void AnimationControllerPrivate::styleAvailable() { RenderObjectAnimationMap::const_iterator animationsEnd = m_compositeAnimations.end(); for (RenderObjectAnimationMap::const_iterator it = m_compositeAnimations.begin(); it != animationsEnd; ++it) { it->second->styleAvailable(); } }
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(); }
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(); }
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(); }