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/*
Copyright (C) 1998 Lars Knoll (knoll@mpi-hd.mpg.de)
Copyright (C) 2001 Dirk Mueller <mueller@kde.org>
Copyright (C) 2006 Samuel Weinig (sam.weinig@gmail.com)
Copyright (C) 2004, 2005, 2006, 2007 Apple Inc. All rights reserved.
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public License
along with this library; see the file COPYING.LIB. If not, write to
the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
Boston, MA 02110-1301, USA.
*/
#ifndef ImageResourceObserver_h
#define ImageResourceObserver_h
#include "core/CoreExport.h"
#include "platform/graphics/ImageAnimationPolicy.h"
#include "platform/network/ResourceLoadPriority.h"
#include "wtf/Forward.h"
namespace blink {
class ImageResource;
class IntRect;
class CORE_EXPORT ImageResourceObserver {
public:
virtual ~ImageResourceObserver() {}
// Called whenever a frame of an image changes, either because we got more data from the network or
// because we are animating. If not null, the IntRect is the changed rect of the image.
virtual void imageChanged(ImageResource*, const IntRect* = 0) { }
// Called just before ResourceClient::notifyFinished() would be called.
// This is to avoid an ImageResourceObserver from being
// also a ResourceClient just to be notified for load finish.
virtual void imageNotifyFinished(ImageResource*) { }
// Called to find out if this client wants to actually display the image. Used to tell when we
// can halt animation. Content nodes that hold image refs for example would not render the image,
// but LayoutImages would (assuming they have visibility: visible and their layout tree isn't hidden
// e.g., in the b/f cache or in a background tab).
virtual bool willRenderImage() { return false; }
// Called to get imageAnimation policy from settings
virtual bool getImageAnimationPolicy(ImageAnimationPolicy&) { return false; }
virtual ResourcePriority computeResourcePriority() const { return ResourcePriority(); }
// Name for debugging, e.g. shown in memory-infra.
virtual String debugName() const = 0;
static bool isExpectedType(ImageResourceObserver*) { return true; }
};
} // namespace blink
#endif