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264bff6b41
In this fourth step of dividing functionality between AnimationPlayer and Animation, we move the mIsLastNotification and related methods/enums from AnimationPlayer to Animation. It is somewhat unclear where this belongs. This member is used to determine which event to send for CSS Animations. The thinking behind moving this to Animation is that if an animation that has already dispatched its animationstart event was transferred to a new animation player with a similar current time then I think it is expected that such an animation would *not* dispatch another animationstart event. That suggests that event-state is a property of the Animation not the AnimationPlayer. Obviously, this needs to be defined somewhere (namely, the CSS Animations <-> Web Animations integration spec likely to become "CSS Animations Level 4"). Once that behavior is agreed upon, if AnimationPlayer proves to be the more suitable home for this member then it should be relatively straightforward to move the member back at that time.
795 lines
29 KiB
C++
795 lines
29 KiB
C++
/* vim: set shiftwidth=2 tabstop=8 autoindent cindent expandtab: */
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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 "nsAnimationManager.h"
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#include "nsTransitionManager.h"
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#include "mozilla/EventDispatcher.h"
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#include "mozilla/MemoryReporting.h"
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#include "mozilla/StyleAnimationValue.h"
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#include "mozilla/dom/AnimationPlayer.h"
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#include "nsPresContext.h"
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#include "nsRuleProcessorData.h"
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#include "nsStyleSet.h"
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#include "nsStyleChangeList.h"
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#include "nsCSSRules.h"
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#include "RestyleManager.h"
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#include "nsLayoutUtils.h"
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#include "nsIFrame.h"
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#include "nsIDocument.h"
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#include <math.h>
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using namespace mozilla;
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using namespace mozilla::css;
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using mozilla::dom::Animation;
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using mozilla::dom::AnimationPlayer;
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void
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nsAnimationManager::UpdateStyleAndEvents(AnimationPlayerCollection*
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aCollection,
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TimeStamp aRefreshTime,
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EnsureStyleRuleFlags aFlags)
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{
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aCollection->EnsureStyleRuleFor(aRefreshTime, aFlags);
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GetEventsForCurrentTime(aCollection, mPendingEvents);
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CheckNeedsRefresh();
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}
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void
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nsAnimationManager::GetEventsForCurrentTime(AnimationPlayerCollection*
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aCollection,
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EventArray& aEventsToDispatch)
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{
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for (size_t playerIdx = aCollection->mPlayers.Length(); playerIdx-- != 0; ) {
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AnimationPlayer* player = aCollection->mPlayers[playerIdx];
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Animation* anim = player->GetSource();
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if (!anim) {
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continue;
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}
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ComputedTiming computedTiming = anim->GetComputedTiming();
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switch (computedTiming.mPhase) {
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case ComputedTiming::AnimationPhase_Null:
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case ComputedTiming::AnimationPhase_Before:
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// Do nothing
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break;
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case ComputedTiming::AnimationPhase_Active:
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// Dispatch 'animationstart' or 'animationiteration' when needed.
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if (computedTiming.mCurrentIteration != anim->LastNotification()) {
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// Notify 'animationstart' even if a negative delay puts us
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// past the first iteration.
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// Note that when somebody changes the animation-duration
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// dynamically, this will fire an extra iteration event
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// immediately in many cases. It's not clear to me if that's the
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// right thing to do.
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uint32_t message =
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anim->LastNotification() == Animation::LAST_NOTIFICATION_NONE
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? NS_ANIMATION_START
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: NS_ANIMATION_ITERATION;
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anim->SetLastNotification(computedTiming.mCurrentIteration);
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TimeDuration iterationStart =
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anim->Timing().mIterationDuration *
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computedTiming.mCurrentIteration;
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TimeDuration elapsedTime =
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std::max(iterationStart, anim->InitialAdvance());
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AnimationEventInfo ei(aCollection->mElement, player->mName, message,
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elapsedTime, aCollection->PseudoElement());
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aEventsToDispatch.AppendElement(ei);
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}
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break;
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case ComputedTiming::AnimationPhase_After:
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// If we skipped the animation interval entirely, dispatch
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// 'animationstart' first
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if (anim->LastNotification() == Animation::LAST_NOTIFICATION_NONE) {
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// Notifying for start of 0th iteration.
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// (This is overwritten below but we set it here to maintain
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// internal consistency.)
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anim->SetLastNotification(0);
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TimeDuration elapsedTime =
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std::min(anim->InitialAdvance(), computedTiming.mActiveDuration);
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AnimationEventInfo ei(aCollection->mElement,
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player->mName, NS_ANIMATION_START,
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elapsedTime, aCollection->PseudoElement());
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aEventsToDispatch.AppendElement(ei);
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}
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// Dispatch 'animationend' when needed.
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if (anim->LastNotification() != Animation::LAST_NOTIFICATION_END) {
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anim->SetLastNotification(Animation::LAST_NOTIFICATION_END);
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AnimationEventInfo ei(aCollection->mElement,
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player->mName, NS_ANIMATION_END,
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computedTiming.mActiveDuration,
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aCollection->PseudoElement());
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aEventsToDispatch.AppendElement(ei);
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}
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break;
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}
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}
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}
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AnimationPlayerCollection*
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nsAnimationManager::GetAnimationPlayers(dom::Element *aElement,
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nsCSSPseudoElements::Type aPseudoType,
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bool aCreateIfNeeded)
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{
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if (!aCreateIfNeeded && PR_CLIST_IS_EMPTY(&mElementCollections)) {
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// Early return for the most common case.
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return nullptr;
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}
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nsIAtom *propName;
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if (aPseudoType == nsCSSPseudoElements::ePseudo_NotPseudoElement) {
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propName = nsGkAtoms::animationsProperty;
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} else if (aPseudoType == nsCSSPseudoElements::ePseudo_before) {
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propName = nsGkAtoms::animationsOfBeforeProperty;
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} else if (aPseudoType == nsCSSPseudoElements::ePseudo_after) {
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propName = nsGkAtoms::animationsOfAfterProperty;
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} else {
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NS_ASSERTION(!aCreateIfNeeded,
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"should never try to create transitions for pseudo "
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"other than :before or :after");
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return nullptr;
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}
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AnimationPlayerCollection* collection =
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static_cast<AnimationPlayerCollection*>(aElement->GetProperty(propName));
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if (!collection && aCreateIfNeeded) {
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// FIXME: Consider arena-allocating?
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collection =
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new AnimationPlayerCollection(aElement, propName, this,
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mPresContext->RefreshDriver()->MostRecentRefresh());
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nsresult rv =
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aElement->SetProperty(propName, collection,
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&AnimationPlayerCollection::PropertyDtor, false);
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if (NS_FAILED(rv)) {
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NS_WARNING("SetProperty failed");
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delete collection;
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return nullptr;
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}
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if (propName == nsGkAtoms::animationsProperty) {
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aElement->SetMayHaveAnimations();
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}
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AddElementCollection(collection);
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}
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return collection;
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}
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/* virtual */ void
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nsAnimationManager::RulesMatching(ElementRuleProcessorData* aData)
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{
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NS_ABORT_IF_FALSE(aData->mPresContext == mPresContext,
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"pres context mismatch");
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nsIStyleRule *rule =
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GetAnimationRule(aData->mElement,
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nsCSSPseudoElements::ePseudo_NotPseudoElement);
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if (rule) {
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aData->mRuleWalker->Forward(rule);
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}
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}
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/* virtual */ void
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nsAnimationManager::RulesMatching(PseudoElementRuleProcessorData* aData)
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{
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NS_ABORT_IF_FALSE(aData->mPresContext == mPresContext,
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"pres context mismatch");
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if (aData->mPseudoType != nsCSSPseudoElements::ePseudo_before &&
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aData->mPseudoType != nsCSSPseudoElements::ePseudo_after) {
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return;
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}
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// FIXME: Do we really want to be the only thing keeping a
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// pseudo-element alive? I *think* the non-animation restyle should
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// handle that, but should add a test.
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nsIStyleRule *rule = GetAnimationRule(aData->mElement, aData->mPseudoType);
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if (rule) {
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aData->mRuleWalker->Forward(rule);
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}
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}
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/* virtual */ void
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nsAnimationManager::RulesMatching(AnonBoxRuleProcessorData* aData)
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{
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}
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#ifdef MOZ_XUL
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/* virtual */ void
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nsAnimationManager::RulesMatching(XULTreeRuleProcessorData* aData)
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{
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}
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#endif
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/* virtual */ size_t
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nsAnimationManager::SizeOfExcludingThis(MallocSizeOf aMallocSizeOf) const
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{
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return CommonAnimationManager::SizeOfExcludingThis(aMallocSizeOf);
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// Measurement of the following members may be added later if DMD finds it is
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// worthwhile:
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// - mPendingEvents
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}
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/* virtual */ size_t
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nsAnimationManager::SizeOfIncludingThis(MallocSizeOf aMallocSizeOf) const
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{
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return aMallocSizeOf(this) + SizeOfExcludingThis(aMallocSizeOf);
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}
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nsIStyleRule*
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nsAnimationManager::CheckAnimationRule(nsStyleContext* aStyleContext,
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mozilla::dom::Element* aElement)
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{
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if (!mPresContext->IsProcessingAnimationStyleChange()) {
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if (!mPresContext->IsDynamic()) {
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// For print or print preview, ignore animations.
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return nullptr;
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}
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// Everything that causes our animation data to change triggers a
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// style change, which in turn triggers a non-animation restyle.
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// Likewise, when we initially construct frames, we're not in a
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// style change, but also not in an animation restyle.
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const nsStyleDisplay* disp = aStyleContext->StyleDisplay();
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AnimationPlayerCollection* collection =
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GetAnimationPlayers(aElement, aStyleContext->GetPseudoType(), false);
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if (!collection &&
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disp->mAnimationNameCount == 1 &&
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disp->mAnimations[0].GetName().IsEmpty()) {
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return nullptr;
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}
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// build the animations list
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dom::AnimationTimeline* timeline = aElement->OwnerDoc()->Timeline();
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AnimationPlayerPtrArray newPlayers;
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BuildAnimations(aStyleContext, timeline, newPlayers);
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if (newPlayers.IsEmpty()) {
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if (collection) {
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collection->Destroy();
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}
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return nullptr;
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}
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if (collection) {
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collection->mStyleRule = nullptr;
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collection->mStyleRuleRefreshTime = TimeStamp();
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collection->UpdateAnimationGeneration(mPresContext);
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// Copy over the start times and (if still paused) pause starts
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// for each animation (matching on name only) that was also in the
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// old list of animations.
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// This means that we honor dynamic changes, which isn't what the
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// spec says to do, but WebKit seems to honor at least some of
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// them. See
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// http://lists.w3.org/Archives/Public/www-style/2011Apr/0079.html
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// In order to honor what the spec said, we'd copy more data over
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// (or potentially optimize BuildAnimations to avoid rebuilding it
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// in the first place).
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if (!collection->mPlayers.IsEmpty()) {
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for (size_t newIdx = newPlayers.Length(); newIdx-- != 0;) {
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AnimationPlayer* newPlayer = newPlayers[newIdx];
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// Find the matching animation with this name in the old list
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// of animations. We iterate through both lists in a backwards
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// direction which means that if there are more animations in
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// the new list of animations with a given name than in the old
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// list, it will be the animations towards the of the beginning of
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// the list that do not match and are treated as new animations.
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nsRefPtr<AnimationPlayer> oldPlayer;
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size_t oldIdx = collection->mPlayers.Length();
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while (oldIdx-- != 0) {
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AnimationPlayer* a = collection->mPlayers[oldIdx];
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if (a->mName == newPlayer->mName) {
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oldPlayer = a;
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break;
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}
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}
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if (!oldPlayer) {
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continue;
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}
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// Update the old from the new so we can keep the original object
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// identity (and any expando properties attached to it).
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if (oldPlayer->GetSource() && newPlayer->GetSource()) {
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Animation* oldAnim = oldPlayer->GetSource();
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Animation* newAnim = newPlayer->GetSource();
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oldAnim->Timing() = newAnim->Timing();
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oldAnim->Properties() = newAnim->Properties();
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}
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// Reset compositor state so animation will be re-synchronized.
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oldPlayer->mIsRunningOnCompositor = false;
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// Handle changes in play state.
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if (!oldPlayer->IsPaused() && newPlayer->IsPaused()) {
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// Start pause at current time.
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oldPlayer->mPauseStart = timeline->GetCurrentTimeStamp();
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} else if (oldPlayer->IsPaused() && !newPlayer->IsPaused()) {
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const TimeStamp& now = timeline->GetCurrentTimeStamp();
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if (!now.IsNull()) {
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// FIXME: Once we store the start time and pause start as
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// offsets (not timestamps) we should be able to update the
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// start time to something more appropriate when now IsNull.
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// Handle change in pause state by adjusting start time to
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// unpause.
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oldPlayer->mStartTime += now - oldPlayer->mPauseStart;
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}
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oldPlayer->mPauseStart = TimeStamp();
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}
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oldPlayer->mPlayState = newPlayer->mPlayState;
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// Replace new animation with the (updated) old one and remove the
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// old one from the array so we don't try to match it any more.
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//
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// Although we're doing this while iterating this is safe because
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// we're not changing the length of newPlayers and we've finished
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// iterating over the list of old iterations.
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newPlayer = nullptr;
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newPlayers.ReplaceElementAt(newIdx, oldPlayer);
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collection->mPlayers.RemoveElementAt(oldIdx);
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}
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}
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} else {
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collection =
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GetAnimationPlayers(aElement, aStyleContext->GetPseudoType(), true);
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}
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collection->mPlayers.SwapElements(newPlayers);
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collection->mNeedsRefreshes = true;
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collection->Tick();
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TimeStamp refreshTime = mPresContext->RefreshDriver()->MostRecentRefresh();
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UpdateStyleAndEvents(collection, refreshTime,
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EnsureStyleRule_IsNotThrottled);
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// We don't actually dispatch the mPendingEvents now. We'll either
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// dispatch them the next time we get a refresh driver notification
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// or the next time somebody calls
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// nsPresShell::FlushPendingNotifications.
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if (!mPendingEvents.IsEmpty()) {
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mPresContext->Document()->SetNeedStyleFlush();
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}
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}
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return GetAnimationRule(aElement, aStyleContext->GetPseudoType());
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}
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struct KeyframeData {
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float mKey;
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uint32_t mIndex; // store original order since sort algorithm is not stable
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nsCSSKeyframeRule *mRule;
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};
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struct KeyframeDataComparator {
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bool Equals(const KeyframeData& A, const KeyframeData& B) const {
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return A.mKey == B.mKey && A.mIndex == B.mIndex;
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}
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bool LessThan(const KeyframeData& A, const KeyframeData& B) const {
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return A.mKey < B.mKey || (A.mKey == B.mKey && A.mIndex < B.mIndex);
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}
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};
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class ResolvedStyleCache {
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public:
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ResolvedStyleCache() : mCache() {}
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nsStyleContext* Get(nsPresContext *aPresContext,
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nsStyleContext *aParentStyleContext,
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nsCSSKeyframeRule *aKeyframe);
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private:
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nsRefPtrHashtable<nsPtrHashKey<nsCSSKeyframeRule>, nsStyleContext> mCache;
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};
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nsStyleContext*
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ResolvedStyleCache::Get(nsPresContext *aPresContext,
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nsStyleContext *aParentStyleContext,
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nsCSSKeyframeRule *aKeyframe)
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{
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// FIXME (spec): The css3-animations spec isn't very clear about how
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// properties are resolved when they have values that depend on other
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// properties (e.g., values in 'em'). I presume that they're resolved
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// relative to the other styles of the element. The question is
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// whether they are resolved relative to other animations: I assume
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// that they're not, since that would prevent us from caching a lot of
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// data that we'd really like to cache (in particular, the
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// StyleAnimationValue values in AnimationPropertySegment).
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nsStyleContext *result = mCache.GetWeak(aKeyframe);
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if (!result) {
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nsCOMArray<nsIStyleRule> rules;
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rules.AppendObject(aKeyframe);
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nsRefPtr<nsStyleContext> resultStrong = aPresContext->StyleSet()->
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ResolveStyleByAddingRules(aParentStyleContext, rules);
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mCache.Put(aKeyframe, resultStrong);
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result = resultStrong;
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}
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return result;
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}
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void
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nsAnimationManager::BuildAnimations(nsStyleContext* aStyleContext,
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dom::AnimationTimeline* aTimeline,
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AnimationPlayerPtrArray& aPlayers)
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{
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NS_ABORT_IF_FALSE(aPlayers.IsEmpty(), "expect empty array");
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ResolvedStyleCache resolvedStyles;
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const nsStyleDisplay *disp = aStyleContext->StyleDisplay();
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TimeStamp now = aTimeline->GetCurrentTimeStamp();
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for (size_t animIdx = 0, animEnd = disp->mAnimationNameCount;
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animIdx != animEnd; ++animIdx) {
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const StyleAnimation& src = disp->mAnimations[animIdx];
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// CSS Animations whose animation-name does not match a @keyframes rule do
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// not generate animation events. This includes when the animation-name is
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// "none" which is represented by an empty name in the StyleAnimation.
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// Since such animations neither affect style nor dispatch events, we do
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// not generate a corresponding AnimationPlayer for them.
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nsCSSKeyframesRule* rule =
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src.GetName().IsEmpty()
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? nullptr
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: mPresContext->StyleSet()->KeyframesRuleForName(mPresContext,
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src.GetName());
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if (!rule) {
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continue;
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}
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nsRefPtr<AnimationPlayer> dest =
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*aPlayers.AppendElement(new AnimationPlayer(aTimeline));
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dest->mName = src.GetName();
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AnimationTiming timing;
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timing.mIterationDuration =
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TimeDuration::FromMilliseconds(src.GetDuration());
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timing.mDelay = TimeDuration::FromMilliseconds(src.GetDelay());
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timing.mIterationCount = src.GetIterationCount();
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timing.mDirection = src.GetDirection();
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timing.mFillMode = src.GetFillMode();
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nsRefPtr<Animation> destAnim =
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new Animation(mPresContext->Document(), timing);
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dest->SetSource(destAnim);
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dest->mStartTime = now;
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dest->mPlayState = src.GetPlayState();
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if (dest->IsPaused()) {
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dest->mPauseStart = now;
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} else {
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dest->mPauseStart = TimeStamp();
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}
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// While current drafts of css3-animations say that later keyframes
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// with the same key entirely replace earlier ones (no cascading),
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// this is a bad idea and contradictory to the rest of CSS. So
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// we're going to keep all the keyframes for each key and then do
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// the replacement on a per-property basis rather than a per-rule
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// basis, just like everything else in CSS.
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AutoInfallibleTArray<KeyframeData, 16> sortedKeyframes;
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for (uint32_t ruleIdx = 0, ruleEnd = rule->StyleRuleCount();
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ruleIdx != ruleEnd; ++ruleIdx) {
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css::Rule* cssRule = rule->GetStyleRuleAt(ruleIdx);
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NS_ABORT_IF_FALSE(cssRule, "must have rule");
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NS_ABORT_IF_FALSE(cssRule->GetType() == css::Rule::KEYFRAME_RULE,
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"must be keyframe rule");
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nsCSSKeyframeRule *kfRule = static_cast<nsCSSKeyframeRule*>(cssRule);
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|
|
const nsTArray<float> &keys = kfRule->GetKeys();
|
|
for (uint32_t keyIdx = 0, keyEnd = keys.Length();
|
|
keyIdx != keyEnd; ++keyIdx) {
|
|
float key = keys[keyIdx];
|
|
// FIXME (spec): The spec doesn't say what to do with
|
|
// out-of-range keyframes. We'll ignore them.
|
|
if (0.0f <= key && key <= 1.0f) {
|
|
KeyframeData *data = sortedKeyframes.AppendElement();
|
|
data->mKey = key;
|
|
data->mIndex = ruleIdx;
|
|
data->mRule = kfRule;
|
|
}
|
|
}
|
|
}
|
|
|
|
sortedKeyframes.Sort(KeyframeDataComparator());
|
|
|
|
if (sortedKeyframes.Length() == 0) {
|
|
// no segments
|
|
continue;
|
|
}
|
|
|
|
// Record the properties that are present in any keyframe rules we
|
|
// are using.
|
|
nsCSSPropertySet properties;
|
|
|
|
for (uint32_t kfIdx = 0, kfEnd = sortedKeyframes.Length();
|
|
kfIdx != kfEnd; ++kfIdx) {
|
|
css::Declaration *decl = sortedKeyframes[kfIdx].mRule->Declaration();
|
|
for (uint32_t propIdx = 0, propEnd = decl->Count();
|
|
propIdx != propEnd; ++propIdx) {
|
|
nsCSSProperty prop = decl->GetPropertyAt(propIdx);
|
|
if (prop != eCSSPropertyExtra_variable) {
|
|
// CSS Variables are not animatable
|
|
properties.AddProperty(prop);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (nsCSSProperty prop = nsCSSProperty(0);
|
|
prop < eCSSProperty_COUNT_no_shorthands;
|
|
prop = nsCSSProperty(prop + 1)) {
|
|
if (!properties.HasProperty(prop) ||
|
|
nsCSSProps::kAnimTypeTable[prop] == eStyleAnimType_None) {
|
|
continue;
|
|
}
|
|
|
|
// Build a list of the keyframes to use for this property. This
|
|
// means we need every keyframe with the property in it, except
|
|
// for those keyframes where a later keyframe with the *same key*
|
|
// also has the property.
|
|
AutoInfallibleTArray<uint32_t, 16> keyframesWithProperty;
|
|
float lastKey = 100.0f; // an invalid key
|
|
for (uint32_t kfIdx = 0, kfEnd = sortedKeyframes.Length();
|
|
kfIdx != kfEnd; ++kfIdx) {
|
|
KeyframeData &kf = sortedKeyframes[kfIdx];
|
|
if (!kf.mRule->Declaration()->HasProperty(prop)) {
|
|
continue;
|
|
}
|
|
if (kf.mKey == lastKey) {
|
|
// Replace previous occurrence of same key.
|
|
keyframesWithProperty[keyframesWithProperty.Length() - 1] = kfIdx;
|
|
} else {
|
|
keyframesWithProperty.AppendElement(kfIdx);
|
|
}
|
|
lastKey = kf.mKey;
|
|
}
|
|
|
|
AnimationProperty &propData = *destAnim->Properties().AppendElement();
|
|
propData.mProperty = prop;
|
|
|
|
KeyframeData *fromKeyframe = nullptr;
|
|
nsRefPtr<nsStyleContext> fromContext;
|
|
bool interpolated = true;
|
|
for (uint32_t wpIdx = 0, wpEnd = keyframesWithProperty.Length();
|
|
wpIdx != wpEnd; ++wpIdx) {
|
|
uint32_t kfIdx = keyframesWithProperty[wpIdx];
|
|
KeyframeData &toKeyframe = sortedKeyframes[kfIdx];
|
|
|
|
nsRefPtr<nsStyleContext> toContext =
|
|
resolvedStyles.Get(mPresContext, aStyleContext, toKeyframe.mRule);
|
|
|
|
if (fromKeyframe) {
|
|
interpolated = interpolated &&
|
|
BuildSegment(propData.mSegments, prop, src,
|
|
fromKeyframe->mKey, fromContext,
|
|
fromKeyframe->mRule->Declaration(),
|
|
toKeyframe.mKey, toContext);
|
|
} else {
|
|
if (toKeyframe.mKey != 0.0f) {
|
|
// There's no data for this property at 0%, so use the
|
|
// cascaded value above us.
|
|
interpolated = interpolated &&
|
|
BuildSegment(propData.mSegments, prop, src,
|
|
0.0f, aStyleContext, nullptr,
|
|
toKeyframe.mKey, toContext);
|
|
}
|
|
}
|
|
|
|
fromContext = toContext;
|
|
fromKeyframe = &toKeyframe;
|
|
}
|
|
|
|
if (fromKeyframe->mKey != 1.0f) {
|
|
// There's no data for this property at 100%, so use the
|
|
// cascaded value above us.
|
|
interpolated = interpolated &&
|
|
BuildSegment(propData.mSegments, prop, src,
|
|
fromKeyframe->mKey, fromContext,
|
|
fromKeyframe->mRule->Declaration(),
|
|
1.0f, aStyleContext);
|
|
}
|
|
|
|
// If we failed to build any segments due to inability to
|
|
// interpolate, remove the property from the animation. (It's not
|
|
// clear if this is the right thing to do -- we could run some of
|
|
// the segments, but it's really not clear whether we should skip
|
|
// values (which?) or skip segments, so best to skip the whole
|
|
// thing for now.)
|
|
if (!interpolated) {
|
|
destAnim->Properties().RemoveElementAt(
|
|
destAnim->Properties().Length() - 1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool
|
|
nsAnimationManager::BuildSegment(InfallibleTArray<AnimationPropertySegment>&
|
|
aSegments,
|
|
nsCSSProperty aProperty,
|
|
const StyleAnimation& aAnimation,
|
|
float aFromKey, nsStyleContext* aFromContext,
|
|
mozilla::css::Declaration* aFromDeclaration,
|
|
float aToKey, nsStyleContext* aToContext)
|
|
{
|
|
StyleAnimationValue fromValue, toValue, dummyValue;
|
|
if (!ExtractComputedValueForTransition(aProperty, aFromContext, fromValue) ||
|
|
!ExtractComputedValueForTransition(aProperty, aToContext, toValue) ||
|
|
// Check that we can interpolate between these values
|
|
// (If this is ever a performance problem, we could add a
|
|
// CanInterpolate method, but it seems fine for now.)
|
|
!StyleAnimationValue::Interpolate(aProperty, fromValue, toValue,
|
|
0.5, dummyValue)) {
|
|
return false;
|
|
}
|
|
|
|
AnimationPropertySegment &segment = *aSegments.AppendElement();
|
|
|
|
segment.mFromValue = fromValue;
|
|
segment.mToValue = toValue;
|
|
segment.mFromKey = aFromKey;
|
|
segment.mToKey = aToKey;
|
|
const nsTimingFunction *tf;
|
|
if (aFromDeclaration &&
|
|
aFromDeclaration->HasProperty(eCSSProperty_animation_timing_function)) {
|
|
tf = &aFromContext->StyleDisplay()->mAnimations[0].GetTimingFunction();
|
|
} else {
|
|
tf = &aAnimation.GetTimingFunction();
|
|
}
|
|
segment.mTimingFunction.Init(*tf);
|
|
|
|
return true;
|
|
}
|
|
|
|
nsIStyleRule*
|
|
nsAnimationManager::GetAnimationRule(mozilla::dom::Element* aElement,
|
|
nsCSSPseudoElements::Type aPseudoType)
|
|
{
|
|
NS_ABORT_IF_FALSE(
|
|
aPseudoType == nsCSSPseudoElements::ePseudo_NotPseudoElement ||
|
|
aPseudoType == nsCSSPseudoElements::ePseudo_before ||
|
|
aPseudoType == nsCSSPseudoElements::ePseudo_after,
|
|
"forbidden pseudo type");
|
|
|
|
if (!mPresContext->IsDynamic()) {
|
|
// For print or print preview, ignore animations.
|
|
return nullptr;
|
|
}
|
|
|
|
AnimationPlayerCollection* collection =
|
|
GetAnimationPlayers(aElement, aPseudoType, false);
|
|
if (!collection) {
|
|
return nullptr;
|
|
}
|
|
|
|
if (mPresContext->IsProcessingRestyles() &&
|
|
!mPresContext->IsProcessingAnimationStyleChange()) {
|
|
// During the non-animation part of processing restyles, we don't
|
|
// add the animation rule.
|
|
|
|
if (collection->mStyleRule) {
|
|
collection->PostRestyleForAnimation(mPresContext);
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
NS_WARN_IF_FALSE(!collection->mNeedsRefreshes ||
|
|
collection->mStyleRuleRefreshTime ==
|
|
mPresContext->RefreshDriver()->MostRecentRefresh(),
|
|
"should already have refreshed style rule");
|
|
|
|
return collection->mStyleRule;
|
|
}
|
|
|
|
/* virtual */ void
|
|
nsAnimationManager::WillRefresh(mozilla::TimeStamp aTime)
|
|
{
|
|
NS_ABORT_IF_FALSE(mPresContext,
|
|
"refresh driver should not notify additional observers "
|
|
"after pres context has been destroyed");
|
|
if (!mPresContext->GetPresShell()) {
|
|
// Someone might be keeping mPresContext alive past the point
|
|
// where it has been torn down; don't bother doing anything in
|
|
// this case. But do get rid of all our transitions so we stop
|
|
// triggering refreshes.
|
|
RemoveAllElementCollections();
|
|
return;
|
|
}
|
|
|
|
FlushAnimations(Can_Throttle);
|
|
}
|
|
|
|
void
|
|
nsAnimationManager::AddElementCollection(
|
|
AnimationPlayerCollection* aCollection)
|
|
{
|
|
if (!mObservingRefreshDriver) {
|
|
NS_ASSERTION(
|
|
static_cast<AnimationPlayerCollection*>(aCollection)->mNeedsRefreshes,
|
|
"Added data which doesn't need refreshing?");
|
|
// We need to observe the refresh driver.
|
|
mPresContext->RefreshDriver()->AddRefreshObserver(this, Flush_Style);
|
|
mObservingRefreshDriver = true;
|
|
}
|
|
|
|
PR_INSERT_BEFORE(aCollection, &mElementCollections);
|
|
}
|
|
|
|
void
|
|
nsAnimationManager::CheckNeedsRefresh()
|
|
{
|
|
for (PRCList *l = PR_LIST_HEAD(&mElementCollections);
|
|
l != &mElementCollections;
|
|
l = PR_NEXT_LINK(l)) {
|
|
if (static_cast<AnimationPlayerCollection*>(l)->mNeedsRefreshes) {
|
|
if (!mObservingRefreshDriver) {
|
|
mPresContext->RefreshDriver()->AddRefreshObserver(this, Flush_Style);
|
|
mObservingRefreshDriver = true;
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
if (mObservingRefreshDriver) {
|
|
mObservingRefreshDriver = false;
|
|
mPresContext->RefreshDriver()->RemoveRefreshObserver(this, Flush_Style);
|
|
}
|
|
}
|
|
|
|
void
|
|
nsAnimationManager::FlushAnimations(FlushFlags aFlags)
|
|
{
|
|
// FIXME: check that there's at least one style rule that's not
|
|
// in its "done" state, and if there isn't, remove ourselves from
|
|
// the refresh driver (but leave the animations!).
|
|
TimeStamp now = mPresContext->RefreshDriver()->MostRecentRefresh();
|
|
bool didThrottle = false;
|
|
for (PRCList *l = PR_LIST_HEAD(&mElementCollections);
|
|
l != &mElementCollections;
|
|
l = PR_NEXT_LINK(l)) {
|
|
AnimationPlayerCollection* collection =
|
|
static_cast<AnimationPlayerCollection*>(l);
|
|
collection->Tick();
|
|
bool canThrottleTick = aFlags == Can_Throttle &&
|
|
collection->CanPerformOnCompositorThread(
|
|
AnimationPlayerCollection::CanAnimateFlags(0)) &&
|
|
collection->CanThrottleAnimation(now);
|
|
|
|
nsRefPtr<css::AnimValuesStyleRule> oldStyleRule = collection->mStyleRule;
|
|
UpdateStyleAndEvents(collection, now, canThrottleTick
|
|
? EnsureStyleRule_IsThrottled
|
|
: EnsureStyleRule_IsNotThrottled);
|
|
if (oldStyleRule != collection->mStyleRule) {
|
|
collection->PostRestyleForAnimation(mPresContext);
|
|
} else {
|
|
didThrottle = true;
|
|
}
|
|
}
|
|
|
|
if (didThrottle) {
|
|
mPresContext->Document()->SetNeedStyleFlush();
|
|
}
|
|
|
|
DispatchEvents(); // may destroy us
|
|
}
|
|
|
|
void
|
|
nsAnimationManager::DoDispatchEvents()
|
|
{
|
|
EventArray events;
|
|
mPendingEvents.SwapElements(events);
|
|
for (uint32_t i = 0, i_end = events.Length(); i < i_end; ++i) {
|
|
AnimationEventInfo &info = events[i];
|
|
EventDispatcher::Dispatch(info.mElement, mPresContext, &info.mEvent);
|
|
|
|
if (!mPresContext) {
|
|
break;
|
|
}
|
|
}
|
|
}
|