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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, 2008, 2009, 2010 Apple Inc. All rights reserved.
+ * Copyright (C) Research In Motion Limited 2010. All rights reserved.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Library General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Library General Public License for more details.
+ *
+ * You should have received a copy of the GNU Library General Public License
+ * along with this library; see the file COPYING.LIB. If not, write to
+ * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
+ * Boston, MA 02110-1301, USA.
+ */
+
+#include "config.h"
+#include "RenderBlock.h"
+
+#include "ColumnInfo.h"
+#include "Document.h"
+#include "Element.h"
+#include "FloatQuad.h"
+#include "Frame.h"
+#include "FrameView.h"
+#include "GraphicsContext.h"
+#include "HTMLFormElement.h"
+#include "HTMLNames.h"
+#include "HitTestResult.h"
+#include "InlineTextBox.h"
+#include "PaintInfo.h"
+#include "RenderFlexibleBox.h"
+#include "RenderImage.h"
+#include "RenderInline.h"
+#include "RenderLayer.h"
+#include "RenderMarquee.h"
+#include "RenderReplica.h"
+#include "RenderTableCell.h"
+#include "RenderTextFragment.h"
+#include "RenderTheme.h"
+#include "RenderView.h"
+#include "SelectionController.h"
+#include "Settings.h"
+#include "TextRun.h"
+#include "TransformState.h"
+#include <wtf/StdLibExtras.h>
+
+#ifdef ANDROID_LAYOUT
+#include "Settings.h"
+#endif
+
+using namespace std;
+using namespace WTF;
+using namespace Unicode;
+
+namespace WebCore {
+
+using namespace HTMLNames;
+
+typedef WTF::HashMap<const RenderBox*, ColumnInfo*> ColumnInfoMap;
+static ColumnInfoMap* gColumnInfoMap = 0;
+
+typedef WTF::HashMap<const RenderBlock*, HashSet<RenderBox*>*> PercentHeightDescendantsMap;
+static PercentHeightDescendantsMap* gPercentHeightDescendantsMap = 0;
+
+typedef WTF::HashMap<const RenderBox*, HashSet<RenderBlock*>*> PercentHeightContainerMap;
+static PercentHeightContainerMap* gPercentHeightContainerMap = 0;
+
+typedef WTF::HashMap<RenderBlock*, ListHashSet<RenderInline*>*> ContinuationOutlineTableMap;
+
+typedef WTF::HashSet<RenderBlock*> DelayedUpdateScrollInfoSet;
+static int gDelayUpdateScrollInfo = 0;
+static DelayedUpdateScrollInfoSet* gDelayedUpdateScrollInfoSet = 0;
+
+// Our MarginInfo state used when laying out block children.
+RenderBlock::MarginInfo::MarginInfo(RenderBlock* block, int beforeBorderPadding, int afterBorderPadding)
+ : m_atBeforeSideOfBlock(true)
+ , m_atAfterSideOfBlock(false)
+ , m_marginBeforeQuirk(false)
+ , m_marginAfterQuirk(false)
+ , m_determinedMarginBeforeQuirk(false)
+{
+ // 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()
+ && !block->isWritingModeRoot();
+
+ m_canCollapseMarginBeforeWithChildren = m_canCollapseWithChildren && (beforeBorderPadding == 0) && block->style()->marginBeforeCollapse() != 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_canCollapseMarginAfterWithChildren = m_canCollapseWithChildren && (afterBorderPadding == 0) &&
+ (block->style()->logicalHeight().isAuto() && block->style()->logicalHeight().value() == 0) && block->style()->marginAfterCollapse() != MSEPARATE;
+
+ m_quirkContainer = block->isTableCell() || block->isBody() || block->style()->marginBeforeCollapse() == MDISCARD ||
+ block->style()->marginAfterCollapse() == MDISCARD;
+
+ m_positiveMargin = m_canCollapseMarginBeforeWithChildren ? block->maxPositiveMarginBefore() : 0;
+ m_negativeMargin = m_canCollapseMarginBeforeWithChildren ? block->maxNegativeMarginBefore() : 0;
+}
+
+// -------------------------------------------------------------------------------------------------------
+
+RenderBlock::RenderBlock(Node* node)
+ : RenderBox(node)
+ , m_floatingObjects(0)
+ , m_positionedObjects(0)
+ , m_rareData(0)
+ , m_lineHeight(-1)
+ , m_beingDestroyed(false)
+{
+ setChildrenInline(true);
+}
+
+RenderBlock::~RenderBlock()
+{
+ delete m_floatingObjects;
+ delete m_positionedObjects;
+
+ if (hasColumns())
+ delete gColumnInfoMap->take(this);
+
+ if (gPercentHeightDescendantsMap) {
+ if (HashSet<RenderBox*>* descendantSet = gPercentHeightDescendantsMap->take(this)) {
+ HashSet<RenderBox*>::iterator end = descendantSet->end();
+ for (HashSet<RenderBox*>::iterator descendant = descendantSet->begin(); descendant != end; ++descendant) {
+ HashSet<RenderBlock*>* containerSet = gPercentHeightContainerMap->get(*descendant);
+ ASSERT(containerSet);
+ if (!containerSet)
+ continue;
+ ASSERT(containerSet->contains(this));
+ containerSet->remove(this);
+ if (containerSet->isEmpty()) {
+ gPercentHeightContainerMap->remove(*descendant);
+ delete containerSet;
+ }
+ }
+ delete descendantSet;
+ }
+ }
+}
+
+void RenderBlock::destroy()
+{
+ // Mark as being destroyed to avoid trouble with merges in removeChild().
+ m_beingDestroyed = true;
+
+ // Make sure to destroy anonymous children first while they are still connected to the rest of the tree, so that they will
+ // properly dirty line boxes that they are removed from. Effects that do :before/:after only on hover could crash otherwise.
+ children()->destroyLeftoverChildren();
+
+ // Destroy our continuation before anything other than anonymous children.
+ // The reason we don't destroy it before anonymous children is that they may
+ // have continuations of their own that are anonymous children of our continuation.
+ RenderBoxModelObject* continuation = this->continuation();
+ if (continuation) {
+ continuation->destroy();
+ setContinuation(0);
+ }
+
+ if (!documentBeingDestroyed()) {
+ if (firstLineBox()) {
+ // We can't wait for RenderBox::destroy to clear the selection,
+ // because by then we will have nuked the line boxes.
+ // FIXME: The SelectionController should be responsible for this when it
+ // is notified of DOM mutations.
+ if (isSelectionBorder())
+ view()->clearSelection();
+
+ // If we are an anonymous block, then our line boxes might have children
+ // that will outlast this block. In the non-anonymous block case those
+ // children will be destroyed by the time we return from this function.
+ if (isAnonymousBlock()) {
+ for (InlineFlowBox* box = firstLineBox(); box; box = box->nextLineBox()) {
+ while (InlineBox* childBox = box->firstChild())
+ childBox->remove();
+ }
+ }
+ } else if (isInline() && parent())
+ parent()->dirtyLinesFromChangedChild(this);
+ }
+
+ m_lineBoxes.deleteLineBoxes(renderArena());
+
+ RenderBox::destroy();
+}
+
+void RenderBlock::styleWillChange(StyleDifference diff, const RenderStyle* newStyle)
+{
+ setReplaced(newStyle->isDisplayInlineType());
+
+ if (style() && parent() && diff == StyleDifferenceLayout && style()->position() != newStyle->position()) {
+ if (newStyle->position() == StaticPosition)
+ // Clear our positioned objects list. Our absolutely positioned descendants will be
+ // inserted into our containing block's positioned objects list during layout.
+ removePositionedObjects(0);
+ else if (style()->position() == StaticPosition) {
+ // Remove our absolutely positioned descendants from their current containing block.
+ // They will be inserted into our positioned objects list during layout.
+ RenderObject* cb = parent();
+ while (cb && (cb->style()->position() == StaticPosition || (cb->isInline() && !cb->isReplaced())) && !cb->isRenderView()) {
+ if (cb->style()->position() == RelativePosition && cb->isInline() && !cb->isReplaced()) {
+ cb = cb->containingBlock();
+ break;
+ }
+ cb = cb->parent();
+ }
+
+ if (cb->isRenderBlock())
+ toRenderBlock(cb)->removePositionedObjects(this);
+ }
+ }
+
+ RenderBox::styleWillChange(diff, newStyle);
+}
+
+void RenderBlock::styleDidChange(StyleDifference diff, const RenderStyle* oldStyle)
+{
+ RenderBox::styleDidChange(diff, oldStyle);
+
+ if (!isAnonymousBlock()) {
+ // Ensure that all of our continuation blocks pick up the new style.
+ for (RenderBlock* currCont = blockElementContinuation(); currCont; currCont = currCont->blockElementContinuation()) {
+ RenderBoxModelObject* nextCont = currCont->continuation();
+ currCont->setContinuation(0);
+ currCont->setStyle(style());
+ currCont->setContinuation(nextCont);
+ }
+ }
+
+ // FIXME: We could save this call when the change only affected non-inherited properties
+ for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
+ if (child->isAnonymousBlock()) {
+ RefPtr<RenderStyle> newStyle = RenderStyle::create();
+ newStyle->inheritFrom(style());
+ if (style()->specifiesColumns()) {
+ if (child->style()->specifiesColumns())
+ newStyle->inheritColumnPropertiesFrom(style());
+ if (child->style()->columnSpan())
+ newStyle->setColumnSpan(true);
+ }
+ newStyle->setDisplay(BLOCK);
+ child->setStyle(newStyle.release());
+ }
+ }
+
+ m_lineHeight = -1;
+
+ // Update pseudos for :before and :after now.
+ if (!isAnonymous() && document()->usesBeforeAfterRules() && canHaveChildren()) {
+ updateBeforeAfterContent(BEFORE);
+ updateBeforeAfterContent(AFTER);
+ }
+}
+
+void RenderBlock::updateBeforeAfterContent(PseudoId pseudoId)
+{
+ // If this is an anonymous wrapper, then the parent applies its own pseudo-element style to it.
+ if (parent() && parent()->createsAnonymousWrapper())
+ return;
+ return children()->updateBeforeAfterContent(this, pseudoId);
+}
+
+RenderBlock* RenderBlock::continuationBefore(RenderObject* beforeChild)
+{
+ if (beforeChild && beforeChild->parent() == this)
+ return this;
+
+ RenderBlock* curr = toRenderBlock(continuation());
+ RenderBlock* nextToLast = this;
+ RenderBlock* last = this;
+ while (curr) {
+ if (beforeChild && beforeChild->parent() == curr) {
+ if (curr->firstChild() == beforeChild)
+ return last;
+ return curr;
+ }
+
+ nextToLast = last;
+ last = curr;
+ curr = toRenderBlock(curr->continuation());
+ }
+
+ if (!beforeChild && !last->firstChild())
+ return nextToLast;
+ return last;
+}
+
+void RenderBlock::addChildToContinuation(RenderObject* newChild, RenderObject* beforeChild)
+{
+ RenderBlock* flow = continuationBefore(beforeChild);
+ ASSERT(!beforeChild || beforeChild->parent()->isAnonymousColumnSpanBlock() || beforeChild->parent()->isRenderBlock());
+ RenderBoxModelObject* beforeChildParent = 0;
+ if (beforeChild)
+ beforeChildParent = toRenderBoxModelObject(beforeChild->parent());
+ else {
+ RenderBoxModelObject* cont = flow->continuation();
+ if (cont)
+ beforeChildParent = cont;
+ else
+ beforeChildParent = flow;
+ }
+
+ if (newChild->isFloatingOrPositioned())
+ return beforeChildParent->addChildIgnoringContinuation(newChild, beforeChild);
+
+ // A continuation always consists of two potential candidates: a block or an anonymous
+ // column span box holding column span children.
+ bool childIsNormal = newChild->isInline() || !newChild->style()->columnSpan();
+ bool bcpIsNormal = beforeChildParent->isInline() || !beforeChildParent->style()->columnSpan();
+ bool flowIsNormal = flow->isInline() || !flow->style()->columnSpan();
+
+ if (flow == beforeChildParent)
+ return flow->addChildIgnoringContinuation(newChild, beforeChild);
+
+ // The goal here is to match up if we can, so that we can coalesce and create the
+ // minimal # of continuations needed for the inline.
+ if (childIsNormal == bcpIsNormal)
+ return beforeChildParent->addChildIgnoringContinuation(newChild, beforeChild);
+ if (flowIsNormal == childIsNormal)
+ return flow->addChildIgnoringContinuation(newChild, 0); // Just treat like an append.
+ return beforeChildParent->addChildIgnoringContinuation(newChild, beforeChild);
+}
+
+
+void RenderBlock::addChildToAnonymousColumnBlocks(RenderObject* newChild, RenderObject* beforeChild)
+{
+ ASSERT(!continuation()); // We don't yet support column spans that aren't immediate children of the multi-column block.
+
+ // The goal is to locate a suitable box in which to place our child.
+ RenderBlock* beforeChildParent = toRenderBlock(beforeChild && beforeChild->parent()->isRenderBlock() ? beforeChild->parent() : lastChild());
+
+ // If the new child is floating or positioned it can just go in that block.
+ if (newChild->isFloatingOrPositioned())
+ return beforeChildParent->addChildIgnoringAnonymousColumnBlocks(newChild, beforeChild);
+
+ // See if the child can be placed in the box.
+ bool newChildHasColumnSpan = newChild->style()->columnSpan() && !newChild->isInline();
+ bool beforeChildParentHoldsColumnSpans = beforeChildParent->isAnonymousColumnSpanBlock();
+
+ if (newChildHasColumnSpan == beforeChildParentHoldsColumnSpans)
+ return beforeChildParent->addChildIgnoringAnonymousColumnBlocks(newChild, beforeChild);
+
+ if (!beforeChild) {
+ // Create a new block of the correct type.
+ RenderBlock* newBox = newChildHasColumnSpan ? createAnonymousColumnSpanBlock() : createAnonymousColumnsBlock();
+ children()->appendChildNode(this, newBox);
+ newBox->addChildIgnoringAnonymousColumnBlocks(newChild, 0);
+ return;
+ }
+
+ RenderObject* immediateChild = beforeChild;
+ bool isPreviousBlockViable = true;
+ while (immediateChild->parent() != this) {
+ if (isPreviousBlockViable)
+ isPreviousBlockViable = !immediateChild->previousSibling();
+ immediateChild = immediateChild->parent();
+ }
+ if (isPreviousBlockViable && immediateChild->previousSibling())
+ return toRenderBlock(immediateChild->previousSibling())->addChildIgnoringAnonymousColumnBlocks(newChild, 0); // Treat like an append.
+
+ // Split our anonymous blocks.
+ RenderObject* newBeforeChild = splitAnonymousBlocksAroundChild(beforeChild);
+
+ // Create a new anonymous box of the appropriate type.
+ RenderBlock* newBox = newChildHasColumnSpan ? createAnonymousColumnSpanBlock() : createAnonymousColumnsBlock();
+ children()->insertChildNode(this, newBox, newBeforeChild);
+ newBox->addChildIgnoringAnonymousColumnBlocks(newChild, 0);
+ return;
+}
+
+RenderBlock* RenderBlock::containingColumnsBlock(bool allowAnonymousColumnBlock)
+{
+ for (RenderObject* curr = this; curr; curr = curr->parent()) {
+ if (!curr->isRenderBlock() || curr->isFloatingOrPositioned() || curr->isTableCell() || curr->isRoot() || curr->isRenderView() || curr->hasOverflowClip()
+ || curr->isInlineBlockOrInlineTable())
+ return 0;
+
+ RenderBlock* currBlock = toRenderBlock(curr);
+ if (currBlock->style()->specifiesColumns() && (allowAnonymousColumnBlock || !currBlock->isAnonymousColumnsBlock()))
+ return currBlock;
+
+ if (currBlock->isAnonymousColumnSpanBlock())
+ return 0;
+ }
+ return 0;
+}
+
+RenderBlock* RenderBlock::clone() const
+{
+ RenderBlock* cloneBlock;
+ if (isAnonymousBlock())
+ cloneBlock = createAnonymousBlock();
+ else {
+ cloneBlock = new (renderArena()) RenderBlock(node());
+ cloneBlock->setStyle(style());
+ }
+ cloneBlock->setChildrenInline(childrenInline());
+ return cloneBlock;
+}
+
+void RenderBlock::splitBlocks(RenderBlock* fromBlock, RenderBlock* toBlock,
+ RenderBlock* middleBlock,
+ RenderObject* beforeChild, RenderBoxModelObject* oldCont)
+{
+ // Create a clone of this inline.
+ RenderBlock* cloneBlock = clone();
+ if (!isAnonymousBlock())
+ cloneBlock->setContinuation(oldCont);
+
+ // Now take all of the children from beforeChild to the end and remove
+ // them from |this| and place them in the clone.
+ if (!beforeChild && isAfterContent(lastChild()))
+ beforeChild = lastChild();
+ moveChildrenTo(cloneBlock, beforeChild, 0);
+
+ // Hook |clone| up as the continuation of the middle block.
+ if (!cloneBlock->isAnonymousBlock())
+ middleBlock->setContinuation(cloneBlock);
+
+ // We have been reparented and are now under the fromBlock. We need
+ // to walk up our block parent chain until we hit the containing anonymous columns block.
+ // Once we hit the anonymous columns block we're done.
+ RenderBoxModelObject* curr = toRenderBoxModelObject(parent());
+ RenderBoxModelObject* currChild = this;
+
+ while (curr && curr != fromBlock) {
+ ASSERT(curr->isRenderBlock());
+
+ RenderBlock* blockCurr = toRenderBlock(curr);
+
+ // Create a new clone.
+ RenderBlock* cloneChild = cloneBlock;
+ cloneBlock = blockCurr->clone();
+
+ // Insert our child clone as the first child.
+ cloneBlock->children()->appendChildNode(cloneBlock, cloneChild);
+
+ // Hook the clone up as a continuation of |curr|. Note we do encounter
+ // anonymous blocks possibly as we walk up the block chain. When we split an
+ // anonymous block, there's no need to do any continuation hookup, since we haven't
+ // actually split a real element.
+ if (!blockCurr->isAnonymousBlock()) {
+ oldCont = blockCurr->continuation();
+ blockCurr->setContinuation(cloneBlock);
+ cloneBlock->setContinuation(oldCont);
+ }
+
+ // Someone may have indirectly caused a <q> to split. When this happens, the :after content
+ // has to move into the inline continuation. Call updateBeforeAfterContent to ensure that the inline's :after
+ // content gets properly destroyed.
+ if (document()->usesBeforeAfterRules())
+ blockCurr->children()->updateBeforeAfterContent(blockCurr, AFTER);
+
+ // Now we need to take all of the children starting from the first child
+ // *after* currChild and append them all to the clone.
+ RenderObject* afterContent = isAfterContent(cloneBlock->lastChild()) ? cloneBlock->lastChild() : 0;
+ blockCurr->moveChildrenTo(cloneBlock, currChild->nextSibling(), 0, afterContent);
+
+ // Keep walking up the chain.
+ currChild = curr;
+ curr = toRenderBoxModelObject(curr->parent());
+ }
+
+ // Now we are at the columns block level. We need to put the clone into the toBlock.
+ toBlock->children()->appendChildNode(toBlock, cloneBlock);
+
+ // Now take all the children after currChild and remove them from the fromBlock
+ // and put them in the toBlock.
+ fromBlock->moveChildrenTo(toBlock, currChild->nextSibling(), 0);
+}
+
+void RenderBlock::splitFlow(RenderObject* beforeChild, RenderBlock* newBlockBox,
+ RenderObject* newChild, RenderBoxModelObject* oldCont)
+{
+ RenderBlock* pre = 0;
+ RenderBlock* block = containingColumnsBlock();
+
+ // Delete our line boxes before we do the inline split into continuations.
+ block->deleteLineBoxTree();
+
+ bool madeNewBeforeBlock = false;
+ if (block->isAnonymousColumnsBlock()) {
+ // We can reuse this block and make it the preBlock of the next continuation.
+ pre = block;
+ pre->removePositionedObjects(0);
+ block = toRenderBlock(block->parent());
+ } else {
+ // No anonymous block available for use. Make one.
+ pre = block->createAnonymousColumnsBlock();
+ pre->setChildrenInline(false);
+ madeNewBeforeBlock = true;
+ }
+
+ RenderBlock* post = block->createAnonymousColumnsBlock();
+ post->setChildrenInline(false);
+
+ RenderObject* boxFirst = madeNewBeforeBlock ? block->firstChild() : pre->nextSibling();
+ if (madeNewBeforeBlock)
+ block->children()->insertChildNode(block, pre, boxFirst);
+ block->children()->insertChildNode(block, newBlockBox, boxFirst);
+ block->children()->insertChildNode(block, post, boxFirst);
+ block->setChildrenInline(false);
+
+ if (madeNewBeforeBlock)
+ block->moveChildrenTo(pre, boxFirst, 0);
+
+ splitBlocks(pre, post, newBlockBox, beforeChild, oldCont);
+
+ // We already know the newBlockBox isn't going to contain inline kids, so avoid wasting
+ // time in makeChildrenNonInline by just setting this explicitly up front.
+ newBlockBox->setChildrenInline(false);
+
+ // We delayed adding the newChild until now so that the |newBlockBox| would be fully
+ // connected, thus allowing newChild access to a renderArena should it need
+ // to wrap itself in additional boxes (e.g., table construction).
+ newBlockBox->addChild(newChild);
+
+ // Always just do a full layout in order to ensure that line boxes (especially wrappers for images)
+ // get deleted properly. Because objects moves from the pre block into the post block, we want to
+ // make new line boxes instead of leaving the old line boxes around.
+ pre->setNeedsLayoutAndPrefWidthsRecalc();
+ block->setNeedsLayoutAndPrefWidthsRecalc();
+ post->setNeedsLayoutAndPrefWidthsRecalc();
+}
+
+RenderObject* RenderBlock::splitAnonymousBlocksAroundChild(RenderObject* beforeChild)
+{
+ while (beforeChild->parent() != this) {
+ RenderBlock* blockToSplit = toRenderBlock(beforeChild->parent());
+ if (blockToSplit->firstChild() != beforeChild) {
+ // We have to split the parentBlock into two blocks.
+ RenderBlock* post = createAnonymousBlockWithSameTypeAs(blockToSplit);
+ post->setChildrenInline(blockToSplit->childrenInline());
+ RenderBlock* parentBlock = toRenderBlock(blockToSplit->parent());
+ parentBlock->children()->insertChildNode(parentBlock, post, blockToSplit->nextSibling());
+ blockToSplit->moveChildrenTo(post, beforeChild, 0, blockToSplit->hasLayer());
+ post->setNeedsLayoutAndPrefWidthsRecalc();
+ blockToSplit->setNeedsLayoutAndPrefWidthsRecalc();
+ beforeChild = post;
+ } else
+ beforeChild = blockToSplit;
+ }
+ return beforeChild;
+}
+
+void RenderBlock::makeChildrenAnonymousColumnBlocks(RenderObject* beforeChild, RenderBlock* newBlockBox, RenderObject* newChild)
+{
+ RenderBlock* pre = 0;
+ RenderBlock* post = 0;
+ RenderBlock* block = this; // Eventually block will not just be |this|, but will also be a block nested inside |this|. Assign to a variable
+ // so that we don't have to patch all of the rest of the code later on.
+
+ // Delete the block's line boxes before we do the split.
+ block->deleteLineBoxTree();
+
+ if (beforeChild && beforeChild->parent() != this)
+ beforeChild = splitAnonymousBlocksAroundChild(beforeChild);
+
+ if (beforeChild != firstChild()) {
+ pre = block->createAnonymousColumnsBlock();
+ pre->setChildrenInline(block->childrenInline());
+ }
+
+ if (beforeChild) {
+ post = block->createAnonymousColumnsBlock();
+ post->setChildrenInline(block->childrenInline());
+ }
+
+ RenderObject* boxFirst = block->firstChild();
+ if (pre)
+ block->children()->insertChildNode(block, pre, boxFirst);
+ block->children()->insertChildNode(block, newBlockBox, boxFirst);
+ if (post)
+ block->children()->insertChildNode(block, post, boxFirst);
+ block->setChildrenInline(false);
+
+ // The pre/post blocks always have layers, so we know to always do a full insert/remove (so we pass true as the last argument).
+ block->moveChildrenTo(pre, boxFirst, beforeChild, true);
+ block->moveChildrenTo(post, beforeChild, 0, true);
+
+ // We already know the newBlockBox isn't going to contain inline kids, so avoid wasting
+ // time in makeChildrenNonInline by just setting this explicitly up front.
+ newBlockBox->setChildrenInline(false);
+
+ // We delayed adding the newChild until now so that the |newBlockBox| would be fully
+ // connected, thus allowing newChild access to a renderArena should it need
+ // to wrap itself in additional boxes (e.g., table construction).
+ newBlockBox->addChild(newChild);
+
+ // Always just do a full layout in order to ensure that line boxes (especially wrappers for images)
+ // get deleted properly. Because objects moved from the pre block into the post block, we want to
+ // make new line boxes instead of leaving the old line boxes around.
+ if (pre)
+ pre->setNeedsLayoutAndPrefWidthsRecalc();
+ block->setNeedsLayoutAndPrefWidthsRecalc();
+ if (post)
+ post->setNeedsLayoutAndPrefWidthsRecalc();
+}
+
+RenderBlock* RenderBlock::columnsBlockForSpanningElement(RenderObject* newChild)
+{
+ // FIXME: This function is the gateway for the addition of column-span support. It will
+ // be added to in three stages:
+ // (1) Immediate children of a multi-column block can span.
+ // (2) Nested block-level children with only block-level ancestors between them and the multi-column block can span.
+ // (3) Nested children with block or inline ancestors between them and the multi-column block can span (this is when we
+ // cross the streams and have to cope with both types of continuations mixed together).
+ // This function currently supports (1) and (2).
+ RenderBlock* columnsBlockAncestor = 0;
+ if (!newChild->isText() && newChild->style()->columnSpan() && !newChild->isFloatingOrPositioned()
+ && !newChild->isInline() && !isAnonymousColumnSpanBlock()) {
+ if (style()->specifiesColumns())
+ columnsBlockAncestor = this;
+ else if (parent() && parent()->isRenderBlock())
+ columnsBlockAncestor = toRenderBlock(parent())->containingColumnsBlock(false);
+ }
+ return columnsBlockAncestor;
+}
+
+void RenderBlock::addChildIgnoringAnonymousColumnBlocks(RenderObject* newChild, RenderObject* beforeChild)
+{
+ // Make sure we don't append things after :after-generated content if we have it.
+ if (!beforeChild) {
+ RenderObject* lastRenderer = lastChild();
+ if (isAfterContent(lastRenderer))
+ beforeChild = lastRenderer;
+ else if (lastRenderer && lastRenderer->isAnonymousBlock() && isAfterContent(lastRenderer->lastChild()))
+ beforeChild = lastRenderer->lastChild();
+ }
+
+ // If the requested beforeChild is not one of our children, then this is because
+ // there is an anonymous container within this object that contains the beforeChild.
+ if (beforeChild && beforeChild->parent() != this) {
+ RenderObject* anonymousChild = beforeChild->parent();
+ ASSERT(anonymousChild);
+
+ while (anonymousChild->parent() != this)
+ anonymousChild = anonymousChild->parent();
+
+ ASSERT(anonymousChild->isAnonymous());
+
+ if (anonymousChild->isAnonymousBlock()) {
+ // Insert the child into the anonymous block box instead of here.
+ if (newChild->isInline() || beforeChild->parent()->firstChild() != beforeChild)
+ beforeChild->parent()->addChild(newChild, beforeChild);
+ else
+ addChild(newChild, beforeChild->parent());
+ return;
+ }
+
+ ASSERT(anonymousChild->isTable());
+ if ((newChild->isTableCol() && newChild->style()->display() == TABLE_COLUMN_GROUP)
+ || (newChild->isRenderBlock() && newChild->style()->display() == TABLE_CAPTION)
+ || newChild->isTableSection()
+ || newChild->isTableRow()
+ || newChild->isTableCell()) {
+ // Insert into the anonymous table.
+ anonymousChild->addChild(newChild, beforeChild);
+ return;
+ }
+
+ // Go on to insert before the anonymous table.
+ beforeChild = anonymousChild;
+ }
+
+ // Check for a spanning element in columns.
+ RenderBlock* columnsBlockAncestor = columnsBlockForSpanningElement(newChild);
+ if (columnsBlockAncestor) {
+ // We are placing a column-span element inside a block.
+ RenderBlock* newBox = createAnonymousColumnSpanBlock();
+
+ if (columnsBlockAncestor != this) {
+ // We are nested inside a multi-column element and are being split by the span. We have to break up
+ // our block into continuations.
+ RenderBoxModelObject* oldContinuation = continuation();
+ setContinuation(newBox);
+
+ // Someone may have put a <p> inside a <q>, causing a split. When this happens, the :after content
+ // has to move into the inline continuation. Call updateBeforeAfterContent to ensure that our :after
+ // content gets properly destroyed.
+ bool isLastChild = (beforeChild == lastChild());
+ if (document()->usesBeforeAfterRules())
+ children()->updateBeforeAfterContent(this, AFTER);
+ if (isLastChild && beforeChild != lastChild())
+ beforeChild = 0; // We destroyed the last child, so now we need to update our insertion
+ // point to be 0. It's just a straight append now.
+
+ splitFlow(beforeChild, newBox, newChild, oldContinuation);
+ return;
+ }
+
+ // We have to perform a split of this block's children. This involves creating an anonymous block box to hold
+ // the column-spanning |newChild|. We take all of the children from before |newChild| and put them into
+ // one anonymous columns block, and all of the children after |newChild| go into another anonymous block.
+ makeChildrenAnonymousColumnBlocks(beforeChild, newBox, newChild);
+ return;
+ }
+
+ bool madeBoxesNonInline = false;
+
+ // A block has to either have all of its children inline, or all of its children as blocks.
+ // So, if our children are currently inline and a block child has to be inserted, we move all our
+ // inline children into anonymous block boxes.
+ if (childrenInline() && !newChild->isInline() && !newChild->isFloatingOrPositioned()) {
+ // This is a block with inline content. Wrap the inline content in anonymous blocks.
+ makeChildrenNonInline(beforeChild);
+ madeBoxesNonInline = true;
+
+ if (beforeChild && beforeChild->parent() != this) {
+ beforeChild = beforeChild->parent();
+ ASSERT(beforeChild->isAnonymousBlock());
+ ASSERT(beforeChild->parent() == this);
+ }
+ } else if (!childrenInline() && (newChild->isFloatingOrPositioned() || newChild->isInline())) {
+ // If we're inserting an inline child but all of our children are blocks, then we have to make sure
+ // it is put into an anomyous block box. We try to use an existing anonymous box if possible, otherwise
+ // a new one is created and inserted into our list of children in the appropriate position.
+ RenderObject* afterChild = beforeChild ? beforeChild->previousSibling() : lastChild();
+
+ if (afterChild && afterChild->isAnonymousBlock()) {
+ afterChild->addChild(newChild);
+ return;
+ }
+
+ if (newChild->isInline()) {
+ // No suitable existing anonymous box - create a new one.
+ RenderBlock* newBox = createAnonymousBlock();
+ RenderBox::addChild(newBox, beforeChild);
+ newBox->addChild(newChild);
+ return;
+ }
+ }
+
+ RenderBox::addChild(newChild, beforeChild);
+
+ if (madeBoxesNonInline && parent() && isAnonymousBlock() && parent()->isRenderBlock())
+ toRenderBlock(parent())->removeLeftoverAnonymousBlock(this);
+ // this object may be dead here
+}
+
+void RenderBlock::addChild(RenderObject* newChild, RenderObject* beforeChild)
+{
+ if (continuation() && !isAnonymousBlock())
+ return addChildToContinuation(newChild, beforeChild);
+ return addChildIgnoringContinuation(newChild, beforeChild);
+}
+
+void RenderBlock::addChildIgnoringContinuation(RenderObject* newChild, RenderObject* beforeChild)
+{
+ if (!isAnonymousBlock() && firstChild() && (firstChild()->isAnonymousColumnsBlock() || firstChild()->isAnonymousColumnSpanBlock()))
+ return addChildToAnonymousColumnBlocks(newChild, beforeChild);
+ return addChildIgnoringAnonymousColumnBlocks(newChild, beforeChild);
+}
+
+static void getInlineRun(RenderObject* start, RenderObject* boundary,
+ RenderObject*& inlineRunStart,
+ RenderObject*& inlineRunEnd)
+{
+ // Beginning at |start| we find the largest contiguous run of inlines that
+ // we can. We denote the run with start and end points, |inlineRunStart|
+ // and |inlineRunEnd|. Note that these two values may be the same if
+ // we encounter only one inline.
+ //
+ // We skip any non-inlines we encounter as long as we haven't found any
+ // inlines yet.
+ //
+ // |boundary| indicates a non-inclusive boundary point. Regardless of whether |boundary|
+ // is inline or not, we will not include it in a run with inlines before it. It's as though we encountered
+ // a non-inline.
+
+ // Start by skipping as many non-inlines as we can.
+ RenderObject * curr = start;
+ bool sawInline;
+ do {
+ while (curr && !(curr->isInline() || curr->isFloatingOrPositioned()))
+ curr = curr->nextSibling();
+
+ inlineRunStart = inlineRunEnd = curr;
+
+ if (!curr)
+ return; // No more inline children to be found.
+
+ sawInline = curr->isInline();
+
+ curr = curr->nextSibling();
+ while (curr && (curr->isInline() || curr->isFloatingOrPositioned()) && (curr != boundary)) {
+ inlineRunEnd = curr;
+ if (curr->isInline())
+ sawInline = true;
+ curr = curr->nextSibling();
+ }
+ } while (!sawInline);
+}
+
+void RenderBlock::deleteLineBoxTree()
+{
+ m_lineBoxes.deleteLineBoxTree(renderArena());
+}
+
+RootInlineBox* RenderBlock::createRootInlineBox()
+{
+ return new (renderArena()) RootInlineBox(this);
+}
+
+RootInlineBox* RenderBlock::createAndAppendRootInlineBox()
+{
+ RootInlineBox* rootBox = createRootInlineBox();
+ m_lineBoxes.appendLineBox(rootBox);
+ return rootBox;
+}
+
+void RenderBlock::moveChildTo(RenderBlock* to, RenderObject* child, RenderObject* beforeChild, bool fullRemoveInsert)
+{
+ ASSERT(this == child->parent());
+ ASSERT(!beforeChild || to == beforeChild->parent());
+ to->children()->insertChildNode(to, children()->removeChildNode(this, child, fullRemoveInsert), beforeChild, fullRemoveInsert);
+}
+
+void RenderBlock::moveChildrenTo(RenderBlock* to, RenderObject* startChild, RenderObject* endChild, RenderObject* beforeChild, bool fullRemoveInsert)
+{
+ ASSERT(!beforeChild || to == beforeChild->parent());
+ RenderObject* nextChild = startChild;
+ while (nextChild && nextChild != endChild) {
+ RenderObject* child = nextChild;
+ nextChild = child->nextSibling();
+ to->children()->insertChildNode(to, children()->removeChildNode(this, child, fullRemoveInsert), beforeChild, fullRemoveInsert);
+ if (child == endChild)
+ return;
+ }
+}
+
+void RenderBlock::makeChildrenNonInline(RenderObject *insertionPoint)
+{
+ // makeChildrenNonInline takes a block whose children are *all* inline and it
+ // makes sure that inline children are coalesced under anonymous
+ // blocks. If |insertionPoint| is defined, then it represents the insertion point for
+ // the new block child that is causing us to have to wrap all the inlines. This
+ // means that we cannot coalesce inlines before |insertionPoint| with inlines following
+ // |insertionPoint|, because the new child is going to be inserted in between the inlines,
+ // splitting them.
+ ASSERT(isInlineBlockOrInlineTable() || !isInline());
+ ASSERT(!insertionPoint || insertionPoint->parent() == this);
+
+ setChildrenInline(false);
+
+ RenderObject *child = firstChild();
+ if (!child)
+ return;
+
+ deleteLineBoxTree();
+
+ while (child) {
+ RenderObject *inlineRunStart, *inlineRunEnd;
+ getInlineRun(child, insertionPoint, inlineRunStart, inlineRunEnd);
+
+ if (!inlineRunStart)
+ break;
+
+ child = inlineRunEnd->nextSibling();
+
+ RenderBlock* block = createAnonymousBlock();
+ children()->insertChildNode(this, block, inlineRunStart);
+ moveChildrenTo(block, inlineRunStart, child);
+ }
+
+#ifndef NDEBUG
+ for (RenderObject *c = firstChild(); c; c = c->nextSibling())
+ ASSERT(!c->isInline());
+#endif
+
+ repaint();
+}
+
+void RenderBlock::removeLeftoverAnonymousBlock(RenderBlock* child)
+{
+ ASSERT(child->isAnonymousBlock());
+ ASSERT(!child->childrenInline());
+
+ if (child->continuation() || (child->firstChild() && (child->isAnonymousColumnSpanBlock() || child->isAnonymousColumnsBlock())))
+ return;
+
+ RenderObject* firstAnChild = child->m_children.firstChild();
+ RenderObject* lastAnChild = child->m_children.lastChild();
+ if (firstAnChild) {
+ RenderObject* o = firstAnChild;
+ while (o) {
+ o->setParent(this);
+ o = o->nextSibling();
+ }
+ firstAnChild->setPreviousSibling(child->previousSibling());
+ lastAnChild->setNextSibling(child->nextSibling());
+ if (child->previousSibling())
+ child->previousSibling()->setNextSibling(firstAnChild);
+ if (child->nextSibling())
+ child->nextSibling()->setPreviousSibling(lastAnChild);
+
+ if (child == m_children.firstChild())
+ m_children.setFirstChild(firstAnChild);
+ if (child == m_children.lastChild())
+ m_children.setLastChild(lastAnChild);
+ } else {
+ if (child == m_children.firstChild())
+ m_children.setFirstChild(child->nextSibling());
+ if (child == m_children.lastChild())
+ m_children.setLastChild(child->previousSibling());
+
+ if (child->previousSibling())
+ child->previousSibling()->setNextSibling(child->nextSibling());
+ if (child->nextSibling())
+ child->nextSibling()->setPreviousSibling(child->previousSibling());
+ }
+ child->setParent(0);
+ child->setPreviousSibling(0);
+ child->setNextSibling(0);
+
+ child->children()->setFirstChild(0);
+ child->m_next = 0;
+
+ child->destroy();
+}
+
+static bool canMergeContiguousAnonymousBlocks(RenderObject* oldChild, RenderObject* prev, RenderObject* next)
+{
+ if (oldChild->documentBeingDestroyed() || oldChild->isInline() || oldChild->virtualContinuation())
+ return false;
+
+ if ((prev && (!prev->isAnonymousBlock() || toRenderBlock(prev)->continuation() || toRenderBlock(prev)->beingDestroyed()))
+ || (next && (!next->isAnonymousBlock() || toRenderBlock(next)->continuation() || toRenderBlock(next)->beingDestroyed())))
+ return false;
+
+ // FIXME: This check isn't required when inline run-ins can't be split into continuations.
+ if (prev && prev->firstChild() && prev->firstChild()->isInline() && prev->firstChild()->isRunIn())
+ return false;
+
+ if ((prev && (prev->isRubyRun() || prev->isRubyBase()))
+ || (next && (next->isRubyRun() || next->isRubyBase())))
+ return false;
+
+ if (!prev || !next)
+ return true;
+
+ // Make sure the types of the anonymous blocks match up.
+ return prev->isAnonymousColumnsBlock() == next->isAnonymousColumnsBlock()
+ && prev->isAnonymousColumnSpanBlock() == next->isAnonymousColumnSpanBlock();
+}
+
+void RenderBlock::removeChild(RenderObject* oldChild)
+{
+ // If this child is a block, and if our previous and next siblings are
+ // both anonymous blocks with inline content, then we can go ahead and
+ // fold the inline content back together.
+ RenderObject* prev = oldChild->previousSibling();
+ RenderObject* next = oldChild->nextSibling();
+ bool canMergeAnonymousBlocks = canMergeContiguousAnonymousBlocks(oldChild, prev, next);
+ if (canMergeAnonymousBlocks && prev && next) {
+ prev->setNeedsLayoutAndPrefWidthsRecalc();
+ RenderBlock* nextBlock = toRenderBlock(next);
+ RenderBlock* prevBlock = toRenderBlock(prev);
+
+ if (prev->childrenInline() != next->childrenInline()) {
+ RenderBlock* inlineChildrenBlock = prev->childrenInline() ? prevBlock : nextBlock;
+ RenderBlock* blockChildrenBlock = prev->childrenInline() ? nextBlock : prevBlock;
+
+ // Place the inline children block inside of the block children block instead of deleting it.
+ // In order to reuse it, we have to reset it to just be a generic anonymous block. Make sure
+ // to clear out inherited column properties by just making a new style, and to also clear the
+ // column span flag if it is set.
+ ASSERT(!inlineChildrenBlock->continuation());
+ RefPtr<RenderStyle> newStyle = RenderStyle::create();
+ newStyle->inheritFrom(style());
+ children()->removeChildNode(this, inlineChildrenBlock, inlineChildrenBlock->hasLayer());
+ inlineChildrenBlock->setStyle(newStyle);
+
+ // Now just put the inlineChildrenBlock inside the blockChildrenBlock.
+ blockChildrenBlock->children()->insertChildNode(blockChildrenBlock, inlineChildrenBlock, prev == inlineChildrenBlock ? blockChildrenBlock->firstChild() : 0,
+ inlineChildrenBlock->hasLayer() || blockChildrenBlock->hasLayer());
+ next->setNeedsLayoutAndPrefWidthsRecalc();
+
+ // inlineChildrenBlock got reparented to blockChildrenBlock, so it is no longer a child
+ // of "this". we null out prev or next so that is not used later in the function.
+ if (inlineChildrenBlock == prevBlock)
+ prev = 0;
+ else
+ next = 0;
+ } else {
+ // Take all the children out of the |next| block and put them in
+ // the |prev| block.
+ nextBlock->moveAllChildrenTo(prevBlock, nextBlock->hasLayer() || prevBlock->hasLayer());
+
+ // Delete the now-empty block's lines and nuke it.
+ nextBlock->deleteLineBoxTree();
+ nextBlock->destroy();
+ next = 0;
+ }
+ }
+
+ RenderBox::removeChild(oldChild);
+
+ RenderObject* child = prev ? prev : next;
+ if (canMergeAnonymousBlocks && child && !child->previousSibling() && !child->nextSibling() && !isFlexibleBox()) {
+ // The removal has knocked us down to containing only a single anonymous
+ // box. We can go ahead and pull the content right back up into our
+ // box.
+ setNeedsLayoutAndPrefWidthsRecalc();
+ setChildrenInline(child->childrenInline());
+ RenderBlock* anonBlock = toRenderBlock(children()->removeChildNode(this, child, child->hasLayer()));
+ anonBlock->moveAllChildrenTo(this, child->hasLayer());
+ // Delete the now-empty block's lines and nuke it.
+ anonBlock->deleteLineBoxTree();
+ anonBlock->destroy();
+ }
+
+ if (!firstChild() && !documentBeingDestroyed()) {
+ // If this was our last child be sure to clear out our line boxes.
+ if (childrenInline())
+ lineBoxes()->deleteLineBoxes(renderArena());
+ }
+}
+
+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 (logicalHeight() > 0
+ || isTable() || borderAndPaddingLogicalHeight()
+ || style()->logicalMinHeight().isPositive()
+ || style()->marginBeforeCollapse() == MSEPARATE || style()->marginAfterCollapse() == MSEPARATE)
+ return false;
+
+ Length logicalHeightLength = style()->logicalHeight();
+ bool hasAutoHeight = logicalHeightLength.isAuto();
+ if (logicalHeightLength.isPercent() && !document()->inQuirksMode()) {
+ hasAutoHeight = true;
+ for (RenderBlock* cb = containingBlock(); !cb->isRenderView(); cb = cb->containingBlock()) {
+ if (cb->style()->logicalHeight().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 || ((logicalHeightLength.isFixed() || logicalHeightLength.isPercent()) && logicalHeightLength.isZero())) {
+ // If the block has inline children, see if we generated any line boxes. If we have any
+ // line boxes, then we can't be self-collapsing, since we have content.
+ if (childrenInline())
+ return !firstLineBox();
+
+ // Whether or not we collapse is dependent on whether all our normal flow children
+ // are also self-collapsing.
+ for (RenderBox* child = firstChildBox(); child; child = child->nextSiblingBox()) {
+ if (child->isFloatingOrPositioned())
+ continue;
+ if (!child->isSelfCollapsingBlock())
+ return false;
+ }
+ return true;
+ }
+ return false;
+}
+
+void RenderBlock::startDelayUpdateScrollInfo()
+{
+ if (gDelayUpdateScrollInfo == 0) {
+ ASSERT(!gDelayedUpdateScrollInfoSet);
+ gDelayedUpdateScrollInfoSet = new DelayedUpdateScrollInfoSet;
+ }
+ ASSERT(gDelayedUpdateScrollInfoSet);
+ ++gDelayUpdateScrollInfo;
+}
+
+void RenderBlock::finishDelayUpdateScrollInfo()
+{
+ --gDelayUpdateScrollInfo;
+ ASSERT(gDelayUpdateScrollInfo >= 0);
+ if (gDelayUpdateScrollInfo == 0) {
+ ASSERT(gDelayedUpdateScrollInfoSet);
+
+ OwnPtr<DelayedUpdateScrollInfoSet> infoSet(gDelayedUpdateScrollInfoSet);
+ gDelayedUpdateScrollInfoSet = 0;
+
+ for (DelayedUpdateScrollInfoSet::iterator it = infoSet->begin(); it != infoSet->end(); ++it) {
+ RenderBlock* block = *it;
+ if (block->hasOverflowClip()) {
+ block->layer()->updateScrollInfoAfterLayout();
+ }
+ }
+ }
+}
+
+void RenderBlock::updateScrollInfoAfterLayout()
+{
+ if (hasOverflowClip()) {
+ if (gDelayUpdateScrollInfo)
+ gDelayedUpdateScrollInfoSet->add(this);
+ else
+ layer()->updateScrollInfoAfterLayout();
+ }
+}
+
+void RenderBlock::layout()
+{
+ // Update our first letter info now.
+ updateFirstLetter();
+
+ // Table cells call layoutBlock directly, so don't add any logic here. Put code into
+ // layoutBlock().
+ layoutBlock(false);
+
+ // It's safe to check for control clip here, since controls can never be table cells.
+ // If we have a lightweight clip, there can never be any overflow from children.
+ if (hasControlClip() && m_overflow)
+ clearLayoutOverflow();
+}
+
+void RenderBlock::layoutBlock(bool relayoutChildren, int pageLogicalHeight)
+{
+ ASSERT(needsLayout());
+
+ if (isInline() && !isInlineBlockOrInlineTable()) // Inline <form>s inside various table elements can
+ return; // cause us to come in here. Just bail.
+
+ if (!relayoutChildren && layoutOnlyPositionedObjects())
+ return;
+
+ LayoutRepainter repainter(*this, m_everHadLayout && checkForRepaintDuringLayout());
+
+ int oldWidth = logicalWidth();
+ int oldColumnWidth = desiredColumnWidth();
+
+ computeLogicalWidth();
+ calcColumnWidth();
+
+ m_overflow.clear();
+
+ if (oldWidth != logicalWidth() || oldColumnWidth != desiredColumnWidth())
+ relayoutChildren = true;
+
+#ifdef ANDROID_LAYOUT
+ checkAndSetRelayoutChildren(&relayoutChildren);
+#endif
+
+ clearFloats();
+
+ int previousHeight = logicalHeight();
+ setLogicalHeight(0);
+ bool hasSpecifiedPageLogicalHeight = false;
+ bool pageLogicalHeightChanged = false;
+ ColumnInfo* colInfo = columnInfo();
+ if (hasColumns()) {
+ if (!pageLogicalHeight) {
+ // We need to go ahead and set our explicit page height if one exists, so that we can
+ // avoid doing two layout passes.
+ computeLogicalHeight();
+ int columnHeight = contentLogicalHeight();
+ if (columnHeight > 0) {
+ pageLogicalHeight = columnHeight;
+ hasSpecifiedPageLogicalHeight = true;
+ }
+ setLogicalHeight(0);
+ }
+ if (colInfo->columnHeight() != pageLogicalHeight && m_everHadLayout) {
+ colInfo->setColumnHeight(pageLogicalHeight);
+ pageLogicalHeightChanged = true;
+ }
+
+ if (!hasSpecifiedPageLogicalHeight && !pageLogicalHeight)
+ colInfo->clearForcedBreaks();
+ }
+
+ LayoutStateMaintainer statePusher(view(), this, IntSize(x(), y()), hasColumns() || hasTransform() || hasReflection() || style()->isFlippedBlocksWritingMode(), pageLogicalHeight, pageLogicalHeightChanged, colInfo);
+
+ // We use four values, maxTopPos, maxTopNeg, maxBottomPos, and maxBottomNeg, to track
+ // our current maximal positive and negative margins. These values are used when we
+ // are collapsed with adjacent blocks, so for example, if you have block A and B
+ // collapsing together, then you'd take the maximal positive margin from both A and B
+ // and subtract it from the maximal negative margin from both A and B to get the
+ // true collapsed margin. This algorithm is recursive, so when we finish layout()
+ // our block knows its current maximal positive/negative values.
+ //
+ // Start out by setting our margin values to our current margins. Table cells have
+ // no margins, so we don't fill in the values for table cells.
+ bool isCell = isTableCell();
+ if (!isCell) {
+ initMaxMarginValues();
+
+ setMarginBeforeQuirk(style()->marginBefore().quirk());
+ setMarginAfterQuirk(style()->marginAfter().quirk());
+
+ Node* n = node();
+ if (n && n->hasTagName(formTag) && static_cast<HTMLFormElement*>(n)->isMalformed()) {
+ // See if this form is malformed (i.e., unclosed). If so, don't give the form
+ // a bottom margin.
+ setMaxMarginAfterValues(0, 0);
+ }
+
+ setPaginationStrut(0);
+ }
+
+ // For overflow:scroll blocks, ensure we have both scrollbars in place always.
+ if (scrollsOverflow()) {
+ if (style()->overflowX() == OSCROLL)
+ layer()->setHasHorizontalScrollbar(true);
+ if (style()->overflowY() == OSCROLL)
+ layer()->setHasVerticalScrollbar(true);
+ }
+
+ int repaintLogicalTop = 0;
+ int repaintLogicalBottom = 0;
+ int maxFloatLogicalBottom = 0;
+ if (!firstChild() && !isAnonymousBlock())
+ setChildrenInline(true);
+ if (childrenInline())
+ layoutInlineChildren(relayoutChildren, repaintLogicalTop, repaintLogicalBottom);
+ else
+ layoutBlockChildren(relayoutChildren, maxFloatLogicalBottom);
+
+ // Expand our intrinsic height to encompass floats.
+ int toAdd = borderAfter() + paddingAfter() + scrollbarLogicalHeight();
+ if (lowestFloatLogicalBottom() > (logicalHeight() - toAdd) && expandsToEncloseOverhangingFloats())
+ setLogicalHeight(lowestFloatLogicalBottom() + toAdd);
+
+ if (layoutColumns(hasSpecifiedPageLogicalHeight, pageLogicalHeight, statePusher))
+ return;
+
+ // Calculate our new height.
+ int oldHeight = logicalHeight();
+ int oldClientAfterEdge = clientLogicalBottom();
+ computeLogicalHeight();
+ int newHeight = logicalHeight();
+ if (oldHeight != newHeight) {
+ if (oldHeight > newHeight && maxFloatLogicalBottom > newHeight && !childrenInline()) {
+ // One of our children's floats may have become an overhanging float for us. We need to look for it.
+ for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
+ if (child->isBlockFlow() && !child->isFloatingOrPositioned()) {
+ RenderBlock* block = toRenderBlock(child);
+ if (block->lowestFloatLogicalBottom() + block->logicalTop() > newHeight)
+ addOverhangingFloats(block, -block->logicalLeft(), -block->logicalTop(), false);
+ }
+ }
+ }
+ }
+
+ if (previousHeight != newHeight)
+ relayoutChildren = true;
+
+ layoutPositionedObjects(relayoutChildren || isRoot());
+
+ // Add overflow from children (unless we're multi-column, since in that case all our child overflow is clipped anyway).
+ computeOverflow(oldClientAfterEdge);
+
+ statePusher.pop();
+
+ if (view()->layoutState()->m_pageLogicalHeight)
+ setPageLogicalOffset(view()->layoutState()->pageLogicalOffset(y()));
+
+ updateLayerTransform();
+
+ // Update our scroll information if we're overflow:auto/scroll/hidden now that we know if
+ // we overflow or not.
+ updateScrollInfoAfterLayout();
+
+ // Repaint with our new bounds if they are different from our old bounds.
+ bool didFullRepaint = repainter.repaintAfterLayout();
+ if (!didFullRepaint && repaintLogicalTop != repaintLogicalBottom && (style()->visibility() == VISIBLE || enclosingLayer()->hasVisibleContent())) {
+ // FIXME: We could tighten up the left and right invalidation points if we let layoutInlineChildren fill them in based off the particular lines
+ // it had to lay out. We wouldn't need the hasOverflowClip() hack in that case either.
+ int repaintLogicalLeft = logicalLeftVisualOverflow();
+ int repaintLogicalRight = logicalRightVisualOverflow();
+ if (hasOverflowClip()) {
+ // If we have clipped overflow, we should use layout overflow as well, since visual overflow from lines didn't propagate to our block's overflow.
+ // Note the old code did this as well but even for overflow:visible. The addition of hasOverflowClip() at least tightens up the hack a bit.
+ // layoutInlineChildren should be patched to compute the entire repaint rect.
+ repaintLogicalLeft = min(repaintLogicalLeft, logicalLeftLayoutOverflow());
+ repaintLogicalRight = max(repaintLogicalRight, logicalRightLayoutOverflow());
+ }
+
+ IntRect repaintRect;
+ if (style()->isHorizontalWritingMode())
+ repaintRect = IntRect(repaintLogicalLeft, repaintLogicalTop, repaintLogicalRight - repaintLogicalLeft, repaintLogicalBottom - repaintLogicalTop);
+ else
+ repaintRect = IntRect(repaintLogicalTop, repaintLogicalLeft, repaintLogicalBottom - repaintLogicalTop, repaintLogicalRight - repaintLogicalLeft);
+
+ // The repaint rect may be split across columns, in which case adjustRectForColumns() will return the union.
+ adjustRectForColumns(repaintRect);
+
+ repaintRect.inflate(maximalOutlineSize(PaintPhaseOutline));
+
+ if (hasOverflowClip()) {
+ // Adjust repaint rect for scroll offset
+ repaintRect.move(-layer()->scrolledContentOffset());
+
+ // Don't allow this rect to spill out of our overflow box.
+ repaintRect.intersect(IntRect(0, 0, width(), height()));
+ }
+
+ // Make sure the rect is still non-empty after intersecting for overflow above
+ if (!repaintRect.isEmpty()) {
+ repaintRectangle(repaintRect); // We need to do a partial repaint of our content.
+ if (hasReflection())
+ repaintRectangle(reflectedRect(repaintRect));
+ }
+ }
+ setNeedsLayout(false);
+}
+
+void RenderBlock::addOverflowFromChildren()
+{
+ if (!hasColumns()) {
+ if (childrenInline())
+ addOverflowFromInlineChildren();
+ else
+ addOverflowFromBlockChildren();
+ } else {
+ ColumnInfo* colInfo = columnInfo();
+ if (columnCount(colInfo)) {
+ IntRect lastRect = columnRectAt(colInfo, columnCount(colInfo) - 1);
+ int overflowLeft = !style()->isLeftToRightDirection() ? min(0, lastRect.x()) : 0;
+ int overflowRight = style()->isLeftToRightDirection() ? max(width(), lastRect.x() + lastRect.width()) : 0;
+ int overflowHeight = borderTop() + paddingTop() + colInfo->columnHeight();
+ addLayoutOverflow(IntRect(overflowLeft, 0, overflowRight - overflowLeft, overflowHeight));
+ }
+ }
+}
+
+void RenderBlock::computeOverflow(int oldClientAfterEdge, bool recomputeFloats)
+{
+ // Add overflow from children.
+ addOverflowFromChildren();
+
+ if (!hasColumns() && (recomputeFloats || isRoot() || expandsToEncloseOverhangingFloats() || hasSelfPaintingLayer()))
+ addOverflowFromFloats();
+
+ // Add in the overflow from positioned objects.
+ addOverflowFromPositionedObjects();
+
+ if (hasOverflowClip()) {
+ // When we have overflow clip, propagate the original spillout since it will include collapsed bottom margins
+ // and bottom padding. Set the axis we don't care about to be 1, since we want this overflow to always
+ // be considered reachable.
+ IntRect clientRect(clientBoxRect());
+ IntRect rectToApply;
+ if (style()->isHorizontalWritingMode())
+ rectToApply = IntRect(clientRect.x(), clientRect.y(), 1, max(0, oldClientAfterEdge - clientRect.y()));
+ else
+ rectToApply = IntRect(clientRect.x(), clientRect.y(), max(0, oldClientAfterEdge - clientRect.x()), 1);
+ addLayoutOverflow(rectToApply);
+ }
+
+ // Add visual overflow from box-shadow and reflections.
+ addShadowOverflow();
+}
+
+void RenderBlock::addOverflowFromBlockChildren()
+{
+ for (RenderBox* child = firstChildBox(); child; child = child->nextSiblingBox()) {
+ if (!child->isFloatingOrPositioned())
+ addOverflowFromChild(child);
+ }
+}
+
+void RenderBlock::addOverflowFromFloats()
+{
+ IntRect result;
+ if (!m_floatingObjects)
+ return;
+ FloatingObject* r;
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ for (; (r = it.current()); ++it) {
+ if (r->m_isDescendant)
+ addOverflowFromChild(r->m_renderer, IntSize(r->left() + r->m_renderer->marginLeft(), r->top() + r->m_renderer->marginTop()));
+ }
+ return;
+}
+
+void RenderBlock::addOverflowFromPositionedObjects()
+{
+ if (!m_positionedObjects)
+ return;
+
+ RenderBox* positionedObject;
+ Iterator end = m_positionedObjects->end();
+ for (Iterator it = m_positionedObjects->begin(); it != end; ++it) {
+ positionedObject = *it;
+
+ // Fixed positioned elements don't contribute to layout overflow, since they don't scroll with the content.
+ if (positionedObject->style()->position() != FixedPosition)
+ addOverflowFromChild(positionedObject);
+ }
+}
+
+bool RenderBlock::expandsToEncloseOverhangingFloats() const
+{
+ return isInlineBlockOrInlineTable() || isFloatingOrPositioned() || hasOverflowClip() || (parent() && parent()->isFlexibleBox())
+ || hasColumns() || isTableCell() || isFieldset() || isWritingModeRoot();
+}
+
+void RenderBlock::adjustPositionedBlock(RenderBox* child, const MarginInfo& marginInfo)
+{
+ if (child->style()->hasStaticX()) {
+ if (style()->isLeftToRightDirection())
+ child->layer()->setStaticX(borderLeft() + paddingLeft());
+ else
+ child->layer()->setStaticX(borderRight() + paddingRight());
+ }
+
+ if (child->style()->hasStaticY()) {
+ int y = height();
+ if (!marginInfo.canCollapseWithMarginBefore()) {
+ child->computeBlockDirectionMargins(this);
+ int marginTop = child->marginTop();
+ int collapsedTopPos = marginInfo.positiveMargin();
+ int collapsedTopNeg = marginInfo.negativeMargin();
+ if (marginTop > 0) {
+ if (marginTop > collapsedTopPos)
+ collapsedTopPos = marginTop;
+ } else {
+ if (-marginTop > collapsedTopNeg)
+ collapsedTopNeg = -marginTop;
+ }
+ y += (collapsedTopPos - collapsedTopNeg) - marginTop;
+ }
+ RenderLayer* childLayer = child->layer();
+ if (childLayer->staticY() != y) {
+ child->layer()->setStaticY(y);
+ child->setChildNeedsLayout(true, false);
+ }
+ }
+}
+
+void RenderBlock::adjustFloatingBlock(const MarginInfo& marginInfo)
+{
+ // The float should be positioned taking into account the bottom margin
+ // of the previous flow. We add that margin into the height, get the
+ // float positioned properly, and then subtract the margin out of the
+ // height again. In the case of self-collapsing blocks, we always just
+ // use the top margins, since the self-collapsing block collapsed its
+ // own bottom margin into its top margin.
+ //
+ // Note also that the previous flow may collapse its margin into the top of
+ // our block. If this is the case, then we do not add the margin in to our
+ // height when computing the position of the float. This condition can be tested
+ // for by simply calling canCollapseWithMarginBefore. See
+ // http://www.hixie.ch/tests/adhoc/css/box/block/margin-collapse/046.html for
+ // an example of this scenario.
+ int marginOffset = marginInfo.canCollapseWithMarginBefore() ? 0 : marginInfo.margin();
+ setLogicalHeight(logicalHeight() + marginOffset);
+ positionNewFloats();
+ setLogicalHeight(logicalHeight() - marginOffset);
+}
+
+bool RenderBlock::handleSpecialChild(RenderBox* child, const MarginInfo& marginInfo)
+{
+ // Handle in the given order
+ return handlePositionedChild(child, marginInfo)
+ || handleFloatingChild(child, marginInfo)
+ || handleRunInChild(child);
+}
+
+
+bool RenderBlock::handlePositionedChild(RenderBox* child, const MarginInfo& marginInfo)
+{
+ if (child->isPositioned()) {
+ child->containingBlock()->insertPositionedObject(child);
+ adjustPositionedBlock(child, marginInfo);
+ return true;
+ }
+ return false;
+}
+
+bool RenderBlock::handleFloatingChild(RenderBox* child, const MarginInfo& marginInfo)
+{
+ if (child->isFloating()) {
+ insertFloatingObject(child);
+ adjustFloatingBlock(marginInfo);
+ return true;
+ }
+ return false;
+}
+
+bool RenderBlock::handleRunInChild(RenderBox* child)
+{
+ // See if we have a run-in element with inline children. If the
+ // children aren't inline, then just treat the run-in as a normal
+ // block.
+ if (!child->isRunIn() || !child->childrenInline())
+ return false;
+ // FIXME: We don't handle non-block elements with run-in for now.
+ if (!child->isRenderBlock())
+ return false;
+
+ // Get the next non-positioned/non-floating RenderBlock.
+ RenderBlock* blockRunIn = toRenderBlock(child);
+ RenderObject* curr = blockRunIn->nextSibling();
+ while (curr && curr->isFloatingOrPositioned())
+ curr = curr->nextSibling();
+
+ if (!curr || !curr->isRenderBlock() || !curr->childrenInline() || curr->isRunIn() || curr->isAnonymous())
+ return false;
+
+ RenderBlock* currBlock = toRenderBlock(curr);
+
+ // Remove the old child.
+ children()->removeChildNode(this, blockRunIn);
+
+ // Create an inline.
+ Node* runInNode = blockRunIn->node();
+ RenderInline* inlineRunIn = new (renderArena()) RenderInline(runInNode ? runInNode : document());
+ inlineRunIn->setStyle(blockRunIn->style());
+
+ bool runInIsGenerated = child->style()->styleType() == BEFORE || child->style()->styleType() == AFTER;
+
+ // Move the nodes from the old child to the new child, but skip any :before/:after content. It has already
+ // been regenerated by the new inline.
+ for (RenderObject* runInChild = blockRunIn->firstChild(); runInChild;) {
+ RenderObject* nextSibling = runInChild->nextSibling();
+ if (runInIsGenerated || (runInChild->style()->styleType() != BEFORE && runInChild->style()->styleType() != AFTER)) {
+ blockRunIn->children()->removeChildNode(blockRunIn, runInChild, false);
+ inlineRunIn->addChild(runInChild); // Use addChild instead of appendChildNode since it handles correct placement of the children relative to :after-generated content.
+ }
+ runInChild = nextSibling;
+ }
+
+ // Now insert the new child under |currBlock|.
+ currBlock->children()->insertChildNode(currBlock, inlineRunIn, currBlock->firstChild());
+
+ // If the run-in had an element, we need to set the new renderer.
+ if (runInNode)
+ runInNode->setRenderer(inlineRunIn);
+
+ // Destroy the block run-in, which includes deleting its line box tree.
+ blockRunIn->deleteLineBoxTree();
+ blockRunIn->destroy();
+
+ // The block acts like an inline, so just null out its
+ // position.
+
+ return true;
+}
+
+int RenderBlock::collapseMargins(RenderBox* child, MarginInfo& marginInfo)
+{
+ // Get the four margin values for the child and cache them.
+ const MarginValues childMargins = marginValuesForChild(child);
+
+ // Get our max pos and neg top margins.
+ int posTop = childMargins.positiveMarginBefore();
+ int negTop = childMargins.negativeMarginBefore();
+
+ // For self-collapsing blocks, collapse our bottom margins into our
+ // top to get new posTop and negTop values.
+ if (child->isSelfCollapsingBlock()) {
+ posTop = max(posTop, childMargins.positiveMarginAfter());
+ negTop = max(negTop, childMargins.negativeMarginAfter());
+ }
+
+ // See if the top margin is quirky. We only care if this child has
+ // margins that will collapse with us.
+ bool topQuirk = child->isMarginBeforeQuirk() || style()->marginBeforeCollapse() == MDISCARD;
+
+ if (marginInfo.canCollapseWithMarginBefore()) {
+ // 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 (!document()->inQuirksMode() || !marginInfo.quirkContainer() || !topQuirk)
+ setMaxMarginBeforeValues(max(posTop, maxPositiveMarginBefore()), max(negTop, maxNegativeMarginBefore()));
+
+ // 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.determinedMarginBeforeQuirk() && !topQuirk && (posTop - negTop)) {
+ setMarginBeforeQuirk(false);
+ marginInfo.setDeterminedMarginBeforeQuirk(true);
+ }
+
+ if (!marginInfo.determinedMarginBeforeQuirk() && topQuirk && !marginBefore())
+ // 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.
+ setMarginBeforeQuirk(true);
+ }
+
+ if (marginInfo.quirkContainer() && marginInfo.atBeforeSideOfBlock() && (posTop - negTop))
+ marginInfo.setMarginBeforeQuirk(topQuirk);
+
+ int beforeCollapseLogicalTop = logicalHeight();
+ int logicalTop = beforeCollapseLogicalTop;
+ 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 collapsedBeforePos = max(marginInfo.positiveMargin(), childMargins.positiveMarginBefore());
+ int collapsedBeforeNeg = max(marginInfo.negativeMargin(), childMargins.negativeMarginBefore());
+ marginInfo.setMargin(collapsedBeforePos, collapsedBeforeNeg);
+
+ // Now collapse the child's margins together, which means examining our
+ // bottom margin values as well.
+ marginInfo.setPositiveMarginIfLarger(childMargins.positiveMarginAfter());
+ marginInfo.setNegativeMarginIfLarger(childMargins.negativeMarginAfter());
+
+ if (!marginInfo.canCollapseWithMarginBefore())
+ // 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).
+ logicalTop = logicalHeight() + collapsedBeforePos - collapsedBeforeNeg;
+ }
+ else {
+ if (child->style()->marginBeforeCollapse() == MSEPARATE) {
+ setLogicalHeight(logicalHeight() + marginInfo.margin() + marginBeforeForChild(child));
+ logicalTop = logicalHeight();
+ }
+ else if (!marginInfo.atBeforeSideOfBlock() ||
+ (!marginInfo.canCollapseMarginBeforeWithChildren()
+ && (!document()->inQuirksMode() || !marginInfo.quirkContainer() || !marginInfo.marginBeforeQuirk()))) {
+ // We're collapsing with a previous sibling's margins and not
+ // with the top of the block.
+ setLogicalHeight(logicalHeight() + max(marginInfo.positiveMargin(), posTop) - max(marginInfo.negativeMargin(), negTop));
+ logicalTop = logicalHeight();
+ }
+
+ marginInfo.setPositiveMargin(childMargins.positiveMarginAfter());
+ marginInfo.setNegativeMargin(childMargins.negativeMarginAfter());
+
+ if (marginInfo.margin())
+ marginInfo.setMarginAfterQuirk(child->isMarginAfterQuirk() || style()->marginAfterCollapse() == MDISCARD);
+ }
+
+ // If margins would pull us past the top of the next page, then we need to pull back and pretend like the margins
+ // collapsed into the page edge.
+ bool paginated = view()->layoutState()->isPaginated();
+ if (paginated && logicalTop > beforeCollapseLogicalTop) {
+ int oldLogicalTop = logicalTop;
+ logicalTop = min(logicalTop, nextPageTop(beforeCollapseLogicalTop));
+ setLogicalHeight(logicalHeight() + (logicalTop - oldLogicalTop));
+ }
+ return logicalTop;
+}
+
+int RenderBlock::clearFloatsIfNeeded(RenderBox* child, MarginInfo& marginInfo, int oldTopPosMargin, int oldTopNegMargin, int yPos)
+{
+ int heightIncrease = getClearDelta(child, yPos);
+ if (!heightIncrease)
+ return yPos;
+
+ if (child->isSelfCollapsingBlock()) {
+ // For self-collapsing blocks that clear, they can still collapse their
+ // margins with following siblings. Reset the current margins to represent
+ // the self-collapsing block's margins only.
+ // CSS2.1 states:
+ // "An element that has had clearance applied to it never collapses its top margin with its parent block's bottom margin.
+ // Therefore if we are at the bottom of the block, let's go ahead and reset margins to only include the
+ // self-collapsing block's bottom margin.
+ bool atBottomOfBlock = true;
+ for (RenderBox* curr = child->nextSiblingBox(); curr && atBottomOfBlock; curr = curr->nextSiblingBox()) {
+ if (!curr->isFloatingOrPositioned())
+ atBottomOfBlock = false;
+ }
+
+ MarginValues childMargins = marginValuesForChild(child);
+ if (atBottomOfBlock) {
+ marginInfo.setPositiveMargin(childMargins.positiveMarginAfter());
+ marginInfo.setNegativeMargin(childMargins.negativeMarginAfter());
+ } else {
+ marginInfo.setPositiveMargin(max(childMargins.positiveMarginBefore(), childMargins.positiveMarginAfter()));
+ marginInfo.setNegativeMargin(max(childMargins.negativeMarginBefore(), childMargins.negativeMarginAfter()));
+ }
+
+ // Adjust our height such that we are ready to be collapsed with subsequent siblings (or the bottom
+ // of the parent block).
+ setLogicalHeight(child->y() - max(0, marginInfo.margin()));
+ } else
+ // Increase our height by the amount we had to clear.
+ setLogicalHeight(height() + heightIncrease);
+
+ if (marginInfo.canCollapseWithMarginBefore()) {
+ // 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.
+ setMaxMarginBeforeValues(oldTopPosMargin, oldTopNegMargin);
+ marginInfo.setAtBeforeSideOfBlock(false);
+ }
+
+ return yPos + heightIncrease;
+}
+
+int RenderBlock::estimateLogicalTopPosition(RenderBox* child, const MarginInfo& marginInfo)
+{
+ // FIXME: We need to eliminate the estimation of vertical position, because when it's wrong we sometimes trigger a pathological
+ // relayout if there are intruding floats.
+ int logicalTopEstimate = logicalHeight();
+ if (!marginInfo.canCollapseWithMarginBefore()) {
+ int childMarginBefore = child->selfNeedsLayout() ? marginBeforeForChild(child) : collapsedMarginBeforeForChild(child);
+ logicalTopEstimate += max(marginInfo.margin(), childMarginBefore);
+ }
+
+ bool paginated = view()->layoutState()->isPaginated();
+
+ // Adjust logicalTopEstimate down to the next page if the margins are so large that we don't fit on the current
+ // page.
+ if (paginated && logicalTopEstimate > logicalHeight())
+ logicalTopEstimate = min(logicalTopEstimate, nextPageTop(logicalHeight()));
+
+ logicalTopEstimate += getClearDelta(child, logicalTopEstimate);
+
+ if (paginated) {
+ // If the object has a page or column break value of "before", then we should shift to the top of the next page.
+ logicalTopEstimate = applyBeforeBreak(child, logicalTopEstimate);
+
+ // For replaced elements and scrolled elements, we want to shift them to the next page if they don't fit on the current one.
+ logicalTopEstimate = adjustForUnsplittableChild(child, logicalTopEstimate);
+
+ if (!child->selfNeedsLayout() && child->isRenderBlock())
+ logicalTopEstimate += toRenderBlock(child)->paginationStrut();
+ }
+
+ return logicalTopEstimate;
+}
+
+void RenderBlock::determineLogicalLeftPositionForChild(RenderBox* child)
+{
+ int startPosition = borderStart() + paddingStart();
+ int totalAvailableLogicalWidth = borderAndPaddingLogicalWidth() + availableLogicalWidth();
+
+ // Add in our start margin.
+ int childMarginStart = marginStartForChild(child);
+ int newPosition = startPosition + childMarginStart;
+
+ // 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 startOff = style()->isLeftToRightDirection() ? logicalLeftOffsetForLine(logicalHeight(), false) : totalAvailableLogicalWidth - logicalRightOffsetForLine(logicalHeight(), false);
+ if (style()->textAlign() != WEBKIT_CENTER && !child->style()->marginStartUsing(style()).isAuto()) {
+ if (childMarginStart < 0)
+ startOff += childMarginStart;
+ newPosition = max(newPosition, startOff); // Let the float sit in the child's margin if it can fit.
+ } else if (startOff != startPosition) {
+ // The object is shifting to the "end" side of the block. The object might be centered, so we need to
+ // recalculate our inline direction margins. Note that the containing block content
+ // width computation will take into account the delta between |startOff| and |startPosition|
+ // so that we can just pass the content width in directly to the |computeMarginsInContainingBlockInlineDirection|
+ // function.
+ child->computeInlineDirectionMargins(this, availableLogicalWidthForLine(logicalTopForChild(child), false), logicalWidthForChild(child));
+ newPosition = startOff + marginStartForChild(child);
+ }
+ }
+
+ setLogicalLeftForChild(child, style()->isLeftToRightDirection() ? newPosition : totalAvailableLogicalWidth - newPosition - logicalWidthForChild(child), ApplyLayoutDelta);
+}
+
+void RenderBlock::setCollapsedBottomMargin(const MarginInfo& marginInfo)
+{
+ if (marginInfo.canCollapseWithMarginAfter() && !marginInfo.canCollapseWithMarginBefore()) {
+ // Update our max pos/neg bottom margins, since we collapsed our bottom margins
+ // with our children.
+ setMaxMarginAfterValues(max(maxPositiveMarginAfter(), marginInfo.positiveMargin()), max(maxNegativeMarginAfter(), marginInfo.negativeMargin()));
+
+ if (!marginInfo.marginAfterQuirk())
+ setMarginAfterQuirk(false);
+
+ if (marginInfo.marginAfterQuirk() && marginAfter() == 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.
+ setMarginAfterQuirk(true);
+ }
+}
+
+void RenderBlock::handleAfterSideOfBlock(int beforeSide, int afterSide, MarginInfo& marginInfo)
+{
+ marginInfo.setAtAfterSideOfBlock(true);
+
+ // If we can't collapse with children then go ahead and add in the bottom margin.
+ if (!marginInfo.canCollapseWithMarginAfter() && !marginInfo.canCollapseWithMarginBefore()
+ && (!document()->inQuirksMode() || !marginInfo.quirkContainer() || !marginInfo.marginAfterQuirk()))
+ setLogicalHeight(logicalHeight() + marginInfo.margin());
+
+ // Now add in our bottom border/padding.
+ setLogicalHeight(logicalHeight() + afterSide);
+
+ // 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.
+ setLogicalHeight(max(logicalHeight(), beforeSide + afterSide));
+
+ // Update our bottom collapsed margin info.
+ setCollapsedBottomMargin(marginInfo);
+}
+
+void RenderBlock::setLogicalLeftForChild(RenderBox* child, int logicalLeft, ApplyLayoutDeltaMode applyDelta)
+{
+ if (style()->isHorizontalWritingMode()) {
+ if (applyDelta == ApplyLayoutDelta)
+ view()->addLayoutDelta(IntSize(child->x() - logicalLeft, 0));
+ child->setX(logicalLeft);
+ } else {
+ if (applyDelta == ApplyLayoutDelta)
+ view()->addLayoutDelta(IntSize(0, child->y() - logicalLeft));
+ child->setY(logicalLeft);
+ }
+}
+
+void RenderBlock::setLogicalTopForChild(RenderBox* child, int logicalTop, ApplyLayoutDeltaMode applyDelta)
+{
+ if (style()->isHorizontalWritingMode()) {
+ if (applyDelta == ApplyLayoutDelta)
+ view()->addLayoutDelta(IntSize(0, child->y() - logicalTop));
+ child->setY(logicalTop);
+ } else {
+ if (applyDelta == ApplyLayoutDelta)
+ view()->addLayoutDelta(IntSize(child->x() - logicalTop, 0));
+ child->setX(logicalTop);
+ }
+}
+
+void RenderBlock::layoutBlockChildren(bool relayoutChildren, int& maxFloatLogicalBottom)
+{
+ if (gPercentHeightDescendantsMap) {
+ if (HashSet<RenderBox*>* descendants = gPercentHeightDescendantsMap->get(this)) {
+ HashSet<RenderBox*>::iterator end = descendants->end();
+ for (HashSet<RenderBox*>::iterator it = descendants->begin(); it != end; ++it) {
+ RenderBox* box = *it;
+ while (box != this) {
+ if (box->normalChildNeedsLayout())
+ break;
+ box->setChildNeedsLayout(true, false);
+ box = box->containingBlock();
+ ASSERT(box);
+ if (!box)
+ break;
+ }
+ }
+ }
+ }
+
+ int beforeEdge = borderBefore() + paddingBefore();
+ int afterEdge = borderAfter() + paddingAfter() + scrollbarLogicalHeight();
+
+ setLogicalHeight(beforeEdge);
+
+ // The margin struct caches all our current margin collapsing state. The compact struct caches state when we encounter compacts,
+ MarginInfo marginInfo(this, beforeEdge, afterEdge);
+
+ // Fieldsets need to find their legend and position it inside the border of the object.
+ // The legend then gets skipped during normal layout. The same is true for ruby text.
+ // It doesn't get included in the normal layout process but is instead skipped.
+ RenderObject* childToExclude = layoutSpecialExcludedChild(relayoutChildren);
+
+ int previousFloatLogicalBottom = 0;
+ maxFloatLogicalBottom = 0;
+
+ RenderBox* next = firstChildBox();
+
+ while (next) {
+ RenderBox* child = next;
+ next = child->nextSiblingBox();
+
+ if (childToExclude == child)
+ continue; // Skip this child, since it will be positioned by the specialized subclass (fieldsets and ruby runs).
+
+ // 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()->logicalHeight().isPercent() || child->style()->logicalMinHeight().isPercent() || child->style()->logicalMaxHeight().isPercent()) && !isRenderView()))
+ child->setChildNeedsLayout(true, false);
+
+ // If relayoutChildren is set and the child has percentage padding, we also need to invalidate the child's pref widths.
+ if (relayoutChildren && (child->style()->paddingStart().isPercent() || child->style()->paddingEnd().isPercent()))
+ child->setPreferredLogicalWidthsDirty(true, false);
+
+ // Handle the four types of special elements first. These include positioned content, floating content, compacts and
+ // run-ins. When we encounter these four types of objects, we don't actually lay them out as normal flow blocks.
+ if (handleSpecialChild(child, marginInfo))
+ continue;
+
+ // Lay out the child.
+ layoutBlockChild(child, marginInfo, previousFloatLogicalBottom, maxFloatLogicalBottom);
+ }
+
+ // Now do the handling of the bottom of the block, adding in our bottom border/padding and
+ // determining the correct collapsed bottom margin information.
+ handleAfterSideOfBlock(beforeEdge, afterEdge, marginInfo);
+}
+
+void RenderBlock::layoutBlockChild(RenderBox* child, MarginInfo& marginInfo, int& previousFloatLogicalBottom, int& maxFloatLogicalBottom)
+{
+ int oldPosMarginBefore = maxPositiveMarginBefore();
+ int oldNegMarginBefore = maxNegativeMarginBefore();
+
+ // The child is a normal flow object. Compute the margins we will use for collapsing now.
+ child->computeBlockDirectionMargins(this);
+
+ // Do not allow a collapse if the margin-before-collapse style is set to SEPARATE.
+ if (child->style()->marginBeforeCollapse() == MSEPARATE) {
+ marginInfo.setAtBeforeSideOfBlock(false);
+ marginInfo.clearMargin();
+ }
+
+ // Try to guess our correct logical top position. In most cases this guess will
+ // be correct. Only if we're wrong (when we compute the real logical top position)
+ // will we have to potentially relayout.
+ int logicalTopEstimate = estimateLogicalTopPosition(child, marginInfo);
+
+ // Cache our old rect so that we can dirty the proper repaint rects if the child moves.
+ IntRect oldRect(child->x(), child->y() , child->width(), child->height());
+ int oldLogicalTop = logicalTopForChild(child);
+
+#ifndef NDEBUG
+ IntSize oldLayoutDelta = view()->layoutDelta();
+#endif
+ // Go ahead and position the child as though it didn't collapse with the top.
+ setLogicalTopForChild(child, logicalTopEstimate, ApplyLayoutDelta);
+
+ RenderBlock* childRenderBlock = child->isRenderBlock() ? toRenderBlock(child) : 0;
+ bool markDescendantsWithFloats = false;
+ if (logicalTopEstimate != oldLogicalTop && !child->avoidsFloats() && childRenderBlock && childRenderBlock->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(previousFloatLogicalBottom, lowestFloatLogicalBottom());
+ if (fb > logicalTopEstimate)
+ markDescendantsWithFloats = true;
+ }
+
+ if (childRenderBlock) {
+ if (markDescendantsWithFloats)
+ childRenderBlock->markAllDescendantsWithFloatsForLayout();
+ if (!child->isWritingModeRoot())
+ previousFloatLogicalBottom = max(previousFloatLogicalBottom, oldLogicalTop + childRenderBlock->lowestFloatLogicalBottom());
+ }
+
+ if (!child->needsLayout())
+ child->markForPaginationRelayoutIfNeeded();
+
+ bool childHadLayout = child->m_everHadLayout;
+ bool childNeededLayout = child->needsLayout();
+ if (childNeededLayout)
+ child->layout();
+
+ // Cache if we are at the top of the block right now.
+ bool atBeforeSideOfBlock = marginInfo.atBeforeSideOfBlock();
+
+ // Now determine the correct ypos based off examination of collapsing margin
+ // values.
+ int logicalTopBeforeClear = collapseMargins(child, marginInfo);
+
+ // Now check for clear.
+ int logicalTopAfterClear = clearFloatsIfNeeded(child, marginInfo, oldPosMarginBefore, oldNegMarginBefore, logicalTopBeforeClear);
+
+ bool paginated = view()->layoutState()->isPaginated();
+ if (paginated) {
+ int oldTop = logicalTopAfterClear;
+
+ // If the object has a page or column break value of "before", then we should shift to the top of the next page.
+ logicalTopAfterClear = applyBeforeBreak(child, logicalTopAfterClear);
+
+ // For replaced elements and scrolled elements, we want to shift them to the next page if they don't fit on the current one.
+ int logicalTopBeforeUnsplittableAdjustment = logicalTopAfterClear;
+ int logicalTopAfterUnsplittableAdjustment = adjustForUnsplittableChild(child, logicalTopAfterClear);
+
+ int paginationStrut = 0;
+ int unsplittableAdjustmentDelta = logicalTopAfterUnsplittableAdjustment - logicalTopBeforeUnsplittableAdjustment;
+ if (unsplittableAdjustmentDelta)
+ paginationStrut = unsplittableAdjustmentDelta;
+ else if (childRenderBlock && childRenderBlock->paginationStrut())
+ paginationStrut = childRenderBlock->paginationStrut();
+
+ if (paginationStrut) {
+ // We are willing to propagate out to our parent block as long as we were at the top of the block prior
+ // to collapsing our margins, and as long as we didn't clear or move as a result of other pagination.
+ if (atBeforeSideOfBlock && oldTop == logicalTopBeforeClear && !isPositioned() && !isTableCell()) {
+ // FIXME: Should really check if we're exceeding the page height before propagating the strut, but we don't
+ // have all the information to do so (the strut only has the remaining amount to push). Gecko gets this wrong too
+ // and pushes to the next page anyway, so not too concerned about it.
+ setPaginationStrut(logicalTopAfterClear + paginationStrut);
+ if (childRenderBlock)
+ childRenderBlock->setPaginationStrut(0);
+ } else
+ logicalTopAfterClear += paginationStrut;
+ }
+
+ // Similar to how we apply clearance. Go ahead and boost height() to be the place where we're going to position the child.
+ setLogicalHeight(logicalHeight() + (logicalTopAfterClear - oldTop));
+ }
+
+ setLogicalTopForChild(child, logicalTopAfterClear, ApplyLayoutDelta);
+
+ // Now we have a final top position. See if it really does end up being different from our estimate.
+ if (logicalTopAfterClear != logicalTopEstimate) {
+ 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 (childRenderBlock) {
+ if (!child->avoidsFloats() && childRenderBlock->containsFloats())
+ childRenderBlock->markAllDescendantsWithFloatsForLayout();
+ if (!child->needsLayout())
+ child->markForPaginationRelayoutIfNeeded();
+ }
+
+ // Our guess was wrong. Make the child lay itself out again.
+ child->layoutIfNeeded();
+ }
+
+ // We are no longer at the top of the block if we encounter a non-empty child.
+ // This has to be done after checking for clear, so that margins can be reset if a clear occurred.
+ if (marginInfo.atBeforeSideOfBlock() && !child->isSelfCollapsingBlock())
+ marginInfo.setAtBeforeSideOfBlock(false);
+
+ // Now place the child in the correct left position
+ determineLogicalLeftPositionForChild(child);
+
+ // Update our height now that the child has been placed in the correct position.
+ setLogicalHeight(logicalHeight() + logicalHeightForChild(child));
+ if (child->style()->marginAfterCollapse() == MSEPARATE) {
+ setLogicalHeight(logicalHeight() + marginAfterForChild(child));
+ marginInfo.clearMargin();
+ }
+ // If the child has overhanging floats that intrude into following siblings (or possibly out
+ // of this block), then the parent gets notified of the floats now.
+ if (childRenderBlock && childRenderBlock->containsFloats())
+ maxFloatLogicalBottom = max(maxFloatLogicalBottom, addOverhangingFloats(toRenderBlock(child), -child->logicalLeft(), -child->logicalTop(), !childNeededLayout));
+
+ IntSize childOffset(child->x() - oldRect.x(), child->y() - oldRect.y());
+ if (childOffset.width() || childOffset.height()) {
+ view()->addLayoutDelta(childOffset);
+
+ // If the child moved, we have to repaint it as well as any floating/positioned
+ // descendants. An exception is if we need a layout. In this case, we know we're going to
+ // repaint ourselves (and the child) anyway.
+ if (childHadLayout && !selfNeedsLayout() && child->checkForRepaintDuringLayout())
+ child->repaintDuringLayoutIfMoved(oldRect);
+ }
+
+ if (!childHadLayout && child->checkForRepaintDuringLayout()) {
+ child->repaint();
+ child->repaintOverhangingFloats(true);
+ }
+
+ if (paginated) {
+ // Check for an after page/column break.
+ int newHeight = applyAfterBreak(child, height(), marginInfo);
+ if (newHeight != height())
+ setLogicalHeight(newHeight);
+ }
+
+ ASSERT(oldLayoutDelta == view()->layoutDelta());
+}
+
+bool RenderBlock::layoutOnlyPositionedObjects()
+{
+ if (!posChildNeedsLayout() || normalChildNeedsLayout() || selfNeedsLayout())
+ return false;
+
+ LayoutStateMaintainer statePusher(view(), this, IntSize(x(), y()), hasColumns() || hasTransform() || hasReflection() || style()->isFlippedBlocksWritingMode());
+
+ if (needsPositionedMovementLayout()) {
+ tryLayoutDoingPositionedMovementOnly();
+ if (needsLayout())
+ return false;
+ }
+
+ // All we have to is lay out our positioned objects.
+ layoutPositionedObjects(false);
+
+ // Recompute our overflow information.
+ // FIXME: We could do better here by computing a temporary overflow object from layoutPositionedObjects and only
+ // updating our overflow if we either used to have overflow or if the new temporary object has overflow.
+ // For now just always recompute overflow. This is no worse performance-wise than the old code that called rightmostPosition and
+ // lowestPosition on every relayout so it's not a regression.
+ m_overflow.clear();
+ computeOverflow(clientLogicalBottom(), true);
+
+ statePusher.pop();
+
+ updateLayerTransform();
+
+ updateScrollInfoAfterLayout();
+
+#ifdef ANDROID_FIX
+ // iframe flatten will call FrameView::layout() which calls performPostLayoutTasks,
+ // which may make us need to layout again
+ if (!posChildNeedsLayout() || normalChildNeedsLayout() || selfNeedsLayout())
+ return false;
+#endif
+
+ setNeedsLayout(false);
+ return true;
+}
+
+void RenderBlock::layoutPositionedObjects(bool relayoutChildren)
+{
+ if (!m_positionedObjects)
+ return;
+
+ if (hasColumns())
+ view()->layoutState()->clearPaginationInformation(); // Positioned objects are not part of the column flow, so they don't paginate with the columns.
+
+ RenderBox* r;
+ Iterator end = m_positionedObjects->end();
+ for (Iterator it = m_positionedObjects->begin(); it != end; ++it) {
+ r = *it;
+ // When a non-positioned block element moves, it may have positioned children that are implicitly positioned relative to the
+ // non-positioned block. Rather than trying to detect all of these movement cases, we just always lay out positioned
+ // objects that are positioned implicitly like this. Such objects are rare, and so in typical DHTML menu usage (where everything is
+ // positioned explicitly) this should not incur a performance penalty.
+ if (relayoutChildren || (r->style()->hasStaticY() && r->parent() != this && r->parent()->isBlockFlow()))
+ r->setChildNeedsLayout(true, false);
+
+ // If relayoutChildren is set and we have percentage padding, we also need to invalidate the child's pref widths.
+ if (relayoutChildren && (r->style()->paddingStart().isPercent() || r->style()->paddingEnd().isPercent()))
+ r->setPreferredLogicalWidthsDirty(true, false);
+
+ if (!r->needsLayout())
+ r->markForPaginationRelayoutIfNeeded();
+
+ // We don't have to do a full layout. We just have to update our position. Try that first. If we have shrink-to-fit width
+ // and we hit the available width constraint, the layoutIfNeeded() will catch it and do a full layout.
+ if (r->needsPositionedMovementLayoutOnly())
+ r->tryLayoutDoingPositionedMovementOnly();
+ r->layoutIfNeeded();
+ }
+
+ if (hasColumns())
+ view()->layoutState()->m_columnInfo = columnInfo(); // FIXME: Kind of gross. We just put this back into the layout state so that pop() will work.
+}
+
+void RenderBlock::markPositionedObjectsForLayout()
+{
+ if (m_positionedObjects) {
+ RenderBox* r;
+ Iterator end = m_positionedObjects->end();
+ for (Iterator it = m_positionedObjects->begin(); it != end; ++it) {
+ r = *it;
+ r->setChildNeedsLayout(true);
+ }
+ }
+}
+
+void RenderBlock::markForPaginationRelayoutIfNeeded()
+{
+ ASSERT(!needsLayout());
+ if (needsLayout())
+ return;
+
+ if (view()->layoutState()->pageLogicalHeightChanged() || (view()->layoutState()->pageLogicalHeight() && view()->layoutState()->pageLogicalOffset(y()) != pageLogicalOffset()))
+ setChildNeedsLayout(true, false);
+}
+
+void RenderBlock::repaintOverhangingFloats(bool paintAllDescendants)
+{
+ // Repaint any overhanging floats (if we know we're the one to paint them).
+ if (hasOverhangingFloats()) {
+ // We think that we must be in a bad state if m_floatingObjects is nil at this point, so
+ // we assert on Debug builds and nil-check Release builds.
+ ASSERT(m_floatingObjects);
+ if (!m_floatingObjects)
+ return;
+
+ FloatingObject* r;
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+
+ // FIXME: Avoid disabling LayoutState. At the very least, don't disable it for floats originating
+ // in this block. Better yet would be to push extra state for the containers of other floats.
+ view()->disableLayoutState();
+ for ( ; (r = it.current()); ++it) {
+ // Only repaint the object if it is overhanging, is not in its own layer, and
+ // is our responsibility to paint (m_shouldPaint is set). When paintAllDescendants is true, the latter
+ // condition is replaced with being a descendant of us.
+ if (logicalBottomForFloat(r) > logicalHeight() && ((paintAllDescendants && r->m_renderer->isDescendantOf(this)) || r->m_shouldPaint) && !r->m_renderer->hasSelfPaintingLayer()) {
+ r->m_renderer->repaint();
+ r->m_renderer->repaintOverhangingFloats();
+ }
+ }
+ view()->enableLayoutState();
+ }
+}
+
+void RenderBlock::paint(PaintInfo& paintInfo, int tx, int ty)
+{
+ tx += x();
+ ty += y();
+
+ PaintPhase phase = paintInfo.phase;
+
+ // Check if we need to do anything at all.
+ // FIXME: Could eliminate the isRoot() check if we fix background painting so that the RenderView
+ // paints the root's background.
+ if (!isRoot()) {
+ IntRect overflowBox = visualOverflowRect();
+ overflowBox.inflate(maximalOutlineSize(paintInfo.phase));
+ overflowBox.move(tx, ty);
+ if (!overflowBox.intersects(paintInfo.rect))
+ return;
+ }
+
+ bool pushedClip = pushContentsClip(paintInfo, tx, ty);
+ paintObject(paintInfo, tx, ty);
+ if (pushedClip)
+ popContentsClip(paintInfo, phase, tx, ty);
+
+ // Our scrollbar widgets paint exactly when we tell them to, so that they work properly with
+ // z-index. We paint after we painted the background/border, so that the scrollbars will
+ // sit above the background/border.
+ if (hasOverflowClip() && style()->visibility() == VISIBLE && (phase == PaintPhaseBlockBackground || phase == PaintPhaseChildBlockBackground) && paintInfo.shouldPaintWithinRoot(this))
+ layer()->paintOverflowControls(paintInfo.context, tx, ty, paintInfo.rect);
+}
+
+void RenderBlock::paintColumnRules(PaintInfo& paintInfo, int tx, int ty)
+{
+ const Color& ruleColor = style()->visitedDependentColor(CSSPropertyWebkitColumnRuleColor);
+ bool ruleTransparent = style()->columnRuleIsTransparent();
+ EBorderStyle ruleStyle = style()->columnRuleStyle();
+ int ruleWidth = style()->columnRuleWidth();
+ int colGap = columnGap();
+ bool renderRule = ruleStyle > BHIDDEN && !ruleTransparent && ruleWidth <= colGap;
+ if (!renderRule)
+ return;
+
+ // We need to do multiple passes, breaking up our child painting into strips.
+ ColumnInfo* colInfo = columnInfo();
+ unsigned colCount = columnCount(colInfo);
+ int currXOffset = style()->isLeftToRightDirection() ? 0 : contentWidth();
+ int ruleAdd = borderLeft() + paddingLeft();
+ int ruleX = style()->isLeftToRightDirection() ? 0 : contentWidth();
+ for (unsigned i = 0; i < colCount; i++) {
+ IntRect colRect = columnRectAt(colInfo, i);
+
+ // Move to the next position.
+ if (style()->isLeftToRightDirection()) {
+ ruleX += colRect.width() + colGap / 2;
+ currXOffset += colRect.width() + colGap;
+ } else {
+ ruleX -= (colRect.width() + colGap / 2);
+ currXOffset -= (colRect.width() + colGap);
+ }
+
+ // Now paint the column rule.
+ if (i < colCount - 1) {
+ int ruleStart = tx + ruleX - ruleWidth / 2 + ruleAdd;
+ int ruleEnd = ruleStart + ruleWidth;
+ int ruleTop = ty + borderTop() + paddingTop();
+ int ruleBottom = ruleTop + contentHeight();
+ drawLineForBoxSide(paintInfo.context, ruleStart, ruleTop, ruleEnd, ruleBottom,
+ style()->isLeftToRightDirection() ? BSLeft : BSRight, ruleColor, ruleStyle, 0, 0);
+ }
+
+ ruleX = currXOffset;
+ }
+}
+
+void RenderBlock::paintColumnContents(PaintInfo& paintInfo, int tx, int ty, bool paintingFloats)
+{
+ // We need to do multiple passes, breaking up our child painting into strips.
+ GraphicsContext* context = paintInfo.context;
+ int colGap = columnGap();
+ ColumnInfo* colInfo = columnInfo();
+ unsigned colCount = columnCount(colInfo);
+ if (!colCount)
+ return;
+ int currXOffset = style()->isLeftToRightDirection() ? 0 : contentWidth() - columnRectAt(colInfo, 0).width();
+ int currYOffset = 0;
+ for (unsigned i = 0; i < colCount; i++) {
+ // For each rect, we clip to the rect, and then we adjust our coords.
+ IntRect colRect = columnRectAt(colInfo, i);
+ colRect.move(tx, ty);
+ PaintInfo info(paintInfo);
+ info.rect.intersect(colRect);
+
+ if (!info.rect.isEmpty()) {
+ context->save();
+
+ // Each strip pushes a clip, since column boxes are specified as being
+ // like overflow:hidden.
+ context->clip(colRect);
+
+ // Adjust our x and y when painting.
+ int finalX = tx + currXOffset;
+ int finalY = ty + currYOffset;
+ if (paintingFloats)
+ paintFloats(info, finalX, finalY, paintInfo.phase == PaintPhaseSelection || paintInfo.phase == PaintPhaseTextClip);
+ else
+ paintContents(info, finalX, finalY);
+
+ context->restore();
+ }
+
+ // Move to the next position.
+ if (style()->isLeftToRightDirection())
+ currXOffset += colRect.width() + colGap;
+ else
+ currXOffset -= (colRect.width() + colGap);
+
+ currYOffset -= colRect.height();
+ }
+}
+
+void RenderBlock::paintContents(PaintInfo& paintInfo, int tx, int ty)
+{
+ // Avoid painting descendants of the root element when stylesheets haven't loaded. This eliminates FOUC.
+ // It's ok not to draw, because later on, when all the stylesheets do load, updateStyleSelector on the Document
+ // will do a full repaint().
+ if (document()->mayCauseFlashOfUnstyledContent() && !isRenderView())
+ return;
+
+ if (childrenInline())
+ m_lineBoxes.paint(this, paintInfo, tx, ty);
+ else
+ paintChildren(paintInfo, tx, ty);
+}
+
+void RenderBlock::paintChildren(PaintInfo& paintInfo, int tx, int ty)
+{
+ PaintPhase newPhase = (paintInfo.phase == PaintPhaseChildOutlines) ? PaintPhaseOutline : paintInfo.phase;
+ newPhase = (newPhase == PaintPhaseChildBlockBackgrounds) ? PaintPhaseChildBlockBackground : newPhase;
+
+ // We don't paint our own background, but we do let the kids paint their backgrounds.
+ PaintInfo info(paintInfo);
+ info.phase = newPhase;
+ info.updatePaintingRootForChildren(this);
+
+ // FIXME: Paint-time pagination is obsolete and is now only used by embedded WebViews inside AppKit
+ // NSViews. Do not add any more code for this.
+ RenderView* renderView = view();
+ bool usePrintRect = !renderView->printRect().isEmpty();
+
+ for (RenderBox* child = firstChildBox(); child; child = child->nextSiblingBox()) {
+ // Check for page-break-before: always, and if it's set, break and bail.
+ bool checkBeforeAlways = !childrenInline() && (usePrintRect && child->style()->pageBreakBefore() == PBALWAYS);
+ if (checkBeforeAlways
+ && (ty + child->y()) > paintInfo.rect.y()
+ && (ty + child->y()) < paintInfo.rect.bottom()) {
+ view()->setBestTruncatedAt(ty + child->y(), this, true);
+ return;
+ }
+
+ if (!child->isFloating() && child->isReplaced() && usePrintRect && child->height() <= renderView->printRect().height()) {
+ // Paginate block-level replaced elements.
+ if (ty + child->y() + child->height() > renderView->printRect().bottom()) {
+ if (ty + child->y() < renderView->truncatedAt())
+ renderView->setBestTruncatedAt(ty + child->y(), child);
+ // If we were able to truncate, don't paint.
+ if (ty + child->y() >= renderView->truncatedAt())
+ break;
+ }
+ }
+
+ IntPoint childPoint = flipForWritingMode(child, IntPoint(tx, ty), ParentToChildFlippingAdjustment);
+ if (!child->hasSelfPaintingLayer() && !child->isFloating())
+ child->paint(info, childPoint.x(), childPoint.y());
+
+ // Check for page-break-after: always, and if it's set, break and bail.
+ bool checkAfterAlways = !childrenInline() && (usePrintRect && child->style()->pageBreakAfter() == PBALWAYS);
+ if (checkAfterAlways
+ && (ty + child->y() + child->height()) > paintInfo.rect.y()
+ && (ty + child->y() + child->height()) < paintInfo.rect.bottom()) {
+ view()->setBestTruncatedAt(ty + child->y() + child->height() + max(0, child->collapsedMarginAfter()), this, true);
+ return;
+ }
+ }
+}
+
+void RenderBlock::paintCaret(PaintInfo& paintInfo, int tx, int ty, CaretType type)
+{
+ SelectionController* selection = type == CursorCaret ? frame()->selection() : frame()->page()->dragCaretController();
+
+ // Paint the caret if the SelectionController says so or if caret browsing is enabled
+ bool caretBrowsing = frame()->settings() && frame()->settings()->caretBrowsingEnabled();
+ RenderObject* caretPainter = selection->caretRenderer();
+ if (caretPainter == this && (selection->isContentEditable() || caretBrowsing)) {
+ // Convert the painting offset into the local coordinate system of this renderer,
+ // to match the localCaretRect computed by the SelectionController
+ offsetForContents(tx, ty);
+
+ if (type == CursorCaret)
+ frame()->selection()->paintCaret(paintInfo.context, tx, ty, paintInfo.rect);
+ else
+ frame()->selection()->paintDragCaret(paintInfo.context, tx, ty, paintInfo.rect);
+ }
+}
+
+void RenderBlock::paintObject(PaintInfo& paintInfo, int tx, int ty)
+{
+ PaintPhase paintPhase = paintInfo.phase;
+
+ // 1. paint background, borders etc
+ if ((paintPhase == PaintPhaseBlockBackground || paintPhase == PaintPhaseChildBlockBackground) && style()->visibility() == VISIBLE) {
+ if (hasBoxDecorations())
+ paintBoxDecorations(paintInfo, tx, ty);
+ if (hasColumns())
+ paintColumnRules(paintInfo, tx, ty);
+ }
+
+ if (paintPhase == PaintPhaseMask && style()->visibility() == VISIBLE) {
+ paintMask(paintInfo, tx, ty);
+ return;
+ }
+
+ // We're done. We don't bother painting any children.
+ if (paintPhase == PaintPhaseBlockBackground)
+ return;
+
+ // Adjust our painting position if we're inside a scrolled layer (e.g., an overflow:auto div).
+ int scrolledX = tx;
+ int scrolledY = ty;
+ if (hasOverflowClip()) {
+ IntSize offset = layer()->scrolledContentOffset();
+ scrolledX -= offset.width();
+ scrolledY -= offset.height();
+ }
+
+ // 2. paint contents
+ if (paintPhase != PaintPhaseSelfOutline) {
+ if (hasColumns())
+ paintColumnContents(paintInfo, scrolledX, scrolledY);
+ else
+ paintContents(paintInfo, scrolledX, scrolledY);
+ }
+
+ // 3. paint selection
+ // FIXME: Make this work with multi column layouts. For now don't fill gaps.
+ bool isPrinting = document()->printing();
+ if (!isPrinting && !hasColumns())
+ paintSelection(paintInfo, scrolledX, scrolledY); // Fill in gaps in selection on lines and between blocks.
+
+ // 4. paint floats.
+ if (paintPhase == PaintPhaseFloat || paintPhase == PaintPhaseSelection || paintPhase == PaintPhaseTextClip) {
+ if (hasColumns())
+ paintColumnContents(paintInfo, scrolledX, scrolledY, true);
+ else
+ paintFloats(paintInfo, scrolledX, scrolledY, paintPhase == PaintPhaseSelection || paintPhase == PaintPhaseTextClip);
+ }
+
+ // 5. paint outline.
+ if ((paintPhase == PaintPhaseOutline || paintPhase == PaintPhaseSelfOutline) && hasOutline() && style()->visibility() == VISIBLE)
+ paintOutline(paintInfo.context, tx, ty, width(), height());
+
+ // 6. paint continuation outlines.
+ if ((paintPhase == PaintPhaseOutline || paintPhase == PaintPhaseChildOutlines)) {
+ RenderInline* inlineCont = inlineElementContinuation();
+ if (inlineCont && inlineCont->hasOutline() && inlineCont->style()->visibility() == VISIBLE) {
+ RenderInline* inlineRenderer = toRenderInline(inlineCont->node()->renderer());
+ RenderBlock* cb = containingBlock();
+
+ bool inlineEnclosedInSelfPaintingLayer = false;
+ for (RenderBoxModelObject* box = inlineRenderer; box != cb; box = box->parent()->enclosingBoxModelObject()) {
+ if (box->hasSelfPaintingLayer()) {
+ inlineEnclosedInSelfPaintingLayer = true;
+ break;
+ }
+ }
+
+ if (!inlineEnclosedInSelfPaintingLayer)
+ cb->addContinuationWithOutline(inlineRenderer);
+ else if (!inlineRenderer->firstLineBox())
+ inlineRenderer->paintOutline(paintInfo.context, tx - x() + inlineRenderer->containingBlock()->x(),
+ ty - y() + inlineRenderer->containingBlock()->y());
+ }
+ paintContinuationOutlines(paintInfo, tx, ty);
+ }
+
+ // 7. paint caret.
+ // If the caret's node's render object's containing block is this block, and the paint action is PaintPhaseForeground,
+ // then paint the caret.
+ if (paintPhase == PaintPhaseForeground) {
+ paintCaret(paintInfo, scrolledX, scrolledY, CursorCaret);
+ paintCaret(paintInfo, scrolledX, scrolledY, DragCaret);
+ }
+}
+
+void RenderBlock::paintFloats(PaintInfo& paintInfo, int tx, int ty, bool preservePhase)
+{
+ if (!m_floatingObjects)
+ return;
+
+ FloatingObject* r;
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ for (; (r = it.current()); ++it) {
+ // Only paint the object if our m_shouldPaint flag is set.
+ if (r->m_shouldPaint && !r->m_renderer->hasSelfPaintingLayer()) {
+ PaintInfo currentPaintInfo(paintInfo);
+ currentPaintInfo.phase = preservePhase ? paintInfo.phase : PaintPhaseBlockBackground;
+ IntPoint childPoint = flipForWritingMode(r->m_renderer, IntPoint(tx + r->left() + r->m_renderer->marginLeft() - r->m_renderer->x(), ty + r->top() + r->m_renderer->marginTop() - r->m_renderer->y()), ParentToChildFlippingAdjustment);
+ r->m_renderer->paint(currentPaintInfo, childPoint.x(), childPoint.y());
+ if (!preservePhase) {
+ currentPaintInfo.phase = PaintPhaseChildBlockBackgrounds;
+ r->m_renderer->paint(currentPaintInfo, childPoint.x(), childPoint.y());
+ currentPaintInfo.phase = PaintPhaseFloat;
+ r->m_renderer->paint(currentPaintInfo, childPoint.x(), childPoint.y());
+ currentPaintInfo.phase = PaintPhaseForeground;
+ r->m_renderer->paint(currentPaintInfo, childPoint.x(), childPoint.y());
+ currentPaintInfo.phase = PaintPhaseOutline;
+ r->m_renderer->paint(currentPaintInfo, childPoint.x(), childPoint.y());
+ }
+ }
+ }
+}
+
+void RenderBlock::paintEllipsisBoxes(PaintInfo& paintInfo, int tx, int ty)
+{
+ if (!paintInfo.shouldPaintWithinRoot(this) || !firstLineBox())
+ return;
+
+ if (style()->visibility() == VISIBLE && paintInfo.phase == PaintPhaseForeground) {
+ // We can check the first box and last box and avoid painting if we don't
+ // intersect.
+ int yPos = ty + firstLineBox()->y();
+ int h = lastLineBox()->y() + lastLineBox()->logicalHeight() - firstLineBox()->y();
+ if (yPos >= paintInfo.rect.bottom() || yPos + h <= paintInfo.rect.y())
+ return;
+
+ // See if our boxes intersect with the dirty rect. If so, then we paint
+ // them. Note that boxes can easily overlap, so we can't make any assumptions
+ // based off positions of our first line box or our last line box.
+ for (RootInlineBox* curr = firstRootBox(); curr; curr = curr->nextRootBox()) {
+ yPos = ty + curr->y();
+ h = curr->logicalHeight();
+ if (curr->ellipsisBox() && yPos < paintInfo.rect.bottom() && yPos + h > paintInfo.rect.y())
+ curr->paintEllipsisBox(paintInfo, tx, ty);
+ }
+ }
+}
+
+RenderInline* RenderBlock::inlineElementContinuation() const
+{
+ RenderBoxModelObject* continuation = this->continuation();
+ return continuation && continuation->isInline() ? toRenderInline(continuation) : 0;
+}
+
+RenderBlock* RenderBlock::blockElementContinuation() const
+{
+ RenderBoxModelObject* currentContinuation = continuation();
+ if (!currentContinuation || currentContinuation->isInline())
+ return 0;
+ RenderBlock* nextContinuation = toRenderBlock(currentContinuation);
+ if (nextContinuation->isAnonymousBlock())
+ return nextContinuation->blockElementContinuation();
+ return nextContinuation;
+}
+
+static ContinuationOutlineTableMap* continuationOutlineTable()
+{
+ DEFINE_STATIC_LOCAL(ContinuationOutlineTableMap, table, ());
+ return &table;
+}
+
+void RenderBlock::addContinuationWithOutline(RenderInline* flow)
+{
+ // We can't make this work if the inline is in a layer. We'll just rely on the broken
+ // way of painting.
+ ASSERT(!flow->layer() && !flow->isInlineElementContinuation());
+
+ ContinuationOutlineTableMap* table = continuationOutlineTable();
+ ListHashSet<RenderInline*>* continuations = table->get(this);
+ if (!continuations) {
+ continuations = new ListHashSet<RenderInline*>;
+ table->set(this, continuations);
+ }
+
+ continuations->add(flow);
+}
+
+void RenderBlock::paintContinuationOutlines(PaintInfo& info, int tx, int ty)
+{
+ ContinuationOutlineTableMap* table = continuationOutlineTable();
+ if (table->isEmpty())
+ return;
+
+ ListHashSet<RenderInline*>* continuations = table->get(this);
+ if (!continuations)
+ return;
+
+ // Paint each continuation outline.
+ ListHashSet<RenderInline*>::iterator end = continuations->end();
+ for (ListHashSet<RenderInline*>::iterator it = continuations->begin(); it != end; ++it) {
+ // Need to add in the coordinates of the intervening blocks.
+ RenderInline* flow = *it;
+ RenderBlock* block = flow->containingBlock();
+ for ( ; block && block != this; block = block->containingBlock()) {
+ tx += block->x();
+ ty += block->y();
+ }
+ ASSERT(block);
+ flow->paintOutline(info.context, tx, ty);
+ }
+
+ // Delete
+ delete continuations;
+ table->remove(this);
+}
+
+bool RenderBlock::shouldPaintSelectionGaps() const
+{
+ return selectionState() != SelectionNone && style()->visibility() == VISIBLE && isSelectionRoot();
+}
+
+bool RenderBlock::isSelectionRoot() const
+{
+ if (!node())
+ return false;
+
+ // FIXME: Eventually tables should have to learn how to fill gaps between cells, at least in simple non-spanning cases.
+ if (isTable())
+ return false;
+
+ if (isBody() || isRoot() || hasOverflowClip() || isRelPositioned() ||
+ isFloatingOrPositioned() || isTableCell() || isInlineBlockOrInlineTable() || hasTransform() ||
+ hasReflection() || hasMask() || isWritingModeRoot())
+ return true;
+
+ if (view() && view()->selectionStart()) {
+ Node* startElement = view()->selectionStart()->node();
+ if (startElement && startElement->rootEditableElement() == node())
+ return true;
+ }
+
+ return false;
+}
+
+GapRects RenderBlock::selectionGapRectsForRepaint(RenderBoxModelObject* repaintContainer)
+{
+ ASSERT(!needsLayout());
+
+ if (!shouldPaintSelectionGaps())
+ return GapRects();
+
+ // FIXME: this is broken with transforms
+ TransformState transformState(TransformState::ApplyTransformDirection, FloatPoint());
+ mapLocalToContainer(repaintContainer, false, false, transformState);
+ IntPoint offsetFromRepaintContainer = roundedIntPoint(transformState.mappedPoint());
+
+ if (hasOverflowClip())
+ offsetFromRepaintContainer -= layer()->scrolledContentOffset();
+
+ int lastTop = 0;
+ int lastLeft = logicalLeftSelectionOffset(this, lastTop);
+ int lastRight = logicalRightSelectionOffset(this, lastTop);
+
+ return selectionGaps(this, offsetFromRepaintContainer, IntSize(), lastTop, lastLeft, lastRight);
+}
+
+void RenderBlock::paintSelection(PaintInfo& paintInfo, int tx, int ty)
+{
+ if (shouldPaintSelectionGaps() && paintInfo.phase == PaintPhaseForeground) {
+ int lastTop = 0;
+ int lastLeft = logicalLeftSelectionOffset(this, lastTop);
+ int lastRight = logicalRightSelectionOffset(this, lastTop);
+ paintInfo.context->save();
+ IntRect gapRectsBounds = selectionGaps(this, IntPoint(tx, ty), IntSize(), lastTop, lastLeft, lastRight, &paintInfo);
+ if (!gapRectsBounds.isEmpty()) {
+ if (RenderLayer* layer = enclosingLayer()) {
+ gapRectsBounds.move(IntSize(-tx, -ty));
+ if (!hasLayer()) {
+ IntRect localBounds(gapRectsBounds);
+ flipForWritingMode(localBounds);
+ gapRectsBounds = localToContainerQuad(FloatRect(localBounds), layer->renderer()).enclosingBoundingBox();
+ gapRectsBounds.move(layer->scrolledContentOffset());
+ }
+ layer->addBlockSelectionGapsBounds(gapRectsBounds);
+ }
+ }
+ paintInfo.context->restore();
+ }
+}
+
+static void clipOutPositionedObjects(const PaintInfo* paintInfo, const IntPoint& offset, RenderBlock::PositionedObjectsListHashSet* positionedObjects)
+{
+ if (!positionedObjects)
+ return;
+
+ RenderBlock::PositionedObjectsListHashSet::const_iterator end = positionedObjects->end();
+ for (RenderBlock::PositionedObjectsListHashSet::const_iterator it = positionedObjects->begin(); it != end; ++it) {
+ RenderBox* r = *it;
+ paintInfo->context->clipOut(IntRect(offset.x() + r->x(), offset.y() + r->y(), r->width(), r->height()));
+ }
+}
+
+static int blockDirectionOffset(RenderBlock* rootBlock, const IntSize& offsetFromRootBlock)
+{
+ return rootBlock->style()->isHorizontalWritingMode() ? offsetFromRootBlock.height() : offsetFromRootBlock.width();
+}
+
+static int inlineDirectionOffset(RenderBlock* rootBlock, const IntSize& offsetFromRootBlock)
+{
+ return rootBlock->style()->isHorizontalWritingMode() ? offsetFromRootBlock.width() : offsetFromRootBlock.height();
+}
+
+IntRect RenderBlock::logicalRectToPhysicalRect(const IntPoint& rootBlockPhysicalPosition, const IntRect& logicalRect)
+{
+ IntRect result;
+ if (style()->isHorizontalWritingMode())
+ result = logicalRect;
+ else
+ result = IntRect(logicalRect.y(), logicalRect.x(), logicalRect.height(), logicalRect.width());
+ flipForWritingMode(result);
+ result.move(rootBlockPhysicalPosition.x(), rootBlockPhysicalPosition.y());
+ return result;
+}
+
+GapRects RenderBlock::selectionGaps(RenderBlock* rootBlock, const IntPoint& rootBlockPhysicalPosition, const IntSize& offsetFromRootBlock,
+ int& lastLogicalTop, int& lastLogicalLeft, int& lastLogicalRight, const PaintInfo* paintInfo)
+{
+ // IMPORTANT: Callers of this method that intend for painting to happen need to do a save/restore.
+ // Clip out floating and positioned objects when painting selection gaps.
+ if (paintInfo) {
+ // Note that we don't clip out overflow for positioned objects. We just stick to the border box.
+ IntRect flippedBlockRect = IntRect(offsetFromRootBlock.width(), offsetFromRootBlock.height(), width(), height());
+ rootBlock->flipForWritingMode(flippedBlockRect);
+ flippedBlockRect.move(rootBlockPhysicalPosition.x(), rootBlockPhysicalPosition.y());
+ clipOutPositionedObjects(paintInfo, flippedBlockRect.location(), m_positionedObjects);
+ if (isBody() || isRoot()) // The <body> must make sure to examine its containingBlock's positioned objects.
+ for (RenderBlock* cb = containingBlock(); cb && !cb->isRenderView(); cb = cb->containingBlock())
+ clipOutPositionedObjects(paintInfo, IntPoint(cb->x(), cb->y()), cb->m_positionedObjects); // FIXME: Not right for flipped writing modes.
+ if (m_floatingObjects) {
+ for (DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); it.current(); ++it) {
+ FloatingObject* r = it.current();
+ IntRect floatBox = IntRect(offsetFromRootBlock.width() + r->left() + r->m_renderer->marginLeft(),
+ offsetFromRootBlock.height() + r->top() + r->m_renderer->marginTop(),
+ r->m_renderer->width(), r->m_renderer->height());
+ rootBlock->flipForWritingMode(floatBox);
+ floatBox.move(rootBlockPhysicalPosition.x(), rootBlockPhysicalPosition.y());
+ paintInfo->context->clipOut(floatBox);
+ }
+ }
+ }
+
+ // FIXME: overflow: auto/scroll regions need more math here, since painting in the border box is different from painting in the padding box (one is scrolled, the other is
+ // fixed).
+ GapRects result;
+ if (!isBlockFlow()) // FIXME: Make multi-column selection gap filling work someday.
+ return result;
+
+ if (hasColumns() || hasTransform() || style()->columnSpan()) {
+ // FIXME: We should learn how to gap fill multiple columns and transforms eventually.
+ lastLogicalTop = blockDirectionOffset(rootBlock, offsetFromRootBlock) + logicalHeight();
+ lastLogicalLeft = logicalLeftSelectionOffset(rootBlock, logicalHeight());
+ lastLogicalRight = logicalRightSelectionOffset(rootBlock, logicalHeight());
+ return result;
+ }
+
+ if (childrenInline())
+ result = inlineSelectionGaps(rootBlock, rootBlockPhysicalPosition, offsetFromRootBlock, lastLogicalTop, lastLogicalLeft, lastLogicalRight, paintInfo);
+ else
+ result = blockSelectionGaps(rootBlock, rootBlockPhysicalPosition, offsetFromRootBlock, lastLogicalTop, lastLogicalLeft, lastLogicalRight, paintInfo);
+
+ // Go ahead and fill the vertical gap all the way to the bottom of our block if the selection extends past our block.
+ if (rootBlock == this && (selectionState() != SelectionBoth && selectionState() != SelectionEnd))
+ result.uniteCenter(blockSelectionGap(rootBlock, rootBlockPhysicalPosition, offsetFromRootBlock, lastLogicalTop, lastLogicalLeft, lastLogicalRight,
+ logicalHeight(), paintInfo));
+ return result;
+}
+
+GapRects RenderBlock::inlineSelectionGaps(RenderBlock* rootBlock, const IntPoint& rootBlockPhysicalPosition, const IntSize& offsetFromRootBlock,
+ int& lastLogicalTop, int& lastLogicalLeft, int& lastLogicalRight, const PaintInfo* paintInfo)
+{
+ GapRects result;
+
+ bool containsStart = selectionState() == SelectionStart || selectionState() == SelectionBoth;
+
+ if (!firstLineBox()) {
+ if (containsStart) {
+ // Go ahead and update our lastLogicalTop to be the bottom of the block. <hr>s or empty blocks with height can trip this
+ // case.
+ lastLogicalTop = blockDirectionOffset(rootBlock, offsetFromRootBlock) + logicalHeight();
+ lastLogicalLeft = logicalLeftSelectionOffset(rootBlock, logicalHeight());
+ lastLogicalRight = logicalRightSelectionOffset(rootBlock, logicalHeight());
+ }
+ 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(blockSelectionGap(rootBlock, rootBlockPhysicalPosition, offsetFromRootBlock, lastLogicalTop, lastLogicalLeft, lastLogicalRight,
+ selTop, paintInfo));
+
+ IntRect logicalRect(curr->logicalLeft(), selTop, curr->logicalWidth(), selTop + selHeight);
+ logicalRect.move(style()->isHorizontalWritingMode() ? offsetFromRootBlock : IntSize(offsetFromRootBlock.height(), offsetFromRootBlock.width()));
+ IntRect physicalRect = rootBlock->logicalRectToPhysicalRect(rootBlockPhysicalPosition, logicalRect);
+ if (!paintInfo || (style()->isHorizontalWritingMode() && physicalRect.y() < paintInfo->rect.bottom() && physicalRect.bottom() > paintInfo->rect.y())
+ || (!style()->isHorizontalWritingMode() && physicalRect.x() < paintInfo->rect.right() && physicalRect.right() > paintInfo->rect.x()))
+ result.unite(curr->lineSelectionGap(rootBlock, rootBlockPhysicalPosition, offsetFromRootBlock, selTop, selHeight, paintInfo));
+
+ lastSelectedLine = curr;
+ }
+
+ if (containsStart && !lastSelectedLine)
+ // VisibleSelection must start just after our last line.
+ lastSelectedLine = lastRootBox();
+
+ if (lastSelectedLine && selectionState() != SelectionEnd && selectionState() != SelectionBoth) {
+ // Go ahead and update our lastY to be the bottom of the last selected line.
+ lastLogicalTop = blockDirectionOffset(rootBlock, offsetFromRootBlock) + lastSelectedLine->selectionBottom();
+ lastLogicalLeft = logicalLeftSelectionOffset(rootBlock, lastSelectedLine->selectionBottom());
+ lastLogicalRight = logicalRightSelectionOffset(rootBlock, lastSelectedLine->selectionBottom());
+ }
+ return result;
+}
+
+GapRects RenderBlock::blockSelectionGaps(RenderBlock* rootBlock, const IntPoint& rootBlockPhysicalPosition, const IntSize& offsetFromRootBlock,
+ int& lastLogicalTop, int& lastLogicalLeft, int& lastLogicalRight, const PaintInfo* paintInfo)
+{
+ GapRects result;
+
+ // Go ahead and jump right to the first block child that contains some selected objects.
+ RenderBox* curr;
+ for (curr = firstChildBox(); curr && curr->selectionState() == SelectionNone; curr = curr->nextSiblingBox()) { }
+
+ for (bool sawSelectionEnd = false; curr && !sawSelectionEnd; curr = curr->nextSiblingBox()) {
+ SelectionState childState = curr->selectionState();
+ if (childState == SelectionBoth || childState == SelectionEnd)
+ sawSelectionEnd = true;
+
+ if (curr->isFloatingOrPositioned())
+ continue; // We must be a normal flow object in order to even be considered.
+
+ if (curr->isRelPositioned() && curr->hasLayer()) {
+ // If the relposition offset is anything other than 0, then treat this just like an absolute positioned element.
+ // Just disregard it completely.
+ IntSize relOffset = curr->layer()->relativePositionOffset();
+ if (relOffset.width() || relOffset.height())
+ continue;
+ }
+
+ bool paintsOwnSelection = curr->shouldPaintSelectionGaps() || curr->isTable(); // FIXME: Eventually we won't special-case table like this.
+ bool fillBlockGaps = paintsOwnSelection || (curr->canBeSelectionLeaf() && childState != SelectionNone);
+ if (fillBlockGaps) {
+ // We need to fill the vertical gap above this object.
+ if (childState == SelectionEnd || childState == SelectionInside)
+ // Fill the gap above the object.
+ result.uniteCenter(blockSelectionGap(rootBlock, rootBlockPhysicalPosition, offsetFromRootBlock, lastLogicalTop, lastLogicalLeft, lastLogicalRight,
+ curr->logicalTop(), 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;
+ getSelectionGapInfo(childState, leftGap, rightGap);
+
+ if (leftGap)
+ result.uniteLeft(logicalLeftSelectionGap(rootBlock, rootBlockPhysicalPosition, offsetFromRootBlock, this, curr->logicalLeft(), curr->logicalTop(), curr->logicalHeight(), paintInfo));
+ if (rightGap)
+ result.uniteRight(logicalRightSelectionGap(rootBlock, rootBlockPhysicalPosition, offsetFromRootBlock, this, curr->logicalRight(), curr->logicalTop(), curr->logicalHeight(), paintInfo));
+
+ // Update lastLogicalTop to be just underneath the object. lastLogicalLeft and lastLogicalRight 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.
+ lastLogicalTop = blockDirectionOffset(rootBlock, offsetFromRootBlock) + curr->logicalBottom();
+ lastLogicalLeft = logicalLeftSelectionOffset(rootBlock, curr->logicalBottom());
+ lastLogicalRight = logicalRightSelectionOffset(rootBlock, curr->logicalBottom());
+ } else if (childState != SelectionNone)
+ // We must be a block that has some selected object inside it. Go ahead and recur.
+ result.unite(toRenderBlock(curr)->selectionGaps(rootBlock, rootBlockPhysicalPosition, IntSize(offsetFromRootBlock.width() + curr->x(), offsetFromRootBlock.height() + curr->y()),
+ lastLogicalTop, lastLogicalLeft, lastLogicalRight, paintInfo));
+ }
+ return result;
+}
+
+IntRect RenderBlock::blockSelectionGap(RenderBlock* rootBlock, const IntPoint& rootBlockPhysicalPosition, const IntSize& offsetFromRootBlock,
+ int lastLogicalTop, int lastLogicalLeft, int lastLogicalRight, int logicalBottom, const PaintInfo* paintInfo)
+{
+ int logicalTop = lastLogicalTop;
+ int logicalHeight = blockDirectionOffset(rootBlock, offsetFromRootBlock) + logicalBottom - logicalTop;
+ if (logicalHeight <= 0)
+ return IntRect();
+
+ // Get the selection offsets for the bottom of the gap
+ int logicalLeft = max(lastLogicalLeft, logicalLeftSelectionOffset(rootBlock, logicalBottom));
+ int logicalRight = min(lastLogicalRight, logicalRightSelectionOffset(rootBlock, logicalBottom));
+ int logicalWidth = logicalRight - logicalLeft;
+ if (logicalWidth <= 0)
+ return IntRect();
+
+ IntRect gapRect = rootBlock->logicalRectToPhysicalRect(rootBlockPhysicalPosition, IntRect(logicalLeft, logicalTop, logicalWidth, logicalHeight));
+ if (paintInfo)
+ paintInfo->context->fillRect(gapRect, selectionBackgroundColor(), style()->colorSpace());
+ return gapRect;
+}
+
+IntRect RenderBlock::logicalLeftSelectionGap(RenderBlock* rootBlock, const IntPoint& rootBlockPhysicalPosition, const IntSize& offsetFromRootBlock,
+ RenderObject* selObj, int logicalLeft, int logicalTop, int logicalHeight, const PaintInfo* paintInfo)
+{
+ int rootBlockLogicalTop = blockDirectionOffset(rootBlock, offsetFromRootBlock) + logicalTop;
+ int rootBlockLogicalLeft = max(logicalLeftSelectionOffset(rootBlock, logicalTop), logicalLeftSelectionOffset(rootBlock, logicalTop + logicalHeight));
+ int rootBlockLogicalRight = min(inlineDirectionOffset(rootBlock, offsetFromRootBlock) + logicalLeft, min(logicalRightSelectionOffset(rootBlock, logicalTop), logicalRightSelectionOffset(rootBlock, logicalTop + logicalHeight)));
+ int rootBlockLogicalWidth = rootBlockLogicalRight - rootBlockLogicalLeft;
+ if (rootBlockLogicalWidth <= 0)
+ return IntRect();
+
+ IntRect gapRect = rootBlock->logicalRectToPhysicalRect(rootBlockPhysicalPosition, IntRect(rootBlockLogicalLeft, rootBlockLogicalTop, rootBlockLogicalWidth, logicalHeight));
+ if (paintInfo)
+ paintInfo->context->fillRect(gapRect, selObj->selectionBackgroundColor(), selObj->style()->colorSpace());
+ return gapRect;
+}
+
+IntRect RenderBlock::logicalRightSelectionGap(RenderBlock* rootBlock, const IntPoint& rootBlockPhysicalPosition, const IntSize& offsetFromRootBlock,
+ RenderObject* selObj, int logicalRight, int logicalTop, int logicalHeight, const PaintInfo* paintInfo)
+{
+ int rootBlockLogicalTop = blockDirectionOffset(rootBlock, offsetFromRootBlock) + logicalTop;
+ int rootBlockLogicalLeft = max(inlineDirectionOffset(rootBlock, offsetFromRootBlock) + logicalRight, max(logicalLeftSelectionOffset(rootBlock, logicalTop), logicalLeftSelectionOffset(rootBlock, logicalTop + logicalHeight)));
+ int rootBlockLogicalRight = min(logicalRightSelectionOffset(rootBlock, logicalTop), logicalRightSelectionOffset(rootBlock, logicalTop + logicalHeight));
+ int rootBlockLogicalWidth = rootBlockLogicalRight - rootBlockLogicalLeft;
+ if (rootBlockLogicalWidth <= 0)
+ return IntRect();
+
+ IntRect gapRect = rootBlock->logicalRectToPhysicalRect(rootBlockPhysicalPosition, IntRect(rootBlockLogicalLeft, rootBlockLogicalTop, rootBlockLogicalWidth, logicalHeight));
+ if (paintInfo)
+ paintInfo->context->fillRect(gapRect, selObj->selectionBackgroundColor(), selObj->style()->colorSpace());
+ return gapRect;
+}
+
+void RenderBlock::getSelectionGapInfo(SelectionState state, bool& leftGap, bool& rightGap)
+{
+ bool ltr = style()->isLeftToRightDirection();
+ 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::logicalLeftSelectionOffset(RenderBlock* rootBlock, int position)
+{
+ int logicalLeft = logicalLeftOffsetForLine(position, false);
+ if (logicalLeft == logicalLeftOffsetForContent()) {
+ if (rootBlock != this)
+ // The border can potentially be further extended by our containingBlock().
+ return containingBlock()->logicalLeftSelectionOffset(rootBlock, position + logicalTop());
+ return logicalLeft;
+ } else {
+ RenderBlock* cb = this;
+ while (cb != rootBlock) {
+ logicalLeft += cb->logicalLeft();
+ cb = cb->containingBlock();
+ }
+ }
+ return logicalLeft;
+}
+
+int RenderBlock::logicalRightSelectionOffset(RenderBlock* rootBlock, int position)
+{
+ int logicalRight = logicalRightOffsetForLine(position, false);
+ if (logicalRight == logicalRightOffsetForContent()) {
+ if (rootBlock != this)
+ // The border can potentially be further extended by our containingBlock().
+ return containingBlock()->logicalRightSelectionOffset(rootBlock, position + logicalTop());
+ return logicalRight;
+ } else {
+ RenderBlock* cb = this;
+ while (cb != rootBlock) {
+ logicalRight += cb->logicalLeft();
+ cb = cb->containingBlock();
+ }
+ }
+ return logicalRight;
+}
+
+void RenderBlock::insertPositionedObject(RenderBox* o)
+{
+ // Create the list of special objects if we don't aleady have one
+ if (!m_positionedObjects)
+ m_positionedObjects = new PositionedObjectsListHashSet;
+
+ m_positionedObjects->add(o);
+}
+
+void RenderBlock::removePositionedObject(RenderBox* o)
+{
+ if (m_positionedObjects)
+ m_positionedObjects->remove(o);
+}
+
+void RenderBlock::removePositionedObjects(RenderBlock* o)
+{
+ if (!m_positionedObjects)
+ return;
+
+ RenderBox* r;
+
+ Iterator end = m_positionedObjects->end();
+
+ Vector<RenderBox*, 16> deadObjects;
+
+ for (Iterator it = m_positionedObjects->begin(); it != end; ++it) {
+ r = *it;
+ if (!o || r->isDescendantOf(o)) {
+ if (o)
+ r->setChildNeedsLayout(true, false);
+
+ // It is parent blocks job to add positioned child to positioned objects list of its containing block
+ // Parent layout needs to be invalidated to ensure this happens.
+ RenderObject* p = r->parent();
+ while (p && !p->isRenderBlock())
+ p = p->parent();
+ if (p)
+ p->setChildNeedsLayout(true);
+
+ deadObjects.append(r);
+ }
+ }
+
+ for (unsigned i = 0; i < deadObjects.size(); i++)
+ m_positionedObjects->remove(deadObjects.at(i));
+}
+
+RenderBlock::FloatingObject* RenderBlock::insertFloatingObject(RenderBox* o)
+{
+ ASSERT(o->isFloating());
+
+ // Create the list of special objects if we don't aleady have one
+ if (!m_floatingObjects) {
+ m_floatingObjects = new DeprecatedPtrList<FloatingObject>;
+ m_floatingObjects->setAutoDelete(true);
+ } else {
+ // Don't insert the object again if it's already in the list
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ FloatingObject* f;
+ while ( (f = it.current()) ) {
+ if (f->m_renderer == o)
+ return f;
+ ++it;
+ }
+ }
+
+ // Create the special object entry & append it to the list
+
+ FloatingObject* newObj = new FloatingObject(o->style()->floating() == FLEFT ? FloatingObject::FloatLeft : FloatingObject::FloatRight);
+
+ // Our location is irrelevant if we're unsplittable or no pagination is in effect.
+ // Just go ahead and lay out the float.
+ bool isChildRenderBlock = o->isRenderBlock();
+ if (isChildRenderBlock && !o->needsLayout() && view()->layoutState()->pageLogicalHeightChanged())
+ o->setChildNeedsLayout(true, false);
+
+ bool affectedByPagination = isChildRenderBlock && view()->layoutState()->m_pageLogicalHeight;
+ if (!affectedByPagination || isWritingModeRoot()) // We are unsplittable if we're a block flow root.
+ o->layoutIfNeeded();
+ else {
+ o->computeLogicalWidth();
+ o->computeBlockDirectionMargins(this);
+ }
+ setLogicalWidthForFloat(newObj, logicalWidthForChild(o) + marginStartForChild(o) + marginEndForChild(o));
+
+ newObj->m_shouldPaint = !o->hasSelfPaintingLayer(); // If a layer exists, the float will paint itself. Otherwise someone else will.
+ newObj->m_isDescendant = true;
+ newObj->m_renderer = o;
+
+ m_floatingObjects->append(newObj);
+
+ return newObj;
+}
+
+void RenderBlock::removeFloatingObject(RenderBox* o)
+{
+ if (m_floatingObjects) {
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ while (it.current()) {
+ if (it.current()->m_renderer == o) {
+ if (childrenInline()) {
+ int logicalTop = logicalTopForFloat(it.current());
+ int logicalBottom = logicalBottomForFloat(it.current());
+
+ // Special-case zero- and less-than-zero-height floats: those don't touch
+ // the line that they're on, but it still needs to be dirtied. This is
+ // accomplished by pretending they have a height of 1.
+ logicalBottom = max(logicalBottom, logicalTop + 1);
+ markLinesDirtyInBlockRange(0, logicalBottom);
+ }
+ m_floatingObjects->removeRef(it.current());
+ }
+ ++it;
+ }
+ }
+}
+
+void RenderBlock::removeFloatingObjectsBelow(FloatingObject* lastFloat, int y)
+{
+ if (!m_floatingObjects)
+ return;
+
+ FloatingObject* curr = m_floatingObjects->last();
+ while (curr != lastFloat && (!curr->isPlaced() || curr->top() >= y)) {
+ m_floatingObjects->removeLast();
+ curr = m_floatingObjects->last();
+ }
+}
+
+bool RenderBlock::positionNewFloats()
+{
+ if (!m_floatingObjects)
+ return false;
+
+ FloatingObject* floatingObject = m_floatingObjects->last();
+
+ // If all floats have already been positioned, then we have no work to do.
+ if (!floatingObject || floatingObject->isPlaced())
+ return false;
+
+ // Move backwards through our floating object list until we find a float that has
+ // already been positioned. Then we'll be able to move forward, positioning all of
+ // the new floats that need it.
+ FloatingObject* lastFloat = m_floatingObjects->getPrev();
+ while (lastFloat && !lastFloat->isPlaced()) {
+ floatingObject = m_floatingObjects->prev();
+ lastFloat = m_floatingObjects->getPrev();
+ }
+
+ int logicalTop = logicalHeight();
+
+ // The float cannot start above the top position of the last positioned float.
+ if (lastFloat)
+ logicalTop = max(logicalTopForFloat(lastFloat), logicalTop);
+
+ // Now walk through the set of unpositioned floats and place them.
+ while (floatingObject) {
+ // The containing block is responsible for positioning floats, so if we have floats in our
+ // list that come from somewhere else, do not attempt to position them.
+ if (floatingObject->renderer()->containingBlock() != this) {
+ floatingObject = m_floatingObjects->next();
+ continue;
+ }
+
+ RenderBox* childBox = floatingObject->renderer();
+ int childLogicalLeftMargin = style()->isLeftToRightDirection() ? marginStartForChild(childBox) : marginEndForChild(childBox);
+
+ int rightOffset = logicalRightOffsetForContent(); // Constant part of right offset.
+ int leftOffset = logicalLeftOffsetForContent(); // Constant part of left offset.
+ int floatLogicalWidth = logicalWidthForFloat(floatingObject); // The width we look for.
+ if (rightOffset - leftOffset < floatLogicalWidth)
+ floatLogicalWidth = rightOffset - leftOffset; // Never look for more than what will be available.
+
+ IntRect oldRect(childBox->x(), childBox->y() , childBox->width(), childBox->height());
+
+ if (childBox->style()->clear() & CLEFT)
+ logicalTop = max(lowestFloatLogicalBottom(FloatingObject::FloatLeft), logicalTop);
+ if (childBox->style()->clear() & CRIGHT)
+ logicalTop = max(lowestFloatLogicalBottom(FloatingObject::FloatRight), logicalTop);
+
+ int floatLogicalLeft;
+ if (childBox->style()->floating() == FLEFT) {
+ int heightRemainingLeft = 1;
+ int heightRemainingRight = 1;
+ floatLogicalLeft = logicalLeftOffsetForLine(logicalTop, leftOffset, false, &heightRemainingLeft);
+ while (logicalRightOffsetForLine(logicalTop, rightOffset, false, &heightRemainingRight) - floatLogicalLeft < floatLogicalWidth) {
+ logicalTop += min(heightRemainingLeft, heightRemainingRight);
+ floatLogicalLeft = logicalLeftOffsetForLine(logicalTop, leftOffset, false, &heightRemainingLeft);
+ }
+ floatLogicalLeft = max(0, floatLogicalLeft);
+ } else {
+ int heightRemainingLeft = 1;
+ int heightRemainingRight = 1;
+ floatLogicalLeft = logicalRightOffsetForLine(logicalTop, rightOffset, false, &heightRemainingRight);
+ while (floatLogicalLeft - logicalLeftOffsetForLine(logicalTop, leftOffset, false, &heightRemainingLeft) < floatLogicalWidth) {
+ logicalTop += min(heightRemainingLeft, heightRemainingRight);
+ floatLogicalLeft = logicalRightOffsetForLine(logicalTop, rightOffset, false, &heightRemainingRight);
+ }
+ floatLogicalLeft -= logicalWidthForFloat(floatingObject); // Use the original width of the float here, since the local variable
+ // |floatLogicalWidth| was capped to the available line width.
+ // See fast/block/float/clamped-right-float.html.
+ }
+
+ setLogicalLeftForFloat(floatingObject, floatLogicalLeft);
+ setLogicalLeftForChild(childBox, floatLogicalLeft + childLogicalLeftMargin);
+ setLogicalTopForChild(childBox, logicalTop + marginBeforeForChild(childBox));
+
+ if (view()->layoutState()->isPaginated()) {
+ RenderBlock* childBlock = childBox->isRenderBlock() ? toRenderBlock(childBox) : 0;
+
+ if (!childBox->needsLayout())
+ childBox->markForPaginationRelayoutIfNeeded();;
+ childBox->layoutIfNeeded();
+
+ // If we are unsplittable and don't fit, then we need to move down.
+ // We include our margins as part of the unsplittable area.
+ int newLogicalTop = adjustForUnsplittableChild(childBox, logicalTop, true);
+
+ // See if we have a pagination strut that is making us move down further.
+ // Note that an unsplittable child can't also have a pagination strut, so this is
+ // exclusive with the case above.
+ if (childBlock && childBlock->paginationStrut()) {
+ newLogicalTop += childBlock->paginationStrut();
+ childBlock->setPaginationStrut(0);
+ }
+
+ if (newLogicalTop != logicalTop) {
+ floatingObject->m_paginationStrut = newLogicalTop - logicalTop;
+ logicalTop = newLogicalTop;
+ setLogicalTopForChild(childBox, logicalTop + marginBeforeForChild(childBox));
+ if (childBlock)
+ childBlock->setChildNeedsLayout(true, false);
+ childBox->layoutIfNeeded();
+ }
+ }
+
+ setLogicalTopForFloat(floatingObject, logicalTop);
+ setLogicalHeightForFloat(floatingObject, logicalHeightForChild(childBox) + marginBeforeForChild(childBox) + marginAfterForChild(childBox));
+
+ floatingObject->setIsPlaced();
+
+ // If the child moved, we have to repaint it.
+ if (childBox->checkForRepaintDuringLayout())
+ childBox->repaintDuringLayoutIfMoved(oldRect);
+
+ floatingObject = m_floatingObjects->next();
+ }
+ return true;
+}
+
+bool RenderBlock::positionNewFloatOnLine(FloatingObject* newFloat, FloatingObject* lastFloatFromPreviousLine)
+{
+ bool didPosition = positionNewFloats();
+ if (!didPosition || !newFloat->m_paginationStrut)
+ return didPosition;
+
+ int floatLogicalTop = logicalTopForFloat(newFloat);
+ int paginationStrut = newFloat->m_paginationStrut;
+ FloatingObject* f = m_floatingObjects->last();
+
+ ASSERT(f == newFloat);
+
+ if (floatLogicalTop - paginationStrut != logicalHeight())
+ return didPosition;
+
+ for (f = m_floatingObjects->prev(); f && f != lastFloatFromPreviousLine; f = m_floatingObjects->prev()) {
+ if (logicalTopForFloat(f) == logicalHeight()) {
+ ASSERT(!f->m_paginationStrut);
+ f->m_paginationStrut = paginationStrut;
+ RenderBox* o = f->m_renderer;
+ setLogicalTopForChild(o, logicalTopForChild(o) + marginBeforeForChild(o) + paginationStrut);
+ if (o->isRenderBlock())
+ toRenderBlock(o)->setChildNeedsLayout(true, false);
+ o->layoutIfNeeded();
+ setLogicalTopForFloat(f, logicalTopForFloat(f) + f->m_paginationStrut);
+ }
+ }
+
+ setLogicalHeight(logicalHeight() + paginationStrut);
+
+ return didPosition;
+}
+
+void RenderBlock::newLine(EClear clear)
+{
+ positionNewFloats();
+ // set y position
+ int newY = 0;
+ switch (clear)
+ {
+ case CLEFT:
+ newY = lowestFloatLogicalBottom(FloatingObject::FloatLeft);
+ break;
+ case CRIGHT:
+ newY = lowestFloatLogicalBottom(FloatingObject::FloatRight);
+ break;
+ case CBOTH:
+ newY = lowestFloatLogicalBottom();
+ default:
+ break;
+ }
+ if (height() < newY)
+ setLogicalHeight(newY);
+}
+
+void RenderBlock::addPercentHeightDescendant(RenderBox* descendant)
+{
+ if (!gPercentHeightDescendantsMap) {
+ gPercentHeightDescendantsMap = new PercentHeightDescendantsMap;
+ gPercentHeightContainerMap = new PercentHeightContainerMap;
+ }
+
+ HashSet<RenderBox*>* descendantSet = gPercentHeightDescendantsMap->get(this);
+ if (!descendantSet) {
+ descendantSet = new HashSet<RenderBox*>;
+ gPercentHeightDescendantsMap->set(this, descendantSet);
+ }
+ bool added = descendantSet->add(descendant).second;
+ if (!added) {
+ ASSERT(gPercentHeightContainerMap->get(descendant));
+ ASSERT(gPercentHeightContainerMap->get(descendant)->contains(this));
+ return;
+ }
+
+ HashSet<RenderBlock*>* containerSet = gPercentHeightContainerMap->get(descendant);
+ if (!containerSet) {
+ containerSet = new HashSet<RenderBlock*>;
+ gPercentHeightContainerMap->set(descendant, containerSet);
+ }
+ ASSERT(!containerSet->contains(this));
+ containerSet->add(this);
+}
+
+void RenderBlock::removePercentHeightDescendant(RenderBox* descendant)
+{
+ if (!gPercentHeightContainerMap)
+ return;
+
+ HashSet<RenderBlock*>* containerSet = gPercentHeightContainerMap->take(descendant);
+ if (!containerSet)
+ return;
+
+ HashSet<RenderBlock*>::iterator end = containerSet->end();
+ for (HashSet<RenderBlock*>::iterator it = containerSet->begin(); it != end; ++it) {
+ RenderBlock* container = *it;
+ HashSet<RenderBox*>* descendantSet = gPercentHeightDescendantsMap->get(container);
+ ASSERT(descendantSet);
+ if (!descendantSet)
+ continue;
+ ASSERT(descendantSet->contains(descendant));
+ descendantSet->remove(descendant);
+ if (descendantSet->isEmpty()) {
+ gPercentHeightDescendantsMap->remove(container);
+ delete descendantSet;
+ }
+ }
+
+ delete containerSet;
+}
+
+HashSet<RenderBox*>* RenderBlock::percentHeightDescendants() const
+{
+ return gPercentHeightDescendantsMap ? gPercentHeightDescendantsMap->get(this) : 0;
+}
+
+int RenderBlock::logicalLeftOffsetForLine(int logicalTop, int fixedOffset, bool applyTextIndent, int* heightRemaining) const
+{
+ int left = fixedOffset;
+ if (m_floatingObjects) {
+ if (heightRemaining)
+ *heightRemaining = 1;
+ FloatingObject* r;
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ for ( ; (r = it.current()); ++it) {
+ if (r->isPlaced() && logicalTopForFloat(r) <= logicalTop && logicalBottomForFloat(r) > logicalTop
+ && r->type() == FloatingObject::FloatLeft
+ && logicalRightForFloat(r) > left) {
+ left = logicalRightForFloat(r);
+ if (heightRemaining)
+ *heightRemaining = logicalBottomForFloat(r) - logicalTop;
+ }
+ }
+ }
+
+ if (applyTextIndent && style()->isLeftToRightDirection()) {
+ int cw = 0;
+ if (style()->textIndent().isPercent())
+ cw = containingBlock()->availableLogicalWidth();
+ left += style()->textIndent().calcMinValue(cw);
+ }
+
+ return left;
+}
+
+int RenderBlock::logicalRightOffsetForLine(int logicalTop, int fixedOffset, bool applyTextIndent, int* heightRemaining) const
+{
+ int right = fixedOffset;
+
+ if (m_floatingObjects) {
+ if (heightRemaining)
+ *heightRemaining = 1;
+ FloatingObject* r;
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ for ( ; (r = it.current()); ++it) {
+ if (r->isPlaced() && logicalTopForFloat(r) <= logicalTop && logicalBottomForFloat(r) > logicalTop
+ && r->type() == FloatingObject::FloatRight
+ && logicalLeftForFloat(r) < right) {
+ right = logicalLeftForFloat(r);
+ if (heightRemaining)
+ *heightRemaining = logicalBottomForFloat(r) - logicalTop;
+ }
+ }
+ }
+
+ if (applyTextIndent && !style()->isLeftToRightDirection()) {
+ int cw = 0;
+ if (style()->textIndent().isPercent())
+ cw = containingBlock()->availableLogicalWidth();
+ right -= style()->textIndent().calcMinValue(cw);
+ }
+
+ return right;
+}
+
+int
+RenderBlock::availableLogicalWidthForLine(int position, bool firstLine) const
+{
+ int result = logicalRightOffsetForLine(position, firstLine) - logicalLeftOffsetForLine(position, firstLine);
+ return (result < 0) ? 0 : result;
+}
+
+int RenderBlock::nextFloatLogicalBottomBelow(int logicalHeight) const
+{
+ if (!m_floatingObjects)
+ return 0;
+
+ int bottom = INT_MAX;
+ FloatingObject* r;
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ for ( ; (r = it.current()); ++it) {
+ int floatBottom = logicalBottomForFloat(r);
+ if (floatBottom > logicalHeight)
+ bottom = min(floatBottom, bottom);
+ }
+
+ return bottom == INT_MAX ? 0 : bottom;
+}
+
+int RenderBlock::lowestFloatLogicalBottom(FloatingObject::Type floatType) const
+{
+ if (!m_floatingObjects)
+ return 0;
+ int lowestFloatBottom = 0;
+ FloatingObject* r;
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ for ( ; (r = it.current()); ++it) {
+ if (r->isPlaced() && r->type() & floatType)
+ lowestFloatBottom = max(lowestFloatBottom, logicalBottomForFloat(r));
+ }
+ return lowestFloatBottom;
+}
+
+void RenderBlock::markLinesDirtyInBlockRange(int logicalTop, int logicalBottom, RootInlineBox* highest)
+{
+ if (logicalTop >= logicalBottom)
+ return;
+
+ RootInlineBox* lowestDirtyLine = lastRootBox();
+ RootInlineBox* afterLowest = lowestDirtyLine;
+ while (lowestDirtyLine && lowestDirtyLine->blockLogicalHeight() >= logicalBottom) {
+ afterLowest = lowestDirtyLine;
+ lowestDirtyLine = lowestDirtyLine->prevRootBox();
+ }
+
+ while (afterLowest && afterLowest != highest && afterLowest->blockLogicalHeight() >= logicalTop) {
+ afterLowest->markDirty();
+ afterLowest = afterLowest->prevRootBox();
+ }
+}
+
+void RenderBlock::clearFloats()
+{
+ // Inline blocks are covered by the isReplaced() check in the avoidFloats method.
+ if (avoidsFloats() || isRoot() || isRenderView() || isFloatingOrPositioned() || isTableCell()) {
+ if (m_floatingObjects)
+ m_floatingObjects->clear();
+ return;
+ }
+
+ typedef HashMap<RenderObject*, FloatingObject*> RendererToFloatInfoMap;
+ RendererToFloatInfoMap floatMap;
+
+ if (m_floatingObjects) {
+ if (childrenInline()) {
+ m_floatingObjects->first();
+ while (FloatingObject* f = m_floatingObjects->take())
+ floatMap.add(f->m_renderer, f);
+ } else
+ m_floatingObjects->clear();
+ }
+
+ // We should not process floats if the parent node is not a RenderBlock. Otherwise, we will add
+ // floats in an invalid context. This will cause a crash arising from a bad cast on the parent.
+ // See <rdar://problem/8049753>, where float property is applied on a text node in a SVG.
+ if (!parent() || !parent()->isRenderBlock())
+ return;
+
+ // Attempt to locate a previous sibling with overhanging floats. We skip any elements that are
+ // out of flow (like floating/positioned elements), and we also skip over any objects that may have shifted
+ // to avoid floats.
+ bool parentHasFloats = false;
+ RenderBlock* parentBlock = toRenderBlock(parent());
+ RenderObject* prev = previousSibling();
+ while (prev && (prev->isFloatingOrPositioned() || !prev->isBox() || !prev->isRenderBlock() || toRenderBlock(prev)->avoidsFloats())) {
+ if (prev->isFloating())
+ parentHasFloats = true;
+ prev = prev->previousSibling();
+ }
+
+ // First add in floats from the parent.
+ int logicalTopOffset = logicalTop();
+ if (parentHasFloats)
+ addIntrudingFloats(parentBlock, parentBlock->logicalLeftOffsetForContent(), logicalTopOffset);
+
+ int logicalLeftOffset = 0;
+ if (prev)
+ logicalTopOffset -= toRenderBox(prev)->logicalTop();
+ else {
+ prev = parentBlock;
+ logicalLeftOffset += parentBlock->logicalLeftOffsetForContent();
+ }
+
+ // Add overhanging floats from the previous RenderBlock, but only if it has a float that intrudes into our space.
+ if (!prev || !prev->isRenderBlock())
+ return;
+
+ RenderBlock* block = toRenderBlock(prev);
+ if (block->m_floatingObjects && block->lowestFloatLogicalBottom() > logicalTopOffset)
+ addIntrudingFloats(block, logicalLeftOffset, logicalTopOffset);
+
+ if (childrenInline()) {
+ int changeLogicalTop = numeric_limits<int>::max();
+ int changeLogicalBottom = numeric_limits<int>::min();
+ if (m_floatingObjects) {
+ for (FloatingObject* f = m_floatingObjects->first(); f; f = m_floatingObjects->next()) {
+ FloatingObject* oldFloatingObject = floatMap.get(f->m_renderer);
+ int logicalBottom = logicalBottomForFloat(f);
+ if (oldFloatingObject) {
+ int oldLogicalBottom = logicalBottomForFloat(oldFloatingObject);
+ if (logicalWidthForFloat(f) != logicalWidthForFloat(oldFloatingObject) || logicalLeftForFloat(f) != logicalLeftForFloat(oldFloatingObject)) {
+ changeLogicalTop = 0;
+ changeLogicalBottom = max(changeLogicalBottom, max(logicalBottom, oldLogicalBottom));
+ } else if (logicalBottom != oldLogicalBottom) {
+ changeLogicalTop = min(changeLogicalTop, min(logicalBottom, oldLogicalBottom));
+ changeLogicalBottom = max(changeLogicalBottom, max(logicalBottom, oldLogicalBottom));
+ }
+
+ floatMap.remove(f->m_renderer);
+ delete oldFloatingObject;
+ } else {
+ changeLogicalTop = 0;
+ changeLogicalBottom = max(changeLogicalBottom, logicalBottom);
+ }
+ }
+ }
+
+ RendererToFloatInfoMap::iterator end = floatMap.end();
+ for (RendererToFloatInfoMap::iterator it = floatMap.begin(); it != end; ++it) {
+ FloatingObject* floatingObject = (*it).second;
+ if (!floatingObject->m_isDescendant) {
+ changeLogicalTop = 0;
+ changeLogicalBottom = max(changeLogicalBottom, logicalBottomForFloat(floatingObject));
+ }
+ }
+ deleteAllValues(floatMap);
+
+ markLinesDirtyInBlockRange(changeLogicalTop, changeLogicalBottom);
+ }
+}
+
+int RenderBlock::addOverhangingFloats(RenderBlock* child, int logicalLeftOffset, int logicalTopOffset, bool makeChildPaintOtherFloats)
+{
+ // Prevent floats from being added to the canvas by the root element, e.g., <html>.
+ if (child->hasOverflowClip() || !child->containsFloats() || child->isRoot() || child->hasColumns() || child->isWritingModeRoot())
+ return 0;
+
+ int lowestFloatLogicalBottom = 0;
+
+ // Floats that will remain the child's responsibility to paint should factor into its
+ // overflow.
+ DeprecatedPtrListIterator<FloatingObject> it(*child->m_floatingObjects);
+ for (FloatingObject* r; (r = it.current()); ++it) {
+ int logicalBottom = child->logicalTop() + logicalBottomForFloat(r);
+ lowestFloatLogicalBottom = max(lowestFloatLogicalBottom, logicalBottom);
+
+ if (logicalBottom > logicalHeight()) {
+ // If the object is not in the list, we add it now.
+ if (!containsFloat(r->m_renderer)) {
+ int leftOffset = style()->isHorizontalWritingMode() ? logicalLeftOffset : logicalTopOffset;
+ int topOffset = style()->isHorizontalWritingMode() ? logicalTopOffset : logicalLeftOffset;
+ FloatingObject* floatingObj = new FloatingObject(r->type(), IntRect(r->left() - leftOffset, r->top() - topOffset, r->width(), r->height()));
+ floatingObj->m_renderer = r->m_renderer;
+
+ // The nearest enclosing layer always paints the float (so that zindex and stacking
+ // behaves properly). We always want to propagate the desire to paint the float as
+ // far out as we can, to the outermost block that overlaps the float, stopping only
+ // if we hit a self-painting layer boundary.
+ if (r->m_renderer->enclosingFloatPaintingLayer() == enclosingFloatPaintingLayer())
+ r->m_shouldPaint = false;
+ else
+ floatingObj->m_shouldPaint = false;
+
+ floatingObj->m_isDescendant = 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->m_shouldPaint && !r->m_renderer->hasSelfPaintingLayer() &&
+ r->m_renderer->isDescendantOf(child) && r->m_renderer->enclosingFloatPaintingLayer() == child->enclosingFloatPaintingLayer()) {
+ // The float is not overhanging from this block, so if it is a descendant of the child, the child should
+ // paint it (the other case is that it is intruding into the child), unless it has its own layer or enclosing
+ // layer.
+ // If makeChildPaintOtherFloats is false, it means that the child must already know about all the floats
+ // it should paint.
+ r->m_shouldPaint = true;
+ }
+
+ // Since the float doesn't overhang, it didn't get put into our list. We need to go ahead and add its overflow in to the
+ // child now.
+ if (r->m_isDescendant)
+ child->addOverflowFromChild(r->m_renderer, IntSize(r->left() + r->m_renderer->marginLeft(), r->top() + r->m_renderer->marginTop()));
+ }
+ }
+ return lowestFloatLogicalBottom;
+}
+
+void RenderBlock::addIntrudingFloats(RenderBlock* prev, int logicalLeftOffset, int logicalTopOffset)
+{
+ // If the parent or previous sibling doesn't have any floats to add, don't bother.
+ if (!prev->m_floatingObjects)
+ return;
+
+ logicalLeftOffset += (style()->isHorizontalWritingMode() ? marginLeft() : marginTop());
+
+ DeprecatedPtrListIterator<FloatingObject> it(*prev->m_floatingObjects);
+ for (FloatingObject *r; (r = it.current()); ++it) {
+ if (logicalBottomForFloat(r) > logicalTopOffset) {
+ // The object may already be in our list. Check for it up front to avoid
+ // creating duplicate entries.
+ FloatingObject* f = 0;
+ if (m_floatingObjects) {
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ while ((f = it.current())) {
+ if (f->m_renderer == r->m_renderer)
+ break;
+ ++it;
+ }
+ }
+ if (!f) {
+ int leftOffset = style()->isHorizontalWritingMode() ? logicalLeftOffset : logicalTopOffset;
+ int topOffset = style()->isHorizontalWritingMode() ? logicalTopOffset : logicalLeftOffset;
+
+ FloatingObject* floatingObj = new FloatingObject(r->type(), IntRect(r->left() - leftOffset, r->top() - topOffset, r->width(), r->height()));
+
+ // Applying the child's margin makes no sense in the case where the child was passed in.
+ // since this margin was added already through the modification of the |logicalLeftOffset| variable
+ // above. |logicalLeftOffset| will equal the margin in this case, so it's already been taken
+ // into account. Only apply this code if prev is the parent, since otherwise the left margin
+ // will get applied twice.
+ if (prev != parent()) {
+ if (style()->isHorizontalWritingMode())
+ floatingObj->setLeft(floatingObj->left() + prev->marginLeft());
+ else
+ floatingObj->setTop(floatingObj->top() + prev->marginTop());
+ }
+
+ floatingObj->m_shouldPaint = false; // We are not in the direct inheritance chain for this float. We will never paint it.
+ floatingObj->m_renderer = r->m_renderer;
+
+ // We create the floating object list lazily.
+ if (!m_floatingObjects) {
+ m_floatingObjects = new DeprecatedPtrList<FloatingObject>;
+ m_floatingObjects->setAutoDelete(true);
+ }
+ m_floatingObjects->append(floatingObj);
+ }
+ }
+ }
+}
+
+bool RenderBlock::avoidsFloats() const
+{
+ // Floats can't intrude into our box if we have a non-auto column count or width.
+ return RenderBox::avoidsFloats() || !style()->hasAutoColumnCount() || !style()->hasAutoColumnWidth();
+}
+
+bool RenderBlock::containsFloat(RenderObject* o)
+{
+ if (m_floatingObjects) {
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ while (it.current()) {
+ if (it.current()->m_renderer == o)
+ return true;
+ ++it;
+ }
+ }
+ return false;
+}
+
+void RenderBlock::markAllDescendantsWithFloatsForLayout(RenderBox* floatToRemove, bool inLayout)
+{
+ if (!m_everHadLayout)
+ return;
+
+ setChildNeedsLayout(true, !inLayout);
+
+ if (floatToRemove)
+ removeFloatingObject(floatToRemove);
+
+ // Iterate over our children and mark them as needed.
+ if (!childrenInline()) {
+ for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
+ if ((!floatToRemove && child->isFloatingOrPositioned()) || !child->isRenderBlock())
+ continue;
+ RenderBlock* childBlock = toRenderBlock(child);
+ if ((floatToRemove ? childBlock->containsFloat(floatToRemove) : childBlock->containsFloats()) || childBlock->shrinkToAvoidFloats())
+ childBlock->markAllDescendantsWithFloatsForLayout(floatToRemove, inLayout);
+ }
+ }
+}
+
+int RenderBlock::getClearDelta(RenderBox* child, int yPos)
+{
+ // There is no need to compute clearance if we have no floats.
+ if (!containsFloats())
+ return 0;
+
+ // At least one float is present. We need to perform the clearance computation.
+ bool clearSet = child->style()->clear() != CNONE;
+ int bottom = 0;
+ switch (child->style()->clear()) {
+ case CNONE:
+ break;
+ case CLEFT:
+ bottom = lowestFloatLogicalBottom(FloatingObject::FloatLeft);
+ break;
+ case CRIGHT:
+ bottom = lowestFloatLogicalBottom(FloatingObject::FloatRight);
+ break;
+ case CBOTH:
+ bottom = lowestFloatLogicalBottom();
+ break;
+ }
+
+ // We also clear floats if we are too big to sit on the same line as a float (and wish to avoid floats by default).
+ int result = clearSet ? max(0, bottom - yPos) : 0;
+ if (!result && child->avoidsFloats()) {
+ int y = yPos;
+ while (true) {
+ int widthAtY = availableLogicalWidthForLine(y, false);
+ if (widthAtY == availableLogicalWidth())
+ return y - yPos;
+
+ int oldChildY = child->y();
+ int oldChildWidth = child->width();
+ child->setY(y);
+ child->computeLogicalWidth();
+ int childWidthAtY = child->width();
+ child->setY(oldChildY);
+ child->setWidth(oldChildWidth);
+
+ if (childWidthAtY <= widthAtY)
+ return y - yPos;
+
+ y = nextFloatLogicalBottomBelow(y);
+ ASSERT(y >= yPos);
+ if (y < yPos)
+ break;
+ }
+ ASSERT_NOT_REACHED();
+ }
+ return result;
+}
+
+bool RenderBlock::isPointInOverflowControl(HitTestResult& result, int _x, int _y, int _tx, int _ty)
+{
+ if (!scrollsOverflow())
+ return false;
+
+ return layer()->hitTestOverflowControls(result, IntPoint(_x - _tx, _y - _ty));
+}
+
+bool RenderBlock::nodeAtPoint(const HitTestRequest& request, HitTestResult& result, int _x, int _y, int _tx, int _ty, HitTestAction hitTestAction)
+{
+ int tx = _tx + x();
+ int ty = _ty + y();
+
+ if (!isRenderView()) {
+ // Check if we need to do anything at all.
+ IntRect overflowBox = visualOverflowRect();
+ overflowBox.move(tx, ty);
+ if (!overflowBox.intersects(result.rectForPoint(_x, _y)))
+ return false;
+ }
+
+ if ((hitTestAction == HitTestBlockBackground || hitTestAction == HitTestChildBlockBackground) && isPointInOverflowControl(result, _x, _y, tx, ty)) {
+ updateHitTestResult(result, IntPoint(_x - tx, _y - ty));
+ // FIXME: isPointInOverflowControl() doesn't handle rect-based tests yet.
+ if (!result.addNodeToRectBasedTestResult(node(), _x, _y))
+ return true;
+ }
+
+ // If we have clipping, then we can't have any spillout.
+ bool useOverflowClip = hasOverflowClip() && !hasSelfPaintingLayer();
+ bool useClip = (hasControlClip() || useOverflowClip);
+ IntRect hitTestArea(result.rectForPoint(_x, _y));
+ bool checkChildren = !useClip || (hasControlClip() ? controlClipRect(tx, ty).intersects(hitTestArea) : overflowClipRect(tx, ty).intersects(hitTestArea));
+ if (checkChildren) {
+ // Hit test descendants first.
+ int scrolledX = tx;
+ int scrolledY = ty;
+ if (hasOverflowClip()) {
+ IntSize offset = layer()->scrolledContentOffset();
+ scrolledX -= offset.width();
+ scrolledY -= offset.height();
+ }
+
+ // Hit test contents if we don't have columns.
+ if (!hasColumns()) {
+ if (hitTestContents(request, result, _x, _y, scrolledX, scrolledY, hitTestAction)) {
+ updateHitTestResult(result, IntPoint(_x - tx, _y - ty));
+ return true;
+ }
+ if (hitTestAction == HitTestFloat && hitTestFloats(request, result, _x, _y, scrolledX, scrolledY))
+ return true;
+ } else if (hitTestColumns(request, result, _x, _y, scrolledX, scrolledY, hitTestAction)) {
+ updateHitTestResult(result, IntPoint(_x - tx, _y - ty));
+ return true;
+ }
+ }
+
+ // Now hit test our background
+ if (hitTestAction == HitTestBlockBackground || hitTestAction == HitTestChildBlockBackground) {
+ IntRect boundsRect(tx, ty, width(), height());
+ if (visibleToHitTesting() && boundsRect.intersects(result.rectForPoint(_x, _y))) {
+ updateHitTestResult(result, flipForWritingMode(IntPoint(_x - tx, _y - ty)));
+ if (!result.addNodeToRectBasedTestResult(node(), _x, _y, boundsRect))
+ return true;
+ }
+ }
+
+ return false;
+}
+
+bool RenderBlock::hitTestFloats(const HitTestRequest& request, HitTestResult& result, int x, int y, int tx, int ty)
+{
+ if (!m_floatingObjects)
+ return false;
+
+ if (isRenderView()) {
+ tx += toRenderView(this)->frameView()->scrollX();
+ ty += toRenderView(this)->frameView()->scrollY();
+ }
+
+ FloatingObject* floatingObject;
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ for (it.toLast(); (floatingObject = it.current()); --it) {
+ if (floatingObject->m_shouldPaint && !floatingObject->m_renderer->hasSelfPaintingLayer()) {
+ int xOffset = floatingObject->left() + floatingObject->m_renderer->marginLeft() - floatingObject->m_renderer->x();
+ int yOffset = floatingObject->top() + floatingObject->m_renderer->marginTop() - floatingObject->m_renderer->y();
+ IntPoint childPoint = flipForWritingMode(floatingObject->m_renderer, IntPoint(tx + xOffset, ty + yOffset), ParentToChildFlippingAdjustment);
+ if (floatingObject->m_renderer->hitTest(request, result, IntPoint(x, y), childPoint.x(), childPoint.y())) {
+ updateHitTestResult(result, IntPoint(x - childPoint.x(), y - childPoint.y()));
+ 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.
+ ColumnInfo* colInfo = columnInfo();
+ int colCount = columnCount(colInfo);
+ if (!colCount)
+ return false;
+ int left = borderLeft() + paddingLeft();
+ int currYOffset = 0;
+ int i;
+ for (i = 0; i < colCount; i++)
+ currYOffset -= columnRectAt(colInfo, i).height();
+ for (i = colCount - 1; i >= 0; i--) {
+ IntRect colRect = columnRectAt(colInfo, i);
+ int currXOffset = colRect.x() - left;
+ currYOffset += colRect.height();
+ colRect.move(tx, ty);
+
+ if (colRect.intersects(result.rectForPoint(x, y))) {
+ // The point is inside this column.
+ // Adjust tx and ty to change where we hit test.
+
+ int finalX = tx + currXOffset;
+ int finalY = ty + currYOffset;
+ if (result.isRectBasedTest() && !colRect.contains(result.rectForPoint(x, y)))
+ hitTestContents(request, result, x, y, finalX, finalY, hitTestAction);
+ else
+ return hitTestContents(request, result, x, y, finalX, finalY, hitTestAction) || (hitTestAction == HitTestFloat && hitTestFloats(request, result, x, y, finalX, finalY));
+ }
+ }
+
+ return false;
+}
+
+bool RenderBlock::hitTestContents(const HitTestRequest& request, HitTestResult& result, int x, int y, int tx, int ty, HitTestAction hitTestAction)
+{
+ if (childrenInline() && !isTable()) {
+ // We have to hit-test our line boxes.
+ if (m_lineBoxes.hitTest(this, request, result, x, y, tx, ty, hitTestAction))
+ return true;
+ } else {
+ // Hit test our children.
+ HitTestAction childHitTest = hitTestAction;
+ if (hitTestAction == HitTestChildBlockBackgrounds)
+ childHitTest = HitTestChildBlockBackground;
+ for (RenderBox* child = lastChildBox(); child; child = child->previousSiblingBox()) {
+ IntPoint childPoint = flipForWritingMode(child, IntPoint(tx, ty), ParentToChildFlippingAdjustment);
+ if (!child->hasSelfPaintingLayer() && !child->isFloating() && child->nodeAtPoint(request, result, x, y, childPoint.x(), childPoint.y(), childHitTest))
+ return true;
+ }
+ }
+
+ return false;
+}
+
+Position RenderBlock::positionForBox(InlineBox *box, bool start) const
+{
+ if (!box)
+ return Position();
+
+ if (!box->renderer()->node())
+ return Position(node(), start ? caretMinOffset() : caretMaxOffset());
+
+ if (!box->isInlineTextBox())
+ return Position(box->renderer()->node(), start ? box->renderer()->caretMinOffset() : box->renderer()->caretMaxOffset());
+
+ InlineTextBox *textBox = static_cast<InlineTextBox *>(box);
+ return Position(box->renderer()->node(), start ? textBox->start() : textBox->start() + textBox->len());
+}
+
+Position RenderBlock::positionForRenderer(RenderObject* renderer, bool start) const
+{
+ if (!renderer)
+ return Position(node(), 0);
+
+ Node* n = renderer->node() ? renderer->node() : node();
+ if (!n)
+ return Position();
+
+ ASSERT(renderer == n->renderer());
+
+ int offset = start ? renderer->caretMinOffset() : renderer->caretMaxOffset();
+
+ // FIXME: This was a runtime check that seemingly couldn't fail; changed it to an assertion for now.
+ ASSERT(!n->isCharacterDataNode() || renderer->isText());
+
+ return Position(n, offset);
+}
+
+// FIXME: This function should go on RenderObject as an instance method. Then
+// all cases in which positionForPoint recurs could call this instead to
+// prevent crossing editable boundaries. This would require many tests.
+static VisiblePosition positionForPointRespectingEditingBoundaries(RenderBlock* parent, RenderBox* child, const IntPoint& pointInParentCoordinates)
+{
+ // FIXME: This is wrong if the child's writing-mode is different from the parent's.
+ IntPoint pointInChildCoordinates(pointInParentCoordinates - child->location());
+
+ // If this is an anonymous renderer, we just recur normally
+ Node* childNode = child->node();
+ if (!childNode)
+ return child->positionForPoint(pointInChildCoordinates);
+
+ // Otherwise, first make sure that the editability of the parent and child agree.
+ // If they don't agree, then we return a visible position just before or after the child
+ RenderObject* ancestor = parent;
+ while (ancestor && !ancestor->node())
+ ancestor = ancestor->parent();
+
+ // If we can't find an ancestor to check editability on, or editability is unchanged, we recur like normal
+ if (!ancestor || ancestor->node()->isContentEditable() == childNode->isContentEditable())
+ return child->positionForPoint(pointInChildCoordinates);
+
+ // Otherwise return before or after the child, depending on if the click was to the logical left or logical right of the child
+ int childMiddle = parent->logicalWidthForChild(child) / 2;
+ int logicalLeft = parent->style()->isHorizontalWritingMode() ? pointInChildCoordinates.x() : pointInChildCoordinates.y();
+ if (logicalLeft < childMiddle)
+ return ancestor->createVisiblePosition(childNode->nodeIndex(), DOWNSTREAM);
+ return ancestor->createVisiblePosition(childNode->nodeIndex() + 1, UPSTREAM);
+}
+
+VisiblePosition RenderBlock::positionForPointWithInlineChildren(const IntPoint& pointInLogicalContents)
+{
+ ASSERT(childrenInline());
+
+ if (!firstRootBox())
+ return createVisiblePosition(0, DOWNSTREAM);
+
+ // look for the closest line box in the root box which is at the passed-in y coordinate
+ InlineBox* closestBox = 0;
+ RootInlineBox* firstRootBoxWithChildren = 0;
+ RootInlineBox* lastRootBoxWithChildren = 0;
+ for (RootInlineBox* root = firstRootBox(); root; root = root->nextRootBox()) {
+ if (!root->firstLeafChild())
+ continue;
+ if (!firstRootBoxWithChildren)
+ firstRootBoxWithChildren = root;
+ lastRootBoxWithChildren = root;
+
+ // check if this root line box is located at this y coordinate
+ if (pointInLogicalContents.y() < root->selectionBottom()) {
+ closestBox = root->closestLeafChildForLogicalLeftPosition(pointInLogicalContents.x());
+ if (closestBox)
+ break;
+ }
+ }
+
+ bool moveCaretToBoundary = document()->frame()->editor()->behavior().shouldMoveCaretToHorizontalBoundaryWhenPastTopOrBottom();
+
+ if (!moveCaretToBoundary && !closestBox && lastRootBoxWithChildren) {
+ // y coordinate is below last root line box, pretend we hit it
+ closestBox = lastRootBoxWithChildren->closestLeafChildForLogicalLeftPosition(pointInLogicalContents.x());
+ }
+
+ if (closestBox) {
+ if (moveCaretToBoundary && pointInLogicalContents.y() < firstRootBoxWithChildren->selectionTop()) {
+ // y coordinate is above first root line box, so return the start of the first
+ return VisiblePosition(positionForBox(firstRootBoxWithChildren->firstLeafChild(), true), DOWNSTREAM);
+ }
+
+ // pass the box a top position that is inside it
+ IntPoint point(pointInLogicalContents.x(), closestBox->logicalTop());
+ if (!style()->isHorizontalWritingMode())
+ point = point.transposedPoint();
+ if (closestBox->renderer()->isReplaced())
+ return positionForPointRespectingEditingBoundaries(this, toRenderBox(closestBox->renderer()), point);
+ return closestBox->renderer()->positionForPoint(point);
+ }
+
+ if (lastRootBoxWithChildren) {
+ // We hit this case for Mac behavior when the Y coordinate is below the last box.
+ ASSERT(moveCaretToBoundary);
+ return VisiblePosition(positionForBox(lastRootBoxWithChildren->lastLeafChild(), false), DOWNSTREAM);
+ }
+
+ // Can't reach this. We have a root line box, but it has no kids.
+ // FIXME: This should ASSERT_NOT_REACHED(), but clicking on placeholder text
+ // seems to hit this code path.
+ return createVisiblePosition(0, DOWNSTREAM);
+}
+
+static inline bool isChildHitTestCandidate(RenderBox* box)
+{
+ return box->height() && box->style()->visibility() == VISIBLE && !box->isFloatingOrPositioned();
+}
+
+VisiblePosition RenderBlock::positionForPoint(const IntPoint& point)
+{
+ if (isTable())
+ return RenderBox::positionForPoint(point);
+
+ if (isReplaced()) {
+ // FIXME: This seems wrong when the object's writing-mode doesn't match the line's writing-mode.
+ int pointLogicalLeft = style()->isHorizontalWritingMode() ? point.x() : point.y();
+ int pointLogicalTop = style()->isHorizontalWritingMode() ? point.y() : point.x();
+
+ if (pointLogicalTop < 0 || (pointLogicalTop < logicalHeight() && pointLogicalLeft < 0))
+ return createVisiblePosition(caretMinOffset(), DOWNSTREAM);
+ if (pointLogicalTop >= logicalHeight() || (pointLogicalTop >= 0 && pointLogicalLeft >= logicalWidth()))
+ return createVisiblePosition(caretMaxOffset(), DOWNSTREAM);
+ }
+
+ int contentsX = point.x();
+ int contentsY = point.y();
+ offsetForContents(contentsX, contentsY);
+ IntPoint pointInContents(contentsX, contentsY);
+ IntPoint pointInLogicalContents(pointInContents);
+ if (!style()->isHorizontalWritingMode())
+ pointInLogicalContents = pointInLogicalContents.transposedPoint();
+
+ if (childrenInline())
+ return positionForPointWithInlineChildren(pointInLogicalContents);
+
+ if (lastChildBox() && pointInContents.y() > lastChildBox()->logicalTop()) {
+ for (RenderBox* childBox = lastChildBox(); childBox; childBox = childBox->previousSiblingBox()) {
+ if (isChildHitTestCandidate(childBox))
+ return positionForPointRespectingEditingBoundaries(this, childBox, pointInContents);
+ }
+ } else {
+ for (RenderBox* childBox = firstChildBox(); childBox; childBox = childBox->nextSiblingBox()) {
+ // We hit child if our click is above the bottom of its padding box (like IE6/7 and FF3).
+ if (isChildHitTestCandidate(childBox) && pointInContents.y() < childBox->logicalBottom())
+ return positionForPointRespectingEditingBoundaries(this, childBox, pointInContents);
+ }
+ }
+
+ // We only get here if there are no hit test candidate children below the click.
+ return RenderBox::positionForPoint(point);
+}
+
+void RenderBlock::offsetForContents(int& tx, int& ty) const
+{
+ IntPoint contentsPoint(tx, ty);
+
+ if (hasOverflowClip())
+ contentsPoint += layer()->scrolledContentOffset();
+
+ if (hasColumns())
+ adjustPointToColumnContents(contentsPoint);
+
+ tx = contentsPoint.x();
+ ty = contentsPoint.y();
+}
+
+int RenderBlock::availableLogicalWidth() const
+{
+ // If we have multiple columns, then the available logical width is reduced to our column width.
+ if (hasColumns())
+ return desiredColumnWidth();
+ return RenderBox::availableLogicalWidth();
+}
+
+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()->paginated() || (style()->hasAutoColumnCount() && style()->hasAutoColumnWidth())) {
+ setDesiredColumnCountAndWidth(desiredColumnCount, desiredColumnWidth);
+ return;
+ }
+
+ int availWidth = desiredColumnWidth;
+ int colGap = columnGap();
+ int colWidth = max(1, static_cast<int>(style()->columnWidth()));
+ int colCount = max(1, static_cast<int>(style()->columnCount()));
+
+ if (style()->hasAutoColumnWidth()) {
+ if ((colCount - 1) * colGap < availWidth) {
+ desiredColumnCount = colCount;
+ desiredColumnWidth = (availWidth - (desiredColumnCount - 1) * colGap) / desiredColumnCount;
+ } else if (colGap < availWidth) {
+ desiredColumnCount = availWidth / colGap;
+ if (desiredColumnCount < 1)
+ desiredColumnCount = 1;
+ desiredColumnWidth = (availWidth - (desiredColumnCount - 1) * colGap) / desiredColumnCount;
+ }
+ } else if (style()->hasAutoColumnCount()) {
+ if (colWidth < availWidth) {
+ desiredColumnCount = (availWidth + colGap) / (colWidth + colGap);
+ if (desiredColumnCount < 1)
+ desiredColumnCount = 1;
+ desiredColumnWidth = (availWidth - (desiredColumnCount - 1) * colGap) / desiredColumnCount;
+ }
+ } else {
+ // Both are set.
+ if (colCount * colWidth + (colCount - 1) * colGap <= availWidth) {
+ desiredColumnCount = colCount;
+ desiredColumnWidth = colWidth;
+ } else if (colWidth < availWidth) {
+ desiredColumnCount = (availWidth + colGap) / (colWidth + colGap);
+ if (desiredColumnCount < 1)
+ desiredColumnCount = 1;
+ desiredColumnWidth = (availWidth - (desiredColumnCount - 1) * colGap) / desiredColumnCount;
+ }
+ }
+ setDesiredColumnCountAndWidth(desiredColumnCount, desiredColumnWidth);
+}
+
+void RenderBlock::setDesiredColumnCountAndWidth(int count, int width)
+{
+ bool destroyColumns = !firstChild()
+ || (count == 1 && style()->hasAutoColumnWidth())
+ || firstChild()->isAnonymousColumnsBlock()
+ || firstChild()->isAnonymousColumnSpanBlock();
+ if (destroyColumns) {
+ if (hasColumns()) {
+ delete gColumnInfoMap->take(this);
+ setHasColumns(false);
+ }
+ } else {
+ ColumnInfo* info;
+ if (hasColumns())
+ info = gColumnInfoMap->get(this);
+ else {
+ if (!gColumnInfoMap)
+ gColumnInfoMap = new ColumnInfoMap;
+ info = new ColumnInfo;
+ gColumnInfoMap->add(this, info);
+ setHasColumns(true);
+ }
+ info->setDesiredColumnCount(count);
+ info->setDesiredColumnWidth(width);
+ }
+}
+
+int RenderBlock::desiredColumnWidth() const
+{
+ if (!hasColumns())
+ return contentWidth();
+ return gColumnInfoMap->get(this)->desiredColumnWidth();
+}
+
+unsigned RenderBlock::desiredColumnCount() const
+{
+ if (!hasColumns())
+ return 1;
+ return gColumnInfoMap->get(this)->desiredColumnCount();
+}
+
+ColumnInfo* RenderBlock::columnInfo() const
+{
+ if (!hasColumns())
+ return 0;
+ return gColumnInfoMap->get(this);
+}
+
+unsigned RenderBlock::columnCount(ColumnInfo* colInfo) const
+{
+ ASSERT(hasColumns() && gColumnInfoMap->get(this) == colInfo);
+ return colInfo->columnCount();
+}
+
+IntRect RenderBlock::columnRectAt(ColumnInfo* colInfo, unsigned index) const
+{
+ ASSERT(hasColumns() && gColumnInfoMap->get(this) == colInfo);
+
+ // Compute the appropriate rect based off our information.
+ int colWidth = colInfo->desiredColumnWidth();
+ int colHeight = colInfo->columnHeight();
+ int colTop = borderTop() + paddingTop();
+ int colGap = columnGap();
+ int colLeft = style()->isLeftToRightDirection() ?
+ borderLeft() + paddingLeft() + (index * (colWidth + colGap))
+ : borderLeft() + paddingLeft() + contentWidth() - colWidth - (index * (colWidth + colGap));
+ return IntRect(colLeft, colTop, colWidth, colHeight);
+}
+
+bool RenderBlock::layoutColumns(bool hasSpecifiedPageLogicalHeight, int pageLogicalHeight, LayoutStateMaintainer& statePusher)
+{
+ if (!hasColumns())
+ return false;
+
+ // FIXME: We don't balance properly at all in the presence of forced page breaks. We need to understand what
+ // the distance between forced page breaks is so that we can avoid making the minimum column height too tall.
+ ColumnInfo* colInfo = columnInfo();
+ int desiredColumnCount = colInfo->desiredColumnCount();
+ if (!hasSpecifiedPageLogicalHeight) {
+ int columnHeight = pageLogicalHeight;
+ int minColumnCount = colInfo->forcedBreaks() + 1;
+ if (minColumnCount >= desiredColumnCount) {
+ // The forced page breaks are in control of the balancing. Just set the column height to the
+ // maximum page break distance.
+ if (!pageLogicalHeight) {
+ int distanceBetweenBreaks = max(colInfo->maximumDistanceBetweenForcedBreaks(),
+ view()->layoutState()->pageLogicalOffset(borderTop() + paddingTop() + contentHeight()) - colInfo->forcedBreakOffset());
+ columnHeight = max(colInfo->minimumColumnHeight(), distanceBetweenBreaks);
+ }
+ } else if (contentHeight() > pageLogicalHeight * desiredColumnCount) {
+ // Now that we know the intrinsic height of the columns, we have to rebalance them.
+ columnHeight = max(colInfo->minimumColumnHeight(), (int)ceilf((float)contentHeight() / desiredColumnCount));
+ }
+
+ if (columnHeight && columnHeight != pageLogicalHeight) {
+ statePusher.pop();
+ m_everHadLayout = true;
+ layoutBlock(false, columnHeight);
+ return true;
+ }
+ }
+
+ if (pageLogicalHeight)
+ colInfo->setColumnCountAndHeight(ceilf((float)contentHeight() / pageLogicalHeight), pageLogicalHeight);
+
+ if (columnCount(colInfo)) {
+ setLogicalHeight(borderTop() + paddingTop() + colInfo->columnHeight() + borderBottom() + paddingBottom() + horizontalScrollbarHeight());
+ m_overflow.clear();
+ }
+
+ return false;
+}
+
+void RenderBlock::adjustPointToColumnContents(IntPoint& point) const
+{
+ // Just bail if we have no columns.
+ if (!hasColumns())
+ return;
+
+ ColumnInfo* colInfo = columnInfo();
+ if (!columnCount(colInfo))
+ return;
+
+ // Determine which columns we intersect.
+ int colGap = columnGap();
+ int leftGap = colGap / 2;
+ IntPoint columnPoint(columnRectAt(colInfo, 0).location());
+ int yOffset = 0;
+ for (unsigned i = 0; i < colInfo->columnCount(); i++) {
+ // Add in half the column gap to the left and right of the rect.
+ IntRect colRect = columnRectAt(colInfo, i);
+ IntRect gapAndColumnRect(colRect.x() - leftGap, colRect.y(), colRect.width() + colGap, colRect.height());
+
+ if (point.x() >= gapAndColumnRect.x() && point.x() < gapAndColumnRect.right()) {
+ // FIXME: The clamping that follows is not completely right for right-to-left
+ // content.
+ // Clamp everything above the column to its top left.
+ if (point.y() < gapAndColumnRect.y())
+ point = gapAndColumnRect.location();
+ // Clamp everything below the column to the next column's top left. If there is
+ // no next column, this still maps to just after this column.
+ else if (point.y() >= gapAndColumnRect.bottom()) {
+ point = gapAndColumnRect.location();
+ point.move(0, gapAndColumnRect.height());
+ }
+
+ // We're inside the column. Translate the x and y into our column coordinate space.
+ point.move(columnPoint.x() - colRect.x(), yOffset);
+ return;
+ }
+
+ // Move to the next position.
+ yOffset += colRect.height();
+ }
+}
+
+void RenderBlock::adjustRectForColumns(IntRect& r) const
+{
+ // Just bail if we have no columns.
+ if (!hasColumns())
+ return;
+
+ ColumnInfo* colInfo = columnInfo();
+
+ // Begin with a result rect that is empty.
+ IntRect result;
+
+ // Determine which columns we intersect.
+ unsigned colCount = columnCount(colInfo);
+ if (!colCount)
+ return;
+
+ int left = borderLeft() + paddingLeft();
+
+ int currYOffset = 0;
+ for (unsigned i = 0; i < colCount; i++) {
+ IntRect colRect = columnRectAt(colInfo, i);
+ int currXOffset = colRect.x() - left;
+
+ IntRect repaintRect = r;
+ repaintRect.move(currXOffset, currYOffset);
+
+ repaintRect.intersect(colRect);
+
+ result.unite(repaintRect);
+
+ // Move to the next position.
+ currYOffset -= colRect.height();
+ }
+
+ r = result;
+}
+
+void RenderBlock::adjustForColumns(IntSize& offset, const IntPoint& point) const
+{
+ if (!hasColumns())
+ return;
+
+ ColumnInfo* colInfo = columnInfo();
+
+ int left = borderLeft() + paddingLeft();
+ int yOffset = 0;
+ size_t colCount = columnCount(colInfo);
+ for (size_t i = 0; i < colCount; ++i) {
+ IntRect columnRect = columnRectAt(colInfo, i);
+ int xOffset = columnRect.x() - left;
+ if (point.y() < columnRect.bottom() + yOffset) {
+ offset.expand(xOffset, -yOffset);
+ return;
+ }
+
+ yOffset += columnRect.height();
+ }
+}
+
+void RenderBlock::computePreferredLogicalWidths()
+{
+ ASSERT(preferredLogicalWidthsDirty());
+
+ updateFirstLetter();
+
+ if (!isTableCell() && style()->logicalWidth().isFixed() && style()->logicalWidth().value() > 0)
+ m_minPreferredLogicalWidth = m_maxPreferredLogicalWidth = computeContentBoxLogicalWidth(style()->logicalWidth().value());
+ else {
+ m_minPreferredLogicalWidth = 0;
+ m_maxPreferredLogicalWidth = 0;
+
+ if (childrenInline())
+ computeInlinePreferredLogicalWidths();
+ else
+ computeBlockPreferredLogicalWidths();
+
+ m_maxPreferredLogicalWidth = max(m_minPreferredLogicalWidth, m_maxPreferredLogicalWidth);
+
+ if (!style()->autoWrap() && childrenInline()) {
+ m_minPreferredLogicalWidth = m_maxPreferredLogicalWidth;
+
+ // A horizontal marquee with inline children has no minimum width.
+ if (layer() && layer()->marquee() && layer()->marquee()->isHorizontal())
+ m_minPreferredLogicalWidth = 0;
+ }
+
+ int scrollbarWidth = 0;
+ if (hasOverflowClip() && style()->overflowY() == OSCROLL) {
+ layer()->setHasVerticalScrollbar(true);
+ scrollbarWidth = verticalScrollbarWidth();
+ m_maxPreferredLogicalWidth += scrollbarWidth;
+ }
+
+ if (isTableCell()) {
+ Length w = toRenderTableCell(this)->styleOrColLogicalWidth();
+ if (w.isFixed() && w.value() > 0) {
+ m_maxPreferredLogicalWidth = max(m_minPreferredLogicalWidth, computeContentBoxLogicalWidth(w.value()));
+ scrollbarWidth = 0;
+ }
+ }
+
+ m_minPreferredLogicalWidth += scrollbarWidth;
+ }
+
+ if (style()->logicalMinWidth().isFixed() && style()->logicalMinWidth().value() > 0) {
+ m_maxPreferredLogicalWidth = max(m_maxPreferredLogicalWidth, computeContentBoxLogicalWidth(style()->logicalMinWidth().value()));
+ m_minPreferredLogicalWidth = max(m_minPreferredLogicalWidth, computeContentBoxLogicalWidth(style()->logicalMinWidth().value()));
+ }
+
+ if (style()->logicalMaxWidth().isFixed() && style()->logicalMaxWidth().value() != undefinedLength) {
+ m_maxPreferredLogicalWidth = min(m_maxPreferredLogicalWidth, computeContentBoxLogicalWidth(style()->logicalMaxWidth().value()));
+ m_minPreferredLogicalWidth = min(m_minPreferredLogicalWidth, computeContentBoxLogicalWidth(style()->logicalMaxWidth().value()));
+ }
+
+ int borderAndPadding = borderAndPaddingLogicalWidth();
+ m_minPreferredLogicalWidth += borderAndPadding;
+ m_maxPreferredLogicalWidth += borderAndPadding;
+
+ setPreferredLogicalWidthsDirty(false);
+}
+
+struct InlineMinMaxIterator {
+/* InlineMinMaxIterator is a class that will iterate over all render objects that contribute to
+ inline min/max width calculations. Note the following about the way it walks:
+ (1) Positioned content is skipped (since it does not contribute to min/max width of a block)
+ (2) We do not drill into the children of floats or replaced elements, since you can't break
+ in the middle of such an element.
+ (3) Inline flows (e.g., <a>, <span>, <i>) are walked twice, since each side can have
+ distinct borders/margin/padding that contribute to the min/max width.
+*/
+ RenderObject* parent;
+ RenderObject* current;
+ bool endOfInline;
+
+ InlineMinMaxIterator(RenderObject* p, bool end = false)
+ :parent(p), current(p), endOfInline(end) {}
+
+ RenderObject* next();
+};
+
+RenderObject* InlineMinMaxIterator::next()
+{
+ RenderObject* result = 0;
+ bool oldEndOfInline = endOfInline;
+ endOfInline = false;
+ while (current || current == parent) {
+ if (!oldEndOfInline &&
+ (current == parent ||
+ (!current->isFloating() && !current->isReplaced() && !current->isPositioned())))
+ result = current->firstChild();
+ if (!result) {
+ // We hit the end of our inline. (It was empty, e.g., <span></span>.)
+ if (!oldEndOfInline && current->isRenderInline()) {
+ result = current;
+ endOfInline = true;
+ break;
+ }
+
+ while (current && current != parent) {
+ result = current->nextSibling();
+ if (result) break;
+ current = current->parent();
+ if (current && current != parent && current->isRenderInline()) {
+ result = current;
+ endOfInline = true;
+ break;
+ }
+ }
+ }
+
+ if (!result)
+ break;
+
+ if (!result->isPositioned() && (result->isText() || result->isFloating() || result->isReplaced() || result->isRenderInline()))
+ break;
+
+ current = result;
+ result = 0;
+ }
+
+ // Update our position.
+ current = result;
+ return current;
+}
+
+static int getBPMWidth(int childValue, Length cssUnit)
+{
+ if (cssUnit.type() != Auto)
+ return (cssUnit.isFixed() ? cssUnit.value() : childValue);
+ return 0;
+}
+
+static int getBorderPaddingMargin(const RenderBoxModelObject* child, bool endOfInline)
+{
+ RenderStyle* cstyle = child->style();
+ int result = 0;
+ bool leftSide = (cstyle->isLeftToRightDirection()) ? !endOfInline : endOfInline;
+ result += getBPMWidth((leftSide ? child->marginLeft() : child->marginRight()),
+ (leftSide ? cstyle->marginLeft() :
+ cstyle->marginRight()));
+ result += getBPMWidth((leftSide ? child->paddingLeft() : child->paddingRight()),
+ (leftSide ? cstyle->paddingLeft() :
+ cstyle->paddingRight()));
+ result += leftSide ? child->borderLeft() : child->borderRight();
+ return result;
+}
+
+static inline void stripTrailingSpace(int& inlineMax, int& inlineMin,
+ RenderObject* trailingSpaceChild)
+{
+ if (trailingSpaceChild && trailingSpaceChild->isText()) {
+ // Collapse away the trailing space at the end of a block.
+ RenderText* t = toRenderText(trailingSpaceChild);
+ const UChar space = ' ';
+ const Font& font = t->style()->font(); // FIXME: This ignores first-line.
+ int spaceWidth = font.width(TextRun(&space, 1));
+ inlineMax -= spaceWidth + font.wordSpacing();
+ if (inlineMin > inlineMax)
+ inlineMin = inlineMax;
+ }
+}
+
+void RenderBlock::computeInlinePreferredLogicalWidths()
+{
+ 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 = !document()->inQuirksMode() || !isTableCell() || !style()->width().isIntrinsicOrAuto();
+
+ bool autoWrap, oldAutoWrap;
+ autoWrap = oldAutoWrap = style()->autoWrap();
+
+ InlineMinMaxIterator childIterator(this);
+ bool addedTextIndent = false; // Only gets added in once.
+ RenderObject* prevFloat = 0;
+ while (RenderObject* child = childIterator.next()) {
+ autoWrap = child->isReplaced() ? child->parent()->style()->autoWrap() :
+ child->style()->autoWrap();
+
+ if (!child->isBR()) {
+ // Step One: determine whether or not we need to go ahead and
+ // terminate our current line. Each discrete chunk can become
+ // the new min-width, if it is the widest chunk seen so far, and
+ // it can also become the max-width.
+
+ // Children fall into three categories:
+ // (1) An inline flow object. These objects always have a min/max of 0,
+ // and are included in the iteration solely so that their margins can
+ // be added in.
+ //
+ // (2) An inline non-text non-flow object, e.g., an inline replaced element.
+ // These objects can always be on a line by themselves, so in this situation
+ // we need to go ahead and break the current line, and then add in our own
+ // margins and min/max width on its own line, and then terminate the line.
+ //
+ // (3) A text object. Text runs can have breakable characters at the start,
+ // the middle or the end. They may also lose whitespace off the front if
+ // we're already ignoring whitespace. In order to compute accurate min-width
+ // information, we need three pieces of information.
+ // (a) the min-width of the first non-breakable run. Should be 0 if the text string
+ // starts with whitespace.
+ // (b) the min-width of the last non-breakable run. Should be 0 if the text string
+ // ends with whitespace.
+ // (c) the min/max width of the string (trimmed for whitespace).
+ //
+ // If the text string starts with whitespace, then we need to go ahead and
+ // terminate our current line (unless we're already in a whitespace stripping
+ // mode.
+ //
+ // If the text string has a breakable character in the middle, but didn't start
+ // with whitespace, then we add the width of the first non-breakable run and
+ // then end the current line. We then need to use the intermediate min/max width
+ // values (if any of them are larger than our current min/max). We then look at
+ // the width of the last non-breakable run and use that to start a new line
+ // (unless we end in whitespace).
+ RenderStyle* cstyle = child->style();
+ int childMin = 0;
+ int childMax = 0;
+
+ if (!child->isText()) {
+ // Case (1) and (2). Inline replaced and inline flow elements.
+ if (child->isRenderInline()) {
+ // Add in padding/border/margin from the appropriate side of
+ // the element.
+ int bpm = getBorderPaddingMargin(toRenderInline(child), childIterator.endOfInline);
+ childMin += bpm;
+ childMax += bpm;
+
+ inlineMin += childMin;
+ inlineMax += childMax;
+
+ child->setPreferredLogicalWidthsDirty(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->minPreferredLogicalWidth();
+ childMax += child->maxPreferredLogicalWidth();
+
+ 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_minPreferredLogicalWidth = max(inlineMin, m_minPreferredLogicalWidth);
+ inlineMin = 0;
+ }
+
+ // If we're supposed to clear the previous float, then terminate maxwidth as well.
+ if (clearPreviousFloat) {
+ m_maxPreferredLogicalWidth = max(inlineMax, m_maxPreferredLogicalWidth);
+ inlineMax = 0;
+ }
+
+ // Add in text-indent. This is added in only once.
+ int ti = 0;
+ if (!addedTextIndent) {
+ addedTextIndent = true;
+ ti = style()->textIndent().calcMinValue(cw);
+ childMin+=ti;
+ childMax+=ti;
+ }
+
+ // Add our width to the max.
+ inlineMax += childMax;
+
+ if (!autoWrap || !canBreakReplacedElement) {
+ if (child->isFloating())
+ m_minPreferredLogicalWidth = max(childMin, m_minPreferredLogicalWidth);
+ else
+ inlineMin += childMin;
+ } else {
+ // Now check our line.
+ m_minPreferredLogicalWidth = max(childMin, m_minPreferredLogicalWidth);
+
+ // Now start a new line.
+ inlineMin = 0;
+ }
+
+ // We are no longer stripping whitespace at the start of
+ // a line.
+ if (!child->isFloating()) {
+ stripFrontSpaces = false;
+ trailingSpaceChild = 0;
+ }
+ } else if (child->isText()) {
+ // Case (3). Text.
+ RenderText* t = toRenderText(child);
+
+ if (t->isWordBreak()) {
+ m_minPreferredLogicalWidth = max(inlineMin, m_minPreferredLogicalWidth);
+ 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_minPreferredLogicalWidth = max(inlineMin, m_minPreferredLogicalWidth);
+ 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_minPreferredLogicalWidth = max(inlineMin, m_minPreferredLogicalWidth);
+ else {
+ inlineMin += beginMin;
+ m_minPreferredLogicalWidth = max(inlineMin, m_minPreferredLogicalWidth);
+ childMin -= ti;
+ }
+
+ inlineMin = childMin;
+
+ if (endWS) {
+ // We end in whitespace, which means we can go ahead
+ // and end our current line.
+ m_minPreferredLogicalWidth = max(inlineMin, m_minPreferredLogicalWidth);
+ inlineMin = 0;
+ } else {
+ m_minPreferredLogicalWidth = max(inlineMin, m_minPreferredLogicalWidth);
+ inlineMin = endMin;
+ }
+ }
+
+ if (hasBreak) {
+ inlineMax += beginMax;
+ m_maxPreferredLogicalWidth = max(inlineMax, m_maxPreferredLogicalWidth);
+ m_maxPreferredLogicalWidth = max(childMax, m_maxPreferredLogicalWidth);
+ inlineMax = endMax;
+ } else
+ inlineMax += childMax;
+ }
+
+ // Ignore spaces after a list marker.
+ if (child->isListMarker())
+ stripFrontSpaces = true;
+ } else {
+ m_minPreferredLogicalWidth = max(inlineMin, m_minPreferredLogicalWidth);
+ m_maxPreferredLogicalWidth = max(inlineMax, m_maxPreferredLogicalWidth);
+ inlineMin = inlineMax = 0;
+ stripFrontSpaces = true;
+ trailingSpaceChild = 0;
+ }
+
+ oldAutoWrap = autoWrap;
+ }
+
+ if (style()->collapseWhiteSpace())
+ stripTrailingSpace(inlineMax, inlineMin, trailingSpaceChild);
+
+ m_minPreferredLogicalWidth = max(inlineMin, m_minPreferredLogicalWidth);
+ m_maxPreferredLogicalWidth = max(inlineMax, m_maxPreferredLogicalWidth);
+}
+
+// Use a very large value (in effect infinite).
+#define BLOCK_MAX_WIDTH 15000
+
+void RenderBlock::computeBlockPreferredLogicalWidths()
+{
+ bool nowrap = style()->whiteSpace() == NOWRAP;
+
+ RenderObject *child = firstChild();
+ int floatLeftWidth = 0, floatRightWidth = 0;
+ while (child) {
+ // Positioned children don't affect the min/max width
+ if (child->isPositioned()) {
+ child = child->nextSibling();
+ continue;
+ }
+
+ if (child->isFloating() || (child->isBox() && toRenderBox(child)->avoidsFloats())) {
+ int floatTotalWidth = floatLeftWidth + floatRightWidth;
+ if (child->style()->clear() & CLEFT) {
+ m_maxPreferredLogicalWidth = max(floatTotalWidth, m_maxPreferredLogicalWidth);
+ floatLeftWidth = 0;
+ }
+ if (child->style()->clear() & CRIGHT) {
+ m_maxPreferredLogicalWidth = max(floatTotalWidth, m_maxPreferredLogicalWidth);
+ 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->minPreferredLogicalWidth() + margin;
+ m_minPreferredLogicalWidth = max(w, m_minPreferredLogicalWidth);
+
+ // IE ignores tables for calculation of nowrap. Makes some sense.
+ if (nowrap && !child->isTable())
+ m_maxPreferredLogicalWidth = max(w, m_maxPreferredLogicalWidth);
+
+ w = child->maxPreferredLogicalWidth() + margin;
+
+ if (!child->isFloating()) {
+ if (child->isBox() && toRenderBox(child)->avoidsFloats()) {
+ // Determine a left and right max value based off whether or not the floats can fit in the
+ // margins of the object. For negative margins, we will attempt to overlap the float if the negative margin
+ // is smaller than the float width.
+ int maxLeft = marginLeft > 0 ? max(floatLeftWidth, marginLeft) : floatLeftWidth + marginLeft;
+ int maxRight = marginRight > 0 ? max(floatRightWidth, marginRight) : floatRightWidth + marginRight;
+ w = child->maxPreferredLogicalWidth() + maxLeft + maxRight;
+ w = max(w, floatLeftWidth + floatRightWidth);
+ }
+ else
+ m_maxPreferredLogicalWidth = max(floatLeftWidth + floatRightWidth, m_maxPreferredLogicalWidth);
+ floatLeftWidth = floatRightWidth = 0;
+ }
+
+ if (child->isFloating()) {
+ if (style()->floating() == FLEFT)
+ floatLeftWidth += w;
+ else
+ floatRightWidth += w;
+ } else
+ m_maxPreferredLogicalWidth = max(w, m_maxPreferredLogicalWidth);
+
+ // 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 (document()->inQuirksMode() && child->style()->width().isPercent() &&
+ !isTableCell() && child->isTable() && m_maxPreferredLogicalWidth < BLOCK_MAX_WIDTH) {
+ RenderBlock* cb = containingBlock();
+ while (!cb->isRenderView() && !cb->isTableCell())
+ cb = cb->containingBlock();
+ if (!cb->isTableCell())
+ m_maxPreferredLogicalWidth = BLOCK_MAX_WIDTH;
+ }
+
+ child = child->nextSibling();
+ }
+
+ // Always make sure these values are non-negative.
+ m_minPreferredLogicalWidth = max(0, m_minPreferredLogicalWidth);
+ m_maxPreferredLogicalWidth = max(0, m_maxPreferredLogicalWidth);
+
+ m_maxPreferredLogicalWidth = max(floatLeftWidth + floatRightWidth, m_maxPreferredLogicalWidth);
+}
+
+bool RenderBlock::hasLineIfEmpty() const
+{
+ if (!node())
+ return false;
+
+ if (node()->isContentEditable() && node()->rootEditableElement() == node())
+ return true;
+
+ if (node()->isShadowRoot() && (node()->shadowHost()->hasTagName(inputTag)))
+ return true;
+
+ return false;
+}
+
+int RenderBlock::lineHeight(bool firstLine, LineDirectionMode direction, LinePositionMode linePositionMode) 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() && linePositionMode == PositionOnContainingLine)
+ return RenderBox::lineHeight(firstLine, direction, linePositionMode);
+
+ if (firstLine && document()->usesFirstLineRules()) {
+ RenderStyle* s = style(firstLine);
+ if (s != style())
+ return s->computedLineHeight();
+ }
+
+ if (m_lineHeight == -1)
+ m_lineHeight = style()->computedLineHeight();
+
+ return m_lineHeight;
+}
+
+int RenderBlock::baselinePosition(FontBaseline baselineType, bool firstLine, LineDirectionMode direction, LinePositionMode linePositionMode) 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() && linePositionMode == PositionOnContainingLine) {
+ // 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.
+ // FIXME: Need to patch form controls to deal with vertical lines.
+ 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.
+ bool ignoreBaseline = (layer() && (layer()->marquee() || (direction == HorizontalLine ? (layer()->verticalScrollbar() || layer()->scrollYOffset() != 0)
+ : (layer()->horizontalScrollbar() || layer()->scrollXOffset() != 0)))) || (isWritingModeRoot() && !isRubyRun());
+
+ int baselinePos = ignoreBaseline ? -1 : lastLineBoxBaseline();
+
+ int bottomOfContent = direction == HorizontalLine ? borderTop() + paddingTop() + contentHeight() : borderRight() + paddingRight() + contentWidth();
+ if (baselinePos != -1 && baselinePos <= bottomOfContent)
+ return direction == HorizontalLine ? marginTop() + baselinePos : marginRight() + baselinePos;
+
+ return RenderBox::baselinePosition(baselineType, firstLine, direction, linePositionMode);
+ }
+
+ const Font& f = style(firstLine)->font();
+ return f.ascent(baselineType) + (lineHeight(firstLine, direction, linePositionMode) - f.height()) / 2;
+}
+
+int RenderBlock::firstLineBoxBaseline() const
+{
+ if (!isBlockFlow() || (isWritingModeRoot() && !isRubyRun()))
+ return -1;
+
+ if (childrenInline()) {
+ if (firstLineBox())
+ return firstLineBox()->logicalTop() + style(true)->font().ascent(firstRootBox()->baselineType());
+ else
+ return -1;
+ }
+ else {
+ for (RenderBox* curr = firstChildBox(); curr; curr = curr->nextSiblingBox()) {
+ if (!curr->isFloatingOrPositioned()) {
+ int result = curr->firstLineBoxBaseline();
+ if (result != -1)
+ return curr->logicalTop() + result; // Translate to our coordinate space.
+ }
+ }
+ }
+
+ return -1;
+}
+
+int RenderBlock::lastLineBoxBaseline() const
+{
+ if (!isBlockFlow() || (isWritingModeRoot() && !isRubyRun()))
+ return -1;
+
+ LineDirectionMode lineDirection = style()->isHorizontalWritingMode() ? HorizontalLine : VerticalLine;
+
+ if (childrenInline()) {
+ if (!firstLineBox() && hasLineIfEmpty()) {
+ const Font& f = firstLineStyle()->font();
+ return f.ascent() + (lineHeight(true, lineDirection, PositionOfInteriorLineBoxes) - f.height()) / 2 + (lineDirection == HorizontalLine ? borderTop() + paddingTop() : borderRight() + paddingRight());
+ }
+ if (lastLineBox())
+ return lastLineBox()->logicalTop() + style(lastLineBox() == firstLineBox())->font().ascent(lastRootBox()->baselineType());
+ return -1;
+ } else {
+ bool haveNormalFlowChild = false;
+ for (RenderBox* curr = lastChildBox(); curr; curr = curr->previousSiblingBox()) {
+ if (!curr->isFloatingOrPositioned()) {
+ haveNormalFlowChild = true;
+ int result = curr->lastLineBoxBaseline();
+ if (result != -1)
+ return curr->logicalTop() + result; // Translate to our coordinate space.
+ }
+ }
+ if (!haveNormalFlowChild && hasLineIfEmpty()) {
+ const Font& f = firstLineStyle()->font();
+ return f.ascent() + (lineHeight(true, lineDirection, PositionOfInteriorLineBoxes) - f.height()) / 2 + (lineDirection == HorizontalLine ? borderTop() + paddingTop() : borderRight() + paddingRight());
+ }
+ }
+
+ return -1;
+}
+
+bool RenderBlock::containsNonZeroBidiLevel() const
+{
+ for (RootInlineBox* root = firstRootBox(); root; root = root->nextRootBox()) {
+ for (InlineBox* box = root->firstLeafChild(); box; box = box->nextLeafChild()) {
+ if (box->bidiLevel())
+ return true;
+ }
+ }
+ return false;
+}
+
+RenderBlock* RenderBlock::firstLineBlock() const
+{
+ RenderBlock* firstLineBlock = const_cast<RenderBlock*>(this);
+ bool hasPseudo = false;
+ while (true) {
+ hasPseudo = firstLineBlock->style()->hasPseudoStyle(FIRST_LINE);
+ if (hasPseudo)
+ break;
+ RenderObject* parentBlock = firstLineBlock->parent();
+ if (firstLineBlock->isReplaced() || firstLineBlock->isFloating() ||
+ !parentBlock || parentBlock->firstChild() != firstLineBlock || !parentBlock->isBlockFlow())
+ break;
+ ASSERT(parentBlock->isRenderBlock());
+ firstLineBlock = toRenderBlock(parentBlock);
+ }
+
+ if (!hasPseudo)
+ return 0;
+
+ return firstLineBlock;
+}
+
+static RenderStyle* styleForFirstLetter(RenderObject* firstLetterBlock, RenderObject* firstLetterContainer)
+{
+ RenderStyle* pseudoStyle = firstLetterBlock->getCachedPseudoStyle(FIRST_LETTER, firstLetterContainer->firstLineStyle());
+ // Force inline display (except for floating first-letters).
+ pseudoStyle->setDisplay(pseudoStyle->isFloating() ? BLOCK : INLINE);
+ // CSS2 says first-letter can't be positioned.
+ pseudoStyle->setPosition(StaticPosition);
+ return pseudoStyle;
+}
+
+// CSS 2.1 http://www.w3.org/TR/CSS21/selector.html#first-letter
+// "Punctuation (i.e, characters defined in Unicode [UNICODE] in the "open" (Ps), "close" (Pe),
+// "initial" (Pi). "final" (Pf) and "other" (Po) punctuation classes), that precedes or follows the first letter should be included"
+static inline bool isPunctuationForFirstLetter(UChar c)
+{
+ CharCategory charCategory = category(c);
+ return charCategory == Punctuation_Open
+ || charCategory == Punctuation_Close
+ || charCategory == Punctuation_InitialQuote
+ || charCategory == Punctuation_FinalQuote
+ || charCategory == Punctuation_Other;
+}
+
+static inline bool shouldSkipForFirstLetter(UChar c)
+{
+ return isSpaceOrNewline(c) || c == noBreakSpace || isPunctuationForFirstLetter(c);
+}
+
+void RenderBlock::updateFirstLetter()
+{
+ if (!document()->usesFirstLetterRules())
+ return;
+ // Don't recur
+ if (style()->styleType() == FIRST_LETTER)
+ return;
+
+ // FIXME: We need to destroy the first-letter object if it is no longer the first child. Need to find
+ // an efficient way to check for that situation though before implementing anything.
+ RenderObject* firstLetterBlock = this;
+ bool hasPseudoStyle = false;
+ while (true) {
+ // We only honor first-letter if the firstLetterBlock can have children in the DOM. This correctly
+ // prevents form controls from honoring first-letter.
+ hasPseudoStyle = firstLetterBlock->style()->hasPseudoStyle(FIRST_LETTER)
+ && firstLetterBlock->canHaveChildren();
+ if (hasPseudoStyle)
+ break;
+ RenderObject* parentBlock = firstLetterBlock->parent();
+ if (firstLetterBlock->isReplaced() || !parentBlock || parentBlock->firstChild() != firstLetterBlock ||
+ !parentBlock->isBlockFlow())
+ break;
+ firstLetterBlock = parentBlock;
+ }
+
+ if (!hasPseudoStyle)
+ return;
+
+ // Drill into inlines looking for our first text child.
+ RenderObject* currChild = firstLetterBlock->firstChild();
+ while (currChild && ((!currChild->isReplaced() && !currChild->isRenderButton() && !currChild->isMenuList()) || currChild->isFloatingOrPositioned()) && !currChild->isText()) {
+ if (currChild->isFloatingOrPositioned()) {
+ if (currChild->style()->styleType() == FIRST_LETTER) {
+ currChild = currChild->firstChild();
+ break;
+ }
+ currChild = currChild->nextSibling();
+ } else
+ currChild = currChild->firstChild();
+ }
+
+ // Get list markers out of the way.
+ while (currChild && currChild->isListMarker())
+ currChild = currChild->nextSibling();
+
+ if (!currChild)
+ return;
+
+ // If the child already has style, then it has already been created, so we just want
+ // to update it.
+ if (currChild->parent()->style()->styleType() == FIRST_LETTER) {
+ RenderObject* firstLetter = currChild->parent();
+ RenderObject* firstLetterContainer = firstLetter->parent();
+ RenderStyle* pseudoStyle = styleForFirstLetter(firstLetterBlock, firstLetterContainer);
+
+ if (Node::diff(firstLetter->style(), pseudoStyle) == Node::Detach) {
+ // The first-letter renderer needs to be replaced. Create a new renderer of the right type.
+ RenderObject* newFirstLetter;
+ if (pseudoStyle->display() == INLINE)
+ newFirstLetter = new (renderArena()) RenderInline(document());
+ else
+ newFirstLetter = new (renderArena()) RenderBlock(document());
+ newFirstLetter->setStyle(pseudoStyle);
+
+ // Move the first letter into the new renderer.
+ view()->disableLayoutState();
+ while (RenderObject* child = firstLetter->firstChild()) {
+ if (child->isText())
+ toRenderText(child)->dirtyLineBoxes(true);
+ firstLetter->removeChild(child);
+ newFirstLetter->addChild(child, 0);
+ }
+ RenderTextFragment* remainingText = toRenderTextFragment(firstLetter->nextSibling());
+ ASSERT(remainingText->node()->renderer() == remainingText);
+ // Replace the old renderer with the new one.
+ remainingText->setFirstLetter(newFirstLetter);
+ firstLetter->destroy();
+ firstLetter = newFirstLetter;
+ firstLetterContainer->addChild(firstLetter, remainingText);
+ view()->enableLayoutState();
+ } else
+ firstLetter->setStyle(pseudoStyle);
+
+ for (RenderObject* genChild = firstLetter->firstChild(); genChild; genChild = genChild->nextSibling()) {
+ if (genChild->isText())
+ genChild->setStyle(pseudoStyle);
+ }
+
+ return;
+ }
+
+ if (!currChild->isText() || currChild->isBR())
+ return;
+
+ // If the child does not already have style, we create it here.
+ RenderObject* firstLetterContainer = currChild->parent();
+
+ // Our layout state is not valid for the repaints we are going to trigger by
+ // adding and removing children of firstLetterContainer.
+ view()->disableLayoutState();
+
+ RenderText* textObj = toRenderText(currChild);
+
+ // Create our pseudo style now that we have our firstLetterContainer determined.
+ RenderStyle* pseudoStyle = styleForFirstLetter(firstLetterBlock, firstLetterContainer);
+
+ RenderObject* firstLetter = 0;
+ if (pseudoStyle->display() == INLINE)
+ firstLetter = new (renderArena()) RenderInline(document());
+ else
+ firstLetter = new (renderArena()) RenderBlock(document());
+ firstLetter->setStyle(pseudoStyle);
+ firstLetterContainer->addChild(firstLetter, currChild);
+
+ // The original string is going to be either a generated content string or a DOM node's
+ // string. We want the original string before it got transformed in case first-letter has
+ // no text-transform or a different text-transform applied to it.
+ RefPtr<StringImpl> oldText = textObj->originalText();
+ ASSERT(oldText);
+
+ if (oldText && oldText->length() > 0) {
+ unsigned length = 0;
+
+ // Account for leading spaces and punctuation.
+ while (length < oldText->length() && shouldSkipForFirstLetter((*oldText)[length]))
+ length++;
+
+ // Account for first letter.
+ length++;
+
+ // Keep looking for whitespace and allowed punctuation, but avoid
+ // accumulating just whitespace into the :first-letter.
+ for (unsigned scanLength = length; scanLength < oldText->length(); ++scanLength) {
+ UChar c = (*oldText)[scanLength];
+
+ if (!shouldSkipForFirstLetter(c))
+ break;
+
+ if (isPunctuationForFirstLetter(c))
+ length = scanLength + 1;
+ }
+
+ // Construct a text fragment for the text after the first letter.
+ // This text fragment might be empty.
+ RenderTextFragment* remainingText =
+ new (renderArena()) RenderTextFragment(textObj->node() ? textObj->node() : textObj->document(), oldText.get(), length, oldText->length() - length);
+ remainingText->setStyle(textObj->style());
+ if (remainingText->node())
+ remainingText->node()->setRenderer(remainingText);
+
+ firstLetterContainer->addChild(remainingText, textObj);
+ firstLetterContainer->removeChild(textObj);
+ remainingText->setFirstLetter(firstLetter);
+
+ // construct text fragment for the first letter
+ RenderTextFragment* letter =
+ new (renderArena()) RenderTextFragment(remainingText->node() ? remainingText->node() : remainingText->document(), oldText.get(), 0, length);
+ letter->setStyle(pseudoStyle);
+ firstLetter->addChild(letter);
+
+ textObj->destroy();
+ }
+ view()->enableLayoutState();
+}
+
+// Helper methods for obtaining the last line, computing line counts and heights for line counts
+// (crawling into blocks).
+static bool shouldCheckLines(RenderObject* obj)
+{
+ return !obj->isFloatingOrPositioned() && !obj->isRunIn() &&
+ obj->isBlockFlow() && obj->style()->height().isAuto() &&
+ (!obj->isFlexibleBox() || obj->style()->boxOrient() == VERTICAL);
+}
+
+static RootInlineBox* getLineAtIndex(RenderBlock* block, int i, int& count)
+{
+ if (block->style()->visibility() == VISIBLE) {
+ if (block->childrenInline()) {
+ for (RootInlineBox* box = block->firstRootBox(); box; box = box->nextRootBox()) {
+ if (count++ == i)
+ return box;
+ }
+ }
+ else {
+ for (RenderObject* obj = block->firstChild(); obj; obj = obj->nextSibling()) {
+ if (shouldCheckLines(obj)) {
+ RootInlineBox *box = getLineAtIndex(toRenderBlock(obj), i, count);
+ if (box)
+ return box;
+ }
+ }
+ }
+ }
+ return 0;
+}
+
+static int getHeightForLineCount(RenderBlock* block, int l, bool includeBottom, int& count)
+{
+ if (block->style()->visibility() == VISIBLE) {
+ if (block->childrenInline()) {
+ for (RootInlineBox* box = block->firstRootBox(); box; box = box->nextRootBox()) {
+ if (++count == l)
+ return box->lineBottom() + (includeBottom ? (block->borderBottom() + block->paddingBottom()) : 0);
+ }
+ }
+ else {
+ RenderBox* normalFlowChildWithoutLines = 0;
+ for (RenderBox* obj = block->firstChildBox(); obj; obj = obj->nextSiblingBox()) {
+ if (shouldCheckLines(obj)) {
+ int result = getHeightForLineCount(toRenderBlock(obj), l, false, count);
+ if (result != -1)
+ return result + obj->y() + (includeBottom ? (block->borderBottom() + block->paddingBottom()) : 0);
+ }
+ else if (!obj->isFloatingOrPositioned() && !obj->isRunIn())
+ normalFlowChildWithoutLines = obj;
+ }
+ if (normalFlowChildWithoutLines && l == 0)
+ return normalFlowChildWithoutLines->y() + normalFlowChildWithoutLines->height();
+ }
+ }
+
+ return -1;
+}
+
+RootInlineBox* RenderBlock::lineAtIndex(int i)
+{
+ int count = 0;
+ return getLineAtIndex(this, i, count);
+}
+
+int RenderBlock::lineCount()
+{
+ int count = 0;
+ if (style()->visibility() == VISIBLE) {
+ if (childrenInline())
+ for (RootInlineBox* box = firstRootBox(); box; box = box->nextRootBox())
+ count++;
+ else
+ for (RenderObject* obj = firstChild(); obj; obj = obj->nextSibling())
+ if (shouldCheckLines(obj))
+ count += toRenderBlock(obj)->lineCount();
+ }
+ return count;
+}
+
+int RenderBlock::heightForLineCount(int l)
+{
+ int count = 0;
+ return getHeightForLineCount(this, l, true, count);
+}
+
+void RenderBlock::adjustForBorderFit(int x, int& left, int& right) const
+{
+ // We don't deal with relative positioning. Our assumption is that you shrink to fit the lines without accounting
+ // for either overflow or translations via relative positioning.
+ if (style()->visibility() == VISIBLE) {
+ if (childrenInline()) {
+ for (RootInlineBox* box = firstRootBox(); box; box = box->nextRootBox()) {
+ if (box->firstChild())
+ left = min(left, x + box->firstChild()->x());
+ if (box->lastChild())
+ right = max(right, x + box->lastChild()->x() + box->lastChild()->logicalWidth());
+ }
+ }
+ else {
+ for (RenderBox* obj = firstChildBox(); obj; obj = obj->nextSiblingBox()) {
+ if (!obj->isFloatingOrPositioned()) {
+ if (obj->isBlockFlow() && !obj->hasOverflowClip())
+ toRenderBlock(obj)->adjustForBorderFit(x + obj->x(), left, right);
+ else if (obj->style()->visibility() == VISIBLE) {
+ // We are a replaced element or some kind of non-block-flow object.
+ left = min(left, x + obj->x());
+ right = max(right, x + obj->x() + obj->width());
+ }
+ }
+ }
+ }
+
+ if (m_floatingObjects) {
+ FloatingObject* r;
+ DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+ for (; (r = it.current()); ++it) {
+ // Only examine the object if our m_shouldPaint flag is set.
+ if (r->m_shouldPaint) {
+ int floatLeft = r->left() - r->m_renderer->x() + r->m_renderer->marginLeft();
+ int floatRight = floatLeft + r->m_renderer->width();
+ left = min(left, floatLeft);
+ right = max(right, floatRight);
+ }
+ }
+ }
+ }
+}
+
+void RenderBlock::borderFitAdjust(int& x, int& w) const
+{
+ if (style()->borderFit() == BorderFitBorder)
+ return;
+
+ // Walk any normal flow lines to snugly fit.
+ int left = INT_MAX;
+ int right = INT_MIN;
+ int oldWidth = w;
+ adjustForBorderFit(0, left, right);
+ if (left != INT_MAX) {
+ left -= (borderLeft() + paddingLeft());
+ if (left > 0) {
+ x += left;
+ w -= left;
+ }
+ }
+ if (right != INT_MIN) {
+ right += (borderRight() + paddingRight());
+ if (right < oldWidth)
+ w -= (oldWidth - right);
+ }
+}
+
+void RenderBlock::clearTruncation()
+{
+ if (style()->visibility() == VISIBLE) {
+ if (childrenInline() && hasMarkupTruncation()) {
+ setHasMarkupTruncation(false);
+ for (RootInlineBox* box = firstRootBox(); box; box = box->nextRootBox())
+ box->clearTruncation();
+ }
+ else
+ for (RenderObject* obj = firstChild(); obj; obj = obj->nextSibling())
+ if (shouldCheckLines(obj))
+ toRenderBlock(obj)->clearTruncation();
+ }
+}
+
+void RenderBlock::setMaxMarginBeforeValues(int pos, int neg)
+{
+ if (!m_rareData) {
+ if (pos == RenderBlockRareData::positiveMarginBeforeDefault(this) && neg == RenderBlockRareData::negativeMarginBeforeDefault(this))
+ return;
+ m_rareData = new RenderBlockRareData(this);
+ }
+ m_rareData->m_margins.setPositiveMarginBefore(pos);
+ m_rareData->m_margins.setNegativeMarginBefore(neg);
+}
+
+void RenderBlock::setMaxMarginAfterValues(int pos, int neg)
+{
+ if (!m_rareData) {
+ if (pos == RenderBlockRareData::positiveMarginAfterDefault(this) && neg == RenderBlockRareData::negativeMarginAfterDefault(this))
+ return;
+ m_rareData = new RenderBlockRareData(this);
+ }
+ m_rareData->m_margins.setPositiveMarginAfter(pos);
+ m_rareData->m_margins.setNegativeMarginAfter(neg);
+}
+
+void RenderBlock::setPaginationStrut(int strut)
+{
+ if (!m_rareData) {
+ if (!strut)
+ return;
+ m_rareData = new RenderBlockRareData(this);
+ }
+ m_rareData->m_paginationStrut = strut;
+}
+
+void RenderBlock::setPageLogicalOffset(int logicalOffset)
+{
+ if (!m_rareData) {
+ if (!logicalOffset)
+ return;
+ m_rareData = new RenderBlockRareData(this);
+ }
+ m_rareData->m_pageLogicalOffset = logicalOffset;
+}
+
+void RenderBlock::absoluteRects(Vector<IntRect>& rects, int tx, int ty)
+{
+ // For blocks inside inlines, we go ahead and include margins so that we run right up to the
+ // inline boxes above and below us (thus getting merged with them to form a single irregular
+ // shape).
+ if (isAnonymousBlockContinuation()) {
+ // FIXME: This is wrong for block-flows that are horizontal.
+ // https://bugs.webkit.org/show_bug.cgi?id=46781
+ rects.append(IntRect(tx, ty - collapsedMarginBefore(),
+ width(), height() + collapsedMarginBefore() + collapsedMarginAfter()));
+ continuation()->absoluteRects(rects,
+ tx - x() + inlineElementContinuation()->containingBlock()->x(),
+ ty - y() + inlineElementContinuation()->containingBlock()->y());
+ } else
+ rects.append(IntRect(tx, ty, width(), height()));
+}
+
+void RenderBlock::absoluteQuads(Vector<FloatQuad>& quads)
+{
+ // For blocks inside inlines, we go ahead and include margins so that we run right up to the
+ // inline boxes above and below us (thus getting merged with them to form a single irregular
+ // shape).
+ if (isAnonymousBlockContinuation()) {
+ // FIXME: This is wrong for block-flows that are horizontal.
+ // https://bugs.webkit.org/show_bug.cgi?id=46781
+ FloatRect localRect(0, -collapsedMarginBefore(),
+ width(), height() + collapsedMarginBefore() + collapsedMarginAfter());
+ quads.append(localToAbsoluteQuad(localRect));
+ continuation()->absoluteQuads(quads);
+ } else
+ quads.append(RenderBox::localToAbsoluteQuad(FloatRect(0, 0, width(), height())));
+}
+
+IntRect RenderBlock::rectWithOutlineForRepaint(RenderBoxModelObject* repaintContainer, int outlineWidth)
+{
+ IntRect r(RenderBox::rectWithOutlineForRepaint(repaintContainer, outlineWidth));
+ if (isAnonymousBlockContinuation())
+ r.inflateY(collapsedMarginBefore()); // FIXME: This is wrong for block-flows that are horizontal.
+ return r;
+}
+
+RenderObject* RenderBlock::hoverAncestor() const
+{
+ return isAnonymousBlockContinuation() ? continuation() : RenderBox::hoverAncestor();
+}
+
+void RenderBlock::updateDragState(bool dragOn)
+{
+ RenderBox::updateDragState(dragOn);
+ if (continuation())
+ continuation()->updateDragState(dragOn);
+}
+
+RenderStyle* RenderBlock::outlineStyleForRepaint() const
+{
+ return isAnonymousBlockContinuation() ? continuation()->style() : style();
+}
+
+void RenderBlock::childBecameNonInline(RenderObject*)
+{
+ makeChildrenNonInline();
+ if (isAnonymousBlock() && parent() && parent()->isRenderBlock())
+ toRenderBlock(parent())->removeLeftoverAnonymousBlock(this);
+ // |this| may be dead here
+}
+
+void RenderBlock::updateHitTestResult(HitTestResult& result, const IntPoint& point)
+{
+ if (result.innerNode())
+ return;
+
+ Node* n = node();
+ if (isAnonymousBlockContinuation())
+ // We are in the margins of block elements that are part of a continuation. In
+ // this case we're actually still inside the enclosing element that was
+ // split. Go ahead and set our inner node accordingly.
+ n = continuation()->node();
+
+ if (n) {
+ result.setInnerNode(n);
+ if (!result.innerNonSharedNode())
+ result.setInnerNonSharedNode(n);
+ result.setLocalPoint(point);
+ }
+}
+
+IntRect RenderBlock::localCaretRect(InlineBox* inlineBox, int caretOffset, int* extraWidthToEndOfLine)
+{
+ // Do the normal calculation in most cases.
+ if (firstChild())
+ return RenderBox::localCaretRect(inlineBox, caretOffset, extraWidthToEndOfLine);
+
+ // This is a special case:
+ // The element is not an inline element, and it's empty. So we have to
+ // calculate a fake position to indicate where objects are to be inserted.
+
+ // FIXME: This does not take into account either :first-line or :first-letter
+ // However, as soon as some content is entered, the line boxes will be
+ // constructed and this kludge is not called any more. So only the caret size
+ // of an empty :first-line'd block is wrong. I think we can live with that.
+ RenderStyle* currentStyle = firstLineStyle();
+ int height = lineHeight(true, currentStyle->isHorizontalWritingMode() ? HorizontalLine : VerticalLine);
+
+ enum CaretAlignment { alignLeft, alignRight, alignCenter };
+
+ CaretAlignment alignment = alignLeft;
+
+ switch (currentStyle->textAlign()) {
+ case TAAUTO:
+ case JUSTIFY:
+ if (!currentStyle->isLeftToRightDirection())
+ alignment = alignRight;
+ break;
+ case LEFT:
+ case WEBKIT_LEFT:
+ break;
+ case CENTER:
+ case WEBKIT_CENTER:
+ alignment = alignCenter;
+ break;
+ case RIGHT:
+ case WEBKIT_RIGHT:
+ alignment = alignRight;
+ break;
+ }
+
+ int x = borderLeft() + paddingLeft();
+ int w = width();
+
+ switch (alignment) {
+ case alignLeft:
+ break;
+ case alignCenter:
+ x = (x + w - (borderRight() + paddingRight())) / 2;
+ break;
+ case alignRight:
+ x = w - (borderRight() + paddingRight()) - caretWidth;
+ break;
+ }
+
+ if (extraWidthToEndOfLine) {
+ if (isRenderBlock()) {
+ *extraWidthToEndOfLine = w - (x + caretWidth);
+ } else {
+ // FIXME: This code looks wrong.
+ // myRight and containerRight are set up, but then clobbered.
+ // So *extraWidthToEndOfLine will always be 0 here.
+
+ int myRight = x + caretWidth;
+ // FIXME: why call localToAbsoluteForContent() twice here, too?
+ FloatPoint absRightPoint = localToAbsolute(FloatPoint(myRight, 0));
+
+ int containerRight = containingBlock()->x() + containingBlockLogicalWidthForContent();
+ FloatPoint absContainerPoint = localToAbsolute(FloatPoint(containerRight, 0));
+
+ *extraWidthToEndOfLine = absContainerPoint.x() - absRightPoint.x();
+ }
+ }
+
+ int y = paddingTop() + borderTop();
+
+ return IntRect(x, y, caretWidth, height);
+}
+
+void RenderBlock::addFocusRingRects(Vector<IntRect>& rects, int tx, int ty)
+{
+ // For blocks inside inlines, we go ahead and include margins so that we run right up to the
+ // inline boxes above and below us (thus getting merged with them to form a single irregular
+ // shape).
+ if (inlineElementContinuation()) {
+ // FIXME: This check really isn't accurate.
+ bool nextInlineHasLineBox = inlineElementContinuation()->firstLineBox();
+ // FIXME: This is wrong. The principal renderer may not be the continuation preceding this block.
+ // FIXME: This is wrong for block-flows that are horizontal.
+ // https://bugs.webkit.org/show_bug.cgi?id=46781
+ bool prevInlineHasLineBox = toRenderInline(inlineElementContinuation()->node()->renderer())->firstLineBox();
+ int topMargin = prevInlineHasLineBox ? collapsedMarginBefore() : 0;
+ int bottomMargin = nextInlineHasLineBox ? collapsedMarginAfter() : 0;
+ IntRect rect(tx, ty - topMargin, width(), height() + topMargin + bottomMargin);
+ if (!rect.isEmpty())
+ rects.append(rect);
+ } else if (width() && height())
+ rects.append(IntRect(tx, ty, width(), height()));
+
+ if (!hasOverflowClip() && !hasControlClip()) {
+ for (RootInlineBox* curr = firstRootBox(); curr; curr = curr->nextRootBox()) {
+ int top = max(curr->lineTop(), curr->y());
+ int bottom = min(curr->lineBottom(), curr->y() + curr->logicalHeight());
+ IntRect rect(tx + curr->x(), ty + top, curr->logicalWidth(), bottom - top);
+ if (!rect.isEmpty())
+ rects.append(rect);
+ }
+
+ for (RenderObject* curr = firstChild(); curr; curr = curr->nextSibling()) {
+ if (!curr->isText() && !curr->isListMarker() && curr->isBox()) {
+ RenderBox* box = toRenderBox(curr);
+ FloatPoint pos;
+ // FIXME: This doesn't work correctly with transforms.
+ if (box->layer())
+ pos = curr->localToAbsolute();
+ else
+ pos = FloatPoint(tx + box->x(), ty + box->y());
+ box->addFocusRingRects(rects, pos.x(), pos.y());
+ }
+ }
+ }
+
+ if (inlineElementContinuation())
+ inlineElementContinuation()->addFocusRingRects(rects,
+ tx - x() + inlineElementContinuation()->containingBlock()->x(),
+ ty - y() + inlineElementContinuation()->containingBlock()->y());
+}
+
+RenderBlock* RenderBlock::createAnonymousBlock(bool isFlexibleBox) const
+{
+ RefPtr<RenderStyle> newStyle = RenderStyle::create();
+ newStyle->inheritFrom(style());
+
+ RenderBlock* newBox = 0;
+ if (isFlexibleBox) {
+ newStyle->setDisplay(BOX);
+ newBox = new (renderArena()) RenderFlexibleBox(document() /* anonymous box */);
+ } else {
+ newStyle->setDisplay(BLOCK);
+ newBox = new (renderArena()) RenderBlock(document() /* anonymous box */);
+ }
+
+ newBox->setStyle(newStyle.release());
+ return newBox;
+}
+
+RenderBlock* RenderBlock::createAnonymousBlockWithSameTypeAs(RenderBlock* otherAnonymousBlock) const
+{
+ if (otherAnonymousBlock->isAnonymousColumnsBlock())
+ return createAnonymousColumnsBlock();
+ if (otherAnonymousBlock->isAnonymousColumnSpanBlock())
+ return createAnonymousColumnSpanBlock();
+ return createAnonymousBlock(otherAnonymousBlock->style()->display() == BOX);
+}
+
+RenderBlock* RenderBlock::createAnonymousColumnsBlock() const
+{
+ RefPtr<RenderStyle> newStyle = RenderStyle::create();
+ newStyle->inheritFrom(style());
+ newStyle->inheritColumnPropertiesFrom(style());
+ newStyle->setDisplay(BLOCK);
+
+ RenderBlock* newBox = new (renderArena()) RenderBlock(document() /* anonymous box */);
+ newBox->setStyle(newStyle.release());
+ return newBox;
+}
+
+RenderBlock* RenderBlock::createAnonymousColumnSpanBlock() const
+{
+ RefPtr<RenderStyle> newStyle = RenderStyle::create();
+ newStyle->inheritFrom(style());
+ newStyle->setColumnSpan(true);
+ newStyle->setDisplay(BLOCK);
+
+ RenderBlock* newBox = new (renderArena()) RenderBlock(document() /* anonymous box */);
+ newBox->setStyle(newStyle.release());
+ return newBox;
+}
+
+int RenderBlock::nextPageTop(int yPos) const
+{
+ LayoutState* layoutState = view()->layoutState();
+ if (!layoutState->m_pageLogicalHeight)
+ return yPos;
+
+ // The yPos is in our coordinate space. We can add in our pushed offset.
+ int pageLogicalHeight = layoutState->m_pageLogicalHeight;
+ int remainingHeight = (pageLogicalHeight - ((layoutState->m_layoutOffset - layoutState->m_pageOffset).height() + yPos) % pageLogicalHeight) % pageLogicalHeight;
+ return yPos + remainingHeight;
+}
+
+static bool inNormalFlow(RenderBox* child)
+{
+ RenderBlock* curr = child->containingBlock();
+ RenderBlock* initialBlock = child->view();
+ while (curr && curr != initialBlock) {
+ if (curr->hasColumns())
+ return true;
+ if (curr->isFloatingOrPositioned())
+ return false;
+ curr = curr->containingBlock();
+ }
+ return true;
+}
+
+int RenderBlock::applyBeforeBreak(RenderBox* child, int yPos)
+{
+ // FIXME: Add page break checking here when we support printing.
+ bool checkColumnBreaks = view()->layoutState()->isPaginatingColumns();
+ bool checkPageBreaks = !checkColumnBreaks && view()->layoutState()->m_pageLogicalHeight; // FIXME: Once columns can print we have to check this.
+ bool checkBeforeAlways = (checkColumnBreaks && child->style()->columnBreakBefore() == PBALWAYS) || (checkPageBreaks && child->style()->pageBreakBefore() == PBALWAYS);
+ if (checkBeforeAlways && inNormalFlow(child)) {
+ if (checkColumnBreaks)
+ view()->layoutState()->addForcedColumnBreak(yPos);
+ return nextPageTop(yPos);
+ }
+ return yPos;
+}
+
+int RenderBlock::applyAfterBreak(RenderBox* child, int yPos, MarginInfo& marginInfo)
+{
+ // FIXME: Add page break checking here when we support printing.
+ bool checkColumnBreaks = view()->layoutState()->isPaginatingColumns();
+ bool checkPageBreaks = !checkColumnBreaks && view()->layoutState()->m_pageLogicalHeight; // FIXME: Once columns can print we have to check this.
+ bool checkAfterAlways = (checkColumnBreaks && child->style()->columnBreakAfter() == PBALWAYS) || (checkPageBreaks && child->style()->pageBreakAfter() == PBALWAYS);
+ if (checkAfterAlways && inNormalFlow(child)) {
+ marginInfo.setMarginAfterQuirk(true); // Cause margins to be discarded for any following content.
+ if (checkColumnBreaks)
+ view()->layoutState()->addForcedColumnBreak(yPos);
+ return nextPageTop(yPos);
+ }
+ return yPos;
+}
+
+int RenderBlock::adjustForUnsplittableChild(RenderBox* child, int yPos, bool includeMargins)
+{
+ bool isUnsplittable = child->isReplaced() || child->scrollsOverflow();
+ if (!isUnsplittable)
+ return yPos;
+ int childHeight = child->height() + (includeMargins ? child->marginTop() + child->marginBottom() : 0);
+ LayoutState* layoutState = view()->layoutState();
+ if (layoutState->m_columnInfo)
+ layoutState->m_columnInfo->updateMinimumColumnHeight(childHeight);
+ int pageLogicalHeight = layoutState->m_pageLogicalHeight;
+ if (!pageLogicalHeight || childHeight > pageLogicalHeight)
+ return yPos;
+ int remainingHeight = (pageLogicalHeight - ((layoutState->m_layoutOffset - layoutState->m_pageOffset).height() + yPos) % pageLogicalHeight) % pageLogicalHeight;
+ if (remainingHeight < childHeight)
+ return yPos + remainingHeight;
+ return yPos;
+}
+
+void RenderBlock::adjustLinePositionForPagination(RootInlineBox* lineBox, int& delta)
+{
+ // FIXME: For now we paginate using line overflow. This ensures that lines don't overlap at all when we
+ // put a strut between them for pagination purposes. However, this really isn't the desired rendering, since
+ // the line on the top of the next page will appear too far down relative to the same kind of line at the top
+ // of the first column.
+ //
+ // The rendering we would like to see is one where the lineTop is at the top of the column, and any line overflow
+ // simply spills out above the top of the column. This effect would match what happens at the top of the first column.
+ // We can't achieve this rendering, however, until we stop columns from clipping to the column bounds (thus allowing
+ // for overflow to occur), and then cache visible overflow for each column rect.
+ //
+ // Furthermore, the paint we have to do when a column has overflow has to be special. We need to exclude
+ // content that paints in a previous column (and content that paints in the following column).
+ //
+ // FIXME: Another problem with simply moving lines is that the available line width may change (because of floats).
+ // Technically if the location we move the line to has a different line width than our old position, then we need to dirty the
+ // line and all following lines.
+ LayoutState* layoutState = view()->layoutState();
+ int pageLogicalHeight = layoutState->m_pageLogicalHeight;
+ int yPos = lineBox->topVisualOverflow();
+ int lineHeight = lineBox->bottomVisualOverflow() - yPos;
+ if (layoutState->m_columnInfo)
+ layoutState->m_columnInfo->updateMinimumColumnHeight(lineHeight);
+ yPos += delta;
+ lineBox->setPaginationStrut(0);
+ if (!pageLogicalHeight || lineHeight > pageLogicalHeight)
+ return;
+ int remainingHeight = pageLogicalHeight - ((layoutState->m_layoutOffset - layoutState->m_pageOffset).height() + yPos) % pageLogicalHeight;
+ if (remainingHeight < lineHeight) {
+ int totalHeight = lineHeight + max(0, yPos);
+ if (lineBox == firstRootBox() && totalHeight < pageLogicalHeight && !isPositioned() && !isTableCell())
+ setPaginationStrut(remainingHeight + max(0, yPos));
+ else {
+ delta += remainingHeight;
+ lineBox->setPaginationStrut(remainingHeight);
+ }
+ }
+}
+
+int RenderBlock::collapsedMarginBeforeForChild(RenderBox* child) const
+{
+ // If the child has the same directionality as we do, then we can just return its
+ // collapsed margin.
+ if (!child->isWritingModeRoot())
+ return child->collapsedMarginBefore();
+
+ // The child has a different directionality. If the child is parallel, then it's just
+ // flipped relative to us. We can use the collapsed margin for the opposite edge.
+ if (child->style()->isHorizontalWritingMode() == style()->isHorizontalWritingMode())
+ return child->collapsedMarginAfter();
+
+ // The child is perpendicular to us, which means its margins don't collapse but are on the
+ // "logical left/right" sides of the child box. We can just return the raw margin in this case.
+ return marginBeforeForChild(child);
+}
+
+int RenderBlock::collapsedMarginAfterForChild(RenderBox* child) const
+{
+ // If the child has the same directionality as we do, then we can just return its
+ // collapsed margin.
+ if (!child->isWritingModeRoot())
+ return child->collapsedMarginAfter();
+
+ // The child has a different directionality. If the child is parallel, then it's just
+ // flipped relative to us. We can use the collapsed margin for the opposite edge.
+ if (child->style()->isHorizontalWritingMode() == style()->isHorizontalWritingMode())
+ return child->collapsedMarginBefore();
+
+ // The child is perpendicular to us, which means its margins don't collapse but are on the
+ // "logical left/right" side of the child box. We can just return the raw margin in this case.
+ return marginAfterForChild(child);
+}
+
+int RenderBlock::marginBeforeForChild(RenderBoxModelObject* child) const
+{
+ switch (style()->writingMode()) {
+ case TopToBottomWritingMode:
+ return child->marginTop();
+ case BottomToTopWritingMode:
+ return child->marginBottom();
+ case LeftToRightWritingMode:
+ return child->marginLeft();
+ case RightToLeftWritingMode:
+ return child->marginRight();
+ }
+ ASSERT_NOT_REACHED();
+ return child->marginTop();
+}
+
+int RenderBlock::marginAfterForChild(RenderBoxModelObject* child) const
+{
+ switch (style()->writingMode()) {
+ case TopToBottomWritingMode:
+ return child->marginBottom();
+ case BottomToTopWritingMode:
+ return child->marginTop();
+ case LeftToRightWritingMode:
+ return child->marginRight();
+ case RightToLeftWritingMode:
+ return child->marginLeft();
+ }
+ ASSERT_NOT_REACHED();
+ return child->marginBottom();
+}
+
+int RenderBlock::marginStartForChild(RenderBoxModelObject* child) const
+{
+ if (style()->isHorizontalWritingMode())
+ return style()->isLeftToRightDirection() ? child->marginLeft() : child->marginRight();
+ return style()->isLeftToRightDirection() ? child->marginTop() : child->marginBottom();
+}
+
+int RenderBlock::marginEndForChild(RenderBoxModelObject* child) const
+{
+ if (style()->isHorizontalWritingMode())
+ return style()->isLeftToRightDirection() ? child->marginRight() : child->marginLeft();
+ return style()->isLeftToRightDirection() ? child->marginBottom() : child->marginTop();
+}
+
+void RenderBlock::setMarginStartForChild(RenderBox* child, int margin)
+{
+ if (style()->isHorizontalWritingMode()) {
+ if (style()->isLeftToRightDirection())
+ child->setMarginLeft(margin);
+ else
+ child->setMarginRight(margin);
+ } else {
+ if (style()->isLeftToRightDirection())
+ child->setMarginTop(margin);
+ else
+ child->setMarginBottom(margin);
+ }
+}
+
+void RenderBlock::setMarginEndForChild(RenderBox* child, int margin)
+{
+ if (style()->isHorizontalWritingMode()) {
+ if (style()->isLeftToRightDirection())
+ child->setMarginRight(margin);
+ else
+ child->setMarginLeft(margin);
+ } else {
+ if (style()->isLeftToRightDirection())
+ child->setMarginBottom(margin);
+ else
+ child->setMarginTop(margin);
+ }
+}
+
+void RenderBlock::setMarginBeforeForChild(RenderBox* child, int margin)
+{
+ switch (style()->writingMode()) {
+ case TopToBottomWritingMode:
+ child->setMarginTop(margin);
+ break;
+ case BottomToTopWritingMode:
+ child->setMarginBottom(margin);
+ break;
+ case LeftToRightWritingMode:
+ child->setMarginLeft(margin);
+ break;
+ case RightToLeftWritingMode:
+ child->setMarginRight(margin);
+ break;
+ }
+}
+
+void RenderBlock::setMarginAfterForChild(RenderBox* child, int margin)
+{
+ switch (style()->writingMode()) {
+ case TopToBottomWritingMode:
+ child->setMarginBottom(margin);
+ break;
+ case BottomToTopWritingMode:
+ child->setMarginTop(margin);
+ break;
+ case LeftToRightWritingMode:
+ child->setMarginRight(margin);
+ break;
+ case RightToLeftWritingMode:
+ child->setMarginLeft(margin);
+ break;
+ }
+}
+
+RenderBlock::MarginValues RenderBlock::marginValuesForChild(RenderBox* child)
+{
+ int childBeforePositive = 0;
+ int childBeforeNegative = 0;
+ int childAfterPositive = 0;
+ int childAfterNegative = 0;
+
+ int beforeMargin = 0;
+ int afterMargin = 0;
+
+ RenderBlock* childRenderBlock = child->isRenderBlock() ? toRenderBlock(child) : 0;
+
+ // If the child has the same directionality as we do, then we can just return its
+ // margins in the same direction.
+ if (!child->isWritingModeRoot()) {
+ if (childRenderBlock) {
+ childBeforePositive = childRenderBlock->maxPositiveMarginBefore();
+ childBeforeNegative = childRenderBlock->maxNegativeMarginBefore();
+ childAfterPositive = childRenderBlock->maxPositiveMarginAfter();
+ childAfterNegative = childRenderBlock->maxNegativeMarginAfter();
+ } else {
+ beforeMargin = child->marginBefore();
+ afterMargin = child->marginAfter();
+ }
+ } else if (child->style()->isHorizontalWritingMode() == style()->isHorizontalWritingMode()) {
+ // The child has a different directionality. If the child is parallel, then it's just
+ // flipped relative to us. We can use the margins for the opposite edges.
+ if (childRenderBlock) {
+ childBeforePositive = childRenderBlock->maxPositiveMarginAfter();
+ childBeforeNegative = childRenderBlock->maxNegativeMarginAfter();
+ childAfterPositive = childRenderBlock->maxPositiveMarginBefore();
+ childAfterNegative = childRenderBlock->maxNegativeMarginBefore();
+ } else {
+ beforeMargin = child->marginAfter();
+ afterMargin = child->marginBefore();
+ }
+ } else {
+ // The child is perpendicular to us, which means its margins don't collapse but are on the
+ // "logical left/right" sides of the child box. We can just return the raw margin in this case.
+ beforeMargin = marginBeforeForChild(child);
+ afterMargin = marginAfterForChild(child);
+ }
+
+ // Resolve uncollapsing margins into their positive/negative buckets.
+ if (beforeMargin) {
+ if (beforeMargin > 0)
+ childBeforePositive = beforeMargin;
+ else
+ childBeforeNegative = -beforeMargin;
+ }
+ if (afterMargin) {
+ if (afterMargin > 0)
+ childAfterPositive = afterMargin;
+ else
+ childAfterNegative = -afterMargin;
+ }
+
+ return MarginValues(childBeforePositive, childBeforeNegative, childAfterPositive, childAfterNegative);
+}
+
+const char* RenderBlock::renderName() const
+{
+ if (isBody())
+ return "RenderBody"; // FIXME: Temporary hack until we know that the regression tests pass.
+
+ if (isFloating())
+ return "RenderBlock (floating)";
+ if (isPositioned())
+ return "RenderBlock (positioned)";
+ if (isAnonymousColumnsBlock())
+ return "RenderBlock (anonymous multi-column)";
+ if (isAnonymousColumnSpanBlock())
+ return "RenderBlock (anonymous multi-column span)";
+ if (isAnonymousBlock())
+ return "RenderBlock (anonymous)";
+ else if (isAnonymous())
+ return "RenderBlock (generated)";
+ if (isRelPositioned())
+ return "RenderBlock (relative positioned)";
+ if (isRunIn())
+ return "RenderBlock (run-in)";
+ return "RenderBlock";
+}
+
+} // namespace WebCore