Remove a lot of floats related code.

R=eseidel@chromium.org, ojan@chromium.org

Review URL: https://codereview.chromium.org/678113005
This commit is contained in:
Elliott Sprehn 2014-10-29 14:08:55 -07:00
parent 8385799d73
commit e47b2bdb5f

View File

@ -485,137 +485,7 @@ void RenderBlockFlow::layoutBlockChild(RenderBox* child, MarginInfo& marginInfo,
void RenderBlockFlow::rebuildFloatsFromIntruding()
{
if (m_floatingObjects)
m_floatingObjects->setHorizontalWritingMode(isHorizontalWritingMode());
HashSet<RenderBox*> oldIntrudingFloatSet;
if (!childrenInline() && m_floatingObjects) {
const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
FloatingObjectSetIterator end = floatingObjectSet.end();
for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
FloatingObject* floatingObject = it->get();
if (!floatingObject->isDescendant())
oldIntrudingFloatSet.add(floatingObject->renderer());
}
}
// Inline blocks are covered by the isReplaced() check in the avoidFloats method.
if (avoidsFloats() || isDocumentElement() || isRenderView() || isFloatingOrOutOfFlowPositioned()) {
if (m_floatingObjects) {
m_floatingObjects->clear();
}
if (!oldIntrudingFloatSet.isEmpty())
markAllDescendantsWithFloatsForLayout();
return;
}
RendererToFloatInfoMap floatMap;
if (m_floatingObjects) {
if (childrenInline())
m_floatingObjects->moveAllToFloatInfoMap(floatMap);
else
m_floatingObjects->clear();
}
// We should not process floats if the parent node is not a RenderBlockFlow. Otherwise, we will add
// floats in an invalid context. This will cause a crash arising from a bad cast on the parent.
// See <rdar://problem/8049753>, where float property is applied on a text node in a SVG.
if (!parent() || !parent()->isRenderBlockFlow())
return;
// Attempt to locate a previous sibling with overhanging floats. We skip any elements that
// may have shifted to avoid floats, and any objects whose floats cannot interact with objects
// outside it (i.e. objects that create a new block formatting context).
RenderBlockFlow* parentBlockFlow = toRenderBlockFlow(parent());
bool parentHasFloats = false;
RenderObject* prev = previousSibling();
while (prev && (!prev->isBox() || !prev->isRenderBlock() || toRenderBlock(prev)->avoidsFloats() || toRenderBlock(prev)->createsBlockFormattingContext())) {
if (prev->isFloating())
parentHasFloats = true;
prev = prev->previousSibling();
}
// First add in floats from the parent. Self-collapsing blocks let their parent track any floats that intrude into
// them (as opposed to floats they contain themselves) so check for those here too.
LayoutUnit logicalTopOffset = logicalTop();
bool parentHasIntrudingFloats = !parentHasFloats && (!prev || toRenderBlockFlow(prev)->isSelfCollapsingBlock()) && parentBlockFlow->lowestFloatLogicalBottom() > logicalTopOffset;
if (parentHasFloats || parentHasIntrudingFloats)
addIntrudingFloats(parentBlockFlow, parentBlockFlow->logicalLeftOffsetForContent(), logicalTopOffset);
// Add overhanging floats from the previous RenderBlockFlow, but only if it has a float that intrudes into our space.
if (prev) {
RenderBlockFlow* blockFlow = toRenderBlockFlow(prev);
logicalTopOffset -= blockFlow->logicalTop();
if (blockFlow->lowestFloatLogicalBottom() > logicalTopOffset)
addIntrudingFloats(blockFlow, 0, logicalTopOffset);
}
if (childrenInline()) {
LayoutUnit changeLogicalTop = LayoutUnit::max();
LayoutUnit changeLogicalBottom = LayoutUnit::min();
if (m_floatingObjects) {
const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
FloatingObjectSetIterator end = floatingObjectSet.end();
for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
FloatingObject* floatingObject = it->get();
FloatingObject* oldFloatingObject = floatMap.get(floatingObject->renderer());
LayoutUnit logicalBottom = logicalBottomForFloat(floatingObject);
if (oldFloatingObject) {
LayoutUnit oldLogicalBottom = logicalBottomForFloat(oldFloatingObject);
if (logicalWidthForFloat(floatingObject) != logicalWidthForFloat(oldFloatingObject) || logicalLeftForFloat(floatingObject) != logicalLeftForFloat(oldFloatingObject)) {
changeLogicalTop = 0;
changeLogicalBottom = std::max(changeLogicalBottom, std::max(logicalBottom, oldLogicalBottom));
} else {
if (logicalBottom != oldLogicalBottom) {
changeLogicalTop = std::min(changeLogicalTop, std::min(logicalBottom, oldLogicalBottom));
changeLogicalBottom = std::max(changeLogicalBottom, std::max(logicalBottom, oldLogicalBottom));
}
LayoutUnit logicalTop = logicalTopForFloat(floatingObject);
LayoutUnit oldLogicalTop = logicalTopForFloat(oldFloatingObject);
if (logicalTop != oldLogicalTop) {
changeLogicalTop = std::min(changeLogicalTop, std::min(logicalTop, oldLogicalTop));
changeLogicalBottom = std::max(changeLogicalBottom, std::max(logicalTop, oldLogicalTop));
}
}
if (oldFloatingObject->originatingLine() && !selfNeedsLayout()) {
ASSERT(oldFloatingObject->originatingLine()->renderer() == this);
oldFloatingObject->originatingLine()->markDirty();
}
floatMap.remove(floatingObject->renderer());
} else {
changeLogicalTop = 0;
changeLogicalBottom = std::max(changeLogicalBottom, logicalBottom);
}
}
}
RendererToFloatInfoMap::iterator end = floatMap.end();
for (RendererToFloatInfoMap::iterator it = floatMap.begin(); it != end; ++it) {
OwnPtr<FloatingObject>& floatingObject = it->value;
if (!floatingObject->isDescendant()) {
changeLogicalTop = 0;
changeLogicalBottom = std::max(changeLogicalBottom, logicalBottomForFloat(floatingObject.get()));
}
}
markLinesDirtyInBlockRange(changeLogicalTop, changeLogicalBottom);
} else if (!oldIntrudingFloatSet.isEmpty()) {
// If there are previously intruding floats that no longer intrude, then children with floats
// should also get layout because they might need their floating object lists cleared.
if (m_floatingObjects->set().size() < oldIntrudingFloatSet.size()) {
markAllDescendantsWithFloatsForLayout();
} else {
const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
FloatingObjectSetIterator end = floatingObjectSet.end();
for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end && !oldIntrudingFloatSet.isEmpty(); ++it)
oldIntrudingFloatSet.remove((*it)->renderer());
if (!oldIntrudingFloatSet.isEmpty())
markAllDescendantsWithFloatsForLayout();
}
}
// FIXME(sky): Remove this.
}
void RenderBlockFlow::layoutBlockChildren(bool relayoutChildren, SubtreeLayoutScope& layoutScope, LayoutUnit beforeEdge, LayoutUnit afterEdge)
@ -1265,16 +1135,7 @@ bool RenderBlockFlow::mustSeparateMarginAfterForChild(const RenderBox* child) co
void RenderBlockFlow::addOverflowFromFloats()
{
if (!m_floatingObjects)
return;
const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
FloatingObjectSetIterator end = floatingObjectSet.end();
for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
FloatingObject* floatingObject = it->get();
if (floatingObject->isDescendant())
addOverflowFromChild(floatingObject->renderer(), IntSize(xPositionForFloatIncludingMargin(floatingObject), yPositionForFloatIncludingMargin(floatingObject)));
}
// FIXME(sky): Remove this.
}
void RenderBlockFlow::computeOverflow(LayoutUnit oldClientAfterEdge, bool recomputeFloats)
@ -1302,133 +1163,23 @@ void RenderBlockFlow::deleteLineBoxTree()
void RenderBlockFlow::markAllDescendantsWithFloatsForLayout(RenderBox* floatToRemove, bool inLayout)
{
if (!everHadLayout() && !containsFloats())
return;
if (m_descendantsWithFloatsMarkedForLayout && !floatToRemove)
return;
m_descendantsWithFloatsMarkedForLayout |= !floatToRemove;
MarkingBehavior markParents = inLayout ? MarkOnlyThis : MarkContainingBlockChain;
setChildNeedsLayout(markParents);
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->isFloatingOrOutOfFlowPositioned()) || !child->isRenderBlock())
continue;
if (!child->isRenderBlockFlow()) {
RenderBlock* childBlock = toRenderBlock(child);
if (childBlock->shrinkToAvoidFloats() && childBlock->everHadLayout())
childBlock->setChildNeedsLayout(markParents);
continue;
}
RenderBlockFlow* childBlockFlow = toRenderBlockFlow(child);
if ((floatToRemove ? childBlockFlow->containsFloat(floatToRemove) : childBlockFlow->containsFloats()) || childBlockFlow->shrinkToAvoidFloats())
childBlockFlow->markAllDescendantsWithFloatsForLayout(floatToRemove, inLayout);
}
}
// FIXME(sky): Remove this.
}
void RenderBlockFlow::markSiblingsWithFloatsForLayout(RenderBox* floatToRemove)
{
if (!m_floatingObjects)
return;
const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
FloatingObjectSetIterator end = floatingObjectSet.end();
for (RenderObject* next = nextSibling(); next; next = next->nextSibling()) {
if (!next->isRenderBlockFlow() || next->isFloatingOrOutOfFlowPositioned() || toRenderBlockFlow(next)->avoidsFloats())
continue;
RenderBlockFlow* nextBlock = toRenderBlockFlow(next);
for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
RenderBox* floatingBox = (*it)->renderer();
if (floatToRemove && floatingBox != floatToRemove)
continue;
if (nextBlock->containsFloat(floatingBox))
nextBlock->markAllDescendantsWithFloatsForLayout(floatingBox);
}
}
// FIXME(sky): Remove this.
}
LayoutUnit RenderBlockFlow::getClearDelta(RenderBox* child, LayoutUnit logicalTop)
{
// 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;
LayoutUnit logicalBottom = 0;
switch (child->style()->clear()) {
case CNONE:
break;
case CLEFT:
logicalBottom = lowestFloatLogicalBottom(FloatingObject::FloatLeft);
break;
case CRIGHT:
logicalBottom = lowestFloatLogicalBottom(FloatingObject::FloatRight);
break;
case CBOTH:
logicalBottom = lowestFloatLogicalBottom();
break;
}
// We also clear floats if we are too big to sit on the same line as a float (and wish to avoid floats by default).
LayoutUnit result = clearSet ? std::max<LayoutUnit>(0, logicalBottom - logicalTop) : LayoutUnit();
if (!result && child->avoidsFloats()) {
LayoutUnit newLogicalTop = logicalTop;
while (true) {
LayoutUnit availableLogicalWidthAtNewLogicalTopOffset = availableLogicalWidthForLine(newLogicalTop, false, logicalHeightForChild(child));
if (availableLogicalWidthAtNewLogicalTopOffset == availableLogicalWidthForContent())
return newLogicalTop - logicalTop;
LayoutRect borderBox = child->borderBoxRect();
LayoutUnit childLogicalWidthAtOldLogicalTopOffset = isHorizontalWritingMode() ? borderBox.width() : borderBox.height();
// FIXME: None of this is right for perpendicular writing-mode children.
LayoutUnit childOldLogicalWidth = child->logicalWidth();
LayoutUnit childOldMarginLeft = child->marginLeft();
LayoutUnit childOldMarginRight = child->marginRight();
LayoutUnit childOldLogicalTop = child->logicalTop();
child->setLogicalTop(newLogicalTop);
child->updateLogicalWidth();
borderBox = child->borderBoxRect();
LayoutUnit childLogicalWidthAtNewLogicalTopOffset = isHorizontalWritingMode() ? borderBox.width() : borderBox.height();
child->setLogicalTop(childOldLogicalTop);
child->setLogicalWidth(childOldLogicalWidth);
child->setMarginLeft(childOldMarginLeft);
child->setMarginRight(childOldMarginRight);
if (childLogicalWidthAtNewLogicalTopOffset <= availableLogicalWidthAtNewLogicalTopOffset) {
// Even though we may not be moving, if the logical width did shrink because of the presence of new floats, then
// we need to force a relayout as though we shifted. This happens because of the dynamic addition of overhanging floats
// from previous siblings when negative margins exist on a child (see the addOverhangingFloats call at the end of collapseMargins).
if (childLogicalWidthAtOldLogicalTopOffset != childLogicalWidthAtNewLogicalTopOffset)
child->setChildNeedsLayout(MarkOnlyThis);
return newLogicalTop - logicalTop;
}
newLogicalTop = nextFloatLogicalBottomBelow(newLogicalTop);
ASSERT(newLogicalTop >= logicalTop);
if (newLogicalTop < logicalTop)
break;
}
ASSERT_NOT_REACHED();
}
return result;
// FIXME(sky): Remove this.
return 0;
}
void RenderBlockFlow::createFloatingObjects()
{
m_floatingObjects = adoptPtr(new FloatingObjects(this, isHorizontalWritingMode()));
// FIXME(sky): Remove this.
}
void RenderBlockFlow::styleWillChange(StyleDifference diff, const RenderStyle& newStyle)
@ -1497,69 +1248,14 @@ void RenderBlockFlow::addChild(RenderObject* newChild, RenderObject* beforeChild
void RenderBlockFlow::moveAllChildrenIncludingFloatsTo(RenderBlock* toBlock, bool fullRemoveInsert)
{
// FIXME(sky): Merge this into callers.
RenderBlockFlow* toBlockFlow = toRenderBlockFlow(toBlock);
moveAllChildrenTo(toBlockFlow, fullRemoveInsert);
// When a portion of the render tree is being detached, anonymous blocks
// will be combined as their children are deleted. In this process, the
// anonymous block later in the tree is merged into the one preceeding it.
// It can happen that the later block (this) contains floats that the
// previous block (toBlockFlow) did not contain, and thus are not in the
// floating objects list for toBlockFlow. This can result in toBlockFlow containing
// floats that are not in it's floating objects list, but are in the
// floating objects lists of siblings and parents. This can cause problems
// when the float itself is deleted, since the deletion code assumes that
// if a float is not in it's containing block's floating objects list, it
// isn't in any floating objects list. In order to preserve this condition
// (removing it has serious performance implications), we need to copy the
// floating objects from the old block (this) to the new block (toBlockFlow).
// The float's metrics will likely all be wrong, but since toBlockFlow is
// already marked for layout, this will get fixed before anything gets
// displayed.
// See bug https://code.google.com/p/chromium/issues/detail?id=230907
if (m_floatingObjects) {
if (!toBlockFlow->m_floatingObjects)
toBlockFlow->createFloatingObjects();
const FloatingObjectSet& fromFloatingObjectSet = m_floatingObjects->set();
FloatingObjectSetIterator end = fromFloatingObjectSet.end();
for (FloatingObjectSetIterator it = fromFloatingObjectSet.begin(); it != end; ++it) {
FloatingObject* floatingObject = it->get();
// Don't insert the object again if it's already in the list
if (toBlockFlow->containsFloat(floatingObject->renderer()))
continue;
toBlockFlow->m_floatingObjects->add(floatingObject->unsafeClone());
}
}
}
void RenderBlockFlow::invalidatePaintForOverhangingFloats(bool paintAllDescendants)
{
// Invalidate paint of any overhanging floats (if we know we're the one to paint them).
// Otherwise, bail out.
if (!hasOverhangingFloats())
return;
const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
FloatingObjectSetIterator end = floatingObjectSet.end();
for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
FloatingObject* floatingObject = it->get();
// Only issue paint invaldiations for the object if it is overhanging, is not in its own layer, and
// is our responsibility to paint (m_shouldPaint is set). When paintAllDescendants is true, the latter
// condition is replaced with being a descendant of us.
if (logicalBottomForFloat(floatingObject) > logicalHeight()
&& !floatingObject->renderer()->hasSelfPaintingLayer()
&& (floatingObject->shouldPaint() || (paintAllDescendants && floatingObject->renderer()->isDescendantOf(this)))) {
RenderBox* floatingRenderer = floatingObject->renderer();
floatingRenderer->setShouldDoFullPaintInvalidation(true);
floatingRenderer->invalidatePaintForOverhangingFloats(false);
}
}
// FIXME(sky): Remove this.
}
void RenderBlockFlow::invalidatePaintForOverflow()
@ -1604,113 +1300,47 @@ void RenderBlockFlow::invalidatePaintForOverflow()
void RenderBlockFlow::paintFloats(PaintInfo& paintInfo, const LayoutPoint& paintOffset, bool preservePhase)
{
if (!m_floatingObjects)
return;
const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
FloatingObjectSetIterator end = floatingObjectSet.end();
for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
FloatingObject* floatingObject = it->get();
// Only paint the object if our m_shouldPaint flag is set.
if (floatingObject->shouldPaint() && !floatingObject->renderer()->hasSelfPaintingLayer()) {
PaintInfo currentPaintInfo(paintInfo);
currentPaintInfo.phase = preservePhase ? paintInfo.phase : PaintPhaseBlockBackground;
// FIXME: LayoutPoint version of xPositionForFloatIncludingMargin would make this much cleaner.
LayoutPoint childPoint = flipFloatForWritingModeForChild(floatingObject, LayoutPoint(paintOffset.x() + xPositionForFloatIncludingMargin(floatingObject) - floatingObject->renderer()->x(), paintOffset.y() + yPositionForFloatIncludingMargin(floatingObject) - floatingObject->renderer()->y()));
floatingObject->renderer()->paint(currentPaintInfo, childPoint);
if (!preservePhase) {
currentPaintInfo.phase = PaintPhaseChildBlockBackgrounds;
floatingObject->renderer()->paint(currentPaintInfo, childPoint);
currentPaintInfo.phase = PaintPhaseFloat;
floatingObject->renderer()->paint(currentPaintInfo, childPoint);
currentPaintInfo.phase = PaintPhaseForeground;
floatingObject->renderer()->paint(currentPaintInfo, childPoint);
currentPaintInfo.phase = PaintPhaseOutline;
floatingObject->renderer()->paint(currentPaintInfo, childPoint);
}
}
}
// FIXME(sky): Remove this.
}
void RenderBlockFlow::clipOutFloatingObjects(RenderBlock* rootBlock, const PaintInfo* paintInfo, const LayoutPoint& rootBlockPhysicalPosition, const LayoutSize& offsetFromRootBlock)
{
if (m_floatingObjects) {
const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
FloatingObjectSetIterator end = floatingObjectSet.end();
for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
FloatingObject* floatingObject = it->get();
LayoutRect floatBox(offsetFromRootBlock.width() + xPositionForFloatIncludingMargin(floatingObject),
offsetFromRootBlock.height() + yPositionForFloatIncludingMargin(floatingObject),
floatingObject->renderer()->width(), floatingObject->renderer()->height());
rootBlock->flipForWritingMode(floatBox);
floatBox.move(rootBlockPhysicalPosition.x(), rootBlockPhysicalPosition.y());
paintInfo->context->clipOut(pixelSnappedIntRect(floatBox));
}
}
// FIXME(sky): Remove this.
}
void RenderBlockFlow::clearFloats(EClear clear)
{
positionNewFloats();
// set y position
LayoutUnit newY = 0;
switch (clear) {
case CLEFT:
newY = lowestFloatLogicalBottom(FloatingObject::FloatLeft);
break;
case CRIGHT:
newY = lowestFloatLogicalBottom(FloatingObject::FloatRight);
break;
case CBOTH:
newY = lowestFloatLogicalBottom();
default:
break;
}
if (height() < newY)
setLogicalHeight(newY);
// FIXME(sky): Remove this.
}
bool RenderBlockFlow::containsFloat(RenderBox* renderer) const
{
return m_floatingObjects && m_floatingObjects->set().contains<FloatingObjectHashTranslator>(renderer);
// FIXME(sky): Remove this.
return false;
}
void RenderBlockFlow::removeFloatingObjects()
{
if (!m_floatingObjects)
return;
markSiblingsWithFloatsForLayout();
m_floatingObjects->clear();
// FIXME(sky): Remove this.
}
LayoutPoint RenderBlockFlow::flipFloatForWritingModeForChild(const FloatingObject* child, const LayoutPoint& point) const
{
if (!style()->isFlippedBlocksWritingMode())
return point;
// This is similar to RenderBox::flipForWritingModeForChild. We have to subtract out our left/top offsets twice, since
// it's going to get added back in. We hide this complication here so that the calling code looks normal for the unflipped
// case.
if (isHorizontalWritingMode())
return LayoutPoint(point.x(), point.y() + height() - child->renderer()->height() - 2 * yPositionForFloatIncludingMargin(child));
return LayoutPoint(point.x() + width() - child->renderer()->width() - 2 * xPositionForFloatIncludingMargin(child), point.y());
// FIXME(sky): Remove this.
return LayoutPoint();
}
LayoutUnit RenderBlockFlow::logicalLeftOffsetForPositioningFloat(LayoutUnit logicalTop, LayoutUnit fixedOffset, bool applyTextIndent, LayoutUnit* heightRemaining) const
{
// FIXME(sky): Remove this.
LayoutUnit offset = fixedOffset;
if (m_floatingObjects && m_floatingObjects->hasLeftObjects())
offset = m_floatingObjects->logicalLeftOffsetForPositioningFloat(fixedOffset, logicalTop, heightRemaining);
return adjustLogicalLeftOffsetForLine(offset, applyTextIndent);
}
LayoutUnit RenderBlockFlow::logicalRightOffsetForPositioningFloat(LayoutUnit logicalTop, LayoutUnit fixedOffset, bool applyTextIndent, LayoutUnit* heightRemaining) const
{
// FIXME(sky): Remove this.
LayoutUnit offset = fixedOffset;
if (m_floatingObjects && m_floatingObjects->hasRightObjects())
offset = m_floatingObjects->logicalRightOffsetForPositioningFloat(fixedOffset, logicalTop, heightRemaining);
return adjustLogicalRightOffsetForLine(offset, applyTextIndent);
}
@ -1736,356 +1366,62 @@ LayoutUnit RenderBlockFlow::adjustLogicalRightOffsetForLine(LayoutUnit offsetFro
LayoutPoint RenderBlockFlow::computeLogicalLocationForFloat(const FloatingObject* floatingObject, LayoutUnit logicalTopOffset) const
{
RenderBox* childBox = floatingObject->renderer();
LayoutUnit logicalLeftOffset = logicalLeftOffsetForContent(); // Constant part of left offset.
LayoutUnit logicalRightOffset; // Constant part of right offset.
logicalRightOffset = logicalRightOffsetForContent();
LayoutUnit floatLogicalWidth = std::min(logicalWidthForFloat(floatingObject), logicalRightOffset - logicalLeftOffset); // The width we look for.
LayoutUnit floatLogicalLeft;
if (childBox->style()->floating() == LeftFloat) {
LayoutUnit heightRemainingLeft = 1;
LayoutUnit heightRemainingRight = 1;
floatLogicalLeft = logicalLeftOffsetForPositioningFloat(logicalTopOffset, logicalLeftOffset, false, &heightRemainingLeft);
while (logicalRightOffsetForPositioningFloat(logicalTopOffset, logicalRightOffset, false, &heightRemainingRight) - floatLogicalLeft < floatLogicalWidth) {
logicalTopOffset += std::min(heightRemainingLeft, heightRemainingRight);
floatLogicalLeft = logicalLeftOffsetForPositioningFloat(logicalTopOffset, logicalLeftOffset, false, &heightRemainingLeft);
}
floatLogicalLeft = std::max(logicalLeftOffset - borderAndPaddingLogicalLeft(), floatLogicalLeft);
} else {
LayoutUnit heightRemainingLeft = 1;
LayoutUnit heightRemainingRight = 1;
floatLogicalLeft = logicalRightOffsetForPositioningFloat(logicalTopOffset, logicalRightOffset, false, &heightRemainingRight);
while (floatLogicalLeft - logicalLeftOffsetForPositioningFloat(logicalTopOffset, logicalLeftOffset, false, &heightRemainingLeft) < floatLogicalWidth) {
logicalTopOffset += std::min(heightRemainingLeft, heightRemainingRight);
floatLogicalLeft = logicalRightOffsetForPositioningFloat(logicalTopOffset, logicalRightOffset, false, &heightRemainingRight);
}
// Use the original width of the float here, since the local variable
// |floatLogicalWidth| was capped to the available line width. See
// fast/block/float/clamped-right-float.html.
floatLogicalLeft -= logicalWidthForFloat(floatingObject);
}
return LayoutPoint(floatLogicalLeft, logicalTopOffset);
// FIXME(sky): Remove this.
return LayoutPoint();
}
FloatingObject* RenderBlockFlow::insertFloatingObject(RenderBox* floatBox)
{
ASSERT(floatBox->isFloating());
// Create the list of special objects if we don't aleady have one
if (!m_floatingObjects) {
createFloatingObjects();
} else {
// Don't insert the object again if it's already in the list
const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
FloatingObjectSetIterator it = floatingObjectSet.find<FloatingObjectHashTranslator>(floatBox);
if (it != floatingObjectSet.end())
return it->get();
}
// Create the special object entry & append it to the list
OwnPtr<FloatingObject> newObj = FloatingObject::create(floatBox);
floatBox->layoutIfNeeded();
setLogicalWidthForFloat(newObj.get(), logicalWidthForChild(floatBox) + marginStartForChild(floatBox) + marginEndForChild(floatBox));
return m_floatingObjects->add(newObj.release());
return 0;
}
void RenderBlockFlow::removeFloatingObject(RenderBox* floatBox)
{
if (m_floatingObjects) {
const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
FloatingObjectSetIterator it = floatingObjectSet.find<FloatingObjectHashTranslator>(floatBox);
if (it != floatingObjectSet.end()) {
FloatingObject* floatingObject = it->get();
if (childrenInline()) {
LayoutUnit logicalTop = logicalTopForFloat(floatingObject);
LayoutUnit logicalBottom = logicalBottomForFloat(floatingObject);
// Fix for https://bugs.webkit.org/show_bug.cgi?id=54995.
if (logicalBottom < 0 || logicalBottom < logicalTop || logicalTop == LayoutUnit::max()) {
logicalBottom = LayoutUnit::max();
} else {
// Special-case zero- and less-than-zero-height floats: those don't touch
// the line that they're on, but it still needs to be dirtied. This is
// accomplished by pretending they have a height of 1.
logicalBottom = std::max(logicalBottom, logicalTop + 1);
}
if (floatingObject->originatingLine()) {
if (!selfNeedsLayout()) {
ASSERT(floatingObject->originatingLine()->renderer() == this);
floatingObject->originatingLine()->markDirty();
}
#if ENABLE(ASSERT)
floatingObject->setOriginatingLine(0);
#endif
}
markLinesDirtyInBlockRange(0, logicalBottom);
}
m_floatingObjects->remove(floatingObject);
}
}
// FIXME(sky): Remove this.
}
void RenderBlockFlow::removeFloatingObjectsBelow(FloatingObject* lastFloat, int logicalOffset)
{
if (!containsFloats())
return;
const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
FloatingObject* curr = floatingObjectSet.last().get();
while (curr != lastFloat && (!curr->isPlaced() || logicalTopForFloat(curr) >= logicalOffset)) {
m_floatingObjects->remove(curr);
if (floatingObjectSet.isEmpty())
break;
curr = floatingObjectSet.last().get();
}
// FIXME(sky): Remove this.
}
bool RenderBlockFlow::positionNewFloats()
{
if (!m_floatingObjects)
return false;
const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
if (floatingObjectSet.isEmpty())
return false;
// If all floats have already been positioned, then we have no work to do.
if (floatingObjectSet.last()->isPlaced())
return false;
// Move backwards through our floating object list until we find a float that has
// already been positioned. Then we'll be able to move forward, positioning all of
// the new floats that need it.
FloatingObjectSetIterator it = floatingObjectSet.end();
--it; // Go to last item.
FloatingObjectSetIterator begin = floatingObjectSet.begin();
FloatingObject* lastPlacedFloatingObject = 0;
while (it != begin) {
--it;
if ((*it)->isPlaced()) {
lastPlacedFloatingObject = it->get();
++it;
break;
}
}
LayoutUnit logicalTop = logicalHeight();
// The float cannot start above the top position of the last positioned float.
if (lastPlacedFloatingObject)
logicalTop = std::max(logicalTopForFloat(lastPlacedFloatingObject), logicalTop);
FloatingObjectSetIterator end = floatingObjectSet.end();
// Now walk through the set of unpositioned floats and place them.
for (; it != end; ++it) {
FloatingObject* floatingObject = it->get();
// The containing block is responsible for positioning floats, so if we have floats in our
// list that come from somewhere else, do not attempt to position them.
if (floatingObject->renderer()->containingBlock() != this)
continue;
RenderBox* childBox = floatingObject->renderer();
// FIXME Investigate if this can be removed. crbug.com/370006
childBox->setMayNeedPaintInvalidation(true);
LayoutUnit childLogicalLeftMargin = style()->isLeftToRightDirection() ? marginStartForChild(childBox) : marginEndForChild(childBox);
if (childBox->style()->clear() & CLEFT)
logicalTop = std::max(lowestFloatLogicalBottom(FloatingObject::FloatLeft), logicalTop);
if (childBox->style()->clear() & CRIGHT)
logicalTop = std::max(lowestFloatLogicalBottom(FloatingObject::FloatRight), logicalTop);
LayoutPoint floatLogicalLocation = computeLogicalLocationForFloat(floatingObject, logicalTop);
setLogicalLeftForFloat(floatingObject, floatLogicalLocation.x());
setLogicalLeftForChild(childBox, floatLogicalLocation.x() + childLogicalLeftMargin);
setLogicalTopForChild(childBox, floatLogicalLocation.y() + marginBeforeForChild(childBox));
SubtreeLayoutScope layoutScope(*childBox);
childBox->layoutIfNeeded();
setLogicalTopForFloat(floatingObject, floatLogicalLocation.y());
setLogicalHeightForFloat(floatingObject, logicalHeightForChild(childBox) + marginBeforeForChild(childBox) + marginAfterForChild(childBox));
m_floatingObjects->addPlacedObject(floatingObject);
if (ShapeOutsideInfo* shapeOutside = childBox->shapeOutsideInfo())
shapeOutside->setReferenceBoxLogicalSize(logicalSizeForChild(childBox));
}
return true;
// FIXME(sky): Remove this.
return false;
}
bool RenderBlockFlow::hasOverhangingFloat(RenderBox* renderer)
{
if (!m_floatingObjects || !parent())
return false;
const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
FloatingObjectSetIterator it = floatingObjectSet.find<FloatingObjectHashTranslator>(renderer);
if (it == floatingObjectSet.end())
return false;
return logicalBottomForFloat(it->get()) > logicalHeight();
// FIXME(sky): Remove this.
return false;
}
void RenderBlockFlow::addIntrudingFloats(RenderBlockFlow* prev, LayoutUnit logicalLeftOffset, LayoutUnit logicalTopOffset)
{
ASSERT(!avoidsFloats());
// If we create our own block formatting context then our contents don't interact with floats outside it, even those from our parent.
if (createsBlockFormattingContext())
return;
// If the parent or previous sibling doesn't have any floats to add, don't bother.
if (!prev->m_floatingObjects)
return;
logicalLeftOffset += marginLogicalLeft();
const FloatingObjectSet& prevSet = prev->m_floatingObjects->set();
FloatingObjectSetIterator prevEnd = prevSet.end();
for (FloatingObjectSetIterator prevIt = prevSet.begin(); prevIt != prevEnd; ++prevIt) {
FloatingObject* floatingObject = prevIt->get();
if (logicalBottomForFloat(floatingObject) > logicalTopOffset) {
if (!m_floatingObjects || !m_floatingObjects->set().contains(floatingObject)) {
// We create the floating object list lazily.
if (!m_floatingObjects)
createFloatingObjects();
// Applying the child's margin makes no sense in the case where the child was passed in.
// since this margin was added already through the modification of the |logicalLeftOffset| variable
// above. |logicalLeftOffset| will equal the margin in this case, so it's already been taken
// into account. Only apply this code if prev is the parent, since otherwise the left margin
// will get applied twice.
LayoutSize offset = isHorizontalWritingMode()
? LayoutSize(logicalLeftOffset - (prev != parent() ? prev->marginLeft() : LayoutUnit()), logicalTopOffset)
: LayoutSize(logicalTopOffset, logicalLeftOffset - (prev != parent() ? prev->marginTop() : LayoutUnit()));
m_floatingObjects->add(floatingObject->copyToNewContainer(offset));
}
}
}
// FIXME(sky): Remove this.
}
void RenderBlockFlow::addOverhangingFloats(RenderBlockFlow* child, bool makeChildPaintOtherFloats)
{
// Prevent floats from being added to the canvas by the root element, e.g., <html>.
if (!child->containsFloats() || child->createsBlockFormattingContext())
return;
LayoutUnit childLogicalTop = child->logicalTop();
LayoutUnit childLogicalLeft = child->logicalLeft();
// Floats that will remain the child's responsibility to paint should factor into its
// overflow.
FloatingObjectSetIterator childEnd = child->m_floatingObjects->set().end();
for (FloatingObjectSetIterator childIt = child->m_floatingObjects->set().begin(); childIt != childEnd; ++childIt) {
FloatingObject* floatingObject = childIt->get();
LayoutUnit logicalBottomForFloat = std::min(this->logicalBottomForFloat(floatingObject), LayoutUnit::max() - childLogicalTop);
LayoutUnit logicalBottom = childLogicalTop + logicalBottomForFloat;
if (logicalBottom > logicalHeight()) {
// If the object is not in the list, we add it now.
if (!containsFloat(floatingObject->renderer())) {
LayoutSize offset = isHorizontalWritingMode() ? LayoutSize(-childLogicalLeft, -childLogicalTop) : LayoutSize(-childLogicalTop, -childLogicalLeft);
bool shouldPaint = false;
// 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 (floatingObject->renderer()->enclosingFloatPaintingLayer() == enclosingFloatPaintingLayer()) {
floatingObject->setShouldPaint(false);
shouldPaint = true;
}
// We create the floating object list lazily.
if (!m_floatingObjects)
createFloatingObjects();
m_floatingObjects->add(floatingObject->copyToNewContainer(offset, shouldPaint, true));
}
} else {
if (makeChildPaintOtherFloats && !floatingObject->shouldPaint() && !floatingObject->renderer()->hasSelfPaintingLayer()
&& floatingObject->renderer()->isDescendantOf(child) && floatingObject->renderer()->enclosingFloatPaintingLayer() == child->enclosingFloatPaintingLayer()) {
// The float is not overhanging from this block, so if it is a descendant of the child, the child should
// paint it (the other case is that it is intruding into the child), unless it has its own layer or enclosing
// layer.
// If makeChildPaintOtherFloats is false, it means that the child must already know about all the floats
// it should paint.
floatingObject->setShouldPaint(true);
}
// Since the float doesn't overhang, it didn't get put into our list. We need to go ahead and add its overflow in to the
// child now.
if (floatingObject->isDescendant())
child->addOverflowFromChild(floatingObject->renderer(), LayoutSize(xPositionForFloatIncludingMargin(floatingObject), yPositionForFloatIncludingMargin(floatingObject)));
}
}
// FIXME(sky): Remove this.
}
LayoutUnit RenderBlockFlow::lowestFloatLogicalBottom(FloatingObject::Type floatType) const
{
if (!m_floatingObjects)
return 0;
return m_floatingObjects->lowestFloatLogicalBottom(floatType);
// FIXME(sky): Remove this.
return 0;
}
LayoutUnit RenderBlockFlow::nextFloatLogicalBottomBelow(LayoutUnit logicalHeight, ShapeOutsideFloatOffsetMode offsetMode) const
{
if (!m_floatingObjects)
return logicalHeight;
LayoutUnit logicalBottom;
const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
FloatingObjectSetIterator end = floatingObjectSet.end();
for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
FloatingObject* floatingObject = it->get();
LayoutUnit floatLogicalBottom = logicalBottomForFloat(floatingObject);
ShapeOutsideInfo* shapeOutside = floatingObject->renderer()->shapeOutsideInfo();
if (shapeOutside && (offsetMode == ShapeOutsideFloatShapeOffset)) {
LayoutUnit shapeLogicalBottom = logicalTopForFloat(floatingObject) + marginBeforeForChild(floatingObject->renderer()) + shapeOutside->shapeLogicalBottom();
// Use the shapeLogicalBottom unless it extends outside of the margin box, in which case it is clipped.
if (shapeLogicalBottom < floatLogicalBottom)
floatLogicalBottom = shapeLogicalBottom;
}
if (floatLogicalBottom > logicalHeight)
logicalBottom = logicalBottom ? std::min(floatLogicalBottom, logicalBottom) : floatLogicalBottom;
}
return logicalBottom;
// FIXME(sky): Remove this.
return logicalHeight;
}
bool RenderBlockFlow::hitTestFloats(const HitTestRequest& request, HitTestResult& result, const HitTestLocation& locationInContainer, const LayoutPoint& accumulatedOffset)
{
if (!m_floatingObjects)
return false;
const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
FloatingObjectSetIterator begin = floatingObjectSet.begin();
for (FloatingObjectSetIterator it = floatingObjectSet.end(); it != begin;) {
--it;
FloatingObject* floatingObject = it->get();
if (floatingObject->shouldPaint() && !floatingObject->renderer()->hasSelfPaintingLayer()) {
LayoutUnit xOffset = xPositionForFloatIncludingMargin(floatingObject) - floatingObject->renderer()->x();
LayoutUnit yOffset = yPositionForFloatIncludingMargin(floatingObject) - floatingObject->renderer()->y();
LayoutPoint childPoint = flipFloatForWritingModeForChild(floatingObject, accumulatedOffset + LayoutSize(xOffset, yOffset));
if (floatingObject->renderer()->hitTest(request, result, locationInContainer, childPoint)) {
updateHitTestResult(result, locationInContainer.point() - toLayoutSize(childPoint));
return true;
}
}
}
// FIXME(sky): Remove this.
return false;
}
@ -2113,21 +1449,6 @@ void RenderBlockFlow::adjustForBorderFit(LayoutUnit x, LayoutUnit& left, LayoutU
}
}
}
if (m_floatingObjects) {
const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
FloatingObjectSetIterator end = floatingObjectSet.end();
for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
FloatingObject* floatingObject = it->get();
// Only examine the object if our m_shouldPaint flag is set.
if (floatingObject->shouldPaint()) {
LayoutUnit floatLeft = xPositionForFloatIncludingMargin(floatingObject) - floatingObject->renderer()->x();
LayoutUnit floatRight = floatLeft + floatingObject->renderer()->width();
left = std::min(left, floatLeft);
right = std::max(right, floatRight);
}
}
}
}
void RenderBlockFlow::fitBorderToLinesIfNeeded()