gecko/dom/animation/AnimationPlayer.h
Brian Birtles 977582d70a Bug 1153734 part 4 - Rename other uses of 'source' and 'source content'; r=jwatt
This patch also tightens up a one or two references to 'target effect' replacing
them with just 'effect'. This is because 'target effect' is longer and easily
confused with 'target element'. 'effect' should be sufficient. 'target element'
is a term from the Web Animations specification and in that context, simply
referring to the 'effect' would sound a little odd.
2015-04-15 08:48:21 +09:00

350 lines
14 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 "nsWrapperCache.h"
#include "nsCycleCollectionParticipant.h"
#include "mozilla/Attributes.h"
#include "mozilla/TimeStamp.h" // for TimeStamp, TimeDuration
#include "mozilla/dom/AnimationPlayerBinding.h" // for AnimationPlayState
#include "mozilla/dom/DocumentTimeline.h" // for DocumentTimeline
#include "mozilla/dom/KeyframeEffect.h" // for KeyframeEffectReadonly
#include "mozilla/dom/Promise.h" // for Promise
#include "nsCSSProperty.h" // for nsCSSProperty
// X11 has a #define for CurrentTime.
#ifdef CurrentTime
#undef CurrentTime
#endif
// GetCurrentTime is defined in winbase.h as zero argument macro forwarding to
// GetTickCount().
#ifdef GetCurrentTime
#undef GetCurrentTime
#endif
struct JSContext;
class nsCSSPropertySet;
class nsIDocument;
class nsPresContext;
namespace mozilla {
struct AnimationPlayerCollection;
namespace css {
class AnimValuesStyleRule;
class CommonAnimationManager;
} // namespace css
class CSSAnimationPlayer;
class CSSTransitionPlayer;
namespace dom {
class AnimationPlayer : public nsISupports,
public nsWrapperCache
{
protected:
virtual ~AnimationPlayer() {}
public:
explicit AnimationPlayer(DocumentTimeline* aTimeline)
: mTimeline(aTimeline)
, mPlaybackRate(1.0)
, mPendingState(PendingState::NotPending)
, mIsRunningOnCompositor(false)
, mIsPreviousStateFinished(false)
, mFinishedAtLastComposeStyle(false)
, mIsRelevant(false)
{
}
NS_DECL_CYCLE_COLLECTING_ISUPPORTS
NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_CLASS(AnimationPlayer)
DocumentTimeline* GetParentObject() const { return mTimeline; }
virtual JSObject* WrapObject(JSContext* aCx,
JS::Handle<JSObject*> aGivenProto) override;
virtual CSSAnimationPlayer* AsCSSAnimationPlayer() { return nullptr; }
virtual CSSTransitionPlayer* AsCSSTransitionPlayer() { return nullptr; }
// Flag to pass to DoPlay to indicate that it should not carry out finishing
// behavior (reset the current time to the beginning of the active duration).
enum LimitBehavior {
AutoRewind = 0,
Continue = 1
};
// AnimationPlayer methods
KeyframeEffectReadonly* GetEffect() const { return mEffect; }
DocumentTimeline* Timeline() const { return mTimeline; }
Nullable<TimeDuration> GetStartTime() const { return mStartTime; }
void SetStartTime(const Nullable<TimeDuration>& aNewStartTime);
Nullable<TimeDuration> GetCurrentTime() const;
void SilentlySetCurrentTime(const TimeDuration& aNewCurrentTime);
void SetCurrentTime(const TimeDuration& aNewCurrentTime);
double PlaybackRate() const { return mPlaybackRate; }
void SetPlaybackRate(double aPlaybackRate);
void SilentlySetPlaybackRate(double aPlaybackRate);
AnimationPlayState PlayState() const;
virtual Promise* GetReady(ErrorResult& aRv);
virtual Promise* GetFinished(ErrorResult& aRv);
virtual void Play(LimitBehavior aLimitBehavior);
virtual void Pause();
bool IsRunningOnCompositor() const { return mIsRunningOnCompositor; }
// Wrapper functions for AnimationPlayer DOM methods when called
// from script. We often use the same methods internally and from
// script but when called from script we (or one of our subclasses) perform
// extra steps such as flushing style or converting the return type.
Nullable<double> GetStartTimeAsDouble() const;
void SetStartTimeAsDouble(const Nullable<double>& aStartTime);
Nullable<double> GetCurrentTimeAsDouble() const;
void SetCurrentTimeAsDouble(const Nullable<double>& aCurrentTime,
ErrorResult& aRv);
virtual AnimationPlayState PlayStateFromJS() const { return PlayState(); }
virtual void PlayFromJS() { Play(LimitBehavior::AutoRewind); }
// PauseFromJS is currently only here for symmetry with PlayFromJS but
// in future we will likely have to flush style in
// CSSAnimationPlayer::PauseFromJS so we leave it for now.
void PauseFromJS() { Pause(); }
void SetEffect(KeyframeEffectReadonly* aEffect);
void Tick();
/**
* Set the time to use for starting or pausing a pending player.
*
* Typically, when a player is played, it does not start immediately but is
* added to a table of pending players on the document of its effect.
* In the meantime it sets its hold time to the time from which playback
* should begin.
*
* When the document finishes painting, any pending players in its table
* are marked as being ready to start by calling StartOnNextTick.
* The moment when the paint completed is also recorded, converted to a
* timeline time, and passed to StartOnTick. This is so that when these
* players do start, they can be timed from the point when painting
* completed.
*
* After calling TriggerOnNextTick, players remain in the pending state until
* the next refresh driver tick. At that time they transition out of the
* pending state using the time passed to TriggerOnNextTick as the effective
* time at which they resumed.
*
* This approach means that any setup time required for performing the
* initial paint of an animation such as layerization is not deducted from
* the running time of the animation. Without this we can easily drop the
* first few frames of an animation, or, on slower devices, the whole
* animation.
*
* Furthermore:
*
* - Starting the player immediately when painting finishes is problematic
* because the start time of the player will be ahead of its timeline
* (since the timeline time is based on the refresh driver time).
* That's a problem because the player is playing but its timing suggests
* it starts in the future. We could update the timeline to match the start
* time of the player but then we'd also have to update the timing and style
* of all animations connected to that timeline or else be stuck in an
* inconsistent state until the next refresh driver tick.
*
* - If we simply use the refresh driver time on its next tick, the lag
* between triggering an animation and its effective start is unacceptably
* long.
*
* For pausing, we apply the same asynchronous approach. This is so that we
* synchronize with animations that are running on the compositor. Otherwise
* if the main thread lags behind the compositor there will be a noticeable
* jump backwards when the main thread takes over. Even though main thread
* animations could be paused immediately, we do it asynchronously for
* consistency and so that animations paused together end up in step.
*
* Note that the caller of this method is responsible for removing the player
* from any PendingPlayerTracker it may have been added to.
*/
void TriggerOnNextTick(const Nullable<TimeDuration>& aReadyTime);
// Testing only: Start or pause a pending player using the current timeline
// time. This is used to support existing tests that expect animations to
// begin immediately. Ideally we would rewrite the those tests and get rid of
// this method, but there are a lot of them.
//
// As with TriggerOnNextTick, the caller of this method is responsible for
// removing the player from any PendingPlayerTracker it may have been added
// to.
void TriggerNow();
/**
* When StartOnNextTick is called, we store the ready time but we don't apply
* it until the next tick. In the meantime, GetStartTime() will return null.
*
* However, if we build layer animations again before the next tick, we
* should initialize them with the start time that GetStartTime() will return
* on the next tick.
*
* If we were to simply set the start time of layer animations to null, their
* start time would be updated to the current wallclock time when rendering
* finishes, thus making them out of sync with the start time stored here.
* This, in turn, will make the animation jump backwards when we build
* animations on the next tick and apply the start time stored here.
*
* This method returns the start time, if resolved. Otherwise, if we have
* a pending ready time, it returns the corresponding start time. If neither
* of those are available, it returns null.
*/
Nullable<TimeDuration> GetCurrentOrPendingStartTime() const;
void Cancel();
const nsString& Name() const
{
return mEffect ? mEffect->Name() : EmptyString();
}
bool IsPausedOrPausing() const
{
return PlayState() == AnimationPlayState::Paused ||
mPendingState == PendingState::PausePending;
}
bool HasInPlayEffect() const
{
return GetEffect() && GetEffect()->IsInPlay(*this);
}
bool HasCurrentEffect() const
{
return GetEffect() && GetEffect()->IsCurrent(*this);
}
bool IsInEffect() const
{
return GetEffect() && GetEffect()->IsInEffect();
}
/**
* "Playing" is different to "running". An animation in its delay phase is
* still running but we only consider it playing when it is in its active
* interval. This definition is used for fetching the animations that are
* are candidates for running on the compositor (since we don't ship
* animations to the compositor when they are in their delay phase or
* paused).
*/
bool IsPlaying() const
{
// We need to have an effect in its active interval, and
// be either running or waiting to run.
return HasInPlayEffect() &&
(PlayState() == AnimationPlayState::Running ||
mPendingState == PendingState::PlayPending);
}
bool IsRelevant() const { return mIsRelevant; }
void UpdateRelevance();
void SetIsRunningOnCompositor() { mIsRunningOnCompositor = true; }
void ClearIsRunningOnCompositor() { mIsRunningOnCompositor = false; }
// Returns true if this animation does not currently need to update
// style on the main thread (e.g. because it is empty, or is
// running on the compositor).
bool CanThrottle() const;
// Updates |aStyleRule| with the animation values of this player's effect,
// if any.
// Any properties already contained in |aSetProperties| are not changed. Any
// properties that are changed are added to |aSetProperties|.
// |aNeedsRefreshes| will be set to true if this player expects to update
// the style rule on the next refresh driver tick as well (because it
// is running and has an effect to sample).
void ComposeStyle(nsRefPtr<css::AnimValuesStyleRule>& aStyleRule,
nsCSSPropertySet& aSetProperties,
bool& aNeedsRefreshes);
protected:
void DoPlay(LimitBehavior aLimitBehavior);
void DoPause();
void ResumeAt(const TimeDuration& aReadyTime);
void PauseAt(const TimeDuration& aReadyTime);
void FinishPendingAt(const TimeDuration& aReadyTime)
{
if (mPendingState == PendingState::PlayPending) {
ResumeAt(aReadyTime);
} else if (mPendingState == PendingState::PausePending) {
PauseAt(aReadyTime);
} else {
NS_NOTREACHED("Can't finish pending if we're not in a pending state");
}
}
void UpdateTiming();
void UpdateFinishedState(bool aSeekFlag = false);
void UpdateEffect();
void FlushStyle() const;
void PostUpdate();
/**
* Remove this player from the pending player tracker and reset
* mPendingState as necessary. The caller is responsible for resolving or
* aborting the mReady promise as necessary.
*/
void CancelPendingTasks();
bool IsFinished() const;
bool IsPossiblyOrphanedPendingPlayer() const;
StickyTimeDuration EffectEnd() const;
nsIDocument* GetRenderedDocument() const;
nsPresContext* GetPresContext() const;
virtual css::CommonAnimationManager* GetAnimationManager() const = 0;
AnimationPlayerCollection* GetCollection() const;
nsRefPtr<DocumentTimeline> mTimeline;
nsRefPtr<KeyframeEffectReadonly> mEffect;
// The beginning of the delay period.
Nullable<TimeDuration> mStartTime; // Timeline timescale
Nullable<TimeDuration> mHoldTime; // Player timescale
Nullable<TimeDuration> mPendingReadyTime; // Timeline timescale
Nullable<TimeDuration> mPreviousCurrentTime; // Player timescale
double mPlaybackRate;
// A Promise that is replaced on each call to Play() (and in future Pause())
// and fulfilled when Play() is successfully completed.
// This object is lazily created by GetReady.
// See http://w3c.github.io/web-animations/#current-ready-promise
nsRefPtr<Promise> mReady;
// A Promise that is resolved when we reach the end of the effect, or
// 0 when playing backwards. The Promise is replaced if the animation is
// finished but then a state change makes it not finished.
// This object is lazily created by GetFinished.
// See http://w3c.github.io/web-animations/#current-finished-promise
nsRefPtr<Promise> mFinished;
// Indicates if the player is in the pending state (and what state it is
// waiting to enter when it finished pending). We use this rather than
// checking if this player is tracked by a PendingPlayerTracker because the
// player will continue to be pending even after it has been removed from the
// PendingPlayerTracker while it is waiting for the next tick
// (see TriggerOnNextTick for details).
enum class PendingState { NotPending, PlayPending, PausePending };
PendingState mPendingState;
bool mIsRunningOnCompositor;
// Indicates whether we were in the finished state during our
// most recent unthrottled sample (our last ComposeStyle call).
bool mIsPreviousStateFinished; // Spec calls this "previous finished state"
bool mFinishedAtLastComposeStyle;
// Indicates that the animation should be exposed in an element's
// getAnimations() list.
bool mIsRelevant;
};
} // namespace dom
} // namespace mozilla
#endif // mozilla_dom_AnimationPlayer_h