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Side by Side Diff: sky/engine/core/rendering/RenderBlock.cpp

Issue 735033003: Remove a bunch of dead code from RenderLayer (Closed) Base URL: https://github.com/domokit/mojo.git@master
Patch Set: cr comments Created 6 years 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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225 { 225 {
226 // Note, we don't want to early out here using shouldCheckForInvalidationAft erLayout as 226 // Note, we don't want to early out here using shouldCheckForInvalidationAft erLayout as
227 // we have to make sure we go through any positioned objects as they won't b e seen in 227 // we have to make sure we go through any positioned objects as they won't b e seen in
228 // the normal tree walk. 228 // the normal tree walk.
229 229
230 RenderBox::invalidateTreeIfNeeded(paintInvalidationState); 230 RenderBox::invalidateTreeIfNeeded(paintInvalidationState);
231 231
232 // Take care of positioned objects. This is required as PaintInvalidationSta te keeps a single clip rect. 232 // Take care of positioned objects. This is required as PaintInvalidationSta te keeps a single clip rect.
233 if (TrackedRendererListHashSet* positionedObjects = this->positionedObjects( )) { 233 if (TrackedRendererListHashSet* positionedObjects = this->positionedObjects( )) {
234 TrackedRendererListHashSet::iterator end = positionedObjects->end(); 234 TrackedRendererListHashSet::iterator end = positionedObjects->end();
235 bool establishesNewPaintInvalidationContainer = isPaintInvalidationConta iner(); 235 const RenderLayerModelObject& newPaintInvalidationContainer = *adjustCom positedContainerForSpecialAncestors(&paintInvalidationState.paintInvalidationCon tainer());
236 const RenderLayerModelObject& newPaintInvalidationContainer = *adjustCom positedContainerForSpecialAncestors(establishesNewPaintInvalidationContainer ? t his : &paintInvalidationState.paintInvalidationContainer());
237 PaintInvalidationState childPaintInvalidationState(paintInvalidationStat e, *this, newPaintInvalidationContainer); 236 PaintInvalidationState childPaintInvalidationState(paintInvalidationStat e, *this, newPaintInvalidationContainer);
238 for (TrackedRendererListHashSet::iterator it = positionedObjects->begin( ); it != end; ++it) { 237 for (TrackedRendererListHashSet::iterator it = positionedObjects->begin( ); it != end; ++it) {
239 RenderBox* box = *it; 238 RenderBox* box = *it;
240 239
241 // One of the renderers we're skipping over here may be the child's paint invalidation container, 240 // One of the renderers we're skipping over here may be the child's paint invalidation container,
242 // so we can't pass our own paint invalidation container along. 241 // so we can't pass our own paint invalidation container along.
243 const RenderLayerModelObject& paintInvalidationContainerForChild = * box->containerForPaintInvalidation(); 242 const RenderLayerModelObject& paintInvalidationContainerForChild = * box->containerForPaintInvalidation();
244 243
245 // If it's a new paint invalidation container, we won't have properl y accumulated the offset into the 244 // If it's a new paint invalidation container, we won't have properl y accumulated the offset into the
246 // PaintInvalidationState. 245 // PaintInvalidationState.
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2057 void RenderBlock::showLineTreeAndMark(const InlineBox* markedBox1, const char* m arkedLabel1, const InlineBox* markedBox2, const char* markedLabel2, const Render Object* obj) const 2056 void RenderBlock::showLineTreeAndMark(const InlineBox* markedBox1, const char* m arkedLabel1, const InlineBox* markedBox2, const char* markedLabel2, const Render Object* obj) const
2058 { 2057 {
2059 showRenderObject(); 2058 showRenderObject();
2060 for (const RootInlineBox* root = firstRootBox(); root; root = root->nextRoot Box()) 2059 for (const RootInlineBox* root = firstRootBox(); root; root = root->nextRoot Box())
2061 root->showLineTreeAndMark(markedBox1, markedLabel1, markedBox2, markedLa bel2, obj, 1); 2060 root->showLineTreeAndMark(markedBox1, markedLabel1, markedBox2, markedLa bel2, obj, 1);
2062 } 2061 }
2063 2062
2064 #endif 2063 #endif
2065 2064
2066 } // namespace blink 2065 } // namespace blink
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