gecko-dev/dom/animation/AnimationPlayer.cpp

382 lines
9.0 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/. */
#include "AnimationPlayer.h"
#include "AnimationUtils.h"
#include "mozilla/dom/AnimationPlayerBinding.h"
#include "AnimationCommon.h" // For AnimationPlayerCollection,
// CommonAnimationManager
#include "nsIDocument.h" // For nsIDocument
#include "nsIPresShell.h" // For nsIPresShell
#include "nsLayoutUtils.h" // For PostRestyleEvent (remove after bug 1073336)
#include "PendingPlayerTracker.h" // For PendingPlayerTracker
namespace mozilla {
namespace dom {
NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(AnimationPlayer, mTimeline,
mSource, mReady)
NS_IMPL_CYCLE_COLLECTING_ADDREF(AnimationPlayer)
NS_IMPL_CYCLE_COLLECTING_RELEASE(AnimationPlayer)
NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION(AnimationPlayer)
NS_WRAPPERCACHE_INTERFACE_MAP_ENTRY
NS_INTERFACE_MAP_ENTRY(nsISupports)
NS_INTERFACE_MAP_END
JSObject*
AnimationPlayer::WrapObject(JSContext* aCx)
{
return dom::AnimationPlayerBinding::Wrap(aCx, this);
}
Nullable<TimeDuration>
AnimationPlayer::GetCurrentTime() const
{
Nullable<TimeDuration> result;
if (!mHoldTime.IsNull()) {
result = mHoldTime;
return result;
}
if (!mStartTime.IsNull()) {
Nullable<TimeDuration> timelineTime = mTimeline->GetCurrentTime();
if (!timelineTime.IsNull()) {
result.SetValue(timelineTime.Value() - mStartTime.Value());
}
}
return result;
}
AnimationPlayState
AnimationPlayer::PlayState() const
{
if (mIsPending) {
return AnimationPlayState::Pending;
}
Nullable<TimeDuration> currentTime = GetCurrentTime();
if (currentTime.IsNull()) {
return AnimationPlayState::Idle;
}
if (mStartTime.IsNull()) {
return AnimationPlayState::Paused;
}
if (currentTime.Value() >= SourceContentEnd()) {
return AnimationPlayState::Finished;
}
return AnimationPlayState::Running;
}
Promise*
AnimationPlayer::GetReady(ErrorResult& aRv)
{
// Lazily create the ready promise if it doesn't exist
if (!mReady) {
nsIGlobalObject* global = mTimeline->GetParentObject();
if (global) {
mReady = Promise::Create(global, aRv);
if (mReady && PlayState() != AnimationPlayState::Pending) {
mReady->MaybeResolve(this);
}
}
}
if (!mReady) {
aRv.Throw(NS_ERROR_FAILURE);
}
return mReady;
}
void
AnimationPlayer::Play()
{
DoPlay();
PostUpdate();
}
void
AnimationPlayer::Pause()
{
DoPause();
PostUpdate();
}
Nullable<double>
AnimationPlayer::GetStartTimeAsDouble() const
{
return AnimationUtils::TimeDurationToDouble(mStartTime);
}
Nullable<double>
AnimationPlayer::GetCurrentTimeAsDouble() const
{
return AnimationUtils::TimeDurationToDouble(GetCurrentTime());
}
void
AnimationPlayer::SetSource(Animation* aSource)
{
if (mSource) {
mSource->SetParentTime(Nullable<TimeDuration>());
}
mSource = aSource;
if (mSource) {
mSource->SetParentTime(GetCurrentTime());
}
}
void
AnimationPlayer::Tick()
{
UpdateSourceContent();
}
void
AnimationPlayer::StartNow()
{
// Currently we only expect this method to be called when we are in the
// middle of initiating/resuming playback so we should have an unresolved
// start time to update and a fixed current time to seek to.
MOZ_ASSERT(mStartTime.IsNull() && !mHoldTime.IsNull(),
"Resolving the start time but we don't appear to be waiting"
" to begin playback");
Nullable<TimeDuration> readyTime = mTimeline->GetCurrentTime();
// Bug 1096776: Once we support disappearing or inactive timelines we
// will need special handling here.
MOZ_ASSERT(!readyTime.IsNull(), "Missing or inactive timeline");
mStartTime.SetValue(readyTime.Value() - mHoldTime.Value());
mHoldTime.SetNull();
if (mReady) {
mReady->MaybeResolve(this);
}
}
void
AnimationPlayer::Cancel()
{
if (mIsPending) {
CancelPendingPlay();
if (mReady) {
mReady->MaybeReject(NS_ERROR_DOM_ABORT_ERR);
}
}
mHoldTime.SetNull();
mStartTime.SetNull();
}
bool
AnimationPlayer::IsRunning() const
{
if (IsPaused() || !GetSource() || GetSource()->IsFinishedTransition()) {
return false;
}
ComputedTiming computedTiming = GetSource()->GetComputedTiming();
return computedTiming.mPhase == ComputedTiming::AnimationPhase_Active;
}
bool
AnimationPlayer::CanThrottle() const
{
if (!mSource ||
mSource->IsFinishedTransition() ||
mSource->Properties().IsEmpty()) {
return true;
}
if (!mIsRunningOnCompositor) {
return false;
}
if (PlayState() != AnimationPlayState::Finished) {
// Unfinished animations can be throttled.
return true;
}
// The animation has finished but, if this is the first sample since
// finishing, we need an unthrottled sample so we can apply the correct
// end-of-animation behavior on the main thread (either removing the
// animation style or applying the fill mode).
return mIsPreviousStateFinished;
}
void
AnimationPlayer::ComposeStyle(nsRefPtr<css::AnimValuesStyleRule>& aStyleRule,
nsCSSPropertySet& aSetProperties,
bool& aNeedsRefreshes)
{
if (!mSource || mSource->IsFinishedTransition()) {
return;
}
AnimationPlayState playState = PlayState();
if (playState == AnimationPlayState::Running ||
playState == AnimationPlayState::Pending) {
aNeedsRefreshes = true;
}
mSource->ComposeStyle(aStyleRule, aSetProperties);
mIsPreviousStateFinished = (playState == AnimationPlayState::Finished);
}
void
AnimationPlayer::DoPlay()
{
// FIXME: When we implement finishing behavior (bug 1074630) we will
// need to pass a flag so that when we start playing due to a change in
// animation-play-state we *don't* trigger finishing behavior.
Nullable<TimeDuration> currentTime = GetCurrentTime();
if (currentTime.IsNull()) {
mHoldTime.SetValue(TimeDuration(0));
} else if (mHoldTime.IsNull()) {
// If the hold time is null, we are already playing normally
return;
}
// Clear ready promise. We'll create a new one lazily.
mReady = nullptr;
StartNow();
}
void
AnimationPlayer::DoPause()
{
if (mIsPending) {
CancelPendingPlay();
// Resolve the ready promise since we currently only use it for
// players that are waiting to play. Later (in bug 1109390), we will
// use this for players waiting to pause as well and then we won't
// want to resolve it just yet.
if (mReady) {
mReady->MaybeResolve(this);
}
}
// Mark this as no longer running on the compositor so that next time
// we update animations we won't throttle them and will have a chance
// to remove the animation from any layer it might be on.
mIsRunningOnCompositor = false;
// Bug 1109390 - check for null result here and go to pending state
mHoldTime = GetCurrentTime();
mStartTime.SetNull();
}
void
AnimationPlayer::UpdateSourceContent()
{
if (mSource) {
mSource->SetParentTime(GetCurrentTime());
}
}
void
AnimationPlayer::FlushStyle() const
{
nsIDocument* doc = GetRenderedDocument();
if (doc) {
doc->FlushPendingNotifications(Flush_Style);
}
}
void
AnimationPlayer::PostUpdate()
{
AnimationPlayerCollection* collection = GetCollection();
if (collection) {
collection->NotifyPlayerUpdated();
}
}
void
AnimationPlayer::CancelPendingPlay()
{
if (!mIsPending) {
return;
}
nsIDocument* doc = GetRenderedDocument();
if (doc) {
PendingPlayerTracker* tracker = doc->GetPendingPlayerTracker();
if (tracker) {
tracker->RemovePlayPending(*this);
}
}
mIsPending = false;
}
StickyTimeDuration
AnimationPlayer::SourceContentEnd() const
{
if (!mSource) {
return StickyTimeDuration(0);
}
return mSource->Timing().mDelay
+ mSource->GetComputedTiming().mActiveDuration;
}
nsIDocument*
AnimationPlayer::GetRenderedDocument() const
{
if (!mSource) {
return nullptr;
}
Element* targetElement;
nsCSSPseudoElements::Type pseudoType;
mSource->GetTarget(targetElement, pseudoType);
if (!targetElement) {
return nullptr;
}
return targetElement->GetComposedDoc();
}
nsPresContext*
AnimationPlayer::GetPresContext() const
{
nsIDocument* doc = GetRenderedDocument();
if (!doc) {
return nullptr;
}
nsIPresShell* shell = doc->GetShell();
if (!shell) {
return nullptr;
}
return shell->GetPresContext();
}
AnimationPlayerCollection*
AnimationPlayer::GetCollection() const
{
css::CommonAnimationManager* manager = GetAnimationManager();
if (!manager) {
return nullptr;
}
MOZ_ASSERT(mSource, "A player with an animation manager must have a source");
Element* targetElement;
nsCSSPseudoElements::Type targetPseudoType;
mSource->GetTarget(targetElement, targetPseudoType);
MOZ_ASSERT(targetElement,
"A player with an animation manager must have a target");
return manager->GetAnimationPlayers(targetElement, targetPseudoType, false);
}
} // namespace dom
} // namespace mozilla