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tdelibs/tdehtml/rendering/render_block.cpp

3156 lines
120 KiB

/*
* 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 <kdebug.h>
#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<RenderText*>(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<RenderBlock*>(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<RenderObject> it(*m_positionedObjects);
for ( ; it.current(); ++it ) {
if (it.current()->isRenderBlock() && !it.current()->childrenInline()) {
static_cast<RenderBlock*>(it.current())->makePageBreakAvoidBlocks();
}
}
}
// recurse into floating block children.
if (m_floatingObjects) {
TQPtrListIterator<FloatingObject> it(*m_floatingObjects);
for ( ; it.current(); ++it ) {
if (it.current()->node->isRenderBlock() && !it.current()->node->childrenInline()) {
static_cast<RenderBlock*>(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<RenderObject *>(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<HTMLFormElementImpl*>(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( Qt::Horizontal, true );
if (style()->overflowY() == OSCROLL)
m_layer->showScrollbar( Qt::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<RenderBlock*>(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<RenderBox*>(child)->setStaticX(borderLeft() + paddingLeft());
else
static_cast<RenderBox*>(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<RenderBox*>(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<RenderText *>(fc)->stringLength() == 1 &&
static_cast<RenderText *>(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<RenderBlock*>(child)->firstLineBox();
InlineRunBox *c = static_cast<RenderBlock*>(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 <dt> with 0.8em author-specified inside
// a <dl> inside a <td>.
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 <td><div><p> 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<RenderBox*>(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<RenderBox*>(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 <td><div><p> 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<RenderBlock *>(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);
// 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<RenderObject> 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<FloatingObject> 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<RenderObject>;
m_positionedObjects->setAutoDelete(false);
}
else {
// Don't insert the object again if it's already in the list
TQPtrListIterator<RenderObject> 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<RenderObject> 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<FloatingObject>;
m_floatingObjects->setAutoDelete(true);
}
else {
// Don't insert the object again if it's already in the list
TQPtrListIterator<FloatingObject> 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<FloatingObject> 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<FloatingObject> 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<FloatingObject> 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<FloatingObject> it(*m_floatingObjects);
for ( ; (r = it.current()); ++it )
if (r->endY>height && (r->endY<bottom || bottom==0))
bottom=r->endY;
return kMax(bottom, height);
}
int RenderBlock::floatBottom() const
{
if (!m_floatingObjects) return 0;
int bottom=0;
FloatingObject* r;
TQPtrListIterator<FloatingObject> 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<FloatingObject> 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<RenderObject> 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<FloatingObject> 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);
}
}
return right;
}
int RenderBlock::rightmostAbsolutePosition() const
{
if (!m_positionedObjects)
return 0;
int right = 0;
RenderObject* r;
TQPtrListIterator<RenderObject> 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);
}
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<FloatingObject> 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<RenderObject> 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<FloatingObject> 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<RenderObject> 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<FloatingObject> 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<FloatingObject> 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<RenderBlock *>( 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<RenderBlock *>(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., <html>.
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<FloatingObject> 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<FloatingObject> 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<FloatingObject>;
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<FloatingObject> 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<FloatingObject> 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<RenderTableCell*>(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<RenderText *>(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<RenderText *>(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:
/*
<div style="position:absolute; width:100px; top:50px;">
<div style="position:absolute;left:0px;top:50px;height:50px;background-color:green">
<table style="width:100%"><tr><td></table>
</div>
</div>
*/
// 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<FloatingObject> 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<FloatingObject> 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