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Unified Diff: third_party/WebKit/Source/platform/graphics/BitmapImage.h

Issue 2191533003: Refactor Timer classes in preparation for landing FrameTimers. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Android build fix Created 4 years, 5 months ago
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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

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