1 /*
2 * Copyright (C) 2013 Google Inc. All rights reserved.
3 *
4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions are
6 * met:
7 *
8 * * Redistributions of source code must retain the above copyright
9 * notice, this list of conditions and the following disclaimer.
10 * * Redistributions in binary form must reproduce the above
11 * copyright notice, this list of conditions and the following disclaimer
12 * in the documentation and/or other materials provided with the
13 * distribution.
14 * * Neither the name of Google Inc. nor the names of its
15 * contributors may be used to endorse or promote products derived from
16 * this software without specific prior written permission.
17 *
18 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
19 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
20 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
21 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
22 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
23 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
24 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
25 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
26 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
27 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
28 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
29 */
30
31 #include "config.h"
32 #include "core/rendering/RenderBlockFlow.h"
33
34 #include "core/frame/FrameView.h"
35 #include "core/rendering/HitTestLocation.h"
36 #include "core/rendering/LayoutRectRecorder.h"
37 #include "core/rendering/LayoutRepainter.h"
38 #include "core/rendering/LineWidth.h"
39 #include "core/rendering/RenderLayer.h"
40 #include "core/rendering/RenderNamedFlowFragment.h"
41 #include "core/rendering/RenderNamedFlowThread.h"
42 #include "core/rendering/RenderText.h"
43 #include "core/rendering/RenderView.h"
44 #include "core/rendering/svg/SVGTextRunRenderingContext.h"
45 #include "platform/text/BidiResolver.h"
46 #include "platform/text/TextRunIterator.h"
47
48 using namespace std;
49
50 namespace WebCore {
51
52 bool RenderBlockFlow::s_canPropagateFloatIntoSibling = false;
53
54 struct SameSizeAsMarginInfo {
55 uint16_t bitfields;
56 LayoutUnit margins[2];
57 };
58
59 COMPILE_ASSERT(sizeof(RenderBlockFlow::MarginValues) == sizeof(LayoutUnit[4]), MarginValues_should_stay_small);
60
61 class MarginInfo {
62 // Collapsing flags for whether we can collapse our margins with our children's margins.
63 bool m_canCollapseWithChildren : 1;
64 bool m_canCollapseMarginBeforeWithChildren : 1;
65 bool m_canCollapseMarginAfterWithChildren : 1;
66
67 // Whether or not we are a quirky container, i.e., do we collapse away top and bottom
68 // margins in our container. Table cells and the body are the common examples. We
69 // also have a custom style property for Safari RSS to deal with TypePad blog articles.
70 bool m_quirkContainer : 1;
71
72 // This flag tracks whether we are still looking at child margins that can all collapse together at the beginning of a block.
73 // They may or may not collapse with the top margin of the block (|m_canCollapseTopWithChildren| tells us that), but they will
74 // always be collapsing with one another. This variable can remain set to true through multiple iterations
75 // as long as we keep encountering self-collapsing blocks.
76 bool m_atBeforeSideOfBlock : 1;
77
78 // This flag is set when we know we're examining bottom margins and we know we're at the bottom of the block.
79 bool m_atAfterSideOfBlock : 1;
80
81 // These variables are used to detect quirky margins that we need to collapse away (in table cells
82 // and in the body element).
83 bool m_hasMarginBeforeQuirk : 1;
84 bool m_hasMarginAfterQuirk : 1;
85 bool m_determinedMarginBeforeQuirk : 1;
86
87 bool m_discardMargin : 1;
88
89 // These flags track the previous maximal positive and negative margins.
90 LayoutUnit m_positiveMargin;
91 LayoutUnit m_negativeMargin;
92
93 public:
94 MarginInfo(RenderBlockFlow*, LayoutUnit beforeBorderPadding, LayoutUnit afterBorderPadding);
95
setAtBeforeSideOfBlock(bool b)96 void setAtBeforeSideOfBlock(bool b) { m_atBeforeSideOfBlock = b; }
setAtAfterSideOfBlock(bool b)97 void setAtAfterSideOfBlock(bool b) { m_atAfterSideOfBlock = b; }
clearMargin()98 void clearMargin()
99 {
100 m_positiveMargin = 0;
101 m_negativeMargin = 0;
102 }
setHasMarginBeforeQuirk(bool b)103 void setHasMarginBeforeQuirk(bool b) { m_hasMarginBeforeQuirk = b; }
setHasMarginAfterQuirk(bool b)104 void setHasMarginAfterQuirk(bool b) { m_hasMarginAfterQuirk = b; }
setDeterminedMarginBeforeQuirk(bool b)105 void setDeterminedMarginBeforeQuirk(bool b) { m_determinedMarginBeforeQuirk = b; }
setPositiveMargin(LayoutUnit p)106 void setPositiveMargin(LayoutUnit p) { ASSERT(!m_discardMargin); m_positiveMargin = p; }
setNegativeMargin(LayoutUnit n)107 void setNegativeMargin(LayoutUnit n) { ASSERT(!m_discardMargin); m_negativeMargin = n; }
setPositiveMarginIfLarger(LayoutUnit p)108 void setPositiveMarginIfLarger(LayoutUnit p)
109 {
110 ASSERT(!m_discardMargin);
111 if (p > m_positiveMargin)
112 m_positiveMargin = p;
113 }
setNegativeMarginIfLarger(LayoutUnit n)114 void setNegativeMarginIfLarger(LayoutUnit n)
115 {
116 ASSERT(!m_discardMargin);
117 if (n > m_negativeMargin)
118 m_negativeMargin = n;
119 }
120
setMargin(LayoutUnit p,LayoutUnit n)121 void setMargin(LayoutUnit p, LayoutUnit n) { ASSERT(!m_discardMargin); m_positiveMargin = p; m_negativeMargin = n; }
setCanCollapseMarginAfterWithChildren(bool collapse)122 void setCanCollapseMarginAfterWithChildren(bool collapse) { m_canCollapseMarginAfterWithChildren = collapse; }
setDiscardMargin(bool value)123 void setDiscardMargin(bool value) { m_discardMargin = value; }
124
atBeforeSideOfBlock() const125 bool atBeforeSideOfBlock() const { return m_atBeforeSideOfBlock; }
canCollapseWithMarginBefore() const126 bool canCollapseWithMarginBefore() const { return m_atBeforeSideOfBlock && m_canCollapseMarginBeforeWithChildren; }
canCollapseWithMarginAfter() const127 bool canCollapseWithMarginAfter() const { return m_atAfterSideOfBlock && m_canCollapseMarginAfterWithChildren; }
canCollapseMarginBeforeWithChildren() const128 bool canCollapseMarginBeforeWithChildren() const { return m_canCollapseMarginBeforeWithChildren; }
canCollapseMarginAfterWithChildren() const129 bool canCollapseMarginAfterWithChildren() const { return m_canCollapseMarginAfterWithChildren; }
quirkContainer() const130 bool quirkContainer() const { return m_quirkContainer; }
determinedMarginBeforeQuirk() const131 bool determinedMarginBeforeQuirk() const { return m_determinedMarginBeforeQuirk; }
hasMarginBeforeQuirk() const132 bool hasMarginBeforeQuirk() const { return m_hasMarginBeforeQuirk; }
hasMarginAfterQuirk() const133 bool hasMarginAfterQuirk() const { return m_hasMarginAfterQuirk; }
positiveMargin() const134 LayoutUnit positiveMargin() const { return m_positiveMargin; }
negativeMargin() const135 LayoutUnit negativeMargin() const { return m_negativeMargin; }
discardMargin() const136 bool discardMargin() const { return m_discardMargin; }
margin() const137 LayoutUnit margin() const { return m_positiveMargin - m_negativeMargin; }
138 };
139
inNormalFlow(RenderBox * child)140 static bool inNormalFlow(RenderBox* child)
141 {
142 RenderBlock* curr = child->containingBlock();
143 RenderView* renderView = child->view();
144 while (curr && curr != renderView) {
145 if (curr->hasColumns() || curr->isRenderFlowThread())
146 return true;
147 if (curr->isFloatingOrOutOfFlowPositioned())
148 return false;
149 curr = curr->containingBlock();
150 }
151 return true;
152 }
153
RenderBlockFlow(ContainerNode * node)154 RenderBlockFlow::RenderBlockFlow(ContainerNode* node)
155 : RenderBlock(node)
156 {
157 COMPILE_ASSERT(sizeof(MarginInfo) == sizeof(SameSizeAsMarginInfo), MarginInfo_should_stay_small);
158 }
159
~RenderBlockFlow()160 RenderBlockFlow::~RenderBlockFlow()
161 {
162 }
163
createAnonymous(Document * document)164 RenderBlockFlow* RenderBlockFlow::createAnonymous(Document* document)
165 {
166 RenderBlockFlow* renderer = new RenderBlockFlow(0);
167 renderer->setDocumentForAnonymous(document);
168 return renderer;
169 }
170
createAnonymousBlockFlow() const171 RenderBlockFlow* RenderBlockFlow::createAnonymousBlockFlow() const
172 {
173 return toRenderBlockFlow(createAnonymousWithParentRendererAndDisplay(this, BLOCK));
174 }
175
willBeDestroyed()176 void RenderBlockFlow::willBeDestroyed()
177 {
178 if (lineGridBox())
179 lineGridBox()->destroy();
180
181 if (renderNamedFlowFragment())
182 setRenderNamedFlowFragment(0);
183
184 RenderBlock::willBeDestroyed();
185 }
186
relayoutForPagination(bool hasSpecifiedPageLogicalHeight,LayoutUnit pageLogicalHeight,LayoutStateMaintainer & statePusher)187 bool RenderBlockFlow::relayoutForPagination(bool hasSpecifiedPageLogicalHeight, LayoutUnit pageLogicalHeight, LayoutStateMaintainer& statePusher)
188 {
189 if (!hasColumns())
190 return false;
191
192 OwnPtr<RenderOverflow> savedOverflow = m_overflow.release();
193 if (childrenInline())
194 addOverflowFromInlineChildren();
195 else
196 addOverflowFromBlockChildren();
197 LayoutUnit layoutOverflowLogicalBottom = (isHorizontalWritingMode() ? layoutOverflowRect().maxY() : layoutOverflowRect().maxX()) - borderBefore() - paddingBefore();
198
199 // FIXME: We don't balance properly at all in the presence of forced page breaks. We need to understand what
200 // the distance between forced page breaks is so that we can avoid making the minimum column height too tall.
201 ColumnInfo* colInfo = columnInfo();
202 if (!hasSpecifiedPageLogicalHeight) {
203 LayoutUnit columnHeight = pageLogicalHeight;
204 int minColumnCount = colInfo->forcedBreaks() + 1;
205 int desiredColumnCount = colInfo->desiredColumnCount();
206 if (minColumnCount >= desiredColumnCount) {
207 // The forced page breaks are in control of the balancing. Just set the column height to the
208 // maximum page break distance.
209 if (!pageLogicalHeight) {
210 LayoutUnit distanceBetweenBreaks = max<LayoutUnit>(colInfo->maximumDistanceBetweenForcedBreaks(),
211 view()->layoutState()->pageLogicalOffset(this, borderBefore() + paddingBefore() + layoutOverflowLogicalBottom) - colInfo->forcedBreakOffset());
212 columnHeight = max(colInfo->minimumColumnHeight(), distanceBetweenBreaks);
213 }
214 } else if (layoutOverflowLogicalBottom > boundedMultiply(pageLogicalHeight, desiredColumnCount)) {
215 // Now that we know the intrinsic height of the columns, we have to rebalance them.
216 columnHeight = max<LayoutUnit>(colInfo->minimumColumnHeight(), ceilf((float)layoutOverflowLogicalBottom / desiredColumnCount));
217 }
218
219 if (columnHeight && columnHeight != pageLogicalHeight) {
220 statePusher.pop();
221 setEverHadLayout(true);
222 layoutBlock(false, columnHeight);
223 return true;
224 }
225 }
226
227 if (pageLogicalHeight)
228 colInfo->setColumnCountAndHeight(ceilf((float)layoutOverflowLogicalBottom / pageLogicalHeight), pageLogicalHeight);
229
230 if (columnCount(colInfo)) {
231 setLogicalHeight(borderBefore() + paddingBefore() + colInfo->columnHeight() + borderAfter() + paddingAfter() + scrollbarLogicalHeight());
232 m_overflow.clear();
233 } else {
234 m_overflow = savedOverflow.release();
235 }
236
237 return false;
238 }
239
layoutBlock(bool relayoutChildren,LayoutUnit pageLogicalHeight)240 void RenderBlockFlow::layoutBlock(bool relayoutChildren, LayoutUnit pageLogicalHeight)
241 {
242 ASSERT(needsLayout());
243
244 if (isInline() && !isInlineBlockOrInlineTable()) // Inline <form>s inside various table elements can cause us to come in here. Bail.
245 return;
246
247 if (!relayoutChildren && simplifiedLayout())
248 return;
249
250 LayoutRepainter repainter(*this, checkForRepaintDuringLayout());
251
252 if (updateLogicalWidthAndColumnWidth())
253 relayoutChildren = true;
254
255 rebuildFloatsFromIntruding();
256
257 LayoutUnit previousHeight = logicalHeight();
258 // FIXME: should this start out as borderAndPaddingLogicalHeight() + scrollbarLogicalHeight(),
259 // for consistency with other render classes?
260 setLogicalHeight(0);
261
262 bool pageLogicalHeightChanged = false;
263 bool hasSpecifiedPageLogicalHeight = false;
264 checkForPaginationLogicalHeightChange(pageLogicalHeight, pageLogicalHeightChanged, hasSpecifiedPageLogicalHeight);
265
266 RenderView* renderView = view();
267 LayoutStateMaintainer statePusher(renderView, this, locationOffset(), hasColumns() || hasTransform() || hasReflection() || style()->isFlippedBlocksWritingMode(), pageLogicalHeight, pageLogicalHeightChanged, columnInfo());
268
269 // Regions changing widths can force us to relayout our children.
270 RenderFlowThread* flowThread = flowThreadContainingBlock();
271 if (logicalWidthChangedInRegions(flowThread))
272 relayoutChildren = true;
273 if (updateRegionsAndShapesLogicalSize(flowThread))
274 relayoutChildren = true;
275 if (!relayoutChildren && isRenderNamedFlowFragmentContainer())
276 relayoutChildren = true;
277
278 // We use four values, maxTopPos, maxTopNeg, maxBottomPos, and maxBottomNeg, to track
279 // our current maximal positive and negative margins. These values are used when we
280 // are collapsed with adjacent blocks, so for example, if you have block A and B
281 // collapsing together, then you'd take the maximal positive margin from both A and B
282 // and subtract it from the maximal negative margin from both A and B to get the
283 // true collapsed margin. This algorithm is recursive, so when we finish layout()
284 // our block knows its current maximal positive/negative values.
285 //
286 // Start out by setting our margin values to our current margins. Table cells have
287 // no margins, so we don't fill in the values for table cells.
288 bool isCell = isTableCell();
289 if (!isCell) {
290 initMaxMarginValues();
291
292 setHasMarginBeforeQuirk(style()->hasMarginBeforeQuirk());
293 setHasMarginAfterQuirk(style()->hasMarginAfterQuirk());
294 setPaginationStrut(0);
295 }
296
297 SubtreeLayoutScope layoutScope(this);
298
299 m_repaintLogicalTop = 0;
300 m_repaintLogicalBottom = 0;
301 LayoutUnit maxFloatLogicalBottom = 0;
302 if (!firstChild() && !isAnonymousBlock())
303 setChildrenInline(true);
304 if (childrenInline())
305 layoutInlineChildren(relayoutChildren, m_repaintLogicalTop, m_repaintLogicalBottom);
306 else
307 layoutBlockChildren(relayoutChildren, maxFloatLogicalBottom, layoutScope);
308
309 if (frameView()->partialLayout().isStopping()) {
310 statePusher.pop();
311 return;
312 }
313
314 // Expand our intrinsic height to encompass floats.
315 LayoutUnit toAdd = borderAfter() + paddingAfter() + scrollbarLogicalHeight();
316 if (lowestFloatLogicalBottom() > (logicalHeight() - toAdd) && expandsToEncloseOverhangingFloats())
317 setLogicalHeight(lowestFloatLogicalBottom() + toAdd);
318
319 if (relayoutForPagination(hasSpecifiedPageLogicalHeight, pageLogicalHeight, statePusher) || relayoutToAvoidWidows(statePusher)) {
320 ASSERT(!shouldBreakAtLineToAvoidWidow());
321 return;
322 }
323
324 // Calculate our new height.
325 LayoutUnit oldHeight = logicalHeight();
326 LayoutUnit oldClientAfterEdge = clientLogicalBottom();
327
328 // Before updating the final size of the flow thread make sure a forced break is applied after the content.
329 // This ensures the size information is correctly computed for the last auto-height region receiving content.
330 if (isRenderFlowThread())
331 toRenderFlowThread(this)->applyBreakAfterContent(oldClientAfterEdge);
332
333 updateLogicalHeight();
334 LayoutUnit newHeight = logicalHeight();
335 if (oldHeight != newHeight) {
336 if (oldHeight > newHeight && maxFloatLogicalBottom > newHeight && !childrenInline()) {
337 // One of our children's floats may have become an overhanging float for us. We need to look for it.
338 for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
339 if (child->isRenderBlockFlow() && !child->isFloatingOrOutOfFlowPositioned()) {
340 RenderBlockFlow* block = toRenderBlockFlow(child);
341 if (block->lowestFloatLogicalBottom() + block->logicalTop() > newHeight)
342 addOverhangingFloats(block, false);
343 }
344 }
345 }
346 }
347
348 bool heightChanged = (previousHeight != newHeight);
349 if (heightChanged)
350 relayoutChildren = true;
351
352 layoutPositionedObjects(relayoutChildren || isRoot());
353
354 updateRegionsAndShapesAfterChildLayout(flowThread, heightChanged);
355
356 // Add overflow from children (unless we're multi-column, since in that case all our child overflow is clipped anyway).
357 computeOverflow(oldClientAfterEdge);
358
359 statePusher.pop();
360
361 fitBorderToLinesIfNeeded();
362
363 if (frameView()->partialLayout().isStopping())
364 return;
365
366 if (renderView->layoutState()->m_pageLogicalHeight)
367 setPageLogicalOffset(renderView->layoutState()->pageLogicalOffset(this, logicalTop()));
368
369 updateLayerTransform();
370
371 // Update our scroll information if we're overflow:auto/scroll/hidden now that we know if
372 // we overflow or not.
373 updateScrollInfoAfterLayout();
374
375 // Repaint with our new bounds if they are different from our old bounds.
376 bool didFullRepaint = repainter.repaintAfterLayout();
377 if (!didFullRepaint && m_repaintLogicalTop != m_repaintLogicalBottom && (style()->visibility() == VISIBLE || enclosingLayer()->hasVisibleContent())) {
378 if (RuntimeEnabledFeatures::repaintAfterLayoutEnabled())
379 setShouldRepaintOverflowIfNeeded(true);
380 else
381 repaintOverflow();
382 }
383
384 clearNeedsLayout();
385 }
386
layoutBlockChild(RenderBox * child,MarginInfo & marginInfo,LayoutUnit & previousFloatLogicalBottom,LayoutUnit & maxFloatLogicalBottom)387 void RenderBlockFlow::layoutBlockChild(RenderBox* child, MarginInfo& marginInfo, LayoutUnit& previousFloatLogicalBottom, LayoutUnit& maxFloatLogicalBottom)
388 {
389 LayoutUnit oldPosMarginBefore = maxPositiveMarginBefore();
390 LayoutUnit oldNegMarginBefore = maxNegativeMarginBefore();
391
392 // The child is a normal flow object. Compute the margins we will use for collapsing now.
393 child->computeAndSetBlockDirectionMargins(this);
394
395 // Try to guess our correct logical top position. In most cases this guess will
396 // be correct. Only if we're wrong (when we compute the real logical top position)
397 // will we have to potentially relayout.
398 LayoutUnit estimateWithoutPagination;
399 LayoutUnit logicalTopEstimate = estimateLogicalTopPosition(child, marginInfo, estimateWithoutPagination);
400
401 // Cache our old rect so that we can dirty the proper repaint rects if the child moves.
402 LayoutRect oldRect = child->frameRect();
403 LayoutUnit oldLogicalTop = logicalTopForChild(child);
404
405 #if !ASSERT_DISABLED
406 LayoutSize oldLayoutDelta = view()->layoutDelta();
407 #endif
408 // Go ahead and position the child as though it didn't collapse with the top.
409 setLogicalTopForChild(child, logicalTopEstimate, ApplyLayoutDelta);
410
411 RenderBlock* childRenderBlock = child->isRenderBlock() ? toRenderBlock(child) : 0;
412 RenderBlockFlow* childRenderBlockFlow = (childRenderBlock && child->isRenderBlockFlow()) ? toRenderBlockFlow(child) : 0;
413 bool markDescendantsWithFloats = false;
414 if (logicalTopEstimate != oldLogicalTop && !child->avoidsFloats() && childRenderBlock && childRenderBlock->containsFloats()) {
415 markDescendantsWithFloats = true;
416 } else if (UNLIKELY(logicalTopEstimate.mightBeSaturated())) {
417 // logicalTopEstimate, returned by estimateLogicalTopPosition, might be saturated for
418 // very large elements. If it does the comparison with oldLogicalTop might yield a
419 // false negative as adding and removing margins, borders etc from a saturated number
420 // might yield incorrect results. If this is the case always mark for layout.
421 markDescendantsWithFloats = true;
422 } else if (!child->avoidsFloats() || child->shrinkToAvoidFloats()) {
423 // If an element might be affected by the presence of floats, then always mark it for
424 // layout.
425 LayoutUnit fb = max(previousFloatLogicalBottom, lowestFloatLogicalBottom());
426 if (fb > logicalTopEstimate)
427 markDescendantsWithFloats = true;
428 }
429
430 if (childRenderBlockFlow) {
431 if (markDescendantsWithFloats)
432 childRenderBlockFlow->markAllDescendantsWithFloatsForLayout();
433 if (!child->isWritingModeRoot())
434 previousFloatLogicalBottom = max(previousFloatLogicalBottom, oldLogicalTop + childRenderBlockFlow->lowestFloatLogicalBottom());
435 }
436
437 SubtreeLayoutScope layoutScope(child);
438 if (!child->needsLayout())
439 child->markForPaginationRelayoutIfNeeded(layoutScope);
440
441 bool childHadLayout = child->everHadLayout();
442 bool childNeededLayout = child->needsLayout();
443 if (childNeededLayout)
444 child->layout();
445
446 if (frameView()->partialLayout().isStopping())
447 return;
448
449 // Cache if we are at the top of the block right now.
450 bool atBeforeSideOfBlock = marginInfo.atBeforeSideOfBlock();
451
452 // Now determine the correct ypos based off examination of collapsing margin
453 // values.
454 LayoutUnit logicalTopBeforeClear = collapseMargins(child, marginInfo);
455
456 // Now check for clear.
457 LayoutUnit logicalTopAfterClear = clearFloatsIfNeeded(child, marginInfo, oldPosMarginBefore, oldNegMarginBefore, logicalTopBeforeClear);
458
459 bool paginated = view()->layoutState()->isPaginated();
460 if (paginated) {
461 logicalTopAfterClear = adjustBlockChildForPagination(logicalTopAfterClear, estimateWithoutPagination, child,
462 atBeforeSideOfBlock && logicalTopBeforeClear == logicalTopAfterClear);
463 }
464
465 setLogicalTopForChild(child, logicalTopAfterClear, ApplyLayoutDelta);
466
467 // Now we have a final top position. See if it really does end up being different from our estimate.
468 // clearFloatsIfNeeded can also mark the child as needing a layout even though we didn't move. This happens
469 // when collapseMargins dynamically adds overhanging floats because of a child with negative margins.
470 if (logicalTopAfterClear != logicalTopEstimate || child->needsLayout() || (paginated && childRenderBlock && childRenderBlock->shouldBreakAtLineToAvoidWidow())) {
471 SubtreeLayoutScope layoutScope(child);
472 if (child->shrinkToAvoidFloats()) {
473 // The child's width depends on the line width.
474 // When the child shifts to clear an item, its width can
475 // change (because it has more available line width).
476 // So go ahead and mark the item as dirty.
477 layoutScope.setChildNeedsLayout(child);
478 }
479
480 if (childRenderBlock) {
481 if (!child->avoidsFloats() && childRenderBlock->containsFloats())
482 childRenderBlockFlow->markAllDescendantsWithFloatsForLayout();
483 if (!child->needsLayout())
484 child->markForPaginationRelayoutIfNeeded(layoutScope);
485 }
486
487 // Our guess was wrong. Make the child lay itself out again.
488 child->layoutIfNeeded();
489 }
490
491 // We are no longer at the top of the block if we encounter a non-empty child.
492 // This has to be done after checking for clear, so that margins can be reset if a clear occurred.
493 if (marginInfo.atBeforeSideOfBlock() && !child->isSelfCollapsingBlock())
494 marginInfo.setAtBeforeSideOfBlock(false);
495
496 // Now place the child in the correct left position
497 determineLogicalLeftPositionForChild(child, ApplyLayoutDelta);
498
499 LayoutSize childOffset = child->location() - oldRect.location();
500 relayoutShapeDescendantIfMoved(childRenderBlock, childOffset);
501
502 // Update our height now that the child has been placed in the correct position.
503 setLogicalHeight(logicalHeight() + logicalHeightForChild(child));
504 if (mustSeparateMarginAfterForChild(child)) {
505 setLogicalHeight(logicalHeight() + marginAfterForChild(child));
506 marginInfo.clearMargin();
507 }
508 // If the child has overhanging floats that intrude into following siblings (or possibly out
509 // of this block), then the parent gets notified of the floats now.
510 if (childRenderBlockFlow && childRenderBlockFlow->containsFloats())
511 maxFloatLogicalBottom = max(maxFloatLogicalBottom, addOverhangingFloats(childRenderBlockFlow, !childNeededLayout));
512
513 if (childOffset.width() || childOffset.height()) {
514 view()->addLayoutDelta(childOffset);
515
516 // If the child moved, we have to repaint it as well as any floating/positioned
517 // descendants. An exception is if we need a layout. In this case, we know we're going to
518 // repaint ourselves (and the child) anyway.
519 if (RuntimeEnabledFeatures::repaintAfterLayoutEnabled() && childHadLayout && !selfNeedsLayout())
520 child->repaintOverhangingFloats(true);
521 else if (childHadLayout && !selfNeedsLayout() && child->checkForRepaintDuringLayout())
522 child->repaintDuringLayoutIfMoved(oldRect);
523 }
524
525 if (!childHadLayout && child->checkForRepaintDuringLayout()) {
526 if (!RuntimeEnabledFeatures::repaintAfterLayoutEnabled())
527 child->repaint();
528 child->repaintOverhangingFloats(true);
529 }
530
531 if (paginated) {
532 // Check for an after page/column break.
533 LayoutUnit newHeight = applyAfterBreak(child, logicalHeight(), marginInfo);
534 if (newHeight != height())
535 setLogicalHeight(newHeight);
536 }
537
538 ASSERT(view()->layoutDeltaMatches(oldLayoutDelta));
539 }
540
adjustBlockChildForPagination(LayoutUnit logicalTopAfterClear,LayoutUnit estimateWithoutPagination,RenderBox * child,bool atBeforeSideOfBlock)541 LayoutUnit RenderBlockFlow::adjustBlockChildForPagination(LayoutUnit logicalTopAfterClear, LayoutUnit estimateWithoutPagination, RenderBox* child, bool atBeforeSideOfBlock)
542 {
543 RenderBlock* childRenderBlock = child->isRenderBlock() ? toRenderBlock(child) : 0;
544
545 if (estimateWithoutPagination != logicalTopAfterClear) {
546 // Our guess prior to pagination movement was wrong. Before we attempt to paginate, let's try again at the new
547 // position.
548 setLogicalHeight(logicalTopAfterClear);
549 setLogicalTopForChild(child, logicalTopAfterClear, ApplyLayoutDelta);
550
551 if (child->shrinkToAvoidFloats()) {
552 // The child's width depends on the line width.
553 // When the child shifts to clear an item, its width can
554 // change (because it has more available line width).
555 // So go ahead and mark the item as dirty.
556 child->setChildNeedsLayout(MarkOnlyThis);
557 }
558
559 SubtreeLayoutScope layoutScope(child);
560
561 if (childRenderBlock) {
562 if (!child->avoidsFloats() && childRenderBlock->containsFloats())
563 toRenderBlockFlow(childRenderBlock)->markAllDescendantsWithFloatsForLayout();
564 if (!child->needsLayout())
565 child->markForPaginationRelayoutIfNeeded(layoutScope);
566 }
567
568 // Our guess was wrong. Make the child lay itself out again.
569 child->layoutIfNeeded();
570 }
571
572 LayoutUnit oldTop = logicalTopAfterClear;
573
574 // If the object has a page or column break value of "before", then we should shift to the top of the next page.
575 LayoutUnit result = applyBeforeBreak(child, logicalTopAfterClear);
576
577 if (pageLogicalHeightForOffset(result)) {
578 LayoutUnit remainingLogicalHeight = pageRemainingLogicalHeightForOffset(result, ExcludePageBoundary);
579 LayoutUnit spaceShortage = child->logicalHeight() - remainingLogicalHeight;
580 if (spaceShortage > 0) {
581 // If the child crosses a column boundary, report a break, in case nothing inside it has already
582 // done so. The column balancer needs to know how much it has to stretch the columns to make more
583 // content fit. If no breaks are reported (but do occur), the balancer will have no clue. FIXME:
584 // This should be improved, though, because here we just pretend that the child is
585 // unsplittable. A splittable child, on the other hand, has break opportunities at every position
586 // where there's no child content, border or padding. In other words, we risk stretching more
587 // than necessary.
588 setPageBreak(result, spaceShortage);
589 }
590 }
591
592 // For replaced elements and scrolled elements, we want to shift them to the next page if they don't fit on the current one.
593 LayoutUnit logicalTopBeforeUnsplittableAdjustment = result;
594 LayoutUnit logicalTopAfterUnsplittableAdjustment = adjustForUnsplittableChild(child, result);
595
596 LayoutUnit paginationStrut = 0;
597 LayoutUnit unsplittableAdjustmentDelta = logicalTopAfterUnsplittableAdjustment - logicalTopBeforeUnsplittableAdjustment;
598 if (unsplittableAdjustmentDelta)
599 paginationStrut = unsplittableAdjustmentDelta;
600 else if (childRenderBlock && childRenderBlock->paginationStrut())
601 paginationStrut = childRenderBlock->paginationStrut();
602
603 if (paginationStrut) {
604 // We are willing to propagate out to our parent block as long as we were at the top of the block prior
605 // to collapsing our margins, and as long as we didn't clear or move as a result of other pagination.
606 if (atBeforeSideOfBlock && oldTop == result && !isOutOfFlowPositioned() && !isTableCell()) {
607 // FIXME: Should really check if we're exceeding the page height before propagating the strut, but we don't
608 // have all the information to do so (the strut only has the remaining amount to push). Gecko gets this wrong too
609 // and pushes to the next page anyway, so not too concerned about it.
610 setPaginationStrut(result + paginationStrut);
611 if (childRenderBlock)
612 childRenderBlock->setPaginationStrut(0);
613 } else {
614 result += paginationStrut;
615 }
616 }
617
618 // Similar to how we apply clearance. Go ahead and boost height() to be the place where we're going to position the child.
619 setLogicalHeight(logicalHeight() + (result - oldTop));
620
621 // Return the final adjusted logical top.
622 return result;
623 }
624
rebuildFloatsFromIntruding()625 void RenderBlockFlow::rebuildFloatsFromIntruding()
626 {
627 if (m_floatingObjects)
628 m_floatingObjects->setHorizontalWritingMode(isHorizontalWritingMode());
629
630 HashSet<RenderBox*> oldIntrudingFloatSet;
631 if (!childrenInline() && m_floatingObjects) {
632 const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
633 FloatingObjectSetIterator end = floatingObjectSet.end();
634 for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
635 FloatingObject* floatingObject = *it;
636 if (!floatingObject->isDescendant())
637 oldIntrudingFloatSet.add(floatingObject->renderer());
638 }
639 }
640
641 // Inline blocks are covered by the isReplaced() check in the avoidFloats method.
642 if (avoidsFloats() || isRoot() || isRenderView() || isFloatingOrOutOfFlowPositioned() || isTableCell()) {
643 if (m_floatingObjects) {
644 m_floatingObjects->clear();
645 }
646 if (!oldIntrudingFloatSet.isEmpty())
647 markAllDescendantsWithFloatsForLayout();
648 return;
649 }
650
651 RendererToFloatInfoMap floatMap;
652
653 if (m_floatingObjects) {
654 if (childrenInline())
655 m_floatingObjects->moveAllToFloatInfoMap(floatMap);
656 else
657 m_floatingObjects->clear();
658 }
659
660 // We should not process floats if the parent node is not a RenderBlockFlow. Otherwise, we will add
661 // floats in an invalid context. This will cause a crash arising from a bad cast on the parent.
662 // See <rdar://problem/8049753>, where float property is applied on a text node in a SVG.
663 if (!parent() || !parent()->isRenderBlockFlow())
664 return;
665
666 // Attempt to locate a previous sibling with overhanging floats. We skip any elements that are
667 // out of flow (like floating/positioned elements), and we also skip over any objects that may have shifted
668 // to avoid floats.
669 RenderBlockFlow* parentBlockFlow = toRenderBlockFlow(parent());
670 bool parentHasFloats = false;
671 RenderObject* prev = previousSibling();
672 while (prev && (prev->isFloatingOrOutOfFlowPositioned() || !prev->isBox() || !prev->isRenderBlock() || toRenderBlock(prev)->avoidsFloats())) {
673 if (prev->isFloating())
674 parentHasFloats = true;
675 prev = prev->previousSibling();
676 }
677
678 // First add in floats from the parent. Self-collapsing blocks let their parent track any floats that intrude into
679 // them (as opposed to floats they contain themselves) so check for those here too.
680 LayoutUnit logicalTopOffset = logicalTop();
681 if (parentHasFloats || (prev && toRenderBlockFlow(prev)->isSelfCollapsingBlock() && parentBlockFlow->lowestFloatLogicalBottom() > logicalTopOffset))
682 addIntrudingFloats(parentBlockFlow, parentBlockFlow->logicalLeftOffsetForContent(), logicalTopOffset);
683
684 LayoutUnit logicalLeftOffset = 0;
685 if (prev) {
686 logicalTopOffset -= toRenderBox(prev)->logicalTop();
687 } else {
688 prev = parentBlockFlow;
689 logicalLeftOffset += parentBlockFlow->logicalLeftOffsetForContent();
690 }
691
692 // Add overhanging floats from the previous RenderBlockFlow, but only if it has a float that intrudes into our space.
693 RenderBlockFlow* blockFlow = toRenderBlockFlow(prev);
694 if (blockFlow->m_floatingObjects && blockFlow->lowestFloatLogicalBottom() > logicalTopOffset)
695 addIntrudingFloats(blockFlow, logicalLeftOffset, logicalTopOffset);
696
697 if (childrenInline()) {
698 LayoutUnit changeLogicalTop = LayoutUnit::max();
699 LayoutUnit changeLogicalBottom = LayoutUnit::min();
700 if (m_floatingObjects) {
701 const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
702 FloatingObjectSetIterator end = floatingObjectSet.end();
703 for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
704 FloatingObject* floatingObject = *it;
705 FloatingObject* oldFloatingObject = floatMap.get(floatingObject->renderer());
706 LayoutUnit logicalBottom = logicalBottomForFloat(floatingObject);
707 if (oldFloatingObject) {
708 LayoutUnit oldLogicalBottom = logicalBottomForFloat(oldFloatingObject);
709 if (logicalWidthForFloat(floatingObject) != logicalWidthForFloat(oldFloatingObject) || logicalLeftForFloat(floatingObject) != logicalLeftForFloat(oldFloatingObject)) {
710 changeLogicalTop = 0;
711 changeLogicalBottom = max(changeLogicalBottom, max(logicalBottom, oldLogicalBottom));
712 } else {
713 if (logicalBottom != oldLogicalBottom) {
714 changeLogicalTop = min(changeLogicalTop, min(logicalBottom, oldLogicalBottom));
715 changeLogicalBottom = max(changeLogicalBottom, max(logicalBottom, oldLogicalBottom));
716 }
717 LayoutUnit logicalTop = logicalTopForFloat(floatingObject);
718 LayoutUnit oldLogicalTop = logicalTopForFloat(oldFloatingObject);
719 if (logicalTop != oldLogicalTop) {
720 changeLogicalTop = min(changeLogicalTop, min(logicalTop, oldLogicalTop));
721 changeLogicalBottom = max(changeLogicalBottom, max(logicalTop, oldLogicalTop));
722 }
723 }
724
725 floatMap.remove(floatingObject->renderer());
726 if (oldFloatingObject->originatingLine() && !selfNeedsLayout()) {
727 ASSERT(oldFloatingObject->originatingLine()->renderer() == this);
728 oldFloatingObject->originatingLine()->markDirty();
729 }
730 delete oldFloatingObject;
731 } else {
732 changeLogicalTop = 0;
733 changeLogicalBottom = max(changeLogicalBottom, logicalBottom);
734 }
735 }
736 }
737
738 RendererToFloatInfoMap::iterator end = floatMap.end();
739 for (RendererToFloatInfoMap::iterator it = floatMap.begin(); it != end; ++it) {
740 FloatingObject* floatingObject = (*it).value;
741 if (!floatingObject->isDescendant()) {
742 changeLogicalTop = 0;
743 changeLogicalBottom = max(changeLogicalBottom, logicalBottomForFloat(floatingObject));
744 }
745 }
746 deleteAllValues(floatMap);
747
748 markLinesDirtyInBlockRange(changeLogicalTop, changeLogicalBottom);
749 } else if (!oldIntrudingFloatSet.isEmpty()) {
750 // If there are previously intruding floats that no longer intrude, then children with floats
751 // should also get layout because they might need their floating object lists cleared.
752 if (m_floatingObjects->set().size() < oldIntrudingFloatSet.size()) {
753 markAllDescendantsWithFloatsForLayout();
754 } else {
755 const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
756 FloatingObjectSetIterator end = floatingObjectSet.end();
757 for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end && !oldIntrudingFloatSet.isEmpty(); ++it)
758 oldIntrudingFloatSet.remove((*it)->renderer());
759 if (!oldIntrudingFloatSet.isEmpty())
760 markAllDescendantsWithFloatsForLayout();
761 }
762 }
763 }
764
layoutBlockChildren(bool relayoutChildren,LayoutUnit & maxFloatLogicalBottom,SubtreeLayoutScope & layoutScope)765 void RenderBlockFlow::layoutBlockChildren(bool relayoutChildren, LayoutUnit& maxFloatLogicalBottom, SubtreeLayoutScope& layoutScope)
766 {
767 dirtyForLayoutFromPercentageHeightDescendants(layoutScope);
768
769 LayoutUnit beforeEdge = borderBefore() + paddingBefore();
770 LayoutUnit afterEdge = borderAfter() + paddingAfter() + scrollbarLogicalHeight();
771
772 setLogicalHeight(beforeEdge);
773
774 // Lay out our hypothetical grid line as though it occurs at the top of the block.
775 if (view()->layoutState()->lineGrid() == this)
776 layoutLineGridBox();
777
778 // The margin struct caches all our current margin collapsing state. The compact struct caches state when we encounter compacts,
779 MarginInfo marginInfo(this, beforeEdge, afterEdge);
780
781 // Fieldsets need to find their legend and position it inside the border of the object.
782 // The legend then gets skipped during normal layout. The same is true for ruby text.
783 // It doesn't get included in the normal layout process but is instead skipped.
784 RenderObject* childToExclude = layoutSpecialExcludedChild(relayoutChildren, layoutScope);
785
786 LayoutUnit previousFloatLogicalBottom = 0;
787 maxFloatLogicalBottom = 0;
788
789 RenderBox* next = firstChildBox();
790
791 while (next) {
792 RenderBox* child = next;
793 next = child->nextSiblingBox();
794
795 LayoutRectRecorder recorder(*child);
796
797 if (childToExclude == child)
798 continue; // Skip this child, since it will be positioned by the specialized subclass (fieldsets and ruby runs).
799
800 updateBlockChildDirtyBitsBeforeLayout(relayoutChildren, child);
801
802 if (child->isOutOfFlowPositioned()) {
803 child->containingBlock()->insertPositionedObject(child);
804 adjustPositionedBlock(child, marginInfo);
805 continue;
806 }
807 if (child->isFloating()) {
808 insertFloatingObject(child);
809 adjustFloatingBlock(marginInfo);
810 continue;
811 }
812
813 // Lay out the child.
814 layoutBlockChild(child, marginInfo, previousFloatLogicalBottom, maxFloatLogicalBottom);
815
816 // If doing a partial layout and the child was the target renderer, early exit here.
817 if (frameView()->partialLayout().checkPartialLayoutComplete(child))
818 break;
819 }
820
821 // Now do the handling of the bottom of the block, adding in our bottom border/padding and
822 // determining the correct collapsed bottom margin information.
823 handleAfterSideOfBlock(beforeEdge, afterEdge, marginInfo);
824 }
825
826 // Our MarginInfo state used when laying out block children.
MarginInfo(RenderBlockFlow * blockFlow,LayoutUnit beforeBorderPadding,LayoutUnit afterBorderPadding)827 MarginInfo::MarginInfo(RenderBlockFlow* blockFlow, LayoutUnit beforeBorderPadding, LayoutUnit afterBorderPadding)
828 : m_atBeforeSideOfBlock(true)
829 , m_atAfterSideOfBlock(false)
830 , m_hasMarginBeforeQuirk(false)
831 , m_hasMarginAfterQuirk(false)
832 , m_determinedMarginBeforeQuirk(false)
833 , m_discardMargin(false)
834 {
835 RenderStyle* blockStyle = blockFlow->style();
836 ASSERT(blockFlow->isRenderView() || blockFlow->parent());
837 m_canCollapseWithChildren = !blockFlow->isRenderView() && !blockFlow->isRoot() && !blockFlow->isOutOfFlowPositioned()
838 && !blockFlow->isFloating() && !blockFlow->isTableCell() && !blockFlow->hasOverflowClip() && !blockFlow->isInlineBlockOrInlineTable()
839 && !blockFlow->isRenderFlowThread() && !blockFlow->isWritingModeRoot() && !blockFlow->parent()->isFlexibleBox()
840 && blockStyle->hasAutoColumnCount() && blockStyle->hasAutoColumnWidth() && !blockStyle->columnSpan();
841
842 m_canCollapseMarginBeforeWithChildren = m_canCollapseWithChildren && !beforeBorderPadding && blockStyle->marginBeforeCollapse() != MSEPARATE;
843
844 // If any height other than auto is specified in CSS, then we don't collapse our bottom
845 // margins with our children's margins. To do otherwise would be to risk odd visual
846 // effects when the children overflow out of the parent block and yet still collapse
847 // with it. We also don't collapse if we have any bottom border/padding.
848 m_canCollapseMarginAfterWithChildren = m_canCollapseWithChildren && !afterBorderPadding
849 && (blockStyle->logicalHeight().isAuto() && !blockStyle->logicalHeight().value()) && blockStyle->marginAfterCollapse() != MSEPARATE;
850
851 m_quirkContainer = blockFlow->isTableCell() || blockFlow->isBody();
852
853 m_discardMargin = m_canCollapseMarginBeforeWithChildren && blockFlow->mustDiscardMarginBefore();
854
855 m_positiveMargin = (m_canCollapseMarginBeforeWithChildren && !blockFlow->mustDiscardMarginBefore()) ? blockFlow->maxPositiveMarginBefore() : LayoutUnit();
856 m_negativeMargin = (m_canCollapseMarginBeforeWithChildren && !blockFlow->mustDiscardMarginBefore()) ? blockFlow->maxNegativeMarginBefore() : LayoutUnit();
857 }
858
marginValuesForChild(RenderBox * child) const859 RenderBlockFlow::MarginValues RenderBlockFlow::marginValuesForChild(RenderBox* child) const
860 {
861 LayoutUnit childBeforePositive = 0;
862 LayoutUnit childBeforeNegative = 0;
863 LayoutUnit childAfterPositive = 0;
864 LayoutUnit childAfterNegative = 0;
865
866 LayoutUnit beforeMargin = 0;
867 LayoutUnit afterMargin = 0;
868
869 RenderBlockFlow* childRenderBlockFlow = child->isRenderBlockFlow() ? toRenderBlockFlow(child) : 0;
870
871 // If the child has the same directionality as we do, then we can just return its
872 // margins in the same direction.
873 if (!child->isWritingModeRoot()) {
874 if (childRenderBlockFlow) {
875 childBeforePositive = childRenderBlockFlow->maxPositiveMarginBefore();
876 childBeforeNegative = childRenderBlockFlow->maxNegativeMarginBefore();
877 childAfterPositive = childRenderBlockFlow->maxPositiveMarginAfter();
878 childAfterNegative = childRenderBlockFlow->maxNegativeMarginAfter();
879 } else {
880 beforeMargin = child->marginBefore();
881 afterMargin = child->marginAfter();
882 }
883 } else if (child->isHorizontalWritingMode() == isHorizontalWritingMode()) {
884 // The child has a different directionality. If the child is parallel, then it's just
885 // flipped relative to us. We can use the margins for the opposite edges.
886 if (childRenderBlockFlow) {
887 childBeforePositive = childRenderBlockFlow->maxPositiveMarginAfter();
888 childBeforeNegative = childRenderBlockFlow->maxNegativeMarginAfter();
889 childAfterPositive = childRenderBlockFlow->maxPositiveMarginBefore();
890 childAfterNegative = childRenderBlockFlow->maxNegativeMarginBefore();
891 } else {
892 beforeMargin = child->marginAfter();
893 afterMargin = child->marginBefore();
894 }
895 } else {
896 // The child is perpendicular to us, which means its margins don't collapse but are on the
897 // "logical left/right" sides of the child box. We can just return the raw margin in this case.
898 beforeMargin = marginBeforeForChild(child);
899 afterMargin = marginAfterForChild(child);
900 }
901
902 // Resolve uncollapsing margins into their positive/negative buckets.
903 if (beforeMargin) {
904 if (beforeMargin > 0)
905 childBeforePositive = beforeMargin;
906 else
907 childBeforeNegative = -beforeMargin;
908 }
909 if (afterMargin) {
910 if (afterMargin > 0)
911 childAfterPositive = afterMargin;
912 else
913 childAfterNegative = -afterMargin;
914 }
915
916 return RenderBlockFlow::MarginValues(childBeforePositive, childBeforeNegative, childAfterPositive, childAfterNegative);
917 }
918
collapseMargins(RenderBox * child,MarginInfo & marginInfo)919 LayoutUnit RenderBlockFlow::collapseMargins(RenderBox* child, MarginInfo& marginInfo)
920 {
921 bool childDiscardMarginBefore = mustDiscardMarginBeforeForChild(child);
922 bool childDiscardMarginAfter = mustDiscardMarginAfterForChild(child);
923 bool childIsSelfCollapsing = child->isSelfCollapsingBlock();
924
925 // The child discards the before margin when the the after margin has discard in the case of a self collapsing block.
926 childDiscardMarginBefore = childDiscardMarginBefore || (childDiscardMarginAfter && childIsSelfCollapsing);
927
928 // Get the four margin values for the child and cache them.
929 const RenderBlockFlow::MarginValues childMargins = marginValuesForChild(child);
930
931 // Get our max pos and neg top margins.
932 LayoutUnit posTop = childMargins.positiveMarginBefore();
933 LayoutUnit negTop = childMargins.negativeMarginBefore();
934
935 // For self-collapsing blocks, collapse our bottom margins into our
936 // top to get new posTop and negTop values.
937 if (childIsSelfCollapsing) {
938 posTop = max(posTop, childMargins.positiveMarginAfter());
939 negTop = max(negTop, childMargins.negativeMarginAfter());
940 }
941
942 // See if the top margin is quirky. We only care if this child has
943 // margins that will collapse with us.
944 bool topQuirk = hasMarginBeforeQuirk(child);
945
946 if (marginInfo.canCollapseWithMarginBefore()) {
947 if (!childDiscardMarginBefore && !marginInfo.discardMargin()) {
948 // This child is collapsing with the top of the
949 // block. If it has larger margin values, then we need to update
950 // our own maximal values.
951 if (!document().inQuirksMode() || !marginInfo.quirkContainer() || !topQuirk)
952 setMaxMarginBeforeValues(max(posTop, maxPositiveMarginBefore()), max(negTop, maxNegativeMarginBefore()));
953
954 // The minute any of the margins involved isn't a quirk, don't
955 // collapse it away, even if the margin is smaller (www.webreference.com
956 // has an example of this, a <dt> with 0.8em author-specified inside
957 // a <dl> inside a <td>.
958 if (!marginInfo.determinedMarginBeforeQuirk() && !topQuirk && (posTop - negTop)) {
959 setHasMarginBeforeQuirk(false);
960 marginInfo.setDeterminedMarginBeforeQuirk(true);
961 }
962
963 if (!marginInfo.determinedMarginBeforeQuirk() && topQuirk && !marginBefore()) {
964 // We have no top margin and our top child has a quirky margin.
965 // We will pick up this quirky margin and pass it through.
966 // This deals with the <td><div><p> case.
967 // Don't do this for a block that split two inlines though. You do
968 // still apply margins in this case.
969 setHasMarginBeforeQuirk(true);
970 }
971 } else {
972 // The before margin of the container will also discard all the margins it is collapsing with.
973 setMustDiscardMarginBefore();
974 }
975 }
976
977 // Once we find a child with discardMarginBefore all the margins collapsing with us must also discard.
978 if (childDiscardMarginBefore) {
979 marginInfo.setDiscardMargin(true);
980 marginInfo.clearMargin();
981 }
982
983 if (marginInfo.quirkContainer() && marginInfo.atBeforeSideOfBlock() && (posTop - negTop))
984 marginInfo.setHasMarginBeforeQuirk(topQuirk);
985
986 LayoutUnit beforeCollapseLogicalTop = logicalHeight();
987 LayoutUnit logicalTop = beforeCollapseLogicalTop;
988
989 LayoutUnit clearanceForSelfCollapsingBlock;
990 RenderObject* prev = child->previousSibling();
991 // 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
992 // 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
993 // 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.
994 if (!marginInfo.canCollapseWithMarginBefore() && prev && prev->isRenderBlockFlow() && toRenderBlockFlow(prev)->isSelfCollapsingBlock()) {
995 clearanceForSelfCollapsingBlock = toRenderBlockFlow(prev)->marginOffsetForSelfCollapsingBlock();
996 setLogicalHeight(logicalHeight() - clearanceForSelfCollapsingBlock);
997 }
998
999 if (childIsSelfCollapsing) {
1000 // 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.
1001 // Also, the child's top position equals the logical height of the container.
1002 if (!childDiscardMarginBefore && !marginInfo.discardMargin()) {
1003 // This child has no height. We need to compute our
1004 // position before we collapse the child's margins together,
1005 // so that we can get an accurate position for the zero-height block.
1006 LayoutUnit collapsedBeforePos = max(marginInfo.positiveMargin(), childMargins.positiveMarginBefore());
1007 LayoutUnit collapsedBeforeNeg = max(marginInfo.negativeMargin(), childMargins.negativeMarginBefore());
1008 marginInfo.setMargin(collapsedBeforePos, collapsedBeforeNeg);
1009
1010 // Now collapse the child's margins together, which means examining our
1011 // bottom margin values as well.
1012 marginInfo.setPositiveMarginIfLarger(childMargins.positiveMarginAfter());
1013 marginInfo.setNegativeMarginIfLarger(childMargins.negativeMarginAfter());
1014
1015 if (!marginInfo.canCollapseWithMarginBefore()) {
1016 // We need to make sure that the position of the self-collapsing block
1017 // is correct, since it could have overflowing content
1018 // that needs to be positioned correctly (e.g., a block that
1019 // had a specified height of 0 but that actually had subcontent).
1020 logicalTop = logicalHeight() + collapsedBeforePos - collapsedBeforeNeg;
1021 }
1022 }
1023 } else {
1024 if (mustSeparateMarginBeforeForChild(child)) {
1025 ASSERT(!marginInfo.discardMargin() || (marginInfo.discardMargin() && !marginInfo.margin()));
1026 // If we are at the before side of the block and we collapse, ignore the computed margin
1027 // and just add the child margin to the container height. This will correctly position
1028 // the child inside the container.
1029 LayoutUnit separateMargin = !marginInfo.canCollapseWithMarginBefore() ? marginInfo.margin() : LayoutUnit(0);
1030 setLogicalHeight(logicalHeight() + separateMargin + marginBeforeForChild(child));
1031 logicalTop = logicalHeight();
1032 } else if (!marginInfo.discardMargin() && (!marginInfo.atBeforeSideOfBlock()
1033 || (!marginInfo.canCollapseMarginBeforeWithChildren()
1034 && (!document().inQuirksMode() || !marginInfo.quirkContainer() || !marginInfo.hasMarginBeforeQuirk())))) {
1035 // We're collapsing with a previous sibling's margins and not
1036 // with the top of the block.
1037 setLogicalHeight(logicalHeight() + max(marginInfo.positiveMargin(), posTop) - max(marginInfo.negativeMargin(), negTop));
1038 logicalTop = logicalHeight();
1039 }
1040
1041 marginInfo.setDiscardMargin(childDiscardMarginAfter);
1042
1043 if (!marginInfo.discardMargin()) {
1044 marginInfo.setPositiveMargin(childMargins.positiveMarginAfter());
1045 marginInfo.setNegativeMargin(childMargins.negativeMarginAfter());
1046 } else {
1047 marginInfo.clearMargin();
1048 }
1049
1050 if (marginInfo.margin())
1051 marginInfo.setHasMarginAfterQuirk(hasMarginAfterQuirk(child));
1052 }
1053
1054 // If margins would pull us past the top of the next page, then we need to pull back and pretend like the margins
1055 // collapsed into the page edge.
1056 LayoutState* layoutState = view()->layoutState();
1057 if (layoutState->isPaginated() && layoutState->pageLogicalHeight() && logicalTop > beforeCollapseLogicalTop
1058 && hasNextPage(beforeCollapseLogicalTop)) {
1059 LayoutUnit oldLogicalTop = logicalTop;
1060 logicalTop = min(logicalTop, nextPageLogicalTop(beforeCollapseLogicalTop));
1061 setLogicalHeight(logicalHeight() + (logicalTop - oldLogicalTop));
1062 }
1063
1064 if (prev && prev->isRenderBlockFlow() && !prev->isFloatingOrOutOfFlowPositioned()) {
1065 // 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
1066 // any floats from the parent will now overhang.
1067 RenderBlockFlow* blockFlow = toRenderBlockFlow(prev);
1068 LayoutUnit oldLogicalHeight = logicalHeight();
1069 setLogicalHeight(logicalTop);
1070 if (blockFlow->containsFloats() && !blockFlow->avoidsFloats() && (blockFlow->logicalTop() + blockFlow->lowestFloatLogicalBottom()) > logicalTop)
1071 addOverhangingFloats(blockFlow, false);
1072 setLogicalHeight(oldLogicalHeight);
1073
1074 // If |child|'s previous sibling is a self-collapsing block that cleared a float and margin collapsing resulted in |child| moving up
1075 // 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
1076 // floats in the parent that overhang |child|'s new logical top.
1077 bool logicalTopIntrudesIntoFloat = clearanceForSelfCollapsingBlock > 0 && logicalTop < beforeCollapseLogicalTop;
1078 if (logicalTopIntrudesIntoFloat && containsFloats() && !child->avoidsFloats() && lowestFloatLogicalBottom() > logicalTop)
1079 child->setNeedsLayout();
1080 }
1081
1082 return logicalTop;
1083 }
1084
adjustPositionedBlock(RenderBox * child,const MarginInfo & marginInfo)1085 void RenderBlockFlow::adjustPositionedBlock(RenderBox* child, const MarginInfo& marginInfo)
1086 {
1087 bool isHorizontal = isHorizontalWritingMode();
1088 bool hasStaticBlockPosition = child->style()->hasStaticBlockPosition(isHorizontal);
1089
1090 LayoutUnit logicalTop = logicalHeight();
1091 updateStaticInlinePositionForChild(child, logicalTop);
1092
1093 if (!marginInfo.canCollapseWithMarginBefore()) {
1094 // Positioned blocks don't collapse margins, so add the margin provided by
1095 // the container now. The child's own margin is added later when calculating its logical top.
1096 LayoutUnit collapsedBeforePos = marginInfo.positiveMargin();
1097 LayoutUnit collapsedBeforeNeg = marginInfo.negativeMargin();
1098 logicalTop += collapsedBeforePos - collapsedBeforeNeg;
1099 }
1100
1101 RenderLayer* childLayer = child->layer();
1102 if (childLayer->staticBlockPosition() != logicalTop) {
1103 childLayer->setStaticBlockPosition(logicalTop);
1104 if (hasStaticBlockPosition)
1105 child->setChildNeedsLayout(MarkOnlyThis);
1106 }
1107 }
1108
clearFloatsIfNeeded(RenderBox * child,MarginInfo & marginInfo,LayoutUnit oldTopPosMargin,LayoutUnit oldTopNegMargin,LayoutUnit yPos)1109 LayoutUnit RenderBlockFlow::clearFloatsIfNeeded(RenderBox* child, MarginInfo& marginInfo, LayoutUnit oldTopPosMargin, LayoutUnit oldTopNegMargin, LayoutUnit yPos)
1110 {
1111 LayoutUnit heightIncrease = getClearDelta(child, yPos);
1112 if (!heightIncrease)
1113 return yPos;
1114
1115 if (child->isSelfCollapsingBlock()) {
1116 bool childDiscardMargin = mustDiscardMarginBeforeForChild(child) || mustDiscardMarginAfterForChild(child);
1117
1118 // For self-collapsing blocks that clear, they can still collapse their
1119 // margins with following siblings. Reset the current margins to represent
1120 // the self-collapsing block's margins only.
1121 // If DISCARD is specified for -webkit-margin-collapse, reset the margin values.
1122 RenderBlockFlow::MarginValues childMargins = marginValuesForChild(child);
1123 if (!childDiscardMargin) {
1124 marginInfo.setPositiveMargin(max(childMargins.positiveMarginBefore(), childMargins.positiveMarginAfter()));
1125 marginInfo.setNegativeMargin(max(childMargins.negativeMarginBefore(), childMargins.negativeMarginAfter()));
1126 } else {
1127 marginInfo.clearMargin();
1128 }
1129 marginInfo.setDiscardMargin(childDiscardMargin);
1130
1131 // CSS2.1 states:
1132 // "If the top and bottom margins of an element with clearance are adjoining, its margins collapse with
1133 // the adjoining margins of following siblings but that resulting margin does not collapse with the bottom margin of the parent block."
1134 // So the parent's bottom margin cannot collapse through this block or any subsequent self-collapsing blocks. Check subsequent siblings
1135 // for a block with height - if none is found then don't allow the margins to collapse with the parent.
1136 bool wouldCollapseMarginsWithParent = marginInfo.canCollapseMarginAfterWithChildren();
1137 for (RenderBox* curr = child->nextSiblingBox(); curr && wouldCollapseMarginsWithParent; curr = curr->nextSiblingBox()) {
1138 if (!curr->isFloatingOrOutOfFlowPositioned() && !curr->isSelfCollapsingBlock())
1139 wouldCollapseMarginsWithParent = false;
1140 }
1141 if (wouldCollapseMarginsWithParent)
1142 marginInfo.setCanCollapseMarginAfterWithChildren(false);
1143
1144 // 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
1145 // its own at the correct vertical position. If subsequent siblings attempt to collapse with |child|'s margins in |collapseMargins| we will
1146 // 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
1147 // margins can collapse at the correct vertical position.
1148 // 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
1149 // (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],
1150 // i.e., clearance = [height of float] - margin-top".
1151 setLogicalHeight(child->logicalTop() + childMargins.negativeMarginBefore());
1152 } else {
1153 // Increase our height by the amount we had to clear.
1154 setLogicalHeight(logicalHeight() + heightIncrease);
1155 }
1156
1157 if (marginInfo.canCollapseWithMarginBefore()) {
1158 // We can no longer collapse with the top of the block since a clear
1159 // occurred. The empty blocks collapse into the cleared block.
1160 // FIXME: This isn't quite correct. Need clarification for what to do
1161 // if the height the cleared block is offset by is smaller than the
1162 // margins involved.
1163 setMaxMarginBeforeValues(oldTopPosMargin, oldTopNegMargin);
1164 marginInfo.setAtBeforeSideOfBlock(false);
1165
1166 // In case the child discarded the before margin of the block we need to reset the mustDiscardMarginBefore flag to the initial value.
1167 setMustDiscardMarginBefore(style()->marginBeforeCollapse() == MDISCARD);
1168 }
1169
1170 return yPos + heightIncrease;
1171 }
1172
setCollapsedBottomMargin(const MarginInfo & marginInfo)1173 void RenderBlockFlow::setCollapsedBottomMargin(const MarginInfo& marginInfo)
1174 {
1175 if (marginInfo.canCollapseWithMarginAfter() && !marginInfo.canCollapseWithMarginBefore()) {
1176 // 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.
1177 // Don't update the max margin values because we won't need them anyway.
1178 if (marginInfo.discardMargin()) {
1179 setMustDiscardMarginAfter();
1180 return;
1181 }
1182
1183 // Update our max pos/neg bottom margins, since we collapsed our bottom margins
1184 // with our children.
1185 setMaxMarginAfterValues(max(maxPositiveMarginAfter(), marginInfo.positiveMargin()), max(maxNegativeMarginAfter(), marginInfo.negativeMargin()));
1186
1187 if (!marginInfo.hasMarginAfterQuirk())
1188 setHasMarginAfterQuirk(false);
1189
1190 if (marginInfo.hasMarginAfterQuirk() && !marginAfter()) {
1191 // We have no bottom margin and our last child has a quirky margin.
1192 // We will pick up this quirky margin and pass it through.
1193 // This deals with the <td><div><p> case.
1194 setHasMarginAfterQuirk(true);
1195 }
1196 }
1197 }
1198
marginBeforeEstimateForChild(RenderBox * child,LayoutUnit & positiveMarginBefore,LayoutUnit & negativeMarginBefore,bool & discardMarginBefore) const1199 void RenderBlockFlow::marginBeforeEstimateForChild(RenderBox* child, LayoutUnit& positiveMarginBefore, LayoutUnit& negativeMarginBefore, bool& discardMarginBefore) const
1200 {
1201 // Give up if in quirks mode and we're a body/table cell and the top margin of the child box is quirky.
1202 // Give up if the child specified -webkit-margin-collapse: separate that prevents collapsing.
1203 // FIXME: Use writing mode independent accessor for marginBeforeCollapse.
1204 if ((document().inQuirksMode() && hasMarginAfterQuirk(child) && (isTableCell() || isBody())) || child->style()->marginBeforeCollapse() == MSEPARATE)
1205 return;
1206
1207 // The margins are discarded by a child that specified -webkit-margin-collapse: discard.
1208 // FIXME: Use writing mode independent accessor for marginBeforeCollapse.
1209 if (child->style()->marginBeforeCollapse() == MDISCARD) {
1210 positiveMarginBefore = 0;
1211 negativeMarginBefore = 0;
1212 discardMarginBefore = true;
1213 return;
1214 }
1215
1216 LayoutUnit beforeChildMargin = marginBeforeForChild(child);
1217 positiveMarginBefore = max(positiveMarginBefore, beforeChildMargin);
1218 negativeMarginBefore = max(negativeMarginBefore, -beforeChildMargin);
1219
1220 if (!child->isRenderBlockFlow())
1221 return;
1222
1223 RenderBlockFlow* childBlockFlow = toRenderBlockFlow(child);
1224 if (childBlockFlow->childrenInline() || childBlockFlow->isWritingModeRoot())
1225 return;
1226
1227 MarginInfo childMarginInfo(childBlockFlow, childBlockFlow->borderBefore() + childBlockFlow->paddingBefore(), childBlockFlow->borderAfter() + childBlockFlow->paddingAfter());
1228 if (!childMarginInfo.canCollapseMarginBeforeWithChildren())
1229 return;
1230
1231 RenderBox* grandchildBox = childBlockFlow->firstChildBox();
1232 for ( ; grandchildBox; grandchildBox = grandchildBox->nextSiblingBox()) {
1233 if (!grandchildBox->isFloatingOrOutOfFlowPositioned())
1234 break;
1235 }
1236
1237 // Give up if there is clearance on the box, since it probably won't collapse into us.
1238 if (!grandchildBox || grandchildBox->style()->clear() != CNONE)
1239 return;
1240
1241 // Make sure to update the block margins now for the grandchild box so that we're looking at current values.
1242 if (grandchildBox->needsLayout()) {
1243 grandchildBox->computeAndSetBlockDirectionMargins(this);
1244 if (grandchildBox->isRenderBlock()) {
1245 RenderBlock* grandchildBlock = toRenderBlock(grandchildBox);
1246 grandchildBlock->setHasMarginBeforeQuirk(grandchildBox->style()->hasMarginBeforeQuirk());
1247 grandchildBlock->setHasMarginAfterQuirk(grandchildBox->style()->hasMarginAfterQuirk());
1248 }
1249 }
1250
1251 // Collapse the margin of the grandchild box with our own to produce an estimate.
1252 childBlockFlow->marginBeforeEstimateForChild(grandchildBox, positiveMarginBefore, negativeMarginBefore, discardMarginBefore);
1253 }
1254
estimateLogicalTopPosition(RenderBox * child,const MarginInfo & marginInfo,LayoutUnit & estimateWithoutPagination)1255 LayoutUnit RenderBlockFlow::estimateLogicalTopPosition(RenderBox* child, const MarginInfo& marginInfo, LayoutUnit& estimateWithoutPagination)
1256 {
1257 // FIXME: We need to eliminate the estimation of vertical position, because when it's wrong we sometimes trigger a pathological
1258 // relayout if there are intruding floats.
1259 LayoutUnit logicalTopEstimate = logicalHeight();
1260 if (!marginInfo.canCollapseWithMarginBefore()) {
1261 LayoutUnit positiveMarginBefore = 0;
1262 LayoutUnit negativeMarginBefore = 0;
1263 bool discardMarginBefore = false;
1264 if (child->selfNeedsLayout()) {
1265 // Try to do a basic estimation of how the collapse is going to go.
1266 marginBeforeEstimateForChild(child, positiveMarginBefore, negativeMarginBefore, discardMarginBefore);
1267 } else {
1268 // Use the cached collapsed margin values from a previous layout. Most of the time they
1269 // will be right.
1270 RenderBlockFlow::MarginValues marginValues = marginValuesForChild(child);
1271 positiveMarginBefore = max(positiveMarginBefore, marginValues.positiveMarginBefore());
1272 negativeMarginBefore = max(negativeMarginBefore, marginValues.negativeMarginBefore());
1273 discardMarginBefore = mustDiscardMarginBeforeForChild(child);
1274 }
1275
1276 // Collapse the result with our current margins.
1277 if (!discardMarginBefore)
1278 logicalTopEstimate += max(marginInfo.positiveMargin(), positiveMarginBefore) - max(marginInfo.negativeMargin(), negativeMarginBefore);
1279 }
1280
1281 // Adjust logicalTopEstimate down to the next page if the margins are so large that we don't fit on the current
1282 // page.
1283 LayoutState* layoutState = view()->layoutState();
1284 if (layoutState->isPaginated() && layoutState->pageLogicalHeight() && logicalTopEstimate > logicalHeight()
1285 && hasNextPage(logicalHeight()))
1286 logicalTopEstimate = min(logicalTopEstimate, nextPageLogicalTop(logicalHeight()));
1287
1288 logicalTopEstimate += getClearDelta(child, logicalTopEstimate);
1289
1290 estimateWithoutPagination = logicalTopEstimate;
1291
1292 if (layoutState->isPaginated()) {
1293 // If the object has a page or column break value of "before", then we should shift to the top of the next page.
1294 logicalTopEstimate = applyBeforeBreak(child, logicalTopEstimate);
1295
1296 // For replaced elements and scrolled elements, we want to shift them to the next page if they don't fit on the current one.
1297 logicalTopEstimate = adjustForUnsplittableChild(child, logicalTopEstimate);
1298
1299 if (!child->selfNeedsLayout() && child->isRenderBlock())
1300 logicalTopEstimate += toRenderBlock(child)->paginationStrut();
1301 }
1302
1303 return logicalTopEstimate;
1304 }
1305
marginOffsetForSelfCollapsingBlock()1306 LayoutUnit RenderBlockFlow::marginOffsetForSelfCollapsingBlock()
1307 {
1308 ASSERT(isSelfCollapsingBlock());
1309 RenderBlockFlow* parentBlock = toRenderBlockFlow(parent());
1310 if (parentBlock && style()->clear() && parentBlock->getClearDelta(this, logicalHeight()))
1311 return marginValuesForChild(this).positiveMarginBefore();
1312 return LayoutUnit();
1313 }
1314
adjustFloatingBlock(const MarginInfo & marginInfo)1315 void RenderBlockFlow::adjustFloatingBlock(const MarginInfo& marginInfo)
1316 {
1317 // The float should be positioned taking into account the bottom margin
1318 // of the previous flow. We add that margin into the height, get the
1319 // float positioned properly, and then subtract the margin out of the
1320 // height again. In the case of self-collapsing blocks, we always just
1321 // use the top margins, since the self-collapsing block collapsed its
1322 // own bottom margin into its top margin.
1323 //
1324 // Note also that the previous flow may collapse its margin into the top of
1325 // our block. If this is the case, then we do not add the margin in to our
1326 // height when computing the position of the float. This condition can be tested
1327 // for by simply calling canCollapseWithMarginBefore. See
1328 // http://www.hixie.ch/tests/adhoc/css/box/block/margin-collapse/046.html for
1329 // an example of this scenario.
1330 LayoutUnit marginOffset = marginInfo.canCollapseWithMarginBefore() ? LayoutUnit() : marginInfo.margin();
1331 setLogicalHeight(logicalHeight() + marginOffset);
1332 positionNewFloats();
1333 setLogicalHeight(logicalHeight() - marginOffset);
1334 }
1335
handleAfterSideOfBlock(LayoutUnit beforeSide,LayoutUnit afterSide,MarginInfo & marginInfo)1336 void RenderBlockFlow::handleAfterSideOfBlock(LayoutUnit beforeSide, LayoutUnit afterSide, MarginInfo& marginInfo)
1337 {
1338 marginInfo.setAtAfterSideOfBlock(true);
1339
1340 // If our last child was a self-collapsing block with clearance then our logical height is flush with the
1341 // bottom edge of the float that the child clears. The correct vertical position for the margin-collapsing we want
1342 // to perform now is at the child's margin-top - so adjust our height to that position.
1343 RenderObject* child = lastChild();
1344 if (child && child->isRenderBlockFlow() && toRenderBlockFlow(child)->isSelfCollapsingBlock())
1345 setLogicalHeight(logicalHeight() - toRenderBlockFlow(child)->marginOffsetForSelfCollapsingBlock());
1346
1347 // If we can't collapse with children then go ahead and add in the bottom margin.
1348 if (!marginInfo.discardMargin() && (!marginInfo.canCollapseWithMarginAfter() && !marginInfo.canCollapseWithMarginBefore()
1349 && (!document().inQuirksMode() || !marginInfo.quirkContainer() || !marginInfo.hasMarginAfterQuirk())))
1350 setLogicalHeight(logicalHeight() + marginInfo.margin());
1351
1352 // Now add in our bottom border/padding.
1353 setLogicalHeight(logicalHeight() + afterSide);
1354
1355 // Negative margins can cause our height to shrink below our minimal height (border/padding).
1356 // If this happens, ensure that the computed height is increased to the minimal height.
1357 setLogicalHeight(max(logicalHeight(), beforeSide + afterSide));
1358
1359 // Update our bottom collapsed margin info.
1360 setCollapsedBottomMargin(marginInfo);
1361 }
1362
setMustDiscardMarginBefore(bool value)1363 void RenderBlockFlow::setMustDiscardMarginBefore(bool value)
1364 {
1365 if (style()->marginBeforeCollapse() == MDISCARD) {
1366 ASSERT(value);
1367 return;
1368 }
1369
1370 if (!m_rareData && !value)
1371 return;
1372
1373 if (!m_rareData)
1374 m_rareData = adoptPtr(new RenderBlockFlowRareData(this));
1375
1376 m_rareData->m_discardMarginBefore = value;
1377 }
1378
setMustDiscardMarginAfter(bool value)1379 void RenderBlockFlow::setMustDiscardMarginAfter(bool value)
1380 {
1381 if (style()->marginAfterCollapse() == MDISCARD) {
1382 ASSERT(value);
1383 return;
1384 }
1385
1386 if (!m_rareData && !value)
1387 return;
1388
1389 if (!m_rareData)
1390 m_rareData = adoptPtr(new RenderBlockFlowRareData(this));
1391
1392 m_rareData->m_discardMarginAfter = value;
1393 }
1394
mustDiscardMarginBefore() const1395 bool RenderBlockFlow::mustDiscardMarginBefore() const
1396 {
1397 return style()->marginBeforeCollapse() == MDISCARD || (m_rareData && m_rareData->m_discardMarginBefore);
1398 }
1399
mustDiscardMarginAfter() const1400 bool RenderBlockFlow::mustDiscardMarginAfter() const
1401 {
1402 return style()->marginAfterCollapse() == MDISCARD || (m_rareData && m_rareData->m_discardMarginAfter);
1403 }
1404
mustDiscardMarginBeforeForChild(const RenderBox * child) const1405 bool RenderBlockFlow::mustDiscardMarginBeforeForChild(const RenderBox* child) const
1406 {
1407 ASSERT(!child->selfNeedsLayout());
1408 if (!child->isWritingModeRoot())
1409 return child->isRenderBlockFlow() ? toRenderBlockFlow(child)->mustDiscardMarginBefore() : (child->style()->marginBeforeCollapse() == MDISCARD);
1410 if (child->isHorizontalWritingMode() == isHorizontalWritingMode())
1411 return child->isRenderBlockFlow() ? toRenderBlockFlow(child)->mustDiscardMarginAfter() : (child->style()->marginAfterCollapse() == MDISCARD);
1412
1413 // FIXME: We return false here because the implementation is not geometrically complete. We have values only for before/after, not start/end.
1414 // In case the boxes are perpendicular we assume the property is not specified.
1415 return false;
1416 }
1417
mustDiscardMarginAfterForChild(const RenderBox * child) const1418 bool RenderBlockFlow::mustDiscardMarginAfterForChild(const RenderBox* child) const
1419 {
1420 ASSERT(!child->selfNeedsLayout());
1421 if (!child->isWritingModeRoot())
1422 return child->isRenderBlockFlow() ? toRenderBlockFlow(child)->mustDiscardMarginAfter() : (child->style()->marginAfterCollapse() == MDISCARD);
1423 if (child->isHorizontalWritingMode() == isHorizontalWritingMode())
1424 return child->isRenderBlockFlow() ? toRenderBlockFlow(child)->mustDiscardMarginBefore() : (child->style()->marginBeforeCollapse() == MDISCARD);
1425
1426 // FIXME: See |mustDiscardMarginBeforeForChild| above.
1427 return false;
1428 }
1429
setMaxMarginBeforeValues(LayoutUnit pos,LayoutUnit neg)1430 void RenderBlockFlow::setMaxMarginBeforeValues(LayoutUnit pos, LayoutUnit neg)
1431 {
1432 if (!m_rareData) {
1433 if (pos == RenderBlockFlowRareData::positiveMarginBeforeDefault(this) && neg == RenderBlockFlowRareData::negativeMarginBeforeDefault(this))
1434 return;
1435 m_rareData = adoptPtr(new RenderBlockFlowRareData(this));
1436 }
1437 m_rareData->m_margins.setPositiveMarginBefore(pos);
1438 m_rareData->m_margins.setNegativeMarginBefore(neg);
1439 }
1440
setMaxMarginAfterValues(LayoutUnit pos,LayoutUnit neg)1441 void RenderBlockFlow::setMaxMarginAfterValues(LayoutUnit pos, LayoutUnit neg)
1442 {
1443 if (!m_rareData) {
1444 if (pos == RenderBlockFlowRareData::positiveMarginAfterDefault(this) && neg == RenderBlockFlowRareData::negativeMarginAfterDefault(this))
1445 return;
1446 m_rareData = adoptPtr(new RenderBlockFlowRareData(this));
1447 }
1448 m_rareData->m_margins.setPositiveMarginAfter(pos);
1449 m_rareData->m_margins.setNegativeMarginAfter(neg);
1450 }
1451
mustSeparateMarginBeforeForChild(const RenderBox * child) const1452 bool RenderBlockFlow::mustSeparateMarginBeforeForChild(const RenderBox* child) const
1453 {
1454 ASSERT(!child->selfNeedsLayout());
1455 const RenderStyle* childStyle = child->style();
1456 if (!child->isWritingModeRoot())
1457 return childStyle->marginBeforeCollapse() == MSEPARATE;
1458 if (child->isHorizontalWritingMode() == isHorizontalWritingMode())
1459 return childStyle->marginAfterCollapse() == MSEPARATE;
1460
1461 // FIXME: See |mustDiscardMarginBeforeForChild| above.
1462 return false;
1463 }
1464
mustSeparateMarginAfterForChild(const RenderBox * child) const1465 bool RenderBlockFlow::mustSeparateMarginAfterForChild(const RenderBox* child) const
1466 {
1467 ASSERT(!child->selfNeedsLayout());
1468 const RenderStyle* childStyle = child->style();
1469 if (!child->isWritingModeRoot())
1470 return childStyle->marginAfterCollapse() == MSEPARATE;
1471 if (child->isHorizontalWritingMode() == isHorizontalWritingMode())
1472 return childStyle->marginBeforeCollapse() == MSEPARATE;
1473
1474 // FIXME: See |mustDiscardMarginBeforeForChild| above.
1475 return false;
1476 }
1477
applyBeforeBreak(RenderBox * child,LayoutUnit logicalOffset)1478 LayoutUnit RenderBlockFlow::applyBeforeBreak(RenderBox* child, LayoutUnit logicalOffset)
1479 {
1480 // FIXME: Add page break checking here when we support printing.
1481 bool checkColumnBreaks = view()->layoutState()->isPaginatingColumns();
1482 bool checkPageBreaks = !checkColumnBreaks && view()->layoutState()->m_pageLogicalHeight; // FIXME: Once columns can print we have to check this.
1483 RenderFlowThread* flowThread = flowThreadContainingBlock();
1484 bool checkRegionBreaks = flowThread && flowThread->isRenderNamedFlowThread();
1485 bool checkBeforeAlways = (checkColumnBreaks && child->style()->columnBreakBefore() == PBALWAYS) || (checkPageBreaks && child->style()->pageBreakBefore() == PBALWAYS)
1486 || (checkRegionBreaks && child->style()->regionBreakBefore() == PBALWAYS);
1487 if (checkBeforeAlways && inNormalFlow(child) && hasNextPage(logicalOffset, IncludePageBoundary)) {
1488 if (checkColumnBreaks)
1489 view()->layoutState()->addForcedColumnBreak(child, logicalOffset);
1490 if (checkRegionBreaks) {
1491 LayoutUnit offsetBreakAdjustment = 0;
1492 if (flowThread->addForcedRegionBreak(offsetFromLogicalTopOfFirstPage() + logicalOffset, child, true, &offsetBreakAdjustment))
1493 return logicalOffset + offsetBreakAdjustment;
1494 }
1495 return nextPageLogicalTop(logicalOffset, IncludePageBoundary);
1496 }
1497 return logicalOffset;
1498 }
1499
applyAfterBreak(RenderBox * child,LayoutUnit logicalOffset,MarginInfo & marginInfo)1500 LayoutUnit RenderBlockFlow::applyAfterBreak(RenderBox* child, LayoutUnit logicalOffset, MarginInfo& marginInfo)
1501 {
1502 // FIXME: Add page break checking here when we support printing.
1503 bool checkColumnBreaks = view()->layoutState()->isPaginatingColumns();
1504 bool checkPageBreaks = !checkColumnBreaks && view()->layoutState()->m_pageLogicalHeight; // FIXME: Once columns can print we have to check this.
1505 RenderFlowThread* flowThread = flowThreadContainingBlock();
1506 bool checkRegionBreaks = flowThread && flowThread->isRenderNamedFlowThread();
1507 bool checkAfterAlways = (checkColumnBreaks && child->style()->columnBreakAfter() == PBALWAYS) || (checkPageBreaks && child->style()->pageBreakAfter() == PBALWAYS)
1508 || (checkRegionBreaks && child->style()->regionBreakAfter() == PBALWAYS);
1509 if (checkAfterAlways && inNormalFlow(child) && hasNextPage(logicalOffset, IncludePageBoundary)) {
1510 LayoutUnit marginOffset = marginInfo.canCollapseWithMarginBefore() ? LayoutUnit() : marginInfo.margin();
1511
1512 // So our margin doesn't participate in the next collapsing steps.
1513 marginInfo.clearMargin();
1514
1515 if (checkColumnBreaks)
1516 view()->layoutState()->addForcedColumnBreak(child, logicalOffset);
1517 if (checkRegionBreaks) {
1518 LayoutUnit offsetBreakAdjustment = 0;
1519 if (flowThread->addForcedRegionBreak(offsetFromLogicalTopOfFirstPage() + logicalOffset + marginOffset, child, false, &offsetBreakAdjustment))
1520 return logicalOffset + marginOffset + offsetBreakAdjustment;
1521 }
1522 return nextPageLogicalTop(logicalOffset, IncludePageBoundary);
1523 }
1524 return logicalOffset;
1525 }
1526
addOverflowFromFloats()1527 void RenderBlockFlow::addOverflowFromFloats()
1528 {
1529 if (!m_floatingObjects)
1530 return;
1531
1532 const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
1533 FloatingObjectSetIterator end = floatingObjectSet.end();
1534 for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
1535 FloatingObject* floatingObject = *it;
1536 if (floatingObject->isDescendant())
1537 addOverflowFromChild(floatingObject->renderer(), IntSize(xPositionForFloatIncludingMargin(floatingObject), yPositionForFloatIncludingMargin(floatingObject)));
1538 }
1539 }
1540
computeOverflow(LayoutUnit oldClientAfterEdge,bool recomputeFloats)1541 void RenderBlockFlow::computeOverflow(LayoutUnit oldClientAfterEdge, bool recomputeFloats)
1542 {
1543 RenderBlock::computeOverflow(oldClientAfterEdge, recomputeFloats);
1544 if (!hasColumns() && (recomputeFloats || isRoot() || expandsToEncloseOverhangingFloats() || hasSelfPaintingLayer()))
1545 addOverflowFromFloats();
1546 }
1547
deleteLineBoxTree()1548 void RenderBlockFlow::deleteLineBoxTree()
1549 {
1550 if (containsFloats())
1551 m_floatingObjects->clearLineBoxTreePointers();
1552 RenderBlock::deleteLineBoxTree();
1553 }
1554
markAllDescendantsWithFloatsForLayout(RenderBox * floatToRemove,bool inLayout)1555 void RenderBlockFlow::markAllDescendantsWithFloatsForLayout(RenderBox* floatToRemove, bool inLayout)
1556 {
1557 if (!everHadLayout() && !containsFloats())
1558 return;
1559
1560 MarkingBehavior markParents = inLayout ? MarkOnlyThis : MarkContainingBlockChain;
1561 setChildNeedsLayout(markParents);
1562
1563 if (floatToRemove)
1564 removeFloatingObject(floatToRemove);
1565
1566 // Iterate over our children and mark them as needed.
1567 if (!childrenInline()) {
1568 for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
1569 if ((!floatToRemove && child->isFloatingOrOutOfFlowPositioned()) || !child->isRenderBlock())
1570 continue;
1571 if (!child->isRenderBlockFlow()) {
1572 RenderBlock* childBlock = toRenderBlock(child);
1573 if (childBlock->shrinkToAvoidFloats() && childBlock->everHadLayout())
1574 childBlock->setChildNeedsLayout(markParents);
1575 continue;
1576 }
1577 RenderBlockFlow* childBlockFlow = toRenderBlockFlow(child);
1578 if ((floatToRemove ? childBlockFlow->containsFloat(floatToRemove) : childBlockFlow->containsFloats()) || childBlockFlow->shrinkToAvoidFloats())
1579 childBlockFlow->markAllDescendantsWithFloatsForLayout(floatToRemove, inLayout);
1580 }
1581 }
1582 }
1583
markSiblingsWithFloatsForLayout(RenderBox * floatToRemove)1584 void RenderBlockFlow::markSiblingsWithFloatsForLayout(RenderBox* floatToRemove)
1585 {
1586 if (!m_floatingObjects)
1587 return;
1588
1589 const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
1590 FloatingObjectSetIterator end = floatingObjectSet.end();
1591
1592 for (RenderObject* next = nextSibling(); next; next = next->nextSibling()) {
1593 if (!next->isRenderBlockFlow() || next->isFloatingOrOutOfFlowPositioned() || toRenderBlock(next)->avoidsFloats())
1594 continue;
1595
1596 RenderBlockFlow* nextBlock = toRenderBlockFlow(next);
1597 for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
1598 RenderBox* floatingBox = (*it)->renderer();
1599 if (floatToRemove && floatingBox != floatToRemove)
1600 continue;
1601 if (nextBlock->containsFloat(floatingBox))
1602 nextBlock->markAllDescendantsWithFloatsForLayout(floatingBox);
1603 }
1604 }
1605 }
1606
getClearDelta(RenderBox * child,LayoutUnit logicalTop)1607 LayoutUnit RenderBlockFlow::getClearDelta(RenderBox* child, LayoutUnit logicalTop)
1608 {
1609 // There is no need to compute clearance if we have no floats.
1610 if (!containsFloats())
1611 return 0;
1612
1613 // At least one float is present. We need to perform the clearance computation.
1614 bool clearSet = child->style()->clear() != CNONE;
1615 LayoutUnit logicalBottom = 0;
1616 switch (child->style()->clear()) {
1617 case CNONE:
1618 break;
1619 case CLEFT:
1620 logicalBottom = lowestFloatLogicalBottom(FloatingObject::FloatLeft);
1621 break;
1622 case CRIGHT:
1623 logicalBottom = lowestFloatLogicalBottom(FloatingObject::FloatRight);
1624 break;
1625 case CBOTH:
1626 logicalBottom = lowestFloatLogicalBottom();
1627 break;
1628 }
1629
1630 // 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).
1631 LayoutUnit result = clearSet ? max<LayoutUnit>(0, logicalBottom - logicalTop) : LayoutUnit();
1632 if (!result && child->avoidsFloats()) {
1633 LayoutUnit newLogicalTop = logicalTop;
1634 while (true) {
1635 LayoutUnit availableLogicalWidthAtNewLogicalTopOffset = availableLogicalWidthForLine(newLogicalTop, false, logicalHeightForChild(child));
1636 if (availableLogicalWidthAtNewLogicalTopOffset == availableLogicalWidthForContent(newLogicalTop))
1637 return newLogicalTop - logicalTop;
1638
1639 RenderRegion* region = regionAtBlockOffset(logicalTopForChild(child));
1640 LayoutRect borderBox = child->borderBoxRectInRegion(region, DoNotCacheRenderBoxRegionInfo);
1641 LayoutUnit childLogicalWidthAtOldLogicalTopOffset = isHorizontalWritingMode() ? borderBox.width() : borderBox.height();
1642
1643 // FIXME: None of this is right for perpendicular writing-mode children.
1644 LayoutUnit childOldLogicalWidth = child->logicalWidth();
1645 LayoutUnit childOldMarginLeft = child->marginLeft();
1646 LayoutUnit childOldMarginRight = child->marginRight();
1647 LayoutUnit childOldLogicalTop = child->logicalTop();
1648
1649 child->setLogicalTop(newLogicalTop);
1650 child->updateLogicalWidth();
1651 region = regionAtBlockOffset(logicalTopForChild(child));
1652 borderBox = child->borderBoxRectInRegion(region, DoNotCacheRenderBoxRegionInfo);
1653 LayoutUnit childLogicalWidthAtNewLogicalTopOffset = isHorizontalWritingMode() ? borderBox.width() : borderBox.height();
1654
1655 child->setLogicalTop(childOldLogicalTop);
1656 child->setLogicalWidth(childOldLogicalWidth);
1657 child->setMarginLeft(childOldMarginLeft);
1658 child->setMarginRight(childOldMarginRight);
1659
1660 if (childLogicalWidthAtNewLogicalTopOffset <= availableLogicalWidthAtNewLogicalTopOffset) {
1661 // Even though we may not be moving, if the logical width did shrink because of the presence of new floats, then
1662 // we need to force a relayout as though we shifted. This happens because of the dynamic addition of overhanging floats
1663 // from previous siblings when negative margins exist on a child (see the addOverhangingFloats call at the end of collapseMargins).
1664 if (childLogicalWidthAtOldLogicalTopOffset != childLogicalWidthAtNewLogicalTopOffset)
1665 child->setChildNeedsLayout(MarkOnlyThis);
1666 return newLogicalTop - logicalTop;
1667 }
1668
1669 newLogicalTop = nextFloatLogicalBottomBelow(newLogicalTop);
1670 ASSERT(newLogicalTop >= logicalTop);
1671 if (newLogicalTop < logicalTop)
1672 break;
1673 }
1674 ASSERT_NOT_REACHED();
1675 }
1676 return result;
1677 }
1678
createFloatingObjects()1679 void RenderBlockFlow::createFloatingObjects()
1680 {
1681 m_floatingObjects = adoptPtr(new FloatingObjects(this, isHorizontalWritingMode()));
1682 }
1683
styleWillChange(StyleDifference diff,const RenderStyle * newStyle)1684 void RenderBlockFlow::styleWillChange(StyleDifference diff, const RenderStyle* newStyle)
1685 {
1686 RenderStyle* oldStyle = style();
1687 s_canPropagateFloatIntoSibling = oldStyle ? !isFloatingOrOutOfFlowPositioned() && !avoidsFloats() : false;
1688 if (oldStyle && parent() && diff == StyleDifferenceLayout && oldStyle->position() != newStyle->position()
1689 && containsFloats() && !isFloating() && !isOutOfFlowPositioned() && newStyle->hasOutOfFlowPosition())
1690 markAllDescendantsWithFloatsForLayout();
1691
1692 RenderBlock::styleWillChange(diff, newStyle);
1693 }
1694
styleDidChange(StyleDifference diff,const RenderStyle * oldStyle)1695 void RenderBlockFlow::styleDidChange(StyleDifference diff, const RenderStyle* oldStyle)
1696 {
1697 RenderBlock::styleDidChange(diff, oldStyle);
1698
1699 // After our style changed, if we lose our ability to propagate floats into next sibling
1700 // blocks, then we need to find the top most parent containing that overhanging float and
1701 // then mark its descendants with floats for layout and clear all floats from its next
1702 // sibling blocks that exist in our floating objects list. See bug 56299 and 62875.
1703 bool canPropagateFloatIntoSibling = !isFloatingOrOutOfFlowPositioned() && !avoidsFloats();
1704 if (diff == StyleDifferenceLayout && s_canPropagateFloatIntoSibling && !canPropagateFloatIntoSibling && hasOverhangingFloats()) {
1705 RenderBlockFlow* parentBlockFlow = this;
1706 const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
1707 FloatingObjectSetIterator end = floatingObjectSet.end();
1708
1709 for (RenderObject* curr = parent(); curr && !curr->isRenderView(); curr = curr->parent()) {
1710 if (curr->isRenderBlockFlow()) {
1711 RenderBlockFlow* currBlock = toRenderBlockFlow(curr);
1712
1713 if (currBlock->hasOverhangingFloats()) {
1714 for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
1715 RenderBox* renderer = (*it)->renderer();
1716 if (currBlock->hasOverhangingFloat(renderer)) {
1717 parentBlockFlow = currBlock;
1718 break;
1719 }
1720 }
1721 }
1722 }
1723 }
1724
1725 parentBlockFlow->markAllDescendantsWithFloatsForLayout();
1726 parentBlockFlow->markSiblingsWithFloatsForLayout();
1727 }
1728
1729 if (renderNamedFlowFragment())
1730 renderNamedFlowFragment()->setStyleForNamedFlowFragment(style());
1731 }
1732
updateStaticInlinePositionForChild(RenderBox * child,LayoutUnit logicalTop)1733 void RenderBlockFlow::updateStaticInlinePositionForChild(RenderBox* child, LayoutUnit logicalTop)
1734 {
1735 if (child->style()->isOriginalDisplayInlineType())
1736 setStaticInlinePositionForChild(child, logicalTop, startAlignedOffsetForLine(logicalTop, false));
1737 else
1738 setStaticInlinePositionForChild(child, logicalTop, startOffsetForContent(logicalTop));
1739 }
1740
setStaticInlinePositionForChild(RenderBox * child,LayoutUnit blockOffset,LayoutUnit inlinePosition)1741 void RenderBlockFlow::setStaticInlinePositionForChild(RenderBox* child, LayoutUnit blockOffset, LayoutUnit inlinePosition)
1742 {
1743 if (flowThreadContainingBlock()) {
1744 // Shift the inline position to exclude the region offset.
1745 inlinePosition += startOffsetForContent() - startOffsetForContent(blockOffset);
1746 }
1747 child->layer()->setStaticInlinePosition(inlinePosition);
1748 }
1749
moveAllChildrenIncludingFloatsTo(RenderBlock * toBlock,bool fullRemoveInsert)1750 void RenderBlockFlow::moveAllChildrenIncludingFloatsTo(RenderBlock* toBlock, bool fullRemoveInsert)
1751 {
1752 RenderBlockFlow* toBlockFlow = toRenderBlockFlow(toBlock);
1753 moveAllChildrenTo(toBlockFlow, fullRemoveInsert);
1754
1755 // When a portion of the render tree is being detached, anonymous blocks
1756 // will be combined as their children are deleted. In this process, the
1757 // anonymous block later in the tree is merged into the one preceeding it.
1758 // It can happen that the later block (this) contains floats that the
1759 // previous block (toBlockFlow) did not contain, and thus are not in the
1760 // floating objects list for toBlockFlow. This can result in toBlockFlow containing
1761 // floats that are not in it's floating objects list, but are in the
1762 // floating objects lists of siblings and parents. This can cause problems
1763 // when the float itself is deleted, since the deletion code assumes that
1764 // if a float is not in it's containing block's floating objects list, it
1765 // isn't in any floating objects list. In order to preserve this condition
1766 // (removing it has serious performance implications), we need to copy the
1767 // floating objects from the old block (this) to the new block (toBlockFlow).
1768 // The float's metrics will likely all be wrong, but since toBlockFlow is
1769 // already marked for layout, this will get fixed before anything gets
1770 // displayed.
1771 // See bug https://code.google.com/p/chromium/issues/detail?id=230907
1772 if (m_floatingObjects) {
1773 if (!toBlockFlow->m_floatingObjects)
1774 toBlockFlow->createFloatingObjects();
1775
1776 const FloatingObjectSet& fromFloatingObjectSet = m_floatingObjects->set();
1777 FloatingObjectSetIterator end = fromFloatingObjectSet.end();
1778
1779 for (FloatingObjectSetIterator it = fromFloatingObjectSet.begin(); it != end; ++it) {
1780 FloatingObject* floatingObject = *it;
1781
1782 // Don't insert the object again if it's already in the list
1783 if (toBlockFlow->containsFloat(floatingObject->renderer()))
1784 continue;
1785
1786 toBlockFlow->m_floatingObjects->add(floatingObject->unsafeClone());
1787 }
1788 }
1789
1790 }
1791
repaintOverhangingFloats(bool paintAllDescendants)1792 void RenderBlockFlow::repaintOverhangingFloats(bool paintAllDescendants)
1793 {
1794 // Repaint any overhanging floats (if we know we're the one to paint them).
1795 // Otherwise, bail out.
1796 if (!hasOverhangingFloats())
1797 return;
1798
1799 // FIXME: Avoid disabling LayoutState. At the very least, don't disable it for floats originating
1800 // in this block. Better yet would be to push extra state for the containers of other floats.
1801 LayoutStateDisabler layoutStateDisabler(view());
1802 const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
1803 FloatingObjectSetIterator end = floatingObjectSet.end();
1804 for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
1805 FloatingObject* floatingObject = *it;
1806 // Only repaint the object if it is overhanging, is not in its own layer, and
1807 // is our responsibility to paint (m_shouldPaint is set). When paintAllDescendants is true, the latter
1808 // condition is replaced with being a descendant of us.
1809 if (logicalBottomForFloat(floatingObject) > logicalHeight()
1810 && !floatingObject->renderer()->hasSelfPaintingLayer()
1811 && (floatingObject->shouldPaint() || (paintAllDescendants && floatingObject->renderer()->isDescendantOf(this)))) {
1812
1813 RenderBox* floatingRenderer = floatingObject->renderer();
1814 LayoutRectRecorder recorder(*floatingRenderer);
1815 if (RuntimeEnabledFeatures::repaintAfterLayoutEnabled())
1816 floatingRenderer->setShouldDoFullRepaintAfterLayout(true);
1817 else
1818 floatingRenderer->repaint();
1819
1820 floatingRenderer->repaintOverhangingFloats(false);
1821 }
1822 }
1823 }
1824
repaintOverflow()1825 void RenderBlockFlow::repaintOverflow()
1826 {
1827 // FIXME: We could tighten up the left and right invalidation points if we let layoutInlineChildren fill them in based off the particular lines
1828 // it had to lay out. We wouldn't need the hasOverflowClip() hack in that case either.
1829 LayoutUnit repaintLogicalLeft = logicalLeftVisualOverflow();
1830 LayoutUnit repaintLogicalRight = logicalRightVisualOverflow();
1831 if (hasOverflowClip()) {
1832 // 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.
1833 // 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.
1834 // layoutInlineChildren should be patched to compute the entire repaint rect.
1835 repaintLogicalLeft = min(repaintLogicalLeft, logicalLeftLayoutOverflow());
1836 repaintLogicalRight = max(repaintLogicalRight, logicalRightLayoutOverflow());
1837 }
1838
1839 LayoutRect repaintRect;
1840 if (isHorizontalWritingMode())
1841 repaintRect = LayoutRect(repaintLogicalLeft, m_repaintLogicalTop, repaintLogicalRight - repaintLogicalLeft, m_repaintLogicalBottom - m_repaintLogicalTop);
1842 else
1843 repaintRect = LayoutRect(m_repaintLogicalTop, repaintLogicalLeft, m_repaintLogicalBottom - m_repaintLogicalTop, repaintLogicalRight - repaintLogicalLeft);
1844
1845 // The repaint rect may be split across columns, in which case adjustRectForColumns() will return the union.
1846 adjustRectForColumns(repaintRect);
1847
1848 repaintRect.inflate(maximalOutlineSize(PaintPhaseOutline));
1849
1850 if (hasOverflowClip()) {
1851 // Adjust repaint rect for scroll offset
1852 repaintRect.move(-scrolledContentOffset());
1853
1854 // Don't allow this rect to spill out of our overflow box.
1855 repaintRect.intersect(LayoutRect(LayoutPoint(), size()));
1856 }
1857
1858 // Make sure the rect is still non-empty after intersecting for overflow above
1859 if (!repaintRect.isEmpty()) {
1860 repaintRectangle(repaintRect); // We need to do a partial repaint of our content.
1861 if (hasReflection())
1862 repaintRectangle(reflectedRect(repaintRect));
1863 }
1864
1865 m_repaintLogicalTop = 0;
1866 m_repaintLogicalBottom = 0;
1867 }
1868
paintFloats(PaintInfo & paintInfo,const LayoutPoint & paintOffset,bool preservePhase)1869 void RenderBlockFlow::paintFloats(PaintInfo& paintInfo, const LayoutPoint& paintOffset, bool preservePhase)
1870 {
1871 if (!m_floatingObjects)
1872 return;
1873
1874 const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
1875 FloatingObjectSetIterator end = floatingObjectSet.end();
1876 for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
1877 FloatingObject* floatingObject = *it;
1878 // Only paint the object if our m_shouldPaint flag is set.
1879 if (floatingObject->shouldPaint() && !floatingObject->renderer()->hasSelfPaintingLayer()) {
1880 PaintInfo currentPaintInfo(paintInfo);
1881 currentPaintInfo.phase = preservePhase ? paintInfo.phase : PaintPhaseBlockBackground;
1882 // FIXME: LayoutPoint version of xPositionForFloatIncludingMargin would make this much cleaner.
1883 LayoutPoint childPoint = flipFloatForWritingModeForChild(floatingObject, LayoutPoint(paintOffset.x() + xPositionForFloatIncludingMargin(floatingObject) - floatingObject->renderer()->x(), paintOffset.y() + yPositionForFloatIncludingMargin(floatingObject) - floatingObject->renderer()->y()));
1884 floatingObject->renderer()->paint(currentPaintInfo, childPoint);
1885 if (!preservePhase) {
1886 currentPaintInfo.phase = PaintPhaseChildBlockBackgrounds;
1887 floatingObject->renderer()->paint(currentPaintInfo, childPoint);
1888 currentPaintInfo.phase = PaintPhaseFloat;
1889 floatingObject->renderer()->paint(currentPaintInfo, childPoint);
1890 currentPaintInfo.phase = PaintPhaseForeground;
1891 floatingObject->renderer()->paint(currentPaintInfo, childPoint);
1892 currentPaintInfo.phase = PaintPhaseOutline;
1893 floatingObject->renderer()->paint(currentPaintInfo, childPoint);
1894 }
1895 }
1896 }
1897 }
1898
clipOutFloatingObjects(RenderBlock * rootBlock,const PaintInfo * paintInfo,const LayoutPoint & rootBlockPhysicalPosition,const LayoutSize & offsetFromRootBlock)1899 void RenderBlockFlow::clipOutFloatingObjects(RenderBlock* rootBlock, const PaintInfo* paintInfo, const LayoutPoint& rootBlockPhysicalPosition, const LayoutSize& offsetFromRootBlock)
1900 {
1901 if (m_floatingObjects) {
1902 const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
1903 FloatingObjectSetIterator end = floatingObjectSet.end();
1904 for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
1905 FloatingObject* floatingObject = *it;
1906 LayoutRect floatBox(offsetFromRootBlock.width() + xPositionForFloatIncludingMargin(floatingObject),
1907 offsetFromRootBlock.height() + yPositionForFloatIncludingMargin(floatingObject),
1908 floatingObject->renderer()->width(), floatingObject->renderer()->height());
1909 rootBlock->flipForWritingMode(floatBox);
1910 floatBox.move(rootBlockPhysicalPosition.x(), rootBlockPhysicalPosition.y());
1911 paintInfo->context->clipOut(pixelSnappedIntRect(floatBox));
1912 }
1913 }
1914 }
1915
clearFloats(EClear clear)1916 void RenderBlockFlow::clearFloats(EClear clear)
1917 {
1918 positionNewFloats();
1919 // set y position
1920 LayoutUnit newY = 0;
1921 switch (clear) {
1922 case CLEFT:
1923 newY = lowestFloatLogicalBottom(FloatingObject::FloatLeft);
1924 break;
1925 case CRIGHT:
1926 newY = lowestFloatLogicalBottom(FloatingObject::FloatRight);
1927 break;
1928 case CBOTH:
1929 newY = lowestFloatLogicalBottom();
1930 default:
1931 break;
1932 }
1933 if (height() < newY)
1934 setLogicalHeight(newY);
1935 }
1936
containsFloat(RenderBox * renderer) const1937 bool RenderBlockFlow::containsFloat(RenderBox* renderer) const
1938 {
1939 return m_floatingObjects && m_floatingObjects->set().contains<FloatingObjectHashTranslator>(renderer);
1940 }
1941
removeFloatingObjects()1942 void RenderBlockFlow::removeFloatingObjects()
1943 {
1944 if (!m_floatingObjects)
1945 return;
1946
1947 m_floatingObjects->clear();
1948 }
1949
flipFloatForWritingModeForChild(const FloatingObject * child,const LayoutPoint & point) const1950 LayoutPoint RenderBlockFlow::flipFloatForWritingModeForChild(const FloatingObject* child, const LayoutPoint& point) const
1951 {
1952 if (!style()->isFlippedBlocksWritingMode())
1953 return point;
1954
1955 // This is similar to RenderBox::flipForWritingModeForChild. We have to subtract out our left/top offsets twice, since
1956 // it's going to get added back in. We hide this complication here so that the calling code looks normal for the unflipped
1957 // case.
1958 if (isHorizontalWritingMode())
1959 return LayoutPoint(point.x(), point.y() + height() - child->renderer()->height() - 2 * yPositionForFloatIncludingMargin(child));
1960 return LayoutPoint(point.x() + width() - child->renderer()->width() - 2 * xPositionForFloatIncludingMargin(child), point.y());
1961 }
1962
logicalLeftOffsetForPositioningFloat(LayoutUnit logicalTop,LayoutUnit fixedOffset,bool applyTextIndent,LayoutUnit * heightRemaining) const1963 LayoutUnit RenderBlockFlow::logicalLeftOffsetForPositioningFloat(LayoutUnit logicalTop, LayoutUnit fixedOffset, bool applyTextIndent, LayoutUnit* heightRemaining) const
1964 {
1965 LayoutUnit offset = fixedOffset;
1966 if (m_floatingObjects && m_floatingObjects->hasLeftObjects())
1967 offset = m_floatingObjects->logicalLeftOffsetForPositioningFloat(fixedOffset, logicalTop, heightRemaining);
1968 return adjustLogicalLeftOffsetForLine(offset, applyTextIndent);
1969 }
1970
logicalRightOffsetForPositioningFloat(LayoutUnit logicalTop,LayoutUnit fixedOffset,bool applyTextIndent,LayoutUnit * heightRemaining) const1971 LayoutUnit RenderBlockFlow::logicalRightOffsetForPositioningFloat(LayoutUnit logicalTop, LayoutUnit fixedOffset, bool applyTextIndent, LayoutUnit* heightRemaining) const
1972 {
1973 LayoutUnit offset = fixedOffset;
1974 if (m_floatingObjects && m_floatingObjects->hasRightObjects())
1975 offset = m_floatingObjects->logicalRightOffsetForPositioningFloat(fixedOffset, logicalTop, heightRemaining);
1976 return adjustLogicalRightOffsetForLine(offset, applyTextIndent);
1977 }
1978
computeLogicalLocationForFloat(const FloatingObject * floatingObject,LayoutUnit logicalTopOffset) const1979 LayoutPoint RenderBlockFlow::computeLogicalLocationForFloat(const FloatingObject* floatingObject, LayoutUnit logicalTopOffset) const
1980 {
1981 RenderBox* childBox = floatingObject->renderer();
1982 LayoutUnit logicalLeftOffset = logicalLeftOffsetForContent(logicalTopOffset); // Constant part of left offset.
1983 LayoutUnit logicalRightOffset; // Constant part of right offset.
1984 // FIXME Bug 102948: This only works for shape outside directly set on this block.
1985 ShapeInsideInfo* shapeInsideInfo = this->layoutShapeInsideInfo();
1986 // FIXME: Implement behavior for right floats.
1987 if (shapeInsideInfo) {
1988 LayoutSize floatLogicalSize = logicalSizeForFloat(floatingObject);
1989 // floatingObject's logicalSize doesn't contain the actual height at this point, so we need to calculate it
1990 floatLogicalSize.setHeight(logicalHeightForChild(childBox) + marginBeforeForChild(childBox) + marginAfterForChild(childBox));
1991
1992 // FIXME: If the float doesn't fit in the shape we should push it under the content box
1993 logicalTopOffset = shapeInsideInfo->computeFirstFitPositionForFloat(floatLogicalSize);
1994 if (logicalHeight() > logicalTopOffset)
1995 logicalTopOffset = logicalHeight();
1996
1997 SegmentList segments = shapeInsideInfo->computeSegmentsForLine(logicalTopOffset, floatLogicalSize.height());
1998 // FIXME: Add support for shapes with multiple segments.
1999 if (segments.size() == 1) {
2000 // The segment offsets are relative to the content box.
2001 logicalRightOffset = logicalLeftOffset + segments[0].logicalRight;
2002 logicalLeftOffset += segments[0].logicalLeft;
2003 }
2004 } else {
2005 logicalRightOffset = logicalRightOffsetForContent(logicalTopOffset);
2006 }
2007
2008 LayoutUnit floatLogicalWidth = min(logicalWidthForFloat(floatingObject), logicalRightOffset - logicalLeftOffset); // The width we look for.
2009
2010 LayoutUnit floatLogicalLeft;
2011
2012 bool insideFlowThread = flowThreadContainingBlock();
2013
2014 if (childBox->style()->floating() == LeftFloat) {
2015 LayoutUnit heightRemainingLeft = 1;
2016 LayoutUnit heightRemainingRight = 1;
2017 floatLogicalLeft = logicalLeftOffsetForPositioningFloat(logicalTopOffset, logicalLeftOffset, false, &heightRemainingLeft);
2018 while (logicalRightOffsetForPositioningFloat(logicalTopOffset, logicalRightOffset, false, &heightRemainingRight) - floatLogicalLeft < floatLogicalWidth) {
2019 logicalTopOffset += min(heightRemainingLeft, heightRemainingRight);
2020 floatLogicalLeft = logicalLeftOffsetForPositioningFloat(logicalTopOffset, logicalLeftOffset, false, &heightRemainingLeft);
2021 if (insideFlowThread) {
2022 // Have to re-evaluate all of our offsets, since they may have changed.
2023 logicalRightOffset = logicalRightOffsetForContent(logicalTopOffset); // Constant part of right offset.
2024 logicalLeftOffset = logicalLeftOffsetForContent(logicalTopOffset); // Constant part of left offset.
2025 floatLogicalWidth = min(logicalWidthForFloat(floatingObject), logicalRightOffset - logicalLeftOffset);
2026 }
2027 }
2028 floatLogicalLeft = max(logicalLeftOffset - borderAndPaddingLogicalLeft(), floatLogicalLeft);
2029 } else {
2030 LayoutUnit heightRemainingLeft = 1;
2031 LayoutUnit heightRemainingRight = 1;
2032 floatLogicalLeft = logicalRightOffsetForPositioningFloat(logicalTopOffset, logicalRightOffset, false, &heightRemainingRight);
2033 while (floatLogicalLeft - logicalLeftOffsetForPositioningFloat(logicalTopOffset, logicalLeftOffset, false, &heightRemainingLeft) < floatLogicalWidth) {
2034 logicalTopOffset += min(heightRemainingLeft, heightRemainingRight);
2035 floatLogicalLeft = logicalRightOffsetForPositioningFloat(logicalTopOffset, logicalRightOffset, false, &heightRemainingRight);
2036 if (insideFlowThread) {
2037 // Have to re-evaluate all of our offsets, since they may have changed.
2038 logicalRightOffset = logicalRightOffsetForContent(logicalTopOffset); // Constant part of right offset.
2039 logicalLeftOffset = logicalLeftOffsetForContent(logicalTopOffset); // Constant part of left offset.
2040 floatLogicalWidth = min(logicalWidthForFloat(floatingObject), logicalRightOffset - logicalLeftOffset);
2041 }
2042 }
2043 // Use the original width of the float here, since the local variable
2044 // |floatLogicalWidth| was capped to the available line width. See
2045 // fast/block/float/clamped-right-float.html.
2046 floatLogicalLeft -= logicalWidthForFloat(floatingObject);
2047 }
2048
2049 return LayoutPoint(floatLogicalLeft, logicalTopOffset);
2050 }
2051
insertFloatingObject(RenderBox * floatBox)2052 FloatingObject* RenderBlockFlow::insertFloatingObject(RenderBox* floatBox)
2053 {
2054 ASSERT(floatBox->isFloating());
2055
2056 // Create the list of special objects if we don't aleady have one
2057 if (!m_floatingObjects) {
2058 createFloatingObjects();
2059 } else {
2060 // Don't insert the object again if it's already in the list
2061 const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
2062 FloatingObjectSetIterator it = floatingObjectSet.find<FloatingObjectHashTranslator>(floatBox);
2063 if (it != floatingObjectSet.end())
2064 return *it;
2065 }
2066
2067 // Create the special object entry & append it to the list
2068
2069 OwnPtr<FloatingObject> newObj = FloatingObject::create(floatBox);
2070
2071 // Our location is irrelevant if we're unsplittable or no pagination is in effect.
2072 // Just go ahead and lay out the float.
2073 bool isChildRenderBlock = floatBox->isRenderBlock();
2074 if (isChildRenderBlock && !floatBox->needsLayout() && view()->layoutState()->pageLogicalHeightChanged())
2075 floatBox->setChildNeedsLayout(MarkOnlyThis);
2076
2077 bool needsBlockDirectionLocationSetBeforeLayout = isChildRenderBlock && view()->layoutState()->needsBlockDirectionLocationSetBeforeLayout();
2078 if (!needsBlockDirectionLocationSetBeforeLayout || isWritingModeRoot()) { // We are unsplittable if we're a block flow root.
2079 floatBox->layoutIfNeeded();
2080 } else {
2081 floatBox->updateLogicalWidth();
2082 floatBox->computeAndSetBlockDirectionMargins(this);
2083 }
2084
2085 setLogicalWidthForFloat(newObj.get(), logicalWidthForChild(floatBox) + marginStartForChild(floatBox) + marginEndForChild(floatBox));
2086
2087 return m_floatingObjects->add(newObj.release());
2088 }
2089
removeFloatingObject(RenderBox * floatBox)2090 void RenderBlockFlow::removeFloatingObject(RenderBox* floatBox)
2091 {
2092 if (m_floatingObjects) {
2093 const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
2094 FloatingObjectSetIterator it = floatingObjectSet.find<FloatingObjectHashTranslator>(floatBox);
2095 if (it != floatingObjectSet.end()) {
2096 FloatingObject* floatingObject = *it;
2097 if (childrenInline()) {
2098 LayoutUnit logicalTop = logicalTopForFloat(floatingObject);
2099 LayoutUnit logicalBottom = logicalBottomForFloat(floatingObject);
2100
2101 // Fix for https://bugs.webkit.org/show_bug.cgi?id=54995.
2102 if (logicalBottom < 0 || logicalBottom < logicalTop || logicalTop == LayoutUnit::max()) {
2103 logicalBottom = LayoutUnit::max();
2104 } else {
2105 // Special-case zero- and less-than-zero-height floats: those don't touch
2106 // the line that they're on, but it still needs to be dirtied. This is
2107 // accomplished by pretending they have a height of 1.
2108 logicalBottom = max(logicalBottom, logicalTop + 1);
2109 }
2110 if (floatingObject->originatingLine()) {
2111 if (!selfNeedsLayout()) {
2112 ASSERT(floatingObject->originatingLine()->renderer() == this);
2113 floatingObject->originatingLine()->markDirty();
2114 }
2115 #if !ASSERT_DISABLED
2116 floatingObject->setOriginatingLine(0);
2117 #endif
2118 }
2119 markLinesDirtyInBlockRange(0, logicalBottom);
2120 }
2121 m_floatingObjects->remove(floatingObject);
2122 }
2123 }
2124 }
2125
removeFloatingObjectsBelow(FloatingObject * lastFloat,int logicalOffset)2126 void RenderBlockFlow::removeFloatingObjectsBelow(FloatingObject* lastFloat, int logicalOffset)
2127 {
2128 if (!containsFloats())
2129 return;
2130
2131 const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
2132 FloatingObject* curr = floatingObjectSet.last();
2133 while (curr != lastFloat && (!curr->isPlaced() || logicalTopForFloat(curr) >= logicalOffset)) {
2134 m_floatingObjects->remove(curr);
2135 if (floatingObjectSet.isEmpty())
2136 break;
2137 curr = floatingObjectSet.last();
2138 }
2139 }
2140
positionNewFloats()2141 bool RenderBlockFlow::positionNewFloats()
2142 {
2143 if (!m_floatingObjects)
2144 return false;
2145
2146 const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
2147 if (floatingObjectSet.isEmpty())
2148 return false;
2149
2150 // If all floats have already been positioned, then we have no work to do.
2151 if (floatingObjectSet.last()->isPlaced())
2152 return false;
2153
2154 // Move backwards through our floating object list until we find a float that has
2155 // already been positioned. Then we'll be able to move forward, positioning all of
2156 // the new floats that need it.
2157 FloatingObjectSetIterator it = floatingObjectSet.end();
2158 --it; // Go to last item.
2159 FloatingObjectSetIterator begin = floatingObjectSet.begin();
2160 FloatingObject* lastPlacedFloatingObject = 0;
2161 while (it != begin) {
2162 --it;
2163 if ((*it)->isPlaced()) {
2164 lastPlacedFloatingObject = *it;
2165 ++it;
2166 break;
2167 }
2168 }
2169
2170 LayoutUnit logicalTop = logicalHeight();
2171
2172 // The float cannot start above the top position of the last positioned float.
2173 if (lastPlacedFloatingObject)
2174 logicalTop = max(logicalTopForFloat(lastPlacedFloatingObject), logicalTop);
2175
2176 FloatingObjectSetIterator end = floatingObjectSet.end();
2177 // Now walk through the set of unpositioned floats and place them.
2178 for (; it != end; ++it) {
2179 FloatingObject* floatingObject = *it;
2180 // The containing block is responsible for positioning floats, so if we have floats in our
2181 // list that come from somewhere else, do not attempt to position them.
2182 if (floatingObject->renderer()->containingBlock() != this)
2183 continue;
2184
2185 RenderBox* childBox = floatingObject->renderer();
2186 LayoutUnit childLogicalLeftMargin = style()->isLeftToRightDirection() ? marginStartForChild(childBox) : marginEndForChild(childBox);
2187
2188 LayoutRect oldRect = childBox->frameRect();
2189
2190 if (childBox->style()->clear() & CLEFT)
2191 logicalTop = max(lowestFloatLogicalBottom(FloatingObject::FloatLeft), logicalTop);
2192 if (childBox->style()->clear() & CRIGHT)
2193 logicalTop = max(lowestFloatLogicalBottom(FloatingObject::FloatRight), logicalTop);
2194
2195 LayoutPoint floatLogicalLocation = computeLogicalLocationForFloat(floatingObject, logicalTop);
2196
2197 setLogicalLeftForFloat(floatingObject, floatLogicalLocation.x());
2198
2199 setLogicalLeftForChild(childBox, floatLogicalLocation.x() + childLogicalLeftMargin);
2200 setLogicalTopForChild(childBox, floatLogicalLocation.y() + marginBeforeForChild(childBox));
2201
2202 SubtreeLayoutScope layoutScope(childBox);
2203 LayoutState* layoutState = view()->layoutState();
2204 bool isPaginated = layoutState->isPaginated();
2205 if (isPaginated && !childBox->needsLayout())
2206 childBox->markForPaginationRelayoutIfNeeded(layoutScope);
2207
2208 childBox->layoutIfNeeded();
2209
2210 if (isPaginated) {
2211 // If we are unsplittable and don't fit, then we need to move down.
2212 // We include our margins as part of the unsplittable area.
2213 LayoutUnit newLogicalTop = adjustForUnsplittableChild(childBox, floatLogicalLocation.y(), true);
2214
2215 // See if we have a pagination strut that is making us move down further.
2216 // Note that an unsplittable child can't also have a pagination strut, so this is
2217 // exclusive with the case above.
2218 RenderBlock* childBlock = childBox->isRenderBlock() ? toRenderBlock(childBox) : 0;
2219 if (childBlock && childBlock->paginationStrut()) {
2220 newLogicalTop += childBlock->paginationStrut();
2221 childBlock->setPaginationStrut(0);
2222 }
2223
2224 if (newLogicalTop != floatLogicalLocation.y()) {
2225 floatingObject->setPaginationStrut(newLogicalTop - floatLogicalLocation.y());
2226
2227 floatLogicalLocation = computeLogicalLocationForFloat(floatingObject, newLogicalTop);
2228 setLogicalLeftForFloat(floatingObject, floatLogicalLocation.x());
2229
2230 setLogicalLeftForChild(childBox, floatLogicalLocation.x() + childLogicalLeftMargin);
2231 setLogicalTopForChild(childBox, floatLogicalLocation.y() + marginBeforeForChild(childBox));
2232
2233 if (childBlock)
2234 childBlock->setChildNeedsLayout(MarkOnlyThis);
2235 childBox->layoutIfNeeded();
2236 }
2237 }
2238
2239 setLogicalTopForFloat(floatingObject, floatLogicalLocation.y());
2240
2241 setLogicalHeightForFloat(floatingObject, logicalHeightForChild(childBox) + marginBeforeForChild(childBox) + marginAfterForChild(childBox));
2242
2243 m_floatingObjects->addPlacedObject(floatingObject);
2244
2245 if (ShapeOutsideInfo* shapeOutside = childBox->shapeOutsideInfo())
2246 shapeOutside->setShapeSize(logicalWidthForChild(childBox), logicalHeightForChild(childBox));
2247
2248 // If the child moved, we have to repaint it.
2249 if (childBox->checkForRepaintDuringLayout())
2250 childBox->repaintDuringLayoutIfMoved(oldRect);
2251 }
2252 return true;
2253 }
2254
hasOverhangingFloat(RenderBox * renderer)2255 bool RenderBlockFlow::hasOverhangingFloat(RenderBox* renderer)
2256 {
2257 if (!m_floatingObjects || hasColumns() || !parent())
2258 return false;
2259
2260 const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
2261 FloatingObjectSetIterator it = floatingObjectSet.find<FloatingObjectHashTranslator>(renderer);
2262 if (it == floatingObjectSet.end())
2263 return false;
2264
2265 return logicalBottomForFloat(*it) > logicalHeight();
2266 }
2267
addIntrudingFloats(RenderBlockFlow * prev,LayoutUnit logicalLeftOffset,LayoutUnit logicalTopOffset)2268 void RenderBlockFlow::addIntrudingFloats(RenderBlockFlow* prev, LayoutUnit logicalLeftOffset, LayoutUnit logicalTopOffset)
2269 {
2270 ASSERT(!avoidsFloats());
2271
2272 // If the parent or previous sibling doesn't have any floats to add, don't bother.
2273 if (!prev->m_floatingObjects)
2274 return;
2275
2276 logicalLeftOffset += marginLogicalLeft();
2277
2278 const FloatingObjectSet& prevSet = prev->m_floatingObjects->set();
2279 FloatingObjectSetIterator prevEnd = prevSet.end();
2280 for (FloatingObjectSetIterator prevIt = prevSet.begin(); prevIt != prevEnd; ++prevIt) {
2281 FloatingObject* floatingObject = *prevIt;
2282 if (logicalBottomForFloat(floatingObject) > logicalTopOffset) {
2283 if (!m_floatingObjects || !m_floatingObjects->set().contains(floatingObject)) {
2284 // We create the floating object list lazily.
2285 if (!m_floatingObjects)
2286 createFloatingObjects();
2287
2288 // Applying the child's margin makes no sense in the case where the child was passed in.
2289 // since this margin was added already through the modification of the |logicalLeftOffset| variable
2290 // above. |logicalLeftOffset| will equal the margin in this case, so it's already been taken
2291 // into account. Only apply this code if prev is the parent, since otherwise the left margin
2292 // will get applied twice.
2293 LayoutSize offset = isHorizontalWritingMode()
2294 ? LayoutSize(logicalLeftOffset - (prev != parent() ? prev->marginLeft() : LayoutUnit()), logicalTopOffset)
2295 : LayoutSize(logicalTopOffset, logicalLeftOffset - (prev != parent() ? prev->marginTop() : LayoutUnit()));
2296
2297 m_floatingObjects->add(floatingObject->copyToNewContainer(offset));
2298 }
2299 }
2300 }
2301 }
2302
addOverhangingFloats(RenderBlockFlow * child,bool makeChildPaintOtherFloats)2303 LayoutUnit RenderBlockFlow::addOverhangingFloats(RenderBlockFlow* child, bool makeChildPaintOtherFloats)
2304 {
2305 // Prevent floats from being added to the canvas by the root element, e.g., <html>.
2306 if (child->hasOverflowClip() || !child->containsFloats() || child->isRoot() || child->hasColumns() || child->isWritingModeRoot())
2307 return 0;
2308
2309 LayoutUnit childLogicalTop = child->logicalTop();
2310 LayoutUnit childLogicalLeft = child->logicalLeft();
2311 LayoutUnit lowestFloatLogicalBottom = 0;
2312
2313 // Floats that will remain the child's responsibility to paint should factor into its
2314 // overflow.
2315 FloatingObjectSetIterator childEnd = child->m_floatingObjects->set().end();
2316 for (FloatingObjectSetIterator childIt = child->m_floatingObjects->set().begin(); childIt != childEnd; ++childIt) {
2317 FloatingObject* floatingObject = *childIt;
2318 LayoutUnit logicalBottomForFloat = min(this->logicalBottomForFloat(floatingObject), LayoutUnit::max() - childLogicalTop);
2319 LayoutUnit logicalBottom = childLogicalTop + logicalBottomForFloat;
2320 lowestFloatLogicalBottom = max(lowestFloatLogicalBottom, logicalBottom);
2321
2322 if (logicalBottom > logicalHeight()) {
2323 // If the object is not in the list, we add it now.
2324 if (!containsFloat(floatingObject->renderer())) {
2325 LayoutSize offset = isHorizontalWritingMode() ? LayoutSize(-childLogicalLeft, -childLogicalTop) : LayoutSize(-childLogicalTop, -childLogicalLeft);
2326 bool shouldPaint = false;
2327
2328 // The nearest enclosing layer always paints the float (so that zindex and stacking
2329 // behaves properly). We always want to propagate the desire to paint the float as
2330 // far out as we can, to the outermost block that overlaps the float, stopping only
2331 // if we hit a self-painting layer boundary.
2332 if (floatingObject->renderer()->enclosingFloatPaintingLayer() == enclosingFloatPaintingLayer()) {
2333 floatingObject->setShouldPaint(false);
2334 shouldPaint = true;
2335 }
2336 // We create the floating object list lazily.
2337 if (!m_floatingObjects)
2338 createFloatingObjects();
2339
2340 m_floatingObjects->add(floatingObject->copyToNewContainer(offset, shouldPaint, true));
2341 }
2342 } else {
2343 if (makeChildPaintOtherFloats && !floatingObject->shouldPaint() && !floatingObject->renderer()->hasSelfPaintingLayer()
2344 && floatingObject->renderer()->isDescendantOf(child) && floatingObject->renderer()->enclosingFloatPaintingLayer() == child->enclosingFloatPaintingLayer()) {
2345 // The float is not overhanging from this block, so if it is a descendant of the child, the child should
2346 // paint it (the other case is that it is intruding into the child), unless it has its own layer or enclosing
2347 // layer.
2348 // If makeChildPaintOtherFloats is false, it means that the child must already know about all the floats
2349 // it should paint.
2350 floatingObject->setShouldPaint(true);
2351 }
2352
2353 // 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
2354 // child now.
2355 if (floatingObject->isDescendant())
2356 child->addOverflowFromChild(floatingObject->renderer(), LayoutSize(xPositionForFloatIncludingMargin(floatingObject), yPositionForFloatIncludingMargin(floatingObject)));
2357 }
2358 }
2359 return lowestFloatLogicalBottom;
2360 }
2361
lowestFloatLogicalBottom(FloatingObject::Type floatType) const2362 LayoutUnit RenderBlockFlow::lowestFloatLogicalBottom(FloatingObject::Type floatType) const
2363 {
2364 if (!m_floatingObjects)
2365 return 0;
2366
2367 return m_floatingObjects->lowestFloatLogicalBottom(floatType);
2368 }
2369
nextFloatLogicalBottomBelow(LayoutUnit logicalHeight,ShapeOutsideFloatOffsetMode offsetMode) const2370 LayoutUnit RenderBlockFlow::nextFloatLogicalBottomBelow(LayoutUnit logicalHeight, ShapeOutsideFloatOffsetMode offsetMode) const
2371 {
2372 if (!m_floatingObjects)
2373 return logicalHeight;
2374
2375 LayoutUnit logicalBottom = LayoutUnit::max();
2376 const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
2377 FloatingObjectSetIterator end = floatingObjectSet.end();
2378 for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
2379 FloatingObject* floatingObject = *it;
2380 LayoutUnit floatLogicalBottom = logicalBottomForFloat(floatingObject);
2381 ShapeOutsideInfo* shapeOutside = floatingObject->renderer()->shapeOutsideInfo();
2382 if (shapeOutside && (offsetMode == ShapeOutsideFloatShapeOffset)) {
2383 LayoutUnit shapeLogicalBottom = logicalTopForFloat(floatingObject) + marginBeforeForChild(floatingObject->renderer()) + shapeOutside->shapeLogicalBottom();
2384 // Use the shapeLogicalBottom unless it extends outside of the margin box, in which case it is clipped.
2385 if (shapeLogicalBottom < floatLogicalBottom)
2386 floatLogicalBottom = shapeLogicalBottom;
2387 }
2388 if (floatLogicalBottom > logicalHeight)
2389 logicalBottom = min(floatLogicalBottom, logicalBottom);
2390 }
2391
2392 return logicalBottom == LayoutUnit::max() ? LayoutUnit() : logicalBottom;
2393 }
2394
hitTestFloats(const HitTestRequest & request,HitTestResult & result,const HitTestLocation & locationInContainer,const LayoutPoint & accumulatedOffset)2395 bool RenderBlockFlow::hitTestFloats(const HitTestRequest& request, HitTestResult& result, const HitTestLocation& locationInContainer, const LayoutPoint& accumulatedOffset)
2396 {
2397 if (!m_floatingObjects)
2398 return false;
2399
2400 LayoutPoint adjustedLocation = accumulatedOffset;
2401 if (isRenderView()) {
2402 adjustedLocation += toLayoutSize(toRenderView(this)->frameView()->scrollPosition());
2403 }
2404
2405 const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
2406 FloatingObjectSetIterator begin = floatingObjectSet.begin();
2407 for (FloatingObjectSetIterator it = floatingObjectSet.end(); it != begin;) {
2408 --it;
2409 FloatingObject* floatingObject = *it;
2410 if (floatingObject->shouldPaint() && !floatingObject->renderer()->hasSelfPaintingLayer()) {
2411 LayoutUnit xOffset = xPositionForFloatIncludingMargin(floatingObject) - floatingObject->renderer()->x();
2412 LayoutUnit yOffset = yPositionForFloatIncludingMargin(floatingObject) - floatingObject->renderer()->y();
2413 LayoutPoint childPoint = flipFloatForWritingModeForChild(floatingObject, adjustedLocation + LayoutSize(xOffset, yOffset));
2414 if (floatingObject->renderer()->hitTest(request, result, locationInContainer, childPoint)) {
2415 updateHitTestResult(result, locationInContainer.point() - toLayoutSize(childPoint));
2416 return true;
2417 }
2418 }
2419 }
2420
2421 return false;
2422 }
2423
adjustForBorderFit(LayoutUnit x,LayoutUnit & left,LayoutUnit & right) const2424 void RenderBlockFlow::adjustForBorderFit(LayoutUnit x, LayoutUnit& left, LayoutUnit& right) const
2425 {
2426 RenderBlock::adjustForBorderFit(x, left, right);
2427 if (m_floatingObjects && style()->visibility() == VISIBLE) {
2428 const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
2429 FloatingObjectSetIterator end = floatingObjectSet.end();
2430 for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
2431 FloatingObject* floatingObject = *it;
2432 // Only examine the object if our m_shouldPaint flag is set.
2433 if (floatingObject->shouldPaint()) {
2434 LayoutUnit floatLeft = xPositionForFloatIncludingMargin(floatingObject) - floatingObject->renderer()->x();
2435 LayoutUnit floatRight = floatLeft + floatingObject->renderer()->width();
2436 left = min(left, floatLeft);
2437 right = max(right, floatRight);
2438 }
2439 }
2440 }
2441 }
2442
logicalLeftFloatOffsetForLine(LayoutUnit logicalTop,LayoutUnit fixedOffset,LayoutUnit logicalHeight) const2443 LayoutUnit RenderBlockFlow::logicalLeftFloatOffsetForLine(LayoutUnit logicalTop, LayoutUnit fixedOffset, LayoutUnit logicalHeight) const
2444 {
2445 if (m_floatingObjects && m_floatingObjects->hasLeftObjects())
2446 return m_floatingObjects->logicalLeftOffset(fixedOffset, logicalTop, logicalHeight);
2447
2448 return fixedOffset;
2449 }
2450
logicalRightFloatOffsetForLine(LayoutUnit logicalTop,LayoutUnit fixedOffset,LayoutUnit logicalHeight) const2451 LayoutUnit RenderBlockFlow::logicalRightFloatOffsetForLine(LayoutUnit logicalTop, LayoutUnit fixedOffset, LayoutUnit logicalHeight) const
2452 {
2453 if (m_floatingObjects && m_floatingObjects->hasRightObjects())
2454 return m_floatingObjects->logicalRightOffset(fixedOffset, logicalTop, logicalHeight);
2455
2456 return fixedOffset;
2457 }
2458
inlineSelectionGaps(RenderBlock * rootBlock,const LayoutPoint & rootBlockPhysicalPosition,const LayoutSize & offsetFromRootBlock,LayoutUnit & lastLogicalTop,LayoutUnit & lastLogicalLeft,LayoutUnit & lastLogicalRight,const PaintInfo * paintInfo)2459 GapRects RenderBlockFlow::inlineSelectionGaps(RenderBlock* rootBlock, const LayoutPoint& rootBlockPhysicalPosition, const LayoutSize& offsetFromRootBlock,
2460 LayoutUnit& lastLogicalTop, LayoutUnit& lastLogicalLeft, LayoutUnit& lastLogicalRight, const PaintInfo* paintInfo)
2461 {
2462 GapRects result;
2463
2464 bool containsStart = selectionState() == SelectionStart || selectionState() == SelectionBoth;
2465
2466 if (!firstLineBox()) {
2467 if (containsStart) {
2468 // Go ahead and update our lastLogicalTop to be the bottom of the block. <hr>s or empty blocks with height can trip this
2469 // case.
2470 lastLogicalTop = rootBlock->blockDirectionOffset(offsetFromRootBlock) + logicalHeight();
2471 lastLogicalLeft = logicalLeftSelectionOffset(rootBlock, logicalHeight());
2472 lastLogicalRight = logicalRightSelectionOffset(rootBlock, logicalHeight());
2473 }
2474 return result;
2475 }
2476
2477 RootInlineBox* lastSelectedLine = 0;
2478 RootInlineBox* curr;
2479 for (curr = firstRootBox(); curr && !curr->hasSelectedChildren(); curr = curr->nextRootBox()) { }
2480
2481 // Now paint the gaps for the lines.
2482 for (; curr && curr->hasSelectedChildren(); curr = curr->nextRootBox()) {
2483 LayoutUnit selTop = curr->selectionTopAdjustedForPrecedingBlock();
2484 LayoutUnit selHeight = curr->selectionHeightAdjustedForPrecedingBlock();
2485
2486 if (!containsStart && !lastSelectedLine && selectionState() != SelectionStart && selectionState() != SelectionBoth) {
2487 result.uniteCenter(blockSelectionGap(rootBlock, rootBlockPhysicalPosition, offsetFromRootBlock, lastLogicalTop,
2488 lastLogicalLeft, lastLogicalRight, selTop, paintInfo));
2489 }
2490
2491 LayoutRect logicalRect(curr->logicalLeft(), selTop, curr->logicalWidth(), selTop + selHeight);
2492 logicalRect.move(isHorizontalWritingMode() ? offsetFromRootBlock : offsetFromRootBlock.transposedSize());
2493 LayoutRect physicalRect = rootBlock->logicalRectToPhysicalRect(rootBlockPhysicalPosition, logicalRect);
2494 if (!paintInfo || (isHorizontalWritingMode() && physicalRect.y() < paintInfo->rect.maxY() && physicalRect.maxY() > paintInfo->rect.y())
2495 || (!isHorizontalWritingMode() && physicalRect.x() < paintInfo->rect.maxX() && physicalRect.maxX() > paintInfo->rect.x()))
2496 result.unite(curr->lineSelectionGap(rootBlock, rootBlockPhysicalPosition, offsetFromRootBlock, selTop, selHeight, paintInfo));
2497
2498 lastSelectedLine = curr;
2499 }
2500
2501 if (containsStart && !lastSelectedLine) {
2502 // VisibleSelection must start just after our last line.
2503 lastSelectedLine = lastRootBox();
2504 }
2505
2506 if (lastSelectedLine && selectionState() != SelectionEnd && selectionState() != SelectionBoth) {
2507 // Go ahead and update our lastY to be the bottom of the last selected line.
2508 lastLogicalTop = rootBlock->blockDirectionOffset(offsetFromRootBlock) + lastSelectedLine->selectionBottom();
2509 lastLogicalLeft = logicalLeftSelectionOffset(rootBlock, lastSelectedLine->selectionBottom());
2510 lastLogicalRight = logicalRightSelectionOffset(rootBlock, lastSelectedLine->selectionBottom());
2511 }
2512 return result;
2513 }
2514
2515 template <typename CharacterType>
constructTextRunInternal(RenderObject * context,const Font & font,const CharacterType * characters,int length,RenderStyle * style,TextRun::ExpansionBehavior expansion)2516 static inline TextRun constructTextRunInternal(RenderObject* context, const Font& font, const CharacterType* characters, int length, RenderStyle* style, TextRun::ExpansionBehavior expansion)
2517 {
2518 ASSERT(style);
2519
2520 TextDirection textDirection = LTR;
2521 bool directionalOverride = style->rtlOrdering() == VisualOrder;
2522
2523 TextRun run(characters, length, 0, 0, expansion, textDirection, directionalOverride);
2524 if (textRunNeedsRenderingContext(font))
2525 run.setRenderingContext(SVGTextRunRenderingContext::create(context));
2526
2527 return run;
2528 }
2529
2530 template <typename CharacterType>
constructTextRunInternal(RenderObject * context,const Font & font,const CharacterType * characters,int length,RenderStyle * style,TextRun::ExpansionBehavior expansion,TextRunFlags flags)2531 static inline TextRun constructTextRunInternal(RenderObject* context, const Font& font, const CharacterType* characters, int length, RenderStyle* style, TextRun::ExpansionBehavior expansion, TextRunFlags flags)
2532 {
2533 ASSERT(style);
2534
2535 TextDirection textDirection = LTR;
2536 bool directionalOverride = style->rtlOrdering() == VisualOrder;
2537 if (flags != DefaultTextRunFlags) {
2538 if (flags & RespectDirection)
2539 textDirection = style->direction();
2540 if (flags & RespectDirectionOverride)
2541 directionalOverride |= isOverride(style->unicodeBidi());
2542 }
2543
2544 TextRun run(characters, length, 0, 0, expansion, textDirection, directionalOverride);
2545 if (!directionalOverride) {
2546 BidiResolver<TextRunIterator, BidiCharacterRun> bidiResolver;
2547 bidiResolver.setStatus(BidiStatus(run.direction(), run.directionalOverride()));
2548 bidiResolver.setPositionIgnoringNestedIsolates(TextRunIterator(&run, 0));
2549 bool hasStrongDirectionality;
2550 TextDirection direction = bidiResolver.determineParagraphDirectionality(&hasStrongDirectionality);
2551 if (hasStrongDirectionality)
2552 run.setDirection(direction);
2553 }
2554
2555 if (textRunNeedsRenderingContext(font))
2556 run.setRenderingContext(SVGTextRunRenderingContext::create(context));
2557
2558 return run;
2559 }
2560
constructTextRun(RenderObject * context,const Font & font,const LChar * characters,int length,RenderStyle * style,TextRun::ExpansionBehavior expansion)2561 TextRun RenderBlockFlow::constructTextRun(RenderObject* context, const Font& font, const LChar* characters, int length, RenderStyle* style, TextRun::ExpansionBehavior expansion)
2562 {
2563 return constructTextRunInternal(context, font, characters, length, style, expansion);
2564 }
2565
constructTextRun(RenderObject * context,const Font & font,const UChar * characters,int length,RenderStyle * style,TextRun::ExpansionBehavior expansion)2566 TextRun RenderBlockFlow::constructTextRun(RenderObject* context, const Font& font, const UChar* characters, int length, RenderStyle* style, TextRun::ExpansionBehavior expansion)
2567 {
2568 return constructTextRunInternal(context, font, characters, length, style, expansion);
2569 }
2570
constructTextRun(RenderObject * context,const Font & font,const RenderText * text,RenderStyle * style,TextRun::ExpansionBehavior expansion)2571 TextRun RenderBlockFlow::constructTextRun(RenderObject* context, const Font& font, const RenderText* text, RenderStyle* style, TextRun::ExpansionBehavior expansion)
2572 {
2573 if (text->is8Bit())
2574 return constructTextRunInternal(context, font, text->characters8(), text->textLength(), style, expansion);
2575 return constructTextRunInternal(context, font, text->characters16(), text->textLength(), style, expansion);
2576 }
2577
constructTextRun(RenderObject * context,const Font & font,const RenderText * text,unsigned offset,unsigned length,RenderStyle * style,TextRun::ExpansionBehavior expansion)2578 TextRun RenderBlockFlow::constructTextRun(RenderObject* context, const Font& font, const RenderText* text, unsigned offset, unsigned length, RenderStyle* style, TextRun::ExpansionBehavior expansion)
2579 {
2580 ASSERT(offset + length <= text->textLength());
2581 if (text->is8Bit())
2582 return constructTextRunInternal(context, font, text->characters8() + offset, length, style, expansion);
2583 return constructTextRunInternal(context, font, text->characters16() + offset, length, style, expansion);
2584 }
2585
constructTextRun(RenderObject * context,const Font & font,const String & string,RenderStyle * style,TextRun::ExpansionBehavior expansion,TextRunFlags flags)2586 TextRun RenderBlockFlow::constructTextRun(RenderObject* context, const Font& font, const String& string, RenderStyle* style, TextRun::ExpansionBehavior expansion, TextRunFlags flags)
2587 {
2588 unsigned length = string.length();
2589 if (!length)
2590 return constructTextRunInternal(context, font, static_cast<const LChar*>(0), length, style, expansion, flags);
2591 if (string.is8Bit())
2592 return constructTextRunInternal(context, font, string.characters8(), length, style, expansion, flags);
2593 return constructTextRunInternal(context, font, string.characters16(), length, style, expansion, flags);
2594 }
2595
createRootInlineBox()2596 RootInlineBox* RenderBlockFlow::createRootInlineBox()
2597 {
2598 return new RootInlineBox(this);
2599 }
2600
createRenderNamedFlowFragmentIfNeeded()2601 void RenderBlockFlow::createRenderNamedFlowFragmentIfNeeded()
2602 {
2603 if (!RuntimeEnabledFeatures::cssRegionsEnabled()
2604 || renderNamedFlowFragment()
2605 || isRenderNamedFlowFragment())
2606 return;
2607
2608 RenderStyle* styleToUse = style();
2609 if (styleToUse->isDisplayRegionType() && styleToUse->hasFlowFrom() && document().renderView()) {
2610 RenderNamedFlowFragment* flowFragment = RenderNamedFlowFragment::createAnonymous(&document());
2611 flowFragment->setStyleForNamedFlowFragment(styleToUse);
2612 setRenderNamedFlowFragment(flowFragment);
2613 addChild(flowFragment);
2614 }
2615 }
2616
insertedIntoTree()2617 void RenderBlockFlow::insertedIntoTree()
2618 {
2619 RenderBlock::insertedIntoTree();
2620
2621 createRenderNamedFlowFragmentIfNeeded();
2622 }
2623
canHaveChildren() const2624 bool RenderBlockFlow::canHaveChildren() const
2625 {
2626 return !renderNamedFlowFragment() ? RenderBlock::canHaveChildren() : renderNamedFlowFragment()->canHaveChildren();
2627 }
2628
canHaveGeneratedChildren() const2629 bool RenderBlockFlow::canHaveGeneratedChildren() const
2630 {
2631 return !renderNamedFlowFragment() ? RenderBlock::canHaveGeneratedChildren() : renderNamedFlowFragment()->canHaveGeneratedChildren();
2632 }
2633
updateLogicalHeight()2634 void RenderBlockFlow::updateLogicalHeight()
2635 {
2636 RenderBlock::updateLogicalHeight();
2637
2638 if (renderNamedFlowFragment())
2639 renderNamedFlowFragment()->setLogicalHeight(max<LayoutUnit>(0, logicalHeight() - borderAndPaddingLogicalHeight()));
2640 }
2641
setRenderNamedFlowFragment(RenderNamedFlowFragment * flowFragment)2642 void RenderBlockFlow::setRenderNamedFlowFragment(RenderNamedFlowFragment* flowFragment)
2643 {
2644 RenderBlockFlow::RenderBlockFlowRareData& rareData = ensureRareData();
2645 if (rareData.m_renderNamedFlowFragment)
2646 rareData.m_renderNamedFlowFragment->destroy();
2647 rareData.m_renderNamedFlowFragment = flowFragment;
2648 }
2649
ensureRareData()2650 RenderBlockFlow::RenderBlockFlowRareData& RenderBlockFlow::ensureRareData()
2651 {
2652 if (m_rareData)
2653 return *m_rareData;
2654
2655 m_rareData = adoptPtr(new RenderBlockFlowRareData(this));
2656 return *m_rareData;
2657 }
2658
2659 } // namespace WebCore
2660