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Bug 1288040 (Part 7) - Make FrameAnimator::GetTimeoutForFrame() a private method that doesn't rely on AnimationState. r=edwin
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@ -94,7 +94,7 @@ FrameAnimator::GetSingleLoopTime(AnimationState& aState) const
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int32_t looptime = 0;
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for (uint32_t i = 0; i < mImage->GetNumFrames(); ++i) {
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FrameTimeout timeout = GetTimeoutForFrame(aState, i);
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FrameTimeout timeout = GetTimeoutForFrame(i);
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if (timeout == FrameTimeout::Forever()) {
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// If we have a frame that never times out, we're probably in an error
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// case, but let's handle it more gracefully.
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@ -112,8 +112,7 @@ TimeStamp
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FrameAnimator::GetCurrentImgFrameEndTime(AnimationState& aState) const
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{
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TimeStamp currentFrameTime = aState.mCurrentAnimationFrameTime;
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FrameTimeout timeout =
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GetTimeoutForFrame(aState, aState.mCurrentAnimationFrameIndex);
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FrameTimeout timeout = GetTimeoutForFrame(aState.mCurrentAnimationFrameIndex);
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if (timeout == FrameTimeout::Forever()) {
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// We need to return a sentinel value in this case, because our logic
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@ -210,7 +209,7 @@ FrameAnimator::AdvanceFrame(AnimationState& aState, TimeStamp aTime)
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return ret;
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}
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if (GetTimeoutForFrame(aState, nextFrameIndex) == FrameTimeout::Forever()) {
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if (GetTimeoutForFrame(nextFrameIndex) == FrameTimeout::Forever()) {
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ret.animationFinished = true;
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}
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@ -317,7 +316,7 @@ FrameAnimator::GetCompositedFrame(uint32_t aFrameNum)
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}
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FrameTimeout
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FrameAnimator::GetTimeoutForFrame(AnimationState& aState, uint32_t aFrameNum) const
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FrameAnimator::GetTimeoutForFrame(uint32_t aFrameNum) const
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{
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RawAccessFrameRef frame = GetRawFrame(aFrameNum);
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if (frame) {
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@ -325,10 +324,6 @@ FrameAnimator::GetTimeoutForFrame(AnimationState& aState, uint32_t aFrameNum) co
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return data.mTimeout;
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}
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if (aFrameNum == 0) {
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return aState.mFirstFrameTimeout;
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}
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NS_WARNING("No frame; called GetTimeoutForFrame too early?");
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return FrameTimeout::FromRawMilliseconds(100);
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}
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@ -182,9 +182,6 @@ public:
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*/
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LookupResult GetCompositedFrame(uint32_t aFrameNum);
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/// @return the given frame's timeout.
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FrameTimeout GetTimeoutForFrame(AnimationState& aState, uint32_t aFrameNum) const;
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/**
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* Collect an accounting of the memory occupied by the compositing surfaces we
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* use during animation playback. All of the actual animation frames are
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@ -222,6 +219,9 @@ private: // methods
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*/
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int32_t GetSingleLoopTime(AnimationState& aState) const;
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/// @return the given frame's timeout.
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FrameTimeout GetTimeoutForFrame(uint32_t aFrameNum) const;
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/**
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* Get the time the frame we're currently displaying is supposed to end.
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*
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