bool RenderFlow::hitTestLines(NodeInfo& i, int x, int y, int tx, int ty, HitTestAction hitTestAction) { (void) hitTestAction; /* if (hitTestAction != HitTestForeground) // ### port hitTest return false; */ if (!firstLineBox()) return false; // We can check the first box and last box and avoid hit testing if we don't // contain the point. This is a quick short-circuit that we can take to avoid walking any lines. // FIXME: This check is flawed in two extremely obscure ways. // (1) If some line in the middle has a huge overflow, it might actually extend below the last line. // (2) The overflow from an inline block on a line is not reported to the line. if ((y >= ty + lastLineBox()->root()->bottomOverflow()) || (y < ty + firstLineBox()->root()->topOverflow())) 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->prevFlowBox()) { if (y >= ty + curr->root()->topOverflow() && y < ty + curr->root()->bottomOverflow()) { bool inside = curr->nodeAtPoint(i, x, y, tx, ty); if (inside) { setInnerNode(i); return true; } } } return false; }