示例#1
0
void SVGRenderSupport::intersectRepaintRectWithResources(const RenderObject* object, FloatRect& repaintRect)
{
    ASSERT(object);

    RenderStyle* style = object->style();
    ASSERT(style);

    const SVGRenderStyle* svgStyle = style->svgStyle();
    ASSERT(svgStyle);

    RenderObject* renderer = const_cast<RenderObject*>(object);
    SVGResources* resources = SVGResourcesCache::cachedResourcesForRenderObject(renderer);
    if (!resources) {
        if (const ShadowData* shadow = svgStyle->shadow())
            shadow->adjustRectForShadow(repaintRect);
        return;
    }

#if ENABLE(FILTERS)
    if (RenderSVGResourceFilter* filter = resources->filter())
        repaintRect = filter->resourceBoundingBox(renderer);
#endif

    if (RenderSVGResourceClipper* clipper = resources->clipper())
        repaintRect.intersect(clipper->resourceBoundingBox(renderer));

    if (RenderSVGResourceMasker* masker = resources->masker())
        repaintRect.intersect(masker->resourceBoundingBox(renderer));

    if (const ShadowData* shadow = svgStyle->shadow())
        shadow->adjustRectForShadow(repaintRect);
}
示例#2
0
bool SVGRenderSupport::prepareToRenderSVGContent(RenderObject* object, PaintInfo& paintInfo)
{
    ASSERT(object);

    RenderStyle* style = object->style();
    ASSERT(style);

    const SVGRenderStyle* svgStyle = style->svgStyle();
    ASSERT(svgStyle);

    // Setup transparency layers before setting up SVG resources!
    float opacity = style->opacity();
    const ShadowData* shadow = svgStyle->shadow();
    if (opacity < 1 || shadow) {
        FloatRect repaintRect = object->repaintRectInLocalCoordinates();

        if (opacity < 1) {
            paintInfo.context->clip(repaintRect);
            paintInfo.context->beginTransparencyLayer(opacity);
        }

        if (shadow) {
            paintInfo.context->clip(repaintRect);
            paintInfo.context->setShadow(IntSize(shadow->x(), shadow->y()), shadow->blur(), shadow->color(), style->colorSpace());
            paintInfo.context->beginTransparencyLayer(1);
        }
    }

    SVGResources* resources = SVGResourcesCache::cachedResourcesForRenderObject(object);
    if (!resources) {
#if ENABLE(FILTERS)
        if (svgStyle->hasFilter())
            return false;
#endif
        return true;
    }

    if (RenderSVGResourceMasker* masker = resources->masker()) {
        if (!masker->applyResource(object, style, paintInfo.context, ApplyToDefaultMode))
            return false;
    }

    if (RenderSVGResourceClipper* clipper = resources->clipper()) {
        if (!clipper->applyResource(object, style, paintInfo.context, ApplyToDefaultMode))
            return false;
    }

#if ENABLE(FILTERS)
    if (RenderSVGResourceFilter* filter = resources->filter()) {
        if (!filter->applyResource(object, style, paintInfo.context, ApplyToDefaultMode))
            return false;
    }
#endif

    return true;
}
示例#3
0
void SVGRenderSupport::intersectRepaintRectWithResources(const RenderObject* renderer, FloatRect& repaintRect)
{
    ASSERT(renderer);

    SVGResources* resources = SVGResourcesCache::cachedResourcesForRenderObject(renderer);
    if (!resources)
        return;

    if (RenderSVGResourceFilter* filter = resources->filter())
        repaintRect = filter->resourceBoundingBox(renderer);

    if (RenderSVGResourceClipper* clipper = resources->clipper())
        repaintRect.intersect(clipper->resourceBoundingBox(renderer));

    if (RenderSVGResourceMasker* masker = resources->masker())
        repaintRect.intersect(masker->resourceBoundingBox(renderer));
}
void SVGLayoutSupport::intersectPaintInvalidationRectWithResources(const LayoutObject* layoutObject, FloatRect& paintInvalidationRect)
{
    ASSERT(layoutObject);

    SVGResources* resources = SVGResourcesCache::cachedResourcesForLayoutObject(layoutObject);
    if (!resources)
        return;

    if (LayoutSVGResourceFilter* filter = resources->filter())
        paintInvalidationRect = filter->resourceBoundingBox(layoutObject);

    if (LayoutSVGResourceClipper* clipper = resources->clipper())
        paintInvalidationRect.intersect(clipper->resourceBoundingBox(layoutObject));

    if (LayoutSVGResourceMasker* masker = resources->masker())
        paintInvalidationRect.intersect(masker->resourceBoundingBox(layoutObject));
}
示例#5
0
void SVGRenderSupport::intersectRepaintRectWithResources(const RenderElement& renderer, FloatRect& repaintRect)
{
    SVGResources* resources = SVGResourcesCache::cachedResourcesForRenderObject(&renderer);
    if (!resources)
        return;

#if ENABLE(FILTERS)
    if (RenderSVGResourceFilter* filter = resources->filter())
        repaintRect = filter->resourceBoundingBox(renderer);
#endif

    if (RenderSVGResourceClipper* clipper = resources->clipper())
        repaintRect.intersect(clipper->resourceBoundingBox(renderer));

    if (RenderSVGResourceMasker* masker = resources->masker())
        repaintRect.intersect(masker->resourceBoundingBox(renderer));
}