1/*
2 * Copyright (C) 2013 Google Inc. All rights reserved.
3 *
4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions are
6 * met:
7 *
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9 * notice, this list of conditions and the following disclaimer.
10 *     * Redistributions in binary form must reproduce the above
11 * copyright notice, this list of conditions and the following disclaimer
12 * in the documentation and/or other materials provided with the
13 * distribution.
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15 * contributors may be used to endorse or promote products derived from
16 * this software without specific prior written permission.
17 *
18 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
19 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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21 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
22 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
23 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
24 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
25 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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28 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
29 */
30
31#include "config.h"
32#include "core/rendering/RenderBlockFlow.h"
33
34#include "core/frame/FrameView.h"
35#include "core/rendering/HitTestLocation.h"
36#include "core/rendering/LayoutRectRecorder.h"
37#include "core/rendering/LayoutRepainter.h"
38#include "core/rendering/LineWidth.h"
39#include "core/rendering/RenderLayer.h"
40#include "core/rendering/RenderNamedFlowFragment.h"
41#include "core/rendering/RenderNamedFlowThread.h"
42#include "core/rendering/RenderText.h"
43#include "core/rendering/RenderView.h"
44#include "core/rendering/svg/SVGTextRunRenderingContext.h"
45#include "platform/text/BidiResolver.h"
46#include "platform/text/TextRunIterator.h"
47
48using namespace std;
49
50namespace WebCore {
51
52bool RenderBlockFlow::s_canPropagateFloatIntoSibling = false;
53
54struct SameSizeAsMarginInfo {
55    uint16_t bitfields;
56    LayoutUnit margins[2];
57};
58
59COMPILE_ASSERT(sizeof(RenderBlockFlow::MarginValues) == sizeof(LayoutUnit[4]), MarginValues_should_stay_small);
60
61class MarginInfo {
62    // Collapsing flags for whether we can collapse our margins with our children's margins.
63    bool m_canCollapseWithChildren : 1;
64    bool m_canCollapseMarginBeforeWithChildren : 1;
65    bool m_canCollapseMarginAfterWithChildren : 1;
66
67    // Whether or not we are a quirky container, i.e., do we collapse away top and bottom
68    // margins in our container. Table cells and the body are the common examples. We
69    // also have a custom style property for Safari RSS to deal with TypePad blog articles.
70    bool m_quirkContainer : 1;
71
72    // This flag tracks whether we are still looking at child margins that can all collapse together at the beginning of a block.
73    // They may or may not collapse with the top margin of the block (|m_canCollapseTopWithChildren| tells us that), but they will
74    // always be collapsing with one another. This variable can remain set to true through multiple iterations
75    // as long as we keep encountering self-collapsing blocks.
76    bool m_atBeforeSideOfBlock : 1;
77
78    // This flag is set when we know we're examining bottom margins and we know we're at the bottom of the block.
79    bool m_atAfterSideOfBlock : 1;
80
81    // These variables are used to detect quirky margins that we need to collapse away (in table cells
82    // and in the body element).
83    bool m_hasMarginBeforeQuirk : 1;
84    bool m_hasMarginAfterQuirk : 1;
85    bool m_determinedMarginBeforeQuirk : 1;
86
87    bool m_discardMargin : 1;
88
89    // These flags track the previous maximal positive and negative margins.
90    LayoutUnit m_positiveMargin;
91    LayoutUnit m_negativeMargin;
92
93public:
94    MarginInfo(RenderBlockFlow*, LayoutUnit beforeBorderPadding, LayoutUnit afterBorderPadding);
95
96    void setAtBeforeSideOfBlock(bool b) { m_atBeforeSideOfBlock = b; }
97    void setAtAfterSideOfBlock(bool b) { m_atAfterSideOfBlock = b; }
98    void clearMargin()
99    {
100        m_positiveMargin = 0;
101        m_negativeMargin = 0;
102    }
103    void setHasMarginBeforeQuirk(bool b) { m_hasMarginBeforeQuirk = b; }
104    void setHasMarginAfterQuirk(bool b) { m_hasMarginAfterQuirk = b; }
105    void setDeterminedMarginBeforeQuirk(bool b) { m_determinedMarginBeforeQuirk = b; }
106    void setPositiveMargin(LayoutUnit p) { ASSERT(!m_discardMargin); m_positiveMargin = p; }
107    void setNegativeMargin(LayoutUnit n) { ASSERT(!m_discardMargin); m_negativeMargin = n; }
108    void setPositiveMarginIfLarger(LayoutUnit p)
109    {
110        ASSERT(!m_discardMargin);
111        if (p > m_positiveMargin)
112            m_positiveMargin = p;
113    }
114    void setNegativeMarginIfLarger(LayoutUnit n)
115    {
116        ASSERT(!m_discardMargin);
117        if (n > m_negativeMargin)
118            m_negativeMargin = n;
119    }
120
121    void setMargin(LayoutUnit p, LayoutUnit n) { ASSERT(!m_discardMargin); m_positiveMargin = p; m_negativeMargin = n; }
122    void setCanCollapseMarginAfterWithChildren(bool collapse) { m_canCollapseMarginAfterWithChildren = collapse; }
123    void setDiscardMargin(bool value) { m_discardMargin = value; }
124
125    bool atBeforeSideOfBlock() const { return m_atBeforeSideOfBlock; }
126    bool canCollapseWithMarginBefore() const { return m_atBeforeSideOfBlock && m_canCollapseMarginBeforeWithChildren; }
127    bool canCollapseWithMarginAfter() const { return m_atAfterSideOfBlock && m_canCollapseMarginAfterWithChildren; }
128    bool canCollapseMarginBeforeWithChildren() const { return m_canCollapseMarginBeforeWithChildren; }
129    bool canCollapseMarginAfterWithChildren() const { return m_canCollapseMarginAfterWithChildren; }
130    bool quirkContainer() const { return m_quirkContainer; }
131    bool determinedMarginBeforeQuirk() const { return m_determinedMarginBeforeQuirk; }
132    bool hasMarginBeforeQuirk() const { return m_hasMarginBeforeQuirk; }
133    bool hasMarginAfterQuirk() const { return m_hasMarginAfterQuirk; }
134    LayoutUnit positiveMargin() const { return m_positiveMargin; }
135    LayoutUnit negativeMargin() const { return m_negativeMargin; }
136    bool discardMargin() const { return m_discardMargin; }
137    LayoutUnit margin() const { return m_positiveMargin - m_negativeMargin; }
138};
139
140static bool inNormalFlow(RenderBox* child)
141{
142    RenderBlock* curr = child->containingBlock();
143    RenderView* renderView = child->view();
144    while (curr && curr != renderView) {
145        if (curr->hasColumns() || curr->isRenderFlowThread())
146            return true;
147        if (curr->isFloatingOrOutOfFlowPositioned())
148            return false;
149        curr = curr->containingBlock();
150    }
151    return true;
152}
153
154RenderBlockFlow::RenderBlockFlow(ContainerNode* node)
155    : RenderBlock(node)
156{
157    COMPILE_ASSERT(sizeof(MarginInfo) == sizeof(SameSizeAsMarginInfo), MarginInfo_should_stay_small);
158}
159
160RenderBlockFlow::~RenderBlockFlow()
161{
162}
163
164RenderBlockFlow* RenderBlockFlow::createAnonymous(Document* document)
165{
166    RenderBlockFlow* renderer = new RenderBlockFlow(0);
167    renderer->setDocumentForAnonymous(document);
168    return renderer;
169}
170
171RenderBlockFlow* RenderBlockFlow::createAnonymousBlockFlow() const
172{
173    return toRenderBlockFlow(createAnonymousWithParentRendererAndDisplay(this, BLOCK));
174}
175
176void RenderBlockFlow::willBeDestroyed()
177{
178    if (lineGridBox())
179        lineGridBox()->destroy();
180
181    if (renderNamedFlowFragment())
182        setRenderNamedFlowFragment(0);
183
184    RenderBlock::willBeDestroyed();
185}
186
187bool RenderBlockFlow::relayoutForPagination(bool hasSpecifiedPageLogicalHeight, LayoutUnit pageLogicalHeight, LayoutStateMaintainer& statePusher)
188{
189    if (!hasColumns())
190        return false;
191
192    OwnPtr<RenderOverflow> savedOverflow = m_overflow.release();
193    if (childrenInline())
194        addOverflowFromInlineChildren();
195    else
196        addOverflowFromBlockChildren();
197    LayoutUnit layoutOverflowLogicalBottom = (isHorizontalWritingMode() ? layoutOverflowRect().maxY() : layoutOverflowRect().maxX()) - borderBefore() - paddingBefore();
198
199    // FIXME: We don't balance properly at all in the presence of forced page breaks. We need to understand what
200    // the distance between forced page breaks is so that we can avoid making the minimum column height too tall.
201    ColumnInfo* colInfo = columnInfo();
202    if (!hasSpecifiedPageLogicalHeight) {
203        LayoutUnit columnHeight = pageLogicalHeight;
204        int minColumnCount = colInfo->forcedBreaks() + 1;
205        int desiredColumnCount = colInfo->desiredColumnCount();
206        if (minColumnCount >= desiredColumnCount) {
207            // The forced page breaks are in control of the balancing. Just set the column height to the
208            // maximum page break distance.
209            if (!pageLogicalHeight) {
210                LayoutUnit distanceBetweenBreaks = max<LayoutUnit>(colInfo->maximumDistanceBetweenForcedBreaks(),
211                    view()->layoutState()->pageLogicalOffset(this, borderBefore() + paddingBefore() + layoutOverflowLogicalBottom) - colInfo->forcedBreakOffset());
212                columnHeight = max(colInfo->minimumColumnHeight(), distanceBetweenBreaks);
213            }
214        } else if (layoutOverflowLogicalBottom > boundedMultiply(pageLogicalHeight, desiredColumnCount)) {
215            // Now that we know the intrinsic height of the columns, we have to rebalance them.
216            columnHeight = max<LayoutUnit>(colInfo->minimumColumnHeight(), ceilf((float)layoutOverflowLogicalBottom / desiredColumnCount));
217        }
218
219        if (columnHeight && columnHeight != pageLogicalHeight) {
220            statePusher.pop();
221            setEverHadLayout(true);
222            layoutBlock(false, columnHeight);
223            return true;
224        }
225    }
226
227    if (pageLogicalHeight)
228        colInfo->setColumnCountAndHeight(ceilf((float)layoutOverflowLogicalBottom / pageLogicalHeight), pageLogicalHeight);
229
230    if (columnCount(colInfo)) {
231        setLogicalHeight(borderBefore() + paddingBefore() + colInfo->columnHeight() + borderAfter() + paddingAfter() + scrollbarLogicalHeight());
232        m_overflow.clear();
233    } else {
234        m_overflow = savedOverflow.release();
235    }
236
237    return false;
238}
239
240void RenderBlockFlow::layoutBlock(bool relayoutChildren, LayoutUnit pageLogicalHeight)
241{
242    ASSERT(needsLayout());
243
244    if (isInline() && !isInlineBlockOrInlineTable()) // Inline <form>s inside various table elements can cause us to come in here. Bail.
245        return;
246
247    if (!relayoutChildren && simplifiedLayout())
248        return;
249
250    LayoutRepainter repainter(*this, checkForRepaintDuringLayout());
251
252    if (updateLogicalWidthAndColumnWidth())
253        relayoutChildren = true;
254
255    rebuildFloatsFromIntruding();
256
257    LayoutUnit previousHeight = logicalHeight();
258    // FIXME: should this start out as borderAndPaddingLogicalHeight() + scrollbarLogicalHeight(),
259    // for consistency with other render classes?
260    setLogicalHeight(0);
261
262    bool pageLogicalHeightChanged = false;
263    bool hasSpecifiedPageLogicalHeight = false;
264    checkForPaginationLogicalHeightChange(pageLogicalHeight, pageLogicalHeightChanged, hasSpecifiedPageLogicalHeight);
265
266    RenderView* renderView = view();
267    LayoutStateMaintainer statePusher(renderView, this, locationOffset(), hasColumns() || hasTransform() || hasReflection() || style()->isFlippedBlocksWritingMode(), pageLogicalHeight, pageLogicalHeightChanged, columnInfo());
268
269    // Regions changing widths can force us to relayout our children.
270    RenderFlowThread* flowThread = flowThreadContainingBlock();
271    if (logicalWidthChangedInRegions(flowThread))
272        relayoutChildren = true;
273    if (updateRegionsAndShapesLogicalSize(flowThread))
274        relayoutChildren = true;
275    if (!relayoutChildren && isRenderNamedFlowFragmentContainer())
276        relayoutChildren = true;
277
278    // We use four values, maxTopPos, maxTopNeg, maxBottomPos, and maxBottomNeg, to track
279    // our current maximal positive and negative margins. These values are used when we
280    // are collapsed with adjacent blocks, so for example, if you have block A and B
281    // collapsing together, then you'd take the maximal positive margin from both A and B
282    // and subtract it from the maximal negative margin from both A and B to get the
283    // true collapsed margin. This algorithm is recursive, so when we finish layout()
284    // our block knows its current maximal positive/negative values.
285    //
286    // Start out by setting our margin values to our current margins. Table cells have
287    // no margins, so we don't fill in the values for table cells.
288    bool isCell = isTableCell();
289    if (!isCell) {
290        initMaxMarginValues();
291
292        setHasMarginBeforeQuirk(style()->hasMarginBeforeQuirk());
293        setHasMarginAfterQuirk(style()->hasMarginAfterQuirk());
294        setPaginationStrut(0);
295    }
296
297    SubtreeLayoutScope layoutScope(this);
298
299    m_repaintLogicalTop = 0;
300    m_repaintLogicalBottom = 0;
301    LayoutUnit maxFloatLogicalBottom = 0;
302    if (!firstChild() && !isAnonymousBlock())
303        setChildrenInline(true);
304    if (childrenInline())
305        layoutInlineChildren(relayoutChildren, m_repaintLogicalTop, m_repaintLogicalBottom);
306    else
307        layoutBlockChildren(relayoutChildren, maxFloatLogicalBottom, layoutScope);
308
309    if (frameView()->partialLayout().isStopping()) {
310        statePusher.pop();
311        return;
312    }
313
314    // Expand our intrinsic height to encompass floats.
315    LayoutUnit toAdd = borderAfter() + paddingAfter() + scrollbarLogicalHeight();
316    if (lowestFloatLogicalBottom() > (logicalHeight() - toAdd) && expandsToEncloseOverhangingFloats())
317        setLogicalHeight(lowestFloatLogicalBottom() + toAdd);
318
319    if (relayoutForPagination(hasSpecifiedPageLogicalHeight, pageLogicalHeight, statePusher) || relayoutToAvoidWidows(statePusher)) {
320        ASSERT(!shouldBreakAtLineToAvoidWidow());
321        return;
322    }
323
324    // Calculate our new height.
325    LayoutUnit oldHeight = logicalHeight();
326    LayoutUnit oldClientAfterEdge = clientLogicalBottom();
327
328    // Before updating the final size of the flow thread make sure a forced break is applied after the content.
329    // This ensures the size information is correctly computed for the last auto-height region receiving content.
330    if (isRenderFlowThread())
331        toRenderFlowThread(this)->applyBreakAfterContent(oldClientAfterEdge);
332
333    updateLogicalHeight();
334    LayoutUnit newHeight = logicalHeight();
335    if (oldHeight != newHeight) {
336        if (oldHeight > newHeight && maxFloatLogicalBottom > newHeight && !childrenInline()) {
337            // One of our children's floats may have become an overhanging float for us. We need to look for it.
338            for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
339                if (child->isRenderBlockFlow() && !child->isFloatingOrOutOfFlowPositioned()) {
340                    RenderBlockFlow* block = toRenderBlockFlow(child);
341                    if (block->lowestFloatLogicalBottom() + block->logicalTop() > newHeight)
342                        addOverhangingFloats(block, false);
343                }
344            }
345        }
346    }
347
348    bool heightChanged = (previousHeight != newHeight);
349    if (heightChanged)
350        relayoutChildren = true;
351
352    layoutPositionedObjects(relayoutChildren || isRoot());
353
354    updateRegionsAndShapesAfterChildLayout(flowThread, heightChanged);
355
356    // Add overflow from children (unless we're multi-column, since in that case all our child overflow is clipped anyway).
357    computeOverflow(oldClientAfterEdge);
358
359    statePusher.pop();
360
361    fitBorderToLinesIfNeeded();
362
363    if (frameView()->partialLayout().isStopping())
364        return;
365
366    if (renderView->layoutState()->m_pageLogicalHeight)
367        setPageLogicalOffset(renderView->layoutState()->pageLogicalOffset(this, logicalTop()));
368
369    updateLayerTransform();
370
371    // Update our scroll information if we're overflow:auto/scroll/hidden now that we know if
372    // we overflow or not.
373    updateScrollInfoAfterLayout();
374
375    // Repaint with our new bounds if they are different from our old bounds.
376    bool didFullRepaint = repainter.repaintAfterLayout();
377    if (!didFullRepaint && m_repaintLogicalTop != m_repaintLogicalBottom && (style()->visibility() == VISIBLE || enclosingLayer()->hasVisibleContent())) {
378        if (RuntimeEnabledFeatures::repaintAfterLayoutEnabled())
379            setShouldRepaintOverflowIfNeeded(true);
380        else
381            repaintOverflow();
382    }
383
384    clearNeedsLayout();
385}
386
387void RenderBlockFlow::layoutBlockChild(RenderBox* child, MarginInfo& marginInfo, LayoutUnit& previousFloatLogicalBottom, LayoutUnit& maxFloatLogicalBottom)
388{
389    LayoutUnit oldPosMarginBefore = maxPositiveMarginBefore();
390    LayoutUnit oldNegMarginBefore = maxNegativeMarginBefore();
391
392    // The child is a normal flow object. Compute the margins we will use for collapsing now.
393    child->computeAndSetBlockDirectionMargins(this);
394
395    // Try to guess our correct logical top position. In most cases this guess will
396    // be correct. Only if we're wrong (when we compute the real logical top position)
397    // will we have to potentially relayout.
398    LayoutUnit estimateWithoutPagination;
399    LayoutUnit logicalTopEstimate = estimateLogicalTopPosition(child, marginInfo, estimateWithoutPagination);
400
401    // Cache our old rect so that we can dirty the proper repaint rects if the child moves.
402    LayoutRect oldRect = child->frameRect();
403    LayoutUnit oldLogicalTop = logicalTopForChild(child);
404
405#if !ASSERT_DISABLED
406    LayoutSize oldLayoutDelta = view()->layoutDelta();
407#endif
408    // Go ahead and position the child as though it didn't collapse with the top.
409    setLogicalTopForChild(child, logicalTopEstimate, ApplyLayoutDelta);
410
411    RenderBlock* childRenderBlock = child->isRenderBlock() ? toRenderBlock(child) : 0;
412    RenderBlockFlow* childRenderBlockFlow = (childRenderBlock && child->isRenderBlockFlow()) ? toRenderBlockFlow(child) : 0;
413    bool markDescendantsWithFloats = false;
414    if (logicalTopEstimate != oldLogicalTop && !child->avoidsFloats() && childRenderBlock && childRenderBlock->containsFloats()) {
415        markDescendantsWithFloats = true;
416    } else if (UNLIKELY(logicalTopEstimate.mightBeSaturated())) {
417        // logicalTopEstimate, returned by estimateLogicalTopPosition, might be saturated for
418        // very large elements. If it does the comparison with oldLogicalTop might yield a
419        // false negative as adding and removing margins, borders etc from a saturated number
420        // might yield incorrect results. If this is the case always mark for layout.
421        markDescendantsWithFloats = true;
422    } else if (!child->avoidsFloats() || child->shrinkToAvoidFloats()) {
423        // If an element might be affected by the presence of floats, then always mark it for
424        // layout.
425        LayoutUnit fb = max(previousFloatLogicalBottom, lowestFloatLogicalBottom());
426        if (fb > logicalTopEstimate)
427            markDescendantsWithFloats = true;
428    }
429
430    if (childRenderBlockFlow) {
431        if (markDescendantsWithFloats)
432            childRenderBlockFlow->markAllDescendantsWithFloatsForLayout();
433        if (!child->isWritingModeRoot())
434            previousFloatLogicalBottom = max(previousFloatLogicalBottom, oldLogicalTop + childRenderBlockFlow->lowestFloatLogicalBottom());
435    }
436
437    SubtreeLayoutScope layoutScope(child);
438    if (!child->needsLayout())
439        child->markForPaginationRelayoutIfNeeded(layoutScope);
440
441    bool childHadLayout = child->everHadLayout();
442    bool childNeededLayout = child->needsLayout();
443    if (childNeededLayout)
444        child->layout();
445
446    if (frameView()->partialLayout().isStopping())
447        return;
448
449    // Cache if we are at the top of the block right now.
450    bool atBeforeSideOfBlock = marginInfo.atBeforeSideOfBlock();
451
452    // Now determine the correct ypos based off examination of collapsing margin
453    // values.
454    LayoutUnit logicalTopBeforeClear = collapseMargins(child, marginInfo);
455
456    // Now check for clear.
457    LayoutUnit logicalTopAfterClear = clearFloatsIfNeeded(child, marginInfo, oldPosMarginBefore, oldNegMarginBefore, logicalTopBeforeClear);
458
459    bool paginated = view()->layoutState()->isPaginated();
460    if (paginated) {
461        logicalTopAfterClear = adjustBlockChildForPagination(logicalTopAfterClear, estimateWithoutPagination, child,
462            atBeforeSideOfBlock && logicalTopBeforeClear == logicalTopAfterClear);
463    }
464
465    setLogicalTopForChild(child, logicalTopAfterClear, ApplyLayoutDelta);
466
467    // Now we have a final top position. See if it really does end up being different from our estimate.
468    // clearFloatsIfNeeded can also mark the child as needing a layout even though we didn't move. This happens
469    // when collapseMargins dynamically adds overhanging floats because of a child with negative margins.
470    if (logicalTopAfterClear != logicalTopEstimate || child->needsLayout() || (paginated && childRenderBlock && childRenderBlock->shouldBreakAtLineToAvoidWidow())) {
471        SubtreeLayoutScope layoutScope(child);
472        if (child->shrinkToAvoidFloats()) {
473            // The child's width depends on the line width.
474            // When the child shifts to clear an item, its width can
475            // change (because it has more available line width).
476            // So go ahead and mark the item as dirty.
477            layoutScope.setChildNeedsLayout(child);
478        }
479
480        if (childRenderBlock) {
481            if (!child->avoidsFloats() && childRenderBlock->containsFloats())
482                childRenderBlockFlow->markAllDescendantsWithFloatsForLayout();
483            if (!child->needsLayout())
484                child->markForPaginationRelayoutIfNeeded(layoutScope);
485        }
486
487        // Our guess was wrong. Make the child lay itself out again.
488        child->layoutIfNeeded();
489    }
490
491    // We are no longer at the top of the block if we encounter a non-empty child.
492    // This has to be done after checking for clear, so that margins can be reset if a clear occurred.
493    if (marginInfo.atBeforeSideOfBlock() && !child->isSelfCollapsingBlock())
494        marginInfo.setAtBeforeSideOfBlock(false);
495
496    // Now place the child in the correct left position
497    determineLogicalLeftPositionForChild(child, ApplyLayoutDelta);
498
499    LayoutSize childOffset = child->location() - oldRect.location();
500    relayoutShapeDescendantIfMoved(childRenderBlock, childOffset);
501
502    // Update our height now that the child has been placed in the correct position.
503    setLogicalHeight(logicalHeight() + logicalHeightForChild(child));
504    if (mustSeparateMarginAfterForChild(child)) {
505        setLogicalHeight(logicalHeight() + marginAfterForChild(child));
506        marginInfo.clearMargin();
507    }
508    // If the child has overhanging floats that intrude into following siblings (or possibly out
509    // of this block), then the parent gets notified of the floats now.
510    if (childRenderBlockFlow && childRenderBlockFlow->containsFloats())
511        maxFloatLogicalBottom = max(maxFloatLogicalBottom, addOverhangingFloats(childRenderBlockFlow, !childNeededLayout));
512
513    if (childOffset.width() || childOffset.height()) {
514        view()->addLayoutDelta(childOffset);
515
516        // If the child moved, we have to repaint it as well as any floating/positioned
517        // descendants. An exception is if we need a layout. In this case, we know we're going to
518        // repaint ourselves (and the child) anyway.
519        if (RuntimeEnabledFeatures::repaintAfterLayoutEnabled() && childHadLayout && !selfNeedsLayout())
520            child->repaintOverhangingFloats(true);
521        else if (childHadLayout && !selfNeedsLayout() && child->checkForRepaintDuringLayout())
522            child->repaintDuringLayoutIfMoved(oldRect);
523    }
524
525    if (!childHadLayout && child->checkForRepaintDuringLayout()) {
526        if (!RuntimeEnabledFeatures::repaintAfterLayoutEnabled())
527            child->repaint();
528        child->repaintOverhangingFloats(true);
529    }
530
531    if (paginated) {
532        // Check for an after page/column break.
533        LayoutUnit newHeight = applyAfterBreak(child, logicalHeight(), marginInfo);
534        if (newHeight != height())
535            setLogicalHeight(newHeight);
536    }
537
538    ASSERT(view()->layoutDeltaMatches(oldLayoutDelta));
539}
540
541LayoutUnit RenderBlockFlow::adjustBlockChildForPagination(LayoutUnit logicalTopAfterClear, LayoutUnit estimateWithoutPagination, RenderBox* child, bool atBeforeSideOfBlock)
542{
543    RenderBlock* childRenderBlock = child->isRenderBlock() ? toRenderBlock(child) : 0;
544
545    if (estimateWithoutPagination != logicalTopAfterClear) {
546        // Our guess prior to pagination movement was wrong. Before we attempt to paginate, let's try again at the new
547        // position.
548        setLogicalHeight(logicalTopAfterClear);
549        setLogicalTopForChild(child, logicalTopAfterClear, ApplyLayoutDelta);
550
551        if (child->shrinkToAvoidFloats()) {
552            // The child's width depends on the line width.
553            // When the child shifts to clear an item, its width can
554            // change (because it has more available line width).
555            // So go ahead and mark the item as dirty.
556            child->setChildNeedsLayout(MarkOnlyThis);
557        }
558
559        SubtreeLayoutScope layoutScope(child);
560
561        if (childRenderBlock) {
562            if (!child->avoidsFloats() && childRenderBlock->containsFloats())
563                toRenderBlockFlow(childRenderBlock)->markAllDescendantsWithFloatsForLayout();
564            if (!child->needsLayout())
565                child->markForPaginationRelayoutIfNeeded(layoutScope);
566        }
567
568        // Our guess was wrong. Make the child lay itself out again.
569        child->layoutIfNeeded();
570    }
571
572    LayoutUnit oldTop = logicalTopAfterClear;
573
574    // If the object has a page or column break value of "before", then we should shift to the top of the next page.
575    LayoutUnit result = applyBeforeBreak(child, logicalTopAfterClear);
576
577    if (pageLogicalHeightForOffset(result)) {
578        LayoutUnit remainingLogicalHeight = pageRemainingLogicalHeightForOffset(result, ExcludePageBoundary);
579        LayoutUnit spaceShortage = child->logicalHeight() - remainingLogicalHeight;
580        if (spaceShortage > 0) {
581            // If the child crosses a column boundary, report a break, in case nothing inside it has already
582            // done so. The column balancer needs to know how much it has to stretch the columns to make more
583            // content fit. If no breaks are reported (but do occur), the balancer will have no clue. FIXME:
584            // This should be improved, though, because here we just pretend that the child is
585            // unsplittable. A splittable child, on the other hand, has break opportunities at every position
586            // where there's no child content, border or padding. In other words, we risk stretching more
587            // than necessary.
588            setPageBreak(result, spaceShortage);
589        }
590    }
591
592    // For replaced elements and scrolled elements, we want to shift them to the next page if they don't fit on the current one.
593    LayoutUnit logicalTopBeforeUnsplittableAdjustment = result;
594    LayoutUnit logicalTopAfterUnsplittableAdjustment = adjustForUnsplittableChild(child, result);
595
596    LayoutUnit paginationStrut = 0;
597    LayoutUnit unsplittableAdjustmentDelta = logicalTopAfterUnsplittableAdjustment - logicalTopBeforeUnsplittableAdjustment;
598    if (unsplittableAdjustmentDelta)
599        paginationStrut = unsplittableAdjustmentDelta;
600    else if (childRenderBlock && childRenderBlock->paginationStrut())
601        paginationStrut = childRenderBlock->paginationStrut();
602
603    if (paginationStrut) {
604        // We are willing to propagate out to our parent block as long as we were at the top of the block prior
605        // to collapsing our margins, and as long as we didn't clear or move as a result of other pagination.
606        if (atBeforeSideOfBlock && oldTop == result && !isOutOfFlowPositioned() && !isTableCell()) {
607            // FIXME: Should really check if we're exceeding the page height before propagating the strut, but we don't
608            // have all the information to do so (the strut only has the remaining amount to push). Gecko gets this wrong too
609            // and pushes to the next page anyway, so not too concerned about it.
610            setPaginationStrut(result + paginationStrut);
611            if (childRenderBlock)
612                childRenderBlock->setPaginationStrut(0);
613        } else {
614            result += paginationStrut;
615        }
616    }
617
618    // Similar to how we apply clearance. Go ahead and boost height() to be the place where we're going to position the child.
619    setLogicalHeight(logicalHeight() + (result - oldTop));
620
621    // Return the final adjusted logical top.
622    return result;
623}
624
625void RenderBlockFlow::rebuildFloatsFromIntruding()
626{
627    if (m_floatingObjects)
628        m_floatingObjects->setHorizontalWritingMode(isHorizontalWritingMode());
629
630    HashSet<RenderBox*> oldIntrudingFloatSet;
631    if (!childrenInline() && m_floatingObjects) {
632        const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
633        FloatingObjectSetIterator end = floatingObjectSet.end();
634        for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
635            FloatingObject* floatingObject = *it;
636            if (!floatingObject->isDescendant())
637                oldIntrudingFloatSet.add(floatingObject->renderer());
638        }
639    }
640
641    // Inline blocks are covered by the isReplaced() check in the avoidFloats method.
642    if (avoidsFloats() || isRoot() || isRenderView() || isFloatingOrOutOfFlowPositioned() || isTableCell()) {
643        if (m_floatingObjects) {
644            m_floatingObjects->clear();
645        }
646        if (!oldIntrudingFloatSet.isEmpty())
647            markAllDescendantsWithFloatsForLayout();
648        return;
649    }
650
651    RendererToFloatInfoMap floatMap;
652
653    if (m_floatingObjects) {
654        if (childrenInline())
655            m_floatingObjects->moveAllToFloatInfoMap(floatMap);
656        else
657            m_floatingObjects->clear();
658    }
659
660    // We should not process floats if the parent node is not a RenderBlockFlow. Otherwise, we will add
661    // floats in an invalid context. This will cause a crash arising from a bad cast on the parent.
662    // See <rdar://problem/8049753>, where float property is applied on a text node in a SVG.
663    if (!parent() || !parent()->isRenderBlockFlow())
664        return;
665
666    // Attempt to locate a previous sibling with overhanging floats. We skip any elements that are
667    // out of flow (like floating/positioned elements), and we also skip over any objects that may have shifted
668    // to avoid floats.
669    RenderBlockFlow* parentBlockFlow = toRenderBlockFlow(parent());
670    bool parentHasFloats = false;
671    RenderObject* prev = previousSibling();
672    while (prev && (prev->isFloatingOrOutOfFlowPositioned() || !prev->isBox() || !prev->isRenderBlock() || toRenderBlock(prev)->avoidsFloats())) {
673        if (prev->isFloating())
674            parentHasFloats = true;
675        prev = prev->previousSibling();
676    }
677
678    // First add in floats from the parent. Self-collapsing blocks let their parent track any floats that intrude into
679    // them (as opposed to floats they contain themselves) so check for those here too.
680    LayoutUnit logicalTopOffset = logicalTop();
681    if (parentHasFloats || (prev && toRenderBlockFlow(prev)->isSelfCollapsingBlock() && parentBlockFlow->lowestFloatLogicalBottom() > logicalTopOffset))
682        addIntrudingFloats(parentBlockFlow, parentBlockFlow->logicalLeftOffsetForContent(), logicalTopOffset);
683
684    LayoutUnit logicalLeftOffset = 0;
685    if (prev) {
686        logicalTopOffset -= toRenderBox(prev)->logicalTop();
687    } else {
688        prev = parentBlockFlow;
689        logicalLeftOffset += parentBlockFlow->logicalLeftOffsetForContent();
690    }
691
692    // Add overhanging floats from the previous RenderBlockFlow, but only if it has a float that intrudes into our space.
693    RenderBlockFlow* blockFlow = toRenderBlockFlow(prev);
694    if (blockFlow->m_floatingObjects && blockFlow->lowestFloatLogicalBottom() > logicalTopOffset)
695        addIntrudingFloats(blockFlow, logicalLeftOffset, logicalTopOffset);
696
697    if (childrenInline()) {
698        LayoutUnit changeLogicalTop = LayoutUnit::max();
699        LayoutUnit changeLogicalBottom = LayoutUnit::min();
700        if (m_floatingObjects) {
701            const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
702            FloatingObjectSetIterator end = floatingObjectSet.end();
703            for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
704                FloatingObject* floatingObject = *it;
705                FloatingObject* oldFloatingObject = floatMap.get(floatingObject->renderer());
706                LayoutUnit logicalBottom = logicalBottomForFloat(floatingObject);
707                if (oldFloatingObject) {
708                    LayoutUnit oldLogicalBottom = logicalBottomForFloat(oldFloatingObject);
709                    if (logicalWidthForFloat(floatingObject) != logicalWidthForFloat(oldFloatingObject) || logicalLeftForFloat(floatingObject) != logicalLeftForFloat(oldFloatingObject)) {
710                        changeLogicalTop = 0;
711                        changeLogicalBottom = max(changeLogicalBottom, max(logicalBottom, oldLogicalBottom));
712                    } else {
713                        if (logicalBottom != oldLogicalBottom) {
714                            changeLogicalTop = min(changeLogicalTop, min(logicalBottom, oldLogicalBottom));
715                            changeLogicalBottom = max(changeLogicalBottom, max(logicalBottom, oldLogicalBottom));
716                        }
717                        LayoutUnit logicalTop = logicalTopForFloat(floatingObject);
718                        LayoutUnit oldLogicalTop = logicalTopForFloat(oldFloatingObject);
719                        if (logicalTop != oldLogicalTop) {
720                            changeLogicalTop = min(changeLogicalTop, min(logicalTop, oldLogicalTop));
721                            changeLogicalBottom = max(changeLogicalBottom, max(logicalTop, oldLogicalTop));
722                        }
723                    }
724
725                    floatMap.remove(floatingObject->renderer());
726                    if (oldFloatingObject->originatingLine() && !selfNeedsLayout()) {
727                        ASSERT(oldFloatingObject->originatingLine()->renderer() == this);
728                        oldFloatingObject->originatingLine()->markDirty();
729                    }
730                    delete oldFloatingObject;
731                } else {
732                    changeLogicalTop = 0;
733                    changeLogicalBottom = max(changeLogicalBottom, logicalBottom);
734                }
735            }
736        }
737
738        RendererToFloatInfoMap::iterator end = floatMap.end();
739        for (RendererToFloatInfoMap::iterator it = floatMap.begin(); it != end; ++it) {
740            FloatingObject* floatingObject = (*it).value;
741            if (!floatingObject->isDescendant()) {
742                changeLogicalTop = 0;
743                changeLogicalBottom = max(changeLogicalBottom, logicalBottomForFloat(floatingObject));
744            }
745        }
746        deleteAllValues(floatMap);
747
748        markLinesDirtyInBlockRange(changeLogicalTop, changeLogicalBottom);
749    } else if (!oldIntrudingFloatSet.isEmpty()) {
750        // If there are previously intruding floats that no longer intrude, then children with floats
751        // should also get layout because they might need their floating object lists cleared.
752        if (m_floatingObjects->set().size() < oldIntrudingFloatSet.size()) {
753            markAllDescendantsWithFloatsForLayout();
754        } else {
755            const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
756            FloatingObjectSetIterator end = floatingObjectSet.end();
757            for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end && !oldIntrudingFloatSet.isEmpty(); ++it)
758                oldIntrudingFloatSet.remove((*it)->renderer());
759            if (!oldIntrudingFloatSet.isEmpty())
760                markAllDescendantsWithFloatsForLayout();
761        }
762    }
763}
764
765void RenderBlockFlow::layoutBlockChildren(bool relayoutChildren, LayoutUnit& maxFloatLogicalBottom, SubtreeLayoutScope& layoutScope)
766{
767    dirtyForLayoutFromPercentageHeightDescendants(layoutScope);
768
769    LayoutUnit beforeEdge = borderBefore() + paddingBefore();
770    LayoutUnit afterEdge = borderAfter() + paddingAfter() + scrollbarLogicalHeight();
771
772    setLogicalHeight(beforeEdge);
773
774    // Lay out our hypothetical grid line as though it occurs at the top of the block.
775    if (view()->layoutState()->lineGrid() == this)
776        layoutLineGridBox();
777
778    // The margin struct caches all our current margin collapsing state. The compact struct caches state when we encounter compacts,
779    MarginInfo marginInfo(this, beforeEdge, afterEdge);
780
781    // Fieldsets need to find their legend and position it inside the border of the object.
782    // The legend then gets skipped during normal layout. The same is true for ruby text.
783    // It doesn't get included in the normal layout process but is instead skipped.
784    RenderObject* childToExclude = layoutSpecialExcludedChild(relayoutChildren, layoutScope);
785
786    LayoutUnit previousFloatLogicalBottom = 0;
787    maxFloatLogicalBottom = 0;
788
789    RenderBox* next = firstChildBox();
790
791    while (next) {
792        RenderBox* child = next;
793        next = child->nextSiblingBox();
794
795        LayoutRectRecorder recorder(*child);
796
797        if (childToExclude == child)
798            continue; // Skip this child, since it will be positioned by the specialized subclass (fieldsets and ruby runs).
799
800        updateBlockChildDirtyBitsBeforeLayout(relayoutChildren, child);
801
802        if (child->isOutOfFlowPositioned()) {
803            child->containingBlock()->insertPositionedObject(child);
804            adjustPositionedBlock(child, marginInfo);
805            continue;
806        }
807        if (child->isFloating()) {
808            insertFloatingObject(child);
809            adjustFloatingBlock(marginInfo);
810            continue;
811        }
812
813        // Lay out the child.
814        layoutBlockChild(child, marginInfo, previousFloatLogicalBottom, maxFloatLogicalBottom);
815
816        // If doing a partial layout and the child was the target renderer, early exit here.
817        if (frameView()->partialLayout().checkPartialLayoutComplete(child))
818            break;
819    }
820
821    // Now do the handling of the bottom of the block, adding in our bottom border/padding and
822    // determining the correct collapsed bottom margin information.
823    handleAfterSideOfBlock(beforeEdge, afterEdge, marginInfo);
824}
825
826// Our MarginInfo state used when laying out block children.
827MarginInfo::MarginInfo(RenderBlockFlow* blockFlow, LayoutUnit beforeBorderPadding, LayoutUnit afterBorderPadding)
828    : m_atBeforeSideOfBlock(true)
829    , m_atAfterSideOfBlock(false)
830    , m_hasMarginBeforeQuirk(false)
831    , m_hasMarginAfterQuirk(false)
832    , m_determinedMarginBeforeQuirk(false)
833    , m_discardMargin(false)
834{
835    RenderStyle* blockStyle = blockFlow->style();
836    ASSERT(blockFlow->isRenderView() || blockFlow->parent());
837    m_canCollapseWithChildren = !blockFlow->isRenderView() && !blockFlow->isRoot() && !blockFlow->isOutOfFlowPositioned()
838        && !blockFlow->isFloating() && !blockFlow->isTableCell() && !blockFlow->hasOverflowClip() && !blockFlow->isInlineBlockOrInlineTable()
839        && !blockFlow->isRenderFlowThread() && !blockFlow->isWritingModeRoot() && !blockFlow->parent()->isFlexibleBox()
840        && blockStyle->hasAutoColumnCount() && blockStyle->hasAutoColumnWidth() && !blockStyle->columnSpan();
841
842    m_canCollapseMarginBeforeWithChildren = m_canCollapseWithChildren && !beforeBorderPadding && blockStyle->marginBeforeCollapse() != MSEPARATE;
843
844    // If any height other than auto is specified in CSS, then we don't collapse our bottom
845    // margins with our children's margins. To do otherwise would be to risk odd visual
846    // effects when the children overflow out of the parent block and yet still collapse
847    // with it. We also don't collapse if we have any bottom border/padding.
848    m_canCollapseMarginAfterWithChildren = m_canCollapseWithChildren && !afterBorderPadding
849        && (blockStyle->logicalHeight().isAuto() && !blockStyle->logicalHeight().value()) && blockStyle->marginAfterCollapse() != MSEPARATE;
850
851    m_quirkContainer = blockFlow->isTableCell() || blockFlow->isBody();
852
853    m_discardMargin = m_canCollapseMarginBeforeWithChildren && blockFlow->mustDiscardMarginBefore();
854
855    m_positiveMargin = (m_canCollapseMarginBeforeWithChildren && !blockFlow->mustDiscardMarginBefore()) ? blockFlow->maxPositiveMarginBefore() : LayoutUnit();
856    m_negativeMargin = (m_canCollapseMarginBeforeWithChildren && !blockFlow->mustDiscardMarginBefore()) ? blockFlow->maxNegativeMarginBefore() : LayoutUnit();
857}
858
859RenderBlockFlow::MarginValues RenderBlockFlow::marginValuesForChild(RenderBox* child) const
860{
861    LayoutUnit childBeforePositive = 0;
862    LayoutUnit childBeforeNegative = 0;
863    LayoutUnit childAfterPositive = 0;
864    LayoutUnit childAfterNegative = 0;
865
866    LayoutUnit beforeMargin = 0;
867    LayoutUnit afterMargin = 0;
868
869    RenderBlockFlow* childRenderBlockFlow = child->isRenderBlockFlow() ? toRenderBlockFlow(child) : 0;
870
871    // If the child has the same directionality as we do, then we can just return its
872    // margins in the same direction.
873    if (!child->isWritingModeRoot()) {
874        if (childRenderBlockFlow) {
875            childBeforePositive = childRenderBlockFlow->maxPositiveMarginBefore();
876            childBeforeNegative = childRenderBlockFlow->maxNegativeMarginBefore();
877            childAfterPositive = childRenderBlockFlow->maxPositiveMarginAfter();
878            childAfterNegative = childRenderBlockFlow->maxNegativeMarginAfter();
879        } else {
880            beforeMargin = child->marginBefore();
881            afterMargin = child->marginAfter();
882        }
883    } else if (child->isHorizontalWritingMode() == isHorizontalWritingMode()) {
884        // The child has a different directionality. If the child is parallel, then it's just
885        // flipped relative to us. We can use the margins for the opposite edges.
886        if (childRenderBlockFlow) {
887            childBeforePositive = childRenderBlockFlow->maxPositiveMarginAfter();
888            childBeforeNegative = childRenderBlockFlow->maxNegativeMarginAfter();
889            childAfterPositive = childRenderBlockFlow->maxPositiveMarginBefore();
890            childAfterNegative = childRenderBlockFlow->maxNegativeMarginBefore();
891        } else {
892            beforeMargin = child->marginAfter();
893            afterMargin = child->marginBefore();
894        }
895    } else {
896        // The child is perpendicular to us, which means its margins don't collapse but are on the
897        // "logical left/right" sides of the child box. We can just return the raw margin in this case.
898        beforeMargin = marginBeforeForChild(child);
899        afterMargin = marginAfterForChild(child);
900    }
901
902    // Resolve uncollapsing margins into their positive/negative buckets.
903    if (beforeMargin) {
904        if (beforeMargin > 0)
905            childBeforePositive = beforeMargin;
906        else
907            childBeforeNegative = -beforeMargin;
908    }
909    if (afterMargin) {
910        if (afterMargin > 0)
911            childAfterPositive = afterMargin;
912        else
913            childAfterNegative = -afterMargin;
914    }
915
916    return RenderBlockFlow::MarginValues(childBeforePositive, childBeforeNegative, childAfterPositive, childAfterNegative);
917}
918
919LayoutUnit RenderBlockFlow::collapseMargins(RenderBox* child, MarginInfo& marginInfo)
920{
921    bool childDiscardMarginBefore = mustDiscardMarginBeforeForChild(child);
922    bool childDiscardMarginAfter = mustDiscardMarginAfterForChild(child);
923    bool childIsSelfCollapsing = child->isSelfCollapsingBlock();
924
925    // The child discards the before margin when the the after margin has discard in the case of a self collapsing block.
926    childDiscardMarginBefore = childDiscardMarginBefore || (childDiscardMarginAfter && childIsSelfCollapsing);
927
928    // Get the four margin values for the child and cache them.
929    const RenderBlockFlow::MarginValues childMargins = marginValuesForChild(child);
930
931    // Get our max pos and neg top margins.
932    LayoutUnit posTop = childMargins.positiveMarginBefore();
933    LayoutUnit negTop = childMargins.negativeMarginBefore();
934
935    // For self-collapsing blocks, collapse our bottom margins into our
936    // top to get new posTop and negTop values.
937    if (childIsSelfCollapsing) {
938        posTop = max(posTop, childMargins.positiveMarginAfter());
939        negTop = max(negTop, childMargins.negativeMarginAfter());
940    }
941
942    // See if the top margin is quirky. We only care if this child has
943    // margins that will collapse with us.
944    bool topQuirk = hasMarginBeforeQuirk(child);
945
946    if (marginInfo.canCollapseWithMarginBefore()) {
947        if (!childDiscardMarginBefore && !marginInfo.discardMargin()) {
948            // This child is collapsing with the top of the
949            // block. If it has larger margin values, then we need to update
950            // our own maximal values.
951            if (!document().inQuirksMode() || !marginInfo.quirkContainer() || !topQuirk)
952                setMaxMarginBeforeValues(max(posTop, maxPositiveMarginBefore()), max(negTop, maxNegativeMarginBefore()));
953
954            // The minute any of the margins involved isn't a quirk, don't
955            // collapse it away, even if the margin is smaller (www.webreference.com
956            // has an example of this, a <dt> with 0.8em author-specified inside
957            // a <dl> inside a <td>.
958            if (!marginInfo.determinedMarginBeforeQuirk() && !topQuirk && (posTop - negTop)) {
959                setHasMarginBeforeQuirk(false);
960                marginInfo.setDeterminedMarginBeforeQuirk(true);
961            }
962
963            if (!marginInfo.determinedMarginBeforeQuirk() && topQuirk && !marginBefore()) {
964                // We have no top margin and our top child has a quirky margin.
965                // We will pick up this quirky margin and pass it through.
966                // This deals with the <td><div><p> case.
967                // Don't do this for a block that split two inlines though. You do
968                // still apply margins in this case.
969                setHasMarginBeforeQuirk(true);
970            }
971        } else {
972            // The before margin of the container will also discard all the margins it is collapsing with.
973            setMustDiscardMarginBefore();
974        }
975    }
976
977    // Once we find a child with discardMarginBefore all the margins collapsing with us must also discard.
978    if (childDiscardMarginBefore) {
979        marginInfo.setDiscardMargin(true);
980        marginInfo.clearMargin();
981    }
982
983    if (marginInfo.quirkContainer() && marginInfo.atBeforeSideOfBlock() && (posTop - negTop))
984        marginInfo.setHasMarginBeforeQuirk(topQuirk);
985
986    LayoutUnit beforeCollapseLogicalTop = logicalHeight();
987    LayoutUnit logicalTop = beforeCollapseLogicalTop;
988
989    LayoutUnit clearanceForSelfCollapsingBlock;
990    RenderObject* prev = child->previousSibling();
991    // If the child's previous sibling is a self-collapsing block that cleared a float then its top border edge has been set at the bottom border edge
992    // of the float. Since we want to collapse the child's top margin with the self-collapsing block's top and bottom margins we need to adjust our parent's height to match the
993    // margin top of the self-collapsing block. If the resulting collapsed margin leaves the child still intruding into the float then we will want to clear it.
994    if (!marginInfo.canCollapseWithMarginBefore() && prev && prev->isRenderBlockFlow() && toRenderBlockFlow(prev)->isSelfCollapsingBlock()) {
995        clearanceForSelfCollapsingBlock = toRenderBlockFlow(prev)->marginOffsetForSelfCollapsingBlock();
996        setLogicalHeight(logicalHeight() - clearanceForSelfCollapsingBlock);
997    }
998
999    if (childIsSelfCollapsing) {
1000        // For a self collapsing block both the before and after margins get discarded. The block doesn't contribute anything to the height of the block.
1001        // Also, the child's top position equals the logical height of the container.
1002        if (!childDiscardMarginBefore && !marginInfo.discardMargin()) {
1003            // This child has no height. We need to compute our
1004            // position before we collapse the child's margins together,
1005            // so that we can get an accurate position for the zero-height block.
1006            LayoutUnit collapsedBeforePos = max(marginInfo.positiveMargin(), childMargins.positiveMarginBefore());
1007            LayoutUnit collapsedBeforeNeg = max(marginInfo.negativeMargin(), childMargins.negativeMarginBefore());
1008            marginInfo.setMargin(collapsedBeforePos, collapsedBeforeNeg);
1009
1010            // Now collapse the child's margins together, which means examining our
1011            // bottom margin values as well.
1012            marginInfo.setPositiveMarginIfLarger(childMargins.positiveMarginAfter());
1013            marginInfo.setNegativeMarginIfLarger(childMargins.negativeMarginAfter());
1014
1015            if (!marginInfo.canCollapseWithMarginBefore()) {
1016                // We need to make sure that the position of the self-collapsing block
1017                // is correct, since it could have overflowing content
1018                // that needs to be positioned correctly (e.g., a block that
1019                // had a specified height of 0 but that actually had subcontent).
1020                logicalTop = logicalHeight() + collapsedBeforePos - collapsedBeforeNeg;
1021            }
1022        }
1023    } else {
1024        if (mustSeparateMarginBeforeForChild(child)) {
1025            ASSERT(!marginInfo.discardMargin() || (marginInfo.discardMargin() && !marginInfo.margin()));
1026            // If we are at the before side of the block and we collapse, ignore the computed margin
1027            // and just add the child margin to the container height. This will correctly position
1028            // the child inside the container.
1029            LayoutUnit separateMargin = !marginInfo.canCollapseWithMarginBefore() ? marginInfo.margin() : LayoutUnit(0);
1030            setLogicalHeight(logicalHeight() + separateMargin + marginBeforeForChild(child));
1031            logicalTop = logicalHeight();
1032        } else if (!marginInfo.discardMargin() && (!marginInfo.atBeforeSideOfBlock()
1033            || (!marginInfo.canCollapseMarginBeforeWithChildren()
1034            && (!document().inQuirksMode() || !marginInfo.quirkContainer() || !marginInfo.hasMarginBeforeQuirk())))) {
1035            // We're collapsing with a previous sibling's margins and not
1036            // with the top of the block.
1037            setLogicalHeight(logicalHeight() + max(marginInfo.positiveMargin(), posTop) - max(marginInfo.negativeMargin(), negTop));
1038            logicalTop = logicalHeight();
1039        }
1040
1041        marginInfo.setDiscardMargin(childDiscardMarginAfter);
1042
1043        if (!marginInfo.discardMargin()) {
1044            marginInfo.setPositiveMargin(childMargins.positiveMarginAfter());
1045            marginInfo.setNegativeMargin(childMargins.negativeMarginAfter());
1046        } else {
1047            marginInfo.clearMargin();
1048        }
1049
1050        if (marginInfo.margin())
1051            marginInfo.setHasMarginAfterQuirk(hasMarginAfterQuirk(child));
1052    }
1053
1054    // If margins would pull us past the top of the next page, then we need to pull back and pretend like the margins
1055    // collapsed into the page edge.
1056    LayoutState* layoutState = view()->layoutState();
1057    if (layoutState->isPaginated() && layoutState->pageLogicalHeight() && logicalTop > beforeCollapseLogicalTop
1058        && hasNextPage(beforeCollapseLogicalTop)) {
1059        LayoutUnit oldLogicalTop = logicalTop;
1060        logicalTop = min(logicalTop, nextPageLogicalTop(beforeCollapseLogicalTop));
1061        setLogicalHeight(logicalHeight() + (logicalTop - oldLogicalTop));
1062    }
1063
1064    if (prev && prev->isRenderBlockFlow() && !prev->isFloatingOrOutOfFlowPositioned()) {
1065        // If |child| is a self-collapsing block it may have collapsed into a previous sibling and although it hasn't reduced the height of the parent yet
1066        // any floats from the parent will now overhang.
1067        RenderBlockFlow* blockFlow = toRenderBlockFlow(prev);
1068        LayoutUnit oldLogicalHeight = logicalHeight();
1069        setLogicalHeight(logicalTop);
1070        if (blockFlow->containsFloats() && !blockFlow->avoidsFloats() && (blockFlow->logicalTop() + blockFlow->lowestFloatLogicalBottom()) > logicalTop)
1071            addOverhangingFloats(blockFlow, false);
1072        setLogicalHeight(oldLogicalHeight);
1073
1074        // If |child|'s previous sibling is a self-collapsing block that cleared a float and margin collapsing resulted in |child| moving up
1075        // into the margin area of the self-collapsing block then the float it clears is now intruding into |child|. Layout again so that we can look for
1076        // floats in the parent that overhang |child|'s new logical top.
1077        bool logicalTopIntrudesIntoFloat = clearanceForSelfCollapsingBlock > 0 && logicalTop < beforeCollapseLogicalTop;
1078        if (logicalTopIntrudesIntoFloat && containsFloats() && !child->avoidsFloats() && lowestFloatLogicalBottom() > logicalTop)
1079            child->setNeedsLayout();
1080    }
1081
1082    return logicalTop;
1083}
1084
1085void RenderBlockFlow::adjustPositionedBlock(RenderBox* child, const MarginInfo& marginInfo)
1086{
1087    bool isHorizontal = isHorizontalWritingMode();
1088    bool hasStaticBlockPosition = child->style()->hasStaticBlockPosition(isHorizontal);
1089
1090    LayoutUnit logicalTop = logicalHeight();
1091    updateStaticInlinePositionForChild(child, logicalTop);
1092
1093    if (!marginInfo.canCollapseWithMarginBefore()) {
1094        // Positioned blocks don't collapse margins, so add the margin provided by
1095        // the container now. The child's own margin is added later when calculating its logical top.
1096        LayoutUnit collapsedBeforePos = marginInfo.positiveMargin();
1097        LayoutUnit collapsedBeforeNeg = marginInfo.negativeMargin();
1098        logicalTop += collapsedBeforePos - collapsedBeforeNeg;
1099    }
1100
1101    RenderLayer* childLayer = child->layer();
1102    if (childLayer->staticBlockPosition() != logicalTop) {
1103        childLayer->setStaticBlockPosition(logicalTop);
1104        if (hasStaticBlockPosition)
1105            child->setChildNeedsLayout(MarkOnlyThis);
1106    }
1107}
1108
1109LayoutUnit RenderBlockFlow::clearFloatsIfNeeded(RenderBox* child, MarginInfo& marginInfo, LayoutUnit oldTopPosMargin, LayoutUnit oldTopNegMargin, LayoutUnit yPos)
1110{
1111    LayoutUnit heightIncrease = getClearDelta(child, yPos);
1112    if (!heightIncrease)
1113        return yPos;
1114
1115    if (child->isSelfCollapsingBlock()) {
1116        bool childDiscardMargin = mustDiscardMarginBeforeForChild(child) || mustDiscardMarginAfterForChild(child);
1117
1118        // For self-collapsing blocks that clear, they can still collapse their
1119        // margins with following siblings. Reset the current margins to represent
1120        // the self-collapsing block's margins only.
1121        // If DISCARD is specified for -webkit-margin-collapse, reset the margin values.
1122        RenderBlockFlow::MarginValues childMargins = marginValuesForChild(child);
1123        if (!childDiscardMargin) {
1124            marginInfo.setPositiveMargin(max(childMargins.positiveMarginBefore(), childMargins.positiveMarginAfter()));
1125            marginInfo.setNegativeMargin(max(childMargins.negativeMarginBefore(), childMargins.negativeMarginAfter()));
1126        } else {
1127            marginInfo.clearMargin();
1128        }
1129        marginInfo.setDiscardMargin(childDiscardMargin);
1130
1131        // CSS2.1 states:
1132        // "If the top and bottom margins of an element with clearance are adjoining, its margins collapse with
1133        // the adjoining margins of following siblings but that resulting margin does not collapse with the bottom margin of the parent block."
1134        // So the parent's bottom margin cannot collapse through this block or any subsequent self-collapsing blocks. Check subsequent siblings
1135        // for a block with height - if none is found then don't allow the margins to collapse with the parent.
1136        bool wouldCollapseMarginsWithParent = marginInfo.canCollapseMarginAfterWithChildren();
1137        for (RenderBox* curr = child->nextSiblingBox(); curr && wouldCollapseMarginsWithParent; curr = curr->nextSiblingBox()) {
1138            if (!curr->isFloatingOrOutOfFlowPositioned() && !curr->isSelfCollapsingBlock())
1139                wouldCollapseMarginsWithParent = false;
1140        }
1141        if (wouldCollapseMarginsWithParent)
1142            marginInfo.setCanCollapseMarginAfterWithChildren(false);
1143
1144        // For now set the border-top of |child| flush with the bottom border-edge of the float so it can layout any floating or positioned children of
1145        // its own at the correct vertical position. If subsequent siblings attempt to collapse with |child|'s margins in |collapseMargins| we will
1146        // adjust the height of the parent to |child|'s margin top (which if it is positive sits up 'inside' the float it's clearing) so that all three
1147        // margins can collapse at the correct vertical position.
1148        // Per CSS2.1 we need to ensure that any negative margin-top clears |child| beyond the bottom border-edge of the float so that the top border edge of the child
1149        // (i.e. its clearance)  is at a position that satisfies the equation: "the amount of clearance is set so that clearance + margin-top = [height of float],
1150        // i.e., clearance = [height of float] - margin-top".
1151        setLogicalHeight(child->logicalTop() + childMargins.negativeMarginBefore());
1152    } else {
1153        // Increase our height by the amount we had to clear.
1154        setLogicalHeight(logicalHeight() + heightIncrease);
1155    }
1156
1157    if (marginInfo.canCollapseWithMarginBefore()) {
1158        // We can no longer collapse with the top of the block since a clear
1159        // occurred. The empty blocks collapse into the cleared block.
1160        // FIXME: This isn't quite correct. Need clarification for what to do
1161        // if the height the cleared block is offset by is smaller than the
1162        // margins involved.
1163        setMaxMarginBeforeValues(oldTopPosMargin, oldTopNegMargin);
1164        marginInfo.setAtBeforeSideOfBlock(false);
1165
1166        // In case the child discarded the before margin of the block we need to reset the mustDiscardMarginBefore flag to the initial value.
1167        setMustDiscardMarginBefore(style()->marginBeforeCollapse() == MDISCARD);
1168    }
1169
1170    return yPos + heightIncrease;
1171}
1172
1173void RenderBlockFlow::setCollapsedBottomMargin(const MarginInfo& marginInfo)
1174{
1175    if (marginInfo.canCollapseWithMarginAfter() && !marginInfo.canCollapseWithMarginBefore()) {
1176        // Update the after side margin of the container to discard if the after margin of the last child also discards and we collapse with it.
1177        // Don't update the max margin values because we won't need them anyway.
1178        if (marginInfo.discardMargin()) {
1179            setMustDiscardMarginAfter();
1180            return;
1181        }
1182
1183        // Update our max pos/neg bottom margins, since we collapsed our bottom margins
1184        // with our children.
1185        setMaxMarginAfterValues(max(maxPositiveMarginAfter(), marginInfo.positiveMargin()), max(maxNegativeMarginAfter(), marginInfo.negativeMargin()));
1186
1187        if (!marginInfo.hasMarginAfterQuirk())
1188            setHasMarginAfterQuirk(false);
1189
1190        if (marginInfo.hasMarginAfterQuirk() && !marginAfter()) {
1191            // We have no bottom margin and our last child has a quirky margin.
1192            // We will pick up this quirky margin and pass it through.
1193            // This deals with the <td><div><p> case.
1194            setHasMarginAfterQuirk(true);
1195        }
1196    }
1197}
1198
1199void RenderBlockFlow::marginBeforeEstimateForChild(RenderBox* child, LayoutUnit& positiveMarginBefore, LayoutUnit& negativeMarginBefore, bool& discardMarginBefore) const
1200{
1201    // Give up if in quirks mode and we're a body/table cell and the top margin of the child box is quirky.
1202    // Give up if the child specified -webkit-margin-collapse: separate that prevents collapsing.
1203    // FIXME: Use writing mode independent accessor for marginBeforeCollapse.
1204    if ((document().inQuirksMode() && hasMarginAfterQuirk(child) && (isTableCell() || isBody())) || child->style()->marginBeforeCollapse() == MSEPARATE)
1205        return;
1206
1207    // The margins are discarded by a child that specified -webkit-margin-collapse: discard.
1208    // FIXME: Use writing mode independent accessor for marginBeforeCollapse.
1209    if (child->style()->marginBeforeCollapse() == MDISCARD) {
1210        positiveMarginBefore = 0;
1211        negativeMarginBefore = 0;
1212        discardMarginBefore = true;
1213        return;
1214    }
1215
1216    LayoutUnit beforeChildMargin = marginBeforeForChild(child);
1217    positiveMarginBefore = max(positiveMarginBefore, beforeChildMargin);
1218    negativeMarginBefore = max(negativeMarginBefore, -beforeChildMargin);
1219
1220    if (!child->isRenderBlockFlow())
1221        return;
1222
1223    RenderBlockFlow* childBlockFlow = toRenderBlockFlow(child);
1224    if (childBlockFlow->childrenInline() || childBlockFlow->isWritingModeRoot())
1225        return;
1226
1227    MarginInfo childMarginInfo(childBlockFlow, childBlockFlow->borderBefore() + childBlockFlow->paddingBefore(), childBlockFlow->borderAfter() + childBlockFlow->paddingAfter());
1228    if (!childMarginInfo.canCollapseMarginBeforeWithChildren())
1229        return;
1230
1231    RenderBox* grandchildBox = childBlockFlow->firstChildBox();
1232    for ( ; grandchildBox; grandchildBox = grandchildBox->nextSiblingBox()) {
1233        if (!grandchildBox->isFloatingOrOutOfFlowPositioned())
1234            break;
1235    }
1236
1237    // Give up if there is clearance on the box, since it probably won't collapse into us.
1238    if (!grandchildBox || grandchildBox->style()->clear() != CNONE)
1239        return;
1240
1241    // Make sure to update the block margins now for the grandchild box so that we're looking at current values.
1242    if (grandchildBox->needsLayout()) {
1243        grandchildBox->computeAndSetBlockDirectionMargins(this);
1244        if (grandchildBox->isRenderBlock()) {
1245            RenderBlock* grandchildBlock = toRenderBlock(grandchildBox);
1246            grandchildBlock->setHasMarginBeforeQuirk(grandchildBox->style()->hasMarginBeforeQuirk());
1247            grandchildBlock->setHasMarginAfterQuirk(grandchildBox->style()->hasMarginAfterQuirk());
1248        }
1249    }
1250
1251    // Collapse the margin of the grandchild box with our own to produce an estimate.
1252    childBlockFlow->marginBeforeEstimateForChild(grandchildBox, positiveMarginBefore, negativeMarginBefore, discardMarginBefore);
1253}
1254
1255LayoutUnit RenderBlockFlow::estimateLogicalTopPosition(RenderBox* child, const MarginInfo& marginInfo, LayoutUnit& estimateWithoutPagination)
1256{
1257    // FIXME: We need to eliminate the estimation of vertical position, because when it's wrong we sometimes trigger a pathological
1258    // relayout if there are intruding floats.
1259    LayoutUnit logicalTopEstimate = logicalHeight();
1260    if (!marginInfo.canCollapseWithMarginBefore()) {
1261        LayoutUnit positiveMarginBefore = 0;
1262        LayoutUnit negativeMarginBefore = 0;
1263        bool discardMarginBefore = false;
1264        if (child->selfNeedsLayout()) {
1265            // Try to do a basic estimation of how the collapse is going to go.
1266            marginBeforeEstimateForChild(child, positiveMarginBefore, negativeMarginBefore, discardMarginBefore);
1267        } else {
1268            // Use the cached collapsed margin values from a previous layout. Most of the time they
1269            // will be right.
1270            RenderBlockFlow::MarginValues marginValues = marginValuesForChild(child);
1271            positiveMarginBefore = max(positiveMarginBefore, marginValues.positiveMarginBefore());
1272            negativeMarginBefore = max(negativeMarginBefore, marginValues.negativeMarginBefore());
1273            discardMarginBefore = mustDiscardMarginBeforeForChild(child);
1274        }
1275
1276        // Collapse the result with our current margins.
1277        if (!discardMarginBefore)
1278            logicalTopEstimate += max(marginInfo.positiveMargin(), positiveMarginBefore) - max(marginInfo.negativeMargin(), negativeMarginBefore);
1279    }
1280
1281    // Adjust logicalTopEstimate down to the next page if the margins are so large that we don't fit on the current
1282    // page.
1283    LayoutState* layoutState = view()->layoutState();
1284    if (layoutState->isPaginated() && layoutState->pageLogicalHeight() && logicalTopEstimate > logicalHeight()
1285        && hasNextPage(logicalHeight()))
1286        logicalTopEstimate = min(logicalTopEstimate, nextPageLogicalTop(logicalHeight()));
1287
1288    logicalTopEstimate += getClearDelta(child, logicalTopEstimate);
1289
1290    estimateWithoutPagination = logicalTopEstimate;
1291
1292    if (layoutState->isPaginated()) {
1293        // If the object has a page or column break value of "before", then we should shift to the top of the next page.
1294        logicalTopEstimate = applyBeforeBreak(child, logicalTopEstimate);
1295
1296        // For replaced elements and scrolled elements, we want to shift them to the next page if they don't fit on the current one.
1297        logicalTopEstimate = adjustForUnsplittableChild(child, logicalTopEstimate);
1298
1299        if (!child->selfNeedsLayout() && child->isRenderBlock())
1300            logicalTopEstimate += toRenderBlock(child)->paginationStrut();
1301    }
1302
1303    return logicalTopEstimate;
1304}
1305
1306LayoutUnit RenderBlockFlow::marginOffsetForSelfCollapsingBlock()
1307{
1308    ASSERT(isSelfCollapsingBlock());
1309    RenderBlockFlow* parentBlock = toRenderBlockFlow(parent());
1310    if (parentBlock && style()->clear() && parentBlock->getClearDelta(this, logicalHeight()))
1311        return marginValuesForChild(this).positiveMarginBefore();
1312    return LayoutUnit();
1313}
1314
1315void RenderBlockFlow::adjustFloatingBlock(const MarginInfo& marginInfo)
1316{
1317    // The float should be positioned taking into account the bottom margin
1318    // of the previous flow. We add that margin into the height, get the
1319    // float positioned properly, and then subtract the margin out of the
1320    // height again. In the case of self-collapsing blocks, we always just
1321    // use the top margins, since the self-collapsing block collapsed its
1322    // own bottom margin into its top margin.
1323    //
1324    // Note also that the previous flow may collapse its margin into the top of
1325    // our block. If this is the case, then we do not add the margin in to our
1326    // height when computing the position of the float. This condition can be tested
1327    // for by simply calling canCollapseWithMarginBefore. See
1328    // http://www.hixie.ch/tests/adhoc/css/box/block/margin-collapse/046.html for
1329    // an example of this scenario.
1330    LayoutUnit marginOffset = marginInfo.canCollapseWithMarginBefore() ? LayoutUnit() : marginInfo.margin();
1331    setLogicalHeight(logicalHeight() + marginOffset);
1332    positionNewFloats();
1333    setLogicalHeight(logicalHeight() - marginOffset);
1334}
1335
1336void RenderBlockFlow::handleAfterSideOfBlock(LayoutUnit beforeSide, LayoutUnit afterSide, MarginInfo& marginInfo)
1337{
1338    marginInfo.setAtAfterSideOfBlock(true);
1339
1340    // If our last child was a self-collapsing block with clearance then our logical height is flush with the
1341    // bottom edge of the float that the child clears. The correct vertical position for the margin-collapsing we want
1342    // to perform now is at the child's margin-top - so adjust our height to that position.
1343    RenderObject* child = lastChild();
1344    if (child && child->isRenderBlockFlow() && toRenderBlockFlow(child)->isSelfCollapsingBlock())
1345        setLogicalHeight(logicalHeight() - toRenderBlockFlow(child)->marginOffsetForSelfCollapsingBlock());
1346
1347    // If we can't collapse with children then go ahead and add in the bottom margin.
1348    if (!marginInfo.discardMargin() && (!marginInfo.canCollapseWithMarginAfter() && !marginInfo.canCollapseWithMarginBefore()
1349        && (!document().inQuirksMode() || !marginInfo.quirkContainer() || !marginInfo.hasMarginAfterQuirk())))
1350        setLogicalHeight(logicalHeight() + marginInfo.margin());
1351
1352    // Now add in our bottom border/padding.
1353    setLogicalHeight(logicalHeight() + afterSide);
1354
1355    // Negative margins can cause our height to shrink below our minimal height (border/padding).
1356    // If this happens, ensure that the computed height is increased to the minimal height.
1357    setLogicalHeight(max(logicalHeight(), beforeSide + afterSide));
1358
1359    // Update our bottom collapsed margin info.
1360    setCollapsedBottomMargin(marginInfo);
1361}
1362
1363void RenderBlockFlow::setMustDiscardMarginBefore(bool value)
1364{
1365    if (style()->marginBeforeCollapse() == MDISCARD) {
1366        ASSERT(value);
1367        return;
1368    }
1369
1370    if (!m_rareData && !value)
1371        return;
1372
1373    if (!m_rareData)
1374        m_rareData = adoptPtr(new RenderBlockFlowRareData(this));
1375
1376    m_rareData->m_discardMarginBefore = value;
1377}
1378
1379void RenderBlockFlow::setMustDiscardMarginAfter(bool value)
1380{
1381    if (style()->marginAfterCollapse() == MDISCARD) {
1382        ASSERT(value);
1383        return;
1384    }
1385
1386    if (!m_rareData && !value)
1387        return;
1388
1389    if (!m_rareData)
1390        m_rareData = adoptPtr(new RenderBlockFlowRareData(this));
1391
1392    m_rareData->m_discardMarginAfter = value;
1393}
1394
1395bool RenderBlockFlow::mustDiscardMarginBefore() const
1396{
1397    return style()->marginBeforeCollapse() == MDISCARD || (m_rareData && m_rareData->m_discardMarginBefore);
1398}
1399
1400bool RenderBlockFlow::mustDiscardMarginAfter() const
1401{
1402    return style()->marginAfterCollapse() == MDISCARD || (m_rareData && m_rareData->m_discardMarginAfter);
1403}
1404
1405bool RenderBlockFlow::mustDiscardMarginBeforeForChild(const RenderBox* child) const
1406{
1407    ASSERT(!child->selfNeedsLayout());
1408    if (!child->isWritingModeRoot())
1409        return child->isRenderBlockFlow() ? toRenderBlockFlow(child)->mustDiscardMarginBefore() : (child->style()->marginBeforeCollapse() == MDISCARD);
1410    if (child->isHorizontalWritingMode() == isHorizontalWritingMode())
1411        return child->isRenderBlockFlow() ? toRenderBlockFlow(child)->mustDiscardMarginAfter() : (child->style()->marginAfterCollapse() == MDISCARD);
1412
1413    // FIXME: We return false here because the implementation is not geometrically complete. We have values only for before/after, not start/end.
1414    // In case the boxes are perpendicular we assume the property is not specified.
1415    return false;
1416}
1417
1418bool RenderBlockFlow::mustDiscardMarginAfterForChild(const RenderBox* child) const
1419{
1420    ASSERT(!child->selfNeedsLayout());
1421    if (!child->isWritingModeRoot())
1422        return child->isRenderBlockFlow() ? toRenderBlockFlow(child)->mustDiscardMarginAfter() : (child->style()->marginAfterCollapse() == MDISCARD);
1423    if (child->isHorizontalWritingMode() == isHorizontalWritingMode())
1424        return child->isRenderBlockFlow() ? toRenderBlockFlow(child)->mustDiscardMarginBefore() : (child->style()->marginBeforeCollapse() == MDISCARD);
1425
1426    // FIXME: See |mustDiscardMarginBeforeForChild| above.
1427    return false;
1428}
1429
1430void RenderBlockFlow::setMaxMarginBeforeValues(LayoutUnit pos, LayoutUnit neg)
1431{
1432    if (!m_rareData) {
1433        if (pos == RenderBlockFlowRareData::positiveMarginBeforeDefault(this) && neg == RenderBlockFlowRareData::negativeMarginBeforeDefault(this))
1434            return;
1435        m_rareData = adoptPtr(new RenderBlockFlowRareData(this));
1436    }
1437    m_rareData->m_margins.setPositiveMarginBefore(pos);
1438    m_rareData->m_margins.setNegativeMarginBefore(neg);
1439}
1440
1441void RenderBlockFlow::setMaxMarginAfterValues(LayoutUnit pos, LayoutUnit neg)
1442{
1443    if (!m_rareData) {
1444        if (pos == RenderBlockFlowRareData::positiveMarginAfterDefault(this) && neg == RenderBlockFlowRareData::negativeMarginAfterDefault(this))
1445            return;
1446        m_rareData = adoptPtr(new RenderBlockFlowRareData(this));
1447    }
1448    m_rareData->m_margins.setPositiveMarginAfter(pos);
1449    m_rareData->m_margins.setNegativeMarginAfter(neg);
1450}
1451
1452bool RenderBlockFlow::mustSeparateMarginBeforeForChild(const RenderBox* child) const
1453{
1454    ASSERT(!child->selfNeedsLayout());
1455    const RenderStyle* childStyle = child->style();
1456    if (!child->isWritingModeRoot())
1457        return childStyle->marginBeforeCollapse() == MSEPARATE;
1458    if (child->isHorizontalWritingMode() == isHorizontalWritingMode())
1459        return childStyle->marginAfterCollapse() == MSEPARATE;
1460
1461    // FIXME: See |mustDiscardMarginBeforeForChild| above.
1462    return false;
1463}
1464
1465bool RenderBlockFlow::mustSeparateMarginAfterForChild(const RenderBox* child) const
1466{
1467    ASSERT(!child->selfNeedsLayout());
1468    const RenderStyle* childStyle = child->style();
1469    if (!child->isWritingModeRoot())
1470        return childStyle->marginAfterCollapse() == MSEPARATE;
1471    if (child->isHorizontalWritingMode() == isHorizontalWritingMode())
1472        return childStyle->marginBeforeCollapse() == MSEPARATE;
1473
1474    // FIXME: See |mustDiscardMarginBeforeForChild| above.
1475    return false;
1476}
1477
1478LayoutUnit RenderBlockFlow::applyBeforeBreak(RenderBox* child, LayoutUnit logicalOffset)
1479{
1480    // FIXME: Add page break checking here when we support printing.
1481    bool checkColumnBreaks = view()->layoutState()->isPaginatingColumns();
1482    bool checkPageBreaks = !checkColumnBreaks && view()->layoutState()->m_pageLogicalHeight; // FIXME: Once columns can print we have to check this.
1483    RenderFlowThread* flowThread = flowThreadContainingBlock();
1484    bool checkRegionBreaks = flowThread && flowThread->isRenderNamedFlowThread();
1485    bool checkBeforeAlways = (checkColumnBreaks && child->style()->columnBreakBefore() == PBALWAYS) || (checkPageBreaks && child->style()->pageBreakBefore() == PBALWAYS)
1486        || (checkRegionBreaks && child->style()->regionBreakBefore() == PBALWAYS);
1487    if (checkBeforeAlways && inNormalFlow(child) && hasNextPage(logicalOffset, IncludePageBoundary)) {
1488        if (checkColumnBreaks)
1489            view()->layoutState()->addForcedColumnBreak(child, logicalOffset);
1490        if (checkRegionBreaks) {
1491            LayoutUnit offsetBreakAdjustment = 0;
1492            if (flowThread->addForcedRegionBreak(offsetFromLogicalTopOfFirstPage() + logicalOffset, child, true, &offsetBreakAdjustment))
1493                return logicalOffset + offsetBreakAdjustment;
1494        }
1495        return nextPageLogicalTop(logicalOffset, IncludePageBoundary);
1496    }
1497    return logicalOffset;
1498}
1499
1500LayoutUnit RenderBlockFlow::applyAfterBreak(RenderBox* child, LayoutUnit logicalOffset, MarginInfo& marginInfo)
1501{
1502    // FIXME: Add page break checking here when we support printing.
1503    bool checkColumnBreaks = view()->layoutState()->isPaginatingColumns();
1504    bool checkPageBreaks = !checkColumnBreaks && view()->layoutState()->m_pageLogicalHeight; // FIXME: Once columns can print we have to check this.
1505    RenderFlowThread* flowThread = flowThreadContainingBlock();
1506    bool checkRegionBreaks = flowThread && flowThread->isRenderNamedFlowThread();
1507    bool checkAfterAlways = (checkColumnBreaks && child->style()->columnBreakAfter() == PBALWAYS) || (checkPageBreaks && child->style()->pageBreakAfter() == PBALWAYS)
1508        || (checkRegionBreaks && child->style()->regionBreakAfter() == PBALWAYS);
1509    if (checkAfterAlways && inNormalFlow(child) && hasNextPage(logicalOffset, IncludePageBoundary)) {
1510        LayoutUnit marginOffset = marginInfo.canCollapseWithMarginBefore() ? LayoutUnit() : marginInfo.margin();
1511
1512        // So our margin doesn't participate in the next collapsing steps.
1513        marginInfo.clearMargin();
1514
1515        if (checkColumnBreaks)
1516            view()->layoutState()->addForcedColumnBreak(child, logicalOffset);
1517        if (checkRegionBreaks) {
1518            LayoutUnit offsetBreakAdjustment = 0;
1519            if (flowThread->addForcedRegionBreak(offsetFromLogicalTopOfFirstPage() + logicalOffset + marginOffset, child, false, &offsetBreakAdjustment))
1520                return logicalOffset + marginOffset + offsetBreakAdjustment;
1521        }
1522        return nextPageLogicalTop(logicalOffset, IncludePageBoundary);
1523    }
1524    return logicalOffset;
1525}
1526
1527void RenderBlockFlow::addOverflowFromFloats()
1528{
1529    if (!m_floatingObjects)
1530        return;
1531
1532    const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
1533    FloatingObjectSetIterator end = floatingObjectSet.end();
1534    for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
1535        FloatingObject* floatingObject = *it;
1536        if (floatingObject->isDescendant())
1537            addOverflowFromChild(floatingObject->renderer(), IntSize(xPositionForFloatIncludingMargin(floatingObject), yPositionForFloatIncludingMargin(floatingObject)));
1538    }
1539}
1540
1541void RenderBlockFlow::computeOverflow(LayoutUnit oldClientAfterEdge, bool recomputeFloats)
1542{
1543    RenderBlock::computeOverflow(oldClientAfterEdge, recomputeFloats);
1544    if (!hasColumns() && (recomputeFloats || isRoot() || expandsToEncloseOverhangingFloats() || hasSelfPaintingLayer()))
1545        addOverflowFromFloats();
1546}
1547
1548void RenderBlockFlow::deleteLineBoxTree()
1549{
1550    if (containsFloats())
1551        m_floatingObjects->clearLineBoxTreePointers();
1552    RenderBlock::deleteLineBoxTree();
1553}
1554
1555void RenderBlockFlow::markAllDescendantsWithFloatsForLayout(RenderBox* floatToRemove, bool inLayout)
1556{
1557    if (!everHadLayout() && !containsFloats())
1558        return;
1559
1560    MarkingBehavior markParents = inLayout ? MarkOnlyThis : MarkContainingBlockChain;
1561    setChildNeedsLayout(markParents);
1562
1563    if (floatToRemove)
1564        removeFloatingObject(floatToRemove);
1565
1566    // Iterate over our children and mark them as needed.
1567    if (!childrenInline()) {
1568        for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
1569            if ((!floatToRemove && child->isFloatingOrOutOfFlowPositioned()) || !child->isRenderBlock())
1570                continue;
1571            if (!child->isRenderBlockFlow()) {
1572                RenderBlock* childBlock = toRenderBlock(child);
1573                if (childBlock->shrinkToAvoidFloats() && childBlock->everHadLayout())
1574                    childBlock->setChildNeedsLayout(markParents);
1575                continue;
1576            }
1577            RenderBlockFlow* childBlockFlow = toRenderBlockFlow(child);
1578            if ((floatToRemove ? childBlockFlow->containsFloat(floatToRemove) : childBlockFlow->containsFloats()) || childBlockFlow->shrinkToAvoidFloats())
1579                childBlockFlow->markAllDescendantsWithFloatsForLayout(floatToRemove, inLayout);
1580        }
1581    }
1582}
1583
1584void RenderBlockFlow::markSiblingsWithFloatsForLayout(RenderBox* floatToRemove)
1585{
1586    if (!m_floatingObjects)
1587        return;
1588
1589    const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
1590    FloatingObjectSetIterator end = floatingObjectSet.end();
1591
1592    for (RenderObject* next = nextSibling(); next; next = next->nextSibling()) {
1593        if (!next->isRenderBlockFlow() || next->isFloatingOrOutOfFlowPositioned() || toRenderBlock(next)->avoidsFloats())
1594            continue;
1595
1596        RenderBlockFlow* nextBlock = toRenderBlockFlow(next);
1597        for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
1598            RenderBox* floatingBox = (*it)->renderer();
1599            if (floatToRemove && floatingBox != floatToRemove)
1600                continue;
1601            if (nextBlock->containsFloat(floatingBox))
1602                nextBlock->markAllDescendantsWithFloatsForLayout(floatingBox);
1603        }
1604    }
1605}
1606
1607LayoutUnit RenderBlockFlow::getClearDelta(RenderBox* child, LayoutUnit logicalTop)
1608{
1609    // There is no need to compute clearance if we have no floats.
1610    if (!containsFloats())
1611        return 0;
1612
1613    // At least one float is present. We need to perform the clearance computation.
1614    bool clearSet = child->style()->clear() != CNONE;
1615    LayoutUnit logicalBottom = 0;
1616    switch (child->style()->clear()) {
1617    case CNONE:
1618        break;
1619    case CLEFT:
1620        logicalBottom = lowestFloatLogicalBottom(FloatingObject::FloatLeft);
1621        break;
1622    case CRIGHT:
1623        logicalBottom = lowestFloatLogicalBottom(FloatingObject::FloatRight);
1624        break;
1625    case CBOTH:
1626        logicalBottom = lowestFloatLogicalBottom();
1627        break;
1628    }
1629
1630    // We also clear floats if we are too big to sit on the same line as a float (and wish to avoid floats by default).
1631    LayoutUnit result = clearSet ? max<LayoutUnit>(0, logicalBottom - logicalTop) : LayoutUnit();
1632    if (!result && child->avoidsFloats()) {
1633        LayoutUnit newLogicalTop = logicalTop;
1634        while (true) {
1635            LayoutUnit availableLogicalWidthAtNewLogicalTopOffset = availableLogicalWidthForLine(newLogicalTop, false, logicalHeightForChild(child));
1636            if (availableLogicalWidthAtNewLogicalTopOffset == availableLogicalWidthForContent(newLogicalTop))
1637                return newLogicalTop - logicalTop;
1638
1639            RenderRegion* region = regionAtBlockOffset(logicalTopForChild(child));
1640            LayoutRect borderBox = child->borderBoxRectInRegion(region, DoNotCacheRenderBoxRegionInfo);
1641            LayoutUnit childLogicalWidthAtOldLogicalTopOffset = isHorizontalWritingMode() ? borderBox.width() : borderBox.height();
1642
1643            // FIXME: None of this is right for perpendicular writing-mode children.
1644            LayoutUnit childOldLogicalWidth = child->logicalWidth();
1645            LayoutUnit childOldMarginLeft = child->marginLeft();
1646            LayoutUnit childOldMarginRight = child->marginRight();
1647            LayoutUnit childOldLogicalTop = child->logicalTop();
1648
1649            child->setLogicalTop(newLogicalTop);
1650            child->updateLogicalWidth();
1651            region = regionAtBlockOffset(logicalTopForChild(child));
1652            borderBox = child->borderBoxRectInRegion(region, DoNotCacheRenderBoxRegionInfo);
1653            LayoutUnit childLogicalWidthAtNewLogicalTopOffset = isHorizontalWritingMode() ? borderBox.width() : borderBox.height();
1654
1655            child->setLogicalTop(childOldLogicalTop);
1656            child->setLogicalWidth(childOldLogicalWidth);
1657            child->setMarginLeft(childOldMarginLeft);
1658            child->setMarginRight(childOldMarginRight);
1659
1660            if (childLogicalWidthAtNewLogicalTopOffset <= availableLogicalWidthAtNewLogicalTopOffset) {
1661                // Even though we may not be moving, if the logical width did shrink because of the presence of new floats, then
1662                // we need to force a relayout as though we shifted. This happens because of the dynamic addition of overhanging floats
1663                // from previous siblings when negative margins exist on a child (see the addOverhangingFloats call at the end of collapseMargins).
1664                if (childLogicalWidthAtOldLogicalTopOffset != childLogicalWidthAtNewLogicalTopOffset)
1665                    child->setChildNeedsLayout(MarkOnlyThis);
1666                return newLogicalTop - logicalTop;
1667            }
1668
1669            newLogicalTop = nextFloatLogicalBottomBelow(newLogicalTop);
1670            ASSERT(newLogicalTop >= logicalTop);
1671            if (newLogicalTop < logicalTop)
1672                break;
1673        }
1674        ASSERT_NOT_REACHED();
1675    }
1676    return result;
1677}
1678
1679void RenderBlockFlow::createFloatingObjects()
1680{
1681    m_floatingObjects = adoptPtr(new FloatingObjects(this, isHorizontalWritingMode()));
1682}
1683
1684void RenderBlockFlow::styleWillChange(StyleDifference diff, const RenderStyle* newStyle)
1685{
1686    RenderStyle* oldStyle = style();
1687    s_canPropagateFloatIntoSibling = oldStyle ? !isFloatingOrOutOfFlowPositioned() && !avoidsFloats() : false;
1688    if (oldStyle && parent() && diff == StyleDifferenceLayout && oldStyle->position() != newStyle->position()
1689        && containsFloats() && !isFloating() && !isOutOfFlowPositioned() && newStyle->hasOutOfFlowPosition())
1690            markAllDescendantsWithFloatsForLayout();
1691
1692    RenderBlock::styleWillChange(diff, newStyle);
1693}
1694
1695void RenderBlockFlow::styleDidChange(StyleDifference diff, const RenderStyle* oldStyle)
1696{
1697    RenderBlock::styleDidChange(diff, oldStyle);
1698
1699    // After our style changed, if we lose our ability to propagate floats into next sibling
1700    // blocks, then we need to find the top most parent containing that overhanging float and
1701    // then mark its descendants with floats for layout and clear all floats from its next
1702    // sibling blocks that exist in our floating objects list. See bug 56299 and 62875.
1703    bool canPropagateFloatIntoSibling = !isFloatingOrOutOfFlowPositioned() && !avoidsFloats();
1704    if (diff == StyleDifferenceLayout && s_canPropagateFloatIntoSibling && !canPropagateFloatIntoSibling && hasOverhangingFloats()) {
1705        RenderBlockFlow* parentBlockFlow = this;
1706        const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
1707        FloatingObjectSetIterator end = floatingObjectSet.end();
1708
1709        for (RenderObject* curr = parent(); curr && !curr->isRenderView(); curr = curr->parent()) {
1710            if (curr->isRenderBlockFlow()) {
1711                RenderBlockFlow* currBlock = toRenderBlockFlow(curr);
1712
1713                if (currBlock->hasOverhangingFloats()) {
1714                    for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
1715                        RenderBox* renderer = (*it)->renderer();
1716                        if (currBlock->hasOverhangingFloat(renderer)) {
1717                            parentBlockFlow = currBlock;
1718                            break;
1719                        }
1720                    }
1721                }
1722            }
1723        }
1724
1725        parentBlockFlow->markAllDescendantsWithFloatsForLayout();
1726        parentBlockFlow->markSiblingsWithFloatsForLayout();
1727    }
1728
1729    if (renderNamedFlowFragment())
1730        renderNamedFlowFragment()->setStyleForNamedFlowFragment(style());
1731}
1732
1733void RenderBlockFlow::updateStaticInlinePositionForChild(RenderBox* child, LayoutUnit logicalTop)
1734{
1735    if (child->style()->isOriginalDisplayInlineType())
1736        setStaticInlinePositionForChild(child, logicalTop, startAlignedOffsetForLine(logicalTop, false));
1737    else
1738        setStaticInlinePositionForChild(child, logicalTop, startOffsetForContent(logicalTop));
1739}
1740
1741void RenderBlockFlow::setStaticInlinePositionForChild(RenderBox* child, LayoutUnit blockOffset, LayoutUnit inlinePosition)
1742{
1743    if (flowThreadContainingBlock()) {
1744        // Shift the inline position to exclude the region offset.
1745        inlinePosition += startOffsetForContent() - startOffsetForContent(blockOffset);
1746    }
1747    child->layer()->setStaticInlinePosition(inlinePosition);
1748}
1749
1750void RenderBlockFlow::moveAllChildrenIncludingFloatsTo(RenderBlock* toBlock, bool fullRemoveInsert)
1751{
1752    RenderBlockFlow* toBlockFlow = toRenderBlockFlow(toBlock);
1753    moveAllChildrenTo(toBlockFlow, fullRemoveInsert);
1754
1755    // When a portion of the render tree is being detached, anonymous blocks
1756    // will be combined as their children are deleted. In this process, the
1757    // anonymous block later in the tree is merged into the one preceeding it.
1758    // It can happen that the later block (this) contains floats that the
1759    // previous block (toBlockFlow) did not contain, and thus are not in the
1760    // floating objects list for toBlockFlow. This can result in toBlockFlow containing
1761    // floats that are not in it's floating objects list, but are in the
1762    // floating objects lists of siblings and parents. This can cause problems
1763    // when the float itself is deleted, since the deletion code assumes that
1764    // if a float is not in it's containing block's floating objects list, it
1765    // isn't in any floating objects list. In order to preserve this condition
1766    // (removing it has serious performance implications), we need to copy the
1767    // floating objects from the old block (this) to the new block (toBlockFlow).
1768    // The float's metrics will likely all be wrong, but since toBlockFlow is
1769    // already marked for layout, this will get fixed before anything gets
1770    // displayed.
1771    // See bug https://code.google.com/p/chromium/issues/detail?id=230907
1772    if (m_floatingObjects) {
1773        if (!toBlockFlow->m_floatingObjects)
1774            toBlockFlow->createFloatingObjects();
1775
1776        const FloatingObjectSet& fromFloatingObjectSet = m_floatingObjects->set();
1777        FloatingObjectSetIterator end = fromFloatingObjectSet.end();
1778
1779        for (FloatingObjectSetIterator it = fromFloatingObjectSet.begin(); it != end; ++it) {
1780            FloatingObject* floatingObject = *it;
1781
1782            // Don't insert the object again if it's already in the list
1783            if (toBlockFlow->containsFloat(floatingObject->renderer()))
1784                continue;
1785
1786            toBlockFlow->m_floatingObjects->add(floatingObject->unsafeClone());
1787        }
1788    }
1789
1790}
1791
1792void RenderBlockFlow::repaintOverhangingFloats(bool paintAllDescendants)
1793{
1794    // Repaint any overhanging floats (if we know we're the one to paint them).
1795    // Otherwise, bail out.
1796    if (!hasOverhangingFloats())
1797        return;
1798
1799    // FIXME: Avoid disabling LayoutState. At the very least, don't disable it for floats originating
1800    // in this block. Better yet would be to push extra state for the containers of other floats.
1801    LayoutStateDisabler layoutStateDisabler(view());
1802    const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
1803    FloatingObjectSetIterator end = floatingObjectSet.end();
1804    for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
1805        FloatingObject* floatingObject = *it;
1806        // Only repaint the object if it is overhanging, is not in its own layer, and
1807        // is our responsibility to paint (m_shouldPaint is set). When paintAllDescendants is true, the latter
1808        // condition is replaced with being a descendant of us.
1809        if (logicalBottomForFloat(floatingObject) > logicalHeight()
1810            && !floatingObject->renderer()->hasSelfPaintingLayer()
1811            && (floatingObject->shouldPaint() || (paintAllDescendants && floatingObject->renderer()->isDescendantOf(this)))) {
1812
1813            RenderBox* floatingRenderer = floatingObject->renderer();
1814            LayoutRectRecorder recorder(*floatingRenderer);
1815            if (RuntimeEnabledFeatures::repaintAfterLayoutEnabled())
1816                floatingRenderer->setShouldDoFullRepaintAfterLayout(true);
1817            else
1818                floatingRenderer->repaint();
1819
1820            floatingRenderer->repaintOverhangingFloats(false);
1821        }
1822    }
1823}
1824
1825void RenderBlockFlow::repaintOverflow()
1826{
1827    // FIXME: We could tighten up the left and right invalidation points if we let layoutInlineChildren fill them in based off the particular lines
1828    // it had to lay out. We wouldn't need the hasOverflowClip() hack in that case either.
1829    LayoutUnit repaintLogicalLeft = logicalLeftVisualOverflow();
1830    LayoutUnit repaintLogicalRight = logicalRightVisualOverflow();
1831    if (hasOverflowClip()) {
1832        // If we have clipped overflow, we should use layout overflow as well, since visual overflow from lines didn't propagate to our block's overflow.
1833        // Note the old code did this as well but even for overflow:visible. The addition of hasOverflowClip() at least tightens up the hack a bit.
1834        // layoutInlineChildren should be patched to compute the entire repaint rect.
1835        repaintLogicalLeft = min(repaintLogicalLeft, logicalLeftLayoutOverflow());
1836        repaintLogicalRight = max(repaintLogicalRight, logicalRightLayoutOverflow());
1837    }
1838
1839    LayoutRect repaintRect;
1840    if (isHorizontalWritingMode())
1841        repaintRect = LayoutRect(repaintLogicalLeft, m_repaintLogicalTop, repaintLogicalRight - repaintLogicalLeft, m_repaintLogicalBottom - m_repaintLogicalTop);
1842    else
1843        repaintRect = LayoutRect(m_repaintLogicalTop, repaintLogicalLeft, m_repaintLogicalBottom - m_repaintLogicalTop, repaintLogicalRight - repaintLogicalLeft);
1844
1845    // The repaint rect may be split across columns, in which case adjustRectForColumns() will return the union.
1846    adjustRectForColumns(repaintRect);
1847
1848    repaintRect.inflate(maximalOutlineSize(PaintPhaseOutline));
1849
1850    if (hasOverflowClip()) {
1851        // Adjust repaint rect for scroll offset
1852        repaintRect.move(-scrolledContentOffset());
1853
1854        // Don't allow this rect to spill out of our overflow box.
1855        repaintRect.intersect(LayoutRect(LayoutPoint(), size()));
1856    }
1857
1858    // Make sure the rect is still non-empty after intersecting for overflow above
1859    if (!repaintRect.isEmpty()) {
1860        repaintRectangle(repaintRect); // We need to do a partial repaint of our content.
1861        if (hasReflection())
1862            repaintRectangle(reflectedRect(repaintRect));
1863    }
1864
1865    m_repaintLogicalTop = 0;
1866    m_repaintLogicalBottom = 0;
1867}
1868
1869void RenderBlockFlow::paintFloats(PaintInfo& paintInfo, const LayoutPoint& paintOffset, bool preservePhase)
1870{
1871    if (!m_floatingObjects)
1872        return;
1873
1874    const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
1875    FloatingObjectSetIterator end = floatingObjectSet.end();
1876    for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
1877        FloatingObject* floatingObject = *it;
1878        // Only paint the object if our m_shouldPaint flag is set.
1879        if (floatingObject->shouldPaint() && !floatingObject->renderer()->hasSelfPaintingLayer()) {
1880            PaintInfo currentPaintInfo(paintInfo);
1881            currentPaintInfo.phase = preservePhase ? paintInfo.phase : PaintPhaseBlockBackground;
1882            // FIXME: LayoutPoint version of xPositionForFloatIncludingMargin would make this much cleaner.
1883            LayoutPoint childPoint = flipFloatForWritingModeForChild(floatingObject, LayoutPoint(paintOffset.x() + xPositionForFloatIncludingMargin(floatingObject) - floatingObject->renderer()->x(), paintOffset.y() + yPositionForFloatIncludingMargin(floatingObject) - floatingObject->renderer()->y()));
1884            floatingObject->renderer()->paint(currentPaintInfo, childPoint);
1885            if (!preservePhase) {
1886                currentPaintInfo.phase = PaintPhaseChildBlockBackgrounds;
1887                floatingObject->renderer()->paint(currentPaintInfo, childPoint);
1888                currentPaintInfo.phase = PaintPhaseFloat;
1889                floatingObject->renderer()->paint(currentPaintInfo, childPoint);
1890                currentPaintInfo.phase = PaintPhaseForeground;
1891                floatingObject->renderer()->paint(currentPaintInfo, childPoint);
1892                currentPaintInfo.phase = PaintPhaseOutline;
1893                floatingObject->renderer()->paint(currentPaintInfo, childPoint);
1894            }
1895        }
1896    }
1897}
1898
1899void RenderBlockFlow::clipOutFloatingObjects(RenderBlock* rootBlock, const PaintInfo* paintInfo, const LayoutPoint& rootBlockPhysicalPosition, const LayoutSize& offsetFromRootBlock)
1900{
1901    if (m_floatingObjects) {
1902        const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
1903        FloatingObjectSetIterator end = floatingObjectSet.end();
1904        for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
1905            FloatingObject* floatingObject = *it;
1906            LayoutRect floatBox(offsetFromRootBlock.width() + xPositionForFloatIncludingMargin(floatingObject),
1907                offsetFromRootBlock.height() + yPositionForFloatIncludingMargin(floatingObject),
1908                floatingObject->renderer()->width(), floatingObject->renderer()->height());
1909            rootBlock->flipForWritingMode(floatBox);
1910            floatBox.move(rootBlockPhysicalPosition.x(), rootBlockPhysicalPosition.y());
1911            paintInfo->context->clipOut(pixelSnappedIntRect(floatBox));
1912        }
1913    }
1914}
1915
1916void RenderBlockFlow::clearFloats(EClear clear)
1917{
1918    positionNewFloats();
1919    // set y position
1920    LayoutUnit newY = 0;
1921    switch (clear) {
1922    case CLEFT:
1923        newY = lowestFloatLogicalBottom(FloatingObject::FloatLeft);
1924        break;
1925    case CRIGHT:
1926        newY = lowestFloatLogicalBottom(FloatingObject::FloatRight);
1927        break;
1928    case CBOTH:
1929        newY = lowestFloatLogicalBottom();
1930    default:
1931        break;
1932    }
1933    if (height() < newY)
1934        setLogicalHeight(newY);
1935}
1936
1937bool RenderBlockFlow::containsFloat(RenderBox* renderer) const
1938{
1939    return m_floatingObjects && m_floatingObjects->set().contains<FloatingObjectHashTranslator>(renderer);
1940}
1941
1942void RenderBlockFlow::removeFloatingObjects()
1943{
1944    if (!m_floatingObjects)
1945        return;
1946
1947    m_floatingObjects->clear();
1948}
1949
1950LayoutPoint RenderBlockFlow::flipFloatForWritingModeForChild(const FloatingObject* child, const LayoutPoint& point) const
1951{
1952    if (!style()->isFlippedBlocksWritingMode())
1953        return point;
1954
1955    // This is similar to RenderBox::flipForWritingModeForChild. We have to subtract out our left/top offsets twice, since
1956    // it's going to get added back in. We hide this complication here so that the calling code looks normal for the unflipped
1957    // case.
1958    if (isHorizontalWritingMode())
1959        return LayoutPoint(point.x(), point.y() + height() - child->renderer()->height() - 2 * yPositionForFloatIncludingMargin(child));
1960    return LayoutPoint(point.x() + width() - child->renderer()->width() - 2 * xPositionForFloatIncludingMargin(child), point.y());
1961}
1962
1963LayoutUnit RenderBlockFlow::logicalLeftOffsetForPositioningFloat(LayoutUnit logicalTop, LayoutUnit fixedOffset, bool applyTextIndent, LayoutUnit* heightRemaining) const
1964{
1965    LayoutUnit offset = fixedOffset;
1966    if (m_floatingObjects && m_floatingObjects->hasLeftObjects())
1967        offset = m_floatingObjects->logicalLeftOffsetForPositioningFloat(fixedOffset, logicalTop, heightRemaining);
1968    return adjustLogicalLeftOffsetForLine(offset, applyTextIndent);
1969}
1970
1971LayoutUnit RenderBlockFlow::logicalRightOffsetForPositioningFloat(LayoutUnit logicalTop, LayoutUnit fixedOffset, bool applyTextIndent, LayoutUnit* heightRemaining) const
1972{
1973    LayoutUnit offset = fixedOffset;
1974    if (m_floatingObjects && m_floatingObjects->hasRightObjects())
1975        offset = m_floatingObjects->logicalRightOffsetForPositioningFloat(fixedOffset, logicalTop, heightRemaining);
1976    return adjustLogicalRightOffsetForLine(offset, applyTextIndent);
1977}
1978
1979LayoutPoint RenderBlockFlow::computeLogicalLocationForFloat(const FloatingObject* floatingObject, LayoutUnit logicalTopOffset) const
1980{
1981    RenderBox* childBox = floatingObject->renderer();
1982    LayoutUnit logicalLeftOffset = logicalLeftOffsetForContent(logicalTopOffset); // Constant part of left offset.
1983    LayoutUnit logicalRightOffset; // Constant part of right offset.
1984    // FIXME Bug 102948: This only works for shape outside directly set on this block.
1985    ShapeInsideInfo* shapeInsideInfo = this->layoutShapeInsideInfo();
1986    // FIXME: Implement behavior for right floats.
1987    if (shapeInsideInfo) {
1988        LayoutSize floatLogicalSize = logicalSizeForFloat(floatingObject);
1989        // floatingObject's logicalSize doesn't contain the actual height at this point, so we need to calculate it
1990        floatLogicalSize.setHeight(logicalHeightForChild(childBox) + marginBeforeForChild(childBox) + marginAfterForChild(childBox));
1991
1992        // FIXME: If the float doesn't fit in the shape we should push it under the content box
1993        logicalTopOffset = shapeInsideInfo->computeFirstFitPositionForFloat(floatLogicalSize);
1994        if (logicalHeight() > logicalTopOffset)
1995            logicalTopOffset = logicalHeight();
1996
1997        SegmentList segments = shapeInsideInfo->computeSegmentsForLine(logicalTopOffset, floatLogicalSize.height());
1998        // FIXME: Add support for shapes with multiple segments.
1999        if (segments.size() == 1) {
2000            // The segment offsets are relative to the content box.
2001            logicalRightOffset = logicalLeftOffset + segments[0].logicalRight;
2002            logicalLeftOffset += segments[0].logicalLeft;
2003        }
2004    } else {
2005        logicalRightOffset = logicalRightOffsetForContent(logicalTopOffset);
2006    }
2007
2008    LayoutUnit floatLogicalWidth = min(logicalWidthForFloat(floatingObject), logicalRightOffset - logicalLeftOffset); // The width we look for.
2009
2010    LayoutUnit floatLogicalLeft;
2011
2012    bool insideFlowThread = flowThreadContainingBlock();
2013
2014    if (childBox->style()->floating() == LeftFloat) {
2015        LayoutUnit heightRemainingLeft = 1;
2016        LayoutUnit heightRemainingRight = 1;
2017        floatLogicalLeft = logicalLeftOffsetForPositioningFloat(logicalTopOffset, logicalLeftOffset, false, &heightRemainingLeft);
2018        while (logicalRightOffsetForPositioningFloat(logicalTopOffset, logicalRightOffset, false, &heightRemainingRight) - floatLogicalLeft < floatLogicalWidth) {
2019            logicalTopOffset += min(heightRemainingLeft, heightRemainingRight);
2020            floatLogicalLeft = logicalLeftOffsetForPositioningFloat(logicalTopOffset, logicalLeftOffset, false, &heightRemainingLeft);
2021            if (insideFlowThread) {
2022                // Have to re-evaluate all of our offsets, since they may have changed.
2023                logicalRightOffset = logicalRightOffsetForContent(logicalTopOffset); // Constant part of right offset.
2024                logicalLeftOffset = logicalLeftOffsetForContent(logicalTopOffset); // Constant part of left offset.
2025                floatLogicalWidth = min(logicalWidthForFloat(floatingObject), logicalRightOffset - logicalLeftOffset);
2026            }
2027        }
2028        floatLogicalLeft = max(logicalLeftOffset - borderAndPaddingLogicalLeft(), floatLogicalLeft);
2029    } else {
2030        LayoutUnit heightRemainingLeft = 1;
2031        LayoutUnit heightRemainingRight = 1;
2032        floatLogicalLeft = logicalRightOffsetForPositioningFloat(logicalTopOffset, logicalRightOffset, false, &heightRemainingRight);
2033        while (floatLogicalLeft - logicalLeftOffsetForPositioningFloat(logicalTopOffset, logicalLeftOffset, false, &heightRemainingLeft) < floatLogicalWidth) {
2034            logicalTopOffset += min(heightRemainingLeft, heightRemainingRight);
2035            floatLogicalLeft = logicalRightOffsetForPositioningFloat(logicalTopOffset, logicalRightOffset, false, &heightRemainingRight);
2036            if (insideFlowThread) {
2037                // Have to re-evaluate all of our offsets, since they may have changed.
2038                logicalRightOffset = logicalRightOffsetForContent(logicalTopOffset); // Constant part of right offset.
2039                logicalLeftOffset = logicalLeftOffsetForContent(logicalTopOffset); // Constant part of left offset.
2040                floatLogicalWidth = min(logicalWidthForFloat(floatingObject), logicalRightOffset - logicalLeftOffset);
2041            }
2042        }
2043        // Use the original width of the float here, since the local variable
2044        // |floatLogicalWidth| was capped to the available line width. See
2045        // fast/block/float/clamped-right-float.html.
2046        floatLogicalLeft -= logicalWidthForFloat(floatingObject);
2047    }
2048
2049    return LayoutPoint(floatLogicalLeft, logicalTopOffset);
2050}
2051
2052FloatingObject* RenderBlockFlow::insertFloatingObject(RenderBox* floatBox)
2053{
2054    ASSERT(floatBox->isFloating());
2055
2056    // Create the list of special objects if we don't aleady have one
2057    if (!m_floatingObjects) {
2058        createFloatingObjects();
2059    } else {
2060        // Don't insert the object again if it's already in the list
2061        const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
2062        FloatingObjectSetIterator it = floatingObjectSet.find<FloatingObjectHashTranslator>(floatBox);
2063        if (it != floatingObjectSet.end())
2064            return *it;
2065    }
2066
2067    // Create the special object entry & append it to the list
2068
2069    OwnPtr<FloatingObject> newObj = FloatingObject::create(floatBox);
2070
2071    // Our location is irrelevant if we're unsplittable or no pagination is in effect.
2072    // Just go ahead and lay out the float.
2073    bool isChildRenderBlock = floatBox->isRenderBlock();
2074    if (isChildRenderBlock && !floatBox->needsLayout() && view()->layoutState()->pageLogicalHeightChanged())
2075        floatBox->setChildNeedsLayout(MarkOnlyThis);
2076
2077    bool needsBlockDirectionLocationSetBeforeLayout = isChildRenderBlock && view()->layoutState()->needsBlockDirectionLocationSetBeforeLayout();
2078    if (!needsBlockDirectionLocationSetBeforeLayout || isWritingModeRoot()) { // We are unsplittable if we're a block flow root.
2079        floatBox->layoutIfNeeded();
2080    } else {
2081        floatBox->updateLogicalWidth();
2082        floatBox->computeAndSetBlockDirectionMargins(this);
2083    }
2084
2085    setLogicalWidthForFloat(newObj.get(), logicalWidthForChild(floatBox) + marginStartForChild(floatBox) + marginEndForChild(floatBox));
2086
2087    return m_floatingObjects->add(newObj.release());
2088}
2089
2090void RenderBlockFlow::removeFloatingObject(RenderBox* floatBox)
2091{
2092    if (m_floatingObjects) {
2093        const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
2094        FloatingObjectSetIterator it = floatingObjectSet.find<FloatingObjectHashTranslator>(floatBox);
2095        if (it != floatingObjectSet.end()) {
2096            FloatingObject* floatingObject = *it;
2097            if (childrenInline()) {
2098                LayoutUnit logicalTop = logicalTopForFloat(floatingObject);
2099                LayoutUnit logicalBottom = logicalBottomForFloat(floatingObject);
2100
2101                // Fix for https://bugs.webkit.org/show_bug.cgi?id=54995.
2102                if (logicalBottom < 0 || logicalBottom < logicalTop || logicalTop == LayoutUnit::max()) {
2103                    logicalBottom = LayoutUnit::max();
2104                } else {
2105                    // Special-case zero- and less-than-zero-height floats: those don't touch
2106                    // the line that they're on, but it still needs to be dirtied. This is
2107                    // accomplished by pretending they have a height of 1.
2108                    logicalBottom = max(logicalBottom, logicalTop + 1);
2109                }
2110                if (floatingObject->originatingLine()) {
2111                    if (!selfNeedsLayout()) {
2112                        ASSERT(floatingObject->originatingLine()->renderer() == this);
2113                        floatingObject->originatingLine()->markDirty();
2114                    }
2115#if !ASSERT_DISABLED
2116                    floatingObject->setOriginatingLine(0);
2117#endif
2118                }
2119                markLinesDirtyInBlockRange(0, logicalBottom);
2120            }
2121            m_floatingObjects->remove(floatingObject);
2122        }
2123    }
2124}
2125
2126void RenderBlockFlow::removeFloatingObjectsBelow(FloatingObject* lastFloat, int logicalOffset)
2127{
2128    if (!containsFloats())
2129        return;
2130
2131    const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
2132    FloatingObject* curr = floatingObjectSet.last();
2133    while (curr != lastFloat && (!curr->isPlaced() || logicalTopForFloat(curr) >= logicalOffset)) {
2134        m_floatingObjects->remove(curr);
2135        if (floatingObjectSet.isEmpty())
2136            break;
2137        curr = floatingObjectSet.last();
2138    }
2139}
2140
2141bool RenderBlockFlow::positionNewFloats()
2142{
2143    if (!m_floatingObjects)
2144        return false;
2145
2146    const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
2147    if (floatingObjectSet.isEmpty())
2148        return false;
2149
2150    // If all floats have already been positioned, then we have no work to do.
2151    if (floatingObjectSet.last()->isPlaced())
2152        return false;
2153
2154    // Move backwards through our floating object list until we find a float that has
2155    // already been positioned. Then we'll be able to move forward, positioning all of
2156    // the new floats that need it.
2157    FloatingObjectSetIterator it = floatingObjectSet.end();
2158    --it; // Go to last item.
2159    FloatingObjectSetIterator begin = floatingObjectSet.begin();
2160    FloatingObject* lastPlacedFloatingObject = 0;
2161    while (it != begin) {
2162        --it;
2163        if ((*it)->isPlaced()) {
2164            lastPlacedFloatingObject = *it;
2165            ++it;
2166            break;
2167        }
2168    }
2169
2170    LayoutUnit logicalTop = logicalHeight();
2171
2172    // The float cannot start above the top position of the last positioned float.
2173    if (lastPlacedFloatingObject)
2174        logicalTop = max(logicalTopForFloat(lastPlacedFloatingObject), logicalTop);
2175
2176    FloatingObjectSetIterator end = floatingObjectSet.end();
2177    // Now walk through the set of unpositioned floats and place them.
2178    for (; it != end; ++it) {
2179        FloatingObject* floatingObject = *it;
2180        // The containing block is responsible for positioning floats, so if we have floats in our
2181        // list that come from somewhere else, do not attempt to position them.
2182        if (floatingObject->renderer()->containingBlock() != this)
2183            continue;
2184
2185        RenderBox* childBox = floatingObject->renderer();
2186        LayoutUnit childLogicalLeftMargin = style()->isLeftToRightDirection() ? marginStartForChild(childBox) : marginEndForChild(childBox);
2187
2188        LayoutRect oldRect = childBox->frameRect();
2189
2190        if (childBox->style()->clear() & CLEFT)
2191            logicalTop = max(lowestFloatLogicalBottom(FloatingObject::FloatLeft), logicalTop);
2192        if (childBox->style()->clear() & CRIGHT)
2193            logicalTop = max(lowestFloatLogicalBottom(FloatingObject::FloatRight), logicalTop);
2194
2195        LayoutPoint floatLogicalLocation = computeLogicalLocationForFloat(floatingObject, logicalTop);
2196
2197        setLogicalLeftForFloat(floatingObject, floatLogicalLocation.x());
2198
2199        setLogicalLeftForChild(childBox, floatLogicalLocation.x() + childLogicalLeftMargin);
2200        setLogicalTopForChild(childBox, floatLogicalLocation.y() + marginBeforeForChild(childBox));
2201
2202        SubtreeLayoutScope layoutScope(childBox);
2203        LayoutState* layoutState = view()->layoutState();
2204        bool isPaginated = layoutState->isPaginated();
2205        if (isPaginated && !childBox->needsLayout())
2206            childBox->markForPaginationRelayoutIfNeeded(layoutScope);
2207
2208        childBox->layoutIfNeeded();
2209
2210        if (isPaginated) {
2211            // If we are unsplittable and don't fit, then we need to move down.
2212            // We include our margins as part of the unsplittable area.
2213            LayoutUnit newLogicalTop = adjustForUnsplittableChild(childBox, floatLogicalLocation.y(), true);
2214
2215            // See if we have a pagination strut that is making us move down further.
2216            // Note that an unsplittable child can't also have a pagination strut, so this is
2217            // exclusive with the case above.
2218            RenderBlock* childBlock = childBox->isRenderBlock() ? toRenderBlock(childBox) : 0;
2219            if (childBlock && childBlock->paginationStrut()) {
2220                newLogicalTop += childBlock->paginationStrut();
2221                childBlock->setPaginationStrut(0);
2222            }
2223
2224            if (newLogicalTop != floatLogicalLocation.y()) {
2225                floatingObject->setPaginationStrut(newLogicalTop - floatLogicalLocation.y());
2226
2227                floatLogicalLocation = computeLogicalLocationForFloat(floatingObject, newLogicalTop);
2228                setLogicalLeftForFloat(floatingObject, floatLogicalLocation.x());
2229
2230                setLogicalLeftForChild(childBox, floatLogicalLocation.x() + childLogicalLeftMargin);
2231                setLogicalTopForChild(childBox, floatLogicalLocation.y() + marginBeforeForChild(childBox));
2232
2233                if (childBlock)
2234                    childBlock->setChildNeedsLayout(MarkOnlyThis);
2235                childBox->layoutIfNeeded();
2236            }
2237        }
2238
2239        setLogicalTopForFloat(floatingObject, floatLogicalLocation.y());
2240
2241        setLogicalHeightForFloat(floatingObject, logicalHeightForChild(childBox) + marginBeforeForChild(childBox) + marginAfterForChild(childBox));
2242
2243        m_floatingObjects->addPlacedObject(floatingObject);
2244
2245        if (ShapeOutsideInfo* shapeOutside = childBox->shapeOutsideInfo())
2246            shapeOutside->setShapeSize(logicalWidthForChild(childBox), logicalHeightForChild(childBox));
2247
2248        // If the child moved, we have to repaint it.
2249        if (childBox->checkForRepaintDuringLayout())
2250            childBox->repaintDuringLayoutIfMoved(oldRect);
2251    }
2252    return true;
2253}
2254
2255bool RenderBlockFlow::hasOverhangingFloat(RenderBox* renderer)
2256{
2257    if (!m_floatingObjects || hasColumns() || !parent())
2258        return false;
2259
2260    const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
2261    FloatingObjectSetIterator it = floatingObjectSet.find<FloatingObjectHashTranslator>(renderer);
2262    if (it == floatingObjectSet.end())
2263        return false;
2264
2265    return logicalBottomForFloat(*it) > logicalHeight();
2266}
2267
2268void RenderBlockFlow::addIntrudingFloats(RenderBlockFlow* prev, LayoutUnit logicalLeftOffset, LayoutUnit logicalTopOffset)
2269{
2270    ASSERT(!avoidsFloats());
2271
2272    // If the parent or previous sibling doesn't have any floats to add, don't bother.
2273    if (!prev->m_floatingObjects)
2274        return;
2275
2276    logicalLeftOffset += marginLogicalLeft();
2277
2278    const FloatingObjectSet& prevSet = prev->m_floatingObjects->set();
2279    FloatingObjectSetIterator prevEnd = prevSet.end();
2280    for (FloatingObjectSetIterator prevIt = prevSet.begin(); prevIt != prevEnd; ++prevIt) {
2281        FloatingObject* floatingObject = *prevIt;
2282        if (logicalBottomForFloat(floatingObject) > logicalTopOffset) {
2283            if (!m_floatingObjects || !m_floatingObjects->set().contains(floatingObject)) {
2284                // We create the floating object list lazily.
2285                if (!m_floatingObjects)
2286                    createFloatingObjects();
2287
2288                // Applying the child's margin makes no sense in the case where the child was passed in.
2289                // since this margin was added already through the modification of the |logicalLeftOffset| variable
2290                // above. |logicalLeftOffset| will equal the margin in this case, so it's already been taken
2291                // into account. Only apply this code if prev is the parent, since otherwise the left margin
2292                // will get applied twice.
2293                LayoutSize offset = isHorizontalWritingMode()
2294                    ? LayoutSize(logicalLeftOffset - (prev != parent() ? prev->marginLeft() : LayoutUnit()), logicalTopOffset)
2295                    : LayoutSize(logicalTopOffset, logicalLeftOffset - (prev != parent() ? prev->marginTop() : LayoutUnit()));
2296
2297                m_floatingObjects->add(floatingObject->copyToNewContainer(offset));
2298            }
2299        }
2300    }
2301}
2302
2303LayoutUnit RenderBlockFlow::addOverhangingFloats(RenderBlockFlow* child, bool makeChildPaintOtherFloats)
2304{
2305    // Prevent floats from being added to the canvas by the root element, e.g., <html>.
2306    if (child->hasOverflowClip() || !child->containsFloats() || child->isRoot() || child->hasColumns() || child->isWritingModeRoot())
2307        return 0;
2308
2309    LayoutUnit childLogicalTop = child->logicalTop();
2310    LayoutUnit childLogicalLeft = child->logicalLeft();
2311    LayoutUnit lowestFloatLogicalBottom = 0;
2312
2313    // Floats that will remain the child's responsibility to paint should factor into its
2314    // overflow.
2315    FloatingObjectSetIterator childEnd = child->m_floatingObjects->set().end();
2316    for (FloatingObjectSetIterator childIt = child->m_floatingObjects->set().begin(); childIt != childEnd; ++childIt) {
2317        FloatingObject* floatingObject = *childIt;
2318        LayoutUnit logicalBottomForFloat = min(this->logicalBottomForFloat(floatingObject), LayoutUnit::max() - childLogicalTop);
2319        LayoutUnit logicalBottom = childLogicalTop + logicalBottomForFloat;
2320        lowestFloatLogicalBottom = max(lowestFloatLogicalBottom, logicalBottom);
2321
2322        if (logicalBottom > logicalHeight()) {
2323            // If the object is not in the list, we add it now.
2324            if (!containsFloat(floatingObject->renderer())) {
2325                LayoutSize offset = isHorizontalWritingMode() ? LayoutSize(-childLogicalLeft, -childLogicalTop) : LayoutSize(-childLogicalTop, -childLogicalLeft);
2326                bool shouldPaint = false;
2327
2328                // The nearest enclosing layer always paints the float (so that zindex and stacking
2329                // behaves properly). We always want to propagate the desire to paint the float as
2330                // far out as we can, to the outermost block that overlaps the float, stopping only
2331                // if we hit a self-painting layer boundary.
2332                if (floatingObject->renderer()->enclosingFloatPaintingLayer() == enclosingFloatPaintingLayer()) {
2333                    floatingObject->setShouldPaint(false);
2334                    shouldPaint = true;
2335                }
2336                // We create the floating object list lazily.
2337                if (!m_floatingObjects)
2338                    createFloatingObjects();
2339
2340                m_floatingObjects->add(floatingObject->copyToNewContainer(offset, shouldPaint, true));
2341            }
2342        } else {
2343            if (makeChildPaintOtherFloats && !floatingObject->shouldPaint() && !floatingObject->renderer()->hasSelfPaintingLayer()
2344                && floatingObject->renderer()->isDescendantOf(child) && floatingObject->renderer()->enclosingFloatPaintingLayer() == child->enclosingFloatPaintingLayer()) {
2345                // The float is not overhanging from this block, so if it is a descendant of the child, the child should
2346                // paint it (the other case is that it is intruding into the child), unless it has its own layer or enclosing
2347                // layer.
2348                // If makeChildPaintOtherFloats is false, it means that the child must already know about all the floats
2349                // it should paint.
2350                floatingObject->setShouldPaint(true);
2351            }
2352
2353            // Since the float doesn't overhang, it didn't get put into our list. We need to go ahead and add its overflow in to the
2354            // child now.
2355            if (floatingObject->isDescendant())
2356                child->addOverflowFromChild(floatingObject->renderer(), LayoutSize(xPositionForFloatIncludingMargin(floatingObject), yPositionForFloatIncludingMargin(floatingObject)));
2357        }
2358    }
2359    return lowestFloatLogicalBottom;
2360}
2361
2362LayoutUnit RenderBlockFlow::lowestFloatLogicalBottom(FloatingObject::Type floatType) const
2363{
2364    if (!m_floatingObjects)
2365        return 0;
2366
2367    return m_floatingObjects->lowestFloatLogicalBottom(floatType);
2368}
2369
2370LayoutUnit RenderBlockFlow::nextFloatLogicalBottomBelow(LayoutUnit logicalHeight, ShapeOutsideFloatOffsetMode offsetMode) const
2371{
2372    if (!m_floatingObjects)
2373        return logicalHeight;
2374
2375    LayoutUnit logicalBottom = LayoutUnit::max();
2376    const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
2377    FloatingObjectSetIterator end = floatingObjectSet.end();
2378    for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
2379        FloatingObject* floatingObject = *it;
2380        LayoutUnit floatLogicalBottom = logicalBottomForFloat(floatingObject);
2381        ShapeOutsideInfo* shapeOutside = floatingObject->renderer()->shapeOutsideInfo();
2382        if (shapeOutside && (offsetMode == ShapeOutsideFloatShapeOffset)) {
2383            LayoutUnit shapeLogicalBottom = logicalTopForFloat(floatingObject) + marginBeforeForChild(floatingObject->renderer()) + shapeOutside->shapeLogicalBottom();
2384            // Use the shapeLogicalBottom unless it extends outside of the margin box, in which case it is clipped.
2385            if (shapeLogicalBottom < floatLogicalBottom)
2386                floatLogicalBottom = shapeLogicalBottom;
2387        }
2388        if (floatLogicalBottom > logicalHeight)
2389            logicalBottom = min(floatLogicalBottom, logicalBottom);
2390    }
2391
2392    return logicalBottom == LayoutUnit::max() ? LayoutUnit() : logicalBottom;
2393}
2394
2395bool RenderBlockFlow::hitTestFloats(const HitTestRequest& request, HitTestResult& result, const HitTestLocation& locationInContainer, const LayoutPoint& accumulatedOffset)
2396{
2397    if (!m_floatingObjects)
2398        return false;
2399
2400    LayoutPoint adjustedLocation = accumulatedOffset;
2401    if (isRenderView()) {
2402        adjustedLocation += toLayoutSize(toRenderView(this)->frameView()->scrollPosition());
2403    }
2404
2405    const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
2406    FloatingObjectSetIterator begin = floatingObjectSet.begin();
2407    for (FloatingObjectSetIterator it = floatingObjectSet.end(); it != begin;) {
2408        --it;
2409        FloatingObject* floatingObject = *it;
2410        if (floatingObject->shouldPaint() && !floatingObject->renderer()->hasSelfPaintingLayer()) {
2411            LayoutUnit xOffset = xPositionForFloatIncludingMargin(floatingObject) - floatingObject->renderer()->x();
2412            LayoutUnit yOffset = yPositionForFloatIncludingMargin(floatingObject) - floatingObject->renderer()->y();
2413            LayoutPoint childPoint = flipFloatForWritingModeForChild(floatingObject, adjustedLocation + LayoutSize(xOffset, yOffset));
2414            if (floatingObject->renderer()->hitTest(request, result, locationInContainer, childPoint)) {
2415                updateHitTestResult(result, locationInContainer.point() - toLayoutSize(childPoint));
2416                return true;
2417            }
2418        }
2419    }
2420
2421    return false;
2422}
2423
2424void RenderBlockFlow::adjustForBorderFit(LayoutUnit x, LayoutUnit& left, LayoutUnit& right) const
2425{
2426    RenderBlock::adjustForBorderFit(x, left, right);
2427    if (m_floatingObjects && style()->visibility() == VISIBLE) {
2428        const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
2429        FloatingObjectSetIterator end = floatingObjectSet.end();
2430        for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
2431            FloatingObject* floatingObject = *it;
2432            // Only examine the object if our m_shouldPaint flag is set.
2433            if (floatingObject->shouldPaint()) {
2434                LayoutUnit floatLeft = xPositionForFloatIncludingMargin(floatingObject) - floatingObject->renderer()->x();
2435                LayoutUnit floatRight = floatLeft + floatingObject->renderer()->width();
2436                left = min(left, floatLeft);
2437                right = max(right, floatRight);
2438            }
2439        }
2440    }
2441}
2442
2443LayoutUnit RenderBlockFlow::logicalLeftFloatOffsetForLine(LayoutUnit logicalTop, LayoutUnit fixedOffset, LayoutUnit logicalHeight) const
2444{
2445    if (m_floatingObjects && m_floatingObjects->hasLeftObjects())
2446        return m_floatingObjects->logicalLeftOffset(fixedOffset, logicalTop, logicalHeight);
2447
2448    return fixedOffset;
2449}
2450
2451LayoutUnit RenderBlockFlow::logicalRightFloatOffsetForLine(LayoutUnit logicalTop, LayoutUnit fixedOffset, LayoutUnit logicalHeight) const
2452{
2453    if (m_floatingObjects && m_floatingObjects->hasRightObjects())
2454        return m_floatingObjects->logicalRightOffset(fixedOffset, logicalTop, logicalHeight);
2455
2456    return fixedOffset;
2457}
2458
2459GapRects RenderBlockFlow::inlineSelectionGaps(RenderBlock* rootBlock, const LayoutPoint& rootBlockPhysicalPosition, const LayoutSize& offsetFromRootBlock,
2460    LayoutUnit& lastLogicalTop, LayoutUnit& lastLogicalLeft, LayoutUnit& lastLogicalRight, const PaintInfo* paintInfo)
2461{
2462    GapRects result;
2463
2464    bool containsStart = selectionState() == SelectionStart || selectionState() == SelectionBoth;
2465
2466    if (!firstLineBox()) {
2467        if (containsStart) {
2468            // Go ahead and update our lastLogicalTop to be the bottom of the block.  <hr>s or empty blocks with height can trip this
2469            // case.
2470            lastLogicalTop = rootBlock->blockDirectionOffset(offsetFromRootBlock) + logicalHeight();
2471            lastLogicalLeft = logicalLeftSelectionOffset(rootBlock, logicalHeight());
2472            lastLogicalRight = logicalRightSelectionOffset(rootBlock, logicalHeight());
2473        }
2474        return result;
2475    }
2476
2477    RootInlineBox* lastSelectedLine = 0;
2478    RootInlineBox* curr;
2479    for (curr = firstRootBox(); curr && !curr->hasSelectedChildren(); curr = curr->nextRootBox()) { }
2480
2481    // Now paint the gaps for the lines.
2482    for (; curr && curr->hasSelectedChildren(); curr = curr->nextRootBox()) {
2483        LayoutUnit selTop =  curr->selectionTopAdjustedForPrecedingBlock();
2484        LayoutUnit selHeight = curr->selectionHeightAdjustedForPrecedingBlock();
2485
2486        if (!containsStart && !lastSelectedLine && selectionState() != SelectionStart && selectionState() != SelectionBoth) {
2487            result.uniteCenter(blockSelectionGap(rootBlock, rootBlockPhysicalPosition, offsetFromRootBlock, lastLogicalTop,
2488                lastLogicalLeft, lastLogicalRight, selTop, paintInfo));
2489        }
2490
2491        LayoutRect logicalRect(curr->logicalLeft(), selTop, curr->logicalWidth(), selTop + selHeight);
2492        logicalRect.move(isHorizontalWritingMode() ? offsetFromRootBlock : offsetFromRootBlock.transposedSize());
2493        LayoutRect physicalRect = rootBlock->logicalRectToPhysicalRect(rootBlockPhysicalPosition, logicalRect);
2494        if (!paintInfo || (isHorizontalWritingMode() && physicalRect.y() < paintInfo->rect.maxY() && physicalRect.maxY() > paintInfo->rect.y())
2495            || (!isHorizontalWritingMode() && physicalRect.x() < paintInfo->rect.maxX() && physicalRect.maxX() > paintInfo->rect.x()))
2496            result.unite(curr->lineSelectionGap(rootBlock, rootBlockPhysicalPosition, offsetFromRootBlock, selTop, selHeight, paintInfo));
2497
2498        lastSelectedLine = curr;
2499    }
2500
2501    if (containsStart && !lastSelectedLine) {
2502        // VisibleSelection must start just after our last line.
2503        lastSelectedLine = lastRootBox();
2504    }
2505
2506    if (lastSelectedLine && selectionState() != SelectionEnd && selectionState() != SelectionBoth) {
2507        // Go ahead and update our lastY to be the bottom of the last selected line.
2508        lastLogicalTop = rootBlock->blockDirectionOffset(offsetFromRootBlock) + lastSelectedLine->selectionBottom();
2509        lastLogicalLeft = logicalLeftSelectionOffset(rootBlock, lastSelectedLine->selectionBottom());
2510        lastLogicalRight = logicalRightSelectionOffset(rootBlock, lastSelectedLine->selectionBottom());
2511    }
2512    return result;
2513}
2514
2515template <typename CharacterType>
2516static inline TextRun constructTextRunInternal(RenderObject* context, const Font& font, const CharacterType* characters, int length, RenderStyle* style, TextRun::ExpansionBehavior expansion)
2517{
2518    ASSERT(style);
2519
2520    TextDirection textDirection = LTR;
2521    bool directionalOverride = style->rtlOrdering() == VisualOrder;
2522
2523    TextRun run(characters, length, 0, 0, expansion, textDirection, directionalOverride);
2524    if (textRunNeedsRenderingContext(font))
2525        run.setRenderingContext(SVGTextRunRenderingContext::create(context));
2526
2527    return run;
2528}
2529
2530template <typename CharacterType>
2531static inline TextRun constructTextRunInternal(RenderObject* context, const Font& font, const CharacterType* characters, int length, RenderStyle* style, TextRun::ExpansionBehavior expansion, TextRunFlags flags)
2532{
2533    ASSERT(style);
2534
2535    TextDirection textDirection = LTR;
2536    bool directionalOverride = style->rtlOrdering() == VisualOrder;
2537    if (flags != DefaultTextRunFlags) {
2538        if (flags & RespectDirection)
2539            textDirection = style->direction();
2540        if (flags & RespectDirectionOverride)
2541            directionalOverride |= isOverride(style->unicodeBidi());
2542    }
2543
2544    TextRun run(characters, length, 0, 0, expansion, textDirection, directionalOverride);
2545    if (!directionalOverride) {
2546        BidiResolver<TextRunIterator, BidiCharacterRun> bidiResolver;
2547        bidiResolver.setStatus(BidiStatus(run.direction(), run.directionalOverride()));
2548        bidiResolver.setPositionIgnoringNestedIsolates(TextRunIterator(&run, 0));
2549        bool hasStrongDirectionality;
2550        TextDirection direction = bidiResolver.determineParagraphDirectionality(&hasStrongDirectionality);
2551        if (hasStrongDirectionality)
2552            run.setDirection(direction);
2553    }
2554
2555    if (textRunNeedsRenderingContext(font))
2556        run.setRenderingContext(SVGTextRunRenderingContext::create(context));
2557
2558    return run;
2559}
2560
2561TextRun RenderBlockFlow::constructTextRun(RenderObject* context, const Font& font, const LChar* characters, int length, RenderStyle* style, TextRun::ExpansionBehavior expansion)
2562{
2563    return constructTextRunInternal(context, font, characters, length, style, expansion);
2564}
2565
2566TextRun RenderBlockFlow::constructTextRun(RenderObject* context, const Font& font, const UChar* characters, int length, RenderStyle* style, TextRun::ExpansionBehavior expansion)
2567{
2568    return constructTextRunInternal(context, font, characters, length, style, expansion);
2569}
2570
2571TextRun RenderBlockFlow::constructTextRun(RenderObject* context, const Font& font, const RenderText* text, RenderStyle* style, TextRun::ExpansionBehavior expansion)
2572{
2573    if (text->is8Bit())
2574        return constructTextRunInternal(context, font, text->characters8(), text->textLength(), style, expansion);
2575    return constructTextRunInternal(context, font, text->characters16(), text->textLength(), style, expansion);
2576}
2577
2578TextRun RenderBlockFlow::constructTextRun(RenderObject* context, const Font& font, const RenderText* text, unsigned offset, unsigned length, RenderStyle* style, TextRun::ExpansionBehavior expansion)
2579{
2580    ASSERT(offset + length <= text->textLength());
2581    if (text->is8Bit())
2582        return constructTextRunInternal(context, font, text->characters8() + offset, length, style, expansion);
2583    return constructTextRunInternal(context, font, text->characters16() + offset, length, style, expansion);
2584}
2585
2586TextRun RenderBlockFlow::constructTextRun(RenderObject* context, const Font& font, const String& string, RenderStyle* style, TextRun::ExpansionBehavior expansion, TextRunFlags flags)
2587{
2588    unsigned length = string.length();
2589    if (!length)
2590        return constructTextRunInternal(context, font, static_cast<const LChar*>(0), length, style, expansion, flags);
2591    if (string.is8Bit())
2592        return constructTextRunInternal(context, font, string.characters8(), length, style, expansion, flags);
2593    return constructTextRunInternal(context, font, string.characters16(), length, style, expansion, flags);
2594}
2595
2596RootInlineBox* RenderBlockFlow::createRootInlineBox()
2597{
2598    return new RootInlineBox(this);
2599}
2600
2601void RenderBlockFlow::createRenderNamedFlowFragmentIfNeeded()
2602{
2603    if (!RuntimeEnabledFeatures::cssRegionsEnabled()
2604        || renderNamedFlowFragment()
2605        || isRenderNamedFlowFragment())
2606        return;
2607
2608    RenderStyle* styleToUse = style();
2609    if (styleToUse->isDisplayRegionType() && styleToUse->hasFlowFrom() && document().renderView()) {
2610        RenderNamedFlowFragment* flowFragment = RenderNamedFlowFragment::createAnonymous(&document());
2611        flowFragment->setStyleForNamedFlowFragment(styleToUse);
2612        setRenderNamedFlowFragment(flowFragment);
2613        addChild(flowFragment);
2614    }
2615}
2616
2617void RenderBlockFlow::insertedIntoTree()
2618{
2619    RenderBlock::insertedIntoTree();
2620
2621    createRenderNamedFlowFragmentIfNeeded();
2622}
2623
2624bool RenderBlockFlow::canHaveChildren() const
2625{
2626    return !renderNamedFlowFragment() ? RenderBlock::canHaveChildren() : renderNamedFlowFragment()->canHaveChildren();
2627}
2628
2629bool RenderBlockFlow::canHaveGeneratedChildren() const
2630{
2631    return !renderNamedFlowFragment() ? RenderBlock::canHaveGeneratedChildren() : renderNamedFlowFragment()->canHaveGeneratedChildren();
2632}
2633
2634void RenderBlockFlow::updateLogicalHeight()
2635{
2636    RenderBlock::updateLogicalHeight();
2637
2638    if (renderNamedFlowFragment())
2639        renderNamedFlowFragment()->setLogicalHeight(max<LayoutUnit>(0, logicalHeight() - borderAndPaddingLogicalHeight()));
2640}
2641
2642void RenderBlockFlow::setRenderNamedFlowFragment(RenderNamedFlowFragment* flowFragment)
2643{
2644    RenderBlockFlow::RenderBlockFlowRareData& rareData = ensureRareData();
2645    if (rareData.m_renderNamedFlowFragment)
2646        rareData.m_renderNamedFlowFragment->destroy();
2647    rareData.m_renderNamedFlowFragment = flowFragment;
2648}
2649
2650RenderBlockFlow::RenderBlockFlowRareData& RenderBlockFlow::ensureRareData()
2651{
2652    if (m_rareData)
2653        return *m_rareData;
2654
2655    m_rareData = adoptPtr(new RenderBlockFlowRareData(this));
2656    return *m_rareData;
2657}
2658
2659} // namespace WebCore
2660