/* * Copyright (C) 2013 Google Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above * copyright notice, this list of conditions and the following disclaimer * in the documentation and/or other materials provided with the * distribution. * * Neither the name of Google Inc. nor the names of its * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #ifndef SubtreeLayoutScope_h #define SubtreeLayoutScope_h #include "wtf/HashSet.h" // This is the way to mark a subtree as needing layout during layout, // e.g. for the purposes of doing a multipass layout. // // It should only be used during layout. Outside of layout, you should // just call renderer->setNeedsLayout() directly. // // It ensures that you don't accidentally mark part of the tree as // needing layout and not actually lay it out. namespace WebCore { class RenderObject; class SubtreeLayoutScope { public: SubtreeLayoutScope(RenderObject* root); ~SubtreeLayoutScope(); void setNeedsLayout(RenderObject* descendant); void setChildNeedsLayout(RenderObject* descendant); RenderObject* root() { return m_root; } void addRendererToLayout(RenderObject* renderer); private: RenderObject* m_root; #ifndef NDEBUG HashSet<RenderObject*> m_renderersToLayout; #endif }; } #endif