| 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());
|
|
|