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 |