本文整理汇总了C++中OwnPtrWillBeRawPtr::cancelledAnimationNames方法的典型用法代码示例。如果您正苦于以下问题:C++ OwnPtrWillBeRawPtr::cancelledAnimationNames方法的具体用法?C++ OwnPtrWillBeRawPtr::cancelledAnimationNames怎么用?C++ OwnPtrWillBeRawPtr::cancelledAnimationNames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OwnPtrWillBeRawPtr
的用法示例。
在下文中一共展示了OwnPtrWillBeRawPtr::cancelledAnimationNames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: maybeApplyPendingUpdate
void CSSAnimations::maybeApplyPendingUpdate(Element* element)
{
if (!m_pendingUpdate) {
m_previousActiveInterpolationsForAnimations.clear();
return;
}
OwnPtrWillBeRawPtr<CSSAnimationUpdate> update = m_pendingUpdate.release();
m_previousActiveInterpolationsForAnimations.swap(update->activeInterpolationsForAnimations());
// FIXME: cancelling, pausing, unpausing animations all query compositingState, which is not necessarily up to date here
// since we call this from recalc style.
// https://code.google.com/p/chromium/issues/detail?id=339847
DisableCompositingQueryAsserts disabler;
for (const AtomicString& animationName : update->cancelledAnimationNames()) {
RefPtrWillBeRawPtr<AnimationPlayer> player = m_animations.take(animationName);
player->cancel();
player->update(TimingUpdateOnDemand);
}
for (const AtomicString& animationName : update->animationsWithPauseToggled()) {
AnimationPlayer* player = m_animations.get(animationName);
if (player->paused())
player->unpause();
else
player->pause();
if (player->outdated())
player->update(TimingUpdateOnDemand);
}
for (const auto& entry : update->newAnimations()) {
const InertAnimation* inertAnimation = entry.animation.get();
OwnPtrWillBeRawPtr<AnimationEventDelegate> eventDelegate = adoptPtrWillBeNoop(new AnimationEventDelegate(element, entry.name));
RefPtrWillBeRawPtr<Animation> animation = Animation::create(element, inertAnimation->effect(), inertAnimation->specifiedTiming(), Animation::DefaultPriority, eventDelegate.release());
animation->setName(inertAnimation->name());
RefPtrWillBeRawPtr<AnimationPlayer> player = element->document().timeline().createAnimationPlayer(animation.get());
if (inertAnimation->paused())
player->pause();
player->update(TimingUpdateOnDemand);
m_animations.set(entry.name, player.get());
}
// Transitions that are run on the compositor only update main-thread state
// lazily. However, we need the new state to know what the from state shoud
// be when transitions are retargeted. Instead of triggering complete style
// recalculation, we find these cases by searching for new transitions that
// have matching cancelled animation property IDs on the compositor.
WillBeHeapHashMap<CSSPropertyID, std::pair<RefPtrWillBeMember<Animation>, double>> retargetedCompositorTransitions;
for (CSSPropertyID id : update->cancelledTransitions()) {
ASSERT(m_transitions.contains(id));
RefPtrWillBeRawPtr<AnimationPlayer> player = m_transitions.take(id).player;
Animation* animation = toAnimation(player->source());
if (animation->hasActiveAnimationsOnCompositor(id) && update->newTransitions().find(id) != update->newTransitions().end())
retargetedCompositorTransitions.add(id, std::pair<RefPtrWillBeMember<Animation>, double>(animation, player->startTimeInternal()));
player->cancel();
player->update(TimingUpdateOnDemand);
}
for (const auto& entry : update->newTransitions()) {
const CSSAnimationUpdate::NewTransition& newTransition = entry.value;
RunningTransition runningTransition;
runningTransition.from = newTransition.from;
runningTransition.to = newTransition.to;
CSSPropertyID id = newTransition.id;
InertAnimation* inertAnimation = newTransition.animation.get();
OwnPtrWillBeRawPtr<TransitionEventDelegate> eventDelegate = adoptPtrWillBeNoop(new TransitionEventDelegate(element, newTransition.eventId));
RefPtrWillBeRawPtr<AnimationEffect> effect = inertAnimation->effect();
if (retargetedCompositorTransitions.contains(id)) {
const std::pair<RefPtrWillBeMember<Animation>, double>& oldTransition = retargetedCompositorTransitions.get(id);
RefPtrWillBeRawPtr<Animation> oldAnimation = oldTransition.first;
double oldStartTime = oldTransition.second;
double inheritedTime = isNull(oldStartTime) ? 0 : element->document().timeline().currentTimeInternal() - oldStartTime;
AnimatableValueKeyframeEffectModel* oldEffect = toAnimatableValueKeyframeEffectModel(inertAnimation->effect());
const KeyframeVector& frames = oldEffect->getFrames();
AnimatableValueKeyframeVector newFrames;
newFrames.append(toAnimatableValueKeyframe(frames[0]->clone().get()));
newFrames.append(toAnimatableValueKeyframe(frames[1]->clone().get()));
newFrames[0]->clearPropertyValue(id);
RefPtrWillBeRawPtr<InertAnimation> inertAnimationForSampling = InertAnimation::create(oldAnimation->effect(), oldAnimation->specifiedTiming(), false);
OwnPtrWillBeRawPtr<WillBeHeapVector<RefPtrWillBeMember<Interpolation>>> sample = inertAnimationForSampling->sample(inheritedTime);
ASSERT(sample->size() == 1);
newFrames[0]->setPropertyValue(id, toLegacyStyleInterpolation(sample->at(0).get())->currentValue());
effect = AnimatableValueKeyframeEffectModel::create(newFrames);
}
RefPtrWillBeRawPtr<Animation> transition = Animation::create(element, effect, inertAnimation->specifiedTiming(), Animation::TransitionPriority, eventDelegate.release());
transition->setName(inertAnimation->name());
RefPtrWillBeRawPtr<AnimationPlayer> player = element->document().timeline().createAnimationPlayer(transition.get());
player->update(TimingUpdateOnDemand);
//.........这里部分代码省略.........