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Diffstat (limited to 'Source/WebCore/rendering/RenderBlock.cpp')
-rw-r--r-- | Source/WebCore/rendering/RenderBlock.cpp | 6101 |
1 files changed, 6101 insertions, 0 deletions
diff --git a/Source/WebCore/rendering/RenderBlock.cpp b/Source/WebCore/rendering/RenderBlock.cpp new file mode 100644 index 0000000..7275461 --- /dev/null +++ b/Source/WebCore/rendering/RenderBlock.cpp @@ -0,0 +1,6101 @@ +/* + * 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 |