LayoutRect AccessibilityScrollView::elementRect() const
{
    if (!m_scrollView)
        return LayoutRect();

    LayoutRect rect = m_scrollView->frameRect();
    float topContentInset = m_scrollView->topContentInset();
    // Top content inset pushes the frame down and shrinks it.
    rect.move(0, topContentInset);
    rect.contract(0, topContentInset);
    return rect;
}
Ejemplo n.º 2
0
void Page::addRelevantRepaintedObject(RenderObject* object, const LayoutRect& objectPaintRect)
{
    if (!isCountingRelevantRepaintedObjects())
        return;

    // Objects inside sub-frames are not considered to be relevant.
    if (object->document()->frame() != mainFrame())
        return;

    RenderView* view = object->view();
    if (!view)
        return;

    LayoutRect relevantRect = relevantViewRect(view);

    // The objects are only relevant if they are being painted within the viewRect().
    if (!objectPaintRect.intersects(pixelSnappedIntRect(relevantRect)))
        return;

    IntRect snappedPaintRect = pixelSnappedIntRect(objectPaintRect);

    // If this object was previously counted as an unpainted object, remove it from that HashSet
    // and corresponding Region. FIXME: This doesn't do the right thing if the objects overlap.
    HashSet<RenderObject*>::iterator it = m_relevantUnpaintedRenderObjects.find(object);
    if (it != m_relevantUnpaintedRenderObjects.end()) {
        m_relevantUnpaintedRenderObjects.remove(it);
        m_relevantUnpaintedRegion.subtract(snappedPaintRect);
    }

    // Split the relevantRect into a top half and a bottom half. Making sure we have coverage in
    // both halves helps to prevent cases where we have a fully loaded menu bar or masthead with
    // no content beneath that.
    LayoutRect topRelevantRect = relevantRect;
    topRelevantRect.contract(LayoutSize(0, relevantRect.height() / 2));
    LayoutRect bottomRelevantRect = topRelevantRect;
    bottomRelevantRect.setY(relevantRect.height() / 2);

    // If the rect straddles both Regions, split it appropriately.
    if (topRelevantRect.intersects(snappedPaintRect) && bottomRelevantRect.intersects(snappedPaintRect)) {
        IntRect topIntersection = snappedPaintRect;
        topIntersection.intersect(pixelSnappedIntRect(topRelevantRect));
        m_topRelevantPaintedRegion.unite(topIntersection);

        IntRect bottomIntersection = snappedPaintRect;
        bottomIntersection.intersect(pixelSnappedIntRect(bottomRelevantRect));
        m_bottomRelevantPaintedRegion.unite(bottomIntersection);
    } else if (topRelevantRect.intersects(snappedPaintRect))
        m_topRelevantPaintedRegion.unite(snappedPaintRect);
    else
        m_bottomRelevantPaintedRegion.unite(snappedPaintRect);

    float topPaintedArea = m_topRelevantPaintedRegion.totalArea();
    float bottomPaintedArea = m_bottomRelevantPaintedRegion.totalArea();
    float viewArea = relevantRect.width() * relevantRect.height();

    float ratioThatIsPaintedOnTop = topPaintedArea / viewArea;
    float ratioThatIsPaintedOnBottom = bottomPaintedArea / viewArea;
    float ratioOfViewThatIsUnpainted = m_relevantUnpaintedRegion.totalArea() / viewArea;

    if (ratioThatIsPaintedOnTop > (gMinimumPaintedAreaRatio / 2) && ratioThatIsPaintedOnBottom > (gMinimumPaintedAreaRatio / 2)
        && ratioOfViewThatIsUnpainted < gMaximumUnpaintedAreaRatio) {
        m_isCountingRelevantRepaintedObjects = false;
        resetRelevantPaintedObjectCounter();
        if (Frame* frame = mainFrame())
            frame->loader()->didLayout(DidHitRelevantRepaintedObjectsAreaThreshold);
    }
}