void LayoutSVGInline::absoluteQuads(Vector<FloatQuad>& quads) const { const LayoutSVGText* textRoot = LayoutSVGText::locateLayoutSVGTextAncestor(this); if (!textRoot) return; FloatRect textBoundingBox = textRoot->strokeBoundingBox(); for (InlineFlowBox* box = firstLineBox(); box; box = box->nextLineBox()) quads.append( localToAbsoluteQuad(FloatRect(textBoundingBox.x() + box->x().toFloat(), textBoundingBox.y() + box->y().toFloat(), box->logicalWidth().toFloat(), box->logicalHeight().toFloat()), false)); }
void RenderSVGInline::absoluteQuads(Vector<FloatQuad>& quads, bool* wasFixed) { RenderObject* object = RenderSVGText::locateRenderSVGTextAncestor(this); if (!object) return; FloatRect textBoundingBox = object->strokeBoundingBox(); for (InlineFlowBox* box = firstLineBox(); box; box = box->nextLineBox()) quads.append(localToAbsoluteQuad(FloatRect(textBoundingBox.x() + box->x(), textBoundingBox.y() + box->y(), box->logicalWidth(), box->logicalHeight()), false, wasFixed)); }
void RenderSVGInline::absoluteQuads(Vector<FloatQuad>& quads) { const RenderObject* object = SVGRenderSupport::findTextRootObject(this); if (!object) return; FloatRect textBoundingBox = object->strokeBoundingBox(); for (InlineFlowBox* box = firstLineBox(); box; box = box->nextLineBox()) quads.append(localToAbsoluteQuad(FloatRect(textBoundingBox.x() + box->x(), textBoundingBox.y() + box->y(), box->width(), box->height()))); }
void RenderSVGInline::absoluteQuads(Vector<FloatQuad>& quads, bool* wasFixed) const { auto* textAncestor = RenderSVGText::locateRenderSVGTextAncestor(*this); if (!textAncestor) return; FloatRect textBoundingBox = textAncestor->strokeBoundingBox(); for (InlineFlowBox* box = firstLineBox(); box; box = box->nextLineBox()) quads.append(localToAbsoluteQuad(FloatRect(textBoundingBox.x() + box->x(), textBoundingBox.y() + box->y(), box->logicalWidth(), box->logicalHeight()), UseTransforms, wasFixed)); }