本文整理汇总了C++中RenderObject::containingBlock方法的典型用法代码示例。如果您正苦于以下问题:C++ RenderObject::containingBlock方法的具体用法?C++ RenderObject::containingBlock怎么用?C++ RenderObject::containingBlock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RenderObject
的用法示例。
在下文中一共展示了RenderObject::containingBlock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: invalidatePaintForSelection
void RenderView::invalidatePaintForSelection() const
{
HashSet<RenderBlock*> processedBlocks;
// For querying RenderLayer::compositingState()
// FIXME: this may be wrong. crbug.com/407416
DisableCompositingQueryAsserts disabler;
RenderObject* end = rendererAfterPosition(m_selectionEnd, m_selectionEndPos);
for (RenderObject* o = m_selectionStart; o && o != end; o = o->nextInPreOrder()) {
if (!o->canBeSelectionLeaf() && o != m_selectionStart && o != m_selectionEnd)
continue;
if (o->selectionState() == SelectionNone)
continue;
RenderSelectionInfo(o, true).invalidatePaint();
// Blocks are responsible for painting line gaps and margin gaps. They must be examined as well.
for (RenderBlock* block = o->containingBlock(); block && !block->isRenderView(); block = block->containingBlock()) {
if (!processedBlocks.add(block).isNewEntry)
break;
RenderSelectionInfo(block, true).invalidatePaint();
}
}
}
示例2: selectionBounds
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);
}
示例3: findGoodTouchTargets
void findGoodTouchTargets(const IntRect& touchBox, LocalFrame* mainFrame, Vector<IntRect>& goodTargets, WillBeHeapVector<RawPtrWillBeMember<Node> >& highlightNodes)
{
goodTargets.clear();
int touchPointPadding = ceil(std::max(touchBox.width(), touchBox.height()) * 0.5);
IntPoint touchPoint = touchBox.center();
IntPoint contentsPoint = mainFrame->view()->windowToContents(touchPoint);
HitTestResult result = mainFrame->eventHandler().hitTestResultAtPoint(contentsPoint, HitTestRequest::ReadOnly | HitTestRequest::Active | HitTestRequest::ConfusingAndOftenMisusedDisallowShadowContent, IntSize(touchPointPadding, touchPointPadding));
const WillBeHeapListHashSet<RefPtrWillBeMember<Node> >& hitResults = result.rectBasedTestResult();
// Blacklist nodes that are container of disambiguated nodes.
// It is not uncommon to have a clickable <div> that contains other clickable objects.
// This heuristic avoids excessive disambiguation in that case.
WillBeHeapHashSet<RawPtrWillBeMember<Node> > blackList;
for (WillBeHeapListHashSet<RefPtrWillBeMember<Node> >::const_iterator it = hitResults.begin(); it != hitResults.end(); ++it) {
// Ignore any Nodes that can't be clicked on.
RenderObject* renderer = it->get()->renderer();
if (!renderer || !it->get()->willRespondToMouseClickEvents())
continue;
// Blacklist all of the Node's containers.
for (RenderBlock* container = renderer->containingBlock(); container; container = container->containingBlock()) {
Node* containerNode = container->node();
if (!containerNode)
continue;
if (!blackList.add(containerNode).isNewEntry)
break;
}
}
WillBeHeapHashMap<RawPtrWillBeMember<Node>, TouchTargetData> touchTargets;
float bestScore = 0;
for (WillBeHeapListHashSet<RefPtrWillBeMember<Node> >::const_iterator it = hitResults.begin(); it != hitResults.end(); ++it) {
for (Node* node = it->get(); node; node = node->parentNode()) {
if (blackList.contains(node))
continue;
if (node->isDocumentNode() || isHTMLHtmlElement(*node) || isHTMLBodyElement(*node))
break;
if (node->willRespondToMouseClickEvents()) {
TouchTargetData& targetData = touchTargets.add(node, TouchTargetData()).storedValue->value;
targetData.windowBoundingBox = boundingBoxForEventNodes(node);
targetData.score = scoreTouchTarget(touchPoint, touchPointPadding, targetData.windowBoundingBox);
bestScore = std::max(bestScore, targetData.score);
break;
}
}
}
for (WillBeHeapHashMap<RawPtrWillBeMember<Node>, TouchTargetData>::iterator it = touchTargets.begin(); it != touchTargets.end(); ++it) {
// Currently the scoring function uses the overlap area with the fat point as the score.
// We ignore the candidates that has less than 1/2 overlap (we consider not really ambiguous enough) than the best candidate to avoid excessive popups.
if (it->value.score < bestScore * 0.5)
continue;
goodTargets.append(it->value.windowBoundingBox);
highlightNodes.append(it->key);
}
}
示例4: caretRenderer
RenderBlock* CaretBase::caretRenderer(Node* node)
{
if (!node)
return 0;
RenderObject* renderer = node->renderer();
if (!renderer)
return 0;
// if caretNode is a block and caret is inside it then caret should be painted by that block
bool paintedByBlock = renderer->isRenderBlock() && caretRendersInsideNode(node);
return paintedByBlock ? toRenderBlock(renderer) : renderer->containingBlock();
}
示例5: positionForCoordinates
VisiblePosition RenderInline::positionForCoordinates(int x, int y)
{
// Translate the coords from the pre-anonymous block to the post-anonymous block.
RenderBlock* cb = containingBlock();
int parentBlockX = cb->xPos() + x;
int parentBlockY = cb->yPos() + y;
for (RenderObject* c = continuation(); c; c = c->continuation()) {
RenderObject* contBlock = c;
if (c->isInline())
contBlock = c->containingBlock();
if (c->isInline() || c->firstChild())
return c->positionForCoordinates(parentBlockX - contBlock->xPos(), parentBlockY - contBlock->yPos());
}
return RenderFlow::positionForCoordinates(x, y);
}
示例6: lineDirectionPointForBlockDirectionNavigation
int VisiblePosition::lineDirectionPointForBlockDirectionNavigation() const
{
RenderObject* renderer;
LayoutRect localRect = localCaretRect(renderer);
if (localRect.isEmpty() || !renderer)
return 0;
// This ignores transforms on purpose, for now. Vertical navigation is done
// without consulting transforms, so that 'up' in transformed text is 'up'
// relative to the text, not absolute 'up'.
FloatPoint caretPoint = renderer->localToAbsolute(localRect.location());
RenderObject* containingBlock = renderer->containingBlock();
if (!containingBlock)
containingBlock = renderer; // Just use ourselves to determine the writing mode if we have no containing block.
return containingBlock->isHorizontalWritingMode() ? caretPoint.x() : caretPoint.y();
}
示例7: isContentEditable
QWebHitTestResultPrivate::QWebHitTestResultPrivate(const WebCore::HitTestResult &hitTest)
: isContentEditable(false)
, isContentSelected(false)
, isScrollBar(false)
{
if (!hitTest.innerNode())
return;
pos = hitTest.point();
boundingRect = hitTest.boundingBox();
title = hitTest.title();
linkText = hitTest.textContent();
linkUrl = hitTest.absoluteLinkURL();
linkTitle = hitTest.titleDisplayString();
alternateText = hitTest.altDisplayString();
imageUrl = hitTest.absoluteImageURL();
innerNode = hitTest.innerNode();
innerNonSharedNode = hitTest.innerNonSharedNode();
WebCore::Image *img = hitTest.image();
if (img) {
QPixmap *pix = img->nativeImageForCurrentFrame();
if (pix)
pixmap = *pix;
}
WebCore::Frame *wframe = hitTest.targetFrame();
if (wframe)
linkTargetFrame = QWebFramePrivate::kit(wframe);
isContentEditable = hitTest.isContentEditable();
isContentSelected = hitTest.isSelected();
isScrollBar = hitTest.scrollbar();
if (innerNonSharedNode && innerNonSharedNode->document()
&& innerNonSharedNode->document()->frame())
frame = QWebFramePrivate::kit(innerNonSharedNode->document()->frame());
if (Node *block = WebCore::enclosingBlock(innerNode.get())) {
RenderObject *renderBlock = block->renderer();
while (renderBlock && renderBlock->isListItem())
renderBlock = renderBlock->containingBlock();
if (renderBlock)
enclosingBlock = renderBlock->absoluteClippedOverflowRect();
}
}
示例8: selectionBounds
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;
// RenderSelectionInfo::rect() is in the coordinates of the repaintContainer, so map to page coordinates.
IntRect currRect = info->rect();
if (RenderBoxModelObject* repaintContainer = info->repaintContainer()) {
FloatQuad absQuad = repaintContainer->localToAbsoluteQuad(FloatRect(currRect));
currRect = absQuad.enclosingBoundingBox();
}
selRect.unite(currRect);
delete info;
}
return selRect;
}
示例9: invalidatePaintForSelection
void RenderView::invalidatePaintForSelection() const
{
HashSet<RenderBlock*> processedBlocks;
RenderObject* end = rendererAfterPosition(m_selectionEnd, m_selectionEndPos);
for (RenderObject* o = m_selectionStart; o && o != end; o = o->nextInPreOrder()) {
if (!o->canBeSelectionLeaf() && o != m_selectionStart && o != m_selectionEnd)
continue;
if (o->selectionState() == SelectionNone)
continue;
o->setShouldInvalidateSelection();
// Blocks are responsible for painting line gaps and margin gaps. They must be examined as well.
for (RenderBlock* block = o->containingBlock(); block && !block->isRenderView(); block = block->containingBlock()) {
if (!processedBlocks.add(block).isNewEntry)
break;
block->setShouldInvalidateSelection();
}
}
}
示例10: selectionBounds
IntRect RenderView::selectionBounds(bool clipToVisibleContent) const
{
typedef HashMap<RawPtr<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).storedValue->value;
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->value.get();
// RenderSelectionInfo::rect() is in the coordinates of the paintInvalidationContainer, so map to page coordinates.
LayoutRect currRect = info->rect();
if (const RenderLayerModelObject* paintInvalidationContainer = info->paintInvalidationContainer()) {
FloatQuad absQuad = paintInvalidationContainer->localToAbsoluteQuad(FloatRect(currRect));
currRect = absQuad.enclosingBoundingBox();
}
selRect.unite(currRect);
}
return pixelSnappedIntRect(selRect);
}
示例11: repaintSelection
void RenderView::repaintSelection() const
{
document().updateStyleIfNeeded();
HashSet<RenderBlock*> processedBlocks;
RenderObject* end = rendererAfterPosition(m_selectionEnd, m_selectionEndPos);
for (RenderObject* o = m_selectionStart; o && o != end; o = o->nextInPreOrder()) {
if (!o->canBeSelectionLeaf() && o != m_selectionStart && o != m_selectionEnd)
continue;
if (o->selectionState() == SelectionNone)
continue;
RenderSelectionInfo(o, true).repaint();
// Blocks are responsible for painting line gaps and margin gaps. They must be examined as well.
for (RenderBlock* block = o->containingBlock(); block && !block->isRenderView(); block = block->containingBlock()) {
if (!processedBlocks.add(block).isNewEntry)
break;
RenderSelectionInfo(block, true).repaint();
}
}
}
示例12: selectionBounds
IntRect RenderView::selectionBounds(bool clipToVisibleContent) const
{
document()->updateRendering();
typedef HashMap<RenderObject*, SelectionInfo*> 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 SelectionInfo(os, clipToVisibleContent));
RenderBlock* cb = os->containingBlock();
while (cb && !cb->isRenderView()) {
SelectionInfo* blockInfo = selectedObjects.get(cb);
if (blockInfo)
break;
selectedObjects.set(cb, new SelectionInfo(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) {
SelectionInfo* info = i->second;
selRect.unite(info->rect());
delete info;
}
return selRect;
}
示例13: nextLinePosition
VisiblePosition nextLinePosition(const VisiblePosition &visiblePosition, int x)
{
Position p = visiblePosition.deepEquivalent();
Node *node = p.node();
Node* highestRoot = highestEditableRoot(p);
if (!node)
return VisiblePosition();
node->document()->updateLayoutIgnorePendingStylesheets();
RenderObject *renderer = node->renderer();
if (!renderer)
return VisiblePosition();
RenderBlock *containingBlock = 0;
RootInlineBox *root = 0;
InlineBox* box;
int ignoredCaretOffset;
visiblePosition.getInlineBoxAndOffset(box, ignoredCaretOffset);
if (box) {
root = box->root()->nextRootBox();
if (root)
containingBlock = renderer->containingBlock();
}
if (!root) {
// This containing editable block does not have a next line.
// Need to move forward to next containing editable block in this root editable
// block and find the first root line box in that block.
Node* startBlock = enclosingNodeWithNonInlineRenderer(node);
Node* n = nextLeafWithSameEditability(node, p.deprecatedEditingOffset());
while (n && startBlock == enclosingNodeWithNonInlineRenderer(n))
n = nextLeafWithSameEditability(n);
while (n) {
if (highestEditableRoot(Position(n, 0)) != highestRoot)
break;
Position pos(n, caretMinOffset(n));
if (pos.isCandidate()) {
ASSERT(n->renderer());
pos.getInlineBoxAndOffset(DOWNSTREAM, box, ignoredCaretOffset);
if (box) {
// next root line box found
root = box->root();
containingBlock = n->renderer()->containingBlock();
break;
}
return VisiblePosition(pos, DOWNSTREAM);
}
n = nextLeafWithSameEditability(n);
}
}
if (root) {
// FIXME: Can be wrong for multi-column layout and with transforms.
FloatPoint absPos = containingBlock->localToAbsolute(FloatPoint());
if (containingBlock->hasOverflowClip())
absPos -= containingBlock->layer()->scrolledContentOffset();
RenderObject* renderer = root->closestLeafChildForXPos(x - absPos.x(), isEditablePosition(p))->renderer();
Node* node = renderer->node();
if (node && editingIgnoresContent(node))
return Position(node->parent(), node->nodeIndex());
return renderer->positionForPoint(IntPoint(x - absPos.x(), root->lineTop()));
}
// Could not find a next line. This means we must already be on the last line.
// Move to the end of the content in this block, which effectively moves us
// to the end of the line we're on.
Element* rootElement = node->isContentEditable() ? node->rootEditableElement() : node->document()->documentElement();
return VisiblePosition(rootElement, rootElement ? rootElement->childNodeCount() : 0, DOWNSTREAM);
}
示例14: getRanges
void RenderNamedFlowThread::getRanges(Vector<RefPtr<Range> >& rangeObjects, const RenderRegion* region) const
{
LayoutUnit logicalTopForRegion;
LayoutUnit logicalBottomForRegion;
// extend the first region top to contain everything up to its logical height
if (region->isFirstRegion())
logicalTopForRegion = LayoutUnit::min();
else
logicalTopForRegion = region->logicalTopForFlowThreadContent();
// extend the last region to contain everything above its y()
if (region->isLastRegion())
logicalBottomForRegion = LayoutUnit::max();
else
logicalBottomForRegion = region->logicalBottomForFlowThreadContent();
Vector<Node*> nodes;
// eliminate the contentNodes that are descendants of other contentNodes
for (NamedFlowContentNodes::const_iterator it = contentNodes().begin(); it != contentNodes().end(); ++it) {
Node* node = *it;
if (!isContainedInNodes(nodes, node))
nodes.append(node);
}
for (size_t i = 0; i < nodes.size(); i++) {
Node* contentNode = nodes.at(i);
if (!contentNode->renderer())
continue;
RefPtr<Range> range = Range::create(contentNode->document());
bool foundStartPosition = false;
bool startsAboveRegion = true;
bool endsBelowRegion = true;
bool skipOverOutsideNodes = false;
Node* lastEndNode = 0;
for (Node* node = contentNode; node; node = nextNodeInsideContentNode(node, contentNode)) {
RenderObject* renderer = node->renderer();
if (!renderer)
continue;
LayoutRect boundingBox;
if (renderer->isRenderInline())
boundingBox = toRenderInline(renderer)->linesBoundingBox();
else if (renderer->isText())
boundingBox = toRenderText(renderer)->linesBoundingBox();
else {
boundingBox = toRenderBox(renderer)->frameRect();
if (toRenderBox(renderer)->isRelPositioned())
boundingBox.move(toRenderBox(renderer)->relativePositionLogicalOffset());
}
LayoutUnit offsetTop = renderer->containingBlock()->offsetFromLogicalTopOfFirstPage();
const LayoutPoint logicalOffsetFromTop(isHorizontalWritingMode() ? LayoutUnit() : offsetTop,
isHorizontalWritingMode() ? offsetTop : LayoutUnit());
boundingBox.moveBy(logicalOffsetFromTop);
LayoutUnit logicalTopForRenderer = region->logicalTopOfFlowThreadContentRect(boundingBox);
LayoutUnit logicalBottomForRenderer = region->logicalBottomOfFlowThreadContentRect(boundingBox);
// if the bounding box of the current element doesn't intersect the region box
// close the current range only if the start element began inside the region,
// otherwise just move the start position after this node and keep skipping them until we found a proper start position.
if (!boxIntersectsRegion(logicalTopForRenderer, logicalBottomForRenderer, logicalTopForRegion, logicalBottomForRegion)) {
if (foundStartPosition) {
if (!startsAboveRegion) {
if (range->intersectsNode(node, IGNORE_EXCEPTION))
range->setEndBefore(node, IGNORE_EXCEPTION);
rangeObjects.append(range->cloneRange(IGNORE_EXCEPTION));
range = Range::create(contentNode->document());
startsAboveRegion = true;
} else
skipOverOutsideNodes = true;
}
if (skipOverOutsideNodes)
range->setStartAfter(node, IGNORE_EXCEPTION);
foundStartPosition = false;
continue;
}
// start position
if (logicalTopForRenderer < logicalTopForRegion && startsAboveRegion) {
if (renderer->isText()) { // Text crosses region top
// for Text elements, just find the last textbox that is contained inside the region and use its start() offset as start position
RenderText* textRenderer = toRenderText(renderer);
for (InlineTextBox* box = textRenderer->firstTextBox(); box; box = box->nextTextBox()) {
if (offsetTop + box->logicalBottom() < logicalTopForRegion)
continue;
range->setStart(Position(toText(node), box->start()));
startsAboveRegion = false;
break;
}
} else { // node crosses region top
// for all elements, except Text, just set the start position to be before their children
startsAboveRegion = true;
range->setStart(Position(node, Position::PositionIsBeforeChildren));
}
} else { // node starts inside region
//.........这里部分代码省略.........
示例15: setSelection
void RenderView::setSelection(RenderObject* start, int startPos, RenderObject* end, int endPos, SelectionRepaintMode blockRepaintMode)
{
// Make sure both our start and end objects are defined.
// Check www.msnbc.com and try clicking around to find the case where this happened.
if ((start && !end) || (end && !start))
return;
// Just return if the selection hasn't changed.
if (m_selectionStart == start && m_selectionStartPos == startPos &&
m_selectionEnd == end && m_selectionEndPos == endPos)
return;
// Record the old selected objects. These will be used later
// when we compare against the new selected objects.
int oldStartPos = m_selectionStartPos;
int oldEndPos = m_selectionEndPos;
// Objects each have a single selection rect to examine.
typedef HashMap<RenderObject*, OwnPtr<RenderSelectionInfo> > SelectedObjectMap;
SelectedObjectMap oldSelectedObjects;
SelectedObjectMap newSelectedObjects;
// Blocks contain selected objects and fill gaps between them, either on the left, right, or in between lines and blocks.
// In order to get the repaint rect right, we have to examine left, middle, and right rects individually, since otherwise
// the union of those rects might remain the same even when changes have occurred.
typedef HashMap<RenderBlock*, OwnPtr<RenderBlockSelectionInfo> > SelectedBlockMap;
SelectedBlockMap oldSelectedBlocks;
SelectedBlockMap newSelectedBlocks;
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.
oldSelectedObjects.set(os, adoptPtr(new RenderSelectionInfo(os, true)));
if (blockRepaintMode == RepaintNewXOROld) {
RenderBlock* cb = os->containingBlock();
while (cb && !cb->isRenderView()) {
OwnPtr<RenderBlockSelectionInfo>& blockInfo = oldSelectedBlocks.add(cb, nullptr).iterator->second;
if (blockInfo)
break;
blockInfo = adoptPtr(new RenderBlockSelectionInfo(cb));
cb = cb->containingBlock();
}
}
}
os = os->nextInPreOrder();
}
// Now clear the selection.
SelectedObjectMap::iterator oldObjectsEnd = oldSelectedObjects.end();
for (SelectedObjectMap::iterator i = oldSelectedObjects.begin(); i != oldObjectsEnd; ++i)
i->first->setSelectionStateIfNeeded(SelectionNone);
// set selection start and end
m_selectionStart = start;
m_selectionStartPos = startPos;
m_selectionEnd = end;
m_selectionEndPos = endPos;
// Update the selection status of all objects between m_selectionStart and m_selectionEnd
if (start && start == end)
start->setSelectionStateIfNeeded(SelectionBoth);
else {
if (start)
start->setSelectionStateIfNeeded(SelectionStart);
if (end)
end->setSelectionStateIfNeeded(SelectionEnd);
}
RenderObject* o = start;
stop = rendererAfterPosition(end, endPos);
while (o && o != stop) {
if (o != start && o != end && o->canBeSelectionLeaf())
o->setSelectionStateIfNeeded(SelectionInside);
o = o->nextInPreOrder();
}
if (blockRepaintMode != RepaintNothing)
m_layer->clearBlockSelectionGapsBounds();
// Now that the selection state has been updated for the new objects, walk them again and
// put them in the new objects list.
o = start;
while (o && o != stop) {
if ((o->canBeSelectionLeaf() || o == start || o == end) && o->selectionState() != SelectionNone) {
newSelectedObjects.set(o, adoptPtr(new RenderSelectionInfo(o, true)));
RenderBlock* cb = o->containingBlock();
while (cb && !cb->isRenderView()) {
OwnPtr<RenderBlockSelectionInfo>& blockInfo = newSelectedBlocks.add(cb, nullptr).iterator->second;
if (blockInfo)
break;
blockInfo = adoptPtr(new RenderBlockSelectionInfo(cb));
cb = cb->containingBlock();
}
}
o = o->nextInPreOrder();
//.........这里部分代码省略.........