gecko/dom/animation/AnimationPlayer.h
Brian Birtles 5dd17adb88 Bug 1045993 part 2 - Move the animation name from AnimationPlayer to Animation; r=dbaron
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).
2014-08-22 13:42:48 +01:00

104 lines
3.2 KiB
C++

/* vim: set shiftwidth=2 tabstop=8 autoindent cindent expandtab: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef mozilla_dom_AnimationPlayer_h
#define mozilla_dom_AnimationPlayer_h
#include <algorithm> // for std::max
#include "nsWrapperCache.h"
#include "nsCycleCollectionParticipant.h"
#include "mozilla/Attributes.h"
#include "mozilla/TimeStamp.h" // for TimeStamp, TimeDuration
#include "mozilla/dom/Animation.h" // for Animation
#include "mozilla/dom/AnimationTimeline.h" // for AnimationTimeline
#include "nsCSSProperty.h" // for nsCSSProperty
// X11 has a #define for CurrentTime.
#ifdef CurrentTime
#undef CurrentTime
#endif
struct JSContext;
namespace mozilla {
namespace dom {
class AnimationPlayer MOZ_FINAL : public nsWrapperCache
{
protected:
virtual ~AnimationPlayer() { }
public:
explicit AnimationPlayer(AnimationTimeline* aTimeline)
: mPlayState(NS_STYLE_ANIMATION_PLAY_STATE_RUNNING)
, mIsRunningOnCompositor(false)
, mTimeline(aTimeline)
{
SetIsDOMBinding();
}
NS_INLINE_DECL_CYCLE_COLLECTING_NATIVE_REFCOUNTING(AnimationPlayer)
NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_NATIVE_CLASS(AnimationPlayer)
AnimationTimeline* GetParentObject() const { return mTimeline; }
virtual JSObject* WrapObject(JSContext* aCx) MOZ_OVERRIDE;
// AnimationPlayer methods
Animation* GetSource() const { return mSource; }
AnimationTimeline* Timeline() const { return mTimeline; }
double StartTime() const;
double CurrentTime() const;
bool IsRunningOnCompositor() const { return mIsRunningOnCompositor; }
void SetSource(Animation* aSource);
void Tick();
const nsString& Name() const {
return mSource ? mSource->Name() : EmptyString();
}
bool IsPaused() const {
return mPlayState == NS_STYLE_ANIMATION_PLAY_STATE_PAUSED;
}
bool IsRunning() const;
bool IsCurrent() const;
// Return the duration since the start time of the player, taking into
// account the pause state. May be negative.
// Returns a null value if the timeline associated with this object has a
// current timestamp that is null or if the start time of this object is
// null.
Nullable<TimeDuration> GetCurrentTimeDuration() const {
const TimeStamp& timelineTime = mTimeline->GetCurrentTimeStamp();
// FIXME: In order to support arbitrary timelines we will need to fix
// the pause logic to handle the timeline time going backwards.
MOZ_ASSERT(timelineTime.IsNull() || !IsPaused() ||
timelineTime >= mPauseStart,
"if paused, any non-null value of aTime must be at least"
" mPauseStart");
Nullable<TimeDuration> result; // Initializes to null
if (!timelineTime.IsNull() && !mStartTime.IsNull()) {
result.SetValue((IsPaused() ? mPauseStart : timelineTime) - mStartTime);
}
return result;
}
// The beginning of the delay period.
TimeStamp mStartTime;
TimeStamp mPauseStart;
uint8_t mPlayState;
bool mIsRunningOnCompositor;
nsRefPtr<AnimationTimeline> mTimeline;
nsRefPtr<Animation> mSource;
};
} // namespace dom
} // namespace mozilla
#endif // mozilla_dom_AnimationPlayer_h