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5dd17adb88
This patch stores the animation name on the Animation object rather than its AnimationPlayer. This is because Animation objects don't have a reference to their AnimationPlayer but their AnimationEffect needs access to the animation name. This patch also adds an accessor for AnimationPlayer to get the name from its Animation (since players *do* have a reference to their source animation content).
104 lines
3.2 KiB
C++
104 lines
3.2 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 <algorithm> // for std::max
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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/AnimationTimeline.h" // for AnimationTimeline
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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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struct JSContext;
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namespace mozilla {
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namespace dom {
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class AnimationPlayer MOZ_FINAL : 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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: mPlayState(NS_STYLE_ANIMATION_PLAY_STATE_RUNNING)
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, mIsRunningOnCompositor(false)
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, mTimeline(aTimeline)
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{
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SetIsDOMBinding();
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}
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NS_INLINE_DECL_CYCLE_COLLECTING_NATIVE_REFCOUNTING(AnimationPlayer)
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NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_NATIVE_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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// AnimationPlayer methods
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Animation* GetSource() const { return mSource; }
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AnimationTimeline* Timeline() const { return mTimeline; }
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double StartTime() const;
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double CurrentTime() const;
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bool IsRunningOnCompositor() const { return mIsRunningOnCompositor; }
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void SetSource(Animation* aSource);
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void Tick();
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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 {
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return mPlayState == NS_STYLE_ANIMATION_PLAY_STATE_PAUSED;
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}
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bool IsRunning() const;
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bool IsCurrent() const;
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// Return the duration since the start time of the player, taking into
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// account the pause state. May be negative.
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// Returns a null value if the timeline associated with this object has a
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// current timestamp that is null or if the start time of this object is
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// null.
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Nullable<TimeDuration> GetCurrentTimeDuration() const {
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const TimeStamp& timelineTime = mTimeline->GetCurrentTimeStamp();
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// FIXME: In order to support arbitrary timelines we will need to fix
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// the pause logic to handle the timeline time going backwards.
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MOZ_ASSERT(timelineTime.IsNull() || !IsPaused() ||
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timelineTime >= mPauseStart,
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"if paused, any non-null value of aTime must be at least"
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" mPauseStart");
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Nullable<TimeDuration> result; // Initializes to null
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if (!timelineTime.IsNull() && !mStartTime.IsNull()) {
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result.SetValue((IsPaused() ? mPauseStart : timelineTime) - mStartTime);
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}
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return result;
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}
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// The beginning of the delay period.
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TimeStamp mStartTime;
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TimeStamp mPauseStart;
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uint8_t mPlayState;
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bool mIsRunningOnCompositor;
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nsRefPtr<AnimationTimeline> mTimeline;
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nsRefPtr<Animation> mSource;
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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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