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de2d589e58
This makes `Document::GetShell()` return `PresShell*` instead of `nsIPresShell`. Additonally, "shell" is unclear ("docshell" vs. "presshell"). Therefore, this also renames `Document::GetShell()` to `Document::GetPresShell()`. Similarly, some other method names of `Document` are also renamed from `*Shell*` to `*PresShell*`. Differential Revision: https://phabricator.services.mozilla.com/D25338 --HG-- extra : moz-landing-system : lando
190 lines
7.2 KiB
C++
190 lines
7.2 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/PresShell.h"
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#include "mozilla/dom/AnimationTimeline.h"
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#include "mozilla/dom/Nullable.h"
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#include "nsIFrame.h"
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#include "nsTransitionManager.h" // For CSSTransition
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using mozilla::dom::Nullable;
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namespace mozilla {
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NS_IMPL_CYCLE_COLLECTION(PendingAnimationTracker, mPlayPendingSet,
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mPausePendingSet, 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 PendingAnimationTracker::AddPending(dom::Animation& aAnimation,
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AnimationSet& aSet) {
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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 PendingAnimationTracker::RemovePending(dom::Animation& aAnimation,
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AnimationSet& aSet) {
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aSet.RemoveEntry(&aAnimation);
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}
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bool PendingAnimationTracker::IsWaiting(const dom::Animation& aAnimation,
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const AnimationSet& aSet) const {
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return aSet.Contains(const_cast<dom::Animation*>(&aAnimation));
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}
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void PendingAnimationTracker::TriggerPendingAnimationsOnNextTick(
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const TimeStamp& aReadyTime) {
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auto triggerAnimationsAtReadyTime = [aReadyTime](
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AnimationSet& aAnimationSet) {
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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 =
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mPlayPendingSet.Count() ? CheckState::Indeterminate : CheckState::Absent;
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}
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void PendingAnimationTracker::TriggerPendingAnimationsNow() {
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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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static bool IsTransition(const dom::Animation& aAnimation) {
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const dom::CSSTransition* transition = aAnimation.AsCSSTransition();
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return transition && transition->IsTiedToMarkup();
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}
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void PendingAnimationTracker::MarkAnimationsThatMightNeedSynchronization() {
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// We only set mHasPlayPendingGeometricAnimations to "present" in this method
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// and nowhere else. After setting the state to "present", if there is any
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// change to the set of play-pending animations we will reset
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// mHasPlayPendingGeometricAnimations to either "indeterminate" or "absent".
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//
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// As a result, if mHasPlayPendingGeometricAnimations is "present", we can
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// assume 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 this method again.
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//
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// If mHasPlayPendingGeometricAnimations is "absent", then we can also skip
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// the body of this method since there are no notifications to be sent.
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//
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// Therefore, the only case we need to be concerned about is the
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// "indeterminate" case. For all other cases we can return early.
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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 the 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::Indeterminate) {
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return;
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}
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// We only synchronize CSS transitions with other CSS transitions (and we only
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// synchronize non-transition animations with non-transition animations)
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// since typically the author will not trigger both CSS animations and
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// CSS transitions simultaneously and expect them to be synchronized.
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//
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// If we try to synchronize CSS transitions with non-transitions then for some
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// content we will end up degrading performance by forcing animations to run
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// on the main thread that really don't need to.
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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::Absent;
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mHasPlayPendingGeometricAnimations |= IsTransition(*animation)
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? CheckState::TransitionsPresent
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: CheckState::AnimationsPresent;
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// If we have both transitions and animations we don't need to look any
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// further.
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if (mHasPlayPendingGeometricAnimations ==
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(CheckState::TransitionsPresent | CheckState::AnimationsPresent)) {
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break;
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}
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}
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}
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if (mHasPlayPendingGeometricAnimations == CheckState::Absent) {
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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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auto animation = iter.Get()->GetKey();
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bool isTransition = IsTransition(*animation);
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if ((isTransition &&
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mHasPlayPendingGeometricAnimations & CheckState::TransitionsPresent) ||
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(!isTransition &&
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mHasPlayPendingGeometricAnimations & CheckState::AnimationsPresent)) {
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animation->NotifyGeometricAnimationsStartingThisFrame();
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}
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}
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}
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void PendingAnimationTracker::EnsurePaintIsScheduled() {
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if (!mDocument) {
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return;
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}
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PresShell* presShell = mDocument->GetPresShell();
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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->SchedulePaintWithoutInvalidatingObservers();
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}
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} // namespace mozilla
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