Eric Seidel e0fd75b5ab Make absolute and sort all Sky headers
This caused us to lose our gn check certification. :(

Turns out gn check was just ignoring all the header
paths it didn't understand and so gn check passing
for sky wasn't meaning much.  I tried to straighten
out some of the mess in this CL, but its going to take
several more rounds of massaging before gn check
passes again.  On the bright side (almost) all of
our headers are absolute now.  Turns out my script
(attached to the bug) didn't notice ../ includes
but I'll fix that in the next patch.

R=abarth@chromium.org
BUG=435361

Review URL: https://codereview.chromium.org/746023002
2014-11-20 17:42:05 -08:00

95 lines
3.3 KiB
C++

/*
* Copyright (C) 2000 Lars Knoll (knoll@kde.org)
* Copyright (C) 2003, 2004, 2006, 2007, 2008, 2009, 2010, 2011 Apple Inc. All right reserved.
* Copyright (C) 2010 Google Inc. All rights reserved.
* Copyright (C) 2014 Adobe Systems Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public License
* along with this library; see the file COPYING.LIB. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*
*/
#ifndef TrailingObjects_h
#define TrailingObjects_h
#include "sky/engine/wtf/Vector.h"
namespace blink {
class InlineIterator;
class RenderObject;
class RenderText;
struct BidiRun;
template <class Iterator, class Run> class BidiResolver;
template <class Iterator> class MidpointState;
typedef BidiResolver<InlineIterator, BidiRun> InlineBidiResolver;
typedef MidpointState<InlineIterator> LineMidpointState;
// This class allows us to ensure lineboxes are created in the right place on the line when
// an out-of-flow positioned object or an empty inline is encountered between a trailing space
// and subsequent spaces and we want to ignore (i.e. collapse) surplus whitespace. So for example:
// <div>X <span></span> Y</div>
// or
// <div>X <div style="position: absolute"></div> Y</div>
// In both of the above snippets the inline and the positioned object occur after a trailing space
// and before a space that will cause our line breaking algorithm to start ignoring spaces. When it
// does that we want to ensure that the inline/positioned object gets a linebox and that it is part
// of the collapsed whitespace. So to achieve this we use appendObjectIfNeeded() to keep track of
// objects encountered after a trailing whitespace and updateMidpointsForTrailingObjects() to put
// them in the right place when we start ignoring surplus whitespace.
class TrailingObjects {
public:
TrailingObjects()
: m_whitespace(0)
{
}
void setTrailingWhitespace(RenderText* whitespace)
{
ASSERT(whitespace);
m_whitespace = whitespace;
}
void clear()
{
m_whitespace = 0;
// Using resize(0) rather than clear() here saves 2% on
// PerformanceTests/Layout/line-layout.html because we avoid freeing and
// re-allocating the underlying buffer repeatedly.
m_objects.resize(0);
}
void appendObjectIfNeeded(RenderObject* object)
{
if (m_whitespace)
m_objects.append(object);
}
enum CollapseFirstSpaceOrNot { DoNotCollapseFirstSpace, CollapseFirstSpace };
void updateMidpointsForTrailingObjects(LineMidpointState&, const InlineIterator& lBreak, CollapseFirstSpaceOrNot);
private:
RenderText* m_whitespace;
Vector<RenderObject*, 4> m_objects;
};
}
#endif // TrailingObjects_h