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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 12 matching lines...) Expand all Loading... |
| 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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