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Bug 1178665 - Part 2 - Adapt to latest Animation.finish procedure changes. r=bbirtles
ee99cc4db5
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@ -234,7 +234,7 @@ Animation::Finish(ErrorResult& aRv)
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TimeDuration limit =
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mPlaybackRate > 0 ? TimeDuration(EffectEnd()) : TimeDuration(0);
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SetCurrentTime(limit);
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SilentlySetCurrentTime(limit);
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// If we are paused or play-pending we need to fill in the start time in
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// order to transition to the finished state.
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@ -250,12 +250,16 @@ Animation::Finish(ErrorResult& aRv)
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limit.MultDouble(1.0 / mPlaybackRate));
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}
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// If we just resolved the start time for a pause-pending animation, we need
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// to clear the task. We don't do this as a branch of the above however since
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// we can have a play-pending animation with a resolved start time if we
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// aborted a pause operation.
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if (mPendingState == PendingState::PlayPending &&
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!mStartTime.IsNull()) {
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// If we just resolved the start time for a pause or play-pending
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// animation, we need to clear the task. We don't do this as a branch of
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// the above however since we can have a play-pending animation with a
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// resolved start time if we aborted a pause operation.
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if (!mStartTime.IsNull() &&
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(mPendingState == PendingState::PlayPending ||
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mPendingState == PendingState::PausePending)) {
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if (mPendingState == PendingState::PausePending) {
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mHoldTime.SetNull();
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}
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CancelPendingTasks();
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if (mReady) {
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mReady->MaybeResolve(this);
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