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      1 /*
      2  * Copyright (C) 2012 Adobe Systems Incorporated. All rights reserved.
      3  *
      4  * Redistribution and use in source and binary forms, with or without
      5  * modification, are permitted provided that the following conditions
      6  * are met:
      7  *
      8  * 1. Redistributions of source code must retain the above
      9  *    copyright notice, this list of conditions and the following
     10  *    disclaimer.
     11  * 2. Redistributions in binary form must reproduce the above
     12  *    copyright notice, this list of conditions and the following
     13  *    disclaimer in the documentation and/or other materials
     14  *    provided with the distribution.
     15  *
     16  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDER "AS IS" AND ANY
     17  * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
     18  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
     19  * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE
     20  * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY,
     21  * OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
     22  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
     23  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
     24  * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR
     25  * TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF
     26  * THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
     27  * SUCH DAMAGE.
     28  */
     29 
     30 #ifndef FlowThreadController_h
     31 #define FlowThreadController_h
     32 
     33 #include "wtf/FastAllocBase.h"
     34 #include "wtf/PassOwnPtr.h"
     35 
     36 namespace blink {
     37 
     38 class RenderFlowThread;
     39 
     40 class FlowThreadController {
     41     WTF_MAKE_FAST_ALLOCATED;
     42 public:
     43     static PassOwnPtr<FlowThreadController> create();
     44 
     45     RenderFlowThread* currentRenderFlowThread() const { return m_currentRenderFlowThread; }
     46     void setCurrentRenderFlowThread(RenderFlowThread* flowThread) { m_currentRenderFlowThread = flowThread; }
     47 
     48 protected:
     49     FlowThreadController();
     50 
     51 private:
     52     RenderFlowThread* m_currentRenderFlowThread;
     53 };
     54 
     55 }
     56 
     57 #endif
     58