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authorUpstream <upstream-import@none>1970-01-12 13:46:40 +0000
committerUpstream <upstream-import@none>1970-01-12 13:46:40 +0000
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external/webkit r30707
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diff --git a/WebCore/rendering/RenderBlock.cpp b/WebCore/rendering/RenderBlock.cpp
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+/*
+ * 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 Apple Inc. All rights reserved.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Library General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Library General Public License for more details.
+ *
+ * You should have received a copy of the GNU Library General Public License
+ * along with this library; see the file COPYING.LIB. If not, write to
+ * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
+ * Boston, MA 02110-1301, USA.
+ */
+
+#include "config.h"
+#include "RenderBlock.h"
+
+#include "Document.h"
+#include "Element.h"
+#include "Frame.h"
+#include "FrameView.h"
+#include "GraphicsContext.h"
+#include "HTMLNames.h"
+#include "HitTestResult.h"
+#include "InlineTextBox.h"
+#include "RenderImage.h"
+#include "RenderTableCell.h"
+#include "RenderTextFragment.h"
+#include "RenderTheme.h"
+#include "RenderView.h"
+#include "SelectionController.h"
+
+using namespace std;
+using namespace WTF;
+using namespace Unicode;
+
+namespace WebCore {
+
+// Number of pixels to allow as a fudge factor when clicking above or below a line.
+// clicking up to verticalLineClickFudgeFactor pixels above a line will correspond to the closest point on the line.
+const int verticalLineClickFudgeFactor= 3;
+
+using namespace HTMLNames;
+
+struct ColumnInfo {
+ ColumnInfo()
+ : m_desiredColumnWidth(0)
+ , m_desiredColumnCount(1)
+ { }
+ int m_desiredColumnWidth;
+ unsigned m_desiredColumnCount;
+ Vector<IntRect> m_columnRects;
+};
+
+typedef WTF::HashMap<const RenderBox*, ColumnInfo*> ColumnInfoMap;
+static ColumnInfoMap* gColumnInfoMap = 0;
+
+// Our MarginInfo state used when laying out block children.
+RenderBlock::MarginInfo::MarginInfo(RenderBlock* block, int top, int bottom)
+{
+ // Whether or not we can collapse our own margins with our children. We don't do this
+ // if we had any border/padding (obviously), if we're the root or HTML elements, or if
+ // we're positioned, floating, a table cell.
+ m_canCollapseWithChildren = !block->isRenderView() && !block->isRoot() && !block->isPositioned() &&
+ !block->isFloating() && !block->isTableCell() && !block->hasOverflowClip() && !block->isInlineBlockOrInlineTable();
+
+ m_canCollapseTopWithChildren = m_canCollapseWithChildren && (top == 0) && block->style()->marginTopCollapse() != MSEPARATE;
+
+ // If any height other than auto is specified in CSS, then we don't collapse our bottom
+ // margins with our children's margins. To do otherwise would be to risk odd visual
+ // effects when the children overflow out of the parent block and yet still collapse
+ // with it. We also don't collapse if we have any bottom border/padding.
+ m_canCollapseBottomWithChildren = m_canCollapseWithChildren && (bottom == 0) &&
+ (block->style()->height().isAuto() && block->style()->height().value() == 0) && block->style()->marginBottomCollapse() != MSEPARATE;
+
+ m_quirkContainer = block->isTableCell() || block->isBody() || block->style()->marginTopCollapse() == MDISCARD ||
+ block->style()->marginBottomCollapse() == MDISCARD;
+
+ m_atTopOfBlock = true;
+ m_atBottomOfBlock = false;
+
+ m_posMargin = m_canCollapseTopWithChildren ? block->maxTopMargin(true) : 0;
+ m_negMargin = m_canCollapseTopWithChildren ? block->maxTopMargin(false) : 0;
+
+ m_selfCollapsingBlockClearedFloat = false;
+
+ m_topQuirk = m_bottomQuirk = m_determinedTopQuirk = false;
+}
+
+// -------------------------------------------------------------------------------------------------------
+
+RenderBlock::RenderBlock(Node* node)
+ : RenderFlow(node)
+ , m_floatingObjects(0)
+ , m_positionedObjects(0)
+ , m_maxMargin(0)
+ , m_overflowHeight(0)
+ , m_overflowWidth(0)
+ , m_overflowLeft(0)
+ , m_overflowTop(0)
+{
+}
+
+RenderBlock::~RenderBlock()
+{
+ delete m_floatingObjects;
+ delete m_positionedObjects;
+ delete m_maxMargin;
+
+ if (m_hasColumns)
+ delete gColumnInfoMap->take(this);
+}
+
+void RenderBlock::setStyle(RenderStyle* _style)
+{
+ setReplaced(_style->isDisplayReplacedType());
+
+ RenderFlow::setStyle(_style);
+
+ // 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()) {
+ RenderStyle* newStyle = new (renderArena()) RenderStyle();
+ newStyle->inheritFrom(style());
+ newStyle->setDisplay(BLOCK);
+ child->setStyle(newStyle);
+ }
+ }
+
+ m_lineHeight = -1;
+
+ // Update pseudos for :before and :after now.
+ if (!isAnonymous() && canHaveChildren()) {
+ updateBeforeAfterContent(RenderStyle::BEFORE);
+ updateBeforeAfterContent(RenderStyle::AFTER);
+ }
+ updateFirstLetter();
+}
+
+void RenderBlock::addChildToFlow(RenderObject* newChild, RenderObject* beforeChild)
+{
+ // Make sure we don't append things after :after-generated content if we have it.
+ if (!beforeChild && isAfterContent(lastChild()))
+ beforeChild = lastChild();
+
+ bool madeBoxesNonInline = false;
+
+ // If the requested beforeChild is not one of our children, then this is most likely because
+ // there is an anonymous block box within this object that contains the beforeChild. So
+ // just insert the child into the anonymous block box instead of here.
+ if (beforeChild && beforeChild->parent() != this) {
+
+ ASSERT(beforeChild->parent());
+ ASSERT(beforeChild->parent()->isAnonymousBlock());
+
+ if (newChild->isInline()) {
+ beforeChild->parent()->addChild(newChild,beforeChild);
+ return;
+ }
+ else if (beforeChild->parent()->firstChild() != beforeChild)
+ return beforeChild->parent()->addChild(newChild, beforeChild);
+ else
+ return addChildToFlow(newChild, beforeChild->parent());
+ }
+
+ // 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 ( m_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 (!m_childrenInline && !newChild->isFloatingOrPositioned())
+ {
+ // 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.
+ if (newChild->isInline()) {
+ if (beforeChild) {
+ if (beforeChild->previousSibling() && beforeChild->previousSibling()->isAnonymousBlock()) {
+ beforeChild->previousSibling()->addChild(newChild);
+ return;
+ }
+ }
+ else {
+ if (lastChild() && lastChild()->isAnonymousBlock()) {
+ lastChild()->addChild(newChild);
+ return;
+ }
+ }
+
+ // no suitable existing anonymous box - create a new one
+ RenderBlock* newBox = createAnonymousBlock();
+ RenderContainer::addChild(newBox,beforeChild);
+ newBox->addChild(newChild);
+ return;
+ }
+ }
+
+ RenderContainer::addChild(newChild,beforeChild);
+ // ### care about aligned stuff
+
+ if (madeBoxesNonInline && parent() && isAnonymousBlock())
+ parent()->removeLeftoverAnonymousBlock(this);
+ // this object may be dead here
+}
+
+static void getInlineRun(RenderObject* start, RenderObject* boundary,
+ RenderObject*& inlineRunStart,
+ RenderObject*& inlineRunEnd)
+{
+ // Beginning at |start| we find the largest contiguous run of inlines that
+ // we can. We denote the run with start and end points, |inlineRunStart|
+ // and |inlineRunEnd|. Note that these two values may be the same if
+ // we encounter only one inline.
+ //
+ // We skip any non-inlines we encounter as long as we haven't found any
+ // inlines yet.
+ //
+ // |boundary| indicates a non-inclusive boundary point. Regardless of whether |boundary|
+ // is inline or not, we will not include it in a run with inlines before it. It's as though we encountered
+ // a non-inline.
+
+ // Start by skipping as many non-inlines as we can.
+ RenderObject * curr = start;
+ bool sawInline;
+ do {
+ while (curr && !(curr->isInline() || curr->isFloatingOrPositioned()))
+ curr = curr->nextSibling();
+
+ inlineRunStart = inlineRunEnd = curr;
+
+ if (!curr)
+ return; // No more inline children to be found.
+
+ sawInline = curr->isInline();
+
+ curr = curr->nextSibling();
+ while (curr && (curr->isInline() || curr->isFloatingOrPositioned()) && (curr != boundary)) {
+ inlineRunEnd = curr;
+ if (curr->isInline())
+ sawInline = true;
+ curr = curr->nextSibling();
+ }
+ } while (!sawInline);
+}
+
+void RenderBlock::deleteLineBoxTree()
+{
+ InlineFlowBox* line = m_firstLineBox;
+ InlineFlowBox* nextLine;
+ while (line) {
+ nextLine = line->nextFlowBox();
+ line->deleteLine(renderArena());
+ line = nextLine;
+ }
+ m_firstLineBox = m_lastLineBox = 0;
+}
+
+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);
+
+ m_childrenInline = 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* box = createAnonymousBlock();
+ insertChildNode(box, inlineRunStart);
+ RenderObject* o = inlineRunStart;
+ while(o != inlineRunEnd)
+ {
+ RenderObject* no = o;
+ o = no->nextSibling();
+ box->moveChildNode(no);
+ }
+ box->moveChildNode(inlineRunEnd);
+ }
+
+#ifndef NDEBUG
+ for (RenderObject *c = firstChild(); c; c = c->nextSibling())
+ ASSERT(!c->isInline());
+#endif
+
+ repaint();
+}
+
+void RenderBlock::removeChild(RenderObject *oldChild)
+{
+ // If this child is a block, and if our previous and next siblings are
+ // both anonymous blocks with inline content, then we can go ahead and
+ // fold the inline content back together.
+ RenderObject* prev = oldChild->previousSibling();
+ RenderObject* next = oldChild->nextSibling();
+ bool canDeleteAnonymousBlocks = !documentBeingDestroyed() && !isInline() && !oldChild->isInline() &&
+ !oldChild->continuation() &&
+ (!prev || (prev->isAnonymousBlock() && prev->childrenInline())) &&
+ (!next || (next->isAnonymousBlock() && next->childrenInline()));
+ if (canDeleteAnonymousBlocks && prev && next) {
+ // Take all the children out of the |next| block and put them in
+ // the |prev| block.
+ prev->setNeedsLayoutAndPrefWidthsRecalc();
+ RenderObject* o = next->firstChild();
+ while (o) {
+ RenderObject* no = o;
+ o = no->nextSibling();
+ prev->moveChildNode(no);
+ }
+
+ RenderBlock* nextBlock = static_cast<RenderBlock*>(next);
+ nextBlock->deleteLineBoxTree();
+
+ // Nuke the now-empty block.
+ next->destroy();
+ }
+
+ RenderFlow::removeChild(oldChild);
+
+ RenderObject* child = prev ? prev : next;
+ if (canDeleteAnonymousBlocks && child && !child->previousSibling() && !child->nextSibling() && !isFlexibleBox()) {
+ // The removal has knocked us down to containing only a single anonymous
+ // box. We can go ahead and pull the content right back up into our
+ // box.
+ setNeedsLayoutAndPrefWidthsRecalc();
+ RenderBlock* anonBlock = static_cast<RenderBlock*>(removeChildNode(child, false));
+ m_childrenInline = true;
+ RenderObject* o = anonBlock->firstChild();
+ while (o) {
+ RenderObject* no = o;
+ o = no->nextSibling();
+ moveChildNode(no);
+ }
+
+ // Delete the now-empty block's lines and nuke it.
+ anonBlock->deleteLineBoxTree();
+ anonBlock->destroy();
+ }
+}
+
+int RenderBlock::overflowHeight(bool includeInterior) const
+{
+ if (!includeInterior && hasOverflowClip()) {
+ if (ShadowData* boxShadow = style()->boxShadow())
+ return m_height + max(boxShadow->y + boxShadow->blur, 0);
+ return m_height;
+ }
+ return m_overflowHeight;
+}
+
+int RenderBlock::overflowWidth(bool includeInterior) const
+{
+ if (!includeInterior && hasOverflowClip()) {
+ if (ShadowData* boxShadow = style()->boxShadow())
+ return m_width + max(boxShadow->x + boxShadow->blur, 0);
+ return m_width;
+ }
+ return m_overflowWidth;
+}
+
+int RenderBlock::overflowLeft(bool includeInterior) const
+{
+ if (!includeInterior && hasOverflowClip()) {
+ if (ShadowData* boxShadow = style()->boxShadow())
+ return min(boxShadow->x - boxShadow->blur, 0);
+ return 0;
+ }
+ return m_overflowLeft;
+}
+
+int RenderBlock::overflowTop(bool includeInterior) const
+{
+ if (!includeInterior && hasOverflowClip()) {
+ if (ShadowData* boxShadow = style()->boxShadow())
+ return min(boxShadow->y - boxShadow->blur, 0);
+ return 0;
+ }
+ return m_overflowTop;
+}
+
+IntRect RenderBlock::overflowRect(bool includeInterior) const
+{
+ if (!includeInterior && hasOverflowClip()) {
+ IntRect box = borderBox();
+ if (ShadowData* boxShadow = style()->boxShadow()) {
+ int shadowLeft = min(boxShadow->x - boxShadow->blur, 0);
+ int shadowRight = max(boxShadow->x + boxShadow->blur, 0);
+ int shadowTop = min(boxShadow->y - boxShadow->blur, 0);
+ int shadowBottom = max(boxShadow->y + boxShadow->blur, 0);
+ box.move(shadowLeft, shadowTop);
+ box.setWidth(box.width() - shadowLeft + shadowRight);
+ box.setHeight(box.height() - shadowTop + shadowBottom);
+ }
+ return box;
+ }
+
+ if (!includeInterior && hasOverflowClip())
+ return borderBox();
+ int l = overflowLeft(includeInterior);
+ int t = min(overflowTop(includeInterior), -borderTopExtra());
+ return IntRect(l, t, overflowWidth(includeInterior) - l, max(overflowHeight(includeInterior), height() + borderBottomExtra()) - t);
+}
+
+bool RenderBlock::isSelfCollapsingBlock() const
+{
+ // We are not self-collapsing if we
+ // (a) have a non-zero height according to layout (an optimization to avoid wasting time)
+ // (b) are a table,
+ // (c) have border/padding,
+ // (d) have a min-height
+ // (e) have specified that one of our margins can't collapse using a CSS extension
+ if (m_height > 0 ||
+ isTable() || (borderBottom() + paddingBottom() + borderTop() + paddingTop()) != 0 ||
+ style()->minHeight().isPositive() ||
+ style()->marginTopCollapse() == MSEPARATE || style()->marginBottomCollapse() == MSEPARATE)
+ return false;
+
+ bool hasAutoHeight = style()->height().isAuto();
+ if (style()->height().isPercent() && !style()->htmlHacks()) {
+ hasAutoHeight = true;
+ for (RenderBlock* cb = containingBlock(); !cb->isRenderView(); cb = cb->containingBlock()) {
+ if (cb->style()->height().isFixed() || cb->isTableCell())
+ hasAutoHeight = false;
+ }
+ }
+
+ // If the height is 0 or auto, then whether or not we are a self-collapsing block depends
+ // on whether we have content that is all self-collapsing or not.
+ if (hasAutoHeight || ((style()->height().isFixed() || style()->height().isPercent()) && style()->height().isZero())) {
+ // If the block has inline children, see if we generated any line boxes. If we have any
+ // line boxes, then we can't be self-collapsing, since we have content.
+ if (childrenInline())
+ return !firstLineBox();
+
+ // Whether or not we collapse is dependent on whether all our normal flow children
+ // are also self-collapsing.
+ for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
+ if (child->isFloatingOrPositioned())
+ continue;
+ if (!child->isSelfCollapsingBlock())
+ return false;
+ }
+ return true;
+ }
+ return false;
+}
+
+void RenderBlock::layout()
+{
+ // Update our first letter info now.
+ updateFirstLetter();
+
+ // Table cells call layoutBlock directly, so don't add any logic here. Put code into
+ // layoutBlock().
+ layoutBlock(false);
+
+ // It's safe to check for control clip here, since controls can never be table cells.
+ if (hasControlClip()) {
+ // Because of the lightweight clip, there can never be any overflow from children.
+ m_overflowWidth = m_width;
+ m_overflowHeight = m_height;
+ m_overflowLeft = 0;
+ m_overflowTop = 0;
+ }
+}
+
+void RenderBlock::layoutBlock(bool relayoutChildren)
+{
+ ASSERT(needsLayout());
+
+ if (isInline() && !isInlineBlockOrInlineTable()) // Inline <form>s inside various table elements can
+ return; // cause us to come in here. Just bail.
+
+ if (!relayoutChildren && layoutOnlyPositionedObjects())
+ return;
+
+ IntRect oldBounds;
+ IntRect oldOutlineBox;
+ bool checkForRepaint = checkForRepaintDuringLayout();
+ if (checkForRepaint) {
+ oldBounds = absoluteClippedOverflowRect();
+ oldOutlineBox = absoluteOutlineBox();
+ }
+
+ bool hadColumns = m_hasColumns;
+ if (!hadColumns)
+ view()->pushLayoutState(this, IntSize(xPos(), yPos()));
+ else
+ view()->disableLayoutState();
+
+ int oldWidth = m_width;
+ int oldColumnWidth = desiredColumnWidth();
+
+ calcWidth();
+ calcColumnWidth();
+
+ m_overflowWidth = m_width;
+ m_overflowLeft = 0;
+
+ if (oldWidth != m_width || oldColumnWidth != desiredColumnWidth())
+ relayoutChildren = true;
+
+ clearFloats();
+
+ int previousHeight = m_height;
+ m_height = 0;
+ m_overflowHeight = 0;
+ m_clearStatus = CNONE;
+
+ // We use four values, maxTopPos, maxPosNeg, maxBottomPos, and maxBottomNeg, to track
+ // our current maximal positive and negative margins. These values are used when we
+ // are collapsed with adjacent blocks, so for example, if you have block A and B
+ // collapsing together, then you'd take the maximal positive margin from both A and B
+ // and subtract it from the maximal negative margin from both A and B to get the
+ // true collapsed margin. This algorithm is recursive, so when we finish layout()
+ // our block knows its current maximal positive/negative values.
+ //
+ // Start out by setting our margin values to our current margins. Table cells have
+ // no margins, so we don't fill in the values for table cells.
+ bool isCell = isTableCell();
+ if (!isCell) {
+ initMaxMarginValues();
+
+ m_topMarginQuirk = style()->marginTop().quirk();
+ m_bottomMarginQuirk = style()->marginBottom().quirk();
+
+ if (element() && element()->hasTagName(formTag) && element()->isMalformed())
+ // See if this form is malformed (i.e., unclosed). If so, don't give the form
+ // a bottom margin.
+ setMaxBottomMargins(0, 0);
+ }
+
+ // For overflow:scroll blocks, ensure we have both scrollbars in place always.
+ if (scrollsOverflow()) {
+ if (style()->overflowX() == OSCROLL)
+ m_layer->setHasHorizontalScrollbar(true);
+ if (style()->overflowY() == OSCROLL)
+ m_layer->setHasVerticalScrollbar(true);
+ }
+
+ int repaintTop = 0;
+ int repaintBottom = 0;
+ int maxFloatBottom = 0;
+ if (childrenInline())
+ layoutInlineChildren(relayoutChildren, repaintTop, repaintBottom);
+ else
+ layoutBlockChildren(relayoutChildren, maxFloatBottom);
+
+ // Expand our intrinsic height to encompass floats.
+ int toAdd = borderBottom() + paddingBottom() + horizontalScrollbarHeight();
+ if (floatBottom() > (m_height - toAdd) && (isInlineBlockOrInlineTable() || isFloatingOrPositioned() || hasOverflowClip() ||
+ (parent() && parent()->isFlexibleBox() || m_hasColumns)))
+ m_height = 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 = m_height;
+ calcHeight();
+ if (oldHeight != m_height) {
+ if (oldHeight > m_height && maxFloatBottom > m_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 = static_cast<RenderBlock*>(child);
+ if (block->floatBottom() + block->yPos() > m_height)
+ addOverhangingFloats(block, -block->xPos(), -block->yPos(), false);
+ }
+ }
+ }
+ // We have to rebalance columns to the new height.
+ layoutColumns(singleColumnBottom);
+
+ // If the block got expanded in size, then increase our overflowheight to match.
+ if (m_overflowHeight > m_height)
+ m_overflowHeight -= toAdd;
+ if (m_overflowHeight < m_height)
+ m_overflowHeight = m_height;
+ }
+ if (previousHeight != m_height)
+ relayoutChildren = true;
+
+ // Some classes of objects (floats and fieldsets with no specified heights and table cells) expand to encompass
+ // overhanging floats.
+ if (hasOverhangingFloats() && expandsToEncloseOverhangingFloats()) {
+ m_height = floatBottom();
+ m_height += borderBottom() + paddingBottom();
+ }
+
+ if ((isCell || isInline() || isFloatingOrPositioned() || isRoot()) && !hasOverflowClip() && !hasControlClip())
+ addVisualOverflow(floatRect());
+
+ layoutPositionedObjects(relayoutChildren || isRoot());
+
+ positionListMarker();
+
+ // Always ensure our overflow width/height are at least as large as our width/height.
+ m_overflowWidth = max(m_overflowWidth, m_width);
+ m_overflowHeight = max(m_overflowHeight, m_height);
+
+ if (!hasOverflowClip()) {
+ if (ShadowData* boxShadow = style()->boxShadow()) {
+ m_overflowLeft = min(m_overflowLeft, boxShadow->x - boxShadow->blur);
+ m_overflowWidth = max(m_overflowWidth, m_width + boxShadow->x + boxShadow->blur);
+ m_overflowTop = min(m_overflowTop, boxShadow->y - boxShadow->blur);
+ m_overflowHeight = max(m_overflowHeight, m_height + boxShadow->y + boxShadow->blur);
+ }
+ }
+
+ if (!hadColumns)
+ view()->popLayoutState();
+ else
+ view()->enableLayoutState();
+
+ // Update our scroll information if we're overflow:auto/scroll/hidden now that we know if
+ // we overflow or not.
+ if (hasOverflowClip())
+ m_layer->updateScrollInfoAfterLayout();
+
+ // Repaint with our new bounds if they are different from our old bounds.
+ bool didFullRepaint = false;
+ if (checkForRepaint)
+ didFullRepaint = repaintAfterLayoutIfNeeded(oldBounds, oldOutlineBox);
+ if (!didFullRepaint && repaintTop != repaintBottom && (style()->visibility() == VISIBLE || enclosingLayer()->hasVisibleContent())) {
+ IntRect repaintRect(m_overflowLeft, repaintTop, m_overflowWidth - m_overflowLeft, repaintBottom - repaintTop);
+
+ // FIXME: Deal with multiple column repainting. We have to split the repaint
+ // rect up into multiple rects if it spans columns.
+
+ repaintRect.inflate(maximalOutlineSize(PaintPhaseOutline));
+
+ if (hasOverflowClip()) {
+ // Adjust repaint rect for scroll offset
+ int x = repaintRect.x();
+ int y = repaintRect.y();
+ layer()->subtractScrollOffset(x, y);
+ repaintRect.setX(x);
+ repaintRect.setY(y);
+
+ // Don't allow this rect to spill out of our overflow box.
+ repaintRect.intersect(IntRect(0, 0, m_width, m_height));
+ }
+
+ RenderView* v = view();
+ // Make sure the rect is still non-empty after intersecting for overflow above
+ if (!repaintRect.isEmpty() && v && v->frameView())
+ v->frameView()->addRepaintInfo(this, repaintRect); // We need to do a partial repaint of our content.
+ }
+ setNeedsLayout(false);
+}
+
+void RenderBlock::adjustPositionedBlock(RenderObject* child, const MarginInfo& marginInfo)
+{
+ if (child->hasStaticX()) {
+ if (style()->direction() == LTR)
+ child->setStaticX(borderLeft() + paddingLeft());
+ else
+ child->setStaticX(borderRight() + paddingRight());
+ }
+
+ if (child->hasStaticY()) {
+ int y = m_height;
+ if (!marginInfo.canCollapseWithTop()) {
+ child->calcVerticalMargins();
+ int marginTop = child->marginTop();
+ int collapsedTopPos = marginInfo.posMargin();
+ int collapsedTopNeg = marginInfo.negMargin();
+ if (marginTop > 0) {
+ if (marginTop > collapsedTopPos)
+ collapsedTopPos = marginTop;
+ } else {
+ if (-marginTop > collapsedTopNeg)
+ collapsedTopNeg = -marginTop;
+ }
+ y += (collapsedTopPos - collapsedTopNeg) - marginTop;
+ }
+ child->setStaticY(y);
+ }
+}
+
+void RenderBlock::adjustFloatingBlock(const MarginInfo& marginInfo)
+{
+ // The float should be positioned taking into account the bottom margin
+ // of the previous flow. We add that margin into the height, get the
+ // float positioned properly, and then subtract the margin out of the
+ // height again. In the case of self-collapsing blocks, we always just
+ // use the top margins, since the self-collapsing block collapsed its
+ // own bottom margin into its top margin.
+ //
+ // Note also that the previous flow may collapse its margin into the top of
+ // our block. If this is the case, then we do not add the margin in to our
+ // height when computing the position of the float. This condition can be tested
+ // for by simply calling canCollapseWithTop. See
+ // http://www.hixie.ch/tests/adhoc/css/box/block/margin-collapse/046.html for
+ // an example of this scenario.
+ int marginOffset = marginInfo.canCollapseWithTop() ? 0 : marginInfo.margin();
+ m_height += marginOffset;
+ positionNewFloats();
+ m_height -= marginOffset;
+}
+
+RenderObject* RenderBlock::handleSpecialChild(RenderObject* child, const MarginInfo& marginInfo, CompactInfo& compactInfo, bool& handled)
+{
+ // Handle positioned children first.
+ RenderObject* next = handlePositionedChild(child, marginInfo, handled);
+ if (handled) return next;
+
+ // Handle floating children next.
+ next = handleFloatingChild(child, marginInfo, handled);
+ if (handled) return next;
+
+ // See if we have a compact element. If we do, then try to tuck the compact element into the margin space of the next block.
+ next = handleCompactChild(child, compactInfo, handled);
+ if (handled) return next;
+
+ // Finally, see if we have a run-in element.
+ return handleRunInChild(child, handled);
+}
+
+
+RenderObject* RenderBlock::handlePositionedChild(RenderObject* child, const MarginInfo& marginInfo, bool& handled)
+{
+ if (child->isPositioned()) {
+ handled = true;
+ child->containingBlock()->insertPositionedObject(child);
+ adjustPositionedBlock(child, marginInfo);
+ return child->nextSibling();
+ }
+
+ return 0;
+}
+
+RenderObject* RenderBlock::handleFloatingChild(RenderObject* child, const MarginInfo& marginInfo, bool& handled)
+{
+ if (child->isFloating()) {
+ handled = true;
+ insertFloatingObject(child);
+ adjustFloatingBlock(marginInfo);
+ return child->nextSibling();
+ }
+
+ return 0;
+}
+
+RenderObject* RenderBlock::handleCompactChild(RenderObject* child, CompactInfo& compactInfo, bool& handled)
+{
+ // FIXME: We only deal with one compact at a time. It is unclear what should be
+ // done if multiple contiguous compacts are encountered. For now we assume that
+ // compact A followed by another compact B should simply be treated as block A.
+ if (child->isCompact() && !compactInfo.compact() && (child->childrenInline() || child->isReplaced())) {
+ // Get the next non-positioned/non-floating RenderBlock.
+ RenderObject* next = child->nextSibling();
+ RenderObject* curr = next;
+ while (curr && curr->isFloatingOrPositioned())
+ curr = curr->nextSibling();
+ if (curr && curr->isRenderBlock() && !curr->isCompact() && !curr->isRunIn()) {
+ curr->calcWidth(); // So that horizontal margins are correct.
+
+ child->setInline(true); // Need to compute the margins/width for the child as though it is an inline, so that it won't try to puff up the margins to
+ // fill the containing block width.
+ child->calcWidth();
+ int childMargins = child->marginLeft() + child->marginRight();
+ int margin = style()->direction() == LTR ? curr->marginLeft() : curr->marginRight();
+ if (margin >= (childMargins + child->maxPrefWidth())) {
+ // The compact will fit in the margin.
+ handled = true;
+ compactInfo.set(child, curr);
+ child->setPos(0,0); // This position will be updated to reflect the compact's
+ // desired position and the line box for the compact will
+ // pick that position up.
+
+ // Remove the child.
+ RenderObject* next = child->nextSibling();
+ removeChildNode(child);
+
+ // Now insert the child under |curr|.
+ curr->insertChildNode(child, curr->firstChild());
+ return next;
+ }
+ else
+ child->setInline(false); // We didn't fit, so we remain a block-level element.
+ }
+ }
+ return 0;
+}
+
+void RenderBlock::insertCompactIfNeeded(RenderObject* child, CompactInfo& compactInfo)
+{
+ if (compactInfo.matches(child)) {
+ // We have a compact child to squeeze in.
+ RenderObject* compactChild = compactInfo.compact();
+ int compactXPos = borderLeft() + paddingLeft() + compactChild->marginLeft();
+ if (style()->direction() == RTL) {
+ compactChild->calcWidth(); // have to do this because of the capped maxwidth
+ compactXPos = width() - borderRight() - paddingRight() - marginRight() -
+ compactChild->width() - compactChild->marginRight();
+ }
+ compactXPos -= child->xPos(); // Put compactXPos into the child's coordinate space.
+ compactChild->setPos(compactXPos, compactChild->yPos()); // Set the x position.
+ compactInfo.clear();
+ }
+}
+
+RenderObject* RenderBlock::handleRunInChild(RenderObject* child, bool& handled)
+{
+ // See if we have a run-in element with inline children. If the
+ // children aren't inline, then just treat the run-in as a normal
+ // block.
+ if (child->isRunIn() && (child->childrenInline() || child->isReplaced())) {
+ // Get the next non-positioned/non-floating RenderBlock.
+ RenderObject* curr = child->nextSibling();
+ while (curr && curr->isFloatingOrPositioned())
+ curr = curr->nextSibling();
+ if (curr && (curr->isRenderBlock() && curr->childrenInline() && !curr->isCompact() && !curr->isRunIn())) {
+ // The block acts like an inline, so just null out its
+ // position.
+ handled = true;
+ child->setInline(true);
+ child->setPos(0,0);
+
+ // Remove the child.
+ RenderObject* next = child->nextSibling();
+ removeChildNode(child);
+
+ // Now insert the child under |curr|.
+ curr->insertChildNode(child, curr->firstChild());
+ return next;
+ }
+ }
+ return 0;
+}
+
+void RenderBlock::collapseMargins(RenderObject* child, MarginInfo& marginInfo, int yPosEstimate)
+{
+ // Get our max pos and neg top margins.
+ int posTop = child->maxTopMargin(true);
+ int negTop = child->maxTopMargin(false);
+
+ // For self-collapsing blocks, collapse our bottom margins into our
+ // top to get new posTop and negTop values.
+ if (child->isSelfCollapsingBlock()) {
+ posTop = max(posTop, child->maxBottomMargin(true));
+ negTop = max(negTop, child->maxBottomMargin(false));
+ }
+
+ // See if the top margin is quirky. We only care if this child has
+ // margins that will collapse with us.
+ bool topQuirk = child->isTopMarginQuirk() || style()->marginTopCollapse() == MDISCARD;
+
+ if (marginInfo.canCollapseWithTop()) {
+ // This child is collapsing with the top of the
+ // block. If it has larger margin values, then we need to update
+ // our own maximal values.
+ if (!style()->htmlHacks() || !marginInfo.quirkContainer() || !topQuirk)
+ setMaxTopMargins(max(posTop, maxTopPosMargin()), max(negTop, maxTopNegMargin()));
+
+ // The minute any of the margins involved isn't a quirk, don't
+ // collapse it away, even if the margin is smaller (www.webreference.com
+ // has an example of this, a <dt> with 0.8em author-specified inside
+ // a <dl> inside a <td>.
+ if (!marginInfo.determinedTopQuirk() && !topQuirk && (posTop-negTop)) {
+ m_topMarginQuirk = 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.
+ m_topMarginQuirk = true;
+ }
+
+ if (marginInfo.quirkContainer() && marginInfo.atTopOfBlock() && (posTop - negTop))
+ marginInfo.setTopQuirk(topQuirk);
+
+ int ypos = m_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 = m_height + collapsedTopPos - collapsedTopNeg;
+ }
+ else {
+ if (child->style()->marginTopCollapse() == MSEPARATE) {
+ m_height += marginInfo.margin() + child->marginTop();
+ ypos = m_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.
+ m_height += max(marginInfo.posMargin(), posTop) - max(marginInfo.negMargin(), negTop);
+ ypos = m_height;
+ }
+
+ marginInfo.setPosMargin(child->maxBottomMargin(true));
+ marginInfo.setNegMargin(child->maxBottomMargin(false));
+
+ if (marginInfo.margin())
+ marginInfo.setBottomQuirk(child->isBottomMarginQuirk() || style()->marginBottomCollapse() == MDISCARD);
+
+ marginInfo.setSelfCollapsingBlockClearedFloat(false);
+ }
+
+ view()->addLayoutDelta(IntSize(0, yPosEstimate - ypos));
+ child->setPos(child->xPos(), ypos);
+ if (ypos != yPosEstimate) {
+ if (child->shrinkToAvoidFloats())
+ // The child's width depends on the line width.
+ // When the child shifts to clear an item, its width can
+ // change (because it has more available line width).
+ // So go ahead and mark the item as dirty.
+ child->setChildNeedsLayout(true, false);
+
+ if (!child->avoidsFloats() && child->containsFloats())
+ child->markAllDescendantsWithFloatsForLayout();
+
+ // Our guess was wrong. Make the child lay itself out again.
+ child->layoutIfNeeded();
+ }
+}
+
+void RenderBlock::clearFloatsIfNeeded(RenderObject* child, MarginInfo& marginInfo, int oldTopPosMargin, int oldTopNegMargin)
+{
+ int heightIncrease = getClearDelta(child);
+ if (heightIncrease) {
+ // The child needs to be lowered. Move the child so that it just clears the float.
+ view()->addLayoutDelta(IntSize(0, -heightIncrease));
+ child->setPos(child->xPos(), child->yPos() + heightIncrease);
+
+ if (child->isSelfCollapsingBlock()) {
+ // For self-collapsing blocks that clear, they can still collapse their
+ // margins with following siblings. Reset the current margins to represent
+ // the self-collapsing block's margins only.
+ marginInfo.setPosMargin(max(child->maxTopMargin(true), child->maxBottomMargin(true)));
+ marginInfo.setNegMargin(max(child->maxTopMargin(false), child->maxBottomMargin(false)));
+
+ // Adjust our height such that we are ready to be collapsed with subsequent siblings.
+ m_height = child->yPos() - max(0, marginInfo.margin());
+
+ // Set a flag that we cleared a float so that we know both to increase the height of the block
+ // to compensate for the clear and to avoid collapsing our margins with the parent block's
+ // bottom margin.
+ marginInfo.setSelfCollapsingBlockClearedFloat(true);
+ } else
+ // Increase our height by the amount we had to clear.
+ m_height += heightIncrease;
+
+ if (marginInfo.canCollapseWithTop()) {
+ // We can no longer collapse with the top of the block since a clear
+ // occurred. The empty blocks collapse into the cleared block.
+ // FIXME: This isn't quite correct. Need clarification for what to do
+ // if the height the cleared block is offset by is smaller than the
+ // margins involved.
+ setMaxTopMargins(oldTopPosMargin, oldTopNegMargin);
+ marginInfo.setAtTopOfBlock(false);
+ }
+
+ // If our value of clear caused us to be repositioned vertically to be
+ // underneath a float, we might have to do another layout to take into account
+ // the extra space we now have available.
+ if (child->shrinkToAvoidFloats())
+ // The child's width depends on the line width.
+ // When the child shifts to clear an item, its width can
+ // change (because it has more available line width).
+ // So go ahead and mark the item as dirty.
+ child->setChildNeedsLayout(true, false);
+ if (!child->avoidsFloats() && child->containsFloats())
+ child->markAllDescendantsWithFloatsForLayout();
+ child->layoutIfNeeded();
+ }
+}
+
+int RenderBlock::estimateVerticalPosition(RenderObject* 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 = m_height;
+ if (!marginInfo.canCollapseWithTop()) {
+ int childMarginTop = child->selfNeedsLayout() ? child->marginTop() : child->collapsedMarginTop();
+ yPosEstimate += max(marginInfo.margin(), childMarginTop);
+ }
+ return yPosEstimate;
+}
+
+void RenderBlock::determineHorizontalPosition(RenderObject* child)
+{
+ if (style()->direction() == LTR) {
+ int xPos = borderLeft() + paddingLeft();
+
+ // Add in our left margin.
+ int chPos = xPos + child->marginLeft();
+
+ // Some objects (e.g., tables, horizontal rules, overflow:auto blocks) avoid floats. They need
+ // to shift over as necessary to dodge any floats that might get in the way.
+ if (child->avoidsFloats()) {
+ int leftOff = leftOffset(m_height);
+ 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.
+ static_cast<RenderBox*>(child)->calcHorizontalMargins(child->style()->marginLeft(), child->style()->marginRight(), lineWidth(child->yPos()));
+ chPos = leftOff + child->marginLeft();
+ }
+ }
+ view()->addLayoutDelta(IntSize(child->xPos() - chPos, 0));
+ child->setPos(chPos, child->yPos());
+ } else {
+ int xPos = m_width - borderRight() - paddingRight() - verticalScrollbarWidth();
+ int chPos = xPos - (child->width() + child->marginRight());
+ if (child->avoidsFloats()) {
+ int rightOff = rightOffset(m_height);
+ 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.
+ static_cast<RenderBox*>(child)->calcHorizontalMargins(child->style()->marginLeft(), child->style()->marginRight(), lineWidth(child->yPos()));
+ chPos = rightOff - child->marginRight() - child->width();
+ }
+ }
+ view()->addLayoutDelta(IntSize(child->xPos() - chPos, 0));
+ child->setPos(chPos, child->yPos());
+ }
+}
+
+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())
+ m_bottomMarginQuirk = 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.
+ m_bottomMarginQuirk = true;
+ }
+}
+
+void RenderBlock::handleBottomOfBlock(int top, int bottom, MarginInfo& marginInfo)
+{
+ // If our last flow was a self-collapsing block that cleared a float, then we don't
+ // collapse it with the bottom of the block.
+ if (!marginInfo.selfCollapsingBlockClearedFloat())
+ marginInfo.setAtBottomOfBlock(true);
+ else {
+ // We have to special case the negative margin situation (where the collapsed
+ // margin of the self-collapsing block is negative), since there's no need
+ // to make an adjustment in that case.
+ if (marginInfo.margin() < 0)
+ marginInfo.clearMargin();
+ }
+
+ // If we can't collapse with children then go ahead and add in the bottom margin.
+ if (!marginInfo.canCollapseWithBottom() && !marginInfo.canCollapseWithTop()
+ && (!style()->htmlHacks() || !marginInfo.quirkContainer() || !marginInfo.bottomQuirk()))
+ m_height += marginInfo.margin();
+
+ // Now add in our bottom border/padding.
+ m_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.
+ m_height = max(m_height, top + bottom);
+
+ // Always make sure our overflow height is at least our height.
+ m_overflowHeight = max(m_height, m_overflowHeight);
+
+ // Update our bottom collapsed margin info.
+ setCollapsedBottomMargin(marginInfo);
+}
+
+void RenderBlock::layoutBlockChildren(bool relayoutChildren, int& maxFloatBottom)
+{
+ int top = borderTop() + paddingTop();
+ int bottom = borderBottom() + paddingBottom() + horizontalScrollbarHeight();
+
+ m_height = m_overflowHeight = 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);
+ CompactInfo compactInfo;
+
+ // 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;
+
+ RenderObject* child = firstChild();
+ while (child) {
+ if (legend == child) {
+ child = child->nextSibling();
+ continue; // Skip the legend, since it has already been positioned up in the fieldset's border.
+ }
+
+ int oldTopPosMargin = maxTopPosMargin();
+ int oldTopNegMargin = maxTopNegMargin();
+
+ // Make sure we layout children if they need it.
+ // FIXME: Technically percentage height objects only need a relayout if their percentage isn't going to be turned into
+ // an auto value. Add a method to determine this, so that we can avoid the relayout.
+ if (relayoutChildren || (child->style()->height().isPercent() || child->style()->minHeight().isPercent() || child->style()->maxHeight().isPercent()))
+ child->setChildNeedsLayout(true, false);
+
+ // If relayoutChildren is set and we have percentage padding, we also need to invalidate the child's pref widths.
+ if (relayoutChildren && (child->style()->paddingLeft().isPercent() || child->style()->paddingRight().isPercent()))
+ child->setPrefWidthsDirty(true, false);
+
+ // Handle the four types of special elements first. These include positioned content, floating content, compacts and
+ // run-ins. When we encounter these four types of objects, we don't actually lay them out as normal flow blocks.
+ bool handled = false;
+ RenderObject* next = handleSpecialChild(child, marginInfo, compactInfo, handled);
+ if (handled) { child = next; continue; }
+
+ // The child is a normal flow object. Compute its vertical margins now.
+ child->calcVerticalMargins();
+
+ // Do not allow a collapse if the margin top collapse style is set to SEPARATE.
+ if (child->style()->marginTopCollapse() == MSEPARATE) {
+ marginInfo.setAtTopOfBlock(false);
+ marginInfo.clearMargin();
+ }
+
+ // Try to guess our correct y position. In most cases this guess will
+ // be correct. Only if we're wrong (when we compute the real y position)
+ // will we have to potentially relayout.
+ int yPosEstimate = estimateVerticalPosition(child, marginInfo);
+
+ // Cache our old rect so that we can dirty the proper repaint rects if the child moves.
+ IntRect oldRect(child->xPos(), child->yPos() , child->width(), child->height());
+
+ // Go ahead and position the child as though it didn't collapse with the top.
+ view()->addLayoutDelta(IntSize(0, child->yPos() - yPosEstimate));
+ child->setPos(child->xPos(), yPosEstimate);
+
+ bool markDescendantsWithFloats = false;
+ if (yPosEstimate != oldRect.y() && !child->avoidsFloats() && child->containsFloats())
+ markDescendantsWithFloats = true;
+ else if (!child->avoidsFloats() || child->shrinkToAvoidFloats()) {
+ // If an element might be affected by the presence of floats, then always mark it for
+ // layout.
+ int fb = max(previousFloatBottom, floatBottom());
+ if (fb > m_height || fb > yPosEstimate)
+ markDescendantsWithFloats = true;
+ }
+
+ if (markDescendantsWithFloats)
+ child->markAllDescendantsWithFloatsForLayout();
+
+ if (child->isRenderBlock())
+ previousFloatBottom = max(previousFloatBottom, oldRect.y() + static_cast<RenderBlock*>(child)->floatBottom());
+
+ bool childNeededLayout = child->needsLayout();
+ if (childNeededLayout)
+ child->layout();
+
+ // Now determine the correct ypos based off examination of collapsing margin
+ // values.
+ collapseMargins(child, marginInfo, yPosEstimate);
+ int postCollapseChildY = child->yPos();
+
+ // Now check for clear.
+ clearFloatsIfNeeded(child, marginInfo, oldTopPosMargin, oldTopNegMargin);
+
+ // We are no longer at the top of the block if we encounter a non-empty child.
+ // This has to be done after checking for clear, so that margins can be reset if a clear occurred.
+ if (marginInfo.atTopOfBlock() && !child->isSelfCollapsingBlock())
+ marginInfo.setAtTopOfBlock(false);
+
+ // Now place the child in the correct horizontal position
+ determineHorizontalPosition(child);
+
+ // Update our height now that the child has been placed in the correct position.
+ m_height += child->height();
+ if (child->style()->marginBottomCollapse() == MSEPARATE) {
+ m_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.
+ maxFloatBottom = max(maxFloatBottom, addOverhangingFloats(static_cast<RenderBlock *>(child), -child->xPos(), -child->yPos(), !childNeededLayout));
+
+ // Update our overflow in case the child spills out the block.
+ m_overflowTop = min(m_overflowTop, child->yPos() + child->overflowTop(false));
+ m_overflowHeight = max(m_overflowHeight, m_height + child->overflowHeight(false) - child->height());
+ m_overflowWidth = max(child->xPos() + child->overflowWidth(false), m_overflowWidth);
+ m_overflowLeft = min(child->xPos() + child->overflowLeft(false), m_overflowLeft);
+
+ // Insert our compact into the block margin if we have one.
+ insertCompactIfNeeded(child, compactInfo);
+
+ view()->addLayoutDelta(IntSize(child->xPos() - oldRect.x(), child->yPos() - oldRect.y()));
+
+ // 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 (!selfNeedsLayout() && child->checkForRepaintDuringLayout()) {
+ int finalChildX = child->xPos();
+ int finalChildY = child->yPos();
+ if (finalChildX != oldRect.x() || finalChildY != oldRect.y())
+ child->repaintDuringLayoutIfMoved(oldRect);
+ else if (finalChildY != yPosEstimate || finalChildY != postCollapseChildY) {
+ // The child invalidated itself during layout at an intermediate position,
+ // but not at its final position. Take care of it now.
+ child->repaint();
+ child->repaintOverhangingFloats();
+ }
+ }
+
+ child = child->nextSibling();
+ }
+
+ // Now do the handling of the bottom of the block, adding in our bottom border/padding and
+ // determining the correct collapsed bottom margin information.
+ handleBottomOfBlock(top, bottom, marginInfo);
+}
+
+bool RenderBlock::layoutOnlyPositionedObjects()
+{
+ if (!posChildNeedsLayout() || normalChildNeedsLayout() || selfNeedsLayout())
+ return false;
+
+ if (!m_hasColumns)
+ view()->pushLayoutState(this, IntSize(xPos(), yPos()));
+ else
+ view()->disableLayoutState();
+
+ // All we have to is lay out our positioned objects.
+ layoutPositionedObjects(false);
+
+ if (!m_hasColumns)
+ view()->popLayoutState();
+ else
+ view()->enableLayoutState();
+
+ if (hasOverflowClip())
+ m_layer->updateScrollInfoAfterLayout();
+
+ setNeedsLayout(false);
+ return true;
+}
+
+void RenderBlock::layoutPositionedObjects(bool relayoutChildren)
+{
+ if (m_positionedObjects) {
+ RenderObject* r;
+ Iterator end = m_positionedObjects->end();
+ for (Iterator it = m_positionedObjects->begin(); it != end; ++it) {
+ r = *it;
+ // When a non-positioned block element moves, it may have positioned children that are implicitly positioned relative to the
+ // non-positioned block. Rather than trying to detect all of these movement cases, we just always lay out positioned
+ // objects that are positioned implicitly like this. Such objects are rare, and so in typical DHTML menu usage (where everything is
+ // positioned explicitly) this should not incur a performance penalty.
+ if (relayoutChildren || (r->hasStaticY() && r->parent() != this && r->parent()->isBlockFlow()))
+ r->setChildNeedsLayout(true, false);
+
+ // If relayoutChildren is set and we have percentage padding, we also need to invalidate the child's pref widths.
+ if (relayoutChildren && (r->style()->paddingLeft().isPercent() || r->style()->paddingRight().isPercent()))
+ r->setPrefWidthsDirty(true, false);
+
+ r->layoutIfNeeded();
+ }
+ }
+}
+
+void RenderBlock::markPositionedObjectsForLayout()
+{
+ if (m_positionedObjects) {
+ RenderObject* 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 (noPaint isn't set). When paintAllDescendants is true, the latter
+ // condition is replaced with being a descendant of us.
+ if (r->endY > m_height && (paintAllDescendants && r->node->isDescendantOf(this) || !r->noPaint) && !r->node->hasLayer()) {
+ r->node->repaint();
+ r->node->repaintOverhangingFloats();
+ }
+ }
+ view()->enableLayoutState();
+ }
+}
+
+void RenderBlock::paint(PaintInfo& paintInfo, int tx, int ty)
+{
+ tx += m_x;
+ ty += m_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 (!isInlineFlow() && !isRoot()) {
+ IntRect overflowBox = overflowRect(false);
+ overflowBox.inflate(maximalOutlineSize(paintInfo.phase));
+ overflowBox.move(tx, ty);
+ if (!overflowBox.intersects(paintInfo.rect))
+ return;
+ }
+
+ bool useControlClip = phase != PaintPhaseBlockBackground && phase != PaintPhaseSelfOutline && hasControlClip();
+
+ // Push a clip.
+ if (useControlClip) {
+ if (phase == PaintPhaseOutline)
+ paintInfo.phase = PaintPhaseChildOutlines;
+ else if (phase == PaintPhaseChildBlockBackground) {
+ paintInfo.phase = PaintPhaseBlockBackground;
+ paintObject(paintInfo, tx, ty);
+ paintInfo.phase = PaintPhaseChildBlockBackgrounds;
+ }
+ IntRect clipRect(controlClipRect(tx, ty));
+ if (clipRect.isEmpty())
+ return;
+ paintInfo.context->save();
+ paintInfo.context->clip(clipRect);
+ }
+
+ paintObject(paintInfo, tx, ty);
+
+ // Pop the clip.
+ if (useControlClip) {
+ paintInfo.context->restore();
+ if (phase == PaintPhaseOutline) {
+ paintInfo.phase = PaintPhaseSelfOutline;
+ paintObject(paintInfo, tx, ty);
+ paintInfo.phase = phase;
+ } else if (phase == PaintPhaseChildBlockBackground)
+ paintInfo.phase = phase;
+ }
+}
+
+void RenderBlock::paintColumns(PaintInfo& paintInfo, int tx, int ty, bool paintingFloats)
+{
+ // We need to do multiple passes, breaking up our child painting into strips.
+ GraphicsContext* context = paintInfo.context;
+ int currXOffset = 0;
+ int currYOffset = 0;
+ int ruleAdd = borderLeft() + paddingLeft();
+ int ruleX = 0;
+ int colGap = columnGap();
+ const Color& ruleColor = style()->columnRuleColor();
+ bool ruleTransparent = style()->columnRuleIsTransparent();
+ EBorderStyle ruleStyle = style()->columnRuleStyle();
+ int ruleWidth = style()->columnRuleWidth();
+ bool renderRule = !paintingFloats && ruleStyle > BHIDDEN && !ruleTransparent && ruleWidth <= colGap;
+ Vector<IntRect>* colRects = columnRects();
+ unsigned colCount = colRects->size();
+ for (unsigned i = 0; i < colCount; i++) {
+ // For each rect, we clip to the rect, and then we adjust our coords.
+ IntRect colRect = colRects->at(i);
+ colRect.move(tx, ty);
+ context->save();
+
+ // Each strip pushes a clip, since column boxes are specified as being
+ // like overflow:hidden.
+ context->clip(colRect);
+
+ // Adjust tx and ty to change where we paint.
+ PaintInfo info(paintInfo);
+ info.rect.intersect(colRect);
+
+ // Adjust our x and y when painting.
+ int finalX = tx + currXOffset;
+ int finalY = ty + currYOffset;
+ if (paintingFloats)
+ paintFloats(info, finalX, finalY, paintInfo.phase == PaintPhaseSelection);
+ else
+ paintContents(info, finalX, finalY);
+
+ // Move to the next position.
+ if (style()->direction() == LTR) {
+ ruleX += colRect.width() + colGap / 2;
+ currXOffset += colRect.width() + colGap;
+ } else {
+ ruleX -= (colRect.width() + colGap / 2);
+ currXOffset -= (colRect.width() + colGap);
+ }
+
+ currYOffset -= colRect.height();
+
+ context->restore();
+
+ // Now paint the column rule.
+ if (renderRule && paintInfo.phase == PaintPhaseForeground && i < colCount - 1) {
+ int ruleStart = ruleX - ruleWidth / 2 + ruleAdd;
+ int ruleEnd = ruleStart + ruleWidth;
+ drawBorder(paintInfo.context, tx + ruleStart, ty + borderTop() + paddingTop(), tx + ruleEnd, ty + borderTop() + paddingTop() + contentHeight(),
+ style()->direction() == LTR ? BSLeft : BSRight, ruleColor, style()->color(), ruleStyle, 0, 0);
+ }
+
+ ruleX = currXOffset;
+ }
+}
+
+void RenderBlock::paintContents(PaintInfo& paintInfo, int tx, int ty)
+{
+ // Avoid painting descendants of the root element when stylesheets haven't loaded. This eliminates FOUC.
+ // It's ok not to draw, because later on, when all the stylesheets do load, updateStyleSelector on the Document
+ // will do a full repaint().
+ if (document()->didLayoutWithPendingStylesheets() && !isRenderView())
+ return;
+
+ if (childrenInline())
+ paintLines(paintInfo, tx, ty);
+ else
+ paintChildren(paintInfo, tx, ty);
+}
+
+void RenderBlock::paintChildren(PaintInfo& paintInfo, int tx, int ty)
+{
+ PaintPhase newPhase = (paintInfo.phase == PaintPhaseChildOutlines) ? PaintPhaseOutline : paintInfo.phase;
+ newPhase = (newPhase == PaintPhaseChildBlockBackgrounds) ? PaintPhaseChildBlockBackground : newPhase;
+
+ // We don't paint our own background, but we do let the kids paint their backgrounds.
+ PaintInfo info(paintInfo);
+ info.phase = newPhase;
+ info.paintingRoot = paintingRootForChildren(paintInfo);
+ bool isPrinting = document()->printing();
+
+ for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
+ // Check for page-break-before: always, and if it's set, break and bail.
+ if (isPrinting && !childrenInline() && child->style()->pageBreakBefore() == PBALWAYS &&
+ inRootBlockContext() && (ty + child->yPos()) > paintInfo.rect.y() &&
+ (ty + child->yPos()) < paintInfo.rect.bottom()) {
+ view()->setBestTruncatedAt(ty + child->yPos(), this, true);
+ return;
+ }
+
+ if (!child->hasLayer() && !child->isFloating())
+ child->paint(info, tx, ty);
+
+ // Check for page-break-after: always, and if it's set, break and bail.
+ if (isPrinting && !childrenInline() && child->style()->pageBreakAfter() == PBALWAYS &&
+ inRootBlockContext() && (ty + child->yPos() + child->height()) > paintInfo.rect.y() &&
+ (ty + child->yPos() + child->height()) < paintInfo.rect.bottom()) {
+ view()->setBestTruncatedAt(ty + child->yPos() + child->height() + max(0, child->collapsedMarginBottom()), this, true);
+ return;
+ }
+ }
+}
+
+void RenderBlock::paintCaret(PaintInfo& paintInfo, CaretType type)
+{
+ SelectionController* selectionController = type == CursorCaret ? document()->frame()->selectionController() : document()->frame()->dragCaretController();
+ Node* caretNode = selectionController->start().node();
+ RenderObject* renderer = caretNode ? caretNode->renderer() : 0;
+ if (!renderer)
+ return;
+ // if caretNode is a block and caret is inside it then caret should be painted by that block
+ bool cursorInsideBlockCaretNode = renderer->isBlockFlow() && selectionController->isInsideNode();
+ if ((cursorInsideBlockCaretNode ? renderer : renderer->containingBlock()) == this && selectionController->isContentEditable()) {
+ if (type == CursorCaret)
+ document()->frame()->paintCaret(paintInfo.context, paintInfo.rect);
+ else
+ document()->frame()->paintDragCaret(paintInfo.context, paintInfo.rect);
+ }
+}
+
+void RenderBlock::paintObject(PaintInfo& paintInfo, int tx, int ty)
+{
+ PaintPhase paintPhase = paintInfo.phase;
+
+ // If we're a repositioned run-in or a compact, don't paint background/borders.
+ bool inlineFlow = isInlineFlow();
+
+ // 1. paint background, borders etc
+ if (!inlineFlow &&
+ (paintPhase == PaintPhaseBlockBackground || paintPhase == PaintPhaseChildBlockBackground) &&
+ hasBoxDecorations() && style()->visibility() == VISIBLE) {
+ paintBoxDecorations(paintInfo, tx, ty);
+ }
+
+ // We're done. We don't bother painting any children.
+ if (paintPhase == PaintPhaseBlockBackground)
+ return;
+
+ // Adjust our painting position if we're inside a scrolled layer (e.g., an overflow:auto div).s
+ int scrolledX = tx;
+ int scrolledY = ty;
+ if (hasOverflowClip())
+ m_layer->subtractScrollOffset(scrolledX, scrolledY);
+
+ // 2. paint contents
+ if (paintPhase != PaintPhaseSelfOutline) {
+ if (m_hasColumns)
+ paintColumns(paintInfo, scrolledX, scrolledY);
+ else
+ paintContents(paintInfo, scrolledX, scrolledY);
+ }
+
+ // 3. paint selection
+ // FIXME: Make this work with multi column layouts. For now don't fill gaps.
+ bool isPrinting = document()->printing();
+ if (!inlineFlow && !isPrinting && !m_hasColumns)
+ paintSelection(paintInfo, scrolledX, scrolledY); // Fill in gaps in selection on lines and between blocks.
+
+ // 4. paint floats.
+ if (!inlineFlow && (paintPhase == PaintPhaseFloat || paintPhase == PaintPhaseSelection)) {
+ if (m_hasColumns)
+ paintColumns(paintInfo, scrolledX, scrolledY, true);
+ else
+ paintFloats(paintInfo, scrolledX, scrolledY, paintPhase == PaintPhaseSelection);
+ }
+
+ // 5. paint outline.
+ if (!inlineFlow && (paintPhase == PaintPhaseOutline || paintPhase == PaintPhaseSelfOutline) && hasOutline() && style()->visibility() == VISIBLE)
+ RenderObject::paintOutline(paintInfo.context, tx, ty, width(), height(), style());
+
+ // 6. paint continuation outlines.
+ if (!inlineFlow && (paintPhase == PaintPhaseOutline || paintPhase == PaintPhaseChildOutlines)) {
+ if (continuation() && continuation()->hasOutline() && continuation()->style()->visibility() == VISIBLE) {
+ RenderFlow* inlineFlow = static_cast<RenderFlow*>(continuation()->element()->renderer());
+ if (!inlineFlow->hasLayer())
+ containingBlock()->addContinuationWithOutline(inlineFlow);
+ else if (!inlineFlow->firstLineBox())
+ inlineFlow->paintOutline(paintInfo.context, tx - xPos() + inlineFlow->containingBlock()->xPos(),
+ ty - yPos() + inlineFlow->containingBlock()->yPos());
+ }
+ 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 (!inlineFlow && paintPhase == PaintPhaseForeground) {
+ paintCaret(paintInfo, CursorCaret);
+ paintCaret(paintInfo, DragCaret);
+ }
+}
+
+void RenderBlock::paintFloats(PaintInfo& paintInfo, int tx, int ty, bool paintSelection)
+{
+ if (!m_floatingObjects)
+ return;
+
+ FloatingObject* r;
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ for (; (r = it.current()); ++it) {
+ // Only paint the object if our noPaint flag isn't set.
+ if (!r->noPaint && !r->node->hasLayer()) {
+ PaintInfo currentPaintInfo(paintInfo);
+ currentPaintInfo.phase = paintSelection ? PaintPhaseSelection : PaintPhaseBlockBackground;
+ int currentTX = tx + r->left - r->node->xPos() + r->node->marginLeft();
+ int currentTY = ty + r->startY - r->node->yPos() + r->node->marginTop();
+ r->node->paint(currentPaintInfo, currentTX, currentTY);
+ if (!paintSelection) {
+ currentPaintInfo.phase = PaintPhaseChildBlockBackgrounds;
+ r->node->paint(currentPaintInfo, currentTX, currentTY);
+ currentPaintInfo.phase = PaintPhaseFloat;
+ r->node->paint(currentPaintInfo, currentTX, currentTY);
+ currentPaintInfo.phase = PaintPhaseForeground;
+ r->node->paint(currentPaintInfo, currentTX, currentTY);
+ currentPaintInfo.phase = PaintPhaseOutline;
+ r->node->paint(currentPaintInfo, currentTX, currentTY);
+ }
+ }
+ }
+}
+
+void RenderBlock::paintEllipsisBoxes(PaintInfo& paintInfo, int tx, int ty)
+{
+ if (!shouldPaintWithinRoot(paintInfo) || !firstLineBox())
+ return;
+
+ if (style()->visibility() == VISIBLE && paintInfo.phase == PaintPhaseForeground) {
+ // We can check the first box and last box and avoid painting if we don't
+ // intersect.
+ int yPos = ty + firstLineBox()->yPos();;
+ int h = lastLineBox()->yPos() + lastLineBox()->height() - firstLineBox()->yPos();
+ if (yPos >= paintInfo.rect.bottom() || yPos + h <= paintInfo.rect.y())
+ return;
+
+ // See if our boxes intersect with the dirty rect. If so, then we paint
+ // them. Note that boxes can easily overlap, so we can't make any assumptions
+ // based off positions of our first line box or our last line box.
+ for (RootInlineBox* curr = firstRootBox(); curr; curr = curr->nextRootBox()) {
+ yPos = ty + curr->yPos();
+ h = curr->height();
+ if (curr->ellipsisBox() && yPos < paintInfo.rect.bottom() && yPos + h > paintInfo.rect.y())
+ curr->paintEllipsisBox(paintInfo, tx, ty);
+ }
+ }
+}
+
+HashMap<RenderBlock*, RenderFlowSequencedSet*>* continuationOutlineTable()
+{
+ static HashMap<RenderBlock*, RenderFlowSequencedSet*> table;
+ return &table;
+}
+
+void RenderBlock::addContinuationWithOutline(RenderFlow* 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());
+
+ HashMap<RenderBlock*, RenderFlowSequencedSet*>* table = continuationOutlineTable();
+ RenderFlowSequencedSet* continuations = table->get(this);
+ if (!continuations) {
+ continuations = new RenderFlowSequencedSet;
+ table->set(this, continuations);
+ }
+
+ continuations->add(flow);
+}
+
+void RenderBlock::paintContinuationOutlines(PaintInfo& info, int tx, int ty)
+{
+ HashMap<RenderBlock*, RenderFlowSequencedSet*>* table = continuationOutlineTable();
+ if (table->isEmpty())
+ return;
+
+ RenderFlowSequencedSet* continuations = table->get(this);
+ if (!continuations)
+ return;
+
+ // Paint each continuation outline.
+ RenderFlowSequencedSet::iterator end = continuations->end();
+ for (RenderFlowSequencedSet::iterator it = continuations->begin(); it != end; ++it) {
+ // Need to add in the coordinates of the intervening blocks.
+ RenderFlow* flow = *it;
+ RenderBlock* block = flow->containingBlock();
+ for ( ; block && block != this; block = block->containingBlock()) {
+ tx += block->xPos();
+ ty += block->yPos();
+ }
+ ASSERT(block);
+ flow->paintOutline(info.context, tx, ty);
+ }
+
+ // Delete
+ delete continuations;
+ table->remove(this);
+}
+
+void RenderBlock::setSelectionState(SelectionState s)
+{
+ if (selectionState() == s)
+ return;
+
+ if (s == SelectionInside && selectionState() != SelectionNone)
+ return;
+
+ if ((s == SelectionStart && selectionState() == SelectionEnd) ||
+ (s == SelectionEnd && selectionState() == SelectionStart))
+ m_selectionState = SelectionBoth;
+ else
+ m_selectionState = s;
+
+ RenderBlock* cb = containingBlock();
+ if (cb && !cb->isRenderView())
+ cb->setSelectionState(s);
+}
+
+bool RenderBlock::shouldPaintSelectionGaps() const
+{
+ return m_selectionState != SelectionNone && style()->visibility() == VISIBLE && isSelectionRoot();
+}
+
+bool RenderBlock::isSelectionRoot() const
+{
+ if (!element())
+ return false;
+
+ // FIXME: Eventually tables should have to learn how to fill gaps between cells, at least in simple non-spanning cases.
+ if (isTable())
+ return false;
+
+ if (isBody() || isRoot() || hasOverflowClip() || isRelPositioned() ||
+ isFloatingOrPositioned() || isTableCell() || isInlineBlockOrInlineTable() || hasTransform())
+ return true;
+
+ if (view() && view()->selectionStart()) {
+ Node* startElement = view()->selectionStart()->element();
+ if (startElement && startElement->rootEditableElement() == element())
+ return true;
+ }
+
+ return false;
+}
+
+GapRects RenderBlock::selectionGapRects()
+{
+ ASSERT(!needsLayout());
+
+ if (!shouldPaintSelectionGaps())
+ return GapRects();
+
+ int tx, ty;
+ absolutePositionForContent(tx, ty);
+ if (hasOverflowClip())
+ layer()->subtractScrollOffset(tx, ty);
+
+ int lastTop = -borderTopExtra();
+ int lastLeft = leftSelectionOffset(this, lastTop);
+ int lastRight = rightSelectionOffset(this, lastTop);
+
+ return fillSelectionGaps(this, tx, ty, tx, ty, lastTop, lastLeft, lastRight);
+}
+
+void RenderBlock::paintSelection(PaintInfo& paintInfo, int tx, int ty)
+{
+ if (shouldPaintSelectionGaps() && paintInfo.phase == PaintPhaseForeground) {
+ int lastTop = -borderTopExtra();
+ int lastLeft = leftSelectionOffset(this, lastTop);
+ int lastRight = rightSelectionOffset(this, lastTop);
+ fillSelectionGaps(this, tx, ty, tx, ty, lastTop, lastLeft, lastRight, &paintInfo);
+ }
+}
+
+GapRects RenderBlock::fillSelectionGaps(RenderBlock* rootBlock, int blockX, int blockY, int tx, int ty,
+ int& lastTop, int& lastLeft, int& lastRight, const PaintInfo* paintInfo)
+{
+ // 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 (m_hasColumns || hasTransform()) {
+ // FIXME: We should learn how to gap fill multiple columns and transforms eventually.
+ lastTop = (ty - blockY) + height();
+ lastLeft = leftSelectionOffset(rootBlock, height());
+ lastRight = rightSelectionOffset(rootBlock, height());
+ return result;
+ }
+
+ if (childrenInline())
+ result = fillInlineSelectionGaps(rootBlock, blockX, blockY, tx, ty, lastTop, lastLeft, lastRight, paintInfo);
+ else
+ result = fillBlockSelectionGaps(rootBlock, blockX, blockY, tx, ty, lastTop, lastLeft, lastRight, paintInfo);
+
+ // Go ahead and fill the vertical gap all the way to the bottom of our block if the selection extends past our block.
+ if (rootBlock == this && (m_selectionState != SelectionBoth && m_selectionState != SelectionEnd))
+ result.uniteCenter(fillVerticalSelectionGap(lastTop, lastLeft, lastRight, ty + height() + borderBottomExtra(),
+ rootBlock, blockX, blockY, paintInfo));
+ return result;
+}
+
+GapRects RenderBlock::fillInlineSelectionGaps(RenderBlock* rootBlock, int blockX, int blockY, int tx, int ty,
+ int& lastTop, int& lastLeft, int& lastRight, const PaintInfo* paintInfo)
+{
+ GapRects result;
+
+ bool containsStart = selectionState() == SelectionStart || selectionState() == SelectionBoth;
+
+ if (!firstLineBox()) {
+ if (containsStart) {
+ // Go ahead and update our lastY to be the bottom of the block. <hr>s or empty blocks with height can trip this
+ // case.
+ lastTop = (ty - blockY) + height();
+ lastLeft = leftSelectionOffset(rootBlock, height());
+ lastRight = rightSelectionOffset(rootBlock, height());
+ }
+ return result;
+ }
+
+ RootInlineBox* lastSelectedLine = 0;
+ RootInlineBox* curr;
+ for (curr = firstRootBox(); curr && !curr->hasSelectedChildren(); curr = curr->nextRootBox()) { }
+
+ // Now paint the gaps for the lines.
+ for (; curr && curr->hasSelectedChildren(); curr = curr->nextRootBox()) {
+ int selTop = curr->selectionTop();
+ int selHeight = curr->selectionHeight();
+
+ if (!containsStart && !lastSelectedLine &&
+ selectionState() != SelectionStart && selectionState() != SelectionBoth)
+ result.uniteCenter(fillVerticalSelectionGap(lastTop, lastLeft, lastRight, ty + selTop,
+ rootBlock, blockX, blockY, paintInfo));
+
+ if (!paintInfo || ty + selTop < paintInfo->rect.bottom() && ty + selTop + selHeight > paintInfo->rect.y())
+ result.unite(curr->fillLineSelectionGap(selTop, selHeight, rootBlock, blockX, blockY, tx, ty, paintInfo));
+
+ lastSelectedLine = curr;
+ }
+
+ if (containsStart && !lastSelectedLine)
+ // Selection must start just after our last line.
+ lastSelectedLine = lastRootBox();
+
+ if (lastSelectedLine && selectionState() != SelectionEnd && selectionState() != SelectionBoth) {
+ // Go ahead and update our lastY to be the bottom of the last selected line.
+ lastTop = (ty - blockY) + lastSelectedLine->bottomOverflow();
+ lastLeft = leftSelectionOffset(rootBlock, lastSelectedLine->bottomOverflow());
+ lastRight = rightSelectionOffset(rootBlock, lastSelectedLine->bottomOverflow());
+ }
+ return result;
+}
+
+GapRects RenderBlock::fillBlockSelectionGaps(RenderBlock* rootBlock, int blockX, int blockY, int tx, int ty,
+ int& lastTop, int& lastLeft, int& lastRight, const PaintInfo* paintInfo)
+{
+ GapRects result;
+
+ // Go ahead and jump right to the first block child that contains some selected objects.
+ RenderObject* curr;
+ for (curr = firstChild(); curr && curr->selectionState() == SelectionNone; curr = curr->nextSibling()) { }
+
+ for (bool sawSelectionEnd = false; curr && !sawSelectionEnd; curr = curr->nextSibling()) {
+ 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.
+ int x = 0;
+ int y = 0;
+ curr->layer()->relativePositionOffset(x, y);
+ if (x || y)
+ 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->yPos(), 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->xPos(), curr->yPos(), curr->height(), rootBlock, blockX, blockY, tx, ty, paintInfo));
+ if (rightGap)
+ result.uniteRight(fillRightSelectionGap(this, curr->xPos() + curr->width(), curr->yPos(), 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->yPos() + curr->height());
+ lastLeft = leftSelectionOffset(rootBlock, curr->yPos() + curr->height());
+ lastRight = rightSelectionOffset(rootBlock, curr->yPos() + curr->height());
+ } else if (childState != SelectionNone)
+ // We must be a block that has some selected object inside it. Go ahead and recur.
+ result.unite(static_cast<RenderBlock*>(curr)->fillSelectionGaps(rootBlock, blockX, blockY, tx + curr->xPos(), ty + curr->yPos(),
+ lastTop, lastLeft, lastRight, paintInfo));
+ }
+ return result;
+}
+
+IntRect RenderBlock::fillHorizontalSelectionGap(RenderObject* selObj, int xPos, int yPos, int width, int height, const PaintInfo* paintInfo)
+{
+ if (width <= 0 || height <= 0)
+ return IntRect();
+ IntRect gapRect(xPos, yPos, width, height);
+ if (paintInfo && selObj->style()->visibility() == VISIBLE)
+ paintInfo->context->fillRect(gapRect, selObj->selectionBackgroundColor());
+ return gapRect;
+}
+
+IntRect RenderBlock::fillVerticalSelectionGap(int lastTop, int lastLeft, int lastRight, int bottomY, RenderBlock* rootBlock,
+ int blockX, int blockY, const PaintInfo* paintInfo)
+{
+ int top = blockY + lastTop;
+ int height = bottomY - top;
+ if (height <= 0)
+ return IntRect();
+
+ // Get the selection offsets for the bottom of the gap
+ int left = blockX + max(lastLeft, leftSelectionOffset(rootBlock, bottomY));
+ int right = blockX + min(lastRight, rightSelectionOffset(rootBlock, bottomY));
+ int width = right - left;
+ if (width <= 0)
+ return IntRect();
+
+ IntRect gapRect(left, top, width, height);
+ if (paintInfo)
+ paintInfo->context->fillRect(gapRect, selectionBackgroundColor());
+ return gapRect;
+}
+
+IntRect RenderBlock::fillLeftSelectionGap(RenderObject* selObj, int xPos, int yPos, int height, RenderBlock* rootBlock,
+ int blockX, int blockY, int tx, int ty, const PaintInfo* paintInfo)
+{
+ int top = yPos + ty;
+ int left = blockX + max(leftSelectionOffset(rootBlock, yPos), leftSelectionOffset(rootBlock, yPos + height));
+ int width = tx + xPos - left;
+ if (width <= 0)
+ return IntRect();
+
+ IntRect gapRect(left, top, width, height);
+ if (paintInfo)
+ paintInfo->context->fillRect(gapRect, selObj->selectionBackgroundColor());
+ return gapRect;
+}
+
+IntRect RenderBlock::fillRightSelectionGap(RenderObject* selObj, int xPos, int yPos, int height, RenderBlock* rootBlock,
+ int blockX, int blockY, int tx, int ty, const PaintInfo* paintInfo)
+{
+ int left = xPos + tx;
+ int top = yPos + ty;
+ int right = blockX + min(rightSelectionOffset(rootBlock, yPos), rightSelectionOffset(rootBlock, yPos + height));
+ int width = right - left;
+ if (width <= 0)
+ return IntRect();
+
+ IntRect gapRect(left, top, width, height);
+ if (paintInfo)
+ paintInfo->context->fillRect(gapRect, selObj->selectionBackgroundColor());
+ return gapRect;
+}
+
+void RenderBlock::getHorizontalSelectionGapInfo(SelectionState state, bool& leftGap, bool& rightGap)
+{
+ bool ltr = style()->direction() == LTR;
+ leftGap = (state == RenderObject::SelectionInside) ||
+ (state == RenderObject::SelectionEnd && ltr) ||
+ (state == RenderObject::SelectionStart && !ltr);
+ rightGap = (state == RenderObject::SelectionInside) ||
+ (state == RenderObject::SelectionStart && ltr) ||
+ (state == RenderObject::SelectionEnd && !ltr);
+}
+
+int RenderBlock::leftSelectionOffset(RenderBlock* rootBlock, int y)
+{
+ int left = leftOffset(y);
+ if (left == borderLeft() + paddingLeft()) {
+ if (rootBlock != this)
+ // The border can potentially be further extended by our containingBlock().
+ return containingBlock()->leftSelectionOffset(rootBlock, y + yPos());
+ return left;
+ }
+ else {
+ RenderBlock* cb = this;
+ while (cb != rootBlock) {
+ left += cb->xPos();
+ cb = cb->containingBlock();
+ }
+ }
+
+ return left;
+}
+
+int RenderBlock::rightSelectionOffset(RenderBlock* rootBlock, int y)
+{
+ int right = rightOffset(y);
+ if (right == (contentWidth() + (borderLeft() + paddingLeft()))) {
+ if (rootBlock != this)
+ // The border can potentially be further extended by our containingBlock().
+ return containingBlock()->rightSelectionOffset(rootBlock, y + yPos());
+ return right;
+ }
+ else {
+ RenderBlock* cb = this;
+ while (cb != rootBlock) {
+ right += cb->xPos();
+ cb = cb->containingBlock();
+ }
+ }
+ return right;
+}
+
+void RenderBlock::insertPositionedObject(RenderObject *o)
+{
+ // Create the list of special objects if we don't aleady have one
+ if (!m_positionedObjects)
+ m_positionedObjects = new ListHashSet<RenderObject*>;
+
+ m_positionedObjects->add(o);
+}
+
+void RenderBlock::removePositionedObject(RenderObject *o)
+{
+ if (m_positionedObjects)
+ m_positionedObjects->remove(o);
+}
+
+void RenderBlock::removePositionedObjects(RenderBlock* o)
+{
+ if (!m_positionedObjects)
+ return;
+
+ RenderObject* r;
+
+ Iterator end = m_positionedObjects->end();
+
+ Vector<RenderObject*, 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(RenderObject *o)
+{
+ // 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->node == o) return;
+ ++it;
+ }
+ }
+
+ // Create the special object entry & append it to the list
+
+ FloatingObject *newObj;
+ if (o->isFloating()) {
+ // floating object
+ o->layoutIfNeeded();
+
+ if(o->style()->floating() == FLEFT)
+ newObj = new FloatingObject(FloatingObject::FloatLeft);
+ else
+ newObj = new FloatingObject(FloatingObject::FloatRight);
+
+ newObj->startY = -1;
+ newObj->endY = -1;
+ newObj->width = o->width() + o->marginLeft() + o->marginRight();
+ newObj->noPaint = o->hasLayer(); // If a layer exists, the float will paint itself. Otherwise someone else will.
+ }
+ else {
+ // We should never get here, as insertFloatingObject() should only ever be called with floating
+ // objects.
+ ASSERT(false);
+ newObj = 0; // keep gcc's uninitialized variable warnings happy
+ }
+
+ newObj->node = o;
+
+ m_floatingObjects->append(newObj);
+}
+
+void RenderBlock::removeFloatingObject(RenderObject *o)
+{
+ if (m_floatingObjects) {
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ while (it.current()) {
+ if (it.current()->node == o)
+ m_floatingObjects->removeRef(it.current());
+ ++it;
+ }
+ }
+}
+
+void RenderBlock::positionNewFloats()
+{
+ if (!m_floatingObjects)
+ return;
+
+ FloatingObject* f = m_floatingObjects->last();
+
+ // If all floats have already been positioned, then we have no work to do.
+ if (!f || f->startY != -1)
+ return;
+
+ // 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->startY == -1) {
+ f = m_floatingObjects->prev();
+ lastFloat = m_floatingObjects->getPrev();
+ }
+
+ int y = m_height;
+
+ // The float cannot start above the y position of the last positioned float.
+ if (lastFloat)
+ y = max(lastFloat->startY, 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->node->containingBlock() != this) {
+ f = m_floatingObjects->next();
+ continue;
+ }
+
+ RenderObject* o = f->node;
+ 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->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->xPos(), o->yPos() , 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->left = fx;
+ o->setPos(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);
+ }
+ fx = max(f->width, fx);
+ f->left = fx - f->width;
+ o->setPos(fx - o->marginRight() - o->width(), y + o->marginTop());
+ }
+
+ f->startY = y;
+ f->endY = f->startY + _height;
+
+ // If the child moved, we have to repaint it.
+ if (o->checkForRepaintDuringLayout())
+ o->repaintDuringLayoutIfMoved(oldRect);
+
+ f = m_floatingObjects->next();
+ }
+}
+
+void RenderBlock::newLine()
+{
+ positionNewFloats();
+ // set y position
+ int newY = 0;
+ switch(m_clearStatus)
+ {
+ case CLEFT:
+ newY = leftBottom();
+ break;
+ case CRIGHT:
+ newY = rightBottom();
+ break;
+ case CBOTH:
+ newY = floatBottom();
+ default:
+ break;
+ }
+ if (m_height < newY)
+ m_height = newY;
+ m_clearStatus = CNONE;
+}
+
+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 )
+ {
+ //kdDebug( 6040 ) <<(void *)this << " left: sy, ey, x, w " << r->startY << "," << r->endY << "," << r->left << "," << r->width << " " << endl;
+ if (r->startY <= y && r->endY > y &&
+ r->type() == FloatingObject::FloatLeft &&
+ r->left + r->width > left) {
+ left = r->left + r->width;
+ if ( heightRemaining ) *heightRemaining = r->endY - y;
+ }
+ }
+ }
+
+ if (applyTextIndent && m_firstLine && style()->direction() == LTR) {
+ int cw=0;
+ if (style()->textIndent().isPercent())
+ cw = containingBlock()->availableWidth();
+ left += style()->textIndent().calcMinValue(cw);
+ }
+
+ //kdDebug( 6040 ) << "leftOffset(" << y << ") = " << left << endl;
+ 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 )
+ {
+ //kdDebug( 6040 ) << "right: sy, ey, x, w " << r->startY << "," << r->endY << "," << r->left << "," << r->width << " " << endl;
+ if (r->startY <= y && r->endY > y &&
+ r->type() == FloatingObject::FloatRight &&
+ r->left < right) {
+ right = r->left;
+ if ( heightRemaining ) *heightRemaining = r->endY - y;
+ }
+ }
+ }
+
+ if (applyTextIndent && m_firstLine && style()->direction() == RTL) {
+ int cw=0;
+ if (style()->textIndent().isPercent())
+ cw = containingBlock()->availableWidth();
+ right -= style()->textIndent().calcMinValue(cw);
+ }
+
+ //kdDebug( 6040 ) << "rightOffset(" << y << ") = " << right << endl;
+ return right;
+}
+
+int
+RenderBlock::lineWidth(int y) const
+{
+ //kdDebug( 6040 ) << "lineWidth(" << y << ")=" << rightOffset(y) - leftOffset(y) << endl;
+ int result = rightOffset(y) - leftOffset(y);
+ 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->endY > height)
+ bottom = min(r->endY, 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->endY>bottom)
+ bottom=r->endY;
+ return bottom;
+}
+
+IntRect RenderBlock::floatRect() const
+{
+ IntRect result;
+ if (!m_floatingObjects || hasOverflowClip())
+ return result;
+ FloatingObject* r;
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ for (; (r = it.current()); ++it) {
+ if (!r->noPaint && !r->node->hasLayer()) {
+ IntRect childRect = r->node->overflowRect(false);
+ childRect.move(r->left + r->node->marginLeft(), r->startY + r->node->marginTop());
+ result.unite(childRect);
+ }
+ }
+
+ return result;
+}
+
+int RenderBlock::lowestPosition(bool includeOverflowInterior, bool includeSelf) const
+{
+ int bottom = RenderFlow::lowestPosition(includeOverflowInterior, includeSelf);
+ if (!includeOverflowInterior && hasOverflowClip())
+ return bottom;
+
+ if (includeSelf && m_overflowHeight > bottom)
+ bottom = m_overflowHeight;
+
+ if (m_positionedObjects) {
+ RenderObject* 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->xPos() + r->width() > 0 || r->xPos() + r->rightmostPosition(false) > 0) {
+ int lp = r->yPos() + r->lowestPosition(false);
+ bottom = max(bottom, lp);
+ }
+ }
+ }
+ }
+
+ if (m_hasColumns) {
+ Vector<IntRect>* colRects = columnRects();
+ for (unsigned i = 0; i < colRects->size(); i++)
+ bottom = max(bottom, colRects->at(i).bottom());
+ return bottom;
+ }
+
+ if (m_floatingObjects) {
+ FloatingObject* r;
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ for ( ; (r = it.current()); ++it ) {
+ if (!r->noPaint || r->node->hasLayer()) {
+ int lp = r->startY + r->node->marginTop() + r->node->lowestPosition(false);
+ bottom = max(bottom, lp);
+ }
+ }
+ }
+
+
+ if (!includeSelf && lastLineBox()) {
+ int lp = lastLineBox()->yPos() + lastLineBox()->height();
+ bottom = max(bottom, lp);
+ }
+
+ return bottom;
+}
+
+int RenderBlock::rightmostPosition(bool includeOverflowInterior, bool includeSelf) const
+{
+ int right = RenderFlow::rightmostPosition(includeOverflowInterior, includeSelf);
+ if (!includeOverflowInterior && hasOverflowClip())
+ return right;
+
+ if (includeSelf && m_overflowWidth > right)
+ right = m_overflowWidth;
+
+ if (m_positionedObjects) {
+ RenderObject* 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->yPos() + r->height() > 0 || r->yPos() + r->lowestPosition(false) > 0) {
+ int rp = r->xPos() + r->rightmostPosition(false);
+ right = max(right, rp);
+ }
+ }
+ }
+ }
+
+ if (m_hasColumns) {
+ // This only matters for LTR
+ if (style()->direction() == LTR)
+ right = max(columnRects()->last().right(), right);
+ return right;
+ }
+
+ if (m_floatingObjects) {
+ FloatingObject* r;
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ for ( ; (r = it.current()); ++it ) {
+ if (!r->noPaint || r->node->hasLayer()) {
+ int rp = r->left + r->node->marginLeft() + r->node->rightmostPosition(false);
+ right = max(right, rp);
+ }
+ }
+ }
+
+ if (!includeSelf && firstLineBox()) {
+ for (InlineRunBox* currBox = firstLineBox(); currBox; currBox = currBox->nextLineBox()) {
+ int rp = currBox->xPos() + currBox->width();
+ // If this node is a root editable element, then the rightmostPosition should account for a caret at the end.
+ // FIXME: Need to find another way to do this, since scrollbars could show when we don't want them to.
+ if (node()->isContentEditable() && node() == node()->rootEditableElement() && style()->direction() == LTR)
+ rp += 1;
+ right = max(right, rp);
+ }
+ }
+
+ return right;
+}
+
+int RenderBlock::leftmostPosition(bool includeOverflowInterior, bool includeSelf) const
+{
+ int left = RenderFlow::leftmostPosition(includeOverflowInterior, includeSelf);
+ if (!includeOverflowInterior && hasOverflowClip())
+ return left;
+
+ if (includeSelf && m_overflowLeft < left)
+ left = m_overflowLeft;
+
+ if (m_positionedObjects) {
+ RenderObject* 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->yPos() + r->height() > 0 || r->yPos() + r->lowestPosition(false) > 0) {
+ int lp = r->xPos() + r->leftmostPosition(false);
+ left = min(left, lp);
+ }
+ }
+ }
+ }
+
+ if (m_hasColumns) {
+ // This only matters for RTL
+ if (style()->direction() == RTL)
+ left = min(columnRects()->last().x(), left);
+ return left;
+ }
+
+ if (m_floatingObjects) {
+ FloatingObject* r;
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ for ( ; (r = it.current()); ++it ) {
+ if (!r->noPaint || r->node->hasLayer()) {
+ int lp = r->left + r->node->marginLeft() + r->node->leftmostPosition(false);
+ left = min(left, lp);
+ }
+ }
+ }
+
+ if (!includeSelf && firstLineBox()) {
+ for (InlineRunBox* currBox = firstLineBox(); currBox; currBox = currBox->nextLineBox())
+ left = min(left, (int)currBox->xPos());
+ }
+
+ return left;
+}
+
+int
+RenderBlock::leftBottom()
+{
+ if (!m_floatingObjects) return 0;
+ int bottom=0;
+ FloatingObject* r;
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ for ( ; (r = it.current()); ++it )
+ if (r->endY > bottom && r->type() == FloatingObject::FloatLeft)
+ bottom=r->endY;
+
+ 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->endY>bottom && r->type() == FloatingObject::FloatRight)
+ bottom=r->endY;
+
+ return bottom;
+}
+
+void
+RenderBlock::clearFloats()
+{
+ if (m_floatingObjects)
+ m_floatingObjects->clear();
+
+ // Inline blocks are covered by the isReplaced() check in the avoidFloats method.
+ if (avoidsFloats() || isRoot() || isRenderView() || isFloatingOrPositioned() || isTableCell())
+ 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->isRenderBlock() || prev->avoidsFloats() || prev->isFloatingOrPositioned())) {
+ if (prev->isFloating())
+ parentHasFloats = true;
+ prev = prev->previousSibling();
+ }
+
+ // First add in floats from the parent.
+ int offset = m_y;
+ if (parentHasFloats)
+ addIntrudingFloats(static_cast<RenderBlock *>(parent()),
+ parent()->borderLeft() + parent()->paddingLeft(), offset);
+
+ int xoffset = 0;
+ if (prev)
+ offset -= prev->yPos();
+ else {
+ prev = parent();
+ xoffset += prev->borderLeft() + prev->paddingLeft();
+ }
+ //kdDebug() << "RenderBlock::clearFloats found previous "<< (void *)this << " prev=" << (void *)prev<< endl;
+
+ // Add overhanging floats from the previous RenderBlock, but only if it has a float that intrudes into our space.
+ if (!prev->isRenderBlock()) return;
+ RenderBlock* block = static_cast<RenderBlock *>(prev);
+ if (!block->m_floatingObjects) return;
+ if (block->floatBottom() > offset)
+ addIntrudingFloats(block, xoffset, offset);
+}
+
+int RenderBlock::addOverhangingFloats(RenderBlock* child, int xoff, int yoff, bool makeChildPaintOtherFloats)
+{
+ // Prevent floats from being added to the canvas by the root element, e.g., <html>.
+ if (child->hasOverflowClip() || !child->containsFloats() || child->isRoot())
+ return 0;
+
+ int lowestFloatBottom = 0;
+
+ // Floats that will remain the child's responsiblity to paint should factor into its
+ // visual overflow.
+ IntRect floatsOverflowRect;
+ DeprecatedPtrListIterator<FloatingObject> it(*child->m_floatingObjects);
+ for (FloatingObject* r; (r = it.current()); ++it) {
+ int bottom = child->yPos() + r->endY;
+ lowestFloatBottom = max(lowestFloatBottom, bottom);
+
+ if (bottom > height()) {
+ // If the object is not in the list, we add it now.
+ if (!containsFloat(r->node)) {
+ FloatingObject *floatingObj = new FloatingObject(r->type());
+ floatingObj->startY = r->startY - yoff;
+ floatingObj->endY = r->endY - yoff;
+ floatingObj->left = r->left - xoff;
+ floatingObj->width = r->width;
+ floatingObj->node = r->node;
+
+ // The nearest enclosing layer always paints the float (so that zindex and stacking
+ // behaves properly). We always want to propagate the desire to paint the float as
+ // far out as we can, to the outermost block that overlaps the float, stopping only
+ // if we hit a layer boundary.
+ if (r->node->enclosingLayer() == enclosingLayer())
+ r->noPaint = true;
+ else
+ floatingObj->noPaint = true;
+
+ // 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->noPaint && !r->node->hasLayer() && r->node->isDescendantOf(child) && r->node->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->noPaint = false;
+
+ if (!r->noPaint && !r->node->hasLayer()) {
+ IntRect floatOverflowRect = r->node->overflowRect(false);
+ floatOverflowRect.move(r->left + r->node->marginLeft(), r->startY + r->node->marginTop());
+ floatsOverflowRect.unite(floatOverflowRect);
+ }
+ }
+ child->addVisualOverflow(floatsOverflowRect);
+ return lowestFloatBottom;
+}
+
+void RenderBlock::addIntrudingFloats(RenderBlock* prev, int xoff, int yoff)
+{
+ // If the parent or previous sibling doesn't have any floats to add, don't bother.
+ if (!prev->m_floatingObjects)
+ return;
+
+ DeprecatedPtrListIterator<FloatingObject> it(*prev->m_floatingObjects);
+ for (FloatingObject *r; (r = it.current()); ++it) {
+ if (r->endY > 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->node == r->node) break;
+ ++it;
+ }
+ }
+ if (!f) {
+ FloatingObject *floatingObj = new FloatingObject(r->type());
+ floatingObj->startY = r->startY - yoff;
+ floatingObj->endY = r->endY - yoff;
+ floatingObj->left = r->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->left += prev->marginLeft();
+ floatingObj->left -= marginLeft();
+ floatingObj->noPaint = true; // We are not in the direct inheritance chain for this float. We will never paint it.
+ floatingObj->width = r->width;
+ floatingObj->node = r->node;
+
+ // 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 RenderFlow::avoidsFloats() || !style()->hasAutoColumnCount() || !style()->hasAutoColumnWidth();
+}
+
+bool RenderBlock::containsFloat(RenderObject* o)
+{
+ if (m_floatingObjects) {
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ while (it.current()) {
+ if (it.current()->node == o)
+ return true;
+ ++it;
+ }
+ }
+ return false;
+}
+
+void RenderBlock::markAllDescendantsWithFloatsForLayout(RenderObject* floatToRemove)
+{
+ setChildNeedsLayout(true);
+
+ if (floatToRemove)
+ removeFloatingObject(floatToRemove);
+
+ // Iterate over our children and mark them as needed.
+ if (!childrenInline()) {
+ for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
+ if (isBlockFlow() && !child->isFloatingOrPositioned() &&
+ ((floatToRemove ? child->containsFloat(floatToRemove) : child->containsFloats()) || child->shrinkToAvoidFloats()))
+ child->markAllDescendantsWithFloatsForLayout(floatToRemove);
+ }
+ }
+}
+
+int RenderBlock::getClearDelta(RenderObject *child)
+{
+ // There is no need to compute clearance if we have no floats.
+ if (!containsFloats())
+ return 0;
+
+ // At least one float is present. We need to perform the clearance computation.
+ bool clearSet = child->style()->clear() != CNONE;
+ int bottom = 0;
+ switch (child->style()->clear()) {
+ case CNONE:
+ break;
+ case CLEFT:
+ bottom = leftBottom();
+ break;
+ case CRIGHT:
+ bottom = rightBottom();
+ break;
+ case CBOTH:
+ bottom = floatBottom();
+ break;
+ }
+
+ // We also clear floats if we are too big to sit on the same line as a float (and wish to avoid floats by default).
+ // FIXME: Note that the remaining space checks aren't quite accurate, since you should be able to clear only some floats (the minimum # needed
+ // to fit) and not all (we should be using nextFloatBottomBelow and looping).
+ // Do not allow tables to wrap in quirks or even in almost strict mode
+ // (ebay on the PLT, finance.yahoo.com in the real world, versiontracker.com forces even almost strict mode not to work)
+ int result = clearSet ? max(0, bottom - child->yPos()) : 0;
+ if (!result && child->avoidsFloats() && child->style()->width().isFixed() &&
+ child->minPrefWidth() > lineWidth(child->yPos()) && child->minPrefWidth() <= availableWidth() &&
+ document()->inStrictMode())
+ result = max(0, floatBottom() - child->yPos());
+ return result;
+}
+
+void RenderBlock::addVisualOverflow(const IntRect& r)
+{
+ if (r.isEmpty())
+ return;
+ m_overflowLeft = min(m_overflowLeft, r.x());
+ m_overflowWidth = max(m_overflowWidth, r.right());
+ m_overflowTop = min(m_overflowTop, r.y());
+ m_overflowHeight = max(m_overflowHeight, r.bottom());
+}
+
+bool RenderBlock::isPointInOverflowControl(HitTestResult& result, int _x, int _y, int _tx, int _ty)
+{
+ if (!scrollsOverflow())
+ return false;
+
+ return layer()->hitTestOverflowControls(result);
+}
+
+bool RenderBlock::nodeAtPoint(const HitTestRequest& request, HitTestResult& result, int _x, int _y, int _tx, int _ty, HitTestAction hitTestAction)
+{
+ bool inlineFlow = isInlineFlow();
+
+ int tx = _tx + m_x;
+ int ty = _ty + m_y + borderTopExtra();
+
+ if (!inlineFlow && !isRenderView()) {
+ // Check if we need to do anything at all.
+ IntRect overflowBox = overflowRect(false);
+ overflowBox.move(tx, ty);
+ if (!overflowBox.contains(_x, _y))
+ return false;
+ }
+
+ if (isPointInOverflowControl(result, _x, _y, tx, ty)) {
+ if (hitTestAction == HitTestBlockBackground) {
+ updateHitTestResult(result, IntPoint(_x - tx, _y - ty));
+ return true;
+ }
+ return false;
+ }
+
+ // If we have lightweight control clipping, then we can't have any spillout.
+ if (!hasControlClip() || controlClipRect(tx, ty).contains(_x, _y)) {
+ // Hit test descendants first.
+ int scrolledX = tx;
+ int scrolledY = ty;
+ if (hasOverflowClip())
+ m_layer->subtractScrollOffset(scrolledX, scrolledY);
+
+ // Hit test contents if we don't have columns.
+ if (!m_hasColumns && hitTestContents(request, result, _x, _y, scrolledX, scrolledY, hitTestAction))
+ return true;
+
+ // Hit test our columns if we do have them.
+ if (m_hasColumns && hitTestColumns(request, result, _x, _y, scrolledX, scrolledY, hitTestAction))
+ return true;
+
+ // Hit test floats.
+ if (hitTestAction == HitTestFloat && m_floatingObjects) {
+ if (isRenderView()) {
+ scrolledX += static_cast<RenderView*>(this)->frameView()->contentsX();
+ scrolledY += static_cast<RenderView*>(this)->frameView()->contentsY();
+ }
+
+ FloatingObject* o;
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ for (it.toLast(); (o = it.current()); --it) {
+ if (!o->noPaint && !o->node->hasLayer()) {
+ int xoffset = scrolledX + o->left + o->node->marginLeft() - o->node->xPos();
+ int yoffset = scrolledY + o->startY + o->node->marginTop() - o->node->yPos();
+ if (o->node->hitTest(request, result, IntPoint(_x, _y), xoffset, yoffset)) {
+ updateHitTestResult(result, IntPoint(_x - xoffset, _y - yoffset));
+ return true;
+ }
+ }
+ }
+ }
+ }
+
+ // Now hit test our background.
+ if (!inlineFlow && (hitTestAction == HitTestBlockBackground || hitTestAction == HitTestChildBlockBackground)) {
+ int topExtra = borderTopExtra();
+ IntRect boundsRect(tx, ty - topExtra, m_width, m_height + topExtra + borderBottomExtra());
+ if (style()->visibility() == VISIBLE && boundsRect.contains(_x, _y)) {
+ updateHitTestResult(result, IntPoint(_x - tx, _y - ty + topExtra));
+ return true;
+ }
+ }
+
+ return false;
+}
+
+bool RenderBlock::hitTestColumns(const HitTestRequest& request, HitTestResult& result, int x, int y, int tx, int ty, HitTestAction hitTestAction)
+{
+ // We need to do multiple passes, breaking up our hit testing into strips.
+ // We can always go left to right, since column contents are clipped (meaning that there
+ // can't be any overlap).
+ int currXOffset = 0;
+ int currYOffset = 0;
+ int colGap = columnGap();
+ Vector<IntRect>* colRects = columnRects();
+ for (unsigned i = 0; i < colRects->size(); i++) {
+ IntRect colRect = colRects->at(i);
+ colRect.move(tx, ty);
+
+ if (colRect.contains(x, y)) {
+ // The point is inside this column.
+ // Adjust tx and ty to change where we hit test.
+
+ int finalX = tx + currXOffset;
+ int finalY = ty + currYOffset;
+ return hitTestContents(request, result, x, y, finalX, finalY, hitTestAction);
+ }
+
+ // Move to the next position.
+ if (style()->direction() == LTR)
+ currXOffset += colRect.width() + colGap;
+ else
+ currXOffset -= (colRect.width() + colGap);
+
+ currYOffset -= colRect.height();
+ }
+
+ return false;
+}
+
+bool RenderBlock::hitTestContents(const HitTestRequest& request, HitTestResult& result, int x, int y, int tx, int ty, HitTestAction hitTestAction)
+{
+ if (childrenInline() && !isTable()) {
+ // We have to hit-test our line boxes.
+ if (hitTestLines(request, result, x, y, tx, ty, hitTestAction)) {
+ updateHitTestResult(result, IntPoint(x - tx, y - ty));
+ return true;
+ }
+ } else {
+ // Hit test our children.
+ HitTestAction childHitTest = hitTestAction;
+ if (hitTestAction == HitTestChildBlockBackgrounds)
+ childHitTest = HitTestChildBlockBackground;
+ for (RenderObject* child = lastChild(); child; child = child->previousSibling()) {
+ // FIXME: We have to skip over inline flows, since they can show up inside RenderTables at the moment (a demoted inline <form> for example). If we ever implement a
+ // table-specific hit-test method (which we should do for performance reasons anyway), then we can remove this check.
+ if (!child->hasLayer() && !child->isFloating() && !child->isInlineFlow() && child->nodeAtPoint(request, result, x, y, tx, ty, childHitTest)) {
+ updateHitTestResult(result, IntPoint(x - tx, y - ty));
+ return true;
+ }
+ }
+ }
+
+ return false;
+}
+
+Position RenderBlock::positionForBox(InlineBox *box, bool start) const
+{
+ if (!box)
+ return Position();
+
+ if (!box->object()->element())
+ return Position(element(), start ? caretMinOffset() : caretMaxOffset());
+
+ if (!box->isInlineTextBox())
+ return Position(box->object()->element(), start ? box->object()->caretMinOffset() : box->object()->caretMaxOffset());
+
+ InlineTextBox *textBox = static_cast<InlineTextBox *>(box);
+ return Position(box->object()->element(), start ? textBox->start() : textBox->start() + textBox->len());
+}
+
+Position RenderBlock::positionForRenderer(RenderObject* renderer, bool start) const
+{
+ if (!renderer)
+ return Position(element(), 0);
+
+ Node* node = renderer->element() ? renderer->element() : element();
+ if (!node)
+ return Position();
+
+ ASSERT(renderer == node->renderer());
+
+ int offset = start ? renderer->caretMinOffset() : renderer->caretMaxOffset();
+
+ // FIXME: This was a runtime check that seemingly couldn't fail; changed it to an assertion for now.
+ ASSERT(!node->isCharacterDataNode() || renderer->isText());
+
+ return Position(node, offset);
+}
+
+VisiblePosition RenderBlock::positionForCoordinates(int x, int y)
+{
+ if (isTable())
+ return RenderFlow::positionForCoordinates(x, y);
+
+ int top = borderTop();
+ int bottom = top + borderTopExtra() + paddingTop() + contentHeight() + paddingBottom() + borderBottomExtra();
+
+ int left = borderLeft();
+ int right = left + paddingLeft() + contentWidth() + paddingRight();
+
+ Node* n = element();
+
+ int contentsX = x;
+ int contentsY = y - borderTopExtra();
+ if (hasOverflowClip())
+ m_layer->scrollOffset(contentsX, contentsY);
+ if (m_hasColumns) {
+ IntPoint contentsPoint(contentsX, contentsY);
+ adjustPointToColumnContents(contentsPoint);
+ contentsX = contentsPoint.x();
+ contentsY = contentsPoint.y();
+ }
+
+ if (isReplaced()) {
+ if (y < 0 || y < height() && x < 0)
+ return VisiblePosition(n, caretMinOffset(), DOWNSTREAM);
+ if (y >= height() || y >= 0 && x >= width())
+ return VisiblePosition(n, caretMaxOffset(), DOWNSTREAM);
+ }
+
+ // If we start inside the shadow tree, we will stay inside (even if the point is above or below).
+ if (!(n && n->isShadowNode()) && !childrenInline()) {
+ // Don't return positions inside editable roots for coordinates outside those roots, except for coordinates outside
+ // a document that is entirely editable.
+ bool isEditableRoot = n && n->rootEditableElement() == n && !n->hasTagName(bodyTag) && !n->hasTagName(htmlTag);
+
+ if (y < top || (isEditableRoot && (y < bottom && x < left))) {
+ if (!isEditableRoot)
+ if (RenderObject* c = firstChild()) { // FIXME: This code doesn't make any sense. This child could be an inline or a positioned element or a float or a compact, etc.
+ VisiblePosition p = c->positionForCoordinates(contentsX - c->xPos(), contentsY - c->yPos());
+ if (p.isNotNull())
+ return p;
+ }
+ if (n) {
+ if (Node* sp = n->shadowParentNode())
+ n = sp;
+ if (Node* p = n->parent())
+ return VisiblePosition(p, n->nodeIndex(), DOWNSTREAM);
+ }
+ return VisiblePosition(n, 0, DOWNSTREAM);
+ }
+
+ if (y >= bottom || (isEditableRoot && (y >= top && x >= right))) {
+ if (!isEditableRoot)
+ if (RenderObject* c = lastChild()) { // FIXME: This code doesn't make any sense. This child could be an inline or a positioned element or a float or a compact, ect.
+ VisiblePosition p = c->positionForCoordinates(contentsX - c->xPos(), contentsY - c->yPos());
+ if (p.isNotNull())
+ return p;
+ }
+ if (n) {
+ if (Node* sp = n->shadowParentNode())
+ n = sp;
+ if (Node* p = n->parent())
+ return VisiblePosition(p, n->nodeIndex() + 1, DOWNSTREAM);
+ }
+ return VisiblePosition(n, 0, DOWNSTREAM);
+ }
+ }
+
+ if (childrenInline()) {
+ if (!firstRootBox())
+ return VisiblePosition(n, 0, DOWNSTREAM);
+
+ if (contentsY < firstRootBox()->topOverflow() - verticalLineClickFudgeFactor)
+ // y coordinate is above first root line box
+ return VisiblePosition(positionForBox(firstRootBox()->firstLeafChild(), true), DOWNSTREAM);
+
+ // look for the closest line box in the root box which is at the passed-in y coordinate
+ for (RootInlineBox* root = firstRootBox(); root; root = root->nextRootBox()) {
+ // set the bottom based on whether there is a next root box
+ if (root->nextRootBox())
+ // FIXME: make the break point halfway between the bottom of the previous root box and the top of the next root box
+ bottom = root->nextRootBox()->topOverflow();
+ else
+ bottom = root->bottomOverflow() + verticalLineClickFudgeFactor;
+ // check if this root line box is located at this y coordinate
+ if (contentsY < bottom && root->firstChild()) {
+ InlineBox* closestBox = root->closestLeafChildForXPos(x);
+ if (closestBox)
+ // pass the box a y position that is inside it
+ return closestBox->object()->positionForCoordinates(contentsX, closestBox->m_y);
+ }
+ }
+
+ if (lastRootBox())
+ // y coordinate is below last root line box
+ return VisiblePosition(positionForBox(lastRootBox()->lastLeafChild(), false), DOWNSTREAM);
+
+ return VisiblePosition(n, 0, DOWNSTREAM);
+ }
+
+ // See if any child blocks exist at this y coordinate.
+ if (firstChild() && contentsY < firstChild()->yPos())
+ return VisiblePosition(n, 0, DOWNSTREAM);
+ for (RenderObject* renderer = firstChild(); renderer; renderer = renderer->nextSibling()) {
+ if (renderer->height() == 0 || renderer->style()->visibility() != VISIBLE || renderer->isFloatingOrPositioned())
+ continue;
+ RenderObject* next = renderer->nextSibling();
+ while (next && next->isFloatingOrPositioned())
+ next = next->nextSibling();
+ if (next)
+ bottom = next->yPos();
+ else
+ bottom = top + scrollHeight();
+ if (contentsY >= renderer->yPos() && contentsY < bottom)
+ return renderer->positionForCoordinates(contentsX - renderer->xPos(), contentsY - renderer->yPos());
+ }
+
+ return RenderFlow::positionForCoordinates(x, y);
+}
+
+int RenderBlock::availableWidth() const
+{
+ // If we have multiple columns, then the available width is reduced to our column width.
+ if (m_hasColumns)
+ return desiredColumnWidth();
+ return contentWidth();
+}
+
+int RenderBlock::columnGap() const
+{
+ if (style()->hasNormalColumnGap())
+ return style()->fontDescription().computedPixelSize(); // "1em" is recommended as the normal gap setting. Matches <p> margins.
+ return static_cast<int>(style()->columnGap());
+}
+
+void RenderBlock::calcColumnWidth()
+{
+ // Calculate our column width and column count.
+ unsigned desiredColumnCount = 1;
+ int desiredColumnWidth = contentWidth();
+
+ // For now, we don't support multi-column layouts when printing, since we have to do a lot of work for proper pagination.
+ if (document()->printing() || (style()->hasAutoColumnCount() && style()->hasAutoColumnWidth())) {
+ setDesiredColumnCountAndWidth(desiredColumnCount, desiredColumnWidth);
+ return;
+ }
+
+ int availWidth = desiredColumnWidth;
+ int colGap = columnGap();
+ int colWidth = max(1, static_cast<int>(style()->columnWidth()));
+ int colCount = max(1, static_cast<int>(style()->columnCount()));
+
+ if (style()->hasAutoColumnWidth()) {
+ if ((colCount - 1) * colGap < availWidth) {
+ desiredColumnCount = colCount;
+ desiredColumnWidth = (availWidth - (desiredColumnCount - 1) * colGap) / desiredColumnCount;
+ } else if (colGap < availWidth) {
+ desiredColumnCount = availWidth / colGap;
+ desiredColumnWidth = (availWidth - (desiredColumnCount - 1) * colGap) / desiredColumnCount;
+ }
+ } else if (style()->hasAutoColumnCount()) {
+ if (colWidth < availWidth) {
+ desiredColumnCount = (availWidth + colGap) / (colWidth + colGap);
+ desiredColumnWidth = (availWidth - (desiredColumnCount - 1) * colGap) / desiredColumnCount;
+ }
+ } else {
+ // Both are set.
+ if (colCount * colWidth + (colCount - 1) * colGap <= availWidth) {
+ desiredColumnCount = colCount;
+ desiredColumnWidth = colWidth;
+ } else if (colWidth < availWidth) {
+ desiredColumnCount = (availWidth + colGap) / (colWidth + colGap);
+ desiredColumnWidth = (availWidth - (desiredColumnCount - 1) * colGap) / desiredColumnCount;
+ }
+ }
+ setDesiredColumnCountAndWidth(desiredColumnCount, desiredColumnWidth);
+}
+
+void RenderBlock::setDesiredColumnCountAndWidth(int count, int width)
+{
+ if (count == 1) {
+ if (m_hasColumns) {
+ delete gColumnInfoMap->take(this);
+ m_hasColumns = false;
+ }
+ } else {
+ ColumnInfo* info;
+ if (m_hasColumns)
+ info = gColumnInfoMap->get(this);
+ else {
+ if (!gColumnInfoMap)
+ gColumnInfoMap = new ColumnInfoMap;
+ info = new ColumnInfo;
+ gColumnInfoMap->add(this, info);
+ m_hasColumns = true;
+ }
+ info->m_desiredColumnCount = count;
+ info->m_desiredColumnWidth = width;
+ }
+}
+
+int RenderBlock::desiredColumnWidth() const
+{
+ if (!m_hasColumns)
+ return contentWidth();
+ return gColumnInfoMap->get(this)->m_desiredColumnWidth;
+}
+
+unsigned RenderBlock::desiredColumnCount() const
+{
+ if (!m_hasColumns)
+ return 1;
+ return gColumnInfoMap->get(this)->m_desiredColumnCount;
+}
+
+Vector<IntRect>* RenderBlock::columnRects() const
+{
+ if (!m_hasColumns)
+ return 0;
+ return &gColumnInfoMap->get(this)->m_columnRects;
+}
+
+int RenderBlock::layoutColumns(int endOfContent)
+{
+ // Don't do anything if we have no columns
+ if (!m_hasColumns)
+ return -1;
+
+ ColumnInfo* info = gColumnInfoMap->get(this);
+ int desiredColumnWidth = info->m_desiredColumnWidth;
+ int desiredColumnCount = info->m_desiredColumnCount;
+ Vector<IntRect>* columnRects = &info->m_columnRects;
+
+ bool computeIntrinsicHeight = (endOfContent == -1);
+
+ // Fill the columns in to the available height. Attempt to balance the height of the columns
+ int availableHeight = contentHeight();
+ int colHeight = computeIntrinsicHeight ? availableHeight / desiredColumnCount : availableHeight;
+
+ // Add in half our line-height to help with best-guess initial balancing.
+ int columnSlop = lineHeight(false) / 2;
+ int remainingSlopSpace = columnSlop * desiredColumnCount;
+
+ if (computeIntrinsicHeight)
+ colHeight += columnSlop;
+
+ int colGap = columnGap();
+
+ // Compute a collection of column rects.
+ columnRects->clear();
+
+ // Then we do a simulated "paint" into the column slices and allow the content to slightly adjust our individual column rects.
+ // FIXME: We need to take into account layers that are affected by the columns as well here so that they can have an opportunity
+ // to adjust column rects also.
+ RenderView* v = view();
+ int left = borderLeft() + paddingLeft();
+ int top = borderTop() + paddingTop();
+ int currX = style()->direction() == LTR ? borderLeft() + paddingLeft() : borderLeft() + paddingLeft() + contentWidth() - desiredColumnWidth;
+ int currY = top;
+ unsigned colCount = desiredColumnCount;
+ int maxColBottom = borderTop() + paddingTop();
+ int contentBottom = top + availableHeight;
+ for (unsigned i = 0; i < colCount; i++) {
+ // If we aren't constrained, then the last column can just get all the remaining space.
+ if (computeIntrinsicHeight && i == colCount - 1)
+ colHeight = availableHeight;
+
+ // This represents the real column position.
+ IntRect colRect(currX, top, desiredColumnWidth, colHeight);
+
+ // For the simulated paint, we pretend like everything is in one long strip.
+ IntRect pageRect(left, currY, desiredColumnWidth, colHeight);
+ v->setPrintRect(pageRect);
+ v->setTruncatedAt(currY + colHeight);
+ GraphicsContext context((PlatformGraphicsContext*)0);
+ RenderObject::PaintInfo paintInfo(&context, pageRect, PaintPhaseForeground, false, 0, 0);
+
+ m_hasColumns = false;
+ paintObject(paintInfo, 0, 0);
+ m_hasColumns = true;
+
+ int adjustedBottom = v->bestTruncatedAt();
+ if (adjustedBottom <= currY)
+ adjustedBottom = currY + colHeight;
+
+ colRect.setHeight(adjustedBottom - currY);
+
+ // Add in the lost space to the subsequent columns.
+ // FIXME: This will create a "staircase" effect if there are enough columns, but the effect should be pretty subtle.
+ if (computeIntrinsicHeight) {
+ int lostSpace = colHeight - colRect.height();
+ if (lostSpace > remainingSlopSpace) {
+ // Redestribute the space among the remaining columns.
+ int spaceToRedistribute = lostSpace - remainingSlopSpace;
+ int remainingColumns = colCount - i + 1;
+ colHeight += spaceToRedistribute / remainingColumns;
+ }
+ remainingSlopSpace = max(0, remainingSlopSpace - lostSpace);
+ }
+
+ if (style()->direction() == LTR)
+ currX += desiredColumnWidth + colGap;
+ else
+ currX -= (desiredColumnWidth + colGap);
+
+ currY += colRect.height();
+ availableHeight -= colRect.height();
+
+ maxColBottom = max(colRect.bottom(), maxColBottom);
+
+ columnRects->append(colRect);
+
+ // Start adding in more columns as long as there's still content left.
+ if (currY < endOfContent && i == colCount - 1)
+ colCount++;
+ }
+
+ m_overflowWidth = max(m_width, currX - colGap);
+ m_overflowLeft = min(0, currX + desiredColumnWidth + colGap);
+
+ m_overflowHeight = maxColBottom;
+ int toAdd = borderBottom() + paddingBottom() + horizontalScrollbarHeight();
+
+ if (computeIntrinsicHeight)
+ m_height = m_overflowHeight + toAdd;
+
+ v->setPrintRect(IntRect());
+ v->setTruncatedAt(0);
+
+ ASSERT(colCount == columnRects->size());
+
+ return contentBottom;
+}
+
+void RenderBlock::adjustPointToColumnContents(IntPoint& point) const
+{
+ // Just bail if we have no columns.
+ if (!m_hasColumns)
+ return;
+
+ Vector<IntRect>* colRects = columnRects();
+
+ // Determine which columns we intersect.
+ int colGap = columnGap();
+ int leftGap = colGap / 2;
+ IntPoint columnPoint(colRects->at(0).location());
+ int yOffset = 0;
+ for (unsigned i = 0; i < colRects->size(); i++) {
+ // Add in half the column gap to the left and right of the rect.
+ IntRect colRect = colRects->at(i);
+ IntRect gapAndColumnRect(colRect.x() - leftGap, colRect.y(), colRect.width() + colGap, colRect.height());
+
+ if (gapAndColumnRect.contains(point)) {
+ // We're inside the column. Translate the x and y into our column coordinate space.
+ point.move(columnPoint.x() - colRect.x(), yOffset);
+ return;
+ }
+
+ // Move to the next position.
+ yOffset += colRect.height();
+ }
+}
+
+void RenderBlock::adjustRectForColumns(IntRect& r) const
+{
+ // Just bail if we have no columns.
+ if (!m_hasColumns)
+ return;
+
+ Vector<IntRect>* colRects = columnRects();
+
+ // Begin with a result rect that is empty.
+ IntRect result;
+
+ // Determine which columns we intersect.
+ int currXOffset = 0;
+ int currYOffset = 0;
+ int colGap = columnGap();
+ for (unsigned i = 0; i < colRects->size(); i++) {
+ IntRect colRect = colRects->at(i);
+
+ IntRect repaintRect = r;
+ repaintRect.move(currXOffset, currYOffset);
+
+ repaintRect.intersect(colRect);
+
+ result.unite(repaintRect);
+
+ // Move to the next position.
+ if (style()->direction() == LTR)
+ currXOffset += colRect.width() + colGap;
+ else
+ currXOffset -= (colRect.width() + colGap);
+
+ currYOffset -= colRect.height();
+ }
+
+ r = result;
+}
+
+void RenderBlock::calcPrefWidths()
+{
+ ASSERT(prefWidthsDirty());
+
+ updateFirstLetter();
+
+ if (!isTableCell() && style()->width().isFixed() && style()->width().value() > 0)
+ m_minPrefWidth = m_maxPrefWidth = calcContentBoxWidth(style()->width().value());
+ else {
+ m_minPrefWidth = 0;
+ m_maxPrefWidth = 0;
+
+ if (childrenInline())
+ calcInlinePrefWidths();
+ else
+ calcBlockPrefWidths();
+
+ m_maxPrefWidth = max(m_minPrefWidth, m_maxPrefWidth);
+
+ if (!style()->autoWrap() && childrenInline()) {
+ m_minPrefWidth = m_maxPrefWidth;
+
+ // A horizontal marquee with inline children has no minimum width.
+ if (m_layer && m_layer->marquee() && m_layer->marquee()->isHorizontal())
+ m_minPrefWidth = 0;
+ }
+
+ if (isTableCell()) {
+ Length w = static_cast<const RenderTableCell*>(this)->styleOrColWidth();
+ if (w.isFixed() && w.value() > 0)
+ m_maxPrefWidth = max(m_minPrefWidth, calcContentBoxWidth(w.value()));
+ }
+ }
+
+ if (style()->minWidth().isFixed() && style()->minWidth().value() > 0) {
+ m_maxPrefWidth = max(m_maxPrefWidth, calcContentBoxWidth(style()->minWidth().value()));
+ m_minPrefWidth = max(m_minPrefWidth, calcContentBoxWidth(style()->minWidth().value()));
+ }
+
+ if (style()->maxWidth().isFixed() && style()->maxWidth().value() != undefinedLength) {
+ m_maxPrefWidth = min(m_maxPrefWidth, calcContentBoxWidth(style()->maxWidth().value()));
+ m_minPrefWidth = min(m_minPrefWidth, calcContentBoxWidth(style()->maxWidth().value()));
+ }
+
+ int toAdd = 0;
+ toAdd = borderLeft() + borderRight() + paddingLeft() + paddingRight();
+
+ m_minPrefWidth += toAdd;
+ m_maxPrefWidth += toAdd;
+
+ setPrefWidthsDirty(false);
+}
+
+struct InlineMinMaxIterator
+{
+/* InlineMinMaxIterator is a class that will iterate over all render objects that contribute to
+ inline min/max width calculations. Note the following about the way it walks:
+ (1) Positioned content is skipped (since it does not contribute to min/max width of a block)
+ (2) We do not drill into the children of floats or replaced elements, since you can't break
+ in the middle of such an element.
+ (3) Inline flows (e.g., <a>, <span>, <i>) are walked twice, since each side can have
+ distinct borders/margin/padding that contribute to the min/max width.
+*/
+ RenderObject* parent;
+ RenderObject* current;
+ bool endOfInline;
+
+ InlineMinMaxIterator(RenderObject* p, bool end = false)
+ :parent(p), current(p), endOfInline(end) {}
+
+ RenderObject* next();
+};
+
+RenderObject* InlineMinMaxIterator::next()
+{
+ RenderObject* result = 0;
+ bool oldEndOfInline = endOfInline;
+ endOfInline = false;
+ while (current || current == parent) {
+ if (!oldEndOfInline &&
+ (current == parent ||
+ (!current->isFloating() && !current->isReplaced() && !current->isPositioned())))
+ result = current->firstChild();
+ if (!result) {
+ // We hit the end of our inline. (It was empty, e.g., <span></span>.)
+ if (!oldEndOfInline && current->isInlineFlow()) {
+ result = current;
+ endOfInline = true;
+ break;
+ }
+
+ while (current && current != parent) {
+ result = current->nextSibling();
+ if (result) break;
+ current = current->parent();
+ if (current && current != parent && current->isInlineFlow()) {
+ result = current;
+ endOfInline = true;
+ break;
+ }
+ }
+ }
+
+ if (!result)
+ break;
+
+ if (!result->isPositioned() && (result->isText() || result->isFloating() || result->isReplaced() || result->isInlineFlow()))
+ 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 RenderObject* 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 = static_cast<RenderText*>(trailingSpaceChild);
+ const UChar space = ' ';
+ const Font& font = t->style()->font(); // FIXME: This ignores first-line.
+ int spaceWidth = font.width(TextRun(&space, 1));
+ inlineMax -= spaceWidth + font.wordSpacing();
+ if (inlineMin > inlineMax)
+ inlineMin = inlineMax;
+ }
+}
+
+void RenderBlock::calcInlinePrefWidths()
+{
+ int inlineMax = 0;
+ int inlineMin = 0;
+
+ int cw = containingBlock()->contentWidth();
+
+ // If we are at the start of a line, we want to ignore all white-space.
+ // Also strip spaces if we previously had text that ended in a trailing space.
+ bool stripFrontSpaces = true;
+ RenderObject* trailingSpaceChild = 0;
+
+ // Firefox and Opera will allow a table cell to grow to fit an image inside it under
+ // very specific cirucumstances (in order to match common WinIE renderings).
+ // Not supporting the quirk has caused us to mis-render some real sites. (See Bugzilla 10517.)
+ bool allowImagesToBreak = !style()->htmlHacks() || !isTableCell() || !style()->width().isIntrinsicOrAuto();
+
+ bool autoWrap, oldAutoWrap;
+ autoWrap = oldAutoWrap = style()->autoWrap();
+
+ InlineMinMaxIterator childIterator(this);
+ bool addedTextIndent = false; // Only gets added in once.
+ RenderObject* prevFloat = 0;
+ RenderObject* previousLeaf = 0;
+ while (RenderObject* child = childIterator.next()) {
+ autoWrap = child->isReplaced() ? child->parent()->style()->autoWrap() :
+ child->style()->autoWrap();
+
+ if (!child->isBR()) {
+ // Step One: determine whether or not we need to go ahead and
+ // terminate our current line. Each discrete chunk can become
+ // the new min-width, if it is the widest chunk seen so far, and
+ // it can also become the max-width.
+
+ // Children fall into three categories:
+ // (1) An inline flow object. These objects always have a min/max of 0,
+ // and are included in the iteration solely so that their margins can
+ // be added in.
+ //
+ // (2) An inline non-text non-flow object, e.g., an inline replaced element.
+ // These objects can always be on a line by themselves, so in this situation
+ // we need to go ahead and break the current line, and then add in our own
+ // margins and min/max width on its own line, and then terminate the line.
+ //
+ // (3) A text object. Text runs can have breakable characters at the start,
+ // the middle or the end. They may also lose whitespace off the front if
+ // we're already ignoring whitespace. In order to compute accurate min-width
+ // information, we need three pieces of information.
+ // (a) the min-width of the first non-breakable run. Should be 0 if the text string
+ // starts with whitespace.
+ // (b) the min-width of the last non-breakable run. Should be 0 if the text string
+ // ends with whitespace.
+ // (c) the min/max width of the string (trimmed for whitespace).
+ //
+ // If the text string starts with whitespace, then we need to go ahead and
+ // terminate our current line (unless we're already in a whitespace stripping
+ // mode.
+ //
+ // If the text string has a breakable character in the middle, but didn't start
+ // with whitespace, then we add the width of the first non-breakable run and
+ // then end the current line. We then need to use the intermediate min/max width
+ // values (if any of them are larger than our current min/max). We then look at
+ // the width of the last non-breakable run and use that to start a new line
+ // (unless we end in whitespace).
+ RenderStyle* cstyle = child->style();
+ int childMin = 0;
+ int childMax = 0;
+
+ if (!child->isText()) {
+ // Case (1) and (2). Inline replaced and inline flow elements.
+ if (child->isInlineFlow()) {
+ // Add in padding/border/margin from the appropriate side of
+ // the element.
+ int bpm = getBorderPaddingMargin(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)
+ inlineMin += childMin;
+ else
+ inlineMin = childMin;
+
+ if (autoWrap && canBreakReplacedElement) {
+ // Now check our line.
+ m_minPrefWidth = max(inlineMin, 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 = static_cast<RenderText *>(child);
+
+ if (t->isWordBreak()) {
+ m_minPrefWidth = max(inlineMin, m_minPrefWidth);
+ inlineMin = 0;
+ continue;
+ }
+
+ // Determine if we have a breakable character. Pass in
+ // whether or not we should ignore any spaces at the front
+ // of the string. If those are going to be stripped out,
+ // then they shouldn't be considered in the breakable char
+ // check.
+ bool hasBreakableChar, hasBreak;
+ int beginMin, endMin;
+ bool beginWS, endWS;
+ int beginMax, endMax;
+ t->trimmedPrefWidths(inlineMax, beginMin, beginWS, endMin, endWS,
+ hasBreakableChar, hasBreak, beginMax, endMax,
+ childMin, childMax, stripFrontSpaces);
+
+ // This text object will not be rendered, but it may still provide a breaking opportunity.
+ if (!hasBreak && childMax == 0) {
+ if (autoWrap && (beginWS || endWS)) {
+ m_minPrefWidth = max(inlineMin, m_minPrefWidth);
+ inlineMin = 0;
+ }
+ continue;
+ }
+
+ if (stripFrontSpaces)
+ trailingSpaceChild = child;
+ else
+ trailingSpaceChild = 0;
+
+ // Add in text-indent. This is added in only once.
+ int ti = 0;
+ if (!addedTextIndent) {
+ addedTextIndent = true;
+ ti = style()->textIndent().calcMinValue(cw);
+ childMin+=ti; beginMin += ti;
+ childMax+=ti; beginMax += ti;
+ }
+
+ // If we have no breakable characters at all,
+ // then this is the easy case. We add ourselves to the current
+ // min and max and continue.
+ if (!hasBreakableChar) {
+ inlineMin += childMin;
+ } else {
+ // We have a breakable character. Now we need to know if
+ // we start and end with whitespace.
+ if (beginWS)
+ // Go ahead and end the current line.
+ m_minPrefWidth = max(inlineMin, m_minPrefWidth);
+ else {
+ inlineMin += beginMin;
+ m_minPrefWidth = max(inlineMin, m_minPrefWidth);
+ childMin -= ti;
+ }
+
+ inlineMin = childMin;
+
+ if (endWS) {
+ // We end in whitespace, which means we can go ahead
+ // and end our current line.
+ m_minPrefWidth = max(inlineMin, m_minPrefWidth);
+ inlineMin = 0;
+ } else {
+ m_minPrefWidth = max(inlineMin, m_minPrefWidth);
+ inlineMin = endMin;
+ }
+ }
+
+ if (hasBreak) {
+ inlineMax += beginMax;
+ m_maxPrefWidth = max(inlineMax, m_maxPrefWidth);
+ m_maxPrefWidth = max(childMax, m_maxPrefWidth);
+ inlineMax = endMax;
+ } else
+ inlineMax += childMax;
+ }
+ } else {
+ m_minPrefWidth = max(inlineMin, m_minPrefWidth);
+ m_maxPrefWidth = max(inlineMax, m_maxPrefWidth);
+ inlineMin = inlineMax = 0;
+ stripFrontSpaces = true;
+ trailingSpaceChild = 0;
+ }
+
+ oldAutoWrap = autoWrap;
+ if (!child->isInlineFlow())
+ previousLeaf = child;
+ }
+
+ if (style()->collapseWhiteSpace())
+ stripTrailingSpace(inlineMax, inlineMin, trailingSpaceChild);
+
+ m_minPrefWidth = max(inlineMin, m_minPrefWidth);
+ m_maxPrefWidth = max(inlineMax, m_maxPrefWidth);
+}
+
+// Use a very large value (in effect infinite).
+#define BLOCK_MAX_WIDTH 15000
+
+void RenderBlock::calcBlockPrefWidths()
+{
+ bool nowrap = style()->whiteSpace() == NOWRAP;
+
+ RenderObject *child = firstChild();
+ int floatLeftWidth = 0, floatRightWidth = 0;
+ while (child) {
+ // Positioned children don't affect the min/max width
+ if (child->isPositioned()) {
+ child = child->nextSibling();
+ continue;
+ }
+
+ if (child->isFloating() || child->avoidsFloats()) {
+ int floatTotalWidth = floatLeftWidth + floatRightWidth;
+ if (child->style()->clear() & CLEFT) {
+ m_maxPrefWidth = max(floatTotalWidth, m_maxPrefWidth);
+ floatLeftWidth = 0;
+ }
+ if (child->style()->clear() & CRIGHT) {
+ m_maxPrefWidth = max(floatTotalWidth, m_maxPrefWidth);
+ floatRightWidth = 0;
+ }
+ }
+
+ // A margin basically has three types: fixed, percentage, and auto (variable).
+ // Auto and percentage margins simply become 0 when computing min/max width.
+ // Fixed margins can be added in as is.
+ Length ml = child->style()->marginLeft();
+ Length mr = child->style()->marginRight();
+ int margin = 0, marginLeft = 0, marginRight = 0;
+ if (ml.isFixed())
+ marginLeft += ml.value();
+ if (mr.isFixed())
+ marginRight += mr.value();
+ margin = marginLeft + marginRight;
+
+ int w = child->minPrefWidth() + margin;
+ m_minPrefWidth = max(w, m_minPrefWidth);
+
+ // IE ignores tables for calculation of nowrap. Makes some sense.
+ if (nowrap && !child->isTable())
+ m_maxPrefWidth = max(w, m_maxPrefWidth);
+
+ w = child->maxPrefWidth() + margin;
+
+ if (!child->isFloating()) {
+ if (child->avoidsFloats()) {
+ // Determine a left and right max value based off whether or not the floats can fit in the
+ // margins of the object. For negative margins, we will attempt to overlap the float if the negative margin
+ // is smaller than the float width.
+ int maxLeft = marginLeft > 0 ? max(floatLeftWidth, marginLeft) : floatLeftWidth + marginLeft;
+ int maxRight = marginRight > 0 ? max(floatRightWidth, marginRight) : floatRightWidth + marginRight;
+ w = child->maxPrefWidth() + maxLeft + maxRight;
+ w = max(w, floatLeftWidth + floatRightWidth);
+ }
+ else
+ m_maxPrefWidth = max(floatLeftWidth + floatRightWidth, m_maxPrefWidth);
+ floatLeftWidth = floatRightWidth = 0;
+ }
+
+ if (child->isFloating()) {
+ if (style()->floating() == FLEFT)
+ floatLeftWidth += w;
+ else
+ floatRightWidth += w;
+ } else
+ m_maxPrefWidth = max(w, m_maxPrefWidth);
+
+ // A very specific WinIE quirk.
+ // Example:
+ /*
+ <div style="position:absolute; width:100px; top:50px;">
+ <div style="position:absolute;left:0px;top:50px;height:50px;background-color:green">
+ <table style="width:100%"><tr><td></table>
+ </div>
+ </div>
+ */
+ // In the above example, the inner absolute positioned block should have a computed width
+ // of 100px because of the table.
+ // We can achieve this effect by making the maxwidth of blocks that contain tables
+ // with percentage widths be infinite (as long as they are not inside a table cell).
+ if (style()->htmlHacks() && child->style()->width().isPercent() &&
+ !isTableCell() && child->isTable() && m_maxPrefWidth < BLOCK_MAX_WIDTH) {
+ RenderBlock* cb = containingBlock();
+ while (!cb->isRenderView() && !cb->isTableCell())
+ cb = cb->containingBlock();
+ if (!cb->isTableCell())
+ m_maxPrefWidth = BLOCK_MAX_WIDTH;
+ }
+
+ child = child->nextSibling();
+ }
+
+ // Always make sure these values are non-negative.
+ m_minPrefWidth = max(0, m_minPrefWidth);
+ m_maxPrefWidth = max(0, m_maxPrefWidth);
+
+ m_maxPrefWidth = max(floatLeftWidth + floatRightWidth, m_maxPrefWidth);
+}
+
+bool RenderBlock::hasLineIfEmpty() const
+{
+ return element() && (element()->isContentEditable() && element()->rootEditableElement() == element() ||
+ element()->isShadowNode() && element()->shadowParentNode()->hasTagName(inputTag));
+}
+
+short RenderBlock::lineHeight(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)
+ return height()+marginTop()+marginBottom();
+ return RenderFlow::lineHeight(b, isRootLineBox);
+}
+
+short RenderBlock::baselinePosition(bool b, bool isRootLineBox) const
+{
+ // Inline blocks are replaced elements. Otherwise, just pass off to
+ // the base class. If we're being queried as though we're the root line
+ // box, then the fact that we're an inline-block is irrelevant, and we behave
+ // just like a block.
+ if (isReplaced() && !isRootLineBox) {
+ // For "leaf" theme objects, let the theme decide what the baseline position is.
+ // FIXME: Might be better to have a custom CSS property instead, so that if the theme
+ // is turned off, checkboxes/radios will still have decent baselines.
+ if (style()->hasAppearance() && !theme()->isControlContainer(style()->appearance()))
+ return theme()->baselinePosition(this);
+
+ // CSS2.1 states that the baseline of an inline block is the baseline of the last line box in
+ // the normal flow. We make an exception for marquees, since their baselines are meaningless
+ // (the content inside them moves). This matches WinIE as well, which just bottom-aligns them.
+ // We also give up on finding a baseline if we have a vertical scrollbar, or if we are scrolled
+ // vertically (e.g., an overflow:hidden block that has had scrollTop moved) or if the baseline is outside
+ // of our content box.
+ int baselinePos = (m_layer && (m_layer->marquee() || m_layer->verticalScrollbar() || m_layer->scrollYOffset() != 0)) ? -1 : getBaselineOfLastLineBox();
+ if (baselinePos != -1 && baselinePos <= borderTop() + paddingTop() + contentHeight())
+ return marginTop() + baselinePos;
+ return height() + marginTop() + marginBottom();
+ }
+ return RenderFlow::baselinePosition(b, isRootLineBox);
+}
+
+int RenderBlock::getBaselineOfFirstLineBox() const
+{
+ if (!isBlockFlow())
+ return RenderFlow::getBaselineOfFirstLineBox();
+
+ if (childrenInline()) {
+ if (firstLineBox())
+ return firstLineBox()->yPos() + firstLineBox()->baseline();
+ else
+ return -1;
+ }
+ else {
+ for (RenderObject* curr = firstChild(); curr; curr = curr->nextSibling()) {
+ if (!curr->isFloatingOrPositioned()) {
+ int result = curr->getBaselineOfFirstLineBox();
+ if (result != -1)
+ return curr->yPos() + result; // Translate to our coordinate space.
+ }
+ }
+ }
+
+ return -1;
+}
+
+int RenderBlock::getBaselineOfLastLineBox() const
+{
+ if (!isBlockFlow())
+ return RenderFlow::getBaselineOfLastLineBox();
+
+ if (childrenInline()) {
+ if (!firstLineBox() && hasLineIfEmpty())
+ return RenderFlow::baselinePosition(true, true) + borderTop() + paddingTop();
+ if (lastLineBox())
+ return lastLineBox()->yPos() + lastLineBox()->baseline();
+ return -1;
+ }
+ else {
+ bool haveNormalFlowChild = false;
+ for (RenderObject* curr = lastChild(); curr; curr = curr->previousSibling()) {
+ if (!curr->isFloatingOrPositioned()) {
+ haveNormalFlowChild = true;
+ int result = curr->getBaselineOfLastLineBox();
+ if (result != -1)
+ return curr->yPos() + result; // Translate to our coordinate space.
+ }
+ }
+ if (!haveNormalFlowChild && hasLineIfEmpty())
+ return RenderFlow::baselinePosition(true, true) + borderTop() + paddingTop();
+ }
+
+ return -1;
+}
+
+RenderBlock* RenderBlock::firstLineBlock() const
+{
+ const RenderObject* firstLineBlock = this;
+ bool hasPseudo = false;
+ while (true) {
+ hasPseudo = firstLineBlock->style()->hasPseudoStyle(RenderStyle::FIRST_LINE);
+ if (hasPseudo)
+ break;
+ RenderObject* parentBlock = firstLineBlock->parent();
+ if (firstLineBlock->isReplaced() || firstLineBlock->isFloating() ||
+ !parentBlock || parentBlock->firstChild() != firstLineBlock || !parentBlock->isBlockFlow())
+ break;
+ firstLineBlock = parentBlock;
+ }
+
+ if (!hasPseudo)
+ return 0;
+
+ return (RenderBlock*)(firstLineBlock);
+}
+
+void RenderBlock::updateFirstLetter()
+{
+ if (!document()->usesFirstLetterRules())
+ return;
+ // Don't recurse
+ if (style()->styleType() == RenderStyle::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(RenderStyle::FIRST_LETTER)
+ && firstLetterBlock->canHaveChildren();
+ if (hasPseudoStyle)
+ break;
+ RenderObject* parentBlock = firstLetterBlock->parent();
+ if (firstLetterBlock->isReplaced() || !parentBlock || parentBlock->firstChild() != firstLetterBlock ||
+ !parentBlock->isBlockFlow())
+ break;
+ firstLetterBlock = parentBlock;
+ }
+
+ if (!hasPseudoStyle)
+ return;
+
+ // Drill into inlines looking for our first text child.
+ RenderObject* currChild = firstLetterBlock->firstChild();
+ while (currChild && currChild->needsLayout() && !currChild->isReplaced() && !currChild->isText())
+ currChild = currChild->firstChild();
+
+ // Get list markers out of the way.
+ while (currChild && currChild->isListMarker())
+ currChild = currChild->nextSibling();
+
+ if (!currChild)
+ return;
+
+ RenderObject* firstLetterContainer = currChild->parent();
+
+ // If the child already has style, then it has already been created, so we just want
+ // to update it.
+ if (currChild->style()->styleType() == RenderStyle::FIRST_LETTER) {
+ RenderStyle* pseudo = firstLetterBlock->getPseudoStyle(RenderStyle::FIRST_LETTER,
+ firstLetterContainer->firstLineStyle());
+ currChild->setStyle(pseudo);
+ for (RenderObject* genChild = currChild->firstChild(); genChild; genChild = genChild->nextSibling()) {
+ if (genChild->isText())
+ genChild->setStyle(pseudo);
+ }
+ return;
+ }
+
+ // If the child does not already have style, we create it here.
+ if (currChild->isText() && !currChild->isBR() && currChild->parent()->style()->styleType() != RenderStyle::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 = static_cast<RenderText*>(currChild);
+
+ // Create our pseudo style now that we have our firstLetterContainer determined.
+ RenderStyle* pseudoStyle = firstLetterBlock->getPseudoStyle(RenderStyle::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 = RenderFlow::createAnonymousFlow(document(), pseudoStyle); // anonymous box
+ // FIXME: This adds in the wrong place if list markers were skipped above. Should be
+ // firstLetterContainer->addChild(firstLetter, currChild);
+ firstLetterContainer->addChild(firstLetter, firstLetterContainer->firstChild());
+
+ // The original string is going to be either a generated content string or a DOM node's
+ // string. We want the original string before it got transformed in case first-letter has
+ // no text-transform or a different text-transform applied to it.
+ RefPtr<StringImpl> oldText = textObj->originalText();
+ ASSERT(oldText);
+
+ if (oldText && oldText->length() > 0) {
+ unsigned int length = 0;
+
+ // account for leading spaces and punctuation
+ while (length < oldText->length() && (isSpaceOrNewline((*oldText)[length]) || Unicode::isPunct((*oldText)[length])))
+ length++;
+
+ // account for first letter
+ length++;
+
+ // construct text fragment for the text after the first letter
+ // NOTE: this might empty
+ RenderTextFragment* remainingText =
+ new (renderArena()) RenderTextFragment(textObj->node(), oldText.get(), length, oldText->length() - length);
+ remainingText->setStyle(textObj->style());
+ if (remainingText->element())
+ remainingText->element()->setRenderer(remainingText);
+
+ RenderObject* nextObj = textObj->nextSibling();
+ firstLetterContainer->removeChild(textObj);
+ firstLetterContainer->addChild(remainingText, nextObj);
+ remainingText->setFirstLetter(firstLetter);
+
+ // construct text fragment for the first letter
+ RenderTextFragment* letter =
+ new (renderArena()) RenderTextFragment(remainingText->node(), oldText.get(), 0, length);
+ RenderStyle* newStyle = new (renderArena()) RenderStyle();
+ newStyle->inheritFrom(pseudoStyle);
+ letter->setStyle(newStyle);
+ firstLetter->addChild(letter);
+
+ textObj->destroy();
+ }
+ view()->enableLayoutState();
+ }
+}
+
+bool RenderBlock::inRootBlockContext() const
+{
+ if (isTableCell() || isFloatingOrPositioned() || hasOverflowClip())
+ return false;
+
+ if (isRoot() || isRenderView())
+ return true;
+
+ return containingBlock()->inRootBlockContext();
+}
+
+// Helper methods for obtaining the last line, computing line counts and heights for line counts
+// (crawling into blocks).
+static bool shouldCheckLines(RenderObject* obj)
+{
+ return !obj->isFloatingOrPositioned() && !obj->isCompact() && !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(static_cast<RenderBlock*>(obj), i, count);
+ if (box)
+ return box;
+ }
+ }
+ }
+ }
+ return 0;
+}
+
+int getHeightForLineCount(RenderBlock* block, int l, bool includeBottom, int& count)
+{
+ if (block->style()->visibility() == VISIBLE) {
+ if (block->childrenInline()) {
+ for (RootInlineBox* box = block->firstRootBox(); box; box = box->nextRootBox()) {
+ if (++count == l)
+ return box->bottomOverflow() + (includeBottom ? (block->borderBottom() + block->paddingBottom()) : 0);
+ }
+ }
+ else {
+ RenderObject* normalFlowChildWithoutLines = 0;
+ for (RenderObject* obj = block->firstChild(); obj; obj = obj->nextSibling()) {
+ if (shouldCheckLines(obj)) {
+ int result = getHeightForLineCount(static_cast<RenderBlock*>(obj), l, false, count);
+ if (result != -1)
+ return result + obj->yPos() + (includeBottom ? (block->borderBottom() + block->paddingBottom()) : 0);
+ }
+ else if (!obj->isFloatingOrPositioned() && !obj->isCompact() && !obj->isRunIn())
+ normalFlowChildWithoutLines = obj;
+ }
+ if (normalFlowChildWithoutLines && l == 0)
+ return normalFlowChildWithoutLines->yPos() + 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 += static_cast<RenderBlock*>(obj)->lineCount();
+ }
+ return count;
+}
+
+int RenderBlock::heightForLineCount(int l)
+{
+ int count = 0;
+ return getHeightForLineCount(this, l, true, count);
+}
+
+void RenderBlock::adjustForBorderFit(int x, int& left, int& right) const
+{
+ // We don't deal with relative positioning. Our assumption is that you shrink to fit the lines without accounting
+ // for either overflow or translations via relative positioning.
+ if (style()->visibility() == VISIBLE) {
+ if (childrenInline()) {
+ for (RootInlineBox* box = firstRootBox(); box; box = box->nextRootBox()) {
+ if (box->firstChild())
+ left = min(left, x + box->firstChild()->xPos());
+ if (box->lastChild())
+ right = max(right, x + box->lastChild()->xPos() + box->lastChild()->width());
+ }
+ }
+ else {
+ for (RenderObject* obj = firstChild(); obj; obj = obj->nextSibling()) {
+ if (!obj->isFloatingOrPositioned()) {
+ if (obj->isBlockFlow() && !obj->hasOverflowClip())
+ static_cast<RenderBlock*>(obj)->adjustForBorderFit(x + obj->xPos(), 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->xPos());
+ right = max(right, x + obj->xPos() + obj->width());
+ }
+ }
+ }
+ }
+
+ if (m_floatingObjects) {
+ FloatingObject* r;
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ for (; (r = it.current()); ++it) {
+ // Only examine the object if our noPaint flag isn't set.
+ if (!r->noPaint) {
+ int floatLeft = r->left - r->node->xPos() + r->node->marginLeft();
+ int floatRight = floatLeft + r->node->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))
+ static_cast<RenderBlock*>(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;
+}
+
+const char* RenderBlock::renderName() const
+{
+ if (isBody())
+ return "RenderBody"; // FIXME: Temporary hack until we know that the regression tests pass.
+
+ if (isFloating())
+ return "RenderBlock (floating)";
+ if (isPositioned())
+ return "RenderBlock (positioned)";
+ if (isAnonymousBlock())
+ return "RenderBlock (anonymous)";
+ else if (isAnonymous())
+ return "RenderBlock (generated)";
+ if (isRelPositioned())
+ return "RenderBlock (relative positioned)";
+ if (isCompact())
+ return "RenderBlock (compact)";
+ if (isRunIn())
+ return "RenderBlock (run-in)";
+ return "RenderBlock";
+}
+
+} // namespace WebCore