* children = virtualChildren())
return children->lastChild();
return 0;
virtual RenderObjectChildList* virtualChildren() { return 0; }
virtual const RenderObjectChildList* virtualChildren() const { return 0; }
RenderObject* nextInPreOrder() const;
RenderObject* nextInPreOrder(const RenderObject* stayWithin) const;
RenderObject* nextInPreOrderAfterChildren() const;
RenderObject* nextInPreOrderAfterChildren(const RenderObject* stayWithin) const;
RenderObject* previousInPreOrder() const;
RenderObject* previousInPreOrder(const RenderObject* stayWithin) const;
RenderObject* childAt(unsigned) const;
RenderObject* firstLeafChild() const;
RenderObject* lastLeafChild() const;
// The following six functions are used when the render tree hierarchy changes to make sure layers get
// properly added and removed. Since containership can be implemented by any subclass, and since a hierarchy
// can contain a mixture of boxes and other object types, these functions need to be in the base class.
RenderLayer* enclosingLayer() const;
void addLayers(RenderLayer* parentLayer);
void removeLayers(RenderLayer* parentLayer);
void moveLayers(RenderLayer* oldParent, RenderLayer* newParent);
RenderLayer* findNextLayer(RenderLayer* parentLayer, RenderObject* startPoint, bool checkParent = true);
// Scrolling is a RenderBox concept, however some code just cares about recursively scrolling our enclosing ScrollableArea(s).
bool scrollRectToVisible(const LayoutRect&, const ScrollAlignment& alignX = ScrollAlignment::alignCenterIfNeeded, const ScrollAlignment& alignY = ScrollAlignment::alignCenterIfNeeded);
// Convenience function for getting to the nearest enclosing box of a RenderObject.
RenderBox* enclosingBox() const;
RenderBoxModelObject* enclosingBoxModelObject() const;
RenderBox* enclosingScrollableBox() const;
// Function to return our enclosing flow thread if we are contained inside one. This
// function follows the containing block chain.
RenderFlowThread* flowThreadContainingBlock() const
if (flowThreadState() == NotInsideFlowThread)
return 0;
return locateFlowThreadContainingBlock();
RenderNamedFlowThread* renderNamedFlowThreadWrapper() const;
virtual bool isEmpty() const { return firstChild() == 0; }
#ifndef NDEBUG
void setHasAXObject(bool flag) { m_hasAXObject = flag; }
bool hasAXObject() const { return m_hasAXObject; }
// Helper class forbidding calls to setNeedsLayout() during its lifetime.
class SetLayoutNeededForbiddenScope {
explicit SetLayoutNeededForbiddenScope(RenderObject*);
RenderObject* m_renderObject;
bool m_preexistingForbidden;
void assertRendererLaidOut() const
if (needsLayout())
void assertSubtreeIsLaidOut() const
for (const RenderObject* renderer = this; renderer; renderer = renderer->nextInPreOrder())
// Obtains the nearest enclosing block (including this block) that contributes a first-line style to our inline
// children.
virtual RenderBlock* firstLineBlock() const;
// Called when an object that was floating or positioned becomes a normal flow object
// again. We have to make sure the render tree updates as needed to accommodate the new
// normal flow object.
void handleDynamicFloatPositionChange();
// RenderObject tree manipulation
virtual bool canHaveChildren() const { return virtualChildren(); }
virtual bool canHaveGeneratedChildren() const;
virtual bool isChildAllowed(RenderObject*, RenderStyle*) const { return true; }
virtual void addChild(RenderObject* newChild, RenderObject* beforeChild = 0);
virtual void addChildIgnoringContinuation(RenderObject* newChild, RenderObject* beforeChild = 0) { return addChild(newChild, beforeChild); }
virtual void removeChild(RenderObject*);
virtual bool createsAnonymousWrapper() const { return false; }
// Helper functions. Dangerous to use!
void setPreviousSibling(RenderObject* previous) { m_previous = previous; }
void setNextSibling(RenderObject* next) { m_next = next; }
void setParent(RenderObject* parent)
m_parent = parent;
// Only update if our flow thread state is different from our new parent and if we're not a RenderFlowThread.
// A RenderFlowThread is always considered to be inside itself, so it never has to change its state
// in response to parent changes.
FlowThreadState newState = parent ? parent->flowThreadState() : NotInsideFlowThread;
if (newState != flowThreadState() && !isRenderFlowThread())
#ifndef NDEBUG
bool isSetNeedsLayoutForbidden() const { return m_setNeedsLayoutForbidden; }
void setNeedsLayoutIsForbidden(bool flag) { m_setNeedsLayoutForbidden = flag; }
void addAbsoluteRectForLayer(LayoutRect& result);
void setLayerNeedsFullRepaint();
void setLayerNeedsFullRepaintForPositionedMovementLayout();
bool requiresAnonymousTableWrappers(const RenderObject*) const;
#ifndef NDEBUG
void showTreeForThis() const;
void showRenderTreeForThis() const;
void showLineTreeForThis() const;
void showRenderObject() const;
// We don't make printedCharacters an optional parameter so that
// showRenderObject can be called from gdb easily.
void showRenderObject(int printedCharacters) const;
void showRenderTreeAndMark(const RenderObject* markedObject1 = 0, const char* markedLabel1 = 0, const RenderObject* markedObject2 = 0, const char* markedLabel2 = 0, int depth = 0) const;
static RenderObject* createObject(Element*, RenderStyle*);
// RenderObjects are allocated out of the rendering partition.
void* operator new(size_t);
void operator delete(void*);
bool isPseudoElement() const { return node() && node()->isPseudoElement(); }
virtual bool isBR() const { return false; }
virtual bool isBoxModelObject() const { return false; }
virtual bool isCounter() const { return false; }
virtual bool isQuote() const { return false; }
virtual bool isDetailsMarker() const { return false; }
virtual bool isEmbeddedObject() const { return false; }
virtual bool isFieldset() const { return false; }
virtual bool isFileUploadControl() const { return false; }
virtual bool isFrame() const { return false; }
virtual bool isFrameSet() const { return false; }
virtual bool isImage() const { return false; }
virtual bool isInlineBlockOrInlineTable() const { return false; }
virtual bool isLayerModelObject() const { return false; }
virtual bool isListBox() const { return false; }
virtual bool isListItem() const { return false; }
virtual bool isListMarker() const { return false; }
virtual bool isMarquee() const { return false; }
virtual bool isMedia() const { return false; }
virtual bool isMenuList() const { return false; }
virtual bool isMeter() const { return false; }
virtual bool isProgress() const { return false; }
virtual bool isRenderBlock() const { return false; }
virtual bool isRenderBlockFlow() const { return false; }
virtual bool isRenderSVGBlock() const { return false; };
virtual bool isRenderButton() const { return false; }
virtual bool isRenderIFrame() const { return false; }
virtual bool isRenderImage() const { return false; }
virtual bool isRenderInline() const { return false; }
virtual bool isRenderPart() const { return false; }
virtual bool isRenderRegion() const { return false; }
virtual bool isRenderView() const { return false; }
virtual bool isReplica() const { return false; }
virtual bool isRuby() const { return false; }
virtual bool isRubyBase() const { return false; }
virtual bool isRubyRun() const { return false; }
virtual bool isRubyText() const { return false; }
virtual bool isSlider() const { return false; }
virtual bool isSliderThumb() const { return false; }
virtual bool isTable() const { return false; }
virtual bool isTableCell() const { return false; }
virtual bool isRenderTableCol() const { return false; }
virtual bool isTableCaption() const { return false; }
virtual bool isTableRow() const { return false; }
virtual bool isTableSection() const { return false; }
virtual bool isTextControl() const { return false; }
virtual bool isTextArea() const { return false; }
virtual bool isTextField() const { return false; }
virtual bool isVideo() const { return false; }
virtual bool isWidget() const { return false; }
virtual bool isCanvas() const { return false; }
virtual bool isRenderFullScreen() const { return false; }
virtual bool isRenderFullScreenPlaceholder() const { return false; }
virtual bool isRenderGrid() const { return false; }
virtual bool isRenderFlowThread() const { return false; }
virtual bool isRenderNamedFlowThread() const { return false; }
bool isInFlowRenderFlowThread() const { return isRenderFlowThread() && !isOutOfFlowPositioned(); }
bool isOutOfFlowRenderFlowThread() const { return isRenderFlowThread() && isOutOfFlowPositioned(); }
virtual bool isRenderMultiColumnBlock() const { return false; }
virtual bool isRenderMultiColumnSet() const { return false; }
virtual bool isRenderScrollbarPart() const { return false; }
bool isRoot() const { return document().documentElement() == m_node; }
bool isBody() const;
bool isHR() const;
bool isLegend() const;
bool isTablePart() const { return isTableCell() || isRenderTableCol() || isTableCaption() || isTableRow() || isTableSection(); }
inline bool isBeforeContent() const;
inline bool isAfterContent() const;
inline bool isBeforeOrAfterContent() const;
static inline bool isBeforeContent(const RenderObject* obj) { return obj && obj->isBeforeContent(); }
static inline bool isAfterContent(const RenderObject* obj) { return obj && obj->isAfterContent(); }
static inline bool isBeforeOrAfterContent(const RenderObject* obj) { return obj && obj->isBeforeOrAfterContent(); }
bool hasCounterNodeMap() const { return m_bitfields.hasCounterNodeMap(); }
void setHasCounterNodeMap(bool hasCounterNodeMap) { m_bitfields.setHasCounterNodeMap(hasCounterNodeMap); }
bool everHadLayout() const { return m_bitfields.everHadLayout(); }
bool childrenInline() const { return m_bitfields.childrenInline(); }
void setChildrenInline(bool b) { m_bitfields.setChildrenInline(b); }
bool hasColumns() const { return m_bitfields.hasColumns(); }
void setHasColumns(bool b = true) { m_bitfields.setHasColumns(b); }
bool ancestorLineBoxDirty() const { return s_ancestorLineboxDirtySet && s_ancestorLineboxDirtySet->contains(this); }
void setAncestorLineBoxDirty(bool b = true)
if (b) {
if (!s_ancestorLineboxDirtySet)
s_ancestorLineboxDirtySet = new RenderObjectAncestorLineboxDirtySet;
} else if (s_ancestorLineboxDirtySet) {
if (s_ancestorLineboxDirtySet->isEmpty()) {
delete s_ancestorLineboxDirtySet;
s_ancestorLineboxDirtySet = 0;
enum FlowThreadState {
NotInsideFlowThread = 0,
InsideOutOfFlowThread = 1,
InsideInFlowThread = 2,
void setFlowThreadStateIncludingDescendants(FlowThreadState);
FlowThreadState flowThreadState() const { return m_bitfields.flowThreadState(); }
void setFlowThreadState(FlowThreadState state) { m_bitfields.setFlowThreadState(state); }
virtual bool requiresForcedStyleRecalcPropagation() const { return false; }
// FIXME: Until all SVG renders can be subclasses of RenderSVGModelObject we have
// to add SVG renderer methods to RenderObject with an ASSERT_NOT_REACHED() default implementation.
virtual bool isSVGRoot() const { return false; }
virtual bool isSVGContainer() const { return false; }
virtual bool isSVGTransformableContainer() const { return false; }
virtual bool isSVGViewportContainer() const { return false; }
virtual bool isSVGGradientStop() const { return false; }
virtual bool isSVGHiddenContainer() const { return false; }
virtual bool isSVGPath() const { return false; }
virtual bool isSVGShape() const { return false; }
virtual bool isSVGText() const { return false; }
virtual bool isSVGTextPath() const { return false; }
virtual bool isSVGInline() const { return false; }
virtual bool isSVGInlineText() const { return false; }
virtual bool isSVGImage() const { return false; }
virtual bool isSVGForeignObject() const { return false; }
virtual bool isSVGResourceContainer() const { return false; }
virtual bool isSVGResourceFilter() const { return false; }
virtual bool isSVGResourceFilterPrimitive() const { return false; }
// FIXME: Those belong into a SVG specific base-class for all renderers (see above)
// Unfortunately we don't have such a class yet, because it's not possible for all renderers
// to inherit from RenderSVGObject -> RenderObject (some need RenderBlock inheritance for instance)
virtual void setNeedsTransformUpdate() { }
virtual void setNeedsBoundariesUpdate();
virtual bool needsBoundariesUpdate() { return false; }
// Per SVG 1.1 objectBoundingBox ignores clipping, masking, filter effects, opacity and stroke-width.
// This is used for all computation of objectBoundingBox relative units and by SVGLocatable::getBBox().
// NOTE: Markers are not specifically ignored here by SVG 1.1 spec, but we ignore them
// since stroke-width is ignored (and marker size can depend on stroke-width).
// objectBoundingBox is returned local coordinates.
// The name objectBoundingBox is taken from the SVG 1.1 spec.
virtual FloatRect objectBoundingBox() const;
virtual FloatRect strokeBoundingBox() const;
// Returns the smallest rectangle enclosing all of the painted content
// respecting clipping, masking, filters, opacity, stroke-width and markers
virtual FloatRect repaintRectInLocalCoordinates() const;
// This only returns the transform="" value from the element
// most callsites want localToParentTransform() instead.
virtual AffineTransform localTransform() const;
// Returns the full transform mapping from local coordinates to local coords for the parent SVG renderer
// This includes any viewport transforms and x/y offsets as well as the transform="" value off the element.
virtual const AffineTransform& localToParentTransform() const;
// SVG uses FloatPoint precise hit testing, and passes the point in parent
// coordinates instead of in repaint container coordinates. Eventually the
// rest of the rendering tree will move to a similar model.
virtual bool nodeAtFloatPoint(const HitTestRequest&, HitTestResult&, const FloatPoint& pointInParent, HitTestAction);
virtual bool canHaveWhitespaceChildren() const
if (isTable() || isTableRow() || isTableSection() || isRenderTableCol() || isFrameSet() || isFlexibleBox() || isRenderGrid())
return false;
return true;
bool isAnonymous() const { return m_bitfields.isAnonymous(); }
bool isAnonymousBlock() const
// This function is kept in sync with anonymous block creation conditions in
// RenderBlock::createAnonymousBlock(). This includes creating an anonymous
// RenderBlock having a BLOCK or BOX display. Other classes such as RenderTextFragment
// are not RenderBlocks and will return false. See
return isAnonymous() && (style()->display() == BLOCK || style()->display() == BOX) && style()->styleType() == NOPSEUDO && isRenderBlock() && !isListMarker() && !isRenderFlowThread()
&& !isRenderFullScreen()
&& !isRenderFullScreenPlaceholder();
bool isAnonymousColumnsBlock() const { return style()->specifiesColumns() && isAnonymousBlock(); }
bool isAnonymousColumnSpanBlock() const { return style()->columnSpan() && isAnonymousBlock(); }
bool isElementContinuation() const { return node() && node()->renderer() != this; }
bool isInlineElementContinuation() const { return isElementContinuation() && isInline(); }
bool isBlockElementContinuation() const { return isElementContinuation() && !isInline(); }
virtual RenderBoxModelObject* virtualContinuation() const { return 0; }
bool isFloating() const { return m_bitfields.floating(); }
bool isOutOfFlowPositioned() const { return m_bitfields.isOutOfFlowPositioned(); } // absolute or fixed positioning
bool isInFlowPositioned() const { return m_bitfields.isRelPositioned() || m_bitfields.isStickyPositioned(); } // relative or sticky positioning
bool isRelPositioned() const { return m_bitfields.isRelPositioned(); } // relative positioning
bool isStickyPositioned() const { return m_bitfields.isStickyPositioned(); }
bool isPositioned() const { return m_bitfields.isPositioned(); }
bool isText() const { return m_bitfields.isText(); }
bool isBox() const { return m_bitfields.isBox(); }
bool isInline() const { return m_bitfields.isInline(); } // inline object
bool isRunIn() const { return style()->display() == RUN_IN; } // run-in object
bool isDragging() const { return m_bitfields.isDragging(); }
bool isReplaced() const { return m_bitfields.isReplaced(); } // a "replaced" element (see CSS)
bool isHorizontalWritingMode() const { return m_bitfields.horizontalWritingMode(); }
bool hasLayer() const { return m_bitfields.hasLayer(); }
enum BoxDecorationState {
bool hasBoxDecorations() const { return m_bitfields.boxDecorationState() != NoBoxDecorations; }
bool backgroundIsKnownToBeObscured();
bool borderImageIsLoadedAndCanBeRendered() const;
bool mustRepaintBackgroundOrBorder() const;
bool hasBackground() const { return style()->hasBackground(); }
bool hasEntirelyFixedBackground() const;
bool needsLayout() const
return m_bitfields.selfNeedsLayout() || m_bitfields.normalChildNeedsLayout() || m_bitfields.posChildNeedsLayout()
|| m_bitfields.needsSimplifiedNormalFlowLayout() || m_bitfields.needsPositionedMovementLayout();
bool selfNeedsLayout() const { return m_bitfields.selfNeedsLayout(); }
bool needsPositionedMovementLayout() const { return m_bitfields.needsPositionedMovementLayout(); }
bool needsPositionedMovementLayoutOnly() const
return m_bitfields.needsPositionedMovementLayout() && !m_bitfields.selfNeedsLayout() && !m_bitfields.normalChildNeedsLayout()
&& !m_bitfields.posChildNeedsLayout() && !m_bitfields.needsSimplifiedNormalFlowLayout();
bool posChildNeedsLayout() const { return m_bitfields.posChildNeedsLayout(); }
bool needsSimplifiedNormalFlowLayout() const { return m_bitfields.needsSimplifiedNormalFlowLayout(); }
bool normalChildNeedsLayout() const { return m_bitfields.normalChildNeedsLayout(); }
bool preferredLogicalWidthsDirty() const { return m_bitfields.preferredLogicalWidthsDirty(); }
bool isSelectionBorder() const;
bool hasClip() const { return isOutOfFlowPositioned() && style()->hasClip(); }
bool hasOverflowClip() const { return m_bitfields.hasOverflowClip(); }
bool hasClipOrOverflowClip() const { return hasClip() || hasOverflowClip(); }
bool hasTransform() const { return m_bitfields.hasTransform(); }
bool hasMask() const { return style() && style()->hasMask(); }
bool hasClipPath() const { return style() && style()->clipPath(); }
bool hasHiddenBackface() const { return style() && style()->backfaceVisibility() == BackfaceVisibilityHidden; }
bool hasFilter() const { return style() && style()->hasFilter(); }
bool hasBlendMode() const;
inline bool preservesNewline() const;
// The pseudo element style can be cached or uncached. Use the cached method if the pseudo element doesn't respect
// any pseudo classes (and therefore has no concept of changing state).
RenderStyle* getCachedPseudoStyle(PseudoId, RenderStyle* parentStyle = 0) const;
PassRefPtr<RenderStyle> getUncachedPseudoStyle(const PseudoStyleRequest&, RenderStyle* parentStyle = 0, RenderStyle* ownStyle = 0) const;
virtual void updateDragState(bool dragOn);
RenderView* view() const { return document().renderView(); };
FrameView* frameView() const { return document().view(); };
// Returns true if this renderer is rooted, and optionally returns the hosting view (the root of the hierarchy).
bool isRooted(RenderView** = 0) const;
Node* node() const { return isAnonymous() ? 0 : m_node; }
Node* nonPseudoNode() const
return isPseudoElement() ? 0 : node();
// FIXME: Why does RenderWidget need this?
void clearNode() { m_node = 0; }
// Returns the styled node that caused the generation of this renderer.
// This is the same as node() except for renderers of :before and :after
// pseudo elements for which their parent node is returned.
Node* generatingNode() const { return isPseudoElement() ? node()->parentOrShadowHostNode() : node(); }
Document& document() const { return m_node->document(); }
Frame* frame() const { return document().frame(); }
bool hasOutlineAnnotation() const;
bool hasOutline() const { return style()->hasOutline() || hasOutlineAnnotation(); }
// Returns the object containing this one. Can be different from parent for positioned elements.
// If repaintContainer and repaintContainerSkipped are not null, on return *repaintContainerSkipped
// is true if the renderer returned is an ancestor of repaintContainer.
RenderObject* container(const RenderLayerModelObject* repaintContainer = 0, bool* repaintContainerSkipped = 0) const;
virtual RenderObject* hoverAncestor() const;
Element* offsetParent() const;
void markContainingBlocksForLayout(bool scheduleRelayout = true, RenderObject* newRoot = 0, SubtreeLayoutScope* = 0);
void setNeedsLayout(MarkingBehavior = MarkContainingBlockChain, SubtreeLayoutScope* = 0);
void clearNeedsLayout();
void setChildNeedsLayout(MarkingBehavior = MarkContainingBlockChain, SubtreeLayoutScope* = 0);
void setNeedsPositionedMovementLayout();
void setNeedsSimplifiedNormalFlowLayout();
void setPreferredLogicalWidthsDirty(MarkingBehavior = MarkContainingBlockChain);
void clearPreferredLogicalWidthsDirty();
void invalidateContainerPreferredLogicalWidths();
void setNeedsLayoutAndPrefWidthsRecalc()
void setPositionState(EPosition position)
ASSERT((position != AbsolutePosition && position != FixedPosition) || isBox());
void clearPositionedState() { m_bitfields.clearPositionedState(); }
void setFloating(bool b = true) { m_bitfields.setFloating(b); }
void setInline(bool b = true) { m_bitfields.setIsInline(b); }
void setHasBoxDecorations(bool = true);
void invalidateBackgroundObscurationStatus();
virtual bool computeBackgroundIsKnownToBeObscured() { return false; }
void setIsText() { m_bitfields.setIsText(true); }
void setIsBox() { m_bitfields.setIsBox(true); }
void setReplaced(bool b = true) { m_bitfields.setIsReplaced(b); }
void setHorizontalWritingMode(bool b = true) { m_bitfields.setHorizontalWritingMode(b); }
void setHasOverflowClip(bool b = true) { m_bitfields.setHasOverflowClip(b); }
void setHasLayer(bool b = true) { m_bitfields.setHasLayer(b); }
void setHasTransform(bool b = true) { m_bitfields.setHasTransform(b); }
void setHasReflection(bool b = true) { m_bitfields.setHasReflection(b); }
void scheduleRelayout();
void updateFillImages(const FillLayer*, const FillLayer*);
void updateImage(StyleImage*, StyleImage*);
void updateShapeImage(const ShapeValue*, const ShapeValue*);
virtual void paint(PaintInfo&, const LayoutPoint&);
// Recursive function that computes the size and position of this object and all its descendants.
virtual void layout();
/* This function performs a layout only if one is needed. */
void layoutIfNeeded() { if (needsLayout()) layout(); }
void forceLayout();
void forceChildLayout();
// True if we can abort layout, leaving a partially laid out tree.
virtual bool supportsPartialLayout() const { return false; }
// used for element state updates that cannot be fixed with a
// repaint and do not need a relayout
virtual void updateFromElement() { }
virtual void addAnnotatedRegions(Vector<AnnotatedRegionValue>&);
void collectAnnotatedRegions(Vector<AnnotatedRegionValue>&);
CompositingState compositingState() const;
bool hitTest(const HitTestRequest&, HitTestResult&, const HitTestLocation& locationInContainer, const LayoutPoint& accumulatedOffset, HitTestFilter = HitTestAll);
virtual void updateHitTestResult(HitTestResult&, const LayoutPoint&);
virtual bool nodeAtPoint(const HitTestRequest&, HitTestResult&, const HitTestLocation& locationInContainer, const LayoutPoint& accumulatedOffset, HitTestAction);
virtual PositionWithAffinity positionForPoint(const LayoutPoint&);
PositionWithAffinity createPositionWithAffinity(int offset, EAffinity);
PositionWithAffinity createPositionWithAffinity(const Position&);
virtual void dirtyLinesFromChangedChild(RenderObject*);
// Called to update a style that is allowed to trigger animations.
// FIXME: Right now this will typically be called only when updating happens from the DOM on explicit elements.
// We don't yet handle generated content animation such as first-letter or before/after (we'll worry about this later).
void setAnimatableStyle(PassRefPtr<RenderStyle>);
// Set the style of the object and update the state of the object accordingly.
virtual void setStyle(PassRefPtr<RenderStyle>);
// Set the style of the object if it's generated content.
void setPseudoStyle(PassRefPtr<RenderStyle>);
// Updates only the local style ptr of the object. Does not update the state of the object,
// and so only should be called when the style is known not to have changed (or from setStyle).
void setStyleInternal(PassRefPtr<RenderStyle> style) { m_style = style; }
// returns the containing block level element for this element.
RenderBlock* containingBlock() const;
bool canContainFixedPositionObjects() const
return isRenderView() || (hasTransform() && isRenderBlock()) || isSVGForeignObject() || isOutOfFlowRenderFlowThread();
// Convert the given local point to absolute coordinates
// FIXME: Temporary. If UseTransforms is true, take transforms into account. Eventually localToAbsolute() will always be transform-aware.
FloatPoint localToAbsolute(const FloatPoint& localPoint = FloatPoint(), MapCoordinatesFlags = 0) const;
FloatPoint absoluteToLocal(const FloatPoint&, MapCoordinatesFlags = 0) const;
// Convert a local quad to absolute coordinates, taking transforms into account.
FloatQuad localToAbsoluteQuad(const FloatQuad& quad, MapCoordinatesFlags mode = 0, bool* wasFixed = 0) const
return localToContainerQuad(quad, 0, mode, wasFixed);
// Convert an absolute quad to local coordinates.
FloatQuad absoluteToLocalQuad(const FloatQuad&, MapCoordinatesFlags mode = 0) const;
// Convert a local quad into the coordinate system of container, taking transforms into account.
FloatQuad localToContainerQuad(const FloatQuad&, const RenderLayerModelObject* repaintContainer, MapCoordinatesFlags = 0, bool* wasFixed = 0) const;
FloatPoint localToContainerPoint(const FloatPoint&, const RenderLayerModelObject* repaintContainer, MapCoordinatesFlags = 0, bool* wasFixed = 0) const;
// Return the offset from the container() renderer (excluding transforms). In multi-column layout,
// different offsets apply at different points, so return the offset that applies to the given point.
virtual LayoutSize offsetFromContainer(RenderObject*, const LayoutPoint&, bool* offsetDependsOnPoint = 0) const;
// Return the offset from an object up the container() chain. Asserts that none of the intermediate objects have transforms.
LayoutSize offsetFromAncestorContainer(RenderObject*) const;
virtual void absoluteRects(Vector<IntRect>&, const LayoutPoint&) const { }
// FIXME: useTransforms should go away eventually
IntRect absoluteBoundingBoxRect(bool useTransform = true) const;
IntRect absoluteBoundingBoxRectIgnoringTransforms() const { return absoluteBoundingBoxRect(false); }
bool isContainedInParentBoundingBox() const;
// Build an array of quads in absolute coords for line boxes
virtual void absoluteQuads(Vector<FloatQuad>&, bool* /*wasFixed*/ = 0) const { }
virtual void absoluteFocusRingQuads(Vector<FloatQuad>&);
static FloatRect absoluteBoundingBoxRectForRange(const Range*);
// the rect that will be painted if this object is passed as the paintingRoot
LayoutRect paintingRootRect(LayoutRect& topLevelRect);
virtual LayoutUnit minPreferredLogicalWidth() const { return 0; }
virtual LayoutUnit maxPreferredLogicalWidth() const { return 0; }
RenderStyle* style() const { return m_style.get(); }
RenderStyle* firstLineStyle() const { return document().styleEngine()->usesFirstLineRules() ? cachedFirstLineStyle() : style(); }
RenderStyle* style(bool firstLine) const { return firstLine ? firstLineStyle() : style(); }
inline Color resolveColor(const RenderStyle* styleToUse, int colorProperty) const
return styleToUse->visitedDependentColor(colorProperty);
inline Color resolveColor(int colorProperty) const
return style()->visitedDependentColor(colorProperty);
inline Color resolveColor(int colorProperty, Color fallback) const
Color color = resolveColor(colorProperty);
return color.isValid() ? color : fallback;
inline Color resolveColor(Color color) const
return color;
// Used only by Element::pseudoStyleCacheIsInvalid to get a first line style based off of a
// given new style, without accessing the cache.
PassRefPtr<RenderStyle> uncachedFirstLineStyle(RenderStyle*) const;
// Anonymous blocks that are part of of a continuation chain will return their inline continuation's outline style instead.
// This is typically only relevant when repainting.
virtual RenderStyle* outlineStyleForRepaint() const { return style(); }
virtual CursorDirective getCursor(const LayoutPoint&, Cursor&) const;
void getTextDecorationColors(int decorations, Color& underline, Color& overline, Color& linethrough, bool quirksMode = false, bool firstlineStyle = false);
// Return the RenderLayerModelObject in the container chain which is responsible for painting this object, or 0
// if painting is root-relative. This is the container that should be passed to the 'forRepaint'
// methods.
RenderLayerModelObject* containerForRepaint() const;
// Actually do the repaint of rect r for this object which has been computed in the coordinate space
// of repaintContainer. If repaintContainer is 0, repaint via the view.
void repaintUsingContainer(const RenderLayerModelObject* repaintContainer, const IntRect&) const;
// Repaint the entire object. Called when, e.g., the color of a border changes, or when a border
// style changes.
void repaint() const;
// Repaint a specific subrectangle within a given object. The rect |r| is in the object's coordinate space.
void repaintRectangle(const LayoutRect&) const;
// Repaint only if our old bounds and new bounds are different. The caller may pass in newBounds and newOutlineBox if they are known.
bool repaintAfterLayoutIfNeeded(const RenderLayerModelObject* repaintContainer, const LayoutRect& oldBounds, const LayoutRect& oldOutlineBox, const LayoutRect* newBoundsPtr = 0, const LayoutRect* newOutlineBoxPtr = 0);
bool checkForRepaintDuringLayout() const;
// Returns the rect that should be repainted whenever this object changes. The rect is in the view's
// coordinate space. This method deals with outlines and overflow.
LayoutRect absoluteClippedOverflowRect() const
return clippedOverflowRectForRepaint(0);
IntRect pixelSnappedAbsoluteClippedOverflowRect() const;
virtual LayoutRect clippedOverflowRectForRepaint(const RenderLayerModelObject* repaintContainer) const;
virtual LayoutRect rectWithOutlineForRepaint(const RenderLayerModelObject* repaintContainer, LayoutUnit outlineWidth) const;
virtual LayoutRect outlineBoundsForRepaint(const RenderLayerModelObject* /*repaintContainer*/, const RenderGeometryMap* = 0) const { return LayoutRect(); }
// Given a rect in the object's coordinate space, compute a rect suitable for repainting
// that rect in view coordinates.
void computeAbsoluteRepaintRect(LayoutRect& r, bool fixed = false) const
computeRectForRepaint(0, r, fixed);
// Given a rect in the object's coordinate space, compute a rect suitable for repainting
// that rect in the coordinate space of repaintContainer.
virtual void computeRectForRepaint(const RenderLayerModelObject* repaintContainer, LayoutRect&, bool fixed = false) const;
virtual void computeFloatRectForRepaint(const RenderLayerModelObject* repaintContainer, FloatRect& repaintRect, bool fixed = false) const;
// If multiple-column layout results in applying an offset to the given point, add the same
// offset to the given size.
virtual void adjustForColumns(LayoutSize&, const LayoutPoint&) const { }
LayoutSize offsetForColumns(const LayoutPoint& point) const
LayoutSize offset;
adjustForColumns(offset, point);
return offset;
virtual unsigned int length() const { return 1; }
bool isFloatingOrOutOfFlowPositioned() const { return (isFloating() || isOutOfFlowPositioned()); }
bool isTransparent() const { return style()->opacity() < 1.0f; }
float opacity() const { return style()->opacity(); }
bool hasReflection() const { return m_bitfields.hasReflection(); }
// Applied as a "slop" to dirty rect checks during the outline painting phase's dirty-rect checks.
int maximalOutlineSize(PaintPhase) const;
enum SelectionState {
SelectionNone, // The object is not selected.
SelectionStart, // The object either contains the start of a selection run or is the start of a run
SelectionInside, // The object is fully encompassed by a selection run
SelectionEnd, // The object either contains the end of a selection run or is the end of a run
SelectionBoth // The object contains an entire run or is the sole selected object in that run
// The current selection state for an object. For blocks, the state refers to the state of the leaf
// descendants (as described above in the SelectionState enum declaration).
SelectionState selectionState() const { return m_bitfields.selectionState(); }
virtual void setSelectionState(SelectionState state) { m_bitfields.setSelectionState(state); }
inline void setSelectionStateIfNeeded(SelectionState);
bool canUpdateSelectionOnRootLineBoxes();
// A single rectangle that encompasses all of the selected objects within this object. Used to determine the tightest
// possible bounding box for the selection.
LayoutRect selectionRect(bool clipToVisibleContent = true) { return selectionRectForRepaint(0, clipToVisibleContent); }
virtual LayoutRect selectionRectForRepaint(const RenderLayerModelObject* /*repaintContainer*/, bool /*clipToVisibleContent*/ = true) { return LayoutRect(); }
virtual bool canBeSelectionLeaf() const { return false; }
bool hasSelectedChildren() const { return selectionState() != SelectionNone; }
bool isSelectable() const;
// Obtains the selection colors that should be used when painting a selection.
Color selectionBackgroundColor() const;
Color selectionForegroundColor() const;
Color selectionEmphasisMarkColor() const;
// Whether or not a given block needs to paint selection gaps.
virtual bool shouldPaintSelectionGaps() const { return false; }
* Returns the local coordinates of the caret within this render object.
* @param caretOffset zero-based offset determining position within the render object.
* @param extraWidthToEndOfLine optional out arg to give extra width to end of line -
* useful for character range rect computations
virtual LayoutRect localCaretRect(InlineBox*, int caretOffset, LayoutUnit* extraWidthToEndOfLine = 0);
// When performing a global document tear-down, the renderer of the document is cleared. We use this
// as a hook to detect the case of document destruction and don't waste time doing unnecessary work.
bool documentBeingDestroyed() const;
void destroyAndCleanupAnonymousWrappers();
virtual void destroy();
// Virtual function helpers for the deprecated Flexible Box Layout (display: -webkit-box).
virtual bool isDeprecatedFlexibleBox() const { return false; }
virtual bool isStretchingChildren() const { return false; }
// Virtual function helper for the new FlexibleBox Layout (display: -webkit-flex).
virtual bool isFlexibleBox() const { return false; }
bool isFlexibleBoxIncludingDeprecated() const
return isFlexibleBox() || isDeprecatedFlexibleBox();
virtual bool isCombineText() const { return false; }
virtual int caretMinOffset() const;
virtual int caretMaxOffset() const;
virtual int previousOffset(int current) const;
virtual int previousOffsetForBackwardDeletion(int current) const;
virtual int nextOffset(int current) const;
virtual void imageChanged(ImageResource*, const IntRect* = 0);
virtual void imageChanged(WrappedImagePtr, const IntRect* = 0) { }
virtual bool willRenderImage(ImageResource*);
void selectionStartEnd(int& spos, int& epos) const;
void remove() { if (parent()) parent()->removeChild(this); }
AnimationController& animation() const;
bool isInert() const;
bool visibleToHitTestRequest(const HitTestRequest& request) const { return style()->visibility() == VISIBLE && (request.ignorePointerEventsNone() || style()->pointerEvents() != PE_NONE) && !isInert(); }
bool visibleToHitTesting() const { return style()->visibility() == VISIBLE && style()->pointerEvents() != PE_NONE && !isInert(); }
// Map points and quads through elements, potentially via 3d transforms. You should never need to call these directly; use
// localToAbsolute/absoluteToLocal methods instead.
virtual void mapLocalToContainer(const RenderLayerModelObject* repaintContainer, TransformState&, MapCoordinatesFlags = ApplyContainerFlip, bool* wasFixed = 0) const;
virtual void mapAbsoluteToLocalPoint(MapCoordinatesFlags, TransformState&) const;
// Pushes state onto RenderGeometryMap about how to map coordinates from this renderer to its container, or ancestorToStopAt (whichever is encountered first).
// Returns the renderer which was mapped to (container or ancestorToStopAt).
virtual const RenderObject* pushMappingToContainer(const RenderLayerModelObject* ancestorToStopAt, RenderGeometryMap&) const;
bool shouldUseTransformFromContainer(const RenderObject* container) const;
void getTransformFromContainer(const RenderObject* container, const LayoutSize& offsetInContainer, TransformationMatrix&) const;
// return true if this object requires a new stacking context
bool createsGroup() const { return isTransparent() || hasMask() || hasFilter() || hasBlendMode(); }
virtual void addFocusRingRects(Vector<IntRect>&, const LayoutPoint& /* additionalOffset */, const RenderLayerModelObject* /* paintContainer */ = 0) { };
// Compute a list of hit-test rectangles per layer rooted at this renderer.
virtual void computeLayerHitTestRects(LayerHitTestRects&) const;
LayoutRect absoluteOutlineBounds() const
return outlineBoundsForRepaint(0);
// Return the renderer whose background style is used to paint the root background. Should only be called on the renderer for which isRoot() is true.
RenderObject* rendererForRootBackground();
RespectImageOrientationEnum shouldRespectImageOrientation() const;
bool isRelayoutBoundaryForInspector() const;
inline bool layerCreationAllowedForSubtree() const;
// Overrides should call the superclass at the end
virtual void styleWillChange(StyleDifference, const RenderStyle* newStyle);
// Overrides should call the superclass at the start
virtual void styleDidChange(StyleDifference, const RenderStyle* oldStyle);
void propagateStyleToAnonymousChildren(bool blockChildrenOnly = false);
void drawLineForBoxSide(GraphicsContext*, int x1, int y1, int x2, int y2, BoxSide,
Color, EBorderStyle, int adjbw1, int adjbw2, bool antialias = false);
void drawDashedOrDottedBoxSide(GraphicsContext*, int x1, int y1, int x2, int y2,
BoxSide, Color, int thickness, EBorderStyle, bool antialias);
void drawDoubleBoxSide(GraphicsContext*, int x1, int y1, int x2, int y2,
int length, BoxSide, Color, int thickness, int adjacentWidth1, int adjacentWidth2, bool antialias);
void drawRidgeOrGrooveBoxSide(GraphicsContext*, int x1, int y1, int x2, int y2,
BoxSide, Color, EBorderStyle, int adjacentWidth1, int adjacentWidth2, bool antialias);
void drawSolidBoxSide(GraphicsContext*, int x1, int y1, int x2, int y2,
BoxSide, Color, int adjacentWidth1, int adjacentWidth2, bool antialias);
void paintFocusRing(PaintInfo&, const LayoutPoint&, RenderStyle*);
void paintOutline(PaintInfo&, const LayoutRect&);
void addPDFURLRect(GraphicsContext*, const LayoutRect&);
virtual LayoutRect viewRect() const;
void adjustRectForOutlineAndShadow(LayoutRect&) const;
void clearLayoutRootIfNeeded() const;
virtual void willBeDestroyed();
void postDestroy();
virtual bool canBeReplacedWithInlineRunIn() const;
virtual void insertedIntoTree();
virtual void willBeRemovedFromTree();
void setDocumentForAnonymous(Document* document) { ASSERT(isAnonymous()); m_node = document; }
// Add hit-test rects for the render tree rooted at this node to the provided collection on a
// per-RenderLayer basis.
// currentLayer must be the enclosing layer, and layerOffset is the current offset within
// this layer. Subclass implementations will add any offset for this renderer within it's
// container, so callers should provide only the offset of the container within it's layer.
// containerRect is a rect that has already been added for the currentLayer which is likely to
// be a container for child elements. Any rect wholly contained by containerRect can be
// skipped.
virtual void addLayerHitTestRects(LayerHitTestRects&, const RenderLayer* currentLayer, const LayoutPoint& layerOffset, const LayoutRect& containerRect) const;
// Add hit-test rects for this renderer only to the provided list. layerOffset is the offset
// of this renderer within the current layer that should be used for each result.
virtual void computeSelfHitTestRects(Vector<LayoutRect>&, const LayoutPoint& layerOffset) const { };
RenderFlowThread* locateFlowThreadContainingBlock() const;
void removeFromRenderFlowThread();
void removeFromRenderFlowThreadRecursive(RenderFlowThread*);
bool shouldRepaintForStyleDifference(StyleDifference) const;
bool hasImmediateNonWhitespaceTextChildOrPropertiesDependentOnColor() const;
RenderStyle* cachedFirstLineStyle() const;
StyleDifference adjustStyleDifference(StyleDifference, unsigned contextSensitiveProperties) const;
Color selectionColor(int colorProperty) const;
void removeShapeImageClient(ShapeValue*);
#ifndef NDEBUG
void checkBlockPositionedObjectsNeedLayout();
void checkNotInPartialLayout();
RefPtr<RenderStyle> m_style;
Node* m_node;
RenderObject* m_parent;
RenderObject* m_previous;
RenderObject* m_next;
static RenderObjectAncestorLineboxDirtySet* s_ancestorLineboxDirtySet;
#ifndef NDEBUG
unsigned m_hasAXObject : 1;
unsigned m_setNeedsLayoutForbidden : 1;
#define ADD_BOOLEAN_BITFIELD(name, Name) \
unsigned m_##name : 1;\
bool name() const { return m_##name; }\
void set##Name(bool name) { m_##name = name; }\
class RenderObjectBitfields {
enum PositionedState {
IsStaticallyPositioned = 0,
IsRelativelyPositioned = 1,
IsOutOfFlowPositioned = 2,
IsStickyPositioned = 3
RenderObjectBitfields(Node* node)
: m_selfNeedsLayout(false)
, m_needsPositionedMovementLayout(false)
, m_normalChildNeedsLayout(false)
, m_posChildNeedsLayout(false)
, m_needsSimplifiedNormalFlowLayout(false)
, m_preferredLogicalWidthsDirty(false)
, m_floating(false)
, m_isAnonymous(!node)
, m_isText(false)
, m_isBox(false)
, m_isInline(true)
, m_isReplaced(false)
, m_horizontalWritingMode(true)
, m_isDragging(false)
, m_hasLayer(false)
, m_hasOverflowClip(false)
, m_hasTransform(false)
, m_hasReflection(false)
, m_hasCounterNodeMap(false)
, m_everHadLayout(false)
, m_childrenInline(false)
, m_hasColumns(false)
, m_positionedState(IsStaticallyPositioned)
, m_selectionState(SelectionNone)
, m_flowThreadState(NotInsideFlowThread)
, m_boxDecorationState(NoBoxDecorations)
// 31 bits have been used here. There is one bit available.
ADD_BOOLEAN_BITFIELD(selfNeedsLayout, SelfNeedsLayout);
ADD_BOOLEAN_BITFIELD(needsPositionedMovementLayout, NeedsPositionedMovementLayout);
ADD_BOOLEAN_BITFIELD(normalChildNeedsLayout, NormalChildNeedsLayout);
ADD_BOOLEAN_BITFIELD(posChildNeedsLayout, PosChildNeedsLayout);
ADD_BOOLEAN_BITFIELD(needsSimplifiedNormalFlowLayout, NeedsSimplifiedNormalFlowLayout);
ADD_BOOLEAN_BITFIELD(preferredLogicalWidthsDirty, PreferredLogicalWidthsDirty);
ADD_BOOLEAN_BITFIELD(floating, Floating);
ADD_BOOLEAN_BITFIELD(isAnonymous, IsAnonymous);
ADD_BOOLEAN_BITFIELD(isReplaced, IsReplaced);
ADD_BOOLEAN_BITFIELD(horizontalWritingMode, HorizontalWritingMode);
ADD_BOOLEAN_BITFIELD(isDragging, IsDragging);
ADD_BOOLEAN_BITFIELD(hasOverflowClip, HasOverflowClip); // Set in the case of overflow:auto/scroll/hidden
ADD_BOOLEAN_BITFIELD(hasTransform, HasTransform);
ADD_BOOLEAN_BITFIELD(hasReflection, HasReflection);
ADD_BOOLEAN_BITFIELD(hasCounterNodeMap, HasCounterNodeMap);
ADD_BOOLEAN_BITFIELD(everHadLayout, EverHadLayout);
// from RenderBlock
ADD_BOOLEAN_BITFIELD(childrenInline, ChildrenInline);
ADD_BOOLEAN_BITFIELD(hasColumns, HasColumns);
unsigned m_positionedState : 2; // PositionedState
unsigned m_selectionState : 3; // SelectionState
unsigned m_flowThreadState : 2; // FlowThreadState
unsigned m_boxDecorationState : 2; // BoxDecorationState
bool isOutOfFlowPositioned() const { return m_positionedState == IsOutOfFlowPositioned; }
bool isRelPositioned() const { return m_positionedState == IsRelativelyPositioned; }
bool isStickyPositioned() const { return m_positionedState == IsStickyPositioned; }
bool isPositioned() const { return m_positionedState != IsStaticallyPositioned; }
void setPositionedState(int positionState)
// This mask maps FixedPosition and AbsolutePosition to IsOutOfFlowPositioned, saving one bit.
m_positionedState = static_cast<PositionedState>(positionState & 0x3);
void clearPositionedState() { m_positionedState = StaticPosition; }
ALWAYS_INLINE SelectionState selectionState() const { return static_cast<SelectionState>(m_selectionState); }
ALWAYS_INLINE void setSelectionState(SelectionState selectionState) { m_selectionState = selectionState; }
ALWAYS_INLINE FlowThreadState flowThreadState() const { return static_cast<FlowThreadState>(m_flowThreadState); }
ALWAYS_INLINE void setFlowThreadState(FlowThreadState flowThreadState) { m_flowThreadState = flowThreadState; }
ALWAYS_INLINE BoxDecorationState boxDecorationState() const { return static_cast<BoxDecorationState>(m_boxDecorationState); }
ALWAYS_INLINE void setBoxDecorationState(BoxDecorationState boxDecorationState) { m_boxDecorationState = boxDecorationState; }
RenderObjectBitfields m_bitfields;
void setSelfNeedsLayout(bool b) { m_bitfields.setSelfNeedsLayout(b); }
void setNeedsPositionedMovementLayout(bool b) { m_bitfields.setNeedsPositionedMovementLayout(b); }
void setNormalChildNeedsLayout(bool b) { m_bitfields.setNormalChildNeedsLayout(b); }
void setPosChildNeedsLayout(bool b) { m_bitfields.setPosChildNeedsLayout(b); }
void setNeedsSimplifiedNormalFlowLayout(bool b) { m_bitfields.setNeedsSimplifiedNormalFlowLayout(b); }
void setIsDragging(bool b) { m_bitfields.setIsDragging(b); }
void setEverHadLayout(bool b) { m_bitfields.setEverHadLayout(b); }
// Store state between styleWillChange and styleDidChange
static bool s_affectsParentBlock;
inline bool RenderObject::documentBeingDestroyed() const
return !document().renderer();
inline bool RenderObject::isBeforeContent() const
if (style()->styleType() != BEFORE)
return false;
// Text nodes don't have their own styles, so ignore the style on a text node.
if (isText() && !isBR())
return false;
return true;
inline bool RenderObject::isAfterContent() const
if (style()->styleType() != AFTER)
return false;
// Text nodes don't have their own styles, so ignore the style on a text node.
if (isText() && !isBR())
return false;
return true;
inline bool RenderObject::isBeforeOrAfterContent() const
return isBeforeContent() || isAfterContent();
inline void RenderObject::setNeedsLayout(MarkingBehavior markParents, SubtreeLayoutScope* layouter)
#ifndef NDEBUG
bool alreadyNeededLayout = m_bitfields.selfNeedsLayout();
if (!alreadyNeededLayout) {
if (markParents == MarkContainingBlockChain && (!layouter || layouter->root() != this))
markContainingBlocksForLayout(true, 0, layouter);
if (hasLayer())
inline void RenderObject::clearNeedsLayout()
#ifndef NDEBUG
#ifndef NDEBUG
inline void RenderObject::setChildNeedsLayout(MarkingBehavior markParents, SubtreeLayoutScope* layouter)
bool alreadyNeededLayout = normalChildNeedsLayout();
// FIXME: Replace MarkOnlyThis with the SubtreeLayoutScope code path and remove the MarkingBehavior argument entirely.
if (!alreadyNeededLayout && markParents == MarkContainingBlockChain && (!layouter || layouter->root() != this))
markContainingBlocksForLayout(true, 0, layouter);
inline void RenderObject::setNeedsPositionedMovementLayout()
bool alreadyNeededLayout = needsPositionedMovementLayout();
if (!alreadyNeededLayout) {
if (hasLayer())
inline void RenderObject::setNeedsSimplifiedNormalFlowLayout()
bool alreadyNeededLayout = needsSimplifiedNormalFlowLayout();
if (!alreadyNeededLayout) {
if (hasLayer())
inline bool RenderObject::preservesNewline() const
if (isSVGInlineText())
return false;
return style()->preserveNewline();
inline bool RenderObject::layerCreationAllowedForSubtree() const
RenderObject* parentRenderer = parent();
while (parentRenderer) {
if (parentRenderer->isSVGHiddenContainer())
return false;
parentRenderer = parentRenderer->parent();
return true;
inline void RenderObject::setSelectionStateIfNeeded(SelectionState state)
if (selectionState() == state)
inline void RenderObject::setHasBoxDecorations(bool b)
if (!b) {
if (hasBoxDecorations())
inline void RenderObject::invalidateBackgroundObscurationStatus()
if (!hasBoxDecorations())
inline bool RenderObject::backgroundIsKnownToBeObscured()
if (m_bitfields.boxDecorationState() == HasBoxDecorationsAndBackgroundObscurationStatusInvalid) {
BoxDecorationState boxDecorationState = computeBackgroundIsKnownToBeObscured() ? HasBoxDecorationsAndBackgroundIsKnownToBeObscured : HasBoxDecorationsAndBackgroundMayBeVisible;
return m_bitfields.boxDecorationState() == HasBoxDecorationsAndBackgroundIsKnownToBeObscured;
inline void makeMatrixRenderable(TransformationMatrix& matrix, bool has3DRendering)
if (!has3DRendering)
inline int adjustForAbsoluteZoom(int value, RenderObject* renderer)
return adjustForAbsoluteZoom(value, renderer->style());
inline LayoutUnit adjustLayoutUnitForAbsoluteZoom(LayoutUnit value, RenderObject* renderer)
return adjustLayoutUnitForAbsoluteZoom(value, renderer->style());
inline void adjustFloatQuadForAbsoluteZoom(FloatQuad& quad, RenderObject* renderer)
float zoom = renderer->style()->effectiveZoom();
if (zoom != 1)
quad.scale(1 / zoom, 1 / zoom);
inline void adjustFloatRectForAbsoluteZoom(FloatRect& rect, RenderObject* renderer)
float zoom = renderer->style()->effectiveZoom();
if (zoom != 1)
rect.scale(1 / zoom, 1 / zoom);
#define DEFINE_RENDER_OBJECT_TYPE_CASTS(thisType, predicate) \
DEFINE_TYPE_CASTS(thisType, RenderObject, object, object->predicate, object.predicate)
} // namespace WebCore
#ifndef NDEBUG
// Outside the WebCore namespace for ease of invocation from gdb.
void showTree(const WebCore::RenderObject*);
void showLineTree(const WebCore::RenderObject*);
void showRenderTree(const WebCore::RenderObject* object1);
// We don't make object2 an optional parameter so that showRenderTree
// can be called from gdb easily.
void showRenderTree(const WebCore::RenderObject* object1, const WebCore::RenderObject* object2);
#endif // RenderObject_h