| Index: sky/engine/core/rendering/RenderBlockFlow.cpp
|
| diff --git a/sky/engine/core/rendering/RenderBlockFlow.cpp b/sky/engine/core/rendering/RenderBlockFlow.cpp
|
| index d8511c898cb6256ec279cc0f47f4e14b49f86593..decebfb4499a86193772bccf3b9faa96abb20040 100644
|
| --- a/sky/engine/core/rendering/RenderBlockFlow.cpp
|
| +++ b/sky/engine/core/rendering/RenderBlockFlow.cpp
|
| @@ -485,137 +485,7 @@ void RenderBlockFlow::layoutBlockChild(RenderBox* child, MarginInfo& marginInfo,
|
|
|
| void RenderBlockFlow::rebuildFloatsFromIntruding()
|
| {
|
| - if (m_floatingObjects)
|
| - m_floatingObjects->setHorizontalWritingMode(isHorizontalWritingMode());
|
| -
|
| - HashSet<RenderBox*> oldIntrudingFloatSet;
|
| - if (!childrenInline() && m_floatingObjects) {
|
| - const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
|
| - FloatingObjectSetIterator end = floatingObjectSet.end();
|
| - for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
|
| - FloatingObject* floatingObject = it->get();
|
| - if (!floatingObject->isDescendant())
|
| - oldIntrudingFloatSet.add(floatingObject->renderer());
|
| - }
|
| - }
|
| -
|
| - // Inline blocks are covered by the isReplaced() check in the avoidFloats method.
|
| - if (avoidsFloats() || isDocumentElement() || isRenderView() || isFloatingOrOutOfFlowPositioned()) {
|
| - if (m_floatingObjects) {
|
| - m_floatingObjects->clear();
|
| - }
|
| - if (!oldIntrudingFloatSet.isEmpty())
|
| - markAllDescendantsWithFloatsForLayout();
|
| - return;
|
| - }
|
| -
|
| - RendererToFloatInfoMap floatMap;
|
| -
|
| - if (m_floatingObjects) {
|
| - if (childrenInline())
|
| - m_floatingObjects->moveAllToFloatInfoMap(floatMap);
|
| - else
|
| - m_floatingObjects->clear();
|
| - }
|
| -
|
| - // We should not process floats if the parent node is not a RenderBlockFlow. Otherwise, we will add
|
| - // floats in an invalid context. This will cause a crash arising from a bad cast on the parent.
|
| - // See <rdar://problem/8049753>, where float property is applied on a text node in a SVG.
|
| - if (!parent() || !parent()->isRenderBlockFlow())
|
| - return;
|
| -
|
| - // Attempt to locate a previous sibling with overhanging floats. We skip any elements that
|
| - // may have shifted to avoid floats, and any objects whose floats cannot interact with objects
|
| - // outside it (i.e. objects that create a new block formatting context).
|
| - RenderBlockFlow* parentBlockFlow = toRenderBlockFlow(parent());
|
| - bool parentHasFloats = false;
|
| - RenderObject* prev = previousSibling();
|
| - while (prev && (!prev->isBox() || !prev->isRenderBlock() || toRenderBlock(prev)->avoidsFloats() || toRenderBlock(prev)->createsBlockFormattingContext())) {
|
| - if (prev->isFloating())
|
| - parentHasFloats = true;
|
| - prev = prev->previousSibling();
|
| - }
|
| -
|
| - // First add in floats from the parent. Self-collapsing blocks let their parent track any floats that intrude into
|
| - // them (as opposed to floats they contain themselves) so check for those here too.
|
| - LayoutUnit logicalTopOffset = logicalTop();
|
| - bool parentHasIntrudingFloats = !parentHasFloats && (!prev || toRenderBlockFlow(prev)->isSelfCollapsingBlock()) && parentBlockFlow->lowestFloatLogicalBottom() > logicalTopOffset;
|
| - if (parentHasFloats || parentHasIntrudingFloats)
|
| - addIntrudingFloats(parentBlockFlow, parentBlockFlow->logicalLeftOffsetForContent(), logicalTopOffset);
|
| -
|
| - // Add overhanging floats from the previous RenderBlockFlow, but only if it has a float that intrudes into our space.
|
| - if (prev) {
|
| - RenderBlockFlow* blockFlow = toRenderBlockFlow(prev);
|
| - logicalTopOffset -= blockFlow->logicalTop();
|
| - if (blockFlow->lowestFloatLogicalBottom() > logicalTopOffset)
|
| - addIntrudingFloats(blockFlow, 0, logicalTopOffset);
|
| - }
|
| -
|
| - if (childrenInline()) {
|
| - LayoutUnit changeLogicalTop = LayoutUnit::max();
|
| - LayoutUnit changeLogicalBottom = LayoutUnit::min();
|
| - if (m_floatingObjects) {
|
| - const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
|
| - FloatingObjectSetIterator end = floatingObjectSet.end();
|
| - for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
|
| - FloatingObject* floatingObject = it->get();
|
| - FloatingObject* oldFloatingObject = floatMap.get(floatingObject->renderer());
|
| - LayoutUnit logicalBottom = logicalBottomForFloat(floatingObject);
|
| - if (oldFloatingObject) {
|
| - LayoutUnit oldLogicalBottom = logicalBottomForFloat(oldFloatingObject);
|
| - if (logicalWidthForFloat(floatingObject) != logicalWidthForFloat(oldFloatingObject) || logicalLeftForFloat(floatingObject) != logicalLeftForFloat(oldFloatingObject)) {
|
| - changeLogicalTop = 0;
|
| - changeLogicalBottom = std::max(changeLogicalBottom, std::max(logicalBottom, oldLogicalBottom));
|
| - } else {
|
| - if (logicalBottom != oldLogicalBottom) {
|
| - changeLogicalTop = std::min(changeLogicalTop, std::min(logicalBottom, oldLogicalBottom));
|
| - changeLogicalBottom = std::max(changeLogicalBottom, std::max(logicalBottom, oldLogicalBottom));
|
| - }
|
| - LayoutUnit logicalTop = logicalTopForFloat(floatingObject);
|
| - LayoutUnit oldLogicalTop = logicalTopForFloat(oldFloatingObject);
|
| - if (logicalTop != oldLogicalTop) {
|
| - changeLogicalTop = std::min(changeLogicalTop, std::min(logicalTop, oldLogicalTop));
|
| - changeLogicalBottom = std::max(changeLogicalBottom, std::max(logicalTop, oldLogicalTop));
|
| - }
|
| - }
|
| -
|
| - if (oldFloatingObject->originatingLine() && !selfNeedsLayout()) {
|
| - ASSERT(oldFloatingObject->originatingLine()->renderer() == this);
|
| - oldFloatingObject->originatingLine()->markDirty();
|
| - }
|
| -
|
| - floatMap.remove(floatingObject->renderer());
|
| - } else {
|
| - changeLogicalTop = 0;
|
| - changeLogicalBottom = std::max(changeLogicalBottom, logicalBottom);
|
| - }
|
| - }
|
| - }
|
| -
|
| - RendererToFloatInfoMap::iterator end = floatMap.end();
|
| - for (RendererToFloatInfoMap::iterator it = floatMap.begin(); it != end; ++it) {
|
| - OwnPtr<FloatingObject>& floatingObject = it->value;
|
| - if (!floatingObject->isDescendant()) {
|
| - changeLogicalTop = 0;
|
| - changeLogicalBottom = std::max(changeLogicalBottom, logicalBottomForFloat(floatingObject.get()));
|
| - }
|
| - }
|
| -
|
| - markLinesDirtyInBlockRange(changeLogicalTop, changeLogicalBottom);
|
| - } else if (!oldIntrudingFloatSet.isEmpty()) {
|
| - // If there are previously intruding floats that no longer intrude, then children with floats
|
| - // should also get layout because they might need their floating object lists cleared.
|
| - if (m_floatingObjects->set().size() < oldIntrudingFloatSet.size()) {
|
| - markAllDescendantsWithFloatsForLayout();
|
| - } else {
|
| - const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
|
| - FloatingObjectSetIterator end = floatingObjectSet.end();
|
| - for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end && !oldIntrudingFloatSet.isEmpty(); ++it)
|
| - oldIntrudingFloatSet.remove((*it)->renderer());
|
| - if (!oldIntrudingFloatSet.isEmpty())
|
| - markAllDescendantsWithFloatsForLayout();
|
| - }
|
| - }
|
| + // FIXME(sky): Remove this.
|
| }
|
|
|
| void RenderBlockFlow::layoutBlockChildren(bool relayoutChildren, SubtreeLayoutScope& layoutScope, LayoutUnit beforeEdge, LayoutUnit afterEdge)
|
| @@ -1265,16 +1135,7 @@ bool RenderBlockFlow::mustSeparateMarginAfterForChild(const RenderBox* child) co
|
|
|
| void RenderBlockFlow::addOverflowFromFloats()
|
| {
|
| - if (!m_floatingObjects)
|
| - return;
|
| -
|
| - const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
|
| - FloatingObjectSetIterator end = floatingObjectSet.end();
|
| - for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
|
| - FloatingObject* floatingObject = it->get();
|
| - if (floatingObject->isDescendant())
|
| - addOverflowFromChild(floatingObject->renderer(), IntSize(xPositionForFloatIncludingMargin(floatingObject), yPositionForFloatIncludingMargin(floatingObject)));
|
| - }
|
| + // FIXME(sky): Remove this.
|
| }
|
|
|
| void RenderBlockFlow::computeOverflow(LayoutUnit oldClientAfterEdge, bool recomputeFloats)
|
| @@ -1302,133 +1163,23 @@ void RenderBlockFlow::deleteLineBoxTree()
|
|
|
| void RenderBlockFlow::markAllDescendantsWithFloatsForLayout(RenderBox* floatToRemove, bool inLayout)
|
| {
|
| - if (!everHadLayout() && !containsFloats())
|
| - return;
|
| -
|
| - if (m_descendantsWithFloatsMarkedForLayout && !floatToRemove)
|
| - return;
|
| - m_descendantsWithFloatsMarkedForLayout |= !floatToRemove;
|
| -
|
| - MarkingBehavior markParents = inLayout ? MarkOnlyThis : MarkContainingBlockChain;
|
| - setChildNeedsLayout(markParents);
|
| -
|
| - if (floatToRemove)
|
| - removeFloatingObject(floatToRemove);
|
| -
|
| - // Iterate over our children and mark them as needed.
|
| - if (!childrenInline()) {
|
| - for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
|
| - if ((!floatToRemove && child->isFloatingOrOutOfFlowPositioned()) || !child->isRenderBlock())
|
| - continue;
|
| - if (!child->isRenderBlockFlow()) {
|
| - RenderBlock* childBlock = toRenderBlock(child);
|
| - if (childBlock->shrinkToAvoidFloats() && childBlock->everHadLayout())
|
| - childBlock->setChildNeedsLayout(markParents);
|
| - continue;
|
| - }
|
| - RenderBlockFlow* childBlockFlow = toRenderBlockFlow(child);
|
| - if ((floatToRemove ? childBlockFlow->containsFloat(floatToRemove) : childBlockFlow->containsFloats()) || childBlockFlow->shrinkToAvoidFloats())
|
| - childBlockFlow->markAllDescendantsWithFloatsForLayout(floatToRemove, inLayout);
|
| - }
|
| - }
|
| + // FIXME(sky): Remove this.
|
| }
|
|
|
| void RenderBlockFlow::markSiblingsWithFloatsForLayout(RenderBox* floatToRemove)
|
| {
|
| - if (!m_floatingObjects)
|
| - return;
|
| -
|
| - const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
|
| - FloatingObjectSetIterator end = floatingObjectSet.end();
|
| -
|
| - for (RenderObject* next = nextSibling(); next; next = next->nextSibling()) {
|
| - if (!next->isRenderBlockFlow() || next->isFloatingOrOutOfFlowPositioned() || toRenderBlockFlow(next)->avoidsFloats())
|
| - continue;
|
| -
|
| - RenderBlockFlow* nextBlock = toRenderBlockFlow(next);
|
| - for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
|
| - RenderBox* floatingBox = (*it)->renderer();
|
| - if (floatToRemove && floatingBox != floatToRemove)
|
| - continue;
|
| - if (nextBlock->containsFloat(floatingBox))
|
| - nextBlock->markAllDescendantsWithFloatsForLayout(floatingBox);
|
| - }
|
| - }
|
| + // FIXME(sky): Remove this.
|
| }
|
|
|
| LayoutUnit RenderBlockFlow::getClearDelta(RenderBox* child, LayoutUnit logicalTop)
|
| {
|
| - // 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;
|
| - LayoutUnit logicalBottom = 0;
|
| - switch (child->style()->clear()) {
|
| - case CNONE:
|
| - break;
|
| - case CLEFT:
|
| - logicalBottom = lowestFloatLogicalBottom(FloatingObject::FloatLeft);
|
| - break;
|
| - case CRIGHT:
|
| - logicalBottom = lowestFloatLogicalBottom(FloatingObject::FloatRight);
|
| - break;
|
| - case CBOTH:
|
| - logicalBottom = lowestFloatLogicalBottom();
|
| - 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).
|
| - LayoutUnit result = clearSet ? std::max<LayoutUnit>(0, logicalBottom - logicalTop) : LayoutUnit();
|
| - if (!result && child->avoidsFloats()) {
|
| - LayoutUnit newLogicalTop = logicalTop;
|
| - while (true) {
|
| - LayoutUnit availableLogicalWidthAtNewLogicalTopOffset = availableLogicalWidthForLine(newLogicalTop, false, logicalHeightForChild(child));
|
| - if (availableLogicalWidthAtNewLogicalTopOffset == availableLogicalWidthForContent())
|
| - return newLogicalTop - logicalTop;
|
| -
|
| - LayoutRect borderBox = child->borderBoxRect();
|
| - LayoutUnit childLogicalWidthAtOldLogicalTopOffset = isHorizontalWritingMode() ? borderBox.width() : borderBox.height();
|
| -
|
| - // FIXME: None of this is right for perpendicular writing-mode children.
|
| - LayoutUnit childOldLogicalWidth = child->logicalWidth();
|
| - LayoutUnit childOldMarginLeft = child->marginLeft();
|
| - LayoutUnit childOldMarginRight = child->marginRight();
|
| - LayoutUnit childOldLogicalTop = child->logicalTop();
|
| -
|
| - child->setLogicalTop(newLogicalTop);
|
| - child->updateLogicalWidth();
|
| - borderBox = child->borderBoxRect();
|
| - LayoutUnit childLogicalWidthAtNewLogicalTopOffset = isHorizontalWritingMode() ? borderBox.width() : borderBox.height();
|
| -
|
| - child->setLogicalTop(childOldLogicalTop);
|
| - child->setLogicalWidth(childOldLogicalWidth);
|
| - child->setMarginLeft(childOldMarginLeft);
|
| - child->setMarginRight(childOldMarginRight);
|
| -
|
| - if (childLogicalWidthAtNewLogicalTopOffset <= availableLogicalWidthAtNewLogicalTopOffset) {
|
| - // Even though we may not be moving, if the logical width did shrink because of the presence of new floats, then
|
| - // we need to force a relayout as though we shifted. This happens because of the dynamic addition of overhanging floats
|
| - // from previous siblings when negative margins exist on a child (see the addOverhangingFloats call at the end of collapseMargins).
|
| - if (childLogicalWidthAtOldLogicalTopOffset != childLogicalWidthAtNewLogicalTopOffset)
|
| - child->setChildNeedsLayout(MarkOnlyThis);
|
| - return newLogicalTop - logicalTop;
|
| - }
|
| -
|
| - newLogicalTop = nextFloatLogicalBottomBelow(newLogicalTop);
|
| - ASSERT(newLogicalTop >= logicalTop);
|
| - if (newLogicalTop < logicalTop)
|
| - break;
|
| - }
|
| - ASSERT_NOT_REACHED();
|
| - }
|
| - return result;
|
| + // FIXME(sky): Remove this.
|
| + return 0;
|
| }
|
|
|
| void RenderBlockFlow::createFloatingObjects()
|
| {
|
| - m_floatingObjects = adoptPtr(new FloatingObjects(this, isHorizontalWritingMode()));
|
| + // FIXME(sky): Remove this.
|
| }
|
|
|
| void RenderBlockFlow::styleWillChange(StyleDifference diff, const RenderStyle& newStyle)
|
| @@ -1497,69 +1248,14 @@ void RenderBlockFlow::addChild(RenderObject* newChild, RenderObject* beforeChild
|
|
|
| void RenderBlockFlow::moveAllChildrenIncludingFloatsTo(RenderBlock* toBlock, bool fullRemoveInsert)
|
| {
|
| + // FIXME(sky): Merge this into callers.
|
| RenderBlockFlow* toBlockFlow = toRenderBlockFlow(toBlock);
|
| moveAllChildrenTo(toBlockFlow, fullRemoveInsert);
|
| -
|
| - // When a portion of the render tree is being detached, anonymous blocks
|
| - // will be combined as their children are deleted. In this process, the
|
| - // anonymous block later in the tree is merged into the one preceeding it.
|
| - // It can happen that the later block (this) contains floats that the
|
| - // previous block (toBlockFlow) did not contain, and thus are not in the
|
| - // floating objects list for toBlockFlow. This can result in toBlockFlow containing
|
| - // floats that are not in it's floating objects list, but are in the
|
| - // floating objects lists of siblings and parents. This can cause problems
|
| - // when the float itself is deleted, since the deletion code assumes that
|
| - // if a float is not in it's containing block's floating objects list, it
|
| - // isn't in any floating objects list. In order to preserve this condition
|
| - // (removing it has serious performance implications), we need to copy the
|
| - // floating objects from the old block (this) to the new block (toBlockFlow).
|
| - // The float's metrics will likely all be wrong, but since toBlockFlow is
|
| - // already marked for layout, this will get fixed before anything gets
|
| - // displayed.
|
| - // See bug https://code.google.com/p/chromium/issues/detail?id=230907
|
| - if (m_floatingObjects) {
|
| - if (!toBlockFlow->m_floatingObjects)
|
| - toBlockFlow->createFloatingObjects();
|
| -
|
| - const FloatingObjectSet& fromFloatingObjectSet = m_floatingObjects->set();
|
| - FloatingObjectSetIterator end = fromFloatingObjectSet.end();
|
| -
|
| - for (FloatingObjectSetIterator it = fromFloatingObjectSet.begin(); it != end; ++it) {
|
| - FloatingObject* floatingObject = it->get();
|
| -
|
| - // Don't insert the object again if it's already in the list
|
| - if (toBlockFlow->containsFloat(floatingObject->renderer()))
|
| - continue;
|
| -
|
| - toBlockFlow->m_floatingObjects->add(floatingObject->unsafeClone());
|
| - }
|
| - }
|
| -
|
| }
|
|
|
| void RenderBlockFlow::invalidatePaintForOverhangingFloats(bool paintAllDescendants)
|
| {
|
| - // Invalidate paint of any overhanging floats (if we know we're the one to paint them).
|
| - // Otherwise, bail out.
|
| - if (!hasOverhangingFloats())
|
| - return;
|
| -
|
| - const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
|
| - FloatingObjectSetIterator end = floatingObjectSet.end();
|
| - for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
|
| - FloatingObject* floatingObject = it->get();
|
| - // Only issue paint invaldiations for 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 (logicalBottomForFloat(floatingObject) > logicalHeight()
|
| - && !floatingObject->renderer()->hasSelfPaintingLayer()
|
| - && (floatingObject->shouldPaint() || (paintAllDescendants && floatingObject->renderer()->isDescendantOf(this)))) {
|
| -
|
| - RenderBox* floatingRenderer = floatingObject->renderer();
|
| - floatingRenderer->setShouldDoFullPaintInvalidation(true);
|
| - floatingRenderer->invalidatePaintForOverhangingFloats(false);
|
| - }
|
| - }
|
| + // FIXME(sky): Remove this.
|
| }
|
|
|
| void RenderBlockFlow::invalidatePaintForOverflow()
|
| @@ -1604,113 +1300,47 @@ void RenderBlockFlow::invalidatePaintForOverflow()
|
|
|
| void RenderBlockFlow::paintFloats(PaintInfo& paintInfo, const LayoutPoint& paintOffset, bool preservePhase)
|
| {
|
| - if (!m_floatingObjects)
|
| - return;
|
| -
|
| - const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
|
| - FloatingObjectSetIterator end = floatingObjectSet.end();
|
| - for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
|
| - FloatingObject* floatingObject = it->get();
|
| - // Only paint the object if our m_shouldPaint flag is set.
|
| - if (floatingObject->shouldPaint() && !floatingObject->renderer()->hasSelfPaintingLayer()) {
|
| - PaintInfo currentPaintInfo(paintInfo);
|
| - currentPaintInfo.phase = preservePhase ? paintInfo.phase : PaintPhaseBlockBackground;
|
| - // FIXME: LayoutPoint version of xPositionForFloatIncludingMargin would make this much cleaner.
|
| - LayoutPoint childPoint = flipFloatForWritingModeForChild(floatingObject, LayoutPoint(paintOffset.x() + xPositionForFloatIncludingMargin(floatingObject) - floatingObject->renderer()->x(), paintOffset.y() + yPositionForFloatIncludingMargin(floatingObject) - floatingObject->renderer()->y()));
|
| - floatingObject->renderer()->paint(currentPaintInfo, childPoint);
|
| - if (!preservePhase) {
|
| - currentPaintInfo.phase = PaintPhaseChildBlockBackgrounds;
|
| - floatingObject->renderer()->paint(currentPaintInfo, childPoint);
|
| - currentPaintInfo.phase = PaintPhaseFloat;
|
| - floatingObject->renderer()->paint(currentPaintInfo, childPoint);
|
| - currentPaintInfo.phase = PaintPhaseForeground;
|
| - floatingObject->renderer()->paint(currentPaintInfo, childPoint);
|
| - currentPaintInfo.phase = PaintPhaseOutline;
|
| - floatingObject->renderer()->paint(currentPaintInfo, childPoint);
|
| - }
|
| - }
|
| - }
|
| + // FIXME(sky): Remove this.
|
| }
|
|
|
| void RenderBlockFlow::clipOutFloatingObjects(RenderBlock* rootBlock, const PaintInfo* paintInfo, const LayoutPoint& rootBlockPhysicalPosition, const LayoutSize& offsetFromRootBlock)
|
| {
|
| - if (m_floatingObjects) {
|
| - const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
|
| - FloatingObjectSetIterator end = floatingObjectSet.end();
|
| - for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
|
| - FloatingObject* floatingObject = it->get();
|
| - LayoutRect floatBox(offsetFromRootBlock.width() + xPositionForFloatIncludingMargin(floatingObject),
|
| - offsetFromRootBlock.height() + yPositionForFloatIncludingMargin(floatingObject),
|
| - floatingObject->renderer()->width(), floatingObject->renderer()->height());
|
| - rootBlock->flipForWritingMode(floatBox);
|
| - floatBox.move(rootBlockPhysicalPosition.x(), rootBlockPhysicalPosition.y());
|
| - paintInfo->context->clipOut(pixelSnappedIntRect(floatBox));
|
| - }
|
| - }
|
| + // FIXME(sky): Remove this.
|
| }
|
|
|
| void RenderBlockFlow::clearFloats(EClear clear)
|
| {
|
| - positionNewFloats();
|
| - // set y position
|
| - LayoutUnit newY = 0;
|
| - switch (clear) {
|
| - case CLEFT:
|
| - newY = lowestFloatLogicalBottom(FloatingObject::FloatLeft);
|
| - break;
|
| - case CRIGHT:
|
| - newY = lowestFloatLogicalBottom(FloatingObject::FloatRight);
|
| - break;
|
| - case CBOTH:
|
| - newY = lowestFloatLogicalBottom();
|
| - default:
|
| - break;
|
| - }
|
| - if (height() < newY)
|
| - setLogicalHeight(newY);
|
| + // FIXME(sky): Remove this.
|
| }
|
|
|
| bool RenderBlockFlow::containsFloat(RenderBox* renderer) const
|
| {
|
| - return m_floatingObjects && m_floatingObjects->set().contains<FloatingObjectHashTranslator>(renderer);
|
| + // FIXME(sky): Remove this.
|
| + return false;
|
| }
|
|
|
| void RenderBlockFlow::removeFloatingObjects()
|
| {
|
| - if (!m_floatingObjects)
|
| - return;
|
| -
|
| - markSiblingsWithFloatsForLayout();
|
| -
|
| - m_floatingObjects->clear();
|
| + // FIXME(sky): Remove this.
|
| }
|
|
|
| LayoutPoint RenderBlockFlow::flipFloatForWritingModeForChild(const FloatingObject* child, const LayoutPoint& point) const
|
| {
|
| - if (!style()->isFlippedBlocksWritingMode())
|
| - return point;
|
| -
|
| - // This is similar to RenderBox::flipForWritingModeForChild. We have to subtract out our left/top offsets twice, since
|
| - // it's going to get added back in. We hide this complication here so that the calling code looks normal for the unflipped
|
| - // case.
|
| - if (isHorizontalWritingMode())
|
| - return LayoutPoint(point.x(), point.y() + height() - child->renderer()->height() - 2 * yPositionForFloatIncludingMargin(child));
|
| - return LayoutPoint(point.x() + width() - child->renderer()->width() - 2 * xPositionForFloatIncludingMargin(child), point.y());
|
| + // FIXME(sky): Remove this.
|
| + return LayoutPoint();
|
| }
|
|
|
| LayoutUnit RenderBlockFlow::logicalLeftOffsetForPositioningFloat(LayoutUnit logicalTop, LayoutUnit fixedOffset, bool applyTextIndent, LayoutUnit* heightRemaining) const
|
| {
|
| + // FIXME(sky): Remove this.
|
| LayoutUnit offset = fixedOffset;
|
| - if (m_floatingObjects && m_floatingObjects->hasLeftObjects())
|
| - offset = m_floatingObjects->logicalLeftOffsetForPositioningFloat(fixedOffset, logicalTop, heightRemaining);
|
| return adjustLogicalLeftOffsetForLine(offset, applyTextIndent);
|
| }
|
|
|
| LayoutUnit RenderBlockFlow::logicalRightOffsetForPositioningFloat(LayoutUnit logicalTop, LayoutUnit fixedOffset, bool applyTextIndent, LayoutUnit* heightRemaining) const
|
| {
|
| + // FIXME(sky): Remove this.
|
| LayoutUnit offset = fixedOffset;
|
| - if (m_floatingObjects && m_floatingObjects->hasRightObjects())
|
| - offset = m_floatingObjects->logicalRightOffsetForPositioningFloat(fixedOffset, logicalTop, heightRemaining);
|
| return adjustLogicalRightOffsetForLine(offset, applyTextIndent);
|
| }
|
|
|
| @@ -1736,356 +1366,62 @@ LayoutUnit RenderBlockFlow::adjustLogicalRightOffsetForLine(LayoutUnit offsetFro
|
|
|
| LayoutPoint RenderBlockFlow::computeLogicalLocationForFloat(const FloatingObject* floatingObject, LayoutUnit logicalTopOffset) const
|
| {
|
| - RenderBox* childBox = floatingObject->renderer();
|
| - LayoutUnit logicalLeftOffset = logicalLeftOffsetForContent(); // Constant part of left offset.
|
| - LayoutUnit logicalRightOffset; // Constant part of right offset.
|
| - logicalRightOffset = logicalRightOffsetForContent();
|
| -
|
| - LayoutUnit floatLogicalWidth = std::min(logicalWidthForFloat(floatingObject), logicalRightOffset - logicalLeftOffset); // The width we look for.
|
| -
|
| - LayoutUnit floatLogicalLeft;
|
| -
|
| - if (childBox->style()->floating() == LeftFloat) {
|
| - LayoutUnit heightRemainingLeft = 1;
|
| - LayoutUnit heightRemainingRight = 1;
|
| - floatLogicalLeft = logicalLeftOffsetForPositioningFloat(logicalTopOffset, logicalLeftOffset, false, &heightRemainingLeft);
|
| - while (logicalRightOffsetForPositioningFloat(logicalTopOffset, logicalRightOffset, false, &heightRemainingRight) - floatLogicalLeft < floatLogicalWidth) {
|
| - logicalTopOffset += std::min(heightRemainingLeft, heightRemainingRight);
|
| - floatLogicalLeft = logicalLeftOffsetForPositioningFloat(logicalTopOffset, logicalLeftOffset, false, &heightRemainingLeft);
|
| - }
|
| - floatLogicalLeft = std::max(logicalLeftOffset - borderAndPaddingLogicalLeft(), floatLogicalLeft);
|
| - } else {
|
| - LayoutUnit heightRemainingLeft = 1;
|
| - LayoutUnit heightRemainingRight = 1;
|
| - floatLogicalLeft = logicalRightOffsetForPositioningFloat(logicalTopOffset, logicalRightOffset, false, &heightRemainingRight);
|
| - while (floatLogicalLeft - logicalLeftOffsetForPositioningFloat(logicalTopOffset, logicalLeftOffset, false, &heightRemainingLeft) < floatLogicalWidth) {
|
| - logicalTopOffset += std::min(heightRemainingLeft, heightRemainingRight);
|
| - floatLogicalLeft = logicalRightOffsetForPositioningFloat(logicalTopOffset, logicalRightOffset, false, &heightRemainingRight);
|
| - }
|
| - // Use the original width of the float here, since the local variable
|
| - // |floatLogicalWidth| was capped to the available line width. See
|
| - // fast/block/float/clamped-right-float.html.
|
| - floatLogicalLeft -= logicalWidthForFloat(floatingObject);
|
| - }
|
| -
|
| - return LayoutPoint(floatLogicalLeft, logicalTopOffset);
|
| + // FIXME(sky): Remove this.
|
| + return LayoutPoint();
|
| }
|
|
|
| FloatingObject* RenderBlockFlow::insertFloatingObject(RenderBox* floatBox)
|
| {
|
| - ASSERT(floatBox->isFloating());
|
| -
|
| - // Create the list of special objects if we don't aleady have one
|
| - if (!m_floatingObjects) {
|
| - createFloatingObjects();
|
| - } else {
|
| - // Don't insert the object again if it's already in the list
|
| - const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
|
| - FloatingObjectSetIterator it = floatingObjectSet.find<FloatingObjectHashTranslator>(floatBox);
|
| - if (it != floatingObjectSet.end())
|
| - return it->get();
|
| - }
|
| -
|
| - // Create the special object entry & append it to the list
|
| -
|
| - OwnPtr<FloatingObject> newObj = FloatingObject::create(floatBox);
|
| -
|
| - floatBox->layoutIfNeeded();
|
| -
|
| - setLogicalWidthForFloat(newObj.get(), logicalWidthForChild(floatBox) + marginStartForChild(floatBox) + marginEndForChild(floatBox));
|
| -
|
| - return m_floatingObjects->add(newObj.release());
|
| + return 0;
|
| }
|
|
|
| void RenderBlockFlow::removeFloatingObject(RenderBox* floatBox)
|
| {
|
| - if (m_floatingObjects) {
|
| - const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
|
| - FloatingObjectSetIterator it = floatingObjectSet.find<FloatingObjectHashTranslator>(floatBox);
|
| - if (it != floatingObjectSet.end()) {
|
| - FloatingObject* floatingObject = it->get();
|
| - if (childrenInline()) {
|
| - LayoutUnit logicalTop = logicalTopForFloat(floatingObject);
|
| - LayoutUnit logicalBottom = logicalBottomForFloat(floatingObject);
|
| -
|
| - // Fix for https://bugs.webkit.org/show_bug.cgi?id=54995.
|
| - if (logicalBottom < 0 || logicalBottom < logicalTop || logicalTop == LayoutUnit::max()) {
|
| - logicalBottom = LayoutUnit::max();
|
| - } else {
|
| - // Special-case zero- and less-than-zero-height floats: those don't touch
|
| - // the line that they're on, but it still needs to be dirtied. This is
|
| - // accomplished by pretending they have a height of 1.
|
| - logicalBottom = std::max(logicalBottom, logicalTop + 1);
|
| - }
|
| - if (floatingObject->originatingLine()) {
|
| - if (!selfNeedsLayout()) {
|
| - ASSERT(floatingObject->originatingLine()->renderer() == this);
|
| - floatingObject->originatingLine()->markDirty();
|
| - }
|
| -#if ENABLE(ASSERT)
|
| - floatingObject->setOriginatingLine(0);
|
| -#endif
|
| - }
|
| - markLinesDirtyInBlockRange(0, logicalBottom);
|
| - }
|
| - m_floatingObjects->remove(floatingObject);
|
| - }
|
| - }
|
| + // FIXME(sky): Remove this.
|
| }
|
|
|
| void RenderBlockFlow::removeFloatingObjectsBelow(FloatingObject* lastFloat, int logicalOffset)
|
| {
|
| - if (!containsFloats())
|
| - return;
|
| -
|
| - const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
|
| - FloatingObject* curr = floatingObjectSet.last().get();
|
| - while (curr != lastFloat && (!curr->isPlaced() || logicalTopForFloat(curr) >= logicalOffset)) {
|
| - m_floatingObjects->remove(curr);
|
| - if (floatingObjectSet.isEmpty())
|
| - break;
|
| - curr = floatingObjectSet.last().get();
|
| - }
|
| + // FIXME(sky): Remove this.
|
| }
|
|
|
| bool RenderBlockFlow::positionNewFloats()
|
| {
|
| - if (!m_floatingObjects)
|
| - return false;
|
| -
|
| - const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
|
| - if (floatingObjectSet.isEmpty())
|
| - return false;
|
| -
|
| - // If all floats have already been positioned, then we have no work to do.
|
| - if (floatingObjectSet.last()->isPlaced())
|
| - 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.
|
| - FloatingObjectSetIterator it = floatingObjectSet.end();
|
| - --it; // Go to last item.
|
| - FloatingObjectSetIterator begin = floatingObjectSet.begin();
|
| - FloatingObject* lastPlacedFloatingObject = 0;
|
| - while (it != begin) {
|
| - --it;
|
| - if ((*it)->isPlaced()) {
|
| - lastPlacedFloatingObject = it->get();
|
| - ++it;
|
| - break;
|
| - }
|
| - }
|
| -
|
| - LayoutUnit logicalTop = logicalHeight();
|
| -
|
| - // The float cannot start above the top position of the last positioned float.
|
| - if (lastPlacedFloatingObject)
|
| - logicalTop = std::max(logicalTopForFloat(lastPlacedFloatingObject), logicalTop);
|
| -
|
| - FloatingObjectSetIterator end = floatingObjectSet.end();
|
| - // Now walk through the set of unpositioned floats and place them.
|
| - for (; it != end; ++it) {
|
| - FloatingObject* floatingObject = it->get();
|
| - // 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 (floatingObject->renderer()->containingBlock() != this)
|
| - continue;
|
| -
|
| - RenderBox* childBox = floatingObject->renderer();
|
| -
|
| - // FIXME Investigate if this can be removed. crbug.com/370006
|
| - childBox->setMayNeedPaintInvalidation(true);
|
| -
|
| - LayoutUnit childLogicalLeftMargin = style()->isLeftToRightDirection() ? marginStartForChild(childBox) : marginEndForChild(childBox);
|
| - if (childBox->style()->clear() & CLEFT)
|
| - logicalTop = std::max(lowestFloatLogicalBottom(FloatingObject::FloatLeft), logicalTop);
|
| - if (childBox->style()->clear() & CRIGHT)
|
| - logicalTop = std::max(lowestFloatLogicalBottom(FloatingObject::FloatRight), logicalTop);
|
| -
|
| - LayoutPoint floatLogicalLocation = computeLogicalLocationForFloat(floatingObject, logicalTop);
|
| -
|
| - setLogicalLeftForFloat(floatingObject, floatLogicalLocation.x());
|
| -
|
| - setLogicalLeftForChild(childBox, floatLogicalLocation.x() + childLogicalLeftMargin);
|
| - setLogicalTopForChild(childBox, floatLogicalLocation.y() + marginBeforeForChild(childBox));
|
| -
|
| - SubtreeLayoutScope layoutScope(*childBox);
|
| - childBox->layoutIfNeeded();
|
| -
|
| - setLogicalTopForFloat(floatingObject, floatLogicalLocation.y());
|
| - setLogicalHeightForFloat(floatingObject, logicalHeightForChild(childBox) + marginBeforeForChild(childBox) + marginAfterForChild(childBox));
|
| -
|
| - m_floatingObjects->addPlacedObject(floatingObject);
|
| -
|
| - if (ShapeOutsideInfo* shapeOutside = childBox->shapeOutsideInfo())
|
| - shapeOutside->setReferenceBoxLogicalSize(logicalSizeForChild(childBox));
|
| - }
|
| - return true;
|
| + // FIXME(sky): Remove this.
|
| + return false;
|
| }
|
|
|
| bool RenderBlockFlow::hasOverhangingFloat(RenderBox* renderer)
|
| {
|
| - if (!m_floatingObjects || !parent())
|
| - return false;
|
| -
|
| - const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
|
| - FloatingObjectSetIterator it = floatingObjectSet.find<FloatingObjectHashTranslator>(renderer);
|
| - if (it == floatingObjectSet.end())
|
| - return false;
|
| -
|
| - return logicalBottomForFloat(it->get()) > logicalHeight();
|
| + // FIXME(sky): Remove this.
|
| + return false;
|
| }
|
|
|
| void RenderBlockFlow::addIntrudingFloats(RenderBlockFlow* prev, LayoutUnit logicalLeftOffset, LayoutUnit logicalTopOffset)
|
| {
|
| - ASSERT(!avoidsFloats());
|
| -
|
| - // If we create our own block formatting context then our contents don't interact with floats outside it, even those from our parent.
|
| - if (createsBlockFormattingContext())
|
| - return;
|
| -
|
| - // If the parent or previous sibling doesn't have any floats to add, don't bother.
|
| - if (!prev->m_floatingObjects)
|
| - return;
|
| -
|
| - logicalLeftOffset += marginLogicalLeft();
|
| -
|
| - const FloatingObjectSet& prevSet = prev->m_floatingObjects->set();
|
| - FloatingObjectSetIterator prevEnd = prevSet.end();
|
| - for (FloatingObjectSetIterator prevIt = prevSet.begin(); prevIt != prevEnd; ++prevIt) {
|
| - FloatingObject* floatingObject = prevIt->get();
|
| - if (logicalBottomForFloat(floatingObject) > logicalTopOffset) {
|
| - if (!m_floatingObjects || !m_floatingObjects->set().contains(floatingObject)) {
|
| - // We create the floating object list lazily.
|
| - if (!m_floatingObjects)
|
| - createFloatingObjects();
|
| -
|
| - // Applying the child's margin makes no sense in the case where the child was passed in.
|
| - // since this margin was added already through the modification of the |logicalLeftOffset| variable
|
| - // above. |logicalLeftOffset| will equal the margin in this case, so it's already been taken
|
| - // into account. Only apply this code if prev is the parent, since otherwise the left margin
|
| - // will get applied twice.
|
| - LayoutSize offset = isHorizontalWritingMode()
|
| - ? LayoutSize(logicalLeftOffset - (prev != parent() ? prev->marginLeft() : LayoutUnit()), logicalTopOffset)
|
| - : LayoutSize(logicalTopOffset, logicalLeftOffset - (prev != parent() ? prev->marginTop() : LayoutUnit()));
|
| -
|
| - m_floatingObjects->add(floatingObject->copyToNewContainer(offset));
|
| - }
|
| - }
|
| - }
|
| + // FIXME(sky): Remove this.
|
| }
|
|
|
| void RenderBlockFlow::addOverhangingFloats(RenderBlockFlow* child, bool makeChildPaintOtherFloats)
|
| {
|
| - // Prevent floats from being added to the canvas by the root element, e.g., <html>.
|
| - if (!child->containsFloats() || child->createsBlockFormattingContext())
|
| - return;
|
| -
|
| - LayoutUnit childLogicalTop = child->logicalTop();
|
| - LayoutUnit childLogicalLeft = child->logicalLeft();
|
| -
|
| - // Floats that will remain the child's responsibility to paint should factor into its
|
| - // overflow.
|
| - FloatingObjectSetIterator childEnd = child->m_floatingObjects->set().end();
|
| - for (FloatingObjectSetIterator childIt = child->m_floatingObjects->set().begin(); childIt != childEnd; ++childIt) {
|
| - FloatingObject* floatingObject = childIt->get();
|
| - LayoutUnit logicalBottomForFloat = std::min(this->logicalBottomForFloat(floatingObject), LayoutUnit::max() - childLogicalTop);
|
| - LayoutUnit logicalBottom = childLogicalTop + logicalBottomForFloat;
|
| -
|
| - if (logicalBottom > logicalHeight()) {
|
| - // If the object is not in the list, we add it now.
|
| - if (!containsFloat(floatingObject->renderer())) {
|
| - LayoutSize offset = isHorizontalWritingMode() ? LayoutSize(-childLogicalLeft, -childLogicalTop) : LayoutSize(-childLogicalTop, -childLogicalLeft);
|
| - bool shouldPaint = false;
|
| -
|
| - // 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 self-painting layer boundary.
|
| - if (floatingObject->renderer()->enclosingFloatPaintingLayer() == enclosingFloatPaintingLayer()) {
|
| - floatingObject->setShouldPaint(false);
|
| - shouldPaint = true;
|
| - }
|
| - // We create the floating object list lazily.
|
| - if (!m_floatingObjects)
|
| - createFloatingObjects();
|
| -
|
| - m_floatingObjects->add(floatingObject->copyToNewContainer(offset, shouldPaint, true));
|
| - }
|
| - } else {
|
| - if (makeChildPaintOtherFloats && !floatingObject->shouldPaint() && !floatingObject->renderer()->hasSelfPaintingLayer()
|
| - && floatingObject->renderer()->isDescendantOf(child) && floatingObject->renderer()->enclosingFloatPaintingLayer() == child->enclosingFloatPaintingLayer()) {
|
| - // 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.
|
| - floatingObject->setShouldPaint(true);
|
| - }
|
| -
|
| - // 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
|
| - // child now.
|
| - if (floatingObject->isDescendant())
|
| - child->addOverflowFromChild(floatingObject->renderer(), LayoutSize(xPositionForFloatIncludingMargin(floatingObject), yPositionForFloatIncludingMargin(floatingObject)));
|
| - }
|
| - }
|
| + // FIXME(sky): Remove this.
|
| }
|
|
|
| LayoutUnit RenderBlockFlow::lowestFloatLogicalBottom(FloatingObject::Type floatType) const
|
| {
|
| - if (!m_floatingObjects)
|
| - return 0;
|
| -
|
| - return m_floatingObjects->lowestFloatLogicalBottom(floatType);
|
| + // FIXME(sky): Remove this.
|
| + return 0;
|
| }
|
|
|
| LayoutUnit RenderBlockFlow::nextFloatLogicalBottomBelow(LayoutUnit logicalHeight, ShapeOutsideFloatOffsetMode offsetMode) const
|
| {
|
| - if (!m_floatingObjects)
|
| - return logicalHeight;
|
| -
|
| - LayoutUnit logicalBottom;
|
| - const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
|
| - FloatingObjectSetIterator end = floatingObjectSet.end();
|
| - for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
|
| - FloatingObject* floatingObject = it->get();
|
| - LayoutUnit floatLogicalBottom = logicalBottomForFloat(floatingObject);
|
| - ShapeOutsideInfo* shapeOutside = floatingObject->renderer()->shapeOutsideInfo();
|
| - if (shapeOutside && (offsetMode == ShapeOutsideFloatShapeOffset)) {
|
| - LayoutUnit shapeLogicalBottom = logicalTopForFloat(floatingObject) + marginBeforeForChild(floatingObject->renderer()) + shapeOutside->shapeLogicalBottom();
|
| - // Use the shapeLogicalBottom unless it extends outside of the margin box, in which case it is clipped.
|
| - if (shapeLogicalBottom < floatLogicalBottom)
|
| - floatLogicalBottom = shapeLogicalBottom;
|
| - }
|
| - if (floatLogicalBottom > logicalHeight)
|
| - logicalBottom = logicalBottom ? std::min(floatLogicalBottom, logicalBottom) : floatLogicalBottom;
|
| - }
|
| -
|
| - return logicalBottom;
|
| + // FIXME(sky): Remove this.
|
| + return logicalHeight;
|
| }
|
|
|
| bool RenderBlockFlow::hitTestFloats(const HitTestRequest& request, HitTestResult& result, const HitTestLocation& locationInContainer, const LayoutPoint& accumulatedOffset)
|
| {
|
| - if (!m_floatingObjects)
|
| - return false;
|
| -
|
| - const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
|
| - FloatingObjectSetIterator begin = floatingObjectSet.begin();
|
| - for (FloatingObjectSetIterator it = floatingObjectSet.end(); it != begin;) {
|
| - --it;
|
| - FloatingObject* floatingObject = it->get();
|
| - if (floatingObject->shouldPaint() && !floatingObject->renderer()->hasSelfPaintingLayer()) {
|
| - LayoutUnit xOffset = xPositionForFloatIncludingMargin(floatingObject) - floatingObject->renderer()->x();
|
| - LayoutUnit yOffset = yPositionForFloatIncludingMargin(floatingObject) - floatingObject->renderer()->y();
|
| - LayoutPoint childPoint = flipFloatForWritingModeForChild(floatingObject, accumulatedOffset + LayoutSize(xOffset, yOffset));
|
| - if (floatingObject->renderer()->hitTest(request, result, locationInContainer, childPoint)) {
|
| - updateHitTestResult(result, locationInContainer.point() - toLayoutSize(childPoint));
|
| - return true;
|
| - }
|
| - }
|
| - }
|
| -
|
| + // FIXME(sky): Remove this.
|
| return false;
|
| }
|
|
|
| @@ -2113,21 +1449,6 @@ void RenderBlockFlow::adjustForBorderFit(LayoutUnit x, LayoutUnit& left, LayoutU
|
| }
|
| }
|
| }
|
| -
|
| - if (m_floatingObjects) {
|
| - const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
|
| - FloatingObjectSetIterator end = floatingObjectSet.end();
|
| - for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
|
| - FloatingObject* floatingObject = it->get();
|
| - // Only examine the object if our m_shouldPaint flag is set.
|
| - if (floatingObject->shouldPaint()) {
|
| - LayoutUnit floatLeft = xPositionForFloatIncludingMargin(floatingObject) - floatingObject->renderer()->x();
|
| - LayoutUnit floatRight = floatLeft + floatingObject->renderer()->width();
|
| - left = std::min(left, floatLeft);
|
| - right = std::max(right, floatRight);
|
| - }
|
| - }
|
| - }
|
| }
|
|
|
| void RenderBlockFlow::fitBorderToLinesIfNeeded()
|
|
|