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| 1 /* | 1 /* |
| 2 * Copyright (C) 2011 Google Inc. All rights reserved. | 2 * Copyright (C) 2011 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 are | 5 * modification, are permitted provided that the following conditions are |
| 6 * met: | 6 * met: |
| 7 * | 7 * |
| 8 * * Redistributions of source code must retain the above copyright | 8 * * 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 * * Redistributions in binary form must reproduce the above | 10 * * Redistributions in binary form must reproduce the above |
| (...skipping 15 matching lines...) Expand all Loading... |
| 26 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | 26 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| 27 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | 27 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| 28 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 28 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| 29 */ | 29 */ |
| 30 | 30 |
| 31 #include "config.h" | 31 #include "config.h" |
| 32 #include "core/editing/RenderedPosition.h" | 32 #include "core/editing/RenderedPosition.h" |
| 33 | 33 |
| 34 #include "core/dom/Position.h" | 34 #include "core/dom/Position.h" |
| 35 #include "core/editing/VisiblePosition.h" | 35 #include "core/editing/VisiblePosition.h" |
| 36 #include "core/rendering/RenderLayer.h" |
| 37 #include "core/rendering/compositing/CompositedSelectionBound.h" |
| 36 | 38 |
| 37 namespace blink { | 39 namespace blink { |
| 38 | 40 |
| 39 static inline RenderObject* rendererFromPosition(const Position& position) | 41 static inline RenderObject* rendererFromPosition(const Position& position) |
| 40 { | 42 { |
| 41 ASSERT(position.isNotNull()); | 43 ASSERT(position.isNotNull()); |
| 42 Node* rendererNode = 0; | 44 Node* rendererNode = 0; |
| 43 switch (position.anchorType()) { | 45 switch (position.anchorType()) { |
| 44 case Position::PositionIsOffsetInAnchor: | 46 case Position::PositionIsOffsetInAnchor: |
| 45 rendererNode = position.computeNodeAfterPosition(); | 47 rendererNode = position.computeNodeAfterPosition(); |
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| 224 | 226 |
| 225 IntRect RenderedPosition::absoluteRect(LayoutUnit* extraWidthToEndOfLine) const | 227 IntRect RenderedPosition::absoluteRect(LayoutUnit* extraWidthToEndOfLine) const |
| 226 { | 228 { |
| 227 if (isNull()) | 229 if (isNull()) |
| 228 return IntRect(); | 230 return IntRect(); |
| 229 | 231 |
| 230 IntRect localRect = pixelSnappedIntRect(m_renderer->localCaretRect(m_inlineB
ox, m_offset, extraWidthToEndOfLine)); | 232 IntRect localRect = pixelSnappedIntRect(m_renderer->localCaretRect(m_inlineB
ox, m_offset, extraWidthToEndOfLine)); |
| 231 return localRect == IntRect() ? IntRect() : m_renderer->localToAbsoluteQuad(
FloatRect(localRect)).enclosingBoundingBox(); | 233 return localRect == IntRect() ? IntRect() : m_renderer->localToAbsoluteQuad(
FloatRect(localRect)).enclosingBoundingBox(); |
| 232 } | 234 } |
| 233 | 235 |
| 236 void RenderedPosition::positionInGraphicsLayerBacking(CompositedSelectionBound&
bound) const |
| 237 { |
| 238 bound.layer = nullptr; |
| 239 bound.edgeTopInLayer = bound.edgeBottomInLayer = FloatPoint(); |
| 240 |
| 241 if (isNull()) |
| 242 return; |
| 243 |
| 244 LayoutRect rect = m_renderer->localCaretRect(m_inlineBox, m_offset); |
| 245 if (rect == LayoutRect()) |
| 246 return; |
| 247 |
| 248 RenderLayer* layer; |
| 249 bound.edgeTopInLayer = m_renderer->localToInvalidationBackingPoint(rect.minX
MinYCorner(), &layer); |
| 250 bound.edgeBottomInLayer = m_renderer->localToInvalidationBackingPoint(rect.m
inXMaxYCorner(), nullptr); |
| 251 bound.layer = layer->graphicsLayerBacking(); |
| 252 } |
| 253 |
| 234 bool renderObjectContainsPosition(RenderObject* target, const Position& position
) | 254 bool renderObjectContainsPosition(RenderObject* target, const Position& position
) |
| 235 { | 255 { |
| 236 for (RenderObject* renderer = rendererFromPosition(position); renderer && re
nderer->node(); renderer = renderer->parent()) { | 256 for (RenderObject* renderer = rendererFromPosition(position); renderer && re
nderer->node(); renderer = renderer->parent()) { |
| 237 if (renderer == target) | 257 if (renderer == target) |
| 238 return true; | 258 return true; |
| 239 } | 259 } |
| 240 return false; | 260 return false; |
| 241 } | 261 } |
| 242 | 262 |
| 243 }; | 263 }; |
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