Index: third_party/WebKit/WebCore/rendering/RenderBlock.cpp |
=================================================================== |
--- third_party/WebKit/WebCore/rendering/RenderBlock.cpp (revision 9383) |
+++ third_party/WebKit/WebCore/rendering/RenderBlock.cpp (working copy) |
@@ -1,5018 +1,5018 @@ |
-/* |
- * Copyright (C) 1999 Lars Knoll (knoll@kde.org) |
- * (C) 1999 Antti Koivisto (koivisto@kde.org) |
- * (C) 2007 David Smith (catfish.man@gmail.com) |
- * Copyright (C) 2003, 2004, 2005, 2006, 2007, 2008 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. |
- */ |
- |
-#include "config.h" |
-#include "RenderBlock.h" |
- |
-#include "Document.h" |
-#include "Element.h" |
-#include "FloatQuad.h" |
-#include "Frame.h" |
-#include "FrameView.h" |
-#include "GraphicsContext.h" |
-#include "HTMLNames.h" |
-#include "HitTestResult.h" |
-#include "InlineTextBox.h" |
-#include "RenderImage.h" |
-#include "RenderInline.h" |
-#include "RenderMarquee.h" |
-#include "RenderReplica.h" |
-#include "RenderTableCell.h" |
-#include "RenderTextFragment.h" |
-#include "RenderTheme.h" |
-#include "RenderView.h" |
-#include "SelectionController.h" |
-#include <wtf/StdLibExtras.h> |
- |
-using namespace std; |
-using namespace WTF; |
-using namespace Unicode; |
- |
-namespace WebCore { |
- |
-// Number of pixels to allow as a fudge factor when clicking above or below a line. |
-// clicking up to verticalLineClickFudgeFactor pixels above a line will correspond to the closest point on the line. |
-const int verticalLineClickFudgeFactor= 3; |
- |
-using namespace HTMLNames; |
- |
-static void moveChild(RenderObject* to, RenderObjectChildList* toChildList, RenderObject* from, RenderObjectChildList* fromChildList, RenderObject* child) |
-{ |
- ASSERT(from == child->parent()); |
- toChildList->appendChildNode(to, fromChildList->removeChildNode(from, child, false), false); |
-} |
- |
-struct ColumnInfo { |
- ColumnInfo() |
- : m_desiredColumnWidth(0) |
- , m_desiredColumnCount(1) |
- { } |
- int m_desiredColumnWidth; |
- unsigned m_desiredColumnCount; |
- Vector<IntRect> m_columnRects; |
-}; |
- |
-typedef WTF::HashMap<const RenderBox*, ColumnInfo*> ColumnInfoMap; |
-static ColumnInfoMap* gColumnInfoMap = 0; |
- |
-typedef WTF::HashMap<const RenderBlock*, HashSet<RenderBox*>*> PercentHeightDescendantsMap; |
-static PercentHeightDescendantsMap* gPercentHeightDescendantsMap = 0; |
- |
-typedef WTF::HashMap<const RenderBox*, HashSet<RenderBlock*>*> PercentHeightContainerMap; |
-static PercentHeightContainerMap* gPercentHeightContainerMap = 0; |
- |
-typedef WTF::HashMap<RenderBlock*, ListHashSet<RenderInline*>*> ContinuationOutlineTableMap; |
- |
-// Our MarginInfo state used when laying out block children. |
-RenderBlock::MarginInfo::MarginInfo(RenderBlock* block, int top, int bottom) |
-{ |
- // Whether or not we can collapse our own margins with our children. We don't do this |
- // if we had any border/padding (obviously), if we're the root or HTML elements, or if |
- // we're positioned, floating, a table cell. |
- m_canCollapseWithChildren = !block->isRenderView() && !block->isRoot() && !block->isPositioned() && |
- !block->isFloating() && !block->isTableCell() && !block->hasOverflowClip() && !block->isInlineBlockOrInlineTable(); |
- |
- m_canCollapseTopWithChildren = m_canCollapseWithChildren && (top == 0) && block->style()->marginTopCollapse() != MSEPARATE; |
- |
- // If any height other than auto is specified in CSS, then we don't collapse our bottom |
- // margins with our children's margins. To do otherwise would be to risk odd visual |
- // effects when the children overflow out of the parent block and yet still collapse |
- // with it. We also don't collapse if we have any bottom border/padding. |
- m_canCollapseBottomWithChildren = m_canCollapseWithChildren && (bottom == 0) && |
- (block->style()->height().isAuto() && block->style()->height().value() == 0) && block->style()->marginBottomCollapse() != MSEPARATE; |
- |
- m_quirkContainer = block->isTableCell() || block->isBody() || block->style()->marginTopCollapse() == MDISCARD || |
- block->style()->marginBottomCollapse() == MDISCARD; |
- |
- m_atTopOfBlock = true; |
- m_atBottomOfBlock = false; |
- |
- m_posMargin = m_canCollapseTopWithChildren ? block->maxTopMargin(true) : 0; |
- m_negMargin = m_canCollapseTopWithChildren ? block->maxTopMargin(false) : 0; |
- |
- m_selfCollapsingBlockClearedFloat = false; |
- |
- m_topQuirk = m_bottomQuirk = m_determinedTopQuirk = false; |
-} |
- |
-// ------------------------------------------------------------------------------------------------------- |
- |
-RenderBlock::RenderBlock(Node* node) |
- : RenderBox(node) |
- , m_floatingObjects(0) |
- , m_positionedObjects(0) |
- , m_inlineContinuation(0) |
- , m_maxMargin(0) |
- , m_overflowHeight(0) |
- , m_overflowWidth(0) |
- , m_overflowLeft(0) |
- , m_overflowTop(0) |
- , m_lineHeight(-1) |
-{ |
- setChildrenInline(true); |
-} |
- |
-RenderBlock::~RenderBlock() |
-{ |
- delete m_floatingObjects; |
- delete m_positionedObjects; |
- delete m_maxMargin; |
- |
- if (hasColumns()) |
- delete gColumnInfoMap->take(this); |
- |
- if (gPercentHeightDescendantsMap) { |
- if (HashSet<RenderBox*>* descendantSet = gPercentHeightDescendantsMap->take(this)) { |
- HashSet<RenderBox*>::iterator end = descendantSet->end(); |
- for (HashSet<RenderBox*>::iterator descendant = descendantSet->begin(); descendant != end; ++descendant) { |
- HashSet<RenderBlock*>* containerSet = gPercentHeightContainerMap->get(*descendant); |
- ASSERT(containerSet); |
- if (!containerSet) |
- continue; |
- ASSERT(containerSet->contains(this)); |
- containerSet->remove(this); |
- if (containerSet->isEmpty()) { |
- gPercentHeightContainerMap->remove(*descendant); |
- delete containerSet; |
- } |
- } |
- delete descendantSet; |
- } |
- } |
-} |
- |
-void RenderBlock::destroy() |
-{ |
- // Detach our continuation first. |
- if (m_inlineContinuation) |
- m_inlineContinuation->destroy(); |
- m_inlineContinuation = 0; |
- |
- // Make sure to destroy anonymous children first while they are still connected to the rest of the tree, so that they will |
- // properly dirty line boxes that they are removed from. Effects that do :before/:after only on hover could crash otherwise. |
- children()->destroyLeftoverChildren(); |
- |
- if (!documentBeingDestroyed()) { |
- if (firstLineBox()) { |
- // We can't wait for RenderBox::destroy to clear the selection, |
- // because by then we will have nuked the line boxes. |
- // FIXME: The SelectionController should be responsible for this when it |
- // is notified of DOM mutations. |
- if (isSelectionBorder()) |
- view()->clearSelection(); |
- |
- // If we are an anonymous block, then our line boxes might have children |
- // that will outlast this block. In the non-anonymous block case those |
- // children will be destroyed by the time we return from this function. |
- if (isAnonymousBlock()) { |
- for (InlineFlowBox* box = firstLineBox(); box; box = box->nextFlowBox()) { |
- while (InlineBox* childBox = box->firstChild()) |
- childBox->remove(); |
- } |
- } |
- } else if (isInline() && parent()) |
- parent()->dirtyLinesFromChangedChild(this); |
- } |
- |
- m_lineBoxes.deleteLineBoxes(renderArena()); |
- |
- RenderBox::destroy(); |
-} |
- |
-void RenderBlock::styleWillChange(StyleDifference diff, const RenderStyle* newStyle) |
-{ |
- setReplaced(newStyle->isDisplayReplacedType()); |
- |
- if (style() && parent() && diff == StyleDifferenceLayout && style()->position() != newStyle->position()) { |
- if (newStyle->position() == StaticPosition) |
- // Clear our positioned objects list. Our absolutely positioned descendants will be |
- // inserted into our containing block's positioned objects list during layout. |
- removePositionedObjects(0); |
- else if (style()->position() == StaticPosition) { |
- // Remove our absolutely positioned descendants from their current containing block. |
- // They will be inserted into our positioned objects list during layout. |
- RenderObject* cb = parent(); |
- while (cb && (cb->style()->position() == StaticPosition || (cb->isInline() && !cb->isReplaced())) && !cb->isRenderView()) { |
- if (cb->style()->position() == RelativePosition && cb->isInline() && !cb->isReplaced()) { |
- cb = cb->containingBlock(); |
- break; |
- } |
- cb = cb->parent(); |
- } |
- |
- if (cb->isRenderBlock()) |
- toRenderBlock(cb)->removePositionedObjects(this); |
- } |
- } |
- |
- RenderBox::styleWillChange(diff, newStyle); |
-} |
- |
-void RenderBlock::styleDidChange(StyleDifference diff, const RenderStyle* oldStyle) |
-{ |
- RenderBox::styleDidChange(diff, oldStyle); |
- |
- // FIXME: We could save this call when the change only affected non-inherited properties |
- for (RenderObject* child = firstChild(); child; child = child->nextSibling()) { |
- if (child->isAnonymousBlock()) { |
- RefPtr<RenderStyle> newStyle = RenderStyle::create(); |
- newStyle->inheritFrom(style()); |
- newStyle->setDisplay(BLOCK); |
- child->setStyle(newStyle.release()); |
- } |
- } |
- |
- m_lineHeight = -1; |
- |
- // Update pseudos for :before and :after now. |
- if (!isAnonymous() && document()->usesBeforeAfterRules() && canHaveChildren()) { |
- updateBeforeAfterContent(BEFORE); |
- updateBeforeAfterContent(AFTER); |
- } |
- updateFirstLetter(); |
-} |
- |
-void RenderBlock::updateBeforeAfterContent(PseudoId pseudoId) |
-{ |
- // If this is an anonymous wrapper, then the parent applies its own pseudo-element style to it. |
- if (parent() && parent()->createsAnonymousWrapper()) |
- return; |
- return children()->updateBeforeAfterContent(this, pseudoId); |
-} |
- |
-void RenderBlock::addChild(RenderObject* newChild, RenderObject* beforeChild) |
-{ |
- // Make sure we don't append things after :after-generated content if we have it. |
- if (!beforeChild && isAfterContent(lastChild())) |
- beforeChild = lastChild(); |
- |
- bool madeBoxesNonInline = false; |
- |
- // If the requested beforeChild is not one of our children, then this is because |
- // there is an anonymous container within this object that contains the beforeChild. |
- if (beforeChild && beforeChild->parent() != this) { |
- RenderObject* anonymousChild = beforeChild->parent(); |
- ASSERT(anonymousChild); |
- |
- while (anonymousChild->parent() != this) |
- anonymousChild = anonymousChild->parent(); |
- |
- ASSERT(anonymousChild->isAnonymous()); |
- |
- if (anonymousChild->isAnonymousBlock()) { |
- // Insert the child into the anonymous block box instead of here. |
- if (newChild->isInline() || beforeChild->parent()->firstChild() != beforeChild) |
- beforeChild->parent()->addChild(newChild, beforeChild); |
- else |
- addChild(newChild, beforeChild->parent()); |
- return; |
- } |
- |
- ASSERT(anonymousChild->isTable()); |
- if (newChild->isTableCol() && newChild->style()->display() == TABLE_COLUMN_GROUP |
- || newChild->isRenderBlock() && newChild->style()->display() == TABLE_CAPTION |
- || newChild->isTableSection() |
- || newChild->isTableRow() |
- || newChild->isTableCell()) { |
- // Insert into the anonymous table. |
- anonymousChild->addChild(newChild, beforeChild); |
- return; |
- } |
- |
- // Go on to insert before the anonymous table. |
- beforeChild = anonymousChild; |
- } |
- |
- // A block has to either have all of its children inline, or all of its children as blocks. |
- // So, if our children are currently inline and a block child has to be inserted, we move all our |
- // inline children into anonymous block boxes. |
- if (childrenInline() && !newChild->isInline() && !newChild->isFloatingOrPositioned()) { |
- // This is a block with inline content. Wrap the inline content in anonymous blocks. |
- makeChildrenNonInline(beforeChild); |
- madeBoxesNonInline = true; |
- |
- if (beforeChild && beforeChild->parent() != this) { |
- beforeChild = beforeChild->parent(); |
- ASSERT(beforeChild->isAnonymousBlock()); |
- ASSERT(beforeChild->parent() == this); |
- } |
- } else if (!childrenInline() && (newChild->isFloatingOrPositioned() || newChild->isInline())) { |
- // If we're inserting an inline child but all of our children are blocks, then we have to make sure |
- // it is put into an anomyous block box. We try to use an existing anonymous box if possible, otherwise |
- // a new one is created and inserted into our list of children in the appropriate position. |
- RenderObject* afterChild = beforeChild ? beforeChild->previousSibling() : lastChild(); |
- |
- if (afterChild && afterChild->isAnonymousBlock()) { |
- afterChild->addChild(newChild); |
- return; |
- } |
- |
- if (newChild->isInline()) { |
- // No suitable existing anonymous box - create a new one. |
- RenderBlock* newBox = createAnonymousBlock(); |
- RenderBox::addChild(newBox, beforeChild); |
- newBox->addChild(newChild); |
- return; |
- } |
- } |
- |
- RenderBox::addChild(newChild, beforeChild); |
- |
- if (madeBoxesNonInline && parent() && isAnonymousBlock() && parent()->isRenderBlock()) |
- toRenderBlock(parent())->removeLeftoverAnonymousBlock(this); |
- // this object may be dead here |
-} |
- |
-static void getInlineRun(RenderObject* start, RenderObject* boundary, |
- RenderObject*& inlineRunStart, |
- RenderObject*& inlineRunEnd) |
-{ |
- // Beginning at |start| we find the largest contiguous run of inlines that |
- // we can. We denote the run with start and end points, |inlineRunStart| |
- // and |inlineRunEnd|. Note that these two values may be the same if |
- // we encounter only one inline. |
- // |
- // We skip any non-inlines we encounter as long as we haven't found any |
- // inlines yet. |
- // |
- // |boundary| indicates a non-inclusive boundary point. Regardless of whether |boundary| |
- // is inline or not, we will not include it in a run with inlines before it. It's as though we encountered |
- // a non-inline. |
- |
- // Start by skipping as many non-inlines as we can. |
- RenderObject * curr = start; |
- bool sawInline; |
- do { |
- while (curr && !(curr->isInline() || curr->isFloatingOrPositioned())) |
- curr = curr->nextSibling(); |
- |
- inlineRunStart = inlineRunEnd = curr; |
- |
- if (!curr) |
- return; // No more inline children to be found. |
- |
- sawInline = curr->isInline(); |
- |
- curr = curr->nextSibling(); |
- while (curr && (curr->isInline() || curr->isFloatingOrPositioned()) && (curr != boundary)) { |
- inlineRunEnd = curr; |
- if (curr->isInline()) |
- sawInline = true; |
- curr = curr->nextSibling(); |
- } |
- } while (!sawInline); |
-} |
- |
-void RenderBlock::deleteLineBoxTree() |
-{ |
- m_lineBoxes.deleteLineBoxTree(renderArena()); |
-} |
- |
-void RenderBlock::dirtyLineBoxes(bool fullLayout, bool isRootLineBox) |
-{ |
- if (!isRootLineBox && isReplaced()) |
- return RenderBox::dirtyLineBoxes(fullLayout, isRootLineBox); |
- |
- if (fullLayout) |
- m_lineBoxes.deleteLineBoxes(renderArena()); |
- else |
- m_lineBoxes.dirtyLineBoxes(); |
-} |
- |
-InlineBox* RenderBlock::createInlineBox(bool makePlaceHolderBox, bool isRootLineBox, bool /*isOnlyRun*/) |
-{ |
- if (!isRootLineBox && (isReplaced() || makePlaceHolderBox)) // Inline tables and inline blocks |
- return RenderBox::createInlineBox(false, isRootLineBox); // (or positioned element placeholders). |
- InlineFlowBox* flowBox = new (renderArena()) RootInlineBox(this); |
- m_lineBoxes.appendLineBox(flowBox); |
- return flowBox; |
-} |
- |
-void RenderBlock::makeChildrenNonInline(RenderObject *insertionPoint) |
-{ |
- // makeChildrenNonInline takes a block whose children are *all* inline and it |
- // makes sure that inline children are coalesced under anonymous |
- // blocks. If |insertionPoint| is defined, then it represents the insertion point for |
- // the new block child that is causing us to have to wrap all the inlines. This |
- // means that we cannot coalesce inlines before |insertionPoint| with inlines following |
- // |insertionPoint|, because the new child is going to be inserted in between the inlines, |
- // splitting them. |
- ASSERT(isInlineBlockOrInlineTable() || !isInline()); |
- ASSERT(!insertionPoint || insertionPoint->parent() == this); |
- |
- setChildrenInline(false); |
- |
- RenderObject *child = firstChild(); |
- if (!child) |
- return; |
- |
- deleteLineBoxTree(); |
- |
- while (child) { |
- RenderObject *inlineRunStart, *inlineRunEnd; |
- getInlineRun(child, insertionPoint, inlineRunStart, inlineRunEnd); |
- |
- if (!inlineRunStart) |
- break; |
- |
- child = inlineRunEnd->nextSibling(); |
- |
- RenderBlock* block = createAnonymousBlock(); |
- children()->insertChildNode(this, block, inlineRunStart); |
- RenderObject* o = inlineRunStart; |
- while (o != inlineRunEnd) { |
- RenderObject* no = o; |
- o = no->nextSibling(); |
- |
- moveChild(block, block->children(), this, children(), no); |
- } |
- moveChild(block, block->children(), this, children(), inlineRunEnd); |
- } |
- |
-#ifndef NDEBUG |
- for (RenderObject *c = firstChild(); c; c = c->nextSibling()) |
- ASSERT(!c->isInline()); |
-#endif |
- |
- repaint(); |
-} |
- |
-void RenderBlock::removeLeftoverAnonymousBlock(RenderBlock* child) |
-{ |
- ASSERT(child->isAnonymousBlock()); |
- ASSERT(!child->childrenInline()); |
- |
- if (child->inlineContinuation()) |
- return; |
- |
- RenderObject* firstAnChild = child->m_children.firstChild(); |
- RenderObject* lastAnChild = child->m_children.lastChild(); |
- if (firstAnChild) { |
- RenderObject* o = firstAnChild; |
- while (o) { |
- o->setParent(this); |
- o = o->nextSibling(); |
- } |
- firstAnChild->setPreviousSibling(child->previousSibling()); |
- lastAnChild->setNextSibling(child->nextSibling()); |
- if (child->previousSibling()) |
- child->previousSibling()->setNextSibling(firstAnChild); |
- if (child->nextSibling()) |
- child->nextSibling()->setPreviousSibling(lastAnChild); |
- } else { |
- if (child->previousSibling()) |
- child->previousSibling()->setNextSibling(child->nextSibling()); |
- if (child->nextSibling()) |
- child->nextSibling()->setPreviousSibling(child->previousSibling()); |
- } |
- if (child == m_children.firstChild()) |
- m_children.setFirstChild(firstAnChild); |
- if (child == m_children.lastChild()) |
- m_children.setLastChild(lastAnChild); |
- child->setParent(0); |
- child->setPreviousSibling(0); |
- child->setNextSibling(0); |
- |
- child->children()->setFirstChild(0); |
- child->m_next = 0; |
- |
- child->destroy(); |
-} |
- |
-void RenderBlock::removeChild(RenderObject* oldChild) |
-{ |
- // If this child is a block, and if our previous and next siblings are |
- // both anonymous blocks with inline content, then we can go ahead and |
- // fold the inline content back together. |
- RenderObject* prev = oldChild->previousSibling(); |
- RenderObject* next = oldChild->nextSibling(); |
- bool canDeleteAnonymousBlocks = !documentBeingDestroyed() && !isInline() && !oldChild->isInline() && |
- (!oldChild->isRenderBlock() || !toRenderBlock(oldChild)->inlineContinuation()) && |
- (!prev || (prev->isAnonymousBlock() && prev->childrenInline())) && |
- (!next || (next->isAnonymousBlock() && next->childrenInline())); |
- if (canDeleteAnonymousBlocks && prev && next) { |
- // Take all the children out of the |next| block and put them in |
- // the |prev| block. |
- prev->setNeedsLayoutAndPrefWidthsRecalc(); |
- RenderObject* o = next->firstChild(); |
- |
- RenderBlock* nextBlock = toRenderBlock(next); |
- RenderBlock* prevBlock = toRenderBlock(prev); |
- while (o) { |
- RenderObject* no = o; |
- o = no->nextSibling(); |
- moveChild(prevBlock, prevBlock->children(), nextBlock, nextBlock->children(), no); |
- } |
- |
- nextBlock->deleteLineBoxTree(); |
- |
- // Nuke the now-empty block. |
- next->destroy(); |
- } |
- |
- RenderBox::removeChild(oldChild); |
- |
- RenderObject* child = prev ? prev : next; |
- if (canDeleteAnonymousBlocks && child && !child->previousSibling() && !child->nextSibling() && !isFlexibleBox()) { |
- // The removal has knocked us down to containing only a single anonymous |
- // box. We can go ahead and pull the content right back up into our |
- // box. |
- setNeedsLayoutAndPrefWidthsRecalc(); |
- RenderBlock* anonBlock = toRenderBlock(children()->removeChildNode(this, child, false)); |
- setChildrenInline(true); |
- RenderObject* o = anonBlock->firstChild(); |
- while (o) { |
- RenderObject* no = o; |
- o = no->nextSibling(); |
- moveChild(this, children(), anonBlock, anonBlock->children(), no); |
- } |
- |
- // Delete the now-empty block's lines and nuke it. |
- anonBlock->deleteLineBoxTree(); |
- anonBlock->destroy(); |
- } |
-} |
- |
-int RenderBlock::overflowHeight(bool includeInterior) const |
-{ |
- if (!includeInterior && hasOverflowClip()) { |
- int shadowHeight = 0; |
- for (ShadowData* boxShadow = style()->boxShadow(); boxShadow; boxShadow = boxShadow->next) |
- shadowHeight = max(boxShadow->y + boxShadow->blur, shadowHeight); |
- int inflatedHeight = height() + shadowHeight; |
- if (hasReflection()) |
- inflatedHeight = max(inflatedHeight, reflectionBox().bottom()); |
- return inflatedHeight; |
- } |
- return m_overflowHeight; |
-} |
- |
-int RenderBlock::overflowWidth(bool includeInterior) const |
-{ |
- if (!includeInterior && hasOverflowClip()) { |
- int shadowWidth = 0; |
- for (ShadowData* boxShadow = style()->boxShadow(); boxShadow; boxShadow = boxShadow->next) |
- shadowWidth = max(boxShadow->x + boxShadow->blur, shadowWidth); |
- int inflatedWidth = width() + shadowWidth; |
- if (hasReflection()) |
- inflatedWidth = max(inflatedWidth, reflectionBox().right()); |
- return inflatedWidth; |
- } |
- return m_overflowWidth; |
-} |
- |
-int RenderBlock::overflowLeft(bool includeInterior) const |
-{ |
- if (!includeInterior && hasOverflowClip()) { |
- int shadowLeft = 0; |
- for (ShadowData* boxShadow = style()->boxShadow(); boxShadow; boxShadow = boxShadow->next) |
- shadowLeft = min(boxShadow->x - boxShadow->blur, shadowLeft); |
- int left = shadowLeft; |
- if (hasReflection()) |
- left = min(left, reflectionBox().x()); |
- return left; |
- } |
- return m_overflowLeft; |
-} |
- |
-int RenderBlock::overflowTop(bool includeInterior) const |
-{ |
- if (!includeInterior && hasOverflowClip()) { |
- int shadowTop = 0; |
- for (ShadowData* boxShadow = style()->boxShadow(); boxShadow; boxShadow = boxShadow->next) |
- shadowTop = min(boxShadow->y - boxShadow->blur, shadowTop); |
- int top = shadowTop; |
- if (hasReflection()) |
- top = min(top, reflectionBox().y()); |
- return top; |
- } |
- return m_overflowTop; |
-} |
- |
-IntRect RenderBlock::overflowRect(bool includeInterior) const |
-{ |
- if (!includeInterior && hasOverflowClip()) { |
- IntRect box = borderBoxRect(); |
- int shadowLeft = 0; |
- int shadowRight = 0; |
- int shadowTop = 0; |
- int shadowBottom = 0; |
- |
- for (ShadowData* boxShadow = style()->boxShadow(); boxShadow; boxShadow = boxShadow->next) { |
- shadowLeft = min(boxShadow->x - boxShadow->blur, shadowLeft); |
- shadowRight = max(boxShadow->x + boxShadow->blur, shadowRight); |
- shadowTop = min(boxShadow->y - boxShadow->blur, shadowTop); |
- shadowBottom = max(boxShadow->y + boxShadow->blur, shadowBottom); |
- } |
- |
- box.move(shadowLeft, shadowTop); |
- box.setWidth(box.width() - shadowLeft + shadowRight); |
- box.setHeight(box.height() - shadowTop + shadowBottom); |
- |
- if (hasReflection()) { |
- IntRect reflection(reflectionBox()); |
- int reflectTop = min(box.y(), reflection.y()); |
- int reflectBottom = max(box.bottom(), reflection.bottom()); |
- box.setHeight(reflectBottom - reflectTop); |
- box.setY(reflectTop); |
- |
- int reflectLeft = min(box.x(), reflection.x()); |
- int reflectRight = max(box.right(), reflection.right()); |
- box.setWidth(reflectRight - reflectLeft); |
- box.setX(reflectLeft); |
- } |
- return box; |
- } |
- |
- if (!includeInterior && hasOverflowClip()) |
- return borderBoxRect(); |
- int l = overflowLeft(includeInterior); |
- int t = overflowTop(includeInterior); |
- return IntRect(l, t, overflowWidth(includeInterior) - l, max(overflowHeight(includeInterior), height()) - t); |
-} |
- |
-bool RenderBlock::isSelfCollapsingBlock() const |
-{ |
- // We are not self-collapsing if we |
- // (a) have a non-zero height according to layout (an optimization to avoid wasting time) |
- // (b) are a table, |
- // (c) have border/padding, |
- // (d) have a min-height |
- // (e) have specified that one of our margins can't collapse using a CSS extension |
- if (height() > 0 || |
- isTable() || (borderBottom() + paddingBottom() + borderTop() + paddingTop()) != 0 || |
- style()->minHeight().isPositive() || |
- style()->marginTopCollapse() == MSEPARATE || style()->marginBottomCollapse() == MSEPARATE) |
- return false; |
- |
- bool hasAutoHeight = style()->height().isAuto(); |
- if (style()->height().isPercent() && !style()->htmlHacks()) { |
- hasAutoHeight = true; |
- for (RenderBlock* cb = containingBlock(); !cb->isRenderView(); cb = cb->containingBlock()) { |
- if (cb->style()->height().isFixed() || cb->isTableCell()) |
- hasAutoHeight = false; |
- } |
- } |
- |
- // If the height is 0 or auto, then whether or not we are a self-collapsing block depends |
- // on whether we have content that is all self-collapsing or not. |
- if (hasAutoHeight || ((style()->height().isFixed() || style()->height().isPercent()) && style()->height().isZero())) { |
- // If the block has inline children, see if we generated any line boxes. If we have any |
- // line boxes, then we can't be self-collapsing, since we have content. |
- if (childrenInline()) |
- return !firstLineBox(); |
- |
- // Whether or not we collapse is dependent on whether all our normal flow children |
- // are also self-collapsing. |
- for (RenderBox* child = firstChildBox(); child; child = child->nextSiblingBox()) { |
- if (child->isFloatingOrPositioned()) |
- continue; |
- if (!child->isSelfCollapsingBlock()) |
- return false; |
- } |
- return true; |
- } |
- return false; |
-} |
- |
-void RenderBlock::layout() |
-{ |
- // Update our first letter info now. |
- updateFirstLetter(); |
- |
- // Table cells call layoutBlock directly, so don't add any logic here. Put code into |
- // layoutBlock(). |
- layoutBlock(false); |
- |
- // It's safe to check for control clip here, since controls can never be table cells. |
- if (hasControlClip()) { |
- // Because of the lightweight clip, there can never be any overflow from children. |
- m_overflowWidth = width(); |
- m_overflowHeight = height(); |
- m_overflowLeft = 0; |
- m_overflowTop = 0; |
- } |
-} |
- |
-void RenderBlock::layoutBlock(bool relayoutChildren) |
-{ |
- ASSERT(needsLayout()); |
- |
- if (isInline() && !isInlineBlockOrInlineTable()) // Inline <form>s inside various table elements can |
- return; // cause us to come in here. Just bail. |
- |
- if (!relayoutChildren && layoutOnlyPositionedObjects()) |
- return; |
- |
- LayoutRepainter repainter(*this, m_everHadLayout && checkForRepaintDuringLayout()); |
- LayoutStateMaintainer statePusher(view(), this, IntSize(x(), y()), hasColumns() || hasTransform() || hasReflection()); |
- |
- int oldWidth = width(); |
- int oldColumnWidth = desiredColumnWidth(); |
- |
- calcWidth(); |
- calcColumnWidth(); |
- |
- m_overflowWidth = width(); |
- m_overflowLeft = 0; |
- |
- if (oldWidth != width() || oldColumnWidth != desiredColumnWidth()) |
- relayoutChildren = true; |
- |
- clearFloats(); |
- |
- int previousHeight = height(); |
- setHeight(0); |
- |
- m_overflowHeight = 0; |
- |
- // We use four values, maxTopPos, maxPosNeg, maxBottomPos, and maxBottomNeg, to track |
- // our current maximal positive and negative margins. These values are used when we |
- // are collapsed with adjacent blocks, so for example, if you have block A and B |
- // collapsing together, then you'd take the maximal positive margin from both A and B |
- // and subtract it from the maximal negative margin from both A and B to get the |
- // true collapsed margin. This algorithm is recursive, so when we finish layout() |
- // our block knows its current maximal positive/negative values. |
- // |
- // Start out by setting our margin values to our current margins. Table cells have |
- // no margins, so we don't fill in the values for table cells. |
- bool isCell = isTableCell(); |
- if (!isCell) { |
- initMaxMarginValues(); |
- |
- setTopMarginQuirk(style()->marginTop().quirk()); |
- setBottomMarginQuirk(style()->marginBottom().quirk()); |
- |
- Node* node = element(); |
- if (node && node->hasTagName(formTag) && static_cast<HTMLFormElement*>(node)->isMalformed()) { |
- // See if this form is malformed (i.e., unclosed). If so, don't give the form |
- // a bottom margin. |
- setMaxBottomMargins(0, 0); |
- } |
- } |
- |
- // For overflow:scroll blocks, ensure we have both scrollbars in place always. |
- if (scrollsOverflow()) { |
- if (style()->overflowX() == OSCROLL) |
- layer()->setHasHorizontalScrollbar(true); |
- if (style()->overflowY() == OSCROLL) |
- layer()->setHasVerticalScrollbar(true); |
- } |
- |
- int repaintTop = 0; |
- int repaintBottom = 0; |
- int maxFloatBottom = 0; |
- if (childrenInline()) |
- layoutInlineChildren(relayoutChildren, repaintTop, repaintBottom); |
- else |
- layoutBlockChildren(relayoutChildren, maxFloatBottom); |
- |
- // Expand our intrinsic height to encompass floats. |
- int toAdd = borderBottom() + paddingBottom() + horizontalScrollbarHeight(); |
- if (floatBottom() > (height() - toAdd) && expandsToEncloseOverhangingFloats()) |
- setHeight(floatBottom() + toAdd); |
- |
- // Now lay out our columns within this intrinsic height, since they can slightly affect the intrinsic height as |
- // we adjust for clean column breaks. |
- int singleColumnBottom = layoutColumns(); |
- |
- // Calculate our new height. |
- int oldHeight = height(); |
- calcHeight(); |
- if (oldHeight != height()) { |
- if (oldHeight > height() && maxFloatBottom > height() && !childrenInline()) { |
- // One of our children's floats may have become an overhanging float for us. We need to look for it. |
- for (RenderObject* child = firstChild(); child; child = child->nextSibling()) { |
- if (child->isBlockFlow() && !child->isFloatingOrPositioned()) { |
- RenderBlock* block = toRenderBlock(child); |
- if (block->floatBottom() + block->y() > height()) |
- addOverhangingFloats(block, -block->x(), -block->y(), false); |
- } |
- } |
- } |
- // We have to rebalance columns to the new height. |
- layoutColumns(singleColumnBottom); |
- |
- // If the block got expanded in size, then increase our overflowheight to match. |
- if (m_overflowHeight > height()) |
- m_overflowHeight -= toAdd; |
- if (m_overflowHeight < height()) |
- m_overflowHeight = height(); |
- } |
- if (previousHeight != height()) |
- relayoutChildren = true; |
- |
- if ((isCell || isInline() || isFloatingOrPositioned() || isRoot()) && !hasOverflowClip() && !hasControlClip()) |
- addVisualOverflow(floatRect()); |
- |
- layoutPositionedObjects(relayoutChildren || isRoot()); |
- |
- positionListMarker(); |
- |
- // Always ensure our overflow width/height are at least as large as our width/height. |
- m_overflowWidth = max(m_overflowWidth, width()); |
- m_overflowHeight = max(m_overflowHeight, height()); |
- |
- if (!hasOverflowClip()) { |
- for (ShadowData* boxShadow = style()->boxShadow(); boxShadow; boxShadow = boxShadow->next) { |
- m_overflowLeft = min(m_overflowLeft, boxShadow->x - boxShadow->blur); |
- m_overflowWidth = max(m_overflowWidth, width() + boxShadow->x + boxShadow->blur); |
- m_overflowTop = min(m_overflowTop, boxShadow->y - boxShadow->blur); |
- m_overflowHeight = max(m_overflowHeight, height() + boxShadow->y + boxShadow->blur); |
- } |
- |
- if (hasReflection()) { |
- m_overflowTop = min(m_overflowTop, reflectionBox().y()); |
- m_overflowHeight = max(m_overflowHeight, reflectionBox().bottom()); |
- } |
- } |
- |
- statePusher.pop(); |
- |
- // Update our scroll information if we're overflow:auto/scroll/hidden now that we know if |
- // we overflow or not. |
- if (hasOverflowClip()) |
- layer()->updateScrollInfoAfterLayout(); |
- |
- // Repaint with our new bounds if they are different from our old bounds. |
- bool didFullRepaint = repainter.repaintAfterLayout(); |
- if (!didFullRepaint && repaintTop != repaintBottom && (style()->visibility() == VISIBLE || enclosingLayer()->hasVisibleContent())) { |
- IntRect repaintRect(m_overflowLeft, repaintTop, m_overflowWidth - m_overflowLeft, repaintBottom - repaintTop); |
- |
- // FIXME: Deal with multiple column repainting. We have to split the repaint |
- // rect up into multiple rects if it spans columns. |
- |
- repaintRect.inflate(maximalOutlineSize(PaintPhaseOutline)); |
- |
- if (hasOverflowClip()) { |
- // Adjust repaint rect for scroll offset |
- int x = repaintRect.x(); |
- int y = repaintRect.y(); |
- layer()->subtractScrolledContentOffset(x, y); |
- repaintRect.setX(x); |
- repaintRect.setY(y); |
- |
- // Don't allow this rect to spill out of our overflow box. |
- repaintRect.intersect(IntRect(0, 0, width(), height())); |
- } |
- |
- // Make sure the rect is still non-empty after intersecting for overflow above |
- if (!repaintRect.isEmpty()) { |
- repaintRectangle(repaintRect); // We need to do a partial repaint of our content. |
- if (hasReflection()) |
- layer()->reflection()->repaintRectangle(repaintRect); |
- } |
- } |
- setNeedsLayout(false); |
-} |
- |
-bool RenderBlock::expandsToEncloseOverhangingFloats() const |
-{ |
- return isInlineBlockOrInlineTable() || isFloatingOrPositioned() || hasOverflowClip() || (parent() && parent()->isFlexibleBox()) || hasColumns() || isTableCell() || isFieldset(); |
-} |
- |
-void RenderBlock::adjustPositionedBlock(RenderBox* child, const MarginInfo& marginInfo) |
-{ |
- if (child->style()->hasStaticX()) { |
- if (style()->direction() == LTR) |
- child->layer()->setStaticX(borderLeft() + paddingLeft()); |
- else |
- child->layer()->setStaticX(borderRight() + paddingRight()); |
- } |
- |
- if (child->style()->hasStaticY()) { |
- int y = height(); |
- if (!marginInfo.canCollapseWithTop()) { |
- child->calcVerticalMargins(); |
- int marginTop = child->marginTop(); |
- int collapsedTopPos = marginInfo.posMargin(); |
- int collapsedTopNeg = marginInfo.negMargin(); |
- if (marginTop > 0) { |
- if (marginTop > collapsedTopPos) |
- collapsedTopPos = marginTop; |
- } else { |
- if (-marginTop > collapsedTopNeg) |
- collapsedTopNeg = -marginTop; |
- } |
- y += (collapsedTopPos - collapsedTopNeg) - marginTop; |
- } |
- child->layer()->setStaticY(y); |
- } |
-} |
- |
-void RenderBlock::adjustFloatingBlock(const MarginInfo& marginInfo) |
-{ |
- // The float should be positioned taking into account the bottom margin |
- // of the previous flow. We add that margin into the height, get the |
- // float positioned properly, and then subtract the margin out of the |
- // height again. In the case of self-collapsing blocks, we always just |
- // use the top margins, since the self-collapsing block collapsed its |
- // own bottom margin into its top margin. |
- // |
- // Note also that the previous flow may collapse its margin into the top of |
- // our block. If this is the case, then we do not add the margin in to our |
- // height when computing the position of the float. This condition can be tested |
- // for by simply calling canCollapseWithTop. See |
- // http://www.hixie.ch/tests/adhoc/css/box/block/margin-collapse/046.html for |
- // an example of this scenario. |
- int marginOffset = marginInfo.canCollapseWithTop() ? 0 : marginInfo.margin(); |
- setHeight(height() + marginOffset); |
- positionNewFloats(); |
- setHeight(height() - marginOffset); |
-} |
- |
-RenderBox* RenderBlock::handleSpecialChild(RenderBox* child, const MarginInfo& marginInfo, bool& handled) |
-{ |
- // Handle positioned children first. |
- RenderBox* next = handlePositionedChild(child, marginInfo, handled); |
- if (handled) return next; |
- |
- // Handle floating children next. |
- next = handleFloatingChild(child, marginInfo, handled); |
- if (handled) return next; |
- |
- // Finally, see if we have a run-in element. |
- return handleRunInChild(child, handled); |
-} |
- |
- |
-RenderBox* RenderBlock::handlePositionedChild(RenderBox* child, const MarginInfo& marginInfo, bool& handled) |
-{ |
- if (child->isPositioned()) { |
- handled = true; |
- child->containingBlock()->insertPositionedObject(child); |
- adjustPositionedBlock(child, marginInfo); |
- return child->nextSiblingBox(); |
- } |
- |
- return 0; |
-} |
- |
-RenderBox* RenderBlock::handleFloatingChild(RenderBox* child, const MarginInfo& marginInfo, bool& handled) |
-{ |
- if (child->isFloating()) { |
- handled = true; |
- insertFloatingObject(child); |
- adjustFloatingBlock(marginInfo); |
- return child->nextSiblingBox(); |
- } |
- |
- return 0; |
-} |
- |
-RenderBox* RenderBlock::handleRunInChild(RenderBox* child, bool& handled) |
-{ |
- // See if we have a run-in element with inline children. If the |
- // children aren't inline, then just treat the run-in as a normal |
- // block. |
- if (child->isRunIn() && (child->childrenInline() || child->isReplaced())) { |
- RenderBlock* blockRunIn = toRenderBlock(child); |
- // Get the next non-positioned/non-floating RenderBlock. |
- RenderObject* curr = blockRunIn->nextSibling(); |
- while (curr && curr->isFloatingOrPositioned()) |
- curr = curr->nextSibling(); |
- if (curr && (curr->isRenderBlock() && curr->childrenInline() && !curr->isRunIn())) { |
- RenderBlock* currBlock = toRenderBlock(curr); |
- |
- // The block acts like an inline, so just null out its |
- // position. |
- handled = true; |
- |
- // Remove the old child. |
- RenderBox* next = blockRunIn->nextSiblingBox(); |
- children()->removeChildNode(this, blockRunIn); |
- |
- // Create an inline. |
- RenderInline* inlineRunIn = new (renderArena()) RenderInline(blockRunIn->node()); |
- inlineRunIn->setStyle(blockRunIn->style()); |
- |
- // Move the nodes from the old child to the new child. |
- for (RenderObject* runInChild = blockRunIn->firstChild(); runInChild; runInChild = runInChild->nextSibling()) |
- moveChild(inlineRunIn, inlineRunIn->children(), blockRunIn, blockRunIn->children(), runInChild); |
- |
- // Now insert the new child under |currBlock|. |
- currBlock->children()->insertChildNode(currBlock, inlineRunIn, currBlock->firstChild()); |
- |
- // If the run-in had an element, we need to set the new renderer. |
- if (blockRunIn->element()) |
- blockRunIn->element()->setRenderer(inlineRunIn); |
- |
- // Destroy the block run-in. |
- blockRunIn->destroy(); |
- |
- return next; |
- } |
- } |
- return 0; |
-} |
- |
-void RenderBlock::collapseMargins(RenderBox* child, MarginInfo& marginInfo, int yPosEstimate) |
-{ |
- // Get our max pos and neg top margins. |
- int posTop = child->maxTopMargin(true); |
- int negTop = child->maxTopMargin(false); |
- |
- // For self-collapsing blocks, collapse our bottom margins into our |
- // top to get new posTop and negTop values. |
- if (child->isSelfCollapsingBlock()) { |
- posTop = max(posTop, child->maxBottomMargin(true)); |
- negTop = max(negTop, child->maxBottomMargin(false)); |
- } |
- |
- // See if the top margin is quirky. We only care if this child has |
- // margins that will collapse with us. |
- bool topQuirk = child->isTopMarginQuirk() || style()->marginTopCollapse() == MDISCARD; |
- |
- if (marginInfo.canCollapseWithTop()) { |
- // This child is collapsing with the top of the |
- // block. If it has larger margin values, then we need to update |
- // our own maximal values. |
- if (!style()->htmlHacks() || !marginInfo.quirkContainer() || !topQuirk) |
- setMaxTopMargins(max(posTop, maxTopPosMargin()), max(negTop, maxTopNegMargin())); |
- |
- // The minute any of the margins involved isn't a quirk, don't |
- // collapse it away, even if the margin is smaller (www.webreference.com |
- // has an example of this, a <dt> with 0.8em author-specified inside |
- // a <dl> inside a <td>. |
- if (!marginInfo.determinedTopQuirk() && !topQuirk && (posTop-negTop)) { |
- setTopMarginQuirk(false); |
- marginInfo.setDeterminedTopQuirk(true); |
- } |
- |
- if (!marginInfo.determinedTopQuirk() && topQuirk && marginTop() == 0) |
- // We have no top margin and our top child has a quirky margin. |
- // We will pick up this quirky margin and pass it through. |
- // This deals with the <td><div><p> case. |
- // Don't do this for a block that split two inlines though. You do |
- // still apply margins in this case. |
- setTopMarginQuirk(true); |
- } |
- |
- if (marginInfo.quirkContainer() && marginInfo.atTopOfBlock() && (posTop - negTop)) |
- marginInfo.setTopQuirk(topQuirk); |
- |
- int ypos = height(); |
- if (child->isSelfCollapsingBlock()) { |
- // This child has no height. We need to compute our |
- // position before we collapse the child's margins together, |
- // so that we can get an accurate position for the zero-height block. |
- int collapsedTopPos = max(marginInfo.posMargin(), child->maxTopMargin(true)); |
- int collapsedTopNeg = max(marginInfo.negMargin(), child->maxTopMargin(false)); |
- marginInfo.setMargin(collapsedTopPos, collapsedTopNeg); |
- |
- // Now collapse the child's margins together, which means examining our |
- // bottom margin values as well. |
- marginInfo.setPosMarginIfLarger(child->maxBottomMargin(true)); |
- marginInfo.setNegMarginIfLarger(child->maxBottomMargin(false)); |
- |
- if (!marginInfo.canCollapseWithTop()) |
- // We need to make sure that the position of the self-collapsing block |
- // is correct, since it could have overflowing content |
- // that needs to be positioned correctly (e.g., a block that |
- // had a specified height of 0 but that actually had subcontent). |
- ypos = height() + collapsedTopPos - collapsedTopNeg; |
- } |
- else { |
- if (child->style()->marginTopCollapse() == MSEPARATE) { |
- setHeight(height() + marginInfo.margin() + child->marginTop()); |
- ypos = height(); |
- } |
- else if (!marginInfo.atTopOfBlock() || |
- (!marginInfo.canCollapseTopWithChildren() |
- && (!style()->htmlHacks() || !marginInfo.quirkContainer() || !marginInfo.topQuirk()))) { |
- // We're collapsing with a previous sibling's margins and not |
- // with the top of the block. |
- setHeight(height() + max(marginInfo.posMargin(), posTop) - max(marginInfo.negMargin(), negTop)); |
- ypos = height(); |
- } |
- |
- marginInfo.setPosMargin(child->maxBottomMargin(true)); |
- marginInfo.setNegMargin(child->maxBottomMargin(false)); |
- |
- if (marginInfo.margin()) |
- marginInfo.setBottomQuirk(child->isBottomMarginQuirk() || style()->marginBottomCollapse() == MDISCARD); |
- |
- marginInfo.setSelfCollapsingBlockClearedFloat(false); |
- } |
- |
- view()->addLayoutDelta(IntSize(0, yPosEstimate - ypos)); |
- child->setLocation(child->x(), ypos); |
- if (ypos != yPosEstimate) { |
- if (child->shrinkToAvoidFloats()) |
- // The child's width depends on the line width. |
- // When the child shifts to clear an item, its width can |
- // change (because it has more available line width). |
- // So go ahead and mark the item as dirty. |
- child->setChildNeedsLayout(true, false); |
- |
- if (!child->avoidsFloats() && child->containsFloats()) |
- toRenderBlock(child)->markAllDescendantsWithFloatsForLayout(); |
- |
- // Our guess was wrong. Make the child lay itself out again. |
- child->layoutIfNeeded(); |
- } |
-} |
- |
-void RenderBlock::clearFloatsIfNeeded(RenderBox* child, MarginInfo& marginInfo, int oldTopPosMargin, int oldTopNegMargin) |
-{ |
- int heightIncrease = getClearDelta(child); |
- if (!heightIncrease) |
- return; |
- |
- // The child needs to be lowered. Move the child so that it just clears the float. |
- view()->addLayoutDelta(IntSize(0, -heightIncrease)); |
- child->setLocation(child->x(), child->y() + heightIncrease); |
- |
- if (child->isSelfCollapsingBlock()) { |
- // For self-collapsing blocks that clear, they can still collapse their |
- // margins with following siblings. Reset the current margins to represent |
- // the self-collapsing block's margins only. |
- marginInfo.setPosMargin(max(child->maxTopMargin(true), child->maxBottomMargin(true))); |
- marginInfo.setNegMargin(max(child->maxTopMargin(false), child->maxBottomMargin(false))); |
- |
- // Adjust our height such that we are ready to be collapsed with subsequent siblings. |
- setHeight(child->y() - max(0, marginInfo.margin())); |
- |
- // Set a flag that we cleared a float so that we know both to increase the height of the block |
- // to compensate for the clear and to avoid collapsing our margins with the parent block's |
- // bottom margin. |
- marginInfo.setSelfCollapsingBlockClearedFloat(true); |
- } else |
- // Increase our height by the amount we had to clear. |
- setHeight(height() + heightIncrease); |
- |
- if (marginInfo.canCollapseWithTop()) { |
- // We can no longer collapse with the top of the block since a clear |
- // occurred. The empty blocks collapse into the cleared block. |
- // FIXME: This isn't quite correct. Need clarification for what to do |
- // if the height the cleared block is offset by is smaller than the |
- // margins involved. |
- setMaxTopMargins(oldTopPosMargin, oldTopNegMargin); |
- marginInfo.setAtTopOfBlock(false); |
- } |
- |
- // If our value of clear caused us to be repositioned vertically to be |
- // underneath a float, we might have to do another layout to take into account |
- // the extra space we now have available. |
- if (child->shrinkToAvoidFloats()) |
- // The child's width depends on the line width. |
- // When the child shifts to clear an item, its width can |
- // change (because it has more available line width). |
- // So go ahead and mark the item as dirty. |
- child->setChildNeedsLayout(true, false); |
- if (!child->avoidsFloats() && child->containsFloats()) |
- toRenderBlock(child)->markAllDescendantsWithFloatsForLayout(); |
- child->layoutIfNeeded(); |
-} |
- |
-int RenderBlock::estimateVerticalPosition(RenderBox* child, const MarginInfo& marginInfo) |
-{ |
- // FIXME: We need to eliminate the estimation of vertical position, because when it's wrong we sometimes trigger a pathological |
- // relayout if there are intruding floats. |
- int yPosEstimate = height(); |
- if (!marginInfo.canCollapseWithTop()) { |
- int childMarginTop = child->selfNeedsLayout() ? child->marginTop() : child->collapsedMarginTop(); |
- yPosEstimate += max(marginInfo.margin(), childMarginTop); |
- } |
- return yPosEstimate; |
-} |
- |
-void RenderBlock::determineHorizontalPosition(RenderBox* child) |
-{ |
- if (style()->direction() == LTR) { |
- int xPos = borderLeft() + paddingLeft(); |
- |
- // Add in our left margin. |
- int chPos = xPos + child->marginLeft(); |
- |
- // Some objects (e.g., tables, horizontal rules, overflow:auto blocks) avoid floats. They need |
- // to shift over as necessary to dodge any floats that might get in the way. |
- if (child->avoidsFloats()) { |
- int leftOff = leftOffset(height(), false); |
- if (style()->textAlign() != WEBKIT_CENTER && child->style()->marginLeft().type() != Auto) { |
- if (child->marginLeft() < 0) |
- leftOff += child->marginLeft(); |
- chPos = max(chPos, leftOff); // Let the float sit in the child's margin if it can fit. |
- } |
- else if (leftOff != xPos) { |
- // The object is shifting right. The object might be centered, so we need to |
- // recalculate our horizontal margins. Note that the containing block content |
- // width computation will take into account the delta between |leftOff| and |xPos| |
- // so that we can just pass the content width in directly to the |calcHorizontalMargins| |
- // function. |
- child->calcHorizontalMargins(child->style()->marginLeft(), child->style()->marginRight(), lineWidth(child->y(), false)); |
- chPos = leftOff + child->marginLeft(); |
- } |
- } |
- view()->addLayoutDelta(IntSize(child->x() - chPos, 0)); |
- child->setLocation(chPos, child->y()); |
- } else { |
- int xPos = width() - borderRight() - paddingRight() - verticalScrollbarWidth(); |
- int chPos = xPos - (child->width() + child->marginRight()); |
- if (child->avoidsFloats()) { |
- int rightOff = rightOffset(height(), false); |
- if (style()->textAlign() != WEBKIT_CENTER && child->style()->marginRight().type() != Auto) { |
- if (child->marginRight() < 0) |
- rightOff -= child->marginRight(); |
- chPos = min(chPos, rightOff - child->width()); // Let the float sit in the child's margin if it can fit. |
- } else if (rightOff != xPos) { |
- // The object is shifting left. The object might be centered, so we need to |
- // recalculate our horizontal margins. Note that the containing block content |
- // width computation will take into account the delta between |rightOff| and |xPos| |
- // so that we can just pass the content width in directly to the |calcHorizontalMargins| |
- // function. |
- child->calcHorizontalMargins(child->style()->marginLeft(), child->style()->marginRight(), lineWidth(child->y(), false)); |
- chPos = rightOff - child->marginRight() - child->width(); |
- } |
- } |
- view()->addLayoutDelta(IntSize(child->x() - chPos, 0)); |
- child->setLocation(chPos, child->y()); |
- } |
-} |
- |
-void RenderBlock::setCollapsedBottomMargin(const MarginInfo& marginInfo) |
-{ |
- if (marginInfo.canCollapseWithBottom() && !marginInfo.canCollapseWithTop()) { |
- // Update our max pos/neg bottom margins, since we collapsed our bottom margins |
- // with our children. |
- setMaxBottomMargins(max(maxBottomPosMargin(), marginInfo.posMargin()), max(maxBottomNegMargin(), marginInfo.negMargin())); |
- |
- if (!marginInfo.bottomQuirk()) |
- setBottomMarginQuirk(false); |
- |
- if (marginInfo.bottomQuirk() && marginBottom() == 0) |
- // We have no bottom margin and our last child has a quirky margin. |
- // We will pick up this quirky margin and pass it through. |
- // This deals with the <td><div><p> case. |
- setBottomMarginQuirk(true); |
- } |
-} |
- |
-void RenderBlock::handleBottomOfBlock(int top, int bottom, MarginInfo& marginInfo) |
-{ |
- // If our last flow was a self-collapsing block that cleared a float, then we don't |
- // collapse it with the bottom of the block. |
- if (!marginInfo.selfCollapsingBlockClearedFloat()) |
- marginInfo.setAtBottomOfBlock(true); |
- else { |
- // We have to special case the negative margin situation (where the collapsed |
- // margin of the self-collapsing block is negative), since there's no need |
- // to make an adjustment in that case. |
- if (marginInfo.margin() < 0) |
- marginInfo.clearMargin(); |
- } |
- |
- // If we can't collapse with children then go ahead and add in the bottom margin. |
- if (!marginInfo.canCollapseWithBottom() && !marginInfo.canCollapseWithTop() |
- && (!style()->htmlHacks() || !marginInfo.quirkContainer() || !marginInfo.bottomQuirk())) |
- setHeight(height() + marginInfo.margin()); |
- |
- // Now add in our bottom border/padding. |
- setHeight(height() + bottom); |
- |
- // Negative margins can cause our height to shrink below our minimal height (border/padding). |
- // If this happens, ensure that the computed height is increased to the minimal height. |
- setHeight(max(height(), top + bottom)); |
- |
- // Always make sure our overflow height is at least our height. |
- m_overflowHeight = max(height(), m_overflowHeight); |
- |
- // Update our bottom collapsed margin info. |
- setCollapsedBottomMargin(marginInfo); |
-} |
- |
-void RenderBlock::layoutBlockChildren(bool relayoutChildren, int& maxFloatBottom) |
-{ |
- if (gPercentHeightDescendantsMap) { |
- if (HashSet<RenderBox*>* descendants = gPercentHeightDescendantsMap->get(this)) { |
- HashSet<RenderBox*>::iterator end = descendants->end(); |
- for (HashSet<RenderBox*>::iterator it = descendants->begin(); it != end; ++it) { |
- RenderBox* box = *it; |
- while (box != this) { |
- if (box->normalChildNeedsLayout()) |
- break; |
- box->setChildNeedsLayout(true, false); |
- box = box->containingBlock(); |
- ASSERT(box); |
- if (!box) |
- break; |
- } |
- } |
- } |
- } |
- |
- int top = borderTop() + paddingTop(); |
- int bottom = borderBottom() + paddingBottom() + horizontalScrollbarHeight(); |
- |
- m_overflowHeight = top; |
- setHeight(m_overflowHeight); |
- |
- // The margin struct caches all our current margin collapsing state. The compact struct caches state when we encounter compacts, |
- MarginInfo marginInfo(this, top, bottom); |
- |
- // Fieldsets need to find their legend and position it inside the border of the object. |
- // The legend then gets skipped during normal layout. |
- RenderObject* legend = layoutLegend(relayoutChildren); |
- |
- int previousFloatBottom = 0; |
- maxFloatBottom = 0; |
- |
- RenderBox* child = firstChildBox(); |
- while (child) { |
- if (legend == child) { |
- child = child->nextSiblingBox(); |
- continue; // Skip the legend, since it has already been positioned up in the fieldset's border. |
- } |
- |
- int oldTopPosMargin = maxTopPosMargin(); |
- int oldTopNegMargin = maxTopNegMargin(); |
- |
- // Make sure we layout children if they need it. |
- // FIXME: Technically percentage height objects only need a relayout if their percentage isn't going to be turned into |
- // an auto value. Add a method to determine this, so that we can avoid the relayout. |
- if (relayoutChildren || ((child->style()->height().isPercent() || child->style()->minHeight().isPercent() || child->style()->maxHeight().isPercent()) && !isRenderView())) |
- child->setChildNeedsLayout(true, false); |
- |
- // If relayoutChildren is set and we have percentage padding, we also need to invalidate the child's pref widths. |
- if (relayoutChildren && (child->style()->paddingLeft().isPercent() || child->style()->paddingRight().isPercent())) |
- child->setPrefWidthsDirty(true, false); |
- |
- // Handle the four types of special elements first. These include positioned content, floating content, compacts and |
- // run-ins. When we encounter these four types of objects, we don't actually lay them out as normal flow blocks. |
- bool handled = false; |
- RenderBox* next = handleSpecialChild(child, marginInfo, handled); |
- if (handled) { |
- child = next; |
- continue; |
- } |
- |
- // The child is a normal flow object. Compute its vertical margins now. |
- child->calcVerticalMargins(); |
- |
- // Do not allow a collapse if the margin top collapse style is set to SEPARATE. |
- if (child->style()->marginTopCollapse() == MSEPARATE) { |
- marginInfo.setAtTopOfBlock(false); |
- marginInfo.clearMargin(); |
- } |
- |
- // Try to guess our correct y position. In most cases this guess will |
- // be correct. Only if we're wrong (when we compute the real y position) |
- // will we have to potentially relayout. |
- int yPosEstimate = estimateVerticalPosition(child, marginInfo); |
- |
- // Cache our old rect so that we can dirty the proper repaint rects if the child moves. |
- IntRect oldRect(child->x(), child->y() , child->width(), child->height()); |
-#ifndef NDEBUG |
- IntSize oldLayoutDelta = view()->layoutDelta(); |
-#endif |
- // Go ahead and position the child as though it didn't collapse with the top. |
- view()->addLayoutDelta(IntSize(0, child->y() - yPosEstimate)); |
- child->setLocation(child->x(), yPosEstimate); |
- |
- bool markDescendantsWithFloats = false; |
- if (yPosEstimate != oldRect.y() && !child->avoidsFloats() && child->containsFloats()) |
- markDescendantsWithFloats = true; |
- else if (!child->avoidsFloats() || child->shrinkToAvoidFloats()) { |
- // If an element might be affected by the presence of floats, then always mark it for |
- // layout. |
- int fb = max(previousFloatBottom, floatBottom()); |
- if (fb > height() || fb > yPosEstimate) |
- markDescendantsWithFloats = true; |
- } |
- |
- if (child->isRenderBlock()) { |
- if (markDescendantsWithFloats) |
- toRenderBlock(child)->markAllDescendantsWithFloatsForLayout(); |
- |
- previousFloatBottom = max(previousFloatBottom, oldRect.y() + toRenderBlock(child)->floatBottom()); |
- } |
- |
- bool childHadLayout = child->m_everHadLayout; |
- bool childNeededLayout = child->needsLayout(); |
- if (childNeededLayout) |
- child->layout(); |
- |
- // Now determine the correct ypos based off examination of collapsing margin |
- // values. |
- collapseMargins(child, marginInfo, yPosEstimate); |
- |
- // Now check for clear. |
- clearFloatsIfNeeded(child, marginInfo, oldTopPosMargin, oldTopNegMargin); |
- |
- // We are no longer at the top of the block if we encounter a non-empty child. |
- // This has to be done after checking for clear, so that margins can be reset if a clear occurred. |
- if (marginInfo.atTopOfBlock() && !child->isSelfCollapsingBlock()) |
- marginInfo.setAtTopOfBlock(false); |
- |
- // Now place the child in the correct horizontal position |
- determineHorizontalPosition(child); |
- |
- // Update our height now that the child has been placed in the correct position. |
- setHeight(height() + child->height()); |
- if (child->style()->marginBottomCollapse() == MSEPARATE) { |
- setHeight(height() + child->marginBottom()); |
- marginInfo.clearMargin(); |
- } |
- // If the child has overhanging floats that intrude into following siblings (or possibly out |
- // of this block), then the parent gets notified of the floats now. |
- if (child->containsFloats()) |
- maxFloatBottom = max(maxFloatBottom, addOverhangingFloats(toRenderBlock(child), -child->x(), -child->y(), !childNeededLayout)); |
- |
- // Update our overflow in case the child spills out the block. |
- m_overflowTop = min(m_overflowTop, child->y() + child->overflowTop(false)); |
- m_overflowHeight = max(m_overflowHeight, height() + child->overflowHeight(false) - child->height()); |
- m_overflowWidth = max(child->x() + child->overflowWidth(false), m_overflowWidth); |
- m_overflowLeft = min(child->x() + child->overflowLeft(false), m_overflowLeft); |
- |
- IntSize childOffset(child->x() - oldRect.x(), child->y() - oldRect.y()); |
- if (childOffset.width() || childOffset.height()) { |
- view()->addLayoutDelta(childOffset); |
- |
- // If the child moved, we have to repaint it as well as any floating/positioned |
- // descendants. An exception is if we need a layout. In this case, we know we're going to |
- // repaint ourselves (and the child) anyway. |
- if (childHadLayout && !selfNeedsLayout() && child->checkForRepaintDuringLayout()) |
- child->repaintDuringLayoutIfMoved(oldRect); |
- } |
- |
- if (!childHadLayout && child->checkForRepaintDuringLayout()) |
- child->repaint(); |
- |
- ASSERT(oldLayoutDelta == view()->layoutDelta()); |
- child = child->nextSiblingBox(); |
- } |
- |
- // Now do the handling of the bottom of the block, adding in our bottom border/padding and |
- // determining the correct collapsed bottom margin information. |
- handleBottomOfBlock(top, bottom, marginInfo); |
-} |
- |
-bool RenderBlock::layoutOnlyPositionedObjects() |
-{ |
- if (!posChildNeedsLayout() || normalChildNeedsLayout() || selfNeedsLayout()) |
- return false; |
- |
- LayoutStateMaintainer statePusher(view(), this, IntSize(x(), y()), hasColumns() || hasTransform() || hasReflection()); |
- |
- if (needsPositionedMovementLayout()) { |
- tryLayoutDoingPositionedMovementOnly(); |
- if (needsLayout()) |
- return false; |
- } |
- |
- // All we have to is lay out our positioned objects. |
- layoutPositionedObjects(false); |
- |
- statePusher.pop(); |
- |
- if (hasOverflowClip()) |
- layer()->updateScrollInfoAfterLayout(); |
- |
- setNeedsLayout(false); |
- return true; |
-} |
- |
-void RenderBlock::layoutPositionedObjects(bool relayoutChildren) |
-{ |
- if (m_positionedObjects) { |
- RenderBox* r; |
- Iterator end = m_positionedObjects->end(); |
- for (Iterator it = m_positionedObjects->begin(); it != end; ++it) { |
- r = *it; |
- // When a non-positioned block element moves, it may have positioned children that are implicitly positioned relative to the |
- // non-positioned block. Rather than trying to detect all of these movement cases, we just always lay out positioned |
- // objects that are positioned implicitly like this. Such objects are rare, and so in typical DHTML menu usage (where everything is |
- // positioned explicitly) this should not incur a performance penalty. |
- if (relayoutChildren || (r->style()->hasStaticY() && r->parent() != this && r->parent()->isBlockFlow())) |
- r->setChildNeedsLayout(true, false); |
- |
- // If relayoutChildren is set and we have percentage padding, we also need to invalidate the child's pref widths. |
- //if (relayoutChildren && (r->style()->paddingLeft().isPercent() || r->style()->paddingRight().isPercent())) |
- r->setPrefWidthsDirty(true, false); |
- |
- // We don't have to do a full layout. We just have to update our position. Try that first. If we have shrink-to-fit width |
- // and we hit the available width constraint, the layoutIfNeeded() will catch it and do a full layout. |
- if (r->needsPositionedMovementLayoutOnly()) |
- r->tryLayoutDoingPositionedMovementOnly(); |
- r->layoutIfNeeded(); |
- } |
- } |
-} |
- |
-void RenderBlock::markPositionedObjectsForLayout() |
-{ |
- if (m_positionedObjects) { |
- RenderBox* r; |
- Iterator end = m_positionedObjects->end(); |
- for (Iterator it = m_positionedObjects->begin(); it != end; ++it) { |
- r = *it; |
- r->setChildNeedsLayout(true); |
- } |
- } |
-} |
- |
-void RenderBlock::repaintOverhangingFloats(bool paintAllDescendants) |
-{ |
- // Repaint any overhanging floats (if we know we're the one to paint them). |
- if (hasOverhangingFloats()) { |
- // We think that we must be in a bad state if m_floatingObjects is nil at this point, so |
- // we assert on Debug builds and nil-check Release builds. |
- ASSERT(m_floatingObjects); |
- if (!m_floatingObjects) |
- return; |
- |
- FloatingObject* r; |
- DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
- |
- // FIXME: Avoid disabling LayoutState. At the very least, don't disable it for floats originating |
- // in this block. Better yet would be to push extra state for the containers of other floats. |
- view()->disableLayoutState(); |
- for ( ; (r = it.current()); ++it) { |
- // Only repaint the object if it is overhanging, is not in its own layer, and |
- // is our responsibility to paint (m_shouldPaint is set). When paintAllDescendants is true, the latter |
- // condition is replaced with being a descendant of us. |
- if (r->m_bottom > height() && (paintAllDescendants && r->m_renderer->isDescendantOf(this) || r->m_shouldPaint) && !r->m_renderer->hasLayer()) { |
- r->m_renderer->repaint(); |
- r->m_renderer->repaintOverhangingFloats(); |
- } |
- } |
- view()->enableLayoutState(); |
- } |
-} |
- |
-void RenderBlock::paint(PaintInfo& paintInfo, int tx, int ty) |
-{ |
- tx += x(); |
- ty += y(); |
- |
- PaintPhase phase = paintInfo.phase; |
- |
- // Check if we need to do anything at all. |
- // FIXME: Could eliminate the isRoot() check if we fix background painting so that the RenderView |
- // paints the root's background. |
- if (!isRoot()) { |
- IntRect overflowBox = overflowRect(false); |
- overflowBox.inflate(maximalOutlineSize(paintInfo.phase)); |
- overflowBox.move(tx, ty); |
- if (!overflowBox.intersects(paintInfo.rect)) |
- return; |
- } |
- |
- bool useControlClip = phase != PaintPhaseBlockBackground && phase != PaintPhaseSelfOutline && phase != PaintPhaseMask && hasControlClip(); |
- |
- // Push a clip. |
- if (useControlClip) { |
- if (phase == PaintPhaseOutline) |
- paintInfo.phase = PaintPhaseChildOutlines; |
- else if (phase == PaintPhaseChildBlockBackground) { |
- paintInfo.phase = PaintPhaseBlockBackground; |
- paintObject(paintInfo, tx, ty); |
- paintInfo.phase = PaintPhaseChildBlockBackgrounds; |
- } |
- IntRect clipRect(controlClipRect(tx, ty)); |
- if (clipRect.isEmpty()) |
- return; |
- paintInfo.context->save(); |
- paintInfo.context->clip(clipRect); |
- } |
- |
- paintObject(paintInfo, tx, ty); |
- |
- // Pop the clip. |
- if (useControlClip) { |
- paintInfo.context->restore(); |
- if (phase == PaintPhaseOutline) { |
- paintInfo.phase = PaintPhaseSelfOutline; |
- paintObject(paintInfo, tx, ty); |
- paintInfo.phase = phase; |
- } else if (phase == PaintPhaseChildBlockBackground) |
- paintInfo.phase = phase; |
- } |
-} |
- |
-void RenderBlock::paintColumns(PaintInfo& paintInfo, int tx, int ty, bool paintingFloats) |
-{ |
- // We need to do multiple passes, breaking up our child painting into strips. |
- GraphicsContext* context = paintInfo.context; |
- int currXOffset = 0; |
- int currYOffset = 0; |
- int ruleAdd = borderLeft() + paddingLeft(); |
- int ruleX = 0; |
- int colGap = columnGap(); |
- const Color& ruleColor = style()->columnRuleColor(); |
- bool ruleTransparent = style()->columnRuleIsTransparent(); |
- EBorderStyle ruleStyle = style()->columnRuleStyle(); |
- int ruleWidth = style()->columnRuleWidth(); |
- bool renderRule = !paintingFloats && ruleStyle > BHIDDEN && !ruleTransparent && ruleWidth <= colGap; |
- Vector<IntRect>* colRects = columnRects(); |
- unsigned colCount = colRects->size(); |
- for (unsigned i = 0; i < colCount; i++) { |
- // For each rect, we clip to the rect, and then we adjust our coords. |
- IntRect colRect = colRects->at(i); |
- colRect.move(tx, ty); |
- context->save(); |
- |
- // Each strip pushes a clip, since column boxes are specified as being |
- // like overflow:hidden. |
- context->clip(colRect); |
- |
- // Adjust tx and ty to change where we paint. |
- PaintInfo info(paintInfo); |
- info.rect.intersect(colRect); |
- |
- // Adjust our x and y when painting. |
- int finalX = tx + currXOffset; |
- int finalY = ty + currYOffset; |
- if (paintingFloats) |
- paintFloats(info, finalX, finalY, paintInfo.phase == PaintPhaseSelection || paintInfo.phase == PaintPhaseTextClip); |
- else |
- paintContents(info, finalX, finalY); |
- |
- // Move to the next position. |
- if (style()->direction() == LTR) { |
- ruleX += colRect.width() + colGap / 2; |
- currXOffset += colRect.width() + colGap; |
- } else { |
- ruleX -= (colRect.width() + colGap / 2); |
- currXOffset -= (colRect.width() + colGap); |
- } |
- |
- currYOffset -= colRect.height(); |
- |
- context->restore(); |
- |
- // Now paint the column rule. |
- if (renderRule && paintInfo.phase == PaintPhaseForeground && i < colCount - 1) { |
- int ruleStart = ruleX - ruleWidth / 2 + ruleAdd; |
- int ruleEnd = ruleStart + ruleWidth; |
- drawBorder(paintInfo.context, tx + ruleStart, ty + borderTop() + paddingTop(), tx + ruleEnd, ty + borderTop() + paddingTop() + contentHeight(), |
- style()->direction() == LTR ? BSLeft : BSRight, ruleColor, style()->color(), ruleStyle, 0, 0); |
- } |
- |
- ruleX = currXOffset; |
- } |
-} |
- |
-void RenderBlock::paintContents(PaintInfo& paintInfo, int tx, int ty) |
-{ |
- // Avoid painting descendants of the root element when stylesheets haven't loaded. This eliminates FOUC. |
- // It's ok not to draw, because later on, when all the stylesheets do load, updateStyleSelector on the Document |
- // will do a full repaint(). |
- if (document()->didLayoutWithPendingStylesheets() && !isRenderView()) |
- return; |
- |
- if (childrenInline()) |
- m_lineBoxes.paint(this, paintInfo, tx, ty); |
- else |
- paintChildren(paintInfo, tx, ty); |
-} |
- |
-void RenderBlock::paintChildren(PaintInfo& paintInfo, int tx, int ty) |
-{ |
- PaintPhase newPhase = (paintInfo.phase == PaintPhaseChildOutlines) ? PaintPhaseOutline : paintInfo.phase; |
- newPhase = (newPhase == PaintPhaseChildBlockBackgrounds) ? PaintPhaseChildBlockBackground : newPhase; |
- |
- // We don't paint our own background, but we do let the kids paint their backgrounds. |
- PaintInfo info(paintInfo); |
- info.phase = newPhase; |
- info.paintingRoot = paintingRootForChildren(paintInfo); |
- bool isPrinting = document()->printing(); |
- |
- for (RenderBox* child = firstChildBox(); child; child = child->nextSiblingBox()) { |
- // Check for page-break-before: always, and if it's set, break and bail. |
- if (isPrinting && !childrenInline() && child->style()->pageBreakBefore() == PBALWAYS && |
- inRootBlockContext() && (ty + child->y()) > paintInfo.rect.y() && |
- (ty + child->y()) < paintInfo.rect.bottom()) { |
- view()->setBestTruncatedAt(ty + child->y(), this, true); |
- return; |
- } |
- |
- if (!child->hasLayer() && !child->isFloating()) |
- child->paint(info, tx, ty); |
- |
- // Check for page-break-after: always, and if it's set, break and bail. |
- if (isPrinting && !childrenInline() && child->style()->pageBreakAfter() == PBALWAYS && |
- inRootBlockContext() && (ty + child->y() + child->height()) > paintInfo.rect.y() && |
- (ty + child->y() + child->height()) < paintInfo.rect.bottom()) { |
- view()->setBestTruncatedAt(ty + child->y() + child->height() + max(0, child->collapsedMarginBottom()), this, true); |
- return; |
- } |
- } |
-} |
- |
-void RenderBlock::paintCaret(PaintInfo& paintInfo, int tx, int ty, CaretType type) |
-{ |
- SelectionController* selection = type == CursorCaret ? document()->frame()->selection() : document()->frame()->dragCaretController(); |
- |
- // Ask the SelectionController if the caret should be painted by this block |
- RenderObject* caretPainter = selection->caretRenderer(); |
- if (caretPainter == this && selection->isContentEditable()) { |
- // Convert the painting offset into the local coordinate system of this renderer, |
- // to match the localCaretRect computed by the SelectionController |
- offsetForContents(tx, ty); |
- |
- if (type == CursorCaret) |
- document()->frame()->paintCaret(paintInfo.context, tx, ty, paintInfo.rect); |
- else |
- document()->frame()->paintDragCaret(paintInfo.context, tx, ty, paintInfo.rect); |
- } |
-} |
- |
-void RenderBlock::paintObject(PaintInfo& paintInfo, int tx, int ty) |
-{ |
- PaintPhase paintPhase = paintInfo.phase; |
- |
- // 1. paint background, borders etc |
- if ((paintPhase == PaintPhaseBlockBackground || paintPhase == PaintPhaseChildBlockBackground) && |
- hasBoxDecorations() && style()->visibility() == VISIBLE) { |
- paintBoxDecorations(paintInfo, tx, ty); |
- } |
- |
- if (paintPhase == PaintPhaseMask && style()->visibility() == VISIBLE) { |
- paintMask(paintInfo, tx, ty); |
- return; |
- } |
- |
- // We're done. We don't bother painting any children. |
- if (paintPhase == PaintPhaseBlockBackground) |
- return; |
- |
- // Adjust our painting position if we're inside a scrolled layer (e.g., an overflow:auto div).s |
- int scrolledX = tx; |
- int scrolledY = ty; |
- if (hasOverflowClip()) |
- layer()->subtractScrolledContentOffset(scrolledX, scrolledY); |
- |
- // 2. paint contents |
- if (paintPhase != PaintPhaseSelfOutline) { |
- if (hasColumns()) |
- paintColumns(paintInfo, scrolledX, scrolledY); |
- else |
- paintContents(paintInfo, scrolledX, scrolledY); |
- } |
- |
- // 3. paint selection |
- // FIXME: Make this work with multi column layouts. For now don't fill gaps. |
- bool isPrinting = document()->printing(); |
- if (!isPrinting && !hasColumns()) |
- paintSelection(paintInfo, scrolledX, scrolledY); // Fill in gaps in selection on lines and between blocks. |
- |
- // 4. paint floats. |
- if (paintPhase == PaintPhaseFloat || paintPhase == PaintPhaseSelection || paintPhase == PaintPhaseTextClip) { |
- if (hasColumns()) |
- paintColumns(paintInfo, scrolledX, scrolledY, true); |
- else |
- paintFloats(paintInfo, scrolledX, scrolledY, paintPhase == PaintPhaseSelection || paintPhase == PaintPhaseTextClip); |
- } |
- |
- // 5. paint outline. |
- if ((paintPhase == PaintPhaseOutline || paintPhase == PaintPhaseSelfOutline) && hasOutline() && style()->visibility() == VISIBLE) |
- paintOutline(paintInfo.context, tx, ty, width(), height(), style()); |
- |
- // 6. paint continuation outlines. |
- if ((paintPhase == PaintPhaseOutline || paintPhase == PaintPhaseChildOutlines)) { |
- if (inlineContinuation() && inlineContinuation()->hasOutline() && inlineContinuation()->style()->visibility() == VISIBLE) { |
- RenderInline* inlineRenderer = toRenderInline(inlineContinuation()->element()->renderer()); |
- if (!inlineRenderer->hasLayer()) |
- containingBlock()->addContinuationWithOutline(inlineRenderer); |
- else if (!inlineRenderer->firstLineBox()) |
- inlineRenderer->paintOutline(paintInfo.context, tx - x() + inlineRenderer->containingBlock()->x(), |
- ty - y() + inlineRenderer->containingBlock()->y()); |
- } |
- paintContinuationOutlines(paintInfo, tx, ty); |
- } |
- |
- // 7. paint caret. |
- // If the caret's node's render object's containing block is this block, and the paint action is PaintPhaseForeground, |
- // then paint the caret. |
- if (paintPhase == PaintPhaseForeground) { |
- paintCaret(paintInfo, scrolledX, scrolledY, CursorCaret); |
- paintCaret(paintInfo, scrolledX, scrolledY, DragCaret); |
- } |
-} |
- |
-void RenderBlock::paintFloats(PaintInfo& paintInfo, int tx, int ty, bool preservePhase) |
-{ |
- if (!m_floatingObjects) |
- return; |
- |
- FloatingObject* r; |
- DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
- for (; (r = it.current()); ++it) { |
- // Only paint the object if our m_shouldPaint flag is set. |
- if (r->m_shouldPaint && !r->m_renderer->hasLayer()) { |
- PaintInfo currentPaintInfo(paintInfo); |
- currentPaintInfo.phase = preservePhase ? paintInfo.phase : PaintPhaseBlockBackground; |
- int currentTX = tx + r->m_left - r->m_renderer->x() + r->m_renderer->marginLeft(); |
- int currentTY = ty + r->m_top - r->m_renderer->y() + r->m_renderer->marginTop(); |
- r->m_renderer->paint(currentPaintInfo, currentTX, currentTY); |
- if (!preservePhase) { |
- currentPaintInfo.phase = PaintPhaseChildBlockBackgrounds; |
- r->m_renderer->paint(currentPaintInfo, currentTX, currentTY); |
- currentPaintInfo.phase = PaintPhaseFloat; |
- r->m_renderer->paint(currentPaintInfo, currentTX, currentTY); |
- currentPaintInfo.phase = PaintPhaseForeground; |
- r->m_renderer->paint(currentPaintInfo, currentTX, currentTY); |
- currentPaintInfo.phase = PaintPhaseOutline; |
- r->m_renderer->paint(currentPaintInfo, currentTX, currentTY); |
- } |
- } |
- } |
-} |
- |
-void RenderBlock::paintEllipsisBoxes(PaintInfo& paintInfo, int tx, int ty) |
-{ |
- if (!shouldPaintWithinRoot(paintInfo) || !firstLineBox()) |
- return; |
- |
- if (style()->visibility() == VISIBLE && paintInfo.phase == PaintPhaseForeground) { |
- // We can check the first box and last box and avoid painting if we don't |
- // intersect. |
- int yPos = ty + firstLineBox()->yPos(); |
- int h = lastLineBox()->yPos() + lastLineBox()->height() - firstLineBox()->yPos(); |
- if (yPos >= paintInfo.rect.bottom() || yPos + h <= paintInfo.rect.y()) |
- return; |
- |
- // See if our boxes intersect with the dirty rect. If so, then we paint |
- // them. Note that boxes can easily overlap, so we can't make any assumptions |
- // based off positions of our first line box or our last line box. |
- for (RootInlineBox* curr = firstRootBox(); curr; curr = curr->nextRootBox()) { |
- yPos = ty + curr->yPos(); |
- h = curr->height(); |
- if (curr->ellipsisBox() && yPos < paintInfo.rect.bottom() && yPos + h > paintInfo.rect.y()) |
- curr->paintEllipsisBox(paintInfo, tx, ty); |
- } |
- } |
-} |
- |
-static ContinuationOutlineTableMap* continuationOutlineTable() |
-{ |
- DEFINE_STATIC_LOCAL(ContinuationOutlineTableMap, table, ()); |
- return &table; |
-} |
- |
-void RenderBlock::addContinuationWithOutline(RenderInline* flow) |
-{ |
- // We can't make this work if the inline is in a layer. We'll just rely on the broken |
- // way of painting. |
- ASSERT(!flow->layer() && !flow->isInlineContinuation()); |
- |
- ContinuationOutlineTableMap* table = continuationOutlineTable(); |
- ListHashSet<RenderInline*>* continuations = table->get(this); |
- if (!continuations) { |
- continuations = new ListHashSet<RenderInline*>; |
- table->set(this, continuations); |
- } |
- |
- continuations->add(flow); |
-} |
- |
-void RenderBlock::paintContinuationOutlines(PaintInfo& info, int tx, int ty) |
-{ |
- ContinuationOutlineTableMap* table = continuationOutlineTable(); |
- if (table->isEmpty()) |
- return; |
- |
- ListHashSet<RenderInline*>* continuations = table->get(this); |
- if (!continuations) |
- return; |
- |
- // Paint each continuation outline. |
- ListHashSet<RenderInline*>::iterator end = continuations->end(); |
- for (ListHashSet<RenderInline*>::iterator it = continuations->begin(); it != end; ++it) { |
- // Need to add in the coordinates of the intervening blocks. |
- RenderInline* flow = *it; |
- RenderBlock* block = flow->containingBlock(); |
- for ( ; block && block != this; block = block->containingBlock()) { |
- tx += block->x(); |
- ty += block->y(); |
- } |
- ASSERT(block); |
- flow->paintOutline(info.context, tx, ty); |
- } |
- |
- // Delete |
- delete continuations; |
- table->remove(this); |
-} |
- |
-void RenderBlock::setSelectionState(SelectionState s) |
-{ |
- if (selectionState() == s) |
- return; |
- |
- if (s == SelectionInside && selectionState() != SelectionNone) |
- return; |
- |
- if ((s == SelectionStart && selectionState() == SelectionEnd) || |
- (s == SelectionEnd && selectionState() == SelectionStart)) |
- RenderBox::setSelectionState(SelectionBoth); |
- else |
- RenderBox::setSelectionState(s); |
- |
- RenderBlock* cb = containingBlock(); |
- if (cb && !cb->isRenderView()) |
- cb->setSelectionState(s); |
-} |
- |
-bool RenderBlock::shouldPaintSelectionGaps() const |
-{ |
- return selectionState() != SelectionNone && style()->visibility() == VISIBLE && isSelectionRoot(); |
-} |
- |
-bool RenderBlock::isSelectionRoot() const |
-{ |
- if (!element()) |
- return false; |
- |
- // FIXME: Eventually tables should have to learn how to fill gaps between cells, at least in simple non-spanning cases. |
- if (isTable()) |
- return false; |
- |
- if (isBody() || isRoot() || hasOverflowClip() || isRelPositioned() || |
- isFloatingOrPositioned() || isTableCell() || isInlineBlockOrInlineTable() || hasTransform() || |
- hasReflection() || hasMask()) |
- return true; |
- |
- if (view() && view()->selectionStart()) { |
- Node* startElement = view()->selectionStart()->element(); |
- if (startElement && startElement->rootEditableElement() == element()) |
- return true; |
- } |
- |
- return false; |
-} |
- |
-GapRects RenderBlock::selectionGapRectsForRepaint(RenderBoxModelObject* /*repaintContainer*/) |
-{ |
- ASSERT(!needsLayout()); |
- |
- if (!shouldPaintSelectionGaps()) |
- return GapRects(); |
- |
- // FIXME: this is broken with transforms and a non-null repaintContainer |
- FloatPoint absContentPoint = localToAbsolute(FloatPoint()); |
- if (hasOverflowClip()) |
- absContentPoint -= layer()->scrolledContentOffset(); |
- |
- int lastTop = 0; |
- int lastLeft = leftSelectionOffset(this, lastTop); |
- int lastRight = rightSelectionOffset(this, lastTop); |
- |
- return fillSelectionGaps(this, absContentPoint.x(), absContentPoint.y(), absContentPoint.x(), absContentPoint.y(), lastTop, lastLeft, lastRight); |
-} |
- |
-void RenderBlock::paintSelection(PaintInfo& paintInfo, int tx, int ty) |
-{ |
- if (shouldPaintSelectionGaps() && paintInfo.phase == PaintPhaseForeground) { |
- int lastTop = 0; |
- int lastLeft = leftSelectionOffset(this, lastTop); |
- int lastRight = rightSelectionOffset(this, lastTop); |
- paintInfo.context->save(); |
- fillSelectionGaps(this, tx, ty, tx, ty, lastTop, lastLeft, lastRight, &paintInfo); |
- paintInfo.context->restore(); |
- } |
-} |
- |
-static void clipOutPositionedObjects(const RenderObject::PaintInfo* paintInfo, int tx, int ty, ListHashSet<RenderBox*>* positionedObjects) |
-{ |
- if (!positionedObjects) |
- return; |
- |
- ListHashSet<RenderBox*>::const_iterator end = positionedObjects->end(); |
- for (ListHashSet<RenderBox*>::const_iterator it = positionedObjects->begin(); it != end; ++it) { |
- RenderBox* r = *it; |
- paintInfo->context->clipOut(IntRect(tx + r->x(), ty + r->y(), r->width(), r->height())); |
- } |
-} |
- |
-GapRects RenderBlock::fillSelectionGaps(RenderBlock* rootBlock, int blockX, int blockY, int tx, int ty, |
- int& lastTop, int& lastLeft, int& lastRight, const PaintInfo* paintInfo) |
-{ |
- // IMPORTANT: Callers of this method that intend for painting to happen need to do a save/restore. |
- // Clip out floating and positioned objects when painting selection gaps. |
- if (paintInfo) { |
- // Note that we don't clip out overflow for positioned objects. We just stick to the border box. |
- clipOutPositionedObjects(paintInfo, tx, ty, m_positionedObjects); |
- if (isBody() || isRoot()) // The <body> must make sure to examine its containingBlock's positioned objects. |
- for (RenderBlock* cb = containingBlock(); cb && !cb->isRenderView(); cb = cb->containingBlock()) |
- clipOutPositionedObjects(paintInfo, cb->x(), cb->y(), cb->m_positionedObjects); |
- if (m_floatingObjects) { |
- for (DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); it.current(); ++it) { |
- FloatingObject* r = it.current(); |
- paintInfo->context->clipOut(IntRect(tx + r->m_left + r->m_renderer->marginLeft(), |
- ty + r->m_top + r->m_renderer->marginTop(), |
- r->m_renderer->width(), r->m_renderer->height())); |
- } |
- } |
- } |
- |
- // FIXME: overflow: auto/scroll regions need more math here, since painting in the border box is different from painting in the padding box (one is scrolled, the other is |
- // fixed). |
- GapRects result; |
- if (!isBlockFlow()) // FIXME: Make multi-column selection gap filling work someday. |
- return result; |
- |
- if (hasColumns() || hasTransform()) { |
- // FIXME: We should learn how to gap fill multiple columns and transforms eventually. |
- lastTop = (ty - blockY) + height(); |
- lastLeft = leftSelectionOffset(rootBlock, height()); |
- lastRight = rightSelectionOffset(rootBlock, height()); |
- return result; |
- } |
- |
- if (childrenInline()) |
- result = fillInlineSelectionGaps(rootBlock, blockX, blockY, tx, ty, lastTop, lastLeft, lastRight, paintInfo); |
- else |
- result = fillBlockSelectionGaps(rootBlock, blockX, blockY, tx, ty, lastTop, lastLeft, lastRight, paintInfo); |
- |
- // Go ahead and fill the vertical gap all the way to the bottom of our block if the selection extends past our block. |
- if (rootBlock == this && (selectionState() != SelectionBoth && selectionState() != SelectionEnd)) |
- result.uniteCenter(fillVerticalSelectionGap(lastTop, lastLeft, lastRight, ty + height(), |
- rootBlock, blockX, blockY, paintInfo)); |
- return result; |
-} |
- |
-GapRects RenderBlock::fillInlineSelectionGaps(RenderBlock* rootBlock, int blockX, int blockY, int tx, int ty, |
- int& lastTop, int& lastLeft, int& lastRight, const PaintInfo* paintInfo) |
-{ |
- GapRects result; |
- |
- bool containsStart = selectionState() == SelectionStart || selectionState() == SelectionBoth; |
- |
- if (!firstLineBox()) { |
- if (containsStart) { |
- // Go ahead and update our lastY to be the bottom of the block. <hr>s or empty blocks with height can trip this |
- // case. |
- lastTop = (ty - blockY) + height(); |
- lastLeft = leftSelectionOffset(rootBlock, height()); |
- lastRight = rightSelectionOffset(rootBlock, height()); |
- } |
- return result; |
- } |
- |
- RootInlineBox* lastSelectedLine = 0; |
- RootInlineBox* curr; |
- for (curr = firstRootBox(); curr && !curr->hasSelectedChildren(); curr = curr->nextRootBox()) { } |
- |
- // Now paint the gaps for the lines. |
- for (; curr && curr->hasSelectedChildren(); curr = curr->nextRootBox()) { |
- int selTop = curr->selectionTop(); |
- int selHeight = curr->selectionHeight(); |
- |
- if (!containsStart && !lastSelectedLine && |
- selectionState() != SelectionStart && selectionState() != SelectionBoth) |
- result.uniteCenter(fillVerticalSelectionGap(lastTop, lastLeft, lastRight, ty + selTop, |
- rootBlock, blockX, blockY, paintInfo)); |
- |
- if (!paintInfo || ty + selTop < paintInfo->rect.bottom() && ty + selTop + selHeight > paintInfo->rect.y()) |
- result.unite(curr->fillLineSelectionGap(selTop, selHeight, rootBlock, blockX, blockY, tx, ty, paintInfo)); |
- |
- lastSelectedLine = curr; |
- } |
- |
- if (containsStart && !lastSelectedLine) |
- // Selection must start just after our last line. |
- lastSelectedLine = lastRootBox(); |
- |
- if (lastSelectedLine && selectionState() != SelectionEnd && selectionState() != SelectionBoth) { |
- // Go ahead and update our lastY to be the bottom of the last selected line. |
- lastTop = (ty - blockY) + lastSelectedLine->bottomOverflow(); |
- lastLeft = leftSelectionOffset(rootBlock, lastSelectedLine->bottomOverflow()); |
- lastRight = rightSelectionOffset(rootBlock, lastSelectedLine->bottomOverflow()); |
- } |
- return result; |
-} |
- |
-GapRects RenderBlock::fillBlockSelectionGaps(RenderBlock* rootBlock, int blockX, int blockY, int tx, int ty, |
- int& lastTop, int& lastLeft, int& lastRight, const PaintInfo* paintInfo) |
-{ |
- GapRects result; |
- |
- // Go ahead and jump right to the first block child that contains some selected objects. |
- RenderBox* curr; |
- for (curr = firstChildBox(); curr && curr->selectionState() == SelectionNone; curr = curr->nextSiblingBox()) { } |
- |
- for (bool sawSelectionEnd = false; curr && !sawSelectionEnd; curr = curr->nextSiblingBox()) { |
- SelectionState childState = curr->selectionState(); |
- if (childState == SelectionBoth || childState == SelectionEnd) |
- sawSelectionEnd = true; |
- |
- if (curr->isFloatingOrPositioned()) |
- continue; // We must be a normal flow object in order to even be considered. |
- |
- if (curr->isRelPositioned() && curr->hasLayer()) { |
- // If the relposition offset is anything other than 0, then treat this just like an absolute positioned element. |
- // Just disregard it completely. |
- IntSize relOffset = curr->layer()->relativePositionOffset(); |
- if (relOffset.width() || relOffset.height()) |
- continue; |
- } |
- |
- bool paintsOwnSelection = curr->shouldPaintSelectionGaps() || curr->isTable(); // FIXME: Eventually we won't special-case table like this. |
- bool fillBlockGaps = paintsOwnSelection || (curr->canBeSelectionLeaf() && childState != SelectionNone); |
- if (fillBlockGaps) { |
- // We need to fill the vertical gap above this object. |
- if (childState == SelectionEnd || childState == SelectionInside) |
- // Fill the gap above the object. |
- result.uniteCenter(fillVerticalSelectionGap(lastTop, lastLeft, lastRight, |
- ty + curr->y(), rootBlock, blockX, blockY, paintInfo)); |
- |
- // Only fill side gaps for objects that paint their own selection if we know for sure the selection is going to extend all the way *past* |
- // our object. We know this if the selection did not end inside our object. |
- if (paintsOwnSelection && (childState == SelectionStart || sawSelectionEnd)) |
- childState = SelectionNone; |
- |
- // Fill side gaps on this object based off its state. |
- bool leftGap, rightGap; |
- getHorizontalSelectionGapInfo(childState, leftGap, rightGap); |
- |
- if (leftGap) |
- result.uniteLeft(fillLeftSelectionGap(this, curr->x(), curr->y(), curr->height(), rootBlock, blockX, blockY, tx, ty, paintInfo)); |
- if (rightGap) |
- result.uniteRight(fillRightSelectionGap(this, curr->x() + curr->width(), curr->y(), curr->height(), rootBlock, blockX, blockY, tx, ty, paintInfo)); |
- |
- // Update lastTop to be just underneath the object. lastLeft and lastRight extend as far as |
- // they can without bumping into floating or positioned objects. Ideally they will go right up |
- // to the border of the root selection block. |
- lastTop = (ty - blockY) + (curr->y() + curr->height()); |
- lastLeft = leftSelectionOffset(rootBlock, curr->y() + curr->height()); |
- lastRight = rightSelectionOffset(rootBlock, curr->y() + curr->height()); |
- } else if (childState != SelectionNone) |
- // We must be a block that has some selected object inside it. Go ahead and recur. |
- result.unite(toRenderBlock(curr)->fillSelectionGaps(rootBlock, blockX, blockY, tx + curr->x(), ty + curr->y(), |
- lastTop, lastLeft, lastRight, paintInfo)); |
- } |
- return result; |
-} |
- |
-IntRect RenderBlock::fillHorizontalSelectionGap(RenderObject* selObj, int xPos, int yPos, int width, int height, const PaintInfo* paintInfo) |
-{ |
- if (width <= 0 || height <= 0) |
- return IntRect(); |
- IntRect gapRect(xPos, yPos, width, height); |
- if (paintInfo && selObj->style()->visibility() == VISIBLE) |
- paintInfo->context->fillRect(gapRect, selObj->selectionBackgroundColor()); |
- return gapRect; |
-} |
- |
-IntRect RenderBlock::fillVerticalSelectionGap(int lastTop, int lastLeft, int lastRight, int bottomY, RenderBlock* rootBlock, |
- int blockX, int blockY, const PaintInfo* paintInfo) |
-{ |
- int top = blockY + lastTop; |
- int height = bottomY - top; |
- if (height <= 0) |
- return IntRect(); |
- |
- // Get the selection offsets for the bottom of the gap |
- int left = blockX + max(lastLeft, leftSelectionOffset(rootBlock, bottomY)); |
- int right = blockX + min(lastRight, rightSelectionOffset(rootBlock, bottomY)); |
- int width = right - left; |
- if (width <= 0) |
- return IntRect(); |
- |
- IntRect gapRect(left, top, width, height); |
- if (paintInfo) |
- paintInfo->context->fillRect(gapRect, selectionBackgroundColor()); |
- return gapRect; |
-} |
- |
-IntRect RenderBlock::fillLeftSelectionGap(RenderObject* selObj, int xPos, int yPos, int height, RenderBlock* rootBlock, |
- int blockX, int /*blockY*/, int tx, int ty, const PaintInfo* paintInfo) |
-{ |
- int top = yPos + ty; |
- int left = blockX + max(leftSelectionOffset(rootBlock, yPos), leftSelectionOffset(rootBlock, yPos + height)); |
- int right = min(xPos + tx, blockX + min(rightSelectionOffset(rootBlock, yPos), rightSelectionOffset(rootBlock, yPos + height))); |
- int width = right - left; |
- if (width <= 0) |
- return IntRect(); |
- |
- IntRect gapRect(left, top, width, height); |
- if (paintInfo) |
- paintInfo->context->fillRect(gapRect, selObj->selectionBackgroundColor()); |
- return gapRect; |
-} |
- |
-IntRect RenderBlock::fillRightSelectionGap(RenderObject* selObj, int xPos, int yPos, int height, RenderBlock* rootBlock, |
- int blockX, int /*blockY*/, int tx, int ty, const PaintInfo* paintInfo) |
-{ |
- int left = max(xPos + tx, blockX + max(leftSelectionOffset(rootBlock, yPos), leftSelectionOffset(rootBlock, yPos + height))); |
- int top = yPos + ty; |
- int right = blockX + min(rightSelectionOffset(rootBlock, yPos), rightSelectionOffset(rootBlock, yPos + height)); |
- int width = right - left; |
- if (width <= 0) |
- return IntRect(); |
- |
- IntRect gapRect(left, top, width, height); |
- if (paintInfo) |
- paintInfo->context->fillRect(gapRect, selObj->selectionBackgroundColor()); |
- return gapRect; |
-} |
- |
-void RenderBlock::getHorizontalSelectionGapInfo(SelectionState state, bool& leftGap, bool& rightGap) |
-{ |
- bool ltr = style()->direction() == LTR; |
- leftGap = (state == RenderObject::SelectionInside) || |
- (state == RenderObject::SelectionEnd && ltr) || |
- (state == RenderObject::SelectionStart && !ltr); |
- rightGap = (state == RenderObject::SelectionInside) || |
- (state == RenderObject::SelectionStart && ltr) || |
- (state == RenderObject::SelectionEnd && !ltr); |
-} |
- |
-int RenderBlock::leftSelectionOffset(RenderBlock* rootBlock, int yPos) |
-{ |
- int left = leftOffset(yPos, false); |
- if (left == borderLeft() + paddingLeft()) { |
- if (rootBlock != this) |
- // The border can potentially be further extended by our containingBlock(). |
- return containingBlock()->leftSelectionOffset(rootBlock, yPos + y()); |
- return left; |
- } |
- else { |
- RenderBlock* cb = this; |
- while (cb != rootBlock) { |
- left += cb->x(); |
- cb = cb->containingBlock(); |
- } |
- } |
- |
- return left; |
-} |
- |
-int RenderBlock::rightSelectionOffset(RenderBlock* rootBlock, int yPos) |
-{ |
- int right = rightOffset(yPos, false); |
- if (right == (contentWidth() + (borderLeft() + paddingLeft()))) { |
- if (rootBlock != this) |
- // The border can potentially be further extended by our containingBlock(). |
- return containingBlock()->rightSelectionOffset(rootBlock, yPos + y()); |
- return right; |
- } |
- else { |
- RenderBlock* cb = this; |
- while (cb != rootBlock) { |
- right += cb->x(); |
- cb = cb->containingBlock(); |
- } |
- } |
- return right; |
-} |
- |
-void RenderBlock::insertPositionedObject(RenderBox* o) |
-{ |
- // Create the list of special objects if we don't aleady have one |
- if (!m_positionedObjects) |
- m_positionedObjects = new ListHashSet<RenderBox*>; |
- |
- m_positionedObjects->add(o); |
-} |
- |
-void RenderBlock::removePositionedObject(RenderBox* o) |
-{ |
- if (m_positionedObjects) |
- m_positionedObjects->remove(o); |
-} |
- |
-void RenderBlock::removePositionedObjects(RenderBlock* o) |
-{ |
- if (!m_positionedObjects) |
- return; |
- |
- RenderBox* r; |
- |
- Iterator end = m_positionedObjects->end(); |
- |
- Vector<RenderBox*, 16> deadObjects; |
- |
- for (Iterator it = m_positionedObjects->begin(); it != end; ++it) { |
- r = *it; |
- if (!o || r->isDescendantOf(o)) { |
- if (o) |
- r->setChildNeedsLayout(true, false); |
- |
- // It is parent blocks job to add positioned child to positioned objects list of its containing block |
- // Parent layout needs to be invalidated to ensure this happens. |
- RenderObject* p = r->parent(); |
- while (p && !p->isRenderBlock()) |
- p = p->parent(); |
- if (p) |
- p->setChildNeedsLayout(true); |
- |
- deadObjects.append(r); |
- } |
- } |
- |
- for (unsigned i = 0; i < deadObjects.size(); i++) |
- m_positionedObjects->remove(deadObjects.at(i)); |
-} |
- |
-void RenderBlock::insertFloatingObject(RenderBox* o) |
-{ |
- ASSERT(o->isFloating()); |
- |
- // Create the list of special objects if we don't aleady have one |
- if (!m_floatingObjects) { |
- m_floatingObjects = new DeprecatedPtrList<FloatingObject>; |
- m_floatingObjects->setAutoDelete(true); |
- } else { |
- // Don't insert the object again if it's already in the list |
- DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
- FloatingObject* f; |
- while ( (f = it.current()) ) { |
- if (f->m_renderer == o) return; |
- ++it; |
- } |
- } |
- |
- // Create the special object entry & append it to the list |
- |
- o->layoutIfNeeded(); |
- |
- FloatingObject* newObj = new FloatingObject(o->style()->floating() == FLEFT ? FloatingObject::FloatLeft : FloatingObject::FloatRight); |
- |
- newObj->m_top = -1; |
- newObj->m_bottom = -1; |
- newObj->m_width = o->width() + o->marginLeft() + o->marginRight(); |
- newObj->m_shouldPaint = !o->hasLayer(); // If a layer exists, the float will paint itself. Otherwise someone else will. |
- newObj->m_isDescendant = true; |
- newObj->m_renderer = o; |
- |
- m_floatingObjects->append(newObj); |
-} |
- |
-void RenderBlock::removeFloatingObject(RenderBox* o) |
-{ |
- if (m_floatingObjects) { |
- DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
- while (it.current()) { |
- if (it.current()->m_renderer == o) { |
- if (childrenInline()) |
- markLinesDirtyInVerticalRange(0, it.current()->m_bottom); |
- m_floatingObjects->removeRef(it.current()); |
- } |
- ++it; |
- } |
- } |
-} |
- |
-bool RenderBlock::positionNewFloats() |
-{ |
- if (!m_floatingObjects) |
- return false; |
- |
- FloatingObject* f = m_floatingObjects->last(); |
- |
- // If all floats have already been positioned, then we have no work to do. |
- if (!f || f->m_top != -1) |
- return false; |
- |
- // Move backwards through our floating object list until we find a float that has |
- // already been positioned. Then we'll be able to move forward, positioning all of |
- // the new floats that need it. |
- FloatingObject* lastFloat = m_floatingObjects->getPrev(); |
- while (lastFloat && lastFloat->m_top == -1) { |
- f = m_floatingObjects->prev(); |
- lastFloat = m_floatingObjects->getPrev(); |
- } |
- |
- int y = height(); |
- |
- // The float cannot start above the y position of the last positioned float. |
- if (lastFloat) |
- y = max(lastFloat->m_top, y); |
- |
- // Now walk through the set of unpositioned floats and place them. |
- while (f) { |
- // The containing block is responsible for positioning floats, so if we have floats in our |
- // list that come from somewhere else, do not attempt to position them. |
- if (f->m_renderer->containingBlock() != this) { |
- f = m_floatingObjects->next(); |
- continue; |
- } |
- |
- RenderBox* o = f->m_renderer; |
- int _height = o->height() + o->marginTop() + o->marginBottom(); |
- |
- int ro = rightOffset(); // Constant part of right offset. |
- int lo = leftOffset(); // Constat part of left offset. |
- int fwidth = f->m_width; // The width we look for. |
- if (ro - lo < fwidth) |
- fwidth = ro - lo; // Never look for more than what will be available. |
- |
- IntRect oldRect(o->x(), o->y() , o->width(), o->height()); |
- |
- if (o->style()->clear() & CLEFT) |
- y = max(leftBottom(), y); |
- if (o->style()->clear() & CRIGHT) |
- y = max(rightBottom(), y); |
- |
- if (o->style()->floating() == FLEFT) { |
- int heightRemainingLeft = 1; |
- int heightRemainingRight = 1; |
- int fx = leftRelOffset(y,lo, false, &heightRemainingLeft); |
- while (rightRelOffset(y,ro, false, &heightRemainingRight)-fx < fwidth) { |
- y += min(heightRemainingLeft, heightRemainingRight); |
- fx = leftRelOffset(y,lo, false, &heightRemainingLeft); |
- } |
- fx = max(0, fx); |
- f->m_left = fx; |
- o->setLocation(fx + o->marginLeft(), y + o->marginTop()); |
- } else { |
- int heightRemainingLeft = 1; |
- int heightRemainingRight = 1; |
- int fx = rightRelOffset(y,ro, false, &heightRemainingRight); |
- while (fx - leftRelOffset(y,lo, false, &heightRemainingLeft) < fwidth) { |
- y += min(heightRemainingLeft, heightRemainingRight); |
- fx = rightRelOffset(y, ro, false, &heightRemainingRight); |
- } |
- f->m_left = fx - f->m_width; |
- o->setLocation(fx - o->marginRight() - o->width(), y + o->marginTop()); |
- } |
- |
- f->m_top = y; |
- f->m_bottom = f->m_top + _height; |
- |
- // If the child moved, we have to repaint it. |
- if (o->checkForRepaintDuringLayout()) |
- o->repaintDuringLayoutIfMoved(oldRect); |
- |
- f = m_floatingObjects->next(); |
- } |
- return true; |
-} |
- |
-void RenderBlock::newLine(EClear clear) |
-{ |
- positionNewFloats(); |
- // set y position |
- int newY = 0; |
- switch(clear) |
- { |
- case CLEFT: |
- newY = leftBottom(); |
- break; |
- case CRIGHT: |
- newY = rightBottom(); |
- break; |
- case CBOTH: |
- newY = floatBottom(); |
- default: |
- break; |
- } |
- if (height() < newY) |
- setHeight(newY); |
-} |
- |
-void RenderBlock::addPercentHeightDescendant(RenderBox* descendant) |
-{ |
- if (!gPercentHeightDescendantsMap) { |
- gPercentHeightDescendantsMap = new PercentHeightDescendantsMap; |
- gPercentHeightContainerMap = new PercentHeightContainerMap; |
- } |
- |
- HashSet<RenderBox*>* descendantSet = gPercentHeightDescendantsMap->get(this); |
- if (!descendantSet) { |
- descendantSet = new HashSet<RenderBox*>; |
- gPercentHeightDescendantsMap->set(this, descendantSet); |
- } |
- bool added = descendantSet->add(descendant).second; |
- if (!added) { |
- ASSERT(gPercentHeightContainerMap->get(descendant)); |
- ASSERT(gPercentHeightContainerMap->get(descendant)->contains(this)); |
- return; |
- } |
- |
- HashSet<RenderBlock*>* containerSet = gPercentHeightContainerMap->get(descendant); |
- if (!containerSet) { |
- containerSet = new HashSet<RenderBlock*>; |
- gPercentHeightContainerMap->set(descendant, containerSet); |
- } |
- ASSERT(!containerSet->contains(this)); |
- containerSet->add(this); |
-} |
- |
-void RenderBlock::removePercentHeightDescendant(RenderBox* descendant) |
-{ |
- if (!gPercentHeightContainerMap) |
- return; |
- |
- HashSet<RenderBlock*>* containerSet = gPercentHeightContainerMap->take(descendant); |
- if (!containerSet) |
- return; |
- |
- HashSet<RenderBlock*>::iterator end = containerSet->end(); |
- for (HashSet<RenderBlock*>::iterator it = containerSet->begin(); it != end; ++it) { |
- RenderBlock* container = *it; |
- HashSet<RenderBox*>* descendantSet = gPercentHeightDescendantsMap->get(container); |
- ASSERT(descendantSet); |
- if (!descendantSet) |
- continue; |
- ASSERT(descendantSet->contains(descendant)); |
- descendantSet->remove(descendant); |
- if (descendantSet->isEmpty()) { |
- gPercentHeightDescendantsMap->remove(container); |
- delete descendantSet; |
- } |
- } |
- |
- delete containerSet; |
-} |
- |
-int RenderBlock::leftOffset() const |
-{ |
- return borderLeft() + paddingLeft(); |
-} |
- |
-int RenderBlock::leftRelOffset(int y, int fixedOffset, bool applyTextIndent, int* heightRemaining) const |
-{ |
- int left = fixedOffset; |
- if (m_floatingObjects) { |
- if ( heightRemaining ) *heightRemaining = 1; |
- FloatingObject* r; |
- DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
- for ( ; (r = it.current()); ++it ) |
- { |
- if (r->m_top <= y && r->m_bottom > y && |
- r->type() == FloatingObject::FloatLeft && |
- r->m_left + r->m_width > left) { |
- left = r->m_left + r->m_width; |
- if ( heightRemaining ) *heightRemaining = r->m_bottom - y; |
- } |
- } |
- } |
- |
- if (applyTextIndent && style()->direction() == LTR) { |
- int cw = 0; |
- if (style()->textIndent().isPercent()) |
- cw = containingBlock()->availableWidth(); |
- left += style()->textIndent().calcMinValue(cw); |
- } |
- |
- return left; |
-} |
- |
-int RenderBlock::rightOffset() const |
-{ |
- return borderLeft() + paddingLeft() + availableWidth(); |
-} |
- |
-int RenderBlock::rightRelOffset(int y, int fixedOffset, bool applyTextIndent, int* heightRemaining) const |
-{ |
- int right = fixedOffset; |
- |
- if (m_floatingObjects) { |
- if (heightRemaining) *heightRemaining = 1; |
- FloatingObject* r; |
- DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
- for ( ; (r = it.current()); ++it ) |
- { |
- if (r->m_top <= y && r->m_bottom > y && |
- r->type() == FloatingObject::FloatRight && |
- r->m_left < right) { |
- right = r->m_left; |
- if ( heightRemaining ) *heightRemaining = r->m_bottom - y; |
- } |
- } |
- } |
- |
- if (applyTextIndent && style()->direction() == RTL) { |
- int cw = 0; |
- if (style()->textIndent().isPercent()) |
- cw = containingBlock()->availableWidth(); |
- right -= style()->textIndent().calcMinValue(cw); |
- } |
- |
- return right; |
-} |
- |
-int |
-RenderBlock::lineWidth(int y, bool firstLine) const |
-{ |
- int result = rightOffset(y, firstLine) - leftOffset(y, firstLine); |
- return (result < 0) ? 0 : result; |
-} |
- |
-int RenderBlock::nextFloatBottomBelow(int height) const |
-{ |
- if (!m_floatingObjects) |
- return 0; |
- |
- int bottom = INT_MAX; |
- FloatingObject* r; |
- DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
- for ( ; (r = it.current()); ++it) { |
- if (r->m_bottom > height) |
- bottom = min(r->m_bottom, bottom); |
- } |
- |
- return bottom == INT_MAX ? 0 : bottom; |
-} |
- |
-int |
-RenderBlock::floatBottom() const |
-{ |
- if (!m_floatingObjects) return 0; |
- int bottom=0; |
- FloatingObject* r; |
- DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
- for ( ; (r = it.current()); ++it ) |
- if (r->m_bottom>bottom) |
- bottom=r->m_bottom; |
- return bottom; |
-} |
- |
-IntRect RenderBlock::floatRect() const |
-{ |
- IntRect result; |
- if (!m_floatingObjects || hasOverflowClip()) |
- return result; |
- FloatingObject* r; |
- DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
- for (; (r = it.current()); ++it) { |
- if (r->m_shouldPaint && !r->m_renderer->hasLayer()) { |
- IntRect childRect = r->m_renderer->overflowRect(false); |
- childRect.move(r->m_left + r->m_renderer->marginLeft(), r->m_top + r->m_renderer->marginTop()); |
- result.unite(childRect); |
- } |
- } |
- |
- return result; |
-} |
- |
-int RenderBlock::lowestPosition(bool includeOverflowInterior, bool includeSelf) const |
-{ |
- if (!includeOverflowInterior && (hasOverflowClip() || hasControlClip())) |
- return includeSelf && width() > 0 ? overflowHeight(false) : 0; |
- |
- int bottom = includeSelf && width() > 0 ? height() : 0; |
- if (!hasColumns()) { |
- // FIXME: Come up with a way to use the layer tree to avoid visiting all the kids. |
- // For now, we have to descend into all the children, since we may have a huge abs div inside |
- // a tiny rel div buried somewhere deep in our child tree. In this case we have to get to |
- // the abs div. |
- for (RenderObject* c = firstChild(); c; c = c->nextSibling()) { |
- if (!c->isFloatingOrPositioned() && !c->isText() && !c->isRenderInline()) |
- bottom = max(bottom, toRenderBox(c)->y() + c->lowestPosition(false)); |
- } |
- } |
- |
- if (includeSelf && isRelPositioned()) |
- bottom += relativePositionOffsetY(); |
- if (!includeOverflowInterior && hasOverflowClip()) |
- return bottom; |
- |
- int relativeOffset = includeSelf && isRelPositioned() ? relativePositionOffsetY() : 0; |
- |
- if (includeSelf) |
- bottom = max(bottom, m_overflowHeight + relativeOffset); |
- |
- if (m_positionedObjects) { |
- RenderBox* r; |
- Iterator end = m_positionedObjects->end(); |
- for (Iterator it = m_positionedObjects->begin(); it != end; ++it) { |
- r = *it; |
- // Fixed positioned objects do not scroll and thus should not constitute |
- // part of the lowest position. |
- if (r->style()->position() != FixedPosition) { |
- // FIXME: Should work for overflow sections too. |
- // If a positioned object lies completely to the left of the root it will be unreachable via scrolling. |
- // Therefore we should not allow it to contribute to the lowest position. |
- if (!isRenderView() || r->x() + r->width() > 0 || r->x() + r->rightmostPosition(false) > 0) { |
- int lp = r->y() + r->lowestPosition(false); |
- bottom = max(bottom, lp + relativeOffset); |
- } |
- } |
- } |
- } |
- |
- if (hasColumns()) { |
- Vector<IntRect>* colRects = columnRects(); |
- for (unsigned i = 0; i < colRects->size(); i++) |
- bottom = max(bottom, colRects->at(i).bottom() + relativeOffset); |
- return bottom; |
- } |
- |
- if (m_floatingObjects) { |
- FloatingObject* r; |
- DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
- for ( ; (r = it.current()); ++it ) { |
- if (r->m_shouldPaint || r->m_renderer->hasLayer()) { |
- int lp = r->m_top + r->m_renderer->marginTop() + r->m_renderer->lowestPosition(false); |
- bottom = max(bottom, lp + relativeOffset); |
- } |
- } |
- } |
- |
- if (!includeSelf && lastLineBox()) { |
- int lp = lastLineBox()->yPos() + lastLineBox()->height(); |
- bottom = max(bottom, lp); |
- } |
- |
- return bottom; |
-} |
- |
-int RenderBlock::rightmostPosition(bool includeOverflowInterior, bool includeSelf) const |
-{ |
- if (!includeOverflowInterior && (hasOverflowClip() || hasControlClip())) |
- return includeSelf && height() > 0 ? overflowWidth(false) : 0; |
- |
- int right = includeSelf && height() > 0 ? width() : 0; |
- |
- if (!hasColumns()) { |
- // FIXME: Come up with a way to use the layer tree to avoid visiting all the kids. |
- // For now, we have to descend into all the children, since we may have a huge abs div inside |
- // a tiny rel div buried somewhere deep in our child tree. In this case we have to get to |
- // the abs div. |
- for (RenderObject* c = firstChild(); c; c = c->nextSibling()) { |
- if (!c->isFloatingOrPositioned() && c->isBox() && !c->isRenderInline()) |
- right = max(right, toRenderBox(c)->x() + c->rightmostPosition(false)); |
- } |
- } |
- |
- if (includeSelf && isRelPositioned()) |
- right += relativePositionOffsetX(); |
- |
- if (!includeOverflowInterior && hasOverflowClip()) |
- return right; |
- |
- int relativeOffset = includeSelf && isRelPositioned() ? relativePositionOffsetX() : 0; |
- |
- if (includeSelf) |
- right = max(right, m_overflowWidth + relativeOffset); |
- |
- if (m_positionedObjects) { |
- RenderBox* r; |
- Iterator end = m_positionedObjects->end(); |
- for (Iterator it = m_positionedObjects->begin() ; it != end; ++it) { |
- r = *it; |
- // Fixed positioned objects do not scroll and thus should not constitute |
- // part of the rightmost position. |
- if (r->style()->position() != FixedPosition) { |
- // FIXME: Should work for overflow sections too. |
- // If a positioned object lies completely above the root it will be unreachable via scrolling. |
- // Therefore we should not allow it to contribute to the rightmost position. |
- if (!isRenderView() || r->y() + r->height() > 0 || r->y() + r->lowestPosition(false) > 0) { |
- int rp = r->x() + r->rightmostPosition(false); |
- right = max(right, rp + relativeOffset); |
- } |
- } |
- } |
- } |
- |
- if (hasColumns()) { |
- // This only matters for LTR |
- if (style()->direction() == LTR) |
- right = max(columnRects()->last().right() + relativeOffset, right); |
- return right; |
- } |
- |
- if (m_floatingObjects) { |
- FloatingObject* r; |
- DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
- for ( ; (r = it.current()); ++it ) { |
- if (r->m_shouldPaint || r->m_renderer->hasLayer()) { |
- int rp = r->m_left + r->m_renderer->marginLeft() + r->m_renderer->rightmostPosition(false); |
- right = max(right, rp + relativeOffset); |
- } |
- } |
- } |
- |
- if (!includeSelf && firstLineBox()) { |
- for (InlineRunBox* currBox = firstLineBox(); currBox; currBox = currBox->nextLineBox()) { |
- int rp = currBox->xPos() + currBox->width(); |
- // If this node is a root editable element, then the rightmostPosition should account for a caret at the end. |
- // FIXME: Need to find another way to do this, since scrollbars could show when we don't want them to. |
- if (node()->isContentEditable() && node() == node()->rootEditableElement() && style()->direction() == LTR) |
- rp += 1; |
- right = max(right, rp); |
- } |
- } |
- |
- return right; |
-} |
- |
-int RenderBlock::leftmostPosition(bool includeOverflowInterior, bool includeSelf) const |
-{ |
- if (!includeOverflowInterior && (hasOverflowClip() || hasControlClip())) |
- return includeSelf && height() > 0 ? overflowLeft(false) : width(); |
- |
- int left = includeSelf && height() > 0 ? 0 : width(); |
- if (!hasColumns()) { |
- // FIXME: Come up with a way to use the layer tree to avoid visiting all the kids. |
- // For now, we have to descend into all the children, since we may have a huge abs div inside |
- // a tiny rel div buried somewhere deep in our child tree. In this case we have to get to |
- // the abs div. |
- for (RenderObject* c = firstChild(); c; c = c->nextSibling()) { |
- if (!c->isFloatingOrPositioned() && c->isBox() && !c->isRenderInline()) |
- left = min(left, toRenderBox(c)->x() + c->leftmostPosition(false)); |
- } |
- } |
- |
- if (includeSelf && isRelPositioned()) |
- left += relativePositionOffsetX(); |
- |
- if (!includeOverflowInterior && hasOverflowClip()) |
- return left; |
- |
- int relativeOffset = includeSelf && isRelPositioned() ? relativePositionOffsetX() : 0; |
- |
- if (includeSelf) |
- left = min(left, m_overflowLeft + relativeOffset); |
- |
- if (m_positionedObjects) { |
- RenderBox* r; |
- Iterator end = m_positionedObjects->end(); |
- for (Iterator it = m_positionedObjects->begin(); it != end; ++it) { |
- r = *it; |
- // Fixed positioned objects do not scroll and thus should not constitute |
- // part of the leftmost position. |
- if (r->style()->position() != FixedPosition) { |
- // FIXME: Should work for overflow sections too. |
- // If a positioned object lies completely above the root it will be unreachable via scrolling. |
- // Therefore we should not allow it to contribute to the leftmost position. |
- if (!isRenderView() || r->y() + r->height() > 0 || r->y() + r->lowestPosition(false) > 0) { |
- int lp = r->x() + r->leftmostPosition(false); |
- left = min(left, lp + relativeOffset); |
- } |
- } |
- } |
- } |
- |
- if (hasColumns()) { |
- // This only matters for RTL |
- if (style()->direction() == RTL) |
- left = min(columnRects()->last().x() + relativeOffset, left); |
- return left; |
- } |
- |
- if (m_floatingObjects) { |
- FloatingObject* r; |
- DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
- for ( ; (r = it.current()); ++it ) { |
- if (r->m_shouldPaint || r->m_renderer->hasLayer()) { |
- int lp = r->m_left + r->m_renderer->marginLeft() + r->m_renderer->leftmostPosition(false); |
- left = min(left, lp + relativeOffset); |
- } |
- } |
- } |
- |
- if (!includeSelf && firstLineBox()) { |
- for (InlineRunBox* currBox = firstLineBox(); currBox; currBox = currBox->nextLineBox()) |
- left = min(left, (int)currBox->xPos()); |
- } |
- |
- return left; |
-} |
- |
-int |
-RenderBlock::leftBottom() |
-{ |
- if (!m_floatingObjects) return 0; |
- int bottom=0; |
- FloatingObject* r; |
- DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
- for ( ; (r = it.current()); ++it ) |
- if (r->m_bottom > bottom && r->type() == FloatingObject::FloatLeft) |
- bottom=r->m_bottom; |
- |
- return bottom; |
-} |
- |
-int |
-RenderBlock::rightBottom() |
-{ |
- if (!m_floatingObjects) return 0; |
- int bottom=0; |
- FloatingObject* r; |
- DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
- for ( ; (r = it.current()); ++it ) |
- if (r->m_bottom>bottom && r->type() == FloatingObject::FloatRight) |
- bottom=r->m_bottom; |
- |
- return bottom; |
-} |
- |
-void RenderBlock::markLinesDirtyInVerticalRange(int top, int bottom) |
-{ |
- if (top >= bottom) |
- return; |
- |
- RootInlineBox* lowestDirtyLine = lastRootBox(); |
- RootInlineBox* afterLowest = lowestDirtyLine; |
- while (lowestDirtyLine && lowestDirtyLine->blockHeight() >= bottom) { |
- afterLowest = lowestDirtyLine; |
- lowestDirtyLine = lowestDirtyLine->prevRootBox(); |
- } |
- |
- while (afterLowest && afterLowest->blockHeight() >= top) { |
- afterLowest->markDirty(); |
- afterLowest = afterLowest->prevRootBox(); |
- } |
-} |
- |
-void RenderBlock::clearFloats() |
-{ |
- // Inline blocks are covered by the isReplaced() check in the avoidFloats method. |
- if (avoidsFloats() || isRoot() || isRenderView() || isFloatingOrPositioned() || isTableCell()) { |
- if (m_floatingObjects) |
- m_floatingObjects->clear(); |
- return; |
- } |
- |
- typedef HashMap<RenderObject*, FloatingObject*> RendererToFloatInfoMap; |
- RendererToFloatInfoMap floatMap; |
- |
- if (m_floatingObjects) { |
- if (childrenInline()) { |
- m_floatingObjects->first(); |
- while (FloatingObject* f = m_floatingObjects->take()) |
- floatMap.add(f->m_renderer, f); |
- } else |
- m_floatingObjects->clear(); |
- } |
- |
- // Attempt to locate a previous sibling with overhanging floats. We skip any elements that are |
- // out of flow (like floating/positioned elements), and we also skip over any objects that may have shifted |
- // to avoid floats. |
- bool parentHasFloats = false; |
- RenderObject* prev = previousSibling(); |
- while (prev && (!prev->isBox() || !prev->isRenderBlock() || prev->avoidsFloats() || prev->isFloatingOrPositioned())) { |
- if (prev->isFloating()) |
- parentHasFloats = true; |
- prev = prev->previousSibling(); |
- } |
- |
- // First add in floats from the parent. |
- int offset = y(); |
- if (parentHasFloats) { |
- RenderBlock* parentBlock = toRenderBlock(parent()); |
- addIntrudingFloats(parentBlock, parentBlock->borderLeft() + parentBlock->paddingLeft(), offset); |
- } |
- |
- int xoffset = 0; |
- if (prev) |
- offset -= toRenderBox(prev)->y(); |
- else if (parent()->isBox()) { |
- prev = parent(); |
- xoffset += toRenderBox(prev)->borderLeft() + toRenderBox(prev)->paddingLeft(); |
- } |
- |
- // Add overhanging floats from the previous RenderBlock, but only if it has a float that intrudes into our space. |
- if (!prev || !prev->isRenderBlock()) |
- return; |
- |
- RenderBlock* block = toRenderBlock(prev); |
- if (block->m_floatingObjects && block->floatBottom() > offset) |
- addIntrudingFloats(block, xoffset, offset); |
- |
- if (childrenInline()) { |
- int changeTop = INT_MAX; |
- int changeBottom = INT_MIN; |
- if (m_floatingObjects) { |
- for (FloatingObject* f = m_floatingObjects->first(); f; f = m_floatingObjects->next()) { |
- FloatingObject* oldFloatingObject = floatMap.get(f->m_renderer); |
- if (oldFloatingObject) { |
- if (f->m_width != oldFloatingObject->m_width || f->m_left != oldFloatingObject->m_left) { |
- changeTop = 0; |
- changeBottom = max(changeBottom, max(f->m_bottom, oldFloatingObject->m_bottom)); |
- } else if (f->m_bottom != oldFloatingObject->m_bottom) { |
- changeTop = min(changeTop, min(f->m_bottom, oldFloatingObject->m_bottom)); |
- changeBottom = max(changeBottom, max(f->m_bottom, oldFloatingObject->m_bottom)); |
- } |
- |
- floatMap.remove(f->m_renderer); |
- delete oldFloatingObject; |
- } else { |
- changeTop = 0; |
- changeBottom = max(changeBottom, f->m_bottom); |
- } |
- } |
- } |
- |
- RendererToFloatInfoMap::iterator end = floatMap.end(); |
- for (RendererToFloatInfoMap::iterator it = floatMap.begin(); it != end; ++it) { |
- FloatingObject* floatingObject = (*it).second; |
- if (!floatingObject->m_isDescendant) { |
- changeTop = 0; |
- changeBottom = max(changeBottom, floatingObject->m_bottom); |
- } |
- } |
- deleteAllValues(floatMap); |
- |
- markLinesDirtyInVerticalRange(changeTop, changeBottom); |
- } |
-} |
- |
-int RenderBlock::addOverhangingFloats(RenderBlock* child, int xoff, int yoff, bool makeChildPaintOtherFloats) |
-{ |
- // Prevent floats from being added to the canvas by the root element, e.g., <html>. |
- if (child->hasOverflowClip() || !child->containsFloats() || child->isRoot()) |
- return 0; |
- |
- int lowestFloatBottom = 0; |
- |
- // Floats that will remain the child's responsiblity to paint should factor into its |
- // visual overflow. |
- IntRect floatsOverflowRect; |
- DeprecatedPtrListIterator<FloatingObject> it(*child->m_floatingObjects); |
- for (FloatingObject* r; (r = it.current()); ++it) { |
- int bottom = child->y() + r->m_bottom; |
- lowestFloatBottom = max(lowestFloatBottom, bottom); |
- |
- if (bottom > height()) { |
- // If the object is not in the list, we add it now. |
- if (!containsFloat(r->m_renderer)) { |
- FloatingObject *floatingObj = new FloatingObject(r->type()); |
- floatingObj->m_top = r->m_top - yoff; |
- floatingObj->m_bottom = r->m_bottom - yoff; |
- floatingObj->m_left = r->m_left - xoff; |
- floatingObj->m_width = r->m_width; |
- floatingObj->m_renderer = r->m_renderer; |
- |
- // The nearest enclosing layer always paints the float (so that zindex and stacking |
- // behaves properly). We always want to propagate the desire to paint the float as |
- // far out as we can, to the outermost block that overlaps the float, stopping only |
- // if we hit a layer boundary. |
- if (r->m_renderer->enclosingLayer() == enclosingLayer()) |
- r->m_shouldPaint = false; |
- else |
- floatingObj->m_shouldPaint = false; |
- |
- // We create the floating object list lazily. |
- if (!m_floatingObjects) { |
- m_floatingObjects = new DeprecatedPtrList<FloatingObject>; |
- m_floatingObjects->setAutoDelete(true); |
- } |
- m_floatingObjects->append(floatingObj); |
- } |
- } else if (makeChildPaintOtherFloats && !r->m_shouldPaint && !r->m_renderer->hasLayer() && r->m_renderer->isDescendantOf(child) && r->m_renderer->enclosingLayer() == child->enclosingLayer()) |
- // The float is not overhanging from this block, so if it is a descendant of the child, the child should |
- // paint it (the other case is that it is intruding into the child), unless it has its own layer or enclosing |
- // layer. |
- // If makeChildPaintOtherFloats is false, it means that the child must already know about all the floats |
- // it should paint. |
- r->m_shouldPaint = true; |
- |
- if (r->m_shouldPaint && !r->m_renderer->hasLayer()) { |
- IntRect floatOverflowRect = r->m_renderer->overflowRect(false); |
- floatOverflowRect.move(r->m_left + r->m_renderer->marginLeft(), r->m_top + r->m_renderer->marginTop()); |
- floatsOverflowRect.unite(floatOverflowRect); |
- } |
- } |
- child->addVisualOverflow(floatsOverflowRect); |
- return lowestFloatBottom; |
-} |
- |
-void RenderBlock::addIntrudingFloats(RenderBlock* prev, int xoff, int yoff) |
-{ |
- // If the parent or previous sibling doesn't have any floats to add, don't bother. |
- if (!prev->m_floatingObjects) |
- return; |
- |
- DeprecatedPtrListIterator<FloatingObject> it(*prev->m_floatingObjects); |
- for (FloatingObject *r; (r = it.current()); ++it) { |
- if (r->m_bottom > yoff) { |
- // The object may already be in our list. Check for it up front to avoid |
- // creating duplicate entries. |
- FloatingObject* f = 0; |
- if (m_floatingObjects) { |
- DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
- while ((f = it.current())) { |
- if (f->m_renderer == r->m_renderer) break; |
- ++it; |
- } |
- } |
- if (!f) { |
- FloatingObject *floatingObj = new FloatingObject(r->type()); |
- floatingObj->m_top = r->m_top - yoff; |
- floatingObj->m_bottom = r->m_bottom - yoff; |
- floatingObj->m_left = r->m_left - xoff; |
- // Applying the child's margin makes no sense in the case where the child was passed in. |
- // since his own margin was added already through the subtraction of the |xoff| variable |
- // above. |xoff| will equal -flow->marginLeft() in this case, so it's already been taken |
- // into account. Only apply this code if |child| is false, since otherwise the left margin |
- // will get applied twice. |
- if (prev != parent()) |
- floatingObj->m_left += prev->marginLeft(); |
- floatingObj->m_left -= marginLeft(); |
- floatingObj->m_shouldPaint = false; // We are not in the direct inheritance chain for this float. We will never paint it. |
- floatingObj->m_width = r->m_width; |
- floatingObj->m_renderer = r->m_renderer; |
- |
- // We create the floating object list lazily. |
- if (!m_floatingObjects) { |
- m_floatingObjects = new DeprecatedPtrList<FloatingObject>; |
- m_floatingObjects->setAutoDelete(true); |
- } |
- m_floatingObjects->append(floatingObj); |
- } |
- } |
- } |
-} |
- |
-bool RenderBlock::avoidsFloats() const |
-{ |
- // Floats can't intrude into our box if we have a non-auto column count or width. |
- return RenderBox::avoidsFloats() || !style()->hasAutoColumnCount() || !style()->hasAutoColumnWidth(); |
-} |
- |
-bool RenderBlock::containsFloat(RenderObject* o) |
-{ |
- if (m_floatingObjects) { |
- DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
- while (it.current()) { |
- if (it.current()->m_renderer == o) |
- return true; |
- ++it; |
- } |
- } |
- return false; |
-} |
- |
-void RenderBlock::markAllDescendantsWithFloatsForLayout(RenderBox* floatToRemove, bool inLayout) |
-{ |
- setChildNeedsLayout(true, !inLayout); |
- |
- if (floatToRemove) |
- removeFloatingObject(floatToRemove); |
- |
- // Iterate over our children and mark them as needed. |
- if (!childrenInline()) { |
- for (RenderObject* child = firstChild(); child; child = child->nextSibling()) { |
- if (child->isRenderBlock() && !child->isFloatingOrPositioned() && |
- ((floatToRemove ? child->containsFloat(floatToRemove) : child->containsFloats()) || child->shrinkToAvoidFloats())) |
- toRenderBlock(child)->markAllDescendantsWithFloatsForLayout(floatToRemove, inLayout); |
- } |
- } |
-} |
- |
-int RenderBlock::getClearDelta(RenderBox* child) |
-{ |
- // There is no need to compute clearance if we have no floats. |
- if (!containsFloats()) |
- return 0; |
- |
- // At least one float is present. We need to perform the clearance computation. |
- bool clearSet = child->style()->clear() != CNONE; |
- int bottom = 0; |
- switch (child->style()->clear()) { |
- case CNONE: |
- break; |
- case CLEFT: |
- bottom = leftBottom(); |
- break; |
- case CRIGHT: |
- bottom = rightBottom(); |
- break; |
- case CBOTH: |
- bottom = floatBottom(); |
- break; |
- } |
- |
- // We also clear floats if we are too big to sit on the same line as a float (and wish to avoid floats by default). |
- // FIXME: Note that the remaining space checks aren't quite accurate, since you should be able to clear only some floats (the minimum # needed |
- // to fit) and not all (we should be using nextFloatBottomBelow and looping). |
- // Do not allow tables to wrap in quirks or even in almost strict mode |
- // (ebay on the PLT, finance.yahoo.com in the real world, versiontracker.com forces even almost strict mode not to work) |
- int result = clearSet ? max(0, bottom - child->y()) : 0; |
- if (!result && child->avoidsFloats() && child->style()->width().isFixed() && |
- child->minPrefWidth() > lineWidth(child->y(), false) && child->minPrefWidth() <= availableWidth() && |
- document()->inStrictMode()) |
- result = max(0, floatBottom() - child->y()); |
- return result; |
-} |
- |
-void RenderBlock::addVisualOverflow(const IntRect& r) |
-{ |
- if (r.isEmpty()) |
- return; |
- m_overflowLeft = min(m_overflowLeft, r.x()); |
- m_overflowWidth = max(m_overflowWidth, r.right()); |
- m_overflowTop = min(m_overflowTop, r.y()); |
- m_overflowHeight = max(m_overflowHeight, r.bottom()); |
-} |
- |
-bool RenderBlock::isPointInOverflowControl(HitTestResult& result, int, int, int, int) |
-{ |
- if (!scrollsOverflow()) |
- return false; |
- |
- return layer()->hitTestOverflowControls(result); |
-} |
- |
-bool RenderBlock::nodeAtPoint(const HitTestRequest& request, HitTestResult& result, int _x, int _y, int _tx, int _ty, HitTestAction hitTestAction) |
-{ |
- int tx = _tx + x(); |
- int ty = _ty + y(); |
- |
- if (!isRenderView()) { |
- // Check if we need to do anything at all. |
- IntRect overflowBox = overflowRect(false); |
- overflowBox.move(tx, ty); |
- if (!overflowBox.contains(_x, _y)) |
- return false; |
- } |
- |
- if (isPointInOverflowControl(result, _x, _y, tx, ty)) { |
- if (hitTestAction == HitTestBlockBackground) { |
- updateHitTestResult(result, IntPoint(_x - tx, _y - ty)); |
- return true; |
- } |
- return false; |
- } |
- |
- // If we have lightweight control clipping, then we can't have any spillout. |
- if (!hasControlClip() || controlClipRect(tx, ty).contains(_x, _y)) { |
- // Hit test descendants first. |
- int scrolledX = tx; |
- int scrolledY = ty; |
- if (hasOverflowClip()) |
- layer()->subtractScrolledContentOffset(scrolledX, scrolledY); |
- |
- // Hit test contents if we don't have columns. |
- if (!hasColumns() && hitTestContents(request, result, _x, _y, scrolledX, scrolledY, hitTestAction)) |
- return true; |
- |
- // Hit test our columns if we do have them. |
- if (hasColumns() && hitTestColumns(request, result, _x, _y, scrolledX, scrolledY, hitTestAction)) |
- return true; |
- |
- // Hit test floats. |
- if (hitTestAction == HitTestFloat && m_floatingObjects) { |
- if (isRenderView()) { |
- scrolledX += toRenderView(this)->frameView()->scrollX(); |
- scrolledY += toRenderView(this)->frameView()->scrollY(); |
- } |
- |
- FloatingObject* o; |
- DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
- for (it.toLast(); (o = it.current()); --it) { |
- if (o->m_shouldPaint && !o->m_renderer->hasLayer()) { |
- int xoffset = scrolledX + o->m_left + o->m_renderer->marginLeft() - o->m_renderer->x(); |
- int yoffset = scrolledY + o->m_top + o->m_renderer->marginTop() - o->m_renderer->y(); |
- if (o->m_renderer->hitTest(request, result, IntPoint(_x, _y), xoffset, yoffset)) { |
- updateHitTestResult(result, IntPoint(_x - xoffset, _y - yoffset)); |
- return true; |
- } |
- } |
- } |
- } |
- } |
- |
- // Now hit test our background |
- if (hitTestAction == HitTestBlockBackground || hitTestAction == HitTestChildBlockBackground) { |
- IntRect boundsRect(tx, ty, width(), height()); |
- if (visibleToHitTesting() && boundsRect.contains(_x, _y)) { |
- updateHitTestResult(result, IntPoint(_x - tx, _y - ty)); |
- return true; |
- } |
- } |
- |
- return false; |
-} |
- |
-bool RenderBlock::hitTestColumns(const HitTestRequest& request, HitTestResult& result, int x, int y, int tx, int ty, HitTestAction hitTestAction) |
-{ |
- // We need to do multiple passes, breaking up our hit testing into strips. |
- // We can always go left to right, since column contents are clipped (meaning that there |
- // can't be any overlap). |
- int currXOffset = 0; |
- int currYOffset = 0; |
- int colGap = columnGap(); |
- Vector<IntRect>* colRects = columnRects(); |
- for (unsigned i = 0; i < colRects->size(); i++) { |
- IntRect colRect = colRects->at(i); |
- colRect.move(tx, ty); |
- |
- if (colRect.contains(x, y)) { |
- // The point is inside this column. |
- // Adjust tx and ty to change where we hit test. |
- |
- int finalX = tx + currXOffset; |
- int finalY = ty + currYOffset; |
- return hitTestContents(request, result, x, y, finalX, finalY, hitTestAction); |
- } |
- |
- // Move to the next position. |
- if (style()->direction() == LTR) |
- currXOffset += colRect.width() + colGap; |
- else |
- currXOffset -= (colRect.width() + colGap); |
- |
- currYOffset -= colRect.height(); |
- } |
- |
- return false; |
-} |
- |
-bool RenderBlock::hitTestContents(const HitTestRequest& request, HitTestResult& result, int x, int y, int tx, int ty, HitTestAction hitTestAction) |
-{ |
- if (childrenInline() && !isTable()) { |
- // We have to hit-test our line boxes. |
- if (m_lineBoxes.hitTest(this, request, result, x, y, tx, ty, hitTestAction)) { |
- updateHitTestResult(result, IntPoint(x - tx, y - ty)); |
- return true; |
- } |
- } else { |
- // Hit test our children. |
- HitTestAction childHitTest = hitTestAction; |
- if (hitTestAction == HitTestChildBlockBackgrounds) |
- childHitTest = HitTestChildBlockBackground; |
- for (RenderObject* child = lastChild(); child; child = child->previousSibling()) { |
- // FIXME: We have to skip over inline flows, since they can show up inside RenderTables at the moment (a demoted inline <form> for example). If we ever implement a |
- // table-specific hit-test method (which we should do for performance reasons anyway), then we can remove this check. |
- if (!child->hasLayer() && !child->isFloating() && !child->isRenderInline() && child->nodeAtPoint(request, result, x, y, tx, ty, childHitTest)) { |
- updateHitTestResult(result, IntPoint(x - tx, y - ty)); |
- return true; |
- } |
- } |
- } |
- |
- return false; |
-} |
- |
-Position RenderBlock::positionForBox(InlineBox *box, bool start) const |
-{ |
- if (!box) |
- return Position(); |
- |
- if (!box->object()->element()) |
- return Position(element(), start ? caretMinOffset() : caretMaxOffset()); |
- |
- if (!box->isInlineTextBox()) |
- return Position(box->object()->element(), start ? box->object()->caretMinOffset() : box->object()->caretMaxOffset()); |
- |
- InlineTextBox *textBox = static_cast<InlineTextBox *>(box); |
- return Position(box->object()->element(), start ? textBox->start() : textBox->start() + textBox->len()); |
-} |
- |
-Position RenderBlock::positionForRenderer(RenderObject* renderer, bool start) const |
-{ |
- if (!renderer) |
- return Position(element(), 0); |
- |
- Node* node = renderer->element() ? renderer->element() : element(); |
- if (!node) |
- return Position(); |
- |
- ASSERT(renderer == node->renderer()); |
- |
- int offset = start ? renderer->caretMinOffset() : renderer->caretMaxOffset(); |
- |
- // FIXME: This was a runtime check that seemingly couldn't fail; changed it to an assertion for now. |
- ASSERT(!node->isCharacterDataNode() || renderer->isText()); |
- |
- return Position(node, offset); |
-} |
- |
-VisiblePosition RenderBlock::positionForCoordinates(int x, int y) |
-{ |
- if (isTable()) |
- return RenderBox::positionForCoordinates(x, y); |
- |
- int top = borderTop(); |
- int bottom = top + paddingTop() + contentHeight() + paddingBottom(); |
- |
- int left = borderLeft(); |
- int right = left + paddingLeft() + contentWidth() + paddingRight(); |
- |
- Node* n = element(); |
- |
- int contentsX = x; |
- int contentsY = y; |
- offsetForContents(contentsX, contentsY); |
- |
- if (isReplaced()) { |
- if (y < 0 || y < height() && x < 0) |
- return VisiblePosition(n, caretMinOffset(), DOWNSTREAM); |
- if (y >= height() || y >= 0 && x >= width()) |
- return VisiblePosition(n, caretMaxOffset(), DOWNSTREAM); |
- } |
- |
- // If we start inside the shadow tree, we will stay inside (even if the point is above or below). |
- if (!(n && n->isShadowNode()) && !childrenInline()) { |
- // Don't return positions inside editable roots for coordinates outside those roots, except for coordinates outside |
- // a document that is entirely editable. |
- bool isEditableRoot = n && n->rootEditableElement() == n && !n->hasTagName(bodyTag) && !n->hasTagName(htmlTag); |
- |
- if (y < top || (isEditableRoot && (y < bottom && x < left))) { |
- if (!isEditableRoot) |
- if (RenderBox* c = firstChildBox()) { // FIXME: This code doesn't make any sense. This child could be an inline or a positioned element or a float, etc. |
- VisiblePosition p = c->positionForCoordinates(contentsX - c->x(), contentsY - c->y()); |
- if (p.isNotNull()) |
- return p; |
- } |
- if (n) { |
- if (Node* sp = n->shadowParentNode()) |
- n = sp; |
- if (Node* p = n->parent()) |
- return VisiblePosition(p, n->nodeIndex(), DOWNSTREAM); |
- } |
- return VisiblePosition(n, 0, DOWNSTREAM); |
- } |
- |
- if (y >= bottom || (isEditableRoot && (y >= top && x >= right))) { |
- if (!isEditableRoot) |
- if (RenderBox* c = lastChildBox()) { // FIXME: This code doesn't make any sense. This child could be an inline or a positioned element or a float, etc. |
- VisiblePosition p = c->positionForCoordinates(contentsX - c->x(), contentsY - c->y()); |
- if (p.isNotNull()) |
- return p; |
- } |
- if (n) { |
- if (Node* sp = n->shadowParentNode()) |
- n = sp; |
- if (Node* p = n->parent()) |
- return VisiblePosition(p, n->nodeIndex() + 1, DOWNSTREAM); |
- } |
- return VisiblePosition(n, 0, DOWNSTREAM); |
- } |
- } |
- |
- if (childrenInline()) { |
- if (!firstRootBox()) |
- return VisiblePosition(n, 0, DOWNSTREAM); |
- |
- if (contentsY < firstRootBox()->topOverflow() - verticalLineClickFudgeFactor) |
- // y coordinate is above first root line box |
- return VisiblePosition(positionForBox(firstRootBox()->firstLeafChild(), true), DOWNSTREAM); |
- |
- // look for the closest line box in the root box which is at the passed-in y coordinate |
- for (RootInlineBox* root = firstRootBox(); root; root = root->nextRootBox()) { |
- // set the bottom based on whether there is a next root box |
- if (root->nextRootBox()) |
- // FIXME: make the break point halfway between the bottom of the previous root box and the top of the next root box |
- bottom = root->nextRootBox()->topOverflow(); |
- else |
- bottom = root->bottomOverflow() + verticalLineClickFudgeFactor; |
- // check if this root line box is located at this y coordinate |
- if (contentsY < bottom && root->firstChild()) { |
- InlineBox* closestBox = root->closestLeafChildForXPos(x); |
- if (closestBox) |
- // pass the box a y position that is inside it |
- return closestBox->object()->positionForCoordinates(contentsX, closestBox->m_y); |
- } |
- } |
- |
- if (lastRootBox()) |
- // y coordinate is below last root line box |
- return VisiblePosition(positionForBox(lastRootBox()->lastLeafChild(), false), DOWNSTREAM); |
- |
- return VisiblePosition(n, 0, DOWNSTREAM); |
- } |
- |
- // See if any child blocks exist at this y coordinate. |
- if (firstChildBox() && contentsY < firstChildBox()->y()) |
- return VisiblePosition(n, 0, DOWNSTREAM); |
- for (RenderBox* renderer = firstChildBox(); renderer; renderer = renderer->nextSiblingBox()) { |
- if (renderer->height() == 0 || renderer->style()->visibility() != VISIBLE || renderer->isFloatingOrPositioned()) |
- continue; |
- RenderBox* next = renderer->nextSiblingBox(); |
- while (next && next->isFloatingOrPositioned()) |
- next = next->nextSiblingBox(); |
- if (next) |
- bottom = next->y(); |
- else |
- bottom = top + scrollHeight(); |
- if (contentsY >= renderer->y() && contentsY < bottom) |
- return renderer->positionForCoordinates(contentsX - renderer->x(), contentsY - renderer->y()); |
- } |
- |
- return RenderBox::positionForCoordinates(x, y); |
-} |
- |
-void RenderBlock::offsetForContents(int& tx, int& ty) const |
-{ |
- if (hasOverflowClip()) |
- layer()->addScrolledContentOffset(tx, ty); |
- |
- if (hasColumns()) { |
- IntPoint contentsPoint(tx, ty); |
- adjustPointToColumnContents(contentsPoint); |
- tx = contentsPoint.x(); |
- ty = contentsPoint.y(); |
- } |
-} |
- |
-int RenderBlock::availableWidth() const |
-{ |
- // If we have multiple columns, then the available width is reduced to our column width. |
- if (hasColumns()) |
- return desiredColumnWidth(); |
- return contentWidth(); |
-} |
- |
-int RenderBlock::columnGap() const |
-{ |
- if (style()->hasNormalColumnGap()) |
- return style()->fontDescription().computedPixelSize(); // "1em" is recommended as the normal gap setting. Matches <p> margins. |
- return static_cast<int>(style()->columnGap()); |
-} |
- |
-void RenderBlock::calcColumnWidth() |
-{ |
- // Calculate our column width and column count. |
- unsigned desiredColumnCount = 1; |
- int desiredColumnWidth = contentWidth(); |
- |
- // For now, we don't support multi-column layouts when printing, since we have to do a lot of work for proper pagination. |
- if (document()->printing() || (style()->hasAutoColumnCount() && style()->hasAutoColumnWidth())) { |
- setDesiredColumnCountAndWidth(desiredColumnCount, desiredColumnWidth); |
- return; |
- } |
- |
- int availWidth = desiredColumnWidth; |
- int colGap = columnGap(); |
- int colWidth = max(1, static_cast<int>(style()->columnWidth())); |
- int colCount = max(1, static_cast<int>(style()->columnCount())); |
- |
- if (style()->hasAutoColumnWidth()) { |
- if ((colCount - 1) * colGap < availWidth) { |
- desiredColumnCount = colCount; |
- desiredColumnWidth = (availWidth - (desiredColumnCount - 1) * colGap) / desiredColumnCount; |
- } else if (colGap < availWidth) { |
- desiredColumnCount = availWidth / colGap; |
- desiredColumnWidth = (availWidth - (desiredColumnCount - 1) * colGap) / desiredColumnCount; |
- } |
- } else if (style()->hasAutoColumnCount()) { |
- if (colWidth < availWidth) { |
- desiredColumnCount = (availWidth + colGap) / (colWidth + colGap); |
- desiredColumnWidth = (availWidth - (desiredColumnCount - 1) * colGap) / desiredColumnCount; |
- } |
- } else { |
- // Both are set. |
- if (colCount * colWidth + (colCount - 1) * colGap <= availWidth) { |
- desiredColumnCount = colCount; |
- desiredColumnWidth = colWidth; |
- } else if (colWidth < availWidth) { |
- desiredColumnCount = (availWidth + colGap) / (colWidth + colGap); |
- desiredColumnWidth = (availWidth - (desiredColumnCount - 1) * colGap) / desiredColumnCount; |
- } |
- } |
- setDesiredColumnCountAndWidth(desiredColumnCount, desiredColumnWidth); |
-} |
- |
-void RenderBlock::setDesiredColumnCountAndWidth(int count, int width) |
-{ |
- if (count == 1) { |
- if (hasColumns()) { |
- delete gColumnInfoMap->take(this); |
- setHasColumns(false); |
- } |
- } else { |
- ColumnInfo* info; |
- if (hasColumns()) |
- info = gColumnInfoMap->get(this); |
- else { |
- if (!gColumnInfoMap) |
- gColumnInfoMap = new ColumnInfoMap; |
- info = new ColumnInfo; |
- gColumnInfoMap->add(this, info); |
- setHasColumns(true); |
- } |
- info->m_desiredColumnCount = count; |
- info->m_desiredColumnWidth = width; |
- } |
-} |
- |
-int RenderBlock::desiredColumnWidth() const |
-{ |
- if (!hasColumns()) |
- return contentWidth(); |
- return gColumnInfoMap->get(this)->m_desiredColumnWidth; |
-} |
- |
-unsigned RenderBlock::desiredColumnCount() const |
-{ |
- if (!hasColumns()) |
- return 1; |
- return gColumnInfoMap->get(this)->m_desiredColumnCount; |
-} |
- |
-Vector<IntRect>* RenderBlock::columnRects() const |
-{ |
- if (!hasColumns()) |
- return 0; |
- return &gColumnInfoMap->get(this)->m_columnRects; |
-} |
- |
-int RenderBlock::layoutColumns(int endOfContent) |
-{ |
- // Don't do anything if we have no columns |
- if (!hasColumns()) |
- return -1; |
- |
- ColumnInfo* info = gColumnInfoMap->get(this); |
- int desiredColumnWidth = info->m_desiredColumnWidth; |
- int desiredColumnCount = info->m_desiredColumnCount; |
- Vector<IntRect>* columnRects = &info->m_columnRects; |
- |
- bool computeIntrinsicHeight = (endOfContent == -1); |
- |
- // Fill the columns in to the available height. Attempt to balance the height of the columns |
- int availableHeight = contentHeight(); |
- int colHeight = computeIntrinsicHeight ? availableHeight / desiredColumnCount : availableHeight; |
- |
- // Add in half our line-height to help with best-guess initial balancing. |
- int columnSlop = lineHeight(false) / 2; |
- int remainingSlopSpace = columnSlop * desiredColumnCount; |
- |
- if (computeIntrinsicHeight) |
- colHeight += columnSlop; |
- |
- int colGap = columnGap(); |
- |
- // Compute a collection of column rects. |
- columnRects->clear(); |
- |
- // Then we do a simulated "paint" into the column slices and allow the content to slightly adjust our individual column rects. |
- // FIXME: We need to take into account layers that are affected by the columns as well here so that they can have an opportunity |
- // to adjust column rects also. |
- RenderView* v = view(); |
- int left = borderLeft() + paddingLeft(); |
- int top = borderTop() + paddingTop(); |
- int currX = style()->direction() == LTR ? borderLeft() + paddingLeft() : borderLeft() + paddingLeft() + contentWidth() - desiredColumnWidth; |
- int currY = top; |
- unsigned colCount = desiredColumnCount; |
- int maxColBottom = borderTop() + paddingTop(); |
- int contentBottom = top + availableHeight; |
- for (unsigned i = 0; i < colCount; i++) { |
- // If we aren't constrained, then the last column can just get all the remaining space. |
- if (computeIntrinsicHeight && i == colCount - 1) |
- colHeight = availableHeight; |
- |
- // This represents the real column position. |
- IntRect colRect(currX, top, desiredColumnWidth, colHeight); |
- |
- // For the simulated paint, we pretend like everything is in one long strip. |
- IntRect pageRect(left, currY, desiredColumnWidth, colHeight); |
- v->setPrintRect(pageRect); |
- v->setTruncatedAt(currY + colHeight); |
- GraphicsContext context((PlatformGraphicsContext*)0); |
- RenderObject::PaintInfo paintInfo(&context, pageRect, PaintPhaseForeground, false, 0, 0); |
- |
- setHasColumns(false); |
- paintObject(paintInfo, 0, 0); |
- setHasColumns(true); |
- |
- int adjustedBottom = v->bestTruncatedAt(); |
- if (adjustedBottom <= currY) |
- adjustedBottom = currY + colHeight; |
- |
- colRect.setHeight(adjustedBottom - currY); |
- |
- // Add in the lost space to the subsequent columns. |
- // FIXME: This will create a "staircase" effect if there are enough columns, but the effect should be pretty subtle. |
- if (computeIntrinsicHeight) { |
- int lostSpace = colHeight - colRect.height(); |
- if (lostSpace > remainingSlopSpace) { |
- // Redestribute the space among the remaining columns. |
- int spaceToRedistribute = lostSpace - remainingSlopSpace; |
- int remainingColumns = colCount - i + 1; |
- colHeight += spaceToRedistribute / remainingColumns; |
- } |
- remainingSlopSpace = max(0, remainingSlopSpace - lostSpace); |
- } |
- |
- if (style()->direction() == LTR) |
- currX += desiredColumnWidth + colGap; |
- else |
- currX -= (desiredColumnWidth + colGap); |
- |
- currY += colRect.height(); |
- availableHeight -= colRect.height(); |
- |
- maxColBottom = max(colRect.bottom(), maxColBottom); |
- |
- columnRects->append(colRect); |
- |
- // Start adding in more columns as long as there's still content left. |
- if (currY < endOfContent && i == colCount - 1 && (computeIntrinsicHeight || contentHeight())) |
- colCount++; |
- } |
- |
- m_overflowWidth = max(width(), currX - colGap); |
- m_overflowLeft = min(0, currX + desiredColumnWidth + colGap); |
- |
- m_overflowHeight = maxColBottom; |
- int toAdd = borderBottom() + paddingBottom() + horizontalScrollbarHeight(); |
- |
- if (computeIntrinsicHeight) |
- setHeight(m_overflowHeight + toAdd); |
- |
- v->setPrintRect(IntRect()); |
- v->setTruncatedAt(0); |
- |
- ASSERT(colCount == columnRects->size()); |
- |
- return contentBottom; |
-} |
- |
-void RenderBlock::adjustPointToColumnContents(IntPoint& point) const |
-{ |
- // Just bail if we have no columns. |
- if (!hasColumns()) |
- return; |
- |
- Vector<IntRect>* colRects = columnRects(); |
- |
- // Determine which columns we intersect. |
- int colGap = columnGap(); |
- int leftGap = colGap / 2; |
- IntPoint columnPoint(colRects->at(0).location()); |
- int yOffset = 0; |
- for (unsigned i = 0; i < colRects->size(); i++) { |
- // Add in half the column gap to the left and right of the rect. |
- IntRect colRect = colRects->at(i); |
- IntRect gapAndColumnRect(colRect.x() - leftGap, colRect.y(), colRect.width() + colGap, colRect.height()); |
- |
- if (gapAndColumnRect.contains(point)) { |
- // We're inside the column. Translate the x and y into our column coordinate space. |
- point.move(columnPoint.x() - colRect.x(), yOffset); |
- return; |
- } |
- |
- // Move to the next position. |
- yOffset += colRect.height(); |
- } |
-} |
- |
-void RenderBlock::adjustRectForColumns(IntRect& r) const |
-{ |
- // Just bail if we have no columns. |
- if (!hasColumns()) |
- return; |
- |
- Vector<IntRect>* colRects = columnRects(); |
- |
- // Begin with a result rect that is empty. |
- IntRect result; |
- |
- // Determine which columns we intersect. |
- int currXOffset = 0; |
- int currYOffset = 0; |
- int colGap = columnGap(); |
- for (unsigned i = 0; i < colRects->size(); i++) { |
- IntRect colRect = colRects->at(i); |
- |
- IntRect repaintRect = r; |
- repaintRect.move(currXOffset, currYOffset); |
- |
- repaintRect.intersect(colRect); |
- |
- result.unite(repaintRect); |
- |
- // Move to the next position. |
- if (style()->direction() == LTR) |
- currXOffset += colRect.width() + colGap; |
- else |
- currXOffset -= (colRect.width() + colGap); |
- |
- currYOffset -= colRect.height(); |
- } |
- |
- r = result; |
-} |
- |
-void RenderBlock::calcPrefWidths() |
-{ |
- ASSERT(prefWidthsDirty()); |
- |
- updateFirstLetter(); |
- |
- if (!isTableCell() && style()->width().isFixed() && style()->width().value() > 0) |
- m_minPrefWidth = m_maxPrefWidth = calcContentBoxWidth(style()->width().value()); |
- else { |
- m_minPrefWidth = 0; |
- m_maxPrefWidth = 0; |
- |
- if (childrenInline()) |
- calcInlinePrefWidths(); |
- else |
- calcBlockPrefWidths(); |
- |
- m_maxPrefWidth = max(m_minPrefWidth, m_maxPrefWidth); |
- |
- if (!style()->autoWrap() && childrenInline()) { |
- m_minPrefWidth = m_maxPrefWidth; |
- |
- // A horizontal marquee with inline children has no minimum width. |
- if (layer() && layer()->marquee() && layer()->marquee()->isHorizontal()) |
- m_minPrefWidth = 0; |
- } |
- |
- if (isTableCell()) { |
- Length w = static_cast<const RenderTableCell*>(this)->styleOrColWidth(); |
- if (w.isFixed() && w.value() > 0) |
- m_maxPrefWidth = max(m_minPrefWidth, calcContentBoxWidth(w.value())); |
- } |
- } |
- |
- if (style()->minWidth().isFixed() && style()->minWidth().value() > 0) { |
- m_maxPrefWidth = max(m_maxPrefWidth, calcContentBoxWidth(style()->minWidth().value())); |
- m_minPrefWidth = max(m_minPrefWidth, calcContentBoxWidth(style()->minWidth().value())); |
- } |
- |
- if (style()->maxWidth().isFixed() && style()->maxWidth().value() != undefinedLength) { |
- m_maxPrefWidth = min(m_maxPrefWidth, calcContentBoxWidth(style()->maxWidth().value())); |
- m_minPrefWidth = min(m_minPrefWidth, calcContentBoxWidth(style()->maxWidth().value())); |
- } |
- |
- int toAdd = 0; |
- toAdd = borderLeft() + borderRight() + paddingLeft() + paddingRight(); |
- |
- m_minPrefWidth += toAdd; |
- m_maxPrefWidth += toAdd; |
- |
- setPrefWidthsDirty(false); |
-} |
- |
-struct InlineMinMaxIterator |
-{ |
-/* InlineMinMaxIterator is a class that will iterate over all render objects that contribute to |
- inline min/max width calculations. Note the following about the way it walks: |
- (1) Positioned content is skipped (since it does not contribute to min/max width of a block) |
- (2) We do not drill into the children of floats or replaced elements, since you can't break |
- in the middle of such an element. |
- (3) Inline flows (e.g., <a>, <span>, <i>) are walked twice, since each side can have |
- distinct borders/margin/padding that contribute to the min/max width. |
-*/ |
- RenderObject* parent; |
- RenderObject* current; |
- bool endOfInline; |
- |
- InlineMinMaxIterator(RenderObject* p, bool end = false) |
- :parent(p), current(p), endOfInline(end) {} |
- |
- RenderObject* next(); |
-}; |
- |
-RenderObject* InlineMinMaxIterator::next() |
-{ |
- RenderObject* result = 0; |
- bool oldEndOfInline = endOfInline; |
- endOfInline = false; |
- while (current || current == parent) { |
- if (!oldEndOfInline && |
- (current == parent || |
- (!current->isFloating() && !current->isReplaced() && !current->isPositioned()))) |
- result = current->firstChild(); |
- if (!result) { |
- // We hit the end of our inline. (It was empty, e.g., <span></span>.) |
- if (!oldEndOfInline && current->isRenderInline()) { |
- result = current; |
- endOfInline = true; |
- break; |
- } |
- |
- while (current && current != parent) { |
- result = current->nextSibling(); |
- if (result) break; |
- current = current->parent(); |
- if (current && current != parent && current->isRenderInline()) { |
- result = current; |
- endOfInline = true; |
- break; |
- } |
- } |
- } |
- |
- if (!result) |
- break; |
- |
- if (!result->isPositioned() && (result->isText() || result->isFloating() || result->isReplaced() || result->isRenderInline())) |
- break; |
- |
- current = result; |
- result = 0; |
- } |
- |
- // Update our position. |
- current = result; |
- return current; |
-} |
- |
-static int getBPMWidth(int childValue, Length cssUnit) |
-{ |
- if (cssUnit.type() != Auto) |
- return (cssUnit.isFixed() ? cssUnit.value() : childValue); |
- return 0; |
-} |
- |
-static int getBorderPaddingMargin(const RenderBox* child, bool endOfInline) |
-{ |
- RenderStyle* cstyle = child->style(); |
- int result = 0; |
- bool leftSide = (cstyle->direction() == LTR) ? !endOfInline : endOfInline; |
- result += getBPMWidth((leftSide ? child->marginLeft() : child->marginRight()), |
- (leftSide ? cstyle->marginLeft() : |
- cstyle->marginRight())); |
- result += getBPMWidth((leftSide ? child->paddingLeft() : child->paddingRight()), |
- (leftSide ? cstyle->paddingLeft() : |
- cstyle->paddingRight())); |
- result += leftSide ? child->borderLeft() : child->borderRight(); |
- return result; |
-} |
- |
-static inline void stripTrailingSpace(int& inlineMax, int& inlineMin, |
- RenderObject* trailingSpaceChild) |
-{ |
- if (trailingSpaceChild && trailingSpaceChild->isText()) { |
- // Collapse away the trailing space at the end of a block. |
- RenderText* t = toRenderText(trailingSpaceChild); |
- const UChar space = ' '; |
- const Font& font = t->style()->font(); // FIXME: This ignores first-line. |
- int spaceWidth = font.width(TextRun(&space, 1)); |
- inlineMax -= spaceWidth + font.wordSpacing(); |
- if (inlineMin > inlineMax) |
- inlineMin = inlineMax; |
- } |
-} |
- |
-void RenderBlock::calcInlinePrefWidths() |
-{ |
- int inlineMax = 0; |
- int inlineMin = 0; |
- |
- int cw = containingBlock()->contentWidth(); |
- |
- // If we are at the start of a line, we want to ignore all white-space. |
- // Also strip spaces if we previously had text that ended in a trailing space. |
- bool stripFrontSpaces = true; |
- RenderObject* trailingSpaceChild = 0; |
- |
- // Firefox and Opera will allow a table cell to grow to fit an image inside it under |
- // very specific cirucumstances (in order to match common WinIE renderings). |
- // Not supporting the quirk has caused us to mis-render some real sites. (See Bugzilla 10517.) |
- bool allowImagesToBreak = !style()->htmlHacks() || !isTableCell() || !style()->width().isIntrinsicOrAuto(); |
- |
- bool autoWrap, oldAutoWrap; |
- autoWrap = oldAutoWrap = style()->autoWrap(); |
- |
- InlineMinMaxIterator childIterator(this); |
- bool addedTextIndent = false; // Only gets added in once. |
- RenderObject* prevFloat = 0; |
- RenderObject* previousLeaf = 0; |
- while (RenderObject* child = childIterator.next()) { |
- autoWrap = child->isReplaced() ? child->parent()->style()->autoWrap() : |
- child->style()->autoWrap(); |
- |
- if (!child->isBR()) { |
- // Step One: determine whether or not we need to go ahead and |
- // terminate our current line. Each discrete chunk can become |
- // the new min-width, if it is the widest chunk seen so far, and |
- // it can also become the max-width. |
- |
- // Children fall into three categories: |
- // (1) An inline flow object. These objects always have a min/max of 0, |
- // and are included in the iteration solely so that their margins can |
- // be added in. |
- // |
- // (2) An inline non-text non-flow object, e.g., an inline replaced element. |
- // These objects can always be on a line by themselves, so in this situation |
- // we need to go ahead and break the current line, and then add in our own |
- // margins and min/max width on its own line, and then terminate the line. |
- // |
- // (3) A text object. Text runs can have breakable characters at the start, |
- // the middle or the end. They may also lose whitespace off the front if |
- // we're already ignoring whitespace. In order to compute accurate min-width |
- // information, we need three pieces of information. |
- // (a) the min-width of the first non-breakable run. Should be 0 if the text string |
- // starts with whitespace. |
- // (b) the min-width of the last non-breakable run. Should be 0 if the text string |
- // ends with whitespace. |
- // (c) the min/max width of the string (trimmed for whitespace). |
- // |
- // If the text string starts with whitespace, then we need to go ahead and |
- // terminate our current line (unless we're already in a whitespace stripping |
- // mode. |
- // |
- // If the text string has a breakable character in the middle, but didn't start |
- // with whitespace, then we add the width of the first non-breakable run and |
- // then end the current line. We then need to use the intermediate min/max width |
- // values (if any of them are larger than our current min/max). We then look at |
- // the width of the last non-breakable run and use that to start a new line |
- // (unless we end in whitespace). |
- RenderStyle* cstyle = child->style(); |
- int childMin = 0; |
- int childMax = 0; |
- |
- if (!child->isText()) { |
- // Case (1) and (2). Inline replaced and inline flow elements. |
- if (child->isRenderInline()) { |
- // Add in padding/border/margin from the appropriate side of |
- // the element. |
- int bpm = getBorderPaddingMargin(static_cast<RenderBox*>(child), childIterator.endOfInline); |
- childMin += bpm; |
- childMax += bpm; |
- |
- inlineMin += childMin; |
- inlineMax += childMax; |
- |
- child->setPrefWidthsDirty(false); |
- } else { |
- // Inline replaced elts add in their margins to their min/max values. |
- int margins = 0; |
- Length leftMargin = cstyle->marginLeft(); |
- Length rightMargin = cstyle->marginRight(); |
- if (leftMargin.isFixed()) |
- margins += leftMargin.value(); |
- if (rightMargin.isFixed()) |
- margins += rightMargin.value(); |
- childMin += margins; |
- childMax += margins; |
- } |
- } |
- |
- if (!child->isRenderInline() && !child->isText()) { |
- // Case (2). Inline replaced elements and floats. |
- // Go ahead and terminate the current line as far as |
- // minwidth is concerned. |
- childMin += child->minPrefWidth(); |
- childMax += child->maxPrefWidth(); |
- |
- bool clearPreviousFloat; |
- if (child->isFloating()) { |
- clearPreviousFloat = (prevFloat |
- && (prevFloat->style()->floating() == FLEFT && (child->style()->clear() & CLEFT) |
- || prevFloat->style()->floating() == FRIGHT && (child->style()->clear() & CRIGHT))); |
- prevFloat = child; |
- } else |
- clearPreviousFloat = false; |
- |
- bool canBreakReplacedElement = !child->isImage() || allowImagesToBreak; |
- if (canBreakReplacedElement && (autoWrap || oldAutoWrap) || clearPreviousFloat) { |
- m_minPrefWidth = max(inlineMin, m_minPrefWidth); |
- inlineMin = 0; |
- } |
- |
- // If we're supposed to clear the previous float, then terminate maxwidth as well. |
- if (clearPreviousFloat) { |
- m_maxPrefWidth = max(inlineMax, m_maxPrefWidth); |
- inlineMax = 0; |
- } |
- |
- // Add in text-indent. This is added in only once. |
- int ti = 0; |
- if (!addedTextIndent) { |
- addedTextIndent = true; |
- ti = style()->textIndent().calcMinValue(cw); |
- childMin+=ti; |
- childMax+=ti; |
- } |
- |
- // Add our width to the max. |
- inlineMax += childMax; |
- |
- if (!autoWrap || !canBreakReplacedElement) { |
- if (child->isFloating()) |
- m_minPrefWidth = max(childMin, m_minPrefWidth); |
- else |
- inlineMin += childMin; |
- } else { |
- // Now check our line. |
- m_minPrefWidth = max(childMin, m_minPrefWidth); |
- |
- // Now start a new line. |
- inlineMin = 0; |
- } |
- |
- // We are no longer stripping whitespace at the start of |
- // a line. |
- if (!child->isFloating()) { |
- stripFrontSpaces = false; |
- trailingSpaceChild = 0; |
- } |
- } else if (child->isText()) { |
- // Case (3). Text. |
- RenderText* t = toRenderText(child); |
- |
- if (t->isWordBreak()) { |
- m_minPrefWidth = max(inlineMin, m_minPrefWidth); |
- inlineMin = 0; |
- continue; |
- } |
- |
- // Determine if we have a breakable character. Pass in |
- // whether or not we should ignore any spaces at the front |
- // of the string. If those are going to be stripped out, |
- // then they shouldn't be considered in the breakable char |
- // check. |
- bool hasBreakableChar, hasBreak; |
- int beginMin, endMin; |
- bool beginWS, endWS; |
- int beginMax, endMax; |
- t->trimmedPrefWidths(inlineMax, beginMin, beginWS, endMin, endWS, |
- hasBreakableChar, hasBreak, beginMax, endMax, |
- childMin, childMax, stripFrontSpaces); |
- |
- // This text object will not be rendered, but it may still provide a breaking opportunity. |
- if (!hasBreak && childMax == 0) { |
- if (autoWrap && (beginWS || endWS)) { |
- m_minPrefWidth = max(inlineMin, m_minPrefWidth); |
- inlineMin = 0; |
- } |
- continue; |
- } |
- |
- if (stripFrontSpaces) |
- trailingSpaceChild = child; |
- else |
- trailingSpaceChild = 0; |
- |
- // Add in text-indent. This is added in only once. |
- int ti = 0; |
- if (!addedTextIndent) { |
- addedTextIndent = true; |
- ti = style()->textIndent().calcMinValue(cw); |
- childMin+=ti; beginMin += ti; |
- childMax+=ti; beginMax += ti; |
- } |
- |
- // If we have no breakable characters at all, |
- // then this is the easy case. We add ourselves to the current |
- // min and max and continue. |
- if (!hasBreakableChar) { |
- inlineMin += childMin; |
- } else { |
- // We have a breakable character. Now we need to know if |
- // we start and end with whitespace. |
- if (beginWS) |
- // Go ahead and end the current line. |
- m_minPrefWidth = max(inlineMin, m_minPrefWidth); |
- else { |
- inlineMin += beginMin; |
- m_minPrefWidth = max(inlineMin, m_minPrefWidth); |
- childMin -= ti; |
- } |
- |
- inlineMin = childMin; |
- |
- if (endWS) { |
- // We end in whitespace, which means we can go ahead |
- // and end our current line. |
- m_minPrefWidth = max(inlineMin, m_minPrefWidth); |
- inlineMin = 0; |
- } else { |
- m_minPrefWidth = max(inlineMin, m_minPrefWidth); |
- inlineMin = endMin; |
- } |
- } |
- |
- if (hasBreak) { |
- inlineMax += beginMax; |
- m_maxPrefWidth = max(inlineMax, m_maxPrefWidth); |
- m_maxPrefWidth = max(childMax, m_maxPrefWidth); |
- inlineMax = endMax; |
- } else |
- inlineMax += childMax; |
- } |
- } else { |
- m_minPrefWidth = max(inlineMin, m_minPrefWidth); |
- m_maxPrefWidth = max(inlineMax, m_maxPrefWidth); |
- inlineMin = inlineMax = 0; |
- stripFrontSpaces = true; |
- trailingSpaceChild = 0; |
- } |
- |
- oldAutoWrap = autoWrap; |
- if (!child->isRenderInline()) |
- previousLeaf = child; |
- } |
- |
- if (style()->collapseWhiteSpace()) |
- stripTrailingSpace(inlineMax, inlineMin, trailingSpaceChild); |
- |
- m_minPrefWidth = max(inlineMin, m_minPrefWidth); |
- m_maxPrefWidth = max(inlineMax, m_maxPrefWidth); |
-} |
- |
-// Use a very large value (in effect infinite). |
-#define BLOCK_MAX_WIDTH 15000 |
- |
-void RenderBlock::calcBlockPrefWidths() |
-{ |
- bool nowrap = style()->whiteSpace() == NOWRAP; |
- |
- RenderObject *child = firstChild(); |
- int floatLeftWidth = 0, floatRightWidth = 0; |
- while (child) { |
- // Positioned children don't affect the min/max width |
- if (child->isPositioned()) { |
- child = child->nextSibling(); |
- continue; |
- } |
- |
- if (child->isFloating() || child->avoidsFloats()) { |
- int floatTotalWidth = floatLeftWidth + floatRightWidth; |
- if (child->style()->clear() & CLEFT) { |
- m_maxPrefWidth = max(floatTotalWidth, m_maxPrefWidth); |
- floatLeftWidth = 0; |
- } |
- if (child->style()->clear() & CRIGHT) { |
- m_maxPrefWidth = max(floatTotalWidth, m_maxPrefWidth); |
- floatRightWidth = 0; |
- } |
- } |
- |
- // A margin basically has three types: fixed, percentage, and auto (variable). |
- // Auto and percentage margins simply become 0 when computing min/max width. |
- // Fixed margins can be added in as is. |
- Length ml = child->style()->marginLeft(); |
- Length mr = child->style()->marginRight(); |
- int margin = 0, marginLeft = 0, marginRight = 0; |
- if (ml.isFixed()) |
- marginLeft += ml.value(); |
- if (mr.isFixed()) |
- marginRight += mr.value(); |
- margin = marginLeft + marginRight; |
- |
- int w = child->minPrefWidth() + margin; |
- m_minPrefWidth = max(w, m_minPrefWidth); |
- |
- // IE ignores tables for calculation of nowrap. Makes some sense. |
- if (nowrap && !child->isTable()) |
- m_maxPrefWidth = max(w, m_maxPrefWidth); |
- |
- w = child->maxPrefWidth() + margin; |
- |
- if (!child->isFloating()) { |
- if (child->avoidsFloats()) { |
- // Determine a left and right max value based off whether or not the floats can fit in the |
- // margins of the object. For negative margins, we will attempt to overlap the float if the negative margin |
- // is smaller than the float width. |
- int maxLeft = marginLeft > 0 ? max(floatLeftWidth, marginLeft) : floatLeftWidth + marginLeft; |
- int maxRight = marginRight > 0 ? max(floatRightWidth, marginRight) : floatRightWidth + marginRight; |
- w = child->maxPrefWidth() + maxLeft + maxRight; |
- w = max(w, floatLeftWidth + floatRightWidth); |
- } |
- else |
- m_maxPrefWidth = max(floatLeftWidth + floatRightWidth, m_maxPrefWidth); |
- floatLeftWidth = floatRightWidth = 0; |
- } |
- |
- if (child->isFloating()) { |
- if (style()->floating() == FLEFT) |
- floatLeftWidth += w; |
- else |
- floatRightWidth += w; |
- } else |
- m_maxPrefWidth = max(w, m_maxPrefWidth); |
- |
- // A very specific WinIE quirk. |
- // Example: |
- /* |
- <div style="position:absolute; width:100px; top:50px;"> |
- <div style="position:absolute;left:0px;top:50px;height:50px;background-color:green"> |
- <table style="width:100%"><tr><td></table> |
- </div> |
- </div> |
- */ |
- // In the above example, the inner absolute positioned block should have a computed width |
- // of 100px because of the table. |
- // We can achieve this effect by making the maxwidth of blocks that contain tables |
- // with percentage widths be infinite (as long as they are not inside a table cell). |
- if (style()->htmlHacks() && child->style()->width().isPercent() && |
- !isTableCell() && child->isTable() && m_maxPrefWidth < BLOCK_MAX_WIDTH) { |
- RenderBlock* cb = containingBlock(); |
- while (!cb->isRenderView() && !cb->isTableCell()) |
- cb = cb->containingBlock(); |
- if (!cb->isTableCell()) |
- m_maxPrefWidth = BLOCK_MAX_WIDTH; |
- } |
- |
- child = child->nextSibling(); |
- } |
- |
- // Always make sure these values are non-negative. |
- m_minPrefWidth = max(0, m_minPrefWidth); |
- m_maxPrefWidth = max(0, m_maxPrefWidth); |
- |
- m_maxPrefWidth = max(floatLeftWidth + floatRightWidth, m_maxPrefWidth); |
-} |
- |
-bool RenderBlock::hasLineIfEmpty() const |
-{ |
- if (!element()) |
- return false; |
- |
- if (element()->isContentEditable() && element()->rootEditableElement() == element()) |
- return true; |
- |
- // TODO(ojan): Upstream the change below as part of upstreaming the RenderTextControl changes |
- // To put the overflow on the HTMLTextAreaElement instead of it's shadow node. |
- if (element()->isShadowNode() && |
- (element()->shadowParentNode()->hasTagName(inputTag) || |
- element()->shadowParentNode()->hasTagName(textareaTag))) |
- return true; |
- |
- return false; |
-} |
- |
-int RenderBlock::lineHeight(bool firstLine, bool isRootLineBox) const |
-{ |
- // Inline blocks are replaced elements. Otherwise, just pass off to |
- // the base class. If we're being queried as though we're the root line |
- // box, then the fact that we're an inline-block is irrelevant, and we behave |
- // just like a block. |
- if (isReplaced() && !isRootLineBox) |
- return height() + marginTop() + marginBottom(); |
- |
- if (firstLine && document()->usesFirstLineRules()) { |
- RenderStyle* s = style(firstLine); |
- if (s != style()) |
- return s->computedLineHeight(); |
- } |
- |
- if (m_lineHeight == -1) |
- m_lineHeight = style()->computedLineHeight(); |
- |
- return m_lineHeight; |
-} |
- |
-int RenderBlock::baselinePosition(bool b, bool isRootLineBox) const |
-{ |
- // Inline blocks are replaced elements. Otherwise, just pass off to |
- // the base class. If we're being queried as though we're the root line |
- // box, then the fact that we're an inline-block is irrelevant, and we behave |
- // just like a block. |
- if (isReplaced() && !isRootLineBox) { |
- // For "leaf" theme objects, let the theme decide what the baseline position is. |
- // FIXME: Might be better to have a custom CSS property instead, so that if the theme |
- // is turned off, checkboxes/radios will still have decent baselines. |
- if (style()->hasAppearance() && !theme()->isControlContainer(style()->appearance())) |
- return theme()->baselinePosition(this); |
- |
- // CSS2.1 states that the baseline of an inline block is the baseline of the last line box in |
- // the normal flow. We make an exception for marquees, since their baselines are meaningless |
- // (the content inside them moves). This matches WinIE as well, which just bottom-aligns them. |
- // We also give up on finding a baseline if we have a vertical scrollbar, or if we are scrolled |
- // vertically (e.g., an overflow:hidden block that has had scrollTop moved) or if the baseline is outside |
- // of our content box. |
- int baselinePos = (layer() && (layer()->marquee() || layer()->verticalScrollbar() || layer()->scrollYOffset() != 0)) ? -1 : getBaselineOfLastLineBox(); |
- if (baselinePos != -1 && baselinePos <= borderTop() + paddingTop() + contentHeight()) |
- return marginTop() + baselinePos; |
- return height() + marginTop() + marginBottom(); |
- } |
- return RenderBox::baselinePosition(b, isRootLineBox); |
-} |
- |
-int RenderBlock::getBaselineOfFirstLineBox() const |
-{ |
- if (!isBlockFlow()) |
- return RenderBox::getBaselineOfFirstLineBox(); |
- |
- if (childrenInline()) { |
- if (firstLineBox()) |
- return firstLineBox()->yPos() + firstLineBox()->baseline(); |
- else |
- return -1; |
- } |
- else { |
- for (RenderBox* curr = firstChildBox(); curr; curr = curr->nextSiblingBox()) { |
- if (!curr->isFloatingOrPositioned()) { |
- int result = curr->getBaselineOfFirstLineBox(); |
- if (result != -1) |
- return curr->y() + result; // Translate to our coordinate space. |
- } |
- } |
- } |
- |
- return -1; |
-} |
- |
-int RenderBlock::getBaselineOfLastLineBox() const |
-{ |
- if (!isBlockFlow()) |
- return RenderBox::getBaselineOfLastLineBox(); |
- |
- if (childrenInline()) { |
- if (!firstLineBox() && hasLineIfEmpty()) |
- return RenderBox::baselinePosition(true, true) + borderTop() + paddingTop(); |
- if (lastLineBox()) |
- return lastLineBox()->yPos() + lastLineBox()->baseline(); |
- return -1; |
- } |
- else { |
- bool haveNormalFlowChild = false; |
- for (RenderBox* curr = lastChildBox(); curr; curr = curr->previousSiblingBox()) { |
- if (!curr->isFloatingOrPositioned()) { |
- haveNormalFlowChild = true; |
- int result = curr->getBaselineOfLastLineBox(); |
- if (result != -1) |
- return curr->y() + result; // Translate to our coordinate space. |
- } |
- } |
- if (!haveNormalFlowChild && hasLineIfEmpty()) |
- return RenderBox::baselinePosition(true, true) + borderTop() + paddingTop(); |
- } |
- |
- return -1; |
-} |
- |
-bool RenderBlock::containsNonZeroBidiLevel() const |
-{ |
- for (RootInlineBox* root = firstRootBox(); root; root = root->nextRootBox()) { |
- for (InlineBox* box = root->firstLeafChild(); box; box = box->nextLeafChild()) { |
- if (box->bidiLevel()) |
- return true; |
- } |
- } |
- return false; |
-} |
- |
-RenderBlock* RenderBlock::firstLineBlock() const |
-{ |
- RenderBlock* firstLineBlock = const_cast<RenderBlock*>(this); |
- bool hasPseudo = false; |
- while (true) { |
- hasPseudo = firstLineBlock->style()->hasPseudoStyle(FIRST_LINE); |
- if (hasPseudo) |
- break; |
- RenderObject* parentBlock = firstLineBlock->parent(); |
- if (firstLineBlock->isReplaced() || firstLineBlock->isFloating() || |
- !parentBlock || parentBlock->firstChild() != firstLineBlock || !parentBlock->isBlockFlow()) |
- break; |
- ASSERT(parentBlock->isRenderBlock()); |
- firstLineBlock = toRenderBlock(parentBlock); |
- } |
- |
- if (!hasPseudo) |
- return 0; |
- |
- return firstLineBlock; |
-} |
- |
-void RenderBlock::updateFirstLetter() |
-{ |
- if (!document()->usesFirstLetterRules()) |
- return; |
- // Don't recurse |
- if (style()->styleType() == FIRST_LETTER) |
- return; |
- |
- // FIXME: We need to destroy the first-letter object if it is no longer the first child. Need to find |
- // an efficient way to check for that situation though before implementing anything. |
- RenderObject* firstLetterBlock = this; |
- bool hasPseudoStyle = false; |
- while (true) { |
- // We only honor first-letter if the firstLetterBlock can have children in the DOM. This correctly |
- // prevents form controls from honoring first-letter. |
- hasPseudoStyle = firstLetterBlock->style()->hasPseudoStyle(FIRST_LETTER) |
- && firstLetterBlock->canHaveChildren(); |
- if (hasPseudoStyle) |
- break; |
- RenderObject* parentBlock = firstLetterBlock->parent(); |
- if (firstLetterBlock->isReplaced() || !parentBlock || parentBlock->firstChild() != firstLetterBlock || |
- !parentBlock->isBlockFlow()) |
- break; |
- firstLetterBlock = parentBlock; |
- } |
- |
- if (!hasPseudoStyle) |
- return; |
- |
- // Drill into inlines looking for our first text child. |
- RenderObject* currChild = firstLetterBlock->firstChild(); |
- while (currChild && currChild->needsLayout() && (!currChild->isReplaced() || currChild->isFloatingOrPositioned()) && !currChild->isText()) { |
- if (currChild->isFloatingOrPositioned()) { |
- if (currChild->style()->styleType() == FIRST_LETTER) |
- break; |
- currChild = currChild->nextSibling(); |
- } else |
- currChild = currChild->firstChild(); |
- } |
- |
- // Get list markers out of the way. |
- while (currChild && currChild->isListMarker()) |
- currChild = currChild->nextSibling(); |
- |
- if (!currChild) |
- return; |
- |
- RenderObject* firstLetterContainer = currChild->parent(); |
- |
- // If the child already has style, then it has already been created, so we just want |
- // to update it. |
- if (currChild->style()->styleType() == FIRST_LETTER) { |
- RenderStyle* pseudo = firstLetterBlock->getCachedPseudoStyle(FIRST_LETTER, |
- firstLetterContainer->firstLineStyle()); |
- currChild->setStyle(pseudo); |
- for (RenderObject* genChild = currChild->firstChild(); genChild; genChild = genChild->nextSibling()) { |
- if (genChild->isText()) |
- genChild->setStyle(pseudo); |
- } |
- return; |
- } |
- |
- // If the child does not already have style, we create it here. |
- if (currChild->isText() && !currChild->isBR() && currChild->parent()->style()->styleType() != FIRST_LETTER) { |
- // Our layout state is not valid for the repaints we are going to trigger by |
- // adding and removing children of firstLetterContainer. |
- view()->disableLayoutState(); |
- |
- RenderText* textObj = toRenderText(currChild); |
- |
- // Create our pseudo style now that we have our firstLetterContainer determined. |
- RenderStyle* pseudoStyle = firstLetterBlock->getCachedPseudoStyle(FIRST_LETTER, |
- firstLetterContainer->firstLineStyle()); |
- |
- // Force inline display (except for floating first-letters) |
- pseudoStyle->setDisplay(pseudoStyle->isFloating() ? BLOCK : INLINE); |
- pseudoStyle->setPosition(StaticPosition); // CSS2 says first-letter can't be positioned. |
- |
- RenderObject* firstLetter = 0; |
- if (pseudoStyle->display() == INLINE) |
- firstLetter = new (renderArena()) RenderInline(document()); |
- else |
- firstLetter = new (renderArena()) RenderBlock(document()); |
- firstLetter->setStyle(pseudoStyle); |
- firstLetterContainer->addChild(firstLetter, currChild); |
- |
- // The original string is going to be either a generated content string or a DOM node's |
- // string. We want the original string before it got transformed in case first-letter has |
- // no text-transform or a different text-transform applied to it. |
- RefPtr<StringImpl> oldText = textObj->originalText(); |
- ASSERT(oldText); |
- |
- if (oldText && oldText->length() > 0) { |
- unsigned int length = 0; |
- |
- // account for leading spaces and punctuation |
- while (length < oldText->length() && (isSpaceOrNewline((*oldText)[length]) || Unicode::isPunct((*oldText)[length]))) |
- length++; |
- |
- // account for first letter |
- length++; |
- |
- // construct text fragment for the text after the first letter |
- // NOTE: this might empty |
- RenderTextFragment* remainingText = |
- new (renderArena()) RenderTextFragment(textObj->node(), oldText.get(), length, oldText->length() - length); |
- remainingText->setStyle(textObj->style()); |
- if (remainingText->element()) |
- remainingText->element()->setRenderer(remainingText); |
- |
- RenderObject* nextObj = textObj->nextSibling(); |
- firstLetterContainer->removeChild(textObj); |
- firstLetterContainer->addChild(remainingText, nextObj); |
- remainingText->setFirstLetter(firstLetter); |
- |
- // construct text fragment for the first letter |
- RenderTextFragment* letter = |
- new (renderArena()) RenderTextFragment(remainingText->node(), oldText.get(), 0, length); |
- RefPtr<RenderStyle> newStyle = RenderStyle::create(); |
- newStyle->inheritFrom(pseudoStyle); |
- letter->setStyle(newStyle.release()); |
- firstLetter->addChild(letter); |
- |
- textObj->destroy(); |
- } |
- view()->enableLayoutState(); |
- } |
-} |
- |
-bool RenderBlock::inRootBlockContext() const |
-{ |
- if (isTableCell() || isFloatingOrPositioned() || hasOverflowClip()) |
- return false; |
- |
- if (isRoot() || isRenderView()) |
- return true; |
- |
- return containingBlock()->inRootBlockContext(); |
-} |
- |
-// Helper methods for obtaining the last line, computing line counts and heights for line counts |
-// (crawling into blocks). |
-static bool shouldCheckLines(RenderObject* obj) |
-{ |
- return !obj->isFloatingOrPositioned() && !obj->isRunIn() && |
- obj->isBlockFlow() && obj->style()->height().isAuto() && |
- (!obj->isFlexibleBox() || obj->style()->boxOrient() == VERTICAL); |
-} |
- |
-static RootInlineBox* getLineAtIndex(RenderBlock* block, int i, int& count) |
-{ |
- if (block->style()->visibility() == VISIBLE) { |
- if (block->childrenInline()) { |
- for (RootInlineBox* box = block->firstRootBox(); box; box = box->nextRootBox()) { |
- if (count++ == i) |
- return box; |
- } |
- } |
- else { |
- for (RenderObject* obj = block->firstChild(); obj; obj = obj->nextSibling()) { |
- if (shouldCheckLines(obj)) { |
- RootInlineBox *box = getLineAtIndex(toRenderBlock(obj), i, count); |
- if (box) |
- return box; |
- } |
- } |
- } |
- } |
- return 0; |
-} |
- |
-static int getHeightForLineCount(RenderBlock* block, int l, bool includeBottom, int& count) |
-{ |
- if (block->style()->visibility() == VISIBLE) { |
- if (block->childrenInline()) { |
- for (RootInlineBox* box = block->firstRootBox(); box; box = box->nextRootBox()) { |
- if (++count == l) |
- return box->bottomOverflow() + (includeBottom ? (block->borderBottom() + block->paddingBottom()) : 0); |
- } |
- } |
- else { |
- RenderBox* normalFlowChildWithoutLines = 0; |
- for (RenderBox* obj = block->firstChildBox(); obj; obj = obj->nextSiblingBox()) { |
- if (shouldCheckLines(obj)) { |
- int result = getHeightForLineCount(toRenderBlock(obj), l, false, count); |
- if (result != -1) |
- return result + obj->y() + (includeBottom ? (block->borderBottom() + block->paddingBottom()) : 0); |
- } |
- else if (!obj->isFloatingOrPositioned() && !obj->isRunIn()) |
- normalFlowChildWithoutLines = obj; |
- } |
- if (normalFlowChildWithoutLines && l == 0) |
- return normalFlowChildWithoutLines->y() + normalFlowChildWithoutLines->height(); |
- } |
- } |
- |
- return -1; |
-} |
- |
-RootInlineBox* RenderBlock::lineAtIndex(int i) |
-{ |
- int count = 0; |
- return getLineAtIndex(this, i, count); |
-} |
- |
-int RenderBlock::lineCount() |
-{ |
- int count = 0; |
- if (style()->visibility() == VISIBLE) { |
- if (childrenInline()) |
- for (RootInlineBox* box = firstRootBox(); box; box = box->nextRootBox()) |
- count++; |
- else |
- for (RenderObject* obj = firstChild(); obj; obj = obj->nextSibling()) |
- if (shouldCheckLines(obj)) |
- count += toRenderBlock(obj)->lineCount(); |
- } |
- return count; |
-} |
- |
-int RenderBlock::heightForLineCount(int l) |
-{ |
- int count = 0; |
- return getHeightForLineCount(this, l, true, count); |
-} |
- |
-void RenderBlock::adjustForBorderFit(int x, int& left, int& right) const |
-{ |
- // We don't deal with relative positioning. Our assumption is that you shrink to fit the lines without accounting |
- // for either overflow or translations via relative positioning. |
- if (style()->visibility() == VISIBLE) { |
- if (childrenInline()) { |
- for (RootInlineBox* box = firstRootBox(); box; box = box->nextRootBox()) { |
- if (box->firstChild()) |
- left = min(left, x + box->firstChild()->xPos()); |
- if (box->lastChild()) |
- right = max(right, x + box->lastChild()->xPos() + box->lastChild()->width()); |
- } |
- } |
- else { |
- for (RenderBox* obj = firstChildBox(); obj; obj = obj->nextSiblingBox()) { |
- if (!obj->isFloatingOrPositioned()) { |
- if (obj->isBlockFlow() && !obj->hasOverflowClip()) |
- toRenderBlock(obj)->adjustForBorderFit(x + obj->x(), left, right); |
- else if (obj->style()->visibility() == VISIBLE) { |
- // We are a replaced element or some kind of non-block-flow object. |
- left = min(left, x + obj->x()); |
- right = max(right, x + obj->x() + obj->width()); |
- } |
- } |
- } |
- } |
- |
- if (m_floatingObjects) { |
- FloatingObject* r; |
- DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
- for (; (r = it.current()); ++it) { |
- // Only examine the object if our m_shouldPaint flag is set. |
- if (r->m_shouldPaint) { |
- int floatLeft = r->m_left - r->m_renderer->x() + r->m_renderer->marginLeft(); |
- int floatRight = floatLeft + r->m_renderer->width(); |
- left = min(left, floatLeft); |
- right = max(right, floatRight); |
- } |
- } |
- } |
- } |
-} |
- |
-void RenderBlock::borderFitAdjust(int& x, int& w) const |
-{ |
- if (style()->borderFit() == BorderFitBorder) |
- return; |
- |
- // Walk any normal flow lines to snugly fit. |
- int left = INT_MAX; |
- int right = INT_MIN; |
- int oldWidth = w; |
- adjustForBorderFit(0, left, right); |
- if (left != INT_MAX) { |
- left -= (borderLeft() + paddingLeft()); |
- if (left > 0) { |
- x += left; |
- w -= left; |
- } |
- } |
- if (right != INT_MIN) { |
- right += (borderRight() + paddingRight()); |
- if (right < oldWidth) |
- w -= (oldWidth - right); |
- } |
-} |
- |
-void RenderBlock::clearTruncation() |
-{ |
- if (style()->visibility() == VISIBLE) { |
- if (childrenInline() && hasMarkupTruncation()) { |
- setHasMarkupTruncation(false); |
- for (RootInlineBox* box = firstRootBox(); box; box = box->nextRootBox()) |
- box->clearTruncation(); |
- } |
- else |
- for (RenderObject* obj = firstChild(); obj; obj = obj->nextSibling()) |
- if (shouldCheckLines(obj)) |
- toRenderBlock(obj)->clearTruncation(); |
- } |
-} |
- |
-void RenderBlock::setMaxTopMargins(int pos, int neg) |
-{ |
- if (!m_maxMargin) { |
- if (pos == MaxMargin::topPosDefault(this) && neg == MaxMargin::topNegDefault(this)) |
- return; |
- m_maxMargin = new MaxMargin(this); |
- } |
- m_maxMargin->m_topPos = pos; |
- m_maxMargin->m_topNeg = neg; |
-} |
- |
-void RenderBlock::setMaxBottomMargins(int pos, int neg) |
-{ |
- if (!m_maxMargin) { |
- if (pos == MaxMargin::bottomPosDefault(this) && neg == MaxMargin::bottomNegDefault(this)) |
- return; |
- m_maxMargin = new MaxMargin(this); |
- } |
- m_maxMargin->m_bottomPos = pos; |
- m_maxMargin->m_bottomNeg = neg; |
-} |
- |
-void RenderBlock::absoluteRects(Vector<IntRect>& rects, int tx, int ty, bool topLevel) |
-{ |
- // For blocks inside inlines, we go ahead and include margins so that we run right up to the |
- // inline boxes above and below us (thus getting merged with them to form a single irregular |
- // shape). |
- if (topLevel && inlineContinuation()) { |
- rects.append(IntRect(tx, ty - collapsedMarginTop(), |
- width(), height() + collapsedMarginTop() + collapsedMarginBottom())); |
- inlineContinuation()->absoluteRects(rects, |
- tx - x() + inlineContinuation()->containingBlock()->x(), |
- ty - y() + inlineContinuation()->containingBlock()->y(), topLevel); |
- } else |
- rects.append(IntRect(tx, ty, width(), height())); |
-} |
- |
-void RenderBlock::absoluteQuads(Vector<FloatQuad>& quads, bool topLevel) |
-{ |
- // For blocks inside inlines, we go ahead and include margins so that we run right up to the |
- // inline boxes above and below us (thus getting merged with them to form a single irregular |
- // shape). |
- if (topLevel && inlineContinuation()) { |
- FloatRect localRect(0, -collapsedMarginTop(), |
- width(), height() + collapsedMarginTop() + collapsedMarginBottom()); |
- quads.append(localToAbsoluteQuad(localRect)); |
- inlineContinuation()->absoluteQuads(quads, topLevel); |
- } else |
- quads.append(RenderBox::localToAbsoluteQuad(FloatRect(0, 0, width(), height()))); |
-} |
- |
-IntRect RenderBlock::rectWithOutlineForRepaint(RenderBoxModelObject* repaintContainer, int outlineWidth) |
-{ |
- IntRect r(RenderBox::rectWithOutlineForRepaint(repaintContainer, outlineWidth)); |
- if (inlineContinuation()) |
- r.inflateY(collapsedMarginTop()); |
- return r; |
-} |
- |
-RenderObject* RenderBlock::hoverAncestor() const |
-{ |
- return inlineContinuation() ? inlineContinuation() : RenderBox::hoverAncestor(); |
-} |
- |
-void RenderBlock::updateDragState(bool dragOn) |
-{ |
- RenderBox::updateDragState(dragOn); |
- if (inlineContinuation()) |
- inlineContinuation()->updateDragState(dragOn); |
-} |
- |
-RenderStyle* RenderBlock::outlineStyleForRepaint() const |
-{ |
- return inlineContinuation() ? inlineContinuation()->style() : style(); |
-} |
- |
-void RenderBlock::childBecameNonInline(RenderObject*) |
-{ |
- makeChildrenNonInline(); |
- if (isAnonymousBlock() && parent() && parent()->isRenderBlock()) |
- toRenderBlock(parent())->removeLeftoverAnonymousBlock(this); |
- // |this| may be dead here |
-} |
- |
-void RenderBlock::updateHitTestResult(HitTestResult& result, const IntPoint& point) |
-{ |
- if (result.innerNode()) |
- return; |
- |
- Node* node = element(); |
- if (inlineContinuation()) |
- // We are in the margins of block elements that are part of a continuation. In |
- // this case we're actually still inside the enclosing inline element that was |
- // split. Go ahead and set our inner node accordingly. |
- node = inlineContinuation()->element(); |
- |
- if (node) { |
- result.setInnerNode(node); |
- if (!result.innerNonSharedNode()) |
- result.setInnerNonSharedNode(node); |
- result.setLocalPoint(point); |
- } |
-} |
- |
-IntRect RenderBlock::localCaretRect(InlineBox* inlineBox, int caretOffset, int* extraWidthToEndOfLine) |
-{ |
- // Do the normal calculation in most cases. |
- if (firstChild()) |
- return RenderBox::localCaretRect(inlineBox, caretOffset, extraWidthToEndOfLine); |
- |
- // This is a special case: |
- // The element is not an inline element, and it's empty. So we have to |
- // calculate a fake position to indicate where objects are to be inserted. |
- |
- // FIXME: This does not take into account either :first-line or :first-letter |
- // However, as soon as some content is entered, the line boxes will be |
- // constructed and this kludge is not called any more. So only the caret size |
- // of an empty :first-line'd block is wrong. I think we can live with that. |
- RenderStyle* currentStyle = firstLineStyle(); |
- int height = lineHeight(true); |
- const int caretWidth = 1; |
- |
- enum CaretAlignment { alignLeft, alignRight, alignCenter }; |
- |
- CaretAlignment alignment = alignLeft; |
- |
- switch (currentStyle->textAlign()) { |
- case TAAUTO: |
- case JUSTIFY: |
- if (currentStyle->direction() == RTL) |
- alignment = alignRight; |
- break; |
- case LEFT: |
- case WEBKIT_LEFT: |
- break; |
- case CENTER: |
- case WEBKIT_CENTER: |
- alignment = alignCenter; |
- break; |
- case RIGHT: |
- case WEBKIT_RIGHT: |
- alignment = alignRight; |
- break; |
- } |
- |
- int x = borderLeft() + paddingLeft(); |
- int w = width(); |
- |
- switch (alignment) { |
- case alignLeft: |
- break; |
- case alignCenter: |
- x = (x + w - (borderRight() + paddingRight())) / 2; |
- break; |
- case alignRight: |
- x = w - (borderRight() + paddingRight()); |
- break; |
- } |
- |
- if (extraWidthToEndOfLine) { |
- if (isRenderBlock()) { |
- *extraWidthToEndOfLine = w - (x + caretWidth); |
- } else { |
- // FIXME: This code looks wrong. |
- // myRight and containerRight are set up, but then clobbered. |
- // So *extraWidthToEndOfLine will always be 0 here. |
- |
- int myRight = x + caretWidth; |
- // FIXME: why call localToAbsoluteForContent() twice here, too? |
- FloatPoint absRightPoint = localToAbsolute(FloatPoint(myRight, 0)); |
- |
- int containerRight = containingBlock()->x() + containingBlockWidth(); |
- FloatPoint absContainerPoint = localToAbsolute(FloatPoint(containerRight, 0)); |
- |
- *extraWidthToEndOfLine = absContainerPoint.x() - absRightPoint.x(); |
- } |
- } |
- |
- int y = paddingTop() + borderTop(); |
- |
- return IntRect(x, y, caretWidth, height); |
-} |
- |
-void RenderBlock::addFocusRingRects(GraphicsContext* graphicsContext, int tx, int ty) |
-{ |
- // For blocks inside inlines, we go ahead and include margins so that we run right up to the |
- // inline boxes above and below us (thus getting merged with them to form a single irregular |
- // shape). |
- if (inlineContinuation()) { |
- // FIXME: This check really isn't accurate. |
- bool nextInlineHasLineBox = inlineContinuation()->firstLineBox(); |
- // FIXME: This is wrong. The principal renderer may not be the continuation preceding this block. |
- bool prevInlineHasLineBox = toRenderInline(inlineContinuation()->element()->renderer())->firstLineBox(); |
- int topMargin = prevInlineHasLineBox ? collapsedMarginTop() : 0; |
- int bottomMargin = nextInlineHasLineBox ? collapsedMarginBottom() : 0; |
- graphicsContext->addFocusRingRect(IntRect(tx, ty - topMargin, |
- width(), height() + topMargin + bottomMargin)); |
- } else |
- graphicsContext->addFocusRingRect(IntRect(tx, ty, width(), height())); |
- |
- if (!hasOverflowClip() && !hasControlClip()) { |
- for (InlineRunBox* curr = firstLineBox(); curr; curr = curr->nextLineBox()) |
- graphicsContext->addFocusRingRect(IntRect(tx + curr->xPos(), ty + curr->yPos(), curr->width(), curr->height())); |
- |
- for (RenderObject* curr = firstChild(); curr; curr = curr->nextSibling()) { |
- if (!curr->isText() && !curr->isListMarker() && curr->isBox()) { |
- RenderBox* box = toRenderBox(curr); |
- FloatPoint pos; |
- // FIXME: This doesn't work correctly with transforms. |
- if (box->layer()) |
- pos = curr->localToAbsolute(); |
- else |
- pos = FloatPoint(tx + box->x(), ty + box->y()); |
- box->addFocusRingRects(graphicsContext, pos.x(), pos.y()); |
- } |
- } |
- } |
- |
- if (inlineContinuation()) |
- inlineContinuation()->addFocusRingRects(graphicsContext, |
- tx - x() + inlineContinuation()->containingBlock()->x(), |
- ty - y() + inlineContinuation()->containingBlock()->y()); |
-} |
- |
-const char* RenderBlock::renderName() const |
-{ |
- if (isBody()) |
- return "RenderBody"; // FIXME: Temporary hack until we know that the regression tests pass. |
- |
- if (isFloating()) |
- return "RenderBlock (floating)"; |
- if (isPositioned()) |
- return "RenderBlock (positioned)"; |
- if (isAnonymousBlock()) |
- return "RenderBlock (anonymous)"; |
- else if (isAnonymous()) |
- return "RenderBlock (generated)"; |
- if (isRelPositioned()) |
- return "RenderBlock (relative positioned)"; |
- if (isRunIn()) |
- return "RenderBlock (run-in)"; |
- return "RenderBlock"; |
-} |
- |
-} // namespace WebCore |
- |
+/* |
+ * Copyright (C) 1999 Lars Knoll (knoll@kde.org) |
+ * (C) 1999 Antti Koivisto (koivisto@kde.org) |
+ * (C) 2007 David Smith (catfish.man@gmail.com) |
+ * Copyright (C) 2003, 2004, 2005, 2006, 2007, 2008 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. |
+ */ |
+ |
+#include "config.h" |
+#include "RenderBlock.h" |
+ |
+#include "Document.h" |
+#include "Element.h" |
+#include "FloatQuad.h" |
+#include "Frame.h" |
+#include "FrameView.h" |
+#include "GraphicsContext.h" |
+#include "HTMLNames.h" |
+#include "HitTestResult.h" |
+#include "InlineTextBox.h" |
+#include "RenderImage.h" |
+#include "RenderInline.h" |
+#include "RenderMarquee.h" |
+#include "RenderReplica.h" |
+#include "RenderTableCell.h" |
+#include "RenderTextFragment.h" |
+#include "RenderTheme.h" |
+#include "RenderView.h" |
+#include "SelectionController.h" |
+#include <wtf/StdLibExtras.h> |
+ |
+using namespace std; |
+using namespace WTF; |
+using namespace Unicode; |
+ |
+namespace WebCore { |
+ |
+// Number of pixels to allow as a fudge factor when clicking above or below a line. |
+// clicking up to verticalLineClickFudgeFactor pixels above a line will correspond to the closest point on the line. |
+const int verticalLineClickFudgeFactor= 3; |
+ |
+using namespace HTMLNames; |
+ |
+static void moveChild(RenderObject* to, RenderObjectChildList* toChildList, RenderObject* from, RenderObjectChildList* fromChildList, RenderObject* child) |
+{ |
+ ASSERT(from == child->parent()); |
+ toChildList->appendChildNode(to, fromChildList->removeChildNode(from, child, false), false); |
+} |
+ |
+struct ColumnInfo { |
+ ColumnInfo() |
+ : m_desiredColumnWidth(0) |
+ , m_desiredColumnCount(1) |
+ { } |
+ int m_desiredColumnWidth; |
+ unsigned m_desiredColumnCount; |
+ Vector<IntRect> m_columnRects; |
+}; |
+ |
+typedef WTF::HashMap<const RenderBox*, ColumnInfo*> ColumnInfoMap; |
+static ColumnInfoMap* gColumnInfoMap = 0; |
+ |
+typedef WTF::HashMap<const RenderBlock*, HashSet<RenderBox*>*> PercentHeightDescendantsMap; |
+static PercentHeightDescendantsMap* gPercentHeightDescendantsMap = 0; |
+ |
+typedef WTF::HashMap<const RenderBox*, HashSet<RenderBlock*>*> PercentHeightContainerMap; |
+static PercentHeightContainerMap* gPercentHeightContainerMap = 0; |
+ |
+typedef WTF::HashMap<RenderBlock*, ListHashSet<RenderInline*>*> ContinuationOutlineTableMap; |
+ |
+// Our MarginInfo state used when laying out block children. |
+RenderBlock::MarginInfo::MarginInfo(RenderBlock* block, int top, int bottom) |
+{ |
+ // Whether or not we can collapse our own margins with our children. We don't do this |
+ // if we had any border/padding (obviously), if we're the root or HTML elements, or if |
+ // we're positioned, floating, a table cell. |
+ m_canCollapseWithChildren = !block->isRenderView() && !block->isRoot() && !block->isPositioned() && |
+ !block->isFloating() && !block->isTableCell() && !block->hasOverflowClip() && !block->isInlineBlockOrInlineTable(); |
+ |
+ m_canCollapseTopWithChildren = m_canCollapseWithChildren && (top == 0) && block->style()->marginTopCollapse() != MSEPARATE; |
+ |
+ // If any height other than auto is specified in CSS, then we don't collapse our bottom |
+ // margins with our children's margins. To do otherwise would be to risk odd visual |
+ // effects when the children overflow out of the parent block and yet still collapse |
+ // with it. We also don't collapse if we have any bottom border/padding. |
+ m_canCollapseBottomWithChildren = m_canCollapseWithChildren && (bottom == 0) && |
+ (block->style()->height().isAuto() && block->style()->height().value() == 0) && block->style()->marginBottomCollapse() != MSEPARATE; |
+ |
+ m_quirkContainer = block->isTableCell() || block->isBody() || block->style()->marginTopCollapse() == MDISCARD || |
+ block->style()->marginBottomCollapse() == MDISCARD; |
+ |
+ m_atTopOfBlock = true; |
+ m_atBottomOfBlock = false; |
+ |
+ m_posMargin = m_canCollapseTopWithChildren ? block->maxTopMargin(true) : 0; |
+ m_negMargin = m_canCollapseTopWithChildren ? block->maxTopMargin(false) : 0; |
+ |
+ m_selfCollapsingBlockClearedFloat = false; |
+ |
+ m_topQuirk = m_bottomQuirk = m_determinedTopQuirk = false; |
+} |
+ |
+// ------------------------------------------------------------------------------------------------------- |
+ |
+RenderBlock::RenderBlock(Node* node) |
+ : RenderBox(node) |
+ , m_floatingObjects(0) |
+ , m_positionedObjects(0) |
+ , m_inlineContinuation(0) |
+ , m_maxMargin(0) |
+ , m_overflowHeight(0) |
+ , m_overflowWidth(0) |
+ , m_overflowLeft(0) |
+ , m_overflowTop(0) |
+ , m_lineHeight(-1) |
+{ |
+ setChildrenInline(true); |
+} |
+ |
+RenderBlock::~RenderBlock() |
+{ |
+ delete m_floatingObjects; |
+ delete m_positionedObjects; |
+ delete m_maxMargin; |
+ |
+ if (hasColumns()) |
+ delete gColumnInfoMap->take(this); |
+ |
+ if (gPercentHeightDescendantsMap) { |
+ if (HashSet<RenderBox*>* descendantSet = gPercentHeightDescendantsMap->take(this)) { |
+ HashSet<RenderBox*>::iterator end = descendantSet->end(); |
+ for (HashSet<RenderBox*>::iterator descendant = descendantSet->begin(); descendant != end; ++descendant) { |
+ HashSet<RenderBlock*>* containerSet = gPercentHeightContainerMap->get(*descendant); |
+ ASSERT(containerSet); |
+ if (!containerSet) |
+ continue; |
+ ASSERT(containerSet->contains(this)); |
+ containerSet->remove(this); |
+ if (containerSet->isEmpty()) { |
+ gPercentHeightContainerMap->remove(*descendant); |
+ delete containerSet; |
+ } |
+ } |
+ delete descendantSet; |
+ } |
+ } |
+} |
+ |
+void RenderBlock::destroy() |
+{ |
+ // Detach our continuation first. |
+ if (m_inlineContinuation) |
+ m_inlineContinuation->destroy(); |
+ m_inlineContinuation = 0; |
+ |
+ // Make sure to destroy anonymous children first while they are still connected to the rest of the tree, so that they will |
+ // properly dirty line boxes that they are removed from. Effects that do :before/:after only on hover could crash otherwise. |
+ children()->destroyLeftoverChildren(); |
+ |
+ if (!documentBeingDestroyed()) { |
+ if (firstLineBox()) { |
+ // We can't wait for RenderBox::destroy to clear the selection, |
+ // because by then we will have nuked the line boxes. |
+ // FIXME: The SelectionController should be responsible for this when it |
+ // is notified of DOM mutations. |
+ if (isSelectionBorder()) |
+ view()->clearSelection(); |
+ |
+ // If we are an anonymous block, then our line boxes might have children |
+ // that will outlast this block. In the non-anonymous block case those |
+ // children will be destroyed by the time we return from this function. |
+ if (isAnonymousBlock()) { |
+ for (InlineFlowBox* box = firstLineBox(); box; box = box->nextFlowBox()) { |
+ while (InlineBox* childBox = box->firstChild()) |
+ childBox->remove(); |
+ } |
+ } |
+ } else if (isInline() && parent()) |
+ parent()->dirtyLinesFromChangedChild(this); |
+ } |
+ |
+ m_lineBoxes.deleteLineBoxes(renderArena()); |
+ |
+ RenderBox::destroy(); |
+} |
+ |
+void RenderBlock::styleWillChange(StyleDifference diff, const RenderStyle* newStyle) |
+{ |
+ setReplaced(newStyle->isDisplayReplacedType()); |
+ |
+ if (style() && parent() && diff == StyleDifferenceLayout && style()->position() != newStyle->position()) { |
+ if (newStyle->position() == StaticPosition) |
+ // Clear our positioned objects list. Our absolutely positioned descendants will be |
+ // inserted into our containing block's positioned objects list during layout. |
+ removePositionedObjects(0); |
+ else if (style()->position() == StaticPosition) { |
+ // Remove our absolutely positioned descendants from their current containing block. |
+ // They will be inserted into our positioned objects list during layout. |
+ RenderObject* cb = parent(); |
+ while (cb && (cb->style()->position() == StaticPosition || (cb->isInline() && !cb->isReplaced())) && !cb->isRenderView()) { |
+ if (cb->style()->position() == RelativePosition && cb->isInline() && !cb->isReplaced()) { |
+ cb = cb->containingBlock(); |
+ break; |
+ } |
+ cb = cb->parent(); |
+ } |
+ |
+ if (cb->isRenderBlock()) |
+ toRenderBlock(cb)->removePositionedObjects(this); |
+ } |
+ } |
+ |
+ RenderBox::styleWillChange(diff, newStyle); |
+} |
+ |
+void RenderBlock::styleDidChange(StyleDifference diff, const RenderStyle* oldStyle) |
+{ |
+ RenderBox::styleDidChange(diff, oldStyle); |
+ |
+ // FIXME: We could save this call when the change only affected non-inherited properties |
+ for (RenderObject* child = firstChild(); child; child = child->nextSibling()) { |
+ if (child->isAnonymousBlock()) { |
+ RefPtr<RenderStyle> newStyle = RenderStyle::create(); |
+ newStyle->inheritFrom(style()); |
+ newStyle->setDisplay(BLOCK); |
+ child->setStyle(newStyle.release()); |
+ } |
+ } |
+ |
+ m_lineHeight = -1; |
+ |
+ // Update pseudos for :before and :after now. |
+ if (!isAnonymous() && document()->usesBeforeAfterRules() && canHaveChildren()) { |
+ updateBeforeAfterContent(BEFORE); |
+ updateBeforeAfterContent(AFTER); |
+ } |
+ updateFirstLetter(); |
+} |
+ |
+void RenderBlock::updateBeforeAfterContent(PseudoId pseudoId) |
+{ |
+ // If this is an anonymous wrapper, then the parent applies its own pseudo-element style to it. |
+ if (parent() && parent()->createsAnonymousWrapper()) |
+ return; |
+ return children()->updateBeforeAfterContent(this, pseudoId); |
+} |
+ |
+void RenderBlock::addChild(RenderObject* newChild, RenderObject* beforeChild) |
+{ |
+ // Make sure we don't append things after :after-generated content if we have it. |
+ if (!beforeChild && isAfterContent(lastChild())) |
+ beforeChild = lastChild(); |
+ |
+ bool madeBoxesNonInline = false; |
+ |
+ // If the requested beforeChild is not one of our children, then this is because |
+ // there is an anonymous container within this object that contains the beforeChild. |
+ if (beforeChild && beforeChild->parent() != this) { |
+ RenderObject* anonymousChild = beforeChild->parent(); |
+ ASSERT(anonymousChild); |
+ |
+ while (anonymousChild->parent() != this) |
+ anonymousChild = anonymousChild->parent(); |
+ |
+ ASSERT(anonymousChild->isAnonymous()); |
+ |
+ if (anonymousChild->isAnonymousBlock()) { |
+ // Insert the child into the anonymous block box instead of here. |
+ if (newChild->isInline() || beforeChild->parent()->firstChild() != beforeChild) |
+ beforeChild->parent()->addChild(newChild, beforeChild); |
+ else |
+ addChild(newChild, beforeChild->parent()); |
+ return; |
+ } |
+ |
+ ASSERT(anonymousChild->isTable()); |
+ if (newChild->isTableCol() && newChild->style()->display() == TABLE_COLUMN_GROUP |
+ || newChild->isRenderBlock() && newChild->style()->display() == TABLE_CAPTION |
+ || newChild->isTableSection() |
+ || newChild->isTableRow() |
+ || newChild->isTableCell()) { |
+ // Insert into the anonymous table. |
+ anonymousChild->addChild(newChild, beforeChild); |
+ return; |
+ } |
+ |
+ // Go on to insert before the anonymous table. |
+ beforeChild = anonymousChild; |
+ } |
+ |
+ // A block has to either have all of its children inline, or all of its children as blocks. |
+ // So, if our children are currently inline and a block child has to be inserted, we move all our |
+ // inline children into anonymous block boxes. |
+ if (childrenInline() && !newChild->isInline() && !newChild->isFloatingOrPositioned()) { |
+ // This is a block with inline content. Wrap the inline content in anonymous blocks. |
+ makeChildrenNonInline(beforeChild); |
+ madeBoxesNonInline = true; |
+ |
+ if (beforeChild && beforeChild->parent() != this) { |
+ beforeChild = beforeChild->parent(); |
+ ASSERT(beforeChild->isAnonymousBlock()); |
+ ASSERT(beforeChild->parent() == this); |
+ } |
+ } else if (!childrenInline() && (newChild->isFloatingOrPositioned() || newChild->isInline())) { |
+ // If we're inserting an inline child but all of our children are blocks, then we have to make sure |
+ // it is put into an anomyous block box. We try to use an existing anonymous box if possible, otherwise |
+ // a new one is created and inserted into our list of children in the appropriate position. |
+ RenderObject* afterChild = beforeChild ? beforeChild->previousSibling() : lastChild(); |
+ |
+ if (afterChild && afterChild->isAnonymousBlock()) { |
+ afterChild->addChild(newChild); |
+ return; |
+ } |
+ |
+ if (newChild->isInline()) { |
+ // No suitable existing anonymous box - create a new one. |
+ RenderBlock* newBox = createAnonymousBlock(); |
+ RenderBox::addChild(newBox, beforeChild); |
+ newBox->addChild(newChild); |
+ return; |
+ } |
+ } |
+ |
+ RenderBox::addChild(newChild, beforeChild); |
+ |
+ if (madeBoxesNonInline && parent() && isAnonymousBlock() && parent()->isRenderBlock()) |
+ toRenderBlock(parent())->removeLeftoverAnonymousBlock(this); |
+ // this object may be dead here |
+} |
+ |
+static void getInlineRun(RenderObject* start, RenderObject* boundary, |
+ RenderObject*& inlineRunStart, |
+ RenderObject*& inlineRunEnd) |
+{ |
+ // Beginning at |start| we find the largest contiguous run of inlines that |
+ // we can. We denote the run with start and end points, |inlineRunStart| |
+ // and |inlineRunEnd|. Note that these two values may be the same if |
+ // we encounter only one inline. |
+ // |
+ // We skip any non-inlines we encounter as long as we haven't found any |
+ // inlines yet. |
+ // |
+ // |boundary| indicates a non-inclusive boundary point. Regardless of whether |boundary| |
+ // is inline or not, we will not include it in a run with inlines before it. It's as though we encountered |
+ // a non-inline. |
+ |
+ // Start by skipping as many non-inlines as we can. |
+ RenderObject * curr = start; |
+ bool sawInline; |
+ do { |
+ while (curr && !(curr->isInline() || curr->isFloatingOrPositioned())) |
+ curr = curr->nextSibling(); |
+ |
+ inlineRunStart = inlineRunEnd = curr; |
+ |
+ if (!curr) |
+ return; // No more inline children to be found. |
+ |
+ sawInline = curr->isInline(); |
+ |
+ curr = curr->nextSibling(); |
+ while (curr && (curr->isInline() || curr->isFloatingOrPositioned()) && (curr != boundary)) { |
+ inlineRunEnd = curr; |
+ if (curr->isInline()) |
+ sawInline = true; |
+ curr = curr->nextSibling(); |
+ } |
+ } while (!sawInline); |
+} |
+ |
+void RenderBlock::deleteLineBoxTree() |
+{ |
+ m_lineBoxes.deleteLineBoxTree(renderArena()); |
+} |
+ |
+void RenderBlock::dirtyLineBoxes(bool fullLayout, bool isRootLineBox) |
+{ |
+ if (!isRootLineBox && isReplaced()) |
+ return RenderBox::dirtyLineBoxes(fullLayout, isRootLineBox); |
+ |
+ if (fullLayout) |
+ m_lineBoxes.deleteLineBoxes(renderArena()); |
+ else |
+ m_lineBoxes.dirtyLineBoxes(); |
+} |
+ |
+InlineBox* RenderBlock::createInlineBox(bool makePlaceHolderBox, bool isRootLineBox, bool /*isOnlyRun*/) |
+{ |
+ if (!isRootLineBox && (isReplaced() || makePlaceHolderBox)) // Inline tables and inline blocks |
+ return RenderBox::createInlineBox(false, isRootLineBox); // (or positioned element placeholders). |
+ InlineFlowBox* flowBox = new (renderArena()) RootInlineBox(this); |
+ m_lineBoxes.appendLineBox(flowBox); |
+ return flowBox; |
+} |
+ |
+void RenderBlock::makeChildrenNonInline(RenderObject *insertionPoint) |
+{ |
+ // makeChildrenNonInline takes a block whose children are *all* inline and it |
+ // makes sure that inline children are coalesced under anonymous |
+ // blocks. If |insertionPoint| is defined, then it represents the insertion point for |
+ // the new block child that is causing us to have to wrap all the inlines. This |
+ // means that we cannot coalesce inlines before |insertionPoint| with inlines following |
+ // |insertionPoint|, because the new child is going to be inserted in between the inlines, |
+ // splitting them. |
+ ASSERT(isInlineBlockOrInlineTable() || !isInline()); |
+ ASSERT(!insertionPoint || insertionPoint->parent() == this); |
+ |
+ setChildrenInline(false); |
+ |
+ RenderObject *child = firstChild(); |
+ if (!child) |
+ return; |
+ |
+ deleteLineBoxTree(); |
+ |
+ while (child) { |
+ RenderObject *inlineRunStart, *inlineRunEnd; |
+ getInlineRun(child, insertionPoint, inlineRunStart, inlineRunEnd); |
+ |
+ if (!inlineRunStart) |
+ break; |
+ |
+ child = inlineRunEnd->nextSibling(); |
+ |
+ RenderBlock* block = createAnonymousBlock(); |
+ children()->insertChildNode(this, block, inlineRunStart); |
+ RenderObject* o = inlineRunStart; |
+ while (o != inlineRunEnd) { |
+ RenderObject* no = o; |
+ o = no->nextSibling(); |
+ |
+ moveChild(block, block->children(), this, children(), no); |
+ } |
+ moveChild(block, block->children(), this, children(), inlineRunEnd); |
+ } |
+ |
+#ifndef NDEBUG |
+ for (RenderObject *c = firstChild(); c; c = c->nextSibling()) |
+ ASSERT(!c->isInline()); |
+#endif |
+ |
+ repaint(); |
+} |
+ |
+void RenderBlock::removeLeftoverAnonymousBlock(RenderBlock* child) |
+{ |
+ ASSERT(child->isAnonymousBlock()); |
+ ASSERT(!child->childrenInline()); |
+ |
+ if (child->inlineContinuation()) |
+ return; |
+ |
+ RenderObject* firstAnChild = child->m_children.firstChild(); |
+ RenderObject* lastAnChild = child->m_children.lastChild(); |
+ if (firstAnChild) { |
+ RenderObject* o = firstAnChild; |
+ while (o) { |
+ o->setParent(this); |
+ o = o->nextSibling(); |
+ } |
+ firstAnChild->setPreviousSibling(child->previousSibling()); |
+ lastAnChild->setNextSibling(child->nextSibling()); |
+ if (child->previousSibling()) |
+ child->previousSibling()->setNextSibling(firstAnChild); |
+ if (child->nextSibling()) |
+ child->nextSibling()->setPreviousSibling(lastAnChild); |
+ } else { |
+ if (child->previousSibling()) |
+ child->previousSibling()->setNextSibling(child->nextSibling()); |
+ if (child->nextSibling()) |
+ child->nextSibling()->setPreviousSibling(child->previousSibling()); |
+ } |
+ if (child == m_children.firstChild()) |
+ m_children.setFirstChild(firstAnChild); |
+ if (child == m_children.lastChild()) |
+ m_children.setLastChild(lastAnChild); |
+ child->setParent(0); |
+ child->setPreviousSibling(0); |
+ child->setNextSibling(0); |
+ |
+ child->children()->setFirstChild(0); |
+ child->m_next = 0; |
+ |
+ child->destroy(); |
+} |
+ |
+void RenderBlock::removeChild(RenderObject* oldChild) |
+{ |
+ // If this child is a block, and if our previous and next siblings are |
+ // both anonymous blocks with inline content, then we can go ahead and |
+ // fold the inline content back together. |
+ RenderObject* prev = oldChild->previousSibling(); |
+ RenderObject* next = oldChild->nextSibling(); |
+ bool canDeleteAnonymousBlocks = !documentBeingDestroyed() && !isInline() && !oldChild->isInline() && |
+ (!oldChild->isRenderBlock() || !toRenderBlock(oldChild)->inlineContinuation()) && |
+ (!prev || (prev->isAnonymousBlock() && prev->childrenInline())) && |
+ (!next || (next->isAnonymousBlock() && next->childrenInline())); |
+ if (canDeleteAnonymousBlocks && prev && next) { |
+ // Take all the children out of the |next| block and put them in |
+ // the |prev| block. |
+ prev->setNeedsLayoutAndPrefWidthsRecalc(); |
+ RenderObject* o = next->firstChild(); |
+ |
+ RenderBlock* nextBlock = toRenderBlock(next); |
+ RenderBlock* prevBlock = toRenderBlock(prev); |
+ while (o) { |
+ RenderObject* no = o; |
+ o = no->nextSibling(); |
+ moveChild(prevBlock, prevBlock->children(), nextBlock, nextBlock->children(), no); |
+ } |
+ |
+ nextBlock->deleteLineBoxTree(); |
+ |
+ // Nuke the now-empty block. |
+ next->destroy(); |
+ } |
+ |
+ RenderBox::removeChild(oldChild); |
+ |
+ RenderObject* child = prev ? prev : next; |
+ if (canDeleteAnonymousBlocks && child && !child->previousSibling() && !child->nextSibling() && !isFlexibleBox()) { |
+ // The removal has knocked us down to containing only a single anonymous |
+ // box. We can go ahead and pull the content right back up into our |
+ // box. |
+ setNeedsLayoutAndPrefWidthsRecalc(); |
+ RenderBlock* anonBlock = toRenderBlock(children()->removeChildNode(this, child, false)); |
+ setChildrenInline(true); |
+ RenderObject* o = anonBlock->firstChild(); |
+ while (o) { |
+ RenderObject* no = o; |
+ o = no->nextSibling(); |
+ moveChild(this, children(), anonBlock, anonBlock->children(), no); |
+ } |
+ |
+ // Delete the now-empty block's lines and nuke it. |
+ anonBlock->deleteLineBoxTree(); |
+ anonBlock->destroy(); |
+ } |
+} |
+ |
+int RenderBlock::overflowHeight(bool includeInterior) const |
+{ |
+ if (!includeInterior && hasOverflowClip()) { |
+ int shadowHeight = 0; |
+ for (ShadowData* boxShadow = style()->boxShadow(); boxShadow; boxShadow = boxShadow->next) |
+ shadowHeight = max(boxShadow->y + boxShadow->blur, shadowHeight); |
+ int inflatedHeight = height() + shadowHeight; |
+ if (hasReflection()) |
+ inflatedHeight = max(inflatedHeight, reflectionBox().bottom()); |
+ return inflatedHeight; |
+ } |
+ return m_overflowHeight; |
+} |
+ |
+int RenderBlock::overflowWidth(bool includeInterior) const |
+{ |
+ if (!includeInterior && hasOverflowClip()) { |
+ int shadowWidth = 0; |
+ for (ShadowData* boxShadow = style()->boxShadow(); boxShadow; boxShadow = boxShadow->next) |
+ shadowWidth = max(boxShadow->x + boxShadow->blur, shadowWidth); |
+ int inflatedWidth = width() + shadowWidth; |
+ if (hasReflection()) |
+ inflatedWidth = max(inflatedWidth, reflectionBox().right()); |
+ return inflatedWidth; |
+ } |
+ return m_overflowWidth; |
+} |
+ |
+int RenderBlock::overflowLeft(bool includeInterior) const |
+{ |
+ if (!includeInterior && hasOverflowClip()) { |
+ int shadowLeft = 0; |
+ for (ShadowData* boxShadow = style()->boxShadow(); boxShadow; boxShadow = boxShadow->next) |
+ shadowLeft = min(boxShadow->x - boxShadow->blur, shadowLeft); |
+ int left = shadowLeft; |
+ if (hasReflection()) |
+ left = min(left, reflectionBox().x()); |
+ return left; |
+ } |
+ return m_overflowLeft; |
+} |
+ |
+int RenderBlock::overflowTop(bool includeInterior) const |
+{ |
+ if (!includeInterior && hasOverflowClip()) { |
+ int shadowTop = 0; |
+ for (ShadowData* boxShadow = style()->boxShadow(); boxShadow; boxShadow = boxShadow->next) |
+ shadowTop = min(boxShadow->y - boxShadow->blur, shadowTop); |
+ int top = shadowTop; |
+ if (hasReflection()) |
+ top = min(top, reflectionBox().y()); |
+ return top; |
+ } |
+ return m_overflowTop; |
+} |
+ |
+IntRect RenderBlock::overflowRect(bool includeInterior) const |
+{ |
+ if (!includeInterior && hasOverflowClip()) { |
+ IntRect box = borderBoxRect(); |
+ int shadowLeft = 0; |
+ int shadowRight = 0; |
+ int shadowTop = 0; |
+ int shadowBottom = 0; |
+ |
+ for (ShadowData* boxShadow = style()->boxShadow(); boxShadow; boxShadow = boxShadow->next) { |
+ shadowLeft = min(boxShadow->x - boxShadow->blur, shadowLeft); |
+ shadowRight = max(boxShadow->x + boxShadow->blur, shadowRight); |
+ shadowTop = min(boxShadow->y - boxShadow->blur, shadowTop); |
+ shadowBottom = max(boxShadow->y + boxShadow->blur, shadowBottom); |
+ } |
+ |
+ box.move(shadowLeft, shadowTop); |
+ box.setWidth(box.width() - shadowLeft + shadowRight); |
+ box.setHeight(box.height() - shadowTop + shadowBottom); |
+ |
+ if (hasReflection()) { |
+ IntRect reflection(reflectionBox()); |
+ int reflectTop = min(box.y(), reflection.y()); |
+ int reflectBottom = max(box.bottom(), reflection.bottom()); |
+ box.setHeight(reflectBottom - reflectTop); |
+ box.setY(reflectTop); |
+ |
+ int reflectLeft = min(box.x(), reflection.x()); |
+ int reflectRight = max(box.right(), reflection.right()); |
+ box.setWidth(reflectRight - reflectLeft); |
+ box.setX(reflectLeft); |
+ } |
+ return box; |
+ } |
+ |
+ if (!includeInterior && hasOverflowClip()) |
+ return borderBoxRect(); |
+ int l = overflowLeft(includeInterior); |
+ int t = overflowTop(includeInterior); |
+ return IntRect(l, t, overflowWidth(includeInterior) - l, max(overflowHeight(includeInterior), height()) - t); |
+} |
+ |
+bool RenderBlock::isSelfCollapsingBlock() const |
+{ |
+ // We are not self-collapsing if we |
+ // (a) have a non-zero height according to layout (an optimization to avoid wasting time) |
+ // (b) are a table, |
+ // (c) have border/padding, |
+ // (d) have a min-height |
+ // (e) have specified that one of our margins can't collapse using a CSS extension |
+ if (height() > 0 || |
+ isTable() || (borderBottom() + paddingBottom() + borderTop() + paddingTop()) != 0 || |
+ style()->minHeight().isPositive() || |
+ style()->marginTopCollapse() == MSEPARATE || style()->marginBottomCollapse() == MSEPARATE) |
+ return false; |
+ |
+ bool hasAutoHeight = style()->height().isAuto(); |
+ if (style()->height().isPercent() && !style()->htmlHacks()) { |
+ hasAutoHeight = true; |
+ for (RenderBlock* cb = containingBlock(); !cb->isRenderView(); cb = cb->containingBlock()) { |
+ if (cb->style()->height().isFixed() || cb->isTableCell()) |
+ hasAutoHeight = false; |
+ } |
+ } |
+ |
+ // If the height is 0 or auto, then whether or not we are a self-collapsing block depends |
+ // on whether we have content that is all self-collapsing or not. |
+ if (hasAutoHeight || ((style()->height().isFixed() || style()->height().isPercent()) && style()->height().isZero())) { |
+ // If the block has inline children, see if we generated any line boxes. If we have any |
+ // line boxes, then we can't be self-collapsing, since we have content. |
+ if (childrenInline()) |
+ return !firstLineBox(); |
+ |
+ // Whether or not we collapse is dependent on whether all our normal flow children |
+ // are also self-collapsing. |
+ for (RenderBox* child = firstChildBox(); child; child = child->nextSiblingBox()) { |
+ if (child->isFloatingOrPositioned()) |
+ continue; |
+ if (!child->isSelfCollapsingBlock()) |
+ return false; |
+ } |
+ return true; |
+ } |
+ return false; |
+} |
+ |
+void RenderBlock::layout() |
+{ |
+ // Update our first letter info now. |
+ updateFirstLetter(); |
+ |
+ // Table cells call layoutBlock directly, so don't add any logic here. Put code into |
+ // layoutBlock(). |
+ layoutBlock(false); |
+ |
+ // It's safe to check for control clip here, since controls can never be table cells. |
+ if (hasControlClip()) { |
+ // Because of the lightweight clip, there can never be any overflow from children. |
+ m_overflowWidth = width(); |
+ m_overflowHeight = height(); |
+ m_overflowLeft = 0; |
+ m_overflowTop = 0; |
+ } |
+} |
+ |
+void RenderBlock::layoutBlock(bool relayoutChildren) |
+{ |
+ ASSERT(needsLayout()); |
+ |
+ if (isInline() && !isInlineBlockOrInlineTable()) // Inline <form>s inside various table elements can |
+ return; // cause us to come in here. Just bail. |
+ |
+ if (!relayoutChildren && layoutOnlyPositionedObjects()) |
+ return; |
+ |
+ LayoutRepainter repainter(*this, m_everHadLayout && checkForRepaintDuringLayout()); |
+ LayoutStateMaintainer statePusher(view(), this, IntSize(x(), y()), hasColumns() || hasTransform() || hasReflection()); |
+ |
+ int oldWidth = width(); |
+ int oldColumnWidth = desiredColumnWidth(); |
+ |
+ calcWidth(); |
+ calcColumnWidth(); |
+ |
+ m_overflowWidth = width(); |
+ m_overflowLeft = 0; |
+ |
+ if (oldWidth != width() || oldColumnWidth != desiredColumnWidth()) |
+ relayoutChildren = true; |
+ |
+ clearFloats(); |
+ |
+ int previousHeight = height(); |
+ setHeight(0); |
+ |
+ m_overflowHeight = 0; |
+ |
+ // We use four values, maxTopPos, maxPosNeg, maxBottomPos, and maxBottomNeg, to track |
+ // our current maximal positive and negative margins. These values are used when we |
+ // are collapsed with adjacent blocks, so for example, if you have block A and B |
+ // collapsing together, then you'd take the maximal positive margin from both A and B |
+ // and subtract it from the maximal negative margin from both A and B to get the |
+ // true collapsed margin. This algorithm is recursive, so when we finish layout() |
+ // our block knows its current maximal positive/negative values. |
+ // |
+ // Start out by setting our margin values to our current margins. Table cells have |
+ // no margins, so we don't fill in the values for table cells. |
+ bool isCell = isTableCell(); |
+ if (!isCell) { |
+ initMaxMarginValues(); |
+ |
+ setTopMarginQuirk(style()->marginTop().quirk()); |
+ setBottomMarginQuirk(style()->marginBottom().quirk()); |
+ |
+ Node* node = element(); |
+ if (node && node->hasTagName(formTag) && static_cast<HTMLFormElement*>(node)->isMalformed()) { |
+ // See if this form is malformed (i.e., unclosed). If so, don't give the form |
+ // a bottom margin. |
+ setMaxBottomMargins(0, 0); |
+ } |
+ } |
+ |
+ // For overflow:scroll blocks, ensure we have both scrollbars in place always. |
+ if (scrollsOverflow()) { |
+ if (style()->overflowX() == OSCROLL) |
+ m_layer->setHasHorizontalScrollbar(true); |
+ if (style()->overflowY() == OSCROLL) |
+ m_layer->setHasVerticalScrollbar(true); |
+ } |
+ |
+ int repaintTop = 0; |
+ int repaintBottom = 0; |
+ int maxFloatBottom = 0; |
+ if (childrenInline()) |
+ layoutInlineChildren(relayoutChildren, repaintTop, repaintBottom); |
+ else |
+ layoutBlockChildren(relayoutChildren, maxFloatBottom); |
+ |
+ // Expand our intrinsic height to encompass floats. |
+ int toAdd = borderBottom() + paddingBottom() + horizontalScrollbarHeight(); |
+ if (floatBottom() > (height() - toAdd) && expandsToEncloseOverhangingFloats()) |
+ setHeight(floatBottom() + toAdd); |
+ |
+ // Now lay out our columns within this intrinsic height, since they can slightly affect the intrinsic height as |
+ // we adjust for clean column breaks. |
+ int singleColumnBottom = layoutColumns(); |
+ |
+ // Calculate our new height. |
+ int oldHeight = height(); |
+ calcHeight(); |
+ if (oldHeight != height()) { |
+ if (oldHeight > height() && maxFloatBottom > height() && !childrenInline()) { |
+ // One of our children's floats may have become an overhanging float for us. We need to look for it. |
+ for (RenderObject* child = firstChild(); child; child = child->nextSibling()) { |
+ if (child->isBlockFlow() && !child->isFloatingOrPositioned()) { |
+ RenderBlock* block = toRenderBlock(child); |
+ if (block->floatBottom() + block->y() > height()) |
+ addOverhangingFloats(block, -block->x(), -block->y(), false); |
+ } |
+ } |
+ } |
+ // We have to rebalance columns to the new height. |
+ layoutColumns(singleColumnBottom); |
+ |
+ // If the block got expanded in size, then increase our overflowheight to match. |
+ if (m_overflowHeight > height()) |
+ m_overflowHeight -= toAdd; |
+ if (m_overflowHeight < height()) |
+ m_overflowHeight = height(); |
+ } |
+ if (previousHeight != height()) |
+ relayoutChildren = true; |
+ |
+ if ((isCell || isInline() || isFloatingOrPositioned() || isRoot()) && !hasOverflowClip() && !hasControlClip()) |
+ addVisualOverflow(floatRect()); |
+ |
+ layoutPositionedObjects(relayoutChildren || isRoot()); |
+ |
+ positionListMarker(); |
+ |
+ // Always ensure our overflow width/height are at least as large as our width/height. |
+ m_overflowWidth = max(m_overflowWidth, width()); |
+ m_overflowHeight = max(m_overflowHeight, height()); |
+ |
+ if (!hasOverflowClip()) { |
+ for (ShadowData* boxShadow = style()->boxShadow(); boxShadow; boxShadow = boxShadow->next) { |
+ m_overflowLeft = min(m_overflowLeft, boxShadow->x - boxShadow->blur); |
+ m_overflowWidth = max(m_overflowWidth, width() + boxShadow->x + boxShadow->blur); |
+ m_overflowTop = min(m_overflowTop, boxShadow->y - boxShadow->blur); |
+ m_overflowHeight = max(m_overflowHeight, height() + boxShadow->y + boxShadow->blur); |
+ } |
+ |
+ if (hasReflection()) { |
+ m_overflowTop = min(m_overflowTop, reflectionBox().y()); |
+ m_overflowHeight = max(m_overflowHeight, reflectionBox().bottom()); |
+ } |
+ } |
+ |
+ statePusher.pop(); |
+ |
+ // Update our scroll information if we're overflow:auto/scroll/hidden now that we know if |
+ // we overflow or not. |
+ if (hasOverflowClip()) |
+ m_layer->updateScrollInfoAfterLayout(); |
+ |
+ // Repaint with our new bounds if they are different from our old bounds. |
+ bool didFullRepaint = repainter.repaintAfterLayout(); |
+ if (!didFullRepaint && repaintTop != repaintBottom && (style()->visibility() == VISIBLE || enclosingLayer()->hasVisibleContent())) { |
+ IntRect repaintRect(m_overflowLeft, repaintTop, m_overflowWidth - m_overflowLeft, repaintBottom - repaintTop); |
+ |
+ // FIXME: Deal with multiple column repainting. We have to split the repaint |
+ // rect up into multiple rects if it spans columns. |
+ |
+ repaintRect.inflate(maximalOutlineSize(PaintPhaseOutline)); |
+ |
+ if (hasOverflowClip()) { |
+ // Adjust repaint rect for scroll offset |
+ int x = repaintRect.x(); |
+ int y = repaintRect.y(); |
+ layer()->subtractScrolledContentOffset(x, y); |
+ repaintRect.setX(x); |
+ repaintRect.setY(y); |
+ |
+ // Don't allow this rect to spill out of our overflow box. |
+ repaintRect.intersect(IntRect(0, 0, width(), height())); |
+ } |
+ |
+ // Make sure the rect is still non-empty after intersecting for overflow above |
+ if (!repaintRect.isEmpty()) { |
+ repaintRectangle(repaintRect); // We need to do a partial repaint of our content. |
+ if (hasReflection()) |
+ layer()->reflection()->repaintRectangle(repaintRect); |
+ } |
+ } |
+ setNeedsLayout(false); |
+} |
+ |
+bool RenderBlock::expandsToEncloseOverhangingFloats() const |
+{ |
+ return isInlineBlockOrInlineTable() || isFloatingOrPositioned() || hasOverflowClip() || (parent() && parent()->isFlexibleBox()) || hasColumns() || isTableCell() || isFieldset(); |
+} |
+ |
+void RenderBlock::adjustPositionedBlock(RenderBox* child, const MarginInfo& marginInfo) |
+{ |
+ if (child->hasStaticX()) { |
+ if (style()->direction() == LTR) |
+ child->setStaticX(borderLeft() + paddingLeft()); |
+ else |
+ child->setStaticX(borderRight() + paddingRight()); |
+ } |
+ |
+ if (child->hasStaticY()) { |
+ int y = height(); |
+ if (!marginInfo.canCollapseWithTop()) { |
+ child->calcVerticalMargins(); |
+ int marginTop = child->marginTop(); |
+ int collapsedTopPos = marginInfo.posMargin(); |
+ int collapsedTopNeg = marginInfo.negMargin(); |
+ if (marginTop > 0) { |
+ if (marginTop > collapsedTopPos) |
+ collapsedTopPos = marginTop; |
+ } else { |
+ if (-marginTop > collapsedTopNeg) |
+ collapsedTopNeg = -marginTop; |
+ } |
+ y += (collapsedTopPos - collapsedTopNeg) - marginTop; |
+ } |
+ child->setStaticY(y); |
+ } |
+} |
+ |
+void RenderBlock::adjustFloatingBlock(const MarginInfo& marginInfo) |
+{ |
+ // The float should be positioned taking into account the bottom margin |
+ // of the previous flow. We add that margin into the height, get the |
+ // float positioned properly, and then subtract the margin out of the |
+ // height again. In the case of self-collapsing blocks, we always just |
+ // use the top margins, since the self-collapsing block collapsed its |
+ // own bottom margin into its top margin. |
+ // |
+ // Note also that the previous flow may collapse its margin into the top of |
+ // our block. If this is the case, then we do not add the margin in to our |
+ // height when computing the position of the float. This condition can be tested |
+ // for by simply calling canCollapseWithTop. See |
+ // http://www.hixie.ch/tests/adhoc/css/box/block/margin-collapse/046.html for |
+ // an example of this scenario. |
+ int marginOffset = marginInfo.canCollapseWithTop() ? 0 : marginInfo.margin(); |
+ setHeight(height() + marginOffset); |
+ positionNewFloats(); |
+ setHeight(height() - marginOffset); |
+} |
+ |
+RenderBox* RenderBlock::handleSpecialChild(RenderBox* child, const MarginInfo& marginInfo, bool& handled) |
+{ |
+ // Handle positioned children first. |
+ RenderBox* next = handlePositionedChild(child, marginInfo, handled); |
+ if (handled) return next; |
+ |
+ // Handle floating children next. |
+ next = handleFloatingChild(child, marginInfo, handled); |
+ if (handled) return next; |
+ |
+ // Finally, see if we have a run-in element. |
+ return handleRunInChild(child, handled); |
+} |
+ |
+ |
+RenderBox* RenderBlock::handlePositionedChild(RenderBox* child, const MarginInfo& marginInfo, bool& handled) |
+{ |
+ if (child->isPositioned()) { |
+ handled = true; |
+ child->containingBlock()->insertPositionedObject(child); |
+ adjustPositionedBlock(child, marginInfo); |
+ return child->nextSiblingBox(); |
+ } |
+ |
+ return 0; |
+} |
+ |
+RenderBox* RenderBlock::handleFloatingChild(RenderBox* child, const MarginInfo& marginInfo, bool& handled) |
+{ |
+ if (child->isFloating()) { |
+ handled = true; |
+ insertFloatingObject(child); |
+ adjustFloatingBlock(marginInfo); |
+ return child->nextSiblingBox(); |
+ } |
+ |
+ return 0; |
+} |
+ |
+RenderBox* RenderBlock::handleRunInChild(RenderBox* child, bool& handled) |
+{ |
+ // See if we have a run-in element with inline children. If the |
+ // children aren't inline, then just treat the run-in as a normal |
+ // block. |
+ if (child->isRunIn() && (child->childrenInline() || child->isReplaced())) { |
+ RenderBlock* blockRunIn = toRenderBlock(child); |
+ // Get the next non-positioned/non-floating RenderBlock. |
+ RenderObject* curr = blockRunIn->nextSibling(); |
+ while (curr && curr->isFloatingOrPositioned()) |
+ curr = curr->nextSibling(); |
+ if (curr && (curr->isRenderBlock() && curr->childrenInline() && !curr->isRunIn())) { |
+ RenderBlock* currBlock = toRenderBlock(curr); |
+ |
+ // The block acts like an inline, so just null out its |
+ // position. |
+ handled = true; |
+ |
+ // Remove the old child. |
+ RenderBox* next = blockRunIn->nextSiblingBox(); |
+ children()->removeChildNode(this, blockRunIn); |
+ |
+ // Create an inline. |
+ RenderInline* inlineRunIn = new (renderArena()) RenderInline(blockRunIn->node()); |
+ inlineRunIn->setStyle(blockRunIn->style()); |
+ |
+ // Move the nodes from the old child to the new child. |
+ for (RenderObject* runInChild = blockRunIn->firstChild(); runInChild; runInChild = runInChild->nextSibling()) |
+ moveChild(inlineRunIn, inlineRunIn->children(), blockRunIn, blockRunIn->children(), runInChild); |
+ |
+ // Now insert the new child under |currBlock|. |
+ currBlock->children()->insertChildNode(currBlock, inlineRunIn, currBlock->firstChild()); |
+ |
+ // If the run-in had an element, we need to set the new renderer. |
+ if (blockRunIn->element()) |
+ blockRunIn->element()->setRenderer(inlineRunIn); |
+ |
+ // Destroy the block run-in. |
+ blockRunIn->destroy(); |
+ |
+ return next; |
+ } |
+ } |
+ return 0; |
+} |
+ |
+void RenderBlock::collapseMargins(RenderBox* child, MarginInfo& marginInfo, int yPosEstimate) |
+{ |
+ // Get our max pos and neg top margins. |
+ int posTop = child->maxTopMargin(true); |
+ int negTop = child->maxTopMargin(false); |
+ |
+ // For self-collapsing blocks, collapse our bottom margins into our |
+ // top to get new posTop and negTop values. |
+ if (child->isSelfCollapsingBlock()) { |
+ posTop = max(posTop, child->maxBottomMargin(true)); |
+ negTop = max(negTop, child->maxBottomMargin(false)); |
+ } |
+ |
+ // See if the top margin is quirky. We only care if this child has |
+ // margins that will collapse with us. |
+ bool topQuirk = child->isTopMarginQuirk() || style()->marginTopCollapse() == MDISCARD; |
+ |
+ if (marginInfo.canCollapseWithTop()) { |
+ // This child is collapsing with the top of the |
+ // block. If it has larger margin values, then we need to update |
+ // our own maximal values. |
+ if (!style()->htmlHacks() || !marginInfo.quirkContainer() || !topQuirk) |
+ setMaxTopMargins(max(posTop, maxTopPosMargin()), max(negTop, maxTopNegMargin())); |
+ |
+ // The minute any of the margins involved isn't a quirk, don't |
+ // collapse it away, even if the margin is smaller (www.webreference.com |
+ // has an example of this, a <dt> with 0.8em author-specified inside |
+ // a <dl> inside a <td>. |
+ if (!marginInfo.determinedTopQuirk() && !topQuirk && (posTop-negTop)) { |
+ setTopMarginQuirk(false); |
+ marginInfo.setDeterminedTopQuirk(true); |
+ } |
+ |
+ if (!marginInfo.determinedTopQuirk() && topQuirk && marginTop() == 0) |
+ // We have no top margin and our top child has a quirky margin. |
+ // We will pick up this quirky margin and pass it through. |
+ // This deals with the <td><div><p> case. |
+ // Don't do this for a block that split two inlines though. You do |
+ // still apply margins in this case. |
+ setTopMarginQuirk(true); |
+ } |
+ |
+ if (marginInfo.quirkContainer() && marginInfo.atTopOfBlock() && (posTop - negTop)) |
+ marginInfo.setTopQuirk(topQuirk); |
+ |
+ int ypos = height(); |
+ if (child->isSelfCollapsingBlock()) { |
+ // This child has no height. We need to compute our |
+ // position before we collapse the child's margins together, |
+ // so that we can get an accurate position for the zero-height block. |
+ int collapsedTopPos = max(marginInfo.posMargin(), child->maxTopMargin(true)); |
+ int collapsedTopNeg = max(marginInfo.negMargin(), child->maxTopMargin(false)); |
+ marginInfo.setMargin(collapsedTopPos, collapsedTopNeg); |
+ |
+ // Now collapse the child's margins together, which means examining our |
+ // bottom margin values as well. |
+ marginInfo.setPosMarginIfLarger(child->maxBottomMargin(true)); |
+ marginInfo.setNegMarginIfLarger(child->maxBottomMargin(false)); |
+ |
+ if (!marginInfo.canCollapseWithTop()) |
+ // We need to make sure that the position of the self-collapsing block |
+ // is correct, since it could have overflowing content |
+ // that needs to be positioned correctly (e.g., a block that |
+ // had a specified height of 0 but that actually had subcontent). |
+ ypos = height() + collapsedTopPos - collapsedTopNeg; |
+ } |
+ else { |
+ if (child->style()->marginTopCollapse() == MSEPARATE) { |
+ setHeight(height() + marginInfo.margin() + child->marginTop()); |
+ ypos = height(); |
+ } |
+ else if (!marginInfo.atTopOfBlock() || |
+ (!marginInfo.canCollapseTopWithChildren() |
+ && (!style()->htmlHacks() || !marginInfo.quirkContainer() || !marginInfo.topQuirk()))) { |
+ // We're collapsing with a previous sibling's margins and not |
+ // with the top of the block. |
+ setHeight(height() + max(marginInfo.posMargin(), posTop) - max(marginInfo.negMargin(), negTop)); |
+ ypos = height(); |
+ } |
+ |
+ marginInfo.setPosMargin(child->maxBottomMargin(true)); |
+ marginInfo.setNegMargin(child->maxBottomMargin(false)); |
+ |
+ if (marginInfo.margin()) |
+ marginInfo.setBottomQuirk(child->isBottomMarginQuirk() || style()->marginBottomCollapse() == MDISCARD); |
+ |
+ marginInfo.setSelfCollapsingBlockClearedFloat(false); |
+ } |
+ |
+ view()->addLayoutDelta(IntSize(0, yPosEstimate - ypos)); |
+ child->setLocation(child->x(), ypos); |
+ if (ypos != yPosEstimate) { |
+ if (child->shrinkToAvoidFloats()) |
+ // The child's width depends on the line width. |
+ // When the child shifts to clear an item, its width can |
+ // change (because it has more available line width). |
+ // So go ahead and mark the item as dirty. |
+ child->setChildNeedsLayout(true, false); |
+ |
+ if (!child->avoidsFloats() && child->containsFloats()) |
+ toRenderBlock(child)->markAllDescendantsWithFloatsForLayout(); |
+ |
+ // Our guess was wrong. Make the child lay itself out again. |
+ child->layoutIfNeeded(); |
+ } |
+} |
+ |
+void RenderBlock::clearFloatsIfNeeded(RenderBox* child, MarginInfo& marginInfo, int oldTopPosMargin, int oldTopNegMargin) |
+{ |
+ int heightIncrease = getClearDelta(child); |
+ if (!heightIncrease) |
+ return; |
+ |
+ // The child needs to be lowered. Move the child so that it just clears the float. |
+ view()->addLayoutDelta(IntSize(0, -heightIncrease)); |
+ child->setLocation(child->x(), child->y() + heightIncrease); |
+ |
+ if (child->isSelfCollapsingBlock()) { |
+ // For self-collapsing blocks that clear, they can still collapse their |
+ // margins with following siblings. Reset the current margins to represent |
+ // the self-collapsing block's margins only. |
+ marginInfo.setPosMargin(max(child->maxTopMargin(true), child->maxBottomMargin(true))); |
+ marginInfo.setNegMargin(max(child->maxTopMargin(false), child->maxBottomMargin(false))); |
+ |
+ // Adjust our height such that we are ready to be collapsed with subsequent siblings. |
+ setHeight(child->y() - max(0, marginInfo.margin())); |
+ |
+ // Set a flag that we cleared a float so that we know both to increase the height of the block |
+ // to compensate for the clear and to avoid collapsing our margins with the parent block's |
+ // bottom margin. |
+ marginInfo.setSelfCollapsingBlockClearedFloat(true); |
+ } else |
+ // Increase our height by the amount we had to clear. |
+ setHeight(height() + heightIncrease); |
+ |
+ if (marginInfo.canCollapseWithTop()) { |
+ // We can no longer collapse with the top of the block since a clear |
+ // occurred. The empty blocks collapse into the cleared block. |
+ // FIXME: This isn't quite correct. Need clarification for what to do |
+ // if the height the cleared block is offset by is smaller than the |
+ // margins involved. |
+ setMaxTopMargins(oldTopPosMargin, oldTopNegMargin); |
+ marginInfo.setAtTopOfBlock(false); |
+ } |
+ |
+ // If our value of clear caused us to be repositioned vertically to be |
+ // underneath a float, we might have to do another layout to take into account |
+ // the extra space we now have available. |
+ if (child->shrinkToAvoidFloats()) |
+ // The child's width depends on the line width. |
+ // When the child shifts to clear an item, its width can |
+ // change (because it has more available line width). |
+ // So go ahead and mark the item as dirty. |
+ child->setChildNeedsLayout(true, false); |
+ if (!child->avoidsFloats() && child->containsFloats()) |
+ toRenderBlock(child)->markAllDescendantsWithFloatsForLayout(); |
+ child->layoutIfNeeded(); |
+} |
+ |
+int RenderBlock::estimateVerticalPosition(RenderBox* child, const MarginInfo& marginInfo) |
+{ |
+ // FIXME: We need to eliminate the estimation of vertical position, because when it's wrong we sometimes trigger a pathological |
+ // relayout if there are intruding floats. |
+ int yPosEstimate = height(); |
+ if (!marginInfo.canCollapseWithTop()) { |
+ int childMarginTop = child->selfNeedsLayout() ? child->marginTop() : child->collapsedMarginTop(); |
+ yPosEstimate += max(marginInfo.margin(), childMarginTop); |
+ } |
+ return yPosEstimate; |
+} |
+ |
+void RenderBlock::determineHorizontalPosition(RenderBox* child) |
+{ |
+ if (style()->direction() == LTR) { |
+ int xPos = borderLeft() + paddingLeft(); |
+ |
+ // Add in our left margin. |
+ int chPos = xPos + child->marginLeft(); |
+ |
+ // Some objects (e.g., tables, horizontal rules, overflow:auto blocks) avoid floats. They need |
+ // to shift over as necessary to dodge any floats that might get in the way. |
+ if (child->avoidsFloats()) { |
+ int leftOff = leftOffset(height(), false); |
+ if (style()->textAlign() != WEBKIT_CENTER && child->style()->marginLeft().type() != Auto) { |
+ if (child->marginLeft() < 0) |
+ leftOff += child->marginLeft(); |
+ chPos = max(chPos, leftOff); // Let the float sit in the child's margin if it can fit. |
+ } |
+ else if (leftOff != xPos) { |
+ // The object is shifting right. The object might be centered, so we need to |
+ // recalculate our horizontal margins. Note that the containing block content |
+ // width computation will take into account the delta between |leftOff| and |xPos| |
+ // so that we can just pass the content width in directly to the |calcHorizontalMargins| |
+ // function. |
+ child->calcHorizontalMargins(child->style()->marginLeft(), child->style()->marginRight(), lineWidth(child->y(), false)); |
+ chPos = leftOff + child->marginLeft(); |
+ } |
+ } |
+ view()->addLayoutDelta(IntSize(child->x() - chPos, 0)); |
+ child->setLocation(chPos, child->y()); |
+ } else { |
+ int xPos = width() - borderRight() - paddingRight() - verticalScrollbarWidth(); |
+ int chPos = xPos - (child->width() + child->marginRight()); |
+ if (child->avoidsFloats()) { |
+ int rightOff = rightOffset(height(), false); |
+ if (style()->textAlign() != WEBKIT_CENTER && child->style()->marginRight().type() != Auto) { |
+ if (child->marginRight() < 0) |
+ rightOff -= child->marginRight(); |
+ chPos = min(chPos, rightOff - child->width()); // Let the float sit in the child's margin if it can fit. |
+ } else if (rightOff != xPos) { |
+ // The object is shifting left. The object might be centered, so we need to |
+ // recalculate our horizontal margins. Note that the containing block content |
+ // width computation will take into account the delta between |rightOff| and |xPos| |
+ // so that we can just pass the content width in directly to the |calcHorizontalMargins| |
+ // function. |
+ child->calcHorizontalMargins(child->style()->marginLeft(), child->style()->marginRight(), lineWidth(child->y(), false)); |
+ chPos = rightOff - child->marginRight() - child->width(); |
+ } |
+ } |
+ view()->addLayoutDelta(IntSize(child->x() - chPos, 0)); |
+ child->setLocation(chPos, child->y()); |
+ } |
+} |
+ |
+void RenderBlock::setCollapsedBottomMargin(const MarginInfo& marginInfo) |
+{ |
+ if (marginInfo.canCollapseWithBottom() && !marginInfo.canCollapseWithTop()) { |
+ // Update our max pos/neg bottom margins, since we collapsed our bottom margins |
+ // with our children. |
+ setMaxBottomMargins(max(maxBottomPosMargin(), marginInfo.posMargin()), max(maxBottomNegMargin(), marginInfo.negMargin())); |
+ |
+ if (!marginInfo.bottomQuirk()) |
+ setBottomMarginQuirk(false); |
+ |
+ if (marginInfo.bottomQuirk() && marginBottom() == 0) |
+ // We have no bottom margin and our last child has a quirky margin. |
+ // We will pick up this quirky margin and pass it through. |
+ // This deals with the <td><div><p> case. |
+ setBottomMarginQuirk(true); |
+ } |
+} |
+ |
+void RenderBlock::handleBottomOfBlock(int top, int bottom, MarginInfo& marginInfo) |
+{ |
+ // If our last flow was a self-collapsing block that cleared a float, then we don't |
+ // collapse it with the bottom of the block. |
+ if (!marginInfo.selfCollapsingBlockClearedFloat()) |
+ marginInfo.setAtBottomOfBlock(true); |
+ else { |
+ // We have to special case the negative margin situation (where the collapsed |
+ // margin of the self-collapsing block is negative), since there's no need |
+ // to make an adjustment in that case. |
+ if (marginInfo.margin() < 0) |
+ marginInfo.clearMargin(); |
+ } |
+ |
+ // If we can't collapse with children then go ahead and add in the bottom margin. |
+ if (!marginInfo.canCollapseWithBottom() && !marginInfo.canCollapseWithTop() |
+ && (!style()->htmlHacks() || !marginInfo.quirkContainer() || !marginInfo.bottomQuirk())) |
+ setHeight(height() + marginInfo.margin()); |
+ |
+ // Now add in our bottom border/padding. |
+ setHeight(height() + bottom); |
+ |
+ // Negative margins can cause our height to shrink below our minimal height (border/padding). |
+ // If this happens, ensure that the computed height is increased to the minimal height. |
+ setHeight(max(height(), top + bottom)); |
+ |
+ // Always make sure our overflow height is at least our height. |
+ m_overflowHeight = max(height(), m_overflowHeight); |
+ |
+ // Update our bottom collapsed margin info. |
+ setCollapsedBottomMargin(marginInfo); |
+} |
+ |
+void RenderBlock::layoutBlockChildren(bool relayoutChildren, int& maxFloatBottom) |
+{ |
+ if (gPercentHeightDescendantsMap) { |
+ if (HashSet<RenderBox*>* descendants = gPercentHeightDescendantsMap->get(this)) { |
+ HashSet<RenderBox*>::iterator end = descendants->end(); |
+ for (HashSet<RenderBox*>::iterator it = descendants->begin(); it != end; ++it) { |
+ RenderBox* box = *it; |
+ while (box != this) { |
+ if (box->normalChildNeedsLayout()) |
+ break; |
+ box->setChildNeedsLayout(true, false); |
+ box = box->containingBlock(); |
+ ASSERT(box); |
+ if (!box) |
+ break; |
+ } |
+ } |
+ } |
+ } |
+ |
+ int top = borderTop() + paddingTop(); |
+ int bottom = borderBottom() + paddingBottom() + horizontalScrollbarHeight(); |
+ |
+ m_overflowHeight = top; |
+ setHeight(m_overflowHeight); |
+ |
+ // The margin struct caches all our current margin collapsing state. The compact struct caches state when we encounter compacts, |
+ MarginInfo marginInfo(this, top, bottom); |
+ |
+ // Fieldsets need to find their legend and position it inside the border of the object. |
+ // The legend then gets skipped during normal layout. |
+ RenderObject* legend = layoutLegend(relayoutChildren); |
+ |
+ int previousFloatBottom = 0; |
+ maxFloatBottom = 0; |
+ |
+ RenderBox* child = firstChildBox(); |
+ while (child) { |
+ if (legend == child) { |
+ child = child->nextSiblingBox(); |
+ continue; // Skip the legend, since it has already been positioned up in the fieldset's border. |
+ } |
+ |
+ int oldTopPosMargin = maxTopPosMargin(); |
+ int oldTopNegMargin = maxTopNegMargin(); |
+ |
+ // Make sure we layout children if they need it. |
+ // FIXME: Technically percentage height objects only need a relayout if their percentage isn't going to be turned into |
+ // an auto value. Add a method to determine this, so that we can avoid the relayout. |
+ if (relayoutChildren || ((child->style()->height().isPercent() || child->style()->minHeight().isPercent() || child->style()->maxHeight().isPercent()) && !isRenderView())) |
+ child->setChildNeedsLayout(true, false); |
+ |
+ // If relayoutChildren is set and we have percentage padding, we also need to invalidate the child's pref widths. |
+ if (relayoutChildren && (child->style()->paddingLeft().isPercent() || child->style()->paddingRight().isPercent())) |
+ child->setPrefWidthsDirty(true, false); |
+ |
+ // Handle the four types of special elements first. These include positioned content, floating content, compacts and |
+ // run-ins. When we encounter these four types of objects, we don't actually lay them out as normal flow blocks. |
+ bool handled = false; |
+ RenderBox* next = handleSpecialChild(child, marginInfo, handled); |
+ if (handled) { |
+ child = next; |
+ continue; |
+ } |
+ |
+ // The child is a normal flow object. Compute its vertical margins now. |
+ child->calcVerticalMargins(); |
+ |
+ // Do not allow a collapse if the margin top collapse style is set to SEPARATE. |
+ if (child->style()->marginTopCollapse() == MSEPARATE) { |
+ marginInfo.setAtTopOfBlock(false); |
+ marginInfo.clearMargin(); |
+ } |
+ |
+ // Try to guess our correct y position. In most cases this guess will |
+ // be correct. Only if we're wrong (when we compute the real y position) |
+ // will we have to potentially relayout. |
+ int yPosEstimate = estimateVerticalPosition(child, marginInfo); |
+ |
+ // Cache our old rect so that we can dirty the proper repaint rects if the child moves. |
+ IntRect oldRect(child->x(), child->y() , child->width(), child->height()); |
+#ifndef NDEBUG |
+ IntSize oldLayoutDelta = view()->layoutDelta(); |
+#endif |
+ // Go ahead and position the child as though it didn't collapse with the top. |
+ view()->addLayoutDelta(IntSize(0, child->y() - yPosEstimate)); |
+ child->setLocation(child->x(), yPosEstimate); |
+ |
+ bool markDescendantsWithFloats = false; |
+ if (yPosEstimate != oldRect.y() && !child->avoidsFloats() && child->containsFloats()) |
+ markDescendantsWithFloats = true; |
+ else if (!child->avoidsFloats() || child->shrinkToAvoidFloats()) { |
+ // If an element might be affected by the presence of floats, then always mark it for |
+ // layout. |
+ int fb = max(previousFloatBottom, floatBottom()); |
+ if (fb > height() || fb > yPosEstimate) |
+ markDescendantsWithFloats = true; |
+ } |
+ |
+ if (child->isRenderBlock()) { |
+ if (markDescendantsWithFloats) |
+ toRenderBlock(child)->markAllDescendantsWithFloatsForLayout(); |
+ |
+ previousFloatBottom = max(previousFloatBottom, oldRect.y() + toRenderBlock(child)->floatBottom()); |
+ } |
+ |
+ bool childHadLayout = child->m_everHadLayout; |
+ bool childNeededLayout = child->needsLayout(); |
+ if (childNeededLayout) |
+ child->layout(); |
+ |
+ // Now determine the correct ypos based off examination of collapsing margin |
+ // values. |
+ collapseMargins(child, marginInfo, yPosEstimate); |
+ |
+ // Now check for clear. |
+ clearFloatsIfNeeded(child, marginInfo, oldTopPosMargin, oldTopNegMargin); |
+ |
+ // We are no longer at the top of the block if we encounter a non-empty child. |
+ // This has to be done after checking for clear, so that margins can be reset if a clear occurred. |
+ if (marginInfo.atTopOfBlock() && !child->isSelfCollapsingBlock()) |
+ marginInfo.setAtTopOfBlock(false); |
+ |
+ // Now place the child in the correct horizontal position |
+ determineHorizontalPosition(child); |
+ |
+ // Update our height now that the child has been placed in the correct position. |
+ setHeight(height() + child->height()); |
+ if (child->style()->marginBottomCollapse() == MSEPARATE) { |
+ setHeight(height() + child->marginBottom()); |
+ marginInfo.clearMargin(); |
+ } |
+ // If the child has overhanging floats that intrude into following siblings (or possibly out |
+ // of this block), then the parent gets notified of the floats now. |
+ if (child->containsFloats()) |
+ maxFloatBottom = max(maxFloatBottom, addOverhangingFloats(toRenderBlock(child), -child->x(), -child->y(), !childNeededLayout)); |
+ |
+ // Update our overflow in case the child spills out the block. |
+ m_overflowTop = min(m_overflowTop, child->y() + child->overflowTop(false)); |
+ m_overflowHeight = max(m_overflowHeight, height() + child->overflowHeight(false) - child->height()); |
+ m_overflowWidth = max(child->x() + child->overflowWidth(false), m_overflowWidth); |
+ m_overflowLeft = min(child->x() + child->overflowLeft(false), m_overflowLeft); |
+ |
+ IntSize childOffset(child->x() - oldRect.x(), child->y() - oldRect.y()); |
+ if (childOffset.width() || childOffset.height()) { |
+ view()->addLayoutDelta(childOffset); |
+ |
+ // If the child moved, we have to repaint it as well as any floating/positioned |
+ // descendants. An exception is if we need a layout. In this case, we know we're going to |
+ // repaint ourselves (and the child) anyway. |
+ if (childHadLayout && !selfNeedsLayout() && child->checkForRepaintDuringLayout()) |
+ child->repaintDuringLayoutIfMoved(oldRect); |
+ } |
+ |
+ if (!childHadLayout && child->checkForRepaintDuringLayout()) |
+ child->repaint(); |
+ |
+ ASSERT(oldLayoutDelta == view()->layoutDelta()); |
+ child = child->nextSiblingBox(); |
+ } |
+ |
+ // Now do the handling of the bottom of the block, adding in our bottom border/padding and |
+ // determining the correct collapsed bottom margin information. |
+ handleBottomOfBlock(top, bottom, marginInfo); |
+} |
+ |
+bool RenderBlock::layoutOnlyPositionedObjects() |
+{ |
+ if (!posChildNeedsLayout() || normalChildNeedsLayout() || selfNeedsLayout()) |
+ return false; |
+ |
+ LayoutStateMaintainer statePusher(view(), this, IntSize(x(), y()), hasColumns() || hasTransform() || hasReflection()); |
+ |
+ if (needsPositionedMovementLayout()) { |
+ tryLayoutDoingPositionedMovementOnly(); |
+ if (needsLayout()) |
+ return false; |
+ } |
+ |
+ // All we have to is lay out our positioned objects. |
+ layoutPositionedObjects(false); |
+ |
+ statePusher.pop(); |
+ |
+ if (hasOverflowClip()) |
+ m_layer->updateScrollInfoAfterLayout(); |
+ |
+ setNeedsLayout(false); |
+ return true; |
+} |
+ |
+void RenderBlock::layoutPositionedObjects(bool relayoutChildren) |
+{ |
+ if (m_positionedObjects) { |
+ RenderBox* r; |
+ Iterator end = m_positionedObjects->end(); |
+ for (Iterator it = m_positionedObjects->begin(); it != end; ++it) { |
+ r = *it; |
+ // When a non-positioned block element moves, it may have positioned children that are implicitly positioned relative to the |
+ // non-positioned block. Rather than trying to detect all of these movement cases, we just always lay out positioned |
+ // objects that are positioned implicitly like this. Such objects are rare, and so in typical DHTML menu usage (where everything is |
+ // positioned explicitly) this should not incur a performance penalty. |
+ if (relayoutChildren || (r->hasStaticY() && r->parent() != this && r->parent()->isBlockFlow())) |
+ r->setChildNeedsLayout(true, false); |
+ |
+ // If relayoutChildren is set and we have percentage padding, we also need to invalidate the child's pref widths. |
+ //if (relayoutChildren && (r->style()->paddingLeft().isPercent() || r->style()->paddingRight().isPercent())) |
+ r->setPrefWidthsDirty(true, false); |
+ |
+ // We don't have to do a full layout. We just have to update our position. Try that first. If we have shrink-to-fit width |
+ // and we hit the available width constraint, the layoutIfNeeded() will catch it and do a full layout. |
+ if (r->needsPositionedMovementLayoutOnly()) |
+ r->tryLayoutDoingPositionedMovementOnly(); |
+ r->layoutIfNeeded(); |
+ } |
+ } |
+} |
+ |
+void RenderBlock::markPositionedObjectsForLayout() |
+{ |
+ if (m_positionedObjects) { |
+ RenderBox* r; |
+ Iterator end = m_positionedObjects->end(); |
+ for (Iterator it = m_positionedObjects->begin(); it != end; ++it) { |
+ r = *it; |
+ r->setChildNeedsLayout(true); |
+ } |
+ } |
+} |
+ |
+void RenderBlock::repaintOverhangingFloats(bool paintAllDescendants) |
+{ |
+ // Repaint any overhanging floats (if we know we're the one to paint them). |
+ if (hasOverhangingFloats()) { |
+ // We think that we must be in a bad state if m_floatingObjects is nil at this point, so |
+ // we assert on Debug builds and nil-check Release builds. |
+ ASSERT(m_floatingObjects); |
+ if (!m_floatingObjects) |
+ return; |
+ |
+ FloatingObject* r; |
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
+ |
+ // FIXME: Avoid disabling LayoutState. At the very least, don't disable it for floats originating |
+ // in this block. Better yet would be to push extra state for the containers of other floats. |
+ view()->disableLayoutState(); |
+ for ( ; (r = it.current()); ++it) { |
+ // Only repaint the object if it is overhanging, is not in its own layer, and |
+ // is our responsibility to paint (m_shouldPaint is set). When paintAllDescendants is true, the latter |
+ // condition is replaced with being a descendant of us. |
+ if (r->m_bottom > height() && (paintAllDescendants && r->m_renderer->isDescendantOf(this) || r->m_shouldPaint) && !r->m_renderer->hasLayer()) { |
+ r->m_renderer->repaint(); |
+ r->m_renderer->repaintOverhangingFloats(); |
+ } |
+ } |
+ view()->enableLayoutState(); |
+ } |
+} |
+ |
+void RenderBlock::paint(PaintInfo& paintInfo, int tx, int ty) |
+{ |
+ tx += x(); |
+ ty += y(); |
+ |
+ PaintPhase phase = paintInfo.phase; |
+ |
+ // Check if we need to do anything at all. |
+ // FIXME: Could eliminate the isRoot() check if we fix background painting so that the RenderView |
+ // paints the root's background. |
+ if (!isRoot()) { |
+ IntRect overflowBox = overflowRect(false); |
+ overflowBox.inflate(maximalOutlineSize(paintInfo.phase)); |
+ overflowBox.move(tx, ty); |
+ if (!overflowBox.intersects(paintInfo.rect)) |
+ return; |
+ } |
+ |
+ bool useControlClip = phase != PaintPhaseBlockBackground && phase != PaintPhaseSelfOutline && phase != PaintPhaseMask && hasControlClip(); |
+ |
+ // Push a clip. |
+ if (useControlClip) { |
+ if (phase == PaintPhaseOutline) |
+ paintInfo.phase = PaintPhaseChildOutlines; |
+ else if (phase == PaintPhaseChildBlockBackground) { |
+ paintInfo.phase = PaintPhaseBlockBackground; |
+ paintObject(paintInfo, tx, ty); |
+ paintInfo.phase = PaintPhaseChildBlockBackgrounds; |
+ } |
+ IntRect clipRect(controlClipRect(tx, ty)); |
+ if (clipRect.isEmpty()) |
+ return; |
+ paintInfo.context->save(); |
+ paintInfo.context->clip(clipRect); |
+ } |
+ |
+ paintObject(paintInfo, tx, ty); |
+ |
+ // Pop the clip. |
+ if (useControlClip) { |
+ paintInfo.context->restore(); |
+ if (phase == PaintPhaseOutline) { |
+ paintInfo.phase = PaintPhaseSelfOutline; |
+ paintObject(paintInfo, tx, ty); |
+ paintInfo.phase = phase; |
+ } else if (phase == PaintPhaseChildBlockBackground) |
+ paintInfo.phase = phase; |
+ } |
+} |
+ |
+void RenderBlock::paintColumns(PaintInfo& paintInfo, int tx, int ty, bool paintingFloats) |
+{ |
+ // We need to do multiple passes, breaking up our child painting into strips. |
+ GraphicsContext* context = paintInfo.context; |
+ int currXOffset = 0; |
+ int currYOffset = 0; |
+ int ruleAdd = borderLeft() + paddingLeft(); |
+ int ruleX = 0; |
+ int colGap = columnGap(); |
+ const Color& ruleColor = style()->columnRuleColor(); |
+ bool ruleTransparent = style()->columnRuleIsTransparent(); |
+ EBorderStyle ruleStyle = style()->columnRuleStyle(); |
+ int ruleWidth = style()->columnRuleWidth(); |
+ bool renderRule = !paintingFloats && ruleStyle > BHIDDEN && !ruleTransparent && ruleWidth <= colGap; |
+ Vector<IntRect>* colRects = columnRects(); |
+ unsigned colCount = colRects->size(); |
+ for (unsigned i = 0; i < colCount; i++) { |
+ // For each rect, we clip to the rect, and then we adjust our coords. |
+ IntRect colRect = colRects->at(i); |
+ colRect.move(tx, ty); |
+ context->save(); |
+ |
+ // Each strip pushes a clip, since column boxes are specified as being |
+ // like overflow:hidden. |
+ context->clip(colRect); |
+ |
+ // Adjust tx and ty to change where we paint. |
+ PaintInfo info(paintInfo); |
+ info.rect.intersect(colRect); |
+ |
+ // Adjust our x and y when painting. |
+ int finalX = tx + currXOffset; |
+ int finalY = ty + currYOffset; |
+ if (paintingFloats) |
+ paintFloats(info, finalX, finalY, paintInfo.phase == PaintPhaseSelection || paintInfo.phase == PaintPhaseTextClip); |
+ else |
+ paintContents(info, finalX, finalY); |
+ |
+ // Move to the next position. |
+ if (style()->direction() == LTR) { |
+ ruleX += colRect.width() + colGap / 2; |
+ currXOffset += colRect.width() + colGap; |
+ } else { |
+ ruleX -= (colRect.width() + colGap / 2); |
+ currXOffset -= (colRect.width() + colGap); |
+ } |
+ |
+ currYOffset -= colRect.height(); |
+ |
+ context->restore(); |
+ |
+ // Now paint the column rule. |
+ if (renderRule && paintInfo.phase == PaintPhaseForeground && i < colCount - 1) { |
+ int ruleStart = ruleX - ruleWidth / 2 + ruleAdd; |
+ int ruleEnd = ruleStart + ruleWidth; |
+ drawBorder(paintInfo.context, tx + ruleStart, ty + borderTop() + paddingTop(), tx + ruleEnd, ty + borderTop() + paddingTop() + contentHeight(), |
+ style()->direction() == LTR ? BSLeft : BSRight, ruleColor, style()->color(), ruleStyle, 0, 0); |
+ } |
+ |
+ ruleX = currXOffset; |
+ } |
+} |
+ |
+void RenderBlock::paintContents(PaintInfo& paintInfo, int tx, int ty) |
+{ |
+ // Avoid painting descendants of the root element when stylesheets haven't loaded. This eliminates FOUC. |
+ // It's ok not to draw, because later on, when all the stylesheets do load, updateStyleSelector on the Document |
+ // will do a full repaint(). |
+ if (document()->didLayoutWithPendingStylesheets() && !isRenderView()) |
+ return; |
+ |
+ if (childrenInline()) |
+ m_lineBoxes.paint(this, paintInfo, tx, ty); |
+ else |
+ paintChildren(paintInfo, tx, ty); |
+} |
+ |
+void RenderBlock::paintChildren(PaintInfo& paintInfo, int tx, int ty) |
+{ |
+ PaintPhase newPhase = (paintInfo.phase == PaintPhaseChildOutlines) ? PaintPhaseOutline : paintInfo.phase; |
+ newPhase = (newPhase == PaintPhaseChildBlockBackgrounds) ? PaintPhaseChildBlockBackground : newPhase; |
+ |
+ // We don't paint our own background, but we do let the kids paint their backgrounds. |
+ PaintInfo info(paintInfo); |
+ info.phase = newPhase; |
+ info.paintingRoot = paintingRootForChildren(paintInfo); |
+ bool isPrinting = document()->printing(); |
+ |
+ for (RenderBox* child = firstChildBox(); child; child = child->nextSiblingBox()) { |
+ // Check for page-break-before: always, and if it's set, break and bail. |
+ if (isPrinting && !childrenInline() && child->style()->pageBreakBefore() == PBALWAYS && |
+ inRootBlockContext() && (ty + child->y()) > paintInfo.rect.y() && |
+ (ty + child->y()) < paintInfo.rect.bottom()) { |
+ view()->setBestTruncatedAt(ty + child->y(), this, true); |
+ return; |
+ } |
+ |
+ if (!child->hasLayer() && !child->isFloating()) |
+ child->paint(info, tx, ty); |
+ |
+ // Check for page-break-after: always, and if it's set, break and bail. |
+ if (isPrinting && !childrenInline() && child->style()->pageBreakAfter() == PBALWAYS && |
+ inRootBlockContext() && (ty + child->y() + child->height()) > paintInfo.rect.y() && |
+ (ty + child->y() + child->height()) < paintInfo.rect.bottom()) { |
+ view()->setBestTruncatedAt(ty + child->y() + child->height() + max(0, child->collapsedMarginBottom()), this, true); |
+ return; |
+ } |
+ } |
+} |
+ |
+void RenderBlock::paintCaret(PaintInfo& paintInfo, int tx, int ty, CaretType type) |
+{ |
+ SelectionController* selection = type == CursorCaret ? document()->frame()->selection() : document()->frame()->dragCaretController(); |
+ |
+ // Ask the SelectionController if the caret should be painted by this block |
+ RenderObject* caretPainter = selection->caretRenderer(); |
+ if (caretPainter == this && selection->isContentEditable()) { |
+ // Convert the painting offset into the local coordinate system of this renderer, |
+ // to match the localCaretRect computed by the SelectionController |
+ offsetForContents(tx, ty); |
+ |
+ if (type == CursorCaret) |
+ document()->frame()->paintCaret(paintInfo.context, tx, ty, paintInfo.rect); |
+ else |
+ document()->frame()->paintDragCaret(paintInfo.context, tx, ty, paintInfo.rect); |
+ } |
+} |
+ |
+void RenderBlock::paintObject(PaintInfo& paintInfo, int tx, int ty) |
+{ |
+ PaintPhase paintPhase = paintInfo.phase; |
+ |
+ // 1. paint background, borders etc |
+ if ((paintPhase == PaintPhaseBlockBackground || paintPhase == PaintPhaseChildBlockBackground) && |
+ hasBoxDecorations() && style()->visibility() == VISIBLE) { |
+ paintBoxDecorations(paintInfo, tx, ty); |
+ } |
+ |
+ if (paintPhase == PaintPhaseMask && style()->visibility() == VISIBLE) { |
+ paintMask(paintInfo, tx, ty); |
+ return; |
+ } |
+ |
+ // We're done. We don't bother painting any children. |
+ if (paintPhase == PaintPhaseBlockBackground) |
+ return; |
+ |
+ // Adjust our painting position if we're inside a scrolled layer (e.g., an overflow:auto div).s |
+ int scrolledX = tx; |
+ int scrolledY = ty; |
+ if (hasOverflowClip()) |
+ m_layer->subtractScrolledContentOffset(scrolledX, scrolledY); |
+ |
+ // 2. paint contents |
+ if (paintPhase != PaintPhaseSelfOutline) { |
+ if (hasColumns()) |
+ paintColumns(paintInfo, scrolledX, scrolledY); |
+ else |
+ paintContents(paintInfo, scrolledX, scrolledY); |
+ } |
+ |
+ // 3. paint selection |
+ // FIXME: Make this work with multi column layouts. For now don't fill gaps. |
+ bool isPrinting = document()->printing(); |
+ if (!isPrinting && !hasColumns()) |
+ paintSelection(paintInfo, scrolledX, scrolledY); // Fill in gaps in selection on lines and between blocks. |
+ |
+ // 4. paint floats. |
+ if (paintPhase == PaintPhaseFloat || paintPhase == PaintPhaseSelection || paintPhase == PaintPhaseTextClip) { |
+ if (hasColumns()) |
+ paintColumns(paintInfo, scrolledX, scrolledY, true); |
+ else |
+ paintFloats(paintInfo, scrolledX, scrolledY, paintPhase == PaintPhaseSelection || paintPhase == PaintPhaseTextClip); |
+ } |
+ |
+ // 5. paint outline. |
+ if ((paintPhase == PaintPhaseOutline || paintPhase == PaintPhaseSelfOutline) && hasOutline() && style()->visibility() == VISIBLE) |
+ paintOutline(paintInfo.context, tx, ty, width(), height(), style()); |
+ |
+ // 6. paint continuation outlines. |
+ if ((paintPhase == PaintPhaseOutline || paintPhase == PaintPhaseChildOutlines)) { |
+ if (inlineContinuation() && inlineContinuation()->hasOutline() && inlineContinuation()->style()->visibility() == VISIBLE) { |
+ RenderInline* inlineRenderer = toRenderInline(inlineContinuation()->element()->renderer()); |
+ if (!inlineRenderer->hasLayer()) |
+ containingBlock()->addContinuationWithOutline(inlineRenderer); |
+ else if (!inlineRenderer->firstLineBox()) |
+ inlineRenderer->paintOutline(paintInfo.context, tx - x() + inlineRenderer->containingBlock()->x(), |
+ ty - y() + inlineRenderer->containingBlock()->y()); |
+ } |
+ paintContinuationOutlines(paintInfo, tx, ty); |
+ } |
+ |
+ // 7. paint caret. |
+ // If the caret's node's render object's containing block is this block, and the paint action is PaintPhaseForeground, |
+ // then paint the caret. |
+ if (paintPhase == PaintPhaseForeground) { |
+ paintCaret(paintInfo, scrolledX, scrolledY, CursorCaret); |
+ paintCaret(paintInfo, scrolledX, scrolledY, DragCaret); |
+ } |
+} |
+ |
+void RenderBlock::paintFloats(PaintInfo& paintInfo, int tx, int ty, bool preservePhase) |
+{ |
+ if (!m_floatingObjects) |
+ return; |
+ |
+ FloatingObject* r; |
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
+ for (; (r = it.current()); ++it) { |
+ // Only paint the object if our m_shouldPaint flag is set. |
+ if (r->m_shouldPaint && !r->m_renderer->hasLayer()) { |
+ PaintInfo currentPaintInfo(paintInfo); |
+ currentPaintInfo.phase = preservePhase ? paintInfo.phase : PaintPhaseBlockBackground; |
+ int currentTX = tx + r->m_left - r->m_renderer->x() + r->m_renderer->marginLeft(); |
+ int currentTY = ty + r->m_top - r->m_renderer->y() + r->m_renderer->marginTop(); |
+ r->m_renderer->paint(currentPaintInfo, currentTX, currentTY); |
+ if (!preservePhase) { |
+ currentPaintInfo.phase = PaintPhaseChildBlockBackgrounds; |
+ r->m_renderer->paint(currentPaintInfo, currentTX, currentTY); |
+ currentPaintInfo.phase = PaintPhaseFloat; |
+ r->m_renderer->paint(currentPaintInfo, currentTX, currentTY); |
+ currentPaintInfo.phase = PaintPhaseForeground; |
+ r->m_renderer->paint(currentPaintInfo, currentTX, currentTY); |
+ currentPaintInfo.phase = PaintPhaseOutline; |
+ r->m_renderer->paint(currentPaintInfo, currentTX, currentTY); |
+ } |
+ } |
+ } |
+} |
+ |
+void RenderBlock::paintEllipsisBoxes(PaintInfo& paintInfo, int tx, int ty) |
+{ |
+ if (!shouldPaintWithinRoot(paintInfo) || !firstLineBox()) |
+ return; |
+ |
+ if (style()->visibility() == VISIBLE && paintInfo.phase == PaintPhaseForeground) { |
+ // We can check the first box and last box and avoid painting if we don't |
+ // intersect. |
+ int yPos = ty + firstLineBox()->yPos(); |
+ int h = lastLineBox()->yPos() + lastLineBox()->height() - firstLineBox()->yPos(); |
+ if (yPos >= paintInfo.rect.bottom() || yPos + h <= paintInfo.rect.y()) |
+ return; |
+ |
+ // See if our boxes intersect with the dirty rect. If so, then we paint |
+ // them. Note that boxes can easily overlap, so we can't make any assumptions |
+ // based off positions of our first line box or our last line box. |
+ for (RootInlineBox* curr = firstRootBox(); curr; curr = curr->nextRootBox()) { |
+ yPos = ty + curr->yPos(); |
+ h = curr->height(); |
+ if (curr->ellipsisBox() && yPos < paintInfo.rect.bottom() && yPos + h > paintInfo.rect.y()) |
+ curr->paintEllipsisBox(paintInfo, tx, ty); |
+ } |
+ } |
+} |
+ |
+static ContinuationOutlineTableMap* continuationOutlineTable() |
+{ |
+ DEFINE_STATIC_LOCAL(ContinuationOutlineTableMap, table, ()); |
+ return &table; |
+} |
+ |
+void RenderBlock::addContinuationWithOutline(RenderInline* flow) |
+{ |
+ // We can't make this work if the inline is in a layer. We'll just rely on the broken |
+ // way of painting. |
+ ASSERT(!flow->layer() && !flow->isInlineContinuation()); |
+ |
+ ContinuationOutlineTableMap* table = continuationOutlineTable(); |
+ ListHashSet<RenderInline*>* continuations = table->get(this); |
+ if (!continuations) { |
+ continuations = new ListHashSet<RenderInline*>; |
+ table->set(this, continuations); |
+ } |
+ |
+ continuations->add(flow); |
+} |
+ |
+void RenderBlock::paintContinuationOutlines(PaintInfo& info, int tx, int ty) |
+{ |
+ ContinuationOutlineTableMap* table = continuationOutlineTable(); |
+ if (table->isEmpty()) |
+ return; |
+ |
+ ListHashSet<RenderInline*>* continuations = table->get(this); |
+ if (!continuations) |
+ return; |
+ |
+ // Paint each continuation outline. |
+ ListHashSet<RenderInline*>::iterator end = continuations->end(); |
+ for (ListHashSet<RenderInline*>::iterator it = continuations->begin(); it != end; ++it) { |
+ // Need to add in the coordinates of the intervening blocks. |
+ RenderInline* flow = *it; |
+ RenderBlock* block = flow->containingBlock(); |
+ for ( ; block && block != this; block = block->containingBlock()) { |
+ tx += block->x(); |
+ ty += block->y(); |
+ } |
+ ASSERT(block); |
+ flow->paintOutline(info.context, tx, ty); |
+ } |
+ |
+ // Delete |
+ delete continuations; |
+ table->remove(this); |
+} |
+ |
+void RenderBlock::setSelectionState(SelectionState s) |
+{ |
+ if (selectionState() == s) |
+ return; |
+ |
+ if (s == SelectionInside && selectionState() != SelectionNone) |
+ return; |
+ |
+ if ((s == SelectionStart && selectionState() == SelectionEnd) || |
+ (s == SelectionEnd && selectionState() == SelectionStart)) |
+ RenderBox::setSelectionState(SelectionBoth); |
+ else |
+ RenderBox::setSelectionState(s); |
+ |
+ RenderBlock* cb = containingBlock(); |
+ if (cb && !cb->isRenderView()) |
+ cb->setSelectionState(s); |
+} |
+ |
+bool RenderBlock::shouldPaintSelectionGaps() const |
+{ |
+ return selectionState() != SelectionNone && style()->visibility() == VISIBLE && isSelectionRoot(); |
+} |
+ |
+bool RenderBlock::isSelectionRoot() const |
+{ |
+ if (!element()) |
+ return false; |
+ |
+ // FIXME: Eventually tables should have to learn how to fill gaps between cells, at least in simple non-spanning cases. |
+ if (isTable()) |
+ return false; |
+ |
+ if (isBody() || isRoot() || hasOverflowClip() || isRelPositioned() || |
+ isFloatingOrPositioned() || isTableCell() || isInlineBlockOrInlineTable() || hasTransform() || |
+ hasReflection() || hasMask()) |
+ return true; |
+ |
+ if (view() && view()->selectionStart()) { |
+ Node* startElement = view()->selectionStart()->element(); |
+ if (startElement && startElement->rootEditableElement() == element()) |
+ return true; |
+ } |
+ |
+ return false; |
+} |
+ |
+GapRects RenderBlock::selectionGapRectsForRepaint(RenderBox* /*repaintContainer*/) |
+{ |
+ ASSERT(!needsLayout()); |
+ |
+ if (!shouldPaintSelectionGaps()) |
+ return GapRects(); |
+ |
+ // FIXME: this is broken with transforms and a non-null repaintContainer |
+ FloatPoint absContentPoint = localToAbsolute(FloatPoint()); |
+ if (hasOverflowClip()) |
+ absContentPoint -= layer()->scrolledContentOffset(); |
+ |
+ int lastTop = 0; |
+ int lastLeft = leftSelectionOffset(this, lastTop); |
+ int lastRight = rightSelectionOffset(this, lastTop); |
+ |
+ return fillSelectionGaps(this, absContentPoint.x(), absContentPoint.y(), absContentPoint.x(), absContentPoint.y(), lastTop, lastLeft, lastRight); |
+} |
+ |
+void RenderBlock::paintSelection(PaintInfo& paintInfo, int tx, int ty) |
+{ |
+ if (shouldPaintSelectionGaps() && paintInfo.phase == PaintPhaseForeground) { |
+ int lastTop = 0; |
+ int lastLeft = leftSelectionOffset(this, lastTop); |
+ int lastRight = rightSelectionOffset(this, lastTop); |
+ paintInfo.context->save(); |
+ fillSelectionGaps(this, tx, ty, tx, ty, lastTop, lastLeft, lastRight, &paintInfo); |
+ paintInfo.context->restore(); |
+ } |
+} |
+ |
+static void clipOutPositionedObjects(const RenderObject::PaintInfo* paintInfo, int tx, int ty, ListHashSet<RenderBox*>* positionedObjects) |
+{ |
+ if (!positionedObjects) |
+ return; |
+ |
+ ListHashSet<RenderBox*>::const_iterator end = positionedObjects->end(); |
+ for (ListHashSet<RenderBox*>::const_iterator it = positionedObjects->begin(); it != end; ++it) { |
+ RenderBox* r = *it; |
+ paintInfo->context->clipOut(IntRect(tx + r->x(), ty + r->y(), r->width(), r->height())); |
+ } |
+} |
+ |
+GapRects RenderBlock::fillSelectionGaps(RenderBlock* rootBlock, int blockX, int blockY, int tx, int ty, |
+ int& lastTop, int& lastLeft, int& lastRight, const PaintInfo* paintInfo) |
+{ |
+ // IMPORTANT: Callers of this method that intend for painting to happen need to do a save/restore. |
+ // Clip out floating and positioned objects when painting selection gaps. |
+ if (paintInfo) { |
+ // Note that we don't clip out overflow for positioned objects. We just stick to the border box. |
+ clipOutPositionedObjects(paintInfo, tx, ty, m_positionedObjects); |
+ if (isBody() || isRoot()) // The <body> must make sure to examine its containingBlock's positioned objects. |
+ for (RenderBlock* cb = containingBlock(); cb && !cb->isRenderView(); cb = cb->containingBlock()) |
+ clipOutPositionedObjects(paintInfo, cb->x(), cb->y(), cb->m_positionedObjects); |
+ if (m_floatingObjects) { |
+ for (DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); it.current(); ++it) { |
+ FloatingObject* r = it.current(); |
+ paintInfo->context->clipOut(IntRect(tx + r->m_left + r->m_renderer->marginLeft(), |
+ ty + r->m_top + r->m_renderer->marginTop(), |
+ r->m_renderer->width(), r->m_renderer->height())); |
+ } |
+ } |
+ } |
+ |
+ // FIXME: overflow: auto/scroll regions need more math here, since painting in the border box is different from painting in the padding box (one is scrolled, the other is |
+ // fixed). |
+ GapRects result; |
+ if (!isBlockFlow()) // FIXME: Make multi-column selection gap filling work someday. |
+ return result; |
+ |
+ if (hasColumns() || hasTransform()) { |
+ // FIXME: We should learn how to gap fill multiple columns and transforms eventually. |
+ lastTop = (ty - blockY) + height(); |
+ lastLeft = leftSelectionOffset(rootBlock, height()); |
+ lastRight = rightSelectionOffset(rootBlock, height()); |
+ return result; |
+ } |
+ |
+ if (childrenInline()) |
+ result = fillInlineSelectionGaps(rootBlock, blockX, blockY, tx, ty, lastTop, lastLeft, lastRight, paintInfo); |
+ else |
+ result = fillBlockSelectionGaps(rootBlock, blockX, blockY, tx, ty, lastTop, lastLeft, lastRight, paintInfo); |
+ |
+ // Go ahead and fill the vertical gap all the way to the bottom of our block if the selection extends past our block. |
+ if (rootBlock == this && (selectionState() != SelectionBoth && selectionState() != SelectionEnd)) |
+ result.uniteCenter(fillVerticalSelectionGap(lastTop, lastLeft, lastRight, ty + height(), |
+ rootBlock, blockX, blockY, paintInfo)); |
+ return result; |
+} |
+ |
+GapRects RenderBlock::fillInlineSelectionGaps(RenderBlock* rootBlock, int blockX, int blockY, int tx, int ty, |
+ int& lastTop, int& lastLeft, int& lastRight, const PaintInfo* paintInfo) |
+{ |
+ GapRects result; |
+ |
+ bool containsStart = selectionState() == SelectionStart || selectionState() == SelectionBoth; |
+ |
+ if (!firstLineBox()) { |
+ if (containsStart) { |
+ // Go ahead and update our lastY to be the bottom of the block. <hr>s or empty blocks with height can trip this |
+ // case. |
+ lastTop = (ty - blockY) + height(); |
+ lastLeft = leftSelectionOffset(rootBlock, height()); |
+ lastRight = rightSelectionOffset(rootBlock, height()); |
+ } |
+ return result; |
+ } |
+ |
+ RootInlineBox* lastSelectedLine = 0; |
+ RootInlineBox* curr; |
+ for (curr = firstRootBox(); curr && !curr->hasSelectedChildren(); curr = curr->nextRootBox()) { } |
+ |
+ // Now paint the gaps for the lines. |
+ for (; curr && curr->hasSelectedChildren(); curr = curr->nextRootBox()) { |
+ int selTop = curr->selectionTop(); |
+ int selHeight = curr->selectionHeight(); |
+ |
+ if (!containsStart && !lastSelectedLine && |
+ selectionState() != SelectionStart && selectionState() != SelectionBoth) |
+ result.uniteCenter(fillVerticalSelectionGap(lastTop, lastLeft, lastRight, ty + selTop, |
+ rootBlock, blockX, blockY, paintInfo)); |
+ |
+ if (!paintInfo || ty + selTop < paintInfo->rect.bottom() && ty + selTop + selHeight > paintInfo->rect.y()) |
+ result.unite(curr->fillLineSelectionGap(selTop, selHeight, rootBlock, blockX, blockY, tx, ty, paintInfo)); |
+ |
+ lastSelectedLine = curr; |
+ } |
+ |
+ if (containsStart && !lastSelectedLine) |
+ // Selection must start just after our last line. |
+ lastSelectedLine = lastRootBox(); |
+ |
+ if (lastSelectedLine && selectionState() != SelectionEnd && selectionState() != SelectionBoth) { |
+ // Go ahead and update our lastY to be the bottom of the last selected line. |
+ lastTop = (ty - blockY) + lastSelectedLine->bottomOverflow(); |
+ lastLeft = leftSelectionOffset(rootBlock, lastSelectedLine->bottomOverflow()); |
+ lastRight = rightSelectionOffset(rootBlock, lastSelectedLine->bottomOverflow()); |
+ } |
+ return result; |
+} |
+ |
+GapRects RenderBlock::fillBlockSelectionGaps(RenderBlock* rootBlock, int blockX, int blockY, int tx, int ty, |
+ int& lastTop, int& lastLeft, int& lastRight, const PaintInfo* paintInfo) |
+{ |
+ GapRects result; |
+ |
+ // Go ahead and jump right to the first block child that contains some selected objects. |
+ RenderBox* curr; |
+ for (curr = firstChildBox(); curr && curr->selectionState() == SelectionNone; curr = curr->nextSiblingBox()) { } |
+ |
+ for (bool sawSelectionEnd = false; curr && !sawSelectionEnd; curr = curr->nextSiblingBox()) { |
+ SelectionState childState = curr->selectionState(); |
+ if (childState == SelectionBoth || childState == SelectionEnd) |
+ sawSelectionEnd = true; |
+ |
+ if (curr->isFloatingOrPositioned()) |
+ continue; // We must be a normal flow object in order to even be considered. |
+ |
+ if (curr->isRelPositioned() && curr->hasLayer()) { |
+ // If the relposition offset is anything other than 0, then treat this just like an absolute positioned element. |
+ // Just disregard it completely. |
+ IntSize relOffset = curr->layer()->relativePositionOffset(); |
+ if (relOffset.width() || relOffset.height()) |
+ continue; |
+ } |
+ |
+ bool paintsOwnSelection = curr->shouldPaintSelectionGaps() || curr->isTable(); // FIXME: Eventually we won't special-case table like this. |
+ bool fillBlockGaps = paintsOwnSelection || (curr->canBeSelectionLeaf() && childState != SelectionNone); |
+ if (fillBlockGaps) { |
+ // We need to fill the vertical gap above this object. |
+ if (childState == SelectionEnd || childState == SelectionInside) |
+ // Fill the gap above the object. |
+ result.uniteCenter(fillVerticalSelectionGap(lastTop, lastLeft, lastRight, |
+ ty + curr->y(), rootBlock, blockX, blockY, paintInfo)); |
+ |
+ // Only fill side gaps for objects that paint their own selection if we know for sure the selection is going to extend all the way *past* |
+ // our object. We know this if the selection did not end inside our object. |
+ if (paintsOwnSelection && (childState == SelectionStart || sawSelectionEnd)) |
+ childState = SelectionNone; |
+ |
+ // Fill side gaps on this object based off its state. |
+ bool leftGap, rightGap; |
+ getHorizontalSelectionGapInfo(childState, leftGap, rightGap); |
+ |
+ if (leftGap) |
+ result.uniteLeft(fillLeftSelectionGap(this, curr->x(), curr->y(), curr->height(), rootBlock, blockX, blockY, tx, ty, paintInfo)); |
+ if (rightGap) |
+ result.uniteRight(fillRightSelectionGap(this, curr->x() + curr->width(), curr->y(), curr->height(), rootBlock, blockX, blockY, tx, ty, paintInfo)); |
+ |
+ // Update lastTop to be just underneath the object. lastLeft and lastRight extend as far as |
+ // they can without bumping into floating or positioned objects. Ideally they will go right up |
+ // to the border of the root selection block. |
+ lastTop = (ty - blockY) + (curr->y() + curr->height()); |
+ lastLeft = leftSelectionOffset(rootBlock, curr->y() + curr->height()); |
+ lastRight = rightSelectionOffset(rootBlock, curr->y() + curr->height()); |
+ } else if (childState != SelectionNone) |
+ // We must be a block that has some selected object inside it. Go ahead and recur. |
+ result.unite(toRenderBlock(curr)->fillSelectionGaps(rootBlock, blockX, blockY, tx + curr->x(), ty + curr->y(), |
+ lastTop, lastLeft, lastRight, paintInfo)); |
+ } |
+ return result; |
+} |
+ |
+IntRect RenderBlock::fillHorizontalSelectionGap(RenderObject* selObj, int xPos, int yPos, int width, int height, const PaintInfo* paintInfo) |
+{ |
+ if (width <= 0 || height <= 0) |
+ return IntRect(); |
+ IntRect gapRect(xPos, yPos, width, height); |
+ if (paintInfo && selObj->style()->visibility() == VISIBLE) |
+ paintInfo->context->fillRect(gapRect, selObj->selectionBackgroundColor()); |
+ return gapRect; |
+} |
+ |
+IntRect RenderBlock::fillVerticalSelectionGap(int lastTop, int lastLeft, int lastRight, int bottomY, RenderBlock* rootBlock, |
+ int blockX, int blockY, const PaintInfo* paintInfo) |
+{ |
+ int top = blockY + lastTop; |
+ int height = bottomY - top; |
+ if (height <= 0) |
+ return IntRect(); |
+ |
+ // Get the selection offsets for the bottom of the gap |
+ int left = blockX + max(lastLeft, leftSelectionOffset(rootBlock, bottomY)); |
+ int right = blockX + min(lastRight, rightSelectionOffset(rootBlock, bottomY)); |
+ int width = right - left; |
+ if (width <= 0) |
+ return IntRect(); |
+ |
+ IntRect gapRect(left, top, width, height); |
+ if (paintInfo) |
+ paintInfo->context->fillRect(gapRect, selectionBackgroundColor()); |
+ return gapRect; |
+} |
+ |
+IntRect RenderBlock::fillLeftSelectionGap(RenderObject* selObj, int xPos, int yPos, int height, RenderBlock* rootBlock, |
+ int blockX, int /*blockY*/, int tx, int ty, const PaintInfo* paintInfo) |
+{ |
+ int top = yPos + ty; |
+ int left = blockX + max(leftSelectionOffset(rootBlock, yPos), leftSelectionOffset(rootBlock, yPos + height)); |
+ int right = min(xPos + tx, blockX + min(rightSelectionOffset(rootBlock, yPos), rightSelectionOffset(rootBlock, yPos + height))); |
+ int width = right - left; |
+ if (width <= 0) |
+ return IntRect(); |
+ |
+ IntRect gapRect(left, top, width, height); |
+ if (paintInfo) |
+ paintInfo->context->fillRect(gapRect, selObj->selectionBackgroundColor()); |
+ return gapRect; |
+} |
+ |
+IntRect RenderBlock::fillRightSelectionGap(RenderObject* selObj, int xPos, int yPos, int height, RenderBlock* rootBlock, |
+ int blockX, int /*blockY*/, int tx, int ty, const PaintInfo* paintInfo) |
+{ |
+ int left = max(xPos + tx, blockX + max(leftSelectionOffset(rootBlock, yPos), leftSelectionOffset(rootBlock, yPos + height))); |
+ int top = yPos + ty; |
+ int right = blockX + min(rightSelectionOffset(rootBlock, yPos), rightSelectionOffset(rootBlock, yPos + height)); |
+ int width = right - left; |
+ if (width <= 0) |
+ return IntRect(); |
+ |
+ IntRect gapRect(left, top, width, height); |
+ if (paintInfo) |
+ paintInfo->context->fillRect(gapRect, selObj->selectionBackgroundColor()); |
+ return gapRect; |
+} |
+ |
+void RenderBlock::getHorizontalSelectionGapInfo(SelectionState state, bool& leftGap, bool& rightGap) |
+{ |
+ bool ltr = style()->direction() == LTR; |
+ leftGap = (state == RenderObject::SelectionInside) || |
+ (state == RenderObject::SelectionEnd && ltr) || |
+ (state == RenderObject::SelectionStart && !ltr); |
+ rightGap = (state == RenderObject::SelectionInside) || |
+ (state == RenderObject::SelectionStart && ltr) || |
+ (state == RenderObject::SelectionEnd && !ltr); |
+} |
+ |
+int RenderBlock::leftSelectionOffset(RenderBlock* rootBlock, int yPos) |
+{ |
+ int left = leftOffset(yPos, false); |
+ if (left == borderLeft() + paddingLeft()) { |
+ if (rootBlock != this) |
+ // The border can potentially be further extended by our containingBlock(). |
+ return containingBlock()->leftSelectionOffset(rootBlock, yPos + y()); |
+ return left; |
+ } |
+ else { |
+ RenderBlock* cb = this; |
+ while (cb != rootBlock) { |
+ left += cb->x(); |
+ cb = cb->containingBlock(); |
+ } |
+ } |
+ |
+ return left; |
+} |
+ |
+int RenderBlock::rightSelectionOffset(RenderBlock* rootBlock, int yPos) |
+{ |
+ int right = rightOffset(yPos, false); |
+ if (right == (contentWidth() + (borderLeft() + paddingLeft()))) { |
+ if (rootBlock != this) |
+ // The border can potentially be further extended by our containingBlock(). |
+ return containingBlock()->rightSelectionOffset(rootBlock, yPos + y()); |
+ return right; |
+ } |
+ else { |
+ RenderBlock* cb = this; |
+ while (cb != rootBlock) { |
+ right += cb->x(); |
+ cb = cb->containingBlock(); |
+ } |
+ } |
+ return right; |
+} |
+ |
+void RenderBlock::insertPositionedObject(RenderBox* o) |
+{ |
+ // Create the list of special objects if we don't aleady have one |
+ if (!m_positionedObjects) |
+ m_positionedObjects = new ListHashSet<RenderBox*>; |
+ |
+ m_positionedObjects->add(o); |
+} |
+ |
+void RenderBlock::removePositionedObject(RenderBox* o) |
+{ |
+ if (m_positionedObjects) |
+ m_positionedObjects->remove(o); |
+} |
+ |
+void RenderBlock::removePositionedObjects(RenderBlock* o) |
+{ |
+ if (!m_positionedObjects) |
+ return; |
+ |
+ RenderBox* r; |
+ |
+ Iterator end = m_positionedObjects->end(); |
+ |
+ Vector<RenderBox*, 16> deadObjects; |
+ |
+ for (Iterator it = m_positionedObjects->begin(); it != end; ++it) { |
+ r = *it; |
+ if (!o || r->isDescendantOf(o)) { |
+ if (o) |
+ r->setChildNeedsLayout(true, false); |
+ |
+ // It is parent blocks job to add positioned child to positioned objects list of its containing block |
+ // Parent layout needs to be invalidated to ensure this happens. |
+ RenderObject* p = r->parent(); |
+ while (p && !p->isRenderBlock()) |
+ p = p->parent(); |
+ if (p) |
+ p->setChildNeedsLayout(true); |
+ |
+ deadObjects.append(r); |
+ } |
+ } |
+ |
+ for (unsigned i = 0; i < deadObjects.size(); i++) |
+ m_positionedObjects->remove(deadObjects.at(i)); |
+} |
+ |
+void RenderBlock::insertFloatingObject(RenderBox* o) |
+{ |
+ ASSERT(o->isFloating()); |
+ |
+ // Create the list of special objects if we don't aleady have one |
+ if (!m_floatingObjects) { |
+ m_floatingObjects = new DeprecatedPtrList<FloatingObject>; |
+ m_floatingObjects->setAutoDelete(true); |
+ } else { |
+ // Don't insert the object again if it's already in the list |
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
+ FloatingObject* f; |
+ while ( (f = it.current()) ) { |
+ if (f->m_renderer == o) return; |
+ ++it; |
+ } |
+ } |
+ |
+ // Create the special object entry & append it to the list |
+ |
+ o->layoutIfNeeded(); |
+ |
+ FloatingObject* newObj = new FloatingObject(o->style()->floating() == FLEFT ? FloatingObject::FloatLeft : FloatingObject::FloatRight); |
+ |
+ newObj->m_top = -1; |
+ newObj->m_bottom = -1; |
+ newObj->m_width = o->width() + o->marginLeft() + o->marginRight(); |
+ newObj->m_shouldPaint = !o->hasLayer(); // If a layer exists, the float will paint itself. Otherwise someone else will. |
+ newObj->m_isDescendant = true; |
+ newObj->m_renderer = o; |
+ |
+ m_floatingObjects->append(newObj); |
+} |
+ |
+void RenderBlock::removeFloatingObject(RenderBox* o) |
+{ |
+ if (m_floatingObjects) { |
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
+ while (it.current()) { |
+ if (it.current()->m_renderer == o) { |
+ if (childrenInline()) |
+ markLinesDirtyInVerticalRange(0, it.current()->m_bottom); |
+ m_floatingObjects->removeRef(it.current()); |
+ } |
+ ++it; |
+ } |
+ } |
+} |
+ |
+bool RenderBlock::positionNewFloats() |
+{ |
+ if (!m_floatingObjects) |
+ return false; |
+ |
+ FloatingObject* f = m_floatingObjects->last(); |
+ |
+ // If all floats have already been positioned, then we have no work to do. |
+ if (!f || f->m_top != -1) |
+ return false; |
+ |
+ // Move backwards through our floating object list until we find a float that has |
+ // already been positioned. Then we'll be able to move forward, positioning all of |
+ // the new floats that need it. |
+ FloatingObject* lastFloat = m_floatingObjects->getPrev(); |
+ while (lastFloat && lastFloat->m_top == -1) { |
+ f = m_floatingObjects->prev(); |
+ lastFloat = m_floatingObjects->getPrev(); |
+ } |
+ |
+ int y = height(); |
+ |
+ // The float cannot start above the y position of the last positioned float. |
+ if (lastFloat) |
+ y = max(lastFloat->m_top, y); |
+ |
+ // Now walk through the set of unpositioned floats and place them. |
+ while (f) { |
+ // The containing block is responsible for positioning floats, so if we have floats in our |
+ // list that come from somewhere else, do not attempt to position them. |
+ if (f->m_renderer->containingBlock() != this) { |
+ f = m_floatingObjects->next(); |
+ continue; |
+ } |
+ |
+ RenderBox* o = f->m_renderer; |
+ int _height = o->height() + o->marginTop() + o->marginBottom(); |
+ |
+ int ro = rightOffset(); // Constant part of right offset. |
+ int lo = leftOffset(); // Constat part of left offset. |
+ int fwidth = f->m_width; // The width we look for. |
+ if (ro - lo < fwidth) |
+ fwidth = ro - lo; // Never look for more than what will be available. |
+ |
+ IntRect oldRect(o->x(), o->y() , o->width(), o->height()); |
+ |
+ if (o->style()->clear() & CLEFT) |
+ y = max(leftBottom(), y); |
+ if (o->style()->clear() & CRIGHT) |
+ y = max(rightBottom(), y); |
+ |
+ if (o->style()->floating() == FLEFT) { |
+ int heightRemainingLeft = 1; |
+ int heightRemainingRight = 1; |
+ int fx = leftRelOffset(y,lo, false, &heightRemainingLeft); |
+ while (rightRelOffset(y,ro, false, &heightRemainingRight)-fx < fwidth) { |
+ y += min(heightRemainingLeft, heightRemainingRight); |
+ fx = leftRelOffset(y,lo, false, &heightRemainingLeft); |
+ } |
+ fx = max(0, fx); |
+ f->m_left = fx; |
+ o->setLocation(fx + o->marginLeft(), y + o->marginTop()); |
+ } else { |
+ int heightRemainingLeft = 1; |
+ int heightRemainingRight = 1; |
+ int fx = rightRelOffset(y,ro, false, &heightRemainingRight); |
+ while (fx - leftRelOffset(y,lo, false, &heightRemainingLeft) < fwidth) { |
+ y += min(heightRemainingLeft, heightRemainingRight); |
+ fx = rightRelOffset(y, ro, false, &heightRemainingRight); |
+ } |
+ f->m_left = fx - f->m_width; |
+ o->setLocation(fx - o->marginRight() - o->width(), y + o->marginTop()); |
+ } |
+ |
+ f->m_top = y; |
+ f->m_bottom = f->m_top + _height; |
+ |
+ // If the child moved, we have to repaint it. |
+ if (o->checkForRepaintDuringLayout()) |
+ o->repaintDuringLayoutIfMoved(oldRect); |
+ |
+ f = m_floatingObjects->next(); |
+ } |
+ return true; |
+} |
+ |
+void RenderBlock::newLine(EClear clear) |
+{ |
+ positionNewFloats(); |
+ // set y position |
+ int newY = 0; |
+ switch(clear) |
+ { |
+ case CLEFT: |
+ newY = leftBottom(); |
+ break; |
+ case CRIGHT: |
+ newY = rightBottom(); |
+ break; |
+ case CBOTH: |
+ newY = floatBottom(); |
+ default: |
+ break; |
+ } |
+ if (height() < newY) |
+ setHeight(newY); |
+} |
+ |
+void RenderBlock::addPercentHeightDescendant(RenderBox* descendant) |
+{ |
+ if (!gPercentHeightDescendantsMap) { |
+ gPercentHeightDescendantsMap = new PercentHeightDescendantsMap; |
+ gPercentHeightContainerMap = new PercentHeightContainerMap; |
+ } |
+ |
+ HashSet<RenderBox*>* descendantSet = gPercentHeightDescendantsMap->get(this); |
+ if (!descendantSet) { |
+ descendantSet = new HashSet<RenderBox*>; |
+ gPercentHeightDescendantsMap->set(this, descendantSet); |
+ } |
+ bool added = descendantSet->add(descendant).second; |
+ if (!added) { |
+ ASSERT(gPercentHeightContainerMap->get(descendant)); |
+ ASSERT(gPercentHeightContainerMap->get(descendant)->contains(this)); |
+ return; |
+ } |
+ |
+ HashSet<RenderBlock*>* containerSet = gPercentHeightContainerMap->get(descendant); |
+ if (!containerSet) { |
+ containerSet = new HashSet<RenderBlock*>; |
+ gPercentHeightContainerMap->set(descendant, containerSet); |
+ } |
+ ASSERT(!containerSet->contains(this)); |
+ containerSet->add(this); |
+} |
+ |
+void RenderBlock::removePercentHeightDescendant(RenderBox* descendant) |
+{ |
+ if (!gPercentHeightContainerMap) |
+ return; |
+ |
+ HashSet<RenderBlock*>* containerSet = gPercentHeightContainerMap->take(descendant); |
+ if (!containerSet) |
+ return; |
+ |
+ HashSet<RenderBlock*>::iterator end = containerSet->end(); |
+ for (HashSet<RenderBlock*>::iterator it = containerSet->begin(); it != end; ++it) { |
+ RenderBlock* container = *it; |
+ HashSet<RenderBox*>* descendantSet = gPercentHeightDescendantsMap->get(container); |
+ ASSERT(descendantSet); |
+ if (!descendantSet) |
+ continue; |
+ ASSERT(descendantSet->contains(descendant)); |
+ descendantSet->remove(descendant); |
+ if (descendantSet->isEmpty()) { |
+ gPercentHeightDescendantsMap->remove(container); |
+ delete descendantSet; |
+ } |
+ } |
+ |
+ delete containerSet; |
+} |
+ |
+int RenderBlock::leftOffset() const |
+{ |
+ return borderLeft() + paddingLeft(); |
+} |
+ |
+int RenderBlock::leftRelOffset(int y, int fixedOffset, bool applyTextIndent, int* heightRemaining) const |
+{ |
+ int left = fixedOffset; |
+ if (m_floatingObjects) { |
+ if ( heightRemaining ) *heightRemaining = 1; |
+ FloatingObject* r; |
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
+ for ( ; (r = it.current()); ++it ) |
+ { |
+ if (r->m_top <= y && r->m_bottom > y && |
+ r->type() == FloatingObject::FloatLeft && |
+ r->m_left + r->m_width > left) { |
+ left = r->m_left + r->m_width; |
+ if ( heightRemaining ) *heightRemaining = r->m_bottom - y; |
+ } |
+ } |
+ } |
+ |
+ if (applyTextIndent && style()->direction() == LTR) { |
+ int cw = 0; |
+ if (style()->textIndent().isPercent()) |
+ cw = containingBlock()->availableWidth(); |
+ left += style()->textIndent().calcMinValue(cw); |
+ } |
+ |
+ return left; |
+} |
+ |
+int RenderBlock::rightOffset() const |
+{ |
+ return borderLeft() + paddingLeft() + availableWidth(); |
+} |
+ |
+int RenderBlock::rightRelOffset(int y, int fixedOffset, bool applyTextIndent, int* heightRemaining) const |
+{ |
+ int right = fixedOffset; |
+ |
+ if (m_floatingObjects) { |
+ if (heightRemaining) *heightRemaining = 1; |
+ FloatingObject* r; |
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
+ for ( ; (r = it.current()); ++it ) |
+ { |
+ if (r->m_top <= y && r->m_bottom > y && |
+ r->type() == FloatingObject::FloatRight && |
+ r->m_left < right) { |
+ right = r->m_left; |
+ if ( heightRemaining ) *heightRemaining = r->m_bottom - y; |
+ } |
+ } |
+ } |
+ |
+ if (applyTextIndent && style()->direction() == RTL) { |
+ int cw = 0; |
+ if (style()->textIndent().isPercent()) |
+ cw = containingBlock()->availableWidth(); |
+ right -= style()->textIndent().calcMinValue(cw); |
+ } |
+ |
+ return right; |
+} |
+ |
+int |
+RenderBlock::lineWidth(int y, bool firstLine) const |
+{ |
+ int result = rightOffset(y, firstLine) - leftOffset(y, firstLine); |
+ return (result < 0) ? 0 : result; |
+} |
+ |
+int RenderBlock::nextFloatBottomBelow(int height) const |
+{ |
+ if (!m_floatingObjects) |
+ return 0; |
+ |
+ int bottom = INT_MAX; |
+ FloatingObject* r; |
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
+ for ( ; (r = it.current()); ++it) { |
+ if (r->m_bottom > height) |
+ bottom = min(r->m_bottom, bottom); |
+ } |
+ |
+ return bottom == INT_MAX ? 0 : bottom; |
+} |
+ |
+int |
+RenderBlock::floatBottom() const |
+{ |
+ if (!m_floatingObjects) return 0; |
+ int bottom=0; |
+ FloatingObject* r; |
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
+ for ( ; (r = it.current()); ++it ) |
+ if (r->m_bottom>bottom) |
+ bottom=r->m_bottom; |
+ return bottom; |
+} |
+ |
+IntRect RenderBlock::floatRect() const |
+{ |
+ IntRect result; |
+ if (!m_floatingObjects || hasOverflowClip()) |
+ return result; |
+ FloatingObject* r; |
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
+ for (; (r = it.current()); ++it) { |
+ if (r->m_shouldPaint && !r->m_renderer->hasLayer()) { |
+ IntRect childRect = r->m_renderer->overflowRect(false); |
+ childRect.move(r->m_left + r->m_renderer->marginLeft(), r->m_top + r->m_renderer->marginTop()); |
+ result.unite(childRect); |
+ } |
+ } |
+ |
+ return result; |
+} |
+ |
+int RenderBlock::lowestPosition(bool includeOverflowInterior, bool includeSelf) const |
+{ |
+ if (!includeOverflowInterior && (hasOverflowClip() || hasControlClip())) |
+ return includeSelf && width() > 0 ? overflowHeight(false) : 0; |
+ |
+ int bottom = includeSelf && width() > 0 ? height() : 0; |
+ if (!hasColumns()) { |
+ // FIXME: Come up with a way to use the layer tree to avoid visiting all the kids. |
+ // For now, we have to descend into all the children, since we may have a huge abs div inside |
+ // a tiny rel div buried somewhere deep in our child tree. In this case we have to get to |
+ // the abs div. |
+ for (RenderObject* c = firstChild(); c; c = c->nextSibling()) { |
+ if (!c->isFloatingOrPositioned() && !c->isText() && !c->isRenderInline()) |
+ bottom = max(bottom, toRenderBox(c)->y() + c->lowestPosition(false)); |
+ } |
+ } |
+ |
+ if (includeSelf && isRelPositioned()) |
+ bottom += relativePositionOffsetY(); |
+ if (!includeOverflowInterior && hasOverflowClip()) |
+ return bottom; |
+ |
+ int relativeOffset = includeSelf && isRelPositioned() ? relativePositionOffsetY() : 0; |
+ |
+ if (includeSelf) |
+ bottom = max(bottom, m_overflowHeight + relativeOffset); |
+ |
+ if (m_positionedObjects) { |
+ RenderBox* r; |
+ Iterator end = m_positionedObjects->end(); |
+ for (Iterator it = m_positionedObjects->begin(); it != end; ++it) { |
+ r = *it; |
+ // Fixed positioned objects do not scroll and thus should not constitute |
+ // part of the lowest position. |
+ if (r->style()->position() != FixedPosition) { |
+ // FIXME: Should work for overflow sections too. |
+ // If a positioned object lies completely to the left of the root it will be unreachable via scrolling. |
+ // Therefore we should not allow it to contribute to the lowest position. |
+ if (!isRenderView() || r->x() + r->width() > 0 || r->x() + r->rightmostPosition(false) > 0) { |
+ int lp = r->y() + r->lowestPosition(false); |
+ bottom = max(bottom, lp + relativeOffset); |
+ } |
+ } |
+ } |
+ } |
+ |
+ if (hasColumns()) { |
+ Vector<IntRect>* colRects = columnRects(); |
+ for (unsigned i = 0; i < colRects->size(); i++) |
+ bottom = max(bottom, colRects->at(i).bottom() + relativeOffset); |
+ return bottom; |
+ } |
+ |
+ if (m_floatingObjects) { |
+ FloatingObject* r; |
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
+ for ( ; (r = it.current()); ++it ) { |
+ if (r->m_shouldPaint || r->m_renderer->hasLayer()) { |
+ int lp = r->m_top + r->m_renderer->marginTop() + r->m_renderer->lowestPosition(false); |
+ bottom = max(bottom, lp + relativeOffset); |
+ } |
+ } |
+ } |
+ |
+ if (!includeSelf && lastLineBox()) { |
+ int lp = lastLineBox()->yPos() + lastLineBox()->height(); |
+ bottom = max(bottom, lp); |
+ } |
+ |
+ return bottom; |
+} |
+ |
+int RenderBlock::rightmostPosition(bool includeOverflowInterior, bool includeSelf) const |
+{ |
+ if (!includeOverflowInterior && (hasOverflowClip() || hasControlClip())) |
+ return includeSelf && height() > 0 ? overflowWidth(false) : 0; |
+ |
+ int right = includeSelf && height() > 0 ? width() : 0; |
+ |
+ if (!hasColumns()) { |
+ // FIXME: Come up with a way to use the layer tree to avoid visiting all the kids. |
+ // For now, we have to descend into all the children, since we may have a huge abs div inside |
+ // a tiny rel div buried somewhere deep in our child tree. In this case we have to get to |
+ // the abs div. |
+ for (RenderObject* c = firstChild(); c; c = c->nextSibling()) { |
+ if (!c->isFloatingOrPositioned() && c->isBox() && !c->isRenderInline()) |
+ right = max(right, toRenderBox(c)->x() + c->rightmostPosition(false)); |
+ } |
+ } |
+ |
+ if (includeSelf && isRelPositioned()) |
+ right += relativePositionOffsetX(); |
+ |
+ if (!includeOverflowInterior && hasOverflowClip()) |
+ return right; |
+ |
+ int relativeOffset = includeSelf && isRelPositioned() ? relativePositionOffsetX() : 0; |
+ |
+ if (includeSelf) |
+ right = max(right, m_overflowWidth + relativeOffset); |
+ |
+ if (m_positionedObjects) { |
+ RenderBox* r; |
+ Iterator end = m_positionedObjects->end(); |
+ for (Iterator it = m_positionedObjects->begin() ; it != end; ++it) { |
+ r = *it; |
+ // Fixed positioned objects do not scroll and thus should not constitute |
+ // part of the rightmost position. |
+ if (r->style()->position() != FixedPosition) { |
+ // FIXME: Should work for overflow sections too. |
+ // If a positioned object lies completely above the root it will be unreachable via scrolling. |
+ // Therefore we should not allow it to contribute to the rightmost position. |
+ if (!isRenderView() || r->y() + r->height() > 0 || r->y() + r->lowestPosition(false) > 0) { |
+ int rp = r->x() + r->rightmostPosition(false); |
+ right = max(right, rp + relativeOffset); |
+ } |
+ } |
+ } |
+ } |
+ |
+ if (hasColumns()) { |
+ // This only matters for LTR |
+ if (style()->direction() == LTR) |
+ right = max(columnRects()->last().right() + relativeOffset, right); |
+ return right; |
+ } |
+ |
+ if (m_floatingObjects) { |
+ FloatingObject* r; |
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
+ for ( ; (r = it.current()); ++it ) { |
+ if (r->m_shouldPaint || r->m_renderer->hasLayer()) { |
+ int rp = r->m_left + r->m_renderer->marginLeft() + r->m_renderer->rightmostPosition(false); |
+ right = max(right, rp + relativeOffset); |
+ } |
+ } |
+ } |
+ |
+ if (!includeSelf && firstLineBox()) { |
+ for (InlineRunBox* currBox = firstLineBox(); currBox; currBox = currBox->nextLineBox()) { |
+ int rp = currBox->xPos() + currBox->width(); |
+ // If this node is a root editable element, then the rightmostPosition should account for a caret at the end. |
+ // FIXME: Need to find another way to do this, since scrollbars could show when we don't want them to. |
+ if (node()->isContentEditable() && node() == node()->rootEditableElement() && style()->direction() == LTR) |
+ rp += 1; |
+ right = max(right, rp); |
+ } |
+ } |
+ |
+ return right; |
+} |
+ |
+int RenderBlock::leftmostPosition(bool includeOverflowInterior, bool includeSelf) const |
+{ |
+ if (!includeOverflowInterior && (hasOverflowClip() || hasControlClip())) |
+ return includeSelf && height() > 0 ? overflowLeft(false) : width(); |
+ |
+ int left = includeSelf && height() > 0 ? 0 : width(); |
+ if (!hasColumns()) { |
+ // FIXME: Come up with a way to use the layer tree to avoid visiting all the kids. |
+ // For now, we have to descend into all the children, since we may have a huge abs div inside |
+ // a tiny rel div buried somewhere deep in our child tree. In this case we have to get to |
+ // the abs div. |
+ for (RenderObject* c = firstChild(); c; c = c->nextSibling()) { |
+ if (!c->isFloatingOrPositioned() && c->isBox() && !c->isRenderInline()) |
+ left = min(left, toRenderBox(c)->x() + c->leftmostPosition(false)); |
+ } |
+ } |
+ |
+ if (includeSelf && isRelPositioned()) |
+ left += relativePositionOffsetX(); |
+ |
+ if (!includeOverflowInterior && hasOverflowClip()) |
+ return left; |
+ |
+ int relativeOffset = includeSelf && isRelPositioned() ? relativePositionOffsetX() : 0; |
+ |
+ if (includeSelf) |
+ left = min(left, m_overflowLeft + relativeOffset); |
+ |
+ if (m_positionedObjects) { |
+ RenderBox* r; |
+ Iterator end = m_positionedObjects->end(); |
+ for (Iterator it = m_positionedObjects->begin(); it != end; ++it) { |
+ r = *it; |
+ // Fixed positioned objects do not scroll and thus should not constitute |
+ // part of the leftmost position. |
+ if (r->style()->position() != FixedPosition) { |
+ // FIXME: Should work for overflow sections too. |
+ // If a positioned object lies completely above the root it will be unreachable via scrolling. |
+ // Therefore we should not allow it to contribute to the leftmost position. |
+ if (!isRenderView() || r->y() + r->height() > 0 || r->y() + r->lowestPosition(false) > 0) { |
+ int lp = r->x() + r->leftmostPosition(false); |
+ left = min(left, lp + relativeOffset); |
+ } |
+ } |
+ } |
+ } |
+ |
+ if (hasColumns()) { |
+ // This only matters for RTL |
+ if (style()->direction() == RTL) |
+ left = min(columnRects()->last().x() + relativeOffset, left); |
+ return left; |
+ } |
+ |
+ if (m_floatingObjects) { |
+ FloatingObject* r; |
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
+ for ( ; (r = it.current()); ++it ) { |
+ if (r->m_shouldPaint || r->m_renderer->hasLayer()) { |
+ int lp = r->m_left + r->m_renderer->marginLeft() + r->m_renderer->leftmostPosition(false); |
+ left = min(left, lp + relativeOffset); |
+ } |
+ } |
+ } |
+ |
+ if (!includeSelf && firstLineBox()) { |
+ for (InlineRunBox* currBox = firstLineBox(); currBox; currBox = currBox->nextLineBox()) |
+ left = min(left, (int)currBox->xPos()); |
+ } |
+ |
+ return left; |
+} |
+ |
+int |
+RenderBlock::leftBottom() |
+{ |
+ if (!m_floatingObjects) return 0; |
+ int bottom=0; |
+ FloatingObject* r; |
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
+ for ( ; (r = it.current()); ++it ) |
+ if (r->m_bottom > bottom && r->type() == FloatingObject::FloatLeft) |
+ bottom=r->m_bottom; |
+ |
+ return bottom; |
+} |
+ |
+int |
+RenderBlock::rightBottom() |
+{ |
+ if (!m_floatingObjects) return 0; |
+ int bottom=0; |
+ FloatingObject* r; |
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
+ for ( ; (r = it.current()); ++it ) |
+ if (r->m_bottom>bottom && r->type() == FloatingObject::FloatRight) |
+ bottom=r->m_bottom; |
+ |
+ return bottom; |
+} |
+ |
+void RenderBlock::markLinesDirtyInVerticalRange(int top, int bottom) |
+{ |
+ if (top >= bottom) |
+ return; |
+ |
+ RootInlineBox* lowestDirtyLine = lastRootBox(); |
+ RootInlineBox* afterLowest = lowestDirtyLine; |
+ while (lowestDirtyLine && lowestDirtyLine->blockHeight() >= bottom) { |
+ afterLowest = lowestDirtyLine; |
+ lowestDirtyLine = lowestDirtyLine->prevRootBox(); |
+ } |
+ |
+ while (afterLowest && afterLowest->blockHeight() >= top) { |
+ afterLowest->markDirty(); |
+ afterLowest = afterLowest->prevRootBox(); |
+ } |
+} |
+ |
+void RenderBlock::clearFloats() |
+{ |
+ // Inline blocks are covered by the isReplaced() check in the avoidFloats method. |
+ if (avoidsFloats() || isRoot() || isRenderView() || isFloatingOrPositioned() || isTableCell()) { |
+ if (m_floatingObjects) |
+ m_floatingObjects->clear(); |
+ return; |
+ } |
+ |
+ typedef HashMap<RenderObject*, FloatingObject*> RendererToFloatInfoMap; |
+ RendererToFloatInfoMap floatMap; |
+ |
+ if (m_floatingObjects) { |
+ if (childrenInline()) { |
+ m_floatingObjects->first(); |
+ while (FloatingObject* f = m_floatingObjects->take()) |
+ floatMap.add(f->m_renderer, f); |
+ } else |
+ m_floatingObjects->clear(); |
+ } |
+ |
+ // Attempt to locate a previous sibling with overhanging floats. We skip any elements that are |
+ // out of flow (like floating/positioned elements), and we also skip over any objects that may have shifted |
+ // to avoid floats. |
+ bool parentHasFloats = false; |
+ RenderObject* prev = previousSibling(); |
+ while (prev && (!prev->isBox() || !prev->isRenderBlock() || prev->avoidsFloats() || prev->isFloatingOrPositioned())) { |
+ if (prev->isFloating()) |
+ parentHasFloats = true; |
+ prev = prev->previousSibling(); |
+ } |
+ |
+ // First add in floats from the parent. |
+ int offset = y(); |
+ if (parentHasFloats) { |
+ RenderBlock* parentBlock = static_cast<RenderBlock *>(parent()); |
+ addIntrudingFloats(parentBlock, parentBlock->borderLeft() + parentBlock->paddingLeft(), offset); |
+ } |
+ |
+ int xoffset = 0; |
+ if (prev) |
+ offset -= toRenderBox(prev)->y(); |
+ else if (parent()->isBox()) { |
+ prev = parent(); |
+ xoffset += toRenderBox(prev)->borderLeft() + toRenderBox(prev)->paddingLeft(); |
+ } |
+ |
+ // Add overhanging floats from the previous RenderBlock, but only if it has a float that intrudes into our space. |
+ if (!prev || !prev->isRenderBlock()) |
+ return; |
+ |
+ RenderBlock* block = static_cast<RenderBlock *>(prev); |
+ if (block->m_floatingObjects && block->floatBottom() > offset) |
+ addIntrudingFloats(block, xoffset, offset); |
+ |
+ if (childrenInline()) { |
+ int changeTop = INT_MAX; |
+ int changeBottom = INT_MIN; |
+ if (m_floatingObjects) { |
+ for (FloatingObject* f = m_floatingObjects->first(); f; f = m_floatingObjects->next()) { |
+ FloatingObject* oldFloatingObject = floatMap.get(f->m_renderer); |
+ if (oldFloatingObject) { |
+ if (f->m_width != oldFloatingObject->m_width || f->m_left != oldFloatingObject->m_left) { |
+ changeTop = 0; |
+ changeBottom = max(changeBottom, max(f->m_bottom, oldFloatingObject->m_bottom)); |
+ } else if (f->m_bottom != oldFloatingObject->m_bottom) { |
+ changeTop = min(changeTop, min(f->m_bottom, oldFloatingObject->m_bottom)); |
+ changeBottom = max(changeBottom, max(f->m_bottom, oldFloatingObject->m_bottom)); |
+ } |
+ |
+ floatMap.remove(f->m_renderer); |
+ delete oldFloatingObject; |
+ } else { |
+ changeTop = 0; |
+ changeBottom = max(changeBottom, f->m_bottom); |
+ } |
+ } |
+ } |
+ |
+ RendererToFloatInfoMap::iterator end = floatMap.end(); |
+ for (RendererToFloatInfoMap::iterator it = floatMap.begin(); it != end; ++it) { |
+ FloatingObject* floatingObject = (*it).second; |
+ if (!floatingObject->m_isDescendant) { |
+ changeTop = 0; |
+ changeBottom = max(changeBottom, floatingObject->m_bottom); |
+ } |
+ } |
+ deleteAllValues(floatMap); |
+ |
+ markLinesDirtyInVerticalRange(changeTop, changeBottom); |
+ } |
+} |
+ |
+int RenderBlock::addOverhangingFloats(RenderBlock* child, int xoff, int yoff, bool makeChildPaintOtherFloats) |
+{ |
+ // Prevent floats from being added to the canvas by the root element, e.g., <html>. |
+ if (child->hasOverflowClip() || !child->containsFloats() || child->isRoot()) |
+ return 0; |
+ |
+ int lowestFloatBottom = 0; |
+ |
+ // Floats that will remain the child's responsiblity to paint should factor into its |
+ // visual overflow. |
+ IntRect floatsOverflowRect; |
+ DeprecatedPtrListIterator<FloatingObject> it(*child->m_floatingObjects); |
+ for (FloatingObject* r; (r = it.current()); ++it) { |
+ int bottom = child->y() + r->m_bottom; |
+ lowestFloatBottom = max(lowestFloatBottom, bottom); |
+ |
+ if (bottom > height()) { |
+ // If the object is not in the list, we add it now. |
+ if (!containsFloat(r->m_renderer)) { |
+ FloatingObject *floatingObj = new FloatingObject(r->type()); |
+ floatingObj->m_top = r->m_top - yoff; |
+ floatingObj->m_bottom = r->m_bottom - yoff; |
+ floatingObj->m_left = r->m_left - xoff; |
+ floatingObj->m_width = r->m_width; |
+ floatingObj->m_renderer = r->m_renderer; |
+ |
+ // The nearest enclosing layer always paints the float (so that zindex and stacking |
+ // behaves properly). We always want to propagate the desire to paint the float as |
+ // far out as we can, to the outermost block that overlaps the float, stopping only |
+ // if we hit a layer boundary. |
+ if (r->m_renderer->enclosingLayer() == enclosingLayer()) |
+ r->m_shouldPaint = false; |
+ else |
+ floatingObj->m_shouldPaint = false; |
+ |
+ // We create the floating object list lazily. |
+ if (!m_floatingObjects) { |
+ m_floatingObjects = new DeprecatedPtrList<FloatingObject>; |
+ m_floatingObjects->setAutoDelete(true); |
+ } |
+ m_floatingObjects->append(floatingObj); |
+ } |
+ } else if (makeChildPaintOtherFloats && !r->m_shouldPaint && !r->m_renderer->hasLayer() && r->m_renderer->isDescendantOf(child) && r->m_renderer->enclosingLayer() == child->enclosingLayer()) |
+ // The float is not overhanging from this block, so if it is a descendant of the child, the child should |
+ // paint it (the other case is that it is intruding into the child), unless it has its own layer or enclosing |
+ // layer. |
+ // If makeChildPaintOtherFloats is false, it means that the child must already know about all the floats |
+ // it should paint. |
+ r->m_shouldPaint = true; |
+ |
+ if (r->m_shouldPaint && !r->m_renderer->hasLayer()) { |
+ IntRect floatOverflowRect = r->m_renderer->overflowRect(false); |
+ floatOverflowRect.move(r->m_left + r->m_renderer->marginLeft(), r->m_top + r->m_renderer->marginTop()); |
+ floatsOverflowRect.unite(floatOverflowRect); |
+ } |
+ } |
+ child->addVisualOverflow(floatsOverflowRect); |
+ return lowestFloatBottom; |
+} |
+ |
+void RenderBlock::addIntrudingFloats(RenderBlock* prev, int xoff, int yoff) |
+{ |
+ // If the parent or previous sibling doesn't have any floats to add, don't bother. |
+ if (!prev->m_floatingObjects) |
+ return; |
+ |
+ DeprecatedPtrListIterator<FloatingObject> it(*prev->m_floatingObjects); |
+ for (FloatingObject *r; (r = it.current()); ++it) { |
+ if (r->m_bottom > yoff) { |
+ // The object may already be in our list. Check for it up front to avoid |
+ // creating duplicate entries. |
+ FloatingObject* f = 0; |
+ if (m_floatingObjects) { |
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
+ while ((f = it.current())) { |
+ if (f->m_renderer == r->m_renderer) break; |
+ ++it; |
+ } |
+ } |
+ if (!f) { |
+ FloatingObject *floatingObj = new FloatingObject(r->type()); |
+ floatingObj->m_top = r->m_top - yoff; |
+ floatingObj->m_bottom = r->m_bottom - yoff; |
+ floatingObj->m_left = r->m_left - xoff; |
+ // Applying the child's margin makes no sense in the case where the child was passed in. |
+ // since his own margin was added already through the subtraction of the |xoff| variable |
+ // above. |xoff| will equal -flow->marginLeft() in this case, so it's already been taken |
+ // into account. Only apply this code if |child| is false, since otherwise the left margin |
+ // will get applied twice. |
+ if (prev != parent()) |
+ floatingObj->m_left += prev->marginLeft(); |
+ floatingObj->m_left -= marginLeft(); |
+ floatingObj->m_shouldPaint = false; // We are not in the direct inheritance chain for this float. We will never paint it. |
+ floatingObj->m_width = r->m_width; |
+ floatingObj->m_renderer = r->m_renderer; |
+ |
+ // We create the floating object list lazily. |
+ if (!m_floatingObjects) { |
+ m_floatingObjects = new DeprecatedPtrList<FloatingObject>; |
+ m_floatingObjects->setAutoDelete(true); |
+ } |
+ m_floatingObjects->append(floatingObj); |
+ } |
+ } |
+ } |
+} |
+ |
+bool RenderBlock::avoidsFloats() const |
+{ |
+ // Floats can't intrude into our box if we have a non-auto column count or width. |
+ return RenderBox::avoidsFloats() || !style()->hasAutoColumnCount() || !style()->hasAutoColumnWidth(); |
+} |
+ |
+bool RenderBlock::containsFloat(RenderObject* o) |
+{ |
+ if (m_floatingObjects) { |
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
+ while (it.current()) { |
+ if (it.current()->m_renderer == o) |
+ return true; |
+ ++it; |
+ } |
+ } |
+ return false; |
+} |
+ |
+void RenderBlock::markAllDescendantsWithFloatsForLayout(RenderBox* floatToRemove, bool inLayout) |
+{ |
+ setChildNeedsLayout(true, !inLayout); |
+ |
+ if (floatToRemove) |
+ removeFloatingObject(floatToRemove); |
+ |
+ // Iterate over our children and mark them as needed. |
+ if (!childrenInline()) { |
+ for (RenderObject* child = firstChild(); child; child = child->nextSibling()) { |
+ if (child->isRenderBlock() && !child->isFloatingOrPositioned() && |
+ ((floatToRemove ? child->containsFloat(floatToRemove) : child->containsFloats()) || child->shrinkToAvoidFloats())) |
+ toRenderBlock(child)->markAllDescendantsWithFloatsForLayout(floatToRemove, inLayout); |
+ } |
+ } |
+} |
+ |
+int RenderBlock::getClearDelta(RenderBox* child) |
+{ |
+ // There is no need to compute clearance if we have no floats. |
+ if (!containsFloats()) |
+ return 0; |
+ |
+ // At least one float is present. We need to perform the clearance computation. |
+ bool clearSet = child->style()->clear() != CNONE; |
+ int bottom = 0; |
+ switch (child->style()->clear()) { |
+ case CNONE: |
+ break; |
+ case CLEFT: |
+ bottom = leftBottom(); |
+ break; |
+ case CRIGHT: |
+ bottom = rightBottom(); |
+ break; |
+ case CBOTH: |
+ bottom = floatBottom(); |
+ break; |
+ } |
+ |
+ // We also clear floats if we are too big to sit on the same line as a float (and wish to avoid floats by default). |
+ // FIXME: Note that the remaining space checks aren't quite accurate, since you should be able to clear only some floats (the minimum # needed |
+ // to fit) and not all (we should be using nextFloatBottomBelow and looping). |
+ // Do not allow tables to wrap in quirks or even in almost strict mode |
+ // (ebay on the PLT, finance.yahoo.com in the real world, versiontracker.com forces even almost strict mode not to work) |
+ int result = clearSet ? max(0, bottom - child->y()) : 0; |
+ if (!result && child->avoidsFloats() && child->style()->width().isFixed() && |
+ child->minPrefWidth() > lineWidth(child->y(), false) && child->minPrefWidth() <= availableWidth() && |
+ document()->inStrictMode()) |
+ result = max(0, floatBottom() - child->y()); |
+ return result; |
+} |
+ |
+void RenderBlock::addVisualOverflow(const IntRect& r) |
+{ |
+ if (r.isEmpty()) |
+ return; |
+ m_overflowLeft = min(m_overflowLeft, r.x()); |
+ m_overflowWidth = max(m_overflowWidth, r.right()); |
+ m_overflowTop = min(m_overflowTop, r.y()); |
+ m_overflowHeight = max(m_overflowHeight, r.bottom()); |
+} |
+ |
+bool RenderBlock::isPointInOverflowControl(HitTestResult& result, int, int, int, int) |
+{ |
+ if (!scrollsOverflow()) |
+ return false; |
+ |
+ return layer()->hitTestOverflowControls(result); |
+} |
+ |
+bool RenderBlock::nodeAtPoint(const HitTestRequest& request, HitTestResult& result, int _x, int _y, int _tx, int _ty, HitTestAction hitTestAction) |
+{ |
+ int tx = _tx + x(); |
+ int ty = _ty + y(); |
+ |
+ if (!isRenderView()) { |
+ // Check if we need to do anything at all. |
+ IntRect overflowBox = overflowRect(false); |
+ overflowBox.move(tx, ty); |
+ if (!overflowBox.contains(_x, _y)) |
+ return false; |
+ } |
+ |
+ if (isPointInOverflowControl(result, _x, _y, tx, ty)) { |
+ if (hitTestAction == HitTestBlockBackground) { |
+ updateHitTestResult(result, IntPoint(_x - tx, _y - ty)); |
+ return true; |
+ } |
+ return false; |
+ } |
+ |
+ // If we have lightweight control clipping, then we can't have any spillout. |
+ if (!hasControlClip() || controlClipRect(tx, ty).contains(_x, _y)) { |
+ // Hit test descendants first. |
+ int scrolledX = tx; |
+ int scrolledY = ty; |
+ if (hasOverflowClip()) |
+ m_layer->subtractScrolledContentOffset(scrolledX, scrolledY); |
+ |
+ // Hit test contents if we don't have columns. |
+ if (!hasColumns() && hitTestContents(request, result, _x, _y, scrolledX, scrolledY, hitTestAction)) |
+ return true; |
+ |
+ // Hit test our columns if we do have them. |
+ if (hasColumns() && hitTestColumns(request, result, _x, _y, scrolledX, scrolledY, hitTestAction)) |
+ return true; |
+ |
+ // Hit test floats. |
+ if (hitTestAction == HitTestFloat && m_floatingObjects) { |
+ if (isRenderView()) { |
+ scrolledX += toRenderView(this)->frameView()->scrollX(); |
+ scrolledY += toRenderView(this)->frameView()->scrollY(); |
+ } |
+ |
+ FloatingObject* o; |
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
+ for (it.toLast(); (o = it.current()); --it) { |
+ if (o->m_shouldPaint && !o->m_renderer->hasLayer()) { |
+ int xoffset = scrolledX + o->m_left + o->m_renderer->marginLeft() - o->m_renderer->x(); |
+ int yoffset = scrolledY + o->m_top + o->m_renderer->marginTop() - o->m_renderer->y(); |
+ if (o->m_renderer->hitTest(request, result, IntPoint(_x, _y), xoffset, yoffset)) { |
+ updateHitTestResult(result, IntPoint(_x - xoffset, _y - yoffset)); |
+ return true; |
+ } |
+ } |
+ } |
+ } |
+ } |
+ |
+ // Now hit test our background |
+ if (hitTestAction == HitTestBlockBackground || hitTestAction == HitTestChildBlockBackground) { |
+ IntRect boundsRect(tx, ty, width(), height()); |
+ if (visibleToHitTesting() && boundsRect.contains(_x, _y)) { |
+ updateHitTestResult(result, IntPoint(_x - tx, _y - ty)); |
+ return true; |
+ } |
+ } |
+ |
+ return false; |
+} |
+ |
+bool RenderBlock::hitTestColumns(const HitTestRequest& request, HitTestResult& result, int x, int y, int tx, int ty, HitTestAction hitTestAction) |
+{ |
+ // We need to do multiple passes, breaking up our hit testing into strips. |
+ // We can always go left to right, since column contents are clipped (meaning that there |
+ // can't be any overlap). |
+ int currXOffset = 0; |
+ int currYOffset = 0; |
+ int colGap = columnGap(); |
+ Vector<IntRect>* colRects = columnRects(); |
+ for (unsigned i = 0; i < colRects->size(); i++) { |
+ IntRect colRect = colRects->at(i); |
+ colRect.move(tx, ty); |
+ |
+ if (colRect.contains(x, y)) { |
+ // The point is inside this column. |
+ // Adjust tx and ty to change where we hit test. |
+ |
+ int finalX = tx + currXOffset; |
+ int finalY = ty + currYOffset; |
+ return hitTestContents(request, result, x, y, finalX, finalY, hitTestAction); |
+ } |
+ |
+ // Move to the next position. |
+ if (style()->direction() == LTR) |
+ currXOffset += colRect.width() + colGap; |
+ else |
+ currXOffset -= (colRect.width() + colGap); |
+ |
+ currYOffset -= colRect.height(); |
+ } |
+ |
+ return false; |
+} |
+ |
+bool RenderBlock::hitTestContents(const HitTestRequest& request, HitTestResult& result, int x, int y, int tx, int ty, HitTestAction hitTestAction) |
+{ |
+ if (childrenInline() && !isTable()) { |
+ // We have to hit-test our line boxes. |
+ if (m_lineBoxes.hitTest(this, request, result, x, y, tx, ty, hitTestAction)) { |
+ updateHitTestResult(result, IntPoint(x - tx, y - ty)); |
+ return true; |
+ } |
+ } else { |
+ // Hit test our children. |
+ HitTestAction childHitTest = hitTestAction; |
+ if (hitTestAction == HitTestChildBlockBackgrounds) |
+ childHitTest = HitTestChildBlockBackground; |
+ for (RenderObject* child = lastChild(); child; child = child->previousSibling()) { |
+ // FIXME: We have to skip over inline flows, since they can show up inside RenderTables at the moment (a demoted inline <form> for example). If we ever implement a |
+ // table-specific hit-test method (which we should do for performance reasons anyway), then we can remove this check. |
+ if (!child->hasLayer() && !child->isFloating() && !child->isRenderInline() && child->nodeAtPoint(request, result, x, y, tx, ty, childHitTest)) { |
+ updateHitTestResult(result, IntPoint(x - tx, y - ty)); |
+ return true; |
+ } |
+ } |
+ } |
+ |
+ return false; |
+} |
+ |
+Position RenderBlock::positionForBox(InlineBox *box, bool start) const |
+{ |
+ if (!box) |
+ return Position(); |
+ |
+ if (!box->object()->element()) |
+ return Position(element(), start ? caretMinOffset() : caretMaxOffset()); |
+ |
+ if (!box->isInlineTextBox()) |
+ return Position(box->object()->element(), start ? box->object()->caretMinOffset() : box->object()->caretMaxOffset()); |
+ |
+ InlineTextBox *textBox = static_cast<InlineTextBox *>(box); |
+ return Position(box->object()->element(), start ? textBox->start() : textBox->start() + textBox->len()); |
+} |
+ |
+Position RenderBlock::positionForRenderer(RenderObject* renderer, bool start) const |
+{ |
+ if (!renderer) |
+ return Position(element(), 0); |
+ |
+ Node* node = renderer->element() ? renderer->element() : element(); |
+ if (!node) |
+ return Position(); |
+ |
+ ASSERT(renderer == node->renderer()); |
+ |
+ int offset = start ? renderer->caretMinOffset() : renderer->caretMaxOffset(); |
+ |
+ // FIXME: This was a runtime check that seemingly couldn't fail; changed it to an assertion for now. |
+ ASSERT(!node->isCharacterDataNode() || renderer->isText()); |
+ |
+ return Position(node, offset); |
+} |
+ |
+VisiblePosition RenderBlock::positionForCoordinates(int x, int y) |
+{ |
+ if (isTable()) |
+ return RenderBox::positionForCoordinates(x, y); |
+ |
+ int top = borderTop(); |
+ int bottom = top + paddingTop() + contentHeight() + paddingBottom(); |
+ |
+ int left = borderLeft(); |
+ int right = left + paddingLeft() + contentWidth() + paddingRight(); |
+ |
+ Node* n = element(); |
+ |
+ int contentsX = x; |
+ int contentsY = y; |
+ offsetForContents(contentsX, contentsY); |
+ |
+ if (isReplaced()) { |
+ if (y < 0 || y < height() && x < 0) |
+ return VisiblePosition(n, caretMinOffset(), DOWNSTREAM); |
+ if (y >= height() || y >= 0 && x >= width()) |
+ return VisiblePosition(n, caretMaxOffset(), DOWNSTREAM); |
+ } |
+ |
+ // If we start inside the shadow tree, we will stay inside (even if the point is above or below). |
+ if (!(n && n->isShadowNode()) && !childrenInline()) { |
+ // Don't return positions inside editable roots for coordinates outside those roots, except for coordinates outside |
+ // a document that is entirely editable. |
+ bool isEditableRoot = n && n->rootEditableElement() == n && !n->hasTagName(bodyTag) && !n->hasTagName(htmlTag); |
+ |
+ if (y < top || (isEditableRoot && (y < bottom && x < left))) { |
+ if (!isEditableRoot) |
+ if (RenderBox* c = firstChildBox()) { // FIXME: This code doesn't make any sense. This child could be an inline or a positioned element or a float, etc. |
+ VisiblePosition p = c->positionForCoordinates(contentsX - c->x(), contentsY - c->y()); |
+ if (p.isNotNull()) |
+ return p; |
+ } |
+ if (n) { |
+ if (Node* sp = n->shadowParentNode()) |
+ n = sp; |
+ if (Node* p = n->parent()) |
+ return VisiblePosition(p, n->nodeIndex(), DOWNSTREAM); |
+ } |
+ return VisiblePosition(n, 0, DOWNSTREAM); |
+ } |
+ |
+ if (y >= bottom || (isEditableRoot && (y >= top && x >= right))) { |
+ if (!isEditableRoot) |
+ if (RenderBox* c = lastChildBox()) { // FIXME: This code doesn't make any sense. This child could be an inline or a positioned element or a float, etc. |
+ VisiblePosition p = c->positionForCoordinates(contentsX - c->x(), contentsY - c->y()); |
+ if (p.isNotNull()) |
+ return p; |
+ } |
+ if (n) { |
+ if (Node* sp = n->shadowParentNode()) |
+ n = sp; |
+ if (Node* p = n->parent()) |
+ return VisiblePosition(p, n->nodeIndex() + 1, DOWNSTREAM); |
+ } |
+ return VisiblePosition(n, 0, DOWNSTREAM); |
+ } |
+ } |
+ |
+ if (childrenInline()) { |
+ if (!firstRootBox()) |
+ return VisiblePosition(n, 0, DOWNSTREAM); |
+ |
+ if (contentsY < firstRootBox()->topOverflow() - verticalLineClickFudgeFactor) |
+ // y coordinate is above first root line box |
+ return VisiblePosition(positionForBox(firstRootBox()->firstLeafChild(), true), DOWNSTREAM); |
+ |
+ // look for the closest line box in the root box which is at the passed-in y coordinate |
+ for (RootInlineBox* root = firstRootBox(); root; root = root->nextRootBox()) { |
+ // set the bottom based on whether there is a next root box |
+ if (root->nextRootBox()) |
+ // FIXME: make the break point halfway between the bottom of the previous root box and the top of the next root box |
+ bottom = root->nextRootBox()->topOverflow(); |
+ else |
+ bottom = root->bottomOverflow() + verticalLineClickFudgeFactor; |
+ // check if this root line box is located at this y coordinate |
+ if (contentsY < bottom && root->firstChild()) { |
+ InlineBox* closestBox = root->closestLeafChildForXPos(x); |
+ if (closestBox) |
+ // pass the box a y position that is inside it |
+ return closestBox->object()->positionForCoordinates(contentsX, closestBox->m_y); |
+ } |
+ } |
+ |
+ if (lastRootBox()) |
+ // y coordinate is below last root line box |
+ return VisiblePosition(positionForBox(lastRootBox()->lastLeafChild(), false), DOWNSTREAM); |
+ |
+ return VisiblePosition(n, 0, DOWNSTREAM); |
+ } |
+ |
+ // See if any child blocks exist at this y coordinate. |
+ if (firstChildBox() && contentsY < firstChildBox()->y()) |
+ return VisiblePosition(n, 0, DOWNSTREAM); |
+ for (RenderBox* renderer = firstChildBox(); renderer; renderer = renderer->nextSiblingBox()) { |
+ if (renderer->height() == 0 || renderer->style()->visibility() != VISIBLE || renderer->isFloatingOrPositioned()) |
+ continue; |
+ RenderBox* next = renderer->nextSiblingBox(); |
+ while (next && next->isFloatingOrPositioned()) |
+ next = next->nextSiblingBox(); |
+ if (next) |
+ bottom = next->y(); |
+ else |
+ bottom = top + scrollHeight(); |
+ if (contentsY >= renderer->y() && contentsY < bottom) |
+ return renderer->positionForCoordinates(contentsX - renderer->x(), contentsY - renderer->y()); |
+ } |
+ |
+ return RenderBox::positionForCoordinates(x, y); |
+} |
+ |
+void RenderBlock::offsetForContents(int& tx, int& ty) const |
+{ |
+ if (hasOverflowClip()) |
+ m_layer->addScrolledContentOffset(tx, ty); |
+ |
+ if (hasColumns()) { |
+ IntPoint contentsPoint(tx, ty); |
+ adjustPointToColumnContents(contentsPoint); |
+ tx = contentsPoint.x(); |
+ ty = contentsPoint.y(); |
+ } |
+} |
+ |
+int RenderBlock::availableWidth() const |
+{ |
+ // If we have multiple columns, then the available width is reduced to our column width. |
+ if (hasColumns()) |
+ return desiredColumnWidth(); |
+ return contentWidth(); |
+} |
+ |
+int RenderBlock::columnGap() const |
+{ |
+ if (style()->hasNormalColumnGap()) |
+ return style()->fontDescription().computedPixelSize(); // "1em" is recommended as the normal gap setting. Matches <p> margins. |
+ return static_cast<int>(style()->columnGap()); |
+} |
+ |
+void RenderBlock::calcColumnWidth() |
+{ |
+ // Calculate our column width and column count. |
+ unsigned desiredColumnCount = 1; |
+ int desiredColumnWidth = contentWidth(); |
+ |
+ // For now, we don't support multi-column layouts when printing, since we have to do a lot of work for proper pagination. |
+ if (document()->printing() || (style()->hasAutoColumnCount() && style()->hasAutoColumnWidth())) { |
+ setDesiredColumnCountAndWidth(desiredColumnCount, desiredColumnWidth); |
+ return; |
+ } |
+ |
+ int availWidth = desiredColumnWidth; |
+ int colGap = columnGap(); |
+ int colWidth = max(1, static_cast<int>(style()->columnWidth())); |
+ int colCount = max(1, static_cast<int>(style()->columnCount())); |
+ |
+ if (style()->hasAutoColumnWidth()) { |
+ if ((colCount - 1) * colGap < availWidth) { |
+ desiredColumnCount = colCount; |
+ desiredColumnWidth = (availWidth - (desiredColumnCount - 1) * colGap) / desiredColumnCount; |
+ } else if (colGap < availWidth) { |
+ desiredColumnCount = availWidth / colGap; |
+ desiredColumnWidth = (availWidth - (desiredColumnCount - 1) * colGap) / desiredColumnCount; |
+ } |
+ } else if (style()->hasAutoColumnCount()) { |
+ if (colWidth < availWidth) { |
+ desiredColumnCount = (availWidth + colGap) / (colWidth + colGap); |
+ desiredColumnWidth = (availWidth - (desiredColumnCount - 1) * colGap) / desiredColumnCount; |
+ } |
+ } else { |
+ // Both are set. |
+ if (colCount * colWidth + (colCount - 1) * colGap <= availWidth) { |
+ desiredColumnCount = colCount; |
+ desiredColumnWidth = colWidth; |
+ } else if (colWidth < availWidth) { |
+ desiredColumnCount = (availWidth + colGap) / (colWidth + colGap); |
+ desiredColumnWidth = (availWidth - (desiredColumnCount - 1) * colGap) / desiredColumnCount; |
+ } |
+ } |
+ setDesiredColumnCountAndWidth(desiredColumnCount, desiredColumnWidth); |
+} |
+ |
+void RenderBlock::setDesiredColumnCountAndWidth(int count, int width) |
+{ |
+ if (count == 1) { |
+ if (hasColumns()) { |
+ delete gColumnInfoMap->take(this); |
+ setHasColumns(false); |
+ } |
+ } else { |
+ ColumnInfo* info; |
+ if (hasColumns()) |
+ info = gColumnInfoMap->get(this); |
+ else { |
+ if (!gColumnInfoMap) |
+ gColumnInfoMap = new ColumnInfoMap; |
+ info = new ColumnInfo; |
+ gColumnInfoMap->add(this, info); |
+ setHasColumns(true); |
+ } |
+ info->m_desiredColumnCount = count; |
+ info->m_desiredColumnWidth = width; |
+ } |
+} |
+ |
+int RenderBlock::desiredColumnWidth() const |
+{ |
+ if (!hasColumns()) |
+ return contentWidth(); |
+ return gColumnInfoMap->get(this)->m_desiredColumnWidth; |
+} |
+ |
+unsigned RenderBlock::desiredColumnCount() const |
+{ |
+ if (!hasColumns()) |
+ return 1; |
+ return gColumnInfoMap->get(this)->m_desiredColumnCount; |
+} |
+ |
+Vector<IntRect>* RenderBlock::columnRects() const |
+{ |
+ if (!hasColumns()) |
+ return 0; |
+ return &gColumnInfoMap->get(this)->m_columnRects; |
+} |
+ |
+int RenderBlock::layoutColumns(int endOfContent) |
+{ |
+ // Don't do anything if we have no columns |
+ if (!hasColumns()) |
+ return -1; |
+ |
+ ColumnInfo* info = gColumnInfoMap->get(this); |
+ int desiredColumnWidth = info->m_desiredColumnWidth; |
+ int desiredColumnCount = info->m_desiredColumnCount; |
+ Vector<IntRect>* columnRects = &info->m_columnRects; |
+ |
+ bool computeIntrinsicHeight = (endOfContent == -1); |
+ |
+ // Fill the columns in to the available height. Attempt to balance the height of the columns |
+ int availableHeight = contentHeight(); |
+ int colHeight = computeIntrinsicHeight ? availableHeight / desiredColumnCount : availableHeight; |
+ |
+ // Add in half our line-height to help with best-guess initial balancing. |
+ int columnSlop = lineHeight(false) / 2; |
+ int remainingSlopSpace = columnSlop * desiredColumnCount; |
+ |
+ if (computeIntrinsicHeight) |
+ colHeight += columnSlop; |
+ |
+ int colGap = columnGap(); |
+ |
+ // Compute a collection of column rects. |
+ columnRects->clear(); |
+ |
+ // Then we do a simulated "paint" into the column slices and allow the content to slightly adjust our individual column rects. |
+ // FIXME: We need to take into account layers that are affected by the columns as well here so that they can have an opportunity |
+ // to adjust column rects also. |
+ RenderView* v = view(); |
+ int left = borderLeft() + paddingLeft(); |
+ int top = borderTop() + paddingTop(); |
+ int currX = style()->direction() == LTR ? borderLeft() + paddingLeft() : borderLeft() + paddingLeft() + contentWidth() - desiredColumnWidth; |
+ int currY = top; |
+ unsigned colCount = desiredColumnCount; |
+ int maxColBottom = borderTop() + paddingTop(); |
+ int contentBottom = top + availableHeight; |
+ for (unsigned i = 0; i < colCount; i++) { |
+ // If we aren't constrained, then the last column can just get all the remaining space. |
+ if (computeIntrinsicHeight && i == colCount - 1) |
+ colHeight = availableHeight; |
+ |
+ // This represents the real column position. |
+ IntRect colRect(currX, top, desiredColumnWidth, colHeight); |
+ |
+ // For the simulated paint, we pretend like everything is in one long strip. |
+ IntRect pageRect(left, currY, desiredColumnWidth, colHeight); |
+ v->setPrintRect(pageRect); |
+ v->setTruncatedAt(currY + colHeight); |
+ GraphicsContext context((PlatformGraphicsContext*)0); |
+ RenderObject::PaintInfo paintInfo(&context, pageRect, PaintPhaseForeground, false, 0, 0); |
+ |
+ setHasColumns(false); |
+ paintObject(paintInfo, 0, 0); |
+ setHasColumns(true); |
+ |
+ int adjustedBottom = v->bestTruncatedAt(); |
+ if (adjustedBottom <= currY) |
+ adjustedBottom = currY + colHeight; |
+ |
+ colRect.setHeight(adjustedBottom - currY); |
+ |
+ // Add in the lost space to the subsequent columns. |
+ // FIXME: This will create a "staircase" effect if there are enough columns, but the effect should be pretty subtle. |
+ if (computeIntrinsicHeight) { |
+ int lostSpace = colHeight - colRect.height(); |
+ if (lostSpace > remainingSlopSpace) { |
+ // Redestribute the space among the remaining columns. |
+ int spaceToRedistribute = lostSpace - remainingSlopSpace; |
+ int remainingColumns = colCount - i + 1; |
+ colHeight += spaceToRedistribute / remainingColumns; |
+ } |
+ remainingSlopSpace = max(0, remainingSlopSpace - lostSpace); |
+ } |
+ |
+ if (style()->direction() == LTR) |
+ currX += desiredColumnWidth + colGap; |
+ else |
+ currX -= (desiredColumnWidth + colGap); |
+ |
+ currY += colRect.height(); |
+ availableHeight -= colRect.height(); |
+ |
+ maxColBottom = max(colRect.bottom(), maxColBottom); |
+ |
+ columnRects->append(colRect); |
+ |
+ // Start adding in more columns as long as there's still content left. |
+ if (currY < endOfContent && i == colCount - 1 && (computeIntrinsicHeight || contentHeight())) |
+ colCount++; |
+ } |
+ |
+ m_overflowWidth = max(width(), currX - colGap); |
+ m_overflowLeft = min(0, currX + desiredColumnWidth + colGap); |
+ |
+ m_overflowHeight = maxColBottom; |
+ int toAdd = borderBottom() + paddingBottom() + horizontalScrollbarHeight(); |
+ |
+ if (computeIntrinsicHeight) |
+ setHeight(m_overflowHeight + toAdd); |
+ |
+ v->setPrintRect(IntRect()); |
+ v->setTruncatedAt(0); |
+ |
+ ASSERT(colCount == columnRects->size()); |
+ |
+ return contentBottom; |
+} |
+ |
+void RenderBlock::adjustPointToColumnContents(IntPoint& point) const |
+{ |
+ // Just bail if we have no columns. |
+ if (!hasColumns()) |
+ return; |
+ |
+ Vector<IntRect>* colRects = columnRects(); |
+ |
+ // Determine which columns we intersect. |
+ int colGap = columnGap(); |
+ int leftGap = colGap / 2; |
+ IntPoint columnPoint(colRects->at(0).location()); |
+ int yOffset = 0; |
+ for (unsigned i = 0; i < colRects->size(); i++) { |
+ // Add in half the column gap to the left and right of the rect. |
+ IntRect colRect = colRects->at(i); |
+ IntRect gapAndColumnRect(colRect.x() - leftGap, colRect.y(), colRect.width() + colGap, colRect.height()); |
+ |
+ if (gapAndColumnRect.contains(point)) { |
+ // We're inside the column. Translate the x and y into our column coordinate space. |
+ point.move(columnPoint.x() - colRect.x(), yOffset); |
+ return; |
+ } |
+ |
+ // Move to the next position. |
+ yOffset += colRect.height(); |
+ } |
+} |
+ |
+void RenderBlock::adjustRectForColumns(IntRect& r) const |
+{ |
+ // Just bail if we have no columns. |
+ if (!hasColumns()) |
+ return; |
+ |
+ Vector<IntRect>* colRects = columnRects(); |
+ |
+ // Begin with a result rect that is empty. |
+ IntRect result; |
+ |
+ // Determine which columns we intersect. |
+ int currXOffset = 0; |
+ int currYOffset = 0; |
+ int colGap = columnGap(); |
+ for (unsigned i = 0; i < colRects->size(); i++) { |
+ IntRect colRect = colRects->at(i); |
+ |
+ IntRect repaintRect = r; |
+ repaintRect.move(currXOffset, currYOffset); |
+ |
+ repaintRect.intersect(colRect); |
+ |
+ result.unite(repaintRect); |
+ |
+ // Move to the next position. |
+ if (style()->direction() == LTR) |
+ currXOffset += colRect.width() + colGap; |
+ else |
+ currXOffset -= (colRect.width() + colGap); |
+ |
+ currYOffset -= colRect.height(); |
+ } |
+ |
+ r = result; |
+} |
+ |
+void RenderBlock::calcPrefWidths() |
+{ |
+ ASSERT(prefWidthsDirty()); |
+ |
+ updateFirstLetter(); |
+ |
+ if (!isTableCell() && style()->width().isFixed() && style()->width().value() > 0) |
+ m_minPrefWidth = m_maxPrefWidth = calcContentBoxWidth(style()->width().value()); |
+ else { |
+ m_minPrefWidth = 0; |
+ m_maxPrefWidth = 0; |
+ |
+ if (childrenInline()) |
+ calcInlinePrefWidths(); |
+ else |
+ calcBlockPrefWidths(); |
+ |
+ m_maxPrefWidth = max(m_minPrefWidth, m_maxPrefWidth); |
+ |
+ if (!style()->autoWrap() && childrenInline()) { |
+ m_minPrefWidth = m_maxPrefWidth; |
+ |
+ // A horizontal marquee with inline children has no minimum width. |
+ if (m_layer && m_layer->marquee() && m_layer->marquee()->isHorizontal()) |
+ m_minPrefWidth = 0; |
+ } |
+ |
+ if (isTableCell()) { |
+ Length w = static_cast<const RenderTableCell*>(this)->styleOrColWidth(); |
+ if (w.isFixed() && w.value() > 0) |
+ m_maxPrefWidth = max(m_minPrefWidth, calcContentBoxWidth(w.value())); |
+ } |
+ } |
+ |
+ if (style()->minWidth().isFixed() && style()->minWidth().value() > 0) { |
+ m_maxPrefWidth = max(m_maxPrefWidth, calcContentBoxWidth(style()->minWidth().value())); |
+ m_minPrefWidth = max(m_minPrefWidth, calcContentBoxWidth(style()->minWidth().value())); |
+ } |
+ |
+ if (style()->maxWidth().isFixed() && style()->maxWidth().value() != undefinedLength) { |
+ m_maxPrefWidth = min(m_maxPrefWidth, calcContentBoxWidth(style()->maxWidth().value())); |
+ m_minPrefWidth = min(m_minPrefWidth, calcContentBoxWidth(style()->maxWidth().value())); |
+ } |
+ |
+ int toAdd = 0; |
+ toAdd = borderLeft() + borderRight() + paddingLeft() + paddingRight(); |
+ |
+ m_minPrefWidth += toAdd; |
+ m_maxPrefWidth += toAdd; |
+ |
+ setPrefWidthsDirty(false); |
+} |
+ |
+struct InlineMinMaxIterator |
+{ |
+/* InlineMinMaxIterator is a class that will iterate over all render objects that contribute to |
+ inline min/max width calculations. Note the following about the way it walks: |
+ (1) Positioned content is skipped (since it does not contribute to min/max width of a block) |
+ (2) We do not drill into the children of floats or replaced elements, since you can't break |
+ in the middle of such an element. |
+ (3) Inline flows (e.g., <a>, <span>, <i>) are walked twice, since each side can have |
+ distinct borders/margin/padding that contribute to the min/max width. |
+*/ |
+ RenderObject* parent; |
+ RenderObject* current; |
+ bool endOfInline; |
+ |
+ InlineMinMaxIterator(RenderObject* p, bool end = false) |
+ :parent(p), current(p), endOfInline(end) {} |
+ |
+ RenderObject* next(); |
+}; |
+ |
+RenderObject* InlineMinMaxIterator::next() |
+{ |
+ RenderObject* result = 0; |
+ bool oldEndOfInline = endOfInline; |
+ endOfInline = false; |
+ while (current || current == parent) { |
+ if (!oldEndOfInline && |
+ (current == parent || |
+ (!current->isFloating() && !current->isReplaced() && !current->isPositioned()))) |
+ result = current->firstChild(); |
+ if (!result) { |
+ // We hit the end of our inline. (It was empty, e.g., <span></span>.) |
+ if (!oldEndOfInline && current->isRenderInline()) { |
+ result = current; |
+ endOfInline = true; |
+ break; |
+ } |
+ |
+ while (current && current != parent) { |
+ result = current->nextSibling(); |
+ if (result) break; |
+ current = current->parent(); |
+ if (current && current != parent && current->isRenderInline()) { |
+ result = current; |
+ endOfInline = true; |
+ break; |
+ } |
+ } |
+ } |
+ |
+ if (!result) |
+ break; |
+ |
+ if (!result->isPositioned() && (result->isText() || result->isFloating() || result->isReplaced() || result->isRenderInline())) |
+ break; |
+ |
+ current = result; |
+ result = 0; |
+ } |
+ |
+ // Update our position. |
+ current = result; |
+ return current; |
+} |
+ |
+static int getBPMWidth(int childValue, Length cssUnit) |
+{ |
+ if (cssUnit.type() != Auto) |
+ return (cssUnit.isFixed() ? cssUnit.value() : childValue); |
+ return 0; |
+} |
+ |
+static int getBorderPaddingMargin(const RenderBox* child, bool endOfInline) |
+{ |
+ RenderStyle* cstyle = child->style(); |
+ int result = 0; |
+ bool leftSide = (cstyle->direction() == LTR) ? !endOfInline : endOfInline; |
+ result += getBPMWidth((leftSide ? child->marginLeft() : child->marginRight()), |
+ (leftSide ? cstyle->marginLeft() : |
+ cstyle->marginRight())); |
+ result += getBPMWidth((leftSide ? child->paddingLeft() : child->paddingRight()), |
+ (leftSide ? cstyle->paddingLeft() : |
+ cstyle->paddingRight())); |
+ result += leftSide ? child->borderLeft() : child->borderRight(); |
+ return result; |
+} |
+ |
+static inline void stripTrailingSpace(int& inlineMax, int& inlineMin, |
+ RenderObject* trailingSpaceChild) |
+{ |
+ if (trailingSpaceChild && trailingSpaceChild->isText()) { |
+ // Collapse away the trailing space at the end of a block. |
+ RenderText* t = toRenderText(trailingSpaceChild); |
+ const UChar space = ' '; |
+ const Font& font = t->style()->font(); // FIXME: This ignores first-line. |
+ int spaceWidth = font.width(TextRun(&space, 1)); |
+ inlineMax -= spaceWidth + font.wordSpacing(); |
+ if (inlineMin > inlineMax) |
+ inlineMin = inlineMax; |
+ } |
+} |
+ |
+void RenderBlock::calcInlinePrefWidths() |
+{ |
+ int inlineMax = 0; |
+ int inlineMin = 0; |
+ |
+ int cw = containingBlock()->contentWidth(); |
+ |
+ // If we are at the start of a line, we want to ignore all white-space. |
+ // Also strip spaces if we previously had text that ended in a trailing space. |
+ bool stripFrontSpaces = true; |
+ RenderObject* trailingSpaceChild = 0; |
+ |
+ // Firefox and Opera will allow a table cell to grow to fit an image inside it under |
+ // very specific cirucumstances (in order to match common WinIE renderings). |
+ // Not supporting the quirk has caused us to mis-render some real sites. (See Bugzilla 10517.) |
+ bool allowImagesToBreak = !style()->htmlHacks() || !isTableCell() || !style()->width().isIntrinsicOrAuto(); |
+ |
+ bool autoWrap, oldAutoWrap; |
+ autoWrap = oldAutoWrap = style()->autoWrap(); |
+ |
+ InlineMinMaxIterator childIterator(this); |
+ bool addedTextIndent = false; // Only gets added in once. |
+ RenderObject* prevFloat = 0; |
+ RenderObject* previousLeaf = 0; |
+ while (RenderObject* child = childIterator.next()) { |
+ autoWrap = child->isReplaced() ? child->parent()->style()->autoWrap() : |
+ child->style()->autoWrap(); |
+ |
+ if (!child->isBR()) { |
+ // Step One: determine whether or not we need to go ahead and |
+ // terminate our current line. Each discrete chunk can become |
+ // the new min-width, if it is the widest chunk seen so far, and |
+ // it can also become the max-width. |
+ |
+ // Children fall into three categories: |
+ // (1) An inline flow object. These objects always have a min/max of 0, |
+ // and are included in the iteration solely so that their margins can |
+ // be added in. |
+ // |
+ // (2) An inline non-text non-flow object, e.g., an inline replaced element. |
+ // These objects can always be on a line by themselves, so in this situation |
+ // we need to go ahead and break the current line, and then add in our own |
+ // margins and min/max width on its own line, and then terminate the line. |
+ // |
+ // (3) A text object. Text runs can have breakable characters at the start, |
+ // the middle or the end. They may also lose whitespace off the front if |
+ // we're already ignoring whitespace. In order to compute accurate min-width |
+ // information, we need three pieces of information. |
+ // (a) the min-width of the first non-breakable run. Should be 0 if the text string |
+ // starts with whitespace. |
+ // (b) the min-width of the last non-breakable run. Should be 0 if the text string |
+ // ends with whitespace. |
+ // (c) the min/max width of the string (trimmed for whitespace). |
+ // |
+ // If the text string starts with whitespace, then we need to go ahead and |
+ // terminate our current line (unless we're already in a whitespace stripping |
+ // mode. |
+ // |
+ // If the text string has a breakable character in the middle, but didn't start |
+ // with whitespace, then we add the width of the first non-breakable run and |
+ // then end the current line. We then need to use the intermediate min/max width |
+ // values (if any of them are larger than our current min/max). We then look at |
+ // the width of the last non-breakable run and use that to start a new line |
+ // (unless we end in whitespace). |
+ RenderStyle* cstyle = child->style(); |
+ int childMin = 0; |
+ int childMax = 0; |
+ |
+ if (!child->isText()) { |
+ // Case (1) and (2). Inline replaced and inline flow elements. |
+ if (child->isRenderInline()) { |
+ // Add in padding/border/margin from the appropriate side of |
+ // the element. |
+ int bpm = getBorderPaddingMargin(static_cast<RenderBox*>(child), childIterator.endOfInline); |
+ childMin += bpm; |
+ childMax += bpm; |
+ |
+ inlineMin += childMin; |
+ inlineMax += childMax; |
+ |
+ child->setPrefWidthsDirty(false); |
+ } else { |
+ // Inline replaced elts add in their margins to their min/max values. |
+ int margins = 0; |
+ Length leftMargin = cstyle->marginLeft(); |
+ Length rightMargin = cstyle->marginRight(); |
+ if (leftMargin.isFixed()) |
+ margins += leftMargin.value(); |
+ if (rightMargin.isFixed()) |
+ margins += rightMargin.value(); |
+ childMin += margins; |
+ childMax += margins; |
+ } |
+ } |
+ |
+ if (!child->isRenderInline() && !child->isText()) { |
+ // Case (2). Inline replaced elements and floats. |
+ // Go ahead and terminate the current line as far as |
+ // minwidth is concerned. |
+ childMin += child->minPrefWidth(); |
+ childMax += child->maxPrefWidth(); |
+ |
+ bool clearPreviousFloat; |
+ if (child->isFloating()) { |
+ clearPreviousFloat = (prevFloat |
+ && (prevFloat->style()->floating() == FLEFT && (child->style()->clear() & CLEFT) |
+ || prevFloat->style()->floating() == FRIGHT && (child->style()->clear() & CRIGHT))); |
+ prevFloat = child; |
+ } else |
+ clearPreviousFloat = false; |
+ |
+ bool canBreakReplacedElement = !child->isImage() || allowImagesToBreak; |
+ if (canBreakReplacedElement && (autoWrap || oldAutoWrap) || clearPreviousFloat) { |
+ m_minPrefWidth = max(inlineMin, m_minPrefWidth); |
+ inlineMin = 0; |
+ } |
+ |
+ // If we're supposed to clear the previous float, then terminate maxwidth as well. |
+ if (clearPreviousFloat) { |
+ m_maxPrefWidth = max(inlineMax, m_maxPrefWidth); |
+ inlineMax = 0; |
+ } |
+ |
+ // Add in text-indent. This is added in only once. |
+ int ti = 0; |
+ if (!addedTextIndent) { |
+ addedTextIndent = true; |
+ ti = style()->textIndent().calcMinValue(cw); |
+ childMin+=ti; |
+ childMax+=ti; |
+ } |
+ |
+ // Add our width to the max. |
+ inlineMax += childMax; |
+ |
+ if (!autoWrap || !canBreakReplacedElement) { |
+ if (child->isFloating()) |
+ m_minPrefWidth = max(childMin, m_minPrefWidth); |
+ else |
+ inlineMin += childMin; |
+ } else { |
+ // Now check our line. |
+ m_minPrefWidth = max(childMin, m_minPrefWidth); |
+ |
+ // Now start a new line. |
+ inlineMin = 0; |
+ } |
+ |
+ // We are no longer stripping whitespace at the start of |
+ // a line. |
+ if (!child->isFloating()) { |
+ stripFrontSpaces = false; |
+ trailingSpaceChild = 0; |
+ } |
+ } else if (child->isText()) { |
+ // Case (3). Text. |
+ RenderText* t = toRenderText(child); |
+ |
+ if (t->isWordBreak()) { |
+ m_minPrefWidth = max(inlineMin, m_minPrefWidth); |
+ inlineMin = 0; |
+ continue; |
+ } |
+ |
+ // Determine if we have a breakable character. Pass in |
+ // whether or not we should ignore any spaces at the front |
+ // of the string. If those are going to be stripped out, |
+ // then they shouldn't be considered in the breakable char |
+ // check. |
+ bool hasBreakableChar, hasBreak; |
+ int beginMin, endMin; |
+ bool beginWS, endWS; |
+ int beginMax, endMax; |
+ t->trimmedPrefWidths(inlineMax, beginMin, beginWS, endMin, endWS, |
+ hasBreakableChar, hasBreak, beginMax, endMax, |
+ childMin, childMax, stripFrontSpaces); |
+ |
+ // This text object will not be rendered, but it may still provide a breaking opportunity. |
+ if (!hasBreak && childMax == 0) { |
+ if (autoWrap && (beginWS || endWS)) { |
+ m_minPrefWidth = max(inlineMin, m_minPrefWidth); |
+ inlineMin = 0; |
+ } |
+ continue; |
+ } |
+ |
+ if (stripFrontSpaces) |
+ trailingSpaceChild = child; |
+ else |
+ trailingSpaceChild = 0; |
+ |
+ // Add in text-indent. This is added in only once. |
+ int ti = 0; |
+ if (!addedTextIndent) { |
+ addedTextIndent = true; |
+ ti = style()->textIndent().calcMinValue(cw); |
+ childMin+=ti; beginMin += ti; |
+ childMax+=ti; beginMax += ti; |
+ } |
+ |
+ // If we have no breakable characters at all, |
+ // then this is the easy case. We add ourselves to the current |
+ // min and max and continue. |
+ if (!hasBreakableChar) { |
+ inlineMin += childMin; |
+ } else { |
+ // We have a breakable character. Now we need to know if |
+ // we start and end with whitespace. |
+ if (beginWS) |
+ // Go ahead and end the current line. |
+ m_minPrefWidth = max(inlineMin, m_minPrefWidth); |
+ else { |
+ inlineMin += beginMin; |
+ m_minPrefWidth = max(inlineMin, m_minPrefWidth); |
+ childMin -= ti; |
+ } |
+ |
+ inlineMin = childMin; |
+ |
+ if (endWS) { |
+ // We end in whitespace, which means we can go ahead |
+ // and end our current line. |
+ m_minPrefWidth = max(inlineMin, m_minPrefWidth); |
+ inlineMin = 0; |
+ } else { |
+ m_minPrefWidth = max(inlineMin, m_minPrefWidth); |
+ inlineMin = endMin; |
+ } |
+ } |
+ |
+ if (hasBreak) { |
+ inlineMax += beginMax; |
+ m_maxPrefWidth = max(inlineMax, m_maxPrefWidth); |
+ m_maxPrefWidth = max(childMax, m_maxPrefWidth); |
+ inlineMax = endMax; |
+ } else |
+ inlineMax += childMax; |
+ } |
+ } else { |
+ m_minPrefWidth = max(inlineMin, m_minPrefWidth); |
+ m_maxPrefWidth = max(inlineMax, m_maxPrefWidth); |
+ inlineMin = inlineMax = 0; |
+ stripFrontSpaces = true; |
+ trailingSpaceChild = 0; |
+ } |
+ |
+ oldAutoWrap = autoWrap; |
+ if (!child->isRenderInline()) |
+ previousLeaf = child; |
+ } |
+ |
+ if (style()->collapseWhiteSpace()) |
+ stripTrailingSpace(inlineMax, inlineMin, trailingSpaceChild); |
+ |
+ m_minPrefWidth = max(inlineMin, m_minPrefWidth); |
+ m_maxPrefWidth = max(inlineMax, m_maxPrefWidth); |
+} |
+ |
+// Use a very large value (in effect infinite). |
+#define BLOCK_MAX_WIDTH 15000 |
+ |
+void RenderBlock::calcBlockPrefWidths() |
+{ |
+ bool nowrap = style()->whiteSpace() == NOWRAP; |
+ |
+ RenderObject *child = firstChild(); |
+ int floatLeftWidth = 0, floatRightWidth = 0; |
+ while (child) { |
+ // Positioned children don't affect the min/max width |
+ if (child->isPositioned()) { |
+ child = child->nextSibling(); |
+ continue; |
+ } |
+ |
+ if (child->isFloating() || child->avoidsFloats()) { |
+ int floatTotalWidth = floatLeftWidth + floatRightWidth; |
+ if (child->style()->clear() & CLEFT) { |
+ m_maxPrefWidth = max(floatTotalWidth, m_maxPrefWidth); |
+ floatLeftWidth = 0; |
+ } |
+ if (child->style()->clear() & CRIGHT) { |
+ m_maxPrefWidth = max(floatTotalWidth, m_maxPrefWidth); |
+ floatRightWidth = 0; |
+ } |
+ } |
+ |
+ // A margin basically has three types: fixed, percentage, and auto (variable). |
+ // Auto and percentage margins simply become 0 when computing min/max width. |
+ // Fixed margins can be added in as is. |
+ Length ml = child->style()->marginLeft(); |
+ Length mr = child->style()->marginRight(); |
+ int margin = 0, marginLeft = 0, marginRight = 0; |
+ if (ml.isFixed()) |
+ marginLeft += ml.value(); |
+ if (mr.isFixed()) |
+ marginRight += mr.value(); |
+ margin = marginLeft + marginRight; |
+ |
+ int w = child->minPrefWidth() + margin; |
+ m_minPrefWidth = max(w, m_minPrefWidth); |
+ |
+ // IE ignores tables for calculation of nowrap. Makes some sense. |
+ if (nowrap && !child->isTable()) |
+ m_maxPrefWidth = max(w, m_maxPrefWidth); |
+ |
+ w = child->maxPrefWidth() + margin; |
+ |
+ if (!child->isFloating()) { |
+ if (child->avoidsFloats()) { |
+ // Determine a left and right max value based off whether or not the floats can fit in the |
+ // margins of the object. For negative margins, we will attempt to overlap the float if the negative margin |
+ // is smaller than the float width. |
+ int maxLeft = marginLeft > 0 ? max(floatLeftWidth, marginLeft) : floatLeftWidth + marginLeft; |
+ int maxRight = marginRight > 0 ? max(floatRightWidth, marginRight) : floatRightWidth + marginRight; |
+ w = child->maxPrefWidth() + maxLeft + maxRight; |
+ w = max(w, floatLeftWidth + floatRightWidth); |
+ } |
+ else |
+ m_maxPrefWidth = max(floatLeftWidth + floatRightWidth, m_maxPrefWidth); |
+ floatLeftWidth = floatRightWidth = 0; |
+ } |
+ |
+ if (child->isFloating()) { |
+ if (style()->floating() == FLEFT) |
+ floatLeftWidth += w; |
+ else |
+ floatRightWidth += w; |
+ } else |
+ m_maxPrefWidth = max(w, m_maxPrefWidth); |
+ |
+ // A very specific WinIE quirk. |
+ // Example: |
+ /* |
+ <div style="position:absolute; width:100px; top:50px;"> |
+ <div style="position:absolute;left:0px;top:50px;height:50px;background-color:green"> |
+ <table style="width:100%"><tr><td></table> |
+ </div> |
+ </div> |
+ */ |
+ // In the above example, the inner absolute positioned block should have a computed width |
+ // of 100px because of the table. |
+ // We can achieve this effect by making the maxwidth of blocks that contain tables |
+ // with percentage widths be infinite (as long as they are not inside a table cell). |
+ if (style()->htmlHacks() && child->style()->width().isPercent() && |
+ !isTableCell() && child->isTable() && m_maxPrefWidth < BLOCK_MAX_WIDTH) { |
+ RenderBlock* cb = containingBlock(); |
+ while (!cb->isRenderView() && !cb->isTableCell()) |
+ cb = cb->containingBlock(); |
+ if (!cb->isTableCell()) |
+ m_maxPrefWidth = BLOCK_MAX_WIDTH; |
+ } |
+ |
+ child = child->nextSibling(); |
+ } |
+ |
+ // Always make sure these values are non-negative. |
+ m_minPrefWidth = max(0, m_minPrefWidth); |
+ m_maxPrefWidth = max(0, m_maxPrefWidth); |
+ |
+ m_maxPrefWidth = max(floatLeftWidth + floatRightWidth, m_maxPrefWidth); |
+} |
+ |
+bool RenderBlock::hasLineIfEmpty() const |
+{ |
+ if (!element()) |
+ return false; |
+ |
+ if (element()->isContentEditable() && element()->rootEditableElement() == element()) |
+ return true; |
+ |
+ // TODO(ojan): Upstream the change below as part of upstreaming the RenderTextControl changes |
+ // To put the overflow on the HTMLTextAreaElement instead of it's shadow node. |
+ if (element()->isShadowNode() && |
+ (element()->shadowParentNode()->hasTagName(inputTag) || |
+ element()->shadowParentNode()->hasTagName(textareaTag))) |
+ return true; |
+ |
+ return false; |
+} |
+ |
+int RenderBlock::lineHeight(bool firstLine, bool isRootLineBox) const |
+{ |
+ // Inline blocks are replaced elements. Otherwise, just pass off to |
+ // the base class. If we're being queried as though we're the root line |
+ // box, then the fact that we're an inline-block is irrelevant, and we behave |
+ // just like a block. |
+ if (isReplaced() && !isRootLineBox) |
+ return height() + marginTop() + marginBottom(); |
+ |
+ if (firstLine && document()->usesFirstLineRules()) { |
+ RenderStyle* s = style(firstLine); |
+ if (s != style()) |
+ return s->computedLineHeight(); |
+ } |
+ |
+ if (m_lineHeight == -1) |
+ m_lineHeight = style()->computedLineHeight(); |
+ |
+ return m_lineHeight; |
+} |
+ |
+int RenderBlock::baselinePosition(bool b, bool isRootLineBox) const |
+{ |
+ // Inline blocks are replaced elements. Otherwise, just pass off to |
+ // the base class. If we're being queried as though we're the root line |
+ // box, then the fact that we're an inline-block is irrelevant, and we behave |
+ // just like a block. |
+ if (isReplaced() && !isRootLineBox) { |
+ // For "leaf" theme objects, let the theme decide what the baseline position is. |
+ // FIXME: Might be better to have a custom CSS property instead, so that if the theme |
+ // is turned off, checkboxes/radios will still have decent baselines. |
+ if (style()->hasAppearance() && !theme()->isControlContainer(style()->appearance())) |
+ return theme()->baselinePosition(this); |
+ |
+ // CSS2.1 states that the baseline of an inline block is the baseline of the last line box in |
+ // the normal flow. We make an exception for marquees, since their baselines are meaningless |
+ // (the content inside them moves). This matches WinIE as well, which just bottom-aligns them. |
+ // We also give up on finding a baseline if we have a vertical scrollbar, or if we are scrolled |
+ // vertically (e.g., an overflow:hidden block that has had scrollTop moved) or if the baseline is outside |
+ // of our content box. |
+ int baselinePos = (m_layer && (m_layer->marquee() || m_layer->verticalScrollbar() || m_layer->scrollYOffset() != 0)) ? -1 : getBaselineOfLastLineBox(); |
+ if (baselinePos != -1 && baselinePos <= borderTop() + paddingTop() + contentHeight()) |
+ return marginTop() + baselinePos; |
+ return height() + marginTop() + marginBottom(); |
+ } |
+ return RenderBox::baselinePosition(b, isRootLineBox); |
+} |
+ |
+int RenderBlock::getBaselineOfFirstLineBox() const |
+{ |
+ if (!isBlockFlow()) |
+ return RenderBox::getBaselineOfFirstLineBox(); |
+ |
+ if (childrenInline()) { |
+ if (firstLineBox()) |
+ return firstLineBox()->yPos() + firstLineBox()->baseline(); |
+ else |
+ return -1; |
+ } |
+ else { |
+ for (RenderBox* curr = firstChildBox(); curr; curr = curr->nextSiblingBox()) { |
+ if (!curr->isFloatingOrPositioned()) { |
+ int result = curr->getBaselineOfFirstLineBox(); |
+ if (result != -1) |
+ return curr->y() + result; // Translate to our coordinate space. |
+ } |
+ } |
+ } |
+ |
+ return -1; |
+} |
+ |
+int RenderBlock::getBaselineOfLastLineBox() const |
+{ |
+ if (!isBlockFlow()) |
+ return RenderBox::getBaselineOfLastLineBox(); |
+ |
+ if (childrenInline()) { |
+ if (!firstLineBox() && hasLineIfEmpty()) |
+ return RenderBox::baselinePosition(true, true) + borderTop() + paddingTop(); |
+ if (lastLineBox()) |
+ return lastLineBox()->yPos() + lastLineBox()->baseline(); |
+ return -1; |
+ } |
+ else { |
+ bool haveNormalFlowChild = false; |
+ for (RenderBox* curr = lastChildBox(); curr; curr = curr->previousSiblingBox()) { |
+ if (!curr->isFloatingOrPositioned()) { |
+ haveNormalFlowChild = true; |
+ int result = curr->getBaselineOfLastLineBox(); |
+ if (result != -1) |
+ return curr->y() + result; // Translate to our coordinate space. |
+ } |
+ } |
+ if (!haveNormalFlowChild && hasLineIfEmpty()) |
+ return RenderBox::baselinePosition(true, true) + borderTop() + paddingTop(); |
+ } |
+ |
+ return -1; |
+} |
+ |
+bool RenderBlock::containsNonZeroBidiLevel() const |
+{ |
+ for (RootInlineBox* root = firstRootBox(); root; root = root->nextRootBox()) { |
+ for (InlineBox* box = root->firstLeafChild(); box; box = box->nextLeafChild()) { |
+ if (box->bidiLevel()) |
+ return true; |
+ } |
+ } |
+ return false; |
+} |
+ |
+RenderBlock* RenderBlock::firstLineBlock() const |
+{ |
+ RenderBlock* firstLineBlock = const_cast<RenderBlock*>(this); |
+ bool hasPseudo = false; |
+ while (true) { |
+ hasPseudo = firstLineBlock->style()->hasPseudoStyle(FIRST_LINE); |
+ if (hasPseudo) |
+ break; |
+ RenderObject* parentBlock = firstLineBlock->parent(); |
+ if (firstLineBlock->isReplaced() || firstLineBlock->isFloating() || |
+ !parentBlock || parentBlock->firstChild() != firstLineBlock || !parentBlock->isBlockFlow()) |
+ break; |
+ ASSERT(parentBlock->isRenderBlock()); |
+ firstLineBlock = toRenderBlock(parentBlock); |
+ } |
+ |
+ if (!hasPseudo) |
+ return 0; |
+ |
+ return firstLineBlock; |
+} |
+ |
+void RenderBlock::updateFirstLetter() |
+{ |
+ if (!document()->usesFirstLetterRules()) |
+ return; |
+ // Don't recurse |
+ if (style()->styleType() == FIRST_LETTER) |
+ return; |
+ |
+ // FIXME: We need to destroy the first-letter object if it is no longer the first child. Need to find |
+ // an efficient way to check for that situation though before implementing anything. |
+ RenderObject* firstLetterBlock = this; |
+ bool hasPseudoStyle = false; |
+ while (true) { |
+ // We only honor first-letter if the firstLetterBlock can have children in the DOM. This correctly |
+ // prevents form controls from honoring first-letter. |
+ hasPseudoStyle = firstLetterBlock->style()->hasPseudoStyle(FIRST_LETTER) |
+ && firstLetterBlock->canHaveChildren(); |
+ if (hasPseudoStyle) |
+ break; |
+ RenderObject* parentBlock = firstLetterBlock->parent(); |
+ if (firstLetterBlock->isReplaced() || !parentBlock || parentBlock->firstChild() != firstLetterBlock || |
+ !parentBlock->isBlockFlow()) |
+ break; |
+ firstLetterBlock = parentBlock; |
+ } |
+ |
+ if (!hasPseudoStyle) |
+ return; |
+ |
+ // Drill into inlines looking for our first text child. |
+ RenderObject* currChild = firstLetterBlock->firstChild(); |
+ while (currChild && currChild->needsLayout() && (!currChild->isReplaced() || currChild->isFloatingOrPositioned()) && !currChild->isText()) { |
+ if (currChild->isFloatingOrPositioned()) { |
+ if (currChild->style()->styleType() == FIRST_LETTER) |
+ break; |
+ currChild = currChild->nextSibling(); |
+ } else |
+ currChild = currChild->firstChild(); |
+ } |
+ |
+ // Get list markers out of the way. |
+ while (currChild && currChild->isListMarker()) |
+ currChild = currChild->nextSibling(); |
+ |
+ if (!currChild) |
+ return; |
+ |
+ RenderObject* firstLetterContainer = currChild->parent(); |
+ |
+ // If the child already has style, then it has already been created, so we just want |
+ // to update it. |
+ if (currChild->style()->styleType() == FIRST_LETTER) { |
+ RenderStyle* pseudo = firstLetterBlock->getCachedPseudoStyle(FIRST_LETTER, |
+ firstLetterContainer->firstLineStyle()); |
+ currChild->setStyle(pseudo); |
+ for (RenderObject* genChild = currChild->firstChild(); genChild; genChild = genChild->nextSibling()) { |
+ if (genChild->isText()) |
+ genChild->setStyle(pseudo); |
+ } |
+ return; |
+ } |
+ |
+ // If the child does not already have style, we create it here. |
+ if (currChild->isText() && !currChild->isBR() && currChild->parent()->style()->styleType() != FIRST_LETTER) { |
+ // Our layout state is not valid for the repaints we are going to trigger by |
+ // adding and removing children of firstLetterContainer. |
+ view()->disableLayoutState(); |
+ |
+ RenderText* textObj = toRenderText(currChild); |
+ |
+ // Create our pseudo style now that we have our firstLetterContainer determined. |
+ RenderStyle* pseudoStyle = firstLetterBlock->getCachedPseudoStyle(FIRST_LETTER, |
+ firstLetterContainer->firstLineStyle()); |
+ |
+ // Force inline display (except for floating first-letters) |
+ pseudoStyle->setDisplay(pseudoStyle->isFloating() ? BLOCK : INLINE); |
+ pseudoStyle->setPosition(StaticPosition); // CSS2 says first-letter can't be positioned. |
+ |
+ RenderObject* firstLetter = 0; |
+ if (pseudoStyle->display() == INLINE) |
+ firstLetter = new (renderArena()) RenderInline(document()); |
+ else |
+ firstLetter = new (renderArena()) RenderBlock(document()); |
+ firstLetter->setStyle(pseudoStyle); |
+ firstLetterContainer->addChild(firstLetter, currChild); |
+ |
+ // The original string is going to be either a generated content string or a DOM node's |
+ // string. We want the original string before it got transformed in case first-letter has |
+ // no text-transform or a different text-transform applied to it. |
+ RefPtr<StringImpl> oldText = textObj->originalText(); |
+ ASSERT(oldText); |
+ |
+ if (oldText && oldText->length() > 0) { |
+ unsigned int length = 0; |
+ |
+ // account for leading spaces and punctuation |
+ while (length < oldText->length() && (isSpaceOrNewline((*oldText)[length]) || Unicode::isPunct((*oldText)[length]))) |
+ length++; |
+ |
+ // account for first letter |
+ length++; |
+ |
+ // construct text fragment for the text after the first letter |
+ // NOTE: this might empty |
+ RenderTextFragment* remainingText = |
+ new (renderArena()) RenderTextFragment(textObj->node(), oldText.get(), length, oldText->length() - length); |
+ remainingText->setStyle(textObj->style()); |
+ if (remainingText->element()) |
+ remainingText->element()->setRenderer(remainingText); |
+ |
+ RenderObject* nextObj = textObj->nextSibling(); |
+ firstLetterContainer->removeChild(textObj); |
+ firstLetterContainer->addChild(remainingText, nextObj); |
+ remainingText->setFirstLetter(firstLetter); |
+ |
+ // construct text fragment for the first letter |
+ RenderTextFragment* letter = |
+ new (renderArena()) RenderTextFragment(remainingText->node(), oldText.get(), 0, length); |
+ RefPtr<RenderStyle> newStyle = RenderStyle::create(); |
+ newStyle->inheritFrom(pseudoStyle); |
+ letter->setStyle(newStyle.release()); |
+ firstLetter->addChild(letter); |
+ |
+ textObj->destroy(); |
+ } |
+ view()->enableLayoutState(); |
+ } |
+} |
+ |
+bool RenderBlock::inRootBlockContext() const |
+{ |
+ if (isTableCell() || isFloatingOrPositioned() || hasOverflowClip()) |
+ return false; |
+ |
+ if (isRoot() || isRenderView()) |
+ return true; |
+ |
+ return containingBlock()->inRootBlockContext(); |
+} |
+ |
+// Helper methods for obtaining the last line, computing line counts and heights for line counts |
+// (crawling into blocks). |
+static bool shouldCheckLines(RenderObject* obj) |
+{ |
+ return !obj->isFloatingOrPositioned() && !obj->isRunIn() && |
+ obj->isBlockFlow() && obj->style()->height().isAuto() && |
+ (!obj->isFlexibleBox() || obj->style()->boxOrient() == VERTICAL); |
+} |
+ |
+static RootInlineBox* getLineAtIndex(RenderBlock* block, int i, int& count) |
+{ |
+ if (block->style()->visibility() == VISIBLE) { |
+ if (block->childrenInline()) { |
+ for (RootInlineBox* box = block->firstRootBox(); box; box = box->nextRootBox()) { |
+ if (count++ == i) |
+ return box; |
+ } |
+ } |
+ else { |
+ for (RenderObject* obj = block->firstChild(); obj; obj = obj->nextSibling()) { |
+ if (shouldCheckLines(obj)) { |
+ RootInlineBox *box = getLineAtIndex(toRenderBlock(obj), i, count); |
+ if (box) |
+ return box; |
+ } |
+ } |
+ } |
+ } |
+ return 0; |
+} |
+ |
+static int getHeightForLineCount(RenderBlock* block, int l, bool includeBottom, int& count) |
+{ |
+ if (block->style()->visibility() == VISIBLE) { |
+ if (block->childrenInline()) { |
+ for (RootInlineBox* box = block->firstRootBox(); box; box = box->nextRootBox()) { |
+ if (++count == l) |
+ return box->bottomOverflow() + (includeBottom ? (block->borderBottom() + block->paddingBottom()) : 0); |
+ } |
+ } |
+ else { |
+ RenderBox* normalFlowChildWithoutLines = 0; |
+ for (RenderBox* obj = block->firstChildBox(); obj; obj = obj->nextSiblingBox()) { |
+ if (shouldCheckLines(obj)) { |
+ int result = getHeightForLineCount(toRenderBlock(obj), l, false, count); |
+ if (result != -1) |
+ return result + obj->y() + (includeBottom ? (block->borderBottom() + block->paddingBottom()) : 0); |
+ } |
+ else if (!obj->isFloatingOrPositioned() && !obj->isRunIn()) |
+ normalFlowChildWithoutLines = obj; |
+ } |
+ if (normalFlowChildWithoutLines && l == 0) |
+ return normalFlowChildWithoutLines->y() + normalFlowChildWithoutLines->height(); |
+ } |
+ } |
+ |
+ return -1; |
+} |
+ |
+RootInlineBox* RenderBlock::lineAtIndex(int i) |
+{ |
+ int count = 0; |
+ return getLineAtIndex(this, i, count); |
+} |
+ |
+int RenderBlock::lineCount() |
+{ |
+ int count = 0; |
+ if (style()->visibility() == VISIBLE) { |
+ if (childrenInline()) |
+ for (RootInlineBox* box = firstRootBox(); box; box = box->nextRootBox()) |
+ count++; |
+ else |
+ for (RenderObject* obj = firstChild(); obj; obj = obj->nextSibling()) |
+ if (shouldCheckLines(obj)) |
+ count += toRenderBlock(obj)->lineCount(); |
+ } |
+ return count; |
+} |
+ |
+int RenderBlock::heightForLineCount(int l) |
+{ |
+ int count = 0; |
+ return getHeightForLineCount(this, l, true, count); |
+} |
+ |
+void RenderBlock::adjustForBorderFit(int x, int& left, int& right) const |
+{ |
+ // We don't deal with relative positioning. Our assumption is that you shrink to fit the lines without accounting |
+ // for either overflow or translations via relative positioning. |
+ if (style()->visibility() == VISIBLE) { |
+ if (childrenInline()) { |
+ for (RootInlineBox* box = firstRootBox(); box; box = box->nextRootBox()) { |
+ if (box->firstChild()) |
+ left = min(left, x + box->firstChild()->xPos()); |
+ if (box->lastChild()) |
+ right = max(right, x + box->lastChild()->xPos() + box->lastChild()->width()); |
+ } |
+ } |
+ else { |
+ for (RenderBox* obj = firstChildBox(); obj; obj = obj->nextSiblingBox()) { |
+ if (!obj->isFloatingOrPositioned()) { |
+ if (obj->isBlockFlow() && !obj->hasOverflowClip()) |
+ toRenderBlock(obj)->adjustForBorderFit(x + obj->x(), left, right); |
+ else if (obj->style()->visibility() == VISIBLE) { |
+ // We are a replaced element or some kind of non-block-flow object. |
+ left = min(left, x + obj->x()); |
+ right = max(right, x + obj->x() + obj->width()); |
+ } |
+ } |
+ } |
+ } |
+ |
+ if (m_floatingObjects) { |
+ FloatingObject* r; |
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); |
+ for (; (r = it.current()); ++it) { |
+ // Only examine the object if our m_shouldPaint flag is set. |
+ if (r->m_shouldPaint) { |
+ int floatLeft = r->m_left - r->m_renderer->x() + r->m_renderer->marginLeft(); |
+ int floatRight = floatLeft + r->m_renderer->width(); |
+ left = min(left, floatLeft); |
+ right = max(right, floatRight); |
+ } |
+ } |
+ } |
+ } |
+} |
+ |
+void RenderBlock::borderFitAdjust(int& x, int& w) const |
+{ |
+ if (style()->borderFit() == BorderFitBorder) |
+ return; |
+ |
+ // Walk any normal flow lines to snugly fit. |
+ int left = INT_MAX; |
+ int right = INT_MIN; |
+ int oldWidth = w; |
+ adjustForBorderFit(0, left, right); |
+ if (left != INT_MAX) { |
+ left -= (borderLeft() + paddingLeft()); |
+ if (left > 0) { |
+ x += left; |
+ w -= left; |
+ } |
+ } |
+ if (right != INT_MIN) { |
+ right += (borderRight() + paddingRight()); |
+ if (right < oldWidth) |
+ w -= (oldWidth - right); |
+ } |
+} |
+ |
+void RenderBlock::clearTruncation() |
+{ |
+ if (style()->visibility() == VISIBLE) { |
+ if (childrenInline() && hasMarkupTruncation()) { |
+ setHasMarkupTruncation(false); |
+ for (RootInlineBox* box = firstRootBox(); box; box = box->nextRootBox()) |
+ box->clearTruncation(); |
+ } |
+ else |
+ for (RenderObject* obj = firstChild(); obj; obj = obj->nextSibling()) |
+ if (shouldCheckLines(obj)) |
+ toRenderBlock(obj)->clearTruncation(); |
+ } |
+} |
+ |
+void RenderBlock::setMaxTopMargins(int pos, int neg) |
+{ |
+ if (!m_maxMargin) { |
+ if (pos == MaxMargin::topPosDefault(this) && neg == MaxMargin::topNegDefault(this)) |
+ return; |
+ m_maxMargin = new MaxMargin(this); |
+ } |
+ m_maxMargin->m_topPos = pos; |
+ m_maxMargin->m_topNeg = neg; |
+} |
+ |
+void RenderBlock::setMaxBottomMargins(int pos, int neg) |
+{ |
+ if (!m_maxMargin) { |
+ if (pos == MaxMargin::bottomPosDefault(this) && neg == MaxMargin::bottomNegDefault(this)) |
+ return; |
+ m_maxMargin = new MaxMargin(this); |
+ } |
+ m_maxMargin->m_bottomPos = pos; |
+ m_maxMargin->m_bottomNeg = neg; |
+} |
+ |
+void RenderBlock::absoluteRects(Vector<IntRect>& rects, int tx, int ty, bool topLevel) |
+{ |
+ // For blocks inside inlines, we go ahead and include margins so that we run right up to the |
+ // inline boxes above and below us (thus getting merged with them to form a single irregular |
+ // shape). |
+ if (topLevel && inlineContinuation()) { |
+ rects.append(IntRect(tx, ty - collapsedMarginTop(), |
+ width(), height() + collapsedMarginTop() + collapsedMarginBottom())); |
+ inlineContinuation()->absoluteRects(rects, |
+ tx - x() + inlineContinuation()->containingBlock()->x(), |
+ ty - y() + inlineContinuation()->containingBlock()->y(), topLevel); |
+ } else |
+ rects.append(IntRect(tx, ty, width(), height())); |
+} |
+ |
+void RenderBlock::absoluteQuads(Vector<FloatQuad>& quads, bool topLevel) |
+{ |
+ // For blocks inside inlines, we go ahead and include margins so that we run right up to the |
+ // inline boxes above and below us (thus getting merged with them to form a single irregular |
+ // shape). |
+ if (topLevel && inlineContinuation()) { |
+ FloatRect localRect(0, -collapsedMarginTop(), |
+ width(), height() + collapsedMarginTop() + collapsedMarginBottom()); |
+ quads.append(localToAbsoluteQuad(localRect)); |
+ inlineContinuation()->absoluteQuads(quads, topLevel); |
+ } else |
+ quads.append(RenderBox::localToAbsoluteQuad(FloatRect(0, 0, width(), height()))); |
+} |
+ |
+IntRect RenderBlock::rectWithOutlineForRepaint(RenderBox* repaintContainer, int outlineWidth) |
+{ |
+ IntRect r(RenderBox::rectWithOutlineForRepaint(repaintContainer, outlineWidth)); |
+ if (inlineContinuation()) |
+ r.inflateY(collapsedMarginTop()); |
+ return r; |
+} |
+ |
+RenderObject* RenderBlock::hoverAncestor() const |
+{ |
+ return inlineContinuation() ? inlineContinuation() : RenderBox::hoverAncestor(); |
+} |
+ |
+void RenderBlock::updateDragState(bool dragOn) |
+{ |
+ RenderBox::updateDragState(dragOn); |
+ if (inlineContinuation()) |
+ inlineContinuation()->updateDragState(dragOn); |
+} |
+ |
+RenderStyle* RenderBlock::outlineStyleForRepaint() const |
+{ |
+ return inlineContinuation() ? inlineContinuation()->style() : style(); |
+} |
+ |
+void RenderBlock::childBecameNonInline(RenderObject*) |
+{ |
+ makeChildrenNonInline(); |
+ if (isAnonymousBlock() && parent() && parent()->isRenderBlock()) |
+ toRenderBlock(parent())->removeLeftoverAnonymousBlock(this); |
+ // |this| may be dead here |
+} |
+ |
+void RenderBlock::updateHitTestResult(HitTestResult& result, const IntPoint& point) |
+{ |
+ if (result.innerNode()) |
+ return; |
+ |
+ Node* node = element(); |
+ if (inlineContinuation()) |
+ // We are in the margins of block elements that are part of a continuation. In |
+ // this case we're actually still inside the enclosing inline element that was |
+ // split. Go ahead and set our inner node accordingly. |
+ node = inlineContinuation()->element(); |
+ |
+ if (node) { |
+ result.setInnerNode(node); |
+ if (!result.innerNonSharedNode()) |
+ result.setInnerNonSharedNode(node); |
+ result.setLocalPoint(point); |
+ } |
+} |
+ |
+IntRect RenderBlock::localCaretRect(InlineBox* inlineBox, int caretOffset, int* extraWidthToEndOfLine) |
+{ |
+ // Do the normal calculation in most cases. |
+ if (firstChild()) |
+ return RenderBox::localCaretRect(inlineBox, caretOffset, extraWidthToEndOfLine); |
+ |
+ // This is a special case: |
+ // The element is not an inline element, and it's empty. So we have to |
+ // calculate a fake position to indicate where objects are to be inserted. |
+ |
+ // FIXME: This does not take into account either :first-line or :first-letter |
+ // However, as soon as some content is entered, the line boxes will be |
+ // constructed and this kludge is not called any more. So only the caret size |
+ // of an empty :first-line'd block is wrong. I think we can live with that. |
+ RenderStyle* currentStyle = firstLineStyle(); |
+ int height = lineHeight(true); |
+ const int caretWidth = 1; |
+ |
+ enum CaretAlignment { alignLeft, alignRight, alignCenter }; |
+ |
+ CaretAlignment alignment = alignLeft; |
+ |
+ switch (currentStyle->textAlign()) { |
+ case TAAUTO: |
+ case JUSTIFY: |
+ if (currentStyle->direction() == RTL) |
+ alignment = alignRight; |
+ break; |
+ case LEFT: |
+ case WEBKIT_LEFT: |
+ break; |
+ case CENTER: |
+ case WEBKIT_CENTER: |
+ alignment = alignCenter; |
+ break; |
+ case RIGHT: |
+ case WEBKIT_RIGHT: |
+ alignment = alignRight; |
+ break; |
+ } |
+ |
+ int x = borderLeft() + paddingLeft(); |
+ int w = width(); |
+ |
+ switch (alignment) { |
+ case alignLeft: |
+ break; |
+ case alignCenter: |
+ x = (x + w - (borderRight() + paddingRight())) / 2; |
+ break; |
+ case alignRight: |
+ x = w - (borderRight() + paddingRight()); |
+ break; |
+ } |
+ |
+ if (extraWidthToEndOfLine) { |
+ if (isRenderBlock()) { |
+ *extraWidthToEndOfLine = w - (x + caretWidth); |
+ } else { |
+ // FIXME: This code looks wrong. |
+ // myRight and containerRight are set up, but then clobbered. |
+ // So *extraWidthToEndOfLine will always be 0 here. |
+ |
+ int myRight = x + caretWidth; |
+ // FIXME: why call localToAbsoluteForContent() twice here, too? |
+ FloatPoint absRightPoint = localToAbsolute(FloatPoint(myRight, 0)); |
+ |
+ int containerRight = containingBlock()->x() + containingBlockWidth(); |
+ FloatPoint absContainerPoint = localToAbsolute(FloatPoint(containerRight, 0)); |
+ |
+ *extraWidthToEndOfLine = absContainerPoint.x() - absRightPoint.x(); |
+ } |
+ } |
+ |
+ int y = paddingTop() + borderTop(); |
+ |
+ return IntRect(x, y, caretWidth, height); |
+} |
+ |
+void RenderBlock::addFocusRingRects(GraphicsContext* graphicsContext, int tx, int ty) |
+{ |
+ // For blocks inside inlines, we go ahead and include margins so that we run right up to the |
+ // inline boxes above and below us (thus getting merged with them to form a single irregular |
+ // shape). |
+ if (inlineContinuation()) { |
+ // FIXME: This check really isn't accurate. |
+ bool nextInlineHasLineBox = inlineContinuation()->firstLineBox(); |
+ // FIXME: This is wrong. The principal renderer may not be the continuation preceding this block. |
+ bool prevInlineHasLineBox = toRenderInline(inlineContinuation()->element()->renderer())->firstLineBox(); |
+ int topMargin = prevInlineHasLineBox ? collapsedMarginTop() : 0; |
+ int bottomMargin = nextInlineHasLineBox ? collapsedMarginBottom() : 0; |
+ graphicsContext->addFocusRingRect(IntRect(tx, ty - topMargin, |
+ width(), height() + topMargin + bottomMargin)); |
+ } else |
+ graphicsContext->addFocusRingRect(IntRect(tx, ty, width(), height())); |
+ |
+ if (!hasOverflowClip() && !hasControlClip()) { |
+ for (InlineRunBox* curr = firstLineBox(); curr; curr = curr->nextLineBox()) |
+ graphicsContext->addFocusRingRect(IntRect(tx + curr->xPos(), ty + curr->yPos(), curr->width(), curr->height())); |
+ |
+ for (RenderObject* curr = firstChild(); curr; curr = curr->nextSibling()) { |
+ if (!curr->isText() && !curr->isListMarker() && curr->isBox()) { |
+ RenderBox* box = toRenderBox(curr); |
+ FloatPoint pos; |
+ // FIXME: This doesn't work correctly with transforms. |
+ if (box->layer()) |
+ pos = curr->localToAbsolute(); |
+ else |
+ pos = FloatPoint(tx + box->x(), ty + box->y()); |
+ box->addFocusRingRects(graphicsContext, pos.x(), pos.y()); |
+ } |
+ } |
+ } |
+ |
+ if (inlineContinuation()) |
+ inlineContinuation()->addFocusRingRects(graphicsContext, |
+ tx - x() + inlineContinuation()->containingBlock()->x(), |
+ ty - y() + inlineContinuation()->containingBlock()->y()); |
+} |
+ |
+const char* RenderBlock::renderName() const |
+{ |
+ if (isBody()) |
+ return "RenderBody"; // FIXME: Temporary hack until we know that the regression tests pass. |
+ |
+ if (isFloating()) |
+ return "RenderBlock (floating)"; |
+ if (isPositioned()) |
+ return "RenderBlock (positioned)"; |
+ if (isAnonymousBlock()) |
+ return "RenderBlock (anonymous)"; |
+ else if (isAnonymous()) |
+ return "RenderBlock (generated)"; |
+ if (isRelPositioned()) |
+ return "RenderBlock (relative positioned)"; |
+ if (isRunIn()) |
+ return "RenderBlock (run-in)"; |
+ return "RenderBlock"; |
+} |
+ |
+} // namespace WebCore |
+ |