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e94d9a97ea
This patch (finally!) introduces the delayed start behavior. It updates AnimationPlayer::DoPlay to put animations in the PendingPlayerTracker from where they are triggered. This patch also updates nsTransitionManager to set the animation's source before calling Play as otherwise the AnimationPlayer won't be able to access the pending player tracker (which it locates by navigating AnimationPlayer -> Animation (source content) -> target element -> composed doc -> pending player tracker). In future, when we support setting the AnimationPlayer.source property we will make this more robust so that the order in which these steps are performed doesn't matter. This patch also updates a couple of tests to reflect the fact that AnimationPlayer will now return the pending state.
203 lines
7.4 KiB
C++
203 lines
7.4 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 mozilla_dom_AnimationPlayer_h
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#define mozilla_dom_AnimationPlayer_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/Animation.h" // for Animation
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#include "mozilla/dom/AnimationPlayerBinding.h" // for AnimationPlayState
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#include "mozilla/dom/AnimationTimeline.h" // for AnimationTimeline
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#include "mozilla/dom/Promise.h" // for Promise
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#include "nsCSSProperty.h" // for nsCSSProperty
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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 AnimationPlayerCollection;
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namespace css {
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class AnimValuesStyleRule;
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class CommonAnimationManager;
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} // namespace css
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class CSSAnimationPlayer;
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class CSSTransitionPlayer;
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namespace dom {
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class AnimationPlayer : public nsISupports,
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public nsWrapperCache
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{
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protected:
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virtual ~AnimationPlayer() { }
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public:
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explicit AnimationPlayer(AnimationTimeline* aTimeline)
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: mTimeline(aTimeline)
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, mIsPending(false)
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, mIsRunningOnCompositor(false)
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, mIsPreviousStateFinished(false)
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{
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}
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NS_DECL_CYCLE_COLLECTING_ISUPPORTS
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NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_CLASS(AnimationPlayer)
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AnimationTimeline* GetParentObject() const { return mTimeline; }
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virtual JSObject* WrapObject(JSContext* aCx) MOZ_OVERRIDE;
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virtual CSSAnimationPlayer* AsCSSAnimationPlayer() { return nullptr; }
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virtual CSSTransitionPlayer* AsCSSTransitionPlayer() { return nullptr; }
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// AnimationPlayer methods
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Animation* GetSource() const { return mSource; }
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AnimationTimeline* Timeline() const { return mTimeline; }
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Nullable<TimeDuration> GetStartTime() const { return mStartTime; }
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Nullable<TimeDuration> GetCurrentTime() const;
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AnimationPlayState PlayState() const;
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virtual Promise* GetReady(ErrorResult& aRv);
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virtual void Play();
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virtual void Pause();
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bool IsRunningOnCompositor() const { return mIsRunningOnCompositor; }
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// Wrapper functions for AnimationPlayer DOM methods when called
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// from script. We often use the same methods internally and from
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// script but when called from script we (or one of our subclasses) perform
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// extra steps such as flushing style or converting the return type.
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Nullable<double> GetStartTimeAsDouble() const;
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Nullable<double> GetCurrentTimeAsDouble() const;
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virtual AnimationPlayState PlayStateFromJS() const { return PlayState(); }
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virtual void PlayFromJS() { Play(); }
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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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// CSSAnimationPlayer::PauseFromJS so we leave it for now.
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void PauseFromJS() { Pause(); }
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void SetSource(Animation* aSource);
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void Tick();
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/**
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* Sets the start time of a player that is waiting to play to the current
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* time of its timeline.
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*
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* This will reset the pending flag if the call succeeded. The caller is
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* responsible for removing the player from the PendingPlayerTracker though.
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*
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* Typically, when a player is played, it does not start immediately but is
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* added to a table of pending players on the document of its source content.
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* In the meantime it sets its hold time to the time from which should
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* begin playback.
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*
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* When the document finishes painting, any pending players in its table
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* are started by calling this method.
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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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void StartNow();
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void Cancel();
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const nsString& Name() const {
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return mSource ? mSource->Name() : EmptyString();
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}
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bool IsPaused() const { return PlayState() == AnimationPlayState::Paused; }
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bool IsRunning() const;
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bool HasCurrentSource() const {
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return GetSource() && GetSource()->IsCurrent();
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}
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bool HasInEffectSource() const {
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return GetSource() && GetSource()->IsInEffect();
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}
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void SetIsRunningOnCompositor() { mIsRunningOnCompositor = true; }
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void ClearIsRunningOnCompositor() { mIsRunningOnCompositor = false; }
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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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bool CanThrottle() const;
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// Updates |aStyleRule| with the animation values of this player's source
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// content, 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 player 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 source content to sample).
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void ComposeStyle(nsRefPtr<css::AnimValuesStyleRule>& aStyleRule,
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nsCSSPropertySet& aSetProperties,
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bool& aNeedsRefreshes);
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protected:
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void DoPlay();
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void DoPause();
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void UpdateSourceContent();
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void FlushStyle() const;
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void PostUpdate();
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// Remove this player from the pending player tracker and resets mIsPending
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// as necessary. The caller is responsible for resolving or aborting the
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// mReady promise as necessary.
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void CancelPendingPlay();
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StickyTimeDuration SourceContentEnd() const;
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nsIDocument* GetRenderedDocument() const;
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nsPresContext* GetPresContext() const;
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virtual css::CommonAnimationManager* GetAnimationManager() const = 0;
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AnimationPlayerCollection* GetCollection() const;
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nsRefPtr<AnimationTimeline> mTimeline;
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nsRefPtr<Animation> mSource;
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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; // Player timescale
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// A Promise that is replaced on each call to Play() (and in future Pause())
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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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nsRefPtr<Promise> mReady;
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// Indicates if the player is in the pending state. We use this rather
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// than checking if this player is tracked by a PendingPlayerTracker.
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// This is because the PendingPlayerTracker is associated with the source
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// content's document but we need to know if we're pending even if the
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// source content loses association with its document.
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bool mIsPending;
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bool mIsRunningOnCompositor;
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// Indicates whether we were in the finished state during our
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// most recent unthrottled sample (our last ComposeStyle call).
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// FIXME: When we implement the finished promise (bug 1074630) we can
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// probably remove this and check if the promise has been settled yet
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// or not instead.
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bool mIsPreviousStateFinished; // Spec calls this "previous finished state"
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};
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} // namespace dom
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} // namespace mozilla
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#endif // mozilla_dom_AnimationPlayer_h
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