gecko-dev/layout/style/nsAnimationManager.h
Hiroyuki Ikezoe c0a4f2e768 Bug 1304922 - Part 3: Request restyle for layer when CSS animation's index is changed. r=birtles
In the case when the animation index is changed, we have to update the layer
because the index affects composite order.
Currently UpdateCascadeResult() does it but the function will check
only which cascade level wins in the cascade level and request restyle
only when the winner is changed, e.g. when a CSS animation overrides a
CSS transition, etc. So we should call request restyle respectively when the index
is changed inside each Animation class.

MozReview-Commit-ID: KcEFyBpALDA

--HG--
extra : rebase_source : c2d0b49b5d383021518e66ff349a3302d552ca96
2016-10-05 14:26:29 +09:00

366 lines
13 KiB
C++

/* vim: set shiftwidth=2 tabstop=8 autoindent cindent expandtab: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef nsAnimationManager_h_
#define nsAnimationManager_h_
#include "mozilla/Attributes.h"
#include "mozilla/ContentEvents.h"
#include "mozilla/EventForwards.h"
#include "AnimationCommon.h"
#include "mozilla/dom/Animation.h"
#include "mozilla/MemoryReporting.h"
#include "mozilla/TimeStamp.h"
class nsIGlobalObject;
class nsStyleContext;
namespace mozilla {
namespace css {
class Declaration;
} /* namespace css */
namespace dom {
class KeyframeEffectReadOnly;
class Promise;
} /* namespace dom */
enum class CSSPseudoElementType : uint8_t;
struct AnimationEventInfo {
RefPtr<dom::Element> mElement;
RefPtr<dom::Animation> mAnimation;
InternalAnimationEvent mEvent;
TimeStamp mTimeStamp;
AnimationEventInfo(dom::Element* aElement,
CSSPseudoElementType aPseudoType,
EventMessage aMessage,
const nsSubstring& aAnimationName,
const StickyTimeDuration& aElapsedTime,
const TimeStamp& aTimeStamp,
dom::Animation* aAnimation)
: mElement(aElement)
, mAnimation(aAnimation)
, mEvent(true, aMessage)
, mTimeStamp(aTimeStamp)
{
// XXX Looks like nobody initialize WidgetEvent::time
mEvent.mAnimationName = aAnimationName;
mEvent.mElapsedTime = aElapsedTime.ToSeconds();
mEvent.mPseudoElement =
AnimationCollection<dom::CSSAnimation>::PseudoTypeAsString(aPseudoType);
}
// InternalAnimationEvent doesn't support copy-construction, so we need
// to ourselves in order to work with nsTArray
AnimationEventInfo(const AnimationEventInfo& aOther)
: mElement(aOther.mElement)
, mAnimation(aOther.mAnimation)
, mEvent(true, aOther.mEvent.mMessage)
, mTimeStamp(aOther.mTimeStamp)
{
mEvent.AssignAnimationEventData(aOther.mEvent, false);
}
};
namespace dom {
class CSSAnimation final : public Animation
{
public:
explicit CSSAnimation(nsIGlobalObject* aGlobal,
const nsSubstring& aAnimationName)
: dom::Animation(aGlobal)
, mAnimationName(aAnimationName)
, mIsStylePaused(false)
, mPauseShouldStick(false)
, mNeedsNewAnimationIndexWhenRun(false)
, mPreviousPhaseOrIteration(PREVIOUS_PHASE_BEFORE)
{
// We might need to drop this assertion once we add a script-accessible
// constructor but for animations generated from CSS markup the
// animation-name should never be empty.
MOZ_ASSERT(!mAnimationName.IsEmpty(), "animation-name should not be empty");
}
JSObject* WrapObject(JSContext* aCx,
JS::Handle<JSObject*> aGivenProto) override;
CSSAnimation* AsCSSAnimation() override { return this; }
const CSSAnimation* AsCSSAnimation() const override { return this; }
// CSSAnimation interface
void GetAnimationName(nsString& aRetVal) const { aRetVal = mAnimationName; }
// Alternative to GetAnimationName that returns a reference to the member
// for more efficient internal usage.
const nsString& AnimationName() const { return mAnimationName; }
// Animation interface overrides
virtual Promise* GetReady(ErrorResult& aRv) override;
virtual void Play(ErrorResult& aRv, LimitBehavior aLimitBehavior) override;
virtual void Pause(ErrorResult& aRv) override;
virtual AnimationPlayState PlayStateFromJS() const override;
virtual void PlayFromJS(ErrorResult& aRv) override;
void PlayFromStyle();
void PauseFromStyle();
void CancelFromStyle() override
{
mOwningElement = OwningElementRef();
// When an animation is disassociated with style it enters an odd state
// where its composite order is undefined until it first transitions
// out of the idle state.
//
// Even if the composite order isn't defined we don't want it to be random
// in case we need to determine the order to dispatch events associated
// with an animation in this state. To solve this we treat the animation as
// if it had been added to the end of the global animation list so that
// its sort order is defined. We'll update this index again once the
// animation leaves the idle state.
mAnimationIndex = sNextAnimationIndex++;
mNeedsNewAnimationIndexWhenRun = true;
Animation::CancelFromStyle();
}
void Tick() override;
void QueueEvents();
bool IsStylePaused() const { return mIsStylePaused; }
bool HasLowerCompositeOrderThan(const CSSAnimation& aOther) const;
void SetAnimationIndex(uint64_t aIndex)
{
MOZ_ASSERT(IsTiedToMarkup());
if (IsRelevant() &&
mAnimationIndex != aIndex) {
nsNodeUtils::AnimationChanged(this);
PostUpdate();
}
mAnimationIndex = aIndex;
}
// Sets the owning element which is used for determining the composite
// order of CSSAnimation objects generated from CSS markup.
//
// @see mOwningElement
void SetOwningElement(const OwningElementRef& aElement)
{
mOwningElement = aElement;
}
// True for animations that are generated from CSS markup and continue to
// reflect changes to that markup.
bool IsTiedToMarkup() const { return mOwningElement.IsSet(); }
protected:
virtual ~CSSAnimation()
{
MOZ_ASSERT(!mOwningElement.IsSet(), "Owning element should be cleared "
"before a CSS animation is destroyed");
}
// Animation overrides
void UpdateTiming(SeekFlag aSeekFlag,
SyncNotifyFlag aSyncNotifyFlag) override;
// Returns the duration from the start of the animation's source effect's
// active interval to the point where the animation actually begins playback.
// This is zero unless the animation's source effect has a negative delay in
// which case it is the absolute value of that delay.
// This is used for setting the elapsedTime member of CSS AnimationEvents.
TimeDuration InitialAdvance() const {
return mEffect ?
std::max(TimeDuration(), mEffect->SpecifiedTiming().mDelay * -1) :
TimeDuration();
}
// Converts an AnimationEvent's elapsedTime value to an equivalent TimeStamp
// that can be used to sort events by when they occurred.
TimeStamp ElapsedTimeToTimeStamp(const StickyTimeDuration& aElapsedTime)
const;
nsString mAnimationName;
// The (pseudo-)element whose computed animation-name refers to this
// animation (if any).
//
// This is used for determining the relative composite order of animations
// generated from CSS markup.
//
// Typically this will be the same as the target element of the keyframe
// effect associated with this animation. However, it can differ in the
// following circumstances:
//
// a) If script removes or replaces the effect of this animation,
// b) If this animation is cancelled (e.g. by updating the
// animation-name property or removing the owning element from the
// document),
// c) If this object is generated from script using the CSSAnimation
// constructor.
//
// For (b) and (c) the owning element will return !IsSet().
OwningElementRef mOwningElement;
// When combining animation-play-state with play() / pause() the following
// behavior applies:
// 1. pause() is sticky and always overrides the underlying
// animation-play-state
// 2. If animation-play-state is 'paused', play() will temporarily override
// it until animation-play-state next becomes 'running'.
// 3. Calls to play() trigger finishing behavior but setting the
// animation-play-state to 'running' does not.
//
// This leads to five distinct states:
//
// A. Running
// B. Running and temporarily overriding animation-play-state: paused
// C. Paused and sticky overriding animation-play-state: running
// D. Paused and sticky overriding animation-play-state: paused
// E. Paused by animation-play-state
//
// C and D may seem redundant but they differ in how to respond to the
// sequence: call play(), set animation-play-state: paused.
//
// C will transition to A then E leaving the animation paused.
// D will transition to B then B leaving the animation running.
//
// A state transition chart is as follows:
//
// A | B | C | D | E
// ---------------------------
// play() A | B | A | B | B
// pause() C | D | C | D | D
// 'running' A | A | C | C | A
// 'paused' E | B | D | D | E
//
// The base class, Animation already provides a boolean value,
// mIsPaused which gives us two states. To this we add a further two booleans
// to represent the states as follows.
//
// A. Running
// (!mIsPaused; !mIsStylePaused; !mPauseShouldStick)
// B. Running and temporarily overriding animation-play-state: paused
// (!mIsPaused; mIsStylePaused; !mPauseShouldStick)
// C. Paused and sticky overriding animation-play-state: running
// (mIsPaused; !mIsStylePaused; mPauseShouldStick)
// D. Paused and sticky overriding animation-play-state: paused
// (mIsPaused; mIsStylePaused; mPauseShouldStick)
// E. Paused by animation-play-state
// (mIsPaused; mIsStylePaused; !mPauseShouldStick)
//
// (That leaves 3 combinations of the boolean values that we never set because
// they don't represent valid states.)
bool mIsStylePaused;
bool mPauseShouldStick;
// When true, indicates that when this animation next leaves the idle state,
// its animation index should be updated.
bool mNeedsNewAnimationIndexWhenRun;
enum {
PREVIOUS_PHASE_BEFORE = uint64_t(-1),
PREVIOUS_PHASE_AFTER = uint64_t(-2)
};
// One of the PREVIOUS_PHASE_* constants, or an integer for the iteration
// whose start we last notified on.
uint64_t mPreviousPhaseOrIteration;
};
} /* namespace dom */
template <>
struct AnimationTypeTraits<dom::CSSAnimation>
{
static nsIAtom* ElementPropertyAtom()
{
return nsGkAtoms::animationsProperty;
}
static nsIAtom* BeforePropertyAtom()
{
return nsGkAtoms::animationsOfBeforeProperty;
}
static nsIAtom* AfterPropertyAtom()
{
return nsGkAtoms::animationsOfAfterProperty;
}
};
} /* namespace mozilla */
class nsAnimationManager final
: public mozilla::CommonAnimationManager<mozilla::dom::CSSAnimation>
{
public:
explicit nsAnimationManager(nsPresContext *aPresContext)
: mozilla::CommonAnimationManager<mozilla::dom::CSSAnimation>(aPresContext)
{
}
NS_INLINE_DECL_CYCLE_COLLECTING_NATIVE_REFCOUNTING(nsAnimationManager)
NS_DECL_CYCLE_COLLECTION_NATIVE_CLASS(nsAnimationManager)
typedef mozilla::AnimationCollection<mozilla::dom::CSSAnimation>
CSSAnimationCollection;
typedef nsTArray<RefPtr<mozilla::dom::CSSAnimation>>
OwningCSSAnimationPtrArray;
/**
* Update the set of animations on |aElement| based on |aStyleContext|.
* If necessary, this will notify the corresponding EffectCompositor so
* that it can update its animation rule.
*
* aStyleContext may be a style context for aElement or for its
* :before or :after pseudo-element.
*/
void UpdateAnimations(nsStyleContext* aStyleContext,
mozilla::dom::Element* aElement);
/**
* Add a pending event.
*/
void QueueEvent(mozilla::AnimationEventInfo&& aEventInfo)
{
mEventDispatcher.QueueEvent(
mozilla::Forward<mozilla::AnimationEventInfo>(aEventInfo));
}
/**
* Dispatch any pending events. We accumulate animationend and
* animationiteration events only during refresh driver notifications
* (and dispatch them at the end of such notifications), but we
* accumulate animationstart events at other points when style
* contexts are created.
*/
void DispatchEvents()
{
RefPtr<nsAnimationManager> kungFuDeathGrip(this);
mEventDispatcher.DispatchEvents(mPresContext);
}
void SortEvents() { mEventDispatcher.SortEvents(); }
void ClearEventQueue() { mEventDispatcher.ClearEventQueue(); }
// Stop animations on the element. This method takes the real element
// rather than the element for the generated content for animations on
// ::before and ::after.
void StopAnimationsForElement(mozilla::dom::Element* aElement,
mozilla::CSSPseudoElementType aPseudoType);
protected:
~nsAnimationManager() override = default;
private:
void BuildAnimations(nsStyleContext* aStyleContext,
mozilla::dom::Element* aTarget,
CSSAnimationCollection* aCollection,
OwningCSSAnimationPtrArray& aAnimations);
mozilla::DelayedEventDispatcher<mozilla::AnimationEventInfo> mEventDispatcher;
};
#endif /* !defined(nsAnimationManager_h_) */