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Side by Side Diff: Source/core/paint/BlockFlowPainter.cpp

Issue 763173003: Convert RenderBlockFlow code to use FloatingObject references (Closed) Base URL: https://chromium.googlesource.com/chromium/blink.git@master
Patch Set: Created 6 years ago
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1 // Copyright 2014 The Chromium Authors. All rights reserved. 1 // Copyright 2014 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #include "config.h" 5 #include "config.h"
6 #include "core/paint/BlockFlowPainter.h" 6 #include "core/paint/BlockFlowPainter.h"
7 7
8 #include "core/rendering/FloatingObjects.h" 8 #include "core/rendering/FloatingObjects.h"
9 #include "core/rendering/PaintInfo.h" 9 #include "core/rendering/PaintInfo.h"
10 #include "core/rendering/RenderBlockFlow.h" 10 #include "core/rendering/RenderBlockFlow.h"
11 #include "core/rendering/RenderLayer.h" 11 #include "core/rendering/RenderLayer.h"
12 12
13 namespace blink { 13 namespace blink {
14 14
15 void BlockFlowPainter::paintFloats(const PaintInfo& paintInfo, const LayoutPoint & paintOffset, bool preservePhase) 15 void BlockFlowPainter::paintFloats(const PaintInfo& paintInfo, const LayoutPoint & paintOffset, bool preservePhase)
16 { 16 {
17 if (!m_renderBlockFlow.floatingObjects()) 17 if (!m_renderBlockFlow.floatingObjects())
18 return; 18 return;
19 19
20 const FloatingObjectSet& floatingObjectSet = m_renderBlockFlow.floatingObjec ts()->set(); 20 const FloatingObjectSet& floatingObjectSet = m_renderBlockFlow.floatingObjec ts()->set();
21 FloatingObjectSetIterator end = floatingObjectSet.end(); 21 FloatingObjectSetIterator end = floatingObjectSet.end();
22 for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++ it) { 22 for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++ it) {
23 FloatingObject* floatingObject = it->get(); 23 FloatingObject* floatingObject = it->get();
24 // Only paint the object if our m_shouldPaint flag is set. 24 // Only paint the object if our m_shouldPaint flag is set.
25 if (floatingObject->shouldPaint() && !floatingObject->renderer()->hasSel fPaintingLayer()) { 25 if (floatingObject->shouldPaint() && !floatingObject->renderer()->hasSel fPaintingLayer()) {
26 PaintInfo currentPaintInfo(paintInfo); 26 PaintInfo currentPaintInfo(paintInfo);
27 currentPaintInfo.phase = preservePhase ? paintInfo.phase : PaintPhas eBlockBackground; 27 currentPaintInfo.phase = preservePhase ? paintInfo.phase : PaintPhas eBlockBackground;
28 // FIXME: LayoutPoint version of xPositionForFloatIncludingMargin wo uld make this much cleaner. 28 // FIXME: LayoutPoint version of xPositionForFloatIncludingMargin wo uld make this much cleaner.
29 LayoutPoint childPoint = m_renderBlockFlow.flipFloatForWritingModeFo rChild( 29 LayoutPoint childPoint = m_renderBlockFlow.flipFloatForWritingModeFo rChild(
30 floatingObject, LayoutPoint(paintOffset.x() 30 *floatingObject, LayoutPoint(paintOffset.x()
31 + m_renderBlockFlow.xPositionForFloatIncludingMargin(floatingObj ect) - floatingObject->renderer()->x(), paintOffset.y() 31 + m_renderBlockFlow.xPositionForFloatIncludingMargin(*floatingOb ject) - floatingObject->renderer()->x(), paintOffset.y()
32 + m_renderBlockFlow.yPositionForFloatIncludingMargin(floatingObj ect) - floatingObject->renderer()->y())); 32 + m_renderBlockFlow.yPositionForFloatIncludingMargin(*floatingOb ject) - floatingObject->renderer()->y()));
33 floatingObject->renderer()->paint(currentPaintInfo, childPoint); 33 floatingObject->renderer()->paint(currentPaintInfo, childPoint);
34 if (!preservePhase) { 34 if (!preservePhase) {
35 currentPaintInfo.phase = PaintPhaseChildBlockBackgrounds; 35 currentPaintInfo.phase = PaintPhaseChildBlockBackgrounds;
36 floatingObject->renderer()->paint(currentPaintInfo, childPoint); 36 floatingObject->renderer()->paint(currentPaintInfo, childPoint);
37 currentPaintInfo.phase = PaintPhaseFloat; 37 currentPaintInfo.phase = PaintPhaseFloat;
38 floatingObject->renderer()->paint(currentPaintInfo, childPoint); 38 floatingObject->renderer()->paint(currentPaintInfo, childPoint);
39 currentPaintInfo.phase = PaintPhaseForeground; 39 currentPaintInfo.phase = PaintPhaseForeground;
40 floatingObject->renderer()->paint(currentPaintInfo, childPoint); 40 floatingObject->renderer()->paint(currentPaintInfo, childPoint);
41 currentPaintInfo.phase = PaintPhaseOutline; 41 currentPaintInfo.phase = PaintPhaseOutline;
42 floatingObject->renderer()->paint(currentPaintInfo, childPoint); 42 floatingObject->renderer()->paint(currentPaintInfo, childPoint);
(...skipping 20 matching lines...) Expand all
63 gapRectsBounds = m_renderBlockFlow.localToContainerQuad(FloatRec t(localBounds), layer->renderer()).enclosingBoundingBox(); 63 gapRectsBounds = m_renderBlockFlow.localToContainerQuad(FloatRec t(localBounds), layer->renderer()).enclosingBoundingBox();
64 if (layer->renderer()->hasOverflowClip()) 64 if (layer->renderer()->hasOverflowClip())
65 gapRectsBounds.move(layer->renderBox()->scrolledContentOffse t()); 65 gapRectsBounds.move(layer->renderBox()->scrolledContentOffse t());
66 } 66 }
67 layer->addBlockSelectionGapsBounds(gapRectsBounds); 67 layer->addBlockSelectionGapsBounds(gapRectsBounds);
68 } 68 }
69 } 69 }
70 } 70 }
71 71
72 } // namespace blink 72 } // namespace blink
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