gecko-dev/dom/animation/Animation.h

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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* 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_Animation_h
#define mozilla_dom_Animation_h
#include "nsWrapperCache.h"
#include "nsCycleCollectionParticipant.h"
#include "mozilla/AnimationPerformanceWarning.h"
#include "mozilla/Attributes.h"
#include "mozilla/DOMEventTargetHelper.h"
#include "mozilla/EffectCompositor.h" // For EffectCompositor::CascadeLevel
#include "mozilla/LinkedList.h"
#include "mozilla/TimeStamp.h" // for TimeStamp, TimeDuration
#include "mozilla/dom/AnimationBinding.h" // for AnimationPlayState
#include "mozilla/dom/AnimationEffectReadOnly.h"
#include "mozilla/dom/AnimationTimeline.h"
#include "mozilla/dom/Promise.h"
#include "nsCSSPropertyID.h"
#include "nsIGlobalObject.h"
// 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 nsCSSPropertyIDSet;
class nsIDocument;
class nsIFrame;
namespace mozilla {
struct AnimationRule;
namespace dom {
class CSSAnimation;
class CSSTransition;
class Animation
: public DOMEventTargetHelper
, public LinkedListElement<Animation>
{
protected:
virtual ~Animation() {}
public:
explicit Animation(nsIGlobalObject* aGlobal)
: DOMEventTargetHelper(aGlobal)
, mPlaybackRate(1.0)
, mPendingState(PendingState::NotPending)
, mAnimationIndex(sNextAnimationIndex++)
, mFinishedAtLastComposeStyle(false)
, mIsRelevant(false)
, mFinishedIsResolved(false)
, mSyncWithGeometricAnimations(false)
{
}
NS_DECL_ISUPPORTS_INHERITED
NS_DECL_CYCLE_COLLECTION_CLASS_INHERITED(Animation,
DOMEventTargetHelper)
nsIGlobalObject* GetParentObject() const { return GetOwnerGlobal(); }
virtual JSObject* WrapObject(JSContext* aCx,
JS::Handle<JSObject*> aGivenProto) override;
virtual CSSAnimation* AsCSSAnimation() { return nullptr; }
virtual const CSSAnimation* AsCSSAnimation() const { return nullptr; }
virtual CSSTransition* AsCSSTransition() { return nullptr; }
virtual const CSSTransition* AsCSSTransition() const { return nullptr; }
/**
* Flag to pass to Play to indicate whether or not it should automatically
* rewind the current time to the start point if the animation is finished.
* For regular calls to play() from script we should do this, but when a CSS
* animation's animation-play-state changes we shouldn't rewind the animation.
*/
enum class LimitBehavior {
AutoRewind,
Continue
};
// Animation interface methods
static already_AddRefed<Animation>
Constructor(const GlobalObject& aGlobal,
AnimationEffectReadOnly* aEffect,
const Optional<AnimationTimeline*>& aTimeline,
ErrorResult& aRv);
void GetId(nsAString& aResult) const { aResult = mId; }
void SetId(const nsAString& aId);
AnimationEffectReadOnly* GetEffect() const { return mEffect; }
void SetEffect(AnimationEffectReadOnly* aEffect);
AnimationTimeline* GetTimeline() const { return mTimeline; }
void SetTimeline(AnimationTimeline* aTimeline);
Nullable<TimeDuration> GetStartTime() const { return mStartTime; }
void SetStartTime(const Nullable<TimeDuration>& aNewStartTime);
Nullable<TimeDuration> GetCurrentTime() const;
void SetCurrentTime(const TimeDuration& aNewCurrentTime);
double PlaybackRate() const { return mPlaybackRate; }
void SetPlaybackRate(double aPlaybackRate);
AnimationPlayState PlayState() const;
virtual Promise* GetReady(ErrorResult& aRv);
virtual Promise* GetFinished(ErrorResult& aRv);
void Cancel();
virtual void Finish(ErrorResult& aRv);
virtual void Play(ErrorResult& aRv, LimitBehavior aLimitBehavior);
virtual void Pause(ErrorResult& aRv);
virtual void Reverse(ErrorResult& aRv);
bool IsRunningOnCompositor() const;
IMPL_EVENT_HANDLER(finish);
IMPL_EVENT_HANDLER(cancel);
// Wrapper functions for Animation 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(ErrorResult& aRv)
{
Play(aRv, LimitBehavior::AutoRewind);
}
/**
* PauseFromJS is currently only here for symmetry with PlayFromJS but
* in future we will likely have to flush style in
* CSSAnimation::PauseFromJS so we leave it for now.
*/
void PauseFromJS(ErrorResult& aRv) { Pause(aRv); }
Bug 1171817 part 2 - Add CSSAnimation::GetOwningElement; r=dbaron In order to sort CSS animation objects correctly, we need to know which element's animation-name property they appear in, if any. Normally that's simply the target element of the animation's keyframe effect but it can differ in the following cases: 1) When script modifies a CSSAnimation's effect to target a different element (or simply removes the effect altogether). In this case we use the *owning* element to determine the priority of the animation, not the target element. This scenario does not yet occur (bug 1049975). 2) When script creates a CSSAnimation object using the CSSAnimation constructor. In this case, the owning element should be empty (null) and we should determine the priority of the animation in the same way as any other Animation object. Again, this is not yet supported (or even specced) but will be eventually. 3) When script holds a reference to a CSSAnimation object but then updates the animation-name property such that the animation object is cancelled. In this case the owning element should be cleared (null) so we know to not to try and sort this with regard to any animation-name property. This is possible using code such as the following: elem.style.animation = 'a 5s'; var a = elem.getAnimations()[0]; elem.style.animation = 'b 5s'; a.play(); // Bring a back to life document.timeline.getAnimations(); // ^ At this point we need to know how to sort 'a' and 'b' which depends // on recognizing that a is no longer part of an animation-name list. Until we implement bug 1049975, we could support sorting animations without adding the reference to the owning element by setting a flag on the CSSAnimation object but (having tried this) it turns out to be cleaner to just introduce this reference now, particularly since we know we will need it later. Note that we will also need this information in future to dispatch events to the correct element in circumstances such as (1) once we separate updating timing information (including events) from applying animation values. --HG-- extra : commitid : 8o9bf6l7kj7 extra : rebase_source : 391a4e8769cc96584ebd625d4b1d0e873373fd41
2015-06-09 05:13:53 +03:00
// Wrapper functions for Animation DOM methods when called from style.
Bug 1171817 part 2 - Add CSSAnimation::GetOwningElement; r=dbaron In order to sort CSS animation objects correctly, we need to know which element's animation-name property they appear in, if any. Normally that's simply the target element of the animation's keyframe effect but it can differ in the following cases: 1) When script modifies a CSSAnimation's effect to target a different element (or simply removes the effect altogether). In this case we use the *owning* element to determine the priority of the animation, not the target element. This scenario does not yet occur (bug 1049975). 2) When script creates a CSSAnimation object using the CSSAnimation constructor. In this case, the owning element should be empty (null) and we should determine the priority of the animation in the same way as any other Animation object. Again, this is not yet supported (or even specced) but will be eventually. 3) When script holds a reference to a CSSAnimation object but then updates the animation-name property such that the animation object is cancelled. In this case the owning element should be cleared (null) so we know to not to try and sort this with regard to any animation-name property. This is possible using code such as the following: elem.style.animation = 'a 5s'; var a = elem.getAnimations()[0]; elem.style.animation = 'b 5s'; a.play(); // Bring a back to life document.timeline.getAnimations(); // ^ At this point we need to know how to sort 'a' and 'b' which depends // on recognizing that a is no longer part of an animation-name list. Until we implement bug 1049975, we could support sorting animations without adding the reference to the owning element by setting a flag on the CSSAnimation object but (having tried this) it turns out to be cleaner to just introduce this reference now, particularly since we know we will need it later. Note that we will also need this information in future to dispatch events to the correct element in circumstances such as (1) once we separate updating timing information (including events) from applying animation values. --HG-- extra : commitid : 8o9bf6l7kj7 extra : rebase_source : 391a4e8769cc96584ebd625d4b1d0e873373fd41
2015-06-09 05:13:53 +03:00
virtual void CancelFromStyle() { CancelNoUpdate(); }
void SetTimelineNoUpdate(AnimationTimeline* aTimeline);
void SetEffectNoUpdate(AnimationEffectReadOnly* aEffect);
virtual void Tick();
bool NeedsTicks() const
{
AnimationPlayState playState = PlayState();
return playState == AnimationPlayState::Running ||
playState == AnimationPlayState::Pending;
}
/**
* Set the time to use for starting or pausing a pending animation.
*
* Typically, when an animation is played, it does not start immediately but
* is added to a table of pending animations 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 animations 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
* animations do start, they can be timed from the point when painting
* completed.
*
* After calling TriggerOnNextTick, animations 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 animation immediately when painting finishes is problematic
* because the start time of the animation will be ahead of its timeline
* (since the timeline time is based on the refresh driver time).
* That's a problem because the animation is playing but its timing
* suggests it starts in the future. We could update the timeline to match
* the start time of the animation 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
* animation from any PendingAnimationTracker it may have been added to.
*/
void TriggerOnNextTick(const Nullable<TimeDuration>& aReadyTime);
/**
* Testing only: Start or pause a pending animation 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 animation from any PendingAnimationTracker 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;
/**
* Calculates the corresponding start time to use for an animation that is
* currently pending with current time |mHoldTime| but should behave
* as if it began or resumed playback at timeline time |aReadyTime|.
*/
TimeDuration StartTimeFromReadyTime(const TimeDuration& aReadyTime) const;
/**
* Converts a time in the timescale of this Animation's currentTime, to a
* TimeStamp. Returns a null TimeStamp if the conversion cannot be performed
* because of the current state of this Animation (e.g. it has no timeline, a
* zero playbackRate, an unresolved start time etc.) or the value of the time
* passed-in (e.g. an infinite time).
*/
TimeStamp AnimationTimeToTimeStamp(const StickyTimeDuration& aTime) const;
// Converts an AnimationEvent's elapsedTime value to an equivalent TimeStamp
// that can be used to sort events by when they occurred.
TimeStamp ElapsedTimeToTimeStamp(const StickyTimeDuration& aElapsedTime) const;
bool IsPausedOrPausing() const
{
return PlayState() == AnimationPlayState::Paused ||
mPendingState == PendingState::PausePending;
}
bool HasCurrentEffect() const
{
return GetEffect() && GetEffect()->IsCurrent();
}
bool IsInEffect() const
{
return GetEffect() && GetEffect()->IsInEffect();
}
bool IsPlaying() const
{
return mPlaybackRate != 0.0 &&
mTimeline &&
(PlayState() == AnimationPlayState::Running ||
mPendingState == PendingState::PlayPending);
}
bool ShouldBeSynchronizedWithMainThread(
nsCSSPropertyID aProperty,
const nsIFrame* aFrame,
AnimationPerformanceWarning::Type& aPerformanceWarning) const;
bool IsRelevant() const { return mIsRelevant; }
void UpdateRelevance();
/**
* Returns true if this Animation has a lower composite order than aOther.
*/
bool HasLowerCompositeOrderThan(const Animation& aOther) const;
/**
* Returns the level at which the effect(s) associated with this Animation
* are applied to the CSS cascade.
*/
virtual EffectCompositor::CascadeLevel CascadeLevel() const
{
return EffectCompositor::CascadeLevel::Animations;
}
/**
* 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 various bits of state that we need to update as the result of
* running ComposeStyle().
* See the comment of KeyframeEffectReadOnly::WillComposeStyle for more detail.
*/
void WillComposeStyle();
/**
* Updates |aComposeResult| with the animation values of this animation's
* effect, if any.
* Any properties contained in |aPropertiesToSkip| will not be added or
* updated in |aComposeResult|.
*/
template<typename ComposeAnimationResult>
void ComposeStyle(ComposeAnimationResult&& aComposeResult,
const nsCSSPropertyIDSet& aPropertiesToSkip);
void NotifyEffectTimingUpdated();
void NotifyGeometricAnimationsStartingThisFrame();
/**
* Used by subclasses to synchronously queue a cancel event in situations
* where the Animation may have been cancelled.
*
* We need to do this synchronously because after a CSS animation/transition
* is canceled, it will be released by its owning element and may not still
* exist when we would normally go to queue events on the next tick.
*/
virtual void MaybeQueueCancelEvent(StickyTimeDuration aActiveTime) {};
protected:
void SilentlySetCurrentTime(const TimeDuration& aNewCurrentTime);
void SilentlySetPlaybackRate(double aPlaybackRate);
void CancelNoUpdate();
void PlayNoUpdate(ErrorResult& aRv, LimitBehavior aLimitBehavior);
void PauseNoUpdate(ErrorResult& aRv);
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");
}
}
/**
* Finishing behavior depends on if changes to timing occurred due
* to a seek or regular playback.
*/
enum class SeekFlag {
NoSeek,
DidSeek
};
enum class SyncNotifyFlag {
Sync,
Async
};
virtual void UpdateTiming(SeekFlag aSeekFlag,
SyncNotifyFlag aSyncNotifyFlag);
void UpdateFinishedState(SeekFlag aSeekFlag,
SyncNotifyFlag aSyncNotifyFlag);
void UpdateEffect();
void FlushStyle() const;
void PostUpdate();
void ResetFinishedPromise();
void MaybeResolveFinishedPromise();
void DoFinishNotification(SyncNotifyFlag aSyncNotifyFlag);
void DoFinishNotificationImmediately();
void DispatchPlaybackEvent(const nsAString& aName);
/**
* Remove this animation from the pending animation tracker and reset
* mPendingState as necessary. The caller is responsible for resolving or
* aborting the mReady promise as necessary.
*/
void CancelPendingTasks();
/**
* Performs the same steps as CancelPendingTasks and also rejects and
* recreates the ready promise if the animation was pending.
*/
void ResetPendingTasks();
/**
* Returns true if this animation is not only play-pending, but has
* yet to be given a pending ready time. This roughly corresponds to
* animations that are waiting to be painted (since we set the pending
* ready time at the end of painting). Identifying such animations is
* useful because in some cases animations that are painted together
* may need to be synchronized.
*/
bool IsNewlyStarted() const {
return mPendingState == PendingState::PlayPending &&
mPendingReadyTime.IsNull();
}
bool IsPossiblyOrphanedPendingAnimation() const;
StickyTimeDuration EffectEnd() const;
nsIDocument* GetRenderedDocument() const;
Bug 1207245 - part 6 - rename nsRefPtr<T> to RefPtr<T>; r=ehsan; a=Tomcat The bulk of this commit was generated with a script, executed at the top level of a typical source code checkout. The only non-machine-generated part was modifying MFBT's moz.build to reflect the new naming. CLOSED TREE makes big refactorings like this a piece of cake. # The main substitution. find . -name '*.cpp' -o -name '*.cc' -o -name '*.h' -o -name '*.mm' -o -name '*.idl'| \ xargs perl -p -i -e ' s/nsRefPtr\.h/RefPtr\.h/g; # handle includes s/nsRefPtr ?</RefPtr</g; # handle declarations and variables ' # Handle a special friend declaration in gfx/layers/AtomicRefCountedWithFinalize.h. perl -p -i -e 's/::nsRefPtr;/::RefPtr;/' gfx/layers/AtomicRefCountedWithFinalize.h # Handle nsRefPtr.h itself, a couple places that define constructors # from nsRefPtr, and code generators specially. We do this here, rather # than indiscriminantly s/nsRefPtr/RefPtr/, because that would rename # things like nsRefPtrHashtable. perl -p -i -e 's/nsRefPtr/RefPtr/g' \ mfbt/nsRefPtr.h \ xpcom/glue/nsCOMPtr.h \ xpcom/base/OwningNonNull.h \ ipc/ipdl/ipdl/lower.py \ ipc/ipdl/ipdl/builtin.py \ dom/bindings/Codegen.py \ python/lldbutils/lldbutils/utils.py # In our indiscriminate substitution above, we renamed # nsRefPtrGetterAddRefs, the class behind getter_AddRefs. Fix that up. find . -name '*.cpp' -o -name '*.h' -o -name '*.idl' | \ xargs perl -p -i -e 's/nsRefPtrGetterAddRefs/RefPtrGetterAddRefs/g' if [ -d .git ]; then git mv mfbt/nsRefPtr.h mfbt/RefPtr.h else hg mv mfbt/nsRefPtr.h mfbt/RefPtr.h fi --HG-- rename : mfbt/nsRefPtr.h => mfbt/RefPtr.h
2015-10-18 08:24:48 +03:00
RefPtr<AnimationTimeline> mTimeline;
RefPtr<AnimationEffectReadOnly> mEffect;
// The beginning of the delay period.
Nullable<TimeDuration> mStartTime; // Timeline timescale
Nullable<TimeDuration> mHoldTime; // Animation timescale
Nullable<TimeDuration> mPendingReadyTime; // Timeline timescale
Nullable<TimeDuration> mPreviousCurrentTime; // Animation timescale
double mPlaybackRate;
// A Promise that is replaced on each call to Play()
// and fulfilled when Play() is successfully completed.
// This object is lazily created by GetReady.
// See http://w3c.github.io/web-animations/#current-ready-promise
Bug 1207245 - part 6 - rename nsRefPtr<T> to RefPtr<T>; r=ehsan; a=Tomcat The bulk of this commit was generated with a script, executed at the top level of a typical source code checkout. The only non-machine-generated part was modifying MFBT's moz.build to reflect the new naming. CLOSED TREE makes big refactorings like this a piece of cake. # The main substitution. find . -name '*.cpp' -o -name '*.cc' -o -name '*.h' -o -name '*.mm' -o -name '*.idl'| \ xargs perl -p -i -e ' s/nsRefPtr\.h/RefPtr\.h/g; # handle includes s/nsRefPtr ?</RefPtr</g; # handle declarations and variables ' # Handle a special friend declaration in gfx/layers/AtomicRefCountedWithFinalize.h. perl -p -i -e 's/::nsRefPtr;/::RefPtr;/' gfx/layers/AtomicRefCountedWithFinalize.h # Handle nsRefPtr.h itself, a couple places that define constructors # from nsRefPtr, and code generators specially. We do this here, rather # than indiscriminantly s/nsRefPtr/RefPtr/, because that would rename # things like nsRefPtrHashtable. perl -p -i -e 's/nsRefPtr/RefPtr/g' \ mfbt/nsRefPtr.h \ xpcom/glue/nsCOMPtr.h \ xpcom/base/OwningNonNull.h \ ipc/ipdl/ipdl/lower.py \ ipc/ipdl/ipdl/builtin.py \ dom/bindings/Codegen.py \ python/lldbutils/lldbutils/utils.py # In our indiscriminate substitution above, we renamed # nsRefPtrGetterAddRefs, the class behind getter_AddRefs. Fix that up. find . -name '*.cpp' -o -name '*.h' -o -name '*.idl' | \ xargs perl -p -i -e 's/nsRefPtrGetterAddRefs/RefPtrGetterAddRefs/g' if [ -d .git ]; then git mv mfbt/nsRefPtr.h mfbt/RefPtr.h else hg mv mfbt/nsRefPtr.h mfbt/RefPtr.h fi --HG-- rename : mfbt/nsRefPtr.h => mfbt/RefPtr.h
2015-10-18 08:24:48 +03:00
RefPtr<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
Bug 1207245 - part 6 - rename nsRefPtr<T> to RefPtr<T>; r=ehsan; a=Tomcat The bulk of this commit was generated with a script, executed at the top level of a typical source code checkout. The only non-machine-generated part was modifying MFBT's moz.build to reflect the new naming. CLOSED TREE makes big refactorings like this a piece of cake. # The main substitution. find . -name '*.cpp' -o -name '*.cc' -o -name '*.h' -o -name '*.mm' -o -name '*.idl'| \ xargs perl -p -i -e ' s/nsRefPtr\.h/RefPtr\.h/g; # handle includes s/nsRefPtr ?</RefPtr</g; # handle declarations and variables ' # Handle a special friend declaration in gfx/layers/AtomicRefCountedWithFinalize.h. perl -p -i -e 's/::nsRefPtr;/::RefPtr;/' gfx/layers/AtomicRefCountedWithFinalize.h # Handle nsRefPtr.h itself, a couple places that define constructors # from nsRefPtr, and code generators specially. We do this here, rather # than indiscriminantly s/nsRefPtr/RefPtr/, because that would rename # things like nsRefPtrHashtable. perl -p -i -e 's/nsRefPtr/RefPtr/g' \ mfbt/nsRefPtr.h \ xpcom/glue/nsCOMPtr.h \ xpcom/base/OwningNonNull.h \ ipc/ipdl/ipdl/lower.py \ ipc/ipdl/ipdl/builtin.py \ dom/bindings/Codegen.py \ python/lldbutils/lldbutils/utils.py # In our indiscriminate substitution above, we renamed # nsRefPtrGetterAddRefs, the class behind getter_AddRefs. Fix that up. find . -name '*.cpp' -o -name '*.h' -o -name '*.idl' | \ xargs perl -p -i -e 's/nsRefPtrGetterAddRefs/RefPtrGetterAddRefs/g' if [ -d .git ]; then git mv mfbt/nsRefPtr.h mfbt/RefPtr.h else hg mv mfbt/nsRefPtr.h mfbt/RefPtr.h fi --HG-- rename : mfbt/nsRefPtr.h => mfbt/RefPtr.h
2015-10-18 08:24:48 +03:00
RefPtr<Promise> mFinished;
// Indicates if the animation 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 animation is tracked by a PendingAnimationTracker because
// the animation will continue to be pending even after it has been removed
// from the PendingAnimationTracker while it is waiting for the next tick
// (see TriggerOnNextTick for details).
enum class PendingState { NotPending, PlayPending, PausePending };
PendingState mPendingState;
static uint64_t sNextAnimationIndex;
Bug 1171817 part 5 - Add a sequence number member to Animations; r=dbaron Web Animations defines Animations as having a globally unique sequence number for the purpose of prioritization: http://w3c.github.io/web-animations/#animation-sequence-number As of the writing of this patch, the spec says the sequence number is updated when the Animation is created. This is problematic and I have proposed that actually this should be updated from each transition from idle: https://lists.w3.org/Archives/Public/public-fx/2015AprJun/0054.html This doesn't seem to have met any opposition so I will update the spec to reflect this soon. This patch implements the behavior of updating the sequence number on each transition from idle. To make sure we perform this on each change to timing this patch removes a couple of instances of early returns to ensure that UpdateTiming is called. The current maximum sequence number is simply a class static and we make no attempt to deal with wraparound. This is because we only update this number when an animation transitions from idle which only happens when an animation is created or script calls cancel() followed by play() on the animation. Supposing that across all content this happenned an unlikely 1 billion times a second we still wouldn't exhaust the range of the unsigned 64-bit int for about 585 years. We'd like to make kUnsequenced be zero and make the static represent the current maximum. This would probably be easier to understand and recognize in a debugger. However, later in this patch series we will make CSS animations and CSS transitions override this sequencing behavior. If we define kUnsequenced to be zero and they accidentally assign zero as an actual sequence number then they'll run into trouble. To avoid that we set kUnsequenced to UINT64_MAX. --HG-- extra : commitid : DMw8uKjg4Hz extra : rebase_source : 9e98b3346f0297efce3ecfa0b2dd8a9c13075dca
2015-06-09 05:13:53 +03:00
// The relative position of this animation within the global animation list.
// This is kNoIndex while the animation is in the idle state and is updated
// each time the animation transitions out of the idle state.
//
// Note that subclasses such as CSSTransition and CSSAnimation may repurpose
// this member to implement their own brand of sorting. As a result, it is
// possible for two different objects to have the same index.
uint64_t mAnimationIndex;
Bug 1171817 part 5 - Add a sequence number member to Animations; r=dbaron Web Animations defines Animations as having a globally unique sequence number for the purpose of prioritization: http://w3c.github.io/web-animations/#animation-sequence-number As of the writing of this patch, the spec says the sequence number is updated when the Animation is created. This is problematic and I have proposed that actually this should be updated from each transition from idle: https://lists.w3.org/Archives/Public/public-fx/2015AprJun/0054.html This doesn't seem to have met any opposition so I will update the spec to reflect this soon. This patch implements the behavior of updating the sequence number on each transition from idle. To make sure we perform this on each change to timing this patch removes a couple of instances of early returns to ensure that UpdateTiming is called. The current maximum sequence number is simply a class static and we make no attempt to deal with wraparound. This is because we only update this number when an animation transitions from idle which only happens when an animation is created or script calls cancel() followed by play() on the animation. Supposing that across all content this happenned an unlikely 1 billion times a second we still wouldn't exhaust the range of the unsigned 64-bit int for about 585 years. We'd like to make kUnsequenced be zero and make the static represent the current maximum. This would probably be easier to understand and recognize in a debugger. However, later in this patch series we will make CSS animations and CSS transitions override this sequencing behavior. If we define kUnsequenced to be zero and they accidentally assign zero as an actual sequence number then they'll run into trouble. To avoid that we set kUnsequenced to UINT64_MAX. --HG-- extra : commitid : DMw8uKjg4Hz extra : rebase_source : 9e98b3346f0297efce3ecfa0b2dd8a9c13075dca
2015-06-09 05:13:53 +03:00
bool mFinishedAtLastComposeStyle;
// Indicates that the animation should be exposed in an element's
// getAnimations() list.
bool mIsRelevant;
nsRevocableEventPtr<nsRunnableMethod<Animation>> mFinishNotificationTask;
// True if mFinished is resolved or would be resolved if mFinished has
// yet to be created. This is not set when mFinished is rejected since
// in that case mFinished is immediately reset to represent a new current
// finished promise.
bool mFinishedIsResolved;
// True if this animation was triggered at the same time as one or more
// geometric animations and hence we should run any transform animations on
// the main thread.
bool mSyncWithGeometricAnimations;
nsString mId;
};
} // namespace dom
} // namespace mozilla
#endif // mozilla_dom_Animation_h