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Side by Side Diff: ui/aura/window_property.h

Issue 2446893005: Adds a porting layer so aura can be made to work with mus (Closed)
Patch Set: better Created 4 years, 1 month ago
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1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. 1 // Copyright (c) 2012 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #ifndef UI_AURA_WINDOW_PROPERTY_H_ 5 #ifndef UI_AURA_WINDOW_PROPERTY_H_
6 #define UI_AURA_WINDOW_PROPERTY_H_ 6 #define UI_AURA_WINDOW_PROPERTY_H_
7 7
8 #include <stdint.h> 8 #include <stdint.h>
9 9
10 #include "ui/aura/aura_export.h" 10 #include "ui/aura/aura_export.h"
11 #include "ui/aura/window.h" 11 #include "ui/aura/window.h"
12 12
13 // This header should be included by code that defines WindowProperties. 13 // This header should be included by code that defines WindowProperties.
14 // 14 //
15 // To define a new WindowProperty: 15 // To define a new WindowProperty:
16 // 16 //
17 // #include "foo/foo_export.h" 17 // #include "foo/foo_export.h"
18 // #include "ui/aura/window_property.h" 18 // #include "ui/aura/window_property.h"
19 // 19 //
20 // DECLARE_EXPORTED_WINDOW_PROPERTY_TYPE(FOO_EXPORT, MyType); 20 // DECLARE_EXPORTED_WINDOW_PROPERTY_TYPE(FOO_EXPORT, MyType);
21 // namespace foo { 21 // namespace foo {
22 // // Use this to define an exported property that is premitive, 22 // // Use this to define an exported property that is primitive,
23 // // or a pointer you don't want automatically deleted. 23 // // or a pointer you don't want automatically deleted.
24 // DEFINE_WINDOW_PROPERTY_KEY(MyType, kMyKey, MyDefault); 24 // DEFINE_WINDOW_PROPERTY_KEY(MyType, kMyKey, MyDefault);
25 // 25 //
26 // // Use this to define an exported property whose value is a heap 26 // // Use this to define an exported property whose value is a heap
27 // // allocated object, and has to be owned and freed by the window. 27 // // allocated object, and has to be owned and freed by the window.
28 // DEFINE_OWNED_WINDOW_PROPERTY_KEY(gfx::Rect, kRestoreBoundsKey, NULL); 28 // DEFINE_OWNED_WINDOW_PROPERTY_KEY(gfx::Rect, kRestoreBoundsKey, NULL);
29 // 29 //
30 // // Use this to define a non exported property that is primitive, 30 // // Use this to define a non exported property that is primitive,
31 // // or a pointer you don't want to automatically deleted, and is used 31 // // or a pointer you don't want to automatically deleted, and is used
32 // // only in a specific file. This will define the property in an unnamed 32 // // only in a specific file. This will define the property in an unnamed
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147 void Deallocator##NAME(int64_t p) { \ 147 void Deallocator##NAME(int64_t p) { \
148 enum { type_must_be_complete = sizeof(TYPE) }; \ 148 enum { type_must_be_complete = sizeof(TYPE) }; \
149 delete aura::WindowPropertyCaster<TYPE*>::FromInt64(p); \ 149 delete aura::WindowPropertyCaster<TYPE*>::FromInt64(p); \
150 } \ 150 } \
151 const aura::WindowProperty<TYPE*> NAME##_Value = {DEFAULT, #NAME, \ 151 const aura::WindowProperty<TYPE*> NAME##_Value = {DEFAULT, #NAME, \
152 &Deallocator##NAME}; \ 152 &Deallocator##NAME}; \
153 } \ 153 } \
154 const aura::WindowProperty<TYPE*>* const NAME = &NAME##_Value; 154 const aura::WindowProperty<TYPE*>* const NAME = &NAME##_Value;
155 155
156 #endif // UI_AURA_WINDOW_PROPERTY_H_ 156 #endif // UI_AURA_WINDOW_PROPERTY_H_
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