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Side by Side Diff: Source/core/animation/TimedItem.cpp

Issue 28263002: Plumb timeToNextEffect through players and animation (Closed) Base URL: https://chromium.googlesource.com/chromium/blink.git@master
Patch Set: Created 7 years, 2 months ago
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1 /* 1 /*
2 * Copyright (C) 2013 Google Inc. All rights reserved. 2 * Copyright (C) 2013 Google Inc. All rights reserved.
3 * 3 *
4 * Redistribution and use in source and binary forms, with or without 4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions are 5 * modification, are permitted provided that the following conditions are
6 * met: 6 * met:
7 * 7 *
8 * * Redistributions of source code must retain the above copyright 8 * * Redistributions of source code must retain the above copyright
9 * notice, this list of conditions and the following disclaimer. 9 * notice, this list of conditions and the following disclaimer.
10 * * Redistributions in binary form must reproduce the above 10 * * Redistributions in binary form must reproduce the above
(...skipping 82 matching lines...) Expand 10 before | Expand all | Expand 10 after
93 m_calculated.activeDuration = activeDuration; 93 m_calculated.activeDuration = activeDuration;
94 m_calculated.timeFraction = timeFraction; 94 m_calculated.timeFraction = timeFraction;
95 95
96 const Phase previousPhase = m_calculated.phase; 96 const Phase previousPhase = m_calculated.phase;
97 const bool wasInEffect = m_calculated.isInEffect; 97 const bool wasInEffect = m_calculated.isInEffect;
98 m_calculated.phase = currentPhase; 98 m_calculated.phase = currentPhase;
99 m_calculated.isInEffect = !isNull(activeTime); 99 m_calculated.isInEffect = !isNull(activeTime);
100 m_calculated.isInPlay = phase() == PhaseActive && (!m_parent || m_parent->is InPlay()); 100 m_calculated.isInPlay = phase() == PhaseActive && (!m_parent || m_parent->is InPlay());
101 m_calculated.isCurrent = phase() == PhaseBefore || isInPlay() || (m_parent & & m_parent->isCurrent()); 101 m_calculated.isCurrent = phase() == PhaseBefore || isInPlay() || (m_parent & & m_parent->isCurrent());
102 102
103 m_calculated.timeToEffectChange = calculateTimeToEffectChange(localTime, m_s tartTime + m_specified.startDelay, m_calculated.phase);
104
103 // This logic is specific to CSS animation events and assumes that all 105 // This logic is specific to CSS animation events and assumes that all
104 // animations start after the DocumentTimeline has started. 106 // animations start after the DocumentTimeline has started.
105 if (m_eventDelegate && (m_isFirstSample || previousPhase != phase() || (phas e() == PhaseActive && previousIteration != currentIteration))) 107 if (m_eventDelegate && (m_isFirstSample || previousPhase != phase() || (phas e() == PhaseActive && previousIteration != currentIteration)))
106 m_eventDelegate->onEventCondition(this, m_isFirstSample, previousPhase, previousIteration); 108 m_eventDelegate->onEventCondition(this, m_isFirstSample, previousPhase, previousIteration);
107 m_isFirstSample = false; 109 m_isFirstSample = false;
108 110
109 // FIXME: This probably shouldn't be recursive. 111 // FIXME: This probably shouldn't be recursive.
110 updateChildrenAndEffects(wasInEffect); 112 updateChildrenAndEffects(wasInEffect);
111 } 113 }
112 114
113 } // namespace WebCore 115 } // namespace WebCore
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