void InspectorAnimationAgent::didStartAnimation(Animation* animation)
{
    const String& animationId = String::number(animation->sequenceNumber());
    if (m_idToAnimation.get(animationId))
        return;
    frontend()->animationStarted(buildObjectForAnimation(*animation));
}
void InspectorAnimationAgent::animationPlayStateChanged(
    blink::Animation* animation,
    blink::Animation::AnimationPlayState oldPlayState,
    blink::Animation::AnimationPlayState newPlayState) {
  const String& animationId = String::number(animation->sequenceNumber());
  if (m_idToAnimation.get(animationId) ||
      m_clearedAnimations.contains(animationId))
    return;
  if (newPlayState == blink::Animation::Running ||
      newPlayState == blink::Animation::Finished)
    frontend()->animationStarted(buildObjectForAnimation(*animation));
  else if (newPlayState == blink::Animation::Idle ||
           newPlayState == blink::Animation::Paused)
    frontend()->animationCanceled(animationId);
}