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)
#include "PendingPlayerTracker.h" // For PendingPlayerTracker
namespace mozilla {
namespace dom {
NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(AnimationPlayer, mTimeline,
mSource, mReady)
NS_IMPL_CYCLE_COLLECTING_ADDREF(AnimationPlayer)
NS_IMPL_CYCLE_COLLECTING_RELEASE(AnimationPlayer)
NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION(AnimationPlayer)
NS_WRAPPERCACHE_INTERFACE_MAP_ENTRY
NS_INTERFACE_MAP_ENTRY(nsISupports)
NS_INTERFACE_MAP_END
JSObject*
AnimationPlayer::WrapObject(JSContext* aCx)
{
return dom::AnimationPlayerBinding::Wrap(aCx, this);
}
Nullable<TimeDuration>
AnimationPlayer::GetCurrentTime() const
{
Nullable<TimeDuration> result;
if (!mHoldTime.IsNull()) {
result = mHoldTime;
return result;
}
if (!mStartTime.IsNull()) {
Nullable<TimeDuration> timelineTime = mTimeline->GetCurrentTime();
if (!timelineTime.IsNull()) {
result.SetValue(timelineTime.Value() - mStartTime.Value());
}
}
return result;
}
AnimationPlayState
AnimationPlayer::PlayState() const
{
if (mIsPending) {
return AnimationPlayState::Pending;
}
Nullable<TimeDuration> currentTime = GetCurrentTime();
if (currentTime.IsNull()) {
return AnimationPlayState::Idle;
}
if (mStartTime.IsNull()) {
return AnimationPlayState::Paused;
}
if (currentTime.Value() >= SourceContentEnd()) {
return AnimationPlayState::Finished;
}
return AnimationPlayState::Running;
}
Promise*
AnimationPlayer::GetReady(ErrorResult& aRv)
{
// Lazily create the ready promise if it doesn't exist
if (!mReady) {
nsIGlobalObject* global = mTimeline->GetParentObject();
if (global) {
mReady = Promise::Create(global, aRv);
if (mReady && PlayState() != AnimationPlayState::Pending) {
mReady->MaybeResolve(this);
}
}
}
if (!mReady) {
aRv.Throw(NS_ERROR_FAILURE);
}
return mReady;
}
void
AnimationPlayer::Play()
{
DoPlay();
PostUpdate();
}
void
AnimationPlayer::Pause()
{
DoPause();
PostUpdate();
}
Nullable<double>
AnimationPlayer::GetStartTimeAsDouble() const
{
return AnimationUtils::TimeDurationToDouble(mStartTime);
}
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()
{
// Since we are not guaranteed to get only one call per refresh driver tick,
// it's possible that mPendingReadyTime is set to a time in the future.
// In that case, we should wait until the next refresh driver tick before
// resuming.
if (mIsPending &&
!mPendingReadyTime.IsNull() &&
mPendingReadyTime.Value() <= mTimeline->GetCurrentTime().Value()) {
ResumeAt(mPendingReadyTime.Value());
mPendingReadyTime.SetNull();
}
if (IsPossiblyOrphanedPendingPlayer()) {
MOZ_ASSERT(mTimeline && !mTimeline->GetCurrentTime().IsNull(),
"Orphaned pending players should have an active timeline");
ResumeAt(mTimeline->GetCurrentTime().Value());
}
UpdateSourceContent();
}
void
AnimationPlayer::StartOnNextTick(const Nullable<TimeDuration>& aReadyTime)
{
// Normally we expect the play state to be pending but it's possible that,
// due to the handling of possibly orphaned players in Tick() [coming
// in a later patch in this series], this player got started whilst still
// being in another document's pending player map.
if (PlayState() != AnimationPlayState::Pending) {
return;
}
// If aReadyTime.IsNull() we'll detect this in Tick() where we check for
// orphaned players and trigger this animation anyway
mPendingReadyTime = aReadyTime;
}
void
AnimationPlayer::StartNow()
{
MOZ_ASSERT(PlayState() == AnimationPlayState::Pending,
"Expected to start a pending player");
MOZ_ASSERT(mTimeline && !mTimeline->GetCurrentTime().IsNull(),
"Expected an active timeline");
ResumeAt(mTimeline->GetCurrentTime().Value());
}
Nullable<TimeDuration>
AnimationPlayer::GetCurrentOrPendingStartTime() const
{
Nullable<TimeDuration> result;
if (!mStartTime.IsNull()) {
result = mStartTime;
return result;
}
if (mPendingReadyTime.IsNull() || mHoldTime.IsNull()) {
return result;
}
// Calculate the equivalent start time from the pending ready time.
// This is the same as the calculation performed in ResumeAt and will
// need to incorporate the playbackRate when implemented (bug 1127380).
result.SetValue(mPendingReadyTime.Value() - mHoldTime.Value());
return result;
}
void
AnimationPlayer::Cancel()
{
if (mIsPending) {
CancelPendingPlay();
if (mReady) {
mReady->MaybeReject(NS_ERROR_DOM_ABORT_ERR);
}
}
mHoldTime.SetNull();
mStartTime.SetNull();
}
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 ||
playState == AnimationPlayState::Pending) {
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::DoPlay()
{
// FIXME: When we implement finishing behavior (bug 1074630) 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.
Nullable<TimeDuration> currentTime = GetCurrentTime();
if (currentTime.IsNull()) {
mHoldTime.SetValue(TimeDuration(0));
} else if (mHoldTime.IsNull()) {
// If the hold time is null, we are already playing normally
return;
}
// Clear ready promise. We'll create a new one lazily.
mReady = nullptr;
mIsPending = true;
nsIDocument* doc = GetRenderedDocument();
if (!doc) {
StartOnNextTick(Nullable<TimeDuration>());
return;
}
PendingPlayerTracker* tracker = doc->GetOrCreatePendingPlayerTracker();
tracker->AddPlayPending(*this);
// We may have updated the current time when we set the hold time above
// so notify source content.
UpdateSourceContent();
}
void
AnimationPlayer::DoPause()
{
if (mIsPending) {
CancelPendingPlay();
// Resolve the ready promise since we currently only use it for
// players that are waiting to play. Later (in bug 1109390), we will
// use this for players waiting to pause as well and then we won't
// want to resolve it just yet.
if (mReady) {
mReady->MaybeResolve(this);
}
}
// Mark this as no longer running on the compositor so that next time
// we update animations we won't throttle them and will have a chance
// to remove the animation from any layer it might be on.
mIsRunningOnCompositor = false;
// Bug 1109390 - check for null result here and go to pending state
mHoldTime = GetCurrentTime();
mStartTime.SetNull();
}
void
AnimationPlayer::ResumeAt(const TimeDuration& aResumeTime)
{
// This method is only expected to be called for a player that is
// waiting to play. We can easily adapt it to handle other states
// but it's currently not necessary.
MOZ_ASSERT(PlayState() == AnimationPlayState::Pending,
"Expected to resume a pending player");
MOZ_ASSERT(!mHoldTime.IsNull(),
"A player in the pending state should have a resolved hold time");
mStartTime.SetValue(aResumeTime - mHoldTime.Value());
mHoldTime.SetNull();
mIsPending = false;
UpdateSourceContent();
if (mReady) {
mReady->MaybeResolve(this);
}
}
void
AnimationPlayer::UpdateSourceContent()
{
if (mSource) {
mSource->SetParentTime(GetCurrentTime());
}
}
void
AnimationPlayer::FlushStyle() const
{
nsIDocument* doc = GetRenderedDocument();
if (doc) {
doc->FlushPendingNotifications(Flush_Style);
}
}
void
AnimationPlayer::PostUpdate()
{
AnimationPlayerCollection* collection = GetCollection();
if (collection) {
collection->NotifyPlayerUpdated();
}
}
void
AnimationPlayer::CancelPendingPlay()
{
if (!mIsPending) {
return;
}
nsIDocument* doc = GetRenderedDocument();
if (doc) {
PendingPlayerTracker* tracker = doc->GetPendingPlayerTracker();
if (tracker) {
tracker->RemovePlayPending(*this);
}
}
mIsPending = false;
mPendingReadyTime.SetNull();
}
bool
AnimationPlayer::IsPossiblyOrphanedPendingPlayer() const
{
// Check if we are pending but might never start because we are not being
// tracked.
//
// This covers the following cases:
//
// * We started playing but our source content's target element was orphaned
// or bound to a different document.
// (note that for the case of our source content changing we should handle
// that in SetSource)
// * We started playing but our timeline became inactive.
// In this case the pending player tracker will drop us from its hashmap
// when we have been painted.
// * When we started playing we couldn't find a PendingPlayerTracker to
// register with (perhaps the source content had no document) so we simply
// set mIsPending in DoPlay and relied on this method to catch us on the
// next tick.
// If we're not pending we're ok.
if (!mIsPending) {
return false;
}
// If we have a pending ready time then we will be started on the next
// tick.
if (!mPendingReadyTime.IsNull()) {
return false;
}
// If we don't have an active timeline then we shouldn't start until
// we do.
if (!mTimeline || mTimeline->GetCurrentTime().IsNull()) {
return false;
}
// If we have no rendered document, or we're not in our rendered document's
// PendingPlayerTracker then there's a good chance no one is tracking us.
//
// If we're wrong and another document is tracking us then, at worst, we'll
// simply start the animation one tick too soon. That's better than never
// starting the animation and is unlikely.
nsIDocument* doc = GetRenderedDocument();
return !doc ||
!doc->GetPendingPlayerTracker() ||
!doc->GetPendingPlayerTracker()->IsWaitingToPlay(*this);
}
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