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1 /* | 1 /* |
2 * Copyright (C) 2011 Adobe Systems Incorporated. All rights reserved. | 2 * Copyright (C) 2011 Adobe Systems Incorporated. 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 | 8 * 1. Redistributions of source code must retain the above |
9 * copyright notice, this list of conditions and the following | 9 * copyright notice, this list of conditions and the following |
10 * disclaimer. | 10 * disclaimer. |
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52 // and nodeAtPoint methods to this object. Each RenderRegion will actually be a viewPort | 52 // and nodeAtPoint methods to this object. Each RenderRegion will actually be a viewPort |
53 // of the RenderFlowThread. | 53 // of the RenderFlowThread. |
54 | 54 |
55 class RenderFlowThread: public RenderBlockFlow { | 55 class RenderFlowThread: public RenderBlockFlow { |
56 public: | 56 public: |
57 RenderFlowThread(); | 57 RenderFlowThread(); |
58 virtual ~RenderFlowThread() { }; | 58 virtual ~RenderFlowThread() { }; |
59 | 59 |
60 virtual bool isRenderFlowThread() const OVERRIDE FINAL { return true; } | 60 virtual bool isRenderFlowThread() const OVERRIDE FINAL { return true; } |
61 | 61 |
62 #ifndef NDEBUG | |
63 // This one is only used in assertions at the moment. | |
rune
2014/04/30 11:00:12
"one" -> "method"
mstensho (USE GERRIT)
2014/04/30 11:05:06
Done.
| |
64 virtual bool isRenderMultiColumnFlowThread() const { return false; } | |
65 #endif // NDEBUG | |
66 | |
62 virtual void layout() OVERRIDE FINAL; | 67 virtual void layout() OVERRIDE FINAL; |
63 | 68 |
64 // Always create a RenderLayer for the RenderFlowThread so that we | 69 // Always create a RenderLayer for the RenderFlowThread so that we |
65 // can easily avoid drawing the children directly. | 70 // can easily avoid drawing the children directly. |
66 virtual LayerType layerTypeRequired() const OVERRIDE FINAL { return NormalLa yer; } | 71 virtual LayerType layerTypeRequired() const OVERRIDE FINAL { return NormalLa yer; } |
67 | 72 |
68 virtual bool nodeAtPoint(const HitTestRequest&, HitTestResult&, const HitTes tLocation& locationInContainer, const LayoutPoint& accumulatedOffset, HitTestAct ion) OVERRIDE FINAL; | 73 virtual bool nodeAtPoint(const HitTestRequest&, HitTestResult&, const HitTes tLocation& locationInContainer, const LayoutPoint& accumulatedOffset, HitTestAct ion) OVERRIDE FINAL; |
69 | 74 |
70 virtual void addRegionToThread(RenderRegion*) = 0; | 75 virtual void addRegionToThread(RenderRegion*) = 0; |
71 virtual void removeRegionFromThread(RenderRegion*); | 76 virtual void removeRegionFromThread(RenderRegion*); |
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224 }; | 229 }; |
225 | 230 |
226 template <> struct ValueToString<RenderRegion*> { | 231 template <> struct ValueToString<RenderRegion*> { |
227 static String string(const RenderRegion* value) { return String::format("%p" , value); } | 232 static String string(const RenderRegion* value) { return String::format("%p" , value); } |
228 }; | 233 }; |
229 #endif | 234 #endif |
230 | 235 |
231 } // namespace WebCore | 236 } // namespace WebCore |
232 | 237 |
233 #endif // RenderFlowThread_h | 238 #endif // RenderFlowThread_h |
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