Esempio n. 1
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bool RenderFlowThread::hitTestFlowThreadPortionInRegion(RenderRegion* region, LayoutRect flowThreadPortionRect, LayoutRect flowThreadPortionOverflowRect, const HitTestRequest& request, HitTestResult& result, const HitTestLocation& locationInContainer, const LayoutPoint& accumulatedOffset) const
{
    LayoutRect regionClippingRect(accumulatedOffset + (flowThreadPortionOverflowRect.location() - flowThreadPortionRect.location()), flowThreadPortionOverflowRect.size());
    if (!regionClippingRect.contains(locationInContainer.point()))
        return false;

    LayoutSize renderFlowThreadOffset;
    if (style()->isFlippedBlocksWritingMode()) {
        LayoutRect flippedFlowThreadPortionRect(flowThreadPortionRect);
        flipForWritingMode(flippedFlowThreadPortionRect);
        renderFlowThreadOffset = accumulatedOffset - flippedFlowThreadPortionRect.location();
    } else
        renderFlowThreadOffset = accumulatedOffset - flowThreadPortionRect.location();

    // Always ignore clipping, since the RenderFlowThread has nothing to do with the bounds of the FrameView.
    HitTestRequest newRequest(request.type() | HitTestRequest::IgnoreClipping);

    // Make a new temporary HitTestLocation in the new region.
    HitTestLocation newHitTestLocation(locationInContainer, -renderFlowThreadOffset, region);

    bool isPointInsideFlowThread = layer()->hitTest(newRequest, newHitTestLocation, result);

    // FIXME: Should we set result.m_localPoint back to the RenderRegion's coordinate space or leave it in the RenderFlowThread's coordinate
    // space? Right now it's staying in the RenderFlowThread's coordinate space, which may end up being ok. We will know more when we get around to
    // patching positionForPoint.
    return isPointInsideFlowThread;
}
LayoutPoint MultiColumnFragmentainerGroup::visualPointToFlowThreadPoint(const LayoutPoint& visualPoint) const
{
    unsigned columnIndex = columnIndexAtVisualPoint(visualPoint);
    LayoutRect columnRect = columnRectAt(columnIndex);
    LayoutPoint localPoint(visualPoint);
    localPoint.moveBy(-columnRect.location());
    // Before converting to a flow thread position, if the block direction coordinate is outside the
    // column, snap to the bounds of the column, and reset the inline direction coordinate to the
    // start position in the column. The effect of this is that if the block position is before the
    // column rectangle, we'll get to the beginning of this column, while if the block position is
    // after the column rectangle, we'll get to the beginning of the next column.
    if (!m_columnSet.isHorizontalWritingMode()) {
        LayoutUnit columnStart = m_columnSet.style()->isLeftToRightDirection() ? LayoutUnit() : columnRect.height();
        if (localPoint.x() < 0)
            localPoint = LayoutPoint(LayoutUnit(), columnStart);
        else if (localPoint.x() > logicalHeight())
            localPoint = LayoutPoint(logicalHeight(), columnStart);
        return LayoutPoint(localPoint.x() + logicalTopInFlowThreadAt(columnIndex), localPoint.y());
    }
    LayoutUnit columnStart = m_columnSet.style()->isLeftToRightDirection() ? LayoutUnit() : columnRect.width();
    if (localPoint.y() < 0)
        localPoint = LayoutPoint(columnStart, LayoutUnit());
    else if (localPoint.y() > logicalHeight())
        localPoint = LayoutPoint(columnStart, logicalHeight());
    return LayoutPoint(localPoint.x(), localPoint.y() + logicalTopInFlowThreadAt(columnIndex));
}
AccessibilityObject* AccessibilityListBox::elementAccessibilityHitTest(const LayoutPoint& point) const
{
    // the internal HTMLSelectElement methods for returning a listbox option at a point
    // ignore optgroup elements.
    if (!m_renderer)
        return 0;
    
    Node* node = m_renderer->node();
    if (!node)
        return 0;
    
    LayoutRect parentRect = boundingBoxRect();
    
    AccessibilityObject* listBoxOption = 0;
    unsigned length = m_children.size();
    for (unsigned i = 0; i < length; i++) {
        LayoutRect rect = toRenderListBox(m_renderer)->itemBoundingBoxRect(parentRect.location(), i);
        // The cast to HTMLElement below is safe because the only other possible listItem type
        // would be a WMLElement, but WML builds don't use accessibility features at all.
        if (rect.contains(point)) {
            listBoxOption = m_children[i].get();
            break;
        }
    }
    
    if (listBoxOption && !listBoxOption->accessibilityIsIgnored())
        return listBoxOption;
    
    return axObjectCache()->getOrCreate(m_renderer);
}
Esempio n. 4
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FloatPoint RotationViewportAnchor::getInnerOrigin(
    const FloatSize& innerSize) const {
  if (!m_anchorNode || !m_anchorNode->isConnected())
    return m_visualViewportInDocument;

  const LayoutRect currentNodeBounds = m_anchorNode->boundingBox();
  if (m_anchorNodeBounds == currentNodeBounds)
    return m_visualViewportInDocument;

  RootFrameViewport* rootFrameViewport =
      m_rootFrameView->getRootFrameViewport();
  const LayoutRect currentNodeBoundsInLayoutViewport =
      rootFrameViewport->rootContentsToLayoutViewportContents(
          *m_rootFrameView.get(), currentNodeBounds);

  // Compute the new anchor point relative to the node position
  FloatSize anchorOffsetFromNode(currentNodeBoundsInLayoutViewport.size());
  anchorOffsetFromNode.scale(m_anchorInNodeCoords.width(),
                             m_anchorInNodeCoords.height());
  FloatPoint anchorPoint =
      FloatPoint(currentNodeBoundsInLayoutViewport.location()) +
      anchorOffsetFromNode;

  // Compute the new origin point relative to the new anchor point
  FloatSize anchorOffsetFromOrigin = innerSize;
  anchorOffsetFromOrigin.scale(m_anchorInInnerViewCoords.width(),
                               m_anchorInInnerViewCoords.height());
  return anchorPoint - anchorOffsetFromOrigin;
}
Esempio n. 5
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bool RenderFlowThread::hitTestRegion(RenderRegion* region, const HitTestRequest& request, HitTestResult& result, const LayoutPoint& pointInContainer, const LayoutPoint& accumulatedOffset)
{
    LayoutRect regionRect(region->regionRect());
    LayoutRect regionOverflowRect = region->regionOverflowRect();
    LayoutRect regionClippingRect(accumulatedOffset + (regionOverflowRect.location() - regionRect.location()), regionOverflowRect.size());
    if (!regionClippingRect.contains(pointInContainer))
        return false;
    
    LayoutPoint renderFlowThreadOffset;
    if (style()->isFlippedBlocksWritingMode()) {
        LayoutRect flippedRegionRect(regionRect);
        flipForWritingMode(flippedRegionRect);
        renderFlowThreadOffset = LayoutPoint(accumulatedOffset - flippedRegionRect.location());
    } else
        renderFlowThreadOffset = LayoutPoint(accumulatedOffset - regionRect.location());

    LayoutPoint transformedPoint(pointInContainer.x() - renderFlowThreadOffset.x(), pointInContainer.y() - renderFlowThreadOffset.y());
    
    // Always ignore clipping, since the RenderFlowThread has nothing to do with the bounds of the FrameView.
    HitTestRequest newRequest(request.type() | HitTestRequest::IgnoreClipping);

    RenderRegion* oldRegion = result.region();
    result.setRegion(region);
    LayoutPoint oldPoint = result.point();
    result.setPoint(transformedPoint);
    bool isPointInsideFlowThread = layer()->hitTest(newRequest, result);
    result.setPoint(oldPoint);
    result.setRegion(oldRegion);

    // FIXME: Should we set result.m_localPoint back to the RenderRegion's coordinate space or leave it in the RenderFlowThread's coordinate
    // space? Right now it's staying in the RenderFlowThread's coordinate space, which may end up being ok. We will know more when we get around to
    // patching positionForPoint.
    return isPointInsideFlowThread;
}
Esempio n. 6
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LayoutRect RenderFlowThread::computeRegionClippingRect(const LayoutPoint& offset, const LayoutRect& flowThreadPortionRect, const LayoutRect& flowThreadPortionOverflowRect) const
{
    LayoutRect regionClippingRect(offset + (flowThreadPortionOverflowRect.location() - flowThreadPortionRect.location()), flowThreadPortionOverflowRect.size());
    if (style()->isFlippedBlocksWritingMode())
        regionClippingRect.move(flowThreadPortionRect.size() - flowThreadPortionOverflowRect.size());
    return regionClippingRect;
}
Esempio n. 7
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// Abs x/y position of the caret ignoring transforms.
// TODO(yosin) navigation with transforms should be smarter.
static LayoutUnit lineDirectionPointForBlockDirectionNavigationOf(
    const VisiblePosition& visiblePosition) {
  if (visiblePosition.isNull())
    return LayoutUnit();

  LayoutObject* layoutObject;
  LayoutRect localRect = localCaretRectOfPosition(
      visiblePosition.toPositionWithAffinity(), layoutObject);
  if (localRect.isEmpty() || !layoutObject)
    return LayoutUnit();

  // This ignores transforms on purpose, for now. Vertical navigation is done
  // without consulting transforms, so that 'up' in transformed text is 'up'
  // relative to the text, not absolute 'up'.
  FloatPoint caretPoint =
      layoutObject->localToAbsolute(FloatPoint(localRect.location()));
  LayoutObject* containingBlock = layoutObject->containingBlock();
  if (!containingBlock) {
    // Just use ourselves to determine the writing mode if we have no containing
    // block.
    containingBlock = layoutObject;
  }
  return LayoutUnit(containingBlock->isHorizontalWritingMode()
                        ? caretPoint.x()
                        : caretPoint.y());
}
Esempio n. 8
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void TableCellPainter::paintBackgroundsBehindCell(const PaintInfo& paintInfo, const LayoutPoint& paintOffset, LayoutObject* backgroundObject)
{
    if (!paintInfo.shouldPaintWithinRoot(&m_layoutTableCell))
        return;

    if (!backgroundObject)
        return;

    if (m_layoutTableCell.style()->visibility() != VISIBLE)
        return;

    LayoutTable* tableElt = m_layoutTableCell.table();
    if (!tableElt->collapseBorders() && m_layoutTableCell.style()->emptyCells() == HIDE && !m_layoutTableCell.firstChild())
        return;

    Color c = backgroundObject->resolveColor(CSSPropertyBackgroundColor);
    const FillLayer& bgLayer = backgroundObject->style()->backgroundLayers();

    LayoutRect paintRect = paintBounds(paintOffset, backgroundObject != &m_layoutTableCell ? AddOffsetFromParent : DoNotAddOffsetFromParent);

    if (bgLayer.hasImage() || c.alpha()) {
        // We have to clip here because the background would paint
        // on top of the borders otherwise.  This only matters for cells and rows.
        bool shouldClip = backgroundObject->hasLayer() && (backgroundObject == &m_layoutTableCell || backgroundObject == m_layoutTableCell.parent()) && tableElt->collapseBorders();
        GraphicsContextStateSaver stateSaver(*paintInfo.context, shouldClip);
        if (shouldClip) {
            LayoutRect clipRect(paintRect.location(), m_layoutTableCell.size());
            clipRect.expand(m_layoutTableCell.borderInsets());
            paintInfo.context->clip(clipRect);
        }
        BoxPainter(m_layoutTableCell).paintFillLayers(paintInfo, c, bgLayer, paintRect, BackgroundBleedNone, SkXfermode::kSrcOver_Mode, backgroundObject);
    }
}
Esempio n. 9
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void SVGRootInlineBox::layoutRootBox(const FloatRect& childRect)
{
    RenderBlock* parentBlock = block();
    ASSERT(parentBlock);

    // Finally, assign the root block position, now that all content is laid out.
    LayoutRect boundingRect = enclosingLayoutRect(childRect);
    parentBlock->setLocation(boundingRect.location());
    parentBlock->setSize(boundingRect.size());

    // Position all children relative to the parent block.
    for (InlineBox* child = firstChild(); child; child = child->nextOnLine()) {
        // Skip generated content.
        if (!child->renderer()->node())
            continue;
        child->adjustPosition(-childRect.x(), -childRect.y());
    }

    // Position ourselves.
    setX(0);
    setY(0);
    setLogicalWidth(childRect.width());
    setLogicalHeight(childRect.height());
    setLineTopBottomPositions(0, boundingRect.height(), 0, boundingRect.height());
}
Esempio n. 10
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bool FilterEffectRendererHelper::prepareFilterEffect(RenderLayer* renderLayer, const LayoutRect& filterBoxRect, const LayoutRect& dirtyRect, const LayoutRect& layerRepaintRect)
{
    ASSERT(m_haveFilterEffect && renderLayer->filterRenderer());
    m_renderLayer = renderLayer;
    m_repaintRect = dirtyRect;

    FilterEffectRenderer* filter = renderLayer->filterRenderer();
    LayoutRect filterSourceRect = filter->computeSourceImageRectForDirtyRect(filterBoxRect, dirtyRect);
    m_paintOffset = filterSourceRect.location();

    if (filterSourceRect.isEmpty()) {
        // The dirty rect is not in view, just bail out.
        m_haveFilterEffect = false;
        return false;
    }
    
    bool hasUpdatedBackingStore = filter->updateBackingStoreRect(filterSourceRect);
    if (filter->hasFilterThatMovesPixels()) {
        if (hasUpdatedBackingStore)
            m_repaintRect = filterSourceRect;
        else {
            m_repaintRect.unite(layerRepaintRect);
            m_repaintRect.intersect(filterSourceRect);
        }
    }
    return true;
}
Esempio n. 11
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LayoutUnit LayoutMedia::computePanelWidth(const LayoutRect& mediaRect) const {
  // TODO(mlamouri): we don't know if the main frame has an horizontal scrollbar
  // if it is out of process. See https://crbug.com/662480
  if (document().page()->mainFrame()->isRemoteFrame())
    return mediaRect.width();

  FrameHost* frameHost = document().frameHost();
  LocalFrame* mainFrame = document().page()->deprecatedLocalMainFrame();
  FrameView* pageView = mainFrame ? mainFrame->view() : nullptr;
  if (!frameHost || !mainFrame || !pageView)
    return mediaRect.width();

  if (pageView->horizontalScrollbarMode() != ScrollbarAlwaysOff)
    return mediaRect.width();

  // On desktop, this will include scrollbars when they stay visible.
  const LayoutUnit visibleWidth(frameHost->visualViewport().visibleWidth());
  const LayoutUnit absoluteXOffset(
      localToAbsolute(
          FloatPoint(mediaRect.location()),
          UseTransforms | ApplyContainerFlip | TraverseDocumentBoundaries)
          .x());
  DCHECK_GE(visibleWidth - absoluteXOffset, 0);

  return std::min(mediaRect.width(), visibleWidth - absoluteXOffset);
}
LayoutRect FilterEffectRenderer::computeSourceImageRectForDirtyRect(const LayoutRect& filterBoxRect, const LayoutRect& dirtyRect)
{
    if (hasCustomShaderFilter()) {
        // When we have at least a custom shader in the chain, we need to compute the whole source image, because the shader can
        // reference any pixel and we cannot control that.
        return filterBoxRect;
    }
    // The result of this function is the area in the "filterBoxRect" that needs to be repainted, so that we fully cover the "dirtyRect".
    FloatRect rectForRepaint = dirtyRect;
    rectForRepaint.move(-filterBoxRect.location().x(), -filterBoxRect.location().y());
    float inf = std::numeric_limits<float>::infinity();
    FloatRect clipRect = FloatRect(FloatPoint(-inf, -inf), FloatSize(inf, inf));
    rectForRepaint = lastEffect()->getSourceRect(rectForRepaint, clipRect);
    rectForRepaint.move(filterBoxRect.location().x(), filterBoxRect.location().y());
    rectForRepaint.intersect(filterBoxRect);
    return LayoutRect(rectForRepaint);
}
Esempio n. 13
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void RenderRegion::adjustRegionBoundsFromFlowThreadPortionRect(const LayoutPoint& layerOffset, LayoutRect& regionBounds)
{
    LayoutRect flippedFlowThreadPortionRect = flowThreadPortionRect();
    flowThread()->flipForWritingMode(flippedFlowThreadPortionRect);
    regionBounds.moveBy(flippedFlowThreadPortionRect.location());

    UNUSED_PARAM(layerOffset);
}
Esempio n. 14
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LayoutRect InlineBox::logicalRectToPhysicalRect(const LayoutRect& current)
{
    LayoutRect retval = current;
    if (!isHorizontal()) {
        retval = retval.transposedRect();
    }
    retval.setLocation(logicalPositionToPhysicalPoint(FloatPoint(retval.location()), FloatSize(retval.size())).toLayoutPoint());
    return retval;
}
Esempio n. 15
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void TableCellPainter::paintBackgroundsBehindCell(const PaintInfo& paintInfo, const LayoutPoint& paintOffset, const LayoutObject* backgroundObject, DisplayItem::Type type)
{
    if (!paintInfo.shouldPaintWithinRoot(&m_layoutTableCell))
        return;

    if (!backgroundObject)
        return;

    if (m_layoutTableCell.style()->visibility() != VISIBLE)
        return;

    LayoutTable* tableElt = m_layoutTableCell.table();
    if (!tableElt->collapseBorders() && m_layoutTableCell.style()->emptyCells() == HIDE && !m_layoutTableCell.firstChild())
        return;

    LayoutRect paintRect = paintBounds(paintOffset, backgroundObject != &m_layoutTableCell ? AddOffsetFromParent : DoNotAddOffsetFromParent);

    // Record drawing only if the cell is painting background from containers.
    Optional<LayoutObjectDrawingRecorder> recorder;
    if (backgroundObject != &m_layoutTableCell) {
        LayoutPoint adjustedPaintOffset = paintRect.location();
        if (LayoutObjectDrawingRecorder::useCachedDrawingIfPossible(*paintInfo.context, m_layoutTableCell, type, adjustedPaintOffset))
            return;
        recorder.emplace(*paintInfo.context, m_layoutTableCell, type, paintRect, adjustedPaintOffset);
    } else {
        ASSERT(paintRect.location() == paintOffset);
    }

    Color c = backgroundObject->resolveColor(CSSPropertyBackgroundColor);
    const FillLayer& bgLayer = backgroundObject->style()->backgroundLayers();
    if (bgLayer.hasImage() || c.alpha()) {
        // We have to clip here because the background would paint
        // on top of the borders otherwise.  This only matters for cells and rows.
        bool shouldClip = backgroundObject->hasLayer() && (backgroundObject == &m_layoutTableCell || backgroundObject == m_layoutTableCell.parent()) && tableElt->collapseBorders();
        GraphicsContextStateSaver stateSaver(*paintInfo.context, shouldClip);
        if (shouldClip) {
            LayoutRect clipRect(paintRect.location(), m_layoutTableCell.size());
            clipRect.expand(m_layoutTableCell.borderInsets());
            paintInfo.context->clip(pixelSnappedIntRect(clipRect));
        }
        BoxPainter(m_layoutTableCell).paintFillLayers(paintInfo, c, bgLayer, paintRect, BackgroundBleedNone, SkXfermode::kSrcOver_Mode, backgroundObject);
    }
}
Esempio n. 16
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void InlineBox::logicalRectToPhysicalRect(LayoutRect& current) const
{
    if (isHorizontal() && !lineLayoutItem().hasFlippedBlocksWritingMode())
        return;

    if (!isHorizontal()) {
        current = current.transposedRect();
    }
    current.setLocation(logicalPositionToPhysicalPoint(current.location(), current.size()));
    return;
}
Esempio n. 17
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void RenderListBox::paintItemForeground(PaintInfo& paintInfo, const LayoutPoint& paintOffset, int listIndex)
{
    FontCachePurgePreventer fontCachePurgePreventer;

    const Vector<HTMLElement*>& listItems = toHTMLSelectElement(node())->listItems();
    HTMLElement* element = listItems[listIndex];

    RenderStyle* itemStyle = element->renderStyle();
    if (!itemStyle)
        itemStyle = style();

    if (itemStyle->visibility() == HIDDEN)
        return;

    String itemText;
    bool isOptionElement = element->hasTagName(optionTag);
    if (isOptionElement)
        itemText = toHTMLOptionElement(element)->textIndentedToRespectGroupLabel();
    else if (element->hasTagName(optgroupTag))
        itemText = static_cast<const HTMLOptGroupElement*>(element)->groupLabelText();
    applyTextTransform(style(), itemText, ' ');

    Color textColor = element->renderStyle() ? element->renderStyle()->visitedDependentColor(CSSPropertyColor) : style()->visitedDependentColor(CSSPropertyColor);
    if (isOptionElement && toHTMLOptionElement(element)->selected()) {
        if (frame()->selection()->isFocusedAndActive() && document()->focusedNode() == node())
            textColor = theme()->activeListBoxSelectionForegroundColor();
        // Honor the foreground color for disabled items
        else if (!element->disabled())
            textColor = theme()->inactiveListBoxSelectionForegroundColor();
    }

    ColorSpace colorSpace = itemStyle->colorSpace();
    paintInfo.context->setFillColor(textColor, colorSpace);

    unsigned length = itemText.length();
    const UChar* string = itemText.characters();
    TextRun textRun(string, length, false, 0, 0, TextRun::AllowTrailingExpansion, itemStyle->direction(), itemStyle->unicodeBidi() == Override, TextRun::NoRounding);
    Font itemFont = style()->font();
    LayoutRect r = itemBoundingBoxRect(paintOffset, listIndex);
    r.move(itemOffsetForAlignment(textRun, itemStyle, itemFont, r));

    if (element->hasTagName(optgroupTag)) {
        FontDescription d = itemFont.fontDescription();
        d.setWeight(d.bolderWeight());
        itemFont = Font(d, itemFont.letterSpacing(), itemFont.wordSpacing());
        itemFont.update(document()->styleSelector()->fontSelector());
    }

    // Draw the item text
    paintInfo.context->drawBidiText(itemFont, textRun, r.location());
}
Esempio n. 18
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void RenderFlowThread::paintFlowThreadPortionInRegion(PaintInfo& paintInfo, RenderRegion* region, LayoutRect flowThreadPortionRect, LayoutRect flowThreadPortionOverflowRect, const LayoutPoint& paintOffset) const
{
    GraphicsContext* context = paintInfo.context;
    if (!context)
        return;

    // Adjust the clipping rect for the region.
    // paintOffset contains the offset where the painting should occur
    // adjusted with the region padding and border.
    LayoutRect regionClippingRect(paintOffset + (flowThreadPortionOverflowRect.location() - flowThreadPortionRect.location()), flowThreadPortionOverflowRect.size());

    PaintInfo info(paintInfo);
    info.rect.intersect(pixelSnappedIntRect(regionClippingRect));

    if (!info.rect.isEmpty()) {
        context->save();

        context->clip(regionClippingRect);

        // RenderFlowThread should start painting its content in a position that is offset
        // from the region rect's current position. The amount of offset is equal to the location of
        // the flow thread portion in the flow thread's local coordinates.
        IntPoint renderFlowThreadOffset;
        if (style()->isFlippedBlocksWritingMode()) {
            LayoutRect flippedFlowThreadPortionRect(flowThreadPortionRect);
            flipForWritingMode(flippedFlowThreadPortionRect);
            renderFlowThreadOffset = roundedIntPoint(paintOffset - flippedFlowThreadPortionRect.location());
        } else
            renderFlowThreadOffset = roundedIntPoint(paintOffset - flowThreadPortionRect.location());

        context->translate(renderFlowThreadOffset.x(), renderFlowThreadOffset.y());
        info.rect.moveBy(-renderFlowThreadOffset);
        
        layer()->paint(context, info.rect, 0, 0, region, RenderLayer::PaintLayerTemporaryClipRects);

        context->restore();
    }
}
Esempio n. 19
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void RenderRegion::computeOverflowFromFlowThread()
{
    ASSERT(isValid());

    LayoutRect layoutRect = overflowRectForFlowThreadPortion(flowThreadPortionRect(), isFirstRegion(), isLastRegion(), LayoutOverflow);

    layoutRect.setLocation(contentBoxRect().location() + (layoutRect.location() - m_flowThreadPortionRect.location()));

    // FIXME: Correctly adjust the layout overflow for writing modes.
    addLayoutOverflow(layoutRect);

    updateLayerTransform();
    updateScrollInfoAfterLayout();
}
Esempio n. 20
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LayoutPoint RenderRegion::flowThreadPortionLocation() const
{
    LayoutPoint portionLocation;
    LayoutRect portionRect = flowThreadPortionRect();

    if (flowThread()->style().isFlippedBlocksWritingMode()) {
        LayoutRect flippedFlowThreadPortionRect(portionRect);
        flowThread()->flipForWritingMode(flippedFlowThreadPortionRect);
        portionLocation = flippedFlowThreadPortionRect.location();
    } else
        portionLocation = portionRect.location();

    return portionLocation;
}
Esempio n. 21
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int VisiblePosition::lineDirectionPointForBlockDirectionNavigation() const
{
    RenderObject* renderer;
    LayoutRect localRect = localCaretRect(renderer);
    if (localRect.isEmpty() || !renderer)
        return 0;

    // This ignores transforms on purpose, for now. Vertical navigation is done
    // without consulting transforms, so that 'up' in transformed text is 'up'
    // relative to the text, not absolute 'up'.
    FloatPoint caretPoint = renderer->localToAbsolute(localRect.location());
    RenderObject* containingBlock = renderer->containingBlock();
    if (!containingBlock)
        containingBlock = renderer; // Just use ourselves to determine the writing mode if we have no containing block.
    return containingBlock->isHorizontalWritingMode() ? caretPoint.x() : caretPoint.y();
}
Esempio n. 22
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void RenderSnapshottedPlugIn::paintReplacedSnapshotWithLabel(PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
    if (contentBoxRect().isEmpty())
        return;

    if (!plugInImageElement()->hovered() && m_showReason == UserMousedOver)
        return;

    m_showedLabelOnce = true;
    LayoutRect rect = contentBoxRect();
    LayoutRect labelRect = tryToFitStartLabel(LabelSizeLarge, rect);
    LabelSize size = NoLabel;
    if (!labelRect.isEmpty())
        size = LabelSizeLarge;
    else {
        labelRect = tryToFitStartLabel(LabelSizeSmall, rect);
        if (!labelRect.isEmpty())
            size = LabelSizeSmall;
        else
            return;
    }

    Image* labelImage = startLabelImage(size);
    if (!labelImage)
        return;

    RefPtr<Image> snapshotImage = m_snapshotResource->image();
    if (!snapshotImage || snapshotImage->isNull())
        return;

#if ENABLE(FILTERS)
    RefPtr<Image> blurredSnapshotImage = m_snapshotResourceForLabel->image();
    if (!blurredSnapshotImage || blurredSnapshotImage->isNull()) {
        blurredSnapshotImage = snapshottedPluginImageForLabelDisplay(snapshotImage, labelRect);
        m_snapshotResourceForLabel->setCachedImage(new CachedImage(blurredSnapshotImage.get()));
    }
    snapshotImage = blurredSnapshotImage;
#endif

    paintSnapshot(snapshotImage.get(), paintInfo, paintOffset);

    // Remember that the labelRect includes the label inset, so we need to adjust for it.
    paintInfo.context->drawImage(labelImage, ColorSpaceDeviceRGB,
                                 IntRect(roundedIntPoint(paintOffset + labelRect.location() - IntSize(startLabelInset, startLabelInset)),
                                         roundedIntSize(labelRect.size() + IntSize(2 * startLabelInset, 2 * startLabelInset))),
                                 labelImage->rect());
}
Esempio n. 23
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void RenderFlowThread::paintFlowThreadPortionInRegion(PaintInfo& paintInfo, RenderRegion* region, LayoutRect flowThreadPortionRect, LayoutRect flowThreadPortionOverflowRect, const LayoutPoint& paintOffset) const
{
    GraphicsContext* context = paintInfo.context;
    if (!context)
        return;

    // RenderFlowThread should start painting its content in a position that is offset
    // from the region rect's current position. The amount of offset is equal to the location of
    // the flow thread portion in the flow thread's local coordinates.
    // Note that we have to pixel snap the location at which we're going to paint, since this is necessary
    // to minimize the amount of incorrect snapping that would otherwise occur.
    // If we tried to paint by applying a non-integral translation, then all the
    // layout code that attempted to pixel snap would be incorrect.
    IntPoint adjustedPaintOffset;
    LayoutPoint portionLocation;
    if (style()->isFlippedBlocksWritingMode()) {
        LayoutRect flippedFlowThreadPortionRect(flowThreadPortionRect);
        flipForWritingMode(flippedFlowThreadPortionRect);
        portionLocation = flippedFlowThreadPortionRect.location();
    } else
        portionLocation = flowThreadPortionRect.location();
    adjustedPaintOffset = roundedIntPoint(paintOffset - portionLocation);

    // The clipping rect for the region is set up by assuming the flowThreadPortionRect is going to paint offset from adjustedPaintOffset.
    // Remember that we pixel snapped and moved the paintOffset and stored the snapped result in adjustedPaintOffset. Now we add back in
    // the flowThreadPortionRect's location to get the spot where we expect the portion to actually paint. This can be non-integral and
    // that's ok. We then pixel snap the resulting clipping rect to account for snapping that will occur when the flow thread paints.
    IntRect regionClippingRect = pixelSnappedIntRect(computeRegionClippingRect(adjustedPaintOffset + portionLocation, flowThreadPortionRect, flowThreadPortionOverflowRect));

    PaintInfo info(paintInfo);
    info.rect.intersect(regionClippingRect);

    if (!info.rect.isEmpty()) {
        context->save();

        context->clip(regionClippingRect);

        context->translate(adjustedPaintOffset.x(), adjustedPaintOffset.y());
        info.rect.moveBy(-adjustedPaintOffset);
        
        layer()->paint(context, info.rect, 0, 0, region, RenderLayer::PaintLayerTemporaryClipRects);

        context->restore();
    }
}
Esempio n. 24
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FloatPoint ViewportAnchor::getInnerOrigin(const FloatSize& innerSize) const
{
    if (!m_anchorNode || !m_anchorNode->inDocument())
        return m_pinchViewportInDocument;

    const LayoutRect currentNodeBounds = m_anchorNode->boundingBox();
    if (m_anchorNodeBounds == currentNodeBounds)
        return m_pinchViewportInDocument;

    // Compute the new anchor point relative to the node position
    FloatSize anchorOffsetFromNode(currentNodeBounds.size());
    anchorOffsetFromNode.scale(m_anchorInNodeCoords.width(), m_anchorInNodeCoords.height());
    FloatPoint anchorPoint = FloatPoint(currentNodeBounds.location()) + anchorOffsetFromNode;

    // Compute the new origin point relative to the new anchor point
    FloatSize anchorOffsetFromOrigin = innerSize;
    anchorOffsetFromOrigin.scale(m_anchorInInnerViewCoords.width(), m_anchorInInnerViewCoords.height());
    return anchorPoint - anchorOffsetFromOrigin;
}
Esempio n. 25
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IntPoint ViewportAnchor::computeOrigin(const IntSize& currentViewSize) const
{
    if (!m_anchorNode || !m_anchorNode->inDocument())
        return m_viewRect.location();

    const LayoutRect currentNodeBounds = m_anchorNode->boundingBox();
    if (m_anchorNodeBounds == currentNodeBounds)
        return m_viewRect.location();

    // Compute the new anchor point relative to the node position
    FloatSize anchorOffsetFromNode = currentNodeBounds.size();
    anchorOffsetFromNode.scale(m_anchorInNodeCoords.width(), m_anchorInNodeCoords.height());
    FloatPoint anchorPoint = currentNodeBounds.location() + anchorOffsetFromNode;

    // Compute the new origin point relative to the new anchor point
    FloatSize anchorOffsetFromOrigin = currentViewSize;
    anchorOffsetFromOrigin.scale(m_anchorInViewCoords.width(), m_anchorInViewCoords.height());
    return flooredIntPoint(anchorPoint - anchorOffsetFromOrigin);
}
void InlineFlowBoxPainter::paintFillLayer(const PaintInfo& paintInfo, const Color& c, const FillLayer& fillLayer, const LayoutRect& rect, SkXfermode::Mode op)
{
    StyleImage* img = fillLayer.image();
    bool hasFillImage = img && img->canRender(m_inlineFlowBox.layoutObject(), m_inlineFlowBox.layoutObject().style()->effectiveZoom());
    if ((!hasFillImage && !m_inlineFlowBox.layoutObject().style()->hasBorderRadius()) || (!m_inlineFlowBox.prevLineBox() && !m_inlineFlowBox.nextLineBox()) || !m_inlineFlowBox.parent()) {
        BoxPainter::paintFillLayerExtended(*m_inlineFlowBox.boxModelObject(), paintInfo, c, fillLayer, rect, BackgroundBleedNone, &m_inlineFlowBox, rect.size(), op);
    } else if (m_inlineFlowBox.layoutObject().style()->boxDecorationBreak() == DCLONE) {
        GraphicsContextStateSaver stateSaver(*paintInfo.context);
        paintInfo.context->clip(LayoutRect(rect.x(), rect.y(), m_inlineFlowBox.width(), m_inlineFlowBox.height()));
        BoxPainter::paintFillLayerExtended(*m_inlineFlowBox.boxModelObject(), paintInfo, c, fillLayer, rect, BackgroundBleedNone, &m_inlineFlowBox, rect.size(), op);
    } else {
        // We have a fill image that spans multiple lines.
        // FIXME: frameSize ought to be the same as rect.size().
        LayoutSize frameSize(m_inlineFlowBox.width().toLayoutUnit(), m_inlineFlowBox.height().toLayoutUnit());
        LayoutRect imageStripPaintRect = paintRectForImageStrip(rect.location(), frameSize, m_inlineFlowBox.layoutObject().style()->direction());
        GraphicsContextStateSaver stateSaver(*paintInfo.context);
        paintInfo.context->clip(LayoutRect(rect.x(), rect.y(), m_inlineFlowBox.width(), m_inlineFlowBox.height()));
        BoxPainter::paintFillLayerExtended(*m_inlineFlowBox.boxModelObject(), paintInfo, c, fillLayer, imageStripPaintRect, BackgroundBleedNone, &m_inlineFlowBox, rect.size(), op);
    }
}
Esempio n. 27
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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);
    }
}
LayoutRect AccessibilityListBoxOption::elementRect() const
{
    LayoutRect rect;
    if (!m_optionElement)
        return rect;

    HTMLSelectElement* listBoxParentNode = listBoxOptionParentNode();
    if (!listBoxParentNode)
        return rect;

    RenderObject* listBoxRenderer = listBoxParentNode->renderer();
    if (!listBoxRenderer)
        return rect;

    LayoutRect parentRect = listBoxRenderer->document()->axObjectCache()->getOrCreate(listBoxRenderer)->boundingBoxRect();
    int index = listBoxOptionIndex();
    if (index != -1)
        rect = toRenderListBox(listBoxRenderer)->itemBoundingBoxRect(parentRect.location(), index);

    return rect;
}
Esempio n. 29
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static PassRefPtr<InspectorObject> buildObjectForRegionHighlight(FrameView* mainView, RenderRegion* region)
{
    FrameView* containingView = region->frame().view();
    if (!containingView)
        return nullptr;

    RenderBlockFlow* regionContainer = toRenderBlockFlow(region->parent());
    LayoutRect borderBox = regionContainer->borderBoxRect();
    borderBox.setWidth(borderBox.width() + regionContainer->verticalScrollbarWidth());
    borderBox.setHeight(borderBox.height() + regionContainer->horizontalScrollbarHeight());

    // Create incoming and outgoing boxes that we use to chain the regions toghether.
    const LayoutSize linkBoxSize(10, 10);
    const LayoutSize linkBoxMidpoint(linkBoxSize.width() / 2, linkBoxSize.height() / 2);
    
    LayoutRect incomingRectBox = LayoutRect(borderBox.location() - linkBoxMidpoint, linkBoxSize);
    LayoutRect outgoingRectBox = LayoutRect(borderBox.location() - linkBoxMidpoint + borderBox.size(), linkBoxSize);

    // Move the link boxes slightly inside the region border box.
    LayoutUnit maxUsableHeight = std::max(LayoutUnit(), borderBox.height() - linkBoxMidpoint.height());
    LayoutUnit linkBoxVerticalOffset = std::min(LayoutUnit::fromPixel(15), maxUsableHeight);
    incomingRectBox.move(0, linkBoxVerticalOffset);
    outgoingRectBox.move(0, -linkBoxVerticalOffset);

    FloatQuad borderRectQuad = regionContainer->localToAbsoluteQuad(FloatRect(borderBox));
    FloatQuad incomingRectQuad = regionContainer->localToAbsoluteQuad(FloatRect(incomingRectBox));
    FloatQuad outgoingRectQuad = regionContainer->localToAbsoluteQuad(FloatRect(outgoingRectBox));

    contentsQuadToPage(mainView, containingView, borderRectQuad);
    contentsQuadToPage(mainView, containingView, incomingRectQuad);
    contentsQuadToPage(mainView, containingView, outgoingRectQuad);

    RefPtr<InspectorObject> regionObject = InspectorObject::create();

    regionObject->setArray("borderQuad", buildArrayForQuad(borderRectQuad));
    regionObject->setArray("incomingQuad", buildArrayForQuad(incomingRectQuad));
    regionObject->setArray("outgoingQuad", buildArrayForQuad(outgoingRectQuad));

    return regionObject.release();
}
Esempio n. 30
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void RenderScrollbarPart::paintIntoRect(GraphicsContext* graphicsContext, const LayoutPoint& paintOffset, const LayoutRect& rect)
{
    // Make sure our dimensions match the rect.
    setLocation(rect.location() - toSize(paintOffset));
    setWidth(rect.width());
    setHeight(rect.height());

    if (graphicsContext->paintingDisabled())
        return;

    // Now do the paint.
    PaintInfo paintInfo(graphicsContext, rect, PaintPhaseBlockBackground, false, 0, 0, 0);
    paint(paintInfo, paintOffset);
    paintInfo.phase = PaintPhaseChildBlockBackgrounds;
    paint(paintInfo, paintOffset);
    paintInfo.phase = PaintPhaseFloat;
    paint(paintInfo, paintOffset);
    paintInfo.phase = PaintPhaseForeground;
    paint(paintInfo, paintOffset);
    paintInfo.phase = PaintPhaseOutline;
    paint(paintInfo, paintOffset);
}