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/*
 * Copyright (C) 2012 Apple Inc.  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 APPLE INC. ``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 APPLE COMPUTER, INC. OR
 * CONTRIBUTORS 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/RenderMultiColumnSet.h"

#include "core/rendering/PaintInfo.h"
#include "core/rendering/RenderLayer.h"
#include "core/rendering/RenderMultiColumnBlock.h"
#include "core/rendering/RenderMultiColumnFlowThread.h"

using namespace std;

namespace WebCore {

RenderMultiColumnSet::RenderMultiColumnSet(RenderFlowThread* flowThread)
    : RenderRegionSet(0, flowThread)
    , m_computedColumnCount(1)
    , m_computedColumnWidth(0)
    , m_computedColumnHeight(0)
    , m_maxColumnHeight(LayoutUnit::max())
    , m_minSpaceShortage(LayoutUnit::max())
    , m_minimumColumnHeight(0)
    , m_forcedBreaksCount(0)
    , m_maximumDistanceBetweenForcedBreaks(0)
    , m_forcedBreakOffset(0)
{
}

RenderMultiColumnSet* RenderMultiColumnSet::createAnonymous(RenderFlowThread* flowThread)
{
    Document& document = flowThread->document();
    RenderMultiColumnSet* renderer = new RenderMultiColumnSet(flowThread);
    renderer->setDocumentForAnonymous(&document);
    return renderer;
}

LayoutUnit RenderMultiColumnSet::heightAdjustedForSetOffset(LayoutUnit height) const
{
    RenderMultiColumnBlock* multicolBlock = toRenderMultiColumnBlock(parent());
    LayoutUnit contentLogicalTop = logicalTop() - multicolBlock->borderBefore() - multicolBlock->paddingBefore();

    height -= contentLogicalTop;
    return max(height, LayoutUnit(1)); // Let's avoid zero height, as that would probably cause an infinite amount of columns to be created.
}

LayoutUnit RenderMultiColumnSet::pageLogicalTopForOffset(LayoutUnit offset) const
{
    LayoutUnit portionLogicalTop = (isHorizontalWritingMode() ? flowThreadPortionRect().y() : flowThreadPortionRect().x());
    unsigned columnIndex = columnIndexAtOffset(offset, AssumeNewColumns);
    return portionLogicalTop + columnIndex * computedColumnHeight();
}

void RenderMultiColumnSet::setAndConstrainColumnHeight(LayoutUnit newHeight)
{
    m_computedColumnHeight = newHeight;
    if (m_computedColumnHeight > m_maxColumnHeight)
        m_computedColumnHeight = m_maxColumnHeight;
    // FIXME: the height may also be affected by the enclosing pagination context, if any.
}

bool RenderMultiColumnSet::calculateBalancedHeight(bool initial)
{
    ASSERT(toRenderMultiColumnBlock(parent())->requiresBalancing());
    LayoutUnit oldColumnHeight = m_computedColumnHeight;
    LayoutUnit currentMinSpaceShortage = m_minSpaceShortage;
    m_minSpaceShortage = LayoutUnit::max();

    if (initial) {
        // Start with the lowest imaginable column height.
        LayoutUnit logicalHeightGuess = ceilf(float(flowThread()->logicalHeight()) / float(m_computedColumnCount));
        logicalHeightGuess = max(logicalHeightGuess, m_minimumColumnHeight);
        setAndConstrainColumnHeight(logicalHeightGuess);

        // The multicol container now typically needs at least one more layout pass with a new
        // column height, but if height was specified, we only need to do this if we found that we
        // might need less space than that. On the other hand, if we determined that the columns
        // need to be as tall as the specified height of the container, we have already laid it out
        // correctly, and there's no need for another pass.
        return m_computedColumnHeight != oldColumnHeight;
    }

    if (columnCount() <= computedColumnCount()) {
        // With the current column height, the content fits without creating overflowing columns. We're done.
        return false;
    }

    // If the initial guessed column height wasn't enough, stretch it now. Stretch by the lowest
    // amount of space shortage found during layout.

    ASSERT(currentMinSpaceShortage != LayoutUnit::max()); // If this can actually happen, we probably have a bug.
    if (currentMinSpaceShortage == LayoutUnit::max())
        return false; // So bail out rather than looping infinitely.

    setAndConstrainColumnHeight(m_computedColumnHeight + currentMinSpaceShortage);

    // If we reach the maximum column height (typically set by the height or max-height property),
    // we may not be allowed to stretch further. Return true only if stretching
    // succeeded. Otherwise, we're done.
    ASSERT(m_computedColumnHeight >= oldColumnHeight); // We shouldn't be able to shrink the height!
    return m_computedColumnHeight > oldColumnHeight;
}

void RenderMultiColumnSet::recordSpaceShortage(LayoutUnit spaceShortage)
{
    if (spaceShortage >= m_minSpaceShortage)
        return;

    // The space shortage is what we use as our stretch amount. We need a positive number here in
    // order to get anywhere.
    ASSERT(spaceShortage > 0);

    m_minSpaceShortage = spaceShortage;
}

void RenderMultiColumnSet::updateLogicalWidth()
{
    RenderMultiColumnBlock* parentBlock = toRenderMultiColumnBlock(parent());
    setComputedColumnWidthAndCount(parentBlock->columnWidth(), parentBlock->columnCount()); // FIXME: This will eventually vary if we are contained inside regions.

    // FIXME: When we add regions support, we'll start it off at the width of the multi-column
    // block in that particular region.
    setLogicalWidth(parentBox()->contentLogicalWidth());

    // If we overflow, increase our logical width.
    unsigned colCount = columnCount();
    LayoutUnit colGap = columnGap();
    LayoutUnit minimumContentLogicalWidth = colCount * computedColumnWidth() + (colCount - 1) * colGap;
    LayoutUnit currentContentLogicalWidth = contentLogicalWidth();
    LayoutUnit delta = max(LayoutUnit(), minimumContentLogicalWidth - currentContentLogicalWidth);
    if (!delta)
        return;

    // Increase our logical width by the delta.
    setLogicalWidth(logicalWidth() + delta);
}

void RenderMultiColumnSet::prepareForLayout()
{
    RenderMultiColumnBlock* multicolBlock = toRenderMultiColumnBlock(parent());
    RenderStyle* multicolStyle = multicolBlock->style();

    // Set box logical top.
    ASSERT(!previousSiblingBox() || !previousSiblingBox()->isRenderMultiColumnSet()); // FIXME: multiple set not implemented; need to examine previous set to calculate the correct logical top.
    setLogicalTop(multicolBlock->borderBefore() + multicolBlock->paddingBefore());

    // Set box width.
    updateLogicalWidth();

    if (multicolBlock->requiresBalancing()) {
        // Set maximum column height. We will not stretch beyond this.
        m_maxColumnHeight = LayoutUnit::max();
        if (!multicolStyle->logicalHeight().isAuto())
            m_maxColumnHeight = multicolBlock->computeContentLogicalHeight(multicolStyle->logicalHeight(), -1);
        if (!multicolStyle->logicalMaxHeight().isUndefined()) {
            LayoutUnit logicalMaxHeight = multicolBlock->computeContentLogicalHeight(multicolStyle->logicalMaxHeight(), -1);
            if (m_maxColumnHeight > logicalMaxHeight)
                m_maxColumnHeight = logicalMaxHeight;
        }
        m_maxColumnHeight = heightAdjustedForSetOffset(m_maxColumnHeight);
        m_computedColumnHeight = 0; // Restart balancing.
    } else {
        setAndConstrainColumnHeight(heightAdjustedForSetOffset(multicolBlock->columnHeightAvailable()));
    }

    // Nuke previously stored minimum column height. Contents may have changed for all we know.
    m_minimumColumnHeight = 0;
}

void RenderMultiColumnSet::computeLogicalHeight(LayoutUnit, LayoutUnit logicalTop, LogicalExtentComputedValues& computedValues) const
{
    computedValues.m_extent = m_computedColumnHeight;
    computedValues.m_position = logicalTop;
}

LayoutUnit RenderMultiColumnSet::columnGap() const
{
    // FIXME: Eventually we will cache the column gap when the widths of columns start varying, but for now we just
    // go to the parent block to get the gap.
    RenderMultiColumnBlock* parentBlock = toRenderMultiColumnBlock(parent());
    if (parentBlock->style()->hasNormalColumnGap())
        return parentBlock->style()->fontDescription().computedPixelSize(); // "1em" is recommended as the normal gap setting. Matches <p> margins.
    return parentBlock->style()->columnGap();
}

unsigned RenderMultiColumnSet::columnCount() const
{
    // We must always return a value of 1 or greater. Column count = 0 is a meaningless situation,
    // and will confuse and cause problems in other parts of the code.
    if (!computedColumnHeight())
        return 1;

    // Our portion rect determines our column count. We have as many columns as needed to fit all the content.
    LayoutUnit logicalHeightInColumns = flowThread()->isHorizontalWritingMode() ? flowThreadPortionRect().height() : flowThreadPortionRect().width();
    unsigned count = ceil(static_cast<float>(logicalHeightInColumns) / computedColumnHeight());
    ASSERT(count >= 1);
    return count;
}

LayoutRect RenderMultiColumnSet::columnRectAt(unsigned index) const
{
    LayoutUnit colLogicalWidth = computedColumnWidth();
    LayoutUnit colLogicalHeight = computedColumnHeight();
    LayoutUnit colLogicalTop = borderBefore() + paddingBefore();
    LayoutUnit colLogicalLeft = borderAndPaddingLogicalLeft();
    LayoutUnit colGap = columnGap();
    if (style()->isLeftToRightDirection())
        colLogicalLeft += index * (colLogicalWidth + colGap);
    else
        colLogicalLeft += contentLogicalWidth() - colLogicalWidth - index * (colLogicalWidth + colGap);

    if (isHorizontalWritingMode())
        return LayoutRect(colLogicalLeft, colLogicalTop, colLogicalWidth, colLogicalHeight);
    return LayoutRect(colLogicalTop, colLogicalLeft, colLogicalHeight, colLogicalWidth);
}

unsigned RenderMultiColumnSet::columnIndexAtOffset(LayoutUnit offset, ColumnIndexCalculationMode mode) const
{
    LayoutRect portionRect(flowThreadPortionRect());

    // Handle the offset being out of range.
    LayoutUnit flowThreadLogicalTop = isHorizontalWritingMode() ? portionRect.y() : portionRect.x();
    if (offset < flowThreadLogicalTop)
        return 0;
    // If we're laying out right now, we cannot constrain against some logical bottom, since it
    // isn't known yet. Otherwise, just return the last column if we're past the logical bottom.
    if (mode == ClampToExistingColumns) {
        LayoutUnit flowThreadLogicalBottom = isHorizontalWritingMode() ? portionRect.maxY() : portionRect.maxX();
        if (offset >= flowThreadLogicalBottom)
            return columnCount() - 1;
    }

    // Just divide by the column height to determine the correct column.
    return static_cast<float>(offset - flowThreadLogicalTop) / computedColumnHeight();
}

LayoutRect RenderMultiColumnSet::flowThreadPortionRectAt(unsigned index) const
{
    LayoutRect portionRect = flowThreadPortionRect();
    if (isHorizontalWritingMode())
        portionRect = LayoutRect(portionRect.x(), portionRect.y() + index * computedColumnHeight(), portionRect.width(), computedColumnHeight());
    else
        portionRect = LayoutRect(portionRect.x() + index * computedColumnHeight(), portionRect.y(), computedColumnHeight(), portionRect.height());
    return portionRect;
}

LayoutRect RenderMultiColumnSet::flowThreadPortionOverflowRect(const LayoutRect& portionRect, unsigned index, unsigned colCount, LayoutUnit colGap) const
{
    // This function determines the portion of the flow thread that paints for the column. Along the inline axis, columns are
    // unclipped at outside edges (i.e., the first and last column in the set), and they clip to half the column
    // gap along interior edges.
    //
    // In the block direction, we will not clip overflow out of the top of the first column, or out of the bottom of
    // the last column. This applies only to the true first column and last column across all column sets.
    //
    // FIXME: Eventually we will know overflow on a per-column basis, but we can't do this until we have a painting
    // mode that understands not to paint contents from a previous column in the overflow area of a following column.
    // This problem applies to regions and pages as well and is not unique to columns.
    bool isFirstColumn = !index;
    bool isLastColumn = index == colCount - 1;
    bool isLeftmostColumn = style()->isLeftToRightDirection() ? isFirstColumn : isLastColumn;
    bool isRightmostColumn = style()->isLeftToRightDirection() ? isLastColumn : isFirstColumn;

    // Calculate the overflow rectangle, based on the flow thread's, clipped at column logical
    // top/bottom unless it's the first/last column.
    LayoutRect overflowRect = overflowRectForFlowThreadPortion(portionRect, isFirstColumn && isFirstRegion(), isLastColumn && isLastRegion());

    // Avoid overflowing into neighboring columns, by clipping in the middle of adjacent column
    // gaps. Also make sure that we avoid rounding errors.
    if (isHorizontalWritingMode()) {
        if (!isLeftmostColumn)
            overflowRect.shiftXEdgeTo(portionRect.x() - colGap / 2);
        if (!isRightmostColumn)
            overflowRect.shiftMaxXEdgeTo(portionRect.maxX() + colGap - colGap / 2);
    } else {
        if (!isLeftmostColumn)
            overflowRect.shiftYEdgeTo(portionRect.y() - colGap / 2);
        if (!isRightmostColumn)
            overflowRect.shiftMaxYEdgeTo(portionRect.maxY() + colGap - colGap / 2);
    }
    return overflowRect;
}

void RenderMultiColumnSet::paintObject(PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
    if (style()->visibility() != VISIBLE)
        return;

    RenderBlock::paintObject(paintInfo, paintOffset);

    // FIXME: Right now we're only painting in the foreground phase.
    // Columns should technically respect phases and allow for background/float/foreground overlap etc., just like
    // RenderBlocks do. Note this is a pretty minor issue, since the old column implementation clipped columns
    // anyway, thus making it impossible for them to overlap one another. It's also really unlikely that the columns
    // would overlap another block.
    if (!m_flowThread || !isValid() || (paintInfo.phase != PaintPhaseForeground && paintInfo.phase != PaintPhaseSelection))
        return;

    paintColumnRules(paintInfo, paintOffset);
}

void RenderMultiColumnSet::paintColumnRules(PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
    if (paintInfo.context->paintingDisabled())
        return;

    RenderStyle* blockStyle = toRenderMultiColumnBlock(parent())->style();
    const Color& ruleColor = resolveColor(blockStyle, CSSPropertyWebkitColumnRuleColor);
    bool ruleTransparent = blockStyle->columnRuleIsTransparent();
    EBorderStyle ruleStyle = blockStyle->columnRuleStyle();
    LayoutUnit ruleThickness = blockStyle->columnRuleWidth();
    LayoutUnit colGap = columnGap();
    bool renderRule = ruleStyle > BHIDDEN && !ruleTransparent;
    if (!renderRule)
        return;

    unsigned colCount = columnCount();
    if (colCount <= 1)
        return;

    bool antialias = shouldAntialiasLines(paintInfo.context);

    bool leftToRight = style()->isLeftToRightDirection();
    LayoutUnit currLogicalLeftOffset = leftToRight ? LayoutUnit() : contentLogicalWidth();
    LayoutUnit ruleAdd = borderAndPaddingLogicalLeft();
    LayoutUnit ruleLogicalLeft = leftToRight ? LayoutUnit() : contentLogicalWidth();
    LayoutUnit inlineDirectionSize = computedColumnWidth();
    BoxSide boxSide = isHorizontalWritingMode()
        ? leftToRight ? BSLeft : BSRight
        : leftToRight ? BSTop : BSBottom;

    for (unsigned i = 0; i < colCount; i++) {
        // Move to the next position.
        if (leftToRight) {
            ruleLogicalLeft += inlineDirectionSize + colGap / 2;
            currLogicalLeftOffset += inlineDirectionSize + colGap;
        } else {
            ruleLogicalLeft -= (inlineDirectionSize + colGap / 2);
            currLogicalLeftOffset -= (inlineDirectionSize + colGap);
        }

        // Now paint the column rule.
        if (i < colCount - 1) {
            LayoutUnit ruleLeft = isHorizontalWritingMode() ? paintOffset.x() + ruleLogicalLeft - ruleThickness / 2 + ruleAdd : paintOffset.x() + borderLeft() + paddingLeft();
            LayoutUnit ruleRight = isHorizontalWritingMode() ? ruleLeft + ruleThickness : ruleLeft + contentWidth();
            LayoutUnit ruleTop = isHorizontalWritingMode() ? paintOffset.y() + borderTop() + paddingTop() : paintOffset.y() + ruleLogicalLeft - ruleThickness / 2 + ruleAdd;
            LayoutUnit ruleBottom = isHorizontalWritingMode() ? ruleTop + contentHeight() : ruleTop + ruleThickness;
            IntRect pixelSnappedRuleRect = pixelSnappedIntRectFromEdges(ruleLeft, ruleTop, ruleRight, ruleBottom);
            drawLineForBoxSide(paintInfo.context, pixelSnappedRuleRect.x(), pixelSnappedRuleRect.y(), pixelSnappedRuleRect.maxX(), pixelSnappedRuleRect.maxY(), boxSide, ruleColor, ruleStyle, 0, 0, antialias);
        }

        ruleLogicalLeft = currLogicalLeftOffset;
    }
}

void RenderMultiColumnSet::repaintFlowThreadContent(const LayoutRect& repaintRect) const
{
    // Figure out the start and end columns and only check within that range so that we don't walk the
    // entire column set. Put the repaint rect into flow thread coordinates by flipping it first.
    LayoutRect flowThreadRepaintRect(repaintRect);
    flowThread()->flipForWritingMode(flowThreadRepaintRect);

    // Now we can compare this rect with the flow thread portions owned by each column. First let's
    // just see if the repaint rect intersects our flow thread portion at all.
    LayoutRect clippedRect(flowThreadRepaintRect);
    clippedRect.intersect(RenderRegion::flowThreadPortionOverflowRect());
    if (clippedRect.isEmpty())
        return;

    // Now we know we intersect at least one column. Let's figure out the logical top and logical
    // bottom of the area we're repainting.
    LayoutUnit repaintLogicalTop = isHorizontalWritingMode() ? flowThreadRepaintRect.y() : flowThreadRepaintRect.x();
    LayoutUnit repaintLogicalBottom = (isHorizontalWritingMode() ? flowThreadRepaintRect.maxY() : flowThreadRepaintRect.maxX()) - 1;

    unsigned startColumn = columnIndexAtOffset(repaintLogicalTop);
    unsigned endColumn = columnIndexAtOffset(repaintLogicalBottom);

    LayoutUnit colGap = columnGap();
    unsigned colCount = columnCount();
    for (unsigned i = startColumn; i <= endColumn; i++) {
        LayoutRect colRect = columnRectAt(i);

        // Get the portion of the flow thread that corresponds to this column.
        LayoutRect flowThreadPortion = flowThreadPortionRectAt(i);

        // Now get the overflow rect that corresponds to the column.
        LayoutRect flowThreadOverflowPortion = flowThreadPortionOverflowRect(flowThreadPortion, i, colCount, colGap);

        // Do a repaint for this specific column.
        repaintFlowThreadContentRectangle(repaintRect, flowThreadPortion, flowThreadOverflowPortion, colRect.location());
    }
}

void RenderMultiColumnSet::collectLayerFragments(LayerFragments& fragments, const LayoutRect& layerBoundingBox, const LayoutRect& dirtyRect)
{
    // The two rectangles passed to this method are physical, except that we pretend that there's
    // only one long column (that's how a flow thread works).
    //
    // Then there's the output from this method - the stuff we put into the list of fragments. The
    // fragment.paginationOffset point is the actual physical translation required to get from a
    // location in the flow thread to a location in a given column. The fragment.paginationClip
    // rectangle, on the other hand, is in the same coordinate system as the two rectangles passed
    // to this method (flow thread coordinates).
    //
    // All other rectangles in this method are sized physically, and the inline direction coordinate
    // is physical too, but the block direction coordinate is "logical top". This is the same as
    // e.g. RenderBox::frameRect(). These rectangles also pretend that there's only one long column,
    // i.e. they are for the flow thread.

    // Put the layer bounds into flow thread-local coordinates by flipping it first. Since we're in
    // a renderer, most rectangles are represented this way.
    LayoutRect layerBoundsInFlowThread(layerBoundingBox);
    flowThread()->flipForWritingMode(layerBoundsInFlowThread);

    // Now we can compare with the flow thread portions owned by each column. First let's
    // see if the rect intersects our flow thread portion at all.
    LayoutRect clippedRect(layerBoundsInFlowThread);
    clippedRect.intersect(RenderRegion::flowThreadPortionOverflowRect());
    if (clippedRect.isEmpty())
        return;

    // Now we know we intersect at least one column. Let's figure out the logical top and logical
    // bottom of the area we're checking.
    LayoutUnit layerLogicalTop = isHorizontalWritingMode() ? layerBoundsInFlowThread.y() : layerBoundsInFlowThread.x();
    LayoutUnit layerLogicalBottom = (isHorizontalWritingMode() ? layerBoundsInFlowThread.maxY() : layerBoundsInFlowThread.maxX()) - 1;

    // Figure out the start and end columns and only check within that range so that we don't walk the
    // entire column set.
    unsigned startColumn = columnIndexAtOffset(layerLogicalTop);
    unsigned endColumn = columnIndexAtOffset(layerLogicalBottom);

    LayoutUnit colLogicalWidth = computedColumnWidth();
    LayoutUnit colGap = columnGap();
    unsigned colCount = columnCount();

    for (unsigned i = startColumn; i <= endColumn; i++) {
        // Get the portion of the flow thread that corresponds to this column.
        LayoutRect flowThreadPortion = flowThreadPortionRectAt(i);

        // Now get the overflow rect that corresponds to the column.
        LayoutRect flowThreadOverflowPortion = flowThreadPortionOverflowRect(flowThreadPortion, i, colCount, colGap);

        // In order to create a fragment we must intersect the portion painted by this column.
        LayoutRect clippedRect(layerBoundsInFlowThread);
        clippedRect.intersect(flowThreadOverflowPortion);
        if (clippedRect.isEmpty())
            continue;

        // We also need to intersect the dirty rect. We have to apply a translation and shift based off
        // our column index.
        LayoutPoint translationOffset;
        LayoutUnit inlineOffset = i * (colLogicalWidth + colGap);
        if (!style()->isLeftToRightDirection())
            inlineOffset = -inlineOffset;
        translationOffset.setX(inlineOffset);
        LayoutUnit blockOffset = isHorizontalWritingMode() ? -flowThreadPortion.y() : -flowThreadPortion.x();
        if (isFlippedBlocksWritingMode(style()->writingMode()))
            blockOffset = -blockOffset;
        translationOffset.setY(blockOffset);
        if (!isHorizontalWritingMode())
            translationOffset = translationOffset.transposedPoint();
        // FIXME: The translation needs to include the multicolumn set's content offset within the
        // multicolumn block as well. This won't be an issue until we start creating multiple multicolumn sets.

        // Shift the dirty rect to be in flow thread coordinates with this translation applied.
        LayoutRect translatedDirtyRect(dirtyRect);
        translatedDirtyRect.moveBy(-translationOffset);

        // See if we intersect the dirty rect.
        clippedRect = layerBoundingBox;
        clippedRect.intersect(translatedDirtyRect);
        if (clippedRect.isEmpty())
            continue;

        // Something does need to paint in this column. Make a fragment now and supply the physical translation
        // offset and the clip rect for the column with that offset applied.
        LayerFragment fragment;
        fragment.paginationOffset = translationOffset;

        LayoutRect flippedFlowThreadOverflowPortion(flowThreadOverflowPortion);
        // Flip it into more a physical (RenderLayer-style) rectangle.
        flowThread()->flipForWritingMode(flippedFlowThreadOverflowPortion);
        fragment.paginationClip = flippedFlowThreadOverflowPortion;
        fragments.append(fragment);
    }
}

const char* RenderMultiColumnSet::renderName() const
{
    return "RenderMultiColumnSet";
}

}