Use SetEffectNoUpdate() for the procedure of setting effect, and let SetEffect()
also calls PostUpdate(), so we can use SetEffectNoUpdate() if we don't want to
call RequestRestyle(RestyleType::layer).
MozReview-Commit-ID: CaWA34UebpH
--HG--
extra : rebase_source : d29f5ddc0b8e069293a4a69f0e821786a2c5a84a
Both Cancel() and SetEffect() need the procedure of "Reset an animation's
pending tasks", so factor it out and then we can reuse it.
MozReview-Commit-ID: C7Q5kF9aPrV
--HG--
extra : rebase_source : b3d98a739d51db91f8c45139e9add651af4adeae
This is a pre-patch for part 5, which is trying to make our code closer to the
spec. Some methods in KeyframeEffectReadOnly belong to AnimationEffectReadOnly,
so first, use AsKeyframeEffect() to access those keyframe-related methods, and
then add virtual methods for timing-related methods to AnimationEffectReadOnly.
MozReview-Commit-ID: 1srA1f8JYeN
--HG--
extra : rebase_source : 99a06e20a63b9c8b179fa8501690abf01271aaf4
This implements the spec change here: ee1577c959
MozReview-Commit-ID: 8XKaocLbrmL
--HG--
extra : rebase_source : 18c402b0af7c21b8721ca796c054a3f58eb21a72
The previous patch in this series renamed nsCSSProperty to nsCSSPropertyID.
This patch renames nsCSSPropertySet to nsCSSPropertyIDSet accordingly.
This patch is generated by the following commands (note: if you're running
using OS X's sed, which accepts slightly different flags, you'll have to
specify an actual backup suffix in -i, or use gsed from Homebrew):
hg stat -c \
| cut -c 3- \
| tr '\n' '\0' \
| xargs -0 -P 8 gsed --follow-symlinks 's/\bnsCSSPropertySet\b/nsCSSPropertyIDSet/g' -i''
Then:
hg mv layout/style/nsCSSPropertySet.h layout/style/nsCSSPropertyIDSet.h
... and finally, manually renaming nsCSSPropertySet in the include guard in
nsCSSPropertyIDSet.h.
MozReview-Commit-ID: ASUNs7FWbKP
--HG--
rename : layout/style/nsCSSPropertySet.h => layout/style/nsCSSPropertyIDSet.h
If we run following code, content process will crash.
------
anim1.timeline = timeline;
anim2.timeline = document.timeline;
anim2.timeline = timeline;
------
The AnimationTimeline has LinkedList variant. (called mAnimationOrder) And Animation is sub-class of LinkedListElement.
We will create the relationship of AnimationTimeline and Animation when calling the AnimationTimeline::NotifyAnimationUpdated. However we didn't remove these relation ship when setting new timeline.
So we should remove these relationship when setting new timeline object.
MozReview-Commit-ID: RDyranduTA
--HG--
extra : rebase_source : 1f080ad80f258162e94f80470a7464e2a9bb033b
This is implementation of 'Setting the timeline of an animation'.[1]
[1] https://w3c.github.io/web-animations/#setting-the-timeline
MozReview-Commit-ID: A5YMXhkxHjr
--HG--
extra : rebase_source : 73e4fdc9ee98bf756267a05a2336a2c51517cf34
Use NonOwningAnimationTarget as the returned type of
1. KeyframeEffectReadOnly::GetTarget()
2. nsNodeUtils::GetTargetForAnimation(...)
--HG--
extra : rebase_source : 3b0e117528035329fdf4bdbee127f095b710805a
Currently endTime is calculated when getComputedTiming() is called. As a
result, the value returned there doesn't necessarily reflect what we are using
in the model. It would be more simple, consistent and useful if we simply
calculate this as part of GetComputedTimingAt and use it both internally and in
the result to getComputedTiming().
In some circumstances when composing style, we tweak the time of the animation
before telling the effect to compose style. This is to avoid visual flicker in
certain situations where the main thread progress is being synchronized with an
animation running on the compositor.
In the past, effects would store their latest sample time locally so when
tweaking the animation time, we would need to call UpdateEffect() after tweaking
the time, and then again after restoring it as otherwise the style composed by
the effect would not reflect the adjusted time.
Now, however, effect's always query their animation for the time so this is no
longer necessary. Furthermore, the actions triggered by UpdateEffect are not
desirable in this case because they can, amongst other things, cause the
associated EffectSet to be destroyed and recreated.
Specifically, Animation::UpdateEffect() calls
KeyframeEffectReadOnly::NotifyAnimationTimingUpdated() which:
* Calls UpdateTargetRegistration which can trigger EffectSet
destruction/creation which is undesirable in this case because we intend to
restore whatever changes we make to the Animation's state and deleting and
recreating the EffectSet will cause any pointers to it to dangle.
* Cause us to possibly reset the "is running on compositor" status.
This too is undesirable since we intend to restore the state of the
Animation immediately after tweaking the hold time so we don't want to
act as if any state has changed.
* Similarly for marking the cascade as possibly needing an update or
requesting a restyle.
In summary, all the actions performed by NotifyAnimationTimingUpdated are
unnecessary and undesirable in this situation where we are temporarily tweaking
an Animation's current time only to restore it immediately afterwards since the
actions are all involved with recognizing actual changes in state.
This flag is no longer needed because in bug 1232563 we introduced a more
thorough optimization that detects when the animation is not changing by
comparing the progress value between samples and avoids requesting restyles
when it does not change.
This is in preparation for moving RequestRestyle to EffectCompositor (and
because we'll run into compile issues if we don't since AnimationCommon.h
includes too many interdependent definitions).
When requesting restyles we take special care to detect when an animation has
newly finished so we perform the necessary restyle to represent the fill state.
However, we should really explicitly pull the animation off the layer at this
point by requesting a layer update. (That is, when an animation is
newly-finished we should use RestyleType::Layer instead of
RestyleType::Standard. Currently we just use RestyleType::Standard.)
In this bug we plan to move restyle requests down to the effect (since it is
the *effect* that is restyled). However, only the Animation has the notion of
"finished" or not so we detect this particular case in the Animation and
request the layer update there. We already request layer updates in the
Animation for other situations such as pausing so doing *layer* updates in the
Animation and regular restyles in the effect is not inconsistent.
This patch also tweaks test_animations_omta.html since it was previously
erroneously testing that a finished animation was still running on the
compositor.
--HG--
extra : rebase_source : 3cd1abe2a10370e90cde64b4b42b27326082f6f0
This is to align with the existing GetAnimationCollection method that takes
a frame. Also, by making this name more specific hopefully it will be used less
since we are trying to move as much code as possible over to using EffectSet
instead of AnimationCollection.
If this patch (and part 9) is an overkill to throttle animations having both
of properties, one can be run on compositor and another can not be, a test
case in test_running_on_compositor[1] will fail.
The test case is for an animation which has transform and background-color
properties.
Animation::CanThrottle() returns true
(then, AnimationCollection::CanPerformOnCompositorThread() returns false)
on current trunk in the test case.
Animation::CanThrottle() returns false with this patch in the test case.
If the test passes, it proves the transform animation is running on compositor
in both cases.
[1] http://hg.mozilla.org/mozilla-central/file/6c7c983bce46/dom/animation/test/chrome/test_running_on_compositor.html#l77
The Animation.pause() method operates asynchronously since, if the animation is
currently running on the compositor, we should wait for the animation to stop
on the compositor before establishing the pause time. Otherwise, if the
compositor is ahead of the main thread and we use the main thread's notion of
the current time to establish the pause time, the animation will jump backwards
when we take it off the compositor.
This pause time is represented using the "hold time".
However, when we have a finished animation, its current time is not advancing
but rather its current time is fixed to its end time. This too is represented
using the hold time. As a result, if we pause a finished animation we should
not update its hold time (by calculating the current time from the start time)
but just continue to use the existing hold time. This is true of any other
situation where we might have set the hold time before or during pausing.