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Side by Side Diff: sky/engine/core/rendering/RenderBlockFlow.cpp

Issue 678113005: Remove a lot of floats related code. (Closed) Base URL: git@github.com:domokit/mojo.git@master
Patch Set: Created 6 years, 1 month ago
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1 /* 1 /*
2 * Copyright (C) 2013 Google Inc. All rights reserved. 2 * Copyright (C) 2013 Google Inc. All rights reserved.
3 * 3 *
4 * Redistribution and use in source and binary forms, with or without 4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions are 5 * modification, are permitted provided that the following conditions are
6 * met: 6 * met:
7 * 7 *
8 * * Redistributions of source code must retain the above copyright 8 * * Redistributions of source code must retain the above copyright
9 * notice, this list of conditions and the following disclaimer. 9 * notice, this list of conditions and the following disclaimer.
10 * * Redistributions in binary form must reproduce the above 10 * * Redistributions in binary form must reproduce the above
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478 // invalidate our paint (and the child) anyway. 478 // invalidate our paint (and the child) anyway.
479 bool didNotDoFullLayoutAndMoved = childHadLayout && !selfNeedsLayout() && (c hildOffset.width() || childOffset.height()); 479 bool didNotDoFullLayoutAndMoved = childHadLayout && !selfNeedsLayout() && (c hildOffset.width() || childOffset.height());
480 bool didNotLayoutAndNeedsPaintInvalidation = !childHadLayout && child->check ForPaintInvalidation(); 480 bool didNotLayoutAndNeedsPaintInvalidation = !childHadLayout && child->check ForPaintInvalidation();
481 481
482 if (didNotDoFullLayoutAndMoved || didNotLayoutAndNeedsPaintInvalidation) 482 if (didNotDoFullLayoutAndMoved || didNotLayoutAndNeedsPaintInvalidation)
483 child->invalidatePaintForOverhangingFloats(true); 483 child->invalidatePaintForOverhangingFloats(true);
484 } 484 }
485 485
486 void RenderBlockFlow::rebuildFloatsFromIntruding() 486 void RenderBlockFlow::rebuildFloatsFromIntruding()
487 { 487 {
488 if (m_floatingObjects) 488 // FIXME(sky): Remove this.
489 m_floatingObjects->setHorizontalWritingMode(isHorizontalWritingMode());
490
491 HashSet<RenderBox*> oldIntrudingFloatSet;
492 if (!childrenInline() && m_floatingObjects) {
493 const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
494 FloatingObjectSetIterator end = floatingObjectSet.end();
495 for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end ; ++it) {
496 FloatingObject* floatingObject = it->get();
497 if (!floatingObject->isDescendant())
498 oldIntrudingFloatSet.add(floatingObject->renderer());
499 }
500 }
501
502 // Inline blocks are covered by the isReplaced() check in the avoidFloats me thod.
503 if (avoidsFloats() || isDocumentElement() || isRenderView() || isFloatingOrO utOfFlowPositioned()) {
504 if (m_floatingObjects) {
505 m_floatingObjects->clear();
506 }
507 if (!oldIntrudingFloatSet.isEmpty())
508 markAllDescendantsWithFloatsForLayout();
509 return;
510 }
511
512 RendererToFloatInfoMap floatMap;
513
514 if (m_floatingObjects) {
515 if (childrenInline())
516 m_floatingObjects->moveAllToFloatInfoMap(floatMap);
517 else
518 m_floatingObjects->clear();
519 }
520
521 // We should not process floats if the parent node is not a RenderBlockFlow. Otherwise, we will add
522 // floats in an invalid context. This will cause a crash arising from a bad cast on the parent.
523 // See <rdar://problem/8049753>, where float property is applied on a text n ode in a SVG.
524 if (!parent() || !parent()->isRenderBlockFlow())
525 return;
526
527 // Attempt to locate a previous sibling with overhanging floats. We skip any elements that
528 // may have shifted to avoid floats, and any objects whose floats cannot int eract with objects
529 // outside it (i.e. objects that create a new block formatting context).
530 RenderBlockFlow* parentBlockFlow = toRenderBlockFlow(parent());
531 bool parentHasFloats = false;
532 RenderObject* prev = previousSibling();
533 while (prev && (!prev->isBox() || !prev->isRenderBlock() || toRenderBlock(pr ev)->avoidsFloats() || toRenderBlock(prev)->createsBlockFormattingContext())) {
534 if (prev->isFloating())
535 parentHasFloats = true;
536 prev = prev->previousSibling();
537 }
538
539 // First add in floats from the parent. Self-collapsing blocks let their par ent track any floats that intrude into
540 // them (as opposed to floats they contain themselves) so check for those he re too.
541 LayoutUnit logicalTopOffset = logicalTop();
542 bool parentHasIntrudingFloats = !parentHasFloats && (!prev || toRenderBlockF low(prev)->isSelfCollapsingBlock()) && parentBlockFlow->lowestFloatLogicalBottom () > logicalTopOffset;
543 if (parentHasFloats || parentHasIntrudingFloats)
544 addIntrudingFloats(parentBlockFlow, parentBlockFlow->logicalLeftOffsetFo rContent(), logicalTopOffset);
545
546 // Add overhanging floats from the previous RenderBlockFlow, but only if it has a float that intrudes into our space.
547 if (prev) {
548 RenderBlockFlow* blockFlow = toRenderBlockFlow(prev);
549 logicalTopOffset -= blockFlow->logicalTop();
550 if (blockFlow->lowestFloatLogicalBottom() > logicalTopOffset)
551 addIntrudingFloats(blockFlow, 0, logicalTopOffset);
552 }
553
554 if (childrenInline()) {
555 LayoutUnit changeLogicalTop = LayoutUnit::max();
556 LayoutUnit changeLogicalBottom = LayoutUnit::min();
557 if (m_floatingObjects) {
558 const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set( );
559 FloatingObjectSetIterator end = floatingObjectSet.end();
560 for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
561 FloatingObject* floatingObject = it->get();
562 FloatingObject* oldFloatingObject = floatMap.get(floatingObject- >renderer());
563 LayoutUnit logicalBottom = logicalBottomForFloat(floatingObject) ;
564 if (oldFloatingObject) {
565 LayoutUnit oldLogicalBottom = logicalBottomForFloat(oldFloat ingObject);
566 if (logicalWidthForFloat(floatingObject) != logicalWidthForF loat(oldFloatingObject) || logicalLeftForFloat(floatingObject) != logicalLeftFor Float(oldFloatingObject)) {
567 changeLogicalTop = 0;
568 changeLogicalBottom = std::max(changeLogicalBottom, std: :max(logicalBottom, oldLogicalBottom));
569 } else {
570 if (logicalBottom != oldLogicalBottom) {
571 changeLogicalTop = std::min(changeLogicalTop, std::m in(logicalBottom, oldLogicalBottom));
572 changeLogicalBottom = std::max(changeLogicalBottom, std::max(logicalBottom, oldLogicalBottom));
573 }
574 LayoutUnit logicalTop = logicalTopForFloat(floatingObjec t);
575 LayoutUnit oldLogicalTop = logicalTopForFloat(oldFloatin gObject);
576 if (logicalTop != oldLogicalTop) {
577 changeLogicalTop = std::min(changeLogicalTop, std::m in(logicalTop, oldLogicalTop));
578 changeLogicalBottom = std::max(changeLogicalBottom, std::max(logicalTop, oldLogicalTop));
579 }
580 }
581
582 if (oldFloatingObject->originatingLine() && !selfNeedsLayout ()) {
583 ASSERT(oldFloatingObject->originatingLine()->renderer() == this);
584 oldFloatingObject->originatingLine()->markDirty();
585 }
586
587 floatMap.remove(floatingObject->renderer());
588 } else {
589 changeLogicalTop = 0;
590 changeLogicalBottom = std::max(changeLogicalBottom, logicalB ottom);
591 }
592 }
593 }
594
595 RendererToFloatInfoMap::iterator end = floatMap.end();
596 for (RendererToFloatInfoMap::iterator it = floatMap.begin(); it != end; ++it) {
597 OwnPtr<FloatingObject>& floatingObject = it->value;
598 if (!floatingObject->isDescendant()) {
599 changeLogicalTop = 0;
600 changeLogicalBottom = std::max(changeLogicalBottom, logicalBotto mForFloat(floatingObject.get()));
601 }
602 }
603
604 markLinesDirtyInBlockRange(changeLogicalTop, changeLogicalBottom);
605 } else if (!oldIntrudingFloatSet.isEmpty()) {
606 // If there are previously intruding floats that no longer intrude, then children with floats
607 // should also get layout because they might need their floating object lists cleared.
608 if (m_floatingObjects->set().size() < oldIntrudingFloatSet.size()) {
609 markAllDescendantsWithFloatsForLayout();
610 } else {
611 const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set( );
612 FloatingObjectSetIterator end = floatingObjectSet.end();
613 for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end && !oldIntrudingFloatSet.isEmpty(); ++it)
614 oldIntrudingFloatSet.remove((*it)->renderer());
615 if (!oldIntrudingFloatSet.isEmpty())
616 markAllDescendantsWithFloatsForLayout();
617 }
618 }
619 } 489 }
620 490
621 void RenderBlockFlow::layoutBlockChildren(bool relayoutChildren, SubtreeLayoutSc ope& layoutScope, LayoutUnit beforeEdge, LayoutUnit afterEdge) 491 void RenderBlockFlow::layoutBlockChildren(bool relayoutChildren, SubtreeLayoutSc ope& layoutScope, LayoutUnit beforeEdge, LayoutUnit afterEdge)
622 { 492 {
623 dirtyForLayoutFromPercentageHeightDescendants(layoutScope); 493 dirtyForLayoutFromPercentageHeightDescendants(layoutScope);
624 494
625 // The margin struct caches all our current margin collapsing state. The com pact struct caches state when we encounter compacts, 495 // The margin struct caches all our current margin collapsing state. The com pact struct caches state when we encounter compacts,
626 MarginInfo marginInfo(this, beforeEdge, afterEdge); 496 MarginInfo marginInfo(this, beforeEdge, afterEdge);
627 497
628 LayoutUnit previousFloatLogicalBottom = 0; 498 LayoutUnit previousFloatLogicalBottom = 0;
(...skipping 629 matching lines...) Expand 10 before | Expand all | Expand 10 after
1258 return childStyle->marginAfterCollapse() == MSEPARATE; 1128 return childStyle->marginAfterCollapse() == MSEPARATE;
1259 if (child->isHorizontalWritingMode() == isHorizontalWritingMode()) 1129 if (child->isHorizontalWritingMode() == isHorizontalWritingMode())
1260 return childStyle->marginBeforeCollapse() == MSEPARATE; 1130 return childStyle->marginBeforeCollapse() == MSEPARATE;
1261 1131
1262 // FIXME: See |mustDiscardMarginBeforeForChild| above. 1132 // FIXME: See |mustDiscardMarginBeforeForChild| above.
1263 return false; 1133 return false;
1264 } 1134 }
1265 1135
1266 void RenderBlockFlow::addOverflowFromFloats() 1136 void RenderBlockFlow::addOverflowFromFloats()
1267 { 1137 {
1268 if (!m_floatingObjects) 1138 // FIXME(sky): Remove this.
1269 return;
1270
1271 const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
1272 FloatingObjectSetIterator end = floatingObjectSet.end();
1273 for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++ it) {
1274 FloatingObject* floatingObject = it->get();
1275 if (floatingObject->isDescendant())
1276 addOverflowFromChild(floatingObject->renderer(), IntSize(xPositionFo rFloatIncludingMargin(floatingObject), yPositionForFloatIncludingMargin(floating Object)));
1277 }
1278 } 1139 }
1279 1140
1280 void RenderBlockFlow::computeOverflow(LayoutUnit oldClientAfterEdge, bool recomp uteFloats) 1141 void RenderBlockFlow::computeOverflow(LayoutUnit oldClientAfterEdge, bool recomp uteFloats)
1281 { 1142 {
1282 RenderBlock::computeOverflow(oldClientAfterEdge, recomputeFloats); 1143 RenderBlock::computeOverflow(oldClientAfterEdge, recomputeFloats);
1283 if (recomputeFloats || createsBlockFormattingContext() || hasSelfPaintingLay er()) 1144 if (recomputeFloats || createsBlockFormattingContext() || hasSelfPaintingLay er())
1284 addOverflowFromFloats(); 1145 addOverflowFromFloats();
1285 } 1146 }
1286 1147
1287 RootInlineBox* RenderBlockFlow::createAndAppendRootInlineBox() 1148 RootInlineBox* RenderBlockFlow::createAndAppendRootInlineBox()
1288 { 1149 {
1289 RootInlineBox* rootBox = createRootInlineBox(); 1150 RootInlineBox* rootBox = createRootInlineBox();
1290 m_lineBoxes.appendLineBox(rootBox); 1151 m_lineBoxes.appendLineBox(rootBox);
1291 1152
1292 return rootBox; 1153 return rootBox;
1293 } 1154 }
1294 1155
1295 void RenderBlockFlow::deleteLineBoxTree() 1156 void RenderBlockFlow::deleteLineBoxTree()
1296 { 1157 {
1297 if (containsFloats()) 1158 if (containsFloats())
1298 m_floatingObjects->clearLineBoxTreePointers(); 1159 m_floatingObjects->clearLineBoxTreePointers();
1299 1160
1300 m_lineBoxes.deleteLineBoxTree(); 1161 m_lineBoxes.deleteLineBoxTree();
1301 } 1162 }
1302 1163
1303 void RenderBlockFlow::markAllDescendantsWithFloatsForLayout(RenderBox* floatToRe move, bool inLayout) 1164 void RenderBlockFlow::markAllDescendantsWithFloatsForLayout(RenderBox* floatToRe move, bool inLayout)
1304 { 1165 {
1305 if (!everHadLayout() && !containsFloats()) 1166 // FIXME(sky): Remove this.
1306 return;
1307
1308 if (m_descendantsWithFloatsMarkedForLayout && !floatToRemove)
1309 return;
1310 m_descendantsWithFloatsMarkedForLayout |= !floatToRemove;
1311
1312 MarkingBehavior markParents = inLayout ? MarkOnlyThis : MarkContainingBlockC hain;
1313 setChildNeedsLayout(markParents);
1314
1315 if (floatToRemove)
1316 removeFloatingObject(floatToRemove);
1317
1318 // Iterate over our children and mark them as needed.
1319 if (!childrenInline()) {
1320 for (RenderObject* child = firstChild(); child; child = child->nextSibli ng()) {
1321 if ((!floatToRemove && child->isFloatingOrOutOfFlowPositioned()) || !child->isRenderBlock())
1322 continue;
1323 if (!child->isRenderBlockFlow()) {
1324 RenderBlock* childBlock = toRenderBlock(child);
1325 if (childBlock->shrinkToAvoidFloats() && childBlock->everHadLayo ut())
1326 childBlock->setChildNeedsLayout(markParents);
1327 continue;
1328 }
1329 RenderBlockFlow* childBlockFlow = toRenderBlockFlow(child);
1330 if ((floatToRemove ? childBlockFlow->containsFloat(floatToRemove) : childBlockFlow->containsFloats()) || childBlockFlow->shrinkToAvoidFloats())
1331 childBlockFlow->markAllDescendantsWithFloatsForLayout(floatToRem ove, inLayout);
1332 }
1333 }
1334 } 1167 }
1335 1168
1336 void RenderBlockFlow::markSiblingsWithFloatsForLayout(RenderBox* floatToRemove) 1169 void RenderBlockFlow::markSiblingsWithFloatsForLayout(RenderBox* floatToRemove)
1337 { 1170 {
1338 if (!m_floatingObjects) 1171 // FIXME(sky): Remove this.
1339 return;
1340
1341 const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
1342 FloatingObjectSetIterator end = floatingObjectSet.end();
1343
1344 for (RenderObject* next = nextSibling(); next; next = next->nextSibling()) {
1345 if (!next->isRenderBlockFlow() || next->isFloatingOrOutOfFlowPositioned( ) || toRenderBlockFlow(next)->avoidsFloats())
1346 continue;
1347
1348 RenderBlockFlow* nextBlock = toRenderBlockFlow(next);
1349 for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end ; ++it) {
1350 RenderBox* floatingBox = (*it)->renderer();
1351 if (floatToRemove && floatingBox != floatToRemove)
1352 continue;
1353 if (nextBlock->containsFloat(floatingBox))
1354 nextBlock->markAllDescendantsWithFloatsForLayout(floatingBox);
1355 }
1356 }
1357 } 1172 }
1358 1173
1359 LayoutUnit RenderBlockFlow::getClearDelta(RenderBox* child, LayoutUnit logicalTo p) 1174 LayoutUnit RenderBlockFlow::getClearDelta(RenderBox* child, LayoutUnit logicalTo p)
1360 { 1175 {
1361 // There is no need to compute clearance if we have no floats. 1176 // FIXME(sky): Remove this.
1362 if (!containsFloats()) 1177 return 0;
1363 return 0;
1364
1365 // At least one float is present. We need to perform the clearance computati on.
1366 bool clearSet = child->style()->clear() != CNONE;
1367 LayoutUnit logicalBottom = 0;
1368 switch (child->style()->clear()) {
1369 case CNONE:
1370 break;
1371 case CLEFT:
1372 logicalBottom = lowestFloatLogicalBottom(FloatingObject::FloatLeft);
1373 break;
1374 case CRIGHT:
1375 logicalBottom = lowestFloatLogicalBottom(FloatingObject::FloatRight);
1376 break;
1377 case CBOTH:
1378 logicalBottom = lowestFloatLogicalBottom();
1379 break;
1380 }
1381
1382 // 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).
1383 LayoutUnit result = clearSet ? std::max<LayoutUnit>(0, logicalBottom - logic alTop) : LayoutUnit();
1384 if (!result && child->avoidsFloats()) {
1385 LayoutUnit newLogicalTop = logicalTop;
1386 while (true) {
1387 LayoutUnit availableLogicalWidthAtNewLogicalTopOffset = availableLog icalWidthForLine(newLogicalTop, false, logicalHeightForChild(child));
1388 if (availableLogicalWidthAtNewLogicalTopOffset == availableLogicalWi dthForContent())
1389 return newLogicalTop - logicalTop;
1390
1391 LayoutRect borderBox = child->borderBoxRect();
1392 LayoutUnit childLogicalWidthAtOldLogicalTopOffset = isHorizontalWrit ingMode() ? borderBox.width() : borderBox.height();
1393
1394 // FIXME: None of this is right for perpendicular writing-mode child ren.
1395 LayoutUnit childOldLogicalWidth = child->logicalWidth();
1396 LayoutUnit childOldMarginLeft = child->marginLeft();
1397 LayoutUnit childOldMarginRight = child->marginRight();
1398 LayoutUnit childOldLogicalTop = child->logicalTop();
1399
1400 child->setLogicalTop(newLogicalTop);
1401 child->updateLogicalWidth();
1402 borderBox = child->borderBoxRect();
1403 LayoutUnit childLogicalWidthAtNewLogicalTopOffset = isHorizontalWrit ingMode() ? borderBox.width() : borderBox.height();
1404
1405 child->setLogicalTop(childOldLogicalTop);
1406 child->setLogicalWidth(childOldLogicalWidth);
1407 child->setMarginLeft(childOldMarginLeft);
1408 child->setMarginRight(childOldMarginRight);
1409
1410 if (childLogicalWidthAtNewLogicalTopOffset <= availableLogicalWidthA tNewLogicalTopOffset) {
1411 // Even though we may not be moving, if the logical width did sh rink because of the presence of new floats, then
1412 // we need to force a relayout as though we shifted. This happen s because of the dynamic addition of overhanging floats
1413 // from previous siblings when negative margins exist on a child (see the addOverhangingFloats call at the end of collapseMargins).
1414 if (childLogicalWidthAtOldLogicalTopOffset != childLogicalWidthA tNewLogicalTopOffset)
1415 child->setChildNeedsLayout(MarkOnlyThis);
1416 return newLogicalTop - logicalTop;
1417 }
1418
1419 newLogicalTop = nextFloatLogicalBottomBelow(newLogicalTop);
1420 ASSERT(newLogicalTop >= logicalTop);
1421 if (newLogicalTop < logicalTop)
1422 break;
1423 }
1424 ASSERT_NOT_REACHED();
1425 }
1426 return result;
1427 } 1178 }
1428 1179
1429 void RenderBlockFlow::createFloatingObjects() 1180 void RenderBlockFlow::createFloatingObjects()
1430 { 1181 {
1431 m_floatingObjects = adoptPtr(new FloatingObjects(this, isHorizontalWritingMo de())); 1182 // FIXME(sky): Remove this.
1432 } 1183 }
1433 1184
1434 void RenderBlockFlow::styleWillChange(StyleDifference diff, const RenderStyle& n ewStyle) 1185 void RenderBlockFlow::styleWillChange(StyleDifference diff, const RenderStyle& n ewStyle)
1435 { 1186 {
1436 RenderStyle* oldStyle = style(); 1187 RenderStyle* oldStyle = style();
1437 s_canPropagateFloatIntoSibling = oldStyle ? !isFloatingOrOutOfFlowPositioned () && !avoidsFloats() : false; 1188 s_canPropagateFloatIntoSibling = oldStyle ? !isFloatingOrOutOfFlowPositioned () && !avoidsFloats() : false;
1438 if (oldStyle && parent() && diff.needsFullLayout() && oldStyle->position() ! = newStyle.position() 1189 if (oldStyle && parent() && diff.needsFullLayout() && oldStyle->position() ! = newStyle.position()
1439 && containsFloats() && !isFloating() && !isOutOfFlowPositioned() && newS tyle.hasOutOfFlowPosition()) 1190 && containsFloats() && !isFloating() && !isOutOfFlowPositioned() && newS tyle.hasOutOfFlowPosition())
1440 markAllDescendantsWithFloatsForLayout(); 1191 markAllDescendantsWithFloatsForLayout();
1441 1192
(...skipping 48 matching lines...) Expand 10 before | Expand all | Expand 10 after
1490 child->layer()->setStaticInlinePosition(inlinePosition); 1241 child->layer()->setStaticInlinePosition(inlinePosition);
1491 } 1242 }
1492 1243
1493 void RenderBlockFlow::addChild(RenderObject* newChild, RenderObject* beforeChild ) 1244 void RenderBlockFlow::addChild(RenderObject* newChild, RenderObject* beforeChild )
1494 { 1245 {
1495 RenderBlock::addChild(newChild, beforeChild); 1246 RenderBlock::addChild(newChild, beforeChild);
1496 } 1247 }
1497 1248
1498 void RenderBlockFlow::moveAllChildrenIncludingFloatsTo(RenderBlock* toBlock, boo l fullRemoveInsert) 1249 void RenderBlockFlow::moveAllChildrenIncludingFloatsTo(RenderBlock* toBlock, boo l fullRemoveInsert)
1499 { 1250 {
1251 // FIXME(sky): Merge this into callers.
1500 RenderBlockFlow* toBlockFlow = toRenderBlockFlow(toBlock); 1252 RenderBlockFlow* toBlockFlow = toRenderBlockFlow(toBlock);
1501 moveAllChildrenTo(toBlockFlow, fullRemoveInsert); 1253 moveAllChildrenTo(toBlockFlow, fullRemoveInsert);
1502
1503 // When a portion of the render tree is being detached, anonymous blocks
1504 // will be combined as their children are deleted. In this process, the
1505 // anonymous block later in the tree is merged into the one preceeding it.
1506 // It can happen that the later block (this) contains floats that the
1507 // previous block (toBlockFlow) did not contain, and thus are not in the
1508 // floating objects list for toBlockFlow. This can result in toBlockFlow con taining
1509 // floats that are not in it's floating objects list, but are in the
1510 // floating objects lists of siblings and parents. This can cause problems
1511 // when the float itself is deleted, since the deletion code assumes that
1512 // if a float is not in it's containing block's floating objects list, it
1513 // isn't in any floating objects list. In order to preserve this condition
1514 // (removing it has serious performance implications), we need to copy the
1515 // floating objects from the old block (this) to the new block (toBlockFlow) .
1516 // The float's metrics will likely all be wrong, but since toBlockFlow is
1517 // already marked for layout, this will get fixed before anything gets
1518 // displayed.
1519 // See bug https://code.google.com/p/chromium/issues/detail?id=230907
1520 if (m_floatingObjects) {
1521 if (!toBlockFlow->m_floatingObjects)
1522 toBlockFlow->createFloatingObjects();
1523
1524 const FloatingObjectSet& fromFloatingObjectSet = m_floatingObjects->set( );
1525 FloatingObjectSetIterator end = fromFloatingObjectSet.end();
1526
1527 for (FloatingObjectSetIterator it = fromFloatingObjectSet.begin(); it != end; ++it) {
1528 FloatingObject* floatingObject = it->get();
1529
1530 // Don't insert the object again if it's already in the list
1531 if (toBlockFlow->containsFloat(floatingObject->renderer()))
1532 continue;
1533
1534 toBlockFlow->m_floatingObjects->add(floatingObject->unsafeClone());
1535 }
1536 }
1537
1538 } 1254 }
1539 1255
1540 void RenderBlockFlow::invalidatePaintForOverhangingFloats(bool paintAllDescendan ts) 1256 void RenderBlockFlow::invalidatePaintForOverhangingFloats(bool paintAllDescendan ts)
1541 { 1257 {
1542 // Invalidate paint of any overhanging floats (if we know we're the one to p aint them). 1258 // FIXME(sky): Remove this.
1543 // Otherwise, bail out.
1544 if (!hasOverhangingFloats())
1545 return;
1546
1547 const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
1548 FloatingObjectSetIterator end = floatingObjectSet.end();
1549 for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++ it) {
1550 FloatingObject* floatingObject = it->get();
1551 // Only issue paint invaldiations for the object if it is overhanging, i s not in its own layer, and
1552 // is our responsibility to paint (m_shouldPaint is set). When paintAllD escendants is true, the latter
1553 // condition is replaced with being a descendant of us.
1554 if (logicalBottomForFloat(floatingObject) > logicalHeight()
1555 && !floatingObject->renderer()->hasSelfPaintingLayer()
1556 && (floatingObject->shouldPaint() || (paintAllDescendants && floatin gObject->renderer()->isDescendantOf(this)))) {
1557
1558 RenderBox* floatingRenderer = floatingObject->renderer();
1559 floatingRenderer->setShouldDoFullPaintInvalidation(true);
1560 floatingRenderer->invalidatePaintForOverhangingFloats(false);
1561 }
1562 }
1563 } 1259 }
1564 1260
1565 void RenderBlockFlow::invalidatePaintForOverflow() 1261 void RenderBlockFlow::invalidatePaintForOverflow()
1566 { 1262 {
1567 // FIXME: We could tighten up the left and right invalidation points if we l et layoutInlineChildren fill them in based off the particular lines 1263 // FIXME: We could tighten up the left and right invalidation points if we l et layoutInlineChildren fill them in based off the particular lines
1568 // it had to lay out. We wouldn't need the hasOverflowClip() hack in that ca se either. 1264 // it had to lay out. We wouldn't need the hasOverflowClip() hack in that ca se either.
1569 LayoutUnit paintInvalidationLogicalLeft = logicalLeftVisualOverflow(); 1265 LayoutUnit paintInvalidationLogicalLeft = logicalLeftVisualOverflow();
1570 LayoutUnit paintInvalidationLogicalRight = logicalRightVisualOverflow(); 1266 LayoutUnit paintInvalidationLogicalRight = logicalRightVisualOverflow();
1571 if (hasOverflowClip()) { 1267 if (hasOverflowClip()) {
1572 // If we have clipped overflow, we should use layout overflow as well, s ince visual overflow from lines didn't propagate to our block's overflow. 1268 // If we have clipped overflow, we should use layout overflow as well, s ince visual overflow from lines didn't propagate to our block's overflow.
(...skipping 24 matching lines...) Expand all
1597 1293
1598 invalidatePaintRectangle(paintInvalidationRect); // We need to do a part ial paint invalidation of our content. 1294 invalidatePaintRectangle(paintInvalidationRect); // We need to do a part ial paint invalidation of our content.
1599 } 1295 }
1600 1296
1601 m_paintInvalidationLogicalTop = 0; 1297 m_paintInvalidationLogicalTop = 0;
1602 m_paintInvalidationLogicalBottom = 0; 1298 m_paintInvalidationLogicalBottom = 0;
1603 } 1299 }
1604 1300
1605 void RenderBlockFlow::paintFloats(PaintInfo& paintInfo, const LayoutPoint& paint Offset, bool preservePhase) 1301 void RenderBlockFlow::paintFloats(PaintInfo& paintInfo, const LayoutPoint& paint Offset, bool preservePhase)
1606 { 1302 {
1607 if (!m_floatingObjects) 1303 // FIXME(sky): Remove this.
1608 return;
1609
1610 const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
1611 FloatingObjectSetIterator end = floatingObjectSet.end();
1612 for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++ it) {
1613 FloatingObject* floatingObject = it->get();
1614 // Only paint the object if our m_shouldPaint flag is set.
1615 if (floatingObject->shouldPaint() && !floatingObject->renderer()->hasSel fPaintingLayer()) {
1616 PaintInfo currentPaintInfo(paintInfo);
1617 currentPaintInfo.phase = preservePhase ? paintInfo.phase : PaintPhas eBlockBackground;
1618 // FIXME: LayoutPoint version of xPositionForFloatIncludingMargin wo uld make this much cleaner.
1619 LayoutPoint childPoint = flipFloatForWritingModeForChild(floatingObj ect, LayoutPoint(paintOffset.x() + xPositionForFloatIncludingMargin(floatingObje ct) - floatingObject->renderer()->x(), paintOffset.y() + yPositionForFloatInclud ingMargin(floatingObject) - floatingObject->renderer()->y()));
1620 floatingObject->renderer()->paint(currentPaintInfo, childPoint);
1621 if (!preservePhase) {
1622 currentPaintInfo.phase = PaintPhaseChildBlockBackgrounds;
1623 floatingObject->renderer()->paint(currentPaintInfo, childPoint);
1624 currentPaintInfo.phase = PaintPhaseFloat;
1625 floatingObject->renderer()->paint(currentPaintInfo, childPoint);
1626 currentPaintInfo.phase = PaintPhaseForeground;
1627 floatingObject->renderer()->paint(currentPaintInfo, childPoint);
1628 currentPaintInfo.phase = PaintPhaseOutline;
1629 floatingObject->renderer()->paint(currentPaintInfo, childPoint);
1630 }
1631 }
1632 }
1633 } 1304 }
1634 1305
1635 void RenderBlockFlow::clipOutFloatingObjects(RenderBlock* rootBlock, const Paint Info* paintInfo, const LayoutPoint& rootBlockPhysicalPosition, const LayoutSize& offsetFromRootBlock) 1306 void RenderBlockFlow::clipOutFloatingObjects(RenderBlock* rootBlock, const Paint Info* paintInfo, const LayoutPoint& rootBlockPhysicalPosition, const LayoutSize& offsetFromRootBlock)
1636 { 1307 {
1637 if (m_floatingObjects) { 1308 // FIXME(sky): Remove this.
1638 const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
1639 FloatingObjectSetIterator end = floatingObjectSet.end();
1640 for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end ; ++it) {
1641 FloatingObject* floatingObject = it->get();
1642 LayoutRect floatBox(offsetFromRootBlock.width() + xPositionForFloatI ncludingMargin(floatingObject),
1643 offsetFromRootBlock.height() + yPositionForFloatIncludingMargin( floatingObject),
1644 floatingObject->renderer()->width(), floatingObject->renderer()- >height());
1645 rootBlock->flipForWritingMode(floatBox);
1646 floatBox.move(rootBlockPhysicalPosition.x(), rootBlockPhysicalPositi on.y());
1647 paintInfo->context->clipOut(pixelSnappedIntRect(floatBox));
1648 }
1649 }
1650 } 1309 }
1651 1310
1652 void RenderBlockFlow::clearFloats(EClear clear) 1311 void RenderBlockFlow::clearFloats(EClear clear)
1653 { 1312 {
1654 positionNewFloats(); 1313 // FIXME(sky): Remove this.
1655 // set y position
1656 LayoutUnit newY = 0;
1657 switch (clear) {
1658 case CLEFT:
1659 newY = lowestFloatLogicalBottom(FloatingObject::FloatLeft);
1660 break;
1661 case CRIGHT:
1662 newY = lowestFloatLogicalBottom(FloatingObject::FloatRight);
1663 break;
1664 case CBOTH:
1665 newY = lowestFloatLogicalBottom();
1666 default:
1667 break;
1668 }
1669 if (height() < newY)
1670 setLogicalHeight(newY);
1671 } 1314 }
1672 1315
1673 bool RenderBlockFlow::containsFloat(RenderBox* renderer) const 1316 bool RenderBlockFlow::containsFloat(RenderBox* renderer) const
1674 { 1317 {
1675 return m_floatingObjects && m_floatingObjects->set().contains<FloatingObject HashTranslator>(renderer); 1318 // FIXME(sky): Remove this.
1319 return false;
1676 } 1320 }
1677 1321
1678 void RenderBlockFlow::removeFloatingObjects() 1322 void RenderBlockFlow::removeFloatingObjects()
1679 { 1323 {
1680 if (!m_floatingObjects) 1324 // FIXME(sky): Remove this.
1681 return;
1682
1683 markSiblingsWithFloatsForLayout();
1684
1685 m_floatingObjects->clear();
1686 } 1325 }
1687 1326
1688 LayoutPoint RenderBlockFlow::flipFloatForWritingModeForChild(const FloatingObjec t* child, const LayoutPoint& point) const 1327 LayoutPoint RenderBlockFlow::flipFloatForWritingModeForChild(const FloatingObjec t* child, const LayoutPoint& point) const
1689 { 1328 {
1690 if (!style()->isFlippedBlocksWritingMode()) 1329 // FIXME(sky): Remove this.
1691 return point; 1330 return LayoutPoint();
1692
1693 // This is similar to RenderBox::flipForWritingModeForChild. We have to subt ract out our left/top offsets twice, since
1694 // it's going to get added back in. We hide this complication here so that t he calling code looks normal for the unflipped
1695 // case.
1696 if (isHorizontalWritingMode())
1697 return LayoutPoint(point.x(), point.y() + height() - child->renderer()-> height() - 2 * yPositionForFloatIncludingMargin(child));
1698 return LayoutPoint(point.x() + width() - child->renderer()->width() - 2 * xP ositionForFloatIncludingMargin(child), point.y());
1699 } 1331 }
1700 1332
1701 LayoutUnit RenderBlockFlow::logicalLeftOffsetForPositioningFloat(LayoutUnit logi calTop, LayoutUnit fixedOffset, bool applyTextIndent, LayoutUnit* heightRemainin g) const 1333 LayoutUnit RenderBlockFlow::logicalLeftOffsetForPositioningFloat(LayoutUnit logi calTop, LayoutUnit fixedOffset, bool applyTextIndent, LayoutUnit* heightRemainin g) const
1702 { 1334 {
1335 // FIXME(sky): Remove this.
1703 LayoutUnit offset = fixedOffset; 1336 LayoutUnit offset = fixedOffset;
1704 if (m_floatingObjects && m_floatingObjects->hasLeftObjects())
1705 offset = m_floatingObjects->logicalLeftOffsetForPositioningFloat(fixedOf fset, logicalTop, heightRemaining);
1706 return adjustLogicalLeftOffsetForLine(offset, applyTextIndent); 1337 return adjustLogicalLeftOffsetForLine(offset, applyTextIndent);
1707 } 1338 }
1708 1339
1709 LayoutUnit RenderBlockFlow::logicalRightOffsetForPositioningFloat(LayoutUnit log icalTop, LayoutUnit fixedOffset, bool applyTextIndent, LayoutUnit* heightRemaini ng) const 1340 LayoutUnit RenderBlockFlow::logicalRightOffsetForPositioningFloat(LayoutUnit log icalTop, LayoutUnit fixedOffset, bool applyTextIndent, LayoutUnit* heightRemaini ng) const
1710 { 1341 {
1342 // FIXME(sky): Remove this.
1711 LayoutUnit offset = fixedOffset; 1343 LayoutUnit offset = fixedOffset;
1712 if (m_floatingObjects && m_floatingObjects->hasRightObjects())
1713 offset = m_floatingObjects->logicalRightOffsetForPositioningFloat(fixedO ffset, logicalTop, heightRemaining);
1714 return adjustLogicalRightOffsetForLine(offset, applyTextIndent); 1344 return adjustLogicalRightOffsetForLine(offset, applyTextIndent);
1715 } 1345 }
1716 1346
1717 LayoutUnit RenderBlockFlow::adjustLogicalLeftOffsetForLine(LayoutUnit offsetFrom Floats, bool applyTextIndent) const 1347 LayoutUnit RenderBlockFlow::adjustLogicalLeftOffsetForLine(LayoutUnit offsetFrom Floats, bool applyTextIndent) const
1718 { 1348 {
1719 LayoutUnit left = offsetFromFloats; 1349 LayoutUnit left = offsetFromFloats;
1720 1350
1721 if (applyTextIndent && style()->isLeftToRightDirection()) 1351 if (applyTextIndent && style()->isLeftToRightDirection())
1722 left += textIndentOffset(); 1352 left += textIndentOffset();
1723 1353
1724 return left; 1354 return left;
1725 } 1355 }
1726 1356
1727 LayoutUnit RenderBlockFlow::adjustLogicalRightOffsetForLine(LayoutUnit offsetFro mFloats, bool applyTextIndent) const 1357 LayoutUnit RenderBlockFlow::adjustLogicalRightOffsetForLine(LayoutUnit offsetFro mFloats, bool applyTextIndent) const
1728 { 1358 {
1729 LayoutUnit right = offsetFromFloats; 1359 LayoutUnit right = offsetFromFloats;
1730 1360
1731 if (applyTextIndent && !style()->isLeftToRightDirection()) 1361 if (applyTextIndent && !style()->isLeftToRightDirection())
1732 right -= textIndentOffset(); 1362 right -= textIndentOffset();
1733 1363
1734 return right; 1364 return right;
1735 } 1365 }
1736 1366
1737 LayoutPoint RenderBlockFlow::computeLogicalLocationForFloat(const FloatingObject * floatingObject, LayoutUnit logicalTopOffset) const 1367 LayoutPoint RenderBlockFlow::computeLogicalLocationForFloat(const FloatingObject * floatingObject, LayoutUnit logicalTopOffset) const
1738 { 1368 {
1739 RenderBox* childBox = floatingObject->renderer(); 1369 // FIXME(sky): Remove this.
1740 LayoutUnit logicalLeftOffset = logicalLeftOffsetForContent(); // Constant pa rt of left offset. 1370 return LayoutPoint();
1741 LayoutUnit logicalRightOffset; // Constant part of right offset.
1742 logicalRightOffset = logicalRightOffsetForContent();
1743
1744 LayoutUnit floatLogicalWidth = std::min(logicalWidthForFloat(floatingObject) , logicalRightOffset - logicalLeftOffset); // The width we look for.
1745
1746 LayoutUnit floatLogicalLeft;
1747
1748 if (childBox->style()->floating() == LeftFloat) {
1749 LayoutUnit heightRemainingLeft = 1;
1750 LayoutUnit heightRemainingRight = 1;
1751 floatLogicalLeft = logicalLeftOffsetForPositioningFloat(logicalTopOffset , logicalLeftOffset, false, &heightRemainingLeft);
1752 while (logicalRightOffsetForPositioningFloat(logicalTopOffset, logicalRi ghtOffset, false, &heightRemainingRight) - floatLogicalLeft < floatLogicalWidth) {
1753 logicalTopOffset += std::min(heightRemainingLeft, heightRemainingRig ht);
1754 floatLogicalLeft = logicalLeftOffsetForPositioningFloat(logicalTopOf fset, logicalLeftOffset, false, &heightRemainingLeft);
1755 }
1756 floatLogicalLeft = std::max(logicalLeftOffset - borderAndPaddingLogicalL eft(), floatLogicalLeft);
1757 } else {
1758 LayoutUnit heightRemainingLeft = 1;
1759 LayoutUnit heightRemainingRight = 1;
1760 floatLogicalLeft = logicalRightOffsetForPositioningFloat(logicalTopOffse t, logicalRightOffset, false, &heightRemainingRight);
1761 while (floatLogicalLeft - logicalLeftOffsetForPositioningFloat(logicalTo pOffset, logicalLeftOffset, false, &heightRemainingLeft) < floatLogicalWidth) {
1762 logicalTopOffset += std::min(heightRemainingLeft, heightRemainingRig ht);
1763 floatLogicalLeft = logicalRightOffsetForPositioningFloat(logicalTopO ffset, logicalRightOffset, false, &heightRemainingRight);
1764 }
1765 // Use the original width of the float here, since the local variable
1766 // |floatLogicalWidth| was capped to the available line width. See
1767 // fast/block/float/clamped-right-float.html.
1768 floatLogicalLeft -= logicalWidthForFloat(floatingObject);
1769 }
1770
1771 return LayoutPoint(floatLogicalLeft, logicalTopOffset);
1772 } 1371 }
1773 1372
1774 FloatingObject* RenderBlockFlow::insertFloatingObject(RenderBox* floatBox) 1373 FloatingObject* RenderBlockFlow::insertFloatingObject(RenderBox* floatBox)
1775 { 1374 {
1776 ASSERT(floatBox->isFloating()); 1375 return 0;
1777
1778 // Create the list of special objects if we don't aleady have one
1779 if (!m_floatingObjects) {
1780 createFloatingObjects();
1781 } else {
1782 // Don't insert the object again if it's already in the list
1783 const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
1784 FloatingObjectSetIterator it = floatingObjectSet.find<FloatingObjectHash Translator>(floatBox);
1785 if (it != floatingObjectSet.end())
1786 return it->get();
1787 }
1788
1789 // Create the special object entry & append it to the list
1790
1791 OwnPtr<FloatingObject> newObj = FloatingObject::create(floatBox);
1792
1793 floatBox->layoutIfNeeded();
1794
1795 setLogicalWidthForFloat(newObj.get(), logicalWidthForChild(floatBox) + margi nStartForChild(floatBox) + marginEndForChild(floatBox));
1796
1797 return m_floatingObjects->add(newObj.release());
1798 } 1376 }
1799 1377
1800 void RenderBlockFlow::removeFloatingObject(RenderBox* floatBox) 1378 void RenderBlockFlow::removeFloatingObject(RenderBox* floatBox)
1801 { 1379 {
1802 if (m_floatingObjects) { 1380 // FIXME(sky): Remove this.
1803 const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
1804 FloatingObjectSetIterator it = floatingObjectSet.find<FloatingObjectHash Translator>(floatBox);
1805 if (it != floatingObjectSet.end()) {
1806 FloatingObject* floatingObject = it->get();
1807 if (childrenInline()) {
1808 LayoutUnit logicalTop = logicalTopForFloat(floatingObject);
1809 LayoutUnit logicalBottom = logicalBottomForFloat(floatingObject) ;
1810
1811 // Fix for https://bugs.webkit.org/show_bug.cgi?id=54995.
1812 if (logicalBottom < 0 || logicalBottom < logicalTop || logicalTo p == LayoutUnit::max()) {
1813 logicalBottom = LayoutUnit::max();
1814 } else {
1815 // Special-case zero- and less-than-zero-height floats: thos e don't touch
1816 // the line that they're on, but it still needs to be dirtie d. This is
1817 // accomplished by pretending they have a height of 1.
1818 logicalBottom = std::max(logicalBottom, logicalTop + 1);
1819 }
1820 if (floatingObject->originatingLine()) {
1821 if (!selfNeedsLayout()) {
1822 ASSERT(floatingObject->originatingLine()->renderer() == this);
1823 floatingObject->originatingLine()->markDirty();
1824 }
1825 #if ENABLE(ASSERT)
1826 floatingObject->setOriginatingLine(0);
1827 #endif
1828 }
1829 markLinesDirtyInBlockRange(0, logicalBottom);
1830 }
1831 m_floatingObjects->remove(floatingObject);
1832 }
1833 }
1834 } 1381 }
1835 1382
1836 void RenderBlockFlow::removeFloatingObjectsBelow(FloatingObject* lastFloat, int logicalOffset) 1383 void RenderBlockFlow::removeFloatingObjectsBelow(FloatingObject* lastFloat, int logicalOffset)
1837 { 1384 {
1838 if (!containsFloats()) 1385 // FIXME(sky): Remove this.
1839 return;
1840
1841 const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
1842 FloatingObject* curr = floatingObjectSet.last().get();
1843 while (curr != lastFloat && (!curr->isPlaced() || logicalTopForFloat(curr) > = logicalOffset)) {
1844 m_floatingObjects->remove(curr);
1845 if (floatingObjectSet.isEmpty())
1846 break;
1847 curr = floatingObjectSet.last().get();
1848 }
1849 } 1386 }
1850 1387
1851 bool RenderBlockFlow::positionNewFloats() 1388 bool RenderBlockFlow::positionNewFloats()
1852 { 1389 {
1853 if (!m_floatingObjects) 1390 // FIXME(sky): Remove this.
1854 return false; 1391 return false;
1855
1856 const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
1857 if (floatingObjectSet.isEmpty())
1858 return false;
1859
1860 // If all floats have already been positioned, then we have no work to do.
1861 if (floatingObjectSet.last()->isPlaced())
1862 return false;
1863
1864 // Move backwards through our floating object list until we find a float tha t has
1865 // already been positioned. Then we'll be able to move forward, positioning all of
1866 // the new floats that need it.
1867 FloatingObjectSetIterator it = floatingObjectSet.end();
1868 --it; // Go to last item.
1869 FloatingObjectSetIterator begin = floatingObjectSet.begin();
1870 FloatingObject* lastPlacedFloatingObject = 0;
1871 while (it != begin) {
1872 --it;
1873 if ((*it)->isPlaced()) {
1874 lastPlacedFloatingObject = it->get();
1875 ++it;
1876 break;
1877 }
1878 }
1879
1880 LayoutUnit logicalTop = logicalHeight();
1881
1882 // The float cannot start above the top position of the last positioned floa t.
1883 if (lastPlacedFloatingObject)
1884 logicalTop = std::max(logicalTopForFloat(lastPlacedFloatingObject), logi calTop);
1885
1886 FloatingObjectSetIterator end = floatingObjectSet.end();
1887 // Now walk through the set of unpositioned floats and place them.
1888 for (; it != end; ++it) {
1889 FloatingObject* floatingObject = it->get();
1890 // The containing block is responsible for positioning floats, so if we have floats in our
1891 // list that come from somewhere else, do not attempt to position them.
1892 if (floatingObject->renderer()->containingBlock() != this)
1893 continue;
1894
1895 RenderBox* childBox = floatingObject->renderer();
1896
1897 // FIXME Investigate if this can be removed. crbug.com/370006
1898 childBox->setMayNeedPaintInvalidation(true);
1899
1900 LayoutUnit childLogicalLeftMargin = style()->isLeftToRightDirection() ? marginStartForChild(childBox) : marginEndForChild(childBox);
1901 if (childBox->style()->clear() & CLEFT)
1902 logicalTop = std::max(lowestFloatLogicalBottom(FloatingObject::Float Left), logicalTop);
1903 if (childBox->style()->clear() & CRIGHT)
1904 logicalTop = std::max(lowestFloatLogicalBottom(FloatingObject::Float Right), logicalTop);
1905
1906 LayoutPoint floatLogicalLocation = computeLogicalLocationForFloat(floati ngObject, logicalTop);
1907
1908 setLogicalLeftForFloat(floatingObject, floatLogicalLocation.x());
1909
1910 setLogicalLeftForChild(childBox, floatLogicalLocation.x() + childLogical LeftMargin);
1911 setLogicalTopForChild(childBox, floatLogicalLocation.y() + marginBeforeF orChild(childBox));
1912
1913 SubtreeLayoutScope layoutScope(*childBox);
1914 childBox->layoutIfNeeded();
1915
1916 setLogicalTopForFloat(floatingObject, floatLogicalLocation.y());
1917 setLogicalHeightForFloat(floatingObject, logicalHeightForChild(childBox) + marginBeforeForChild(childBox) + marginAfterForChild(childBox));
1918
1919 m_floatingObjects->addPlacedObject(floatingObject);
1920
1921 if (ShapeOutsideInfo* shapeOutside = childBox->shapeOutsideInfo())
1922 shapeOutside->setReferenceBoxLogicalSize(logicalSizeForChild(childBo x));
1923 }
1924 return true;
1925 } 1392 }
1926 1393
1927 bool RenderBlockFlow::hasOverhangingFloat(RenderBox* renderer) 1394 bool RenderBlockFlow::hasOverhangingFloat(RenderBox* renderer)
1928 { 1395 {
1929 if (!m_floatingObjects || !parent()) 1396 // FIXME(sky): Remove this.
1930 return false; 1397 return false;
1931
1932 const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
1933 FloatingObjectSetIterator it = floatingObjectSet.find<FloatingObjectHashTran slator>(renderer);
1934 if (it == floatingObjectSet.end())
1935 return false;
1936
1937 return logicalBottomForFloat(it->get()) > logicalHeight();
1938 } 1398 }
1939 1399
1940 void RenderBlockFlow::addIntrudingFloats(RenderBlockFlow* prev, LayoutUnit logic alLeftOffset, LayoutUnit logicalTopOffset) 1400 void RenderBlockFlow::addIntrudingFloats(RenderBlockFlow* prev, LayoutUnit logic alLeftOffset, LayoutUnit logicalTopOffset)
1941 { 1401 {
1942 ASSERT(!avoidsFloats()); 1402 // FIXME(sky): Remove this.
1943
1944 // If we create our own block formatting context then our contents don't int eract with floats outside it, even those from our parent.
1945 if (createsBlockFormattingContext())
1946 return;
1947
1948 // If the parent or previous sibling doesn't have any floats to add, don't b other.
1949 if (!prev->m_floatingObjects)
1950 return;
1951
1952 logicalLeftOffset += marginLogicalLeft();
1953
1954 const FloatingObjectSet& prevSet = prev->m_floatingObjects->set();
1955 FloatingObjectSetIterator prevEnd = prevSet.end();
1956 for (FloatingObjectSetIterator prevIt = prevSet.begin(); prevIt != prevEnd; ++prevIt) {
1957 FloatingObject* floatingObject = prevIt->get();
1958 if (logicalBottomForFloat(floatingObject) > logicalTopOffset) {
1959 if (!m_floatingObjects || !m_floatingObjects->set().contains(floatin gObject)) {
1960 // We create the floating object list lazily.
1961 if (!m_floatingObjects)
1962 createFloatingObjects();
1963
1964 // Applying the child's margin makes no sense in the case where the child was passed in.
1965 // since this margin was added already through the modification of the |logicalLeftOffset| variable
1966 // above. |logicalLeftOffset| will equal the margin in this case , so it's already been taken
1967 // into account. Only apply this code if prev is the parent, sin ce otherwise the left margin
1968 // will get applied twice.
1969 LayoutSize offset = isHorizontalWritingMode()
1970 ? LayoutSize(logicalLeftOffset - (prev != parent() ? prev->m arginLeft() : LayoutUnit()), logicalTopOffset)
1971 : LayoutSize(logicalTopOffset, logicalLeftOffset - (prev != parent() ? prev->marginTop() : LayoutUnit()));
1972
1973 m_floatingObjects->add(floatingObject->copyToNewContainer(offset ));
1974 }
1975 }
1976 }
1977 } 1403 }
1978 1404
1979 void RenderBlockFlow::addOverhangingFloats(RenderBlockFlow* child, bool makeChil dPaintOtherFloats) 1405 void RenderBlockFlow::addOverhangingFloats(RenderBlockFlow* child, bool makeChil dPaintOtherFloats)
1980 { 1406 {
1981 // Prevent floats from being added to the canvas by the root element, e.g., <html>. 1407 // FIXME(sky): Remove this.
1982 if (!child->containsFloats() || child->createsBlockFormattingContext())
1983 return;
1984
1985 LayoutUnit childLogicalTop = child->logicalTop();
1986 LayoutUnit childLogicalLeft = child->logicalLeft();
1987
1988 // Floats that will remain the child's responsibility to paint should factor into its
1989 // overflow.
1990 FloatingObjectSetIterator childEnd = child->m_floatingObjects->set().end();
1991 for (FloatingObjectSetIterator childIt = child->m_floatingObjects->set().beg in(); childIt != childEnd; ++childIt) {
1992 FloatingObject* floatingObject = childIt->get();
1993 LayoutUnit logicalBottomForFloat = std::min(this->logicalBottomForFloat( floatingObject), LayoutUnit::max() - childLogicalTop);
1994 LayoutUnit logicalBottom = childLogicalTop + logicalBottomForFloat;
1995
1996 if (logicalBottom > logicalHeight()) {
1997 // If the object is not in the list, we add it now.
1998 if (!containsFloat(floatingObject->renderer())) {
1999 LayoutSize offset = isHorizontalWritingMode() ? LayoutSize(-chil dLogicalLeft, -childLogicalTop) : LayoutSize(-childLogicalTop, -childLogicalLeft );
2000 bool shouldPaint = false;
2001
2002 // The nearest enclosing layer always paints the float (so that zindex and stacking
2003 // behaves properly). We always want to propagate the desire to paint the float as
2004 // far out as we can, to the outermost block that overlaps the f loat, stopping only
2005 // if we hit a self-painting layer boundary.
2006 if (floatingObject->renderer()->enclosingFloatPaintingLayer() == enclosingFloatPaintingLayer()) {
2007 floatingObject->setShouldPaint(false);
2008 shouldPaint = true;
2009 }
2010 // We create the floating object list lazily.
2011 if (!m_floatingObjects)
2012 createFloatingObjects();
2013
2014 m_floatingObjects->add(floatingObject->copyToNewContainer(offset , shouldPaint, true));
2015 }
2016 } else {
2017 if (makeChildPaintOtherFloats && !floatingObject->shouldPaint() && ! floatingObject->renderer()->hasSelfPaintingLayer()
2018 && floatingObject->renderer()->isDescendantOf(child) && floating Object->renderer()->enclosingFloatPaintingLayer() == child->enclosingFloatPainti ngLayer()) {
2019 // The float is not overhanging from this block, so if it is a d escendant of the child, the child should
2020 // paint it (the other case is that it is intruding into the chi ld), unless it has its own layer or enclosing
2021 // layer.
2022 // If makeChildPaintOtherFloats is false, it means that the chil d must already know about all the floats
2023 // it should paint.
2024 floatingObject->setShouldPaint(true);
2025 }
2026
2027 // Since the float doesn't overhang, it didn't get put into our list . We need to go ahead and add its overflow in to the
2028 // child now.
2029 if (floatingObject->isDescendant())
2030 child->addOverflowFromChild(floatingObject->renderer(), LayoutSi ze(xPositionForFloatIncludingMargin(floatingObject), yPositionForFloatIncludingM argin(floatingObject)));
2031 }
2032 }
2033 } 1408 }
2034 1409
2035 LayoutUnit RenderBlockFlow::lowestFloatLogicalBottom(FloatingObject::Type floatT ype) const 1410 LayoutUnit RenderBlockFlow::lowestFloatLogicalBottom(FloatingObject::Type floatT ype) const
2036 { 1411 {
2037 if (!m_floatingObjects) 1412 // FIXME(sky): Remove this.
2038 return 0; 1413 return 0;
2039
2040 return m_floatingObjects->lowestFloatLogicalBottom(floatType);
2041 } 1414 }
2042 1415
2043 LayoutUnit RenderBlockFlow::nextFloatLogicalBottomBelow(LayoutUnit logicalHeight , ShapeOutsideFloatOffsetMode offsetMode) const 1416 LayoutUnit RenderBlockFlow::nextFloatLogicalBottomBelow(LayoutUnit logicalHeight , ShapeOutsideFloatOffsetMode offsetMode) const
2044 { 1417 {
2045 if (!m_floatingObjects) 1418 // FIXME(sky): Remove this.
2046 return logicalHeight; 1419 return logicalHeight;
2047
2048 LayoutUnit logicalBottom;
2049 const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
2050 FloatingObjectSetIterator end = floatingObjectSet.end();
2051 for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++ it) {
2052 FloatingObject* floatingObject = it->get();
2053 LayoutUnit floatLogicalBottom = logicalBottomForFloat(floatingObject);
2054 ShapeOutsideInfo* shapeOutside = floatingObject->renderer()->shapeOutsid eInfo();
2055 if (shapeOutside && (offsetMode == ShapeOutsideFloatShapeOffset)) {
2056 LayoutUnit shapeLogicalBottom = logicalTopForFloat(floatingObject) + marginBeforeForChild(floatingObject->renderer()) + shapeOutside->shapeLogicalBo ttom();
2057 // Use the shapeLogicalBottom unless it extends outside of the margi n box, in which case it is clipped.
2058 if (shapeLogicalBottom < floatLogicalBottom)
2059 floatLogicalBottom = shapeLogicalBottom;
2060 }
2061 if (floatLogicalBottom > logicalHeight)
2062 logicalBottom = logicalBottom ? std::min(floatLogicalBottom, logical Bottom) : floatLogicalBottom;
2063 }
2064
2065 return logicalBottom;
2066 } 1420 }
2067 1421
2068 bool RenderBlockFlow::hitTestFloats(const HitTestRequest& request, HitTestResult & result, const HitTestLocation& locationInContainer, const LayoutPoint& accumul atedOffset) 1422 bool RenderBlockFlow::hitTestFloats(const HitTestRequest& request, HitTestResult & result, const HitTestLocation& locationInContainer, const LayoutPoint& accumul atedOffset)
2069 { 1423 {
2070 if (!m_floatingObjects) 1424 // FIXME(sky): Remove this.
2071 return false;
2072
2073 const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
2074 FloatingObjectSetIterator begin = floatingObjectSet.begin();
2075 for (FloatingObjectSetIterator it = floatingObjectSet.end(); it != begin;) {
2076 --it;
2077 FloatingObject* floatingObject = it->get();
2078 if (floatingObject->shouldPaint() && !floatingObject->renderer()->hasSel fPaintingLayer()) {
2079 LayoutUnit xOffset = xPositionForFloatIncludingMargin(floatingObject ) - floatingObject->renderer()->x();
2080 LayoutUnit yOffset = yPositionForFloatIncludingMargin(floatingObject ) - floatingObject->renderer()->y();
2081 LayoutPoint childPoint = flipFloatForWritingModeForChild(floatingObj ect, accumulatedOffset + LayoutSize(xOffset, yOffset));
2082 if (floatingObject->renderer()->hitTest(request, result, locationInC ontainer, childPoint)) {
2083 updateHitTestResult(result, locationInContainer.point() - toLayo utSize(childPoint));
2084 return true;
2085 }
2086 }
2087 }
2088
2089 return false; 1425 return false;
2090 } 1426 }
2091 1427
2092 void RenderBlockFlow::adjustForBorderFit(LayoutUnit x, LayoutUnit& left, LayoutU nit& right) const 1428 void RenderBlockFlow::adjustForBorderFit(LayoutUnit x, LayoutUnit& left, LayoutU nit& right) const
2093 { 1429 {
2094 // We don't deal with relative positioning. Our assumption is that you shrin k to fit the lines without accounting 1430 // We don't deal with relative positioning. Our assumption is that you shrin k to fit the lines without accounting
2095 // for either overflow or translations via relative positioning. 1431 // for either overflow or translations via relative positioning.
2096 if (childrenInline()) { 1432 if (childrenInline()) {
2097 for (RootInlineBox* box = firstRootBox(); box; box = box->nextRootBox()) { 1433 for (RootInlineBox* box = firstRootBox(); box; box = box->nextRootBox()) {
2098 if (box->firstChild()) 1434 if (box->firstChild())
2099 left = std::min(left, x + static_cast<LayoutUnit>(box->firstChil d()->x())); 1435 left = std::min(left, x + static_cast<LayoutUnit>(box->firstChil d()->x()));
2100 if (box->lastChild()) 1436 if (box->lastChild())
2101 right = std::max(right, x + static_cast<LayoutUnit>(ceilf(box->l astChild()->logicalRight()))); 1437 right = std::max(right, x + static_cast<LayoutUnit>(ceilf(box->l astChild()->logicalRight())));
2102 } 1438 }
2103 } else { 1439 } else {
2104 for (RenderBox* obj = firstChildBox(); obj; obj = obj->nextSiblingBox()) { 1440 for (RenderBox* obj = firstChildBox(); obj; obj = obj->nextSiblingBox()) {
2105 if (!obj->isFloatingOrOutOfFlowPositioned()) { 1441 if (!obj->isFloatingOrOutOfFlowPositioned()) {
2106 if (obj->isRenderBlockFlow() && !obj->hasOverflowClip()) { 1442 if (obj->isRenderBlockFlow() && !obj->hasOverflowClip()) {
2107 toRenderBlockFlow(obj)->adjustForBorderFit(x + obj->x(), lef t, right); 1443 toRenderBlockFlow(obj)->adjustForBorderFit(x + obj->x(), lef t, right);
2108 } else { 1444 } else {
2109 // We are a replaced element or some kind of non-block-flow object. 1445 // We are a replaced element or some kind of non-block-flow object.
2110 left = std::min(left, x + obj->x()); 1446 left = std::min(left, x + obj->x());
2111 right = std::max(right, x + obj->x() + obj->width()); 1447 right = std::max(right, x + obj->x() + obj->width());
2112 } 1448 }
2113 } 1449 }
2114 } 1450 }
2115 } 1451 }
2116
2117 if (m_floatingObjects) {
2118 const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
2119 FloatingObjectSetIterator end = floatingObjectSet.end();
2120 for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end ; ++it) {
2121 FloatingObject* floatingObject = it->get();
2122 // Only examine the object if our m_shouldPaint flag is set.
2123 if (floatingObject->shouldPaint()) {
2124 LayoutUnit floatLeft = xPositionForFloatIncludingMargin(floating Object) - floatingObject->renderer()->x();
2125 LayoutUnit floatRight = floatLeft + floatingObject->renderer()-> width();
2126 left = std::min(left, floatLeft);
2127 right = std::max(right, floatRight);
2128 }
2129 }
2130 }
2131 } 1452 }
2132 1453
2133 void RenderBlockFlow::fitBorderToLinesIfNeeded() 1454 void RenderBlockFlow::fitBorderToLinesIfNeeded()
2134 { 1455 {
2135 if (style()->borderFit() == BorderFitBorder || hasOverrideWidth()) 1456 if (style()->borderFit() == BorderFitBorder || hasOverrideWidth())
2136 return; 1457 return;
2137 1458
2138 // Walk any normal flow lines to snugly fit. 1459 // Walk any normal flow lines to snugly fit.
2139 LayoutUnit left = LayoutUnit::max(); 1460 LayoutUnit left = LayoutUnit::max();
2140 LayoutUnit right = LayoutUnit::min(); 1461 LayoutUnit right = LayoutUnit::min();
(...skipping 128 matching lines...) Expand 10 before | Expand all | Expand 10 after
2269 RenderBlockFlow::RenderBlockFlowRareData& RenderBlockFlow::ensureRareData() 1590 RenderBlockFlow::RenderBlockFlowRareData& RenderBlockFlow::ensureRareData()
2270 { 1591 {
2271 if (m_rareData) 1592 if (m_rareData)
2272 return *m_rareData; 1593 return *m_rareData;
2273 1594
2274 m_rareData = adoptPtr(new RenderBlockFlowRareData(this)); 1595 m_rareData = adoptPtr(new RenderBlockFlowRareData(this));
2275 return *m_rareData; 1596 return *m_rareData;
2276 } 1597 }
2277 1598
2278 } // namespace blink 1599 } // namespace blink
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