/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* vim: set ts=8 sts=2 et sw=2 tw=80: */ /* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #ifndef mozilla_dom_Animation_h #define mozilla_dom_Animation_h #include "nsWrapperCache.h" #include "nsCycleCollectionParticipant.h" #include "mozilla/Attributes.h" #include "mozilla/EffectCompositor.h" // For EffectCompositor::CascadeLevel #include "mozilla/LinkedList.h" #include "mozilla/TimeStamp.h" // for TimeStamp, TimeDuration #include "mozilla/dom/AnimationBinding.h" // for AnimationPlayState #include "mozilla/dom/AnimationTimeline.h" // for AnimationTimeline #include "mozilla/DOMEventTargetHelper.h" // for DOMEventTargetHelper #include "mozilla/dom/KeyframeEffect.h" // for KeyframeEffectReadOnly #include "mozilla/dom/Promise.h" // for Promise #include "nsCSSProperty.h" // for nsCSSProperty #include "nsIGlobalObject.h" // X11 has a #define for CurrentTime. #ifdef CurrentTime #undef CurrentTime #endif // GetCurrentTime is defined in winbase.h as zero argument macro forwarding to // GetTickCount(). #ifdef GetCurrentTime #undef GetCurrentTime #endif struct JSContext; class nsCSSPropertySet; class nsIDocument; class nsPresContext; namespace mozilla { struct AnimationCollection; class AnimValuesStyleRule; class CommonAnimationManager; namespace dom { class CSSAnimation; class CSSTransition; class Animation : public DOMEventTargetHelper , public LinkedListElement { protected: virtual ~Animation() {} public: explicit Animation(nsIGlobalObject* aGlobal) : DOMEventTargetHelper(aGlobal) , mPlaybackRate(1.0) , mPendingState(PendingState::NotPending) , mAnimationIndex(sNextAnimationIndex++) , mFinishedAtLastComposeStyle(false) , mIsRelevant(false) , mFinishedIsResolved(false) { } NS_DECL_ISUPPORTS_INHERITED NS_DECL_CYCLE_COLLECTION_CLASS_INHERITED(Animation, DOMEventTargetHelper) AnimationTimeline* GetParentObject() const { return mTimeline; } virtual JSObject* WrapObject(JSContext* aCx, JS::Handle aGivenProto) override; virtual CSSAnimation* AsCSSAnimation() { return nullptr; } virtual const CSSAnimation* AsCSSAnimation() const { return nullptr; } virtual CSSTransition* AsCSSTransition() { return nullptr; } virtual const CSSTransition* AsCSSTransition() const { return nullptr; } /** * Flag to pass to Play to indicate whether or not it should automatically * rewind the current time to the start point if the animation is finished. * For regular calls to play() from script we should do this, but when a CSS * animation's animation-play-state changes we shouldn't rewind the animation. */ enum class LimitBehavior { AutoRewind, Continue }; // Animation interface methods KeyframeEffectReadOnly* GetEffect() const { return mEffect; } void SetEffect(KeyframeEffectReadOnly* aEffect); AnimationTimeline* GetTimeline() const { return mTimeline; } void SetTimeline(AnimationTimeline* aTimeline); Nullable GetStartTime() const { return mStartTime; } void SetStartTime(const Nullable& aNewStartTime); Nullable GetCurrentTime() const; void SetCurrentTime(const TimeDuration& aNewCurrentTime); double PlaybackRate() const { return mPlaybackRate; } void SetPlaybackRate(double aPlaybackRate); AnimationPlayState PlayState() const; virtual Promise* GetReady(ErrorResult& aRv); virtual Promise* GetFinished(ErrorResult& aRv); void Cancel(); virtual void Finish(ErrorResult& aRv); virtual void Play(ErrorResult& aRv, LimitBehavior aLimitBehavior); virtual void Pause(ErrorResult& aRv); virtual void Reverse(ErrorResult& aRv); bool IsRunningOnCompositor() const; IMPL_EVENT_HANDLER(finish); IMPL_EVENT_HANDLER(cancel); // Wrapper functions for Animation DOM methods when called // from script. // // We often use the same methods internally and from script but when called // from script we (or one of our subclasses) perform extra steps such as // flushing style or converting the return type. Nullable GetStartTimeAsDouble() const; void SetStartTimeAsDouble(const Nullable& aStartTime); Nullable GetCurrentTimeAsDouble() const; void SetCurrentTimeAsDouble(const Nullable& aCurrentTime, ErrorResult& aRv); virtual AnimationPlayState PlayStateFromJS() const { return PlayState(); } virtual void PlayFromJS(ErrorResult& aRv) { Play(aRv, LimitBehavior::AutoRewind); } /** * PauseFromJS is currently only here for symmetry with PlayFromJS but * in future we will likely have to flush style in * CSSAnimation::PauseFromJS so we leave it for now. */ void PauseFromJS(ErrorResult& aRv) { Pause(aRv); } // Wrapper functions for Animation DOM methods when called from style. virtual void CancelFromStyle() { DoCancel(); } virtual void Tick(); bool NeedsTicks() const { AnimationPlayState playState = PlayState(); return playState == AnimationPlayState::Running || playState == AnimationPlayState::Pending; } /** * Set the time to use for starting or pausing a pending animation. * * Typically, when an animation is played, it does not start immediately but * is added to a table of pending animations on the document of its effect. * In the meantime it sets its hold time to the time from which playback * should begin. * * When the document finishes painting, any pending animations in its table * are marked as being ready to start by calling StartOnNextTick. * The moment when the paint completed is also recorded, converted to a * timeline time, and passed to StartOnTick. This is so that when these * animations do start, they can be timed from the point when painting * completed. * * After calling TriggerOnNextTick, animations remain in the pending state * until the next refresh driver tick. At that time they transition out of * the pending state using the time passed to TriggerOnNextTick as the * effective time at which they resumed. * * This approach means that any setup time required for performing the * initial paint of an animation such as layerization is not deducted from * the running time of the animation. Without this we can easily drop the * first few frames of an animation, or, on slower devices, the whole * animation. * * Furthermore: * * - Starting the animation immediately when painting finishes is problematic * because the start time of the animation will be ahead of its timeline * (since the timeline time is based on the refresh driver time). * That's a problem because the animation is playing but its timing * suggests it starts in the future. We could update the timeline to match * the start time of the animation but then we'd also have to update the * timing and style of all animations connected to that timeline or else be * stuck in an inconsistent state until the next refresh driver tick. * * - If we simply use the refresh driver time on its next tick, the lag * between triggering an animation and its effective start is unacceptably * long. * * For pausing, we apply the same asynchronous approach. This is so that we * synchronize with animations that are running on the compositor. Otherwise * if the main thread lags behind the compositor there will be a noticeable * jump backwards when the main thread takes over. Even though main thread * animations could be paused immediately, we do it asynchronously for * consistency and so that animations paused together end up in step. * * Note that the caller of this method is responsible for removing the * animation from any PendingAnimationTracker it may have been added to. */ void TriggerOnNextTick(const Nullable& aReadyTime); /** * Testing only: Start or pause a pending animation using the current * timeline time. This is used to support existing tests that expect * animations to begin immediately. Ideally we would rewrite the those tests * and get rid of this method, but there are a lot of them. * * As with TriggerOnNextTick, the caller of this method is responsible for * removing the animation from any PendingAnimationTracker it may have been * added to. */ void TriggerNow(); /** * When StartOnNextTick is called, we store the ready time but we don't apply * it until the next tick. In the meantime, GetStartTime() will return null. * * However, if we build layer animations again before the next tick, we * should initialize them with the start time that GetStartTime() will return * on the next tick. * * If we were to simply set the start time of layer animations to null, their * start time would be updated to the current wallclock time when rendering * finishes, thus making them out of sync with the start time stored here. * This, in turn, will make the animation jump backwards when we build * animations on the next tick and apply the start time stored here. * * This method returns the start time, if resolved. Otherwise, if we have * a pending ready time, it returns the corresponding start time. If neither * of those are available, it returns null. */ Nullable GetCurrentOrPendingStartTime() const; /** * Converts a time in the timescale of this Animation's currentTime, to a * TimeStamp. Returns a null TimeStamp if the conversion cannot be performed * because of the current state of this Animation (e.g. it has no timeline, a * zero playbackRate, an unresolved start time etc.) or the value of the time * passed-in (e.g. an infinite time). */ TimeStamp AnimationTimeToTimeStamp(const StickyTimeDuration& aTime) const; bool IsPausedOrPausing() const { return PlayState() == AnimationPlayState::Paused || mPendingState == PendingState::PausePending; } bool HasInPlayEffect() const { return GetEffect() && GetEffect()->IsInPlay(); } bool HasCurrentEffect() const { return GetEffect() && GetEffect()->IsCurrent(); } bool IsInEffect() const { return GetEffect() && GetEffect()->IsInEffect(); } /** * "Playing" is different to "running". An animation in its delay phase is * still running but we only consider it playing when it is in its active * interval. This definition is used for fetching the animations that are * candidates for running on the compositor (since we don't ship animations * to the compositor when they are in their delay phase or paused including * being effectively paused due to having a zero playback rate). */ bool IsPlaying() const { // We need to have an effect in its active interval, and // be either running or waiting to run with a non-zero playback rate. return HasInPlayEffect() && mPlaybackRate != 0.0 && (PlayState() == AnimationPlayState::Running || mPendingState == PendingState::PlayPending); } bool IsRelevant() const { return mIsRelevant; } void UpdateRelevance(); /** * Returns true if this Animation has a lower composite order than aOther. */ virtual bool HasLowerCompositeOrderThan(const Animation& aOther) const; /** * Returns the level at which the effect(s) associated with this Animation * are applied to the CSS cascade. */ virtual EffectCompositor::CascadeLevel CascadeLevel() const { return EffectCompositor::CascadeLevel::Animations; } /** * Returns true if this animation does not currently need to update * style on the main thread (e.g. because it is empty, or is * running on the compositor). */ bool CanThrottle() const; /** * Updates |aStyleRule| with the animation values of this animation's effect, * if any. * Any properties already contained in |aSetProperties| are not changed. Any * properties that are changed are added to |aSetProperties|. * |aStyleChanging| will be set to true if this animation expects to update * the style rule on the next refresh driver tick as well (because it * is running and has an effect to sample). */ void ComposeStyle(RefPtr& aStyleRule, nsCSSPropertySet& aSetProperties, bool& aStyleChanging); void NotifyEffectTimingUpdated(); AnimationCollection* GetCollection() const; protected: void SilentlySetCurrentTime(const TimeDuration& aNewCurrentTime); void SilentlySetPlaybackRate(double aPlaybackRate); void DoCancel(); void DoPlay(ErrorResult& aRv, LimitBehavior aLimitBehavior); void DoPause(ErrorResult& aRv); void ResumeAt(const TimeDuration& aReadyTime); void PauseAt(const TimeDuration& aReadyTime); void FinishPendingAt(const TimeDuration& aReadyTime) { if (mPendingState == PendingState::PlayPending) { ResumeAt(aReadyTime); } else if (mPendingState == PendingState::PausePending) { PauseAt(aReadyTime); } else { NS_NOTREACHED("Can't finish pending if we're not in a pending state"); } } /** * Finishing behavior depends on if changes to timing occurred due * to a seek or regular playback. */ enum class SeekFlag { NoSeek, DidSeek }; enum class SyncNotifyFlag { Sync, Async }; virtual void UpdateTiming(SeekFlag aSeekFlag, SyncNotifyFlag aSyncNotifyFlag); void UpdateFinishedState(SeekFlag aSeekFlag, SyncNotifyFlag aSyncNotifyFlag); void UpdateEffect(); void FlushStyle() const; void PostUpdate(); void ResetFinishedPromise(); void MaybeResolveFinishedPromise(); void DoFinishNotification(SyncNotifyFlag aSyncNotifyFlag); void DoFinishNotificationImmediately(); void DispatchPlaybackEvent(const nsAString& aName); /** * Remove this animation from the pending animation tracker and reset * mPendingState as necessary. The caller is responsible for resolving or * aborting the mReady promise as necessary. */ void CancelPendingTasks(); bool IsPossiblyOrphanedPendingAnimation() const; StickyTimeDuration EffectEnd() const; nsIDocument* GetRenderedDocument() const; nsPresContext* GetPresContext() const; virtual CommonAnimationManager* GetAnimationManager() const = 0; RefPtr mTimeline; RefPtr mEffect; // The beginning of the delay period. Nullable mStartTime; // Timeline timescale Nullable mHoldTime; // Animation timescale Nullable mPendingReadyTime; // Timeline timescale Nullable mPreviousCurrentTime; // Animation timescale double mPlaybackRate; // A Promise that is replaced on each call to Play() // and fulfilled when Play() is successfully completed. // This object is lazily created by GetReady. // See http://w3c.github.io/web-animations/#current-ready-promise RefPtr mReady; // A Promise that is resolved when we reach the end of the effect, or // 0 when playing backwards. The Promise is replaced if the animation is // finished but then a state change makes it not finished. // This object is lazily created by GetFinished. // See http://w3c.github.io/web-animations/#current-finished-promise RefPtr mFinished; // Indicates if the animation is in the pending state (and what state it is // waiting to enter when it finished pending). We use this rather than // checking if this animation is tracked by a PendingAnimationTracker because // the animation will continue to be pending even after it has been removed // from the PendingAnimationTracker while it is waiting for the next tick // (see TriggerOnNextTick for details). enum class PendingState { NotPending, PlayPending, PausePending }; PendingState mPendingState; static uint64_t sNextAnimationIndex; // The relative position of this animation within the global animation list. // This is kNoIndex while the animation is in the idle state and is updated // each time the animation transitions out of the idle state. // // Note that subclasses such as CSSTransition and CSSAnimation may repurpose // this member to implement their own brand of sorting. As a result, it is // possible for two different objects to have the same index. uint64_t mAnimationIndex; bool mFinishedAtLastComposeStyle; // Indicates that the animation should be exposed in an element's // getAnimations() list. bool mIsRelevant; nsRevocableEventPtr> mFinishNotificationTask; // True if mFinished is resolved or would be resolved if mFinished has // yet to be created. This is not set when mFinished is rejected since // in that case mFinished is immediately reset to represent a new current // finished promise. bool mFinishedIsResolved; }; } // namespace dom } // namespace mozilla #endif // mozilla_dom_Animation_h