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Side by Side Diff: Source/core/rendering/FloatingObjects.cpp

Issue 287383004: Use arrow operator for iterators instead of asterisk-parentheses-dot (Closed) Base URL: svn://svn.chromium.org/blink/trunk
Patch Set: Created 6 years, 7 months ago
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1 /* 1 /*
2 * Copyright (C) 1999 Lars Knoll (knoll@kde.org) 2 * Copyright (C) 1999 Lars Knoll (knoll@kde.org)
3 * (C) 1999 Antti Koivisto (koivisto@kde.org) 3 * (C) 1999 Antti Koivisto (koivisto@kde.org)
4 * (C) 2007 David Smith (catfish.man@gmail.com) 4 * (C) 2007 David Smith (catfish.man@gmail.com)
5 * Copyright (C) 2003, 2004, 2005, 2006, 2007, 2008, 2009, 2010, 2011 Apple Inc. All rights reserved. 5 * Copyright (C) 2003, 2004, 2005, 2006, 2007, 2008, 2009, 2010, 2011 Apple Inc. All rights reserved.
6 * Copyright (C) Research In Motion Limited 2010. All rights reserved. 6 * Copyright (C) Research In Motion Limited 2010. All rights reserved.
7 * 7 *
8 * This library is free software; you can redistribute it and/or 8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Library General Public 9 * modify it under the terms of the GNU Library General Public
10 * License as published by the Free Software Foundation; either 10 * License as published by the Free Software Foundation; either
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206 } 206 }
207 } 207 }
208 208
209 LayoutUnit lowestFloatBottom = 0; 209 LayoutUnit lowestFloatBottom = 0;
210 const FloatingObjectSet& floatingObjectSet = set(); 210 const FloatingObjectSet& floatingObjectSet = set();
211 FloatingObjectSetIterator end = floatingObjectSet.end(); 211 FloatingObjectSetIterator end = floatingObjectSet.end();
212 if (floatType == FloatingObject::FloatLeftRight) { 212 if (floatType == FloatingObject::FloatLeftRight) {
213 LayoutUnit lowestFloatBottomLeft = 0; 213 LayoutUnit lowestFloatBottomLeft = 0;
214 LayoutUnit lowestFloatBottomRight = 0; 214 LayoutUnit lowestFloatBottomRight = 0;
215 for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end ; ++it) { 215 for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end ; ++it) {
216 FloatingObject* floatingObject = (*it).get(); 216 FloatingObject* floatingObject = it->get();
217 if (floatingObject->isPlaced()) { 217 if (floatingObject->isPlaced()) {
218 FloatingObject::Type curType = floatingObject->type(); 218 FloatingObject::Type curType = floatingObject->type();
219 LayoutUnit curFloatLogicalBottom = m_renderer->logicalBottomForF loat(floatingObject); 219 LayoutUnit curFloatLogicalBottom = m_renderer->logicalBottomForF loat(floatingObject);
220 if (curType & FloatingObject::FloatLeft) 220 if (curType & FloatingObject::FloatLeft)
221 lowestFloatBottomLeft = max(lowestFloatBottomLeft, curFloatL ogicalBottom); 221 lowestFloatBottomLeft = max(lowestFloatBottomLeft, curFloatL ogicalBottom);
222 if (curType & FloatingObject::FloatRight) 222 if (curType & FloatingObject::FloatRight)
223 lowestFloatBottomRight = max(lowestFloatBottomRight, curFloa tLogicalBottom); 223 lowestFloatBottomRight = max(lowestFloatBottomRight, curFloa tLogicalBottom);
224 } 224 }
225 } 225 }
226 lowestFloatBottom = max(lowestFloatBottomLeft, lowestFloatBottomRight); 226 lowestFloatBottom = max(lowestFloatBottomLeft, lowestFloatBottomRight);
227 setCachedLowestFloatLogicalBottom(isInHorizontalWritingMode, FloatingObj ect::FloatLeft, lowestFloatBottomLeft); 227 setCachedLowestFloatLogicalBottom(isInHorizontalWritingMode, FloatingObj ect::FloatLeft, lowestFloatBottomLeft);
228 setCachedLowestFloatLogicalBottom(isInHorizontalWritingMode, FloatingObj ect::FloatRight, lowestFloatBottomRight); 228 setCachedLowestFloatLogicalBottom(isInHorizontalWritingMode, FloatingObj ect::FloatRight, lowestFloatBottomRight);
229 } else { 229 } else {
230 for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end ; ++it) { 230 for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end ; ++it) {
231 FloatingObject* floatingObject = (*it).get(); 231 FloatingObject* floatingObject = it->get();
232 if (floatingObject->isPlaced() && floatingObject->type() == floatTyp e) 232 if (floatingObject->isPlaced() && floatingObject->type() == floatTyp e)
233 lowestFloatBottom = max(lowestFloatBottom, m_renderer->logicalBo ttomForFloat(floatingObject)); 233 lowestFloatBottom = max(lowestFloatBottom, m_renderer->logicalBo ttomForFloat(floatingObject));
234 } 234 }
235 setCachedLowestFloatLogicalBottom(isInHorizontalWritingMode, floatType, lowestFloatBottom); 235 setCachedLowestFloatLogicalBottom(isInHorizontalWritingMode, floatType, lowestFloatBottom);
236 } 236 }
237 237
238 return lowestFloatBottom; 238 return lowestFloatBottom;
239 } 239 }
240 240
241 bool FloatingObjects::hasLowestFloatLogicalBottomCached(bool isHorizontal, Float ingObject::Type type) const 241 bool FloatingObjects::hasLowestFloatLogicalBottomCached(bool isHorizontal, Float ingObject::Type type) const
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356 356
357 void FloatingObjects::computePlacedFloatsTree() 357 void FloatingObjects::computePlacedFloatsTree()
358 { 358 {
359 ASSERT(!m_placedFloatsTree.isInitialized()); 359 ASSERT(!m_placedFloatsTree.isInitialized());
360 if (m_set.isEmpty()) 360 if (m_set.isEmpty())
361 return; 361 return;
362 m_placedFloatsTree.initIfNeeded(m_renderer->view()->intervalArena()); 362 m_placedFloatsTree.initIfNeeded(m_renderer->view()->intervalArena());
363 FloatingObjectSetIterator it = m_set.begin(); 363 FloatingObjectSetIterator it = m_set.begin();
364 FloatingObjectSetIterator end = m_set.end(); 364 FloatingObjectSetIterator end = m_set.end();
365 for (; it != end; ++it) { 365 for (; it != end; ++it) {
366 FloatingObject* floatingObject = (*it).get(); 366 FloatingObject* floatingObject = it->get();
367 if (floatingObject->isPlaced()) 367 if (floatingObject->isPlaced())
368 m_placedFloatsTree.add(intervalForFloatingObject(floatingObject)); 368 m_placedFloatsTree.add(intervalForFloatingObject(floatingObject));
369 } 369 }
370 } 370 }
371 371
372 LayoutUnit FloatingObjects::logicalLeftOffsetForPositioningFloat(LayoutUnit fixe dOffset, LayoutUnit logicalTop, LayoutUnit *heightRemaining) 372 LayoutUnit FloatingObjects::logicalLeftOffsetForPositioningFloat(LayoutUnit fixe dOffset, LayoutUnit logicalTop, LayoutUnit *heightRemaining)
373 { 373 {
374 int logicalTopAsInt = roundToInt(logicalTop); 374 int logicalTopAsInt = roundToInt(logicalTop);
375 ComputeFloatOffsetForFloatLayoutAdapter<FloatingObject::FloatLeft> adapter(m _renderer, logicalTopAsInt, logicalTopAsInt, fixedOffset); 375 ComputeFloatOffsetForFloatLayoutAdapter<FloatingObject::FloatLeft> adapter(m _renderer, logicalTopAsInt, logicalTopAsInt, fixedOffset);
376 placedFloatsTree().allOverlapsWithAdapter(adapter); 376 placedFloatsTree().allOverlapsWithAdapter(adapter);
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536 } 536 }
537 537
538 String ValueToString<FloatingObject*>::string(const FloatingObject* floatingObje ct) 538 String ValueToString<FloatingObject*>::string(const FloatingObject* floatingObje ct)
539 { 539 {
540 return String::format("%p (%dx%d %dx%d)", floatingObject, floatingObject->fr ameRect().pixelSnappedX(), floatingObject->frameRect().pixelSnappedY(), floating Object->frameRect().pixelSnappedMaxX(), floatingObject->frameRect().pixelSnapped MaxY()); 540 return String::format("%p (%dx%d %dx%d)", floatingObject, floatingObject->fr ameRect().pixelSnappedX(), floatingObject->frameRect().pixelSnappedY(), floating Object->frameRect().pixelSnappedMaxX(), floatingObject->frameRect().pixelSnapped MaxY());
541 } 541 }
542 #endif 542 #endif
543 543
544 544
545 } // namespace WebCore 545 } // namespace WebCore
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