/* * Copyright (C) 2013 Google Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above * copyright notice, this list of conditions and the following disclaimer * in the documentation and/or other materials provided with the * distribution. * * Neither the name of Google Inc. nor the names of its * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include "config.h" #include "core/rendering/RenderBlockFlow.h" #include "core/frame/FrameView.h" #include "core/frame/LocalFrame.h" #include "core/frame/Settings.h" #include "core/rendering/HitTestLocation.h" #include "core/rendering/RenderLayer.h" #include "core/rendering/RenderText.h" #include "core/rendering/RenderView.h" #include "core/rendering/line/LineWidth.h" #include "platform/text/BidiTextRun.h" namespace blink { bool RenderBlockFlow::s_canPropagateFloatIntoSibling = false; struct SameSizeAsMarginInfo { uint16_t bitfields; LayoutUnit margins[2]; }; COMPILE_ASSERT(sizeof(RenderBlockFlow::MarginValues) == sizeof(LayoutUnit[4]), MarginValues_should_stay_small); class MarginInfo { // Collapsing flags for whether we can collapse our margins with our children's margins. bool m_canCollapseWithChildren : 1; bool m_canCollapseMarginBeforeWithChildren : 1; bool m_canCollapseMarginAfterWithChildren : 1; bool m_canCollapseMarginAfterWithLastChild: 1; // This flag tracks whether we are still looking at child margins that can all collapse together at the beginning of a block. // They may or may not collapse with the top margin of the block (|m_canCollapseTopWithChildren| tells us that), but they will // always be collapsing with one another. This variable can remain set to true through multiple iterations // as long as we keep encountering self-collapsing blocks. bool m_atBeforeSideOfBlock : 1; // This flag is set when we know we're examining bottom margins and we know we're at the bottom of the block. bool m_atAfterSideOfBlock : 1; // These variables are used to detect quirky margins that we need to collapse away (in table cells // and in the body element). bool m_hasMarginBeforeQuirk : 1; bool m_hasMarginAfterQuirk : 1; bool m_determinedMarginBeforeQuirk : 1; bool m_discardMargin : 1; // These flags track the previous maximal positive and negative margins. LayoutUnit m_positiveMargin; LayoutUnit m_negativeMargin; public: MarginInfo(RenderBlockFlow*, LayoutUnit beforeBorderPadding, LayoutUnit afterBorderPadding); void setAtBeforeSideOfBlock(bool b) { m_atBeforeSideOfBlock = b; } void setAtAfterSideOfBlock(bool b) { m_atAfterSideOfBlock = b; } void clearMargin() { m_positiveMargin = 0; m_negativeMargin = 0; } void setHasMarginBeforeQuirk(bool b) { m_hasMarginBeforeQuirk = b; } void setHasMarginAfterQuirk(bool b) { m_hasMarginAfterQuirk = b; } void setDeterminedMarginBeforeQuirk(bool b) { m_determinedMarginBeforeQuirk = b; } void setPositiveMargin(LayoutUnit p) { ASSERT(!m_discardMargin); m_positiveMargin = p; } void setNegativeMargin(LayoutUnit n) { ASSERT(!m_discardMargin); m_negativeMargin = n; } void setPositiveMarginIfLarger(LayoutUnit p) { ASSERT(!m_discardMargin); if (p > m_positiveMargin) m_positiveMargin = p; } void setNegativeMarginIfLarger(LayoutUnit n) { ASSERT(!m_discardMargin); if (n > m_negativeMargin) m_negativeMargin = n; } void setMargin(LayoutUnit p, LayoutUnit n) { ASSERT(!m_discardMargin); m_positiveMargin = p; m_negativeMargin = n; } void setCanCollapseMarginAfterWithChildren(bool collapse) { m_canCollapseMarginAfterWithChildren = collapse; } void setCanCollapseMarginAfterWithLastChild(bool collapse) { m_canCollapseMarginAfterWithLastChild = collapse; } void setDiscardMargin(bool value) { m_discardMargin = value; } bool atBeforeSideOfBlock() const { return m_atBeforeSideOfBlock; } bool canCollapseWithMarginBefore() const { return m_atBeforeSideOfBlock && m_canCollapseMarginBeforeWithChildren; } bool canCollapseWithMarginAfter() const { return m_atAfterSideOfBlock && m_canCollapseMarginAfterWithChildren; } bool canCollapseMarginBeforeWithChildren() const { return m_canCollapseMarginBeforeWithChildren; } bool canCollapseMarginAfterWithChildren() const { return m_canCollapseMarginAfterWithChildren; } bool canCollapseMarginAfterWithLastChild() const { return m_canCollapseMarginAfterWithLastChild; } bool determinedMarginBeforeQuirk() const { return m_determinedMarginBeforeQuirk; } bool hasMarginBeforeQuirk() const { return m_hasMarginBeforeQuirk; } bool hasMarginAfterQuirk() const { return m_hasMarginAfterQuirk; } LayoutUnit positiveMargin() const { return m_positiveMargin; } LayoutUnit negativeMargin() const { return m_negativeMargin; } bool discardMargin() const { return m_discardMargin; } LayoutUnit margin() const { return m_positiveMargin - m_negativeMargin; } }; void RenderBlockFlow::RenderBlockFlowRareData::trace(Visitor* visitor) { } RenderBlockFlow::RenderBlockFlow(ContainerNode* node) : RenderBlock(node) { COMPILE_ASSERT(sizeof(MarginInfo) == sizeof(SameSizeAsMarginInfo), MarginInfo_should_stay_small); setChildrenInline(true); } RenderBlockFlow::~RenderBlockFlow() { } void RenderBlockFlow::trace(Visitor* visitor) { visitor->trace(m_rareData); RenderBlock::trace(visitor); } RenderBlockFlow* RenderBlockFlow::createAnonymous(Document* document) { RenderBlockFlow* renderer = new RenderBlockFlow(0); renderer->setDocumentForAnonymous(document); return renderer; } bool RenderBlockFlow::updateLogicalWidthAndColumnWidth() { return RenderBlock::updateLogicalWidthAndColumnWidth(); } bool RenderBlockFlow::isSelfCollapsingBlock() const { m_hasOnlySelfCollapsingChildren = RenderBlock::isSelfCollapsingBlock(); return m_hasOnlySelfCollapsingChildren; } void RenderBlockFlow::layoutBlock(bool relayoutChildren) { ASSERT(needsLayout()); ASSERT(isInlineBlock() || !isInline()); // If we are self-collapsing with self-collapsing descendants this will get set to save us burrowing through our // descendants every time in |isSelfCollapsingBlock|. We reset it here so that |isSelfCollapsingBlock| attempts to burrow // at least once and so that it always gives a reliable result reflecting the latest layout. m_hasOnlySelfCollapsingChildren = false; if (!relayoutChildren && simplifiedLayout()) return; SubtreeLayoutScope layoutScope(*this); layoutBlockFlow(relayoutChildren, layoutScope); updateLayerTransformAfterLayout(); // Update our scroll information if we're overflow:auto/scroll/hidden now that we know if // we overflow or not. updateScrollInfoAfterLayout(); if (m_paintInvalidationLogicalTop != m_paintInvalidationLogicalBottom) setShouldInvalidateOverflowForPaint(true); clearNeedsLayout(); } inline void RenderBlockFlow::layoutBlockFlow(bool relayoutChildren, SubtreeLayoutScope& layoutScope) { LayoutUnit oldLeft = logicalLeft(); bool logicalWidthChanged = updateLogicalWidthAndColumnWidth(); relayoutChildren |= logicalWidthChanged; rebuildFloatsFromIntruding(); LayoutState state(*this, locationOffset(), logicalWidthChanged); // 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. initMaxMarginValues(); setHasMarginBeforeQuirk(style()->hasMarginBeforeQuirk()); setHasMarginAfterQuirk(style()->hasMarginAfterQuirk()); LayoutUnit beforeEdge = borderBefore() + paddingBefore(); LayoutUnit afterEdge = borderAfter() + paddingAfter() + scrollbarLogicalHeight(); LayoutUnit previousHeight = logicalHeight(); setLogicalHeight(beforeEdge); m_paintInvalidationLogicalTop = 0; m_paintInvalidationLogicalBottom = 0; if (!firstChild() && !isAnonymousBlock()) setChildrenInline(true); if (childrenInline()) layoutInlineChildren(relayoutChildren, m_paintInvalidationLogicalTop, m_paintInvalidationLogicalBottom, afterEdge); else layoutBlockChildren(relayoutChildren, layoutScope, beforeEdge, afterEdge); // Expand our intrinsic height to encompass floats. if (lowestFloatLogicalBottom() > (logicalHeight() - afterEdge) && createsBlockFormattingContext()) setLogicalHeight(lowestFloatLogicalBottom() + afterEdge); // Calculate our new height. LayoutUnit oldHeight = logicalHeight(); LayoutUnit oldClientAfterEdge = clientLogicalBottom(); updateLogicalHeight(); LayoutUnit newHeight = logicalHeight(); if (oldHeight > newHeight && !childrenInline()) { // One of our children's floats may have become an overhanging float for us. for (RenderObject* child = lastChild(); child; child = child->previousSibling()) { if (child->isRenderBlockFlow() && !child->isFloatingOrOutOfFlowPositioned()) { RenderBlockFlow* block = toRenderBlockFlow(child); if (block->lowestFloatLogicalBottom() + block->logicalTop() <= newHeight) break; addOverhangingFloats(block, false); } } } bool heightChanged = (previousHeight != newHeight); if (heightChanged) relayoutChildren = true; layoutPositionedObjects(relayoutChildren || isDocumentElement(), oldLeft != logicalLeft() ? ForcedLayoutAfterContainingBlockMoved : DefaultLayout); // Add overflow from children (unless we're multi-column, since in that case all our child overflow is clipped anyway). computeOverflow(oldClientAfterEdge); m_descendantsWithFloatsMarkedForLayout = false; } void RenderBlockFlow::determineLogicalLeftPositionForChild(RenderBox* child) { LayoutUnit startPosition = borderStart() + paddingStart(); LayoutUnit initialStartPosition = startPosition; if (style()->shouldPlaceBlockDirectionScrollbarOnLogicalLeft()) startPosition -= verticalScrollbarWidth(); LayoutUnit totalAvailableLogicalWidth = borderAndPaddingLogicalWidth() + availableLogicalWidth(); LayoutUnit childMarginStart = marginStartForChild(child); LayoutUnit newPosition = startPosition + childMarginStart; LayoutUnit positionToAvoidFloats; if (child->avoidsFloats() && containsFloats()) positionToAvoidFloats = startOffsetForLine(logicalTopForChild(child), false, logicalHeightForChild(child)); // If the child has an offset from the content edge to avoid floats then use that, otherwise let any negative // margin pull it back over the content edge or any positive margin push it out. // If the child is being centred then the margin calculated to do that has factored in any offset required to // avoid floats, so use it if necessary. if (style()->textAlign() == WEBKIT_CENTER || child->style()->marginStartUsing(style()).isAuto()) newPosition = std::max(newPosition, positionToAvoidFloats + childMarginStart); else if (positionToAvoidFloats > initialStartPosition) newPosition = std::max(newPosition, positionToAvoidFloats); setLogicalLeftForChild(child, style()->isLeftToRightDirection() ? newPosition : totalAvailableLogicalWidth - newPosition - logicalWidthForChild(child)); } void RenderBlockFlow::setLogicalLeftForChild(RenderBox* child, LayoutUnit logicalLeft) { child->setX(logicalLeft); } void RenderBlockFlow::setLogicalTopForChild(RenderBox* child, LayoutUnit logicalTop) { child->setY(logicalTop); } void RenderBlockFlow::layoutBlockChild(RenderBox* child, MarginInfo& marginInfo, LayoutUnit& previousFloatLogicalBottom) { LayoutUnit oldPosMarginBefore = maxPositiveMarginBefore(); LayoutUnit oldNegMarginBefore = maxNegativeMarginBefore(); // The child is a normal flow object. Compute the margins we will use for collapsing now. child->computeAndSetBlockDirectionMargins(this); // Try to guess our correct logical top position. In most cases this guess will // be correct. Only if we're wrong (when we compute the real logical top position) // will we have to potentially relayout. LayoutUnit logicalTopEstimate = estimateLogicalTopPosition(child, marginInfo); // Cache our old rect so that we can dirty the proper paint invalidation rects if the child moves. LayoutRect oldRect = child->frameRect(); LayoutUnit oldLogicalTop = logicalTopForChild(child); // Go ahead and position the child as though it didn't collapse with the top. setLogicalTopForChild(child, logicalTopEstimate); RenderBlockFlow* childRenderBlockFlow = child->isRenderBlockFlow() ? toRenderBlockFlow(child) : 0; bool markDescendantsWithFloats = false; if (logicalTopEstimate != oldLogicalTop && childRenderBlockFlow && !childRenderBlockFlow->avoidsFloats() && childRenderBlockFlow->containsFloats()) { markDescendantsWithFloats = true; } else if (UNLIKELY(logicalTopEstimate.mightBeSaturated())) { // logicalTopEstimate, returned by estimateLogicalTopPosition, might be saturated for // very large elements. If it does the comparison with oldLogicalTop might yield a // false negative as adding and removing margins, borders etc from a saturated number // might yield incorrect results. If this is the case always mark for layout. 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. LayoutUnit fb = std::max(previousFloatLogicalBottom, lowestFloatLogicalBottom()); if (fb > logicalTopEstimate) markDescendantsWithFloats = true; } if (childRenderBlockFlow) { if (markDescendantsWithFloats) childRenderBlockFlow->markAllDescendantsWithFloatsForLayout(); previousFloatLogicalBottom = std::max(previousFloatLogicalBottom, oldLogicalTop + childRenderBlockFlow->lowestFloatLogicalBottom()); } SubtreeLayoutScope layoutScope(*child); bool childHadLayout = child->everHadLayout(); bool childNeededLayout = child->needsLayout(); if (childNeededLayout) child->layout(); // Cache if we are at the top of the block right now. bool childIsSelfCollapsing = child->isSelfCollapsingBlock(); // Now determine the correct ypos based off examination of collapsing margin // values. LayoutUnit logicalTopBeforeClear = collapseMargins(child, marginInfo, childIsSelfCollapsing); // Now check for clear. LayoutUnit logicalTopAfterClear = clearFloatsIfNeeded(child, marginInfo, oldPosMarginBefore, oldNegMarginBefore, logicalTopBeforeClear, childIsSelfCollapsing); setLogicalTopForChild(child, logicalTopAfterClear); // Now we have a final top position. See if it really does end up being different from our estimate. // clearFloatsIfNeeded can also mark the child as needing a layout even though we didn't move. This happens // when collapseMargins dynamically adds overhanging floats because of a child with negative margins. if (logicalTopAfterClear != logicalTopEstimate || child->needsLayout()) { SubtreeLayoutScope layoutScope(*child); 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. layoutScope.setChildNeedsLayout(child); } if (childRenderBlockFlow && !childRenderBlockFlow->avoidsFloats() && childRenderBlockFlow->containsFloats()) childRenderBlockFlow->markAllDescendantsWithFloatsForLayout(); // Our guess was wrong. Make the child lay itself out again. child->layoutIfNeeded(); } // If we previously encountered a self-collapsing sibling of this child that had clearance then // we set this bit to ensure we would not collapse the child's margins, and those of any subsequent // self-collapsing siblings, with our parent. If this child is not self-collapsing then it can // collapse its margins with the parent so reset the bit. if (!marginInfo.canCollapseMarginAfterWithLastChild() && !childIsSelfCollapsing) marginInfo.setCanCollapseMarginAfterWithLastChild(true); // We are no longer at the top of the block if we encounter a non-empty child. // This has to be done after checking for clear, so that margins can be reset if a clear occurred. if (marginInfo.atBeforeSideOfBlock() && !childIsSelfCollapsing) marginInfo.setAtBeforeSideOfBlock(false); // Now place the child in the correct left position determineLogicalLeftPositionForChild(child); LayoutSize childOffset = child->location() - oldRect.location(); // Update our height now that the child has been placed in the correct position. setLogicalHeight(logicalHeight() + logicalHeightForChild(child)); if (mustSeparateMarginAfterForChild(child)) { setLogicalHeight(logicalHeight() + marginAfterForChild(child)); marginInfo.clearMargin(); } // If the child has overhanging floats that intrude into following siblings (or possibly out // of this block), then the parent gets notified of the floats now. if (childRenderBlockFlow) addOverhangingFloats(childRenderBlockFlow, !childNeededLayout); // If the child moved, we have to invalidate it's paint as well as any floating/positioned // descendants. An exception is if we need a layout. In this case, we know we're going to // invalidate our paint (and the child) anyway. bool didNotDoFullLayoutAndMoved = childHadLayout && !selfNeedsLayout() && (childOffset.width() || childOffset.height()); bool didNotLayoutAndNeedsPaintInvalidation = !childHadLayout && child->checkForPaintInvalidation(); if (didNotDoFullLayoutAndMoved || didNotLayoutAndNeedsPaintInvalidation) child->invalidatePaintForOverhangingFloats(true); } void RenderBlockFlow::rebuildFloatsFromIntruding() { // FIXME(sky): Remove this. } void RenderBlockFlow::layoutBlockChildren(bool relayoutChildren, SubtreeLayoutScope& layoutScope, LayoutUnit beforeEdge, LayoutUnit afterEdge) { dirtyForLayoutFromPercentageHeightDescendants(layoutScope); // The margin struct caches all our current margin collapsing state. The compact struct caches state when we encounter compacts, MarginInfo marginInfo(this, beforeEdge, afterEdge); LayoutUnit previousFloatLogicalBottom = 0; RenderBox* next = firstChildBox(); RenderBox* lastNormalFlowChild = 0; while (next) { RenderBox* child = next; next = child->nextSiblingBox(); // FIXME: this should only be set from clearNeedsLayout crbug.com/361250 child->setLayoutDidGetCalled(true); updateBlockChildDirtyBitsBeforeLayout(relayoutChildren, child); if (child->isOutOfFlowPositioned()) { child->containingBlock()->insertPositionedObject(child); adjustPositionedBlock(child, marginInfo); continue; } // Lay out the child. layoutBlockChild(child, marginInfo, previousFloatLogicalBottom); lastNormalFlowChild = child; } // Now do the handling of the bottom of the block, adding in our bottom border/padding and // determining the correct collapsed bottom margin information. handleAfterSideOfBlock(lastNormalFlowChild, beforeEdge, afterEdge, marginInfo); } // Our MarginInfo state used when laying out block children. MarginInfo::MarginInfo(RenderBlockFlow* blockFlow, LayoutUnit beforeBorderPadding, LayoutUnit afterBorderPadding) : m_canCollapseMarginAfterWithLastChild(true) , m_atBeforeSideOfBlock(true) , m_atAfterSideOfBlock(false) , m_hasMarginBeforeQuirk(false) , m_hasMarginAfterQuirk(false) , m_determinedMarginBeforeQuirk(false) , m_discardMargin(false) { RenderStyle* blockStyle = blockFlow->style(); ASSERT(blockFlow->isRenderView() || blockFlow->parent()); m_canCollapseWithChildren = !blockFlow->createsBlockFormattingContext() && !blockFlow->isRenderView(); m_canCollapseMarginBeforeWithChildren = m_canCollapseWithChildren && !beforeBorderPadding && blockStyle->marginBeforeCollapse() != MSEPARATE; // If any height other than auto is specified in CSS, then we don't collapse our bottom // margins with our children's margins. To do otherwise would be to risk odd visual // effects when the children overflow out of the parent block and yet still collapse // with it. We also don't collapse if we have any bottom border/padding. m_canCollapseMarginAfterWithChildren = m_canCollapseWithChildren && !afterBorderPadding && (blockStyle->logicalHeight().isAuto() && !blockStyle->logicalHeight().value()) && blockStyle->marginAfterCollapse() != MSEPARATE; m_discardMargin = m_canCollapseMarginBeforeWithChildren && blockFlow->mustDiscardMarginBefore(); m_positiveMargin = (m_canCollapseMarginBeforeWithChildren && !blockFlow->mustDiscardMarginBefore()) ? blockFlow->maxPositiveMarginBefore() : LayoutUnit(); m_negativeMargin = (m_canCollapseMarginBeforeWithChildren && !blockFlow->mustDiscardMarginBefore()) ? blockFlow->maxNegativeMarginBefore() : LayoutUnit(); } RenderBlockFlow::MarginValues RenderBlockFlow::marginValuesForChild(RenderBox* child) const { LayoutUnit childBeforePositive = 0; LayoutUnit childBeforeNegative = 0; LayoutUnit childAfterPositive = 0; LayoutUnit childAfterNegative = 0; LayoutUnit beforeMargin = 0; LayoutUnit afterMargin = 0; RenderBlockFlow* childRenderBlockFlow = child->isRenderBlockFlow() ? toRenderBlockFlow(child) : 0; if (childRenderBlockFlow) { childBeforePositive = childRenderBlockFlow->maxPositiveMarginBefore(); childBeforeNegative = childRenderBlockFlow->maxNegativeMarginBefore(); childAfterPositive = childRenderBlockFlow->maxPositiveMarginAfter(); childAfterNegative = childRenderBlockFlow->maxNegativeMarginAfter(); } else { beforeMargin = child->marginBefore(); afterMargin = child->marginAfter(); } // Resolve uncollapsing margins into their positive/negative buckets. if (beforeMargin) { if (beforeMargin > 0) childBeforePositive = beforeMargin; else childBeforeNegative = -beforeMargin; } if (afterMargin) { if (afterMargin > 0) childAfterPositive = afterMargin; else childAfterNegative = -afterMargin; } return RenderBlockFlow::MarginValues(childBeforePositive, childBeforeNegative, childAfterPositive, childAfterNegative); } LayoutUnit RenderBlockFlow::collapseMargins(RenderBox* child, MarginInfo& marginInfo, bool childIsSelfCollapsing) { bool childDiscardMarginBefore = mustDiscardMarginBeforeForChild(child); bool childDiscardMarginAfter = mustDiscardMarginAfterForChild(child); // The child discards the before margin when the the after margin has discard in the case of a self collapsing block. childDiscardMarginBefore = childDiscardMarginBefore || (childDiscardMarginAfter && childIsSelfCollapsing); // Get the four margin values for the child and cache them. const RenderBlockFlow::MarginValues childMargins = marginValuesForChild(child); // Get our max pos and neg top margins. LayoutUnit posTop = childMargins.positiveMarginBefore(); LayoutUnit negTop = childMargins.negativeMarginBefore(); // For self-collapsing blocks, collapse our bottom margins into our // top to get new posTop and negTop values. if (childIsSelfCollapsing) { posTop = std::max(posTop, childMargins.positiveMarginAfter()); negTop = std::max(negTop, childMargins.negativeMarginAfter()); } // See if the top margin is quirky. We only care if this child has // margins that will collapse with us. bool topQuirk = hasMarginBeforeQuirk(child); if (marginInfo.canCollapseWithMarginBefore()) { if (!childDiscardMarginBefore && !marginInfo.discardMargin()) { // 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. setMaxMarginBeforeValues(std::max(posTop, maxPositiveMarginBefore()), std::max(negTop, maxNegativeMarginBefore())); // The minute any of the margins involved isn't a quirk, don't // collapse it away, even if the margin is smaller (www.webreference.com // has an example of this, a
with 0.8em author-specified inside // a
inside a . if (!marginInfo.determinedMarginBeforeQuirk() && !topQuirk && (posTop - negTop)) { setHasMarginBeforeQuirk(false); marginInfo.setDeterminedMarginBeforeQuirk(true); } if (!marginInfo.determinedMarginBeforeQuirk() && topQuirk && !marginBefore()) { // We have no top margin and our top child has a quirky margin. // We will pick up this quirky margin and pass it through. // This deals with the

case. // Don't do this for a block that split two inlines though. You do // still apply margins in this case. setHasMarginBeforeQuirk(true); } } else { // The before margin of the container will also discard all the margins it is collapsing with. setMustDiscardMarginBefore(); } } // Once we find a child with discardMarginBefore all the margins collapsing with us must also discard. if (childDiscardMarginBefore) { marginInfo.setDiscardMargin(true); marginInfo.clearMargin(); } LayoutUnit beforeCollapseLogicalTop = logicalHeight(); LayoutUnit logicalTop = beforeCollapseLogicalTop; LayoutUnit clearanceForSelfCollapsingBlock; RenderObject* prev = child->previousSibling(); RenderBlockFlow* previousBlockFlow = prev && prev->isRenderBlockFlow() && !prev->isFloatingOrOutOfFlowPositioned() ? toRenderBlockFlow(prev) : 0; // If the child's previous sibling is a self-collapsing block that cleared a float then its top border edge has been set at the bottom border edge // of the float. Since we want to collapse the child's top margin with the self-collapsing block's top and bottom margins we need to adjust our parent's height to match the // margin top of the self-collapsing block. If the resulting collapsed margin leaves the child still intruding into the float then we will want to clear it. if (!marginInfo.canCollapseWithMarginBefore() && previousBlockFlow && previousBlockFlow->isSelfCollapsingBlock()) { clearanceForSelfCollapsingBlock = previousBlockFlow->marginOffsetForSelfCollapsingBlock(); setLogicalHeight(logicalHeight() - clearanceForSelfCollapsingBlock); } if (childIsSelfCollapsing) { // For a self collapsing block both the before and after margins get discarded. The block doesn't contribute anything to the height of the block. // Also, the child's top position equals the logical height of the container. if (!childDiscardMarginBefore && !marginInfo.discardMargin()) { // 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. LayoutUnit collapsedBeforePos = std::max(marginInfo.positiveMargin(), childMargins.positiveMarginBefore()); LayoutUnit collapsedBeforeNeg = std::max(marginInfo.negativeMargin(), childMargins.negativeMarginBefore()); marginInfo.setMargin(collapsedBeforePos, collapsedBeforeNeg); // Now collapse the child's margins together, which means examining our // bottom margin values as well. marginInfo.setPositiveMarginIfLarger(childMargins.positiveMarginAfter()); marginInfo.setNegativeMarginIfLarger(childMargins.negativeMarginAfter()); if (!marginInfo.canCollapseWithMarginBefore()) { // We need to make sure that the position of the self-collapsing block // is correct, since it could have overflowing content // that needs to be positioned correctly (e.g., a block that // had a specified height of 0 but that actually had subcontent). logicalTop = logicalHeight() + collapsedBeforePos - collapsedBeforeNeg; } } } else { if (mustSeparateMarginBeforeForChild(child)) { ASSERT(!marginInfo.discardMargin() || (marginInfo.discardMargin() && !marginInfo.margin())); // If we are at the before side of the block and we collapse, ignore the computed margin // and just add the child margin to the container height. This will correctly position // the child inside the container. LayoutUnit separateMargin = !marginInfo.canCollapseWithMarginBefore() ? marginInfo.margin() : LayoutUnit(0); setLogicalHeight(logicalHeight() + separateMargin + marginBeforeForChild(child)); logicalTop = logicalHeight(); } else if (!marginInfo.discardMargin() && (!marginInfo.atBeforeSideOfBlock() || (!marginInfo.canCollapseMarginBeforeWithChildren()))) { // We're collapsing with a previous sibling's margins and not // with the top of the block. setLogicalHeight(logicalHeight() + std::max(marginInfo.positiveMargin(), posTop) - std::max(marginInfo.negativeMargin(), negTop)); logicalTop = logicalHeight(); } marginInfo.setDiscardMargin(childDiscardMarginAfter); if (!marginInfo.discardMargin()) { marginInfo.setPositiveMargin(childMargins.positiveMarginAfter()); marginInfo.setNegativeMargin(childMargins.negativeMarginAfter()); } else { marginInfo.clearMargin(); } if (marginInfo.margin()) marginInfo.setHasMarginAfterQuirk(hasMarginAfterQuirk(child)); } if (previousBlockFlow) { // If |child| is a self-collapsing block it may have collapsed into a previous sibling and although it hasn't reduced the height of the parent yet // any floats from the parent will now overhang. LayoutUnit oldLogicalHeight = logicalHeight(); setLogicalHeight(logicalTop); if (!previousBlockFlow->avoidsFloats() && (previousBlockFlow->logicalTop() + previousBlockFlow->lowestFloatLogicalBottom()) > logicalTop) addOverhangingFloats(previousBlockFlow, false); setLogicalHeight(oldLogicalHeight); // If |child|'s previous sibling is a self-collapsing block that cleared a float and margin collapsing resulted in |child| moving up // into the margin area of the self-collapsing block then the float it clears is now intruding into |child|. Layout again so that we can look for // floats in the parent that overhang |child|'s new logical top. bool logicalTopIntrudesIntoFloat = clearanceForSelfCollapsingBlock > 0 && logicalTop < beforeCollapseLogicalTop; if (logicalTopIntrudesIntoFloat && containsFloats() && !child->avoidsFloats() && lowestFloatLogicalBottom() > logicalTop) child->setNeedsLayoutAndFullPaintInvalidation(); } return logicalTop; } void RenderBlockFlow::adjustPositionedBlock(RenderBox* child, const MarginInfo& marginInfo) { bool hasStaticBlockPosition = child->style()->hasStaticBlockPosition(); LayoutUnit logicalTop = logicalHeight(); updateStaticInlinePositionForChild(child, logicalTop); if (!marginInfo.canCollapseWithMarginBefore()) { // Positioned blocks don't collapse margins, so add the margin provided by // the container now. The child's own margin is added later when calculating its logical top. LayoutUnit collapsedBeforePos = marginInfo.positiveMargin(); LayoutUnit collapsedBeforeNeg = marginInfo.negativeMargin(); logicalTop += collapsedBeforePos - collapsedBeforeNeg; } RenderLayer* childLayer = child->layer(); if (childLayer->staticBlockPosition() != logicalTop) { childLayer->setStaticBlockPosition(logicalTop); if (hasStaticBlockPosition) child->setChildNeedsLayout(MarkOnlyThis); } } LayoutUnit RenderBlockFlow::clearFloatsIfNeeded(RenderBox* child, MarginInfo& marginInfo, LayoutUnit oldTopPosMargin, LayoutUnit oldTopNegMargin, LayoutUnit yPos, bool childIsSelfCollapsing) { LayoutUnit heightIncrease = getClearDelta(child, yPos); if (!heightIncrease) return yPos; if (childIsSelfCollapsing) { bool childDiscardMargin = mustDiscardMarginBeforeForChild(child) || mustDiscardMarginAfterForChild(child); // 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. // If DISCARD is specified for -webkit-margin-collapse, reset the margin values. RenderBlockFlow::MarginValues childMargins = marginValuesForChild(child); if (!childDiscardMargin) { marginInfo.setPositiveMargin(std::max(childMargins.positiveMarginBefore(), childMargins.positiveMarginAfter())); marginInfo.setNegativeMargin(std::max(childMargins.negativeMarginBefore(), childMargins.negativeMarginAfter())); } else { marginInfo.clearMargin(); } marginInfo.setDiscardMargin(childDiscardMargin); // CSS2.1 states: // "If the top and bottom margins of an element with clearance are adjoining, its margins collapse with // the adjoining margins of following siblings but that resulting margin does not collapse with the bottom margin of the parent block." // So the parent's bottom margin cannot collapse through this block or any subsequent self-collapsing blocks. Set a bit to ensure // this happens; it will get reset if we encounter an in-flow sibling that is not self-collapsing. marginInfo.setCanCollapseMarginAfterWithLastChild(false); // For now set the border-top of |child| flush with the bottom border-edge of the float so it can layout any floating or positioned children of // its own at the correct vertical position. If subsequent siblings attempt to collapse with |child|'s margins in |collapseMargins| we will // adjust the height of the parent to |child|'s margin top (which if it is positive sits up 'inside' the float it's clearing) so that all three // margins can collapse at the correct vertical position. // Per CSS2.1 we need to ensure that any negative margin-top clears |child| beyond the bottom border-edge of the float so that the top border edge of the child // (i.e. its clearance) is at a position that satisfies the equation: "the amount of clearance is set so that clearance + margin-top = [height of float], // i.e., clearance = [height of float] - margin-top". setLogicalHeight(child->logicalTop() + childMargins.negativeMarginBefore()); } else { // Increase our height by the amount we had to clear. setLogicalHeight(logicalHeight() + heightIncrease); } if (marginInfo.canCollapseWithMarginBefore()) { // We can no longer collapse with the top of the block since a clear // occurred. The empty blocks collapse into the cleared block. setMaxMarginBeforeValues(oldTopPosMargin, oldTopNegMargin); marginInfo.setAtBeforeSideOfBlock(false); // In case the child discarded the before margin of the block we need to reset the mustDiscardMarginBefore flag to the initial value. setMustDiscardMarginBefore(style()->marginBeforeCollapse() == MDISCARD); } return yPos + heightIncrease; } void RenderBlockFlow::setCollapsedBottomMargin(const MarginInfo& marginInfo) { if (marginInfo.canCollapseWithMarginAfter() && !marginInfo.canCollapseWithMarginBefore()) { // Update the after side margin of the container to discard if the after margin of the last child also discards and we collapse with it. // Don't update the max margin values because we won't need them anyway. if (marginInfo.discardMargin()) { setMustDiscardMarginAfter(); return; } // Update our max pos/neg bottom margins, since we collapsed our bottom margins // with our children. setMaxMarginAfterValues(std::max(maxPositiveMarginAfter(), marginInfo.positiveMargin()), std::max(maxNegativeMarginAfter(), marginInfo.negativeMargin())); if (!marginInfo.hasMarginAfterQuirk()) setHasMarginAfterQuirk(false); if (marginInfo.hasMarginAfterQuirk() && !marginAfter()) { // 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. setHasMarginAfterQuirk(true); } } } void RenderBlockFlow::marginBeforeEstimateForChild(RenderBox* child, LayoutUnit& positiveMarginBefore, LayoutUnit& negativeMarginBefore, bool& discardMarginBefore) const { // Give up if in quirks mode and we're a body/table cell and the top margin of the child box is quirky. // Give up if the child specified -webkit-margin-collapse: separate that prevents collapsing. // FIXME: Use writing mode independent accessor for marginBeforeCollapse. if (child->style()->marginBeforeCollapse() == MSEPARATE) return; // The margins are discarded by a child that specified -webkit-margin-collapse: discard. // FIXME: Use writing mode independent accessor for marginBeforeCollapse. if (child->style()->marginBeforeCollapse() == MDISCARD) { positiveMarginBefore = 0; negativeMarginBefore = 0; discardMarginBefore = true; return; } LayoutUnit beforeChildMargin = marginBeforeForChild(child); positiveMarginBefore = std::max(positiveMarginBefore, beforeChildMargin); negativeMarginBefore = std::max(negativeMarginBefore, -beforeChildMargin); if (!child->isRenderBlockFlow()) return; RenderBlockFlow* childBlockFlow = toRenderBlockFlow(child); if (childBlockFlow->childrenInline()) return; MarginInfo childMarginInfo(childBlockFlow, childBlockFlow->borderBefore() + childBlockFlow->paddingBefore(), childBlockFlow->borderAfter() + childBlockFlow->paddingAfter()); if (!childMarginInfo.canCollapseMarginBeforeWithChildren()) return; RenderBox* grandchildBox = childBlockFlow->firstChildBox(); for ( ; grandchildBox; grandchildBox = grandchildBox->nextSiblingBox()) { if (!grandchildBox->isFloatingOrOutOfFlowPositioned()) break; } // Give up if there is clearance on the box, since it probably won't collapse into us. if (!grandchildBox || grandchildBox->style()->clear() != CNONE) return; // Make sure to update the block margins now for the grandchild box so that we're looking at current values. if (grandchildBox->needsLayout()) { grandchildBox->computeAndSetBlockDirectionMargins(this); if (grandchildBox->isRenderBlock()) { RenderBlock* grandchildBlock = toRenderBlock(grandchildBox); grandchildBlock->setHasMarginBeforeQuirk(grandchildBox->style()->hasMarginBeforeQuirk()); grandchildBlock->setHasMarginAfterQuirk(grandchildBox->style()->hasMarginAfterQuirk()); } } // Collapse the margin of the grandchild box with our own to produce an estimate. childBlockFlow->marginBeforeEstimateForChild(grandchildBox, positiveMarginBefore, negativeMarginBefore, discardMarginBefore); } LayoutUnit RenderBlockFlow::estimateLogicalTopPosition(RenderBox* child, const MarginInfo& marginInfo) { // FIXME: We need to eliminate the estimation of vertical position, because when it's wrong we sometimes trigger a pathological // relayout if there are intruding floats. LayoutUnit logicalTopEstimate = logicalHeight(); if (!marginInfo.canCollapseWithMarginBefore()) { LayoutUnit positiveMarginBefore = 0; LayoutUnit negativeMarginBefore = 0; bool discardMarginBefore = false; if (child->selfNeedsLayout()) { // Try to do a basic estimation of how the collapse is going to go. marginBeforeEstimateForChild(child, positiveMarginBefore, negativeMarginBefore, discardMarginBefore); } else { // Use the cached collapsed margin values from a previous layout. Most of the time they // will be right. RenderBlockFlow::MarginValues marginValues = marginValuesForChild(child); positiveMarginBefore = std::max(positiveMarginBefore, marginValues.positiveMarginBefore()); negativeMarginBefore = std::max(negativeMarginBefore, marginValues.negativeMarginBefore()); discardMarginBefore = mustDiscardMarginBeforeForChild(child); } // Collapse the result with our current margins. if (!discardMarginBefore) logicalTopEstimate += std::max(marginInfo.positiveMargin(), positiveMarginBefore) - std::max(marginInfo.negativeMargin(), negativeMarginBefore); } logicalTopEstimate += getClearDelta(child, logicalTopEstimate); return logicalTopEstimate; } LayoutUnit RenderBlockFlow::marginOffsetForSelfCollapsingBlock() { ASSERT(isSelfCollapsingBlock()); RenderBlockFlow* parentBlock = toRenderBlockFlow(parent()); if (parentBlock && style()->clear() && parentBlock->getClearDelta(this, logicalHeight())) return marginValuesForChild(this).positiveMarginBefore(); return LayoutUnit(); } void RenderBlockFlow::adjustFloatingBlock(const MarginInfo& marginInfo) { // The float should be positioned taking into account the bottom margin // of the previous flow. We add that margin into the height, get the // float positioned properly, and then subtract the margin out of the // height again. In the case of self-collapsing blocks, we always just // use the top margins, since the self-collapsing block collapsed its // own bottom margin into its top margin. // // Note also that the previous flow may collapse its margin into the top of // our block. If this is the case, then we do not add the margin in to our // height when computing the position of the float. This condition can be tested // for by simply calling canCollapseWithMarginBefore. See // http://www.hixie.ch/tests/adhoc/css/box/block/margin-collapse/046.html for // an example of this scenario. LayoutUnit marginOffset = marginInfo.canCollapseWithMarginBefore() ? LayoutUnit() : marginInfo.margin(); setLogicalHeight(logicalHeight() + marginOffset); positionNewFloats(); setLogicalHeight(logicalHeight() - marginOffset); } void RenderBlockFlow::handleAfterSideOfBlock(RenderBox* lastChild, LayoutUnit beforeSide, LayoutUnit afterSide, MarginInfo& marginInfo) { marginInfo.setAtAfterSideOfBlock(true); // If our last child was a self-collapsing block with clearance then our logical height is flush with the // bottom edge of the float that the child clears. The correct vertical position for the margin-collapsing we want // to perform now is at the child's margin-top - so adjust our height to that position. if (lastChild && lastChild->isRenderBlockFlow() && lastChild->isSelfCollapsingBlock()) setLogicalHeight(logicalHeight() - toRenderBlockFlow(lastChild)->marginOffsetForSelfCollapsingBlock()); if (marginInfo.canCollapseMarginAfterWithChildren() && !marginInfo.canCollapseMarginAfterWithLastChild()) marginInfo.setCanCollapseMarginAfterWithChildren(false); // If we can't collapse with children then go ahead and add in the bottom margin. if (!marginInfo.discardMargin() && (!marginInfo.canCollapseWithMarginAfter() && !marginInfo.canCollapseWithMarginBefore())) setLogicalHeight(logicalHeight() + marginInfo.margin()); // Now add in our bottom border/padding. setLogicalHeight(logicalHeight() + afterSide); // Negative margins can cause our height to shrink below our minimal height (border/padding). // If this happens, ensure that the computed height is increased to the minimal height. setLogicalHeight(std::max(logicalHeight(), beforeSide + afterSide)); // Update our bottom collapsed margin info. setCollapsedBottomMargin(marginInfo); } void RenderBlockFlow::setMustDiscardMarginBefore(bool value) { if (style()->marginBeforeCollapse() == MDISCARD) { ASSERT(value); return; } if (!m_rareData && !value) return; if (!m_rareData) m_rareData = adoptPtr(new RenderBlockFlowRareData(this)); m_rareData->m_discardMarginBefore = value; } void RenderBlockFlow::setMustDiscardMarginAfter(bool value) { if (style()->marginAfterCollapse() == MDISCARD) { ASSERT(value); return; } if (!m_rareData && !value) return; if (!m_rareData) m_rareData = adoptPtr(new RenderBlockFlowRareData(this)); m_rareData->m_discardMarginAfter = value; } bool RenderBlockFlow::mustDiscardMarginBefore() const { return style()->marginBeforeCollapse() == MDISCARD || (m_rareData && m_rareData->m_discardMarginBefore); } bool RenderBlockFlow::mustDiscardMarginAfter() const { return style()->marginAfterCollapse() == MDISCARD || (m_rareData && m_rareData->m_discardMarginAfter); } bool RenderBlockFlow::mustDiscardMarginBeforeForChild(const RenderBox* child) const { ASSERT(!child->selfNeedsLayout()); return child->isRenderBlockFlow() ? toRenderBlockFlow(child)->mustDiscardMarginBefore() : (child->style()->marginBeforeCollapse() == MDISCARD); } bool RenderBlockFlow::mustDiscardMarginAfterForChild(const RenderBox* child) const { ASSERT(!child->selfNeedsLayout()); return child->isRenderBlockFlow() ? toRenderBlockFlow(child)->mustDiscardMarginAfter() : (child->style()->marginAfterCollapse() == MDISCARD); } void RenderBlockFlow::setMaxMarginBeforeValues(LayoutUnit pos, LayoutUnit neg) { if (!m_rareData) { if (pos == RenderBlockFlowRareData::positiveMarginBeforeDefault(this) && neg == RenderBlockFlowRareData::negativeMarginBeforeDefault(this)) return; m_rareData = adoptPtr(new RenderBlockFlowRareData(this)); } m_rareData->m_margins.setPositiveMarginBefore(pos); m_rareData->m_margins.setNegativeMarginBefore(neg); } void RenderBlockFlow::setMaxMarginAfterValues(LayoutUnit pos, LayoutUnit neg) { if (!m_rareData) { if (pos == RenderBlockFlowRareData::positiveMarginAfterDefault(this) && neg == RenderBlockFlowRareData::negativeMarginAfterDefault(this)) return; m_rareData = adoptPtr(new RenderBlockFlowRareData(this)); } m_rareData->m_margins.setPositiveMarginAfter(pos); m_rareData->m_margins.setNegativeMarginAfter(neg); } bool RenderBlockFlow::mustSeparateMarginBeforeForChild(const RenderBox* child) const { ASSERT(!child->selfNeedsLayout()); const RenderStyle* childStyle = child->style(); return childStyle->marginBeforeCollapse() == MSEPARATE; } bool RenderBlockFlow::mustSeparateMarginAfterForChild(const RenderBox* child) const { ASSERT(!child->selfNeedsLayout()); const RenderStyle* childStyle = child->style(); return childStyle->marginAfterCollapse() == MSEPARATE; } void RenderBlockFlow::addOverflowFromFloats() { // FIXME(sky): Remove this. } void RenderBlockFlow::computeOverflow(LayoutUnit oldClientAfterEdge, bool recomputeFloats) { RenderBlock::computeOverflow(oldClientAfterEdge, recomputeFloats); if (recomputeFloats || createsBlockFormattingContext() || hasSelfPaintingLayer()) addOverflowFromFloats(); } RootInlineBox* RenderBlockFlow::createAndAppendRootInlineBox() { RootInlineBox* rootBox = createRootInlineBox(); m_lineBoxes.appendLineBox(rootBox); return rootBox; } void RenderBlockFlow::deleteLineBoxTree() { m_lineBoxes.deleteLineBoxTree(); } void RenderBlockFlow::markAllDescendantsWithFloatsForLayout(RenderBox* floatToRemove, bool inLayout) { // FIXME(sky): Remove this. } void RenderBlockFlow::markSiblingsWithFloatsForLayout(RenderBox* floatToRemove) { // FIXME(sky): Remove this. } LayoutUnit RenderBlockFlow::getClearDelta(RenderBox* child, LayoutUnit logicalTop) { // FIXME(sky): Remove this. return 0; } void RenderBlockFlow::styleWillChange(StyleDifference diff, const RenderStyle& newStyle) { RenderStyle* oldStyle = style(); s_canPropagateFloatIntoSibling = oldStyle ? !isFloatingOrOutOfFlowPositioned() && !avoidsFloats() : false; if (oldStyle && parent() && diff.needsFullLayout() && oldStyle->position() != newStyle.position() && containsFloats() && !isFloating() && !isOutOfFlowPositioned() && newStyle.hasOutOfFlowPosition()) markAllDescendantsWithFloatsForLayout(); RenderBlock::styleWillChange(diff, newStyle); } void RenderBlockFlow::styleDidChange(StyleDifference diff, const RenderStyle* oldStyle) { // FIXME(sky): Remove this. RenderBlock::styleDidChange(diff, oldStyle); } void RenderBlockFlow::updateStaticInlinePositionForChild(RenderBox* child, LayoutUnit logicalTop) { if (child->style()->isOriginalDisplayInlineType()) setStaticInlinePositionForChild(child, startAlignedOffsetForLine(logicalTop, false)); else setStaticInlinePositionForChild(child, startOffsetForContent()); } void RenderBlockFlow::setStaticInlinePositionForChild(RenderBox* child, LayoutUnit inlinePosition) { child->layer()->setStaticInlinePosition(inlinePosition); } void RenderBlockFlow::addChild(RenderObject* newChild, RenderObject* beforeChild) { RenderBlock::addChild(newChild, beforeChild); } void RenderBlockFlow::moveAllChildrenIncludingFloatsTo(RenderBlock* toBlock, bool fullRemoveInsert) { // FIXME(sky): Merge this into callers. RenderBlockFlow* toBlockFlow = toRenderBlockFlow(toBlock); moveAllChildrenTo(toBlockFlow, fullRemoveInsert); } void RenderBlockFlow::invalidatePaintForOverhangingFloats(bool paintAllDescendants) { // FIXME(sky): Remove this. } void RenderBlockFlow::invalidatePaintForOverflow() { // FIXME: We could tighten up the left and right invalidation points if we let layoutInlineChildren fill them in based off the particular lines // it had to lay out. We wouldn't need the hasOverflowClip() hack in that case either. LayoutUnit paintInvalidationLogicalLeft = logicalLeftVisualOverflow(); LayoutUnit paintInvalidationLogicalRight = logicalRightVisualOverflow(); if (hasOverflowClip()) { // If we have clipped overflow, we should use layout overflow as well, since visual overflow from lines didn't propagate to our block's overflow. // Note the old code did this as well but even for overflow:visible. The addition of hasOverflowClip() at least tightens up the hack a bit. // layoutInlineChildren should be patched to compute the entire paint invalidation rect. paintInvalidationLogicalLeft = std::min(paintInvalidationLogicalLeft, logicalLeftLayoutOverflow()); paintInvalidationLogicalRight = std::max(paintInvalidationLogicalRight, logicalRightLayoutOverflow()); } LayoutRect paintInvalidationRect = LayoutRect(paintInvalidationLogicalLeft, m_paintInvalidationLogicalTop, paintInvalidationLogicalRight - paintInvalidationLogicalLeft, m_paintInvalidationLogicalBottom - m_paintInvalidationLogicalTop); if (hasOverflowClip()) { // Adjust the paint invalidation rect for scroll offset paintInvalidationRect.move(-scrolledContentOffset()); // Don't allow this rect to spill out of our overflow box. paintInvalidationRect.intersect(LayoutRect(LayoutPoint(), size())); } // Make sure the rect is still non-empty after intersecting for overflow above if (!paintInvalidationRect.isEmpty()) { // Hits in media/event-attributes.html DisableCompositingQueryAsserts disabler; invalidatePaintRectangle(paintInvalidationRect); // We need to do a partial paint invalidation of our content. } m_paintInvalidationLogicalTop = 0; m_paintInvalidationLogicalBottom = 0; } void RenderBlockFlow::paintFloats(PaintInfo& paintInfo, const LayoutPoint& paintOffset, bool preservePhase) { // FIXME(sky): Remove this. } void RenderBlockFlow::clearFloats(EClear clear) { // FIXME(sky): Remove this. } LayoutUnit RenderBlockFlow::logicalLeftOffsetForPositioningFloat(LayoutUnit logicalTop, LayoutUnit fixedOffset, bool applyTextIndent, LayoutUnit* heightRemaining) const { // FIXME(sky): Remove this. LayoutUnit offset = fixedOffset; return adjustLogicalLeftOffsetForLine(offset, applyTextIndent); } LayoutUnit RenderBlockFlow::logicalRightOffsetForPositioningFloat(LayoutUnit logicalTop, LayoutUnit fixedOffset, bool applyTextIndent, LayoutUnit* heightRemaining) const { // FIXME(sky): Remove this. LayoutUnit offset = fixedOffset; return adjustLogicalRightOffsetForLine(offset, applyTextIndent); } LayoutUnit RenderBlockFlow::adjustLogicalLeftOffsetForLine(LayoutUnit offsetFromFloats, bool applyTextIndent) const { LayoutUnit left = offsetFromFloats; if (applyTextIndent && style()->isLeftToRightDirection()) left += textIndentOffset(); return left; } LayoutUnit RenderBlockFlow::adjustLogicalRightOffsetForLine(LayoutUnit offsetFromFloats, bool applyTextIndent) const { LayoutUnit right = offsetFromFloats; if (applyTextIndent && !style()->isLeftToRightDirection()) right -= textIndentOffset(); return right; } LayoutPoint RenderBlockFlow::computeLogicalLocationForFloat(const FloatingObject* floatingObject, LayoutUnit logicalTopOffset) const { // FIXME(sky): Remove this. return LayoutPoint(); } bool RenderBlockFlow::positionNewFloats() { // FIXME(sky): Remove this. return false; } bool RenderBlockFlow::hasOverhangingFloat(RenderBox* renderer) { // FIXME(sky): Remove this. return false; } void RenderBlockFlow::addIntrudingFloats(RenderBlockFlow* prev, LayoutUnit logicalLeftOffset, LayoutUnit logicalTopOffset) { // FIXME(sky): Remove this. } void RenderBlockFlow::addOverhangingFloats(RenderBlockFlow* child, bool makeChildPaintOtherFloats) { // FIXME(sky): Remove this. } bool RenderBlockFlow::hitTestFloats(const HitTestRequest& request, HitTestResult& result, const HitTestLocation& locationInContainer, const LayoutPoint& accumulatedOffset) { // FIXME(sky): Remove this. return false; } LayoutUnit RenderBlockFlow::logicalLeftFloatOffsetForLine(LayoutUnit logicalTop, LayoutUnit fixedOffset, LayoutUnit logicalHeight) const { // FIXME(sky): remove this. return fixedOffset; } LayoutUnit RenderBlockFlow::logicalRightFloatOffsetForLine(LayoutUnit logicalTop, LayoutUnit fixedOffset, LayoutUnit logicalHeight) const { // FIXME(sky): remove this. return fixedOffset; } GapRects RenderBlockFlow::inlineSelectionGaps(RenderBlock* rootBlock, const LayoutPoint& rootBlockPhysicalPosition, const LayoutSize& offsetFromRootBlock, LayoutUnit& lastLogicalTop, LayoutUnit& lastLogicalLeft, LayoutUnit& lastLogicalRight, const PaintInfo* paintInfo) { GapRects result; bool containsStart = selectionState() == SelectionStart || selectionState() == SelectionBoth; if (!firstLineBox()) { if (containsStart) { // Go ahead and update our lastLogicalTop to be the bottom of the block.


s or empty blocks with height can trip this // case. lastLogicalTop = rootBlock->blockDirectionOffset(offsetFromRootBlock) + logicalHeight(); lastLogicalLeft = logicalLeftSelectionOffset(rootBlock, logicalHeight()); lastLogicalRight = logicalRightSelectionOffset(rootBlock, logicalHeight()); } return result; } RootInlineBox* lastSelectedLine = 0; RootInlineBox* curr; for (curr = firstRootBox(); curr && !curr->hasSelectedChildren(); curr = curr->nextRootBox()) { } // Now paint the gaps for the lines. for (; curr && curr->hasSelectedChildren(); curr = curr->nextRootBox()) { LayoutUnit selTop = curr->selectionTopAdjustedForPrecedingBlock(); LayoutUnit selHeight = curr->selectionHeightAdjustedForPrecedingBlock(); if (!containsStart && !lastSelectedLine && selectionState() != SelectionStart && selectionState() != SelectionBoth) { result.uniteCenter(blockSelectionGap(rootBlock, rootBlockPhysicalPosition, offsetFromRootBlock, lastLogicalTop, lastLogicalLeft, lastLogicalRight, selTop, paintInfo)); } LayoutRect logicalRect(curr->logicalLeft(), selTop, curr->logicalWidth(), selTop + selHeight); logicalRect.move(offsetFromRootBlock); LayoutRect physicalRect = rootBlock->logicalRectToPhysicalRect(rootBlockPhysicalPosition, logicalRect); if (!paintInfo || (physicalRect.y() < paintInfo->rect.maxY() && physicalRect.maxY() > paintInfo->rect.y())) result.unite(curr->lineSelectionGap(rootBlock, rootBlockPhysicalPosition, offsetFromRootBlock, selTop, selHeight, paintInfo)); lastSelectedLine = curr; } if (containsStart && !lastSelectedLine) { // VisibleSelection must start just after our last line. lastSelectedLine = lastRootBox(); } if (lastSelectedLine && selectionState() != SelectionEnd && selectionState() != SelectionBoth) { // Go ahead and update our lastY to be the bottom of the last selected line. lastLogicalTop = rootBlock->blockDirectionOffset(offsetFromRootBlock) + lastSelectedLine->selectionBottom(); lastLogicalLeft = logicalLeftSelectionOffset(rootBlock, lastSelectedLine->selectionBottom()); lastLogicalRight = logicalRightSelectionOffset(rootBlock, lastSelectedLine->selectionBottom()); } return result; } bool RenderBlockFlow::avoidsFloats() const { return RenderBox::avoidsFloats(); } LayoutUnit RenderBlockFlow::logicalLeftSelectionOffset(RenderBlock* rootBlock, LayoutUnit position) { LayoutUnit logicalLeft = logicalLeftOffsetForLine(position, false); if (logicalLeft == logicalLeftOffsetForContent()) return RenderBlock::logicalLeftSelectionOffset(rootBlock, position); RenderBlock* cb = this; while (cb != rootBlock) { logicalLeft += cb->logicalLeft(); cb = cb->containingBlock(); } return logicalLeft; } LayoutUnit RenderBlockFlow::logicalRightSelectionOffset(RenderBlock* rootBlock, LayoutUnit position) { LayoutUnit logicalRight = logicalRightOffsetForLine(position, false); if (logicalRight == logicalRightOffsetForContent()) return RenderBlock::logicalRightSelectionOffset(rootBlock, position); RenderBlock* cb = this; while (cb != rootBlock) { logicalRight += cb->logicalLeft(); cb = cb->containingBlock(); } return logicalRight; } RootInlineBox* RenderBlockFlow::createRootInlineBox() { return new RootInlineBox(*this); } RenderBlockFlow::RenderBlockFlowRareData& RenderBlockFlow::ensureRareData() { if (m_rareData) return *m_rareData; m_rareData = adoptPtr(new RenderBlockFlowRareData(this)); return *m_rareData; } } // namespace blink