Index: Source/core/rendering/RenderFieldset.cpp |
diff --git a/Source/core/rendering/RenderFieldset.cpp b/Source/core/rendering/RenderFieldset.cpp |
index 291c6862c74158da54c46e8ed24b90adbce8d4e6..260eec0334927b2abe333ab2b452e45801b13d94 100644 |
--- a/Source/core/rendering/RenderFieldset.cpp |
+++ b/Source/core/rendering/RenderFieldset.cpp |
@@ -158,7 +158,7 @@ void RenderFieldset::paintBoxDecorations(PaintInfo& paintInfo, const LayoutPoint |
paintRect.setX(paintRect.x() + xOff); |
} |
- if (!boxShadowShouldBeAppliedToBackground(determineBackgroundBleedAvoidance(paintInfo.context))) |
+ if (!boxShadowShouldBeAppliedToBackground(determineBackgroundBleedAvoidance(paintInfo.getContext()))) |
paintBoxShadow(paintInfo, paintRect, style(), Normal); |
paintFillLayers(paintInfo, resolveColor(CSSPropertyBackgroundColor), style()->backgroundLayers(), paintRect); |
paintBoxShadow(paintInfo, paintRect, style(), Inset); |
@@ -167,7 +167,7 @@ void RenderFieldset::paintBoxDecorations(PaintInfo& paintInfo, const LayoutPoint |
return; |
// Create a clipping region around the legend and paint the border as normal |
- GraphicsContext* graphicsContext = paintInfo.context; |
+ GraphicsContext* graphicsContext = paintInfo.getContext(); |
GraphicsContextStateSaver stateSaver(*graphicsContext); |
// FIXME: We need to work with "rl" and "bt" block flow directions. In those |
@@ -188,7 +188,7 @@ void RenderFieldset::paintBoxDecorations(PaintInfo& paintInfo, const LayoutPoint |
void RenderFieldset::paintMask(PaintInfo& paintInfo, const LayoutPoint& paintOffset) |
{ |
- if (style()->visibility() != VISIBLE || paintInfo.phase != PaintPhaseMask) |
+ if (style()->visibility() != VISIBLE || paintInfo.getPhase() != PaintPhaseMask) |
return; |
LayoutRect paintRect = LayoutRect(paintOffset, size()); |