Ejemplo n.º 1
0
void CompositeAnimation::resetTransitions(RenderObject* renderer)
{
    CSSPropertyTransitionsMap::const_iterator end = m_transitions.end();
    for (CSSPropertyTransitionsMap::const_iterator it = m_transitions.begin(); it != end; ++it) {
        ImplicitAnimation*  transition = it->second;
        transition->reset(renderer);
        delete transition;
    }
    m_transitions.clear();
}
Ejemplo n.º 2
0
void CompositeAnimation::cleanupFinishedAnimations(RenderObject* renderer)
{
    if (suspended())
        return;
    
    // Make a list of transitions to be deleted
    Vector<int> finishedTransitions;
    CSSPropertyTransitionsMap::const_iterator end = m_transitions.end();

    for (CSSPropertyTransitionsMap::const_iterator it = m_transitions.begin(); it != end; ++it) {
        ImplicitAnimation* anim = it->second;
        if (!anim)
            continue;
        if (anim->postActive() && !anim->waitingForEndEvent())
            finishedTransitions.append(anim->animatingProperty());
    }
    
    // Delete them
    for (Vector<int>::iterator it = finishedTransitions.begin(); it != finishedTransitions.end(); ++it) {
        ImplicitAnimation* anim = m_transitions.get(*it);
        if (anim) {
            anim->reset(renderer);
            delete anim;
        }
        m_transitions.remove(*it);
    }

    // Make a list of animations to be deleted
    Vector<AtomicStringImpl*> finishedAnimations;
    AnimationNameMap::const_iterator kfend = m_keyframeAnimations.end();

    for (AnimationNameMap::const_iterator it = m_keyframeAnimations.begin(); it != kfend; ++it) {
        KeyframeAnimation* anim = it->second;
        if (!anim)
            continue;
        if (anim->postActive() && !anim->waitingForEndEvent())
            finishedAnimations.append(anim->name().impl());
    }
    
    // delete them
    for (Vector<AtomicStringImpl*>::iterator it = finishedAnimations.begin(); it != finishedAnimations.end(); ++it) {
        KeyframeAnimation* kfanim = m_keyframeAnimations.get(*it);
        if (kfanim) {
            kfanim->reset(renderer);
            delete kfanim;
        }
        m_keyframeAnimations.remove(*it);
    }
}
Ejemplo n.º 3
0
void CompositeAnimation::updateTransitions(RenderObject* renderer, const RenderStyle* currentStyle, RenderStyle* targetStyle)
{
    // If currentStyle is null, we don't do transitions
    if (!currentStyle || !targetStyle->transitions())
        return;
        
    // Check to see if we need to update the active transitions
    for (size_t i = 0; i < targetStyle->transitions()->size(); ++i) {
        const Animation* anim = (*targetStyle->transitions())[i].get();
        double duration = anim->duration();
        double delay = anim->delay();

        // If this is an empty transition, skip it
        if (duration == 0 && delay <= 0)
            continue;
         
        int prop = anim->property();
        bool all = prop == cAnimateAll;
        
        // Handle both the 'all' and single property cases. For the single prop case, we make only one pass
        // through the loop
        for (int propertyIndex = 0; ; ++propertyIndex) {
            if (all) {
                if (propertyIndex >= AnimationBase::getNumProperties())
                    break;
                // get the next prop
                prop = AnimationBase::getPropertyAtIndex(propertyIndex);
            }

            // ImplicitAnimations are always hashed by actual properties, never cAnimateAll
            ASSERT(prop > firstCSSProperty && prop < (firstCSSProperty + numCSSProperties));

            // See if there is a current transition for this prop
            ImplicitAnimation* implAnim = m_transitions.get(prop);
            bool equal = true;
            
            if (implAnim) {
                // There is one, has our target changed?
                if (!implAnim->isTargetPropertyEqual(prop, targetStyle)) {
                    implAnim->reset(renderer);
                    delete implAnim;
                    m_transitions.remove(prop);
                    equal = false;
                }
            } else {
                // See if we need to start a new transition
                equal = AnimationBase::propertiesEqual(prop, currentStyle, targetStyle);
            }
            
            if (!equal) {
                // Add the new transition
                ImplicitAnimation* animation = new ImplicitAnimation(const_cast<Animation*>(anim), prop, renderer, this);
                m_transitions.set(prop, animation);
            }
            
            // We only need one pass for the single prop case
            if (!all)
                break;
        }
    }
}