blob: 2157cd3f01ffd4d72f34cf5a237aa722e3a347eb [file] [log] [blame]
/*
* 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 "core/dom/RenderTreeBuilder.h"
#include "core/HTMLNames.h"
#include "core/SVGNames.h"
#include "core/css/resolver/StyleResolver.h"
#include "core/dom/FullscreenElementStack.h"
#include "core/dom/Node.h"
#include "core/dom/Text.h"
#include "core/rendering/RenderFullScreen.h"
#include "core/rendering/RenderObject.h"
#include "core/rendering/RenderText.h"
#include "core/rendering/RenderView.h"
#include "core/svg/SVGElement.h"
#include "platform/RuntimeEnabledFeatures.h"
namespace blink {
RenderObject* RenderTreeBuilder::nextRenderer() const
{
ASSERT(m_renderingParent);
Element* element = m_node->isElementNode() ? toElement(m_node) : 0;
if (element && element->isInTopLayer())
return NodeRenderingTraversal::nextInTopLayer(element);
// Avoid an O(N^2) walk over the children when reattaching all children of a node.
if (m_renderingParent->needsAttach())
return 0;
return NodeRenderingTraversal::nextSiblingRenderer(m_node);
}
RenderObject* RenderTreeBuilder::parentRenderer() const
{
ASSERT(m_renderingParent);
Element* element = m_node->isElementNode() ? toElement(m_node) : 0;
if (element && m_renderingParent->renderer()) {
// FIXME: Guarding this by m_renderingParent->renderer() isn't quite right as the spec for
// top layer only talks about display: none ancestors so putting a <dialog> inside an
// <optgroup> seems like it should still work even though this check will prevent it.
if (element->isInTopLayer())
return m_node->document().renderView();
}
return m_renderingParent->renderer();
}
bool RenderTreeBuilder::shouldCreateRenderer() const
{
if (!m_renderingParent)
return false;
if (m_node->isSVGElement()) {
// SVG elements only render when inside <svg>, or if the element is an <svg> itself.
if (!isSVGSVGElement(*m_node) && !m_renderingParent->isSVGElement())
return false;
if (!toSVGElement(m_node)->isValid())
return false;
}
RenderObject* parentRenderer = this->parentRenderer();
if (!parentRenderer)
return false;
if (!parentRenderer->canHaveChildren())
return false;
return true;
}
RenderStyle& RenderTreeBuilder::style() const
{
if (!m_style)
m_style = toElement(m_node)->styleForRenderer();
return *m_style;
}
void RenderTreeBuilder::createRendererForElementIfNeeded()
{
ASSERT(!m_node->renderer());
if (!shouldCreateRenderer())
return;
Element* element = toElement(m_node);
RenderStyle& style = this->style();
if (!element->rendererIsNeeded(style))
return;
RenderObject* newRenderer = element->createRenderer(&style);
if (!newRenderer)
return;
RenderObject* parentRenderer = this->parentRenderer();
if (!parentRenderer->isChildAllowed(newRenderer, &style)) {
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->setFlowThreadState(parentRenderer->flowThreadState());
RenderObject* nextRenderer = this->nextRenderer();
element->setRenderer(newRenderer);
newRenderer->setStyle(&style); // setStyle() can depend on renderer() already being set.
if (FullscreenElementStack::isActiveFullScreenElement(*element)) {
newRenderer = RenderFullScreen::wrapRenderer(newRenderer, parentRenderer, &element->document());
if (!newRenderer)
return;
}
// Note: Adding newRenderer instead of renderer(). renderer() may be a child of newRenderer.
parentRenderer->addChild(newRenderer, nextRenderer);
}
void RenderTreeBuilder::createRendererForTextIfNeeded()
{
ASSERT(!m_node->renderer());
if (!shouldCreateRenderer())
return;
Text* textNode = toText(m_node);
RenderObject* parentRenderer = this->parentRenderer();
m_style = parentRenderer->style();
if (!textNode->textRendererIsNeeded(*m_style, *parentRenderer))
return;
RenderText* newRenderer = textNode->createTextRenderer(m_style.get());
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->setFlowThreadState(parentRenderer->flowThreadState());
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);
}
}