本文整理汇总了C++中PendingAnimationTracker::AddPlayPending方法的典型用法代码示例。如果您正苦于以下问题:C++ PendingAnimationTracker::AddPlayPending方法的具体用法?C++ PendingAnimationTracker::AddPlayPending怎么用?C++ PendingAnimationTracker::AddPlayPending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PendingAnimationTracker
的用法示例。
在下文中一共展示了PendingAnimationTracker::AddPlayPending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: GetCurrentTime
// http://w3c.github.io/web-animations/#play-an-animation
void
Animation::DoPlay(ErrorResult& aRv, LimitBehavior aLimitBehavior)
{
bool abortedPause = mPendingState == PendingState::PausePending;
Nullable<TimeDuration> currentTime = GetCurrentTime();
if (mPlaybackRate > 0.0 &&
(currentTime.IsNull() ||
(aLimitBehavior == LimitBehavior::AutoRewind &&
(currentTime.Value().ToMilliseconds() < 0.0 ||
currentTime.Value() >= EffectEnd())))) {
mHoldTime.SetValue(TimeDuration(0));
} else if (mPlaybackRate < 0.0 &&
(currentTime.IsNull() ||
(aLimitBehavior == LimitBehavior::AutoRewind &&
(currentTime.Value().ToMilliseconds() <= 0.0 ||
currentTime.Value() > EffectEnd())))) {
if (EffectEnd() == TimeDuration::Forever()) {
aRv.Throw(NS_ERROR_DOM_INVALID_STATE_ERR);
return;
}
mHoldTime.SetValue(TimeDuration(EffectEnd()));
} else if (mPlaybackRate == 0.0 && currentTime.IsNull()) {
mHoldTime.SetValue(TimeDuration(0));
}
bool reuseReadyPromise = false;
if (mPendingState != PendingState::NotPending) {
CancelPendingTasks();
reuseReadyPromise = true;
}
// If the hold time is null then we're either already playing normally (and
// we can ignore this call) or we aborted a pending pause operation (in which
// case, for consistency, we need to go through the motions of doing an
// asynchronous start even though we already have a resolved start time).
if (mHoldTime.IsNull() && !abortedPause) {
return;
}
// Clear the start time until we resolve a new one. We do this except
// for the case where we are aborting a pause and don't have a hold time.
//
// If we're aborting a pause and *do* have a hold time (e.g. because
// the animation is finished or we just applied the auto-rewind behavior
// above) we should respect it by clearing the start time. If we *don't*
// have a hold time we should keep the current start time so that the
// the animation continues moving uninterrupted by the aborted pause.
//
// (If we're not aborting a pause, mHoldTime must be resolved by now
// or else we would have returned above.)
if (!mHoldTime.IsNull()) {
mStartTime.SetNull();
}
if (!reuseReadyPromise) {
// Clear ready promise. We'll create a new one lazily.
mReady = nullptr;
}
mPendingState = PendingState::PlayPending;
nsIDocument* doc = GetRenderedDocument();
if (doc) {
PendingAnimationTracker* tracker =
doc->GetOrCreatePendingAnimationTracker();
tracker->AddPlayPending(*this);
} else {
TriggerOnNextTick(Nullable<TimeDuration>());
}
UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);
}
示例2: mb
// https://w3c.github.io/web-animations/#setting-the-target-effect
void
Animation::SetEffectNoUpdate(AnimationEffectReadOnly* aEffect)
{
RefPtr<Animation> kungFuDeathGrip(this);
if (mEffect == aEffect) {
return;
}
AutoMutationBatchForAnimation mb(*this);
bool wasRelevant = mIsRelevant;
if (mEffect) {
if (!aEffect) {
// If the new effect is null, call ResetPendingTasks before clearing
// mEffect since ResetPendingTasks needs it to get the appropriate
// PendingAnimationTracker.
ResetPendingTasks();
}
// We need to notify observers now because once we set mEffect to null
// we won't be able to find the target element to notify.
if (mIsRelevant) {
nsNodeUtils::AnimationRemoved(this);
}
// Break links with the old effect and then drop it.
RefPtr<AnimationEffectReadOnly> oldEffect = mEffect;
mEffect = nullptr;
oldEffect->SetAnimation(nullptr);
// The following will not do any notification because mEffect is null.
UpdateRelevance();
}
if (aEffect) {
// Break links from the new effect to its previous animation, if any.
RefPtr<AnimationEffectReadOnly> newEffect = aEffect;
Animation* prevAnim = aEffect->GetAnimation();
if (prevAnim) {
prevAnim->SetEffect(nullptr);
}
// Create links with the new effect. SetAnimation(this) will also update
// mIsRelevant of this animation, and then notify mutation observer if
// needed by calling Animation::UpdateRelevance(), so we don't need to
// call it again.
mEffect = newEffect;
mEffect->SetAnimation(this);
// Notify possible add or change.
// If the target is different, the change notification will be ignored by
// AutoMutationBatchForAnimation.
if (wasRelevant && mIsRelevant) {
nsNodeUtils::AnimationChanged(this);
}
// Reschedule pending pause or pending play tasks.
// If we have a pending animation, it will either be registered
// in the pending animation tracker and have a null pending ready time,
// or, after it has been painted, it will be removed from the tracker
// and assigned a pending ready time.
// After updating the effect we'll typically need to repaint so if we've
// already been assigned a pending ready time, we should clear it and put
// the animation back in the tracker.
if (!mPendingReadyTime.IsNull()) {
mPendingReadyTime.SetNull();
nsIDocument* doc = GetRenderedDocument();
if (doc) {
PendingAnimationTracker* tracker =
doc->GetOrCreatePendingAnimationTracker();
if (mPendingState == PendingState::PlayPending) {
tracker->AddPlayPending(*this);
} else {
tracker->AddPausePending(*this);
}
}
}
}
UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);
}