/* 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/. */ #ifndef mozilla_dom_AnimationPlayer_h #define mozilla_dom_AnimationPlayer_h #include "nsWrapperCache.h" #include "nsCycleCollectionParticipant.h" #include "mozilla/Attributes.h" #include "mozilla/TimeStamp.h" // for TimeStamp, TimeDuration #include "mozilla/dom/Animation.h" // for Animation #include "mozilla/dom/AnimationPlayerBinding.h" // for AnimationPlayState #include "mozilla/dom/AnimationTimeline.h" // for AnimationTimeline #include "mozilla/dom/Promise.h" // for Promise #include "nsCSSProperty.h" // for nsCSSProperty // X11 has a #define for CurrentTime. #ifdef CurrentTime #undef CurrentTime #endif // GetCurrentTime is defined in winbase.h as zero argument macro forwarding to // GetTickCount(). #ifdef GetCurrentTime #undef GetCurrentTime #endif struct JSContext; class nsCSSPropertySet; class nsIDocument; class nsPresContext; namespace mozilla { struct AnimationPlayerCollection; namespace css { class AnimValuesStyleRule; class CommonAnimationManager; } // namespace css class CSSAnimationPlayer; class CSSTransitionPlayer; namespace dom { class AnimationPlayer : public nsISupports, public nsWrapperCache { protected: virtual ~AnimationPlayer() {} public: explicit AnimationPlayer(AnimationTimeline* aTimeline) : mTimeline(aTimeline) , mPlaybackRate(1.0) , mIsPending(false) , mIsRunningOnCompositor(false) , mIsPreviousStateFinished(false) , mIsRelevant(false) { } NS_DECL_CYCLE_COLLECTING_ISUPPORTS NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_CLASS(AnimationPlayer) AnimationTimeline* GetParentObject() const { return mTimeline; } virtual JSObject* WrapObject(JSContext* aCx, JS::Handle aGivenProto) override; virtual CSSAnimationPlayer* AsCSSAnimationPlayer() { return nullptr; } virtual CSSTransitionPlayer* AsCSSTransitionPlayer() { return nullptr; } // AnimationPlayer methods Animation* GetSource() const { return mSource; } AnimationTimeline* Timeline() const { return mTimeline; } Nullable GetStartTime() const { return mStartTime; } void SetStartTime(const Nullable& aNewStartTime); Nullable GetCurrentTime() const; void SilentlySetCurrentTime(const TimeDuration& aNewCurrentTime); void SetCurrentTime(const TimeDuration& aNewCurrentTime); double PlaybackRate() const { return mPlaybackRate; } void SetPlaybackRate(double aPlaybackRate); void SilentlySetPlaybackRate(double aPlaybackRate); AnimationPlayState PlayState() const; virtual Promise* GetReady(ErrorResult& aRv); virtual void Play(); virtual void Pause(); bool IsRunningOnCompositor() const { return mIsRunningOnCompositor; } // Wrapper functions for AnimationPlayer DOM methods when called // from script. We often use the same methods internally and from // script but when called from script we (or one of our subclasses) perform // extra steps such as flushing style or converting the return type. Nullable GetStartTimeAsDouble() const; void SetStartTimeAsDouble(const Nullable& aStartTime); Nullable GetCurrentTimeAsDouble() const; void SetCurrentTimeAsDouble(const Nullable& aCurrentTime, ErrorResult& aRv); virtual AnimationPlayState PlayStateFromJS() const { return PlayState(); } virtual void PlayFromJS() { Play(); } // PauseFromJS is currently only here for symmetry with PlayFromJS but // in future we will likely have to flush style in // CSSAnimationPlayer::PauseFromJS so we leave it for now. void PauseFromJS() { Pause(); } void SetSource(Animation* aSource); void Tick(); /** * Typically, when a player is played, it does not start immediately but is * added to a table of pending players on the document of its source content. * In the meantime it sets its hold time to the time from which playback * should begin. * * When the document finishes painting, any pending players in its table * are marked as being ready to start by calling StartOnNextTick. * The moment when the paint completed is also recorded, converted to a * timeline time, and passed to StartOnTick. This is so that when these * players do start, they can be timed from the point when painting * completed. * * After calling StartOnNextTick, players remain in the pending state until * the next refresh driver tick. At that time they transition out of the * pending state using the time passed to StartOnNextTick as the effective * time at which they resumed. * * This approach means that any setup time required for performing the * initial paint of an animation such as layerization is not deducted from * the running time of the animation. Without this we can easily drop the * first few frames of an animation, or, on slower devices, the whole * animation. * * Furthermore: * * - Starting the player immediately when painting finishes is problematic * because the start time of the player will be ahead of its timeline * (since the timeline time is based on the refresh driver time). * That's a problem because the player is playing but its timing suggests * it starts in the future. We could update the timeline to match the start * time of the player but then we'd also have to update the timing and style * of all animations connected to that timeline or else be stuck in an * inconsistent state until the next refresh driver tick. * * - If we simply use the refresh driver time on its next tick, the lag * between triggering an animation and its effective start is unacceptably * long. * * Note that the caller of this method is responsible for removing the player * from any PendingPlayerTracker it may have been added to. */ void StartOnNextTick(const Nullable& aReadyTime); // Testing only: Start a pending player using the current timeline time. // This is used to support existing tests that expect animations to begin // immediately. Ideally we would rewrite the those tests and get rid of this // method, but there are a lot of them. // // As with StartOnNextTick, the caller of this method is responsible for // removing the player from any PendingPlayerTracker it may have been added // to. void StartNow(); /** * When StartOnNextTick is called, we store the ready time but we don't apply * it until the next tick. In the meantime, GetStartTime() will return null. * * However, if we build layer animations again before the next tick, we * should initialize them with the start time that GetStartTime() will return * on the next tick. * * If we were to simply set the start time of layer animations to null, their * start time would be updated to the current wallclock time when rendering * finishes, thus making them out of sync with the start time stored here. * This, in turn, will make the animation jump backwards when we build * animations on the next tick and apply the start time stored here. * * This method returns the start time, if resolved. Otherwise, if we have * a pending ready time, it returns the corresponding start time. If neither * of those are available, it returns null. */ Nullable GetCurrentOrPendingStartTime() const; void Cancel(); const nsString& Name() const { return mSource ? mSource->Name() : EmptyString(); } bool IsPaused() const { return PlayState() == AnimationPlayState::Paused; } bool IsRunning() const; bool HasCurrentSource() const { return GetSource() && GetSource()->IsCurrent(); } bool HasInEffectSource() const { return GetSource() && GetSource()->IsInEffect(); } bool IsRelevant() const { return mIsRelevant; } void UpdateRelevance(); void SetIsRunningOnCompositor() { mIsRunningOnCompositor = true; } void ClearIsRunningOnCompositor() { mIsRunningOnCompositor = false; } // Returns true if this animation does not currently need to update // style on the main thread (e.g. because it is empty, or is // running on the compositor). bool CanThrottle() const; // Updates |aStyleRule| with the animation values of this player's source // content, if any. // Any properties already contained in |aSetProperties| are not changed. Any // properties that are changed are added to |aSetProperties|. // |aNeedsRefreshes| will be set to true if this player expects to update // the style rule on the next refresh driver tick as well (because it // is running and has source content to sample). void ComposeStyle(nsRefPtr& aStyleRule, nsCSSPropertySet& aSetProperties, bool& aNeedsRefreshes); protected: void DoPlay(); void DoPause(); void ResumeAt(const TimeDuration& aResumeTime); void UpdateSourceContent(); void FlushStyle() const; void PostUpdate(); // Remove this player from the pending player tracker and resets mIsPending // as necessary. The caller is responsible for resolving or aborting the // mReady promise as necessary. void CancelPendingPlay(); bool IsPossiblyOrphanedPendingPlayer() const; StickyTimeDuration SourceContentEnd() const; nsIDocument* GetRenderedDocument() const; nsPresContext* GetPresContext() const; virtual css::CommonAnimationManager* GetAnimationManager() const = 0; AnimationPlayerCollection* GetCollection() const; nsRefPtr mTimeline; nsRefPtr mSource; // The beginning of the delay period. Nullable mStartTime; // Timeline timescale Nullable mHoldTime; // Player timescale Nullable mPendingReadyTime; // Timeline timescale double mPlaybackRate; // A Promise that is replaced on each call to Play() (and in future Pause()) // and fulfilled when Play() is successfully completed. // This object is lazily created by GetReady. nsRefPtr mReady; // Indicates if the player is in the pending state. We use this rather // than checking if this player is tracked by a PendingPlayerTracker. // This is because the PendingPlayerTracker is associated with the source // content's document but we need to know if we're pending even if the // source content loses association with its document. bool mIsPending; bool mIsRunningOnCompositor; // Indicates whether we were in the finished state during our // most recent unthrottled sample (our last ComposeStyle call). // FIXME: When we implement the finished promise (bug 1074630) we can // probably remove this and check if the promise has been settled yet // or not instead. bool mIsPreviousStateFinished; // Spec calls this "previous finished state" // Indicates that the player should be exposed in an element's // getAnimationPlayers() list. bool mIsRelevant; }; } // namespace dom } // namespace mozilla #endif // mozilla_dom_AnimationPlayer_h