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); }
void AnimationTimeline::pauseAnimationsForTesting(double pauseTime) { for (WillBeHeapHashSet<RefPtrWillBeMember<AnimationPlayer> >::iterator it = m_playersNeedingUpdate.begin(); it != m_playersNeedingUpdate.end(); ++it) (*it)->pauseForTesting(pauseTime); serviceAnimations(TimingUpdateOnDemand); }
void AnimationTimeline::pauseAnimationsForTesting(double pauseTime) { for (const auto& player : m_playersNeedingUpdate) player->pauseForTesting(pauseTime); serviceAnimations(TimingUpdateOnDemand); }