本文整理汇总了C++中Animation::Name方法的典型用法代码示例。如果您正苦于以下问题:C++ Animation::Name方法的具体用法?C++ Animation::Name怎么用?C++ Animation::Name使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Animation
的用法示例。
在下文中一共展示了Animation::Name方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: event_handler
void event_handler (AnimationEvent event, Animation& animation)
{
switch (event)
{
case AnimationEvent_OnPlay: printf ("play animation '%s'\n", animation.Name ()); break;
case AnimationEvent_OnStop: printf ("stop animation '%s'\n", animation.Name ()); break;
case AnimationEvent_OnPause: printf ("pause animation '%s'\n", animation.Name ()); break;
case AnimationEvent_OnFinish: printf ("finish animation '%s'\n", animation.Name ()); break;
case AnimationEvent_OnUpdate: printf ("update animation '%s' (offset=%.2f)\n", animation.Name (), animation.Tell ()); break;
case AnimationEvent_OnDestroy: printf ("destroy animation '%s'\n", animation.Name ()); break;
default: break;
}
}
示例2: mb
nsIStyleRule*
nsAnimationManager::CheckAnimationRule(nsStyleContext* aStyleContext,
mozilla::dom::Element* aElement)
{
if (!mPresContext->IsDynamic()) {
// For print or print preview, ignore animations.
return nullptr;
}
// Everything that causes our animation data to change triggers a
// style change, which in turn triggers a non-animation restyle.
// Likewise, when we initially construct frames, we're not in a
// style change, but also not in an animation restyle.
const nsStyleDisplay* disp = aStyleContext->StyleDisplay();
AnimationCollection* collection =
GetAnimations(aElement, aStyleContext->GetPseudoType(), false);
if (!collection &&
disp->mAnimationNameCount == 1 &&
disp->mAnimations[0].GetName().IsEmpty()) {
return nullptr;
}
nsAutoAnimationMutationBatch mb(aElement);
// build the animations list
dom::DocumentTimeline* timeline = aElement->OwnerDoc()->Timeline();
AnimationPtrArray newAnimations;
if (!aStyleContext->IsInDisplayNoneSubtree()) {
BuildAnimations(aStyleContext, aElement, timeline, newAnimations);
}
if (newAnimations.IsEmpty()) {
if (collection) {
// There might be transitions that run now that animations don't
// override them.
mPresContext->TransitionManager()->
UpdateCascadeResultsWithAnimationsToBeDestroyed(collection);
collection->Destroy();
}
return nullptr;
}
if (collection) {
collection->mStyleRule = nullptr;
collection->mStyleRuleRefreshTime = TimeStamp();
collection->UpdateAnimationGeneration(mPresContext);
// Copy over the start times and (if still paused) pause starts
// for each animation (matching on name only) that was also in the
// old list of animations.
// This means that we honor dynamic changes, which isn't what the
// spec says to do, but WebKit seems to honor at least some of
// them. See
// http://lists.w3.org/Archives/Public/www-style/2011Apr/0079.html
// In order to honor what the spec said, we'd copy more data over
// (or potentially optimize BuildAnimations to avoid rebuilding it
// in the first place).
if (!collection->mAnimations.IsEmpty()) {
for (size_t newIdx = newAnimations.Length(); newIdx-- != 0;) {
Animation* newAnim = newAnimations[newIdx];
// Find the matching animation with this name in the old list
// of animations. We iterate through both lists in a backwards
// direction which means that if there are more animations in
// the new list of animations with a given name than in the old
// list, it will be the animations towards the of the beginning of
// the list that do not match and are treated as new animations.
nsRefPtr<CSSAnimation> oldAnim;
size_t oldIdx = collection->mAnimations.Length();
while (oldIdx-- != 0) {
CSSAnimation* a = collection->mAnimations[oldIdx]->AsCSSAnimation();
MOZ_ASSERT(a, "All animations in the CSS Animation collection should"
" be CSSAnimation objects");
if (a->Name() == newAnim->Name()) {
oldAnim = a;
break;
}
}
if (!oldAnim) {
continue;
}
bool animationChanged = false;
// Update the old from the new so we can keep the original object
// identity (and any expando properties attached to it).
if (oldAnim->GetEffect() && newAnim->GetEffect()) {
KeyframeEffectReadOnly* oldEffect = oldAnim->GetEffect();
KeyframeEffectReadOnly* newEffect = newAnim->GetEffect();
animationChanged =
oldEffect->Timing() != newEffect->Timing() ||
oldEffect->Properties() != newEffect->Properties();
oldEffect->Timing() = newEffect->Timing();
oldEffect->Properties() = newEffect->Properties();
}
// Reset compositor state so animation will be re-synchronized.
//.........这里部分代码省略.........