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+/*
+ * Copyright (C) 1999 Lars Knoll (knoll@kde.org)
+ * (C) 1999 Antti Koivisto (koivisto@kde.org)
+ * (C) 2005 Allan Sandfeld Jensen (kde@carewolf.com)
+ * (C) 2005, 2006 Samuel Weinig (sam.weinig@gmail.com)
+ * Copyright (C) 2005, 2006, 2007, 2008, 2009 Apple Inc. All rights reserved.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Library General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Library General Public License for more details.
+ *
+ * You should have received a copy of the GNU Library General Public License
+ * along with this library; see the file COPYING.LIB. If not, write to
+ * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
+ * Boston, MA 02110-1301, USA.
+ *
+ */
+
+#include "config.h"
+#include "RenderBoxModelObject.h"
+
+#include "GraphicsContext.h"
+#include "HTMLElement.h"
+#include "HTMLNames.h"
+#include "ImageBuffer.h"
+#include "RenderBlock.h"
+#include "RenderInline.h"
+#include "RenderLayer.h"
+#include "RenderView.h"
+
+using namespace std;
+
+namespace WebCore {
+
+using namespace HTMLNames;
+
+bool RenderBoxModelObject::s_wasFloating = false;
+
+RenderBoxModelObject::RenderBoxModelObject(Node* node)
+ : RenderObject(node)
+ , m_layer(0)
+{
+}
+
+RenderBoxModelObject::~RenderBoxModelObject()
+{
+ // Our layer should have been destroyed and cleared by now
+ ASSERT(!hasLayer());
+ ASSERT(!m_layer);
+}
+
+void RenderBoxModelObject::destroyLayer()
+{
+ ASSERT(hasLayer());
+ ASSERT(m_layer);
+ m_layer->destroy(renderArena());
+ m_layer = 0;
+ setHasLayer(false);
+}
+
+void RenderBoxModelObject::destroy()
+{
+ // This must be done before we destroy the RenderObject.
+ if (m_layer)
+ m_layer->clearClipRects();
+
+ // RenderObject::destroy calls back to destroyLayer() for layer destruction
+ RenderObject::destroy();
+}
+
+bool RenderBoxModelObject::hasSelfPaintingLayer() const
+{
+ return m_layer && m_layer->isSelfPaintingLayer();
+}
+
+void RenderBoxModelObject::styleWillChange(StyleDifference diff, const RenderStyle* newStyle)
+{
+ s_wasFloating = isFloating();
+
+ // If our z-index changes value or our visibility changes,
+ // we need to dirty our stacking context's z-order list.
+ if (style() && newStyle) {
+ if (hasLayer() && (style()->hasAutoZIndex() != newStyle->hasAutoZIndex() ||
+ style()->zIndex() != newStyle->zIndex() ||
+ style()->visibility() != newStyle->visibility())) {
+ layer()->dirtyStackingContextZOrderLists();
+ if (style()->hasAutoZIndex() != newStyle->hasAutoZIndex() || style()->visibility() != newStyle->visibility())
+ layer()->dirtyZOrderLists();
+ }
+ }
+
+ RenderObject::styleWillChange(diff, newStyle);
+}
+
+void RenderBoxModelObject::styleDidChange(StyleDifference diff, const RenderStyle* oldStyle)
+{
+ RenderObject::styleDidChange(diff, oldStyle);
+ updateBoxModelInfoFromStyle();
+
+ if (requiresLayer()) {
+ if (!layer()) {
+ if (s_wasFloating && isFloating())
+ setChildNeedsLayout(true);
+ m_layer = new (renderArena()) RenderLayer(this);
+ setHasLayer(true);
+ m_layer->insertOnlyThisLayer();
+ if (parent() && !needsLayout() && containingBlock())
+ m_layer->updateLayerPositions();
+ }
+ } else if (layer() && layer()->parent()) {
+ setHasTransform(false); // Either a transform wasn't specified or the object doesn't support transforms, so just null out the bit.
+ setHasReflection(false);
+ m_layer->removeOnlyThisLayer(); // calls destroyLayer() which clears m_layer
+ if (s_wasFloating && isFloating())
+ setChildNeedsLayout(true);
+ }
+
+ if (m_layer)
+ m_layer->styleChanged(diff, oldStyle);
+}
+
+void RenderBoxModelObject::updateBoxModelInfoFromStyle()
+{
+ // Set the appropriate bits for a box model object. Since all bits are cleared in styleWillChange,
+ // we only check for bits that could possibly be set to true.
+ setHasBoxDecorations(style()->hasBorder() || style()->hasBackground() || style()->hasAppearance() || style()->boxShadow());
+ setInline(style()->isDisplayInlineType());
+ setRelPositioned(style()->position() == RelativePosition);
+}
+
+int RenderBoxModelObject::relativePositionOffsetX() const
+{
+ if (!style()->left().isAuto()) {
+ if (!style()->right().isAuto() && containingBlock()->style()->direction() == RTL)
+ return -style()->right().calcValue(containingBlockWidthForContent());
+ return style()->left().calcValue(containingBlockWidthForContent());
+ }
+ if (!style()->right().isAuto())
+ return -style()->right().calcValue(containingBlockWidthForContent());
+ return 0;
+}
+
+int RenderBoxModelObject::relativePositionOffsetY() const
+{
+ if (!style()->top().isAuto())
+ return style()->top().calcValue(containingBlock()->availableHeight());
+ else if (!style()->bottom().isAuto())
+ return -style()->bottom().calcValue(containingBlock()->availableHeight());
+
+ return 0;
+}
+
+int RenderBoxModelObject::offsetLeft() const
+{
+ // If the element is the HTML body element or does not have an associated box
+ // return 0 and stop this algorithm.
+ if (isBody())
+ return 0;
+
+ RenderBoxModelObject* offsetPar = offsetParent();
+ int xPos = (isBox() ? toRenderBox(this)->x() : 0);
+
+ // If the offsetParent of the element is null, or is the HTML body element,
+ // return the distance between the canvas origin and the left border edge
+ // of the element and stop this algorithm.
+ if (offsetPar) {
+ if (offsetPar->isBox() && !offsetPar->isBody())
+ xPos -= toRenderBox(offsetPar)->borderLeft();
+ if (!isPositioned()) {
+ if (isRelPositioned())
+ xPos += relativePositionOffsetX();
+ RenderObject* curr = parent();
+ while (curr && curr != offsetPar) {
+ // FIXME: What are we supposed to do inside SVG content?
+ if (curr->isBox() && !curr->isTableRow())
+ xPos += toRenderBox(curr)->x();
+ curr = curr->parent();
+ }
+ if (offsetPar->isBox() && offsetPar->isBody() && !offsetPar->isRelPositioned() && !offsetPar->isPositioned())
+ xPos += toRenderBox(offsetPar)->x();
+ }
+ }
+
+ return xPos;
+}
+
+int RenderBoxModelObject::offsetTop() const
+{
+ // If the element is the HTML body element or does not have an associated box
+ // return 0 and stop this algorithm.
+ if (isBody())
+ return 0;
+
+ RenderBoxModelObject* offsetPar = offsetParent();
+ int yPos = (isBox() ? toRenderBox(this)->y() : 0);
+
+ // If the offsetParent of the element is null, or is the HTML body element,
+ // return the distance between the canvas origin and the top border edge
+ // of the element and stop this algorithm.
+ if (offsetPar) {
+ if (offsetPar->isBox() && !offsetPar->isBody())
+ yPos -= toRenderBox(offsetPar)->borderTop();
+ if (!isPositioned()) {
+ if (isRelPositioned())
+ yPos += relativePositionOffsetY();
+ RenderObject* curr = parent();
+ while (curr && curr != offsetPar) {
+ // FIXME: What are we supposed to do inside SVG content?
+ if (curr->isBox() && !curr->isTableRow())
+ yPos += toRenderBox(curr)->y();
+ curr = curr->parent();
+ }
+ if (offsetPar->isBox() && offsetPar->isBody() && !offsetPar->isRelPositioned() && !offsetPar->isPositioned())
+ yPos += toRenderBox(offsetPar)->y();
+ }
+ }
+ return yPos;
+}
+
+int RenderBoxModelObject::paddingTop(bool) const
+{
+ int w = 0;
+ Length padding = style()->paddingTop();
+ if (padding.isPercent())
+ w = containingBlock()->availableWidth();
+ return padding.calcMinValue(w);
+}
+
+int RenderBoxModelObject::paddingBottom(bool) const
+{
+ int w = 0;
+ Length padding = style()->paddingBottom();
+ if (padding.isPercent())
+ w = containingBlock()->availableWidth();
+ return padding.calcMinValue(w);
+}
+
+int RenderBoxModelObject::paddingLeft(bool) const
+{
+ int w = 0;
+ Length padding = style()->paddingLeft();
+ if (padding.isPercent())
+ w = containingBlock()->availableWidth();
+ return padding.calcMinValue(w);
+}
+
+int RenderBoxModelObject::paddingRight(bool) const
+{
+ int w = 0;
+ Length padding = style()->paddingRight();
+ if (padding.isPercent())
+ w = containingBlock()->availableWidth();
+ return padding.calcMinValue(w);
+}
+
+
+void RenderBoxModelObject::paintFillLayerExtended(const PaintInfo& paintInfo, const Color& c, const FillLayer* bgLayer, int clipY, int clipH,
+ int tx, int ty, int w, int h, InlineFlowBox* box, CompositeOperator op)
+{
+ GraphicsContext* context = paintInfo.context;
+ bool includeLeftEdge = box ? box->includeLeftEdge() : true;
+ bool includeRightEdge = box ? box->includeRightEdge() : true;
+ int bLeft = includeLeftEdge ? borderLeft() : 0;
+ int bRight = includeRightEdge ? borderRight() : 0;
+ int pLeft = includeLeftEdge ? paddingLeft() : 0;
+ int pRight = includeRightEdge ? paddingRight() : 0;
+
+ bool clippedToBorderRadius = false;
+ if (style()->hasBorderRadius() && (includeLeftEdge || includeRightEdge)) {
+ context->save();
+ context->addRoundedRectClip(IntRect(tx, ty, w, h),
+ includeLeftEdge ? style()->borderTopLeftRadius() : IntSize(),
+ includeRightEdge ? style()->borderTopRightRadius() : IntSize(),
+ includeLeftEdge ? style()->borderBottomLeftRadius() : IntSize(),
+ includeRightEdge ? style()->borderBottomRightRadius() : IntSize());
+ clippedToBorderRadius = true;
+ }
+
+ if (bgLayer->clip() == PaddingFillBox || bgLayer->clip() == ContentFillBox) {
+ // Clip to the padding or content boxes as necessary.
+ bool includePadding = bgLayer->clip() == ContentFillBox;
+ int x = tx + bLeft + (includePadding ? pLeft : 0);
+ int y = ty + borderTop() + (includePadding ? paddingTop() : 0);
+ int width = w - bLeft - bRight - (includePadding ? pLeft + pRight : 0);
+ int height = h - borderTop() - borderBottom() - (includePadding ? paddingTop() + paddingBottom() : 0);
+ context->save();
+ context->clip(IntRect(x, y, width, height));
+ } else if (bgLayer->clip() == TextFillBox) {
+ // We have to draw our text into a mask that can then be used to clip background drawing.
+ // First figure out how big the mask has to be. It should be no bigger than what we need
+ // to actually render, so we should intersect the dirty rect with the border box of the background.
+ IntRect maskRect(tx, ty, w, h);
+ maskRect.intersect(paintInfo.rect);
+
+ // Now create the mask.
+ auto_ptr<ImageBuffer> maskImage = ImageBuffer::create(maskRect.size(), false);
+ if (!maskImage.get())
+ return;
+
+ GraphicsContext* maskImageContext = maskImage->context();
+ maskImageContext->translate(-maskRect.x(), -maskRect.y());
+
+ // Now add the text to the clip. We do this by painting using a special paint phase that signals to
+ // InlineTextBoxes that they should just add their contents to the clip.
+ PaintInfo info(maskImageContext, maskRect, PaintPhaseTextClip, true, 0, 0);
+ if (box)
+ box->paint(info, tx - box->x(), ty - box->y());
+ else
+ paint(info, tx, ty);
+
+ // The mask has been created. Now we just need to clip to it.
+ context->save();
+ context->clipToImageBuffer(maskRect, maskImage.get());
+ }
+
+ StyleImage* bg = bgLayer->image();
+ bool shouldPaintBackgroundImage = bg && bg->canRender(style()->effectiveZoom());
+ Color bgColor = c;
+
+ // When this style flag is set, change existing background colors and images to a solid white background.
+ // If there's no bg color or image, leave it untouched to avoid affecting transparency.
+ // We don't try to avoid loading the background images, because this style flag is only set
+ // when printing, and at that point we've already loaded the background images anyway. (To avoid
+ // loading the background images we'd have to do this check when applying styles rather than
+ // while rendering.)
+ if (style()->forceBackgroundsToWhite()) {
+ // Note that we can't reuse this variable below because the bgColor might be changed
+ bool shouldPaintBackgroundColor = !bgLayer->next() && bgColor.isValid() && bgColor.alpha() > 0;
+ if (shouldPaintBackgroundImage || shouldPaintBackgroundColor) {
+ bgColor = Color::white;
+ shouldPaintBackgroundImage = false;
+ }
+ }
+
+ // Only fill with a base color (e.g., white) if we're the root document, since iframes/frames with
+ // no background in the child document should show the parent's background.
+ bool isTransparent = false;
+ if (!bgLayer->next() && isRoot() && !(bgColor.isValid() && bgColor.alpha() > 0) && view()->frameView()) {
+ Node* elt = document()->ownerElement();
+ if (elt) {
+ if (!elt->hasTagName(frameTag)) {
+ // Locate the <body> element using the DOM. This is easier than trying
+ // to crawl around a render tree with potential :before/:after content and
+ // anonymous blocks created by inline <body> tags etc. We can locate the <body>
+ // render object very easily via the DOM.
+ HTMLElement* body = document()->body();
+ isTransparent = !body || !body->hasLocalName(framesetTag); // Can't scroll a frameset document anyway.
+ }
+ } else
+ isTransparent = view()->frameView()->isTransparent();
+
+ // FIXME: This needs to be dynamic. We should be able to go back to blitting if we ever stop being transparent.
+ if (isTransparent)
+ view()->frameView()->setUseSlowRepaints(); // The parent must show behind the child.
+ }
+
+ // Paint the color first underneath all images.
+ if (!bgLayer->next()) {
+ IntRect rect(tx, clipY, w, clipH);
+ // If we have an alpha and we are painting the root element, go ahead and blend with the base background color.
+ if (isRoot() && (!bgColor.isValid() || bgColor.alpha() < 0xFF) && !isTransparent) {
+ Color baseColor = view()->frameView()->baseBackgroundColor();
+ if (baseColor.alpha() > 0) {
+ context->save();
+ context->setCompositeOperation(CompositeCopy);
+ context->fillRect(rect, baseColor);
+ context->restore();
+#ifdef ANDROID_ALLOW_TRANSPARENT_BACKGROUNDS
+ }
+#else
+ } else
+ context->clearRect(rect);
+#endif
+ }
+
+ if (bgColor.isValid() && bgColor.alpha() > 0)
+ context->fillRect(rect, bgColor);
+ }
+
+ // no progressive loading of the background image
+ if (shouldPaintBackgroundImage) {
+ IntRect destRect;
+ IntPoint phase;
+ IntSize tileSize;
+
+ calculateBackgroundImageGeometry(bgLayer, tx, ty, w, h, destRect, phase, tileSize);
+ IntPoint destOrigin = destRect.location();
+ destRect.intersect(paintInfo.rect);
+ if (!destRect.isEmpty()) {
+ phase += destRect.location() - destOrigin;
+ CompositeOperator compositeOp = op == CompositeSourceOver ? bgLayer->composite() : op;
+ context->drawTiledImage(bg->image(this, tileSize), destRect, phase, tileSize, compositeOp);
+ }
+ }
+
+ if (bgLayer->clip() != BorderFillBox)
+ // Undo the background clip
+ context->restore();
+
+ if (clippedToBorderRadius)
+ // Undo the border radius clip
+ context->restore();
+}
+
+IntSize RenderBoxModelObject::calculateBackgroundSize(const FillLayer* bgLayer, int scaledWidth, int scaledHeight) const
+{
+ StyleImage* bg = bgLayer->image();
+ bg->setImageContainerSize(IntSize(scaledWidth, scaledHeight)); // Use the box established by background-origin.
+
+ if (bgLayer->isSizeSet()) {
+ int w = scaledWidth;
+ int h = scaledHeight;
+ Length bgWidth = bgLayer->size().width();
+ Length bgHeight = bgLayer->size().height();
+
+ if (bgWidth.isFixed())
+ w = bgWidth.value();
+ else if (bgWidth.isPercent())
+ w = bgWidth.calcValue(scaledWidth);
+
+ if (bgHeight.isFixed())
+ h = bgHeight.value();
+ else if (bgHeight.isPercent())
+ h = bgHeight.calcValue(scaledHeight);
+
+ // If one of the values is auto we have to use the appropriate
+ // scale to maintain our aspect ratio.
+ if (bgWidth.isAuto() && !bgHeight.isAuto())
+ w = bg->imageSize(this, style()->effectiveZoom()).width() * h / bg->imageSize(this, style()->effectiveZoom()).height();
+ else if (!bgWidth.isAuto() && bgHeight.isAuto())
+ h = bg->imageSize(this, style()->effectiveZoom()).height() * w / bg->imageSize(this, style()->effectiveZoom()).width();
+ else if (bgWidth.isAuto() && bgHeight.isAuto()) {
+ // If both width and height are auto, we just want to use the image's
+ // intrinsic size.
+ w = bg->imageSize(this, style()->effectiveZoom()).width();
+ h = bg->imageSize(this, style()->effectiveZoom()).height();
+ }
+
+ return IntSize(max(1, w), max(1, h));
+ } else
+ return bg->imageSize(this, style()->effectiveZoom());
+}
+
+void RenderBoxModelObject::calculateBackgroundImageGeometry(const FillLayer* bgLayer, int tx, int ty, int w, int h,
+ IntRect& destRect, IntPoint& phase, IntSize& tileSize)
+{
+ int pw;
+ int ph;
+ int left = 0;
+ int right = 0;
+ int top = 0;
+ int bottom = 0;
+ int cx;
+ int cy;
+ int rw = 0;
+ int rh = 0;
+
+ // CSS2 chapter 14.2.1
+
+ if (bgLayer->attachment()) {
+ // Scroll
+ if (bgLayer->origin() != BorderFillBox) {
+ left = borderLeft();
+ right = borderRight();
+ top = borderTop();
+ bottom = borderBottom();
+ if (bgLayer->origin() == ContentFillBox) {
+ left += paddingLeft();
+ right += paddingRight();
+ top += paddingTop();
+ bottom += paddingBottom();
+ }
+ }
+
+ // The background of the box generated by the root element covers the entire canvas including
+ // its margins. Since those were added in already, we have to factor them out when computing the
+ // box used by background-origin/size/position.
+ if (isRoot()) {
+ rw = toRenderBox(this)->width() - left - right;
+ rh = toRenderBox(this)->height() - top - bottom;
+ left += marginLeft();
+ right += marginRight();
+ top += marginTop();
+ bottom += marginBottom();
+ }
+ cx = tx;
+ cy = ty;
+ pw = w - left - right;
+ ph = h - top - bottom;
+ } else {
+ // Fixed
+ IntRect vr = viewRect();
+ cx = vr.x();
+ cy = vr.y();
+ pw = vr.width();
+ ph = vr.height();
+ }
+
+ int sx = 0;
+ int sy = 0;
+ int cw;
+ int ch;
+
+ IntSize scaledImageSize;
+ if (isRoot() && bgLayer->attachment())
+ scaledImageSize = calculateBackgroundSize(bgLayer, rw, rh);
+ else
+ scaledImageSize = calculateBackgroundSize(bgLayer, pw, ph);
+
+ int scaledImageWidth = scaledImageSize.width();
+ int scaledImageHeight = scaledImageSize.height();
+
+ EFillRepeat backgroundRepeat = bgLayer->repeat();
+
+ int xPosition;
+ if (isRoot() && bgLayer->attachment())
+ xPosition = bgLayer->xPosition().calcMinValue(rw - scaledImageWidth, true);
+ else
+ xPosition = bgLayer->xPosition().calcMinValue(pw - scaledImageWidth, true);
+ if (backgroundRepeat == RepeatFill || backgroundRepeat == RepeatXFill) {
+ cw = pw + left + right;
+ sx = scaledImageWidth ? scaledImageWidth - (xPosition + left) % scaledImageWidth : 0;
+ } else {
+ cx += max(xPosition + left, 0);
+ sx = -min(xPosition + left, 0);
+ cw = scaledImageWidth + min(xPosition + left, 0);
+ }
+
+ int yPosition;
+ if (isRoot() && bgLayer->attachment())
+ yPosition = bgLayer->yPosition().calcMinValue(rh - scaledImageHeight, true);
+ else
+ yPosition = bgLayer->yPosition().calcMinValue(ph - scaledImageHeight, true);
+ if (backgroundRepeat == RepeatFill || backgroundRepeat == RepeatYFill) {
+ ch = ph + top + bottom;
+ sy = scaledImageHeight ? scaledImageHeight - (yPosition + top) % scaledImageHeight : 0;
+ } else {
+ cy += max(yPosition + top, 0);
+ sy = -min(yPosition + top, 0);
+ ch = scaledImageHeight + min(yPosition + top, 0);
+ }
+
+ if (!bgLayer->attachment()) {
+ sx += max(tx - cx, 0);
+ sy += max(ty - cy, 0);
+ }
+
+ destRect = IntRect(cx, cy, cw, ch);
+ destRect.intersect(IntRect(tx, ty, w, h));
+ phase = IntPoint(sx, sy);
+ tileSize = IntSize(scaledImageWidth, scaledImageHeight);
+}
+
+int RenderBoxModelObject::verticalPosition(bool firstLine) const
+{
+ // This method determines the vertical position for inline elements.
+ ASSERT(isInline());
+ if (!isInline())
+ return 0;
+
+ int vpos = 0;
+ EVerticalAlign va = style()->verticalAlign();
+ if (va == TOP)
+ vpos = PositionTop;
+ else if (va == BOTTOM)
+ vpos = PositionBottom;
+ else {
+ bool checkParent = parent()->isRenderInline() && parent()->style()->verticalAlign() != TOP && parent()->style()->verticalAlign() != BOTTOM;
+ vpos = checkParent ? toRenderInline(parent())->verticalPositionFromCache(firstLine) : 0;
+ // don't allow elements nested inside text-top to have a different valignment.
+ if (va == BASELINE)
+ return vpos;
+
+ const Font& f = parent()->style(firstLine)->font();
+ int fontsize = f.pixelSize();
+
+ if (va == SUB)
+ vpos += fontsize / 5 + 1;
+ else if (va == SUPER)
+ vpos -= fontsize / 3 + 1;
+ else if (va == TEXT_TOP)
+ vpos += baselinePosition(firstLine) - f.ascent();
+ else if (va == MIDDLE)
+ vpos += -static_cast<int>(f.xHeight() / 2) - lineHeight(firstLine) / 2 + baselinePosition(firstLine);
+ else if (va == TEXT_BOTTOM) {
+ vpos += f.descent();
+ if (!isReplaced()) // lineHeight - baselinePosition is always 0 for replaced elements, so don't bother wasting time in that case.
+ vpos -= (lineHeight(firstLine) - baselinePosition(firstLine));
+ } else if (va == BASELINE_MIDDLE)
+ vpos += -lineHeight(firstLine) / 2 + baselinePosition(firstLine);
+ else if (va == LENGTH)
+ vpos -= style()->verticalAlignLength().calcValue(lineHeight(firstLine));
+ }
+
+ return vpos;
+}
+
+bool RenderBoxModelObject::paintNinePieceImage(GraphicsContext* graphicsContext, int tx, int ty, int w, int h, const RenderStyle* style,
+ const NinePieceImage& ninePieceImage, CompositeOperator op)
+{
+ StyleImage* styleImage = ninePieceImage.image();
+ if (!styleImage)
+ return false;
+
+ if (!styleImage->isLoaded())
+ return true; // Never paint a nine-piece image incrementally, but don't paint the fallback borders either.
+
+ if (!styleImage->canRender(style->effectiveZoom()))
+ return false;
+
+ // FIXME: border-image is broken with full page zooming when tiling has to happen, since the tiling function
+ // doesn't have any understanding of the zoom that is in effect on the tile.
+ styleImage->setImageContainerSize(IntSize(w, h));
+ IntSize imageSize = styleImage->imageSize(this, 1.0f);
+ int imageWidth = imageSize.width();
+ int imageHeight = imageSize.height();
+
+ int topSlice = min(imageHeight, ninePieceImage.m_slices.top().calcValue(imageHeight));
+ int bottomSlice = min(imageHeight, ninePieceImage.m_slices.bottom().calcValue(imageHeight));
+ int leftSlice = min(imageWidth, ninePieceImage.m_slices.left().calcValue(imageWidth));
+ int rightSlice = min(imageWidth, ninePieceImage.m_slices.right().calcValue(imageWidth));
+
+ ENinePieceImageRule hRule = ninePieceImage.horizontalRule();
+ ENinePieceImageRule vRule = ninePieceImage.verticalRule();
+
+ bool fitToBorder = style->borderImage() == ninePieceImage;
+
+ int leftWidth = fitToBorder ? style->borderLeftWidth() : leftSlice;
+ int topWidth = fitToBorder ? style->borderTopWidth() : topSlice;
+ int rightWidth = fitToBorder ? style->borderRightWidth() : rightSlice;
+ int bottomWidth = fitToBorder ? style->borderBottomWidth() : bottomSlice;
+
+ bool drawLeft = leftSlice > 0 && leftWidth > 0;
+ bool drawTop = topSlice > 0 && topWidth > 0;
+ bool drawRight = rightSlice > 0 && rightWidth > 0;
+ bool drawBottom = bottomSlice > 0 && bottomWidth > 0;
+ bool drawMiddle = (imageWidth - leftSlice - rightSlice) > 0 && (w - leftWidth - rightWidth) > 0 &&
+ (imageHeight - topSlice - bottomSlice) > 0 && (h - topWidth - bottomWidth) > 0;
+
+ Image* image = styleImage->image(this, imageSize);
+
+ if (drawLeft) {
+ // Paint the top and bottom left corners.
+
+ // The top left corner rect is (tx, ty, leftWidth, topWidth)
+ // The rect to use from within the image is obtained from our slice, and is (0, 0, leftSlice, topSlice)
+ if (drawTop)
+ graphicsContext->drawImage(image, IntRect(tx, ty, leftWidth, topWidth),
+ IntRect(0, 0, leftSlice, topSlice), op);
+
+ // The bottom left corner rect is (tx, ty + h - bottomWidth, leftWidth, bottomWidth)
+ // The rect to use from within the image is (0, imageHeight - bottomSlice, leftSlice, botomSlice)
+ if (drawBottom)
+ graphicsContext->drawImage(image, IntRect(tx, ty + h - bottomWidth, leftWidth, bottomWidth),
+ IntRect(0, imageHeight - bottomSlice, leftSlice, bottomSlice), op);
+
+ // Paint the left edge.
+ // Have to scale and tile into the border rect.
+ graphicsContext->drawTiledImage(image, IntRect(tx, ty + topWidth, leftWidth,
+ h - topWidth - bottomWidth),
+ IntRect(0, topSlice, leftSlice, imageHeight - topSlice - bottomSlice),
+ Image::StretchTile, (Image::TileRule)vRule, op);
+ }
+
+ if (drawRight) {
+ // Paint the top and bottom right corners
+ // The top right corner rect is (tx + w - rightWidth, ty, rightWidth, topWidth)
+ // The rect to use from within the image is obtained from our slice, and is (imageWidth - rightSlice, 0, rightSlice, topSlice)
+ if (drawTop)
+ graphicsContext->drawImage(image, IntRect(tx + w - rightWidth, ty, rightWidth, topWidth),
+ IntRect(imageWidth - rightSlice, 0, rightSlice, topSlice), op);
+
+ // The bottom right corner rect is (tx + w - rightWidth, ty + h - bottomWidth, rightWidth, bottomWidth)
+ // The rect to use from within the image is (imageWidth - rightSlice, imageHeight - bottomSlice, rightSlice, bottomSlice)
+ if (drawBottom)
+ graphicsContext->drawImage(image, IntRect(tx + w - rightWidth, ty + h - bottomWidth, rightWidth, bottomWidth),
+ IntRect(imageWidth - rightSlice, imageHeight - bottomSlice, rightSlice, bottomSlice), op);
+
+ // Paint the right edge.
+ graphicsContext->drawTiledImage(image, IntRect(tx + w - rightWidth, ty + topWidth, rightWidth,
+ h - topWidth - bottomWidth),
+ IntRect(imageWidth - rightSlice, topSlice, rightSlice, imageHeight - topSlice - bottomSlice),
+ Image::StretchTile, (Image::TileRule)vRule, op);
+ }
+
+ // Paint the top edge.
+ if (drawTop)
+ graphicsContext->drawTiledImage(image, IntRect(tx + leftWidth, ty, w - leftWidth - rightWidth, topWidth),
+ IntRect(leftSlice, 0, imageWidth - rightSlice - leftSlice, topSlice),
+ (Image::TileRule)hRule, Image::StretchTile, op);
+
+ // Paint the bottom edge.
+ if (drawBottom)
+ graphicsContext->drawTiledImage(image, IntRect(tx + leftWidth, ty + h - bottomWidth,
+ w - leftWidth - rightWidth, bottomWidth),
+ IntRect(leftSlice, imageHeight - bottomSlice, imageWidth - rightSlice - leftSlice, bottomSlice),
+ (Image::TileRule)hRule, Image::StretchTile, op);
+
+ // Paint the middle.
+ if (drawMiddle)
+ graphicsContext->drawTiledImage(image, IntRect(tx + leftWidth, ty + topWidth, w - leftWidth - rightWidth,
+ h - topWidth - bottomWidth),
+ IntRect(leftSlice, topSlice, imageWidth - rightSlice - leftSlice, imageHeight - topSlice - bottomSlice),
+ (Image::TileRule)hRule, (Image::TileRule)vRule, op);
+
+ return true;
+}
+
+void RenderBoxModelObject::paintBorder(GraphicsContext* graphicsContext, int tx, int ty, int w, int h,
+ const RenderStyle* style, bool begin, bool end)
+{
+ if (paintNinePieceImage(graphicsContext, tx, ty, w, h, style, style->borderImage()))
+ return;
+
+ const Color& tc = style->borderTopColor();
+ const Color& bc = style->borderBottomColor();
+ const Color& lc = style->borderLeftColor();
+ const Color& rc = style->borderRightColor();
+
+ bool tt = style->borderTopIsTransparent();
+ bool bt = style->borderBottomIsTransparent();
+ bool rt = style->borderRightIsTransparent();
+ bool lt = style->borderLeftIsTransparent();
+
+ EBorderStyle ts = style->borderTopStyle();
+ EBorderStyle bs = style->borderBottomStyle();
+ EBorderStyle ls = style->borderLeftStyle();
+ EBorderStyle rs = style->borderRightStyle();
+
+ bool renderTop = ts > BHIDDEN && !tt;
+ bool renderLeft = ls > BHIDDEN && begin && !lt;
+ bool renderRight = rs > BHIDDEN && end && !rt;
+ bool renderBottom = bs > BHIDDEN && !bt;
+
+ // Need sufficient width and height to contain border radius curves. Sanity check our border radii
+ // and our width/height values to make sure the curves can all fit. If not, then we won't paint
+ // any border radii.
+ bool renderRadii = false;
+ IntSize topLeft = style->borderTopLeftRadius();
+ IntSize topRight = style->borderTopRightRadius();
+ IntSize bottomLeft = style->borderBottomLeftRadius();
+ IntSize bottomRight = style->borderBottomRightRadius();
+
+ if (style->hasBorderRadius() &&
+ static_cast<unsigned>(w) >= static_cast<unsigned>(topLeft.width()) + static_cast<unsigned>(topRight.width()) &&
+ static_cast<unsigned>(w) >= static_cast<unsigned>(bottomLeft.width()) + static_cast<unsigned>(bottomRight.width()) &&
+ static_cast<unsigned>(h) >= static_cast<unsigned>(topLeft.height()) + static_cast<unsigned>(bottomLeft.height()) &&
+ static_cast<unsigned>(h) >= static_cast<unsigned>(topRight.height()) + static_cast<unsigned>(bottomRight.height()))
+ renderRadii = true;
+
+ // Clip to the rounded rectangle.
+ if (renderRadii) {
+ graphicsContext->save();
+ graphicsContext->addRoundedRectClip(IntRect(tx, ty, w, h), topLeft, topRight, bottomLeft, bottomRight);
+ }
+
+ int firstAngleStart, secondAngleStart, firstAngleSpan, secondAngleSpan;
+ float thickness;
+ bool upperLeftBorderStylesMatch = renderLeft && (ts == ls) && (tc == lc);
+ bool upperRightBorderStylesMatch = renderRight && (ts == rs) && (tc == rc) && (ts != OUTSET) && (ts != RIDGE) && (ts != INSET) && (ts != GROOVE);
+ bool lowerLeftBorderStylesMatch = renderLeft && (bs == ls) && (bc == lc) && (bs != OUTSET) && (bs != RIDGE) && (bs != INSET) && (bs != GROOVE);
+ bool lowerRightBorderStylesMatch = renderRight && (bs == rs) && (bc == rc);
+
+ if (renderTop) {
+ bool ignore_left = (renderRadii && topLeft.width() > 0) ||
+ (tc == lc && tt == lt && ts >= OUTSET &&
+ (ls == DOTTED || ls == DASHED || ls == SOLID || ls == OUTSET));
+
+ bool ignore_right = (renderRadii && topRight.width() > 0) ||
+ (tc == rc && tt == rt && ts >= OUTSET &&
+ (rs == DOTTED || rs == DASHED || rs == SOLID || rs == INSET));
+
+ int x = tx;
+ int x2 = tx + w;
+ if (renderRadii) {
+ x += topLeft.width();
+ x2 -= topRight.width();
+ }
+
+ drawLineForBoxSide(graphicsContext, x, ty, x2, ty + style->borderTopWidth(), BSTop, tc, style->color(), ts,
+ ignore_left ? 0 : style->borderLeftWidth(), ignore_right ? 0 : style->borderRightWidth());
+
+ if (renderRadii) {
+ int leftY = ty;
+
+ // We make the arc double thick and let the clip rect take care of clipping the extra off.
+ // We're doing this because it doesn't seem possible to match the curve of the clip exactly
+ // with the arc-drawing function.
+ thickness = style->borderTopWidth() * 2;
+
+ if (topLeft.width()) {
+ int leftX = tx;
+ // The inner clip clips inside the arc. This is especially important for 1px borders.
+ bool applyLeftInnerClip = (style->borderLeftWidth() < topLeft.width())
+ && (style->borderTopWidth() < topLeft.height())
+ && (ts != DOUBLE || style->borderTopWidth() > 6);
+ if (applyLeftInnerClip) {
+ graphicsContext->save();
+ graphicsContext->addInnerRoundedRectClip(IntRect(leftX, leftY, topLeft.width() * 2, topLeft.height() * 2),
+ style->borderTopWidth());
+ }
+
+ firstAngleStart = 90;
+ firstAngleSpan = upperLeftBorderStylesMatch ? 90 : 45;
+
+ // Draw upper left arc
+ drawArcForBoxSide(graphicsContext, leftX, leftY, thickness, topLeft, firstAngleStart, firstAngleSpan,
+ BSTop, tc, style->color(), ts, true);
+ if (applyLeftInnerClip)
+ graphicsContext->restore();
+ }
+
+ if (topRight.width()) {
+ int rightX = tx + w - topRight.width() * 2;
+ bool applyRightInnerClip = (style->borderRightWidth() < topRight.width())
+ && (style->borderTopWidth() < topRight.height())
+ && (ts != DOUBLE || style->borderTopWidth() > 6);
+ if (applyRightInnerClip) {
+ graphicsContext->save();
+ graphicsContext->addInnerRoundedRectClip(IntRect(rightX, leftY, topRight.width() * 2, topRight.height() * 2),
+ style->borderTopWidth());
+ }
+
+ if (upperRightBorderStylesMatch) {
+ secondAngleStart = 0;
+ secondAngleSpan = 90;
+ } else {
+ secondAngleStart = 45;
+ secondAngleSpan = 45;
+ }
+
+ // Draw upper right arc
+ drawArcForBoxSide(graphicsContext, rightX, leftY, thickness, topRight, secondAngleStart, secondAngleSpan,
+ BSTop, tc, style->color(), ts, false);
+ if (applyRightInnerClip)
+ graphicsContext->restore();
+ }
+ }
+ }
+
+ if (renderBottom) {
+ bool ignore_left = (renderRadii && bottomLeft.width() > 0) ||
+ (bc == lc && bt == lt && bs >= OUTSET &&
+ (ls == DOTTED || ls == DASHED || ls == SOLID || ls == OUTSET));
+
+ bool ignore_right = (renderRadii && bottomRight.width() > 0) ||
+ (bc == rc && bt == rt && bs >= OUTSET &&
+ (rs == DOTTED || rs == DASHED || rs == SOLID || rs == INSET));
+
+ int x = tx;
+ int x2 = tx + w;
+ if (renderRadii) {
+ x += bottomLeft.width();
+ x2 -= bottomRight.width();
+ }
+
+ drawLineForBoxSide(graphicsContext, x, ty + h - style->borderBottomWidth(), x2, ty + h, BSBottom, bc, style->color(), bs,
+ ignore_left ? 0 : style->borderLeftWidth(), ignore_right ? 0 : style->borderRightWidth());
+
+ if (renderRadii) {
+ thickness = style->borderBottomWidth() * 2;
+
+ if (bottomLeft.width()) {
+ int leftX = tx;
+ int leftY = ty + h - bottomLeft.height() * 2;
+ bool applyLeftInnerClip = (style->borderLeftWidth() < bottomLeft.width())
+ && (style->borderBottomWidth() < bottomLeft.height())
+ && (bs != DOUBLE || style->borderBottomWidth() > 6);
+ if (applyLeftInnerClip) {
+ graphicsContext->save();
+ graphicsContext->addInnerRoundedRectClip(IntRect(leftX, leftY, bottomLeft.width() * 2, bottomLeft.height() * 2),
+ style->borderBottomWidth());
+ }
+
+ if (lowerLeftBorderStylesMatch) {
+ firstAngleStart = 180;
+ firstAngleSpan = 90;
+ } else {
+ firstAngleStart = 225;
+ firstAngleSpan = 45;
+ }
+
+ // Draw lower left arc
+ drawArcForBoxSide(graphicsContext, leftX, leftY, thickness, bottomLeft, firstAngleStart, firstAngleSpan,
+ BSBottom, bc, style->color(), bs, true);
+ if (applyLeftInnerClip)
+ graphicsContext->restore();
+ }
+
+ if (bottomRight.width()) {
+ int rightY = ty + h - bottomRight.height() * 2;
+ int rightX = tx + w - bottomRight.width() * 2;
+ bool applyRightInnerClip = (style->borderRightWidth() < bottomRight.width())
+ && (style->borderBottomWidth() < bottomRight.height())
+ && (bs != DOUBLE || style->borderBottomWidth() > 6);
+ if (applyRightInnerClip) {
+ graphicsContext->save();
+ graphicsContext->addInnerRoundedRectClip(IntRect(rightX, rightY, bottomRight.width() * 2, bottomRight.height() * 2),
+ style->borderBottomWidth());
+ }
+
+ secondAngleStart = 270;
+ secondAngleSpan = lowerRightBorderStylesMatch ? 90 : 45;
+
+ // Draw lower right arc
+ drawArcForBoxSide(graphicsContext, rightX, rightY, thickness, bottomRight, secondAngleStart, secondAngleSpan,
+ BSBottom, bc, style->color(), bs, false);
+ if (applyRightInnerClip)
+ graphicsContext->restore();
+ }
+ }
+ }
+
+ if (renderLeft) {
+ bool ignore_top = (renderRadii && topLeft.height() > 0) ||
+ (tc == lc && tt == lt && ls >= OUTSET &&
+ (ts == DOTTED || ts == DASHED || ts == SOLID || ts == OUTSET));
+
+ bool ignore_bottom = (renderRadii && bottomLeft.height() > 0) ||
+ (bc == lc && bt == lt && ls >= OUTSET &&
+ (bs == DOTTED || bs == DASHED || bs == SOLID || bs == INSET));
+
+ int y = ty;
+ int y2 = ty + h;
+ if (renderRadii) {
+ y += topLeft.height();
+ y2 -= bottomLeft.height();
+ }
+
+ drawLineForBoxSide(graphicsContext, tx, y, tx + style->borderLeftWidth(), y2, BSLeft, lc, style->color(), ls,
+ ignore_top ? 0 : style->borderTopWidth(), ignore_bottom ? 0 : style->borderBottomWidth());
+
+ if (renderRadii && (!upperLeftBorderStylesMatch || !lowerLeftBorderStylesMatch)) {
+ int topX = tx;
+ thickness = style->borderLeftWidth() * 2;
+
+ if (!upperLeftBorderStylesMatch && topLeft.width()) {
+ int topY = ty;
+ bool applyTopInnerClip = (style->borderLeftWidth() < topLeft.width())
+ && (style->borderTopWidth() < topLeft.height())
+ && (ls != DOUBLE || style->borderLeftWidth() > 6);
+ if (applyTopInnerClip) {
+ graphicsContext->save();
+ graphicsContext->addInnerRoundedRectClip(IntRect(topX, topY, topLeft.width() * 2, topLeft.height() * 2),
+ style->borderLeftWidth());
+ }
+
+ firstAngleStart = 135;
+ firstAngleSpan = 45;
+
+ // Draw top left arc
+ drawArcForBoxSide(graphicsContext, topX, topY, thickness, topLeft, firstAngleStart, firstAngleSpan,
+ BSLeft, lc, style->color(), ls, true);
+ if (applyTopInnerClip)
+ graphicsContext->restore();
+ }
+
+ if (!lowerLeftBorderStylesMatch && bottomLeft.width()) {
+ int bottomY = ty + h - bottomLeft.height() * 2;
+ bool applyBottomInnerClip = (style->borderLeftWidth() < bottomLeft.width())
+ && (style->borderBottomWidth() < bottomLeft.height())
+ && (ls != DOUBLE || style->borderLeftWidth() > 6);
+ if (applyBottomInnerClip) {
+ graphicsContext->save();
+ graphicsContext->addInnerRoundedRectClip(IntRect(topX, bottomY, bottomLeft.width() * 2, bottomLeft.height() * 2),
+ style->borderLeftWidth());
+ }
+
+ secondAngleStart = 180;
+ secondAngleSpan = 45;
+
+ // Draw bottom left arc
+ drawArcForBoxSide(graphicsContext, topX, bottomY, thickness, bottomLeft, secondAngleStart, secondAngleSpan,
+ BSLeft, lc, style->color(), ls, false);
+ if (applyBottomInnerClip)
+ graphicsContext->restore();
+ }
+ }
+ }
+
+ if (renderRight) {
+ bool ignore_top = (renderRadii && topRight.height() > 0) ||
+ ((tc == rc) && (tt == rt) &&
+ (rs >= DOTTED || rs == INSET) &&
+ (ts == DOTTED || ts == DASHED || ts == SOLID || ts == OUTSET));
+
+ bool ignore_bottom = (renderRadii && bottomRight.height() > 0) ||
+ ((bc == rc) && (bt == rt) &&
+ (rs >= DOTTED || rs == INSET) &&
+ (bs == DOTTED || bs == DASHED || bs == SOLID || bs == INSET));
+
+ int y = ty;
+ int y2 = ty + h;
+ if (renderRadii) {
+ y += topRight.height();
+ y2 -= bottomRight.height();
+ }
+
+ drawLineForBoxSide(graphicsContext, tx + w - style->borderRightWidth(), y, tx + w, y2, BSRight, rc, style->color(), rs,
+ ignore_top ? 0 : style->borderTopWidth(), ignore_bottom ? 0 : style->borderBottomWidth());
+
+ if (renderRadii && (!upperRightBorderStylesMatch || !lowerRightBorderStylesMatch)) {
+ thickness = style->borderRightWidth() * 2;
+
+ if (!upperRightBorderStylesMatch && topRight.width()) {
+ int topX = tx + w - topRight.width() * 2;
+ int topY = ty;
+ bool applyTopInnerClip = (style->borderRightWidth() < topRight.width())
+ && (style->borderTopWidth() < topRight.height())
+ && (rs != DOUBLE || style->borderRightWidth() > 6);
+ if (applyTopInnerClip) {
+ graphicsContext->save();
+ graphicsContext->addInnerRoundedRectClip(IntRect(topX, topY, topRight.width() * 2, topRight.height() * 2),
+ style->borderRightWidth());
+ }
+
+ firstAngleStart = 0;
+ firstAngleSpan = 45;
+
+ // Draw top right arc
+ drawArcForBoxSide(graphicsContext, topX, topY, thickness, topRight, firstAngleStart, firstAngleSpan,
+ BSRight, rc, style->color(), rs, true);
+ if (applyTopInnerClip)
+ graphicsContext->restore();
+ }
+
+ if (!lowerRightBorderStylesMatch && bottomRight.width()) {
+ int bottomX = tx + w - bottomRight.width() * 2;
+ int bottomY = ty + h - bottomRight.height() * 2;
+ bool applyBottomInnerClip = (style->borderRightWidth() < bottomRight.width())
+ && (style->borderBottomWidth() < bottomRight.height())
+ && (rs != DOUBLE || style->borderRightWidth() > 6);
+ if (applyBottomInnerClip) {
+ graphicsContext->save();
+ graphicsContext->addInnerRoundedRectClip(IntRect(bottomX, bottomY, bottomRight.width() * 2, bottomRight.height() * 2),
+ style->borderRightWidth());
+ }
+
+ secondAngleStart = 315;
+ secondAngleSpan = 45;
+
+ // Draw bottom right arc
+ drawArcForBoxSide(graphicsContext, bottomX, bottomY, thickness, bottomRight, secondAngleStart, secondAngleSpan,
+ BSRight, rc, style->color(), rs, false);
+ if (applyBottomInnerClip)
+ graphicsContext->restore();
+ }
+ }
+ }
+
+ if (renderRadii)
+ graphicsContext->restore();
+}
+
+void RenderBoxModelObject::paintBoxShadow(GraphicsContext* context, int tx, int ty, int w, int h, const RenderStyle* s, bool begin, bool end)
+{
+ // FIXME: Deal with border-image. Would be great to use border-image as a mask.
+
+ IntRect rect(tx, ty, w, h);
+ bool hasBorderRadius = s->hasBorderRadius();
+ bool hasOpaqueBackground = s->backgroundColor().isValid() && s->backgroundColor().alpha() == 255;
+ for (ShadowData* shadow = s->boxShadow(); shadow; shadow = shadow->next) {
+ context->save();
+
+ IntSize shadowOffset(shadow->x, shadow->y);
+ int shadowBlur = shadow->blur;
+ IntRect fillRect(rect);
+
+ if (hasBorderRadius) {
+ IntRect shadowRect(rect);
+ shadowRect.inflate(shadowBlur);
+ shadowRect.move(shadowOffset);
+ context->clip(shadowRect);
+
+ // Move the fill just outside the clip, adding 1 pixel separation so that the fill does not
+ // bleed in (due to antialiasing) if the context is transformed.
+ IntSize extraOffset(w + max(0, shadowOffset.width()) + shadowBlur + 1, 0);
+ shadowOffset -= extraOffset;
+ fillRect.move(extraOffset);
+ }
+
+ context->setShadow(shadowOffset, shadowBlur, shadow->color);
+ if (hasBorderRadius) {
+ IntSize topLeft = begin ? s->borderTopLeftRadius() : IntSize();
+ IntSize topRight = end ? s->borderTopRightRadius() : IntSize();
+ IntSize bottomLeft = begin ? s->borderBottomLeftRadius() : IntSize();
+ IntSize bottomRight = end ? s->borderBottomRightRadius() : IntSize();
+ if (!hasOpaqueBackground)
+ context->clipOutRoundedRect(rect, topLeft, topRight, bottomLeft, bottomRight);
+ context->fillRoundedRect(fillRect, topLeft, topRight, bottomLeft, bottomRight, Color::black);
+ } else {
+ if (!hasOpaqueBackground)
+ context->clipOut(rect);
+ context->fillRect(fillRect, Color::black);
+ }
+ context->restore();
+ }
+}
+
+int RenderBoxModelObject::containingBlockWidthForContent() const
+{
+ return containingBlock()->availableWidth();
+}
+
+} // namespace WebCore