Index: Source/core/page/animation/AnimationBase.cpp |
diff --git a/Source/core/page/animation/AnimationBase.cpp b/Source/core/page/animation/AnimationBase.cpp |
index c355cf2ae5a797fd6e6e32d55636cc12b50861ab..574adc49d5f824b7255454d0999f1b4d77415b85 100644 |
--- a/Source/core/page/animation/AnimationBase.cpp |
+++ b/Source/core/page/animation/AnimationBase.cpp |
@@ -6,13 +6,13 @@ |
* are met: |
* |
* 1. Redistributions of source code must retain the above copyright |
- * notice, this list of conditions and the following disclaimer. |
+ * 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. |
+ * 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. |
+ * 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 |
@@ -123,7 +123,7 @@ void AnimationBase::updateStateMachine(AnimStateInput input, double param) |
if (input == AnimationStateInputPauseOverride) { |
if (m_animState == AnimationStateStartWaitResponse) { |
- // If we are in AnimationStateStartWaitResponse, the animation will get canceled before |
+ // 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()); |
@@ -222,7 +222,7 @@ void AnimationBase::updateStateMachine(AnimStateInput input, double param) |
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 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); |
@@ -258,7 +258,7 @@ void AnimationBase::updateStateMachine(AnimStateInput input, double param) |
onAnimationEnd(param); |
m_animState = AnimationStateDone; |
- |
+ |
if (m_object) { |
if (m_animation->fillsForwards()) |
m_animState = AnimationStateFillingForwards; |
@@ -296,7 +296,7 @@ void AnimationBase::updateStateMachine(AnimStateInput input, double param) |
// 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) |
@@ -327,10 +327,10 @@ void AnimationBase::updateStateMachine(AnimStateInput input, double param) |
} |
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; |
@@ -339,7 +339,7 @@ void AnimationBase::updateStateMachine(AnimStateInput input, double 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 |
@@ -352,7 +352,7 @@ void AnimationBase::updateStateMachine(AnimStateInput input, double param) |
break; |
} |
} |
- |
+ |
void AnimationBase::fireAnimationEventsIfNeeded() |
{ |
if (!m_compAnim) |
@@ -368,16 +368,16 @@ void AnimationBase::fireAnimationEventsIfNeeded() |
// 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 |
@@ -393,13 +393,13 @@ void AnimationBase::fireAnimationEventsIfNeeded() |
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); |
} |
@@ -415,27 +415,27 @@ void AnimationBase::updatePlayState(EAnimPlayState playState) |
// The state machine can be in one of two states: running, paused. |
// Set the state machine to the desired state. |
bool pause = playState == AnimPlayStatePaused || m_compAnim->suspended(); |
- |
+ |
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 |
+ // 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; |
} |
@@ -518,7 +518,7 @@ void AnimationBase::getTimeToNextEvent(double& time, bool& isLooping) const |
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(nextIterationTime > 0); |
@@ -527,7 +527,7 @@ void AnimationBase::getTimeToNextEvent(double& time, bool& isLooping) const |
// We are at the end |
isLooping = false; |
} |
- |
+ |
time = durationLeft; |
} |
@@ -538,7 +538,7 @@ void AnimationBase::goIntoEndingOrLoopingState() |
getTimeToNextEvent(t, isLooping); |
m_animState = isLooping ? AnimationStateLooping : AnimationStateEnding; |
} |
- |
+ |
void AnimationBase::freezeAtTime(double t) |
{ |
if (!m_compAnim) |