/* * 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(); } void RenderBlockFlow::setBreakAtLineToAvoidWidow(int lineToBreak) { ASSERT(lineToBreak >= 0); ensureRareData(); ASSERT(!m_rareData->m_didBreakAtLineToAvoidWidow); m_rareData->m_lineBreakToAvoidWidow = lineToBreak; } void RenderBlockFlow::setDidBreakAtLineToAvoidWidow() { ASSERT(!shouldBreakAtLineToAvoidWidow()); // This function should be called only after a break was applied to avoid widows // so assert |m_rareData| exists. ASSERT(m_rareData); m_rareData->m_didBreakAtLineToAvoidWidow = true; } void RenderBlockFlow::clearDidBreakAtLineToAvoidWidow() { if (!m_rareData) return; m_rareData->m_didBreakAtLineToAvoidWidow = false; } void RenderBlockFlow::clearShouldBreakAtLineToAvoidWidow() const { ASSERT(shouldBreakAtLineToAvoidWidow()); if (!m_rareData) return; m_rareData->m_lineBreakToAvoidWidow = -1; } 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); // Multiple passes might be required for column and pagination based layout // In the case of the old column code the number of passes will only be two // however, in the newer column code the number of passes could equal the // number of columns. bool done = false; while (!done) done = layoutBlockFlow(relayoutChildren, layoutScope); fitBorderToLinesIfNeeded(); 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 bool 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); if (shouldBreakAtLineToAvoidWidow()) { setEverHadLayout(true); return false; } // 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; return true; } 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) { if (isHorizontalWritingMode()) { child->setX(logicalLeft); } else { child->setY(logicalLeft); } } void RenderBlockFlow::setLogicalTopForChild(RenderBox* child, LayoutUnit logicalTop) { if (isHorizontalWritingMode()) { child->setY(logicalTop); } else { child->setX(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(); if (!child->isWritingModeRoot()) 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() { if (m_floatingObjects) m_floatingObjects->setHorizontalWritingMode(isHorizontalWritingMode()); HashSet 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 , 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 = 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(); } } } 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; } if (child->isFloating()) { insertFloatingObject(child); adjustFloatingBlock(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 the child has the same directionality as we do, then we can just return its // margins in the same direction. if (!child->isWritingModeRoot()) { if (childRenderBlockFlow) { childBeforePositive = childRenderBlockFlow->maxPositiveMarginBefore(); childBeforeNegative = childRenderBlockFlow->maxNegativeMarginBefore(); childAfterPositive = childRenderBlockFlow->maxPositiveMarginAfter(); childAfterNegative = childRenderBlockFlow->maxNegativeMarginAfter(); } else { beforeMargin = child->marginBefore(); afterMargin = child->marginAfter(); } } else if (child->isHorizontalWritingMode() == isHorizontalWritingMode()) { // The child has a different directionality. If the child is parallel, then it's just // flipped relative to us. We can use the margins for the opposite edges. if (childRenderBlockFlow) { childBeforePositive = childRenderBlockFlow->maxPositiveMarginAfter(); childBeforeNegative = childRenderBlockFlow->maxNegativeMarginAfter(); childAfterPositive = childRenderBlockFlow->maxPositiveMarginBefore(); childAfterNegative = childRenderBlockFlow->maxNegativeMarginBefore(); } else { beforeMargin = child->marginAfter(); afterMargin = child->marginBefore(); } } else { // The child is perpendicular to us, which means its margins don't collapse but are on the // "logical left/right" sides of the child box. We can just return the raw margin in this case. beforeMargin = marginBeforeForChild(child); afterMargin = marginAfterForChild(child); } // Resolve uncollapsing margins into their positive/negative buckets. if (beforeMargin) { if (beforeMargin > 0) childBeforePositive = beforeMargin; else childBeforeNegative = -beforeMargin; } if (afterMargin) { if (afterMargin > 0) childAfterPositive = afterMargin; else childAfterNegative = -afterMargin; } return 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 isHorizontal = isHorizontalWritingMode(); bool hasStaticBlockPosition = child->style()->hasStaticBlockPosition(isHorizontal); 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() || childBlockFlow->isWritingModeRoot()) 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()); if (!child->isWritingModeRoot()) return child->isRenderBlockFlow() ? toRenderBlockFlow(child)->mustDiscardMarginBefore() : (child->style()->marginBeforeCollapse() == MDISCARD); if (child->isHorizontalWritingMode() == isHorizontalWritingMode()) return child->isRenderBlockFlow() ? toRenderBlockFlow(child)->mustDiscardMarginAfter() : (child->style()->marginAfterCollapse() == MDISCARD); // FIXME: We return false here because the implementation is not geometrically complete. We have values only for before/after, not start/end. // In case the boxes are perpendicular we assume the property is not specified. return false; } bool RenderBlockFlow::mustDiscardMarginAfterForChild(const RenderBox* child) const { ASSERT(!child->selfNeedsLayout()); if (!child->isWritingModeRoot()) return child->isRenderBlockFlow() ? toRenderBlockFlow(child)->mustDiscardMarginAfter() : (child->style()->marginAfterCollapse() == MDISCARD); if (child->isHorizontalWritingMode() == isHorizontalWritingMode()) return child->isRenderBlockFlow() ? toRenderBlockFlow(child)->mustDiscardMarginBefore() : (child->style()->marginBeforeCollapse() == MDISCARD); // FIXME: See |mustDiscardMarginBeforeForChild| above. return false; } 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(); if (!child->isWritingModeRoot()) return childStyle->marginBeforeCollapse() == MSEPARATE; if (child->isHorizontalWritingMode() == isHorizontalWritingMode()) return childStyle->marginAfterCollapse() == MSEPARATE; // FIXME: See |mustDiscardMarginBeforeForChild| above. return false; } bool RenderBlockFlow::mustSeparateMarginAfterForChild(const RenderBox* child) const { ASSERT(!child->selfNeedsLayout()); const RenderStyle* childStyle = child->style(); if (!child->isWritingModeRoot()) return childStyle->marginAfterCollapse() == MSEPARATE; if (child->isHorizontalWritingMode() == isHorizontalWritingMode()) return childStyle->marginBeforeCollapse() == MSEPARATE; // FIXME: See |mustDiscardMarginBeforeForChild| above. return false; } 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))); } } 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() { if (containsFloats()) m_floatingObjects->clearLineBoxTreePointers(); m_lineBoxes.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); } } } 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); } } } 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(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; } void RenderBlockFlow::createFloatingObjects() { m_floatingObjects = adoptPtr(new FloatingObjects(this, isHorizontalWritingMode())); } 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) { RenderBlock::styleDidChange(diff, oldStyle); // After our style changed, if we lose our ability to propagate floats into next sibling // blocks, then we need to find the top most parent containing that overhanging float and // then mark its descendants with floats for layout and clear all floats from its next // sibling blocks that exist in our floating objects list. See bug 56299 and 62875. bool canPropagateFloatIntoSibling = !isFloatingOrOutOfFlowPositioned() && !avoidsFloats(); if (diff.needsFullLayout() && s_canPropagateFloatIntoSibling && !canPropagateFloatIntoSibling && hasOverhangingFloats()) { RenderBlockFlow* parentBlockFlow = this; const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set(); FloatingObjectSetIterator end = floatingObjectSet.end(); for (RenderObject* curr = parent(); curr && !curr->isRenderView(); curr = curr->parent()) { if (curr->isRenderBlockFlow()) { RenderBlockFlow* currBlock = toRenderBlockFlow(curr); if (currBlock->hasOverhangingFloats()) { for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) { RenderBox* renderer = (*it)->renderer(); if (currBlock->hasOverhangingFloat(renderer)) { parentBlockFlow = currBlock; break; } } } } } parentBlockFlow->markAllDescendantsWithFloatsForLayout(); parentBlockFlow->markSiblingsWithFloatsForLayout(); } } 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) { 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); } } } 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; if (isHorizontalWritingMode()) paintInvalidationRect = LayoutRect(paintInvalidationLogicalLeft, m_paintInvalidationLogicalTop, paintInvalidationLogicalRight - paintInvalidationLogicalLeft, m_paintInvalidationLogicalBottom - m_paintInvalidationLogicalTop); else paintInvalidationRect = LayoutRect(m_paintInvalidationLogicalTop, paintInvalidationLogicalLeft, m_paintInvalidationLogicalBottom - m_paintInvalidationLogicalTop, paintInvalidationLogicalRight - paintInvalidationLogicalLeft); 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) { 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); } } } } 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)); } } } 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); } bool RenderBlockFlow::containsFloat(RenderBox* renderer) const { return m_floatingObjects && m_floatingObjects->set().contains(renderer); } void RenderBlockFlow::removeFloatingObjects() { if (!m_floatingObjects) return; markSiblingsWithFloatsForLayout(); m_floatingObjects->clear(); } 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()); } LayoutUnit RenderBlockFlow::logicalLeftOffsetForPositioningFloat(LayoutUnit logicalTop, LayoutUnit fixedOffset, bool applyTextIndent, LayoutUnit* heightRemaining) const { 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 { LayoutUnit offset = fixedOffset; if (m_floatingObjects && m_floatingObjects->hasRightObjects()) offset = m_floatingObjects->logicalRightOffsetForPositioningFloat(fixedOffset, logicalTop, heightRemaining); 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 { 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); } 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(floatBox); if (it != floatingObjectSet.end()) return it->get(); } // Create the special object entry & append it to the list OwnPtr newObj = FloatingObject::create(floatBox); floatBox->layoutIfNeeded(); setLogicalWidthForFloat(newObj.get(), logicalWidthForChild(floatBox) + marginStartForChild(floatBox) + marginEndForChild(floatBox)); return m_floatingObjects->add(newObj.release()); } void RenderBlockFlow::removeFloatingObject(RenderBox* floatBox) { if (m_floatingObjects) { const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set(); FloatingObjectSetIterator it = floatingObjectSet.find(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); } } } 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(); } } 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; } bool RenderBlockFlow::hasOverhangingFloat(RenderBox* renderer) { if (!m_floatingObjects || !parent()) return false; const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set(); FloatingObjectSetIterator it = floatingObjectSet.find(renderer); if (it == floatingObjectSet.end()) return false; return logicalBottomForFloat(it->get()) > logicalHeight(); } 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)); } } } } void RenderBlockFlow::addOverhangingFloats(RenderBlockFlow* child, bool makeChildPaintOtherFloats) { // Prevent floats from being added to the canvas by the root element, e.g., . 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))); } } } LayoutUnit RenderBlockFlow::lowestFloatLogicalBottom(FloatingObject::Type floatType) const { if (!m_floatingObjects) return 0; return m_floatingObjects->lowestFloatLogicalBottom(floatType); } 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; } 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; } } } return false; } void RenderBlockFlow::adjustForBorderFit(LayoutUnit x, LayoutUnit& left, LayoutUnit& right) const { // We don't deal with relative positioning. Our assumption is that you shrink to fit the lines without accounting // for either overflow or translations via relative positioning. if (childrenInline()) { for (RootInlineBox* box = firstRootBox(); box; box = box->nextRootBox()) { if (box->firstChild()) left = std::min(left, x + static_cast(box->firstChild()->x())); if (box->lastChild()) right = std::max(right, x + static_cast(ceilf(box->lastChild()->logicalRight()))); } } else { for (RenderBox* obj = firstChildBox(); obj; obj = obj->nextSiblingBox()) { if (!obj->isFloatingOrOutOfFlowPositioned()) { if (obj->isRenderBlockFlow() && !obj->hasOverflowClip()) { toRenderBlockFlow(obj)->adjustForBorderFit(x + obj->x(), left, right); } else { // We are a replaced element or some kind of non-block-flow object. left = std::min(left, x + obj->x()); right = std::max(right, x + obj->x() + obj->width()); } } } } 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() { if (style()->borderFit() == BorderFitBorder || hasOverrideWidth()) return; // Walk any normal flow lines to snugly fit. LayoutUnit left = LayoutUnit::max(); LayoutUnit right = LayoutUnit::min(); LayoutUnit oldWidth = contentWidth(); adjustForBorderFit(0, left, right); // Clamp to our existing edges. We can never grow. We only shrink. LayoutUnit leftEdge = borderLeft() + paddingLeft(); LayoutUnit rightEdge = leftEdge + oldWidth; left = std::min(rightEdge, std::max(leftEdge, left)); right = std::max(left, std::min(rightEdge, right)); LayoutUnit newContentWidth = right - left; if (newContentWidth == oldWidth) return; setOverrideLogicalContentWidth(newContentWidth); layoutBlock(false); clearOverrideLogicalContentWidth(); } LayoutUnit RenderBlockFlow::logicalLeftFloatOffsetForLine(LayoutUnit logicalTop, LayoutUnit fixedOffset, LayoutUnit logicalHeight) const { if (m_floatingObjects && m_floatingObjects->hasLeftObjects()) return m_floatingObjects->logicalLeftOffset(fixedOffset, logicalTop, logicalHeight); return fixedOffset; } LayoutUnit RenderBlockFlow::logicalRightFloatOffsetForLine(LayoutUnit logicalTop, LayoutUnit fixedOffset, LayoutUnit logicalHeight) const { if (m_floatingObjects && m_floatingObjects->hasRightObjects()) return m_floatingObjects->logicalRightOffset(fixedOffset, logicalTop, logicalHeight); 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(isHorizontalWritingMode() ? offsetFromRootBlock : offsetFromRootBlock.transposedSize()); LayoutRect physicalRect = rootBlock->logicalRectToPhysicalRect(rootBlockPhysicalPosition, logicalRect); if (!paintInfo || (isHorizontalWritingMode() && physicalRect.y() < paintInfo->rect.maxY() && physicalRect.maxY() > paintInfo->rect.y()) || (!isHorizontalWritingMode() && physicalRect.x() < paintInfo->rect.maxX() && physicalRect.maxX() > paintInfo->rect.x())) result.unite(curr->lineSelectionGap(rootBlock, rootBlockPhysicalPosition, offsetFromRootBlock, selTop, selHeight, paintInfo)); lastSelectedLine = curr; } if (containsStart && !lastSelectedLine) { // VisibleSelection must start just after our last line. lastSelectedLine = lastRootBox(); } if (lastSelectedLine && selectionState() != SelectionEnd && selectionState() != SelectionBoth) { // Go ahead and update our lastY to be the bottom of the last selected line. lastLogicalTop = 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