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Issue 2340923003: CC Animation: Rework iterations over players to use the range-based for loop. (Closed)
Patch Set: Rebase. Created 4 years, 2 months ago
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1 // Copyright 2015 The Chromium Authors. All rights reserved. 1 // Copyright 2015 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #include "cc/animation/element_animations.h" 5 #include "cc/animation/element_animations.h"
6 6
7 #include "cc/animation/animation_delegate.h" 7 #include "cc/animation/animation_delegate.h"
8 #include "cc/animation/animation_events.h" 8 #include "cc/animation/animation_events.h"
9 #include "cc/animation/animation_host.h" 9 #include "cc/animation/animation_host.h"
10 #include "cc/animation/animation_id_provider.h" 10 #include "cc/animation/animation_id_provider.h"
(...skipping 157 matching lines...) Expand 10 before | Expand all | Expand 10 after
168 EXPECT_EQ(element_animations, player2->element_animations()); 168 EXPECT_EQ(element_animations, player2->element_animations());
169 169
170 PushProperties(); 170 PushProperties();
171 GetImplTimelineAndPlayerByID(); 171 GetImplTimelineAndPlayerByID();
172 172
173 scoped_refptr<ElementAnimations> element_animations_impl = 173 scoped_refptr<ElementAnimations> element_animations_impl =
174 player_impl_->element_animations(); 174 player_impl_->element_animations();
175 EXPECT_TRUE(element_animations_impl); 175 EXPECT_TRUE(element_animations_impl);
176 176
177 int list_size_before = 0; 177 int list_size_before = 0;
178 ElementAnimations::PlayersList::Iterator it( 178 for (auto& player : element_animations_impl_->players_list()) {
179 &element_animations_impl_->players_list()); 179 EXPECT_TRUE(timeline_->GetPlayerById(player.id()));
180 AnimationPlayer* player;
181 while ((player = it.GetNext()) != nullptr) {
182 EXPECT_TRUE(timeline_->GetPlayerById(player->id()));
183 ++list_size_before; 180 ++list_size_before;
184 } 181 }
185 EXPECT_EQ(3, list_size_before); 182 EXPECT_EQ(3, list_size_before);
186 183
187 player2->DetachElement(); 184 player2->DetachElement();
188 EXPECT_FALSE(player2->element_animations()); 185 EXPECT_FALSE(player2->element_animations());
189 EXPECT_EQ(element_animations, player_->element_animations()); 186 EXPECT_EQ(element_animations, player_->element_animations());
190 EXPECT_EQ(element_animations, player1->element_animations()); 187 EXPECT_EQ(element_animations, player1->element_animations());
191 188
192 PushProperties(); 189 PushProperties();
193 EXPECT_EQ(element_animations_impl, player_impl_->element_animations()); 190 EXPECT_EQ(element_animations_impl, player_impl_->element_animations());
194 191
195 int list_size_after = 0; 192 int list_size_after = 0;
196 it = ElementAnimations::PlayersList::Iterator( 193 for (auto& player : element_animations_impl_->players_list()) {
197 &element_animations_impl_->players_list()); 194 EXPECT_TRUE(timeline_->GetPlayerById(player.id()));
198 while ((player = it.GetNext()) != nullptr) {
199 EXPECT_TRUE(timeline_->GetPlayerById(player->id()));
200 ++list_size_after; 195 ++list_size_after;
201 } 196 }
202 EXPECT_EQ(2, list_size_after); 197 EXPECT_EQ(2, list_size_after);
203 } 198 }
204 199
205 TEST_F(ElementAnimationsTest, SyncNewAnimation) { 200 TEST_F(ElementAnimationsTest, SyncNewAnimation) {
206 CreateTestLayer(true, false); 201 CreateTestLayer(true, false);
207 AttachTimelinePlayerLayer(); 202 AttachTimelinePlayerLayer();
208 CreateImplTimelineAndPlayer(); 203 CreateImplTimelineAndPlayer();
209 204
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3627 EXPECT_FALSE(player_->IsPotentiallyAnimatingProperty( 3622 EXPECT_FALSE(player_->IsPotentiallyAnimatingProperty(
3628 TargetProperty::OPACITY, ElementListType::ACTIVE)); 3623 TargetProperty::OPACITY, ElementListType::ACTIVE));
3629 EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY, 3624 EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY,
3630 ElementListType::PENDING)); 3625 ElementListType::PENDING));
3631 EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY, 3626 EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY,
3632 ElementListType::ACTIVE)); 3627 ElementListType::ACTIVE));
3633 } 3628 }
3634 3629
3635 } // namespace 3630 } // namespace
3636 } // namespace cc 3631 } // namespace cc
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