virtual ~BitmapImage();
- virtual bool isBitmapImage() const OVERRIDE;
+ virtual bool isBitmapImage() const override;
- virtual bool currentFrameHasSingleSecurityOrigin() const OVERRIDE;
+ virtual bool currentFrameHasSingleSecurityOrigin() const override;
- virtual IntSize size() const OVERRIDE;
+ virtual IntSize size() const override;
IntSize sizeRespectingOrientation() const;
- virtual bool getHotSpot(IntPoint&) const OVERRIDE;
- virtual String filenameExtension() const OVERRIDE;
- virtual bool dataChanged(bool allDataReceived) OVERRIDE;
+ virtual bool getHotSpot(IntPoint&) const override;
+ virtual String filenameExtension() const override;
+ virtual bool dataChanged(bool allDataReceived) override;
bool isAllDataReceived() const { return m_allDataReceived; }
bool hasColorProfile() const;
// This because we start and stop animating lazily. Animation starts when
// the image is rendered, and automatically pauses once all observers no
// longer want to render the image.
- virtual void stopAnimation() OVERRIDE;
- virtual void resetAnimation() OVERRIDE;
- virtual bool maybeAnimated() OVERRIDE;
+ virtual void stopAnimation() override;
+ virtual void resetAnimation() override;
+ virtual bool maybeAnimated() override;
- virtual PassRefPtr<NativeImageSkia> nativeImageForCurrentFrame() OVERRIDE;
- virtual PassRefPtr<Image> imageForDefaultFrame() OVERRIDE;
- virtual bool currentFrameKnownToBeOpaque() OVERRIDE;
+ virtual PassRefPtr<NativeImageSkia> nativeImageForCurrentFrame() override;
+ virtual PassRefPtr<Image> imageForDefaultFrame() override;
+ virtual bool currentFrameKnownToBeOpaque() override;
ImageOrientation currentFrameOrientation();
#if ENABLE(ASSERT)
- virtual bool notSolidColor() OVERRIDE;
+ virtual bool notSolidColor() override;
#endif
private:
BitmapImage(PassRefPtr<NativeImageSkia>, ImageObserver* = 0);
BitmapImage(ImageObserver* = 0);
- virtual void draw(GraphicsContext*, const FloatRect& dstRect, const FloatRect& srcRect, CompositeOperator, WebBlendMode) OVERRIDE;
- virtual void draw(GraphicsContext*, const FloatRect& dstRect, const FloatRect& srcRect, CompositeOperator, WebBlendMode, RespectImageOrientationEnum) OVERRIDE;
+ virtual void draw(GraphicsContext*, const FloatRect& dstRect, const FloatRect& srcRect, CompositeOperator, WebBlendMode) override;
+ virtual void draw(GraphicsContext*, const FloatRect& dstRect, const FloatRect& srcRect, CompositeOperator, WebBlendMode, RespectImageOrientationEnum) override;
size_t currentFrame() const { return m_currentFrame; }
size_t frameCount();
// frame; this is used while animating large images to keep memory footprint
// low; the decoder should preserve the current frame and may preserve some
// other frames to avoid redecoding the whole image on every frame.
- virtual void destroyDecodedData(bool destroyAll) OVERRIDE;
+ virtual void destroyDecodedData(bool destroyAll) override;
// If the image is large enough, calls destroyDecodedData().
void destroyDecodedDataIfNecessary();
// Animation.
int repetitionCount(bool imageKnownToBeComplete); // |imageKnownToBeComplete| should be set if the caller knows the entire image has been decoded.
bool shouldAnimate();
- virtual void startAnimation(CatchUpAnimation = CatchUp) OVERRIDE;
+ virtual void startAnimation(CatchUpAnimation = CatchUp) override;
void advanceAnimation(Timer<BitmapImage>*);
// Function that does the real work of advancing the animation. When
// changed.
void checkForSolidColor();
- virtual bool mayFillWithSolidColor() OVERRIDE;
- virtual Color solidColor() const OVERRIDE;
+ virtual bool mayFillWithSolidColor() override;
+ virtual Color solidColor() const override;
private:
ImageSource m_source;