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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 |
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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" | |
36 | 37 |
37 namespace blink { | 38 namespace blink { |
38 | 39 |
39 static inline RenderObject* rendererFromPosition(const Position& position) | 40 static inline RenderObject* rendererFromPosition(const Position& position) |
40 { | 41 { |
41 ASSERT(position.isNotNull()); | 42 ASSERT(position.isNotNull()); |
42 Node* rendererNode = 0; | 43 Node* rendererNode = 0; |
43 switch (position.anchorType()) { | 44 switch (position.anchorType()) { |
44 case Position::PositionIsOffsetInAnchor: | 45 case Position::PositionIsOffsetInAnchor: |
45 rendererNode = position.computeNodeAfterPosition(); | 46 rendererNode = position.computeNodeAfterPosition(); |
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224 | 225 |
225 IntRect RenderedPosition::absoluteRect(LayoutUnit* extraWidthToEndOfLine) const | 226 IntRect RenderedPosition::absoluteRect(LayoutUnit* extraWidthToEndOfLine) const |
226 { | 227 { |
227 if (isNull()) | 228 if (isNull()) |
228 return IntRect(); | 229 return IntRect(); |
229 | 230 |
230 IntRect localRect = pixelSnappedIntRect(m_renderer->localCaretRect(m_inlineB ox, m_offset, extraWidthToEndOfLine)); | 231 IntRect localRect = pixelSnappedIntRect(m_renderer->localCaretRect(m_inlineB ox, m_offset, extraWidthToEndOfLine)); |
231 return localRect == IntRect() ? IntRect() : m_renderer->localToAbsoluteQuad( FloatRect(localRect)).enclosingBoundingBox(); | 232 return localRect == IntRect() ? IntRect() : m_renderer->localToAbsoluteQuad( FloatRect(localRect)).enclosingBoundingBox(); |
232 } | 233 } |
233 | 234 |
235 void RenderedPosition::layerPoints(GraphicsLayer*& layerBacking, FloatPoint& edg eTop, FloatPoint& edgeBottom) const | |
chrishtr
2014/09/05 22:14:56
Instead of this method, I suggest you add a method
trchen
2014/09/06 00:06:26
Actually, getting pixel-snapped bounding box isn't
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236 { | |
237 layerBacking = nullptr; | |
238 edgeTop = edgeBottom = FloatPoint(); | |
239 | |
240 if (isNull()) | |
241 return; | |
242 | |
243 LayoutRect rect = m_renderer->localCaretRect(m_inlineBox, m_offset); | |
244 if (rect == LayoutRect()) | |
245 return; | |
246 | |
247 const RenderLayerModelObject* paintInvalidationContainer = m_renderer->conta inerForPaintInvalidation(); | |
248 ASSERT(paintInvalidationContainer); | |
249 const RenderLayer* layer = paintInvalidationContainer->layer(); | |
250 ASSERT(layer); | |
251 | |
252 layerBacking = layer->graphicsLayerBacking(); | |
253 if (!layerBacking) // This can happen for RenderFlowThread. | |
254 return; | |
255 | |
256 edgeTop = m_renderer->localToContainerPoint(rect.minXMinYCorner(), paintInva lidationContainer, TraverseDocumentBoundaries); | |
257 edgeBottom = m_renderer->localToContainerPoint(rect.minXMaxYCorner(), paintI nvalidationContainer, TraverseDocumentBoundaries); | |
258 | |
259 RenderLayer::mapPointToPaintBackingCoordinates(paintInvalidationContainer, e dgeTop); | |
260 RenderLayer::mapPointToPaintBackingCoordinates(paintInvalidationContainer, e dgeBottom); | |
261 } | |
262 | |
234 bool renderObjectContainsPosition(RenderObject* target, const Position& position ) | 263 bool renderObjectContainsPosition(RenderObject* target, const Position& position ) |
235 { | 264 { |
236 for (RenderObject* renderer = rendererFromPosition(position); renderer && re nderer->node(); renderer = renderer->parent()) { | 265 for (RenderObject* renderer = rendererFromPosition(position); renderer && re nderer->node(); renderer = renderer->parent()) { |
237 if (renderer == target) | 266 if (renderer == target) |
238 return true; | 267 return true; |
239 } | 268 } |
240 return false; | 269 return false; |
241 } | 270 } |
242 | 271 |
243 }; | 272 }; |
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