本文整理汇总了C++中RenderElement::isSVGRoot方法的典型用法代码示例。如果您正苦于以下问题:C++ RenderElement::isSVGRoot方法的具体用法?C++ RenderElement::isSVGRoot怎么用?C++ RenderElement::isSVGRoot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RenderElement
的用法示例。
在下文中一共展示了RenderElement::isSVGRoot方法的1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: prepareToRenderSVGContent
void SVGRenderingContext::prepareToRenderSVGContent(RenderElement& renderer, PaintInfo& paintInfo, NeedsGraphicsContextSave needsGraphicsContextSave)
{
#ifndef NDEBUG
// This function must not be called twice!
ASSERT(!(m_renderingFlags & PrepareToRenderSVGContentWasCalled));
m_renderingFlags |= PrepareToRenderSVGContentWasCalled;
#endif
m_renderer = &renderer;
m_paintInfo = &paintInfo;
m_filter = 0;
// We need to save / restore the context even if the initialization failed.
if (needsGraphicsContextSave == SaveGraphicsContext) {
m_paintInfo->context().save();
m_renderingFlags |= RestoreGraphicsContext;
}
auto& style = m_renderer->style();
const SVGRenderStyle& svgStyle = style.svgStyle();
// Setup transparency layers before setting up SVG resources!
bool isRenderingMask = isRenderingMaskImage(*m_renderer);
// RenderLayer takes care of root opacity.
float opacity = (renderer.isSVGRoot() || isRenderingMask) ? 1 : style.opacity();
const ShadowData* shadow = svgStyle.shadow();
bool hasBlendMode = style.hasBlendMode();
bool hasIsolation = style.hasIsolation();
bool isolateMaskForBlending = false;
#if ENABLE(CSS_COMPOSITING)
if (svgStyle.hasMasker() && is<SVGGraphicsElement>(downcast<SVGElement>(*renderer.element()))) {
SVGGraphicsElement& graphicsElement = downcast<SVGGraphicsElement>(*renderer.element());
isolateMaskForBlending = graphicsElement.shouldIsolateBlending();
}
#endif
if (opacity < 1 || shadow || hasBlendMode || isolateMaskForBlending || hasIsolation) {
FloatRect repaintRect = m_renderer->repaintRectInLocalCoordinates();
m_paintInfo->context().clip(repaintRect);
if (opacity < 1 || hasBlendMode || isolateMaskForBlending || hasIsolation) {
if (hasBlendMode)
m_paintInfo->context().setCompositeOperation(m_paintInfo->context().compositeOperation(), style.blendMode());
m_paintInfo->context().beginTransparencyLayer(opacity);
if (hasBlendMode)
m_paintInfo->context().setCompositeOperation(m_paintInfo->context().compositeOperation(), BlendModeNormal);
m_renderingFlags |= EndOpacityLayer;
}
if (shadow) {
m_paintInfo->context().setShadow(IntSize(roundToInt(shadow->x()), roundToInt(shadow->y())), shadow->radius(), shadow->color());
m_paintInfo->context().beginTransparencyLayer(1);
m_renderingFlags |= EndShadowLayer;
}
}
ClipPathOperation* clipPathOperation = style.clipPath();
if (is<ShapeClipPathOperation>(clipPathOperation)) {
auto& clipPath = downcast<ShapeClipPathOperation>(*clipPathOperation);
FloatRect referenceBox;
if (clipPath.referenceBox() == Stroke)
// FIXME: strokeBoundingBox() takes dasharray into account but shouldn't.
referenceBox = renderer.strokeBoundingBox();
else if (clipPath.referenceBox() == ViewBox && renderer.element()) {
FloatSize viewportSize;
SVGLengthContext(downcast<SVGElement>(renderer.element())).determineViewport(viewportSize);
referenceBox.setWidth(viewportSize.width());
referenceBox.setHeight(viewportSize.height());
} else
referenceBox = renderer.objectBoundingBox();
m_paintInfo->context().clipPath(clipPath.pathForReferenceRect(referenceBox), clipPath.windRule());
}
auto* resources = SVGResourcesCache::cachedResourcesForRenderer(*m_renderer);
if (!resources) {
if (style.hasReferenceFilterOnly())
return;
m_renderingFlags |= RenderingPrepared;
return;
}
if (!isRenderingMask) {
if (RenderSVGResourceMasker* masker = resources->masker()) {
GraphicsContext* contextPtr = &m_paintInfo->context();
bool result = masker->applyResource(*m_renderer, style, contextPtr, ApplyToDefaultMode);
m_paintInfo->setContext(*contextPtr);
if (!result)
return;
}
}
RenderSVGResourceClipper* clipper = resources->clipper();
if (!clipPathOperation && clipper) {
//.........这里部分代码省略.........