Chromium Code Reviews| Index: Source/core/animation/SampledEffect.h |
| diff --git a/Source/core/animation/SampledEffect.h b/Source/core/animation/SampledEffect.h |
| index 3958636cf922d08834fb88f10ceecca9e75c64af..3bf6d09d5be3fdbe9120a4cd373e83e9885ab8f7 100644 |
| --- a/Source/core/animation/SampledEffect.h |
| +++ b/Source/core/animation/SampledEffect.h |
| @@ -13,11 +13,11 @@ |
| namespace WebCore { |
| -class SampledEffect { |
| +class SampledEffect : public NoBaseWillBeGarbageCollected<SampledEffect> { |
| public: |
| - static PassOwnPtr<SampledEffect> create(Animation* animation, PassOwnPtrWillBeRawPtr<WillBeHeapVector<RefPtrWillBeMember<Interpolation> > > interpolations) |
| + static PassOwnPtrWillBeRawPtr<SampledEffect> create(Animation* animation, PassOwnPtrWillBeRawPtr<WillBeHeapVector<RefPtrWillBeMember<Interpolation> > > interpolations) |
| { |
| - return adoptPtr(new SampledEffect(animation, interpolations)); |
| + return adoptPtrWillBeNoop(new SampledEffect(animation, interpolations)); |
| } |
| bool canChange() const; |
| @@ -32,14 +32,14 @@ public: |
| void removeReplacedInterpolationsIfNeeded(const BitArray<numCSSProperties>&); |
| + void trace(Visitor*); |
| + |
| private: |
| SampledEffect(Animation*, PassOwnPtrWillBeRawPtr<WillBeHeapVector<RefPtrWillBeMember<Interpolation> > >); |
| - // When Animation and AnimationPlayer are moved to Oilpan, we won't need a |
| - // handle on the player and should only keep a weak pointer to the animation. |
| - RefPtr<AnimationPlayer> m_player; |
| - Animation* m_animation; |
| - OwnPtrWillBePersistent<WillBeHeapVector<RefPtrWillBeMember<Interpolation> > > m_interpolations; |
| + RefPtrWillBeWeakMember<AnimationPlayer> m_player; |
|
Mads Ager (chromium)
2014/05/15 08:36:54
Instead of making this a WeakMember you can comple
haraken
2014/05/16 07:41:22
Done.
|
| + RawPtrWillBeWeakMember<Animation> m_animation; |
| + OwnPtrWillBeMember<WillBeHeapVector<RefPtrWillBeMember<Interpolation> > > m_interpolations; |
| AnimationPlayer::SortInfo m_playerSortInfo; |
| Animation::Priority m_priority; |
| }; |