mirror of
https://github.com/mozilla/gecko-dev.git
synced 2024-12-07 05:15:09 +00:00
8162708cc1
After starting layer animations we set the same start time on content animations but we don't apply it until the next tick (see bug 1112480 for background). However, in some circumstances, we can end up creating layer animations again within the same refresh driver tick. In this case, we should initialize the animations with the same start time as we previously used. This patch exposes the pending start time set on content animations so that, if set, we can use it when building layer animations.
259 lines
10 KiB
C++
259 lines
10 KiB
C++
/* vim: set shiftwidth=2 tabstop=8 autoindent cindent expandtab: */
|
|
/* This Source Code Form is subject to the terms of the Mozilla Public
|
|
* License, v. 2.0. If a copy of the MPL was not distributed with this
|
|
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
|
|
|
|
#ifndef mozilla_dom_AnimationPlayer_h
|
|
#define mozilla_dom_AnimationPlayer_h
|
|
|
|
#include "nsWrapperCache.h"
|
|
#include "nsCycleCollectionParticipant.h"
|
|
#include "mozilla/Attributes.h"
|
|
#include "mozilla/TimeStamp.h" // for TimeStamp, TimeDuration
|
|
#include "mozilla/dom/Animation.h" // for Animation
|
|
#include "mozilla/dom/AnimationPlayerBinding.h" // for AnimationPlayState
|
|
#include "mozilla/dom/AnimationTimeline.h" // for AnimationTimeline
|
|
#include "mozilla/dom/Promise.h" // for Promise
|
|
#include "nsCSSProperty.h" // for nsCSSProperty
|
|
|
|
// X11 has a #define for CurrentTime.
|
|
#ifdef CurrentTime
|
|
#undef CurrentTime
|
|
#endif
|
|
|
|
// GetCurrentTime is defined in winbase.h as zero argument macro forwarding to
|
|
// GetTickCount().
|
|
#ifdef GetCurrentTime
|
|
#undef GetCurrentTime
|
|
#endif
|
|
|
|
struct JSContext;
|
|
class nsCSSPropertySet;
|
|
class nsIDocument;
|
|
class nsPresContext;
|
|
|
|
namespace mozilla {
|
|
struct AnimationPlayerCollection;
|
|
namespace css {
|
|
class AnimValuesStyleRule;
|
|
class CommonAnimationManager;
|
|
} // namespace css
|
|
|
|
class CSSAnimationPlayer;
|
|
class CSSTransitionPlayer;
|
|
|
|
namespace dom {
|
|
|
|
class AnimationPlayer : public nsISupports,
|
|
public nsWrapperCache
|
|
{
|
|
protected:
|
|
virtual ~AnimationPlayer() { }
|
|
|
|
public:
|
|
explicit AnimationPlayer(AnimationTimeline* aTimeline)
|
|
: mTimeline(aTimeline)
|
|
, mIsPending(false)
|
|
, mIsRunningOnCompositor(false)
|
|
, mIsPreviousStateFinished(false)
|
|
{
|
|
}
|
|
|
|
NS_DECL_CYCLE_COLLECTING_ISUPPORTS
|
|
NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_CLASS(AnimationPlayer)
|
|
|
|
AnimationTimeline* GetParentObject() const { return mTimeline; }
|
|
virtual JSObject* WrapObject(JSContext* aCx) MOZ_OVERRIDE;
|
|
|
|
virtual CSSAnimationPlayer* AsCSSAnimationPlayer() { return nullptr; }
|
|
virtual CSSTransitionPlayer* AsCSSTransitionPlayer() { return nullptr; }
|
|
|
|
// AnimationPlayer methods
|
|
Animation* GetSource() const { return mSource; }
|
|
AnimationTimeline* Timeline() const { return mTimeline; }
|
|
Nullable<TimeDuration> GetStartTime() const { return mStartTime; }
|
|
Nullable<TimeDuration> GetCurrentTime() const;
|
|
AnimationPlayState PlayState() const;
|
|
virtual Promise* GetReady(ErrorResult& aRv);
|
|
virtual void Play();
|
|
virtual void Pause();
|
|
bool IsRunningOnCompositor() const { return mIsRunningOnCompositor; }
|
|
|
|
// Wrapper functions for AnimationPlayer DOM methods when called
|
|
// from script. We often use the same methods internally and from
|
|
// script but when called from script we (or one of our subclasses) perform
|
|
// extra steps such as flushing style or converting the return type.
|
|
Nullable<double> GetStartTimeAsDouble() const;
|
|
Nullable<double> GetCurrentTimeAsDouble() const;
|
|
virtual AnimationPlayState PlayStateFromJS() const { return PlayState(); }
|
|
virtual void PlayFromJS() { Play(); }
|
|
// PauseFromJS is currently only here for symmetry with PlayFromJS but
|
|
// in future we will likely have to flush style in
|
|
// CSSAnimationPlayer::PauseFromJS so we leave it for now.
|
|
void PauseFromJS() { Pause(); }
|
|
|
|
void SetSource(Animation* aSource);
|
|
void Tick();
|
|
|
|
/**
|
|
* Typically, when a player is played, it does not start immediately but is
|
|
* added to a table of pending players on the document of its source content.
|
|
* In the meantime it sets its hold time to the time from which playback
|
|
* should begin.
|
|
*
|
|
* When the document finishes painting, any pending players in its table
|
|
* are marked as being ready to start by calling StartOnNextTick.
|
|
* The moment when the paint completed is also recorded, converted to a
|
|
* timeline time, and passed to StartOnTick. This is so that when these
|
|
* players do start, they can be timed from the point when painting
|
|
* completed.
|
|
*
|
|
* After calling StartOnNextTick, players remain in the pending state until
|
|
* the next refresh driver tick. At that time they transition out of the
|
|
* pending state using the time passed to StartOnNextTick as the effective
|
|
* time at which they resumed.
|
|
*
|
|
* This approach means that any setup time required for performing the
|
|
* initial paint of an animation such as layerization is not deducted from
|
|
* the running time of the animation. Without this we can easily drop the
|
|
* first few frames of an animation, or, on slower devices, the whole
|
|
* animation.
|
|
*
|
|
* Furthermore:
|
|
*
|
|
* - Starting the player immediately when painting finishes is problematic
|
|
* because the start time of the player will be ahead of its timeline
|
|
* (since the timeline time is based on the refresh driver time).
|
|
* That's a problem because the player is playing but its timing suggests
|
|
* it starts in the future. We could update the timeline to match the start
|
|
* time of the player but then we'd also have to update the timing and style
|
|
* of all animations connected to that timeline or else be stuck in an
|
|
* inconsistent state until the next refresh driver tick.
|
|
*
|
|
* - If we simply use the refresh driver time on its next tick, the lag
|
|
* between triggering an animation and its effective start is unacceptably
|
|
* long.
|
|
*
|
|
* Note that the caller of this method is responsible for removing the player
|
|
* from any PendingPlayerTracker it may have been added to.
|
|
*/
|
|
void StartOnNextTick(const Nullable<TimeDuration>& aReadyTime);
|
|
|
|
// Testing only: Start a pending player using the current timeline time.
|
|
// This is used to support existing tests that expect animations to begin
|
|
// immediately. Ideally we would rewrite the those tests and get rid of this
|
|
// method, but there are a lot of them.
|
|
//
|
|
// As with StartOnNextTick, the caller of this method is responsible for
|
|
// removing the player from any PendingPlayerTracker it may have been added
|
|
// to.
|
|
void StartNow();
|
|
|
|
/**
|
|
* When StartOnNextTick is called, we store the ready time but we don't apply
|
|
* it until the next tick. In the meantime, GetStartTime() will return null.
|
|
*
|
|
* However, if we build layer animations again before the next tick, we
|
|
* should initialize them with the start time that GetStartTime() will return
|
|
* on the next tick.
|
|
*
|
|
* If we were to simply set the start time of layer animations to null, their
|
|
* start time would be updated to the current wallclock time when rendering
|
|
* finishes, thus making them out of sync with the start time stored here.
|
|
* This, in turn, will make the animation jump backwards when we build
|
|
* animations on the next tick and apply the start time stored here.
|
|
*
|
|
* This method returns the start time, if resolved. Otherwise, if we have
|
|
* a pending ready time, it returns the corresponding start time. If neither
|
|
* of those are available, it returns null.
|
|
*/
|
|
Nullable<TimeDuration> GetCurrentOrPendingStartTime() const;
|
|
|
|
void Cancel();
|
|
|
|
const nsString& Name() const {
|
|
return mSource ? mSource->Name() : EmptyString();
|
|
}
|
|
|
|
bool IsPaused() const { return PlayState() == AnimationPlayState::Paused; }
|
|
bool IsRunning() const;
|
|
|
|
bool HasCurrentSource() const {
|
|
return GetSource() && GetSource()->IsCurrent();
|
|
}
|
|
bool HasInEffectSource() const {
|
|
return GetSource() && GetSource()->IsInEffect();
|
|
}
|
|
|
|
void SetIsRunningOnCompositor() { mIsRunningOnCompositor = true; }
|
|
void ClearIsRunningOnCompositor() { mIsRunningOnCompositor = false; }
|
|
|
|
// Returns true if this animation does not currently need to update
|
|
// style on the main thread (e.g. because it is empty, or is
|
|
// running on the compositor).
|
|
bool CanThrottle() const;
|
|
|
|
// Updates |aStyleRule| with the animation values of this player's source
|
|
// content, if any.
|
|
// Any properties already contained in |aSetProperties| are not changed. Any
|
|
// properties that are changed are added to |aSetProperties|.
|
|
// |aNeedsRefreshes| will be set to true if this player expects to update
|
|
// the style rule on the next refresh driver tick as well (because it
|
|
// is running and has source content to sample).
|
|
void ComposeStyle(nsRefPtr<css::AnimValuesStyleRule>& aStyleRule,
|
|
nsCSSPropertySet& aSetProperties,
|
|
bool& aNeedsRefreshes);
|
|
|
|
protected:
|
|
void DoPlay();
|
|
void DoPause();
|
|
void ResumeAt(const TimeDuration& aResumeTime);
|
|
|
|
void UpdateSourceContent();
|
|
void FlushStyle() const;
|
|
void PostUpdate();
|
|
// Remove this player from the pending player tracker and resets mIsPending
|
|
// as necessary. The caller is responsible for resolving or aborting the
|
|
// mReady promise as necessary.
|
|
void CancelPendingPlay();
|
|
|
|
bool IsPossiblyOrphanedPendingPlayer() const;
|
|
StickyTimeDuration SourceContentEnd() const;
|
|
|
|
nsIDocument* GetRenderedDocument() const;
|
|
nsPresContext* GetPresContext() const;
|
|
virtual css::CommonAnimationManager* GetAnimationManager() const = 0;
|
|
AnimationPlayerCollection* GetCollection() const;
|
|
|
|
nsRefPtr<AnimationTimeline> mTimeline;
|
|
nsRefPtr<Animation> mSource;
|
|
// The beginning of the delay period.
|
|
Nullable<TimeDuration> mStartTime; // Timeline timescale
|
|
Nullable<TimeDuration> mHoldTime; // Player timescale
|
|
Nullable<TimeDuration> mPendingReadyTime; // Timeline timescale
|
|
|
|
// A Promise that is replaced on each call to Play() (and in future Pause())
|
|
// and fulfilled when Play() is successfully completed.
|
|
// This object is lazily created by GetReady.
|
|
nsRefPtr<Promise> mReady;
|
|
|
|
// Indicates if the player is in the pending state. We use this rather
|
|
// than checking if this player is tracked by a PendingPlayerTracker.
|
|
// This is because the PendingPlayerTracker is associated with the source
|
|
// content's document but we need to know if we're pending even if the
|
|
// source content loses association with its document.
|
|
bool mIsPending;
|
|
bool mIsRunningOnCompositor;
|
|
// Indicates whether we were in the finished state during our
|
|
// most recent unthrottled sample (our last ComposeStyle call).
|
|
// FIXME: When we implement the finished promise (bug 1074630) we can
|
|
// probably remove this and check if the promise has been settled yet
|
|
// or not instead.
|
|
bool mIsPreviousStateFinished; // Spec calls this "previous finished state"
|
|
};
|
|
|
|
} // namespace dom
|
|
} // namespace mozilla
|
|
|
|
#endif // mozilla_dom_AnimationPlayer_h
|