gecko-dev/gfx/layers/AnimationInfo.h
Emilio Cobos Álvarez 9826d96e5b Bug 1865955 - Simplify a bit AnimationInfo. r=birtles
Start pending animations as we add them, and do other minor clean-ups.

No behavior change.

Differential Revision: https://phabricator.services.mozilla.com/D199613
2024-01-26 13:39:41 +00:00

164 lines
5.8 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/. */
#ifndef GFX_ANIMATIONINFO_H
#define GFX_ANIMATIONINFO_H
#include "nsCSSPropertyIDSet.h"
#include "nsDisplayItemTypes.h"
#include "mozilla/Array.h"
#include "mozilla/UniquePtr.h"
#include "mozilla/FunctionRef.h"
#include "mozilla/layers/AnimationStorageData.h"
#include "mozilla/layers/LayersMessages.h" // for TransformData
struct RawServoAnimationValue;
class nsIContent;
class nsIFrame;
namespace mozilla {
class nsDisplayItem;
class nsDisplayListBuilder;
class EffectSet;
struct AnimationProperty;
namespace dom {
class Animation;
} // namespace dom
namespace gfx {
class Path;
} // namespace gfx
namespace layers {
class Animation;
class CompositorAnimations;
class Layer;
class WebRenderLayerManager;
struct CompositorAnimationData;
struct PropertyAnimationGroup;
class AnimationInfo final {
typedef nsTArray<Animation> AnimationArray;
public:
AnimationInfo();
~AnimationInfo();
// Ensure that this AnimationInfo has a valid (non-zero) animations id. This
// value is unique across layers.
void EnsureAnimationsId();
// Call AddAnimation to add a new animation to this layer from layout code.
// Caller must fill in all the properties of the returned animation.
// A later animation overrides an earlier one.
Animation* AddAnimation();
// These are a parallel to AddAnimation and clearAnimations, except
// they add pending animations that apply only when the next
// transaction is begun. (See also
// SetBaseTransformForNextTransaction.)
Animation* AddAnimationForNextTransaction();
void SetAnimationGeneration(uint64_t aCount) {
mAnimationGeneration = Some(aCount);
}
Maybe<uint64_t> GetAnimationGeneration() const {
return mAnimationGeneration;
}
// ClearAnimations clears animations on this layer.
void ClearAnimations();
void ClearAnimationsForNextTransaction();
uint64_t GetCompositorAnimationsId() { return mCompositorAnimationsId; }
// Note: We don't set mAnimations on the compositor thread, so this will
// always return an empty array on the compositor thread.
AnimationArray& GetAnimations() { return mAnimations; }
nsTArray<PropertyAnimationGroup>& GetPropertyAnimationGroups() {
return mStorageData.mAnimation;
}
const Maybe<TransformData>& GetTransformData() const {
return mStorageData.mTransformData;
}
const LayersId& GetLayersId() const { return mStorageData.mLayersId; }
bool ApplyPendingUpdatesForThisTransaction();
bool HasTransformAnimation() const;
gfx::Path* CachedMotionPath() { return mStorageData.mCachedMotionPath; }
// In case of continuation, |aFrame| must be the first or the last
// continuation frame, otherwise this function might return Nothing().
static Maybe<uint64_t> GetGenerationFromFrame(
nsIFrame* aFrame, DisplayItemType aDisplayItemKey);
using CompositorAnimatableDisplayItemTypes =
Array<DisplayItemType,
nsCSSPropertyIDSet::CompositorAnimatableDisplayItemCount()>;
using AnimationGenerationCallback = FunctionRef<bool(
const Maybe<uint64_t>& aGeneration, DisplayItemType aDisplayItemType)>;
// Enumerates animation generations on |aFrame| for the given display item
// types and calls |aCallback| with the animation generation.
//
// The enumeration stops if |aCallback| returns false.
static void EnumerateGenerationOnFrame(
const nsIFrame* aFrame, const nsIContent* aContent,
const CompositorAnimatableDisplayItemTypes& aDisplayItemTypes,
AnimationGenerationCallback);
void AddAnimationsForDisplayItem(
nsIFrame* aFrame, nsDisplayListBuilder* aBuilder, nsDisplayItem* aItem,
DisplayItemType aType, WebRenderLayerManager* aLayerManager,
const Maybe<LayoutDevicePoint>& aPosition = Nothing());
private:
enum class Send {
NextTransaction,
Immediate,
};
void AddAnimationForProperty(nsIFrame* aFrame,
const AnimationProperty& aProperty,
dom::Animation* aAnimation,
const Maybe<TransformData>& aTransformData,
Send aSendFlag);
bool AddAnimationsForProperty(
nsIFrame* aFrame, const EffectSet* aEffects,
const nsTArray<RefPtr<dom::Animation>>& aCompositorAnimations,
const Maybe<TransformData>& aTransformData, nsCSSPropertyID aProperty,
Send aSendFlag, WebRenderLayerManager* aLayerManager);
void AddNonAnimatingTransformLikePropertiesStyles(
const nsCSSPropertyIDSet& aNonAnimatingProperties, nsIFrame* aFrame,
Send aSendFlag);
void MaybeStartPendingAnimation(Animation&, const TimeStamp& aReadyTime);
// mAnimations (and mPendingAnimations) are only set on the main thread.
//
// Once the animations are received on the compositor thread/process we
// use AnimationHelper::ExtractAnimations to transform the rather compact
// representation of animation data we transfer into something we can more
// readily use for sampling and then store it in mPropertyAnimationGroups
// (below) or CompositorAnimationStorage.mAnimations for WebRender.
AnimationArray mAnimations;
UniquePtr<AnimationArray> mPendingAnimations;
uint64_t mCompositorAnimationsId;
// The extracted data produced by AnimationHelper::ExtractAnimations().
AnimationStorageData mStorageData;
// If this layer is used for OMTA, then this counter is used to ensure we
// stay in sync with the animation manager
Maybe<uint64_t> mAnimationGeneration;
bool mMutated;
};
} // namespace layers
} // namespace mozilla
#endif // GFX_ANIMATIONINFO_H