void CompositeAnimation::resumeAnimations()
{
    if (!m_isSuspended)
        return;

    m_isSuspended = false;

    if (!m_keyframeAnimations.isEmpty()) {
        m_keyframeAnimations.checkConsistency();
        AnimationNameMap::const_iterator animationsEnd = m_keyframeAnimations.end();
        for (AnimationNameMap::const_iterator it = m_keyframeAnimations.begin(); it != animationsEnd; ++it) {
            KeyframeAnimation* anim = it->second.get();
            if (anim && anim->playStatePlaying())
                anim->updatePlayState(true);
        }
    }

    if (!m_transitions.isEmpty()) {
        CSSPropertyTransitionsMap::const_iterator transitionsEnd = m_transitions.end();
        for (CSSPropertyTransitionsMap::const_iterator it = m_transitions.begin(); it != transitionsEnd; ++it) {
            ImplicitAnimation* anim = it->second.get();
            if (anim && anim->hasStyle())
                anim->updatePlayState(true);
        }
    }
}
示例#2
0
void CompositeAnimation::resumeAnimations()
{
    if (!m_suspended)
        return;
    
    m_suspended = false;
    
    AnimationNameMap::const_iterator kfend = m_keyframeAnimations.end();
    for (AnimationNameMap::const_iterator it = m_keyframeAnimations.begin(); it != kfend; ++it) {
        KeyframeAnimation* anim = it->second;
        if (anim && anim->playStatePlaying())
            anim->updatePlayState(true);
    }
    
    CSSPropertyTransitionsMap::const_iterator end = m_transitions.end();
    for (CSSPropertyTransitionsMap::const_iterator it = m_transitions.begin(); it != end; ++it) {
        ImplicitAnimation* anim = it->second;
        if (anim && anim->hasStyle())
            anim->updatePlayState(true);
    }
}
示例#3
0
void CompositeAnimation::updateKeyframeAnimations(RenderObject* renderer, const RenderStyle* currentStyle, RenderStyle* targetStyle)
{
    // Nothing to do if we don't have any animations, and didn't have any before
    if (m_keyframeAnimations.isEmpty() && !targetStyle->hasAnimations())
        return;
    
    // Nothing to do if the current and target animations are the same
    if (currentStyle && currentStyle->hasAnimations() && targetStyle->hasAnimations() && *(currentStyle->animations()) == *(targetStyle->animations()))
        return;
        
    int numAnims = 0;
    bool animsChanged = false;
    
    // see if the lists match
    if (targetStyle->animations()) {
        for (size_t i = 0; i < targetStyle->animations()->size(); ++i) {
            const Animation* anim = (*targetStyle->animations())[i].get();
            
            if (!anim->isValidAnimation())
                animsChanged = true;
            else {
                AtomicString name(anim->name());
                KeyframeAnimation* kfAnim = m_keyframeAnimations.get(name.impl());
                if (!kfAnim || !kfAnim->animationsMatch(anim))
                    animsChanged = true;
                else
                    if (anim) {
                        // animations match, but play states may differ. update if needed
                        kfAnim->updatePlayState(anim->playState() == AnimPlayStatePlaying);
                        
                        // set the saved animation to this new one, just in case the play state has changed
                        kfAnim->setAnimation(anim);
                    }
            }
            ++numAnims;
        }
    }
    
    if (!animsChanged && m_keyframeAnimations.size() != numAnims)
        animsChanged = true;

    if (!animsChanged)
        return;

    // animations have changed, update the list
    resetAnimations(renderer);

    if (!targetStyle->animations())
        return;

    // add all the new animations
    int index = 0;
    for (size_t i = 0; i < targetStyle->animations()->size(); ++i) {
        const Animation* anim = (*targetStyle->animations())[i].get();

        if (!anim->isValidAnimation())
            continue;
            
        // don't bother adding the animation if it has no keyframes or won't animate
        if ((anim->duration() || anim->delay()) && anim->iterationCount() &&
                                            anim->keyframeList().get() && !anim->keyframeList()->isEmpty()) {
            KeyframeAnimation* kfanim = new KeyframeAnimation(const_cast<Animation*>(anim), renderer, index++, this);
            m_keyframeAnimations.set(kfanim->name().impl(), kfanim);
        }
    }
}