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Unified Diff: Source/core/rendering/RenderBlockFlow.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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Index: Source/core/rendering/RenderBlockFlow.cpp
diff --git a/Source/core/rendering/RenderBlockFlow.cpp b/Source/core/rendering/RenderBlockFlow.cpp
index f2d5d1810741c9a3bdc7aa440c3ccb5b6c964203..18f48e84284a4bd8398744067dfde64d352823fc 100644
--- a/Source/core/rendering/RenderBlockFlow.cpp
+++ b/Source/core/rendering/RenderBlockFlow.cpp
@@ -757,7 +757,7 @@ void RenderBlockFlow::rebuildFloatsFromIntruding()
const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
FloatingObjectSetIterator end = floatingObjectSet.end();
for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
- FloatingObject* floatingObject = (*it).get();
+ FloatingObject* floatingObject = it->get();
if (!floatingObject->isDescendant())
oldIntrudingFloatSet.add(floatingObject->renderer());
}
@@ -822,7 +822,7 @@ void RenderBlockFlow::rebuildFloatsFromIntruding()
const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
FloatingObjectSetIterator end = floatingObjectSet.end();
for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
- FloatingObject* floatingObject = (*it).get();
+ FloatingObject* floatingObject = it->get();
FloatingObject* oldFloatingObject = floatMap.get(floatingObject->renderer());
LayoutUnit logicalBottom = logicalBottomForFloat(floatingObject);
if (oldFloatingObject) {
@@ -1656,7 +1656,7 @@ void RenderBlockFlow::addOverflowFromFloats()
const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
FloatingObjectSetIterator end = floatingObjectSet.end();
for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
- FloatingObject* floatingObject = (*it).get();
+ FloatingObject* floatingObject = it->get();
if (floatingObject->isDescendant())
addOverflowFromChild(floatingObject->renderer(), IntSize(xPositionForFloatIncludingMargin(floatingObject), yPositionForFloatIncludingMargin(floatingObject)));
}
@@ -1915,7 +1915,7 @@ void RenderBlockFlow::moveAllChildrenIncludingFloatsTo(RenderBlock* toBlock, boo
FloatingObjectSetIterator end = fromFloatingObjectSet.end();
for (FloatingObjectSetIterator it = fromFloatingObjectSet.begin(); it != end; ++it) {
- FloatingObject* floatingObject = (*it).get();
+ FloatingObject* floatingObject = it->get();
// Don't insert the object again if it's already in the list
if (toBlockFlow->containsFloat(floatingObject->renderer()))
@@ -1940,7 +1940,7 @@ void RenderBlockFlow::repaintOverhangingFloats(bool paintAllDescendants)
const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
FloatingObjectSetIterator end = floatingObjectSet.end();
for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
- FloatingObject* floatingObject = (*it).get();
+ FloatingObject* floatingObject = it->get();
// Only repaint the object if it is overhanging, is not in its own layer, and
// is our responsibility to paint (m_shouldPaint is set). When paintAllDescendants is true, the latter
// condition is replaced with being a descendant of us.
@@ -2012,7 +2012,7 @@ void RenderBlockFlow::paintFloats(PaintInfo& paintInfo, const LayoutPoint& paint
const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
FloatingObjectSetIterator end = floatingObjectSet.end();
for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
- FloatingObject* floatingObject = (*it).get();
+ FloatingObject* floatingObject = it->get();
// Only paint the object if our m_shouldPaint flag is set.
if (floatingObject->shouldPaint() && !floatingObject->renderer()->hasSelfPaintingLayer()) {
PaintInfo currentPaintInfo(paintInfo);
@@ -2040,7 +2040,7 @@ void RenderBlockFlow::clipOutFloatingObjects(RenderBlock* rootBlock, const Paint
const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
FloatingObjectSetIterator end = floatingObjectSet.end();
for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
- FloatingObject* floatingObject = (*it).get();
+ FloatingObject* floatingObject = it->get();
LayoutRect floatBox(offsetFromRootBlock.width() + xPositionForFloatIncludingMargin(floatingObject),
offsetFromRootBlock.height() + yPositionForFloatIncludingMargin(floatingObject),
floatingObject->renderer()->width(), floatingObject->renderer()->height());
@@ -2199,7 +2199,7 @@ FloatingObject* RenderBlockFlow::insertFloatingObject(RenderBox* floatBox)
const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
FloatingObjectSetIterator it = floatingObjectSet.find<FloatingObjectHashTranslator>(floatBox);
if (it != floatingObjectSet.end())
- return (*it).get();
+ return it->get();
}
// Create the special object entry & append it to the list
@@ -2231,7 +2231,7 @@ void RenderBlockFlow::removeFloatingObject(RenderBox* floatBox)
const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
FloatingObjectSetIterator it = floatingObjectSet.find<FloatingObjectHashTranslator>(floatBox);
if (it != floatingObjectSet.end()) {
- FloatingObject* floatingObject = (*it).get();
+ FloatingObject* floatingObject = it->get();
if (childrenInline()) {
LayoutUnit logicalTop = logicalTopForFloat(floatingObject);
LayoutUnit logicalBottom = logicalBottomForFloat(floatingObject);
@@ -2299,7 +2299,7 @@ bool RenderBlockFlow::positionNewFloats()
while (it != begin) {
--it;
if ((*it)->isPlaced()) {
- lastPlacedFloatingObject = (*it).get();
+ lastPlacedFloatingObject = it->get();
++it;
break;
}
@@ -2314,7 +2314,7 @@ bool RenderBlockFlow::positionNewFloats()
FloatingObjectSetIterator end = floatingObjectSet.end();
// Now walk through the set of unpositioned floats and place them.
for (; it != end; ++it) {
- FloatingObject* floatingObject = (*it).get();
+ FloatingObject* floatingObject = it->get();
// The containing block is responsible for positioning floats, so if we have floats in our
// list that come from somewhere else, do not attempt to position them.
if (floatingObject->renderer()->containingBlock() != this)
@@ -2404,7 +2404,7 @@ bool RenderBlockFlow::hasOverhangingFloat(RenderBox* renderer)
if (it == floatingObjectSet.end())
return false;
- return logicalBottomForFloat((*it).get()) > logicalHeight();
+ return logicalBottomForFloat(it->get()) > logicalHeight();
}
void RenderBlockFlow::addIntrudingFloats(RenderBlockFlow* prev, LayoutUnit logicalLeftOffset, LayoutUnit logicalTopOffset)
@@ -2424,7 +2424,7 @@ void RenderBlockFlow::addIntrudingFloats(RenderBlockFlow* prev, LayoutUnit logic
const FloatingObjectSet& prevSet = prev->m_floatingObjects->set();
FloatingObjectSetIterator prevEnd = prevSet.end();
for (FloatingObjectSetIterator prevIt = prevSet.begin(); prevIt != prevEnd; ++prevIt) {
- FloatingObject* floatingObject = (*prevIt).get();
+ FloatingObject* floatingObject = prevIt->get();
if (logicalBottomForFloat(floatingObject) > logicalTopOffset) {
if (!m_floatingObjects || !m_floatingObjects->set().contains(floatingObject)) {
// We create the floating object list lazily.
@@ -2459,7 +2459,7 @@ void RenderBlockFlow::addOverhangingFloats(RenderBlockFlow* child, bool makeChil
// overflow.
FloatingObjectSetIterator childEnd = child->m_floatingObjects->set().end();
for (FloatingObjectSetIterator childIt = child->m_floatingObjects->set().begin(); childIt != childEnd; ++childIt) {
- FloatingObject* floatingObject = (*childIt).get();
+ FloatingObject* floatingObject = childIt->get();
LayoutUnit logicalBottomForFloat = min(this->logicalBottomForFloat(floatingObject), LayoutUnit::max() - childLogicalTop);
LayoutUnit logicalBottom = childLogicalTop + logicalBottomForFloat;
@@ -2519,7 +2519,7 @@ LayoutUnit RenderBlockFlow::nextFloatLogicalBottomBelow(LayoutUnit logicalHeight
const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
FloatingObjectSetIterator end = floatingObjectSet.end();
for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
- FloatingObject* floatingObject = (*it).get();
+ FloatingObject* floatingObject = it->get();
LayoutUnit floatLogicalBottom = logicalBottomForFloat(floatingObject);
ShapeOutsideInfo* shapeOutside = floatingObject->renderer()->shapeOutsideInfo();
if (shapeOutside && (offsetMode == ShapeOutsideFloatShapeOffset)) {
@@ -2549,7 +2549,7 @@ bool RenderBlockFlow::hitTestFloats(const HitTestRequest& request, HitTestResult
FloatingObjectSetIterator begin = floatingObjectSet.begin();
for (FloatingObjectSetIterator it = floatingObjectSet.end(); it != begin;) {
--it;
- FloatingObject* floatingObject = (*it).get();
+ FloatingObject* floatingObject = it->get();
if (floatingObject->shouldPaint() && !floatingObject->renderer()->hasSelfPaintingLayer()) {
LayoutUnit xOffset = xPositionForFloatIncludingMargin(floatingObject) - floatingObject->renderer()->x();
LayoutUnit yOffset = yPositionForFloatIncludingMargin(floatingObject) - floatingObject->renderer()->y();
@@ -2571,7 +2571,7 @@ void RenderBlockFlow::adjustForBorderFit(LayoutUnit x, LayoutUnit& left, LayoutU
const FloatingObjectSet& floatingObjectSet = m_floatingObjects->set();
FloatingObjectSetIterator end = floatingObjectSet.end();
for (FloatingObjectSetIterator it = floatingObjectSet.begin(); it != end; ++it) {
- FloatingObject* floatingObject = (*it).get();
+ FloatingObject* floatingObject = it->get();
// Only examine the object if our m_shouldPaint flag is set.
if (floatingObject->shouldPaint()) {
LayoutUnit floatLeft = xPositionForFloatIncludingMargin(floatingObject) - floatingObject->renderer()->x();
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