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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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| 51 // directly to screen. Instead, RenderRegion objects will redirect their paint | 51 // directly to screen. Instead, RenderRegion objects will redirect their paint |
| 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 virtual bool isRenderMultiColumnFlowThread() const { return false; } |
| 61 | 62 |
| 62 virtual void layout() OVERRIDE FINAL; | 63 virtual void layout() OVERRIDE FINAL; |
| 63 | 64 |
| 64 // Always create a RenderLayer for the RenderFlowThread so that we | 65 // Always create a RenderLayer for the RenderFlowThread so that we |
| 65 // can easily avoid drawing the children directly. | 66 // can easily avoid drawing the children directly. |
| 66 virtual LayerType layerTypeRequired() const OVERRIDE FINAL { return NormalLa
yer; } | 67 virtual LayerType layerTypeRequired() const OVERRIDE FINAL { return NormalLa
yer; } |
| 67 | 68 |
| 68 virtual bool nodeAtPoint(const HitTestRequest&, HitTestResult&, const HitTes
tLocation& locationInContainer, const LayoutPoint& accumulatedOffset, HitTestAct
ion) OVERRIDE FINAL; | 69 virtual bool nodeAtPoint(const HitTestRequest&, HitTestResult&, const HitTes
tLocation& locationInContainer, const LayoutPoint& accumulatedOffset, HitTestAct
ion) OVERRIDE FINAL; |
| 69 | 70 |
| 70 virtual void addRegionToThread(RenderRegion*) = 0; | 71 virtual void addRegionToThread(RenderRegion*) = 0; |
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| 224 }; | 225 }; |
| 225 | 226 |
| 226 template <> struct ValueToString<RenderRegion*> { | 227 template <> struct ValueToString<RenderRegion*> { |
| 227 static String string(const RenderRegion* value) { return String::format("%p"
, value); } | 228 static String string(const RenderRegion* value) { return String::format("%p"
, value); } |
| 228 }; | 229 }; |
| 229 #endif | 230 #endif |
| 230 | 231 |
| 231 } // namespace WebCore | 232 } // namespace WebCore |
| 232 | 233 |
| 233 #endif // RenderFlowThread_h | 234 #endif // RenderFlowThread_h |
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