4845
4845
m_maxMargin->m_bottomNeg = neg;
4848
void RenderBlock::absoluteRects(Vector<IntRect>& rects, int tx, int ty, bool topLevel)
4848
void RenderBlock::absoluteRects(Vector<IntRect>& rects, int tx, int ty)
4850
4850
// For blocks inside inlines, we go ahead and include margins so that we run right up to the
4851
4851
// inline boxes above and below us (thus getting merged with them to form a single irregular
4853
if (topLevel && inlineContinuation()) {
4853
if (inlineContinuation()) {
4854
4854
rects.append(IntRect(tx, ty - collapsedMarginTop(),
4855
4855
width(), height() + collapsedMarginTop() + collapsedMarginBottom()));
4856
4856
inlineContinuation()->absoluteRects(rects,
4857
4857
tx - x() + inlineContinuation()->containingBlock()->x(),
4858
ty - y() + inlineContinuation()->containingBlock()->y(), topLevel);
4858
ty - y() + inlineContinuation()->containingBlock()->y());
4860
4860
rects.append(IntRect(tx, ty, width(), height()));
4863
void RenderBlock::absoluteQuads(Vector<FloatQuad>& quads, bool topLevel)
4863
void RenderBlock::absoluteQuads(Vector<FloatQuad>& quads)
4865
4865
// For blocks inside inlines, we go ahead and include margins so that we run right up to the
4866
4866
// inline boxes above and below us (thus getting merged with them to form a single irregular
4868
if (topLevel && inlineContinuation()) {
4868
if (inlineContinuation()) {
4869
4869
FloatRect localRect(0, -collapsedMarginTop(),
4870
4870
width(), height() + collapsedMarginTop() + collapsedMarginBottom());
4871
4871
quads.append(localToAbsoluteQuad(localRect));
4872
inlineContinuation()->absoluteQuads(quads, topLevel);
4872
inlineContinuation()->absoluteQuads(quads);
4874
4874
quads.append(RenderBox::localToAbsoluteQuad(FloatRect(0, 0, width(), height())));