void RenderProgress::updateFromElement()
{
    HTMLProgressElement* element = progressElement();
    if (m_position == element->position())
        return;
    m_position = element->position();

    updateAnimationState();
    RenderBlock::updateFromElement();
}
Esempio n. 2
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void LayoutProgress::updateFromElement() {
  HTMLProgressElement* element = progressElement();
  if (m_position == element->position())
    return;
  m_position = element->position();

  updateAnimationState();
  setShouldDoFullPaintInvalidation();
  LayoutBlockFlow::updateFromElement();
}
Esempio n. 3
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void RenderProgress::updateFromElement()
{
    HTMLProgressElement* element = progressElement();
    if (m_position == element->position())
        return;
    m_position = element->position();

    updateAnimationState();
    paintInvalidationForWholeRenderer();
    RenderBlockFlow::updateFromElement();
}
Esempio n. 4
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void RenderProgress::updateFromElement()
{
    HTMLProgressElement* element = progressElement();
    if (m_position == element->position())
        return;
    m_position = element->position();

    updateAnimationState();

    updateValuePartState();
    
    repaint();
}
Esempio n. 5
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float AccessibilityProgressIndicator::valueForRange() const
{
    if (!m_renderer)
        return 0.0;

    if (m_renderer->isProgress()) {
        HTMLProgressElement* progress = progressElement();
        if (progress && progress->position() >= 0)
            return narrowPrecisionToFloat(progress->value());
    }

#if ENABLE(METER_ELEMENT)
    if (m_renderer->isMeter()) {
        if (HTMLMeterElement* meter = meterElement())
            return narrowPrecisionToFloat(meter->value());
    }
#endif

    // Indeterminate progress bar should return 0.
    return 0.0;
}