本文整理汇总了C++中WillBeHeapHashSet::contains方法的典型用法代码示例。如果您正苦于以下问题:C++ WillBeHeapHashSet::contains方法的具体用法?C++ WillBeHeapHashSet::contains怎么用?C++ WillBeHeapHashSet::contains使用的例子?那么恭喜您, 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WillBeHeapHashSet
的用法示例。
在下文中一共展示了WillBeHeapHashSet::contains方法的13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: collectGradientAttributes
bool SVGLinearGradientElement::collectGradientAttributes(LinearGradientAttributes& attributes)
{
if (!renderer())
return false;
WillBeHeapHashSet<RawPtrWillBeMember<SVGGradientElement> > processedGradients;
SVGGradientElement* current = this;
setGradientAttributes(current, attributes);
processedGradients.add(current);
while (true) {
// Respect xlink:href, take attributes from referenced element
Node* refNode = SVGURIReference::targetElementFromIRIString(current->href()->currentValue()->value(), treeScope());
if (refNode && isSVGGradientElement(*refNode)) {
current = toSVGGradientElement(refNode);
// Cycle detection
if (processedGradients.contains(current))
return true;
if (!current->renderer())
return false;
setGradientAttributes(current, attributes, isSVGLinearGradientElement(*current));
processedGradients.add(current);
} else {
return true;
}
}
ASSERT_NOT_REACHED();
return false;
}
示例2: executeScripts
void ScriptRunner::executeScripts()
{
RefPtrWillBeRawPtr<Document> protect(m_document.get());
WillBeHeapDeque<RawPtrWillBeMember<ScriptLoader>> scriptLoaders;
scriptLoaders.swap(m_scriptsToExecuteSoon);
WillBeHeapHashSet<RawPtrWillBeMember<ScriptLoader>> inorderSet;
while (!m_scriptsToExecuteInOrder.isEmpty() && m_scriptsToExecuteInOrder.first()->isReady()) {
ScriptLoader* script = m_scriptsToExecuteInOrder.takeFirst();
inorderSet.add(script);
scriptLoaders.append(script);
}
while (!scriptLoaders.isEmpty()) {
scriptLoaders.takeFirst()->execute();
m_document->decrementLoadEventDelayCount();
if (yieldForHighPriorityWork())
break;
}
// If we have to yield, we must re-enqueue any scriptLoaders back onto the front of
// m_scriptsToExecuteInOrder or m_scriptsToExecuteSoon depending on where the script
// came from.
// NOTE a yield followed by a notifyScriptReady(... ASYNC_EXECUTION) will result in that script executing
// before any pre-existing ScriptsToExecuteInOrder.
while (!scriptLoaders.isEmpty()) {
ScriptLoader* script = scriptLoaders.takeLast();
if (inorderSet.contains(script))
m_scriptsToExecuteInOrder.prepend(script);
else
m_scriptsToExecuteSoon.prepend(script);
}
}
示例3: findGoodTouchTargets
void findGoodTouchTargets(const IntRect& touchBox, LocalFrame* mainFrame, Vector<IntRect>& goodTargets, WillBeHeapVector<RawPtrWillBeMember<Node> >& highlightNodes)
{
goodTargets.clear();
int touchPointPadding = ceil(std::max(touchBox.width(), touchBox.height()) * 0.5);
IntPoint touchPoint = touchBox.center();
IntPoint contentsPoint = mainFrame->view()->windowToContents(touchPoint);
HitTestResult result = mainFrame->eventHandler().hitTestResultAtPoint(contentsPoint, HitTestRequest::ReadOnly | HitTestRequest::Active | HitTestRequest::ConfusingAndOftenMisusedDisallowShadowContent, IntSize(touchPointPadding, touchPointPadding));
const WillBeHeapListHashSet<RefPtrWillBeMember<Node> >& hitResults = result.rectBasedTestResult();
// Blacklist nodes that are container of disambiguated nodes.
// It is not uncommon to have a clickable <div> that contains other clickable objects.
// This heuristic avoids excessive disambiguation in that case.
WillBeHeapHashSet<RawPtrWillBeMember<Node> > blackList;
for (WillBeHeapListHashSet<RefPtrWillBeMember<Node> >::const_iterator it = hitResults.begin(); it != hitResults.end(); ++it) {
// Ignore any Nodes that can't be clicked on.
RenderObject* renderer = it->get()->renderer();
if (!renderer || !it->get()->willRespondToMouseClickEvents())
continue;
// Blacklist all of the Node's containers.
for (RenderBlock* container = renderer->containingBlock(); container; container = container->containingBlock()) {
Node* containerNode = container->node();
if (!containerNode)
continue;
if (!blackList.add(containerNode).isNewEntry)
break;
}
}
WillBeHeapHashMap<RawPtrWillBeMember<Node>, TouchTargetData> touchTargets;
float bestScore = 0;
for (WillBeHeapListHashSet<RefPtrWillBeMember<Node> >::const_iterator it = hitResults.begin(); it != hitResults.end(); ++it) {
for (Node* node = it->get(); node; node = node->parentNode()) {
if (blackList.contains(node))
continue;
if (node->isDocumentNode() || isHTMLHtmlElement(*node) || isHTMLBodyElement(*node))
break;
if (node->willRespondToMouseClickEvents()) {
TouchTargetData& targetData = touchTargets.add(node, TouchTargetData()).storedValue->value;
targetData.windowBoundingBox = boundingBoxForEventNodes(node);
targetData.score = scoreTouchTarget(touchPoint, touchPointPadding, targetData.windowBoundingBox);
bestScore = std::max(bestScore, targetData.score);
break;
}
}
}
for (WillBeHeapHashMap<RawPtrWillBeMember<Node>, TouchTargetData>::iterator it = touchTargets.begin(); it != touchTargets.end(); ++it) {
// Currently the scoring function uses the overlap area with the fat point as the score.
// We ignore the candidates that has less than 1/2 overlap (we consider not really ambiguous enough) than the best candidate to avoid excessive popups.
if (it->value.score < bestScore * 0.5)
continue;
goodTargets.append(it->value.windowBoundingBox);
highlightNodes.append(it->key);
}
}
示例4: traversalSort
void NodeSet::traversalSort() const
{
WillBeHeapHashSet<RawPtrWillBeMember<Node> > nodes;
bool containsAttributeNodes = false;
unsigned nodeCount = m_nodes.size();
ASSERT(nodeCount > 1);
for (unsigned i = 0; i < nodeCount; ++i) {
Node* node = m_nodes[i].get();
nodes.add(node);
if (node->isAttributeNode())
containsAttributeNodes = true;
}
WillBeHeapVector<RefPtrWillBeMember<Node> > sortedNodes;
sortedNodes.reserveInitialCapacity(nodeCount);
for (Node* n = findRootNode(m_nodes.first().get()); n; n = NodeTraversal::next(*n)) {
if (nodes.contains(n))
sortedNodes.append(n);
if (!containsAttributeNodes || !n->isElementNode())
continue;
Element* element = toElement(n);
if (!element->hasAttributes())
continue;
AttributeCollection attributes = element->attributes();
AttributeCollection::const_iterator end = attributes.end();
for (AttributeCollection::const_iterator it = attributes.begin(); it != end; ++it) {
RefPtrWillBeRawPtr<Attr> attr = element->attrIfExists(it->name());
if (attr && nodes.contains(attr.get()))
sortedNodes.append(attr);
}
}
ASSERT(sortedNodes.size() == nodeCount);
const_cast<WillBeHeapVector<RefPtrWillBeMember<Node> >&>(m_nodes).swap(sortedNodes);
}
示例5: requiredAttributeChanged
void RadioButtonGroup::requiredAttributeChanged(HTMLInputElement* button)
{
ASSERT(button->type() == InputTypeNames::radio);
ASSERT(m_members.contains(button));
bool wasValid = isValid();
if (button->isRequired()) {
++m_requiredCount;
} else {
ASSERT(m_requiredCount);
--m_requiredCount;
}
if (wasValid != isValid())
setNeedsValidityCheckForAllButtons();
}
示例6: updateCheckedState
void RadioButtonGroup::updateCheckedState(HTMLInputElement* button)
{
ASSERT(button->isRadioButton());
ASSERT(m_members.contains(button));
bool wasValid = isValid();
if (button->checked()) {
setCheckedButton(button);
} else {
if (m_checkedButton == button)
m_checkedButton = nullptr;
}
if (wasValid != isValid())
setNeedsValidityCheckForAllButtons();
}
示例7: traversalSort
void NodeSet::traversalSort() const
{
WillBeHeapHashSet<RawPtrWillBeMember<Node>> nodes;
bool containsAttributeNodes = false;
unsigned nodeCount = m_nodes.size();
ASSERT(nodeCount > 1);
for (unsigned i = 0; i < nodeCount; ++i) {
Node* node = m_nodes[i].get();
nodes.add(node);
if (node->isAttributeNode())
containsAttributeNodes = true;
}
WillBeHeapVector<RefPtrWillBeMember<Node>> sortedNodes;
sortedNodes.reserveInitialCapacity(nodeCount);
for (Node& n : NodeTraversal::startsAt(findRootNode(m_nodes.first().get()))) {
if (nodes.contains(&n))
sortedNodes.append(&n);
if (!containsAttributeNodes || !n.isElementNode())
continue;
Element* element = toElement(&n);
AttributeCollection attributes = element->attributes();
for (auto& attribute : attributes) {
RefPtrWillBeRawPtr<Attr> attr = element->attrIfExists(attribute.name());
if (attr && nodes.contains(attr.get()))
sortedNodes.append(attr);
}
}
ASSERT(sortedNodes.size() == nodeCount);
const_cast<WillBeHeapVector<RefPtrWillBeMember<Node>>&>(m_nodes).swap(sortedNodes);
}
示例8: updateCheckedState
void RadioButtonGroup::updateCheckedState(HTMLInputElement* button)
{
ASSERT(button->type() == InputTypeNames::radio);
ASSERT(m_members.contains(button));
bool wasValid = isValid();
if (button->checked()) {
setCheckedButton(button);
} else {
if (m_checkedButton == button)
m_checkedButton = nullptr;
}
if (wasValid != isValid())
setNeedsValidityCheckForAllButtons();
for (HTMLInputElement* const inputElement : m_members) {
inputElement->pseudoStateChanged(CSSSelector::PseudoIndeterminate);
}
}
示例9: collectGradientAttributes
bool SVGRadialGradientElement::collectGradientAttributes(RadialGradientAttributes& attributes)
{
if (!renderer())
return false;
WillBeHeapHashSet<RawPtrWillBeMember<SVGGradientElement> > processedGradients;
SVGGradientElement* current = this;
setGradientAttributes(current, attributes);
processedGradients.add(current);
while (true) {
// Respect xlink:href, take attributes from referenced element
Node* refNode = SVGURIReference::targetElementFromIRIString(current->href()->currentValue()->value(), treeScope());
if (refNode && isSVGGradientElement(*refNode)) {
current = toSVGGradientElement(refNode);
// Cycle detection
if (processedGradients.contains(current))
break;
if (!current->renderer())
return false;
setGradientAttributes(current, attributes, isSVGRadialGradientElement(*current));
processedGradients.add(current);
} else {
break;
}
}
// Handle default values for fx/fy
if (!attributes.hasFx())
attributes.setFx(attributes.cx());
if (!attributes.hasFy())
attributes.setFy(attributes.cy());
return true;
}
示例10: collectPatternAttributes
void SVGPatternElement::collectPatternAttributes(PatternAttributes& attributes) const
{
WillBeHeapHashSet<RawPtrWillBeMember<const SVGPatternElement>> processedPatterns;
const SVGPatternElement* current = this;
while (true) {
setPatternAttributes(current, attributes);
processedPatterns.add(current);
// Respect xlink:href, take attributes from referenced element
Node* refNode = SVGURIReference::targetElementFromIRIString(current->hrefString(), treeScope());
// Only consider attached SVG pattern elements.
if (!isSVGPatternElement(refNode) || !refNode->layoutObject())
break;
current = toSVGPatternElement(refNode);
// Cycle detection
if (processedPatterns.contains(current))
break;
}
}
示例11: sortBlock
static void sortBlock(unsigned from, unsigned to, WillBeHeapVector<NodeSetVector>& parentMatrix, bool mayContainAttributeNodes)
{
// Should not call this function with less that two nodes to sort.
ASSERT(from + 1 < to);
unsigned minDepth = UINT_MAX;
for (unsigned i = from; i < to; ++i) {
unsigned depth = parentMatrix[i].size() - 1;
if (minDepth > depth)
minDepth = depth;
}
// Find the common ancestor.
unsigned commonAncestorDepth = minDepth;
Node* commonAncestor;
while (true) {
commonAncestor = parentWithDepth(commonAncestorDepth, parentMatrix[from]);
if (commonAncestorDepth == 0)
break;
bool allEqual = true;
for (unsigned i = from + 1; i < to; ++i) {
if (commonAncestor != parentWithDepth(commonAncestorDepth, parentMatrix[i])) {
allEqual = false;
break;
}
}
if (allEqual)
break;
--commonAncestorDepth;
}
if (commonAncestorDepth == minDepth) {
// One of the nodes is the common ancestor => it is the first in
// document order. Find it and move it to the beginning.
for (unsigned i = from; i < to; ++i) {
if (commonAncestor == parentMatrix[i][0]) {
parentMatrix[i].swap(parentMatrix[from]);
if (from + 2 < to)
sortBlock(from + 1, to, parentMatrix, mayContainAttributeNodes);
return;
}
}
}
if (mayContainAttributeNodes && commonAncestor->isElementNode()) {
// The attribute nodes and namespace nodes of an element occur before
// the children of the element. The namespace nodes are defined to occur
// before the attribute nodes. The relative order of namespace nodes is
// implementation-dependent. The relative order of attribute nodes is
// implementation-dependent.
unsigned sortedEnd = from;
// FIXME: namespace nodes are not implemented.
for (unsigned i = sortedEnd; i < to; ++i) {
Node* n = parentMatrix[i][0];
if (n->isAttributeNode() && toAttr(n)->ownerElement() == commonAncestor)
parentMatrix[i].swap(parentMatrix[sortedEnd++]);
}
if (sortedEnd != from) {
if (to - sortedEnd > 1)
sortBlock(sortedEnd, to, parentMatrix, mayContainAttributeNodes);
return;
}
}
// Children nodes of the common ancestor induce a subdivision of our
// node-set. Sort it according to this subdivision, and recursively sort
// each group.
WillBeHeapHashSet<RawPtrWillBeMember<Node> > parentNodes;
for (unsigned i = from; i < to; ++i)
parentNodes.add(parentWithDepth(commonAncestorDepth + 1, parentMatrix[i]));
unsigned previousGroupEnd = from;
unsigned groupEnd = from;
for (Node* n = commonAncestor->firstChild(); n; n = n->nextSibling()) {
// If parentNodes contains the node, perform a linear search to move its
// children in the node-set to the beginning.
if (parentNodes.contains(n)) {
for (unsigned i = groupEnd; i < to; ++i) {
if (parentWithDepth(commonAncestorDepth + 1, parentMatrix[i]) == n)
parentMatrix[i].swap(parentMatrix[groupEnd++]);
}
if (groupEnd - previousGroupEnd > 1)
sortBlock(previousGroupEnd, groupEnd, parentMatrix, mayContainAttributeNodes);
ASSERT(previousGroupEnd != groupEnd);
previousGroupEnd = groupEnd;
#ifndef NDEBUG
parentNodes.remove(n);
#endif
}
}
ASSERT(parentNodes.isEmpty());
}
示例12: paintObject
void TableSectionPainter::paintObject(const PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
LayoutRect localPaintInvalidationRect = paintInfo.rect;
localPaintInvalidationRect.moveBy(-paintOffset);
LayoutRect tableAlignedRect = m_renderTableSection.logicalRectForWritingModeAndDirection(localPaintInvalidationRect);
CellSpan dirtiedRows = m_renderTableSection.dirtiedRows(tableAlignedRect);
CellSpan dirtiedColumns = m_renderTableSection.dirtiedColumns(tableAlignedRect);
WillBeHeapHashSet<RawPtrWillBeMember<RenderTableCell> > overflowingCells = m_renderTableSection.overflowingCells();
if (dirtiedColumns.start() < dirtiedColumns.end()) {
if (!m_renderTableSection.hasMultipleCellLevels() && !overflowingCells.size()) {
if (paintInfo.phase == PaintPhaseCollapsedTableBorders) {
// Collapsed borders are painted from the bottom right to the top left so that precedence
// due to cell position is respected.
for (unsigned r = dirtiedRows.end(); r > dirtiedRows.start(); r--) {
unsigned row = r - 1;
for (unsigned c = dirtiedColumns.end(); c > dirtiedColumns.start(); c--) {
unsigned col = c - 1;
RenderTableSection::CellStruct& current = m_renderTableSection.cellAt(row, col);
RenderTableCell* cell = current.primaryCell();
if (!cell || (row > dirtiedRows.start() && m_renderTableSection.primaryCellAt(row - 1, col) == cell) || (col > dirtiedColumns.start() && m_renderTableSection.primaryCellAt(row, col - 1) == cell))
continue;
LayoutPoint cellPoint = m_renderTableSection.flipForWritingModeForChild(cell, paintOffset);
TableCellPainter(*cell).paintCollapsedBorders(paintInfo, cellPoint);
}
}
} else {
// Draw the dirty cells in the order that they appear.
for (unsigned r = dirtiedRows.start(); r < dirtiedRows.end(); r++) {
RenderTableRow* row = m_renderTableSection.rowRendererAt(r);
if (row && !row->hasSelfPaintingLayer())
TableRowPainter(*row).paintOutlineForRowIfNeeded(paintInfo, paintOffset);
for (unsigned c = dirtiedColumns.start(); c < dirtiedColumns.end(); c++) {
RenderTableSection::CellStruct& current = m_renderTableSection.cellAt(r, c);
RenderTableCell* cell = current.primaryCell();
if (!cell || (r > dirtiedRows.start() && m_renderTableSection.primaryCellAt(r - 1, c) == cell) || (c > dirtiedColumns.start() && m_renderTableSection.primaryCellAt(r, c - 1) == cell))
continue;
paintCell(cell, paintInfo, paintOffset);
}
}
}
} else {
// The overflowing cells should be scarce to avoid adding a lot of cells to the HashSet.
#if ENABLE(ASSERT)
unsigned totalRows = m_renderTableSection.numRows();
unsigned totalCols = m_renderTableSection.table()->columns().size();
ASSERT(overflowingCells.size() < totalRows * totalCols * gMaxAllowedOverflowingCellRatioForFastPaintPath);
#endif
// To make sure we properly paint invalidate the section, we paint invalidated all the overflowing cells that we collected.
Vector<RenderTableCell*> cells;
copyToVector(overflowingCells, cells);
HashSet<RenderTableCell*> spanningCells;
for (unsigned r = dirtiedRows.start(); r < dirtiedRows.end(); r++) {
RenderTableRow* row = m_renderTableSection.rowRendererAt(r);
if (row && !row->hasSelfPaintingLayer())
TableRowPainter(*row).paintOutlineForRowIfNeeded(paintInfo, paintOffset);
for (unsigned c = dirtiedColumns.start(); c < dirtiedColumns.end(); c++) {
RenderTableSection::CellStruct& current = m_renderTableSection.cellAt(r, c);
if (!current.hasCells())
continue;
for (unsigned i = 0; i < current.cells.size(); ++i) {
if (overflowingCells.contains(current.cells[i]))
continue;
if (current.cells[i]->rowSpan() > 1 || current.cells[i]->colSpan() > 1) {
if (!spanningCells.add(current.cells[i]).isNewEntry)
continue;
}
cells.append(current.cells[i]);
}
}
}
// Sort the dirty cells by paint order.
if (!overflowingCells.size())
std::stable_sort(cells.begin(), cells.end(), compareCellPositions);
else
std::sort(cells.begin(), cells.end(), compareCellPositionsWithOverflowingCells);
if (paintInfo.phase == PaintPhaseCollapsedTableBorders) {
for (unsigned i = cells.size(); i > 0; --i) {
LayoutPoint cellPoint = m_renderTableSection.flipForWritingModeForChild(cells[i - 1], paintOffset);
TableCellPainter(*cells[i - 1]).paintCollapsedBorders(paintInfo, cellPoint);
}
} else {
for (unsigned i = 0; i < cells.size(); ++i)
paintCell(cells[i], paintInfo, paintOffset);
}
}
}
}
示例13: contains
bool RadioButtonGroup::contains(HTMLInputElement* button) const
{
return m_members.contains(button);
}