Merge from Chromium at DEPS revision r198571

This commit was generated by merge_to_master.py.

Change-Id: I3a7f89ea6b8c017335bd52739166aed708cad1e5
diff --git a/Source/core/rendering/RenderFlowThread.cpp b/Source/core/rendering/RenderFlowThread.cpp
new file mode 100644
index 0000000..2f1788b
--- /dev/null
+++ b/Source/core/rendering/RenderFlowThread.cpp
@@ -0,0 +1,991 @@
+/*
+ * Copyright (C) 2011 Adobe Systems Incorporated. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ *
+ * 1. Redistributions of source code must retain the above
+ *    copyright notice, this list of conditions and the following
+ *    disclaimer.
+ * 2. Redistributions in binary form must reproduce the above
+ *    copyright notice, this list of conditions and the following
+ *    disclaimer in the documentation and/or other materials
+ *    provided with the distribution.
+ * 
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDER "AS IS" AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE
+ * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY,
+ * OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+ * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR
+ * TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF
+ * THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
+ * SUCH DAMAGE.
+ */
+
+#include "config.h"
+
+#include "core/rendering/RenderFlowThread.h"
+
+#include "core/dom/Node.h"
+#include "core/platform/PODIntervalTree.h"
+#include "core/platform/graphics/transforms/TransformState.h"
+#include "core/rendering/FlowThreadController.h"
+#include "core/rendering/HitTestRequest.h"
+#include "core/rendering/HitTestResult.h"
+#include "core/rendering/PaintInfo.h"
+#include "core/rendering/RenderBoxRegionInfo.h"
+#include "core/rendering/RenderLayer.h"
+#include "core/rendering/RenderRegion.h"
+#include "core/rendering/RenderView.h"
+
+namespace WebCore {
+
+RenderFlowThread::RenderFlowThread()
+    : RenderBlock(0)
+    , m_autoLogicalHeightRegionsCount(0)
+    , m_regionsInvalidated(false)
+    , m_regionsHaveUniformLogicalWidth(true)
+    , m_regionsHaveUniformLogicalHeight(true)
+    , m_overset(true)
+    , m_hasRegionsWithStyling(false)
+    , m_dispatchRegionLayoutUpdateEvent(false)
+    , m_pageLogicalSizeChanged(false)
+    , m_inConstrainedLayoutPhase(false)
+    , m_needsTwoPhasesLayout(false)
+{
+    setFlowThreadState(InsideOutOfFlowThread);
+}
+
+PassRefPtr<RenderStyle> RenderFlowThread::createFlowThreadStyle(RenderStyle* parentStyle)
+{
+    RefPtr<RenderStyle> newStyle(RenderStyle::create());
+    newStyle->inheritFrom(parentStyle);
+    newStyle->setDisplay(BLOCK);
+    newStyle->setPosition(AbsolutePosition);
+    newStyle->setZIndex(0);
+    newStyle->setLeft(Length(0, Fixed));
+    newStyle->setTop(Length(0, Fixed));
+    newStyle->setWidth(Length(100, Percent));
+    newStyle->setHeight(Length(100, Percent));
+    newStyle->font().update(0);
+    
+    return newStyle.release();
+}
+
+void RenderFlowThread::styleDidChange(StyleDifference diff, const RenderStyle* oldStyle)
+{
+    RenderBlock::styleDidChange(diff, oldStyle);
+
+    if (oldStyle && oldStyle->writingMode() != style()->writingMode())
+        m_regionsInvalidated = true;
+}
+
+void RenderFlowThread::removeFlowChildInfo(RenderObject* child)
+{
+    if (child->isBox())
+        removeRenderBoxRegionInfo(toRenderBox(child));
+    clearRenderObjectCustomStyle(child);
+}
+
+void RenderFlowThread::addRegionToThread(RenderRegion* renderRegion)
+{
+    ASSERT(renderRegion);
+    m_regionList.add(renderRegion);
+    renderRegion->setIsValid(true);
+}
+
+void RenderFlowThread::removeRegionFromThread(RenderRegion* renderRegion)
+{
+    ASSERT(renderRegion);
+    m_regionList.remove(renderRegion);
+}
+
+void RenderFlowThread::invalidateRegions()
+{
+    if (m_regionsInvalidated) {
+        ASSERT(selfNeedsLayout());
+        return;
+    }
+
+    m_regionRangeMap.clear();
+    m_breakBeforeToRegionMap.clear();
+    m_breakAfterToRegionMap.clear();
+    setNeedsLayout(true);
+
+    m_regionsInvalidated = true;
+}
+
+class CurrentRenderFlowThreadDisabler {
+    WTF_MAKE_NONCOPYABLE(CurrentRenderFlowThreadDisabler);
+public:
+    CurrentRenderFlowThreadDisabler(RenderView* view)
+        : m_view(view)
+        , m_renderFlowThread(0)
+    {
+        m_renderFlowThread = m_view->flowThreadController()->currentRenderFlowThread();
+        if (m_renderFlowThread)
+            view->flowThreadController()->setCurrentRenderFlowThread(0);
+    }
+    ~CurrentRenderFlowThreadDisabler()
+    {
+        if (m_renderFlowThread)
+            m_view->flowThreadController()->setCurrentRenderFlowThread(m_renderFlowThread);
+    }
+private:
+    RenderView* m_view;
+    RenderFlowThread* m_renderFlowThread;
+};
+
+void RenderFlowThread::validateRegions()
+{
+    if (m_regionsInvalidated) {
+        m_regionsInvalidated = false;
+        m_regionsHaveUniformLogicalWidth = true;
+        m_regionsHaveUniformLogicalHeight = true;
+
+        if (hasRegions()) {
+            LayoutUnit previousRegionLogicalWidth = 0;
+            LayoutUnit previousRegionLogicalHeight = 0;
+            bool firstRegionVisited = false;
+            
+            for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
+                RenderRegion* region = *iter;
+                ASSERT(!region->needsLayout() || region->isRenderRegionSet());
+
+                region->deleteAllRenderBoxRegionInfo();
+
+                // In the normal layout phase we need to initialize the overrideLogicalContentHeight for auto-height regions.
+                // See initializeRegionsOverrideLogicalContentHeight for the explanation.
+                // Also, if we have auto-height regions we can't assume m_regionsHaveUniformLogicalHeight to be true in the first phase
+                // because the auto-height regions don't have their height computed yet.
+                if (!inConstrainedLayoutPhase() && region->hasAutoLogicalHeight()) {
+                    region->setOverrideLogicalContentHeight(region->maxPageLogicalHeight());
+                    m_regionsHaveUniformLogicalHeight = false;
+                }
+
+                LayoutUnit regionLogicalWidth = region->pageLogicalWidth();
+                LayoutUnit regionLogicalHeight = region->pageLogicalHeight();
+
+                if (!firstRegionVisited)
+                    firstRegionVisited = true;
+                else {
+                    if (m_regionsHaveUniformLogicalWidth && previousRegionLogicalWidth != regionLogicalWidth)
+                        m_regionsHaveUniformLogicalWidth = false;
+                    if (m_regionsHaveUniformLogicalHeight && previousRegionLogicalHeight != regionLogicalHeight)
+                        m_regionsHaveUniformLogicalHeight = false;
+                }
+
+                previousRegionLogicalWidth = regionLogicalWidth;
+            }
+        }
+    }
+
+    updateLogicalWidth(); // Called to get the maximum logical width for the region.
+    updateRegionsFlowThreadPortionRect();
+}
+
+void RenderFlowThread::layout()
+{
+    StackStats::LayoutCheckPoint layoutCheckPoint;
+
+    m_pageLogicalSizeChanged = m_regionsInvalidated && everHadLayout();
+
+    // In case this is the second pass of the normal phase we need to update the auto-height regions to their initial value.
+    // If the region chain was invalidated this will happen anyway.
+    if (!m_regionsInvalidated && !inConstrainedLayoutPhase())
+        initializeRegionsOverrideLogicalContentHeight();
+
+    validateRegions();
+
+    // This is the first phase of the layout and because we have auto-height regions we'll need a second
+    // pass to update the flow with the computed auto-height regions.
+    m_needsTwoPhasesLayout = !inConstrainedLayoutPhase() && hasAutoLogicalHeightRegions();
+
+    CurrentRenderFlowThreadMaintainer currentFlowThreadSetter(this);
+    RenderBlock::layout();
+
+    m_pageLogicalSizeChanged = false;
+
+    if (lastRegion())
+        lastRegion()->expandToEncompassFlowThreadContentsIfNeeded();
+
+    if (shouldDispatchRegionLayoutUpdateEvent())
+        dispatchRegionLayoutUpdateEvent();
+}
+
+void RenderFlowThread::updateLogicalWidth()
+{
+    LayoutUnit logicalWidth = initialLogicalWidth();
+    for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
+        RenderRegion* region = *iter;
+        ASSERT(!region->needsLayout() || region->isRenderRegionSet());
+        logicalWidth = max(region->pageLogicalWidth(), logicalWidth);
+    }
+    setLogicalWidth(logicalWidth);
+
+    // If the regions have non-uniform logical widths, then insert inset information for the RenderFlowThread.
+    for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
+        RenderRegion* region = *iter;
+        LayoutUnit regionLogicalWidth = region->pageLogicalWidth();
+        if (regionLogicalWidth != logicalWidth) {
+            LayoutUnit logicalLeft = style()->direction() == LTR ? LayoutUnit() : logicalWidth - regionLogicalWidth;
+            region->setRenderBoxRegionInfo(this, logicalLeft, regionLogicalWidth, false);
+        }
+    }
+}
+
+void RenderFlowThread::computeLogicalHeight(LayoutUnit, LayoutUnit logicalTop, LogicalExtentComputedValues& computedValues) const
+{
+    computedValues.m_position = logicalTop;
+    computedValues.m_extent = 0;
+
+    for (RenderRegionList::const_iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
+        RenderRegion* region = *iter;
+        ASSERT(!region->needsLayout() || region->isRenderRegionSet());
+
+        computedValues.m_extent += region->logicalHeightOfAllFlowThreadContent();
+    }
+}
+
+LayoutRect RenderFlowThread::computeRegionClippingRect(const LayoutPoint& offset, const LayoutRect& flowThreadPortionRect, const LayoutRect& flowThreadPortionOverflowRect) const
+{
+    LayoutRect regionClippingRect(offset + (flowThreadPortionOverflowRect.location() - flowThreadPortionRect.location()), flowThreadPortionOverflowRect.size());
+    if (style()->isFlippedBlocksWritingMode())
+        regionClippingRect.move(flowThreadPortionRect.size() - flowThreadPortionOverflowRect.size());
+    return regionClippingRect;
+}
+
+void RenderFlowThread::paintFlowThreadPortionInRegion(PaintInfo& paintInfo, RenderRegion* region, LayoutRect flowThreadPortionRect, LayoutRect flowThreadPortionOverflowRect, const LayoutPoint& paintOffset) const
+{
+    GraphicsContext* context = paintInfo.context;
+    if (!context)
+        return;
+
+    // RenderFlowThread should start painting its content in a position that is offset
+    // from the region rect's current position. The amount of offset is equal to the location of
+    // the flow thread portion in the flow thread's local coordinates.
+    // Note that we have to pixel snap the location at which we're going to paint, since this is necessary
+    // to minimize the amount of incorrect snapping that would otherwise occur.
+    // If we tried to paint by applying a non-integral translation, then all the
+    // layout code that attempted to pixel snap would be incorrect.
+    IntPoint adjustedPaintOffset;
+    LayoutPoint portionLocation;
+    if (style()->isFlippedBlocksWritingMode()) {
+        LayoutRect flippedFlowThreadPortionRect(flowThreadPortionRect);
+        flipForWritingMode(flippedFlowThreadPortionRect);
+        portionLocation = flippedFlowThreadPortionRect.location();
+    } else
+        portionLocation = flowThreadPortionRect.location();
+    adjustedPaintOffset = roundedIntPoint(paintOffset - portionLocation);
+
+    // The clipping rect for the region is set up by assuming the flowThreadPortionRect is going to paint offset from adjustedPaintOffset.
+    // Remember that we pixel snapped and moved the paintOffset and stored the snapped result in adjustedPaintOffset. Now we add back in
+    // the flowThreadPortionRect's location to get the spot where we expect the portion to actually paint. This can be non-integral and
+    // that's ok. We then pixel snap the resulting clipping rect to account for snapping that will occur when the flow thread paints.
+    IntRect regionClippingRect = pixelSnappedIntRect(computeRegionClippingRect(adjustedPaintOffset + portionLocation, flowThreadPortionRect, flowThreadPortionOverflowRect));
+
+    PaintInfo info(paintInfo);
+    info.rect.intersect(regionClippingRect);
+
+    if (!info.rect.isEmpty()) {
+        context->save();
+
+        context->clip(regionClippingRect);
+
+        context->translate(adjustedPaintOffset.x(), adjustedPaintOffset.y());
+        info.rect.moveBy(-adjustedPaintOffset);
+        
+        layer()->paint(context, info.rect, 0, 0, region, RenderLayer::PaintLayerTemporaryClipRects);
+
+        context->restore();
+    }
+}
+
+bool RenderFlowThread::hitTestFlowThreadPortionInRegion(RenderRegion* region, LayoutRect flowThreadPortionRect, LayoutRect flowThreadPortionOverflowRect, const HitTestRequest& request, HitTestResult& result, const HitTestLocation& locationInContainer, const LayoutPoint& accumulatedOffset) const
+{
+    LayoutRect regionClippingRect = computeRegionClippingRect(accumulatedOffset, flowThreadPortionRect, flowThreadPortionOverflowRect);
+    if (!regionClippingRect.contains(locationInContainer.point()))
+        return false;
+
+    LayoutSize renderFlowThreadOffset;
+    if (style()->isFlippedBlocksWritingMode()) {
+        LayoutRect flippedFlowThreadPortionRect(flowThreadPortionRect);
+        flipForWritingMode(flippedFlowThreadPortionRect);
+        renderFlowThreadOffset = accumulatedOffset - flippedFlowThreadPortionRect.location();
+    } else
+        renderFlowThreadOffset = accumulatedOffset - flowThreadPortionRect.location();
+
+    // Always ignore clipping, since the RenderFlowThread has nothing to do with the bounds of the FrameView.
+    HitTestRequest newRequest(request.type() | HitTestRequest::IgnoreClipping | HitTestRequest::DisallowShadowContent);
+    HitTestResult tempResult(result);
+
+    // Make a new temporary HitTestLocation in the new region.
+    HitTestLocation newHitTestLocation(locationInContainer, -renderFlowThreadOffset, region);
+
+    bool isPointInsideFlowThread = layer()->hitTest(newRequest, newHitTestLocation, tempResult);
+
+    // We want to make sure we hit a node from the content inside the flow thread.
+    isPointInsideFlowThread = isPointInsideFlowThread && !tempResult.innerNode()->isDocumentNode();
+    if (isPointInsideFlowThread)
+        result = tempResult;
+
+    // FIXME: Should we set result.m_localPoint back to the RenderRegion's coordinate space or leave it in the RenderFlowThread's coordinate
+    // space? Right now it's staying in the RenderFlowThread's coordinate space, which may end up being ok. We will know more when we get around to
+    // patching positionForPoint.
+    return isPointInsideFlowThread;
+}
+
+bool RenderFlowThread::shouldRepaint(const LayoutRect& r) const
+{
+    if (view()->printing() || r.isEmpty())
+        return false;
+
+    return true;
+}
+
+void RenderFlowThread::repaintRectangleInRegions(const LayoutRect& repaintRect) const
+{
+    if (!shouldRepaint(repaintRect) || !hasValidRegionInfo())
+        return;
+
+    LayoutStateDisabler layoutStateDisabler(view()); // We can't use layout state to repaint, since the regions are somewhere else.
+
+    // We can't use currentFlowThread as it is possible to have interleaved flow threads and the wrong one could be used.
+    // Let each region figure out the proper enclosing flow thread.
+    CurrentRenderFlowThreadDisabler disabler(view());
+    
+    for (RenderRegionList::const_iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
+        RenderRegion* region = *iter;
+
+        region->repaintFlowThreadContent(repaintRect);
+    }
+}
+
+RenderRegion* RenderFlowThread::regionAtBlockOffset(LayoutUnit offset, bool extendLastRegion, RegionAutoGenerationPolicy autoGenerationPolicy)
+{
+    ASSERT(!m_regionsInvalidated);
+
+    if (autoGenerationPolicy == AllowRegionAutoGeneration)
+        autoGenerateRegionsToBlockOffset(offset);
+
+    if (offset <= 0)
+        return m_regionList.isEmpty() ? 0 : m_regionList.first();
+
+    RegionSearchAdapter adapter(offset);
+    m_regionIntervalTree.allOverlapsWithAdapter<RegionSearchAdapter>(adapter);
+
+    // If no region was found, the offset is in the flow thread overflow.
+    // The last region will contain the offset if extendLastRegion is set or if the last region is a set.
+    if (!adapter.result() && !m_regionList.isEmpty() && (extendLastRegion || m_regionList.last()->isRenderRegionSet()))
+        return m_regionList.last();
+
+    return adapter.result();
+}
+
+LayoutUnit RenderFlowThread::pageLogicalTopForOffset(LayoutUnit offset)
+{
+    RenderRegion* region = regionAtBlockOffset(offset);
+    return region ? region->pageLogicalTopForOffset(offset) : LayoutUnit();
+}
+
+LayoutUnit RenderFlowThread::pageLogicalWidthForOffset(LayoutUnit offset)
+{
+    RenderRegion* region = regionAtBlockOffset(offset, true);
+    return region ? region->pageLogicalWidth() : contentLogicalWidth();
+}
+
+LayoutUnit RenderFlowThread::pageLogicalHeightForOffset(LayoutUnit offset)
+{
+    RenderRegion* region = regionAtBlockOffset(offset);
+    if (!region)
+        return 0;
+
+    return region->pageLogicalHeight();
+}
+
+LayoutUnit RenderFlowThread::pageRemainingLogicalHeightForOffset(LayoutUnit offset, PageBoundaryRule pageBoundaryRule)
+{
+    RenderRegion* region = regionAtBlockOffset(offset);
+    if (!region)
+        return 0;
+
+    LayoutUnit pageLogicalTop = region->pageLogicalTopForOffset(offset);
+    LayoutUnit pageLogicalHeight = region->pageLogicalHeight();
+    LayoutUnit pageLogicalBottom = pageLogicalTop + pageLogicalHeight;
+    LayoutUnit remainingHeight = pageLogicalBottom - offset;
+    if (pageBoundaryRule == IncludePageBoundary) {
+        // If IncludePageBoundary is set, the line exactly on the top edge of a
+        // region will act as being part of the previous region.
+        remainingHeight = intMod(remainingHeight, pageLogicalHeight);
+    }
+    return remainingHeight;
+}
+
+RenderRegion* RenderFlowThread::mapFromFlowToRegion(TransformState& transformState) const
+{
+    if (!hasValidRegionInfo())
+        return 0;
+
+    LayoutRect boxRect = transformState.mappedQuad().enclosingBoundingBox();
+    flipForWritingMode(boxRect);
+
+    // FIXME: We need to refactor RenderObject::absoluteQuads to be able to split the quads across regions,
+    // for now we just take the center of the mapped enclosing box and map it to a region.
+    // Note: Using the center in order to avoid rounding errors.
+
+    LayoutPoint center = boxRect.center();
+    RenderRegion* renderRegion = const_cast<RenderFlowThread*>(this)->regionAtBlockOffset(isHorizontalWritingMode() ? center.y() : center.x(), true, DisallowRegionAutoGeneration);
+    if (!renderRegion)
+        return 0;
+
+    LayoutRect flippedRegionRect(renderRegion->flowThreadPortionRect());
+    flipForWritingMode(flippedRegionRect);
+
+    transformState.move(renderRegion->contentBoxRect().location() - flippedRegionRect.location());
+
+    return renderRegion;
+}
+
+void RenderFlowThread::removeRenderBoxRegionInfo(RenderBox* box)
+{
+    if (!hasRegions())
+        return;
+
+    // If the region chain was invalidated the next layout will clear the box information from all the regions.
+    if (m_regionsInvalidated) {
+        ASSERT(selfNeedsLayout());
+        return;
+    }
+
+    RenderRegion* startRegion;
+    RenderRegion* endRegion;
+    getRegionRangeForBox(box, startRegion, endRegion);
+
+    for (RenderRegionList::iterator iter = m_regionList.find(startRegion); iter != m_regionList.end(); ++iter) {
+        RenderRegion* region = *iter;
+        region->removeRenderBoxRegionInfo(box);
+        if (region == endRegion)
+            break;
+    }
+
+#ifndef NDEBUG
+    // We have to make sure we did not leave any RenderBoxRegionInfo attached.
+    for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
+        RenderRegion* region = *iter;
+        ASSERT(!region->renderBoxRegionInfo(box));
+    }
+#endif
+
+    m_regionRangeMap.remove(box);
+}
+
+bool RenderFlowThread::logicalWidthChangedInRegions(const RenderBlock* block, LayoutUnit offsetFromLogicalTopOfFirstPage)
+{
+    if (!hasRegions())
+        return false;
+
+    RenderRegion* startRegion;
+    RenderRegion* endRegion;
+    getRegionRangeForBox(block, startRegion, endRegion);
+
+    // When the region chain is invalidated the box information is discarded so we must assume the width has changed.
+    if (m_pageLogicalSizeChanged && !startRegion)
+        return true;
+
+    // Not necessary for the flow thread, since we already computed the correct info for it.
+    if (block == this)
+        return false;
+
+    for (RenderRegionList::iterator iter = m_regionList.find(startRegion); iter != m_regionList.end(); ++iter) {
+        RenderRegion* region = *iter;
+        ASSERT(!region->needsLayout() || region->isRenderRegionSet());
+
+        OwnPtr<RenderBoxRegionInfo> oldInfo = region->takeRenderBoxRegionInfo(block);
+        if (!oldInfo)
+            continue;
+
+        LayoutUnit oldLogicalWidth = oldInfo->logicalWidth();
+        RenderBoxRegionInfo* newInfo = block->renderBoxRegionInfo(region, offsetFromLogicalTopOfFirstPage);
+        if (!newInfo || newInfo->logicalWidth() != oldLogicalWidth)
+            return true;
+
+        if (region == endRegion)
+            break;
+    }
+
+    return false;
+}
+
+LayoutUnit RenderFlowThread::contentLogicalWidthOfFirstRegion() const
+{
+    RenderRegion* firstValidRegionInFlow = firstRegion();
+    if (!firstValidRegionInFlow)
+        return 0;
+    return isHorizontalWritingMode() ? firstValidRegionInFlow->contentWidth() : firstValidRegionInFlow->contentHeight();
+}
+
+LayoutUnit RenderFlowThread::contentLogicalHeightOfFirstRegion() const
+{
+    RenderRegion* firstValidRegionInFlow = firstRegion();
+    if (!firstValidRegionInFlow)
+        return 0;
+    return isHorizontalWritingMode() ? firstValidRegionInFlow->contentHeight() : firstValidRegionInFlow->contentWidth();
+}
+
+LayoutUnit RenderFlowThread::contentLogicalLeftOfFirstRegion() const
+{
+    RenderRegion* firstValidRegionInFlow = firstRegion();
+    if (!firstValidRegionInFlow)
+        return 0;
+    return isHorizontalWritingMode() ? firstValidRegionInFlow->flowThreadPortionRect().x() : firstValidRegionInFlow->flowThreadPortionRect().y();
+}
+
+RenderRegion* RenderFlowThread::firstRegion() const
+{
+    if (!hasValidRegionInfo())
+        return 0;
+    return m_regionList.first();
+}
+
+RenderRegion* RenderFlowThread::lastRegion() const
+{
+    if (!hasValidRegionInfo())
+        return 0;
+    return m_regionList.last();
+}
+
+void RenderFlowThread::clearRenderObjectCustomStyle(const RenderObject* object,
+    const RenderRegion* oldStartRegion, const RenderRegion* oldEndRegion,
+    const RenderRegion* newStartRegion, const RenderRegion* newEndRegion)
+{
+    // Clear the styles for the object in the regions.
+    // The styles are not cleared for the regions that are contained in both ranges.
+    bool insideOldRegionRange = false;
+    bool insideNewRegionRange = false;
+    for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
+        RenderRegion* region = *iter;
+
+        if (oldStartRegion == region)
+            insideOldRegionRange = true;
+        if (newStartRegion == region)
+            insideNewRegionRange = true;
+
+        if (!(insideOldRegionRange && insideNewRegionRange))
+            region->clearObjectStyleInRegion(object);
+
+        if (oldEndRegion == region)
+            insideOldRegionRange = false;
+        if (newEndRegion == region)
+            insideNewRegionRange = false;
+    }
+}
+
+void RenderFlowThread::setRegionRangeForBox(const RenderBox* box, LayoutUnit offsetFromLogicalTopOfFirstPage)
+{
+    if (!hasRegions())
+        return;
+
+    // FIXME: Not right for differing writing-modes.
+    RenderRegion* startRegion = regionAtBlockOffset(offsetFromLogicalTopOfFirstPage, true);
+    RenderRegion* endRegion = regionAtBlockOffset(offsetFromLogicalTopOfFirstPage + box->logicalHeight(), true);
+    RenderRegionRangeMap::iterator it = m_regionRangeMap.find(box);
+    if (it == m_regionRangeMap.end()) {
+        m_regionRangeMap.set(box, RenderRegionRange(startRegion, endRegion));
+        clearRenderObjectCustomStyle(box);
+        return;
+    }
+
+    // If nothing changed, just bail.
+    RenderRegionRange& range = it->value;
+    if (range.startRegion() == startRegion && range.endRegion() == endRegion)
+        return;
+
+    // Delete any info that we find before our new startRegion and after our new endRegion.
+    for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
+        RenderRegion* region = *iter;
+        if (region == startRegion) {
+            iter = m_regionList.find(endRegion);
+            continue;
+        }
+
+        region->removeRenderBoxRegionInfo(box);
+
+        if (region == range.endRegion())
+            break;
+    }
+
+    clearRenderObjectCustomStyle(box, range.startRegion(), range.endRegion(), startRegion, endRegion);
+    range.setRange(startRegion, endRegion);
+}
+
+void RenderFlowThread::getRegionRangeForBox(const RenderBox* box, RenderRegion*& startRegion, RenderRegion*& endRegion) const
+{
+    startRegion = 0;
+    endRegion = 0;
+    RenderRegionRangeMap::const_iterator it = m_regionRangeMap.find(box);
+    if (it == m_regionRangeMap.end())
+        return;
+
+    const RenderRegionRange& range = it->value;
+    startRegion = range.startRegion();
+    endRegion = range.endRegion();
+    ASSERT(m_regionList.contains(startRegion) && m_regionList.contains(endRegion));
+}
+
+void RenderFlowThread::applyBreakAfterContent(LayoutUnit clientHeight)
+{
+    // Simulate a region break at height. If it points inside an auto logical height region,
+    // then it may determine the region override logical content height.
+    addForcedRegionBreak(clientHeight, this, false);
+}
+
+void RenderFlowThread::computeOverflowStateForRegions(LayoutUnit oldClientAfterEdge)
+{
+    LayoutUnit height = oldClientAfterEdge;
+
+    // FIXME: the visual overflow of middle region (if it is the last one to contain any content in a render flow thread)
+    // might not be taken into account because the render flow thread height is greater that that regions height + its visual overflow
+    // because of how computeLogicalHeight is implemented for RenderFlowThread (as a sum of all regions height).
+    // This means that the middle region will be marked as fit (even if it has visual overflow flowing into the next region)
+    if (hasRenderOverflow()
+        && ( (isHorizontalWritingMode() && visualOverflowRect().maxY() > clientBoxRect().maxY())
+            || (!isHorizontalWritingMode() && visualOverflowRect().maxX() > clientBoxRect().maxX())))
+        height = isHorizontalWritingMode() ? visualOverflowRect().maxY() : visualOverflowRect().maxX();
+
+    RenderRegion* lastReg = lastRegion();
+    for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
+        RenderRegion* region = *iter;
+        LayoutUnit flowMin = height - (isHorizontalWritingMode() ? region->flowThreadPortionRect().y() : region->flowThreadPortionRect().x());
+        LayoutUnit flowMax = height - (isHorizontalWritingMode() ? region->flowThreadPortionRect().maxY() : region->flowThreadPortionRect().maxX());
+        RenderRegion::RegionState previousState = region->regionState();
+        RenderRegion::RegionState state = RenderRegion::RegionFit;
+        if (flowMin <= 0)
+            state = RenderRegion::RegionEmpty;
+        if (flowMax > 0 && region == lastReg)
+            state = RenderRegion::RegionOverset;
+        region->setRegionState(state);
+        // determine whether the NamedFlow object should dispatch a regionLayoutUpdate event
+        // FIXME: currently it cannot determine whether a region whose regionOverset state remained either "fit" or "overset" has actually
+        // changed, so it just assumes that the NamedFlow should dispatch the event
+        if (previousState != state
+            || state == RenderRegion::RegionFit
+            || state == RenderRegion::RegionOverset)
+            setDispatchRegionLayoutUpdateEvent(true);
+    }
+
+    // With the regions overflow state computed we can also set the overset flag for the named flow.
+    // If there are no valid regions in the chain, overset is true.
+    m_overset = lastReg ? lastReg->regionState() == RenderRegion::RegionOverset : true;
+}
+
+bool RenderFlowThread::regionInRange(const RenderRegion* targetRegion, const RenderRegion* startRegion, const RenderRegion* endRegion) const
+{
+    ASSERT(targetRegion);
+
+    for (RenderRegionList::const_iterator it = m_regionList.find(const_cast<RenderRegion*>(startRegion)); it != m_regionList.end(); ++it) {
+        const RenderRegion* currRegion = *it;
+        if (targetRegion == currRegion)
+            return true;
+        if (currRegion == endRegion)
+            break;
+    }
+
+    return false;
+}
+
+// Check if the content is flown into at least a region with region styling rules.
+void RenderFlowThread::checkRegionsWithStyling()
+{
+    bool hasRegionsWithStyling = false;
+    for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
+        RenderRegion* region = *iter;
+        if (region->hasCustomRegionStyle()) {
+            hasRegionsWithStyling = true;
+            break;
+        }
+    }
+    m_hasRegionsWithStyling = hasRegionsWithStyling;
+}
+
+bool RenderFlowThread::objectInFlowRegion(const RenderObject* object, const RenderRegion* region) const
+{
+    ASSERT(object);
+    ASSERT(region);
+
+    RenderFlowThread* flowThread = object->flowThreadContainingBlock();
+    if (flowThread != this)
+        return false;
+    if (!m_regionList.contains(const_cast<RenderRegion*>(region)))
+        return false;
+
+    RenderBox* enclosingBox = object->enclosingBox();
+    RenderRegion* enclosingBoxStartRegion = 0;
+    RenderRegion* enclosingBoxEndRegion = 0;
+    getRegionRangeForBox(enclosingBox, enclosingBoxStartRegion, enclosingBoxEndRegion);
+    if (!regionInRange(region, enclosingBoxStartRegion, enclosingBoxEndRegion))
+        return false;
+
+    if (object->isBox())
+        return true;
+
+    LayoutRect objectABBRect = object->absoluteBoundingBoxRect(true);
+    if (!objectABBRect.width())
+        objectABBRect.setWidth(1);
+    if (!objectABBRect.height())
+        objectABBRect.setHeight(1); 
+    if (objectABBRect.intersects(region->absoluteBoundingBoxRect(true)))
+        return true;
+
+    if (region == lastRegion()) {
+        // If the object does not intersect any of the enclosing box regions
+        // then the object is in last region.
+        for (RenderRegionList::const_iterator it = m_regionList.find(enclosingBoxStartRegion); it != m_regionList.end(); ++it) {
+            const RenderRegion* currRegion = *it;
+            if (currRegion == region)
+                break;
+            if (objectABBRect.intersects(currRegion->absoluteBoundingBoxRect(true)))
+                return false;
+        }
+        return true;
+    }
+
+    return false;
+}
+
+#ifndef NDEBUG
+bool RenderFlowThread::isAutoLogicalHeightRegionsCountConsistent() const
+{
+    unsigned autoLogicalHeightRegions = 0;
+    for (RenderRegionList::const_iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
+        const RenderRegion* region = *iter;
+        if (region->hasAutoLogicalHeight())
+            autoLogicalHeightRegions++;
+    }
+
+    return autoLogicalHeightRegions == m_autoLogicalHeightRegionsCount;
+}
+#endif
+
+// During the normal layout phase of the named flow the regions are initialized with a height equal to their max-height.
+// This way unforced breaks are automatically placed when a region is full and the content height/position correctly estimated.
+// Also, the region where a forced break falls is exactly the region found at the forced break offset inside the flow content.
+void RenderFlowThread::initializeRegionsOverrideLogicalContentHeight(RenderRegion* startRegion)
+{
+    ASSERT(!inConstrainedLayoutPhase());
+    if (!hasAutoLogicalHeightRegions())
+        return;
+
+    RenderRegionList::iterator regionIter = startRegion ? m_regionList.find(startRegion) : m_regionList.begin();
+    for (; regionIter != m_regionList.end(); ++regionIter) {
+        RenderRegion* region = *regionIter;
+        if (region->hasAutoLogicalHeight())
+            region->setOverrideLogicalContentHeight(region->maxPageLogicalHeight());
+    }
+}
+
+void RenderFlowThread::markAutoLogicalHeightRegionsForLayout()
+{
+    ASSERT(hasAutoLogicalHeightRegions());
+
+    for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
+        RenderRegion* region = *iter;
+        if (!region->hasAutoLogicalHeight())
+            continue;
+
+        // FIXME: We need to find a way to avoid marking all the regions ancestors for layout
+        // as we are already inside layout.
+        region->setNeedsLayout(true);
+    }
+}
+
+void RenderFlowThread::updateRegionsFlowThreadPortionRect(const RenderRegion* lastRegionWithContent)
+{
+    ASSERT(!lastRegionWithContent || (!inConstrainedLayoutPhase() && hasAutoLogicalHeightRegions()));
+    LayoutUnit logicalHeight = 0;
+    bool emptyRegionsSegment = false;
+    // FIXME: Optimize not to clear the interval all the time. This implies manually managing the tree nodes lifecycle.
+    m_regionIntervalTree.clear();
+    m_regionIntervalTree.initIfNeeded();
+    for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
+        RenderRegion* region = *iter;
+
+        // If we find an empty auto-height region, clear the overrideLogicalContentHeight value.
+        if (emptyRegionsSegment && region->hasAutoLogicalHeight())
+            region->clearOverrideLogicalContentHeight();
+
+        LayoutUnit regionLogicalWidth = region->pageLogicalWidth();
+        LayoutUnit regionLogicalHeight = std::min<LayoutUnit>(LayoutUnit::max() / 2 - logicalHeight, region->logicalHeightOfAllFlowThreadContent());
+
+        LayoutRect regionRect(style()->direction() == LTR ? LayoutUnit() : logicalWidth() - regionLogicalWidth, logicalHeight, regionLogicalWidth, regionLogicalHeight);
+
+        region->setFlowThreadPortionRect(isHorizontalWritingMode() ? regionRect : regionRect.transposedRect());
+
+        m_regionIntervalTree.add(RegionIntervalTree::createInterval(logicalHeight, logicalHeight + regionLogicalHeight, region));
+
+        logicalHeight += regionLogicalHeight;
+
+        // Once we find the last region with content the next regions are considered empty.
+        if (lastRegionWithContent == region)
+            emptyRegionsSegment = true;
+    }
+
+    ASSERT(!lastRegionWithContent || emptyRegionsSegment);
+}
+
+// Even if we require the break to occur at offsetBreakInFlowThread, because regions may have min/max-height values,
+// it is possible that the break will occur at a different offset than the original one required.
+// offsetBreakAdjustment measures the different between the requested break offset and the current break offset.
+bool RenderFlowThread::addForcedRegionBreak(LayoutUnit offsetBreakInFlowThread, RenderObject* breakChild, bool isBefore, LayoutUnit* offsetBreakAdjustment)
+{
+    // We take breaks into account for height computation for auto logical height regions
+    // only in the layout phase in which we lay out the flows threads unconstrained
+    // and we use the content breaks to determine the overrideContentLogicalHeight for
+    // auto logical height regions.
+    if (inConstrainedLayoutPhase())
+        return false;
+
+    // Breaks can come before or after some objects. We need to track these objects, so that if we get
+    // multiple breaks for the same object (for example because of multiple layouts on the same object),
+    // we need to invalidate every other region after the old one and start computing from fresh.
+    RenderObjectToRegionMap& mapToUse = isBefore ? m_breakBeforeToRegionMap : m_breakAfterToRegionMap;
+    RenderObjectToRegionMap::iterator iter = mapToUse.find(breakChild);
+    if (iter != mapToUse.end()) {
+        RenderRegionList::iterator regionIter = m_regionList.find(iter->value);
+        ASSERT(regionIter != m_regionList.end());
+        ASSERT((*regionIter)->hasAutoLogicalHeight());
+        initializeRegionsOverrideLogicalContentHeight(*regionIter);
+
+        // We need to update the regions flow thread portion rect because we are going to process
+        // a break on these regions.
+        updateRegionsFlowThreadPortionRect();
+    }
+
+    // Simulate a region break at offsetBreakInFlowThread. If it points inside an auto logical height region,
+    // then it determines the region override logical content height.
+    RenderRegion* region = regionAtBlockOffset(offsetBreakInFlowThread);
+    if (!region)
+        return false;
+
+    bool lastBreakAfterContent = breakChild == this;
+    bool overrideLogicalContentHeightComputed = false;
+
+    LayoutUnit currentRegionOffsetInFlowThread = isHorizontalWritingMode() ? region->flowThreadPortionRect().y() : region->flowThreadPortionRect().x();
+    LayoutUnit offsetBreakInCurrentRegion = offsetBreakInFlowThread - currentRegionOffsetInFlowThread;
+
+    if (region->hasAutoLogicalHeight()) {
+        // A forced break can appear only in an auto-height region that didn't have a forced break before.
+        // This ASSERT is a good-enough heuristic to verify the above condition.
+        ASSERT(region->maxPageLogicalHeight() == region->overrideLogicalContentHeight());
+
+        mapToUse.set(breakChild, region);
+
+        overrideLogicalContentHeightComputed = true;
+
+        // Compute the region height pretending that the offsetBreakInCurrentRegion is the logicalHeight for the auto-height region.
+        LayoutUnit regionOverrideLogicalContentHeight = region->computeReplacedLogicalHeightRespectingMinMaxHeight(offsetBreakInCurrentRegion);
+
+        // The new height of this region needs to be smaller than the initial value, the max height. A forced break is the only way to change the initial
+        // height of an auto-height region besides content ending.
+        ASSERT(regionOverrideLogicalContentHeight <= region->maxPageLogicalHeight());
+
+        region->setOverrideLogicalContentHeight(regionOverrideLogicalContentHeight);
+
+        currentRegionOffsetInFlowThread += regionOverrideLogicalContentHeight;
+    } else
+        currentRegionOffsetInFlowThread += isHorizontalWritingMode() ? region->flowThreadPortionRect().height() : region->flowThreadPortionRect().width();
+
+    // If the break was found inside an auto-height region its size changed so we need to recompute the flow thread portion rectangles.
+    // Also, if this is the last break after the content we need to clear the overrideLogicalContentHeight value on the last empty regions.
+    if (hasAutoLogicalHeightRegions() && lastBreakAfterContent)
+        updateRegionsFlowThreadPortionRect(region);
+    else if (overrideLogicalContentHeightComputed)
+        updateRegionsFlowThreadPortionRect();
+
+    if (offsetBreakAdjustment)
+        *offsetBreakAdjustment = max<LayoutUnit>(0, currentRegionOffsetInFlowThread - offsetBreakInFlowThread);
+
+    return overrideLogicalContentHeightComputed;
+}
+
+void RenderFlowThread::incrementAutoLogicalHeightRegions()
+{
+    if (!m_autoLogicalHeightRegionsCount)
+        view()->flowThreadController()->incrementFlowThreadsWithAutoLogicalHeightRegions();
+    ++m_autoLogicalHeightRegionsCount;
+}
+
+void RenderFlowThread::decrementAutoLogicalHeightRegions()
+{
+    ASSERT(m_autoLogicalHeightRegionsCount > 0);
+    --m_autoLogicalHeightRegionsCount;
+    if (!m_autoLogicalHeightRegionsCount)
+        view()->flowThreadController()->decrementFlowThreadsWithAutoLogicalHeightRegions();
+}
+
+void RenderFlowThread::collectLayerFragments(LayerFragments& layerFragments, const LayoutRect& layerBoundingBox, const LayoutRect& dirtyRect)
+{
+    ASSERT(!m_regionsInvalidated);
+    
+    for (RenderRegionList::const_iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
+        RenderRegion* region = *iter;
+        region->collectLayerFragments(layerFragments, layerBoundingBox, dirtyRect);
+    }
+}
+
+LayoutRect RenderFlowThread::fragmentsBoundingBox(const LayoutRect& layerBoundingBox)
+{
+    ASSERT(!m_regionsInvalidated);
+    
+    LayoutRect result;
+    for (RenderRegionList::const_iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
+        RenderRegion* region = *iter;
+        LayerFragments fragments;
+        region->collectLayerFragments(fragments, layerBoundingBox, PaintInfo::infiniteRect());
+        for (size_t i = 0; i < fragments.size(); ++i) {
+            const LayerFragment& fragment = fragments.at(i);
+            LayoutRect fragmentRect(layerBoundingBox);
+            fragmentRect.intersect(fragment.paginationClip);
+            fragmentRect.moveBy(fragment.paginationOffset);
+            result.unite(fragmentRect);
+        }
+    }
+    
+    return result;
+}
+
+void RenderFlowThread::RegionSearchAdapter::collectIfNeeded(const RegionInterval& interval)
+{
+    if (m_result)
+        return;
+    if (interval.low() <= m_offset && interval.high() > m_offset)
+        m_result = interval.data();
+}
+
+CurrentRenderFlowThreadMaintainer::CurrentRenderFlowThreadMaintainer(RenderFlowThread* renderFlowThread)
+    : m_renderFlowThread(renderFlowThread)
+    , m_previousRenderFlowThread(0)
+{
+    if (!m_renderFlowThread)
+        return;
+    RenderView* view = m_renderFlowThread->view();
+    m_previousRenderFlowThread = view->flowThreadController()->currentRenderFlowThread();
+    ASSERT(!m_previousRenderFlowThread || !renderFlowThread->isRenderNamedFlowThread());
+    view->flowThreadController()->setCurrentRenderFlowThread(m_renderFlowThread);
+}
+
+CurrentRenderFlowThreadMaintainer::~CurrentRenderFlowThreadMaintainer()
+{
+    if (!m_renderFlowThread)
+        return;
+    RenderView* view = m_renderFlowThread->view();
+    ASSERT(view->flowThreadController()->currentRenderFlowThread() == m_renderFlowThread);
+    view->flowThreadController()->setCurrentRenderFlowThread(m_previousRenderFlowThread);
+}
+
+
+} // namespace WebCore