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Avoid dropping arbitrary animation callbacks without running them
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1 changed files with 12 additions and 4 deletions
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@ -1485,10 +1485,18 @@ impl Document {
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// constellation to stop giving us video refresh callbacks, to save energy. (A spurious
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// constellation to stop giving us video refresh callbacks, to save energy. (A spurious
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// animation frame is one in which the callback did not mutate the DOM—that is, an
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// animation frame is one in which the callback did not mutate the DOM—that is, an
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// animation frame that wasn't actually used for animation.)
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// animation frame that wasn't actually used for animation.)
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if self.animation_frame_list.borrow().is_empty() ||
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let is_empty = self.animation_frame_list.borrow().is_empty();
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(!was_faking_animation_frames && self.is_faking_animation_frames()) {
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if is_empty || (!was_faking_animation_frames && self.is_faking_animation_frames()) {
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mem::swap(&mut *self.animation_frame_list.borrow_mut(),
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if is_empty {
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&mut *animation_frame_list);
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// If the current animation frame list in the DOM instance is empty,
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// we can reuse the original `Vec<T>` that we put on the stack to
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// avoid allocating a new one next time an animation callback
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// is queued.
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mem::swap(
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&mut *self.animation_frame_list.borrow_mut(),
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&mut *animation_frame_list,
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);
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}
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let event = ScriptMsg::ChangeRunningAnimationsState(AnimationState::NoAnimationCallbacksPresent);
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let event = ScriptMsg::ChangeRunningAnimationsState(AnimationState::NoAnimationCallbacksPresent);
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self.send_to_constellation(event);
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self.send_to_constellation(event);
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}
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}
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