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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. |
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23 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY | 23 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
24 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR | 24 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR |
25 * TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF | 25 * TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF |
26 * THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF | 26 * THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF |
27 * SUCH DAMAGE. | 27 * SUCH DAMAGE. |
28 */ | 28 */ |
29 | 29 |
30 #ifndef RenderFlowThread_h | 30 #ifndef RenderFlowThread_h |
31 #define RenderFlowThread_h | 31 #define RenderFlowThread_h |
32 | 32 |
33 | 33 #include "core/rendering/LayerFragment.h" |
34 #include "core/rendering/RenderBlockFlow.h" | 34 #include "core/rendering/RenderBlockFlow.h" |
35 #include "wtf/HashCountedSet.h" | |
36 #include "wtf/ListHashSet.h" | 35 #include "wtf/ListHashSet.h" |
37 #include "wtf/PassRefPtr.h" | |
38 | 36 |
39 namespace blink { | 37 namespace blink { |
40 | 38 |
41 struct LayerFragment; | |
42 typedef Vector<LayerFragment, 1> LayerFragments; | |
43 class RenderFlowThread; | |
44 class RenderMultiColumnSet; | 39 class RenderMultiColumnSet; |
45 class RenderRegion; | 40 class RenderRegion; |
46 | 41 |
47 typedef ListHashSet<RenderMultiColumnSet*> RenderMultiColumnSetList; | 42 typedef ListHashSet<RenderMultiColumnSet*> RenderMultiColumnSetList; |
48 | 43 |
49 // RenderFlowThread is used to collect all the render objects that participate i
n a | 44 // 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 | 45 // 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 | 46 // directly to screen. Instead, RenderRegion objects will redirect their paint |
52 // and nodeAtPoint methods to this object. Each RenderRegion will actually be a
viewPort | 47 // and nodeAtPoint methods to this object. Each RenderRegion will actually be a
viewPort |
53 // of the RenderFlowThread. | 48 // of the RenderFlowThread. |
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187 }; | 182 }; |
188 | 183 |
189 template <> struct ValueToString<RenderMultiColumnSet*> { | 184 template <> struct ValueToString<RenderMultiColumnSet*> { |
190 static String string(const RenderMultiColumnSet* value) { return String::for
mat("%p", value); } | 185 static String string(const RenderMultiColumnSet* value) { return String::for
mat("%p", value); } |
191 }; | 186 }; |
192 #endif | 187 #endif |
193 | 188 |
194 } // namespace blink | 189 } // namespace blink |
195 | 190 |
196 #endif // RenderFlowThread_h | 191 #endif // RenderFlowThread_h |
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