void AnimationControllerPrivate::animationTimerFired(Timer<AnimationControllerPrivate>*)
{
    // Make sure animationUpdateTime is updated, so that it is current even if no
    // styleChange has happened (e.g. accelerated animations)
    setBeginAnimationUpdateTime(cBeginAnimationUpdateTimeNotSet);
    serviceAnimations();
}
void AnimationTimeline::pauseAnimationsForTesting(double pauseTime)
{
    for (const auto& animation : m_animationsNeedingUpdate)
        animation->pauseForTesting(pauseTime);
    serviceAnimations(TimingUpdateOnDemand);
}
Esempio n. 3
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void AnimationTimeline::pauseAnimationsForTesting(double pauseTime)
{
    for (WillBeHeapHashSet<RefPtrWillBeMember<AnimationPlayer> >::iterator it = m_playersNeedingUpdate.begin(); it != m_playersNeedingUpdate.end(); ++it)
        (*it)->pauseForTesting(pauseTime);
    serviceAnimations(TimingUpdateOnDemand);
}
Esempio n. 4
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void AnimationTimeline::pauseAnimationsForTesting(double pauseTime)
{
    for (const auto& player : m_playersNeedingUpdate)
        player->pauseForTesting(pauseTime);
    serviceAnimations(TimingUpdateOnDemand);
}