/* * 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 "xml/dom_position.h" #include "html/html_formimpl.h" #include "render_block.h" #include "editing/selection.h" #include "khtmlview.h" #include "khtml_part.h" #include "htmltags.h" using namespace DOM; namespace khtml { // ------------------------------------------------------------------------------------------------------- // Our MarginInfo state used when laying out block children. RenderBlock::MarginInfo::MarginInfo(RenderBlock* block, int top, int bottom) { // 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. m_canCollapseWithChildren = !block->isCanvas() && !block->isRoot() && !block->isPositioned() && !block->isFloating() && !block->isTableCell() && !block->hasOverflowClip() && !block->isInlineBlockOrInlineTable(); m_canCollapseTopWithChildren = m_canCollapseWithChildren && (top == 0) && block->style()->marginTopCollapse() != MSEPARATE; // If any height other than auto is specified in CSS, then we don't collapse our bottom // margins with our children's margins. To do otherwise would be to risk odd visual // effects when the children overflow out of the parent block and yet still collapse // with it. We also don't collapse if we have any bottom border/padding. m_canCollapseBottomWithChildren = m_canCollapseWithChildren && (bottom == 0) && (block->style()->height().isVariable() && block->style()->height().value == 0) && block->style()->marginBottomCollapse() != MSEPARATE; m_quirkContainer = block->isTableCell() || block->isBody() || block->style()->marginTopCollapse() == MDISCARD || block->style()->marginBottomCollapse() == MDISCARD; m_atTopOfBlock = true; m_atBottomOfBlock = false; m_posMargin = m_canCollapseTopWithChildren ? block->maxTopMargin(true) : 0; m_negMargin = m_canCollapseTopWithChildren ? block->maxTopMargin(false) : 0; m_selfCollapsingBlockClearedFloat = false; m_topQuirk = m_bottomQuirk = m_determinedTopQuirk = false; } // ------------------------------------------------------------------------------------------------------- RenderBlock::RenderBlock(DOM::NodeImpl* node) :RenderFlow(node) { m_childrenInline = true; m_floatingObjects = 0; m_positionedObjects = 0; m_pre = false; m_firstLine = false; m_hasMarkupTruncation = false; m_selectionState = SelectionNone; m_clearStatus = CNONE; m_maxTopPosMargin = m_maxTopNegMargin = m_maxBottomPosMargin = m_maxBottomNegMargin = 0; m_topMarginQuirk = m_bottomMarginQuirk = false; m_overflowHeight = m_overflowWidth = 0; m_overflowLeft = m_overflowTop = 0; m_tabWidth = 0; } RenderBlock::~RenderBlock() { delete m_floatingObjects; delete m_positionedObjects; } void RenderBlock::setStyle(RenderStyle* _style) { setReplaced(_style->isDisplayReplacedType()); RenderFlow::setStyle(_style); 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 (renderArena()) RenderStyle(); newStyle->inheritFrom(style()); newStyle->setDisplay(BLOCK); child->setStyle(newStyle); } child = child->nextSibling(); } m_lineHeight = -1; m_tabWidth = 0; // 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()); } // 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(); RenderContainer::addChild(newBox,beforeChild); newBox->addChild(newChild); return; } } RenderContainer::addChild(newChild,beforeChild); // ### care about aligned stuff if ( madeBoxesNonInline ) removeLeftoverAnonymousBoxes(); } 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->isFloatingOrPositioned())) 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->isFloatingOrPositioned()) && (curr != boundary)) { inlineRunEnd = curr; if (curr->isInline()) sawInline = true; curr = curr->nextSibling(); } } while (!sawInline); } 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)); } #ifndef NDEBUG for (RenderObject *c = firstChild(); c; c = c->nextSibling()) KHTMLAssert(!c->isInline()); #endif } 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 canDeleteAnonymousBlocks = !documentBeingDestroyed() && !isInline() && !oldChild->isInline() && !oldChild->continuation() && (!prev || (prev->isAnonymousBlock() && prev->childrenInline())) && (!next || (next->isAnonymousBlock() && next->childrenInline())); if (canDeleteAnonymousBlocks && prev && next) { // Take all the children out of the |next| block and put them in // the |prev| block. prev->setNeedsLayoutAndMinMaxRecalc(); RenderObject* o = next->firstChild(); while (o) { RenderObject* no = o; o = no->nextSibling(); prev->appendChildNode(next->removeChildNode(no)); no->setNeedsLayoutAndMinMaxRecalc(); } // Nuke the now-empty block. next->detach(); } RenderFlow::removeChild(oldChild); RenderObject* child = prev ? prev : next; if (canDeleteAnonymousBlocks && child && !child->previousSibling() && !child->nextSibling()) { // 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. setNeedsLayoutAndMinMaxRecalc(); RenderObject* anonBlock = removeChildNode(child); 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(); } } int RenderBlock::overflowHeight(bool includeInterior) const { return (!includeInterior && hasOverflowClip()) ? m_height : m_overflowHeight; } int RenderBlock::overflowWidth(bool includeInterior) const { return (!includeInterior && hasOverflowClip()) ? m_width : m_overflowWidth; } int RenderBlock::overflowLeft(bool includeInterior) const { return (!includeInterior && hasOverflowClip()) ? 0 : m_overflowLeft; } int RenderBlock::overflowTop(bool includeInterior) const { return (!includeInterior && hasOverflowClip()) ? 0 : m_overflowTop; } QRect RenderBlock::overflowRect(bool includeInterior) const { if (!includeInterior && hasOverflowClip()) return borderBox(); int l = overflowLeft(includeInterior); int t = kMin(overflowTop(includeInterior), -borderTopExtra()); return QRect(l, t, m_overflowWidth - 2*l, m_overflowHeight + borderTopExtra() + borderBottomExtra() - 2*t); } 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 if (m_height > 0 || isTable() || (borderBottom() + paddingBottom() + borderTop() + paddingTop()) != 0 || style()->minHeight().value > 0 || style()->marginTopCollapse() == MSEPARATE || style()->marginBottomCollapse() == MSEPARATE) return false; bool hasAutoHeight = style()->height().isVariable(); if (style()->height().isPercent() && !style()->htmlHacks()) { hasAutoHeight = true; for (RenderBlock* cb = containingBlock(); !cb->isCanvas(); cb = cb->containingBlock()) { if (cb->style()->height().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 || ((style()->height().isFixed() || style()->height().isPercent()) && 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) { KHTMLAssert(needsLayout()); KHTMLAssert(minMaxKnown()); if (isInline() && !isInlineBlockOrInlineTable()) // Inline
s inside various table elements can return; // cause us to come in here. Just bail. if (!relayoutChildren && posChildNeedsLayout() && !normalChildNeedsLayout() && !selfNeedsLayout()) { // All we have to is lay out our positioned objects. layoutPositionedObjects(relayoutChildren); if (hasOverflowClip()) m_layer->updateScrollInfoAfterLayout(); setNeedsLayout(false); return; } QRect oldBounds, oldFullBounds; bool checkForRepaint = checkForRepaintDuringLayout(); if (checkForRepaint) getAbsoluteRepaintRectIncludingFloats(oldBounds, oldFullBounds); int oldWidth = m_width; calcWidth(); m_overflowWidth = m_width; if (oldWidth != m_width) relayoutChildren = true; 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 (scrollsOverflow()) { // 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(); } QRect repaintRect; if (childrenInline()) repaintRect = layoutInlineChildren(relayoutChildren); else layoutBlockChildren(relayoutChildren); // Expand our intrinsic height to encompass floats. int toAdd = borderBottom() + paddingBottom(); if (includeScrollbarSize()) toAdd += m_layer->horizontalScrollbarHeight(); if ( hasOverhangingFloats() && (isInlineBlockOrInlineTable() || isFloatingOrPositioned() || hasOverflowClip() || (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 && !hasOverflowClip()) m_height = m_overflowHeight + borderBottom() + paddingBottom(); } if (hasOverhangingFloats() && ((isFloating() && style()->height().isVariable()) || isTableCell())) { m_height = floatBottom(); m_height += borderBottom() + paddingBottom(); } layoutPositionedObjects( relayoutChildren ); // Always ensure our overflow width/height are at least as large as our width/height. m_overflowWidth = kMax(m_overflowWidth, m_width); m_overflowHeight = kMax(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 (hasOverflowClip()) m_layer->updateScrollInfoAfterLayout(); // Repaint with our new bounds if they are different from our old bounds. bool didFullRepaint = false; if (checkForRepaint) didFullRepaint = repaintAfterLayoutIfNeeded(oldBounds, oldFullBounds); if (!didFullRepaint && !repaintRect.isEmpty()) { RenderCanvas* c = canvas(); if (c && c->view()) c->view()->addRepaintInfo(this, repaintRect); // We need to do a partial repaint of our content. } setNeedsLayout(false); } void RenderBlock::adjustPositionedBlock(RenderObject* child, const MarginInfo& marginInfo) { if (child->hasStaticX()) { if (style()->direction() == LTR) child->setStaticX(borderLeft() + paddingLeft()); else child->setStaticX(borderRight() + paddingRight()); } if (child->hasStaticY()) { int marginOffset = 0; if (!marginInfo.canCollapseWithTop()) { int collapsedTopPos = marginInfo.posMargin(); int collapsedTopNeg = marginInfo.negMargin(); bool posMargin = child->marginTop() >= 0; if (posMargin && child->marginTop() > collapsedTopPos) collapsedTopPos = child->marginTop(); else if (!posMargin && child->marginTop() > collapsedTopNeg) collapsedTopNeg = child->marginTop(); marginOffset += (collapsedTopPos - collapsedTopNeg) - child->marginTop(); } child->setStaticY(m_height + marginOffset); } } void RenderBlock::adjustFloatingBlock(const MarginInfo& marginInfo) { // The float should be positioned taking into account the bottom margin // of the previous flow. We add that margin into the height, get the // float positioned properly, and then subtract the margin out of the // height again. In the case of self-collapsing blocks, we always just // use the top margins, since the self-collapsing block collapsed its // own bottom margin into its top margin. // // Note also that the previous flow may collapse its margin into the top of // our block. If this is the case, then we do not add the margin in to our // height when computing the position of the float. This condition can be tested // for by simply calling canCollapseWithTop. See // http://www.hixie.ch/tests/adhoc/css/box/block/margin-collapse/046.html for // an example of this scenario. int marginOffset = marginInfo.canCollapseWithTop() ? 0 : marginInfo.margin(); m_height += marginOffset; positionNewFloats(); m_height -= marginOffset; } RenderObject* RenderBlock::handleSpecialChild(RenderObject* child, const MarginInfo& marginInfo, CompactInfo& compactInfo, bool& handled) { // Handle positioned children first. RenderObject* next = handlePositionedChild(child, marginInfo, handled); if (handled) return next; // Handle floating children next. next = handleFloatingChild(child, marginInfo, handled); if (handled) return next; // 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. next = handleCompactChild(child, compactInfo, handled); if (handled) return next; // Finally, see if we have a run-in element. return handleRunInChild(child, handled); } RenderObject* RenderBlock::handlePositionedChild(RenderObject* child, const MarginInfo& marginInfo, bool& handled) { if (child->isPositioned()) { handled = true; child->containingBlock()->insertPositionedObject(child); adjustPositionedBlock(child, marginInfo); return child->nextSibling(); } return 0; } RenderObject* RenderBlock::handleFloatingChild(RenderObject* child, const MarginInfo& marginInfo, bool& handled) { if (child->isFloating()) { handled = true; insertFloatingObject(child); adjustFloatingBlock(marginInfo); return child->nextSibling(); } return 0; } RenderObject* RenderBlock::handleCompactChild(RenderObject* child, CompactInfo& compactInfo, bool& handled) { // 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() && !compactInfo.compact() && (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. child->setInline(true); // Need to compute the margins/width for the child as though it is an inline, so that it won't try to puff up the margins to // fill the containing block width. child->calcWidth(); int childMargins = child->marginLeft() + child->marginRight(); int margin = style()->direction() == LTR ? curr->marginLeft() : curr->marginRight(); if (margin >= (childMargins + child->maxWidth())) { // The compact will fit in the margin. handled = true; compactInfo.set(child, curr); 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()); return next; } else child->setInline(false); // We didn't fit, so we remain a block-level element. } } return 0; } void RenderBlock::insertCompactIfNeeded(RenderObject* child, CompactInfo& compactInfo) { if (compactInfo.matches(child)) { // We have a compact child to squeeze in. RenderObject* compactChild = compactInfo.compact(); int compactXPos = borderLeft() + paddingLeft() + 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. compactInfo.clear(); } } RenderObject* RenderBlock::handleRunInChild(RenderObject* child, bool& handled) { // 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. handled = true; 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()); return next; } } return 0; } void RenderBlock::collapseMargins(RenderObject* child, MarginInfo& marginInfo, int yPosEstimate) { // 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()) { posTop = kMax(posTop, child->maxBottomMargin(true)); negTop = kMax(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() || style()->marginTopCollapse() == MDISCARD; if (marginInfo.canCollapseWithTop()) { // 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 (!style()->htmlHacks() || !marginInfo.quirkContainer() || !topQuirk) { m_maxTopPosMargin = kMax(posTop, m_maxTopPosMargin); m_maxTopNegMargin = kMax(negTop, m_maxTopNegMargin); } // The minute any of the margins involved isn't a quirk, don't // collapse it away, even if the margin is smaller (www.webreference.com // has an example of this, a
with 0.8em author-specified inside // a
inside a . if (!marginInfo.determinedTopQuirk() && !topQuirk && (posTop-negTop)) { m_topMarginQuirk = false; marginInfo.setDeterminedTopQuirk(true); } if (!marginInfo.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 (marginInfo.quirkContainer() && marginInfo.atTopOfBlock() && (posTop - negTop)) marginInfo.setTopQuirk(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 = kMax(marginInfo.posMargin(), child->maxTopMargin(true)); int collapsedTopNeg = kMax(marginInfo.negMargin(), child->maxTopMargin(false)); marginInfo.setMargin(collapsedTopPos, collapsedTopNeg); // Now collapse the child's margins together, which means examining our // bottom margin values as well. marginInfo.setPosMarginIfLarger(child->maxBottomMargin(true)); marginInfo.setNegMarginIfLarger(child->maxBottomMargin(false)); if (!marginInfo.canCollapseWithTop()) // 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 (child->style()->marginTopCollapse() == MSEPARATE) { m_height += marginInfo.margin() + child->marginTop(); ypos = m_height; } else if (!marginInfo.atTopOfBlock() || (!marginInfo.canCollapseTopWithChildren() && (!style()->htmlHacks() || !marginInfo.quirkContainer() || !marginInfo.topQuirk()))) { // We're collapsing with a previous sibling's margins and not // with the top of the block. m_height += kMax(marginInfo.posMargin(), posTop) - kMax(marginInfo.negMargin(), negTop); ypos = m_height; } marginInfo.setPosMargin(child->maxBottomMargin(true)); marginInfo.setNegMargin(child->maxBottomMargin(false)); if (marginInfo.margin()) marginInfo.setBottomQuirk(child->isBottomMarginQuirk() || style()->marginBottomCollapse() == MDISCARD); marginInfo.setSelfCollapsingBlockClearedFloat(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->avoidsFloats() && child->containsFloats()) child->markAllDescendantsWithFloatsForLayout(); // Our guess was wrong. Make the child lay itself out again. child->layoutIfNeeded(); } } void RenderBlock::clearFloatsIfNeeded(RenderObject* child, MarginInfo& marginInfo, int oldTopPosMargin, int oldTopNegMargin) { 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); // 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. marginInfo.setPosMargin(kMax(0, child->yPos() - m_height)); marginInfo.setNegMargin(0); marginInfo.setSelfCollapsingBlockClearedFloat(true); } if (marginInfo.canCollapseWithTop()) { // We can no longer collapse with the top of the block since a clear // occurred. The empty blocks collapse into the cleared block. // FIXME: 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. m_maxTopPosMargin = oldTopPosMargin; m_maxTopNegMargin = oldTopNegMargin; marginInfo.setAtTopOfBlock(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->avoidsFloats() && child->containsFloats()) child->markAllDescendantsWithFloatsForLayout(); child->layoutIfNeeded(); } } int RenderBlock::estimateVerticalPosition(RenderObject* child, const MarginInfo& marginInfo) { // FIXME: We need to eliminate the estimation of vertical position, because when it's wrong we sometimes trigger a pathological // relayout if there are intruding floats. int yPosEstimate = m_height; if (!marginInfo.canCollapseWithTop()) { int childMarginTop = child->selfNeedsLayout() ? child->marginTop() : child->collapsedMarginTop(); yPosEstimate += kMax(marginInfo.margin(), childMarginTop); } return yPosEstimate; } void RenderBlock::determineHorizontalPosition(RenderObject* child) { if (style()->direction() == LTR) { int xPos = borderLeft() + paddingLeft(); // Add in our left margin. int chPos = xPos + 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. static_cast(child)->calcHorizontalMargins(child->style()->marginLeft(), child->style()->marginRight(), lineWidth(child->yPos())); chPos = leftOff + child->marginLeft(); } } child->setPos(chPos, child->yPos()); } else { int xPos = m_width - borderRight() - paddingRight() - (includeScrollbarSize() ? m_layer->verticalScrollbarWidth() : 0); int chPos = xPos - (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. static_cast(child)->calcHorizontalMargins(child->style()->marginLeft(), child->style()->marginRight(), lineWidth(child->yPos())); chPos = rightOff - child->marginRight() - child->width(); } } child->setPos(chPos, child->yPos()); } } void RenderBlock::setCollapsedBottomMargin(const MarginInfo& marginInfo) { if (marginInfo.canCollapseWithBottom() && !marginInfo.canCollapseWithTop()) { // Update our max pos/neg bottom margins, since we collapsed our bottom margins // with our children. m_maxBottomPosMargin = kMax(m_maxBottomPosMargin, marginInfo.posMargin()); m_maxBottomNegMargin = kMax(m_maxBottomNegMargin, marginInfo.negMargin()); if (!marginInfo.bottomQuirk()) m_bottomMarginQuirk = false; if (marginInfo.bottomQuirk() && 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; } } void RenderBlock::handleBottomOfBlock(int top, int bottom, MarginInfo& marginInfo) { // 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 (!marginInfo.selfCollapsingBlockClearedFloat()) marginInfo.setAtBottomOfBlock(true); // If we can't collapse with children then go ahead and add in the bottom margin. if (!marginInfo.canCollapseWithBottom() && !marginInfo.canCollapseWithTop() && (!style()->htmlHacks() || !marginInfo.quirkContainer() || !marginInfo.bottomQuirk())) m_height += marginInfo.margin(); // Now add in our bottom border/padding. m_height += bottom; // 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. m_height = kMax(m_height, top + bottom); // Always make sure our overflow height is at least our height. m_overflowHeight = kMax(m_height, m_overflowHeight); // Update our bottom collapsed margin info. setCollapsedBottomMargin(marginInfo); } void RenderBlock::layoutBlockChildren(bool relayoutChildren) { int top = borderTop() + paddingTop(); int bottom = borderBottom() + paddingBottom() + (includeScrollbarSize() ? m_layer->horizontalScrollbarHeight() : 0); m_height = m_overflowHeight = top; // The margin struct caches all our current margin collapsing state. The compact struct caches state when we encounter compacts, MarginInfo marginInfo(this, top, bottom); CompactInfo compactInfo; // 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); RenderObject* child = firstChild(); while (child) { if (legend == child) { child = child->nextSibling(); continue; // Skip the legend, since it has already been positioned up in the fieldset's border. } int oldTopPosMargin = m_maxTopPosMargin; int oldTopNegMargin = m_maxTopNegMargin; // Make sure we layout children if they need it. // 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->style()->height().isPercent()) child->setChildNeedsLayout(true); // Handle the four types of special elements first. These include positioned content, floating content, compacts and // run-ins. When we encounter these four types of objects, we don't actually lay them out as normal flow blocks. bool handled = false; RenderObject* next = handleSpecialChild(child, marginInfo, compactInfo, handled); if (handled) { child = next; continue; } // The child is a normal flow object. Compute its vertical margins now. child->calcVerticalMargins(); // Do not allow a collapse if the margin top collapse style is set to SEPARATE. if (child->style()->marginTopCollapse() == MSEPARATE) { marginInfo.setAtTopOfBlock(false); marginInfo.clearMargin(); } // 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 potentially relayout. int yPosEstimate = estimateVerticalPosition(child, marginInfo); // If an element might be affected by the presence of floats, then always mark it for // layout. if (!child->avoidsFloats() || child->usesLineWidth()) { int fb = floatBottom(); if (fb > m_height || fb > yPosEstimate) child->setChildNeedsLayout(true); } // Cache our old position so that we can dirty the proper repaint rects if the child moves. 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. collapseMargins(child, marginInfo, yPosEstimate); // Now check for clear. clearFloatsIfNeeded(child, marginInfo, oldTopPosMargin, oldTopNegMargin); // We are no longer at the top of the block if we encounter a non-empty child. // This has to be done after checking for clear, so that margins can be reset if a clear occurred. if (marginInfo.atTopOfBlock() && !child->isSelfCollapsingBlock()) marginInfo.setAtTopOfBlock(false); // Now place the child in the correct horizontal position determineHorizontalPosition(child); // Update our top overflow in case the child spills out the top of the block. m_overflowTop = kMin(m_overflowTop, child->yPos() + child->overflowTop(false)); // Update our height now that the child has been placed in the correct position. m_height += child->height(); if (child->style()->marginBottomCollapse() == MSEPARATE) { m_height += child->marginBottom(); marginInfo.clearMargin(); } int overflowDelta = child->overflowHeight(false) - child->height(); if (m_height + overflowDelta > m_overflowHeight) m_overflowHeight = m_height + overflowDelta; // If the child has overhanging floats that intrude into following siblings (or possibly out // of this block), then the parent gets notified of the floats now. addOverhangingFloats(static_cast(child), -child->xPos(), -child->yPos()); // See if this child has made our overflow need to grow. int rightChildPos = child->xPos() + kMax(child->overflowWidth(false), child->width()); m_overflowWidth = kMax(rightChildPos, m_overflowWidth); m_overflowLeft = kMin(child->xPos() + child->overflowLeft(false), m_overflowLeft); // Insert our compact into the block margin if we have one. insertCompactIfNeeded(child, compactInfo); // 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() && child->checkForRepaintDuringLayout()) child->repaintDuringLayoutIfMoved(oldChildX, oldChildY); child = child->nextSibling(); } // Now do the handling of the bottom of the block, adding in our bottom border/padding and // determining the correct collapsed bottom margin information. handleBottomOfBlock(top, bottom, marginInfo); // Finished. Clear the dirty layout bits. setNeedsLayout(false); } 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 ) { // 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->hasStaticY() && r->parent() != this && r->parent()->isBlockFlow())) r->setChildNeedsLayout(true); r->layoutIfNeeded(); } } } void RenderBlock::markPositionedObjectsForLayout() { if (m_positionedObjects) { RenderObject* r; QPtrListIterator it(*m_positionedObjects); for (; (r = it.current()); ++it) r->setChildNeedsLayout(true); } } 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. 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(); } } void RenderBlock::paint(PaintInfo& i, int _tx, int _ty) { _tx += m_x; _ty += m_y; // Check if we need to do anything at all. if (!isInlineFlow() && !isRoot()) { QRect overflowBox = overflowRect(false); overflowBox.inflate(maximalOutlineSize(i.phase)); overflowBox.setX(overflowBox.x() + _tx); overflowBox.setY(overflowBox.y() + _ty); bool intersectsOverflowBox = overflowBox.intersects(i.r); if (!intersectsOverflowBox) { // Check floats next. QRect floatBox = floatRect(); floatBox.inflate(maximalOutlineSize(i.phase)); floatBox.setX(floatBox.x() + _tx); floatBox.setY(floatBox.y() + _ty); if (!floatBox.intersects(i.r)) return; } } return paintObject(i, _tx, _ty); } void RenderBlock::paintChildren(PaintInfo& i, int _tx, int _ty) { // We don't paint our own background, but we do let the kids paint their backgrounds. PaintInfo paintInfo(i.p, i.r, i.phase == PaintActionChildBlockBackgrounds ? PaintActionChildBlockBackground : i.phase, paintingRootForChildren(i)); bool isPrinting = (i.p->device()->devType() == QInternal::Printer); 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()) > i.r.y() && (_ty + child->yPos()) < i.r.y() + i.r.height()) { canvas()->setBestTruncatedAt(_ty + child->yPos(), this, true); return; } if (!child->layer() && !child->isFloating()) child->paint(paintInfo, _tx, _ty); // 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()) > i.r.y() && (_ty + child->yPos() + child->height()) < i.r.y() + i.r.height()) { canvas()->setBestTruncatedAt(_ty + child->yPos() + child->height() + child->collapsedMarginBottom(), this, true); return; } } } void RenderBlock::paintCaret(PaintInfo& i, CaretType type) { const Selection &s = type == CursorCaret ? document()->part()->selection() : document()->part()->dragCaret(); NodeImpl *caretNode = s.start().node(); RenderObject *renderer = caretNode ? caretNode->renderer() : 0; if (renderer && (renderer == this || renderer->containingBlock() == this) && caretNode && caretNode->isContentEditable()) { if (type == CursorCaret) { document()->part()->paintCaret(i.p, i.r); } else { document()->part()->paintDragCaret(i.p, i.r); } } } void RenderBlock::paintObject(PaintInfo& i, int _tx, int _ty) { PaintAction paintAction = i.phase; // If we're a repositioned run-in or a compact, don't paint background/borders. bool inlineFlow = isInlineFlow(); // 1. paint background, borders etc if (!inlineFlow && (paintAction == PaintActionBlockBackground || paintAction == PaintActionChildBlockBackground) && shouldPaintBackgroundOrBorder() && style()->visibility() == VISIBLE) { paintBoxDecorations(i, _tx, _ty); } // We're done. We don't bother painting any children. if (paintAction == PaintActionBlockBackground) return; // Adjust our painting position if we're inside a scrolled layer (e.g., an overflow:auto div).s int scrolledX = _tx; int scrolledY = _ty; if (hasOverflowClip()) m_layer->subtractScrollOffset(scrolledX, scrolledY); // 2. paint contents if (childrenInline()) paintLines(i, scrolledX, scrolledY); else paintChildren(i, scrolledX, scrolledY); // 3. paint selection if (!inlineFlow) paintSelection(i, scrolledX, scrolledY); // Fill in gaps in selection on lines and between blocks. // 4. paint floats. if (!inlineFlow && (paintAction == PaintActionFloat || paintAction == PaintActionSelection)) paintFloats(i, scrolledX, scrolledY, paintAction == PaintActionSelection); // 5. paint outline. if (!inlineFlow && paintAction == PaintActionOutline && style()->outlineWidth() && style()->visibility() == VISIBLE) paintOutline(i.p, _tx, _ty, width(), height(), style()); // 6. paint caret. // If the caret's node's render object's containing block is this block, and the paint action is PaintActionForeground, // then paint the caret. if (!inlineFlow && paintAction == PaintActionForeground) { paintCaret(i, CursorCaret); paintCaret(i, DragCaret); } #ifdef BOX_DEBUG if ( style() && style()->visibility() == VISIBLE ) { if(isAnonymous()) outlineBox(i.p, _tx, _ty, "green"); if(isFloating()) outlineBox(i.p, _tx, _ty, "yellow"); else outlineBox(i.p, _tx, _ty); } #endif } void RenderBlock::paintFloats(PaintInfo& i, 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()) { PaintInfo info(i.p, i.r, paintSelection ? PaintActionSelection : PaintActionBlockBackground, i.paintingRoot); int tx = _tx + r->left - r->node->xPos() + r->node->marginLeft(); int ty = _ty + r->startY - r->node->yPos() + r->node->marginTop(); r->node->paint(info, tx, ty); if (!paintSelection) { info.phase = PaintActionChildBlockBackgrounds; r->node->paint(info, tx, ty); info.phase = PaintActionFloat; r->node->paint(info, tx, ty); info.phase = PaintActionForeground; r->node->paint(info, tx, ty); info.phase = PaintActionOutline; r->node->paint(info, tx, ty); } } } } void RenderBlock::paintEllipsisBoxes(PaintInfo& i, int _tx, int _ty) { if (!shouldPaintWithinRoot(i) || !firstLineBox()) return; if (style()->visibility() == VISIBLE && i.phase == PaintActionForeground) { // We can check the first box and last box and avoid painting if we don't // intersect. int yPos = _ty + firstLineBox()->yPos();; int h = lastLineBox()->yPos() + lastLineBox()->height() - firstLineBox()->yPos(); if( (yPos >= i.r.y() + i.r.height()) || (yPos + h <= i.r.y())) return; // See if our boxes intersect with the dirty rect. If so, then we paint // them. Note that boxes can easily overlap, so we can't make any assumptions // based off positions of our first line box or our last line box. for (RootInlineBox* curr = firstRootBox(); curr; curr = curr->nextRootBox()) { yPos = _ty + curr->yPos(); h = curr->height(); if (curr->ellipsisBox() && (yPos < i.r.y() + i.r.height()) && (yPos + h > i.r.y())) curr->paintEllipsisBox(i, _tx, _ty); } } } void RenderBlock::setSelectionState(SelectionState s) { if (m_selectionState == s) return; if (s == SelectionInside && m_selectionState != SelectionNone) return; if ((s == SelectionStart && m_selectionState == SelectionEnd) || (s == SelectionEnd && m_selectionState == SelectionStart)) m_selectionState = SelectionBoth; else m_selectionState = s; RenderBlock* cb = containingBlock(); if (cb && !cb->isCanvas()) cb->setSelectionState(s); } bool RenderBlock::shouldPaintSelectionGaps() const { return m_selectionState != SelectionNone && style()->visibility() == VISIBLE && isSelectionRoot(); } bool RenderBlock::isSelectionRoot() const { // FIXME: Eventually tables should have to learn how to fill gaps between cells, at least in simple non-spanning cases. return (isBody() || isRoot() || hasOverflowClip() || isRelPositioned() || isFloatingOrPositioned() || isTableCell() || isInlineBlockOrInlineTable()); } GapRects RenderBlock::selectionGapRects() { if (!shouldPaintSelectionGaps()) return GapRects(); int tx, ty; absolutePosition(tx, ty); int lastTop = -borderTopExtra(); int lastLeft = leftSelectionOffset(this, lastTop); int lastRight = rightSelectionOffset(this, lastTop); return fillSelectionGaps(this, tx, ty, tx, ty, lastTop, lastLeft, lastRight); } void RenderBlock::paintSelection(PaintInfo& i, int tx, int ty) { if (shouldPaintSelectionGaps() && i.phase == PaintActionForeground) { int lastTop = -borderTopExtra(); int lastLeft = leftSelectionOffset(this, lastTop); int lastRight = rightSelectionOffset(this, lastTop); fillSelectionGaps(this, tx, ty, tx, ty, lastTop, lastLeft, lastRight, &i); } } GapRects RenderBlock::fillSelectionGaps(RenderBlock* rootBlock, int blockX, int blockY, int tx, int ty, int& lastTop, int& lastLeft, int& lastRight, const PaintInfo* i) { // 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 (!isBlockFlow()) return result; if (childrenInline()) result = fillInlineSelectionGaps(rootBlock, blockX, blockY, tx, ty, lastTop, lastLeft, lastRight, i); else result = fillBlockSelectionGaps(rootBlock, blockX, blockY, tx, ty, lastTop, lastLeft, lastRight, i); // 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 && (m_selectionState != SelectionBoth && m_selectionState != SelectionEnd)) result.uniteCenter(fillVerticalSelectionGap(lastTop, lastLeft, lastRight, ty + height() + borderBottomExtra(), rootBlock, blockX, blockY, i)); return result; } GapRects RenderBlock::fillInlineSelectionGaps(RenderBlock* rootBlock, int blockX, int blockY, int tx, int ty, int& lastTop, int& lastLeft, int& lastRight, const PaintInfo* i) { GapRects result; RenderObject* selStart = canvas()->selectionStart(); // If there is no selection, don't try to get the selection's containing block. // If we do, we'll crash. bool containsStart = (selStart && (selStart == this || selStart->containingBlock() == this)); if (!firstLineBox()) { if (containsStart) { // Go ahead and update our lastY to be the bottom of the block.


s or empty blocks with height can trip this // case. lastTop = (ty - blockY) + height(); lastLeft = leftSelectionOffset(rootBlock, height()); lastRight = rightSelectionOffset(rootBlock, height()); } return result; } RootInlineBox* lastSelectedLine = 0; RootInlineBox* curr; for (curr = firstRootBox(); curr && !curr->hasSelectedChildren(); curr = curr->nextRootBox()); // Now paint the gaps for the lines. for (; curr && curr->hasSelectedChildren(); curr = curr->nextRootBox()) { int selTop = curr->selectionTop(); int selHeight = curr->selectionHeight(); if (!containsStart && !lastSelectedLine && selectionState() != SelectionStart) result.uniteCenter(fillVerticalSelectionGap(lastTop, lastLeft, lastRight, ty + selTop, rootBlock, blockX, blockY, i)); if (!i || (ty + selTop < i->r.y() + i->r.height()) && (ty + selTop + selHeight > i->r.y())) result.unite(curr->fillLineSelectionGap(selTop, selHeight, rootBlock, blockX, blockY, tx, ty, i)); lastSelectedLine = curr; } if (containsStart && !lastSelectedLine) // Selection must start just after our last line. lastSelectedLine = lastRootBox(); if (lastSelectedLine && selectionState() != SelectionEnd && selectionState() != SelectionBoth) { // Go ahead and update our lastY to be the bottom of the last selected line. lastTop = (ty - blockY) + lastSelectedLine->bottomOverflow(); lastLeft = leftSelectionOffset(rootBlock, lastSelectedLine->bottomOverflow()); lastRight = rightSelectionOffset(rootBlock, lastSelectedLine->bottomOverflow()); } return result; } GapRects RenderBlock::fillBlockSelectionGaps(RenderBlock* rootBlock, int blockX, int blockY, int tx, int ty, int& lastTop, int& lastLeft, int& lastRight, const PaintInfo* i) { GapRects result; // Go ahead and jump right to the first block child that contains some selected objects. RenderObject* curr; for (curr = firstChild(); curr && curr->selectionState() == SelectionNone; curr = curr->nextSibling()); for (bool sawSelectionEnd = false; curr && !sawSelectionEnd; curr = curr->nextSibling()) { SelectionState childState = curr->selectionState(); if (childState == SelectionBoth || childState == SelectionEnd) sawSelectionEnd = true; if (curr->isFloatingOrPositioned()) continue; // We must be a normal flow object in order to even be considered. if (curr->isRelPositioned() && curr->layer()) { // If the relposition offset is anything other than 0, then treat this just like an absolute positioned element. // Just disregard it completely. int x = 0; int y = 0; curr->layer()->relativePositionOffset(x, y); if (x || y) 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(fillVerticalSelectionGap(lastTop, lastLeft, lastRight, ty + curr->yPos(), rootBlock, blockX, blockY, i)); // 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; getHorizontalSelectionGapInfo(childState, leftGap, rightGap); if (leftGap) result.uniteLeft(fillLeftSelectionGap(this, curr->xPos(), curr->yPos(), curr->height(), rootBlock, blockX, blockY, tx, ty, i)); if (rightGap) result.uniteRight(fillRightSelectionGap(this, curr->xPos() + curr->width(), curr->yPos(), curr->height(), rootBlock, blockX, blockY, tx, ty, i)); // Update lastTop to be just underneath the object. lastLeft and lastRight 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. lastTop = (ty - blockY) + (curr->yPos() + curr->height()); lastLeft = leftSelectionOffset(rootBlock, curr->yPos() + curr->height()); lastRight = rightSelectionOffset(rootBlock, curr->yPos() + curr->height()); } else if (childState != SelectionNone) // We must be a block that has some selected object inside it. Go ahead and recur. result.unite(static_cast(curr)->fillSelectionGaps(rootBlock, blockX, blockY, tx + curr->xPos(), ty + curr->yPos(), lastTop, lastLeft, lastRight, i)); } return result; } QRect RenderBlock::fillHorizontalSelectionGap(RenderObject* selObj, int xPos, int yPos, int width, int height, const PaintInfo* i) { if (width <= 0 || height <= 0) return QRect(); QRect gapRect(xPos, yPos, width, height); if (i) { // Paint the rect. QBrush selBrush(selObj->selectionColor(i->p)); i->p->fillRect(gapRect, selBrush); } return gapRect; } QRect RenderBlock::fillVerticalSelectionGap(int lastTop, int lastLeft, int lastRight, int bottomY, RenderBlock* rootBlock, int blockX, int blockY, const PaintInfo* i) { int top = blockY + lastTop; int height = bottomY - top; if (height <= 0) return QRect(); // Get the selection offsets for the bottom of the gap int left = blockX + kMax(lastLeft, leftSelectionOffset(rootBlock, bottomY)); int right = blockX + kMin(lastRight, rightSelectionOffset(rootBlock, bottomY)); int width = right - left; if (width <= 0) return QRect(); QRect gapRect(left, top, width, height); if (i) { // Paint the rect. QBrush selBrush(selectionColor(i->p)); i->p->fillRect(gapRect, selBrush); } return gapRect; } QRect RenderBlock::fillLeftSelectionGap(RenderObject* selObj, int xPos, int yPos, int height, RenderBlock* rootBlock, int blockX, int blockY, int tx, int ty, const PaintInfo* i) { int top = yPos + ty; int left = blockX + kMax(leftSelectionOffset(rootBlock, yPos), leftSelectionOffset(rootBlock, yPos + height)); int width = tx + xPos - left; if (width <= 0) return QRect(); QRect gapRect(left, top, width, height); if (i) { // Paint the rect. QBrush selBrush(selObj->selectionColor(i->p)); i->p->fillRect(gapRect, selBrush); } return gapRect; } QRect RenderBlock::fillRightSelectionGap(RenderObject* selObj, int xPos, int yPos, int height, RenderBlock* rootBlock, int blockX, int blockY, int tx, int ty, const PaintInfo* i) { int left = xPos + tx; int top = yPos + ty; int right = blockX + kMin(rightSelectionOffset(rootBlock, yPos), rightSelectionOffset(rootBlock, yPos + height)); int width = right - left; if (width <= 0) return QRect(); QRect gapRect(left, top, width, height); if (i) { // Paint the rect. QBrush selBrush(selObj->selectionColor(i->p)); i->p->fillRect(gapRect, selBrush); } return gapRect; } void RenderBlock::getHorizontalSelectionGapInfo(SelectionState state, bool& leftGap, bool& rightGap) { bool ltr = style()->direction() == LTR; leftGap = (state == RenderObject::SelectionInside) || (state == RenderObject::SelectionEnd && ltr) || (state == RenderObject::SelectionStart && !ltr); rightGap = (state == RenderObject::SelectionInside) || (state == RenderObject::SelectionStart && ltr) || (state == RenderObject::SelectionEnd && !ltr); } int RenderBlock::leftSelectionOffset(RenderBlock* rootBlock, int y) { int left = leftOffset(y); if (left == borderLeft() + paddingLeft()) { if (rootBlock != this) // The border can potentially be further extended by our containingBlock(). return containingBlock()->leftSelectionOffset(rootBlock, y + yPos()); return 0; } else { RenderBlock* cb = this; while (cb != rootBlock) { left += cb->xPos(); cb = cb->containingBlock(); } } return left; } int RenderBlock::rightSelectionOffset(RenderBlock* rootBlock, int y) { int right = rightOffset(y); if (right == (contentWidth() + (borderLeft() + paddingLeft()))) { if (rootBlock != this) // The border can potentially be further extended by our containingBlock(). return containingBlock()->rightSelectionOffset(rootBlock, y + yPos()); return width(); } else { RenderBlock* cb = this; while (cb != rootBlock) { right += cb->xPos(); cb = cb->containingBlock(); } } return right; } 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; } } 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(); newObj->noPaint = o->layer(); // If a layer exists, the float will paint itself. Otherwise someone else will. } 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. int oldChildX = o->xPos(); int oldChildY = o->yPos(); if ( o->style()->clear() & CLEFT ) y = kMax( leftBottom(), y ); if ( o->style()->clear() & CRIGHT ) y = kMax( rightBottom(), y ); if (o->style()->floating() == FLEFT) { int heightRemainingLeft = 1; int heightRemainingRight = 1; int fx = leftRelOffset(y,lo, false, &heightRemainingLeft); while (rightRelOffset(y,ro, false, &heightRemainingRight)-fx < fwidth) { y += kMin( 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 { int heightRemainingLeft = 1; int heightRemainingRight = 1; int fx = rightRelOffset(y,ro, false, &heightRemainingRight); while (fx - leftRelOffset(y,lo, false, &heightRemainingLeft) < fwidth) { y += kMin(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; // If the child moved, we have to repaint it. if (o->checkForRepaintDuringLayout()) o->repaintDuringLayoutIfMoved(oldChildX, oldChildY); //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 (includeScrollbarSize()) 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; } int 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; } QRect RenderBlock::floatRect() const { QRect result(borderBox()); if (!m_floatingObjects) return result; FloatingObject* r; QPtrListIterator it(*m_floatingObjects); for (; (r = it.current()); ++it) { if (!r->noPaint && !r->node->layer()) { // Check this float. int bottomDelta = kMax(0, r->startY + r->node->marginTop() + r->node->overflowHeight(false) - (result.y() + result.height())); if (bottomDelta) result.setHeight(result.height() + bottomDelta); int rightDelta = kMax(0, r->left + r->node->marginLeft() + r->node->overflowWidth(false) - (result.x() + result.width())); if (rightDelta) result.setWidth(result.width() + rightDelta); // Now check left and top int topDelta = kMin(0, r->startY + r->node->marginTop() - result.y()); if (topDelta < 0) { result.setY(result.y() + topDelta); result.setHeight(result.height() - 2*topDelta); } int leftDelta = kMin(0, r->left + r->node->marginLeft() - result.x()); if (topDelta < 0) { result.setX(result.x() + leftDelta); result.setHeight(result.width() - 2*leftDelta); } } } return result; } int RenderBlock::lowestPosition(bool includeOverflowInterior, bool includeSelf) const { int bottom = RenderFlow::lowestPosition(includeOverflowInterior, includeSelf); if (!includeOverflowInterior && hasOverflowClip()) 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 || r->node->layer()) { 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 && hasOverflowClip()) 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 || r->node->layer()) { 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 && hasOverflowClip()) 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 || r->node->layer()) { 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) addIntrudingFloats(static_cast(parent()), parent()->borderLeft() + parent()->paddingLeft(), offset); 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) addIntrudingFloats(block, xoffset, offset); } void RenderBlock::addOverhangingFloats(RenderBlock* child, int xoff, int yoff) { // Prevent floats from being added to the canvas by the root element, e.g., . if (child->hasOverflowClip() || !child->hasOverhangingFloats() || child->isRoot()) return; QPtrListIterator it(*child->m_floatingObjects); for (FloatingObject *r; (r = it.current()); ++it) { if (child->yPos() + r->endY > height()) { // The object may already be in our list. Check for it up front to avoid // creating duplicate entries. FloatingObject* f = 0; if (m_floatingObjects) { QPtrListIterator it(*m_floatingObjects); while ((f = it.current())) { if (f->node == r->node) break; ++it; } } // If the object is not in the list, we add it now. if (!f) { FloatingObject *floatingObj = new FloatingObject(r->type); floatingObj->startY = r->startY - yoff; floatingObj->endY = r->endY - yoff; floatingObj->left = r->left - xoff; floatingObj->width = r->width; floatingObj->node = r->node; // The nearest enclosing layer always paints the float (so that zindex and stacking // behaves properly). We always want to propagate the desire to paint the float as // far out as we can, to the outermost block that overlaps the float, stopping only // if we hit a layer boundary. if (r->node->enclosingLayer() == enclosingLayer()) r->noPaint = true; else floatingObj->noPaint = true; // We create the floating object list lazily. if (!m_floatingObjects) { m_floatingObjects = new QPtrList; m_floatingObjects->setAutoDelete(true); } m_floatingObjects->append(floatingObj); } } } } void RenderBlock::addIntrudingFloats(RenderBlock* prev, int xoff, int yoff) { // If the parent or previous sibling doesn't have any floats to add, don't bother. if (!prev->m_floatingObjects) return; QPtrListIterator it(*prev->m_floatingObjects); for (FloatingObject *r; (r = it.current()); ++it) { if (r->endY > yoff) { // The object may already be in our list. Check for it up front to avoid // creating duplicate entries. FloatingObject* f = 0; if (m_floatingObjects) { 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 - yoff; floatingObj->endY = r->endY - yoff; 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. if (prev != parent()) floatingObj->left += prev->marginLeft(); floatingObj->left -= marginLeft(); floatingObj->noPaint = true; // We are not in the direct inheritance chain for this float. We will never paint it. floatingObj->width = r->width; floatingObj->node = r->node; // We create the floating object list lazily. if (!m_floatingObjects) { m_floatingObjects = new QPtrList; m_floatingObjects->setAutoDelete(true); } m_floatingObjects->append(floatingObj); } } } } 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) { setChildNeedsLayout(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) { bool clearSet = child->style()->clear() != CNONE; int bottom = 0; switch (child->style()->clear()) { case CNONE: break; case CLEFT: bottom = leftBottom(); break; case CRIGHT: bottom = rightBottom(); break; case CBOTH: bottom = floatBottom(); break; } // We also clear floats if we are too big to sit on the same line as a float (and wish to avoid floats by default). // FIXME: Note that the remaining space checks aren't quite accurate, since you should be able to clear only some floats (the minimum # needed // to fit) and not all (we should be using nearestFloatBottom and looping). // Do not allow tables to wrap in quirks or even in almost strict mode // (ebay on the PLT, finance.yahoo.com in the real world, versiontracker.com forces even almost strict mode not to work) int result = clearSet ? kMax(0, bottom - child->yPos()) : 0; if (!result && child->avoidsFloats() && child->style()->width().isFixed() && child->minWidth() > lineWidth(child->yPos()) && child->minWidth() <= contentWidth() && document()->inStrictMode()) result = kMax(0, floatBottom() - child->yPos()); return result; } bool RenderBlock::isPointInScrollbar(int _x, int _y, int _tx, int _ty) { if (!scrollsOverflow()) 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 inlineFlow = isInlineFlow(); int tx = _tx + m_x; int ty = _ty + m_y + borderTopExtra(); if (!inlineFlow && !isRoot()) { // Check if we need to do anything at all. QRect overflowBox = overflowRect(false); overflowBox.setX(overflowBox.x() + tx); overflowBox.setY(overflowBox.y() + ty); bool insideOverflowBox = overflowBox.contains(_x, _y); if (!insideOverflowBox) { // Check floats next. QRect floatBox = floatRect(); floatBox.setX(floatBox.x() + tx); floatBox.setY(floatBox.y() + ty); if (!floatBox.contains(_x, _y)) return false; } } // See if we're inside the scrollbar (if we're overflow:scroll/auto). if (isPointInScrollbar(_x, _y, tx, ty)) { if (hitTestAction == HitTestBlockBackground) { setInnerNode(info); return true; } return false; } // Hit test descendants first. int scrolledX = tx; int scrolledY = ty; if (hasOverflowClip()) m_layer->subtractScrollOffset(scrolledX, scrolledY); if (childrenInline() && !isTable()) { // We have to hit-test our line boxes. if (hitTestLines(info, _x, _y, scrolledX, scrolledY, hitTestAction)) { setInnerNode(info); return true; } } else { // Hit test our children. HitTestAction childHitTest = hitTestAction; if (hitTestAction == HitTestChildBlockBackgrounds) childHitTest = HitTestChildBlockBackground; for (RenderObject* child = lastChild(); child; child = child->previousSibling()) // FIXME: We have to skip over inline flows, since they can show up inside RenderTables at the moment (a demoted inline for example). If we ever implement a // table-specific hit-test method (which we should do for performance reasons anyway), then we can remove this check. if (!child->layer() && !child->isFloating() && !child->isInlineFlow() && child->nodeAtPoint(info, _x, _y, scrolledX, scrolledY, childHitTest)) { setInnerNode(info); return true; } } // Hit test floats. if (hitTestAction == HitTestFloat && m_floatingObjects) { if (isCanvas()) { scrolledX += static_cast(this)->view()->contentsX(); scrolledY += static_cast(this)->view()->contentsY(); } FloatingObject* o; QPtrListIterator it(*m_floatingObjects); for (it.toLast(); (o = it.current()); --it) if (!o->noPaint && !o->node->layer() && o->node->hitTest(info, _x, _y, scrolledX + o->left + o->node->marginLeft() - o->node->xPos(), scrolledY + o->startY + o->node->marginTop() - o->node->yPos())) { setInnerNode(info); return true; } } // Now hit test our background. if (!inlineFlow && (hitTestAction == HitTestBlockBackground || hitTestAction == HitTestChildBlockBackground)) { QRect boundsRect(tx, ty, m_width, m_height); if (isRoot() || (style()->visibility() == VISIBLE && boundsRect.contains(_x, _y))) { setInnerNode(info); return true; } } return false; } Position RenderBlock::positionForBox(InlineBox *box, bool start) const { if (!box) return Position(); if (!box->object()->element()) return Position(element(), start ? caretMinOffset() : caretMaxOffset()); if (!box->isInlineTextBox()) return Position(box->object()->element(), start ? box->object()->caretMinOffset() : box->object()->caretMaxOffset()); InlineTextBox *textBox = static_cast(box); return Position(box->object()->element(), start ? textBox->start() : textBox->start() + textBox->len()); } Position RenderBlock::positionForRenderer(RenderObject *renderer, bool start) const { if (!renderer) return Position(element(), 0); NodeImpl *node = renderer->element() ? renderer->element() : element(); if (!node) return Position(); long offset = start ? node->caretMinOffset() : node->caretMaxOffset(); return Position(node, offset); } VisiblePosition RenderBlock::positionForCoordinates(int _x, int _y) { if (isTable()) return RenderFlow::positionForCoordinates(_x, _y); int absx, absy; absolutePosition(absx, absy); int top = absy + borderTop() + paddingTop(); int bottom = top + contentHeight(); if (_y < top) // y coordinate is above block return VisiblePosition(positionForRenderer(firstLeafChild(), true), DOWNSTREAM); if (_y >= bottom) // y coordinate is below block return VisiblePosition(positionForRenderer(lastLeafChild(), false), DOWNSTREAM); if (childrenInline()) { if (!firstRootBox()) return VisiblePosition(element(), 0, DOWNSTREAM); if (_y >= top && _y < absy + firstRootBox()->topOverflow()) // y coordinate is above first root line box return VisiblePosition(positionForBox(firstRootBox()->firstLeafChild(), true), DOWNSTREAM); // look for the closest line box in the root box which is at the passed-in y coordinate for (RootInlineBox *root = firstRootBox(); root; root = root->nextRootBox()) { top = absy + root->topOverflow(); // set the bottom based on whether there is a next root box if (root->nextRootBox()) bottom = absy + root->nextRootBox()->topOverflow(); else bottom = absy + root->bottomOverflow(); // check if this root line box is located at this y coordinate if (_y >= top && _y < bottom && root->firstChild()) { InlineBox *closestBox = root->closestLeafChildForXPos(_x, absx); if (closestBox) { // pass the box a y position that is inside it return closestBox->object()->positionForCoordinates(_x, absy + closestBox->m_y); } } } if (lastRootBox()) // y coordinate is below last root line box return VisiblePosition(positionForBox(lastRootBox()->lastLeafChild(), false), DOWNSTREAM); return VisiblePosition(element(), 0, DOWNSTREAM); } // see if any child blocks exist at this y coordinate RenderObject *lastVisibleChild = 0; for (RenderObject *renderer = firstChild(); renderer; renderer = renderer->nextSibling()) { if (renderer->height() == 0 || renderer->style()->visibility() != VISIBLE || renderer->isFloatingOrPositioned()) continue; renderer->absolutePosition(absx, top); RenderObject *next = renderer->nextSibling(); while (next && next->isFloatingOrPositioned()) next = next->nextSibling(); if (next) next->absolutePosition(absx, bottom); else bottom = top + contentHeight(); if (_y >= top && _y < bottom) { return renderer->positionForCoordinates(_x, _y); } lastVisibleChild = renderer; } // pass along to the last child we saw that had a height and is visible. if (lastVisibleChild) return lastVisibleChild->positionForCoordinates(_x, _y); // still no luck...return this render object's element and offset 0 return VisiblePosition(element(), 0, DOWNSTREAM); } 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, style()->width().value); else m_minWidth = m_maxWidth = style()->width().value; } if (style()->minWidth().isFixed() && style()->minWidth().value > 0) { m_maxWidth = KMAX(m_maxWidth, style()->minWidth().value); m_minWidth = KMAX(m_minWidth, style()->minWidth().value); } if (style()->maxWidth().isFixed() && style()->maxWidth().value != UNDEFINED) { m_maxWidth = KMIN(m_maxWidth, style()->maxWidth().value); m_minWidth = KMIN(m_minWidth, 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->isPositioned() && (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, 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. RenderObject* prevFloat = 0; 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(); int childMin = 0; int 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; } // Check our "clear" setting. If we're supposed to clear the previous float, then // go ahead and terminate maxwidth as well. if (child->isFloating()) { if (prevFloat && ((prevFloat->style()->floating() == FLEFT && (child->style()->clear() & CLEFT)) || (prevFloat->style()->floating() == FRIGHT && (child->style()->clear() & CRIGHT)))) { m_maxWidth = kMax(inlineMax, m_maxWidth); inlineMax = 0; } prevFloat = child; } // 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; int beginMin, endMin; bool beginWS, endWS; int beginMax, endMax; t->trimmedMinMaxWidth(inlineMax, 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(); int floatLeftWidth = 0, floatRightWidth = 0; while (child) { // Positioned children don't affect the min/max width if (child->isPositioned()) { child = child->nextSibling(); continue; } if (child->isFloating() || child->avoidsFloats()) { int floatTotalWidth = floatLeftWidth + floatRightWidth; if (child->style()->clear() & CLEFT) { m_maxWidth = kMax(floatTotalWidth, m_maxWidth); floatLeftWidth = 0; } if (child->style()->clear() & CRIGHT) { m_maxWidth = kMax(floatTotalWidth, m_maxWidth); floatRightWidth = 0; } } 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, marginLeft = 0, marginRight = 0; if (ml.type == Fixed) marginLeft += ml.value; else if (ml.type == Percent) marginLeft += child->marginLeft(); if (mr.type == Fixed) marginRight += mr.value; else if (mr.type == Percent) marginRight += child->marginRight(); margin = marginLeft + marginRight; 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 (!child->isFloating()) { if (child->avoidsFloats()) { // Determine a left and right max value based off whether or not the floats can fit in the // margins of the object. For negative margins, we will attempt to overlap the float if the negative margin // is smaller than the float width. int maxLeft = marginLeft > 0 ? kMax(floatLeftWidth, marginLeft) : floatLeftWidth + marginLeft; int maxRight = marginRight > 0 ? kMax(floatRightWidth, marginRight) : floatRightWidth + marginRight; w = child->maxWidth() + maxLeft + maxRight; w = kMax(w, floatLeftWidth + floatRightWidth); } else m_maxWidth = kMax(floatLeftWidth + floatRightWidth, m_maxWidth); floatLeftWidth = floatRightWidth = 0; } if (child->isFloating()) { if (style()->floating() == FLEFT) floatLeftWidth += w; else floatRightWidth += w; } else 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(); } // Always make sure these values are non-negative. m_minWidth = kMax(0, m_minWidth); m_maxWidth = kMax(0, m_maxWidth); m_maxWidth = kMax(floatLeftWidth + floatRightWidth, m_maxWidth); } 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() const { if (!isBlockFlow()) return RenderFlow::getBaselineOfFirstLineBox(); if (childrenInline()) { if (m_firstLineBox) return m_firstLineBox->yPos() + m_firstLineBox->baseline(); else return -1; } else { for (RenderObject* curr = firstChild(); curr; curr = curr->nextSibling()) { if (!curr->isFloatingOrPositioned()) { int result = curr->getBaselineOfFirstLineBox(); if (result != -1) return curr->yPos() + result; // Translate to our coordinate space. } } } return -1; } 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() || firstLineBlock->isFloating() || !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(); KHTMLAssert(oldText); if (oldText && 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 (renderArena()) RenderStyle(); newStyle->inheritFrom(pseudoStyle); letter->setStyle(newStyle); firstLetter->addChild(letter); } } } bool RenderBlock::inRootBlockContext() const { if (isTableCell() || isFloatingOrPositioned() || hasOverflowClip()) return false; if (isRoot() || isCanvas()) return true; return containingBlock()->inRootBlockContext(); } // Helper methods for obtaining the last line, computing line counts and heights for line counts // (crawling into blocks). static bool shouldCheckLines(RenderObject* obj) { return !obj->isFloatingOrPositioned() && !obj->isCompact() && !obj->isRunIn() && obj->isBlockFlow() && obj->style()->height().isVariable() && (!obj->isFlexibleBox() || obj->style()->boxOrient() == VERTICAL); } static RootInlineBox* getLineAtIndex(RenderBlock* block, int i, int& count) { if (block->style()->visibility() == VISIBLE) { if (block->childrenInline()) { for (RootInlineBox* box = block->firstRootBox(); box; box = box->nextRootBox()) { if (count++ == i) return box; } } else { for (RenderObject* obj = block->firstChild(); obj; obj = obj->nextSibling()) { if (shouldCheckLines(obj)) { RootInlineBox *box = getLineAtIndex(static_cast(obj), i, count); if (box) return box; } } } } return 0; } int getHeightForLineCount(RenderBlock* block, int l, bool includeBottom, int& count) { if (block->style()->visibility() == VISIBLE) { if (block->childrenInline()) { for (RootInlineBox* box = block->firstRootBox(); box; box = box->nextRootBox()) { if (++count == l) return box->bottomOverflow() + (includeBottom ? (block->borderBottom() + block->paddingBottom()) : 0); } } else { RenderObject* normalFlowChildWithoutLines = 0; for (RenderObject* obj = block->firstChild(); obj; obj = obj->nextSibling()) { if (shouldCheckLines(obj)) { int result = getHeightForLineCount(static_cast(obj), l, false, count); if (result != -1) return result + obj->yPos() + (includeBottom ? (block->borderBottom() + block->paddingBottom()) : 0); } else if (!obj->isFloatingOrPositioned() && !obj->isCompact() && !obj->isRunIn()) normalFlowChildWithoutLines = obj; } if (normalFlowChildWithoutLines && l == 0) return normalFlowChildWithoutLines->yPos() + normalFlowChildWithoutLines->height(); } } return -1; } RootInlineBox* RenderBlock::lineAtIndex(int i) { int count = 0; return getLineAtIndex(this, i, count); } int RenderBlock::lineCount() { int count = 0; if (style()->visibility() == VISIBLE) { if (childrenInline()) for (RootInlineBox* box = firstRootBox(); box; box = box->nextRootBox()) count++; else for (RenderObject* obj = firstChild(); obj; obj = obj->nextSibling()) if (shouldCheckLines(obj)) count += static_cast(obj)->lineCount(); } return count; } int RenderBlock::heightForLineCount(int l) { int count = 0; return getHeightForLineCount(this, l, true, count); } void RenderBlock::clearTruncation() { if (style()->visibility() == VISIBLE) { if (childrenInline() && hasMarkupTruncation()) { setHasMarkupTruncation(false); for (RootInlineBox* box = firstRootBox(); box; box = box->nextRootBox()) box->clearTruncation(); } else for (RenderObject* obj = firstChild(); obj; obj = obj->nextSibling()) if (shouldCheckLines(obj)) static_cast(obj)->clearTruncation(); } } 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