/* -*- 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/. */ #include "nsAnimationManager.h" #include "nsTransitionManager.h" #include "mozilla/dom/CSSAnimationBinding.h" #include "mozilla/AnimationEventDispatcher.h" #include "mozilla/AnimationTarget.h" #include "mozilla/EffectCompositor.h" #include "mozilla/EffectSet.h" #include "mozilla/MemoryReporting.h" #include "mozilla/ServoStyleSet.h" #include "mozilla/StyleAnimationValue.h" #include "mozilla/dom/AnimationEffect.h" #include "mozilla/dom/DocumentTimeline.h" #include "mozilla/dom/KeyframeEffect.h" #include "mozilla/dom/MutationObservers.h" #include "nsPresContext.h" #include "nsPresContextInlines.h" #include "nsStyleChangeList.h" #include "nsLayoutUtils.h" #include "nsIFrame.h" #include "mozilla/dom/Document.h" #include "nsDOMMutationObserver.h" #include "nsRFPService.h" #include // std::stable_sort #include using namespace mozilla; using namespace mozilla::css; using mozilla::dom::Animation; using mozilla::dom::AnimationEffect; using mozilla::dom::AnimationPlayState; using mozilla::dom::CSSAnimation; using mozilla::dom::KeyframeEffect; typedef mozilla::ComputedTiming::AnimationPhase AnimationPhase; ////////////////////////// CSSAnimation //////////////////////////// JSObject* CSSAnimation::WrapObject(JSContext* aCx, JS::Handle aGivenProto) { return dom::CSSAnimation_Binding::Wrap(aCx, this, aGivenProto); } mozilla::dom::Promise* CSSAnimation::GetReady(ErrorResult& aRv) { FlushUnanimatedStyle(); return Animation::GetReady(aRv); } void CSSAnimation::Play(ErrorResult& aRv, LimitBehavior aLimitBehavior) { mPauseShouldStick = false; Animation::Play(aRv, aLimitBehavior); } void CSSAnimation::Pause(ErrorResult& aRv) { mPauseShouldStick = true; Animation::Pause(aRv); } AnimationPlayState CSSAnimation::PlayStateFromJS() const { // Flush style to ensure that any properties controlling animation state // (e.g. animation-play-state) are fully updated. FlushUnanimatedStyle(); return Animation::PlayStateFromJS(); } bool CSSAnimation::PendingFromJS() const { // Flush style since, for example, if the animation-play-state was just // changed its possible we should now be pending. FlushUnanimatedStyle(); return Animation::PendingFromJS(); } void CSSAnimation::PlayFromJS(ErrorResult& aRv) { // Note that flushing style below might trigger calls to // PlayFromStyle()/PauseFromStyle() on this object. FlushUnanimatedStyle(); Animation::PlayFromJS(aRv); } void CSSAnimation::PlayFromStyle() { mIsStylePaused = false; if (!mPauseShouldStick) { ErrorResult rv; Animation::Play(rv, Animation::LimitBehavior::Continue); // play() should not throw when LimitBehavior is Continue MOZ_ASSERT(!rv.Failed(), "Unexpected exception playing animation"); } } void CSSAnimation::PauseFromStyle() { // Check if the pause state is being overridden if (mIsStylePaused) { return; } mIsStylePaused = true; ErrorResult rv; Animation::Pause(rv); // pause() should only throw when *all* of the following conditions are true: // - we are in the idle state, and // - we have a negative playback rate, and // - we have an infinitely repeating animation // The first two conditions will never happen under regular style processing // but could happen if an author made modifications to the Animation object // and then updated animation-play-state. It's an unusual case and there's // no obvious way to pass on the exception information so we just silently // fail for now. if (rv.Failed()) { NS_WARNING("Unexpected exception pausing animation - silently failing"); } } void CSSAnimation::Tick() { Animation::Tick(); QueueEvents(); } bool CSSAnimation::HasLowerCompositeOrderThan( const CSSAnimation& aOther) const { MOZ_ASSERT(IsTiedToMarkup() && aOther.IsTiedToMarkup(), "Should only be called for CSS animations that are sorted " "as CSS animations (i.e. tied to CSS markup)"); // 0. Object-equality case if (&aOther == this) { return false; } // 1. Sort by document order if (!mOwningElement.Equals(aOther.mOwningElement)) { return mOwningElement.LessThan( const_cast(this)->CachedChildIndexRef(), aOther.mOwningElement, const_cast(&aOther)->CachedChildIndexRef()); } // 2. (Same element and pseudo): Sort by position in animation-name return mAnimationIndex < aOther.mAnimationIndex; } void CSSAnimation::QueueEvents(const StickyTimeDuration& aActiveTime) { // If the animation is pending, we ignore animation events until we finish // pending. if (mPendingState != PendingState::NotPending) { return; } // CSS animations dispatch events at their owning element. This allows // script to repurpose a CSS animation to target a different element, // to use a group effect (which has no obvious "target element"), or // to remove the animation effect altogether whilst still getting // animation events. // // It does mean, however, that for a CSS animation that has no owning // element (e.g. it was created using the CSSAnimation constructor or // disassociated from CSS) no events are fired. If it becomes desirable // for these animations to still fire events we should spec the concept // of the "original owning element" or "event target" and allow script // to set it when creating a CSSAnimation object. if (!mOwningElement.IsSet()) { return; } nsPresContext* presContext = mOwningElement.GetPresContext(); if (!presContext) { return; } uint64_t currentIteration = 0; ComputedTiming::AnimationPhase currentPhase; StickyTimeDuration intervalStartTime; StickyTimeDuration intervalEndTime; StickyTimeDuration iterationStartTime; if (!mEffect) { currentPhase = GetAnimationPhaseWithoutEffect(*this); if (currentPhase == mPreviousPhase) { return; } } else { ComputedTiming computedTiming = mEffect->GetComputedTiming(); currentPhase = computedTiming.mPhase; currentIteration = computedTiming.mCurrentIteration; if (currentPhase == mPreviousPhase && currentIteration == mPreviousIteration) { return; } intervalStartTime = IntervalStartTime(computedTiming.mActiveDuration); intervalEndTime = IntervalEndTime(computedTiming.mActiveDuration); uint64_t iterationBoundary = mPreviousIteration > currentIteration ? currentIteration + 1 : currentIteration; iterationStartTime = computedTiming.mDuration.MultDouble( (iterationBoundary - computedTiming.mIterationStart)); } TimeStamp startTimeStamp = ElapsedTimeToTimeStamp(intervalStartTime); TimeStamp endTimeStamp = ElapsedTimeToTimeStamp(intervalEndTime); TimeStamp iterationTimeStamp = ElapsedTimeToTimeStamp(iterationStartTime); AutoTArray events; auto appendAnimationEvent = [&](EventMessage aMessage, const StickyTimeDuration& aElapsedTime, const TimeStamp& aScheduledEventTimeStamp) { double elapsedTime = aElapsedTime.ToSeconds(); if (aMessage == eAnimationCancel) { // 0 is an inappropriate value for this callsite. What we need to do is // use a single random value for all increasing times reportable. // That is to say, whenever elapsedTime goes negative (because an // animation restarts, something rewinds the animation, or otherwise) // a new random value for the mix-in must be generated. elapsedTime = nsRFPService::ReduceTimePrecisionAsSecs( elapsedTime, 0, TimerPrecisionType::RFPOnly); } events.AppendElement( AnimationEventInfo(mAnimationName, mOwningElement.Target(), aMessage, elapsedTime, aScheduledEventTimeStamp, this)); }; // Handle cancel event first if ((mPreviousPhase != AnimationPhase::Idle && mPreviousPhase != AnimationPhase::After) && currentPhase == AnimationPhase::Idle) { appendAnimationEvent(eAnimationCancel, aActiveTime, GetTimelineCurrentTimeAsTimeStamp()); } switch (mPreviousPhase) { case AnimationPhase::Idle: case AnimationPhase::Before: if (currentPhase == AnimationPhase::Active) { appendAnimationEvent(eAnimationStart, intervalStartTime, startTimeStamp); } else if (currentPhase == AnimationPhase::After) { appendAnimationEvent(eAnimationStart, intervalStartTime, startTimeStamp); appendAnimationEvent(eAnimationEnd, intervalEndTime, endTimeStamp); } break; case AnimationPhase::Active: if (currentPhase == AnimationPhase::Before) { appendAnimationEvent(eAnimationEnd, intervalStartTime, startTimeStamp); } else if (currentPhase == AnimationPhase::Active) { // The currentIteration must have changed or element we would have // returned early above. MOZ_ASSERT(currentIteration != mPreviousIteration); appendAnimationEvent(eAnimationIteration, iterationStartTime, iterationTimeStamp); } else if (currentPhase == AnimationPhase::After) { appendAnimationEvent(eAnimationEnd, intervalEndTime, endTimeStamp); } break; case AnimationPhase::After: if (currentPhase == AnimationPhase::Before) { appendAnimationEvent(eAnimationStart, intervalEndTime, startTimeStamp); appendAnimationEvent(eAnimationEnd, intervalStartTime, endTimeStamp); } else if (currentPhase == AnimationPhase::Active) { appendAnimationEvent(eAnimationStart, intervalEndTime, endTimeStamp); } break; } mPreviousPhase = currentPhase; mPreviousIteration = currentIteration; if (!events.IsEmpty()) { presContext->AnimationEventDispatcher()->QueueEvents(std::move(events)); } } void CSSAnimation::UpdateTiming(SeekFlag aSeekFlag, SyncNotifyFlag aSyncNotifyFlag) { if (mNeedsNewAnimationIndexWhenRun && PlayState() != AnimationPlayState::Idle) { mAnimationIndex = sNextAnimationIndex++; mNeedsNewAnimationIndexWhenRun = false; } Animation::UpdateTiming(aSeekFlag, aSyncNotifyFlag); } ////////////////////////// nsAnimationManager //////////////////////////// // Find the matching animation by |aName| in the old list // of animations and remove the matched animation from the list. static already_AddRefed PopExistingAnimation( const nsAtom* aName, nsAnimationManager::CSSAnimationCollection* aCollection) { if (!aCollection) { return nullptr; } // Animations are stored in reverse order to how they appear in the // animation-name property. However, we want to match animations beginning // from the end of the animation-name list, so we iterate *forwards* // through the collection. for (size_t idx = 0, length = aCollection->mAnimations.Length(); idx != length; ++idx) { CSSAnimation* cssAnim = aCollection->mAnimations[idx]; if (cssAnim->AnimationName() == aName) { RefPtr match = cssAnim; aCollection->mAnimations.RemoveElementAt(idx); return match.forget(); } } return nullptr; } class MOZ_STACK_CLASS ServoCSSAnimationBuilder final { public: explicit ServoCSSAnimationBuilder(const ComputedStyle* aComputedStyle) : mComputedStyle(aComputedStyle) { MOZ_ASSERT(aComputedStyle); } bool BuildKeyframes(const Element& aElement, nsPresContext* aPresContext, nsAtom* aName, const nsTimingFunction& aTimingFunction, nsTArray& aKeyframes) { return aPresContext->StyleSet()->GetKeyframesForName( aElement, *mComputedStyle, aName, aTimingFunction, aKeyframes); } void SetKeyframes(KeyframeEffect& aEffect, nsTArray&& aKeyframes) { aEffect.SetKeyframes(std::move(aKeyframes), mComputedStyle); } // Currently all the animation building code in this file is based on // assumption that creating and removing animations should *not* trigger // additional restyles since those changes will be handled within the same // restyle. // // While that is true for the Gecko style backend, it is not true for the // Servo style backend where we want restyles to be triggered so that we // perform a second animation restyle where we will incorporate the changes // arising from creating and removing animations. // // Fortunately, our attempts to avoid posting extra restyles as part of the // processing here are imperfect and most of the time we happen to post // them anyway. Occasionally, however, we don't. For example, we don't post // a restyle when we create a new animation whose an animation index matches // the default value it was given already (which is typically only true when // the CSSAnimation we create is the first Animation created in a particular // content process). // // As a result, when we are using the Servo backend, whenever we have an added // or removed animation we need to explicitly trigger a restyle. // // This code should eventually disappear along with the Gecko style backend // and we should simply call Play() / Pause() / Cancel() etc. which will // post the required restyles. void NotifyNewOrRemovedAnimation(const Animation& aAnimation) { dom::AnimationEffect* effect = aAnimation.GetEffect(); if (!effect) { return; } KeyframeEffect* keyframeEffect = effect->AsKeyframeEffect(); if (!keyframeEffect) { return; } keyframeEffect->RequestRestyle(EffectCompositor::RestyleType::Standard); } private: const ComputedStyle* mComputedStyle; }; static void UpdateOldAnimationPropertiesWithNew( CSSAnimation& aOld, TimingParams&& aNewTiming, nsTArray&& aNewKeyframes, bool aNewIsStylePaused, ServoCSSAnimationBuilder& aBuilder) { bool animationChanged = false; // Update the old from the new so we can keep the original object // identity (and any expando properties attached to it). if (aOld.GetEffect()) { dom::AnimationEffect* oldEffect = aOld.GetEffect(); animationChanged = oldEffect->SpecifiedTiming() != aNewTiming; oldEffect->SetSpecifiedTiming(std::move(aNewTiming)); KeyframeEffect* oldKeyframeEffect = oldEffect->AsKeyframeEffect(); if (oldKeyframeEffect) { aBuilder.SetKeyframes(*oldKeyframeEffect, std::move(aNewKeyframes)); } } // Handle changes in play state. If the animation is idle, however, // changes to animation-play-state should *not* restart it. if (aOld.PlayState() != AnimationPlayState::Idle) { // CSSAnimation takes care of override behavior so that, // for example, if the author has called pause(), that will // override the animation-play-state. // (We should check aNew->IsStylePaused() but that requires // downcasting to CSSAnimation and we happen to know that // aNew will only ever be paused by calling PauseFromStyle // making IsPausedOrPausing synonymous in this case.) if (!aOld.IsStylePaused() && aNewIsStylePaused) { aOld.PauseFromStyle(); animationChanged = true; } else if (aOld.IsStylePaused() && !aNewIsStylePaused) { aOld.PlayFromStyle(); animationChanged = true; } } // Updating the effect timing above might already have caused the // animation to become irrelevant so only add a changed record if // the animation is still relevant. if (animationChanged && aOld.IsRelevant()) { MutationObservers::NotifyAnimationChanged(&aOld); } } // Returns a new animation set up with given StyleAnimation. // Or returns an existing animation matching StyleAnimation's name updated // with the new StyleAnimation. static already_AddRefed BuildAnimation( nsPresContext* aPresContext, const NonOwningAnimationTarget& aTarget, const nsStyleDisplay& aStyleDisplay, uint32_t animIdx, ServoCSSAnimationBuilder& aBuilder, nsAnimationManager::CSSAnimationCollection* aCollection) { MOZ_ASSERT(aPresContext); nsAtom* animationName = aStyleDisplay.GetAnimationName(animIdx); nsTArray keyframes; if (!aBuilder.BuildKeyframes( *aTarget.mElement, aPresContext, animationName, aStyleDisplay.GetAnimationTimingFunction(animIdx), keyframes)) { return nullptr; } TimingParams timing = TimingParamsFromCSSParams( aStyleDisplay.GetAnimationDuration(animIdx), aStyleDisplay.GetAnimationDelay(animIdx), aStyleDisplay.GetAnimationIterationCount(animIdx), aStyleDisplay.GetAnimationDirection(animIdx), aStyleDisplay.GetAnimationFillMode(animIdx)); bool isStylePaused = aStyleDisplay.GetAnimationPlayState(animIdx) == StyleAnimationPlayState::Paused; // Find the matching animation with animation name in the old list // of animations and remove the matched animation from the list. RefPtr oldAnim = PopExistingAnimation(animationName, aCollection); if (oldAnim) { // Copy over the start times and (if still paused) pause starts // for each animation (matching on name only) that was also in the // old list of animations. // This means that we honor dynamic changes, which isn't what the // spec says to do, but WebKit seems to honor at least some of // them. See // http://lists.w3.org/Archives/Public/www-style/2011Apr/0079.html // In order to honor what the spec said, we'd copy more data over. UpdateOldAnimationPropertiesWithNew(*oldAnim, std::move(timing), std::move(keyframes), isStylePaused, aBuilder); return oldAnim.forget(); } KeyframeEffectParams effectOptions; RefPtr effect = new KeyframeEffect( aPresContext->Document(), OwningAnimationTarget(aTarget.mElement, aTarget.mPseudoType), std::move(timing), effectOptions); aBuilder.SetKeyframes(*effect, std::move(keyframes)); RefPtr animation = new CSSAnimation( aPresContext->Document()->GetScopeObject(), animationName); animation->SetOwningElement( OwningElementRef(*aTarget.mElement, aTarget.mPseudoType)); animation->SetTimelineNoUpdate(aTarget.mElement->OwnerDoc()->Timeline()); animation->SetEffectNoUpdate(effect); if (isStylePaused) { animation->PauseFromStyle(); } else { animation->PlayFromStyle(); } aBuilder.NotifyNewOrRemovedAnimation(*animation); return animation.forget(); } static nsAnimationManager::OwningCSSAnimationPtrArray BuildAnimations( nsPresContext* aPresContext, const NonOwningAnimationTarget& aTarget, const nsStyleDisplay& aStyleDisplay, ServoCSSAnimationBuilder& aBuilder, nsAnimationManager::CSSAnimationCollection* aCollection, nsTHashtable>& aReferencedAnimations) { nsAnimationManager::OwningCSSAnimationPtrArray result; for (size_t animIdx = aStyleDisplay.mAnimationNameCount; animIdx-- != 0;) { nsAtom* name = aStyleDisplay.GetAnimationName(animIdx); // CSS Animations whose animation-name does not match a @keyframes rule do // not generate animation events. This includes when the animation-name is // "none" which is represented by an empty name in the StyleAnimation. // Since such animations neither affect style nor dispatch events, we do // not generate a corresponding CSSAnimation for them. if (name == nsGkAtoms::_empty) { continue; } aReferencedAnimations.PutEntry(name); RefPtr dest = BuildAnimation( aPresContext, aTarget, aStyleDisplay, animIdx, aBuilder, aCollection); if (!dest) { continue; } dest->SetAnimationIndex(static_cast(animIdx)); result.AppendElement(dest); } return result; } void nsAnimationManager::UpdateAnimations(dom::Element* aElement, PseudoStyleType aPseudoType, const ComputedStyle* aComputedStyle) { MOZ_ASSERT(mPresContext->IsDynamic(), "Should not update animations for print or print preview"); MOZ_ASSERT(aElement->IsInComposedDoc(), "Should not update animations that are not attached to the " "document tree"); const nsStyleDisplay* disp = aComputedStyle ? aComputedStyle->StyleDisplay() : nullptr; if (!disp || disp->mDisplay == StyleDisplay::None) { // If we are in a display:none subtree we will have no computed values. // However, if we are on the root of display:none subtree, the computed // values might not have been cleared yet. // In either case, since CSS animations should not run in display:none // subtrees we should stop (actually, destroy) any animations on this // element here. StopAnimationsForElement(aElement, aPseudoType); return; } NonOwningAnimationTarget target(aElement, aPseudoType); ServoCSSAnimationBuilder builder(aComputedStyle); DoUpdateAnimations(target, *disp, builder); } void nsAnimationManager::DoUpdateAnimations( const NonOwningAnimationTarget& aTarget, const nsStyleDisplay& aStyleDisplay, ServoCSSAnimationBuilder& aBuilder) { // Everything that causes our animation data to change triggers a // style change, which in turn triggers a non-animation restyle. // Likewise, when we initially construct frames, we're not in a // style change, but also not in an animation restyle. CSSAnimationCollection* collection = CSSAnimationCollection::GetAnimationCollection(aTarget.mElement, aTarget.mPseudoType); if (!collection && aStyleDisplay.mAnimationNameCount == 1 && aStyleDisplay.mAnimations[0].GetName() == nsGkAtoms::_empty) { return; } nsAutoAnimationMutationBatch mb(aTarget.mElement->OwnerDoc()); // Build the updated animations list, extracting matching animations from // the existing collection as we go. OwningCSSAnimationPtrArray newAnimations = BuildAnimations(mPresContext, aTarget, aStyleDisplay, aBuilder, collection, mMaybeReferencedAnimations); if (newAnimations.IsEmpty()) { if (collection) { collection->Destroy(); } return; } if (!collection) { bool createdCollection = false; collection = CSSAnimationCollection::GetOrCreateAnimationCollection( aTarget.mElement, aTarget.mPseudoType, &createdCollection); if (!collection) { MOZ_ASSERT(!createdCollection, "outparam should agree with return value"); NS_WARNING("allocating collection failed"); return; } if (createdCollection) { AddElementCollection(collection); } } collection->mAnimations.SwapElements(newAnimations); // Cancel removed animations for (size_t newAnimIdx = newAnimations.Length(); newAnimIdx-- != 0;) { aBuilder.NotifyNewOrRemovedAnimation(*newAnimations[newAnimIdx]); newAnimations[newAnimIdx]->CancelFromStyle(PostRestyleMode::IfNeeded); } }