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18c2bf0b4b
We currently determine if we need refresh driver ticks when composing style but sometimes we might not need ticks for composing style but we might need one more tick in order to queue a final end event. Currently, this doesn't seem to be a problem because FlushAnimations calls Animation::Tick where we queue up events. When we remove the call to Animation::Tick from FlushAnimations in order to make FlushAnimations purely responsible for posting restyles, however, we will create a situation where we might mark an animation collection as no longer needing refreshes and not simultaneously queueing the corresponding event. If another animation collection is deleted in the meantime we may trigger the code that causes us to disassociate from the refresh driver and the corresponding event will never be dispatched. Long-term (bug 1195180) we will check if it we can stop observing the refresh driver and queue events in the same step. Until then, this patch adds a method to detect this particular situation and uses it to avoid unregistering from the refresh driver while we still have end events to queue.
434 lines
17 KiB
C++
434 lines
17 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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#ifndef mozilla_dom_Animation_h
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#define mozilla_dom_Animation_h
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#include "nsWrapperCache.h"
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#include "nsCycleCollectionParticipant.h"
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#include "mozilla/Attributes.h"
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#include "mozilla/TimeStamp.h" // for TimeStamp, TimeDuration
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#include "mozilla/dom/AnimationBinding.h" // for AnimationPlayState
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#include "mozilla/dom/AnimationTimeline.h" // for AnimationTimeline
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#include "mozilla/DOMEventTargetHelper.h" // for DOMEventTargetHelper
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#include "mozilla/dom/KeyframeEffect.h" // for KeyframeEffectReadOnly
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#include "mozilla/dom/Promise.h" // for Promise
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#include "nsCSSProperty.h" // for nsCSSProperty
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#include "nsIGlobalObject.h"
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// X11 has a #define for CurrentTime.
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#ifdef CurrentTime
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#undef CurrentTime
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#endif
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// GetCurrentTime is defined in winbase.h as zero argument macro forwarding to
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// GetTickCount().
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#ifdef GetCurrentTime
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#undef GetCurrentTime
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#endif
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struct JSContext;
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class nsCSSPropertySet;
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class nsIDocument;
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class nsPresContext;
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namespace mozilla {
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struct AnimationCollection;
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class AnimValuesStyleRule;
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class CommonAnimationManager;
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namespace dom {
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class CSSAnimation;
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class CSSTransition;
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class Animation
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: public DOMEventTargetHelper
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{
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protected:
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virtual ~Animation() {}
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public:
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explicit Animation(nsIGlobalObject* aGlobal)
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: DOMEventTargetHelper(aGlobal)
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, mPlaybackRate(1.0)
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, mPendingState(PendingState::NotPending)
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, mSequenceNum(kUnsequenced)
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, mIsRunningOnCompositor(false)
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, mFinishedAtLastComposeStyle(false)
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, mIsRelevant(false)
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, mFinishedIsResolved(false)
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{
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}
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NS_DECL_ISUPPORTS_INHERITED
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NS_DECL_CYCLE_COLLECTION_CLASS_INHERITED(Animation,
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DOMEventTargetHelper)
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AnimationTimeline* GetParentObject() const { return mTimeline; }
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virtual JSObject* WrapObject(JSContext* aCx,
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JS::Handle<JSObject*> aGivenProto) override;
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virtual CSSAnimation* AsCSSAnimation() { return nullptr; }
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virtual const CSSAnimation* AsCSSAnimation() const { return nullptr; }
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virtual CSSTransition* AsCSSTransition() { return nullptr; }
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virtual const CSSTransition* AsCSSTransition() const { return nullptr; }
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/**
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* Flag to pass to Play to indicate whether or not it should automatically
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* rewind the current time to the start point if the animation is finished.
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* For regular calls to play() from script we should do this, but when a CSS
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* animation's animation-play-state changes we shouldn't rewind the animation.
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*/
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enum class LimitBehavior {
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AutoRewind,
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Continue
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};
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// Animation interface methods
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KeyframeEffectReadOnly* GetEffect() const { return mEffect; }
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void SetEffect(KeyframeEffectReadOnly* aEffect);
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AnimationTimeline* GetTimeline() const { return mTimeline; }
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void SetTimeline(AnimationTimeline* aTimeline);
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Nullable<TimeDuration> GetStartTime() const { return mStartTime; }
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void SetStartTime(const Nullable<TimeDuration>& aNewStartTime);
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Nullable<TimeDuration> GetCurrentTime() const;
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void SetCurrentTime(const TimeDuration& aNewCurrentTime);
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double PlaybackRate() const { return mPlaybackRate; }
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void SetPlaybackRate(double aPlaybackRate);
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AnimationPlayState PlayState() const;
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virtual Promise* GetReady(ErrorResult& aRv);
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virtual Promise* GetFinished(ErrorResult& aRv);
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void Cancel();
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virtual void Finish(ErrorResult& aRv);
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virtual void Play(ErrorResult& aRv, LimitBehavior aLimitBehavior);
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virtual void Pause(ErrorResult& aRv);
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virtual void Reverse(ErrorResult& aRv);
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bool IsRunningOnCompositor() const { return mIsRunningOnCompositor; }
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IMPL_EVENT_HANDLER(finish);
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IMPL_EVENT_HANDLER(cancel);
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// Wrapper functions for Animation DOM methods when called
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// from script.
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//
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// We often use the same methods internally and from script but when called
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// from script we (or one of our subclasses) perform extra steps such as
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// flushing style or converting the return type.
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Nullable<double> GetStartTimeAsDouble() const;
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void SetStartTimeAsDouble(const Nullable<double>& aStartTime);
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Nullable<double> GetCurrentTimeAsDouble() const;
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void SetCurrentTimeAsDouble(const Nullable<double>& aCurrentTime,
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ErrorResult& aRv);
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virtual AnimationPlayState PlayStateFromJS() const { return PlayState(); }
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virtual void PlayFromJS(ErrorResult& aRv)
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{
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Play(aRv, LimitBehavior::AutoRewind);
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}
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/**
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* PauseFromJS is currently only here for symmetry with PlayFromJS but
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* in future we will likely have to flush style in
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* CSSAnimation::PauseFromJS so we leave it for now.
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*/
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void PauseFromJS(ErrorResult& aRv) { Pause(aRv); }
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// Wrapper functions for Animation DOM methods when called from style.
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virtual void CancelFromStyle() { DoCancel(); }
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virtual void Tick();
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/**
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* Set the time to use for starting or pausing a pending animation.
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*
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* Typically, when an animation is played, it does not start immediately but
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* is added to a table of pending animations on the document of its effect.
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* In the meantime it sets its hold time to the time from which playback
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* should begin.
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*
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* When the document finishes painting, any pending animations in its table
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* are marked as being ready to start by calling StartOnNextTick.
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* The moment when the paint completed is also recorded, converted to a
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* timeline time, and passed to StartOnTick. This is so that when these
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* animations do start, they can be timed from the point when painting
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* completed.
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*
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* After calling TriggerOnNextTick, animations remain in the pending state
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* until the next refresh driver tick. At that time they transition out of
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* the pending state using the time passed to TriggerOnNextTick as the
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* effective time at which they resumed.
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*
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* This approach means that any setup time required for performing the
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* initial paint of an animation such as layerization is not deducted from
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* the running time of the animation. Without this we can easily drop the
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* first few frames of an animation, or, on slower devices, the whole
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* animation.
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*
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* Furthermore:
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*
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* - Starting the animation immediately when painting finishes is problematic
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* because the start time of the animation will be ahead of its timeline
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* (since the timeline time is based on the refresh driver time).
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* That's a problem because the animation is playing but its timing
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* suggests it starts in the future. We could update the timeline to match
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* the start time of the animation but then we'd also have to update the
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* timing and style of all animations connected to that timeline or else be
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* stuck in an inconsistent state until the next refresh driver tick.
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*
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* - If we simply use the refresh driver time on its next tick, the lag
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* between triggering an animation and its effective start is unacceptably
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* long.
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*
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* For pausing, we apply the same asynchronous approach. This is so that we
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* synchronize with animations that are running on the compositor. Otherwise
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* if the main thread lags behind the compositor there will be a noticeable
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* jump backwards when the main thread takes over. Even though main thread
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* animations could be paused immediately, we do it asynchronously for
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* consistency and so that animations paused together end up in step.
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*
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* Note that the caller of this method is responsible for removing the
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* animation from any PendingAnimationTracker it may have been added to.
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*/
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void TriggerOnNextTick(const Nullable<TimeDuration>& aReadyTime);
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/**
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* Testing only: Start or pause a pending animation using the current
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* timeline time. This is used to support existing tests that expect
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* animations to begin immediately. Ideally we would rewrite the those tests
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* and get rid of this method, but there are a lot of them.
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*
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* As with TriggerOnNextTick, the caller of this method is responsible for
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* removing the animation from any PendingAnimationTracker it may have been
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* added to.
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*/
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void TriggerNow();
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/**
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* When StartOnNextTick is called, we store the ready time but we don't apply
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* it until the next tick. In the meantime, GetStartTime() will return null.
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*
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* However, if we build layer animations again before the next tick, we
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* should initialize them with the start time that GetStartTime() will return
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* on the next tick.
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*
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* If we were to simply set the start time of layer animations to null, their
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* start time would be updated to the current wallclock time when rendering
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* finishes, thus making them out of sync with the start time stored here.
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* This, in turn, will make the animation jump backwards when we build
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* animations on the next tick and apply the start time stored here.
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*
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* This method returns the start time, if resolved. Otherwise, if we have
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* a pending ready time, it returns the corresponding start time. If neither
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* of those are available, it returns null.
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*/
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Nullable<TimeDuration> GetCurrentOrPendingStartTime() const;
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bool IsPausedOrPausing() const
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{
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return PlayState() == AnimationPlayState::Paused ||
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mPendingState == PendingState::PausePending;
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}
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bool HasInPlayEffect() const
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{
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return GetEffect() && GetEffect()->IsInPlay(*this);
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}
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bool HasCurrentEffect() const
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{
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return GetEffect() && GetEffect()->IsCurrent(*this);
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}
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bool IsInEffect() const
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{
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return GetEffect() && GetEffect()->IsInEffect();
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}
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/**
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* "Playing" is different to "running". An animation in its delay phase is
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* still running but we only consider it playing when it is in its active
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* interval. This definition is used for fetching the animations that are
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* candidates for running on the compositor (since we don't ship animations
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* to the compositor when they are in their delay phase or paused including
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* being effectively paused due to having a zero playback rate).
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*/
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bool IsPlaying() const
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{
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// We need to have an effect in its active interval, and
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// be either running or waiting to run with a non-zero playback rate.
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return HasInPlayEffect() &&
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mPlaybackRate != 0.0 &&
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(PlayState() == AnimationPlayState::Running ||
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mPendingState == PendingState::PlayPending);
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}
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bool IsRelevant() const { return mIsRelevant; }
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void UpdateRelevance();
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/**
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* Returns true if this Animation has a lower composite order than aOther.
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*/
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virtual bool HasLowerCompositeOrderThan(const Animation& aOther) const;
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/**
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* Returns true if this Animation is involved in some sort of
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* custom composite ordering (such as the ordering defined for CSS
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* animations or CSS transitions).
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*
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* When this is true, this class will not update the sequence number.
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*/
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virtual bool IsUsingCustomCompositeOrder() const { return false; }
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void SetIsRunningOnCompositor() { mIsRunningOnCompositor = true; }
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void ClearIsRunningOnCompositor() { mIsRunningOnCompositor = false; }
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/**
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* Returns true if this animation does not currently need to update
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* style on the main thread (e.g. because it is empty, or is
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* running on the compositor).
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*/
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bool CanThrottle() const;
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/**
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* Updates |aStyleRule| with the animation values of this animation's effect,
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* if any.
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* Any properties already contained in |aSetProperties| are not changed. Any
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* properties that are changed are added to |aSetProperties|.
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* |aNeedsRefreshes| will be set to true if this animation expects to update
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* the style rule on the next refresh driver tick as well (because it
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* is running and has an effect to sample).
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*/
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void ComposeStyle(nsRefPtr<AnimValuesStyleRule>& aStyleRule,
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nsCSSPropertySet& aSetProperties,
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bool& aNeedsRefreshes);
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// FIXME: Because we currently determine if we need refresh driver ticks
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// during restyling (specifically ComposeStyle above) and not necessarily
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// during a refresh driver tick, we can arrive at a situation where we
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// have finished running an animation but are waiting until the next tick
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// to queue the final end event. This method tells us when we are in that
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// situation so we can avoid unregistering from the refresh driver until
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// we've finished dispatching events.
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//
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// This is a temporary measure until bug 1195180 is done and we can do all
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// our registering and unregistering within a tick callback.
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virtual bool HasEndEventToQueue() const { return false; }
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void NotifyEffectTimingUpdated();
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protected:
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void SilentlySetCurrentTime(const TimeDuration& aNewCurrentTime);
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void SilentlySetPlaybackRate(double aPlaybackRate);
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void DoCancel();
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void DoPlay(ErrorResult& aRv, LimitBehavior aLimitBehavior);
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void DoPause(ErrorResult& aRv);
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void ResumeAt(const TimeDuration& aReadyTime);
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void PauseAt(const TimeDuration& aReadyTime);
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void FinishPendingAt(const TimeDuration& aReadyTime)
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{
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if (mPendingState == PendingState::PlayPending) {
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ResumeAt(aReadyTime);
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} else if (mPendingState == PendingState::PausePending) {
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PauseAt(aReadyTime);
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} else {
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NS_NOTREACHED("Can't finish pending if we're not in a pending state");
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}
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}
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/**
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* Finishing behavior depends on if changes to timing occurred due
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* to a seek or regular playback.
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*/
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enum class SeekFlag {
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NoSeek,
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DidSeek
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};
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enum class SyncNotifyFlag {
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Sync,
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Async
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};
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void UpdateTiming(SeekFlag aSeekFlag,
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SyncNotifyFlag aSyncNotifyFlag);
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void UpdateFinishedState(SeekFlag aSeekFlag,
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SyncNotifyFlag aSyncNotifyFlag);
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void UpdateEffect();
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void FlushStyle() const;
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void PostUpdate();
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void ResetFinishedPromise();
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void MaybeResolveFinishedPromise();
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void DoFinishNotification(SyncNotifyFlag aSyncNotifyFlag);
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void DoFinishNotificationImmediately();
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void DispatchPlaybackEvent(const nsAString& aName);
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/**
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* Remove this animation from the pending animation tracker and reset
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* mPendingState as necessary. The caller is responsible for resolving or
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* aborting the mReady promise as necessary.
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*/
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void CancelPendingTasks();
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bool IsPossiblyOrphanedPendingAnimation() const;
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StickyTimeDuration EffectEnd() const;
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nsIDocument* GetRenderedDocument() const;
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nsPresContext* GetPresContext() const;
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virtual CommonAnimationManager* GetAnimationManager() const = 0;
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AnimationCollection* GetCollection() const;
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nsRefPtr<AnimationTimeline> mTimeline;
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nsRefPtr<KeyframeEffectReadOnly> mEffect;
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// The beginning of the delay period.
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Nullable<TimeDuration> mStartTime; // Timeline timescale
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Nullable<TimeDuration> mHoldTime; // Animation timescale
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Nullable<TimeDuration> mPendingReadyTime; // Timeline timescale
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Nullable<TimeDuration> mPreviousCurrentTime; // Animation timescale
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double mPlaybackRate;
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// A Promise that is replaced on each call to Play()
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// and fulfilled when Play() is successfully completed.
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// This object is lazily created by GetReady.
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// See http://w3c.github.io/web-animations/#current-ready-promise
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nsRefPtr<Promise> mReady;
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// A Promise that is resolved when we reach the end of the effect, or
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// 0 when playing backwards. The Promise is replaced if the animation is
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// finished but then a state change makes it not finished.
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// This object is lazily created by GetFinished.
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// See http://w3c.github.io/web-animations/#current-finished-promise
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nsRefPtr<Promise> mFinished;
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// Indicates if the animation is in the pending state (and what state it is
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// waiting to enter when it finished pending). We use this rather than
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// checking if this animation is tracked by a PendingAnimationTracker because
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// the animation will continue to be pending even after it has been removed
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// from the PendingAnimationTracker while it is waiting for the next tick
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// (see TriggerOnNextTick for details).
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enum class PendingState { NotPending, PlayPending, PausePending };
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PendingState mPendingState;
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static uint64_t sNextSequenceNum;
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static const uint64_t kUnsequenced = UINT64_MAX;
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// The sequence number assigned to this animation. This is kUnsequenced
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// while the animation is in the idle state and is updated each time
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// the animation transitions out of the idle state.
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uint64_t mSequenceNum;
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bool mIsRunningOnCompositor;
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bool mFinishedAtLastComposeStyle;
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// Indicates that the animation should be exposed in an element's
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// getAnimations() list.
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bool mIsRelevant;
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nsRevocableEventPtr<nsRunnableMethod<Animation>> mFinishNotificationTask;
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// True if mFinished is resolved or would be resolved if mFinished has
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// yet to be created. This is not set when mFinished is rejected since
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// in that case mFinished is immediately reset to represent a new current
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// finished promise.
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bool mFinishedIsResolved;
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};
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} // namespace dom
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} // namespace mozilla
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#endif // mozilla_dom_Animation_h
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