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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 |
| (...skipping 11 matching lines...) Expand all Loading... |
| 22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF | 22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF |
| 23 * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 23 * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| 24 */ | 24 */ |
| 25 | 25 |
| 26 #include "config.h" | 26 #include "config.h" |
| 27 | 27 |
| 28 #include "web/LinkHighlight.h" | 28 #include "web/LinkHighlight.h" |
| 29 | 29 |
| 30 #include "SkMatrix44.h" | 30 #include "SkMatrix44.h" |
| 31 #include "core/dom/Node.h" | 31 #include "core/dom/Node.h" |
| 32 #include "core/dom/NodeRenderingTraversal.h" |
| 32 #include "core/frame/FrameView.h" | 33 #include "core/frame/FrameView.h" |
| 33 #include "core/frame/LocalFrame.h" | 34 #include "core/frame/LocalFrame.h" |
| 34 #include "core/rendering/RenderLayer.h" | 35 #include "core/rendering/RenderLayer.h" |
| 35 #include "core/rendering/RenderLayerModelObject.h" | 36 #include "core/rendering/RenderLayerModelObject.h" |
| 36 #include "core/rendering/RenderObject.h" | 37 #include "core/rendering/RenderObject.h" |
| 37 #include "core/rendering/RenderPart.h" | 38 #include "core/rendering/RenderPart.h" |
| 38 #include "core/rendering/RenderView.h" | 39 #include "core/rendering/RenderView.h" |
| 39 #include "core/rendering/compositing/CompositedLayerMapping.h" | 40 #include "core/rendering/compositing/CompositedLayerMapping.h" |
| 40 #include "core/rendering/style/ShadowData.h" | 41 #include "core/rendering/style/ShadowData.h" |
| 41 #include "platform/graphics/Color.h" | 42 #include "platform/graphics/Color.h" |
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| 173 static void addQuadToPath(const FloatQuad& quad, Path& path) | 174 static void addQuadToPath(const FloatQuad& quad, Path& path) |
| 174 { | 175 { |
| 175 // FIXME: Make this create rounded quad-paths, just like the axis-aligned ca
se. | 176 // FIXME: Make this create rounded quad-paths, just like the axis-aligned ca
se. |
| 176 path.moveTo(quad.p1()); | 177 path.moveTo(quad.p1()); |
| 177 path.addLineTo(quad.p2()); | 178 path.addLineTo(quad.p2()); |
| 178 path.addLineTo(quad.p3()); | 179 path.addLineTo(quad.p3()); |
| 179 path.addLineTo(quad.p4()); | 180 path.addLineTo(quad.p4()); |
| 180 path.closeSubpath(); | 181 path.closeSubpath(); |
| 181 } | 182 } |
| 182 | 183 |
| 183 void LinkHighlight::computeQuads(RenderObject& renderer, Vector<FloatQuad>& outQ
uads) const | 184 void LinkHighlight::computeQuads(const Node& node, Vector<FloatQuad>& outQuads)
const |
| 184 { | 185 { |
| 186 if (!node.renderer()) |
| 187 return; |
| 188 |
| 189 RenderObject* renderer = node.renderer(); |
| 190 |
| 185 // For inline elements, absoluteQuads will return a line box based on the li
ne-height | 191 // For inline elements, absoluteQuads will return a line box based on the li
ne-height |
| 186 // and font metrics, which is technically incorrect as replaced elements lik
e images | 192 // and font metrics, which is technically incorrect as replaced elements lik
e images |
| 187 // should use their intristic height and expand the linebox as needed. To g
et an | 193 // should use their intristic height and expand the linebox as needed. To g
et an |
| 188 // appropriately sized highlight we descend into the children and have them
add their | 194 // appropriately sized highlight we descend into the children and have them
add their |
| 189 // boxes. | 195 // boxes. |
| 190 if (renderer.isRenderInline()) { | 196 if (renderer->isRenderInline()) { |
| 191 for (RenderObject* child = renderer.slowFirstChild(); child; child = chi
ld->nextSibling()) | 197 for (Node* child = NodeRenderingTraversal::firstChild(&node); child; chi
ld = NodeRenderingTraversal::nextSibling(child)) |
| 192 computeQuads(*child, outQuads); | 198 computeQuads(*child, outQuads); |
| 193 } else { | 199 } else { |
| 194 renderer.absoluteQuads(outQuads); | 200 renderer->absoluteQuads(outQuads); |
| 195 } | 201 } |
| 196 } | 202 } |
| 197 | 203 |
| 198 bool LinkHighlight::computeHighlightLayerPathAndPosition(RenderLayer* compositin
gLayer) | 204 bool LinkHighlight::computeHighlightLayerPathAndPosition(RenderLayer* compositin
gLayer) |
| 199 { | 205 { |
| 200 if (!m_node || !m_node->renderer() || !m_currentGraphicsLayer) | 206 if (!m_node || !m_node->renderer() || !m_currentGraphicsLayer) |
| 201 return false; | 207 return false; |
| 202 | 208 |
| 203 ASSERT(compositingLayer); | 209 ASSERT(compositingLayer); |
| 204 | 210 |
| 205 // Get quads for node in absolute coordinates. | 211 // Get quads for node in absolute coordinates. |
| 206 Vector<FloatQuad> quads; | 212 Vector<FloatQuad> quads; |
| 207 computeQuads(*m_node->renderer(), quads); | 213 computeQuads(*m_node, quads); |
| 208 ASSERT(quads.size()); | 214 ASSERT(quads.size()); |
| 209 | 215 |
| 210 // Adjust for offset between target graphics layer and the node's renderer. | 216 // Adjust for offset between target graphics layer and the node's renderer. |
| 211 FloatPoint positionAdjust = IntPoint(m_currentGraphicsLayer->offsetFromRende
rer()); | 217 FloatPoint positionAdjust = IntPoint(m_currentGraphicsLayer->offsetFromRende
rer()); |
| 212 | 218 |
| 213 Path newPath; | 219 Path newPath; |
| 214 for (size_t quadIndex = 0; quadIndex < quads.size(); ++quadIndex) { | 220 for (size_t quadIndex = 0; quadIndex < quads.size(); ++quadIndex) { |
| 215 FloatQuad absoluteQuad = quads[quadIndex]; | 221 FloatQuad absoluteQuad = quads[quadIndex]; |
| 216 absoluteQuad.move(-positionAdjust.x(), -positionAdjust.y()); | 222 absoluteQuad.move(-positionAdjust.x(), -positionAdjust.y()); |
| 217 | 223 |
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| 352 // Make sure we update geometry on the next callback from WebViewImpl::layou
t(). | 358 // Make sure we update geometry on the next callback from WebViewImpl::layou
t(). |
| 353 m_geometryNeedsUpdate = true; | 359 m_geometryNeedsUpdate = true; |
| 354 } | 360 } |
| 355 | 361 |
| 356 WebLayer* LinkHighlight::layer() | 362 WebLayer* LinkHighlight::layer() |
| 357 { | 363 { |
| 358 return clipLayer(); | 364 return clipLayer(); |
| 359 } | 365 } |
| 360 | 366 |
| 361 } // namespace blink | 367 } // namespace blink |
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