gecko/dom/animation/PendingPlayerTracker.cpp
Brian Birtles 197cde67e9 Bug 1112480 part 6 - Make PendingPlayerTracker call StartOnNextTick; r=jwatt
This patch switches on the new, "actually start the player in the next refresh
driver tick" behavior. It updates PendingPlayerTracker, adding
a StartPendingPlayersOnNextTick method which calls the appropriate method on
AnimationPlayer. The existing StartPendingPlayers is renamed to
StartPendingPlayersNow and is used for testing only.

Furthermore, since we now expect AnimationPlayer::StartOnNextTick to be
functional, AnimationPlayer::DoPlay is updated to use it when there is no
document available. This should make playing an animation player always
asynchronous, that is, always transition to the pending state temporarily
(unless we are already playing).
2015-01-09 07:57:58 +09:00

109 lines
2.9 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 "PendingPlayerTracker.h"
#include "mozilla/dom/AnimationTimeline.h"
#include "nsIFrame.h"
#include "nsIPresShell.h"
using namespace mozilla;
namespace mozilla {
NS_IMPL_CYCLE_COLLECTION(PendingPlayerTracker, mPlayPendingSet, mDocument)
NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(PendingPlayerTracker, AddRef)
NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(PendingPlayerTracker, Release)
void
PendingPlayerTracker::AddPlayPending(dom::AnimationPlayer& aPlayer)
{
mPlayPendingSet.PutEntry(&aPlayer);
// Schedule a paint. Otherwise animations that don't trigger a paint by
// themselves (e.g. CSS animations with an empty keyframes rule) won't
// start until something else paints.
EnsurePaintIsScheduled();
}
void
PendingPlayerTracker::RemovePlayPending(dom::AnimationPlayer& aPlayer)
{
mPlayPendingSet.RemoveEntry(&aPlayer);
}
bool
PendingPlayerTracker::IsWaitingToPlay(dom::AnimationPlayer const& aPlayer) const
{
return mPlayPendingSet.Contains(const_cast<dom::AnimationPlayer*>(&aPlayer));
}
PLDHashOperator
StartPlayerAtTime(nsRefPtrHashKey<dom::AnimationPlayer>* aKey,
void* aReadyTime)
{
dom::AnimationPlayer* player = aKey->GetKey();
dom::AnimationTimeline* timeline = player->Timeline();
// When the timeline's refresh driver is under test control, its values
// have no correspondance to wallclock times so we shouldn't try to convert
// aReadyTime (which is a wallclock time) to a timeline value. Instead, the
// animation player will be started when the refresh driver is next
// advanced since this will trigger a call to StartPendingPlayersNow.
if (timeline->IsUnderTestControl()) {
return PL_DHASH_NEXT;
}
Nullable<TimeDuration> readyTime =
timeline->ToTimelineTime(*static_cast<const TimeStamp*>(aReadyTime));
player->StartOnNextTick(readyTime);
return PL_DHASH_REMOVE;
}
void
PendingPlayerTracker::StartPendingPlayersOnNextTick(const TimeStamp& aReadyTime)
{
mPlayPendingSet.EnumerateEntries(StartPlayerAtTime,
const_cast<TimeStamp*>(&aReadyTime));
}
PLDHashOperator
StartPlayerNow(nsRefPtrHashKey<dom::AnimationPlayer>* aKey, void*)
{
aKey->GetKey()->StartNow();
return PL_DHASH_NEXT;
}
void
PendingPlayerTracker::StartPendingPlayersNow()
{
mPlayPendingSet.EnumerateEntries(StartPlayerNow, nullptr);
mPlayPendingSet.Clear();
}
void
PendingPlayerTracker::EnsurePaintIsScheduled()
{
if (!mDocument) {
return;
}
nsIPresShell* presShell = mDocument->GetShell();
if (!presShell) {
return;
}
nsIFrame* rootFrame = presShell->GetRootFrame();
if (!rootFrame) {
return;
}
rootFrame->SchedulePaint();
}
} // namespace mozilla