/* * This file is part of the render object implementation for KHTML. * * Copyright (C) 1999 Lars Knoll (knoll@kde.org) * (C) 1999 Antti Koivisto (koivisto@kde.org) * Copyright (C) 2003 Apple Computer, Inc. * * 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., 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. * */ //#define DEBUG //#define DEBUG_LAYOUT //#define BOX_DEBUG //#define FLOAT_DEBUG #include #include "rendering/render_text.h" #include "rendering/render_table.h" #include "rendering/render_canvas.h" #include "xml/dom_nodeimpl.h" #include "xml/dom_docimpl.h" #include "html/html_formimpl.h" #include "render_block.h" #include "khtmlview.h" #include "htmltags.h" using namespace DOM; namespace khtml { RenderBlock::RenderBlock(DOM::NodeImpl* node) :RenderFlow(node) { m_childrenInline = true; m_floatingObjects = 0; m_positionedObjects = 0; m_pre = false; m_firstLine = false; m_clearStatus = CNONE; m_maxTopPosMargin = m_maxTopNegMargin = m_maxBottomPosMargin = m_maxBottomNegMargin = 0; m_topMarginQuirk = m_bottomMarginQuirk = false; m_overflowHeight = 0; m_overflowWidth = 0; } RenderBlock::~RenderBlock() { delete m_floatingObjects; delete m_positionedObjects; } void RenderBlock::setStyle(RenderStyle* _style) { RenderFlow::setStyle(_style); setReplaced(style()->display()==INLINE_BLOCK); m_pre = false; if (_style->whiteSpace() == PRE) m_pre = true; // ### we could save this call when the change only affected // non inherited properties RenderObject *child = firstChild(); while (child != 0) { if (child->isAnonymousBlock()) { RenderStyle* newStyle = new RenderStyle(); newStyle->inheritFrom(style()); newStyle->setDisplay(BLOCK); child->setStyle(newStyle); } child = child->nextSibling(); } // Update pseudos for :before and :after now. updatePseudoChild(RenderStyle::BEFORE, firstChild()); updatePseudoChild(RenderStyle::AFTER, lastChild()); } void RenderBlock::addChildToFlow(RenderObject* newChild, RenderObject* beforeChild) { // Make sure we don't append things after :after-generated content if we have it. if (!beforeChild && lastChild() && lastChild()->style()->styleType() == RenderStyle::AFTER) beforeChild = lastChild(); bool madeBoxesNonInline = FALSE; // If the requested beforeChild is not one of our children, then this is most likely because // there is an anonymous block box within this object that contains the beforeChild. So // just insert the child into the anonymous block box instead of here. if (beforeChild && beforeChild->parent() != this) { KHTMLAssert(beforeChild->parent()); KHTMLAssert(beforeChild->parent()->isAnonymousBlock()); if (newChild->isInline()) { beforeChild->parent()->addChild(newChild,beforeChild); return; } else if (beforeChild->parent()->firstChild() != beforeChild) return beforeChild->parent()->addChild(newChild, beforeChild); else return addChildToFlow(newChild, beforeChild->parent()); } // prevent elements that haven't received a layout yet from getting painted by pushing // them far above the top of the page if (!newChild->isInline()) newChild->setPos(newChild->xPos(), -500000); if (!newChild->isText() && newChild->style()->position() != STATIC) setOverhangingContents(); // 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 ( m_childrenInline && !newChild->isInline() && !newChild->isFloatingOrPositioned() ) { // 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(); KHTMLAssert(beforeChild->isAnonymousBlock()); KHTMLAssert(beforeChild->parent() == this); } } else if (!m_childrenInline && !newChild->isFloatingOrPositioned()) { // 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. if (newChild->isInline()) { if (beforeChild) { if (beforeChild->previousSibling() && beforeChild->previousSibling()->isAnonymousBlock()) { beforeChild->previousSibling()->addChild(newChild); return; } } else { if (m_last && m_last->isAnonymousBlock()) { m_last->addChild(newChild); return; } } // no suitable existing anonymous box - create a new one RenderBlock* newBox = createAnonymousBlock(); RenderBox::addChild(newBox,beforeChild); newBox->addChild(newChild); newBox->setPos(newBox->xPos(), -500000); return; } } RenderBox::addChild(newChild,beforeChild); // ### care about aligned stuff if ( madeBoxesNonInline ) removeLeftoverAnonymousBoxes(); } static void getInlineRun(RenderObject* start, RenderObject* stop, 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. // // |stop| indicates a non-inclusive stop point. Regardless of whether |stop| // is inline or not, we will not include it. It's as though we encountered // a non-inline. inlineRunStart = inlineRunEnd = 0; // Start by skipping as many non-inlines as we can. RenderObject * curr = start; while (curr && !curr->isInline()) curr = curr->nextSibling(); if (!curr) return; // No more inline children to be found. inlineRunStart = inlineRunEnd = curr; curr = curr->nextSibling(); while (curr && curr->isInline() && (curr != stop)) { inlineRunEnd = curr; curr = curr->nextSibling(); } } 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. KHTMLAssert(isInlineBlockOrInlineTable() || !isInline()); KHTMLAssert(!insertionPoint || insertionPoint->parent() == this); m_childrenInline = false; RenderObject *child = firstChild(); while (child) { RenderObject *inlineRunStart, *inlineRunEnd; getInlineRun(child, insertionPoint, inlineRunStart, inlineRunEnd); if (!inlineRunStart) break; child = inlineRunEnd->nextSibling(); RenderBlock* box = createAnonymousBlock(); insertChildNode(box, inlineRunStart); RenderObject* o = inlineRunStart; while(o != inlineRunEnd) { RenderObject* no = o; o = no->nextSibling(); box->appendChildNode(removeChildNode(no)); } box->appendChildNode(removeChildNode(inlineRunEnd)); box->close(); box->setPos(box->xPos(), -500000); } } void RenderBlock::removeChild(RenderObject *oldChild) { // 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 mergedBlocks = false; if (document()->renderer() && !isInline() && !oldChild->isInline() && !oldChild->continuation() && prev && prev->isAnonymousBlock() && prev->childrenInline() && next && next->isAnonymousBlock() && next->childrenInline()) { // Take all the children out of the |next| block and put them in // the |prev| block. RenderObject* o = next->firstChild(); while (o) { RenderObject* no = o; o = no->nextSibling(); prev->appendChildNode(next->removeChildNode(no)); no->setNeedsLayoutAndMinMaxRecalc(); } prev->setNeedsLayoutAndMinMaxRecalc(); // Nuke the now-empty block. next->detach(); mergedBlocks = true; } RenderFlow::removeChild(oldChild); if (mergedBlocks && prev && !prev->previousSibling() && !prev->nextSibling()) { // The remerge 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. RenderObject* anonBlock = removeChildNode(prev); m_childrenInline = true; RenderObject* o = anonBlock->firstChild(); while (o) { RenderObject* no = o; o = no->nextSibling(); appendChildNode(anonBlock->removeChildNode(no)); no->setNeedsLayoutAndMinMaxRecalc(); } // Nuke the now-empty block. anonBlock->detach(); } } bool RenderBlock::requiresLayer() { // FIXME: The bogus table cell check is only here until we figure out how to position // table cells properly when they have layers. // Note that we also restrict overflow to blocks for now. return !isTableCell() && (RenderObject::requiresLayer() || (style()->hidesOverflow() && !isBody())); } 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 if (m_height > 0 || isTable() || (borderBottom() + paddingBottom() + borderTop() + paddingTop()) != 0 || style()->minHeight().value > 0) return 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 (style()->height().isVariable() || (style()->height().isFixed() && style()->height().value == 0)) { // 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. for (RenderObject* child = firstChild(); child; child = child->nextSibling()) { if (child->isFloatingOrPositioned()) continue; if (!child->isSelfCollapsingBlock()) return false; } return true; } return false; } void RenderBlock::layout() { // Table cells call layoutBlock directly, so don't add any logic here. Put code into // layoutBlock(). layoutBlock(false); } void RenderBlock::layoutBlock(bool relayoutChildren) { // kdDebug( 6040 ) << renderName() << " " << this << "::layoutBlock() start" << endl; // QTime t; // t.start(); KHTMLAssert( needsLayout() ); KHTMLAssert( minMaxKnown() ); if (isInline() && !isInlineBlockOrInlineTable()) // Inline
s inside various table elements can return; // cause us to come in here. Just bail. -dwh if (!relayoutChildren && posChildNeedsLayout() && !normalChildNeedsLayout() && !selfNeedsLayout()) { // All we have to is lay out our positioned objects. layoutPositionedObjects(relayoutChildren); setNeedsLayout(false); return; } #ifdef INCREMENTAL_REPAINTING QRect oldBounds, oldFullBounds; bool checkForRepaint = checkForRepaintDuringLayout(); if (checkForRepaint) getAbsoluteRepaintRectIncludingFloats(oldBounds, oldFullBounds); #endif int oldWidth = m_width; calcWidth(); m_overflowWidth = m_width; if ( oldWidth != m_width ) relayoutChildren = true; // kdDebug( 6040 ) << floatingObjects << "," << oldWidth << "," // << m_width << ","<< needsLayout() << "," << isAnonymous() << "," // << overhangingContents() << "," << isPositioned() << endl; #ifdef DEBUG_LAYOUT kdDebug( 6040 ) << renderName() << "(RenderBlock) " << this << " ::layout() width=" << m_width << ", needsLayout=" << needsLayout() << endl; if(containingBlock() == static_cast(this)) kdDebug( 6040 ) << renderName() << ": containingBlock == this" << endl; #endif clearFloats(); m_height = 0; m_overflowHeight = 0; m_clearStatus = CNONE; // We use four values, maxTopPos, maxPosNeg, maxBottomPos, and maxBottomNeg, to track // our current maximal positive and negative margins. These values are used when we // are collapsed with adjacent blocks, so for example, if you have block A and B // collapsing together, then you'd take the maximal positive margin from both A and B // and subtract it from the maximal negative margin from both A and B to get the // true collapsed margin. This algorithm is recursive, so when we finish layout() // our block knows its current maximal positive/negative values. // // Start out by setting our margin values to our current margins. Table cells have // no margins, so we don't fill in the values for table cells. if (!isTableCell()) { initMaxMarginValues(); m_topMarginQuirk = style()->marginTop().quirk; m_bottomMarginQuirk = style()->marginBottom().quirk; if (element() && element()->id() == ID_FORM && element()->isMalformed()) // See if this form is malformed (i.e., unclosed). If so, don't give the form // a bottom margin. m_maxBottomPosMargin = m_maxBottomNegMargin = 0; } if (style()->scrollsOverflow() && m_layer) { // For overflow:scroll blocks, ensure we have both scrollbars in place always. if (style()->overflow() == OSCROLL) { m_layer->setHasHorizontalScrollbar(true); m_layer->setHasVerticalScrollbar(true); } // Move the scrollbars aside during layout. The layer will move them back when it // does painting or event handling. m_layer->moveScrollbarsAside(); } // kdDebug( 6040 ) << "childrenInline()=" << childrenInline() << endl; if (childrenInline()) layoutInlineChildren( relayoutChildren ); else layoutBlockChildren( relayoutChildren ); // Expand our intrinsic height to encompass floats. int toAdd = borderBottom() + paddingBottom(); if (style()->hidesOverflow() && m_layer) toAdd += m_layer->horizontalScrollbarHeight(); if ( hasOverhangingFloats() && (isInlineBlockOrInlineTable() || isFloatingOrPositioned() || style()->hidesOverflow() || (parent() && parent()->isFlexibleBox())) ) m_height = floatBottom() + toAdd; int oldHeight = m_height; calcHeight(); if (oldHeight != m_height) { relayoutChildren = true; // If the block got expanded in size, then increase our overflowheight to match. if (m_overflowHeight > m_height) m_overflowHeight -= paddingBottom() + borderBottom(); if (m_overflowHeight < m_height) m_overflowHeight = m_height; } if (isTableCell()) { // Table cells need to grow to accommodate both overhanging floats and // blocks that have overflowed content. // Check for an overhanging float first. // FIXME: This needs to look at the last flow, not the last child. if (lastChild() && lastChild()->hasOverhangingFloats()) { KHTMLAssert(lastChild()->isRenderBlock()); m_height = lastChild()->yPos() + static_cast(lastChild())->floatBottom(); m_height += borderBottom() + paddingBottom(); } if (m_overflowHeight > m_height && !style()->hidesOverflow()) m_height = m_overflowHeight + borderBottom() + paddingBottom(); } if( hasOverhangingFloats() && (isFloating() || isTableCell())) { m_height = floatBottom(); m_height += borderBottom() + paddingBottom(); } layoutPositionedObjects( relayoutChildren ); //kdDebug() << renderName() << " layout width=" << m_width << " height=" << m_height << endl; // Always ensure our overflow width/height are at least as large as our width/height. if (m_overflowWidth < m_width) m_overflowWidth = m_width; if (m_overflowHeight < m_height) m_overflowHeight = m_height; // Update our scroll information if we're overflow:auto/scroll/hidden now that we know if // we overflow or not. if (style()->hidesOverflow() && m_layer) m_layer->updateScrollInfoAfterLayout(); #ifdef INCREMENTAL_REPAINTING // Repaint with our new bounds if they are different from our old bounds. if (checkForRepaint) repaintAfterLayoutIfNeeded(oldBounds, oldFullBounds); #endif setNeedsLayout(false); } void RenderBlock::layoutBlockChildren( bool relayoutChildren ) { #ifdef DEBUG_LAYOUT kdDebug( 6040 ) << renderName() << " layoutBlockChildren( " << this <<" ), relayoutChildren="<< relayoutChildren << endl; #endif int xPos = borderLeft() + paddingLeft(); if( style()->direction() == RTL ) xPos = m_width - paddingRight() - borderRight(); int toAdd = borderBottom() + paddingBottom(); if (style()->hidesOverflow() && m_layer) toAdd += m_layer->horizontalScrollbarHeight(); m_height = borderTop() + paddingTop(); // Fieldsets need to find their legend and position it inside the border of the object. // The legend then gets skipped during normal layout. RenderObject* legend = layoutLegend(relayoutChildren); int minHeight = m_height + toAdd; m_overflowHeight = m_height; RenderObject* child = firstChild(); RenderBlock* prevFlow = 0; RenderObject* prevBlock = 0; // A compact child that needs to be collapsed into the margin of the following block. RenderObject* compactChild = 0; // The block with the open margin that the compact child is going to place itself within. RenderObject* blockForCompactChild = 0; // For compact children that don't fit, we lay them out as though they are blocks. This // boolean allows us to temporarily treat a compact like a block and lets us know we need // to turn the block back into a compact when we're done laying out. bool treatCompactAsBlock = false; // Whether or not we can collapse our own margins with our children. We don't do this // if we had any border/padding (obviously), if we're the root or HTML elements, or if // we're positioned, floating, a table cell. // For now we only worry about the top border/padding. We will update the variable's // value when it comes time to check against the bottom border/padding. bool canCollapseWithChildren = !isCanvas() && !isRoot() && !isPositioned() && !isFloating() && !isTableCell() && !style()->hidesOverflow() && !isInlineBlockOrInlineTable(); bool canCollapseTopWithChildren = canCollapseWithChildren && (m_height == 0); // If any height other than auto is specified in CSS, then we don't collapse our bottom // margins with our children's margins. To do otherwise would be to risk odd visual // effects when the children overflow out of the parent block and yet still collapse // with it. We also don't collapse if we had any bottom border/padding (represented by // |toAdd|). bool canCollapseBottomWithChildren = canCollapseWithChildren && (toAdd == 0) && (style()->height().isVariable() && style()->height().value == 0); // Whether or not we are a quirky container, i.e., do we collapse away top and bottom // margins in our container. bool quirkContainer = isTableCell() || isBody(); // Sometimes an element will be shoved down away from a previous sibling, e.g., when // clearing to pass beyond a float. In this case, you don't need to collapse. This // boolean is updated with each iteration through our child list to reflect whether // that particular child should be collapsed with its previous sibling (or with the top // of the block). bool shouldCollapseChild = true; // This flag tracks whether the child should collapse with the top margins of the block. // It can remain set through multiple iterations as long as we keep encountering // self-collapsing blocks. bool topMarginContributor = true; // These flags track the previous maximal positive and negative margins. int prevPosMargin = canCollapseTopWithChildren ? maxTopMargin(true) : 0; int prevNegMargin = canCollapseTopWithChildren ? maxTopMargin(false) : 0; // Whether or not we encountered an element with clear set that actually had to // be pushed down below a float. bool clearOccurred = false; // If our last normal flow child was a self-collapsing block that cleared a float, // we track it in this variable. bool selfCollapsingBlockClearedFloat = false; bool topChildQuirk = false; bool bottomChildQuirk = false; bool determinedTopQuirk = false; bool strictMode = !style()->htmlHacks(); //kdDebug() << "RenderBlock::layoutBlockChildren " << prevMargin << endl; // QTime t; // t.start(); while( child != 0 ) { shouldCollapseChild = true; // Reset our shouldCollapseChild variable. int oldTopPosMargin = m_maxTopPosMargin; int oldTopNegMargin = m_maxTopNegMargin; if (legend == child) { child = child->nextSibling(); continue; // Skip the legend, since it has already been positioned up in the fieldset's border. } // make sure we relayout children if we need it. if (relayoutChildren || floatBottom() > m_y || (child->isReplaced() && (child->style()->width().isPercent() || child->style()->height().isPercent())) || (child->isRenderBlock() && child->style()->height().isPercent())) child->setChildNeedsLayout(true); // kdDebug( 6040 ) << " " << child->renderName() << " loop " << child << ", " << child->isInline() << ", " << child->needsLayout() << endl; // kdDebug( 6040 ) << t.elapsed() << endl; // ### might be some layouts are done two times... FIX that. if (child->isPositioned()) { child->containingBlock()->insertPositionedObject(child); if (child->hasStaticX()) { if (style()->direction() == LTR) child->setStaticX(xPos); else child->setStaticX(borderRight()+paddingRight()); } if (child->hasStaticY()) { int yPosEstimate = m_height + (!topMarginContributor ? (prevPosMargin - prevNegMargin) : 0); child->setStaticY(yPosEstimate); } child = child->nextSibling(); continue; } else if (child->isReplaced()) child->layoutIfNeeded(); if ( child->isFloating() ) { insertFloatingObject( child ); // The float should be positioned taking into account the bottom margin // of the previous flow. We add that margin into the height, get the // float positioned properly, and then subtract the margin out of the // height again. In the case of self-collapsing blocks, we always just // use the top margins, since the self-collapsing block collapsed its // own bottom margin into its top margin. // // Note also that the previous flow may collapse its margin into the top of // our block. If this is the case, then we do not add the margin in to our // height when computing the position of the float. This condition can be tested // for by simply checking the boolean |topMarginContributor| variable. See // http://www.hixie.ch/tests/adhoc/css/box/block/margin-collapse/046.html for // an example of this scenario. int marginOffset = !topMarginContributor ? (prevPosMargin - prevNegMargin) : 0; m_height += marginOffset; positionNewFloats(); m_height -= marginOffset; //kdDebug() << "RenderBlock::layoutBlockChildren inserting float at "<< m_height <<" prevMargin="<nextSibling(); continue; } // See if we have a compact element. If we do, then try to tuck the compact // element into the margin space of the next block. // FIXME: We only deal with one compact at a time. It is unclear what should be // done if multiple contiguous compacts are encountered. For now we assume that // compact A followed by another compact B should simply be treated as block A. if (child->isCompact() && !compactChild && (child->childrenInline() || child->isReplaced())) { // Get the next non-positioned/non-floating RenderBlock. RenderObject* next = child->nextSibling(); RenderObject* curr = next; while (curr && curr->isFloatingOrPositioned()) curr = curr->nextSibling(); if (curr && curr->isRenderBlock() && !curr->isCompact() && !curr->isRunIn()) { curr->calcWidth(); // So that horizontal margins are correct. // Need to compute margins for the child as though it is a block. child->style()->setDisplay(BLOCK); child->calcWidth(); child->style()->setDisplay(COMPACT); int childMargins = child->marginLeft() + child->marginRight(); int margin = style()->direction() == LTR ? curr->marginLeft() : curr->marginRight(); if (margin < (childMargins + child->maxWidth())) { // It won't fit. Kill the "compact" boolean and just treat // the child like a normal block. This is only temporary. child->style()->setDisplay(BLOCK); treatCompactAsBlock = true; } else { blockForCompactChild = curr; compactChild = child; child->setInline(true); child->setPos(0,0); // This position will be updated to reflect the compact's // desired position and the line box for the compact will // pick that position up. // Remove the child. RenderObject* next = child->nextSibling(); removeChildNode(child); // Now insert the child under |curr|. curr->insertChildNode(child, curr->firstChild()); child = next; continue; } } } // See if we have a run-in element with inline children. If the // children aren't inline, then just treat the run-in as a normal // block. if (child->isRunIn() && (child->childrenInline() || child->isReplaced())) { // Get the next non-positioned/non-floating RenderBlock. RenderObject* curr = child->nextSibling(); while (curr && curr->isFloatingOrPositioned()) curr = curr->nextSibling(); if (curr && (curr->isRenderBlock() && curr->childrenInline() && !curr->isCompact() && !curr->isRunIn())) { // The block acts like an inline, so just null out its // position. child->setInline(true); child->setPos(0,0); // Remove the child. RenderObject* next = child->nextSibling(); removeChildNode(child); // Now insert the child under |curr|. curr->insertChildNode(child, curr->firstChild()); child = next; continue; } } child->calcVerticalMargins(); // Try to guess our correct y position. In most cases this guess will // be correct. Only if we're wrong (when we compute the real y position) // will we have to relayout. int yPosEstimate = m_height; if (prevBlock) { yPosEstimate += kMax(prevBlock->collapsedMarginBottom(), child->marginTop()); if (prevFlow) { if (prevFlow->yPos() + prevFlow->floatBottom() > yPosEstimate) child->setChildNeedsLayout(true); else prevFlow = 0; } } else if (!canCollapseTopWithChildren || !topMarginContributor) yPosEstimate += child->marginTop(); // Note this occurs after the test for positioning and floating above, since // we want to ensure that we don't artificially increase our height because of // a positioned or floating child. int fb = floatBottom(); if (child->avoidsFloats() && style()->width().isFixed() && child->minWidth() > lineWidth(m_height)) { if (fb > m_height) { m_height = yPosEstimate = fb; shouldCollapseChild = false; clearOccurred = true; prevFlow = 0; prevBlock = 0; } } // take care in case we inherited floats if (fb > m_height) child->setChildNeedsLayout(true); //kdDebug(0) << "margin = " << margin << " yPos = " << m_height << endl; int oldChildX = child->xPos(); int oldChildY = child->yPos(); // Go ahead and position the child as though it didn't collapse with the top. child->setPos(child->xPos(), yPosEstimate); child->layoutIfNeeded(); // Now determine the correct ypos based off examination of collapsing margin // values. if (shouldCollapseChild) { // Get our max pos and neg top margins. int posTop = child->maxTopMargin(true); int negTop = child->maxTopMargin(false); // For self-collapsing blocks, collapse our bottom margins into our // top to get new posTop and negTop values. if (child->isSelfCollapsingBlock()) { if (child->maxBottomMargin(true) > posTop) posTop = child->maxBottomMargin(true); if (child->maxBottomMargin(false) > negTop) negTop = child->maxBottomMargin(false); } // See if the top margin is quirky. We only care if this child has // margins that will collapse with us. bool topQuirk = child->isTopMarginQuirk(); if (canCollapseTopWithChildren && topMarginContributor && !clearOccurred) { // This child is collapsing with the top of the // block. If it has larger margin values, then we need to update // our own maximal values. if (strictMode || !quirkContainer || !topQuirk) { if (posTop > m_maxTopPosMargin) m_maxTopPosMargin = posTop; if (negTop > m_maxTopNegMargin) m_maxTopNegMargin = negTop; } // The minute any of the margins involved isn't a quirk, don't // collapse it away, even if the margin is smaller (www.webreference.com // has an example of this, a
with 0.8em author-specified inside // a
inside a . if (!determinedTopQuirk && !topQuirk && (posTop-negTop)) { m_topMarginQuirk = false; determinedTopQuirk = true; } if (!determinedTopQuirk && topQuirk && marginTop() == 0) // We have no top margin and our top child has a quirky margin. // We will pick up this quirky margin and pass it through. // This deals with the

case. // Don't do this for a block that split two inlines though. You do // still apply margins in this case. m_topMarginQuirk = true; } if (quirkContainer && topMarginContributor && (posTop-negTop)) topChildQuirk = topQuirk; int ypos = m_height; if (child->isSelfCollapsingBlock()) { // This child has no height. We need to compute our // position before we collapse the child's margins together, // so that we can get an accurate position for the zero-height block. int collapsedTopPos = prevPosMargin; int collapsedTopNeg = prevNegMargin; if (child->maxTopMargin(true) > prevPosMargin) collapsedTopPos = prevPosMargin = child->maxTopMargin(true); if (child->maxTopMargin(false) > prevNegMargin) collapsedTopNeg = prevNegMargin = child->maxTopMargin(false); // Now collapse the child's margins together, which means examining our // bottom margin values as well. if (child->maxBottomMargin(true) > prevPosMargin) prevPosMargin = child->maxBottomMargin(true); if (child->maxBottomMargin(false) > prevNegMargin) prevNegMargin = child->maxBottomMargin(false); if (!canCollapseTopWithChildren || !topMarginContributor) // We need to make sure that the position of the self-collapsing block // is correct, since it could have overflowing content // that needs to be positioned correctly (e.g., a block that // had a specified height of 0 but that actually had subcontent). ypos = m_height + collapsedTopPos - collapsedTopNeg; } else { if (!topMarginContributor || (!canCollapseTopWithChildren && (strictMode || !quirkContainer || !topChildQuirk) )) { // We're collapsing with a previous sibling's margins and not // with the top of the block. int absPos = prevPosMargin > posTop ? prevPosMargin : posTop; int absNeg = prevNegMargin > negTop ? prevNegMargin : negTop; int collapsedMargin = absPos - absNeg; m_height += collapsedMargin; ypos = m_height; } prevPosMargin = child->maxBottomMargin(true); prevNegMargin = child->maxBottomMargin(false); if (prevPosMargin-prevNegMargin) { bottomChildQuirk = child->isBottomMarginQuirk(); } selfCollapsingBlockClearedFloat = false; } child->setPos(child->xPos(), ypos); if (ypos != yPosEstimate) { if (child->style()->width().isPercent() && child->usesLineWidth()) // The child's width is a percentage of the line width. // When the child shifts to clear an item, its width can // change (because it has more available line width). // So go ahead and mark the item as dirty. child->setChildNeedsLayout(true); if (child->containsFloats() || containsFloats()) child->markAllDescendantsWithFloatsForLayout(); // Our guess was wrong. Make the child lay itself out again. child->layoutIfNeeded(); } } else selfCollapsingBlockClearedFloat = false; // Now check for clear. int heightIncrease = getClearDelta(child); if (heightIncrease) { // The child needs to be lowered. Move the child so that it just clears the float. child->setPos(child->xPos(), child->yPos()+heightIncrease); clearOccurred = true; // Increase our height by the amount we had to clear. if (!child->isSelfCollapsingBlock()) m_height += heightIncrease; else { // For self-collapsing blocks that clear, they may end up collapsing // into the bottom of the parent block. We simulate this behavior by // setting our positive margin value to compensate for the clear. prevPosMargin = QMAX(0, child->yPos() - m_height); prevNegMargin = 0; selfCollapsingBlockClearedFloat = true; } if (topMarginContributor && canCollapseTopWithChildren) { // We can no longer collapse with the top of the block since a clear // occurred. The empty blocks collapse into the cleared block. // XXX This isn't quite correct. Need clarification for what to do // if the height the cleared block is offset by is smaller than the // margins involved. -dwh m_maxTopPosMargin = oldTopPosMargin; m_maxTopNegMargin = oldTopNegMargin; topMarginContributor = false; } // If our value of clear caused us to be repositioned vertically to be // underneath a float, we might have to do another layout to take into account // the extra space we now have available. if (child->style()->width().isPercent() && child->usesLineWidth()) // The child's width is a percentage of the line width. // When the child shifts to clear an item, its width can // change (because it has more available line width). // So go ahead and mark the item as dirty. child->setChildNeedsLayout(true); if (child->containsFloats()) child->markAllDescendantsWithFloatsForLayout(); child->layoutIfNeeded(); } // Reset the top margin contributor to false if we encountered // a non-empty child. This has to be done after checking for clear, // so that margins can be reset if a clear occurred. if (topMarginContributor && !child->isSelfCollapsingBlock()) topMarginContributor = false; int chPos = xPos; if (style()->direction() == LTR) { // Add in our left margin. chPos += child->marginLeft(); // Some objects (e.g., tables, horizontal rules, overflow:auto blocks) avoid floats. They need // to shift over as necessary to dodge any floats that might get in the way. if (child->avoidsFloats()) { int leftOff = leftOffset(m_height); if (style()->textAlign() != KHTML_CENTER && child->style()->marginLeft().type != Variable) { if (child->marginLeft() < 0) leftOff += child->marginLeft(); chPos = kMax(chPos, leftOff); // Let the float sit in the child's margin if it can fit. } else if (leftOff != xPos) { // The object is shifting right. The object might be centered, so we need to // recalculate our horizontal margins. Note that the containing block content // width computation will take into account the delta between |leftOff| and |xPos| // so that we can just pass the content width in directly to the |calcHorizontalMargins| // function. // -dwh int cw = lineWidth( child->yPos() ); static_cast(child)->calcHorizontalMargins ( child->style()->marginLeft(), child->style()->marginRight(), cw); chPos = leftOff + child->marginLeft(); } } } else { chPos -= child->width() + child->marginRight(); if (child->avoidsFloats()) { int rightOff = rightOffset(m_height); if (style()->textAlign() != KHTML_CENTER && child->style()->marginRight().type != Variable) { if (child->marginRight() < 0) rightOff -= child->marginRight(); chPos = kMin(chPos, rightOff - child->width()); // Let the float sit in the child's margin if it can fit. } else if (rightOff != xPos) { // The object is shifting left. The object might be centered, so we need to // recalculate our horizontal margins. Note that the containing block content // width computation will take into account the delta between |rightOff| and |xPos| // so that we can just pass the content width in directly to the |calcHorizontalMargins| // function. // -dwh int cw = lineWidth( child->yPos() ); static_cast(child)->calcHorizontalMargins ( child->style()->marginLeft(), child->style()->marginRight(), cw); chPos = rightOff - child->marginRight() - child->width(); } } } child->setPos(chPos, child->yPos()); m_height += child->height(); int overflowDelta = child->overflowHeight(false) - child->height(); if (m_height + overflowDelta > m_overflowHeight) m_overflowHeight = m_height + overflowDelta; prevBlock = child; if (child->isRenderBlock() && !child->avoidsFloats()) prevFlow = static_cast(child); if (child->hasOverhangingFloats() && !child->style()->hidesOverflow()) { // need to add the child's floats to our floating objects list, but not in the case where // overflow is auto/scroll addOverHangingFloats( static_cast(child), -child->xPos(), -child->yPos(), true ); } // See if this child has made our overflow need to grow. // XXXdwh Work with left overflow as well as right overflow. int rightChildPos = child->xPos() + QMAX(child->overflowWidth(false), child->width()); if (rightChildPos > m_overflowWidth) m_overflowWidth = rightChildPos; if (child == blockForCompactChild) { blockForCompactChild = 0; if (compactChild) { // We have a compact child to squeeze in. int compactXPos = xPos+compactChild->marginLeft(); if (style()->direction() == RTL) { compactChild->calcWidth(); // have to do this because of the capped maxwidth compactXPos = width() - borderRight() - paddingRight() - marginRight() - compactChild->width() - compactChild->marginRight(); } compactXPos -= child->xPos(); // Put compactXPos into the child's coordinate space. compactChild->setPos(compactXPos, compactChild->yPos()); // Set the x position. compactChild = 0; } } // We did a layout as though the compact child was a block. Set it back to compact now. if (treatCompactAsBlock) { child->style()->setDisplay(COMPACT); treatCompactAsBlock = false; } #ifdef INCREMENTAL_REPAINTING // If the child moved, we have to repaint it as well as any floating/positioned // descendants. An exception is if we need a layout. In this case, we know we're going to // repaint ourselves (and the child) anyway. if (!selfNeedsLayout() && checkForRepaintDuringLayout()) child->repaintDuringLayoutIfMoved(oldChildX, oldChildY); #endif child = child->nextSibling(); } // If our last flow was a self-collapsing block that cleared a float, then we don't // collapse it with the bottom of the block. if (selfCollapsingBlockClearedFloat) canCollapseBottomWithChildren = false; // If we can't collapse with children then go ahead and add in the bottom margins. if (!canCollapseBottomWithChildren && (strictMode || !quirkContainer || !bottomChildQuirk)) m_height += prevPosMargin - prevNegMargin; m_height += toAdd; // Negative margins can cause our height to shrink below our minimal height (border/padding). // If this happens, ensure that the computed height is increased to the minimal height. if (m_height < minHeight) m_height = minHeight; // Always make sure our overflowheight is at least our height. if (m_overflowHeight < m_height) m_overflowHeight = m_height; if (canCollapseBottomWithChildren && !topMarginContributor) { // Update our max pos/neg bottom margins, since we collapsed our bottom margins // with our children. if (prevPosMargin > m_maxBottomPosMargin) m_maxBottomPosMargin = prevPosMargin; if (prevNegMargin > m_maxBottomNegMargin) m_maxBottomNegMargin = prevNegMargin; if (!bottomChildQuirk) m_bottomMarginQuirk = false; if (bottomChildQuirk && marginBottom() == 0) // We have no bottom margin and our last child has a quirky margin. // We will pick up this quirky margin and pass it through. // This deals with the

case. m_bottomMarginQuirk = true; } setNeedsLayout(false); // kdDebug( 6040 ) << "needsLayout = " << needsLayout_ << endl; } void RenderBlock::layoutPositionedObjects(bool relayoutChildren) { if (m_positionedObjects) { //kdDebug( 6040 ) << renderName() << " " << this << "::layoutPositionedObjects() start" << endl; RenderObject* r; QPtrListIterator it(*m_positionedObjects); for ( ; (r = it.current()); ++it ) { //kdDebug(6040) << " have a positioned object" << endl; if ( relayoutChildren ) r->setChildNeedsLayout(true); r->layoutIfNeeded(); } } } #ifdef INCREMENTAL_REPAINTING void RenderBlock::getAbsoluteRepaintRectIncludingFloats(QRect& bounds, QRect& fullBounds) { bounds = fullBounds = getAbsoluteRepaintRect(); // Include any overhanging floats (if we know we're the one to paint them). // We null-check m_floatingObjects here to catch any cases where m_height ends up negative // for some reason. I think I've caught all those cases, but this way we stay robust and don't // crash. -dwh if (hasOverhangingFloats() && m_floatingObjects) { FloatingObject* r; QPtrListIterator it(*m_floatingObjects); for ( ; (r = it.current()); ++it) { // Only repaint the object if our noPaint flag isn't set and if it isn't in // its own layer. if (!r->noPaint && !r->node->layer()) { QRect childRect, childFullRect; r->node->getAbsoluteRepaintRectIncludingFloats(childRect, childFullRect); fullBounds = fullBounds.unite(childFullRect); } } } } void RenderBlock::repaintFloatingDescendants() { // Repaint any overhanging floats (if we know we're the one to paint them). if (hasOverhangingFloats()) { FloatingObject* r; QPtrListIterator it(*m_floatingObjects); for ( ; (r = it.current()); ++it) { // Only repaint the object if our noPaint flag isn't set and if it isn't in // its own layer. if (!r->noPaint && !r->node->layer()) { r->node->repaint(); r->node->repaintFloatingDescendants(); } } } } void RenderBlock::repaintObjectsBeforeLayout() { RenderFlow::repaintObjectsBeforeLayout(); if (!needsLayout()) return; // Walk our positioned objects. if (m_positionedObjects) { RenderObject* r; QPtrListIterator it(*m_positionedObjects); for ( ; (r = it.current()); ++it ) r->repaintObjectsBeforeLayout(); } } #endif void RenderBlock::paint(QPainter* p, int _x, int _y, int _w, int _h, int _tx, int _ty, PaintAction paintAction) { _tx += m_x; _ty += m_y; // check if we need to do anything at all... if (!isRoot() && !isInlineFlow() && !overhangingContents() && !isRelPositioned() && !isPositioned() ) { int h = m_overflowHeight; int yPos = _ty; if (m_floatingObjects && floatBottom() > h) h = floatBottom(); // Sanity check the first line // to see if it extended a little above our box. Overflow out the bottom is already handled via // overflowHeight(), so we don't need to check that. if (m_firstLineBox && m_firstLineBox->topOverflow() < 0) yPos += m_firstLineBox->topOverflow(); int os = 2*maximalOutlineSize(paintAction); if( (yPos >= _y + _h + os) || (_ty + h <= _y - os)) return; } paintObject(p, _x, _y, _w, _h, _tx, _ty, paintAction); } void RenderBlock::paintObject(QPainter *p, int _x, int _y, int _w, int _h, int _tx, int _ty, PaintAction paintAction) { #ifdef DEBUG_LAYOUT // kdDebug( 6040 ) << renderName() << "(RenderBlock) " << this << " ::paintObject() w/h = (" << width() << "/" << height() << ")" << endl; #endif // If we're a repositioned run-in, don't paint background/borders. bool inlineFlow = isInlineFlow(); bool isPrinting = (p->device()->devType() == QInternal::Printer); // 1. paint background, borders etc if (!inlineFlow && (paintAction == PaintActionElementBackground || paintAction == PaintActionChildBackground) && shouldPaintBackgroundOrBorder() && style()->visibility() == VISIBLE) { paintBoxDecorations(p, _x, _y, _w, _h, _tx, _ty); } // We're done. We don't bother painting any children. if (paintAction == PaintActionElementBackground) return; // We don't paint our own background, but we do let the kids paint their backgrounds. if (paintAction == PaintActionChildBackgrounds) paintAction = PaintActionChildBackground; paintLineBoxBackgroundBorder(p, _x, _y, _w, _h, _tx, _ty, paintAction); // 2. paint contents int scrolledX = _tx; int scrolledY = _ty; if (style()->hidesOverflow() && m_layer) m_layer->subtractScrollOffset(scrolledX, scrolledY); for (RenderObject *child = firstChild(); child; child = child->nextSibling()) { // Check for page-break-before: always, and if it's set, break and bail. if (isPrinting && !childrenInline() && child->style()->pageBreakBefore() == PBALWAYS && inRootBlockContext() && (_ty + child->yPos()) > _y && (_ty + child->yPos()) < _y + _h) { canvas()->setBestTruncatedAt(_ty + child->yPos(), this, true); return; } if (!child->layer() && !child->isFloating()) child->paint(p, _x, _y, _w, _h, scrolledX, scrolledY, paintAction); // Check for page-break-after: always, and if it's set, break and bail. if (isPrinting && !childrenInline() && child->style()->pageBreakAfter() == PBALWAYS && inRootBlockContext() && (_ty + child->yPos() + child->height()) > _y && (_ty + child->yPos() + child->height()) < _y + _h) { canvas()->setBestTruncatedAt(_ty + child->yPos() + child->height() + child->collapsedMarginBottom(), this, true); return; } } paintLineBoxDecorations(p, _x, _y, _w, _h, scrolledX, scrolledY, paintAction); // 3. paint floats. if (!inlineFlow && (paintAction == PaintActionFloat || paintAction == PaintActionSelection)) paintFloats(p, _x, _y, _w, _h, scrolledX, scrolledY, paintAction == PaintActionSelection); // 4. paint outline. if (!inlineFlow && paintAction == PaintActionOutline && style()->outlineWidth() && style()->visibility() == VISIBLE) paintOutline(p, _tx, _ty, width(), height(), style()); #ifdef BOX_DEBUG if ( style() && style()->visibility() == VISIBLE ) { if(isAnonymous()) outlineBox(p, _tx, _ty, "green"); if(isFloating()) outlineBox(p, _tx, _ty, "yellow"); else outlineBox(p, _tx, _ty); } #endif } void RenderBlock::paintFloats(QPainter *p, int _x, int _y, int _w, int _h, int _tx, int _ty, bool paintSelection) { if (!m_floatingObjects) return; FloatingObject* r; QPtrListIterator it(*m_floatingObjects); for ( ; (r = it.current()); ++it) { // Only paint the object if our noPaint flag isn't set. if (!r->noPaint && !r->node->layer()) { if (paintSelection) { r->node->paint(p, _x, _y, _w, _h, _tx + r->left - r->node->xPos() + r->node->marginLeft(), _ty + r->startY - r->node->yPos() + r->node->marginTop(), PaintActionSelection); } else { r->node->paint(p, _x, _y, _w, _h, _tx + r->left - r->node->xPos() + r->node->marginLeft(), _ty + r->startY - r->node->yPos() + r->node->marginTop(), PaintActionElementBackground); r->node->paint(p, _x, _y, _w, _h, _tx + r->left - r->node->xPos() + r->node->marginLeft(), _ty + r->startY - r->node->yPos() + r->node->marginTop(), PaintActionChildBackgrounds); r->node->paint(p, _x, _y, _w, _h, _tx + r->left - r->node->xPos() + r->node->marginLeft(), _ty + r->startY - r->node->yPos() + r->node->marginTop(), PaintActionFloat); r->node->paint(p, _x, _y, _w, _h, _tx + r->left - r->node->xPos() + r->node->marginLeft(), _ty + r->startY - r->node->yPos() + r->node->marginTop(), PaintActionForeground); r->node->paint(p, _x, _y, _w, _h, _tx + r->left - r->node->xPos() + r->node->marginLeft(), _ty + r->startY - r->node->yPos() + r->node->marginTop(), PaintActionOutline); } } } } void RenderBlock::insertPositionedObject(RenderObject *o) { // Create the list of special objects if we don't aleady have one if (!m_positionedObjects) { m_positionedObjects = new QPtrList; m_positionedObjects->setAutoDelete(false); } else { // Don't insert the object again if it's already in the list QPtrListIterator it(*m_positionedObjects); RenderObject* f; while ( (f = it.current()) ) { if (f == o) return; ++it; } } // Create the special object entry & append it to the list setOverhangingContents(); m_positionedObjects->append(o); } void RenderBlock::removePositionedObject(RenderObject *o) { if (m_positionedObjects) { QPtrListIterator it(*m_positionedObjects); while (it.current()) { if (it.current() == o) m_positionedObjects->removeRef(it.current()); ++it; } } } void RenderBlock::insertFloatingObject(RenderObject *o) { // Create the list of special objects if we don't aleady have one if (!m_floatingObjects) { m_floatingObjects = new QPtrList; m_floatingObjects->setAutoDelete(true); } else { // Don't insert the object again if it's already in the list QPtrListIterator it(*m_floatingObjects); FloatingObject* f; while ( (f = it.current()) ) { if (f->node == o) return; ++it; } } // Create the special object entry & append it to the list FloatingObject *newObj; if (o->isFloating()) { // floating object o->layoutIfNeeded(); if(o->style()->floating() == FLEFT) newObj = new FloatingObject(FloatingObject::FloatLeft); else newObj = new FloatingObject(FloatingObject::FloatRight); newObj->startY = -1; newObj->endY = -1; newObj->width = o->width() + o->marginLeft() + o->marginRight(); } else { // We should never get here, as insertFloatingObject() should only ever be called with floating // objects. KHTMLAssert(false); newObj = 0; // keep gcc's uninitialized variable warnings happy } newObj->node = o; m_floatingObjects->append(newObj); } void RenderBlock::removeFloatingObject(RenderObject *o) { if (m_floatingObjects) { QPtrListIterator it(*m_floatingObjects); while (it.current()) { if (it.current()->node == o) m_floatingObjects->removeRef(it.current()); ++it; } } } void RenderBlock::positionNewFloats() { if(!m_floatingObjects) return; FloatingObject *f = m_floatingObjects->getLast(); if(!f || f->startY != -1) return; FloatingObject *lastFloat; while(1) { lastFloat = m_floatingObjects->prev(); if (!lastFloat || lastFloat->startY != -1) { m_floatingObjects->next(); break; } f = lastFloat; } int y = m_height; // the float can not start above the y position of the last positioned float. if(lastFloat && lastFloat->startY > y) y = lastFloat->startY; while(f) { //skip elements copied from elsewhere and positioned elements if (f->node->containingBlock()!=this) { f = m_floatingObjects->next(); continue; } RenderObject *o = f->node; int _height = o->height() + o->marginTop() + o->marginBottom(); int ro = rightOffset(); // Constant part of right offset. int lo = leftOffset(); // Constat part of left offset. int fwidth = f->width; // The width we look for. //kdDebug( 6040 ) << " Object width: " << fwidth << " available width: " << ro - lo << endl; if (ro - lo < fwidth) fwidth = ro - lo; // Never look for more than what will be available. #ifdef INCREMENTAL_REPAINTING int oldChildX = o->xPos(); int oldChildY = o->yPos(); #endif if (o->style()->floating() == FLEFT) { if ( o->style()->clear() & CLEFT ) y = QMAX( leftBottom(), y ); int heightRemainingLeft = 1; int heightRemainingRight = 1; int fx = leftRelOffset(y,lo, false, &heightRemainingLeft); while (rightRelOffset(y,ro, false, &heightRemainingRight)-fx < fwidth) { y += QMIN( heightRemainingLeft, heightRemainingRight ); fx = leftRelOffset(y,lo, false, &heightRemainingLeft); } if (fx<0) fx=0; f->left = fx; //kdDebug( 6040 ) << "positioning left aligned float at (" << fx + o->marginLeft() << "/" << y + o->marginTop() << ") fx=" << fx << endl; o->setPos(fx + o->marginLeft(), y + o->marginTop()); } else { if ( o->style()->clear() & CRIGHT ) y = QMAX( rightBottom(), y ); int heightRemainingLeft = 1; int heightRemainingRight = 1; int fx = rightRelOffset(y,ro, false, &heightRemainingRight); while (fx - leftRelOffset(y,lo, false, &heightRemainingLeft) < fwidth) { y += QMIN(heightRemainingLeft, heightRemainingRight); fx = rightRelOffset(y,ro, false, &heightRemainingRight); } if (fxwidth) fx=f->width; f->left = fx - f->width; //kdDebug( 6040 ) << "positioning right aligned float at (" << fx - o->marginRight() - o->width() << "/" << y + o->marginTop() << ")" << endl; o->setPos(fx - o->marginRight() - o->width(), y + o->marginTop()); } f->startY = y; f->endY = f->startY + _height; #ifdef INCREMENTAL_REPAINTING // If the child moved, we have to repaint it. if (checkForRepaintDuringLayout()) o->repaintDuringLayoutIfMoved(oldChildX, oldChildY); #endif //kdDebug( 6040 ) << "floatingObject x/y= (" << f->left << "/" << f->startY << "-" << f->width << "/" << f->endY - f->startY << ")" << endl; f = m_floatingObjects->next(); } } void RenderBlock::newLine() { positionNewFloats(); // set y position int newY = 0; switch(m_clearStatus) { case CLEFT: newY = leftBottom(); break; case CRIGHT: newY = rightBottom(); break; case CBOTH: newY = floatBottom(); default: break; } if(m_height < newY) { // kdDebug( 6040 ) << "adjusting y position" << endl; m_height = newY; } m_clearStatus = CNONE; } int RenderBlock::leftOffset() const { return borderLeft()+paddingLeft(); } int RenderBlock::leftRelOffset(int y, int fixedOffset, bool applyTextIndent, int *heightRemaining ) const { int left = fixedOffset; if (m_floatingObjects) { if ( heightRemaining ) *heightRemaining = 1; FloatingObject* r; QPtrListIterator it(*m_floatingObjects); for ( ; (r = it.current()); ++it ) { //kdDebug( 6040 ) <<(void *)this << " left: sy, ey, x, w " << r->startY << "," << r->endY << "," << r->left << "," << r->width << " " << endl; if (r->startY <= y && r->endY > y && r->type == FloatingObject::FloatLeft && r->left + r->width > left) { left = r->left + r->width; if ( heightRemaining ) *heightRemaining = r->endY - y; } } } if (applyTextIndent && m_firstLine && style()->direction() == LTR) { int cw=0; if (style()->textIndent().isPercent()) cw = containingBlock()->contentWidth(); left += style()->textIndent().minWidth(cw); } //kdDebug( 6040 ) << "leftOffset(" << y << ") = " << left << endl; return left; } int RenderBlock::rightOffset() const { int right = m_width - borderRight() - paddingRight(); if (style()->scrollsOverflow() && m_layer) right -= m_layer->verticalScrollbarWidth(); return right; } int RenderBlock::rightRelOffset(int y, int fixedOffset, bool applyTextIndent, int *heightRemaining ) const { int right = fixedOffset; if (m_floatingObjects) { if (heightRemaining) *heightRemaining = 1; FloatingObject* r; QPtrListIterator it(*m_floatingObjects); for ( ; (r = it.current()); ++it ) { //kdDebug( 6040 ) << "right: sy, ey, x, w " << r->startY << "," << r->endY << "," << r->left << "," << r->width << " " << endl; if (r->startY <= y && r->endY > y && r->type == FloatingObject::FloatRight && r->left < right) { right = r->left; if ( heightRemaining ) *heightRemaining = r->endY - y; } } } if (applyTextIndent && m_firstLine && style()->direction() == RTL) { int cw=0; if (style()->textIndent().isPercent()) cw = containingBlock()->contentWidth(); right += style()->textIndent().minWidth(cw); } //kdDebug( 6040 ) << "rightOffset(" << y << ") = " << right << endl; return right; } unsigned short RenderBlock::lineWidth(int y) const { //kdDebug( 6040 ) << "lineWidth(" << y << ")=" << rightOffset(y) - leftOffset(y) << endl; int result = rightOffset(y) - leftOffset(y); return (result < 0) ? 0 : result; } int RenderBlock::nearestFloatBottom(int height) const { if (!m_floatingObjects) return 0; int bottom = 0; FloatingObject* r; QPtrListIterator it(*m_floatingObjects); for ( ; (r = it.current()); ++it ) if (r->endY>height && (r->endYendY; return QMAX(bottom, height); } int RenderBlock::floatBottom() const { if (!m_floatingObjects) return 0; int bottom=0; FloatingObject* r; QPtrListIterator it(*m_floatingObjects); for ( ; (r = it.current()); ++it ) if (r->endY>bottom) bottom=r->endY; return bottom; } int RenderBlock::lowestPosition(bool includeOverflowInterior, bool includeSelf) const { int bottom = RenderFlow::lowestPosition(includeOverflowInterior, includeSelf); if (!includeOverflowInterior && style()->hidesOverflow()) return bottom; if (includeSelf && m_overflowHeight > bottom) bottom = m_overflowHeight; if (m_floatingObjects) { FloatingObject* r; QPtrListIterator it(*m_floatingObjects); for ( ; (r = it.current()); ++it ) { if (!r->noPaint) { int lp = r->startY + r->node->marginTop() + r->node->lowestPosition(false); bottom = kMax(bottom, lp); } } } // Fixed positioned objects do not scroll and thus should not constitute // part of the lowest position. if (m_positionedObjects && !isCanvas()) { RenderObject* r; QPtrListIterator it(*m_positionedObjects); for ( ; (r = it.current()); ++it ) { int lp = r->yPos() + r->lowestPosition(false); bottom = kMax(bottom, lp); } } if (!includeSelf && lastLineBox()) { int lp = lastLineBox()->yPos() + lastLineBox()->height(); bottom = kMax(bottom, lp); } return bottom; } int RenderBlock::rightmostPosition(bool includeOverflowInterior, bool includeSelf) const { int right = RenderFlow::rightmostPosition(includeOverflowInterior, includeSelf); if (!includeOverflowInterior && style()->hidesOverflow()) return right; if (includeSelf && m_overflowWidth > right) right = m_overflowWidth; if (m_floatingObjects) { FloatingObject* r; QPtrListIterator it(*m_floatingObjects); for ( ; (r = it.current()); ++it ) { if (!r->noPaint) { int rp = r->left + r->node->marginLeft() + r->node->rightmostPosition(false); right = kMax(right, rp); } } } if (m_positionedObjects && !isCanvas()) { RenderObject* r; QPtrListIterator it(*m_positionedObjects); for ( ; (r = it.current()); ++it ) { int rp = r->xPos() + r->rightmostPosition(false); right = kMax(right, rp); } } if (!includeSelf && firstLineBox()) { for (InlineRunBox* currBox = firstLineBox(); currBox; currBox = currBox->nextLineBox()) { int rp = currBox->xPos() + currBox->width(); right = kMax(right, rp); } } return right; } int RenderBlock::leftmostPosition(bool includeOverflowInterior, bool includeSelf) const { int left = RenderFlow::leftmostPosition(includeOverflowInterior, includeSelf); if (!includeOverflowInterior && style()->hidesOverflow()) return left; // FIXME: Check left overflow when we eventually support it. if (m_floatingObjects) { FloatingObject* r; QPtrListIterator it(*m_floatingObjects); for ( ; (r = it.current()); ++it ) { if (!r->noPaint) { int lp = r->left + r->node->marginLeft() + r->node->leftmostPosition(false); left = kMin(left, lp); } } } if (m_positionedObjects && !isCanvas()) { RenderObject* r; QPtrListIterator it(*m_positionedObjects); for ( ; (r = it.current()); ++it ) { int lp = r->xPos() + r->leftmostPosition(false); left = kMin(left, lp); } } if (!includeSelf && firstLineBox()) { for (InlineRunBox* currBox = firstLineBox(); currBox; currBox = currBox->nextLineBox()) left = kMin(left, (int)currBox->xPos()); } return left; } int RenderBlock::leftBottom() { if (!m_floatingObjects) return 0; int bottom=0; FloatingObject* r; QPtrListIterator it(*m_floatingObjects); for ( ; (r = it.current()); ++it ) if (r->endY>bottom && r->type == FloatingObject::FloatLeft) bottom=r->endY; return bottom; } int RenderBlock::rightBottom() { if (!m_floatingObjects) return 0; int bottom=0; FloatingObject* r; QPtrListIterator it(*m_floatingObjects); for ( ; (r = it.current()); ++it ) if (r->endY>bottom && r->type == FloatingObject::FloatRight) bottom=r->endY; return bottom; } void RenderBlock::clearFloats() { if (m_floatingObjects) m_floatingObjects->clear(); // Inline blocks are covered by the isReplaced() check in the avoidFloats method. if (avoidsFloats() || isRoot() || isCanvas() || isFloatingOrPositioned() || isTableCell()) return; // Attempt to locate a previous sibling with overhanging floats. We skip any elements that are // out of flow (like floating/positioned elements), and we also skip over any objects that may have shifted // to avoid floats. bool parentHasFloats = false; RenderObject *prev = previousSibling(); while (prev && (!prev->isRenderBlock() || prev->avoidsFloats() || prev->isFloatingOrPositioned())) { if (prev->isFloating()) parentHasFloats = true; prev = prev->previousSibling(); } // First add in floats from the parent. int offset = m_y; if (parentHasFloats) addOverHangingFloats( static_cast( parent() ), parent()->borderLeft() + parent()->paddingLeft(), offset, false ); int xoffset = 0; if (prev) offset -= prev->yPos(); else { prev = parent(); xoffset += prev->borderLeft() + prev->paddingLeft(); } //kdDebug() << "RenderBlock::clearFloats found previous "<< (void *)this << " prev=" << (void *)prev<< endl; // Add overhanging floats from the previous RenderBlock, but only if it has a float that intrudes into our space. if (!prev->isRenderBlock()) return; RenderBlock* block = static_cast(prev); if (!block->m_floatingObjects) return; if (block->floatBottom() > offset) addOverHangingFloats(block, xoffset, offset); } void RenderBlock::addOverHangingFloats( RenderBlock *flow, int xoff, int offset, bool child ) { #ifdef DEBUG_LAYOUT kdDebug( 6040 ) << (void *)this << ": adding overhanging floats xoff=" << xoff << " offset=" << offset << " child=" << child << endl; #endif // Prevent floats from being added to the canvas by the root element, e.g., . if ( !flow->m_floatingObjects || (child && flow->isRoot()) ) return; // we have overhanging floats if (!m_floatingObjects) { m_floatingObjects = new QPtrList; m_floatingObjects->setAutoDelete(true); } QPtrListIterator it(*flow->m_floatingObjects); FloatingObject *r; for ( ; (r = it.current()); ++it ) { if ( ( !child && r->endY > offset ) || ( child && flow->yPos() + r->endY > height() ) ) { if (child && (flow->enclosingLayer() == enclosingLayer())) // Set noPaint to true only if we didn't cross layers. r->noPaint = true; FloatingObject* f = 0; // don't insert it twice! QPtrListIterator it(*m_floatingObjects); while ( (f = it.current()) ) { if (f->node == r->node) break; ++it; } if ( !f ) { FloatingObject *floatingObj = new FloatingObject(r->type); floatingObj->startY = r->startY - offset; floatingObj->endY = r->endY - offset; floatingObj->left = r->left - xoff; // Applying the child's margin makes no sense in the case where the child was passed in. // since his own margin was added already through the subtraction of the |xoff| variable // above. |xoff| will equal -flow->marginLeft() in this case, so it's already been taken // into account. Only apply this code if |child| is false, since otherwise the left margin // will get applied twice. -dwh if (!child && flow != parent()) floatingObj->left += flow->marginLeft(); if ( !child ) { floatingObj->left -= marginLeft(); floatingObj->noPaint = true; } else // Only paint if |flow| isn't. floatingObj->noPaint = !r->noPaint; floatingObj->width = r->width; floatingObj->node = r->node; m_floatingObjects->append(floatingObj); #ifdef DEBUG_LAYOUT kdDebug( 6040 ) << "addOverHangingFloats x/y= (" << floatingObj->left << "/" << floatingObj->startY << "-" << floatingObj->width << "/" << floatingObj->endY - floatingObj->startY << ")" << endl; #endif } } } } bool RenderBlock::containsFloat(RenderObject* o) { if (m_floatingObjects) { QPtrListIterator it(*m_floatingObjects); while (it.current()) { if (it.current()->node == o) return true; ++it; } } return false; } void RenderBlock::markAllDescendantsWithFloatsForLayout(RenderObject* floatToRemove) { setNeedsLayout(true); if (floatToRemove) removeFloatingObject(floatToRemove); // Iterate over our children and mark them as needed. if (!childrenInline()) { for (RenderObject* child = firstChild(); child; child = child->nextSibling()) { if (isBlockFlow() && !child->isFloatingOrPositioned() && (floatToRemove ? child->containsFloat(floatToRemove) : child->containsFloats())) child->markAllDescendantsWithFloatsForLayout(floatToRemove); } } } int RenderBlock::getClearDelta(RenderObject *child) { //kdDebug( 6040 ) << "checkClear oldheight=" << m_height << endl; int bottom = 0; switch(child->style()->clear()) { case CNONE: return 0; case CLEFT: bottom = leftBottom(); break; case CRIGHT: bottom = rightBottom(); break; case CBOTH: bottom = floatBottom(); break; } return QMAX(0, bottom-(child->yPos())); } bool RenderBlock::isPointInScrollbar(int _x, int _y, int _tx, int _ty) { if (!style()->scrollsOverflow() || !m_layer) return false; if (m_layer->verticalScrollbarWidth()) { QRect vertRect(_tx + width() - borderRight() - m_layer->verticalScrollbarWidth(), _ty + borderTop(), m_layer->verticalScrollbarWidth(), height()-borderTop()-borderBottom()); if (vertRect.contains(_x, _y)) { RenderLayer::gScrollBar = m_layer->verticalScrollbar(); return true; } } if (m_layer->horizontalScrollbarHeight()) { QRect horizRect(_tx + borderLeft(), _ty + height() - borderBottom() - m_layer->horizontalScrollbarHeight(), width()-borderLeft()-borderRight(), m_layer->horizontalScrollbarHeight()); if (horizRect.contains(_x, _y)) { RenderLayer::gScrollBar = m_layer->horizontalScrollbar(); return true; } } return false; } bool RenderBlock::nodeAtPoint(NodeInfo& info, int _x, int _y, int _tx, int _ty, HitTestAction hitTestAction, bool inBox) { bool inScrollbar = isPointInScrollbar(_x, _y, _tx+xPos(), _ty+yPos()); if (inScrollbar && hitTestAction != HitTestChildrenOnly) inBox = true; if (hitTestAction != HitTestSelfOnly && m_floatingObjects && !inScrollbar) { int stx = _tx + xPos(); int sty = _ty + yPos(); if (style()->hidesOverflow() && m_layer) m_layer->subtractScrollOffset(stx, sty); if (isCanvas()) { stx += static_cast(this)->view()->contentsX(); sty += static_cast(this)->view()->contentsY(); } FloatingObject* o; QPtrListIterator it(*m_floatingObjects); for (it.toLast(); (o = it.current()); --it) if (!o->noPaint && !o->node->layer()) inBox |= o->node->nodeAtPoint(info, _x, _y, stx+o->left + o->node->marginLeft() - o->node->xPos(), sty+o->startY + o->node->marginTop() - o->node->yPos()); } inBox |= RenderFlow::nodeAtPoint(info, _x, _y, _tx, _ty, hitTestAction, inBox); return inBox; } void RenderBlock::calcMinMaxWidth() { KHTMLAssert( !minMaxKnown() ); #ifdef DEBUG_LAYOUT kdDebug( 6040 ) << renderName() << "(RenderBlock)::calcMinMaxWidth() this=" << this << endl; #endif m_minWidth = 0; m_maxWidth = 0; bool preOrNowrap = style()->whiteSpace() != NORMAL; if (childrenInline()) calcInlineMinMaxWidth(); else calcBlockMinMaxWidth(); if(m_maxWidth < m_minWidth) m_maxWidth = m_minWidth; if (preOrNowrap && childrenInline()) { m_minWidth = m_maxWidth; // A horizontal marquee with inline children has no minimum width. if (style()->overflow() == OMARQUEE && m_layer && m_layer->marquee() && m_layer->marquee()->isHorizontal() && !m_layer->marquee()->isUnfurlMarquee()) m_minWidth = 0; } if (style()->width().isFixed() && style()->width().value > 0) { if (isTableCell()) m_maxWidth = KMAX(m_minWidth,short(style()->width().value)); else m_minWidth = m_maxWidth = short(style()->width().value); } if (style()->minWidth().isFixed() && style()->minWidth().value > 0) { m_maxWidth = KMAX(m_maxWidth, short(style()->minWidth().value)); m_minWidth = KMAX(m_minWidth, short(style()->minWidth().value)); } if (style()->maxWidth().isFixed() && style()->maxWidth().value != UNDEFINED) { m_maxWidth = KMIN(m_maxWidth, short(style()->maxWidth().value)); m_minWidth = KMIN(m_minWidth, short(style()->maxWidth().value)); } int toAdd = 0; toAdd = borderLeft() + borderRight() + paddingLeft() + paddingRight(); m_minWidth += toAdd; m_maxWidth += toAdd; setMinMaxKnown(); //kdDebug( 6040 ) << "Text::calcMinMaxWidth(" << this << "): min = " << m_minWidth << " max = " << m_maxWidth << endl; } struct InlineMinMaxIterator { /* InlineMinMaxIterator is a class that will iterate over all render objects that contribute to inline min/max width calculations. Note the following about the way it walks: (1) Positioned content is skipped (since it does not contribute to min/max width of a block) (2) We do not drill into the children of floats or replaced elements, since you can't break in the middle of such an element. (3) Inline flows (e.g., , , ) are walked twice, since each side can have distinct borders/margin/padding that contribute to the min/max width. */ RenderObject* parent; RenderObject* current; bool endOfInline; InlineMinMaxIterator(RenderObject* p, RenderObject* o, bool end = false) :parent(p), current(o), endOfInline(end) {} RenderObject* next(); }; RenderObject* InlineMinMaxIterator::next() { RenderObject* result = 0; bool oldEndOfInline = endOfInline; endOfInline = false; while (current != 0 || (current == parent)) { //kdDebug( 6040 ) << "current = " << current << endl; if (!oldEndOfInline && (current == parent || (!current->isFloating() && !current->isReplaced() && !current->isPositioned()))) result = current->firstChild(); if (!result) { // We hit the end of our inline. (It was empty, e.g., .) if (!oldEndOfInline && current->isInlineFlow()) { result = current; endOfInline = true; break; } while (current && current != parent) { result = current->nextSibling(); if (result) break; current = current->parent(); if (current && current != parent && current->isInlineFlow()) { result = current; endOfInline = true; break; } } } if (!result) break; if (result->isText() || result->isBR() || result->isFloating() || result->isReplaced() || result->isInlineFlow()) break; current = result; result = 0; } // Update our position. current = result; return current; } static int getBPMWidth(int childValue, Length cssUnit) { if (cssUnit.type != Variable) return (cssUnit.type == Fixed ? cssUnit.value : childValue); return 0; } static int getBorderPaddingMargin(RenderObject* child, bool endOfInline) { RenderStyle* cstyle = child->style(); int result = 0; bool leftSide = (cstyle->direction() == LTR) ? !endOfInline : endOfInline; result += getBPMWidth((leftSide ? child->marginLeft() : child->marginRight()), (leftSide ? cstyle->marginLeft() : cstyle->marginRight())); result += getBPMWidth((leftSide ? child->paddingLeft() : child->paddingRight()), (leftSide ? cstyle->paddingLeft() : cstyle->paddingRight())); result += leftSide ? child->borderLeft() : child->borderRight(); return result; } static void stripTrailingSpace(bool pre, int& inlineMax, int& inlineMin, RenderObject* trailingSpaceChild) { if (!pre && trailingSpaceChild && trailingSpaceChild->isText()) { // Collapse away the trailing space at the end of a block. RenderText* t = static_cast(trailingSpaceChild); const Font *f = t->htmlFont( false ); QChar space[1]; space[0] = ' '; int spaceWidth = f->width(space, 1, 0); inlineMax -= spaceWidth; if (inlineMin > inlineMax) inlineMin = inlineMax; } } void RenderBlock::calcInlineMinMaxWidth() { int inlineMax=0; int inlineMin=0; int cw = containingBlock()->contentWidth(); // If we are at the start of a line, we want to ignore all white-space. // Also strip spaces if we previously had text that ended in a trailing space. bool stripFrontSpaces = true; RenderObject* trailingSpaceChild = 0; bool normal, oldnormal; normal = oldnormal = style()->whiteSpace() == NORMAL; InlineMinMaxIterator childIterator(this, this); bool addedTextIndent = false; // Only gets added in once. while (RenderObject* child = childIterator.next()) { normal = child->style()->whiteSpace() == NORMAL; if( !child->isBR() ) { // Step One: determine whether or not we need to go ahead and // terminate our current line. Each discrete chunk can become // the new min-width, if it is the widest chunk seen so far, and // it can also become the max-width. // Children fall into three categories: // (1) An inline flow object. These objects always have a min/max of 0, // and are included in the iteration solely so that their margins can // be added in. // // (2) An inline non-text non-flow object, e.g., an inline replaced element. // These objects can always be on a line by themselves, so in this situation // we need to go ahead and break the current line, and then add in our own // margins and min/max width on its own line, and then terminate the line. // // (3) A text object. Text runs can have breakable characters at the start, // the middle or the end. They may also lose whitespace off the front if // we're already ignoring whitespace. In order to compute accurate min-width // information, we need three pieces of information. // (a) the min-width of the first non-breakable run. Should be 0 if the text string // starts with whitespace. // (b) the min-width of the last non-breakable run. Should be 0 if the text string // ends with whitespace. // (c) the min/max width of the string (trimmed for whitespace). // // If the text string starts with whitespace, then we need to go ahead and // terminate our current line (unless we're already in a whitespace stripping // mode. // // If the text string has a breakable character in the middle, but didn't start // with whitespace, then we add the width of the first non-breakable run and // then end the current line. We then need to use the intermediate min/max width // values (if any of them are larger than our current min/max). We then look at // the width of the last non-breakable run and use that to start a new line // (unless we end in whitespace). RenderStyle* cstyle = child->style(); short childMin = 0; short childMax = 0; if (!child->isText()) { // Case (1) and (2). Inline replaced and inline flow elements. if (child->isInlineFlow()) { // Add in padding/border/margin from the appropriate side of // the element. int bpm = getBorderPaddingMargin(child, childIterator.endOfInline); childMin += bpm; childMax += bpm; inlineMin += childMin; inlineMax += childMax; } else { // Inline replaced elts add in their margins to their min/max values. int margins = 0; LengthType type = cstyle->marginLeft().type; if ( type != Variable ) margins += (type == Fixed ? cstyle->marginLeft().value : child->marginLeft()); type = cstyle->marginRight().type; if ( type != Variable ) margins += (type == Fixed ? cstyle->marginRight().value : child->marginRight()); childMin += margins; childMax += margins; } } if (!child->isRenderInline() && !child->isText()) { // Case (2). Inline replaced elements and floats. // Go ahead and terminate the current line as far as // minwidth is concerned. childMin += child->minWidth(); childMax += child->maxWidth(); if (normal || oldnormal) { if(m_minWidth < inlineMin) m_minWidth = inlineMin; inlineMin = 0; } // Add in text-indent. This is added in only once. int ti = 0; if (!addedTextIndent) { addedTextIndent = true; ti = style()->textIndent().minWidth(cw); childMin+=ti; childMax+=ti; } // Add our width to the max. inlineMax += childMax; if (!normal) inlineMin += childMin; else { // Now check our line. inlineMin = childMin; if(m_minWidth < inlineMin) m_minWidth = inlineMin; // Now start a new line. inlineMin = 0; } // We are no longer stripping whitespace at the start of // a line. if (!child->isFloating()) { stripFrontSpaces = false; trailingSpaceChild = 0; } } else if (child->isText()) { // Case (3). Text. RenderText* t = static_cast(child); // Determine if we have a breakable character. Pass in // whether or not we should ignore any spaces at the front // of the string. If those are going to be stripped out, // then they shouldn't be considered in the breakable char // check. bool hasBreakableChar, hasBreak; short beginMin, endMin; bool beginWS, endWS; short beginMax, endMax; t->trimmedMinMaxWidth(beginMin, beginWS, endMin, endWS, hasBreakableChar, hasBreak, beginMax, endMax, childMin, childMax, stripFrontSpaces); // This text object is insignificant and will not be rendered. Just // continue. if (!hasBreak && childMax == 0) continue; if (stripFrontSpaces) trailingSpaceChild = child; else trailingSpaceChild = 0; // Add in text-indent. This is added in only once. int ti = 0; if (!addedTextIndent) { addedTextIndent = true; ti = style()->textIndent().minWidth(cw); childMin+=ti; beginMin += ti; childMax+=ti; beginMax += ti; } // If we have no breakable characters at all, // then this is the easy case. We add ourselves to the current // min and max and continue. if (!hasBreakableChar) { inlineMin += childMin; } else { // We have a breakable character. Now we need to know if // we start and end with whitespace. if (beginWS) { // Go ahead and end the current line. if(m_minWidth < inlineMin) m_minWidth = inlineMin; } else { inlineMin += beginMin; if(m_minWidth < inlineMin) m_minWidth = inlineMin; childMin -= ti; } inlineMin = childMin; if (endWS) { // We end in whitespace, which means we can go ahead // and end our current line. if(m_minWidth < inlineMin) m_minWidth = inlineMin; inlineMin = 0; } else { if(m_minWidth < inlineMin) m_minWidth = inlineMin; inlineMin = endMin; } } if (hasBreak) { inlineMax += beginMax; if (m_maxWidth < inlineMax) m_maxWidth = inlineMax; if (m_maxWidth < childMax) m_maxWidth = childMax; inlineMax = endMax; } else inlineMax += childMax; } } else { if(m_minWidth < inlineMin) m_minWidth = inlineMin; if(m_maxWidth < inlineMax) m_maxWidth = inlineMax; inlineMin = inlineMax = 0; stripFrontSpaces = true; trailingSpaceChild = 0; } oldnormal = normal; } stripTrailingSpace(m_pre, inlineMax, inlineMin, trailingSpaceChild); if(m_minWidth < inlineMin) m_minWidth = inlineMin; if(m_maxWidth < inlineMax) m_maxWidth = inlineMax; // kdDebug( 6040 ) << "m_minWidth=" << m_minWidth // << " m_maxWidth=" << m_maxWidth << endl; } // Use a very large value (in effect infinite). #define BLOCK_MAX_WIDTH 15000 void RenderBlock::calcBlockMinMaxWidth() { bool nowrap = style()->whiteSpace() == NOWRAP; RenderObject *child = firstChild(); while(child != 0) { // Positioned children don't affect the min/max width if (child->isPositioned()) { child = child->nextSibling(); continue; } Length ml = child->style()->marginLeft(); Length mr = child->style()->marginRight(); // Call calcWidth on the child to ensure that our margins are // up to date. This method can be called before the child has actually // calculated its margins (which are computed inside calcWidth). if (ml.type == Percent || mr.type == Percent) calcWidth(); // A margin basically has three types: fixed, percentage, and auto (variable). // Auto margins simply become 0 when computing min/max width. // Fixed margins can be added in as is. // Percentage margins are computed as a percentage of the width we calculated in // the calcWidth call above. In this case we use the actual cached margin values on // the RenderObject itself. int margin = 0; if (ml.type == Fixed) margin += ml.value; else if (ml.type == Percent) margin += child->marginLeft(); if (mr.type == Fixed) margin += mr.value; else if (mr.type == Percent) margin += child->marginRight(); if (margin < 0) margin = 0; int w = child->minWidth() + margin; if(m_minWidth < w) m_minWidth = w; // IE ignores tables for calculation of nowrap. Makes some sense. if ( nowrap && !child->isTable() && m_maxWidth < w ) m_maxWidth = w; w = child->maxWidth() + margin; if(m_maxWidth < w) m_maxWidth = w; // A very specific WinIE quirk. // Example: /*

*/ // In the above example, the inner absolute positioned block should have a computed width // of 100px because of the table. // We can achieve this effect by making the maxwidth of blocks that contain tables // with percentage widths be infinite (as long as they are not inside a table cell). if (style()->htmlHacks() && child->style()->width().type == Percent && !isTableCell() && child->isTable() && m_maxWidth < BLOCK_MAX_WIDTH) { RenderBlock* cb = containingBlock(); while (!cb->isCanvas() && !cb->isTableCell()) cb = cb->containingBlock(); if (!cb->isTableCell()) m_maxWidth = BLOCK_MAX_WIDTH; } child = child->nextSibling(); } } short RenderBlock::lineHeight(bool b, bool isRootLineBox) const { // Inline blocks are replaced elements. Otherwise, just pass off to // the base class. If we're being queried as though we're the root line // box, then the fact that we're an inline-block is irrelevant, and we behave // just like a block. if (isReplaced() && !isRootLineBox) return height()+marginTop()+marginBottom(); return RenderFlow::lineHeight(b, isRootLineBox); } short RenderBlock::baselinePosition(bool b, bool isRootLineBox) const { // Inline blocks are replaced elements. Otherwise, just pass off to // the base class. If we're being queried as though we're the root line // box, then the fact that we're an inline-block is irrelevant, and we behave // just like a block. if (isReplaced() && !isRootLineBox) return height()+marginTop()+marginBottom(); return RenderFlow::baselinePosition(b, isRootLineBox); } int RenderBlock::getBaselineOfFirstLineBox() { if (m_firstLineBox) return m_firstLineBox->yPos() + m_firstLineBox->baseline(); if (isInline()) return -1; // We're inline and had no line box, so we have no baseline we can return. for (RenderObject* curr = firstChild(); curr; curr = curr->nextSibling()) { int result = curr->getBaselineOfFirstLineBox(); if (result != -1) return curr->yPos() + result; // Translate to our coordinate space. } return -1; } InlineFlowBox* RenderBlock::getFirstLineBox() { if (m_firstLineBox) return m_firstLineBox; if (isInline()) return 0; // We're inline and had no line box, so we have no baseline we can return. for (RenderObject* curr = firstChild(); curr; curr = curr->nextSibling()) { InlineFlowBox* result = curr->getFirstLineBox(); if (result) return result; } return 0; } RenderBlock* RenderBlock::firstLineBlock() const { const RenderObject* firstLineBlock = this; bool hasPseudo = false; while (true) { hasPseudo = firstLineBlock->style()->hasPseudoStyle(RenderStyle::FIRST_LINE); if (hasPseudo) break; RenderObject* parentBlock = firstLineBlock->parent(); if (firstLineBlock->isReplaced() || !parentBlock || parentBlock->firstChild() != firstLineBlock || !parentBlock->isBlockFlow()) break; firstLineBlock = parentBlock; } if (!hasPseudo) return 0; return (RenderBlock*)(firstLineBlock); } void RenderBlock::updateFirstLetter() { // FIXME: We need to destroy the first-letter object if it is no longer the first child. Need to find // an efficient way to check for that situation though before implementing anything. RenderObject* firstLetterBlock = this; bool hasPseudoStyle = false; while (true) { hasPseudoStyle = firstLetterBlock->style()->hasPseudoStyle(RenderStyle::FIRST_LETTER); if (hasPseudoStyle) break; RenderObject* parentBlock = firstLetterBlock->parent(); if (firstLetterBlock->isReplaced() || !parentBlock || parentBlock->firstChild() != firstLetterBlock || !parentBlock->isBlockFlow()) break; firstLetterBlock = parentBlock; } if (!hasPseudoStyle) return; // Drill into inlines looking for our first text child. RenderObject* currChild = firstLetterBlock->firstChild(); while (currChild && currChild->needsLayout() && !currChild->isReplaced() && !currChild->isText()) currChild = currChild->firstChild(); if (currChild && currChild->isText() && !currChild->isBR() && currChild->parent()->style()->styleType() != RenderStyle::FIRST_LETTER) { RenderObject* firstLetterContainer = currChild->parent(); if (!firstLetterContainer) firstLetterContainer = this; RenderText* textObj = static_cast(currChild); // Create our pseudo style now that we have our firstLetterContainer determined. RenderStyle* pseudoStyle = firstLetterBlock->getPseudoStyle(RenderStyle::FIRST_LETTER, firstLetterContainer->style(true)); // Force inline display (except for floating first-letters) pseudoStyle->setDisplay( pseudoStyle->isFloating() ? BLOCK : INLINE); pseudoStyle->setPosition( STATIC ); // CSS2 says first-letter can't be positioned. RenderObject* firstLetter = RenderFlow::createAnonymousFlow(document(), pseudoStyle); // anonymous box firstLetterContainer->addChild(firstLetter, firstLetterContainer->firstChild()); // The original string is going to be either a generated content string or a DOM node's // string. We want the original string before it got transformed in case first-letter has // no text-transform or a different text-transform applied to it. DOMStringImpl* oldText = textObj->originalString(); if (oldText->l >= 1) { unsigned int length = 0; while ( length < oldText->l && ( (oldText->s+length)->isSpace() || (oldText->s+length)->isPunct() ) ) length++; length++; //kdDebug( 6040 ) << "letter= '" << DOMString(oldText->substring(0,length)).string() << "'" << endl; RenderTextFragment* remainingText = new (renderArena()) RenderTextFragment(textObj->node(), oldText, length, oldText->l-length); remainingText->setStyle(textObj->style()); if (remainingText->element()) remainingText->element()->setRenderer(remainingText); RenderObject* nextObj = textObj->nextSibling(); firstLetterContainer->removeChild(textObj); firstLetterContainer->addChild(remainingText, nextObj); RenderTextFragment* letter = new (renderArena()) RenderTextFragment(remainingText->node(), oldText, 0, length); RenderStyle* newStyle = new RenderStyle(); newStyle->inheritFrom(pseudoStyle); letter->setStyle(newStyle); firstLetter->addChild(letter); } } } bool RenderBlock::inRootBlockContext() const { if (isTableCell() || isFloatingOrPositioned() || style()->hidesOverflow()) return false; if (isRoot() || isCanvas()) return true; return containingBlock()->inRootBlockContext(); } const char *RenderBlock::renderName() const { if (isBody()) return "RenderBody"; // FIXME: Temporary hack until we know that the regression tests pass. if (isFloating()) return "RenderBlock (floating)"; if (isPositioned()) return "RenderBlock (positioned)"; if (isAnonymousBlock()) return "RenderBlock (anonymous)"; else if (isAnonymous()) return "RenderBlock (generated)"; if (isRelPositioned()) return "RenderBlock (relative positioned)"; if (isCompact()) return "RenderBlock (compact)"; if (isRunIn()) return "RenderBlock (run-in)"; return "RenderBlock"; } #ifndef NDEBUG void RenderBlock::printTree(int indent) const { RenderFlow::printTree(indent); if (m_floatingObjects) { QPtrListIterator it(*m_floatingObjects); FloatingObject *r; for ( ; (r = it.current()); ++it ) { QString s; s.fill(' ', indent); kdDebug() << s << renderName() << ": " << (r->type == FloatingObject::FloatLeft ? "FloatLeft" : "FloatRight" ) << "[" << r->node->renderName() << ": " << (void*)r->node << "] (" << r->startY << " - " << r->endY << ")" << "width: " << r->width << endl; } } } void RenderBlock::dump(QTextStream *stream, QString ind) const { if (m_childrenInline) { *stream << " childrenInline"; } if (m_pre) { *stream << " pre"; } if (m_firstLine) { *stream << " firstLine"; } if (m_floatingObjects && !m_floatingObjects->isEmpty()) { *stream << " special("; QPtrListIterator it(*m_floatingObjects); FloatingObject *r; bool first = true; for ( ; (r = it.current()); ++it ) { if (!first) *stream << ","; *stream << r->node->renderName(); first = false; } *stream << ")"; } // ### EClear m_clearStatus RenderFlow::dump(stream,ind); } #endif #undef DEBUG #undef DEBUG_LAYOUT #undef BOX_DEBUG } // namespace khtml