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/*
* Copyright (C) 2009, 2010 Apple Inc. All rights reserved.
* Copyright (C) 2014 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:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. 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.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``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 APPLE COMPUTER, INC. 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 GraphicsLayerUpdater_h
#define GraphicsLayerUpdater_h
#include "platform/graphics/GraphicsLayer.h"
#include "wtf/Allocator.h"
namespace blink {
class PaintLayer;
class GraphicsLayerUpdater {
STACK_ALLOCATED();
public:
GraphicsLayerUpdater();
~GraphicsLayerUpdater();
enum UpdateType {
DoNotForceUpdate,
ForceUpdate,
};
void update(PaintLayer&, Vector<PaintLayer*>& layersNeedingPaintInvalidation);
bool needsRebuildTree() const { return m_needsRebuildTree; }
#if ENABLE(ASSERT)
static void assertNeedsToUpdateGraphicsLayerBitsCleared(PaintLayer&);
#endif
private:
class UpdateContext;
void updateRecursive(PaintLayer&, UpdateType, const UpdateContext&, Vector<PaintLayer*>& layersNeedingPaintInvalidation);
bool m_needsRebuildTree;
};
} // namespace blink
#endif // GraphicsLayerUpdater_h