예제 #1
0
/* static */ void
ProgressTracker::SyncNotifyInternal(ObserverArray& aObservers,
                                    bool aHasImage,
                                    Progress aProgress,
                                    const nsIntRect& aDirtyRect)
{
  MOZ_ASSERT(NS_IsMainThread());

  typedef imgINotificationObserver I;

  if (aProgress & FLAG_SIZE_AVAILABLE) {
    NOTIFY_IMAGE_OBSERVERS(aObservers, Notify(I::SIZE_AVAILABLE));
  }

  if (aProgress & FLAG_ONLOAD_BLOCKED) {
    NOTIFY_IMAGE_OBSERVERS(aObservers, BlockOnload());
  }

  if (aHasImage) {
    // OnFrameUpdate
    // If there's any content in this frame at all (always true for
    // vector images, true for raster images that have decoded at
    // least one frame) then send OnFrameUpdate.
    if (!aDirtyRect.IsEmpty()) {
      NOTIFY_IMAGE_OBSERVERS(aObservers, Notify(I::FRAME_UPDATE, &aDirtyRect));
    }

    if (aProgress & FLAG_FRAME_COMPLETE) {
      NOTIFY_IMAGE_OBSERVERS(aObservers, Notify(I::FRAME_COMPLETE));
    }

    if (aProgress & FLAG_HAS_TRANSPARENCY) {
      NOTIFY_IMAGE_OBSERVERS(aObservers, Notify(I::HAS_TRANSPARENCY));
    }

    if (aProgress & FLAG_IS_ANIMATED) {
      NOTIFY_IMAGE_OBSERVERS(aObservers, Notify(I::IS_ANIMATED));
    }
  }

  // Send UnblockOnload before OnStopDecode and OnStopRequest. This allows
  // observers that can fire events when they receive those notifications to do
  // so then, instead of being forced to wait for UnblockOnload.
  if (aProgress & FLAG_ONLOAD_UNBLOCKED) {
    NOTIFY_IMAGE_OBSERVERS(aObservers, UnblockOnload());
  }

  if (aProgress & FLAG_DECODE_COMPLETE) {
    MOZ_ASSERT(aHasImage, "Stopped decoding without ever having an image?");
    NOTIFY_IMAGE_OBSERVERS(aObservers, Notify(I::DECODE_COMPLETE));
  }

  if (aProgress & FLAG_LOAD_COMPLETE) {
    NOTIFY_IMAGE_OBSERVERS(aObservers,
                           OnLoadComplete(aProgress & FLAG_LAST_PART_COMPLETE));
  }
}
예제 #2
0
/* static */ void
ProgressTracker::SyncNotifyInternal(ProxyArray& aProxies,
                                    bool aHasImage,
                                    Progress aProgress,
                                    const nsIntRect& aDirtyRect)
{
  MOZ_ASSERT(NS_IsMainThread());
  // OnStartRequest
  if (aProgress & FLAG_REQUEST_STARTED)
    NOTIFY_IMAGE_OBSERVERS(aProxies, OnStartRequest());

  // OnStartContainer
  if (aProgress & FLAG_HAS_SIZE)
    NOTIFY_IMAGE_OBSERVERS(aProxies, OnStartContainer());

  // OnStartDecode
  if (aProgress & FLAG_DECODE_STARTED)
    NOTIFY_IMAGE_OBSERVERS(aProxies, OnStartDecode());

  // BlockOnload
  if (aProgress & FLAG_ONLOAD_BLOCKED)
    NOTIFY_IMAGE_OBSERVERS(aProxies, BlockOnload());

  if (aHasImage) {
    // OnFrameUpdate
    // If there's any content in this frame at all (always true for
    // vector images, true for raster images that have decoded at
    // least one frame) then send OnFrameUpdate.
    if (!aDirtyRect.IsEmpty())
      NOTIFY_IMAGE_OBSERVERS(aProxies, OnFrameUpdate(&aDirtyRect));

    if (aProgress & FLAG_FRAME_STOPPED)
      NOTIFY_IMAGE_OBSERVERS(aProxies, OnStopFrame());

    // OnImageIsAnimated
    if (aProgress & FLAG_IS_ANIMATED)
      NOTIFY_IMAGE_OBSERVERS(aProxies, OnImageIsAnimated());
  }

  // Send UnblockOnload before OnStopDecode and OnStopRequest. This allows
  // observers that can fire events when they receive those notifications to do
  // so then, instead of being forced to wait for UnblockOnload.
  if (aProgress & FLAG_ONLOAD_UNBLOCKED) {
    NOTIFY_IMAGE_OBSERVERS(aProxies, UnblockOnload());
  }

  if (aProgress & FLAG_DECODE_STOPPED) {
    MOZ_ASSERT(aHasImage, "Stopped decoding without ever having an image?");
    NOTIFY_IMAGE_OBSERVERS(aProxies, OnStopDecode());
  }

  if (aProgress & FLAG_REQUEST_STOPPED) {
    NOTIFY_IMAGE_OBSERVERS(aProxies,
                           OnStopRequest(aProgress & FLAG_MULTIPART_STOPPED));
  }
}