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454197c42c
In forthcoming patches we will encapsulate AnimationPlayer::mStartTime so we can ensure that related state is updated appropriately. We would like to expose mStartTime via GetStartTime() but currently a method of that name returns the start time as a double. This patch applies the pattern used for currentTime to startTime; specifically, GetCurrentTime() returns the TimeDuration (since that's what C++ callers should use) while GetCurrentTimeAsDouble() returns a double. At the same time, this patch also removes the [Pure] extended attribute from startTime in the WebIDL definition since subsequent patches either in this bug or in bug 927349 will mean that startTime can be updated out-of-band. Specifically, we will implement deferred playback of animation such that the startTime remains null until we've finished rendering the first frame of the animation.
287 lines
6.9 KiB
C++
287 lines
6.9 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
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "AnimationPlayer.h"
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#include "AnimationUtils.h"
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#include "mozilla/dom/AnimationPlayerBinding.h"
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#include "AnimationCommon.h" // For AnimationPlayerCollection,
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// CommonAnimationManager
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#include "nsIDocument.h" // For nsIDocument
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#include "nsIPresShell.h" // For nsIPresShell
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#include "nsLayoutUtils.h" // For PostRestyleEvent (remove after bug 1073336)
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namespace mozilla {
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namespace dom {
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NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(AnimationPlayer, mTimeline, mSource)
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NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(AnimationPlayer, AddRef)
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NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(AnimationPlayer, Release)
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JSObject*
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AnimationPlayer::WrapObject(JSContext* aCx)
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{
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return dom::AnimationPlayerBinding::Wrap(aCx, this);
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}
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Nullable<TimeDuration>
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AnimationPlayer::GetCurrentTime() const
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{
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Nullable<TimeDuration> result;
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if (!mHoldTime.IsNull()) {
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result = mHoldTime;
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} else {
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Nullable<TimeDuration> timelineTime = mTimeline->GetCurrentTime();
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if (!timelineTime.IsNull() && !mStartTime.IsNull()) {
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result.SetValue(timelineTime.Value() - mStartTime.Value());
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}
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}
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return result;
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}
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AnimationPlayState
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AnimationPlayer::PlayState() const
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{
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Nullable<TimeDuration> currentTime = GetCurrentTime();
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if (currentTime.IsNull()) {
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return AnimationPlayState::Idle;
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}
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if (mStartTime.IsNull()) {
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return AnimationPlayState::Paused;
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}
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if (currentTime.Value() >= SourceContentEnd()) {
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return AnimationPlayState::Finished;
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}
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return AnimationPlayState::Running;
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}
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void
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AnimationPlayer::Play()
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{
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DoPlay();
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PostUpdate();
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}
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void
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AnimationPlayer::Pause()
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{
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DoPause();
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PostUpdate();
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}
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Nullable<double>
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AnimationPlayer::GetStartTimeAsDouble() const
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{
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return AnimationUtils::TimeDurationToDouble(mStartTime);
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}
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Nullable<double>
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AnimationPlayer::GetCurrentTimeAsDouble() const
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{
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return AnimationUtils::TimeDurationToDouble(GetCurrentTime());
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}
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void
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AnimationPlayer::SetSource(Animation* aSource)
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{
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if (mSource) {
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mSource->SetParentTime(Nullable<TimeDuration>());
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}
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mSource = aSource;
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if (mSource) {
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mSource->SetParentTime(GetCurrentTime());
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}
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}
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void
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AnimationPlayer::Tick()
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{
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if (mSource) {
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mSource->SetParentTime(GetCurrentTime());
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}
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}
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bool
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AnimationPlayer::IsRunning() const
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{
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if (IsPaused() || !GetSource() || GetSource()->IsFinishedTransition()) {
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return false;
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}
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ComputedTiming computedTiming = GetSource()->GetComputedTiming();
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return computedTiming.mPhase == ComputedTiming::AnimationPhase_Active;
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}
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bool
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AnimationPlayer::CanThrottle() const
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{
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if (!mSource ||
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mSource->IsFinishedTransition() ||
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mSource->Properties().IsEmpty()) {
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return true;
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}
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if (!mIsRunningOnCompositor) {
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return false;
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}
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if (PlayState() != AnimationPlayState::Finished) {
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// Unfinished animations can be throttled.
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return true;
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}
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// The animation has finished but, if this is the first sample since
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// finishing, we need an unthrottled sample so we can apply the correct
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// end-of-animation behavior on the main thread (either removing the
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// animation style or applying the fill mode).
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return mIsPreviousStateFinished;
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}
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void
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AnimationPlayer::ComposeStyle(nsRefPtr<css::AnimValuesStyleRule>& aStyleRule,
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nsCSSPropertySet& aSetProperties,
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bool& aNeedsRefreshes)
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{
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if (!mSource || mSource->IsFinishedTransition()) {
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return;
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}
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AnimationPlayState playState = PlayState();
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if (playState == AnimationPlayState::Running) {
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aNeedsRefreshes = true;
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}
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mSource->ComposeStyle(aStyleRule, aSetProperties);
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mIsPreviousStateFinished = (playState == AnimationPlayState::Finished);
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}
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void
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AnimationPlayer::DoPlay()
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{
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// FIXME: When we implement finishing behavior (bug 1074630) we will
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// need to pass a flag so that when we start playing due to a change in
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// animation-play-state we *don't* trigger finishing behavior.
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Nullable<TimeDuration> currentTime = GetCurrentTime();
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if (currentTime.IsNull()) {
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mHoldTime.SetValue(TimeDuration(0));
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} else if (mHoldTime.IsNull()) {
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// If the hold time is null, we are already playing normally
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return;
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}
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Nullable<TimeDuration> timelineTime = mTimeline->GetCurrentTime();
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if (timelineTime.IsNull()) {
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// FIXME: We should just sit in the pending state in this case.
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// We will introduce the pending state in Bug 927349.
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return;
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}
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// Update start time to an appropriate offset from the current timeline time
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mStartTime.SetValue(timelineTime.Value() - mHoldTime.Value());
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mHoldTime.SetNull();
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}
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void
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AnimationPlayer::DoPause()
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{
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if (IsPaused()) {
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return;
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}
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// Mark this as no longer running on the compositor so that next time
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// we update animations we won't throttle them and will have a chance
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// to remove the animation from any layer it might be on.
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mIsRunningOnCompositor = false;
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// Bug 927349 - check for null result here and go to pending state
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mHoldTime = GetCurrentTime();
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mStartTime.SetNull();
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}
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void
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AnimationPlayer::FlushStyle() const
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{
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nsIDocument* doc = GetRenderedDocument();
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if (doc) {
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doc->FlushPendingNotifications(Flush_Style);
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}
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}
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void
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AnimationPlayer::PostUpdate()
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{
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AnimationPlayerCollection* collection = GetCollection();
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if (collection) {
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collection->NotifyPlayerUpdated();
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}
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}
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StickyTimeDuration
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AnimationPlayer::SourceContentEnd() const
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{
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if (!mSource) {
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return StickyTimeDuration(0);
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}
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return mSource->Timing().mDelay
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+ mSource->GetComputedTiming().mActiveDuration;
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}
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nsIDocument*
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AnimationPlayer::GetRenderedDocument() const
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{
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if (!mSource) {
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return nullptr;
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}
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Element* targetElement;
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nsCSSPseudoElements::Type pseudoType;
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mSource->GetTarget(targetElement, pseudoType);
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if (!targetElement) {
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return nullptr;
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}
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return targetElement->GetComposedDoc();
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}
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nsPresContext*
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AnimationPlayer::GetPresContext() const
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{
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nsIDocument* doc = GetRenderedDocument();
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if (!doc) {
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return nullptr;
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}
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nsIPresShell* shell = doc->GetShell();
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if (!shell) {
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return nullptr;
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}
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return shell->GetPresContext();
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}
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AnimationPlayerCollection*
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AnimationPlayer::GetCollection() const
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{
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css::CommonAnimationManager* manager = GetAnimationManager();
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if (!manager) {
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return nullptr;
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}
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MOZ_ASSERT(mSource, "A player with an animation manager must have a source");
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Element* targetElement;
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nsCSSPseudoElements::Type targetPseudoType;
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mSource->GetTarget(targetElement, targetPseudoType);
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MOZ_ASSERT(targetElement,
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"A player with an animation manager must have a target");
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return manager->GetAnimationPlayers(targetElement, targetPseudoType, false);
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}
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} // namespace dom
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} // namespace mozilla
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