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diff --git a/src/3rdparty/webkit/WebCore/rendering/RenderBlockLineLayout.cpp b/src/3rdparty/webkit/WebCore/rendering/RenderBlockLineLayout.cpp
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+++ b/src/3rdparty/webkit/WebCore/rendering/RenderBlockLineLayout.cpp
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+/*
+ * Copyright (C) 2000 Lars Knoll (knoll@kde.org)
+ * Copyright (C) 2003, 2004, 2006, 2007, 2008, 2009 Apple Inc. All right reserved.
+ *
+ * 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.
+ *
+ */
+
+#include "config.h"
+
+#include "BidiResolver.h"
+#include "CharacterNames.h"
+#include "InlineTextBox.h"
+#include "Logging.h"
+#include "RenderArena.h"
+#include "RenderInline.h"
+#include "RenderListMarker.h"
+#include "RenderView.h"
+#include "break_lines.h"
+#include <wtf/AlwaysInline.h>
+#include <wtf/RefCountedLeakCounter.h>
+#include <wtf/StdLibExtras.h>
+#include <wtf/Vector.h>
+
+using namespace std;
+using namespace WTF;
+using namespace Unicode;
+
+namespace WebCore {
+
+// We don't let our line box tree for a single line get any deeper than this.
+const unsigned cMaxLineDepth = 200;
+
+class InlineIterator {
+public:
+ InlineIterator()
+ : block(0)
+ , obj(0)
+ , pos(0)
+ , nextBreakablePosition(-1)
+ {
+ }
+
+ InlineIterator(RenderBlock* b, RenderObject* o, unsigned p)
+ : block(b)
+ , obj(o)
+ , pos(p)
+ , nextBreakablePosition(-1)
+ {
+ }
+
+ void increment(InlineBidiResolver* resolver = 0);
+ bool atEnd() const;
+
+ UChar current() const;
+ Direction direction() const;
+
+ RenderBlock* block;
+ RenderObject* obj;
+ unsigned pos;
+ int nextBreakablePosition;
+};
+
+static int getBorderPaddingMargin(RenderBoxModelObject* child, bool endOfInline)
+{
+ bool leftSide = (child->style()->direction() == LTR) ? !endOfInline : endOfInline;
+ if (leftSide)
+ return child->marginLeft() + child->paddingLeft() + child->borderLeft();
+ return child->marginRight() + child->paddingRight() + child->borderRight();
+}
+
+static int inlineWidth(RenderObject* child, bool start = true, bool end = true)
+{
+ unsigned lineDepth = 1;
+ int extraWidth = 0;
+ RenderObject* parent = child->parent();
+ while (parent->isInline() && !parent->isInlineBlockOrInlineTable() && lineDepth++ < cMaxLineDepth) {
+ if (start && !child->previousSibling())
+ extraWidth += getBorderPaddingMargin(toRenderBoxModelObject(parent), false);
+ if (end && !child->nextSibling())
+ extraWidth += getBorderPaddingMargin(toRenderBoxModelObject(parent), true);
+ child = parent;
+ parent = child->parent();
+ }
+ return extraWidth;
+}
+
+struct BidiRun : BidiCharacterRun {
+ BidiRun(int start, int stop, RenderObject* object, BidiContext* context, Direction dir)
+ : BidiCharacterRun(start, stop, context, dir)
+ , m_object(object)
+ , m_box(0)
+ {
+ }
+
+ void destroy();
+
+ // Overloaded new operator.
+ void* operator new(size_t, RenderArena*) throw();
+
+ // Overridden to prevent the normal delete from being called.
+ void operator delete(void*, size_t);
+
+ BidiRun* next() { return static_cast<BidiRun*>(m_next); }
+
+private:
+ // The normal operator new is disallowed.
+ void* operator new(size_t) throw();
+
+public:
+ RenderObject* m_object;
+ InlineBox* m_box;
+};
+
+#ifndef NDEBUG
+static RefCountedLeakCounter bidiRunCounter("BidiRun");
+
+static bool inBidiRunDestroy;
+#endif
+
+void BidiRun::destroy()
+{
+#ifndef NDEBUG
+ inBidiRunDestroy = true;
+#endif
+ RenderArena* renderArena = m_object->renderArena();
+ delete this;
+#ifndef NDEBUG
+ inBidiRunDestroy = false;
+#endif
+
+ // Recover the size left there for us by operator delete and free the memory.
+ renderArena->free(*reinterpret_cast<size_t*>(this), this);
+}
+
+void* BidiRun::operator new(size_t sz, RenderArena* renderArena) throw()
+{
+#ifndef NDEBUG
+ bidiRunCounter.increment();
+#endif
+ return renderArena->allocate(sz);
+}
+
+void BidiRun::operator delete(void* ptr, size_t sz)
+{
+#ifndef NDEBUG
+ bidiRunCounter.decrement();
+#endif
+ ASSERT(inBidiRunDestroy);
+
+ // Stash size where destroy() can find it.
+ *(size_t*)ptr = sz;
+}
+
+// ---------------------------------------------------------------------
+
+inline bool operator==(const InlineIterator& it1, const InlineIterator& it2)
+{
+ return it1.pos == it2.pos && it1.obj == it2.obj;
+}
+
+inline bool operator!=(const InlineIterator& it1, const InlineIterator& it2)
+{
+ return it1.pos != it2.pos || it1.obj != it2.obj;
+}
+
+static inline RenderObject* bidiNext(RenderBlock* block, RenderObject* current, InlineBidiResolver* resolver = 0, bool skipInlines = true, bool* endOfInlinePtr = 0)
+{
+ RenderObject* next = 0;
+ bool oldEndOfInline = endOfInlinePtr ? *endOfInlinePtr : false;
+ bool endOfInline = false;
+
+ while (current) {
+ next = 0;
+ if (!oldEndOfInline && !current->isFloating() && !current->isReplaced() && !current->isPositioned() && !current->isText()) {
+ next = current->firstChild();
+ if (next && resolver && next->isRenderInline()) {
+ EUnicodeBidi ub = next->style()->unicodeBidi();
+ if (ub != UBNormal) {
+ TextDirection dir = next->style()->direction();
+ Direction d = (ub == Embed
+ ? (dir == RTL ? RightToLeftEmbedding : LeftToRightEmbedding)
+ : (dir == RTL ? RightToLeftOverride : LeftToRightOverride));
+ resolver->embed(d);
+ }
+ }
+ }
+
+ if (!next) {
+ if (!skipInlines && !oldEndOfInline && current->isRenderInline()) {
+ next = current;
+ endOfInline = true;
+ break;
+ }
+
+ while (current && current != block) {
+ if (resolver && current->isRenderInline() && current->style()->unicodeBidi() != UBNormal)
+ resolver->embed(PopDirectionalFormat);
+
+ next = current->nextSibling();
+ if (next) {
+ if (resolver && next->isRenderInline()) {
+ EUnicodeBidi ub = next->style()->unicodeBidi();
+ if (ub != UBNormal) {
+ TextDirection dir = next->style()->direction();
+ Direction d = (ub == Embed
+ ? (dir == RTL ? RightToLeftEmbedding: LeftToRightEmbedding)
+ : (dir == RTL ? RightToLeftOverride : LeftToRightOverride));
+ resolver->embed(d);
+ }
+ }
+ break;
+ }
+
+ current = current->parent();
+ if (!skipInlines && current && current != block && current->isRenderInline()) {
+ next = current;
+ endOfInline = true;
+ break;
+ }
+ }
+ }
+
+ if (!next)
+ break;
+
+ if (next->isText() || next->isFloating() || next->isReplaced() || next->isPositioned()
+ || ((!skipInlines || !next->firstChild()) // Always return EMPTY inlines.
+ && next->isRenderInline()))
+ break;
+ current = next;
+ }
+
+ if (endOfInlinePtr)
+ *endOfInlinePtr = endOfInline;
+
+ return next;
+}
+
+static RenderObject* bidiFirst(RenderBlock* block, InlineBidiResolver* resolver, bool skipInlines = true)
+{
+ if (!block->firstChild())
+ return 0;
+
+ RenderObject* o = block->firstChild();
+ if (o->isRenderInline()) {
+ if (resolver) {
+ EUnicodeBidi ub = o->style()->unicodeBidi();
+ if (ub != UBNormal) {
+ TextDirection dir = o->style()->direction();
+ Direction d = (ub == Embed
+ ? (dir == RTL ? RightToLeftEmbedding : LeftToRightEmbedding)
+ : (dir == RTL ? RightToLeftOverride : LeftToRightOverride));
+ resolver->embed(d);
+ }
+ }
+ if (skipInlines && o->firstChild())
+ o = bidiNext(block, o, resolver, skipInlines);
+ else {
+ // Never skip empty inlines.
+ if (resolver)
+ resolver->commitExplicitEmbedding();
+ return o;
+ }
+ }
+
+ if (o && !o->isText() && !o->isReplaced() && !o->isFloating() && !o->isPositioned())
+ o = bidiNext(block, o, resolver, skipInlines);
+
+ if (resolver)
+ resolver->commitExplicitEmbedding();
+ return o;
+}
+
+inline void InlineIterator::increment(InlineBidiResolver* resolver)
+{
+ if (!obj)
+ return;
+ if (obj->isText()) {
+ pos++;
+ if (pos >= toRenderText(obj)->textLength()) {
+ obj = bidiNext(block, obj, resolver);
+ pos = 0;
+ nextBreakablePosition = -1;
+ }
+ } else {
+ obj = bidiNext(block, obj, resolver);
+ pos = 0;
+ nextBreakablePosition = -1;
+ }
+}
+
+template<>
+inline void InlineBidiResolver::increment()
+{
+ current.increment(this);
+}
+
+inline bool InlineIterator::atEnd() const
+{
+ return !obj;
+}
+
+inline UChar InlineIterator::current() const
+{
+ if (!obj || !obj->isText())
+ return 0;
+
+ RenderText* text = toRenderText(obj);
+ if (pos >= text->textLength())
+ return 0;
+
+ return text->characters()[pos];
+}
+
+ALWAYS_INLINE Direction InlineIterator::direction() const
+{
+ if (UChar c = current())
+ return Unicode::direction(c);
+
+ if (obj && obj->isListMarker())
+ return obj->style()->direction() == LTR ? LeftToRight : RightToLeft;
+
+ return OtherNeutral;
+}
+
+// -------------------------------------------------------------------------------------------------
+
+static void chopMidpointsAt(LineMidpointState& lineMidpointState, RenderObject* obj, unsigned pos)
+{
+ if (!lineMidpointState.numMidpoints)
+ return;
+ InlineIterator* midpoints = lineMidpointState.midpoints.data();
+ for (int i = lineMidpointState.numMidpoints - 1; i >= 0; i--) {
+ const InlineIterator& point = midpoints[i];
+ if (point.obj == obj && point.pos == pos) {
+ lineMidpointState.numMidpoints = i;
+ break;
+ }
+ }
+}
+
+static void checkMidpoints(LineMidpointState& lineMidpointState, InlineIterator& lBreak)
+{
+ // Check to see if our last midpoint is a start point beyond the line break. If so,
+ // shave it off the list, and shave off a trailing space if the previous end point doesn't
+ // preserve whitespace.
+ if (lBreak.obj && lineMidpointState.numMidpoints && !(lineMidpointState.numMidpoints % 2)) {
+ InlineIterator* midpoints = lineMidpointState.midpoints.data();
+ InlineIterator& endpoint = midpoints[lineMidpointState.numMidpoints - 2];
+ const InlineIterator& startpoint = midpoints[lineMidpointState.numMidpoints - 1];
+ InlineIterator currpoint = endpoint;
+ while (!currpoint.atEnd() && currpoint != startpoint && currpoint != lBreak)
+ currpoint.increment();
+ if (currpoint == lBreak) {
+ // We hit the line break before the start point. Shave off the start point.
+ lineMidpointState.numMidpoints--;
+ if (endpoint.obj->style()->collapseWhiteSpace()) {
+ if (endpoint.obj->isText()) {
+ // Don't shave a character off the endpoint if it was from a soft hyphen.
+ RenderText* textObj = toRenderText(endpoint.obj);
+ if (endpoint.pos + 1 < textObj->textLength()) {
+ if (textObj->characters()[endpoint.pos+1] == softHyphen)
+ return;
+ } else if (startpoint.obj->isText()) {
+ RenderText *startText = toRenderText(startpoint.obj);
+ if (startText->textLength() && startText->characters()[0] == softHyphen)
+ return;
+ }
+ }
+ endpoint.pos--;
+ }
+ }
+ }
+}
+
+static void addMidpoint(LineMidpointState& lineMidpointState, const InlineIterator& midpoint)
+{
+ if (lineMidpointState.midpoints.size() <= lineMidpointState.numMidpoints)
+ lineMidpointState.midpoints.grow(lineMidpointState.numMidpoints + 10);
+
+ InlineIterator* midpoints = lineMidpointState.midpoints.data();
+ midpoints[lineMidpointState.numMidpoints++] = midpoint;
+}
+
+static void appendRunsForObject(int start, int end, RenderObject* obj, InlineBidiResolver& resolver)
+{
+ if (start > end || obj->isFloating() ||
+ (obj->isPositioned() && !obj->style()->hasStaticX() && !obj->style()->hasStaticY() && !obj->container()->isRenderInline()))
+ return;
+
+ LineMidpointState& lineMidpointState = resolver.midpointState();
+ bool haveNextMidpoint = (lineMidpointState.currentMidpoint < lineMidpointState.numMidpoints);
+ InlineIterator nextMidpoint;
+ if (haveNextMidpoint)
+ nextMidpoint = lineMidpointState.midpoints[lineMidpointState.currentMidpoint];
+ if (lineMidpointState.betweenMidpoints) {
+ if (!(haveNextMidpoint && nextMidpoint.obj == obj))
+ return;
+ // This is a new start point. Stop ignoring objects and
+ // adjust our start.
+ lineMidpointState.betweenMidpoints = false;
+ start = nextMidpoint.pos;
+ lineMidpointState.currentMidpoint++;
+ if (start < end)
+ return appendRunsForObject(start, end, obj, resolver);
+ } else {
+ if (!haveNextMidpoint || (obj != nextMidpoint.obj)) {
+ resolver.addRun(new (obj->renderArena()) BidiRun(start, end, obj, resolver.context(), resolver.dir()));
+ return;
+ }
+
+ // An end midpoint has been encountered within our object. We
+ // need to go ahead and append a run with our endpoint.
+ if (static_cast<int>(nextMidpoint.pos + 1) <= end) {
+ lineMidpointState.betweenMidpoints = true;
+ lineMidpointState.currentMidpoint++;
+ if (nextMidpoint.pos != UINT_MAX) { // UINT_MAX means stop at the object and don't include any of it.
+ if (static_cast<int>(nextMidpoint.pos + 1) > start)
+ resolver.addRun(new (obj->renderArena())
+ BidiRun(start, nextMidpoint.pos + 1, obj, resolver.context(), resolver.dir()));
+ return appendRunsForObject(nextMidpoint.pos + 1, end, obj, resolver);
+ }
+ } else
+ resolver.addRun(new (obj->renderArena()) BidiRun(start, end, obj, resolver.context(), resolver.dir()));
+ }
+}
+
+template <>
+void InlineBidiResolver::appendRun()
+{
+ if (!emptyRun && !eor.atEnd()) {
+ int start = sor.pos;
+ RenderObject *obj = sor.obj;
+ while (obj && obj != eor.obj && obj != endOfLine.obj) {
+ appendRunsForObject(start, obj->length(), obj, *this);
+ start = 0;
+ obj = bidiNext(sor.block, obj);
+ }
+ if (obj) {
+ unsigned pos = obj == eor.obj ? eor.pos : UINT_MAX;
+ if (obj == endOfLine.obj && endOfLine.pos <= pos) {
+ reachedEndOfLine = true;
+ pos = endOfLine.pos;
+ }
+ // It's OK to add runs for zero-length RenderObjects, just don't make the run larger than it should be
+ int end = obj->length() ? pos+1 : 0;
+ appendRunsForObject(start, end, obj, *this);
+ }
+
+ eor.increment();
+ sor = eor;
+ }
+
+ m_direction = OtherNeutral;
+ m_status.eor = OtherNeutral;
+}
+
+static inline InlineBox* createInlineBoxForRenderer(RenderObject* obj, bool isRootLineBox, bool isOnlyRun = false)
+{
+ if (isRootLineBox)
+ return toRenderBlock(obj)->createAndAppendRootInlineBox();
+
+ if (obj->isText()) {
+ InlineTextBox* textBox = toRenderText(obj)->createInlineTextBox();
+ // We only treat a box as text for a <br> if we are on a line by ourself or in strict mode
+ // (Note the use of strict mode. In "almost strict" mode, we don't treat the box for <br> as text.)
+ if (obj->isBR())
+ textBox->setIsText(isOnlyRun || obj->document()->inStrictMode());
+ return textBox;
+ }
+
+ if (obj->isBox())
+ return toRenderBox(obj)->createInlineBox();
+
+ return toRenderInline(obj)->createAndAppendInlineFlowBox();
+}
+
+static inline void dirtyLineBoxesForRenderer(RenderObject* o, bool fullLayout)
+{
+ if (o->isText()) {
+ if (o->prefWidthsDirty() && o->isCounter())
+ toRenderText(o)->calcPrefWidths(0); // FIXME: Counters depend on this hack. No clue why. Should be investigated and removed.
+ toRenderText(o)->dirtyLineBoxes(fullLayout);
+ } else
+ toRenderInline(o)->dirtyLineBoxes(fullLayout);
+}
+
+InlineFlowBox* RenderBlock::createLineBoxes(RenderObject* obj, bool firstLine)
+{
+ // See if we have an unconstructed line box for this object that is also
+ // the last item on the line.
+ unsigned lineDepth = 1;
+ InlineFlowBox* childBox = 0;
+ InlineFlowBox* parentBox = 0;
+ InlineFlowBox* result = 0;
+ do {
+ ASSERT(obj->isRenderInline() || obj == this);
+
+ // Get the last box we made for this render object.
+ parentBox = obj->isRenderInline() ? toRenderInline(obj)->lastLineBox() : toRenderBlock(obj)->lastLineBox();
+
+ // If this box is constructed then it is from a previous line, and we need
+ // to make a new box for our line. If this box is unconstructed but it has
+ // something following it on the line, then we know we have to make a new box
+ // as well. In this situation our inline has actually been split in two on
+ // the same line (this can happen with very fancy language mixtures).
+ bool constructedNewBox = false;
+ if (!parentBox || parentBox->isConstructed() || parentBox->nextOnLine()) {
+ // We need to make a new box for this render object. Once
+ // made, we need to place it at the end of the current line.
+ InlineBox* newBox = createInlineBoxForRenderer(obj, obj == this);
+ ASSERT(newBox->isInlineFlowBox());
+ parentBox = static_cast<InlineFlowBox*>(newBox);
+ parentBox->setFirstLineStyleBit(firstLine);
+ constructedNewBox = true;
+ }
+
+ if (!result)
+ result = parentBox;
+
+ // If we have hit the block itself, then |box| represents the root
+ // inline box for the line, and it doesn't have to be appended to any parent
+ // inline.
+ if (childBox)
+ parentBox->addToLine(childBox);
+
+ if (!constructedNewBox || obj == this)
+ break;
+
+ childBox = parentBox;
+
+ // If we've exceeded our line depth, then jump straight to the root and skip all the remaining
+ // intermediate inline flows.
+ obj = (++lineDepth >= cMaxLineDepth) ? this : obj->parent();
+
+ } while (true);
+
+ return result;
+}
+
+RootInlineBox* RenderBlock::constructLine(unsigned runCount, BidiRun* firstRun, BidiRun* lastRun, bool firstLine, bool lastLine, RenderObject* endObject)
+{
+ ASSERT(firstRun);
+
+ InlineFlowBox* parentBox = 0;
+ for (BidiRun* r = firstRun; r; r = r->next()) {
+ // Create a box for our object.
+ bool isOnlyRun = (runCount == 1);
+ if (runCount == 2 && !r->m_object->isListMarker())
+ isOnlyRun = ((style()->direction() == RTL) ? lastRun : firstRun)->m_object->isListMarker();
+
+ InlineBox* box = createInlineBoxForRenderer(r->m_object, false, isOnlyRun);
+ r->m_box = box;
+
+ ASSERT(box);
+ if (!box)
+ continue;
+
+ // If we have no parent box yet, or if the run is not simply a sibling,
+ // then we need to construct inline boxes as necessary to properly enclose the
+ // run's inline box.
+ if (!parentBox || parentBox->renderer() != r->m_object->parent())
+ // Create new inline boxes all the way back to the appropriate insertion point.
+ parentBox = createLineBoxes(r->m_object->parent(), firstLine);
+
+ // Append the inline box to this line.
+ parentBox->addToLine(box);
+
+ bool visuallyOrdered = r->m_object->style()->visuallyOrdered();
+ box->setBidiLevel(visuallyOrdered ? 0 : r->level());
+
+ if (box->isInlineTextBox()) {
+ InlineTextBox* text = static_cast<InlineTextBox*>(box);
+ text->setStart(r->m_start);
+ text->setLen(r->m_stop - r->m_start);
+ text->m_dirOverride = r->dirOverride(visuallyOrdered);
+ }
+ }
+
+ // We should have a root inline box. It should be unconstructed and
+ // be the last continuation of our line list.
+ ASSERT(lastLineBox() && !lastLineBox()->isConstructed());
+
+ // Set bits on our inline flow boxes that indicate which sides should
+ // paint borders/margins/padding. This knowledge will ultimately be used when
+ // we determine the horizontal positions and widths of all the inline boxes on
+ // the line.
+ lastLineBox()->determineSpacingForFlowBoxes(lastLine, endObject);
+
+ // Now mark the line boxes as being constructed.
+ lastLineBox()->setConstructed();
+
+ // Return the last line.
+ return lastRootBox();
+}
+
+void RenderBlock::computeHorizontalPositionsForLine(RootInlineBox* lineBox, bool firstLine, BidiRun* firstRun, BidiRun* trailingSpaceRun, bool reachedEnd)
+{
+ // First determine our total width.
+ int availableWidth = lineWidth(height(), firstLine);
+ int totWidth = lineBox->getFlowSpacingWidth();
+ bool needsWordSpacing = false;
+ unsigned numSpaces = 0;
+ ETextAlign textAlign = style()->textAlign();
+
+ for (BidiRun* r = firstRun; r; r = r->next()) {
+ if (!r->m_box || r->m_object->isPositioned() || r->m_box->isLineBreak())
+ continue; // Positioned objects are only participating to figure out their
+ // correct static x position. They have no effect on the width.
+ // Similarly, line break boxes have no effect on the width.
+ if (r->m_object->isText()) {
+ RenderText* rt = toRenderText(r->m_object);
+
+ if (textAlign == JUSTIFY && r != trailingSpaceRun) {
+ const UChar* characters = rt->characters();
+ for (int i = r->m_start; i < r->m_stop; i++) {
+ UChar c = characters[i];
+ if (c == ' ' || c == '\n' || c == '\t')
+ numSpaces++;
+ }
+ }
+
+ if (int length = rt->textLength()) {
+ if (!r->m_start && needsWordSpacing && isSpaceOrNewline(rt->characters()[r->m_start]))
+ totWidth += rt->style(firstLine)->font().wordSpacing();
+ needsWordSpacing = !isSpaceOrNewline(rt->characters()[r->m_stop - 1]) && r->m_stop == length;
+ }
+ HashSet<const SimpleFontData*> fallbackFonts;
+ r->m_box->setWidth(rt->width(r->m_start, r->m_stop - r->m_start, totWidth, firstLine, &fallbackFonts));
+ if (!fallbackFonts.isEmpty()
+#if ENABLE(SVG)
+ && !isSVGText()
+#endif
+ ) {
+ ASSERT(r->m_box->isText());
+ static_cast<InlineTextBox*>(r->m_box)->setFallbackFonts(fallbackFonts);
+ }
+ } else if (!r->m_object->isRenderInline()) {
+ RenderBox* renderBox = toRenderBox(r->m_object);
+ renderBox->calcWidth();
+ r->m_box->setWidth(renderBox->width());
+ totWidth += renderBox->marginLeft() + renderBox->marginRight();
+ }
+
+ totWidth += r->m_box->width();
+ }
+
+ // Armed with the total width of the line (without justification),
+ // we now examine our text-align property in order to determine where to position the
+ // objects horizontally. The total width of the line can be increased if we end up
+ // justifying text.
+ int x = leftOffset(height(), firstLine);
+ switch (textAlign) {
+ case LEFT:
+ case WEBKIT_LEFT:
+ // The direction of the block should determine what happens with wide lines. In
+ // particular with RTL blocks, wide lines should still spill out to the left.
+ if (style()->direction() == LTR) {
+ if (totWidth > availableWidth && trailingSpaceRun)
+ trailingSpaceRun->m_box->setWidth(max(0, trailingSpaceRun->m_box->width() - totWidth + availableWidth));
+ } else {
+ if (trailingSpaceRun)
+ trailingSpaceRun->m_box->setWidth(0);
+ else if (totWidth > availableWidth)
+ x -= (totWidth - availableWidth);
+ }
+ break;
+ case JUSTIFY:
+ if (numSpaces && !reachedEnd && !lineBox->endsWithBreak()) {
+ if (trailingSpaceRun) {
+ totWidth -= trailingSpaceRun->m_box->width();
+ trailingSpaceRun->m_box->setWidth(0);
+ }
+ break;
+ }
+ // fall through
+ case TAAUTO:
+ numSpaces = 0;
+ // for right to left fall through to right aligned
+ if (style()->direction() == LTR) {
+ if (totWidth > availableWidth && trailingSpaceRun)
+ trailingSpaceRun->m_box->setWidth(max(0, trailingSpaceRun->m_box->width() - totWidth + availableWidth));
+ break;
+ }
+ case RIGHT:
+ case WEBKIT_RIGHT:
+ // Wide lines spill out of the block based off direction.
+ // So even if text-align is right, if direction is LTR, wide lines should overflow out of the right
+ // side of the block.
+ if (style()->direction() == LTR) {
+ if (trailingSpaceRun) {
+ totWidth -= trailingSpaceRun->m_box->width();
+ trailingSpaceRun->m_box->setWidth(0);
+ }
+ if (totWidth < availableWidth)
+ x += availableWidth - totWidth;
+ } else {
+ if (totWidth > availableWidth && trailingSpaceRun) {
+ trailingSpaceRun->m_box->setWidth(max(0, trailingSpaceRun->m_box->width() - totWidth + availableWidth));
+ totWidth -= trailingSpaceRun->m_box->width();
+ } else
+ x += availableWidth - totWidth;
+ }
+ break;
+ case CENTER:
+ case WEBKIT_CENTER:
+ int trailingSpaceWidth = 0;
+ if (trailingSpaceRun) {
+ totWidth -= trailingSpaceRun->m_box->width();
+ trailingSpaceWidth = min(trailingSpaceRun->m_box->width(), (availableWidth - totWidth + 1) / 2);
+ trailingSpaceRun->m_box->setWidth(max(0, trailingSpaceWidth));
+ }
+ if (style()->direction() == LTR)
+ x += max((availableWidth - totWidth) / 2, 0);
+ else
+ x += totWidth > availableWidth ? (availableWidth - totWidth) : (availableWidth - totWidth) / 2 - trailingSpaceWidth;
+ break;
+ }
+
+ if (numSpaces) {
+ for (BidiRun* r = firstRun; r; r = r->next()) {
+ if (!r->m_box || r == trailingSpaceRun)
+ continue;
+
+ int spaceAdd = 0;
+ if (r->m_object->isText()) {
+ unsigned spaces = 0;
+ const UChar* characters = toRenderText(r->m_object)->characters();
+ for (int i = r->m_start; i < r->m_stop; i++) {
+ UChar c = characters[i];
+ if (c == ' ' || c == '\n' || c == '\t')
+ spaces++;
+ }
+
+ ASSERT(spaces <= numSpaces);
+
+ // Only justify text if whitespace is collapsed.
+ if (r->m_object->style()->collapseWhiteSpace()) {
+ spaceAdd = (availableWidth - totWidth) * spaces / numSpaces;
+ static_cast<InlineTextBox*>(r->m_box)->setSpaceAdd(spaceAdd);
+ totWidth += spaceAdd;
+ }
+ numSpaces -= spaces;
+ if (!numSpaces)
+ break;
+ }
+ }
+ }
+
+ // The widths of all runs are now known. We can now place every inline box (and
+ // compute accurate widths for the inline flow boxes).
+ int leftPosition = x;
+ int rightPosition = x;
+ needsWordSpacing = false;
+ lineBox->placeBoxesHorizontally(x, leftPosition, rightPosition, needsWordSpacing);
+ lineBox->setHorizontalOverflowPositions(leftPosition, rightPosition);
+}
+
+void RenderBlock::computeVerticalPositionsForLine(RootInlineBox* lineBox, BidiRun* firstRun)
+{
+ setHeight(lineBox->verticallyAlignBoxes(height()));
+ lineBox->setBlockHeight(height());
+
+ // See if the line spilled out. If so set overflow height accordingly.
+ int bottomOfLine = lineBox->bottomOverflow();
+ if (bottomOfLine > height() && bottomOfLine > m_overflowHeight)
+ m_overflowHeight = bottomOfLine;
+
+ // Now make sure we place replaced render objects correctly.
+ for (BidiRun* r = firstRun; r; r = r->next()) {
+ ASSERT(r->m_box);
+ if (!r->m_box)
+ continue; // Skip runs with no line boxes.
+
+ // Align positioned boxes with the top of the line box. This is
+ // a reasonable approximation of an appropriate y position.
+ if (r->m_object->isPositioned())
+ r->m_box->setY(height());
+
+ // Position is used to properly position both replaced elements and
+ // to update the static normal flow x/y of positioned elements.
+ if (r->m_object->isText())
+ toRenderText(r->m_object)->positionLineBox(r->m_box);
+ else if (r->m_object->isBox())
+ toRenderBox(r->m_object)->positionLineBox(r->m_box);
+ }
+ // Positioned objects and zero-length text nodes destroy their boxes in
+ // position(), which unnecessarily dirties the line.
+ lineBox->markDirty(false);
+}
+
+// collects one line of the paragraph and transforms it to visual order
+void RenderBlock::bidiReorderLine(InlineBidiResolver& resolver, const InlineIterator& end, bool previousLineBrokeCleanly)
+{
+ resolver.createBidiRunsForLine(end, style()->visuallyOrdered(), previousLineBrokeCleanly);
+}
+
+static inline bool isCollapsibleSpace(UChar character, RenderText* renderer)
+{
+ if (character == ' ' || character == '\t' || character == softHyphen)
+ return true;
+ if (character == '\n')
+ return !renderer->style()->preserveNewline();
+ if (character == noBreakSpace)
+ return renderer->style()->nbspMode() == SPACE;
+ return false;
+}
+
+void RenderBlock::layoutInlineChildren(bool relayoutChildren, int& repaintTop, int& repaintBottom)
+{
+ bool useRepaintBounds = false;
+
+ m_overflowHeight = 0;
+
+ setHeight(borderTop() + paddingTop());
+ int toAdd = borderBottom() + paddingBottom() + horizontalScrollbarHeight();
+
+ // Figure out if we should clear out our line boxes.
+ // FIXME: Handle resize eventually!
+ bool fullLayout = !firstLineBox() || !firstChild() || selfNeedsLayout() || relayoutChildren;
+ if (fullLayout)
+ lineBoxes()->deleteLineBoxes(renderArena());
+
+ // Text truncation only kicks in if your overflow isn't visible and your text-overflow-mode isn't
+ // clip.
+ // FIXME: CSS3 says that descendants that are clipped must also know how to truncate. This is insanely
+ // difficult to figure out (especially in the middle of doing layout), and is really an esoteric pile of nonsense
+ // anyway, so we won't worry about following the draft here.
+ bool hasTextOverflow = style()->textOverflow() && hasOverflowClip();
+
+ // Walk all the lines and delete our ellipsis line boxes if they exist.
+ if (hasTextOverflow)
+ deleteEllipsisLineBoxes();
+
+ if (firstChild()) {
+ // layout replaced elements
+ bool endOfInline = false;
+ RenderObject* o = bidiFirst(this, 0, false);
+ Vector<FloatWithRect> floats;
+ while (o) {
+ if (o->isReplaced() || o->isFloating() || o->isPositioned()) {
+ RenderBox* box = toRenderBox(o);
+
+ if (relayoutChildren || o->style()->width().isPercent() || o->style()->height().isPercent())
+ o->setChildNeedsLayout(true, false);
+
+ // If relayoutChildren is set and we have percentage padding, we also need to invalidate the child's pref widths.
+ if (relayoutChildren && (o->style()->paddingLeft().isPercent() || o->style()->paddingRight().isPercent()))
+ o->setPrefWidthsDirty(true, false);
+
+ if (o->isPositioned())
+ o->containingBlock()->insertPositionedObject(box);
+ else {
+ if (o->isFloating())
+ floats.append(FloatWithRect(box));
+ else if (fullLayout || o->needsLayout()) // Replaced elements
+ toRenderBox(o)->dirtyLineBoxes(fullLayout);
+
+ o->layoutIfNeeded();
+ }
+ } else if (o->isText() || (o->isRenderInline() && !endOfInline)) {
+ if (fullLayout || o->selfNeedsLayout())
+ dirtyLineBoxesForRenderer(o, fullLayout);
+ o->setNeedsLayout(false);
+ if (!o->isText())
+ toRenderInline(o)->invalidateVerticalPosition(); // FIXME: Should do better here and not always invalidate everything.
+ }
+ o = bidiNext(this, o, 0, false, &endOfInline);
+ }
+
+ // We want to skip ahead to the first dirty line
+ InlineBidiResolver resolver;
+ unsigned floatIndex;
+ bool firstLine = true;
+ bool previousLineBrokeCleanly = true;
+ RootInlineBox* startLine = determineStartPosition(firstLine, fullLayout, previousLineBrokeCleanly, resolver, floats, floatIndex);
+
+ if (fullLayout && !selfNeedsLayout()) {
+ setNeedsLayout(true, false); // Mark ourselves as needing a full layout. This way we'll repaint like
+ // we're supposed to.
+ RenderView* v = view();
+ if (v && !v->doingFullRepaint() && hasLayer()) {
+ // Because we waited until we were already inside layout to discover
+ // that the block really needed a full layout, we missed our chance to repaint the layer
+ // before layout started. Luckily the layer has cached the repaint rect for its original
+ // position and size, and so we can use that to make a repaint happen now.
+ repaintUsingContainer(containerForRepaint(), layer()->repaintRect());
+ }
+ }
+
+ FloatingObject* lastFloat = m_floatingObjects ? m_floatingObjects->last() : 0;
+
+ LineMidpointState& lineMidpointState = resolver.midpointState();
+
+ // We also find the first clean line and extract these lines. We will add them back
+ // if we determine that we're able to synchronize after handling all our dirty lines.
+ InlineIterator cleanLineStart;
+ BidiStatus cleanLineBidiStatus;
+ int endLineYPos = 0;
+ RootInlineBox* endLine = (fullLayout || !startLine) ?
+ 0 : determineEndPosition(startLine, cleanLineStart, cleanLineBidiStatus, endLineYPos);
+
+ if (startLine) {
+ useRepaintBounds = true;
+ repaintTop = height();
+ repaintBottom = height();
+ RenderArena* arena = renderArena();
+ RootInlineBox* box = startLine;
+ while (box) {
+ repaintTop = min(repaintTop, box->topOverflow());
+ repaintBottom = max(repaintBottom, box->bottomOverflow());
+ RootInlineBox* next = box->nextRootBox();
+ box->deleteLine(arena);
+ box = next;
+ }
+ }
+
+ InlineIterator end = resolver.position();
+
+ if (!fullLayout && lastRootBox() && lastRootBox()->endsWithBreak()) {
+ // If the last line before the start line ends with a line break that clear floats,
+ // adjust the height accordingly.
+ // A line break can be either the first or the last object on a line, depending on its direction.
+ if (InlineBox* lastLeafChild = lastRootBox()->lastLeafChild()) {
+ RenderObject* lastObject = lastLeafChild->renderer();
+ if (!lastObject->isBR())
+ lastObject = lastRootBox()->firstLeafChild()->renderer();
+ if (lastObject->isBR()) {
+ EClear clear = lastObject->style()->clear();
+ if (clear != CNONE)
+ newLine(clear);
+ }
+ }
+ }
+
+ bool endLineMatched = false;
+ bool checkForEndLineMatch = endLine;
+ bool checkForFloatsFromLastLine = false;
+ int lastHeight = height();
+
+ bool isLineEmpty = true;
+
+ while (!end.atEnd()) {
+ // FIXME: Is this check necessary before the first iteration or can it be moved to the end?
+ if (checkForEndLineMatch && (endLineMatched = matchedEndLine(resolver, cleanLineStart, cleanLineBidiStatus, endLine, endLineYPos, repaintBottom, repaintTop)))
+ break;
+
+ lineMidpointState.reset();
+
+ isLineEmpty = true;
+
+ EClear clear = CNONE;
+ end = findNextLineBreak(resolver, firstLine, isLineEmpty, previousLineBrokeCleanly, &clear);
+ if (resolver.position().atEnd()) {
+ resolver.deleteRuns();
+ checkForFloatsFromLastLine = true;
+ break;
+ }
+ ASSERT(end != resolver.position());
+
+ if (!isLineEmpty) {
+ bidiReorderLine(resolver, end, previousLineBrokeCleanly);
+ ASSERT(resolver.position() == end);
+
+ BidiRun* trailingSpaceRun = 0;
+ if (!previousLineBrokeCleanly && resolver.runCount() && resolver.logicallyLastRun()->m_object->style()->breakOnlyAfterWhiteSpace()
+ && resolver.logicallyLastRun()->m_object->style()->autoWrap()) {
+ trailingSpaceRun = resolver.logicallyLastRun();
+ RenderObject* lastObject = trailingSpaceRun->m_object;
+ if (lastObject->isText()) {
+ RenderText* lastText = toRenderText(lastObject);
+ const UChar* characters = lastText->characters();
+ int firstSpace = trailingSpaceRun->stop();
+ while (firstSpace > trailingSpaceRun->start()) {
+ UChar current = characters[firstSpace - 1];
+ if (!isCollapsibleSpace(current, lastText))
+ break;
+ firstSpace--;
+ }
+ if (firstSpace == trailingSpaceRun->stop())
+ trailingSpaceRun = 0;
+ else {
+ TextDirection direction = style()->direction();
+ bool shouldReorder = trailingSpaceRun != (direction == LTR ? resolver.lastRun() : resolver.firstRun());
+ if (firstSpace != trailingSpaceRun->start()) {
+ BidiContext* baseContext = resolver.context();
+ while (BidiContext* parent = baseContext->parent())
+ baseContext = parent;
+
+ BidiRun* newTrailingRun = new (renderArena()) BidiRun(firstSpace, trailingSpaceRun->m_stop, trailingSpaceRun->m_object, baseContext, OtherNeutral);
+ trailingSpaceRun->m_stop = firstSpace;
+ if (direction == LTR)
+ resolver.addRun(newTrailingRun);
+ else
+ resolver.prependRun(newTrailingRun);
+ trailingSpaceRun = newTrailingRun;
+ shouldReorder = false;
+ }
+ if (shouldReorder) {
+ if (direction == LTR) {
+ resolver.moveRunToEnd(trailingSpaceRun);
+ trailingSpaceRun->m_level = 0;
+ } else {
+ resolver.moveRunToBeginning(trailingSpaceRun);
+ trailingSpaceRun->m_level = 1;
+ }
+ }
+ }
+ } else
+ trailingSpaceRun = 0;
+ }
+
+ // Now that the runs have been ordered, we create the line boxes.
+ // At the same time we figure out where border/padding/margin should be applied for
+ // inline flow boxes.
+
+ RootInlineBox* lineBox = 0;
+ if (resolver.runCount()) {
+ lineBox = constructLine(resolver.runCount(), resolver.firstRun(), resolver.lastRun(), firstLine, !end.obj, end.obj && !end.pos ? end.obj : 0);
+ if (lineBox) {
+ lineBox->setEndsWithBreak(previousLineBrokeCleanly);
+
+ // Now we position all of our text runs horizontally.
+ computeHorizontalPositionsForLine(lineBox, firstLine, resolver.firstRun(), trailingSpaceRun, end.atEnd());
+
+ // Now position our text runs vertically.
+ computeVerticalPositionsForLine(lineBox, resolver.firstRun());
+
+#if ENABLE(SVG)
+ // Special SVG text layout code
+ lineBox->computePerCharacterLayoutInformation();
+#endif
+
+#if PLATFORM(MAC)
+ // Highlight acts as an overflow inflation.
+ if (style()->highlight() != nullAtom)
+ lineBox->addHighlightOverflow();
+#endif
+ }
+ }
+
+ resolver.deleteRuns();
+
+ if (lineBox) {
+ lineBox->setLineBreakInfo(end.obj, end.pos, resolver.status());
+ if (useRepaintBounds) {
+ repaintTop = min(repaintTop, lineBox->topOverflow());
+ repaintBottom = max(repaintBottom, lineBox->bottomOverflow());
+ }
+ }
+
+ firstLine = false;
+ newLine(clear);
+ }
+
+ if (m_floatingObjects && lastRootBox()) {
+ if (lastFloat) {
+ for (FloatingObject* f = m_floatingObjects->last(); f != lastFloat; f = m_floatingObjects->prev()) {
+ }
+ m_floatingObjects->next();
+ } else
+ m_floatingObjects->first();
+ for (FloatingObject* f = m_floatingObjects->current(); f; f = m_floatingObjects->next()) {
+ if (f->m_bottom > lastHeight)
+ lastRootBox()->floats().append(f->m_renderer);
+ ASSERT(f->m_renderer == floats[floatIndex].object);
+ // If a float's geometry has changed, give up on syncing with clean lines.
+ if (floats[floatIndex].rect != IntRect(f->m_left, f->m_top, f->m_width, f->m_bottom - f->m_top))
+ checkForEndLineMatch = false;
+ floatIndex++;
+ }
+ lastFloat = m_floatingObjects->last();
+ }
+
+ lastHeight = height();
+ lineMidpointState.reset();
+ resolver.setPosition(end);
+ }
+
+ if (endLine) {
+ if (endLineMatched) {
+ // Attach all the remaining lines, and then adjust their y-positions as needed.
+ int delta = height() - endLineYPos;
+ for (RootInlineBox* line = endLine; line; line = line->nextRootBox()) {
+ line->attachLine();
+ if (delta) {
+ repaintTop = min(repaintTop, line->topOverflow() + min(delta, 0));
+ repaintBottom = max(repaintBottom, line->bottomOverflow() + max(delta, 0));
+ line->adjustPosition(0, delta);
+ }
+ if (Vector<RenderBox*>* cleanLineFloats = line->floatsPtr()) {
+ Vector<RenderBox*>::iterator end = cleanLineFloats->end();
+ for (Vector<RenderBox*>::iterator f = cleanLineFloats->begin(); f != end; ++f) {
+ int floatTop = (*f)->y() - (*f)->marginTop();
+ insertFloatingObject(*f);
+ setHeight(floatTop + delta);
+ positionNewFloats();
+ }
+ }
+ }
+ setHeight(lastRootBox()->blockHeight());
+ } else {
+ // Delete all the remaining lines.
+ InlineRunBox* line = endLine;
+ RenderArena* arena = renderArena();
+ while (line) {
+ repaintTop = min(repaintTop, line->topOverflow());
+ repaintBottom = max(repaintBottom, line->bottomOverflow());
+ InlineRunBox* next = line->nextLineBox();
+ line->deleteLine(arena);
+ line = next;
+ }
+ }
+ }
+ if (m_floatingObjects && (checkForFloatsFromLastLine || positionNewFloats()) && lastRootBox()) {
+ // In case we have a float on the last line, it might not be positioned up to now.
+ // This has to be done before adding in the bottom border/padding, or the float will
+ // include the padding incorrectly. -dwh
+ if (lastFloat) {
+ for (FloatingObject* f = m_floatingObjects->last(); f != lastFloat; f = m_floatingObjects->prev()) {
+ }
+ m_floatingObjects->next();
+ } else
+ m_floatingObjects->first();
+ for (FloatingObject* f = m_floatingObjects->current(); f; f = m_floatingObjects->next()) {
+ if (f->m_bottom > lastHeight)
+ lastRootBox()->floats().append(f->m_renderer);
+ }
+ lastFloat = m_floatingObjects->last();
+ }
+ size_t floatCount = floats.size();
+ // Floats that did not have layout did not repaint when we laid them out. They would have
+ // painted by now if they had moved, but if they stayed at (0, 0), they still need to be
+ // painted.
+ for (size_t i = 0; i < floatCount; ++i) {
+ if (!floats[i].everHadLayout) {
+ RenderBox* f = floats[i].object;
+ if (!f->x() && !f->y() && f->checkForRepaintDuringLayout())
+ f->repaint();
+ }
+ }
+ }
+
+ // Now add in the bottom border/padding.
+ setHeight(height() + toAdd);
+
+ // Always make sure this is at least our height.
+ m_overflowHeight = max(height(), m_overflowHeight);
+
+ // See if any lines spill out of the block. If so, we need to update our overflow width.
+ checkLinesForOverflow();
+
+ if (!firstLineBox() && hasLineIfEmpty())
+ setHeight(height() + lineHeight(true, true));
+
+ // See if we have any lines that spill out of our block. If we do, then we will possibly need to
+ // truncate text.
+ if (hasTextOverflow)
+ checkLinesForTextOverflow();
+}
+
+RootInlineBox* RenderBlock::determineStartPosition(bool& firstLine, bool& fullLayout, bool& previousLineBrokeCleanly,
+ InlineBidiResolver& resolver, Vector<FloatWithRect>& floats, unsigned& numCleanFloats)
+{
+ RootInlineBox* curr = 0;
+ RootInlineBox* last = 0;
+
+ bool dirtiedByFloat = false;
+ if (!fullLayout) {
+ size_t floatIndex = 0;
+ for (curr = firstRootBox(); curr && !curr->isDirty(); curr = curr->nextRootBox()) {
+ if (Vector<RenderBox*>* cleanLineFloats = curr->floatsPtr()) {
+ Vector<RenderBox*>::iterator end = cleanLineFloats->end();
+ for (Vector<RenderBox*>::iterator o = cleanLineFloats->begin(); o != end; ++o) {
+ RenderBox* f = *o;
+ IntSize newSize(f->width() + f->marginLeft() +f->marginRight(), f->height() + f->marginTop() + f->marginBottom());
+ ASSERT(floatIndex < floats.size());
+ if (floats[floatIndex].object != f) {
+ // A new float has been inserted before this line or before its last known float.
+ // Just do a full layout.
+ fullLayout = true;
+ break;
+ }
+ if (floats[floatIndex].rect.size() != newSize) {
+ int floatTop = floats[floatIndex].rect.y();
+ curr->markDirty();
+ markLinesDirtyInVerticalRange(curr->blockHeight(), floatTop + max(floats[floatIndex].rect.height(), newSize.height()));
+ floats[floatIndex].rect.setSize(newSize);
+ dirtiedByFloat = true;
+ }
+ floatIndex++;
+ }
+ }
+ if (dirtiedByFloat || fullLayout)
+ break;
+ }
+ // Check if a new float has been inserted after the last known float.
+ if (!curr && floatIndex < floats.size())
+ fullLayout = true;
+ }
+
+ if (fullLayout) {
+ // Nuke all our lines.
+ if (firstRootBox()) {
+ RenderArena* arena = renderArena();
+ curr = firstRootBox();
+ while (curr) {
+ RootInlineBox* next = curr->nextRootBox();
+ curr->deleteLine(arena);
+ curr = next;
+ }
+ ASSERT(!firstLineBox() && !lastLineBox());
+ }
+ } else {
+ if (curr) {
+ // We have a dirty line.
+ if (RootInlineBox* prevRootBox = curr->prevRootBox()) {
+ // We have a previous line.
+ if (!dirtiedByFloat && (!prevRootBox->endsWithBreak() || (prevRootBox->lineBreakObj()->isText() && prevRootBox->lineBreakPos() >= toRenderText(prevRootBox->lineBreakObj())->textLength())))
+ // The previous line didn't break cleanly or broke at a newline
+ // that has been deleted, so treat it as dirty too.
+ curr = prevRootBox;
+ }
+ } else {
+ // No dirty lines were found.
+ // If the last line didn't break cleanly, treat it as dirty.
+ if (lastRootBox() && !lastRootBox()->endsWithBreak())
+ curr = lastRootBox();
+ }
+
+ // If we have no dirty lines, then last is just the last root box.
+ last = curr ? curr->prevRootBox() : lastRootBox();
+ }
+
+ numCleanFloats = 0;
+ if (!floats.isEmpty()) {
+ int savedHeight = height();
+ // Restore floats from clean lines.
+ RootInlineBox* line = firstRootBox();
+ while (line != curr) {
+ if (Vector<RenderBox*>* cleanLineFloats = line->floatsPtr()) {
+ Vector<RenderBox*>::iterator end = cleanLineFloats->end();
+ for (Vector<RenderBox*>::iterator f = cleanLineFloats->begin(); f != end; ++f) {
+ insertFloatingObject(*f);
+ setHeight((*f)->y() - (*f)->marginTop());
+ positionNewFloats();
+ ASSERT(floats[numCleanFloats].object == *f);
+ numCleanFloats++;
+ }
+ }
+ line = line->nextRootBox();
+ }
+ setHeight(savedHeight);
+ }
+
+ firstLine = !last;
+ previousLineBrokeCleanly = !last || last->endsWithBreak();
+
+ RenderObject* startObj;
+ int pos = 0;
+ if (last) {
+ setHeight(last->blockHeight());
+ startObj = last->lineBreakObj();
+ pos = last->lineBreakPos();
+ resolver.setStatus(last->lineBreakBidiStatus());
+ } else {
+ bool ltr = style()->direction() == LTR
+ #if ENABLE(SVG)
+ || (style()->unicodeBidi() == UBNormal && isSVGText())
+ #endif
+ ;
+
+ Direction direction = ltr ? LeftToRight : RightToLeft;
+ resolver.setLastStrongDir(direction);
+ resolver.setLastDir(direction);
+ resolver.setEorDir(direction);
+ resolver.setContext(BidiContext::create(ltr ? 0 : 1, direction, style()->unicodeBidi() == Override));
+
+ startObj = bidiFirst(this, &resolver);
+ }
+
+ resolver.setPosition(InlineIterator(this, startObj, pos));
+
+ return curr;
+}
+
+RootInlineBox* RenderBlock::determineEndPosition(RootInlineBox* startLine, InlineIterator& cleanLineStart, BidiStatus& cleanLineBidiStatus, int& yPos)
+{
+ RootInlineBox* last = 0;
+ if (!startLine)
+ last = 0;
+ else {
+ for (RootInlineBox* curr = startLine->nextRootBox(); curr; curr = curr->nextRootBox()) {
+ if (curr->isDirty())
+ last = 0;
+ else if (!last)
+ last = curr;
+ }
+ }
+
+ if (!last)
+ return 0;
+
+ RootInlineBox* prev = last->prevRootBox();
+ cleanLineStart = InlineIterator(this, prev->lineBreakObj(), prev->lineBreakPos());
+ cleanLineBidiStatus = prev->lineBreakBidiStatus();
+ yPos = prev->blockHeight();
+
+ for (RootInlineBox* line = last; line; line = line->nextRootBox())
+ line->extractLine(); // Disconnect all line boxes from their render objects while preserving
+ // their connections to one another.
+
+ return last;
+}
+
+bool RenderBlock::matchedEndLine(const InlineBidiResolver& resolver, const InlineIterator& endLineStart, const BidiStatus& endLineStatus, RootInlineBox*& endLine, int& endYPos, int& repaintBottom, int& repaintTop)
+{
+ if (resolver.position() == endLineStart) {
+ if (resolver.status() != endLineStatus)
+ return false;
+
+ int delta = height() - endYPos;
+ if (!delta || !m_floatingObjects)
+ return true;
+
+ // See if any floats end in the range along which we want to shift the lines vertically.
+ int top = min(height(), endYPos);
+
+ RootInlineBox* lastLine = endLine;
+ while (RootInlineBox* nextLine = lastLine->nextRootBox())
+ lastLine = nextLine;
+
+ int bottom = lastLine->blockHeight() + abs(delta);
+
+ for (FloatingObject* f = m_floatingObjects->first(); f; f = m_floatingObjects->next()) {
+ if (f->m_bottom >= top && f->m_bottom < bottom)
+ return false;
+ }
+
+ return true;
+ }
+
+ // The first clean line doesn't match, but we can check a handful of following lines to try
+ // to match back up.
+ static int numLines = 8; // The # of lines we're willing to match against.
+ RootInlineBox* line = endLine;
+ for (int i = 0; i < numLines && line; i++, line = line->nextRootBox()) {
+ if (line->lineBreakObj() == resolver.position().obj && line->lineBreakPos() == resolver.position().pos) {
+ // We have a match.
+ if (line->lineBreakBidiStatus() != resolver.status())
+ return false; // ...but the bidi state doesn't match.
+ RootInlineBox* result = line->nextRootBox();
+
+ // Set our yPos to be the block height of endLine.
+ if (result)
+ endYPos = line->blockHeight();
+
+ int delta = height() - endYPos;
+ if (delta && m_floatingObjects) {
+ // See if any floats end in the range along which we want to shift the lines vertically.
+ int top = min(height(), endYPos);
+
+ RootInlineBox* lastLine = endLine;
+ while (RootInlineBox* nextLine = lastLine->nextRootBox())
+ lastLine = nextLine;
+
+ int bottom = lastLine->blockHeight() + abs(delta);
+
+ for (FloatingObject* f = m_floatingObjects->first(); f; f = m_floatingObjects->next()) {
+ if (f->m_bottom >= top && f->m_bottom < bottom)
+ return false;
+ }
+ }
+
+ // Now delete the lines that we failed to sync.
+ RootInlineBox* boxToDelete = endLine;
+ RenderArena* arena = renderArena();
+ while (boxToDelete && boxToDelete != result) {
+ repaintTop = min(repaintTop, boxToDelete->topOverflow());
+ repaintBottom = max(repaintBottom, boxToDelete->bottomOverflow());
+ RootInlineBox* next = boxToDelete->nextRootBox();
+ boxToDelete->deleteLine(arena);
+ boxToDelete = next;
+ }
+
+ endLine = result;
+ return result;
+ }
+ }
+
+ return false;
+}
+
+static inline bool skipNonBreakingSpace(const InlineIterator& it, bool isLineEmpty, bool previousLineBrokeCleanly)
+{
+ if (it.obj->style()->nbspMode() != SPACE || it.current() != noBreakSpace)
+ return false;
+
+ // FIXME: This is bad. It makes nbsp inconsistent with space and won't work correctly
+ // with m_minWidth/m_maxWidth.
+ // Do not skip a non-breaking space if it is the first character
+ // on a line after a clean line break (or on the first line, since previousLineBrokeCleanly starts off
+ // |true|).
+ if (isLineEmpty && previousLineBrokeCleanly)
+ return false;
+
+ return true;
+}
+
+static inline bool shouldCollapseWhiteSpace(const RenderStyle* style, bool isLineEmpty, bool previousLineBrokeCleanly)
+{
+ return style->collapseWhiteSpace() || (style->whiteSpace() == PRE_WRAP && (!isLineEmpty || !previousLineBrokeCleanly));
+}
+
+static inline bool shouldPreserveNewline(RenderObject* object)
+{
+#if ENABLE(SVG)
+ if (object->isSVGText())
+ return false;
+#endif
+
+ return object->style()->preserveNewline();
+}
+
+static bool inlineFlowRequiresLineBox(RenderInline* flow)
+{
+ // FIXME: Right now, we only allow line boxes for inlines that are truly empty.
+ // We need to fix this, though, because at the very least, inlines containing only
+ // ignorable whitespace should should also have line boxes.
+ return !flow->firstChild() && flow->hasHorizontalBordersPaddingOrMargin();
+}
+
+static inline bool requiresLineBox(const InlineIterator& it, bool isLineEmpty, bool previousLineBrokeCleanly)
+{
+ if (it.obj->isFloatingOrPositioned())
+ return false;
+
+ if (it.obj->isRenderInline() && !inlineFlowRequiresLineBox(toRenderInline(it.obj)))
+ return false;
+
+ if (!shouldCollapseWhiteSpace(it.obj->style(), isLineEmpty, previousLineBrokeCleanly) || it.obj->isBR())
+ return true;
+
+ UChar current = it.current();
+ return current != ' ' && current != '\t' && current != softHyphen && (current != '\n' || shouldPreserveNewline(it.obj))
+ && !skipNonBreakingSpace(it, isLineEmpty, previousLineBrokeCleanly);
+}
+
+bool RenderBlock::generatesLineBoxesForInlineChild(RenderObject* inlineObj, bool isLineEmpty, bool previousLineBrokeCleanly)
+{
+ ASSERT(inlineObj->parent() == this);
+
+ InlineIterator it(this, inlineObj, 0);
+ while (!it.atEnd() && !requiresLineBox(it, isLineEmpty, previousLineBrokeCleanly))
+ it.increment();
+
+ return !it.atEnd();
+}
+
+// FIXME: The entire concept of the skipTrailingWhitespace function is flawed, since we really need to be building
+// line boxes even for containers that may ultimately collapse away. Otherwise we'll never get positioned
+// elements quite right. In other words, we need to build this function's work into the normal line
+// object iteration process.
+// NB. this function will insert any floating elements that would otherwise
+// be skipped but it will not position them.
+void RenderBlock::skipTrailingWhitespace(InlineIterator& iterator, bool isLineEmpty, bool previousLineBrokeCleanly)
+{
+ while (!iterator.atEnd() && !requiresLineBox(iterator, isLineEmpty, previousLineBrokeCleanly)) {
+ RenderObject* object = iterator.obj;
+ if (object->isFloating()) {
+ insertFloatingObject(toRenderBox(object));
+ } else if (object->isPositioned()) {
+ // FIXME: The math here is actually not really right. It's a best-guess approximation that
+ // will work for the common cases
+ RenderObject* c = object->container();
+ if (c->isRenderInline()) {
+ // A relative positioned inline encloses us. In this case, we also have to determine our
+ // position as though we were an inline. Set |staticX| and |staticY| on the relative positioned
+ // inline so that we can obtain the value later.
+ toRenderInline(c)->layer()->setStaticX(style()->direction() == LTR ? leftOffset(height(), false) : rightOffset(height(), false));
+ toRenderInline(c)->layer()->setStaticY(height());
+ }
+
+ RenderBox* box = toRenderBox(object);
+ if (box->style()->hasStaticX()) {
+ if (box->style()->isOriginalDisplayInlineType())
+ box->layer()->setStaticX(style()->direction() == LTR ? leftOffset(height(), false) : width() - rightOffset(height(), false));
+ else
+ box->layer()->setStaticX(style()->direction() == LTR ? borderLeft() + paddingLeft() : borderRight() + paddingRight());
+ }
+
+ if (box->style()->hasStaticY())
+ box->layer()->setStaticY(height());
+ }
+ iterator.increment();
+ }
+}
+
+int RenderBlock::skipLeadingWhitespace(InlineBidiResolver& resolver, bool firstLine, bool isLineEmpty, bool previousLineBrokeCleanly)
+{
+ int availableWidth = lineWidth(height(), firstLine);
+ while (!resolver.position().atEnd() && !requiresLineBox(resolver.position(), isLineEmpty, previousLineBrokeCleanly)) {
+ RenderObject* object = resolver.position().obj;
+ if (object->isFloating()) {
+ insertFloatingObject(toRenderBox(object));
+ positionNewFloats();
+ availableWidth = lineWidth(height(), firstLine);
+ } else if (object->isPositioned()) {
+ // FIXME: The math here is actually not really right. It's a best-guess approximation that
+ // will work for the common cases
+ RenderObject* c = object->container();
+ if (c->isRenderInline()) {
+ // A relative positioned inline encloses us. In this case, we also have to determine our
+ // position as though we were an inline. Set |staticX| and |staticY| on the relative positioned
+ // inline so that we can obtain the value later.
+ toRenderInline(c)->layer()->setStaticX(style()->direction() == LTR ? leftOffset(height(), firstLine) : rightOffset(height(), firstLine));
+ toRenderInline(c)->layer()->setStaticY(height());
+ }
+
+ RenderBox* box = toRenderBox(object);
+ if (box->style()->hasStaticX()) {
+ if (box->style()->isOriginalDisplayInlineType())
+ box->layer()->setStaticX(style()->direction() == LTR ? leftOffset(height(), firstLine) : width() - rightOffset(height(), firstLine));
+ else
+ box->layer()->setStaticX(style()->direction() == LTR ? borderLeft() + paddingLeft() : borderRight() + paddingRight());
+ }
+
+ if (box->style()->hasStaticY())
+ box->layer()->setStaticY(height());
+ }
+ resolver.increment();
+ }
+ resolver.commitExplicitEmbedding();
+ return availableWidth;
+}
+
+// This is currently just used for list markers and inline flows that have line boxes. Neither should
+// have an effect on whitespace at the start of the line.
+static bool shouldSkipWhitespaceAfterStartObject(RenderBlock* block, RenderObject* o, LineMidpointState& lineMidpointState)
+{
+ RenderObject* next = bidiNext(block, o);
+ if (next && !next->isBR() && next->isText() && toRenderText(next)->textLength() > 0) {
+ RenderText* nextText = toRenderText(next);
+ UChar nextChar = nextText->characters()[0];
+ if (nextText->style()->isCollapsibleWhiteSpace(nextChar)) {
+ addMidpoint(lineMidpointState, InlineIterator(0, o, 0));
+ return true;
+ }
+ }
+
+ return false;
+}
+
+void RenderBlock::fitBelowFloats(int widthToFit, bool firstLine, int& availableWidth)
+{
+ ASSERT(widthToFit > availableWidth);
+
+ int floatBottom;
+ int lastFloatBottom = height();
+ int newLineWidth = availableWidth;
+ while (true) {
+ floatBottom = nextFloatBottomBelow(lastFloatBottom);
+ if (!floatBottom)
+ break;
+
+ newLineWidth = lineWidth(floatBottom, firstLine);
+ lastFloatBottom = floatBottom;
+ if (newLineWidth >= widthToFit)
+ break;
+ }
+
+ if (newLineWidth > availableWidth) {
+ setHeight(lastFloatBottom);
+ availableWidth = newLineWidth;
+ }
+}
+
+static inline unsigned textWidth(RenderText* text, unsigned from, unsigned len, const Font& font, int xPos, bool isFixedPitch, bool collapseWhiteSpace)
+{
+ if (isFixedPitch || (!from && len == text->textLength()))
+ return text->width(from, len, font, xPos);
+ return font.width(TextRun(text->characters() + from, len, !collapseWhiteSpace, xPos));
+}
+
+InlineIterator RenderBlock::findNextLineBreak(InlineBidiResolver& resolver, bool firstLine, bool& isLineEmpty, bool& previousLineBrokeCleanly,
+ EClear* clear)
+{
+ ASSERT(resolver.position().block == this);
+
+ bool appliedStartWidth = resolver.position().pos > 0;
+ LineMidpointState& lineMidpointState = resolver.midpointState();
+
+ int width = skipLeadingWhitespace(resolver, firstLine, isLineEmpty, previousLineBrokeCleanly);
+
+ int w = 0;
+ int tmpW = 0;
+
+ if (resolver.position().atEnd())
+ return resolver.position();
+
+ // This variable is used only if whitespace isn't set to PRE, and it tells us whether
+ // or not we are currently ignoring whitespace.
+ bool ignoringSpaces = false;
+ InlineIterator ignoreStart;
+
+ // This variable tracks whether the very last character we saw was a space. We use
+ // this to detect when we encounter a second space so we know we have to terminate
+ // a run.
+ bool currentCharacterIsSpace = false;
+ bool currentCharacterIsWS = false;
+ RenderObject* trailingSpaceObject = 0;
+
+ InlineIterator lBreak = resolver.position();
+
+ RenderObject *o = resolver.position().obj;
+ RenderObject *last = o;
+ unsigned pos = resolver.position().pos;
+ int nextBreakable = resolver.position().nextBreakablePosition;
+ bool atStart = true;
+
+ bool prevLineBrokeCleanly = previousLineBrokeCleanly;
+ previousLineBrokeCleanly = false;
+
+ bool autoWrapWasEverTrueOnLine = false;
+ bool floatsFitOnLine = true;
+
+ // Firefox and Opera will allow a table cell to grow to fit an image inside it under
+ // very specific circumstances (in order to match common WinIE renderings).
+ // Not supporting the quirk has caused us to mis-render some real sites. (See Bugzilla 10517.)
+ bool allowImagesToBreak = !style()->htmlHacks() || !isTableCell() || !style()->width().isIntrinsicOrAuto();
+
+ EWhiteSpace currWS = style()->whiteSpace();
+ EWhiteSpace lastWS = currWS;
+ while (o) {
+ currWS = o->isReplaced() ? o->parent()->style()->whiteSpace() : o->style()->whiteSpace();
+ lastWS = last->isReplaced() ? last->parent()->style()->whiteSpace() : last->style()->whiteSpace();
+
+ bool autoWrap = RenderStyle::autoWrap(currWS);
+ autoWrapWasEverTrueOnLine = autoWrapWasEverTrueOnLine || autoWrap;
+
+#if ENABLE(SVG)
+ bool preserveNewline = o->isSVGText() ? false : RenderStyle::preserveNewline(currWS);
+#else
+ bool preserveNewline = RenderStyle::preserveNewline(currWS);
+#endif
+
+ bool collapseWhiteSpace = RenderStyle::collapseWhiteSpace(currWS);
+
+ if (o->isBR()) {
+ if (w + tmpW <= width) {
+ lBreak.obj = o;
+ lBreak.pos = 0;
+ lBreak.nextBreakablePosition = -1;
+ lBreak.increment();
+
+ // A <br> always breaks a line, so don't let the line be collapsed
+ // away. Also, the space at the end of a line with a <br> does not
+ // get collapsed away. It only does this if the previous line broke
+ // cleanly. Otherwise the <br> has no effect on whether the line is
+ // empty or not.
+ if (prevLineBrokeCleanly)
+ isLineEmpty = false;
+ trailingSpaceObject = 0;
+ previousLineBrokeCleanly = true;
+
+ if (!isLineEmpty && clear)
+ *clear = o->style()->clear();
+ }
+ goto end;
+ }
+
+ if (o->isFloatingOrPositioned()) {
+ // add to special objects...
+ if (o->isFloating()) {
+ RenderBox* floatBox = toRenderBox(o);
+ insertFloatingObject(floatBox);
+ // check if it fits in the current line.
+ // If it does, position it now, otherwise, position
+ // it after moving to next line (in newLine() func)
+ if (floatsFitOnLine && floatBox->width() + floatBox->marginLeft() + floatBox->marginRight() + w + tmpW <= width) {
+ positionNewFloats();
+ width = lineWidth(height(), firstLine);
+ } else
+ floatsFitOnLine = false;
+ } else if (o->isPositioned()) {
+ // If our original display wasn't an inline type, then we can
+ // go ahead and determine our static x position now.
+ RenderBox* box = toRenderBox(o);
+ bool isInlineType = box->style()->isOriginalDisplayInlineType();
+ bool needToSetStaticX = box->style()->hasStaticX();
+ if (box->style()->hasStaticX() && !isInlineType) {
+ box->layer()->setStaticX(o->parent()->style()->direction() == LTR ?
+ borderLeft() + paddingLeft() :
+ borderRight() + paddingRight());
+ needToSetStaticX = false;
+ }
+
+ // If our original display was an INLINE type, then we can go ahead
+ // and determine our static y position now.
+ bool needToSetStaticY = box->style()->hasStaticY();
+ if (box->style()->hasStaticY() && isInlineType) {
+ box->layer()->setStaticY(height());
+ needToSetStaticY = false;
+ }
+
+ bool needToCreateLineBox = needToSetStaticX || needToSetStaticY;
+ RenderObject* c = o->container();
+ if (c->isRenderInline() && (!needToSetStaticX || !needToSetStaticY))
+ needToCreateLineBox = true;
+
+ // If we're ignoring spaces, we have to stop and include this object and
+ // then start ignoring spaces again.
+ if (needToCreateLineBox) {
+ trailingSpaceObject = 0;
+ ignoreStart.obj = o;
+ ignoreStart.pos = 0;
+ if (ignoringSpaces) {
+ addMidpoint(lineMidpointState, ignoreStart); // Stop ignoring spaces.
+ addMidpoint(lineMidpointState, ignoreStart); // Start ignoring again.
+ }
+
+ }
+ }
+ } else if (o->isRenderInline()) {
+ // Right now, we should only encounter empty inlines here.
+ ASSERT(!o->firstChild());
+
+ RenderInline* flowBox = toRenderInline(o);
+
+ // Now that some inline flows have line boxes, if we are already ignoring spaces, we need
+ // to make sure that we stop to include this object and then start ignoring spaces again.
+ // If this object is at the start of the line, we need to behave like list markers and
+ // start ignoring spaces.
+ if (inlineFlowRequiresLineBox(flowBox)) {
+ isLineEmpty = false;
+ if (ignoringSpaces) {
+ trailingSpaceObject = 0;
+ addMidpoint(lineMidpointState, InlineIterator(0, o, 0)); // Stop ignoring spaces.
+ addMidpoint(lineMidpointState, InlineIterator(0, o, 0)); // Start ignoring again.
+ } else if (style()->collapseWhiteSpace() && resolver.position().obj == o
+ && shouldSkipWhitespaceAfterStartObject(this, o, lineMidpointState)) {
+ // Like with list markers, we start ignoring spaces to make sure that any
+ // additional spaces we see will be discarded.
+ currentCharacterIsSpace = true;
+ currentCharacterIsWS = true;
+ ignoringSpaces = true;
+ }
+ }
+
+ tmpW += flowBox->marginLeft() + flowBox->borderLeft() + flowBox->paddingLeft() +
+ flowBox->marginRight() + flowBox->borderRight() + flowBox->paddingRight();
+ } else if (o->isReplaced()) {
+ RenderBox* replacedBox = toRenderBox(o);
+
+ // Break on replaced elements if either has normal white-space.
+ if ((autoWrap || RenderStyle::autoWrap(lastWS)) && (!o->isImage() || allowImagesToBreak)) {
+ w += tmpW;
+ tmpW = 0;
+ lBreak.obj = o;
+ lBreak.pos = 0;
+ lBreak.nextBreakablePosition = -1;
+ }
+
+ if (ignoringSpaces)
+ addMidpoint(lineMidpointState, InlineIterator(0, o, 0));
+
+ isLineEmpty = false;
+ ignoringSpaces = false;
+ currentCharacterIsSpace = false;
+ currentCharacterIsWS = false;
+ trailingSpaceObject = 0;
+
+ // Optimize for a common case. If we can't find whitespace after the list
+ // item, then this is all moot. -dwh
+ if (o->isListMarker() && !static_cast<RenderListMarker*>(o)->isInside()) {
+ if (style()->collapseWhiteSpace() && shouldSkipWhitespaceAfterStartObject(this, o, lineMidpointState)) {
+ // Like with inline flows, we start ignoring spaces to make sure that any
+ // additional spaces we see will be discarded.
+ currentCharacterIsSpace = true;
+ currentCharacterIsWS = true;
+ ignoringSpaces = true;
+ }
+ } else
+ tmpW += replacedBox->width() + replacedBox->marginLeft() + replacedBox->marginRight() + inlineWidth(o);
+ } else if (o->isText()) {
+ if (!pos)
+ appliedStartWidth = false;
+
+ RenderText* t = toRenderText(o);
+
+ int strlen = t->textLength();
+ int len = strlen - pos;
+ const UChar* str = t->characters();
+
+ const Font& f = t->style(firstLine)->font();
+ bool isFixedPitch = f.isFixedPitch();
+
+ int lastSpace = pos;
+ int wordSpacing = o->style()->wordSpacing();
+ int lastSpaceWordSpacing = 0;
+
+ int wrapW = tmpW + inlineWidth(o, !appliedStartWidth, true);
+ int charWidth = 0;
+ bool breakNBSP = autoWrap && o->style()->nbspMode() == SPACE;
+ // Auto-wrapping text should wrap in the middle of a word only if it could not wrap before the word,
+ // which is only possible if the word is the first thing on the line, that is, if |w| is zero.
+ bool breakWords = o->style()->breakWords() && ((autoWrap && !w) || currWS == PRE);
+ bool midWordBreak = false;
+ bool breakAll = o->style()->wordBreak() == BreakAllWordBreak && autoWrap;
+
+ if (t->isWordBreak()) {
+ w += tmpW;
+ tmpW = 0;
+ lBreak.obj = o;
+ lBreak.pos = 0;
+ lBreak.nextBreakablePosition = -1;
+ ASSERT(!len);
+ }
+
+ while (len) {
+ bool previousCharacterIsSpace = currentCharacterIsSpace;
+ bool previousCharacterIsWS = currentCharacterIsWS;
+ UChar c = str[pos];
+ currentCharacterIsSpace = c == ' ' || c == '\t' || (!preserveNewline && (c == '\n'));
+
+ if (!collapseWhiteSpace || !currentCharacterIsSpace)
+ isLineEmpty = false;
+
+ // Check for soft hyphens. Go ahead and ignore them.
+ if (c == softHyphen) {
+ if (!ignoringSpaces) {
+ // Ignore soft hyphens
+ InlineIterator beforeSoftHyphen;
+ if (pos)
+ beforeSoftHyphen = InlineIterator(0, o, pos - 1);
+ else
+ beforeSoftHyphen = InlineIterator(0, last, last->isText() ? toRenderText(last)->textLength() - 1 : 0);
+ // Two consecutive soft hyphens. Avoid overlapping midpoints.
+ if (lineMidpointState.numMidpoints && lineMidpointState.midpoints[lineMidpointState.numMidpoints - 1].obj == o &&
+ lineMidpointState.midpoints[lineMidpointState.numMidpoints - 1].pos == pos)
+ lineMidpointState.numMidpoints--;
+ else
+ addMidpoint(lineMidpointState, beforeSoftHyphen);
+
+ // Add the width up to but not including the hyphen.
+ tmpW += textWidth(t, lastSpace, pos - lastSpace, f, w + tmpW, isFixedPitch, collapseWhiteSpace) + lastSpaceWordSpacing;
+
+ // For wrapping text only, include the hyphen. We need to ensure it will fit
+ // on the line if it shows when we break.
+ if (autoWrap)
+ tmpW += textWidth(t, pos, 1, f, w + tmpW, isFixedPitch, collapseWhiteSpace);
+
+ InlineIterator afterSoftHyphen(0, o, pos);
+ afterSoftHyphen.increment();
+ addMidpoint(lineMidpointState, afterSoftHyphen);
+ }
+
+ pos++;
+ len--;
+ lastSpaceWordSpacing = 0;
+ lastSpace = pos; // Cheesy hack to prevent adding in widths of the run twice.
+ continue;
+ }
+
+ bool applyWordSpacing = false;
+
+ currentCharacterIsWS = currentCharacterIsSpace || (breakNBSP && c == noBreakSpace);
+
+ if ((breakAll || breakWords) && !midWordBreak) {
+ wrapW += charWidth;
+ charWidth = textWidth(t, pos, 1, f, w + wrapW, isFixedPitch, collapseWhiteSpace);
+ midWordBreak = w + wrapW + charWidth > width;
+ }
+
+ bool betweenWords = c == '\n' || (currWS != PRE && !atStart && isBreakable(str, pos, strlen, nextBreakable, breakNBSP));
+
+ if (betweenWords || midWordBreak) {
+ bool stoppedIgnoringSpaces = false;
+ if (ignoringSpaces) {
+ if (!currentCharacterIsSpace) {
+ // Stop ignoring spaces and begin at this
+ // new point.
+ ignoringSpaces = false;
+ lastSpaceWordSpacing = 0;
+ lastSpace = pos; // e.g., "Foo goo", don't add in any of the ignored spaces.
+ addMidpoint(lineMidpointState, InlineIterator(0, o, pos));
+ stoppedIgnoringSpaces = true;
+ } else {
+ // Just keep ignoring these spaces.
+ pos++;
+ len--;
+ continue;
+ }
+ }
+
+ int additionalTmpW = textWidth(t, lastSpace, pos - lastSpace, f, w + tmpW, isFixedPitch, collapseWhiteSpace) + lastSpaceWordSpacing;
+ tmpW += additionalTmpW;
+ if (!appliedStartWidth) {
+ tmpW += inlineWidth(o, true, false);
+ appliedStartWidth = true;
+ }
+
+ applyWordSpacing = wordSpacing && currentCharacterIsSpace && !previousCharacterIsSpace;
+
+ if (!w && autoWrap && tmpW > width)
+ fitBelowFloats(tmpW, firstLine, width);
+
+ if (autoWrap || breakWords) {
+ // If we break only after white-space, consider the current character
+ // as candidate width for this line.
+ bool lineWasTooWide = false;
+ if (w + tmpW <= width && currentCharacterIsWS && o->style()->breakOnlyAfterWhiteSpace() && !midWordBreak) {
+ int charWidth = textWidth(t, pos, 1, f, w + tmpW, isFixedPitch, collapseWhiteSpace) + (applyWordSpacing ? wordSpacing : 0);
+ // Check if line is too big even without the extra space
+ // at the end of the line. If it is not, do nothing.
+ // If the line needs the extra whitespace to be too long,
+ // then move the line break to the space and skip all
+ // additional whitespace.
+ if (w + tmpW + charWidth > width) {
+ lineWasTooWide = true;
+ lBreak.obj = o;
+ lBreak.pos = pos;
+ lBreak.nextBreakablePosition = nextBreakable;
+ skipTrailingWhitespace(lBreak, isLineEmpty, previousLineBrokeCleanly);
+ }
+ }
+ if (lineWasTooWide || w + tmpW > width) {
+ if (lBreak.obj && shouldPreserveNewline(lBreak.obj) && lBreak.obj->isText() && !toRenderText(lBreak.obj)->isWordBreak() && toRenderText(lBreak.obj)->characters()[lBreak.pos] == '\n') {
+ if (!stoppedIgnoringSpaces && pos > 0) {
+ // We need to stop right before the newline and then start up again.
+ addMidpoint(lineMidpointState, InlineIterator(0, o, pos - 1)); // Stop
+ addMidpoint(lineMidpointState, InlineIterator(0, o, pos)); // Start
+ }
+ lBreak.increment();
+ previousLineBrokeCleanly = true;
+ }
+ goto end; // Didn't fit. Jump to the end.
+ } else {
+ if (!betweenWords || (midWordBreak && !autoWrap))
+ tmpW -= additionalTmpW;
+ if (pos > 0 && str[pos-1] == softHyphen)
+ // Subtract the width of the soft hyphen out since we fit on a line.
+ tmpW -= textWidth(t, pos - 1, 1, f, w + tmpW, isFixedPitch, collapseWhiteSpace);
+ }
+ }
+
+ if (c == '\n' && preserveNewline) {
+ if (!stoppedIgnoringSpaces && pos > 0) {
+ // We need to stop right before the newline and then start up again.
+ addMidpoint(lineMidpointState, InlineIterator(0, o, pos - 1)); // Stop
+ addMidpoint(lineMidpointState, InlineIterator(0, o, pos)); // Start
+ }
+ lBreak.obj = o;
+ lBreak.pos = pos;
+ lBreak.nextBreakablePosition = nextBreakable;
+ lBreak.increment();
+ previousLineBrokeCleanly = true;
+ return lBreak;
+ }
+
+ if (autoWrap && betweenWords) {
+ w += tmpW;
+ wrapW = 0;
+ tmpW = 0;
+ lBreak.obj = o;
+ lBreak.pos = pos;
+ lBreak.nextBreakablePosition = nextBreakable;
+ // Auto-wrapping text should not wrap in the middle of a word once it has had an
+ // opportunity to break after a word.
+ breakWords = false;
+ }
+
+ if (midWordBreak) {
+ // Remember this as a breakable position in case
+ // adding the end width forces a break.
+ lBreak.obj = o;
+ lBreak.pos = pos;
+ lBreak.nextBreakablePosition = nextBreakable;
+ midWordBreak &= (breakWords || breakAll);
+ }
+
+ if (betweenWords) {
+ lastSpaceWordSpacing = applyWordSpacing ? wordSpacing : 0;
+ lastSpace = pos;
+ }
+
+ if (!ignoringSpaces && o->style()->collapseWhiteSpace()) {
+ // If we encounter a newline, or if we encounter a
+ // second space, we need to go ahead and break up this
+ // run and enter a mode where we start collapsing spaces.
+ if (currentCharacterIsSpace && previousCharacterIsSpace) {
+ ignoringSpaces = true;
+
+ // We just entered a mode where we are ignoring
+ // spaces. Create a midpoint to terminate the run
+ // before the second space.
+ addMidpoint(lineMidpointState, ignoreStart);
+ }
+ }
+ } else if (ignoringSpaces) {
+ // Stop ignoring spaces and begin at this
+ // new point.
+ ignoringSpaces = false;
+ lastSpaceWordSpacing = applyWordSpacing ? wordSpacing : 0;
+ lastSpace = pos; // e.g., "Foo goo", don't add in any of the ignored spaces.
+ addMidpoint(lineMidpointState, InlineIterator(0, o, pos));
+ }
+
+ if (currentCharacterIsSpace && !previousCharacterIsSpace) {
+ ignoreStart.obj = o;
+ ignoreStart.pos = pos;
+ }
+
+ if (!currentCharacterIsWS && previousCharacterIsWS) {
+ if (autoWrap && o->style()->breakOnlyAfterWhiteSpace()) {
+ lBreak.obj = o;
+ lBreak.pos = pos;
+ lBreak.nextBreakablePosition = nextBreakable;
+ }
+ }
+
+ if (collapseWhiteSpace && currentCharacterIsSpace && !ignoringSpaces)
+ trailingSpaceObject = o;
+ else if (!o->style()->collapseWhiteSpace() || !currentCharacterIsSpace)
+ trailingSpaceObject = 0;
+
+ pos++;
+ len--;
+ atStart = false;
+ }
+
+ // IMPORTANT: pos is > length here!
+ if (!ignoringSpaces)
+ tmpW += textWidth(t, lastSpace, pos - lastSpace, f, w + tmpW, isFixedPitch, collapseWhiteSpace) + lastSpaceWordSpacing;
+ tmpW += inlineWidth(o, !appliedStartWidth, true);
+ } else
+ ASSERT_NOT_REACHED();
+
+ RenderObject* next = bidiNext(this, o);
+ bool checkForBreak = autoWrap;
+ if (w && w + tmpW > width && lBreak.obj && currWS == NOWRAP)
+ checkForBreak = true;
+ else if (next && o->isText() && next->isText() && !next->isBR()) {
+ if (autoWrap || (next->style()->autoWrap())) {
+ if (currentCharacterIsSpace)
+ checkForBreak = true;
+ else {
+ checkForBreak = false;
+ RenderText* nextText = toRenderText(next);
+ if (nextText->textLength()) {
+ UChar c = nextText->characters()[0];
+ if (c == ' ' || c == '\t' || (c == '\n' && !shouldPreserveNewline(next)))
+ // If the next item on the line is text, and if we did not end with
+ // a space, then the next text run continues our word (and so it needs to
+ // keep adding to |tmpW|. Just update and continue.
+ checkForBreak = true;
+ } else if (nextText->isWordBreak())
+ checkForBreak = true;
+ bool willFitOnLine = w + tmpW <= width;
+ if (!willFitOnLine && !w) {
+ fitBelowFloats(tmpW, firstLine, width);
+ willFitOnLine = tmpW <= width;
+ }
+ bool canPlaceOnLine = willFitOnLine || !autoWrapWasEverTrueOnLine;
+ if (canPlaceOnLine && checkForBreak) {
+ w += tmpW;
+ tmpW = 0;
+ lBreak.obj = next;
+ lBreak.pos = 0;
+ lBreak.nextBreakablePosition = -1;
+ }
+ }
+ }
+ }
+
+ if (checkForBreak && (w + tmpW > width)) {
+ // if we have floats, try to get below them.
+ if (currentCharacterIsSpace && !ignoringSpaces && o->style()->collapseWhiteSpace())
+ trailingSpaceObject = 0;
+
+ if (w)
+ goto end;
+
+ fitBelowFloats(tmpW, firstLine, width);
+
+ // |width| may have been adjusted because we got shoved down past a float (thus
+ // giving us more room), so we need to retest, and only jump to
+ // the end label if we still don't fit on the line. -dwh
+ if (w + tmpW > width)
+ goto end;
+ }
+
+ if (!o->isFloatingOrPositioned()) {
+ last = o;
+ if (last->isReplaced() && autoWrap && (!last->isImage() || allowImagesToBreak) && (!last->isListMarker() || static_cast<RenderListMarker*>(last)->isInside())) {
+ w += tmpW;
+ tmpW = 0;
+ lBreak.obj = next;
+ lBreak.pos = 0;
+ lBreak.nextBreakablePosition = -1;
+ }
+ }
+
+ o = next;
+ nextBreakable = -1;
+
+ // Clear out our character space bool, since inline <pre>s don't collapse whitespace
+ // with adjacent inline normal/nowrap spans.
+ if (!collapseWhiteSpace)
+ currentCharacterIsSpace = false;
+
+ pos = 0;
+ atStart = false;
+ }
+
+
+ if (w + tmpW <= width || lastWS == NOWRAP) {
+ lBreak.obj = 0;
+ lBreak.pos = 0;
+ lBreak.nextBreakablePosition = -1;
+ }
+
+ end:
+ if (lBreak == resolver.position() && (!lBreak.obj || !lBreak.obj->isBR())) {
+ // we just add as much as possible
+ if (style()->whiteSpace() == PRE) {
+ // FIXME: Don't really understand this case.
+ if (pos != 0) {
+ lBreak.obj = o;
+ lBreak.pos = pos - 1;
+ } else {
+ lBreak.obj = last;
+ lBreak.pos = last->isText() ? last->length() : 0;
+ lBreak.nextBreakablePosition = -1;
+ }
+ } else if (lBreak.obj) {
+ if (last != o && !last->isListMarker()) {
+ // better to break between object boundaries than in the middle of a word (except for list markers)
+ lBreak.obj = o;
+ lBreak.pos = 0;
+ lBreak.nextBreakablePosition = -1;
+ } else {
+ // Don't ever break in the middle of a word if we can help it.
+ // There's no room at all. We just have to be on this line,
+ // even though we'll spill out.
+ lBreak.obj = o;
+ lBreak.pos = pos;
+ lBreak.nextBreakablePosition = -1;
+ }
+ }
+ }
+
+ // make sure we consume at least one char/object.
+ if (lBreak == resolver.position())
+ lBreak.increment();
+
+ // Sanity check our midpoints.
+ checkMidpoints(lineMidpointState, lBreak);
+
+ if (trailingSpaceObject) {
+ // This object is either going to be part of the last midpoint, or it is going
+ // to be the actual endpoint. In both cases we just decrease our pos by 1 level to
+ // exclude the space, allowing it to - in effect - collapse into the newline.
+ if (lineMidpointState.numMidpoints % 2) {
+ InlineIterator* midpoints = lineMidpointState.midpoints.data();
+ midpoints[lineMidpointState.numMidpoints - 1].pos--;
+ }
+ //else if (lBreak.pos > 0)
+ // lBreak.pos--;
+ else if (lBreak.obj == 0 && trailingSpaceObject->isText()) {
+ // Add a new end midpoint that stops right at the very end.
+ RenderText* text = toRenderText(trailingSpaceObject);
+ unsigned length = text->textLength();
+ unsigned pos = length >= 2 ? length - 2 : UINT_MAX;
+ InlineIterator endMid(0, trailingSpaceObject, pos);
+ addMidpoint(lineMidpointState, endMid);
+ }
+ }
+
+ // We might have made lBreak an iterator that points past the end
+ // of the object. Do this adjustment to make it point to the start
+ // of the next object instead to avoid confusing the rest of the
+ // code.
+ if (lBreak.pos > 0) {
+ lBreak.pos--;
+ lBreak.increment();
+ }
+
+ if (lBreak.obj && lBreak.pos >= 2 && lBreak.obj->isText()) {
+ // For soft hyphens on line breaks, we have to chop out the midpoints that made us
+ // ignore the hyphen so that it will render at the end of the line.
+ UChar c = toRenderText(lBreak.obj)->characters()[lBreak.pos - 1];
+ if (c == softHyphen)
+ chopMidpointsAt(lineMidpointState, lBreak.obj, lBreak.pos - 2);
+ }
+
+ return lBreak;
+}
+
+void RenderBlock::checkLinesForOverflow()
+{
+ m_overflowWidth = width();
+ for (RootInlineBox* curr = firstRootBox(); curr; curr = curr->nextRootBox()) {
+ m_overflowLeft = min(curr->leftOverflow(), m_overflowLeft);
+ m_overflowTop = min(curr->topOverflow(), m_overflowTop);
+ m_overflowWidth = max(curr->rightOverflow(), m_overflowWidth);
+ m_overflowHeight = max(curr->bottomOverflow(), m_overflowHeight);
+ }
+}
+
+void RenderBlock::deleteEllipsisLineBoxes()
+{
+ for (RootInlineBox* curr = firstRootBox(); curr; curr = curr->nextRootBox())
+ curr->clearTruncation();
+}
+
+void RenderBlock::checkLinesForTextOverflow()
+{
+ // Determine the width of the ellipsis using the current font.
+ // FIXME: CSS3 says this is configurable, also need to use 0x002E (FULL STOP) if horizontal ellipsis is "not renderable"
+ TextRun ellipsisRun(&horizontalEllipsis, 1);
+ DEFINE_STATIC_LOCAL(AtomicString, ellipsisStr, (&horizontalEllipsis, 1));
+ const Font& firstLineFont = firstLineStyle()->font();
+ const Font& font = style()->font();
+ int firstLineEllipsisWidth = firstLineFont.width(ellipsisRun);
+ int ellipsisWidth = (font == firstLineFont) ? firstLineEllipsisWidth : font.width(ellipsisRun);
+
+ // For LTR text truncation, we want to get the right edge of our padding box, and then we want to see
+ // if the right edge of a line box exceeds that. For RTL, we use the left edge of the padding box and
+ // check the left edge of the line box to see if it is less
+ // Include the scrollbar for overflow blocks, which means we want to use "contentWidth()"
+ bool ltr = style()->direction() == LTR;
+ for (RootInlineBox* curr = firstRootBox(); curr; curr = curr->nextRootBox()) {
+ int blockRightEdge = rightOffset(curr->y(), curr == firstRootBox());
+ int blockLeftEdge = leftOffset(curr->y(), curr == firstRootBox());
+ int lineBoxEdge = ltr ? curr->x() + curr->width() : curr->x();
+ if ((ltr && lineBoxEdge > blockRightEdge) || (!ltr && lineBoxEdge < blockLeftEdge)) {
+ // This line spills out of our box in the appropriate direction. Now we need to see if the line
+ // can be truncated. In order for truncation to be possible, the line must have sufficient space to
+ // accommodate our truncation string, and no replaced elements (images, tables) can overlap the ellipsis
+ // space.
+ int width = curr == firstRootBox() ? firstLineEllipsisWidth : ellipsisWidth;
+ int blockEdge = ltr ? blockRightEdge : blockLeftEdge;
+ if (curr->canAccommodateEllipsis(ltr, blockEdge, lineBoxEdge, width))
+ curr->placeEllipsis(ellipsisStr, ltr, blockLeftEdge, blockRightEdge, width);
+ }
+ }
+}
+
+}