gecko-dev/dom/animation/AnimationPlayer.cpp

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/* vim: set shiftwidth=2 tabstop=8 autoindent cindent expandtab: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "AnimationPlayer.h"
#include "AnimationUtils.h"
#include "mozilla/dom/AnimationPlayerBinding.h"
#include "AnimationCommon.h" // For AnimationPlayerCollection,
// CommonAnimationManager
#include "nsIDocument.h" // For nsIDocument
#include "nsIPresShell.h" // For nsIPresShell
#include "nsLayoutUtils.h" // For PostRestyleEvent (remove after bug 1073336)
namespace mozilla {
namespace dom {
NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(AnimationPlayer, mTimeline, mSource)
NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(AnimationPlayer, AddRef)
NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(AnimationPlayer, Release)
JSObject*
AnimationPlayer::WrapObject(JSContext* aCx)
{
return dom::AnimationPlayerBinding::Wrap(aCx, this);
}
Nullable<double>
AnimationPlayer::GetStartTime() const
{
return AnimationUtils::TimeDurationToDouble(mStartTime);
}
Nullable<TimeDuration>
AnimationPlayer::GetCurrentTime() const
{
Nullable<TimeDuration> result;
if (!mHoldTime.IsNull()) {
result = mHoldTime;
} else {
Nullable<TimeDuration> timelineTime = mTimeline->GetCurrentTime();
if (!timelineTime.IsNull() && !mStartTime.IsNull()) {
result.SetValue(timelineTime.Value() - mStartTime.Value());
}
}
return result;
}
AnimationPlayState
AnimationPlayer::PlayState() const
{
Nullable<TimeDuration> currentTime = GetCurrentTime();
if (currentTime.IsNull()) {
return AnimationPlayState::Idle;
}
if (mIsPaused) {
return AnimationPlayState::Paused;
}
if (currentTime.Value() >= SourceContentEnd()) {
return AnimationPlayState::Finished;
}
return AnimationPlayState::Running;
}
void
AnimationPlayer::Play(UpdateFlags aUpdateFlags)
{
// FIXME: When we implement finishing behavior (bug 1074630) we should
// not return early if mIsPaused is false since we may still need to seek.
// (However, we will need to pass a flag so that when we start playing due to
// a change in animation-play-state we *don't* trigger finishing behavior.)
if (!mIsPaused) {
return;
}
mIsPaused = false;
Nullable<TimeDuration> timelineTime = mTimeline->GetCurrentTime();
if (timelineTime.IsNull()) {
// FIXME: We should just sit in the pending state in this case.
// We will introduce the pending state in Bug 927349.
return;
}
// Update start time to an appropriate offset from the current timeline time
MOZ_ASSERT(!mHoldTime.IsNull(), "Hold time should not be null when paused");
mStartTime.SetValue(timelineTime.Value() - mHoldTime.Value());
mHoldTime.SetNull();
if (aUpdateFlags == eUpdateStyle) {
PostUpdate();
}
}
void
AnimationPlayer::Pause(UpdateFlags aUpdateFlags)
{
if (mIsPaused) {
return;
}
mIsPaused = true;
mIsRunningOnCompositor = false;
// Bug 927349 - check for null result here and go to pending state
mHoldTime = GetCurrentTime();
mStartTime.SetNull();
if (aUpdateFlags == eUpdateStyle) {
PostUpdate();
}
}
Nullable<double>
AnimationPlayer::GetCurrentTimeAsDouble() const
{
return AnimationUtils::TimeDurationToDouble(GetCurrentTime());
}
void
AnimationPlayer::SetSource(Animation* aSource)
{
if (mSource) {
mSource->SetParentTime(Nullable<TimeDuration>());
}
mSource = aSource;
if (mSource) {
mSource->SetParentTime(GetCurrentTime());
}
}
void
AnimationPlayer::Tick()
{
if (mSource) {
mSource->SetParentTime(GetCurrentTime());
}
}
bool
AnimationPlayer::IsRunning() const
{
if (IsPaused() || !GetSource() || GetSource()->IsFinishedTransition()) {
return false;
}
ComputedTiming computedTiming = GetSource()->GetComputedTiming();
return computedTiming.mPhase == ComputedTiming::AnimationPhase_Active;
}
bool
AnimationPlayer::CanThrottle() const
{
if (!mSource ||
mSource->IsFinishedTransition() ||
mSource->Properties().IsEmpty()) {
return true;
}
if (!mIsRunningOnCompositor) {
return false;
}
if (PlayState() != AnimationPlayState::Finished) {
// Unfinished animations can be throttled.
return true;
}
// The animation has finished but, if this is the first sample since
// finishing, we need an unthrottled sample so we can apply the correct
// end-of-animation behavior on the main thread (either removing the
// animation style or applying the fill mode).
Bug 1078122 part 6 - Store the previous finished state; r=dholbert AnimationPlayer::CanThrottle determines if an animation player has just finished by inspecting the value of mLastNotification. This is problematic for two reasons: 1. mLastNotification is intended to be used for events (as the XXX comment notes) 2. mLastNotification is specific to CSS Animations and should be moved to CSSAnimationPlayer. To address this, this patch adds an extra member mIsPreviousStateFinished. The Web Animations spec already defines animation players as having such a member: http://w3c.github.io/web-animations/#previous-finished-state We set it to true when we calculate the style for an animation that has finished. This differs slightly from the code it is replacing as explained below. In the case of CSS Animations we perform the following sequence of steps on each sample. 1. EnsureStyleRuleFor (calls CanThrottle, and maybe ComposeStyle) 2. GetEventsForCurrentTime In the existing code, we update mLastNotification in (2) which happens on every sample, even throttled samples. In this patch, however, we update mIsPreviousStateFinished in (1) during the ComposeStyle step which only happens for unthrottled samples. So, as of this patch, in CanThrottle, we ask "have we newly entered the finished state since the last *unthrottled* sample?", whereas previously we simply looked for a change since the last sample, throttled or not. However, if the answer to the question is "yes", then we'll run an unthrottled sample and update mIsPreviousStateFinished so these should be functionally equivalent. Another subtle difference is that this patch looks at the player's finished state rather than the animation phase of its source content, and these will produce different results in the case where the player is paused. However, since paused animations are not run on the compositor, this should not matter. In the case of CSS Transitions, AnimationPlayer::CanThrottle() is not currently used and so mIsPreviousStateFinished is irrelevant. Ultimately, both the existing and the new code is somewhat fragile but hopefully this will be addressed by: * Replacing mIsPreviousStateFinished with inspecting whether the finished promise is settled (bug 1074630), * Merging more of the code in nsAnimationManager and nsTransitionManager and applying a unified approach to sampling that better accommodates these considerations.
2014-10-20 04:55:47 +00:00
return mIsPreviousStateFinished;
}
void
AnimationPlayer::ComposeStyle(nsRefPtr<css::AnimValuesStyleRule>& aStyleRule,
nsCSSPropertySet& aSetProperties,
bool& aNeedsRefreshes)
{
if (!mSource || mSource->IsFinishedTransition()) {
return;
}
Bug 1078122 part 6 - Store the previous finished state; r=dholbert AnimationPlayer::CanThrottle determines if an animation player has just finished by inspecting the value of mLastNotification. This is problematic for two reasons: 1. mLastNotification is intended to be used for events (as the XXX comment notes) 2. mLastNotification is specific to CSS Animations and should be moved to CSSAnimationPlayer. To address this, this patch adds an extra member mIsPreviousStateFinished. The Web Animations spec already defines animation players as having such a member: http://w3c.github.io/web-animations/#previous-finished-state We set it to true when we calculate the style for an animation that has finished. This differs slightly from the code it is replacing as explained below. In the case of CSS Animations we perform the following sequence of steps on each sample. 1. EnsureStyleRuleFor (calls CanThrottle, and maybe ComposeStyle) 2. GetEventsForCurrentTime In the existing code, we update mLastNotification in (2) which happens on every sample, even throttled samples. In this patch, however, we update mIsPreviousStateFinished in (1) during the ComposeStyle step which only happens for unthrottled samples. So, as of this patch, in CanThrottle, we ask "have we newly entered the finished state since the last *unthrottled* sample?", whereas previously we simply looked for a change since the last sample, throttled or not. However, if the answer to the question is "yes", then we'll run an unthrottled sample and update mIsPreviousStateFinished so these should be functionally equivalent. Another subtle difference is that this patch looks at the player's finished state rather than the animation phase of its source content, and these will produce different results in the case where the player is paused. However, since paused animations are not run on the compositor, this should not matter. In the case of CSS Transitions, AnimationPlayer::CanThrottle() is not currently used and so mIsPreviousStateFinished is irrelevant. Ultimately, both the existing and the new code is somewhat fragile but hopefully this will be addressed by: * Replacing mIsPreviousStateFinished with inspecting whether the finished promise is settled (bug 1074630), * Merging more of the code in nsAnimationManager and nsTransitionManager and applying a unified approach to sampling that better accommodates these considerations.
2014-10-20 04:55:47 +00:00
AnimationPlayState playState = PlayState();
if (playState == AnimationPlayState::Running) {
aNeedsRefreshes = true;
}
mSource->ComposeStyle(aStyleRule, aSetProperties);
Bug 1078122 part 6 - Store the previous finished state; r=dholbert AnimationPlayer::CanThrottle determines if an animation player has just finished by inspecting the value of mLastNotification. This is problematic for two reasons: 1. mLastNotification is intended to be used for events (as the XXX comment notes) 2. mLastNotification is specific to CSS Animations and should be moved to CSSAnimationPlayer. To address this, this patch adds an extra member mIsPreviousStateFinished. The Web Animations spec already defines animation players as having such a member: http://w3c.github.io/web-animations/#previous-finished-state We set it to true when we calculate the style for an animation that has finished. This differs slightly from the code it is replacing as explained below. In the case of CSS Animations we perform the following sequence of steps on each sample. 1. EnsureStyleRuleFor (calls CanThrottle, and maybe ComposeStyle) 2. GetEventsForCurrentTime In the existing code, we update mLastNotification in (2) which happens on every sample, even throttled samples. In this patch, however, we update mIsPreviousStateFinished in (1) during the ComposeStyle step which only happens for unthrottled samples. So, as of this patch, in CanThrottle, we ask "have we newly entered the finished state since the last *unthrottled* sample?", whereas previously we simply looked for a change since the last sample, throttled or not. However, if the answer to the question is "yes", then we'll run an unthrottled sample and update mIsPreviousStateFinished so these should be functionally equivalent. Another subtle difference is that this patch looks at the player's finished state rather than the animation phase of its source content, and these will produce different results in the case where the player is paused. However, since paused animations are not run on the compositor, this should not matter. In the case of CSS Transitions, AnimationPlayer::CanThrottle() is not currently used and so mIsPreviousStateFinished is irrelevant. Ultimately, both the existing and the new code is somewhat fragile but hopefully this will be addressed by: * Replacing mIsPreviousStateFinished with inspecting whether the finished promise is settled (bug 1074630), * Merging more of the code in nsAnimationManager and nsTransitionManager and applying a unified approach to sampling that better accommodates these considerations.
2014-10-20 04:55:47 +00:00
mIsPreviousStateFinished = (playState == AnimationPlayState::Finished);
}
void
AnimationPlayer::FlushStyle() const
{
nsIDocument* doc = GetRenderedDocument();
if (doc) {
doc->FlushPendingNotifications(Flush_Style);
}
}
void
AnimationPlayer::PostUpdate()
{
AnimationPlayerCollection* collection = GetCollection();
if (collection) {
collection->NotifyPlayerUpdated();
}
}
StickyTimeDuration
AnimationPlayer::SourceContentEnd() const
{
if (!mSource) {
return StickyTimeDuration(0);
}
return mSource->Timing().mDelay
+ mSource->GetComputedTiming().mActiveDuration;
}
nsIDocument*
AnimationPlayer::GetRenderedDocument() const
{
if (!mSource) {
return nullptr;
}
Element* targetElement;
nsCSSPseudoElements::Type pseudoType;
mSource->GetTarget(targetElement, pseudoType);
if (!targetElement) {
return nullptr;
}
return targetElement->GetComposedDoc();
}
nsPresContext*
AnimationPlayer::GetPresContext() const
{
nsIDocument* doc = GetRenderedDocument();
if (!doc) {
return nullptr;
}
nsIPresShell* shell = doc->GetShell();
if (!shell) {
return nullptr;
}
return shell->GetPresContext();
}
AnimationPlayerCollection*
AnimationPlayer::GetCollection() const
{
css::CommonAnimationManager* manager = GetAnimationManager();
if (!manager) {
return nullptr;
}
MOZ_ASSERT(mSource, "A player with an animation manager must have a source");
Element* targetElement;
nsCSSPseudoElements::Type targetPseudoType;
mSource->GetTarget(targetElement, targetPseudoType);
MOZ_ASSERT(targetElement,
"A player with an animation manager must have a target");
return manager->GetAnimationPlayers(targetElement, targetPseudoType, false);
}
} // namespace dom
} // namespace mozilla