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1 /* | 1 /* |
2 * Copyright (C) 2011 Google Inc. All rights reserved. | 2 * Copyright (C) 2011 Google Inc. All rights reserved. |
3 * | 3 * |
4 * Redistribution and use in source and binary forms, with or without | 4 * Redistribution and use in source and binary forms, with or without |
5 * modification, are permitted provided that the following conditions | 5 * modification, are permitted provided that the following conditions |
6 * are met: | 6 * are met: |
7 * | 7 * |
8 * 1. Redistributions of source code must retain the above copyright | 8 * 1. Redistributions of source code must retain the above copyright |
9 * notice, this list of conditions and the following disclaimer. | 9 * notice, this list of conditions and the following disclaimer. |
10 * 2. Redistributions in binary form must reproduce the above copyright | 10 * 2. Redistributions in binary form must reproduce the above copyright |
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134 virtual void clearViewportLayers() { } | 134 virtual void clearViewportLayers() { } |
135 | 135 |
136 // Used to update the active selection bounds. | 136 // Used to update the active selection bounds. |
137 // FIXME: Remove this overload when downstream consumers have been updated t
o use WebSelection, crbug.com/466672. | 137 // FIXME: Remove this overload when downstream consumers have been updated t
o use WebSelection, crbug.com/466672. |
138 virtual void registerSelection(const WebSelectionBound& start, const WebSele
ctionBound& end) { } | 138 virtual void registerSelection(const WebSelectionBound& start, const WebSele
ctionBound& end) { } |
139 virtual void registerSelection(const WebSelection&) { } | 139 virtual void registerSelection(const WebSelection&) { } |
140 virtual void clearSelection() { } | 140 virtual void clearSelection() { } |
141 | 141 |
142 // Debugging / dangerous --------------------------------------------- | 142 // Debugging / dangerous --------------------------------------------- |
143 | 143 |
| 144 virtual int layerTreeId() const { return 0; } |
| 145 |
144 // Toggles the FPS counter in the HUD layer | 146 // Toggles the FPS counter in the HUD layer |
145 virtual void setShowFPSCounter(bool) { } | 147 virtual void setShowFPSCounter(bool) { } |
146 | 148 |
147 // Toggles the paint rects in the HUD layer | 149 // Toggles the paint rects in the HUD layer |
148 virtual void setShowPaintRects(bool) { } | 150 virtual void setShowPaintRects(bool) { } |
149 | 151 |
150 // Toggles the debug borders on layers | 152 // Toggles the debug borders on layers |
151 virtual void setShowDebugBorders(bool) { } | 153 virtual void setShowDebugBorders(bool) { } |
152 | 154 |
153 // Toggles continuous painting | 155 // Toggles continuous painting |
154 virtual void setContinuousPaintingEnabled(bool) { } | 156 virtual void setContinuousPaintingEnabled(bool) { } |
155 | 157 |
156 // Toggles scroll bottleneck rects on the HUD layer | 158 // Toggles scroll bottleneck rects on the HUD layer |
157 virtual void setShowScrollBottleneckRects(bool) { } | 159 virtual void setShowScrollBottleneckRects(bool) { } |
158 }; | 160 }; |
159 | 161 |
160 } // namespace blink | 162 } // namespace blink |
161 | 163 |
162 #endif // WebLayerTreeView_h | 164 #endif // WebLayerTreeView_h |
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