/*
 * Copyright (C) 2009, 2010 Apple Inc. All rights reserved.
 * Copyright (C) Research In Motion Limited 2010. 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 APPLE COMPUTER, INC. ``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 APPLE COMPUTER, INC. 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"
#include "RenderObjectChildList.h"

#include "AXObjectCache.h"
#include "ContentData.h"
#include "RenderBlock.h"
#include "RenderCounter.h"
#include "RenderLayer.h"
#include "RenderListItem.h"
#include "RenderNamedFlowThread.h"
#include "RenderRegion.h"
#include "RenderStyle.h"
#include "RenderView.h"

namespace WebCore {

void RenderObjectChildList::destroyLeftoverChildren()
{
    while (firstChild()) {
        if (firstChild()->isListMarker() || (firstChild()->style()->styleType() == FIRST_LETTER && !firstChild()->isText()))
            firstChild()->remove();  // List markers are owned by their enclosing list and so don't get destroyed by this container. Similarly, first letters are destroyed by their remaining text fragment.
        else if (firstChild()->isRunIn() && firstChild()->node()) {
            firstChild()->node()->setRenderer(0);
            firstChild()->node()->setNeedsStyleRecalc();
            firstChild()->destroy();
        } else {
            // Destroy any anonymous children remaining in the render tree, as well as implicit (shadow) DOM elements like those used in the engine-based text fields.
            if (firstChild()->node())
                firstChild()->node()->setRenderer(0);
            firstChild()->destroy();
        }
    }
}

RenderObject* RenderObjectChildList::removeChildNode(RenderObject* owner, RenderObject* oldChild, bool notifyRenderer)
{
    ASSERT(oldChild->parent() == owner);

    if (oldChild->isFloatingOrOutOfFlowPositioned())
        toRenderBox(oldChild)->removeFloatingOrPositionedChildFromBlockLists();

    // So that we'll get the appropriate dirty bit set (either that a normal flow child got yanked or
    // that a positioned child got yanked). We also repaint, so that the area exposed when the child
    // disappears gets repainted properly.
    if (!owner->documentBeingDestroyed() && notifyRenderer && oldChild->everHadLayout()) {
        oldChild->setNeedsLayoutAndPrefWidthsRecalc();
        // We only repaint |oldChild| if we have a RenderLayer as its visual overflow may not be tracked by its parent.
        if (oldChild->isBody())
            owner->view()->repaint();
        else
            oldChild->repaint();
    }

    // If we have a line box wrapper, delete it.
    if (oldChild->isBox())
        toRenderBox(oldChild)->deleteLineBoxWrapper();

    // If oldChild is the start or end of the selection, then clear the selection to
    // avoid problems of invalid pointers.
    // FIXME: The FrameSelection should be responsible for this when it
    // is notified of DOM mutations.
    if (!owner->documentBeingDestroyed() && oldChild->isSelectionBorder())
        owner->view()->clearSelection();

    if (!owner->documentBeingDestroyed() && notifyRenderer)
        oldChild->willBeRemovedFromTree();

    // WARNING: There should be no code running between willBeRemovedFromTree and the actual removal below.
    // This is needed to avoid race conditions where willBeRemovedFromTree would dirty the tree's structure
    // and the code running here would force an untimely rebuilding, leaving |oldChild| dangling.

    if (oldChild->previousSibling())
        oldChild->previousSibling()->setNextSibling(oldChild->nextSibling());
    if (oldChild->nextSibling())
        oldChild->nextSibling()->setPreviousSibling(oldChild->previousSibling());

    if (firstChild() == oldChild)
        setFirstChild(oldChild->nextSibling());
    if (lastChild() == oldChild)
        setLastChild(oldChild->previousSibling());

    oldChild->setPreviousSibling(0);
    oldChild->setNextSibling(0);
    oldChild->setParent(0);

    // rendererRemovedFromTree walks the whole subtree. We can improve performance
    // by skipping this step when destroying the entire tree.
    if (!owner->documentBeingDestroyed()) {
        RenderCounter::rendererRemovedFromTree(oldChild);
    }

    if (AXObjectCache::accessibilityEnabled())
        owner->document()->axObjectCache()->childrenChanged(owner);

    return oldChild;
}

void RenderObjectChildList::appendChildNode(RenderObject* owner, RenderObject* newChild, bool notifyRenderer)
{
    ASSERT(newChild->parent() == 0);
    ASSERT(!owner->isBlockFlow() || (!newChild->isTableSection() && !newChild->isTableRow() && !newChild->isTableCell()));

    newChild->setParent(owner);
    RenderObject* lChild = lastChild();

    if (lChild) {
        newChild->setPreviousSibling(lChild);
        lChild->setNextSibling(newChild);
    } else
        setFirstChild(newChild);

    setLastChild(newChild);
    
    if (!owner->documentBeingDestroyed() && notifyRenderer)
        newChild->insertedIntoTree();

    if (!owner->documentBeingDestroyed()) {
        RenderCounter::rendererSubtreeAttached(newChild);
    }
    newChild->setNeedsLayoutAndPrefWidthsRecalc(); // Goes up the containing block hierarchy.
    if (!owner->normalChildNeedsLayout())
        owner->setChildNeedsLayout(true); // We may supply the static position for an absolute positioned child.
    
    if (AXObjectCache::accessibilityEnabled())
        owner->document()->axObjectCache()->childrenChanged(owner);
}

void RenderObjectChildList::insertChildNode(RenderObject* owner, RenderObject* child, RenderObject* beforeChild, bool notifyRenderer)
{
    if (!beforeChild) {
        appendChildNode(owner, child, notifyRenderer);
        return;
    }

    ASSERT(!child->parent());
    while (beforeChild->parent() && beforeChild->parent() != owner)
        beforeChild = beforeChild->parent();

    // This should never happen, but if it does prevent render tree corruption
    // where child->parent() ends up being owner but child->nextSibling()->parent()
    // is not owner.
    if (beforeChild->parent() != owner) {
        ASSERT_NOT_REACHED();
        return;
    }

    ASSERT(!owner->isBlockFlow() || (!child->isTableSection() && !child->isTableRow() && !child->isTableCell()));

    if (beforeChild == firstChild())
        setFirstChild(child);

    RenderObject* prev = beforeChild->previousSibling();
    child->setNextSibling(beforeChild);
    beforeChild->setPreviousSibling(child);
    if (prev)
        prev->setNextSibling(child);
    child->setPreviousSibling(prev);

    child->setParent(owner);
    
    if (!owner->documentBeingDestroyed() && notifyRenderer)
        child->insertedIntoTree();

    if (!owner->documentBeingDestroyed()) {
        RenderCounter::rendererSubtreeAttached(child);
    }
    child->setNeedsLayoutAndPrefWidthsRecalc();
    if (!owner->normalChildNeedsLayout())
        owner->setChildNeedsLayout(true); // We may supply the static position for an absolute positioned child.
    
    if (AXObjectCache::accessibilityEnabled())
        owner->document()->axObjectCache()->childrenChanged(owner);
}

RenderObject* RenderObjectChildList::beforePseudoElementRenderer(const RenderObject* owner) const
{
    // An anonymous (generated) inline run-in that has PseudoId BEFORE must come from a grandparent.
    // Therefore we should skip these generated run-ins when checking our immediate children.
    // If we don't find our :before child immediately, then we should check if we own a
    // generated inline run-in in the next level of children.
    RenderObject* first = const_cast<RenderObject*>(owner);
    do {
        first = first->firstChild();
        // Skip list markers and generated run-ins.
        while (first && (first->isListMarker() || (first->isRenderInline() && first->isRunIn())))
            first = first->nextInPreOrderAfterChildren(owner);
    } while (first && first->isAnonymous() && first->style()->styleType() == NOPSEUDO);

    if (!first)
        return 0;

    if (first->isBeforeContent())
        return first;

    // Check for a possible generated run-in, using run-in positioning rules.
    first = owner->firstChild();
    if (!first->isRenderBlock())
        return 0;
    
    first = first->firstChild();
    // We still need to skip any list markers that could exist before the run-in.
    while (first && first->isListMarker())
        first = first->nextSibling();
    if (first && first->isBeforeContent() && first->isRenderInline() && first->isRunIn())
        return first;
    
    return 0;
}

RenderObject* RenderObjectChildList::afterPseudoElementRenderer(const RenderObject* owner) const
{
    RenderObject* last = const_cast<RenderObject*>(owner);
    do {
        last = last->lastChild();
    } while (last && last->isAnonymous() && last->style()->styleType() == NOPSEUDO && !last->isListMarker());
    if (last && !last->isAfterContent())
        return 0;
    return last;
}

} // namespace WebCore
