void RenderProgress::updateFromElement() { HTMLProgressElement* element = progressElement(); if (m_position == element->position()) return; m_position = element->position(); updateAnimationState(); RenderBlock::updateFromElement(); }
void LayoutProgress::updateFromElement() { HTMLProgressElement* element = progressElement(); if (m_position == element->position()) return; m_position = element->position(); updateAnimationState(); setShouldDoFullPaintInvalidation(); LayoutBlockFlow::updateFromElement(); }
void RenderProgress::updateFromElement() { HTMLProgressElement* element = progressElement(); if (m_position == element->position()) return; m_position = element->position(); updateAnimationState(); paintInvalidationForWholeRenderer(); RenderBlockFlow::updateFromElement(); }
void RenderProgress::updateFromElement() { HTMLProgressElement* element = progressElement(); if (m_position == element->position()) return; m_position = element->position(); updateAnimationState(); updateValuePartState(); repaint(); }
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; }