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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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172 static void addQuadToPath(const FloatQuad& quad, Path& path) | 172 static void addQuadToPath(const FloatQuad& quad, Path& path) |
173 { | 173 { |
174 // FIXME: Make this create rounded quad-paths, just like the axis-aligned ca
se. | 174 // FIXME: Make this create rounded quad-paths, just like the axis-aligned ca
se. |
175 path.moveTo(quad.p1()); | 175 path.moveTo(quad.p1()); |
176 path.addLineTo(quad.p2()); | 176 path.addLineTo(quad.p2()); |
177 path.addLineTo(quad.p3()); | 177 path.addLineTo(quad.p3()); |
178 path.addLineTo(quad.p4()); | 178 path.addLineTo(quad.p4()); |
179 path.closeSubpath(); | 179 path.closeSubpath(); |
180 } | 180 } |
181 | 181 |
182 void LinkHighlight::computeQuads(Node* node, Vector<FloatQuad>& outQuads) const | 182 void LinkHighlight::computeQuads(RenderObject& renderer, Vector<FloatQuad>& outQ
uads) const |
183 { | 183 { |
184 if (!node || !node->renderer()) | |
185 return; | |
186 | |
187 RenderObject* renderer = node->renderer(); | |
188 | |
189 // For inline elements, absoluteQuads will return a line box based on the li
ne-height | 184 // For inline elements, absoluteQuads will return a line box based on the li
ne-height |
190 // and font metrics, which is technically incorrect as replaced elements lik
e images | 185 // and font metrics, which is technically incorrect as replaced elements lik
e images |
191 // should use their intristic height and expand the linebox as needed. To g
et an | 186 // should use their intristic height and expand the linebox as needed. To g
et an |
192 // appropriately sized highlight we descend into the children and have them
add their | 187 // appropriately sized highlight we descend into the children and have them
add their |
193 // boxes. | 188 // boxes. |
194 if (renderer->isRenderInline()) { | 189 if (renderer.isRenderInline()) { |
195 for (Node* child = node->firstChild(); child; child = child->nextSibling
()) | 190 for (RenderObject* child = renderer.slowFirstChild(); child; child = chi
ld->nextSibling()) |
196 computeQuads(child, outQuads); | 191 computeQuads(*child, outQuads); |
197 } else { | 192 } else { |
198 renderer->absoluteQuads(outQuads); | 193 renderer.absoluteQuads(outQuads); |
199 } | 194 } |
200 | |
201 } | 195 } |
202 | 196 |
203 bool LinkHighlight::computeHighlightLayerPathAndPosition(RenderLayer* compositin
gLayer) | 197 bool LinkHighlight::computeHighlightLayerPathAndPosition(RenderLayer* compositin
gLayer) |
204 { | 198 { |
205 if (!m_node || !m_node->renderer() || !m_currentGraphicsLayer) | 199 if (!m_node || !m_node->renderer() || !m_currentGraphicsLayer) |
206 return false; | 200 return false; |
207 | 201 |
208 ASSERT(compositingLayer); | 202 ASSERT(compositingLayer); |
209 | 203 |
210 // Get quads for node in absolute coordinates. | 204 // Get quads for node in absolute coordinates. |
211 Vector<FloatQuad> quads; | 205 Vector<FloatQuad> quads; |
212 computeQuads(m_node.get(), quads); | 206 computeQuads(*m_node->renderer(), quads); |
213 ASSERT(quads.size()); | 207 ASSERT(quads.size()); |
214 | 208 |
215 // Adjust for offset between target graphics layer and the node's renderer. | 209 // Adjust for offset between target graphics layer and the node's renderer. |
216 FloatPoint positionAdjust = IntPoint(m_currentGraphicsLayer->offsetFromRende
rer()); | 210 FloatPoint positionAdjust = IntPoint(m_currentGraphicsLayer->offsetFromRende
rer()); |
217 | 211 |
218 Path newPath; | 212 Path newPath; |
219 for (size_t quadIndex = 0; quadIndex < quads.size(); ++quadIndex) { | 213 for (size_t quadIndex = 0; quadIndex < quads.size(); ++quadIndex) { |
220 FloatQuad absoluteQuad = quads[quadIndex]; | 214 FloatQuad absoluteQuad = quads[quadIndex]; |
221 absoluteQuad.move(-positionAdjust.x(), -positionAdjust.y()); | 215 absoluteQuad.move(-positionAdjust.x(), -positionAdjust.y()); |
222 | 216 |
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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 blink | 355 } // namespace blink |
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