flutter_flutter/engine/core/animation/css/CSSAnimationData.h
Eric Seidel e0fd75b5ab Make absolute and sort all Sky headers
This caused us to lose our gn check certification. :(

Turns out gn check was just ignoring all the header
paths it didn't understand and so gn check passing
for sky wasn't meaning much.  I tried to straighten
out some of the mess in this CL, but its going to take
several more rounds of massaging before gn check
passes again.  On the bright side (almost) all of
our headers are absolute now.  Turns out my script
(attached to the bug) didn't notice ../ includes
but I'll fix that in the next patch.

R=abarth@chromium.org
BUG=435361

Review URL: https://codereview.chromium.org/746023002
2014-11-20 17:42:05 -08:00

62 lines
2.3 KiB
C++

// 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 CSSAnimationData_h
#define CSSAnimationData_h
#include "sky/engine/core/animation/Timing.h"
#include "sky/engine/core/animation/css/CSSTimingData.h"
#include "sky/engine/core/rendering/style/RenderStyleConstants.h"
namespace blink {
class CSSAnimationData final : public CSSTimingData {
public:
static PassOwnPtr<CSSAnimationData> create()
{
return adoptPtr(new CSSAnimationData);
}
static PassOwnPtr<CSSAnimationData> create(const CSSAnimationData& animationData)
{
return adoptPtr(new CSSAnimationData(animationData));
}
bool animationsMatchForStyleRecalc(const CSSAnimationData& other) const;
Timing convertToTiming(size_t index) const;
const Vector<AtomicString>& nameList() const { return m_nameList; }
const Vector<double>& iterationCountList() const { return m_iterationCountList; }
const Vector<Timing::PlaybackDirection>& directionList() const { return m_directionList; }
const Vector<Timing::FillMode>& fillModeList() const { return m_fillModeList; }
const Vector<EAnimPlayState>& playStateList() const { return m_playStateList; }
Vector<AtomicString>& nameList() { return m_nameList; }
Vector<double>& iterationCountList() { return m_iterationCountList; }
Vector<Timing::PlaybackDirection>& directionList() { return m_directionList; }
Vector<Timing::FillMode>& fillModeList() { return m_fillModeList; }
Vector<EAnimPlayState>& playStateList() { return m_playStateList; }
static const AtomicString& initialName();
static Timing::PlaybackDirection initialDirection() { return Timing::PlaybackDirectionNormal; }
static Timing::FillMode initialFillMode() { return Timing::FillModeNone; }
static double initialIterationCount() { return 1.0; }
static EAnimPlayState initialPlayState() { return AnimPlayStatePlaying; }
private:
CSSAnimationData();
explicit CSSAnimationData(const CSSAnimationData&);
Vector<AtomicString> m_nameList;
Vector<double> m_iterationCountList;
Vector<Timing::PlaybackDirection> m_directionList;
Vector<Timing::FillMode> m_fillModeList;
Vector<EAnimPlayState> m_playStateList;
};
} // namespace blink
#endif // CSSAnimationData_h