Example #1
0
LayoutRect ShapeOutsideInfo::computedShapePhysicalBoundingBox() const
{
    LayoutRect physicalBoundingBox = computedShape().shapeMarginLogicalBoundingBox();
    physicalBoundingBox.setX(physicalBoundingBox.x() + logicalLeftOffset());
    physicalBoundingBox.setY(physicalBoundingBox.y() + logicalTopOffset());
    if (m_renderer.style().isFlippedBlocksWritingMode())
        physicalBoundingBox.setY(m_renderer.logicalHeight() - physicalBoundingBox.maxY());
    if (!m_renderer.style().isHorizontalWritingMode())
        physicalBoundingBox = physicalBoundingBox.transposedRect();
    return physicalBoundingBox;
}
Example #2
0
void RenderFieldset::paintBoxDecorations(PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
    if (!paintInfo.shouldPaintWithinRoot(*this))
        return;

    LayoutRect paintRect(paintOffset, size());
    RenderBox* legend = findLegend();
    if (!legend)
        return RenderBlockFlow::paintBoxDecorations(paintInfo, paintOffset);

    // FIXME: We need to work with "rl" and "bt" block flow directions.  In those
    // cases the legend is embedded in the right and bottom borders respectively.
    // https://bugs.webkit.org/show_bug.cgi?id=47236
    if (style().isHorizontalWritingMode()) {
        LayoutUnit yOff = (legend->y() > 0) ? LayoutUnit() : (legend->height() - borderTop()) / 2;
        paintRect.setHeight(paintRect.height() - yOff);
        paintRect.setY(paintRect.y() + yOff);
    } else {
        LayoutUnit xOff = (legend->x() > 0) ? LayoutUnit() : (legend->width() - borderLeft()) / 2;
        paintRect.setWidth(paintRect.width() - xOff);
        paintRect.setX(paintRect.x() + xOff);
    }

    if (!boxShadowShouldBeAppliedToBackground(determineBackgroundBleedAvoidance(paintInfo.context)))
        paintBoxShadow(paintInfo, paintRect, style(), Normal);
    paintFillLayers(paintInfo, style().visitedDependentColor(CSSPropertyBackgroundColor), style().backgroundLayers(), paintRect);
    paintBoxShadow(paintInfo, paintRect, style(), Inset);

    if (!style().hasBorder())
        return;
    
    // Create a clipping region around the legend and paint the border as normal
    GraphicsContext* graphicsContext = paintInfo.context;
    GraphicsContextStateSaver stateSaver(*graphicsContext);

    // FIXME: We need to work with "rl" and "bt" block flow directions.  In those
    // cases the legend is embedded in the right and bottom borders respectively.
    // https://bugs.webkit.org/show_bug.cgi?id=47236
    LayoutRect clipRect;
    if (style().isHorizontalWritingMode()) {
        clipRect.setX(paintRect.x() + legend->x());
        clipRect.setY(paintRect.y());
        clipRect.setWidth(legend->width());
        clipRect.setHeight(std::max<LayoutUnit>(style().borderTopWidth(), legend->height() - ((legend->height() - borderTop()) / 2)));
    } else {
        clipRect.setX(paintRect.x());
        clipRect.setY(paintRect.y() + legend->y());
        clipRect.setWidth(std::max<LayoutUnit>(style().borderLeftWidth(), legend->width()));
        clipRect.setHeight(legend->height());
    }
    graphicsContext->clipOut(snapRectToDevicePixels(clipRect, document().deviceScaleFactor()));

    paintBorder(paintInfo, paintRect, style());
}
Example #3
0
void RenderView::computeRectForRepaint(RenderBoxModelObject* repaintContainer, LayoutRect& rect, bool fixed) const
{
    // If a container was specified, and was not 0 or the RenderView,
    // then we should have found it by now.
    ASSERT_ARG(repaintContainer, !repaintContainer || repaintContainer == this);

    if (printing())
        return;

    if (style()->isFlippedBlocksWritingMode()) {
        // We have to flip by hand since the view's logical height has not been determined.  We
        // can use the viewport width and height.
        if (style()->isHorizontalWritingMode())
            rect.setY(viewHeight() - rect.maxY());
        else
            rect.setX(viewWidth() - rect.maxX());
    }

    if (fixed && m_frameView)
        rect.move(m_frameView->scrollOffsetForFixedPosition());
        
    // Apply our transform if we have one (because of full page zooming).
    if (!repaintContainer && m_layer && m_layer->transform())
        rect = m_layer->transform()->mapRect(rect);
}
Example #4
0
void LayoutTextControlSingleLine::paint(const PaintInfo& paintInfo,
                                        const LayoutPoint& paintOffset) const {
  LayoutTextControl::paint(paintInfo, paintOffset);

  if (shouldPaintSelfBlockBackground(paintInfo.phase) &&
      m_shouldDrawCapsLockIndicator) {
    if (LayoutObjectDrawingRecorder::useCachedDrawingIfPossible(
            paintInfo.context, *this, paintInfo.phase))
      return;

    LayoutRect contentsRect = contentBoxRect();

    // Center in the block progression direction.
    if (isHorizontalWritingMode())
      contentsRect.setY((size().height() - contentsRect.height()) / 2);
    else
      contentsRect.setX((size().width() - contentsRect.width()) / 2);

    // Convert the rect into the coords used for painting the content
    contentsRect.moveBy(paintOffset + location());
    IntRect snappedRect = pixelSnappedIntRect(contentsRect);
    LayoutObjectDrawingRecorder recorder(paintInfo.context, *this,
                                         paintInfo.phase, snappedRect);
    LayoutTheme::theme().painter().paintCapsLockIndicator(*this, paintInfo,
                                                          snappedRect);
  }
}
LayoutRect AccessibilityScrollView::elementRect() const
{
    if (!m_scrollView)
        return LayoutRect();

    LayoutRect rect = m_scrollView->frameRect();
    rect.setY(rect.y() + m_scrollView->topContentInset());
    return rect;
}
void RenderLineBreak::collectSelectionRects(Vector<SelectionRect>& rects, unsigned, unsigned)
{
    ensureLineBoxes(*this);
    InlineElementBox* box = m_inlineBoxWrapper;
    if (!box)
        return;
    const RootInlineBox& rootBox = box->root();
    LayoutRect rect = rootBox.computeCaretRect(box->logicalLeft(), 0, nullptr);
    if (rootBox.isFirstAfterPageBreak()) {
        if (box->isHorizontal())
            rect.shiftYEdgeTo(rootBox.lineTopWithLeading());
        else
            rect.shiftXEdgeTo(rootBox.lineTopWithLeading());
    }

    RenderBlock* containingBlock = this->containingBlock();
    // Map rect, extended left to leftOffset, and right to rightOffset, through transforms to get minX and maxX.
    LogicalSelectionOffsetCaches cache(*containingBlock);
    LayoutUnit leftOffset = containingBlock->logicalLeftSelectionOffset(*containingBlock, box->logicalTop(), cache);
    LayoutUnit rightOffset = containingBlock->logicalRightSelectionOffset(*containingBlock, box->logicalTop(), cache);
    LayoutRect extentsRect = rect;
    if (box->isHorizontal()) {
        extentsRect.setX(leftOffset);
        extentsRect.setWidth(rightOffset - leftOffset);
    } else {
        extentsRect.setY(leftOffset);
        extentsRect.setHeight(rightOffset - leftOffset);
    }
    extentsRect = localToAbsoluteQuad(FloatRect(extentsRect)).enclosingBoundingBox();
    if (!box->isHorizontal())
        extentsRect = extentsRect.transposedRect();
    bool isFirstOnLine = !box->previousOnLineExists();
    bool isLastOnLine = !box->nextOnLineExists();
    if (containingBlock->isRubyBase() || containingBlock->isRubyText())
        isLastOnLine = !containingBlock->containingBlock()->inlineBoxWrapper()->nextOnLineExists();

    bool isFixed = false;
    IntRect absRect = localToAbsoluteQuad(FloatRect(rect), UseTransforms, &isFixed).enclosingBoundingBox();
    bool boxIsHorizontal = !box->isSVGInlineTextBox() ? box->isHorizontal() : !style().svgStyle().isVerticalWritingMode();
    // If the containing block is an inline element, we want to check the inlineBoxWrapper orientation
    // to determine the orientation of the block. In this case we also use the inlineBoxWrapper to
    // determine if the element is the last on the line.
    if (containingBlock->inlineBoxWrapper()) {
        if (containingBlock->inlineBoxWrapper()->isHorizontal() != boxIsHorizontal) {
            boxIsHorizontal = containingBlock->inlineBoxWrapper()->isHorizontal();
            isLastOnLine = !containingBlock->inlineBoxWrapper()->nextOnLineExists();
        }
    }

    rects.append(SelectionRect(absRect, box->direction(), extentsRect.x(), extentsRect.maxX(), extentsRect.maxY(), 0, box->isLineBreak(), isFirstOnLine, isLastOnLine, false, false, boxIsHorizontal, isFixed, containingBlock->isRubyText(), view().pageNumberForBlockProgressionOffset(absRect.x())));
}
void IntersectionObserver::applyRootMargin(LayoutRect& rect) const
{
    // TODO(szager): Make sure the spec is clear that left/right margins are resolved against
    // width and not height.
    LayoutUnit topMargin = computeMargin(m_topMargin, rect.height());
    LayoutUnit rightMargin = computeMargin(m_rightMargin, rect.width());
    LayoutUnit bottomMargin = computeMargin(m_bottomMargin, rect.height());
    LayoutUnit leftMargin = computeMargin(m_leftMargin, rect.width());

    rect.setX(rect.x() - leftMargin);
    rect.setWidth(rect.width() + leftMargin + rightMargin);
    rect.setY(rect.y() - topMargin);
    rect.setHeight(rect.height() + topMargin + bottomMargin);
}
LayoutRect AccessibilitySpinButtonPart::elementRect() const
{
    // FIXME: This logic should exist in the render tree or elsewhere, but there is no
    // relationship that exists that can be queried.
    
    LayoutRect parentRect = parentObject()->elementRect();
    if (m_isIncrementor)
        parentRect.setHeight(parentRect.height() / 2);
    else {
        parentRect.setY(parentRect.y() + parentRect.height() / 2);        
        parentRect.setHeight(parentRect.height() / 2);        
    }
        
    return parentRect;
}
Example #9
0
void RenderTextControlSingleLine::paint(PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
    RenderTextControl::paint(paintInfo, paintOffset);

    if (paintInfo.phase == PaintPhaseBlockBackground && m_shouldDrawCapsLockIndicator) {
        LayoutRect contentsRect = contentBoxRect();

        // Center vertically like the text.
        contentsRect.setY((height() - contentsRect.height()) / 2);

        // Convert the rect into the coords used for painting the content
        contentsRect.moveBy(paintOffset + location());
        theme()->paintCapsLockIndicator(this, paintInfo, pixelSnappedIntRect(contentsRect));
    }
}
// Checks if |node| is offscreen the visible area (viewport) of its container
// document. In case it is, one can scroll in direction or take any different
// desired action later on.
bool hasOffscreenRect(Node* node, FocusType type)
{
    // Get the FrameView in which |node| is (which means the current viewport if |node|
    // is not in an inner document), so we can check if its content rect is visible
    // before we actually move the focus to it.
    FrameView* frameView = node->document().view();
    if (!frameView)
        return true;

    ASSERT(!frameView->needsLayout());

    LayoutRect containerViewportRect = frameView->visibleContentRect();
    // We want to select a node if it is currently off screen, but will be
    // exposed after we scroll. Adjust the viewport to post-scrolling position.
    // If the container has overflow:hidden, we cannot scroll, so we do not pass direction
    // and we do not adjust for scrolling.
    switch (type) {
    case FocusTypeLeft:
        containerViewportRect.setX(containerViewportRect.x() - ScrollableArea::pixelsPerLineStep());
        containerViewportRect.setWidth(containerViewportRect.width() + ScrollableArea::pixelsPerLineStep());
        break;
    case FocusTypeRight:
        containerViewportRect.setWidth(containerViewportRect.width() + ScrollableArea::pixelsPerLineStep());
        break;
    case FocusTypeUp:
        containerViewportRect.setY(containerViewportRect.y() - ScrollableArea::pixelsPerLineStep());
        containerViewportRect.setHeight(containerViewportRect.height() + ScrollableArea::pixelsPerLineStep());
        break;
    case FocusTypeDown:
        containerViewportRect.setHeight(containerViewportRect.height() + ScrollableArea::pixelsPerLineStep());
        break;
    default:
        break;
    }

    RenderObject* render = node->renderer();
    if (!render)
        return true;

    LayoutRect rect(render->absoluteClippedOverflowRect());
    if (rect.isEmpty())
        return true;

    return !containerViewportRect.intersects(rect);
}
void RenderTextControlSingleLine::paint(PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
    RenderTextControl::paint(paintInfo, paintOffset);

    if (paintInfo.phase == PaintPhaseBlockBackground && m_shouldDrawCapsLockIndicator) {
        LayoutRect contentsRect = contentBoxRect();

        // Center in the block progression direction.
        if (isHorizontalWritingMode())
            contentsRect.setY((height() - contentsRect.height()) / 2);
        else
            contentsRect.setX((width() - contentsRect.width()) / 2);

        // Convert the rect into the coords used for painting the content
        contentsRect.moveBy(paintOffset + location());
        theme().paintCapsLockIndicator(*this, paintInfo, snappedIntRect(contentsRect));
    }
}
Example #12
0
static FloatRect localQuadForTextBox(const InlineTextBox& box, unsigned start, unsigned end, bool useSelectionHeight)
{
    unsigned realEnd = std::min(box.end() + 1, end);
    LayoutRect boxSelectionRect = box.localSelectionRect(start, realEnd);
    if (!boxSelectionRect.height())
        return FloatRect();
    if (useSelectionHeight)
        return boxSelectionRect;
    // Change the height and y position (or width and x for vertical text)
    // because selectionRect uses selection-specific values.
    if (box.isHorizontal()) {
        boxSelectionRect.setHeight(box.height());
        boxSelectionRect.setY(box.y());
    } else {
        boxSelectionRect.setWidth(box.width());
        boxSelectionRect.setX(box.x());
    }
    return boxSelectionRect;
}
Example #13
0
void RenderView::mapRectToPaintInvalidationBacking(const RenderLayerModelObject* paintInvalidationContainer, LayoutRect& rect, ViewportConstrainedPosition viewportConstraint, const PaintInvalidationState* state) const
{
    if (document().printing())
        return;

    if (style()->slowIsFlippedBlocksWritingMode()) {
        // We have to flip by hand since the view's logical height has not been determined.  We
        // can use the viewport width and height.
        if (style()->isHorizontalWritingMode())
            rect.setY(viewHeight() - rect.maxY());
        else
            rect.setX(viewWidth() - rect.maxX());
    }

    adjustViewportConstrainedOffset(rect, viewportConstraint);

    // Apply our transform if we have one (because of full page zooming).
    if (!paintInvalidationContainer && layer() && layer()->transform())
        rect = layer()->transform()->mapRect(rect);

    ASSERT(paintInvalidationContainer);
    if (paintInvalidationContainer == this)
        return;

    Element* owner = document().ownerElement();
    if (!owner)
        return;

    if (RenderBox* obj = owner->renderBox()) {
        // Intersect the viewport with the paint invalidation rect.
        LayoutRect viewRectangle = viewRect();
        rect.intersect(viewRectangle);

        // Adjust for scroll offset of the view.
        rect.moveBy(-viewRectangle.location());

        // Adjust for frame border.
        rect.moveBy(obj->contentBoxRect().location());
        obj->mapRectToPaintInvalidationBacking(paintInvalidationContainer, rect, 0);
    }
}
// The starting rect is the rect of the focused node, in document coordinates.
// Compose a virtual starting rect if there is no focused node or if it is off screen.
// The virtual rect is the edge of the container or frame. We select which
// edge depending on the direction of the navigation.
LayoutRect virtualRectForDirection(FocusType type, const LayoutRect& startingRect, LayoutUnit width)
{
    LayoutRect virtualStartingRect = startingRect;
    switch (type) {
    case FocusTypeLeft:
        virtualStartingRect.setX(virtualStartingRect.maxX() - width);
        virtualStartingRect.setWidth(width);
        break;
    case FocusTypeUp:
        virtualStartingRect.setY(virtualStartingRect.maxY() - width);
        virtualStartingRect.setHeight(width);
        break;
    case FocusTypeRight:
        virtualStartingRect.setWidth(width);
        break;
    case FocusTypeDown:
        virtualStartingRect.setHeight(width);
        break;
    default:
        ASSERT_NOT_REACHED();
    }

    return virtualStartingRect;
}
Example #15
0
void RenderMathMLMenclose::paint(PaintInfo& info, const LayoutPoint& paintOffset)
{
    RenderMathMLRow::paint(info, paintOffset);

    if (info.context().paintingDisabled() || info.phase != PaintPhaseForeground || style().visibility() != VISIBLE)
        return;

    LayoutUnit thickness = ruleThickness();

    // Make a copy of the PaintInfo because applyTransform will modify its rect.
    PaintInfo paintInfo(info);
    GraphicsContextStateSaver stateSaver(paintInfo.context());

    paintInfo.context().setStrokeThickness(thickness);
    paintInfo.context().setStrokeStyle(SolidStroke);
    paintInfo.context().setStrokeColor(style().visitedDependentColor(CSSPropertyColor));
    paintInfo.context().setFillColor(Color::transparent);
    paintInfo.applyTransform(AffineTransform().translate(paintOffset + location()));

    // In the MathML in HTML5 implementation note, the "left" notation is described as follows:
    // - center of the left vertical bar is at 3\xi_8 padding + \xi_8 border/2 = 7\xi_8/2
    // - top space is Overbar Vertical Gap + Overbar Rule Thickness = 3\xi_8 + \xi_8 = 4\xi_8
    // - bottom space is Underbar Vertical Gap + Underbar Rule Thickness = 3\xi_8 + \xi_8 = 4\xi_8
    if (hasNotation(MathMLMencloseElement::Left)) {
        LayoutUnit x = m_contentRect.x() - 7 * thickness / 2;
        LayoutUnit yStart = m_contentRect.y() - 4 * thickness;
        LayoutUnit yEnd = m_contentRect.maxY() + 4 * thickness;
        drawLine(info, x, yStart, x, yEnd);
    }

    // In the MathML in HTML5 implementation note, the "right" notation is described as follows:
    // - center of the right vertical bar is at 3\xi_8 padding + \xi_8 border/2 = 7\xi_8/2
    // - top space is Overbar Vertical Gap + Overbar Rule Thickness = 3\xi_8 + \xi_8 = 4\xi_8
    // - bottom space is Underbar Vertical Gap + Underbar Rule Thickness = 3\xi_8 + \xi_8 = 4\xi_8
    if (hasNotation(MathMLMencloseElement::Right)) {
        LayoutUnit x = m_contentRect.maxX() + 7 * thickness / 2;
        LayoutUnit yStart = m_contentRect.y() - 4 * thickness;
        LayoutUnit yEnd = m_contentRect.maxY() + 4 * thickness;
        drawLine(info, x, yStart, x, yEnd);
    }

    // In the MathML in HTML5 implementation note, the "vertical" notation is horizontally centered.
    if (hasNotation(MathMLMencloseElement::VerticalStrike)) {
        LayoutUnit x = m_contentRect.x() + (m_contentRect.width() - thickness) / 2;
        LayoutUnit yStart = m_contentRect.y();
        LayoutUnit yEnd = m_contentRect.maxY();
        drawLine(info, x, yStart, x, yEnd);
    }

    // In the MathML in HTML5 implementation note, the "top" notation is described as follows:
    // - middle of the top horizontal bar is at Vertical Gap + Rule Thickness / 2 = 7\xi_8/2
    // - left and right spaces have size 4\xi_8
    if (hasNotation(MathMLMencloseElement::Top)) {
        LayoutUnit y = m_contentRect.y() - 7 * thickness / 2;
        LayoutUnit xStart = m_contentRect.x() - 4 * thickness;
        LayoutUnit xEnd = m_contentRect.maxX() + 4 * thickness;
        drawLine(info, xStart, y, xEnd, y);
    }

    // In the MathML in HTML5 implementation note, the "bottom" notation is described as follows:
    // - middle of the bottom horizontal bar is at Vertical Gap + Rule Thickness / 2 = 7\xi_8/2
    // - left and right spaces have size 4\xi_8
    if (hasNotation(MathMLMencloseElement::Bottom)) {
        LayoutUnit y = m_contentRect.maxY() + 7 * thickness / 2;
        LayoutUnit xStart = m_contentRect.x() - 4 * thickness;
        LayoutUnit xEnd = m_contentRect.maxX() + 4 * thickness;
        drawLine(info, xStart, y, xEnd, y);
    }

    // In the MathML in HTML5 implementation note, the "vertical" notation is vertically centered.
    if (hasNotation(MathMLMencloseElement::HorizontalStrike)) {
        LayoutUnit y = m_contentRect.y() + (m_contentRect.height() - thickness) / 2;
        LayoutUnit xStart = m_contentRect.x();
        LayoutUnit xEnd = m_contentRect.maxX();
        drawLine(info, xStart, y, xEnd, y);
    }

    // In the MathML in HTML5 implementation note, the "updiagonalstrike" goes from the bottom left corner
    // to the top right corner.
    if (hasNotation(MathMLMencloseElement::UpDiagonalStrike))
        drawLine(info, m_contentRect.x(), m_contentRect.maxY(), m_contentRect.maxX(), m_contentRect.y());

    // In the MathML in HTML5 implementation note, the "downdiagonalstrike" goes from the top left corner
    // to the bottom right corner.
    if (hasNotation(MathMLMencloseElement::DownDiagonalStrike))
        drawLine(info, m_contentRect.x(), m_contentRect.y(), m_contentRect.maxX(), m_contentRect.maxY());

    // In the MathML in HTML5 implementation note, the "roundedbox" has radii size 3\xi_8 and is obtained
    // by inflating the content box by 3\xi_8 + \xi_8/2 = 7\xi_8/2
    if (hasNotation(MathMLMencloseElement::RoundedBox)) {
        LayoutSize radiiSize(3 * thickness, 3 * thickness);
        RoundedRect::Radii radii(radiiSize, radiiSize, radiiSize, radiiSize);
        RoundedRect roundedRect(m_contentRect, radii);
        roundedRect.inflate(7 * thickness / 2);
        Path path;
        path.addRoundedRect(roundedRect);
        paintInfo.context().strokePath(path);
    }

    // For longdiv, we use our own rules for now:
    // - top space is like "top" notation
    // - bottom space is like "bottom" notation
    // - right space is like "right" notation
    // - left space is longDivLeftSpace * \xi_8
    // - We subtract half of the thickness from these spaces to obtain "top", "bottom", "left"
    //   and "right" coordinates.
    // - The top bar is drawn from "right" to "left" and positioned at vertical offset "top".
    // - The left part is draw as a quadratic Bezier curve with end points going from "top" to
    //   "bottom" and positioned at horizontal offset "left".
    // - In order to force the curvature of the left part, we use a middle point that is vertically
    //   centered and shifted towards the right by longDivLeftSpace * \xi_8
    if (hasNotation(MathMLMencloseElement::LongDiv)) {
        LayoutUnit top = m_contentRect.y() - 7 * thickness / 2;
        LayoutUnit bottom = m_contentRect.maxY() + 7 * thickness / 2;
        LayoutUnit left = m_contentRect.x() - longDivLeftSpace * thickness + thickness / 2;
        LayoutUnit right = m_contentRect.maxX() + 4 * thickness;
        LayoutUnit midX = left + longDivLeftSpace * thickness;
        LayoutUnit midY = (top + bottom) / 2;
        Path path;
        path.moveTo(LayoutPoint(right, top));
        path.addLineTo(LayoutPoint(left, top));
        path.addQuadCurveTo(LayoutPoint(midX, midY), FloatPoint(left, bottom));
        paintInfo.context().strokePath(path);
    }

    // In the MathML in HTML5 implementation note, the "circle" notation is described as follows:
    // - The center and axes are the same as the content bounding box.
    // - The width of the bounding box is \xi_8/2 + contentWidth * \sqrt{2} + \xi_8/2
    // - The height is \xi_8/2 + contentHeight * \sqrt{2} + \xi_8/2
    if (hasNotation(MathMLMencloseElement::Circle)) {
        LayoutRect ellipseRect;
        ellipseRect.setWidth(m_contentRect.width() * sqrtOfTwoFloat + thickness);
        ellipseRect.setHeight(m_contentRect.height() * sqrtOfTwoFloat + thickness);
        ellipseRect.setX(m_contentRect.x() - (ellipseRect.width() - m_contentRect.width()) / 2);
        ellipseRect.setY(m_contentRect.y() - (ellipseRect.height() - m_contentRect.height()) / 2);
        Path path;
        path.addEllipse(ellipseRect);
        paintInfo.context().strokePath(path);
    }
}
LayoutRect RenderNamedFlowThread::decorationsClipRectForBoxInNamedFlowFragment(const RenderBox& box, RenderNamedFlowFragment& fragment) const
{
    LayoutRect visualOverflowRect = fragment.visualOverflowRectForBox(&box);
    LayoutUnit initialLogicalX = style().isHorizontalWritingMode() ? visualOverflowRect.x() : visualOverflowRect.y();

    // The visual overflow rect returned by visualOverflowRectForBox is already flipped but the
    // RenderRegion::rectFlowPortionForBox method expects it unflipped.
    flipForWritingModeLocalCoordinates(visualOverflowRect);
    visualOverflowRect = fragment.rectFlowPortionForBox(&box, visualOverflowRect);
    
    // Now flip it again.
    flipForWritingModeLocalCoordinates(visualOverflowRect);

    // Take the scrolled offset of this object's parents into consideration.
    IntSize scrolledContentOffset;
    RenderBlock* containingBlock = box.containingBlock();
    while (containingBlock) {
        if (containingBlock->isRenderNamedFlowThread()) {
            // We've reached the flow thread, take the scrolled offset of the region into consideration.
            ASSERT(containingBlock == this);
            scrolledContentOffset += fragment.fragmentContainer().scrolledContentOffset();
            break;
        }
        
        scrolledContentOffset += containingBlock->scrolledContentOffset();
        containingBlock = containingBlock->containingBlock();
    }

    if (!scrolledContentOffset.isZero()) {
        if (style().isFlippedBlocksWritingMode())
            scrolledContentOffset = -scrolledContentOffset;
        
        visualOverflowRect.inflateX(scrolledContentOffset.width());
        visualOverflowRect.inflateY(scrolledContentOffset.height());
    }
    
    // Layers are in physical coordinates so the origin must be moved to the physical top-left of the flowthread.
    if (style().isFlippedBlocksWritingMode()) {
        if (style().isHorizontalWritingMode())
            visualOverflowRect.moveBy(LayoutPoint(0, height()));
        else
            visualOverflowRect.moveBy(LayoutPoint(width(), 0));
    }

    const RenderBox* iterBox = &box;
    while (iterBox && iterBox != this) {
        RenderBlock* containerBlock = iterBox->containingBlock();

        // FIXME: This doesn't work properly with flipped writing modes.
        // https://bugs.webkit.org/show_bug.cgi?id=125149
        if (iterBox->isPositioned()) {
            // For positioned elements, just use the layer's absolute bounding box.
            visualOverflowRect.moveBy(iterBox->layer()->absoluteBoundingBox().location());
            break;
        }

        LayoutRect currentBoxRect = iterBox->frameRect();
        if (iterBox->style().isFlippedBlocksWritingMode()) {
            if (iterBox->style().isHorizontalWritingMode())
                currentBoxRect.setY(currentBoxRect.height() - currentBoxRect.maxY());
            else
                currentBoxRect.setX(currentBoxRect.width() - currentBoxRect.maxX());
        }

        if (containerBlock->style().writingMode() != iterBox->style().writingMode())
            iterBox->flipForWritingMode(currentBoxRect);

        visualOverflowRect.moveBy(currentBoxRect.location());
        iterBox = containerBlock;
    }

    // Since the purpose of this method is to make sure the borders of a fragmented
    // element don't overflow the region in the fragmentation direction, there's no
    // point in restricting the clipping rect on the logical X axis. 
    // This also saves us the trouble of handling percent-based widths and margins
    // since the absolute bounding box of a positioned element would not contain
    // the correct coordinates relative to the region we're interested in, but rather
    // relative to the actual flow thread.
    if (style().isHorizontalWritingMode()) {
        if (initialLogicalX < visualOverflowRect.x())
            visualOverflowRect.shiftXEdgeTo(initialLogicalX);
        if (visualOverflowRect.width() < frameRect().width())
            visualOverflowRect.setWidth(frameRect().width());
    } else {
        if (initialLogicalX < visualOverflowRect.y())
            visualOverflowRect.shiftYEdgeTo(initialLogicalX);
        if (visualOverflowRect.height() < frameRect().height())
            visualOverflowRect.setHeight(frameRect().height());
    }

    return visualOverflowRect;
}
Example #17
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);
    }
}