--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/WebCore/rendering/RenderBlock.cpp Fri Sep 17 09:02:29 2010 +0300
@@ -0,0 +1,5678 @@
+/*
+ * Copyright (C) 1999 Lars Knoll (knoll@kde.org)
+ * (C) 1999 Antti Koivisto (koivisto@kde.org)
+ * (C) 2007 David Smith (catfish.man@gmail.com)
+ * Copyright (C) 2003, 2004, 2005, 2006, 2007, 2008, 2009, 2010 Apple Inc. All rights reserved.
+ * Copyright (C) Research In Motion Limited 2010. All rights reserved.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Library General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Library General Public License for more details.
+ *
+ * You should have received a copy of the GNU Library General Public License
+ * along with this library; see the file COPYING.LIB. If not, write to
+ * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
+ * Boston, MA 02110-1301, USA.
+ */
+
+#include "config.h"
+#include "RenderBlock.h"
+
+#include "Document.h"
+#include "Element.h"
+#include "FloatQuad.h"
+#include "Frame.h"
+#include "FrameView.h"
+#include "GraphicsContext.h"
+#include "HTMLFormElement.h"
+#include "HTMLNames.h"
+#include "HitTestResult.h"
+#include "InlineTextBox.h"
+#include "RenderFlexibleBox.h"
+#include "RenderImage.h"
+#include "RenderInline.h"
+#include "RenderLayer.h"
+#include "RenderMarquee.h"
+#include "RenderReplica.h"
+#include "RenderTableCell.h"
+#include "RenderTextFragment.h"
+#include "RenderTheme.h"
+#include "RenderView.h"
+#include "SelectionController.h"
+#include "Settings.h"
+#include "TransformState.h"
+#include <wtf/StdLibExtras.h>
+
+using namespace std;
+using namespace WTF;
+using namespace Unicode;
+
+namespace WebCore {
+
+// Number of pixels to allow as a fudge factor when clicking above or below a line.
+// clicking up to verticalLineClickFudgeFactor pixels above a line will correspond to the closest point on the line.
+static const int verticalLineClickFudgeFactor = 3;
+
+using namespace HTMLNames;
+
+struct ColumnInfo : public Noncopyable {
+ ColumnInfo()
+ : m_desiredColumnWidth(0)
+ , m_desiredColumnCount(1)
+ { }
+ int m_desiredColumnWidth;
+ unsigned m_desiredColumnCount;
+ Vector<IntRect> m_columnRects;
+};
+
+typedef WTF::HashMap<const RenderBox*, ColumnInfo*> ColumnInfoMap;
+static ColumnInfoMap* gColumnInfoMap = 0;
+
+typedef WTF::HashMap<const RenderBlock*, HashSet<RenderBox*>*> PercentHeightDescendantsMap;
+static PercentHeightDescendantsMap* gPercentHeightDescendantsMap = 0;
+
+typedef WTF::HashMap<const RenderBox*, HashSet<RenderBlock*>*> PercentHeightContainerMap;
+static PercentHeightContainerMap* gPercentHeightContainerMap = 0;
+
+typedef WTF::HashMap<RenderBlock*, ListHashSet<RenderInline*>*> ContinuationOutlineTableMap;
+
+typedef WTF::HashSet<RenderBlock*> DelayedUpdateScrollInfoSet;
+static int gDelayUpdateScrollInfo = 0;
+static DelayedUpdateScrollInfoSet* gDelayedUpdateScrollInfoSet = 0;
+
+// Our MarginInfo state used when laying out block children.
+RenderBlock::MarginInfo::MarginInfo(RenderBlock* block, int top, int bottom)
+{
+ // Whether or not we can collapse our own margins with our children. We don't do this
+ // if we had any border/padding (obviously), if we're the root or HTML elements, or if
+ // we're positioned, floating, a table cell.
+ m_canCollapseWithChildren = !block->isRenderView() && !block->isRoot() && !block->isPositioned() &&
+ !block->isFloating() && !block->isTableCell() && !block->hasOverflowClip() && !block->isInlineBlockOrInlineTable();
+
+ m_canCollapseTopWithChildren = m_canCollapseWithChildren && (top == 0) && block->style()->marginTopCollapse() != MSEPARATE;
+
+ // If any height other than auto is specified in CSS, then we don't collapse our bottom
+ // margins with our children's margins. To do otherwise would be to risk odd visual
+ // effects when the children overflow out of the parent block and yet still collapse
+ // with it. We also don't collapse if we have any bottom border/padding.
+ m_canCollapseBottomWithChildren = m_canCollapseWithChildren && (bottom == 0) &&
+ (block->style()->height().isAuto() && block->style()->height().value() == 0) && block->style()->marginBottomCollapse() != MSEPARATE;
+
+ m_quirkContainer = block->isTableCell() || block->isBody() || block->style()->marginTopCollapse() == MDISCARD ||
+ block->style()->marginBottomCollapse() == MDISCARD;
+
+ m_atTopOfBlock = true;
+ m_atBottomOfBlock = false;
+
+ m_posMargin = m_canCollapseTopWithChildren ? block->maxTopMargin(true) : 0;
+ m_negMargin = m_canCollapseTopWithChildren ? block->maxTopMargin(false) : 0;
+
+ m_topQuirk = m_bottomQuirk = m_determinedTopQuirk = false;
+}
+
+// -------------------------------------------------------------------------------------------------------
+
+RenderBlock::RenderBlock(Node* node)
+ : RenderBox(node)
+ , m_floatingObjects(0)
+ , m_positionedObjects(0)
+ , m_continuation(0)
+ , m_maxMargin(0)
+ , m_lineHeight(-1)
+{
+ setChildrenInline(true);
+}
+
+RenderBlock::~RenderBlock()
+{
+ delete m_floatingObjects;
+ delete m_positionedObjects;
+ delete m_maxMargin;
+
+ if (hasColumns())
+ delete gColumnInfoMap->take(this);
+
+ if (gPercentHeightDescendantsMap) {
+ if (HashSet<RenderBox*>* descendantSet = gPercentHeightDescendantsMap->take(this)) {
+ HashSet<RenderBox*>::iterator end = descendantSet->end();
+ for (HashSet<RenderBox*>::iterator descendant = descendantSet->begin(); descendant != end; ++descendant) {
+ HashSet<RenderBlock*>* containerSet = gPercentHeightContainerMap->get(*descendant);
+ ASSERT(containerSet);
+ if (!containerSet)
+ continue;
+ ASSERT(containerSet->contains(this));
+ containerSet->remove(this);
+ if (containerSet->isEmpty()) {
+ gPercentHeightContainerMap->remove(*descendant);
+ delete containerSet;
+ }
+ }
+ delete descendantSet;
+ }
+ }
+}
+
+void RenderBlock::destroy()
+{
+ // Make sure to destroy anonymous children first while they are still connected to the rest of the tree, so that they will
+ // properly dirty line boxes that they are removed from. Effects that do :before/:after only on hover could crash otherwise.
+ children()->destroyLeftoverChildren();
+
+ // Destroy our continuation before anything other than anonymous children.
+ // The reason we don't destroy it before anonymous children is that they may
+ // have continuations of their own that are anonymous children of our continuation.
+ if (m_continuation) {
+ m_continuation->destroy();
+ m_continuation = 0;
+ }
+
+ if (!documentBeingDestroyed()) {
+ if (firstLineBox()) {
+ // We can't wait for RenderBox::destroy to clear the selection,
+ // because by then we will have nuked the line boxes.
+ // FIXME: The SelectionController should be responsible for this when it
+ // is notified of DOM mutations.
+ if (isSelectionBorder())
+ view()->clearSelection();
+
+ // If we are an anonymous block, then our line boxes might have children
+ // that will outlast this block. In the non-anonymous block case those
+ // children will be destroyed by the time we return from this function.
+ if (isAnonymousBlock()) {
+ for (InlineFlowBox* box = firstLineBox(); box; box = box->nextLineBox()) {
+ while (InlineBox* childBox = box->firstChild())
+ childBox->remove();
+ }
+ }
+ } else if (isInline() && parent())
+ parent()->dirtyLinesFromChangedChild(this);
+ }
+
+ m_lineBoxes.deleteLineBoxes(renderArena());
+
+ RenderBox::destroy();
+}
+
+void RenderBlock::styleWillChange(StyleDifference diff, const RenderStyle* newStyle)
+{
+ setReplaced(newStyle->isDisplayReplacedType());
+
+ if (style() && parent() && diff == StyleDifferenceLayout && style()->position() != newStyle->position()) {
+ if (newStyle->position() == StaticPosition)
+ // Clear our positioned objects list. Our absolutely positioned descendants will be
+ // inserted into our containing block's positioned objects list during layout.
+ removePositionedObjects(0);
+ else if (style()->position() == StaticPosition) {
+ // Remove our absolutely positioned descendants from their current containing block.
+ // They will be inserted into our positioned objects list during layout.
+ RenderObject* cb = parent();
+ while (cb && (cb->style()->position() == StaticPosition || (cb->isInline() && !cb->isReplaced())) && !cb->isRenderView()) {
+ if (cb->style()->position() == RelativePosition && cb->isInline() && !cb->isReplaced()) {
+ cb = cb->containingBlock();
+ break;
+ }
+ cb = cb->parent();
+ }
+
+ if (cb->isRenderBlock())
+ toRenderBlock(cb)->removePositionedObjects(this);
+ }
+ }
+
+ RenderBox::styleWillChange(diff, newStyle);
+}
+
+void RenderBlock::styleDidChange(StyleDifference diff, const RenderStyle* oldStyle)
+{
+ RenderBox::styleDidChange(diff, oldStyle);
+
+ if (!isAnonymousBlock()) {
+ // Ensure that all of our continuation blocks pick up the new style.
+ for (RenderBlock* currCont = blockElementContinuation(); currCont; currCont = currCont->blockElementContinuation()) {
+ RenderBoxModelObject* nextCont = currCont->continuation();
+ currCont->setContinuation(0);
+ currCont->setStyle(style());
+ currCont->setContinuation(nextCont);
+ }
+ }
+
+ // FIXME: We could save this call when the change only affected non-inherited properties
+ for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
+ if (child->isAnonymousBlock()) {
+ RefPtr<RenderStyle> newStyle = RenderStyle::create();
+ newStyle->inheritFrom(style());
+ if (style()->specifiesColumns()) {
+ if (child->style()->specifiesColumns())
+ newStyle->inheritColumnPropertiesFrom(style());
+ if (child->style()->columnSpan())
+ newStyle->setColumnSpan(true);
+ }
+ newStyle->setDisplay(BLOCK);
+ child->setStyle(newStyle.release());
+ }
+ }
+
+ m_lineHeight = -1;
+
+ // Update pseudos for :before and :after now.
+ if (!isAnonymous() && document()->usesBeforeAfterRules() && canHaveChildren()) {
+ updateBeforeAfterContent(BEFORE);
+ updateBeforeAfterContent(AFTER);
+ }
+ updateFirstLetter();
+}
+
+void RenderBlock::updateBeforeAfterContent(PseudoId pseudoId)
+{
+ // If this is an anonymous wrapper, then the parent applies its own pseudo-element style to it.
+ if (parent() && parent()->createsAnonymousWrapper())
+ return;
+ return children()->updateBeforeAfterContent(this, pseudoId);
+}
+
+RenderBlock* RenderBlock::continuationBefore(RenderObject* beforeChild)
+{
+ if (beforeChild && beforeChild->parent() == this)
+ return this;
+
+ RenderBlock* curr = toRenderBlock(continuation());
+ RenderBlock* nextToLast = this;
+ RenderBlock* last = this;
+ while (curr) {
+ if (beforeChild && beforeChild->parent() == curr) {
+ if (curr->firstChild() == beforeChild)
+ return last;
+ return curr;
+ }
+
+ nextToLast = last;
+ last = curr;
+ curr = toRenderBlock(curr->continuation());
+ }
+
+ if (!beforeChild && !last->firstChild())
+ return nextToLast;
+ return last;
+}
+
+void RenderBlock::addChildToContinuation(RenderObject* newChild, RenderObject* beforeChild)
+{
+ RenderBlock* flow = continuationBefore(beforeChild);
+ ASSERT(!beforeChild || beforeChild->parent()->isAnonymousColumnSpanBlock() || beforeChild->parent()->isRenderBlock());
+ RenderBoxModelObject* beforeChildParent = 0;
+ if (beforeChild)
+ beforeChildParent = toRenderBoxModelObject(beforeChild->parent());
+ else {
+ RenderBoxModelObject* cont = flow->continuation();
+ if (cont)
+ beforeChildParent = cont;
+ else
+ beforeChildParent = flow;
+ }
+
+ if (newChild->isFloatingOrPositioned())
+ return beforeChildParent->addChildIgnoringContinuation(newChild, beforeChild);
+
+ // A continuation always consists of two potential candidates: a block or an anonymous
+ // column span box holding column span children.
+ bool childIsNormal = newChild->isInline() || !newChild->style()->columnSpan();
+ bool bcpIsNormal = beforeChildParent->isInline() || !beforeChildParent->style()->columnSpan();
+ bool flowIsNormal = flow->isInline() || !flow->style()->columnSpan();
+
+ if (flow == beforeChildParent)
+ return flow->addChildIgnoringContinuation(newChild, beforeChild);
+
+ // The goal here is to match up if we can, so that we can coalesce and create the
+ // minimal # of continuations needed for the inline.
+ if (childIsNormal == bcpIsNormal)
+ return beforeChildParent->addChildIgnoringContinuation(newChild, beforeChild);
+ if (flowIsNormal == childIsNormal)
+ return flow->addChildIgnoringContinuation(newChild, 0); // Just treat like an append.
+ return beforeChildParent->addChildIgnoringContinuation(newChild, beforeChild);
+}
+
+
+void RenderBlock::addChildToAnonymousColumnBlocks(RenderObject* newChild, RenderObject* beforeChild)
+{
+ ASSERT(!continuation()); // We don't yet support column spans that aren't immediate children of the multi-column block.
+
+ // The goal is to locate a suitable box in which to place our child.
+ RenderBlock* beforeChildParent = toRenderBlock(beforeChild ? beforeChild->parent() : lastChild());
+
+ // If the new child is floating or positioned it can just go in that block.
+ if (newChild->isFloatingOrPositioned())
+ return beforeChildParent->addChildIgnoringAnonymousColumnBlocks(newChild, beforeChild);
+
+ // See if the child can be placed in the box.
+ bool newChildHasColumnSpan = newChild->style()->columnSpan() && !newChild->isInline();
+ bool beforeChildParentHoldsColumnSpans = beforeChildParent->isAnonymousColumnSpanBlock();
+
+ if (newChildHasColumnSpan == beforeChildParentHoldsColumnSpans)
+ return beforeChildParent->addChildIgnoringAnonymousColumnBlocks(newChild, beforeChild);
+
+ if (!beforeChild) {
+ // Create a new block of the correct type.
+ RenderBlock* newBox = newChildHasColumnSpan ? createAnonymousColumnSpanBlock() : createAnonymousColumnsBlock();
+ children()->appendChildNode(this, newBox);
+ newBox->addChildIgnoringAnonymousColumnBlocks(newChild, 0);
+ return;
+ }
+
+ RenderObject* immediateChild = beforeChild;
+ bool isPreviousBlockViable = true;
+ while (immediateChild->parent() != this) {
+ if (isPreviousBlockViable)
+ isPreviousBlockViable = !immediateChild->previousSibling();
+ immediateChild = immediateChild->parent();
+ }
+ if (isPreviousBlockViable && immediateChild->previousSibling())
+ return toRenderBlock(immediateChild->previousSibling())->addChildIgnoringAnonymousColumnBlocks(newChild, 0); // Treat like an append.
+
+ // Split our anonymous blocks.
+ RenderObject* newBeforeChild = splitAnonymousBlocksAroundChild(beforeChild);
+
+ // Create a new anonymous box of the appropriate type.
+ RenderBlock* newBox = newChildHasColumnSpan ? createAnonymousColumnSpanBlock() : createAnonymousColumnsBlock();
+ children()->insertChildNode(this, newBox, newBeforeChild);
+ newBox->addChildIgnoringAnonymousColumnBlocks(newChild, 0);
+ return;
+}
+
+RenderBlock* RenderBlock::containingColumnsBlock(bool allowAnonymousColumnBlock)
+{
+ for (RenderObject* curr = this; curr; curr = curr->parent()) {
+ if (!curr->isRenderBlock() || curr->isFloatingOrPositioned() || curr->isTableCell() || curr->isRoot() || curr->isRenderView() || curr->hasOverflowClip()
+ || curr->isInlineBlockOrInlineTable())
+ return 0;
+
+ RenderBlock* currBlock = toRenderBlock(curr);
+ if (currBlock->style()->specifiesColumns() && (allowAnonymousColumnBlock || !currBlock->isAnonymousColumnsBlock()))
+ return currBlock;
+
+ if (currBlock->isAnonymousColumnSpanBlock())
+ return 0;
+ }
+ return 0;
+}
+
+RenderBlock* RenderBlock::clone() const
+{
+ RenderBlock* o = new (renderArena()) RenderBlock(node());
+ o->setStyle(style());
+ o->setChildrenInline(childrenInline());
+ return o;
+}
+
+void RenderBlock::splitBlocks(RenderBlock* fromBlock, RenderBlock* toBlock,
+ RenderBlock* middleBlock,
+ RenderObject* beforeChild, RenderBoxModelObject* oldCont)
+{
+ // Create a clone of this inline.
+ RenderBlock* cloneBlock = clone();
+ cloneBlock->setContinuation(oldCont);
+
+ // Now take all of the children from beforeChild to the end and remove
+ // them from |this| and place them in the clone.
+ if (!beforeChild && isAfterContent(lastChild()))
+ beforeChild = lastChild();
+ moveChildrenTo(cloneBlock, beforeChild, 0);
+
+ // Hook |clone| up as the continuation of the middle block.
+ middleBlock->setContinuation(cloneBlock);
+
+ // We have been reparented and are now under the fromBlock. We need
+ // to walk up our block parent chain until we hit the containing anonymous columns block.
+ // Once we hit the anonymous columns block we're done.
+ RenderBoxModelObject* curr = toRenderBoxModelObject(parent());
+ RenderBoxModelObject* currChild = this;
+
+ while (curr && curr != fromBlock) {
+ ASSERT(curr->isRenderBlock() && !curr->isAnonymousBlock());
+
+ RenderBlock* blockCurr = toRenderBlock(curr);
+
+ // Create a new clone.
+ RenderBlock* cloneChild = cloneBlock;
+ cloneBlock = blockCurr->clone();
+
+ // Insert our child clone as the first child.
+ cloneBlock->children()->appendChildNode(cloneBlock, cloneChild);
+
+ // Hook the clone up as a continuation of |curr|. Note we do encounter
+ // anonymous blocks possibly as we walk up the block chain. When we split an
+ // anonymous block, there's no need to do any continuation hookup, since we haven't
+ // actually split a real element.
+ if (!blockCurr->isAnonymousBlock()) {
+ oldCont = blockCurr->continuation();
+ blockCurr->setContinuation(cloneBlock);
+ cloneBlock->setContinuation(oldCont);
+ }
+
+ // Someone may have indirectly caused a <q> to split. When this happens, the :after content
+ // has to move into the inline continuation. Call updateBeforeAfterContent to ensure that the inline's :after
+ // content gets properly destroyed.
+ if (document()->usesBeforeAfterRules())
+ blockCurr->children()->updateBeforeAfterContent(blockCurr, AFTER);
+
+ // Now we need to take all of the children starting from the first child
+ // *after* currChild and append them all to the clone.
+ RenderObject* afterContent = isAfterContent(cloneBlock->lastChild()) ? cloneBlock->lastChild() : 0;
+ blockCurr->moveChildrenTo(cloneBlock, currChild->nextSibling(), 0, afterContent);
+
+ // Keep walking up the chain.
+ currChild = curr;
+ curr = toRenderBoxModelObject(curr->parent());
+ }
+
+ // Now we are at the columns block level. We need to put the clone into the toBlock.
+ toBlock->children()->appendChildNode(toBlock, cloneBlock);
+
+ // Now take all the children after currChild and remove them from the fromBlock
+ // and put them in the toBlock.
+ fromBlock->moveChildrenTo(toBlock, currChild->nextSibling(), 0);
+}
+
+void RenderBlock::splitFlow(RenderObject* beforeChild, RenderBlock* newBlockBox,
+ RenderObject* newChild, RenderBoxModelObject* oldCont)
+{
+ RenderBlock* pre = 0;
+ RenderBlock* block = containingColumnsBlock();
+
+ // Delete our line boxes before we do the inline split into continuations.
+ block->deleteLineBoxTree();
+
+ bool madeNewBeforeBlock = false;
+ if (block->isAnonymousColumnsBlock()) {
+ // We can reuse this block and make it the preBlock of the next continuation.
+ pre = block;
+ pre->removePositionedObjects(0);
+ block = toRenderBlock(block->parent());
+ } else {
+ // No anonymous block available for use. Make one.
+ pre = block->createAnonymousColumnsBlock();
+ pre->setChildrenInline(false);
+ madeNewBeforeBlock = true;
+ }
+
+ RenderBlock* post = block->createAnonymousColumnsBlock();
+ post->setChildrenInline(false);
+
+ RenderObject* boxFirst = madeNewBeforeBlock ? block->firstChild() : pre->nextSibling();
+ if (madeNewBeforeBlock)
+ block->children()->insertChildNode(block, pre, boxFirst);
+ block->children()->insertChildNode(block, newBlockBox, boxFirst);
+ block->children()->insertChildNode(block, post, boxFirst);
+ block->setChildrenInline(false);
+
+ if (madeNewBeforeBlock)
+ block->moveChildrenTo(pre, boxFirst, 0);
+
+ splitBlocks(pre, post, newBlockBox, beforeChild, oldCont);
+
+ // We already know the newBlockBox isn't going to contain inline kids, so avoid wasting
+ // time in makeChildrenNonInline by just setting this explicitly up front.
+ newBlockBox->setChildrenInline(false);
+
+ // We delayed adding the newChild until now so that the |newBlockBox| would be fully
+ // connected, thus allowing newChild access to a renderArena should it need
+ // to wrap itself in additional boxes (e.g., table construction).
+ newBlockBox->addChild(newChild);
+
+ // Always just do a full layout in order to ensure that line boxes (especially wrappers for images)
+ // get deleted properly. Because objects moves from the pre block into the post block, we want to
+ // make new line boxes instead of leaving the old line boxes around.
+ pre->setNeedsLayoutAndPrefWidthsRecalc();
+ block->setNeedsLayoutAndPrefWidthsRecalc();
+ post->setNeedsLayoutAndPrefWidthsRecalc();
+}
+
+RenderObject* RenderBlock::splitAnonymousBlocksAroundChild(RenderObject* beforeChild)
+{
+ while (beforeChild->parent() != this) {
+ RenderBlock* blockToSplit = toRenderBlock(beforeChild->parent());
+ if (blockToSplit->firstChild() != beforeChild) {
+ // We have to split the parentBlock into two blocks.
+ RenderBlock* post = createAnonymousBlockWithSameTypeAs(blockToSplit);
+ post->setChildrenInline(blockToSplit->childrenInline());
+ RenderBlock* parentBlock = toRenderBlock(blockToSplit->parent());
+ parentBlock->children()->insertChildNode(parentBlock, post, blockToSplit->nextSibling());
+ blockToSplit->moveChildrenTo(post, beforeChild, 0, blockToSplit->hasLayer());
+ post->setNeedsLayoutAndPrefWidthsRecalc();
+ blockToSplit->setNeedsLayoutAndPrefWidthsRecalc();
+ beforeChild = post;
+ } else
+ beforeChild = blockToSplit;
+ }
+ return beforeChild;
+}
+
+void RenderBlock::makeChildrenAnonymousColumnBlocks(RenderObject* beforeChild, RenderBlock* newBlockBox, RenderObject* newChild)
+{
+ RenderBlock* pre = 0;
+ RenderBlock* post = 0;
+ RenderBlock* block = this; // Eventually block will not just be |this|, but will also be a block nested inside |this|. Assign to a variable
+ // so that we don't have to patch all of the rest of the code later on.
+
+ // Delete the block's line boxes before we do the split.
+ block->deleteLineBoxTree();
+
+ if (beforeChild && beforeChild->parent() != this)
+ beforeChild = splitAnonymousBlocksAroundChild(beforeChild);
+
+ if (beforeChild != firstChild()) {
+ pre = block->createAnonymousColumnsBlock();
+ pre->setChildrenInline(block->childrenInline());
+ }
+
+ if (beforeChild) {
+ post = block->createAnonymousColumnsBlock();
+ post->setChildrenInline(block->childrenInline());
+ }
+
+ RenderObject* boxFirst = block->firstChild();
+ if (pre)
+ block->children()->insertChildNode(block, pre, boxFirst);
+ block->children()->insertChildNode(block, newBlockBox, boxFirst);
+ if (post)
+ block->children()->insertChildNode(block, post, boxFirst);
+ block->setChildrenInline(false);
+
+ // The pre/post blocks always have layers, so we know to always do a full insert/remove (so we pass true as the last argument).
+ block->moveChildrenTo(pre, boxFirst, beforeChild, true);
+ block->moveChildrenTo(post, beforeChild, 0, true);
+
+ // We already know the newBlockBox isn't going to contain inline kids, so avoid wasting
+ // time in makeChildrenNonInline by just setting this explicitly up front.
+ newBlockBox->setChildrenInline(false);
+
+ // We delayed adding the newChild until now so that the |newBlockBox| would be fully
+ // connected, thus allowing newChild access to a renderArena should it need
+ // to wrap itself in additional boxes (e.g., table construction).
+ newBlockBox->addChild(newChild);
+
+ // Always just do a full layout in order to ensure that line boxes (especially wrappers for images)
+ // get deleted properly. Because objects moved from the pre block into the post block, we want to
+ // make new line boxes instead of leaving the old line boxes around.
+ if (pre)
+ pre->setNeedsLayoutAndPrefWidthsRecalc();
+ block->setNeedsLayoutAndPrefWidthsRecalc();
+ if (post)
+ post->setNeedsLayoutAndPrefWidthsRecalc();
+}
+
+RenderBlock* RenderBlock::columnsBlockForSpanningElement(RenderObject* newChild)
+{
+ // FIXME: This function is the gateway for the addition of column-span support. It will
+ // be added to in three stages:
+ // (1) Immediate children of a multi-column block can span.
+ // (2) Nested block-level children with only block-level ancestors between them and the multi-column block can span.
+ // (3) Nested children with block or inline ancestors between them and the multi-column block can span (this is when we
+ // cross the streams and have to cope with both types of continuations mixed together).
+ // This function currently supports (1) and (2).
+ RenderBlock* columnsBlockAncestor = 0;
+ if (!newChild->isText() && newChild->style()->columnSpan() && !newChild->isFloatingOrPositioned()
+ && !newChild->isInline() && !isAnonymousColumnSpanBlock()) {
+ if (style()->specifiesColumns())
+ columnsBlockAncestor = this;
+ else
+ columnsBlockAncestor = toRenderBlock(parent())->containingColumnsBlock(false);
+ }
+ return columnsBlockAncestor;
+}
+
+void RenderBlock::addChildIgnoringAnonymousColumnBlocks(RenderObject* newChild, RenderObject* beforeChild)
+{
+ // Make sure we don't append things after :after-generated content if we have it.
+ if (!beforeChild) {
+ RenderObject* lastRenderer = lastChild();
+ if (isAfterContent(lastRenderer))
+ beforeChild = lastRenderer;
+ else if (lastRenderer && lastRenderer->isAnonymousBlock() && isAfterContent(lastRenderer->lastChild()))
+ beforeChild = lastRenderer->lastChild();
+ }
+
+ // Check for a spanning element in columns.
+ RenderBlock* columnsBlockAncestor = columnsBlockForSpanningElement(newChild);
+ if (columnsBlockAncestor) {
+ // We are placing a column-span element inside a block.
+ RenderBlock* newBox = createAnonymousColumnSpanBlock();
+
+ if (columnsBlockAncestor != this) {
+ // We are nested inside a multi-column element and are being split by the span. We have to break up
+ // our block into continuations.
+ RenderBoxModelObject* oldContinuation = continuation();
+ setContinuation(newBox);
+
+ // Someone may have put a <p> inside a <q>, causing a split. When this happens, the :after content
+ // has to move into the inline continuation. Call updateBeforeAfterContent to ensure that our :after
+ // content gets properly destroyed.
+ bool isLastChild = (beforeChild == lastChild());
+ if (document()->usesBeforeAfterRules())
+ children()->updateBeforeAfterContent(this, AFTER);
+ if (isLastChild && beforeChild != lastChild())
+ beforeChild = 0; // We destroyed the last child, so now we need to update our insertion
+ // point to be 0. It's just a straight append now.
+
+ splitFlow(beforeChild, newBox, newChild, oldContinuation);
+ return;
+ }
+
+ // We have to perform a split of this block's children. This involves creating an anonymous block box to hold
+ // the column-spanning |newChild|. We take all of the children from before |newChild| and put them into
+ // one anonymous columns block, and all of the children after |newChild| go into another anonymous block.
+ makeChildrenAnonymousColumnBlocks(beforeChild, newBox, newChild);
+ return;
+ }
+
+ bool madeBoxesNonInline = false;
+
+ // If the requested beforeChild is not one of our children, then this is because
+ // there is an anonymous container within this object that contains the beforeChild.
+ if (beforeChild && beforeChild->parent() != this) {
+ RenderObject* anonymousChild = beforeChild->parent();
+ ASSERT(anonymousChild);
+
+ while (anonymousChild->parent() != this)
+ anonymousChild = anonymousChild->parent();
+
+ ASSERT(anonymousChild->isAnonymous());
+
+ if (anonymousChild->isAnonymousBlock()) {
+ // Insert the child into the anonymous block box instead of here.
+ if (newChild->isInline() || beforeChild->parent()->firstChild() != beforeChild)
+ beforeChild->parent()->addChild(newChild, beforeChild);
+ else
+ addChild(newChild, beforeChild->parent());
+ return;
+ }
+
+ ASSERT(anonymousChild->isTable());
+ if ((newChild->isTableCol() && newChild->style()->display() == TABLE_COLUMN_GROUP)
+ || (newChild->isRenderBlock() && newChild->style()->display() == TABLE_CAPTION)
+ || newChild->isTableSection()
+ || newChild->isTableRow()
+ || newChild->isTableCell()) {
+ // Insert into the anonymous table.
+ anonymousChild->addChild(newChild, beforeChild);
+ return;
+ }
+
+ // Go on to insert before the anonymous table.
+ beforeChild = anonymousChild;
+ }
+
+ // A block has to either have all of its children inline, or all of its children as blocks.
+ // So, if our children are currently inline and a block child has to be inserted, we move all our
+ // inline children into anonymous block boxes.
+ if (childrenInline() && !newChild->isInline() && !newChild->isFloatingOrPositioned()) {
+ // This is a block with inline content. Wrap the inline content in anonymous blocks.
+ makeChildrenNonInline(beforeChild);
+ madeBoxesNonInline = true;
+
+ if (beforeChild && beforeChild->parent() != this) {
+ beforeChild = beforeChild->parent();
+ ASSERT(beforeChild->isAnonymousBlock());
+ ASSERT(beforeChild->parent() == this);
+ }
+ } else if (!childrenInline() && (newChild->isFloatingOrPositioned() || newChild->isInline())) {
+ // If we're inserting an inline child but all of our children are blocks, then we have to make sure
+ // it is put into an anomyous block box. We try to use an existing anonymous box if possible, otherwise
+ // a new one is created and inserted into our list of children in the appropriate position.
+ RenderObject* afterChild = beforeChild ? beforeChild->previousSibling() : lastChild();
+
+ if (afterChild && afterChild->isAnonymousBlock()) {
+ afterChild->addChild(newChild);
+ return;
+ }
+
+ if (newChild->isInline()) {
+ // No suitable existing anonymous box - create a new one.
+ RenderBlock* newBox = createAnonymousBlock();
+ RenderBox::addChild(newBox, beforeChild);
+ newBox->addChild(newChild);
+ return;
+ }
+ }
+
+ RenderBox::addChild(newChild, beforeChild);
+
+ if (madeBoxesNonInline && parent() && isAnonymousBlock() && parent()->isRenderBlock())
+ toRenderBlock(parent())->removeLeftoverAnonymousBlock(this);
+ // this object may be dead here
+}
+
+void RenderBlock::addChild(RenderObject* newChild, RenderObject* beforeChild)
+{
+ if (continuation() && !isAnonymousBlock())
+ return addChildToContinuation(newChild, beforeChild);
+ return addChildIgnoringContinuation(newChild, beforeChild);
+}
+
+void RenderBlock::addChildIgnoringContinuation(RenderObject* newChild, RenderObject* beforeChild)
+{
+ if (!isAnonymousBlock() && firstChild() && (firstChild()->isAnonymousColumnsBlock() || firstChild()->isAnonymousColumnSpanBlock()))
+ return addChildToAnonymousColumnBlocks(newChild, beforeChild);
+ return addChildIgnoringAnonymousColumnBlocks(newChild, beforeChild);
+}
+
+static void getInlineRun(RenderObject* start, RenderObject* boundary,
+ RenderObject*& inlineRunStart,
+ RenderObject*& inlineRunEnd)
+{
+ // Beginning at |start| we find the largest contiguous run of inlines that
+ // we can. We denote the run with start and end points, |inlineRunStart|
+ // and |inlineRunEnd|. Note that these two values may be the same if
+ // we encounter only one inline.
+ //
+ // We skip any non-inlines we encounter as long as we haven't found any
+ // inlines yet.
+ //
+ // |boundary| indicates a non-inclusive boundary point. Regardless of whether |boundary|
+ // is inline or not, we will not include it in a run with inlines before it. It's as though we encountered
+ // a non-inline.
+
+ // Start by skipping as many non-inlines as we can.
+ RenderObject * curr = start;
+ bool sawInline;
+ do {
+ while (curr && !(curr->isInline() || curr->isFloatingOrPositioned()))
+ curr = curr->nextSibling();
+
+ inlineRunStart = inlineRunEnd = curr;
+
+ if (!curr)
+ return; // No more inline children to be found.
+
+ sawInline = curr->isInline();
+
+ curr = curr->nextSibling();
+ while (curr && (curr->isInline() || curr->isFloatingOrPositioned()) && (curr != boundary)) {
+ inlineRunEnd = curr;
+ if (curr->isInline())
+ sawInline = true;
+ curr = curr->nextSibling();
+ }
+ } while (!sawInline);
+}
+
+void RenderBlock::deleteLineBoxTree()
+{
+ m_lineBoxes.deleteLineBoxTree(renderArena());
+}
+
+RootInlineBox* RenderBlock::createRootInlineBox()
+{
+ return new (renderArena()) RootInlineBox(this);
+}
+
+RootInlineBox* RenderBlock::createAndAppendRootInlineBox()
+{
+ RootInlineBox* rootBox = createRootInlineBox();
+ m_lineBoxes.appendLineBox(rootBox);
+ return rootBox;
+}
+
+void RenderBlock::moveChildTo(RenderBlock* to, RenderObject* child, RenderObject* beforeChild, bool fullRemoveInsert)
+{
+ ASSERT(this == child->parent());
+ ASSERT(!beforeChild || to == beforeChild->parent());
+ to->children()->insertChildNode(to, children()->removeChildNode(this, child, fullRemoveInsert), beforeChild, fullRemoveInsert);
+}
+
+void RenderBlock::moveChildrenTo(RenderBlock* to, RenderObject* startChild, RenderObject* endChild, RenderObject* beforeChild, bool fullRemoveInsert)
+{
+ ASSERT(!beforeChild || to == beforeChild->parent());
+ RenderObject* nextChild = startChild;
+ while (nextChild && nextChild != endChild) {
+ RenderObject* child = nextChild;
+ nextChild = child->nextSibling();
+ to->children()->insertChildNode(to, children()->removeChildNode(this, child, fullRemoveInsert), beforeChild, fullRemoveInsert);
+ if (child == endChild)
+ return;
+ }
+}
+
+void RenderBlock::makeChildrenNonInline(RenderObject *insertionPoint)
+{
+ // makeChildrenNonInline takes a block whose children are *all* inline and it
+ // makes sure that inline children are coalesced under anonymous
+ // blocks. If |insertionPoint| is defined, then it represents the insertion point for
+ // the new block child that is causing us to have to wrap all the inlines. This
+ // means that we cannot coalesce inlines before |insertionPoint| with inlines following
+ // |insertionPoint|, because the new child is going to be inserted in between the inlines,
+ // splitting them.
+ ASSERT(isInlineBlockOrInlineTable() || !isInline());
+ ASSERT(!insertionPoint || insertionPoint->parent() == this);
+
+ setChildrenInline(false);
+
+ RenderObject *child = firstChild();
+ if (!child)
+ return;
+
+ deleteLineBoxTree();
+
+ while (child) {
+ RenderObject *inlineRunStart, *inlineRunEnd;
+ getInlineRun(child, insertionPoint, inlineRunStart, inlineRunEnd);
+
+ if (!inlineRunStart)
+ break;
+
+ child = inlineRunEnd->nextSibling();
+
+ RenderBlock* block = createAnonymousBlock();
+ children()->insertChildNode(this, block, inlineRunStart);
+ moveChildrenTo(block, inlineRunStart, child);
+ }
+
+#ifndef NDEBUG
+ for (RenderObject *c = firstChild(); c; c = c->nextSibling())
+ ASSERT(!c->isInline());
+#endif
+
+ repaint();
+}
+
+void RenderBlock::removeLeftoverAnonymousBlock(RenderBlock* child)
+{
+ ASSERT(child->isAnonymousBlock());
+ ASSERT(!child->childrenInline());
+
+ if (child->continuation() || (child->firstChild() && (child->isAnonymousColumnSpanBlock() || child->isAnonymousColumnsBlock())))
+ return;
+
+ RenderObject* firstAnChild = child->m_children.firstChild();
+ RenderObject* lastAnChild = child->m_children.lastChild();
+ if (firstAnChild) {
+ RenderObject* o = firstAnChild;
+ while (o) {
+ o->setParent(this);
+ o = o->nextSibling();
+ }
+ firstAnChild->setPreviousSibling(child->previousSibling());
+ lastAnChild->setNextSibling(child->nextSibling());
+ if (child->previousSibling())
+ child->previousSibling()->setNextSibling(firstAnChild);
+ if (child->nextSibling())
+ child->nextSibling()->setPreviousSibling(lastAnChild);
+
+ if (child == m_children.firstChild())
+ m_children.setFirstChild(firstAnChild);
+ if (child == m_children.lastChild())
+ m_children.setLastChild(lastAnChild);
+ } else {
+ if (child == m_children.firstChild())
+ m_children.setFirstChild(child->nextSibling());
+ if (child == m_children.lastChild())
+ m_children.setLastChild(child->previousSibling());
+
+ if (child->previousSibling())
+ child->previousSibling()->setNextSibling(child->nextSibling());
+ if (child->nextSibling())
+ child->nextSibling()->setPreviousSibling(child->previousSibling());
+ }
+ child->setParent(0);
+ child->setPreviousSibling(0);
+ child->setNextSibling(0);
+
+ child->children()->setFirstChild(0);
+ child->m_next = 0;
+
+ child->destroy();
+}
+
+static bool canMergeContiguousAnonymousBlocks(RenderObject* oldChild, RenderObject* prev, RenderObject* next)
+{
+ if (oldChild->documentBeingDestroyed() || oldChild->isInline() || oldChild->virtualContinuation())
+ return false;
+
+ if ((prev && (!prev->isAnonymousBlock() || toRenderBlock(prev)->continuation()))
+ || (next && (!next->isAnonymousBlock() || toRenderBlock(next)->continuation())))
+ return false;
+
+ // FIXME: This check isn't required when inline run-ins can't be split into continuations.
+ if (prev && prev->firstChild() && prev->firstChild()->isInline() && prev->firstChild()->isRunIn())
+ return false;
+
+#if ENABLE(RUBY)
+ if ((prev && (prev->isRubyRun() || prev->isRubyBase()))
+ || (next && (next->isRubyRun() || next->isRubyBase())))
+ return false;
+#endif
+
+ if (!prev || !next)
+ return true;
+
+ // Make sure the types of the anonymous blocks match up.
+ return prev->isAnonymousColumnsBlock() == next->isAnonymousColumnsBlock()
+ && prev->isAnonymousColumnSpanBlock() == prev->isAnonymousColumnSpanBlock();
+}
+
+void RenderBlock::removeChild(RenderObject* oldChild)
+{
+ // If this child is a block, and if our previous and next siblings are
+ // both anonymous blocks with inline content, then we can go ahead and
+ // fold the inline content back together.
+ RenderObject* prev = oldChild->previousSibling();
+ RenderObject* next = oldChild->nextSibling();
+ bool canMergeAnonymousBlocks = canMergeContiguousAnonymousBlocks(oldChild, prev, next);
+ if (canMergeAnonymousBlocks && prev && next) {
+ prev->setNeedsLayoutAndPrefWidthsRecalc();
+ RenderBlock* nextBlock = toRenderBlock(next);
+ RenderBlock* prevBlock = toRenderBlock(prev);
+
+ if (prev->childrenInline() != next->childrenInline()) {
+ RenderBlock* inlineChildrenBlock = prev->childrenInline() ? prevBlock : nextBlock;
+ RenderBlock* blockChildrenBlock = prev->childrenInline() ? nextBlock : prevBlock;
+
+ // Place the inline children block inside of the block children block instead of deleting it.
+ // In order to reuse it, we have to reset it to just be a generic anonymous block. Make sure
+ // to clear out inherited column properties by just making a new style, and to also clear the
+ // column span flag if it is set.
+ ASSERT(!inlineChildrenBlock->continuation());
+ RefPtr<RenderStyle> newStyle = RenderStyle::create();
+ newStyle->inheritFrom(style());
+ children()->removeChildNode(this, inlineChildrenBlock, inlineChildrenBlock->hasLayer());
+ inlineChildrenBlock->setStyle(newStyle);
+
+ // Now just put the inlineChildrenBlock inside the blockChildrenBlock.
+ blockChildrenBlock->children()->insertChildNode(blockChildrenBlock, inlineChildrenBlock, prev == inlineChildrenBlock ? blockChildrenBlock->firstChild() : 0,
+ inlineChildrenBlock->hasLayer() || blockChildrenBlock->hasLayer());
+ next->setNeedsLayoutAndPrefWidthsRecalc();
+ } else {
+ // Take all the children out of the |next| block and put them in
+ // the |prev| block.
+ nextBlock->moveAllChildrenTo(prevBlock, nextBlock->hasLayer() || prevBlock->hasLayer());
+
+ // Delete the now-empty block's lines and nuke it.
+ nextBlock->deleteLineBoxTree();
+ nextBlock->destroy();
+ }
+ }
+
+ RenderBox::removeChild(oldChild);
+
+ RenderObject* child = prev ? prev : next;
+ if (canMergeAnonymousBlocks && child && !child->previousSibling() && !child->nextSibling() && !isFlexibleBox()) {
+ // The removal has knocked us down to containing only a single anonymous
+ // box. We can go ahead and pull the content right back up into our
+ // box.
+ setNeedsLayoutAndPrefWidthsRecalc();
+ setChildrenInline(child->childrenInline());
+ RenderBlock* anonBlock = toRenderBlock(children()->removeChildNode(this, child, child->hasLayer()));
+ anonBlock->moveAllChildrenTo(this, child->hasLayer());
+ // Delete the now-empty block's lines and nuke it.
+ anonBlock->deleteLineBoxTree();
+ anonBlock->destroy();
+ }
+
+ if (!firstChild() && !documentBeingDestroyed()) {
+ // If this was our last child be sure to clear out our line boxes.
+ if (childrenInline())
+ lineBoxes()->deleteLineBoxes(renderArena());
+ // If we're now an empty anonymous block then go ahead and delete ourselves.
+ else if (isAnonymousBlock() && parent() && parent()->isRenderBlock() && !continuation())
+ destroy();
+ }
+}
+
+bool RenderBlock::isSelfCollapsingBlock() const
+{
+ // We are not self-collapsing if we
+ // (a) have a non-zero height according to layout (an optimization to avoid wasting time)
+ // (b) are a table,
+ // (c) have border/padding,
+ // (d) have a min-height
+ // (e) have specified that one of our margins can't collapse using a CSS extension
+ if (height() > 0
+ || isTable() || borderAndPaddingHeight()
+ || style()->minHeight().isPositive()
+ || style()->marginTopCollapse() == MSEPARATE || style()->marginBottomCollapse() == MSEPARATE)
+ return false;
+
+ bool hasAutoHeight = style()->height().isAuto();
+ if (style()->height().isPercent() && !style()->htmlHacks()) {
+ hasAutoHeight = true;
+ for (RenderBlock* cb = containingBlock(); !cb->isRenderView(); cb = cb->containingBlock()) {
+ if (cb->style()->height().isFixed() || cb->isTableCell())
+ hasAutoHeight = false;
+ }
+ }
+
+ // If the height is 0 or auto, then whether or not we are a self-collapsing block depends
+ // on whether we have content that is all self-collapsing or not.
+ if (hasAutoHeight || ((style()->height().isFixed() || style()->height().isPercent()) && style()->height().isZero())) {
+ // If the block has inline children, see if we generated any line boxes. If we have any
+ // line boxes, then we can't be self-collapsing, since we have content.
+ if (childrenInline())
+ return !firstLineBox();
+
+ // Whether or not we collapse is dependent on whether all our normal flow children
+ // are also self-collapsing.
+ for (RenderBox* child = firstChildBox(); child; child = child->nextSiblingBox()) {
+ if (child->isFloatingOrPositioned())
+ continue;
+ if (!child->isSelfCollapsingBlock())
+ return false;
+ }
+ return true;
+ }
+ return false;
+}
+
+void RenderBlock::startDelayUpdateScrollInfo()
+{
+ if (gDelayUpdateScrollInfo == 0) {
+ ASSERT(!gDelayedUpdateScrollInfoSet);
+ gDelayedUpdateScrollInfoSet = new DelayedUpdateScrollInfoSet;
+ }
+ ASSERT(gDelayedUpdateScrollInfoSet);
+ ++gDelayUpdateScrollInfo;
+}
+
+void RenderBlock::finishDelayUpdateScrollInfo()
+{
+ --gDelayUpdateScrollInfo;
+ ASSERT(gDelayUpdateScrollInfo >= 0);
+ if (gDelayUpdateScrollInfo == 0) {
+ ASSERT(gDelayedUpdateScrollInfoSet);
+
+ OwnPtr<DelayedUpdateScrollInfoSet> infoSet(gDelayedUpdateScrollInfoSet);
+ gDelayedUpdateScrollInfoSet = 0;
+
+ for (DelayedUpdateScrollInfoSet::iterator it = infoSet->begin(); it != infoSet->end(); ++it) {
+ RenderBlock* block = *it;
+ if (block->hasOverflowClip()) {
+ block->layer()->updateScrollInfoAfterLayout();
+ }
+ }
+ }
+}
+
+void RenderBlock::updateScrollInfoAfterLayout()
+{
+ if (hasOverflowClip()) {
+ if (gDelayUpdateScrollInfo)
+ gDelayedUpdateScrollInfoSet->add(this);
+ else
+ layer()->updateScrollInfoAfterLayout();
+ }
+}
+
+void RenderBlock::layout()
+{
+ // Update our first letter info now.
+ updateFirstLetter();
+
+ // Table cells call layoutBlock directly, so don't add any logic here. Put code into
+ // layoutBlock().
+ layoutBlock(false);
+
+ // It's safe to check for control clip here, since controls can never be table cells.
+ // If we have a lightweight clip, there can never be any overflow from children.
+ if (hasControlClip() && m_overflow)
+ clearLayoutOverflow();
+}
+
+void RenderBlock::layoutBlock(bool relayoutChildren)
+{
+ ASSERT(needsLayout());
+
+ if (isInline() && !isInlineBlockOrInlineTable()) // Inline <form>s inside various table elements can
+ return; // cause us to come in here. Just bail.
+
+ if (!relayoutChildren && layoutOnlyPositionedObjects())
+ return;
+
+ LayoutRepainter repainter(*this, m_everHadLayout && checkForRepaintDuringLayout());
+ LayoutStateMaintainer statePusher(view(), this, IntSize(x(), y()), hasColumns() || hasTransform() || hasReflection());
+
+ int oldWidth = width();
+ int oldColumnWidth = desiredColumnWidth();
+
+ calcWidth();
+ calcColumnWidth();
+
+ m_overflow.clear();
+
+ if (oldWidth != width() || oldColumnWidth != desiredColumnWidth())
+ relayoutChildren = true;
+
+ clearFloats();
+
+ int previousHeight = height();
+ setHeight(0);
+
+ // We use four values, maxTopPos, maxTopNeg, maxBottomPos, and maxBottomNeg, to track
+ // our current maximal positive and negative margins. These values are used when we
+ // are collapsed with adjacent blocks, so for example, if you have block A and B
+ // collapsing together, then you'd take the maximal positive margin from both A and B
+ // and subtract it from the maximal negative margin from both A and B to get the
+ // true collapsed margin. This algorithm is recursive, so when we finish layout()
+ // our block knows its current maximal positive/negative values.
+ //
+ // Start out by setting our margin values to our current margins. Table cells have
+ // no margins, so we don't fill in the values for table cells.
+ bool isCell = isTableCell();
+ if (!isCell) {
+ initMaxMarginValues();
+
+ setTopMarginQuirk(style()->marginTop().quirk());
+ setBottomMarginQuirk(style()->marginBottom().quirk());
+
+ Node* n = node();
+ if (n && n->hasTagName(formTag) && static_cast<HTMLFormElement*>(n)->isMalformed()) {
+ // See if this form is malformed (i.e., unclosed). If so, don't give the form
+ // a bottom margin.
+ setMaxBottomMargins(0, 0);
+ }
+ }
+
+ // For overflow:scroll blocks, ensure we have both scrollbars in place always.
+ if (scrollsOverflow()) {
+ if (style()->overflowX() == OSCROLL)
+ layer()->setHasHorizontalScrollbar(true);
+ if (style()->overflowY() == OSCROLL)
+ layer()->setHasVerticalScrollbar(true);
+ }
+
+ int repaintTop = 0;
+ int repaintBottom = 0;
+ int maxFloatBottom = 0;
+ if (!firstChild() && !isAnonymousBlock())
+ setChildrenInline(true);
+ if (childrenInline())
+ layoutInlineChildren(relayoutChildren, repaintTop, repaintBottom);
+ else
+ layoutBlockChildren(relayoutChildren, maxFloatBottom);
+
+ // Expand our intrinsic height to encompass floats.
+ int toAdd = borderBottom() + paddingBottom() + horizontalScrollbarHeight();
+ if (floatBottom() > (height() - toAdd) && expandsToEncloseOverhangingFloats())
+ setHeight(floatBottom() + toAdd);
+
+ // Now lay out our columns within this intrinsic height, since they can slightly affect the intrinsic height as
+ // we adjust for clean column breaks.
+ int singleColumnBottom = layoutColumns();
+
+ // Calculate our new height.
+ int oldHeight = height();
+ calcHeight();
+ if (oldHeight != height()) {
+ if (oldHeight > height() && maxFloatBottom > height() && !childrenInline()) {
+ // One of our children's floats may have become an overhanging float for us. We need to look for it.
+ for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
+ if (child->isBlockFlow() && !child->isFloatingOrPositioned()) {
+ RenderBlock* block = toRenderBlock(child);
+ if (block->floatBottom() + block->y() > height())
+ addOverhangingFloats(block, -block->x(), -block->y(), false);
+ }
+ }
+ }
+
+ // We have to rebalance columns to the new height.
+ layoutColumns(singleColumnBottom);
+ }
+
+ if (previousHeight != height())
+ relayoutChildren = true;
+
+ // This check is designed to catch anyone
+ // who wasn't going to propagate float information up to the parent and yet could potentially be painted by its ancestor.
+ if (isRoot() || expandsToEncloseOverhangingFloats())
+ addOverflowFromFloats();
+
+ // Add overflow from children (unless we're multi-column, since in that case all our child overflow is clipped anyway).
+ if (!hasColumns()) {
+ if (childrenInline())
+ addOverflowFromInlineChildren();
+ else
+ addOverflowFromBlockChildren();
+ }
+
+ // Add visual overflow from box-shadow and reflections.
+ addShadowOverflow();
+
+ layoutPositionedObjects(relayoutChildren || isRoot());
+
+ positionListMarker();
+
+ statePusher.pop();
+
+ // Update our scroll information if we're overflow:auto/scroll/hidden now that we know if
+ // we overflow or not.
+ updateScrollInfoAfterLayout();
+
+ // Repaint with our new bounds if they are different from our old bounds.
+ bool didFullRepaint = repainter.repaintAfterLayout();
+ if (!didFullRepaint && repaintTop != repaintBottom && (style()->visibility() == VISIBLE || enclosingLayer()->hasVisibleContent())) {
+ int repaintLeft = min(leftVisualOverflow(), leftLayoutOverflow());
+ int repaintRight = max(rightVisualOverflow(), rightLayoutOverflow());
+ IntRect repaintRect(repaintLeft, repaintTop, repaintRight - repaintLeft, repaintBottom - repaintTop);
+
+ // FIXME: Deal with multiple column repainting. We have to split the repaint
+ // rect up into multiple rects if it spans columns.
+
+ repaintRect.inflate(maximalOutlineSize(PaintPhaseOutline));
+
+ if (hasOverflowClip()) {
+ // Adjust repaint rect for scroll offset
+ repaintRect.move(-layer()->scrolledContentOffset());
+
+ // Don't allow this rect to spill out of our overflow box.
+ repaintRect.intersect(IntRect(0, 0, width(), height()));
+ }
+
+ // Make sure the rect is still non-empty after intersecting for overflow above
+ if (!repaintRect.isEmpty()) {
+ repaintRectangle(repaintRect); // We need to do a partial repaint of our content.
+ if (hasReflection())
+ repaintRectangle(reflectedRect(repaintRect));
+ }
+ }
+ setNeedsLayout(false);
+}
+
+void RenderBlock::addOverflowFromBlockChildren()
+{
+ for (RenderBox* child = firstChildBox(); child; child = child->nextSiblingBox()) {
+ if (!child->isFloatingOrPositioned())
+ addOverflowFromChild(child);
+ }
+}
+
+void RenderBlock::addOverflowFromFloats()
+{
+ IntRect result;
+ if (!m_floatingObjects)
+ return;
+ FloatingObject* r;
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ for (; (r = it.current()); ++it) {
+ if (r->m_shouldPaint && !r->m_renderer->hasSelfPaintingLayer())
+ addOverflowFromChild(r->m_renderer, IntSize(r->m_left + r->m_renderer->marginLeft(), r->m_top + r->m_renderer->marginTop()));
+ }
+ return;
+}
+
+bool RenderBlock::expandsToEncloseOverhangingFloats() const
+{
+ return isInlineBlockOrInlineTable() || isFloatingOrPositioned() || hasOverflowClip() || (parent() && parent()->isFlexibleBox()) || hasColumns() || isTableCell() || isFieldset();
+}
+
+void RenderBlock::adjustPositionedBlock(RenderBox* child, const MarginInfo& marginInfo)
+{
+ if (child->style()->hasStaticX()) {
+ if (style()->direction() == LTR)
+ child->layer()->setStaticX(borderLeft() + paddingLeft());
+ else
+ child->layer()->setStaticX(borderRight() + paddingRight());
+ }
+
+ if (child->style()->hasStaticY()) {
+ int y = height();
+ if (!marginInfo.canCollapseWithTop()) {
+ child->calcVerticalMargins();
+ int marginTop = child->marginTop();
+ int collapsedTopPos = marginInfo.posMargin();
+ int collapsedTopNeg = marginInfo.negMargin();
+ if (marginTop > 0) {
+ if (marginTop > collapsedTopPos)
+ collapsedTopPos = marginTop;
+ } else {
+ if (-marginTop > collapsedTopNeg)
+ collapsedTopNeg = -marginTop;
+ }
+ y += (collapsedTopPos - collapsedTopNeg) - marginTop;
+ }
+ RenderLayer* childLayer = child->layer();
+ if (childLayer->staticY() != y) {
+ child->layer()->setStaticY(y);
+ child->setChildNeedsLayout(true, false);
+ }
+ }
+}
+
+void RenderBlock::adjustFloatingBlock(const MarginInfo& marginInfo)
+{
+ // The float should be positioned taking into account the bottom margin
+ // of the previous flow. We add that margin into the height, get the
+ // float positioned properly, and then subtract the margin out of the
+ // height again. In the case of self-collapsing blocks, we always just
+ // use the top margins, since the self-collapsing block collapsed its
+ // own bottom margin into its top margin.
+ //
+ // Note also that the previous flow may collapse its margin into the top of
+ // our block. If this is the case, then we do not add the margin in to our
+ // height when computing the position of the float. This condition can be tested
+ // for by simply calling canCollapseWithTop. See
+ // http://www.hixie.ch/tests/adhoc/css/box/block/margin-collapse/046.html for
+ // an example of this scenario.
+ int marginOffset = marginInfo.canCollapseWithTop() ? 0 : marginInfo.margin();
+ setHeight(height() + marginOffset);
+ positionNewFloats();
+ setHeight(height() - marginOffset);
+}
+
+bool RenderBlock::handleSpecialChild(RenderBox* child, const MarginInfo& marginInfo)
+{
+ // Handle in the given order
+ return handlePositionedChild(child, marginInfo)
+ || handleFloatingChild(child, marginInfo)
+ || handleRunInChild(child);
+}
+
+
+bool RenderBlock::handlePositionedChild(RenderBox* child, const MarginInfo& marginInfo)
+{
+ if (child->isPositioned()) {
+ child->containingBlock()->insertPositionedObject(child);
+ adjustPositionedBlock(child, marginInfo);
+ return true;
+ }
+ return false;
+}
+
+bool RenderBlock::handleFloatingChild(RenderBox* child, const MarginInfo& marginInfo)
+{
+ if (child->isFloating()) {
+ insertFloatingObject(child);
+ adjustFloatingBlock(marginInfo);
+ return true;
+ }
+ return false;
+}
+
+bool RenderBlock::handleRunInChild(RenderBox* child)
+{
+ // See if we have a run-in element with inline children. If the
+ // children aren't inline, then just treat the run-in as a normal
+ // block.
+ if (!child->isRunIn() || !child->childrenInline())
+ return false;
+ // FIXME: We don't handle non-block elements with run-in for now.
+ if (!child->isRenderBlock())
+ return false;
+
+ // Get the next non-positioned/non-floating RenderBlock.
+ RenderBlock* blockRunIn = toRenderBlock(child);
+ RenderObject* curr = blockRunIn->nextSibling();
+ while (curr && curr->isFloatingOrPositioned())
+ curr = curr->nextSibling();
+
+ if (!curr || !curr->isRenderBlock() || !curr->childrenInline() || curr->isRunIn() || curr->isAnonymous())
+ return false;
+
+ RenderBlock* currBlock = toRenderBlock(curr);
+
+ // Remove the old child.
+ children()->removeChildNode(this, blockRunIn);
+
+ // Create an inline.
+ Node* runInNode = blockRunIn->node();
+ RenderInline* inlineRunIn = new (renderArena()) RenderInline(runInNode ? runInNode : document());
+ inlineRunIn->setStyle(blockRunIn->style());
+
+ bool runInIsGenerated = child->style()->styleType() == BEFORE || child->style()->styleType() == AFTER;
+
+ // Move the nodes from the old child to the new child, but skip any :before/:after content. It has already
+ // been regenerated by the new inline.
+ for (RenderObject* runInChild = blockRunIn->firstChild(); runInChild;) {
+ RenderObject* nextSibling = runInChild->nextSibling();
+ if (runInIsGenerated || (runInChild->style()->styleType() != BEFORE && runInChild->style()->styleType() != AFTER)) {
+ blockRunIn->children()->removeChildNode(blockRunIn, runInChild, false);
+ inlineRunIn->addChild(runInChild); // Use addChild instead of appendChildNode since it handles correct placement of the children relative to :after-generated content.
+ }
+ runInChild = nextSibling;
+ }
+
+ // Now insert the new child under |currBlock|.
+ currBlock->children()->insertChildNode(currBlock, inlineRunIn, currBlock->firstChild());
+
+ // If the run-in had an element, we need to set the new renderer.
+ if (runInNode)
+ runInNode->setRenderer(inlineRunIn);
+
+ // Destroy the block run-in.
+ blockRunIn->destroy();
+
+ // The block acts like an inline, so just null out its
+ // position.
+
+ return true;
+}
+
+int RenderBlock::collapseMargins(RenderBox* child, MarginInfo& marginInfo)
+{
+ // Get our max pos and neg top margins.
+ int posTop = child->maxTopMargin(true);
+ int negTop = child->maxTopMargin(false);
+
+ // For self-collapsing blocks, collapse our bottom margins into our
+ // top to get new posTop and negTop values.
+ if (child->isSelfCollapsingBlock()) {
+ posTop = max(posTop, child->maxBottomMargin(true));
+ negTop = max(negTop, child->maxBottomMargin(false));
+ }
+
+ // See if the top margin is quirky. We only care if this child has
+ // margins that will collapse with us.
+ bool topQuirk = child->isTopMarginQuirk() || style()->marginTopCollapse() == MDISCARD;
+
+ if (marginInfo.canCollapseWithTop()) {
+ // This child is collapsing with the top of the
+ // block. If it has larger margin values, then we need to update
+ // our own maximal values.
+ if (!style()->htmlHacks() || !marginInfo.quirkContainer() || !topQuirk)
+ setMaxTopMargins(max(posTop, maxTopPosMargin()), max(negTop, maxTopNegMargin()));
+
+ // The minute any of the margins involved isn't a quirk, don't
+ // collapse it away, even if the margin is smaller (www.webreference.com
+ // has an example of this, a <dt> with 0.8em author-specified inside
+ // a <dl> inside a <td>.
+ if (!marginInfo.determinedTopQuirk() && !topQuirk && (posTop-negTop)) {
+ setTopMarginQuirk(false);
+ marginInfo.setDeterminedTopQuirk(true);
+ }
+
+ if (!marginInfo.determinedTopQuirk() && topQuirk && marginTop() == 0)
+ // We have no top margin and our top child has a quirky margin.
+ // We will pick up this quirky margin and pass it through.
+ // This deals with the <td><div><p> case.
+ // Don't do this for a block that split two inlines though. You do
+ // still apply margins in this case.
+ setTopMarginQuirk(true);
+ }
+
+ if (marginInfo.quirkContainer() && marginInfo.atTopOfBlock() && (posTop - negTop))
+ marginInfo.setTopQuirk(topQuirk);
+
+ int ypos = height();
+ if (child->isSelfCollapsingBlock()) {
+ // This child has no height. We need to compute our
+ // position before we collapse the child's margins together,
+ // so that we can get an accurate position for the zero-height block.
+ int collapsedTopPos = max(marginInfo.posMargin(), child->maxTopMargin(true));
+ int collapsedTopNeg = max(marginInfo.negMargin(), child->maxTopMargin(false));
+ marginInfo.setMargin(collapsedTopPos, collapsedTopNeg);
+
+ // Now collapse the child's margins together, which means examining our
+ // bottom margin values as well.
+ marginInfo.setPosMarginIfLarger(child->maxBottomMargin(true));
+ marginInfo.setNegMarginIfLarger(child->maxBottomMargin(false));
+
+ if (!marginInfo.canCollapseWithTop())
+ // We need to make sure that the position of the self-collapsing block
+ // is correct, since it could have overflowing content
+ // that needs to be positioned correctly (e.g., a block that
+ // had a specified height of 0 but that actually had subcontent).
+ ypos = height() + collapsedTopPos - collapsedTopNeg;
+ }
+ else {
+ if (child->style()->marginTopCollapse() == MSEPARATE) {
+ setHeight(height() + marginInfo.margin() + child->marginTop());
+ ypos = height();
+ }
+ else if (!marginInfo.atTopOfBlock() ||
+ (!marginInfo.canCollapseTopWithChildren()
+ && (!style()->htmlHacks() || !marginInfo.quirkContainer() || !marginInfo.topQuirk()))) {
+ // We're collapsing with a previous sibling's margins and not
+ // with the top of the block.
+ setHeight(height() + max(marginInfo.posMargin(), posTop) - max(marginInfo.negMargin(), negTop));
+ ypos = height();
+ }
+
+ marginInfo.setPosMargin(child->maxBottomMargin(true));
+ marginInfo.setNegMargin(child->maxBottomMargin(false));
+
+ if (marginInfo.margin())
+ marginInfo.setBottomQuirk(child->isBottomMarginQuirk() || style()->marginBottomCollapse() == MDISCARD);
+ }
+
+ return ypos;
+}
+
+int RenderBlock::clearFloatsIfNeeded(RenderBox* child, MarginInfo& marginInfo, int oldTopPosMargin, int oldTopNegMargin, int yPos)
+{
+ int heightIncrease = getClearDelta(child, yPos);
+ if (!heightIncrease)
+ return yPos;
+
+ if (child->isSelfCollapsingBlock()) {
+ // For self-collapsing blocks that clear, they can still collapse their
+ // margins with following siblings. Reset the current margins to represent
+ // the self-collapsing block's margins only.
+ // CSS2.1 states:
+ // "An element that has had clearance applied to it never collapses its top margin with its parent block's bottom margin.
+ // Therefore if we are at the bottom of the block, let's go ahead and reset margins to only include the
+ // self-collapsing block's bottom margin.
+ bool atBottomOfBlock = true;
+ for (RenderBox* curr = child->nextSiblingBox(); curr && atBottomOfBlock; curr = curr->nextSiblingBox()) {
+ if (!curr->isFloatingOrPositioned())
+ atBottomOfBlock = false;
+ }
+ if (atBottomOfBlock) {
+ marginInfo.setPosMargin(child->maxBottomMargin(true));
+ marginInfo.setNegMargin(child->maxBottomMargin(false));
+ } else {
+ marginInfo.setPosMargin(max(child->maxTopMargin(true), child->maxBottomMargin(true)));
+ marginInfo.setNegMargin(max(child->maxTopMargin(false), child->maxBottomMargin(false)));
+ }
+
+ // Adjust our height such that we are ready to be collapsed with subsequent siblings (or the bottom
+ // of the parent block).
+ setHeight(child->y() - max(0, marginInfo.margin()));
+ } else
+ // Increase our height by the amount we had to clear.
+ setHeight(height() + heightIncrease);
+
+ if (marginInfo.canCollapseWithTop()) {
+ // We can no longer collapse with the top of the block since a clear
+ // occurred. The empty blocks collapse into the cleared block.
+ // FIXME: This isn't quite correct. Need clarification for what to do
+ // if the height the cleared block is offset by is smaller than the
+ // margins involved.
+ setMaxTopMargins(oldTopPosMargin, oldTopNegMargin);
+ marginInfo.setAtTopOfBlock(false);
+ }
+
+ return yPos + heightIncrease;
+}
+
+int RenderBlock::estimateVerticalPosition(RenderBox* child, const MarginInfo& marginInfo)
+{
+ // FIXME: We need to eliminate the estimation of vertical position, because when it's wrong we sometimes trigger a pathological
+ // relayout if there are intruding floats.
+ int yPosEstimate = height();
+ if (!marginInfo.canCollapseWithTop()) {
+ int childMarginTop = child->selfNeedsLayout() ? child->marginTop() : child->collapsedMarginTop();
+ yPosEstimate += max(marginInfo.margin(), childMarginTop);
+ }
+ yPosEstimate += getClearDelta(child, yPosEstimate);
+ return yPosEstimate;
+}
+
+void RenderBlock::determineHorizontalPosition(RenderBox* child)
+{
+ int xPos = borderLeft() + paddingLeft();
+ if (style()->direction() == LTR) {
+ // Add in our left margin.
+ int chPos = xPos + child->marginLeft();
+
+ // Some objects (e.g., tables, horizontal rules, overflow:auto blocks) avoid floats. They need
+ // to shift over as necessary to dodge any floats that might get in the way.
+ if (child->avoidsFloats()) {
+ int leftOff = leftOffset(height(), false);
+ if (style()->textAlign() != WEBKIT_CENTER && child->style()->marginLeft().type() != Auto) {
+ if (child->marginLeft() < 0)
+ leftOff += child->marginLeft();
+ chPos = max(chPos, leftOff); // Let the float sit in the child's margin if it can fit.
+ }
+ else if (leftOff != xPos) {
+ // The object is shifting right. The object might be centered, so we need to
+ // recalculate our horizontal margins. Note that the containing block content
+ // width computation will take into account the delta between |leftOff| and |xPos|
+ // so that we can just pass the content width in directly to the |calcHorizontalMargins|
+ // function.
+ child->calcHorizontalMargins(child->style()->marginLeft(), child->style()->marginRight(), lineWidth(child->y(), false));
+ chPos = leftOff + child->marginLeft();
+ }
+ }
+ view()->addLayoutDelta(IntSize(child->x() - chPos, 0));
+ child->setLocation(chPos, child->y());
+ } else {
+ xPos += availableWidth();
+ int chPos = xPos - (child->width() + child->marginRight());
+ if (child->avoidsFloats()) {
+ int rightOff = rightOffset(height(), false);
+ if (style()->textAlign() != WEBKIT_CENTER && child->style()->marginRight().type() != Auto) {
+ if (child->marginRight() < 0)
+ rightOff -= child->marginRight();
+ chPos = min(chPos, rightOff - child->width()); // Let the float sit in the child's margin if it can fit.
+ } else if (rightOff != xPos) {
+ // The object is shifting left. The object might be centered, so we need to
+ // recalculate our horizontal margins. Note that the containing block content
+ // width computation will take into account the delta between |rightOff| and |xPos|
+ // so that we can just pass the content width in directly to the |calcHorizontalMargins|
+ // function.
+ child->calcHorizontalMargins(child->style()->marginLeft(), child->style()->marginRight(), lineWidth(child->y(), false));
+ chPos = rightOff - child->marginRight() - child->width();
+ }
+ }
+ view()->addLayoutDelta(IntSize(child->x() - chPos, 0));
+ child->setLocation(chPos, child->y());
+ }
+}
+
+void RenderBlock::setCollapsedBottomMargin(const MarginInfo& marginInfo)
+{
+ if (marginInfo.canCollapseWithBottom() && !marginInfo.canCollapseWithTop()) {
+ // Update our max pos/neg bottom margins, since we collapsed our bottom margins
+ // with our children.
+ setMaxBottomMargins(max(maxBottomPosMargin(), marginInfo.posMargin()), max(maxBottomNegMargin(), marginInfo.negMargin()));
+
+ if (!marginInfo.bottomQuirk())
+ setBottomMarginQuirk(false);
+
+ if (marginInfo.bottomQuirk() && marginBottom() == 0)
+ // We have no bottom margin and our last child has a quirky margin.
+ // We will pick up this quirky margin and pass it through.
+ // This deals with the <td><div><p> case.
+ setBottomMarginQuirk(true);
+ }
+}
+
+void RenderBlock::handleBottomOfBlock(int top, int bottom, MarginInfo& marginInfo)
+{
+ marginInfo.setAtBottomOfBlock(true);
+
+ // If we can't collapse with children then go ahead and add in the bottom margin.
+ if (!marginInfo.canCollapseWithBottom() && !marginInfo.canCollapseWithTop()
+ && (!style()->htmlHacks() || !marginInfo.quirkContainer() || !marginInfo.bottomQuirk()))
+ setHeight(height() + marginInfo.margin());
+
+ // Now add in our bottom border/padding.
+ setHeight(height() + bottom);
+
+ // Negative margins can cause our height to shrink below our minimal height (border/padding).
+ // If this happens, ensure that the computed height is increased to the minimal height.
+ setHeight(max(height(), top + bottom));
+
+ // Update our bottom collapsed margin info.
+ setCollapsedBottomMargin(marginInfo);
+}
+
+void RenderBlock::layoutBlockChildren(bool relayoutChildren, int& maxFloatBottom)
+{
+ if (gPercentHeightDescendantsMap) {
+ if (HashSet<RenderBox*>* descendants = gPercentHeightDescendantsMap->get(this)) {
+ HashSet<RenderBox*>::iterator end = descendants->end();
+ for (HashSet<RenderBox*>::iterator it = descendants->begin(); it != end; ++it) {
+ RenderBox* box = *it;
+ while (box != this) {
+ if (box->normalChildNeedsLayout())
+ break;
+ box->setChildNeedsLayout(true, false);
+ box = box->containingBlock();
+ ASSERT(box);
+ if (!box)
+ break;
+ }
+ }
+ }
+ }
+
+ int top = borderTop() + paddingTop();
+ int bottom = borderBottom() + paddingBottom() + horizontalScrollbarHeight();
+
+ setHeight(top);
+
+ // The margin struct caches all our current margin collapsing state. The compact struct caches state when we encounter compacts,
+ MarginInfo marginInfo(this, top, bottom);
+
+ // Fieldsets need to find their legend and position it inside the border of the object.
+ // The legend then gets skipped during normal layout.
+ RenderObject* legend = layoutLegend(relayoutChildren);
+
+ int previousFloatBottom = 0;
+ maxFloatBottom = 0;
+
+ RenderBox* next = firstChildBox();
+
+ while (next) {
+ RenderBox* child = next;
+ next = child->nextSiblingBox();
+
+ if (legend == child)
+ continue; // Skip the legend, since it has already been positioned up in the fieldset's border.
+
+ // Make sure we layout children if they need it.
+ // FIXME: Technically percentage height objects only need a relayout if their percentage isn't going to be turned into
+ // an auto value. Add a method to determine this, so that we can avoid the relayout.
+ if (relayoutChildren || ((child->style()->height().isPercent() || child->style()->minHeight().isPercent() || child->style()->maxHeight().isPercent()) && !isRenderView()))
+ child->setChildNeedsLayout(true, false);
+
+ // If relayoutChildren is set and we have percentage padding, we also need to invalidate the child's pref widths.
+ if (relayoutChildren && (child->style()->paddingLeft().isPercent() || child->style()->paddingRight().isPercent()))
+ child->setPrefWidthsDirty(true, false);
+
+ // Handle the four types of special elements first. These include positioned content, floating content, compacts and
+ // run-ins. When we encounter these four types of objects, we don't actually lay them out as normal flow blocks.
+ if (handleSpecialChild(child, marginInfo))
+ continue;
+
+ // Lay out the child.
+ layoutBlockChild(child, marginInfo, previousFloatBottom, maxFloatBottom);
+ }
+
+ // Now do the handling of the bottom of the block, adding in our bottom border/padding and
+ // determining the correct collapsed bottom margin information.
+ handleBottomOfBlock(top, bottom, marginInfo);
+}
+
+void RenderBlock::layoutBlockChild(RenderBox* child, MarginInfo& marginInfo, int& previousFloatBottom, int& maxFloatBottom)
+{
+ int oldTopPosMargin = maxTopPosMargin();
+ int oldTopNegMargin = maxTopNegMargin();
+
+ // The child is a normal flow object. Compute its vertical margins now.
+ child->calcVerticalMargins();
+
+ // Do not allow a collapse if the margin top collapse style is set to SEPARATE.
+ if (child->style()->marginTopCollapse() == MSEPARATE) {
+ marginInfo.setAtTopOfBlock(false);
+ marginInfo.clearMargin();
+ }
+
+ // Try to guess our correct y position. In most cases this guess will
+ // be correct. Only if we're wrong (when we compute the real y position)
+ // will we have to potentially relayout.
+ int yPosEstimate = estimateVerticalPosition(child, marginInfo);
+
+ // Cache our old rect so that we can dirty the proper repaint rects if the child moves.
+ IntRect oldRect(child->x(), child->y() , child->width(), child->height());
+#ifndef NDEBUG
+ IntSize oldLayoutDelta = view()->layoutDelta();
+#endif
+ // Go ahead and position the child as though it didn't collapse with the top.
+ view()->addLayoutDelta(IntSize(0, child->y() - yPosEstimate));
+ child->setLocation(child->x(), yPosEstimate);
+
+ bool markDescendantsWithFloats = false;
+ if (yPosEstimate != oldRect.y() && !child->avoidsFloats() && child->isBlockFlow() && toRenderBlock(child)->containsFloats())
+ markDescendantsWithFloats = true;
+ else if (!child->avoidsFloats() || child->shrinkToAvoidFloats()) {
+ // If an element might be affected by the presence of floats, then always mark it for
+ // layout.
+ int fb = max(previousFloatBottom, floatBottom());
+ if (fb > yPosEstimate)
+ markDescendantsWithFloats = true;
+ }
+
+ if (child->isRenderBlock()) {
+ if (markDescendantsWithFloats)
+ toRenderBlock(child)->markAllDescendantsWithFloatsForLayout();
+
+ previousFloatBottom = max(previousFloatBottom, oldRect.y() + toRenderBlock(child)->floatBottom());
+ }
+
+ bool childHadLayout = child->m_everHadLayout;
+ bool childNeededLayout = child->needsLayout();
+ if (childNeededLayout)
+ child->layout();
+
+ // Now determine the correct ypos based off examination of collapsing margin
+ // values.
+ int yBeforeClear = collapseMargins(child, marginInfo);
+
+ // Now check for clear.
+ int yAfterClear = clearFloatsIfNeeded(child, marginInfo, oldTopPosMargin, oldTopNegMargin, yBeforeClear);
+
+ view()->addLayoutDelta(IntSize(0, yPosEstimate - yAfterClear));
+ child->setLocation(child->x(), yAfterClear);
+
+ // Now we have a final y position. See if it really does end up being different from our estimate.
+ if (yAfterClear != yPosEstimate) {
+ if (child->shrinkToAvoidFloats()) {
+ // The child's width depends on the line width.
+ // When the child shifts to clear an item, its width can
+ // change (because it has more available line width).
+ // So go ahead and mark the item as dirty.
+ child->setChildNeedsLayout(true, false);
+ }
+ if (!child->avoidsFloats() && child->isBlockFlow() && toRenderBlock(child)->containsFloats())
+ toRenderBlock(child)->markAllDescendantsWithFloatsForLayout();
+ // Our guess was wrong. Make the child lay itself out again.
+ child->layoutIfNeeded();
+ }
+
+ // We are no longer at the top of the block if we encounter a non-empty child.
+ // This has to be done after checking for clear, so that margins can be reset if a clear occurred.
+ if (marginInfo.atTopOfBlock() && !child->isSelfCollapsingBlock())
+ marginInfo.setAtTopOfBlock(false);
+
+ // Now place the child in the correct horizontal position
+ determineHorizontalPosition(child);
+
+ // Update our height now that the child has been placed in the correct position.
+ setHeight(height() + child->height());
+ if (child->style()->marginBottomCollapse() == MSEPARATE) {
+ setHeight(height() + child->marginBottom());
+ marginInfo.clearMargin();
+ }
+ // If the child has overhanging floats that intrude into following siblings (or possibly out
+ // of this block), then the parent gets notified of the floats now.
+ if (child->isBlockFlow() && toRenderBlock(child)->containsFloats())
+ maxFloatBottom = max(maxFloatBottom, addOverhangingFloats(toRenderBlock(child), -child->x(), -child->y(), !childNeededLayout));
+
+ IntSize childOffset(child->x() - oldRect.x(), child->y() - oldRect.y());
+ if (childOffset.width() || childOffset.height()) {
+ view()->addLayoutDelta(childOffset);
+
+ // If the child moved, we have to repaint it as well as any floating/positioned
+ // descendants. An exception is if we need a layout. In this case, we know we're going to
+ // repaint ourselves (and the child) anyway.
+ if (childHadLayout && !selfNeedsLayout() && child->checkForRepaintDuringLayout())
+ child->repaintDuringLayoutIfMoved(oldRect);
+ }
+
+ if (!childHadLayout && child->checkForRepaintDuringLayout()) {
+ child->repaint();
+ child->repaintOverhangingFloats(true);
+ }
+
+ ASSERT(oldLayoutDelta == view()->layoutDelta());
+}
+
+bool RenderBlock::layoutOnlyPositionedObjects()
+{
+ if (!posChildNeedsLayout() || normalChildNeedsLayout() || selfNeedsLayout())
+ return false;
+
+ LayoutStateMaintainer statePusher(view(), this, IntSize(x(), y()), hasColumns() || hasTransform() || hasReflection());
+
+ if (needsPositionedMovementLayout()) {
+ tryLayoutDoingPositionedMovementOnly();
+ if (needsLayout())
+ return false;
+ }
+
+ // All we have to is lay out our positioned objects.
+ layoutPositionedObjects(false);
+
+ statePusher.pop();
+
+ updateScrollInfoAfterLayout();
+
+ setNeedsLayout(false);
+ return true;
+}
+
+void RenderBlock::layoutPositionedObjects(bool relayoutChildren)
+{
+ if (m_positionedObjects) {
+ RenderBox* r;
+ Iterator end = m_positionedObjects->end();
+ for (Iterator it = m_positionedObjects->begin(); it != end; ++it) {
+ r = *it;
+ // When a non-positioned block element moves, it may have positioned children that are implicitly positioned relative to the
+ // non-positioned block. Rather than trying to detect all of these movement cases, we just always lay out positioned
+ // objects that are positioned implicitly like this. Such objects are rare, and so in typical DHTML menu usage (where everything is
+ // positioned explicitly) this should not incur a performance penalty.
+ if (relayoutChildren || (r->style()->hasStaticY() && r->parent() != this && r->parent()->isBlockFlow()))
+ r->setChildNeedsLayout(true, false);
+
+ // If relayoutChildren is set and we have percentage padding, we also need to invalidate the child's pref widths.
+ //if (relayoutChildren && (r->style()->paddingLeft().isPercent() || r->style()->paddingRight().isPercent()))
+ r->setPrefWidthsDirty(true, false);
+
+ // We don't have to do a full layout. We just have to update our position. Try that first. If we have shrink-to-fit width
+ // and we hit the available width constraint, the layoutIfNeeded() will catch it and do a full layout.
+ if (r->needsPositionedMovementLayoutOnly())
+ r->tryLayoutDoingPositionedMovementOnly();
+ r->layoutIfNeeded();
+ }
+ }
+}
+
+void RenderBlock::markPositionedObjectsForLayout()
+{
+ if (m_positionedObjects) {
+ RenderBox* r;
+ Iterator end = m_positionedObjects->end();
+ for (Iterator it = m_positionedObjects->begin(); it != end; ++it) {
+ r = *it;
+ r->setChildNeedsLayout(true);
+ }
+ }
+}
+
+void RenderBlock::repaintOverhangingFloats(bool paintAllDescendants)
+{
+ // Repaint any overhanging floats (if we know we're the one to paint them).
+ if (hasOverhangingFloats()) {
+ // We think that we must be in a bad state if m_floatingObjects is nil at this point, so
+ // we assert on Debug builds and nil-check Release builds.
+ ASSERT(m_floatingObjects);
+ if (!m_floatingObjects)
+ return;
+
+ FloatingObject* r;
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+
+ // FIXME: Avoid disabling LayoutState. At the very least, don't disable it for floats originating
+ // in this block. Better yet would be to push extra state for the containers of other floats.
+ view()->disableLayoutState();
+ for ( ; (r = it.current()); ++it) {
+ // Only repaint the object if it is overhanging, is not in its own layer, and
+ // is our responsibility to paint (m_shouldPaint is set). When paintAllDescendants is true, the latter
+ // condition is replaced with being a descendant of us.
+ if (r->m_bottom > height() && ((paintAllDescendants && r->m_renderer->isDescendantOf(this)) || r->m_shouldPaint) && !r->m_renderer->hasSelfPaintingLayer()) {
+ r->m_renderer->repaint();
+ r->m_renderer->repaintOverhangingFloats();
+ }
+ }
+ view()->enableLayoutState();
+ }
+}
+
+void RenderBlock::paint(PaintInfo& paintInfo, int tx, int ty)
+{
+ tx += x();
+ ty += y();
+
+ PaintPhase phase = paintInfo.phase;
+
+ // Check if we need to do anything at all.
+ // FIXME: Could eliminate the isRoot() check if we fix background painting so that the RenderView
+ // paints the root's background.
+ if (!isRoot()) {
+ IntRect overflowBox = visibleOverflowRect();
+ overflowBox.inflate(maximalOutlineSize(paintInfo.phase));
+ overflowBox.move(tx, ty);
+ if (!overflowBox.intersects(paintInfo.rect))
+ return;
+ }
+
+ bool pushedClip = pushContentsClip(paintInfo, tx, ty);
+ paintObject(paintInfo, tx, ty);
+ if (pushedClip)
+ popContentsClip(paintInfo, phase, tx, ty);
+
+ // Our scrollbar widgets paint exactly when we tell them to, so that they work properly with
+ // z-index. We paint after we painted the background/border, so that the scrollbars will
+ // sit above the background/border.
+ if (hasOverflowClip() && style()->visibility() == VISIBLE && (phase == PaintPhaseBlockBackground || phase == PaintPhaseChildBlockBackground) && paintInfo.shouldPaintWithinRoot(this))
+ layer()->paintOverflowControls(paintInfo.context, tx, ty, paintInfo.rect);
+}
+
+void RenderBlock::paintColumnRules(PaintInfo& paintInfo, int tx, int ty)
+{
+ const Color& ruleColor = style()->visitedDependentColor(CSSPropertyWebkitColumnRuleColor);
+ bool ruleTransparent = style()->columnRuleIsTransparent();
+ EBorderStyle ruleStyle = style()->columnRuleStyle();
+ int ruleWidth = style()->columnRuleWidth();
+ int colGap = columnGap();
+ bool renderRule = ruleStyle > BHIDDEN && !ruleTransparent && ruleWidth <= colGap;
+ if (!renderRule)
+ return;
+
+ // We need to do multiple passes, breaking up our child painting into strips.
+ Vector<IntRect>* colRects = columnRects();
+ unsigned colCount = colRects->size();
+ int currXOffset = style()->direction() == LTR ? 0 : contentWidth();
+ int ruleAdd = borderLeft() + paddingLeft();
+ int ruleX = style()->direction() == LTR ? 0 : contentWidth();
+ for (unsigned i = 0; i < colCount; i++) {
+ IntRect colRect = colRects->at(i);
+
+ // Move to the next position.
+ if (style()->direction() == LTR) {
+ ruleX += colRect.width() + colGap / 2;
+ currXOffset += colRect.width() + colGap;
+ } else {
+ ruleX -= (colRect.width() + colGap / 2);
+ currXOffset -= (colRect.width() + colGap);
+ }
+
+ // Now paint the column rule.
+ if (i < colCount - 1) {
+ int ruleStart = tx + ruleX - ruleWidth / 2 + ruleAdd;
+ int ruleEnd = ruleStart + ruleWidth;
+ int ruleTop = ty + borderTop() + paddingTop();
+ int ruleBottom = ruleTop + contentHeight();
+ drawLineForBoxSide(paintInfo.context, ruleStart, ruleTop, ruleEnd, ruleBottom,
+ style()->direction() == LTR ? BSLeft : BSRight, ruleColor, ruleStyle, 0, 0);
+ }
+
+ ruleX = currXOffset;
+ }
+}
+
+void RenderBlock::paintColumnContents(PaintInfo& paintInfo, int tx, int ty, bool paintingFloats)
+{
+ // We need to do multiple passes, breaking up our child painting into strips.
+ GraphicsContext* context = paintInfo.context;
+ int colGap = columnGap();
+ Vector<IntRect>* colRects = columnRects();
+ unsigned colCount = colRects->size();
+ if (!colCount)
+ return;
+ int currXOffset = style()->direction() == LTR ? 0 : contentWidth() - colRects->at(0).width();
+ int currYOffset = 0;
+ for (unsigned i = 0; i < colCount; i++) {
+ // For each rect, we clip to the rect, and then we adjust our coords.
+ IntRect colRect = colRects->at(i);
+ colRect.move(tx, ty);
+ PaintInfo info(paintInfo);
+ info.rect.intersect(colRect);
+
+ if (!info.rect.isEmpty()) {
+ context->save();
+
+ // Each strip pushes a clip, since column boxes are specified as being
+ // like overflow:hidden.
+ context->clip(colRect);
+
+ // Adjust our x and y when painting.
+ int finalX = tx + currXOffset;
+ int finalY = ty + currYOffset;
+ if (paintingFloats)
+ paintFloats(info, finalX, finalY, paintInfo.phase == PaintPhaseSelection || paintInfo.phase == PaintPhaseTextClip);
+ else
+ paintContents(info, finalX, finalY);
+
+ context->restore();
+ }
+
+ // Move to the next position.
+ if (style()->direction() == LTR)
+ currXOffset += colRect.width() + colGap;
+ else
+ currXOffset -= (colRect.width() + colGap);
+
+ currYOffset -= colRect.height();
+ }
+}
+
+void RenderBlock::paintContents(PaintInfo& paintInfo, int tx, int ty)
+{
+ // Avoid painting descendants of the root element when stylesheets haven't loaded. This eliminates FOUC.
+ // It's ok not to draw, because later on, when all the stylesheets do load, updateStyleSelector on the Document
+ // will do a full repaint().
+ if (document()->didLayoutWithPendingStylesheets() && !isRenderView())
+ return;
+
+ if (childrenInline())
+ m_lineBoxes.paint(this, paintInfo, tx, ty);
+ else
+ paintChildren(paintInfo, tx, ty);
+}
+
+void RenderBlock::paintChildren(PaintInfo& paintInfo, int tx, int ty)
+{
+ PaintPhase newPhase = (paintInfo.phase == PaintPhaseChildOutlines) ? PaintPhaseOutline : paintInfo.phase;
+ newPhase = (newPhase == PaintPhaseChildBlockBackgrounds) ? PaintPhaseChildBlockBackground : newPhase;
+
+ // We don't paint our own background, but we do let the kids paint their backgrounds.
+ PaintInfo info(paintInfo);
+ info.phase = newPhase;
+ info.updatePaintingRootForChildren(this);
+ bool checkPageBreaks = document()->printing() && !document()->settings()->paginateDuringLayoutEnabled();
+ bool checkColumnBreaks = !checkPageBreaks && !view()->printRect().isEmpty() && !document()->settings()->paginateDuringLayoutEnabled();
+
+ for (RenderBox* child = firstChildBox(); child; child = child->nextSiblingBox()) {
+ // Check for page-break-before: always, and if it's set, break and bail.
+ bool checkBeforeAlways = !childrenInline() && ((checkPageBreaks && child->style()->pageBreakBefore() == PBALWAYS) || (checkColumnBreaks && child->style()->columnBreakBefore() == PBALWAYS));
+ if (checkBeforeAlways
+ && (ty + child->y()) > paintInfo.rect.y()
+ && (ty + child->y()) < paintInfo.rect.bottom()) {
+ view()->setBestTruncatedAt(ty + child->y(), this, true);
+ return;
+ }
+
+ if (!child->hasSelfPaintingLayer() && !child->isFloating())
+ child->paint(info, tx, ty);
+
+ // Check for page-break-after: always, and if it's set, break and bail.
+ bool checkAfterAlways = !childrenInline() && ((checkPageBreaks && child->style()->pageBreakAfter() == PBALWAYS) || (checkColumnBreaks && child->style()->columnBreakAfter() == PBALWAYS));
+ if (checkAfterAlways
+ && (ty + child->y() + child->height()) > paintInfo.rect.y()
+ && (ty + child->y() + child->height()) < paintInfo.rect.bottom()) {
+ view()->setBestTruncatedAt(ty + child->y() + child->height() + max(0, child->collapsedMarginBottom()), this, true);
+ return;
+ }
+ }
+}
+
+void RenderBlock::paintCaret(PaintInfo& paintInfo, int tx, int ty, CaretType type)
+{
+ SelectionController* selection = type == CursorCaret ? frame()->selection() : frame()->dragCaretController();
+
+ // Paint the caret if the SelectionController says so or if caret browsing is enabled
+ bool caretBrowsing = frame()->settings() && frame()->settings()->caretBrowsingEnabled();
+ RenderObject* caretPainter = selection->caretRenderer();
+ if (caretPainter == this && (selection->isContentEditable() || caretBrowsing)) {
+ // Convert the painting offset into the local coordinate system of this renderer,
+ // to match the localCaretRect computed by the SelectionController
+ offsetForContents(tx, ty);
+
+ if (type == CursorCaret)
+ frame()->selection()->paintCaret(paintInfo.context, tx, ty, paintInfo.rect);
+ else
+ frame()->paintDragCaret(paintInfo.context, tx, ty, paintInfo.rect);
+ }
+}
+
+void RenderBlock::paintObject(PaintInfo& paintInfo, int tx, int ty)
+{
+ PaintPhase paintPhase = paintInfo.phase;
+
+ // 1. paint background, borders etc
+ if ((paintPhase == PaintPhaseBlockBackground || paintPhase == PaintPhaseChildBlockBackground) && style()->visibility() == VISIBLE) {
+ if (hasBoxDecorations())
+ paintBoxDecorations(paintInfo, tx, ty);
+ if (hasColumns())
+ paintColumnRules(paintInfo, tx, ty);
+ }
+
+ if (paintPhase == PaintPhaseMask && style()->visibility() == VISIBLE) {
+ paintMask(paintInfo, tx, ty);
+ return;
+ }
+
+ // We're done. We don't bother painting any children.
+ if (paintPhase == PaintPhaseBlockBackground)
+ return;
+
+ // Adjust our painting position if we're inside a scrolled layer (e.g., an overflow:auto div).
+ int scrolledX = tx;
+ int scrolledY = ty;
+ if (hasOverflowClip()) {
+ IntSize offset = layer()->scrolledContentOffset();
+ scrolledX -= offset.width();
+ scrolledY -= offset.height();
+ }
+
+ // 2. paint contents
+ if (paintPhase != PaintPhaseSelfOutline) {
+ if (hasColumns())
+ paintColumnContents(paintInfo, scrolledX, scrolledY);
+ else
+ paintContents(paintInfo, scrolledX, scrolledY);
+ }
+
+ // 3. paint selection
+ // FIXME: Make this work with multi column layouts. For now don't fill gaps.
+ bool isPrinting = document()->printing();
+ if (!isPrinting && !hasColumns())
+ paintSelection(paintInfo, scrolledX, scrolledY); // Fill in gaps in selection on lines and between blocks.
+
+ // 4. paint floats.
+ if (paintPhase == PaintPhaseFloat || paintPhase == PaintPhaseSelection || paintPhase == PaintPhaseTextClip) {
+ if (hasColumns())
+ paintColumnContents(paintInfo, scrolledX, scrolledY, true);
+ else
+ paintFloats(paintInfo, scrolledX, scrolledY, paintPhase == PaintPhaseSelection || paintPhase == PaintPhaseTextClip);
+ }
+
+ // 5. paint outline.
+ if ((paintPhase == PaintPhaseOutline || paintPhase == PaintPhaseSelfOutline) && hasOutline() && style()->visibility() == VISIBLE)
+ paintOutline(paintInfo.context, tx, ty, width(), height());
+
+ // 6. paint continuation outlines.
+ if ((paintPhase == PaintPhaseOutline || paintPhase == PaintPhaseChildOutlines)) {
+ RenderInline* inlineCont = inlineElementContinuation();
+ if (inlineCont && inlineCont->hasOutline() && inlineCont->style()->visibility() == VISIBLE) {
+ RenderInline* inlineRenderer = toRenderInline(inlineCont->node()->renderer());
+ RenderBlock* cb = containingBlock();
+
+ bool inlineEnclosedInSelfPaintingLayer = false;
+ for (RenderBoxModelObject* box = inlineRenderer; box != cb; box = box->parent()->enclosingBoxModelObject()) {
+ if (box->hasSelfPaintingLayer()) {
+ inlineEnclosedInSelfPaintingLayer = true;
+ break;
+ }
+ }
+
+ if (!inlineEnclosedInSelfPaintingLayer)
+ cb->addContinuationWithOutline(inlineRenderer);
+ else if (!inlineRenderer->firstLineBox())
+ inlineRenderer->paintOutline(paintInfo.context, tx - x() + inlineRenderer->containingBlock()->x(),
+ ty - y() + inlineRenderer->containingBlock()->y());
+ }
+ paintContinuationOutlines(paintInfo, tx, ty);
+ }
+
+ // 7. paint caret.
+ // If the caret's node's render object's containing block is this block, and the paint action is PaintPhaseForeground,
+ // then paint the caret.
+ if (paintPhase == PaintPhaseForeground) {
+ paintCaret(paintInfo, scrolledX, scrolledY, CursorCaret);
+ paintCaret(paintInfo, scrolledX, scrolledY, DragCaret);
+ }
+}
+
+void RenderBlock::paintFloats(PaintInfo& paintInfo, int tx, int ty, bool preservePhase)
+{
+ if (!m_floatingObjects)
+ return;
+
+ FloatingObject* r;
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ for (; (r = it.current()); ++it) {
+ // Only paint the object if our m_shouldPaint flag is set.
+ if (r->m_shouldPaint && !r->m_renderer->hasSelfPaintingLayer()) {
+ PaintInfo currentPaintInfo(paintInfo);
+ currentPaintInfo.phase = preservePhase ? paintInfo.phase : PaintPhaseBlockBackground;
+ int currentTX = tx + r->m_left - r->m_renderer->x() + r->m_renderer->marginLeft();
+ int currentTY = ty + r->m_top - r->m_renderer->y() + r->m_renderer->marginTop();
+ r->m_renderer->paint(currentPaintInfo, currentTX, currentTY);
+ if (!preservePhase) {
+ currentPaintInfo.phase = PaintPhaseChildBlockBackgrounds;
+ r->m_renderer->paint(currentPaintInfo, currentTX, currentTY);
+ currentPaintInfo.phase = PaintPhaseFloat;
+ r->m_renderer->paint(currentPaintInfo, currentTX, currentTY);
+ currentPaintInfo.phase = PaintPhaseForeground;
+ r->m_renderer->paint(currentPaintInfo, currentTX, currentTY);
+ currentPaintInfo.phase = PaintPhaseOutline;
+ r->m_renderer->paint(currentPaintInfo, currentTX, currentTY);
+ }
+ }
+ }
+}
+
+void RenderBlock::paintEllipsisBoxes(PaintInfo& paintInfo, int tx, int ty)
+{
+ if (!paintInfo.shouldPaintWithinRoot(this) || !firstLineBox())
+ return;
+
+ if (style()->visibility() == VISIBLE && paintInfo.phase == PaintPhaseForeground) {
+ // We can check the first box and last box and avoid painting if we don't
+ // intersect.
+ int yPos = ty + firstLineBox()->y();
+ int h = lastLineBox()->y() + lastLineBox()->height() - firstLineBox()->y();
+ if (yPos >= paintInfo.rect.bottom() || yPos + h <= paintInfo.rect.y())
+ return;
+
+ // See if our boxes intersect with the dirty rect. If so, then we paint
+ // them. Note that boxes can easily overlap, so we can't make any assumptions
+ // based off positions of our first line box or our last line box.
+ for (RootInlineBox* curr = firstRootBox(); curr; curr = curr->nextRootBox()) {
+ yPos = ty + curr->y();
+ h = curr->height();
+ if (curr->ellipsisBox() && yPos < paintInfo.rect.bottom() && yPos + h > paintInfo.rect.y())
+ curr->paintEllipsisBox(paintInfo, tx, ty);
+ }
+ }
+}
+
+RenderInline* RenderBlock::inlineElementContinuation() const
+{
+ return m_continuation && m_continuation->isInline() ? toRenderInline(m_continuation) : 0;
+}
+
+RenderBlock* RenderBlock::blockElementContinuation() const
+{
+ if (!m_continuation || m_continuation->isInline())
+ return 0;
+ RenderBlock* nextContinuation = toRenderBlock(m_continuation);
+ if (nextContinuation->isAnonymousBlock())
+ return nextContinuation->blockElementContinuation();
+ return nextContinuation;
+}
+
+static ContinuationOutlineTableMap* continuationOutlineTable()
+{
+ DEFINE_STATIC_LOCAL(ContinuationOutlineTableMap, table, ());
+ return &table;
+}
+
+void RenderBlock::addContinuationWithOutline(RenderInline* flow)
+{
+ // We can't make this work if the inline is in a layer. We'll just rely on the broken
+ // way of painting.
+ ASSERT(!flow->layer() && !flow->isInlineElementContinuation());
+
+ ContinuationOutlineTableMap* table = continuationOutlineTable();
+ ListHashSet<RenderInline*>* continuations = table->get(this);
+ if (!continuations) {
+ continuations = new ListHashSet<RenderInline*>;
+ table->set(this, continuations);
+ }
+
+ continuations->add(flow);
+}
+
+void RenderBlock::paintContinuationOutlines(PaintInfo& info, int tx, int ty)
+{
+ ContinuationOutlineTableMap* table = continuationOutlineTable();
+ if (table->isEmpty())
+ return;
+
+ ListHashSet<RenderInline*>* continuations = table->get(this);
+ if (!continuations)
+ return;
+
+ // Paint each continuation outline.
+ ListHashSet<RenderInline*>::iterator end = continuations->end();
+ for (ListHashSet<RenderInline*>::iterator it = continuations->begin(); it != end; ++it) {
+ // Need to add in the coordinates of the intervening blocks.
+ RenderInline* flow = *it;
+ RenderBlock* block = flow->containingBlock();
+ for ( ; block && block != this; block = block->containingBlock()) {
+ tx += block->x();
+ ty += block->y();
+ }
+ ASSERT(block);
+ flow->paintOutline(info.context, tx, ty);
+ }
+
+ // Delete
+ delete continuations;
+ table->remove(this);
+}
+
+bool RenderBlock::shouldPaintSelectionGaps() const
+{
+ return selectionState() != SelectionNone && style()->visibility() == VISIBLE && isSelectionRoot();
+}
+
+bool RenderBlock::isSelectionRoot() const
+{
+ if (!node())
+ return false;
+
+ // FIXME: Eventually tables should have to learn how to fill gaps between cells, at least in simple non-spanning cases.
+ if (isTable())
+ return false;
+
+ if (isBody() || isRoot() || hasOverflowClip() || isRelPositioned() ||
+ isFloatingOrPositioned() || isTableCell() || isInlineBlockOrInlineTable() || hasTransform() ||
+ hasReflection() || hasMask())
+ return true;
+
+ if (view() && view()->selectionStart()) {
+ Node* startElement = view()->selectionStart()->node();
+ if (startElement && startElement->rootEditableElement() == node())
+ return true;
+ }
+
+ return false;
+}
+
+GapRects RenderBlock::selectionGapRectsForRepaint(RenderBoxModelObject* repaintContainer)
+{
+ ASSERT(!needsLayout());
+
+ if (!shouldPaintSelectionGaps())
+ return GapRects();
+
+ // FIXME: this is broken with transforms
+ TransformState transformState(TransformState::ApplyTransformDirection, FloatPoint());
+ mapLocalToContainer(repaintContainer, false, false, transformState);
+ IntPoint offsetFromRepaintContainer = roundedIntPoint(transformState.mappedPoint());
+
+ if (hasOverflowClip())
+ offsetFromRepaintContainer -= layer()->scrolledContentOffset();
+
+ int lastTop = 0;
+ int lastLeft = leftSelectionOffset(this, lastTop);
+ int lastRight = rightSelectionOffset(this, lastTop);
+
+ return fillSelectionGaps(this, offsetFromRepaintContainer.x(), offsetFromRepaintContainer.y(), offsetFromRepaintContainer.x(), offsetFromRepaintContainer.y(), lastTop, lastLeft, lastRight);
+}
+
+void RenderBlock::paintSelection(PaintInfo& paintInfo, int tx, int ty)
+{
+ if (shouldPaintSelectionGaps() && paintInfo.phase == PaintPhaseForeground) {
+ int lastTop = 0;
+ int lastLeft = leftSelectionOffset(this, lastTop);
+ int lastRight = rightSelectionOffset(this, lastTop);
+ paintInfo.context->save();
+ IntRect gapRectsBounds = fillSelectionGaps(this, tx, ty, tx, ty, lastTop, lastLeft, lastRight, &paintInfo);
+ if (!gapRectsBounds.isEmpty()) {
+ if (RenderLayer* layer = enclosingLayer()) {
+ gapRectsBounds.move(IntSize(-tx, -ty));
+ if (!hasLayer()) {
+ FloatRect localBounds(gapRectsBounds);
+ gapRectsBounds = localToContainerQuad(localBounds, layer->renderer()).enclosingBoundingBox();
+ gapRectsBounds.move(layer->scrolledContentOffset());
+ }
+ layer->addBlockSelectionGapsBounds(gapRectsBounds);
+ }
+ }
+ paintInfo.context->restore();
+ }
+}
+
+#ifndef BUILDING_ON_TIGER
+static void clipOutPositionedObjects(const PaintInfo* paintInfo, int tx, int ty, RenderBlock::PositionedObjectsListHashSet* positionedObjects)
+{
+ if (!positionedObjects)
+ return;
+
+ RenderBlock::PositionedObjectsListHashSet::const_iterator end = positionedObjects->end();
+ for (RenderBlock::PositionedObjectsListHashSet::const_iterator it = positionedObjects->begin(); it != end; ++it) {
+ RenderBox* r = *it;
+ paintInfo->context->clipOut(IntRect(tx + r->x(), ty + r->y(), r->width(), r->height()));
+ }
+}
+#endif
+
+GapRects RenderBlock::fillSelectionGaps(RenderBlock* rootBlock, int blockX, int blockY, int tx, int ty,
+ int& lastTop, int& lastLeft, int& lastRight, const PaintInfo* paintInfo)
+{
+#ifndef BUILDING_ON_TIGER
+ // IMPORTANT: Callers of this method that intend for painting to happen need to do a save/restore.
+ // Clip out floating and positioned objects when painting selection gaps.
+ if (paintInfo) {
+ // Note that we don't clip out overflow for positioned objects. We just stick to the border box.
+ clipOutPositionedObjects(paintInfo, tx, ty, m_positionedObjects);
+ if (isBody() || isRoot()) // The <body> must make sure to examine its containingBlock's positioned objects.
+ for (RenderBlock* cb = containingBlock(); cb && !cb->isRenderView(); cb = cb->containingBlock())
+ clipOutPositionedObjects(paintInfo, cb->x(), cb->y(), cb->m_positionedObjects);
+ if (m_floatingObjects) {
+ for (DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); it.current(); ++it) {
+ FloatingObject* r = it.current();
+ paintInfo->context->clipOut(IntRect(tx + r->m_left + r->m_renderer->marginLeft(),
+ ty + r->m_top + r->m_renderer->marginTop(),
+ r->m_renderer->width(), r->m_renderer->height()));
+ }
+ }
+ }
+#endif
+
+ // FIXME: overflow: auto/scroll regions need more math here, since painting in the border box is different from painting in the padding box (one is scrolled, the other is
+ // fixed).
+ GapRects result;
+ if (!isBlockFlow()) // FIXME: Make multi-column selection gap filling work someday.
+ return result;
+
+ if (hasColumns() || hasTransform() || style()->columnSpan()) {
+ // FIXME: We should learn how to gap fill multiple columns and transforms eventually.
+ lastTop = (ty - blockY) + height();
+ lastLeft = leftSelectionOffset(rootBlock, height());
+ lastRight = rightSelectionOffset(rootBlock, height());
+ return result;
+ }
+
+ if (childrenInline())
+ result = fillInlineSelectionGaps(rootBlock, blockX, blockY, tx, ty, lastTop, lastLeft, lastRight, paintInfo);
+ else
+ result = fillBlockSelectionGaps(rootBlock, blockX, blockY, tx, ty, lastTop, lastLeft, lastRight, paintInfo);
+
+ // Go ahead and fill the vertical gap all the way to the bottom of our block if the selection extends past our block.
+ if (rootBlock == this && (selectionState() != SelectionBoth && selectionState() != SelectionEnd))
+ result.uniteCenter(fillVerticalSelectionGap(lastTop, lastLeft, lastRight, ty + height(),
+ rootBlock, blockX, blockY, paintInfo));
+ return result;
+}
+
+GapRects RenderBlock::fillInlineSelectionGaps(RenderBlock* rootBlock, int blockX, int blockY, int tx, int ty,
+ int& lastTop, int& lastLeft, int& lastRight, const PaintInfo* paintInfo)
+{
+ GapRects result;
+
+ bool containsStart = selectionState() == SelectionStart || selectionState() == SelectionBoth;
+
+ if (!firstLineBox()) {
+ if (containsStart) {
+ // Go ahead and update our lastY to be the bottom of the block. <hr>s or empty blocks with height can trip this
+ // case.
+ lastTop = (ty - blockY) + height();
+ lastLeft = leftSelectionOffset(rootBlock, height());
+ lastRight = rightSelectionOffset(rootBlock, height());
+ }
+ return result;
+ }
+
+ RootInlineBox* lastSelectedLine = 0;
+ RootInlineBox* curr;
+ for (curr = firstRootBox(); curr && !curr->hasSelectedChildren(); curr = curr->nextRootBox()) { }
+
+ // Now paint the gaps for the lines.
+ for (; curr && curr->hasSelectedChildren(); curr = curr->nextRootBox()) {
+ int selTop = curr->selectionTop();
+ int selHeight = curr->selectionHeight();
+
+ if (!containsStart && !lastSelectedLine &&
+ selectionState() != SelectionStart && selectionState() != SelectionBoth)
+ result.uniteCenter(fillVerticalSelectionGap(lastTop, lastLeft, lastRight, ty + selTop,
+ rootBlock, blockX, blockY, paintInfo));
+
+ if (!paintInfo || (ty + selTop < paintInfo->rect.bottom() && ty + selTop + selHeight > paintInfo->rect.y()))
+ result.unite(curr->fillLineSelectionGap(selTop, selHeight, rootBlock, blockX, blockY, tx, ty, paintInfo));
+
+ lastSelectedLine = curr;
+ }
+
+ if (containsStart && !lastSelectedLine)
+ // VisibleSelection must start just after our last line.
+ lastSelectedLine = lastRootBox();
+
+ if (lastSelectedLine && selectionState() != SelectionEnd && selectionState() != SelectionBoth) {
+ // Go ahead and update our lastY to be the bottom of the last selected line.
+ lastTop = (ty - blockY) + lastSelectedLine->selectionBottom();
+ lastLeft = leftSelectionOffset(rootBlock, lastSelectedLine->selectionBottom());
+ lastRight = rightSelectionOffset(rootBlock, lastSelectedLine->selectionBottom());
+ }
+ return result;
+}
+
+GapRects RenderBlock::fillBlockSelectionGaps(RenderBlock* rootBlock, int blockX, int blockY, int tx, int ty,
+ int& lastTop, int& lastLeft, int& lastRight, const PaintInfo* paintInfo)
+{
+ GapRects result;
+
+ // Go ahead and jump right to the first block child that contains some selected objects.
+ RenderBox* curr;
+ for (curr = firstChildBox(); curr && curr->selectionState() == SelectionNone; curr = curr->nextSiblingBox()) { }
+
+ for (bool sawSelectionEnd = false; curr && !sawSelectionEnd; curr = curr->nextSiblingBox()) {
+ SelectionState childState = curr->selectionState();
+ if (childState == SelectionBoth || childState == SelectionEnd)
+ sawSelectionEnd = true;
+
+ if (curr->isFloatingOrPositioned())
+ continue; // We must be a normal flow object in order to even be considered.
+
+ if (curr->isRelPositioned() && curr->hasLayer()) {
+ // If the relposition offset is anything other than 0, then treat this just like an absolute positioned element.
+ // Just disregard it completely.
+ IntSize relOffset = curr->layer()->relativePositionOffset();
+ if (relOffset.width() || relOffset.height())
+ continue;
+ }
+
+ bool paintsOwnSelection = curr->shouldPaintSelectionGaps() || curr->isTable(); // FIXME: Eventually we won't special-case table like this.
+ bool fillBlockGaps = paintsOwnSelection || (curr->canBeSelectionLeaf() && childState != SelectionNone);
+ if (fillBlockGaps) {
+ // We need to fill the vertical gap above this object.
+ if (childState == SelectionEnd || childState == SelectionInside)
+ // Fill the gap above the object.
+ result.uniteCenter(fillVerticalSelectionGap(lastTop, lastLeft, lastRight,
+ ty + curr->y(), rootBlock, blockX, blockY, paintInfo));
+
+ // Only fill side gaps for objects that paint their own selection if we know for sure the selection is going to extend all the way *past*
+ // our object. We know this if the selection did not end inside our object.
+ if (paintsOwnSelection && (childState == SelectionStart || sawSelectionEnd))
+ childState = SelectionNone;
+
+ // Fill side gaps on this object based off its state.
+ bool leftGap, rightGap;
+ getHorizontalSelectionGapInfo(childState, leftGap, rightGap);
+
+ if (leftGap)
+ result.uniteLeft(fillLeftSelectionGap(this, curr->x(), curr->y(), curr->height(), rootBlock, blockX, blockY, tx, ty, paintInfo));
+ if (rightGap)
+ result.uniteRight(fillRightSelectionGap(this, curr->x() + curr->width(), curr->y(), curr->height(), rootBlock, blockX, blockY, tx, ty, paintInfo));
+
+ // Update lastTop to be just underneath the object. lastLeft and lastRight extend as far as
+ // they can without bumping into floating or positioned objects. Ideally they will go right up
+ // to the border of the root selection block.
+ lastTop = (ty - blockY) + (curr->y() + curr->height());
+ lastLeft = leftSelectionOffset(rootBlock, curr->y() + curr->height());
+ lastRight = rightSelectionOffset(rootBlock, curr->y() + curr->height());
+ } else if (childState != SelectionNone)
+ // We must be a block that has some selected object inside it. Go ahead and recur.
+ result.unite(toRenderBlock(curr)->fillSelectionGaps(rootBlock, blockX, blockY, tx + curr->x(), ty + curr->y(),
+ lastTop, lastLeft, lastRight, paintInfo));
+ }
+ return result;
+}
+
+IntRect RenderBlock::fillHorizontalSelectionGap(RenderObject* selObj, int xPos, int yPos, int width, int height, const PaintInfo* paintInfo)
+{
+ if (width <= 0 || height <= 0)
+ return IntRect();
+ IntRect gapRect(xPos, yPos, width, height);
+ if (paintInfo && selObj->style()->visibility() == VISIBLE)
+ paintInfo->context->fillRect(gapRect, selObj->selectionBackgroundColor(), selObj->style()->colorSpace());
+ return gapRect;
+}
+
+IntRect RenderBlock::fillVerticalSelectionGap(int lastTop, int lastLeft, int lastRight, int bottomY, RenderBlock* rootBlock,
+ int blockX, int blockY, const PaintInfo* paintInfo)
+{
+ int top = blockY + lastTop;
+ int height = bottomY - top;
+ if (height <= 0)
+ return IntRect();
+
+ // Get the selection offsets for the bottom of the gap
+ int left = blockX + max(lastLeft, leftSelectionOffset(rootBlock, bottomY));
+ int right = blockX + min(lastRight, rightSelectionOffset(rootBlock, bottomY));
+ int width = right - left;
+ if (width <= 0)
+ return IntRect();
+
+ IntRect gapRect(left, top, width, height);
+ if (paintInfo)
+ paintInfo->context->fillRect(gapRect, selectionBackgroundColor(), style()->colorSpace());
+ return gapRect;
+}
+
+IntRect RenderBlock::fillLeftSelectionGap(RenderObject* selObj, int xPos, int yPos, int height, RenderBlock* rootBlock,
+ int blockX, int /*blockY*/, int tx, int ty, const PaintInfo* paintInfo)
+{
+ int top = yPos + ty;
+ int left = blockX + max(leftSelectionOffset(rootBlock, yPos), leftSelectionOffset(rootBlock, yPos + height));
+ int right = min(xPos + tx, blockX + min(rightSelectionOffset(rootBlock, yPos), rightSelectionOffset(rootBlock, yPos + height)));
+ int width = right - left;
+ if (width <= 0)
+ return IntRect();
+
+ IntRect gapRect(left, top, width, height);
+ if (paintInfo)
+ paintInfo->context->fillRect(gapRect, selObj->selectionBackgroundColor(), selObj->style()->colorSpace());
+ return gapRect;
+}
+
+IntRect RenderBlock::fillRightSelectionGap(RenderObject* selObj, int xPos, int yPos, int height, RenderBlock* rootBlock,
+ int blockX, int /*blockY*/, int tx, int ty, const PaintInfo* paintInfo)
+{
+ int left = max(xPos + tx, blockX + max(leftSelectionOffset(rootBlock, yPos), leftSelectionOffset(rootBlock, yPos + height)));
+ int top = yPos + ty;
+ int right = blockX + min(rightSelectionOffset(rootBlock, yPos), rightSelectionOffset(rootBlock, yPos + height));
+ int width = right - left;
+ if (width <= 0)
+ return IntRect();
+
+ IntRect gapRect(left, top, width, height);
+ if (paintInfo)
+ paintInfo->context->fillRect(gapRect, selObj->selectionBackgroundColor(), selObj->style()->colorSpace());
+ return gapRect;
+}
+
+void RenderBlock::getHorizontalSelectionGapInfo(SelectionState state, bool& leftGap, bool& rightGap)
+{
+ bool ltr = style()->direction() == LTR;
+ leftGap = (state == RenderObject::SelectionInside) ||
+ (state == RenderObject::SelectionEnd && ltr) ||
+ (state == RenderObject::SelectionStart && !ltr);
+ rightGap = (state == RenderObject::SelectionInside) ||
+ (state == RenderObject::SelectionStart && ltr) ||
+ (state == RenderObject::SelectionEnd && !ltr);
+}
+
+int RenderBlock::leftSelectionOffset(RenderBlock* rootBlock, int yPos)
+{
+ int left = leftOffset(yPos, false);
+ if (left == borderLeft() + paddingLeft()) {
+ if (rootBlock != this)
+ // The border can potentially be further extended by our containingBlock().
+ return containingBlock()->leftSelectionOffset(rootBlock, yPos + y());
+ return left;
+ }
+ else {
+ RenderBlock* cb = this;
+ while (cb != rootBlock) {
+ left += cb->x();
+ cb = cb->containingBlock();
+ }
+ }
+
+ return left;
+}
+
+int RenderBlock::rightSelectionOffset(RenderBlock* rootBlock, int yPos)
+{
+ int right = rightOffset(yPos, false);
+ if (right == (contentWidth() + (borderLeft() + paddingLeft()))) {
+ if (rootBlock != this)
+ // The border can potentially be further extended by our containingBlock().
+ return containingBlock()->rightSelectionOffset(rootBlock, yPos + y());
+ return right;
+ }
+ else {
+ RenderBlock* cb = this;
+ while (cb != rootBlock) {
+ right += cb->x();
+ cb = cb->containingBlock();
+ }
+ }
+ return right;
+}
+
+void RenderBlock::insertPositionedObject(RenderBox* o)
+{
+ // Create the list of special objects if we don't aleady have one
+ if (!m_positionedObjects)
+ m_positionedObjects = new PositionedObjectsListHashSet;
+
+ m_positionedObjects->add(o);
+}
+
+void RenderBlock::removePositionedObject(RenderBox* o)
+{
+ if (m_positionedObjects)
+ m_positionedObjects->remove(o);
+}
+
+void RenderBlock::removePositionedObjects(RenderBlock* o)
+{
+ if (!m_positionedObjects)
+ return;
+
+ RenderBox* r;
+
+ Iterator end = m_positionedObjects->end();
+
+ Vector<RenderBox*, 16> deadObjects;
+
+ for (Iterator it = m_positionedObjects->begin(); it != end; ++it) {
+ r = *it;
+ if (!o || r->isDescendantOf(o)) {
+ if (o)
+ r->setChildNeedsLayout(true, false);
+
+ // It is parent blocks job to add positioned child to positioned objects list of its containing block
+ // Parent layout needs to be invalidated to ensure this happens.
+ RenderObject* p = r->parent();
+ while (p && !p->isRenderBlock())
+ p = p->parent();
+ if (p)
+ p->setChildNeedsLayout(true);
+
+ deadObjects.append(r);
+ }
+ }
+
+ for (unsigned i = 0; i < deadObjects.size(); i++)
+ m_positionedObjects->remove(deadObjects.at(i));
+}
+
+void RenderBlock::insertFloatingObject(RenderBox* o)
+{
+ ASSERT(o->isFloating());
+
+ // Create the list of special objects if we don't aleady have one
+ if (!m_floatingObjects) {
+ m_floatingObjects = new DeprecatedPtrList<FloatingObject>;
+ m_floatingObjects->setAutoDelete(true);
+ } else {
+ // Don't insert the object again if it's already in the list
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ FloatingObject* f;
+ while ( (f = it.current()) ) {
+ if (f->m_renderer == o) return;
+ ++it;
+ }
+ }
+
+ // Create the special object entry & append it to the list
+
+ o->layoutIfNeeded();
+
+ FloatingObject* newObj = new FloatingObject(o->style()->floating() == FLEFT ? FloatingObject::FloatLeft : FloatingObject::FloatRight);
+
+ newObj->m_top = -1;
+ newObj->m_bottom = -1;
+ newObj->m_width = o->width() + o->marginLeft() + o->marginRight();
+ newObj->m_shouldPaint = !o->hasSelfPaintingLayer(); // If a layer exists, the float will paint itself. Otherwise someone else will.
+ newObj->m_isDescendant = true;
+ newObj->m_renderer = o;
+
+ m_floatingObjects->append(newObj);
+}
+
+void RenderBlock::removeFloatingObject(RenderBox* o)
+{
+ if (m_floatingObjects) {
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ while (it.current()) {
+ if (it.current()->m_renderer == o) {
+ if (childrenInline()) {
+ int bottom = it.current()->m_bottom;
+ // 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.
+ bottom = max(bottom, it.current()->m_top + 1);
+ markLinesDirtyInVerticalRange(0, bottom);
+ }
+ m_floatingObjects->removeRef(it.current());
+ }
+ ++it;
+ }
+ }
+}
+
+bool RenderBlock::positionNewFloats()
+{
+ if (!m_floatingObjects)
+ return false;
+
+ FloatingObject* f = m_floatingObjects->last();
+
+ // If all floats have already been positioned, then we have no work to do.
+ if (!f || f->m_top != -1)
+ return false;
+
+ // Move backwards through our floating object list until we find a float that has
+ // already been positioned. Then we'll be able to move forward, positioning all of
+ // the new floats that need it.
+ FloatingObject* lastFloat = m_floatingObjects->getPrev();
+ while (lastFloat && lastFloat->m_top == -1) {
+ f = m_floatingObjects->prev();
+ lastFloat = m_floatingObjects->getPrev();
+ }
+
+ int y = height();
+
+ // The float cannot start above the y position of the last positioned float.
+ if (lastFloat)
+ y = max(lastFloat->m_top, y);
+
+ // Now walk through the set of unpositioned floats and place them.
+ while (f) {
+ // The containing block is responsible for positioning floats, so if we have floats in our
+ // list that come from somewhere else, do not attempt to position them.
+ if (f->m_renderer->containingBlock() != this) {
+ f = m_floatingObjects->next();
+ continue;
+ }
+
+ RenderBox* o = f->m_renderer;
+ int _height = o->height() + o->marginTop() + o->marginBottom();
+
+ int ro = rightOffset(); // Constant part of right offset.
+ int lo = leftOffset(); // Constat part of left offset.
+ int fwidth = f->m_width; // The width we look for.
+ if (ro - lo < fwidth)
+ fwidth = ro - lo; // Never look for more than what will be available.
+
+ IntRect oldRect(o->x(), o->y() , o->width(), o->height());
+
+ if (o->style()->clear() & CLEFT)
+ y = max(leftBottom(), y);
+ if (o->style()->clear() & CRIGHT)
+ y = max(rightBottom(), y);
+
+ if (o->style()->floating() == FLEFT) {
+ int heightRemainingLeft = 1;
+ int heightRemainingRight = 1;
+ int fx = leftRelOffset(y, lo, false, &heightRemainingLeft);
+ while (rightRelOffset(y, ro, false, &heightRemainingRight)-fx < fwidth) {
+ y += min(heightRemainingLeft, heightRemainingRight);
+ fx = leftRelOffset(y, lo, false, &heightRemainingLeft);
+ }
+ fx = max(0, fx);
+ f->m_left = fx;
+ o->setLocation(fx + o->marginLeft(), y + o->marginTop());
+ } else {
+ int heightRemainingLeft = 1;
+ int heightRemainingRight = 1;
+ int fx = rightRelOffset(y, ro, false, &heightRemainingRight);
+ while (fx - leftRelOffset(y, lo, false, &heightRemainingLeft) < fwidth) {
+ y += min(heightRemainingLeft, heightRemainingRight);
+ fx = rightRelOffset(y, ro, false, &heightRemainingRight);
+ }
+ f->m_left = fx - f->m_width;
+ o->setLocation(fx - o->marginRight() - o->width(), y + o->marginTop());
+ }
+
+ f->m_top = y;
+ f->m_bottom = f->m_top + _height;
+
+ // If the child moved, we have to repaint it.
+ if (o->checkForRepaintDuringLayout())
+ o->repaintDuringLayoutIfMoved(oldRect);
+
+ f = m_floatingObjects->next();
+ }
+ return true;
+}
+
+void RenderBlock::newLine(EClear clear)
+{
+ positionNewFloats();
+ // set y position
+ int newY = 0;
+ switch (clear)
+ {
+ case CLEFT:
+ newY = leftBottom();
+ break;
+ case CRIGHT:
+ newY = rightBottom();
+ break;
+ case CBOTH:
+ newY = floatBottom();
+ default:
+ break;
+ }
+ if (height() < newY)
+ setHeight(newY);
+}
+
+void RenderBlock::addPercentHeightDescendant(RenderBox* descendant)
+{
+ if (!gPercentHeightDescendantsMap) {
+ gPercentHeightDescendantsMap = new PercentHeightDescendantsMap;
+ gPercentHeightContainerMap = new PercentHeightContainerMap;
+ }
+
+ HashSet<RenderBox*>* descendantSet = gPercentHeightDescendantsMap->get(this);
+ if (!descendantSet) {
+ descendantSet = new HashSet<RenderBox*>;
+ gPercentHeightDescendantsMap->set(this, descendantSet);
+ }
+ bool added = descendantSet->add(descendant).second;
+ if (!added) {
+ ASSERT(gPercentHeightContainerMap->get(descendant));
+ ASSERT(gPercentHeightContainerMap->get(descendant)->contains(this));
+ return;
+ }
+
+ HashSet<RenderBlock*>* containerSet = gPercentHeightContainerMap->get(descendant);
+ if (!containerSet) {
+ containerSet = new HashSet<RenderBlock*>;
+ gPercentHeightContainerMap->set(descendant, containerSet);
+ }
+ ASSERT(!containerSet->contains(this));
+ containerSet->add(this);
+}
+
+void RenderBlock::removePercentHeightDescendant(RenderBox* descendant)
+{
+ if (!gPercentHeightContainerMap)
+ return;
+
+ HashSet<RenderBlock*>* containerSet = gPercentHeightContainerMap->take(descendant);
+ if (!containerSet)
+ return;
+
+ HashSet<RenderBlock*>::iterator end = containerSet->end();
+ for (HashSet<RenderBlock*>::iterator it = containerSet->begin(); it != end; ++it) {
+ RenderBlock* container = *it;
+ HashSet<RenderBox*>* descendantSet = gPercentHeightDescendantsMap->get(container);
+ ASSERT(descendantSet);
+ if (!descendantSet)
+ continue;
+ ASSERT(descendantSet->contains(descendant));
+ descendantSet->remove(descendant);
+ if (descendantSet->isEmpty()) {
+ gPercentHeightDescendantsMap->remove(container);
+ delete descendantSet;
+ }
+ }
+
+ delete containerSet;
+}
+
+HashSet<RenderBox*>* RenderBlock::percentHeightDescendants() const
+{
+ return gPercentHeightDescendantsMap ? gPercentHeightDescendantsMap->get(this) : 0;
+}
+
+int RenderBlock::leftOffset() const
+{
+ return borderLeft() + paddingLeft();
+}
+
+int RenderBlock::leftRelOffset(int y, int fixedOffset, bool applyTextIndent, int* heightRemaining) const
+{
+ int left = fixedOffset;
+ if (m_floatingObjects) {
+ if ( heightRemaining ) *heightRemaining = 1;
+ FloatingObject* r;
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ for ( ; (r = it.current()); ++it )
+ {
+ if (r->m_top <= y && r->m_bottom > y &&
+ r->type() == FloatingObject::FloatLeft &&
+ r->m_left + r->m_width > left) {
+ left = r->m_left + r->m_width;
+ if ( heightRemaining ) *heightRemaining = r->m_bottom - y;
+ }
+ }
+ }
+
+ if (applyTextIndent && style()->direction() == LTR) {
+ int cw = 0;
+ if (style()->textIndent().isPercent())
+ cw = containingBlock()->availableWidth();
+ left += style()->textIndent().calcMinValue(cw);
+ }
+
+ return left;
+}
+
+int RenderBlock::rightOffset() const
+{
+ return borderLeft() + paddingLeft() + availableWidth();
+}
+
+int RenderBlock::rightRelOffset(int y, int fixedOffset, bool applyTextIndent, int* heightRemaining) const
+{
+ int right = fixedOffset;
+
+ if (m_floatingObjects) {
+ if (heightRemaining) *heightRemaining = 1;
+ FloatingObject* r;
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ for ( ; (r = it.current()); ++it )
+ {
+ if (r->m_top <= y && r->m_bottom > y &&
+ r->type() == FloatingObject::FloatRight &&
+ r->m_left < right) {
+ right = r->m_left;
+ if ( heightRemaining ) *heightRemaining = r->m_bottom - y;
+ }
+ }
+ }
+
+ if (applyTextIndent && style()->direction() == RTL) {
+ int cw = 0;
+ if (style()->textIndent().isPercent())
+ cw = containingBlock()->availableWidth();
+ right -= style()->textIndent().calcMinValue(cw);
+ }
+
+ return right;
+}
+
+int
+RenderBlock::lineWidth(int y, bool firstLine) const
+{
+ int result = rightOffset(y, firstLine) - leftOffset(y, firstLine);
+ return (result < 0) ? 0 : result;
+}
+
+int RenderBlock::nextFloatBottomBelow(int height) const
+{
+ if (!m_floatingObjects)
+ return 0;
+
+ int bottom = INT_MAX;
+ FloatingObject* r;
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ for ( ; (r = it.current()); ++it) {
+ if (r->m_bottom > height)
+ bottom = min(r->m_bottom, bottom);
+ }
+
+ return bottom == INT_MAX ? 0 : bottom;
+}
+
+int
+RenderBlock::floatBottom() const
+{
+ if (!m_floatingObjects) return 0;
+ int bottom = 0;
+ FloatingObject* r;
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ for ( ; (r = it.current()); ++it )
+ if (r->m_bottom>bottom)
+ bottom = r->m_bottom;
+ return bottom;
+}
+
+int RenderBlock::lowestPosition(bool includeOverflowInterior, bool includeSelf) const
+{
+ int bottom = includeSelf && width() > 0 ? height() : 0;
+
+ if (!includeOverflowInterior && (hasOverflowClip() || hasControlClip()))
+ return bottom;
+
+ if (!firstChild() && (!width() || !height()))
+ return bottom;
+
+ if (!hasColumns()) {
+ // FIXME: Come up with a way to use the layer tree to avoid visiting all the kids.
+ // For now, we have to descend into all the children, since we may have a huge abs div inside
+ // a tiny rel div buried somewhere deep in our child tree. In this case we have to get to
+ // the abs div.
+ // See the last test case in https://bugs.webkit.org/show_bug.cgi?id=9314 for why this is a problem.
+ // For inline children, we miss relative positioned boxes that might be buried inside <span>s.
+ for (RenderObject* c = firstChild(); c; c = c->nextSibling()) {
+ if (!c->isFloatingOrPositioned() && c->isBox()) {
+ RenderBox* childBox = toRenderBox(c);
+ bottom = max(bottom, childBox->y() + childBox->lowestPosition(false));
+ }
+ }
+ }
+
+ if (includeSelf && isRelPositioned())
+ bottom += relativePositionOffsetY();
+ if (!includeOverflowInterior && hasOverflowClip())
+ return bottom;
+
+ int relativeOffset = includeSelf && isRelPositioned() ? relativePositionOffsetY() : 0;
+
+ if (includeSelf)
+ bottom = max(bottom, bottomLayoutOverflow() + relativeOffset);
+
+ if (m_positionedObjects) {
+ RenderBox* r;
+ Iterator end = m_positionedObjects->end();
+ for (Iterator it = m_positionedObjects->begin(); it != end; ++it) {
+ r = *it;
+ // Fixed positioned objects do not scroll and thus should not constitute
+ // part of the lowest position.
+ if (r->style()->position() != FixedPosition) {
+ // FIXME: Should work for overflow sections too.
+ // If a positioned object lies completely to the left of the root it will be unreachable via scrolling.
+ // Therefore we should not allow it to contribute to the lowest position.
+ if (!isRenderView() || r->x() + r->width() > 0 || r->x() + r->rightmostPosition(false) > 0) {
+ int lp = r->y() + r->lowestPosition(false);
+ bottom = max(bottom, lp + relativeOffset);
+ }
+ }
+ }
+ }
+
+ if (hasColumns()) {
+ Vector<IntRect>* colRects = columnRects();
+ for (unsigned i = 0; i < colRects->size(); i++)
+ bottom = max(bottom, colRects->at(i).bottom() + relativeOffset);
+ return bottom;
+ }
+
+ if (m_floatingObjects) {
+ FloatingObject* r;
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ for ( ; (r = it.current()); ++it ) {
+ if (r->m_shouldPaint || r->m_renderer->hasSelfPaintingLayer()) {
+ int lp = r->m_top + r->m_renderer->marginTop() + r->m_renderer->lowestPosition(false);
+ bottom = max(bottom, lp + relativeOffset);
+ }
+ }
+ }
+
+ if (!includeSelf) {
+ bottom = max(bottom, borderTop() + paddingTop() + paddingBottom() + relativeOffset);
+ if (childrenInline()) {
+ if (lastRootBox()) {
+ int childBottomEdge = lastRootBox()->selectionBottom();
+ bottom = max(bottom, childBottomEdge + paddingBottom() + relativeOffset);
+ }
+ } else {
+ // Find the last normal flow child.
+ RenderBox* currBox = lastChildBox();
+ while (currBox && currBox->isFloatingOrPositioned())
+ currBox = currBox->previousSiblingBox();
+ if (currBox) {
+ int childBottomEdge = currBox->y() + currBox->height() + currBox->collapsedMarginBottom();
+ bottom = max(bottom, childBottomEdge + paddingBottom() + relativeOffset);
+ }
+ }
+ }
+
+ return bottom;
+}
+
+int RenderBlock::rightmostPosition(bool includeOverflowInterior, bool includeSelf) const
+{
+ int right = includeSelf && height() > 0 ? width() : 0;
+
+ if (!includeOverflowInterior && (hasOverflowClip() || hasControlClip()))
+ return right;
+
+ if (!firstChild() && (!width() || !height()))
+ return right;
+
+ if (!hasColumns()) {
+ // FIXME: Come up with a way to use the layer tree to avoid visiting all the kids.
+ // For now, we have to descend into all the children, since we may have a huge abs div inside
+ // a tiny rel div buried somewhere deep in our child tree. In this case we have to get to
+ // the abs div.
+ for (RenderObject* c = firstChild(); c; c = c->nextSibling()) {
+ if (!c->isFloatingOrPositioned() && c->isBox()) {
+ RenderBox* childBox = toRenderBox(c);
+ right = max(right, childBox->x() + childBox->rightmostPosition(false));
+ }
+ }
+ }
+
+ if (includeSelf && isRelPositioned())
+ right += relativePositionOffsetX();
+
+ if (!includeOverflowInterior && hasOverflowClip())
+ return right;
+
+ int relativeOffset = includeSelf && isRelPositioned() ? relativePositionOffsetX() : 0;
+
+ if (includeSelf)
+ right = max(right, rightLayoutOverflow() + relativeOffset);
+
+ if (m_positionedObjects) {
+ RenderBox* r;
+ Iterator end = m_positionedObjects->end();
+ for (Iterator it = m_positionedObjects->begin() ; it != end; ++it) {
+ r = *it;
+ // Fixed positioned objects do not scroll and thus should not constitute
+ // part of the rightmost position.
+ if (r->style()->position() != FixedPosition) {
+ // FIXME: Should work for overflow sections too.
+ // If a positioned object lies completely above the root it will be unreachable via scrolling.
+ // Therefore we should not allow it to contribute to the rightmost position.
+ if (!isRenderView() || r->y() + r->height() > 0 || r->y() + r->lowestPosition(false) > 0) {
+ int rp = r->x() + r->rightmostPosition(false);
+ right = max(right, rp + relativeOffset);
+ }
+ }
+ }
+ }
+
+ if (hasColumns()) {
+ // This only matters for LTR
+ if (style()->direction() == LTR)
+ right = max(columnRects()->last().right() + relativeOffset, right);
+ return right;
+ }
+
+ if (m_floatingObjects) {
+ FloatingObject* r;
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ for ( ; (r = it.current()); ++it ) {
+ if (r->m_shouldPaint || r->m_renderer->hasSelfPaintingLayer()) {
+ int rp = r->m_left + r->m_renderer->marginLeft() + r->m_renderer->rightmostPosition(false);
+ right = max(right, rp + relativeOffset);
+ }
+ }
+ }
+
+ if (!includeSelf) {
+ right = max(right, borderLeft() + paddingLeft() + paddingRight() + relativeOffset);
+ if (childrenInline()) {
+ for (InlineFlowBox* currBox = firstLineBox(); currBox; currBox = currBox->nextLineBox()) {
+ int childRightEdge = currBox->x() + currBox->width();
+
+ // If this node is a root editable element, then the rightmostPosition should account for a caret at the end.
+ // FIXME: Need to find another way to do this, since scrollbars could show when we don't want them to.
+ if (node() && node()->isContentEditable() && node() == node()->rootEditableElement() && style()->direction() == LTR && !paddingRight())
+ childRightEdge += 1;
+ right = max(right, childRightEdge + paddingRight() + relativeOffset);
+ }
+ } else {
+ // Walk all normal flow children.
+ for (RenderBox* currBox = firstChildBox(); currBox; currBox = currBox->nextSiblingBox()) {
+ if (currBox->isFloatingOrPositioned())
+ continue;
+ int childRightEdge = currBox->x() + currBox->width() + currBox->marginRight();
+ right = max(right, childRightEdge + paddingRight() + relativeOffset);
+ }
+ }
+ }
+
+ return right;
+}
+
+int RenderBlock::leftmostPosition(bool includeOverflowInterior, bool includeSelf) const
+{
+ int left = includeSelf && height() > 0 ? 0 : width();
+
+ if (!includeOverflowInterior && (hasOverflowClip() || hasControlClip()))
+ return left;
+
+ if (!firstChild() && (!width() || !height()))
+ return left;
+
+ if (!hasColumns()) {
+ // FIXME: Come up with a way to use the layer tree to avoid visiting all the kids.
+ // For now, we have to descend into all the children, since we may have a huge abs div inside
+ // a tiny rel div buried somewhere deep in our child tree. In this case we have to get to
+ // the abs div.
+ for (RenderObject* c = firstChild(); c; c = c->nextSibling()) {
+ if (!c->isFloatingOrPositioned() && c->isBox()) {
+ RenderBox* childBox = toRenderBox(c);
+ left = min(left, childBox->x() + childBox->leftmostPosition(false));
+ }
+ }
+ }
+
+ if (includeSelf && isRelPositioned())
+ left += relativePositionOffsetX();
+
+ if (!includeOverflowInterior && hasOverflowClip())
+ return left;
+
+ int relativeOffset = includeSelf && isRelPositioned() ? relativePositionOffsetX() : 0;
+
+ if (includeSelf)
+ left = min(left, leftLayoutOverflow() + relativeOffset);
+
+ if (m_positionedObjects) {
+ RenderBox* r;
+ Iterator end = m_positionedObjects->end();
+ for (Iterator it = m_positionedObjects->begin(); it != end; ++it) {
+ r = *it;
+ // Fixed positioned objects do not scroll and thus should not constitute
+ // part of the leftmost position.
+ if (r->style()->position() != FixedPosition) {
+ // FIXME: Should work for overflow sections too.
+ // If a positioned object lies completely above the root it will be unreachable via scrolling.
+ // Therefore we should not allow it to contribute to the leftmost position.
+ if (!isRenderView() || r->y() + r->height() > 0 || r->y() + r->lowestPosition(false) > 0) {
+ int lp = r->x() + r->leftmostPosition(false);
+ left = min(left, lp + relativeOffset);
+ }
+ }
+ }
+ }
+
+ if (hasColumns()) {
+ // This only matters for RTL
+ if (style()->direction() == RTL)
+ left = min(columnRects()->last().x() + relativeOffset, left);
+ return left;
+ }
+
+ if (m_floatingObjects) {
+ FloatingObject* r;
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ for ( ; (r = it.current()); ++it ) {
+ if (r->m_shouldPaint || r->m_renderer->hasSelfPaintingLayer()) {
+ int lp = r->m_left + r->m_renderer->marginLeft() + r->m_renderer->leftmostPosition(false);
+ left = min(left, lp + relativeOffset);
+ }
+ }
+ }
+
+ if (!includeSelf && firstLineBox()) {
+ for (InlineFlowBox* currBox = firstLineBox(); currBox; currBox = currBox->nextLineBox())
+ left = min(left, (int)currBox->x() + relativeOffset);
+ }
+
+ return left;
+}
+
+int
+RenderBlock::leftBottom()
+{
+ if (!m_floatingObjects) return 0;
+ int bottom = 0;
+ FloatingObject* r;
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ for ( ; (r = it.current()); ++it )
+ if (r->m_bottom > bottom && r->type() == FloatingObject::FloatLeft)
+ bottom = r->m_bottom;
+
+ return bottom;
+}
+
+int
+RenderBlock::rightBottom()
+{
+ if (!m_floatingObjects) return 0;
+ int bottom = 0;
+ FloatingObject* r;
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ for ( ; (r = it.current()); ++it )
+ if (r->m_bottom>bottom && r->type() == FloatingObject::FloatRight)
+ bottom = r->m_bottom;
+
+ return bottom;
+}
+
+void RenderBlock::markLinesDirtyInVerticalRange(int top, int bottom, RootInlineBox* highest)
+{
+ if (top >= bottom)
+ return;
+
+ RootInlineBox* lowestDirtyLine = lastRootBox();
+ RootInlineBox* afterLowest = lowestDirtyLine;
+ while (lowestDirtyLine && lowestDirtyLine->blockHeight() >= bottom) {
+ afterLowest = lowestDirtyLine;
+ lowestDirtyLine = lowestDirtyLine->prevRootBox();
+ }
+
+ while (afterLowest && afterLowest != highest && afterLowest->blockHeight() >= top) {
+ afterLowest->markDirty();
+ afterLowest = afterLowest->prevRootBox();
+ }
+}
+
+void RenderBlock::clearFloats()
+{
+ // Inline blocks are covered by the isReplaced() check in the avoidFloats method.
+ if (avoidsFloats() || isRoot() || isRenderView() || isFloatingOrPositioned() || isTableCell()) {
+ if (m_floatingObjects)
+ m_floatingObjects->clear();
+ return;
+ }
+
+ typedef HashMap<RenderObject*, FloatingObject*> RendererToFloatInfoMap;
+ RendererToFloatInfoMap floatMap;
+
+ if (m_floatingObjects) {
+ if (childrenInline()) {
+ m_floatingObjects->first();
+ while (FloatingObject* f = m_floatingObjects->take())
+ floatMap.add(f->m_renderer, f);
+ } else
+ m_floatingObjects->clear();
+ }
+
+ // We should not process floats if the parent node is not a RenderBlock. 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()->isRenderBlock())
+ return;
+
+ // Attempt to locate a previous sibling with overhanging floats. We skip any elements that are
+ // out of flow (like floating/positioned elements), and we also skip over any objects that may have shifted
+ // to avoid floats.
+ bool parentHasFloats = false;
+ RenderObject* prev = previousSibling();
+ while (prev && (prev->isFloatingOrPositioned() || !prev->isBox() || !prev->isRenderBlock() || toRenderBlock(prev)->avoidsFloats())) {
+ if (prev->isFloating())
+ parentHasFloats = true;
+ prev = prev->previousSibling();
+ }
+
+ // First add in floats from the parent.
+ int offset = y();
+ if (parentHasFloats) {
+ RenderBlock* parentBlock = toRenderBlock(parent());
+ addIntrudingFloats(parentBlock, parentBlock->borderLeft() + parentBlock->paddingLeft(), offset);
+ }
+
+ int xoffset = 0;
+ if (prev)
+ offset -= toRenderBox(prev)->y();
+ else if (parent()->isBox()) {
+ prev = parent();
+ xoffset += toRenderBox(prev)->borderLeft() + toRenderBox(prev)->paddingLeft();
+ }
+
+ // Add overhanging floats from the previous RenderBlock, but only if it has a float that intrudes into our space.
+ if (!prev || !prev->isRenderBlock())
+ return;
+
+ RenderBlock* block = toRenderBlock(prev);
+ if (block->m_floatingObjects && block->floatBottom() > offset)
+ addIntrudingFloats(block, xoffset, offset);
+
+ if (childrenInline()) {
+ int changeTop = numeric_limits<int>::max();
+ int changeBottom = numeric_limits<int>::min();
+ if (m_floatingObjects) {
+ for (FloatingObject* f = m_floatingObjects->first(); f; f = m_floatingObjects->next()) {
+ FloatingObject* oldFloatingObject = floatMap.get(f->m_renderer);
+ if (oldFloatingObject) {
+ if (f->m_width != oldFloatingObject->m_width || f->m_left != oldFloatingObject->m_left) {
+ changeTop = 0;
+ changeBottom = max(changeBottom, max(f->m_bottom, oldFloatingObject->m_bottom));
+ } else if (f->m_bottom != oldFloatingObject->m_bottom) {
+ changeTop = min(changeTop, min(f->m_bottom, oldFloatingObject->m_bottom));
+ changeBottom = max(changeBottom, max(f->m_bottom, oldFloatingObject->m_bottom));
+ }
+
+ floatMap.remove(f->m_renderer);
+ delete oldFloatingObject;
+ } else {
+ changeTop = 0;
+ changeBottom = max(changeBottom, f->m_bottom);
+ }
+ }
+ }
+
+ RendererToFloatInfoMap::iterator end = floatMap.end();
+ for (RendererToFloatInfoMap::iterator it = floatMap.begin(); it != end; ++it) {
+ FloatingObject* floatingObject = (*it).second;
+ if (!floatingObject->m_isDescendant) {
+ changeTop = 0;
+ changeBottom = max(changeBottom, floatingObject->m_bottom);
+ }
+ }
+ deleteAllValues(floatMap);
+
+ markLinesDirtyInVerticalRange(changeTop, changeBottom);
+ }
+}
+
+int RenderBlock::addOverhangingFloats(RenderBlock* child, int xoff, int yoff, bool makeChildPaintOtherFloats)
+{
+ // Prevent floats from being added to the canvas by the root element, e.g., <html>.
+ if (child->hasOverflowClip() || !child->containsFloats() || child->isRoot())
+ return 0;
+
+ int lowestFloatBottom = 0;
+
+ // Floats that will remain the child's responsibility to paint should factor into its
+ // overflow.
+ DeprecatedPtrListIterator<FloatingObject> it(*child->m_floatingObjects);
+ for (FloatingObject* r; (r = it.current()); ++it) {
+ int bottom = child->y() + r->m_bottom;
+ lowestFloatBottom = max(lowestFloatBottom, bottom);
+
+ if (bottom > height()) {
+ // If the object is not in the list, we add it now.
+ if (!containsFloat(r->m_renderer)) {
+ FloatingObject *floatingObj = new FloatingObject(r->type());
+ floatingObj->m_top = r->m_top - yoff;
+ floatingObj->m_bottom = r->m_bottom - yoff;
+ floatingObj->m_left = r->m_left - xoff;
+ floatingObj->m_width = r->m_width;
+ floatingObj->m_renderer = r->m_renderer;
+
+ // The nearest enclosing layer always paints the float (so that zindex and stacking
+ // behaves properly). We always want to propagate the desire to paint the float as
+ // far out as we can, to the outermost block that overlaps the float, stopping only
+ // if we hit a self-painting layer boundary.
+ if (r->m_renderer->enclosingSelfPaintingLayer() == enclosingSelfPaintingLayer())
+ r->m_shouldPaint = false;
+ else
+ floatingObj->m_shouldPaint = false;
+
+ // We create the floating object list lazily.
+ if (!m_floatingObjects) {
+ m_floatingObjects = new DeprecatedPtrList<FloatingObject>;
+ m_floatingObjects->setAutoDelete(true);
+ }
+ m_floatingObjects->append(floatingObj);
+ }
+ } else if (makeChildPaintOtherFloats && !r->m_shouldPaint && !r->m_renderer->hasSelfPaintingLayer() &&
+ r->m_renderer->isDescendantOf(child) && r->m_renderer->enclosingLayer() == child->enclosingLayer())
+ // The float is not overhanging from this block, so if it is a descendant of the child, the child should
+ // paint it (the other case is that it is intruding into the child), unless it has its own layer or enclosing
+ // layer.
+ // If makeChildPaintOtherFloats is false, it means that the child must already know about all the floats
+ // it should paint.
+ r->m_shouldPaint = true;
+
+ if (r->m_shouldPaint && !r->m_renderer->hasSelfPaintingLayer())
+ child->addOverflowFromChild(r->m_renderer, IntSize(r->m_left + r->m_renderer->marginLeft(), r->m_top + r->m_renderer->marginTop()));
+ }
+ return lowestFloatBottom;
+}
+
+void RenderBlock::addIntrudingFloats(RenderBlock* prev, int xoff, int yoff)
+{
+ // If the parent or previous sibling doesn't have any floats to add, don't bother.
+ if (!prev->m_floatingObjects)
+ return;
+
+ DeprecatedPtrListIterator<FloatingObject> it(*prev->m_floatingObjects);
+ for (FloatingObject *r; (r = it.current()); ++it) {
+ if (r->m_bottom > yoff) {
+ // The object may already be in our list. Check for it up front to avoid
+ // creating duplicate entries.
+ FloatingObject* f = 0;
+ if (m_floatingObjects) {
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ while ((f = it.current())) {
+ if (f->m_renderer == r->m_renderer) break;
+ ++it;
+ }
+ }
+ if (!f) {
+ FloatingObject *floatingObj = new FloatingObject(r->type());
+ floatingObj->m_top = r->m_top - yoff;
+ floatingObj->m_bottom = r->m_bottom - yoff;
+ floatingObj->m_left = r->m_left - xoff;
+ // Applying the child's margin makes no sense in the case where the child was passed in.
+ // since his own margin was added already through the subtraction of the |xoff| variable
+ // above. |xoff| will equal -flow->marginLeft() in this case, so it's already been taken
+ // into account. Only apply this code if |child| is false, since otherwise the left margin
+ // will get applied twice.
+ if (prev != parent())
+ floatingObj->m_left += prev->marginLeft();
+ floatingObj->m_left -= marginLeft();
+ floatingObj->m_shouldPaint = false; // We are not in the direct inheritance chain for this float. We will never paint it.
+ floatingObj->m_width = r->m_width;
+ floatingObj->m_renderer = r->m_renderer;
+
+ // We create the floating object list lazily.
+ if (!m_floatingObjects) {
+ m_floatingObjects = new DeprecatedPtrList<FloatingObject>;
+ m_floatingObjects->setAutoDelete(true);
+ }
+ m_floatingObjects->append(floatingObj);
+ }
+ }
+ }
+}
+
+bool RenderBlock::avoidsFloats() const
+{
+ // Floats can't intrude into our box if we have a non-auto column count or width.
+ return RenderBox::avoidsFloats() || !style()->hasAutoColumnCount() || !style()->hasAutoColumnWidth();
+}
+
+bool RenderBlock::containsFloat(RenderObject* o)
+{
+ if (m_floatingObjects) {
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ while (it.current()) {
+ if (it.current()->m_renderer == o)
+ return true;
+ ++it;
+ }
+ }
+ return false;
+}
+
+void RenderBlock::markAllDescendantsWithFloatsForLayout(RenderBox* floatToRemove, bool inLayout)
+{
+ setChildNeedsLayout(true, !inLayout);
+
+ if (floatToRemove)
+ removeFloatingObject(floatToRemove);
+
+ // Iterate over our children and mark them as needed.
+ if (!childrenInline()) {
+ for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
+ if ((!floatToRemove && child->isFloatingOrPositioned()) || !child->isRenderBlock())
+ continue;
+ RenderBlock* childBlock = toRenderBlock(child);
+ if ((floatToRemove ? childBlock->containsFloat(floatToRemove) : childBlock->containsFloats()) || childBlock->shrinkToAvoidFloats())
+ childBlock->markAllDescendantsWithFloatsForLayout(floatToRemove, inLayout);
+ }
+ }
+}
+
+int RenderBlock::visibleTopOfHighestFloatExtendingBelow(int bottom, int maxHeight) const
+{
+ int top = bottom;
+ if (m_floatingObjects) {
+ FloatingObject* floatingObject;
+ for (DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); (floatingObject = it.current()); ++it) {
+ RenderBox* floatingBox = floatingObject->m_renderer;
+ IntRect visibleOverflow = floatingBox->visibleOverflowRect();
+ visibleOverflow.move(floatingBox->x(), floatingBox->y());
+ if (visibleOverflow.y() < top && visibleOverflow.bottom() > bottom && visibleOverflow.height() <= maxHeight && floatingBox->containingBlock() == this)
+ top = visibleOverflow.y();
+ }
+ }
+
+ if (!childrenInline()) {
+ for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
+ if (child->isFloatingOrPositioned() || !child->isRenderBlock())
+ continue;
+ RenderBlock* childBlock = toRenderBlock(child);
+ top = min(top, childBlock->y() + childBlock->visibleTopOfHighestFloatExtendingBelow(bottom - childBlock->y(), maxHeight));
+ }
+ }
+
+ return top;
+}
+
+int RenderBlock::getClearDelta(RenderBox* child, int yPos)
+{
+ // There is no need to compute clearance if we have no floats.
+ if (!containsFloats())
+ return 0;
+
+ // At least one float is present. We need to perform the clearance computation.
+ bool clearSet = child->style()->clear() != CNONE;
+ int bottom = 0;
+ switch (child->style()->clear()) {
+ case CNONE:
+ break;
+ case CLEFT:
+ bottom = leftBottom();
+ break;
+ case CRIGHT:
+ bottom = rightBottom();
+ break;
+ case CBOTH:
+ bottom = floatBottom();
+ break;
+ }
+
+ // We also clear floats if we are too big to sit on the same line as a float (and wish to avoid floats by default).
+ int result = clearSet ? max(0, bottom - yPos) : 0;
+ if (!result && child->avoidsFloats()) {
+ int availableWidth = this->availableWidth();
+ if (child->minPrefWidth() > availableWidth)
+ return 0;
+
+ int y = yPos;
+ while (true) {
+ int widthAtY = lineWidth(y, false);
+ if (widthAtY == availableWidth)
+ return y - yPos;
+
+ int oldChildY = child->y();
+ int oldChildWidth = child->width();
+ child->setY(y);
+ child->calcWidth();
+ int childWidthAtY = child->width();
+ child->setY(oldChildY);
+ child->setWidth(oldChildWidth);
+
+ if (childWidthAtY <= widthAtY)
+ return y - yPos;
+
+ y = nextFloatBottomBelow(y);
+ ASSERT(y >= yPos);
+ if (y < yPos)
+ break;
+ }
+ ASSERT_NOT_REACHED();
+ }
+ return result;
+}
+
+bool RenderBlock::isPointInOverflowControl(HitTestResult& result, int _x, int _y, int _tx, int _ty)
+{
+ if (!scrollsOverflow())
+ return false;
+
+ return layer()->hitTestOverflowControls(result, IntPoint(_x - _tx, _y - _ty));
+}
+
+bool RenderBlock::nodeAtPoint(const HitTestRequest& request, HitTestResult& result, int _x, int _y, int _tx, int _ty, HitTestAction hitTestAction)
+{
+ int tx = _tx + x();
+ int ty = _ty + y();
+
+ if (!isRenderView()) {
+ // Check if we need to do anything at all.
+ IntRect overflowBox = visibleOverflowRect();
+ overflowBox.move(tx, ty);
+ if (!overflowBox.intersects(result.rectFromPoint(_x, _y)))
+ return false;
+ }
+
+ if ((hitTestAction == HitTestBlockBackground || hitTestAction == HitTestChildBlockBackground) && isPointInOverflowControl(result, _x, _y, tx, ty)) {
+ updateHitTestResult(result, IntPoint(_x - tx, _y - ty));
+ // FIXME: isPointInOverflowControl() doesn't handle rect-based tests yet.
+ if (!result.addNodeToRectBasedTestResult(node(), _x, _y))
+ return true;
+ }
+
+ // If we have clipping, then we can't have any spillout.
+ bool useOverflowClip = hasOverflowClip() && !hasSelfPaintingLayer();
+ bool useClip = (hasControlClip() || useOverflowClip);
+ IntRect hitTestArea(result.rectFromPoint(_x, _y));
+ bool checkChildren = !useClip || (hasControlClip() ? controlClipRect(tx, ty).intersects(hitTestArea) : overflowClipRect(tx, ty).intersects(hitTestArea));
+ if (checkChildren) {
+ // Hit test descendants first.
+ int scrolledX = tx;
+ int scrolledY = ty;
+ if (hasOverflowClip()) {
+ IntSize offset = layer()->scrolledContentOffset();
+ scrolledX -= offset.width();
+ scrolledY -= offset.height();
+ }
+
+ // Hit test contents if we don't have columns.
+ if (!hasColumns() && hitTestContents(request, result, _x, _y, scrolledX, scrolledY, hitTestAction)) {
+ updateHitTestResult(result, IntPoint(_x - tx, _y - ty));
+ return true;
+ }
+
+ // Hit test our columns if we do have them.
+ if (hasColumns() && hitTestColumns(request, result, _x, _y, scrolledX, scrolledY, hitTestAction)) {
+ updateHitTestResult(result, IntPoint(_x - tx, _y - ty));
+ return true;
+ }
+
+ // Hit test floats.
+ if (hitTestAction == HitTestFloat && m_floatingObjects) {
+ if (isRenderView()) {
+ scrolledX += toRenderView(this)->frameView()->scrollX();
+ scrolledY += toRenderView(this)->frameView()->scrollY();
+ }
+
+ FloatingObject* o;
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ for (it.toLast(); (o = it.current()); --it) {
+ if (o->m_shouldPaint && !o->m_renderer->hasSelfPaintingLayer()) {
+ int xoffset = scrolledX + o->m_left + o->m_renderer->marginLeft() - o->m_renderer->x();
+ int yoffset = scrolledY + o->m_top + o->m_renderer->marginTop() - o->m_renderer->y();
+ if (o->m_renderer->hitTest(request, result, IntPoint(_x, _y), xoffset, yoffset)) {
+ updateHitTestResult(result, IntPoint(_x - xoffset, _y - yoffset));
+ return true;
+ }
+ }
+ }
+ }
+ }
+
+ // Now hit test our background
+ if (hitTestAction == HitTestBlockBackground || hitTestAction == HitTestChildBlockBackground) {
+ IntRect boundsRect(tx, ty, width(), height());
+ if (visibleToHitTesting() && boundsRect.intersects(result.rectFromPoint(_x, _y))) {
+ updateHitTestResult(result, IntPoint(_x - tx, _y - ty));
+ if (!result.addNodeToRectBasedTestResult(node(), _x, _y, boundsRect))
+ return true;
+ }
+ }
+
+ return false;
+}
+
+bool RenderBlock::hitTestColumns(const HitTestRequest& request, HitTestResult& result, int x, int y, int tx, int ty, HitTestAction hitTestAction)
+{
+ // We need to do multiple passes, breaking up our hit testing into strips.
+ Vector<IntRect>* colRects = columnRects();
+ int colCount = colRects->size();
+ if (!colCount)
+ return false;
+ int left = borderLeft() + paddingLeft();
+ int currYOffset = 0;
+ int i;
+ for (i = 0; i < colCount; i++)
+ currYOffset -= colRects->at(i).height();
+ for (i = colCount - 1; i >= 0; i--) {
+ IntRect colRect = colRects->at(i);
+ int currXOffset = colRect.x() - left;
+ currYOffset += colRect.height();
+ colRect.move(tx, ty);
+
+ if (colRect.intersects(result.rectFromPoint(x, y))) {
+ // The point is inside this column.
+ // Adjust tx and ty to change where we hit test.
+
+ int finalX = tx + currXOffset;
+ int finalY = ty + currYOffset;
+ if (result.isRectBasedTest() && !colRect.contains(result.rectFromPoint(x, y)))
+ hitTestContents(request, result, x, y, finalX, finalY, hitTestAction);
+ else
+ return hitTestContents(request, result, x, y, finalX, finalY, hitTestAction);
+ }
+ }
+
+ return false;
+}
+
+bool RenderBlock::hitTestContents(const HitTestRequest& request, HitTestResult& result, int x, int y, int tx, int ty, HitTestAction hitTestAction)
+{
+ if (childrenInline() && !isTable()) {
+ // We have to hit-test our line boxes.
+ if (m_lineBoxes.hitTest(this, request, result, x, y, tx, ty, hitTestAction))
+ return true;
+ } else {
+ // Hit test our children.
+ HitTestAction childHitTest = hitTestAction;
+ if (hitTestAction == HitTestChildBlockBackgrounds)
+ childHitTest = HitTestChildBlockBackground;
+ for (RenderBox* child = lastChildBox(); child; child = child->previousSiblingBox()) {
+ if (!child->hasSelfPaintingLayer() && !child->isFloating() && child->nodeAtPoint(request, result, x, y, tx, ty, childHitTest))
+ return true;
+ }
+ }
+
+ return false;
+}
+
+Position RenderBlock::positionForBox(InlineBox *box, bool start) const
+{
+ if (!box)
+ return Position();
+
+ if (!box->renderer()->node())
+ return Position(node(), start ? caretMinOffset() : caretMaxOffset());
+
+ if (!box->isInlineTextBox())
+ return Position(box->renderer()->node(), start ? box->renderer()->caretMinOffset() : box->renderer()->caretMaxOffset());
+
+ InlineTextBox *textBox = static_cast<InlineTextBox *>(box);
+ return Position(box->renderer()->node(), start ? textBox->start() : textBox->start() + textBox->len());
+}
+
+Position RenderBlock::positionForRenderer(RenderObject* renderer, bool start) const
+{
+ if (!renderer)
+ return Position(node(), 0);
+
+ Node* n = renderer->node() ? renderer->node() : node();
+ if (!n)
+ return Position();
+
+ ASSERT(renderer == n->renderer());
+
+ int offset = start ? renderer->caretMinOffset() : renderer->caretMaxOffset();
+
+ // FIXME: This was a runtime check that seemingly couldn't fail; changed it to an assertion for now.
+ ASSERT(!n->isCharacterDataNode() || renderer->isText());
+
+ return Position(n, offset);
+}
+
+// FIXME: This function should go on RenderObject as an instance method. Then
+// all cases in which positionForPoint recurs could call this instead to
+// prevent crossing editable boundaries. This would require many tests.
+static VisiblePosition positionForPointRespectingEditingBoundaries(RenderBox* parent, RenderBox* child, const IntPoint& pointInParentCoordinates)
+{
+ IntPoint pointInChildCoordinates(pointInParentCoordinates - child->location());
+
+ // If this is an anonymous renderer, we just recur normally
+ Node* childNode = child->node();
+ if (!childNode)
+ return child->positionForPoint(pointInChildCoordinates);
+
+ // Otherwise, first make sure that the editability of the parent and child agree.
+ // If they don't agree, then we return a visible position just before or after the child
+ RenderObject* ancestor = parent;
+ while (ancestor && !ancestor->node())
+ ancestor = ancestor->parent();
+
+ // If we can't find an ancestor to check editability on, or editability is unchanged, we recur like normal
+ if (!ancestor || ancestor->node()->isContentEditable() == childNode->isContentEditable())
+ return child->positionForPoint(pointInChildCoordinates);
+
+ // Otherwise return before or after the child, depending on if the click was left or right of the child
+ int childMidX = child->width() / 2;
+ if (pointInChildCoordinates.x() < childMidX)
+ return ancestor->createVisiblePosition(childNode->nodeIndex(), DOWNSTREAM);
+ return ancestor->createVisiblePosition(childNode->nodeIndex() + 1, UPSTREAM);
+}
+
+VisiblePosition RenderBlock::positionForPointWithInlineChildren(const IntPoint& pointInContents)
+{
+ ASSERT(childrenInline());
+
+ if (!firstRootBox())
+ return createVisiblePosition(0, DOWNSTREAM);
+
+ // look for the closest line box in the root box which is at the passed-in y coordinate
+ InlineBox* closestBox = 0;
+ RootInlineBox* firstRootBoxWithChildren = 0;
+ RootInlineBox* lastRootBoxWithChildren = 0;
+ for (RootInlineBox* root = firstRootBox(); root; root = root->nextRootBox()) {
+ if (!root->firstLeafChild())
+ continue;
+ if (!firstRootBoxWithChildren)
+ firstRootBoxWithChildren = root;
+ lastRootBoxWithChildren = root;
+
+ // set the bottom based on whether there is a next root box
+ // FIXME: This will consider nextRootBox even if it has no children, and maybe it shouldn't.
+ int bottom;
+ if (root->nextRootBox()) {
+ // FIXME: We would prefer to make the break point halfway between the bottom
+ // of the previous root box and the top of the next root box.
+ bottom = root->nextRootBox()->lineTop();
+ } else
+ bottom = root->lineBottom() + verticalLineClickFudgeFactor;
+
+ // check if this root line box is located at this y coordinate
+ if (pointInContents.y() < bottom) {
+ closestBox = root->closestLeafChildForXPos(pointInContents.x());
+ if (closestBox)
+ break;
+ }
+ }
+
+ bool moveCaretToBoundary = document()->frame()->editor()->behavior().shouldMoveCaretToHorizontalBoundaryWhenPastTopOrBottom();
+
+ if (!moveCaretToBoundary && !closestBox && lastRootBoxWithChildren) {
+ // y coordinate is below last root line box, pretend we hit it
+ closestBox = lastRootBoxWithChildren->closestLeafChildForXPos(pointInContents.x());
+ }
+
+ if (closestBox) {
+ if (moveCaretToBoundary && pointInContents.y() < firstRootBoxWithChildren->lineTop() - verticalLineClickFudgeFactor) {
+ // y coordinate is above first root line box, so return the start of the first
+ return VisiblePosition(positionForBox(firstRootBoxWithChildren->firstLeafChild(), true), DOWNSTREAM);
+ }
+
+ // pass the box a y position that is inside it
+ return closestBox->renderer()->positionForPoint(IntPoint(pointInContents.x(), closestBox->m_y));
+ }
+
+ if (lastRootBoxWithChildren) {
+ // We hit this case for Mac behavior when the Y coordinate is below the last box.
+ ASSERT(moveCaretToBoundary);
+ return VisiblePosition(positionForBox(lastRootBoxWithChildren->lastLeafChild(), false), DOWNSTREAM);
+ }
+
+ // Can't reach this. We have a root line box, but it has no kids.
+ // FIXME: This should ASSERT_NOT_REACHED(), but clicking on placeholder text
+ // seems to hit this code path.
+ return createVisiblePosition(0, DOWNSTREAM);
+}
+
+static inline bool isChildHitTestCandidate(RenderBox* box)
+{
+ return box->height() && box->style()->visibility() == VISIBLE && !box->isFloatingOrPositioned();
+}
+
+VisiblePosition RenderBlock::positionForPoint(const IntPoint& point)
+{
+ if (isTable())
+ return RenderBox::positionForPoint(point);
+
+ if (isReplaced()) {
+ if (point.y() < 0 || (point.y() < height() && point.x() < 0))
+ return createVisiblePosition(caretMinOffset(), DOWNSTREAM);
+ if (point.y() >= height() || (point.y() >= 0 && point.x() >= width()))
+ return createVisiblePosition(caretMaxOffset(), DOWNSTREAM);
+ }
+
+ int contentsX = point.x();
+ int contentsY = point.y();
+ offsetForContents(contentsX, contentsY);
+ IntPoint pointInContents(contentsX, contentsY);
+
+ if (childrenInline())
+ return positionForPointWithInlineChildren(pointInContents);
+
+ if (lastChildBox() && contentsY > lastChildBox()->y()) {
+ for (RenderBox* childBox = lastChildBox(); childBox; childBox = childBox->previousSiblingBox()) {
+ if (isChildHitTestCandidate(childBox))
+ return positionForPointRespectingEditingBoundaries(this, childBox, pointInContents);
+ }
+ } else {
+ for (RenderBox* childBox = firstChildBox(); childBox; childBox = childBox->nextSiblingBox()) {
+ // We hit child if our click is above the bottom of its padding box (like IE6/7 and FF3).
+ if (isChildHitTestCandidate(childBox) && contentsY < childBox->frameRect().bottom())
+ return positionForPointRespectingEditingBoundaries(this, childBox, pointInContents);
+ }
+ }
+
+ // We only get here if there are no hit test candidate children below the click.
+ return RenderBox::positionForPoint(point);
+}
+
+void RenderBlock::offsetForContents(int& tx, int& ty) const
+{
+ IntPoint contentsPoint(tx, ty);
+
+ if (hasOverflowClip())
+ contentsPoint += layer()->scrolledContentOffset();
+
+ if (hasColumns())
+ adjustPointToColumnContents(contentsPoint);
+
+ tx = contentsPoint.x();
+ ty = contentsPoint.y();
+}
+
+int RenderBlock::availableWidth() const
+{
+ // If we have multiple columns, then the available width is reduced to our column width.
+ if (hasColumns())
+ return desiredColumnWidth();
+ return contentWidth();
+}
+
+int RenderBlock::columnGap() const
+{
+ if (style()->hasNormalColumnGap())
+ return style()->fontDescription().computedPixelSize(); // "1em" is recommended as the normal gap setting. Matches <p> margins.
+ return static_cast<int>(style()->columnGap());
+}
+
+void RenderBlock::calcColumnWidth()
+{
+ // Calculate our column width and column count.
+ unsigned desiredColumnCount = 1;
+ int desiredColumnWidth = contentWidth();
+
+ // For now, we don't support multi-column layouts when printing, since we have to do a lot of work for proper pagination.
+ if (document()->printing() || (style()->hasAutoColumnCount() && style()->hasAutoColumnWidth())) {
+ setDesiredColumnCountAndWidth(desiredColumnCount, desiredColumnWidth);
+ return;
+ }
+
+ int availWidth = desiredColumnWidth;
+ int colGap = columnGap();
+ int colWidth = max(1, static_cast<int>(style()->columnWidth()));
+ int colCount = max(1, static_cast<int>(style()->columnCount()));
+
+ if (style()->hasAutoColumnWidth()) {
+ if ((colCount - 1) * colGap < availWidth) {
+ desiredColumnCount = colCount;
+ desiredColumnWidth = (availWidth - (desiredColumnCount - 1) * colGap) / desiredColumnCount;
+ } else if (colGap < availWidth) {
+ desiredColumnCount = availWidth / colGap;
+ if (desiredColumnCount < 1)
+ desiredColumnCount = 1;
+ desiredColumnWidth = (availWidth - (desiredColumnCount - 1) * colGap) / desiredColumnCount;
+ }
+ } else if (style()->hasAutoColumnCount()) {
+ if (colWidth < availWidth) {
+ desiredColumnCount = (availWidth + colGap) / (colWidth + colGap);
+ if (desiredColumnCount < 1)
+ desiredColumnCount = 1;
+ desiredColumnWidth = (availWidth - (desiredColumnCount - 1) * colGap) / desiredColumnCount;
+ }
+ } else {
+ // Both are set.
+ if (colCount * colWidth + (colCount - 1) * colGap <= availWidth) {
+ desiredColumnCount = colCount;
+ desiredColumnWidth = colWidth;
+ } else if (colWidth < availWidth) {
+ desiredColumnCount = (availWidth + colGap) / (colWidth + colGap);
+ if (desiredColumnCount < 1)
+ desiredColumnCount = 1;
+ desiredColumnWidth = (availWidth - (desiredColumnCount - 1) * colGap) / desiredColumnCount;
+ }
+ }
+ setDesiredColumnCountAndWidth(desiredColumnCount, desiredColumnWidth);
+}
+
+void RenderBlock::setDesiredColumnCountAndWidth(int count, int width)
+{
+ bool destroyColumns = !firstChild()
+ || (count == 1 && style()->hasAutoColumnWidth())
+ || firstChild()->isAnonymousColumnsBlock()
+ || firstChild()->isAnonymousColumnSpanBlock()
+ || document()->settings()->paginateDuringLayoutEnabled();
+ if (destroyColumns) {
+ if (hasColumns()) {
+ delete gColumnInfoMap->take(this);
+ setHasColumns(false);
+ }
+ } else {
+ ColumnInfo* info;
+ if (hasColumns())
+ info = gColumnInfoMap->get(this);
+ else {
+ if (!gColumnInfoMap)
+ gColumnInfoMap = new ColumnInfoMap;
+ info = new ColumnInfo;
+ gColumnInfoMap->add(this, info);
+ setHasColumns(true);
+ }
+ info->m_desiredColumnCount = count;
+ info->m_desiredColumnWidth = width;
+ }
+}
+
+int RenderBlock::desiredColumnWidth() const
+{
+ if (!hasColumns())
+ return contentWidth();
+ return gColumnInfoMap->get(this)->m_desiredColumnWidth;
+}
+
+unsigned RenderBlock::desiredColumnCount() const
+{
+ if (!hasColumns())
+ return 1;
+ return gColumnInfoMap->get(this)->m_desiredColumnCount;
+}
+
+Vector<IntRect>* RenderBlock::columnRects() const
+{
+ if (!hasColumns())
+ return 0;
+ return &gColumnInfoMap->get(this)->m_columnRects;
+}
+
+int RenderBlock::layoutColumns(int endOfContent, int requestedColumnHeight)
+{
+ // Don't do anything if we have no columns
+ if (!hasColumns())
+ return -1;
+
+ ColumnInfo* info = gColumnInfoMap->get(this);
+ int desiredColumnWidth = info->m_desiredColumnWidth;
+ int desiredColumnCount = info->m_desiredColumnCount;
+ Vector<IntRect>* columnRects = &info->m_columnRects;
+
+ bool computeIntrinsicHeight = (endOfContent == -1);
+
+ // Fill the columns in to the available height. Attempt to balance the height of the columns.
+ // Add in half our line-height to help with best-guess initial balancing.
+ int columnSlop = lineHeight(false) / 2;
+ int remainingSlopSpace = columnSlop * desiredColumnCount;
+ int availableHeight = contentHeight();
+ int colHeight;
+ if (computeIntrinsicHeight && requestedColumnHeight >= 0)
+ colHeight = requestedColumnHeight;
+ else if (computeIntrinsicHeight)
+ colHeight = min(availableHeight, availableHeight / desiredColumnCount + columnSlop);
+ else
+ colHeight = availableHeight;
+ int originalColHeight = colHeight;
+
+ int colGap = columnGap();
+
+ // Compute a collection of column rects.
+ columnRects->clear();
+
+ // Then we do a simulated "paint" into the column slices and allow the content to slightly adjust our individual column rects.
+ // FIXME: We need to take into account layers that are affected by the columns as well here so that they can have an opportunity
+ // to adjust column rects also.
+ RenderView* v = view();
+ int left = borderLeft() + paddingLeft();
+ int top = borderTop() + paddingTop();
+ int currX = style()->direction() == LTR ? borderLeft() + paddingLeft() : borderLeft() + paddingLeft() + contentWidth() - desiredColumnWidth;
+ int currY = top;
+ unsigned colCount = desiredColumnCount;
+ int maxColBottom = borderTop() + paddingTop();
+ int contentBottom = top + availableHeight;
+ int minimumColumnHeight = -1;
+ for (unsigned i = 0; i < colCount; i++) {
+ // If we aren't constrained, then the last column can just get all the remaining space.
+ if (computeIntrinsicHeight && i == colCount - 1)
+ colHeight = availableHeight;
+
+ // This represents the real column position.
+ IntRect colRect(currX, top, desiredColumnWidth, colHeight);
+
+ int truncationPoint = visibleTopOfHighestFloatExtendingBelow(currY + colHeight, colHeight);
+
+ // For the simulated paint, we pretend like everything is in one long strip.
+ IntRect pageRect(left, currY, contentWidth(), truncationPoint - currY);
+ v->setPrintRect(pageRect);
+ v->setTruncatedAt(truncationPoint);
+ GraphicsContext context((PlatformGraphicsContext*)0);
+ PaintInfo paintInfo(&context, pageRect, PaintPhaseForeground, false, 0, 0);
+
+ setHasColumns(false);
+ paintObject(paintInfo, 0, 0);
+ setHasColumns(true);
+
+ if (computeIntrinsicHeight && v->minimumColumnHeight() > originalColHeight) {
+ // The initial column height was too small to contain one line of text.
+ minimumColumnHeight = max(minimumColumnHeight, v->minimumColumnHeight());
+ }
+
+ int adjustedBottom = v->bestTruncatedAt();
+ if (adjustedBottom <= currY)
+ adjustedBottom = truncationPoint;
+
+ colRect.setHeight(adjustedBottom - currY);
+
+ // Add in the lost space to the subsequent columns.
+ // FIXME: This will create a "staircase" effect if there are enough columns, but the effect should be pretty subtle.
+ if (computeIntrinsicHeight) {
+ int lostSpace = colHeight - colRect.height();
+ if (lostSpace > remainingSlopSpace) {
+ // Redestribute the space among the remaining columns.
+ int spaceToRedistribute = lostSpace - remainingSlopSpace;
+ int remainingColumns = colCount - i + 1;
+ colHeight += spaceToRedistribute / remainingColumns;
+ }
+ remainingSlopSpace = max(0, remainingSlopSpace - lostSpace);
+ }
+
+ if (style()->direction() == LTR)
+ currX += desiredColumnWidth + colGap;
+ else
+ currX -= (desiredColumnWidth + colGap);
+
+ currY += colRect.height();
+ availableHeight -= colRect.height();
+
+ maxColBottom = max(colRect.bottom(), maxColBottom);
+
+ columnRects->append(colRect);
+
+ // Start adding in more columns as long as there's still content left.
+ if (currY < endOfContent && i == colCount - 1 && (computeIntrinsicHeight || contentHeight()))
+ colCount++;
+ }
+
+ if (minimumColumnHeight >= 0) {
+ // If originalColHeight was too small, we need to try to layout again.
+ return layoutColumns(endOfContent, minimumColumnHeight);
+ }
+
+ int overflowRight = max(width(), currX - colGap);
+ int overflowLeft = min(0, currX + desiredColumnWidth + colGap);
+ int overflowHeight = maxColBottom;
+ int toAdd = borderBottom() + paddingBottom() + horizontalScrollbarHeight();
+
+ if (computeIntrinsicHeight)
+ setHeight(maxColBottom + toAdd);
+
+ m_overflow.clear();
+ addLayoutOverflow(IntRect(overflowLeft, 0, overflowRight - overflowLeft, overflowHeight));
+
+ v->setPrintRect(IntRect());
+ v->setTruncatedAt(0);
+
+ ASSERT(colCount == columnRects->size());
+
+ return contentBottom;
+}
+
+void RenderBlock::adjustPointToColumnContents(IntPoint& point) const
+{
+ // Just bail if we have no columns.
+ if (!hasColumns())
+ return;
+
+ Vector<IntRect>* colRects = columnRects();
+
+ // Determine which columns we intersect.
+ int colGap = columnGap();
+ int leftGap = colGap / 2;
+ IntPoint columnPoint(colRects->at(0).location());
+ int yOffset = 0;
+ for (unsigned i = 0; i < colRects->size(); i++) {
+ // Add in half the column gap to the left and right of the rect.
+ IntRect colRect = colRects->at(i);
+ IntRect gapAndColumnRect(colRect.x() - leftGap, colRect.y(), colRect.width() + colGap, colRect.height());
+
+ if (point.x() >= gapAndColumnRect.x() && point.x() < gapAndColumnRect.right()) {
+ // FIXME: The clamping that follows is not completely right for right-to-left
+ // content.
+ // Clamp everything above the column to its top left.
+ if (point.y() < gapAndColumnRect.y())
+ point = gapAndColumnRect.location();
+ // Clamp everything below the column to the next column's top left. If there is
+ // no next column, this still maps to just after this column.
+ else if (point.y() >= gapAndColumnRect.bottom()) {
+ point = gapAndColumnRect.location();
+ point.move(0, gapAndColumnRect.height());
+ }
+
+ // We're inside the column. Translate the x and y into our column coordinate space.
+ point.move(columnPoint.x() - colRect.x(), yOffset);
+ return;
+ }
+
+ // Move to the next position.
+ yOffset += colRect.height();
+ }
+}
+
+void RenderBlock::adjustRectForColumns(IntRect& r) const
+{
+ // Just bail if we have no columns.
+ if (!hasColumns())
+ return;
+
+ Vector<IntRect>* colRects = columnRects();
+
+ // Begin with a result rect that is empty.
+ IntRect result;
+
+ // Determine which columns we intersect.
+ unsigned colCount = colRects->size();
+ if (!colCount)
+ return;
+
+ int left = borderLeft() + paddingLeft();
+
+ int currYOffset = 0;
+ for (unsigned i = 0; i < colCount; i++) {
+ IntRect colRect = colRects->at(i);
+ int currXOffset = colRect.x() - left;
+
+ IntRect repaintRect = r;
+ repaintRect.move(currXOffset, currYOffset);
+
+ repaintRect.intersect(colRect);
+
+ result.unite(repaintRect);
+
+ // Move to the next position.
+ currYOffset -= colRect.height();
+ }
+
+ r = result;
+}
+
+void RenderBlock::adjustForColumns(IntSize& offset, const IntPoint& point) const
+{
+ if (!hasColumns())
+ return;
+
+ Vector<IntRect>& columnRects = *this->columnRects();
+
+ int left = borderLeft() + paddingLeft();
+ int yOffset = 0;
+ size_t columnCount = columnRects.size();
+ for (size_t i = 0; i < columnCount; ++i) {
+ IntRect columnRect = columnRects[i];
+ int xOffset = columnRect.x() - left;
+ if (point.y() < columnRect.bottom() + yOffset) {
+ offset.expand(xOffset, -yOffset);
+ return;
+ }
+
+ yOffset += columnRect.height();
+ }
+}
+
+void RenderBlock::calcPrefWidths()
+{
+ ASSERT(prefWidthsDirty());
+
+ updateFirstLetter();
+
+ if (!isTableCell() && style()->width().isFixed() && style()->width().value() > 0)
+ m_minPrefWidth = m_maxPrefWidth = calcContentBoxWidth(style()->width().value());
+ else {
+ m_minPrefWidth = 0;
+ m_maxPrefWidth = 0;
+
+ if (childrenInline())
+ calcInlinePrefWidths();
+ else
+ calcBlockPrefWidths();
+
+ m_maxPrefWidth = max(m_minPrefWidth, m_maxPrefWidth);
+
+ if (!style()->autoWrap() && childrenInline()) {
+ m_minPrefWidth = m_maxPrefWidth;
+
+ // A horizontal marquee with inline children has no minimum width.
+ if (layer() && layer()->marquee() && layer()->marquee()->isHorizontal())
+ m_minPrefWidth = 0;
+ }
+
+ if (isTableCell()) {
+ Length w = toRenderTableCell(this)->styleOrColWidth();
+ if (w.isFixed() && w.value() > 0)
+ m_maxPrefWidth = max(m_minPrefWidth, calcContentBoxWidth(w.value()));
+ }
+ }
+
+ if (style()->minWidth().isFixed() && style()->minWidth().value() > 0) {
+ m_maxPrefWidth = max(m_maxPrefWidth, calcContentBoxWidth(style()->minWidth().value()));
+ m_minPrefWidth = max(m_minPrefWidth, calcContentBoxWidth(style()->minWidth().value()));
+ }
+
+ if (style()->maxWidth().isFixed() && style()->maxWidth().value() != undefinedLength) {
+ m_maxPrefWidth = min(m_maxPrefWidth, calcContentBoxWidth(style()->maxWidth().value()));
+ m_minPrefWidth = min(m_minPrefWidth, calcContentBoxWidth(style()->maxWidth().value()));
+ }
+
+ int toAdd = 0;
+ toAdd = borderAndPaddingWidth();
+
+ if (hasOverflowClip() && style()->overflowY() == OSCROLL)
+ toAdd += verticalScrollbarWidth();
+
+ m_minPrefWidth += toAdd;
+ m_maxPrefWidth += toAdd;
+
+ setPrefWidthsDirty(false);
+}
+
+struct InlineMinMaxIterator {
+/* InlineMinMaxIterator is a class that will iterate over all render objects that contribute to
+ inline min/max width calculations. Note the following about the way it walks:
+ (1) Positioned content is skipped (since it does not contribute to min/max width of a block)
+ (2) We do not drill into the children of floats or replaced elements, since you can't break
+ in the middle of such an element.
+ (3) Inline flows (e.g., <a>, <span>, <i>) are walked twice, since each side can have
+ distinct borders/margin/padding that contribute to the min/max width.
+*/
+ RenderObject* parent;
+ RenderObject* current;
+ bool endOfInline;
+
+ InlineMinMaxIterator(RenderObject* p, bool end = false)
+ :parent(p), current(p), endOfInline(end) {}
+
+ RenderObject* next();
+};
+
+RenderObject* InlineMinMaxIterator::next()
+{
+ RenderObject* result = 0;
+ bool oldEndOfInline = endOfInline;
+ endOfInline = false;
+ while (current || current == parent) {
+ if (!oldEndOfInline &&
+ (current == parent ||
+ (!current->isFloating() && !current->isReplaced() && !current->isPositioned())))
+ result = current->firstChild();
+ if (!result) {
+ // We hit the end of our inline. (It was empty, e.g., <span></span>.)
+ if (!oldEndOfInline && current->isRenderInline()) {
+ result = current;
+ endOfInline = true;
+ break;
+ }
+
+ while (current && current != parent) {
+ result = current->nextSibling();
+ if (result) break;
+ current = current->parent();
+ if (current && current != parent && current->isRenderInline()) {
+ result = current;
+ endOfInline = true;
+ break;
+ }
+ }
+ }
+
+ if (!result)
+ break;
+
+ if (!result->isPositioned() && (result->isText() || result->isFloating() || result->isReplaced() || result->isRenderInline()))
+ break;
+
+ current = result;
+ result = 0;
+ }
+
+ // Update our position.
+ current = result;
+ return current;
+}
+
+static int getBPMWidth(int childValue, Length cssUnit)
+{
+ if (cssUnit.type() != Auto)
+ return (cssUnit.isFixed() ? cssUnit.value() : childValue);
+ return 0;
+}
+
+static int getBorderPaddingMargin(const RenderBoxModelObject* child, bool endOfInline)
+{
+ RenderStyle* cstyle = child->style();
+ int result = 0;
+ bool leftSide = (cstyle->direction() == LTR) ? !endOfInline : endOfInline;
+ result += getBPMWidth((leftSide ? child->marginLeft() : child->marginRight()),
+ (leftSide ? cstyle->marginLeft() :
+ cstyle->marginRight()));
+ result += getBPMWidth((leftSide ? child->paddingLeft() : child->paddingRight()),
+ (leftSide ? cstyle->paddingLeft() :
+ cstyle->paddingRight()));
+ result += leftSide ? child->borderLeft() : child->borderRight();
+ return result;
+}
+
+static inline void stripTrailingSpace(int& inlineMax, int& inlineMin,
+ RenderObject* trailingSpaceChild)
+{
+ if (trailingSpaceChild && trailingSpaceChild->isText()) {
+ // Collapse away the trailing space at the end of a block.
+ RenderText* t = toRenderText(trailingSpaceChild);
+ const UChar space = ' ';
+ const Font& font = t->style()->font(); // FIXME: This ignores first-line.
+ int spaceWidth = font.width(TextRun(&space, 1));
+ inlineMax -= spaceWidth + font.wordSpacing();
+ if (inlineMin > inlineMax)
+ inlineMin = inlineMax;
+ }
+}
+
+void RenderBlock::calcInlinePrefWidths()
+{
+ int inlineMax = 0;
+ int inlineMin = 0;
+
+ int cw = containingBlock()->contentWidth();
+
+ // If we are at the start of a line, we want to ignore all white-space.
+ // Also strip spaces if we previously had text that ended in a trailing space.
+ bool stripFrontSpaces = true;
+ RenderObject* trailingSpaceChild = 0;
+
+ // Firefox and Opera will allow a table cell to grow to fit an image inside it under
+ // very specific cirucumstances (in order to match common WinIE renderings).
+ // Not supporting the quirk has caused us to mis-render some real sites. (See Bugzilla 10517.)
+ bool allowImagesToBreak = !style()->htmlHacks() || !isTableCell() || !style()->width().isIntrinsicOrAuto();
+
+ bool autoWrap, oldAutoWrap;
+ autoWrap = oldAutoWrap = style()->autoWrap();
+
+ InlineMinMaxIterator childIterator(this);
+ bool addedTextIndent = false; // Only gets added in once.
+ RenderObject* prevFloat = 0;
+ while (RenderObject* child = childIterator.next()) {
+ autoWrap = child->isReplaced() ? child->parent()->style()->autoWrap() :
+ child->style()->autoWrap();
+
+ if (!child->isBR()) {
+ // Step One: determine whether or not we need to go ahead and
+ // terminate our current line. Each discrete chunk can become
+ // the new min-width, if it is the widest chunk seen so far, and
+ // it can also become the max-width.
+
+ // Children fall into three categories:
+ // (1) An inline flow object. These objects always have a min/max of 0,
+ // and are included in the iteration solely so that their margins can
+ // be added in.
+ //
+ // (2) An inline non-text non-flow object, e.g., an inline replaced element.
+ // These objects can always be on a line by themselves, so in this situation
+ // we need to go ahead and break the current line, and then add in our own
+ // margins and min/max width on its own line, and then terminate the line.
+ //
+ // (3) A text object. Text runs can have breakable characters at the start,
+ // the middle or the end. They may also lose whitespace off the front if
+ // we're already ignoring whitespace. In order to compute accurate min-width
+ // information, we need three pieces of information.
+ // (a) the min-width of the first non-breakable run. Should be 0 if the text string
+ // starts with whitespace.
+ // (b) the min-width of the last non-breakable run. Should be 0 if the text string
+ // ends with whitespace.
+ // (c) the min/max width of the string (trimmed for whitespace).
+ //
+ // If the text string starts with whitespace, then we need to go ahead and
+ // terminate our current line (unless we're already in a whitespace stripping
+ // mode.
+ //
+ // If the text string has a breakable character in the middle, but didn't start
+ // with whitespace, then we add the width of the first non-breakable run and
+ // then end the current line. We then need to use the intermediate min/max width
+ // values (if any of them are larger than our current min/max). We then look at
+ // the width of the last non-breakable run and use that to start a new line
+ // (unless we end in whitespace).
+ RenderStyle* cstyle = child->style();
+ int childMin = 0;
+ int childMax = 0;
+
+ if (!child->isText()) {
+ // Case (1) and (2). Inline replaced and inline flow elements.
+ if (child->isRenderInline()) {
+ // Add in padding/border/margin from the appropriate side of
+ // the element.
+ int bpm = getBorderPaddingMargin(toRenderInline(child), childIterator.endOfInline);
+ childMin += bpm;
+ childMax += bpm;
+
+ inlineMin += childMin;
+ inlineMax += childMax;
+
+ child->setPrefWidthsDirty(false);
+ } else {
+ // Inline replaced elts add in their margins to their min/max values.
+ int margins = 0;
+ Length leftMargin = cstyle->marginLeft();
+ Length rightMargin = cstyle->marginRight();
+ if (leftMargin.isFixed())
+ margins += leftMargin.value();
+ if (rightMargin.isFixed())
+ margins += rightMargin.value();
+ childMin += margins;
+ childMax += margins;
+ }
+ }
+
+ if (!child->isRenderInline() && !child->isText()) {
+ // Case (2). Inline replaced elements and floats.
+ // Go ahead and terminate the current line as far as
+ // minwidth is concerned.
+ childMin += child->minPrefWidth();
+ childMax += child->maxPrefWidth();
+
+ bool clearPreviousFloat;
+ if (child->isFloating()) {
+ clearPreviousFloat = (prevFloat
+ && ((prevFloat->style()->floating() == FLEFT && (child->style()->clear() & CLEFT))
+ || (prevFloat->style()->floating() == FRIGHT && (child->style()->clear() & CRIGHT))));
+ prevFloat = child;
+ } else
+ clearPreviousFloat = false;
+
+ bool canBreakReplacedElement = !child->isImage() || allowImagesToBreak;
+ if ((canBreakReplacedElement && (autoWrap || oldAutoWrap)) || clearPreviousFloat) {
+ m_minPrefWidth = max(inlineMin, m_minPrefWidth);
+ inlineMin = 0;
+ }
+
+ // If we're supposed to clear the previous float, then terminate maxwidth as well.
+ if (clearPreviousFloat) {
+ m_maxPrefWidth = max(inlineMax, m_maxPrefWidth);
+ inlineMax = 0;
+ }
+
+ // Add in text-indent. This is added in only once.
+ int ti = 0;
+ if (!addedTextIndent) {
+ addedTextIndent = true;
+ ti = style()->textIndent().calcMinValue(cw);
+ childMin+=ti;
+ childMax+=ti;
+ }
+
+ // Add our width to the max.
+ inlineMax += childMax;
+
+ if (!autoWrap || !canBreakReplacedElement) {
+ if (child->isFloating())
+ m_minPrefWidth = max(childMin, m_minPrefWidth);
+ else
+ inlineMin += childMin;
+ } else {
+ // Now check our line.
+ m_minPrefWidth = max(childMin, m_minPrefWidth);
+
+ // Now start a new line.
+ inlineMin = 0;
+ }
+
+ // We are no longer stripping whitespace at the start of
+ // a line.
+ if (!child->isFloating()) {
+ stripFrontSpaces = false;
+ trailingSpaceChild = 0;
+ }
+ } else if (child->isText()) {
+ // Case (3). Text.
+ RenderText* t = toRenderText(child);
+
+ if (t->isWordBreak()) {
+ m_minPrefWidth = max(inlineMin, m_minPrefWidth);
+ inlineMin = 0;
+ continue;
+ }
+
+ // Determine if we have a breakable character. Pass in
+ // whether or not we should ignore any spaces at the front
+ // of the string. If those are going to be stripped out,
+ // then they shouldn't be considered in the breakable char
+ // check.
+ bool hasBreakableChar, hasBreak;
+ int beginMin, endMin;
+ bool beginWS, endWS;
+ int beginMax, endMax;
+ t->trimmedPrefWidths(inlineMax, beginMin, beginWS, endMin, endWS,
+ hasBreakableChar, hasBreak, beginMax, endMax,
+ childMin, childMax, stripFrontSpaces);
+
+ // This text object will not be rendered, but it may still provide a breaking opportunity.
+ if (!hasBreak && childMax == 0) {
+ if (autoWrap && (beginWS || endWS)) {
+ m_minPrefWidth = max(inlineMin, m_minPrefWidth);
+ inlineMin = 0;
+ }
+ continue;
+ }
+
+ if (stripFrontSpaces)
+ trailingSpaceChild = child;
+ else
+ trailingSpaceChild = 0;
+
+ // Add in text-indent. This is added in only once.
+ int ti = 0;
+ if (!addedTextIndent) {
+ addedTextIndent = true;
+ ti = style()->textIndent().calcMinValue(cw);
+ childMin+=ti; beginMin += ti;
+ childMax+=ti; beginMax += ti;
+ }
+
+ // If we have no breakable characters at all,
+ // then this is the easy case. We add ourselves to the current
+ // min and max and continue.
+ if (!hasBreakableChar) {
+ inlineMin += childMin;
+ } else {
+ // We have a breakable character. Now we need to know if
+ // we start and end with whitespace.
+ if (beginWS)
+ // Go ahead and end the current line.
+ m_minPrefWidth = max(inlineMin, m_minPrefWidth);
+ else {
+ inlineMin += beginMin;
+ m_minPrefWidth = max(inlineMin, m_minPrefWidth);
+ childMin -= ti;
+ }
+
+ inlineMin = childMin;
+
+ if (endWS) {
+ // We end in whitespace, which means we can go ahead
+ // and end our current line.
+ m_minPrefWidth = max(inlineMin, m_minPrefWidth);
+ inlineMin = 0;
+ } else {
+ m_minPrefWidth = max(inlineMin, m_minPrefWidth);
+ inlineMin = endMin;
+ }
+ }
+
+ if (hasBreak) {
+ inlineMax += beginMax;
+ m_maxPrefWidth = max(inlineMax, m_maxPrefWidth);
+ m_maxPrefWidth = max(childMax, m_maxPrefWidth);
+ inlineMax = endMax;
+ } else
+ inlineMax += childMax;
+ }
+
+ // Ignore spaces after a list marker.
+ if (child->isListMarker())
+ stripFrontSpaces = true;
+ } else {
+ m_minPrefWidth = max(inlineMin, m_minPrefWidth);
+ m_maxPrefWidth = max(inlineMax, m_maxPrefWidth);
+ inlineMin = inlineMax = 0;
+ stripFrontSpaces = true;
+ trailingSpaceChild = 0;
+ }
+
+ oldAutoWrap = autoWrap;
+ }
+
+ if (style()->collapseWhiteSpace())
+ stripTrailingSpace(inlineMax, inlineMin, trailingSpaceChild);
+
+ m_minPrefWidth = max(inlineMin, m_minPrefWidth);
+ m_maxPrefWidth = max(inlineMax, m_maxPrefWidth);
+}
+
+// Use a very large value (in effect infinite).
+#define BLOCK_MAX_WIDTH 15000
+
+void RenderBlock::calcBlockPrefWidths()
+{
+ bool nowrap = style()->whiteSpace() == NOWRAP;
+
+ RenderObject *child = firstChild();
+ int floatLeftWidth = 0, floatRightWidth = 0;
+ while (child) {
+ // Positioned children don't affect the min/max width
+ if (child->isPositioned()) {
+ child = child->nextSibling();
+ continue;
+ }
+
+ if (child->isFloating() || (child->isBox() && toRenderBox(child)->avoidsFloats())) {
+ int floatTotalWidth = floatLeftWidth + floatRightWidth;
+ if (child->style()->clear() & CLEFT) {
+ m_maxPrefWidth = max(floatTotalWidth, m_maxPrefWidth);
+ floatLeftWidth = 0;
+ }
+ if (child->style()->clear() & CRIGHT) {
+ m_maxPrefWidth = max(floatTotalWidth, m_maxPrefWidth);
+ floatRightWidth = 0;
+ }
+ }
+
+ // A margin basically has three types: fixed, percentage, and auto (variable).
+ // Auto and percentage margins simply become 0 when computing min/max width.
+ // Fixed margins can be added in as is.
+ Length ml = child->style()->marginLeft();
+ Length mr = child->style()->marginRight();
+ int margin = 0, marginLeft = 0, marginRight = 0;
+ if (ml.isFixed())
+ marginLeft += ml.value();
+ if (mr.isFixed())
+ marginRight += mr.value();
+ margin = marginLeft + marginRight;
+
+ int w = child->minPrefWidth() + margin;
+ m_minPrefWidth = max(w, m_minPrefWidth);
+
+ // IE ignores tables for calculation of nowrap. Makes some sense.
+ if (nowrap && !child->isTable())
+ m_maxPrefWidth = max(w, m_maxPrefWidth);
+
+ w = child->maxPrefWidth() + margin;
+
+ if (!child->isFloating()) {
+ if (child->isBox() && toRenderBox(child)->avoidsFloats()) {
+ // Determine a left and right max value based off whether or not the floats can fit in the
+ // margins of the object. For negative margins, we will attempt to overlap the float if the negative margin
+ // is smaller than the float width.
+ int maxLeft = marginLeft > 0 ? max(floatLeftWidth, marginLeft) : floatLeftWidth + marginLeft;
+ int maxRight = marginRight > 0 ? max(floatRightWidth, marginRight) : floatRightWidth + marginRight;
+ w = child->maxPrefWidth() + maxLeft + maxRight;
+ w = max(w, floatLeftWidth + floatRightWidth);
+ }
+ else
+ m_maxPrefWidth = max(floatLeftWidth + floatRightWidth, m_maxPrefWidth);
+ floatLeftWidth = floatRightWidth = 0;
+ }
+
+ if (child->isFloating()) {
+ if (style()->floating() == FLEFT)
+ floatLeftWidth += w;
+ else
+ floatRightWidth += w;
+ } else
+ m_maxPrefWidth = max(w, m_maxPrefWidth);
+
+ // A very specific WinIE quirk.
+ // Example:
+ /*
+ <div style="position:absolute; width:100px; top:50px;">
+ <div style="position:absolute;left:0px;top:50px;height:50px;background-color:green">
+ <table style="width:100%"><tr><td></table>
+ </div>
+ </div>
+ */
+ // In the above example, the inner absolute positioned block should have a computed width
+ // of 100px because of the table.
+ // We can achieve this effect by making the maxwidth of blocks that contain tables
+ // with percentage widths be infinite (as long as they are not inside a table cell).
+ if (style()->htmlHacks() && child->style()->width().isPercent() &&
+ !isTableCell() && child->isTable() && m_maxPrefWidth < BLOCK_MAX_WIDTH) {
+ RenderBlock* cb = containingBlock();
+ while (!cb->isRenderView() && !cb->isTableCell())
+ cb = cb->containingBlock();
+ if (!cb->isTableCell())
+ m_maxPrefWidth = BLOCK_MAX_WIDTH;
+ }
+
+ child = child->nextSibling();
+ }
+
+ // Always make sure these values are non-negative.
+ m_minPrefWidth = max(0, m_minPrefWidth);
+ m_maxPrefWidth = max(0, m_maxPrefWidth);
+
+ m_maxPrefWidth = max(floatLeftWidth + floatRightWidth, m_maxPrefWidth);
+}
+
+bool RenderBlock::hasLineIfEmpty() const
+{
+ if (!node())
+ return false;
+
+ if (node()->isContentEditable() && node()->rootEditableElement() == node())
+ return true;
+
+ if (node()->isShadowNode() && (node()->shadowParentNode()->hasTagName(inputTag) || node()->shadowParentNode()->hasTagName(textareaTag)))
+ return true;
+
+ return false;
+}
+
+int RenderBlock::lineHeight(bool firstLine, bool isRootLineBox) const
+{
+ // Inline blocks are replaced elements. Otherwise, just pass off to
+ // the base class. If we're being queried as though we're the root line
+ // box, then the fact that we're an inline-block is irrelevant, and we behave
+ // just like a block.
+ if (isReplaced() && !isRootLineBox)
+ return height() + marginTop() + marginBottom();
+
+ if (firstLine && document()->usesFirstLineRules()) {
+ RenderStyle* s = style(firstLine);
+ if (s != style())
+ return s->computedLineHeight();
+ }
+
+ if (m_lineHeight == -1)
+ m_lineHeight = style()->computedLineHeight();
+
+ return m_lineHeight;
+}
+
+int RenderBlock::baselinePosition(bool b, bool isRootLineBox) const
+{
+ // Inline blocks are replaced elements. Otherwise, just pass off to
+ // the base class. If we're being queried as though we're the root line
+ // box, then the fact that we're an inline-block is irrelevant, and we behave
+ // just like a block.
+ if (isReplaced() && !isRootLineBox) {
+ // For "leaf" theme objects, let the theme decide what the baseline position is.
+ // FIXME: Might be better to have a custom CSS property instead, so that if the theme
+ // is turned off, checkboxes/radios will still have decent baselines.
+ if (style()->hasAppearance() && !theme()->isControlContainer(style()->appearance()))
+ return theme()->baselinePosition(this);
+
+ // CSS2.1 states that the baseline of an inline block is the baseline of the last line box in
+ // the normal flow. We make an exception for marquees, since their baselines are meaningless
+ // (the content inside them moves). This matches WinIE as well, which just bottom-aligns them.
+ // We also give up on finding a baseline if we have a vertical scrollbar, or if we are scrolled
+ // vertically (e.g., an overflow:hidden block that has had scrollTop moved) or if the baseline is outside
+ // of our content box.
+ int baselinePos = (layer() && (layer()->marquee() || layer()->verticalScrollbar() || layer()->scrollYOffset() != 0)) ? -1 : lastLineBoxBaseline();
+ if (baselinePos != -1 && baselinePos <= borderTop() + paddingTop() + contentHeight())
+ return marginTop() + baselinePos;
+ return height() + marginTop() + marginBottom();
+ }
+ return RenderBox::baselinePosition(b, isRootLineBox);
+}
+
+int RenderBlock::firstLineBoxBaseline() const
+{
+ if (!isBlockFlow())
+ return -1;
+
+ if (childrenInline()) {
+ if (firstLineBox())
+ return firstLineBox()->y() + style(true)->font().ascent();
+ else
+ return -1;
+ }
+ else {
+ for (RenderBox* curr = firstChildBox(); curr; curr = curr->nextSiblingBox()) {
+ if (!curr->isFloatingOrPositioned()) {
+ int result = curr->firstLineBoxBaseline();
+ if (result != -1)
+ return curr->y() + result; // Translate to our coordinate space.
+ }
+ }
+ }
+
+ return -1;
+}
+
+int RenderBlock::lastLineBoxBaseline() const
+{
+ if (!isBlockFlow())
+ return -1;
+
+ if (childrenInline()) {
+ if (!firstLineBox() && hasLineIfEmpty())
+ return RenderBox::baselinePosition(true, true) + borderTop() + paddingTop();
+ if (lastLineBox())
+ return lastLineBox()->y() + style(lastLineBox() == firstLineBox())->font().ascent();
+ return -1;
+ }
+ else {
+ bool haveNormalFlowChild = false;
+ for (RenderBox* curr = lastChildBox(); curr; curr = curr->previousSiblingBox()) {
+ if (!curr->isFloatingOrPositioned()) {
+ haveNormalFlowChild = true;
+ int result = curr->lastLineBoxBaseline();
+ if (result != -1)
+ return curr->y() + result; // Translate to our coordinate space.
+ }
+ }
+ if (!haveNormalFlowChild && hasLineIfEmpty())
+ return RenderBox::baselinePosition(true, true) + borderTop() + paddingTop();
+ }
+
+ return -1;
+}
+
+bool RenderBlock::containsNonZeroBidiLevel() const
+{
+ for (RootInlineBox* root = firstRootBox(); root; root = root->nextRootBox()) {
+ for (InlineBox* box = root->firstLeafChild(); box; box = box->nextLeafChild()) {
+ if (box->bidiLevel())
+ return true;
+ }
+ }
+ return false;
+}
+
+RenderBlock* RenderBlock::firstLineBlock() const
+{
+ RenderBlock* firstLineBlock = const_cast<RenderBlock*>(this);
+ bool hasPseudo = false;
+ while (true) {
+ hasPseudo = firstLineBlock->style()->hasPseudoStyle(FIRST_LINE);
+ if (hasPseudo)
+ break;
+ RenderObject* parentBlock = firstLineBlock->parent();
+ if (firstLineBlock->isReplaced() || firstLineBlock->isFloating() ||
+ !parentBlock || parentBlock->firstChild() != firstLineBlock || !parentBlock->isBlockFlow())
+ break;
+ ASSERT(parentBlock->isRenderBlock());
+ firstLineBlock = toRenderBlock(parentBlock);
+ }
+
+ if (!hasPseudo)
+ return 0;
+
+ return firstLineBlock;
+}
+
+void RenderBlock::updateFirstLetter()
+{
+ if (!document()->usesFirstLetterRules())
+ return;
+ // Don't recur
+ if (style()->styleType() == FIRST_LETTER)
+ return;
+
+ // FIXME: We need to destroy the first-letter object if it is no longer the first child. Need to find
+ // an efficient way to check for that situation though before implementing anything.
+ RenderObject* firstLetterBlock = this;
+ bool hasPseudoStyle = false;
+ while (true) {
+ // We only honor first-letter if the firstLetterBlock can have children in the DOM. This correctly
+ // prevents form controls from honoring first-letter.
+ hasPseudoStyle = firstLetterBlock->style()->hasPseudoStyle(FIRST_LETTER)
+ && firstLetterBlock->canHaveChildren();
+ if (hasPseudoStyle)
+ break;
+ RenderObject* parentBlock = firstLetterBlock->parent();
+ if (firstLetterBlock->isReplaced() || !parentBlock || parentBlock->firstChild() != firstLetterBlock ||
+ !parentBlock->isBlockFlow())
+ break;
+ firstLetterBlock = parentBlock;
+ }
+
+ if (!hasPseudoStyle)
+ return;
+
+ // Drill into inlines looking for our first text child.
+ RenderObject* currChild = firstLetterBlock->firstChild();
+ while (currChild && ((!currChild->isReplaced() && !currChild->isRenderButton() && !currChild->isMenuList()) || currChild->isFloatingOrPositioned()) && !currChild->isText()) {
+ if (currChild->isFloatingOrPositioned()) {
+ if (currChild->style()->styleType() == FIRST_LETTER) {
+ currChild = currChild->firstChild();
+ break;
+ }
+ currChild = currChild->nextSibling();
+ } else
+ currChild = currChild->firstChild();
+ }
+
+ // Get list markers out of the way.
+ while (currChild && currChild->isListMarker())
+ currChild = currChild->nextSibling();
+
+ if (!currChild)
+ return;
+
+ RenderObject* firstLetterContainer = currChild->parent();
+
+ // If the child already has style, then it has already been created, so we just want
+ // to update it.
+ if (firstLetterContainer->style()->styleType() == FIRST_LETTER) {
+ RenderStyle* pseudo = firstLetterBlock->getCachedPseudoStyle(FIRST_LETTER,
+ firstLetterContainer->parent()->firstLineStyle());
+ firstLetterContainer->setStyle(pseudo);
+ for (RenderObject* genChild = firstLetterContainer->firstChild(); genChild; genChild = genChild->nextSibling()) {
+ if (genChild->isText())
+ genChild->setStyle(pseudo);
+ }
+ return;
+ }
+
+ // If the child does not already have style, we create it here.
+ if (currChild->isText() && !currChild->isBR() && currChild->parent()->style()->styleType() != FIRST_LETTER) {
+ // Our layout state is not valid for the repaints we are going to trigger by
+ // adding and removing children of firstLetterContainer.
+ view()->disableLayoutState();
+
+ RenderText* textObj = toRenderText(currChild);
+
+ // Create our pseudo style now that we have our firstLetterContainer determined.
+ RenderStyle* pseudoStyle = firstLetterBlock->getCachedPseudoStyle(FIRST_LETTER,
+ firstLetterContainer->firstLineStyle());
+
+ // Force inline display (except for floating first-letters)
+ pseudoStyle->setDisplay(pseudoStyle->isFloating() ? BLOCK : INLINE);
+ pseudoStyle->setPosition(StaticPosition); // CSS2 says first-letter can't be positioned.
+
+ RenderObject* firstLetter = 0;
+ if (pseudoStyle->display() == INLINE)
+ firstLetter = new (renderArena()) RenderInline(document());
+ else
+ firstLetter = new (renderArena()) RenderBlock(document());
+ firstLetter->setStyle(pseudoStyle);
+ firstLetterContainer->addChild(firstLetter, currChild);
+
+ // The original string is going to be either a generated content string or a DOM node's
+ // string. We want the original string before it got transformed in case first-letter has
+ // no text-transform or a different text-transform applied to it.
+ RefPtr<StringImpl> oldText = textObj->originalText();
+ ASSERT(oldText);
+
+ if (oldText && oldText->length() > 0) {
+ unsigned int length = 0;
+
+ // account for leading spaces and punctuation
+ while (length < oldText->length() && (isSpaceOrNewline((*oldText)[length]) || Unicode::isPunct((*oldText)[length])))
+ length++;
+
+ // account for first letter
+ length++;
+
+ // construct text fragment for the text after the first letter
+ // NOTE: this might empty
+ RenderTextFragment* remainingText =
+ new (renderArena()) RenderTextFragment(textObj->node() ? textObj->node() : textObj->document(), oldText.get(), length, oldText->length() - length);
+ remainingText->setStyle(textObj->style());
+ if (remainingText->node())
+ remainingText->node()->setRenderer(remainingText);
+
+ RenderObject* nextObj = textObj->nextSibling();
+ firstLetterContainer->removeChild(textObj);
+ firstLetterContainer->addChild(remainingText, nextObj);
+ remainingText->setFirstLetter(firstLetter);
+
+ // construct text fragment for the first letter
+ RenderTextFragment* letter =
+ new (renderArena()) RenderTextFragment(remainingText->node() ? remainingText->node() : remainingText->document(), oldText.get(), 0, length);
+ letter->setStyle(pseudoStyle);
+ firstLetter->addChild(letter);
+
+ textObj->destroy();
+ }
+ view()->enableLayoutState();
+ }
+}
+
+// Helper methods for obtaining the last line, computing line counts and heights for line counts
+// (crawling into blocks).
+static bool shouldCheckLines(RenderObject* obj)
+{
+ return !obj->isFloatingOrPositioned() && !obj->isRunIn() &&
+ obj->isBlockFlow() && obj->style()->height().isAuto() &&
+ (!obj->isFlexibleBox() || obj->style()->boxOrient() == VERTICAL);
+}
+
+static RootInlineBox* getLineAtIndex(RenderBlock* block, int i, int& count)
+{
+ if (block->style()->visibility() == VISIBLE) {
+ if (block->childrenInline()) {
+ for (RootInlineBox* box = block->firstRootBox(); box; box = box->nextRootBox()) {
+ if (count++ == i)
+ return box;
+ }
+ }
+ else {
+ for (RenderObject* obj = block->firstChild(); obj; obj = obj->nextSibling()) {
+ if (shouldCheckLines(obj)) {
+ RootInlineBox *box = getLineAtIndex(toRenderBlock(obj), i, count);
+ if (box)
+ return box;
+ }
+ }
+ }
+ }
+ return 0;
+}
+
+static int getHeightForLineCount(RenderBlock* block, int l, bool includeBottom, int& count)
+{
+ if (block->style()->visibility() == VISIBLE) {
+ if (block->childrenInline()) {
+ for (RootInlineBox* box = block->firstRootBox(); box; box = box->nextRootBox()) {
+ if (++count == l)
+ return box->lineBottom() + (includeBottom ? (block->borderBottom() + block->paddingBottom()) : 0);
+ }
+ }
+ else {
+ RenderBox* normalFlowChildWithoutLines = 0;
+ for (RenderBox* obj = block->firstChildBox(); obj; obj = obj->nextSiblingBox()) {
+ if (shouldCheckLines(obj)) {
+ int result = getHeightForLineCount(toRenderBlock(obj), l, false, count);
+ if (result != -1)
+ return result + obj->y() + (includeBottom ? (block->borderBottom() + block->paddingBottom()) : 0);
+ }
+ else if (!obj->isFloatingOrPositioned() && !obj->isRunIn())
+ normalFlowChildWithoutLines = obj;
+ }
+ if (normalFlowChildWithoutLines && l == 0)
+ return normalFlowChildWithoutLines->y() + normalFlowChildWithoutLines->height();
+ }
+ }
+
+ return -1;
+}
+
+RootInlineBox* RenderBlock::lineAtIndex(int i)
+{
+ int count = 0;
+ return getLineAtIndex(this, i, count);
+}
+
+int RenderBlock::lineCount()
+{
+ int count = 0;
+ if (style()->visibility() == VISIBLE) {
+ if (childrenInline())
+ for (RootInlineBox* box = firstRootBox(); box; box = box->nextRootBox())
+ count++;
+ else
+ for (RenderObject* obj = firstChild(); obj; obj = obj->nextSibling())
+ if (shouldCheckLines(obj))
+ count += toRenderBlock(obj)->lineCount();
+ }
+ return count;
+}
+
+int RenderBlock::heightForLineCount(int l)
+{
+ int count = 0;
+ return getHeightForLineCount(this, l, true, count);
+}
+
+void RenderBlock::adjustForBorderFit(int x, int& left, int& right) const
+{
+ // We don't deal with relative positioning. Our assumption is that you shrink to fit the lines without accounting
+ // for either overflow or translations via relative positioning.
+ if (style()->visibility() == VISIBLE) {
+ if (childrenInline()) {
+ for (RootInlineBox* box = firstRootBox(); box; box = box->nextRootBox()) {
+ if (box->firstChild())
+ left = min(left, x + box->firstChild()->x());
+ if (box->lastChild())
+ right = max(right, x + box->lastChild()->x() + box->lastChild()->width());
+ }
+ }
+ else {
+ for (RenderBox* obj = firstChildBox(); obj; obj = obj->nextSiblingBox()) {
+ if (!obj->isFloatingOrPositioned()) {
+ if (obj->isBlockFlow() && !obj->hasOverflowClip())
+ toRenderBlock(obj)->adjustForBorderFit(x + obj->x(), left, right);
+ else if (obj->style()->visibility() == VISIBLE) {
+ // We are a replaced element or some kind of non-block-flow object.
+ left = min(left, x + obj->x());
+ right = max(right, x + obj->x() + obj->width());
+ }
+ }
+ }
+ }
+
+ if (m_floatingObjects) {
+ FloatingObject* r;
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ for (; (r = it.current()); ++it) {
+ // Only examine the object if our m_shouldPaint flag is set.
+ if (r->m_shouldPaint) {
+ int floatLeft = r->m_left - r->m_renderer->x() + r->m_renderer->marginLeft();
+ int floatRight = floatLeft + r->m_renderer->width();
+ left = min(left, floatLeft);
+ right = max(right, floatRight);
+ }
+ }
+ }
+ }
+}
+
+void RenderBlock::borderFitAdjust(int& x, int& w) const
+{
+ if (style()->borderFit() == BorderFitBorder)
+ return;
+
+ // Walk any normal flow lines to snugly fit.
+ int left = INT_MAX;
+ int right = INT_MIN;
+ int oldWidth = w;
+ adjustForBorderFit(0, left, right);
+ if (left != INT_MAX) {
+ left -= (borderLeft() + paddingLeft());
+ if (left > 0) {
+ x += left;
+ w -= left;
+ }
+ }
+ if (right != INT_MIN) {
+ right += (borderRight() + paddingRight());
+ if (right < oldWidth)
+ w -= (oldWidth - right);
+ }
+}
+
+void RenderBlock::clearTruncation()
+{
+ if (style()->visibility() == VISIBLE) {
+ if (childrenInline() && hasMarkupTruncation()) {
+ setHasMarkupTruncation(false);
+ for (RootInlineBox* box = firstRootBox(); box; box = box->nextRootBox())
+ box->clearTruncation();
+ }
+ else
+ for (RenderObject* obj = firstChild(); obj; obj = obj->nextSibling())
+ if (shouldCheckLines(obj))
+ toRenderBlock(obj)->clearTruncation();
+ }
+}
+
+void RenderBlock::setMaxTopMargins(int pos, int neg)
+{
+ if (!m_maxMargin) {
+ if (pos == MaxMargin::topPosDefault(this) && neg == MaxMargin::topNegDefault(this))
+ return;
+ m_maxMargin = new MaxMargin(this);
+ }
+ m_maxMargin->m_topPos = pos;
+ m_maxMargin->m_topNeg = neg;
+}
+
+void RenderBlock::setMaxBottomMargins(int pos, int neg)
+{
+ if (!m_maxMargin) {
+ if (pos == MaxMargin::bottomPosDefault(this) && neg == MaxMargin::bottomNegDefault(this))
+ return;
+ m_maxMargin = new MaxMargin(this);
+ }
+ m_maxMargin->m_bottomPos = pos;
+ m_maxMargin->m_bottomNeg = neg;
+}
+
+void RenderBlock::absoluteRects(Vector<IntRect>& rects, int tx, int ty)
+{
+ // For blocks inside inlines, we go ahead and include margins so that we run right up to the
+ // inline boxes above and below us (thus getting merged with them to form a single irregular
+ // shape).
+ if (isAnonymousBlockContinuation()) {
+ rects.append(IntRect(tx, ty - collapsedMarginTop(),
+ width(), height() + collapsedMarginTop() + collapsedMarginBottom()));
+ continuation()->absoluteRects(rects,
+ tx - x() + inlineElementContinuation()->containingBlock()->x(),
+ ty - y() + inlineElementContinuation()->containingBlock()->y());
+ } else
+ rects.append(IntRect(tx, ty, width(), height()));
+}
+
+void RenderBlock::absoluteQuads(Vector<FloatQuad>& quads)
+{
+ // For blocks inside inlines, we go ahead and include margins so that we run right up to the
+ // inline boxes above and below us (thus getting merged with them to form a single irregular
+ // shape).
+ if (isAnonymousBlockContinuation()) {
+ FloatRect localRect(0, -collapsedMarginTop(),
+ width(), height() + collapsedMarginTop() + collapsedMarginBottom());
+ quads.append(localToAbsoluteQuad(localRect));
+ continuation()->absoluteQuads(quads);
+ } else
+ quads.append(RenderBox::localToAbsoluteQuad(FloatRect(0, 0, width(), height())));
+}
+
+IntRect RenderBlock::rectWithOutlineForRepaint(RenderBoxModelObject* repaintContainer, int outlineWidth)
+{
+ IntRect r(RenderBox::rectWithOutlineForRepaint(repaintContainer, outlineWidth));
+ if (isAnonymousBlockContinuation())
+ r.inflateY(collapsedMarginTop());
+ return r;
+}
+
+RenderObject* RenderBlock::hoverAncestor() const
+{
+ return isAnonymousBlockContinuation() ? continuation() : RenderBox::hoverAncestor();
+}
+
+void RenderBlock::updateDragState(bool dragOn)
+{
+ RenderBox::updateDragState(dragOn);
+ if (continuation())
+ continuation()->updateDragState(dragOn);
+}
+
+RenderStyle* RenderBlock::outlineStyleForRepaint() const
+{
+ return isAnonymousBlockContinuation() ? continuation()->style() : style();
+}
+
+void RenderBlock::childBecameNonInline(RenderObject*)
+{
+ makeChildrenNonInline();
+ if (isAnonymousBlock() && parent() && parent()->isRenderBlock())
+ toRenderBlock(parent())->removeLeftoverAnonymousBlock(this);
+ // |this| may be dead here
+}
+
+void RenderBlock::updateHitTestResult(HitTestResult& result, const IntPoint& point)
+{
+ if (result.innerNode())
+ return;
+
+ Node* n = node();
+ if (isAnonymousBlockContinuation())
+ // We are in the margins of block elements that are part of a continuation. In
+ // this case we're actually still inside the enclosing element that was
+ // split. Go ahead and set our inner node accordingly.
+ n = continuation()->node();
+
+ if (n) {
+ result.setInnerNode(n);
+ if (!result.innerNonSharedNode())
+ result.setInnerNonSharedNode(n);
+ result.setLocalPoint(point);
+ }
+}
+
+IntRect RenderBlock::localCaretRect(InlineBox* inlineBox, int caretOffset, int* extraWidthToEndOfLine)
+{
+ // Do the normal calculation in most cases.
+ if (firstChild())
+ return RenderBox::localCaretRect(inlineBox, caretOffset, extraWidthToEndOfLine);
+
+ // This is a special case:
+ // The element is not an inline element, and it's empty. So we have to
+ // calculate a fake position to indicate where objects are to be inserted.
+
+ // FIXME: This does not take into account either :first-line or :first-letter
+ // However, as soon as some content is entered, the line boxes will be
+ // constructed and this kludge is not called any more. So only the caret size
+ // of an empty :first-line'd block is wrong. I think we can live with that.
+ RenderStyle* currentStyle = firstLineStyle();
+ int height = lineHeight(true);
+
+ enum CaretAlignment { alignLeft, alignRight, alignCenter };
+
+ CaretAlignment alignment = alignLeft;
+
+ switch (currentStyle->textAlign()) {
+ case TAAUTO:
+ case JUSTIFY:
+ if (currentStyle->direction() == RTL)
+ alignment = alignRight;
+ break;
+ case LEFT:
+ case WEBKIT_LEFT:
+ break;
+ case CENTER:
+ case WEBKIT_CENTER:
+ alignment = alignCenter;
+ break;
+ case RIGHT:
+ case WEBKIT_RIGHT:
+ alignment = alignRight;
+ break;
+ }
+
+ int x = borderLeft() + paddingLeft();
+ int w = width();
+
+ switch (alignment) {
+ case alignLeft:
+ break;
+ case alignCenter:
+ x = (x + w - (borderRight() + paddingRight())) / 2;
+ break;
+ case alignRight:
+ x = w - (borderRight() + paddingRight()) - caretWidth;
+ break;
+ }
+
+ if (extraWidthToEndOfLine) {
+ if (isRenderBlock()) {
+ *extraWidthToEndOfLine = w - (x + caretWidth);
+ } else {
+ // FIXME: This code looks wrong.
+ // myRight and containerRight are set up, but then clobbered.
+ // So *extraWidthToEndOfLine will always be 0 here.
+
+ int myRight = x + caretWidth;
+ // FIXME: why call localToAbsoluteForContent() twice here, too?
+ FloatPoint absRightPoint = localToAbsolute(FloatPoint(myRight, 0));
+
+ int containerRight = containingBlock()->x() + containingBlockWidthForContent();
+ FloatPoint absContainerPoint = localToAbsolute(FloatPoint(containerRight, 0));
+
+ *extraWidthToEndOfLine = absContainerPoint.x() - absRightPoint.x();
+ }
+ }
+
+ int y = paddingTop() + borderTop();
+
+ return IntRect(x, y, caretWidth, height);
+}
+
+void RenderBlock::addFocusRingRects(Vector<IntRect>& rects, int tx, int ty)
+{
+ // For blocks inside inlines, we go ahead and include margins so that we run right up to the
+ // inline boxes above and below us (thus getting merged with them to form a single irregular
+ // shape).
+ if (inlineElementContinuation()) {
+ // FIXME: This check really isn't accurate.
+ bool nextInlineHasLineBox = inlineElementContinuation()->firstLineBox();
+ // FIXME: This is wrong. The principal renderer may not be the continuation preceding this block.
+ bool prevInlineHasLineBox = toRenderInline(inlineElementContinuation()->node()->renderer())->firstLineBox();
+ int topMargin = prevInlineHasLineBox ? collapsedMarginTop() : 0;
+ int bottomMargin = nextInlineHasLineBox ? collapsedMarginBottom() : 0;
+ IntRect rect(tx, ty - topMargin, width(), height() + topMargin + bottomMargin);
+ if (!rect.isEmpty())
+ rects.append(rect);
+ } else if (width() && height())
+ rects.append(IntRect(tx, ty, width(), height()));
+
+ if (!hasOverflowClip() && !hasControlClip()) {
+ for (RootInlineBox* curr = firstRootBox(); curr; curr = curr->nextRootBox()) {
+ int top = max(curr->lineTop(), curr->y());
+ int bottom = min(curr->lineBottom(), curr->y() + curr->height());
+ IntRect rect(tx + curr->x(), ty + top, curr->width(), bottom - top);
+ if (!rect.isEmpty())
+ rects.append(rect);
+ }
+
+ for (RenderObject* curr = firstChild(); curr; curr = curr->nextSibling()) {
+ if (!curr->isText() && !curr->isListMarker() && curr->isBox()) {
+ RenderBox* box = toRenderBox(curr);
+ FloatPoint pos;
+ // FIXME: This doesn't work correctly with transforms.
+ if (box->layer())
+ pos = curr->localToAbsolute();
+ else
+ pos = FloatPoint(tx + box->x(), ty + box->y());
+ box->addFocusRingRects(rects, pos.x(), pos.y());
+ }
+ }
+ }
+
+ if (inlineElementContinuation())
+ inlineElementContinuation()->addFocusRingRects(rects,
+ tx - x() + inlineElementContinuation()->containingBlock()->x(),
+ ty - y() + inlineElementContinuation()->containingBlock()->y());
+}
+
+RenderBlock* RenderBlock::createAnonymousBlock(bool isFlexibleBox) const
+{
+ RefPtr<RenderStyle> newStyle = RenderStyle::create();
+ newStyle->inheritFrom(style());
+
+ RenderBlock* newBox = 0;
+ if (isFlexibleBox) {
+ newStyle->setDisplay(BOX);
+ newBox = new (renderArena()) RenderFlexibleBox(document() /* anonymous box */);
+ } else {
+ newStyle->setDisplay(BLOCK);
+ newBox = new (renderArena()) RenderBlock(document() /* anonymous box */);
+ }
+
+ newBox->setStyle(newStyle.release());
+ return newBox;
+}
+
+RenderBlock* RenderBlock::createAnonymousBlockWithSameTypeAs(RenderBlock* otherAnonymousBlock) const
+{
+ if (otherAnonymousBlock->isAnonymousColumnsBlock())
+ return createAnonymousColumnsBlock();
+ if (otherAnonymousBlock->isAnonymousColumnSpanBlock())
+ return createAnonymousColumnSpanBlock();
+ return createAnonymousBlock(otherAnonymousBlock->style()->display() == BOX);
+}
+
+RenderBlock* RenderBlock::createAnonymousColumnsBlock() const
+{
+ RefPtr<RenderStyle> newStyle = RenderStyle::create();
+ newStyle->inheritFrom(style());
+ newStyle->inheritColumnPropertiesFrom(style());
+ newStyle->setDisplay(BLOCK);
+
+ RenderBlock* newBox = new (renderArena()) RenderBlock(document() /* anonymous box */);
+ newBox->setStyle(newStyle.release());
+ return newBox;
+}
+
+RenderBlock* RenderBlock::createAnonymousColumnSpanBlock() const
+{
+ RefPtr<RenderStyle> newStyle = RenderStyle::create();
+ newStyle->inheritFrom(style());
+ newStyle->setColumnSpan(true);
+ newStyle->setDisplay(BLOCK);
+
+ RenderBlock* newBox = new (renderArena()) RenderBlock(document() /* anonymous box */);
+ newBox->setStyle(newStyle.release());
+ return newBox;
+}
+
+const char* RenderBlock::renderName() const
+{
+ if (isBody())
+ return "RenderBody"; // FIXME: Temporary hack until we know that the regression tests pass.
+
+ if (isFloating())
+ return "RenderBlock (floating)";
+ if (isPositioned())
+ return "RenderBlock (positioned)";
+ if (isAnonymousColumnsBlock())
+ return "RenderBlock (anonymous multi-column)";
+ if (isAnonymousColumnSpanBlock())
+ return "RenderBlock (anonymous multi-column span)";
+ if (isAnonymousBlock())
+ return "RenderBlock (anonymous)";
+ else if (isAnonymous())
+ return "RenderBlock (generated)";
+ if (isRelPositioned())
+ return "RenderBlock (relative positioned)";
+ if (isRunIn())
+ return "RenderBlock (run-in)";
+ return "RenderBlock";
+}
+
+} // namespace WebCore