Index: Source/core/frame/animation/AnimationBase.cpp |
diff --git a/Source/core/frame/animation/AnimationBase.cpp b/Source/core/frame/animation/AnimationBase.cpp |
deleted file mode 100644 |
index 2ab62104e17a89fd97c157b2639a1d93f7932e97..0000000000000000000000000000000000000000 |
--- a/Source/core/frame/animation/AnimationBase.cpp |
+++ /dev/null |
@@ -1,585 +0,0 @@ |
-/* |
- * Copyright (C) 2007, 2008, 2009 Apple Inc. All rights reserved. |
- * |
- * Redistribution and use in source and binary forms, with or without |
- * modification, are permitted provided that the following conditions |
- * are met: |
- * |
- * 1. Redistributions of source code must retain the above copyright |
- * notice, this list of conditions and the following disclaimer. |
- * 2. Redistributions in binary form must reproduce the above copyright |
- * notice, this list of conditions and the following disclaimer in the |
- * documentation and/or other materials provided with the distribution. |
- * 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of |
- * its contributors may be used to endorse or promote products derived |
- * from this software without specific prior written permission. |
- * |
- * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY |
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
- * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY |
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF |
- * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
- */ |
- |
-#include "config.h" |
-#include "core/frame/animation/AnimationBase.h" |
- |
-#include "core/frame/animation/AnimationControllerPrivate.h" |
-#include "core/frame/animation/CompositeAnimation.h" |
-#include "core/rendering/RenderBox.h" |
-#include "platform/animation/AnimationUtilities.h" |
-#include "platform/animation/TimingFunction.h" |
-#include <algorithm> |
- |
-using namespace std; |
- |
-namespace WebCore { |
- |
-AnimationBase::AnimationBase(const CSSAnimationData* transition, RenderObject& renderer, CompositeAnimation* compAnim) |
- : m_animState(AnimationStateNew) |
- , m_isAccelerated(false) |
- , m_transformFunctionListValid(false) |
- , m_filterFunctionListsMatch(false) |
- , m_startTime(0) |
- , m_pauseTime(-1) |
- , m_requestedStartTime(0) |
- , m_totalDuration(-1) |
- , m_nextIterationDuration(-1) |
- , m_object(&renderer) |
- , m_animation(const_cast<CSSAnimationData*>(transition)) |
- , m_compAnim(compAnim) |
-{ |
- // Compute the total duration |
- if (m_animation->iterationCount() > 0) |
- m_totalDuration = m_animation->duration() * m_animation->iterationCount(); |
-} |
- |
-void AnimationBase::setNeedsStyleRecalc(Node* node) |
-{ |
- if (node) |
- node->setNeedsStyleRecalc(LocalStyleChange); |
-} |
- |
-double AnimationBase::duration() const |
-{ |
- return m_animation->duration(); |
-} |
- |
-bool AnimationBase::playStatePlaying() const |
-{ |
- return m_animation->playState() == AnimPlayStatePlaying; |
-} |
- |
-void AnimationBase::updateStateMachine(AnimStateInput input, double param) |
-{ |
- if (!m_compAnim) |
- return; |
- |
- // If we get AnimationStateInputRestartAnimation then we force a new animation, regardless of state. |
- if (input == AnimationStateInputMakeNew) { |
- if (m_animState == AnimationStateStartWaitStyleAvailable) |
- m_compAnim->animationController()->removeFromAnimationsWaitingForStyle(this); |
- m_animState = AnimationStateNew; |
- m_startTime = 0; |
- m_pauseTime = -1; |
- m_requestedStartTime = 0; |
- m_nextIterationDuration = -1; |
- endAnimation(); |
- return; |
- } |
- |
- if (input == AnimationStateInputRestartAnimation) { |
- if (m_animState == AnimationStateStartWaitStyleAvailable) |
- m_compAnim->animationController()->removeFromAnimationsWaitingForStyle(this); |
- m_animState = AnimationStateNew; |
- m_startTime = 0; |
- m_pauseTime = -1; |
- m_requestedStartTime = 0; |
- m_nextIterationDuration = -1; |
- endAnimation(); |
- |
- if (!paused()) |
- updateStateMachine(AnimationStateInputStartAnimation, -1); |
- return; |
- } |
- |
- if (input == AnimationStateInputEndAnimation) { |
- if (m_animState == AnimationStateStartWaitStyleAvailable) |
- m_compAnim->animationController()->removeFromAnimationsWaitingForStyle(this); |
- m_animState = AnimationStateDone; |
- endAnimation(); |
- return; |
- } |
- |
- if (input == AnimationStateInputPauseOverride) { |
- if (m_animState == AnimationStateStartWaitResponse) { |
- // If we are in AnimationStateStartWaitResponse, the animation will get canceled before |
- // we get a response, so move to the next state. |
- endAnimation(); |
- updateStateMachine(AnimationStateInputStartTimeSet, beginAnimationUpdateTime()); |
- } |
- return; |
- } |
- |
- if (input == AnimationStateInputResumeOverride) { |
- if (m_animState == AnimationStateLooping || m_animState == AnimationStateEnding) { |
- // Start the animation |
- startAnimation(beginAnimationUpdateTime() - m_startTime); |
- } |
- return; |
- } |
- |
- // Execute state machine |
- switch (m_animState) { |
- case AnimationStateNew: |
- ASSERT(input == AnimationStateInputStartAnimation || input == AnimationStateInputPlayStateRunning || input == AnimationStateInputPlayStatePaused); |
- if (input == AnimationStateInputStartAnimation || input == AnimationStateInputPlayStateRunning) { |
- m_requestedStartTime = beginAnimationUpdateTime(); |
- m_animState = AnimationStateStartWaitTimer; |
- } |
- break; |
- case AnimationStateStartWaitTimer: |
- ASSERT(input == AnimationStateInputStartTimerFired || input == AnimationStateInputPlayStatePaused); |
- |
- if (input == AnimationStateInputStartTimerFired) { |
- ASSERT(param >= 0); |
- // Start timer has fired, tell the animation to start and wait for it to respond with start time |
- m_animState = AnimationStateStartWaitStyleAvailable; |
- m_compAnim->animationController()->addToAnimationsWaitingForStyle(this); |
- |
- // Trigger a render so we can start the animation |
- if (m_object) |
- m_compAnim->animationController()->addNodeChangeToDispatch(m_object->node()); |
- } else { |
- ASSERT(!paused()); |
- // We're waiting for the start timer to fire and we got a pause. Cancel the timer, pause and wait |
- m_pauseTime = beginAnimationUpdateTime(); |
- m_animState = AnimationStatePausedWaitTimer; |
- } |
- break; |
- case AnimationStateStartWaitStyleAvailable: |
- ASSERT(input == AnimationStateInputStyleAvailable || input == AnimationStateInputPlayStatePaused); |
- |
- if (input == AnimationStateInputStyleAvailable) { |
- // Start timer has fired, tell the animation to start and wait for it to respond with start time |
- m_animState = AnimationStateStartWaitResponse; |
- |
- overrideAnimations(); |
- |
- // Start the animation |
- if (overridden()) { |
- m_animState = AnimationStateStartWaitResponse; |
- updateStateMachine(AnimationStateInputStartTimeSet, beginAnimationUpdateTime()); |
- } else { |
- double timeOffset = 0; |
- // If the value for 'animation-delay' is negative then the animation appears to have started in the past. |
- if (m_animation->delay() < 0) |
- timeOffset = -m_animation->delay(); |
- startAnimation(timeOffset); |
- m_compAnim->animationController()->addToAnimationsWaitingForStartTimeResponse(this, isAccelerated()); |
- } |
- } else { |
- // We're waiting for the style to be available and we got a pause. Pause and wait |
- m_pauseTime = beginAnimationUpdateTime(); |
- m_animState = AnimationStatePausedWaitStyleAvailable; |
- } |
- break; |
- case AnimationStateStartWaitResponse: |
- ASSERT(input == AnimationStateInputStartTimeSet || input == AnimationStateInputPlayStatePaused); |
- |
- if (input == AnimationStateInputStartTimeSet) { |
- ASSERT(param >= 0); |
- // We have a start time, set it, unless the startTime is already set |
- if (m_startTime <= 0) { |
- m_startTime = param; |
- // If the value for 'animation-delay' is negative then the animation appears to have started in the past. |
- if (m_animation->delay() < 0) |
- m_startTime += m_animation->delay(); |
- } |
- |
- // Now that we know the start time, fire the start event. |
- onAnimationStart(0); // The elapsedTime is 0. |
- |
- // Decide whether to go into looping or ending state |
- goIntoEndingOrLoopingState(); |
- |
- // Dispatch updateStyleIfNeeded so we can start the animation |
- if (m_object) |
- m_compAnim->animationController()->addNodeChangeToDispatch(m_object->node()); |
- } else { |
- // We are pausing while waiting for a start response. Cancel the animation and wait. When |
- // we unpause, we will act as though the start timer just fired |
- m_pauseTime = beginAnimationUpdateTime(); |
- pauseAnimation(beginAnimationUpdateTime() - m_startTime); |
- m_animState = AnimationStatePausedWaitResponse; |
- } |
- break; |
- case AnimationStateLooping: |
- ASSERT(input == AnimationStateInputLoopTimerFired || input == AnimationStateInputPlayStatePaused); |
- |
- if (input == AnimationStateInputLoopTimerFired) { |
- ASSERT(param >= 0); |
- // Loop timer fired, loop again or end. |
- onAnimationIteration(param); |
- |
- // Decide whether to go into looping or ending state |
- goIntoEndingOrLoopingState(); |
- } else { |
- // We are pausing while running. Cancel the animation and wait |
- m_pauseTime = beginAnimationUpdateTime(); |
- pauseAnimation(beginAnimationUpdateTime() - m_startTime); |
- m_animState = AnimationStatePausedRun; |
- } |
- break; |
- case AnimationStateEnding: |
-#if !LOG_DISABLED |
- if (input != AnimationStateInputEndTimerFired && input != AnimationStateInputPlayStatePaused) |
- WTF_LOG_ERROR("State is AnimationStateEnding, but input is not AnimationStateInputEndTimerFired or AnimationStateInputPlayStatePaused. It is %d.", input); |
-#endif |
- if (input == AnimationStateInputEndTimerFired) { |
- |
- ASSERT(param >= 0); |
- // End timer fired, finish up |
- onAnimationEnd(param); |
- |
- m_animState = AnimationStateDone; |
- |
- if (m_object) { |
- if (m_animation->fillsForwards()) |
- m_animState = AnimationStateFillingForwards; |
- else |
- resumeOverriddenAnimations(); |
- |
- // Fire off another style change so we can set the final value |
- m_compAnim->animationController()->addNodeChangeToDispatch(m_object->node()); |
- } |
- } else { |
- // We are pausing while running. Cancel the animation and wait |
- m_pauseTime = beginAnimationUpdateTime(); |
- pauseAnimation(beginAnimationUpdateTime() - m_startTime); |
- m_animState = AnimationStatePausedRun; |
- } |
- // |this| may be deleted here |
- break; |
- case AnimationStatePausedWaitTimer: |
- ASSERT(input == AnimationStateInputPlayStateRunning); |
- ASSERT(paused()); |
- // Update the times |
- m_startTime += beginAnimationUpdateTime() - m_pauseTime; |
- m_pauseTime = -1; |
- |
- // we were waiting for the start timer to fire, go back and wait again |
- m_animState = AnimationStateNew; |
- updateStateMachine(AnimationStateInputStartAnimation, 0); |
- break; |
- case AnimationStatePausedWaitResponse: |
- case AnimationStatePausedWaitStyleAvailable: |
- case AnimationStatePausedRun: |
- // We treat these two cases the same. The only difference is that, when we are in |
- // AnimationStatePausedWaitResponse, we don't yet have a valid startTime, so we send 0 to startAnimation. |
- // When the AnimationStateInputStartTimeSet comes in and we were in AnimationStatePausedRun, we will notice |
- // that we have already set the startTime and will ignore it. |
- ASSERT(input == AnimationStateInputPlayStateRunning || input == AnimationStateInputStartTimeSet || input == AnimationStateInputStyleAvailable); |
- ASSERT(paused()); |
- |
- if (input == AnimationStateInputPlayStateRunning) { |
- // Update the times |
- if (m_animState == AnimationStatePausedRun) |
- m_startTime += beginAnimationUpdateTime() - m_pauseTime; |
- else |
- m_startTime = 0; |
- m_pauseTime = -1; |
- |
- if (m_animState == AnimationStatePausedWaitStyleAvailable) |
- m_animState = AnimationStateStartWaitStyleAvailable; |
- else { |
- // We were either running or waiting for a begin time response from the animation. |
- // Either way we need to restart the animation (possibly with an offset if we |
- // had already been running) and wait for it to start. |
- m_animState = AnimationStateStartWaitResponse; |
- |
- // Start the animation |
- if (overridden()) { |
- updateStateMachine(AnimationStateInputStartTimeSet, beginAnimationUpdateTime()); |
- } else { |
- startAnimation(beginAnimationUpdateTime() - m_startTime); |
- m_compAnim->animationController()->addToAnimationsWaitingForStartTimeResponse(this, isAccelerated()); |
- } |
- } |
- break; |
- } |
- |
- if (input == AnimationStateInputStartTimeSet) { |
- ASSERT(m_animState == AnimationStatePausedWaitResponse); |
- |
- // We are paused but we got the callback that notifies us that an accelerated animation started. |
- // We ignore the start time and just move into the paused-run state. |
- m_animState = AnimationStatePausedRun; |
- ASSERT(m_startTime == 0); |
- m_startTime = param; |
- m_pauseTime += m_startTime; |
- break; |
- } |
- |
- ASSERT(m_animState == AnimationStatePausedWaitStyleAvailable); |
- // We are paused but we got the callback that notifies us that style has been updated. |
- // We move to the AnimationStatePausedWaitResponse state |
- m_animState = AnimationStatePausedWaitResponse; |
- overrideAnimations(); |
- break; |
- case AnimationStateFillingForwards: |
- case AnimationStateDone: |
- // We're done. Stay in this state until we are deleted |
- break; |
- } |
-} |
- |
-void AnimationBase::fireAnimationEventsIfNeeded() |
-{ |
- if (!m_compAnim) |
- return; |
- |
- // If we are waiting for the delay time to expire and it has, go to the next state |
- if (m_animState != AnimationStateStartWaitTimer && m_animState != AnimationStateLooping && m_animState != AnimationStateEnding) |
- return; |
- |
- // We have to make sure to keep a ref to the this pointer, because it could get destroyed |
- // during an animation callback that might get called. Since the owner is a CompositeAnimation |
- // and it ref counts this object, we will keep a ref to that instead. That way the AnimationBase |
- // can still access the resources of its CompositeAnimation as needed. |
- RefPtr<AnimationBase> protector(this); |
- RefPtr<CompositeAnimation> compProtector(m_compAnim); |
- |
- // Check for start timeout |
- if (m_animState == AnimationStateStartWaitTimer) { |
- if (beginAnimationUpdateTime() - m_requestedStartTime >= m_animation->delay()) |
- updateStateMachine(AnimationStateInputStartTimerFired, 0); |
- return; |
- } |
- |
- double elapsedDuration = getElapsedTime(); |
- |
- // Check for end timeout |
- if (m_totalDuration >= 0 && elapsedDuration >= m_totalDuration) { |
- // We may still be in AnimationStateLooping if we've managed to skip a |
- // whole iteration, in which case we should jump to the end state. |
- m_animState = AnimationStateEnding; |
- |
- // Fire an end event |
- updateStateMachine(AnimationStateInputEndTimerFired, m_totalDuration); |
- } else { |
- // Check for iteration timeout |
- if (m_nextIterationDuration < 0) { |
- // Hasn't been set yet, set it |
- double durationLeft = m_animation->duration() - fmod(elapsedDuration, m_animation->duration()); |
- m_nextIterationDuration = elapsedDuration + durationLeft; |
- } |
- |
- if (elapsedDuration >= m_nextIterationDuration) { |
- // Set to the next iteration |
- double previous = m_nextIterationDuration; |
- double durationLeft = m_animation->duration() - fmod(elapsedDuration, m_animation->duration()); |
- m_nextIterationDuration = elapsedDuration + durationLeft; |
- |
- // Send the event |
- updateStateMachine(AnimationStateInputLoopTimerFired, previous); |
- } |
- } |
-} |
- |
-void AnimationBase::updatePlayState(EAnimPlayState playState) |
-{ |
- if (!m_compAnim) |
- return; |
- |
- // Set the state machine to the desired state. |
- bool pause = playState == AnimPlayStatePaused; |
- |
- if (pause == paused() && !isNew()) |
- return; |
- |
- updateStateMachine(pause ? AnimationStateInputPlayStatePaused : AnimationStateInputPlayStateRunning, -1); |
-} |
- |
-double AnimationBase::timeToNextService() |
-{ |
- // Returns the time at which next service is required. -1 means no service is required. 0 means |
- // service is required now, and > 0 means service is required that many seconds in the future. |
- if (paused() || isNew() || m_animState == AnimationStateFillingForwards) |
- return -1; |
- |
- if (m_animState == AnimationStateStartWaitTimer) { |
- double timeFromNow = m_animation->delay() - (beginAnimationUpdateTime() - m_requestedStartTime); |
- return max(timeFromNow, 0.0); |
- } |
- |
- fireAnimationEventsIfNeeded(); |
- |
- // In all other cases, we need service right away. |
- return 0; |
-} |
- |
-// Compute the fractional time, taking into account direction. |
-// There is no need to worry about iterations, we assume that we would have |
-// short circuited above if we were done. |
- |
-double AnimationBase::fractionalTime(double scale, double elapsedTime, double offset) const |
-{ |
- double fractionalTime = m_animation->duration() ? (elapsedTime / m_animation->duration()) : 1; |
- // FIXME: startTime can be before the current animation "frame" time. This is to sync with the frame time |
- // concept in AnimationTimeController. So we need to somehow sync the two. Until then, the possible |
- // error is small and will probably not be noticeable. Until we fix this, remove the assert. |
- // https://bugs.webkit.org/show_bug.cgi?id=52037 |
- // ASSERT(fractionalTime >= 0); |
- if (fractionalTime < 0) |
- fractionalTime = 0; |
- |
- int integralTime = static_cast<int>(fractionalTime); |
- const int integralIterationCount = static_cast<int>(m_animation->iterationCount()); |
- const bool iterationCountHasFractional = m_animation->iterationCount() - integralIterationCount; |
- if (m_animation->iterationCount() != CSSAnimationData::IterationCountInfinite && !iterationCountHasFractional) |
- integralTime = min(integralTime, integralIterationCount - 1); |
- |
- fractionalTime -= integralTime; |
- |
- // Thie method can be called with an elapsedTime which very slightly |
- // exceeds the end of the animation. In this case, clamp the |
- // fractionalTime. |
- if (fractionalTime > 1) |
- fractionalTime = 1; |
- ASSERT(fractionalTime >= 0 && fractionalTime <= 1); |
- |
- if (((m_animation->direction() == CSSAnimationData::AnimationDirectionAlternate) && (integralTime & 1)) |
- || ((m_animation->direction() == CSSAnimationData::AnimationDirectionAlternateReverse) && !(integralTime & 1)) |
- || m_animation->direction() == CSSAnimationData::AnimationDirectionReverse) |
- fractionalTime = 1 - fractionalTime; |
- |
- fractionalTime -= offset; |
- // Note that if fractionalTime == 0 here, scale may be infinity, but in |
- // this case we don't need to apply scale anyway. |
- if (scale != 1.0 && fractionalTime) { |
- ASSERT(scale >= 0 && !std::isinf(scale)); |
- fractionalTime *= scale; |
- } |
- |
- ASSERT(fractionalTime >= 0 && fractionalTime <= 1); |
- return fractionalTime; |
-} |
- |
-double AnimationBase::progress(double scale, double offset, const TimingFunction* timingFunction) const |
-{ |
- if (preActive()) |
- return 0; |
- |
- double dur = m_animation->duration(); |
- if (m_animation->iterationCount() > 0) |
- dur *= m_animation->iterationCount(); |
- |
- if (postActive() || !m_animation->duration()) |
- return 1.0; |
- |
- double elapsedTime = getElapsedTime(); |
- if (m_animation->iterationCount() > 0 && elapsedTime >= dur) { |
- const int integralIterationCount = static_cast<int>(m_animation->iterationCount()); |
- const bool iterationCountHasFractional = m_animation->iterationCount() - integralIterationCount; |
- return (integralIterationCount % 2 || iterationCountHasFractional) ? 1.0 : 0.0; |
- } |
- |
- const double fractionalTime = this->fractionalTime(scale, elapsedTime, offset); |
- |
- if (!timingFunction) |
- timingFunction = m_animation->timingFunction(); |
- |
- return timingFunction->evaluate(fractionalTime, accuracyForDuration(m_animation->duration())); |
-} |
- |
-void AnimationBase::getTimeToNextEvent(double& time, bool& isLooping) const |
-{ |
- if (postActive()) { |
- time = -1; |
- isLooping = false; |
- return; |
- } |
- |
- // Decide when the end or loop event needs to fire |
- const double elapsedDuration = getElapsedTime(); |
- double durationLeft = 0; |
- double nextIterationTime = m_totalDuration; |
- |
- if (m_totalDuration < 0 || elapsedDuration < m_totalDuration) { |
- durationLeft = m_animation->duration() > 0 ? (m_animation->duration() - fmod(elapsedDuration, m_animation->duration())) : 0; |
- nextIterationTime = elapsedDuration + durationLeft; |
- } |
- |
- if (m_totalDuration < 0 || nextIterationTime < m_totalDuration) { |
- // We are not at the end yet |
- ASSERT(m_totalDuration < 0 || nextIterationTime > 0); |
- isLooping = true; |
- } else { |
- // We are at the end |
- isLooping = false; |
- } |
- |
- time = durationLeft; |
-} |
- |
-void AnimationBase::goIntoEndingOrLoopingState() |
-{ |
- double t; |
- bool isLooping; |
- getTimeToNextEvent(t, isLooping); |
- m_animState = isLooping ? AnimationStateLooping : AnimationStateEnding; |
-} |
- |
-void AnimationBase::freezeAtTime(double t) |
-{ |
- if (!m_compAnim) |
- return; |
- |
- if (!m_startTime) { |
- // If we haven't started yet, make it as if we started. |
- m_animState = AnimationStateStartWaitResponse; |
- onAnimationStartResponse(beginAnimationUpdateTime()); |
- } |
- |
- ASSERT(m_startTime); // if m_startTime is zero, we haven't started yet, so we'll get a bad pause time. |
- if (t <= m_animation->delay()) |
- m_pauseTime = m_startTime; |
- else |
- m_pauseTime = m_startTime + t - m_animation->delay(); |
- |
- // It is possible that m_isAccelerated is true and m_object->compositingState() is NotComposited, because of style change. |
- // So, both conditions need to be checked. |
- if (m_object && m_object->compositingState() == PaintsIntoOwnBacking && isAccelerated()) |
- pauseAnimation(t); |
-} |
- |
-double AnimationBase::beginAnimationUpdateTime() const |
-{ |
- if (!m_compAnim) |
- return 0; |
- |
- return m_compAnim->animationController()->beginAnimationUpdateTime(); |
-} |
- |
-double AnimationBase::getElapsedTime() const |
-{ |
- ASSERT(!postActive()); |
- if (paused()) |
- return m_pauseTime - m_startTime; |
- if (m_startTime <= 0) |
- return 0; |
- |
- double elapsedTime = beginAnimationUpdateTime() - m_startTime; |
- // It's possible for the start time to be ahead of the last update time |
- // if the compositor has just sent notification for the start of an |
- // accelerated animation. |
- return max(elapsedTime, 0.0); |
-} |
- |
-} // namespace WebCore |