2014-05-13 11:22:12 +04:00
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/* 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 file,
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* You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "AnimationTimeline.h"
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#include "mozilla/dom/AnimationTimelineBinding.h"
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2014-08-30 10:11:57 +04:00
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#include "AnimationUtils.h"
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2014-05-13 11:22:12 +04:00
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#include "nsContentUtils.h"
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2014-05-13 11:22:12 +04:00
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#include "nsIPresShell.h"
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#include "nsPresContext.h"
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#include "nsRefreshDriver.h"
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#include "nsDOMNavigationTiming.h"
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2014-05-13 11:22:12 +04:00
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namespace mozilla {
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namespace dom {
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NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(AnimationTimeline, mDocument)
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NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(AnimationTimeline, AddRef)
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NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(AnimationTimeline, Release)
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JSObject*
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AnimationTimeline::WrapObject(JSContext* aCx)
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{
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return AnimationTimelineBinding::Wrap(aCx, this);
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}
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2014-10-20 08:55:45 +04:00
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Nullable<TimeDuration>
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2014-05-13 11:22:12 +04:00
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AnimationTimeline::GetCurrentTime() const
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{
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2014-10-20 08:55:45 +04:00
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return ToTimelineTime(GetCurrentTimeStamp());
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}
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Nullable<double>
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AnimationTimeline::GetCurrentTimeAsDouble() const
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{
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return AnimationUtils::TimeDurationToDouble(GetCurrentTime());
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2014-07-16 04:02:30 +04:00
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}
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Bug 927349 part 8 - Fast-forward the timeline before resolving start times; r=jwatt
Normally animation players get times from their timeline which is based on the
refresh driver for their associated document. However, for animations that
we time from when their first frame has been rendered, we want to record the
actual time when painting finished as their start time. If we wait until the
next refresh driver tick then the delay between playing an animation and its
actual start will be too great.
In this patch, we introduce a mechanism for fast-forwarding a timeline to a
time between the current refresh driver time and the next refresh driver tick.
By adjusting the timeline rather than the player we maintain a consistent state
(in fact, if we just naively set the animation player start time to the
timestamp value we recorded when painting finished it will appear to start in
the future and the animation will temporarily jump from playing, to waiting to
start, then back to playing again on the next refresh driver tick).
To be completely consistent, however, when we fast-forward the timeline we
should tell all animation players listening to the timeline to mark their
target element as needing a style flush. Otherwise we may be able to observe an
inconsistency between some animation players' current time and the computed
style of their targets.
We don't, however, currently know which players are observing a given timeline.
We will likely introduce that in the near future (in order to implement
AnimationTimeline.getAnimationPlayers) and fix the inconsistency in timing then.
A test later in the patch series verifies this inconsistency so it is easy to
fix in future.
An alternative approach would be to simply record the time when animation should
start, send that time to the compositor but don't actually update the animation
start time on the main thread until the subsequent refresh driver tick. Such
an approach is complex as it introduces an additional state--"finished pending
but not yet started". We will attempt to switch to that approach in bug 1112480.
2014-12-22 03:35:41 +03:00
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void
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AnimationTimeline::FastForward(const TimeStamp& aTimeStamp)
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{
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// If we have already been fast-forwarded to an equally or more
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// recent time, ignore this call.
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if (!mFastForwardTime.IsNull() && aTimeStamp <= mFastForwardTime) {
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return;
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}
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// If the refresh driver is under test control then its values have little
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// connection to TimeStamp values and it doesn't make sense to fast-forward
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// the timeline to a TimeStamp value.
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//
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// Furthermore, when the refresh driver is under test control,
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// nsDOMWindowUtils::AdvanceTimeAndRefresh automatically starts any
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// pending animation players so we don't need to fast-forward the timeline
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// anyway.
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nsRefreshDriver* refreshDriver = GetRefreshDriver();
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if (refreshDriver && refreshDriver->IsTestControllingRefreshesEnabled()) {
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return;
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}
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2015-01-06 04:56:02 +03:00
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MOZ_ASSERT(!refreshDriver || aTimeStamp >= refreshDriver->MostRecentRefresh(),
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"aTimeStamp must be >= the refresh driver time");
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Bug 927349 part 8 - Fast-forward the timeline before resolving start times; r=jwatt
Normally animation players get times from their timeline which is based on the
refresh driver for their associated document. However, for animations that
we time from when their first frame has been rendered, we want to record the
actual time when painting finished as their start time. If we wait until the
next refresh driver tick then the delay between playing an animation and its
actual start will be too great.
In this patch, we introduce a mechanism for fast-forwarding a timeline to a
time between the current refresh driver time and the next refresh driver tick.
By adjusting the timeline rather than the player we maintain a consistent state
(in fact, if we just naively set the animation player start time to the
timestamp value we recorded when painting finished it will appear to start in
the future and the animation will temporarily jump from playing, to waiting to
start, then back to playing again on the next refresh driver tick).
To be completely consistent, however, when we fast-forward the timeline we
should tell all animation players listening to the timeline to mark their
target element as needing a style flush. Otherwise we may be able to observe an
inconsistency between some animation players' current time and the computed
style of their targets.
We don't, however, currently know which players are observing a given timeline.
We will likely introduce that in the near future (in order to implement
AnimationTimeline.getAnimationPlayers) and fix the inconsistency in timing then.
A test later in the patch series verifies this inconsistency so it is easy to
fix in future.
An alternative approach would be to simply record the time when animation should
start, send that time to the compositor but don't actually update the animation
start time on the main thread until the subsequent refresh driver tick. Such
an approach is complex as it introduces an additional state--"finished pending
but not yet started". We will attempt to switch to that approach in bug 1112480.
2014-12-22 03:35:41 +03:00
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// FIXME: For all animations attached to this timeline, we should mark
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// their target elements as needing restyling. Otherwise, tasks that run
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// in between now and the next refresh driver tick might see inconsistencies
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// between the timing of an animation and the computed style of its target.
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mFastForwardTime = aTimeStamp;
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}
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2014-07-16 04:02:30 +04:00
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TimeStamp
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AnimationTimeline::GetCurrentTimeStamp() const
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{
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Bug 927349 part 8 - Fast-forward the timeline before resolving start times; r=jwatt
Normally animation players get times from their timeline which is based on the
refresh driver for their associated document. However, for animations that
we time from when their first frame has been rendered, we want to record the
actual time when painting finished as their start time. If we wait until the
next refresh driver tick then the delay between playing an animation and its
actual start will be too great.
In this patch, we introduce a mechanism for fast-forwarding a timeline to a
time between the current refresh driver time and the next refresh driver tick.
By adjusting the timeline rather than the player we maintain a consistent state
(in fact, if we just naively set the animation player start time to the
timestamp value we recorded when painting finished it will appear to start in
the future and the animation will temporarily jump from playing, to waiting to
start, then back to playing again on the next refresh driver tick).
To be completely consistent, however, when we fast-forward the timeline we
should tell all animation players listening to the timeline to mark their
target element as needing a style flush. Otherwise we may be able to observe an
inconsistency between some animation players' current time and the computed
style of their targets.
We don't, however, currently know which players are observing a given timeline.
We will likely introduce that in the near future (in order to implement
AnimationTimeline.getAnimationPlayers) and fix the inconsistency in timing then.
A test later in the patch series verifies this inconsistency so it is easy to
fix in future.
An alternative approach would be to simply record the time when animation should
start, send that time to the compositor but don't actually update the animation
start time on the main thread until the subsequent refresh driver tick. Such
an approach is complex as it introduces an additional state--"finished pending
but not yet started". We will attempt to switch to that approach in bug 1112480.
2014-12-22 03:35:41 +03:00
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nsRefreshDriver* refreshDriver = GetRefreshDriver();
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TimeStamp refreshTime = refreshDriver
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? refreshDriver->MostRecentRefresh()
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: TimeStamp();
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2014-07-16 04:02:30 +04:00
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// Always return the same object to benefit from return-value optimization.
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Bug 927349 part 8 - Fast-forward the timeline before resolving start times; r=jwatt
Normally animation players get times from their timeline which is based on the
refresh driver for their associated document. However, for animations that
we time from when their first frame has been rendered, we want to record the
actual time when painting finished as their start time. If we wait until the
next refresh driver tick then the delay between playing an animation and its
actual start will be too great.
In this patch, we introduce a mechanism for fast-forwarding a timeline to a
time between the current refresh driver time and the next refresh driver tick.
By adjusting the timeline rather than the player we maintain a consistent state
(in fact, if we just naively set the animation player start time to the
timestamp value we recorded when painting finished it will appear to start in
the future and the animation will temporarily jump from playing, to waiting to
start, then back to playing again on the next refresh driver tick).
To be completely consistent, however, when we fast-forward the timeline we
should tell all animation players listening to the timeline to mark their
target element as needing a style flush. Otherwise we may be able to observe an
inconsistency between some animation players' current time and the computed
style of their targets.
We don't, however, currently know which players are observing a given timeline.
We will likely introduce that in the near future (in order to implement
AnimationTimeline.getAnimationPlayers) and fix the inconsistency in timing then.
A test later in the patch series verifies this inconsistency so it is easy to
fix in future.
An alternative approach would be to simply record the time when animation should
start, send that time to the compositor but don't actually update the animation
start time on the main thread until the subsequent refresh driver tick. Such
an approach is complex as it introduces an additional state--"finished pending
but not yet started". We will attempt to switch to that approach in bug 1112480.
2014-12-22 03:35:41 +03:00
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TimeStamp result = !refreshTime.IsNull()
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? refreshTime
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: mLastRefreshDriverTime;
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2014-07-24 08:37:38 +04:00
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Bug 927349 part 8 - Fast-forward the timeline before resolving start times; r=jwatt
Normally animation players get times from their timeline which is based on the
refresh driver for their associated document. However, for animations that
we time from when their first frame has been rendered, we want to record the
actual time when painting finished as their start time. If we wait until the
next refresh driver tick then the delay between playing an animation and its
actual start will be too great.
In this patch, we introduce a mechanism for fast-forwarding a timeline to a
time between the current refresh driver time and the next refresh driver tick.
By adjusting the timeline rather than the player we maintain a consistent state
(in fact, if we just naively set the animation player start time to the
timestamp value we recorded when painting finished it will appear to start in
the future and the animation will temporarily jump from playing, to waiting to
start, then back to playing again on the next refresh driver tick).
To be completely consistent, however, when we fast-forward the timeline we
should tell all animation players listening to the timeline to mark their
target element as needing a style flush. Otherwise we may be able to observe an
inconsistency between some animation players' current time and the computed
style of their targets.
We don't, however, currently know which players are observing a given timeline.
We will likely introduce that in the near future (in order to implement
AnimationTimeline.getAnimationPlayers) and fix the inconsistency in timing then.
A test later in the patch series verifies this inconsistency so it is easy to
fix in future.
An alternative approach would be to simply record the time when animation should
start, send that time to the compositor but don't actually update the animation
start time on the main thread until the subsequent refresh driver tick. Such
an approach is complex as it introduces an additional state--"finished pending
but not yet started". We will attempt to switch to that approach in bug 1112480.
2014-12-22 03:35:41 +03:00
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// If we don't have a refresh driver and we've never had one use the
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// timeline's zero time.
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2014-07-24 08:37:38 +04:00
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if (result.IsNull()) {
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nsRefPtr<nsDOMNavigationTiming> timing = mDocument->GetNavigationTiming();
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Bug 927349 part 8 - Fast-forward the timeline before resolving start times; r=jwatt
Normally animation players get times from their timeline which is based on the
refresh driver for their associated document. However, for animations that
we time from when their first frame has been rendered, we want to record the
actual time when painting finished as their start time. If we wait until the
next refresh driver tick then the delay between playing an animation and its
actual start will be too great.
In this patch, we introduce a mechanism for fast-forwarding a timeline to a
time between the current refresh driver time and the next refresh driver tick.
By adjusting the timeline rather than the player we maintain a consistent state
(in fact, if we just naively set the animation player start time to the
timestamp value we recorded when painting finished it will appear to start in
the future and the animation will temporarily jump from playing, to waiting to
start, then back to playing again on the next refresh driver tick).
To be completely consistent, however, when we fast-forward the timeline we
should tell all animation players listening to the timeline to mark their
target element as needing a style flush. Otherwise we may be able to observe an
inconsistency between some animation players' current time and the computed
style of their targets.
We don't, however, currently know which players are observing a given timeline.
We will likely introduce that in the near future (in order to implement
AnimationTimeline.getAnimationPlayers) and fix the inconsistency in timing then.
A test later in the patch series verifies this inconsistency so it is easy to
fix in future.
An alternative approach would be to simply record the time when animation should
start, send that time to the compositor but don't actually update the animation
start time on the main thread until the subsequent refresh driver tick. Such
an approach is complex as it introduces an additional state--"finished pending
but not yet started". We will attempt to switch to that approach in bug 1112480.
2014-12-22 03:35:41 +03:00
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if (timing) {
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result = timing->GetNavigationStartTimeStamp();
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// Also, let this time represent the current refresh time. This way
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// we'll save it as the last refresh time and skip looking up
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// navigation timing each time.
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refreshTime = result;
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2014-07-24 08:37:38 +04:00
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}
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}
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2014-07-16 04:02:30 +04:00
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Bug 927349 part 8 - Fast-forward the timeline before resolving start times; r=jwatt
Normally animation players get times from their timeline which is based on the
refresh driver for their associated document. However, for animations that
we time from when their first frame has been rendered, we want to record the
actual time when painting finished as their start time. If we wait until the
next refresh driver tick then the delay between playing an animation and its
actual start will be too great.
In this patch, we introduce a mechanism for fast-forwarding a timeline to a
time between the current refresh driver time and the next refresh driver tick.
By adjusting the timeline rather than the player we maintain a consistent state
(in fact, if we just naively set the animation player start time to the
timestamp value we recorded when painting finished it will appear to start in
the future and the animation will temporarily jump from playing, to waiting to
start, then back to playing again on the next refresh driver tick).
To be completely consistent, however, when we fast-forward the timeline we
should tell all animation players listening to the timeline to mark their
target element as needing a style flush. Otherwise we may be able to observe an
inconsistency between some animation players' current time and the computed
style of their targets.
We don't, however, currently know which players are observing a given timeline.
We will likely introduce that in the near future (in order to implement
AnimationTimeline.getAnimationPlayers) and fix the inconsistency in timing then.
A test later in the patch series verifies this inconsistency so it is easy to
fix in future.
An alternative approach would be to simply record the time when animation should
start, send that time to the compositor but don't actually update the animation
start time on the main thread until the subsequent refresh driver tick. Such
an approach is complex as it introduces an additional state--"finished pending
but not yet started". We will attempt to switch to that approach in bug 1112480.
2014-12-22 03:35:41 +03:00
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// The timeline may have been fast-forwarded to account for animations
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// that begin playing between ticks of the refresh driver. If so, we should
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// use the fast-forward time unless we've already gone past that time.
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//
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// (If the refresh driver were ever to go backwards then we would need to
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// ignore the fast-forward time in that case to prevent the timeline getting
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// "stuck" until the refresh driver caught up. However, the only time the
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// refresh driver goes backwards is when it is restored from test control
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// and FastForward makes sure we don't set the fast foward time when we
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// are under test control.)
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MOZ_ASSERT(refreshTime.IsNull() || mLastRefreshDriverTime.IsNull() ||
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refreshTime >= mLastRefreshDriverTime ||
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mFastForwardTime.IsNull(),
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"The refresh driver time should not go backwards when the"
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" fast-forward time is set");
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// We need to check if mFastForwardTime is ahead of the refresh driver
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// time. This is because mFastForwardTime can still be set after the next
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// refresh driver tick since we don't clear mFastForwardTime on a call to
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// Tick() as we aren't currently guaranteed to get only one call to Tick()
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// per refresh-driver tick.
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if (result.IsNull() ||
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(!mFastForwardTime.IsNull() && mFastForwardTime > result)) {
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result = mFastForwardTime;
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} else {
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// Make sure we continue to ignore the fast-forward time.
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mFastForwardTime = TimeStamp();
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}
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if (!refreshTime.IsNull()) {
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mLastRefreshDriverTime = refreshTime;
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2014-07-16 04:02:30 +04:00
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}
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2014-05-13 11:22:12 +04:00
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return result;
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}
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2014-08-30 10:11:57 +04:00
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Nullable<TimeDuration>
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AnimationTimeline::ToTimelineTime(const TimeStamp& aTimeStamp) const
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2014-07-16 04:02:30 +04:00
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{
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2014-08-30 10:11:57 +04:00
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Nullable<TimeDuration> result; // Initializes to null
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2014-07-16 04:02:30 +04:00
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if (aTimeStamp.IsNull()) {
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return result;
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}
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nsRefPtr<nsDOMNavigationTiming> timing = mDocument->GetNavigationTiming();
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if (MOZ_UNLIKELY(!timing)) {
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return result;
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}
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2014-08-30 10:11:57 +04:00
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result.SetValue(aTimeStamp - timing->GetNavigationStartTimeStamp());
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return result;
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}
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TimeStamp
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AnimationTimeline::ToTimeStamp(const TimeDuration& aTimeDuration) const
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{
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TimeStamp result;
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nsRefPtr<nsDOMNavigationTiming> timing = mDocument->GetNavigationTiming();
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if (MOZ_UNLIKELY(!timing)) {
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return result;
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}
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result = timing->GetNavigationStartTimeStamp() + aTimeDuration;
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2014-07-16 04:02:30 +04:00
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return result;
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}
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2014-12-18 02:42:41 +03:00
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nsRefreshDriver*
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AnimationTimeline::GetRefreshDriver() const
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{
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nsIPresShell* presShell = mDocument->GetShell();
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if (MOZ_UNLIKELY(!presShell)) {
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return nullptr;
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}
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nsPresContext* presContext = presShell->GetPresContext();
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if (MOZ_UNLIKELY(!presContext)) {
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return nullptr;
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}
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return presContext->RefreshDriver();
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}
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2014-05-13 11:22:12 +04:00
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} // namespace dom
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} // namespace mozilla
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