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2284 lines
107 KiB
C++
2284 lines
107 KiB
C++
/*
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* Copyright (C) 2013 Google Inc. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above
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* copyright notice, this list of conditions and the following disclaimer
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* in the documentation and/or other materials provided with the
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* distribution.
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* * Neither the name of Google Inc. nor the names of its
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* contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include "config.h"
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#include "core/rendering/RenderBlockFlow.h"
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#include "core/frame/FrameView.h"
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#include "core/frame/LocalFrame.h"
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#include "core/frame/Settings.h"
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#include "core/rendering/HitTestLocation.h"
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#include "core/rendering/RenderLayer.h"
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#include "core/rendering/RenderText.h"
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#include "core/rendering/RenderView.h"
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#include "core/rendering/line/LineWidth.h"
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#include "platform/text/BidiTextRun.h"
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namespace blink {
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bool RenderBlockFlow::s_canPropagateFloatIntoSibling = false;
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struct SameSizeAsMarginInfo {
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uint16_t bitfields;
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LayoutUnit margins[2];
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};
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COMPILE_ASSERT(sizeof(RenderBlockFlow::MarginValues) == sizeof(LayoutUnit[4]), MarginValues_should_stay_small);
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class MarginInfo {
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// Collapsing flags for whether we can collapse our margins with our children's margins.
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bool m_canCollapseWithChildren : 1;
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bool m_canCollapseMarginBeforeWithChildren : 1;
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bool m_canCollapseMarginAfterWithChildren : 1;
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bool m_canCollapseMarginAfterWithLastChild: 1;
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// This flag tracks whether we are still looking at child margins that can all collapse together at the beginning of a block.
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// They may or may not collapse with the top margin of the block (|m_canCollapseTopWithChildren| tells us that), but they will
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// always be collapsing with one another. This variable can remain set to true through multiple iterations
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// as long as we keep encountering self-collapsing blocks.
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bool m_atBeforeSideOfBlock : 1;
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// This flag is set when we know we're examining bottom margins and we know we're at the bottom of the block.
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bool m_atAfterSideOfBlock : 1;
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// These variables are used to detect quirky margins that we need to collapse away (in table cells
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// and in the body element).
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bool m_hasMarginBeforeQuirk : 1;
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bool m_hasMarginAfterQuirk : 1;
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bool m_determinedMarginBeforeQuirk : 1;
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bool m_discardMargin : 1;
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// These flags track the previous maximal positive and negative margins.
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LayoutUnit m_positiveMargin;
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LayoutUnit m_negativeMargin;
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public:
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MarginInfo(RenderBlockFlow*, LayoutUnit beforeBorderPadding, LayoutUnit afterBorderPadding);
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void setAtBeforeSideOfBlock(bool b) { m_atBeforeSideOfBlock = b; }
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void setAtAfterSideOfBlock(bool b) { m_atAfterSideOfBlock = b; }
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void clearMargin()
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{
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m_positiveMargin = 0;
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m_negativeMargin = 0;
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}
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void setHasMarginBeforeQuirk(bool b) { m_hasMarginBeforeQuirk = b; }
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void setHasMarginAfterQuirk(bool b) { m_hasMarginAfterQuirk = b; }
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void setDeterminedMarginBeforeQuirk(bool b) { m_determinedMarginBeforeQuirk = b; }
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void setPositiveMargin(LayoutUnit p) { ASSERT(!m_discardMargin); m_positiveMargin = p; }
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void setNegativeMargin(LayoutUnit n) { ASSERT(!m_discardMargin); m_negativeMargin = n; }
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void setPositiveMarginIfLarger(LayoutUnit p)
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{
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ASSERT(!m_discardMargin);
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if (p > m_positiveMargin)
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m_positiveMargin = p;
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}
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void setNegativeMarginIfLarger(LayoutUnit n)
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{
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ASSERT(!m_discardMargin);
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if (n > m_negativeMargin)
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m_negativeMargin = n;
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}
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void setMargin(LayoutUnit p, LayoutUnit n) { ASSERT(!m_discardMargin); m_positiveMargin = p; m_negativeMargin = n; }
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void setCanCollapseMarginAfterWithChildren(bool collapse) { m_canCollapseMarginAfterWithChildren = collapse; }
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void setCanCollapseMarginAfterWithLastChild(bool collapse) { m_canCollapseMarginAfterWithLastChild = collapse; }
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void setDiscardMargin(bool value) { m_discardMargin = value; }
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bool atBeforeSideOfBlock() const { return m_atBeforeSideOfBlock; }
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bool canCollapseWithMarginBefore() const { return m_atBeforeSideOfBlock && m_canCollapseMarginBeforeWithChildren; }
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bool canCollapseWithMarginAfter() const { return m_atAfterSideOfBlock && m_canCollapseMarginAfterWithChildren; }
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bool canCollapseMarginBeforeWithChildren() const { return m_canCollapseMarginBeforeWithChildren; }
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bool canCollapseMarginAfterWithChildren() const { return m_canCollapseMarginAfterWithChildren; }
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bool canCollapseMarginAfterWithLastChild() const { return m_canCollapseMarginAfterWithLastChild; }
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bool determinedMarginBeforeQuirk() const { return m_determinedMarginBeforeQuirk; }
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bool hasMarginBeforeQuirk() const { return m_hasMarginBeforeQuirk; }
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bool hasMarginAfterQuirk() const { return m_hasMarginAfterQuirk; }
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LayoutUnit positiveMargin() const { return m_positiveMargin; }
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LayoutUnit negativeMargin() const { return m_negativeMargin; }
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bool discardMargin() const { return m_discardMargin; }
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LayoutUnit margin() const { return m_positiveMargin - m_negativeMargin; }
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};
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void RenderBlockFlow::RenderBlockFlowRareData::trace(Visitor* visitor)
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{
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}
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RenderBlockFlow::RenderBlockFlow(ContainerNode* node)
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: RenderBlock(node)
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{
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COMPILE_ASSERT(sizeof(MarginInfo) == sizeof(SameSizeAsMarginInfo), MarginInfo_should_stay_small);
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setChildrenInline(true);
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}
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RenderBlockFlow::~RenderBlockFlow()
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{
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}
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void RenderBlockFlow::trace(Visitor* visitor)
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{
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visitor->trace(m_rareData);
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RenderBlock::trace(visitor);
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}
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RenderBlockFlow* RenderBlockFlow::createAnonymous(Document* document)
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{
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RenderBlockFlow* renderer = new RenderBlockFlow(0);
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renderer->setDocumentForAnonymous(document);
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return renderer;
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}
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bool RenderBlockFlow::updateLogicalWidthAndColumnWidth()
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{
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return RenderBlock::updateLogicalWidthAndColumnWidth();
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}
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void RenderBlockFlow::setBreakAtLineToAvoidWidow(int lineToBreak)
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{
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ASSERT(lineToBreak >= 0);
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ensureRareData();
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ASSERT(!m_rareData->m_didBreakAtLineToAvoidWidow);
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m_rareData->m_lineBreakToAvoidWidow = lineToBreak;
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}
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void RenderBlockFlow::setDidBreakAtLineToAvoidWidow()
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{
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ASSERT(!shouldBreakAtLineToAvoidWidow());
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// This function should be called only after a break was applied to avoid widows
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// so assert |m_rareData| exists.
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ASSERT(m_rareData);
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m_rareData->m_didBreakAtLineToAvoidWidow = true;
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}
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void RenderBlockFlow::clearDidBreakAtLineToAvoidWidow()
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{
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if (!m_rareData)
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return;
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m_rareData->m_didBreakAtLineToAvoidWidow = false;
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}
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void RenderBlockFlow::clearShouldBreakAtLineToAvoidWidow() const
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{
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ASSERT(shouldBreakAtLineToAvoidWidow());
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if (!m_rareData)
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return;
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m_rareData->m_lineBreakToAvoidWidow = -1;
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}
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bool RenderBlockFlow::isSelfCollapsingBlock() const
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{
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m_hasOnlySelfCollapsingChildren = RenderBlock::isSelfCollapsingBlock();
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return m_hasOnlySelfCollapsingChildren;
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}
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void RenderBlockFlow::layoutBlock(bool relayoutChildren)
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{
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ASSERT(needsLayout());
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ASSERT(isInlineBlock() || !isInline());
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// If we are self-collapsing with self-collapsing descendants this will get set to save us burrowing through our
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// descendants every time in |isSelfCollapsingBlock|. We reset it here so that |isSelfCollapsingBlock| attempts to burrow
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// at least once and so that it always gives a reliable result reflecting the latest layout.
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m_hasOnlySelfCollapsingChildren = false;
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if (!relayoutChildren && simplifiedLayout())
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return;
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SubtreeLayoutScope layoutScope(*this);
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// Multiple passes might be required for column and pagination based layout
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// In the case of the old column code the number of passes will only be two
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// however, in the newer column code the number of passes could equal the
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// number of columns.
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bool done = false;
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while (!done)
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done = layoutBlockFlow(relayoutChildren, layoutScope);
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fitBorderToLinesIfNeeded();
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updateLayerTransformAfterLayout();
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// Update our scroll information if we're overflow:auto/scroll/hidden now that we know if
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// we overflow or not.
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updateScrollInfoAfterLayout();
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if (m_paintInvalidationLogicalTop != m_paintInvalidationLogicalBottom)
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setShouldInvalidateOverflowForPaint(true);
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clearNeedsLayout();
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}
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inline bool RenderBlockFlow::layoutBlockFlow(bool relayoutChildren, SubtreeLayoutScope& layoutScope)
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{
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LayoutUnit oldLeft = logicalLeft();
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bool logicalWidthChanged = updateLogicalWidthAndColumnWidth();
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relayoutChildren |= logicalWidthChanged;
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rebuildFloatsFromIntruding();
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LayoutState state(*this, locationOffset(), logicalWidthChanged);
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// We use four values, maxTopPos, maxTopNeg, maxBottomPos, and maxBottomNeg, to track
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// our current maximal positive and negative margins. These values are used when we
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// are collapsed with adjacent blocks, so for example, if you have block A and B
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// collapsing together, then you'd take the maximal positive margin from both A and B
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// and subtract it from the maximal negative margin from both A and B to get the
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// true collapsed margin. This algorithm is recursive, so when we finish layout()
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// our block knows its current maximal positive/negative values.
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initMaxMarginValues();
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setHasMarginBeforeQuirk(style()->hasMarginBeforeQuirk());
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setHasMarginAfterQuirk(style()->hasMarginAfterQuirk());
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LayoutUnit beforeEdge = borderBefore() + paddingBefore();
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LayoutUnit afterEdge = borderAfter() + paddingAfter() + scrollbarLogicalHeight();
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LayoutUnit previousHeight = logicalHeight();
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setLogicalHeight(beforeEdge);
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m_paintInvalidationLogicalTop = 0;
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m_paintInvalidationLogicalBottom = 0;
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if (!firstChild() && !isAnonymousBlock())
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setChildrenInline(true);
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if (childrenInline())
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layoutInlineChildren(relayoutChildren, m_paintInvalidationLogicalTop, m_paintInvalidationLogicalBottom, afterEdge);
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else
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layoutBlockChildren(relayoutChildren, layoutScope, beforeEdge, afterEdge);
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// Expand our intrinsic height to encompass floats.
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if (lowestFloatLogicalBottom() > (logicalHeight() - afterEdge) && createsBlockFormattingContext())
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setLogicalHeight(lowestFloatLogicalBottom() + afterEdge);
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if (shouldBreakAtLineToAvoidWidow()) {
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setEverHadLayout(true);
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return false;
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}
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// Calculate our new height.
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LayoutUnit oldHeight = logicalHeight();
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LayoutUnit oldClientAfterEdge = clientLogicalBottom();
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updateLogicalHeight();
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LayoutUnit newHeight = logicalHeight();
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if (oldHeight > newHeight && !childrenInline()) {
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// One of our children's floats may have become an overhanging float for us.
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for (RenderObject* child = lastChild(); child; child = child->previousSibling()) {
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if (child->isRenderBlockFlow() && !child->isFloatingOrOutOfFlowPositioned()) {
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RenderBlockFlow* block = toRenderBlockFlow(child);
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if (block->lowestFloatLogicalBottom() + block->logicalTop() <= newHeight)
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break;
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addOverhangingFloats(block, false);
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}
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}
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}
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bool heightChanged = (previousHeight != newHeight);
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if (heightChanged)
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relayoutChildren = true;
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layoutPositionedObjects(relayoutChildren || isDocumentElement(), oldLeft != logicalLeft() ? ForcedLayoutAfterContainingBlockMoved : DefaultLayout);
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// Add overflow from children (unless we're multi-column, since in that case all our child overflow is clipped anyway).
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computeOverflow(oldClientAfterEdge);
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m_descendantsWithFloatsMarkedForLayout = false;
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return true;
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}
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void RenderBlockFlow::determineLogicalLeftPositionForChild(RenderBox* child)
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{
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LayoutUnit startPosition = borderStart() + paddingStart();
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LayoutUnit initialStartPosition = startPosition;
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if (style()->shouldPlaceBlockDirectionScrollbarOnLogicalLeft())
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startPosition -= verticalScrollbarWidth();
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LayoutUnit totalAvailableLogicalWidth = borderAndPaddingLogicalWidth() + availableLogicalWidth();
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LayoutUnit childMarginStart = marginStartForChild(child);
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LayoutUnit newPosition = startPosition + childMarginStart;
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LayoutUnit positionToAvoidFloats;
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if (child->avoidsFloats() && containsFloats())
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positionToAvoidFloats = startOffsetForLine(logicalTopForChild(child), false, logicalHeightForChild(child));
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// If the child has an offset from the content edge to avoid floats then use that, otherwise let any negative
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// margin pull it back over the content edge or any positive margin push it out.
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// If the child is being centred then the margin calculated to do that has factored in any offset required to
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// avoid floats, so use it if necessary.
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if (style()->textAlign() == WEBKIT_CENTER || child->style()->marginStartUsing(style()).isAuto())
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newPosition = std::max(newPosition, positionToAvoidFloats + childMarginStart);
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else if (positionToAvoidFloats > initialStartPosition)
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newPosition = std::max(newPosition, positionToAvoidFloats);
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setLogicalLeftForChild(child, style()->isLeftToRightDirection() ? newPosition : totalAvailableLogicalWidth - newPosition - logicalWidthForChild(child));
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}
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void RenderBlockFlow::setLogicalLeftForChild(RenderBox* child, LayoutUnit logicalLeft)
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{
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if (isHorizontalWritingMode()) {
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child->setX(logicalLeft);
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} else {
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child->setY(logicalLeft);
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}
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}
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void RenderBlockFlow::setLogicalTopForChild(RenderBox* child, LayoutUnit logicalTop)
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{
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if (isHorizontalWritingMode()) {
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child->setY(logicalTop);
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} else {
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child->setX(logicalTop);
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}
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}
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void RenderBlockFlow::layoutBlockChild(RenderBox* child, MarginInfo& marginInfo, LayoutUnit& previousFloatLogicalBottom)
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{
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LayoutUnit oldPosMarginBefore = maxPositiveMarginBefore();
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LayoutUnit oldNegMarginBefore = maxNegativeMarginBefore();
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// The child is a normal flow object. Compute the margins we will use for collapsing now.
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child->computeAndSetBlockDirectionMargins(this);
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// Try to guess our correct logical top position. In most cases this guess will
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// be correct. Only if we're wrong (when we compute the real logical top position)
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// will we have to potentially relayout.
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LayoutUnit logicalTopEstimate = estimateLogicalTopPosition(child, marginInfo);
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// Cache our old rect so that we can dirty the proper paint invalidation rects if the child moves.
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LayoutRect oldRect = child->frameRect();
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LayoutUnit oldLogicalTop = logicalTopForChild(child);
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// Go ahead and position the child as though it didn't collapse with the top.
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setLogicalTopForChild(child, logicalTopEstimate);
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RenderBlockFlow* childRenderBlockFlow = child->isRenderBlockFlow() ? toRenderBlockFlow(child) : 0;
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bool markDescendantsWithFloats = false;
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if (logicalTopEstimate != oldLogicalTop && childRenderBlockFlow && !childRenderBlockFlow->avoidsFloats() && childRenderBlockFlow->containsFloats()) {
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markDescendantsWithFloats = true;
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} else if (UNLIKELY(logicalTopEstimate.mightBeSaturated())) {
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// logicalTopEstimate, returned by estimateLogicalTopPosition, might be saturated for
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// very large elements. If it does the comparison with oldLogicalTop might yield a
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// false negative as adding and removing margins, borders etc from a saturated number
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// might yield incorrect results. If this is the case always mark for layout.
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markDescendantsWithFloats = true;
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} else if (!child->avoidsFloats() || child->shrinkToAvoidFloats()) {
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// If an element might be affected by the presence of floats, then always mark it for
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// layout.
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LayoutUnit fb = std::max(previousFloatLogicalBottom, lowestFloatLogicalBottom());
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if (fb > logicalTopEstimate)
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markDescendantsWithFloats = true;
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}
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if (childRenderBlockFlow) {
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if (markDescendantsWithFloats)
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childRenderBlockFlow->markAllDescendantsWithFloatsForLayout();
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if (!child->isWritingModeRoot())
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previousFloatLogicalBottom = std::max(previousFloatLogicalBottom, oldLogicalTop + childRenderBlockFlow->lowestFloatLogicalBottom());
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}
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SubtreeLayoutScope layoutScope(*child);
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bool childHadLayout = child->everHadLayout();
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bool childNeededLayout = child->needsLayout();
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if (childNeededLayout)
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child->layout();
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// Cache if we are at the top of the block right now.
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bool childIsSelfCollapsing = child->isSelfCollapsingBlock();
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// Now determine the correct ypos based off examination of collapsing margin
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// values.
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LayoutUnit logicalTopBeforeClear = collapseMargins(child, marginInfo, childIsSelfCollapsing);
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// Now check for clear.
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LayoutUnit logicalTopAfterClear = clearFloatsIfNeeded(child, marginInfo, oldPosMarginBefore, oldNegMarginBefore, logicalTopBeforeClear, childIsSelfCollapsing);
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setLogicalTopForChild(child, logicalTopAfterClear);
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// Now we have a final top position. See if it really does end up being different from our estimate.
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// clearFloatsIfNeeded can also mark the child as needing a layout even though we didn't move. This happens
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// when collapseMargins dynamically adds overhanging floats because of a child with negative margins.
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if (logicalTopAfterClear != logicalTopEstimate || child->needsLayout()) {
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SubtreeLayoutScope layoutScope(*child);
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if (child->shrinkToAvoidFloats()) {
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// The child's width depends on the line width.
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// When the child shifts to clear an item, its width can
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// change (because it has more available line width).
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// So go ahead and mark the item as dirty.
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layoutScope.setChildNeedsLayout(child);
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}
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if (childRenderBlockFlow && !childRenderBlockFlow->avoidsFloats() && childRenderBlockFlow->containsFloats())
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childRenderBlockFlow->markAllDescendantsWithFloatsForLayout();
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// Our guess was wrong. Make the child lay itself out again.
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child->layoutIfNeeded();
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}
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// If we previously encountered a self-collapsing sibling of this child that had clearance then
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// we set this bit to ensure we would not collapse the child's margins, and those of any subsequent
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// self-collapsing siblings, with our parent. If this child is not self-collapsing then it can
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// 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<RenderBox*> oldIntrudingFloatSet;
|
|
if (!childrenInline() && m_floatingObjects) {
|
|
const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
|
|
FloatingObjectSetIterator end = floatingObjectSet.end();
|
|
for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
|
|
FloatingObject* floatingObject = it->get();
|
|
if (!floatingObject->isDescendant())
|
|
oldIntrudingFloatSet.add(floatingObject->renderer());
|
|
}
|
|
}
|
|
|
|
// Inline blocks are covered by the isReplaced() check in the avoidFloats method.
|
|
if (avoidsFloats() || isDocumentElement() || isRenderView() || isFloatingOrOutOfFlowPositioned()) {
|
|
if (m_floatingObjects) {
|
|
m_floatingObjects->clear();
|
|
}
|
|
if (!oldIntrudingFloatSet.isEmpty())
|
|
markAllDescendantsWithFloatsForLayout();
|
|
return;
|
|
}
|
|
|
|
RendererToFloatInfoMap floatMap;
|
|
|
|
if (m_floatingObjects) {
|
|
if (childrenInline())
|
|
m_floatingObjects->moveAllToFloatInfoMap(floatMap);
|
|
else
|
|
m_floatingObjects->clear();
|
|
}
|
|
|
|
// We should not process floats if the parent node is not a RenderBlockFlow. Otherwise, we will add
|
|
// floats in an invalid context. This will cause a crash arising from a bad cast on the parent.
|
|
// See <rdar://problem/8049753>, where float property is applied on a text node in a SVG.
|
|
if (!parent() || !parent()->isRenderBlockFlow())
|
|
return;
|
|
|
|
// Attempt to locate a previous sibling with overhanging floats. We skip any elements that
|
|
// may have shifted to avoid floats, and any objects whose floats cannot interact with objects
|
|
// outside it (i.e. objects that create a new block formatting context).
|
|
RenderBlockFlow* parentBlockFlow = toRenderBlockFlow(parent());
|
|
bool parentHasFloats = false;
|
|
RenderObject* prev = previousSibling();
|
|
while (prev && (!prev->isBox() || !prev->isRenderBlock() || toRenderBlock(prev)->avoidsFloats() || toRenderBlock(prev)->createsBlockFormattingContext())) {
|
|
if (prev->isFloating())
|
|
parentHasFloats = true;
|
|
prev = prev->previousSibling();
|
|
}
|
|
|
|
// First add in floats from the parent. Self-collapsing blocks let their parent track any floats that intrude into
|
|
// them (as opposed to floats they contain themselves) so check for those here too.
|
|
LayoutUnit logicalTopOffset = logicalTop();
|
|
bool parentHasIntrudingFloats = !parentHasFloats && (!prev || toRenderBlockFlow(prev)->isSelfCollapsingBlock()) && parentBlockFlow->lowestFloatLogicalBottom() > logicalTopOffset;
|
|
if (parentHasFloats || parentHasIntrudingFloats)
|
|
addIntrudingFloats(parentBlockFlow, parentBlockFlow->logicalLeftOffsetForContent(), logicalTopOffset);
|
|
|
|
// Add overhanging floats from the previous RenderBlockFlow, but only if it has a float that intrudes into our space.
|
|
if (prev) {
|
|
RenderBlockFlow* blockFlow = toRenderBlockFlow(prev);
|
|
logicalTopOffset -= blockFlow->logicalTop();
|
|
if (blockFlow->lowestFloatLogicalBottom() > logicalTopOffset)
|
|
addIntrudingFloats(blockFlow, 0, logicalTopOffset);
|
|
}
|
|
|
|
if (childrenInline()) {
|
|
LayoutUnit changeLogicalTop = LayoutUnit::max();
|
|
LayoutUnit changeLogicalBottom = LayoutUnit::min();
|
|
if (m_floatingObjects) {
|
|
const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
|
|
FloatingObjectSetIterator end = floatingObjectSet.end();
|
|
for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
|
|
FloatingObject* floatingObject = it->get();
|
|
FloatingObject* oldFloatingObject = floatMap.get(floatingObject->renderer());
|
|
LayoutUnit logicalBottom = logicalBottomForFloat(floatingObject);
|
|
if (oldFloatingObject) {
|
|
LayoutUnit oldLogicalBottom = logicalBottomForFloat(oldFloatingObject);
|
|
if (logicalWidthForFloat(floatingObject) != logicalWidthForFloat(oldFloatingObject) || logicalLeftForFloat(floatingObject) != logicalLeftForFloat(oldFloatingObject)) {
|
|
changeLogicalTop = 0;
|
|
changeLogicalBottom = std::max(changeLogicalBottom, std::max(logicalBottom, oldLogicalBottom));
|
|
} else {
|
|
if (logicalBottom != oldLogicalBottom) {
|
|
changeLogicalTop = std::min(changeLogicalTop, std::min(logicalBottom, oldLogicalBottom));
|
|
changeLogicalBottom = std::max(changeLogicalBottom, std::max(logicalBottom, oldLogicalBottom));
|
|
}
|
|
LayoutUnit logicalTop = logicalTopForFloat(floatingObject);
|
|
LayoutUnit oldLogicalTop = logicalTopForFloat(oldFloatingObject);
|
|
if (logicalTop != oldLogicalTop) {
|
|
changeLogicalTop = std::min(changeLogicalTop, std::min(logicalTop, oldLogicalTop));
|
|
changeLogicalBottom = std::max(changeLogicalBottom, std::max(logicalTop, oldLogicalTop));
|
|
}
|
|
}
|
|
|
|
if (oldFloatingObject->originatingLine() && !selfNeedsLayout()) {
|
|
ASSERT(oldFloatingObject->originatingLine()->renderer() == this);
|
|
oldFloatingObject->originatingLine()->markDirty();
|
|
}
|
|
|
|
floatMap.remove(floatingObject->renderer());
|
|
} else {
|
|
changeLogicalTop = 0;
|
|
changeLogicalBottom = std::max(changeLogicalBottom, logicalBottom);
|
|
}
|
|
}
|
|
}
|
|
|
|
RendererToFloatInfoMap::iterator end = floatMap.end();
|
|
for (RendererToFloatInfoMap::iterator it = floatMap.begin(); it != end; ++it) {
|
|
OwnPtr<FloatingObject>& floatingObject = it->value;
|
|
if (!floatingObject->isDescendant()) {
|
|
changeLogicalTop = 0;
|
|
changeLogicalBottom = std::max(changeLogicalBottom, logicalBottomForFloat(floatingObject.get()));
|
|
}
|
|
}
|
|
|
|
markLinesDirtyInBlockRange(changeLogicalTop, changeLogicalBottom);
|
|
} else if (!oldIntrudingFloatSet.isEmpty()) {
|
|
// If there are previously intruding floats that no longer intrude, then children with floats
|
|
// should also get layout because they might need their floating object lists cleared.
|
|
if (m_floatingObjects->set().size() < oldIntrudingFloatSet.size()) {
|
|
markAllDescendantsWithFloatsForLayout();
|
|
} else {
|
|
const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
|
|
FloatingObjectSetIterator end = floatingObjectSet.end();
|
|
for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end && !oldIntrudingFloatSet.isEmpty(); ++it)
|
|
oldIntrudingFloatSet.remove((*it)->renderer());
|
|
if (!oldIntrudingFloatSet.isEmpty())
|
|
markAllDescendantsWithFloatsForLayout();
|
|
}
|
|
}
|
|
}
|
|
|
|
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 <dt> with 0.8em author-specified inside
|
|
// a <dl> inside a <td>.
|
|
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 <td><div><p> 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 <td><div><p> 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 = adoptPtrWillBeNoop(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 = adoptPtrWillBeNoop(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 = adoptPtrWillBeNoop(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 = adoptPtrWillBeNoop(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<LayoutUnit>(0, logicalBottom - logicalTop) : LayoutUnit();
|
|
if (!result && child->avoidsFloats()) {
|
|
LayoutUnit newLogicalTop = logicalTop;
|
|
while (true) {
|
|
LayoutUnit availableLogicalWidthAtNewLogicalTopOffset = availableLogicalWidthForLine(newLogicalTop, false, logicalHeightForChild(child));
|
|
if (availableLogicalWidthAtNewLogicalTopOffset == availableLogicalWidthForContent())
|
|
return newLogicalTop - logicalTop;
|
|
|
|
LayoutRect borderBox = child->borderBoxRect();
|
|
LayoutUnit childLogicalWidthAtOldLogicalTopOffset = isHorizontalWritingMode() ? borderBox.width() : borderBox.height();
|
|
|
|
// FIXME: None of this is right for perpendicular writing-mode children.
|
|
LayoutUnit childOldLogicalWidth = child->logicalWidth();
|
|
LayoutUnit childOldMarginLeft = child->marginLeft();
|
|
LayoutUnit childOldMarginRight = child->marginRight();
|
|
LayoutUnit childOldLogicalTop = child->logicalTop();
|
|
|
|
child->setLogicalTop(newLogicalTop);
|
|
child->updateLogicalWidth();
|
|
borderBox = child->borderBoxRect();
|
|
LayoutUnit childLogicalWidthAtNewLogicalTopOffset = isHorizontalWritingMode() ? borderBox.width() : borderBox.height();
|
|
|
|
child->setLogicalTop(childOldLogicalTop);
|
|
child->setLogicalWidth(childOldLogicalWidth);
|
|
child->setMarginLeft(childOldMarginLeft);
|
|
child->setMarginRight(childOldMarginRight);
|
|
|
|
if (childLogicalWidthAtNewLogicalTopOffset <= availableLogicalWidthAtNewLogicalTopOffset) {
|
|
// Even though we may not be moving, if the logical width did shrink because of the presence of new floats, then
|
|
// we need to force a relayout as though we shifted. This happens because of the dynamic addition of overhanging floats
|
|
// from previous siblings when negative margins exist on a child (see the addOverhangingFloats call at the end of collapseMargins).
|
|
if (childLogicalWidthAtOldLogicalTopOffset != childLogicalWidthAtNewLogicalTopOffset)
|
|
child->setChildNeedsLayout(MarkOnlyThis);
|
|
return newLogicalTop - logicalTop;
|
|
}
|
|
|
|
newLogicalTop = nextFloatLogicalBottomBelow(newLogicalTop);
|
|
ASSERT(newLogicalTop >= logicalTop);
|
|
if (newLogicalTop < logicalTop)
|
|
break;
|
|
}
|
|
ASSERT_NOT_REACHED();
|
|
}
|
|
return result;
|
|
}
|
|
|
|
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<FloatingObjectHashTranslator>(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<FloatingObjectHashTranslator>(floatBox);
|
|
if (it != floatingObjectSet.end())
|
|
return it->get();
|
|
}
|
|
|
|
// Create the special object entry & append it to the list
|
|
|
|
OwnPtr<FloatingObject> newObj = FloatingObject::create(floatBox);
|
|
|
|
floatBox->layoutIfNeeded();
|
|
|
|
setLogicalWidthForFloat(newObj.get(), logicalWidthForChild(floatBox) + marginStartForChild(floatBox) + marginEndForChild(floatBox));
|
|
|
|
return m_floatingObjects->add(newObj.release());
|
|
}
|
|
|
|
void RenderBlockFlow::removeFloatingObject(RenderBox* floatBox)
|
|
{
|
|
if (m_floatingObjects) {
|
|
const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
|
|
FloatingObjectSetIterator it = floatingObjectSet.find<FloatingObjectHashTranslator>(floatBox);
|
|
if (it != floatingObjectSet.end()) {
|
|
FloatingObject* floatingObject = it->get();
|
|
if (childrenInline()) {
|
|
LayoutUnit logicalTop = logicalTopForFloat(floatingObject);
|
|
LayoutUnit logicalBottom = logicalBottomForFloat(floatingObject);
|
|
|
|
// Fix for https://bugs.webkit.org/show_bug.cgi?id=54995.
|
|
if (logicalBottom < 0 || logicalBottom < logicalTop || logicalTop == LayoutUnit::max()) {
|
|
logicalBottom = LayoutUnit::max();
|
|
} else {
|
|
// Special-case zero- and less-than-zero-height floats: those don't touch
|
|
// the line that they're on, but it still needs to be dirtied. This is
|
|
// accomplished by pretending they have a height of 1.
|
|
logicalBottom = std::max(logicalBottom, logicalTop + 1);
|
|
}
|
|
if (floatingObject->originatingLine()) {
|
|
if (!selfNeedsLayout()) {
|
|
ASSERT(floatingObject->originatingLine()->renderer() == this);
|
|
floatingObject->originatingLine()->markDirty();
|
|
}
|
|
#if ENABLE(ASSERT)
|
|
floatingObject->setOriginatingLine(0);
|
|
#endif
|
|
}
|
|
markLinesDirtyInBlockRange(0, logicalBottom);
|
|
}
|
|
m_floatingObjects->remove(floatingObject);
|
|
}
|
|
}
|
|
}
|
|
|
|
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<FloatingObjectHashTranslator>(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., <html>.
|
|
if (!child->containsFloats() || child->createsBlockFormattingContext())
|
|
return;
|
|
|
|
LayoutUnit childLogicalTop = child->logicalTop();
|
|
LayoutUnit childLogicalLeft = child->logicalLeft();
|
|
|
|
// Floats that will remain the child's responsibility to paint should factor into its
|
|
// overflow.
|
|
FloatingObjectSetIterator childEnd = child->m_floatingObjects->set().end();
|
|
for (FloatingObjectSetIterator childIt = child->m_floatingObjects->set().begin(); childIt != childEnd; ++childIt) {
|
|
FloatingObject* floatingObject = childIt->get();
|
|
LayoutUnit logicalBottomForFloat = std::min(this->logicalBottomForFloat(floatingObject), LayoutUnit::max() - childLogicalTop);
|
|
LayoutUnit logicalBottom = childLogicalTop + logicalBottomForFloat;
|
|
|
|
if (logicalBottom > logicalHeight()) {
|
|
// If the object is not in the list, we add it now.
|
|
if (!containsFloat(floatingObject->renderer())) {
|
|
LayoutSize offset = isHorizontalWritingMode() ? LayoutSize(-childLogicalLeft, -childLogicalTop) : LayoutSize(-childLogicalTop, -childLogicalLeft);
|
|
bool shouldPaint = false;
|
|
|
|
// The nearest enclosing layer always paints the float (so that zindex and stacking
|
|
// behaves properly). We always want to propagate the desire to paint the float as
|
|
// far out as we can, to the outermost block that overlaps the float, stopping only
|
|
// if we hit a self-painting layer boundary.
|
|
if (floatingObject->renderer()->enclosingFloatPaintingLayer() == enclosingFloatPaintingLayer()) {
|
|
floatingObject->setShouldPaint(false);
|
|
shouldPaint = true;
|
|
}
|
|
// We create the floating object list lazily.
|
|
if (!m_floatingObjects)
|
|
createFloatingObjects();
|
|
|
|
m_floatingObjects->add(floatingObject->copyToNewContainer(offset, shouldPaint, true));
|
|
}
|
|
} else {
|
|
if (makeChildPaintOtherFloats && !floatingObject->shouldPaint() && !floatingObject->renderer()->hasSelfPaintingLayer()
|
|
&& floatingObject->renderer()->isDescendantOf(child) && floatingObject->renderer()->enclosingFloatPaintingLayer() == child->enclosingFloatPaintingLayer()) {
|
|
// The float is not overhanging from this block, so if it is a descendant of the child, the child should
|
|
// paint it (the other case is that it is intruding into the child), unless it has its own layer or enclosing
|
|
// layer.
|
|
// If makeChildPaintOtherFloats is false, it means that the child must already know about all the floats
|
|
// it should paint.
|
|
floatingObject->setShouldPaint(true);
|
|
}
|
|
|
|
// Since the float doesn't overhang, it didn't get put into our list. We need to go ahead and add its overflow in to the
|
|
// child now.
|
|
if (floatingObject->isDescendant())
|
|
child->addOverflowFromChild(floatingObject->renderer(), LayoutSize(xPositionForFloatIncludingMargin(floatingObject), yPositionForFloatIncludingMargin(floatingObject)));
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
|
|
LayoutPoint adjustedLocation = accumulatedOffset;
|
|
if (isRenderView()) {
|
|
adjustedLocation += toLayoutSize(toRenderView(this)->frameView()->scrollPosition());
|
|
}
|
|
|
|
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, adjustedLocation + 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<LayoutUnit>(box->firstChild()->x()));
|
|
if (box->lastChild())
|
|
right = std::max(right, x + static_cast<LayoutUnit>(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. <hr>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 = adoptPtrWillBeNoop(new RenderBlockFlowRareData(this));
|
|
return *m_rareData;
|
|
}
|
|
|
|
} // namespace blink
|