IntRect RenderView::selectionBounds(bool clipToVisibleContent) const { document()->updateStyleIfNeeded(); typedef HashMap<RenderObject*, RenderSelectionInfo*> SelectionMap; SelectionMap selectedObjects; RenderObject* os = m_selectionStart; RenderObject* stop = rendererAfterPosition(m_selectionEnd, m_selectionEndPos); while (os && os != stop) { if ((os->canBeSelectionLeaf() || os == m_selectionStart || os == m_selectionEnd) && os->selectionState() != SelectionNone) { // Blocks are responsible for painting line gaps and margin gaps. They must be examined as well. selectedObjects.set(os, new RenderSelectionInfo(os, clipToVisibleContent)); RenderBlock* cb = os->containingBlock(); while (cb && !cb->isRenderView()) { RenderSelectionInfo* blockInfo = selectedObjects.get(cb); if (blockInfo) break; selectedObjects.set(cb, new RenderSelectionInfo(cb, clipToVisibleContent)); cb = cb->containingBlock(); } } os = os->nextInPreOrder(); } // Now create a single bounding box rect that encloses the whole selection. IntRect selRect; SelectionMap::iterator end = selectedObjects.end(); for (SelectionMap::iterator i = selectedObjects.begin(); i != end; ++i) { RenderSelectionInfo* info = i->second; // RenderSelectionInfo::rect() is in the coordinates of the repaintContainer, so map to page coordinates. IntRect currRect = info->rect(); if (RenderBoxModelObject* repaintContainer = info->repaintContainer()) { FloatQuad absQuad = repaintContainer->localToAbsoluteQuad(FloatRect(currRect)); currRect = absQuad.enclosingBoundingBox(); } selRect.unite(currRect); delete info; } return selRect; }
IntRect RenderView::selectionBounds(bool clipToVisibleContent) const { document()->updateRendering(); typedef HashMap<RenderObject*, SelectionInfo*> SelectionMap; SelectionMap selectedObjects; RenderObject* os = m_selectionStart; RenderObject* stop = rendererAfterPosition(m_selectionEnd, m_selectionEndPos); while (os && os != stop) { if ((os->canBeSelectionLeaf() || os == m_selectionStart || os == m_selectionEnd) && os->selectionState() != SelectionNone) { // Blocks are responsible for painting line gaps and margin gaps. They must be examined as well. selectedObjects.set(os, new SelectionInfo(os, clipToVisibleContent)); RenderBlock* cb = os->containingBlock(); while (cb && !cb->isRenderView()) { SelectionInfo* blockInfo = selectedObjects.get(cb); if (blockInfo) break; selectedObjects.set(cb, new SelectionInfo(cb, clipToVisibleContent)); cb = cb->containingBlock(); } } os = os->nextInPreOrder(); } // Now create a single bounding box rect that encloses the whole selection. IntRect selRect; SelectionMap::iterator end = selectedObjects.end(); for (SelectionMap::iterator i = selectedObjects.begin(); i != end; ++i) { SelectionInfo* info = i->second; selRect.unite(info->rect()); delete info; } return selRect; }