LayoutUnit ExclusionShapeInfo<RenderType, shapeGetter, intervalGetter>::logicalTopOffset() const { LayoutUnit logicalTopOffset = m_renderer->style()->boxSizing() == CONTENT_BOX ? m_renderer->borderBefore() + m_renderer->paddingBefore() : LayoutUnit(); // Content in a flow thread is relative to the beginning of the thread, but the shape calculation should be relative to the current region. if (m_renderer->isRenderRegion()) logicalTopOffset += toRenderRegion(m_renderer)->logicalTopForFlowThreadContent(); return logicalTopOffset; }
void RenderObjectChildList::appendChildNode(RenderObject* owner, RenderObject* newChild, bool fullAppend) { ASSERT(newChild->parent() == 0); ASSERT(!owner->isBlockFlow() || (!newChild->isTableSection() && !newChild->isTableRow() && !newChild->isTableCell())); newChild->setParent(owner); RenderObject* lChild = lastChild(); if (lChild) { newChild->setPreviousSibling(lChild); lChild->setNextSibling(newChild); } else setFirstChild(newChild); setLastChild(newChild); if (fullAppend) { // Keep our layer hierarchy updated. Optimize for the common case where we don't have any children // and don't have a layer attached to ourselves. RenderLayer* layer = 0; if (newChild->firstChild() || newChild->hasLayer()) { layer = owner->enclosingLayer(); newChild->addLayers(layer); } // if the new child is visible but this object was not, tell the layer it has some visible content // that needs to be drawn and layer visibility optimization can't be used if (owner->style()->visibility() != VISIBLE && newChild->style()->visibility() == VISIBLE && !newChild->hasLayer()) { if (!layer) layer = owner->enclosingLayer(); if (layer) layer->setHasVisibleContent(true); } if (newChild->isListItem()) toRenderListItem(newChild)->updateListMarkerNumbers(); if (!newChild->isFloating() && owner->childrenInline()) owner->dirtyLinesFromChangedChild(newChild); if (newChild->isRenderRegion()) toRenderRegion(newChild)->attachRegion(); if (RenderNamedFlowThread* containerFlowThread = renderNamedFlowThreadContainer(owner)) containerFlowThread->addFlowChild(newChild); } RenderCounter::rendererSubtreeAttached(newChild); RenderQuote::rendererSubtreeAttached(newChild); newChild->setNeedsLayoutAndPrefWidthsRecalc(); // Goes up the containing block hierarchy. if (!owner->normalChildNeedsLayout()) owner->setChildNeedsLayout(true); // We may supply the static position for an absolute positioned child. if (AXObjectCache::accessibilityEnabled()) owner->document()->axObjectCache()->childrenChanged(owner); }
RenderObject* RenderObjectChildList::removeChildNode(RenderObject* owner, RenderObject* oldChild, bool fullRemove) { ASSERT(oldChild->parent() == owner); if (oldChild->isFloatingOrOutOfFlowPositioned()) toRenderBox(oldChild)->removeFloatingOrPositionedChildFromBlockLists(); // So that we'll get the appropriate dirty bit set (either that a normal flow child got yanked or // that a positioned child got yanked). We also repaint, so that the area exposed when the child // disappears gets repainted properly. if (!owner->documentBeingDestroyed() && fullRemove && oldChild->everHadLayout()) { oldChild->setNeedsLayoutAndPrefWidthsRecalc(); if (oldChild->isBody()) owner->view()->repaint(); else oldChild->repaint(); } // If we have a line box wrapper, delete it. if (oldChild->isBox()) toRenderBox(oldChild)->deleteLineBoxWrapper(); if (!owner->documentBeingDestroyed() && fullRemove) { // if we remove visible child from an invisible parent, we don't know the layer visibility any more RenderLayer* layer = 0; if (owner->style()->visibility() != VISIBLE && oldChild->style()->visibility() == VISIBLE && !oldChild->hasLayer()) { if ((layer = owner->enclosingLayer())) layer->dirtyVisibleContentStatus(); } // Keep our layer hierarchy updated. if (oldChild->firstChild() || oldChild->hasLayer()) { if (!layer) layer = owner->enclosingLayer(); oldChild->removeLayers(layer); } if (oldChild->isListItem()) toRenderListItem(oldChild)->updateListMarkerNumbers(); if (oldChild->isOutOfFlowPositioned() && owner->childrenInline()) owner->dirtyLinesFromChangedChild(oldChild); if (oldChild->isRenderRegion()) toRenderRegion(oldChild)->detachRegion(); if (oldChild->isQuote()) toRenderQuote(oldChild)->detachQuote(); if (oldChild->inRenderFlowThread()) { if (oldChild->isBox()) oldChild->enclosingRenderFlowThread()->removeRenderBoxRegionInfo(toRenderBox(oldChild)); oldChild->enclosingRenderFlowThread()->clearRenderObjectCustomStyle(oldChild); } if (RenderNamedFlowThread* containerFlowThread = renderNamedFlowThreadContainer(owner)) containerFlowThread->removeFlowChild(oldChild); #if ENABLE(SVG) // Update cached boundaries in SVG renderers, if a child is removed. owner->setNeedsBoundariesUpdate(); #endif } // If oldChild is the start or end of the selection, then clear the selection to // avoid problems of invalid pointers. // FIXME: The FrameSelection should be responsible for this when it // is notified of DOM mutations. if (!owner->documentBeingDestroyed() && oldChild->isSelectionBorder()) owner->view()->clearSelection(); // remove the child if (oldChild->previousSibling()) oldChild->previousSibling()->setNextSibling(oldChild->nextSibling()); if (oldChild->nextSibling()) oldChild->nextSibling()->setPreviousSibling(oldChild->previousSibling()); if (firstChild() == oldChild) setFirstChild(oldChild->nextSibling()); if (lastChild() == oldChild) setLastChild(oldChild->previousSibling()); oldChild->setPreviousSibling(0); oldChild->setNextSibling(0); oldChild->setParent(0); // rendererRemovedFromTree walks the whole subtree. We can improve performance // by skipping this step when destroying the entire tree. if (!owner->documentBeingDestroyed()) { RenderCounter::rendererRemovedFromTree(oldChild); } if (AXObjectCache::accessibilityEnabled()) owner->document()->axObjectCache()->childrenChanged(owner); return oldChild; }
void RenderObjectChildList::insertChildNode(RenderObject* owner, RenderObject* child, RenderObject* beforeChild, bool fullInsert) { if (!beforeChild) { appendChildNode(owner, child, fullInsert); return; } ASSERT(!child->parent()); while (beforeChild->parent() != owner && beforeChild->parent()->isAnonymousBlock()) beforeChild = beforeChild->parent(); ASSERT(beforeChild->parent() == owner); ASSERT(!owner->isBlockFlow() || (!child->isTableSection() && !child->isTableRow() && !child->isTableCell())); if (beforeChild == firstChild()) setFirstChild(child); RenderObject* prev = beforeChild->previousSibling(); child->setNextSibling(beforeChild); beforeChild->setPreviousSibling(child); if (prev) prev->setNextSibling(child); child->setPreviousSibling(prev); child->setParent(owner); if (fullInsert) { // Keep our layer hierarchy updated. Optimize for the common case where we don't have any children // and don't have a layer attached to ourselves. RenderLayer* layer = 0; if (child->firstChild() || child->hasLayer()) { layer = owner->enclosingLayer(); child->addLayers(layer); } // if the new child is visible but this object was not, tell the layer it has some visible content // that needs to be drawn and layer visibility optimization can't be used if (owner->style()->visibility() != VISIBLE && child->style()->visibility() == VISIBLE && !child->hasLayer()) { if (!layer) layer = owner->enclosingLayer(); if (layer) layer->setHasVisibleContent(); } if (child->isListItem()) toRenderListItem(child)->updateListMarkerNumbers(); if (!child->isFloating() && owner->childrenInline()) owner->dirtyLinesFromChangedChild(child); if (child->isRenderRegion()) toRenderRegion(child)->attachRegion(); // Calling attachQuote() here would be too early (before anonymous renderers are inserted) // see appendChild() for more explanation. if (RenderNamedFlowThread* containerFlowThread = renderNamedFlowThreadContainer(owner)) containerFlowThread->addFlowChild(child, beforeChild); } if (!owner->documentBeingDestroyed()) { RenderCounter::rendererSubtreeAttached(child); } child->setNeedsLayoutAndPrefWidthsRecalc(); if (!owner->normalChildNeedsLayout()) owner->setChildNeedsLayout(true); // We may supply the static position for an absolute positioned child. if (AXObjectCache::accessibilityEnabled()) owner->document()->axObjectCache()->childrenChanged(owner); }