本文整理汇总了C++中LayoutRect::setY方法的典型用法代码示例。如果您正苦于以下问题:C++ LayoutRect::setY方法的具体用法?C++ LayoutRect::setY怎么用?C++ LayoutRect::setY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::setY方法的13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: computedShapePhysicalBoundingBox
LayoutRect ShapeOutsideInfo::computedShapePhysicalBoundingBox() const
{
LayoutRect physicalBoundingBox = computedShape().shapeMarginLogicalBoundingBox();
physicalBoundingBox.setX(physicalBoundingBox.x() + logicalLeftOffset());
physicalBoundingBox.setY(physicalBoundingBox.y() + logicalTopOffset());
if (m_renderer.style().isFlippedBlocksWritingMode())
physicalBoundingBox.setY(m_renderer.logicalHeight() - physicalBoundingBox.maxY());
if (!m_renderer.style().isHorizontalWritingMode())
physicalBoundingBox = physicalBoundingBox.transposedRect();
return physicalBoundingBox;
}
示例2: paintBoxDecorations
void RenderFieldset::paintBoxDecorations(PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
if (!paintInfo.shouldPaintWithinRoot(*this))
return;
LayoutRect paintRect(paintOffset, size());
RenderBox* legend = findLegend();
if (!legend)
return RenderBlockFlow::paintBoxDecorations(paintInfo, paintOffset);
// FIXME: We need to work with "rl" and "bt" block flow directions. In those
// cases the legend is embedded in the right and bottom borders respectively.
// https://bugs.webkit.org/show_bug.cgi?id=47236
if (style().isHorizontalWritingMode()) {
LayoutUnit yOff = (legend->y() > 0) ? LayoutUnit() : (legend->height() - borderTop()) / 2;
paintRect.setHeight(paintRect.height() - yOff);
paintRect.setY(paintRect.y() + yOff);
} else {
LayoutUnit xOff = (legend->x() > 0) ? LayoutUnit() : (legend->width() - borderLeft()) / 2;
paintRect.setWidth(paintRect.width() - xOff);
paintRect.setX(paintRect.x() + xOff);
}
if (!boxShadowShouldBeAppliedToBackground(determineBackgroundBleedAvoidance(paintInfo.context)))
paintBoxShadow(paintInfo, paintRect, style(), Normal);
paintFillLayers(paintInfo, style().visitedDependentColor(CSSPropertyBackgroundColor), style().backgroundLayers(), paintRect);
paintBoxShadow(paintInfo, paintRect, style(), Inset);
if (!style().hasBorder())
return;
// Create a clipping region around the legend and paint the border as normal
GraphicsContext* graphicsContext = paintInfo.context;
GraphicsContextStateSaver stateSaver(*graphicsContext);
// FIXME: We need to work with "rl" and "bt" block flow directions. In those
// cases the legend is embedded in the right and bottom borders respectively.
// https://bugs.webkit.org/show_bug.cgi?id=47236
LayoutRect clipRect;
if (style().isHorizontalWritingMode()) {
clipRect.setX(paintRect.x() + legend->x());
clipRect.setY(paintRect.y());
clipRect.setWidth(legend->width());
clipRect.setHeight(std::max<LayoutUnit>(style().borderTopWidth(), legend->height() - ((legend->height() - borderTop()) / 2)));
} else {
clipRect.setX(paintRect.x());
clipRect.setY(paintRect.y() + legend->y());
clipRect.setWidth(std::max<LayoutUnit>(style().borderLeftWidth(), legend->width()));
clipRect.setHeight(legend->height());
}
graphicsContext->clipOut(snapRectToDevicePixels(clipRect, document().deviceScaleFactor()));
paintBorder(paintInfo, paintRect, style());
}
示例3: elementRect
LayoutRect AccessibilityScrollView::elementRect() const
{
if (!m_scrollView)
return LayoutRect();
LayoutRect rect = m_scrollView->frameRect();
rect.setY(rect.y() + m_scrollView->topContentInset());
return rect;
}
示例4: 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5: applyRootMargin
void IntersectionObserver::applyRootMargin(LayoutRect& rect) const
{
// TODO(szager): Make sure the spec is clear that left/right margins are resolved against
// width and not height.
LayoutUnit topMargin = computeMargin(m_topMargin, rect.height());
LayoutUnit rightMargin = computeMargin(m_rightMargin, rect.width());
LayoutUnit bottomMargin = computeMargin(m_bottomMargin, rect.height());
LayoutUnit leftMargin = computeMargin(m_leftMargin, rect.width());
rect.setX(rect.x() - leftMargin);
rect.setWidth(rect.width() + leftMargin + rightMargin);
rect.setY(rect.y() - topMargin);
rect.setHeight(rect.height() + topMargin + bottomMargin);
}
示例6: elementRect
LayoutRect AccessibilitySpinButtonPart::elementRect() const
{
// FIXME: This logic should exist in the render tree or elsewhere, but there is no
// relationship that exists that can be queried.
LayoutRect parentRect = parentObject()->elementRect();
if (m_isIncrementor)
parentRect.setHeight(parentRect.height() / 2);
else {
parentRect.setY(parentRect.y() + parentRect.height() / 2);
parentRect.setHeight(parentRect.height() / 2);
}
return parentRect;
}
示例7: hasOffscreenRect
// Checks if |node| is offscreen the visible area (viewport) of its container
// document. In case it is, one can scroll in direction or take any different
// desired action later on.
bool hasOffscreenRect(Node* node, FocusType type)
{
// Get the FrameView in which |node| is (which means the current viewport if |node|
// is not in an inner document), so we can check if its content rect is visible
// before we actually move the focus to it.
FrameView* frameView = node->document().view();
if (!frameView)
return true;
ASSERT(!frameView->needsLayout());
LayoutRect containerViewportRect = frameView->visibleContentRect();
// We want to select a node if it is currently off screen, but will be
// exposed after we scroll. Adjust the viewport to post-scrolling position.
// If the container has overflow:hidden, we cannot scroll, so we do not pass direction
// and we do not adjust for scrolling.
switch (type) {
case FocusTypeLeft:
containerViewportRect.setX(containerViewportRect.x() - ScrollableArea::pixelsPerLineStep());
containerViewportRect.setWidth(containerViewportRect.width() + ScrollableArea::pixelsPerLineStep());
break;
case FocusTypeRight:
containerViewportRect.setWidth(containerViewportRect.width() + ScrollableArea::pixelsPerLineStep());
break;
case FocusTypeUp:
containerViewportRect.setY(containerViewportRect.y() - ScrollableArea::pixelsPerLineStep());
containerViewportRect.setHeight(containerViewportRect.height() + ScrollableArea::pixelsPerLineStep());
break;
case FocusTypeDown:
containerViewportRect.setHeight(containerViewportRect.height() + ScrollableArea::pixelsPerLineStep());
break;
default:
break;
}
RenderObject* render = node->renderer();
if (!render)
return true;
LayoutRect rect(render->absoluteClippedOverflowRect());
if (rect.isEmpty())
return true;
return !containerViewportRect.intersects(rect);
}
示例8: paint
void RenderTextControlSingleLine::paint(PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
RenderTextControl::paint(paintInfo, paintOffset);
if (paintInfo.phase == PaintPhaseBlockBackground && m_shouldDrawCapsLockIndicator) {
LayoutRect contentsRect = contentBoxRect();
// Center in the block progression direction.
if (isHorizontalWritingMode())
contentsRect.setY((height() - contentsRect.height()) / 2);
else
contentsRect.setX((width() - contentsRect.width()) / 2);
// Convert the rect into the coords used for painting the content
contentsRect.moveBy(paintOffset + location());
theme().paintCapsLockIndicator(*this, paintInfo, snappedIntRect(contentsRect));
}
}
示例9: mapRectToPaintInvalidationBacking
void RenderView::mapRectToPaintInvalidationBacking(const RenderLayerModelObject* paintInvalidationContainer, LayoutRect& rect, ViewportConstrainedPosition viewportConstraint, const PaintInvalidationState* state) const
{
if (document().printing())
return;
if (style()->slowIsFlippedBlocksWritingMode()) {
// We have to flip by hand since the view's logical height has not been determined. We
// can use the viewport width and height.
if (style()->isHorizontalWritingMode())
rect.setY(viewHeight() - rect.maxY());
else
rect.setX(viewWidth() - rect.maxX());
}
adjustViewportConstrainedOffset(rect, viewportConstraint);
// Apply our transform if we have one (because of full page zooming).
if (!paintInvalidationContainer && layer() && layer()->transform())
rect = layer()->transform()->mapRect(rect);
ASSERT(paintInvalidationContainer);
if (paintInvalidationContainer == this)
return;
Element* owner = document().ownerElement();
if (!owner)
return;
if (RenderBox* obj = owner->renderBox()) {
// Intersect the viewport with the paint invalidation rect.
LayoutRect viewRectangle = viewRect();
rect.intersect(viewRectangle);
// Adjust for scroll offset of the view.
rect.moveBy(-viewRectangle.location());
// Adjust for frame border.
rect.moveBy(obj->contentBoxRect().location());
obj->mapRectToPaintInvalidationBacking(paintInvalidationContainer, rect, 0);
}
}
示例10: 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11: paint
//.........这里部分代码省略.........
// In the MathML in HTML5 implementation note, the "vertical" notation is horizontally centered.
if (hasNotation(MathMLMencloseElement::VerticalStrike)) {
LayoutUnit x = m_contentRect.x() + (m_contentRect.width() - thickness) / 2;
LayoutUnit yStart = m_contentRect.y();
LayoutUnit yEnd = m_contentRect.maxY();
drawLine(info, x, yStart, x, yEnd);
}
// In the MathML in HTML5 implementation note, the "top" notation is described as follows:
// - middle of the top horizontal bar is at Vertical Gap + Rule Thickness / 2 = 7\xi_8/2
// - left and right spaces have size 4\xi_8
if (hasNotation(MathMLMencloseElement::Top)) {
LayoutUnit y = m_contentRect.y() - 7 * thickness / 2;
LayoutUnit xStart = m_contentRect.x() - 4 * thickness;
LayoutUnit xEnd = m_contentRect.maxX() + 4 * thickness;
drawLine(info, xStart, y, xEnd, y);
}
// In the MathML in HTML5 implementation note, the "bottom" notation is described as follows:
// - middle of the bottom horizontal bar is at Vertical Gap + Rule Thickness / 2 = 7\xi_8/2
// - left and right spaces have size 4\xi_8
if (hasNotation(MathMLMencloseElement::Bottom)) {
LayoutUnit y = m_contentRect.maxY() + 7 * thickness / 2;
LayoutUnit xStart = m_contentRect.x() - 4 * thickness;
LayoutUnit xEnd = m_contentRect.maxX() + 4 * thickness;
drawLine(info, xStart, y, xEnd, y);
}
// In the MathML in HTML5 implementation note, the "vertical" notation is vertically centered.
if (hasNotation(MathMLMencloseElement::HorizontalStrike)) {
LayoutUnit y = m_contentRect.y() + (m_contentRect.height() - thickness) / 2;
LayoutUnit xStart = m_contentRect.x();
LayoutUnit xEnd = m_contentRect.maxX();
drawLine(info, xStart, y, xEnd, y);
}
// In the MathML in HTML5 implementation note, the "updiagonalstrike" goes from the bottom left corner
// to the top right corner.
if (hasNotation(MathMLMencloseElement::UpDiagonalStrike))
drawLine(info, m_contentRect.x(), m_contentRect.maxY(), m_contentRect.maxX(), m_contentRect.y());
// In the MathML in HTML5 implementation note, the "downdiagonalstrike" goes from the top left corner
// to the bottom right corner.
if (hasNotation(MathMLMencloseElement::DownDiagonalStrike))
drawLine(info, m_contentRect.x(), m_contentRect.y(), m_contentRect.maxX(), m_contentRect.maxY());
// In the MathML in HTML5 implementation note, the "roundedbox" has radii size 3\xi_8 and is obtained
// by inflating the content box by 3\xi_8 + \xi_8/2 = 7\xi_8/2
if (hasNotation(MathMLMencloseElement::RoundedBox)) {
LayoutSize radiiSize(3 * thickness, 3 * thickness);
RoundedRect::Radii radii(radiiSize, radiiSize, radiiSize, radiiSize);
RoundedRect roundedRect(m_contentRect, radii);
roundedRect.inflate(7 * thickness / 2);
Path path;
path.addRoundedRect(roundedRect);
paintInfo.context().strokePath(path);
}
// For longdiv, we use our own rules for now:
// - top space is like "top" notation
// - bottom space is like "bottom" notation
// - right space is like "right" notation
// - left space is longDivLeftSpace * \xi_8
// - We subtract half of the thickness from these spaces to obtain "top", "bottom", "left"
// and "right" coordinates.
// - The top bar is drawn from "right" to "left" and positioned at vertical offset "top".
// - The left part is draw as a quadratic Bezier curve with end points going from "top" to
// "bottom" and positioned at horizontal offset "left".
// - In order to force the curvature of the left part, we use a middle point that is vertically
// centered and shifted towards the right by longDivLeftSpace * \xi_8
if (hasNotation(MathMLMencloseElement::LongDiv)) {
LayoutUnit top = m_contentRect.y() - 7 * thickness / 2;
LayoutUnit bottom = m_contentRect.maxY() + 7 * thickness / 2;
LayoutUnit left = m_contentRect.x() - longDivLeftSpace * thickness + thickness / 2;
LayoutUnit right = m_contentRect.maxX() + 4 * thickness;
LayoutUnit midX = left + longDivLeftSpace * thickness;
LayoutUnit midY = (top + bottom) / 2;
Path path;
path.moveTo(LayoutPoint(right, top));
path.addLineTo(LayoutPoint(left, top));
path.addQuadCurveTo(LayoutPoint(midX, midY), FloatPoint(left, bottom));
paintInfo.context().strokePath(path);
}
// In the MathML in HTML5 implementation note, the "circle" notation is described as follows:
// - The center and axes are the same as the content bounding box.
// - The width of the bounding box is \xi_8/2 + contentWidth * \sqrt{2} + \xi_8/2
// - The height is \xi_8/2 + contentHeight * \sqrt{2} + \xi_8/2
if (hasNotation(MathMLMencloseElement::Circle)) {
LayoutRect ellipseRect;
ellipseRect.setWidth(m_contentRect.width() * sqrtOfTwoFloat + thickness);
ellipseRect.setHeight(m_contentRect.height() * sqrtOfTwoFloat + thickness);
ellipseRect.setX(m_contentRect.x() - (ellipseRect.width() - m_contentRect.width()) / 2);
ellipseRect.setY(m_contentRect.y() - (ellipseRect.height() - m_contentRect.height()) / 2);
Path path;
path.addEllipse(ellipseRect);
paintInfo.context().strokePath(path);
}
}
示例12: 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13: addRelevantRepaintedObject
void Page::addRelevantRepaintedObject(RenderObject* object, const LayoutRect& objectPaintRect)
{
if (!isCountingRelevantRepaintedObjects())
return;
// Objects inside sub-frames are not considered to be relevant.
if (object->document()->frame() != mainFrame())
return;
RenderView* view = object->view();
if (!view)
return;
LayoutRect relevantRect = relevantViewRect(view);
// The objects are only relevant if they are being painted within the viewRect().
if (!objectPaintRect.intersects(pixelSnappedIntRect(relevantRect)))
return;
IntRect snappedPaintRect = pixelSnappedIntRect(objectPaintRect);
// If this object was previously counted as an unpainted object, remove it from that HashSet
// and corresponding Region. FIXME: This doesn't do the right thing if the objects overlap.
HashSet<RenderObject*>::iterator it = m_relevantUnpaintedRenderObjects.find(object);
if (it != m_relevantUnpaintedRenderObjects.end()) {
m_relevantUnpaintedRenderObjects.remove(it);
m_relevantUnpaintedRegion.subtract(snappedPaintRect);
}
// Split the relevantRect into a top half and a bottom half. Making sure we have coverage in
// both halves helps to prevent cases where we have a fully loaded menu bar or masthead with
// no content beneath that.
LayoutRect topRelevantRect = relevantRect;
topRelevantRect.contract(LayoutSize(0, relevantRect.height() / 2));
LayoutRect bottomRelevantRect = topRelevantRect;
bottomRelevantRect.setY(relevantRect.height() / 2);
// If the rect straddles both Regions, split it appropriately.
if (topRelevantRect.intersects(snappedPaintRect) && bottomRelevantRect.intersects(snappedPaintRect)) {
IntRect topIntersection = snappedPaintRect;
topIntersection.intersect(pixelSnappedIntRect(topRelevantRect));
m_topRelevantPaintedRegion.unite(topIntersection);
IntRect bottomIntersection = snappedPaintRect;
bottomIntersection.intersect(pixelSnappedIntRect(bottomRelevantRect));
m_bottomRelevantPaintedRegion.unite(bottomIntersection);
} else if (topRelevantRect.intersects(snappedPaintRect))
m_topRelevantPaintedRegion.unite(snappedPaintRect);
else
m_bottomRelevantPaintedRegion.unite(snappedPaintRect);
float topPaintedArea = m_topRelevantPaintedRegion.totalArea();
float bottomPaintedArea = m_bottomRelevantPaintedRegion.totalArea();
float viewArea = relevantRect.width() * relevantRect.height();
float ratioThatIsPaintedOnTop = topPaintedArea / viewArea;
float ratioThatIsPaintedOnBottom = bottomPaintedArea / viewArea;
float ratioOfViewThatIsUnpainted = m_relevantUnpaintedRegion.totalArea() / viewArea;
if (ratioThatIsPaintedOnTop > (gMinimumPaintedAreaRatio / 2) && ratioThatIsPaintedOnBottom > (gMinimumPaintedAreaRatio / 2)
&& ratioOfViewThatIsUnpainted < gMaximumUnpaintedAreaRatio) {
m_isCountingRelevantRepaintedObjects = false;
resetRelevantPaintedObjectCounter();
if (Frame* frame = mainFrame())
frame->loader()->didLayout(DidHitRelevantRepaintedObjectsAreaThreshold);
}
}