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/*
* 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 Apple Inc. All rights reserved.
* Copyright (C) 2008, 2009 Torch Mobile Inc. All rights reserved. (http://www.torchmobile.com/)
*
* 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.
*
*/
#ifndef Node_h
#define Node_h
#include "EventTarget.h"
#include "KURLHash.h"
#include "ScriptWrappable.h"
#include "TreeShared.h"
#include <wtf/ListHashSet.h>
namespace WebCore {
class AtomicString;
class Attribute;
class ContainerNode;
class Document;
class DynamicNodeList;
class Element;
class Event;
class EventListener;
class FloatPoint;
class Frame;
class IntRect;
class KeyboardEvent;
class NSResolver;
class NamedNodeMap;
class NodeList;
class NodeRareData;
class PlatformKeyboardEvent;
class PlatformMouseEvent;
class PlatformWheelEvent;
class QualifiedName;
class RegisteredEventListener;
class RenderArena;
class RenderBox;
class RenderBoxModelObject;
class RenderObject;
class RenderStyle;
class StringBuilder;
typedef int ExceptionCode;
// SyntheticStyleChange means that we need to go through the entire style change logic even though
// no style property has actually changed. It is used to restructure the tree when, for instance,
// RenderLayers are created or destroyed due to animation changes.
enum StyleChangeType { NoStyleChange, InlineStyleChange, FullStyleChange, SyntheticStyleChange };
const unsigned short DOCUMENT_POSITION_EQUIVALENT = 0x00;
const unsigned short DOCUMENT_POSITION_DISCONNECTED = 0x01;
const unsigned short DOCUMENT_POSITION_PRECEDING = 0x02;
const unsigned short DOCUMENT_POSITION_FOLLOWING = 0x04;
const unsigned short DOCUMENT_POSITION_CONTAINS = 0x08;
const unsigned short DOCUMENT_POSITION_CONTAINED_BY = 0x10;
const unsigned short DOCUMENT_POSITION_IMPLEMENTATION_SPECIFIC = 0x20;
// this class implements nodes, which can have a parent but no children:
class Node : public EventTarget, public TreeShared<Node>, public ScriptWrappable {
friend class Document;
public:
enum NodeType {
ELEMENT_NODE = 1,
ATTRIBUTE_NODE = 2,
TEXT_NODE = 3,
CDATA_SECTION_NODE = 4,
ENTITY_REFERENCE_NODE = 5,
ENTITY_NODE = 6,
PROCESSING_INSTRUCTION_NODE = 7,
COMMENT_NODE = 8,
DOCUMENT_NODE = 9,
DOCUMENT_TYPE_NODE = 10,
DOCUMENT_FRAGMENT_NODE = 11,
NOTATION_NODE = 12,
XPATH_NAMESPACE_NODE = 13
};
static bool isSupported(const String& feature, const String& version);
static void startIgnoringLeaks();
static void stopIgnoringLeaks();
static void dumpStatistics();
enum StyleChange { NoChange, NoInherit, Inherit, Detach, Force };
static StyleChange diff(const RenderStyle*, const RenderStyle*);
virtual ~Node();
// DOM methods & attributes for Node
bool hasTagName(const QualifiedName&) const;
virtual String nodeName() const = 0;
virtual String nodeValue() const;
virtual void setNodeValue(const String&, ExceptionCode&);
virtual NodeType nodeType() const = 0;
Node* parentNode() const { return parent(); }
Element* parentElement() const;
Node* previousSibling() const { return m_previous; }
Node* nextSibling() const { return m_next; }
PassRefPtr<NodeList> childNodes();
Node* firstChild() const { return isContainerNode() ? containerFirstChild() : 0; }
Node* lastChild() const { return isContainerNode() ? containerLastChild() : 0; }
bool hasAttributes() const;
NamedNodeMap* attributes() const;
virtual KURL baseURI() const;
void getSubresourceURLs(ListHashSet<KURL>&) const;
// These should all actually return a node, but this is only important for language bindings,
// which will already know and hold a ref on the right node to return. Returning bool allows
// these methods to be more efficient since they don't need to return a ref
virtual bool insertBefore(PassRefPtr<Node> newChild, Node* refChild, ExceptionCode&, bool shouldLazyAttach = false);
virtual bool replaceChild(PassRefPtr<Node> newChild, Node* oldChild, ExceptionCode&, bool shouldLazyAttach = false);
virtual bool removeChild(Node* child, ExceptionCode&);
virtual bool appendChild(PassRefPtr<Node> newChild, ExceptionCode&, bool shouldLazyAttach = false);
void remove(ExceptionCode&);
bool hasChildNodes() const { return firstChild(); }
virtual PassRefPtr<Node> cloneNode(bool deep) = 0;
const AtomicString& localName() const { return virtualLocalName(); }
const AtomicString& namespaceURI() const { return virtualNamespaceURI(); }
const AtomicString& prefix() const { return virtualPrefix(); }
virtual void setPrefix(const AtomicString&, ExceptionCode&);
void normalize();
bool isSameNode(Node* other) const { return this == other; }
bool isEqualNode(Node*) const;
bool isDefaultNamespace(const AtomicString& namespaceURI) const;
String lookupPrefix(const AtomicString& namespaceURI) const;
String lookupNamespaceURI(const String& prefix) const;
String lookupNamespacePrefix(const AtomicString& namespaceURI, const Element* originalElement) const;
String textContent(bool convertBRsToNewlines = false) const;
void setTextContent(const String&, ExceptionCode&);
Node* lastDescendant() const;
Node* firstDescendant() const;
// Other methods (not part of DOM)
bool isElementNode() const { return m_isElement; }
bool isContainerNode() const { return m_isContainer; }
bool isTextNode() const { return m_isText; }
virtual bool isHTMLElement() const { return false; }
#if ENABLE(SVG)
virtual bool isSVGElement() const { return false; }
#else
static bool isSVGElement() { return false; }
#endif
#if ENABLE(WML)
virtual bool isWMLElement() const { return false; }
#else
static bool isWMLElement() { return false; }
#endif
#if ENABLE(MATHML)
virtual bool isMathMLElement() const { return false; }
#else
static bool isMathMLElement() { return false; }
#endif
virtual bool isMediaControlElement() const { return false; }
virtual bool isStyledElement() const { return false; }
virtual bool isFrameOwnerElement() const { return false; }
virtual bool isAttributeNode() const { return false; }
virtual bool isCommentNode() const { return false; }
virtual bool isCharacterDataNode() const { return false; }
bool isDocumentNode() const;
virtual bool isShadowNode() const { return false; }
virtual Node* shadowParentNode() { return 0; }
Node* shadowAncestorNode();
Node* shadowTreeRootNode();
bool isInShadowTree();
// The node's parent for the purpose of event capture and bubbling.
virtual ContainerNode* eventParentNode();
// Returns the enclosing event parent node (or self) that, when clicked, would trigger a navigation.
Node* enclosingLinkEventParentOrSelf();
// Node ancestors when concerned about event flow
void eventAncestors(Vector<RefPtr<ContainerNode> > &ancestors);
bool isBlockFlow() const;
bool isBlockFlowOrBlockTable() const;
// These low-level calls give the caller responsibility for maintaining the integrity of the tree.
void setPreviousSibling(Node* previous) { m_previous = previous; }
void setNextSibling(Node* next) { m_next = next; }
// FIXME: These two functions belong in editing -- "atomic node" is an editing concept.
Node* previousNodeConsideringAtomicNodes() const;
Node* nextNodeConsideringAtomicNodes() const;
/** (Not part of the official DOM)
* Returns the next leaf node.
*
* Using this function delivers leaf nodes as if the whole DOM tree were a linear chain of its leaf nodes.
* @return next leaf node or 0 if there are no more.
*/
Node* nextLeafNode() const;
/** (Not part of the official DOM)
* Returns the previous leaf node.
*
* Using this function delivers leaf nodes as if the whole DOM tree were a linear chain of its leaf nodes.
* @return previous leaf node or 0 if there are no more.
*/
Node* previousLeafNode() const;
bool isEditableBlock() const;
// enclosingBlockFlowElement() is deprecated. Use enclosingBlock instead.
Element* enclosingBlockFlowElement() const;
Element* enclosingInlineElement() const;
Element* rootEditableElement() const;
bool inSameContainingBlockFlowElement(Node*);
// Used by the parser. Checks against the DTD, unlike DOM operations like appendChild().
// Also does not dispatch DOM mutation events.
// Returns the appropriate container node for future insertions as you parse, or 0 for failure.
virtual ContainerNode* addChild(PassRefPtr<Node>);
// Called by the parser when this element's close tag is reached,
// signaling that all child tags have been parsed and added.
// This is needed for <applet> and <object> elements, which can't lay themselves out
// until they know all of their nested <param>s. [Radar 3603191, 4040848].
// Also used for script elements and some SVG elements for similar purposes,
// but making parsing a special case in this respect should be avoided if possible.
virtual void finishParsingChildren() { }
virtual void beginParsingChildren() { }
// Called by the frame right before dispatching an unloadEvent. [Radar 4532113]
// This is needed for HTMLInputElements to tell the frame that it is done editing
// (sends textFieldDidEndEditing notification)
virtual void aboutToUnload() { }
// For <link> and <style> elements.
virtual bool sheetLoaded() { return true; }
bool hasID() const { return m_hasId; }
bool hasClass() const { return m_hasClass; }
bool active() const { return m_active; }
bool inActiveChain() const { return m_inActiveChain; }
bool inDetach() const { return m_inDetach; }
bool hovered() const { return m_hovered; }
bool focused() const { return hasRareData() ? rareDataFocused() : false; }
bool attached() const { return m_attached; }
void setAttached(bool b = true) { m_attached = b; }
bool needsStyleRecalc() const { return m_styleChange != NoStyleChange; }
StyleChangeType styleChangeType() const { return static_cast<StyleChangeType>(m_styleChange); }
bool childNeedsStyleRecalc() const { return m_childNeedsStyleRecalc; }
bool isLink() const { return m_isLink; }
void setHasID(bool b = true) { m_hasId = b; }
void setHasClass(bool b = true) { m_hasClass = b; }
void setChildNeedsStyleRecalc(bool b = true) { m_childNeedsStyleRecalc = b; }
void setInDocument(bool b = true) { m_inDocument = b; }
void setInActiveChain(bool b = true) { m_inActiveChain = b; }
void setNeedsStyleRecalc(StyleChangeType changeType = FullStyleChange);
void setIsLink(bool b = true) { m_isLink = b; }
void lazyAttach();
virtual bool canLazyAttach();
virtual void setFocus(bool b = true);
virtual void setActive(bool b = true, bool /*pause*/ = false) { m_active = b; }
virtual void setHovered(bool b = true) { m_hovered = b; }
virtual short tabIndex() const;
// Whether this kind of node can receive focus by default. Most nodes are
// not focusable but some elements, such as form controls and links are.
virtual bool supportsFocus() const;
// Whether the node can actually be focused.
virtual bool isFocusable() const;
virtual bool isKeyboardFocusable(KeyboardEvent*) const;
virtual bool isMouseFocusable() const;
virtual bool isContentEditable() const;
virtual bool isContentRichlyEditable() const;
virtual bool shouldUseInputMethod() const;
virtual IntRect getRect() const;
virtual void recalcStyle(StyleChange = NoChange) { }
unsigned nodeIndex() const;
// Returns the DOM ownerDocument attribute. This method never returns NULL, except in the case
// of (1) a Document node or (2) a DocumentType node that is not used with any Document yet.
virtual Document* ownerDocument() const;
// Returns the document associated with this node. This method never returns NULL, except in the case
// of a DocumentType node that is not used with any Document yet. A Document node returns itself.
Document* document() const
{
ASSERT(this);
ASSERT(m_document || (nodeType() == DOCUMENT_TYPE_NODE && !inDocument()));
return m_document;
}
void setDocument(Document*);
// Returns true if this node is associated with a document and is in its associated document's
// node tree, false otherwise.
bool inDocument() const
{
ASSERT(m_document || !m_inDocument);
return m_inDocument;
}
bool isReadOnlyNode() const { return nodeType() == ENTITY_REFERENCE_NODE; }
virtual bool childTypeAllowed(NodeType) { return false; }
unsigned childNodeCount() const { return isContainerNode() ? containerChildNodeCount() : 0; }
Node* childNode(unsigned index) const { return isContainerNode() ? containerChildNode(index) : 0; }
/**
* Does a pre-order traversal of the tree to find the node next node after this one. This uses the same order that
* the tags appear in the source file.
*
* @param stayWithin If not null, the traversal will stop once the specified node is reached. This can be used to
* restrict traversal to a particular sub-tree.
*
* @return The next node, in document order
*
* see @ref traversePreviousNode()
*/
Node* traverseNextNode(const Node* stayWithin = 0) const;
// Like traverseNextNode, but skips children and starts with the next sibling.
Node* traverseNextSibling(const Node* stayWithin = 0) const;
/**
* Does a reverse pre-order traversal to find the node that comes before the current one in document order
*
* see @ref traverseNextNode()
*/
Node* traversePreviousNode(const Node * stayWithin = 0) const;
// Like traverseNextNode, but visits parents after their children.
Node* traverseNextNodePostOrder() const;
// Like traversePreviousNode, but visits parents before their children.
Node* traversePreviousNodePostOrder(const Node *stayWithin = 0) const;
Node* traversePreviousSiblingPostOrder(const Node *stayWithin = 0) const;
/**
* Finds previous or next editable leaf node.
*/
Node* previousEditable() const;
Node* nextEditable() const;
RenderObject* renderer() const { return m_renderer; }
RenderObject* nextRenderer();
RenderObject* previousRenderer();
void setRenderer(RenderObject* renderer) { m_renderer = renderer; }
// Use these two methods with caution.
RenderBox* renderBox() const;
RenderBoxModelObject* renderBoxModelObject() const;
void checkSetPrefix(const AtomicString& prefix, ExceptionCode&);
bool isDescendantOf(const Node*) const;
bool contains(const Node*) const;
// These two methods are mutually exclusive. The former is used to do strict error-checking
// when adding children via the public DOM API (e.g., appendChild()). The latter is called only when parsing,
// to sanity-check against the DTD for error recovery.
void checkAddChild(Node* newChild, ExceptionCode&); // Error-checking when adding via the DOM API
virtual bool childAllowed(Node* newChild); // Error-checking during parsing that checks the DTD
void checkReplaceChild(Node* newChild, Node* oldChild, ExceptionCode&);
virtual bool canReplaceChild(Node* newChild, Node* oldChild);
// Used to determine whether range offsets use characters or node indices.
virtual bool offsetInCharacters() const;
// Number of DOM 16-bit units contained in node. Note that rendered text length can be different - e.g. because of
// css-transform:capitalize breaking up precomposed characters and ligatures.
virtual int maxCharacterOffset() const;
// FIXME: We should try to find a better location for these methods.
virtual bool canSelectAll() const { return false; }
virtual void selectAll() { }
// Whether or not a selection can be started in this object
virtual bool canStartSelection() const;
// Getting points into and out of screen space
FloatPoint convertToPage(const FloatPoint& p) const;
FloatPoint convertFromPage(const FloatPoint& p) const;
// -----------------------------------------------------------------------------
// Integration with rendering tree
/**
* Attaches this node to the rendering tree. This calculates the style to be applied to the node and creates an
* appropriate RenderObject which will be inserted into the tree (except when the style has display: none). This
* makes the node visible in the FrameView.
*/
virtual void attach();
/**
* Detaches the node from the rendering tree, making it invisible in the rendered view. This method will remove
* the node's rendering object from the rendering tree and delete it.
*/
virtual void detach();
virtual void willRemove();
void createRendererIfNeeded();
PassRefPtr<RenderStyle> styleForRenderer();
virtual bool rendererIsNeeded(RenderStyle*);
#if ENABLE(SVG) || ENABLE(XHTMLMP)
virtual bool childShouldCreateRenderer(Node*) const { return true; }
#endif
virtual RenderObject* createRenderer(RenderArena*, RenderStyle*);
// Wrapper for nodes that don't have a renderer, but still cache the style (like HTMLOptionElement).
RenderStyle* renderStyle() const;
virtual void setRenderStyle(PassRefPtr<RenderStyle>);
virtual RenderStyle* computedStyle();
// -----------------------------------------------------------------------------
// Notification of document structure changes
/**
* Notifies the node that it has been inserted into the document. This is called during document parsing, and also
* when a node is added through the DOM methods insertBefore(), appendChild() or replaceChild(). Note that this only
* happens when the node becomes part of the document tree, i.e. only when the document is actually an ancestor of
* the node. The call happens _after_ the node has been added to the tree.
*
* This is similar to the DOMNodeInsertedIntoDocument DOM event, but does not require the overhead of event
* dispatching.
*/
virtual void insertedIntoDocument();
/**
* Notifies the node that it is no longer part of the document tree, i.e. when the document is no longer an ancestor
* node.
*
* This is similar to the DOMNodeRemovedFromDocument DOM event, but does not require the overhead of event
* dispatching, and is called _after_ the node is removed from the tree.
*/
virtual void removedFromDocument();
// These functions are called whenever you are connected or disconnected from a tree. That tree may be the main
// document tree, or it could be another disconnected tree. Override these functions to do any work that depends
// on connectedness to some ancestor (e.g., an ancestor <form> for example).
virtual void insertedIntoTree(bool /*deep*/) { }
virtual void removedFromTree(bool /*deep*/) { }
/**
* Notifies the node that it's list of children have changed (either by adding or removing child nodes), or a child
* node that is of the type CDATA_SECTION_NODE, TEXT_NODE or COMMENT_NODE has changed its value.
*/
virtual void childrenChanged(bool /*changedByParser*/ = false, Node* /*beforeChange*/ = 0, Node* /*afterChange*/ = 0, int /*childCountDelta*/ = 0) { }
#ifndef NDEBUG
virtual void formatForDebugger(char* buffer, unsigned length) const;
void showNode(const char* prefix = "") const;
void showTreeForThis() const;
void showTreeAndMark(const Node* markedNode1, const char* markedLabel1, const Node* markedNode2 = 0, const char* markedLabel2 = 0) const;
#endif
void registerDynamicNodeList(DynamicNodeList*);
void unregisterDynamicNodeList(DynamicNodeList*);
void notifyNodeListsChildrenChanged();
void notifyLocalNodeListsChildrenChanged();
void notifyNodeListsAttributeChanged();
void notifyLocalNodeListsAttributeChanged();
PassRefPtr<NodeList> getElementsByTagName(const String&);
PassRefPtr<NodeList> getElementsByTagNameNS(const AtomicString& namespaceURI, const String& localName);
PassRefPtr<NodeList> getElementsByName(const String& elementName);
PassRefPtr<NodeList> getElementsByClassName(const String& classNames);
PassRefPtr<Element> querySelector(const String& selectors, ExceptionCode&);
PassRefPtr<NodeList> querySelectorAll(const String& selectors, ExceptionCode&);
unsigned short compareDocumentPosition(Node*);
virtual Node* toNode() { return this; }
virtual ScriptExecutionContext* scriptExecutionContext() const;
virtual bool addEventListener(const AtomicString& eventType, PassRefPtr<EventListener>, bool useCapture);
virtual bool removeEventListener(const AtomicString& eventType, EventListener*, bool useCapture);
// Handlers to do/undo actions on the target node before an event is dispatched to it and after the event
// has been dispatched. The data pointer is handed back by the preDispatch and passed to postDispatch.
virtual void* preDispatchEventHandler(Event*) { return 0; }
virtual void postDispatchEventHandler(Event*, void* /*dataFromPreDispatch*/) { }
using EventTarget::dispatchEvent;
virtual bool dispatchEvent(PassRefPtr<Event>);
bool dispatchGenericEvent(PassRefPtr<Event>);
virtual void handleLocalEvents(Event*);
void dispatchSubtreeModifiedEvent();
void dispatchUIEvent(const AtomicString& eventType, int detail, PassRefPtr<Event> underlyingEvent);
bool dispatchKeyEvent(const PlatformKeyboardEvent&);
void dispatchWheelEvent(PlatformWheelEvent&);
bool dispatchMouseEvent(const PlatformMouseEvent&, const AtomicString& eventType,
int clickCount = 0, Node* relatedTarget = 0);
bool dispatchMouseEvent(const AtomicString& eventType, int button, int clickCount,
int pageX, int pageY, int screenX, int screenY,
bool ctrlKey, bool altKey, bool shiftKey, bool metaKey,
bool isSimulated, Node* relatedTarget, PassRefPtr<Event> underlyingEvent);
void dispatchSimulatedMouseEvent(const AtomicString& eventType, PassRefPtr<Event> underlyingEvent);
void dispatchSimulatedClick(PassRefPtr<Event> underlyingEvent, bool sendMouseEvents = false, bool showPressedLook = true);
virtual void dispatchFocusEvent();
virtual void dispatchBlurEvent();
/**
* Perform the default action for an event e.g. submitting a form
*/
virtual void defaultEventHandler(Event*);
/**
* Used for disabled form elements; if true, prevents mouse events from being dispatched
* to event listeners, and prevents DOMActivate events from being sent at all.
*/
virtual bool disabled() const;
using TreeShared<Node>::ref;
using TreeShared<Node>::deref;
virtual EventTargetData* eventTargetData();
virtual EventTargetData* ensureEventTargetData();
protected:
// CreateElementZeroRefCount is deprecated and can be removed once we convert all element
// classes to start with a reference count of 1.
enum ConstructionType { CreateContainer, CreateElement, CreateOther, CreateText, CreateElementZeroRefCount };
Node(Document*, ConstructionType);
virtual void willMoveToNewOwnerDocument();
virtual void didMoveToNewOwnerDocument();
virtual void addSubresourceAttributeURLs(ListHashSet<KURL>&) const { }
void setTabIndexExplicitly(short);
bool hasRareData() const { return m_hasRareData; }
#if ENABLE(SVG)
bool hasRareSVGData() const { return m_hasRareSVGData; }
#endif
NodeRareData* rareData() const;
NodeRareData* ensureRareData();
private:
static bool initialRefCount(ConstructionType);
static bool isContainer(ConstructionType);
static bool isElement(ConstructionType);
static bool isText(ConstructionType);
virtual void refEventTarget() { ref(); }
virtual void derefEventTarget() { deref(); }
void removeAllEventListenersSlowCase();
virtual NodeRareData* createRareData();
Node* containerChildNode(unsigned index) const;
unsigned containerChildNodeCount() const;
Node* containerFirstChild() const;
Node* containerLastChild() const;
bool rareDataFocused() const;
virtual RenderStyle* nonRendererRenderStyle() const;
virtual const AtomicString& virtualPrefix() const;
virtual const AtomicString& virtualLocalName() const;
virtual const AtomicString& virtualNamespaceURI() const;
Element* ancestorElement() const;
void appendTextContent(bool convertBRsToNewlines, StringBuilder&) const;
Document* m_document;
Node* m_previous;
Node* m_next;
RenderObject* m_renderer;
unsigned m_styleChange : 2;
bool m_hasId : 1;
bool m_hasClass : 1;
bool m_attached : 1;
bool m_childNeedsStyleRecalc : 1;
bool m_inDocument : 1;
bool m_isLink : 1;
bool m_active : 1;
bool m_hovered : 1;
bool m_inActiveChain : 1;
bool m_inDetach : 1;
bool m_hasRareData : 1;
const bool m_isElement : 1;
const bool m_isContainer : 1;
const bool m_isText : 1;
protected:
// These bits are used by derived classes, pulled up here so they can
// be stored in the same memory word as the Node bits above.
bool m_parsingChildrenFinished : 1; // Element
mutable bool m_isStyleAttributeValid : 1; // StyledElement
mutable bool m_synchronizingStyleAttribute : 1; // StyledElement
#if ENABLE(SVG)
mutable bool m_areSVGAttributesValid : 1; // Element
mutable bool m_synchronizingSVGAttributes : 1; // SVGElement
bool m_hasRareSVGData : 1; // SVGElement
#endif
// 10 bits remaining
};
// Used in Node::addSubresourceAttributeURLs() and in addSubresourceStyleURLs()
inline void addSubresourceURL(ListHashSet<KURL>& urls, const KURL& url)
{
if (!url.isNull())
urls.add(url);
}
} //namespace
#ifndef NDEBUG
// Outside the WebCore namespace for ease of invocation from gdb.
void showTree(const WebCore::Node*);
#endif
#endif
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