/*
* Copyright (C) 2010 Alex Milowski (alex@milowski.com). All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#if ENABLE(MATHML)
#include "RenderMathMLRow.h"
#include "MathMLNames.h"
#include "RenderMathMLOperator.h"
namespace WebCore {
using namespace MathMLNames;
RenderMathMLRow::RenderMathMLRow(Node* row)
: RenderMathMLBlock(row)
{
}
int RenderMathMLRow::nonOperatorHeight() const
{
int maxHeight = 0;
for (RenderObject* current = firstChild(); current; current = current->nextSibling()) {
if (current->isRenderMathMLBlock()) {
RenderMathMLBlock* block = toRenderMathMLBlock(current);
int blockHeight = block->nonOperatorHeight();
// Check to see if this box has a larger height
if (blockHeight > maxHeight)
maxHeight = blockHeight;
} else if (current->isBoxModelObject()) {
RenderBoxModelObject* box = toRenderBoxModelObject(current);
// Check to see if this box has a larger height
if (box->offsetHeight() > maxHeight)
maxHeight = box->offsetHeight();
}
}
return maxHeight;
}
void RenderMathMLRow::layout()
{
RenderBlock::layout();
int maxHeight = 0;
int childCount = 0;
int operatorCount = 0;
// Calculate the non-operator max height of the row.
int operatorHeight = 0;
for (RenderObject* current = firstChild(); current; current = current->nextSibling()) {
childCount++;
if (current->isRenderMathMLBlock()) {
RenderMathMLBlock* block = toRenderMathMLBlock(current);
// Check to see if the non-operator block has a greater height.
if (!block->hasBase() && !block->isRenderMathMLOperator() && block->offsetHeight() > maxHeight)
maxHeight = block->offsetHeight();
if (block->hasBase() && block->nonOperatorHeight() > maxHeight)
maxHeight = block->nonOperatorHeight();
// If the block is an operator, capture the maximum height and increment the count.
if (block->isRenderMathMLOperator()) {
if (block->offsetHeight() > operatorHeight)
operatorHeight = block->offsetHeight();
operatorCount++;
}
} else if (current->isBoxModelObject()) {
RenderBoxModelObject* box = toRenderBoxModelObject(current);
// Check to see if this box has a larger height.
if (box->offsetHeight() > maxHeight)
maxHeight = box->offsetHeight();
}
}
if (childCount > 0 && childCount == operatorCount) {
// We have only operators and so set the max height to the operator height.
maxHeight = operatorHeight;
}
// Stretch everything to the same height (blocks can ignore the request).
if (maxHeight > 0) {
bool didStretch = false;
for (RenderObject* current = firstChild(); current; current = current->nextSibling()) {
if (current->isRenderMathMLBlock()) {
RenderMathMLBlock* block = toRenderMathMLBlock(current);
block->stretchToHeight(maxHeight);
didStretch = true;
}
}
if (didStretch) {
setNeedsLayout(true);
setPreferredLogicalWidthsDirty(true, false);
RenderBlock::layout();
}
}
}
int RenderMathMLRow::baselinePosition(FontBaseline, bool firstLine, LineDirectionMode direction, LinePositionMode linePositionMode) const
{
if (firstChild() && firstChild()->isRenderMathMLBlock()) {
RenderMathMLBlock* block = toRenderMathMLBlock(firstChild());
if (block->isRenderMathMLOperator())
return block->y() + block->baselinePosition(AlphabeticBaseline, firstLine, direction, linePositionMode);
}
return RenderBlock::baselinePosition(AlphabeticBaseline, firstLine, direction, linePositionMode);
}
}
#endif // ENABLE(MATHML)