RenderRegion* RenderMultiColumnFlowThread::mapFromFlowToRegion(TransformState& transformState) const { if (!hasValidRegionInfo()) return nullptr; // Get back into our local flow thread space. LayoutRect boxRect = transformState.mappedQuad().enclosingBoundingBox(); flipForWritingMode(boxRect); // FIXME: We need to refactor RenderObject::absoluteQuads to be able to split the quads across regions, // for now we just take the center of the mapped enclosing box and map it to a column. LayoutPoint centerPoint = boxRect.center(); LayoutUnit centerLogicalOffset = isHorizontalWritingMode() ? centerPoint.y() : centerPoint.x(); RenderRegion* renderRegion = const_cast<RenderMultiColumnFlowThread*>(this)->regionAtBlockOffset(this, centerLogicalOffset, true, DisallowRegionAutoGeneration); if (!renderRegion) return nullptr; transformState.move(physicalTranslationOffsetFromFlowToRegion(renderRegion, centerLogicalOffset)); return renderRegion; }
RenderRegion* RenderFlowThread::mapFromFlowToRegion(TransformState& transformState) const { if (!hasValidRegionInfo()) return 0; LayoutRect boxRect = transformState.mappedQuad().enclosingBoundingBox(); flipForWritingMode(boxRect); // FIXME: We need to refactor RenderObject::absoluteQuads to be able to split the quads across regions, // for now we just take the center of the mapped enclosing box and map it to a region. // Note: Using the center in order to avoid rounding errors. LayoutPoint center = boxRect.center(); RenderRegion* renderRegion = regionAtBlockOffset(isHorizontalWritingMode() ? center.y() : center.x(), true); if (!renderRegion) return 0; LayoutRect flippedRegionRect(renderRegion->flowThreadPortionRect()); flipForWritingMode(flippedRegionRect); transformState.move(renderRegion->contentBoxRect().location() - flippedRegionRect.location()); return renderRegion; }
RenderRegion* RenderMultiColumnFlowThread::mapFromFlowToRegion(TransformState& transformState) const { if (!hasValidRegionInfo()) return nullptr; // Get back into our local flow thread space. LayoutRect boxRect = transformState.mappedQuad().enclosingBoundingBox(); flipForWritingMode(boxRect); // FIXME: We need to refactor RenderObject::absoluteQuads to be able to split the quads across regions, // for now we just take the center of the mapped enclosing box and map it to a column. LayoutPoint center = boxRect.center(); LayoutUnit centerOffset = isHorizontalWritingMode() ? center.y() : center.x(); RenderRegion* renderRegion = const_cast<RenderMultiColumnFlowThread*>(this)->regionAtBlockOffset(this, centerOffset, true, DisallowRegionAutoGeneration); if (!renderRegion) return nullptr; // Now that we know which multicolumn set we hit, we need to get the appropriate translation offset for the column. RenderMultiColumnSet* columnSet = toRenderMultiColumnSet(renderRegion); LayoutPoint translationOffset = columnSet->columnTranslationForOffset(centerOffset); // Now we know how we want the rect to be translated into the region. LayoutRect flippedRegionRect(renderRegion->flowThreadPortionRect()); if (isHorizontalWritingMode()) flippedRegionRect.setHeight(columnSet->computedColumnHeight()); else flippedRegionRect.setWidth(columnSet->computedColumnHeight()); flipForWritingMode(flippedRegionRect); flippedRegionRect.moveBy(-translationOffset); // There is an additional offset to apply, which is the offset of the region within the multi-column space. transformState.move(renderRegion->contentBoxRect().location() - flippedRegionRect.location()); return renderRegion; }
static inline LayoutUnit middle(FocusType type, const LayoutRect& rect) { LayoutPoint center(rect.center()); return isHorizontalMove(type) ? center.y(): center.x(); }
static inline LayoutUnit middle(FocusDirection direction, const LayoutRect& rect) { LayoutPoint center(rect.center()); return isHorizontalMove(direction) ? center.y(): center.x(); }