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07a98cf605
In preparation for deferring the start of animations in bug 927349, this patch makes the code that resolves the start time a separate method. In this patch we call the method immediately from AnimationPlayer::DoPlay. However, in the future this will be called at a later point when the first frame of the animation has been rendered.
156 lines
5.5 KiB
C++
156 lines
5.5 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 "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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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 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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, mIsRunningOnCompositor(false)
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, mIsPreviousStateFinished(false)
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{
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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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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 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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// Sets the start time of the player to the current time of its timeline.
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// This should only be called on a player that is currently waiting to play
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// (and therefore has a null start time but a fixed hold time).
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void ResolveStartTime();
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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 FlushStyle() const;
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void PostUpdate();
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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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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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