Esempio n. 1
0
void RenderNamedFlowThread::pushDependencies(RenderNamedFlowThreadList& list)
{
    for (RenderNamedFlowThreadCountedSet::iterator iter = m_layoutBeforeThreadsSet.begin(); iter != m_layoutBeforeThreadsSet.end(); ++iter) {
        RenderNamedFlowThread* flowThread = (*iter).first;
        if (list.contains(flowThread))
            continue;
        flowThread->pushDependencies(list);
        list.add(flowThread);
    }
}
void RenderNamedFlowThread::pushDependencies(RenderNamedFlowThreadList& list)
{
    for (auto& flowThreadPair : m_layoutBeforeThreadsSet) {
        auto& flowThread = flowThreadPair.key;
        if (list.contains(flowThread))
            continue;
        flowThread->pushDependencies(list);
        list.add(flowThread);
    }
}
Esempio n. 3
0
void FlowThreadController::layoutRenderNamedFlowThreads()
{
    ASSERT(m_renderNamedFlowThreadList);

    ASSERT(isAutoLogicalHeightRegionsFlagConsistent());

    // Remove the left-over flow threads.
    RenderNamedFlowThreadList toRemoveList;
    for (RenderNamedFlowThreadList::iterator iter = m_renderNamedFlowThreadList->begin(); iter != m_renderNamedFlowThreadList->end(); ++iter) {
        RenderNamedFlowThread* flowRenderer = *iter;
        if (flowRenderer->isMarkedForDestruction())
            toRemoveList.add(flowRenderer);
    }

    if (toRemoveList.size() > 0)
        setIsRenderNamedFlowThreadOrderDirty(true);

    for (RenderNamedFlowThreadList::iterator iter = toRemoveList.begin(); iter != toRemoveList.end(); ++iter) {
        RenderNamedFlowThread* flowRenderer = *iter;
        m_renderNamedFlowThreadList->remove(flowRenderer);
        flowRenderer->destroy();
    }

    if (isRenderNamedFlowThreadOrderDirty()) {
        // Arrange the thread list according to dependencies.
        RenderNamedFlowThreadList sortedList;
        for (RenderNamedFlowThreadList::iterator iter = m_renderNamedFlowThreadList->begin(); iter != m_renderNamedFlowThreadList->end(); ++iter) {
            RenderNamedFlowThread* flowRenderer = *iter;
            if (sortedList.contains(flowRenderer))
                continue;
            flowRenderer->pushDependencies(sortedList);
            sortedList.add(flowRenderer);
        }
        m_renderNamedFlowThreadList->swap(sortedList);
        setIsRenderNamedFlowThreadOrderDirty(false);
    }

    for (RenderNamedFlowThreadList::iterator iter = m_renderNamedFlowThreadList->begin(); iter != m_renderNamedFlowThreadList->end(); ++iter) {
        RenderNamedFlowThread* flowRenderer = *iter;
        flowRenderer->layoutIfNeeded();
    }
}
Esempio n. 4
0
void RenderView::layoutRenderNamedFlowThreads()
{
    ASSERT(m_renderNamedFlowThreadList);

    if (isRenderNamedFlowThreadOrderDirty()) {
        // Arrange the thread list according to dependencies.
        RenderNamedFlowThreadList sortedList;
        for (RenderNamedFlowThreadList::iterator iter = m_renderNamedFlowThreadList->begin(); iter != m_renderNamedFlowThreadList->end(); ++iter) {
            RenderNamedFlowThread* flowRenderer = *iter;
            if (sortedList.contains(flowRenderer))
                continue;
            flowRenderer->pushDependencies(sortedList);
            sortedList.add(flowRenderer);
        }
        m_renderNamedFlowThreadList->swap(sortedList);
        setIsRenderNamedFlowThreadOrderDirty(false);
    }

    for (RenderNamedFlowThreadList::iterator iter = m_renderNamedFlowThreadList->begin(); iter != m_renderNamedFlowThreadList->end(); ++iter) {
        RenderNamedFlowThread* flowRenderer = *iter;
        flowRenderer->layoutIfNeeded();
    }
}