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// Copyright 2014 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef SampledEffect_h
#define SampledEffect_h
#include "core/animation/Animation.h"
#include "core/animation/AnimationPlayer.h"
#include "core/animation/Interpolation.h"
#include "wtf/BitArray.h"
#include "wtf/Vector.h"
namespace WebCore {
class SampledEffect {
public:
static PassOwnPtr<SampledEffect> create(Animation* animation, PassOwnPtrWillBeRawPtr<WillBeHeapVector<RefPtrWillBeMember<Interpolation> > > interpolations)
{
return adoptPtr(new SampledEffect(animation, interpolations));
}
bool canChange() const;
void clear();
const WillBeHeapVector<RefPtrWillBeMember<Interpolation> >& interpolations() const { return *m_interpolations; }
void setInterpolations(PassOwnPtrWillBeRawPtr<WillBeHeapVector<RefPtrWillBeMember<Interpolation> > > interpolations) { m_interpolations = interpolations; }
Animation* animation() const { return m_animation; }
const AnimationPlayer::SortInfo& sortInfo() const { return m_playerSortInfo; }
Animation::Priority priority() const { return m_priority; }
void removeReplacedInterpolationsIfNeeded(const BitArray<numCSSProperties>&);
private:
SampledEffect(Animation*, PassOwnPtrWillBeRawPtr<WillBeHeapVector<RefPtrWillBeMember<Interpolation> > >);
// When Animation and AnimationPlayer are moved to Oilpan, we won't need a
// handle on the player and should only keep a weak pointer to the animation.
RefPtr<AnimationPlayer> m_player;
Animation* m_animation;
OwnPtrWillBePersistent<WillBeHeapVector<RefPtrWillBeMember<Interpolation> > > m_interpolations;
AnimationPlayer::SortInfo m_playerSortInfo;
Animation::Priority m_priority;
};
} // namespace WebCore
#endif
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