This patch simply updates the method that cancels pending plays to also cancel
pending pauses. As it stands, for some of places where this is called it might
not be appropriate to cancel pending pauses but we will adjust each of these
call sites one-by-one in subsequent patches in this series.
IsPaused is used in nsAnimationManager to detect if a newly created animation
should be paused. It is also used inside AnimationPlayer::IsRunning which is
used to determine what animations to send to the compositor (we don't send
paused animations to the compositor). In all these cases we want to treat paused
animations and pause-pending animations alike.
This patch updates IsPaused to include also pause-pending animations. At the
same time it renames IsPaused to IsPausedOrPausing to reflect the change in
behavior.
This patch also adjusts a few nearby one-line functions to put the opening brace
on a new line since apparently this is what the coding style says to do.
This won't actually do anything yet because:
(a) We don't yet add pause-pending players to the PendingPlayerTracker
(b) We never mark pausing players as pending so
AnimationPlayer::TriggerOnNextTick will just ignore them.
These methods will soon be used to start animations that are waiting to start
and also to finish pausing animations that are waiting to pause. As a result
we rename them to TriggerXXX since that's a bit more generic.
There are still references to StartXXX within PendingPlayerTracker. These will
be updated in a subsequent patch once we have the appropriate methods available
on AnimationPlayer to call.
This patch extends the PendingPlayerTracker which is currently used to record
which animations are waiting to play, such that it can also handle animations
which are waiting to complete a pause operation.
It doesn't yet do anything with the pause-pending animations, that will come
in another patch.
A number of animation tests assume that pausing happens instantaneously. This
patch adjust many of those tests so that they will continue to work when
pausing happens asynchronously. In many cases this is possible because we
know the ready promise on AnimationPlayer (soon to be Animation) objects will
be resolved so we can wait on it and it will resolve immediately now, but when
asynchronous pausing is introduced the test the promise won't resolve until
after the pause operation is complete.
There are some tests that can't be so easily adjusted and we will have to fix
these at the same time as we turn on async pausing. However, taking care of
this set of tests now should reduce the size of subsequent patches in this
series.
This is leftover from bug 815643. In that bug,
|destinationChannelL->length()| and |destinationChannelR->length()| both
end up being |destinationBus->mDuration| and I forgot to eliminate the
common subexpression.
The recursivemake backend sets IMPORT_LIBRARY to the same value as
SHARED_LIBRARY on non-Windows platforms, so we can simply use
IMPORT_LIBRARY everywhere.