Example #1
0
void AnimationControllerPrivate::styleAvailable()
{
    RenderObjectAnimationMap::const_iterator animationsEnd = m_compositeAnimations.end();
    for (RenderObjectAnimationMap::const_iterator it = m_compositeAnimations.begin(); 
         it != animationsEnd; ++it) {
        it->second->styleAvailable();
    }
}
Example #2
0
CompositeAnimation* AnimationControllerPrivate::accessCompositeAnimation(RenderObject* renderer)
{
    CompositeAnimation* animation = m_compositeAnimations.get(renderer);
    if (!animation) {
        animation = new CompositeAnimation(m_frame->animation());
        m_compositeAnimations.set(renderer, animation);
    }
    return animation;
}
PassRefPtr<CompositeAnimation> AnimationControllerPrivate::accessCompositeAnimation(RenderObject* renderer)
{
    RefPtr<CompositeAnimation> animation = m_compositeAnimations.get(renderer);
    if (!animation) {
        animation = CompositeAnimation::create(m_frame->animation());
        m_compositeAnimations.set(renderer, animation);
    }
    return animation;
}
void AnimationControllerPrivate::resumeAnimations(Document* document)
{
    RenderObjectAnimationMap::const_iterator animationsEnd = m_compositeAnimations.end();
    for (RenderObjectAnimationMap::const_iterator it = m_compositeAnimations.begin(); it != animationsEnd; ++it) {
        RenderObject* renderer = it->first;
        CompositeAnimation* compAnim = it->second;
        if (renderer->document() == document)
            compAnim->resumeAnimations();
    }
    
    updateAnimationTimer();
}
Example #5
0
bool AnimationControllerPrivate::isAnimatingPropertyOnRenderer(RenderObject* obj, int property, bool isRunningNow) const
{
    CompositeAnimation* animation = m_compositeAnimations.get(obj);
    if (!animation) return false;

    return animation->isAnimatingProperty(property, isRunningNow);
}
void AnimationControllerPrivate::styleAvailable()
{
    // styleAvailable() can call event handlers which would ultimately delete a CompositeAnimation
    // from the m_compositeAnimations table. So we can't iterate it directly. We will instead build
    // a list of CompositeAnimations which need the styleAvailable() call iterate over that.
    Vector<RefPtr<CompositeAnimation> > list;

    RenderObjectAnimationMap::const_iterator animationsEnd = m_compositeAnimations.end();
    for (RenderObjectAnimationMap::const_iterator it = m_compositeAnimations.begin(); it != animationsEnd; ++it)
        if (it->second->isWaitingForStyleAvailable())
            list.append(it->second);

    Vector<RefPtr<CompositeAnimation> >::const_iterator listEnd = list.end();
    for (Vector<RefPtr<CompositeAnimation> >::const_iterator it = list.begin(); it != listEnd; ++it)
        (*it)->styleAvailable();
}
void AnimationControllerPrivate::updateAnimationTimer(bool callSetChanged/* = false*/)
{
    double needsService = -1;
    bool calledSetChanged = false;

    RenderObjectAnimationMap::const_iterator animationsEnd = m_compositeAnimations.end();
    for (RenderObjectAnimationMap::const_iterator it = m_compositeAnimations.begin(); it != animationsEnd; ++it) {
        RefPtr<CompositeAnimation> compAnim = it->second;
        if (!compAnim->isSuspended()) {
            double t = compAnim->willNeedService();
            if (t != -1 && (t < needsService || needsService == -1))
                needsService = t;
            if (needsService == 0) {
                if (callSetChanged) {
                    Node* node = it->first->element();
                    ASSERT(!node || (node->document() && !node->document()->inPageCache()));
                    node->setChanged(AnimationStyleChange);
                    calledSetChanged = true;
                }
                else
                    break;
            }
        }
    }
    
    if (calledSetChanged)
        m_frame->document()->updateRendering();
    
    // If we want service immediately, we start a repeating timer to reduce the overhead of starting
    if (needsService == 0) {
        if (!m_animationTimer.isActive() || m_animationTimer.repeatInterval() == 0)
            m_animationTimer.startRepeating(cAnimationTimerDelay);
        return;
    }
    
    // If we don't need service, we want to make sure the timer is no longer running
    if (needsService < 0) {
        if (m_animationTimer.isActive())
            m_animationTimer.stop();
        return;
    }
    
    // Otherwise, we want to start a one-shot timer so we get here again
    if (m_animationTimer.isActive())
        m_animationTimer.stop();
    m_animationTimer.startOneShot(needsService);
}
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();
}
bool AnimationControllerPrivate::clear(RenderObject* renderer)
{
    // Return false if we didn't do anything OR we are suspended (so we don't try to
    // do a setChanged() when suspended).
    PassRefPtr<CompositeAnimation> animation = m_compositeAnimations.take(renderer);
    if (!animation)
        return false;
    animation->clearRenderer();
    return animation->isSuspended();
}
Example #10
0
bool AnimationControllerPrivate::clear(RenderObject* renderer)
{
    // Return false if we didn't do anything OR we are suspended (so we don't try to
    // do a setChanged() when suspended
    CompositeAnimation* animation = m_compositeAnimations.take(renderer);
    if (!animation)
        return false;
    animation->resetTransitions(renderer);
    bool wasSuspended = animation->suspended();
    delete animation;
    return !wasSuspended;
}
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();
}