IntRect RenderView::selectionBounds() const { typedef WillBeHeapHashMap<RawPtrWillBeMember<RenderObject>, OwnPtrWillBeMember<RenderSelectionInfo> > SelectionMap; SelectionMap selectedObjects; RenderObject* os = m_selectionStart; RenderObject* stop = rendererAfterPosition(m_selectionEnd, m_selectionEndPos); while (os && os != stop) { if ((os->canBeSelectionLeaf() || os == m_selectionStart || os == m_selectionEnd) && os->selectionState() != SelectionNone) { // Blocks are responsible for painting line gaps and margin gaps. They must be examined as well. selectedObjects.set(os, adoptPtrWillBeNoop(new RenderSelectionInfo(os))); RenderBlock* cb = os->containingBlock(); while (cb && !cb->isRenderView()) { OwnPtrWillBeMember<RenderSelectionInfo>& blockInfo = selectedObjects.add(cb, nullptr).storedValue->value; if (blockInfo) break; blockInfo = adoptPtrWillBeNoop(new RenderSelectionInfo(cb)); cb = cb->containingBlock(); } } os = os->nextInPreOrder(); } // Now create a single bounding box rect that encloses the whole selection. LayoutRect selRect; SelectionMap::iterator end = selectedObjects.end(); for (SelectionMap::iterator i = selectedObjects.begin(); i != end; ++i) selRect.unite(i->value->absoluteSelectionRect()); return pixelSnappedIntRect(selRect); }
IntRect RenderView::selectionBounds(bool clipToVisibleContent) const { document()->updateStyleIfNeeded(); typedef HashMap<RenderObject*, OwnPtr<RenderSelectionInfo> > SelectionMap; SelectionMap selectedObjects; RenderObject* os = m_selectionStart; RenderObject* stop = rendererAfterPosition(m_selectionEnd, m_selectionEndPos); while (os && os != stop) { if ((os->canBeSelectionLeaf() || os == m_selectionStart || os == m_selectionEnd) && os->selectionState() != SelectionNone) { // Blocks are responsible for painting line gaps and margin gaps. They must be examined as well. selectedObjects.set(os, adoptPtr(new RenderSelectionInfo(os, clipToVisibleContent))); RenderBlock* cb = os->containingBlock(); while (cb && !cb->isRenderView()) { OwnPtr<RenderSelectionInfo>& blockInfo = selectedObjects.add(cb, nullptr).iterator->second; if (blockInfo) break; blockInfo = adoptPtr(new RenderSelectionInfo(cb, clipToVisibleContent)); cb = cb->containingBlock(); } } os = os->nextInPreOrder(); } // Now create a single bounding box rect that encloses the whole selection. LayoutRect selRect; SelectionMap::iterator end = selectedObjects.end(); for (SelectionMap::iterator i = selectedObjects.begin(); i != end; ++i) { RenderSelectionInfo* info = i->second.get(); // RenderSelectionInfo::rect() is in the coordinates of the repaintContainer, so map to page coordinates. LayoutRect currRect = info->rect(); if (RenderBoxModelObject* repaintContainer = info->repaintContainer()) { FloatQuad absQuad = repaintContainer->localToAbsoluteQuad(FloatRect(currRect)); currRect = absQuad.enclosingBoundingBox(); } selRect.unite(currRect); } return pixelSnappedIntRect(selRect); }
inline OutputIterator add_rings(SelectionMap const& map, Geometry1 const& geometry1, Geometry2 const& geometry2, RingCollection const& collection, OutputIterator out) { typedef typename SelectionMap::const_iterator iterator; for (iterator it = boost::begin(map); it != boost::end(map); ++it) { if (! it->second.discarded && it->second.parent.source_index == -1) { GeometryOut result; convert_and_add(result, geometry1, geometry2, collection, it->first, it->second.reversed, false); // Add children for (typename std::vector<ring_identifier>::const_iterator child_it = it->second.children.begin(); child_it != it->second.children.end(); ++child_it) { iterator mit = map.find(*child_it); if (mit != map.end() && ! mit->second.discarded) { convert_and_add(result, geometry1, geometry2, collection, *child_it, mit->second.reversed, true); } } *out++ = result; } } return out; }
IntRect RenderView::selectionBounds(bool clipToVisibleContent) const { document()->updateStyleIfNeeded(); typedef HashMap<RenderObject*, RenderSelectionInfo*> SelectionMap; SelectionMap selectedObjects; RenderObject* os = m_selectionStart; RenderObject* stop = rendererAfterPosition(m_selectionEnd, m_selectionEndPos); while (os && os != stop) { if ((os->canBeSelectionLeaf() || os == m_selectionStart || os == m_selectionEnd) && os->selectionState() != SelectionNone) { // Blocks are responsible for painting line gaps and margin gaps. They must be examined as well. selectedObjects.set(os, new RenderSelectionInfo(os, clipToVisibleContent)); RenderBlock* cb = os->containingBlock(); while (cb && !cb->isRenderView()) { RenderSelectionInfo* blockInfo = selectedObjects.get(cb); if (blockInfo) break; selectedObjects.set(cb, new RenderSelectionInfo(cb, clipToVisibleContent)); cb = cb->containingBlock(); } } os = os->nextInPreOrder(); } // Now create a single bounding box rect that encloses the whole selection. IntRect selRect; SelectionMap::iterator end = selectedObjects.end(); for (SelectionMap::iterator i = selectedObjects.begin(); i != end; ++i) { RenderSelectionInfo* info = i->second; selRect.unite(info->rect()); delete info; } return selRect; }
inline OutputIterator add_rings(SelectionMap const& map, Geometry1 const& geometry1, Geometry2 const& geometry2, RingCollection const& collection, OutputIterator out) { typedef typename SelectionMap::const_iterator iterator; typedef typename SelectionMap::mapped_type property_type; typedef typename property_type::area_type area_type; area_type const zero = 0; std::size_t const min_num_points = core_detail::closure::minimum_ring_size < geometry::closure < typename boost::range_value < RingCollection const >::type >::value >::value; for (iterator it = boost::begin(map); it != boost::end(map); ++it) { if (! it->second.discarded && it->second.parent.source_index == -1) { GeometryOut result; convert_and_add(result, geometry1, geometry2, collection, it->first, it->second.reversed, false); // Add children for (typename std::vector<ring_identifier>::const_iterator child_it = it->second.children.begin(); child_it != it->second.children.end(); ++child_it) { iterator mit = map.find(*child_it); if (mit != map.end() && ! mit->second.discarded) { convert_and_add(result, geometry1, geometry2, collection, *child_it, mit->second.reversed, true); } } // Only add rings if they satisfy minimal requirements. // This cannot be done earlier (during traversal), not // everything is figured out yet (sum of positive/negative rings) // TODO: individual rings can still contain less than 3 points. if (geometry::num_points(result) >= min_num_points && math::larger(geometry::area(result), zero)) { *out++ = result; } } } return out; }