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The approach here is to lazily check if we have such animations. This allows animations to be modified after being added to the pending animation tracker (but not after HasPlayPendingGeometricAnimations is called since we cache the result at that point) and avoids poor performance when calling RemovePlayPending. MozReview-Commit-ID: LRLpCRnzvw --HG-- extra : rebase_source : 59d2fea0458f833a97a3b32413930f9970c7eddb extra : histedit_source : afbdb4148c21638160c3d2a3d57db71b07180862
180 lines
5.7 KiB
C++
180 lines
5.7 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this file,
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* You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "PendingAnimationTracker.h"
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#include "mozilla/dom/AnimationTimeline.h"
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#include "nsIFrame.h"
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#include "nsIPresShell.h"
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using namespace mozilla;
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namespace mozilla {
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NS_IMPL_CYCLE_COLLECTION(PendingAnimationTracker,
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mPlayPendingSet,
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mPausePendingSet,
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mDocument)
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NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(PendingAnimationTracker, AddRef)
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NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(PendingAnimationTracker, Release)
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void
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PendingAnimationTracker::AddPending(dom::Animation& aAnimation,
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AnimationSet& aSet)
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{
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aSet.PutEntry(&aAnimation);
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// Schedule a paint. Otherwise animations that don't trigger a paint by
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// themselves (e.g. CSS animations with an empty keyframes rule) won't
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// start until something else paints.
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EnsurePaintIsScheduled();
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}
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void
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PendingAnimationTracker::RemovePending(dom::Animation& aAnimation,
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AnimationSet& aSet)
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{
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aSet.RemoveEntry(&aAnimation);
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}
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bool
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PendingAnimationTracker::IsWaiting(const dom::Animation& aAnimation,
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const AnimationSet& aSet) const
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{
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return aSet.Contains(const_cast<dom::Animation*>(&aAnimation));
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}
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void
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PendingAnimationTracker::TriggerPendingAnimationsOnNextTick(const TimeStamp&
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aReadyTime)
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{
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auto triggerAnimationsAtReadyTime = [aReadyTime](AnimationSet& aAnimationSet)
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{
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for (auto iter = aAnimationSet.Iter(); !iter.Done(); iter.Next()) {
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dom::Animation* animation = iter.Get()->GetKey();
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dom::AnimationTimeline* timeline = animation->GetTimeline();
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// If the animation does not have a timeline, just drop it from the map.
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// The animation will detect that it is not being tracked and will trigger
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// itself on the next tick where it has a timeline.
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if (!timeline) {
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iter.Remove();
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continue;
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}
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// When the timeline's refresh driver is under test control, its values
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// have no correspondance to wallclock times so we shouldn't try to
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// convert aReadyTime (which is a wallclock time) to a timeline value.
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// Instead, the animation will be started/paused when the refresh driver
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// is next advanced since this will trigger a call to
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// TriggerPendingAnimationsNow.
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if (!timeline->TracksWallclockTime()) {
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continue;
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}
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Nullable<TimeDuration> readyTime = timeline->ToTimelineTime(aReadyTime);
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animation->TriggerOnNextTick(readyTime);
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iter.Remove();
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}
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};
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triggerAnimationsAtReadyTime(mPlayPendingSet);
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triggerAnimationsAtReadyTime(mPausePendingSet);
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mHasPlayPendingGeometricAnimations = mPlayPendingSet.Count()
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? CheckState::Indeterminate
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: CheckState::Absent;
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}
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void
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PendingAnimationTracker::TriggerPendingAnimationsNow()
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{
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auto triggerAndClearAnimations = [](AnimationSet& aAnimationSet) {
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for (auto iter = aAnimationSet.Iter(); !iter.Done(); iter.Next()) {
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iter.Get()->GetKey()->TriggerNow();
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}
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aAnimationSet.Clear();
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};
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triggerAndClearAnimations(mPlayPendingSet);
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triggerAndClearAnimations(mPausePendingSet);
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mHasPlayPendingGeometricAnimations = CheckState::Absent;
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}
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void
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PendingAnimationTracker::MarkAnimationsThatMightNeedSynchronization()
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{
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// We only ever set mHasPlayPendingGeometricAnimations to 'present' in
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// HasPlayPendingGeometricAnimations(). So, if it is 'present' already,
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// (i.e. before calling HasPlayPendingGeometricAnimations()) we can assume
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// that this method has already been called for the current set of
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// play-pending animations and it is not necessary to run again.
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//
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// We can't make the same assumption about 'absent', but if this method
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// was already called and the result was 'absent', then this method is
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// a no-op anyway so it's ok to run again.
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//
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// Note that *without* this optimization, starting animations would become
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// O(n^2) in that case where each animation is on a different element and
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// contains a compositor-animatable property since we would end up iterating
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// over all animations in the play-pending set for each target element.
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if (mHasPlayPendingGeometricAnimations == CheckState::Present) {
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return;
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}
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if (!HasPlayPendingGeometricAnimations()) {
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return;
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}
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for (auto iter = mPlayPendingSet.Iter(); !iter.Done(); iter.Next()) {
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iter.Get()->GetKey()->NotifyGeometricAnimationsStartingThisFrame();
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}
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}
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bool
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PendingAnimationTracker::HasPlayPendingGeometricAnimations()
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{
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if (mHasPlayPendingGeometricAnimations != CheckState::Indeterminate) {
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return mHasPlayPendingGeometricAnimations == CheckState::Present;
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}
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mHasPlayPendingGeometricAnimations = CheckState::Absent;
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for (auto iter = mPlayPendingSet.ConstIter(); !iter.Done(); iter.Next()) {
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auto animation = iter.Get()->GetKey();
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if (animation->GetEffect() && animation->GetEffect()->AffectsGeometry()) {
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mHasPlayPendingGeometricAnimations = CheckState::Present;
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break;
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}
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}
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return mHasPlayPendingGeometricAnimations == CheckState::Present;
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}
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void
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PendingAnimationTracker::EnsurePaintIsScheduled()
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{
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if (!mDocument) {
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return;
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}
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nsIPresShell* presShell = mDocument->GetShell();
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if (!presShell) {
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return;
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}
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nsIFrame* rootFrame = presShell->GetRootFrame();
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if (!rootFrame) {
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return;
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}
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rootFrame->SchedulePaint();
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}
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} // namespace mozilla
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