📄 node.h
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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. * * 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 "DocPtr.h"#include "EventTarget.h"#include "KURLHash.h"#include "PlatformString.h"#include "TreeShared.h"#include "FloatPoint.h"#include <wtf/Assertions.h>#include <wtf/ListHashSet.h>#include <wtf/OwnPtr.h>#include <wtf/PassRefPtr.h>namespace WebCore {class AtomicString;class Attribute;class ContainerNode;class Document;class DynamicNodeList;class Element;class Event;class EventListener;class Frame;class IntRect;class KeyboardEvent;class NSResolver;class NamedAttrMap;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;typedef Vector<RefPtr<RegisteredEventListener> > RegisteredEventListenerVector;enum StyleChangeType { NoStyleChange, InlineStyleChange, FullStyleChange, AnimationStyleChange };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> { 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(RenderStyle*, RenderStyle*); Node(Document*, bool isElement = false, bool isContainer = false, bool isText = false); 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; NamedAttrMap* 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 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(); 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, // signalling 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 changed() const { return m_styleChange != NoStyleChange; } StyleChangeType styleChangeType() const { return static_cast<StyleChangeType>(m_styleChange); } bool hasChangedChild() const { return m_hasChangedChild; } bool isLink() const { return m_isLink; } void setHasID(bool b = true) { m_hasId = b; } void setHasClass(bool b = true) { m_hasClass = b; } void setHasChangedChild( bool b = true ) { m_hasChangedChild = b; } void setInDocument(bool b = true) { m_inDocument = b; } void setInActiveChain(bool b = true) { m_inActiveChain = b; } void setChanged(StyleChangeType changeType = FullStyleChange); void setIsLink(bool b = true) { m_isLink = b; } bool inSubtreeMark() const { return m_inSubtreeMark; } void setInSubtreeMark(bool b = true) { m_inSubtreeMark = 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 node can receive the keyboard focus. */ virtual bool supportsFocus() const { return isFocusable(); } 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.get(); } 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. */
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