Index: cc/CCLayerAnimationController.cpp |
=================================================================== |
--- cc/CCLayerAnimationController.cpp (revision 161134) |
+++ cc/CCLayerAnimationController.cpp (working copy) |
@@ -26,9 +26,9 @@ |
{ |
} |
-scoped_ptr<CCLayerAnimationController> CCLayerAnimationController::create(CCLayerAnimationControllerClient* client) |
+PassOwnPtr<CCLayerAnimationController> CCLayerAnimationController::create(CCLayerAnimationControllerClient* client) |
{ |
- return make_scoped_ptr(new CCLayerAnimationController(client)); |
+ return adoptPtr(new CCLayerAnimationController(client)); |
} |
void CCLayerAnimationController::pauseAnimation(int animationId, double timeOffset) |
@@ -108,9 +108,9 @@ |
startAnimationsWaitingForTargetAvailability(monotonicTime, events); |
} |
-void CCLayerAnimationController::addAnimation(scoped_ptr<CCActiveAnimation> animation) |
+void CCLayerAnimationController::addAnimation(PassOwnPtr<CCActiveAnimation> animation) |
{ |
- m_activeAnimations.append(animation.Pass()); |
+ m_activeAnimations.append(animation); |
} |
CCActiveAnimation* CCLayerAnimationController::getActiveAnimation(int groupId, CCActiveAnimation::TargetProperty targetProperty) const |
@@ -183,9 +183,9 @@ |
// The new animation should be set to run as soon as possible. |
CCActiveAnimation::RunState initialRunState = CCActiveAnimation::WaitingForTargetAvailability; |
double startTime = 0; |
- scoped_ptr<CCActiveAnimation> toAdd(m_activeAnimations[i]->cloneAndInitialize(CCActiveAnimation::ControllingInstance, initialRunState, startTime)); |
+ OwnPtr<CCActiveAnimation> toAdd(m_activeAnimations[i]->cloneAndInitialize(CCActiveAnimation::ControllingInstance, initialRunState, startTime)); |
ASSERT(!toAdd->needsSynchronizedStartTime()); |
- controllerImpl->addAnimation(toAdd.Pass()); |
+ controllerImpl->addAnimation(toAdd.release()); |
} |
} |
@@ -348,17 +348,17 @@ |
{ |
controllerImpl->m_activeAnimations.clear(); |
for (size_t i = 0; i < m_activeAnimations.size(); ++i) { |
- scoped_ptr<CCActiveAnimation> toAdd; |
+ OwnPtr<CCActiveAnimation> toAdd; |
if (m_activeAnimations[i]->needsSynchronizedStartTime()) { |
// We haven't received an animation started notification yet, so it |
// is important that we add it in a 'waiting' and not 'running' state. |
CCActiveAnimation::RunState initialRunState = CCActiveAnimation::WaitingForTargetAvailability; |
double startTime = 0; |
- toAdd = m_activeAnimations[i]->cloneAndInitialize(CCActiveAnimation::ControllingInstance, initialRunState, startTime).Pass(); |
+ toAdd = m_activeAnimations[i]->cloneAndInitialize(CCActiveAnimation::ControllingInstance, initialRunState, startTime); |
} else |
- toAdd = m_activeAnimations[i]->clone(CCActiveAnimation::ControllingInstance).Pass(); |
+ toAdd = m_activeAnimations[i]->clone(CCActiveAnimation::ControllingInstance); |
- controllerImpl->addAnimation(toAdd.Pass()); |
+ controllerImpl->addAnimation(toAdd.release()); |
} |
} |