本文整理汇总了C++中KeyframeAnimation::clearRenderer方法的典型用法代码示例。如果您正苦于以下问题:C++ KeyframeAnimation::clearRenderer方法的具体用法?C++ KeyframeAnimation::clearRenderer怎么用?C++ KeyframeAnimation::clearRenderer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KeyframeAnimation
的用法示例。
在下文中一共展示了KeyframeAnimation::clearRenderer方法的3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: clearRenderer
void CompositeAnimationPrivate::clearRenderer()
{
// Clear the renderers from all running animations, in case we are in the middle of
// an animation callback (see https://bugs.webkit.org/show_bug.cgi?id=22052)
CSSPropertyTransitionsMap::const_iterator transitionsEnd = m_transitions.end();
for (CSSPropertyTransitionsMap::const_iterator it = m_transitions.begin(); it != transitionsEnd; ++it) {
ImplicitAnimation* transition = it->second.get();
transition->clearRenderer();
}
AnimationNameMap::const_iterator animationsEnd = m_keyframeAnimations.end();
for (AnimationNameMap::const_iterator it = m_keyframeAnimations.begin(); it != animationsEnd; ++it) {
KeyframeAnimation* anim = it->second.get();
anim->clearRenderer();
}
}
示例2: clearRenderer
void CompositeAnimation::clearRenderer()
{
if (!m_transitions.isEmpty()) {
// Clear the renderers from all running animations, in case we are in the middle of
// an animation callback (see https://bugs.webkit.org/show_bug.cgi?id=22052)
CSSPropertyTransitionsMap::const_iterator transitionsEnd = m_transitions.end();
for (CSSPropertyTransitionsMap::const_iterator it = m_transitions.begin(); it != transitionsEnd; ++it) {
ImplicitAnimation* transition = it->second.get();
animationController()->animationWillBeRemoved(transition);
transition->clearRenderer();
}
}
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();
animationController()->animationWillBeRemoved(anim);
anim->clearRenderer();
}
}
}
示例3: updateKeyframeAnimations
void CompositeAnimation::updateKeyframeAnimations(RenderObject* renderer, 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;
m_keyframeAnimations.checkConsistency();
AnimationNameMap::const_iterator kfend = m_keyframeAnimations.end();
if (currentStyle && currentStyle->hasAnimations() && targetStyle->hasAnimations() && *(currentStyle->animations()) == *(targetStyle->animations())) {
// The current and target animations are the same so we just need to toss any
// animation which is finished (postActive).
for (AnimationNameMap::const_iterator it = m_keyframeAnimations.begin(); it != kfend; ++it) {
if (it->second->postActive())
it->second->setIndex(-1);
}
} else {
// Mark all existing animations as no longer active.
for (AnimationNameMap::const_iterator it = m_keyframeAnimations.begin(); it != kfend; ++it)
it->second->setIndex(-1);
// Toss the animation order map.
m_keyframeAnimationOrderMap.clear();
DEFINE_STATIC_LOCAL(const AtomicString, none, ("none"));
// Now mark any still active animations as active and add any new animations.
if (targetStyle->animations()) {
int numAnims = targetStyle->animations()->size();
for (int i = 0; i < numAnims; ++i) {
const Animation* anim = targetStyle->animations()->animation(i);
AtomicString animationName(anim->name());
if (!anim->isValidAnimation())
continue;
// See if there is a current animation for this name.
RefPtr<KeyframeAnimation> keyframeAnim = m_keyframeAnimations.get(animationName.impl());
if (keyframeAnim) {
// If this animation is postActive, skip it so it gets removed at the end of this function.
if (keyframeAnim->postActive())
continue;
// This one is still active.
// Animations match, but play states may differ. Update if needed.
keyframeAnim->updatePlayState(anim->playState());
// Set the saved animation to this new one, just in case the play state has changed.
keyframeAnim->setAnimation(anim);
keyframeAnim->setIndex(i);
} else if ((anim->duration() || anim->delay()) && anim->iterationCount() && animationName != none) {
keyframeAnim = KeyframeAnimation::create(const_cast<Animation*>(anim), renderer, i, this, targetStyle);
m_keyframeAnimations.set(keyframeAnim->name().impl(), keyframeAnim);
}
// Add this to the animation order map.
if (keyframeAnim)
m_keyframeAnimationOrderMap.append(keyframeAnim->name().impl());
}
}
}
// Make a list of animations to be removed.
Vector<AtomicStringImpl*> animsToBeRemoved;
kfend = m_keyframeAnimations.end();
for (AnimationNameMap::const_iterator it = m_keyframeAnimations.begin(); it != kfend; ++it) {
KeyframeAnimation* keyframeAnim = it->second.get();
if (keyframeAnim->index() < 0) {
animsToBeRemoved.append(keyframeAnim->name().impl());
animationController()->animationWillBeRemoved(keyframeAnim);
keyframeAnim->clearRenderer();
}
}
// Now remove the animations from the list.
for (size_t j = 0; j < animsToBeRemoved.size(); ++j)
m_keyframeAnimations.remove(animsToBeRemoved[j]);
}