本文整理汇总了C++中CounterNode::insertAfter方法的典型用法代码示例。如果您正苦于以下问题:C++ CounterNode::insertAfter方法的具体用法?C++ CounterNode::insertAfter怎么用?C++ CounterNode::insertAfter使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CounterNode
的用法示例。
在下文中一共展示了CounterNode::insertAfter方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: makeCounterNode
static CounterNode* makeCounterNode(RenderObject* object, const AtomicString& identifier, bool alwaysCreateCounter)
{
ASSERT(object);
if (object->m_hasCounterNodeMap)
if (CounterMap* nodeMap = counterMaps().get(object))
if (CounterNode* node = nodeMap->get(identifier.impl()))
return node;
bool isReset = false;
int value = 0;
if (!planCounter(object, identifier, isReset, value) && !alwaysCreateCounter)
return 0;
CounterNode* newParent = 0;
CounterNode* newPreviousSibling = 0;
CounterNode* newNode = new CounterNode(object, isReset, value);
if (findPlaceForCounter(object, identifier, isReset, newParent, newPreviousSibling))
newParent->insertAfter(newNode, newPreviousSibling, identifier);
CounterMap* nodeMap;
if (object->m_hasCounterNodeMap)
nodeMap = counterMaps().get(object);
else {
nodeMap = new CounterMap;
counterMaps().set(object, nodeMap);
object->m_hasCounterNodeMap = true;
}
nodeMap->set(identifier.impl(), newNode);
if (newNode->parent() || !object->nextInPreOrder(object->parent()))
return newNode;
// Checking if some nodes that were previously counter tree root nodes
// should become children of this node now.
CounterMaps& maps = counterMaps();
RenderObject* stayWithin = object->parent();
for (RenderObject* currentRenderer = object->nextInPreOrder(stayWithin); currentRenderer; currentRenderer = currentRenderer->nextInPreOrder(stayWithin)) {
if (!currentRenderer->m_hasCounterNodeMap)
continue;
CounterNode* currentCounter = maps.get(currentRenderer)->get(identifier.impl());
if (!currentCounter)
continue;
if (currentCounter->parent()) {
ASSERT(newNode->firstChild());
if (currentRenderer->lastChild())
currentRenderer = currentRenderer->lastChild();
continue;
}
if (stayWithin != currentRenderer->parent() || !currentCounter->hasResetType())
newNode->insertAfter(currentCounter, newNode->lastChild(), identifier);
if (currentRenderer->lastChild())
currentRenderer = currentRenderer->lastChild();
}
return newNode;
}
示例2: updateCounters
static void updateCounters(RenderObject* renderer)
{
ASSERT(renderer->style());
const CounterDirectiveMap* directiveMap = renderer->style()->counterDirectives();
if (!directiveMap)
return;
CounterDirectiveMap::const_iterator end = directiveMap->end();
if (!renderer->hasCounterNodeMap()) {
for (CounterDirectiveMap::const_iterator it = directiveMap->begin(); it != end; ++it)
makeCounterNode(renderer, AtomicString(it->first.get()), false);
return;
}
CounterMap* counterMap = counterMaps().get(renderer);
ASSERT(counterMap);
for (CounterDirectiveMap::const_iterator it = directiveMap->begin(); it != end; ++it) {
RefPtr<CounterNode> node = counterMap->get(it->first.get());
if (!node) {
makeCounterNode(renderer, AtomicString(it->first.get()), false);
continue;
}
CounterNode* newParent = 0;
CounterNode* newPreviousSibling;
findPlaceForCounter(renderer, AtomicString(it->first.get()), node->hasResetType(), newParent, newPreviousSibling);
if (node != counterMap->get(it->first.get()))
continue;
CounterNode* parent = node->parent();
if (newParent == parent && newPreviousSibling == node->previousSibling())
continue;
if (parent)
parent->removeChild(node.get());
if (newParent)
newParent->insertAfter(node.get(), newPreviousSibling, it->first.get());
}
}
示例3: makeCounterNode
static CounterNode* makeCounterNode(RenderObject* object, const AtomicString& identifier, bool alwaysCreateCounter)
{
ASSERT(object);
if (object->hasCounterNodeMap()) {
if (CounterMap* nodeMap = counterMaps().get(object)) {
if (CounterNode* node = nodeMap->get(identifier.impl()).get())
return node;
}
}
bool isReset = false;
int value = 0;
if (!planCounter(object, identifier, isReset, value) && !alwaysCreateCounter)
return 0;
CounterNode* newParent = 0;
CounterNode* newPreviousSibling = 0;
RefPtr<CounterNode> newNode = CounterNode::create(object, isReset, value);
if (findPlaceForCounter(object, identifier, isReset, newParent, newPreviousSibling))
newParent->insertAfter(newNode.get(), newPreviousSibling, identifier);
CounterMap* nodeMap;
if (object->hasCounterNodeMap())
nodeMap = counterMaps().get(object);
else {
nodeMap = new CounterMap;
counterMaps().set(object, nodeMap);
object->setHasCounterNodeMap(true);
}
nodeMap->set(identifier.impl(), newNode);
if (newNode->parent())
return newNode.get();
// Checking if some nodes that were previously counter tree root nodes
// should become children of this node now.
CounterMaps& maps = counterMaps();
Element* stayWithin = parentElement(object);
bool skipDescendants;
for (RenderObject* currentRenderer = nextInPreOrder(object, stayWithin); currentRenderer; currentRenderer = nextInPreOrder(currentRenderer, stayWithin, skipDescendants)) {
skipDescendants = false;
if (!currentRenderer->hasCounterNodeMap())
continue;
CounterNode* currentCounter = maps.get(currentRenderer)->get(identifier.impl()).get();
if (!currentCounter)
continue;
skipDescendants = true;
if (currentCounter->parent())
continue;
if (stayWithin == parentElement(currentRenderer) && currentCounter->hasResetType())
break;
newNode->insertAfter(currentCounter, newNode->lastChild(), identifier);
}
return newNode.get();
}
示例4: counter
static CounterNode* counter(RenderObject* object, const AtomicString& counterName, bool alwaysCreateCounter)
{
ASSERT(object);
if (object->m_hasCounterNodeMap)
if (CounterMap* nodeMap = counterMaps().get(object))
if (CounterNode* node = nodeMap->get(counterName.impl()))
return node;
bool isReset = false;
int value = 0;
if (!planCounter(object, counterName, isReset, value) && !alwaysCreateCounter)
return 0;
CounterNode* newParent = 0;
CounterNode* newPreviousSibling = 0;
CounterNode* newNode;
if (findPlaceForCounter(object, counterName, isReset, newParent, newPreviousSibling)) {
newNode = new CounterNode(object, isReset, value);
newParent->insertAfter(newNode, newPreviousSibling);
} else {
// Make a reset node for counters that aren't inside an existing reset node.
newNode = new CounterNode(object, true, value);
}
CounterMap* nodeMap;
if (object->m_hasCounterNodeMap)
nodeMap = counterMaps().get(object);
else {
nodeMap = new CounterMap;
counterMaps().set(object, nodeMap);
object->m_hasCounterNodeMap = true;
}
nodeMap->set(counterName.impl(), newNode);
return newNode;
}