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-rw-r--r--components/layout/animation.rs6
1 files changed, 3 insertions, 3 deletions
diff --git a/components/layout/animation.rs b/components/layout/animation.rs
index 3ea59e7b972..05718dda00a 100644
--- a/components/layout/animation.rs
+++ b/components/layout/animation.rs
@@ -39,14 +39,14 @@ where
let mut new_running_animations = vec![];
while let Ok(animation) = new_animations_receiver.try_recv() {
let mut should_push = true;
- if let Animation::Keyframes(ref node, ref name, ref state) = animation {
+ if let Animation::Keyframes(ref node, _, ref name, ref state) = animation {
// If the animation was already present in the list for the
// node, just update its state, else push the new animation to
// run.
if let Some(ref mut animations) = running_animations.get_mut(node) {
// TODO: This being linear is probably not optimal.
for anim in animations.iter_mut() {
- if let Animation::Keyframes(_, ref anim_name, ref mut anim_state) = *anim {
+ if let Animation::Keyframes(_, _, ref anim_name, ref mut anim_state) = *anim {
if *name == *anim_name {
debug!("update_animation_state: Found other animation {}", name);
anim_state.update_from_other(&state, timer);
@@ -83,7 +83,7 @@ where
Animation::Transition(_, started_at, ref frame, _expired) => {
now < started_at + frame.duration
}
- Animation::Keyframes(_, _, ref mut state) => {
+ Animation::Keyframes(_, _, _, ref mut state) => {
// This animation is still running, or we need to keep
// iterating.
now < state.started_at + state.duration || state.tick()