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We already know how to talk to the network_service from Dart via fetch.dart. Might as well use that for Image loading as well insetad of having ImageLoader do it. As part of this I've renamed *ImageLoader to *ImageDecoder and moved all the image loading logic into Dart. This required me to teach the idl system about mojo handles so that I could pass the resulting MojoHandle from fetch.dart up through to ImageDecoder. R=abarth@chromium.org, jackson@google.com, hansmuller@google.com Review URL: https://codereview.chromium.org/1173703002.
21 lines
559 B
C++
21 lines
559 B
C++
// Copyright 2015 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#ifndef SKY_ENGINE_CORE_LOADER_IMAGELOADERCALLBACK_H_
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#define SKY_ENGINE_CORE_LOADER_IMAGELOADERCALLBACK_H_
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#include "sky/engine/core/painting/CanvasImage.h"
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namespace blink {
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class ImageDecoderCallback {
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public:
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virtual ~ImageDecoderCallback() {}
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virtual void handleEvent(CanvasImage* result) = 0;
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};
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} // namespace blink
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#endif // SKY_ENGINE_CORE_LOADER_IMAGELOADERCALLBACK_H_
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