Bug 1038032 part 1 - Add temporary workaround to avoid overflow when calculating the active end of an animation; r=dholbert

This commit is contained in:
Brian Birtles 2014-07-18 10:31:17 +09:00
parent ccdfb4555d
commit 22fb85ab54

View File

@ -521,7 +521,11 @@ ElementAnimation::GetComputedTimingAt(const Nullable<TimeDuration>& aLocalTime,
// Get the normalized time within the active interval.
TimeDuration activeTime;
if (localTime >= aTiming.mDelay + result.mActiveDuration) {
// FIXME: The following check that the active duration is not equal to Forever
// is a temporary workaround to avoid overflow and should be removed once
// bug 1039924 is fixed.
if (result.mActiveDuration != TimeDuration::Forever() &&
localTime >= aTiming.mDelay + result.mActiveDuration) {
result.mPhase = ComputedTiming::AnimationPhase_After;
if (!aTiming.FillsForwards()) {
// The animation isn't active or filling at this time.