void AnimationTimeline::serviceAnimations(TimingUpdateReason reason)
{
    TRACE_EVENT0("blink", "AnimationTimeline::serviceAnimations");

    m_timing->cancelWake();

    double timeToNextEffect = std::numeric_limits<double>::infinity();

    WillBeHeapVector<RawPtrWillBeMember<AnimationPlayer> > players;
    players.reserveInitialCapacity(m_playersNeedingUpdate.size());
    for (WillBeHeapHashSet<RefPtrWillBeMember<AnimationPlayer> >::iterator it = m_playersNeedingUpdate.begin(); it != m_playersNeedingUpdate.end(); ++it)
        players.append(it->get());

    std::sort(players.begin(), players.end(), AnimationPlayer::hasLowerPriority);

    for (size_t i = 0; i < players.size(); ++i) {
        AnimationPlayer* player = players[i];
        if (player->update(reason))
            timeToNextEffect = std::min(timeToNextEffect, player->timeToEffectChange());
        else
            m_playersNeedingUpdate.remove(player);
    }

    if (timeToNextEffect < s_minimumDelay)
        m_timing->serviceOnNextFrame();
    else if (timeToNextEffect != std::numeric_limits<double>::infinity())
        m_timing->wakeAfter(timeToNextEffect - s_minimumDelay);

    ASSERT(!hasOutdatedAnimationPlayer());
}
void AnimationTimeline::serviceAnimations(TimingUpdateReason reason)
{
    TRACE_EVENT0("blink", "AnimationTimeline::serviceAnimations");

    m_lastCurrentTimeInternal = currentTimeInternal();

    m_timing->cancelWake();

    WillBeHeapVector<RawPtrWillBeMember<Animation>> animations;
    animations.reserveInitialCapacity(m_animationsNeedingUpdate.size());
    for (RefPtrWillBeMember<Animation> animation : m_animationsNeedingUpdate)
        animations.append(animation.get());

    std::sort(animations.begin(), animations.end(), Animation::hasLowerPriority);

    for (Animation* animation : animations) {
        if (!animation->update(reason))
            m_animationsNeedingUpdate.remove(animation);
    }

    ASSERT(m_outdatedAnimationCount == 0);

#if ENABLE(ASSERT)
    for (const auto& animation : m_animationsNeedingUpdate)
        ASSERT(!animation->outdated());
#endif
}
PassRefPtrWillBeRawPtr<StaticNodeList> InsertionPoint::getDistributedNodes()
{
updateDistribution();

WillBeHeapVector<RefPtrWillBeMember<Node>> nodes;
nodes.reserveInitialCapacity(m_distributedNodes.size());
for (size_t i = 0; i < m_distributedNodes.size(); ++i)
    nodes.uncheckedAppend(m_distributedNodes.at(i));

return StaticNodeList::adopt(nodes);
}
PassRefPtrWillBeRawPtr<MutableStylePropertySet> StylePropertySet::copyPropertiesInSet(const Vector<CSSPropertyID>& properties) const
{
    WillBeHeapVector<CSSProperty, 256> list;
    list.reserveInitialCapacity(properties.size());
    for (unsigned i = 0; i < properties.size(); ++i) {
        RefPtrWillBeRawPtr<CSSValue> value = getPropertyCSSValue(properties[i]);
        if (value)
            list.append(CSSProperty(properties[i], value.release(), false));
    }
    return MutableStylePropertySet::create(list.data(), list.size());
}
FontFaceSetIterable::IterationSource* FontFaceSet::startIteration(ScriptState*, ExceptionState&)
{
    // Setlike should iterate each item in insertion order, and items should
    // be keep on up to date. But since blink does not have a way to hook up CSS
    // modification, take a snapshot here, and make it ordered as follows.
    WillBeHeapVector<RefPtrWillBeMember<FontFace>> fontFaces;
    if (inActiveDocumentContext()) {
        const WillBeHeapListHashSet<RefPtrWillBeMember<FontFace>>& cssConnectedFaces = cssConnectedFontFaceList();
        fontFaces.reserveInitialCapacity(cssConnectedFaces.size() + m_nonCSSConnectedFaces.size());
        for (const auto& fontFace : cssConnectedFaces)
            fontFaces.append(fontFace);
        for (const auto& fontFace : m_nonCSSConnectedFaces)
            fontFaces.append(fontFace);
    }
    return new IterationSource(fontFaces);
}
示例#6
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PassRefPtrWillBeRawPtr<NodeList> TreeScopeEventContext::ensureEventPath(EventPath& path)
{
    if (m_eventPath)
        return m_eventPath;

    WillBeHeapVector<RefPtrWillBeMember<Node> > nodes;
    nodes.reserveInitialCapacity(path.size());
    for (size_t i = 0; i < path.size(); ++i) {
        TreeScope& treeScope = path[i].treeScopeEventContext().treeScope();
        if (treeScope.rootNode().isShadowRoot() && toShadowRoot(treeScope).type() == ShadowRoot::AuthorShadowRoot)
            nodes.append(path[i].node());
        else if (path[i].treeScopeEventContext().isInclusiveAncestorOf(*this))
            nodes.append(path[i].node());
    }
    m_eventPath = StaticNodeList::adopt(nodes);
    return m_eventPath;
}
示例#7
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void NodeSet::sort() const
{
    if (m_isSorted)
        return;

    unsigned nodeCount = m_nodes.size();
    if (nodeCount < 2) {
        const_cast<bool&>(m_isSorted) = true;
        return;
    }

    if (nodeCount > traversalSortCutoff) {
        traversalSort();
        return;
    }

    bool containsAttributeNodes = false;

    WillBeHeapVector<NodeSetVector> parentMatrix(nodeCount);
    for (unsigned i = 0; i < nodeCount; ++i) {
        NodeSetVector& parentsVector = parentMatrix[i];
        Node* n = m_nodes[i].get();
        parentsVector.append(n);
        if (n->isAttributeNode()) {
            n = toAttr(n)->ownerElement();
            parentsVector.append(n);
            containsAttributeNodes = true;
        }
        while ((n = n->parentNode()))
            parentsVector.append(n);
    }
    sortBlock(0, nodeCount, parentMatrix, containsAttributeNodes);

    // It is not possible to just assign the result to m_nodes, because some
    // nodes may get dereferenced and destroyed.
    WillBeHeapVector<RefPtrWillBeMember<Node> > sortedNodes;
    sortedNodes.reserveInitialCapacity(nodeCount);
    for (unsigned i = 0; i < nodeCount; ++i)
        sortedNodes.append(parentMatrix[i][0]);

    const_cast<WillBeHeapVector<RefPtrWillBeMember<Node> >&>(m_nodes).swap(sortedNodes);
}
void HTMLFormattingElementList::ensureNoahsArkCondition(HTMLStackItem* newItem)
{
    WillBeHeapVector<RawPtrWillBeMember<HTMLStackItem> > candidates;
    tryToEnsureNoahsArkConditionQuickly(newItem, candidates);
    if (candidates.isEmpty())
        return;

    // We pre-allocate and re-use this second vector to save one malloc per
    // attribute that we verify.
    WillBeHeapVector<RawPtrWillBeMember<HTMLStackItem> > remainingCandidates;
    remainingCandidates.reserveInitialCapacity(candidates.size());

    const Vector<Attribute>& attributes = newItem->attributes();
    for (size_t i = 0; i < attributes.size(); ++i) {
        const Attribute& attribute = attributes[i];

        for (size_t j = 0; j < candidates.size(); ++j) {
            HTMLStackItem* candidate = candidates[j];

            // These properties should already have been checked by tryToEnsureNoahsArkConditionQuickly.
            ASSERT(newItem->attributes().size() == candidate->attributes().size());
            ASSERT(newItem->localName() == candidate->localName() && newItem->namespaceURI() == candidate->namespaceURI());

            Attribute* candidateAttribute = candidate->getAttributeItem(attribute.name());
            if (candidateAttribute && candidateAttribute->value() == attribute.value())
                remainingCandidates.append(candidate);
        }

        if (remainingCandidates.size() < kNoahsArkCapacity)
            return;

        candidates.swap(remainingCandidates);
        remainingCandidates.shrink(0);
    }

    // Inductively, we shouldn't spin this loop very many times. It's possible,
    // however, that we wil spin the loop more than once because of how the
    // formatting element list gets permuted.
    for (size_t i = kNoahsArkCapacity - 1; i < candidates.size(); ++i)
        remove(candidates[i]->element());
}
示例#9
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void NodeSet::traversalSort() const
{
    WillBeHeapHashSet<RawPtrWillBeMember<Node> > nodes;
    bool containsAttributeNodes = false;

    unsigned nodeCount = m_nodes.size();
    ASSERT(nodeCount > 1);
    for (unsigned i = 0; i < nodeCount; ++i) {
        Node* node = m_nodes[i].get();
        nodes.add(node);
        if (node->isAttributeNode())
            containsAttributeNodes = true;
    }

    WillBeHeapVector<RefPtrWillBeMember<Node> > sortedNodes;
    sortedNodes.reserveInitialCapacity(nodeCount);

    for (Node* n = findRootNode(m_nodes.first().get()); n; n = NodeTraversal::next(*n)) {
        if (nodes.contains(n))
            sortedNodes.append(n);

        if (!containsAttributeNodes || !n->isElementNode())
            continue;

        Element* element = toElement(n);
        if (!element->hasAttributes())
            continue;

        AttributeCollection attributes = element->attributes();
        AttributeCollection::const_iterator end = attributes.end();
        for (AttributeCollection::const_iterator it = attributes.begin(); it != end; ++it) {
            RefPtrWillBeRawPtr<Attr> attr = element->attrIfExists(it->name());
            if (attr && nodes.contains(attr.get()))
                sortedNodes.append(attr);
        }
    }

    ASSERT(sortedNodes.size() == nodeCount);
    const_cast<WillBeHeapVector<RefPtrWillBeMember<Node> >&>(m_nodes).swap(sortedNodes);
}
示例#10
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void AnimationTimeline::serviceAnimations(TimingUpdateReason reason)
{
    TRACE_EVENT0("blink", "AnimationTimeline::serviceAnimations");

    m_lastCurrentTimeInternal = currentTimeInternal();

    m_timing->cancelWake();

    WillBeHeapVector<RawPtrWillBeMember<AnimationPlayer>> players;
    players.reserveInitialCapacity(m_playersNeedingUpdate.size());
    for (RefPtrWillBeMember<AnimationPlayer> player : m_playersNeedingUpdate)
        players.append(player.get());

    std::sort(players.begin(), players.end(), AnimationPlayer::hasLowerPriority);

    for (AnimationPlayer* player : players) {
        if (!player->update(reason))
            m_playersNeedingUpdate.remove(player);
    }

    ASSERT(!hasOutdatedAnimationPlayer());
}
void NodeSet::traversalSort() const
{
    WillBeHeapHashSet<RawPtrWillBeMember<Node>> nodes;
    bool containsAttributeNodes = false;

    unsigned nodeCount = m_nodes.size();
    ASSERT(nodeCount > 1);
    for (unsigned i = 0; i < nodeCount; ++i) {
        Node* node = m_nodes[i].get();
        nodes.add(node);
        if (node->isAttributeNode())
            containsAttributeNodes = true;
    }

    WillBeHeapVector<RefPtrWillBeMember<Node>> sortedNodes;
    sortedNodes.reserveInitialCapacity(nodeCount);

    for (Node& n : NodeTraversal::startsAt(findRootNode(m_nodes.first().get()))) {
        if (nodes.contains(&n))
            sortedNodes.append(&n);

        if (!containsAttributeNodes || !n.isElementNode())
            continue;

        Element* element = toElement(&n);
        AttributeCollection attributes = element->attributes();
        for (auto& attribute : attributes) {
            RefPtrWillBeRawPtr<Attr> attr = element->attrIfExists(attribute.name());
            if (attr && nodes.contains(attr.get()))
                sortedNodes.append(attr);
        }
    }

    ASSERT(sortedNodes.size() == nodeCount);
    const_cast<WillBeHeapVector<RefPtrWillBeMember<Node>>&>(m_nodes).swap(sortedNodes);
}