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3801a43ea4
We want to move the newly-introduced RequestRestyle call from FlushAnimations to Animation::Tick. However, nsAnimationManager::CheckAnimationRule calls Animation::Tick so this would cause us to start posting animation restyles within a restyle. Typically, Animations have an effect (currently there is only one type of effect: KeyframeEffectReadOnly) and when there is any change in timing they pass it down to their effect. However, the Animation is dependent on the duration of the effect for determining if it is "finished" or not. As a result, when an effect's timing changes, the owning Animation needs to know. (The way this *should* work is that effects should tell their animation or trigger some chain of events that causes animation's to update themselves. However, the current implementation of effects is fairly primitive and does not do this or even have a reference to the owning Animation. When we implement the script API for updating the timing properties of effects we will have to fix this but for now it is up to code in layout/style to update the Animation when it touches the corresponding effect's timing.) nsAnimationManager::CheckAnimationRule currently does this by calling Animation::Tick() which ensures the Animation's finished state is updated accordingly. Ultimately we want to ensure that Animation::Tick is called exactly once per frame (and at the appropriate point in that frame) so we'd like to remove this call from CheckAnimationRule. This patch achieves that by: * Making Animation::SetEffect update the animation's timing - this is necessary for animations that are created by CheckAnimationRule and will be necessary when once we make Animation.effect writeable from script anyway. * Calling Animation::SetEffect even for the case when we are updating the existing effect. Another side-effect of calling Animation::Tick within nsAnimationManager::CheckAnimationRule is that CSSAnimation::Tick queues events. There are some tests (e.g. layout/style/test/test_animations.html) that assume that animationstart events are dispatched immediately when new animations are created. That will change with bug 1134163 but for now we should maintain this existing behavior since changing this might introduce compatibility issues that are best dealt with as a separate bug rather than blocking this refactoring. To that end, this patch also explicitly queues animationstart events for newly-created animations.
327 lines
12 KiB
C++
327 lines
12 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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#ifndef nsAnimationManager_h_
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#define nsAnimationManager_h_
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#include "mozilla/Attributes.h"
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#include "mozilla/ContentEvents.h"
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#include "AnimationCommon.h"
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#include "nsCSSPseudoElements.h"
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#include "mozilla/dom/Animation.h"
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#include "mozilla/MemoryReporting.h"
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#include "mozilla/TimeStamp.h"
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class nsIGlobalObject;
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class nsStyleContext;
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namespace mozilla {
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namespace css {
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class Declaration;
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} /* namespace css */
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namespace dom {
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class Promise;
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} /* namespace dom */
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struct AnimationEventInfo {
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nsRefPtr<mozilla::dom::Element> mElement;
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mozilla::InternalAnimationEvent mEvent;
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AnimationEventInfo(mozilla::dom::Element *aElement,
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const nsSubstring& aAnimationName,
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uint32_t aMessage,
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const mozilla::StickyTimeDuration& aElapsedTime,
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nsCSSPseudoElements::Type aPseudoType)
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: mElement(aElement), mEvent(true, aMessage)
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{
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// XXX Looks like nobody initialize WidgetEvent::time
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mEvent.animationName = aAnimationName;
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mEvent.elapsedTime = aElapsedTime.ToSeconds();
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mEvent.pseudoElement = AnimationCollection::PseudoTypeAsString(aPseudoType);
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}
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// InternalAnimationEvent doesn't support copy-construction, so we need
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// to ourselves in order to work with nsTArray
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AnimationEventInfo(const AnimationEventInfo &aOther)
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: mElement(aOther.mElement), mEvent(true, aOther.mEvent.message)
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{
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mEvent.AssignAnimationEventData(aOther.mEvent, false);
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}
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};
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namespace dom {
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class CSSAnimation final : public Animation
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{
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public:
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explicit CSSAnimation(nsIGlobalObject* aGlobal,
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const nsSubstring& aAnimationName)
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: dom::Animation(aGlobal)
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, mAnimationName(aAnimationName)
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, mIsStylePaused(false)
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, mPauseShouldStick(false)
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, mPreviousPhaseOrIteration(PREVIOUS_PHASE_BEFORE)
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{
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// We might need to drop this assertion once we add a script-accessible
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// constructor but for animations generated from CSS markup the
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// animation-name should never be empty.
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MOZ_ASSERT(!mAnimationName.IsEmpty(), "animation-name should not be empty");
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}
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JSObject* WrapObject(JSContext* aCx,
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JS::Handle<JSObject*> aGivenProto) override;
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CSSAnimation* AsCSSAnimation() override { return this; }
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const CSSAnimation* AsCSSAnimation() const override { return this; }
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// CSSAnimation interface
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void GetAnimationName(nsString& aRetVal) const { aRetVal = mAnimationName; }
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// Alternative to GetAnimationName that returns a reference to the member
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// for more efficient internal usage.
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const nsString& AnimationName() const { return mAnimationName; }
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// Animation interface overrides
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virtual Promise* GetReady(ErrorResult& aRv) override;
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virtual void Play(ErrorResult& aRv, LimitBehavior aLimitBehavior) override;
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virtual void Pause(ErrorResult& aRv) override;
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virtual AnimationPlayState PlayStateFromJS() const override;
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virtual void PlayFromJS(ErrorResult& aRv) override;
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void PlayFromStyle();
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void PauseFromStyle();
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void CancelFromStyle() override
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{
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mOwningElement = OwningElementRef();
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Animation::CancelFromStyle();
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MOZ_ASSERT(mSequenceNum == kUnsequenced);
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}
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void Tick() override;
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void QueueEvents();
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bool IsStylePaused() const { return mIsStylePaused; }
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bool HasLowerCompositeOrderThan(const Animation& aOther) const override;
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bool IsUsingCustomCompositeOrder() const override
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{
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return mOwningElement.IsSet();
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}
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void SetAnimationIndex(uint64_t aIndex)
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{
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MOZ_ASSERT(IsUsingCustomCompositeOrder());
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mSequenceNum = aIndex;
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}
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void CopyAnimationIndex(const CSSAnimation& aOther)
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{
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MOZ_ASSERT(IsUsingCustomCompositeOrder() &&
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aOther.IsUsingCustomCompositeOrder());
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mSequenceNum = aOther.mSequenceNum;
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}
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// Returns the element or pseudo-element whose animation-name property
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// this CSSAnimation corresponds to (if any). This is used for determining
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// the relative composite order of animations generated from CSS markup.
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//
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// Typically this will be the same as the target element of the keyframe
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// effect associated with this animation. However, it can differ in the
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// following circumstances:
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//
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// a) If script removes or replaces the effect of this animation,
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// b) If this animation is cancelled (e.g. by updating the
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// animation-name property or removing the owning element from the
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// document),
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// c) If this object is generated from script using the CSSAnimation
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// constructor.
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//
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// For (b) and (c) the returned owning element will return !IsSet().
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const OwningElementRef& OwningElement() const { return mOwningElement; }
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// Sets the owning element which is used for determining the composite
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// order of CSSAnimation objects generated from CSS markup.
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//
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// @see OwningElement()
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void SetOwningElement(const OwningElementRef& aElement)
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{
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mOwningElement = aElement;
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}
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// Is this animation currently in effect for the purposes of computing
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// mWinsInCascade. (In general, this can be computed from the timing
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// function. This boolean remembers the state as of the last time we
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// called UpdateCascadeResults so we know if it changes and we need to
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// call UpdateCascadeResults again.)
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bool mInEffectForCascadeResults;
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protected:
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virtual ~CSSAnimation()
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{
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MOZ_ASSERT(!mOwningElement.IsSet(), "Owning element should be cleared "
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"before a CSS animation is destroyed");
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}
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virtual CommonAnimationManager* GetAnimationManager() const override;
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nsString mAnimationName;
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// The (pseudo-)element whose computed animation-name refers to this
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// animation (if any).
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OwningElementRef mOwningElement;
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// When combining animation-play-state with play() / pause() the following
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// behavior applies:
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// 1. pause() is sticky and always overrides the underlying
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// animation-play-state
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// 2. If animation-play-state is 'paused', play() will temporarily override
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// it until animation-play-state next becomes 'running'.
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// 3. Calls to play() trigger finishing behavior but setting the
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// animation-play-state to 'running' does not.
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//
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// This leads to five distinct states:
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//
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// A. Running
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// B. Running and temporarily overriding animation-play-state: paused
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// C. Paused and sticky overriding animation-play-state: running
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// D. Paused and sticky overriding animation-play-state: paused
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// E. Paused by animation-play-state
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//
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// C and D may seem redundant but they differ in how to respond to the
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// sequence: call play(), set animation-play-state: paused.
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//
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// C will transition to A then E leaving the animation paused.
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// D will transition to B then B leaving the animation running.
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//
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// A state transition chart is as follows:
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//
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// A | B | C | D | E
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// ---------------------------
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// play() A | B | A | B | B
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// pause() C | D | C | D | D
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// 'running' A | A | C | C | A
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// 'paused' E | B | D | D | E
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//
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// The base class, Animation already provides a boolean value,
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// mIsPaused which gives us two states. To this we add a further two booleans
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// to represent the states as follows.
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//
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// A. Running
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// (!mIsPaused; !mIsStylePaused; !mPauseShouldStick)
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// B. Running and temporarily overriding animation-play-state: paused
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// (!mIsPaused; mIsStylePaused; !mPauseShouldStick)
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// C. Paused and sticky overriding animation-play-state: running
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// (mIsPaused; !mIsStylePaused; mPauseShouldStick)
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// D. Paused and sticky overriding animation-play-state: paused
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// (mIsPaused; mIsStylePaused; mPauseShouldStick)
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// E. Paused by animation-play-state
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// (mIsPaused; mIsStylePaused; !mPauseShouldStick)
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//
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// (That leaves 3 combinations of the boolean values that we never set because
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// they don't represent valid states.)
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bool mIsStylePaused;
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bool mPauseShouldStick;
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enum {
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PREVIOUS_PHASE_BEFORE = uint64_t(-1),
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PREVIOUS_PHASE_AFTER = uint64_t(-2)
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};
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// One of the PREVIOUS_PHASE_* constants, or an integer for the iteration
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// whose start we last notified on.
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uint64_t mPreviousPhaseOrIteration;
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};
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} /* namespace dom */
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} /* namespace mozilla */
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class nsAnimationManager final
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: public mozilla::CommonAnimationManager
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{
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public:
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explicit nsAnimationManager(nsPresContext *aPresContext)
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: mozilla::CommonAnimationManager(aPresContext)
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{
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}
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NS_DECL_CYCLE_COLLECTION_CLASS(nsAnimationManager)
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NS_DECL_CYCLE_COLLECTING_ISUPPORTS
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void MaybeUpdateCascadeResults(mozilla::AnimationCollection* aCollection);
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// nsIStyleRuleProcessor (parts)
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virtual size_t SizeOfExcludingThis(mozilla::MallocSizeOf aMallocSizeOf)
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const MOZ_MUST_OVERRIDE override;
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virtual size_t SizeOfIncludingThis(mozilla::MallocSizeOf aMallocSizeOf)
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const MOZ_MUST_OVERRIDE override;
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/**
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* Return the style rule that RulesMatching should add for
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* aStyleContext. This might be different from what RulesMatching
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* actually added during aStyleContext's construction because the
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* element's animation-name may have changed. (However, this does
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* return null during the non-animation restyling phase, as
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* RulesMatching does.)
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*
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* aStyleContext may be a style context for aElement or for its
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* :before or :after pseudo-element.
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*/
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nsIStyleRule* CheckAnimationRule(nsStyleContext* aStyleContext,
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mozilla::dom::Element* aElement);
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/**
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* Add a pending event.
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*/
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void QueueEvent(mozilla::AnimationEventInfo&& aEventInfo)
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{
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mEventDispatcher.QueueEvent(
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mozilla::Forward<mozilla::AnimationEventInfo>(aEventInfo));
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}
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/**
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* Dispatch any pending events. We accumulate animationend and
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* animationiteration events only during refresh driver notifications
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* (and dispatch them at the end of such notifications), but we
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* accumulate animationstart events at other points when style
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* contexts are created.
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*/
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void DispatchEvents() { mEventDispatcher.DispatchEvents(mPresContext); }
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void ClearEventQueue() { mEventDispatcher.ClearEventQueue(); }
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protected:
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virtual ~nsAnimationManager() {}
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virtual nsIAtom* GetAnimationsAtom() override {
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return nsGkAtoms::animationsProperty;
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}
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virtual nsIAtom* GetAnimationsBeforeAtom() override {
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return nsGkAtoms::animationsOfBeforeProperty;
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}
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virtual nsIAtom* GetAnimationsAfterAtom() override {
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return nsGkAtoms::animationsOfAfterProperty;
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}
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virtual bool IsAnimationManager() override {
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return true;
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}
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mozilla::DelayedEventDispatcher<mozilla::AnimationEventInfo> mEventDispatcher;
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private:
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void BuildAnimations(nsStyleContext* aStyleContext,
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mozilla::dom::Element* aTarget,
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mozilla::dom::AnimationTimeline* aTimeline,
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mozilla::AnimationPtrArray& aAnimations);
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bool BuildSegment(InfallibleTArray<mozilla::AnimationPropertySegment>&
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aSegments,
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nsCSSProperty aProperty,
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const mozilla::StyleAnimation& aAnimation,
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float aFromKey, nsStyleContext* aFromContext,
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mozilla::css::Declaration* aFromDeclaration,
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float aToKey, nsStyleContext* aToContext);
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static void UpdateCascadeResults(nsStyleContext* aStyleContext,
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mozilla::AnimationCollection*
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aElementAnimations);
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};
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#endif /* !defined(nsAnimationManager_h_) */
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