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1 /* | 1 /* |
2 * Copyright (C) 2011 Adobe Systems Incorporated. All rights reserved. | 2 * Copyright (C) 2011 Adobe Systems Incorporated. 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 | 8 * 1. Redistributions of source code must retain the above |
9 * copyright notice, this list of conditions and the following | 9 * copyright notice, this list of conditions and the following |
10 * disclaimer. | 10 * disclaimer. |
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112 // FIXME: We need to find a way to set up overflow properly. Our flow thread hasn't gotten a layout | 112 // FIXME: We need to find a way to set up overflow properly. Our flow thread hasn't gotten a layout |
113 // yet, so we can't look to it for correct information. It's possible we cou ld wait until after the RenderFlowThread | 113 // yet, so we can't look to it for correct information. It's possible we cou ld wait until after the RenderFlowThread |
114 // gets a layout, and then try to propagate overflow information back to the region, and then mark for a second layout. | 114 // gets a layout, and then try to propagate overflow information back to the region, and then mark for a second layout. |
115 // That second layout would then be able to use the information from the Ren derFlowThread to set up overflow. | 115 // That second layout would then be able to use the information from the Ren derFlowThread to set up overflow. |
116 // | 116 // |
117 // The big problem though is that overflow needs to be region-specific. We c an't simply use the RenderFlowThread's global | 117 // The big problem though is that overflow needs to be region-specific. We c an't simply use the RenderFlowThread's global |
118 // overflow values, since then we'd always think any narrow region had huge overflow (all the way to the width of the | 118 // overflow values, since then we'd always think any narrow region had huge overflow (all the way to the width of the |
119 // RenderFlowThread itself). | 119 // RenderFlowThread itself). |
120 } | 120 } |
121 | 121 |
122 void RenderRegion::paintInvalidaitonOfFlowThreadContentRectangle(const LayoutRec t& paintInvalidationRect, const LayoutRect& flowThreadPortionRect, const LayoutR ect& flowThreadPortionOverflowRect, const LayoutPoint& regionLocation) const | 122 void RenderRegion::paintInvalidaitonOfFlowThreadContentRectangle(const LayoutRec t& paintInvalidationRect, const LayoutRect& flowThreadPortionRect, const LayoutR ect& flowThreadPortionOverflowRect, const LayoutPoint& regionLocation) |
chrishtr
2014/08/25 16:55:06
Fix the naming typo while you're at it: paintInval
kouhei (in TOK)
2014/08/26 14:18:18
Done.
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123 { | 123 { |
124 ASSERT(isValid()); | 124 ASSERT(isValid()); |
125 | 125 |
126 // We only have to issue a paint invalidation in this region if the region r ect intersects the paint invalidation rect. | 126 // We only have to issue a paint invalidation in this region if the region r ect intersects the paint invalidation rect. |
127 LayoutRect flippedFlowThreadPortionRect(flowThreadPortionRect); | 127 LayoutRect flippedFlowThreadPortionRect(flowThreadPortionRect); |
128 LayoutRect flippedFlowThreadPortionOverflowRect(flowThreadPortionOverflowRec t); | 128 LayoutRect flippedFlowThreadPortionOverflowRect(flowThreadPortionOverflowRec t); |
129 flowThread()->flipForWritingMode(flippedFlowThreadPortionRect); // Put the r egion rects into physical coordinates. | 129 flowThread()->flipForWritingMode(flippedFlowThreadPortionRect); // Put the r egion rects into physical coordinates. |
130 flowThread()->flipForWritingMode(flippedFlowThreadPortionOverflowRect); | 130 flowThread()->flipForWritingMode(flippedFlowThreadPortionOverflowRect); |
131 | 131 |
132 LayoutRect clippedRect(paintInvalidationRect); | 132 LayoutRect clippedRect(paintInvalidationRect); |
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148 if (!isValid()) { | 148 if (!isValid()) { |
149 RenderBlockFlow::computeIntrinsicLogicalWidths(minLogicalWidth, maxLogic alWidth); | 149 RenderBlockFlow::computeIntrinsicLogicalWidths(minLogicalWidth, maxLogic alWidth); |
150 return; | 150 return; |
151 } | 151 } |
152 | 152 |
153 minLogicalWidth = m_flowThread->minPreferredLogicalWidth(); | 153 minLogicalWidth = m_flowThread->minPreferredLogicalWidth(); |
154 maxLogicalWidth = m_flowThread->maxPreferredLogicalWidth(); | 154 maxLogicalWidth = m_flowThread->maxPreferredLogicalWidth(); |
155 } | 155 } |
156 | 156 |
157 } // namespace blink | 157 } // namespace blink |
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