#include "cc/trees/layer_tree_mutator.h"
#include <utility>
#include "base/ranges/algorithm.h"
namespace cc {
AnimationWorkletInput::AddAndUpdateState::AddAndUpdateState(
WorkletAnimationId worklet_animation_id,
std::string name,
double current_time,
std::unique_ptr<AnimationOptions> options,
std::unique_ptr<AnimationEffectTimings> effect_timings)
: … { … }
AnimationWorkletInput::AddAndUpdateState::AddAndUpdateState(
AddAndUpdateState&&) = default;
AnimationWorkletInput::AddAndUpdateState::~AddAndUpdateState() = default;
#if DCHECK_IS_ON()
bool AnimationWorkletInput::ValidateId(int worklet_id) const { … }
#endif
AnimationWorkletInput::AnimationWorkletInput() = default;
AnimationWorkletInput::~AnimationWorkletInput() = default;
MutatorInputState::MutatorInputState() = default;
MutatorInputState::~MutatorInputState() = default;
bool MutatorInputState::IsEmpty() const { … }
AnimationWorkletInput& MutatorInputState::EnsureWorkletEntry(int id) { … }
void MutatorInputState::Add(AnimationWorkletInput::AddAndUpdateState&& state) { … }
void MutatorInputState::Update(AnimationWorkletInput::UpdateState&& state) { … }
void MutatorInputState::Remove(WorkletAnimationId worklet_animation_id) { … }
std::unique_ptr<AnimationWorkletInput> MutatorInputState::TakeWorkletState(
int worklet_id) { … }
AnimationWorkletOutput::AnimationWorkletOutput() = default;
AnimationWorkletOutput::~AnimationWorkletOutput() = default;
AnimationWorkletOutput::AnimationState::AnimationState(WorkletAnimationId id)
: … { … }
AnimationWorkletOutput::AnimationState::AnimationState(const AnimationState&) =
default;
AnimationWorkletOutput::AnimationState::~AnimationState() = default;
}