Пример #1
0
void RenderSVGText::layout()
{
    ASSERT(needsLayout());
    LayoutRepainter repainter(*this, checkForRepaintDuringLayout());

    bool updateCachedBoundariesInParents = false;
    if (m_needsTransformUpdate) {
        SVGTextElement* text = static_cast<SVGTextElement*>(node());
        m_localTransform = text->animatedLocalTransform();
        m_needsTransformUpdate = false;
        updateCachedBoundariesInParents = true;
    }

    if (m_needsPositioningValuesUpdate) {
        // Perform SVG text layout phase one (see SVGTextLayoutAttributesBuilder for details).
        SVGTextLayoutAttributesBuilder layoutAttributesBuilder;
        layoutAttributesBuilder.buildLayoutAttributesForTextSubtree(this);
        m_needsPositioningValuesUpdate = false;
        updateCachedBoundariesInParents = true;
    }

    // Reduced version of RenderBlock::layoutBlock(), which only takes care of SVG text.
    // All if branches that could cause early exit in RenderBlocks layoutBlock() method are turned into assertions.
    ASSERT(!isInline());
    ASSERT(!layoutOnlyPositionedObjects());
    ASSERT(!scrollsOverflow());
    ASSERT(!hasControlClip());
    ASSERT(!hasColumns());
    ASSERT(!positionedObjects());
    ASSERT(!m_overflow);
    ASSERT(!isAnonymousBlock());

    if (!firstChild())
        setChildrenInline(true);

    // FIXME: We need to find a way to only layout the child boxes, if needed.
    FloatRect oldBoundaries = objectBoundingBox();
    ASSERT(childrenInline());
    forceLayoutInlineChildren();

    if (!updateCachedBoundariesInParents)
        updateCachedBoundariesInParents = oldBoundaries != objectBoundingBox();

    // Invalidate all resources of this client if our layout changed.
    if (m_everHadLayout && selfNeedsLayout())
        SVGResourcesCache::clientLayoutChanged(this);

    // If our bounds changed, notify the parents.
    if (updateCachedBoundariesInParents)
        RenderSVGBlock::setNeedsBoundariesUpdate();

    repainter.repaintAfterLayout();
    setNeedsLayout(false);
}
Пример #2
0
bool RenderSVGContainer::nodeAtFloatPoint(const HitTestRequest& request, HitTestResult& result, const FloatPoint& pointInParent, HitTestAction hitTestAction)
{
    // Give RenderSVGViewportContainer a chance to apply its viewport clip
    if (!pointIsInsideViewportClip(pointInParent))
        return false;

    FloatPoint localPoint;
    if (!SVGRenderSupport::transformToUserSpaceAndCheckClipping(this, localToParentTransform(), pointInParent, localPoint))
        return false;

    for (RenderObject* child = lastChild(); child; child = child->previousSibling()) {
        if (child->nodeAtFloatPoint(request, result, localPoint, hitTestAction)) {
            updateHitTestResult(result, roundedLayoutPoint(localPoint));
            return true;
        }
    }

    // pointer-events=boundingBox makes it possible for containers to be direct targets
    if (style()->pointerEvents() == PE_BOUNDINGBOX) {
        ASSERT(isObjectBoundingBoxValid());
        if (objectBoundingBox().contains(localPoint)) {
            updateHitTestResult(result, roundedLayoutPoint(localPoint));
            return true;
        }
    }
    // 16.4: "If there are no graphics elements whose relevant graphics content is under the pointer (i.e., there is no target element), the event is not dispatched."
    return false;
}
Пример #3
0
FloatRect RenderSVGText::strokeBoundingBox() const
{
    FloatRect strokeBoundaries = objectBoundingBox();
    const SVGRenderStyle& svgStyle = style().svgStyle();
    if (!svgStyle.hasStroke())
        return strokeBoundaries;

    SVGLengthContext lengthContext(&textElement());
    strokeBoundaries.inflate(lengthContext.valueForLength(svgStyle.strokeWidth()));
    return strokeBoundaries;
}
Пример #4
0
FloatRect RenderSVGText::strokeBoundingBox() const
{
    FloatRect strokeBoundaries = objectBoundingBox();
    const SVGRenderStyle* svgStyle = style()->svgStyle();
    if (!svgStyle->hasStroke())
        return strokeBoundaries;

    ASSERT(node());
    ASSERT(node()->isSVGElement());
    strokeBoundaries.inflate(svgStyle->strokeWidth().value(static_cast<SVGElement*>(node())));
    return strokeBoundaries;
}
Пример #5
0
void LayoutSVGShape::layout() {
  LayoutAnalyzer::Scope analyzer(*this);

  // Invalidate all resources of this client if our layout changed.
  if (everHadLayout() && selfNeedsLayout())
    SVGResourcesCache::clientLayoutChanged(this);

  bool updateParentBoundaries = false;
  // updateShapeFromElement() also updates the object & stroke bounds - which
  // feeds into the visual rect - so we need to call it for both the
  // shape-update and the bounds-update flag.
  if (m_needsShapeUpdate || m_needsBoundariesUpdate) {
    FloatRect oldObjectBoundingBox = objectBoundingBox();
    updateShapeFromElement();
    if (oldObjectBoundingBox != objectBoundingBox())
      setShouldDoFullPaintInvalidation();
    m_needsShapeUpdate = false;

    m_localVisualRect = strokeBoundingBox();
    SVGLayoutSupport::adjustVisualRectWithResources(this, m_localVisualRect);
    m_needsBoundariesUpdate = false;

    updateParentBoundaries = true;
  }

  if (m_needsTransformUpdate) {
    updateLocalTransform();
    m_needsTransformUpdate = false;
    updateParentBoundaries = true;
  }

  // If our bounds changed, notify the parents.
  if (updateParentBoundaries)
    LayoutSVGModelObject::setNeedsBoundariesUpdate();

  ASSERT(!m_needsShapeUpdate);
  ASSERT(!m_needsBoundariesUpdate);
  ASSERT(!m_needsTransformUpdate);
  clearNeedsLayout();
}
Пример #6
0
bool RenderSVGText::nodeAtFloatPoint(const HitTestRequest& request, HitTestResult& result, const FloatPoint& pointInParent, HitTestAction hitTestAction)
{
    PointerEventsHitRules hitRules(PointerEventsHitRules::SVG_TEXT_HITTESTING, request, style()->pointerEvents());
    bool isVisible = (style()->visibility() == VISIBLE);
    if (isVisible || !hitRules.requireVisible) {
        if ((hitRules.canHitBoundingBox && !objectBoundingBox().isEmpty())
            || (hitRules.canHitStroke && (style()->svgStyle()->hasStroke() || !hitRules.requireStroke))
            || (hitRules.canHitFill && (style()->svgStyle()->hasFill() || !hitRules.requireFill))) {
            FloatPoint localPoint = localToParentTransform().inverse().mapPoint(pointInParent);

            if (!SVGRenderSupport::pointInClippingArea(this, localPoint))
                return false;
            if (hitRules.canHitBoundingBox && !objectBoundingBox().contains(localPoint))
                return false;

            HitTestLocation hitTestLocation(LayoutPoint(flooredIntPoint(localPoint)));
            return RenderBlock::nodeAtPoint(request, result, hitTestLocation, LayoutPoint(), hitTestAction);
        }
    }

    return false;
}
FloatRect LayoutSVGText::strokeBoundingBox() const
{
    FloatRect strokeBoundaries = objectBoundingBox();
    const SVGComputedStyle& svgStyle = style()->svgStyle();
    if (!svgStyle.hasStroke())
        return strokeBoundaries;

    ASSERT(node());
    ASSERT(node()->isSVGElement());
    SVGLengthContext lengthContext(toSVGElement(node()));
    strokeBoundaries.inflate(lengthContext.valueForLength(svgStyle.strokeWidth()));
    return strokeBoundaries;
}
bool LayoutSVGText::nodeAtFloatPoint(HitTestResult& result, const FloatPoint& pointInParent, HitTestAction hitTestAction)
{
    PointerEventsHitRules hitRules(PointerEventsHitRules::SVG_TEXT_HITTESTING, result.hitTestRequest(), style()->pointerEvents());
    bool isVisible = (style()->visibility() == VISIBLE);
    if (isVisible || !hitRules.requireVisible) {
        if ((hitRules.canHitBoundingBox && !objectBoundingBox().isEmpty())
            || (hitRules.canHitStroke && (style()->svgStyle().hasStroke() || !hitRules.requireStroke))
            || (hitRules.canHitFill && (style()->svgStyle().hasFill() || !hitRules.requireFill))) {
            FloatPoint localPoint;
            if (!SVGLayoutSupport::transformToUserSpaceAndCheckClipping(this, localToParentTransform(), pointInParent, localPoint))
                return false;

            if (hitRules.canHitBoundingBox && !objectBoundingBox().contains(localPoint))
                return false;

            HitTestLocation hitTestLocation(LayoutPoint(flooredIntPoint(localPoint)));
            return LayoutBlock::nodeAtPoint(result, hitTestLocation, LayoutPoint(), hitTestAction);
        }
    }

    return false;
}
FloatRect RenderSVGText::strokeBoundingBox() const
{
    FloatRect strokeBoundaries = objectBoundingBox();
    const SVGRenderStyle* svgStyle = style()->svgStyle();
    if (!svgStyle->hasStroke())
        return strokeBoundaries;

    ASSERT(node());
    ASSERT(node()->isSVGElement());
    SVGLengthContext lengthContext(toSVGElement(node()));
    strokeBoundaries.inflate(svgStyle->strokeWidth().value(lengthContext));
    return strokeBoundaries;
}
bool LayoutSVGShape::nodeAtFloatPointInternal(const HitTestRequest& request, const FloatPoint& localPoint, PointerEventsHitRules hitRules)
{
    bool isVisible = (style()->visibility() == VISIBLE);
    if (isVisible || !hitRules.requireVisible) {
        const SVGComputedStyle& svgStyle = style()->svgStyle();
        WindRule fillRule = svgStyle.fillRule();
        if (request.svgClipContent())
            fillRule = svgStyle.clipRule();
        if ((hitRules.canHitBoundingBox && objectBoundingBox().contains(localPoint))
            || (hitRules.canHitStroke && (svgStyle.hasStroke() || !hitRules.requireStroke) && strokeContains(localPoint, hitRules.requireStroke))
            || (hitRules.canHitFill && (svgStyle.hasFill() || !hitRules.requireFill) && fillContains(localPoint, hitRules.requireFill, fillRule)))
            return true;
    }
    return false;
}
Пример #11
0
vector<Event> Eventgen::checkForEvents()
{
    vector<Event> to_trigger;

    for(const auto& group : m_grouped_event_boxes)
    {
        /////////////////////////////////
        //check if the group has the "single" property
        bool single = false;
        map<string, string>::const_iterator pip = group.properties.find(PROPERTY_GROUP_SINGLE_IDENTIFIER);

        if(pip != group.properties.end() && pip->second == "true")
        {
            single = true;
        }

        for (const auto& object : group.objects)
        {
            //TODO: optimize map translation
            SDL_Rect objectBoundingBox(object.bbox);
            objectBoundingBox.y += mViewport.h - (mMap->getTileMap().height * mMap->getTileMap().tileheight);
            if (SDL_HasIntersection(&objectBoundingBox, &mPlayerBoundingBox))
            {
                Event event;
                event.groupname = group.name;
                event.objectname = object.name;

                if(single)
                {
                    auto singleIterator = std::find(m_triggered_single_events.begin(), m_triggered_single_events.end(), event);
                    if(singleIterator != m_triggered_single_events.end())
                    {
                        LogDebug("Not triggering single event again: " << object.name);
                        continue;
                    }
                    else
                    {
                        m_triggered_single_events.push_back(event);
                    }
                }
                LogDebug("Triggering event for object: " << object.name);
                to_trigger.push_back(event);
            }
        }
    }

    return to_trigger;
}
Пример #12
0
FloatRect RenderPath::strokeBoundingBox() const
{
    if (m_path.isEmpty())
        return FloatRect();

    if (!m_cachedLocalStrokeBBox.isEmpty())
        return m_cachedLocalStrokeBBox;

    m_cachedLocalStrokeBBox = objectBoundingBox();
    if (style()->svgStyle()->hasStroke()) {
        BoundingRectStrokeStyleApplier strokeStyle(this, style());
        m_cachedLocalStrokeBBox.unite(m_path.strokeBoundingRect(&strokeStyle));
    }

    return m_cachedLocalStrokeBBox;
}
Пример #13
0
bool LayoutSVGContainer::nodeAtFloatPoint(HitTestResult& result,
                                          const FloatPoint& pointInParent,
                                          HitTestAction hitTestAction) {
  // Give LayoutSVGViewportContainer a chance to apply its viewport clip
  if (!pointIsInsideViewportClip(pointInParent))
    return false;

  FloatPoint localPoint;
  if (!SVGLayoutSupport::transformToUserSpaceAndCheckClipping(
          *this, localToSVGParentTransform(), pointInParent, localPoint))
    return false;

  for (LayoutObject* child = lastChild(); child;
       child = child->previousSibling()) {
    if (child->nodeAtFloatPoint(result, localPoint, hitTestAction)) {
      const LayoutPoint& localLayoutPoint = roundedLayoutPoint(localPoint);
      updateHitTestResult(result, localLayoutPoint);
      if (result.addNodeToListBasedTestResult(
              child->node(), localLayoutPoint) == StopHitTesting)
        return true;
    }
  }

  // pointer-events: bounding-box makes it possible for containers to be direct
  // targets.
  if (style()->pointerEvents() == PE_BOUNDINGBOX) {
    // Check for a valid bounding box because it will be invalid for empty
    // containers.
    if (isObjectBoundingBoxValid() &&
        objectBoundingBox().contains(localPoint)) {
      const LayoutPoint& localLayoutPoint = roundedLayoutPoint(localPoint);
      updateHitTestResult(result, localLayoutPoint);
      if (result.addNodeToListBasedTestResult(element(), localLayoutPoint) ==
          StopHitTesting)
        return true;
    }
  }
  // 16.4: "If there are no graphics elements whose relevant graphics content is
  // under the pointer (i.e., there is no target element), the event is not
  // dispatched."
  return false;
}
Пример #14
0
FloatRect RenderPath::repaintRectInLocalCoordinates() const
{
    if (m_path.isEmpty())
        return FloatRect();

    // If we already have a cached repaint rect, return that
    if (!m_cachedLocalRepaintRect.isEmpty())
        return m_cachedLocalRepaintRect;

    if (!style()->svgStyle()->hasStroke())
        m_cachedLocalRepaintRect = objectBoundingBox();
    else {
        BoundingRectStrokeStyleApplier strokeStyle(this, style());
        m_cachedLocalRepaintRect = m_path.strokeBoundingRect(&strokeStyle);
    }

    // Markers and filters can paint outside of the stroke path
    m_cachedLocalRepaintRect.unite(m_markerBounds);
    m_cachedLocalRepaintRect.unite(filterBoundingBoxForRenderer(this));

    return m_cachedLocalRepaintRect;
}
Пример #15
0
FloatRect RenderSVGText::strokeBoundingBox() const
{
    FloatRect repaintRect = objectBoundingBox();

    // SVG needs to include the strokeWidth(), not the textStrokeWidth().
    if (style()->svgStyle()->hasStroke()) {
        float strokeWidth = SVGRenderStyle::cssPrimitiveToLength(this, style()->svgStyle()->strokeWidth(), 1.0f);

#if ENABLE(SVG_FONTS)
        const Font& font = style()->font();
        if (font.primaryFont()->isSVGFont()) {
            float scale = font.unitsPerEm() > 0 ? font.size() / font.unitsPerEm() : 0.0f;

            if (scale != 0.0f)
                strokeWidth /= scale;
        }
#endif

        repaintRect.inflate(strokeWidth);
    }

    return repaintRect;
}
void LayoutSVGText::layout()
{
    ASSERT(needsLayout());
    LayoutAnalyzer::Scope analyzer(*this);

    subtreeStyleDidChange();

    bool updateCachedBoundariesInParents = false;
    if (m_needsTransformUpdate) {
        m_localTransform = toSVGTextElement(node())->calculateAnimatedLocalTransform();
        m_needsTransformUpdate = false;
        updateCachedBoundariesInParents = true;
    }

    if (!everHadLayout()) {
        // When laying out initially, collect all layout attributes, build the character data map,
        // and propogate resulting SVGLayoutAttributes to all LayoutSVGInlineText children in the subtree.
        ASSERT(m_layoutAttributes.isEmpty());
        collectLayoutAttributes(this, m_layoutAttributes);
        updateFontInAllDescendants(this);
        m_layoutAttributesBuilder.buildLayoutAttributesForForSubtree(*this);

        m_needsReordering = true;
        m_needsTextMetricsUpdate = false;
        m_needsPositioningValuesUpdate = false;
        updateCachedBoundariesInParents = true;
    } else if (m_needsPositioningValuesUpdate) {
        // When the x/y/dx/dy/rotate lists change, recompute the layout attributes, and eventually
        // update the on-screen font objects as well in all descendants.
        if (m_needsTextMetricsUpdate) {
            updateFontInAllDescendants(this);
            m_needsTextMetricsUpdate = false;
        }

        m_layoutAttributesBuilder.buildLayoutAttributesForForSubtree(*this);
        m_needsReordering = true;
        m_needsPositioningValuesUpdate = false;
        updateCachedBoundariesInParents = true;
    } else if (m_needsTextMetricsUpdate || SVGLayoutSupport::findTreeRootObject(this)->isLayoutSizeChanged()) {
        // If the root layout size changed (eg. window size changes) or the transform to the root
        // context has changed then recompute the on-screen font size.
        updateFontInAllDescendants(this, &m_layoutAttributesBuilder);

        ASSERT(!m_needsReordering);
        ASSERT(!m_needsPositioningValuesUpdate);
        m_needsTextMetricsUpdate = false;
        updateCachedBoundariesInParents = true;
    }

    checkLayoutAttributesConsistency(this, m_layoutAttributes);

    // Reduced version of LayoutBlock::layoutBlock(), which only takes care of SVG text.
    // All if branches that could cause early exit in LayoutBlocks layoutBlock() method are turned into assertions.
    ASSERT(!isInline());
    ASSERT(!simplifiedLayout());
    ASSERT(!scrollsOverflow());
    ASSERT(!hasControlClip());
    ASSERT(!positionedObjects());
    ASSERT(!isAnonymousBlock());

    if (!firstChild())
        setChildrenInline(true);

    // FIXME: We need to find a way to only layout the child boxes, if needed.
    FloatRect oldBoundaries = objectBoundingBox();
    ASSERT(childrenInline());

    rebuildFloatsFromIntruding();

    LayoutUnit beforeEdge = borderBefore() + paddingBefore();
    LayoutUnit afterEdge = borderAfter() + paddingAfter() + scrollbarLogicalHeight();
    setLogicalHeight(beforeEdge);

    LayoutState state(*this, locationOffset());
    LayoutUnit paintInvalidationLogicalTop = 0;
    LayoutUnit paintInvalidationLogicalBottom = 0;
    layoutInlineChildren(true, paintInvalidationLogicalTop, paintInvalidationLogicalBottom, afterEdge);

    if (m_needsReordering)
        m_needsReordering = false;

    // If we don't have any line boxes, then make sure the frame rect is still cleared.
    if (!firstLineBox())
        setFrameRect(LayoutRect());

    m_overflow.clear();
    addVisualEffectOverflow();

    if (!updateCachedBoundariesInParents)
        updateCachedBoundariesInParents = oldBoundaries != objectBoundingBox();

    // Invalidate all resources of this client if our layout changed.
    if (everHadLayout() && selfNeedsLayout())
        SVGResourcesCache::clientLayoutChanged(this);

    // If our bounds changed, notify the parents.
    if (updateCachedBoundariesInParents)
        LayoutSVGBlock::setNeedsBoundariesUpdate();

    clearNeedsLayout();
}
Пример #17
0
void RenderSVGText::layout()
{
    ASSERT(needsLayout());
    LayoutRepainter repainter(*this, checkForRepaintDuringLayout());

    bool updateCachedBoundariesInParents = false;
    if (m_needsTransformUpdate) {
        SVGTextElement* text = static_cast<SVGTextElement*>(node());
        m_localTransform = text->animatedLocalTransform();
        m_needsTransformUpdate = false;
        updateCachedBoundariesInParents = true;
    }

    // If the root layout size changed (eg. window size changes) or the positioning values change
    // or the transform to the root context has changed then recompute the on-screen font size.
    if (m_needsTextMetricsUpdate || SVGRenderSupport::findTreeRootObject(this)->isLayoutSizeChanged()) {
        recursiveUpdateScaledFont(this);
        rebuildLayoutAttributes(true);
        updateCachedBoundariesInParents = true;
        m_needsTextMetricsUpdate = false;
    }

    if (m_needsPositioningValuesUpdate) {
        // Perform SVG text layout phase one (see SVGTextLayoutAttributesBuilder for details).
        m_layoutAttributesBuilder.buildLayoutAttributesForWholeTree(this);
        m_needsReordering = true;
        m_needsPositioningValuesUpdate = false;
        updateCachedBoundariesInParents = true;
    }

    // Reduced version of RenderBlock::layoutBlock(), which only takes care of SVG text.
    // All if branches that could cause early exit in RenderBlocks layoutBlock() method are turned into assertions.
    ASSERT(!isInline());
    ASSERT(!simplifiedLayout());
    ASSERT(!scrollsOverflow());
    ASSERT(!hasControlClip());
    ASSERT(!hasColumns());
    ASSERT(!positionedObjects());
    ASSERT(!m_overflow);
    ASSERT(!isAnonymousBlock());

    if (!firstChild())
        setChildrenInline(true);

    // FIXME: We need to find a way to only layout the child boxes, if needed.
    FloatRect oldBoundaries = objectBoundingBox();
    ASSERT(childrenInline());
    forceLayoutInlineChildren();

    if (m_needsReordering)
        m_needsReordering = false;

    if (!updateCachedBoundariesInParents)
        updateCachedBoundariesInParents = oldBoundaries != objectBoundingBox();

    // Invalidate all resources of this client if our layout changed.
    if (everHadLayout() && selfNeedsLayout())
        SVGResourcesCache::clientLayoutChanged(this);

    // If our bounds changed, notify the parents.
    if (updateCachedBoundariesInParents)
        RenderSVGBlock::setNeedsBoundariesUpdate();

    repainter.repaintAfterLayout();
    setNeedsLayout(false);
}
Пример #18
0
void RenderSVGText::layout()
{
    StackStats::LayoutCheckPoint layoutCheckPoint;
    ASSERT(needsLayout());
    LayoutRepainter repainter(*this, SVGRenderSupport::checkForSVGRepaintDuringLayout(*this));

    bool updateCachedBoundariesInParents = false;
    if (m_needsTransformUpdate) {
        m_localTransform = textElement().animatedLocalTransform();
        m_needsTransformUpdate = false;
        updateCachedBoundariesInParents = true;
    }

    if (!everHadLayout()) {
        // When laying out initially, collect all layout attributes, build the character data map,
        // and propogate resulting SVGLayoutAttributes to all RenderSVGInlineText children in the subtree.
        ASSERT(m_layoutAttributes.isEmpty());
        collectLayoutAttributes(this, m_layoutAttributes);
        updateFontInAllDescendants(this);
        m_layoutAttributesBuilder.buildLayoutAttributesForForSubtree(*this);

        m_needsReordering = true;
        m_needsTextMetricsUpdate = false;
        m_needsPositioningValuesUpdate = false;
        updateCachedBoundariesInParents = true;
    } else if (m_needsPositioningValuesUpdate) {
        // When the x/y/dx/dy/rotate lists change, recompute the layout attributes, and eventually
        // update the on-screen font objects as well in all descendants.
        if (m_needsTextMetricsUpdate) {
            updateFontInAllDescendants(this);
            m_needsTextMetricsUpdate = false;
        }

        m_layoutAttributesBuilder.buildLayoutAttributesForForSubtree(*this);
        m_needsReordering = true;
        m_needsPositioningValuesUpdate = false;
        updateCachedBoundariesInParents = true;
    } else if (m_needsTextMetricsUpdate || SVGRenderSupport::findTreeRootObject(*this).isLayoutSizeChanged()) {
        // If the root layout size changed (eg. window size changes) or the transform to the root
        // context has changed then recompute the on-screen font size.
        updateFontInAllDescendants(this, &m_layoutAttributesBuilder);

        ASSERT(!m_needsReordering);
        ASSERT(!m_needsPositioningValuesUpdate);
        m_needsTextMetricsUpdate = false;
        updateCachedBoundariesInParents = true;
    }

    checkLayoutAttributesConsistency(this, m_layoutAttributes);

    // Reduced version of RenderBlock::layoutBlock(), which only takes care of SVG text.
    // All if branches that could cause early exit in RenderBlocks layoutBlock() method are turned into assertions.
    ASSERT(!isInline());
    ASSERT(!simplifiedLayout());
    ASSERT(!scrollsOverflow());
    ASSERT(!hasControlClip());
    ASSERT(!multiColumnFlowThread());
    ASSERT(!positionedObjects());
    ASSERT(!m_overflow);
    ASSERT(!isAnonymousBlock());

    if (!firstChild())
        setChildrenInline(true);

    // FIXME: We need to find a way to only layout the child boxes, if needed.
    FloatRect oldBoundaries = objectBoundingBox();
    ASSERT(childrenInline());
    LayoutUnit repaintLogicalTop = 0;
    LayoutUnit repaintLogicalBottom = 0;
    rebuildFloatingObjectSetFromIntrudingFloats();
    layoutInlineChildren(true, repaintLogicalTop, repaintLogicalBottom);

    if (m_needsReordering)
        m_needsReordering = false;

    if (!updateCachedBoundariesInParents)
        updateCachedBoundariesInParents = oldBoundaries != objectBoundingBox();

    // Invalidate all resources of this client if our layout changed.
    if (everHadLayout() && selfNeedsLayout())
        SVGResourcesCache::clientLayoutChanged(*this);

    // If our bounds changed, notify the parents.
    if (updateCachedBoundariesInParents)
        RenderSVGBlock::setNeedsBoundariesUpdate();

    repainter.repaintAfterLayout();
    clearNeedsLayout();
}