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Bug 1202333 part 1 - Remove excessive animationiteration event. r=birtles
The Firefox fired excessive animationiteration event. But We fixed specification in order to prevent firing the animationiteration when animation is start. For detail, See https://github.com/w3c/csswg-drafts/issues/68 MozReview-Commit-ID: 391DRxSpq86 --HG-- extra : rebase_source : 38e6710da4d9ad7422d6313eeae2803402a51b24
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@ -73,22 +73,15 @@ function triggerShortAnimation(node) {
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node.style.animation = "anim1 1ms linear";
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}
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// This function triggers a long animation with two iterations, which is
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// *nearly* at the end of its first iteration. It will hit the end of that
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// iteration (firing an event) almost immediately, 1ms in the future.
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// This function triggers a very short (10ms long) animation with many
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// iterations, which will cause a start event followed by an iteration event
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// on each subsequent tick, to fire.
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//
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// NOTE: It's important that this animation have a *long* duration. If it were
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// short (e.g. 1ms duration), then we might jump past all its iterations in
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// a single refresh-driver tick. And if that were to happens, we'd *never* fire
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// any animationiteration events -- the CSS Animations spec says this event
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// must not be fired "...when an animationend event would fire at the same time"
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// (which would be the case in this example with a 1ms duration). So, to make
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// sure our event does fire, we use a long duration and a nearly-as-long
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// negative delay. This ensures we hit the end of the first iteration right
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// away, and that we don't risk hitting the end of the second iteration at the
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// same time.
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// NOTE: We need the many iterations since if an animation frame coincides
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// with the animation starting or ending we dispatch only the start or end
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// event and not the iteration event.
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function triggerAnimationIteration(node) {
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node.style.animation = "anim1 300s -299.999s linear 2";
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node.style.animation = "anim1 10ms linear 20000";
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}
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// GENERAL UTILITY FUNCTIONS
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@ -17,7 +17,7 @@ body { padding: 50px }
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height: 200px; width: 200px;
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backface-visibility: hidden;
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/* use a -99.9s delay to start at 99.9% and then move to 0% */
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animation: flip 100s -99.9s linear 2;
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animation: flip 100s -99.9s linear 2 paused;
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}
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</style>
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@ -27,7 +27,13 @@ body { padding: 50px }
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<script>
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document.getElementById("test").addEventListener("animationiteration", IterationListener, false);
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document.getElementById("test").addEventListener("animationstart", StartListener, false);
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function StartListener(event) {
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var test = document.getElementById("test");
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test.style.animationPlayState = 'running';
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test.addEventListener("animationiteration", IterationListener, false);
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}
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function IterationListener(event) {
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setTimeout(RemoveReftestWait, 0);
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@ -18,7 +18,7 @@ body { padding: 50px }
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border: 1px solid black;
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transform-style: preserve-3d;
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/* use a -99.9s delay to start at 99.9% and then move to 0% */
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animation: spin 100s -99.9s linear 2;
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animation: spin 100s -99.9s linear 2 paused;
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}
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#child {
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@ -39,7 +39,13 @@ body { padding: 50px }
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<script>
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document.getElementById("parent").addEventListener("animationiteration", IterationListener, false);
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document.getElementById("parent").addEventListener("animationstart", StartListener, false);
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function StartListener(event) {
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var test = document.getElementById("parent");
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test.style.animationPlayState = 'running';
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test.addEventListener("animationiteration", IterationListener, false);
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}
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function IterationListener(event) {
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setTimeout(RemoveReftestWait, 0);
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@ -218,10 +218,6 @@ CSSAnimation::QueueEvents()
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computedTiming.mPhase == ComputedTiming::AnimationPhase::After) ||
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(mPreviousPhaseOrIteration == PREVIOUS_PHASE_AFTER &&
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computedTiming.mPhase == ComputedTiming::AnimationPhase::Before);
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bool skippedFirstIteration =
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isActive &&
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mPreviousPhaseOrIteration == PREVIOUS_PHASE_BEFORE &&
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computedTiming.mCurrentIteration > 0;
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MOZ_ASSERT(!skippedActivePhase || (!isActive && !wasActive),
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"skippedActivePhase only makes sense if we were & are inactive");
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@ -240,12 +236,7 @@ CSSAnimation::QueueEvents()
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computedTiming.mCurrentIteration;
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const StickyTimeDuration& activeDuration = computedTiming.mActiveDuration;
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if (skippedFirstIteration) {
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// Notify animationstart and animationiteration in same tick.
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events.AppendElement(EventPair(eAnimationStart, initialAdvance));
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events.AppendElement(EventPair(eAnimationIteration,
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std::max(iterationStart, initialAdvance)));
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} else if (!wasActive && isActive) {
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if (!wasActive && isActive) {
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events.AppendElement(EventPair(eAnimationStart, initialAdvance));
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} else if (wasActive && !isActive) {
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events.AppendElement(EventPair(eAnimationEnd, activeDuration));
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@ -1226,9 +1226,6 @@ advance_clock(0); // complete pending animation start
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is_approx(px_to_num(cs.marginRight), 100 * gTF.ease_in(0.4), 0.01,
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"large negative delay test at 0ms");
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check_events([{ type: 'animationstart', target: div,
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animationName: 'anim2', elapsedTime: 3.6,
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pseudoElement: "" },
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{ type: 'animationiteration', target: div,
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animationName: 'anim2', elapsedTime: 3.6,
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pseudoElement: "" }],
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"right after start in large negative delay test");
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@ -1407,9 +1407,6 @@ addAsyncAnimTest(function *() {
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omta_is_approx("opacity", gTF.ease_in(0.4), 0.01, RunningOn.Compositor,
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"large negative delay test at 0ms");
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check_events([{ type: 'animationstart', target: gDiv,
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animationName: 'anim2', elapsedTime: 3.6,
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pseudoElement: "" },
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{ type: 'animationiteration', target: gDiv,
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animationName: 'anim2', elapsedTime: 3.6,
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pseudoElement: "" }],
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"right after start in large negative delay test");
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