Bug 1264125: Fire transitioncancel event when a transition is canceled - part 1 (in the description)

Issue #55
part 1 - Add transitioncancel event handler
part 2 - Add ontransitioncancel EventHandler to WebIDL
part 3 - Add member of active time to ComputedTiming
This commit is contained in:
janekptacijarabaci 2018-03-14 08:52:52 +01:00 committed by Roy Tam
commit a89e7c6858
6 changed files with 17 additions and 10 deletions

View file

@ -127,10 +127,6 @@ AnimationEffectReadOnly::GetComputedTimingAt(
}
const TimeDuration& localTime = aLocalTime.Value();
// Calculate the time within the active interval.
// https://w3c.github.io/web-animations/#active-time
StickyTimeDuration activeTime;
StickyTimeDuration beforeActiveBoundary =
std::max(std::min(StickyTimeDuration(aTiming.mDelay), result.mEndTime),
zeroDuration);
@ -148,7 +144,7 @@ AnimationEffectReadOnly::GetComputedTimingAt(
// The animation isn't active or filling at this time.
return result;
}
activeTime =
result.mActiveTime =
std::max(std::min(StickyTimeDuration(localTime - aTiming.mDelay),
result.mActiveDuration),
zeroDuration);
@ -159,13 +155,14 @@ AnimationEffectReadOnly::GetComputedTimingAt(
// The animation isn't active or filling at this time.
return result;
}
activeTime = std::max(StickyTimeDuration(localTime - aTiming.mDelay),
zeroDuration);
result.mActiveTime
= std::max(StickyTimeDuration(localTime - aTiming.mDelay),
zeroDuration);
} else {
MOZ_ASSERT(result.mActiveDuration != zeroDuration,
"How can we be in the middle of a zero-duration interval?");
result.mPhase = ComputedTiming::AnimationPhase::Active;
activeTime = localTime - aTiming.mDelay;
result.mActiveTime = localTime - aTiming.mDelay;
}
// Convert active time to a multiple of iterations.
@ -176,7 +173,7 @@ AnimationEffectReadOnly::GetComputedTimingAt(
? 0.0
: result.mIterations;
} else {
overallProgress = activeTime / result.mDuration;
overallProgress = result.mActiveTime / result.mDuration;
}
// Factor in iteration start offset.
@ -208,7 +205,8 @@ AnimationEffectReadOnly::GetComputedTimingAt(
if (result.mPhase == ComputedTiming::AnimationPhase::After &&
progress == 0.0 &&
result.mIterations != 0.0 &&
(activeTime != zeroDuration || result.mDuration == zeroDuration)) {
(result.mActiveTime != zeroDuration ||
result.mDuration == zeroDuration)) {
// The only way we can be in the after phase with a progress of zero and
// a current iteration of zero, is if we have a zero iteration count or
// were clipped using a negative end delay--both of which we should have