Index: Source/core/svg/animation/SVGSMILElement.cpp |
diff --git a/Source/core/svg/animation/SVGSMILElement.cpp b/Source/core/svg/animation/SVGSMILElement.cpp |
index 719cd493840b94a7801b10273ec43467b5cb4cea..e861da6ec2440e7350feface02e0ff7b80bfd56d 100644 |
--- a/Source/core/svg/animation/SVGSMILElement.cpp |
+++ b/Source/core/svg/animation/SVGSMILElement.cpp |
@@ -943,6 +943,13 @@ SMILTime SVGSMILElement::nextProgressTime() const |
void SVGSMILElement::beginListChanged(SMILTime eventTime) |
{ |
+ if (!m_isWaitingForFirstInterval && m_activeState != Active && this->restart() == RestartNever) { |
fs
2015/05/04 14:46:52
This will naturally fall into the else-branch belo
Shanmuga Pandi
2015/05/04 15:21:31
Yes. If animation is currently active, m_nextProg
fs
2015/05/04 15:37:11
...which will depend on what findInstanceTime() re
Shanmuga Pandi
2015/05/05 06:53:26
When I checked with sample test case, findInstance
|
+ m_nextProgressTime = SMILTime::unresolved(); |
+ m_interval.begin = SMILTime::unresolved(); |
+ m_interval.end = SMILTime::unresolved(); |
+ return; |
+ } |
+ |
if (m_isWaitingForFirstInterval) |
resolveFirstInterval(); |
else { |