File: InlineIterator.h

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/*
 * Copyright (C) 2000 Lars Knoll (knoll@kde.org)
 * Copyright (C) 2003, 2004, 2006, 2007, 2008, 2009, 2010 Apple Inc. All right reserved.
 * Copyright (C) 2010 Google Inc. All rights reserved.
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Library General Public
 * License as published by the Free Software Foundation; either
 * version 2 of the License, or (at your option) any later version.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Library General Public License for more details.
 *
 * You should have received a copy of the GNU Library General Public License
 * along with this library; see the file COPYING.LIB.  If not, write to
 * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
 * Boston, MA 02110-1301, USA.
 *
 */

#ifndef InlineIterator_h
#define InlineIterator_h

#include "core/rendering/BidiRun.h"
#include "core/rendering/RenderBlockFlow.h"
#include "core/rendering/RenderInline.h"
#include "core/rendering/RenderText.h"
#include "wtf/StdLibExtras.h"

namespace blink {

// This class is used to RenderInline subtrees, stepping by character within the
// text children. InlineIterator will use bidiNext to find the next RenderText
// optionally notifying a BidiResolver every time it steps into/out of a RenderInline.
class InlineIterator {
public:
    enum IncrementRule {
        FastIncrementInIsolatedRenderer,
        FastIncrementInTextNode
    };

    InlineIterator()
        : m_root(0)
        , m_obj(0)
        , m_nextBreakablePosition(-1)
        , m_pos(0)
    {
    }

    InlineIterator(RenderObject* root, RenderObject* o, unsigned p)
        : m_root(root)
        , m_obj(o)
        , m_nextBreakablePosition(-1)
        , m_pos(p)
    {
    }

    void clear() { moveTo(0, 0); }

    void moveToStartOf(RenderObject* object)
    {
        moveTo(object, 0);
    }

    void moveTo(RenderObject* object, unsigned offset, int nextBreak = -1)
    {
        m_obj = object;
        m_pos = offset;
        m_nextBreakablePosition = nextBreak;
    }

    RenderObject* object() const { return m_obj; }
    void setObject(RenderObject* object) { m_obj = object; }

    int nextBreakablePosition() const { return m_nextBreakablePosition; }
    void setNextBreakablePosition(int position) { m_nextBreakablePosition = position; }

    unsigned offset() const { return m_pos; }
    void setOffset(unsigned position) { m_pos = position; }
    RenderObject* root() const { return m_root; }

    void fastIncrementInTextNode();
    void increment(InlineBidiResolver* = 0, IncrementRule = FastIncrementInTextNode);
    bool atEnd() const;

    inline bool atTextParagraphSeparator() const
    {
        return m_obj && m_obj->preservesNewline() && m_obj->isText() && toRenderText(m_obj)->textLength()
            && !toRenderText(m_obj)->isWordBreak() && toRenderText(m_obj)->characterAt(m_pos) == '\n';
    }

    inline bool atParagraphSeparator() const
    {
        return (m_obj && m_obj->isBR()) || atTextParagraphSeparator();
    }

    UChar characterAt(unsigned) const;
    UChar current() const;
    UChar previousInSameNode() const;
    ALWAYS_INLINE WTF::Unicode::Direction direction() const;

private:
    RenderObject* m_root;
    RenderObject* m_obj;

    int m_nextBreakablePosition;
    unsigned m_pos;
};

inline bool operator==(const InlineIterator& it1, const InlineIterator& it2)
{
    return it1.offset() == it2.offset() && it1.object() == it2.object();
}

inline bool operator!=(const InlineIterator& it1, const InlineIterator& it2)
{
    return it1.offset() != it2.offset() || it1.object() != it2.object();
}

static inline WTF::Unicode::Direction embedCharFromDirection(TextDirection dir, EUnicodeBidi unicodeBidi)
{
    using namespace WTF::Unicode;
    if (unicodeBidi == Embed)
        return dir == RTL ? RightToLeftEmbedding : LeftToRightEmbedding;
    return dir == RTL ? RightToLeftOverride : LeftToRightOverride;
}

template <class Observer>
static inline void notifyObserverEnteredObject(Observer* observer, RenderObject* object)
{
    if (!observer || !object || !object->isRenderInline())
        return;

    RenderStyle* style = object->style();
    EUnicodeBidi unicodeBidi = style->unicodeBidi();
    if (unicodeBidi == UBNormal) {
        // http://dev.w3.org/csswg/css3-writing-modes/#unicode-bidi
        // "The element does not open an additional level of embedding with respect to the bidirectional algorithm."
        // Thus we ignore any possible dir= attribute on the span.
        return;
    }
    if (isIsolated(unicodeBidi)) {
        // Make sure that explicit embeddings are committed before we enter the isolated content.
        observer->commitExplicitEmbedding(observer->runs());
        observer->enterIsolate();
        // Embedding/Override characters implied by dir= will be handled when
        // we process the isolated span, not when laying out the "parent" run.
        return;
    }

    if (!observer->inIsolate())
        observer->embed(embedCharFromDirection(style->direction(), unicodeBidi), FromStyleOrDOM);
}

template <class Observer>
static inline void notifyObserverWillExitObject(Observer* observer, RenderObject* object)
{
    if (!observer || !object || !object->isRenderInline())
        return;

    EUnicodeBidi unicodeBidi = object->style()->unicodeBidi();
    if (unicodeBidi == UBNormal)
        return; // Nothing to do for unicode-bidi: normal
    if (isIsolated(unicodeBidi)) {
        observer->exitIsolate();
        return;
    }

    // Otherwise we pop any embed/override character we added when we opened this tag.
    if (!observer->inIsolate())
        observer->embed(WTF::Unicode::PopDirectionalFormat, FromStyleOrDOM);
}

static inline bool isIteratorTarget(RenderObject* object)
{
    ASSERT(object); // The iterator will of course return 0, but its not an expected argument to this function.
    return object->isText() || object->isFloating() || object->isOutOfFlowPositioned() || object->isReplaced();
}

// This enum is only used for bidiNextShared()
enum EmptyInlineBehavior {
    SkipEmptyInlines,
    IncludeEmptyInlines,
};

static bool isEmptyInline(RenderObject* object)
{
    if (!object->isRenderInline())
        return false;

    for (RenderObject* curr = toRenderInline(object)->firstChild(); curr; curr = curr->nextSibling()) {
        if (curr->isFloatingOrOutOfFlowPositioned())
            continue;
        if (curr->isText() && toRenderText(curr)->isAllCollapsibleWhitespace())
            continue;

        if (!isEmptyInline(curr))
            return false;
    }
    return true;
}

// FIXME: This function is misleadingly named. It has little to do with bidi.
// This function will iterate over inlines within a block, optionally notifying
// a bidi resolver as it enters/exits inlines (so it can push/pop embedding levels).
template <class Observer>
static inline RenderObject* bidiNextShared(RenderObject* root, RenderObject* current, Observer* observer = 0, EmptyInlineBehavior emptyInlineBehavior = SkipEmptyInlines, bool* endOfInlinePtr = 0)
{
    RenderObject* next = 0;
    // oldEndOfInline denotes if when we last stopped iterating if we were at the end of an inline.
    bool oldEndOfInline = endOfInlinePtr ? *endOfInlinePtr : false;
    bool endOfInline = false;

    while (current) {
        next = 0;
        if (!oldEndOfInline && !isIteratorTarget(current)) {
            next = current->slowFirstChild();
            notifyObserverEnteredObject(observer, next);
        }

        // We hit this when either current has no children, or when current is not a renderer we care about.
        if (!next) {
            // If it is a renderer we care about, and we're doing our inline-walk, return it.
            if (emptyInlineBehavior == IncludeEmptyInlines && !oldEndOfInline && current->isRenderInline()) {
                next = current;
                endOfInline = true;
                break;
            }

            while (current && current != root) {
                notifyObserverWillExitObject(observer, current);

                next = current->nextSibling();
                if (next) {
                    notifyObserverEnteredObject(observer, next);
                    break;
                }

                current = current->parent();
                if (emptyInlineBehavior == IncludeEmptyInlines && current && current != root && current->isRenderInline()) {
                    next = current;
                    endOfInline = true;
                    break;
                }
            }
        }

        if (!next)
            break;

        if (isIteratorTarget(next)
            || ((emptyInlineBehavior == IncludeEmptyInlines || isEmptyInline(next)) // Always return EMPTY inlines.
                && next->isRenderInline()))
            break;
        current = next;
    }

    if (endOfInlinePtr)
        *endOfInlinePtr = endOfInline;

    return next;
}

template <class Observer>
static inline RenderObject* bidiNextSkippingEmptyInlines(RenderObject* root, RenderObject* current, Observer* observer)
{
    // The SkipEmptyInlines callers never care about endOfInlinePtr.
    return bidiNextShared(root, current, observer, SkipEmptyInlines);
}

// This makes callers cleaner as they don't have to specify a type for the observer when not providing one.
static inline RenderObject* bidiNextSkippingEmptyInlines(RenderObject* root, RenderObject* current)
{
    InlineBidiResolver* observer = 0;
    return bidiNextSkippingEmptyInlines(root, current, observer);
}

static inline RenderObject* bidiNextIncludingEmptyInlines(RenderObject* root, RenderObject* current, bool* endOfInlinePtr = 0)
{
    InlineBidiResolver* observer = 0; // Callers who include empty inlines, never use an observer.
    return bidiNextShared(root, current, observer, IncludeEmptyInlines, endOfInlinePtr);
}

static inline RenderObject* bidiFirstSkippingEmptyInlines(RenderBlockFlow* root, BidiRunList<BidiRun>& runs, InlineBidiResolver* resolver = 0)
{
    RenderObject* o = root->firstChild();
    if (!o)
        return 0;

    if (o->isRenderInline()) {
        notifyObserverEnteredObject(resolver, o);
        if (!isEmptyInline(o))
            o = bidiNextSkippingEmptyInlines(root, o, resolver);
        else {
            // Never skip empty inlines.
            if (resolver)
                resolver->commitExplicitEmbedding(runs);
            return o;
        }
    }

    // FIXME: Unify this with the bidiNext call above.
    if (o && !isIteratorTarget(o))
        o = bidiNextSkippingEmptyInlines(root, o, resolver);

    if (resolver)
        resolver->commitExplicitEmbedding(runs);
    return o;
}

// FIXME: This method needs to be renamed when bidiNext finds a good name.
static inline RenderObject* bidiFirstIncludingEmptyInlines(RenderBlock* root)
{
    RenderObject* o = root->firstChild();
    // If either there are no children to walk, or the first one is correct
    // then just return it.
    if (!o || o->isRenderInline() || isIteratorTarget(o))
        return o;

    return bidiNextIncludingEmptyInlines(root, o);
}

inline void InlineIterator::fastIncrementInTextNode()
{
    ASSERT(m_obj);
    ASSERT(m_obj->isText());
    ASSERT(m_pos <= toRenderText(m_obj)->textLength());
    if (m_pos < INT_MAX)
        m_pos++;
}

// FIXME: This is used by RenderBlockFlow for simplified layout, and has nothing to do with bidi
// it shouldn't use functions called bidiFirst and bidiNext.
class InlineWalker {
public:
    InlineWalker(RenderBlock* root)
        : m_root(root)
        , m_current(0)
        , m_atEndOfInline(false)
    {
        // FIXME: This class should be taught how to do the SkipEmptyInlines codepath as well.
        m_current = bidiFirstIncludingEmptyInlines(m_root);
    }

    RenderBlock* root() { return m_root; }
    RenderObject* current() { return m_current; }

    bool atEndOfInline() { return m_atEndOfInline; }
    bool atEnd() const { return !m_current; }

    RenderObject* advance()
    {
        // FIXME: Support SkipEmptyInlines and observer parameters.
        m_current = bidiNextIncludingEmptyInlines(m_root, m_current, &m_atEndOfInline);
        return m_current;
    }
private:
    RenderBlock* m_root;
    RenderObject* m_current;
    bool m_atEndOfInline;
};

static inline bool endOfLineHasIsolatedObjectAncestor(const InlineIterator& isolatedIterator, const InlineIterator& ancestorItertor)
{
    if (!isolatedIterator.object() || !isIsolated(isolatedIterator.object()->style()->unicodeBidi()))
        return false;

    RenderObject* innerIsolatedObject = isolatedIterator.object();
    while (innerIsolatedObject && innerIsolatedObject != isolatedIterator.root()) {
        if (innerIsolatedObject == ancestorItertor.object())
            return true;
        innerIsolatedObject = innerIsolatedObject->parent();
    }
    return false;
}

inline void InlineIterator::increment(InlineBidiResolver* resolver, IncrementRule rule)
{
    if (!m_obj)
        return;

    if (rule == FastIncrementInIsolatedRenderer
        && resolver && resolver->inIsolate()
        && !endOfLineHasIsolatedObjectAncestor(resolver->endOfLine(), resolver->position())) {
        moveTo(bidiNextSkippingEmptyInlines(m_root, m_obj, resolver), 0);
        return;
    }

    if (m_obj->isText()) {
        fastIncrementInTextNode();
        if (m_pos < toRenderText(m_obj)->textLength())
            return;
    }
    // bidiNext can return 0, so use moveTo instead of moveToStartOf
    moveTo(bidiNextSkippingEmptyInlines(m_root, m_obj, resolver), 0);
}

inline bool InlineIterator::atEnd() const
{
    return !m_obj;
}

inline UChar InlineIterator::characterAt(unsigned index) const
{
    if (!m_obj || !m_obj->isText())
        return 0;

    return toRenderText(m_obj)->characterAt(index);
}

inline UChar InlineIterator::current() const
{
    return characterAt(m_pos);
}

inline UChar InlineIterator::previousInSameNode() const
{
    if (!m_pos)
        return 0;

    return characterAt(m_pos - 1);
}

ALWAYS_INLINE WTF::Unicode::Direction InlineIterator::direction() const
{
    if (UChar c = current())
        return WTF::Unicode::direction(c);

    if (m_obj && m_obj->isListMarker())
        return m_obj->style()->isLeftToRightDirection() ? WTF::Unicode::LeftToRight : WTF::Unicode::RightToLeft;

    return WTF::Unicode::OtherNeutral;
}

template<>
inline void InlineBidiResolver::increment()
{
    m_current.increment(this, InlineIterator::FastIncrementInIsolatedRenderer);
}

template <>
inline bool InlineBidiResolver::isEndOfLine(const InlineIterator& end)
{
    bool inEndOfLine = m_current == end || m_current.atEnd() || (inIsolate() && m_current.object() == end.object());
    if (inIsolate() && inEndOfLine) {
        m_current.moveTo(m_current.object(), end.offset(), m_current.nextBreakablePosition());
        m_last = m_current;
        updateStatusLastFromCurrentDirection(WTF::Unicode::OtherNeutral);
    }
    return inEndOfLine;
}

static inline bool isCollapsibleSpace(UChar character, RenderText* renderer)
{
    if (character == ' ' || character == '\t' || character == softHyphen)
        return true;
    if (character == '\n')
        return !renderer->style()->preserveNewline();
    return false;
}

template <typename CharacterType>
static inline int findFirstTrailingSpace(RenderText* lastText, const CharacterType* characters, int start, int stop)
{
    int firstSpace = stop;
    while (firstSpace > start) {
        UChar current = characters[firstSpace - 1];
        if (!isCollapsibleSpace(current, lastText))
            break;
        firstSpace--;
    }

    return firstSpace;
}

template <>
inline int InlineBidiResolver::findFirstTrailingSpaceAtRun(BidiRun* run)
{
    ASSERT(run);
    RenderObject* lastObject = run->m_object;
    if (!lastObject->isText())
        return run->m_stop;

    RenderText* lastText = toRenderText(lastObject);
    int firstSpace;
    if (lastText->is8Bit())
        firstSpace = findFirstTrailingSpace(lastText, lastText->characters8(), run->start(), run->stop());
    else
        firstSpace = findFirstTrailingSpace(lastText, lastText->characters16(), run->start(), run->stop());
    return firstSpace;
}

template <>
inline BidiRun* InlineBidiResolver::addTrailingRun(BidiRunList<BidiRun>& runs, int start, int stop, BidiRun* run, BidiContext* context, TextDirection direction) const
{
    BidiRun* newTrailingRun = new BidiRun(start, stop, run->m_object, context, WTF::Unicode::OtherNeutral);
    if (direction == LTR)
        runs.addRun(newTrailingRun);
    else
        runs.prependRun(newTrailingRun);

    return newTrailingRun;
}

template <>
inline bool InlineBidiResolver::needsToApplyL1Rule(BidiRunList<BidiRun>& runs)
{
    if (!runs.logicallyLastRun()->m_object->style()->breakOnlyAfterWhiteSpace()
        || !runs.logicallyLastRun()->m_object->style()->autoWrap())
        return false;
    return true;
}

static inline bool isIsolatedInline(RenderObject* object)
{
    ASSERT(object);
    return object->isRenderInline() && isIsolated(object->style()->unicodeBidi());
}

static inline RenderObject* highestContainingIsolateWithinRoot(RenderObject* object, RenderObject* root)
{
    ASSERT(object);
    RenderObject* containingIsolateObj = 0;
    while (object && object != root) {
        if (isIsolatedInline(object))
            containingIsolateObj = object;

        object = object->parent();
    }
    return containingIsolateObj;
}

static inline unsigned numberOfIsolateAncestors(const InlineIterator& iter)
{
    RenderObject* object = iter.object();
    if (!object)
        return 0;
    unsigned count = 0;
    while (object && object != iter.root()) {
        if (isIsolatedInline(object))
            count++;
        object = object->parent();
    }
    return count;
}

// FIXME: This belongs on InlineBidiResolver, except it's a template specialization
// of BidiResolver which knows nothing about RenderObjects.
static inline BidiRun* addPlaceholderRunForIsolatedInline(InlineBidiResolver& resolver, RenderObject* obj, unsigned pos)
{
    ASSERT(obj);
    BidiRun* isolatedRun = new BidiRun(pos, pos, obj, resolver.context(), resolver.dir());
    resolver.runs().addRun(isolatedRun);
    // FIXME: isolatedRuns() could be a hash of object->run and then we could cheaply
    // ASSERT here that we didn't create multiple objects for the same inline.
    resolver.isolatedRuns().append(isolatedRun);
    return isolatedRun;
}

static inline BidiRun* createRun(int start, int end, RenderObject* obj, InlineBidiResolver& resolver)
{
    return new BidiRun(start, end, obj, resolver.context(), resolver.dir());
}

enum AppendRunBehavior {
    AppendingFakeRun,
    AppendingRunsForObject
};

class IsolateTracker {
public:
    explicit IsolateTracker(BidiRunList<BidiRun>& runs, unsigned nestedIsolateCount)
        : m_nestedIsolateCount(nestedIsolateCount)
        , m_haveAddedFakeRunForRootIsolate(false)
        , m_runs(runs)
    {
    }

    void setMidpointStateForRootIsolate(const LineMidpointState& midpointState)
    {
        m_midpointStateForRootIsolate = midpointState;
    }

    void enterIsolate() { m_nestedIsolateCount++; }
    void exitIsolate()
    {
        ASSERT(m_nestedIsolateCount >= 1);
        m_nestedIsolateCount--;
        if (!inIsolate())
            m_haveAddedFakeRunForRootIsolate = false;
    }
    bool inIsolate() const { return m_nestedIsolateCount; }

    // We don't care if we encounter bidi directional overrides.
    void embed(WTF::Unicode::Direction, BidiEmbeddingSource) { }
    void commitExplicitEmbedding(BidiRunList<BidiRun>&) { }
    BidiRunList<BidiRun>& runs() { return m_runs; }

    void addFakeRunIfNecessary(RenderObject* obj, unsigned pos, unsigned end, InlineBidiResolver& resolver)
    {
        // We only need to add a fake run for a given isolated span once during each call to createBidiRunsForLine.
        // We'll be called for every span inside the isolated span so we just ignore subsequent calls.
        // We also avoid creating a fake run until we hit a child that warrants one, e.g. we skip floats.
        if (RenderBlockFlow::shouldSkipCreatingRunsForObject(obj))
            return;
        if (!m_haveAddedFakeRunForRootIsolate) {
            BidiRun* run = addPlaceholderRunForIsolatedInline(resolver, obj, pos);
            resolver.setMidpointStateForIsolatedRun(run, m_midpointStateForRootIsolate);
            m_haveAddedFakeRunForRootIsolate = true;
        }
        // obj and pos together denote a single position in the inline, from which the parsing of the isolate will start.
        // We don't need to mark the end of the run because this is implicit: it is either endOfLine or the end of the
        // isolate, when we call createBidiRunsForLine it will stop at whichever comes first.
    }

private:
    unsigned m_nestedIsolateCount;
    bool m_haveAddedFakeRunForRootIsolate;
    LineMidpointState m_midpointStateForRootIsolate;
    BidiRunList<BidiRun>& m_runs;
};

static void inline appendRunObjectIfNecessary(RenderObject* obj, unsigned start, unsigned end, InlineBidiResolver& resolver, AppendRunBehavior behavior, IsolateTracker& tracker)
{
    if (behavior == AppendingFakeRun)
        tracker.addFakeRunIfNecessary(obj, start, end, resolver);
    else
        resolver.runs().addRun(createRun(start, end, obj, resolver));
}

static void adjustMidpointsAndAppendRunsForObjectIfNeeded(RenderObject* obj, unsigned start, unsigned end, InlineBidiResolver& resolver, AppendRunBehavior behavior, IsolateTracker& tracker)
{
    if (start > end || RenderBlockFlow::shouldSkipCreatingRunsForObject(obj))
        return;

    LineMidpointState& lineMidpointState = resolver.midpointState();
    bool haveNextMidpoint = (lineMidpointState.currentMidpoint() < lineMidpointState.numMidpoints());
    InlineIterator nextMidpoint;
    if (haveNextMidpoint)
        nextMidpoint = lineMidpointState.midpoints()[lineMidpointState.currentMidpoint()];
    if (lineMidpointState.betweenMidpoints()) {
        if (!(haveNextMidpoint && nextMidpoint.object() == obj))
            return;
        // This is a new start point. Stop ignoring objects and
        // adjust our start.
        lineMidpointState.setBetweenMidpoints(false);
        start = nextMidpoint.offset();
        lineMidpointState.incrementCurrentMidpoint();
        if (start < end)
            return adjustMidpointsAndAppendRunsForObjectIfNeeded(obj, start, end, resolver, behavior, tracker);
    } else {
        if (!haveNextMidpoint || (obj != nextMidpoint.object())) {
            appendRunObjectIfNecessary(obj, start, end, resolver, behavior, tracker);
            return;
        }

        // An end midpoint has been encountered within our object. We
        // need to go ahead and append a run with our endpoint.
        if (nextMidpoint.offset() + 1 <= end) {
            lineMidpointState.setBetweenMidpoints(true);
            lineMidpointState.incrementCurrentMidpoint();
            if (nextMidpoint.offset() != UINT_MAX) { // UINT_MAX means stop at the object and don't nclude any of it.
                if (nextMidpoint.offset() + 1 > start)
                    appendRunObjectIfNecessary(obj, start, nextMidpoint.offset() + 1, resolver, behavior, tracker);
                return adjustMidpointsAndAppendRunsForObjectIfNeeded(obj, nextMidpoint.offset() + 1, end, resolver, behavior, tracker);
            }
        } else {
            appendRunObjectIfNecessary(obj, start, end, resolver, behavior, tracker);
        }
    }
}

static inline void addFakeRunIfNecessary(RenderObject* obj, unsigned start, unsigned end, InlineBidiResolver& resolver, IsolateTracker& tracker)
{
    tracker.setMidpointStateForRootIsolate(resolver.midpointState());
    adjustMidpointsAndAppendRunsForObjectIfNeeded(obj, start, obj->length(), resolver, AppendingFakeRun, tracker);
}

template <>
inline void InlineBidiResolver::appendRun(BidiRunList<BidiRun>& runs)
{
    if (!m_emptyRun && !m_eor.atEnd() && !m_reachedEndOfLine) {
        // Keep track of when we enter/leave "unicode-bidi: isolate" inlines.
        // Initialize our state depending on if we're starting in the middle of such an inline.
        // FIXME: Could this initialize from this->inIsolate() instead of walking up the render tree?
        IsolateTracker isolateTracker(runs, numberOfIsolateAncestors(m_sor));
        int start = m_sor.offset();
        RenderObject* obj = m_sor.object();
        while (obj && obj != m_eor.object() && obj != m_endOfRunAtEndOfLine.object()) {
            if (isolateTracker.inIsolate())
                addFakeRunIfNecessary(obj, start, obj->length(), *this, isolateTracker);
            else
                adjustMidpointsAndAppendRunsForObjectIfNeeded(obj, start, obj->length(), *this, AppendingRunsForObject, isolateTracker);
            // FIXME: start/obj should be an InlineIterator instead of two separate variables.
            start = 0;
            obj = bidiNextSkippingEmptyInlines(m_sor.root(), obj, &isolateTracker);
        }
        bool isEndOfLine = obj == m_endOfLine.object() && !m_endOfLine.offset();
        if (obj && !isEndOfLine) {
            unsigned pos = obj == m_eor.object() ? m_eor.offset() : INT_MAX;
            if (obj == m_endOfRunAtEndOfLine.object() && m_endOfRunAtEndOfLine.offset() <= pos) {
                m_reachedEndOfLine = true;
                pos = m_endOfRunAtEndOfLine.offset();
            }
            // It's OK to add runs for zero-length RenderObjects, just don't make the run larger than it should be
            int end = obj->length() ? pos + 1 : 0;
            if (isolateTracker.inIsolate())
                addFakeRunIfNecessary(obj, start, end, *this, isolateTracker);
            else
                adjustMidpointsAndAppendRunsForObjectIfNeeded(obj, start, end, *this, AppendingRunsForObject, isolateTracker);
        }

        if (isEndOfLine)
            m_reachedEndOfLine = true;
        // If isolateTrack is inIsolate, the next |start of run| can not be the current isolated renderer.
        if (isolateTracker.inIsolate())
            m_eor.moveTo(bidiNextSkippingEmptyInlines(m_eor.root(), m_eor.object()), 0);
        else
            m_eor.increment();
        m_sor = m_eor;
    }

    m_direction = WTF::Unicode::OtherNeutral;
    m_status.eor = WTF::Unicode::OtherNeutral;
}

}

#endif // InlineIterator_h