Home | History | Annotate | Download | only in rendering

Lines Matching full:child

197     // Child layers will be deleted by their corresponding render objects, so
254 // We need the full repaint to propagate to child layers if we are hardware compositing.
315 for (RenderLayer* child = firstChild(); child; child = child->nextSibling())
316 child->updateLayerPositions(flags);
445 for (RenderLayer* child = firstChild(); child; child = child->nextSibling()) {
446 child->updateVisibilityStatus();
447 if (child->m_hasVisibleContent || child->m_hasVisibleDescendant) {
779 // no need to examine child layers).
790 // current transparencyClipBox to catch all child layers.
871 void RenderLayer::addChild(RenderLayer* child, RenderLayer* beforeChild)
875 child->setPreviousSibling(prevSibling);
876 prevSibling->setNextSibling(child);
878 setFirstChild(child);
881 beforeChild->setPreviousSibling(child);
882 child->setNextSibling(beforeChild);
884 setLastChild(child);
886 child->setParent(this);
888 if (child->isNormalFlowOnly())
891 if (!child->isNormalFlowOnly() || child->firstChild()) {
895 child->dirtyStackingContextZOrderLists();
898 child->updateVisibilityStatus();
899 if (child->m_hasVisibleContent || child->m_hasVisibleDescendant)
903 compositor()->layerWasAdded(this, child);
914 // remove the child
1223 // Update the positions of our child layers. Don't have updateLayerPositions() update
1225 for (RenderLayer* child = firstChild(); child; child = child->nextSibling())
1226 child->updateLayerPositions(0);
2286 // If this layer's renderer is a child of the paintingRoot, we render unconditionally, which
2304 // Paint our background first, before painting any child layers.
2321 // Now establish the appropriate clip and paint our child RenderObjects.
2355 // Paint any child layers that have overflow.
2657 // Next we want to see if the mouse pos is inside the child RenderObjects of the layer.
2686 // If we found a layer, return. Child layers, and foreground always render in front of background.
2788 // Update the clip rects that will be passed to child layers.
2862 // Update the clip rects that will be passed to child layers.
2921 for (RenderLayer* child = firstChild(); child; child = child->nextSibling())
2922 child->clearBlockSelectionGapsBounds();
2927 for (RenderLayer* child = firstChild(); child; child = child->nextSibling())
2928 child->repaintBlockSelectionGaps();
2993 for (RenderObject* child = renderer()->firstChild(); child; child = child->nextSibling()) {
2994 if (child->isTableCell()) {
2995 IntRect bbox = toRenderBox(child)->borderBoxRect();
3224 for (RenderLayer* child = firstChild(); child; child = child->nextSibling())
3225 if (!m_reflection || reflectionLayer() != child)
3226 child->collectLayers(m_posZOrderList, m_negZOrderList);
3243 for (RenderLayer* child = firstChild(); child; child = child->nextSibling()) {
3245 if (child->isNormalFlowOnly() && (!m_reflection || reflectionLayer() != child)) {
3248 m_normalFlowList->append(child);
3261 // Determine which buffer the child should be in.
3275 for (RenderLayer* child = firstChild(); child; child = child->nextSibling()) {
3277 if (!m_reflection || reflectionLayer() != child)
3278 child->collectLayers(posBuffer, negBuffer);