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

Issue 984153002: Fix template angle bracket syntax in animation (Closed) Base URL: https://chromium.googlesource.com/chromium/blink.git@master
Patch Set: Created 5 years, 9 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
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53 if (!visible && !m_timer.isActive()) { 53 if (!visible && !m_timer.isActive()) {
54 m_timer.startOneShot(0, FROM_HERE); 54 m_timer.startOneShot(0, FROM_HERE);
55 } 55 }
56 } 56 }
57 57
58 bool CompositorPendingAnimations::update(bool startOnCompositor) 58 bool CompositorPendingAnimations::update(bool startOnCompositor)
59 { 59 {
60 WillBeHeapVector<RawPtrWillBeMember<AnimationPlayer>> waitingForStartTime; 60 WillBeHeapVector<RawPtrWillBeMember<AnimationPlayer>> waitingForStartTime;
61 bool startedSynchronizedOnCompositor = false; 61 bool startedSynchronizedOnCompositor = false;
62 62
63 WillBeHeapVector<RefPtrWillBeMember<AnimationPlayer> > players; 63 WillBeHeapVector<RefPtrWillBeMember<AnimationPlayer>> players;
64 players.swap(m_pending); 64 players.swap(m_pending);
65 int compositorGroup = ++m_compositorGroup; 65 int compositorGroup = ++m_compositorGroup;
66 if (compositorGroup == 0) { 66 if (compositorGroup == 0) {
67 // Wrap around, skipping 0. 67 // Wrap around, skipping 0.
68 compositorGroup = ++m_compositorGroup; 68 compositorGroup = ++m_compositorGroup;
69 } 69 }
70 70
71 for (auto& player : players) { 71 for (auto& player : players) {
72 bool hadCompositorAnimation = player->hasActiveAnimationsOnCompositor(); 72 bool hadCompositorAnimation = player->hasActiveAnimationsOnCompositor();
73 player->preCommit(compositorGroup, startOnCompositor); 73 player->preCommit(compositorGroup, startOnCompositor);
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118 // If not, go ahead and start any animations that were waiting. 118 // If not, go ahead and start any animations that were waiting.
119 notifyCompositorAnimationStarted(monotonicallyIncreasingTime()); 119 notifyCompositorAnimationStarted(monotonicallyIncreasingTime());
120 120
121 ASSERT(m_pending.isEmpty()); 121 ASSERT(m_pending.isEmpty());
122 return false; 122 return false;
123 } 123 }
124 124
125 void CompositorPendingAnimations::notifyCompositorAnimationStarted(double monoto nicAnimationStartTime, int compositorGroup) 125 void CompositorPendingAnimations::notifyCompositorAnimationStarted(double monoto nicAnimationStartTime, int compositorGroup)
126 { 126 {
127 TRACE_EVENT0("blink", "CompositorPendingAnimations::notifyCompositorAnimatio nStarted"); 127 TRACE_EVENT0("blink", "CompositorPendingAnimations::notifyCompositorAnimatio nStarted");
128 WillBeHeapVector<RefPtrWillBeMember<AnimationPlayer> > players; 128 WillBeHeapVector<RefPtrWillBeMember<AnimationPlayer>> players;
129 players.swap(m_waitingForCompositorAnimationStart); 129 players.swap(m_waitingForCompositorAnimationStart);
130 130
131 for (auto player : players) { 131 for (auto player : players) {
132 if (player->hasStartTime() || player->playStateInternal() != AnimationPl ayer::Pending) { 132 if (player->hasStartTime() || player->playStateInternal() != AnimationPl ayer::Pending) {
133 // Already started or no longer relevant. 133 // Already started or no longer relevant.
134 continue; 134 continue;
135 } 135 }
136 if (compositorGroup && player->compositorGroup() != compositorGroup) { 136 if (compositorGroup && player->compositorGroup() != compositorGroup) {
137 // Still waiting. 137 // Still waiting.
138 m_waitingForCompositorAnimationStart.append(player); 138 m_waitingForCompositorAnimationStart.append(player);
139 continue; 139 continue;
140 } 140 }
141 player->notifyCompositorStartTime(monotonicAnimationStartTime - player-> timeline()->zeroTime()); 141 player->notifyCompositorStartTime(monotonicAnimationStartTime - player-> timeline()->zeroTime());
142 } 142 }
143 143
144 } 144 }
145 145
146 DEFINE_TRACE(CompositorPendingAnimations) 146 DEFINE_TRACE(CompositorPendingAnimations)
147 { 147 {
148 visitor->trace(m_pending); 148 visitor->trace(m_pending);
149 visitor->trace(m_waitingForCompositorAnimationStart); 149 visitor->trace(m_waitingForCompositorAnimationStart);
150 } 150 }
151 151
152 } // namespace 152 } // namespace
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