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); }