#ifndef RenderSVGImage_h
#define RenderSVGImage_h
#if ENABLE(SVG)
#include "AffineTransform.h"
#include "FloatRect.h"
#include "RenderSVGModelObject.h"
#include "SVGPreserveAspectRatio.h"
#include "SVGRenderSupport.h"
namespace WebCore {
class RenderImageResource;
class SVGImageElement;
class RenderSVGImage : public RenderSVGModelObject {
public:
RenderSVGImage(SVGImageElement*);
virtual ~RenderSVGImage();
bool updateImageViewport();
virtual void setNeedsBoundariesUpdate() { m_needsBoundariesUpdate = true; }
virtual bool needsBoundariesUpdate() OVERRIDE { return m_needsBoundariesUpdate; }
virtual void setNeedsTransformUpdate() { m_needsTransformUpdate = true; }
RenderImageResource* imageResource() { return m_imageResource.get(); }
const RenderImageResource* imageResource() const { return m_imageResource.get(); }
private:
virtual const char* renderName() const { return "RenderSVGImage"; }
virtual bool isSVGImage() const { return true; }
virtual const AffineTransform& localToParentTransform() const { return m_localTransform; }
virtual FloatRect objectBoundingBox() const { return m_objectBoundingBox; }
virtual FloatRect strokeBoundingBox() const { return m_objectBoundingBox; }
virtual FloatRect repaintRectInLocalCoordinates() const { return m_repaintBoundingBox; }
virtual FloatRect repaintRectInLocalCoordinatesExcludingSVGShadow() const OVERRIDE { return m_repaintBoundingBoxExcludingShadow; }
virtual void addFocusRingRects(Vector<IntRect>&, const LayoutPoint&);
virtual void imageChanged(WrappedImagePtr, const IntRect* = 0);
virtual void layout();
virtual void paint(PaintInfo&, const LayoutPoint&);
virtual bool nodeAtFloatPoint(const HitTestRequest&, HitTestResult&, const FloatPoint& pointInParent, HitTestAction);
virtual AffineTransform localTransform() const { return m_localTransform; }
void calculateImageViewport();
bool m_needsBoundariesUpdate : 1;
bool m_needsTransformUpdate : 1;
AffineTransform m_localTransform;
FloatRect m_objectBoundingBox;
FloatRect m_repaintBoundingBox;
FloatRect m_repaintBoundingBoxExcludingShadow;
OwnPtr<RenderImageResource> m_imageResource;
};
inline RenderSVGImage* toRenderSVGImage(RenderObject* object)
{
ASSERT(!object || object->isSVGImage());
return static_cast<RenderSVGImage*>(object);
}
inline const RenderSVGImage* toRenderSVGImage(const RenderObject* object)
{
ASSERT(!object || object->isSVGImage());
return static_cast<const RenderSVGImage*>(object);
}
void toRenderSVGImage(const RenderSVGImage*);
}
#endif // ENABLE(SVG)
#endif // RenderSVGImage_h