/* * This file is part of the render object implementation for TDEHTML. * * Copyright (C) 1999-2003 Lars Knoll (knoll@kde.org) * (C) 1999-2003 Antti Koivisto (koivisto@kde.org) * (C) 2002-2003 Dirk Mueller (mueller@kde.org) * (C) 2003,2005 Apple Computer, Inc. * (C) 2004 Germain Garand (germain@ebooksfrance.org) * (C) 2005 Allan Sandfeld Jensen (kde@carewolf.com) * (C) 2006 Charles Samuels (charles@kde.org) * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public License * along with this library; see the file COPYING.LIB. If not, write to * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, * Boston, MA 02110-1301, USA. * */ //#define DEBUG //#define DEBUG_LAYOUT //#define BOX_DEBUG //#define FLOAT_DEBUG //#define PAGE_DEBUG #include #include "rendering/render_text.h" #include "rendering/render_table.h" #include "rendering/render_canvas.h" #include "rendering/render_layer.h" #include "rendering/render_block.h" #include "xml/dom_nodeimpl.h" #include "xml/dom_docimpl.h" #include "html/html_formimpl.h" #include "misc/htmltags.h" #include "tdehtmlview.h" using namespace DOM; namespace tdehtml { // ------------------------------------------------------------------------------------------------------- // 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_firstLine = false; m_avoidPageBreak = false; 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; } RenderBlock::~RenderBlock() { delete m_floatingObjects; delete m_positionedObjects; } void RenderBlock::setStyle(RenderStyle* _style) { setReplaced(_style->isDisplayReplacedType()); RenderFlow::setStyle(_style); // ### we could save this call when the change only affected // non inherited properties RenderObject *child = firstChild(); while (child != 0) { if (child->isAnonymousBlock()) { RenderStyle* newStyle = new RenderStyle(); newStyle->inheritFrom(style()); newStyle->setDisplay(BLOCK); child->setStyle(newStyle); } child = child->nextSibling(); } if (attached()) { // Update generated content and ::inside updateReplacedContent(); // Update pseudos for :before and :after updatePseudoChildren(); } // handled by close() during parsing // ### remove close move upto updatePseudo if (!document()->parsing()) { updateFirstLetter(); } } // Attach handles initial setStyle that requires parent nodes void RenderBlock::attach() { RenderFlow::attach(); updateReplacedContent(); updatePseudoChildren(); } void RenderBlock::updateFirstLetter() { // Only blocks with inline-children can generate a first-letter if (!childrenInline() || !firstChild()) return; // Don't recurse if (style()->styleType() == RenderStyle::FIRST_LETTER) return; // The first-letter style is inheritable. RenderStyle *pseudoStyle = style()->getPseudoStyle(RenderStyle::FIRST_LETTER); RenderObject *o = this; while (o && !pseudoStyle) { // ### We should ignore empty preceding siblings if (o->parent() && o->parent()->firstChild() == this) o = o->parent(); else break; pseudoStyle = o->style()->getPseudoStyle(RenderStyle::FIRST_LETTER); }; // FIXME: Currently we don't delete first-letters, this is // handled instead in NodeImpl::diff by issuing Detach on first-letter changes. if (!pseudoStyle) { return; } // Drill into inlines looking for our first text child. RenderObject* firstText = firstChild(); while (firstText && firstText->needsLayout() && !firstText->isFloating() && !firstText->isRenderBlock() && !firstText->isReplaced() && !firstText->isText()) // ### We should skip first children with only white-space and punctuation firstText = firstText->firstChild(); if (firstText && firstText->isText() && !firstText->isBR()) { RenderObject* firstLetterObject = 0; // Find the old first-letter if (firstText->parent()->style()->styleType() == RenderStyle::FIRST_LETTER) firstLetterObject = firstText->parent(); // 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. if (firstLetterObject != 0) { firstLetterObject->setStyle( pseudoStyle ); RenderStyle* newStyle = new RenderStyle(); newStyle->inheritFrom( pseudoStyle ); firstText->setStyle( newStyle ); return; } RenderText* textObj = static_cast(firstText); RenderObject* firstLetterContainer = firstText->parent(); firstLetterObject = RenderFlow::createFlow(node(), pseudoStyle, renderArena() ); firstLetterObject->setIsAnonymous( true ); firstLetterContainer->addChild(firstLetterObject, firstLetterContainer->firstChild()); // if this object is the result of a :begin, then the text may have not been // generated yet if it is a counter if (textObj->recalcMinMax()) textObj->recalcMinMaxWidths(); // The original string is going to be either a generated content string or a DOM node's // string. We want the original string before it got transformed in case first-letter has // no text-transform or a different text-transform applied to it. DOMStringImpl* oldText = textObj->originalString(); if (!oldText) oldText = textObj->string(); // ### In theory a first-letter can stretch across multiple text objects, if they only contain // punctuation and white-space if(oldText->l >= 1) { oldText->ref(); // begin: we need skip leading whitespace so that RenderBlock::findNextLineBreak // won't think we're continuing from a previous run unsigned int begin = 0; // the position that first-letter begins unsigned int length = 0; // the position that "the rest" begins while ( length < oldText->l && (oldText->s+length)->isSpace() ) length++; begin = length; while ( (length < oldText->l && ( (oldText->s+length)->isPunct())) || (oldText->s+length)->isSpace() ) length++; if ( length < oldText->l && !( (oldText->s+length)->isSpace() || (oldText->s+length)->isPunct() )) length++; while ( length < oldText->l && (oldText->s+length)->isMark() ) length++; // we need to generated a remainingText object even if no text is left // because it holds the place and style for the old textObj RenderTextFragment* remainingText = new (renderArena()) RenderTextFragment(textObj->node(), oldText, length, oldText->l-length); remainingText->setIsAnonymous( textObj->isAnonymous() ); remainingText->setStyle(textObj->style()); if (remainingText->element()) remainingText->element()->setRenderer(remainingText); RenderObject* nextObj = textObj->nextSibling(); textObj->detach(); firstLetterContainer->addChild(remainingText, nextObj); RenderTextFragment* letter = new (renderArena()) RenderTextFragment(remainingText->node(), oldText, begin, length-begin); letter->setIsAnonymous( remainingText->isAnonymous() ); RenderStyle* newStyle = new RenderStyle(); newStyle->inheritFrom(pseudoStyle); letter->setStyle(newStyle); firstLetterObject->addChild(letter); oldText->deref(); } firstLetterObject->close(); } } 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. This may also be // needed in cases of things like anonymous tables. if (beforeChild && beforeChild->parent() != this) { TDEHTMLAssert(beforeChild->parent()); // In the special case where we are prepending a block-level element before // something contained inside an anonymous block, we can just prepend it before // the anonymous block. if (!newChild->isInline() && beforeChild->parent()->isAnonymousBlock() && beforeChild->parent()->parent() == this && beforeChild->parent()->firstChild() == beforeChild) return addChildToFlow(newChild, beforeChild->parent()); // Otherwise find our kid inside which the beforeChild is, and delegate to it. // This may be many levels deep due to anonymous tables, table sections, etc. RenderObject* responsible = beforeChild->parent(); while (responsible->parent() != this) responsible = responsible->parent(); return responsible->addChild(newChild,beforeChild); } // prevent elements that haven't received a layout yet from getting painted by pushing // them far above the top of the page if (!newChild->isInline()) newChild->setPos(newChild->xPos(), -500000); if (!newChild->isText() && newChild->style()->position() != STATIC) setOverhangingContents(); // A block has to either have all of its children inline, or all of its children as blocks. // So, if our children are currently inline and a block child has to be inserted, we move all our // inline children into anonymous block boxes if ( m_childrenInline && !newChild->isInline() && !newChild->isFloatingOrPositioned() ) { // This is a block with inline content. Wrap the inline content in anonymous blocks. makeChildrenNonInline(beforeChild); madeBoxesNonInline = true; if (beforeChild && beforeChild->parent() != this) { beforeChild = beforeChild->parent(); TDEHTMLAssert(beforeChild->isAnonymousBlock()); TDEHTMLAssert(beforeChild->parent() == this); } } else if (!m_childrenInline && !newChild->isFloatingOrPositioned()) { // If we're inserting an inline child but all of our children are blocks, then we have to make sure // it is put into an anomyous block box. We try to use an existing anonymous box if possible, otherwise // a new one is created and inserted into our list of children in the appropriate position. if (newChild->isInline()) { if (beforeChild) { if ( beforeChild->previousSibling() && beforeChild->previousSibling()->isAnonymousBlock() ) { beforeChild->previousSibling()->addChild(newChild); return; } } else { if ( m_last && m_last->isAnonymousBlock() ) { m_last->addChild(newChild); return; } } // no suitable existing anonymous box - create a new one RenderBlock* newBox = createAnonymousBlock(); RenderBox::addChild(newBox,beforeChild); newBox->addChild(newChild); //the above may actually destroy newBox in case an anonymous //table got created, and made the anonymous block redundant. //so look up what to hide indirectly. RenderObject* toHide = newChild; while (toHide->parent() != this) toHide = toHide->parent(); toHide->setPos(toHide->xPos(), -500000); return; } else { // We are adding another block child... if the current last child is an anonymous box // then it needs to be closed. // ### get rid of the closing thing altogether this will only work during initial parsing if (lastChild() && lastChild()->isAnonymous()) { lastChild()->close(); } } } RenderBox::addChild(newChild,beforeChild); // ### care about aligned stuff if ( madeBoxesNonInline ) removeLeftoverAnonymousBoxes(); } static void getInlineRun(RenderObject* start, RenderObject* stop, RenderObject*& inlineRunStart, RenderObject*& inlineRunEnd) { // Beginning at |start| we find the largest contiguous run of inlines that // we can. We denote the run with start and end points, |inlineRunStart| // and |inlineRunEnd|. Note that these two values may be the same if // we encounter only one inline. // // We skip any non-inlines we encounter as long as we haven't found any // inlines yet. // // |stop| indicates a non-inclusive stop point. Regardless of whether |stop| // is inline or not, we will not include it in a run with inlines before it. It's as though we encountered // a non-inline. 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 != stop)) { 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. TDEHTMLAssert(isReplacedBlock() || !isInline()); TDEHTMLAssert(!insertionPoint || insertionPoint->parent() == this); m_childrenInline = false; RenderObject *child = firstChild(); while (child) { RenderObject *inlineRunStart, *inlineRunEnd; getInlineRun(child, insertionPoint, inlineRunStart, inlineRunEnd); if (!inlineRunStart) break; child = inlineRunEnd->nextSibling(); RenderBlock* box = createAnonymousBlock(); insertChildNode(box, inlineRunStart); RenderObject* o = inlineRunStart; while(o != inlineRunEnd) { RenderObject* no = o; o = no->nextSibling(); box->appendChildNode(removeChildNode(no)); } box->appendChildNode(removeChildNode(inlineRunEnd)); box->close(); box->setPos(box->xPos(), -500000); } } void RenderBlock::makePageBreakAvoidBlocks() { TDEHTMLAssert(!childrenInline()); TDEHTMLAssert(canvas()->pagedMode()); RenderObject *breakAfter = firstChild(); RenderObject *breakBefore = breakAfter ? breakAfter->nextSibling() : 0; RenderBlock* pageRun = 0; // ### Should follow margin-collapsing rules, skipping self-collapsing blocks // and exporting page-breaks from first/last child when collapsing with parent margin. while (breakAfter) { if (breakAfter->isRenderBlock() && !breakAfter->childrenInline()) static_cast(breakAfter)->makePageBreakAvoidBlocks(); EPageBreak pbafter = breakAfter->style()->pageBreakAfter(); EPageBreak pbbefore = breakBefore ? breakBefore->style()->pageBreakBefore() : PBALWAYS; if ((pbafter == PBAVOID && pbbefore == PBAVOID) || (pbafter == PBAVOID && pbbefore == PBAUTO) || (pbafter == PBAUTO && pbbefore == PBAVOID)) { if (!pageRun) { pageRun = createAnonymousBlock(); pageRun->m_avoidPageBreak = true; pageRun->setChildrenInline(false); } pageRun->appendChildNode(removeChildNode(breakAfter)); } else { if (pageRun) { pageRun->appendChildNode(removeChildNode(breakAfter)); pageRun->close(); insertChildNode(pageRun, breakBefore); pageRun = 0; } } breakAfter = breakBefore; breakBefore = breakBefore ? breakBefore->nextSibling() : 0; } // recurse into positioned block children as well. if (m_positionedObjects) { TQPtrListIterator it(*m_positionedObjects); for ( ; it.current(); ++it ) { if (it.current()->isRenderBlock() && !it.current()->childrenInline()) { static_cast(it.current())->makePageBreakAvoidBlocks(); } } } // recurse into floating block children. if (m_floatingObjects) { TQPtrListIterator it(*m_floatingObjects); for ( ; it.current(); ++it ) { if (it.current()->node->isRenderBlock() && !it.current()->node->childrenInline()) { static_cast(it.current()->node)->makePageBreakAvoidBlocks(); } } } } void RenderBlock::removeChild(RenderObject *oldChild) { // If this child is a block, and if our previous and next siblings are // both anonymous blocks with inline content, then we can go ahead and // fold the inline content back together. RenderObject* prev = oldChild->previousSibling(); RenderObject* next = oldChild->nextSibling(); bool mergedBlocks = false; if (document()->renderer() && !isInline() && !oldChild->isInline() && !oldChild->continuation() && prev && prev->isAnonymousBlock() && prev->childrenInline() && next && next->isAnonymousBlock() && next->childrenInline()) { // Take all the children out of the |next| block and put them in // the |prev| block. RenderObject* o = next->firstChild(); while (o) { RenderObject* no = o; o = no->nextSibling(); prev->appendChildNode(next->removeChildNode(no)); no->setNeedsLayoutAndMinMaxRecalc(); } prev->setNeedsLayoutAndMinMaxRecalc(); // Nuke the now-empty block. next->detach(); mergedBlocks = true; } RenderFlow::removeChild(oldChild); if (mergedBlocks && prev && !prev->previousSibling() && !prev->nextSibling()) { // The remerge has knocked us down to containing only a single anonymous // box. We can go ahead and pull the content right back up into our // box. RenderObject* anonBlock = removeChildNode(prev); m_childrenInline = true; RenderObject* o = anonBlock->firstChild(); while (o) { RenderObject* no = o; o = no->nextSibling(); appendChildNode(anonBlock->removeChildNode(no)); no->setNeedsLayoutAndMinMaxRecalc(); } // Nuke the now-empty block. anonBlock->detach(); } } bool RenderBlock::isSelfCollapsingBlock() const { // We are not self-collapsing if we // (a) have a non-zero height according to layout (an optimization to avoid wasting time) // (b) are a table, // (c) have border/padding, // (d) have a min-height if (m_height > 0 || isTable() || (borderBottom() + paddingBottom() + borderTop() + paddingTop()) != 0 || style()->minHeight().value() > 0) return false; 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) { if (isInline() && !isReplacedBlock()) { setNeedsLayout(false); return; } // kdDebug( 6040 ) << renderName() << " " << this << "::layoutBlock() start" << endl; // TQTime t; // t.start(); TDEHTMLAssert( needsLayout() ); TDEHTMLAssert( minMaxKnown() ); if (canvas()->pagedMode()) relayoutChildren = true; if (!relayoutChildren && posChildNeedsLayout() && !normalChildNeedsLayout() && !selfNeedsLayout()) { // All we have to is lay out our positioned objects. layoutPositionedObjects(relayoutChildren); if (hasOverflowClip()) m_layer->checkScrollbarsAfterLayout(); setNeedsLayout(false); return; } if (markedForRepaint()) { repaintDuringLayout(); setMarkedForRepaint(false); } int oldWidth = m_width; calcWidth(); m_overflowWidth = m_width; m_overflowLeft = 0; if (style()->direction() == LTR ) { int cw=0; if (style()->textIndent().isPercent()) cw = containingBlock()->contentWidth(); m_overflowLeft = kMin(0, style()->textIndent().minWidth(cw)); } if ( oldWidth != m_width ) relayoutChildren = true; // kdDebug( 6040 ) << floatingObjects << "," << oldWidth << "," // << m_width << ","<< needsLayout() << "," << isAnonymousBox() << "," // << overhangingContents() << "," << isPositioned() << endl; #ifdef DEBUG_LAYOUT kdDebug( 6040 ) << renderName() << "(RenderBlock) " << this << " ::layout() width=" << m_width << ", needsLayout=" << needsLayout() << endl; if(containingBlock() == static_cast(this)) kdDebug( 6040 ) << renderName() << ": containingBlock == this" << endl; #endif clearFloats(); int previousHeight = m_height; 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().isQuirk(); m_bottomMarginQuirk = style()->marginBottom().isQuirk(); if (element() && element()->id() == ID_FORM && static_cast(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() && m_layer) { // For overflow:scroll blocks, ensure we have both scrollbars in place always. if (style()->overflowX() == OSCROLL) m_layer->showScrollbar( TQt::Horizontal, true ); if (style()->overflowY() == OSCROLL) m_layer->showScrollbar( TQt::Vertical, true ); } setContainsPageBreak(false); if (childrenInline()) layoutInlineChildren( relayoutChildren ); else layoutBlockChildren( relayoutChildren ); // Expand our intrinsic height to encompass floats. int toAdd = borderBottom() + paddingBottom(); if (m_layer && scrollsOverflowX() && style()->height().isVariable()) toAdd += m_layer->horizontalScrollbarHeight(); if ( hasOverhangingFloats() && (isFloatingOrPositioned() || flowAroundFloats()) ) m_overflowHeight = m_height = floatBottom() + toAdd; int oldHeight = m_height; calcHeight(); if (oldHeight != m_height) { m_overflowHeight -= toAdd; if (m_layer && scrollsOverflowY()) { // overflow-height only includes padding-bottom when it scrolls m_overflowHeight += paddingBottom(); } // If the block got expanded in size, then increase our overflowheight to match. if (m_overflowHeight < m_height) m_overflowHeight = m_height; } if (previousHeight != m_height) relayoutChildren = true; 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() && !lastChild()->hasOverflowClip()) { TDEHTMLAssert(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(); } if (canvas()->pagedMode()) { #ifdef PAGE_DEBUG kdDebug(6040) << renderName() << " Page Bottom: " << pageTopAfter(0) << endl; kdDebug(6040) << renderName() << " Bottom: " << m_height << endl; #endif bool needsPageBreak = false; int xpage = crossesPageBreak(0, m_height); if (xpage) { needsPageBreak = true; #ifdef PAGE_DEBUG kdDebug( 6040 ) << renderName() << " crosses to page " << xpage << endl; #endif } if (needsPageBreak && !containsPageBreak()) { setNeedsPageClear(true); #ifdef PAGE_DEBUG kdDebug( 6040 ) << renderName() << " marked for page-clear" << endl; #endif } } layoutPositionedObjects( relayoutChildren ); // Always ensure our overflow width/height are at least as large as our width/height. m_overflowWidth = kMax(m_overflowWidth, (int)m_width); m_overflowHeight = kMax(m_overflowHeight, m_height); // Update our scrollbars if we're overflow:auto/scroll now that we know if // we overflow or not. if (hasOverflowClip() && m_layer) m_layer->checkScrollbarsAfterLayout(); setNeedsLayout(false); } void RenderBlock::adjustPositionedBlock(RenderObject* child, const MarginInfo& marginInfo) { if (child->isBox() && child->hasStaticX()) { if (style()->direction() == LTR) static_cast(child)->setStaticX(borderLeft() + paddingLeft()); else static_cast(child)->setStaticX(borderRight() + paddingRight()); } if (child->isBox() && child->hasStaticY()) { int y = m_height; if (!marginInfo.canCollapseWithTop()) { child->calcVerticalMargins(); int marginTop = child->marginTop(); int collapsedTopPos = marginInfo.posMargin(); int collapsedTopNeg = marginInfo.negMargin(); if (marginTop > 0) { if (marginTop > collapsedTopPos) collapsedTopPos = marginTop; } else { if (-marginTop > collapsedTopNeg) collapsedTopNeg = -marginTop; } y += (collapsedTopPos - collapsedTopNeg) - marginTop; } static_cast(child)->setStaticY(y); } } 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, marginInfo, 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; } static inline bool isAnonymousWhitespace( RenderObject* o ) { if (!o->isAnonymous()) return false; RenderObject *fc = o->firstChild(); return fc && fc == o->lastChild() && fc->isText() && static_cast(fc)->stringLength() == 1 && static_cast(fc)->text()[0].unicode() == ' '; } RenderObject* RenderBlock::handleCompactChild(RenderObject* child, CompactInfo& compactInfo, const MarginInfo& marginInfo, 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() || isAnonymousWhitespace(curr)) ) curr = curr->nextSibling(); if (curr && curr->isRenderBlock() && !curr->isCompact() && !curr->isRunIn()) { curr->calcWidth(); // So that horizontal margins are correct. // Need to compute margins for the child as though it is a block. child->style()->setDisplay(BLOCK); child->calcWidth(); child->style()->setDisplay(COMPACT); int childMargins = child->marginLeft() + child->marginRight(); int margin = style()->direction() == LTR ? curr->marginLeft() : curr->marginRight(); if (margin >= (childMargins + child->maxWidth())) { // The compact will fit in the margin. handled = true; compactInfo.set(child, curr); child->layoutIfNeeded(); int off = marginInfo.margin(); m_height += off + curr->marginTop() < child->marginTop() ? child->marginTop() - curr->marginTop() -off: 0; 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. return next; } } } return 0; } void RenderBlock::adjustSizeForCompactIfNeeded(RenderObject* child, CompactInfo& compactInfo) { // if the compact is bigger than the block it was run into // then "this" block should take the height of the compact if (compactInfo.matches(child)) { // We have a compact child to squeeze in. RenderObject* compactChild = compactInfo.compact(); if (compactChild->height() > child->height()) m_height += compactChild->height() - child->height(); } } 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() - compactChild->width() - compactChild->marginRight(); } int compactYPos = child->yPos() + child->borderTop() + child->paddingTop() - compactChild->paddingTop() - compactChild->borderTop(); int adj = 0; TDEHTMLAssert(child->isRenderBlock()); InlineRunBox *b = static_cast(child)->firstLineBox(); InlineRunBox *c = static_cast(compactChild)->firstLineBox(); if (b && c) { // adjust our vertical position int vpos = compactChild->getVerticalPosition( true, child ); if (vpos == PositionBottom) adj = b->height() > c->height() ? (b->height() + b->yPos() - c->height() - c->yPos()) : 0; else if (vpos == PositionTop) adj = b->yPos() - c->yPos(); else adj = vpos; compactYPos += adj; } Length newLineHeight( kMax(compactChild->lineHeight(true)+adj, (int)child->lineHeight(true)), tdehtml::Fixed); child->style()->setLineHeight( newLineHeight ); child->setNeedsLayout( true, false ); child->layout(); compactChild->setPos(compactXPos, compactYPos); // 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() || isAnonymousWhitespace(curr)) ) 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, (int)child->maxBottomMargin(true)); negTop = kMax(negTop, (int)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, (int)m_maxTopPosMargin); m_maxTopNegMargin = kMax(negTop, (int)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(), (int)child->maxTopMargin(true)); int collapsedTopNeg = kMax(marginInfo.negMargin(), (int)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 { #ifdef APPLE_CHANGES if (child->style()->marginTopCollapse() == MSEPARATE) { m_height += marginInfo.margin() + child->marginTop(); ypos = m_height; } else #endif 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->flowAroundFloats() && child->hasFloats()) 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. bool selfCollapsing = child->isSelfCollapsingBlock(); if (!selfCollapsing) 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 (!selfCollapsing && !child->style()->width().isFixed() && 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->flowAroundFloats() && child->hasFloats()) child->markAllDescendantsWithFloatsForLayout(); child->layoutIfNeeded(); } } bool RenderBlock::canClear(RenderObject *child, PageBreakLevel level) { TDEHTMLAssert(child->parent() && child->parent() == this); TDEHTMLAssert(canvas()->pagedMode()); // Positioned elements cannot be moved. Only normal flow and floating. if (child->isPositioned() || child->isRelPositioned()) return false; switch(level) { case PageBreakNormal: // check page-break-inside: avoid if (!style()->pageBreakInside()) // we cannot, but can our parent? if(!parent()->canClear(this, level)) return false; case PageBreakHarder: // check page-break-after/before: avoid if (m_avoidPageBreak) // we cannot, but can our parent? if(!parent()->canClear(this, level)) return false; case PageBreakForced: // child is larger than page-height and is forced to break if(child->height() > canvas()->pageHeight()) return false; return true; } assert(false); return false; } void RenderBlock::clearPageBreak(RenderObject* child, int pageBottom) { TDEHTMLAssert(child->parent() && child->parent() == this); TDEHTMLAssert(canvas()->pagedMode()); if (child->yPos() >= pageBottom) return; int heightIncrease = 0; heightIncrease = pageBottom - child->yPos(); // ### should never happen, canClear should have been called to detect it. if (child->height() > canvas()->pageHeight()) { kdDebug(6040) << "### child is too large to clear: " << child->height() << " > " << canvas()->pageHeight() << endl; return; } // The child needs to be lowered. Move the child so that it just clears the break. child->setPos(child->xPos(), pageBottom); #ifdef PAGE_DEBUG kdDebug(6040) << "Cleared block " << heightIncrease << "px" << endl; #endif // Increase our height by the amount we had to clear. m_height += heightIncrease; // We might have to do another layout to take into account // the extra space we now have available. if (!child->style()->width().isFixed() && child->usesLineWidth()) // The child's width is a percentage of the line width. // When the child shifts to clear a page-break, 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->flowAroundFloats() && child->hasFloats()) child->markAllDescendantsWithFloatsForLayout(); if (child->containsPageBreak()) child->setNeedsLayout(true); child->layoutIfNeeded(); child->setAfterPageBreak(true); } 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->flowAroundFloats()) { int leftOff = leftOffset(m_height); if (style()->textAlign() != TDEHTML_CENTER && !child->style()->marginLeft().isVariable()) { 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(); if (m_layer && scrollsOverflowY()) xPos -= m_layer->verticalScrollbarWidth(); int chPos = xPos - (child->width() + child->marginRight()); if (child->flowAroundFloats()) { int rightOff = rightOffset(m_height); if (style()->textAlign() != TDEHTML_CENTER && !child->style()->marginRight().isVariable()) { 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((int)m_maxBottomPosMargin, marginInfo.posMargin()); m_maxBottomNegMargin = kMax((int)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 ) { #ifdef DEBUG_LAYOUT kdDebug( 6040 ) << renderName() << " layoutBlockChildren( " << this <<" ), relayoutChildren="<< relayoutChildren << endl; #endif int top = borderTop() + paddingTop(); int bottom = borderBottom() + paddingBottom(); if (m_layer && scrollsOverflowX() && style()->height().isVariable()) bottom += m_layer->horizontalScrollbarHeight(); 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); PageBreakInfo pageBreakInfo(pageTopAfter(0)); RenderObject* child = firstChild(); while( child != 0 ) { 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 relayout children if we need it. if (!child->isPositioned() && (relayoutChildren || (child->isReplaced() && (child->style()->width().isPercent() || child->style()->height().isPercent())) || (child->isRenderBlock() && child->style()->height().isPercent()) || (child->isBody() && child->style()->htmlHacks()))) { 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(); #ifdef APPLE_CHANGES /* margin-*-collapse not merged yet */ // 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(); } #endif // 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->flowAroundFloats() || child->usesLineWidth() ) { int fb = floatBottom(); if (fb > m_height || fb > yPosEstimate) child->setChildNeedsLayout(true); } // 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 on 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); adjustSizeForCompactIfNeeded(child, compactInfo); // Update our height now that the child has been placed in the correct position. m_height += child->height(); #ifdef APPLE_CHANGES if (child->style()->marginBottomCollapse() == MSEPARATE) { m_height += child->marginBottom(); marginInfo.clearMargin(); } #endif // Check for page-breaks if (canvas()->pagedMode()) clearChildOfPageBreaks(child, pageBreakInfo, marginInfo); if (child->hasOverhangingFloats() && !child->flowAroundFloats()) { // need to add the child's floats to our floating objects list, but not in the case where // overflow is auto/scroll addOverHangingFloats( static_cast(child), -child->xPos(), -child->yPos(), true ); } // See if this child has made our overflow need to grow. int effX = child->effectiveXPos(); int effY = child->effectiveYPos(); m_overflowWidth = kMax(effX + child->effectiveWidth(), m_overflowWidth); m_overflowLeft = kMin(effX, m_overflowLeft); m_overflowHeight = kMax(effY + child->effectiveHeight(), m_overflowHeight); m_overflowTop = kMin(effY, m_overflowTop); #ifdef PAGE_DEBUG kdDebug(6040) << renderName() << "(RenderBlock)::layoutBlockChildren(" << relayoutChildren << ") effX: " << effX << " effY: " << effY << " child: " << child << " child->effectiveWidth(): " << child->effectiveWidth() << " child->effectiveHeight(): " << child->effectiveHeight() << endl; #endif // Insert our compact into the block margin if we have one. insertCompactIfNeeded(child, compactInfo); child = child->nextSibling(); } // The last child had forced page-break-after if (pageBreakInfo.forcePageBreak()) m_height = pageBreakInfo.pageBottom(); // 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); setNeedsLayout(false); } void RenderBlock::clearChildOfPageBreaks(RenderObject *child, PageBreakInfo &pageBreakInfo, MarginInfo &marginInfo) { (void)marginInfo; int childTop = child->yPos(); int childBottom = child->yPos()+child->height(); #ifdef PAGE_DEBUG kdDebug(6040) << renderName() << " ChildTop: " << childTop << " ChildBottom: " << childBottom << endl; #endif bool forcePageBreak = pageBreakInfo.forcePageBreak() || child->style()->pageBreakBefore() == PBALWAYS; #ifdef PAGE_DEBUG if (forcePageBreak) kdDebug(6040) << renderName() << "Forced break required" << endl; #endif int xpage = crossesPageBreak(childTop, childBottom); if (xpage || forcePageBreak) { if (!forcePageBreak && child->containsPageBreak() && !child->needsPageClear()) { #ifdef PAGE_DEBUG kdDebug(6040) << renderName() << " Child contains page-break to page " << xpage << endl; #endif // ### Actually this assumes floating children are breaking/clearing // nicely as well. setContainsPageBreak(true); } else { bool doBreak = true; // don't break before the first child or when page-break-inside is avoid if (!forcePageBreak && (!style()->pageBreakInside() || m_avoidPageBreak || child == firstChild())) { if (parent()->canClear(this, (m_avoidPageBreak) ? PageBreakHarder : PageBreakNormal )) { #ifdef PAGE_DEBUG kdDebug(6040) << renderName() << "Avoid page-break inside" << endl; #endif child->setNeedsPageClear(false); setNeedsPageClear(true); doBreak = false; } #ifdef PAGE_DEBUG else kdDebug(6040) << renderName() << "Ignoring page-break avoid" << endl; #endif } if (doBreak) { #ifdef PAGE_DEBUG kdDebug(6040) << renderName() << " Clearing child of page-break" << endl; kdDebug(6040) << renderName() << " child top of page " << xpage << endl; #endif clearPageBreak(child, pageBreakInfo.pageBottom()); child->setNeedsPageClear(false); setContainsPageBreak(true); } } pageBreakInfo.setPageBottom(pageBreakInfo.pageBottom() + canvas()->pageHeight()); } else if (child->yPos() >= pageBreakInfo.pageBottom()) { bool doBreak = true; #ifdef PAGE_DEBUG kdDebug(6040) << "Page-break between children" << endl; #endif if (!style()->pageBreakInside() || m_avoidPageBreak) { if(parent()->canClear(this, (m_avoidPageBreak) ? PageBreakHarder : PageBreakNormal )) { #ifdef PAGE_DEBUG kdDebug(6040) << "Avoid page-break inside" << endl; #endif child->setNeedsPageClear(false); setNeedsPageClear(true); doBreak = false; } #ifdef PAGE_DEBUG else kdDebug(6040) << "Ignoring page-break avoid" << endl; #endif } if (doBreak) { // Break between children setContainsPageBreak(true); // ### Should collapse top-margin with page-margin } pageBreakInfo.setPageBottom(pageBreakInfo.pageBottom() + canvas()->pageHeight()); } // Do we need a forced page-break before next child? pageBreakInfo.setForcePageBreak(false); if (child->style()->pageBreakAfter() == PBALWAYS) pageBreakInfo.setForcePageBreak(true); } void RenderBlock::layoutPositionedObjects(bool relayoutChildren) { if (m_positionedObjects) { //kdDebug( 6040 ) << renderName() << " " << this << "::layoutPositionedObjects() start" << endl; RenderObject* r; TQPtrListIterator it(*m_positionedObjects); for ( ; (r = it.current()); ++it ) { //kdDebug(6040) << " have a positioned object" << endl; if (r->markedForRepaint()) { r->repaintDuringLayout(); r->setMarkedForRepaint(false); } if ( relayoutChildren || r->style()->position() == FIXED || ((r->hasStaticY()||r->hasStaticX()) && r->parent() != this && r->parent()->isBlockFlow()) ) { r->setChildNeedsLayout(true); r->dirtyFormattingContext(false); } r->layoutIfNeeded(); } } } void RenderBlock::paint(PaintInfo& pI, int _tx, int _ty) { _tx += m_x; _ty += m_y; // check if we need to do anything at all... if (!isRoot() && !isInlineFlow() && !overhangingContents() && !isRelPositioned() && !isPositioned() ) { int h = m_overflowHeight; int yPos = _ty; if (m_floatingObjects && floatBottom() > h) h = floatBottom(); yPos += overflowTop(); int os = maximalOutlineSize(pI.phase); if( (yPos > pI.r.bottom() + os) || (_ty + h <= pI.r.y() - os)) return; } paintObject(pI, _tx, _ty); } void RenderBlock::paintObject(PaintInfo& pI, int _tx, int _ty, bool shouldPaintOutline) { #ifdef DEBUG_LAYOUT //kdDebug( 6040 ) << renderName() << "(RenderBlock) " << this << " ::paintObject() w/h = (" << width() << "/" << height() << ")" << endl; #endif // If we're a repositioned run-in, don't paint background/borders. bool inlineFlow = isInlineFlow(); // 1. paint background, borders etc if (!inlineFlow && (pI.phase == PaintActionElementBackground || pI.phase == PaintActionChildBackground ) && shouldPaintBackgroundOrBorder() && style()->visibility() == VISIBLE) paintBoxDecorations(pI, _tx, _ty); if ( pI.phase == PaintActionElementBackground ) return; if ( pI.phase == PaintActionChildBackgrounds ) pI.phase = PaintActionChildBackground; // 2. paint contents int scrolledX = _tx; int scrolledY = _ty; if (hasOverflowClip() && m_layer) m_layer->subtractScrollOffset(scrolledX, scrolledY); if (childrenInline()) paintLines(pI, scrolledX, scrolledY); else { for(RenderObject *child = firstChild(); child; child = child->nextSibling()) if(!child->layer() && !child->isFloating()) child->paint(pI, scrolledX, scrolledY); } // 3. paint floats. if (!inlineFlow && (pI.phase == PaintActionFloat || pI.phase == PaintActionSelection)) paintFloats(pI, scrolledX, scrolledY, pI.phase == PaintActionSelection); // 4. paint outline. if (shouldPaintOutline && !inlineFlow && pI.phase == PaintActionOutline && style()->outlineWidth() && style()->visibility() == VISIBLE) paintOutline(pI.p, _tx, _ty, width(), height(), style()); #ifdef BOX_DEBUG if ( style() && style()->visibility() == VISIBLE ) { if(isAnonymous()) outlineBox(pI.p, _tx, _ty, "green"); if(isFloating()) outlineBox(pI.p, _tx, _ty, "yellow"); else outlineBox(pI.p, _tx, _ty); } #endif } void RenderBlock::paintFloats(PaintInfo& pI, int _tx, int _ty, bool paintSelection) { if (!m_floatingObjects) return; FloatingObject* r; TQPtrListIterator it(*m_floatingObjects); for ( ; (r = it.current()); ++it) { // Only paint the object if our noPaint flag isn't set. if (r->node->isFloating() && !r->noPaint && !r->node->layer()) { PaintAction oldphase = pI.phase; if (paintSelection) { pI.phase = PaintActionSelection; r->node->paint(pI, _tx + r->left - r->node->xPos() + r->node->marginLeft(), _ty + r->startY - r->node->yPos() + r->node->marginTop()); } else { pI.phase = PaintActionElementBackground; r->node->paint(pI, _tx + r->left - r->node->xPos() + r->node->marginLeft(), _ty + r->startY - r->node->yPos() + r->node->marginTop()); pI.phase = PaintActionChildBackgrounds; r->node->paint(pI, _tx + r->left - r->node->xPos() + r->node->marginLeft(), _ty + r->startY - r->node->yPos() + r->node->marginTop()); pI.phase = PaintActionFloat; r->node->paint(pI, _tx + r->left - r->node->xPos() + r->node->marginLeft(), _ty + r->startY - r->node->yPos() + r->node->marginTop()); pI.phase = PaintActionForeground; r->node->paint(pI, _tx + r->left - r->node->xPos() + r->node->marginLeft(), _ty + r->startY - r->node->yPos() + r->node->marginTop()); pI.phase = PaintActionOutline; r->node->paint(pI, _tx + r->left - r->node->xPos() + r->node->marginLeft(), _ty + r->startY - r->node->yPos() + r->node->marginTop()); } pI.phase = oldphase; } } } void RenderBlock::insertPositionedObject(RenderObject *o) { // Create the list of special objects if we don't aleady have one if (!m_positionedObjects) { m_positionedObjects = new TQPtrList; m_positionedObjects->setAutoDelete(false); } else { // Don't insert the object again if it's already in the list TQPtrListIterator it(*m_positionedObjects); RenderObject* f; while ( (f = it.current()) ) { if (f == o) return; ++it; } } // Create the special object entry & append it to the list setOverhangingContents(); m_positionedObjects->append(o); } void RenderBlock::removePositionedObject(RenderObject *o) { if (m_positionedObjects) { TQPtrListIterator it(*m_positionedObjects); while (it.current()) { if (it.current() == o) m_positionedObjects->removeRef(it.current()); ++it; } if (m_positionedObjects->isEmpty()) { delete m_positionedObjects; m_positionedObjects = 0; } } } void RenderBlock::insertFloatingObject(RenderObject *o) { // Create the list of special objects if we don't aleady have one if (!m_floatingObjects) { m_floatingObjects = new TQPtrList; m_floatingObjects->setAutoDelete(true); } else { // Don't insert the object again if it's already in the list TQPtrListIterator 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 = -500000; newObj->endY = -500000; newObj->width = o->width() + o->marginLeft() + o->marginRight(); } else { // We should never get here, as insertFloatingObject() should only ever be called with floating // objects. TDEHTMLAssert(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) { TQPtrListIterator 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 != -500000) return; FloatingObject *lastFloat; while(1) { lastFloat = m_floatingObjects->prev(); if (!lastFloat || lastFloat->startY != -500000) { 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(); // floats avoid page-breaks if(canvas()->pagedMode()) { int top = y; int bottom = y + o->height(); if (crossesPageBreak(top, bottom) && o->height() < canvas()->pageHeight() ) { int newY = pageTopAfter(top); #ifdef PAGE_DEBUG kdDebug(6040) << renderName() << " clearing float " << newY - y << "px" << endl; #endif y = newY; } } int ro = rightOffset(); // Constant part of right offset. int lo = leftOffset(); // Constant part of left offset. int fwidth = f->width; // The width we look for. //kdDebug( 6040 ) << " Object width: " << fwidth << " available width: " << ro - lo << endl; // in quirk mode, floated auto-width tables try to fit within remaining linewidth bool ftQuirk = o->isTable() && style()->htmlHacks() && o->style()->width().isVariable(); if (ftQuirk) fwidth = kMin( o->minWidth()+o->marginLeft()+o->marginRight(), fwidth ); if (ro - lo < fwidth) fwidth = ro - lo; // Never look for more than what will be available. if ( o->style()->clear() & CLEFT ) y = kMax( leftBottom(), y ); if ( o->style()->clear() & CRIGHT ) y = kMax( rightBottom(), y ); bool canClearLine; if (o->style()->floating() & FLEFT) { int heightRemainingLeft = 1; int heightRemainingRight = 1; int fx = leftRelOffset(y,lo, false, &heightRemainingLeft, &canClearLine); if (canClearLine) { while (rightRelOffset(y,ro, false, &heightRemainingRight)-fx < fwidth) { y += kMin( heightRemainingLeft, heightRemainingRight ); fx = leftRelOffset(y,lo, false, &heightRemainingLeft); } } if (ftQuirk && (rightRelOffset(y,ro, false)-fx < f->width)) { o->setPos( o->xPos(), y + o->marginTop() ); o->setChildNeedsLayout(true, false); o->layoutIfNeeded(); _height = o->height() + o->marginTop() + o->marginBottom(); f->width = o->width() + o->marginLeft() + o->marginRight(); } 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, &canClearLine); if (canClearLine) { while (fx - leftRelOffset(y,lo, false, &heightRemainingLeft) < fwidth) { y += kMin(heightRemainingLeft, heightRemainingRight); fx = rightRelOffset(y,ro, false, &heightRemainingRight); } } if (ftQuirk && (fx - leftRelOffset(y,lo, false) < f->width)) { o->setPos( o->xPos(), y + o->marginTop() ); o->setChildNeedsLayout(true, false); o->layoutIfNeeded(); _height = o->height() + o->marginTop() + o->marginBottom(); f->width = o->width() + o->marginLeft() + o->marginRight(); } 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()); } if ( m_layer && hasOverflowClip()) { if (o->xPos()+o->width() > m_overflowWidth) m_overflowWidth = o->xPos()+o->width(); else if (o->xPos() < m_overflowLeft) m_overflowLeft = o->xPos(); } f->startY = y; f->endY = f->startY + _height; //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, bool *canClearLine ) const { int left = fixedOffset; if (canClearLine) *canClearLine = true; if (m_floatingObjects) { if ( heightRemaining ) *heightRemaining = 1; FloatingObject* r; TQPtrListIterator 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 ( canClearLine ) *canClearLine = (r->node->style()->floating() != FLEFT_ALIGN); } } } 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 (m_layer && scrollsOverflowY()) right -= m_layer->verticalScrollbarWidth(); return right; } int RenderBlock::rightRelOffset(int y, int fixedOffset, bool applyTextIndent, int *heightRemaining, bool *canClearLine ) const { int right = fixedOffset; if (canClearLine) *canClearLine = true; if (m_floatingObjects) { if (heightRemaining) *heightRemaining = 1; FloatingObject* r; TQPtrListIterator 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 ( canClearLine ) *canClearLine = (r->node->style()->floating() != FRIGHT_ALIGN); } } } if (applyTextIndent && m_firstLine && style()->direction() == RTL ) { int cw=0; if (style()->textIndent().isPercent()) cw = containingBlock()->contentWidth(); right -= style()->textIndent().minWidth(cw); } //kdDebug( 6040 ) << "rightOffset(" << y << ") = " << right << endl; return right; } unsigned short RenderBlock::lineWidth(int y, bool *canClearLine) const { //kdDebug( 6040 ) << "lineWidth(" << y << ")=" << rightOffset(y) - leftOffset(y) << endl; int result; if (canClearLine) { bool rightCanClearLine; bool leftCanClearLine; result = rightOffset(y, &rightCanClearLine) - leftOffset(y, &leftCanClearLine); *canClearLine = rightCanClearLine && leftCanClearLine; } else 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; TQPtrListIterator it(*m_floatingObjects); for ( ; (r = it.current()); ++it ) if (r->endY>height && (r->endYendY; return kMax(bottom, height); } int RenderBlock::floatBottom() const { if (!m_floatingObjects) return 0; int bottom=0; FloatingObject* r; TQPtrListIterator it(*m_floatingObjects); for ( ; (r = it.current()); ++it ) if (r->endY>bottom) bottom=r->endY; return bottom; } int RenderBlock::lowestPosition(bool includeOverflowInterior, bool includeSelf) const { int bottom = RenderFlow::lowestPosition(includeOverflowInterior, includeSelf); if (!includeOverflowInterior && hasOverflowClip()) return bottom; if (includeSelf && m_overflowHeight > bottom) bottom = m_overflowHeight; if (m_floatingObjects) { FloatingObject* r; TQPtrListIterator it(*m_floatingObjects); for ( ; (r = it.current()); ++it ) { if (!r->noPaint) { int lp = r->startY + r->node->marginTop() + r->node->lowestPosition(false); bottom = kMax(bottom, lp); } } } bottom = kMax(bottom, lowestAbsolutePosition()); if (!includeSelf && lastLineBox()) { int lp = lastLineBox()->yPos() + lastLineBox()->height(); bottom = kMax(bottom, lp); } return bottom; } int RenderBlock::lowestAbsolutePosition() const { if (!m_positionedObjects) return 0; // Fixed positioned objects do not scroll and thus should not constitute // part of the lowest position. int bottom = 0; RenderObject* r; TQPtrListIterator it(*m_positionedObjects); for ( ; (r = it.current()); ++it ) { if (r->style()->position() == FIXED) continue; int lp = r->yPos() + r->lowestPosition(false); 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; TQPtrListIterator it(*m_floatingObjects); for ( ; (r = it.current()); ++it ) { if (!r->noPaint) { int rp = r->left + r->node->marginLeft() + r->node->rightmostPosition(false); right = kMax(right, rp); } } } right = kMax(right, rightmostAbsolutePosition()); if (!includeSelf && firstLineBox()) { for (InlineRunBox* currBox = firstLineBox(); currBox; currBox = currBox->nextLineBox()) { int rp = currBox->xPos() + currBox->width(); right = kMax(right, rp); } } #ifdef PAGE_DEBUG kdDebug(6040) << renderName() << "(RenderBlock)::rightmostPosition(" << includeOverflowInterior << "," << includeSelf << ") Rightmost position: " << right << " overflow width: " << m_overflowWidth << endl; #endif return right; } int RenderBlock::rightmostAbsolutePosition() const { if (!m_positionedObjects) return 0; int right = 0; RenderObject* r; TQPtrListIterator it(*m_positionedObjects); for ( ; (r = it.current()); ++it ) { if (r->style()->position() == FIXED) continue; int rp = r->xPos() + r->rightmostPosition(false); right = kMax(right, rp); } #ifdef PAGE_DEBUG kdDebug(6040) << renderName() << " Rightmost absolute position: " << right << endl; #endif return right; } int RenderBlock::leftmostPosition(bool includeOverflowInterior, bool includeSelf) const { int left = RenderFlow::leftmostPosition(includeOverflowInterior, includeSelf); if (!includeOverflowInterior && hasOverflowClip()) return left; if (includeSelf && m_overflowLeft < left) left = m_overflowLeft; if (m_floatingObjects) { FloatingObject* r; TQPtrListIterator it(*m_floatingObjects); for ( ; (r = it.current()); ++it ) { if (!r->noPaint) { int lp = r->left + r->node->marginLeft() + r->node->leftmostPosition(false); left = kMin(left, lp); } } } left = kMin(left, leftmostAbsolutePosition()); if (!includeSelf && firstLineBox()) { for (InlineRunBox* currBox = firstLineBox(); currBox; currBox = currBox->nextLineBox()) left = kMin(left, (int)currBox->xPos()); } return left; } int RenderBlock::leftmostAbsolutePosition() const { if (!m_positionedObjects) return 0; int left = 0; RenderObject* r; TQPtrListIterator it(*m_positionedObjects); for ( ; (r = it.current()); ++it ) { if (r->style()->position() == FIXED) continue; int lp = r->xPos() + r->leftmostPosition(false); left = kMin(left, lp); } return left; } int RenderBlock::highestPosition(bool includeOverflowInterior, bool includeSelf) const { int top = RenderFlow::highestPosition(includeOverflowInterior, includeSelf); if (!includeOverflowInterior && hasOverflowClip()) return top; if (includeSelf && m_overflowTop < top) top = m_overflowTop; if (m_floatingObjects) { FloatingObject* r; TQPtrListIterator it(*m_floatingObjects); for ( ; (r = it.current()); ++it ) { if (!r->noPaint) { int hp = r->startY + r->node->marginTop() + r->node->highestPosition(false); top = kMin(top, hp); } } } top = kMin(top, highestAbsolutePosition()); if (!includeSelf && firstLineBox()) { top = kMin(top, (int)firstLineBox()->yPos()); } return top; } int RenderBlock::highestAbsolutePosition() const { if (!m_positionedObjects) return 0; int top = 0; RenderObject* r; TQPtrListIterator it(*m_positionedObjects); for ( ; (r = it.current()); ++it ) { if (r->style()->position() == FIXED) continue; int hp = r->yPos() + r->highestPosition(false); hp = kMin(top, hp); } return top; } int RenderBlock::leftBottom() { if (!m_floatingObjects) return 0; int bottom=0; FloatingObject* r; TQPtrListIterator 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; TQPtrListIterator 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(); // we are done if the element defines a new block formatting context if (flowAroundFloats() || isRoot() || isCanvas() || isFloatingOrPositioned() || isTableCell()) return; RenderObject *prev = previousSibling(); // find the element to copy the floats from // pass non-flows // pass fAF's bool parentHasFloats = false; while (prev) { if (!prev->isRenderBlock() || prev->isFloatingOrPositioned() || prev->flowAroundFloats()) { if ( prev->isFloating() && parent()->isRenderBlock() ) { parentHasFloats = true; } prev = prev->previousSibling(); } else break; } int offset = m_y; if (parentHasFloats) { addOverHangingFloats( static_cast( parent() ), parent()->borderLeft() + parent()->paddingLeft(), offset, false ); } int xoffset = 0; if (prev) { if(prev->isTableCell()) return; offset -= prev->yPos(); } else { prev = parent(); if(!prev) return; xoffset += prev->borderLeft() + prev->paddingLeft(); } //kdDebug() << "RenderBlock::clearFloats found previous "<< (void *)this << " prev=" << (void *)prev<< endl; // add overhanging special objects from the previous RenderBlock if(!prev->isRenderBlock()) return; RenderBlock * flow = static_cast(prev); if(!flow->m_floatingObjects) return; if(flow->floatBottom() > offset) addOverHangingFloats( flow, xoffset, offset, false ); } void RenderBlock::addOverHangingFloats( RenderBlock *flow, int xoff, int offset, bool child ) { #ifdef DEBUG_LAYOUT kdDebug( 6040 ) << (void *)this << ": adding overhanging floats xoff=" << xoff << " offset=" << offset << " child=" << child << endl; #endif // Prevent floats from being added to the canvas by the root element, e.g., . if ( !flow->m_floatingObjects || (child && flow->isRoot()) ) return; // if I am clear of my floats, don't add them // the CSS spec also mentions that child floats // are not cleared. if (!child && style()->clear() == CBOTH) { return; } TQPtrListIterator it(*flow->m_floatingObjects); FloatingObject *r; for ( ; (r = it.current()); ++it ) { if (!child && r->type == FloatingObject::FloatLeft && style()->clear() == CLEFT ) continue; if (!child && r->type == FloatingObject::FloatRight && style()->clear() == CRIGHT ) continue; if ( ( !child && r->endY > offset ) || ( child && flow->yPos() + r->endY > height() ) ) { if (child && !r->crossedLayer) { if (flow->enclosingLayer() == enclosingLayer()) { // Set noPaint to true only if we didn't cross layers. r->noPaint = true; } else { r->crossedLayer = true; } } FloatingObject* f = 0; // don't insert it twice! if (m_floatingObjects) { TQPtrListIterator it(*m_floatingObjects); while ( (f = it.current()) ) { if (f->node == r->node) break; ++it; } } if ( !f ) { FloatingObject *floatingObj = new FloatingObject(r->type); floatingObj->startY = r->startY - offset; floatingObj->endY = r->endY - offset; floatingObj->left = r->left - xoff; // Applying the child's margin makes no sense in the case where the child was passed in. // since his own margin was added already through the subtraction of the |xoff| variable // above. |xoff| will equal -flow->marginLeft() in this case, so it's already been taken // into account. Only apply this code if |child| is false, since otherwise the left margin // will get applied twice. -dwh if (!child && flow != parent()) floatingObj->left += flow->marginLeft(); if ( !child ) { floatingObj->left -= marginLeft(); floatingObj->noPaint = true; } else { floatingObj->noPaint = (r->crossedLayer || !r->noPaint); floatingObj->crossedLayer = r->crossedLayer; } floatingObj->width = r->width; floatingObj->node = r->node; if (!m_floatingObjects) { m_floatingObjects = new TQPtrList; m_floatingObjects->setAutoDelete(true); } m_floatingObjects->append(floatingObj); #ifdef DEBUG_LAYOUT kdDebug( 6040 ) << "addOverHangingFloats x/y= (" << floatingObj->left << "/" << floatingObj->startY << "-" << floatingObj->width << "/" << floatingObj->endY - floatingObj->startY << ")" << endl; #endif } } } } bool RenderBlock::containsFloat(RenderObject* o) const { if (m_floatingObjects) { TQPtrListIterator it(*m_floatingObjects); while (it.current()) { if (it.current()->node == o) return true; ++it; } } return false; } void RenderBlock::markAllDescendantsWithFloatsForLayout(RenderObject* floatToRemove) { dirtyFormattingContext(false); 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->hasFloats()) || child->usesLineWidth())) child->markAllDescendantsWithFloatsForLayout(floatToRemove); } } } int RenderBlock::getClearDelta(RenderObject *child) { if (!hasFloats()) return 0; //kdDebug( 6040 ) << "getClearDelta on child " << child << " oldheight=" << m_height << endl; 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 happen to flow around floats. // 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). int result = clearSet ? kMax(0, bottom - child->yPos()) : 0; if (!result && child->flowAroundFloats() && !style()->width().isVariable()) { bool canClearLine; int lw = lineWidth(child->yPos(), &canClearLine); if (((child->style()->width().isPercent() && child->width() > lw) || (child->style()->width().isFixed() && child->minWidth() > lw)) && child->minWidth() <= contentWidth() && canClearLine) result = kMax(0, floatBottom() - child->yPos()); } return result; } bool RenderBlock::isPointInScrollbar(int _x, int _y, int _tx, int _ty) { if (!scrollsOverflow() || !m_layer) return false; if (m_layer->verticalScrollbarWidth()) { TQRect vertRect(_tx + width() - borderRight() - m_layer->verticalScrollbarWidth(), _ty + borderTop() - borderTopExtra(), m_layer->verticalScrollbarWidth(), height() + borderTopExtra() + borderBottomExtra()-borderTop()-borderBottom()); if (vertRect.contains(_x, _y)) { #ifdef APPLE_CHANGES RenderLayer::gScrollBar = m_layer->verticalScrollbar(); #endif return true; } } if (m_layer->horizontalScrollbarHeight()) { TQRect horizRect(_tx + borderLeft(), _ty + height() + borderTop() + borderBottomExtra() - borderBottom() - m_layer->horizontalScrollbarHeight(), width()-borderLeft()-borderRight(), m_layer->horizontalScrollbarHeight()); if (horizRect.contains(_x, _y)) { #ifdef APPLE_CHANGES RenderLayer::gScrollBar = m_layer->horizontalScrollbar(); #endif return true; } } return false; } bool RenderBlock::nodeAtPoint(NodeInfo& info, int _x, int _y, int _tx, int _ty, HitTestAction hitTestAction, bool inBox) { bool inScrollbar = isPointInScrollbar(_x, _y, _tx+xPos(), _ty+yPos()); if (inScrollbar && hitTestAction != HitTestChildrenOnly) inBox = true; if (hitTestAction != HitTestSelfOnly && m_floatingObjects && !inScrollbar) { int stx = _tx + xPos(); int sty = _ty + yPos(); if (hasOverflowClip() && m_layer) m_layer->subtractScrollOffset(stx, sty); FloatingObject* o; TQPtrListIterator it(*m_floatingObjects); for (it.toLast(); (o = it.current()); --it) if (!o->noPaint && !o->node->layer()) inBox |= o->node->nodeAtPoint(info, _x, _y, stx+o->left + o->node->marginLeft() - o->node->xPos(), sty+o->startY + o->node->marginTop() - o->node->yPos(), HitTestAll ) ; } inBox |= RenderFlow::nodeAtPoint(info, _x, _y, _tx, _ty, hitTestAction, inBox); return inBox; } void RenderBlock::calcMinMaxWidth() { TDEHTMLAssert( !minMaxKnown() ); #ifdef DEBUG_LAYOUT kdDebug( 6040 ) << renderName() << "(RenderBlock)::calcMinMaxWidth() this=" << this << endl; #endif m_minWidth = 0; m_maxWidth = 0; bool noWrap = !style()->autoWrap(); if (childrenInline()) calcInlineMinMaxWidth(); else calcBlockMinMaxWidth(); if(m_maxWidth < m_minWidth) m_maxWidth = m_minWidth; if (noWrap && childrenInline()) { m_minWidth = m_maxWidth; // A horizontal marquee with inline children has no minimum width. if (style()->overflowX() == OMARQUEE && m_layer && m_layer->marquee() && m_layer->marquee()->isHorizontal() && !m_layer->marquee()->isUnfurlMarquee()) m_minWidth = 0; } if (isTableCell()) { Length w = static_cast(this)->styleOrColWidth(); if (w.isFixed() && w.value() > 0) m_maxWidth = kMax((int)m_minWidth, calcContentWidth(w.value())); } else if (style()->width().isFixed() && style()->width().value() > 0) m_minWidth = m_maxWidth = calcContentWidth(style()->width().value()); if (style()->minWidth().isFixed() && style()->minWidth().value() > 0) { m_maxWidth = kMax(m_maxWidth, (int)calcContentWidth(style()->minWidth().value())); m_minWidth = kMax(m_minWidth, (short)calcContentWidth(style()->minWidth().value())); } if (style()->maxWidth().isFixed() && style()->maxWidth().value() != UNDEFINED) { m_maxWidth = kMin(m_maxWidth, (int)calcContentWidth(style()->maxWidth().value())); m_minWidth = kMin(m_minWidth, (short)calcContentWidth(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; // ### compare with min/max width set in style sheet... } // bidi.cpp defines the following functions too. // Maybe these should not be static, after all... #ifndef KDE_USE_FINAL static int getBPMWidth(int childValue, Length cssUnit) { if (!cssUnit.isVariable()) return (cssUnit.isFixed() ? 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; } #endif static void stripTrailingSpace(bool preserveWS, int& inlineMax, int& inlineMin, RenderObject* trailingSpaceChild) { if (!preserveWS && 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 ); TQChar space[1]; space[0] = ' '; int spaceWidth = f->width(space, 1, 0); inlineMax -= spaceWidth; if (inlineMin > inlineMax) inlineMin = inlineMax; } } void RenderBlock::calcInlineMinMaxWidth() { int inlineMax=0; int inlineMin=0; int cw = containingBlock()->contentWidth(); int floatMaxWidth = 0; // 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; bool isTcQuirk = isTableCell() && style()->htmlHacks() && style()->width().isVariable(); RenderObject* trailingSpaceChild = 0; bool autoWrap, oldAutoWrap; autoWrap = oldAutoWrap = style()->autoWrap(); InlineMinMaxIterator childIterator(this, this); bool addedTextIndent = false; // Only gets added in once. RenderObject* prevFloat = 0; while (RenderObject* child = childIterator.next()) { autoWrap = child->style()->autoWrap(); if( !child->isBR() ) { // Step One: determine whether or not we need to go ahead and // terminate our current line. Each discrete chunk can become // the new min-width, if it is the widest chunk seen so far, and // it can also become the max-width. // Children fall into three categories: // (1) An inline flow object. These objects always have a min/max of 0, // and are included in the iteration solely so that their margins can // be added in. // // (2) An inline non-text non-flow object, e.g., an inline replaced element. // These objects can always be on a line by themselves, so in this situation // we need to go ahead and break the current line, and then add in our own // margins and min/max width on its own line, and then terminate the line. // // (3) A text object. Text runs can have breakable characters at the start, // the middle or the end. They may also lose whitespace off the front if // we're already ignoring whitespace. In order to compute accurate min-width // information, we need three pieces of information. // (a) the min-width of the first non-breakable run. Should be 0 if the text string // starts with whitespace. // (b) the min-width of the last non-breakable run. Should be 0 if the text string // ends with whitespace. // (c) the min/max width of the string (trimmed for whitespace). // // If the text string starts with whitespace, then we need to go ahead and // terminate our current line (unless we're already in a whitespace stripping // mode. // // If the text string has a breakable character in the middle, but didn't start // with whitespace, then we add the width of the first non-breakable run and // then end the current line. We then need to use the intermediate min/max width // values (if any of them are larger than our current min/max). We then look at // the width of the last non-breakable run and use that to start a new line // (unless we end in whitespace). RenderStyle* cstyle = child->style(); short childMin = 0; short childMax = 0; if (!child->isText()) { // Case (1) and (2). Inline replaced and inline flow elements. if (child->isInlineFlow()) { // Add in padding/border/margin from the appropriate side of // the element. int bpm = getBorderPaddingMargin(child, childIterator.endOfInline); childMin += bpm; childMax += bpm; inlineMin += childMin; inlineMax += childMax; } else { // Inline replaced elements 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()) { bool qBreak = isTcQuirk && !child->isFloatingOrPositioned(); // 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 (!qBreak && (autoWrap || oldAutoWrap)) { 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 && ((inlineMax + childMax > floatMaxWidth) || ((prevFloat->style()->floating() & FLEFT) && (child->style()->clear() & CLEFT)) || ((prevFloat->style()->floating() & FRIGHT) && (child->style()->clear() & CRIGHT)))) { m_maxWidth = kMax(inlineMax, (int)m_maxWidth); inlineMax = 0; } prevFloat = child; if (!floatMaxWidth) floatMaxWidth = availableWidth(); } // 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 (!autoWrap||qBreak) inlineMin += childMin; else { // Now check our line. inlineMin = childMin; if(m_minWidth < inlineMin) m_minWidth = inlineMin; // Now start a new line. inlineMin = 0; } // We are no longer stripping whitespace at the start of // a line. if (!child->isFloating()) { stripFrontSpaces = false; trailingSpaceChild = 0; } } else if (child->isText()) { // Case (3). Text. RenderText* t = static_cast(child); // Determine if we have a breakable character. Pass in // whether or not we should ignore any spaces at the front // of the string. If those are going to be stripped out, // then they shouldn't be considered in the breakable char // check. bool hasBreakableChar, hasBreak; short beginMin, endMin; bool beginWS, endWS; short beginMax, endMax; t->trimmedMinMaxWidth(beginMin, beginWS, endMin, endWS, hasBreakableChar, hasBreak, beginMax, endMax, childMin, childMax, stripFrontSpaces); // This text object is insignificant and will not be rendered. Just // continue. if (!hasBreak && childMax == 0) continue; if (stripFrontSpaces) trailingSpaceChild = child; else trailingSpaceChild = 0; // Add in text-indent. This is added in only once. int ti = 0; if (!addedTextIndent) { addedTextIndent = true; ti = style()->textIndent().minWidth(cw); childMin+=ti; beginMin += ti; childMax+=ti; beginMax += ti; } // If we have no breakable characters at all, // then this is the easy case. We add ourselves to the current // min and max and continue. if (!hasBreakableChar) { inlineMin += childMin; } else { // We have a breakable character. Now we need to know if // we start and end with whitespace. if (beginWS) { // Go ahead and end the current line. if(m_minWidth < inlineMin) m_minWidth = inlineMin; } else { inlineMin += beginMin; if(m_minWidth < inlineMin) m_minWidth = inlineMin; childMin -= ti; } inlineMin = childMin; if (endWS) { // We end in whitespace, which means we can go ahead // and end our current line. if(m_minWidth < inlineMin) m_minWidth = inlineMin; inlineMin = 0; } else { if(m_minWidth < inlineMin) m_minWidth = inlineMin; inlineMin = endMin; } } if (hasBreak) { inlineMax += beginMax; if (m_maxWidth < inlineMax) m_maxWidth = inlineMax; if (m_maxWidth < childMax) m_maxWidth = childMax; inlineMax = endMax; } else inlineMax += childMax; } } else { if(m_minWidth < inlineMin) m_minWidth = inlineMin; if(m_maxWidth < inlineMax) m_maxWidth = inlineMax; inlineMin = inlineMax = 0; stripFrontSpaces = true; trailingSpaceChild = 0; } oldAutoWrap = autoWrap; } stripTrailingSpace(style()->preserveWS(), 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()->autoWrap(); RenderObject *child = firstChild(); RenderObject* prevFloat = 0; int floatWidths = 0; int floatMaxWidth = 0; while(child != 0) { // positioned children don't affect the minmaxwidth if (child->isPositioned()) { child = child->nextSibling(); continue; } if (prevFloat && (!child->isFloating() || ((prevFloat->style()->floating() & FLEFT) && (child->style()->clear() & CLEFT)) || ((prevFloat->style()->floating() & FRIGHT) && (child->style()->clear() & CRIGHT)))) { m_maxWidth = kMax(floatWidths, m_maxWidth); floatWidths = 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.isPercent() || mr.isPercent()) calcWidth(); // A margin basically has three types: fixed, percentage, and auto (variable). // Auto margins simply become 0 when computing min/max width. // Fixed margins can be added in as is. // Percentage margins are computed as a percentage of the width we calculated in // the calcWidth call above. In this case we use the actual cached margin values on // the RenderObject itself. int margin = 0; if (ml.isFixed()) margin += ml.value(); else if (ml.isPercent()) margin += child->marginLeft(); if (mr.isFixed()) margin += mr.value(); else if (mr.isPercent()) margin += child->marginRight(); if (margin < 0) margin = 0; int w = child->minWidth() + margin; if(m_minWidth < w) m_minWidth = w; // IE ignores tables for calculation of nowrap. Makes some sense. if ( nowrap && !child->isTable() && m_maxWidth < w ) m_maxWidth = w; w = child->maxWidth() + margin; if(m_maxWidth < w) m_maxWidth = w; if (child->isFloating()) { if (prevFloat && (floatWidths + w > floatMaxWidth)) { m_maxWidth = kMax(floatWidths, m_maxWidth); floatWidths = w; } else floatWidths += 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().isPercent() && !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; } if (child->isFloating()) { prevFloat = child; if (!floatMaxWidth) floatMaxWidth = availableWidth(); } child = child->nextSibling(); } m_maxWidth = kMax(floatWidths, m_maxWidth); } void RenderBlock::close() { if (lastChild() && lastChild()->isAnonymousBlock()) lastChild()->close(); updateFirstLetter(); RenderFlow::close(); } int RenderBlock::getBaselineOfFirstLineBox() { if (m_firstLineBox) return m_firstLineBox->yPos() + m_firstLineBox->baseline(); if (isInline()) return -1; // We're inline and had no line box, so we have no baseline we can return. for (RenderObject* curr = firstChild(); curr; curr = curr->nextSibling()) { int result = curr->getBaselineOfFirstLineBox(); if (result != -1) return curr->yPos() + result; // Translate to our coordinate space. } return -1; } InlineFlowBox* RenderBlock::getFirstLineBox() { if (m_firstLineBox) return m_firstLineBox; if (isInline()) return 0; // We're inline and had no line box, so we have no baseline we can return. for (RenderObject* curr = firstChild(); curr; curr = curr->nextSibling()) { InlineFlowBox* result = curr->getFirstLineBox(); if (result) return result; } return 0; } bool RenderBlock::inRootBlockContext() const { if (isTableCell() || isFloatingOrPositioned() || hasOverflowClip()) return false; if (isRoot() || isCanvas()) return true; return containingBlock()->inRootBlockContext(); } const char *RenderBlock::renderName() const { if (isFloating()) return "RenderBlock (floating)"; if (isPositioned()) return "RenderBlock (positioned)"; if (isAnonymousBlock() && m_avoidPageBreak) return "RenderBlock (avoidPageBreak)"; if (isAnonymousBlock()) return "RenderBlock (anonymous)"; else if (isAnonymous()) return "RenderBlock (generated)"; if (isRelPositioned()) return "RenderBlock (relative positioned)"; if (style() && style()->display() == COMPACT) return "RenderBlock (compact)"; if (style() && style()->display() == RUN_IN) return "RenderBlock (run-in)"; return "RenderBlock"; } #ifdef ENABLE_DUMP void RenderBlock::printTree(int indent) const { RenderFlow::printTree(indent); if (m_floatingObjects) { TQPtrListIterator it(*m_floatingObjects); FloatingObject *r; for ( ; (r = it.current()); ++it ) { TQString 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(TQTextStream &stream, const TQString &ind) const { RenderFlow::dump(stream,ind); if (m_childrenInline) { stream << " childrenInline"; } // FIXME: currently only print pre to not mess up regression if (style()->preserveWS()) { stream << " pre"; } if (m_firstLine) { stream << " firstLine"; } if (m_floatingObjects && !m_floatingObjects->isEmpty()) { stream << " special("; TQPtrListIterator 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 } #endif #undef DEBUG #undef DEBUG_LAYOUT #undef BOX_DEBUG } // namespace tdehtml