polygon 96 Source/core/css/BasicShapeFunctions.cpp const BasicShapePolygon* polygon = static_cast<const BasicShapePolygon*>(basicShape); polygon 99 Source/core/css/BasicShapeFunctions.cpp polygonValue->setWindRule(polygon->windRule()); polygon 100 Source/core/css/BasicShapeFunctions.cpp const Vector<Length>& values = polygon->values(); polygon 236 Source/core/css/BasicShapeFunctions.cpp RefPtr<BasicShapePolygon> polygon = BasicShapePolygon::create(); polygon 238 Source/core/css/BasicShapeFunctions.cpp polygon->setWindRule(polygonValue->windRule()); polygon 241 Source/core/css/BasicShapeFunctions.cpp polygon->appendPoint(convertToLength(state, values.at(i).get()), convertToLength(state, values.at(i + 1).get())); polygon 243 Source/core/css/BasicShapeFunctions.cpp basicShape = polygon.release(); polygon 129 Source/core/rendering/shapes/PolygonShape.cpp static inline PassOwnPtr<FloatPolygon> computeShapeMarginBounds(const FloatPolygon& polygon, float margin, WindRule fillRule) polygon 134 Source/core/rendering/shapes/PolygonShape.cpp for (unsigned i = 0; i < polygon.numberOfEdges(); ++i) { polygon 135 Source/core/rendering/shapes/PolygonShape.cpp const FloatPolygonEdge& thisEdge = polygon.edgeAt(i); polygon 167 Source/core/rendering/shapes/PolygonShape.cpp ASSERT(intersection.edge && intersection.edge->polygon()); polygon 168 Source/core/rendering/shapes/PolygonShape.cpp const FloatPolygon& polygon = *(intersection.edge->polygon()); polygon 173 Source/core/rendering/shapes/PolygonShape.cpp prevVertex = polygon.vertexAt(thisEdge.previousEdge().vertexIndex1()); polygon 174 Source/core/rendering/shapes/PolygonShape.cpp thisVertex = polygon.vertexAt(thisEdge.vertexIndex1()); polygon 175 Source/core/rendering/shapes/PolygonShape.cpp nextVertex = polygon.vertexAt(thisEdge.vertexIndex2()); polygon 177 Source/core/rendering/shapes/PolygonShape.cpp prevVertex = polygon.vertexAt(thisEdge.vertexIndex1()); polygon 178 Source/core/rendering/shapes/PolygonShape.cpp thisVertex = polygon.vertexAt(thisEdge.vertexIndex2()); polygon 179 Source/core/rendering/shapes/PolygonShape.cpp nextVertex = polygon.vertexAt(thisEdge.nextEdge().vertexIndex2()); polygon 202 Source/core/rendering/shapes/PolygonShape.cpp static void computeXIntersections(const FloatPolygon& polygon, float y, bool isMinY, FloatShapeIntervals& result) polygon 205 Source/core/rendering/shapes/PolygonShape.cpp if (!polygon.overlappingEdges(y, y, edges)) polygon 256 Source/core/rendering/shapes/PolygonShape.cpp if (edgeCrossing && polygon.fillRule() == RULE_NONZERO) { polygon 286 Source/core/rendering/shapes/PolygonShape.cpp static void computeOverlappingEdgeXProjections(const FloatPolygon& polygon, float y1, float y2, FloatShapeIntervals& result) polygon 289 Source/core/rendering/shapes/PolygonShape.cpp if (!polygon.overlappingEdges(y1, y2, edges)) polygon 324 Source/core/rendering/shapes/PolygonShape.cpp const FloatPolygon& polygon = shapeMarginBounds(); polygon 325 Source/core/rendering/shapes/PolygonShape.cpp if (polygon.isEmpty()) polygon 332 Source/core/rendering/shapes/PolygonShape.cpp computeXIntersections(polygon, y1, true, y1XIntervals); polygon 333 Source/core/rendering/shapes/PolygonShape.cpp computeXIntersections(polygon, y2, false, y2XIntervals); polygon 339 Source/core/rendering/shapes/PolygonShape.cpp computeOverlappingEdgeXProjections(polygon, y1, y2, edgeIntervals); polygon 62 Source/core/rendering/shapes/PolygonShape.h OffsetPolygonEdge(const FloatPolygon& polygon, float minLogicalIntervalTop, const FloatSize& offset) polygon 63 Source/core/rendering/shapes/PolygonShape.h : m_vertex1(FloatPoint(polygon.boundingBox().x(), minLogicalIntervalTop) + offset) polygon 64 Source/core/rendering/shapes/PolygonShape.h , m_vertex2(FloatPoint(polygon.boundingBox().maxX(), minLogicalIntervalTop) + offset) polygon 130 Source/core/rendering/shapes/Shape.cpp const BasicShapePolygon* polygon = static_cast<const BasicShapePolygon*>(basicShape); polygon 131 Source/core/rendering/shapes/Shape.cpp const Vector<Length>& values = polygon->values(); polygon 141 Source/core/rendering/shapes/Shape.cpp shape = createPolygonShape(vertices.release(), polygon->windRule()); polygon 64 Source/platform/geometry/FloatPolygon.cpp static unsigned findNextEdgeVertexIndex(const FloatPolygon& polygon, unsigned vertexIndex1, bool clockwise) polygon 66 Source/platform/geometry/FloatPolygon.cpp unsigned nVertices = polygon.numberOfVertices(); polygon 69 Source/platform/geometry/FloatPolygon.cpp while (vertexIndex2 && areCoincidentPoints(polygon.vertexAt(vertexIndex1), polygon.vertexAt(vertexIndex2))) polygon 74 Source/platform/geometry/FloatPolygon.cpp if (!areCollinearPoints(polygon.vertexAt(vertexIndex1), polygon.vertexAt(vertexIndex2), polygon.vertexAt(vertexIndex3))) polygon 126 Source/platform/geometry/FloatPolygon.h const FloatPolygon* polygon() const { return m_polygon; } polygon 66 Source/platform/geometry/FloatPolygonTest.cpp static Vector<const FloatPolygonEdge*> sortedOverlappingEdges(const FloatPolygon& polygon, float minY, float maxY) polygon 69 Source/platform/geometry/FloatPolygonTest.cpp polygon.overlappingEdges(minY, maxY, result); polygon 90 Source/platform/geometry/FloatPolygonTest.cpp const FloatPolygon& triangle = triangleTestValue.polygon(); polygon 186 Source/platform/geometry/FloatPolygonTest.cpp const FloatPolygon& triangle = triangleTestValue.polygon(); polygon 213 Source/platform/geometry/FloatPolygonTest.cpp const FloatPolygon& triangle = triangleTestValue.polygon(); polygon 229 Source/platform/geometry/FloatPolygonTest.cpp const FloatPolygon& emptyPolygon = emptyPolygonTestValue.polygon(); \ polygon 268 Source/platform/geometry/FloatPolygonTest.cpp const FloatPolygon& trapezoid = trapezoidTestValue.polygon(); polygon 304 Source/platform/geometry/FloatPolygonTest.cpp const FloatPolygon& h = hTestValue.polygon();