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31 #ifndef ActiveAnimations_h
32 #define ActiveAnimations_h
34 #include "core/animation/AnimationStack.h"
35 #include "core/animation/css/CSSAnimations.h"
36 #include "wtf/HashCountedSet.h"
37 #include "wtf/HashMap.h"
38 #include "wtf/RefPtr.h"
39 #include "wtf/Vector.h"
47 using AnimationPlayerCountedSet = WillBeHeapHashCountedSet<RawPtrWillBeWeakMember<AnimationPlayer>>;
49 class ActiveAnimations : public NoBaseWillBeGarbageCollectedFinalized<ActiveAnimations> {
50 WTF_MAKE_NONCOPYABLE(ActiveAnimations);
55 // Animations that are currently active for this element, their effects will be applied
56 // during a style recalc. CSS Transitions are included in this stack.
57 AnimationStack& defaultStack() { return m_defaultStack; }
58 const AnimationStack& defaultStack() const { return m_defaultStack; }
59 // Tracks the state of active CSS Animations and Transitions. The individual animations
60 // will also be part of the default stack, but the mapping betwen animation name and
61 // player is kept here.
62 CSSAnimations& cssAnimations() { return m_cssAnimations; }
63 const CSSAnimations& cssAnimations() const { return m_cssAnimations; }
65 // AnimationPlayers which have animations targeting this element.
66 AnimationPlayerCountedSet& players() { return m_players; }
68 bool isEmpty() const { return m_defaultStack.isEmpty() && m_cssAnimations.isEmpty() && m_players.isEmpty(); }
70 void cancelAnimationOnCompositor();
72 void updateAnimationFlags(RenderStyle&);
73 void setAnimationStyleChange(bool animationStyleChange) { m_animationStyleChange = animationStyleChange; }
75 const RenderStyle* baseRenderStyle() const;
76 void updateBaseRenderStyle(const RenderStyle*);
77 void clearBaseRenderStyle();
80 void addAnimation(Animation* animation) { m_animations.append(animation); }
81 void notifyAnimationDestroyed(Animation* animation) { m_animations.remove(m_animations.find(animation)); }
87 bool isAnimationStyleChange() const { return m_animationStyleChange; }
89 AnimationStack m_defaultStack;
90 CSSAnimations m_cssAnimations;
91 AnimationPlayerCountedSet m_players;
92 bool m_animationStyleChange;
93 RefPtr<RenderStyle> m_baseRenderStyle;
96 // FIXME: Oilpan: This is to avoid a reference cycle that keeps Elements alive
97 // and won't be needed once the Node hierarchy becomes traceable.
98 Vector<Animation*> m_animations;
101 // CSSAnimations checks if a style change is due to animation.
102 friend class CSSAnimations;