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      1 /*
      2  * Copyright (C) 2010 Alex Milowski (alex (at) milowski.com). All rights reserved.
      3  *
      4  * Redistribution and use in source and binary forms, with or without
      5  * modification, are permitted provided that the following conditions
      6  * are met:
      7  * 1. Redistributions of source code must retain the above copyright
      8  *    notice, this list of conditions and the following disclaimer.
      9  * 2. Redistributions in binary form must reproduce the above copyright
     10  *    notice, this list of conditions and the following disclaimer in the
     11  *    documentation and/or other materials provided with the distribution.
     12  *
     13  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
     14  * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
     15  * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
     16  * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
     17  * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
     18  * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
     19  * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
     20  * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
     21  * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
     22  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
     23  * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     24  */
     25 
     26 #include "config.h"
     27 
     28 #if ENABLE(MATHML)
     29 
     30 #include "RenderMathMLRow.h"
     31 
     32 #include "MathMLNames.h"
     33 #include "RenderMathMLOperator.h"
     34 
     35 namespace WebCore {
     36 
     37 using namespace MathMLNames;
     38 
     39 RenderMathMLRow::RenderMathMLRow(Node* row)
     40     : RenderMathMLBlock(row)
     41 {
     42 }
     43 
     44 int RenderMathMLRow::nonOperatorHeight() const
     45 {
     46     int maxHeight = 0;
     47     for (RenderObject* current = firstChild(); current; current = current->nextSibling()) {
     48         if (current->isRenderMathMLBlock()) {
     49             RenderMathMLBlock* block = toRenderMathMLBlock(current);
     50             int blockHeight = block->nonOperatorHeight();
     51             // Check to see if this box has a larger height
     52             if (blockHeight > maxHeight)
     53                 maxHeight = blockHeight;
     54         } else if (current->isBoxModelObject()) {
     55             RenderBoxModelObject* box = toRenderBoxModelObject(current);
     56             // Check to see if this box has a larger height
     57             if (box->offsetHeight() > maxHeight)
     58                 maxHeight = box->offsetHeight();
     59         }
     60 
     61     }
     62     return maxHeight;
     63 }
     64 
     65 void RenderMathMLRow::layout()
     66 {
     67     RenderBlock::layout();
     68 
     69     int maxHeight = 0;
     70     int childCount = 0;
     71     int operatorCount = 0;
     72 
     73     // Calculate the non-operator max height of the row.
     74     int operatorHeight = 0;
     75     for (RenderObject* current = firstChild(); current; current = current->nextSibling()) {
     76         childCount++;
     77         if (current->isRenderMathMLBlock()) {
     78             RenderMathMLBlock* block = toRenderMathMLBlock(current);
     79             // Check to see if the non-operator block has a greater height.
     80             if (!block->hasBase() && !block->isRenderMathMLOperator() && block->offsetHeight() > maxHeight)
     81                 maxHeight = block->offsetHeight();
     82             if (block->hasBase() && block->nonOperatorHeight() > maxHeight)
     83                 maxHeight = block->nonOperatorHeight();
     84             // If the block is an operator, capture the maximum height and increment the count.
     85             if (block->isRenderMathMLOperator()) {
     86                 if (block->offsetHeight() > operatorHeight)
     87                     operatorHeight = block->offsetHeight();
     88                 operatorCount++;
     89             }
     90         } else if (current->isBoxModelObject()) {
     91             RenderBoxModelObject* box = toRenderBoxModelObject(current);
     92             // Check to see if this box has a larger height.
     93             if (box->offsetHeight() > maxHeight)
     94                 maxHeight = box->offsetHeight();
     95         }
     96     }
     97 
     98     if (childCount > 0 && childCount == operatorCount) {
     99         // We have only operators and so set the max height to the operator height.
    100         maxHeight = operatorHeight;
    101     }
    102 
    103     // Stretch everything to the same height (blocks can ignore the request).
    104     if (maxHeight > 0) {
    105         bool didStretch = false;
    106         for (RenderObject* current = firstChild(); current; current = current->nextSibling()) {
    107             if (current->isRenderMathMLBlock()) {
    108                 RenderMathMLBlock* block = toRenderMathMLBlock(current);
    109                 block->stretchToHeight(maxHeight);
    110                 didStretch = true;
    111             }
    112         }
    113         if (didStretch) {
    114             setNeedsLayout(true);
    115             setPreferredLogicalWidthsDirty(true, false);
    116             RenderBlock::layout();
    117         }
    118     }
    119 
    120 }
    121 
    122 int RenderMathMLRow::baselinePosition(FontBaseline, bool firstLine, LineDirectionMode direction, LinePositionMode linePositionMode) const
    123 {
    124     if (firstChild() && firstChild()->isRenderMathMLBlock()) {
    125         RenderMathMLBlock* block = toRenderMathMLBlock(firstChild());
    126         if (block->isRenderMathMLOperator())
    127             return block->y() + block->baselinePosition(AlphabeticBaseline, firstLine, direction, linePositionMode);
    128     }
    129 
    130     return RenderBlock::baselinePosition(AlphabeticBaseline, firstLine, direction, linePositionMode);
    131 }
    132 
    133 }
    134 
    135 #endif // ENABLE(MATHML)
    136 
    137