bool LineBoxList::hitTest(LayoutBoxModelObject* renderer, HitTestResult& result, const HitTestLocation& locationInContainer, const LayoutPoint& accumulatedOffset, HitTestAction hitTestAction) const { if (hitTestAction != HitTestForeground) return false; ASSERT(renderer->isLayoutBlock() || (renderer->isLayoutInline() && renderer->hasLayer())); // The only way an inline could hit test like this is if it has a layer. // If we have no lines then we have no work to do. if (!firstLineBox()) return false; LayoutPoint point = locationInContainer.point(); LayoutRect rect(firstLineBox()->isHorizontal() ? IntRect(point.x(), point.y() - locationInContainer.topPadding(), 1, locationInContainer.topPadding() + locationInContainer.bottomPadding() + 1) : IntRect(point.x() - locationInContainer.leftPadding(), point.y(), locationInContainer.rightPadding() + locationInContainer.leftPadding() + 1, 1)); if (!anyLineIntersectsRect(renderer, rect, accumulatedOffset)) return false; // See if our root lines contain the point. If so, then we hit test // them further. Note that boxes can easily overlap, so we can't make any assumptions // based off positions of our first line box or our last line box. for (InlineFlowBox* curr = lastLineBox(); curr; curr = curr->prevLineBox()) { RootInlineBox& root = curr->root(); if (rangeIntersectsRect(renderer, curr->logicalTopVisualOverflow(root.lineTop()), curr->logicalBottomVisualOverflow(root.lineBottom()), rect, accumulatedOffset)) { bool inside = curr->nodeAtPoint(result, locationInContainer, accumulatedOffset, root.lineTop(), root.lineBottom()); if (inside) { renderer->updateHitTestResult(result, locationInContainer.point() - toLayoutSize(accumulatedOffset)); return true; } } } return false; }
bool RenderLineBoxList::lineIntersectsDirtyRect(RenderBoxModelObject* renderer, InlineFlowBox* box, const PaintInfo& paintInfo, const LayoutPoint& offset) const { const RootInlineBox& rootBox = box->root(); LayoutUnit logicalTop = std::min(box->logicalTopVisualOverflow(rootBox.lineTop()), rootBox.selectionTop()); LayoutUnit logicalBottom = box->logicalBottomVisualOverflow(rootBox.lineBottom()); return rangeIntersectsRect(renderer, logicalTop, logicalBottom, paintInfo.rect, offset); }
bool LineBoxList::lineIntersectsDirtyRect(LayoutBoxModelObject* layoutObject, InlineFlowBox* box, const PaintInfo& paintInfo, const LayoutPoint& offset) const { RootInlineBox& root = box->root(); LayoutUnit logicalTop = std::min<LayoutUnit>(box->logicalTopVisualOverflow(root.lineTop()), root.selectionTop()); LayoutUnit logicalBottom = box->logicalBottomVisualOverflow(root.lineBottom()); return rangeIntersectsRect(layoutObject, logicalTop, logicalBottom, LayoutRect(paintInfo.rect), offset); }
bool RenderLineBoxList::lineIntersectsDirtyRect(RenderBoxModelObject* renderer, InlineFlowBox* box, const PaintInfo& paintInfo, const LayoutPoint& offset) const { RootInlineBox* root = box->root(); LayoutUnit logicalTop = min<LayoutUnit>(box->logicalTopVisualOverflow(root->lineTop()), root->selectionTop()) - renderer->maximalOutlineSize(paintInfo.phase); LayoutUnit logicalBottom = box->logicalBottomVisualOverflow(root->lineBottom()) + renderer->maximalOutlineSize(paintInfo.phase); return rangeIntersectsRect(renderer, logicalTop, logicalBottom, paintInfo.rect, offset); }
bool LineBoxList::anyLineIntersectsRect(LayoutBoxModelObject* renderer, const LayoutRect& rect, const LayoutPoint& offset) const { // We can check the first box and last box and avoid painting/hit testing if we don't // intersect. This is a quick short-circuit that we can take to avoid walking any lines. // FIXME: This check is flawed in the following extremely obscure way: // if some line in the middle has a huge overflow, it might actually extend below the last line. RootInlineBox& firstRootBox = firstLineBox()->root(); RootInlineBox& lastRootBox = lastLineBox()->root(); LayoutUnit firstLineTop = firstLineBox()->logicalTopVisualOverflow(firstRootBox.lineTop()); LayoutUnit lastLineBottom = lastLineBox()->logicalBottomVisualOverflow(lastRootBox.lineBottom()); return rangeIntersectsRect(renderer, firstLineTop, lastLineBottom, rect, offset); }