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bf038e890e
This patch extends the PendingPlayerTracker which is currently used to record which animations are waiting to play, such that it can also handle animations which are waiting to complete a pause operation. It doesn't yet do anything with the pause-pending animations, that will come in another patch.
115 lines
3.1 KiB
C++
115 lines
3.1 KiB
C++
/* vim: set shiftwidth=2 tabstop=8 autoindent cindent expandtab: */
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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 file,
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* You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "PendingPlayerTracker.h"
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#include "mozilla/dom/AnimationTimeline.h"
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#include "nsIFrame.h"
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#include "nsIPresShell.h"
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using namespace mozilla;
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namespace mozilla {
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NS_IMPL_CYCLE_COLLECTION(PendingPlayerTracker,
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mPlayPendingSet,
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mPausePendingSet,
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mDocument)
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NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(PendingPlayerTracker, AddRef)
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NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(PendingPlayerTracker, Release)
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void
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PendingPlayerTracker::AddPending(dom::AnimationPlayer& aPlayer,
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AnimationPlayerSet& aSet)
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{
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aSet.PutEntry(&aPlayer);
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// Schedule a paint. Otherwise animations that don't trigger a paint by
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// themselves (e.g. CSS animations with an empty keyframes rule) won't
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// start until something else paints.
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EnsurePaintIsScheduled();
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}
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void
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PendingPlayerTracker::RemovePending(dom::AnimationPlayer& aPlayer,
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AnimationPlayerSet& aSet)
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{
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aSet.RemoveEntry(&aPlayer);
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}
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bool
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PendingPlayerTracker::IsWaiting(const dom::AnimationPlayer& aPlayer,
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const AnimationPlayerSet& aSet) const
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{
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return aSet.Contains(const_cast<dom::AnimationPlayer*>(&aPlayer));
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}
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PLDHashOperator
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StartPlayerAtTime(nsRefPtrHashKey<dom::AnimationPlayer>* aKey,
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void* aReadyTime)
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{
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dom::AnimationPlayer* player = aKey->GetKey();
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dom::AnimationTimeline* timeline = player->Timeline();
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// When the timeline's refresh driver is under test control, its values
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// have no correspondance to wallclock times so we shouldn't try to convert
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// aReadyTime (which is a wallclock time) to a timeline value. Instead, the
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// animation player will be started when the refresh driver is next
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// advanced since this will trigger a call to StartPendingPlayersNow.
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if (timeline->IsUnderTestControl()) {
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return PL_DHASH_NEXT;
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}
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Nullable<TimeDuration> readyTime =
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timeline->ToTimelineTime(*static_cast<const TimeStamp*>(aReadyTime));
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player->StartOnNextTick(readyTime);
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return PL_DHASH_REMOVE;
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}
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void
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PendingPlayerTracker::StartPendingPlayersOnNextTick(const TimeStamp& aReadyTime)
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{
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mPlayPendingSet.EnumerateEntries(StartPlayerAtTime,
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const_cast<TimeStamp*>(&aReadyTime));
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}
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PLDHashOperator
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StartPlayerNow(nsRefPtrHashKey<dom::AnimationPlayer>* aKey, void*)
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{
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aKey->GetKey()->StartNow();
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return PL_DHASH_NEXT;
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}
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void
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PendingPlayerTracker::StartPendingPlayersNow()
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{
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mPlayPendingSet.EnumerateEntries(StartPlayerNow, nullptr);
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mPlayPendingSet.Clear();
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}
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void
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PendingPlayerTracker::EnsurePaintIsScheduled()
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{
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if (!mDocument) {
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return;
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}
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nsIPresShell* presShell = mDocument->GetShell();
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if (!presShell) {
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return;
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}
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nsIFrame* rootFrame = presShell->GetRootFrame();
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if (!rootFrame) {
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return;
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}
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rootFrame->SchedulePaint();
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}
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} // namespace mozilla
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