void RenderFlowThread::removeRenderBoxRegionInfo(RenderBox* box) { if (!hasRegions()) return; RenderRegion* startRegion; RenderRegion* endRegion; getRegionRangeForBox(box, startRegion, endRegion); for (RenderRegionList::iterator iter = m_regionList.find(startRegion); iter != m_regionList.end(); ++iter) { RenderRegion* region = *iter; region->removeRenderBoxRegionInfo(box); if (region == endRegion) break; } #ifndef NDEBUG // We have to make sure we did not leave any RenderBoxRegionInfo attached. for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) { RenderRegion* region = *iter; ASSERT(!region->renderBoxRegionInfo(box)); } #endif m_regionRangeMap.remove(box); }
void RenderFlowThread::removeRenderBoxRegionInfo(RenderBox* box) { if (!hasRegions()) return; // If the region chain was invalidated the next layout will clear the box information from all the regions. if (m_regionsInvalidated) { ASSERT(selfNeedsLayout()); return; } RenderRegion* startRegion; RenderRegion* endRegion; getRegionRangeForBox(box, startRegion, endRegion); for (RenderRegionList::iterator iter = m_regionList.find(startRegion); iter != m_regionList.end(); ++iter) { RenderRegion* region = *iter; region->removeRenderBoxRegionInfo(box); if (region == endRegion) break; } #ifndef NDEBUG // We have to make sure we did not leave any RenderBoxRegionInfo attached. for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) { RenderRegion* region = *iter; ASSERT(!region->renderBoxRegionInfo(box)); } #endif m_regionRangeMap.remove(box); }