Make animations set animating hint
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@@ -24,12 +24,14 @@ ol.animation.createBounce =
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return function(map, frameState) {
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if (frameState.time < start) {
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frameState.animate = true;
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frameState.viewHints[ol.ViewHint.ANIMATING] += 1;
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return true;
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} else if (frameState.time < start + duration) {
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var delta = easingFunction((frameState.time - start) / duration);
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var deltaResolution = resolution - frameState.view2DState.resolution;
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frameState.animate = true;
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frameState.view2DState.resolution += delta * deltaResolution;
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frameState.viewHints[ol.ViewHint.ANIMATING] += 1;
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return true;
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} else {
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return false;
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@@ -56,6 +58,7 @@ ol.animation.createPanFrom =
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return function(map, frameState) {
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if (frameState.time < start) {
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frameState.animate = true;
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frameState.viewHints[ol.ViewHint.ANIMATING] += 1;
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return true;
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} else if (frameState.time < start + duration) {
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var delta = 1 - easingFunction((frameState.time - start) / duration);
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@@ -64,6 +67,7 @@ ol.animation.createPanFrom =
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frameState.animate = true;
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frameState.view2DState.center.x += delta * deltaX;
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frameState.view2DState.center.y += delta * deltaY;
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frameState.viewHints[ol.ViewHint.ANIMATING] += 1;
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return true;
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} else {
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return false;
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@@ -90,11 +94,13 @@ ol.animation.createSpin =
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return function(map, frameState) {
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if (frameState.time < start) {
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frameState.animate = true;
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frameState.viewHints[ol.ViewHint.ANIMATING] += 1;
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return true;
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} else if (frameState.time < start + duration) {
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var delta = easingFunction((frameState.time - start) / duration);
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frameState.animate = true;
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frameState.view2DState.rotation += delta * deltaTheta;
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frameState.viewHints[ol.ViewHint.ANIMATING] += 1;
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return true;
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} else {
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return false;
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