本文整理汇总了C++中RenderObject::continuation方法的典型用法代码示例。如果您正苦于以下问题:C++ RenderObject::continuation方法的具体用法?C++ RenderObject::continuation怎么用?C++ RenderObject::continuation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::continuation方法的5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: isKeyboardFocusable
bool WMLAElement::isKeyboardFocusable(KeyboardEvent* event) const
{
if (!isFocusable())
return false;
if (!document()->frame())
return false;
if (!document()->frame()->eventHandler()->tabsToLinks(event))
return false;
// Before calling absoluteRects, check for the common case where the renderer
// or one of the continuations is non-empty, since this is a faster check and
// almost always returns true.
for (RenderObject* r = renderer(); r; r = r->continuation())
if (r->width() > 0 && r->height() > 0)
return true;
Vector<IntRect> rects;
FloatPoint absPos = renderer()->localToAbsolute();
renderer()->absoluteRects(rects, absPos.x(), absPos.y());
size_t n = rects.size();
for (size_t i = 0; i < n; ++i)
if (!rects[i].isEmpty())
return true;
return false;
}
示例2: isFocusable
bool HTMLAnchorElement::isFocusable() const
{
if (isContentEditable())
return HTMLElement::isFocusable();
// FIXME: Even if we are not visible, we might have a child that is visible.
// Dave wants to fix that some day with a "has visible content" flag or the like.
if (!(m_isLink && renderer() && renderer()->style()->visibility() == VISIBLE))
return false;
// Before calling absoluteRects, check for the common case where the renderer
// or one of the continuations is non-empty, since this is a faster check and
// almost always returns true.
for (RenderObject* r = renderer(); r; r = r->continuation())
if (r->width() > 0 && r->height() > 0)
return true;
Vector<IntRect> rects;
int x, y;
renderer()->absolutePosition(x, y);
renderer()->absoluteRects(rects, x, y);
size_t n = rects.size();
for (size_t i = 0; i < n; ++i)
if (!rects[i].isEmpty())
return true;
return false;
}
示例3: positionForCoordinates
Position RenderInline::positionForCoordinates(int x, int y)
{
for (RenderObject *c = continuation(); c; c = c->continuation()) {
if (c->isInline() || c->firstChild())
return c->positionForCoordinates(x, y);
}
return RenderFlow::positionForCoordinates(x, y);
}
示例4: removeLeftoverAnonymousBoxes
void RenderContainer::removeLeftoverAnonymousBoxes()
{
// we have to go over all child nodes and remove anonymous boxes, that do _not_
// have inline children to keep the tree flat
RenderObject *child = firstChild();
while( child ) {
RenderObject *next = child->nextSibling();
if ( child->isRenderBlock() && child->isAnonymousBlock() && !child->continuation() && !child->childrenInline() && !child->isTableCell() ) {
RenderObject *firstAnChild = child->firstChild();
RenderObject *lastAnChild = child->lastChild();
if ( firstAnChild ) {
RenderObject *o = firstAnChild;
while( o ) {
o->setParent( this );
o = o->nextSibling();
}
firstAnChild->setPreviousSibling( child->previousSibling() );
lastAnChild->setNextSibling( child->nextSibling() );
if ( child->previousSibling() )
child->previousSibling()->setNextSibling( firstAnChild );
if ( child->nextSibling() )
child->nextSibling()->setPreviousSibling( lastAnChild );
} else {
if ( child->previousSibling() )
child->previousSibling()->setNextSibling( child->nextSibling() );
if ( child->nextSibling() )
child->nextSibling()->setPreviousSibling( child->previousSibling() );
}
if ( child == firstChild() )
m_first = firstAnChild;
if ( child == lastChild() )
m_last = lastAnChild;
child->setParent( 0 );
child->setPreviousSibling( 0 );
child->setNextSibling( 0 );
if ( !child->isText() ) {
RenderContainer *c = static_cast<RenderContainer *>(child);
c->m_first = 0;
c->m_next = 0;
}
child->detach();
}
child = next;
}
if ( parent() )
parent()->removeLeftoverAnonymousBoxes();
}
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);
}