blob: 0ea6667e0ad56246acfa7d43fce0bb4826d7f8c7 [file] [log] [blame]
/*
* 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 "RenderMathMLSubSup.h"
#include "FontSelector.h"
#include "MathMLNames.h"
#include "RenderInline.h"
#include "RenderTable.h"
#include "RenderTableCell.h"
#include "RenderTableRow.h"
#include "RenderTableSection.h"
#include "RenderText.h"
namespace WebCore {
using namespace MathMLNames;
static const int gTopAdjustDivisor = 3;
static const int gSubsupScriptMargin = 1;
static const float gSubSupStretch = 1.2f;
RenderMathMLSubSup::RenderMathMLSubSup(Element* element)
: RenderMathMLBlock(element)
, m_scripts(0)
{
// Determine what kind of under/over expression we have by element name
if (element->hasLocalName(MathMLNames::msubTag))
m_kind = Sub;
else if (element->hasLocalName(MathMLNames::msupTag))
m_kind = Sup;
else if (element->hasLocalName(MathMLNames::msubsupTag))
m_kind = SubSup;
else
m_kind = SubSup;
}
void RenderMathMLSubSup::addChild(RenderObject* child, RenderObject* beforeChild)
{
if (firstChild()) {
// We already have a base, so this is the super/subscripts being added.
if (m_kind == SubSup) {
if (!m_scripts) {
m_scripts = new (renderArena()) RenderMathMLBlock(node());
RefPtr<RenderStyle> scriptsStyle = RenderStyle::create();
scriptsStyle->inheritFrom(style());
scriptsStyle->setDisplay(INLINE_BLOCK);
scriptsStyle->setVerticalAlign(TOP);
scriptsStyle->setMarginLeft(Length(gSubsupScriptMargin, Fixed));
scriptsStyle->setTextAlign(LEFT);
m_scripts->setStyle(scriptsStyle.release());
RenderMathMLBlock::addChild(m_scripts, beforeChild);
}
RenderBlock* script = new (renderArena()) RenderMathMLBlock(node());
RefPtr<RenderStyle> scriptStyle = RenderStyle::create();
scriptStyle->inheritFrom(m_scripts->style());
scriptStyle->setDisplay(BLOCK);
script->setStyle(scriptStyle.release());
m_scripts->addChild(script, m_scripts->firstChild());
script->addChild(child);
} else
RenderMathMLBlock::addChild(child, beforeChild);
} else {
RenderMathMLBlock* wrapper = new (renderArena()) RenderMathMLBlock(node());
RefPtr<RenderStyle> wrapperStyle = RenderStyle::create();
wrapperStyle->inheritFrom(style());
wrapperStyle->setDisplay(INLINE_BLOCK);
wrapperStyle->setVerticalAlign(BASELINE);
wrapper->setStyle(wrapperStyle.release());
RenderMathMLBlock::addChild(wrapper, beforeChild);
wrapper->addChild(child);
}
}
void RenderMathMLSubSup::stretchToHeight(int height)
{
RenderObject* base = firstChild();
if (!base)
return;
if (base->firstChild()->isRenderMathMLBlock()) {
RenderMathMLBlock* block = toRenderMathMLBlock(base->firstChild());
block->stretchToHeight(static_cast<int>(gSubSupStretch * height));
// Adjust the script placement after we stretch
if (height > 0 && m_kind == SubSup && m_scripts) {
RenderObject* script = m_scripts->firstChild();
if (script) {
// Calculate the script height without the container margins.
RenderObject* top = script;
int topHeight = getBoxModelObjectHeight(top->firstChild());
int topAdjust = topHeight / gTopAdjustDivisor;
top->style()->setMarginTop(Length(-topAdjust, Fixed));
top->style()->setMarginBottom(Length(height - topHeight + topAdjust, Fixed));
if (top->isBoxModelObject()) {
RenderBoxModelObject* topBox = toRenderBoxModelObject(top);
topBox->updateBoxModelInfoFromStyle();
}
m_scripts->setNeedsLayout(true);
setNeedsLayout(true);
}
}
}
}
int RenderMathMLSubSup::nonOperatorHeight() const
{
if (m_kind == SubSup)
return static_cast<int>(style()->fontSize()*gSubSupStretch);
return static_cast<int>(style()->fontSize());
}
void RenderMathMLSubSup::layout()
{
if (firstChild())
firstChild()->setNeedsLayout(true);
if (m_scripts)
m_scripts->setNeedsLayout(true);
RenderBlock::layout();
if (m_kind == SubSup) {
if (RenderObject* base = firstChild()) {
int maxHeight = 0;
RenderObject* current = base->firstChild();
while (current) {
int height = getBoxModelObjectHeight(current);
if (height > maxHeight)
maxHeight = height;
current = current->nextSibling();
}
int heightDiff = m_scripts ? (m_scripts->offsetHeight() - maxHeight) / 2 : 0;
if (heightDiff < 0)
heightDiff = 0;
base->style()->setPaddingTop(Length(heightDiff, Fixed));
base->setNeedsLayout(true);
}
setNeedsLayout(true);
RenderBlock::layout();
}
}
int RenderMathMLSubSup::baselinePosition(FontBaseline, bool firstLine, LineDirectionMode direction, LinePositionMode linePositionMode) const
{
RenderObject* base = firstChild();
if (!base)
return offsetHeight();
int baseline = offsetHeight();
if (!base || !base->isBoxModelObject())
return baseline;
switch (m_kind) {
case SubSup:
base = base->firstChild();
if (m_scripts && base->isBoxModelObject()) {
RenderBoxModelObject* box = toRenderBoxModelObject(base);
int topAdjust = (m_scripts->offsetHeight() - box->offsetHeight()) / 2;
// FIXME: The last bit of this calculation should be more exact. Why is the 2-3px scaled for zoom necessary?
// The baseline is top spacing of the base + the baseline of the base + adjusted space for zoom
float zoomFactor = style()->effectiveZoom();
return topAdjust + box->baselinePosition(AlphabeticBaseline, firstLine, direction, linePositionMode) + static_cast<int>((zoomFactor > 1.25 ? 2 : 3) * zoomFactor);
}
break;
case Sup:
case Sub:
RenderBoxModelObject* box = toRenderBoxModelObject(base);
baseline = box->baselinePosition(AlphabeticBaseline, firstLine, direction, linePositionMode);
break;
}
return baseline;
}
}
#endif // ENABLE(MATHML)