mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
ccb28f6ffb
After starting layer animations we set the same start time on content animations but we don't apply it until the next tick (see bug 1112480 for background). However, in some circumstances, we can end up creating layer animations again within the same refresh driver tick. In this case, we should initialize the animations with the same start time as we previously used. This patch exposes the pending start time set on content animations so that, if set, we can use it when building layer animations.
510 lines
13 KiB
C++
510 lines
13 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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#include "AnimationPlayer.h"
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#include "AnimationUtils.h"
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#include "mozilla/dom/AnimationPlayerBinding.h"
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#include "AnimationCommon.h" // For AnimationPlayerCollection,
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// CommonAnimationManager
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#include "nsIDocument.h" // For nsIDocument
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#include "nsIPresShell.h" // For nsIPresShell
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#include "nsLayoutUtils.h" // For PostRestyleEvent (remove after bug 1073336)
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#include "PendingPlayerTracker.h" // For PendingPlayerTracker
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namespace mozilla {
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namespace dom {
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NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(AnimationPlayer, mTimeline,
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mSource, mReady)
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NS_IMPL_CYCLE_COLLECTING_ADDREF(AnimationPlayer)
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NS_IMPL_CYCLE_COLLECTING_RELEASE(AnimationPlayer)
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NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION(AnimationPlayer)
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NS_WRAPPERCACHE_INTERFACE_MAP_ENTRY
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NS_INTERFACE_MAP_ENTRY(nsISupports)
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NS_INTERFACE_MAP_END
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JSObject*
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AnimationPlayer::WrapObject(JSContext* aCx)
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{
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return dom::AnimationPlayerBinding::Wrap(aCx, this);
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}
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Nullable<TimeDuration>
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AnimationPlayer::GetCurrentTime() const
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{
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Nullable<TimeDuration> result;
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if (!mHoldTime.IsNull()) {
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result = mHoldTime;
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return result;
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}
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if (!mStartTime.IsNull()) {
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Nullable<TimeDuration> timelineTime = mTimeline->GetCurrentTime();
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if (!timelineTime.IsNull()) {
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result.SetValue(timelineTime.Value() - mStartTime.Value());
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}
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}
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return result;
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}
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AnimationPlayState
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AnimationPlayer::PlayState() const
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{
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if (mIsPending) {
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return AnimationPlayState::Pending;
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}
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Nullable<TimeDuration> currentTime = GetCurrentTime();
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if (currentTime.IsNull()) {
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return AnimationPlayState::Idle;
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}
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if (mStartTime.IsNull()) {
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return AnimationPlayState::Paused;
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}
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if (currentTime.Value() >= SourceContentEnd()) {
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return AnimationPlayState::Finished;
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}
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return AnimationPlayState::Running;
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}
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Promise*
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AnimationPlayer::GetReady(ErrorResult& aRv)
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{
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// Lazily create the ready promise if it doesn't exist
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if (!mReady) {
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nsIGlobalObject* global = mTimeline->GetParentObject();
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if (global) {
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mReady = Promise::Create(global, aRv);
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if (mReady && PlayState() != AnimationPlayState::Pending) {
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mReady->MaybeResolve(this);
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}
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}
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}
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if (!mReady) {
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aRv.Throw(NS_ERROR_FAILURE);
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}
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return mReady;
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}
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void
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AnimationPlayer::Play()
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{
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DoPlay();
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PostUpdate();
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}
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void
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AnimationPlayer::Pause()
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{
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DoPause();
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PostUpdate();
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}
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Nullable<double>
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AnimationPlayer::GetStartTimeAsDouble() const
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{
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return AnimationUtils::TimeDurationToDouble(mStartTime);
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}
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Nullable<double>
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AnimationPlayer::GetCurrentTimeAsDouble() const
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{
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return AnimationUtils::TimeDurationToDouble(GetCurrentTime());
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}
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void
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AnimationPlayer::SetSource(Animation* aSource)
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{
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if (mSource) {
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mSource->SetParentTime(Nullable<TimeDuration>());
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}
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mSource = aSource;
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if (mSource) {
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mSource->SetParentTime(GetCurrentTime());
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}
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}
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void
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AnimationPlayer::Tick()
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{
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// Since we are not guaranteed to get only one call per refresh driver tick,
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// it's possible that mPendingReadyTime is set to a time in the future.
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// In that case, we should wait until the next refresh driver tick before
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// resuming.
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if (mIsPending &&
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!mPendingReadyTime.IsNull() &&
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mPendingReadyTime.Value() <= mTimeline->GetCurrentTime().Value()) {
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ResumeAt(mPendingReadyTime.Value());
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mPendingReadyTime.SetNull();
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}
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if (IsPossiblyOrphanedPendingPlayer()) {
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MOZ_ASSERT(mTimeline && !mTimeline->GetCurrentTime().IsNull(),
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"Orphaned pending players should have an active timeline");
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ResumeAt(mTimeline->GetCurrentTime().Value());
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}
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UpdateSourceContent();
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}
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void
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AnimationPlayer::StartOnNextTick(const Nullable<TimeDuration>& aReadyTime)
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{
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// Normally we expect the play state to be pending but it's possible that,
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// due to the handling of possibly orphaned players in Tick() [coming
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// in a later patch in this series], this player got started whilst still
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// being in another document's pending player map.
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if (PlayState() != AnimationPlayState::Pending) {
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return;
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}
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// If aReadyTime.IsNull() we'll detect this in Tick() where we check for
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// orphaned players and trigger this animation anyway
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mPendingReadyTime = aReadyTime;
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}
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void
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AnimationPlayer::StartNow()
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{
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MOZ_ASSERT(PlayState() == AnimationPlayState::Pending,
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"Expected to start a pending player");
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MOZ_ASSERT(mTimeline && !mTimeline->GetCurrentTime().IsNull(),
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"Expected an active timeline");
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ResumeAt(mTimeline->GetCurrentTime().Value());
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}
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Nullable<TimeDuration>
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AnimationPlayer::GetCurrentOrPendingStartTime() const
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{
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Nullable<TimeDuration> result;
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if (!mStartTime.IsNull()) {
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result = mStartTime;
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return result;
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}
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if (mPendingReadyTime.IsNull() || mHoldTime.IsNull()) {
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return result;
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}
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// Calculate the equivalent start time from the pending ready time.
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// This is the same as the calculation performed in ResumeAt and will
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// need to incorporate the playbackRate when implemented (bug 1127380).
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result.SetValue(mPendingReadyTime.Value() - mHoldTime.Value());
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return result;
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}
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void
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AnimationPlayer::Cancel()
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{
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if (mIsPending) {
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CancelPendingPlay();
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if (mReady) {
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mReady->MaybeReject(NS_ERROR_DOM_ABORT_ERR);
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}
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}
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mHoldTime.SetNull();
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mStartTime.SetNull();
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}
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bool
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AnimationPlayer::IsRunning() const
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{
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if (IsPaused() || !GetSource() || GetSource()->IsFinishedTransition()) {
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return false;
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}
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ComputedTiming computedTiming = GetSource()->GetComputedTiming();
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return computedTiming.mPhase == ComputedTiming::AnimationPhase_Active;
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}
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bool
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AnimationPlayer::CanThrottle() const
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{
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if (!mSource ||
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mSource->IsFinishedTransition() ||
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mSource->Properties().IsEmpty()) {
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return true;
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}
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if (!mIsRunningOnCompositor) {
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return false;
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}
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if (PlayState() != AnimationPlayState::Finished) {
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// Unfinished animations can be throttled.
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return true;
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}
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// The animation has finished but, if this is the first sample since
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// finishing, we need an unthrottled sample so we can apply the correct
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// end-of-animation behavior on the main thread (either removing the
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// animation style or applying the fill mode).
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return mIsPreviousStateFinished;
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}
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void
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AnimationPlayer::ComposeStyle(nsRefPtr<css::AnimValuesStyleRule>& aStyleRule,
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nsCSSPropertySet& aSetProperties,
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bool& aNeedsRefreshes)
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{
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if (!mSource || mSource->IsFinishedTransition()) {
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return;
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}
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AnimationPlayState playState = PlayState();
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if (playState == AnimationPlayState::Running ||
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playState == AnimationPlayState::Pending) {
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aNeedsRefreshes = true;
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}
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mSource->ComposeStyle(aStyleRule, aSetProperties);
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mIsPreviousStateFinished = (playState == AnimationPlayState::Finished);
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}
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void
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AnimationPlayer::DoPlay()
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{
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// FIXME: When we implement finishing behavior (bug 1074630) we will
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// need to pass a flag so that when we start playing due to a change in
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// animation-play-state we *don't* trigger finishing behavior.
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Nullable<TimeDuration> currentTime = GetCurrentTime();
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if (currentTime.IsNull()) {
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mHoldTime.SetValue(TimeDuration(0));
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} else if (mHoldTime.IsNull()) {
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// If the hold time is null, we are already playing normally
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return;
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}
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// Clear ready promise. We'll create a new one lazily.
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mReady = nullptr;
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mIsPending = true;
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nsIDocument* doc = GetRenderedDocument();
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if (!doc) {
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StartOnNextTick(Nullable<TimeDuration>());
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return;
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}
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PendingPlayerTracker* tracker = doc->GetOrCreatePendingPlayerTracker();
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tracker->AddPlayPending(*this);
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// We may have updated the current time when we set the hold time above
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// so notify source content.
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UpdateSourceContent();
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}
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void
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AnimationPlayer::DoPause()
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{
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if (mIsPending) {
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CancelPendingPlay();
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// Resolve the ready promise since we currently only use it for
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// players that are waiting to play. Later (in bug 1109390), we will
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// use this for players waiting to pause as well and then we won't
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// want to resolve it just yet.
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if (mReady) {
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mReady->MaybeResolve(this);
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}
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}
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// Mark this as no longer running on the compositor so that next time
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// we update animations we won't throttle them and will have a chance
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// to remove the animation from any layer it might be on.
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mIsRunningOnCompositor = false;
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// Bug 1109390 - check for null result here and go to pending state
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mHoldTime = GetCurrentTime();
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mStartTime.SetNull();
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}
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void
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AnimationPlayer::ResumeAt(const TimeDuration& aResumeTime)
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{
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// This method is only expected to be called for a player that is
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// waiting to play. We can easily adapt it to handle other states
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// but it's currently not necessary.
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MOZ_ASSERT(PlayState() == AnimationPlayState::Pending,
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"Expected to resume a pending player");
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MOZ_ASSERT(!mHoldTime.IsNull(),
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"A player in the pending state should have a resolved hold time");
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mStartTime.SetValue(aResumeTime - mHoldTime.Value());
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mHoldTime.SetNull();
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mIsPending = false;
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UpdateSourceContent();
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if (mReady) {
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mReady->MaybeResolve(this);
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}
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}
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void
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AnimationPlayer::UpdateSourceContent()
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{
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if (mSource) {
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mSource->SetParentTime(GetCurrentTime());
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}
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}
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void
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AnimationPlayer::FlushStyle() const
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{
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nsIDocument* doc = GetRenderedDocument();
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if (doc) {
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doc->FlushPendingNotifications(Flush_Style);
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}
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}
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void
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AnimationPlayer::PostUpdate()
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{
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AnimationPlayerCollection* collection = GetCollection();
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if (collection) {
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collection->NotifyPlayerUpdated();
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}
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}
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void
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AnimationPlayer::CancelPendingPlay()
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{
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if (!mIsPending) {
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return;
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}
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nsIDocument* doc = GetRenderedDocument();
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if (doc) {
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PendingPlayerTracker* tracker = doc->GetPendingPlayerTracker();
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if (tracker) {
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tracker->RemovePlayPending(*this);
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}
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}
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mIsPending = false;
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mPendingReadyTime.SetNull();
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}
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bool
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AnimationPlayer::IsPossiblyOrphanedPendingPlayer() const
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{
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// Check if we are pending but might never start because we are not being
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// tracked.
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//
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// This covers the following cases:
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//
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// * We started playing but our source content's target element was orphaned
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// or bound to a different document.
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// (note that for the case of our source content changing we should handle
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// that in SetSource)
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// * We started playing but our timeline became inactive.
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// In this case the pending player tracker will drop us from its hashmap
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// when we have been painted.
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// * When we started playing we couldn't find a PendingPlayerTracker to
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// register with (perhaps the source content had no document) so we simply
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// set mIsPending in DoPlay and relied on this method to catch us on the
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// next tick.
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// If we're not pending we're ok.
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if (!mIsPending) {
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return false;
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}
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// If we have a pending ready time then we will be started on the next
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// tick.
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if (!mPendingReadyTime.IsNull()) {
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return false;
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}
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// If we don't have an active timeline then we shouldn't start until
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// we do.
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if (!mTimeline || mTimeline->GetCurrentTime().IsNull()) {
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return false;
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}
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// If we have no rendered document, or we're not in our rendered document's
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// PendingPlayerTracker then there's a good chance no one is tracking us.
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//
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// If we're wrong and another document is tracking us then, at worst, we'll
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// simply start the animation one tick too soon. That's better than never
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// starting the animation and is unlikely.
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nsIDocument* doc = GetRenderedDocument();
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return !doc ||
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!doc->GetPendingPlayerTracker() ||
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!doc->GetPendingPlayerTracker()->IsWaitingToPlay(*this);
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}
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StickyTimeDuration
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AnimationPlayer::SourceContentEnd() const
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{
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if (!mSource) {
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return StickyTimeDuration(0);
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}
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return mSource->Timing().mDelay
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+ mSource->GetComputedTiming().mActiveDuration;
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}
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nsIDocument*
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AnimationPlayer::GetRenderedDocument() const
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{
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if (!mSource) {
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return nullptr;
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}
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Element* targetElement;
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nsCSSPseudoElements::Type pseudoType;
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mSource->GetTarget(targetElement, pseudoType);
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if (!targetElement) {
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return nullptr;
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}
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return targetElement->GetComposedDoc();
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}
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nsPresContext*
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AnimationPlayer::GetPresContext() const
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{
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nsIDocument* doc = GetRenderedDocument();
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if (!doc) {
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return nullptr;
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}
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nsIPresShell* shell = doc->GetShell();
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if (!shell) {
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return nullptr;
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}
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return shell->GetPresContext();
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}
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AnimationPlayerCollection*
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AnimationPlayer::GetCollection() const
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{
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css::CommonAnimationManager* manager = GetAnimationManager();
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if (!manager) {
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return nullptr;
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}
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MOZ_ASSERT(mSource, "A player with an animation manager must have a source");
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Element* targetElement;
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nsCSSPseudoElements::Type targetPseudoType;
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mSource->GetTarget(targetElement, targetPseudoType);
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MOZ_ASSERT(targetElement,
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"A player with an animation manager must have a target");
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return manager->GetAnimationPlayers(targetElement, targetPseudoType, false);
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}
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} // namespace dom
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} // namespace mozilla
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