IntRect RenderSVGInlineText::selectionRect(bool) { ASSERT(!needsLayout()); IntRect rect; if (selectionState() == SelectionNone) return rect; // Early exit if we're ie. a <text> within a <defs> section. if (isChildOfHiddenContainer(this)) return rect; // Now calculate startPos and endPos for painting selection. // We include a selection while endPos > 0 int startPos, endPos; if (selectionState() == SelectionInside) { // We are fully selected. startPos = 0; endPos = textLength(); } else { selectionStartEnd(startPos, endPos); if (selectionState() == SelectionStart) endPos = textLength(); else if (selectionState() == SelectionEnd) startPos = 0; } if (startPos == endPos) return rect; return computeAbsoluteRectForRange(startPos, endPos); }
IntRect RenderSVGInlineText::selectionRectForRepaint(RenderBoxModelObject* repaintContainer, bool /*clipToVisibleContent*/) { ASSERT(!needsLayout()); if (selectionState() == SelectionNone) return IntRect(); // Early exit if we're ie. a <text> within a <defs> section. if (isChildOfHiddenContainer(this)) return IntRect(); // Now calculate startPos and endPos for painting selection. // We include a selection while endPos > 0 int startPos, endPos; if (selectionState() == SelectionInside) { // We are fully selected. startPos = 0; endPos = textLength(); } else { selectionStartEnd(startPos, endPos); if (selectionState() == SelectionStart) endPos = textLength(); else if (selectionState() == SelectionEnd) startPos = 0; } if (startPos == endPos) return IntRect(); return computeRepaintRectForRange(repaintContainer, startPos, endPos); }