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C++ AnimationsVector::at方法代码示例

本文整理汇总了C++中AnimationsVector::at方法的典型用法代码示例。如果您正苦于以下问题:C++ AnimationsVector::at方法的具体用法?C++ AnimationsVector::at怎么用?C++ AnimationsVector::at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AnimationsVector的用法示例。


在下文中一共展示了AnimationsVector::at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: updateAnimations

void SMILTimeContainer::updateAnimations(SMILTime elapsed, bool seekToTime)
{
    SMILTime earliestFireTime = SMILTime::unresolved();

#ifndef NDEBUG
    // This boolean will catch any attempts to schedule/unschedule scheduledAnimations during this critical section.
    // Similarly, any elements removed will unschedule themselves, so this will catch modification of animationsToApply.
    m_preventScheduledAnimationsChanges = true;
#endif

    AnimationsVector animationsToApply;
    GroupedAnimationsMap::iterator end = m_scheduledAnimations.end();
    for (GroupedAnimationsMap::iterator it = m_scheduledAnimations.begin(); it != end; ++it) {
        AnimationsVector* scheduled = it->value;

        // Sort according to priority. Elements with later begin time have higher priority.
        // In case of a tie, document order decides. 
        // FIXME: This should also consider timing relationships between the elements. Dependents
        // have higher priority.
        sortByPriority(*scheduled, elapsed);

        SVGSMILElement* resultElement = 0;
        unsigned size = scheduled->size();
        for (unsigned n = 0; n < size; n++) {
            SVGSMILElement* animation = scheduled->at(n);
            ASSERT(animation->timeContainer() == this);
            ASSERT(animation->targetElement());
            ASSERT(animation->hasValidAttributeName());

            // Results are accumulated to the first animation that animates and contributes to a particular element/attribute pair.
            if (!resultElement) {
                if (!animation->hasValidAttributeType())
                    continue;
                resultElement = animation;
            }

            // This will calculate the contribution from the animation and add it to the resultsElement.
            if (!animation->progress(elapsed, resultElement, seekToTime) && resultElement == animation)
                resultElement = 0;

            SMILTime nextFireTime = animation->nextProgressTime();
            if (nextFireTime.isFinite())
                earliestFireTime = min(nextFireTime, earliestFireTime);
        }

        if (resultElement)
            animationsToApply.append(resultElement);
    }

    unsigned animationsToApplySize = animationsToApply.size();
    if (!animationsToApplySize) {
#ifndef NDEBUG
        m_preventScheduledAnimationsChanges = false;
#endif
        startTimer(earliestFireTime, animationFrameDelay);
        return;
    }

    // Apply results to target elements.
    for (unsigned i = 0; i < animationsToApplySize; ++i)
        animationsToApply[i]->applyResultsToTarget();

#ifndef NDEBUG
    m_preventScheduledAnimationsChanges = false;
#endif

    startTimer(earliestFireTime, animationFrameDelay);
    Document::updateStyleForAllDocuments();
}
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