mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
938 lines
26 KiB
C++
938 lines
26 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/. */
|
|
|
|
#include "Animation.h"
|
|
#include "AnimationUtils.h"
|
|
#include "mozilla/dom/AnimationBinding.h"
|
|
#include "mozilla/AutoRestore.h"
|
|
#include "AnimationCommon.h" // For AnimationCollection,
|
|
// CommonAnimationManager
|
|
#include "nsIDocument.h" // For nsIDocument
|
|
#include "nsIPresShell.h" // For nsIPresShell
|
|
#include "nsLayoutUtils.h" // For PostRestyleEvent (remove after bug 1073336)
|
|
#include "PendingAnimationTracker.h" // For PendingAnimationTracker
|
|
|
|
namespace mozilla {
|
|
namespace dom {
|
|
|
|
NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(Animation, mTimeline,
|
|
mEffect, mReady, mFinished)
|
|
NS_IMPL_CYCLE_COLLECTING_ADDREF(Animation)
|
|
NS_IMPL_CYCLE_COLLECTING_RELEASE(Animation)
|
|
NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION(Animation)
|
|
NS_WRAPPERCACHE_INTERFACE_MAP_ENTRY
|
|
NS_INTERFACE_MAP_ENTRY(nsISupports)
|
|
NS_INTERFACE_MAP_END
|
|
|
|
JSObject*
|
|
Animation::WrapObject(JSContext* aCx, JS::Handle<JSObject*> aGivenProto)
|
|
{
|
|
return dom::AnimationBinding::Wrap(aCx, this, aGivenProto);
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
//
|
|
// Animation interface:
|
|
//
|
|
// ---------------------------------------------------------------------------
|
|
|
|
void
|
|
Animation::SetEffect(KeyframeEffectReadOnly* aEffect)
|
|
{
|
|
if (mEffect) {
|
|
mEffect->SetParentTime(Nullable<TimeDuration>());
|
|
}
|
|
mEffect = aEffect;
|
|
if (mEffect) {
|
|
mEffect->SetParentTime(GetCurrentTime());
|
|
}
|
|
UpdateRelevance();
|
|
}
|
|
|
|
void
|
|
Animation::SetStartTime(const Nullable<TimeDuration>& aNewStartTime)
|
|
{
|
|
#if 1
|
|
// Bug 1096776: once we support inactive/missing timelines we'll want to take
|
|
// the disabled branch.
|
|
MOZ_ASSERT(mTimeline && !mTimeline->GetCurrentTime().IsNull(),
|
|
"We don't support inactive/missing timelines yet");
|
|
#else
|
|
Nullable<TimeDuration> timelineTime = mTimeline->GetCurrentTime();
|
|
if (mTimeline) {
|
|
// The spec says to check if the timeline is active (has a resolved time)
|
|
// before using it here, but we don't need to since it's harmless to set
|
|
// the already null time to null.
|
|
timelineTime = mTimeline->GetCurrentTime();
|
|
}
|
|
if (timelineTime.IsNull() && !aNewStartTime.IsNull()) {
|
|
mHoldTime.SetNull();
|
|
}
|
|
#endif
|
|
Nullable<TimeDuration> previousCurrentTime = GetCurrentTime();
|
|
mStartTime = aNewStartTime;
|
|
if (!aNewStartTime.IsNull()) {
|
|
if (mPlaybackRate != 0.0) {
|
|
mHoldTime.SetNull();
|
|
}
|
|
} else {
|
|
mHoldTime = previousCurrentTime;
|
|
}
|
|
|
|
CancelPendingTasks();
|
|
if (mReady) {
|
|
// We may have already resolved mReady, but in that case calling
|
|
// MaybeResolve is a no-op, so that's okay.
|
|
mReady->MaybeResolve(this);
|
|
}
|
|
|
|
UpdateTiming();
|
|
PostUpdate();
|
|
}
|
|
|
|
// http://w3c.github.io/web-animations/#current-time
|
|
Nullable<TimeDuration>
|
|
Animation::GetCurrentTime() const
|
|
{
|
|
Nullable<TimeDuration> result;
|
|
if (!mHoldTime.IsNull()) {
|
|
result = mHoldTime;
|
|
return result;
|
|
}
|
|
|
|
if (!mStartTime.IsNull()) {
|
|
Nullable<TimeDuration> timelineTime = mTimeline->GetCurrentTime();
|
|
if (!timelineTime.IsNull()) {
|
|
result.SetValue((timelineTime.Value() - mStartTime.Value())
|
|
.MultDouble(mPlaybackRate));
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
// Implements http://w3c.github.io/web-animations/#set-the-current-time
|
|
void
|
|
Animation::SetCurrentTime(const TimeDuration& aSeekTime)
|
|
{
|
|
SilentlySetCurrentTime(aSeekTime);
|
|
|
|
if (mPendingState == PendingState::PausePending) {
|
|
CancelPendingTasks();
|
|
if (mReady) {
|
|
mReady->MaybeResolve(this);
|
|
}
|
|
}
|
|
|
|
UpdateFinishedState(true);
|
|
UpdateEffect();
|
|
PostUpdate();
|
|
}
|
|
|
|
void
|
|
Animation::SetPlaybackRate(double aPlaybackRate)
|
|
{
|
|
Nullable<TimeDuration> previousTime = GetCurrentTime();
|
|
mPlaybackRate = aPlaybackRate;
|
|
if (!previousTime.IsNull()) {
|
|
ErrorResult rv;
|
|
SetCurrentTime(previousTime.Value());
|
|
MOZ_ASSERT(!rv.Failed(), "Should not assert for non-null time");
|
|
}
|
|
}
|
|
|
|
AnimationPlayState
|
|
Animation::PlayState() const
|
|
{
|
|
if (mPendingState != PendingState::NotPending) {
|
|
return AnimationPlayState::Pending;
|
|
}
|
|
|
|
Nullable<TimeDuration> currentTime = GetCurrentTime();
|
|
if (currentTime.IsNull()) {
|
|
return AnimationPlayState::Idle;
|
|
}
|
|
|
|
if (mStartTime.IsNull()) {
|
|
return AnimationPlayState::Paused;
|
|
}
|
|
|
|
if ((mPlaybackRate > 0.0 && currentTime.Value() >= EffectEnd()) ||
|
|
(mPlaybackRate < 0.0 && currentTime.Value().ToMilliseconds() <= 0.0)) {
|
|
return AnimationPlayState::Finished;
|
|
}
|
|
|
|
return AnimationPlayState::Running;
|
|
}
|
|
|
|
static inline already_AddRefed<Promise>
|
|
CreatePromise(DocumentTimeline* aTimeline, ErrorResult& aRv)
|
|
{
|
|
nsIGlobalObject* global = aTimeline->GetParentObject();
|
|
if (global) {
|
|
return Promise::Create(global, aRv);
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
Promise*
|
|
Animation::GetReady(ErrorResult& aRv)
|
|
{
|
|
if (!mReady) {
|
|
mReady = CreatePromise(mTimeline, aRv); // Lazily create on demand
|
|
}
|
|
if (!mReady) {
|
|
aRv.Throw(NS_ERROR_FAILURE);
|
|
} else if (PlayState() != AnimationPlayState::Pending) {
|
|
mReady->MaybeResolve(this);
|
|
}
|
|
return mReady;
|
|
}
|
|
|
|
Promise*
|
|
Animation::GetFinished(ErrorResult& aRv)
|
|
{
|
|
if (!mFinished) {
|
|
mFinished = CreatePromise(mTimeline, aRv); // Lazily create on demand
|
|
}
|
|
if (!mFinished) {
|
|
aRv.Throw(NS_ERROR_FAILURE);
|
|
} else if (IsFinished()) {
|
|
mFinished->MaybeResolve(this);
|
|
}
|
|
return mFinished;
|
|
}
|
|
|
|
void
|
|
Animation::Cancel()
|
|
{
|
|
DoCancel();
|
|
PostUpdate();
|
|
}
|
|
|
|
// https://w3c.github.io/web-animations/#finish-an-animation
|
|
void
|
|
Animation::Finish(ErrorResult& aRv)
|
|
{
|
|
if (mPlaybackRate == 0 ||
|
|
(mPlaybackRate > 0 && EffectEnd() == TimeDuration::Forever())) {
|
|
aRv.Throw(NS_ERROR_DOM_INVALID_STATE_ERR);
|
|
return;
|
|
}
|
|
|
|
TimeDuration limit =
|
|
mPlaybackRate > 0 ? TimeDuration(EffectEnd()) : TimeDuration(0);
|
|
|
|
SetCurrentTime(limit);
|
|
|
|
if (mPendingState == PendingState::PlayPending) {
|
|
CancelPendingTasks();
|
|
if (mReady) {
|
|
mReady->MaybeResolve(this);
|
|
}
|
|
}
|
|
UpdateFinishedState(true);
|
|
PostUpdate();
|
|
}
|
|
|
|
void
|
|
Animation::Play(LimitBehavior aLimitBehavior)
|
|
{
|
|
DoPlay(aLimitBehavior);
|
|
PostUpdate();
|
|
}
|
|
|
|
void
|
|
Animation::Pause()
|
|
{
|
|
DoPause();
|
|
PostUpdate();
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
//
|
|
// JS wrappers for Animation interface:
|
|
//
|
|
// ---------------------------------------------------------------------------
|
|
|
|
Nullable<double>
|
|
Animation::GetStartTimeAsDouble() const
|
|
{
|
|
return AnimationUtils::TimeDurationToDouble(mStartTime);
|
|
}
|
|
|
|
void
|
|
Animation::SetStartTimeAsDouble(const Nullable<double>& aStartTime)
|
|
{
|
|
return SetStartTime(AnimationUtils::DoubleToTimeDuration(aStartTime));
|
|
}
|
|
|
|
Nullable<double>
|
|
Animation::GetCurrentTimeAsDouble() const
|
|
{
|
|
return AnimationUtils::TimeDurationToDouble(GetCurrentTime());
|
|
}
|
|
|
|
void
|
|
Animation::SetCurrentTimeAsDouble(const Nullable<double>& aCurrentTime,
|
|
ErrorResult& aRv)
|
|
{
|
|
if (aCurrentTime.IsNull()) {
|
|
if (!GetCurrentTime().IsNull()) {
|
|
aRv.Throw(NS_ERROR_DOM_TYPE_ERR);
|
|
}
|
|
return;
|
|
}
|
|
|
|
return SetCurrentTime(TimeDuration::FromMilliseconds(aCurrentTime.Value()));
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
void
|
|
Animation::Tick()
|
|
{
|
|
// Since we are not guaranteed to get only one call per refresh driver tick,
|
|
// it's possible that mPendingReadyTime is set to a time in the future.
|
|
// In that case, we should wait until the next refresh driver tick before
|
|
// resuming.
|
|
if (mPendingState != PendingState::NotPending &&
|
|
!mPendingReadyTime.IsNull() &&
|
|
mPendingReadyTime.Value() <= mTimeline->GetCurrentTime().Value()) {
|
|
FinishPendingAt(mPendingReadyTime.Value());
|
|
mPendingReadyTime.SetNull();
|
|
}
|
|
|
|
if (IsPossiblyOrphanedPendingAnimation()) {
|
|
MOZ_ASSERT(mTimeline && !mTimeline->GetCurrentTime().IsNull(),
|
|
"Orphaned pending animtaions should have an active timeline");
|
|
FinishPendingAt(mTimeline->GetCurrentTime().Value());
|
|
}
|
|
|
|
UpdateTiming();
|
|
}
|
|
|
|
void
|
|
Animation::TriggerOnNextTick(const Nullable<TimeDuration>& aReadyTime)
|
|
{
|
|
// Normally we expect the play state to be pending but it's possible that,
|
|
// due to the handling of possibly orphaned animations in Tick(), this
|
|
// animation got started whilst still being in another document's pending
|
|
// animation map.
|
|
if (PlayState() != AnimationPlayState::Pending) {
|
|
return;
|
|
}
|
|
|
|
// If aReadyTime.IsNull() we'll detect this in Tick() where we check for
|
|
// orphaned animations and trigger this animation anyway
|
|
mPendingReadyTime = aReadyTime;
|
|
}
|
|
|
|
void
|
|
Animation::TriggerNow()
|
|
{
|
|
MOZ_ASSERT(PlayState() == AnimationPlayState::Pending,
|
|
"Expected to start a pending animation");
|
|
MOZ_ASSERT(mTimeline && !mTimeline->GetCurrentTime().IsNull(),
|
|
"Expected an active timeline");
|
|
|
|
FinishPendingAt(mTimeline->GetCurrentTime().Value());
|
|
}
|
|
|
|
Nullable<TimeDuration>
|
|
Animation::GetCurrentOrPendingStartTime() const
|
|
{
|
|
Nullable<TimeDuration> result;
|
|
|
|
if (!mStartTime.IsNull()) {
|
|
result = mStartTime;
|
|
return result;
|
|
}
|
|
|
|
if (mPendingReadyTime.IsNull() || mHoldTime.IsNull()) {
|
|
return result;
|
|
}
|
|
|
|
// Calculate the equivalent start time from the pending ready time.
|
|
// This is the same as the calculation performed in ResumeAt and will
|
|
// need to incorporate the playbackRate when implemented (bug 1127380).
|
|
result.SetValue(mPendingReadyTime.Value() - mHoldTime.Value());
|
|
return result;
|
|
}
|
|
|
|
// http://w3c.github.io/web-animations/#silently-set-the-current-time
|
|
void
|
|
Animation::SilentlySetCurrentTime(const TimeDuration& aSeekTime)
|
|
{
|
|
if (!mHoldTime.IsNull() ||
|
|
mStartTime.IsNull() ||
|
|
!mTimeline ||
|
|
mTimeline->GetCurrentTime().IsNull() ||
|
|
mPlaybackRate == 0.0) {
|
|
mHoldTime.SetValue(aSeekTime);
|
|
if (!mTimeline || mTimeline->GetCurrentTime().IsNull()) {
|
|
mStartTime.SetNull();
|
|
}
|
|
} else {
|
|
mStartTime.SetValue(mTimeline->GetCurrentTime().Value() -
|
|
(aSeekTime.MultDouble(1 / mPlaybackRate)));
|
|
}
|
|
|
|
mPreviousCurrentTime.SetNull();
|
|
}
|
|
|
|
void
|
|
Animation::SilentlySetPlaybackRate(double aPlaybackRate)
|
|
{
|
|
Nullable<TimeDuration> previousTime = GetCurrentTime();
|
|
mPlaybackRate = aPlaybackRate;
|
|
if (!previousTime.IsNull()) {
|
|
ErrorResult rv;
|
|
SilentlySetCurrentTime(previousTime.Value());
|
|
MOZ_ASSERT(!rv.Failed(), "Should not assert for non-null time");
|
|
}
|
|
}
|
|
|
|
void
|
|
Animation::DoCancel()
|
|
{
|
|
if (mPendingState != PendingState::NotPending) {
|
|
CancelPendingTasks();
|
|
if (mReady) {
|
|
mReady->MaybeReject(NS_ERROR_DOM_ABORT_ERR);
|
|
}
|
|
}
|
|
|
|
if (mFinished) {
|
|
mFinished->MaybeReject(NS_ERROR_DOM_ABORT_ERR);
|
|
}
|
|
// Clear finished promise. We'll create a new one lazily.
|
|
mFinished = nullptr;
|
|
|
|
mHoldTime.SetNull();
|
|
mStartTime.SetNull();
|
|
|
|
UpdateEffect();
|
|
}
|
|
|
|
void
|
|
Animation::UpdateRelevance()
|
|
{
|
|
bool wasRelevant = mIsRelevant;
|
|
mIsRelevant = HasCurrentEffect() || IsInEffect();
|
|
|
|
// Notify animation observers.
|
|
if (wasRelevant && !mIsRelevant) {
|
|
nsNodeUtils::AnimationRemoved(this);
|
|
} else if (!wasRelevant && mIsRelevant) {
|
|
nsNodeUtils::AnimationAdded(this);
|
|
}
|
|
}
|
|
|
|
bool
|
|
Animation::CanThrottle() const
|
|
{
|
|
if (!mEffect ||
|
|
mEffect->IsFinishedTransition() ||
|
|
mEffect->Properties().IsEmpty()) {
|
|
return true;
|
|
}
|
|
|
|
if (!mIsRunningOnCompositor) {
|
|
return false;
|
|
}
|
|
|
|
if (PlayState() != AnimationPlayState::Finished) {
|
|
// Unfinished animations can be throttled.
|
|
return true;
|
|
}
|
|
|
|
// The animation has finished but, if this is the first sample since
|
|
// finishing, we need an unthrottled sample so we can apply the correct
|
|
// end-of-animation behavior on the main thread (either removing the
|
|
// animation style or applying the fill mode).
|
|
return mFinishedAtLastComposeStyle;
|
|
}
|
|
|
|
void
|
|
Animation::ComposeStyle(nsRefPtr<css::AnimValuesStyleRule>& aStyleRule,
|
|
nsCSSPropertySet& aSetProperties,
|
|
bool& aNeedsRefreshes)
|
|
{
|
|
if (!mEffect || mEffect->IsFinishedTransition()) {
|
|
return;
|
|
}
|
|
|
|
AnimationPlayState playState = PlayState();
|
|
if (playState == AnimationPlayState::Running ||
|
|
playState == AnimationPlayState::Pending) {
|
|
aNeedsRefreshes = true;
|
|
}
|
|
|
|
// In order to prevent flicker, there are a few cases where we want to use
|
|
// a different time for rendering that would otherwise be returned by
|
|
// GetCurrentTime. These are:
|
|
//
|
|
// (a) For animations that are pausing but which are still running on the
|
|
// compositor. In this case we send a layer transaction that removes the
|
|
// animation but which also contains the animation values calculated on
|
|
// the main thread. To prevent flicker when this occurs we want to ensure
|
|
// the timeline time used to calculate the main thread animation values
|
|
// does not lag far behind the time used on the compositor. Ideally we
|
|
// would like to use the "animation ready time" calculated at the end of
|
|
// the layer transaction as the timeline time but it will be too late to
|
|
// update the style rule at that point so instead we just use the current
|
|
// wallclock time.
|
|
//
|
|
// (b) For animations that are pausing that we have already taken off the
|
|
// compositor. In this case we record a pending ready time but we don't
|
|
// apply it until the next tick. However, while waiting for the next tick,
|
|
// we should still use the pending ready time as the timeline time. If we
|
|
// use the regular timeline time the animation may appear jump backwards
|
|
// if the main thread's timeline time lags behind the compositor.
|
|
//
|
|
// (c) For animations that are play-pending due to an aborted pause operation
|
|
// (i.e. a pause operation that was interrupted before we entered the
|
|
// paused state). When we cancel a pending pause we might momentarily take
|
|
// the animation off the compositor, only to re-add it moments later. In
|
|
// that case the compositor might have been ahead of the main thread so we
|
|
// should use the current wallclock time to ensure the animation doesn't
|
|
// temporarily jump backwards.
|
|
//
|
|
// To address each of these cases we temporarily tweak the hold time
|
|
// immediately before updating the style rule and then restore it immediately
|
|
// afterwards. This is purely to prevent visual flicker. Other behavior
|
|
// such as dispatching events continues to rely on the regular timeline time.
|
|
{
|
|
AutoRestore<Nullable<TimeDuration>> restoreHoldTime(mHoldTime);
|
|
bool updatedHoldTime = false;
|
|
|
|
AnimationPlayState playState = PlayState();
|
|
|
|
if (playState == AnimationPlayState::Pending &&
|
|
mHoldTime.IsNull() &&
|
|
!mStartTime.IsNull()) {
|
|
Nullable<TimeDuration> timeToUse = mPendingReadyTime;
|
|
if (timeToUse.IsNull() &&
|
|
mTimeline &&
|
|
!mTimeline->IsUnderTestControl()) {
|
|
timeToUse = mTimeline->ToTimelineTime(TimeStamp::Now());
|
|
}
|
|
if (!timeToUse.IsNull()) {
|
|
mHoldTime.SetValue((timeToUse.Value() - mStartTime.Value())
|
|
.MultDouble(mPlaybackRate));
|
|
// Push the change down to the effect
|
|
UpdateEffect();
|
|
updatedHoldTime = true;
|
|
}
|
|
}
|
|
|
|
mEffect->ComposeStyle(aStyleRule, aSetProperties);
|
|
|
|
if (updatedHoldTime) {
|
|
UpdateTiming();
|
|
}
|
|
|
|
mFinishedAtLastComposeStyle = (playState == AnimationPlayState::Finished);
|
|
}
|
|
}
|
|
|
|
// http://w3c.github.io/web-animations/#play-an-animation
|
|
void
|
|
Animation::DoPlay(LimitBehavior aLimitBehavior)
|
|
{
|
|
bool abortedPause = mPendingState == PendingState::PausePending;
|
|
|
|
bool reuseReadyPromise = false;
|
|
if (mPendingState != PendingState::NotPending) {
|
|
CancelPendingTasks();
|
|
reuseReadyPromise = true;
|
|
}
|
|
|
|
Nullable<TimeDuration> currentTime = GetCurrentTime();
|
|
if (mPlaybackRate > 0.0 &&
|
|
(currentTime.IsNull() ||
|
|
(aLimitBehavior == LimitBehavior::AutoRewind &&
|
|
(currentTime.Value().ToMilliseconds() < 0.0 ||
|
|
currentTime.Value() >= EffectEnd())))) {
|
|
mHoldTime.SetValue(TimeDuration(0));
|
|
} else if (mPlaybackRate < 0.0 &&
|
|
(currentTime.IsNull() ||
|
|
(aLimitBehavior == LimitBehavior::AutoRewind &&
|
|
(currentTime.Value().ToMilliseconds() <= 0.0 ||
|
|
currentTime.Value() > EffectEnd())))) {
|
|
mHoldTime.SetValue(TimeDuration(EffectEnd()));
|
|
} else if (mPlaybackRate == 0.0 && currentTime.IsNull()) {
|
|
mHoldTime.SetValue(TimeDuration(0));
|
|
}
|
|
|
|
// If the hold time is null then we're either already playing normally (and
|
|
// we can ignore this call) or we aborted a pending pause operation (in which
|
|
// case, for consistency, we need to go through the motions of doing an
|
|
// asynchronous start even though we already have a resolved start time).
|
|
if (mHoldTime.IsNull() && !abortedPause) {
|
|
return;
|
|
}
|
|
|
|
// Clear the start time until we resolve a new one (unless we are aborting
|
|
// a pending pause operation, in which case we keep the old start time so
|
|
// that the animation continues moving uninterrupted by the aborted pause).
|
|
if (!abortedPause) {
|
|
mStartTime.SetNull();
|
|
}
|
|
|
|
if (!reuseReadyPromise) {
|
|
// Clear ready promise. We'll create a new one lazily.
|
|
mReady = nullptr;
|
|
}
|
|
|
|
mPendingState = PendingState::PlayPending;
|
|
|
|
nsIDocument* doc = GetRenderedDocument();
|
|
if (!doc) {
|
|
TriggerOnNextTick(Nullable<TimeDuration>());
|
|
return;
|
|
}
|
|
|
|
PendingAnimationTracker* tracker = doc->GetOrCreatePendingAnimationTracker();
|
|
tracker->AddPlayPending(*this);
|
|
|
|
// We may have updated the current time when we set the hold time above.
|
|
UpdateTiming();
|
|
}
|
|
|
|
// http://w3c.github.io/web-animations/#pause-an-animation
|
|
void
|
|
Animation::DoPause()
|
|
{
|
|
if (IsPausedOrPausing()) {
|
|
return;
|
|
}
|
|
|
|
bool reuseReadyPromise = false;
|
|
if (mPendingState == PendingState::PlayPending) {
|
|
CancelPendingTasks();
|
|
reuseReadyPromise = true;
|
|
}
|
|
|
|
// Mark this as no longer running on the compositor so that next time
|
|
// we update animations we won't throttle them and will have a chance
|
|
// to remove the animation from any layer it might be on.
|
|
mIsRunningOnCompositor = false;
|
|
|
|
if (!reuseReadyPromise) {
|
|
// Clear ready promise. We'll create a new one lazily.
|
|
mReady = nullptr;
|
|
}
|
|
|
|
mPendingState = PendingState::PausePending;
|
|
|
|
nsIDocument* doc = GetRenderedDocument();
|
|
if (!doc) {
|
|
TriggerOnNextTick(Nullable<TimeDuration>());
|
|
return;
|
|
}
|
|
|
|
PendingAnimationTracker* tracker = doc->GetOrCreatePendingAnimationTracker();
|
|
tracker->AddPausePending(*this);
|
|
|
|
UpdateFinishedState();
|
|
}
|
|
|
|
void
|
|
Animation::ResumeAt(const TimeDuration& aReadyTime)
|
|
{
|
|
// This method is only expected to be called for an animation that is
|
|
// waiting to play. We can easily adapt it to handle other states
|
|
// but it's currently not necessary.
|
|
MOZ_ASSERT(mPendingState == PendingState::PlayPending,
|
|
"Expected to resume a play-pending animation");
|
|
MOZ_ASSERT(mHoldTime.IsNull() != mStartTime.IsNull(),
|
|
"An animation in the play-pending state should have either a"
|
|
" resolved hold time or resolved start time (but not both)");
|
|
|
|
// If we aborted a pending pause operation we will already have a start time
|
|
// we should use. In all other cases, we resolve it from the ready time.
|
|
if (mStartTime.IsNull()) {
|
|
if (mPlaybackRate != 0) {
|
|
mStartTime.SetValue(aReadyTime -
|
|
(mHoldTime.Value().MultDouble(1 / mPlaybackRate)));
|
|
mHoldTime.SetNull();
|
|
} else {
|
|
mStartTime.SetValue(aReadyTime);
|
|
}
|
|
}
|
|
mPendingState = PendingState::NotPending;
|
|
|
|
UpdateTiming();
|
|
|
|
if (mReady) {
|
|
mReady->MaybeResolve(this);
|
|
}
|
|
}
|
|
|
|
void
|
|
Animation::PauseAt(const TimeDuration& aReadyTime)
|
|
{
|
|
MOZ_ASSERT(mPendingState == PendingState::PausePending,
|
|
"Expected to pause a pause-pending animation");
|
|
|
|
if (!mStartTime.IsNull()) {
|
|
mHoldTime.SetValue((aReadyTime - mStartTime.Value())
|
|
.MultDouble(mPlaybackRate));
|
|
}
|
|
mStartTime.SetNull();
|
|
mPendingState = PendingState::NotPending;
|
|
|
|
UpdateTiming();
|
|
|
|
if (mReady) {
|
|
mReady->MaybeResolve(this);
|
|
}
|
|
}
|
|
|
|
void
|
|
Animation::UpdateTiming()
|
|
{
|
|
// We call UpdateFinishedState before UpdateEffect because the former
|
|
// can change the current time, which is used by the latter.
|
|
UpdateFinishedState();
|
|
UpdateEffect();
|
|
}
|
|
|
|
void
|
|
Animation::UpdateFinishedState(bool aSeekFlag)
|
|
{
|
|
Nullable<TimeDuration> currentTime = GetCurrentTime();
|
|
TimeDuration effectEnd = TimeDuration(EffectEnd());
|
|
|
|
if (!mStartTime.IsNull() &&
|
|
mPendingState == PendingState::NotPending) {
|
|
if (mPlaybackRate > 0.0 &&
|
|
!currentTime.IsNull() &&
|
|
currentTime.Value() >= effectEnd) {
|
|
if (aSeekFlag) {
|
|
mHoldTime = currentTime;
|
|
} else if (!mPreviousCurrentTime.IsNull()) {
|
|
mHoldTime.SetValue(std::max(mPreviousCurrentTime.Value(), effectEnd));
|
|
} else {
|
|
mHoldTime.SetValue(effectEnd);
|
|
}
|
|
} else if (mPlaybackRate < 0.0 &&
|
|
!currentTime.IsNull() &&
|
|
currentTime.Value().ToMilliseconds() <= 0.0) {
|
|
if (aSeekFlag) {
|
|
mHoldTime = currentTime;
|
|
} else {
|
|
mHoldTime.SetValue(0);
|
|
}
|
|
} else if (mPlaybackRate != 0.0 &&
|
|
!currentTime.IsNull()) {
|
|
if (aSeekFlag && !mHoldTime.IsNull()) {
|
|
mStartTime.SetValue(mTimeline->GetCurrentTime().Value() -
|
|
(mHoldTime.Value().MultDouble(1 / mPlaybackRate)));
|
|
}
|
|
mHoldTime.SetNull();
|
|
}
|
|
}
|
|
|
|
bool currentFinishedState = IsFinished();
|
|
if (currentFinishedState && !mIsPreviousStateFinished) {
|
|
if (mFinished) {
|
|
mFinished->MaybeResolve(this);
|
|
}
|
|
} else if (!currentFinishedState && mIsPreviousStateFinished) {
|
|
// Clear finished promise. We'll create a new one lazily.
|
|
mFinished = nullptr;
|
|
if (mEffect->AsTransition()) {
|
|
mEffect->SetIsFinishedTransition(false);
|
|
}
|
|
}
|
|
mIsPreviousStateFinished = currentFinishedState;
|
|
// We must recalculate the current time to take account of any mHoldTime
|
|
// changes the code above made.
|
|
mPreviousCurrentTime = GetCurrentTime();
|
|
}
|
|
|
|
void
|
|
Animation::UpdateEffect()
|
|
{
|
|
if (mEffect) {
|
|
mEffect->SetParentTime(GetCurrentTime());
|
|
UpdateRelevance();
|
|
}
|
|
}
|
|
|
|
void
|
|
Animation::FlushStyle() const
|
|
{
|
|
nsIDocument* doc = GetRenderedDocument();
|
|
if (doc) {
|
|
doc->FlushPendingNotifications(Flush_Style);
|
|
}
|
|
}
|
|
|
|
void
|
|
Animation::PostUpdate()
|
|
{
|
|
AnimationCollection* collection = GetCollection();
|
|
if (collection) {
|
|
collection->NotifyAnimationUpdated();
|
|
}
|
|
}
|
|
|
|
void
|
|
Animation::CancelPendingTasks()
|
|
{
|
|
if (mPendingState == PendingState::NotPending) {
|
|
return;
|
|
}
|
|
|
|
nsIDocument* doc = GetRenderedDocument();
|
|
if (doc) {
|
|
PendingAnimationTracker* tracker = doc->GetPendingAnimationTracker();
|
|
if (tracker) {
|
|
if (mPendingState == PendingState::PlayPending) {
|
|
tracker->RemovePlayPending(*this);
|
|
} else {
|
|
tracker->RemovePausePending(*this);
|
|
}
|
|
}
|
|
}
|
|
|
|
mPendingState = PendingState::NotPending;
|
|
mPendingReadyTime.SetNull();
|
|
}
|
|
|
|
bool
|
|
Animation::IsFinished() const
|
|
{
|
|
// Unfortunately there's some weirdness in the spec at the moment where if
|
|
// you're finished and paused, the playState is paused. This prevents us
|
|
// from just checking |PlayState() == AnimationPlayState::Finished| here,
|
|
// and we need this much more messy check to see if we're finished.
|
|
Nullable<TimeDuration> currentTime = GetCurrentTime();
|
|
return !currentTime.IsNull() &&
|
|
((mPlaybackRate > 0.0 && currentTime.Value() >= EffectEnd()) ||
|
|
(mPlaybackRate < 0.0 && currentTime.Value().ToMilliseconds() <= 0.0));
|
|
}
|
|
|
|
bool
|
|
Animation::IsPossiblyOrphanedPendingAnimation() const
|
|
{
|
|
// Check if we are pending but might never start because we are not being
|
|
// tracked.
|
|
//
|
|
// This covers the following cases:
|
|
//
|
|
// * We started playing but our effect's target element was orphaned
|
|
// or bound to a different document.
|
|
// (note that for the case of our effect changing we should handle
|
|
// that in SetEffect)
|
|
// * We started playing but our timeline became inactive.
|
|
// In this case the pending animation tracker will drop us from its hashmap
|
|
// when we have been painted.
|
|
// * When we started playing we couldn't find a PendingAnimationTracker to
|
|
// register with (perhaps the effect had no document) so we simply
|
|
// set mPendingState in DoPlay and relied on this method to catch us on the
|
|
// next tick.
|
|
|
|
// If we're not pending we're ok.
|
|
if (mPendingState == PendingState::NotPending) {
|
|
return false;
|
|
}
|
|
|
|
// If we have a pending ready time then we will be started on the next
|
|
// tick.
|
|
if (!mPendingReadyTime.IsNull()) {
|
|
return false;
|
|
}
|
|
|
|
// If we don't have an active timeline then we shouldn't start until
|
|
// we do.
|
|
if (!mTimeline || mTimeline->GetCurrentTime().IsNull()) {
|
|
return false;
|
|
}
|
|
|
|
// If we have no rendered document, or we're not in our rendered document's
|
|
// PendingAnimationTracker then there's a good chance no one is tracking us.
|
|
//
|
|
// If we're wrong and another document is tracking us then, at worst, we'll
|
|
// simply start/pause the animation one tick too soon. That's better than
|
|
// never starting/pausing the animation and is unlikely.
|
|
nsIDocument* doc = GetRenderedDocument();
|
|
if (!doc) {
|
|
return false;
|
|
}
|
|
|
|
PendingAnimationTracker* tracker = doc->GetPendingAnimationTracker();
|
|
return !tracker ||
|
|
(!tracker->IsWaitingToPlay(*this) &&
|
|
!tracker->IsWaitingToPause(*this));
|
|
}
|
|
|
|
StickyTimeDuration
|
|
Animation::EffectEnd() const
|
|
{
|
|
if (!mEffect) {
|
|
return StickyTimeDuration(0);
|
|
}
|
|
|
|
return mEffect->Timing().mDelay
|
|
+ mEffect->GetComputedTiming().mActiveDuration;
|
|
}
|
|
|
|
nsIDocument*
|
|
Animation::GetRenderedDocument() const
|
|
{
|
|
if (!mEffect) {
|
|
return nullptr;
|
|
}
|
|
|
|
Element* targetElement;
|
|
nsCSSPseudoElements::Type pseudoType;
|
|
mEffect->GetTarget(targetElement, pseudoType);
|
|
if (!targetElement) {
|
|
return nullptr;
|
|
}
|
|
|
|
return targetElement->GetComposedDoc();
|
|
}
|
|
|
|
nsPresContext*
|
|
Animation::GetPresContext() const
|
|
{
|
|
nsIDocument* doc = GetRenderedDocument();
|
|
if (!doc) {
|
|
return nullptr;
|
|
}
|
|
nsIPresShell* shell = doc->GetShell();
|
|
if (!shell) {
|
|
return nullptr;
|
|
}
|
|
return shell->GetPresContext();
|
|
}
|
|
|
|
AnimationCollection*
|
|
Animation::GetCollection() const
|
|
{
|
|
css::CommonAnimationManager* manager = GetAnimationManager();
|
|
if (!manager) {
|
|
return nullptr;
|
|
}
|
|
MOZ_ASSERT(mEffect,
|
|
"An animation with an animation manager must have an effect");
|
|
|
|
Element* targetElement;
|
|
nsCSSPseudoElements::Type targetPseudoType;
|
|
mEffect->GetTarget(targetElement, targetPseudoType);
|
|
MOZ_ASSERT(targetElement,
|
|
"An animation with an animation manager must have a target");
|
|
|
|
return manager->GetAnimations(targetElement, targetPseudoType, false);
|
|
}
|
|
|
|
} // namespace dom
|
|
} // namespace mozilla
|