/* Copyright (C) 1998 Lars Knoll (knoll@mpi-hd.mpg.de) Copyright (C) 2001 Dirk Mueller 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) { } // Similar to ResourceClient::notifyFinished(), except for a slight call // order difference. 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