Index: Source/web/LinkHighlight.cpp |
diff --git a/Source/web/LinkHighlight.cpp b/Source/web/LinkHighlight.cpp |
index a4ef627d61bda2b6fa700847880cd83ec8648562..2b1757fcf956aa096bfc9f5ff4251076cc67699f 100644 |
--- a/Source/web/LinkHighlight.cpp |
+++ b/Source/web/LinkHighlight.cpp |
@@ -36,6 +36,7 @@ |
#include "core/rendering/RenderObject.h" |
#include "core/rendering/RenderView.h" |
#include "core/rendering/compositing/CompositedLayerMapping.h" |
+#include "core/rendering/compositing/RenderLayerCompositor.h" |
#include "core/rendering/style/ShadowData.h" |
#include "platform/graphics/Color.h" |
#include "public/platform/Platform.h" |
@@ -106,34 +107,13 @@ void LinkHighlight::releaseResources() |
RenderLayer* LinkHighlight::computeEnclosingCompositingLayer() |
abarth-chromium
2014/06/13 21:38:15
LinkHighlight is hacked into the system. It's not
jdduke (slow)
2014/06/20 17:15:59
OK, I was pointed to LinkHighlight as a model of h
|
{ |
- if (!m_node || !m_node->renderer()) |
+ RenderLayer* newRenderLayer; |
+ GraphicsLayer* newGraphicsLayer; |
+ if (!RenderLayerCompositor::computeEnclosingCompositingLayer(m_node.get(), newRenderLayer, newGraphicsLayer)) |
return 0; |
- // Find the nearest enclosing composited layer and attach to it. We may need to cross frame boundaries |
- // to find a suitable layer. |
- RenderObject* renderer = m_node->renderer(); |
- RenderLayer* renderLayer; |
- do { |
- renderLayer = renderer->enclosingLayer()->enclosingCompositingLayerForRepaint(); |
- if (!renderLayer) { |
- renderer = renderer->frame()->ownerRenderer(); |
- if (!renderer) |
- return 0; |
- } |
- } while (!renderLayer); |
- |
- CompositedLayerMappingPtr compositedLayerMapping = renderLayer->compositingState() == PaintsIntoGroupedBacking ? renderLayer->groupedMapping() : renderLayer->compositedLayerMapping(); |
- GraphicsLayer* newGraphicsLayer = renderLayer->compositingState() == PaintsIntoGroupedBacking ? compositedLayerMapping->squashingLayer() : compositedLayerMapping->mainGraphicsLayer(); |
- |
m_clipLayer->setTransform(SkMatrix44(SkMatrix44::kIdentity_Constructor)); |
- if (!newGraphicsLayer->drawsContent()) { |
- if (renderLayer->scrollableArea() && renderLayer->scrollableArea()->usesCompositedScrolling()) { |
- ASSERT(renderLayer->hasCompositedLayerMapping() && renderLayer->compositedLayerMapping()->scrollingContentsLayer()); |
- newGraphicsLayer = compositedLayerMapping->scrollingContentsLayer(); |
- } |
- } |
- |
if (m_currentGraphicsLayer != newGraphicsLayer) { |
if (m_currentGraphicsLayer) |
clearGraphicsLayerLinkHighlightPointer(); |
@@ -142,34 +122,7 @@ RenderLayer* LinkHighlight::computeEnclosingCompositingLayer() |
m_currentGraphicsLayer->addLinkHighlight(this); |
} |
- return renderLayer; |
-} |
- |
-static void convertTargetSpaceQuadToCompositedLayer(const FloatQuad& targetSpaceQuad, RenderObject* targetRenderer, RenderObject* compositedRenderer, FloatQuad& compositedSpaceQuad) |
-{ |
- ASSERT(targetRenderer); |
- ASSERT(compositedRenderer); |
- |
- for (unsigned i = 0; i < 4; ++i) { |
- IntPoint point; |
- switch (i) { |
- case 0: point = roundedIntPoint(targetSpaceQuad.p1()); break; |
- case 1: point = roundedIntPoint(targetSpaceQuad.p2()); break; |
- case 2: point = roundedIntPoint(targetSpaceQuad.p3()); break; |
- case 3: point = roundedIntPoint(targetSpaceQuad.p4()); break; |
- } |
- |
- point = targetRenderer->frame()->view()->contentsToWindow(point); |
- point = compositedRenderer->frame()->view()->windowToContents(point); |
- FloatPoint floatPoint = compositedRenderer->absoluteToLocal(point, UseTransforms); |
- |
- switch (i) { |
- case 0: compositedSpaceQuad.setP1(floatPoint); break; |
- case 1: compositedSpaceQuad.setP2(floatPoint); break; |
- case 2: compositedSpaceQuad.setP3(floatPoint); break; |
- case 3: compositedSpaceQuad.setP4(floatPoint); break; |
- } |
- } |
+ return newRenderLayer; |
} |
static void addQuadToPath(const FloatQuad& quad, Path& path) |
@@ -225,7 +178,7 @@ bool LinkHighlight::computeHighlightLayerPathAndPosition(RenderLayer* compositin |
// Transform node quads in target absolute coords to local coordinates in the compositor layer. |
FloatQuad transformedQuad; |
- convertTargetSpaceQuadToCompositedLayer(absoluteQuad, m_node->renderer(), compositingLayer->renderer(), transformedQuad); |
+ RenderLayerCompositor::convertTargetSpaceQuadToCompositedLayer(absoluteQuad, m_node->renderer(), compositingLayer->renderer(), transformedQuad); |
// FIXME: for now, we'll only use rounded paths if we have a single node quad. The reason for this is that |
// we may sometimes get a chain of adjacent boxes (e.g. for text nodes) which end up looking like sausage |