/* vim: set shiftwidth=2 tabstop=8 autoindent cindent expandtab: */ /* 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/EffectCompositor.h" #include "mozilla/EffectSet.h" #include "mozilla/MemoryReporting.h" #include "mozilla/StyleAnimationValue.h" #include "mozilla/dom/DocumentTimeline.h" #include "mozilla/dom/KeyframeEffect.h" #include "nsPresContext.h" #include "nsStyleSet.h" #include "nsStyleChangeList.h" #include "nsCSSRules.h" #include "RestyleManager.h" #include "nsLayoutUtils.h" #include "nsIFrame.h" #include "nsIDocument.h" #include "nsDOMMutationObserver.h" #include using namespace mozilla; using namespace mozilla::css; using mozilla::dom::Animation; using mozilla::dom::AnimationPlayState; using mozilla::dom::KeyframeEffectReadOnly; using mozilla::dom::CSSAnimation; ////////////////////////// CSSAnimation //////////////////////////// JSObject* CSSAnimation::WrapObject(JSContext* aCx, JS::Handle aGivenProto) { return dom::CSSAnimationBinding::Wrap(aCx, this, aGivenProto); } mozilla::dom::Promise* CSSAnimation::GetReady(ErrorResult& aRv) { FlushStyle(); 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. FlushStyle(); return Animation::PlayStateFromJS(); } void CSSAnimation::PlayFromJS(ErrorResult& aRv) { // Note that flushing style below might trigger calls to // PlayFromStyle()/PauseFromStyle() on this object. FlushStyle(); Animation::PlayFromJS(aRv); } void CSSAnimation::PlayFromStyle() { mIsStylePaused = false; if (!mPauseShouldStick) { ErrorResult rv; DoPlay(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; DoPause(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(aOther.mOwningElement); } // 2. (Same element and pseudo): Sort by position in animation-name return mAnimationIndex < aOther.mAnimationIndex; } void CSSAnimation::QueueEvents() { if (!mEffect) { 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; } dom::Element* owningElement; nsCSSPseudoElements::Type owningPseudoType; mOwningElement.GetElement(owningElement, owningPseudoType); MOZ_ASSERT(owningElement, "Owning element should be set"); // Get the nsAnimationManager so we can queue events on it nsPresContext* presContext = mOwningElement.GetRenderedPresContext(); if (!presContext) { return; } nsAnimationManager* manager = presContext->AnimationManager(); ComputedTiming computedTiming = mEffect->GetComputedTiming(); if (computedTiming.mPhase == ComputedTiming::AnimationPhase::Null) { return; // do nothing } // Note that script can change the start time, so we have to handle moving // backwards through the animation as well as forwards. An 'animationstart' // is dispatched if we enter the active phase (regardless if that is from // before or after the animation's active phase). An 'animationend' is // dispatched if we leave the active phase (regardless if that is to before // or after the animation's active phase). bool wasActive = mPreviousPhaseOrIteration != PREVIOUS_PHASE_BEFORE && mPreviousPhaseOrIteration != PREVIOUS_PHASE_AFTER; bool isActive = computedTiming.mPhase == ComputedTiming::AnimationPhase::Active; bool isSameIteration = computedTiming.mCurrentIteration == mPreviousPhaseOrIteration; bool skippedActivePhase = (mPreviousPhaseOrIteration == PREVIOUS_PHASE_BEFORE && computedTiming.mPhase == ComputedTiming::AnimationPhase::After) || (mPreviousPhaseOrIteration == PREVIOUS_PHASE_AFTER && computedTiming.mPhase == ComputedTiming::AnimationPhase::Before); MOZ_ASSERT(!skippedActivePhase || (!isActive && !wasActive), "skippedActivePhase only makes sense if we were & are inactive"); if (computedTiming.mPhase == ComputedTiming::AnimationPhase::Before) { mPreviousPhaseOrIteration = PREVIOUS_PHASE_BEFORE; } else if (computedTiming.mPhase == ComputedTiming::AnimationPhase::Active) { mPreviousPhaseOrIteration = computedTiming.mCurrentIteration; } else if (computedTiming.mPhase == ComputedTiming::AnimationPhase::After) { mPreviousPhaseOrIteration = PREVIOUS_PHASE_AFTER; } EventMessage message; if (!wasActive && isActive) { message = eAnimationStart; } else if (wasActive && !isActive) { message = eAnimationEnd; } else if (wasActive && isActive && !isSameIteration) { message = eAnimationIteration; } else if (skippedActivePhase) { // First notifying for start of 0th iteration by appending an // 'animationstart': StickyTimeDuration elapsedTime = std::min(StickyTimeDuration(InitialAdvance()), computedTiming.mActiveDuration); manager->QueueEvent(AnimationEventInfo(owningElement, owningPseudoType, eAnimationStart, mAnimationName, elapsedTime, ElapsedTimeToTimeStamp(elapsedTime), this)); // Then have the shared code below append an 'animationend': message = eAnimationEnd; } else { return; // No events need to be sent } StickyTimeDuration elapsedTime; if (message == eAnimationStart || message == eAnimationIteration) { StickyTimeDuration iterationStart = computedTiming.mDuration * computedTiming.mCurrentIteration; elapsedTime = std::max(iterationStart, StickyTimeDuration(InitialAdvance())); } else { MOZ_ASSERT(message == eAnimationEnd); elapsedTime = computedTiming.mActiveDuration; } manager->QueueEvent(AnimationEventInfo(owningElement, owningPseudoType, message, mAnimationName, elapsedTime, ElapsedTimeToTimeStamp(elapsedTime), this)); } void CSSAnimation::UpdateTiming(SeekFlag aSeekFlag, SyncNotifyFlag aSyncNotifyFlag) { if (mNeedsNewAnimationIndexWhenRun && PlayState() != AnimationPlayState::Idle) { mAnimationIndex = sNextAnimationIndex++; mNeedsNewAnimationIndexWhenRun = false; } Animation::UpdateTiming(aSeekFlag, aSyncNotifyFlag); } TimeStamp CSSAnimation::ElapsedTimeToTimeStamp(const StickyTimeDuration& aElapsedTime) const { // Initializes to null. We always return this object to benefit from // return-value-optimization. TimeStamp result; // Currently we may dispatch animationstart events before resolving // mStartTime if we have a delay <= 0. This will change in bug 1134163 // but until then we should just use the latest refresh driver time as // the event timestamp in that case. if (!mEffect || mStartTime.IsNull()) { nsPresContext* presContext = GetPresContext(); if (presContext) { result = presContext->RefreshDriver()->MostRecentRefresh(); } return result; } result = AnimationTimeToTimeStamp(aElapsedTime + mEffect->SpecifiedTiming().mDelay); return result; } ////////////////////////// nsAnimationManager //////////////////////////// NS_IMPL_CYCLE_COLLECTION(nsAnimationManager, mEventDispatcher) NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(nsAnimationManager, AddRef) NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(nsAnimationManager, Release) nsIStyleRule* nsAnimationManager::CheckAnimationRule(nsStyleContext* aStyleContext, mozilla::dom::Element* aElement) { // Ignore animations for print or print preview, and for elements // that are not attached to the document tree. if (!mPresContext->IsDynamic() || !aElement->IsInComposedDoc()) { return nullptr; } // 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. const nsStyleDisplay* disp = aStyleContext->StyleDisplay(); AnimationCollection* collection = GetAnimationCollection(aElement, aStyleContext->GetPseudoType(), false /* aCreateIfNeeded */); if (!collection && disp->mAnimationNameCount == 1 && disp->mAnimations[0].GetName().IsEmpty()) { return nullptr; } nsAutoAnimationMutationBatch mb(aElement->OwnerDoc()); // build the animations list dom::DocumentTimeline* timeline = aElement->OwnerDoc()->Timeline(); AnimationPtrArray newAnimations; if (!aStyleContext->IsInDisplayNoneSubtree()) { BuildAnimations(aStyleContext, aElement, timeline, newAnimations); } if (newAnimations.IsEmpty()) { if (collection) { collection->Destroy(); } return nullptr; } if (collection) { EffectSet* effectSet = EffectSet::GetEffectSet(aElement, aStyleContext->GetPseudoType()); if (effectSet) { effectSet->UpdateAnimationGeneration(mPresContext); } // 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 // (or potentially optimize BuildAnimations to avoid rebuilding it // in the first place). if (!collection->mAnimations.IsEmpty()) { for (size_t newIdx = newAnimations.Length(); newIdx-- != 0;) { Animation* newAnim = newAnimations[newIdx]; // Find the matching animation with this name in the old list // of animations. We iterate through both lists in a backwards // direction which means that if there are more animations in // the new list of animations with a given name than in the old // list, it will be the animations towards the of the beginning of // the list that do not match and are treated as new animations. RefPtr oldAnim; size_t oldIdx = collection->mAnimations.Length(); while (oldIdx-- != 0) { CSSAnimation* a = collection->mAnimations[oldIdx]->AsCSSAnimation(); MOZ_ASSERT(a, "All animations in the CSS Animation collection should" " be CSSAnimation objects"); if (a->AnimationName() == newAnim->AsCSSAnimation()->AnimationName()) { oldAnim = a; break; } } if (!oldAnim) { // FIXME: Bug 1134163 - We shouldn't queue animationstart events // until the animation is actually ready to run. However, we // currently have some tests that assume that these events are // dispatched within the same tick as the animation is added // so we need to queue up any animationstart events from newly-created // animations. newAnim->AsCSSAnimation()->QueueEvents(); continue; } 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 (oldAnim->GetEffect() && newAnim->GetEffect()) { KeyframeEffectReadOnly* oldEffect = oldAnim->GetEffect(); KeyframeEffectReadOnly* newEffect = newAnim->GetEffect(); animationChanged = oldEffect->SpecifiedTiming() != newEffect->SpecifiedTiming() || oldEffect->Properties() != newEffect->Properties(); oldEffect->SetSpecifiedTiming(newEffect->SpecifiedTiming()); oldEffect->CopyPropertiesFrom(*newEffect); } // Handle changes in play state. If the animation is idle, however, // changes to animation-play-state should *not* restart it. if (oldAnim->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 newAnim->IsStylePaused() but that requires // downcasting to CSSAnimation and we happen to know that // newAnim will only ever be paused by calling PauseFromStyle // making IsPausedOrPausing synonymous in this case.) if (!oldAnim->IsStylePaused() && newAnim->IsPausedOrPausing()) { oldAnim->PauseFromStyle(); animationChanged = true; } else if (oldAnim->IsStylePaused() && !newAnim->IsPausedOrPausing()) { oldAnim->PlayFromStyle(); animationChanged = true; } } oldAnim->CopyAnimationIndex(*newAnim->AsCSSAnimation()); // 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 && oldAnim->IsRelevant()) { nsNodeUtils::AnimationChanged(oldAnim); } // Replace new animation with the (updated) old one and remove the // old one from the array so we don't try to match it any more. // // Although we're doing this while iterating this is safe because // we're not changing the length of newAnimations and we've finished // iterating over the list of old iterations. newAnim->CancelFromStyle(); newAnim = nullptr; newAnimations.ReplaceElementAt(newIdx, oldAnim); collection->mAnimations.RemoveElementAt(oldIdx); } } } else { collection = GetAnimationCollection(aElement, aStyleContext->GetPseudoType(), true /* aCreateIfNeeded */); for (Animation* animation : newAnimations) { // FIXME: Bug 1134163 - As above, we have shouldn't actually need to // queue events here. (But we do for now since some tests expect // animationstart events to be dispatched immediately.) animation->AsCSSAnimation()->QueueEvents(); } } collection->mAnimations.SwapElements(newAnimations); // Cancel removed animations for (size_t newAnimIdx = newAnimations.Length(); newAnimIdx-- != 0; ) { newAnimations[newAnimIdx]->CancelFromStyle(); } EffectCompositor::UpdateCascadeResults(aElement, aStyleContext->GetPseudoType(), aStyleContext); EffectCompositor::CascadeLevel cascadeLevel = EffectCompositor::CascadeLevel::Animations; mPresContext->EffectCompositor() ->MaybeUpdateAnimationRule(aElement, aStyleContext->GetPseudoType(), cascadeLevel); // We don't actually dispatch the pending events now. We'll either // dispatch them the next time we get a refresh driver notification // or the next time somebody calls // nsPresShell::FlushPendingNotifications. if (mEventDispatcher.HasQueuedEvents()) { mPresContext->Document()->SetNeedStyleFlush(); } return mPresContext->EffectCompositor() ->GetAnimationRule(aElement, aStyleContext->GetPseudoType(), cascadeLevel); } void nsAnimationManager::StopAnimationsForElement( mozilla::dom::Element* aElement, nsCSSPseudoElements::Type aPseudoType) { MOZ_ASSERT(aElement); AnimationCollection* collection = GetAnimationCollection(aElement, aPseudoType, false /* aCreateIfNeeded */); if (!collection) { return; } nsAutoAnimationMutationBatch mb(aElement->OwnerDoc()); collection->Destroy(); } struct KeyframeData { float mKey; uint32_t mIndex; // store original order since sort algorithm is not stable nsCSSKeyframeRule *mRule; }; struct KeyframeDataComparator { bool Equals(const KeyframeData& A, const KeyframeData& B) const { return A.mKey == B.mKey && A.mIndex == B.mIndex; } bool LessThan(const KeyframeData& A, const KeyframeData& B) const { return A.mKey < B.mKey || (A.mKey == B.mKey && A.mIndex < B.mIndex); } }; class ResolvedStyleCache { public: ResolvedStyleCache() : mCache() {} nsStyleContext* Get(nsPresContext *aPresContext, nsStyleContext *aParentStyleContext, Declaration* aKeyframeDeclaration); private: nsRefPtrHashtable, nsStyleContext> mCache; }; nsStyleContext* ResolvedStyleCache::Get(nsPresContext *aPresContext, nsStyleContext *aParentStyleContext, Declaration* aKeyframeDeclaration) { // FIXME (spec): The css3-animations spec isn't very clear about how // properties are resolved when they have values that depend on other // properties (e.g., values in 'em'). I presume that they're resolved // relative to the other styles of the element. The question is // whether they are resolved relative to other animations: I assume // that they're not, since that would prevent us from caching a lot of // data that we'd really like to cache (in particular, the // StyleAnimationValue values in AnimationPropertySegment). nsStyleContext *result = mCache.GetWeak(aKeyframeDeclaration); if (!result) { aKeyframeDeclaration->SetImmutable(); // The spec says that !important declarations should just be ignored MOZ_ASSERT(!aKeyframeDeclaration->HasImportantData(), "Keyframe rule has !important data"); nsCOMArray rules; rules.AppendObject(aKeyframeDeclaration); RefPtr resultStrong = aPresContext->StyleSet()-> ResolveStyleByAddingRules(aParentStyleContext, rules); mCache.Put(aKeyframeDeclaration, resultStrong); result = resultStrong; } return result; } void nsAnimationManager::BuildAnimations(nsStyleContext* aStyleContext, dom::Element* aTarget, dom::AnimationTimeline* aTimeline, AnimationPtrArray& aAnimations) { MOZ_ASSERT(aAnimations.IsEmpty(), "expect empty array"); ResolvedStyleCache resolvedStyles; const nsStyleDisplay *disp = aStyleContext->StyleDisplay(); RefPtr styleWithoutAnimation; for (size_t animIdx = 0, animEnd = disp->mAnimationNameCount; animIdx != animEnd; ++animIdx) { const StyleAnimation& src = disp->mAnimations[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 Animation for them. nsCSSKeyframesRule* rule = src.GetName().IsEmpty() ? nullptr : mPresContext->StyleSet()->KeyframesRuleForName(src.GetName()); if (!rule) { continue; } RefPtr dest = new CSSAnimation(mPresContext->Document()->GetScopeObject(), src.GetName()); dest->SetOwningElement( OwningElementRef(*aTarget, aStyleContext->GetPseudoType())); dest->SetTimeline(aTimeline); dest->SetAnimationIndex(static_cast(animIdx)); aAnimations.AppendElement(dest); TimingParams timing; timing.mDuration.SetAsUnrestrictedDouble() = src.GetDuration(); timing.mDelay = TimeDuration::FromMilliseconds(src.GetDelay()); timing.mIterations = src.GetIterationCount(); timing.mDirection = src.GetDirection(); timing.mFill = src.GetFillMode(); RefPtr destEffect = new KeyframeEffectReadOnly(mPresContext->Document(), aTarget, aStyleContext->GetPseudoType(), timing); dest->SetEffect(destEffect); if (src.GetPlayState() == NS_STYLE_ANIMATION_PLAY_STATE_PAUSED) { dest->PauseFromStyle(); } else { dest->PlayFromStyle(); } // While current drafts of css3-animations say that later keyframes // with the same key entirely replace earlier ones (no cascading), // this is a bad idea and contradictory to the rest of CSS. So // we're going to keep all the keyframes for each key and then do // the replacement on a per-property basis rather than a per-rule // basis, just like everything else in CSS. AutoInfallibleTArray sortedKeyframes; for (uint32_t ruleIdx = 0, ruleEnd = rule->StyleRuleCount(); ruleIdx != ruleEnd; ++ruleIdx) { css::Rule* cssRule = rule->GetStyleRuleAt(ruleIdx); MOZ_ASSERT(cssRule, "must have rule"); MOZ_ASSERT(cssRule->GetType() == css::Rule::KEYFRAME_RULE, "must be keyframe rule"); nsCSSKeyframeRule *kfRule = static_cast(cssRule); const nsTArray &keys = kfRule->GetKeys(); for (uint32_t keyIdx = 0, keyEnd = keys.Length(); keyIdx != keyEnd; ++keyIdx) { float key = keys[keyIdx]; // FIXME (spec): The spec doesn't say what to do with // out-of-range keyframes. We'll ignore them. if (0.0f <= key && key <= 1.0f) { KeyframeData *data = sortedKeyframes.AppendElement(); data->mKey = key; data->mIndex = ruleIdx; data->mRule = kfRule; } } } sortedKeyframes.Sort(KeyframeDataComparator()); if (sortedKeyframes.Length() == 0) { // no segments continue; } // Record the properties that are present in any keyframe rules we // are using. nsCSSPropertySet properties; for (uint32_t kfIdx = 0, kfEnd = sortedKeyframes.Length(); kfIdx != kfEnd; ++kfIdx) { css::Declaration *decl = sortedKeyframes[kfIdx].mRule->Declaration(); for (uint32_t propIdx = 0, propEnd = decl->Count(); propIdx != propEnd; ++propIdx) { nsCSSProperty prop = decl->GetPropertyAt(propIdx); if (prop != eCSSPropertyExtra_variable) { // CSS Variables are not animatable properties.AddProperty(prop); } } } for (nsCSSProperty prop = nsCSSProperty(0); prop < eCSSProperty_COUNT_no_shorthands; prop = nsCSSProperty(prop + 1)) { if (!properties.HasProperty(prop) || nsCSSProps::kAnimTypeTable[prop] == eStyleAnimType_None) { continue; } // Build a list of the keyframes to use for this property. This // means we need every keyframe with the property in it, except // for those keyframes where a later keyframe with the *same key* // also has the property. AutoInfallibleTArray keyframesWithProperty; float lastKey = 100.0f; // an invalid key for (uint32_t kfIdx = 0, kfEnd = sortedKeyframes.Length(); kfIdx != kfEnd; ++kfIdx) { KeyframeData &kf = sortedKeyframes[kfIdx]; if (!kf.mRule->Declaration()->HasProperty(prop)) { continue; } if (kf.mKey == lastKey) { // Replace previous occurrence of same key. keyframesWithProperty[keyframesWithProperty.Length() - 1] = kfIdx; } else { keyframesWithProperty.AppendElement(kfIdx); } lastKey = kf.mKey; } AnimationProperty &propData = *destEffect->Properties().AppendElement(); propData.mProperty = prop; KeyframeData *fromKeyframe = nullptr; RefPtr fromContext; bool interpolated = true; for (uint32_t wpIdx = 0, wpEnd = keyframesWithProperty.Length(); wpIdx != wpEnd; ++wpIdx) { uint32_t kfIdx = keyframesWithProperty[wpIdx]; KeyframeData &toKeyframe = sortedKeyframes[kfIdx]; RefPtr toContext = resolvedStyles.Get(mPresContext, aStyleContext, toKeyframe.mRule->Declaration()); if (fromKeyframe) { interpolated = interpolated && BuildSegment(propData.mSegments, prop, src, fromKeyframe->mKey, fromContext, fromKeyframe->mRule->Declaration(), toKeyframe.mKey, toContext); } else { if (toKeyframe.mKey != 0.0f) { // There's no data for this property at 0%, so use the // cascaded value above us. if (!styleWithoutAnimation) { styleWithoutAnimation = mPresContext->StyleSet()-> ResolveStyleWithoutAnimation(aTarget, aStyleContext, eRestyle_AllHintsWithAnimations); } interpolated = interpolated && BuildSegment(propData.mSegments, prop, src, 0.0f, styleWithoutAnimation, nullptr, toKeyframe.mKey, toContext); } } fromContext = toContext; fromKeyframe = &toKeyframe; } if (fromKeyframe->mKey != 1.0f) { // There's no data for this property at 100%, so use the // cascaded value above us. if (!styleWithoutAnimation) { styleWithoutAnimation = mPresContext->StyleSet()-> ResolveStyleWithoutAnimation(aTarget, aStyleContext, eRestyle_AllHintsWithAnimations); } interpolated = interpolated && BuildSegment(propData.mSegments, prop, src, fromKeyframe->mKey, fromContext, fromKeyframe->mRule->Declaration(), 1.0f, styleWithoutAnimation); } // If we failed to build any segments due to inability to // interpolate, remove the property from the animation. (It's not // clear if this is the right thing to do -- we could run some of // the segments, but it's really not clear whether we should skip // values (which?) or skip segments, so best to skip the whole // thing for now.) if (!interpolated) { destEffect->Properties().RemoveElementAt( destEffect->Properties().Length() - 1); } } } } bool nsAnimationManager::BuildSegment(InfallibleTArray& aSegments, nsCSSProperty aProperty, const StyleAnimation& aAnimation, float aFromKey, nsStyleContext* aFromContext, mozilla::css::Declaration* aFromDeclaration, float aToKey, nsStyleContext* aToContext) { StyleAnimationValue fromValue, toValue, dummyValue; if (!ExtractComputedValueForTransition(aProperty, aFromContext, fromValue) || !ExtractComputedValueForTransition(aProperty, aToContext, toValue) || // 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, fromValue, toValue, 0.5, dummyValue)) { return false; } AnimationPropertySegment &segment = *aSegments.AppendElement(); segment.mFromValue = fromValue; segment.mToValue = toValue; segment.mFromKey = aFromKey; segment.mToKey = aToKey; const nsTimingFunction *tf; if (aFromDeclaration && aFromDeclaration->HasProperty(eCSSProperty_animation_timing_function)) { tf = &aFromContext->StyleDisplay()->mAnimations[0].GetTimingFunction(); } else { tf = &aAnimation.GetTimingFunction(); } if (tf->mType != nsTimingFunction::Type::Linear) { ComputedTimingFunction computedTimingFunction; computedTimingFunction.Init(*tf); segment.mTimingFunction = Some(computedTimingFunction); } return true; }