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Side by Side Diff: Source/WebCore/page/animation/AnimationBase.cpp

Issue 10696154: Merge 120639 (Closed) Base URL: http://svn.webkit.org/repository/webkit/branches/chromium/1180/
Patch Set: Created 8 years, 5 months ago
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1 /* 1 /*
2 * Copyright (C) 2007, 2008, 2009 Apple Inc. All rights reserved. 2 * Copyright (C) 2007, 2008, 2009 Apple 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 5 * modification, are permitted provided that the following conditions
6 * are met: 6 * are met:
7 * 7 *
8 * 1. Redistributions of source code must retain the above copyright 8 * 1. 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 * 2. Redistributions in binary form must reproduce the above copyright 10 * 2. Redistributions in binary form must reproduce the above copyright
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184 ASSERT(input == AnimationStateInputStartTimerFired || input == Anima tionStateInputPlayStatePaused); 184 ASSERT(input == AnimationStateInputStartTimerFired || input == Anima tionStateInputPlayStatePaused);
185 185
186 if (input == AnimationStateInputStartTimerFired) { 186 if (input == AnimationStateInputStartTimerFired) {
187 ASSERT(param >= 0); 187 ASSERT(param >= 0);
188 // Start timer has fired, tell the animation to start and wait f or it to respond with start time 188 // Start timer has fired, tell the animation to start and wait f or it to respond with start time
189 m_animState = AnimationStateStartWaitStyleAvailable; 189 m_animState = AnimationStateStartWaitStyleAvailable;
190 m_compAnim->animationController()->addToAnimationsWaitingForStyl e(this); 190 m_compAnim->animationController()->addToAnimationsWaitingForStyl e(this);
191 191
192 // Trigger a render so we can start the animation 192 // Trigger a render so we can start the animation
193 if (m_object) 193 if (m_object)
194 m_compAnim->animationController()->addNodeChangeToDispatch(m _object->styledGeneratingNode()); 194 m_compAnim->animationController()->addNodeChangeToDispatch(m _object->node());
195 } else { 195 } else {
196 ASSERT(!paused()); 196 ASSERT(!paused());
197 // We're waiting for the start timer to fire and we got a pause. Cancel the timer, pause and wait 197 // We're waiting for the start timer to fire and we got a pause. Cancel the timer, pause and wait
198 m_pauseTime = beginAnimationUpdateTime(); 198 m_pauseTime = beginAnimationUpdateTime();
199 m_animState = AnimationStatePausedWaitTimer; 199 m_animState = AnimationStatePausedWaitTimer;
200 } 200 }
201 break; 201 break;
202 case AnimationStateStartWaitStyleAvailable: 202 case AnimationStateStartWaitStyleAvailable:
203 ASSERT(input == AnimationStateInputStyleAvailable || input == Animat ionStateInputPlayStatePaused); 203 ASSERT(input == AnimationStateInputStyleAvailable || input == Animat ionStateInputPlayStatePaused);
204 204
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245 } 245 }
246 246
247 // Now that we know the start time, fire the start event. 247 // Now that we know the start time, fire the start event.
248 onAnimationStart(0); // The elapsedTime is 0. 248 onAnimationStart(0); // The elapsedTime is 0.
249 249
250 // Decide whether to go into looping or ending state 250 // Decide whether to go into looping or ending state
251 goIntoEndingOrLoopingState(); 251 goIntoEndingOrLoopingState();
252 252
253 // Dispatch updateStyleIfNeeded so we can start the animation 253 // Dispatch updateStyleIfNeeded so we can start the animation
254 if (m_object) 254 if (m_object)
255 m_compAnim->animationController()->addNodeChangeToDispatch(m _object->styledGeneratingNode()); 255 m_compAnim->animationController()->addNodeChangeToDispatch(m _object->node());
256 } else { 256 } else {
257 // We are pausing while waiting for a start response. Cancel the animation and wait. When 257 // We are pausing while waiting for a start response. Cancel the animation and wait. When
258 // we unpause, we will act as though the start timer just fired 258 // we unpause, we will act as though the start timer just fired
259 m_pauseTime = beginAnimationUpdateTime(); 259 m_pauseTime = beginAnimationUpdateTime();
260 pauseAnimation(beginAnimationUpdateTime() - m_startTime); 260 pauseAnimation(beginAnimationUpdateTime() - m_startTime);
261 m_animState = AnimationStatePausedWaitResponse; 261 m_animState = AnimationStatePausedWaitResponse;
262 } 262 }
263 break; 263 break;
264 case AnimationStateLooping: 264 case AnimationStateLooping:
265 ASSERT(input == AnimationStateInputLoopTimerFired || input == Animat ionStateInputPlayStatePaused); 265 ASSERT(input == AnimationStateInputLoopTimerFired || input == Animat ionStateInputPlayStatePaused);
(...skipping 25 matching lines...) Expand all
291 291
292 m_animState = AnimationStateDone; 292 m_animState = AnimationStateDone;
293 293
294 if (m_object) { 294 if (m_object) {
295 if (m_animation->fillsForwards()) 295 if (m_animation->fillsForwards())
296 m_animState = AnimationStateFillingForwards; 296 m_animState = AnimationStateFillingForwards;
297 else 297 else
298 resumeOverriddenAnimations(); 298 resumeOverriddenAnimations();
299 299
300 // Fire off another style change so we can set the final val ue 300 // Fire off another style change so we can set the final val ue
301 m_compAnim->animationController()->addNodeChangeToDispatch(m _object->styledGeneratingNode()); 301 m_compAnim->animationController()->addNodeChangeToDispatch(m _object->node());
302 } 302 }
303 } else { 303 } else {
304 // We are pausing while running. Cancel the animation and wait 304 // We are pausing while running. Cancel the animation and wait
305 m_pauseTime = beginAnimationUpdateTime(); 305 m_pauseTime = beginAnimationUpdateTime();
306 pauseAnimation(beginAnimationUpdateTime() - m_startTime); 306 pauseAnimation(beginAnimationUpdateTime() - m_startTime);
307 m_animState = AnimationStatePausedRun; 307 m_animState = AnimationStatePausedRun;
308 } 308 }
309 // |this| may be deleted here 309 // |this| may be deleted here
310 break; 310 break;
311 case AnimationStatePausedWaitTimer: 311 case AnimationStatePausedWaitTimer:
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633 { 633 {
634 // FIXME: implement this method 634 // FIXME: implement this method
635 } 635 }
636 636
637 void AnimationBase::pause() 637 void AnimationBase::pause()
638 { 638 {
639 // FIXME: implement this method 639 // FIXME: implement this method
640 } 640 }
641 641
642 } // namespace WebCore 642 } // namespace WebCore
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