本文整理汇总了C++中LayoutRect::maxY方法的典型用法代码示例。如果您正苦于以下问题:C++ LayoutRect::maxY方法的具体用法?C++ LayoutRect::maxY怎么用?C++ LayoutRect::maxY使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类LayoutRect
的用法示例。
在下文中一共展示了LayoutRect::maxY方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: paint
void RenderMathMLOperator::paint(PaintInfo& info, const LayoutPoint& paintOffset)
{
RenderMathMLBlock::paint(info, paintOffset);
if (info.context->paintingDisabled() || info.phase != PaintPhaseForeground || style().visibility() != VISIBLE)
return;
if (!m_isStretched && !m_stretchyCharacter) {
RenderMathMLBlock::paint(info, paintOffset);
return;
}
GraphicsContextStateSaver stateSaver(*info.context);
info.context->setFillColor(style().visitedDependentColor(CSSPropertyColor), style().colorSpace());
ASSERT(m_stretchyCharacter->topGlyph);
ASSERT(m_stretchyCharacter->bottomGlyph);
// We are positioning the glyphs so that the edge of the tight glyph bounds line up exactly with the edges of our paint box.
LayoutPoint operatorTopLeft = ceiledIntPoint(paintOffset + location());
FloatRect topGlyphBounds = glyphBoundsForCharacter(m_stretchyCharacter->topGlyph);
LayoutPoint topGlyphOrigin(operatorTopLeft.x(), operatorTopLeft.y() - topGlyphBounds.y());
LayoutRect topGlyphPaintRect = paintCharacter(info, m_stretchyCharacter->topGlyph, topGlyphOrigin, TrimBottom);
FloatRect bottomGlyphBounds = glyphBoundsForCharacter(m_stretchyCharacter->bottomGlyph);
LayoutPoint bottomGlyphOrigin(operatorTopLeft.x(), operatorTopLeft.y() + offsetHeight() - (bottomGlyphBounds.height() + bottomGlyphBounds.y()));
LayoutRect bottomGlyphPaintRect = paintCharacter(info, m_stretchyCharacter->bottomGlyph, bottomGlyphOrigin, TrimTop);
if (m_stretchyCharacter->middleGlyph) {
// Center the glyph origin between the start and end glyph paint extents. Then shift it half the paint height toward the bottom glyph.
FloatRect middleGlyphBounds = glyphBoundsForCharacter(m_stretchyCharacter->middleGlyph);
LayoutPoint middleGlyphOrigin(operatorTopLeft.x(), topGlyphOrigin.y());
middleGlyphOrigin.moveBy(LayoutPoint(0, (bottomGlyphPaintRect.y() - topGlyphPaintRect.maxY()) / 2.0));
middleGlyphOrigin.moveBy(LayoutPoint(0, middleGlyphBounds.height() / 2.0));
LayoutRect middleGlyphPaintRect = paintCharacter(info, m_stretchyCharacter->middleGlyph, middleGlyphOrigin, TrimTopAndBottom);
fillWithExtensionGlyph(info, topGlyphPaintRect.minXMaxYCorner(), middleGlyphPaintRect.minXMinYCorner());
fillWithExtensionGlyph(info, middleGlyphPaintRect.minXMaxYCorner(), bottomGlyphPaintRect.minXMinYCorner());
} else
fillWithExtensionGlyph(info, topGlyphPaintRect.minXMaxYCorner(), bottomGlyphPaintRect.minXMinYCorner());
}
示例2: shouldPaint
bool RenderReplaced::shouldPaint(PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
if (paintInfo.phase != PaintPhaseForeground && paintInfo.phase != PaintPhaseOutline && paintInfo.phase != PaintPhaseSelfOutline
&& paintInfo.phase != PaintPhaseSelection && paintInfo.phase != PaintPhaseMask)
return false;
if (!paintInfo.shouldPaintWithinRoot(*this))
return false;
// if we're invisible or haven't received a layout yet, then just bail.
if (style().visibility() != VISIBLE)
return false;
RenderNamedFlowFragment* namedFlowFragment = currentRenderNamedFlowFragment();
// Check our region range to make sure we need to be painting in this region.
if (namedFlowFragment && !namedFlowFragment->flowThread()->objectShouldFragmentInFlowRegion(this, namedFlowFragment))
return false;
LayoutPoint adjustedPaintOffset = paintOffset + location();
// Early exit if the element touches the edges.
LayoutUnit top = adjustedPaintOffset.y() + visualOverflowRect().y();
LayoutUnit bottom = adjustedPaintOffset.y() + visualOverflowRect().maxY();
if (isSelected() && m_inlineBoxWrapper) {
const RootInlineBox& rootBox = m_inlineBoxWrapper->root();
LayoutUnit selTop = paintOffset.y() + rootBox.selectionTop();
LayoutUnit selBottom = paintOffset.y() + selTop + rootBox.selectionHeight();
top = std::min(selTop, top);
bottom = std::max(selBottom, bottom);
}
LayoutRect localRepaintRect = paintInfo.rect;
adjustRectWithMaximumOutline(paintInfo.phase, localRepaintRect);
if (adjustedPaintOffset.x() + visualOverflowRect().x() >= localRepaintRect.maxX() || adjustedPaintOffset.x() + visualOverflowRect().maxX() <= localRepaintRect.x())
return false;
if (top >= localRepaintRect.maxY() || bottom <= localRepaintRect.y())
return false;
return true;
}
示例3: paddedLayoutOverflowRect
LayoutRect RootInlineBox::paddedLayoutOverflowRect(LayoutUnit endPadding) const
{
LayoutRect lineLayoutOverflow = layoutOverflowRect(lineTop(), lineBottom());
if (!endPadding)
return lineLayoutOverflow;
// FIXME: Audit whether to use pixel snapped values when not using integers for layout: https://bugs.webkit.org/show_bug.cgi?id=63656
if (isHorizontal()) {
if (isLeftToRightDirection())
lineLayoutOverflow.shiftMaxXEdgeTo(std::max<LayoutUnit>(lineLayoutOverflow.maxX(), pixelSnappedLogicalRight() + endPadding));
else
lineLayoutOverflow.shiftXEdgeTo(std::min<LayoutUnit>(lineLayoutOverflow.x(), pixelSnappedLogicalLeft() - endPadding));
} else {
if (isLeftToRightDirection())
lineLayoutOverflow.shiftMaxYEdgeTo(std::max<LayoutUnit>(lineLayoutOverflow.maxY(), pixelSnappedLogicalRight() + endPadding));
else
lineLayoutOverflow.shiftYEdgeTo(std::min<LayoutUnit>(lineLayoutOverflow.y(), pixelSnappedLogicalLeft() - endPadding));
}
return lineLayoutOverflow;
}
示例4: flowThreadPortionOverflowRect
LayoutRect RenderMultiColumnSet::flowThreadPortionOverflowRect(const LayoutRect& portionRect, unsigned index, unsigned colCount, LayoutUnit colGap)
{
// This function determines the portion of the flow thread that paints for the column. Along the inline axis, columns are
// unclipped at outside edges (i.e., the first and last column in the set), and they clip to half the column
// gap along interior edges.
//
// In the block direction, we will not clip overflow out of the top of the first column, or out of the bottom of
// the last column. This applies only to the true first column and last column across all column sets.
//
// FIXME: Eventually we will know overflow on a per-column basis, but we can't do this until we have a painting
// mode that understands not to paint contents from a previous column in the overflow area of a following column.
// This problem applies to regions and pages as well and is not unique to columns.
RenderBlockFlow* parentFlow = toRenderBlockFlow(parent());
bool progressionReversed = parentFlow->multiColumnFlowThread()->progressionIsReversed();
bool isFirstColumn = !index;
bool isLastColumn = index == colCount - 1;
bool isLeftmostColumn = style().isLeftToRightDirection() ^ progressionReversed ? isFirstColumn : isLastColumn;
bool isRightmostColumn = style().isLeftToRightDirection() ^ progressionReversed ? isLastColumn : isFirstColumn;
// Calculate the overflow rectangle, based on the flow thread's, clipped at column logical
// top/bottom unless it's the first/last column.
LayoutRect overflowRect = overflowRectForFlowThreadPortion(portionRect, isFirstColumn && isFirstRegion(), isLastColumn && isLastRegion(), VisualOverflow);
// Avoid overflowing into neighboring columns, by clipping in the middle of adjacent column
// gaps. Also make sure that we avoid rounding errors.
if (isHorizontalWritingMode()) {
if (!isLeftmostColumn)
overflowRect.shiftXEdgeTo(portionRect.x() - colGap / 2);
if (!isRightmostColumn)
overflowRect.shiftMaxXEdgeTo(portionRect.maxX() + colGap - colGap / 2);
} else {
if (!isLeftmostColumn)
overflowRect.shiftYEdgeTo(portionRect.y() - colGap / 2);
if (!isRightmostColumn)
overflowRect.shiftMaxYEdgeTo(portionRect.maxY() + colGap - colGap / 2);
}
return overflowRect;
}
示例5: flowThreadPortionOverflowRectAt
LayoutRect MultiColumnFragmentainerGroup::flowThreadPortionOverflowRectAt(unsigned columnIndex) const
{
// This function determines the portion of the flow thread that paints for the column. Along the inline axis, columns are
// unclipped at outside edges (i.e., the first and last column in the set), and they clip to half the column
// gap along interior edges.
//
// In the block direction, we will not clip overflow out of the top of the first column, or out of the bottom of
// the last column. This applies only to the true first column and last column across all column sets.
//
// FIXME: Eventually we will know overflow on a per-column basis, but we can't do this until we have a painting
// mode that understands not to paint contents from a previous column in the overflow area of a following column.
bool isFirstColumnInRow = !columnIndex;
bool isLastColumnInRow = columnIndex == actualColumnCount() - 1;
bool isLTR = m_columnSet.style()->isLeftToRightDirection();
bool isLeftmostColumn = isLTR ? isFirstColumnInRow : isLastColumnInRow;
bool isRightmostColumn = isLTR ? isLastColumnInRow : isFirstColumnInRow;
LayoutRect portionRect = flowThreadPortionRectAt(columnIndex);
bool isFirstColumnInMulticolContainer = isFirstColumnInRow && this == &m_columnSet.firstFragmentainerGroup() && !m_columnSet.previousSiblingMultiColumnSet();
bool isLastColumnInMulticolContainer = isLastColumnInRow && this == &m_columnSet.lastFragmentainerGroup() && !m_columnSet.nextSiblingMultiColumnSet();
// Calculate the overflow rectangle, based on the flow thread's, clipped at column logical
// top/bottom unless it's the first/last column.
LayoutRect overflowRect = m_columnSet.overflowRectForFlowThreadPortion(portionRect, isFirstColumnInMulticolContainer, isLastColumnInMulticolContainer);
// Avoid overflowing into neighboring columns, by clipping in the middle of adjacent column
// gaps. Also make sure that we avoid rounding errors.
LayoutUnit columnGap = m_columnSet.columnGap();
if (m_columnSet.isHorizontalWritingMode()) {
if (!isLeftmostColumn)
overflowRect.shiftXEdgeTo(portionRect.x() - columnGap / 2);
if (!isRightmostColumn)
overflowRect.shiftMaxXEdgeTo(portionRect.maxX() + columnGap - columnGap / 2);
} else {
if (!isLeftmostColumn)
overflowRect.shiftYEdgeTo(portionRect.y() - columnGap / 2);
if (!isRightmostColumn)
overflowRect.shiftMaxYEdgeTo(portionRect.maxY() + columnGap - columnGap / 2);
}
return overflowRect;
}
示例6: shouldPaint
bool RenderReplaced::shouldPaint(PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
if (paintInfo.phase != PaintPhaseForeground && paintInfo.phase != PaintPhaseOutline && paintInfo.phase != PaintPhaseSelfOutline
&& paintInfo.phase != PaintPhaseSelection && paintInfo.phase != PaintPhaseMask)
return false;
if (!paintInfo.shouldPaintWithinRoot(*this))
return false;
// if we're invisible or haven't received a layout yet, then just bail.
if (style().visibility() != VISIBLE)
return false;
LayoutPoint adjustedPaintOffset = paintOffset + location();
// Early exit if the element touches the edges.
LayoutUnit top = adjustedPaintOffset.y() + visualOverflowRect().y();
LayoutUnit bottom = adjustedPaintOffset.y() + visualOverflowRect().maxY();
if (isSelected() && m_inlineBoxWrapper) {
const RootInlineBox& rootBox = m_inlineBoxWrapper->root();
LayoutUnit selTop = paintOffset.y() + rootBox.selectionTop();
LayoutUnit selBottom = paintOffset.y() + selTop + rootBox.selectionHeight();
top = std::min(selTop, top);
bottom = std::max(selBottom, bottom);
}
LayoutRect localRepaintRect = paintInfo.rect;
localRepaintRect.inflate(maximalOutlineSize(paintInfo.phase));
if (adjustedPaintOffset.x() + visualOverflowRect().x() >= localRepaintRect.maxX() || adjustedPaintOffset.x() + visualOverflowRect().maxX() <= localRepaintRect.x())
return false;
if (top >= localRepaintRect.maxY() || bottom <= localRepaintRect.y())
return false;
return true;
}
示例7: layout
void LayoutMultiColumnFlowThread::layout()
{
ASSERT(!m_lastSetWorkedOn);
m_lastSetWorkedOn = firstMultiColumnSet();
if (m_lastSetWorkedOn)
m_lastSetWorkedOn->beginFlow(LayoutUnit());
LayoutFlowThread::layout();
if (LayoutMultiColumnSet* lastSet = lastMultiColumnSet()) {
ASSERT(lastSet == m_lastSetWorkedOn);
if (!lastSet->nextSiblingMultiColumnBox()) {
// Include trailing overflow in the last column set. The idea is that we will generate
// additional columns and pages to hold that overflow, since people do write bad content
// like <body style="height:0px"> in multi-column layouts.
// TODO(mstensho): Once we support nested multicol, adding in overflow here may result
// in the need for creating additional rows, since there may not be enough space
// remaining in the currently last row.
LayoutRect layoutRect = layoutOverflowRect();
LayoutUnit logicalBottomInFlowThread = isHorizontalWritingMode() ? layoutRect.maxY() : layoutRect.maxX();
ASSERT(logicalBottomInFlowThread >= logicalHeight());
lastSet->endFlow(logicalBottomInFlowThread);
}
}
m_lastSetWorkedOn = nullptr;
}
示例8: virtualRectForDirection
// The starting rect is the rect of the focused node, in document coordinates.
// Compose a virtual starting rect if there is no focused node or if it is off screen.
// The virtual rect is the edge of the container or frame. We select which
// edge depending on the direction of the navigation.
LayoutRect virtualRectForDirection(FocusType type, const LayoutRect& startingRect, LayoutUnit width)
{
LayoutRect virtualStartingRect = startingRect;
switch (type) {
case FocusTypeLeft:
virtualStartingRect.setX(virtualStartingRect.maxX() - width);
virtualStartingRect.setWidth(width);
break;
case FocusTypeUp:
virtualStartingRect.setY(virtualStartingRect.maxY() - width);
virtualStartingRect.setHeight(width);
break;
case FocusTypeRight:
virtualStartingRect.setWidth(width);
break;
case FocusTypeDown:
virtualStartingRect.setHeight(width);
break;
default:
ASSERT_NOT_REACHED();
}
return virtualStartingRect;
}
示例9: rangeIntersectsRect
bool LineBoxList::rangeIntersectsRect(LayoutBoxModelObject* renderer, LayoutUnit logicalTop, LayoutUnit logicalBottom, const LayoutRect& rect, const LayoutPoint& offset) const
{
LayoutBox* block;
if (renderer->isBox())
block = toLayoutBox(renderer);
else
block = renderer->containingBlock();
LayoutUnit physicalStart = block->flipForWritingMode(logicalTop);
LayoutUnit physicalEnd = block->flipForWritingMode(logicalBottom);
LayoutUnit physicalExtent = absoluteValue(physicalEnd - physicalStart);
physicalStart = std::min(physicalStart, physicalEnd);
if (renderer->style()->isHorizontalWritingMode()) {
physicalStart += offset.y();
if (physicalStart >= rect.maxY() || physicalStart + physicalExtent <= rect.y())
return false;
} else {
physicalStart += offset.x();
if (physicalStart >= rect.maxX() || physicalStart + physicalExtent <= rect.x())
return false;
}
return true;
}
示例10: enclosingIntRect
IntRect enclosingIntRect(const LayoutRect& rect)
{
// Empty rects with fractional x, y values turn into non-empty rects when converting to enclosing.
// We need to ensure that empty rects stay empty after the conversion, because the selection code expects them to be empty.
IntPoint location = flooredIntPoint(rect.minXMinYCorner());
IntPoint maxPoint = IntPoint(rect.width() ? rect.maxX().ceil() : location.x(), rect.height() ? rect.maxY().ceil() : location.y());
return IntRect(location, maxPoint - location);
}
示例11: collectSelectionRects
void RenderLineBreak::collectSelectionRects(Vector<SelectionRect>& rects, unsigned, unsigned)
{
ensureLineBoxes(*this);
InlineElementBox* box = m_inlineBoxWrapper;
if (!box)
return;
const RootInlineBox& rootBox = box->root();
LayoutRect rect = rootBox.computeCaretRect(box->logicalLeft(), 0, nullptr);
if (rootBox.isFirstAfterPageBreak()) {
if (box->isHorizontal())
rect.shiftYEdgeTo(rootBox.lineTopWithLeading());
else
rect.shiftXEdgeTo(rootBox.lineTopWithLeading());
}
RenderBlock* containingBlock = this->containingBlock();
// Map rect, extended left to leftOffset, and right to rightOffset, through transforms to get minX and maxX.
LogicalSelectionOffsetCaches cache(*containingBlock);
LayoutUnit leftOffset = containingBlock->logicalLeftSelectionOffset(*containingBlock, box->logicalTop(), cache);
LayoutUnit rightOffset = containingBlock->logicalRightSelectionOffset(*containingBlock, box->logicalTop(), cache);
LayoutRect extentsRect = rect;
if (box->isHorizontal()) {
extentsRect.setX(leftOffset);
extentsRect.setWidth(rightOffset - leftOffset);
} else {
extentsRect.setY(leftOffset);
extentsRect.setHeight(rightOffset - leftOffset);
}
extentsRect = localToAbsoluteQuad(FloatRect(extentsRect)).enclosingBoundingBox();
if (!box->isHorizontal())
extentsRect = extentsRect.transposedRect();
bool isFirstOnLine = !box->previousOnLineExists();
bool isLastOnLine = !box->nextOnLineExists();
if (containingBlock->isRubyBase() || containingBlock->isRubyText())
isLastOnLine = !containingBlock->containingBlock()->inlineBoxWrapper()->nextOnLineExists();
bool isFixed = false;
IntRect absRect = localToAbsoluteQuad(FloatRect(rect), UseTransforms, &isFixed).enclosingBoundingBox();
bool boxIsHorizontal = !box->isSVGInlineTextBox() ? box->isHorizontal() : !style().svgStyle().isVerticalWritingMode();
// If the containing block is an inline element, we want to check the inlineBoxWrapper orientation
// to determine the orientation of the block. In this case we also use the inlineBoxWrapper to
// determine if the element is the last on the line.
if (containingBlock->inlineBoxWrapper()) {
if (containingBlock->inlineBoxWrapper()->isHorizontal() != boxIsHorizontal) {
boxIsHorizontal = containingBlock->inlineBoxWrapper()->isHorizontal();
isLastOnLine = !containingBlock->inlineBoxWrapper()->nextOnLineExists();
}
}
rects.append(SelectionRect(absRect, box->direction(), extentsRect.x(), extentsRect.maxX(), extentsRect.maxY(), 0, box->isLineBreak(), isFirstOnLine, isLastOnLine, false, false, boxIsHorizontal, isFixed, containingBlock->isRubyText(), view().pageNumberForBlockProgressionOffset(absRect.x())));
}
示例12: topCorner
RoundedInnerRectClipper::RoundedInnerRectClipper(LayoutObject& layoutObject, const PaintInfo& paintInfo, const LayoutRect& rect, const FloatRoundedRect& clipRect, RoundedInnerRectClipperBehavior behavior)
: m_layoutObject(layoutObject)
, m_paintInfo(paintInfo)
, m_useDisplayItemList(RuntimeEnabledFeatures::slimmingPaintEnabled() && behavior == ApplyToDisplayListIfEnabled)
, m_clipType(m_useDisplayItemList ? m_paintInfo.displayItemTypeForClipping() : DisplayItem::ClipBoxPaintPhaseFirst)
{
Vector<FloatRoundedRect> roundedRectClips;
if (clipRect.isRenderable()) {
roundedRectClips.append(clipRect);
} else {
// We create a rounded rect for each of the corners and clip it, while making sure we clip opposing corners together.
if (!clipRect.radii().topLeft().isEmpty() || !clipRect.radii().bottomRight().isEmpty()) {
FloatRect topCorner(clipRect.rect().x(), clipRect.rect().y(), rect.maxX() - clipRect.rect().x(), rect.maxY() - clipRect.rect().y());
FloatRoundedRect::Radii topCornerRadii;
topCornerRadii.setTopLeft(clipRect.radii().topLeft());
roundedRectClips.append(FloatRoundedRect(topCorner, topCornerRadii));
FloatRect bottomCorner(rect.x().toFloat(), rect.y().toFloat(), clipRect.rect().maxX() - rect.x().toFloat(), clipRect.rect().maxY() - rect.y().toFloat());
FloatRoundedRect::Radii bottomCornerRadii;
bottomCornerRadii.setBottomRight(clipRect.radii().bottomRight());
roundedRectClips.append(FloatRoundedRect(bottomCorner, bottomCornerRadii));
}
if (!clipRect.radii().topRight().isEmpty() || !clipRect.radii().bottomLeft().isEmpty()) {
FloatRect topCorner(rect.x().toFloat(), clipRect.rect().y(), clipRect.rect().maxX() - rect.x().toFloat(), rect.maxY() - clipRect.rect().y());
FloatRoundedRect::Radii topCornerRadii;
topCornerRadii.setTopRight(clipRect.radii().topRight());
roundedRectClips.append(FloatRoundedRect(topCorner, topCornerRadii));
FloatRect bottomCorner(clipRect.rect().x(), rect.y().toFloat(), rect.maxX() - clipRect.rect().x(), clipRect.rect().maxY() - rect.y().toFloat());
FloatRoundedRect::Radii bottomCornerRadii;
bottomCornerRadii.setBottomLeft(clipRect.radii().bottomLeft());
roundedRectClips.append(FloatRoundedRect(bottomCorner, bottomCornerRadii));
}
}
if (m_useDisplayItemList) {
ASSERT(m_paintInfo.context->displayItemList());
if (m_paintInfo.context->displayItemList()->displayItemConstructionIsDisabled())
return;
m_paintInfo.context->displayItemList()->createAndAppend<ClipDisplayItem>(layoutObject, m_clipType, LayoutRect::infiniteIntRect(), roundedRectClips);
} else {
ClipDisplayItem clipDisplayItem(layoutObject, m_clipType, LayoutRect::infiniteIntRect(), roundedRectClips);
clipDisplayItem.replay(*paintInfo.context);
}
}
示例13: decorationsClipRectForBoxInNamedFlowFragment
LayoutRect RenderNamedFlowThread::decorationsClipRectForBoxInNamedFlowFragment(const RenderBox& box, RenderNamedFlowFragment& fragment) const
{
LayoutRect visualOverflowRect = fragment.visualOverflowRectForBox(&box);
LayoutUnit initialLogicalX = style().isHorizontalWritingMode() ? visualOverflowRect.x() : visualOverflowRect.y();
// The visual overflow rect returned by visualOverflowRectForBox is already flipped but the
// RenderRegion::rectFlowPortionForBox method expects it unflipped.
flipForWritingModeLocalCoordinates(visualOverflowRect);
visualOverflowRect = fragment.rectFlowPortionForBox(&box, visualOverflowRect);
// Now flip it again.
flipForWritingModeLocalCoordinates(visualOverflowRect);
// Take the scrolled offset of this object's parents into consideration.
IntSize scrolledContentOffset;
RenderBlock* containingBlock = box.containingBlock();
while (containingBlock) {
if (containingBlock->isRenderNamedFlowThread()) {
// We've reached the flow thread, take the scrolled offset of the region into consideration.
ASSERT(containingBlock == this);
scrolledContentOffset += fragment.fragmentContainer().scrolledContentOffset();
break;
}
scrolledContentOffset += containingBlock->scrolledContentOffset();
containingBlock = containingBlock->containingBlock();
}
if (!scrolledContentOffset.isZero()) {
if (style().isFlippedBlocksWritingMode())
scrolledContentOffset = -scrolledContentOffset;
visualOverflowRect.inflateX(scrolledContentOffset.width());
visualOverflowRect.inflateY(scrolledContentOffset.height());
}
// Layers are in physical coordinates so the origin must be moved to the physical top-left of the flowthread.
if (style().isFlippedBlocksWritingMode()) {
if (style().isHorizontalWritingMode())
visualOverflowRect.moveBy(LayoutPoint(0, height()));
else
visualOverflowRect.moveBy(LayoutPoint(width(), 0));
}
const RenderBox* iterBox = &box;
while (iterBox && iterBox != this) {
RenderBlock* containerBlock = iterBox->containingBlock();
// FIXME: This doesn't work properly with flipped writing modes.
// https://bugs.webkit.org/show_bug.cgi?id=125149
if (iterBox->isPositioned()) {
// For positioned elements, just use the layer's absolute bounding box.
visualOverflowRect.moveBy(iterBox->layer()->absoluteBoundingBox().location());
break;
}
LayoutRect currentBoxRect = iterBox->frameRect();
if (iterBox->style().isFlippedBlocksWritingMode()) {
if (iterBox->style().isHorizontalWritingMode())
currentBoxRect.setY(currentBoxRect.height() - currentBoxRect.maxY());
else
currentBoxRect.setX(currentBoxRect.width() - currentBoxRect.maxX());
}
if (containerBlock->style().writingMode() != iterBox->style().writingMode())
iterBox->flipForWritingMode(currentBoxRect);
visualOverflowRect.moveBy(currentBoxRect.location());
iterBox = containerBlock;
}
// Since the purpose of this method is to make sure the borders of a fragmented
// element don't overflow the region in the fragmentation direction, there's no
// point in restricting the clipping rect on the logical X axis.
// This also saves us the trouble of handling percent-based widths and margins
// since the absolute bounding box of a positioned element would not contain
// the correct coordinates relative to the region we're interested in, but rather
// relative to the actual flow thread.
if (style().isHorizontalWritingMode()) {
if (initialLogicalX < visualOverflowRect.x())
visualOverflowRect.shiftXEdgeTo(initialLogicalX);
if (visualOverflowRect.width() < frameRect().width())
visualOverflowRect.setWidth(frameRect().width());
} else {
if (initialLogicalX < visualOverflowRect.y())
visualOverflowRect.shiftYEdgeTo(initialLogicalX);
if (visualOverflowRect.height() < frameRect().height())
visualOverflowRect.setHeight(frameRect().height());
}
return visualOverflowRect;
}
示例14: paintCollapsedBorders
void TableCellPainter::paintCollapsedBorders(const PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
ASSERT(paintInfo.phase == PaintPhaseCollapsedTableBorders);
if (!paintInfo.shouldPaintWithinRoot(&m_renderTableCell) || m_renderTableCell.style()->visibility() != VISIBLE)
return;
LayoutRect paintRect = paintBounds(paintOffset, AddOffsetFromParent);
if (paintRect.y() - m_renderTableCell.table()->outerBorderTop() >= paintInfo.rect.maxY())
return;
if (paintRect.maxY() + m_renderTableCell.table()->outerBorderBottom() <= paintInfo.rect.y())
return;
if (!m_renderTableCell.table()->currentBorderValue())
return;
RenderDrawingRecorder recorder(paintInfo.context, m_renderTableCell, paintInfo.phase, paintRect);
if (recorder.canUseCachedDrawing())
return;
const RenderStyle* styleForCellFlow = m_renderTableCell.styleForCellFlow();
CollapsedBorderValue leftVal = cachedCollapsedLeftBorder(styleForCellFlow);
CollapsedBorderValue rightVal = cachedCollapsedRightBorder(styleForCellFlow);
CollapsedBorderValue topVal = cachedCollapsedTopBorder(styleForCellFlow);
CollapsedBorderValue bottomVal = cachedCollapsedBottomBorder(styleForCellFlow);
// Adjust our x/y/width/height so that we paint the collapsed borders at the correct location.
int topWidth = topVal.width();
int bottomWidth = bottomVal.width();
int leftWidth = leftVal.width();
int rightWidth = rightVal.width();
IntRect borderRect = pixelSnappedIntRect(paintRect.x() - leftWidth / 2,
paintRect.y() - topWidth / 2,
paintRect.width() + leftWidth / 2 + (rightWidth + 1) / 2,
paintRect.height() + topWidth / 2 + (bottomWidth + 1) / 2);
EBorderStyle topStyle = collapsedBorderStyle(topVal.style());
EBorderStyle bottomStyle = collapsedBorderStyle(bottomVal.style());
EBorderStyle leftStyle = collapsedBorderStyle(leftVal.style());
EBorderStyle rightStyle = collapsedBorderStyle(rightVal.style());
bool renderTop = topStyle > BHIDDEN && !topVal.isTransparent();
bool renderBottom = bottomStyle > BHIDDEN && !bottomVal.isTransparent();
bool renderLeft = leftStyle > BHIDDEN && !leftVal.isTransparent();
bool renderRight = rightStyle > BHIDDEN && !rightVal.isTransparent();
// We never paint diagonals at the joins. We simply let the border with the highest
// precedence paint on top of borders with lower precedence.
CollapsedBorders borders;
borders.addBorder(topVal, BSTop, renderTop, borderRect.x(), borderRect.y(), borderRect.maxX(), borderRect.y() + topWidth, topStyle);
borders.addBorder(bottomVal, BSBottom, renderBottom, borderRect.x(), borderRect.maxY() - bottomWidth, borderRect.maxX(), borderRect.maxY(), bottomStyle);
borders.addBorder(leftVal, BSLeft, renderLeft, borderRect.x(), borderRect.y(), borderRect.x() + leftWidth, borderRect.maxY(), leftStyle);
borders.addBorder(rightVal, BSRight, renderRight, borderRect.maxX() - rightWidth, borderRect.y(), borderRect.maxX(), borderRect.maxY(), rightStyle);
GraphicsContext* graphicsContext = paintInfo.context;
bool antialias = BoxPainter::shouldAntialiasLines(graphicsContext);
for (CollapsedBorder* border = borders.nextBorder(); border; border = borders.nextBorder()) {
if (border->borderValue.isSameIgnoringColor(*m_renderTableCell.table()->currentBorderValue())) {
ObjectPainter::drawLineForBoxSide(graphicsContext, border->x1, border->y1, border->x2, border->y2, border->side,
border->borderValue.color().resolve(m_renderTableCell.resolveColor(CSSPropertyColor)), border->style, 0, 0, antialias);
}
}
}
示例15: below
// Return true if rect |a| is below |b|. False otherwise.
// For overlapping rects, |a| is considered to be below |b|
// if both edges of |a| are below the respective ones of |b|
static inline bool below(const LayoutRect& a, const LayoutRect& b)
{
return a.y() >= b.maxY()
|| (a.y() >= b.y() && a.maxY() > b.maxY());
}