本文整理汇总了C++中AnimationPlayer::IsPaused方法的典型用法代码示例。如果您正苦于以下问题:C++ AnimationPlayer::IsPaused方法的具体用法?C++ AnimationPlayer::IsPaused怎么用?C++ AnimationPlayer::IsPaused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AnimationPlayer
的用法示例。
在下文中一共展示了AnimationPlayer::IsPaused方法的1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: GetAnimationRule
nsIStyleRule*
nsAnimationManager::CheckAnimationRule(nsStyleContext* aStyleContext,
mozilla::dom::Element* aElement)
{
// FIXME (bug 960465): This test should go away.
if (!mPresContext->RestyleManager()->IsProcessingAnimationStyleChange()) {
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();
AnimationPlayerCollection* collection =
GetAnimationPlayers(aElement, aStyleContext->GetPseudoType(), false);
if (!collection &&
disp->mAnimationNameCount == 1 &&
disp->mAnimations[0].GetName().IsEmpty()) {
return nullptr;
}
// build the animations list
dom::AnimationTimeline* timeline = aElement->OwnerDoc()->Timeline();
AnimationPlayerPtrArray newPlayers;
BuildAnimations(aStyleContext, aElement, timeline, newPlayers);
if (newPlayers.IsEmpty()) {
if (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->mPlayers.IsEmpty()) {
for (size_t newIdx = newPlayers.Length(); newIdx-- != 0;) {
AnimationPlayer* newPlayer = newPlayers[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<CSSAnimationPlayer> oldPlayer;
size_t oldIdx = collection->mPlayers.Length();
while (oldIdx-- != 0) {
CSSAnimationPlayer* a =
collection->mPlayers[oldIdx]->AsCSSAnimationPlayer();
MOZ_ASSERT(a, "All players in the CSS Animation collection should"
" be CSSAnimationPlayer objects");
if (a->Name() == newPlayer->Name()) {
oldPlayer = a;
break;
}
}
if (!oldPlayer) {
continue;
}
// Update the old from the new so we can keep the original object
// identity (and any expando properties attached to it).
if (oldPlayer->GetSource() && newPlayer->GetSource()) {
Animation* oldAnim = oldPlayer->GetSource();
Animation* newAnim = newPlayer->GetSource();
oldAnim->Timing() = newAnim->Timing();
oldAnim->Properties() = newAnim->Properties();
}
// Reset compositor state so animation will be re-synchronized.
oldPlayer->ClearIsRunningOnCompositor();
// Handle changes in play state.
// CSSAnimationPlayer takes care of override behavior so that,
// for example, if the author has called pause(), that will
// override the animation-play-state.
// (We should check newPlayer->IsStylePaused() but that requires
// downcasting to CSSAnimationPlayer and we happen to know that
// newPlayer will only ever be paused by calling PauseFromStyle
// making IsPaused synonymous in this case.)
if (!oldPlayer->IsStylePaused() && newPlayer->IsPaused()) {
//.........这里部分代码省略.........