blob: e13861864b0a0694f29ace07ae606aaca65544e8 [file]
/*
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* * Redistributions of source code must retain the above copyright
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#include "config.h"
#include "core/rendering/RenderBlockFlow.h"
#include "core/frame/FrameView.h"
#include "core/frame/LocalFrame.h"
#include "core/frame/Settings.h"
#include "core/rendering/HitTestLocation.h"
#include "core/rendering/RenderLayer.h"
#include "core/rendering/RenderText.h"
#include "core/rendering/RenderView.h"
#include "core/rendering/line/LineWidth.h"
#include "platform/text/BidiTextRun.h"
namespace blink {
struct SameSizeAsMarginInfo {
uint16_t bitfields;
LayoutUnit margins[2];
};
COMPILE_ASSERT(sizeof(RenderBlockFlow::MarginValues) == sizeof(LayoutUnit[4]), MarginValues_should_stay_small);
class MarginInfo {
// Collapsing flags for whether we can collapse our margins with our children's margins.
bool m_canCollapseWithChildren : 1;
bool m_canCollapseMarginBeforeWithChildren : 1;
bool m_canCollapseMarginAfterWithChildren : 1;
bool m_canCollapseMarginAfterWithLastChild: 1;
// This flag tracks whether we are still looking at child margins that can all collapse together at the beginning of a block.
// They may or may not collapse with the top margin of the block (|m_canCollapseTopWithChildren| tells us that), but they will
// always be collapsing with one another. This variable can remain set to true through multiple iterations
// as long as we keep encountering self-collapsing blocks.
bool m_atBeforeSideOfBlock : 1;
// This flag is set when we know we're examining bottom margins and we know we're at the bottom of the block.
bool m_atAfterSideOfBlock : 1;
// These variables are used to detect quirky margins that we need to collapse away (in table cells
// and in the body element).
bool m_hasMarginBeforeQuirk : 1;
bool m_hasMarginAfterQuirk : 1;
bool m_determinedMarginBeforeQuirk : 1;
bool m_discardMargin : 1;
// These flags track the previous maximal positive and negative margins.
LayoutUnit m_positiveMargin;
LayoutUnit m_negativeMargin;
public:
MarginInfo(RenderBlockFlow*, LayoutUnit beforeBorderPadding, LayoutUnit afterBorderPadding);
void setAtBeforeSideOfBlock(bool b) { m_atBeforeSideOfBlock = b; }
void setAtAfterSideOfBlock(bool b) { m_atAfterSideOfBlock = b; }
void clearMargin()
{
m_positiveMargin = 0;
m_negativeMargin = 0;
}
void setHasMarginBeforeQuirk(bool b) { m_hasMarginBeforeQuirk = b; }
void setHasMarginAfterQuirk(bool b) { m_hasMarginAfterQuirk = b; }
void setDeterminedMarginBeforeQuirk(bool b) { m_determinedMarginBeforeQuirk = b; }
void setPositiveMargin(LayoutUnit p) { ASSERT(!m_discardMargin); m_positiveMargin = p; }
void setNegativeMargin(LayoutUnit n) { ASSERT(!m_discardMargin); m_negativeMargin = n; }
void setPositiveMarginIfLarger(LayoutUnit p)
{
ASSERT(!m_discardMargin);
if (p > m_positiveMargin)
m_positiveMargin = p;
}
void setNegativeMarginIfLarger(LayoutUnit n)
{
ASSERT(!m_discardMargin);
if (n > m_negativeMargin)
m_negativeMargin = n;
}
void setMargin(LayoutUnit p, LayoutUnit n) { ASSERT(!m_discardMargin); m_positiveMargin = p; m_negativeMargin = n; }
void setCanCollapseMarginAfterWithChildren(bool collapse) { m_canCollapseMarginAfterWithChildren = collapse; }
void setCanCollapseMarginAfterWithLastChild(bool collapse) { m_canCollapseMarginAfterWithLastChild = collapse; }
void setDiscardMargin(bool value) { m_discardMargin = value; }
bool atBeforeSideOfBlock() const { return m_atBeforeSideOfBlock; }
bool canCollapseWithMarginBefore() const { return m_atBeforeSideOfBlock && m_canCollapseMarginBeforeWithChildren; }
bool canCollapseWithMarginAfter() const { return m_atAfterSideOfBlock && m_canCollapseMarginAfterWithChildren; }
bool canCollapseMarginBeforeWithChildren() const { return m_canCollapseMarginBeforeWithChildren; }
bool canCollapseMarginAfterWithChildren() const { return m_canCollapseMarginAfterWithChildren; }
bool canCollapseMarginAfterWithLastChild() const { return m_canCollapseMarginAfterWithLastChild; }
bool determinedMarginBeforeQuirk() const { return m_determinedMarginBeforeQuirk; }
bool hasMarginBeforeQuirk() const { return m_hasMarginBeforeQuirk; }
bool hasMarginAfterQuirk() const { return m_hasMarginAfterQuirk; }
LayoutUnit positiveMargin() const { return m_positiveMargin; }
LayoutUnit negativeMargin() const { return m_negativeMargin; }
bool discardMargin() const { return m_discardMargin; }
LayoutUnit margin() const { return m_positiveMargin - m_negativeMargin; }
};
void RenderBlockFlow::RenderBlockFlowRareData::trace(Visitor* visitor)
{
}
RenderBlockFlow::RenderBlockFlow(ContainerNode* node)
: RenderBlock(node)
{
COMPILE_ASSERT(sizeof(MarginInfo) == sizeof(SameSizeAsMarginInfo), MarginInfo_should_stay_small);
setChildrenInline(true);
}
RenderBlockFlow::~RenderBlockFlow()
{
}
void RenderBlockFlow::trace(Visitor* visitor)
{
visitor->trace(m_rareData);
RenderBlock::trace(visitor);
}
RenderBlockFlow* RenderBlockFlow::createAnonymous(Document* document)
{
RenderBlockFlow* renderer = new RenderBlockFlow(0);
renderer->setDocumentForAnonymous(document);
return renderer;
}
bool RenderBlockFlow::updateLogicalWidthAndColumnWidth()
{
return RenderBlock::updateLogicalWidthAndColumnWidth();
}
bool RenderBlockFlow::isSelfCollapsingBlock() const
{
m_hasOnlySelfCollapsingChildren = RenderBlock::isSelfCollapsingBlock();
return m_hasOnlySelfCollapsingChildren;
}
void RenderBlockFlow::layoutBlock(bool relayoutChildren)
{
ASSERT(needsLayout());
ASSERT(isInlineBlock() || !isInline());
// If we are self-collapsing with self-collapsing descendants this will get set to save us burrowing through our
// descendants every time in |isSelfCollapsingBlock|. We reset it here so that |isSelfCollapsingBlock| attempts to burrow
// at least once and so that it always gives a reliable result reflecting the latest layout.
m_hasOnlySelfCollapsingChildren = false;
if (!relayoutChildren && simplifiedLayout())
return;
SubtreeLayoutScope layoutScope(*this);
layoutBlockFlow(relayoutChildren, layoutScope);
updateLayerTransformAfterLayout();
// Update our scroll information if we're overflow:auto/scroll/hidden now that we know if
// we overflow or not.
updateScrollInfoAfterLayout();
if (m_paintInvalidationLogicalTop != m_paintInvalidationLogicalBottom)
setShouldInvalidateOverflowForPaint(true);
clearNeedsLayout();
}
inline void RenderBlockFlow::layoutBlockFlow(bool relayoutChildren, SubtreeLayoutScope& layoutScope)
{
LayoutUnit oldLeft = logicalLeft();
bool logicalWidthChanged = updateLogicalWidthAndColumnWidth();
relayoutChildren |= logicalWidthChanged;
LayoutState state(*this, locationOffset(), logicalWidthChanged);
// We use four values, maxTopPos, maxTopNeg, 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.
initMaxMarginValues();
setHasMarginBeforeQuirk(style()->hasMarginBeforeQuirk());
setHasMarginAfterQuirk(style()->hasMarginAfterQuirk());
LayoutUnit beforeEdge = borderBefore() + paddingBefore();
LayoutUnit afterEdge = borderAfter() + paddingAfter() + scrollbarLogicalHeight();
LayoutUnit previousHeight = logicalHeight();
setLogicalHeight(beforeEdge);
m_paintInvalidationLogicalTop = 0;
m_paintInvalidationLogicalBottom = 0;
if (!firstChild() && !isAnonymousBlock())
setChildrenInline(true);
if (childrenInline())
layoutInlineChildren(relayoutChildren, m_paintInvalidationLogicalTop, m_paintInvalidationLogicalBottom, afterEdge);
else
layoutBlockChildren(relayoutChildren, layoutScope, beforeEdge, afterEdge);
LayoutUnit oldClientAfterEdge = clientLogicalBottom();
updateLogicalHeight();
if (previousHeight != logicalHeight())
relayoutChildren = true;
layoutPositionedObjects(relayoutChildren || isDocumentElement(), oldLeft != logicalLeft() ? ForcedLayoutAfterContainingBlockMoved : DefaultLayout);
// Add overflow from children (unless we're multi-column, since in that case all our child overflow is clipped anyway).
computeOverflow(oldClientAfterEdge);
}
void RenderBlockFlow::determineLogicalLeftPositionForChild(RenderBox* child)
{
LayoutUnit startPosition = borderStart() + paddingStart();
if (style()->shouldPlaceBlockDirectionScrollbarOnLogicalLeft())
startPosition -= verticalScrollbarWidth();
LayoutUnit totalAvailableLogicalWidth = borderAndPaddingLogicalWidth() + availableLogicalWidth();
LayoutUnit childMarginStart = marginStartForChild(child);
LayoutUnit newPosition = startPosition + childMarginStart;
// If the child has an offset from the content edge to avoid floats then use that, otherwise let any negative
// margin pull it back over the content edge or any positive margin push it out.
// If the child is being centred then the margin calculated to do that has factored in any offset required to
// avoid floats, so use it if necessary.
if (style()->textAlign() == WEBKIT_CENTER || child->style()->marginStartUsing(style()).isAuto())
newPosition = std::max(newPosition, childMarginStart);
child->setX(style()->isLeftToRightDirection() ? newPosition : totalAvailableLogicalWidth - newPosition - logicalWidthForChild(child));
}
void RenderBlockFlow::layoutBlockChild(RenderBox* child, MarginInfo& marginInfo)
{
// The child is a normal flow object. Compute the margins we will use for collapsing now.
child->computeAndSetBlockDirectionMargins(this);
// Try to guess our correct logical top position. In most cases this guess will
// be correct. Only if we're wrong (when we compute the real logical top position)
// will we have to potentially relayout.
// Go ahead and position the child as though it didn't collapse with the top.
child->setY(estimateLogicalTopPosition(child, marginInfo));
child->layoutIfNeeded();
// Cache if we are at the top of the block right now.
bool childIsSelfCollapsing = child->isSelfCollapsingBlock();
// Now determine the correct ypos based off examination of collapsing margin
// values.
child->setY(collapseMargins(child, marginInfo, childIsSelfCollapsing));
// FIXME(sky): Is it still actually possible for the child to need layout here?
// This used to be needed for floats and/or margin collapsing.
child->layoutIfNeeded();
// If we previously encountered a self-collapsing sibling of this child that had clearance then
// we set this bit to ensure we would not collapse the child's margins, and those of any subsequent
// self-collapsing siblings, with our parent. If this child is not self-collapsing then it can
// collapse its margins with the parent so reset the bit.
if (!marginInfo.canCollapseMarginAfterWithLastChild() && !childIsSelfCollapsing)
marginInfo.setCanCollapseMarginAfterWithLastChild(true);
// We are no longer at the top of the block if we encounter a non-empty child.
// This has to be done after checking for clear, so that margins can be reset if a clear occurred.
if (marginInfo.atBeforeSideOfBlock() && !childIsSelfCollapsing)
marginInfo.setAtBeforeSideOfBlock(false);
// Now place the child in the correct left position
determineLogicalLeftPositionForChild(child);
// Update our height now that the child has been placed in the correct position.
setLogicalHeight(logicalHeight() + logicalHeightForChild(child));
if (mustSeparateMarginAfterForChild(child)) {
setLogicalHeight(logicalHeight() + marginAfterForChild(child));
marginInfo.clearMargin();
}
}
void RenderBlockFlow::layoutBlockChildren(bool relayoutChildren, SubtreeLayoutScope& layoutScope, LayoutUnit beforeEdge, LayoutUnit afterEdge)
{
dirtyForLayoutFromPercentageHeightDescendants(layoutScope);
// The margin struct caches all our current margin collapsing state. The compact struct caches state when we encounter compacts,
MarginInfo marginInfo(this, beforeEdge, afterEdge);
RenderBox* next = firstChildBox();
RenderBox* lastNormalFlowChild = 0;
while (next) {
RenderBox* child = next;
next = child->nextSiblingBox();
// FIXME: this should only be set from clearNeedsLayout crbug.com/361250
child->setLayoutDidGetCalled(true);
updateBlockChildDirtyBitsBeforeLayout(relayoutChildren, child);
if (child->isOutOfFlowPositioned()) {
child->containingBlock()->insertPositionedObject(child);
adjustPositionedBlock(child, marginInfo);
continue;
}
// Lay out the child.
layoutBlockChild(child, marginInfo);
lastNormalFlowChild = child;
}
// Now do the handling of the bottom of the block, adding in our bottom border/padding and
// determining the correct collapsed bottom margin information.
handleAfterSideOfBlock(lastNormalFlowChild, beforeEdge, afterEdge, marginInfo);
}
// Our MarginInfo state used when laying out block children.
MarginInfo::MarginInfo(RenderBlockFlow* blockFlow, LayoutUnit beforeBorderPadding, LayoutUnit afterBorderPadding)
: m_canCollapseMarginAfterWithLastChild(true)
, m_atBeforeSideOfBlock(true)
, m_atAfterSideOfBlock(false)
, m_hasMarginBeforeQuirk(false)
, m_hasMarginAfterQuirk(false)
, m_determinedMarginBeforeQuirk(false)
, m_discardMargin(false)
{
RenderStyle* blockStyle = blockFlow->style();
ASSERT(blockFlow->isRenderView() || blockFlow->parent());
m_canCollapseWithChildren = !blockFlow->createsBlockFormattingContext() && !blockFlow->isRenderView();
m_canCollapseMarginBeforeWithChildren = m_canCollapseWithChildren && !beforeBorderPadding && blockStyle->marginBeforeCollapse() != MSEPARATE;
// If any height other than auto is specified in CSS, then we don't collapse our bottom
// margins with our children's margins. To do otherwise would be to risk odd visual
// effects when the children overflow out of the parent block and yet still collapse
// with it. We also don't collapse if we have any bottom border/padding.
m_canCollapseMarginAfterWithChildren = m_canCollapseWithChildren && !afterBorderPadding
&& (blockStyle->logicalHeight().isAuto() && !blockStyle->logicalHeight().value()) && blockStyle->marginAfterCollapse() != MSEPARATE;
m_discardMargin = m_canCollapseMarginBeforeWithChildren && blockFlow->mustDiscardMarginBefore();
m_positiveMargin = (m_canCollapseMarginBeforeWithChildren && !blockFlow->mustDiscardMarginBefore()) ? blockFlow->maxPositiveMarginBefore() : LayoutUnit();
m_negativeMargin = (m_canCollapseMarginBeforeWithChildren && !blockFlow->mustDiscardMarginBefore()) ? blockFlow->maxNegativeMarginBefore() : LayoutUnit();
}
RenderBlockFlow::MarginValues RenderBlockFlow::marginValuesForChild(RenderBox* child) const
{
LayoutUnit childBeforePositive = 0;
LayoutUnit childBeforeNegative = 0;
LayoutUnit childAfterPositive = 0;
LayoutUnit childAfterNegative = 0;
LayoutUnit beforeMargin = 0;
LayoutUnit afterMargin = 0;
RenderBlockFlow* childRenderBlockFlow = child->isRenderBlockFlow() ? toRenderBlockFlow(child) : 0;
if (childRenderBlockFlow) {
childBeforePositive = childRenderBlockFlow->maxPositiveMarginBefore();
childBeforeNegative = childRenderBlockFlow->maxNegativeMarginBefore();
childAfterPositive = childRenderBlockFlow->maxPositiveMarginAfter();
childAfterNegative = childRenderBlockFlow->maxNegativeMarginAfter();
} else {
beforeMargin = child->marginBefore();
afterMargin = child->marginAfter();
}
// Resolve uncollapsing margins into their positive/negative buckets.
if (beforeMargin) {
if (beforeMargin > 0)
childBeforePositive = beforeMargin;
else
childBeforeNegative = -beforeMargin;
}
if (afterMargin) {
if (afterMargin > 0)
childAfterPositive = afterMargin;
else
childAfterNegative = -afterMargin;
}
return RenderBlockFlow::MarginValues(childBeforePositive, childBeforeNegative, childAfterPositive, childAfterNegative);
}
LayoutUnit RenderBlockFlow::collapseMargins(RenderBox* child, MarginInfo& marginInfo, bool childIsSelfCollapsing)
{
bool childDiscardMarginBefore = mustDiscardMarginBeforeForChild(child);
bool childDiscardMarginAfter = mustDiscardMarginAfterForChild(child);
// The child discards the before margin when the the after margin has discard in the case of a self collapsing block.
childDiscardMarginBefore = childDiscardMarginBefore || (childDiscardMarginAfter && childIsSelfCollapsing);
// Get the four margin values for the child and cache them.
const RenderBlockFlow::MarginValues childMargins = marginValuesForChild(child);
// Get our max pos and neg top margins.
LayoutUnit posTop = childMargins.positiveMarginBefore();
LayoutUnit negTop = childMargins.negativeMarginBefore();
// For self-collapsing blocks, collapse our bottom margins into our
// top to get new posTop and negTop values.
if (childIsSelfCollapsing) {
posTop = std::max(posTop, childMargins.positiveMarginAfter());
negTop = std::max(negTop, childMargins.negativeMarginAfter());
}
// See if the top margin is quirky. We only care if this child has
// margins that will collapse with us.
bool topQuirk = hasMarginBeforeQuirk(child);
if (marginInfo.canCollapseWithMarginBefore()) {
if (!childDiscardMarginBefore && !marginInfo.discardMargin()) {
// This child is collapsing with the top of the
// block. If it has larger margin values, then we need to update
// our own maximal values.
setMaxMarginBeforeValues(std::max(posTop, maxPositiveMarginBefore()), std::max(negTop, maxNegativeMarginBefore()));
// The minute any of the margins involved isn't a quirk, don't
// collapse it away, even if the margin is smaller (www.webreference.com
// has an example of this, a <dt> with 0.8em author-specified inside
// a <dl> inside a <td>.
if (!marginInfo.determinedMarginBeforeQuirk() && !topQuirk && (posTop - negTop)) {
setHasMarginBeforeQuirk(false);
marginInfo.setDeterminedMarginBeforeQuirk(true);
}
if (!marginInfo.determinedMarginBeforeQuirk() && topQuirk && !marginBefore()) {
// We have no top margin and our top child has a quirky margin.
// We will pick up this quirky margin and pass it through.
// This deals with the <td><div><p> case.
// Don't do this for a block that split two inlines though. You do
// still apply margins in this case.
setHasMarginBeforeQuirk(true);
}
} else {
// The before margin of the container will also discard all the margins it is collapsing with.
setMustDiscardMarginBefore();
}
}
// Once we find a child with discardMarginBefore all the margins collapsing with us must also discard.
if (childDiscardMarginBefore) {
marginInfo.setDiscardMargin(true);
marginInfo.clearMargin();
}
LayoutUnit beforeCollapseLogicalTop = logicalHeight();
LayoutUnit logicalTop = beforeCollapseLogicalTop;
LayoutUnit clearanceForSelfCollapsingBlock;
RenderObject* prev = child->previousSibling();
RenderBlockFlow* previousBlockFlow = prev && prev->isRenderBlockFlow() && !prev->isFloatingOrOutOfFlowPositioned() ? toRenderBlockFlow(prev) : 0;
// If the child's previous sibling is a self-collapsing block that cleared a float then its top border edge has been set at the bottom border edge
// of the float. Since we want to collapse the child's top margin with the self-collapsing block's top and bottom margins we need to adjust our parent's height to match the
// margin top of the self-collapsing block. If the resulting collapsed margin leaves the child still intruding into the float then we will want to clear it.
if (!marginInfo.canCollapseWithMarginBefore() && previousBlockFlow && previousBlockFlow->isSelfCollapsingBlock()) {
clearanceForSelfCollapsingBlock = previousBlockFlow->marginOffsetForSelfCollapsingBlock();
setLogicalHeight(logicalHeight() - clearanceForSelfCollapsingBlock);
}
if (childIsSelfCollapsing) {
// For a self collapsing block both the before and after margins get discarded. The block doesn't contribute anything to the height of the block.
// Also, the child's top position equals the logical height of the container.
if (!childDiscardMarginBefore && !marginInfo.discardMargin()) {
// This child has no height. We need to compute our
// position before we collapse the child's margins together,
// so that we can get an accurate position for the zero-height block.
LayoutUnit collapsedBeforePos = std::max(marginInfo.positiveMargin(), childMargins.positiveMarginBefore());
LayoutUnit collapsedBeforeNeg = std::max(marginInfo.negativeMargin(), childMargins.negativeMarginBefore());
marginInfo.setMargin(collapsedBeforePos, collapsedBeforeNeg);
// Now collapse the child's margins together, which means examining our
// bottom margin values as well.
marginInfo.setPositiveMarginIfLarger(childMargins.positiveMarginAfter());
marginInfo.setNegativeMarginIfLarger(childMargins.negativeMarginAfter());
if (!marginInfo.canCollapseWithMarginBefore()) {
// We need to make sure that the position of the self-collapsing block
// is correct, since it could have overflowing content
// that needs to be positioned correctly (e.g., a block that
// had a specified height of 0 but that actually had subcontent).
logicalTop = logicalHeight() + collapsedBeforePos - collapsedBeforeNeg;
}
}
} else {
if (mustSeparateMarginBeforeForChild(child)) {
ASSERT(!marginInfo.discardMargin() || (marginInfo.discardMargin() && !marginInfo.margin()));
// If we are at the before side of the block and we collapse, ignore the computed margin
// and just add the child margin to the container height. This will correctly position
// the child inside the container.
LayoutUnit separateMargin = !marginInfo.canCollapseWithMarginBefore() ? marginInfo.margin() : LayoutUnit(0);
setLogicalHeight(logicalHeight() + separateMargin + marginBeforeForChild(child));
logicalTop = logicalHeight();
} else if (!marginInfo.discardMargin() && (!marginInfo.atBeforeSideOfBlock()
|| (!marginInfo.canCollapseMarginBeforeWithChildren()))) {
// We're collapsing with a previous sibling's margins and not
// with the top of the block.
setLogicalHeight(logicalHeight() + std::max(marginInfo.positiveMargin(), posTop) - std::max(marginInfo.negativeMargin(), negTop));
logicalTop = logicalHeight();
}
marginInfo.setDiscardMargin(childDiscardMarginAfter);
if (!marginInfo.discardMargin()) {
marginInfo.setPositiveMargin(childMargins.positiveMarginAfter());
marginInfo.setNegativeMargin(childMargins.negativeMarginAfter());
} else {
marginInfo.clearMargin();
}
if (marginInfo.margin())
marginInfo.setHasMarginAfterQuirk(hasMarginAfterQuirk(child));
}
return logicalTop;
}
void RenderBlockFlow::adjustPositionedBlock(RenderBox* child, const MarginInfo& marginInfo)
{
bool hasStaticBlockPosition = child->style()->hasStaticBlockPosition();
LayoutUnit logicalTop = logicalHeight();
updateStaticInlinePositionForChild(child, logicalTop);
if (!marginInfo.canCollapseWithMarginBefore()) {
// Positioned blocks don't collapse margins, so add the margin provided by
// the container now. The child's own margin is added later when calculating its logical top.
LayoutUnit collapsedBeforePos = marginInfo.positiveMargin();
LayoutUnit collapsedBeforeNeg = marginInfo.negativeMargin();
logicalTop += collapsedBeforePos - collapsedBeforeNeg;
}
RenderLayer* childLayer = child->layer();
if (childLayer->staticBlockPosition() != logicalTop) {
childLayer->setStaticBlockPosition(logicalTop);
if (hasStaticBlockPosition)
child->setChildNeedsLayout(MarkOnlyThis);
}
}
void RenderBlockFlow::setCollapsedBottomMargin(const MarginInfo& marginInfo)
{
if (marginInfo.canCollapseWithMarginAfter() && !marginInfo.canCollapseWithMarginBefore()) {
// Update the after side margin of the container to discard if the after margin of the last child also discards and we collapse with it.
// Don't update the max margin values because we won't need them anyway.
if (marginInfo.discardMargin()) {
setMustDiscardMarginAfter();
return;
}
// Update our max pos/neg bottom margins, since we collapsed our bottom margins
// with our children.
setMaxMarginAfterValues(std::max(maxPositiveMarginAfter(), marginInfo.positiveMargin()), std::max(maxNegativeMarginAfter(), marginInfo.negativeMargin()));
if (!marginInfo.hasMarginAfterQuirk())
setHasMarginAfterQuirk(false);
if (marginInfo.hasMarginAfterQuirk() && !marginAfter()) {
// We have no bottom margin and our last child has a quirky margin.
// We will pick up this quirky margin and pass it through.
// This deals with the <td><div><p> case.
setHasMarginAfterQuirk(true);
}
}
}
void RenderBlockFlow::marginBeforeEstimateForChild(RenderBox* child, LayoutUnit& positiveMarginBefore, LayoutUnit& negativeMarginBefore, bool& discardMarginBefore) const
{
// Give up if in quirks mode and we're a body/table cell and the top margin of the child box is quirky.
// Give up if the child specified -webkit-margin-collapse: separate that prevents collapsing.
// FIXME: Use writing mode independent accessor for marginBeforeCollapse.
if (child->style()->marginBeforeCollapse() == MSEPARATE)
return;
// The margins are discarded by a child that specified -webkit-margin-collapse: discard.
// FIXME: Use writing mode independent accessor for marginBeforeCollapse.
if (child->style()->marginBeforeCollapse() == MDISCARD) {
positiveMarginBefore = 0;
negativeMarginBefore = 0;
discardMarginBefore = true;
return;
}
LayoutUnit beforeChildMargin = marginBeforeForChild(child);
positiveMarginBefore = std::max(positiveMarginBefore, beforeChildMargin);
negativeMarginBefore = std::max(negativeMarginBefore, -beforeChildMargin);
if (!child->isRenderBlockFlow())
return;
RenderBlockFlow* childBlockFlow = toRenderBlockFlow(child);
if (childBlockFlow->childrenInline())
return;
MarginInfo childMarginInfo(childBlockFlow, childBlockFlow->borderBefore() + childBlockFlow->paddingBefore(), childBlockFlow->borderAfter() + childBlockFlow->paddingAfter());
if (!childMarginInfo.canCollapseMarginBeforeWithChildren())
return;
RenderBox* grandchildBox = childBlockFlow->firstChildBox();
for ( ; grandchildBox; grandchildBox = grandchildBox->nextSiblingBox()) {
if (!grandchildBox->isFloatingOrOutOfFlowPositioned())
break;
}
if (!grandchildBox)
return;
// Make sure to update the block margins now for the grandchild box so that we're looking at current values.
if (grandchildBox->needsLayout()) {
grandchildBox->computeAndSetBlockDirectionMargins(this);
if (grandchildBox->isRenderBlock()) {
RenderBlock* grandchildBlock = toRenderBlock(grandchildBox);
grandchildBlock->setHasMarginBeforeQuirk(grandchildBox->style()->hasMarginBeforeQuirk());
grandchildBlock->setHasMarginAfterQuirk(grandchildBox->style()->hasMarginAfterQuirk());
}
}
// Collapse the margin of the grandchild box with our own to produce an estimate.
childBlockFlow->marginBeforeEstimateForChild(grandchildBox, positiveMarginBefore, negativeMarginBefore, discardMarginBefore);
}
LayoutUnit RenderBlockFlow::estimateLogicalTopPosition(RenderBox* child, const MarginInfo& marginInfo)
{
// FIXME: We need to eliminate the estimation of vertical position, because when it's wrong we sometimes trigger a pathological
// relayout if there are intruding floats.
LayoutUnit logicalTopEstimate = logicalHeight();
if (!marginInfo.canCollapseWithMarginBefore()) {
LayoutUnit positiveMarginBefore = 0;
LayoutUnit negativeMarginBefore = 0;
bool discardMarginBefore = false;
if (child->selfNeedsLayout()) {
// Try to do a basic estimation of how the collapse is going to go.
marginBeforeEstimateForChild(child, positiveMarginBefore, negativeMarginBefore, discardMarginBefore);
} else {
// Use the cached collapsed margin values from a previous layout. Most of the time they
// will be right.
RenderBlockFlow::MarginValues marginValues = marginValuesForChild(child);
positiveMarginBefore = std::max(positiveMarginBefore, marginValues.positiveMarginBefore());
negativeMarginBefore = std::max(negativeMarginBefore, marginValues.negativeMarginBefore());
discardMarginBefore = mustDiscardMarginBeforeForChild(child);
}
// Collapse the result with our current margins.
if (!discardMarginBefore)
logicalTopEstimate += std::max(marginInfo.positiveMargin(), positiveMarginBefore) - std::max(marginInfo.negativeMargin(), negativeMarginBefore);
}
return logicalTopEstimate;
}
LayoutUnit RenderBlockFlow::marginOffsetForSelfCollapsingBlock()
{
// FIXME(sky): Remove
ASSERT(isSelfCollapsingBlock());
return LayoutUnit();
}
void RenderBlockFlow::handleAfterSideOfBlock(RenderBox* lastChild, LayoutUnit beforeSide, LayoutUnit afterSide, MarginInfo& marginInfo)
{
marginInfo.setAtAfterSideOfBlock(true);
// If our last child was a self-collapsing block with clearance then our logical height is flush with the
// bottom edge of the float that the child clears. The correct vertical position for the margin-collapsing we want
// to perform now is at the child's margin-top - so adjust our height to that position.
if (lastChild && lastChild->isRenderBlockFlow() && lastChild->isSelfCollapsingBlock())
setLogicalHeight(logicalHeight() - toRenderBlockFlow(lastChild)->marginOffsetForSelfCollapsingBlock());
if (marginInfo.canCollapseMarginAfterWithChildren() && !marginInfo.canCollapseMarginAfterWithLastChild())
marginInfo.setCanCollapseMarginAfterWithChildren(false);
// If we can't collapse with children then go ahead and add in the bottom margin.
if (!marginInfo.discardMargin() && (!marginInfo.canCollapseWithMarginAfter() && !marginInfo.canCollapseWithMarginBefore()))
setLogicalHeight(logicalHeight() + marginInfo.margin());
// Now add in our bottom border/padding.
setLogicalHeight(logicalHeight() + afterSide);
// Negative margins can cause our height to shrink below our minimal height (border/padding).
// If this happens, ensure that the computed height is increased to the minimal height.
setLogicalHeight(std::max(logicalHeight(), beforeSide + afterSide));
// Update our bottom collapsed margin info.
setCollapsedBottomMargin(marginInfo);
}
void RenderBlockFlow::setMustDiscardMarginBefore(bool value)
{
if (style()->marginBeforeCollapse() == MDISCARD) {
ASSERT(value);
return;
}
if (!m_rareData && !value)
return;
if (!m_rareData)
m_rareData = adoptPtr(new RenderBlockFlowRareData(this));
m_rareData->m_discardMarginBefore = value;
}
void RenderBlockFlow::setMustDiscardMarginAfter(bool value)
{
if (style()->marginAfterCollapse() == MDISCARD) {
ASSERT(value);
return;
}
if (!m_rareData && !value)
return;
if (!m_rareData)
m_rareData = adoptPtr(new RenderBlockFlowRareData(this));
m_rareData->m_discardMarginAfter = value;
}
bool RenderBlockFlow::mustDiscardMarginBefore() const
{
return style()->marginBeforeCollapse() == MDISCARD || (m_rareData && m_rareData->m_discardMarginBefore);
}
bool RenderBlockFlow::mustDiscardMarginAfter() const
{
return style()->marginAfterCollapse() == MDISCARD || (m_rareData && m_rareData->m_discardMarginAfter);
}
bool RenderBlockFlow::mustDiscardMarginBeforeForChild(const RenderBox* child) const
{
ASSERT(!child->selfNeedsLayout());
return child->isRenderBlockFlow() ? toRenderBlockFlow(child)->mustDiscardMarginBefore() : (child->style()->marginBeforeCollapse() == MDISCARD);
}
bool RenderBlockFlow::mustDiscardMarginAfterForChild(const RenderBox* child) const
{
ASSERT(!child->selfNeedsLayout());
return child->isRenderBlockFlow() ? toRenderBlockFlow(child)->mustDiscardMarginAfter() : (child->style()->marginAfterCollapse() == MDISCARD);
}
void RenderBlockFlow::setMaxMarginBeforeValues(LayoutUnit pos, LayoutUnit neg)
{
if (!m_rareData) {
if (pos == RenderBlockFlowRareData::positiveMarginBeforeDefault(this) && neg == RenderBlockFlowRareData::negativeMarginBeforeDefault(this))
return;
m_rareData = adoptPtr(new RenderBlockFlowRareData(this));
}
m_rareData->m_margins.setPositiveMarginBefore(pos);
m_rareData->m_margins.setNegativeMarginBefore(neg);
}
void RenderBlockFlow::setMaxMarginAfterValues(LayoutUnit pos, LayoutUnit neg)
{
if (!m_rareData) {
if (pos == RenderBlockFlowRareData::positiveMarginAfterDefault(this) && neg == RenderBlockFlowRareData::negativeMarginAfterDefault(this))
return;
m_rareData = adoptPtr(new RenderBlockFlowRareData(this));
}
m_rareData->m_margins.setPositiveMarginAfter(pos);
m_rareData->m_margins.setNegativeMarginAfter(neg);
}
bool RenderBlockFlow::mustSeparateMarginBeforeForChild(const RenderBox* child) const
{
ASSERT(!child->selfNeedsLayout());
const RenderStyle* childStyle = child->style();
return childStyle->marginBeforeCollapse() == MSEPARATE;
}
bool RenderBlockFlow::mustSeparateMarginAfterForChild(const RenderBox* child) const
{
ASSERT(!child->selfNeedsLayout());
const RenderStyle* childStyle = child->style();
return childStyle->marginAfterCollapse() == MSEPARATE;
}
RootInlineBox* RenderBlockFlow::createAndAppendRootInlineBox()
{
RootInlineBox* rootBox = createRootInlineBox();
m_lineBoxes.appendLineBox(rootBox);
return rootBox;
}
void RenderBlockFlow::deleteLineBoxTree()
{
m_lineBoxes.deleteLineBoxTree();
}
void RenderBlockFlow::updateStaticInlinePositionForChild(RenderBox* child, LayoutUnit logicalTop)
{
if (child->style()->isOriginalDisplayInlineType())
setStaticInlinePositionForChild(child, startAlignedOffsetForLine(logicalTop, false));
else
setStaticInlinePositionForChild(child, startOffsetForContent());
}
void RenderBlockFlow::setStaticInlinePositionForChild(RenderBox* child, LayoutUnit inlinePosition)
{
child->layer()->setStaticInlinePosition(inlinePosition);
}
void RenderBlockFlow::addChild(RenderObject* newChild, RenderObject* beforeChild)
{
RenderBlock::addChild(newChild, beforeChild);
}
void RenderBlockFlow::moveAllChildrenIncludingFloatsTo(RenderBlock* toBlock, bool fullRemoveInsert)
{
// FIXME(sky): Merge this into callers.
RenderBlockFlow* toBlockFlow = toRenderBlockFlow(toBlock);
moveAllChildrenTo(toBlockFlow, fullRemoveInsert);
}
void RenderBlockFlow::invalidatePaintForOverflow()
{
// FIXME: We could tighten up the left and right invalidation points if we let layoutInlineChildren fill them in based off the particular lines
// it had to lay out. We wouldn't need the hasOverflowClip() hack in that case either.
LayoutUnit paintInvalidationLogicalLeft = logicalLeftVisualOverflow();
LayoutUnit paintInvalidationLogicalRight = logicalRightVisualOverflow();
if (hasOverflowClip()) {
// If we have clipped overflow, we should use layout overflow as well, since visual overflow from lines didn't propagate to our block's overflow.
// Note the old code did this as well but even for overflow:visible. The addition of hasOverflowClip() at least tightens up the hack a bit.
// layoutInlineChildren should be patched to compute the entire paint invalidation rect.
paintInvalidationLogicalLeft = std::min(paintInvalidationLogicalLeft, logicalLeftLayoutOverflow());
paintInvalidationLogicalRight = std::max(paintInvalidationLogicalRight, logicalRightLayoutOverflow());
}
LayoutRect paintInvalidationRect = LayoutRect(paintInvalidationLogicalLeft, m_paintInvalidationLogicalTop, paintInvalidationLogicalRight - paintInvalidationLogicalLeft, m_paintInvalidationLogicalBottom - m_paintInvalidationLogicalTop);
if (hasOverflowClip()) {
// Adjust the paint invalidation rect for scroll offset
paintInvalidationRect.move(-scrolledContentOffset());
// Don't allow this rect to spill out of our overflow box.
paintInvalidationRect.intersect(LayoutRect(LayoutPoint(), size()));
}
// Make sure the rect is still non-empty after intersecting for overflow above
if (!paintInvalidationRect.isEmpty()) {
// Hits in media/event-attributes.html
DisableCompositingQueryAsserts disabler;
invalidatePaintRectangle(paintInvalidationRect); // We need to do a partial paint invalidation of our content.
}
m_paintInvalidationLogicalTop = 0;
m_paintInvalidationLogicalBottom = 0;
}
void RenderBlockFlow::paintFloats(PaintInfo& paintInfo, const LayoutPoint& paintOffset, bool preservePhase)
{
// FIXME(sky): Remove this.
}
LayoutUnit RenderBlockFlow::logicalLeftOffsetForPositioningFloat(LayoutUnit logicalTop, LayoutUnit fixedOffset, bool applyTextIndent, LayoutUnit* heightRemaining) const
{
// FIXME(sky): Remove this.
LayoutUnit offset = fixedOffset;
return adjustLogicalLeftOffsetForLine(offset, applyTextIndent);
}
LayoutUnit RenderBlockFlow::logicalRightOffsetForPositioningFloat(LayoutUnit logicalTop, LayoutUnit fixedOffset, bool applyTextIndent, LayoutUnit* heightRemaining) const
{
// FIXME(sky): Remove this.
LayoutUnit offset = fixedOffset;
return adjustLogicalRightOffsetForLine(offset, applyTextIndent);
}
LayoutUnit RenderBlockFlow::adjustLogicalLeftOffsetForLine(LayoutUnit offsetFromFloats, bool applyTextIndent) const
{
LayoutUnit left = offsetFromFloats;
if (applyTextIndent && style()->isLeftToRightDirection())
left += textIndentOffset();
return left;
}
LayoutUnit RenderBlockFlow::adjustLogicalRightOffsetForLine(LayoutUnit offsetFromFloats, bool applyTextIndent) const
{
LayoutUnit right = offsetFromFloats;
if (applyTextIndent && !style()->isLeftToRightDirection())
right -= textIndentOffset();
return right;
}
bool RenderBlockFlow::hitTestFloats(const HitTestRequest& request, HitTestResult& result, const HitTestLocation& locationInContainer, const LayoutPoint& accumulatedOffset)
{
// FIXME(sky): Remove this.
return false;
}
LayoutUnit RenderBlockFlow::logicalLeftFloatOffsetForLine(LayoutUnit logicalTop, LayoutUnit fixedOffset, LayoutUnit logicalHeight) const
{
// FIXME(sky): remove this.
return fixedOffset;
}
LayoutUnit RenderBlockFlow::logicalRightFloatOffsetForLine(LayoutUnit logicalTop, LayoutUnit fixedOffset, LayoutUnit logicalHeight) const
{
// FIXME(sky): remove this.
return fixedOffset;
}
GapRects RenderBlockFlow::inlineSelectionGaps(RenderBlock* rootBlock, const LayoutPoint& rootBlockPhysicalPosition, const LayoutSize& offsetFromRootBlock,
LayoutUnit& lastLogicalTop, LayoutUnit& lastLogicalLeft, LayoutUnit& lastLogicalRight, const PaintInfo* paintInfo)
{
GapRects result;
bool containsStart = selectionState() == SelectionStart || selectionState() == SelectionBoth;
if (!firstLineBox()) {
if (containsStart) {
// Go ahead and update our lastLogicalTop to be the bottom of the block. <hr>s or empty blocks with height can trip this
// case.
lastLogicalTop = rootBlock->blockDirectionOffset(offsetFromRootBlock) + logicalHeight();
lastLogicalLeft = logicalLeftSelectionOffset(rootBlock, logicalHeight());
lastLogicalRight = logicalRightSelectionOffset(rootBlock, logicalHeight());
}
return result;
}
RootInlineBox* lastSelectedLine = 0;
RootInlineBox* curr;
for (curr = firstRootBox(); curr && !curr->hasSelectedChildren(); curr = curr->nextRootBox()) { }
// Now paint the gaps for the lines.
for (; curr && curr->hasSelectedChildren(); curr = curr->nextRootBox()) {
LayoutUnit selTop = curr->selectionTopAdjustedForPrecedingBlock();
LayoutUnit selHeight = curr->selectionHeightAdjustedForPrecedingBlock();
if (!containsStart && !lastSelectedLine && selectionState() != SelectionStart && selectionState() != SelectionBoth) {
result.uniteCenter(blockSelectionGap(rootBlock, rootBlockPhysicalPosition, offsetFromRootBlock, lastLogicalTop,
lastLogicalLeft, lastLogicalRight, selTop, paintInfo));
}
LayoutRect logicalRect(curr->logicalLeft(), selTop, curr->logicalWidth(), selTop + selHeight);
logicalRect.move(offsetFromRootBlock);
LayoutRect physicalRect = rootBlock->logicalRectToPhysicalRect(rootBlockPhysicalPosition, logicalRect);
if (!paintInfo || (physicalRect.y() < paintInfo->rect.maxY() && physicalRect.maxY() > paintInfo->rect.y()))
result.unite(curr->lineSelectionGap(rootBlock, rootBlockPhysicalPosition, offsetFromRootBlock, selTop, selHeight, paintInfo));
lastSelectedLine = curr;
}
if (containsStart && !lastSelectedLine) {
// VisibleSelection must start just after our last line.
lastSelectedLine = lastRootBox();
}
if (lastSelectedLine && selectionState() != SelectionEnd && selectionState() != SelectionBoth) {
// Go ahead and update our lastY to be the bottom of the last selected line.
lastLogicalTop = rootBlock->blockDirectionOffset(offsetFromRootBlock) + lastSelectedLine->selectionBottom();
lastLogicalLeft = logicalLeftSelectionOffset(rootBlock, lastSelectedLine->selectionBottom());
lastLogicalRight = logicalRightSelectionOffset(rootBlock, lastSelectedLine->selectionBottom());
}
return result;
}
LayoutUnit RenderBlockFlow::logicalLeftSelectionOffset(RenderBlock* rootBlock, LayoutUnit position)
{
LayoutUnit logicalLeft = logicalLeftOffsetForLine(position, false);
if (logicalLeft == logicalLeftOffsetForContent())
return RenderBlock::logicalLeftSelectionOffset(rootBlock, position);
RenderBlock* cb = this;
while (cb != rootBlock) {
logicalLeft += cb->logicalLeft();
cb = cb->containingBlock();
}
return logicalLeft;
}
LayoutUnit RenderBlockFlow::logicalRightSelectionOffset(RenderBlock* rootBlock, LayoutUnit position)
{
LayoutUnit logicalRight = logicalRightOffsetForLine(position, false);
if (logicalRight == logicalRightOffsetForContent())
return RenderBlock::logicalRightSelectionOffset(rootBlock, position);
RenderBlock* cb = this;
while (cb != rootBlock) {
logicalRight += cb->logicalLeft();
cb = cb->containingBlock();
}
return logicalRight;
}
RootInlineBox* RenderBlockFlow::createRootInlineBox()
{
return new RootInlineBox(*this);
}
RenderBlockFlow::RenderBlockFlowRareData& RenderBlockFlow::ensureRareData()
{
if (m_rareData)
return *m_rareData;
m_rareData = adoptPtr(new RenderBlockFlowRareData(this));
return *m_rareData;
}
} // namespace blink