void AnimationControllerPrivate::updateAnimationTimer()
{
    bool animating = false;

    RenderObjectAnimationMap::const_iterator animationsEnd = m_compositeAnimations.end();
    for (RenderObjectAnimationMap::const_iterator it = m_compositeAnimations.begin(); it != animationsEnd; ++it) {
        CompositeAnimation* compAnim = it->second;
        if (!compAnim->suspended() && compAnim->animating()) {
            animating = true;
            break;
        }
    }
    
    if (animating) {
        if (!m_animationTimer.isActive())
            m_animationTimer.startRepeating(cAnimationTimerDelay);
    } else if (m_animationTimer.isActive())
        m_animationTimer.stop();
}
void AnimationControllerPrivate::animationTimerFired(Timer<AnimationControllerPrivate>* timer)
{
    // When the timer fires, all we do is call setChanged on all DOM nodes with running animations and then do an immediate
    // updateRendering.  It will then call back to us with new information.
    bool animating = false;
    RenderObjectAnimationMap::const_iterator animationsEnd = m_compositeAnimations.end();
    for (RenderObjectAnimationMap::const_iterator it = m_compositeAnimations.begin(); it != animationsEnd; ++it) {
        CompositeAnimation* compAnim = it->second;
        if (!compAnim->suspended() && compAnim->animating()) {
            animating = true;
            compAnim->setAnimating(false);

            Node* node = it->first->element();
            ASSERT(!node || (node->document() && !node->document()->inPageCache()));
            node->setChanged(AnimationStyleChange);
        }
    }

    m_frame->document()->updateRendering();

    updateAnimationTimer();
}