Example #1
0
static inline void appendQuadsToSubtargetList(Vector<FloatQuad>& quads, Node* node, SubtargetGeometryList& subtargets)
{
    Vector<FloatQuad>::const_iterator it = quads.begin();
    const Vector<FloatQuad>::const_iterator end = quads.end();
    for (; it != end; ++it)
        subtargets.append(SubtargetGeometry(node, *it));
}
Example #2
0
static inline void appendSubtargetsForNodeToList(Node* node, SubtargetGeometryList& subtargets)
{
    // Since the node is a result of a hit test, we are already ensured it has a renderer.
    ASSERT(node->renderer());

    Vector<FloatQuad> quads;
    node->renderer()->absoluteQuads(quads);

    Vector<FloatQuad>::const_iterator it = quads.begin();
    const Vector<FloatQuad>::const_iterator end = quads.end();
    for (; it != end; ++it)
        subtargets.append(SubtargetGeometry(node, *it));
}
Example #3
0
static inline void appendZoomableSubtargets(Node* node, SubtargetGeometryList& subtargets)
{
    RenderBox* renderer = toRenderBox(node->renderer());
    ASSERT(renderer);

    Vector<FloatQuad> quads;
    FloatRect borderBoxRect = renderer->borderBoxRect();
    FloatRect contentBoxRect = renderer->contentBoxRect();
    quads.append(renderer->localToAbsoluteQuad(borderBoxRect));
    if (borderBoxRect != contentBoxRect)
        quads.append(renderer->localToAbsoluteQuad(contentBoxRect));
    // FIXME: For RenderBlocks, add column boxes and content boxes cleared for floats.

    Vector<FloatQuad>::const_iterator it = quads.begin();
    const Vector<FloatQuad>::const_iterator end = quads.end();
    for (; it != end; ++it)
        subtargets.append(SubtargetGeometry(node, *it));
}