| 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 { }
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|
|
| virtual void absoluteFocusRingQuads(Vector<FloatQuad>&);
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|
|
| @@ -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).
|
|
|