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Bug 1288040 (Part 3) - Get rid of RefreshResult.error, a field which nothing cares about. r=edwin
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@ -213,7 +213,6 @@ FrameAnimator::AdvanceFrame(AnimationState& aState, TimeStamp aTime)
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// Bad data
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if (GetTimeoutForFrame(aState, nextFrameIndex) < 0) {
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ret.animationFinished = true;
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ret.error = true;
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}
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if (nextFrameIndex == 0) {
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@ -229,7 +228,6 @@ FrameAnimator::AdvanceFrame(AnimationState& aState, TimeStamp aTime)
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aState.mCurrentAnimationFrameTime = GetCurrentImgFrameEndTime(aState);
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aState.mCurrentAnimationFrameIndex = nextFrameIndex;
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ret.error = true;
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return ret;
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}
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@ -152,21 +152,15 @@ public:
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// Whether the animation has finished playing.
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bool animationFinished : 1;
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// Whether an error has occurred when trying to advance a frame. Note that
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// errors do not, on their own, end the animation.
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bool error : 1;
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RefreshResult()
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: frameAdvanced(false)
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, animationFinished(false)
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, error(false)
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{ }
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void Accumulate(const RefreshResult& other)
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{
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frameAdvanced = frameAdvanced || other.frameAdvanced;
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animationFinished = animationFinished || other.animationFinished;
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error = error || other.error;
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dirtyRect = dirtyRect.Union(other.dirtyRect);
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}
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};
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