blob: 85f35038487f4c803dd025bec92605ebeb62ed42 [file] [log] [blame]
/*
* Copyright (C) 1999 Lars Knoll (knoll@kde.org)
* (C) 1999 Antti Koivisto (koivisto@kde.org)
* (C) 2007 David Smith (catfish.man@gmail.com)
* Copyright (C) 2003, 2004, 2005, 2006, 2007, 2008, 2009, 2010, 2011 Apple Inc. All rights reserved.
* Copyright (C) Research In Motion Limited 2010. All rights reserved.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public License
* along with this library; see the file COPYING.LIB. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#include "config.h"
#include "core/rendering/RenderBlock.h"
#include "core/HTMLNames.h"
#include "core/accessibility/AXObjectCache.h"
#include "core/dom/Document.h"
#include "core/dom/Element.h"
#include "core/dom/StyleEngine.h"
#include "core/dom/shadow/ShadowRoot.h"
#include "core/editing/Editor.h"
#include "core/editing/FrameSelection.h"
#include "core/events/OverflowEvent.h"
#include "core/fetch/ResourceLoadPriorityOptimizer.h"
#include "core/frame/FrameView.h"
#include "core/frame/LocalFrame.h"
#include "core/page/Page.h"
#include "core/frame/Settings.h"
#include "core/rendering/GraphicsContextAnnotator.h"
#include "core/rendering/HitTestLocation.h"
#include "core/rendering/HitTestResult.h"
#include "core/rendering/InlineIterator.h"
#include "core/rendering/InlineTextBox.h"
#include "core/rendering/PaintInfo.h"
#include "core/rendering/RenderCombineText.h"
#include "core/rendering/RenderDeprecatedFlexibleBox.h"
#include "core/rendering/RenderFlexibleBox.h"
#include "core/rendering/RenderFlowThread.h"
#include "core/rendering/RenderGrid.h"
#include "core/rendering/RenderInline.h"
#include "core/rendering/RenderLayer.h"
#include "core/rendering/RenderMarquee.h"
#include "core/rendering/RenderObjectInlines.h"
#include "core/rendering/RenderRegion.h"
#include "core/rendering/RenderTableCell.h"
#include "core/rendering/RenderTextControl.h"
#include "core/rendering/RenderTextFragment.h"
#include "core/rendering/RenderTheme.h"
#include "core/rendering/RenderView.h"
#include "core/rendering/TextAutosizer.h"
#include "core/rendering/shapes/ShapeOutsideInfo.h"
#include "core/rendering/style/ContentData.h"
#include "core/rendering/style/RenderStyle.h"
#include "platform/geometry/FloatQuad.h"
#include "platform/geometry/TransformState.h"
#include "platform/graphics/GraphicsContextCullSaver.h"
#include "platform/graphics/GraphicsContextStateSaver.h"
#include "wtf/StdLibExtras.h"
#include "wtf/TemporaryChange.h"
using namespace WTF;
using namespace Unicode;
namespace blink {
using namespace HTMLNames;
struct SameSizeAsRenderBlock : public RenderBox {
RenderObjectChildList children;
RenderLineBoxList lineBoxes;
int pageLogicalOffset;
uint32_t bitfields;
};
COMPILE_ASSERT(sizeof(RenderBlock) == sizeof(SameSizeAsRenderBlock), RenderBlock_should_stay_small);
typedef WTF::HashMap<const RenderBox*, OwnPtr<ColumnInfo> > ColumnInfoMap;
static ColumnInfoMap* gColumnInfoMap = 0;
static TrackedDescendantsMap* gPositionedDescendantsMap = 0;
static TrackedDescendantsMap* gPercentHeightDescendantsMap = 0;
static TrackedContainerMap* gPositionedContainerMap = 0;
static TrackedContainerMap* gPercentHeightContainerMap = 0;
typedef WTF::HashMap<RenderBlock*, OwnPtr<ListHashSet<RenderInline*> > > ContinuationOutlineTableMap;
typedef WTF::HashSet<RenderBlock*> DelayedUpdateScrollInfoSet;
static int gDelayUpdateScrollInfo = 0;
static DelayedUpdateScrollInfoSet* gDelayedUpdateScrollInfoSet = 0;
static bool gColumnFlowSplitEnabled = true;
// This class helps dispatching the 'overflow' event on layout change. overflow can be set on RenderBoxes, yet the existing code
// only works on RenderBlocks. If this changes, this class should be shared with other RenderBoxes.
class OverflowEventDispatcher {
WTF_MAKE_NONCOPYABLE(OverflowEventDispatcher);
public:
OverflowEventDispatcher(const RenderBlock* block)
: m_block(block)
, m_hadHorizontalLayoutOverflow(false)
, m_hadVerticalLayoutOverflow(false)
{
m_shouldDispatchEvent = !m_block->isAnonymous() && m_block->hasOverflowClip() && m_block->document().hasListenerType(Document::OVERFLOWCHANGED_LISTENER);
if (m_shouldDispatchEvent) {
m_hadHorizontalLayoutOverflow = m_block->hasHorizontalLayoutOverflow();
m_hadVerticalLayoutOverflow = m_block->hasVerticalLayoutOverflow();
}
}
~OverflowEventDispatcher()
{
if (!m_shouldDispatchEvent)
return;
bool hasHorizontalLayoutOverflow = m_block->hasHorizontalLayoutOverflow();
bool hasVerticalLayoutOverflow = m_block->hasVerticalLayoutOverflow();
bool horizontalLayoutOverflowChanged = hasHorizontalLayoutOverflow != m_hadHorizontalLayoutOverflow;
bool verticalLayoutOverflowChanged = hasVerticalLayoutOverflow != m_hadVerticalLayoutOverflow;
if (!horizontalLayoutOverflowChanged && !verticalLayoutOverflowChanged)
return;
RefPtrWillBeRawPtr<OverflowEvent> event = OverflowEvent::create(horizontalLayoutOverflowChanged, hasHorizontalLayoutOverflow, verticalLayoutOverflowChanged, hasVerticalLayoutOverflow);
event->setTarget(m_block->node());
m_block->document().enqueueAnimationFrameEvent(event.release());
}
private:
const RenderBlock* m_block;
bool m_shouldDispatchEvent;
bool m_hadHorizontalLayoutOverflow;
bool m_hadVerticalLayoutOverflow;
};
RenderBlock::RenderBlock(ContainerNode* node)
: RenderBox(node)
, m_hasMarginBeforeQuirk(false)
, m_hasMarginAfterQuirk(false)
, m_beingDestroyed(false)
, m_hasMarkupTruncation(false)
, m_hasBorderOrPaddingLogicalWidthChanged(false)
, m_hasOnlySelfCollapsingChildren(false)
, m_descendantsWithFloatsMarkedForLayout(false)
{
// RenderBlockFlow calls setChildrenInline(true).
// By default, subclasses do not have inline children.
}
void RenderBlock::trace(Visitor* visitor)
{
visitor->trace(m_children);
RenderBox::trace(visitor);
}
static void removeBlockFromDescendantAndContainerMaps(RenderBlock* block, TrackedDescendantsMap*& descendantMap, TrackedContainerMap*& containerMap)
{
if (OwnPtr<TrackedRendererListHashSet> descendantSet = descendantMap->take(block)) {
TrackedRendererListHashSet::iterator end = descendantSet->end();
for (TrackedRendererListHashSet::iterator descendant = descendantSet->begin(); descendant != end; ++descendant) {
TrackedContainerMap::iterator it = containerMap->find(*descendant);
ASSERT(it != containerMap->end());
if (it == containerMap->end())
continue;
HashSet<RenderBlock*>* containerSet = it->value.get();
ASSERT(containerSet->contains(block));
containerSet->remove(block);
if (containerSet->isEmpty())
containerMap->remove(it);
}
}
}
static void appendImageIfNotNull(Vector<ImageResource*>& imageResources, const StyleImage* styleImage)
{
if (styleImage && styleImage->cachedImage()) {
ImageResource* imageResource = styleImage->cachedImage();
if (imageResource && !imageResource->isLoaded())
imageResources.append(styleImage->cachedImage());
}
}
static void appendLayers(Vector<ImageResource*>& images, const FillLayer& styleLayer)
{
for (const FillLayer* layer = &styleLayer; layer; layer = layer->next())
appendImageIfNotNull(images, layer->image());
}
static void appendImagesFromStyle(Vector<ImageResource*>& images, RenderStyle& blockStyle)
{
appendLayers(images, blockStyle.backgroundLayers());
appendLayers(images, blockStyle.maskLayers());
const ContentData* contentData = blockStyle.contentData();
if (contentData && contentData->isImage())
appendImageIfNotNull(images, toImageContentData(contentData)->image());
if (blockStyle.boxReflect())
appendImageIfNotNull(images, blockStyle.boxReflect()->mask().image());
appendImageIfNotNull(images, blockStyle.listStyleImage());
appendImageIfNotNull(images, blockStyle.borderImageSource());
appendImageIfNotNull(images, blockStyle.maskBoxImageSource());
if (blockStyle.shapeOutside())
appendImageIfNotNull(images, blockStyle.shapeOutside()->image());
}
RenderBlock::~RenderBlock()
{
if (hasColumns())
gColumnInfoMap->take(this);
if (gPercentHeightDescendantsMap)
removeBlockFromDescendantAndContainerMaps(this, gPercentHeightDescendantsMap, gPercentHeightContainerMap);
if (gPositionedDescendantsMap)
removeBlockFromDescendantAndContainerMaps(this, gPositionedDescendantsMap, gPositionedContainerMap);
}
void RenderBlock::willBeDestroyed()
{
// Mark as being destroyed to avoid trouble with merges in removeChild().
m_beingDestroyed = true;
// Make sure to destroy anonymous children first while they are still connected to the rest of the tree, so that they will
// properly dirty line boxes that they are removed from. Effects that do :before/:after only on hover could crash otherwise.
children()->destroyLeftoverChildren();
// Destroy our continuation before anything other than anonymous children.
// The reason we don't destroy it before anonymous children is that they may
// have continuations of their own that are anonymous children of our continuation.
RenderBoxModelObject* continuation = this->continuation();
if (continuation) {
continuation->destroy();
setContinuation(0);
}
if (!documentBeingDestroyed()) {
if (firstLineBox()) {
// We can't wait for RenderBox::destroy to clear the selection,
// because by then we will have nuked the line boxes.
// FIXME: The FrameSelection should be responsible for this when it
// is notified of DOM mutations.
if (isSelectionBorder())
view()->clearSelection();
// If we are an anonymous block, then our line boxes might have children
// that will outlast this block. In the non-anonymous block case those
// children will be destroyed by the time we return from this function.
if (isAnonymousBlock()) {
for (InlineFlowBox* box = firstLineBox(); box; box = box->nextLineBox()) {
while (InlineBox* childBox = box->firstChild())
childBox->remove();
}
}
} else if (parent())
parent()->dirtyLinesFromChangedChild(this);
}
m_lineBoxes.deleteLineBoxes();
if (UNLIKELY(gDelayedUpdateScrollInfoSet != 0))
gDelayedUpdateScrollInfoSet->remove(this);
if (TextAutosizer* textAutosizer = document().textAutosizer())
textAutosizer->destroy(this);
RenderBox::willBeDestroyed();
}
void RenderBlock::styleWillChange(StyleDifference diff, const RenderStyle& newStyle)
{
RenderStyle* oldStyle = style();
setReplaced(newStyle.isDisplayInlineType());
if (oldStyle && parent()) {
bool oldStyleIsContainer = oldStyle->position() != StaticPosition || oldStyle->hasTransformRelatedProperty();
bool newStyleIsContainer = newStyle.position() != StaticPosition || newStyle.hasTransformRelatedProperty();
if (oldStyleIsContainer && !newStyleIsContainer) {
// Clear our positioned objects list. Our absolutely positioned descendants will be
// inserted into our containing block's positioned objects list during layout.
removePositionedObjects(0, NewContainingBlock);
} else if (!oldStyleIsContainer && newStyleIsContainer) {
// Remove our absolutely positioned descendants from their current containing block.
// They will be inserted into our positioned objects list during layout.
RenderObject* cb = parent();
while (cb && (cb->style()->position() == StaticPosition || (cb->isInline() && !cb->isReplaced())) && !cb->isRenderView()) {
if (cb->style()->position() == RelativePosition && cb->isInline() && !cb->isReplaced()) {
cb = cb->containingBlock();
break;
}
cb = cb->parent();
}
if (cb->isRenderBlock())
toRenderBlock(cb)->removePositionedObjects(this, NewContainingBlock);
}
}
RenderBox::styleWillChange(diff, newStyle);
}
static bool borderOrPaddingLogicalWidthChanged(const RenderStyle* oldStyle, const RenderStyle* newStyle)
{
if (newStyle->isHorizontalWritingMode())
return oldStyle->borderLeftWidth() != newStyle->borderLeftWidth()
|| oldStyle->borderRightWidth() != newStyle->borderRightWidth()
|| oldStyle->paddingLeft() != newStyle->paddingLeft()
|| oldStyle->paddingRight() != newStyle->paddingRight();
return oldStyle->borderTopWidth() != newStyle->borderTopWidth()
|| oldStyle->borderBottomWidth() != newStyle->borderBottomWidth()
|| oldStyle->paddingTop() != newStyle->paddingTop()
|| oldStyle->paddingBottom() != newStyle->paddingBottom();
}
void RenderBlock::styleDidChange(StyleDifference diff, const RenderStyle* oldStyle)
{
RenderBox::styleDidChange(diff, oldStyle);
RenderStyle* newStyle = style();
if (!isAnonymousBlock()) {
// Ensure that all of our continuation blocks pick up the new style.
for (RenderBlock* currCont = blockElementContinuation(); currCont; currCont = currCont->blockElementContinuation()) {
RenderBoxModelObject* nextCont = currCont->continuation();
currCont->setContinuation(0);
currCont->setStyle(newStyle);
currCont->setContinuation(nextCont);
}
}
if (TextAutosizer* textAutosizer = document().textAutosizer())
textAutosizer->record(this);
propagateStyleToAnonymousChildren(true);
// It's possible for our border/padding to change, but for the overall logical width of the block to
// end up being the same. We keep track of this change so in layoutBlock, we can know to set relayoutChildren=true.
m_hasBorderOrPaddingLogicalWidthChanged = oldStyle && diff.needsFullLayout() && needsLayout() && borderOrPaddingLogicalWidthChanged(oldStyle, newStyle);
// If the style has unloaded images, want to notify the ResourceLoadPriorityOptimizer so that
// network priorities can be set.
Vector<ImageResource*> images;
appendImagesFromStyle(images, *newStyle);
if (images.isEmpty())
ResourceLoadPriorityOptimizer::resourceLoadPriorityOptimizer()->removeRenderObject(this);
else
ResourceLoadPriorityOptimizer::resourceLoadPriorityOptimizer()->addRenderObject(this);
}
void RenderBlock::invalidateTreeIfNeeded(const PaintInvalidationState& paintInvalidationState)
{
// Note, we don't want to early out here using shouldCheckForInvalidationAfterLayout as
// we have to make sure we go through any positioned objects as they won't be seen in
// the normal tree walk.
RenderBox::invalidateTreeIfNeeded(paintInvalidationState);
// Take care of positioned objects. This is required as PaintInvalidationState keeps a single clip rect.
if (TrackedRendererListHashSet* positionedObjects = this->positionedObjects()) {
TrackedRendererListHashSet::iterator end = positionedObjects->end();
bool establishesNewPaintInvalidationContainer = isPaintInvalidationContainer();
const RenderLayerModelObject& newPaintInvalidationContainer = *adjustCompositedContainerForSpecialAncestors(establishesNewPaintInvalidationContainer ? this : &paintInvalidationState.paintInvalidationContainer());
PaintInvalidationState childPaintInvalidationState(paintInvalidationState, *this, newPaintInvalidationContainer);
for (TrackedRendererListHashSet::iterator it = positionedObjects->begin(); it != end; ++it) {
RenderBox* box = *it;
// One of the renderers we're skipping over here may be the child's repaint container,
// so we can't pass our own repaint container along.
const RenderLayerModelObject& repaintContainerForChild = *box->containerForPaintInvalidation();
// If it's a new paint invalidation container, we won't have properly accumulated the offset into the
// PaintInvalidationState.
// FIXME: Teach PaintInvalidationState to handle this case. crbug.com/371485
if (&repaintContainerForChild != newPaintInvalidationContainer) {
ForceHorriblySlowRectMapping slowRectMapping(&childPaintInvalidationState);
PaintInvalidationState disabledPaintInvalidationState(childPaintInvalidationState, *this, repaintContainerForChild);
box->invalidateTreeIfNeeded(disabledPaintInvalidationState);
continue;
}
// If the positioned renderer is absolutely positioned and it is inside
// a relatively positioned inline element, we need to account for
// the inline elements position in PaintInvalidationState.
if (box->style()->position() == AbsolutePosition) {
RenderObject* container = box->container(&repaintContainerForChild, 0);
if (container->isRelPositioned() && container->isRenderInline()) {
// FIXME: We should be able to use PaintInvalidationState for this.
// Currently, we will place absolutely positioned elements inside
// relatively positioned inline blocks in the wrong location. crbug.com/371485
ForceHorriblySlowRectMapping slowRectMapping(&childPaintInvalidationState);
PaintInvalidationState disabledPaintInvalidationState(childPaintInvalidationState, *this, repaintContainerForChild);
box->invalidateTreeIfNeeded(disabledPaintInvalidationState);
continue;
}
}
box->invalidateTreeIfNeeded(childPaintInvalidationState);
}
}
}
RenderBlock* RenderBlock::continuationBefore(RenderObject* beforeChild)
{
if (beforeChild && beforeChild->parent() == this)
return this;
RenderBlock* curr = toRenderBlock(continuation());
RenderBlock* nextToLast = this;
RenderBlock* last = this;
while (curr) {
if (beforeChild && beforeChild->parent() == curr) {
if (curr->firstChild() == beforeChild)
return last;
return curr;
}
nextToLast = last;
last = curr;
curr = toRenderBlock(curr->continuation());
}
if (!beforeChild && !last->firstChild())
return nextToLast;
return last;
}
void RenderBlock::addChildToContinuation(RenderObject* newChild, RenderObject* beforeChild)
{
RenderBlock* flow = continuationBefore(beforeChild);
ASSERT(!beforeChild || beforeChild->parent()->isAnonymousColumnSpanBlock() || beforeChild->parent()->isRenderBlock());
RenderBoxModelObject* beforeChildParent = 0;
if (beforeChild)
beforeChildParent = toRenderBoxModelObject(beforeChild->parent());
else {
RenderBoxModelObject* cont = flow->continuation();
if (cont)
beforeChildParent = cont;
else
beforeChildParent = flow;
}
if (newChild->isFloatingOrOutOfFlowPositioned()) {
beforeChildParent->addChildIgnoringContinuation(newChild, beforeChild);
return;
}
// A continuation always consists of two potential candidates: a block or an anonymous
// column span box holding column span children.
bool childIsNormal = newChild->isInline() || !newChild->style()->columnSpan();
bool bcpIsNormal = beforeChildParent->isInline() || !beforeChildParent->style()->columnSpan();
bool flowIsNormal = flow->isInline() || !flow->style()->columnSpan();
if (flow == beforeChildParent) {
flow->addChildIgnoringContinuation(newChild, beforeChild);
return;
}
// The goal here is to match up if we can, so that we can coalesce and create the
// minimal # of continuations needed for the inline.
if (childIsNormal == bcpIsNormal) {
beforeChildParent->addChildIgnoringContinuation(newChild, beforeChild);
return;
}
if (flowIsNormal == childIsNormal) {
flow->addChildIgnoringContinuation(newChild, 0); // Just treat like an append.
return;
}
beforeChildParent->addChildIgnoringContinuation(newChild, beforeChild);
}
void RenderBlock::addChildToAnonymousColumnBlocks(RenderObject* newChild, RenderObject* beforeChild)
{
ASSERT(!continuation()); // We don't yet support column spans that aren't immediate children of the multi-column block.
// The goal is to locate a suitable box in which to place our child.
RenderBlock* beforeChildParent = 0;
if (beforeChild) {
RenderObject* curr = beforeChild;
while (curr && curr->parent() != this)
curr = curr->parent();
beforeChildParent = toRenderBlock(curr);
ASSERT(beforeChildParent);
ASSERT(beforeChildParent->isAnonymousColumnsBlock() || beforeChildParent->isAnonymousColumnSpanBlock());
} else
beforeChildParent = toRenderBlock(lastChild());
// If the new child is floating or positioned it can just go in that block.
if (newChild->isFloatingOrOutOfFlowPositioned()) {
beforeChildParent->addChildIgnoringAnonymousColumnBlocks(newChild, beforeChild);
return;
}
// See if the child can be placed in the box.
bool newChildHasColumnSpan = newChild->style()->columnSpan() && !newChild->isInline();
bool beforeChildParentHoldsColumnSpans = beforeChildParent->isAnonymousColumnSpanBlock();
if (newChildHasColumnSpan == beforeChildParentHoldsColumnSpans) {
beforeChildParent->addChildIgnoringAnonymousColumnBlocks(newChild, beforeChild);
return;
}
if (!beforeChild) {
// Create a new block of the correct type.
RenderBlock* newBox = newChildHasColumnSpan ? createAnonymousColumnSpanBlock() : createAnonymousColumnsBlock();
children()->appendChildNode(this, newBox);
newBox->addChildIgnoringAnonymousColumnBlocks(newChild, 0);
return;
}
RenderObject* immediateChild = beforeChild;
bool isPreviousBlockViable = true;
while (immediateChild->parent() != this) {
if (isPreviousBlockViable)
isPreviousBlockViable = !immediateChild->previousSibling();
immediateChild = immediateChild->parent();
}
if (isPreviousBlockViable && immediateChild->previousSibling()) {
toRenderBlock(immediateChild->previousSibling())->addChildIgnoringAnonymousColumnBlocks(newChild, 0); // Treat like an append.
return;
}
// Split our anonymous blocks.
RenderObject* newBeforeChild = splitAnonymousBoxesAroundChild(beforeChild);
// Create a new anonymous box of the appropriate type.
RenderBlock* newBox = newChildHasColumnSpan ? createAnonymousColumnSpanBlock() : createAnonymousColumnsBlock();
children()->insertChildNode(this, newBox, newBeforeChild);
newBox->addChildIgnoringAnonymousColumnBlocks(newChild, 0);
return;
}
RenderBlockFlow* RenderBlock::containingColumnsBlock(bool allowAnonymousColumnBlock)
{
RenderBlock* firstChildIgnoringAnonymousWrappers = 0;
for (RenderObject* curr = this; curr; curr = curr->parent()) {
if (!curr->isRenderBlock() || curr->isFloatingOrOutOfFlowPositioned() || curr->isTableCell() || curr->isDocumentElement() || curr->isRenderView() || curr->hasOverflowClip()
|| curr->isInlineBlockOrInlineTable())
return 0;
// FIXME: Renderers that do special management of their children (tables, buttons,
// lists, flexboxes, etc.) breaks when the flow is split through them. Disabling
// multi-column for them to avoid this problem.)
if (!curr->isRenderBlockFlow() || curr->isListItem())
return 0;
RenderBlockFlow* currBlock = toRenderBlockFlow(curr);
if (!currBlock->createsAnonymousWrapper())
firstChildIgnoringAnonymousWrappers = currBlock;
if (currBlock->style()->specifiesColumns() && (allowAnonymousColumnBlock || !currBlock->isAnonymousColumnsBlock()))
return toRenderBlockFlow(firstChildIgnoringAnonymousWrappers);
if (currBlock->isAnonymousColumnSpanBlock())
return 0;
}
return 0;
}
RenderBlock* RenderBlock::clone() const
{
RenderBlock* cloneBlock;
if (isAnonymousBlock()) {
cloneBlock = createAnonymousBlock();
cloneBlock->setChildrenInline(childrenInline());
}
else {
RenderObject* cloneRenderer = toElement(node())->createRenderer(style());
cloneBlock = toRenderBlock(cloneRenderer);
cloneBlock->setStyle(style());
// This takes care of setting the right value of childrenInline in case
// generated content is added to cloneBlock and 'this' does not have
// generated content added yet.
cloneBlock->setChildrenInline(cloneBlock->firstChild() ? cloneBlock->firstChild()->isInline() : childrenInline());
}
cloneBlock->setFlowThreadState(flowThreadState());
return cloneBlock;
}
void RenderBlock::splitBlocks(RenderBlock* fromBlock, RenderBlock* toBlock,
RenderBlock* middleBlock,
RenderObject* beforeChild, RenderBoxModelObject* oldCont)
{
// Create a clone of this inline.
RenderBlock* cloneBlock = clone();
if (!isAnonymousBlock())
cloneBlock->setContinuation(oldCont);
if (!beforeChild && isAfterContent(lastChild()))
beforeChild = lastChild();
// If we are moving inline children from |this| to cloneBlock, then we need
// to clear our line box tree.
if (beforeChild && childrenInline())
deleteLineBoxTree();
// Now take all of the children from beforeChild to the end and remove
// them from |this| and place them in the clone.
moveChildrenTo(cloneBlock, beforeChild, 0, true);
// Hook |clone| up as the continuation of the middle block.
if (!cloneBlock->isAnonymousBlock())
middleBlock->setContinuation(cloneBlock);
// We have been reparented and are now under the fromBlock. We need
// to walk up our block parent chain until we hit the containing anonymous columns block.
// Once we hit the anonymous columns block we're done.
RenderBoxModelObject* curr = toRenderBoxModelObject(parent());
RenderBoxModelObject* currChild = this;
RenderObject* currChildNextSibling = currChild->nextSibling();
while (curr && curr->isDescendantOf(fromBlock) && curr != fromBlock) {
ASSERT_WITH_SECURITY_IMPLICATION(curr->isRenderBlock());
RenderBlock* blockCurr = toRenderBlock(curr);
// Create a new clone.
RenderBlock* cloneChild = cloneBlock;
cloneBlock = blockCurr->clone();
// Insert our child clone as the first child.
cloneBlock->addChildIgnoringContinuation(cloneChild, 0);
// Hook the clone up as a continuation of |curr|. Note we do encounter
// anonymous blocks possibly as we walk up the block chain. When we split an
// anonymous block, there's no need to do any continuation hookup, since we haven't
// actually split a real element.
if (!blockCurr->isAnonymousBlock()) {
oldCont = blockCurr->continuation();
blockCurr->setContinuation(cloneBlock);
cloneBlock->setContinuation(oldCont);
}
// Now we need to take all of the children starting from the first child
// *after* currChild and append them all to the clone.
blockCurr->moveChildrenTo(cloneBlock, currChildNextSibling, 0, true);
// Keep walking up the chain.
currChild = curr;
currChildNextSibling = currChild->nextSibling();
curr = toRenderBoxModelObject(curr->parent());
}
// Now we are at the columns block level. We need to put the clone into the toBlock.
toBlock->children()->appendChildNode(toBlock, cloneBlock);
// Now take all the children after currChild and remove them from the fromBlock
// and put them in the toBlock.
fromBlock->moveChildrenTo(toBlock, currChildNextSibling, 0, true);
}
void RenderBlock::splitFlow(RenderObject* beforeChild, RenderBlock* newBlockBox,
RenderObject* newChild, RenderBoxModelObject* oldCont)
{
RenderBlock* pre = 0;
RenderBlock* block = containingColumnsBlock();
// Delete our line boxes before we do the inline split into continuations.
block->deleteLineBoxTree();
bool madeNewBeforeBlock = false;
if (block->isAnonymousColumnsBlock()) {
// We can reuse this block and make it the preBlock of the next continuation.
pre = block;
pre->removePositionedObjects(0);
if (block->isRenderBlockFlow())
toRenderBlockFlow(pre)->removeFloatingObjects();
block = toRenderBlock(block->parent());
} else {
// No anonymous block available for use. Make one.
pre = block->createAnonymousColumnsBlock();
pre->setChildrenInline(false);
madeNewBeforeBlock = true;
}
RenderBlock* post = block->createAnonymousColumnsBlock();
post->setChildrenInline(false);
RenderObject* boxFirst = madeNewBeforeBlock ? block->firstChild() : pre->nextSibling();
if (madeNewBeforeBlock)
block->children()->insertChildNode(block, pre, boxFirst);
block->children()->insertChildNode(block, newBlockBox, boxFirst);
block->children()->insertChildNode(block, post, boxFirst);
block->setChildrenInline(false);
if (madeNewBeforeBlock)
block->moveChildrenTo(pre, boxFirst, 0, true);
splitBlocks(pre, post, newBlockBox, beforeChild, oldCont);
// We already know the newBlockBox isn't going to contain inline kids, so avoid wasting
// time in makeChildrenNonInline by just setting this explicitly up front.
newBlockBox->setChildrenInline(false);
newBlockBox->addChild(newChild);
// Always just do a full layout in order to ensure that line boxes (especially wrappers for images)
// get deleted properly. Because objects moves from the pre block into the post block, we want to
// make new line boxes instead of leaving the old line boxes around.
pre->setNeedsLayoutAndPrefWidthsRecalcAndFullPaintInvalidation();
block->setNeedsLayoutAndPrefWidthsRecalcAndFullPaintInvalidation();
post->setNeedsLayoutAndPrefWidthsRecalcAndFullPaintInvalidation();
}
void RenderBlock::makeChildrenAnonymousColumnBlocks(RenderObject* beforeChild, RenderBlockFlow* newBlockBox, RenderObject* newChild)
{
RenderBlockFlow* pre = 0;
RenderBlockFlow* post = 0;
RenderBlock* block = this; // Eventually block will not just be |this|, but will also be a block nested inside |this|. Assign to a variable
// so that we don't have to patch all of the rest of the code later on.
// Delete the block's line boxes before we do the split.
block->deleteLineBoxTree();
if (beforeChild && beforeChild->parent() != this)
beforeChild = splitAnonymousBoxesAroundChild(beforeChild);
if (beforeChild != firstChild()) {
pre = block->createAnonymousColumnsBlock();
pre->setChildrenInline(block->childrenInline());
}
if (beforeChild) {
post = block->createAnonymousColumnsBlock();
post->setChildrenInline(block->childrenInline());
}
RenderObject* boxFirst = block->firstChild();
if (pre)
block->children()->insertChildNode(block, pre, boxFirst);
block->children()->insertChildNode(block, newBlockBox, boxFirst);
if (post)
block->children()->insertChildNode(block, post, boxFirst);
block->setChildrenInline(false);
// The pre/post blocks always have layers, so we know to always do a full insert/remove (so we pass true as the last argument).
block->moveChildrenTo(pre, boxFirst, beforeChild, true);
block->moveChildrenTo(post, beforeChild, 0, true);
// We already know the newBlockBox isn't going to contain inline kids, so avoid wasting
// time in makeChildrenNonInline by just setting this explicitly up front.
newBlockBox->setChildrenInline(false);
newBlockBox->addChild(newChild);
// Always just do a full layout in order to ensure that line boxes (especially wrappers for images)
// get deleted properly. Because objects moved from the pre block into the post block, we want to
// make new line boxes instead of leaving the old line boxes around.
if (pre)
pre->setNeedsLayoutAndPrefWidthsRecalcAndFullPaintInvalidation();
block->setNeedsLayoutAndPrefWidthsRecalcAndFullPaintInvalidation();
if (post)
post->setNeedsLayoutAndPrefWidthsRecalcAndFullPaintInvalidation();
}
RenderBlockFlow* RenderBlock::columnsBlockForSpanningElement(RenderObject* newChild)
{
// FIXME: This function is the gateway for the addition of column-span support. It will
// be added to in three stages:
// (1) Immediate children of a multi-column block can span.
// (2) Nested block-level children with only block-level ancestors between them and the multi-column block can span.
// (3) Nested children with block or inline ancestors between them and the multi-column block can span (this is when we
// cross the streams and have to cope with both types of continuations mixed together).
// This function currently supports (1) and (2).
RenderBlockFlow* columnsBlockAncestor = 0;
if (!newChild->isText() && newChild->style()->columnSpan() && !newChild->isBeforeOrAfterContent()
&& !newChild->isFloatingOrOutOfFlowPositioned() && !newChild->isInline() && !isAnonymousColumnSpanBlock()) {
columnsBlockAncestor = containingColumnsBlock(false);
if (columnsBlockAncestor) {
// Make sure that none of the parent ancestors have a continuation.
// If yes, we do not want split the block into continuations.
RenderObject* curr = this;
while (curr && curr != columnsBlockAncestor) {
if (curr->isRenderBlock() && toRenderBlock(curr)->continuation()) {
columnsBlockAncestor = 0;
break;
}
curr = curr->parent();
}
}
}
return columnsBlockAncestor;
}
void RenderBlock::addChildIgnoringAnonymousColumnBlocks(RenderObject* newChild, RenderObject* beforeChild)
{
if (beforeChild && beforeChild->parent() != this) {
RenderObject* beforeChildContainer = beforeChild->parent();
while (beforeChildContainer->parent() != this)
beforeChildContainer = beforeChildContainer->parent();
ASSERT(beforeChildContainer);
if (beforeChildContainer->isAnonymous()) {
// If the requested beforeChild is not one of our children, then this is because
// there is an anonymous container within this object that contains the beforeChild.
RenderObject* beforeChildAnonymousContainer = beforeChildContainer;
if (beforeChildAnonymousContainer->isAnonymousBlock()
// Full screen renderers and full screen placeholders act as anonymous blocks, not tables:
|| beforeChildAnonymousContainer->isRenderFullScreen()
|| beforeChildAnonymousContainer->isRenderFullScreenPlaceholder()
) {
// Insert the child into the anonymous block box instead of here.
if (newChild->isInline() || newChild->isFloatingOrOutOfFlowPositioned() || beforeChild->parent()->slowFirstChild() != beforeChild)
beforeChild->parent()->addChild(newChild, beforeChild);
else
addChild(newChild, beforeChild->parent());
return;
}
ASSERT(beforeChildAnonymousContainer->isTable());
if (newChild->isTablePart()) {
// Insert into the anonymous table.
beforeChildAnonymousContainer->addChild(newChild, beforeChild);
return;
}
beforeChild = splitAnonymousBoxesAroundChild(beforeChild);
ASSERT(beforeChild->parent() == this);
if (beforeChild->parent() != this) {
// We should never reach here. If we do, we need to use the
// safe fallback to use the topmost beforeChild container.
beforeChild = beforeChildContainer;
}
}
}
// Check for a spanning element in columns.
if (gColumnFlowSplitEnabled && !document().regionBasedColumnsEnabled()) {
RenderBlockFlow* columnsBlockAncestor = columnsBlockForSpanningElement(newChild);
if (columnsBlockAncestor) {
TemporaryChange<bool> columnFlowSplitEnabled(gColumnFlowSplitEnabled, false);
// We are placing a column-span element inside a block.
RenderBlockFlow* newBox = createAnonymousColumnSpanBlock();
if (columnsBlockAncestor != this && !isRenderFlowThread()) {
// We are nested inside a multi-column element and are being split by the span. We have to break up
// our block into continuations.
RenderBoxModelObject* oldContinuation = continuation();
// When we split an anonymous block, there's no need to do any continuation hookup,
// since we haven't actually split a real element.
if (!isAnonymousBlock())
setContinuation(newBox);
splitFlow(beforeChild, newBox, newChild, oldContinuation);
return;
}
// We have to perform a split of this block's children. This involves creating an anonymous block box to hold
// the column-spanning |newChild|. We take all of the children from before |newChild| and put them into
// one anonymous columns block, and all of the children after |newChild| go into another anonymous block.
makeChildrenAnonymousColumnBlocks(beforeChild, newBox, newChild);
return;
}
}
bool madeBoxesNonInline = false;
// A block has to either have all of its children inline, or all of its children as blocks.
// So, if our children are currently inline and a block child has to be inserted, we move all our
// inline children into anonymous block boxes.
if (childrenInline() && !newChild->isInline() && !newChild->isFloatingOrOutOfFlowPositioned()) {
// This is a block with inline content. Wrap the inline content in anonymous blocks.
makeChildrenNonInline(beforeChild);
madeBoxesNonInline = true;
if (beforeChild && beforeChild->parent() != this) {
beforeChild = beforeChild->parent();
ASSERT(beforeChild->isAnonymousBlock());
ASSERT(beforeChild->parent() == this);
}
} else if (!childrenInline() && (newChild->isFloatingOrOutOfFlowPositioned() || newChild->isInline())) {
// If we're inserting an inline child but all of our children are blocks, then we have to make sure
// it is put into an anomyous block box. We try to use an existing anonymous box if possible, otherwise
// a new one is created and inserted into our list of children in the appropriate position.
RenderObject* afterChild = beforeChild ? beforeChild->previousSibling() : lastChild();
if (afterChild && afterChild->isAnonymousBlock()) {
afterChild->addChild(newChild);
return;
}
if (newChild->isInline()) {
// No suitable existing anonymous box - create a new one.
RenderBlock* newBox = createAnonymousBlock();
RenderBox::addChild(newBox, beforeChild);
newBox->addChild(newChild);
return;
}
}
RenderBox::addChild(newChild, beforeChild);
if (madeBoxesNonInline && parent() && isAnonymousBlock() && parent()->isRenderBlock())
toRenderBlock(parent())->removeLeftoverAnonymousBlock(this);
// this object may be dead here
}
void RenderBlock::addChild(RenderObject* newChild, RenderObject* beforeChild)
{
if (continuation() && !isAnonymousBlock())
addChildToContinuation(newChild, beforeChild);
else
addChildIgnoringContinuation(newChild, beforeChild);
}
void RenderBlock::addChildIgnoringContinuation(RenderObject* newChild, RenderObject* beforeChild)
{
if (!isAnonymousBlock() && firstChild() && (firstChild()->isAnonymousColumnsBlock() || firstChild()->isAnonymousColumnSpanBlock()))
addChildToAnonymousColumnBlocks(newChild, beforeChild);
else
addChildIgnoringAnonymousColumnBlocks(newChild, beforeChild);
}
static void getInlineRun(RenderObject* start, RenderObject* boundary,
RenderObject*& inlineRunStart,
RenderObject*& inlineRunEnd)
{
// Beginning at |start| we find the largest contiguous run of inlines that
// we can. We denote the run with start and end points, |inlineRunStart|
// and |inlineRunEnd|. Note that these two values may be the same if
// we encounter only one inline.
//
// We skip any non-inlines we encounter as long as we haven't found any
// inlines yet.
//
// |boundary| indicates a non-inclusive boundary point. Regardless of whether |boundary|
// is inline or not, we will not include it in a run with inlines before it. It's as though we encountered
// a non-inline.
// Start by skipping as many non-inlines as we can.
RenderObject * curr = start;
bool sawInline;
do {
while (curr && !(curr->isInline() || curr->isFloatingOrOutOfFlowPositioned()))
curr = curr->nextSibling();
inlineRunStart = inlineRunEnd = curr;
if (!curr)
return; // No more inline children to be found.
sawInline = curr->isInline();
curr = curr->nextSibling();
while (curr && (curr->isInline() || curr->isFloatingOrOutOfFlowPositioned()) && (curr != boundary)) {
inlineRunEnd = curr;
if (curr->isInline())
sawInline = true;
curr = curr->nextSibling();
}
} while (!sawInline);
}
void RenderBlock::deleteLineBoxTree()
{
ASSERT(!m_lineBoxes.firstLineBox());
}
void RenderBlock::makeChildrenNonInline(RenderObject *insertionPoint)
{
// makeChildrenNonInline takes a block whose children are *all* inline and it
// makes sure that inline children are coalesced under anonymous
// blocks. If |insertionPoint| is defined, then it represents the insertion point for
// the new block child that is causing us to have to wrap all the inlines. This
// means that we cannot coalesce inlines before |insertionPoint| with inlines following
// |insertionPoint|, because the new child is going to be inserted in between the inlines,
// splitting them.
ASSERT(isInlineBlockOrInlineTable() || !isInline());
ASSERT(!insertionPoint || insertionPoint->parent() == this);
setChildrenInline(false);
RenderObject *child = firstChild();
if (!child)
return;
deleteLineBoxTree();
while (child) {
RenderObject *inlineRunStart, *inlineRunEnd;
getInlineRun(child, insertionPoint, inlineRunStart, inlineRunEnd);
if (!inlineRunStart)
break;
child = inlineRunEnd->nextSibling();
RenderBlock* block = createAnonymousBlock();
children()->insertChildNode(this, block, inlineRunStart);
moveChildrenTo(block, inlineRunStart, child);
}
#if ENABLE(ASSERT)
for (RenderObject *c = firstChild(); c; c = c->nextSibling())
ASSERT(!c->isInline());
#endif
paintInvalidationForWholeRenderer();
}
void RenderBlock::removeLeftoverAnonymousBlock(RenderBlock* child)
{
ASSERT(child->isAnonymousBlock());
ASSERT(!child->childrenInline());
if (child->continuation() || (child->firstChild() && (child->isAnonymousColumnSpanBlock() || child->isAnonymousColumnsBlock())))
return;
RenderObject* firstAnChild = child->m_children.firstChild();
RenderObject* lastAnChild = child->m_children.lastChild();
if (firstAnChild) {
RenderObject* o = firstAnChild;
while (o) {
o->setParent(this);
o = o->nextSibling();
}
firstAnChild->setPreviousSibling(child->previousSibling());
lastAnChild->setNextSibling(child->nextSibling());
if (child->previousSibling())
child->previousSibling()->setNextSibling(firstAnChild);
if (child->nextSibling())
child->nextSibling()->setPreviousSibling(lastAnChild);
if (child == m_children.firstChild())
m_children.setFirstChild(firstAnChild);
if (child == m_children.lastChild())
m_children.setLastChild(lastAnChild);
} else {
if (child == m_children.firstChild())
m_children.setFirstChild(child->nextSibling());
if (child == m_children.lastChild())
m_children.setLastChild(child->previousSibling());
if (child->previousSibling())
child->previousSibling()->setNextSibling(child->nextSibling());
if (child->nextSibling())
child->nextSibling()->setPreviousSibling(child->previousSibling());
}
child->children()->setFirstChild(0);
child->m_next = nullptr;
// Remove all the information in the flow thread associated with the leftover anonymous block.
child->removeFromRenderFlowThread();
// RenderGrid keeps track of its children, we must notify it about changes in the tree.
if (child->parent()->isRenderGrid())
toRenderGrid(child->parent())->dirtyGrid();
child->setParent(0);
child->setPreviousSibling(0);
child->setNextSibling(0);
child->destroy();
}
static bool canMergeContiguousAnonymousBlocks(RenderObject* oldChild, RenderObject* prev, RenderObject* next)
{
if (oldChild->documentBeingDestroyed() || oldChild->isInline() || oldChild->virtualContinuation())
return false;
if ((prev && (!prev->isAnonymousBlock() || toRenderBlock(prev)->continuation() || toRenderBlock(prev)->beingDestroyed()))
|| (next && (!next->isAnonymousBlock() || toRenderBlock(next)->continuation() || toRenderBlock(next)->beingDestroyed())))
return false;
if ((prev && (prev->isRubyRun() || prev->isRubyBase()))
|| (next && (next->isRubyRun() || next->isRubyBase())))
return false;
if (!prev || !next)
return true;
// Make sure the types of the anonymous blocks match up.
return prev->isAnonymousColumnsBlock() == next->isAnonymousColumnsBlock()
&& prev->isAnonymousColumnSpanBlock() == next->isAnonymousColumnSpanBlock();
}
void RenderBlock::collapseAnonymousBlockChild(RenderBlock* parent, RenderBlock* child)
{
// It's possible that this block's destruction may have been triggered by the
// child's removal. Just bail if the anonymous child block is already being
// destroyed. See crbug.com/282088
if (child->beingDestroyed())
return;
parent->setNeedsLayoutAndPrefWidthsRecalcAndFullPaintInvalidation();
parent->setChildrenInline(child->childrenInline());
RenderObject* nextSibling = child->nextSibling();
RenderFlowThread* childFlowThread = child->flowThreadContainingBlock();
CurrentRenderFlowThreadMaintainer flowThreadMaintainer(childFlowThread);
parent->children()->removeChildNode(parent, child, child->hasLayer());
child->moveAllChildrenTo(parent, nextSibling, child->hasLayer());
// Explicitly delete the child's line box tree, or the special anonymous
// block handling in willBeDestroyed will cause problems.
child->deleteLineBoxTree();
child->destroy();
}
void RenderBlock::removeChild(RenderObject* oldChild)
{
// No need to waste time in merging or removing empty anonymous blocks.
// We can just bail out if our document is getting destroyed.
if (documentBeingDestroyed()) {
RenderBox::removeChild(oldChild);
return;
}
// This protects against column split flows when anonymous blocks are getting merged.
TemporaryChange<bool> columnFlowSplitEnabled(gColumnFlowSplitEnabled, false);
// If this child is a block, and if our previous and next siblings are
// both anonymous blocks with inline content, then we can go ahead and
// fold the inline content back together.
RenderObject* prev = oldChild->previousSibling();
RenderObject* next = oldChild->nextSibling();
bool canMergeAnonymousBlocks = canMergeContiguousAnonymousBlocks(oldChild, prev, next);
if (canMergeAnonymousBlocks && prev && next) {
prev->setNeedsLayoutAndPrefWidthsRecalcAndFullPaintInvalidation();
RenderBlockFlow* nextBlock = toRenderBlockFlow(next);
RenderBlockFlow* prevBlock = toRenderBlockFlow(prev);
if (prev->childrenInline() != next->childrenInline()) {
RenderBlock* inlineChildrenBlock = prev->childrenInline() ? prevBlock : nextBlock;
RenderBlock* blockChildrenBlock = prev->childrenInline() ? nextBlock : prevBlock;
// Place the inline children block inside of the block children block instead of deleting it.
// In order to reuse it, we have to reset it to just be a generic anonymous block. Make sure
// to clear out inherited column properties by just making a new style, and to also clear the
// column span flag if it is set.
ASSERT(!inlineChildrenBlock->continuation());
RefPtr<RenderStyle> newStyle = RenderStyle::createAnonymousStyleWithDisplay(style(), BLOCK);
// Cache this value as it might get changed in setStyle() call.
bool inlineChildrenBlockHasLayer = inlineChildrenBlock->hasLayer();
inlineChildrenBlock->setStyle(newStyle);
children()->removeChildNode(this, inlineChildrenBlock, inlineChildrenBlockHasLayer);
// Now just put the inlineChildrenBlock inside the blockChildrenBlock.
blockChildrenBlock->children()->insertChildNode(blockChildrenBlock, inlineChildrenBlock, prev == inlineChildrenBlock ? blockChildrenBlock->firstChild() : 0,
inlineChildrenBlockHasLayer || blockChildrenBlock->hasLayer());
next->setNeedsLayoutAndPrefWidthsRecalcAndFullPaintInvalidation();
// inlineChildrenBlock got reparented to blockChildrenBlock, so it is no longer a child
// of "this". we null out prev or next so that is not used later in the function.
if (inlineChildrenBlock == prevBlock)
prev = 0;
else
next = 0;
} else {
// Take all the children out of the |next| block and put them in
// the |prev| block.
nextBlock->moveAllChildrenIncludingFloatsTo(prevBlock, nextBlock->hasLayer() || prevBlock->hasLayer());
// Delete the now-empty block's lines and nuke it.
nextBlock->deleteLineBoxTree();
nextBlock->destroy();
next = 0;
}
}
RenderBox::removeChild(oldChild);
RenderObject* child = prev ? prev : next;
if (canMergeAnonymousBlocks && child && !child->previousSibling() && !child->nextSibling() && canCollapseAnonymousBlockChild()) {
// The removal has knocked us down to containing only a single anonymous
// box. We can go ahead and pull the content right back up into our
// box.
collapseAnonymousBlockChild(this, toRenderBlock(child));
} else if (((prev && prev->isAnonymousBlock()) || (next && next->isAnonymousBlock())) && canCollapseAnonymousBlockChild()) {
// It's possible that the removal has knocked us down to a single anonymous
// block with pseudo-style element siblings (e.g. first-letter). If these
// are floating, then we need to pull the content up also.
RenderBlock* anonymousBlock = toRenderBlock((prev && prev->isAnonymousBlock()) ? prev : next);
if ((anonymousBlock->previousSibling() || anonymousBlock->nextSibling())
&& (!anonymousBlock->previousSibling() || (anonymousBlock->previousSibling()->style()->styleType() != NOPSEUDO && anonymousBlock->previousSibling()->isFloating() && !anonymousBlock->previousSibling()->previousSibling()))
&& (!anonymousBlock->nextSibling() || (anonymousBlock->nextSibling()->style()->styleType() != NOPSEUDO && anonymousBlock->nextSibling()->isFloating() && !anonymousBlock->nextSibling()->nextSibling()))) {
collapseAnonymousBlockChild(this, anonymousBlock);
}
}
if (!firstChild()) {
// If this was our last child be sure to clear out our line boxes.
if (childrenInline())
deleteLineBoxTree();
// If we are an empty anonymous block in the continuation chain,
// we need to remove ourself and fix the continuation chain.
if (!beingDestroyed() && isAnonymousBlockContinuation() && !oldChild->isListMarker()) {
RenderObject* containingBlockIgnoringAnonymous = containingBlock();
while (containingBlockIgnoringAnonymous && containingBlockIgnoringAnonymous->isAnonymous())
containingBlockIgnoringAnonymous = containingBlockIgnoringAnonymous->containingBlock();
for (RenderObject* curr = this; curr; curr = curr->previousInPreOrder(containingBlockIgnoringAnonymous)) {
if (curr->virtualContinuation() != this)
continue;
// Found our previous continuation. We just need to point it to
// |this|'s next continuation.
RenderBoxModelObject* nextContinuation = continuation();
if (curr->isRenderInline())
toRenderInline(curr)->setContinuation(nextContinuation);
else if (curr->isRenderBlock())
toRenderBlock(curr)->setContinuation(nextContinuation);
else
ASSERT_NOT_REACHED();
break;
}
setContinuation(0);
destroy();
}
}
}
bool RenderBlock::isSelfCollapsingBlock() const
{
// We are not self-collapsing if we
// (a) have a non-zero height according to layout (an optimization to avoid wasting time)
// (b) are a table,
// (c) have border/padding,
// (d) have a min-height
// (e) have specified that one of our margins can't collapse using a CSS extension
// (f) establish a new block formatting context.
// The early exit must be done before we check for clean layout.
// We should be able to give a quick answer if the box is a relayout boundary.
// Being a relayout boundary implies a block formatting context, and also
// our internal layout shouldn't affect our container in any way.
if (createsBlockFormattingContext())
return false;
// Placeholder elements are not laid out until the dimensions of their parent text control are known, so they
// don't get layout until their parent has had layout - this is unique in the layout tree and means
// when we call isSelfCollapsingBlock on them we find that they still need layout.
ASSERT(!needsLayout() || (node() && node()->isElementNode() && toElement(node())->shadowPseudoId() == "-webkit-input-placeholder"));
if (logicalHeight() > 0
|| isTable() || borderAndPaddingLogicalHeight()
|| style()->logicalMinHeight().isPositive()
|| style()->marginBeforeCollapse() == MSEPARATE || style()->marginAfterCollapse() == MSEPARATE)
return false;
Length logicalHeightLength = style()->logicalHeight();
bool hasAutoHeight = logicalHeightLength.isAuto();
if (logicalHeightLength.isPercent() && !document().inQuirksMode()) {
hasAutoHeight = true;
for (RenderBlock* cb = containingBlock(); !cb->isRenderView(); cb = cb->containingBlock()) {
if (cb->style()->logicalHeight().isFixed() || cb->isTableCell())
hasAutoHeight = false;
}
}
// If the height is 0 or auto, then whether or not we are a self-collapsing block depends
// on whether we have content that is all self-collapsing or not.
if (hasAutoHeight || ((logicalHeightLength.isFixed() || logicalHeightLength.isPercent()) && logicalHeightLength.isZero())) {
// If the block has inline children, see if we generated any line boxes. If we have any
// line boxes, then we can't be self-collapsing, since we have content.
if (childrenInline())
return !firstLineBox();
// Whether or not we collapse is dependent on whether all our normal flow children
// are also self-collapsing.
if (m_hasOnlySelfCollapsingChildren)
return true;
for (RenderBox* child = firstChildBox(); child; child = child->nextSiblingBox()) {
if (child->isFloatingOrOutOfFlowPositioned())
continue;
if (!child->isSelfCollapsingBlock())
return false;
}
return true;
}
return false;
}
void RenderBlock::startDelayUpdateScrollInfo()
{
if (gDelayUpdateScrollInfo == 0) {
ASSERT(!gDelayedUpdateScrollInfoSet);
gDelayedUpdateScrollInfoSet = new DelayedUpdateScrollInfoSet;
}
ASSERT(gDelayedUpdateScrollInfoSet);
++gDelayUpdateScrollInfo;
}
void RenderBlock::finishDelayUpdateScrollInfo()
{
--gDelayUpdateScrollInfo;
ASSERT(gDelayUpdateScrollInfo >= 0);
if (gDelayUpdateScrollInfo == 0) {
ASSERT(gDelayedUpdateScrollInfoSet);
OwnPtr<DelayedUpdateScrollInfoSet> infoSet(adoptPtr(gDelayedUpdateScrollInfoSet));
gDelayedUpdateScrollInfoSet = 0;
for (DelayedUpdateScrollInfoSet::iterator it = infoSet->begin(); it != infoSet->end(); ++it) {
RenderBlock* block = *it;
if (block->hasOverflowClip()) {
block->layer()->scrollableArea()->updateAfterLayout();
}
}
}
}
void RenderBlock::updateScrollInfoAfterLayout()
{
if (hasOverflowClip()) {
if (style()->isFlippedBlocksWritingMode()) {
// FIXME: https://bugs.webkit.org/show_bug.cgi?id=97937
// Workaround for now. We cannot delay the scroll info for overflow
// for items with opposite writing directions, as the contents needs
// to overflow in that direction
layer()->scrollableArea()->updateAfterLayout();
return;
}
if (gDelayUpdateScrollInfo)
gDelayedUpdateScrollInfoSet->add(this);
else
layer()->scrollableArea()->updateAfterLayout();
}
}
void RenderBlock::layout()
{
OverflowEventDispatcher dispatcher(this);
// Update our first letter info now.
updateFirstLetter();
// Table cells call layoutBlock directly, so don't add any logic here. Put code into
// layoutBlock().
layoutBlock(false);
// It's safe to check for control clip here, since controls can never be table cells.
// If we have a lightweight clip, there can never be any overflow from children.
if (hasControlClip() && m_overflow)
clearLayoutOverflow();
invalidateBackgroundObscurationStatus();
}
bool RenderBlock::updateImageLoadingPriorities()
{
Vector<ImageResource*> images;
appendImagesFromStyle(images, *style());
if (images.isEmpty())
return false;
LayoutRect viewBounds = viewRect();
LayoutRect objectBounds = absoluteContentBox();
// The object bounds might be empty right now, so intersects will fail since it doesn't deal
// with empty rects. Use LayoutRect::contains in that case.
bool isVisible;
if (!objectBounds.isEmpty())
isVisible = viewBounds.intersects(objectBounds);
else
isVisible = viewBounds.contains(objectBounds);
ResourceLoadPriorityOptimizer::VisibilityStatus status = isVisible ?
ResourceLoadPriorityOptimizer::Visible : ResourceLoadPriorityOptimizer::NotVisible;
LayoutRect screenArea;
if (!objectBounds.isEmpty()) {
screenArea = viewBounds;
screenArea.intersect(objectBounds);
}
for (Vector<ImageResource*>::iterator it = images.begin(), end = images.end(); it != end; ++it)
ResourceLoadPriorityOptimizer::resourceLoadPriorityOptimizer()->notifyImageResourceVisibility(*it, status, screenArea);
return true;
}
void RenderBlock::computeRegionRangeForBlock(RenderFlowThread* flowThread)
{
if (flowThread)
flowThread->setRegionRangeForBox(this, offsetFromLogicalTopOfFirstPage());
}
bool RenderBlock::widthAvailableToChildrenHasChanged()
{
bool widthAvailableToChildrenHasChanged = m_hasBorderOrPaddingLogicalWidthChanged;
m_hasBorderOrPaddingLogicalWidthChanged = false;
// If we use border-box sizing, have percentage padding, and our parent has changed width then the width available to our children has changed even
// though our own width has remained the same.
widthAvailableToChildrenHasChanged |= style()->boxSizing() == BORDER_BOX && needsPreferredWidthsRecalculation() && view()->layoutState()->containingBlockLogicalWidthChanged();
return widthAvailableToChildrenHasChanged;
}
bool RenderBlock::updateLogicalWidthAndColumnWidth()
{
LayoutUnit oldWidth = logicalWidth();
LayoutUnit oldColumnWidth = desiredColumnWidth();
updateLogicalWidth();
calcColumnWidth();
return oldWidth != logicalWidth() || oldColumnWidth != desiredColumnWidth() || widthAvailableToChildrenHasChanged();
}
void RenderBlock::layoutBlock(bool)
{
ASSERT_NOT_REACHED();
clearNeedsLayout();
}
void RenderBlock::addOverflowFromChildren()
{
if (!hasColumns()) {
if (childrenInline())
toRenderBlockFlow(this)->addOverflowFromInlineChildren();
else
addOverflowFromBlockChildren();
} else {
ColumnInfo* colInfo = columnInfo();
if (columnCount(colInfo)) {
LayoutRect lastRect = columnRectAt(colInfo, columnCount(colInfo) - 1);
addLayoutOverflow(lastRect);
addContentsVisualOverflow(lastRect);
}
}
}
void RenderBlock::computeOverflow(LayoutUnit oldClientAfterEdge, bool)
{
m_overflow.clear();
// Add overflow from children.
addOverflowFromChildren();
// Add in the overflow from positioned objects.
addOverflowFromPositionedObjects();
if (hasOverflowClip()) {
// When we have overflow clip, propagate the original spillout since it will include collapsed bottom margins
// and bottom padding. Set the axis we don't care about to be 1, since we want this overflow to always
// be considered reachable.
LayoutRect clientRect(noOverflowRect());
LayoutRect rectToApply;
if (isHorizontalWritingMode())
rectToApply = LayoutRect(clientRect.x(), clientRect.y(), 1, std::max<LayoutUnit>(0, oldClientAfterEdge - clientRect.y()));
else
rectToApply = LayoutRect(clientRect.x(), clientRect.y(), std::max<LayoutUnit>(0, oldClientAfterEdge - clientRect.x()), 1);
addLayoutOverflow(rectToApply);
if (hasRenderOverflow())
m_overflow->setLayoutClientAfterEdge(oldClientAfterEdge);
}
addVisualEffectOverflow();
addVisualOverflowFromTheme();
}
void RenderBlock::addOverflowFromBlockChildren()
{
for (RenderBox* child = firstChildBox(); child; child = child->nextSiblingBox()) {
if (!child->isFloatingOrOutOfFlowPositioned())
addOverflowFromChild(child);
}
}
void RenderBlock::addOverflowFromPositionedObjects()
{
TrackedRendererListHashSet* positionedDescendants = positionedObjects();
if (!positionedDescendants)
return;
RenderBox* positionedObject;
TrackedRendererListHashSet::iterator end = positionedDescendants->end();
for (TrackedRendererListHashSet::iterator it = positionedDescendants->begin(); it != end; ++it) {
positionedObject = *it;
// Fixed positioned elements don't contribute to layout overflow, since they don't scroll with the content.
if (positionedObject->style()->position() != FixedPosition)
addOverflowFromChild(positionedObject, LayoutSize(positionedObject->x(), positionedObject->y()));
}
}
void RenderBlock::addVisualOverflowFromTheme()
{
if (!style()->hasAppearance())
return;
IntRect inflatedRect = pixelSnappedBorderBoxRect();
RenderTheme::theme().adjustRepaintRect(this, inflatedRect);
addVisualOverflow(inflatedRect);
}
bool RenderBlock::createsBlockFormattingContext() const
{
return isInlineBlockOrInlineTable() || isFloatingOrOutOfFlowPositioned() || hasOverflowClip() || isFlexItemIncludingDeprecated()
|| style()->specifiesColumns() || isRenderFlowThread() || isTableCell() || isTableCaption() || isFieldset() || isWritingModeRoot() || isDocumentElement() || style()->columnSpan();
}
void RenderBlock::updateBlockChildDirtyBitsBeforeLayout(bool relayoutChildren, RenderBox* child)
{
// FIXME: Technically percentage height objects only need a relayout if their percentage isn't going to be turned into
// an auto value. Add a method to determine this, so that we can avoid the relayout.
if (relayoutChildren || (child->hasRelativeLogicalHeight() && !isRenderView()))
child->setChildNeedsLayout(MarkOnlyThis);
// If relayoutChildren is set and the child has percentage padding or an embedded content box, we also need to invalidate the childs pref widths.
if (relayoutChildren && child->needsPreferredWidthsRecalculation())
child->setPreferredLogicalWidthsDirty(MarkOnlyThis);
}
void RenderBlock::simplifiedNormalFlowLayout()
{
if (childrenInline()) {
ListHashSet<RootInlineBox*> lineBoxes;
for (InlineWalker walker(this); !walker.atEnd(); walker.advance()) {
RenderObject* o = walker.current();
if (!o->isOutOfFlowPositioned() && (o->isReplaced() || o->isFloating())) {
o->layoutIfNeeded();
if (toRenderBox(o)->inlineBoxWrapper()) {
RootInlineBox& box = toRenderBox(o)->inlineBoxWrapper()->root();
lineBoxes.add(&box);
}
} else if (o->isText() || (o->isRenderInline() && !walker.atEndOfInline())) {
o->clearNeedsLayout();
}
}
// FIXME: Glyph overflow will get lost in this case, but not really a big deal.
GlyphOverflowAndFallbackFontsMap textBoxDataMap;
for (ListHashSet<RootInlineBox*>::const_iterator it = lineBoxes.begin(); it != lineBoxes.end(); ++it) {
RootInlineBox* box = *it;
box->computeOverflow(box->lineTop(), box->lineBottom(), textBoxDataMap);
}
} else {
for (RenderBox* box = firstChildBox(); box; box = box->nextSiblingBox()) {
if (!box->isOutOfFlowPositioned())
box->layoutIfNeeded();
}
}
}
bool RenderBlock::simplifiedLayout()
{
// Check if we need to do a full layout.
if (normalChildNeedsLayout() || selfNeedsLayout())
return false;
// Check that we actually need to do a simplified layout.
if (!posChildNeedsLayout() && !(needsSimplifiedNormalFlowLayout() || needsPositionedMovementLayout()))
return false;
{
// LayoutState needs this deliberate scope to pop before repaint
LayoutState state(*this, locationOffset());
if (needsPositionedMovementLayout() && !tryLayoutDoingPositionedMovementOnly())
return false;
TextAutosizer::LayoutScope textAutosizerLayoutScope(this);
// Lay out positioned descendants or objects that just need to recompute overflow.
if (needsSimplifiedNormalFlowLayout())
simplifiedNormalFlowLayout();
// Lay out our positioned objects if our positioned child bit is set.
// Also, if an absolute position element inside a relative positioned container moves, and the absolute element has a fixed position
// child, neither the fixed element nor its container learn of the movement since posChildNeedsLayout() is only marked as far as the
// relative positioned container. So if we can have fixed pos objects in our positioned objects list check if any of them
// are statically positioned and thus need to move with their absolute ancestors.
bool canContainFixedPosObjects = canContainFixedPositionObjects();
if (posChildNeedsLayout() || needsPositionedMovementLayout() || canContainFixedPosObjects)
layoutPositionedObjects(false, needsPositionedMovementLayout() ? ForcedLayoutAfterContainingBlockMoved : (!posChildNeedsLayout() && canContainFixedPosObjects ? LayoutOnlyFixedPositionedObjects : DefaultLayout));
// Recompute our overflow information.
// FIXME: We could do better here by computing a temporary overflow object from layoutPositionedObjects and only
// updating our overflow if we either used to have overflow or if the new temporary object has overflow.
// For now just always recompute overflow. This is no worse performance-wise than the old code that called rightmostPosition and
// lowestPosition on every relayout so it's not a regression.
// computeOverflow expects the bottom edge before we clamp our height. Since this information isn't available during
// simplifiedLayout, we cache the value in m_overflow.
LayoutUnit oldClientAfterEdge = hasRenderOverflow() ? m_overflow->layoutClientAfterEdge() : clientLogicalBottom();
computeOverflow(oldClientAfterEdge, true);
}
updateLayerTransformAfterLayout();
updateScrollInfoAfterLayout();
clearNeedsLayout();
return true;
}
void RenderBlock::markFixedPositionObjectForLayoutIfNeeded(RenderObject* child, SubtreeLayoutScope& layoutScope)
{
if (child->style()->position() != FixedPosition)
return;
bool hasStaticBlockPosition = child->style()->hasStaticBlockPosition(isHorizontalWritingMode());
bool hasStaticInlinePosition = child->style()->hasStaticInlinePosition(isHorizontalWritingMode());
if (!hasStaticBlockPosition && !hasStaticInlinePosition)
return;
RenderObject* o = child->parent();
while (o && !o->isRenderView() && o->style()->position() != AbsolutePosition)
o = o->parent();
if (o->style()->position() != AbsolutePosition)
return;
RenderBox* box = toRenderBox(child);
if (hasStaticInlinePosition) {
LogicalExtentComputedValues computedValues;
box->computeLogicalWidth(computedValues);
LayoutUnit newLeft = computedValues.m_position;
if (newLeft != box->logicalLeft())
layoutScope.setChildNeedsLayout(child);
} else if (hasStaticBlockPosition) {
LayoutUnit oldTop = box->logicalTop();
box->updateLogicalHeight();
if (box->logicalTop() != oldTop)
layoutScope.setChildNeedsLayout(child);
}
}
LayoutUnit RenderBlock::marginIntrinsicLogicalWidthForChild(RenderBox* child) const
{
// A margin has three types: fixed, percentage, and auto (variable).
// Auto and percentage margins become 0 when computing min/max width.
// Fixed margins can be added in as is.
Length marginLeft = child->style()->marginStartUsing(style());
Length marginRight = child->style()->marginEndUsing(style());
LayoutUnit margin = 0;
if (marginLeft.isFixed())
margin += marginLeft.value();
if (marginRight.isFixed())
margin += marginRight.value();
return margin;
}
void RenderBlock::invalidatePositionedObjectsAffectedByOverflowClip()
{
TrackedRendererListHashSet* positionedDescendants = positionedObjects();
if (!positionedDescendants)
return;
RenderBox* r;
TrackedRendererListHashSet::iterator end = positionedDescendants->end();
for (TrackedRendererListHashSet::iterator it = positionedDescendants->begin(); it != end; ++it) {
r = *it;
r->setShouldDoFullPaintInvalidationIfSelfPaintingLayer(true);
}
}
void RenderBlock::layoutPositionedObjects(bool relayoutChildren, PositionedLayoutBehavior info)
{
TrackedRendererListHashSet* positionedDescendants = positionedObjects();
if (!positionedDescendants)
return;
if (hasColumns())
view()->layoutState()->clearPaginationInformation(); // Positioned objects are not part of the column flow, so they don't paginate with the columns.
RenderBox* r;
TrackedRendererListHashSet::iterator end = positionedDescendants->end();
for (TrackedRendererListHashSet::iterator it = positionedDescendants->begin(); it != end; ++it) {
r = *it;
// FIXME: this should only be set from clearNeedsLayout crbug.com/361250
r->setLayoutDidGetCalled(true);
SubtreeLayoutScope layoutScope(*r);
// A fixed position element with an absolute positioned ancestor has no way of knowing if the latter has changed position. So
// if this is a fixed position element, mark it for layout if it has an abspos ancestor and needs to move with that ancestor, i.e.
// it has static position.
markFixedPositionObjectForLayoutIfNeeded(r, layoutScope);
if (info == LayoutOnlyFixedPositionedObjects) {
r->layoutIfNeeded();
continue;
}
// When a non-positioned block element moves, it may have positioned children that are implicitly positioned relative to the
// non-positioned block. Rather than trying to detect all of these movement cases, we just always lay out positioned
// objects that are positioned implicitly like this. Such objects are rare, and so in typical DHTML menu usage (where everything is
// positioned explicitly) this should not incur a performance penalty.
if (relayoutChildren || (r->style()->hasStaticBlockPosition(isHorizontalWritingMode()) && r->parent() != this))
layoutScope.setChildNeedsLayout(r);
// If relayoutChildren is set and the child has percentage padding or an embedded content box, we also need to invalidate the childs pref widths.
if (relayoutChildren && r->needsPreferredWidthsRecalculation())
r->setPreferredLogicalWidthsDirty(MarkOnlyThis);
if (!r->needsLayout())
r->markForPaginationRelayoutIfNeeded(layoutScope);
// If we are paginated or in a line grid, go ahead and compute a vertical position for our object now.
// If it's wrong we'll lay out again.
LayoutUnit oldLogicalTop = 0;
bool needsBlockDirectionLocationSetBeforeLayout = r->needsLayout() && view()->layoutState()->needsBlockDirectionLocationSetBeforeLayout();
if (needsBlockDirectionLocationSetBeforeLayout) {
if (isHorizontalWritingMode() == r->isHorizontalWritingMode())
r->updateLogicalHeight();
else
r->updateLogicalWidth();
oldLogicalTop = logicalTopForChild(r);
}
// FIXME: We should be able to do a r->setNeedsPositionedMovementLayout() here instead of a full layout. Need
// to investigate why it does not trigger the correct invalidations in that case. crbug.com/350756
if (info == ForcedLayoutAfterContainingBlockMoved)
r->setNeedsLayout();
r->layoutIfNeeded();
// Lay out again if our estimate was wrong.
if (needsBlockDirectionLocationSetBeforeLayout && logicalTopForChild(r) != oldLogicalTop)
r->forceChildLayout();
}
if (hasColumns())
view()->layoutState()->setColumnInfo(columnInfo()); // FIXME: Kind of gross. We just put this back into the layout state so that pop() will work.
}
void RenderBlock::markPositionedObjectsForLayout()
{
if (TrackedRendererListHashSet* positionedDescendants = positionedObjects()) {
TrackedRendererListHashSet::iterator end = positionedDescendants->end();
for (TrackedRendererListHashSet::iterator it = positionedDescendants->begin(); it != end; ++it)
(*it)->setChildNeedsLayout();
}
}
void RenderBlock::markForPaginationRelayoutIfNeeded(SubtreeLayoutScope& layoutScope)
{
ASSERT(!needsLayout());
if (needsLayout())
return;
if (view()->layoutState()->pageLogicalHeightChanged() || (view()->layoutState()->pageLogicalHeight() && view()->layoutState()->pageLogicalOffset(*this, logicalTop()) != pageLogicalOffset()))
layoutScope.setChildNeedsLayout(this);
}
void RenderBlock::paint(PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
ANNOTATE_GRAPHICS_CONTEXT(paintInfo, this);
LayoutPoint adjustedPaintOffset = paintOffset + location();
PaintPhase phase = paintInfo.phase;
LayoutRect overflowBox;
// Check if we need to do anything at all.
// FIXME: Could eliminate the isDocumentElement() check if we fix background painting so that the RenderView
// paints the root's background.
if (!isDocumentElement()) {
overflowBox = overflowRectForPaintRejection();
flipForWritingMode(overflowBox);
overflowBox.moveBy(adjustedPaintOffset);
if (!overflowBox.intersects(paintInfo.rect))
return;
}
// There are some cases where not all clipped visual overflow is accounted for.
// FIXME: reduce the number of such cases.
ContentsClipBehavior contentsClipBehavior = ForceContentsClip;
if (hasOverflowClip() && !hasControlClip() && !(shouldPaintSelectionGaps() && phase == PaintPhaseForeground) && !hasCaret())
contentsClipBehavior = SkipContentsClipIfPossible;
bool pushedClip = pushContentsClip(paintInfo, adjustedPaintOffset, contentsClipBehavior);
{
GraphicsContextCullSaver cullSaver(*paintInfo.context);
// Cull if we have more than one child and we didn't already clip.
bool shouldCull = document().settings()->containerCullingEnabled() && !pushedClip && !isDocumentElement()
&& firstChild() && lastChild() && firstChild() != lastChild();
if (shouldCull)
cullSaver.cull(overflowBox);
paintObject(paintInfo, adjustedPaintOffset);
}
if (pushedClip)
popContentsClip(paintInfo, phase, adjustedPaintOffset);
// Our scrollbar widgets paint exactly when we tell them to, so that they work properly with
// z-index. We paint after we painted the background/border, so that the scrollbars will
// sit above the background/border.
if (hasOverflowClip() && style()->visibility() == VISIBLE && (phase == PaintPhaseBlockBackground || phase == PaintPhaseChildBlockBackground) && paintInfo.shouldPaintWithinRoot(this) && !paintInfo.paintRootBackgroundOnly())
layer()->scrollableArea()->paintOverflowControls(paintInfo.context, roundedIntPoint(adjustedPaintOffset), paintInfo.rect, false /* paintingOverlayControls */);
}
void RenderBlock::paintColumnRules(PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
const Color& ruleColor = resolveColor(CSSPropertyWebkitColumnRuleColor);
bool ruleTransparent = style()->columnRuleIsTransparent();
EBorderStyle ruleStyle = style()->columnRuleStyle();
LayoutUnit ruleThickness = style()->columnRuleWidth();
LayoutUnit colGap = columnGap();
bool renderRule = ruleStyle > BHIDDEN && !ruleTransparent;
if (!renderRule)
return;
ColumnInfo* colInfo = columnInfo();
unsigned colCount = columnCount(colInfo);
bool antialias = shouldAntialiasLines(paintInfo.context);
if (colInfo->progressionAxis() == ColumnInfo::InlineAxis) {
bool leftToRight = style()->isLeftToRightDirection();
LayoutUnit currLogicalLeftOffset = leftToRight ? LayoutUnit() : contentLogicalWidth();
LayoutUnit ruleAdd = logicalLeftOffsetForContent();
LayoutUnit ruleLogicalLeft = leftToRight ? LayoutUnit() : contentLogicalWidth();
LayoutUnit inlineDirectionSize = colInfo->desiredColumnWidth();
BoxSide boxSide = isHorizontalWritingMode()
? leftToRight ? BSLeft : BSRight
: leftToRight ? BSTop : BSBottom;
for (unsigned i = 0; i < colCount; i++) {
// Move to the next position.
if (leftToRight) {
ruleLogicalLeft += inlineDirectionSize + colGap / 2;
currLogicalLeftOffset += inlineDirectionSize + colGap;
} else {
ruleLogicalLeft -= (inlineDirectionSize + colGap / 2);
currLogicalLeftOffset -= (inlineDirectionSize + colGap);
}
// Now paint the column rule.
if (i < colCount - 1) {
LayoutUnit ruleLeft = isHorizontalWritingMode() ? paintOffset.x() + ruleLogicalLeft - ruleThickness / 2 + ruleAdd : paintOffset.x() + borderLeft() + paddingLeft();
LayoutUnit ruleRight = isHorizontalWritingMode() ? ruleLeft + ruleThickness : ruleLeft + contentWidth();
LayoutUnit ruleTop = isHorizontalWritingMode() ? paintOffset.y() + borderTop() + paddingTop() : paintOffset.y() + ruleLogicalLeft - ruleThickness / 2 + ruleAdd;
LayoutUnit ruleBottom = isHorizontalWritingMode() ? ruleTop + contentHeight() : ruleTop + ruleThickness;
IntRect pixelSnappedRuleRect = pixelSnappedIntRectFromEdges(ruleLeft, ruleTop, ruleRight, ruleBottom);
drawLineForBoxSide(paintInfo.context, pixelSnappedRuleRect.x(), pixelSnappedRuleRect.y(), pixelSnappedRuleRect.maxX(), pixelSnappedRuleRect.maxY(), boxSide, ruleColor, ruleStyle, 0, 0, antialias);
}
ruleLogicalLeft = currLogicalLeftOffset;
}
} else {
bool topToBottom = !style()->isFlippedBlocksWritingMode();
LayoutUnit ruleLeft = isHorizontalWritingMode()
? borderLeft() + paddingLeft()
: colGap / 2 - colGap - ruleThickness / 2 + borderBefore() + paddingBefore();
LayoutUnit ruleWidth = isHorizontalWritingMode() ? contentWidth() : ruleThickness;
LayoutUnit ruleTop = isHorizontalWritingMode()
? colGap / 2 - colGap - ruleThickness / 2 + borderBefore() + paddingBefore()
: borderStart() + paddingStart();
LayoutUnit ruleHeight = isHorizontalWritingMode() ? ruleThickness : contentHeight();
LayoutRect ruleRect(ruleLeft, ruleTop, ruleWidth, ruleHeight);
if (!topToBottom) {
if (isHorizontalWritingMode())
ruleRect.setY(height() - ruleRect.maxY());
else
ruleRect.setX(width() - ruleRect.maxX());
}
ruleRect.moveBy(paintOffset);
BoxSide boxSide = isHorizontalWritingMode()
? topToBottom ? BSTop : BSBottom
: topToBottom ? BSLeft : BSRight;
LayoutSize step(0, topToBottom ? colInfo->columnHeight() + colGap : -(colInfo->columnHeight() + colGap));
if (!isHorizontalWritingMode())
step = step.transposedSize();
for (unsigned i = 1; i < colCount; i++) {
ruleRect.move(step);
IntRect pixelSnappedRuleRect = pixelSnappedIntRect(ruleRect);
drawLineForBoxSide(paintInfo.context, pixelSnappedRuleRect.x(), pixelSnappedRuleRect.y(), pixelSnappedRuleRect.maxX(), pixelSnappedRuleRect.maxY(), boxSide, ruleColor, ruleStyle, 0, 0, antialias);
}
}
}
void RenderBlock::paintColumnContents(PaintInfo& paintInfo, const LayoutPoint& paintOffset, bool paintingFloats)
{
// We need to do multiple passes, breaking up our child painting into strips.
GraphicsContext* context = paintInfo.context;
ColumnInfo* colInfo = columnInfo();
unsigned colCount = columnCount(colInfo);
if (!colCount)
return;
LayoutUnit currLogicalTopOffset = 0;
LayoutUnit colGap = columnGap();
for (unsigned i = 0; i < colCount; i++) {
// For each rect, we clip to the rect, and then we adjust our coords.
LayoutRect colRect = columnRectAt(colInfo, i);
flipForWritingMode(colRect);
LayoutUnit logicalLeftOffset = (isHorizontalWritingMode() ? colRect.x() : colRect.y()) - logicalLeftOffsetForContent();
LayoutSize offset = isHorizontalWritingMode() ? LayoutSize(logicalLeftOffset, currLogicalTopOffset) : LayoutSize(currLogicalTopOffset, logicalLeftOffset);
if (colInfo->progressionAxis() == ColumnInfo::BlockAxis) {
if (isHorizontalWritingMode())
offset.expand(0, colRect.y() - borderTop() - paddingTop());
else
offset.expand(colRect.x() - borderLeft() - paddingLeft(), 0);
}
colRect.moveBy(paintOffset);
PaintInfo info(paintInfo);
info.rect.intersect(enclosingIntRect(colRect));
if (!info.rect.isEmpty()) {
GraphicsContextStateSaver stateSaver(*context);
LayoutRect clipRect(colRect);
if (i < colCount - 1) {
if (isHorizontalWritingMode())
clipRect.expand(colGap / 2, 0);
else
clipRect.expand(0, colGap / 2);
}
// Each strip pushes a clip, since column boxes are specified as being
// like overflow:hidden.
// FIXME: Content and column rules that extend outside column boxes at the edges of the multi-column element
// are clipped according to the 'overflow' property.
context->clip(enclosingIntRect(clipRect));
// Adjust our x and y when painting.
LayoutPoint adjustedPaintOffset = paintOffset + offset;
if (paintingFloats)
paintFloats(info, adjustedPaintOffset, paintInfo.phase == PaintPhaseSelection || paintInfo.phase == PaintPhaseTextClip);
else
paintContents(info, adjustedPaintOffset);
}
LayoutUnit blockDelta = (isHorizontalWritingMode() ? colRect.height() : colRect.width());
if (style()->isFlippedBlocksWritingMode())
currLogicalTopOffset += blockDelta;
else
currLogicalTopOffset -= blockDelta;
}
}
void RenderBlock::paintContents(PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
// Avoid painting descendants of the root element when stylesheets haven't loaded. This eliminates FOUC.
// It's ok not to draw, because later on, when all the stylesheets do load, styleResolverChanged() on the Document
// will do a full repaint.
if (document().didLayoutWithPendingStylesheets() && !isRenderView())
return;
if (childrenInline())
m_lineBoxes.paint(this, paintInfo, paintOffset);
else {
PaintPhase newPhase = (paintInfo.phase == PaintPhaseChildOutlines) ? PaintPhaseOutline : paintInfo.phase;
newPhase = (newPhase == PaintPhaseChildBlockBackgrounds) ? PaintPhaseChildBlockBackground : newPhase;
// We don't paint our own background, but we do let the kids paint their backgrounds.
PaintInfo paintInfoForChild(paintInfo);
paintInfoForChild.phase = newPhase;
paintInfoForChild.updatePaintingRootForChildren(this);
paintChildren(paintInfoForChild, paintOffset);
}
}
void RenderBlock::paintChildren(PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
for (RenderBox* child = firstChildBox(); child; child = child->nextSiblingBox())
paintChild(child, paintInfo, paintOffset);
}
void RenderBlock::paintChild(RenderBox* child, PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
LayoutPoint childPoint = flipForWritingModeForChild(child, paintOffset);
if (!child->hasSelfPaintingLayer() && !child->isFloating())
child->paint(paintInfo, childPoint);
}
void RenderBlock::paintChildAsInlineBlock(RenderBox* child, PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
LayoutPoint childPoint = flipForWritingModeForChild(child, paintOffset);
if (!child->hasSelfPaintingLayer() && !child->isFloating())
paintAsInlineBlock(child, paintInfo, childPoint);
}
void RenderBlock::paintAsInlineBlock(RenderObject* renderer, PaintInfo& paintInfo, const LayoutPoint& childPoint)
{
if (paintInfo.phase != PaintPhaseForeground && paintInfo.phase != PaintPhaseSelection)
return;
// Paint all phases atomically, as though the element established its own
// stacking context. (See Appendix E.2, section 7.2.1.4 on
// inline block/table/replaced elements in the CSS2.1 specification.)
// This is also used by other elements (e.g. flex items and grid items).
bool preservePhase = paintInfo.phase == PaintPhaseSelection || paintInfo.phase == PaintPhaseTextClip;
PaintInfo info(paintInfo);
info.phase = preservePhase ? paintInfo.phase : PaintPhaseBlockBackground;
renderer->paint(info, childPoint);
if (!preservePhase) {
info.phase = PaintPhaseChildBlockBackgrounds;
renderer->paint(info, childPoint);
info.phase = PaintPhaseFloat;
renderer->paint(info, childPoint);
info.phase = PaintPhaseForeground;
renderer->paint(info, childPoint);
info.phase = PaintPhaseOutline;
renderer->paint(info, childPoint);
}
}
static inline bool caretBrowsingEnabled(const Frame* frame)
{
Settings* settings = frame->settings();
return settings && settings->caretBrowsingEnabled();
}
static inline bool hasCursorCaret(const FrameSelection& selection, const RenderBlock* block, bool caretBrowsing)
{
return selection.caretRenderer() == block && (selection.hasEditableStyle() || caretBrowsing);
}
static inline bool hasDragCaret(const DragCaretController& dragCaretController, const RenderBlock* block, bool caretBrowsing)
{
return dragCaretController.caretRenderer() == block && (dragCaretController.isContentEditable() || caretBrowsing);
}
bool RenderBlock::hasCaret() const
{
bool caretBrowsing = caretBrowsingEnabled(frame());
return hasCursorCaret(frame()->selection(), this, caretBrowsing)
|| hasDragCaret(frame()->page()->dragCaretController(), this, caretBrowsing);
}
void RenderBlock::paintCarets(PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
bool caretBrowsing = caretBrowsingEnabled(frame());
FrameSelection& selection = frame()->selection();
if (hasCursorCaret(selection, this, caretBrowsing)) {
selection.paintCaret(paintInfo.context, paintOffset, paintInfo.rect);
}
DragCaretController& dragCaretController = frame()->page()->dragCaretController();
if (hasDragCaret(dragCaretController, this, caretBrowsing)) {
dragCaretController.paintDragCaret(frame(), paintInfo.context, paintOffset, paintInfo.rect);
}
}
void RenderBlock::paintObject(PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
PaintPhase paintPhase = paintInfo.phase;
// Adjust our painting position if we're inside a scrolled layer (e.g., an overflow:auto div).
LayoutPoint scrolledOffset = paintOffset;
if (hasOverflowClip())
scrolledOffset.move(-scrolledContentOffset());
// 1. paint background, borders etc
if ((paintPhase == PaintPhaseBlockBackground || paintPhase == PaintPhaseChildBlockBackground) && style()->visibility() == VISIBLE) {
if (hasBoxDecorationBackground())
paintBoxDecorationBackground(paintInfo, paintOffset);
if (hasColumns() && !paintInfo.paintRootBackgroundOnly())
paintColumnRules(paintInfo, scrolledOffset);
}
if (paintPhase == PaintPhaseMask && style()->visibility() == VISIBLE) {
paintMask(paintInfo, paintOffset);
return;
}
if (paintPhase == PaintPhaseClippingMask && style()->visibility() == VISIBLE) {
paintClippingMask(paintInfo, paintOffset);
return;
}
// We're done. We don't bother painting any children.
if (paintPhase == PaintPhaseBlockBackground || paintInfo.paintRootBackgroundOnly())
return;
// 2. paint contents
if (paintPhase != PaintPhaseSelfOutline) {
if (hasColumns())
paintColumnContents(paintInfo, scrolledOffset);
else
paintContents(paintInfo, scrolledOffset);
}
// 3. paint selection
// FIXME: Make this work with multi column layouts. For now don't fill gaps.
bool isPrinting = document().printing();
if (!isPrinting && !hasColumns())
paintSelection(paintInfo, scrolledOffset); // Fill in gaps in selection on lines and between blocks.
// 4. paint floats.
if (paintPhase == PaintPhaseFloat || paintPhase == PaintPhaseSelection || paintPhase == PaintPhaseTextClip) {
if (hasColumns())
paintColumnContents(paintInfo, scrolledOffset, true);
else
paintFloats(paintInfo, scrolledOffset, paintPhase == PaintPhaseSelection || paintPhase == PaintPhaseTextClip);
}
// 5. paint outline.
if ((paintPhase == PaintPhaseOutline || paintPhase == PaintPhaseSelfOutline) && hasOutline() && style()->visibility() == VISIBLE)
paintOutline(paintInfo, LayoutRect(paintOffset, size()));
// 6. paint continuation outlines.
if ((paintPhase == PaintPhaseOutline || paintPhase == PaintPhaseChildOutlines))
paintContinuationOutlines(paintInfo, paintOffset);
// 7. paint caret.
// If the caret's node's render object's containing block is this block, and the paint action is PaintPhaseForeground,
// then paint the caret.
if (paintPhase == PaintPhaseForeground)
paintCarets(paintInfo, paintOffset);
}
RenderInline* RenderBlock::inlineElementContinuation() const
{
RenderBoxModelObject* continuation = this->continuation();
return continuation && continuation->isInline() ? toRenderInline(continuation) : 0;
}
RenderBlock* RenderBlock::blockElementContinuation() const
{
RenderBoxModelObject* currentContinuation = continuation();
if (!currentContinuation || currentContinuation->isInline())
return 0;
RenderBlock* nextContinuation = toRenderBlock(currentContinuation);
if (nextContinuation->isAnonymousBlock())
return nextContinuation->blockElementContinuation();
return nextContinuation;
}
static ContinuationOutlineTableMap* continuationOutlineTable()
{
DEFINE_STATIC_LOCAL(ContinuationOutlineTableMap, table, ());
return &table;
}
void RenderBlock::addContinuationWithOutline(RenderInline* flow)
{
// We can't make this work if the inline is in a layer. We'll just rely on the broken
// way of painting.
ASSERT(!flow->layer() && !flow->isInlineElementContinuation());
ContinuationOutlineTableMap* table = continuationOutlineTable();
ListHashSet<RenderInline*>* continuations = table->get(this);
if (!continuations) {
continuations = new ListHashSet<RenderInline*>;
table->set(this, adoptPtr(continuations));
}
continuations->add(flow);
}
bool RenderBlock::paintsContinuationOutline(RenderInline* flow)
{
ContinuationOutlineTableMap* table = continuationOutlineTable();
if (table->isEmpty())
return false;
ListHashSet<RenderInline*>* continuations = table->get(this);
if (!continuations)
return false;
return continuations->contains(flow);
}
void RenderBlock::paintContinuationOutlines(PaintInfo& info, const LayoutPoint& paintOffset)
{
RenderInline* inlineCont = inlineElementContinuation();
if (inlineCont && inlineCont->hasOutline() && inlineCont->style()->visibility() == VISIBLE) {
RenderInline* inlineRenderer = toRenderInline(inlineCont->node()->renderer());
RenderBlock* cb = containingBlock();
bool inlineEnclosedInSelfPaintingLayer = false;
for (RenderBoxModelObject* box = inlineRenderer; box != cb; box = box->parent()->enclosingBoxModelObject()) {
if (box->hasSelfPaintingLayer()) {
inlineEnclosedInSelfPaintingLayer = true;
break;
}
}
// Do not add continuations for outline painting by our containing block if we are a relative positioned
// anonymous block (i.e. have our own layer), paint them straightaway instead. This is because a block depends on renderers in its continuation table being
// in the same layer.
if (!inlineEnclosedInSelfPaintingLayer && !hasLayer())
cb->addContinuationWithOutline(inlineRenderer);
else if (!inlineRenderer->firstLineBox() || (!inlineEnclosedInSelfPaintingLayer && hasLayer()))
inlineRenderer->paintOutline(info, paintOffset - locationOffset() + inlineRenderer->containingBlock()->location());
}
ContinuationOutlineTableMap* table = continuationOutlineTable();
if (table->isEmpty())
return;
OwnPtr<ListHashSet<RenderInline*> > continuations = table->take(this);
if (!continuations)
return;
LayoutPoint accumulatedPaintOffset = paintOffset;
// Paint each continuation outline.
ListHashSet<RenderInline*>::iterator end = continuations->end();
for (ListHashSet<RenderInline*>::iterator it = continuations->begin(); it != end; ++it) {
// Need to add in the coordinates of the intervening blocks.
RenderInline* flow = *it;
RenderBlock* block = flow->containingBlock();
for ( ; block && block != this; block = block->containingBlock())
accumulatedPaintOffset.moveBy(block->location());
ASSERT(block);
flow->paintOutline(info, accumulatedPaintOffset);
}
}
bool RenderBlock::shouldPaintSelectionGaps() const
{
return selectionState() != SelectionNone && style()->visibility() == VISIBLE && isSelectionRoot();
}
bool RenderBlock::isSelectionRoot() const
{
if (isPseudoElement())
return false;
ASSERT(node() || isAnonymous());
// FIXME: Eventually tables should have to learn how to fill gaps between cells, at least in simple non-spanning cases.
if (isTable())
return false;
if (isBody() || isDocumentElement() || hasOverflowClip()
|| isPositioned() || isFloating()
|| isTableCell() || isInlineBlockOrInlineTable()
|| hasTransform() || hasReflection() || hasMask() || isWritingModeRoot()
|| isRenderFlowThread() || isFlexItemIncludingDeprecated())
return true;
if (view() && view()->selectionStart()) {
Node* startElement = view()->selectionStart()->node();
if (startElement && startElement->rootEditableElement() == node())
return true;
}
return false;
}
GapRects RenderBlock::selectionGapRectsForRepaint(const RenderLayerModelObject* repaintContainer)
{
ASSERT(!needsLayout());
if (!shouldPaintSelectionGaps())
return GapRects();
TransformState transformState(TransformState::ApplyTransformDirection, FloatPoint());
mapLocalToContainer(repaintContainer, transformState, ApplyContainerFlip | UseTransforms);
LayoutPoint offsetFromRepaintContainer = roundedLayoutPoint(transformState.mappedPoint());
if (hasOverflowClip())
offsetFromRepaintContainer -= scrolledContentOffset();
LayoutUnit lastTop = 0;
LayoutUnit lastLeft = logicalLeftSelectionOffset(this, lastTop);
LayoutUnit lastRight = logicalRightSelectionOffset(this, lastTop);
return selectionGaps(this, offsetFromRepaintContainer, IntSize(), lastTop, lastLeft, lastRight);
}
void RenderBlock::paintSelection(PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
if (shouldPaintSelectionGaps() && paintInfo.phase == PaintPhaseForeground) {
LayoutUnit lastTop = 0;
LayoutUnit lastLeft = logicalLeftSelectionOffset(this, lastTop);
LayoutUnit lastRight = logicalRightSelectionOffset(this, lastTop);
GraphicsContextStateSaver stateSaver(*paintInfo.context);
LayoutRect gapRectsBounds = selectionGaps(this, paintOffset, LayoutSize(), lastTop, lastLeft, lastRight, &paintInfo);
if (!gapRectsBounds.isEmpty()) {
RenderLayer* layer = enclosingLayer();
gapRectsBounds.moveBy(-paintOffset);
if (!hasLayer()) {
LayoutRect localBounds(gapRectsBounds);
flipForWritingMode(localBounds);
gapRectsBounds = localToContainerQuad(FloatRect(localBounds), layer->renderer()).enclosingBoundingBox();
if (layer->renderer()->hasOverflowClip())
gapRectsBounds.move(layer->renderBox()->scrolledContentOffset());
}
layer->addBlockSelectionGapsBounds(gapRectsBounds);
}
}
}
static void clipOutPositionedObjects(const PaintInfo* paintInfo, const LayoutPoint& offset, TrackedRendererListHashSet* positionedObjects)
{
if (!positionedObjects)
return;
TrackedRendererListHashSet::const_iterator end = positionedObjects->end();
for (TrackedRendererListHashSet::const_iterator it = positionedObjects->begin(); it != end; ++it) {
RenderBox* r = *it;
paintInfo->context->clipOut(IntRect(offset.x() + r->x(), offset.y() + r->y(), r->width(), r->height()));
}
}
LayoutUnit RenderBlock::blockDirectionOffset(const LayoutSize& offsetFromBlock) const
{
return isHorizontalWritingMode() ? offsetFromBlock.height() : offsetFromBlock.width();
}
LayoutUnit RenderBlock::inlineDirectionOffset(const LayoutSize& offsetFromBlock) const
{
return isHorizontalWritingMode() ? offsetFromBlock.width() : offsetFromBlock.height();
}
LayoutRect RenderBlock::logicalRectToPhysicalRect(const LayoutPoint& rootBlockPhysicalPosition, const LayoutRect& logicalRect)
{
LayoutRect result;
if (isHorizontalWritingMode())
result = logicalRect;
else
result = LayoutRect(logicalRect.y(), logicalRect.x(), logicalRect.height(), logicalRect.width());
flipForWritingMode(result);
result.moveBy(rootBlockPhysicalPosition);
return result;
}
GapRects RenderBlock::selectionGaps(RenderBlock* rootBlock, const LayoutPoint& rootBlockPhysicalPosition, const LayoutSize& offsetFromRootBlock,
LayoutUnit& lastLogicalTop, LayoutUnit& lastLogicalLeft, LayoutUnit& lastLogicalRight, const PaintInfo* paintInfo)
{
// IMPORTANT: Callers of this method that intend for painting to happen need to do a save/restore.
// Clip out floating and positioned objects when painting selection gaps.
if (paintInfo) {
// Note that we don't clip out overflow for positioned objects. We just stick to the border box.
LayoutRect flippedBlockRect(offsetFromRootBlock.width(), offsetFromRootBlock.height(), width(), height());
rootBlock->flipForWritingMode(flippedBlockRect);
flippedBlockRect.moveBy(rootBlockPhysicalPosition);
clipOutPositionedObjects(paintInfo, flippedBlockRect.location(), positionedObjects());
if (isBody() || isDocumentElement()) // The <body> must make sure to examine its containingBlock's positioned objects.
for (RenderBlock* cb = containingBlock(); cb && !cb->isRenderView(); cb = cb->containingBlock())
clipOutPositionedObjects(paintInfo, LayoutPoint(cb->x(), cb->y()), cb->positionedObjects()); // FIXME: Not right for flipped writing modes.
clipOutFloatingObjects(rootBlock, paintInfo, rootBlockPhysicalPosition, offsetFromRootBlock);
}
// FIXME: overflow: auto/scroll regions need more math here, since painting in the border box is different from painting in the padding box (one is scrolled, the other is
// fixed).
GapRects result;
if (!isRenderBlockFlow()) // FIXME: Make multi-column selection gap filling work someday.
return result;
if (hasColumns() || hasTransform() || style()->columnSpan()) {
// FIXME: We should learn how to gap fill multiple columns and transforms eventually.
lastLogicalTop = rootBlock->blockDirectionOffset(offsetFromRootBlock) + logicalHeight();
lastLogicalLeft = logicalLeftSelectionOffset(rootBlock, logicalHeight());
lastLogicalRight = logicalRightSelectionOffset(rootBlock, logicalHeight());
return result;
}
if (childrenInline())
result = toRenderBlockFlow(this)->inlineSelectionGaps(rootBlock, rootBlockPhysicalPosition, offsetFromRootBlock, lastLogicalTop, lastLogicalLeft, lastLogicalRight, paintInfo);
else
result = blockSelectionGaps(rootBlock, rootBlockPhysicalPosition, offsetFromRootBlock, lastLogicalTop, lastLogicalLeft, lastLogicalRight, paintInfo);
// Go ahead and fill the vertical gap all the way to the bottom of our block if the selection extends past our block.
if (rootBlock == this && (selectionState() != SelectionBoth && selectionState() != SelectionEnd))
result.uniteCenter(blockSelectionGap(rootBlock, rootBlockPhysicalPosition, offsetFromRootBlock, lastLogicalTop, lastLogicalLeft, lastLogicalRight,
logicalHeight(), paintInfo));
return result;
}
GapRects RenderBlock::blockSelectionGaps(RenderBlock* rootBlock, const LayoutPoint& rootBlockPhysicalPosition, const LayoutSize& offsetFromRootBlock,
LayoutUnit& lastLogicalTop, LayoutUnit& lastLogicalLeft, LayoutUnit& lastLogicalRight, const PaintInfo* paintInfo)
{
GapRects result;
// Go ahead and jump right to the first block child that contains some selected objects.
RenderBox* curr;
for (curr = firstChildBox(); curr && curr->selectionState() == SelectionNone; curr = curr->nextSiblingBox()) { }
for (bool sawSelectionEnd = false; curr && !sawSelectionEnd; curr = curr->nextSiblingBox()) {
SelectionState childState = curr->selectionState();
if (childState == SelectionBoth || childState == SelectionEnd)
sawSelectionEnd = true;
if (curr->isFloatingOrOutOfFlowPositioned())
continue; // We must be a normal flow object in order to even be considered.
if (curr->isRelPositioned() && curr->hasLayer()) {
// If the relposition offset is anything other than 0, then treat this just like an absolute positioned element.
// Just disregard it completely.
LayoutSize relOffset = curr->layer()->offsetForInFlowPosition();
if (relOffset.width() || relOffset.height())
continue;
}
bool paintsOwnSelection = curr->shouldPaintSelectionGaps() || curr->isTable(); // FIXME: Eventually we won't special-case table like this.
bool fillBlockGaps = paintsOwnSelection || (curr->canBeSelectionLeaf() && childState != SelectionNone);
if (fillBlockGaps) {
// We need to fill the vertical gap above this object.
if (childState == SelectionEnd || childState == SelectionInside)
// Fill the gap above the object.
result.uniteCenter(blockSelectionGap(rootBlock, rootBlockPhysicalPosition, offsetFromRootBlock, lastLogicalTop, lastLogicalLeft, lastLogicalRight,
curr->logicalTop(), paintInfo));
// Only fill side gaps for objects that paint their own selection if we know for sure the selection is going to extend all the way *past*
// our object. We know this if the selection did not end inside our object.
if (paintsOwnSelection && (childState == SelectionStart || sawSelectionEnd))
childState = SelectionNone;
// Fill side gaps on this object based off its state.
bool leftGap, rightGap;
getSelectionGapInfo(childState, leftGap, rightGap);
if (leftGap)
result.uniteLeft(logicalLeftSelectionGap(rootBlock, rootBlockPhysicalPosition, offsetFromRootBlock, this, curr->logicalLeft(), curr->logicalTop(), curr->logicalHeight(), paintInfo));
if (rightGap)
result.uniteRight(logicalRightSelectionGap(rootBlock, rootBlockPhysicalPosition, offsetFromRootBlock, this, curr->logicalRight(), curr->logicalTop(), curr->logicalHeight(), paintInfo));
// Update lastLogicalTop to be just underneath the object. lastLogicalLeft and lastLogicalRight extend as far as
// they can without bumping into floating or positioned objects. Ideally they will go right up
// to the border of the root selection block.
lastLogicalTop = rootBlock->blockDirectionOffset(offsetFromRootBlock) + curr->logicalBottom();
lastLogicalLeft = logicalLeftSelectionOffset(rootBlock, curr->logicalBottom());
lastLogicalRight = logicalRightSelectionOffset(rootBlock, curr->logicalBottom());
} else if (childState != SelectionNone)
// We must be a block that has some selected object inside it. Go ahead and recur.
result.unite(toRenderBlock(curr)->selectionGaps(rootBlock, rootBlockPhysicalPosition, LayoutSize(offsetFromRootBlock.width() + curr->x(), offsetFromRootBlock.height() + curr->y()),
lastLogicalTop, lastLogicalLeft, lastLogicalRight, paintInfo));
}
return result;
}
IntRect alignSelectionRectToDevicePixels(LayoutRect& rect)
{
LayoutUnit roundedX = rect.x().round();
return IntRect(roundedX, rect.y().round(),
(rect.maxX() - roundedX).round(),
snapSizeToPixel(rect.height(), rect.y()));
}
LayoutRect RenderBlock::blockSelectionGap(RenderBlock* rootBlock, const LayoutPoint& rootBlockPhysicalPosition, const LayoutSize& offsetFromRootBlock,
LayoutUnit lastLogicalTop, LayoutUnit lastLogicalLeft, LayoutUnit lastLogicalRight, LayoutUnit logicalBottom, const PaintInfo* paintInfo)
{
LayoutUnit logicalTop = lastLogicalTop;
LayoutUnit logicalHeight = rootBlock->blockDirectionOffset(offsetFromRootBlock) + logicalBottom - logicalTop;
if (logicalHeight <= 0)
return LayoutRect();
// Get the selection offsets for the bottom of the gap
LayoutUnit logicalLeft = std::max(lastLogicalLeft, logicalLeftSelectionOffset(rootBlock, logicalBottom));
LayoutUnit logicalRight = std::min(lastLogicalRight, logicalRightSelectionOffset(rootBlock, logicalBottom));
LayoutUnit logicalWidth = logicalRight - logicalLeft;
if (logicalWidth <= 0)
return LayoutRect();
LayoutRect gapRect = rootBlock->logicalRectToPhysicalRect(rootBlockPhysicalPosition, LayoutRect(logicalLeft, logicalTop, logicalWidth, logicalHeight));
if (paintInfo)
paintInfo->context->fillRect(alignSelectionRectToDevicePixels(gapRect), selectionBackgroundColor());
return gapRect;
}
LayoutRect RenderBlock::logicalLeftSelectionGap(RenderBlock* rootBlock, const LayoutPoint& rootBlockPhysicalPosition, const LayoutSize& offsetFromRootBlock,
RenderObject* selObj, LayoutUnit logicalLeft, LayoutUnit logicalTop, LayoutUnit logicalHeight, const PaintInfo* paintInfo)
{
LayoutUnit rootBlockLogicalTop = rootBlock->blockDirectionOffset(offsetFromRootBlock) + logicalTop;
LayoutUnit rootBlockLogicalLeft = std::max(logicalLeftSelectionOffset(rootBlock, logicalTop), logicalLeftSelectionOffset(rootBlock, logicalTop + logicalHeight));
LayoutUnit rootBlockLogicalRight = std::min(rootBlock->inlineDirectionOffset(offsetFromRootBlock) + logicalLeft, std::min(logicalRightSelectionOffset(rootBlock, logicalTop), logicalRightSelectionOffset(rootBlock, logicalTop + logicalHeight)));
LayoutUnit rootBlockLogicalWidth = rootBlockLogicalRight - rootBlockLogicalLeft;
if (rootBlockLogicalWidth <= 0)
return LayoutRect();
LayoutRect gapRect = rootBlock->logicalRectToPhysicalRect(rootBlockPhysicalPosition, LayoutRect(rootBlockLogicalLeft, rootBlockLogicalTop, rootBlockLogicalWidth, logicalHeight));
if (paintInfo)
paintInfo->context->fillRect(alignSelectionRectToDevicePixels(gapRect), selObj->selectionBackgroundColor());
return gapRect;
}
LayoutRect RenderBlock::logicalRightSelectionGap(RenderBlock* rootBlock, const LayoutPoint& rootBlockPhysicalPosition, const LayoutSize& offsetFromRootBlock,
RenderObject* selObj, LayoutUnit logicalRight, LayoutUnit logicalTop, LayoutUnit logicalHeight, const PaintInfo* paintInfo)
{
LayoutUnit rootBlockLogicalTop = rootBlock->blockDirectionOffset(offsetFromRootBlock) + logicalTop;
LayoutUnit rootBlockLogicalLeft = std::max(rootBlock->inlineDirectionOffset(offsetFromRootBlock) + logicalRight, max(logicalLeftSelectionOffset(rootBlock, logicalTop), logicalLeftSelectionOffset(rootBlock, logicalTop + logicalHeight)));
LayoutUnit rootBlockLogicalRight =