gecko-dev/layout/style/nsTransitionManager.cpp

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/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set shiftwidth=2 tabstop=8 autoindent cindent expandtab: */
2012-05-21 15:12:37 +04:00
/* 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/. */
/* Code to start and animate CSS transitions. */
#include "nsTransitionManager.h"
#include "nsAnimationManager.h"
#include "nsIContent.h"
#include "nsStyleContext.h"
#include "nsCSSProps.h"
#include "mozilla/MemoryReporting.h"
#include "mozilla/TimeStamp.h"
#include "nsRefreshDriver.h"
#include "nsRuleProcessorData.h"
#include "nsRuleWalker.h"
#include "nsCSSPropertySet.h"
#include "mozilla/EventDispatcher.h"
#include "mozilla/ContentEvents.h"
#include "mozilla/StyleAnimationValue.h"
#include "mozilla/dom/Element.h"
#include "nsIFrame.h"
#include "Layers.h"
#include "FrameLayerBuilder.h"
#include "nsDisplayList.h"
#include "nsStyleChangeList.h"
#include "nsStyleSet.h"
#include "RestyleManager.h"
using mozilla::TimeStamp;
using mozilla::TimeDuration;
using mozilla::dom::AnimationPlayer;
using mozilla::dom::Animation;
using namespace mozilla;
using namespace mozilla::layers;
using namespace mozilla::css;
double
ElementPropertyTransition::CurrentValuePortion() const
{
MOZ_ASSERT(GetSource(), "Transitions should have source content");
// It would be easy enough to handle finished transitions by using a time
// fraction of 1 but currently we should not be called for finished
// transitions.
MOZ_ASSERT(!GetSource()->IsFinishedTransition(),
"Getting the value portion of a finished transition");
MOZ_ASSERT(!GetCurrentTimeDuration().IsNull(),
"Getting the value portion of an animation that's not being "
"sampled");
// Transitions use a fill mode of 'backwards' so GetComputedTiming will
// never return a null time fraction due to being *before* the animation
// interval. However, it might be possible that we're behind on flushing
// causing us to get called *after* the animation interval. So, just in
// case, we override the fill mode to 'both' to ensure the time fraction
// is never null.
AnimationTiming timingToUse = GetSource()->Timing();
timingToUse.mFillMode = NS_STYLE_ANIMATION_FILL_MODE_BOTH;
ComputedTiming computedTiming = GetSource()->GetComputedTiming(&timingToUse);
MOZ_ASSERT(computedTiming.mTimeFraction != ComputedTiming::kNullTimeFraction,
"Got a null time fraction for a fill mode of 'both'");
MOZ_ASSERT(GetSource() && GetSource()->Properties().Length() == 1,
"Should have one animation property for a transition");
MOZ_ASSERT(GetSource() &&
GetSource()->Properties()[0].mSegments.Length() == 1,
"Animation property should have one segment for a transition");
return GetSource()->Properties()[0].mSegments[0].mTimingFunction
.GetValue(computedTiming.mTimeFraction);
}
/*****************************************************************************
* nsTransitionManager *
*****************************************************************************/
void
nsTransitionManager::ElementCollectionRemoved()
{
// If we have no transitions or animations left, remove ourselves from
// the refresh driver.
if (PR_CLIST_IS_EMPTY(&mElementCollections)) {
mPresContext->RefreshDriver()->RemoveRefreshObserver(this, Flush_Style);
}
}
void
nsTransitionManager::AddElementCollection(
AnimationPlayerCollection* aCollection)
{
if (PR_CLIST_IS_EMPTY(&mElementCollections)) {
// We need to observe the refresh driver.
nsRefreshDriver *rd = mPresContext->RefreshDriver();
rd->AddRefreshObserver(this, Flush_Style);
}
PR_INSERT_BEFORE(aCollection, &mElementCollections);
}
already_AddRefed<nsIStyleRule>
nsTransitionManager::StyleContextChanged(dom::Element *aElement,
nsStyleContext *aOldStyleContext,
nsStyleContext *aNewStyleContext)
{
NS_PRECONDITION(aOldStyleContext->GetPseudo() ==
aNewStyleContext->GetPseudo(),
"pseudo type mismatch");
// If we were called from ReparentStyleContext, this assertion would
// actually fire. If we need to be called from there, we can probably
// just remove it; the condition probably isn't critical, although
// it's worth thinking about some more.
NS_PRECONDITION(aOldStyleContext->HasPseudoElementData() ==
aNewStyleContext->HasPseudoElementData(),
"pseudo type mismatch");
if (mInAnimationOnlyStyleUpdate) {
// If we're doing an animation-only style update, return, since the
// purpose of an animation-only style update is to update only the
// animation styles so that we don't consider style changes
// resulting from changes in the animation time for starting a
// transition.
return nullptr;
}
if (!mPresContext->IsDynamic()) {
// For print or print preview, ignore transitions.
return nullptr;
}
// NOTE: Things in this function (and ConsiderStartingTransition)
// should never call PeekStyleData because we don't preserve gotten
// structs across reframes.
// Return sooner (before the startedAny check below) for the most
// common case: no transitions specified or running.
const nsStyleDisplay *disp = aNewStyleContext->StyleDisplay();
nsCSSPseudoElements::Type pseudoType = aNewStyleContext->GetPseudoType();
if (pseudoType != nsCSSPseudoElements::ePseudo_NotPseudoElement) {
if (pseudoType != nsCSSPseudoElements::ePseudo_before &&
pseudoType != nsCSSPseudoElements::ePseudo_after) {
return nullptr;
}
NS_ASSERTION((pseudoType == nsCSSPseudoElements::ePseudo_before &&
aElement->Tag() == nsGkAtoms::mozgeneratedcontentbefore) ||
(pseudoType == nsCSSPseudoElements::ePseudo_after &&
aElement->Tag() == nsGkAtoms::mozgeneratedcontentafter),
"Unexpected aElement coming through");
// Else the element we want to use from now on is the element the
// :before or :after is attached to.
aElement = aElement->GetParent()->AsElement();
}
AnimationPlayerCollection* collection =
GetElementTransitions(aElement, pseudoType, false);
if (!collection &&
disp->mTransitionPropertyCount == 1 &&
disp->mTransitions[0].GetDelay() == 0.0f &&
disp->mTransitions[0].GetDuration() == 0.0f) {
return nullptr;
}
if (aNewStyleContext->PresContext()->IsProcessingAnimationStyleChange()) {
return nullptr;
}
if (aNewStyleContext->GetParent() &&
aNewStyleContext->GetParent()->HasPseudoElementData()) {
// Ignore transitions on things that inherit properties from
// pseudo-elements.
// FIXME (Bug 522599): Add tests for this.
return nullptr;
}
NS_WARN_IF_FALSE(!nsLayoutUtils::AreAsyncAnimationsEnabled() ||
mPresContext->RestyleManager()->
ThrottledAnimationStyleIsUpToDate(),
"throttled animations not up to date");
// Per http://lists.w3.org/Archives/Public/www-style/2009Aug/0109.html
// I'll consider only the transitions from the number of items in
// 'transition-property' on down, and later ones will override earlier
// ones (tracked using |whichStarted|).
bool startedAny = false;
nsCSSPropertySet whichStarted;
for (uint32_t i = disp->mTransitionPropertyCount; i-- != 0; ) {
const StyleTransition& t = disp->mTransitions[i];
// Check delay and duration first, since they default to zero, and
// when they're both zero, we can ignore the transition.
if (t.GetDelay() != 0.0f || t.GetDuration() != 0.0f) {
// We might have something to transition. See if any of the
// properties in question changed and are animatable.
// FIXME: Would be good to find a way to share code between this
// interpretation of transition-property and the one below.
nsCSSProperty property = t.GetProperty();
if (property == eCSSPropertyExtra_no_properties ||
property == eCSSPropertyExtra_variable ||
property == eCSSProperty_UNKNOWN) {
// Nothing to do, but need to exclude this from cases below.
} else if (property == eCSSPropertyExtra_all_properties) {
for (nsCSSProperty p = nsCSSProperty(0);
p < eCSSProperty_COUNT_no_shorthands;
p = nsCSSProperty(p + 1)) {
ConsiderStartingTransition(p, t, aElement, collection,
aOldStyleContext, aNewStyleContext,
&startedAny, &whichStarted);
}
} else if (nsCSSProps::IsShorthand(property)) {
CSSPROPS_FOR_SHORTHAND_SUBPROPERTIES(subprop, property) {
ConsiderStartingTransition(*subprop, t, aElement, collection,
aOldStyleContext, aNewStyleContext,
&startedAny, &whichStarted);
}
} else {
ConsiderStartingTransition(property, t, aElement, collection,
aOldStyleContext, aNewStyleContext,
&startedAny, &whichStarted);
}
}
}
// Stop any transitions for properties that are no longer in
// 'transition-property'.
// Also stop any transitions for properties that just changed (and are
// still in the set of properties to transition), but we didn't just
// start the transition because delay and duration are both zero.
if (collection) {
bool checkProperties =
disp->mTransitions[0].GetProperty() != eCSSPropertyExtra_all_properties;
nsCSSPropertySet allTransitionProperties;
if (checkProperties) {
for (uint32_t i = disp->mTransitionPropertyCount; i-- != 0; ) {
const StyleTransition& t = disp->mTransitions[i];
// FIXME: Would be good to find a way to share code between this
// interpretation of transition-property and the one above.
nsCSSProperty property = t.GetProperty();
if (property == eCSSPropertyExtra_no_properties ||
property == eCSSPropertyExtra_variable ||
property == eCSSProperty_UNKNOWN) {
// Nothing to do, but need to exclude this from cases below.
} else if (property == eCSSPropertyExtra_all_properties) {
for (nsCSSProperty p = nsCSSProperty(0);
p < eCSSProperty_COUNT_no_shorthands;
p = nsCSSProperty(p + 1)) {
allTransitionProperties.AddProperty(p);
}
} else if (nsCSSProps::IsShorthand(property)) {
CSSPROPS_FOR_SHORTHAND_SUBPROPERTIES(subprop, property) {
allTransitionProperties.AddProperty(*subprop);
}
} else {
allTransitionProperties.AddProperty(property);
}
}
}
AnimationPlayerPtrArray& players = collection->mPlayers;
size_t i = players.Length();
NS_ABORT_IF_FALSE(i != 0, "empty transitions list?");
StyleAnimationValue currentValue;
do {
--i;
AnimationPlayer* player = players[i];
dom::Animation* anim = player->GetSource();
MOZ_ASSERT(anim && anim->Properties().Length() == 1,
"Should have one animation property for a transition");
MOZ_ASSERT(anim && anim->Properties()[0].mSegments.Length() == 1,
"Animation property should have one segment for a transition");
const AnimationProperty& prop = anim->Properties()[0];
const AnimationPropertySegment& segment = prop.mSegments[0];
// properties no longer in 'transition-property'
if ((checkProperties &&
!allTransitionProperties.HasProperty(prop.mProperty)) ||
// properties whose computed values changed but delay and
// duration are both zero
!ExtractComputedValueForTransition(prop.mProperty, aNewStyleContext,
currentValue) ||
currentValue != segment.mToValue) {
// stop the transition
players.RemoveElementAt(i);
collection->UpdateAnimationGeneration(mPresContext);
}
} while (i != 0);
if (players.IsEmpty()) {
collection->Destroy();
collection = nullptr;
}
}
if (!startedAny) {
return nullptr;
}
NS_ABORT_IF_FALSE(collection, "must have element transitions if we started "
"any transitions");
// In the CSS working group discussion (2009 Jul 15 telecon,
// http://www.w3.org/mid/4A5E1470.4030904@inkedblade.net ) of
// http://lists.w3.org/Archives/Public/www-style/2009Jun/0121.html ,
// the working group decided that a transition property on an
// element should not cause any transitions if the property change
// is itself inheriting a value that is transitioning on an
// ancestor. So, to get the correct behavior, we continue the
// restyle that caused this transition using a "covering" rule that
// covers up any changes on which we started transitions, so that
// descendants don't start their own transitions. (In the case of
// negative transition delay, this covering rule produces different
// results than applying the transition rule immediately would).
// Our caller is responsible for restyling again using this covering
// rule.
nsRefPtr<css::AnimValuesStyleRule> coverRule = new css::AnimValuesStyleRule;
AnimationPlayerPtrArray& players = collection->mPlayers;
for (size_t i = 0, i_end = players.Length(); i < i_end; ++i) {
dom::Animation* anim = players[i]->GetSource();
MOZ_ASSERT(anim && anim->Properties().Length() == 1,
"Should have one animation property for a transition");
MOZ_ASSERT(anim && anim->Properties()[0].mSegments.Length() == 1,
"Animation property should have one segment for a transition");
AnimationProperty& prop = anim->Properties()[0];
AnimationPropertySegment& segment = prop.mSegments[0];
if (whichStarted.HasProperty(prop.mProperty)) {
coverRule->AddValue(prop.mProperty, segment.mFromValue);
}
}
collection->mStyleRule = nullptr;
return coverRule.forget();
}
void
nsTransitionManager::ConsiderStartingTransition(
nsCSSProperty aProperty,
const StyleTransition& aTransition,
dom::Element* aElement,
AnimationPlayerCollection*& aElementTransitions,
nsStyleContext* aOldStyleContext,
nsStyleContext* aNewStyleContext,
bool* aStartedAny,
nsCSSPropertySet* aWhichStarted)
{
// IsShorthand itself will assert if aProperty is not a property.
NS_ABORT_IF_FALSE(!nsCSSProps::IsShorthand(aProperty),
"property out of range");
NS_ASSERTION(!aElementTransitions ||
aElementTransitions->mElement == aElement, "Element mismatch");
if (aWhichStarted->HasProperty(aProperty)) {
// A later item in transition-property already started a
// transition for this property, so we ignore this one.
// See comment above and
// http://lists.w3.org/Archives/Public/www-style/2009Aug/0109.html .
return;
}
if (nsCSSProps::kAnimTypeTable[aProperty] == eStyleAnimType_None) {
return;
}
dom::AnimationTimeline* timeline = aElement->OwnerDoc()->Timeline();
nsRefPtr<ElementPropertyTransition> pt =
new ElementPropertyTransition(timeline);
StyleAnimationValue startValue, endValue, dummyValue;
bool haveValues =
ExtractComputedValueForTransition(aProperty, aOldStyleContext,
startValue) &&
ExtractComputedValueForTransition(aProperty, aNewStyleContext,
endValue);
bool haveChange = startValue != endValue;
bool shouldAnimate =
haveValues &&
haveChange &&
// Check that we can interpolate between these values
// (If this is ever a performance problem, we could add a
// CanInterpolate method, but it seems fine for now.)
StyleAnimationValue::Interpolate(aProperty, startValue, endValue,
0.5, dummyValue);
bool haveCurrentTransition = false;
size_t currentIndex = nsTArray<ElementPropertyTransition>::NoIndex;
const ElementPropertyTransition *oldPT = nullptr;
if (aElementTransitions) {
AnimationPlayerPtrArray& players = aElementTransitions->mPlayers;
for (size_t i = 0, i_end = players.Length(); i < i_end; ++i) {
MOZ_ASSERT(players[i]->GetSource() &&
players[i]->GetSource()->Properties().Length() == 1,
"Should have one animation property for a transition");
if (players[i]->GetSource()->Properties()[0].mProperty == aProperty) {
haveCurrentTransition = true;
currentIndex = i;
oldPT =
aElementTransitions->mPlayers[currentIndex]->AsTransition();
break;
}
}
}
// If we got a style change that changed the value to the endpoint
// of the currently running transition, we don't want to interrupt
// its timing function.
// This needs to be before the !shouldAnimate && haveCurrentTransition
// case below because we might be close enough to the end of the
// transition that the current value rounds to the final value. In
// this case, we'll end up with shouldAnimate as false (because
// there's no value change), but we need to return early here rather
// than cancel the running transition because shouldAnimate is false!
MOZ_ASSERT(!oldPT ||
(oldPT->GetSource() &&
oldPT->GetSource()->Properties()[0].mSegments.Length() == 1),
"Should have one animation property segment for a transition");
if (haveCurrentTransition && haveValues &&
oldPT->GetSource()->Properties()[0].mSegments[0].mToValue == endValue) {
// WalkTransitionRule already called RestyleForAnimation.
return;
}
nsPresContext *presContext = aNewStyleContext->PresContext();
if (!shouldAnimate) {
if (haveCurrentTransition) {
// We're in the middle of a transition, and just got a non-transition
// style change to something that we can't animate. This might happen
// because we got a non-transition style change changing to the current
// in-progress value (which is particularly easy to cause when we're
// currently in the 'transition-delay'). It also might happen because we
// just got a style change to a value that can't be interpolated.
AnimationPlayerPtrArray& players = aElementTransitions->mPlayers;
players.RemoveElementAt(currentIndex);
aElementTransitions->UpdateAnimationGeneration(mPresContext);
if (players.IsEmpty()) {
aElementTransitions->Destroy();
// |aElementTransitions| is now a dangling pointer!
aElementTransitions = nullptr;
}
// WalkTransitionRule already called RestyleForAnimation.
}
return;
}
const nsTimingFunction &tf = aTransition.GetTimingFunction();
float delay = aTransition.GetDelay();
float duration = aTransition.GetDuration();
if (duration < 0.0) {
// The spec says a negative duration is treated as zero.
duration = 0.0;
}
pt->mStartForReversingTest = startValue;
pt->mReversePortion = 1.0;
// If the new transition reverses an existing one, we'll need to
// handle the timing differently.
if (haveCurrentTransition &&
!oldPT->GetSource()->IsFinishedTransition() &&
oldPT->mStartForReversingTest == endValue) {
// Compute the appropriate negative transition-delay such that right
// now we'd end up at the current position.
double valuePortion =
oldPT->CurrentValuePortion() * oldPT->mReversePortion +
(1.0 - oldPT->mReversePortion);
// A timing function with negative y1 (or y2!) might make
// valuePortion negative. In this case, we still want to apply our
// reversing logic based on relative distances, not make duration
// negative.
if (valuePortion < 0.0) {
valuePortion = -valuePortion;
}
// A timing function with y2 (or y1!) greater than one might
// advance past its terminal value. It's probably a good idea to
// clamp valuePortion to be at most one to preserve the invariant
// that a transition will complete within at most its specified
// time.
if (valuePortion > 1.0) {
valuePortion = 1.0;
}
// Negative delays are essentially part of the transition
// function, so reduce them along with the duration, but don't
// reduce positive delays.
if (delay < 0.0f) {
delay *= valuePortion;
}
duration *= valuePortion;
pt->mStartForReversingTest =
oldPT->GetSource()->Properties()[0].mSegments[0].mToValue;
pt->mReversePortion = valuePortion;
}
AnimationTiming timing;
timing.mIterationDuration = TimeDuration::FromMilliseconds(duration);
timing.mDelay = TimeDuration::FromMilliseconds(delay);
timing.mIterationCount = 1;
timing.mDirection = NS_STYLE_ANIMATION_DIRECTION_NORMAL;
timing.mFillMode = NS_STYLE_ANIMATION_FILL_MODE_BACKWARDS;
nsRefPtr<dom::Animation> anim =
new dom::Animation(aElement->OwnerDoc(), timing);
AnimationProperty& prop = *anim->Properties().AppendElement();
prop.mProperty = aProperty;
AnimationPropertySegment& segment = *prop.mSegments.AppendElement();
segment.mFromValue = startValue;
segment.mToValue = endValue;
segment.mFromKey = 0;
segment.mToKey = 1;
segment.mTimingFunction.Init(tf);
pt->mStartTime = timeline->GetCurrentTimeStamp();
pt->mPlayState = NS_STYLE_ANIMATION_PLAY_STATE_RUNNING;
pt->mPauseStart = TimeStamp();
pt->SetSource(anim);
if (!aElementTransitions) {
aElementTransitions =
GetElementTransitions(aElement, aNewStyleContext->GetPseudoType(),
true);
if (!aElementTransitions) {
NS_WARNING("allocating CommonAnimationManager failed");
return;
}
}
AnimationPlayerPtrArray& players = aElementTransitions->mPlayers;
#ifdef DEBUG
for (size_t i = 0, i_end = players.Length(); i < i_end; ++i) {
NS_ABORT_IF_FALSE(players[i]->GetSource() &&
players[i]->GetSource()->Properties().Length() == 1,
"Should have one animation property for a transition");
NS_ABORT_IF_FALSE(i == currentIndex ||
(players[i]->GetSource() &&
players[i]->GetSource()->Properties()[0].mProperty
!= aProperty),
"duplicate transitions for property");
}
#endif
if (haveCurrentTransition) {
players[currentIndex] = pt;
} else {
if (!players.AppendElement(pt)) {
NS_WARNING("out of memory");
return;
}
}
aElementTransitions->UpdateAnimationGeneration(mPresContext);
aElementTransitions->PostRestyleForAnimation(presContext);
*aStartedAny = true;
aWhichStarted->AddProperty(aProperty);
}
AnimationPlayerCollection*
nsTransitionManager::GetElementTransitions(
dom::Element *aElement,
nsCSSPseudoElements::Type aPseudoType,
bool aCreateIfNeeded)
{
if (!aCreateIfNeeded && PR_CLIST_IS_EMPTY(&mElementCollections)) {
// Early return for the most common case.
return nullptr;
}
nsIAtom *propName;
if (aPseudoType == nsCSSPseudoElements::ePseudo_NotPseudoElement) {
propName = nsGkAtoms::transitionsProperty;
} else if (aPseudoType == nsCSSPseudoElements::ePseudo_before) {
propName = nsGkAtoms::transitionsOfBeforeProperty;
} else if (aPseudoType == nsCSSPseudoElements::ePseudo_after) {
propName = nsGkAtoms::transitionsOfAfterProperty;
} else {
NS_ASSERTION(!aCreateIfNeeded,
"should never try to create transitions for pseudo "
"other than :before or :after");
return nullptr;
}
AnimationPlayerCollection* collection =
static_cast<AnimationPlayerCollection*>(aElement->GetProperty(propName));
if (!collection && aCreateIfNeeded) {
// FIXME: Consider arena-allocating?
collection = new AnimationPlayerCollection(aElement, propName, this,
mPresContext->RefreshDriver()->MostRecentRefresh());
nsresult rv =
aElement->SetProperty(propName, collection,
&AnimationPlayerCollection::PropertyDtor, false);
if (NS_FAILED(rv)) {
NS_WARNING("SetProperty failed");
delete collection;
return nullptr;
}
if (propName == nsGkAtoms::transitionsProperty) {
aElement->SetMayHaveAnimations();
}
AddElementCollection(collection);
}
return collection;
}
/*
* nsIStyleRuleProcessor implementation
*/
void
nsTransitionManager::WalkTransitionRule(
ElementDependentRuleProcessorData* aData,
nsCSSPseudoElements::Type aPseudoType)
{
AnimationPlayerCollection* collection =
GetElementTransitions(aData->mElement, aPseudoType, false);
if (!collection) {
return;
}
if (!mPresContext->IsDynamic()) {
// For print or print preview, ignore animations.
return;
}
if (aData->mPresContext->IsProcessingRestyles() &&
!aData->mPresContext->IsProcessingAnimationStyleChange()) {
// If we're processing a normal style change rather than one from
// animation, don't add the transition rule. This allows us to
// compute the new style value rather than having the transition
// override it, so that we can start transitioning differently.
// We need to immediately restyle with animation
// after doing this.
collection->PostRestyleForAnimation(mPresContext);
return;
}
collection->mNeedsRefreshes = true;
collection->EnsureStyleRuleFor(
Bug 1025709 part 4 - Move EnsureStyleRuleFor from ElementTransitions and ElementAnimations to CommonElementAnimationData; r=heycam Both ElementAnimations and ElementTransitions have an EnsureStyleRuleFor method. The ElementAnimations version is a more general of the ElementTransitions one with the exception that the ElementTransitions version checks for finished transitions. This patch moves the code from ElementAnimations to CommonElementAnimationData with one minor change: adding the checks for finished transitions. The ElementTransitions version is removed. Since the ElementAnimations version contains a second parameter, aIsThrottled, callers of ElementTransitions must include this extra parameter. In a subsequent patch we add an enum for this parameter to make call sites easier to read. The ElementAnimations version also sets the mNeedsRefreshes member so at the same time we move mNeedsRefreshes to CommonElementAnimationData. Furthermore, since the ElementAnimations version which we have adopted returns early if mNeedsRefreshes is false, this patch ensures that when we call EnsureStyleRuleFor from ElementTransitions::WalkTransitionRule, we set mNeedsRefreshes to true first. Another difference to account for is that the ElementTransitions version of EnsureStyleRuleFor *always* sets mStyleRule (even if it doesn't add anything to it) where as the ElementAnimations version only creates the rule when necessary so we need to add a check to ElementTransitions::WalkTransitionRule that mStyleRule is actually set before using it.
2014-06-20 07:39:24 +04:00
aData->mPresContext->RefreshDriver()->MostRecentRefresh(),
EnsureStyleRule_IsNotThrottled);
if (collection->mStyleRule) {
aData->mRuleWalker->Forward(collection->mStyleRule);
Bug 1025709 part 4 - Move EnsureStyleRuleFor from ElementTransitions and ElementAnimations to CommonElementAnimationData; r=heycam Both ElementAnimations and ElementTransitions have an EnsureStyleRuleFor method. The ElementAnimations version is a more general of the ElementTransitions one with the exception that the ElementTransitions version checks for finished transitions. This patch moves the code from ElementAnimations to CommonElementAnimationData with one minor change: adding the checks for finished transitions. The ElementTransitions version is removed. Since the ElementAnimations version contains a second parameter, aIsThrottled, callers of ElementTransitions must include this extra parameter. In a subsequent patch we add an enum for this parameter to make call sites easier to read. The ElementAnimations version also sets the mNeedsRefreshes member so at the same time we move mNeedsRefreshes to CommonElementAnimationData. Furthermore, since the ElementAnimations version which we have adopted returns early if mNeedsRefreshes is false, this patch ensures that when we call EnsureStyleRuleFor from ElementTransitions::WalkTransitionRule, we set mNeedsRefreshes to true first. Another difference to account for is that the ElementTransitions version of EnsureStyleRuleFor *always* sets mStyleRule (even if it doesn't add anything to it) where as the ElementAnimations version only creates the rule when necessary so we need to add a check to ElementTransitions::WalkTransitionRule that mStyleRule is actually set before using it.
2014-06-20 07:39:24 +04:00
}
}
/* virtual */ void
nsTransitionManager::RulesMatching(ElementRuleProcessorData* aData)
{
NS_ABORT_IF_FALSE(aData->mPresContext == mPresContext,
"pres context mismatch");
WalkTransitionRule(aData,
nsCSSPseudoElements::ePseudo_NotPseudoElement);
}
/* virtual */ void
nsTransitionManager::RulesMatching(PseudoElementRuleProcessorData* aData)
{
NS_ABORT_IF_FALSE(aData->mPresContext == mPresContext,
"pres context mismatch");
// Note: If we're the only thing keeping a pseudo-element frame alive
// (per ProbePseudoStyleContext), we still want to keep it alive, so
// this is ok.
WalkTransitionRule(aData, aData->mPseudoType);
}
/* virtual */ void
nsTransitionManager::RulesMatching(AnonBoxRuleProcessorData* aData)
{
}
#ifdef MOZ_XUL
/* virtual */ void
nsTransitionManager::RulesMatching(XULTreeRuleProcessorData* aData)
{
}
#endif
/* virtual */ size_t
nsTransitionManager::SizeOfExcludingThis(MallocSizeOf aMallocSizeOf) const
{
return CommonAnimationManager::SizeOfExcludingThis(aMallocSizeOf);
}
/* virtual */ size_t
nsTransitionManager::SizeOfIncludingThis(MallocSizeOf aMallocSizeOf) const
{
return aMallocSizeOf(this) + SizeOfExcludingThis(aMallocSizeOf);
}
struct TransitionEventInfo {
nsCOMPtr<nsIContent> mElement;
InternalTransitionEvent mEvent;
TransitionEventInfo(nsIContent *aElement, nsCSSProperty aProperty,
TimeDuration aDuration, const nsAString& aPseudoElement)
: mElement(aElement)
, mEvent(true, NS_TRANSITION_END)
{
// XXX Looks like nobody initialize WidgetEvent::time
mEvent.propertyName =
NS_ConvertUTF8toUTF16(nsCSSProps::GetStringValue(aProperty));
mEvent.elapsedTime = aDuration.ToSeconds();
mEvent.pseudoElement = aPseudoElement;
}
// InternalTransitionEvent doesn't support copy-construction, so we need
// to ourselves in order to work with nsTArray
TransitionEventInfo(const TransitionEventInfo &aOther)
: mElement(aOther.mElement)
, mEvent(true, NS_TRANSITION_END)
{
mEvent.AssignTransitionEventData(aOther.mEvent, false);
}
};
/* virtual */ void
nsTransitionManager::WillRefresh(mozilla::TimeStamp aTime)
{
NS_ABORT_IF_FALSE(mPresContext,
"refresh driver should not notify additional observers "
"after pres context has been destroyed");
if (!mPresContext->GetPresShell()) {
// Someone might be keeping mPresContext alive past the point
// where it has been torn down; don't bother doing anything in
// this case. But do get rid of all our transitions so we stop
// triggering refreshes.
RemoveAllElementCollections();
return;
}
FlushTransitions(Can_Throttle);
}
void
nsTransitionManager::FlushTransitions(FlushFlags aFlags)
{
if (PR_CLIST_IS_EMPTY(&mElementCollections)) {
// no transitions, leave early
return;
}
nsTArray<TransitionEventInfo> events;
TimeStamp now = mPresContext->RefreshDriver()->MostRecentRefresh();
bool didThrottle = false;
// Trim transitions that have completed, post restyle events for frames that
// are still transitioning, and start transitions with delays.
{
PRCList *next = PR_LIST_HEAD(&mElementCollections);
while (next != &mElementCollections) {
AnimationPlayerCollection* collection =
static_cast<AnimationPlayerCollection*>(next);
next = PR_NEXT_LINK(next);
collection->Tick();
bool canThrottleTick = aFlags == Can_Throttle &&
collection->CanPerformOnCompositorThread(
AnimationPlayerCollection::CanAnimateFlags(0)) &&
collection->CanThrottleAnimation(now);
NS_ABORT_IF_FALSE(collection->mElement->GetCrossShadowCurrentDoc() ==
mPresContext->Document(),
"Element::UnbindFromTree should have "
"destroyed the element transitions object");
size_t i = collection->mPlayers.Length();
NS_ABORT_IF_FALSE(i != 0, "empty transitions list?");
bool transitionStartedOrEnded = false;
do {
--i;
AnimationPlayer* player = collection->mPlayers[i];
if (player->GetSource()->IsFinishedTransition()) {
// Actually remove transitions one throttle-able cycle after their
// completion. We only clear on a throttle-able cycle because that
// means it is a regular restyle tick and thus it is safe to discard
// the transition. If the flush is not throttle-able, we might still
// have new transitions left to process. See comment below.
if (aFlags == Can_Throttle) {
collection->mPlayers.RemoveElementAt(i);
}
} else {
MOZ_ASSERT(player->GetSource(),
"Transitions should have source content");
ComputedTiming computedTiming =
player->GetSource()->GetComputedTiming();
if (computedTiming.mPhase == ComputedTiming::AnimationPhase_After) {
MOZ_ASSERT(player->GetSource()->Properties().Length() == 1,
"Should have one animation property for a transition");
nsCSSProperty prop = player->GetSource()->Properties()[0].mProperty;
if (nsCSSProps::PropHasFlags(prop, CSS_PROPERTY_REPORT_OTHER_NAME))
{
prop = nsCSSProps::OtherNameFor(prop);
}
TimeDuration duration =
player->GetSource()->Timing().mIterationDuration;
events.AppendElement(
TransitionEventInfo(collection->mElement, prop,
duration,
collection->PseudoElement()));
// Leave this transition in the list for one more refresh
// cycle, since we haven't yet processed its style change, and
// if we also have (already, or will have from processing
// transitionend events or other refresh driver notifications)
// a non-animation style change that would affect it, we need
// to know not to start a new transition for the transition
// from the almost-completed value to the final value.
player->GetSource()->SetIsFinishedTransition();
collection->UpdateAnimationGeneration(mPresContext);
transitionStartedOrEnded = true;
} else if ((computedTiming.mPhase ==
ComputedTiming::AnimationPhase_Active) &&
canThrottleTick &&
!player->mIsRunningOnCompositor) {
// Start a transition with a delay where we should start the
// transition proper.
collection->UpdateAnimationGeneration(mPresContext);
transitionStartedOrEnded = true;
}
}
} while (i != 0);
// We need to restyle even if the transition rule no longer
// applies (in which case we just made it not apply).
MOZ_ASSERT(collection->mElementProperty ==
nsGkAtoms::transitionsProperty ||
collection->mElementProperty ==
nsGkAtoms::transitionsOfBeforeProperty ||
collection->mElementProperty ==
nsGkAtoms::transitionsOfAfterProperty,
"Unexpected element property; might restyle too much");
if (!canThrottleTick || transitionStartedOrEnded) {
collection->PostRestyleForAnimation(mPresContext);
} else {
didThrottle = true;
}
if (collection->mPlayers.IsEmpty()) {
collection->Destroy();
// |collection| is now a dangling pointer!
collection = nullptr;
}
}
}
if (didThrottle) {
mPresContext->Document()->SetNeedStyleFlush();
}
for (uint32_t i = 0, i_end = events.Length(); i < i_end; ++i) {
TransitionEventInfo &info = events[i];
EventDispatcher::Dispatch(info.mElement, mPresContext, &info.mEvent);
if (!mPresContext) {
break;
}
}
}