void RenderInline::splitFlow(RenderObject *beforeChild, RenderBlock *newBlockBox, RenderObject *newChild, RenderFlow *oldCont) { RenderBlock *pre = 0; RenderBlock *block = containingBlock(); bool madeNewBeforeBlock = false; if(block->isAnonymousBlock()) { // We can reuse this block and make it the preBlock of the next continuation. pre = block; block = block->containingBlock(); } else { // No anonymous block available for use. Make one. pre = block->createAnonymousBlock(); madeNewBeforeBlock = true; } RenderBlock *post = block->createAnonymousBlock(); RenderObject *boxFirst = madeNewBeforeBlock ? block->firstChild() : pre->nextSibling(); if(madeNewBeforeBlock) block->insertChildNode(pre, boxFirst); block->insertChildNode(newBlockBox, boxFirst); block->insertChildNode(post, boxFirst); block->setChildrenInline(false); if(madeNewBeforeBlock) { RenderObject *o = boxFirst; while(o) { RenderObject *no = o; o = no->nextSibling(); pre->appendChildNode(block->removeChildNode(no)); no->setNeedsLayoutAndMinMaxRecalc(); } } splitInlines(pre, post, newBlockBox, beforeChild, oldCont); // We already know the newBlockBox isn't going to contain inline kids, so avoid wasting // time in makeChildrenNonInline by just setting this explicitly up front. newBlockBox->setChildrenInline(false); // We don't just call addChild, since it would pass things off to the // continuation, so we call addChildToFlow explicitly instead. We delayed // adding the newChild until now so that the |newBlockBox| would be fully // connected, thus allowing newChild access to a renderArena should it need // to wrap itself in additional boxes (e.g., table construction). newBlockBox->addChildToFlow(newChild, 0); // XXXdwh is any of this even necessary? I don't think it is. pre->close(); pre->setPos(0, -500000); pre->setNeedsLayout(true); newBlockBox->close(); newBlockBox->setPos(0, -500000); newBlockBox->setNeedsLayout(true); post->close(); post->setPos(0, -500000); post->setNeedsLayout(true); updatePseudoChildren(); block->setNeedsLayoutAndMinMaxRecalc(); }