class DisplayList;
-class RenderSVGResourceClipper FINAL : public RenderSVGResourceContainer {
+class RenderSVGResourceClipper final : public RenderSVGResourceContainer {
public:
enum ClipperState {
ClipperNotApplied,
explicit RenderSVGResourceClipper(SVGClipPathElement*);
virtual ~RenderSVGResourceClipper();
- virtual const char* renderName() const OVERRIDE { return "RenderSVGResourceClipper"; }
+ virtual const char* renderName() const override { return "RenderSVGResourceClipper"; }
- virtual void removeAllClientsFromCache(bool markForInvalidation = true) OVERRIDE;
- virtual void removeClientFromCache(RenderObject*, bool markForInvalidation = true) OVERRIDE;
-
- virtual bool applyResource(RenderObject*, RenderStyle*, GraphicsContext*&, unsigned short resourceMode) OVERRIDE;
- virtual void postApplyResource(RenderObject*, GraphicsContext*&) OVERRIDE;
+ virtual void removeAllClientsFromCache(bool markForInvalidation = true) override;
+ virtual void removeClientFromCache(RenderObject*, bool markForInvalidation = true) override;
// FIXME: Filters are also stateful resources that could benefit from having their state managed
// on the caller stack instead of the current hashmap. We should look at refactoring these
FloatRect resourceBoundingBox(const RenderObject*);
- virtual RenderSVGResourceType resourceType() const OVERRIDE { return s_resourceType; }
+ static const RenderSVGResourceType s_resourceType = ClipperResourceType;
+ virtual RenderSVGResourceType resourceType() const override { return s_resourceType; }
bool hitTestClipContent(const FloatRect&, const FloatPoint&);
SVGUnitTypes::SVGUnitType clipPathUnits() const { return toSVGClipPathElement(element())->clipPathUnits()->currentValue()->enumValue(); }
- static const RenderSVGResourceType s_resourceType;
private:
bool tryPathOnlyClipping(GraphicsContext*, const AffineTransform&, const FloatRect&);
void drawClipMaskContent(GraphicsContext*, const FloatRect& targetBoundingBox);
- void createDisplayList(GraphicsContext*, const AffineTransform&);
+ void createDisplayList(GraphicsContext*);
void calculateClipContentPaintInvalidationRect();
RefPtr<DisplayList> m_clipContentDisplayList;