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Unified Diff: Source/core/page/animation/AnimationBase.cpp

Issue 20294002: Fix trailing whitespace in .cpp, .h, and .idl files (Closed) Base URL: svn://svn.chromium.org/blink/trunk
Patch Set: Rebased Created 7 years, 5 months ago
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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)
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