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1 /* | 1 /* |
2 * Copyright (C) 2012 Google Inc. All rights reserved. | 2 * Copyright (C) 2012 Google Inc. All rights reserved. |
3 * | 3 * |
4 * Redistribution and use in source and binary forms, with or without | 4 * Redistribution and use in source and binary forms, with or without |
5 * modification, are permitted provided that the following conditions | 5 * modification, are permitted provided that the following conditions |
6 * are met: | 6 * are met: |
7 * | 7 * |
8 * 1. Redistributions of source code must retain the above copyright | 8 * 1. Redistributions of source code must retain the above copyright |
9 * notice, this list of conditions and the following disclaimer. | 9 * notice, this list of conditions and the following disclaimer. |
10 * 2. Redistributions in binary form must reproduce the above copyright | 10 * 2. Redistributions in binary form must reproduce the above copyright |
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173 static void addQuadToPath(const FloatQuad& quad, Path& path) | 173 static void addQuadToPath(const FloatQuad& quad, Path& path) |
174 { | 174 { |
175 // FIXME: Make this create rounded quad-paths, just like the axis-aligned ca
se. | 175 // FIXME: Make this create rounded quad-paths, just like the axis-aligned ca
se. |
176 path.moveTo(quad.p1()); | 176 path.moveTo(quad.p1()); |
177 path.addLineTo(quad.p2()); | 177 path.addLineTo(quad.p2()); |
178 path.addLineTo(quad.p3()); | 178 path.addLineTo(quad.p3()); |
179 path.addLineTo(quad.p4()); | 179 path.addLineTo(quad.p4()); |
180 path.closeSubpath(); | 180 path.closeSubpath(); |
181 } | 181 } |
182 | 182 |
183 void LinkHighlight::computeQuads(Node* node, Vector<FloatQuad>& outQuads) const | 183 void LinkHighlight::computeQuads(RenderObject& renderer, Vector<FloatQuad>& outQ
uads) const |
184 { | 184 { |
185 if (!node || !node->renderer()) | |
186 return; | |
187 | |
188 RenderObject* renderer = node->renderer(); | |
189 | |
190 // For inline elements, absoluteQuads will return a line box based on the li
ne-height | 185 // For inline elements, absoluteQuads will return a line box based on the li
ne-height |
191 // and font metrics, which is technically incorrect as replaced elements lik
e images | 186 // and font metrics, which is technically incorrect as replaced elements lik
e images |
192 // should use their intristic height and expand the linebox as needed. To g
et an | 187 // should use their intristic height and expand the linebox as needed. To g
et an |
193 // appropriately sized highlight we descend into the children and have them
add their | 188 // appropriately sized highlight we descend into the children and have them
add their |
194 // boxes. | 189 // boxes. |
195 if (renderer->isRenderInline()) { | 190 if (renderer.isRenderInline()) { |
196 for (Node* child = node->firstChild(); child; child = child->nextSibling
()) | 191 for (RenderObject* child = renderer.slowFirstChild(); child; child = chi
ld->nextSibling()) |
197 computeQuads(child, outQuads); | 192 computeQuads(*child, outQuads); |
198 } else { | 193 } else { |
199 renderer->absoluteQuads(outQuads); | 194 renderer.absoluteQuads(outQuads); |
200 } | 195 } |
201 | |
202 } | 196 } |
203 | 197 |
204 bool LinkHighlight::computeHighlightLayerPathAndPosition(RenderLayer* compositin
gLayer) | 198 bool LinkHighlight::computeHighlightLayerPathAndPosition(RenderLayer* compositin
gLayer) |
205 { | 199 { |
206 if (!m_node || !m_node->renderer() || !m_currentGraphicsLayer) | 200 if (!m_node || !m_node->renderer() || !m_currentGraphicsLayer) |
207 return false; | 201 return false; |
208 | 202 |
209 ASSERT(compositingLayer); | 203 ASSERT(compositingLayer); |
210 | 204 |
211 // Get quads for node in absolute coordinates. | 205 // Get quads for node in absolute coordinates. |
212 Vector<FloatQuad> quads; | 206 Vector<FloatQuad> quads; |
213 computeQuads(m_node.get(), quads); | 207 computeQuads(*m_node->renderer(), quads); |
214 ASSERT(quads.size()); | 208 ASSERT(quads.size()); |
215 | 209 |
216 // Adjust for offset between target graphics layer and the node's renderer. | 210 // Adjust for offset between target graphics layer and the node's renderer. |
217 FloatPoint positionAdjust = IntPoint(m_currentGraphicsLayer->offsetFromRende
rer()); | 211 FloatPoint positionAdjust = IntPoint(m_currentGraphicsLayer->offsetFromRende
rer()); |
218 | 212 |
219 Path newPath; | 213 Path newPath; |
220 for (size_t quadIndex = 0; quadIndex < quads.size(); ++quadIndex) { | 214 for (size_t quadIndex = 0; quadIndex < quads.size(); ++quadIndex) { |
221 FloatQuad absoluteQuad = quads[quadIndex]; | 215 FloatQuad absoluteQuad = quads[quadIndex]; |
222 absoluteQuad.move(-positionAdjust.x(), -positionAdjust.y()); | 216 absoluteQuad.move(-positionAdjust.x(), -positionAdjust.y()); |
223 | 217 |
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352 // Make sure we update geometry on the next callback from WebViewImpl::layou
t(). | 346 // Make sure we update geometry on the next callback from WebViewImpl::layou
t(). |
353 m_geometryNeedsUpdate = true; | 347 m_geometryNeedsUpdate = true; |
354 } | 348 } |
355 | 349 |
356 WebLayer* LinkHighlight::layer() | 350 WebLayer* LinkHighlight::layer() |
357 { | 351 { |
358 return clipLayer(); | 352 return clipLayer(); |
359 } | 353 } |
360 | 354 |
361 } // namespace WeKit | 355 } // namespace WeKit |
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