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parser | ||
test | ||
frames.c | ||
frames.h | ||
internal.h | ||
Makefile | ||
parse-meta-refresh.c | ||
parse-meta-refresh.h | ||
parser.c | ||
parser.h | ||
README | ||
renderer.c | ||
renderer.h | ||
tables.c | ||
tables.h |
This is the "Mikulas' HTML Processor". The parser and renderer we actually use. It's scary, yes. Parser - renderer interaction ============================= (See also doc/hacking.txt. Incoherent (and possibly misleaded on some points; don't trust it to the letter) rambling follows.) The parser is written modularily so it is separated from the renderer and can be actually used with a different renderer as well (they do that in Links2, using graphics renderer with the current parser). The entry point from the rest of ELinks is inside the renderer, which sets up couple of callbacks (like "put this text on screen" or "special element indicator", where special element might be a <hr>, a link or a table) and calls the parser. Usually, the renderer just lets the parser chew through the document on its own and only processes the callbacks, sometimes it kicks in though - at that point it does a "management override", skips a chunk of the source and resumes the parser after it's over. Most commonly, it does this with tables - when you hit a table, html_table() does basically nothing and the renderer at that point skips to </table>. What happens with the table you ask? The renderer calls itself recursively on just the table; that means a separate parser instance is run for the table, and for each distinct cell a new renderer instance is called. The table is (parsed and) rendered two times - first to just find out the wanted cell sizes, then it optimizes that and figures out the layout and does a second rendering pass where it uses the calculated cell sizes to actually write the cells to the canvas. Box model plans =============== The design described above - calling the renderer recursively on the table and each cell - is a cheap substitute for the box model. Except for those cases where the renderer basically just writes on the canvas sequentially as the text comes in, moving the pen only rightwards and down; there are only some parameters like indentation and border sizes which affect the rightwards and down motion. It needs to be changed so that the renderer maintains a *box model* - at each moment the text being written out is inside a stack of boxes. This is what the table renderer achieves by just making each box a separate renderer instance - you can't get away without boxes when rendering tables. But boxes are essential for all block elements at the moment you go CSS, and we went CSS and would like to support floating elements. Even without support of the float property, boxes will have an immediate advantage since you will be able to e.g. set their background - now e.g. slashdot looks really ugly since it has background set on some block elements but since we have no box model we set the background only on the rendered text itself, not the rectangular canvas around it. Boxes can probably be implemented by just transmitting information "here a new box (block element) begins" and "here a box ends" from parser to the renderer, and maintaining a box stack with some geometry information in the renderer (and now, you've just got DOM for block elements if you turn this from a temporary stack to a persistent tree; but we might not want to do that, at least not unconditionally). Rendering boxes ~~~~~~~~~~~~~~~ When you are actually rendering, you must not apply the attributes on the whole box after rendering; inline elements might have custom attributes and we won't have boxes for those. Also, you don't know the box width until you've already rendered it. Several possibilities occur to me: (i) Dry-run each box to find out the dimensions, prefill the rectangle with attributes and then hard-render. Awfully quadratic, would kill performance. (ii) Post-fill: for each line and each box in stack, remember "content width". After the box is over you look at its each line and post-fill it from the content width to the box width (at both sides). (iii) Maximalistic: assume maximal spread and reduce afterwards. Basically fill the whole line (from starting X coordinate) with the box attributes and when the box is done rendering, fill the rest of all its lines (from ending X coordinate) with the parent's box attributes. I like (iii) most. Boxes and floats ~~~~~~~~~~~~~~~~ In order to be able to support floats, you want to be able to revisit previous boxes and resize them based on the new box. To do that, you need to remember parser contexts for all the boxes in the stack (you should have only few of those). If you hit a floating box, you: * dry-render it to find out the dimensions and then do the dimensions negotiation like you'd do with cell tables; or maybe a different one, I didn't read the specs on it; don't put anything on canvas * pop the floating box * duplicate the parent box, so you have a "sibling box" that contains all the content hit so far; limit its parser context to reach only to the start of your floating box Note that you don't want to merge multiple float boxes together. So, an implementation might have something like this instead of the "duplication": struct box { struct box floaters[]; } where floaters are children of this box; normally you have one which is mostly read-only and contains everything rendered so far, and one which points to the next box in your stack. When you process a floating box, it gets a separate entry in the floaters[] array and won't get merged to floaters[0]. * wipe the sibling box (floaters[*]) from canvas * rerender the sibling box with calculated geometry constraints * rerender the floating box dtto (This might be modified based on how floats are actually supposed to behave; I'm not sure of that. ;-) ) This algorithm is careful not to keep a list of all sibling boxes in memory since with a simple long document a mere sequence of paragraphs would cost us huge amount of memory. There's probably no way around keeping a list of sibling floating boxes in memory, though.