diff -r 000000000000 -r 4f2f89ce4247 WebCore/rendering/RenderBlock.cpp --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/WebCore/rendering/RenderBlock.cpp Fri Sep 17 09:02:29 2010 +0300 @@ -0,0 +1,5678 @@ +/* + * Copyright (C) 1999 Lars Knoll (knoll@kde.org) + * (C) 1999 Antti Koivisto (koivisto@kde.org) + * (C) 2007 David Smith (catfish.man@gmail.com) + * Copyright (C) 2003, 2004, 2005, 2006, 2007, 2008, 2009, 2010 Apple Inc. All rights reserved. + * Copyright (C) Research In Motion Limited 2010. All rights reserved. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Library General Public + * License as published by the Free Software Foundation; either + * version 2 of the License, or (at your option) any later version. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Library General Public License for more details. + * + * You should have received a copy of the GNU Library General Public License + * along with this library; see the file COPYING.LIB. If not, write to + * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, + * Boston, MA 02110-1301, USA. + */ + +#include "config.h" +#include "RenderBlock.h" + +#include "Document.h" +#include "Element.h" +#include "FloatQuad.h" +#include "Frame.h" +#include "FrameView.h" +#include "GraphicsContext.h" +#include "HTMLFormElement.h" +#include "HTMLNames.h" +#include "HitTestResult.h" +#include "InlineTextBox.h" +#include "RenderFlexibleBox.h" +#include "RenderImage.h" +#include "RenderInline.h" +#include "RenderLayer.h" +#include "RenderMarquee.h" +#include "RenderReplica.h" +#include "RenderTableCell.h" +#include "RenderTextFragment.h" +#include "RenderTheme.h" +#include "RenderView.h" +#include "SelectionController.h" +#include "Settings.h" +#include "TransformState.h" +#include + +using namespace std; +using namespace WTF; +using namespace Unicode; + +namespace WebCore { + +// Number of pixels to allow as a fudge factor when clicking above or below a line. +// clicking up to verticalLineClickFudgeFactor pixels above a line will correspond to the closest point on the line. +static const int verticalLineClickFudgeFactor = 3; + +using namespace HTMLNames; + +struct ColumnInfo : public Noncopyable { + ColumnInfo() + : m_desiredColumnWidth(0) + , m_desiredColumnCount(1) + { } + int m_desiredColumnWidth; + unsigned m_desiredColumnCount; + Vector m_columnRects; +}; + +typedef WTF::HashMap ColumnInfoMap; +static ColumnInfoMap* gColumnInfoMap = 0; + +typedef WTF::HashMap*> PercentHeightDescendantsMap; +static PercentHeightDescendantsMap* gPercentHeightDescendantsMap = 0; + +typedef WTF::HashMap*> PercentHeightContainerMap; +static PercentHeightContainerMap* gPercentHeightContainerMap = 0; + +typedef WTF::HashMap*> ContinuationOutlineTableMap; + +typedef WTF::HashSet DelayedUpdateScrollInfoSet; +static int gDelayUpdateScrollInfo = 0; +static DelayedUpdateScrollInfoSet* gDelayedUpdateScrollInfoSet = 0; + +// Our MarginInfo state used when laying out block children. +RenderBlock::MarginInfo::MarginInfo(RenderBlock* block, int top, int bottom) +{ + // Whether or not we can collapse our own margins with our children. We don't do this + // if we had any border/padding (obviously), if we're the root or HTML elements, or if + // we're positioned, floating, a table cell. + m_canCollapseWithChildren = !block->isRenderView() && !block->isRoot() && !block->isPositioned() && + !block->isFloating() && !block->isTableCell() && !block->hasOverflowClip() && !block->isInlineBlockOrInlineTable(); + + m_canCollapseTopWithChildren = m_canCollapseWithChildren && (top == 0) && block->style()->marginTopCollapse() != MSEPARATE; + + // If any height other than auto is specified in CSS, then we don't collapse our bottom + // margins with our children's margins. To do otherwise would be to risk odd visual + // effects when the children overflow out of the parent block and yet still collapse + // with it. We also don't collapse if we have any bottom border/padding. + m_canCollapseBottomWithChildren = m_canCollapseWithChildren && (bottom == 0) && + (block->style()->height().isAuto() && block->style()->height().value() == 0) && block->style()->marginBottomCollapse() != MSEPARATE; + + m_quirkContainer = block->isTableCell() || block->isBody() || block->style()->marginTopCollapse() == MDISCARD || + block->style()->marginBottomCollapse() == MDISCARD; + + m_atTopOfBlock = true; + m_atBottomOfBlock = false; + + m_posMargin = m_canCollapseTopWithChildren ? block->maxTopMargin(true) : 0; + m_negMargin = m_canCollapseTopWithChildren ? block->maxTopMargin(false) : 0; + + m_topQuirk = m_bottomQuirk = m_determinedTopQuirk = false; +} + +// ------------------------------------------------------------------------------------------------------- + +RenderBlock::RenderBlock(Node* node) + : RenderBox(node) + , m_floatingObjects(0) + , m_positionedObjects(0) + , m_continuation(0) + , m_maxMargin(0) + , m_lineHeight(-1) +{ + setChildrenInline(true); +} + +RenderBlock::~RenderBlock() +{ + delete m_floatingObjects; + delete m_positionedObjects; + delete m_maxMargin; + + if (hasColumns()) + delete gColumnInfoMap->take(this); + + if (gPercentHeightDescendantsMap) { + if (HashSet* descendantSet = gPercentHeightDescendantsMap->take(this)) { + HashSet::iterator end = descendantSet->end(); + for (HashSet::iterator descendant = descendantSet->begin(); descendant != end; ++descendant) { + HashSet* containerSet = gPercentHeightContainerMap->get(*descendant); + ASSERT(containerSet); + if (!containerSet) + continue; + ASSERT(containerSet->contains(this)); + containerSet->remove(this); + if (containerSet->isEmpty()) { + gPercentHeightContainerMap->remove(*descendant); + delete containerSet; + } + } + delete descendantSet; + } + } +} + +void RenderBlock::destroy() +{ + // Make sure to destroy anonymous children first while they are still connected to the rest of the tree, so that they will + // properly dirty line boxes that they are removed from. Effects that do :before/:after only on hover could crash otherwise. + children()->destroyLeftoverChildren(); + + // Destroy our continuation before anything other than anonymous children. + // The reason we don't destroy it before anonymous children is that they may + // have continuations of their own that are anonymous children of our continuation. + if (m_continuation) { + m_continuation->destroy(); + m_continuation = 0; + } + + if (!documentBeingDestroyed()) { + if (firstLineBox()) { + // We can't wait for RenderBox::destroy to clear the selection, + // because by then we will have nuked the line boxes. + // FIXME: The SelectionController should be responsible for this when it + // is notified of DOM mutations. + if (isSelectionBorder()) + view()->clearSelection(); + + // If we are an anonymous block, then our line boxes might have children + // that will outlast this block. In the non-anonymous block case those + // children will be destroyed by the time we return from this function. + if (isAnonymousBlock()) { + for (InlineFlowBox* box = firstLineBox(); box; box = box->nextLineBox()) { + while (InlineBox* childBox = box->firstChild()) + childBox->remove(); + } + } + } else if (isInline() && parent()) + parent()->dirtyLinesFromChangedChild(this); + } + + m_lineBoxes.deleteLineBoxes(renderArena()); + + RenderBox::destroy(); +} + +void RenderBlock::styleWillChange(StyleDifference diff, const RenderStyle* newStyle) +{ + setReplaced(newStyle->isDisplayReplacedType()); + + if (style() && parent() && diff == StyleDifferenceLayout && style()->position() != newStyle->position()) { + if (newStyle->position() == StaticPosition) + // Clear our positioned objects list. Our absolutely positioned descendants will be + // inserted into our containing block's positioned objects list during layout. + removePositionedObjects(0); + else if (style()->position() == StaticPosition) { + // Remove our absolutely positioned descendants from their current containing block. + // They will be inserted into our positioned objects list during layout. + RenderObject* cb = parent(); + while (cb && (cb->style()->position() == StaticPosition || (cb->isInline() && !cb->isReplaced())) && !cb->isRenderView()) { + if (cb->style()->position() == RelativePosition && cb->isInline() && !cb->isReplaced()) { + cb = cb->containingBlock(); + break; + } + cb = cb->parent(); + } + + if (cb->isRenderBlock()) + toRenderBlock(cb)->removePositionedObjects(this); + } + } + + RenderBox::styleWillChange(diff, newStyle); +} + +void RenderBlock::styleDidChange(StyleDifference diff, const RenderStyle* oldStyle) +{ + RenderBox::styleDidChange(diff, oldStyle); + + if (!isAnonymousBlock()) { + // Ensure that all of our continuation blocks pick up the new style. + for (RenderBlock* currCont = blockElementContinuation(); currCont; currCont = currCont->blockElementContinuation()) { + RenderBoxModelObject* nextCont = currCont->continuation(); + currCont->setContinuation(0); + currCont->setStyle(style()); + currCont->setContinuation(nextCont); + } + } + + // FIXME: We could save this call when the change only affected non-inherited properties + for (RenderObject* child = firstChild(); child; child = child->nextSibling()) { + if (child->isAnonymousBlock()) { + RefPtr newStyle = RenderStyle::create(); + newStyle->inheritFrom(style()); + if (style()->specifiesColumns()) { + if (child->style()->specifiesColumns()) + newStyle->inheritColumnPropertiesFrom(style()); + if (child->style()->columnSpan()) + newStyle->setColumnSpan(true); + } + newStyle->setDisplay(BLOCK); + child->setStyle(newStyle.release()); + } + } + + m_lineHeight = -1; + + // Update pseudos for :before and :after now. + if (!isAnonymous() && document()->usesBeforeAfterRules() && canHaveChildren()) { + updateBeforeAfterContent(BEFORE); + updateBeforeAfterContent(AFTER); + } + updateFirstLetter(); +} + +void RenderBlock::updateBeforeAfterContent(PseudoId pseudoId) +{ + // If this is an anonymous wrapper, then the parent applies its own pseudo-element style to it. + if (parent() && parent()->createsAnonymousWrapper()) + return; + return children()->updateBeforeAfterContent(this, pseudoId); +} + +RenderBlock* RenderBlock::continuationBefore(RenderObject* beforeChild) +{ + if (beforeChild && beforeChild->parent() == this) + return this; + + RenderBlock* curr = toRenderBlock(continuation()); + RenderBlock* nextToLast = this; + RenderBlock* last = this; + while (curr) { + if (beforeChild && beforeChild->parent() == curr) { + if (curr->firstChild() == beforeChild) + return last; + return curr; + } + + nextToLast = last; + last = curr; + curr = toRenderBlock(curr->continuation()); + } + + if (!beforeChild && !last->firstChild()) + return nextToLast; + return last; +} + +void RenderBlock::addChildToContinuation(RenderObject* newChild, RenderObject* beforeChild) +{ + RenderBlock* flow = continuationBefore(beforeChild); + ASSERT(!beforeChild || beforeChild->parent()->isAnonymousColumnSpanBlock() || beforeChild->parent()->isRenderBlock()); + RenderBoxModelObject* beforeChildParent = 0; + if (beforeChild) + beforeChildParent = toRenderBoxModelObject(beforeChild->parent()); + else { + RenderBoxModelObject* cont = flow->continuation(); + if (cont) + beforeChildParent = cont; + else + beforeChildParent = flow; + } + + if (newChild->isFloatingOrPositioned()) + return beforeChildParent->addChildIgnoringContinuation(newChild, beforeChild); + + // A continuation always consists of two potential candidates: a block or an anonymous + // column span box holding column span children. + bool childIsNormal = newChild->isInline() || !newChild->style()->columnSpan(); + bool bcpIsNormal = beforeChildParent->isInline() || !beforeChildParent->style()->columnSpan(); + bool flowIsNormal = flow->isInline() || !flow->style()->columnSpan(); + + if (flow == beforeChildParent) + return flow->addChildIgnoringContinuation(newChild, beforeChild); + + // The goal here is to match up if we can, so that we can coalesce and create the + // minimal # of continuations needed for the inline. + if (childIsNormal == bcpIsNormal) + return beforeChildParent->addChildIgnoringContinuation(newChild, beforeChild); + if (flowIsNormal == childIsNormal) + return flow->addChildIgnoringContinuation(newChild, 0); // Just treat like an append. + return beforeChildParent->addChildIgnoringContinuation(newChild, beforeChild); +} + + +void RenderBlock::addChildToAnonymousColumnBlocks(RenderObject* newChild, RenderObject* beforeChild) +{ + ASSERT(!continuation()); // We don't yet support column spans that aren't immediate children of the multi-column block. + + // The goal is to locate a suitable box in which to place our child. + RenderBlock* beforeChildParent = toRenderBlock(beforeChild ? beforeChild->parent() : lastChild()); + + // If the new child is floating or positioned it can just go in that block. + if (newChild->isFloatingOrPositioned()) + return beforeChildParent->addChildIgnoringAnonymousColumnBlocks(newChild, beforeChild); + + // See if the child can be placed in the box. + bool newChildHasColumnSpan = newChild->style()->columnSpan() && !newChild->isInline(); + bool beforeChildParentHoldsColumnSpans = beforeChildParent->isAnonymousColumnSpanBlock(); + + if (newChildHasColumnSpan == beforeChildParentHoldsColumnSpans) + return beforeChildParent->addChildIgnoringAnonymousColumnBlocks(newChild, beforeChild); + + if (!beforeChild) { + // Create a new block of the correct type. + RenderBlock* newBox = newChildHasColumnSpan ? createAnonymousColumnSpanBlock() : createAnonymousColumnsBlock(); + children()->appendChildNode(this, newBox); + newBox->addChildIgnoringAnonymousColumnBlocks(newChild, 0); + return; + } + + RenderObject* immediateChild = beforeChild; + bool isPreviousBlockViable = true; + while (immediateChild->parent() != this) { + if (isPreviousBlockViable) + isPreviousBlockViable = !immediateChild->previousSibling(); + immediateChild = immediateChild->parent(); + } + if (isPreviousBlockViable && immediateChild->previousSibling()) + return toRenderBlock(immediateChild->previousSibling())->addChildIgnoringAnonymousColumnBlocks(newChild, 0); // Treat like an append. + + // Split our anonymous blocks. + RenderObject* newBeforeChild = splitAnonymousBlocksAroundChild(beforeChild); + + // Create a new anonymous box of the appropriate type. + RenderBlock* newBox = newChildHasColumnSpan ? createAnonymousColumnSpanBlock() : createAnonymousColumnsBlock(); + children()->insertChildNode(this, newBox, newBeforeChild); + newBox->addChildIgnoringAnonymousColumnBlocks(newChild, 0); + return; +} + +RenderBlock* RenderBlock::containingColumnsBlock(bool allowAnonymousColumnBlock) +{ + for (RenderObject* curr = this; curr; curr = curr->parent()) { + if (!curr->isRenderBlock() || curr->isFloatingOrPositioned() || curr->isTableCell() || curr->isRoot() || curr->isRenderView() || curr->hasOverflowClip() + || curr->isInlineBlockOrInlineTable()) + return 0; + + RenderBlock* currBlock = toRenderBlock(curr); + if (currBlock->style()->specifiesColumns() && (allowAnonymousColumnBlock || !currBlock->isAnonymousColumnsBlock())) + return currBlock; + + if (currBlock->isAnonymousColumnSpanBlock()) + return 0; + } + return 0; +} + +RenderBlock* RenderBlock::clone() const +{ + RenderBlock* o = new (renderArena()) RenderBlock(node()); + o->setStyle(style()); + o->setChildrenInline(childrenInline()); + return o; +} + +void RenderBlock::splitBlocks(RenderBlock* fromBlock, RenderBlock* toBlock, + RenderBlock* middleBlock, + RenderObject* beforeChild, RenderBoxModelObject* oldCont) +{ + // Create a clone of this inline. + RenderBlock* cloneBlock = clone(); + cloneBlock->setContinuation(oldCont); + + // Now take all of the children from beforeChild to the end and remove + // them from |this| and place them in the clone. + if (!beforeChild && isAfterContent(lastChild())) + beforeChild = lastChild(); + moveChildrenTo(cloneBlock, beforeChild, 0); + + // Hook |clone| up as the continuation of the middle block. + middleBlock->setContinuation(cloneBlock); + + // We have been reparented and are now under the fromBlock. We need + // to walk up our block parent chain until we hit the containing anonymous columns block. + // Once we hit the anonymous columns block we're done. + RenderBoxModelObject* curr = toRenderBoxModelObject(parent()); + RenderBoxModelObject* currChild = this; + + while (curr && curr != fromBlock) { + ASSERT(curr->isRenderBlock() && !curr->isAnonymousBlock()); + + RenderBlock* blockCurr = toRenderBlock(curr); + + // Create a new clone. + RenderBlock* cloneChild = cloneBlock; + cloneBlock = blockCurr->clone(); + + // Insert our child clone as the first child. + cloneBlock->children()->appendChildNode(cloneBlock, cloneChild); + + // Hook the clone up as a continuation of |curr|. Note we do encounter + // anonymous blocks possibly as we walk up the block chain. When we split an + // anonymous block, there's no need to do any continuation hookup, since we haven't + // actually split a real element. + if (!blockCurr->isAnonymousBlock()) { + oldCont = blockCurr->continuation(); + blockCurr->setContinuation(cloneBlock); + cloneBlock->setContinuation(oldCont); + } + + // Someone may have indirectly caused a to split. When this happens, the :after content + // has to move into the inline continuation. Call updateBeforeAfterContent to ensure that the inline's :after + // content gets properly destroyed. + if (document()->usesBeforeAfterRules()) + blockCurr->children()->updateBeforeAfterContent(blockCurr, AFTER); + + // Now we need to take all of the children starting from the first child + // *after* currChild and append them all to the clone. + RenderObject* afterContent = isAfterContent(cloneBlock->lastChild()) ? cloneBlock->lastChild() : 0; + blockCurr->moveChildrenTo(cloneBlock, currChild->nextSibling(), 0, afterContent); + + // Keep walking up the chain. + currChild = curr; + curr = toRenderBoxModelObject(curr->parent()); + } + + // Now we are at the columns block level. We need to put the clone into the toBlock. + toBlock->children()->appendChildNode(toBlock, cloneBlock); + + // Now take all the children after currChild and remove them from the fromBlock + // and put them in the toBlock. + fromBlock->moveChildrenTo(toBlock, currChild->nextSibling(), 0); +} + +void RenderBlock::splitFlow(RenderObject* beforeChild, RenderBlock* newBlockBox, + RenderObject* newChild, RenderBoxModelObject* oldCont) +{ + RenderBlock* pre = 0; + RenderBlock* block = containingColumnsBlock(); + + // Delete our line boxes before we do the inline split into continuations. + block->deleteLineBoxTree(); + + bool madeNewBeforeBlock = false; + if (block->isAnonymousColumnsBlock()) { + // We can reuse this block and make it the preBlock of the next continuation. + pre = block; + pre->removePositionedObjects(0); + block = toRenderBlock(block->parent()); + } else { + // No anonymous block available for use. Make one. + pre = block->createAnonymousColumnsBlock(); + pre->setChildrenInline(false); + madeNewBeforeBlock = true; + } + + RenderBlock* post = block->createAnonymousColumnsBlock(); + post->setChildrenInline(false); + + RenderObject* boxFirst = madeNewBeforeBlock ? block->firstChild() : pre->nextSibling(); + if (madeNewBeforeBlock) + block->children()->insertChildNode(block, pre, boxFirst); + block->children()->insertChildNode(block, newBlockBox, boxFirst); + block->children()->insertChildNode(block, post, boxFirst); + block->setChildrenInline(false); + + if (madeNewBeforeBlock) + block->moveChildrenTo(pre, boxFirst, 0); + + splitBlocks(pre, post, newBlockBox, beforeChild, oldCont); + + // We already know the newBlockBox isn't going to contain inline kids, so avoid wasting + // time in makeChildrenNonInline by just setting this explicitly up front. + newBlockBox->setChildrenInline(false); + + // We delayed adding the newChild until now so that the |newBlockBox| would be fully + // connected, thus allowing newChild access to a renderArena should it need + // to wrap itself in additional boxes (e.g., table construction). + newBlockBox->addChild(newChild); + + // Always just do a full layout in order to ensure that line boxes (especially wrappers for images) + // get deleted properly. Because objects moves from the pre block into the post block, we want to + // make new line boxes instead of leaving the old line boxes around. + pre->setNeedsLayoutAndPrefWidthsRecalc(); + block->setNeedsLayoutAndPrefWidthsRecalc(); + post->setNeedsLayoutAndPrefWidthsRecalc(); +} + +RenderObject* RenderBlock::splitAnonymousBlocksAroundChild(RenderObject* beforeChild) +{ + while (beforeChild->parent() != this) { + RenderBlock* blockToSplit = toRenderBlock(beforeChild->parent()); + if (blockToSplit->firstChild() != beforeChild) { + // We have to split the parentBlock into two blocks. + RenderBlock* post = createAnonymousBlockWithSameTypeAs(blockToSplit); + post->setChildrenInline(blockToSplit->childrenInline()); + RenderBlock* parentBlock = toRenderBlock(blockToSplit->parent()); + parentBlock->children()->insertChildNode(parentBlock, post, blockToSplit->nextSibling()); + blockToSplit->moveChildrenTo(post, beforeChild, 0, blockToSplit->hasLayer()); + post->setNeedsLayoutAndPrefWidthsRecalc(); + blockToSplit->setNeedsLayoutAndPrefWidthsRecalc(); + beforeChild = post; + } else + beforeChild = blockToSplit; + } + return beforeChild; +} + +void RenderBlock::makeChildrenAnonymousColumnBlocks(RenderObject* beforeChild, RenderBlock* newBlockBox, RenderObject* newChild) +{ + RenderBlock* pre = 0; + RenderBlock* post = 0; + RenderBlock* block = this; // Eventually block will not just be |this|, but will also be a block nested inside |this|. Assign to a variable + // so that we don't have to patch all of the rest of the code later on. + + // Delete the block's line boxes before we do the split. + block->deleteLineBoxTree(); + + if (beforeChild && beforeChild->parent() != this) + beforeChild = splitAnonymousBlocksAroundChild(beforeChild); + + if (beforeChild != firstChild()) { + pre = block->createAnonymousColumnsBlock(); + pre->setChildrenInline(block->childrenInline()); + } + + if (beforeChild) { + post = block->createAnonymousColumnsBlock(); + post->setChildrenInline(block->childrenInline()); + } + + RenderObject* boxFirst = block->firstChild(); + if (pre) + block->children()->insertChildNode(block, pre, boxFirst); + block->children()->insertChildNode(block, newBlockBox, boxFirst); + if (post) + block->children()->insertChildNode(block, post, boxFirst); + block->setChildrenInline(false); + + // The pre/post blocks always have layers, so we know to always do a full insert/remove (so we pass true as the last argument). + block->moveChildrenTo(pre, boxFirst, beforeChild, true); + block->moveChildrenTo(post, beforeChild, 0, true); + + // We already know the newBlockBox isn't going to contain inline kids, so avoid wasting + // time in makeChildrenNonInline by just setting this explicitly up front. + newBlockBox->setChildrenInline(false); + + // We delayed adding the newChild until now so that the |newBlockBox| would be fully + // connected, thus allowing newChild access to a renderArena should it need + // to wrap itself in additional boxes (e.g., table construction). + newBlockBox->addChild(newChild); + + // Always just do a full layout in order to ensure that line boxes (especially wrappers for images) + // get deleted properly. Because objects moved from the pre block into the post block, we want to + // make new line boxes instead of leaving the old line boxes around. + if (pre) + pre->setNeedsLayoutAndPrefWidthsRecalc(); + block->setNeedsLayoutAndPrefWidthsRecalc(); + if (post) + post->setNeedsLayoutAndPrefWidthsRecalc(); +} + +RenderBlock* RenderBlock::columnsBlockForSpanningElement(RenderObject* newChild) +{ + // FIXME: This function is the gateway for the addition of column-span support. It will + // be added to in three stages: + // (1) Immediate children of a multi-column block can span. + // (2) Nested block-level children with only block-level ancestors between them and the multi-column block can span. + // (3) Nested children with block or inline ancestors between them and the multi-column block can span (this is when we + // cross the streams and have to cope with both types of continuations mixed together). + // This function currently supports (1) and (2). + RenderBlock* columnsBlockAncestor = 0; + if (!newChild->isText() && newChild->style()->columnSpan() && !newChild->isFloatingOrPositioned() + && !newChild->isInline() && !isAnonymousColumnSpanBlock()) { + if (style()->specifiesColumns()) + columnsBlockAncestor = this; + else + columnsBlockAncestor = toRenderBlock(parent())->containingColumnsBlock(false); + } + return columnsBlockAncestor; +} + +void RenderBlock::addChildIgnoringAnonymousColumnBlocks(RenderObject* newChild, RenderObject* beforeChild) +{ + // Make sure we don't append things after :after-generated content if we have it. + if (!beforeChild) { + RenderObject* lastRenderer = lastChild(); + if (isAfterContent(lastRenderer)) + beforeChild = lastRenderer; + else if (lastRenderer && lastRenderer->isAnonymousBlock() && isAfterContent(lastRenderer->lastChild())) + beforeChild = lastRenderer->lastChild(); + } + + // Check for a spanning element in columns. + RenderBlock* columnsBlockAncestor = columnsBlockForSpanningElement(newChild); + if (columnsBlockAncestor) { + // We are placing a column-span element inside a block. + RenderBlock* newBox = createAnonymousColumnSpanBlock(); + + if (columnsBlockAncestor != this) { + // We are nested inside a multi-column element and are being split by the span. We have to break up + // our block into continuations. + RenderBoxModelObject* oldContinuation = continuation(); + setContinuation(newBox); + + // Someone may have put a

inside a , causing a split. When this happens, the :after content + // has to move into the inline continuation. Call updateBeforeAfterContent to ensure that our :after + // content gets properly destroyed. + bool isLastChild = (beforeChild == lastChild()); + if (document()->usesBeforeAfterRules()) + children()->updateBeforeAfterContent(this, AFTER); + if (isLastChild && beforeChild != lastChild()) + beforeChild = 0; // We destroyed the last child, so now we need to update our insertion + // point to be 0. It's just a straight append now. + + splitFlow(beforeChild, newBox, newChild, oldContinuation); + return; + } + + // We have to perform a split of this block's children. This involves creating an anonymous block box to hold + // the column-spanning |newChild|. We take all of the children from before |newChild| and put them into + // one anonymous columns block, and all of the children after |newChild| go into another anonymous block. + makeChildrenAnonymousColumnBlocks(beforeChild, newBox, newChild); + return; + } + + bool madeBoxesNonInline = false; + + // If the requested beforeChild is not one of our children, then this is because + // there is an anonymous container within this object that contains the beforeChild. + if (beforeChild && beforeChild->parent() != this) { + RenderObject* anonymousChild = beforeChild->parent(); + ASSERT(anonymousChild); + + while (anonymousChild->parent() != this) + anonymousChild = anonymousChild->parent(); + + ASSERT(anonymousChild->isAnonymous()); + + if (anonymousChild->isAnonymousBlock()) { + // Insert the child into the anonymous block box instead of here. + if (newChild->isInline() || beforeChild->parent()->firstChild() != beforeChild) + beforeChild->parent()->addChild(newChild, beforeChild); + else + addChild(newChild, beforeChild->parent()); + return; + } + + ASSERT(anonymousChild->isTable()); + if ((newChild->isTableCol() && newChild->style()->display() == TABLE_COLUMN_GROUP) + || (newChild->isRenderBlock() && newChild->style()->display() == TABLE_CAPTION) + || newChild->isTableSection() + || newChild->isTableRow() + || newChild->isTableCell()) { + // Insert into the anonymous table. + anonymousChild->addChild(newChild, beforeChild); + return; + } + + // Go on to insert before the anonymous table. + beforeChild = anonymousChild; + } + + // A block has to either have all of its children inline, or all of its children as blocks. + // So, if our children are currently inline and a block child has to be inserted, we move all our + // inline children into anonymous block boxes. + if (childrenInline() && !newChild->isInline() && !newChild->isFloatingOrPositioned()) { + // This is a block with inline content. Wrap the inline content in anonymous blocks. + makeChildrenNonInline(beforeChild); + madeBoxesNonInline = true; + + if (beforeChild && beforeChild->parent() != this) { + beforeChild = beforeChild->parent(); + ASSERT(beforeChild->isAnonymousBlock()); + ASSERT(beforeChild->parent() == this); + } + } else if (!childrenInline() && (newChild->isFloatingOrPositioned() || newChild->isInline())) { + // If we're inserting an inline child but all of our children are blocks, then we have to make sure + // it is put into an anomyous block box. We try to use an existing anonymous box if possible, otherwise + // a new one is created and inserted into our list of children in the appropriate position. + RenderObject* afterChild = beforeChild ? beforeChild->previousSibling() : lastChild(); + + if (afterChild && afterChild->isAnonymousBlock()) { + afterChild->addChild(newChild); + return; + } + + if (newChild->isInline()) { + // No suitable existing anonymous box - create a new one. + RenderBlock* newBox = createAnonymousBlock(); + RenderBox::addChild(newBox, beforeChild); + newBox->addChild(newChild); + return; + } + } + + RenderBox::addChild(newChild, beforeChild); + + if (madeBoxesNonInline && parent() && isAnonymousBlock() && parent()->isRenderBlock()) + toRenderBlock(parent())->removeLeftoverAnonymousBlock(this); + // this object may be dead here +} + +void RenderBlock::addChild(RenderObject* newChild, RenderObject* beforeChild) +{ + if (continuation() && !isAnonymousBlock()) + return addChildToContinuation(newChild, beforeChild); + return addChildIgnoringContinuation(newChild, beforeChild); +} + +void RenderBlock::addChildIgnoringContinuation(RenderObject* newChild, RenderObject* beforeChild) +{ + if (!isAnonymousBlock() && firstChild() && (firstChild()->isAnonymousColumnsBlock() || firstChild()->isAnonymousColumnSpanBlock())) + return addChildToAnonymousColumnBlocks(newChild, beforeChild); + return addChildIgnoringAnonymousColumnBlocks(newChild, beforeChild); +} + +static void getInlineRun(RenderObject* start, RenderObject* boundary, + RenderObject*& inlineRunStart, + RenderObject*& inlineRunEnd) +{ + // Beginning at |start| we find the largest contiguous run of inlines that + // we can. We denote the run with start and end points, |inlineRunStart| + // and |inlineRunEnd|. Note that these two values may be the same if + // we encounter only one inline. + // + // We skip any non-inlines we encounter as long as we haven't found any + // inlines yet. + // + // |boundary| indicates a non-inclusive boundary point. Regardless of whether |boundary| + // is inline or not, we will not include it in a run with inlines before it. It's as though we encountered + // a non-inline. + + // Start by skipping as many non-inlines as we can. + RenderObject * curr = start; + bool sawInline; + do { + while (curr && !(curr->isInline() || curr->isFloatingOrPositioned())) + curr = curr->nextSibling(); + + inlineRunStart = inlineRunEnd = curr; + + if (!curr) + return; // No more inline children to be found. + + sawInline = curr->isInline(); + + curr = curr->nextSibling(); + while (curr && (curr->isInline() || curr->isFloatingOrPositioned()) && (curr != boundary)) { + inlineRunEnd = curr; + if (curr->isInline()) + sawInline = true; + curr = curr->nextSibling(); + } + } while (!sawInline); +} + +void RenderBlock::deleteLineBoxTree() +{ + m_lineBoxes.deleteLineBoxTree(renderArena()); +} + +RootInlineBox* RenderBlock::createRootInlineBox() +{ + return new (renderArena()) RootInlineBox(this); +} + +RootInlineBox* RenderBlock::createAndAppendRootInlineBox() +{ + RootInlineBox* rootBox = createRootInlineBox(); + m_lineBoxes.appendLineBox(rootBox); + return rootBox; +} + +void RenderBlock::moveChildTo(RenderBlock* to, RenderObject* child, RenderObject* beforeChild, bool fullRemoveInsert) +{ + ASSERT(this == child->parent()); + ASSERT(!beforeChild || to == beforeChild->parent()); + to->children()->insertChildNode(to, children()->removeChildNode(this, child, fullRemoveInsert), beforeChild, fullRemoveInsert); +} + +void RenderBlock::moveChildrenTo(RenderBlock* to, RenderObject* startChild, RenderObject* endChild, RenderObject* beforeChild, bool fullRemoveInsert) +{ + ASSERT(!beforeChild || to == beforeChild->parent()); + RenderObject* nextChild = startChild; + while (nextChild && nextChild != endChild) { + RenderObject* child = nextChild; + nextChild = child->nextSibling(); + to->children()->insertChildNode(to, children()->removeChildNode(this, child, fullRemoveInsert), beforeChild, fullRemoveInsert); + if (child == endChild) + return; + } +} + +void RenderBlock::makeChildrenNonInline(RenderObject *insertionPoint) +{ + // makeChildrenNonInline takes a block whose children are *all* inline and it + // makes sure that inline children are coalesced under anonymous + // blocks. If |insertionPoint| is defined, then it represents the insertion point for + // the new block child that is causing us to have to wrap all the inlines. This + // means that we cannot coalesce inlines before |insertionPoint| with inlines following + // |insertionPoint|, because the new child is going to be inserted in between the inlines, + // splitting them. + ASSERT(isInlineBlockOrInlineTable() || !isInline()); + ASSERT(!insertionPoint || insertionPoint->parent() == this); + + setChildrenInline(false); + + RenderObject *child = firstChild(); + if (!child) + return; + + deleteLineBoxTree(); + + while (child) { + RenderObject *inlineRunStart, *inlineRunEnd; + getInlineRun(child, insertionPoint, inlineRunStart, inlineRunEnd); + + if (!inlineRunStart) + break; + + child = inlineRunEnd->nextSibling(); + + RenderBlock* block = createAnonymousBlock(); + children()->insertChildNode(this, block, inlineRunStart); + moveChildrenTo(block, inlineRunStart, child); + } + +#ifndef NDEBUG + for (RenderObject *c = firstChild(); c; c = c->nextSibling()) + ASSERT(!c->isInline()); +#endif + + repaint(); +} + +void RenderBlock::removeLeftoverAnonymousBlock(RenderBlock* child) +{ + ASSERT(child->isAnonymousBlock()); + ASSERT(!child->childrenInline()); + + if (child->continuation() || (child->firstChild() && (child->isAnonymousColumnSpanBlock() || child->isAnonymousColumnsBlock()))) + return; + + RenderObject* firstAnChild = child->m_children.firstChild(); + RenderObject* lastAnChild = child->m_children.lastChild(); + if (firstAnChild) { + RenderObject* o = firstAnChild; + while (o) { + o->setParent(this); + o = o->nextSibling(); + } + firstAnChild->setPreviousSibling(child->previousSibling()); + lastAnChild->setNextSibling(child->nextSibling()); + if (child->previousSibling()) + child->previousSibling()->setNextSibling(firstAnChild); + if (child->nextSibling()) + child->nextSibling()->setPreviousSibling(lastAnChild); + + if (child == m_children.firstChild()) + m_children.setFirstChild(firstAnChild); + if (child == m_children.lastChild()) + m_children.setLastChild(lastAnChild); + } else { + if (child == m_children.firstChild()) + m_children.setFirstChild(child->nextSibling()); + if (child == m_children.lastChild()) + m_children.setLastChild(child->previousSibling()); + + if (child->previousSibling()) + child->previousSibling()->setNextSibling(child->nextSibling()); + if (child->nextSibling()) + child->nextSibling()->setPreviousSibling(child->previousSibling()); + } + child->setParent(0); + child->setPreviousSibling(0); + child->setNextSibling(0); + + child->children()->setFirstChild(0); + child->m_next = 0; + + child->destroy(); +} + +static bool canMergeContiguousAnonymousBlocks(RenderObject* oldChild, RenderObject* prev, RenderObject* next) +{ + if (oldChild->documentBeingDestroyed() || oldChild->isInline() || oldChild->virtualContinuation()) + return false; + + if ((prev && (!prev->isAnonymousBlock() || toRenderBlock(prev)->continuation())) + || (next && (!next->isAnonymousBlock() || toRenderBlock(next)->continuation()))) + return false; + + // FIXME: This check isn't required when inline run-ins can't be split into continuations. + if (prev && prev->firstChild() && prev->firstChild()->isInline() && prev->firstChild()->isRunIn()) + return false; + +#if ENABLE(RUBY) + if ((prev && (prev->isRubyRun() || prev->isRubyBase())) + || (next && (next->isRubyRun() || next->isRubyBase()))) + return false; +#endif + + if (!prev || !next) + return true; + + // Make sure the types of the anonymous blocks match up. + return prev->isAnonymousColumnsBlock() == next->isAnonymousColumnsBlock() + && prev->isAnonymousColumnSpanBlock() == prev->isAnonymousColumnSpanBlock(); +} + +void RenderBlock::removeChild(RenderObject* oldChild) +{ + // If this child is a block, and if our previous and next siblings are + // both anonymous blocks with inline content, then we can go ahead and + // fold the inline content back together. + RenderObject* prev = oldChild->previousSibling(); + RenderObject* next = oldChild->nextSibling(); + bool canMergeAnonymousBlocks = canMergeContiguousAnonymousBlocks(oldChild, prev, next); + if (canMergeAnonymousBlocks && prev && next) { + prev->setNeedsLayoutAndPrefWidthsRecalc(); + RenderBlock* nextBlock = toRenderBlock(next); + RenderBlock* prevBlock = toRenderBlock(prev); + + if (prev->childrenInline() != next->childrenInline()) { + RenderBlock* inlineChildrenBlock = prev->childrenInline() ? prevBlock : nextBlock; + RenderBlock* blockChildrenBlock = prev->childrenInline() ? nextBlock : prevBlock; + + // Place the inline children block inside of the block children block instead of deleting it. + // In order to reuse it, we have to reset it to just be a generic anonymous block. Make sure + // to clear out inherited column properties by just making a new style, and to also clear the + // column span flag if it is set. + ASSERT(!inlineChildrenBlock->continuation()); + RefPtr newStyle = RenderStyle::create(); + newStyle->inheritFrom(style()); + children()->removeChildNode(this, inlineChildrenBlock, inlineChildrenBlock->hasLayer()); + inlineChildrenBlock->setStyle(newStyle); + + // Now just put the inlineChildrenBlock inside the blockChildrenBlock. + blockChildrenBlock->children()->insertChildNode(blockChildrenBlock, inlineChildrenBlock, prev == inlineChildrenBlock ? blockChildrenBlock->firstChild() : 0, + inlineChildrenBlock->hasLayer() || blockChildrenBlock->hasLayer()); + next->setNeedsLayoutAndPrefWidthsRecalc(); + } else { + // Take all the children out of the |next| block and put them in + // the |prev| block. + nextBlock->moveAllChildrenTo(prevBlock, nextBlock->hasLayer() || prevBlock->hasLayer()); + + // Delete the now-empty block's lines and nuke it. + nextBlock->deleteLineBoxTree(); + nextBlock->destroy(); + } + } + + RenderBox::removeChild(oldChild); + + RenderObject* child = prev ? prev : next; + if (canMergeAnonymousBlocks && child && !child->previousSibling() && !child->nextSibling() && !isFlexibleBox()) { + // The removal has knocked us down to containing only a single anonymous + // box. We can go ahead and pull the content right back up into our + // box. + setNeedsLayoutAndPrefWidthsRecalc(); + setChildrenInline(child->childrenInline()); + RenderBlock* anonBlock = toRenderBlock(children()->removeChildNode(this, child, child->hasLayer())); + anonBlock->moveAllChildrenTo(this, child->hasLayer()); + // Delete the now-empty block's lines and nuke it. + anonBlock->deleteLineBoxTree(); + anonBlock->destroy(); + } + + if (!firstChild() && !documentBeingDestroyed()) { + // If this was our last child be sure to clear out our line boxes. + if (childrenInline()) + lineBoxes()->deleteLineBoxes(renderArena()); + // If we're now an empty anonymous block then go ahead and delete ourselves. + else if (isAnonymousBlock() && parent() && parent()->isRenderBlock() && !continuation()) + destroy(); + } +} + +bool RenderBlock::isSelfCollapsingBlock() const +{ + // We are not self-collapsing if we + // (a) have a non-zero height according to layout (an optimization to avoid wasting time) + // (b) are a table, + // (c) have border/padding, + // (d) have a min-height + // (e) have specified that one of our margins can't collapse using a CSS extension + if (height() > 0 + || isTable() || borderAndPaddingHeight() + || style()->minHeight().isPositive() + || style()->marginTopCollapse() == MSEPARATE || style()->marginBottomCollapse() == MSEPARATE) + return false; + + bool hasAutoHeight = style()->height().isAuto(); + if (style()->height().isPercent() && !style()->htmlHacks()) { + hasAutoHeight = true; + for (RenderBlock* cb = containingBlock(); !cb->isRenderView(); cb = cb->containingBlock()) { + if (cb->style()->height().isFixed() || cb->isTableCell()) + hasAutoHeight = false; + } + } + + // If the height is 0 or auto, then whether or not we are a self-collapsing block depends + // on whether we have content that is all self-collapsing or not. + if (hasAutoHeight || ((style()->height().isFixed() || style()->height().isPercent()) && style()->height().isZero())) { + // If the block has inline children, see if we generated any line boxes. If we have any + // line boxes, then we can't be self-collapsing, since we have content. + if (childrenInline()) + return !firstLineBox(); + + // Whether or not we collapse is dependent on whether all our normal flow children + // are also self-collapsing. + for (RenderBox* child = firstChildBox(); child; child = child->nextSiblingBox()) { + if (child->isFloatingOrPositioned()) + continue; + if (!child->isSelfCollapsingBlock()) + return false; + } + return true; + } + return false; +} + +void RenderBlock::startDelayUpdateScrollInfo() +{ + if (gDelayUpdateScrollInfo == 0) { + ASSERT(!gDelayedUpdateScrollInfoSet); + gDelayedUpdateScrollInfoSet = new DelayedUpdateScrollInfoSet; + } + ASSERT(gDelayedUpdateScrollInfoSet); + ++gDelayUpdateScrollInfo; +} + +void RenderBlock::finishDelayUpdateScrollInfo() +{ + --gDelayUpdateScrollInfo; + ASSERT(gDelayUpdateScrollInfo >= 0); + if (gDelayUpdateScrollInfo == 0) { + ASSERT(gDelayedUpdateScrollInfoSet); + + OwnPtr infoSet(gDelayedUpdateScrollInfoSet); + gDelayedUpdateScrollInfoSet = 0; + + for (DelayedUpdateScrollInfoSet::iterator it = infoSet->begin(); it != infoSet->end(); ++it) { + RenderBlock* block = *it; + if (block->hasOverflowClip()) { + block->layer()->updateScrollInfoAfterLayout(); + } + } + } +} + +void RenderBlock::updateScrollInfoAfterLayout() +{ + if (hasOverflowClip()) { + if (gDelayUpdateScrollInfo) + gDelayedUpdateScrollInfoSet->add(this); + else + layer()->updateScrollInfoAfterLayout(); + } +} + +void RenderBlock::layout() +{ + // Update our first letter info now. + updateFirstLetter(); + + // Table cells call layoutBlock directly, so don't add any logic here. Put code into + // layoutBlock(). + layoutBlock(false); + + // It's safe to check for control clip here, since controls can never be table cells. + // If we have a lightweight clip, there can never be any overflow from children. + if (hasControlClip() && m_overflow) + clearLayoutOverflow(); +} + +void RenderBlock::layoutBlock(bool relayoutChildren) +{ + ASSERT(needsLayout()); + + if (isInline() && !isInlineBlockOrInlineTable()) // Inline

s inside various table elements can + return; // cause us to come in here. Just bail. + + if (!relayoutChildren && layoutOnlyPositionedObjects()) + return; + + LayoutRepainter repainter(*this, m_everHadLayout && checkForRepaintDuringLayout()); + LayoutStateMaintainer statePusher(view(), this, IntSize(x(), y()), hasColumns() || hasTransform() || hasReflection()); + + int oldWidth = width(); + int oldColumnWidth = desiredColumnWidth(); + + calcWidth(); + calcColumnWidth(); + + m_overflow.clear(); + + if (oldWidth != width() || oldColumnWidth != desiredColumnWidth()) + relayoutChildren = true; + + clearFloats(); + + int previousHeight = height(); + setHeight(0); + + // We use four values, maxTopPos, maxTopNeg, maxBottomPos, and maxBottomNeg, to track + // our current maximal positive and negative margins. These values are used when we + // are collapsed with adjacent blocks, so for example, if you have block A and B + // collapsing together, then you'd take the maximal positive margin from both A and B + // and subtract it from the maximal negative margin from both A and B to get the + // true collapsed margin. This algorithm is recursive, so when we finish layout() + // our block knows its current maximal positive/negative values. + // + // Start out by setting our margin values to our current margins. Table cells have + // no margins, so we don't fill in the values for table cells. + bool isCell = isTableCell(); + if (!isCell) { + initMaxMarginValues(); + + setTopMarginQuirk(style()->marginTop().quirk()); + setBottomMarginQuirk(style()->marginBottom().quirk()); + + Node* n = node(); + if (n && n->hasTagName(formTag) && static_cast(n)->isMalformed()) { + // See if this form is malformed (i.e., unclosed). If so, don't give the form + // a bottom margin. + setMaxBottomMargins(0, 0); + } + } + + // For overflow:scroll blocks, ensure we have both scrollbars in place always. + if (scrollsOverflow()) { + if (style()->overflowX() == OSCROLL) + layer()->setHasHorizontalScrollbar(true); + if (style()->overflowY() == OSCROLL) + layer()->setHasVerticalScrollbar(true); + } + + int repaintTop = 0; + int repaintBottom = 0; + int maxFloatBottom = 0; + if (!firstChild() && !isAnonymousBlock()) + setChildrenInline(true); + if (childrenInline()) + layoutInlineChildren(relayoutChildren, repaintTop, repaintBottom); + else + layoutBlockChildren(relayoutChildren, maxFloatBottom); + + // Expand our intrinsic height to encompass floats. + int toAdd = borderBottom() + paddingBottom() + horizontalScrollbarHeight(); + if (floatBottom() > (height() - toAdd) && expandsToEncloseOverhangingFloats()) + setHeight(floatBottom() + toAdd); + + // Now lay out our columns within this intrinsic height, since they can slightly affect the intrinsic height as + // we adjust for clean column breaks. + int singleColumnBottom = layoutColumns(); + + // Calculate our new height. + int oldHeight = height(); + calcHeight(); + if (oldHeight != height()) { + if (oldHeight > height() && maxFloatBottom > height() && !childrenInline()) { + // One of our children's floats may have become an overhanging float for us. We need to look for it. + for (RenderObject* child = firstChild(); child; child = child->nextSibling()) { + if (child->isBlockFlow() && !child->isFloatingOrPositioned()) { + RenderBlock* block = toRenderBlock(child); + if (block->floatBottom() + block->y() > height()) + addOverhangingFloats(block, -block->x(), -block->y(), false); + } + } + } + + // We have to rebalance columns to the new height. + layoutColumns(singleColumnBottom); + } + + if (previousHeight != height()) + relayoutChildren = true; + + // This check is designed to catch anyone + // who wasn't going to propagate float information up to the parent and yet could potentially be painted by its ancestor. + if (isRoot() || expandsToEncloseOverhangingFloats()) + addOverflowFromFloats(); + + // Add overflow from children (unless we're multi-column, since in that case all our child overflow is clipped anyway). + if (!hasColumns()) { + if (childrenInline()) + addOverflowFromInlineChildren(); + else + addOverflowFromBlockChildren(); + } + + // Add visual overflow from box-shadow and reflections. + addShadowOverflow(); + + layoutPositionedObjects(relayoutChildren || isRoot()); + + positionListMarker(); + + statePusher.pop(); + + // Update our scroll information if we're overflow:auto/scroll/hidden now that we know if + // we overflow or not. + updateScrollInfoAfterLayout(); + + // Repaint with our new bounds if they are different from our old bounds. + bool didFullRepaint = repainter.repaintAfterLayout(); + if (!didFullRepaint && repaintTop != repaintBottom && (style()->visibility() == VISIBLE || enclosingLayer()->hasVisibleContent())) { + int repaintLeft = min(leftVisualOverflow(), leftLayoutOverflow()); + int repaintRight = max(rightVisualOverflow(), rightLayoutOverflow()); + IntRect repaintRect(repaintLeft, repaintTop, repaintRight - repaintLeft, repaintBottom - repaintTop); + + // FIXME: Deal with multiple column repainting. We have to split the repaint + // rect up into multiple rects if it spans columns. + + repaintRect.inflate(maximalOutlineSize(PaintPhaseOutline)); + + if (hasOverflowClip()) { + // Adjust repaint rect for scroll offset + repaintRect.move(-layer()->scrolledContentOffset()); + + // Don't allow this rect to spill out of our overflow box. + repaintRect.intersect(IntRect(0, 0, width(), height())); + } + + // Make sure the rect is still non-empty after intersecting for overflow above + if (!repaintRect.isEmpty()) { + repaintRectangle(repaintRect); // We need to do a partial repaint of our content. + if (hasReflection()) + repaintRectangle(reflectedRect(repaintRect)); + } + } + setNeedsLayout(false); +} + +void RenderBlock::addOverflowFromBlockChildren() +{ + for (RenderBox* child = firstChildBox(); child; child = child->nextSiblingBox()) { + if (!child->isFloatingOrPositioned()) + addOverflowFromChild(child); + } +} + +void RenderBlock::addOverflowFromFloats() +{ + IntRect result; + if (!m_floatingObjects) + return; + FloatingObject* r; + DeprecatedPtrListIterator it(*m_floatingObjects); + for (; (r = it.current()); ++it) { + if (r->m_shouldPaint && !r->m_renderer->hasSelfPaintingLayer()) + addOverflowFromChild(r->m_renderer, IntSize(r->m_left + r->m_renderer->marginLeft(), r->m_top + r->m_renderer->marginTop())); + } + return; +} + +bool RenderBlock::expandsToEncloseOverhangingFloats() const +{ + return isInlineBlockOrInlineTable() || isFloatingOrPositioned() || hasOverflowClip() || (parent() && parent()->isFlexibleBox()) || hasColumns() || isTableCell() || isFieldset(); +} + +void RenderBlock::adjustPositionedBlock(RenderBox* child, const MarginInfo& marginInfo) +{ + if (child->style()->hasStaticX()) { + if (style()->direction() == LTR) + child->layer()->setStaticX(borderLeft() + paddingLeft()); + else + child->layer()->setStaticX(borderRight() + paddingRight()); + } + + if (child->style()->hasStaticY()) { + int y = height(); + if (!marginInfo.canCollapseWithTop()) { + child->calcVerticalMargins(); + int marginTop = child->marginTop(); + int collapsedTopPos = marginInfo.posMargin(); + int collapsedTopNeg = marginInfo.negMargin(); + if (marginTop > 0) { + if (marginTop > collapsedTopPos) + collapsedTopPos = marginTop; + } else { + if (-marginTop > collapsedTopNeg) + collapsedTopNeg = -marginTop; + } + y += (collapsedTopPos - collapsedTopNeg) - marginTop; + } + RenderLayer* childLayer = child->layer(); + if (childLayer->staticY() != y) { + child->layer()->setStaticY(y); + child->setChildNeedsLayout(true, false); + } + } +} + +void RenderBlock::adjustFloatingBlock(const MarginInfo& marginInfo) +{ + // The float should be positioned taking into account the bottom margin + // of the previous flow. We add that margin into the height, get the + // float positioned properly, and then subtract the margin out of the + // height again. In the case of self-collapsing blocks, we always just + // use the top margins, since the self-collapsing block collapsed its + // own bottom margin into its top margin. + // + // Note also that the previous flow may collapse its margin into the top of + // our block. If this is the case, then we do not add the margin in to our + // height when computing the position of the float. This condition can be tested + // for by simply calling canCollapseWithTop. See + // http://www.hixie.ch/tests/adhoc/css/box/block/margin-collapse/046.html for + // an example of this scenario. + int marginOffset = marginInfo.canCollapseWithTop() ? 0 : marginInfo.margin(); + setHeight(height() + marginOffset); + positionNewFloats(); + setHeight(height() - marginOffset); +} + +bool RenderBlock::handleSpecialChild(RenderBox* child, const MarginInfo& marginInfo) +{ + // Handle in the given order + return handlePositionedChild(child, marginInfo) + || handleFloatingChild(child, marginInfo) + || handleRunInChild(child); +} + + +bool RenderBlock::handlePositionedChild(RenderBox* child, const MarginInfo& marginInfo) +{ + if (child->isPositioned()) { + child->containingBlock()->insertPositionedObject(child); + adjustPositionedBlock(child, marginInfo); + return true; + } + return false; +} + +bool RenderBlock::handleFloatingChild(RenderBox* child, const MarginInfo& marginInfo) +{ + if (child->isFloating()) { + insertFloatingObject(child); + adjustFloatingBlock(marginInfo); + return true; + } + return false; +} + +bool RenderBlock::handleRunInChild(RenderBox* child) +{ + // See if we have a run-in element with inline children. If the + // children aren't inline, then just treat the run-in as a normal + // block. + if (!child->isRunIn() || !child->childrenInline()) + return false; + // FIXME: We don't handle non-block elements with run-in for now. + if (!child->isRenderBlock()) + return false; + + // Get the next non-positioned/non-floating RenderBlock. + RenderBlock* blockRunIn = toRenderBlock(child); + RenderObject* curr = blockRunIn->nextSibling(); + while (curr && curr->isFloatingOrPositioned()) + curr = curr->nextSibling(); + + if (!curr || !curr->isRenderBlock() || !curr->childrenInline() || curr->isRunIn() || curr->isAnonymous()) + return false; + + RenderBlock* currBlock = toRenderBlock(curr); + + // Remove the old child. + children()->removeChildNode(this, blockRunIn); + + // Create an inline. + Node* runInNode = blockRunIn->node(); + RenderInline* inlineRunIn = new (renderArena()) RenderInline(runInNode ? runInNode : document()); + inlineRunIn->setStyle(blockRunIn->style()); + + bool runInIsGenerated = child->style()->styleType() == BEFORE || child->style()->styleType() == AFTER; + + // Move the nodes from the old child to the new child, but skip any :before/:after content. It has already + // been regenerated by the new inline. + for (RenderObject* runInChild = blockRunIn->firstChild(); runInChild;) { + RenderObject* nextSibling = runInChild->nextSibling(); + if (runInIsGenerated || (runInChild->style()->styleType() != BEFORE && runInChild->style()->styleType() != AFTER)) { + blockRunIn->children()->removeChildNode(blockRunIn, runInChild, false); + inlineRunIn->addChild(runInChild); // Use addChild instead of appendChildNode since it handles correct placement of the children relative to :after-generated content. + } + runInChild = nextSibling; + } + + // Now insert the new child under |currBlock|. + currBlock->children()->insertChildNode(currBlock, inlineRunIn, currBlock->firstChild()); + + // If the run-in had an element, we need to set the new renderer. + if (runInNode) + runInNode->setRenderer(inlineRunIn); + + // Destroy the block run-in. + blockRunIn->destroy(); + + // The block acts like an inline, so just null out its + // position. + + return true; +} + +int RenderBlock::collapseMargins(RenderBox* child, MarginInfo& marginInfo) +{ + // Get our max pos and neg top margins. + int posTop = child->maxTopMargin(true); + int negTop = child->maxTopMargin(false); + + // For self-collapsing blocks, collapse our bottom margins into our + // top to get new posTop and negTop values. + if (child->isSelfCollapsingBlock()) { + posTop = max(posTop, child->maxBottomMargin(true)); + negTop = max(negTop, child->maxBottomMargin(false)); + } + + // See if the top margin is quirky. We only care if this child has + // margins that will collapse with us. + bool topQuirk = child->isTopMarginQuirk() || style()->marginTopCollapse() == MDISCARD; + + if (marginInfo.canCollapseWithTop()) { + // This child is collapsing with the top of the + // block. If it has larger margin values, then we need to update + // our own maximal values. + if (!style()->htmlHacks() || !marginInfo.quirkContainer() || !topQuirk) + setMaxTopMargins(max(posTop, maxTopPosMargin()), max(negTop, maxTopNegMargin())); + + // The minute any of the margins involved isn't a quirk, don't + // collapse it away, even if the margin is smaller (www.webreference.com + // has an example of this, a
with 0.8em author-specified inside + // a
inside a . + if (!marginInfo.determinedTopQuirk() && !topQuirk && (posTop-negTop)) { + setTopMarginQuirk(false); + marginInfo.setDeterminedTopQuirk(true); + } + + if (!marginInfo.determinedTopQuirk() && topQuirk && marginTop() == 0) + // We have no top margin and our top child has a quirky margin. + // We will pick up this quirky margin and pass it through. + // This deals with the

case. + // Don't do this for a block that split two inlines though. You do + // still apply margins in this case. + setTopMarginQuirk(true); + } + + if (marginInfo.quirkContainer() && marginInfo.atTopOfBlock() && (posTop - negTop)) + marginInfo.setTopQuirk(topQuirk); + + int ypos = height(); + if (child->isSelfCollapsingBlock()) { + // This child has no height. We need to compute our + // position before we collapse the child's margins together, + // so that we can get an accurate position for the zero-height block. + int collapsedTopPos = max(marginInfo.posMargin(), child->maxTopMargin(true)); + int collapsedTopNeg = max(marginInfo.negMargin(), child->maxTopMargin(false)); + marginInfo.setMargin(collapsedTopPos, collapsedTopNeg); + + // Now collapse the child's margins together, which means examining our + // bottom margin values as well. + marginInfo.setPosMarginIfLarger(child->maxBottomMargin(true)); + marginInfo.setNegMarginIfLarger(child->maxBottomMargin(false)); + + if (!marginInfo.canCollapseWithTop()) + // We need to make sure that the position of the self-collapsing block + // is correct, since it could have overflowing content + // that needs to be positioned correctly (e.g., a block that + // had a specified height of 0 but that actually had subcontent). + ypos = height() + collapsedTopPos - collapsedTopNeg; + } + else { + if (child->style()->marginTopCollapse() == MSEPARATE) { + setHeight(height() + marginInfo.margin() + child->marginTop()); + ypos = height(); + } + else if (!marginInfo.atTopOfBlock() || + (!marginInfo.canCollapseTopWithChildren() + && (!style()->htmlHacks() || !marginInfo.quirkContainer() || !marginInfo.topQuirk()))) { + // We're collapsing with a previous sibling's margins and not + // with the top of the block. + setHeight(height() + max(marginInfo.posMargin(), posTop) - max(marginInfo.negMargin(), negTop)); + ypos = height(); + } + + marginInfo.setPosMargin(child->maxBottomMargin(true)); + marginInfo.setNegMargin(child->maxBottomMargin(false)); + + if (marginInfo.margin()) + marginInfo.setBottomQuirk(child->isBottomMarginQuirk() || style()->marginBottomCollapse() == MDISCARD); + } + + return ypos; +} + +int RenderBlock::clearFloatsIfNeeded(RenderBox* child, MarginInfo& marginInfo, int oldTopPosMargin, int oldTopNegMargin, int yPos) +{ + int heightIncrease = getClearDelta(child, yPos); + if (!heightIncrease) + return yPos; + + if (child->isSelfCollapsingBlock()) { + // For self-collapsing blocks that clear, they can still collapse their + // margins with following siblings. Reset the current margins to represent + // the self-collapsing block's margins only. + // CSS2.1 states: + // "An element that has had clearance applied to it never collapses its top margin with its parent block's bottom margin. + // Therefore if we are at the bottom of the block, let's go ahead and reset margins to only include the + // self-collapsing block's bottom margin. + bool atBottomOfBlock = true; + for (RenderBox* curr = child->nextSiblingBox(); curr && atBottomOfBlock; curr = curr->nextSiblingBox()) { + if (!curr->isFloatingOrPositioned()) + atBottomOfBlock = false; + } + if (atBottomOfBlock) { + marginInfo.setPosMargin(child->maxBottomMargin(true)); + marginInfo.setNegMargin(child->maxBottomMargin(false)); + } else { + marginInfo.setPosMargin(max(child->maxTopMargin(true), child->maxBottomMargin(true))); + marginInfo.setNegMargin(max(child->maxTopMargin(false), child->maxBottomMargin(false))); + } + + // Adjust our height such that we are ready to be collapsed with subsequent siblings (or the bottom + // of the parent block). + setHeight(child->y() - max(0, marginInfo.margin())); + } else + // Increase our height by the amount we had to clear. + setHeight(height() + heightIncrease); + + if (marginInfo.canCollapseWithTop()) { + // We can no longer collapse with the top of the block since a clear + // occurred. The empty blocks collapse into the cleared block. + // FIXME: This isn't quite correct. Need clarification for what to do + // if the height the cleared block is offset by is smaller than the + // margins involved. + setMaxTopMargins(oldTopPosMargin, oldTopNegMargin); + marginInfo.setAtTopOfBlock(false); + } + + return yPos + heightIncrease; +} + +int RenderBlock::estimateVerticalPosition(RenderBox* child, const MarginInfo& marginInfo) +{ + // FIXME: We need to eliminate the estimation of vertical position, because when it's wrong we sometimes trigger a pathological + // relayout if there are intruding floats. + int yPosEstimate = height(); + if (!marginInfo.canCollapseWithTop()) { + int childMarginTop = child->selfNeedsLayout() ? child->marginTop() : child->collapsedMarginTop(); + yPosEstimate += max(marginInfo.margin(), childMarginTop); + } + yPosEstimate += getClearDelta(child, yPosEstimate); + return yPosEstimate; +} + +void RenderBlock::determineHorizontalPosition(RenderBox* child) +{ + int xPos = borderLeft() + paddingLeft(); + if (style()->direction() == LTR) { + // Add in our left margin. + int chPos = xPos + child->marginLeft(); + + // Some objects (e.g., tables, horizontal rules, overflow:auto blocks) avoid floats. They need + // to shift over as necessary to dodge any floats that might get in the way. + if (child->avoidsFloats()) { + int leftOff = leftOffset(height(), false); + if (style()->textAlign() != WEBKIT_CENTER && child->style()->marginLeft().type() != Auto) { + if (child->marginLeft() < 0) + leftOff += child->marginLeft(); + chPos = max(chPos, leftOff); // Let the float sit in the child's margin if it can fit. + } + else if (leftOff != xPos) { + // The object is shifting right. The object might be centered, so we need to + // recalculate our horizontal margins. Note that the containing block content + // width computation will take into account the delta between |leftOff| and |xPos| + // so that we can just pass the content width in directly to the |calcHorizontalMargins| + // function. + child->calcHorizontalMargins(child->style()->marginLeft(), child->style()->marginRight(), lineWidth(child->y(), false)); + chPos = leftOff + child->marginLeft(); + } + } + view()->addLayoutDelta(IntSize(child->x() - chPos, 0)); + child->setLocation(chPos, child->y()); + } else { + xPos += availableWidth(); + int chPos = xPos - (child->width() + child->marginRight()); + if (child->avoidsFloats()) { + int rightOff = rightOffset(height(), false); + if (style()->textAlign() != WEBKIT_CENTER && child->style()->marginRight().type() != Auto) { + if (child->marginRight() < 0) + rightOff -= child->marginRight(); + chPos = min(chPos, rightOff - child->width()); // Let the float sit in the child's margin if it can fit. + } else if (rightOff != xPos) { + // The object is shifting left. The object might be centered, so we need to + // recalculate our horizontal margins. Note that the containing block content + // width computation will take into account the delta between |rightOff| and |xPos| + // so that we can just pass the content width in directly to the |calcHorizontalMargins| + // function. + child->calcHorizontalMargins(child->style()->marginLeft(), child->style()->marginRight(), lineWidth(child->y(), false)); + chPos = rightOff - child->marginRight() - child->width(); + } + } + view()->addLayoutDelta(IntSize(child->x() - chPos, 0)); + child->setLocation(chPos, child->y()); + } +} + +void RenderBlock::setCollapsedBottomMargin(const MarginInfo& marginInfo) +{ + if (marginInfo.canCollapseWithBottom() && !marginInfo.canCollapseWithTop()) { + // Update our max pos/neg bottom margins, since we collapsed our bottom margins + // with our children. + setMaxBottomMargins(max(maxBottomPosMargin(), marginInfo.posMargin()), max(maxBottomNegMargin(), marginInfo.negMargin())); + + if (!marginInfo.bottomQuirk()) + setBottomMarginQuirk(false); + + if (marginInfo.bottomQuirk() && marginBottom() == 0) + // We have no bottom margin and our last child has a quirky margin. + // We will pick up this quirky margin and pass it through. + // This deals with the

case. + setBottomMarginQuirk(true); + } +} + +void RenderBlock::handleBottomOfBlock(int top, int bottom, MarginInfo& marginInfo) +{ + marginInfo.setAtBottomOfBlock(true); + + // If we can't collapse with children then go ahead and add in the bottom margin. + if (!marginInfo.canCollapseWithBottom() && !marginInfo.canCollapseWithTop() + && (!style()->htmlHacks() || !marginInfo.quirkContainer() || !marginInfo.bottomQuirk())) + setHeight(height() + marginInfo.margin()); + + // Now add in our bottom border/padding. + setHeight(height() + bottom); + + // Negative margins can cause our height to shrink below our minimal height (border/padding). + // If this happens, ensure that the computed height is increased to the minimal height. + setHeight(max(height(), top + bottom)); + + // Update our bottom collapsed margin info. + setCollapsedBottomMargin(marginInfo); +} + +void RenderBlock::layoutBlockChildren(bool relayoutChildren, int& maxFloatBottom) +{ + if (gPercentHeightDescendantsMap) { + if (HashSet* descendants = gPercentHeightDescendantsMap->get(this)) { + HashSet::iterator end = descendants->end(); + for (HashSet::iterator it = descendants->begin(); it != end; ++it) { + RenderBox* box = *it; + while (box != this) { + if (box->normalChildNeedsLayout()) + break; + box->setChildNeedsLayout(true, false); + box = box->containingBlock(); + ASSERT(box); + if (!box) + break; + } + } + } + } + + int top = borderTop() + paddingTop(); + int bottom = borderBottom() + paddingBottom() + horizontalScrollbarHeight(); + + setHeight(top); + + // The margin struct caches all our current margin collapsing state. The compact struct caches state when we encounter compacts, + MarginInfo marginInfo(this, top, bottom); + + // Fieldsets need to find their legend and position it inside the border of the object. + // The legend then gets skipped during normal layout. + RenderObject* legend = layoutLegend(relayoutChildren); + + int previousFloatBottom = 0; + maxFloatBottom = 0; + + RenderBox* next = firstChildBox(); + + while (next) { + RenderBox* child = next; + next = child->nextSiblingBox(); + + if (legend == child) + continue; // Skip the legend, since it has already been positioned up in the fieldset's border. + + // Make sure we layout children if they need it. + // FIXME: Technically percentage height objects only need a relayout if their percentage isn't going to be turned into + // an auto value. Add a method to determine this, so that we can avoid the relayout. + if (relayoutChildren || ((child->style()->height().isPercent() || child->style()->minHeight().isPercent() || child->style()->maxHeight().isPercent()) && !isRenderView())) + child->setChildNeedsLayout(true, false); + + // If relayoutChildren is set and we have percentage padding, we also need to invalidate the child's pref widths. + if (relayoutChildren && (child->style()->paddingLeft().isPercent() || child->style()->paddingRight().isPercent())) + child->setPrefWidthsDirty(true, false); + + // Handle the four types of special elements first. These include positioned content, floating content, compacts and + // run-ins. When we encounter these four types of objects, we don't actually lay them out as normal flow blocks. + if (handleSpecialChild(child, marginInfo)) + continue; + + // Lay out the child. + layoutBlockChild(child, marginInfo, previousFloatBottom, maxFloatBottom); + } + + // Now do the handling of the bottom of the block, adding in our bottom border/padding and + // determining the correct collapsed bottom margin information. + handleBottomOfBlock(top, bottom, marginInfo); +} + +void RenderBlock::layoutBlockChild(RenderBox* child, MarginInfo& marginInfo, int& previousFloatBottom, int& maxFloatBottom) +{ + int oldTopPosMargin = maxTopPosMargin(); + int oldTopNegMargin = maxTopNegMargin(); + + // The child is a normal flow object. Compute its vertical margins now. + child->calcVerticalMargins(); + + // Do not allow a collapse if the margin top collapse style is set to SEPARATE. + if (child->style()->marginTopCollapse() == MSEPARATE) { + marginInfo.setAtTopOfBlock(false); + marginInfo.clearMargin(); + } + + // Try to guess our correct y position. In most cases this guess will + // be correct. Only if we're wrong (when we compute the real y position) + // will we have to potentially relayout. + int yPosEstimate = estimateVerticalPosition(child, marginInfo); + + // Cache our old rect so that we can dirty the proper repaint rects if the child moves. + IntRect oldRect(child->x(), child->y() , child->width(), child->height()); +#ifndef NDEBUG + IntSize oldLayoutDelta = view()->layoutDelta(); +#endif + // Go ahead and position the child as though it didn't collapse with the top. + view()->addLayoutDelta(IntSize(0, child->y() - yPosEstimate)); + child->setLocation(child->x(), yPosEstimate); + + bool markDescendantsWithFloats = false; + if (yPosEstimate != oldRect.y() && !child->avoidsFloats() && child->isBlockFlow() && toRenderBlock(child)->containsFloats()) + markDescendantsWithFloats = true; + else if (!child->avoidsFloats() || child->shrinkToAvoidFloats()) { + // If an element might be affected by the presence of floats, then always mark it for + // layout. + int fb = max(previousFloatBottom, floatBottom()); + if (fb > yPosEstimate) + markDescendantsWithFloats = true; + } + + if (child->isRenderBlock()) { + if (markDescendantsWithFloats) + toRenderBlock(child)->markAllDescendantsWithFloatsForLayout(); + + previousFloatBottom = max(previousFloatBottom, oldRect.y() + toRenderBlock(child)->floatBottom()); + } + + bool childHadLayout = child->m_everHadLayout; + bool childNeededLayout = child->needsLayout(); + if (childNeededLayout) + child->layout(); + + // Now determine the correct ypos based off examination of collapsing margin + // values. + int yBeforeClear = collapseMargins(child, marginInfo); + + // Now check for clear. + int yAfterClear = clearFloatsIfNeeded(child, marginInfo, oldTopPosMargin, oldTopNegMargin, yBeforeClear); + + view()->addLayoutDelta(IntSize(0, yPosEstimate - yAfterClear)); + child->setLocation(child->x(), yAfterClear); + + // Now we have a final y position. See if it really does end up being different from our estimate. + if (yAfterClear != yPosEstimate) { + if (child->shrinkToAvoidFloats()) { + // The child's width depends on the line width. + // When the child shifts to clear an item, its width can + // change (because it has more available line width). + // So go ahead and mark the item as dirty. + child->setChildNeedsLayout(true, false); + } + if (!child->avoidsFloats() && child->isBlockFlow() && toRenderBlock(child)->containsFloats()) + toRenderBlock(child)->markAllDescendantsWithFloatsForLayout(); + // Our guess was wrong. Make the child lay itself out again. + child->layoutIfNeeded(); + } + + // We are no longer at the top of the block if we encounter a non-empty child. + // This has to be done after checking for clear, so that margins can be reset if a clear occurred. + if (marginInfo.atTopOfBlock() && !child->isSelfCollapsingBlock()) + marginInfo.setAtTopOfBlock(false); + + // Now place the child in the correct horizontal position + determineHorizontalPosition(child); + + // Update our height now that the child has been placed in the correct position. + setHeight(height() + child->height()); + if (child->style()->marginBottomCollapse() == MSEPARATE) { + setHeight(height() + child->marginBottom()); + marginInfo.clearMargin(); + } + // If the child has overhanging floats that intrude into following siblings (or possibly out + // of this block), then the parent gets notified of the floats now. + if (child->isBlockFlow() && toRenderBlock(child)->containsFloats()) + maxFloatBottom = max(maxFloatBottom, addOverhangingFloats(toRenderBlock(child), -child->x(), -child->y(), !childNeededLayout)); + + IntSize childOffset(child->x() - oldRect.x(), child->y() - oldRect.y()); + if (childOffset.width() || childOffset.height()) { + view()->addLayoutDelta(childOffset); + + // If the child moved, we have to repaint it as well as any floating/positioned + // descendants. An exception is if we need a layout. In this case, we know we're going to + // repaint ourselves (and the child) anyway. + if (childHadLayout && !selfNeedsLayout() && child->checkForRepaintDuringLayout()) + child->repaintDuringLayoutIfMoved(oldRect); + } + + if (!childHadLayout && child->checkForRepaintDuringLayout()) { + child->repaint(); + child->repaintOverhangingFloats(true); + } + + ASSERT(oldLayoutDelta == view()->layoutDelta()); +} + +bool RenderBlock::layoutOnlyPositionedObjects() +{ + if (!posChildNeedsLayout() || normalChildNeedsLayout() || selfNeedsLayout()) + return false; + + LayoutStateMaintainer statePusher(view(), this, IntSize(x(), y()), hasColumns() || hasTransform() || hasReflection()); + + if (needsPositionedMovementLayout()) { + tryLayoutDoingPositionedMovementOnly(); + if (needsLayout()) + return false; + } + + // All we have to is lay out our positioned objects. + layoutPositionedObjects(false); + + statePusher.pop(); + + updateScrollInfoAfterLayout(); + + setNeedsLayout(false); + return true; +} + +void RenderBlock::layoutPositionedObjects(bool relayoutChildren) +{ + if (m_positionedObjects) { + RenderBox* r; + Iterator end = m_positionedObjects->end(); + for (Iterator it = m_positionedObjects->begin(); it != end; ++it) { + r = *it; + // When a non-positioned block element moves, it may have positioned children that are implicitly positioned relative to the + // non-positioned block. Rather than trying to detect all of these movement cases, we just always lay out positioned + // objects that are positioned implicitly like this. Such objects are rare, and so in typical DHTML menu usage (where everything is + // positioned explicitly) this should not incur a performance penalty. + if (relayoutChildren || (r->style()->hasStaticY() && r->parent() != this && r->parent()->isBlockFlow())) + r->setChildNeedsLayout(true, false); + + // If relayoutChildren is set and we have percentage padding, we also need to invalidate the child's pref widths. + //if (relayoutChildren && (r->style()->paddingLeft().isPercent() || r->style()->paddingRight().isPercent())) + r->setPrefWidthsDirty(true, false); + + // We don't have to do a full layout. We just have to update our position. Try that first. If we have shrink-to-fit width + // and we hit the available width constraint, the layoutIfNeeded() will catch it and do a full layout. + if (r->needsPositionedMovementLayoutOnly()) + r->tryLayoutDoingPositionedMovementOnly(); + r->layoutIfNeeded(); + } + } +} + +void RenderBlock::markPositionedObjectsForLayout() +{ + if (m_positionedObjects) { + RenderBox* r; + Iterator end = m_positionedObjects->end(); + for (Iterator it = m_positionedObjects->begin(); it != end; ++it) { + r = *it; + r->setChildNeedsLayout(true); + } + } +} + +void RenderBlock::repaintOverhangingFloats(bool paintAllDescendants) +{ + // Repaint any overhanging floats (if we know we're the one to paint them). + if (hasOverhangingFloats()) { + // We think that we must be in a bad state if m_floatingObjects is nil at this point, so + // we assert on Debug builds and nil-check Release builds. + ASSERT(m_floatingObjects); + if (!m_floatingObjects) + return; + + FloatingObject* r; + DeprecatedPtrListIterator it(*m_floatingObjects); + + // FIXME: Avoid disabling LayoutState. At the very least, don't disable it for floats originating + // in this block. Better yet would be to push extra state for the containers of other floats. + view()->disableLayoutState(); + for ( ; (r = it.current()); ++it) { + // Only repaint the object if it is overhanging, is not in its own layer, and + // is our responsibility to paint (m_shouldPaint is set). When paintAllDescendants is true, the latter + // condition is replaced with being a descendant of us. + if (r->m_bottom > height() && ((paintAllDescendants && r->m_renderer->isDescendantOf(this)) || r->m_shouldPaint) && !r->m_renderer->hasSelfPaintingLayer()) { + r->m_renderer->repaint(); + r->m_renderer->repaintOverhangingFloats(); + } + } + view()->enableLayoutState(); + } +} + +void RenderBlock::paint(PaintInfo& paintInfo, int tx, int ty) +{ + tx += x(); + ty += y(); + + PaintPhase phase = paintInfo.phase; + + // Check if we need to do anything at all. + // FIXME: Could eliminate the isRoot() check if we fix background painting so that the RenderView + // paints the root's background. + if (!isRoot()) { + IntRect overflowBox = visibleOverflowRect(); + overflowBox.inflate(maximalOutlineSize(paintInfo.phase)); + overflowBox.move(tx, ty); + if (!overflowBox.intersects(paintInfo.rect)) + return; + } + + bool pushedClip = pushContentsClip(paintInfo, tx, ty); + paintObject(paintInfo, tx, ty); + if (pushedClip) + popContentsClip(paintInfo, phase, tx, ty); + + // Our scrollbar widgets paint exactly when we tell them to, so that they work properly with + // z-index. We paint after we painted the background/border, so that the scrollbars will + // sit above the background/border. + if (hasOverflowClip() && style()->visibility() == VISIBLE && (phase == PaintPhaseBlockBackground || phase == PaintPhaseChildBlockBackground) && paintInfo.shouldPaintWithinRoot(this)) + layer()->paintOverflowControls(paintInfo.context, tx, ty, paintInfo.rect); +} + +void RenderBlock::paintColumnRules(PaintInfo& paintInfo, int tx, int ty) +{ + const Color& ruleColor = style()->visitedDependentColor(CSSPropertyWebkitColumnRuleColor); + bool ruleTransparent = style()->columnRuleIsTransparent(); + EBorderStyle ruleStyle = style()->columnRuleStyle(); + int ruleWidth = style()->columnRuleWidth(); + int colGap = columnGap(); + bool renderRule = ruleStyle > BHIDDEN && !ruleTransparent && ruleWidth <= colGap; + if (!renderRule) + return; + + // We need to do multiple passes, breaking up our child painting into strips. + Vector* colRects = columnRects(); + unsigned colCount = colRects->size(); + int currXOffset = style()->direction() == LTR ? 0 : contentWidth(); + int ruleAdd = borderLeft() + paddingLeft(); + int ruleX = style()->direction() == LTR ? 0 : contentWidth(); + for (unsigned i = 0; i < colCount; i++) { + IntRect colRect = colRects->at(i); + + // Move to the next position. + if (style()->direction() == LTR) { + ruleX += colRect.width() + colGap / 2; + currXOffset += colRect.width() + colGap; + } else { + ruleX -= (colRect.width() + colGap / 2); + currXOffset -= (colRect.width() + colGap); + } + + // Now paint the column rule. + if (i < colCount - 1) { + int ruleStart = tx + ruleX - ruleWidth / 2 + ruleAdd; + int ruleEnd = ruleStart + ruleWidth; + int ruleTop = ty + borderTop() + paddingTop(); + int ruleBottom = ruleTop + contentHeight(); + drawLineForBoxSide(paintInfo.context, ruleStart, ruleTop, ruleEnd, ruleBottom, + style()->direction() == LTR ? BSLeft : BSRight, ruleColor, ruleStyle, 0, 0); + } + + ruleX = currXOffset; + } +} + +void RenderBlock::paintColumnContents(PaintInfo& paintInfo, int tx, int ty, bool paintingFloats) +{ + // We need to do multiple passes, breaking up our child painting into strips. + GraphicsContext* context = paintInfo.context; + int colGap = columnGap(); + Vector* colRects = columnRects(); + unsigned colCount = colRects->size(); + if (!colCount) + return; + int currXOffset = style()->direction() == LTR ? 0 : contentWidth() - colRects->at(0).width(); + int currYOffset = 0; + for (unsigned i = 0; i < colCount; i++) { + // For each rect, we clip to the rect, and then we adjust our coords. + IntRect colRect = colRects->at(i); + colRect.move(tx, ty); + PaintInfo info(paintInfo); + info.rect.intersect(colRect); + + if (!info.rect.isEmpty()) { + context->save(); + + // Each strip pushes a clip, since column boxes are specified as being + // like overflow:hidden. + context->clip(colRect); + + // Adjust our x and y when painting. + int finalX = tx + currXOffset; + int finalY = ty + currYOffset; + if (paintingFloats) + paintFloats(info, finalX, finalY, paintInfo.phase == PaintPhaseSelection || paintInfo.phase == PaintPhaseTextClip); + else + paintContents(info, finalX, finalY); + + context->restore(); + } + + // Move to the next position. + if (style()->direction() == LTR) + currXOffset += colRect.width() + colGap; + else + currXOffset -= (colRect.width() + colGap); + + currYOffset -= colRect.height(); + } +} + +void RenderBlock::paintContents(PaintInfo& paintInfo, int tx, int ty) +{ + // Avoid painting descendants of the root element when stylesheets haven't loaded. This eliminates FOUC. + // It's ok not to draw, because later on, when all the stylesheets do load, updateStyleSelector on the Document + // will do a full repaint(). + if (document()->didLayoutWithPendingStylesheets() && !isRenderView()) + return; + + if (childrenInline()) + m_lineBoxes.paint(this, paintInfo, tx, ty); + else + paintChildren(paintInfo, tx, ty); +} + +void RenderBlock::paintChildren(PaintInfo& paintInfo, int tx, int ty) +{ + PaintPhase newPhase = (paintInfo.phase == PaintPhaseChildOutlines) ? PaintPhaseOutline : paintInfo.phase; + newPhase = (newPhase == PaintPhaseChildBlockBackgrounds) ? PaintPhaseChildBlockBackground : newPhase; + + // We don't paint our own background, but we do let the kids paint their backgrounds. + PaintInfo info(paintInfo); + info.phase = newPhase; + info.updatePaintingRootForChildren(this); + bool checkPageBreaks = document()->printing() && !document()->settings()->paginateDuringLayoutEnabled(); + bool checkColumnBreaks = !checkPageBreaks && !view()->printRect().isEmpty() && !document()->settings()->paginateDuringLayoutEnabled(); + + for (RenderBox* child = firstChildBox(); child; child = child->nextSiblingBox()) { + // Check for page-break-before: always, and if it's set, break and bail. + bool checkBeforeAlways = !childrenInline() && ((checkPageBreaks && child->style()->pageBreakBefore() == PBALWAYS) || (checkColumnBreaks && child->style()->columnBreakBefore() == PBALWAYS)); + if (checkBeforeAlways + && (ty + child->y()) > paintInfo.rect.y() + && (ty + child->y()) < paintInfo.rect.bottom()) { + view()->setBestTruncatedAt(ty + child->y(), this, true); + return; + } + + if (!child->hasSelfPaintingLayer() && !child->isFloating()) + child->paint(info, tx, ty); + + // Check for page-break-after: always, and if it's set, break and bail. + bool checkAfterAlways = !childrenInline() && ((checkPageBreaks && child->style()->pageBreakAfter() == PBALWAYS) || (checkColumnBreaks && child->style()->columnBreakAfter() == PBALWAYS)); + if (checkAfterAlways + && (ty + child->y() + child->height()) > paintInfo.rect.y() + && (ty + child->y() + child->height()) < paintInfo.rect.bottom()) { + view()->setBestTruncatedAt(ty + child->y() + child->height() + max(0, child->collapsedMarginBottom()), this, true); + return; + } + } +} + +void RenderBlock::paintCaret(PaintInfo& paintInfo, int tx, int ty, CaretType type) +{ + SelectionController* selection = type == CursorCaret ? frame()->selection() : frame()->dragCaretController(); + + // Paint the caret if the SelectionController says so or if caret browsing is enabled + bool caretBrowsing = frame()->settings() && frame()->settings()->caretBrowsingEnabled(); + RenderObject* caretPainter = selection->caretRenderer(); + if (caretPainter == this && (selection->isContentEditable() || caretBrowsing)) { + // Convert the painting offset into the local coordinate system of this renderer, + // to match the localCaretRect computed by the SelectionController + offsetForContents(tx, ty); + + if (type == CursorCaret) + frame()->selection()->paintCaret(paintInfo.context, tx, ty, paintInfo.rect); + else + frame()->paintDragCaret(paintInfo.context, tx, ty, paintInfo.rect); + } +} + +void RenderBlock::paintObject(PaintInfo& paintInfo, int tx, int ty) +{ + PaintPhase paintPhase = paintInfo.phase; + + // 1. paint background, borders etc + if ((paintPhase == PaintPhaseBlockBackground || paintPhase == PaintPhaseChildBlockBackground) && style()->visibility() == VISIBLE) { + if (hasBoxDecorations()) + paintBoxDecorations(paintInfo, tx, ty); + if (hasColumns()) + paintColumnRules(paintInfo, tx, ty); + } + + if (paintPhase == PaintPhaseMask && style()->visibility() == VISIBLE) { + paintMask(paintInfo, tx, ty); + return; + } + + // We're done. We don't bother painting any children. + if (paintPhase == PaintPhaseBlockBackground) + return; + + // Adjust our painting position if we're inside a scrolled layer (e.g., an overflow:auto div). + int scrolledX = tx; + int scrolledY = ty; + if (hasOverflowClip()) { + IntSize offset = layer()->scrolledContentOffset(); + scrolledX -= offset.width(); + scrolledY -= offset.height(); + } + + // 2. paint contents + if (paintPhase != PaintPhaseSelfOutline) { + if (hasColumns()) + paintColumnContents(paintInfo, scrolledX, scrolledY); + else + paintContents(paintInfo, scrolledX, scrolledY); + } + + // 3. paint selection + // FIXME: Make this work with multi column layouts. For now don't fill gaps. + bool isPrinting = document()->printing(); + if (!isPrinting && !hasColumns()) + paintSelection(paintInfo, scrolledX, scrolledY); // Fill in gaps in selection on lines and between blocks. + + // 4. paint floats. + if (paintPhase == PaintPhaseFloat || paintPhase == PaintPhaseSelection || paintPhase == PaintPhaseTextClip) { + if (hasColumns()) + paintColumnContents(paintInfo, scrolledX, scrolledY, true); + else + paintFloats(paintInfo, scrolledX, scrolledY, paintPhase == PaintPhaseSelection || paintPhase == PaintPhaseTextClip); + } + + // 5. paint outline. + if ((paintPhase == PaintPhaseOutline || paintPhase == PaintPhaseSelfOutline) && hasOutline() && style()->visibility() == VISIBLE) + paintOutline(paintInfo.context, tx, ty, width(), height()); + + // 6. paint continuation outlines. + if ((paintPhase == PaintPhaseOutline || paintPhase == PaintPhaseChildOutlines)) { + RenderInline* inlineCont = inlineElementContinuation(); + if (inlineCont && inlineCont->hasOutline() && inlineCont->style()->visibility() == VISIBLE) { + RenderInline* inlineRenderer = toRenderInline(inlineCont->node()->renderer()); + RenderBlock* cb = containingBlock(); + + bool inlineEnclosedInSelfPaintingLayer = false; + for (RenderBoxModelObject* box = inlineRenderer; box != cb; box = box->parent()->enclosingBoxModelObject()) { + if (box->hasSelfPaintingLayer()) { + inlineEnclosedInSelfPaintingLayer = true; + break; + } + } + + if (!inlineEnclosedInSelfPaintingLayer) + cb->addContinuationWithOutline(inlineRenderer); + else if (!inlineRenderer->firstLineBox()) + inlineRenderer->paintOutline(paintInfo.context, tx - x() + inlineRenderer->containingBlock()->x(), + ty - y() + inlineRenderer->containingBlock()->y()); + } + paintContinuationOutlines(paintInfo, tx, ty); + } + + // 7. paint caret. + // If the caret's node's render object's containing block is this block, and the paint action is PaintPhaseForeground, + // then paint the caret. + if (paintPhase == PaintPhaseForeground) { + paintCaret(paintInfo, scrolledX, scrolledY, CursorCaret); + paintCaret(paintInfo, scrolledX, scrolledY, DragCaret); + } +} + +void RenderBlock::paintFloats(PaintInfo& paintInfo, int tx, int ty, bool preservePhase) +{ + if (!m_floatingObjects) + return; + + FloatingObject* r; + DeprecatedPtrListIterator it(*m_floatingObjects); + for (; (r = it.current()); ++it) { + // Only paint the object if our m_shouldPaint flag is set. + if (r->m_shouldPaint && !r->m_renderer->hasSelfPaintingLayer()) { + PaintInfo currentPaintInfo(paintInfo); + currentPaintInfo.phase = preservePhase ? paintInfo.phase : PaintPhaseBlockBackground; + int currentTX = tx + r->m_left - r->m_renderer->x() + r->m_renderer->marginLeft(); + int currentTY = ty + r->m_top - r->m_renderer->y() + r->m_renderer->marginTop(); + r->m_renderer->paint(currentPaintInfo, currentTX, currentTY); + if (!preservePhase) { + currentPaintInfo.phase = PaintPhaseChildBlockBackgrounds; + r->m_renderer->paint(currentPaintInfo, currentTX, currentTY); + currentPaintInfo.phase = PaintPhaseFloat; + r->m_renderer->paint(currentPaintInfo, currentTX, currentTY); + currentPaintInfo.phase = PaintPhaseForeground; + r->m_renderer->paint(currentPaintInfo, currentTX, currentTY); + currentPaintInfo.phase = PaintPhaseOutline; + r->m_renderer->paint(currentPaintInfo, currentTX, currentTY); + } + } + } +} + +void RenderBlock::paintEllipsisBoxes(PaintInfo& paintInfo, int tx, int ty) +{ + if (!paintInfo.shouldPaintWithinRoot(this) || !firstLineBox()) + return; + + if (style()->visibility() == VISIBLE && paintInfo.phase == PaintPhaseForeground) { + // We can check the first box and last box and avoid painting if we don't + // intersect. + int yPos = ty + firstLineBox()->y(); + int h = lastLineBox()->y() + lastLineBox()->height() - firstLineBox()->y(); + if (yPos >= paintInfo.rect.bottom() || yPos + h <= paintInfo.rect.y()) + return; + + // See if our boxes intersect with the dirty rect. If so, then we paint + // them. Note that boxes can easily overlap, so we can't make any assumptions + // based off positions of our first line box or our last line box. + for (RootInlineBox* curr = firstRootBox(); curr; curr = curr->nextRootBox()) { + yPos = ty + curr->y(); + h = curr->height(); + if (curr->ellipsisBox() && yPos < paintInfo.rect.bottom() && yPos + h > paintInfo.rect.y()) + curr->paintEllipsisBox(paintInfo, tx, ty); + } + } +} + +RenderInline* RenderBlock::inlineElementContinuation() const +{ + return m_continuation && m_continuation->isInline() ? toRenderInline(m_continuation) : 0; +} + +RenderBlock* RenderBlock::blockElementContinuation() const +{ + if (!m_continuation || m_continuation->isInline()) + return 0; + RenderBlock* nextContinuation = toRenderBlock(m_continuation); + if (nextContinuation->isAnonymousBlock()) + return nextContinuation->blockElementContinuation(); + return nextContinuation; +} + +static ContinuationOutlineTableMap* continuationOutlineTable() +{ + DEFINE_STATIC_LOCAL(ContinuationOutlineTableMap, table, ()); + return &table; +} + +void RenderBlock::addContinuationWithOutline(RenderInline* flow) +{ + // We can't make this work if the inline is in a layer. We'll just rely on the broken + // way of painting. + ASSERT(!flow->layer() && !flow->isInlineElementContinuation()); + + ContinuationOutlineTableMap* table = continuationOutlineTable(); + ListHashSet* continuations = table->get(this); + if (!continuations) { + continuations = new ListHashSet; + table->set(this, continuations); + } + + continuations->add(flow); +} + +void RenderBlock::paintContinuationOutlines(PaintInfo& info, int tx, int ty) +{ + ContinuationOutlineTableMap* table = continuationOutlineTable(); + if (table->isEmpty()) + return; + + ListHashSet* continuations = table->get(this); + if (!continuations) + return; + + // Paint each continuation outline. + ListHashSet::iterator end = continuations->end(); + for (ListHashSet::iterator it = continuations->begin(); it != end; ++it) { + // Need to add in the coordinates of the intervening blocks. + RenderInline* flow = *it; + RenderBlock* block = flow->containingBlock(); + for ( ; block && block != this; block = block->containingBlock()) { + tx += block->x(); + ty += block->y(); + } + ASSERT(block); + flow->paintOutline(info.context, tx, ty); + } + + // Delete + delete continuations; + table->remove(this); +} + +bool RenderBlock::shouldPaintSelectionGaps() const +{ + return selectionState() != SelectionNone && style()->visibility() == VISIBLE && isSelectionRoot(); +} + +bool RenderBlock::isSelectionRoot() const +{ + if (!node()) + return false; + + // FIXME: Eventually tables should have to learn how to fill gaps between cells, at least in simple non-spanning cases. + if (isTable()) + return false; + + if (isBody() || isRoot() || hasOverflowClip() || isRelPositioned() || + isFloatingOrPositioned() || isTableCell() || isInlineBlockOrInlineTable() || hasTransform() || + hasReflection() || hasMask()) + return true; + + if (view() && view()->selectionStart()) { + Node* startElement = view()->selectionStart()->node(); + if (startElement && startElement->rootEditableElement() == node()) + return true; + } + + return false; +} + +GapRects RenderBlock::selectionGapRectsForRepaint(RenderBoxModelObject* repaintContainer) +{ + ASSERT(!needsLayout()); + + if (!shouldPaintSelectionGaps()) + return GapRects(); + + // FIXME: this is broken with transforms + TransformState transformState(TransformState::ApplyTransformDirection, FloatPoint()); + mapLocalToContainer(repaintContainer, false, false, transformState); + IntPoint offsetFromRepaintContainer = roundedIntPoint(transformState.mappedPoint()); + + if (hasOverflowClip()) + offsetFromRepaintContainer -= layer()->scrolledContentOffset(); + + int lastTop = 0; + int lastLeft = leftSelectionOffset(this, lastTop); + int lastRight = rightSelectionOffset(this, lastTop); + + return fillSelectionGaps(this, offsetFromRepaintContainer.x(), offsetFromRepaintContainer.y(), offsetFromRepaintContainer.x(), offsetFromRepaintContainer.y(), lastTop, lastLeft, lastRight); +} + +void RenderBlock::paintSelection(PaintInfo& paintInfo, int tx, int ty) +{ + if (shouldPaintSelectionGaps() && paintInfo.phase == PaintPhaseForeground) { + int lastTop = 0; + int lastLeft = leftSelectionOffset(this, lastTop); + int lastRight = rightSelectionOffset(this, lastTop); + paintInfo.context->save(); + IntRect gapRectsBounds = fillSelectionGaps(this, tx, ty, tx, ty, lastTop, lastLeft, lastRight, &paintInfo); + if (!gapRectsBounds.isEmpty()) { + if (RenderLayer* layer = enclosingLayer()) { + gapRectsBounds.move(IntSize(-tx, -ty)); + if (!hasLayer()) { + FloatRect localBounds(gapRectsBounds); + gapRectsBounds = localToContainerQuad(localBounds, layer->renderer()).enclosingBoundingBox(); + gapRectsBounds.move(layer->scrolledContentOffset()); + } + layer->addBlockSelectionGapsBounds(gapRectsBounds); + } + } + paintInfo.context->restore(); + } +} + +#ifndef BUILDING_ON_TIGER +static void clipOutPositionedObjects(const PaintInfo* paintInfo, int tx, int ty, RenderBlock::PositionedObjectsListHashSet* positionedObjects) +{ + if (!positionedObjects) + return; + + RenderBlock::PositionedObjectsListHashSet::const_iterator end = positionedObjects->end(); + for (RenderBlock::PositionedObjectsListHashSet::const_iterator it = positionedObjects->begin(); it != end; ++it) { + RenderBox* r = *it; + paintInfo->context->clipOut(IntRect(tx + r->x(), ty + r->y(), r->width(), r->height())); + } +} +#endif + +GapRects RenderBlock::fillSelectionGaps(RenderBlock* rootBlock, int blockX, int blockY, int tx, int ty, + int& lastTop, int& lastLeft, int& lastRight, const PaintInfo* paintInfo) +{ +#ifndef BUILDING_ON_TIGER + // IMPORTANT: Callers of this method that intend for painting to happen need to do a save/restore. + // Clip out floating and positioned objects when painting selection gaps. + if (paintInfo) { + // Note that we don't clip out overflow for positioned objects. We just stick to the border box. + clipOutPositionedObjects(paintInfo, tx, ty, m_positionedObjects); + if (isBody() || isRoot()) // The must make sure to examine its containingBlock's positioned objects. + for (RenderBlock* cb = containingBlock(); cb && !cb->isRenderView(); cb = cb->containingBlock()) + clipOutPositionedObjects(paintInfo, cb->x(), cb->y(), cb->m_positionedObjects); + if (m_floatingObjects) { + for (DeprecatedPtrListIterator it(*m_floatingObjects); it.current(); ++it) { + FloatingObject* r = it.current(); + paintInfo->context->clipOut(IntRect(tx + r->m_left + r->m_renderer->marginLeft(), + ty + r->m_top + r->m_renderer->marginTop(), + r->m_renderer->width(), r->m_renderer->height())); + } + } + } +#endif + + // FIXME: overflow: auto/scroll regions need more math here, since painting in the border box is different from painting in the padding box (one is scrolled, the other is + // fixed). + GapRects result; + if (!isBlockFlow()) // FIXME: Make multi-column selection gap filling work someday. + return result; + + if (hasColumns() || hasTransform() || style()->columnSpan()) { + // FIXME: We should learn how to gap fill multiple columns and transforms eventually. + lastTop = (ty - blockY) + height(); + lastLeft = leftSelectionOffset(rootBlock, height()); + lastRight = rightSelectionOffset(rootBlock, height()); + return result; + } + + if (childrenInline()) + result = fillInlineSelectionGaps(rootBlock, blockX, blockY, tx, ty, lastTop, lastLeft, lastRight, paintInfo); + else + result = fillBlockSelectionGaps(rootBlock, blockX, blockY, tx, ty, lastTop, lastLeft, lastRight, paintInfo); + + // Go ahead and fill the vertical gap all the way to the bottom of our block if the selection extends past our block. + if (rootBlock == this && (selectionState() != SelectionBoth && selectionState() != SelectionEnd)) + result.uniteCenter(fillVerticalSelectionGap(lastTop, lastLeft, lastRight, ty + height(), + rootBlock, blockX, blockY, paintInfo)); + return result; +} + +GapRects RenderBlock::fillInlineSelectionGaps(RenderBlock* rootBlock, int blockX, int blockY, int tx, int ty, + int& lastTop, int& lastLeft, int& lastRight, const PaintInfo* paintInfo) +{ + GapRects result; + + bool containsStart = selectionState() == SelectionStart || selectionState() == SelectionBoth; + + if (!firstLineBox()) { + if (containsStart) { + // Go ahead and update our lastY to be the bottom of the block.


s or empty blocks with height can trip this + // case. + lastTop = (ty - blockY) + height(); + lastLeft = leftSelectionOffset(rootBlock, height()); + lastRight = rightSelectionOffset(rootBlock, height()); + } + return result; + } + + RootInlineBox* lastSelectedLine = 0; + RootInlineBox* curr; + for (curr = firstRootBox(); curr && !curr->hasSelectedChildren(); curr = curr->nextRootBox()) { } + + // Now paint the gaps for the lines. + for (; curr && curr->hasSelectedChildren(); curr = curr->nextRootBox()) { + int selTop = curr->selectionTop(); + int selHeight = curr->selectionHeight(); + + if (!containsStart && !lastSelectedLine && + selectionState() != SelectionStart && selectionState() != SelectionBoth) + result.uniteCenter(fillVerticalSelectionGap(lastTop, lastLeft, lastRight, ty + selTop, + rootBlock, blockX, blockY, paintInfo)); + + if (!paintInfo || (ty + selTop < paintInfo->rect.bottom() && ty + selTop + selHeight > paintInfo->rect.y())) + result.unite(curr->fillLineSelectionGap(selTop, selHeight, rootBlock, blockX, blockY, tx, ty, paintInfo)); + + lastSelectedLine = curr; + } + + if (containsStart && !lastSelectedLine) + // VisibleSelection must start just after our last line. + lastSelectedLine = lastRootBox(); + + if (lastSelectedLine && selectionState() != SelectionEnd && selectionState() != SelectionBoth) { + // Go ahead and update our lastY to be the bottom of the last selected line. + lastTop = (ty - blockY) + lastSelectedLine->selectionBottom(); + lastLeft = leftSelectionOffset(rootBlock, lastSelectedLine->selectionBottom()); + lastRight = rightSelectionOffset(rootBlock, lastSelectedLine->selectionBottom()); + } + return result; +} + +GapRects RenderBlock::fillBlockSelectionGaps(RenderBlock* rootBlock, int blockX, int blockY, int tx, int ty, + int& lastTop, int& lastLeft, int& lastRight, const PaintInfo* paintInfo) +{ + GapRects result; + + // Go ahead and jump right to the first block child that contains some selected objects. + RenderBox* curr; + for (curr = firstChildBox(); curr && curr->selectionState() == SelectionNone; curr = curr->nextSiblingBox()) { } + + for (bool sawSelectionEnd = false; curr && !sawSelectionEnd; curr = curr->nextSiblingBox()) { + SelectionState childState = curr->selectionState(); + if (childState == SelectionBoth || childState == SelectionEnd) + sawSelectionEnd = true; + + if (curr->isFloatingOrPositioned()) + continue; // We must be a normal flow object in order to even be considered. + + if (curr->isRelPositioned() && curr->hasLayer()) { + // If the relposition offset is anything other than 0, then treat this just like an absolute positioned element. + // Just disregard it completely. + IntSize relOffset = curr->layer()->relativePositionOffset(); + if (relOffset.width() || relOffset.height()) + continue; + } + + bool paintsOwnSelection = curr->shouldPaintSelectionGaps() || curr->isTable(); // FIXME: Eventually we won't special-case table like this. + bool fillBlockGaps = paintsOwnSelection || (curr->canBeSelectionLeaf() && childState != SelectionNone); + if (fillBlockGaps) { + // We need to fill the vertical gap above this object. + if (childState == SelectionEnd || childState == SelectionInside) + // Fill the gap above the object. + result.uniteCenter(fillVerticalSelectionGap(lastTop, lastLeft, lastRight, + ty + curr->y(), rootBlock, blockX, blockY, paintInfo)); + + // Only fill side gaps for objects that paint their own selection if we know for sure the selection is going to extend all the way *past* + // our object. We know this if the selection did not end inside our object. + if (paintsOwnSelection && (childState == SelectionStart || sawSelectionEnd)) + childState = SelectionNone; + + // Fill side gaps on this object based off its state. + bool leftGap, rightGap; + getHorizontalSelectionGapInfo(childState, leftGap, rightGap); + + if (leftGap) + result.uniteLeft(fillLeftSelectionGap(this, curr->x(), curr->y(), curr->height(), rootBlock, blockX, blockY, tx, ty, paintInfo)); + if (rightGap) + result.uniteRight(fillRightSelectionGap(this, curr->x() + curr->width(), curr->y(), curr->height(), rootBlock, blockX, blockY, tx, ty, paintInfo)); + + // Update lastTop to be just underneath the object. lastLeft and lastRight extend as far as + // they can without bumping into floating or positioned objects. Ideally they will go right up + // to the border of the root selection block. + lastTop = (ty - blockY) + (curr->y() + curr->height()); + lastLeft = leftSelectionOffset(rootBlock, curr->y() + curr->height()); + lastRight = rightSelectionOffset(rootBlock, curr->y() + curr->height()); + } else if (childState != SelectionNone) + // We must be a block that has some selected object inside it. Go ahead and recur. + result.unite(toRenderBlock(curr)->fillSelectionGaps(rootBlock, blockX, blockY, tx + curr->x(), ty + curr->y(), + lastTop, lastLeft, lastRight, paintInfo)); + } + return result; +} + +IntRect RenderBlock::fillHorizontalSelectionGap(RenderObject* selObj, int xPos, int yPos, int width, int height, const PaintInfo* paintInfo) +{ + if (width <= 0 || height <= 0) + return IntRect(); + IntRect gapRect(xPos, yPos, width, height); + if (paintInfo && selObj->style()->visibility() == VISIBLE) + paintInfo->context->fillRect(gapRect, selObj->selectionBackgroundColor(), selObj->style()->colorSpace()); + return gapRect; +} + +IntRect RenderBlock::fillVerticalSelectionGap(int lastTop, int lastLeft, int lastRight, int bottomY, RenderBlock* rootBlock, + int blockX, int blockY, const PaintInfo* paintInfo) +{ + int top = blockY + lastTop; + int height = bottomY - top; + if (height <= 0) + return IntRect(); + + // Get the selection offsets for the bottom of the gap + int left = blockX + max(lastLeft, leftSelectionOffset(rootBlock, bottomY)); + int right = blockX + min(lastRight, rightSelectionOffset(rootBlock, bottomY)); + int width = right - left; + if (width <= 0) + return IntRect(); + + IntRect gapRect(left, top, width, height); + if (paintInfo) + paintInfo->context->fillRect(gapRect, selectionBackgroundColor(), style()->colorSpace()); + return gapRect; +} + +IntRect RenderBlock::fillLeftSelectionGap(RenderObject* selObj, int xPos, int yPos, int height, RenderBlock* rootBlock, + int blockX, int /*blockY*/, int tx, int ty, const PaintInfo* paintInfo) +{ + int top = yPos + ty; + int left = blockX + max(leftSelectionOffset(rootBlock, yPos), leftSelectionOffset(rootBlock, yPos + height)); + int right = min(xPos + tx, blockX + min(rightSelectionOffset(rootBlock, yPos), rightSelectionOffset(rootBlock, yPos + height))); + int width = right - left; + if (width <= 0) + return IntRect(); + + IntRect gapRect(left, top, width, height); + if (paintInfo) + paintInfo->context->fillRect(gapRect, selObj->selectionBackgroundColor(), selObj->style()->colorSpace()); + return gapRect; +} + +IntRect RenderBlock::fillRightSelectionGap(RenderObject* selObj, int xPos, int yPos, int height, RenderBlock* rootBlock, + int blockX, int /*blockY*/, int tx, int ty, const PaintInfo* paintInfo) +{ + int left = max(xPos + tx, blockX + max(leftSelectionOffset(rootBlock, yPos), leftSelectionOffset(rootBlock, yPos + height))); + int top = yPos + ty; + int right = blockX + min(rightSelectionOffset(rootBlock, yPos), rightSelectionOffset(rootBlock, yPos + height)); + int width = right - left; + if (width <= 0) + return IntRect(); + + IntRect gapRect(left, top, width, height); + if (paintInfo) + paintInfo->context->fillRect(gapRect, selObj->selectionBackgroundColor(), selObj->style()->colorSpace()); + return gapRect; +} + +void RenderBlock::getHorizontalSelectionGapInfo(SelectionState state, bool& leftGap, bool& rightGap) +{ + bool ltr = style()->direction() == LTR; + leftGap = (state == RenderObject::SelectionInside) || + (state == RenderObject::SelectionEnd && ltr) || + (state == RenderObject::SelectionStart && !ltr); + rightGap = (state == RenderObject::SelectionInside) || + (state == RenderObject::SelectionStart && ltr) || + (state == RenderObject::SelectionEnd && !ltr); +} + +int RenderBlock::leftSelectionOffset(RenderBlock* rootBlock, int yPos) +{ + int left = leftOffset(yPos, false); + if (left == borderLeft() + paddingLeft()) { + if (rootBlock != this) + // The border can potentially be further extended by our containingBlock(). + return containingBlock()->leftSelectionOffset(rootBlock, yPos + y()); + return left; + } + else { + RenderBlock* cb = this; + while (cb != rootBlock) { + left += cb->x(); + cb = cb->containingBlock(); + } + } + + return left; +} + +int RenderBlock::rightSelectionOffset(RenderBlock* rootBlock, int yPos) +{ + int right = rightOffset(yPos, false); + if (right == (contentWidth() + (borderLeft() + paddingLeft()))) { + if (rootBlock != this) + // The border can potentially be further extended by our containingBlock(). + return containingBlock()->rightSelectionOffset(rootBlock, yPos + y()); + return right; + } + else { + RenderBlock* cb = this; + while (cb != rootBlock) { + right += cb->x(); + cb = cb->containingBlock(); + } + } + return right; +} + +void RenderBlock::insertPositionedObject(RenderBox* o) +{ + // Create the list of special objects if we don't aleady have one + if (!m_positionedObjects) + m_positionedObjects = new PositionedObjectsListHashSet; + + m_positionedObjects->add(o); +} + +void RenderBlock::removePositionedObject(RenderBox* o) +{ + if (m_positionedObjects) + m_positionedObjects->remove(o); +} + +void RenderBlock::removePositionedObjects(RenderBlock* o) +{ + if (!m_positionedObjects) + return; + + RenderBox* r; + + Iterator end = m_positionedObjects->end(); + + Vector deadObjects; + + for (Iterator it = m_positionedObjects->begin(); it != end; ++it) { + r = *it; + if (!o || r->isDescendantOf(o)) { + if (o) + r->setChildNeedsLayout(true, false); + + // It is parent blocks job to add positioned child to positioned objects list of its containing block + // Parent layout needs to be invalidated to ensure this happens. + RenderObject* p = r->parent(); + while (p && !p->isRenderBlock()) + p = p->parent(); + if (p) + p->setChildNeedsLayout(true); + + deadObjects.append(r); + } + } + + for (unsigned i = 0; i < deadObjects.size(); i++) + m_positionedObjects->remove(deadObjects.at(i)); +} + +void RenderBlock::insertFloatingObject(RenderBox* o) +{ + ASSERT(o->isFloating()); + + // Create the list of special objects if we don't aleady have one + if (!m_floatingObjects) { + m_floatingObjects = new DeprecatedPtrList; + m_floatingObjects->setAutoDelete(true); + } else { + // Don't insert the object again if it's already in the list + DeprecatedPtrListIterator it(*m_floatingObjects); + FloatingObject* f; + while ( (f = it.current()) ) { + if (f->m_renderer == o) return; + ++it; + } + } + + // Create the special object entry & append it to the list + + o->layoutIfNeeded(); + + FloatingObject* newObj = new FloatingObject(o->style()->floating() == FLEFT ? FloatingObject::FloatLeft : FloatingObject::FloatRight); + + newObj->m_top = -1; + newObj->m_bottom = -1; + newObj->m_width = o->width() + o->marginLeft() + o->marginRight(); + newObj->m_shouldPaint = !o->hasSelfPaintingLayer(); // If a layer exists, the float will paint itself. Otherwise someone else will. + newObj->m_isDescendant = true; + newObj->m_renderer = o; + + m_floatingObjects->append(newObj); +} + +void RenderBlock::removeFloatingObject(RenderBox* o) +{ + if (m_floatingObjects) { + DeprecatedPtrListIterator it(*m_floatingObjects); + while (it.current()) { + if (it.current()->m_renderer == o) { + if (childrenInline()) { + int bottom = it.current()->m_bottom; + // Special-case zero- and less-than-zero-height floats: those don't touch + // the line that they're on, but it still needs to be dirtied. This is + // accomplished by pretending they have a height of 1. + bottom = max(bottom, it.current()->m_top + 1); + markLinesDirtyInVerticalRange(0, bottom); + } + m_floatingObjects->removeRef(it.current()); + } + ++it; + } + } +} + +bool RenderBlock::positionNewFloats() +{ + if (!m_floatingObjects) + return false; + + FloatingObject* f = m_floatingObjects->last(); + + // If all floats have already been positioned, then we have no work to do. + if (!f || f->m_top != -1) + return false; + + // Move backwards through our floating object list until we find a float that has + // already been positioned. Then we'll be able to move forward, positioning all of + // the new floats that need it. + FloatingObject* lastFloat = m_floatingObjects->getPrev(); + while (lastFloat && lastFloat->m_top == -1) { + f = m_floatingObjects->prev(); + lastFloat = m_floatingObjects->getPrev(); + } + + int y = height(); + + // The float cannot start above the y position of the last positioned float. + if (lastFloat) + y = max(lastFloat->m_top, y); + + // Now walk through the set of unpositioned floats and place them. + while (f) { + // The containing block is responsible for positioning floats, so if we have floats in our + // list that come from somewhere else, do not attempt to position them. + if (f->m_renderer->containingBlock() != this) { + f = m_floatingObjects->next(); + continue; + } + + RenderBox* o = f->m_renderer; + int _height = o->height() + o->marginTop() + o->marginBottom(); + + int ro = rightOffset(); // Constant part of right offset. + int lo = leftOffset(); // Constat part of left offset. + int fwidth = f->m_width; // The width we look for. + if (ro - lo < fwidth) + fwidth = ro - lo; // Never look for more than what will be available. + + IntRect oldRect(o->x(), o->y() , o->width(), o->height()); + + if (o->style()->clear() & CLEFT) + y = max(leftBottom(), y); + if (o->style()->clear() & CRIGHT) + y = max(rightBottom(), y); + + if (o->style()->floating() == FLEFT) { + int heightRemainingLeft = 1; + int heightRemainingRight = 1; + int fx = leftRelOffset(y, lo, false, &heightRemainingLeft); + while (rightRelOffset(y, ro, false, &heightRemainingRight)-fx < fwidth) { + y += min(heightRemainingLeft, heightRemainingRight); + fx = leftRelOffset(y, lo, false, &heightRemainingLeft); + } + fx = max(0, fx); + f->m_left = fx; + o->setLocation(fx + o->marginLeft(), y + o->marginTop()); + } else { + int heightRemainingLeft = 1; + int heightRemainingRight = 1; + int fx = rightRelOffset(y, ro, false, &heightRemainingRight); + while (fx - leftRelOffset(y, lo, false, &heightRemainingLeft) < fwidth) { + y += min(heightRemainingLeft, heightRemainingRight); + fx = rightRelOffset(y, ro, false, &heightRemainingRight); + } + f->m_left = fx - f->m_width; + o->setLocation(fx - o->marginRight() - o->width(), y + o->marginTop()); + } + + f->m_top = y; + f->m_bottom = f->m_top + _height; + + // If the child moved, we have to repaint it. + if (o->checkForRepaintDuringLayout()) + o->repaintDuringLayoutIfMoved(oldRect); + + f = m_floatingObjects->next(); + } + return true; +} + +void RenderBlock::newLine(EClear clear) +{ + positionNewFloats(); + // set y position + int newY = 0; + switch (clear) + { + case CLEFT: + newY = leftBottom(); + break; + case CRIGHT: + newY = rightBottom(); + break; + case CBOTH: + newY = floatBottom(); + default: + break; + } + if (height() < newY) + setHeight(newY); +} + +void RenderBlock::addPercentHeightDescendant(RenderBox* descendant) +{ + if (!gPercentHeightDescendantsMap) { + gPercentHeightDescendantsMap = new PercentHeightDescendantsMap; + gPercentHeightContainerMap = new PercentHeightContainerMap; + } + + HashSet* descendantSet = gPercentHeightDescendantsMap->get(this); + if (!descendantSet) { + descendantSet = new HashSet; + gPercentHeightDescendantsMap->set(this, descendantSet); + } + bool added = descendantSet->add(descendant).second; + if (!added) { + ASSERT(gPercentHeightContainerMap->get(descendant)); + ASSERT(gPercentHeightContainerMap->get(descendant)->contains(this)); + return; + } + + HashSet* containerSet = gPercentHeightContainerMap->get(descendant); + if (!containerSet) { + containerSet = new HashSet; + gPercentHeightContainerMap->set(descendant, containerSet); + } + ASSERT(!containerSet->contains(this)); + containerSet->add(this); +} + +void RenderBlock::removePercentHeightDescendant(RenderBox* descendant) +{ + if (!gPercentHeightContainerMap) + return; + + HashSet* containerSet = gPercentHeightContainerMap->take(descendant); + if (!containerSet) + return; + + HashSet::iterator end = containerSet->end(); + for (HashSet::iterator it = containerSet->begin(); it != end; ++it) { + RenderBlock* container = *it; + HashSet* 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* RenderBlock::percentHeightDescendants() const +{ + return gPercentHeightDescendantsMap ? gPercentHeightDescendantsMap->get(this) : 0; +} + +int RenderBlock::leftOffset() const +{ + return borderLeft() + paddingLeft(); +} + +int RenderBlock::leftRelOffset(int y, int fixedOffset, bool applyTextIndent, int* heightRemaining) const +{ + int left = fixedOffset; + if (m_floatingObjects) { + if ( heightRemaining ) *heightRemaining = 1; + FloatingObject* r; + DeprecatedPtrListIterator it(*m_floatingObjects); + for ( ; (r = it.current()); ++it ) + { + if (r->m_top <= y && r->m_bottom > y && + r->type() == FloatingObject::FloatLeft && + r->m_left + r->m_width > left) { + left = r->m_left + r->m_width; + if ( heightRemaining ) *heightRemaining = r->m_bottom - y; + } + } + } + + if (applyTextIndent && style()->direction() == LTR) { + int cw = 0; + if (style()->textIndent().isPercent()) + cw = containingBlock()->availableWidth(); + left += style()->textIndent().calcMinValue(cw); + } + + return left; +} + +int RenderBlock::rightOffset() const +{ + return borderLeft() + paddingLeft() + availableWidth(); +} + +int RenderBlock::rightRelOffset(int y, int fixedOffset, bool applyTextIndent, int* heightRemaining) const +{ + int right = fixedOffset; + + if (m_floatingObjects) { + if (heightRemaining) *heightRemaining = 1; + FloatingObject* r; + DeprecatedPtrListIterator it(*m_floatingObjects); + for ( ; (r = it.current()); ++it ) + { + if (r->m_top <= y && r->m_bottom > y && + r->type() == FloatingObject::FloatRight && + r->m_left < right) { + right = r->m_left; + if ( heightRemaining ) *heightRemaining = r->m_bottom - y; + } + } + } + + if (applyTextIndent && style()->direction() == RTL) { + int cw = 0; + if (style()->textIndent().isPercent()) + cw = containingBlock()->availableWidth(); + right -= style()->textIndent().calcMinValue(cw); + } + + return right; +} + +int +RenderBlock::lineWidth(int y, bool firstLine) const +{ + int result = rightOffset(y, firstLine) - leftOffset(y, firstLine); + return (result < 0) ? 0 : result; +} + +int RenderBlock::nextFloatBottomBelow(int height) const +{ + if (!m_floatingObjects) + return 0; + + int bottom = INT_MAX; + FloatingObject* r; + DeprecatedPtrListIterator it(*m_floatingObjects); + for ( ; (r = it.current()); ++it) { + if (r->m_bottom > height) + bottom = min(r->m_bottom, bottom); + } + + return bottom == INT_MAX ? 0 : bottom; +} + +int +RenderBlock::floatBottom() const +{ + if (!m_floatingObjects) return 0; + int bottom = 0; + FloatingObject* r; + DeprecatedPtrListIterator it(*m_floatingObjects); + for ( ; (r = it.current()); ++it ) + if (r->m_bottom>bottom) + bottom = r->m_bottom; + return bottom; +} + +int RenderBlock::lowestPosition(bool includeOverflowInterior, bool includeSelf) const +{ + int bottom = includeSelf && width() > 0 ? height() : 0; + + if (!includeOverflowInterior && (hasOverflowClip() || hasControlClip())) + return bottom; + + if (!firstChild() && (!width() || !height())) + return bottom; + + if (!hasColumns()) { + // FIXME: Come up with a way to use the layer tree to avoid visiting all the kids. + // For now, we have to descend into all the children, since we may have a huge abs div inside + // a tiny rel div buried somewhere deep in our child tree. In this case we have to get to + // the abs div. + // See the last test case in https://bugs.webkit.org/show_bug.cgi?id=9314 for why this is a problem. + // For inline children, we miss relative positioned boxes that might be buried inside s. + for (RenderObject* c = firstChild(); c; c = c->nextSibling()) { + if (!c->isFloatingOrPositioned() && c->isBox()) { + RenderBox* childBox = toRenderBox(c); + bottom = max(bottom, childBox->y() + childBox->lowestPosition(false)); + } + } + } + + if (includeSelf && isRelPositioned()) + bottom += relativePositionOffsetY(); + if (!includeOverflowInterior && hasOverflowClip()) + return bottom; + + int relativeOffset = includeSelf && isRelPositioned() ? relativePositionOffsetY() : 0; + + if (includeSelf) + bottom = max(bottom, bottomLayoutOverflow() + relativeOffset); + + if (m_positionedObjects) { + RenderBox* r; + Iterator end = m_positionedObjects->end(); + for (Iterator it = m_positionedObjects->begin(); it != end; ++it) { + r = *it; + // Fixed positioned objects do not scroll and thus should not constitute + // part of the lowest position. + if (r->style()->position() != FixedPosition) { + // FIXME: Should work for overflow sections too. + // If a positioned object lies completely to the left of the root it will be unreachable via scrolling. + // Therefore we should not allow it to contribute to the lowest position. + if (!isRenderView() || r->x() + r->width() > 0 || r->x() + r->rightmostPosition(false) > 0) { + int lp = r->y() + r->lowestPosition(false); + bottom = max(bottom, lp + relativeOffset); + } + } + } + } + + if (hasColumns()) { + Vector* colRects = columnRects(); + for (unsigned i = 0; i < colRects->size(); i++) + bottom = max(bottom, colRects->at(i).bottom() + relativeOffset); + return bottom; + } + + if (m_floatingObjects) { + FloatingObject* r; + DeprecatedPtrListIterator it(*m_floatingObjects); + for ( ; (r = it.current()); ++it ) { + if (r->m_shouldPaint || r->m_renderer->hasSelfPaintingLayer()) { + int lp = r->m_top + r->m_renderer->marginTop() + r->m_renderer->lowestPosition(false); + bottom = max(bottom, lp + relativeOffset); + } + } + } + + if (!includeSelf) { + bottom = max(bottom, borderTop() + paddingTop() + paddingBottom() + relativeOffset); + if (childrenInline()) { + if (lastRootBox()) { + int childBottomEdge = lastRootBox()->selectionBottom(); + bottom = max(bottom, childBottomEdge + paddingBottom() + relativeOffset); + } + } else { + // Find the last normal flow child. + RenderBox* currBox = lastChildBox(); + while (currBox && currBox->isFloatingOrPositioned()) + currBox = currBox->previousSiblingBox(); + if (currBox) { + int childBottomEdge = currBox->y() + currBox->height() + currBox->collapsedMarginBottom(); + bottom = max(bottom, childBottomEdge + paddingBottom() + relativeOffset); + } + } + } + + return bottom; +} + +int RenderBlock::rightmostPosition(bool includeOverflowInterior, bool includeSelf) const +{ + int right = includeSelf && height() > 0 ? width() : 0; + + if (!includeOverflowInterior && (hasOverflowClip() || hasControlClip())) + return right; + + if (!firstChild() && (!width() || !height())) + return right; + + if (!hasColumns()) { + // FIXME: Come up with a way to use the layer tree to avoid visiting all the kids. + // For now, we have to descend into all the children, since we may have a huge abs div inside + // a tiny rel div buried somewhere deep in our child tree. In this case we have to get to + // the abs div. + for (RenderObject* c = firstChild(); c; c = c->nextSibling()) { + if (!c->isFloatingOrPositioned() && c->isBox()) { + RenderBox* childBox = toRenderBox(c); + right = max(right, childBox->x() + childBox->rightmostPosition(false)); + } + } + } + + if (includeSelf && isRelPositioned()) + right += relativePositionOffsetX(); + + if (!includeOverflowInterior && hasOverflowClip()) + return right; + + int relativeOffset = includeSelf && isRelPositioned() ? relativePositionOffsetX() : 0; + + if (includeSelf) + right = max(right, rightLayoutOverflow() + relativeOffset); + + if (m_positionedObjects) { + RenderBox* r; + Iterator end = m_positionedObjects->end(); + for (Iterator it = m_positionedObjects->begin() ; it != end; ++it) { + r = *it; + // Fixed positioned objects do not scroll and thus should not constitute + // part of the rightmost position. + if (r->style()->position() != FixedPosition) { + // FIXME: Should work for overflow sections too. + // If a positioned object lies completely above the root it will be unreachable via scrolling. + // Therefore we should not allow it to contribute to the rightmost position. + if (!isRenderView() || r->y() + r->height() > 0 || r->y() + r->lowestPosition(false) > 0) { + int rp = r->x() + r->rightmostPosition(false); + right = max(right, rp + relativeOffset); + } + } + } + } + + if (hasColumns()) { + // This only matters for LTR + if (style()->direction() == LTR) + right = max(columnRects()->last().right() + relativeOffset, right); + return right; + } + + if (m_floatingObjects) { + FloatingObject* r; + DeprecatedPtrListIterator it(*m_floatingObjects); + for ( ; (r = it.current()); ++it ) { + if (r->m_shouldPaint || r->m_renderer->hasSelfPaintingLayer()) { + int rp = r->m_left + r->m_renderer->marginLeft() + r->m_renderer->rightmostPosition(false); + right = max(right, rp + relativeOffset); + } + } + } + + if (!includeSelf) { + right = max(right, borderLeft() + paddingLeft() + paddingRight() + relativeOffset); + if (childrenInline()) { + for (InlineFlowBox* currBox = firstLineBox(); currBox; currBox = currBox->nextLineBox()) { + int childRightEdge = currBox->x() + currBox->width(); + + // If this node is a root editable element, then the rightmostPosition should account for a caret at the end. + // FIXME: Need to find another way to do this, since scrollbars could show when we don't want them to. + if (node() && node()->isContentEditable() && node() == node()->rootEditableElement() && style()->direction() == LTR && !paddingRight()) + childRightEdge += 1; + right = max(right, childRightEdge + paddingRight() + relativeOffset); + } + } else { + // Walk all normal flow children. + for (RenderBox* currBox = firstChildBox(); currBox; currBox = currBox->nextSiblingBox()) { + if (currBox->isFloatingOrPositioned()) + continue; + int childRightEdge = currBox->x() + currBox->width() + currBox->marginRight(); + right = max(right, childRightEdge + paddingRight() + relativeOffset); + } + } + } + + return right; +} + +int RenderBlock::leftmostPosition(bool includeOverflowInterior, bool includeSelf) const +{ + int left = includeSelf && height() > 0 ? 0 : width(); + + if (!includeOverflowInterior && (hasOverflowClip() || hasControlClip())) + return left; + + if (!firstChild() && (!width() || !height())) + return left; + + if (!hasColumns()) { + // FIXME: Come up with a way to use the layer tree to avoid visiting all the kids. + // For now, we have to descend into all the children, since we may have a huge abs div inside + // a tiny rel div buried somewhere deep in our child tree. In this case we have to get to + // the abs div. + for (RenderObject* c = firstChild(); c; c = c->nextSibling()) { + if (!c->isFloatingOrPositioned() && c->isBox()) { + RenderBox* childBox = toRenderBox(c); + left = min(left, childBox->x() + childBox->leftmostPosition(false)); + } + } + } + + if (includeSelf && isRelPositioned()) + left += relativePositionOffsetX(); + + if (!includeOverflowInterior && hasOverflowClip()) + return left; + + int relativeOffset = includeSelf && isRelPositioned() ? relativePositionOffsetX() : 0; + + if (includeSelf) + left = min(left, leftLayoutOverflow() + relativeOffset); + + if (m_positionedObjects) { + RenderBox* r; + Iterator end = m_positionedObjects->end(); + for (Iterator it = m_positionedObjects->begin(); it != end; ++it) { + r = *it; + // Fixed positioned objects do not scroll and thus should not constitute + // part of the leftmost position. + if (r->style()->position() != FixedPosition) { + // FIXME: Should work for overflow sections too. + // If a positioned object lies completely above the root it will be unreachable via scrolling. + // Therefore we should not allow it to contribute to the leftmost position. + if (!isRenderView() || r->y() + r->height() > 0 || r->y() + r->lowestPosition(false) > 0) { + int lp = r->x() + r->leftmostPosition(false); + left = min(left, lp + relativeOffset); + } + } + } + } + + if (hasColumns()) { + // This only matters for RTL + if (style()->direction() == RTL) + left = min(columnRects()->last().x() + relativeOffset, left); + return left; + } + + if (m_floatingObjects) { + FloatingObject* r; + DeprecatedPtrListIterator it(*m_floatingObjects); + for ( ; (r = it.current()); ++it ) { + if (r->m_shouldPaint || r->m_renderer->hasSelfPaintingLayer()) { + int lp = r->m_left + r->m_renderer->marginLeft() + r->m_renderer->leftmostPosition(false); + left = min(left, lp + relativeOffset); + } + } + } + + if (!includeSelf && firstLineBox()) { + for (InlineFlowBox* currBox = firstLineBox(); currBox; currBox = currBox->nextLineBox()) + left = min(left, (int)currBox->x() + relativeOffset); + } + + return left; +} + +int +RenderBlock::leftBottom() +{ + if (!m_floatingObjects) return 0; + int bottom = 0; + FloatingObject* r; + DeprecatedPtrListIterator it(*m_floatingObjects); + for ( ; (r = it.current()); ++it ) + if (r->m_bottom > bottom && r->type() == FloatingObject::FloatLeft) + bottom = r->m_bottom; + + return bottom; +} + +int +RenderBlock::rightBottom() +{ + if (!m_floatingObjects) return 0; + int bottom = 0; + FloatingObject* r; + DeprecatedPtrListIterator it(*m_floatingObjects); + for ( ; (r = it.current()); ++it ) + if (r->m_bottom>bottom && r->type() == FloatingObject::FloatRight) + bottom = r->m_bottom; + + return bottom; +} + +void RenderBlock::markLinesDirtyInVerticalRange(int top, int bottom, RootInlineBox* highest) +{ + if (top >= bottom) + return; + + RootInlineBox* lowestDirtyLine = lastRootBox(); + RootInlineBox* afterLowest = lowestDirtyLine; + while (lowestDirtyLine && lowestDirtyLine->blockHeight() >= bottom) { + afterLowest = lowestDirtyLine; + lowestDirtyLine = lowestDirtyLine->prevRootBox(); + } + + while (afterLowest && afterLowest != highest && afterLowest->blockHeight() >= top) { + afterLowest->markDirty(); + afterLowest = afterLowest->prevRootBox(); + } +} + +void RenderBlock::clearFloats() +{ + // Inline blocks are covered by the isReplaced() check in the avoidFloats method. + if (avoidsFloats() || isRoot() || isRenderView() || isFloatingOrPositioned() || isTableCell()) { + if (m_floatingObjects) + m_floatingObjects->clear(); + return; + } + + typedef HashMap 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 , where float property is applied on a text node in a SVG. + if (!parent() || !parent()->isRenderBlock()) + return; + + // Attempt to locate a previous sibling with overhanging floats. We skip any elements that are + // out of flow (like floating/positioned elements), and we also skip over any objects that may have shifted + // to avoid floats. + bool parentHasFloats = false; + RenderObject* prev = previousSibling(); + while (prev && (prev->isFloatingOrPositioned() || !prev->isBox() || !prev->isRenderBlock() || toRenderBlock(prev)->avoidsFloats())) { + if (prev->isFloating()) + parentHasFloats = true; + prev = prev->previousSibling(); + } + + // First add in floats from the parent. + int offset = y(); + if (parentHasFloats) { + RenderBlock* parentBlock = toRenderBlock(parent()); + addIntrudingFloats(parentBlock, parentBlock->borderLeft() + parentBlock->paddingLeft(), offset); + } + + int xoffset = 0; + if (prev) + offset -= toRenderBox(prev)->y(); + else if (parent()->isBox()) { + prev = parent(); + xoffset += toRenderBox(prev)->borderLeft() + toRenderBox(prev)->paddingLeft(); + } + + // Add overhanging floats from the previous RenderBlock, but only if it has a float that intrudes into our space. + if (!prev || !prev->isRenderBlock()) + return; + + RenderBlock* block = toRenderBlock(prev); + if (block->m_floatingObjects && block->floatBottom() > offset) + addIntrudingFloats(block, xoffset, offset); + + if (childrenInline()) { + int changeTop = numeric_limits::max(); + int changeBottom = numeric_limits::min(); + if (m_floatingObjects) { + for (FloatingObject* f = m_floatingObjects->first(); f; f = m_floatingObjects->next()) { + FloatingObject* oldFloatingObject = floatMap.get(f->m_renderer); + if (oldFloatingObject) { + if (f->m_width != oldFloatingObject->m_width || f->m_left != oldFloatingObject->m_left) { + changeTop = 0; + changeBottom = max(changeBottom, max(f->m_bottom, oldFloatingObject->m_bottom)); + } else if (f->m_bottom != oldFloatingObject->m_bottom) { + changeTop = min(changeTop, min(f->m_bottom, oldFloatingObject->m_bottom)); + changeBottom = max(changeBottom, max(f->m_bottom, oldFloatingObject->m_bottom)); + } + + floatMap.remove(f->m_renderer); + delete oldFloatingObject; + } else { + changeTop = 0; + changeBottom = max(changeBottom, f->m_bottom); + } + } + } + + RendererToFloatInfoMap::iterator end = floatMap.end(); + for (RendererToFloatInfoMap::iterator it = floatMap.begin(); it != end; ++it) { + FloatingObject* floatingObject = (*it).second; + if (!floatingObject->m_isDescendant) { + changeTop = 0; + changeBottom = max(changeBottom, floatingObject->m_bottom); + } + } + deleteAllValues(floatMap); + + markLinesDirtyInVerticalRange(changeTop, changeBottom); + } +} + +int RenderBlock::addOverhangingFloats(RenderBlock* child, int xoff, int yoff, bool makeChildPaintOtherFloats) +{ + // Prevent floats from being added to the canvas by the root element, e.g., . + if (child->hasOverflowClip() || !child->containsFloats() || child->isRoot()) + return 0; + + int lowestFloatBottom = 0; + + // Floats that will remain the child's responsibility to paint should factor into its + // overflow. + DeprecatedPtrListIterator it(*child->m_floatingObjects); + for (FloatingObject* r; (r = it.current()); ++it) { + int bottom = child->y() + r->m_bottom; + lowestFloatBottom = max(lowestFloatBottom, bottom); + + if (bottom > height()) { + // If the object is not in the list, we add it now. + if (!containsFloat(r->m_renderer)) { + FloatingObject *floatingObj = new FloatingObject(r->type()); + floatingObj->m_top = r->m_top - yoff; + floatingObj->m_bottom = r->m_bottom - yoff; + floatingObj->m_left = r->m_left - xoff; + floatingObj->m_width = r->m_width; + floatingObj->m_renderer = r->m_renderer; + + // The nearest enclosing layer always paints the float (so that zindex and stacking + // behaves properly). We always want to propagate the desire to paint the float as + // far out as we can, to the outermost block that overlaps the float, stopping only + // if we hit a self-painting layer boundary. + if (r->m_renderer->enclosingSelfPaintingLayer() == enclosingSelfPaintingLayer()) + r->m_shouldPaint = false; + else + floatingObj->m_shouldPaint = false; + + // We create the floating object list lazily. + if (!m_floatingObjects) { + m_floatingObjects = new DeprecatedPtrList; + m_floatingObjects->setAutoDelete(true); + } + m_floatingObjects->append(floatingObj); + } + } else if (makeChildPaintOtherFloats && !r->m_shouldPaint && !r->m_renderer->hasSelfPaintingLayer() && + r->m_renderer->isDescendantOf(child) && r->m_renderer->enclosingLayer() == child->enclosingLayer()) + // The float is not overhanging from this block, so if it is a descendant of the child, the child should + // paint it (the other case is that it is intruding into the child), unless it has its own layer or enclosing + // layer. + // If makeChildPaintOtherFloats is false, it means that the child must already know about all the floats + // it should paint. + r->m_shouldPaint = true; + + if (r->m_shouldPaint && !r->m_renderer->hasSelfPaintingLayer()) + child->addOverflowFromChild(r->m_renderer, IntSize(r->m_left + r->m_renderer->marginLeft(), r->m_top + r->m_renderer->marginTop())); + } + return lowestFloatBottom; +} + +void RenderBlock::addIntrudingFloats(RenderBlock* prev, int xoff, int yoff) +{ + // If the parent or previous sibling doesn't have any floats to add, don't bother. + if (!prev->m_floatingObjects) + return; + + DeprecatedPtrListIterator it(*prev->m_floatingObjects); + for (FloatingObject *r; (r = it.current()); ++it) { + if (r->m_bottom > yoff) { + // The object may already be in our list. Check for it up front to avoid + // creating duplicate entries. + FloatingObject* f = 0; + if (m_floatingObjects) { + DeprecatedPtrListIterator it(*m_floatingObjects); + while ((f = it.current())) { + if (f->m_renderer == r->m_renderer) break; + ++it; + } + } + if (!f) { + FloatingObject *floatingObj = new FloatingObject(r->type()); + floatingObj->m_top = r->m_top - yoff; + floatingObj->m_bottom = r->m_bottom - yoff; + floatingObj->m_left = r->m_left - xoff; + // Applying the child's margin makes no sense in the case where the child was passed in. + // since his own margin was added already through the subtraction of the |xoff| variable + // above. |xoff| will equal -flow->marginLeft() in this case, so it's already been taken + // into account. Only apply this code if |child| is false, since otherwise the left margin + // will get applied twice. + if (prev != parent()) + floatingObj->m_left += prev->marginLeft(); + floatingObj->m_left -= marginLeft(); + floatingObj->m_shouldPaint = false; // We are not in the direct inheritance chain for this float. We will never paint it. + floatingObj->m_width = r->m_width; + floatingObj->m_renderer = r->m_renderer; + + // We create the floating object list lazily. + if (!m_floatingObjects) { + m_floatingObjects = new DeprecatedPtrList; + 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 it(*m_floatingObjects); + while (it.current()) { + if (it.current()->m_renderer == o) + return true; + ++it; + } + } + return false; +} + +void RenderBlock::markAllDescendantsWithFloatsForLayout(RenderBox* floatToRemove, bool inLayout) +{ + setChildNeedsLayout(true, !inLayout); + + if (floatToRemove) + removeFloatingObject(floatToRemove); + + // Iterate over our children and mark them as needed. + if (!childrenInline()) { + for (RenderObject* child = firstChild(); child; child = child->nextSibling()) { + if ((!floatToRemove && child->isFloatingOrPositioned()) || !child->isRenderBlock()) + continue; + RenderBlock* childBlock = toRenderBlock(child); + if ((floatToRemove ? childBlock->containsFloat(floatToRemove) : childBlock->containsFloats()) || childBlock->shrinkToAvoidFloats()) + childBlock->markAllDescendantsWithFloatsForLayout(floatToRemove, inLayout); + } + } +} + +int RenderBlock::visibleTopOfHighestFloatExtendingBelow(int bottom, int maxHeight) const +{ + int top = bottom; + if (m_floatingObjects) { + FloatingObject* floatingObject; + for (DeprecatedPtrListIterator it(*m_floatingObjects); (floatingObject = it.current()); ++it) { + RenderBox* floatingBox = floatingObject->m_renderer; + IntRect visibleOverflow = floatingBox->visibleOverflowRect(); + visibleOverflow.move(floatingBox->x(), floatingBox->y()); + if (visibleOverflow.y() < top && visibleOverflow.bottom() > bottom && visibleOverflow.height() <= maxHeight && floatingBox->containingBlock() == this) + top = visibleOverflow.y(); + } + } + + if (!childrenInline()) { + for (RenderObject* child = firstChild(); child; child = child->nextSibling()) { + if (child->isFloatingOrPositioned() || !child->isRenderBlock()) + continue; + RenderBlock* childBlock = toRenderBlock(child); + top = min(top, childBlock->y() + childBlock->visibleTopOfHighestFloatExtendingBelow(bottom - childBlock->y(), maxHeight)); + } + } + + return top; +} + +int RenderBlock::getClearDelta(RenderBox* child, int yPos) +{ + // There is no need to compute clearance if we have no floats. + if (!containsFloats()) + return 0; + + // At least one float is present. We need to perform the clearance computation. + bool clearSet = child->style()->clear() != CNONE; + int bottom = 0; + switch (child->style()->clear()) { + case CNONE: + break; + case CLEFT: + bottom = leftBottom(); + break; + case CRIGHT: + bottom = rightBottom(); + break; + case CBOTH: + bottom = floatBottom(); + break; + } + + // We also clear floats if we are too big to sit on the same line as a float (and wish to avoid floats by default). + int result = clearSet ? max(0, bottom - yPos) : 0; + if (!result && child->avoidsFloats()) { + int availableWidth = this->availableWidth(); + if (child->minPrefWidth() > availableWidth) + return 0; + + int y = yPos; + while (true) { + int widthAtY = lineWidth(y, false); + if (widthAtY == availableWidth) + return y - yPos; + + int oldChildY = child->y(); + int oldChildWidth = child->width(); + child->setY(y); + child->calcWidth(); + int childWidthAtY = child->width(); + child->setY(oldChildY); + child->setWidth(oldChildWidth); + + if (childWidthAtY <= widthAtY) + return y - yPos; + + y = nextFloatBottomBelow(y); + ASSERT(y >= yPos); + if (y < yPos) + break; + } + ASSERT_NOT_REACHED(); + } + return result; +} + +bool RenderBlock::isPointInOverflowControl(HitTestResult& result, int _x, int _y, int _tx, int _ty) +{ + if (!scrollsOverflow()) + return false; + + return layer()->hitTestOverflowControls(result, IntPoint(_x - _tx, _y - _ty)); +} + +bool RenderBlock::nodeAtPoint(const HitTestRequest& request, HitTestResult& result, int _x, int _y, int _tx, int _ty, HitTestAction hitTestAction) +{ + int tx = _tx + x(); + int ty = _ty + y(); + + if (!isRenderView()) { + // Check if we need to do anything at all. + IntRect overflowBox = visibleOverflowRect(); + overflowBox.move(tx, ty); + if (!overflowBox.intersects(result.rectFromPoint(_x, _y))) + return false; + } + + if ((hitTestAction == HitTestBlockBackground || hitTestAction == HitTestChildBlockBackground) && isPointInOverflowControl(result, _x, _y, tx, ty)) { + updateHitTestResult(result, IntPoint(_x - tx, _y - ty)); + // FIXME: isPointInOverflowControl() doesn't handle rect-based tests yet. + if (!result.addNodeToRectBasedTestResult(node(), _x, _y)) + return true; + } + + // If we have clipping, then we can't have any spillout. + bool useOverflowClip = hasOverflowClip() && !hasSelfPaintingLayer(); + bool useClip = (hasControlClip() || useOverflowClip); + IntRect hitTestArea(result.rectFromPoint(_x, _y)); + bool checkChildren = !useClip || (hasControlClip() ? controlClipRect(tx, ty).intersects(hitTestArea) : overflowClipRect(tx, ty).intersects(hitTestArea)); + if (checkChildren) { + // Hit test descendants first. + int scrolledX = tx; + int scrolledY = ty; + if (hasOverflowClip()) { + IntSize offset = layer()->scrolledContentOffset(); + scrolledX -= offset.width(); + scrolledY -= offset.height(); + } + + // Hit test contents if we don't have columns. + if (!hasColumns() && hitTestContents(request, result, _x, _y, scrolledX, scrolledY, hitTestAction)) { + updateHitTestResult(result, IntPoint(_x - tx, _y - ty)); + return true; + } + + // Hit test our columns if we do have them. + if (hasColumns() && hitTestColumns(request, result, _x, _y, scrolledX, scrolledY, hitTestAction)) { + updateHitTestResult(result, IntPoint(_x - tx, _y - ty)); + return true; + } + + // Hit test floats. + if (hitTestAction == HitTestFloat && m_floatingObjects) { + if (isRenderView()) { + scrolledX += toRenderView(this)->frameView()->scrollX(); + scrolledY += toRenderView(this)->frameView()->scrollY(); + } + + FloatingObject* o; + DeprecatedPtrListIterator it(*m_floatingObjects); + for (it.toLast(); (o = it.current()); --it) { + if (o->m_shouldPaint && !o->m_renderer->hasSelfPaintingLayer()) { + int xoffset = scrolledX + o->m_left + o->m_renderer->marginLeft() - o->m_renderer->x(); + int yoffset = scrolledY + o->m_top + o->m_renderer->marginTop() - o->m_renderer->y(); + if (o->m_renderer->hitTest(request, result, IntPoint(_x, _y), xoffset, yoffset)) { + updateHitTestResult(result, IntPoint(_x - xoffset, _y - yoffset)); + return true; + } + } + } + } + } + + // Now hit test our background + if (hitTestAction == HitTestBlockBackground || hitTestAction == HitTestChildBlockBackground) { + IntRect boundsRect(tx, ty, width(), height()); + if (visibleToHitTesting() && boundsRect.intersects(result.rectFromPoint(_x, _y))) { + updateHitTestResult(result, IntPoint(_x - tx, _y - ty)); + if (!result.addNodeToRectBasedTestResult(node(), _x, _y, boundsRect)) + return true; + } + } + + return false; +} + +bool RenderBlock::hitTestColumns(const HitTestRequest& request, HitTestResult& result, int x, int y, int tx, int ty, HitTestAction hitTestAction) +{ + // We need to do multiple passes, breaking up our hit testing into strips. + Vector* colRects = columnRects(); + int colCount = colRects->size(); + if (!colCount) + return false; + int left = borderLeft() + paddingLeft(); + int currYOffset = 0; + int i; + for (i = 0; i < colCount; i++) + currYOffset -= colRects->at(i).height(); + for (i = colCount - 1; i >= 0; i--) { + IntRect colRect = colRects->at(i); + int currXOffset = colRect.x() - left; + currYOffset += colRect.height(); + colRect.move(tx, ty); + + if (colRect.intersects(result.rectFromPoint(x, y))) { + // The point is inside this column. + // Adjust tx and ty to change where we hit test. + + int finalX = tx + currXOffset; + int finalY = ty + currYOffset; + if (result.isRectBasedTest() && !colRect.contains(result.rectFromPoint(x, y))) + hitTestContents(request, result, x, y, finalX, finalY, hitTestAction); + else + return hitTestContents(request, result, x, y, finalX, finalY, hitTestAction); + } + } + + return false; +} + +bool RenderBlock::hitTestContents(const HitTestRequest& request, HitTestResult& result, int x, int y, int tx, int ty, HitTestAction hitTestAction) +{ + if (childrenInline() && !isTable()) { + // We have to hit-test our line boxes. + if (m_lineBoxes.hitTest(this, request, result, x, y, tx, ty, hitTestAction)) + return true; + } else { + // Hit test our children. + HitTestAction childHitTest = hitTestAction; + if (hitTestAction == HitTestChildBlockBackgrounds) + childHitTest = HitTestChildBlockBackground; + for (RenderBox* child = lastChildBox(); child; child = child->previousSiblingBox()) { + if (!child->hasSelfPaintingLayer() && !child->isFloating() && child->nodeAtPoint(request, result, x, y, tx, ty, childHitTest)) + return true; + } + } + + return false; +} + +Position RenderBlock::positionForBox(InlineBox *box, bool start) const +{ + if (!box) + return Position(); + + if (!box->renderer()->node()) + return Position(node(), start ? caretMinOffset() : caretMaxOffset()); + + if (!box->isInlineTextBox()) + return Position(box->renderer()->node(), start ? box->renderer()->caretMinOffset() : box->renderer()->caretMaxOffset()); + + InlineTextBox *textBox = static_cast(box); + return Position(box->renderer()->node(), start ? textBox->start() : textBox->start() + textBox->len()); +} + +Position RenderBlock::positionForRenderer(RenderObject* renderer, bool start) const +{ + if (!renderer) + return Position(node(), 0); + + Node* n = renderer->node() ? renderer->node() : node(); + if (!n) + return Position(); + + ASSERT(renderer == n->renderer()); + + int offset = start ? renderer->caretMinOffset() : renderer->caretMaxOffset(); + + // FIXME: This was a runtime check that seemingly couldn't fail; changed it to an assertion for now. + ASSERT(!n->isCharacterDataNode() || renderer->isText()); + + return Position(n, offset); +} + +// FIXME: This function should go on RenderObject as an instance method. Then +// all cases in which positionForPoint recurs could call this instead to +// prevent crossing editable boundaries. This would require many tests. +static VisiblePosition positionForPointRespectingEditingBoundaries(RenderBox* parent, RenderBox* child, const IntPoint& pointInParentCoordinates) +{ + IntPoint pointInChildCoordinates(pointInParentCoordinates - child->location()); + + // If this is an anonymous renderer, we just recur normally + Node* childNode = child->node(); + if (!childNode) + return child->positionForPoint(pointInChildCoordinates); + + // Otherwise, first make sure that the editability of the parent and child agree. + // If they don't agree, then we return a visible position just before or after the child + RenderObject* ancestor = parent; + while (ancestor && !ancestor->node()) + ancestor = ancestor->parent(); + + // If we can't find an ancestor to check editability on, or editability is unchanged, we recur like normal + if (!ancestor || ancestor->node()->isContentEditable() == childNode->isContentEditable()) + return child->positionForPoint(pointInChildCoordinates); + + // Otherwise return before or after the child, depending on if the click was left or right of the child + int childMidX = child->width() / 2; + if (pointInChildCoordinates.x() < childMidX) + return ancestor->createVisiblePosition(childNode->nodeIndex(), DOWNSTREAM); + return ancestor->createVisiblePosition(childNode->nodeIndex() + 1, UPSTREAM); +} + +VisiblePosition RenderBlock::positionForPointWithInlineChildren(const IntPoint& pointInContents) +{ + ASSERT(childrenInline()); + + if (!firstRootBox()) + return createVisiblePosition(0, DOWNSTREAM); + + // look for the closest line box in the root box which is at the passed-in y coordinate + InlineBox* closestBox = 0; + RootInlineBox* firstRootBoxWithChildren = 0; + RootInlineBox* lastRootBoxWithChildren = 0; + for (RootInlineBox* root = firstRootBox(); root; root = root->nextRootBox()) { + if (!root->firstLeafChild()) + continue; + if (!firstRootBoxWithChildren) + firstRootBoxWithChildren = root; + lastRootBoxWithChildren = root; + + // set the bottom based on whether there is a next root box + // FIXME: This will consider nextRootBox even if it has no children, and maybe it shouldn't. + int bottom; + if (root->nextRootBox()) { + // FIXME: We would prefer to make the break point halfway between the bottom + // of the previous root box and the top of the next root box. + bottom = root->nextRootBox()->lineTop(); + } else + bottom = root->lineBottom() + verticalLineClickFudgeFactor; + + // check if this root line box is located at this y coordinate + if (pointInContents.y() < bottom) { + closestBox = root->closestLeafChildForXPos(pointInContents.x()); + if (closestBox) + break; + } + } + + bool moveCaretToBoundary = document()->frame()->editor()->behavior().shouldMoveCaretToHorizontalBoundaryWhenPastTopOrBottom(); + + if (!moveCaretToBoundary && !closestBox && lastRootBoxWithChildren) { + // y coordinate is below last root line box, pretend we hit it + closestBox = lastRootBoxWithChildren->closestLeafChildForXPos(pointInContents.x()); + } + + if (closestBox) { + if (moveCaretToBoundary && pointInContents.y() < firstRootBoxWithChildren->lineTop() - verticalLineClickFudgeFactor) { + // y coordinate is above first root line box, so return the start of the first + return VisiblePosition(positionForBox(firstRootBoxWithChildren->firstLeafChild(), true), DOWNSTREAM); + } + + // pass the box a y position that is inside it + return closestBox->renderer()->positionForPoint(IntPoint(pointInContents.x(), closestBox->m_y)); + } + + if (lastRootBoxWithChildren) { + // We hit this case for Mac behavior when the Y coordinate is below the last box. + ASSERT(moveCaretToBoundary); + return VisiblePosition(positionForBox(lastRootBoxWithChildren->lastLeafChild(), false), DOWNSTREAM); + } + + // Can't reach this. We have a root line box, but it has no kids. + // FIXME: This should ASSERT_NOT_REACHED(), but clicking on placeholder text + // seems to hit this code path. + return createVisiblePosition(0, DOWNSTREAM); +} + +static inline bool isChildHitTestCandidate(RenderBox* box) +{ + return box->height() && box->style()->visibility() == VISIBLE && !box->isFloatingOrPositioned(); +} + +VisiblePosition RenderBlock::positionForPoint(const IntPoint& point) +{ + if (isTable()) + return RenderBox::positionForPoint(point); + + if (isReplaced()) { + if (point.y() < 0 || (point.y() < height() && point.x() < 0)) + return createVisiblePosition(caretMinOffset(), DOWNSTREAM); + if (point.y() >= height() || (point.y() >= 0 && point.x() >= width())) + return createVisiblePosition(caretMaxOffset(), DOWNSTREAM); + } + + int contentsX = point.x(); + int contentsY = point.y(); + offsetForContents(contentsX, contentsY); + IntPoint pointInContents(contentsX, contentsY); + + if (childrenInline()) + return positionForPointWithInlineChildren(pointInContents); + + if (lastChildBox() && contentsY > lastChildBox()->y()) { + for (RenderBox* childBox = lastChildBox(); childBox; childBox = childBox->previousSiblingBox()) { + if (isChildHitTestCandidate(childBox)) + return positionForPointRespectingEditingBoundaries(this, childBox, pointInContents); + } + } else { + for (RenderBox* childBox = firstChildBox(); childBox; childBox = childBox->nextSiblingBox()) { + // We hit child if our click is above the bottom of its padding box (like IE6/7 and FF3). + if (isChildHitTestCandidate(childBox) && contentsY < childBox->frameRect().bottom()) + return positionForPointRespectingEditingBoundaries(this, childBox, pointInContents); + } + } + + // We only get here if there are no hit test candidate children below the click. + return RenderBox::positionForPoint(point); +} + +void RenderBlock::offsetForContents(int& tx, int& ty) const +{ + IntPoint contentsPoint(tx, ty); + + if (hasOverflowClip()) + contentsPoint += layer()->scrolledContentOffset(); + + if (hasColumns()) + adjustPointToColumnContents(contentsPoint); + + tx = contentsPoint.x(); + ty = contentsPoint.y(); +} + +int RenderBlock::availableWidth() const +{ + // If we have multiple columns, then the available width is reduced to our column width. + if (hasColumns()) + return desiredColumnWidth(); + return contentWidth(); +} + +int RenderBlock::columnGap() const +{ + if (style()->hasNormalColumnGap()) + return style()->fontDescription().computedPixelSize(); // "1em" is recommended as the normal gap setting. Matches

margins. + return static_cast(style()->columnGap()); +} + +void RenderBlock::calcColumnWidth() +{ + // Calculate our column width and column count. + unsigned desiredColumnCount = 1; + int desiredColumnWidth = contentWidth(); + + // For now, we don't support multi-column layouts when printing, since we have to do a lot of work for proper pagination. + if (document()->printing() || (style()->hasAutoColumnCount() && style()->hasAutoColumnWidth())) { + setDesiredColumnCountAndWidth(desiredColumnCount, desiredColumnWidth); + return; + } + + int availWidth = desiredColumnWidth; + int colGap = columnGap(); + int colWidth = max(1, static_cast(style()->columnWidth())); + int colCount = max(1, static_cast(style()->columnCount())); + + if (style()->hasAutoColumnWidth()) { + if ((colCount - 1) * colGap < availWidth) { + desiredColumnCount = colCount; + desiredColumnWidth = (availWidth - (desiredColumnCount - 1) * colGap) / desiredColumnCount; + } else if (colGap < availWidth) { + desiredColumnCount = availWidth / colGap; + if (desiredColumnCount < 1) + desiredColumnCount = 1; + desiredColumnWidth = (availWidth - (desiredColumnCount - 1) * colGap) / desiredColumnCount; + } + } else if (style()->hasAutoColumnCount()) { + if (colWidth < availWidth) { + desiredColumnCount = (availWidth + colGap) / (colWidth + colGap); + if (desiredColumnCount < 1) + desiredColumnCount = 1; + desiredColumnWidth = (availWidth - (desiredColumnCount - 1) * colGap) / desiredColumnCount; + } + } else { + // Both are set. + if (colCount * colWidth + (colCount - 1) * colGap <= availWidth) { + desiredColumnCount = colCount; + desiredColumnWidth = colWidth; + } else if (colWidth < availWidth) { + desiredColumnCount = (availWidth + colGap) / (colWidth + colGap); + if (desiredColumnCount < 1) + desiredColumnCount = 1; + desiredColumnWidth = (availWidth - (desiredColumnCount - 1) * colGap) / desiredColumnCount; + } + } + setDesiredColumnCountAndWidth(desiredColumnCount, desiredColumnWidth); +} + +void RenderBlock::setDesiredColumnCountAndWidth(int count, int width) +{ + bool destroyColumns = !firstChild() + || (count == 1 && style()->hasAutoColumnWidth()) + || firstChild()->isAnonymousColumnsBlock() + || firstChild()->isAnonymousColumnSpanBlock() + || document()->settings()->paginateDuringLayoutEnabled(); + if (destroyColumns) { + if (hasColumns()) { + delete gColumnInfoMap->take(this); + setHasColumns(false); + } + } else { + ColumnInfo* info; + if (hasColumns()) + info = gColumnInfoMap->get(this); + else { + if (!gColumnInfoMap) + gColumnInfoMap = new ColumnInfoMap; + info = new ColumnInfo; + gColumnInfoMap->add(this, info); + setHasColumns(true); + } + info->m_desiredColumnCount = count; + info->m_desiredColumnWidth = width; + } +} + +int RenderBlock::desiredColumnWidth() const +{ + if (!hasColumns()) + return contentWidth(); + return gColumnInfoMap->get(this)->m_desiredColumnWidth; +} + +unsigned RenderBlock::desiredColumnCount() const +{ + if (!hasColumns()) + return 1; + return gColumnInfoMap->get(this)->m_desiredColumnCount; +} + +Vector* RenderBlock::columnRects() const +{ + if (!hasColumns()) + return 0; + return &gColumnInfoMap->get(this)->m_columnRects; +} + +int RenderBlock::layoutColumns(int endOfContent, int requestedColumnHeight) +{ + // Don't do anything if we have no columns + if (!hasColumns()) + return -1; + + ColumnInfo* info = gColumnInfoMap->get(this); + int desiredColumnWidth = info->m_desiredColumnWidth; + int desiredColumnCount = info->m_desiredColumnCount; + Vector* columnRects = &info->m_columnRects; + + bool computeIntrinsicHeight = (endOfContent == -1); + + // Fill the columns in to the available height. Attempt to balance the height of the columns. + // Add in half our line-height to help with best-guess initial balancing. + int columnSlop = lineHeight(false) / 2; + int remainingSlopSpace = columnSlop * desiredColumnCount; + int availableHeight = contentHeight(); + int colHeight; + if (computeIntrinsicHeight && requestedColumnHeight >= 0) + colHeight = requestedColumnHeight; + else if (computeIntrinsicHeight) + colHeight = min(availableHeight, availableHeight / desiredColumnCount + columnSlop); + else + colHeight = availableHeight; + int originalColHeight = colHeight; + + int colGap = columnGap(); + + // Compute a collection of column rects. + columnRects->clear(); + + // Then we do a simulated "paint" into the column slices and allow the content to slightly adjust our individual column rects. + // FIXME: We need to take into account layers that are affected by the columns as well here so that they can have an opportunity + // to adjust column rects also. + RenderView* v = view(); + int left = borderLeft() + paddingLeft(); + int top = borderTop() + paddingTop(); + int currX = style()->direction() == LTR ? borderLeft() + paddingLeft() : borderLeft() + paddingLeft() + contentWidth() - desiredColumnWidth; + int currY = top; + unsigned colCount = desiredColumnCount; + int maxColBottom = borderTop() + paddingTop(); + int contentBottom = top + availableHeight; + int minimumColumnHeight = -1; + for (unsigned i = 0; i < colCount; i++) { + // If we aren't constrained, then the last column can just get all the remaining space. + if (computeIntrinsicHeight && i == colCount - 1) + colHeight = availableHeight; + + // This represents the real column position. + IntRect colRect(currX, top, desiredColumnWidth, colHeight); + + int truncationPoint = visibleTopOfHighestFloatExtendingBelow(currY + colHeight, colHeight); + + // For the simulated paint, we pretend like everything is in one long strip. + IntRect pageRect(left, currY, contentWidth(), truncationPoint - currY); + v->setPrintRect(pageRect); + v->setTruncatedAt(truncationPoint); + GraphicsContext context((PlatformGraphicsContext*)0); + PaintInfo paintInfo(&context, pageRect, PaintPhaseForeground, false, 0, 0); + + setHasColumns(false); + paintObject(paintInfo, 0, 0); + setHasColumns(true); + + if (computeIntrinsicHeight && v->minimumColumnHeight() > originalColHeight) { + // The initial column height was too small to contain one line of text. + minimumColumnHeight = max(minimumColumnHeight, v->minimumColumnHeight()); + } + + int adjustedBottom = v->bestTruncatedAt(); + if (adjustedBottom <= currY) + adjustedBottom = truncationPoint; + + colRect.setHeight(adjustedBottom - currY); + + // Add in the lost space to the subsequent columns. + // FIXME: This will create a "staircase" effect if there are enough columns, but the effect should be pretty subtle. + if (computeIntrinsicHeight) { + int lostSpace = colHeight - colRect.height(); + if (lostSpace > remainingSlopSpace) { + // Redestribute the space among the remaining columns. + int spaceToRedistribute = lostSpace - remainingSlopSpace; + int remainingColumns = colCount - i + 1; + colHeight += spaceToRedistribute / remainingColumns; + } + remainingSlopSpace = max(0, remainingSlopSpace - lostSpace); + } + + if (style()->direction() == LTR) + currX += desiredColumnWidth + colGap; + else + currX -= (desiredColumnWidth + colGap); + + currY += colRect.height(); + availableHeight -= colRect.height(); + + maxColBottom = max(colRect.bottom(), maxColBottom); + + columnRects->append(colRect); + + // Start adding in more columns as long as there's still content left. + if (currY < endOfContent && i == colCount - 1 && (computeIntrinsicHeight || contentHeight())) + colCount++; + } + + if (minimumColumnHeight >= 0) { + // If originalColHeight was too small, we need to try to layout again. + return layoutColumns(endOfContent, minimumColumnHeight); + } + + int overflowRight = max(width(), currX - colGap); + int overflowLeft = min(0, currX + desiredColumnWidth + colGap); + int overflowHeight = maxColBottom; + int toAdd = borderBottom() + paddingBottom() + horizontalScrollbarHeight(); + + if (computeIntrinsicHeight) + setHeight(maxColBottom + toAdd); + + m_overflow.clear(); + addLayoutOverflow(IntRect(overflowLeft, 0, overflowRight - overflowLeft, overflowHeight)); + + v->setPrintRect(IntRect()); + v->setTruncatedAt(0); + + ASSERT(colCount == columnRects->size()); + + return contentBottom; +} + +void RenderBlock::adjustPointToColumnContents(IntPoint& point) const +{ + // Just bail if we have no columns. + if (!hasColumns()) + return; + + Vector* colRects = columnRects(); + + // Determine which columns we intersect. + int colGap = columnGap(); + int leftGap = colGap / 2; + IntPoint columnPoint(colRects->at(0).location()); + int yOffset = 0; + for (unsigned i = 0; i < colRects->size(); i++) { + // Add in half the column gap to the left and right of the rect. + IntRect colRect = colRects->at(i); + IntRect gapAndColumnRect(colRect.x() - leftGap, colRect.y(), colRect.width() + colGap, colRect.height()); + + if (point.x() >= gapAndColumnRect.x() && point.x() < gapAndColumnRect.right()) { + // FIXME: The clamping that follows is not completely right for right-to-left + // content. + // Clamp everything above the column to its top left. + if (point.y() < gapAndColumnRect.y()) + point = gapAndColumnRect.location(); + // Clamp everything below the column to the next column's top left. If there is + // no next column, this still maps to just after this column. + else if (point.y() >= gapAndColumnRect.bottom()) { + point = gapAndColumnRect.location(); + point.move(0, gapAndColumnRect.height()); + } + + // We're inside the column. Translate the x and y into our column coordinate space. + point.move(columnPoint.x() - colRect.x(), yOffset); + return; + } + + // Move to the next position. + yOffset += colRect.height(); + } +} + +void RenderBlock::adjustRectForColumns(IntRect& r) const +{ + // Just bail if we have no columns. + if (!hasColumns()) + return; + + Vector* colRects = columnRects(); + + // Begin with a result rect that is empty. + IntRect result; + + // Determine which columns we intersect. + unsigned colCount = colRects->size(); + if (!colCount) + return; + + int left = borderLeft() + paddingLeft(); + + int currYOffset = 0; + for (unsigned i = 0; i < colCount; i++) { + IntRect colRect = colRects->at(i); + int currXOffset = colRect.x() - left; + + IntRect repaintRect = r; + repaintRect.move(currXOffset, currYOffset); + + repaintRect.intersect(colRect); + + result.unite(repaintRect); + + // Move to the next position. + currYOffset -= colRect.height(); + } + + r = result; +} + +void RenderBlock::adjustForColumns(IntSize& offset, const IntPoint& point) const +{ + if (!hasColumns()) + return; + + Vector& columnRects = *this->columnRects(); + + int left = borderLeft() + paddingLeft(); + int yOffset = 0; + size_t columnCount = columnRects.size(); + for (size_t i = 0; i < columnCount; ++i) { + IntRect columnRect = columnRects[i]; + int xOffset = columnRect.x() - left; + if (point.y() < columnRect.bottom() + yOffset) { + offset.expand(xOffset, -yOffset); + return; + } + + yOffset += columnRect.height(); + } +} + +void RenderBlock::calcPrefWidths() +{ + ASSERT(prefWidthsDirty()); + + updateFirstLetter(); + + if (!isTableCell() && style()->width().isFixed() && style()->width().value() > 0) + m_minPrefWidth = m_maxPrefWidth = calcContentBoxWidth(style()->width().value()); + else { + m_minPrefWidth = 0; + m_maxPrefWidth = 0; + + if (childrenInline()) + calcInlinePrefWidths(); + else + calcBlockPrefWidths(); + + m_maxPrefWidth = max(m_minPrefWidth, m_maxPrefWidth); + + if (!style()->autoWrap() && childrenInline()) { + m_minPrefWidth = m_maxPrefWidth; + + // A horizontal marquee with inline children has no minimum width. + if (layer() && layer()->marquee() && layer()->marquee()->isHorizontal()) + m_minPrefWidth = 0; + } + + if (isTableCell()) { + Length w = toRenderTableCell(this)->styleOrColWidth(); + if (w.isFixed() && w.value() > 0) + m_maxPrefWidth = max(m_minPrefWidth, calcContentBoxWidth(w.value())); + } + } + + if (style()->minWidth().isFixed() && style()->minWidth().value() > 0) { + m_maxPrefWidth = max(m_maxPrefWidth, calcContentBoxWidth(style()->minWidth().value())); + m_minPrefWidth = max(m_minPrefWidth, calcContentBoxWidth(style()->minWidth().value())); + } + + if (style()->maxWidth().isFixed() && style()->maxWidth().value() != undefinedLength) { + m_maxPrefWidth = min(m_maxPrefWidth, calcContentBoxWidth(style()->maxWidth().value())); + m_minPrefWidth = min(m_minPrefWidth, calcContentBoxWidth(style()->maxWidth().value())); + } + + int toAdd = 0; + toAdd = borderAndPaddingWidth(); + + if (hasOverflowClip() && style()->overflowY() == OSCROLL) + toAdd += verticalScrollbarWidth(); + + m_minPrefWidth += toAdd; + m_maxPrefWidth += toAdd; + + setPrefWidthsDirty(false); +} + +struct InlineMinMaxIterator { +/* InlineMinMaxIterator is a class that will iterate over all render objects that contribute to + inline min/max width calculations. Note the following about the way it walks: + (1) Positioned content is skipped (since it does not contribute to min/max width of a block) + (2) We do not drill into the children of floats or replaced elements, since you can't break + in the middle of such an element. + (3) Inline flows (e.g., , , ) 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., .) + if (!oldEndOfInline && current->isRenderInline()) { + result = current; + endOfInline = true; + break; + } + + while (current && current != parent) { + result = current->nextSibling(); + if (result) break; + current = current->parent(); + if (current && current != parent && current->isRenderInline()) { + result = current; + endOfInline = true; + break; + } + } + } + + if (!result) + break; + + if (!result->isPositioned() && (result->isText() || result->isFloating() || result->isReplaced() || result->isRenderInline())) + break; + + current = result; + result = 0; + } + + // Update our position. + current = result; + return current; +} + +static int getBPMWidth(int childValue, Length cssUnit) +{ + if (cssUnit.type() != Auto) + return (cssUnit.isFixed() ? cssUnit.value() : childValue); + return 0; +} + +static int getBorderPaddingMargin(const RenderBoxModelObject* child, bool endOfInline) +{ + RenderStyle* cstyle = child->style(); + int result = 0; + bool leftSide = (cstyle->direction() == LTR) ? !endOfInline : endOfInline; + result += getBPMWidth((leftSide ? child->marginLeft() : child->marginRight()), + (leftSide ? cstyle->marginLeft() : + cstyle->marginRight())); + result += getBPMWidth((leftSide ? child->paddingLeft() : child->paddingRight()), + (leftSide ? cstyle->paddingLeft() : + cstyle->paddingRight())); + result += leftSide ? child->borderLeft() : child->borderRight(); + return result; +} + +static inline void stripTrailingSpace(int& inlineMax, int& inlineMin, + RenderObject* trailingSpaceChild) +{ + if (trailingSpaceChild && trailingSpaceChild->isText()) { + // Collapse away the trailing space at the end of a block. + RenderText* t = toRenderText(trailingSpaceChild); + const UChar space = ' '; + const Font& font = t->style()->font(); // FIXME: This ignores first-line. + int spaceWidth = font.width(TextRun(&space, 1)); + inlineMax -= spaceWidth + font.wordSpacing(); + if (inlineMin > inlineMax) + inlineMin = inlineMax; + } +} + +void RenderBlock::calcInlinePrefWidths() +{ + int inlineMax = 0; + int inlineMin = 0; + + int cw = containingBlock()->contentWidth(); + + // If we are at the start of a line, we want to ignore all white-space. + // Also strip spaces if we previously had text that ended in a trailing space. + bool stripFrontSpaces = true; + RenderObject* trailingSpaceChild = 0; + + // Firefox and Opera will allow a table cell to grow to fit an image inside it under + // very specific cirucumstances (in order to match common WinIE renderings). + // Not supporting the quirk has caused us to mis-render some real sites. (See Bugzilla 10517.) + bool allowImagesToBreak = !style()->htmlHacks() || !isTableCell() || !style()->width().isIntrinsicOrAuto(); + + bool autoWrap, oldAutoWrap; + autoWrap = oldAutoWrap = style()->autoWrap(); + + InlineMinMaxIterator childIterator(this); + bool addedTextIndent = false; // Only gets added in once. + RenderObject* prevFloat = 0; + while (RenderObject* child = childIterator.next()) { + autoWrap = child->isReplaced() ? child->parent()->style()->autoWrap() : + child->style()->autoWrap(); + + if (!child->isBR()) { + // Step One: determine whether or not we need to go ahead and + // terminate our current line. Each discrete chunk can become + // the new min-width, if it is the widest chunk seen so far, and + // it can also become the max-width. + + // Children fall into three categories: + // (1) An inline flow object. These objects always have a min/max of 0, + // and are included in the iteration solely so that their margins can + // be added in. + // + // (2) An inline non-text non-flow object, e.g., an inline replaced element. + // These objects can always be on a line by themselves, so in this situation + // we need to go ahead and break the current line, and then add in our own + // margins and min/max width on its own line, and then terminate the line. + // + // (3) A text object. Text runs can have breakable characters at the start, + // the middle or the end. They may also lose whitespace off the front if + // we're already ignoring whitespace. In order to compute accurate min-width + // information, we need three pieces of information. + // (a) the min-width of the first non-breakable run. Should be 0 if the text string + // starts with whitespace. + // (b) the min-width of the last non-breakable run. Should be 0 if the text string + // ends with whitespace. + // (c) the min/max width of the string (trimmed for whitespace). + // + // If the text string starts with whitespace, then we need to go ahead and + // terminate our current line (unless we're already in a whitespace stripping + // mode. + // + // If the text string has a breakable character in the middle, but didn't start + // with whitespace, then we add the width of the first non-breakable run and + // then end the current line. We then need to use the intermediate min/max width + // values (if any of them are larger than our current min/max). We then look at + // the width of the last non-breakable run and use that to start a new line + // (unless we end in whitespace). + RenderStyle* cstyle = child->style(); + int childMin = 0; + int childMax = 0; + + if (!child->isText()) { + // Case (1) and (2). Inline replaced and inline flow elements. + if (child->isRenderInline()) { + // Add in padding/border/margin from the appropriate side of + // the element. + int bpm = getBorderPaddingMargin(toRenderInline(child), childIterator.endOfInline); + childMin += bpm; + childMax += bpm; + + inlineMin += childMin; + inlineMax += childMax; + + child->setPrefWidthsDirty(false); + } else { + // Inline replaced elts add in their margins to their min/max values. + int margins = 0; + Length leftMargin = cstyle->marginLeft(); + Length rightMargin = cstyle->marginRight(); + if (leftMargin.isFixed()) + margins += leftMargin.value(); + if (rightMargin.isFixed()) + margins += rightMargin.value(); + childMin += margins; + childMax += margins; + } + } + + if (!child->isRenderInline() && !child->isText()) { + // Case (2). Inline replaced elements and floats. + // Go ahead and terminate the current line as far as + // minwidth is concerned. + childMin += child->minPrefWidth(); + childMax += child->maxPrefWidth(); + + bool clearPreviousFloat; + if (child->isFloating()) { + clearPreviousFloat = (prevFloat + && ((prevFloat->style()->floating() == FLEFT && (child->style()->clear() & CLEFT)) + || (prevFloat->style()->floating() == FRIGHT && (child->style()->clear() & CRIGHT)))); + prevFloat = child; + } else + clearPreviousFloat = false; + + bool canBreakReplacedElement = !child->isImage() || allowImagesToBreak; + if ((canBreakReplacedElement && (autoWrap || oldAutoWrap)) || clearPreviousFloat) { + m_minPrefWidth = max(inlineMin, m_minPrefWidth); + inlineMin = 0; + } + + // If we're supposed to clear the previous float, then terminate maxwidth as well. + if (clearPreviousFloat) { + m_maxPrefWidth = max(inlineMax, m_maxPrefWidth); + inlineMax = 0; + } + + // Add in text-indent. This is added in only once. + int ti = 0; + if (!addedTextIndent) { + addedTextIndent = true; + ti = style()->textIndent().calcMinValue(cw); + childMin+=ti; + childMax+=ti; + } + + // Add our width to the max. + inlineMax += childMax; + + if (!autoWrap || !canBreakReplacedElement) { + if (child->isFloating()) + m_minPrefWidth = max(childMin, m_minPrefWidth); + else + inlineMin += childMin; + } else { + // Now check our line. + m_minPrefWidth = max(childMin, m_minPrefWidth); + + // Now start a new line. + inlineMin = 0; + } + + // We are no longer stripping whitespace at the start of + // a line. + if (!child->isFloating()) { + stripFrontSpaces = false; + trailingSpaceChild = 0; + } + } else if (child->isText()) { + // Case (3). Text. + RenderText* t = toRenderText(child); + + if (t->isWordBreak()) { + m_minPrefWidth = max(inlineMin, m_minPrefWidth); + inlineMin = 0; + continue; + } + + // Determine if we have a breakable character. Pass in + // whether or not we should ignore any spaces at the front + // of the string. If those are going to be stripped out, + // then they shouldn't be considered in the breakable char + // check. + bool hasBreakableChar, hasBreak; + int beginMin, endMin; + bool beginWS, endWS; + int beginMax, endMax; + t->trimmedPrefWidths(inlineMax, beginMin, beginWS, endMin, endWS, + hasBreakableChar, hasBreak, beginMax, endMax, + childMin, childMax, stripFrontSpaces); + + // This text object will not be rendered, but it may still provide a breaking opportunity. + if (!hasBreak && childMax == 0) { + if (autoWrap && (beginWS || endWS)) { + m_minPrefWidth = max(inlineMin, m_minPrefWidth); + inlineMin = 0; + } + continue; + } + + if (stripFrontSpaces) + trailingSpaceChild = child; + else + trailingSpaceChild = 0; + + // Add in text-indent. This is added in only once. + int ti = 0; + if (!addedTextIndent) { + addedTextIndent = true; + ti = style()->textIndent().calcMinValue(cw); + childMin+=ti; beginMin += ti; + childMax+=ti; beginMax += ti; + } + + // If we have no breakable characters at all, + // then this is the easy case. We add ourselves to the current + // min and max and continue. + if (!hasBreakableChar) { + inlineMin += childMin; + } else { + // We have a breakable character. Now we need to know if + // we start and end with whitespace. + if (beginWS) + // Go ahead and end the current line. + m_minPrefWidth = max(inlineMin, m_minPrefWidth); + else { + inlineMin += beginMin; + m_minPrefWidth = max(inlineMin, m_minPrefWidth); + childMin -= ti; + } + + inlineMin = childMin; + + if (endWS) { + // We end in whitespace, which means we can go ahead + // and end our current line. + m_minPrefWidth = max(inlineMin, m_minPrefWidth); + inlineMin = 0; + } else { + m_minPrefWidth = max(inlineMin, m_minPrefWidth); + inlineMin = endMin; + } + } + + if (hasBreak) { + inlineMax += beginMax; + m_maxPrefWidth = max(inlineMax, m_maxPrefWidth); + m_maxPrefWidth = max(childMax, m_maxPrefWidth); + inlineMax = endMax; + } else + inlineMax += childMax; + } + + // Ignore spaces after a list marker. + if (child->isListMarker()) + stripFrontSpaces = true; + } else { + m_minPrefWidth = max(inlineMin, m_minPrefWidth); + m_maxPrefWidth = max(inlineMax, m_maxPrefWidth); + inlineMin = inlineMax = 0; + stripFrontSpaces = true; + trailingSpaceChild = 0; + } + + oldAutoWrap = autoWrap; + } + + if (style()->collapseWhiteSpace()) + stripTrailingSpace(inlineMax, inlineMin, trailingSpaceChild); + + m_minPrefWidth = max(inlineMin, m_minPrefWidth); + m_maxPrefWidth = max(inlineMax, m_maxPrefWidth); +} + +// Use a very large value (in effect infinite). +#define BLOCK_MAX_WIDTH 15000 + +void RenderBlock::calcBlockPrefWidths() +{ + bool nowrap = style()->whiteSpace() == NOWRAP; + + RenderObject *child = firstChild(); + int floatLeftWidth = 0, floatRightWidth = 0; + while (child) { + // Positioned children don't affect the min/max width + if (child->isPositioned()) { + child = child->nextSibling(); + continue; + } + + if (child->isFloating() || (child->isBox() && toRenderBox(child)->avoidsFloats())) { + int floatTotalWidth = floatLeftWidth + floatRightWidth; + if (child->style()->clear() & CLEFT) { + m_maxPrefWidth = max(floatTotalWidth, m_maxPrefWidth); + floatLeftWidth = 0; + } + if (child->style()->clear() & CRIGHT) { + m_maxPrefWidth = max(floatTotalWidth, m_maxPrefWidth); + floatRightWidth = 0; + } + } + + // A margin basically has three types: fixed, percentage, and auto (variable). + // Auto and percentage margins simply become 0 when computing min/max width. + // Fixed margins can be added in as is. + Length ml = child->style()->marginLeft(); + Length mr = child->style()->marginRight(); + int margin = 0, marginLeft = 0, marginRight = 0; + if (ml.isFixed()) + marginLeft += ml.value(); + if (mr.isFixed()) + marginRight += mr.value(); + margin = marginLeft + marginRight; + + int w = child->minPrefWidth() + margin; + m_minPrefWidth = max(w, m_minPrefWidth); + + // IE ignores tables for calculation of nowrap. Makes some sense. + if (nowrap && !child->isTable()) + m_maxPrefWidth = max(w, m_maxPrefWidth); + + w = child->maxPrefWidth() + margin; + + if (!child->isFloating()) { + if (child->isBox() && toRenderBox(child)->avoidsFloats()) { + // Determine a left and right max value based off whether or not the floats can fit in the + // margins of the object. For negative margins, we will attempt to overlap the float if the negative margin + // is smaller than the float width. + int maxLeft = marginLeft > 0 ? max(floatLeftWidth, marginLeft) : floatLeftWidth + marginLeft; + int maxRight = marginRight > 0 ? max(floatRightWidth, marginRight) : floatRightWidth + marginRight; + w = child->maxPrefWidth() + maxLeft + maxRight; + w = max(w, floatLeftWidth + floatRightWidth); + } + else + m_maxPrefWidth = max(floatLeftWidth + floatRightWidth, m_maxPrefWidth); + floatLeftWidth = floatRightWidth = 0; + } + + if (child->isFloating()) { + if (style()->floating() == FLEFT) + floatLeftWidth += w; + else + floatRightWidth += w; + } else + m_maxPrefWidth = max(w, m_maxPrefWidth); + + // A very specific WinIE quirk. + // Example: + /* +

+ */ + // In the above example, the inner absolute positioned block should have a computed width + // of 100px because of the table. + // We can achieve this effect by making the maxwidth of blocks that contain tables + // with percentage widths be infinite (as long as they are not inside a table cell). + if (style()->htmlHacks() && child->style()->width().isPercent() && + !isTableCell() && child->isTable() && m_maxPrefWidth < BLOCK_MAX_WIDTH) { + RenderBlock* cb = containingBlock(); + while (!cb->isRenderView() && !cb->isTableCell()) + cb = cb->containingBlock(); + if (!cb->isTableCell()) + m_maxPrefWidth = BLOCK_MAX_WIDTH; + } + + child = child->nextSibling(); + } + + // Always make sure these values are non-negative. + m_minPrefWidth = max(0, m_minPrefWidth); + m_maxPrefWidth = max(0, m_maxPrefWidth); + + m_maxPrefWidth = max(floatLeftWidth + floatRightWidth, m_maxPrefWidth); +} + +bool RenderBlock::hasLineIfEmpty() const +{ + if (!node()) + return false; + + if (node()->isContentEditable() && node()->rootEditableElement() == node()) + return true; + + if (node()->isShadowNode() && (node()->shadowParentNode()->hasTagName(inputTag) || node()->shadowParentNode()->hasTagName(textareaTag))) + return true; + + return false; +} + +int RenderBlock::lineHeight(bool firstLine, bool isRootLineBox) const +{ + // Inline blocks are replaced elements. Otherwise, just pass off to + // the base class. If we're being queried as though we're the root line + // box, then the fact that we're an inline-block is irrelevant, and we behave + // just like a block. + if (isReplaced() && !isRootLineBox) + return height() + marginTop() + marginBottom(); + + if (firstLine && document()->usesFirstLineRules()) { + RenderStyle* s = style(firstLine); + if (s != style()) + return s->computedLineHeight(); + } + + if (m_lineHeight == -1) + m_lineHeight = style()->computedLineHeight(); + + return m_lineHeight; +} + +int RenderBlock::baselinePosition(bool b, bool isRootLineBox) const +{ + // Inline blocks are replaced elements. Otherwise, just pass off to + // the base class. If we're being queried as though we're the root line + // box, then the fact that we're an inline-block is irrelevant, and we behave + // just like a block. + if (isReplaced() && !isRootLineBox) { + // For "leaf" theme objects, let the theme decide what the baseline position is. + // FIXME: Might be better to have a custom CSS property instead, so that if the theme + // is turned off, checkboxes/radios will still have decent baselines. + if (style()->hasAppearance() && !theme()->isControlContainer(style()->appearance())) + return theme()->baselinePosition(this); + + // CSS2.1 states that the baseline of an inline block is the baseline of the last line box in + // the normal flow. We make an exception for marquees, since their baselines are meaningless + // (the content inside them moves). This matches WinIE as well, which just bottom-aligns them. + // We also give up on finding a baseline if we have a vertical scrollbar, or if we are scrolled + // vertically (e.g., an overflow:hidden block that has had scrollTop moved) or if the baseline is outside + // of our content box. + int baselinePos = (layer() && (layer()->marquee() || layer()->verticalScrollbar() || layer()->scrollYOffset() != 0)) ? -1 : lastLineBoxBaseline(); + if (baselinePos != -1 && baselinePos <= borderTop() + paddingTop() + contentHeight()) + return marginTop() + baselinePos; + return height() + marginTop() + marginBottom(); + } + return RenderBox::baselinePosition(b, isRootLineBox); +} + +int RenderBlock::firstLineBoxBaseline() const +{ + if (!isBlockFlow()) + return -1; + + if (childrenInline()) { + if (firstLineBox()) + return firstLineBox()->y() + style(true)->font().ascent(); + else + return -1; + } + else { + for (RenderBox* curr = firstChildBox(); curr; curr = curr->nextSiblingBox()) { + if (!curr->isFloatingOrPositioned()) { + int result = curr->firstLineBoxBaseline(); + if (result != -1) + return curr->y() + result; // Translate to our coordinate space. + } + } + } + + return -1; +} + +int RenderBlock::lastLineBoxBaseline() const +{ + if (!isBlockFlow()) + return -1; + + if (childrenInline()) { + if (!firstLineBox() && hasLineIfEmpty()) + return RenderBox::baselinePosition(true, true) + borderTop() + paddingTop(); + if (lastLineBox()) + return lastLineBox()->y() + style(lastLineBox() == firstLineBox())->font().ascent(); + return -1; + } + else { + bool haveNormalFlowChild = false; + for (RenderBox* curr = lastChildBox(); curr; curr = curr->previousSiblingBox()) { + if (!curr->isFloatingOrPositioned()) { + haveNormalFlowChild = true; + int result = curr->lastLineBoxBaseline(); + if (result != -1) + return curr->y() + result; // Translate to our coordinate space. + } + } + if (!haveNormalFlowChild && hasLineIfEmpty()) + return RenderBox::baselinePosition(true, true) + borderTop() + paddingTop(); + } + + return -1; +} + +bool RenderBlock::containsNonZeroBidiLevel() const +{ + for (RootInlineBox* root = firstRootBox(); root; root = root->nextRootBox()) { + for (InlineBox* box = root->firstLeafChild(); box; box = box->nextLeafChild()) { + if (box->bidiLevel()) + return true; + } + } + return false; +} + +RenderBlock* RenderBlock::firstLineBlock() const +{ + RenderBlock* firstLineBlock = const_cast(this); + bool hasPseudo = false; + while (true) { + hasPseudo = firstLineBlock->style()->hasPseudoStyle(FIRST_LINE); + if (hasPseudo) + break; + RenderObject* parentBlock = firstLineBlock->parent(); + if (firstLineBlock->isReplaced() || firstLineBlock->isFloating() || + !parentBlock || parentBlock->firstChild() != firstLineBlock || !parentBlock->isBlockFlow()) + break; + ASSERT(parentBlock->isRenderBlock()); + firstLineBlock = toRenderBlock(parentBlock); + } + + if (!hasPseudo) + return 0; + + return firstLineBlock; +} + +void RenderBlock::updateFirstLetter() +{ + if (!document()->usesFirstLetterRules()) + return; + // Don't recur + if (style()->styleType() == FIRST_LETTER) + return; + + // FIXME: We need to destroy the first-letter object if it is no longer the first child. Need to find + // an efficient way to check for that situation though before implementing anything. + RenderObject* firstLetterBlock = this; + bool hasPseudoStyle = false; + while (true) { + // We only honor first-letter if the firstLetterBlock can have children in the DOM. This correctly + // prevents form controls from honoring first-letter. + hasPseudoStyle = firstLetterBlock->style()->hasPseudoStyle(FIRST_LETTER) + && firstLetterBlock->canHaveChildren(); + if (hasPseudoStyle) + break; + RenderObject* parentBlock = firstLetterBlock->parent(); + if (firstLetterBlock->isReplaced() || !parentBlock || parentBlock->firstChild() != firstLetterBlock || + !parentBlock->isBlockFlow()) + break; + firstLetterBlock = parentBlock; + } + + if (!hasPseudoStyle) + return; + + // Drill into inlines looking for our first text child. + RenderObject* currChild = firstLetterBlock->firstChild(); + while (currChild && ((!currChild->isReplaced() && !currChild->isRenderButton() && !currChild->isMenuList()) || currChild->isFloatingOrPositioned()) && !currChild->isText()) { + if (currChild->isFloatingOrPositioned()) { + if (currChild->style()->styleType() == FIRST_LETTER) { + currChild = currChild->firstChild(); + break; + } + currChild = currChild->nextSibling(); + } else + currChild = currChild->firstChild(); + } + + // Get list markers out of the way. + while (currChild && currChild->isListMarker()) + currChild = currChild->nextSibling(); + + if (!currChild) + return; + + RenderObject* firstLetterContainer = currChild->parent(); + + // If the child already has style, then it has already been created, so we just want + // to update it. + if (firstLetterContainer->style()->styleType() == FIRST_LETTER) { + RenderStyle* pseudo = firstLetterBlock->getCachedPseudoStyle(FIRST_LETTER, + firstLetterContainer->parent()->firstLineStyle()); + firstLetterContainer->setStyle(pseudo); + for (RenderObject* genChild = firstLetterContainer->firstChild(); genChild; genChild = genChild->nextSibling()) { + if (genChild->isText()) + genChild->setStyle(pseudo); + } + return; + } + + // If the child does not already have style, we create it here. + if (currChild->isText() && !currChild->isBR() && currChild->parent()->style()->styleType() != FIRST_LETTER) { + // Our layout state is not valid for the repaints we are going to trigger by + // adding and removing children of firstLetterContainer. + view()->disableLayoutState(); + + RenderText* textObj = toRenderText(currChild); + + // Create our pseudo style now that we have our firstLetterContainer determined. + RenderStyle* pseudoStyle = firstLetterBlock->getCachedPseudoStyle(FIRST_LETTER, + firstLetterContainer->firstLineStyle()); + + // Force inline display (except for floating first-letters) + pseudoStyle->setDisplay(pseudoStyle->isFloating() ? BLOCK : INLINE); + pseudoStyle->setPosition(StaticPosition); // CSS2 says first-letter can't be positioned. + + RenderObject* firstLetter = 0; + if (pseudoStyle->display() == INLINE) + firstLetter = new (renderArena()) RenderInline(document()); + else + firstLetter = new (renderArena()) RenderBlock(document()); + firstLetter->setStyle(pseudoStyle); + firstLetterContainer->addChild(firstLetter, currChild); + + // The original string is going to be either a generated content string or a DOM node's + // string. We want the original string before it got transformed in case first-letter has + // no text-transform or a different text-transform applied to it. + RefPtr oldText = textObj->originalText(); + ASSERT(oldText); + + if (oldText && oldText->length() > 0) { + unsigned int length = 0; + + // account for leading spaces and punctuation + while (length < oldText->length() && (isSpaceOrNewline((*oldText)[length]) || Unicode::isPunct((*oldText)[length]))) + length++; + + // account for first letter + length++; + + // construct text fragment for the text after the first letter + // NOTE: this might empty + RenderTextFragment* remainingText = + new (renderArena()) RenderTextFragment(textObj->node() ? textObj->node() : textObj->document(), oldText.get(), length, oldText->length() - length); + remainingText->setStyle(textObj->style()); + if (remainingText->node()) + remainingText->node()->setRenderer(remainingText); + + RenderObject* nextObj = textObj->nextSibling(); + firstLetterContainer->removeChild(textObj); + firstLetterContainer->addChild(remainingText, nextObj); + remainingText->setFirstLetter(firstLetter); + + // construct text fragment for the first letter + RenderTextFragment* letter = + new (renderArena()) RenderTextFragment(remainingText->node() ? remainingText->node() : remainingText->document(), oldText.get(), 0, length); + letter->setStyle(pseudoStyle); + firstLetter->addChild(letter); + + textObj->destroy(); + } + view()->enableLayoutState(); + } +} + +// Helper methods for obtaining the last line, computing line counts and heights for line counts +// (crawling into blocks). +static bool shouldCheckLines(RenderObject* obj) +{ + return !obj->isFloatingOrPositioned() && !obj->isRunIn() && + obj->isBlockFlow() && obj->style()->height().isAuto() && + (!obj->isFlexibleBox() || obj->style()->boxOrient() == VERTICAL); +} + +static RootInlineBox* getLineAtIndex(RenderBlock* block, int i, int& count) +{ + if (block->style()->visibility() == VISIBLE) { + if (block->childrenInline()) { + for (RootInlineBox* box = block->firstRootBox(); box; box = box->nextRootBox()) { + if (count++ == i) + return box; + } + } + else { + for (RenderObject* obj = block->firstChild(); obj; obj = obj->nextSibling()) { + if (shouldCheckLines(obj)) { + RootInlineBox *box = getLineAtIndex(toRenderBlock(obj), i, count); + if (box) + return box; + } + } + } + } + return 0; +} + +static int getHeightForLineCount(RenderBlock* block, int l, bool includeBottom, int& count) +{ + if (block->style()->visibility() == VISIBLE) { + if (block->childrenInline()) { + for (RootInlineBox* box = block->firstRootBox(); box; box = box->nextRootBox()) { + if (++count == l) + return box->lineBottom() + (includeBottom ? (block->borderBottom() + block->paddingBottom()) : 0); + } + } + else { + RenderBox* normalFlowChildWithoutLines = 0; + for (RenderBox* obj = block->firstChildBox(); obj; obj = obj->nextSiblingBox()) { + if (shouldCheckLines(obj)) { + int result = getHeightForLineCount(toRenderBlock(obj), l, false, count); + if (result != -1) + return result + obj->y() + (includeBottom ? (block->borderBottom() + block->paddingBottom()) : 0); + } + else if (!obj->isFloatingOrPositioned() && !obj->isRunIn()) + normalFlowChildWithoutLines = obj; + } + if (normalFlowChildWithoutLines && l == 0) + return normalFlowChildWithoutLines->y() + normalFlowChildWithoutLines->height(); + } + } + + return -1; +} + +RootInlineBox* RenderBlock::lineAtIndex(int i) +{ + int count = 0; + return getLineAtIndex(this, i, count); +} + +int RenderBlock::lineCount() +{ + int count = 0; + if (style()->visibility() == VISIBLE) { + if (childrenInline()) + for (RootInlineBox* box = firstRootBox(); box; box = box->nextRootBox()) + count++; + else + for (RenderObject* obj = firstChild(); obj; obj = obj->nextSibling()) + if (shouldCheckLines(obj)) + count += toRenderBlock(obj)->lineCount(); + } + return count; +} + +int RenderBlock::heightForLineCount(int l) +{ + int count = 0; + return getHeightForLineCount(this, l, true, count); +} + +void RenderBlock::adjustForBorderFit(int x, int& left, int& right) const +{ + // We don't deal with relative positioning. Our assumption is that you shrink to fit the lines without accounting + // for either overflow or translations via relative positioning. + if (style()->visibility() == VISIBLE) { + if (childrenInline()) { + for (RootInlineBox* box = firstRootBox(); box; box = box->nextRootBox()) { + if (box->firstChild()) + left = min(left, x + box->firstChild()->x()); + if (box->lastChild()) + right = max(right, x + box->lastChild()->x() + box->lastChild()->width()); + } + } + else { + for (RenderBox* obj = firstChildBox(); obj; obj = obj->nextSiblingBox()) { + if (!obj->isFloatingOrPositioned()) { + if (obj->isBlockFlow() && !obj->hasOverflowClip()) + toRenderBlock(obj)->adjustForBorderFit(x + obj->x(), left, right); + else if (obj->style()->visibility() == VISIBLE) { + // We are a replaced element or some kind of non-block-flow object. + left = min(left, x + obj->x()); + right = max(right, x + obj->x() + obj->width()); + } + } + } + } + + if (m_floatingObjects) { + FloatingObject* r; + DeprecatedPtrListIterator it(*m_floatingObjects); + for (; (r = it.current()); ++it) { + // Only examine the object if our m_shouldPaint flag is set. + if (r->m_shouldPaint) { + int floatLeft = r->m_left - r->m_renderer->x() + r->m_renderer->marginLeft(); + int floatRight = floatLeft + r->m_renderer->width(); + left = min(left, floatLeft); + right = max(right, floatRight); + } + } + } + } +} + +void RenderBlock::borderFitAdjust(int& x, int& w) const +{ + if (style()->borderFit() == BorderFitBorder) + return; + + // Walk any normal flow lines to snugly fit. + int left = INT_MAX; + int right = INT_MIN; + int oldWidth = w; + adjustForBorderFit(0, left, right); + if (left != INT_MAX) { + left -= (borderLeft() + paddingLeft()); + if (left > 0) { + x += left; + w -= left; + } + } + if (right != INT_MIN) { + right += (borderRight() + paddingRight()); + if (right < oldWidth) + w -= (oldWidth - right); + } +} + +void RenderBlock::clearTruncation() +{ + if (style()->visibility() == VISIBLE) { + if (childrenInline() && hasMarkupTruncation()) { + setHasMarkupTruncation(false); + for (RootInlineBox* box = firstRootBox(); box; box = box->nextRootBox()) + box->clearTruncation(); + } + else + for (RenderObject* obj = firstChild(); obj; obj = obj->nextSibling()) + if (shouldCheckLines(obj)) + toRenderBlock(obj)->clearTruncation(); + } +} + +void RenderBlock::setMaxTopMargins(int pos, int neg) +{ + if (!m_maxMargin) { + if (pos == MaxMargin::topPosDefault(this) && neg == MaxMargin::topNegDefault(this)) + return; + m_maxMargin = new MaxMargin(this); + } + m_maxMargin->m_topPos = pos; + m_maxMargin->m_topNeg = neg; +} + +void RenderBlock::setMaxBottomMargins(int pos, int neg) +{ + if (!m_maxMargin) { + if (pos == MaxMargin::bottomPosDefault(this) && neg == MaxMargin::bottomNegDefault(this)) + return; + m_maxMargin = new MaxMargin(this); + } + m_maxMargin->m_bottomPos = pos; + m_maxMargin->m_bottomNeg = neg; +} + +void RenderBlock::absoluteRects(Vector& rects, int tx, int ty) +{ + // For blocks inside inlines, we go ahead and include margins so that we run right up to the + // inline boxes above and below us (thus getting merged with them to form a single irregular + // shape). + if (isAnonymousBlockContinuation()) { + rects.append(IntRect(tx, ty - collapsedMarginTop(), + width(), height() + collapsedMarginTop() + collapsedMarginBottom())); + continuation()->absoluteRects(rects, + tx - x() + inlineElementContinuation()->containingBlock()->x(), + ty - y() + inlineElementContinuation()->containingBlock()->y()); + } else + rects.append(IntRect(tx, ty, width(), height())); +} + +void RenderBlock::absoluteQuads(Vector& quads) +{ + // For blocks inside inlines, we go ahead and include margins so that we run right up to the + // inline boxes above and below us (thus getting merged with them to form a single irregular + // shape). + if (isAnonymousBlockContinuation()) { + FloatRect localRect(0, -collapsedMarginTop(), + width(), height() + collapsedMarginTop() + collapsedMarginBottom()); + quads.append(localToAbsoluteQuad(localRect)); + continuation()->absoluteQuads(quads); + } else + quads.append(RenderBox::localToAbsoluteQuad(FloatRect(0, 0, width(), height()))); +} + +IntRect RenderBlock::rectWithOutlineForRepaint(RenderBoxModelObject* repaintContainer, int outlineWidth) +{ + IntRect r(RenderBox::rectWithOutlineForRepaint(repaintContainer, outlineWidth)); + if (isAnonymousBlockContinuation()) + r.inflateY(collapsedMarginTop()); + return r; +} + +RenderObject* RenderBlock::hoverAncestor() const +{ + return isAnonymousBlockContinuation() ? continuation() : RenderBox::hoverAncestor(); +} + +void RenderBlock::updateDragState(bool dragOn) +{ + RenderBox::updateDragState(dragOn); + if (continuation()) + continuation()->updateDragState(dragOn); +} + +RenderStyle* RenderBlock::outlineStyleForRepaint() const +{ + return isAnonymousBlockContinuation() ? continuation()->style() : style(); +} + +void RenderBlock::childBecameNonInline(RenderObject*) +{ + makeChildrenNonInline(); + if (isAnonymousBlock() && parent() && parent()->isRenderBlock()) + toRenderBlock(parent())->removeLeftoverAnonymousBlock(this); + // |this| may be dead here +} + +void RenderBlock::updateHitTestResult(HitTestResult& result, const IntPoint& point) +{ + if (result.innerNode()) + return; + + Node* n = node(); + if (isAnonymousBlockContinuation()) + // We are in the margins of block elements that are part of a continuation. In + // this case we're actually still inside the enclosing element that was + // split. Go ahead and set our inner node accordingly. + n = continuation()->node(); + + if (n) { + result.setInnerNode(n); + if (!result.innerNonSharedNode()) + result.setInnerNonSharedNode(n); + result.setLocalPoint(point); + } +} + +IntRect RenderBlock::localCaretRect(InlineBox* inlineBox, int caretOffset, int* extraWidthToEndOfLine) +{ + // Do the normal calculation in most cases. + if (firstChild()) + return RenderBox::localCaretRect(inlineBox, caretOffset, extraWidthToEndOfLine); + + // This is a special case: + // The element is not an inline element, and it's empty. So we have to + // calculate a fake position to indicate where objects are to be inserted. + + // FIXME: This does not take into account either :first-line or :first-letter + // However, as soon as some content is entered, the line boxes will be + // constructed and this kludge is not called any more. So only the caret size + // of an empty :first-line'd block is wrong. I think we can live with that. + RenderStyle* currentStyle = firstLineStyle(); + int height = lineHeight(true); + + enum CaretAlignment { alignLeft, alignRight, alignCenter }; + + CaretAlignment alignment = alignLeft; + + switch (currentStyle->textAlign()) { + case TAAUTO: + case JUSTIFY: + if (currentStyle->direction() == RTL) + alignment = alignRight; + break; + case LEFT: + case WEBKIT_LEFT: + break; + case CENTER: + case WEBKIT_CENTER: + alignment = alignCenter; + break; + case RIGHT: + case WEBKIT_RIGHT: + alignment = alignRight; + break; + } + + int x = borderLeft() + paddingLeft(); + int w = width(); + + switch (alignment) { + case alignLeft: + break; + case alignCenter: + x = (x + w - (borderRight() + paddingRight())) / 2; + break; + case alignRight: + x = w - (borderRight() + paddingRight()) - caretWidth; + break; + } + + if (extraWidthToEndOfLine) { + if (isRenderBlock()) { + *extraWidthToEndOfLine = w - (x + caretWidth); + } else { + // FIXME: This code looks wrong. + // myRight and containerRight are set up, but then clobbered. + // So *extraWidthToEndOfLine will always be 0 here. + + int myRight = x + caretWidth; + // FIXME: why call localToAbsoluteForContent() twice here, too? + FloatPoint absRightPoint = localToAbsolute(FloatPoint(myRight, 0)); + + int containerRight = containingBlock()->x() + containingBlockWidthForContent(); + FloatPoint absContainerPoint = localToAbsolute(FloatPoint(containerRight, 0)); + + *extraWidthToEndOfLine = absContainerPoint.x() - absRightPoint.x(); + } + } + + int y = paddingTop() + borderTop(); + + return IntRect(x, y, caretWidth, height); +} + +void RenderBlock::addFocusRingRects(Vector& rects, int tx, int ty) +{ + // For blocks inside inlines, we go ahead and include margins so that we run right up to the + // inline boxes above and below us (thus getting merged with them to form a single irregular + // shape). + if (inlineElementContinuation()) { + // FIXME: This check really isn't accurate. + bool nextInlineHasLineBox = inlineElementContinuation()->firstLineBox(); + // FIXME: This is wrong. The principal renderer may not be the continuation preceding this block. + bool prevInlineHasLineBox = toRenderInline(inlineElementContinuation()->node()->renderer())->firstLineBox(); + int topMargin = prevInlineHasLineBox ? collapsedMarginTop() : 0; + int bottomMargin = nextInlineHasLineBox ? collapsedMarginBottom() : 0; + IntRect rect(tx, ty - topMargin, width(), height() + topMargin + bottomMargin); + if (!rect.isEmpty()) + rects.append(rect); + } else if (width() && height()) + rects.append(IntRect(tx, ty, width(), height())); + + if (!hasOverflowClip() && !hasControlClip()) { + for (RootInlineBox* curr = firstRootBox(); curr; curr = curr->nextRootBox()) { + int top = max(curr->lineTop(), curr->y()); + int bottom = min(curr->lineBottom(), curr->y() + curr->height()); + IntRect rect(tx + curr->x(), ty + top, curr->width(), bottom - top); + if (!rect.isEmpty()) + rects.append(rect); + } + + for (RenderObject* curr = firstChild(); curr; curr = curr->nextSibling()) { + if (!curr->isText() && !curr->isListMarker() && curr->isBox()) { + RenderBox* box = toRenderBox(curr); + FloatPoint pos; + // FIXME: This doesn't work correctly with transforms. + if (box->layer()) + pos = curr->localToAbsolute(); + else + pos = FloatPoint(tx + box->x(), ty + box->y()); + box->addFocusRingRects(rects, pos.x(), pos.y()); + } + } + } + + if (inlineElementContinuation()) + inlineElementContinuation()->addFocusRingRects(rects, + tx - x() + inlineElementContinuation()->containingBlock()->x(), + ty - y() + inlineElementContinuation()->containingBlock()->y()); +} + +RenderBlock* RenderBlock::createAnonymousBlock(bool isFlexibleBox) const +{ + RefPtr 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 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 newStyle = RenderStyle::create(); + newStyle->inheritFrom(style()); + newStyle->setColumnSpan(true); + newStyle->setDisplay(BLOCK); + + RenderBlock* newBox = new (renderArena()) RenderBlock(document() /* anonymous box */); + newBox->setStyle(newStyle.release()); + return newBox; +} + +const char* RenderBlock::renderName() const +{ + if (isBody()) + return "RenderBody"; // FIXME: Temporary hack until we know that the regression tests pass. + + if (isFloating()) + return "RenderBlock (floating)"; + if (isPositioned()) + return "RenderBlock (positioned)"; + if (isAnonymousColumnsBlock()) + return "RenderBlock (anonymous multi-column)"; + if (isAnonymousColumnSpanBlock()) + return "RenderBlock (anonymous multi-column span)"; + if (isAnonymousBlock()) + return "RenderBlock (anonymous)"; + else if (isAnonymous()) + return "RenderBlock (generated)"; + if (isRelPositioned()) + return "RenderBlock (relative positioned)"; + if (isRunIn()) + return "RenderBlock (run-in)"; + return "RenderBlock"; +} + +} // namespace WebCore