gecko-dev/dom/animation/PendingPlayerTracker.cpp
Brian Birtles 7ca856e0a1 Bug 1109390 part 9 - Call Trigger* on pause-pending players; r=jwatt
This won't actually do anything yet because:
(a) We don't yet add pause-pending players to the PendingPlayerTracker
(b) We never mark pausing players as pending so
    AnimationPlayer::TriggerOnNextTick will just ignore them.
2015-03-27 15:56:45 +09:00

120 lines
3.4 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 "PendingPlayerTracker.h"
#include "mozilla/dom/AnimationTimeline.h"
#include "nsIFrame.h"
#include "nsIPresShell.h"
using namespace mozilla;
namespace mozilla {
NS_IMPL_CYCLE_COLLECTION(PendingPlayerTracker,
mPlayPendingSet,
mPausePendingSet,
mDocument)
NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(PendingPlayerTracker, AddRef)
NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(PendingPlayerTracker, Release)
void
PendingPlayerTracker::AddPending(dom::AnimationPlayer& aPlayer,
AnimationPlayerSet& aSet)
{
aSet.PutEntry(&aPlayer);
// Schedule a paint. Otherwise animations that don't trigger a paint by
// themselves (e.g. CSS animations with an empty keyframes rule) won't
// start until something else paints.
EnsurePaintIsScheduled();
}
void
PendingPlayerTracker::RemovePending(dom::AnimationPlayer& aPlayer,
AnimationPlayerSet& aSet)
{
aSet.RemoveEntry(&aPlayer);
}
bool
PendingPlayerTracker::IsWaiting(const dom::AnimationPlayer& aPlayer,
const AnimationPlayerSet& aSet) const
{
return aSet.Contains(const_cast<dom::AnimationPlayer*>(&aPlayer));
}
PLDHashOperator
TriggerPlayerAtTime(nsRefPtrHashKey<dom::AnimationPlayer>* aKey,
void* aReadyTime)
{
dom::AnimationPlayer* player = aKey->GetKey();
dom::AnimationTimeline* timeline = player->Timeline();
// When the timeline's refresh driver is under test control, its values
// have no correspondance to wallclock times so we shouldn't try to convert
// aReadyTime (which is a wallclock time) to a timeline value. Instead, the
// animation player will be started/paused when the refresh driver is next
// advanced since this will trigger a call to TriggerPendingPlayersNow.
if (timeline->IsUnderTestControl()) {
return PL_DHASH_NEXT;
}
Nullable<TimeDuration> readyTime =
timeline->ToTimelineTime(*static_cast<const TimeStamp*>(aReadyTime));
player->TriggerOnNextTick(readyTime);
return PL_DHASH_REMOVE;
}
void
PendingPlayerTracker::TriggerPendingPlayersOnNextTick(const TimeStamp&
aReadyTime)
{
mPlayPendingSet.EnumerateEntries(TriggerPlayerAtTime,
const_cast<TimeStamp*>(&aReadyTime));
mPausePendingSet.EnumerateEntries(TriggerPlayerAtTime,
const_cast<TimeStamp*>(&aReadyTime));
}
PLDHashOperator
TriggerPlayerNow(nsRefPtrHashKey<dom::AnimationPlayer>* aKey, void*)
{
aKey->GetKey()->TriggerNow();
return PL_DHASH_NEXT;
}
void
PendingPlayerTracker::TriggerPendingPlayersNow()
{
mPlayPendingSet.EnumerateEntries(TriggerPlayerNow, nullptr);
mPlayPendingSet.Clear();
mPausePendingSet.EnumerateEntries(TriggerPlayerNow, nullptr);
mPausePendingSet.Clear();
}
void
PendingPlayerTracker::EnsurePaintIsScheduled()
{
if (!mDocument) {
return;
}
nsIPresShell* presShell = mDocument->GetShell();
if (!presShell) {
return;
}
nsIFrame* rootFrame = presShell->GetRootFrame();
if (!rootFrame) {
return;
}
rootFrame->SchedulePaint();
}
} // namespace mozilla