Beispiel #1
0
void SVGRenderSupport::computeContainerBoundingBoxes(const RenderElement* container, FloatRect& objectBoundingBox, bool& objectBoundingBoxValid, FloatRect& strokeBoundingBox, FloatRect& repaintBoundingBox)
{
    objectBoundingBox = FloatRect();
    objectBoundingBoxValid = false;
    strokeBoundingBox = FloatRect();

    // When computing the strokeBoundingBox, we use the repaintRects of the container's children so that the container's stroke includes
    // the resources applied to the children (such as clips and filters). This allows filters applied to containers to correctly bound
    // the children, and also improves inlining of SVG content, as the stroke bound is used in that situation also.
    for (RenderObject* current = container->firstChild(); current; current = current->nextSibling()) {
        if (current->isSVGHiddenContainer())
            continue;

        const AffineTransform& transform = current->localToParentTransform();
        if (transform.isIdentity()) {
            updateObjectBoundingBox(objectBoundingBox, objectBoundingBoxValid, current, current->objectBoundingBox());
            strokeBoundingBox.unite(current->repaintRectInLocalCoordinates());
        } else {
            updateObjectBoundingBox(objectBoundingBox, objectBoundingBoxValid, current, transform.mapRect(current->objectBoundingBox()));
            strokeBoundingBox.unite(transform.mapRect(current->repaintRectInLocalCoordinates()));
        }
    }

    repaintBoundingBox = strokeBoundingBox;
}
void SVGLayoutSupport::computeContainerBoundingBoxes(const LayoutObject* container, FloatRect& objectBoundingBox, bool& objectBoundingBoxValid, FloatRect& strokeBoundingBox, FloatRect& paintInvalidationBoundingBox)
{
    objectBoundingBox = FloatRect();
    objectBoundingBoxValid = false;
    strokeBoundingBox = FloatRect();

    // When computing the strokeBoundingBox, we use the paintInvalidationRects of the container's children so that the container's stroke includes
    // the resources applied to the children (such as clips and filters). This allows filters applied to containers to correctly bound
    // the children, and also improves inlining of SVG content, as the stroke bound is used in that situation also.
    for (LayoutObject* current = container->slowFirstChild(); current; current = current->nextSibling()) {
        if (current->isSVGHiddenContainer())
            continue;

        // Don't include elements in the union that do not layout.
        if (current->isSVGShape() && toLayoutSVGShape(current)->isShapeEmpty())
            continue;

        const AffineTransform& transform = current->localToParentTransform();
        updateObjectBoundingBox(objectBoundingBox, objectBoundingBoxValid, current,
            transform.mapRect(current->objectBoundingBox()));
        strokeBoundingBox.unite(transform.mapRect(current->paintInvalidationRectInLocalCoordinates()));
    }

    paintInvalidationBoundingBox = strokeBoundingBox;
}