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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" | |
| 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
| |
| 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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