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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
62 lines
2.3 KiB
C++
62 lines
2.3 KiB
C++
// Copyright 2014 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#ifndef CSSAnimationData_h
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#define CSSAnimationData_h
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#include "sky/engine/core/animation/Timing.h"
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#include "sky/engine/core/animation/css/CSSTimingData.h"
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#include "sky/engine/core/rendering/style/RenderStyleConstants.h"
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namespace blink {
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class CSSAnimationData final : public CSSTimingData {
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public:
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static PassOwnPtr<CSSAnimationData> create()
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{
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return adoptPtr(new CSSAnimationData);
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}
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static PassOwnPtr<CSSAnimationData> create(const CSSAnimationData& animationData)
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{
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return adoptPtr(new CSSAnimationData(animationData));
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}
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bool animationsMatchForStyleRecalc(const CSSAnimationData& other) const;
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Timing convertToTiming(size_t index) const;
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const Vector<AtomicString>& nameList() const { return m_nameList; }
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const Vector<double>& iterationCountList() const { return m_iterationCountList; }
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const Vector<Timing::PlaybackDirection>& directionList() const { return m_directionList; }
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const Vector<Timing::FillMode>& fillModeList() const { return m_fillModeList; }
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const Vector<EAnimPlayState>& playStateList() const { return m_playStateList; }
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Vector<AtomicString>& nameList() { return m_nameList; }
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Vector<double>& iterationCountList() { return m_iterationCountList; }
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Vector<Timing::PlaybackDirection>& directionList() { return m_directionList; }
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Vector<Timing::FillMode>& fillModeList() { return m_fillModeList; }
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Vector<EAnimPlayState>& playStateList() { return m_playStateList; }
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static const AtomicString& initialName();
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static Timing::PlaybackDirection initialDirection() { return Timing::PlaybackDirectionNormal; }
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static Timing::FillMode initialFillMode() { return Timing::FillModeNone; }
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static double initialIterationCount() { return 1.0; }
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static EAnimPlayState initialPlayState() { return AnimPlayStatePlaying; }
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private:
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CSSAnimationData();
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explicit CSSAnimationData(const CSSAnimationData&);
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Vector<AtomicString> m_nameList;
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Vector<double> m_iterationCountList;
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Vector<Timing::PlaybackDirection> m_directionList;
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Vector<Timing::FillMode> m_fillModeList;
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Vector<EAnimPlayState> m_playStateList;
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};
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} // namespace blink
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#endif // CSSAnimationData_h
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