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Side by Side Diff: Source/core/dom/shadow/ElementShadow.cpp

Issue 277213004: Oilpan: add transition types to shadow DOM supporting objects. (Closed) Base URL: https://chromium.googlesource.com/chromium/blink.git@master
Patch Set: Use DISALLOW_ALLOCATION() instead Created 6 years, 7 months ago
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1 /* 1 /*
2 * Copyright (C) 2012 Google Inc. All rights reserved. 2 * Copyright (C) 2012 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 are 5 * modification, are permitted provided that the following conditions are
6 * met: 6 * met:
7 * 7 *
8 * * Redistributions of source code must retain the above copyright 8 * * 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 * * Neither the name of Google Inc. nor the names of its 10 * * Neither the name of Google Inc. nor the names of its
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31 #include "core/css/StyleSheetList.h" 31 #include "core/css/StyleSheetList.h"
32 #include "core/dom/ContainerNodeAlgorithms.h" 32 #include "core/dom/ContainerNodeAlgorithms.h"
33 #include "core/dom/ElementTraversal.h" 33 #include "core/dom/ElementTraversal.h"
34 #include "core/dom/NodeTraversal.h" 34 #include "core/dom/NodeTraversal.h"
35 #include "core/dom/shadow/ContentDistribution.h" 35 #include "core/dom/shadow/ContentDistribution.h"
36 #include "core/html/HTMLContentElement.h" 36 #include "core/html/HTMLContentElement.h"
37 #include "core/html/HTMLShadowElement.h" 37 #include "core/html/HTMLShadowElement.h"
38 38
39 namespace WebCore { 39 namespace WebCore {
40 40
41 class DistributionPool { 41 class DistributionPool FINAL {
42 STACK_ALLOCATED();
42 public: 43 public:
43 explicit DistributionPool(const ContainerNode&); 44 explicit DistributionPool(const ContainerNode&);
44 void clear(); 45 void clear();
45 ~DistributionPool(); 46 ~DistributionPool();
46 void distributeTo(InsertionPoint*, ElementShadow*); 47 void distributeTo(InsertionPoint*, ElementShadow*);
47 void populateChildren(const ContainerNode&); 48 void populateChildren(const ContainerNode&);
48 49
49 private: 50 private:
50 void detachNonDistributedNodes(); 51 void detachNonDistributedNodes();
51 Vector<Node*, 32> m_nodes; 52 WillBeHeapVector<RawPtrWillBeMember<Node>, 32> m_nodes;
52 Vector<bool, 32> m_distributed; 53 Vector<bool, 32> m_distributed;
53 }; 54 };
54 55
55 inline DistributionPool::DistributionPool(const ContainerNode& parent) 56 inline DistributionPool::DistributionPool(const ContainerNode& parent)
56 { 57 {
57 populateChildren(parent); 58 populateChildren(parent);
58 } 59 }
59 60
60 inline void DistributionPool::clear() 61 inline void DistributionPool::clear()
61 { 62 {
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232 root = root->olderShadowRoot(); 233 root = root->olderShadowRoot();
233 otherRoot = otherRoot->olderShadowRoot(); 234 otherRoot = otherRoot->olderShadowRoot();
234 } 235 }
235 236
236 return true; 237 return true;
237 } 238 }
238 239
239 const InsertionPoint* ElementShadow::finalDestinationInsertionPointFor(const Nod e* key) const 240 const InsertionPoint* ElementShadow::finalDestinationInsertionPointFor(const Nod e* key) const
240 { 241 {
241 ASSERT(key && !key->document().childNeedsDistributionRecalc()); 242 ASSERT(key && !key->document().childNeedsDistributionRecalc());
242 NodeToDestinationInsertionPoints::const_iterator it = m_nodeToInsertionPoint s.find(key); 243 NodeToDestinationInsertionPoints::const_iterator it = m_nodeToInsertionPoint s.find(const_cast<Node*>(key));
haraken 2014/05/12 13:38:35 Remove const_cast.
sof 2014/05/12 21:57:19 It was added for a reason. i.e., you run into reso
haraken 2014/05/13 05:49:50 Probably I'm misunderstanding, but won't the follo
243 return it == m_nodeToInsertionPoints.end() ? 0: it->value.last().get(); 244 return it == m_nodeToInsertionPoints.end() ? 0: it->value.last().get();
244 } 245 }
245 246
246 const DestinationInsertionPoints* ElementShadow::destinationInsertionPointsFor(c onst Node* key) const 247 const DestinationInsertionPoints* ElementShadow::destinationInsertionPointsFor(c onst Node* key) const
247 { 248 {
248 ASSERT(key && !key->document().childNeedsDistributionRecalc()); 249 ASSERT(key && !key->document().childNeedsDistributionRecalc());
249 NodeToDestinationInsertionPoints::const_iterator it = m_nodeToInsertionPoint s.find(key); 250 NodeToDestinationInsertionPoints::const_iterator it = m_nodeToInsertionPoint s.find(const_cast<Node*>(key));
250 return it == m_nodeToInsertionPoints.end() ? 0: &it->value; 251 return it == m_nodeToInsertionPoints.end() ? 0: &it->value;
251 } 252 }
252 253
253 void ElementShadow::distribute() 254 void ElementShadow::distribute()
254 { 255 {
255 host()->setNeedsStyleRecalc(SubtreeStyleChange); 256 host()->setNeedsStyleRecalc(SubtreeStyleChange);
256 Vector<HTMLShadowElement*, 32> shadowInsertionPoints; 257 Vector<HTMLShadowElement*, 32> shadowInsertionPoints;
257 DistributionPool pool(*host()); 258 DistributionPool pool(*host());
258 259
259 for (ShadowRoot* root = youngestShadowRoot(); root; root = root->olderShadow Root()) { 260 for (ShadowRoot* root = youngestShadowRoot(); root; root = root->olderShadow Root()) {
260 HTMLShadowElement* shadowInsertionPoint = 0; 261 HTMLShadowElement* shadowInsertionPoint = 0;
261 const Vector<RefPtr<InsertionPoint> >& insertionPoints = root->descendan tInsertionPoints(); 262 const WillBeHeapVector<RefPtrWillBeMember<InsertionPoint> >& insertionPo ints = root->descendantInsertionPoints();
262 for (size_t i = 0; i < insertionPoints.size(); ++i) { 263 for (size_t i = 0; i < insertionPoints.size(); ++i) {
263 InsertionPoint* point = insertionPoints[i].get(); 264 InsertionPoint* point = insertionPoints[i].get();
264 if (!point->isActive()) 265 if (!point->isActive())
265 continue; 266 continue;
266 if (isHTMLShadowElement(*point)) { 267 if (isHTMLShadowElement(*point)) {
267 ASSERT(!shadowInsertionPoint); 268 ASSERT(!shadowInsertionPoint);
268 shadowInsertionPoint = toHTMLShadowElement(point); 269 shadowInsertionPoint = toHTMLShadowElement(point);
269 shadowInsertionPoints.append(shadowInsertionPoint); 270 shadowInsertionPoints.append(shadowInsertionPoint);
270 } else { 271 } else {
271 pool.distributeTo(point, this); 272 pool.distributeTo(point, this);
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288 olderShadowRootPool.distributeTo(shadowInsertionPoint, this); 289 olderShadowRootPool.distributeTo(shadowInsertionPoint, this);
289 root->olderShadowRoot()->setShadowInsertionPointOfYoungerShadowRoot( shadowInsertionPoint); 290 root->olderShadowRoot()->setShadowInsertionPointOfYoungerShadowRoot( shadowInsertionPoint);
290 } 291 }
291 if (ElementShadow* shadow = shadowWhereNodeCanBeDistributed(*shadowInser tionPoint)) 292 if (ElementShadow* shadow = shadowWhereNodeCanBeDistributed(*shadowInser tionPoint))
292 shadow->setNeedsDistributionRecalc(); 293 shadow->setNeedsDistributionRecalc();
293 } 294 }
294 } 295 }
295 296
296 void ElementShadow::didDistributeNode(const Node* node, InsertionPoint* insertio nPoint) 297 void ElementShadow::didDistributeNode(const Node* node, InsertionPoint* insertio nPoint)
297 { 298 {
298 NodeToDestinationInsertionPoints::AddResult result = m_nodeToInsertionPoints .add(node, DestinationInsertionPoints()); 299 NodeToDestinationInsertionPoints::AddResult result = m_nodeToInsertionPoints .add(const_cast<Node*>(node), DestinationInsertionPoints());
299 result.storedValue->value.append(insertionPoint); 300 result.storedValue->value.append(insertionPoint);
300 } 301 }
301 302
302 const SelectRuleFeatureSet& ElementShadow::ensureSelectFeatureSet() 303 const SelectRuleFeatureSet& ElementShadow::ensureSelectFeatureSet()
303 { 304 {
304 if (!m_needsSelectFeatureSet) 305 if (!m_needsSelectFeatureSet)
305 return m_selectFeatures; 306 return m_selectFeatures;
306 307
307 m_selectFeatures.clear(); 308 m_selectFeatures.clear();
308 for (ShadowRoot* root = oldestShadowRoot(); root; root = root->youngerShadow Root()) 309 for (ShadowRoot* root = oldestShadowRoot(); root; root = root->youngerShadow Root())
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348 void ElementShadow::clearDistribution() 349 void ElementShadow::clearDistribution()
349 { 350 {
350 m_nodeToInsertionPoints.clear(); 351 m_nodeToInsertionPoints.clear();
351 352
352 for (ShadowRoot* root = youngestShadowRoot(); root; root = root->olderShadow Root()) 353 for (ShadowRoot* root = youngestShadowRoot(); root; root = root->olderShadow Root())
353 root->setShadowInsertionPointOfYoungerShadowRoot(nullptr); 354 root->setShadowInsertionPointOfYoungerShadowRoot(nullptr);
354 } 355 }
355 356
356 void ElementShadow::trace(Visitor* visitor) 357 void ElementShadow::trace(Visitor* visitor)
357 { 358 {
359 visitor->trace(m_nodeToInsertionPoints);
358 // Shadow roots are linked with previous and next pointers which are traced. 360 // Shadow roots are linked with previous and next pointers which are traced.
359 // It is therefore enough to trace one of the shadow roots here and the 361 // It is therefore enough to trace one of the shadow roots here and the
360 // rest will be traced from there. 362 // rest will be traced from there.
361 visitor->trace(m_shadowRoots.head()); 363 visitor->trace(m_shadowRoots.head());
362 } 364 }
363 365
364 } // namespace 366 } // namespace
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