gecko-dev/dom/animation/PendingAnimationTracker.cpp
Masayuki Nakano de2d589e58 Bug 1540015 - part 3: Rename Document::GetShell() to Document::GetPresShell() and make it return PresShell* rather than nsIPresShell* r=smaug,emilio
This makes `Document::GetShell()` return `PresShell*` instead of `nsIPresShell`.

Additonally, "shell" is unclear ("docshell" vs. "presshell").  Therefore, this
also renames `Document::GetShell()` to `Document::GetPresShell()`.

Similarly, some other method names of `Document` are also renamed from
`*Shell*` to `*PresShell*`.

Differential Revision: https://phabricator.services.mozilla.com/D25338

--HG--
extra : moz-landing-system : lando
2019-03-29 15:12:47 +00:00

190 lines
7.2 KiB
C++

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* 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 "PendingAnimationTracker.h"
#include "mozilla/PresShell.h"
#include "mozilla/dom/AnimationTimeline.h"
#include "mozilla/dom/Nullable.h"
#include "nsIFrame.h"
#include "nsTransitionManager.h" // For CSSTransition
using mozilla::dom::Nullable;
namespace mozilla {
NS_IMPL_CYCLE_COLLECTION(PendingAnimationTracker, mPlayPendingSet,
mPausePendingSet, mDocument)
NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(PendingAnimationTracker, AddRef)
NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(PendingAnimationTracker, Release)
void PendingAnimationTracker::AddPending(dom::Animation& aAnimation,
AnimationSet& aSet) {
aSet.PutEntry(&aAnimation);
// 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 PendingAnimationTracker::RemovePending(dom::Animation& aAnimation,
AnimationSet& aSet) {
aSet.RemoveEntry(&aAnimation);
}
bool PendingAnimationTracker::IsWaiting(const dom::Animation& aAnimation,
const AnimationSet& aSet) const {
return aSet.Contains(const_cast<dom::Animation*>(&aAnimation));
}
void PendingAnimationTracker::TriggerPendingAnimationsOnNextTick(
const TimeStamp& aReadyTime) {
auto triggerAnimationsAtReadyTime = [aReadyTime](
AnimationSet& aAnimationSet) {
for (auto iter = aAnimationSet.Iter(); !iter.Done(); iter.Next()) {
dom::Animation* animation = iter.Get()->GetKey();
dom::AnimationTimeline* timeline = animation->GetTimeline();
// If the animation does not have a timeline, just drop it from the map.
// The animation will detect that it is not being tracked and will trigger
// itself on the next tick where it has a timeline.
if (!timeline) {
iter.Remove();
continue;
}
// 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 will be started/paused when the refresh driver
// is next advanced since this will trigger a call to
// TriggerPendingAnimationsNow.
if (!timeline->TracksWallclockTime()) {
continue;
}
Nullable<TimeDuration> readyTime = timeline->ToTimelineTime(aReadyTime);
animation->TriggerOnNextTick(readyTime);
iter.Remove();
}
};
triggerAnimationsAtReadyTime(mPlayPendingSet);
triggerAnimationsAtReadyTime(mPausePendingSet);
mHasPlayPendingGeometricAnimations =
mPlayPendingSet.Count() ? CheckState::Indeterminate : CheckState::Absent;
}
void PendingAnimationTracker::TriggerPendingAnimationsNow() {
auto triggerAndClearAnimations = [](AnimationSet& aAnimationSet) {
for (auto iter = aAnimationSet.Iter(); !iter.Done(); iter.Next()) {
iter.Get()->GetKey()->TriggerNow();
}
aAnimationSet.Clear();
};
triggerAndClearAnimations(mPlayPendingSet);
triggerAndClearAnimations(mPausePendingSet);
mHasPlayPendingGeometricAnimations = CheckState::Absent;
}
static bool IsTransition(const dom::Animation& aAnimation) {
const dom::CSSTransition* transition = aAnimation.AsCSSTransition();
return transition && transition->IsTiedToMarkup();
}
void PendingAnimationTracker::MarkAnimationsThatMightNeedSynchronization() {
// We only set mHasPlayPendingGeometricAnimations to "present" in this method
// and nowhere else. After setting the state to "present", if there is any
// change to the set of play-pending animations we will reset
// mHasPlayPendingGeometricAnimations to either "indeterminate" or "absent".
//
// As a result, if mHasPlayPendingGeometricAnimations is "present", we can
// assume that this method has already been called for the current set of
// play-pending animations and it is not necessary to run this method again.
//
// If mHasPlayPendingGeometricAnimations is "absent", then we can also skip
// the body of this method since there are no notifications to be sent.
//
// Therefore, the only case we need to be concerned about is the
// "indeterminate" case. For all other cases we can return early.
//
// Note that *without* this optimization, starting animations would become
// O(n^2) in the case where each animation is on a different element and
// contains a compositor-animatable property since we would end up iterating
// over all animations in the play-pending set for each target element.
if (mHasPlayPendingGeometricAnimations != CheckState::Indeterminate) {
return;
}
// We only synchronize CSS transitions with other CSS transitions (and we only
// synchronize non-transition animations with non-transition animations)
// since typically the author will not trigger both CSS animations and
// CSS transitions simultaneously and expect them to be synchronized.
//
// If we try to synchronize CSS transitions with non-transitions then for some
// content we will end up degrading performance by forcing animations to run
// on the main thread that really don't need to.
mHasPlayPendingGeometricAnimations = CheckState::Absent;
for (auto iter = mPlayPendingSet.ConstIter(); !iter.Done(); iter.Next()) {
auto animation = iter.Get()->GetKey();
if (animation->GetEffect() && animation->GetEffect()->AffectsGeometry()) {
mHasPlayPendingGeometricAnimations &= ~CheckState::Absent;
mHasPlayPendingGeometricAnimations |= IsTransition(*animation)
? CheckState::TransitionsPresent
: CheckState::AnimationsPresent;
// If we have both transitions and animations we don't need to look any
// further.
if (mHasPlayPendingGeometricAnimations ==
(CheckState::TransitionsPresent | CheckState::AnimationsPresent)) {
break;
}
}
}
if (mHasPlayPendingGeometricAnimations == CheckState::Absent) {
return;
}
for (auto iter = mPlayPendingSet.Iter(); !iter.Done(); iter.Next()) {
auto animation = iter.Get()->GetKey();
bool isTransition = IsTransition(*animation);
if ((isTransition &&
mHasPlayPendingGeometricAnimations & CheckState::TransitionsPresent) ||
(!isTransition &&
mHasPlayPendingGeometricAnimations & CheckState::AnimationsPresent)) {
animation->NotifyGeometricAnimationsStartingThisFrame();
}
}
}
void PendingAnimationTracker::EnsurePaintIsScheduled() {
if (!mDocument) {
return;
}
PresShell* presShell = mDocument->GetPresShell();
if (!presShell) {
return;
}
nsIFrame* rootFrame = presShell->GetRootFrame();
if (!rootFrame) {
return;
}
rootFrame->SchedulePaintWithoutInvalidatingObservers();
}
} // namespace mozilla