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c354bf91e5
This patch also makes composite order lowest to highest, as a result we also need to replace mWinsInCascade checks with the the properties. The mWinsInCascade membed itself will be removed in a subsequent patch. Now we call RequestRestyle(Layer) respectively for transition and animation, so a test case in test_restyles.html works as expected. And now lower-priority animations are also sent to the compositor so this patch fixed some tests in test_running_on_compositor.html and test_animation_performance_warning.html MozReview-Commit-ID: BchUsJbmatg --HG-- extra : rebase_source : ff295aecb08bb672ac5f02e26e37a4ea4f3eb7c0
1411 lines
41 KiB
C++
1411 lines
41 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
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "Animation.h"
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#include "AnimationUtils.h"
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#include "mozilla/dom/AnimationBinding.h"
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#include "mozilla/dom/AnimationPlaybackEvent.h"
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#include "mozilla/dom/DocumentTimeline.h"
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#include "mozilla/AnimationTarget.h"
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#include "mozilla/AutoRestore.h"
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#include "mozilla/AsyncEventDispatcher.h" // For AsyncEventDispatcher
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#include "mozilla/Maybe.h" // For Maybe
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#include "nsAnimationManager.h" // For CSSAnimation
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#include "nsDOMMutationObserver.h" // For nsAutoAnimationMutationBatch
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#include "nsIDocument.h" // For nsIDocument
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#include "nsIPresShell.h" // For nsIPresShell
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#include "nsThreadUtils.h" // For nsRunnableMethod and nsRevocableEventPtr
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#include "nsTransitionManager.h" // For CSSTransition
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#include "PendingAnimationTracker.h" // For PendingAnimationTracker
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namespace mozilla {
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namespace dom {
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// Static members
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uint64_t Animation::sNextAnimationIndex = 0;
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NS_IMPL_CYCLE_COLLECTION_INHERITED(Animation, DOMEventTargetHelper,
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mTimeline,
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mEffect,
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mReady,
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mFinished)
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NS_IMPL_ADDREF_INHERITED(Animation, DOMEventTargetHelper)
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NS_IMPL_RELEASE_INHERITED(Animation, DOMEventTargetHelper)
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NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION_INHERITED(Animation)
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NS_INTERFACE_MAP_END_INHERITING(DOMEventTargetHelper)
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JSObject*
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Animation::WrapObject(JSContext* aCx, JS::Handle<JSObject*> aGivenProto)
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{
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return dom::AnimationBinding::Wrap(aCx, this, aGivenProto);
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}
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// ---------------------------------------------------------------------------
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//
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// Utility methods
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//
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// ---------------------------------------------------------------------------
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namespace {
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// A wrapper around nsAutoAnimationMutationBatch that looks up the
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// appropriate document from the supplied animation.
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class MOZ_RAII AutoMutationBatchForAnimation {
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public:
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explicit AutoMutationBatchForAnimation(const Animation& aAnimation
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MOZ_GUARD_OBJECT_NOTIFIER_PARAM) {
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MOZ_GUARD_OBJECT_NOTIFIER_INIT;
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Maybe<NonOwningAnimationTarget> target =
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nsNodeUtils::GetTargetForAnimation(&aAnimation);
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if (!target) {
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return;
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}
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// For mutation observers, we use the OwnerDoc.
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nsIDocument* doc = target->mElement->OwnerDoc();
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if (!doc) {
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return;
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}
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mAutoBatch.emplace(doc);
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}
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private:
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MOZ_DECL_USE_GUARD_OBJECT_NOTIFIER
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Maybe<nsAutoAnimationMutationBatch> mAutoBatch;
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};
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}
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// ---------------------------------------------------------------------------
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//
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// Animation interface:
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//
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// ---------------------------------------------------------------------------
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/* static */ already_AddRefed<Animation>
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Animation::Constructor(const GlobalObject& aGlobal,
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AnimationEffectReadOnly* aEffect,
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const Optional<AnimationTimeline*>& aTimeline,
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ErrorResult& aRv)
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{
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nsCOMPtr<nsIGlobalObject> global = do_QueryInterface(aGlobal.GetAsSupports());
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RefPtr<Animation> animation = new Animation(global);
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AnimationTimeline* timeline;
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if (aTimeline.WasPassed()) {
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timeline = aTimeline.Value();
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} else {
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nsIDocument* document =
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AnimationUtils::GetCurrentRealmDocument(aGlobal.Context());
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if (!document) {
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aRv.Throw(NS_ERROR_FAILURE);
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return nullptr;
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}
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timeline = document->Timeline();
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}
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animation->SetTimelineNoUpdate(timeline);
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animation->SetEffectNoUpdate(aEffect);
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return animation.forget();
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}
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void
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Animation::SetId(const nsAString& aId)
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{
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if (mId == aId) {
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return;
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}
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mId = aId;
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nsNodeUtils::AnimationChanged(this);
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}
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void
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Animation::SetEffect(AnimationEffectReadOnly* aEffect)
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{
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SetEffectNoUpdate(aEffect);
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PostUpdate();
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}
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// https://w3c.github.io/web-animations/#setting-the-target-effect
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void
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Animation::SetEffectNoUpdate(AnimationEffectReadOnly* aEffect)
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{
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RefPtr<Animation> kungFuDeathGrip(this);
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if (mEffect == aEffect) {
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return;
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}
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AutoMutationBatchForAnimation mb(*this);
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bool wasRelevant = mIsRelevant;
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if (mEffect) {
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if (!aEffect) {
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// If the new effect is null, call ResetPendingTasks before clearing
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// mEffect since ResetPendingTasks needs it to get the appropriate
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// PendingAnimationTracker.
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ResetPendingTasks();
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}
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// We need to notify observers now because once we set mEffect to null
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// we won't be able to find the target element to notify.
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if (mIsRelevant) {
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nsNodeUtils::AnimationRemoved(this);
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}
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// Break links with the old effect and then drop it.
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RefPtr<AnimationEffectReadOnly> oldEffect = mEffect;
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mEffect = nullptr;
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oldEffect->SetAnimation(nullptr);
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// The following will not do any notification because mEffect is null.
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UpdateRelevance();
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}
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if (aEffect) {
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// Break links from the new effect to its previous animation, if any.
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RefPtr<AnimationEffectReadOnly> newEffect = aEffect;
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Animation* prevAnim = aEffect->GetAnimation();
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if (prevAnim) {
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prevAnim->SetEffect(nullptr);
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}
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// Create links with the new effect. SetAnimation(this) will also update
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// mIsRelevant of this animation, and then notify mutation observer if
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// needed by calling Animation::UpdateRelevance(), so we don't need to
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// call it again.
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mEffect = newEffect;
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mEffect->SetAnimation(this);
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// Notify possible add or change.
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// If the target is different, the change notification will be ignored by
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// AutoMutationBatchForAnimation.
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if (wasRelevant && mIsRelevant) {
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nsNodeUtils::AnimationChanged(this);
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}
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// Reschedule pending pause or pending play tasks.
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// If we have a pending animation, it will either be registered
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// in the pending animation tracker and have a null pending ready time,
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// or, after it has been painted, it will be removed from the tracker
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// and assigned a pending ready time.
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// After updating the effect we'll typically need to repaint so if we've
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// already been assigned a pending ready time, we should clear it and put
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// the animation back in the tracker.
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if (!mPendingReadyTime.IsNull()) {
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mPendingReadyTime.SetNull();
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nsIDocument* doc = GetRenderedDocument();
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if (doc) {
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PendingAnimationTracker* tracker =
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doc->GetOrCreatePendingAnimationTracker();
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if (mPendingState == PendingState::PlayPending) {
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tracker->AddPlayPending(*this);
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} else {
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tracker->AddPausePending(*this);
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}
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}
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}
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}
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UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);
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}
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void
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Animation::SetTimeline(AnimationTimeline* aTimeline)
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{
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SetTimelineNoUpdate(aTimeline);
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PostUpdate();
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}
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// https://w3c.github.io/web-animations/#setting-the-timeline
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void
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Animation::SetTimelineNoUpdate(AnimationTimeline* aTimeline)
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{
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if (mTimeline == aTimeline) {
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return;
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}
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RefPtr<AnimationTimeline> oldTimeline = mTimeline;
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if (oldTimeline) {
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oldTimeline->RemoveAnimation(this);
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}
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mTimeline = aTimeline;
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if (!mStartTime.IsNull()) {
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mHoldTime.SetNull();
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}
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UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);
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}
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// https://w3c.github.io/web-animations/#set-the-animation-start-time
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void
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Animation::SetStartTime(const Nullable<TimeDuration>& aNewStartTime)
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{
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if (aNewStartTime == mStartTime) {
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return;
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}
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AutoMutationBatchForAnimation mb(*this);
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Nullable<TimeDuration> timelineTime;
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if (mTimeline) {
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// The spec says to check if the timeline is active (has a resolved time)
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// before using it here, but we don't need to since it's harmless to set
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// the already null time to null.
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timelineTime = mTimeline->GetCurrentTime();
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}
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if (timelineTime.IsNull() && !aNewStartTime.IsNull()) {
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mHoldTime.SetNull();
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}
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Nullable<TimeDuration> previousCurrentTime = GetCurrentTime();
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mStartTime = aNewStartTime;
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if (!aNewStartTime.IsNull()) {
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if (mPlaybackRate != 0.0) {
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mHoldTime.SetNull();
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}
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} else {
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mHoldTime = previousCurrentTime;
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}
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CancelPendingTasks();
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if (mReady) {
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// We may have already resolved mReady, but in that case calling
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// MaybeResolve is a no-op, so that's okay.
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mReady->MaybeResolve(this);
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}
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UpdateTiming(SeekFlag::DidSeek, SyncNotifyFlag::Async);
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if (IsRelevant()) {
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nsNodeUtils::AnimationChanged(this);
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}
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PostUpdate();
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}
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// https://w3c.github.io/web-animations/#current-time
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Nullable<TimeDuration>
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Animation::GetCurrentTime() const
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{
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Nullable<TimeDuration> result;
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if (!mHoldTime.IsNull()) {
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result = mHoldTime;
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return result;
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}
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if (mTimeline && !mStartTime.IsNull()) {
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Nullable<TimeDuration> timelineTime = mTimeline->GetCurrentTime();
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if (!timelineTime.IsNull()) {
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result.SetValue((timelineTime.Value() - mStartTime.Value())
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.MultDouble(mPlaybackRate));
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}
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}
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return result;
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}
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// https://w3c.github.io/web-animations/#set-the-current-time
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void
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Animation::SetCurrentTime(const TimeDuration& aSeekTime)
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{
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// Return early if the current time has not changed. However, if we
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// are pause-pending, then setting the current time to any value
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// including the current value has the effect of aborting the
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// pause so we should not return early in that case.
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if (mPendingState != PendingState::PausePending &&
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Nullable<TimeDuration>(aSeekTime) == GetCurrentTime()) {
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return;
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}
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AutoMutationBatchForAnimation mb(*this);
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SilentlySetCurrentTime(aSeekTime);
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if (mPendingState == PendingState::PausePending) {
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// Finish the pause operation
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mHoldTime.SetValue(aSeekTime);
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mStartTime.SetNull();
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if (mReady) {
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mReady->MaybeResolve(this);
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}
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CancelPendingTasks();
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}
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UpdateTiming(SeekFlag::DidSeek, SyncNotifyFlag::Async);
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if (IsRelevant()) {
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nsNodeUtils::AnimationChanged(this);
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}
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PostUpdate();
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}
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// https://w3c.github.io/web-animations/#set-the-animation-playback-rate
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void
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Animation::SetPlaybackRate(double aPlaybackRate)
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{
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if (aPlaybackRate == mPlaybackRate) {
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return;
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}
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AutoMutationBatchForAnimation mb(*this);
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Nullable<TimeDuration> previousTime = GetCurrentTime();
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mPlaybackRate = aPlaybackRate;
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if (!previousTime.IsNull()) {
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SetCurrentTime(previousTime.Value());
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}
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// In the case where GetCurrentTime() returns the same result before and
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// after updating mPlaybackRate, SetCurrentTime will return early since,
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// as far as it can tell, nothing has changed.
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// As a result, we need to perform the following updates here:
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// - update timing (since, if the sign of the playback rate has changed, our
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// finished state may have changed),
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// - dispatch a change notification for the changed playback rate, and
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// - update the playback rate on animations on layers.
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UpdateTiming(SeekFlag::DidSeek, SyncNotifyFlag::Async);
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if (IsRelevant()) {
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nsNodeUtils::AnimationChanged(this);
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}
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PostUpdate();
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}
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// https://w3c.github.io/web-animations/#play-state
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AnimationPlayState
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Animation::PlayState() const
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{
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if (mPendingState != PendingState::NotPending) {
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return AnimationPlayState::Pending;
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}
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Nullable<TimeDuration> currentTime = GetCurrentTime();
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if (currentTime.IsNull()) {
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return AnimationPlayState::Idle;
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}
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if (mStartTime.IsNull()) {
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return AnimationPlayState::Paused;
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}
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if ((mPlaybackRate > 0.0 && currentTime.Value() >= EffectEnd()) ||
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(mPlaybackRate < 0.0 && currentTime.Value() <= TimeDuration())) {
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return AnimationPlayState::Finished;
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}
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return AnimationPlayState::Running;
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}
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Promise*
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Animation::GetReady(ErrorResult& aRv)
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{
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nsCOMPtr<nsIGlobalObject> global = GetOwnerGlobal();
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if (!mReady && global) {
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mReady = Promise::Create(global, aRv); // Lazily create on demand
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}
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if (!mReady) {
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aRv.Throw(NS_ERROR_FAILURE);
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} else if (PlayState() != AnimationPlayState::Pending) {
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mReady->MaybeResolve(this);
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}
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return mReady;
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}
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Promise*
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Animation::GetFinished(ErrorResult& aRv)
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{
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nsCOMPtr<nsIGlobalObject> global = GetOwnerGlobal();
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if (!mFinished && global) {
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mFinished = Promise::Create(global, aRv); // Lazily create on demand
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}
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if (!mFinished) {
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aRv.Throw(NS_ERROR_FAILURE);
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} else if (mFinishedIsResolved) {
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MaybeResolveFinishedPromise();
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}
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return mFinished;
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}
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void
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Animation::Cancel()
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{
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CancelNoUpdate();
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PostUpdate();
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}
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// https://w3c.github.io/web-animations/#finish-an-animation
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void
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Animation::Finish(ErrorResult& aRv)
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{
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if (mPlaybackRate == 0 ||
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(mPlaybackRate > 0 && EffectEnd() == TimeDuration::Forever())) {
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aRv.Throw(NS_ERROR_DOM_INVALID_STATE_ERR);
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return;
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}
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AutoMutationBatchForAnimation mb(*this);
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// Seek to the end
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TimeDuration limit =
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mPlaybackRate > 0 ? TimeDuration(EffectEnd()) : TimeDuration(0);
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bool didChange = GetCurrentTime() != Nullable<TimeDuration>(limit);
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SilentlySetCurrentTime(limit);
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// If we are paused or play-pending we need to fill in the start time in
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// order to transition to the finished state.
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//
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// We only do this, however, if we have an active timeline. If we have an
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// inactive timeline we can't transition into the finished state just like
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// we can't transition to the running state (this finished state is really
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// a substate of the running state).
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if (mStartTime.IsNull() &&
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mTimeline &&
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!mTimeline->GetCurrentTime().IsNull()) {
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mStartTime.SetValue(mTimeline->GetCurrentTime().Value() -
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limit.MultDouble(1.0 / mPlaybackRate));
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didChange = true;
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}
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// If we just resolved the start time for a pause or play-pending
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// animation, we need to clear the task. We don't do this as a branch of
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// the above however since we can have a play-pending animation with a
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// resolved start time if we aborted a pause operation.
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if (!mStartTime.IsNull() &&
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(mPendingState == PendingState::PlayPending ||
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mPendingState == PendingState::PausePending)) {
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if (mPendingState == PendingState::PausePending) {
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mHoldTime.SetNull();
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}
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CancelPendingTasks();
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didChange = true;
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if (mReady) {
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mReady->MaybeResolve(this);
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}
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}
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UpdateTiming(SeekFlag::DidSeek, SyncNotifyFlag::Sync);
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if (didChange && IsRelevant()) {
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nsNodeUtils::AnimationChanged(this);
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}
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PostUpdate();
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}
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void
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Animation::Play(ErrorResult& aRv, LimitBehavior aLimitBehavior)
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{
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PlayNoUpdate(aRv, aLimitBehavior);
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PostUpdate();
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}
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void
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Animation::Pause(ErrorResult& aRv)
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{
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PauseNoUpdate(aRv);
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PostUpdate();
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}
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// https://w3c.github.io/web-animations/#reverse-an-animation
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void
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Animation::Reverse(ErrorResult& aRv)
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{
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if (!mTimeline || mTimeline->GetCurrentTime().IsNull()) {
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aRv.Throw(NS_ERROR_DOM_INVALID_STATE_ERR);
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return;
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}
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if (mPlaybackRate == 0.0) {
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return;
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}
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AutoMutationBatchForAnimation mb(*this);
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SilentlySetPlaybackRate(-mPlaybackRate);
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Play(aRv, LimitBehavior::AutoRewind);
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if (IsRelevant()) {
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nsNodeUtils::AnimationChanged(this);
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}
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}
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// ---------------------------------------------------------------------------
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//
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// JS wrappers for Animation interface:
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//
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// ---------------------------------------------------------------------------
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Nullable<double>
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Animation::GetStartTimeAsDouble() const
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{
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return AnimationUtils::TimeDurationToDouble(mStartTime);
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}
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void
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Animation::SetStartTimeAsDouble(const Nullable<double>& aStartTime)
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{
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return SetStartTime(AnimationUtils::DoubleToTimeDuration(aStartTime));
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}
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Nullable<double>
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Animation::GetCurrentTimeAsDouble() const
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{
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return AnimationUtils::TimeDurationToDouble(GetCurrentTime());
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}
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void
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Animation::SetCurrentTimeAsDouble(const Nullable<double>& aCurrentTime,
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ErrorResult& aRv)
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{
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if (aCurrentTime.IsNull()) {
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if (!GetCurrentTime().IsNull()) {
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aRv.Throw(NS_ERROR_DOM_TYPE_ERR);
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}
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return;
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}
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return SetCurrentTime(TimeDuration::FromMilliseconds(aCurrentTime.Value()));
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}
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// ---------------------------------------------------------------------------
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void
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Animation::Tick()
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{
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// Finish pending if we have a pending ready time, but only if we also
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// have an active timeline.
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if (mPendingState != PendingState::NotPending &&
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!mPendingReadyTime.IsNull() &&
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mTimeline &&
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!mTimeline->GetCurrentTime().IsNull()) {
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// Even though mPendingReadyTime is initialized using TimeStamp::Now()
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// during the *previous* tick of the refresh driver, it can still be
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// ahead of the *current* timeline time when we are using the
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// vsync timer so we need to clamp it to the timeline time.
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mPendingReadyTime.SetValue(std::min(mTimeline->GetCurrentTime().Value(),
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mPendingReadyTime.Value()));
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FinishPendingAt(mPendingReadyTime.Value());
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mPendingReadyTime.SetNull();
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}
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if (IsPossiblyOrphanedPendingAnimation()) {
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MOZ_ASSERT(mTimeline && !mTimeline->GetCurrentTime().IsNull(),
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"Orphaned pending animations should have an active timeline");
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FinishPendingAt(mTimeline->GetCurrentTime().Value());
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}
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UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);
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if (!mEffect) {
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return;
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}
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// Update layers if we are newly finished.
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KeyframeEffectReadOnly* keyframeEffect = mEffect->AsKeyframeEffect();
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if (keyframeEffect &&
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!keyframeEffect->Properties().IsEmpty() &&
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!mFinishedAtLastComposeStyle &&
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PlayState() == AnimationPlayState::Finished) {
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PostUpdate();
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}
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}
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void
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Animation::TriggerOnNextTick(const Nullable<TimeDuration>& aReadyTime)
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{
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// Normally we expect the play state to be pending but it's possible that,
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// due to the handling of possibly orphaned animations in Tick(), this
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// animation got started whilst still being in another document's pending
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// animation map.
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if (PlayState() != AnimationPlayState::Pending) {
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return;
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}
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// If aReadyTime.IsNull() we'll detect this in Tick() where we check for
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// orphaned animations and trigger this animation anyway
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mPendingReadyTime = aReadyTime;
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}
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void
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Animation::TriggerNow()
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{
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// Normally we expect the play state to be pending but when an animation
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// is cancelled and its rendered document can't be reached, we can end up
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// with the animation still in a pending player tracker even after it is
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// no longer pending.
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if (PlayState() != AnimationPlayState::Pending) {
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return;
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}
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// If we don't have an active timeline we can't trigger the animation.
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// However, this is a test-only method that we don't expect to be used in
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// conjunction with animations without an active timeline so generate
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// a warning if we do find ourselves in that situation.
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if (!mTimeline || mTimeline->GetCurrentTime().IsNull()) {
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NS_WARNING("Failed to trigger an animation with an active timeline");
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return;
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}
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FinishPendingAt(mTimeline->GetCurrentTime().Value());
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}
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Nullable<TimeDuration>
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Animation::GetCurrentOrPendingStartTime() const
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{
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Nullable<TimeDuration> result;
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if (!mStartTime.IsNull()) {
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result = mStartTime;
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return result;
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}
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if (mPendingReadyTime.IsNull() || mHoldTime.IsNull()) {
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return result;
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}
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// Calculate the equivalent start time from the pending ready time.
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// This is the same as the calculation performed in ResumeAt and will
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// need to incorporate the playbackRate when implemented (bug 1127380).
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result.SetValue(mPendingReadyTime.Value() - mHoldTime.Value());
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return result;
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}
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TimeStamp
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Animation::AnimationTimeToTimeStamp(const StickyTimeDuration& aTime) const
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{
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// Initializes to null. Return the same object every time to benefit from
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// return-value-optimization.
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TimeStamp result;
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// We *don't* check for mTimeline->TracksWallclockTime() here because that
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// method only tells us if the timeline times can be converted to
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// TimeStamps that can be compared to TimeStamp::Now() or not, *not*
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// whether the timelines can be converted to TimeStamp values at all.
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//
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// Furthermore, we want to be able to use this method when the refresh driver
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// is under test control (in which case TracksWallclockTime() will return
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// false).
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//
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// Once we introduce timelines that are not time-based we will need to
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// differentiate between them here and determine how to sort their events.
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if (!mTimeline) {
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return result;
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}
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// Check the time is convertible to a timestamp
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if (aTime == TimeDuration::Forever() ||
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mPlaybackRate == 0.0 ||
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mStartTime.IsNull()) {
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return result;
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}
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// Invert the standard relation:
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// animation time = (timeline time - start time) * playback rate
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TimeDuration timelineTime =
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TimeDuration(aTime).MultDouble(1.0 / mPlaybackRate) + mStartTime.Value();
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result = mTimeline->ToTimeStamp(timelineTime);
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return result;
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}
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// https://w3c.github.io/web-animations/#silently-set-the-current-time
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void
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Animation::SilentlySetCurrentTime(const TimeDuration& aSeekTime)
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{
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if (!mHoldTime.IsNull() ||
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mStartTime.IsNull() ||
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!mTimeline ||
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mTimeline->GetCurrentTime().IsNull() ||
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mPlaybackRate == 0.0) {
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mHoldTime.SetValue(aSeekTime);
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if (!mTimeline || mTimeline->GetCurrentTime().IsNull()) {
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mStartTime.SetNull();
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}
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} else {
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mStartTime.SetValue(mTimeline->GetCurrentTime().Value() -
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(aSeekTime.MultDouble(1 / mPlaybackRate)));
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}
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mPreviousCurrentTime.SetNull();
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}
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void
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Animation::SilentlySetPlaybackRate(double aPlaybackRate)
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{
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Nullable<TimeDuration> previousTime = GetCurrentTime();
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mPlaybackRate = aPlaybackRate;
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if (!previousTime.IsNull()) {
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SilentlySetCurrentTime(previousTime.Value());
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}
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}
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// https://w3c.github.io/web-animations/#cancel-an-animation
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void
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Animation::CancelNoUpdate()
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{
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ResetPendingTasks();
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if (mFinished) {
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mFinished->MaybeReject(NS_ERROR_DOM_ABORT_ERR);
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}
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ResetFinishedPromise();
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DispatchPlaybackEvent(NS_LITERAL_STRING("cancel"));
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mHoldTime.SetNull();
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mStartTime.SetNull();
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UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);
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if (mTimeline) {
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mTimeline->RemoveAnimation(this);
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}
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}
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void
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Animation::UpdateRelevance()
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{
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bool wasRelevant = mIsRelevant;
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mIsRelevant = HasCurrentEffect() || IsInEffect();
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// Notify animation observers.
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if (wasRelevant && !mIsRelevant) {
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nsNodeUtils::AnimationRemoved(this);
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} else if (!wasRelevant && mIsRelevant) {
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nsNodeUtils::AnimationAdded(this);
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}
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}
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bool
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Animation::HasLowerCompositeOrderThan(const Animation& aOther) const
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{
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// 0. Object-equality case
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if (&aOther == this) {
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return false;
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}
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// 1. CSS Transitions sort lowest
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{
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auto asCSSTransitionForSorting =
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[] (const Animation& anim) -> const CSSTransition*
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{
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const CSSTransition* transition = anim.AsCSSTransition();
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return transition && transition->IsTiedToMarkup() ?
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transition :
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nullptr;
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};
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auto thisTransition = asCSSTransitionForSorting(*this);
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auto otherTransition = asCSSTransitionForSorting(aOther);
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if (thisTransition && otherTransition) {
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return thisTransition->HasLowerCompositeOrderThan(*otherTransition);
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}
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if (thisTransition || otherTransition) {
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return thisTransition;
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}
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}
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// 2. CSS Animations sort next
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{
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auto asCSSAnimationForSorting =
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[] (const Animation& anim) -> const CSSAnimation*
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{
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const CSSAnimation* animation = anim.AsCSSAnimation();
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return animation && animation->IsTiedToMarkup() ? animation : nullptr;
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};
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auto thisAnimation = asCSSAnimationForSorting(*this);
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auto otherAnimation = asCSSAnimationForSorting(aOther);
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if (thisAnimation && otherAnimation) {
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return thisAnimation->HasLowerCompositeOrderThan(*otherAnimation);
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}
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if (thisAnimation || otherAnimation) {
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return thisAnimation;
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}
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}
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// Subclasses of Animation repurpose mAnimationIndex to implement their
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// own brand of composite ordering. However, by this point we should have
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// handled any such custom composite ordering so we should now have unique
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// animation indices.
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MOZ_ASSERT(mAnimationIndex != aOther.mAnimationIndex,
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"Animation indices should be unique");
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// 3. Finally, generic animations sort by their position in the global
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// animation array.
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return mAnimationIndex < aOther.mAnimationIndex;
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}
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void
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Animation::ComposeStyle(RefPtr<AnimValuesStyleRule>& aStyleRule,
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const nsCSSPropertyIDSet& aPropertiesToSkip)
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{
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if (!mEffect) {
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return;
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}
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if (!IsInEffect()) {
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return;
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}
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// In order to prevent flicker, there are a few cases where we want to use
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// a different time for rendering that would otherwise be returned by
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// GetCurrentTime. These are:
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//
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// (a) For animations that are pausing but which are still running on the
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// compositor. In this case we send a layer transaction that removes the
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// animation but which also contains the animation values calculated on
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// the main thread. To prevent flicker when this occurs we want to ensure
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// the timeline time used to calculate the main thread animation values
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// does not lag far behind the time used on the compositor. Ideally we
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// would like to use the "animation ready time" calculated at the end of
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// the layer transaction as the timeline time but it will be too late to
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// update the style rule at that point so instead we just use the current
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// wallclock time.
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//
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// (b) For animations that are pausing that we have already taken off the
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// compositor. In this case we record a pending ready time but we don't
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// apply it until the next tick. However, while waiting for the next tick,
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// we should still use the pending ready time as the timeline time. If we
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// use the regular timeline time the animation may appear jump backwards
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// if the main thread's timeline time lags behind the compositor.
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//
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// (c) For animations that are play-pending due to an aborted pause operation
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// (i.e. a pause operation that was interrupted before we entered the
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// paused state). When we cancel a pending pause we might momentarily take
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// the animation off the compositor, only to re-add it moments later. In
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// that case the compositor might have been ahead of the main thread so we
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// should use the current wallclock time to ensure the animation doesn't
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// temporarily jump backwards.
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//
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// To address each of these cases we temporarily tweak the hold time
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// immediately before updating the style rule and then restore it immediately
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// afterwards. This is purely to prevent visual flicker. Other behavior
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// such as dispatching events continues to rely on the regular timeline time.
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AnimationPlayState playState = PlayState();
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{
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AutoRestore<Nullable<TimeDuration>> restoreHoldTime(mHoldTime);
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if (playState == AnimationPlayState::Pending &&
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mHoldTime.IsNull() &&
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!mStartTime.IsNull()) {
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Nullable<TimeDuration> timeToUse = mPendingReadyTime;
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if (timeToUse.IsNull() &&
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mTimeline &&
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mTimeline->TracksWallclockTime()) {
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timeToUse = mTimeline->ToTimelineTime(TimeStamp::Now());
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}
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if (!timeToUse.IsNull()) {
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mHoldTime.SetValue((timeToUse.Value() - mStartTime.Value())
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.MultDouble(mPlaybackRate));
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}
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}
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KeyframeEffectReadOnly* keyframeEffect = mEffect->AsKeyframeEffect();
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if (keyframeEffect) {
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keyframeEffect->ComposeStyle(aStyleRule, aPropertiesToSkip);
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}
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}
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MOZ_ASSERT(playState == PlayState(),
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"Play state should not change during the course of compositing");
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mFinishedAtLastComposeStyle = (playState == AnimationPlayState::Finished);
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}
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void
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Animation::NotifyEffectTimingUpdated()
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{
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MOZ_ASSERT(mEffect,
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"We should only update timing effect when we have a target "
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"effect");
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UpdateTiming(Animation::SeekFlag::NoSeek,
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Animation::SyncNotifyFlag::Async);
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}
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|
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// https://w3c.github.io/web-animations/#play-an-animation
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void
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Animation::PlayNoUpdate(ErrorResult& aRv, LimitBehavior aLimitBehavior)
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{
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AutoMutationBatchForAnimation mb(*this);
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bool abortedPause = mPendingState == PendingState::PausePending;
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Nullable<TimeDuration> currentTime = GetCurrentTime();
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if (mPlaybackRate > 0.0 &&
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(currentTime.IsNull() ||
|
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(aLimitBehavior == LimitBehavior::AutoRewind &&
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(currentTime.Value() < TimeDuration() ||
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currentTime.Value() >= EffectEnd())))) {
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mHoldTime.SetValue(TimeDuration(0));
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} else if (mPlaybackRate < 0.0 &&
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(currentTime.IsNull() ||
|
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(aLimitBehavior == LimitBehavior::AutoRewind &&
|
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(currentTime.Value() <= TimeDuration() ||
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currentTime.Value() > EffectEnd())))) {
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if (EffectEnd() == TimeDuration::Forever()) {
|
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aRv.Throw(NS_ERROR_DOM_INVALID_STATE_ERR);
|
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return;
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}
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mHoldTime.SetValue(TimeDuration(EffectEnd()));
|
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} else if (mPlaybackRate == 0.0 && currentTime.IsNull()) {
|
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mHoldTime.SetValue(TimeDuration(0));
|
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}
|
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|
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bool reuseReadyPromise = false;
|
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if (mPendingState != PendingState::NotPending) {
|
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CancelPendingTasks();
|
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reuseReadyPromise = true;
|
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}
|
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|
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// If the hold time is null then we're either already playing normally (and
|
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// we can ignore this call) or we aborted a pending pause operation (in which
|
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// case, for consistency, we need to go through the motions of doing an
|
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// asynchronous start even though we already have a resolved start time).
|
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if (mHoldTime.IsNull() && !abortedPause) {
|
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return;
|
|
}
|
|
|
|
// Clear the start time until we resolve a new one. We do this except
|
|
// for the case where we are aborting a pause and don't have a hold time.
|
|
//
|
|
// If we're aborting a pause and *do* have a hold time (e.g. because
|
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// the animation is finished or we just applied the auto-rewind behavior
|
|
// above) we should respect it by clearing the start time. If we *don't*
|
|
// have a hold time we should keep the current start time so that the
|
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// the animation continues moving uninterrupted by the aborted pause.
|
|
//
|
|
// (If we're not aborting a pause, mHoldTime must be resolved by now
|
|
// or else we would have returned above.)
|
|
if (!mHoldTime.IsNull()) {
|
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mStartTime.SetNull();
|
|
}
|
|
|
|
if (!reuseReadyPromise) {
|
|
// Clear ready promise. We'll create a new one lazily.
|
|
mReady = nullptr;
|
|
}
|
|
|
|
mPendingState = PendingState::PlayPending;
|
|
|
|
nsIDocument* doc = GetRenderedDocument();
|
|
if (doc) {
|
|
PendingAnimationTracker* tracker =
|
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doc->GetOrCreatePendingAnimationTracker();
|
|
tracker->AddPlayPending(*this);
|
|
} else {
|
|
TriggerOnNextTick(Nullable<TimeDuration>());
|
|
}
|
|
|
|
UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);
|
|
if (IsRelevant()) {
|
|
nsNodeUtils::AnimationChanged(this);
|
|
}
|
|
}
|
|
|
|
// https://w3c.github.io/web-animations/#pause-an-animation
|
|
void
|
|
Animation::PauseNoUpdate(ErrorResult& aRv)
|
|
{
|
|
if (IsPausedOrPausing()) {
|
|
return;
|
|
}
|
|
|
|
AutoMutationBatchForAnimation mb(*this);
|
|
|
|
// If we are transitioning from idle, fill in the current time
|
|
if (GetCurrentTime().IsNull()) {
|
|
if (mPlaybackRate >= 0.0) {
|
|
mHoldTime.SetValue(TimeDuration(0));
|
|
} else {
|
|
if (EffectEnd() == TimeDuration::Forever()) {
|
|
aRv.Throw(NS_ERROR_DOM_INVALID_STATE_ERR);
|
|
return;
|
|
}
|
|
mHoldTime.SetValue(TimeDuration(EffectEnd()));
|
|
}
|
|
}
|
|
|
|
bool reuseReadyPromise = false;
|
|
if (mPendingState == PendingState::PlayPending) {
|
|
CancelPendingTasks();
|
|
reuseReadyPromise = true;
|
|
}
|
|
|
|
if (!reuseReadyPromise) {
|
|
// Clear ready promise. We'll create a new one lazily.
|
|
mReady = nullptr;
|
|
}
|
|
|
|
mPendingState = PendingState::PausePending;
|
|
|
|
nsIDocument* doc = GetRenderedDocument();
|
|
if (doc) {
|
|
PendingAnimationTracker* tracker =
|
|
doc->GetOrCreatePendingAnimationTracker();
|
|
tracker->AddPausePending(*this);
|
|
} else {
|
|
TriggerOnNextTick(Nullable<TimeDuration>());
|
|
}
|
|
|
|
UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);
|
|
if (IsRelevant()) {
|
|
nsNodeUtils::AnimationChanged(this);
|
|
}
|
|
}
|
|
|
|
void
|
|
Animation::ResumeAt(const TimeDuration& aReadyTime)
|
|
{
|
|
// This method is only expected to be called for an animation that is
|
|
// waiting to play. We can easily adapt it to handle other states
|
|
// but it's currently not necessary.
|
|
MOZ_ASSERT(mPendingState == PendingState::PlayPending,
|
|
"Expected to resume a play-pending animation");
|
|
MOZ_ASSERT(mHoldTime.IsNull() != mStartTime.IsNull(),
|
|
"An animation in the play-pending state should have either a"
|
|
" resolved hold time or resolved start time (but not both)");
|
|
|
|
// If we aborted a pending pause operation we will already have a start time
|
|
// we should use. In all other cases, we resolve it from the ready time.
|
|
if (mStartTime.IsNull()) {
|
|
if (mPlaybackRate != 0) {
|
|
mStartTime.SetValue(aReadyTime -
|
|
(mHoldTime.Value().MultDouble(1 / mPlaybackRate)));
|
|
mHoldTime.SetNull();
|
|
} else {
|
|
mStartTime.SetValue(aReadyTime);
|
|
}
|
|
}
|
|
mPendingState = PendingState::NotPending;
|
|
|
|
UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);
|
|
|
|
if (mReady) {
|
|
mReady->MaybeResolve(this);
|
|
}
|
|
}
|
|
|
|
void
|
|
Animation::PauseAt(const TimeDuration& aReadyTime)
|
|
{
|
|
MOZ_ASSERT(mPendingState == PendingState::PausePending,
|
|
"Expected to pause a pause-pending animation");
|
|
|
|
if (!mStartTime.IsNull() && mHoldTime.IsNull()) {
|
|
mHoldTime.SetValue((aReadyTime - mStartTime.Value())
|
|
.MultDouble(mPlaybackRate));
|
|
}
|
|
mStartTime.SetNull();
|
|
mPendingState = PendingState::NotPending;
|
|
|
|
UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);
|
|
|
|
if (mReady) {
|
|
mReady->MaybeResolve(this);
|
|
}
|
|
}
|
|
|
|
void
|
|
Animation::UpdateTiming(SeekFlag aSeekFlag, SyncNotifyFlag aSyncNotifyFlag)
|
|
{
|
|
// We call UpdateFinishedState before UpdateEffect because the former
|
|
// can change the current time, which is used by the latter.
|
|
UpdateFinishedState(aSeekFlag, aSyncNotifyFlag);
|
|
UpdateEffect();
|
|
|
|
if (mTimeline) {
|
|
mTimeline->NotifyAnimationUpdated(*this);
|
|
}
|
|
}
|
|
|
|
// https://w3c.github.io/web-animations/#update-an-animations-finished-state
|
|
void
|
|
Animation::UpdateFinishedState(SeekFlag aSeekFlag,
|
|
SyncNotifyFlag aSyncNotifyFlag)
|
|
{
|
|
Nullable<TimeDuration> currentTime = GetCurrentTime();
|
|
TimeDuration effectEnd = TimeDuration(EffectEnd());
|
|
|
|
if (!mStartTime.IsNull() &&
|
|
mPendingState == PendingState::NotPending) {
|
|
if (mPlaybackRate > 0.0 &&
|
|
!currentTime.IsNull() &&
|
|
currentTime.Value() >= effectEnd) {
|
|
if (aSeekFlag == SeekFlag::DidSeek) {
|
|
mHoldTime = currentTime;
|
|
} else if (!mPreviousCurrentTime.IsNull()) {
|
|
mHoldTime.SetValue(std::max(mPreviousCurrentTime.Value(), effectEnd));
|
|
} else {
|
|
mHoldTime.SetValue(effectEnd);
|
|
}
|
|
} else if (mPlaybackRate < 0.0 &&
|
|
!currentTime.IsNull() &&
|
|
currentTime.Value() <= TimeDuration()) {
|
|
if (aSeekFlag == SeekFlag::DidSeek) {
|
|
mHoldTime = currentTime;
|
|
} else if (!mPreviousCurrentTime.IsNull()) {
|
|
mHoldTime.SetValue(std::min(mPreviousCurrentTime.Value(),
|
|
TimeDuration(0)));
|
|
} else {
|
|
mHoldTime.SetValue(0);
|
|
}
|
|
} else if (mPlaybackRate != 0.0 &&
|
|
!currentTime.IsNull() &&
|
|
mTimeline &&
|
|
!mTimeline->GetCurrentTime().IsNull()) {
|
|
if (aSeekFlag == SeekFlag::DidSeek && !mHoldTime.IsNull()) {
|
|
mStartTime.SetValue(mTimeline->GetCurrentTime().Value() -
|
|
(mHoldTime.Value().MultDouble(1 / mPlaybackRate)));
|
|
}
|
|
mHoldTime.SetNull();
|
|
}
|
|
}
|
|
|
|
bool currentFinishedState = PlayState() == AnimationPlayState::Finished;
|
|
if (currentFinishedState && !mFinishedIsResolved) {
|
|
DoFinishNotification(aSyncNotifyFlag);
|
|
} else if (!currentFinishedState && mFinishedIsResolved) {
|
|
ResetFinishedPromise();
|
|
}
|
|
// We must recalculate the current time to take account of any mHoldTime
|
|
// changes the code above made.
|
|
mPreviousCurrentTime = GetCurrentTime();
|
|
}
|
|
|
|
void
|
|
Animation::UpdateEffect()
|
|
{
|
|
if (mEffect) {
|
|
UpdateRelevance();
|
|
|
|
KeyframeEffectReadOnly* keyframeEffect = mEffect->AsKeyframeEffect();
|
|
if (keyframeEffect) {
|
|
keyframeEffect->NotifyAnimationTimingUpdated();
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
Animation::FlushStyle() const
|
|
{
|
|
nsIDocument* doc = GetRenderedDocument();
|
|
if (doc) {
|
|
doc->FlushPendingNotifications(Flush_Style);
|
|
}
|
|
}
|
|
|
|
void
|
|
Animation::PostUpdate()
|
|
{
|
|
if (!mEffect) {
|
|
return;
|
|
}
|
|
|
|
KeyframeEffectReadOnly* keyframeEffect = mEffect->AsKeyframeEffect();
|
|
if (!keyframeEffect) {
|
|
return;
|
|
}
|
|
|
|
Maybe<NonOwningAnimationTarget> target = keyframeEffect->GetTarget();
|
|
if (!target) {
|
|
return;
|
|
}
|
|
|
|
nsPresContext* presContext = keyframeEffect->GetPresContext();
|
|
if (!presContext) {
|
|
return;
|
|
}
|
|
|
|
presContext->EffectCompositor()
|
|
->RequestRestyle(target->mElement,
|
|
target->mPseudoType,
|
|
EffectCompositor::RestyleType::Layer,
|
|
CascadeLevel());
|
|
}
|
|
|
|
void
|
|
Animation::CancelPendingTasks()
|
|
{
|
|
if (mPendingState == PendingState::NotPending) {
|
|
return;
|
|
}
|
|
|
|
nsIDocument* doc = GetRenderedDocument();
|
|
if (doc) {
|
|
PendingAnimationTracker* tracker = doc->GetPendingAnimationTracker();
|
|
if (tracker) {
|
|
if (mPendingState == PendingState::PlayPending) {
|
|
tracker->RemovePlayPending(*this);
|
|
} else {
|
|
tracker->RemovePausePending(*this);
|
|
}
|
|
}
|
|
}
|
|
|
|
mPendingState = PendingState::NotPending;
|
|
mPendingReadyTime.SetNull();
|
|
}
|
|
|
|
// https://w3c.github.io/web-animations/#reset-an-animations-pending-tasks
|
|
void
|
|
Animation::ResetPendingTasks()
|
|
{
|
|
if (mPendingState == PendingState::NotPending) {
|
|
return;
|
|
}
|
|
|
|
CancelPendingTasks();
|
|
if (mReady) {
|
|
mReady->MaybeReject(NS_ERROR_DOM_ABORT_ERR);
|
|
}
|
|
}
|
|
|
|
bool
|
|
Animation::IsPossiblyOrphanedPendingAnimation() const
|
|
{
|
|
// Check if we are pending but might never start because we are not being
|
|
// tracked.
|
|
//
|
|
// This covers the following cases:
|
|
//
|
|
// * We started playing but our effect's target element was orphaned
|
|
// or bound to a different document.
|
|
// (note that for the case of our effect changing we should handle
|
|
// that in SetEffect)
|
|
// * We started playing but our timeline became inactive.
|
|
// In this case the pending animation tracker will drop us from its hashmap
|
|
// when we have been painted.
|
|
// * When we started playing we couldn't find a PendingAnimationTracker to
|
|
// register with (perhaps the effect had no document) so we simply
|
|
// set mPendingState in PlayNoUpdate and relied on this method to catch us
|
|
// on the next tick.
|
|
|
|
// If we're not pending we're ok.
|
|
if (mPendingState == PendingState::NotPending) {
|
|
return false;
|
|
}
|
|
|
|
// If we have a pending ready time then we will be started on the next
|
|
// tick.
|
|
if (!mPendingReadyTime.IsNull()) {
|
|
return false;
|
|
}
|
|
|
|
// If we don't have an active timeline then we shouldn't start until
|
|
// we do.
|
|
if (!mTimeline || mTimeline->GetCurrentTime().IsNull()) {
|
|
return false;
|
|
}
|
|
|
|
// If we have no rendered document, or we're not in our rendered document's
|
|
// PendingAnimationTracker then there's a good chance no one is tracking us.
|
|
//
|
|
// If we're wrong and another document is tracking us then, at worst, we'll
|
|
// simply start/pause the animation one tick too soon. That's better than
|
|
// never starting/pausing the animation and is unlikely.
|
|
nsIDocument* doc = GetRenderedDocument();
|
|
if (!doc) {
|
|
return true;
|
|
}
|
|
|
|
PendingAnimationTracker* tracker = doc->GetPendingAnimationTracker();
|
|
return !tracker ||
|
|
(!tracker->IsWaitingToPlay(*this) &&
|
|
!tracker->IsWaitingToPause(*this));
|
|
}
|
|
|
|
StickyTimeDuration
|
|
Animation::EffectEnd() const
|
|
{
|
|
if (!mEffect) {
|
|
return StickyTimeDuration(0);
|
|
}
|
|
|
|
return mEffect->SpecifiedTiming().EndTime();
|
|
}
|
|
|
|
nsIDocument*
|
|
Animation::GetRenderedDocument() const
|
|
{
|
|
if (!mEffect || !mEffect->AsKeyframeEffect()) {
|
|
return nullptr;
|
|
}
|
|
|
|
return mEffect->AsKeyframeEffect()->GetRenderedDocument();
|
|
}
|
|
|
|
void
|
|
Animation::DoFinishNotification(SyncNotifyFlag aSyncNotifyFlag)
|
|
{
|
|
CycleCollectedJSContext* context = CycleCollectedJSContext::Get();
|
|
|
|
if (aSyncNotifyFlag == SyncNotifyFlag::Sync) {
|
|
DoFinishNotificationImmediately();
|
|
} else if (!mFinishNotificationTask.IsPending()) {
|
|
RefPtr<nsRunnableMethod<Animation>> runnable =
|
|
NewRunnableMethod(this, &Animation::DoFinishNotificationImmediately);
|
|
context->DispatchToMicroTask(do_AddRef(runnable));
|
|
mFinishNotificationTask = runnable.forget();
|
|
}
|
|
}
|
|
|
|
void
|
|
Animation::ResetFinishedPromise()
|
|
{
|
|
mFinishedIsResolved = false;
|
|
mFinished = nullptr;
|
|
}
|
|
|
|
void
|
|
Animation::MaybeResolveFinishedPromise()
|
|
{
|
|
if (mFinished) {
|
|
mFinished->MaybeResolve(this);
|
|
}
|
|
mFinishedIsResolved = true;
|
|
}
|
|
|
|
void
|
|
Animation::DoFinishNotificationImmediately()
|
|
{
|
|
mFinishNotificationTask.Revoke();
|
|
|
|
if (PlayState() != AnimationPlayState::Finished) {
|
|
return;
|
|
}
|
|
|
|
MaybeResolveFinishedPromise();
|
|
|
|
DispatchPlaybackEvent(NS_LITERAL_STRING("finish"));
|
|
}
|
|
|
|
void
|
|
Animation::DispatchPlaybackEvent(const nsAString& aName)
|
|
{
|
|
AnimationPlaybackEventInit init;
|
|
|
|
if (aName.EqualsLiteral("finish")) {
|
|
init.mCurrentTime = GetCurrentTimeAsDouble();
|
|
}
|
|
if (mTimeline) {
|
|
init.mTimelineTime = mTimeline->GetCurrentTimeAsDouble();
|
|
}
|
|
|
|
RefPtr<AnimationPlaybackEvent> event =
|
|
AnimationPlaybackEvent::Constructor(this, aName, init);
|
|
event->SetTrusted(true);
|
|
|
|
RefPtr<AsyncEventDispatcher> asyncDispatcher =
|
|
new AsyncEventDispatcher(this, event);
|
|
asyncDispatcher->PostDOMEvent();
|
|
}
|
|
|
|
bool
|
|
Animation::IsRunningOnCompositor() const
|
|
{
|
|
return mEffect &&
|
|
mEffect->AsKeyframeEffect() &&
|
|
mEffect->AsKeyframeEffect()->IsRunningOnCompositor();
|
|
}
|
|
|
|
} // namespace dom
|
|
} // namespace mozilla
|