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Lines Matching refs:Animation

58 // The epsilon value we pass to UnitBezier::solve given that the animation is going to run over |dur| seconds. The longer the
59 // animation, the more precision we need in the timing function result to avoid ugly discontinuities.
97 // We need to preserve the state of the valid flag at the end of the animation
161 // If we have a transform function list, use that to do a per-function animation. Otherwise do a Matrix animation
309 // This makes sure we put the object being animated into a RenderLayer during the animation
793 AnimationBase::AnimationBase(const Animation* transition, RenderObject* renderer, CompositeAnimation* compAnim)
800 , m_animation(const_cast<Animation*>(transition))
848 // Returns true if we need to start animation timers
926 bool AnimationBase::animationsMatch(const Animation* anim) const
936 // If we get AnimationStateInputRestartAnimation then we force a new animation, regardless of state.
974 // If we are in AnimationStateStartWaitResponse, the animation will get canceled before
984 // Start the animation
1004 // Start timer has fired, tell the animation to start and wait for it to respond with start time
1008 // Trigger a render so we can start the animation
1022 // Start timer has fired, tell the animation to start and wait for it to respond with start time
1027 // Start the animation
1036 // If the value for 'animation-delay' is negative then the animation appears to have started in the past.
1058 // If the value for 'animation-delay' is negative then the animation appears to have started in the past.
1069 // Dispatch updateStyleIfNeeded so we can start the animation
1073 // We are pausing while waiting for a start response. Cancel the animation and wait. When
1091 // We are pausing while running. Cancel the animation and wait
1118 // We are pausing while running. Cancel the animation and wait
1157 // We were either running or waiting for a begin time response from the animation.
1158 // Either way we need to restart the animation (possibly with an offset if we
1162 // Start the animation
1180 // We are paused but we got the callback that notifies us that an accelerated animation started.
1212 // during an animation callback that might get called. Since the owner is a CompositeAnimation
1316 if ((m_animation->direction() == Animation::AnimationDirectionAlternate) && (integralTime & 1))