mirror of
https://github.com/mozilla/gecko-dev.git
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066a7d4c67
Differential Revision: https://phabricator.services.mozilla.com/D214010
678 lines
25 KiB
C++
678 lines
25 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
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "SMILAnimationController.h"
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#include <algorithm>
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#include "mozilla/AutoRestore.h"
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#include "mozilla/PresShell.h"
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#include "mozilla/PresShellInlines.h"
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#include "mozilla/RestyleManager.h"
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#include "mozilla/SMILTimedElement.h"
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#include "mozilla/dom/DocumentInlines.h"
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#include "mozilla/dom/Element.h"
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#include "mozilla/dom/SVGAnimationElement.h"
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#include "nsContentUtils.h"
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#include "nsCSSProps.h"
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#include "nsRefreshDriver.h"
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#include "mozilla/dom/Document.h"
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#include "SMILCompositor.h"
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#include "SMILCSSProperty.h"
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using namespace mozilla::dom;
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namespace mozilla {
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//----------------------------------------------------------------------
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// SMILAnimationController implementation
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//----------------------------------------------------------------------
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// ctors, dtors, factory methods
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SMILAnimationController::SMILAnimationController(Document* aDoc)
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: mDocument(aDoc) {
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MOZ_ASSERT(aDoc, "need a non-null document");
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if (nsRefreshDriver* refreshDriver = GetRefreshDriver()) {
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mStartTime = refreshDriver->MostRecentRefresh();
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} else {
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mStartTime = mozilla::TimeStamp::Now();
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}
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mCurrentSampleTime = mStartTime;
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Begin();
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}
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SMILAnimationController::~SMILAnimationController() {
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NS_ASSERTION(mAnimationElementTable.IsEmpty(),
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"Animation controller shouldn't be tracking any animation"
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" elements when it dies");
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MOZ_RELEASE_ASSERT(!mRegisteredWithRefreshDriver,
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"Leaving stale entry in refresh driver's observer list");
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}
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void SMILAnimationController::Disconnect() {
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MOZ_ASSERT(mDocument, "disconnecting when we weren't connected...?");
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MOZ_ASSERT(mRefCnt.get() == 1,
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"Expecting to disconnect when doc is sole remaining owner");
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NS_ASSERTION(mPauseState & SMILTimeContainer::PAUSE_PAGEHIDE,
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"Expecting to be paused for pagehide before disconnect");
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StopSampling(GetRefreshDriver());
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mDocument = nullptr; // (raw pointer)
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}
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//----------------------------------------------------------------------
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// SMILTimeContainer methods:
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void SMILAnimationController::Pause(uint32_t aType) {
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SMILTimeContainer::Pause(aType);
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UpdateSampling();
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}
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void SMILAnimationController::Resume(uint32_t aType) {
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bool wasPaused = !!mPauseState;
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// Update mCurrentSampleTime so that calls to GetParentTime--used for
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// calculating parent offsets--are accurate
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mCurrentSampleTime = mozilla::TimeStamp::Now();
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SMILTimeContainer::Resume(aType);
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if (wasPaused && !mPauseState) {
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UpdateSampling();
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}
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}
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SMILTime SMILAnimationController::GetParentTime() const {
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return (SMILTime)(mCurrentSampleTime - mStartTime).ToMilliseconds();
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}
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//----------------------------------------------------------------------
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// nsARefreshObserver methods:
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NS_IMPL_ADDREF(SMILAnimationController)
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NS_IMPL_RELEASE(SMILAnimationController)
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// nsRefreshDriver Callback function
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void SMILAnimationController::WillRefresh(mozilla::TimeStamp aTime) {
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// Although we never expect aTime to go backwards, when we initialise the
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// animation controller, if we can't get hold of a refresh driver we
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// initialise mCurrentSampleTime to Now(). It may be possible that after
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// doing so we get sampled by a refresh driver whose most recent refresh time
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// predates when we were initialised, so to be safe we make sure to take the
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// most recent time here.
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aTime = std::max(mCurrentSampleTime, aTime);
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// Sleep detection: If the time between samples is a whole lot greater than we
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// were expecting then we assume the computer went to sleep or someone's
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// messing with the clock. In that case, fiddle our parent offset and use our
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// average time between samples to calculate the new sample time. This
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// prevents us from hanging while trying to catch up on all the missed time.
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// Smoothing of coefficient for the average function. 0.2 should let us track
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// the sample rate reasonably tightly without being overly affected by
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// occasional delays.
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static const double SAMPLE_DUR_WEIGHTING = 0.2;
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// If the elapsed time exceeds our expectation by this number of times we'll
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// initiate special behaviour to basically ignore the intervening time.
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static const double SAMPLE_DEV_THRESHOLD = 200.0;
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SMILTime elapsedTime =
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(SMILTime)(aTime - mCurrentSampleTime).ToMilliseconds();
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if (mAvgTimeBetweenSamples == 0) {
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// First sample.
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mAvgTimeBetweenSamples = elapsedTime;
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} else {
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if (elapsedTime > SAMPLE_DEV_THRESHOLD * mAvgTimeBetweenSamples) {
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// Unexpectedly long delay between samples.
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NS_WARNING(
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"Detected really long delay between samples, continuing from "
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"previous sample");
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mParentOffset += elapsedTime - mAvgTimeBetweenSamples;
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}
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// Update the moving average. Due to truncation here the average will
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// normally be a little less than it should be but that's probably ok.
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mAvgTimeBetweenSamples =
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(SMILTime)(elapsedTime * SAMPLE_DUR_WEIGHTING +
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mAvgTimeBetweenSamples * (1.0 - SAMPLE_DUR_WEIGHTING));
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}
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mCurrentSampleTime = aTime;
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Sample();
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}
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//----------------------------------------------------------------------
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// Animation element registration methods:
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void SMILAnimationController::RegisterAnimationElement(
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SVGAnimationElement* aAnimationElement) {
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const bool wasEmpty = mAnimationElementTable.IsEmpty();
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mAnimationElementTable.PutEntry(aAnimationElement);
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if (wasEmpty) {
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UpdateSampling();
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}
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}
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void SMILAnimationController::UnregisterAnimationElement(
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SVGAnimationElement* aAnimationElement) {
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mAnimationElementTable.RemoveEntry(aAnimationElement);
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if (mAnimationElementTable.IsEmpty()) {
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UpdateSampling();
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}
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}
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//----------------------------------------------------------------------
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// Page show/hide
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void SMILAnimationController::OnPageShow() {
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Resume(SMILTimeContainer::PAUSE_PAGEHIDE);
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}
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void SMILAnimationController::OnPageHide() {
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Pause(SMILTimeContainer::PAUSE_PAGEHIDE);
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}
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//----------------------------------------------------------------------
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// Cycle-collection support
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void SMILAnimationController::Traverse(
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nsCycleCollectionTraversalCallback* aCallback) {
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// Traverse last compositor table
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if (mLastCompositorTable) {
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for (SMILCompositor& compositor : *mLastCompositorTable) {
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compositor.Traverse(aCallback);
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}
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}
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}
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void SMILAnimationController::Unlink() { mLastCompositorTable = nullptr; }
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//----------------------------------------------------------------------
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// Refresh driver lifecycle related methods
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void SMILAnimationController::NotifyRefreshDriverCreated(
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nsRefreshDriver* aRefreshDriver) {
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UpdateSampling();
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}
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void SMILAnimationController::NotifyRefreshDriverDestroying(
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nsRefreshDriver* aRefreshDriver) {
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StopSampling(aRefreshDriver);
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}
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//----------------------------------------------------------------------
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// Timer-related implementation helpers
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bool SMILAnimationController::ShouldSample() const {
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return !mPauseState && !mAnimationElementTable.IsEmpty() &&
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!mChildContainerTable.IsEmpty();
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}
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void SMILAnimationController::UpdateSampling() {
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const bool shouldSample = ShouldSample();
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const bool isSampling = mRegisteredWithRefreshDriver;
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if (shouldSample == isSampling) {
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return;
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}
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nsRefreshDriver* driver = GetRefreshDriver();
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if (!driver) {
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return;
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}
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if (shouldSample) {
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// We're effectively resuming from a pause so update our current sample time
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// or else it will confuse our "average time between samples" calculations.
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mCurrentSampleTime = mozilla::TimeStamp::Now();
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driver->AddRefreshObserver(this, FlushType::Style, "SMIL animations");
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mRegisteredWithRefreshDriver = true;
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Sample(); // Run the first sample manually.
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} else {
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StopSampling(driver);
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}
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}
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void SMILAnimationController::StopSampling(nsRefreshDriver* aRefreshDriver) {
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if (aRefreshDriver && mRegisteredWithRefreshDriver) {
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// NOTE: The document might already have been detached from its PresContext
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// (and RefreshDriver), which would make GetRefreshDriver() return null.
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MOZ_ASSERT(!GetRefreshDriver() || aRefreshDriver == GetRefreshDriver(),
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"Stopping sampling with wrong refresh driver");
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aRefreshDriver->RemoveRefreshObserver(this, FlushType::Style);
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mRegisteredWithRefreshDriver = false;
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}
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}
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//----------------------------------------------------------------------
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// Sample-related methods and callbacks
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void SMILAnimationController::DoSample() {
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DoSample(true); // Skip unchanged time containers
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}
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void SMILAnimationController::DoSample(bool aSkipUnchangedContainers) {
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if (!mDocument) {
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NS_ERROR("Shouldn't be sampling after document has disconnected");
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return;
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}
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if (mRunningSample) {
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NS_ERROR("Shouldn't be recursively sampling");
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return;
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}
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mResampleNeeded = false;
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// Set running sample flag -- do this before flushing styles so that when we
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// flush styles we don't end up requesting extra samples
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AutoRestore<bool> autoRestoreRunningSample(mRunningSample);
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mRunningSample = true;
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// STEP 1: Bring model up to date
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// (i) Rewind elements where necessary
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// (ii) Run milestone samples
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RewindElements();
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DoMilestoneSamples();
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// STEP 2: Sample the child time containers
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//
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// When we sample the child time containers they will simply record the sample
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// time in document time.
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TimeContainerHashtable activeContainers(mChildContainerTable.Count());
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for (SMILTimeContainer* container : mChildContainerTable.Keys()) {
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if (!container) {
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continue;
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}
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if (!container->IsPausedByType(SMILTimeContainer::PAUSE_BEGIN) &&
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(container->NeedsSample() || !aSkipUnchangedContainers)) {
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container->ClearMilestones();
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container->Sample();
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container->MarkSeekFinished();
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activeContainers.PutEntry(container);
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}
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}
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// STEP 3: (i) Sample the timed elements AND
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// (ii) Create a table of compositors
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//
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// (i) Here we sample the timed elements (fetched from the
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// SVGAnimationElements) which determine from the active time if the
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// element is active and what its simple time etc. is. This information is
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// then passed to its time client (SMILAnimationFunction).
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//
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// (ii) During the same loop we also build up a table that contains one
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// compositor for each animated attribute and which maps animated elements to
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// the corresponding compositor for their target attribute.
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//
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// Note that this compositor table needs to be allocated on the heap so we can
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// store it until the next sample. This lets us find out which elements were
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// animated in sample 'n-1' but not in sample 'n' (and hence need to have
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// their animation effects removed in sample 'n').
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//
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// Parts (i) and (ii) are not functionally related but we combine them here to
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// save iterating over the animation elements twice.
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// Create the compositor table
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UniquePtr<SMILCompositorTable> currentCompositorTable(
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new SMILCompositorTable(0));
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nsTArray<RefPtr<SVGAnimationElement>> animElems(
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mAnimationElementTable.Count());
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for (SVGAnimationElement* animElem : mAnimationElementTable.Keys()) {
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SampleTimedElement(animElem, &activeContainers);
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AddAnimationToCompositorTable(animElem, currentCompositorTable.get());
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animElems.AppendElement(animElem);
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}
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activeContainers.Clear();
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// STEP 4: Compare previous sample's compositors against this sample's.
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// (Transfer cached base values across, & remove animation effects from
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// no-longer-animated targets.)
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if (mLastCompositorTable) {
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// * Transfer over cached base values, from last sample's compositors
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for (SMILCompositor& compositor : *currentCompositorTable) {
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SMILCompositor* lastCompositor =
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mLastCompositorTable->GetEntry(compositor.GetKey());
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if (lastCompositor) {
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compositor.StealCachedBaseValue(lastCompositor);
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if (!lastCompositor->HasSameNumberOfAnimationFunctionsAs(compositor)) {
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// If we have multiple animations on the same element, they share a
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// compositor. If an active animation ends, it will no longer be in
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// the compositor table. We need to force compositing to ensure we
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// render the element with any remaining frozen animations even though
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// they would not normally trigger compositing.
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compositor.ToggleForceCompositing();
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}
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}
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}
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// * For each compositor in current sample's hash table, remove entry from
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// prev sample's hash table -- we don't need to clear animation
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// effects of those compositors, since they're still being animated.
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for (const auto& key : currentCompositorTable->Keys()) {
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mLastCompositorTable->RemoveEntry(key);
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}
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// * For each entry that remains in prev sample's hash table (i.e. for
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// every target that's no longer animated), clear animation effects.
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for (SMILCompositor& compositor : *mLastCompositorTable) {
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compositor.ClearAnimationEffects();
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}
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}
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// return early if there are no active animations to avoid a style flush
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if (currentCompositorTable->IsEmpty()) {
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mLastCompositorTable = nullptr;
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return;
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}
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// STEP 5: Compose currently-animated attributes.
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// XXXdholbert: This step traverses our animation targets in an effectively
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// random order. For animation from/to 'inherit' values to work correctly
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// when the inherited value is *also* being animated, we really should be
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// traversing our animated nodes in an ancestors-first order (bug 501183)
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bool mightHavePendingStyleUpdates = false;
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for (auto& compositor : *currentCompositorTable) {
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compositor.ComposeAttribute(mightHavePendingStyleUpdates);
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}
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// Update last compositor table
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mLastCompositorTable = std::move(currentCompositorTable);
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mMightHavePendingStyleUpdates = mightHavePendingStyleUpdates;
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NS_ASSERTION(!mResampleNeeded, "Resample dirty flag set during sample!");
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}
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void SMILAnimationController::RewindElements() {
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const bool rewindNeeded = std::any_of(
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mChildContainerTable.Keys().cbegin(), mChildContainerTable.Keys().cend(),
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[](SMILTimeContainer* container) { return container->NeedsRewind(); });
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if (!rewindNeeded) return;
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for (SVGAnimationElement* animElem : mAnimationElementTable.Keys()) {
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SMILTimeContainer* timeContainer = animElem->GetTimeContainer();
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if (timeContainer && timeContainer->NeedsRewind()) {
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animElem->TimedElement().Rewind();
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}
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}
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for (SMILTimeContainer* container : mChildContainerTable.Keys()) {
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container->ClearNeedsRewind();
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}
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}
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void SMILAnimationController::DoMilestoneSamples() {
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// We need to sample the timing model but because SMIL operates independently
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// of the frame-rate, we can get one sample at t=0s and the next at t=10min.
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//
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// In between those two sample times a whole string of significant events
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// might be expected to take place: events firing, new interdependencies
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// between animations resolved and dissolved, etc.
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//
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// Furthermore, at any given time, we want to sample all the intervals that
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// end at that time BEFORE any that begin. This behaviour is implied by SMIL's
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// endpoint-exclusive timing model.
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//
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// So we have the animations (specifically the timed elements) register the
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// next significant moment (called a milestone) in their lifetime and then we
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// step through the model at each of these moments and sample those animations
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// registered for those times. This way events can fire in the correct order,
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// dependencies can be resolved etc.
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SMILTime sampleTime = std::numeric_limits<SMILTime>::min();
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while (true) {
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// We want to find any milestones AT OR BEFORE the current sample time so we
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// initialise the next milestone to the moment after (1ms after, to be
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// precise) the current sample time and see if there are any milestones
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// before that. Any other milestones will be dealt with in a subsequent
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// sample.
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SMILMilestone nextMilestone(GetCurrentTimeAsSMILTime() + 1, true);
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for (SMILTimeContainer* container : mChildContainerTable.Keys()) {
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if (container->IsPausedByType(SMILTimeContainer::PAUSE_BEGIN)) {
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continue;
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}
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SMILMilestone thisMilestone;
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bool didGetMilestone =
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container->GetNextMilestoneInParentTime(thisMilestone);
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if (didGetMilestone && thisMilestone < nextMilestone) {
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nextMilestone = thisMilestone;
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}
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}
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if (nextMilestone.mTime > GetCurrentTimeAsSMILTime()) {
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break;
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}
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nsTArray<RefPtr<dom::SVGAnimationElement>> elements;
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for (SMILTimeContainer* container : mChildContainerTable.Keys()) {
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if (container->IsPausedByType(SMILTimeContainer::PAUSE_BEGIN)) {
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continue;
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}
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container->PopMilestoneElementsAtMilestone(nextMilestone, elements);
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}
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// During the course of a sampling we don't want to actually go backwards.
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// Due to negative offsets, early ends and the like, a timed element might
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// register a milestone that is actually in the past. That's fine, but it's
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// still only going to get *sampled* with whatever time we're up to and no
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// earlier.
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//
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// Because we're only performing this clamping at the last moment, the
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// animations will still all get sampled in the correct order and
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// dependencies will be appropriately resolved.
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sampleTime = std::max(nextMilestone.mTime, sampleTime);
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for (RefPtr<dom::SVGAnimationElement>& elem : elements) {
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MOZ_ASSERT(elem, "nullptr animation element in list");
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SMILTimeContainer* container = elem->GetTimeContainer();
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if (!container)
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// The container may be nullptr if the element has been detached from
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// its parent since registering a milestone.
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continue;
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SMILTimeValue containerTimeValue =
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container->ParentToContainerTime(sampleTime);
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if (!containerTimeValue.IsDefinite()) continue;
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// Clamp the converted container time to non-negative values.
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SMILTime containerTime =
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std::max<SMILTime>(0, containerTimeValue.GetMillis());
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if (nextMilestone.mIsEnd) {
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elem->TimedElement().SampleEndAt(containerTime);
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} else {
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elem->TimedElement().SampleAt(containerTime);
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}
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}
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}
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}
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/*static*/
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void SMILAnimationController::SampleTimedElement(
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SVGAnimationElement* aElement, TimeContainerHashtable* aActiveContainers) {
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SMILTimeContainer* timeContainer = aElement->GetTimeContainer();
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if (!timeContainer) return;
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// We'd like to call timeContainer->NeedsSample() here and skip all timed
|
|
// elements that belong to paused time containers that don't need a sample,
|
|
// but that doesn't work because we've already called Sample() on all the time
|
|
// containers so the paused ones don't need a sample any more and they'll
|
|
// return false.
|
|
//
|
|
// Instead we build up a hashmap of active time containers during the previous
|
|
// step (SampleTimeContainer) and then test here if the container for this
|
|
// timed element is in the list.
|
|
if (!aActiveContainers->GetEntry(timeContainer)) return;
|
|
|
|
SMILTime containerTime = timeContainer->GetCurrentTimeAsSMILTime();
|
|
|
|
MOZ_ASSERT(!timeContainer->IsSeeking(),
|
|
"Doing a regular sample but the time container is still seeking");
|
|
aElement->TimedElement().SampleAt(containerTime);
|
|
}
|
|
|
|
/*static*/
|
|
void SMILAnimationController::AddAnimationToCompositorTable(
|
|
SVGAnimationElement* aElement, SMILCompositorTable* aCompositorTable) {
|
|
// Add a compositor to the hash table if there's not already one there
|
|
SMILTargetIdentifier key;
|
|
if (!GetTargetIdentifierForAnimation(aElement, key))
|
|
// Something's wrong/missing about animation's target; skip this animation
|
|
return;
|
|
|
|
SMILAnimationFunction& func = aElement->AnimationFunction();
|
|
|
|
// Only add active animation functions. If there are no active animations
|
|
// targeting an attribute, no compositor will be created and any previously
|
|
// applied animations will be cleared.
|
|
if (func.IsActiveOrFrozen()) {
|
|
// Look up the compositor for our target, & add our animation function
|
|
// to its list of animation functions.
|
|
SMILCompositor* result = aCompositorTable->PutEntry(key);
|
|
result->AddAnimationFunction(&func);
|
|
|
|
} else if (func.HasChanged()) {
|
|
// Look up the compositor for our target, and force it to skip the
|
|
// "nothing's changed so don't bother compositing" optimization for this
|
|
// sample. |func| is inactive, but it's probably *newly* inactive (since
|
|
// it's got HasChanged() == true), so we need to make sure to recompose
|
|
// its target.
|
|
SMILCompositor* result = aCompositorTable->PutEntry(key);
|
|
result->ToggleForceCompositing();
|
|
|
|
// We've now made sure that |func|'s inactivity will be reflected as of
|
|
// this sample. We need to clear its HasChanged() flag so that it won't
|
|
// trigger this same clause in future samples (until it changes again).
|
|
func.ClearHasChanged();
|
|
}
|
|
}
|
|
|
|
static inline bool IsTransformAttribute(int32_t aNamespaceID,
|
|
nsAtom* aAttributeName) {
|
|
return aNamespaceID == kNameSpaceID_None &&
|
|
(aAttributeName == nsGkAtoms::transform ||
|
|
aAttributeName == nsGkAtoms::patternTransform ||
|
|
aAttributeName == nsGkAtoms::gradientTransform);
|
|
}
|
|
|
|
// Helper function that, given a SVGAnimationElement, looks up its target
|
|
// element & target attribute and populates a SMILTargetIdentifier
|
|
// for this target.
|
|
/*static*/
|
|
bool SMILAnimationController::GetTargetIdentifierForAnimation(
|
|
SVGAnimationElement* aAnimElem, SMILTargetIdentifier& aResult) {
|
|
// Look up target (animated) element
|
|
Element* targetElem = aAnimElem->GetTargetElementContent();
|
|
if (!targetElem)
|
|
// Animation has no target elem -- skip it.
|
|
return false;
|
|
|
|
// Look up target (animated) attribute
|
|
// SMILANIM section 3.1, attributeName may
|
|
// have an XMLNS prefix to indicate the XML namespace.
|
|
RefPtr<nsAtom> attributeName;
|
|
int32_t attributeNamespaceID;
|
|
if (!aAnimElem->GetTargetAttributeName(&attributeNamespaceID,
|
|
getter_AddRefs(attributeName)))
|
|
// Animation has no target attr -- skip it.
|
|
return false;
|
|
|
|
// animateTransform can only animate transforms, conversely transforms
|
|
// can only be animated by animateTransform
|
|
if (IsTransformAttribute(attributeNamespaceID, attributeName) !=
|
|
(aAnimElem->IsSVGElement(nsGkAtoms::animateTransform)))
|
|
return false;
|
|
|
|
// Construct the key
|
|
aResult.mElement = targetElem;
|
|
aResult.mAttributeName = attributeName;
|
|
aResult.mAttributeNamespaceID = attributeNamespaceID;
|
|
|
|
return true;
|
|
}
|
|
|
|
void SMILAnimationController::PreTraverse() { PreTraverseInSubtree(nullptr); }
|
|
|
|
void SMILAnimationController::PreTraverseInSubtree(Element* aRoot) {
|
|
MOZ_ASSERT(NS_IsMainThread());
|
|
|
|
if (!mMightHavePendingStyleUpdates) {
|
|
return;
|
|
}
|
|
|
|
nsPresContext* context = mDocument->GetPresContext();
|
|
if (!context) {
|
|
return;
|
|
}
|
|
|
|
for (SVGAnimationElement* animElement : mAnimationElementTable.Keys()) {
|
|
SMILTargetIdentifier key;
|
|
if (!GetTargetIdentifierForAnimation(animElement, key)) {
|
|
// Something's wrong/missing about animation's target; skip this animation
|
|
continue;
|
|
}
|
|
|
|
// Ignore restyles that aren't in the flattened tree subtree rooted at
|
|
// aRoot.
|
|
if (aRoot && !nsContentUtils::ContentIsFlattenedTreeDescendantOf(
|
|
key.mElement, aRoot)) {
|
|
continue;
|
|
}
|
|
|
|
context->RestyleManager()->PostRestyleEventForAnimations(
|
|
key.mElement, PseudoStyleType::NotPseudo, RestyleHint::RESTYLE_SMIL);
|
|
}
|
|
|
|
// Only clear the mMightHavePendingStyleUpdates flag if we definitely posted
|
|
// all restyles.
|
|
if (!aRoot) {
|
|
mMightHavePendingStyleUpdates = false;
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------
|
|
// Add/remove child time containers
|
|
|
|
nsresult SMILAnimationController::AddChild(SMILTimeContainer& aChild) {
|
|
const bool wasEmpty = mChildContainerTable.IsEmpty();
|
|
TimeContainerPtrKey* key = mChildContainerTable.PutEntry(&aChild);
|
|
NS_ENSURE_TRUE(key, NS_ERROR_OUT_OF_MEMORY);
|
|
if (wasEmpty) {
|
|
UpdateSampling();
|
|
}
|
|
return NS_OK;
|
|
}
|
|
|
|
void SMILAnimationController::RemoveChild(SMILTimeContainer& aChild) {
|
|
mChildContainerTable.RemoveEntry(&aChild);
|
|
if (mChildContainerTable.IsEmpty()) {
|
|
UpdateSampling();
|
|
}
|
|
}
|
|
|
|
// Helper method
|
|
nsRefreshDriver* SMILAnimationController::GetRefreshDriver() {
|
|
if (!mDocument) {
|
|
NS_ERROR("Requesting refresh driver after document has disconnected!");
|
|
return nullptr;
|
|
}
|
|
|
|
nsPresContext* context = mDocument->GetPresContext();
|
|
return context ? context->RefreshDriver() : nullptr;
|
|
}
|
|
|
|
void SMILAnimationController::FlagDocumentNeedsFlush() {
|
|
if (PresShell* presShell = mDocument->GetPresShell()) {
|
|
presShell->SetNeedStyleFlush();
|
|
}
|
|
}
|
|
|
|
} // namespace mozilla
|