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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. |
| (...skipping 23 matching lines...) Expand all Loading... |
| 34 #include "core/rendering/RenderBlockFlow.h" | 34 #include "core/rendering/RenderBlockFlow.h" |
| 35 #include "wtf/HashCountedSet.h" | 35 #include "wtf/HashCountedSet.h" |
| 36 #include "wtf/ListHashSet.h" | 36 #include "wtf/ListHashSet.h" |
| 37 #include "wtf/PassRefPtr.h" | 37 #include "wtf/PassRefPtr.h" |
| 38 | 38 |
| 39 namespace WebCore { | 39 namespace WebCore { |
| 40 | 40 |
| 41 struct LayerFragment; | 41 struct LayerFragment; |
| 42 typedef Vector<LayerFragment, 1> LayerFragments; | 42 typedef Vector<LayerFragment, 1> LayerFragments; |
| 43 class RenderFlowThread; | 43 class RenderFlowThread; |
| 44 class RenderStyle; | |
| 45 class RenderRegion; | 44 class RenderRegion; |
| 46 | 45 |
| 47 typedef ListHashSet<RenderRegion*> RenderRegionList; | 46 typedef ListHashSet<RenderRegion*> RenderRegionList; |
| 48 | 47 |
| 49 // RenderFlowThread is used to collect all the render objects that participate i
n a | 48 // RenderFlowThread is used to collect all the render objects that participate i
n a |
| 50 // flow thread. It will also help in doing the layout. However, it will not rend
er | 49 // flow thread. It will also help in doing the layout. However, it will not rend
er |
| 51 // directly to screen. Instead, RenderRegion objects will redirect their paint | 50 // directly to screen. Instead, RenderRegion objects will redirect their paint |
| 52 // and nodeAtPoint methods to this object. Each RenderRegion will actually be a
viewPort | 51 // and nodeAtPoint methods to this object. Each RenderRegion will actually be a
viewPort |
| 53 // of the RenderFlowThread. | 52 // of the RenderFlowThread. |
| 54 | 53 |
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| 215 }; | 214 }; |
| 216 | 215 |
| 217 template <> struct ValueToString<RenderRegion*> { | 216 template <> struct ValueToString<RenderRegion*> { |
| 218 static String string(const RenderRegion* value) { return String::format("%p"
, value); } | 217 static String string(const RenderRegion* value) { return String::format("%p"
, value); } |
| 219 }; | 218 }; |
| 220 #endif | 219 #endif |
| 221 | 220 |
| 222 } // namespace WebCore | 221 } // namespace WebCore |
| 223 | 222 |
| 224 #endif // RenderFlowThread_h | 223 #endif // RenderFlowThread_h |
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