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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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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 virtual bool isRenderMultiColumnFlowThread() const { return false; } |
62 | 62 |
63 virtual void layout() OVERRIDE FINAL; | 63 virtual void layout() OVERRIDE; |
64 | 64 |
65 // Always create a RenderLayer for the RenderFlowThread so that we | 65 // Always create a RenderLayer for the RenderFlowThread so that we |
66 // can easily avoid drawing the children directly. | 66 // can easily avoid drawing the children directly. |
67 virtual LayerType layerTypeRequired() const OVERRIDE FINAL { return NormalLa
yer; } | 67 virtual LayerType layerTypeRequired() const OVERRIDE FINAL { return NormalLa
yer; } |
68 | 68 |
69 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; |
70 | 70 |
71 virtual void addRegionToThread(RenderRegion*) = 0; | 71 virtual void addRegionToThread(RenderRegion*) = 0; |
72 virtual void removeRegionFromThread(RenderRegion*); | 72 virtual void removeRegionFromThread(RenderRegion*); |
73 const RenderRegionList& renderRegionList() const { return m_regionList; } | 73 const RenderRegionList& renderRegionList() const { return m_regionList; } |
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221 }; | 221 }; |
222 | 222 |
223 template <> struct ValueToString<RenderRegion*> { | 223 template <> struct ValueToString<RenderRegion*> { |
224 static String string(const RenderRegion* value) { return String::format("%p"
, value); } | 224 static String string(const RenderRegion* value) { return String::format("%p"
, value); } |
225 }; | 225 }; |
226 #endif | 226 #endif |
227 | 227 |
228 } // namespace WebCore | 228 } // namespace WebCore |
229 | 229 |
230 #endif // RenderFlowThread_h | 230 #endif // RenderFlowThread_h |
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