| Index: third_party/WebKit/Source/platform/graphics/BitmapImage.h
|
| diff --git a/third_party/WebKit/Source/platform/graphics/BitmapImage.h b/third_party/WebKit/Source/platform/graphics/BitmapImage.h
|
| index 68d1a1ef82abebd641376ca405a49e0c30ed7fe3..a7dadc2ad1384ca2056a0572862f0556b4218f9a 100644
|
| --- a/third_party/WebKit/Source/platform/graphics/BitmapImage.h
|
| +++ b/third_party/WebKit/Source/platform/graphics/BitmapImage.h
|
| @@ -28,6 +28,7 @@
|
| #ifndef BitmapImage_h
|
| #define BitmapImage_h
|
|
|
| +#include "platform/Timer.h"
|
| #include "platform/geometry/IntSize.h"
|
| #include "platform/graphics/Color.h"
|
| #include "platform/graphics/FrameData.h"
|
| @@ -41,8 +42,6 @@
|
|
|
| namespace blink {
|
|
|
| -template <typename T> class Timer;
|
| -
|
| class PLATFORM_EXPORT BitmapImage final : public Image {
|
| friend class BitmapImageTest;
|
| friend class CrossfadeGeneratedImage;
|
| @@ -143,13 +142,13 @@ private:
|
| bool shouldAnimate();
|
| void startAnimation(CatchUpAnimation = CatchUp) override;
|
| void stopAnimation();
|
| - void advanceAnimation(Timer<BitmapImage>*);
|
| + void advanceAnimation(TimerBase*);
|
| // Advance the animation and let the next frame get scheduled without
|
| // catch-up logic. For large images with slow or heavily-loaded systems,
|
| // throwing away data as we go (see destroyDecodedData()) means we can spend
|
| // so much time re-decoding data that we are always behind. To prevent this,
|
| // we force the next animation to skip the catch up logic.
|
| - void advanceAnimationWithoutCatchUp(Timer<BitmapImage>*);
|
| + void advanceAnimationWithoutCatchUp(TimerBase*);
|
|
|
| // Function that does the real work of advancing the animation. When
|
| // skippingFrames is true, we're in the middle of a loop trying to skip over
|
|
|