| Index: Source/core/animation/css/CSSAnimations.h
|
| diff --git a/Source/core/animation/css/CSSAnimations.h b/Source/core/animation/css/CSSAnimations.h
|
| index f59b8f6c8cbcd5301805adead5e8f513b985dba2..5b5ecf1bd9bae80a2459446b0b23594c0d5cbf36 100644
|
| --- a/Source/core/animation/css/CSSAnimations.h
|
| +++ b/Source/core/animation/css/CSSAnimations.h
|
| @@ -60,28 +60,32 @@ private:
|
|
|
| class CSSAnimationUpdate FINAL {
|
| public:
|
| - void startAnimation(AtomicString& animationName, PassRefPtr<InertAnimation> animation)
|
| + void startAnimation(AtomicString& animationName, const HashSet<RefPtr<InertAnimation> >& animations)
|
| {
|
| NewAnimation newAnimation;
|
| newAnimation.name = animationName;
|
| - newAnimation.animation = animation;
|
| + newAnimation.animations = animations;
|
| m_newAnimations.append(newAnimation);
|
| }
|
| // Returns whether player has been cancelled and should be filtered during style application.
|
| bool isCancelled(const Player* player) const { return m_cancelledAnimationPlayers.contains(player); }
|
| - void cancelAnimation(const AtomicString& name, const Player* player)
|
| + void cancelAnimation(const AtomicString& name, const HashSet<RefPtr<Player> >& players)
|
| {
|
| m_cancelledAnimationNames.append(name);
|
| - m_cancelledAnimationPlayers.add(player);
|
| + for (HashSet<RefPtr<Player> >::const_iterator iter = players.begin(); iter != players.end(); ++iter)
|
| + m_cancelledAnimationPlayers.add(iter->get());
|
| }
|
| struct NewAnimation {
|
| AtomicString name;
|
| - RefPtr<InertAnimation> animation;
|
| + HashSet<RefPtr<InertAnimation> > animations;
|
| };
|
| const Vector<NewAnimation>& newAnimations() const { return m_newAnimations; }
|
| const Vector<AtomicString>& cancelledAnimationNames() const { return m_cancelledAnimationNames; }
|
| private:
|
| - // Order is significant since it defines the order in which new animations will be started.
|
| + // Order is significant since it defines the order in which new animations
|
| + // will be started. Note that there may be multiple animations present
|
| + // with the same name, due to the way in which we split up animations with
|
| + // incomplete keyframes.
|
| Vector<NewAnimation> m_newAnimations;
|
| Vector<AtomicString> m_cancelledAnimationNames;
|
| HashSet<const Player*> m_cancelledAnimationPlayers;
|
| @@ -97,7 +101,11 @@ public:
|
| bool isEmpty() const { return m_animations.isEmpty() && !m_pendingUpdate; }
|
| void cancel();
|
| private:
|
| - typedef HashMap<AtomicString, RefPtr<Player> > AnimationMap;
|
| + // Note that a single animation name may map to multiple players due to
|
| + // the way in which we split up animations with incomplete keyframes.
|
| + // FIXME: Once the Web Animations model supports groups, we could use a
|
| + // ParGroup to drive multiple animations from a single Player.
|
| + typedef HashMap<AtomicString, HashSet<RefPtr<Player> > > AnimationMap;
|
| AnimationMap m_animations;
|
| OwnPtr<CSSAnimationUpdate> m_pendingUpdate;
|
| class EventDelegate FINAL : public TimedItem::EventDelegate {
|
|
|