Searched refs:animationEnded (Results 1 – 4 of 4) sorted by relevance
133 int SkAnimatedImage::computeNextFrame(int current, bool* animationEnded) { in computeNextFrame() argument134 SkASSERT(animationEnded != nullptr); in computeNextFrame()135 *animationEnded = false; in computeNextFrame()143 *animationEnded = true; in computeNextFrame()162 bool animationEnded = false; in decodeNextFrame() local163 int frameToDecode = this->computeNextFrame(fActiveFrame.fIndex, &animationEnded); in decodeNextFrame()174 animationEnded = true; in decodeNextFrame()191 if (animationEnded) { in decodeNextFrame()199 if (animationEnded) { in decodeNextFrame()271 if (animationEnded) { in decodeNextFrame()
149 int SkAnimatedImage::computeNextFrame(int current, bool* animationEnded) { in computeNextFrame() argument150 SkASSERT(animationEnded != nullptr); in computeNextFrame()151 *animationEnded = false; in computeNextFrame()159 *animationEnded = true; in computeNextFrame()178 bool animationEnded = false; in decodeNextFrame() local179 int frameToDecode = this->computeNextFrame(fDisplayFrame.fIndex, &animationEnded); in decodeNextFrame()190 animationEnded = true; in decodeNextFrame()208 if (animationEnded) { in decodeNextFrame()217 if (animationEnded) { in decodeNextFrame()295 if (animationEnded) { in decodeNextFrame()
134 int computeNextFrame(int current, bool* animationEnded);
148 int computeNextFrame(int current, bool* animationEnded);