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Side by Side Diff: Source/platform/Timer.cpp

Issue 400543004: Rename WebCore namespace to blink in Platform (Closed) Base URL: svn://svn.chromium.org/blink/trunk
Patch Set: Created 6 years, 5 months ago
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1 /* 1 /*
2 * Copyright (C) 2006, 2008 Apple Inc. All rights reserved. 2 * Copyright (C) 2006, 2008 Apple Inc. All rights reserved.
3 * Copyright (C) 2009 Google Inc. All rights reserved. 3 * Copyright (C) 2009 Google Inc. All rights reserved.
4 * 4 *
5 * Redistribution and use in source and binary forms, with or without 5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions 6 * modification, are permitted provided that the following conditions
7 * are met: 7 * are met:
8 * 1. Redistributions of source code must retain the above copyright 8 * 1. 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 * 2. Redistributions in binary form must reproduce the above copyright 10 * 2. Redistributions in binary form must reproduce the above copyright
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30 #include "platform/PlatformThreadData.h" 30 #include "platform/PlatformThreadData.h"
31 #include "platform/ThreadTimers.h" 31 #include "platform/ThreadTimers.h"
32 #include "wtf/CurrentTime.h" 32 #include "wtf/CurrentTime.h"
33 #include "wtf/HashSet.h" 33 #include "wtf/HashSet.h"
34 #include <limits.h> 34 #include <limits.h>
35 #include <math.h> 35 #include <math.h>
36 #include <limits> 36 #include <limits>
37 37
38 using namespace std; 38 using namespace std;
39 39
40 namespace WebCore { 40 namespace blink {
41 41
42 class TimerHeapReference; 42 class TimerHeapReference;
43 43
44 // Timers are stored in a heap data structure, used to implement a priority queu e. 44 // Timers are stored in a heap data structure, used to implement a priority queu e.
45 // This allows us to efficiently determine which timer needs to fire the soonest . 45 // This allows us to efficiently determine which timer needs to fire the soonest .
46 // Then we set a single shared system timer to fire at that time. 46 // Then we set a single shared system timer to fire at that time.
47 // 47 //
48 // When a timer's "next fire time" changes, we need to move it around in the pri ority queue. 48 // When a timer's "next fire time" changes, we need to move it around in the pri ority queue.
49 static Vector<TimerBase*>& threadGlobalTimerHeap() 49 static Vector<TimerBase*>& threadGlobalTimerHeap()
50 { 50 {
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405 { 405 {
406 setNextFireTime(m_unalignedNextFireTime); 406 setNextFireTime(m_unalignedNextFireTime);
407 } 407 }
408 408
409 double TimerBase::nextUnalignedFireInterval() const 409 double TimerBase::nextUnalignedFireInterval() const
410 { 410 {
411 ASSERT(isActive()); 411 ASSERT(isActive());
412 return max(m_unalignedNextFireTime - monotonicallyIncreasingTime(), 0.0); 412 return max(m_unalignedNextFireTime - monotonicallyIncreasingTime(), 0.0);
413 } 413 }
414 414
415 } // namespace WebCore 415 } // namespace blink
416 416
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