/* * Copyright (C) 2011 Adobe Systems Incorporated. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * 1. Redistributions of source code must retain the above * copyright notice, this list of conditions and the following * disclaimer. * 2. Redistributions in binary form must reproduce the above * copyright notice, this list of conditions and the following * disclaimer in the documentation and/or other materials * provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDER "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, * OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR * TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF * THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF * SUCH DAMAGE. */ #include "config.h" #include "RenderRegion.h" #include "FlowThreadController.h" #include "GraphicsContext.h" #include "HitTestResult.h" #include "IntRect.h" #include "LayoutRepainter.h" #include "PaintInfo.h" #include "Range.h" #include "RenderBoxRegionInfo.h" #include "RenderNamedFlowThread.h" #include "RenderView.h" #include "StyleResolver.h" #include using namespace std; namespace WebCore { RenderRegion::RenderRegion(Element* element, RenderFlowThread* flowThread) : RenderBlock(element) , m_flowThread(flowThread) , m_parentNamedFlowThread(0) , m_isValid(false) , m_hasCustomRegionStyle(false) , m_hasAutoLogicalHeight(false) , m_hasComputedAutoHeight(false) , m_computedAutoHeight(0) { } LayoutUnit RenderRegion::pageLogicalWidth() const { ASSERT(m_flowThread); return m_flowThread->isHorizontalWritingMode() ? contentWidth() : contentHeight(); } LayoutUnit RenderRegion::pageLogicalHeight() const { ASSERT(m_flowThread); if (hasComputedAutoHeight() && !m_flowThread->inConstrainedLayoutPhase()) { ASSERT(hasAutoLogicalHeight()); return computedAutoHeight(); } return m_flowThread->isHorizontalWritingMode() ? contentHeight() : contentWidth(); } // This method returns the maximum page size of a region with auto-height. This is the initial // height value for auto-height regions in the first layout phase of the parent named flow. LayoutUnit RenderRegion::maxPageLogicalHeight() const { ASSERT(m_flowThread); ASSERT(hasAutoLogicalHeight() && !m_flowThread->inConstrainedLayoutPhase()); return style()->logicalMaxHeight().isUndefined() ? RenderFlowThread::maxLogicalHeight() : computeReplacedLogicalHeightUsing(style()->logicalMaxHeight()); } LayoutUnit RenderRegion::logicalHeightOfAllFlowThreadContent() const { ASSERT(m_flowThread); if (hasComputedAutoHeight() && !m_flowThread->inConstrainedLayoutPhase()) { ASSERT(hasAutoLogicalHeight()); return computedAutoHeight(); } return m_flowThread->isHorizontalWritingMode() ? contentHeight() : contentWidth(); } LayoutRect RenderRegion::flowThreadPortionOverflowRect() const { return overflowRectForFlowThreadPortion(flowThreadPortionRect(), isFirstRegion(), isLastRegion()); } LayoutRect RenderRegion::overflowRectForFlowThreadPortion(const LayoutRect& flowThreadPortionRect, bool isFirstPortion, bool isLastPortion) const { ASSERT(isValid()); // FIXME: Would like to just use hasOverflowClip() but we aren't a block yet. When RenderRegion is eliminated and // folded into RenderBlock, switch to hasOverflowClip(). bool clipX = style()->overflowX() != OVISIBLE; bool clipY = style()->overflowY() != OVISIBLE; bool isLastRegionWithRegionFragmentBreak = (isLastPortion && (style()->regionFragment() == BreakRegionFragment)); if ((clipX && clipY) || isLastRegionWithRegionFragmentBreak) return flowThreadPortionRect; LayoutRect flowThreadOverflow = m_flowThread->visualOverflowRect(); // Only clip along the flow thread axis. LayoutUnit outlineSize = maximalOutlineSize(PaintPhaseOutline); LayoutRect clipRect; if (m_flowThread->isHorizontalWritingMode()) { LayoutUnit minY = isFirstPortion ? (flowThreadOverflow.y() - outlineSize) : flowThreadPortionRect.y(); LayoutUnit maxY = isLastPortion ? max(flowThreadPortionRect.maxY(), flowThreadOverflow.maxY()) + outlineSize : flowThreadPortionRect.maxY(); LayoutUnit minX = clipX ? flowThreadPortionRect.x() : min(flowThreadPortionRect.x(), flowThreadOverflow.x() - outlineSize); LayoutUnit maxX = clipX ? flowThreadPortionRect.maxX() : max(flowThreadPortionRect.maxX(), (flowThreadOverflow.maxX() + outlineSize)); clipRect = LayoutRect(minX, minY, maxX - minX, maxY - minY); } else { LayoutUnit minX = isFirstPortion ? (flowThreadOverflow.x() - outlineSize) : flowThreadPortionRect.x(); LayoutUnit maxX = isLastPortion ? max(flowThreadPortionRect.maxX(), flowThreadOverflow.maxX()) + outlineSize : flowThreadPortionRect.maxX(); LayoutUnit minY = clipY ? flowThreadPortionRect.y() : min(flowThreadPortionRect.y(), (flowThreadOverflow.y() - outlineSize)); LayoutUnit maxY = clipY ? flowThreadPortionRect.maxY() : max(flowThreadPortionRect.y(), (flowThreadOverflow.maxY() + outlineSize)); clipRect = LayoutRect(minX, minY, maxX - minX, maxY - minY); } return clipRect; } RegionOversetState RenderRegion::regionOversetState() const { ASSERT(node()); if (!isValid()) return RegionUndefined; if (Element* element = toElement(node())) return element->regionOversetState(); return RegionUndefined; } void RenderRegion::setRegionOversetState(RegionOversetState state) { ASSERT(node()); if (Element* element = toElement(node())) element->setRegionOversetState(state); } LayoutUnit RenderRegion::pageLogicalTopForOffset(LayoutUnit /* offset */) const { return flowThread()->isHorizontalWritingMode() ? flowThreadPortionRect().y() : flowThreadPortionRect().x(); } bool RenderRegion::isFirstRegion() const { ASSERT(isValid()); return m_flowThread->firstRegion() == this; } bool RenderRegion::isLastRegion() const { ASSERT(isValid()); return m_flowThread->lastRegion() == this; } static bool shouldPaintRegionContentsInPhase(PaintPhase phase) { return phase == PaintPhaseBlockBackground || phase == PaintPhaseChildBlockBackground || phase == PaintPhaseSelection || phase == PaintPhaseTextClip; } void RenderRegion::paintObject(PaintInfo& paintInfo, const LayoutPoint& paintOffset) { if (style()->visibility() != VISIBLE) return; RenderBlock::paintObject(paintInfo, paintOffset); if (!isValid()) return; // We do not want to paint a region's contents multiple times (for each paint phase of the region object). // Thus, we only paint the region's contents in certain phases. if (!shouldPaintRegionContentsInPhase(paintInfo.phase)) return; // Delegate the painting of a region's contents to RenderFlowThread. // RenderFlowThread is a self painting layer because it's a positioned object. // RenderFlowThread paints its children, the collected objects. setRegionObjectsRegionStyle(); m_flowThread->paintFlowThreadPortionInRegion(paintInfo, this, flowThreadPortionRect(), flowThreadPortionOverflowRect(), LayoutPoint(paintOffset.x() + borderLeft() + paddingLeft(), paintOffset.y() + borderTop() + paddingTop())); restoreRegionObjectsOriginalStyle(); } // Hit Testing bool RenderRegion::hitTestContents(const HitTestRequest& request, HitTestResult& result, const HitTestLocation& locationInContainer, const LayoutPoint& accumulatedOffset, HitTestAction action) { if (!isValid() || action != HitTestForeground) return false; LayoutRect boundsRect = borderBoxRectInRegion(locationInContainer.region()); boundsRect.moveBy(accumulatedOffset); if (visibleToHitTesting() && locationInContainer.intersects(boundsRect)) { if (m_flowThread->hitTestFlowThreadPortionInRegion(this, flowThreadPortionRect(), flowThreadPortionOverflowRect(), request, result, locationInContainer, LayoutPoint(accumulatedOffset.x() + borderLeft() + paddingLeft(), accumulatedOffset.y() + borderTop() + paddingTop()))) return true; } return false; } void RenderRegion::checkRegionStyle() { ASSERT(m_flowThread); bool customRegionStyle = false; // FIXME: Region styling doesn't work for pseudo elements. if (node()) { Element* regionElement = toElement(node()); customRegionStyle = view()->document()->ensureStyleResolver()->checkRegionStyle(regionElement); } setHasCustomRegionStyle(customRegionStyle); m_flowThread->checkRegionsWithStyling(); } void RenderRegion::incrementAutoLogicalHeightCount() { ASSERT(isValid()); ASSERT(m_hasAutoLogicalHeight); m_flowThread->incrementAutoLogicalHeightRegions(); } void RenderRegion::decrementAutoLogicalHeightCount() { ASSERT(isValid()); m_flowThread->decrementAutoLogicalHeightRegions(); } void RenderRegion::updateRegionHasAutoLogicalHeightFlag() { ASSERT(m_flowThread); if (!isValid()) return; bool didHaveAutoLogicalHeight = m_hasAutoLogicalHeight; m_hasAutoLogicalHeight = shouldHaveAutoLogicalHeight(); if (m_hasAutoLogicalHeight != didHaveAutoLogicalHeight) { if (m_hasAutoLogicalHeight) incrementAutoLogicalHeightCount(); else { clearComputedAutoHeight(); decrementAutoLogicalHeightCount(); } } } bool RenderRegion::shouldHaveAutoLogicalHeight() const { bool hasSpecifiedEndpointsForHeight = style()->logicalTop().isSpecified() && style()->logicalBottom().isSpecified(); bool hasAnchoredEndpointsForHeight = isOutOfFlowPositioned() && hasSpecifiedEndpointsForHeight; return style()->logicalHeight().isAuto() && !hasAnchoredEndpointsForHeight; } void RenderRegion::styleDidChange(StyleDifference diff, const RenderStyle* oldStyle) { RenderBlock::styleDidChange(diff, oldStyle); // If the region is not attached to any thread, there is no need to check // whether the region has region styling since no content will be displayed // into the region. if (!m_flowThread) { setHasCustomRegionStyle(false); return; } checkRegionStyle(); updateRegionHasAutoLogicalHeightFlag(); } void RenderRegion::layoutBlock(bool relayoutChildren, LayoutUnit) { StackStats::LayoutCheckPoint layoutCheckPoint; RenderBlock::layoutBlock(relayoutChildren); if (isValid()) { LayoutRect oldRegionRect(flowThreadPortionRect()); if (!isHorizontalWritingMode()) oldRegionRect = oldRegionRect.transposedRect(); if (hasAutoLogicalHeight() && !m_flowThread->inConstrainedLayoutPhase()) { m_flowThread->invalidateRegions(); clearComputedAutoHeight(); return; } if (!isRenderRegionSet() && (oldRegionRect.width() != pageLogicalWidth() || oldRegionRect.height() != pageLogicalHeight())) // This can happen even if we are in the inConstrainedLayoutPhase and it will trigger a pathological layout of the flow thread. m_flowThread->invalidateRegions(); } // FIXME: We need to find a way to set up overflow properly. Our flow thread hasn't gotten a layout // yet, so we can't look to it for correct information. It's possible we could wait until after the RenderFlowThread // gets a layout, and then try to propagate overflow information back to the region, and then mark for a second layout. // That second layout would then be able to use the information from the RenderFlowThread to set up overflow. // // The big problem though is that overflow needs to be region-specific. We can't simply use the RenderFlowThread's global // overflow values, since then we'd always think any narrow region had huge overflow (all the way to the width of the // RenderFlowThread itself). // // We'll need to expand RenderBoxRegionInfo to also hold left and right overflow values. } void RenderRegion::repaintFlowThreadContent(const LayoutRect& repaintRect, bool immediate) const { repaintFlowThreadContentRectangle(repaintRect, immediate, flowThreadPortionRect(), flowThreadPortionOverflowRect(), contentBoxRect().location()); } void RenderRegion::repaintFlowThreadContentRectangle(const LayoutRect& repaintRect, bool immediate, const LayoutRect& flowThreadPortionRect, const LayoutRect& flowThreadPortionOverflowRect, const LayoutPoint& regionLocation) const { ASSERT(isValid()); // We only have to issue a repaint in this region if the region rect intersects the repaint rect. LayoutRect flippedFlowThreadPortionRect(flowThreadPortionRect); LayoutRect flippedFlowThreadPortionOverflowRect(flowThreadPortionOverflowRect); flowThread()->flipForWritingMode(flippedFlowThreadPortionRect); // Put the region rects into physical coordinates. flowThread()->flipForWritingMode(flippedFlowThreadPortionOverflowRect); LayoutRect clippedRect(repaintRect); clippedRect.intersect(flippedFlowThreadPortionOverflowRect); if (clippedRect.isEmpty()) return; // Put the region rect into the region's physical coordinate space. clippedRect.setLocation(regionLocation + (clippedRect.location() - flippedFlowThreadPortionRect.location())); // Now switch to the region's writing mode coordinate space and let it repaint itself. flipForWritingMode(clippedRect); // Issue the repaint. repaintRectangle(clippedRect, immediate); } void RenderRegion::installFlowThread() { ASSERT(view()); m_flowThread = view()->flowThreadController()->ensureRenderFlowThreadWithName(style()->regionThread()); // By now the flow thread should already be added to the rendering tree, // so we go up the rendering parents and check that this region is not part of the same // flow that it actually needs to display. It would create a circular reference. RenderObject* parentObject = parent(); m_parentNamedFlowThread = 0; for ( ; parentObject; parentObject = parentObject->parent()) { if (parentObject->isRenderNamedFlowThread()) { m_parentNamedFlowThread = toRenderNamedFlowThread(parentObject); // Do not take into account a region that links a flow with itself. The dependency // cannot change, so it is not worth adding it to the list. if (m_flowThread == m_parentNamedFlowThread) m_flowThread = 0; break; } } } void RenderRegion::attachRegion() { if (documentBeingDestroyed()) return; // A region starts off invalid. setIsValid(false); // Initialize the flow thread reference and create the flow thread object if needed. // The flow thread lifetime is influenced by the number of regions attached to it, // and we are attaching the region to the flow thread. installFlowThread(); if (!m_flowThread) return; // Only after adding the region to the thread, the region is marked to be valid. m_flowThread->addRegionToThread(this); // The region just got attached to the flow thread, lets check whether // it has region styling rules associated. checkRegionStyle(); if (!isValid()) return; m_hasAutoLogicalHeight = shouldHaveAutoLogicalHeight(); if (hasAutoLogicalHeight()) incrementAutoLogicalHeightCount(); } void RenderRegion::detachRegion() { if (m_flowThread) { m_flowThread->removeRegionFromThread(this); if (hasAutoLogicalHeight()) decrementAutoLogicalHeightCount(); } m_flowThread = 0; } RenderBoxRegionInfo* RenderRegion::renderBoxRegionInfo(const RenderBox* box) const { ASSERT(isValid()); return m_renderBoxRegionInfo.get(box); } RenderBoxRegionInfo* RenderRegion::setRenderBoxRegionInfo(const RenderBox* box, LayoutUnit logicalLeftInset, LayoutUnit logicalRightInset, bool containingBlockChainIsInset) { ASSERT(isValid()); OwnPtr& boxInfo = m_renderBoxRegionInfo.add(box, nullptr).iterator->value; if (boxInfo) *boxInfo = RenderBoxRegionInfo(logicalLeftInset, logicalRightInset, containingBlockChainIsInset); else boxInfo = adoptPtr(new RenderBoxRegionInfo(logicalLeftInset, logicalRightInset, containingBlockChainIsInset)); return boxInfo.get(); } PassOwnPtr RenderRegion::takeRenderBoxRegionInfo(const RenderBox* box) { return m_renderBoxRegionInfo.take(box); } void RenderRegion::removeRenderBoxRegionInfo(const RenderBox* box) { m_renderBoxRegionInfo.remove(box); } void RenderRegion::deleteAllRenderBoxRegionInfo() { m_renderBoxRegionInfo.clear(); } LayoutUnit RenderRegion::logicalTopOfFlowThreadContentRect(const LayoutRect& rect) const { ASSERT(isValid()); return flowThread()->isHorizontalWritingMode() ? rect.y() : rect.x(); } LayoutUnit RenderRegion::logicalBottomOfFlowThreadContentRect(const LayoutRect& rect) const { ASSERT(isValid()); return flowThread()->isHorizontalWritingMode() ? rect.maxY() : rect.maxX(); } void RenderRegion::setRegionObjectsRegionStyle() { if (!hasCustomRegionStyle()) return; // Start from content nodes and recursively compute the style in region for the render objects below. // If the style in region was already computed, used that style instead of computing a new one. RenderNamedFlowThread* namedFlow = view()->flowThreadController()->ensureRenderFlowThreadWithName(style()->regionThread()); const NamedFlowContentNodes& contentNodes = namedFlow->contentNodes(); for (NamedFlowContentNodes::const_iterator iter = contentNodes.begin(), end = contentNodes.end(); iter != end; ++iter) { const Node* node = *iter; // The list of content nodes contains also the nodes with display:none. if (!node->renderer()) continue; RenderObject* object = node->renderer(); // If the content node does not flow any of its children in this region, // we do not compute any style for them in this region. if (!flowThread()->objectInFlowRegion(object, this)) continue; // If the object has style in region, use that instead of computing a new one. RenderObjectRegionStyleMap::iterator it = m_renderObjectRegionStyle.find(object); RefPtr objectStyleInRegion; bool objectRegionStyleCached = false; if (it != m_renderObjectRegionStyle.end()) { objectStyleInRegion = it->value.style; ASSERT(it->value.cached); objectRegionStyleCached = true; } else objectStyleInRegion = computeStyleInRegion(object); setObjectStyleInRegion(object, objectStyleInRegion, objectRegionStyleCached); computeChildrenStyleInRegion(object); } } void RenderRegion::restoreRegionObjectsOriginalStyle() { if (!hasCustomRegionStyle()) return; RenderObjectRegionStyleMap temp; for (RenderObjectRegionStyleMap::iterator iter = m_renderObjectRegionStyle.begin(), end = m_renderObjectRegionStyle.end(); iter != end; ++iter) { RenderObject* object = const_cast(iter->key); RefPtr objectRegionStyle = object->style(); RefPtr objectOriginalStyle = iter->value.style; object->setStyleInternal(objectOriginalStyle); bool shouldCacheRegionStyle = iter->value.cached; if (!shouldCacheRegionStyle) { // Check whether we should cache the computed style in region. unsigned changedContextSensitiveProperties = ContextSensitivePropertyNone; StyleDifference styleDiff = objectOriginalStyle->diff(objectRegionStyle.get(), changedContextSensitiveProperties); if (styleDiff < StyleDifferenceLayoutPositionedMovementOnly) shouldCacheRegionStyle = true; } if (shouldCacheRegionStyle) { ObjectRegionStyleInfo styleInfo; styleInfo.style = objectRegionStyle; styleInfo.cached = true; temp.set(object, styleInfo); } } m_renderObjectRegionStyle.swap(temp); } void RenderRegion::insertedIntoTree() { RenderBlock::insertedIntoTree(); attachRegion(); } void RenderRegion::willBeRemovedFromTree() { RenderBlock::willBeRemovedFromTree(); detachRegion(); } PassRefPtr RenderRegion::computeStyleInRegion(const RenderObject* object) { ASSERT(object); ASSERT(object->view()); ASSERT(object->view()->document()); ASSERT(!object->isAnonymous()); ASSERT(object->node() && object->node()->isElementNode()); // FIXME: Region styling fails for pseudo-elements because the renderers don't have a node. Element* element = toElement(object->node()); RefPtr renderObjectRegionStyle = object->view()->document()->ensureStyleResolver()->styleForElement(element, 0, DisallowStyleSharing, MatchAllRules, this); return renderObjectRegionStyle.release(); } void RenderRegion::computeChildrenStyleInRegion(const RenderObject* object) { for (RenderObject* child = object->firstChild(); child; child = child->nextSibling()) { RenderObjectRegionStyleMap::iterator it = m_renderObjectRegionStyle.find(child); RefPtr childStyleInRegion; bool objectRegionStyleCached = false; if (it != m_renderObjectRegionStyle.end()) { childStyleInRegion = it->value.style; objectRegionStyleCached = true; } else { if (child->isAnonymous() || child->isInFlowRenderFlowThread()) childStyleInRegion = RenderStyle::createAnonymousStyleWithDisplay(object->style(), child->style()->display()); else if (child->isText()) childStyleInRegion = RenderStyle::clone(object->style()); else childStyleInRegion = computeStyleInRegion(child); } setObjectStyleInRegion(child, childStyleInRegion, objectRegionStyleCached); computeChildrenStyleInRegion(child); } } void RenderRegion::setObjectStyleInRegion(RenderObject* object, PassRefPtr styleInRegion, bool objectRegionStyleCached) { ASSERT(object->flowThreadContainingBlock()); RefPtr objectOriginalStyle = object->style(); object->setStyleInternal(styleInRegion); if (object->isBoxModelObject() && !object->hasBoxDecorations()) { bool hasBoxDecorations = object->isTableCell() || object->style()->hasBackground() || object->style()->hasBorder() || object->style()->hasAppearance() || object->style()->boxShadow(); object->setHasBoxDecorations(hasBoxDecorations); } ObjectRegionStyleInfo styleInfo; styleInfo.style = objectOriginalStyle; styleInfo.cached = objectRegionStyleCached; m_renderObjectRegionStyle.set(object, styleInfo); } void RenderRegion::clearObjectStyleInRegion(const RenderObject* object) { ASSERT(object); m_renderObjectRegionStyle.remove(object); // Clear the style for the children of this object. for (RenderObject* child = object->firstChild(); child; child = child->nextSibling()) clearObjectStyleInRegion(child); } void RenderRegion::computeIntrinsicLogicalWidths(LayoutUnit& minLogicalWidth, LayoutUnit& maxLogicalWidth) const { if (!isValid()) { RenderBlock::computeIntrinsicLogicalWidths(minLogicalWidth, maxLogicalWidth); return; } minLogicalWidth = m_flowThread->minPreferredLogicalWidth(); maxLogicalWidth = m_flowThread->maxPreferredLogicalWidth(); } void RenderRegion::computePreferredLogicalWidths() { ASSERT(preferredLogicalWidthsDirty()); if (!isValid()) { RenderBlock::computePreferredLogicalWidths(); return; } // FIXME: Currently, the code handles only the case for min-width/max-width. // It should also support other values, like percentage, calc or viewport relative. m_minPreferredLogicalWidth = m_maxPreferredLogicalWidth = 0; RenderStyle* styleToUse = style(); if (styleToUse->logicalWidth().isFixed() && styleToUse->logicalWidth().value() > 0) m_minPreferredLogicalWidth = m_maxPreferredLogicalWidth = adjustContentBoxLogicalWidthForBoxSizing(styleToUse->logicalWidth().value()); else computeIntrinsicLogicalWidths(m_minPreferredLogicalWidth, m_maxPreferredLogicalWidth); if (styleToUse->logicalMinWidth().isFixed() && styleToUse->logicalMinWidth().value() > 0) { m_maxPreferredLogicalWidth = std::max(m_maxPreferredLogicalWidth, adjustContentBoxLogicalWidthForBoxSizing(styleToUse->logicalMinWidth().value())); m_minPreferredLogicalWidth = std::max(m_minPreferredLogicalWidth, adjustContentBoxLogicalWidthForBoxSizing(styleToUse->logicalMinWidth().value())); } if (styleToUse->logicalMaxWidth().isFixed()) { m_maxPreferredLogicalWidth = std::min(m_maxPreferredLogicalWidth, adjustContentBoxLogicalWidthForBoxSizing(styleToUse->logicalMaxWidth().value())); m_minPreferredLogicalWidth = std::min(m_minPreferredLogicalWidth, adjustContentBoxLogicalWidthForBoxSizing(styleToUse->logicalMaxWidth().value())); } LayoutUnit borderAndPadding = borderAndPaddingLogicalWidth(); m_minPreferredLogicalWidth += borderAndPadding; m_maxPreferredLogicalWidth += borderAndPadding; setPreferredLogicalWidthsDirty(false); } void RenderRegion::getRanges(Vector >& rangeObjects) const { RenderNamedFlowThread* namedFlow = view()->flowThreadController()->ensureRenderFlowThreadWithName(style()->regionThread()); namedFlow->getRanges(rangeObjects, this); } void RenderRegion::updateLogicalHeight() { RenderBlock::updateLogicalHeight(); if (!hasAutoLogicalHeight()) return; // We want to update the logical height based on the computed auto-height // only if the view is in the layout phase in which all the // auto logical height regions have a computed auto-height. if (!m_flowThread->inConstrainedLayoutPhase()) return; // There may be regions with auto logical height that during the prerequisite layout phase // did not have the chance to layout flow thread content. Because of that, these regions do not // have a computedAutoHeight and they will not be able to fragment any flow // thread content. if (!hasComputedAutoHeight()) return; LayoutUnit newLogicalHeight = computedAutoHeight() + borderAndPaddingLogicalHeight(); ASSERT(newLogicalHeight < LayoutUnit::max() / 2); if (newLogicalHeight > logicalHeight()) { setLogicalHeight(newLogicalHeight); // Recalculate position of the render block after new logical height is set. // (needed in absolute positioning case with bottom alignment for example) RenderBlock::updateLogicalHeight(); } } } // namespace WebCore