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Unified Diff: sky/engine/core/rendering/RenderObject.h

Issue 686653002: Remove a bunch of fixed position dead code. (Closed) Base URL: git@github.com:domokit/mojo.git@master
Patch Set: Created 6 years, 2 months ago
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Index: sky/engine/core/rendering/RenderObject.h
diff --git a/sky/engine/core/rendering/RenderObject.h b/sky/engine/core/rendering/RenderObject.h
index 288885d8196a85c3d49d409102ab7c4379c3a47b..d82e729d1451c865bead09b44a652ad6d401cfb8 100644
--- a/sky/engine/core/rendering/RenderObject.h
+++ b/sky/engine/core/rendering/RenderObject.h
@@ -102,10 +102,11 @@ enum MarkingBehavior {
};
enum MapCoordinatesMode {
- IsFixed = 1 << 0,
- UseTransforms = 1 << 1,
- ApplyContainerFlip = 1 << 2,
- TraverseDocumentBoundaries = 1 << 3,
+ UseTransforms = 1 << 0,
+ // FIXME(sky): What is this for? Do we need it?
+ ApplyContainerFlip = 1 << 1,
+ // FIXME(sky): Remove
+ TraverseDocumentBoundaries = 1 << 2,
};
typedef unsigned MapCoordinatesFlags;
@@ -631,16 +632,16 @@ public:
FloatPoint absoluteToLocal(const FloatPoint&, MapCoordinatesFlags = 0) const;
// Convert a local quad to absolute coordinates, taking transforms into account.
- FloatQuad localToAbsoluteQuad(const FloatQuad& quad, MapCoordinatesFlags mode = 0, bool* wasFixed = 0) const
+ FloatQuad localToAbsoluteQuad(const FloatQuad& quad, MapCoordinatesFlags mode = 0) const
{
- return localToContainerQuad(quad, 0, mode, wasFixed);
+ return localToContainerQuad(quad, 0, mode);
}
// Convert an absolute quad to local coordinates.
FloatQuad absoluteToLocalQuad(const FloatQuad&, MapCoordinatesFlags mode = 0) const;
// Convert a local quad into the coordinate system of container, taking transforms into account.
- FloatQuad localToContainerQuad(const FloatQuad&, const RenderLayerModelObject* paintInvalidatinoContainer, MapCoordinatesFlags = 0, bool* wasFixed = 0) const;
- FloatPoint localToContainerPoint(const FloatPoint&, const RenderLayerModelObject* paintInvalidationContainer, MapCoordinatesFlags = 0, bool* wasFixed = 0, const PaintInvalidationState* = 0) const;
+ FloatQuad localToContainerQuad(const FloatQuad&, const RenderLayerModelObject* paintInvalidatinoContainer, MapCoordinatesFlags = 0) const;
+ FloatPoint localToContainerPoint(const FloatPoint&, const RenderLayerModelObject* paintInvalidationContainer, MapCoordinatesFlags = 0, const PaintInvalidationState* = 0) const;
// Return the offset from the container() renderer (excluding transforms). In multi-column layout,
// different offsets apply at different points, so return the offset that applies to the given point.
@@ -658,7 +659,7 @@ public:
IntRect absoluteBoundingBoxRectIgnoringTransforms() const;
// Build an array of quads in absolute coords for line boxes
- virtual void absoluteQuads(Vector<FloatQuad>&, bool* /*wasFixed*/ = 0) const { }
+ virtual void absoluteQuads(Vector<FloatQuad>&) const { }
virtual void absoluteFocusRingQuads(Vector<FloatQuad>&);
@@ -832,7 +833,7 @@ public:
// Map points and quads through elements, potentially via 3d transforms. You should never need to call these directly; use
// localToAbsolute/absoluteToLocal methods instead.
- virtual void mapLocalToContainer(const RenderLayerModelObject* paintInvalidationContainer, TransformState&, MapCoordinatesFlags = ApplyContainerFlip, bool* wasFixed = 0, const PaintInvalidationState* = 0) const;
+ virtual void mapLocalToContainer(const RenderLayerModelObject* paintInvalidationContainer, TransformState&, MapCoordinatesFlags = ApplyContainerFlip, const PaintInvalidationState* = 0) const;
virtual void mapAbsoluteToLocalPoint(MapCoordinatesFlags, TransformState&) const;
// Pushes state onto RenderGeometryMap about how to map coordinates from this renderer to its container, or ancestorToStopAt (whichever is encountered first).
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