/* -*- 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 "Animation.h" #include "AnimationUtils.h" #include "mozilla/dom/AnimationBinding.h" #include "mozilla/dom/AnimationPlaybackEvent.h" #include "mozilla/dom/DocumentTimeline.h" #include "mozilla/AnimationTarget.h" #include "mozilla/AutoRestore.h" #include "mozilla/AsyncEventDispatcher.h" // For AsyncEventDispatcher #include "mozilla/Maybe.h" // For Maybe #include "mozilla/TypeTraits.h" // For Forward<> #include "nsAnimationManager.h" // For CSSAnimation #include "nsDOMMutationObserver.h" // For nsAutoAnimationMutationBatch #include "nsIDocument.h" // For nsIDocument #include "nsIPresShell.h" // For nsIPresShell #include "nsThreadUtils.h" // For nsRunnableMethod and nsRevocableEventPtr #include "nsTransitionManager.h" // For CSSTransition #include "PendingAnimationTracker.h" // For PendingAnimationTracker namespace mozilla { namespace dom { // Static members uint64_t Animation::sNextAnimationIndex = 0; NS_IMPL_CYCLE_COLLECTION_INHERITED(Animation, DOMEventTargetHelper, mTimeline, mEffect, mReady, mFinished) NS_IMPL_ADDREF_INHERITED(Animation, DOMEventTargetHelper) NS_IMPL_RELEASE_INHERITED(Animation, DOMEventTargetHelper) NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION(Animation) NS_INTERFACE_MAP_END_INHERITING(DOMEventTargetHelper) JSObject* Animation::WrapObject(JSContext* aCx, JS::Handle aGivenProto) { return dom::AnimationBinding::Wrap(aCx, this, aGivenProto); } // --------------------------------------------------------------------------- // // Utility methods // // --------------------------------------------------------------------------- namespace { // A wrapper around nsAutoAnimationMutationBatch that looks up the // appropriate document from the supplied animation. class MOZ_RAII AutoMutationBatchForAnimation { public: explicit AutoMutationBatchForAnimation(const Animation& aAnimation MOZ_GUARD_OBJECT_NOTIFIER_PARAM) { MOZ_GUARD_OBJECT_NOTIFIER_INIT; Maybe target = nsNodeUtils::GetTargetForAnimation(&aAnimation); if (!target) { return; } // For mutation observers, we use the OwnerDoc. nsIDocument* doc = target->mElement->OwnerDoc(); if (!doc) { return; } mAutoBatch.emplace(doc); } private: MOZ_DECL_USE_GUARD_OBJECT_NOTIFIER Maybe mAutoBatch; }; } // --------------------------------------------------------------------------- // // Animation interface: // // --------------------------------------------------------------------------- /* static */ already_AddRefed Animation::Constructor(const GlobalObject& aGlobal, AnimationEffect* aEffect, const Optional& aTimeline, ErrorResult& aRv) { nsCOMPtr global = do_QueryInterface(aGlobal.GetAsSupports()); RefPtr animation = new Animation(global); AnimationTimeline* timeline; if (aTimeline.WasPassed()) { timeline = aTimeline.Value(); } else { nsIDocument* document = AnimationUtils::GetCurrentRealmDocument(aGlobal.Context()); if (!document) { aRv.Throw(NS_ERROR_FAILURE); return nullptr; } timeline = document->Timeline(); } animation->SetTimelineNoUpdate(timeline); animation->SetEffectNoUpdate(aEffect); return animation.forget(); } void Animation::SetId(const nsAString& aId) { if (mId == aId) { return; } mId = aId; nsNodeUtils::AnimationChanged(this); } void Animation::SetEffect(AnimationEffect* aEffect) { SetEffectNoUpdate(aEffect); PostUpdate(); } // https://drafts.csswg.org/web-animations/#setting-the-target-effect void Animation::SetEffectNoUpdate(AnimationEffect* aEffect) { RefPtr kungFuDeathGrip(this); if (mEffect == aEffect) { return; } AutoMutationBatchForAnimation mb(*this); bool wasRelevant = mIsRelevant; if (mEffect) { if (!aEffect) { // If the new effect is null, call ResetPendingTasks before clearing // mEffect since ResetPendingTasks needs it to get the appropriate // PendingAnimationTracker. ResetPendingTasks(); } // We need to notify observers now because once we set mEffect to null // we won't be able to find the target element to notify. if (mIsRelevant) { nsNodeUtils::AnimationRemoved(this); } // Break links with the old effect and then drop it. RefPtr oldEffect = mEffect; mEffect = nullptr; oldEffect->SetAnimation(nullptr); // The following will not do any notification because mEffect is null. UpdateRelevance(); } if (aEffect) { // Break links from the new effect to its previous animation, if any. RefPtr newEffect = aEffect; Animation* prevAnim = aEffect->GetAnimation(); if (prevAnim) { prevAnim->SetEffect(nullptr); } // Create links with the new effect. SetAnimation(this) will also update // mIsRelevant of this animation, and then notify mutation observer if // needed by calling Animation::UpdateRelevance(), so we don't need to // call it again. mEffect = newEffect; mEffect->SetAnimation(this); // Notify possible add or change. // If the target is different, the change notification will be ignored by // AutoMutationBatchForAnimation. if (wasRelevant && mIsRelevant) { nsNodeUtils::AnimationChanged(this); } // Reschedule pending pause or pending play tasks. // If we have a pending animation, it will either be registered // in the pending animation tracker and have a null pending ready time, // or, after it has been painted, it will be removed from the tracker // and assigned a pending ready time. // After updating the effect we'll typically need to repaint so if we've // already been assigned a pending ready time, we should clear it and put // the animation back in the tracker. if (!mPendingReadyTime.IsNull()) { mPendingReadyTime.SetNull(); nsIDocument* doc = GetRenderedDocument(); if (doc) { PendingAnimationTracker* tracker = doc->GetOrCreatePendingAnimationTracker(); if (mPendingState == PendingState::PlayPending) { tracker->AddPlayPending(*this); } else { tracker->AddPausePending(*this); } } } } UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async); } void Animation::SetTimeline(AnimationTimeline* aTimeline) { SetTimelineNoUpdate(aTimeline); PostUpdate(); } // https://drafts.csswg.org/web-animations/#setting-the-timeline void Animation::SetTimelineNoUpdate(AnimationTimeline* aTimeline) { if (mTimeline == aTimeline) { return; } StickyTimeDuration activeTime = mEffect ? mEffect->GetComputedTiming().mActiveTime : StickyTimeDuration(); RefPtr oldTimeline = mTimeline; if (oldTimeline) { oldTimeline->RemoveAnimation(this); } mTimeline = aTimeline; if (!mStartTime.IsNull()) { mHoldTime.SetNull(); } if (!aTimeline) { MaybeQueueCancelEvent(activeTime); } UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async); } // https://drafts.csswg.org/web-animations/#set-the-animation-start-time void Animation::SetStartTime(const Nullable& aNewStartTime) { if (aNewStartTime == mStartTime) { return; } AutoMutationBatchForAnimation mb(*this); Nullable timelineTime; if (mTimeline) { // The spec says to check if the timeline is active (has a resolved time) // before using it here, but we don't need to since it's harmless to set // the already null time to null. timelineTime = mTimeline->GetCurrentTime(); } if (timelineTime.IsNull() && !aNewStartTime.IsNull()) { mHoldTime.SetNull(); } Nullable previousCurrentTime = GetCurrentTime(); ApplyPendingPlaybackRate(); mStartTime = aNewStartTime; if (!aNewStartTime.IsNull()) { if (mPlaybackRate != 0.0) { mHoldTime.SetNull(); } } else { mHoldTime = previousCurrentTime; } CancelPendingTasks(); if (mReady) { // We may have already resolved mReady, but in that case calling // MaybeResolve is a no-op, so that's okay. mReady->MaybeResolve(this); } UpdateTiming(SeekFlag::DidSeek, SyncNotifyFlag::Async); if (IsRelevant()) { nsNodeUtils::AnimationChanged(this); } PostUpdate(); } // https://drafts.csswg.org/web-animations/#current-time Nullable Animation::GetCurrentTimeForHoldTime( const Nullable& aHoldTime) const { Nullable result; if (!aHoldTime.IsNull()) { result = aHoldTime; return result; } if (mTimeline && !mStartTime.IsNull()) { Nullable timelineTime = mTimeline->GetCurrentTime(); if (!timelineTime.IsNull()) { result = CurrentTimeFromTimelineTime( timelineTime.Value(), mStartTime.Value(), mPlaybackRate); } } return result; } // https://drafts.csswg.org/web-animations/#set-the-current-time void Animation::SetCurrentTime(const TimeDuration& aSeekTime) { // Return early if the current time has not changed. However, if we // are pause-pending, then setting the current time to any value // including the current value has the effect of aborting the // pause so we should not return early in that case. if (mPendingState != PendingState::PausePending && Nullable(aSeekTime) == GetCurrentTime()) { return; } AutoMutationBatchForAnimation mb(*this); SilentlySetCurrentTime(aSeekTime); if (mPendingState == PendingState::PausePending) { // Finish the pause operation mHoldTime.SetValue(aSeekTime); ApplyPendingPlaybackRate(); mStartTime.SetNull(); if (mReady) { mReady->MaybeResolve(this); } CancelPendingTasks(); } UpdateTiming(SeekFlag::DidSeek, SyncNotifyFlag::Async); if (IsRelevant()) { nsNodeUtils::AnimationChanged(this); } PostUpdate(); } // https://drafts.csswg.org/web-animations/#set-the-playback-rate void Animation::SetPlaybackRate(double aPlaybackRate) { mPendingPlaybackRate.reset(); if (aPlaybackRate == mPlaybackRate) { return; } AutoMutationBatchForAnimation mb(*this); Nullable previousTime = GetCurrentTime(); mPlaybackRate = aPlaybackRate; if (!previousTime.IsNull()) { SetCurrentTime(previousTime.Value()); } // In the case where GetCurrentTime() returns the same result before and // after updating mPlaybackRate, SetCurrentTime will return early since, // as far as it can tell, nothing has changed. // As a result, we need to perform the following updates here: // - update timing (since, if the sign of the playback rate has changed, our // finished state may have changed), // - dispatch a change notification for the changed playback rate, and // - update the playback rate on animations on layers. UpdateTiming(SeekFlag::DidSeek, SyncNotifyFlag::Async); if (IsRelevant()) { nsNodeUtils::AnimationChanged(this); } PostUpdate(); } // https://drafts.csswg.org/web-animations/#seamlessly-update-the-playback-rate void Animation::UpdatePlaybackRate(double aPlaybackRate) { if (mPendingPlaybackRate && mPendingPlaybackRate.value() == aPlaybackRate) { return; } mPendingPlaybackRate = Some(aPlaybackRate); // If we already have a pending task, there is nothing more to do since the // playback rate will be applied then. if (Pending()) { return; } AutoMutationBatchForAnimation mb(*this); AnimationPlayState playState = PlayState(); if (playState == AnimationPlayState::Idle || playState == AnimationPlayState::Paused) { // We are either idle or paused. In either case we can apply the pending // playback rate immediately. ApplyPendingPlaybackRate(); // We don't need to update timing or post an update here because: // // * the current time hasn't changed -- it's either unresolved or fixed // with a hold time -- so the output won't have changed // * the finished state won't have changed even if the sign of the // playback rate changed since we're not finished (we're paused or idle) // * the playback rate on layers doesn't need to be updated since we're not // moving. Once we get a start time etc. we'll update the playback rate // then. // // All we need to do is update observers so that, e.g. DevTools, report the // right information. if (IsRelevant()) { nsNodeUtils::AnimationChanged(this); } } else if (playState == AnimationPlayState::Finished) { MOZ_ASSERT(mTimeline && !mTimeline->GetCurrentTime().IsNull(), "If we have no active timeline, we should be idle or paused"); if (aPlaybackRate != 0) { // The unconstrained current time can only be unresolved if either we // don't have an active timeline (and we already asserted that is not // true) or we have an unresolved start time (in which case we should be // paused). MOZ_ASSERT(!GetUnconstrainedCurrentTime().IsNull(), "Unconstrained current time should be resolved"); TimeDuration unconstrainedCurrentTime = GetUnconstrainedCurrentTime().Value(); TimeDuration timelineTime = mTimeline->GetCurrentTime().Value(); mStartTime = StartTimeFromTimelineTime( timelineTime, unconstrainedCurrentTime, aPlaybackRate); } else { mStartTime = mTimeline->GetCurrentTime(); } ApplyPendingPlaybackRate(); // Even though we preserve the current time, we might now leave the finished // state (e.g. if the playback rate changes sign) so we need to update // timing. UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async); if (IsRelevant()) { nsNodeUtils::AnimationChanged(this); } PostUpdate(); } else { ErrorResult rv; Play(rv, LimitBehavior::Continue); MOZ_ASSERT(!rv.Failed(), "We should only fail to play when using auto-rewind behavior"); } } // https://drafts.csswg.org/web-animations/#play-state AnimationPlayState Animation::PlayState() const { Nullable currentTime = GetCurrentTime(); if (currentTime.IsNull() && !Pending()) { return AnimationPlayState::Idle; } if (mPendingState == PendingState::PausePending || (mStartTime.IsNull() && !Pending())) { return AnimationPlayState::Paused; } if (!currentTime.IsNull() && ((mPlaybackRate > 0.0 && currentTime.Value() >= EffectEnd()) || (mPlaybackRate < 0.0 && currentTime.Value() <= TimeDuration()))) { return AnimationPlayState::Finished; } return AnimationPlayState::Running; } Promise* Animation::GetReady(ErrorResult& aRv) { nsCOMPtr global = GetOwnerGlobal(); if (!mReady && global) { mReady = Promise::Create(global, aRv); // Lazily create on demand } if (!mReady) { aRv.Throw(NS_ERROR_FAILURE); return nullptr; } if (!Pending()) { mReady->MaybeResolve(this); } return mReady; } Promise* Animation::GetFinished(ErrorResult& aRv) { nsCOMPtr global = GetOwnerGlobal(); if (!mFinished && global) { mFinished = Promise::Create(global, aRv); // Lazily create on demand } if (!mFinished) { aRv.Throw(NS_ERROR_FAILURE); return nullptr; } if (mFinishedIsResolved) { MaybeResolveFinishedPromise(); } return mFinished; } void Animation::Cancel() { CancelNoUpdate(); PostUpdate(); } // https://drafts.csswg.org/web-animations/#finish-an-animation void Animation::Finish(ErrorResult& aRv) { double effectivePlaybackRate = CurrentOrPendingPlaybackRate(); if (effectivePlaybackRate == 0 || (effectivePlaybackRate > 0 && EffectEnd() == TimeDuration::Forever())) { aRv.Throw(NS_ERROR_DOM_INVALID_STATE_ERR); return; } AutoMutationBatchForAnimation mb(*this); ApplyPendingPlaybackRate(); // Seek to the end TimeDuration limit = mPlaybackRate > 0 ? TimeDuration(EffectEnd()) : TimeDuration(0); bool didChange = GetCurrentTime() != Nullable(limit); SilentlySetCurrentTime(limit); // If we are paused or play-pending we need to fill in the start time in // order to transition to the finished state. // // We only do this, however, if we have an active timeline. If we have an // inactive timeline we can't transition into the finished state just like // we can't transition to the running state (this finished state is really // a substate of the running state). if (mStartTime.IsNull() && mTimeline && !mTimeline->GetCurrentTime().IsNull()) { mStartTime = StartTimeFromTimelineTime( mTimeline->GetCurrentTime().Value(), limit, mPlaybackRate); didChange = true; } // If we just resolved the start time for a pause or play-pending // animation, we need to clear the task. We don't do this as a branch of // the above however since we can have a play-pending animation with a // resolved start time if we aborted a pause operation. if (!mStartTime.IsNull() && (mPendingState == PendingState::PlayPending || mPendingState == PendingState::PausePending)) { if (mPendingState == PendingState::PausePending) { mHoldTime.SetNull(); } CancelPendingTasks(); didChange = true; if (mReady) { mReady->MaybeResolve(this); } } UpdateTiming(SeekFlag::DidSeek, SyncNotifyFlag::Sync); if (didChange && IsRelevant()) { nsNodeUtils::AnimationChanged(this); } PostUpdate(); } void Animation::Play(ErrorResult& aRv, LimitBehavior aLimitBehavior) { PlayNoUpdate(aRv, aLimitBehavior); PostUpdate(); } // https://drafts.csswg.org/web-animations/#reverse-an-animation void Animation::Reverse(ErrorResult& aRv) { if (!mTimeline || mTimeline->GetCurrentTime().IsNull()) { aRv.Throw(NS_ERROR_DOM_INVALID_STATE_ERR); return; } double effectivePlaybackRate = CurrentOrPendingPlaybackRate(); if (effectivePlaybackRate == 0.0) { return; } Maybe originalPendingPlaybackRate = mPendingPlaybackRate; mPendingPlaybackRate = Some(-effectivePlaybackRate); Play(aRv, LimitBehavior::AutoRewind); // If Play() threw, restore state and don't report anything to mutation // observers. if (aRv.Failed()) { mPendingPlaybackRate = originalPendingPlaybackRate; } // Play(), above, unconditionally calls PostUpdate so we don't need to do // it here. } // --------------------------------------------------------------------------- // // JS wrappers for Animation interface: // // --------------------------------------------------------------------------- Nullable Animation::GetStartTimeAsDouble() const { return AnimationUtils::TimeDurationToDouble(mStartTime); } void Animation::SetStartTimeAsDouble(const Nullable& aStartTime) { return SetStartTime(AnimationUtils::DoubleToTimeDuration(aStartTime)); } Nullable Animation::GetCurrentTimeAsDouble() const { return AnimationUtils::TimeDurationToDouble(GetCurrentTime()); } void Animation::SetCurrentTimeAsDouble(const Nullable& aCurrentTime, ErrorResult& aRv) { if (aCurrentTime.IsNull()) { if (!GetCurrentTime().IsNull()) { aRv.Throw(NS_ERROR_DOM_TYPE_ERR); } return; } return SetCurrentTime(TimeDuration::FromMilliseconds(aCurrentTime.Value())); } // --------------------------------------------------------------------------- void Animation::Tick() { // Finish pending if we have a pending ready time, but only if we also // have an active timeline. if (mPendingState != PendingState::NotPending && !mPendingReadyTime.IsNull() && mTimeline && !mTimeline->GetCurrentTime().IsNull()) { // Even though mPendingReadyTime is initialized using TimeStamp::Now() // during the *previous* tick of the refresh driver, it can still be // ahead of the *current* timeline time when we are using the // vsync timer so we need to clamp it to the timeline time. TimeDuration currentTime = mTimeline->GetCurrentTime().Value(); if (currentTime < mPendingReadyTime.Value()) { mPendingReadyTime.SetValue(currentTime); } FinishPendingAt(mPendingReadyTime.Value()); mPendingReadyTime.SetNull(); } if (IsPossiblyOrphanedPendingAnimation()) { MOZ_ASSERT(mTimeline && !mTimeline->GetCurrentTime().IsNull(), "Orphaned pending animations should have an active timeline"); FinishPendingAt(mTimeline->GetCurrentTime().Value()); } UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async); if (!mEffect) { return; } // Update layers if we are newly finished. KeyframeEffect* keyframeEffect = mEffect->AsKeyframeEffect(); if (keyframeEffect && !keyframeEffect->Properties().IsEmpty() && !mFinishedAtLastComposeStyle && PlayState() == AnimationPlayState::Finished) { PostUpdate(); } } void Animation::TriggerOnNextTick(const Nullable& aReadyTime) { // Normally we expect the play state to be pending but it's possible that, // due to the handling of possibly orphaned animations in Tick(), this // animation got started whilst still being in another document's pending // animation map. if (!Pending()) { return; } // If aReadyTime.IsNull() we'll detect this in Tick() where we check for // orphaned animations and trigger this animation anyway mPendingReadyTime = aReadyTime; } void Animation::TriggerNow() { // Normally we expect the play state to be pending but when an animation // is cancelled and its rendered document can't be reached, we can end up // with the animation still in a pending player tracker even after it is // no longer pending. if (!Pending()) { return; } // If we don't have an active timeline we can't trigger the animation. // However, this is a test-only method that we don't expect to be used in // conjunction with animations without an active timeline so generate // a warning if we do find ourselves in that situation. if (!mTimeline || mTimeline->GetCurrentTime().IsNull()) { NS_WARNING("Failed to trigger an animation with an active timeline"); return; } FinishPendingAt(mTimeline->GetCurrentTime().Value()); } Nullable Animation::GetCurrentOrPendingStartTime() const { Nullable result; // If we have a pending playback rate, work out what start time we will use // when we come to updating that playback rate. // // This logic roughly shadows that in ResumeAt but is just different enough // that it is difficult to extract out the common functionality (and // extracting that functionality out would make it harder to match ResumeAt up // against the spec). if (mPendingPlaybackRate && !mPendingReadyTime.IsNull() && !mStartTime.IsNull()) { // If we have a hold time, use it as the current time to match. TimeDuration currentTimeToMatch = !mHoldTime.IsNull() ? mHoldTime.Value() : CurrentTimeFromTimelineTime( mPendingReadyTime.Value(), mStartTime.Value(), mPlaybackRate); result = StartTimeFromTimelineTime( mPendingReadyTime.Value(), currentTimeToMatch, *mPendingPlaybackRate); return result; } if (!mStartTime.IsNull()) { result = mStartTime; return result; } if (mPendingReadyTime.IsNull() || mHoldTime.IsNull()) { return result; } // Calculate the equivalent start time from the pending ready time. result = StartTimeFromTimelineTime( mPendingReadyTime.Value(), mHoldTime.Value(), mPlaybackRate); return result; } TimeStamp Animation::AnimationTimeToTimeStamp(const StickyTimeDuration& aTime) const { // Initializes to null. Return the same object every time to benefit from // return-value-optimization. TimeStamp result; // We *don't* check for mTimeline->TracksWallclockTime() here because that // method only tells us if the timeline times can be converted to // TimeStamps that can be compared to TimeStamp::Now() or not, *not* // whether the timelines can be converted to TimeStamp values at all. // // Furthermore, we want to be able to use this method when the refresh driver // is under test control (in which case TracksWallclockTime() will return // false). // // Once we introduce timelines that are not time-based we will need to // differentiate between them here and determine how to sort their events. if (!mTimeline) { return result; } // Check the time is convertible to a timestamp if (aTime == TimeDuration::Forever() || mPlaybackRate == 0.0 || mStartTime.IsNull()) { return result; } // Invert the standard relation: // current time = (timeline time - start time) * playback rate TimeDuration timelineTime = TimeDuration(aTime).MultDouble(1.0 / mPlaybackRate) + mStartTime.Value(); result = mTimeline->ToTimeStamp(timelineTime); return result; } TimeStamp Animation::ElapsedTimeToTimeStamp( const StickyTimeDuration& aElapsedTime) const { TimeDuration delay = mEffect ? mEffect->SpecifiedTiming().Delay() : TimeDuration(); return AnimationTimeToTimeStamp(aElapsedTime + delay); } // https://drafts.csswg.org/web-animations/#silently-set-the-current-time void Animation::SilentlySetCurrentTime(const TimeDuration& aSeekTime) { if (!mHoldTime.IsNull() || mStartTime.IsNull() || !mTimeline || mTimeline->GetCurrentTime().IsNull() || mPlaybackRate == 0.0) { mHoldTime.SetValue(aSeekTime); if (!mTimeline || mTimeline->GetCurrentTime().IsNull()) { mStartTime.SetNull(); } } else { mStartTime = StartTimeFromTimelineTime( mTimeline->GetCurrentTime().Value(), aSeekTime, mPlaybackRate); } mPreviousCurrentTime.SetNull(); } // https://drafts.csswg.org/web-animations/#cancel-an-animation void Animation::CancelNoUpdate() { if (PlayState() != AnimationPlayState::Idle) { ResetPendingTasks(); if (mFinished) { mFinished->MaybeReject(NS_ERROR_DOM_ABORT_ERR); } ResetFinishedPromise(); DispatchPlaybackEvent(NS_LITERAL_STRING("cancel")); } StickyTimeDuration activeTime = mEffect ? mEffect->GetComputedTiming().mActiveTime : StickyTimeDuration(); mHoldTime.SetNull(); mStartTime.SetNull(); UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async); if (mTimeline) { mTimeline->RemoveAnimation(this); } MaybeQueueCancelEvent(activeTime); } bool Animation::ShouldBeSynchronizedWithMainThread( nsCSSPropertyID aProperty, const nsIFrame* aFrame, AnimationPerformanceWarning::Type& aPerformanceWarning) const { // Only synchronize playing animations if (!IsPlaying()) { return false; } // Currently only transform animations need to be synchronized if (aProperty != eCSSProperty_transform) { return false; } KeyframeEffect* keyframeEffect = mEffect ? mEffect->AsKeyframeEffect() : nullptr; if (!keyframeEffect) { return false; } // Are we starting at the same time as other geometric animations? // We check this before calling ShouldBlockAsyncTransformAnimations, partly // because it's cheaper, but also because it's often the most useful thing // to know when you're debugging performance. if (mSyncWithGeometricAnimations && keyframeEffect->HasAnimationOfProperty(eCSSProperty_transform)) { aPerformanceWarning = AnimationPerformanceWarning::Type:: TransformWithSyncGeometricAnimations; return true; } return keyframeEffect-> ShouldBlockAsyncTransformAnimations(aFrame, aPerformanceWarning); } void Animation::UpdateRelevance() { bool wasRelevant = mIsRelevant; mIsRelevant = HasCurrentEffect() || IsInEffect(); // Notify animation observers. if (wasRelevant && !mIsRelevant) { nsNodeUtils::AnimationRemoved(this); } else if (!wasRelevant && mIsRelevant) { nsNodeUtils::AnimationAdded(this); } } bool Animation::HasLowerCompositeOrderThan(const Animation& aOther) const { // 0. Object-equality case if (&aOther == this) { return false; } // 1. CSS Transitions sort lowest { auto asCSSTransitionForSorting = [] (const Animation& anim) -> const CSSTransition* { const CSSTransition* transition = anim.AsCSSTransition(); return transition && transition->IsTiedToMarkup() ? transition : nullptr; }; auto thisTransition = asCSSTransitionForSorting(*this); auto otherTransition = asCSSTransitionForSorting(aOther); if (thisTransition && otherTransition) { return thisTransition->HasLowerCompositeOrderThan(*otherTransition); } if (thisTransition || otherTransition) { // Cancelled transitions no longer have an owning element. To be strictly // correct we should store a strong reference to the owning element // so that if we arrive here while sorting cancel events, we can sort // them in the correct order. // // However, given that cancel events are almost always queued // synchronously in some deterministic manner, we can be fairly sure // that cancel events will be dispatched in a deterministic order // (which is our only hard requirement until specs say otherwise). // Furthermore, we only reach here when we have events with equal // timestamps so this is an edge case we can probably ignore for now. return thisTransition; } } // 2. CSS Animations sort next { auto asCSSAnimationForSorting = [] (const Animation& anim) -> const CSSAnimation* { const CSSAnimation* animation = anim.AsCSSAnimation(); return animation && animation->IsTiedToMarkup() ? animation : nullptr; }; auto thisAnimation = asCSSAnimationForSorting(*this); auto otherAnimation = asCSSAnimationForSorting(aOther); if (thisAnimation && otherAnimation) { return thisAnimation->HasLowerCompositeOrderThan(*otherAnimation); } if (thisAnimation || otherAnimation) { return thisAnimation; } } // Subclasses of Animation repurpose mAnimationIndex to implement their // own brand of composite ordering. However, by this point we should have // handled any such custom composite ordering so we should now have unique // animation indices. MOZ_ASSERT(mAnimationIndex != aOther.mAnimationIndex, "Animation indices should be unique"); // 3. Finally, generic animations sort by their position in the global // animation array. return mAnimationIndex < aOther.mAnimationIndex; } void Animation::WillComposeStyle() { mFinishedAtLastComposeStyle = (PlayState() == AnimationPlayState::Finished); MOZ_ASSERT(mEffect); KeyframeEffect* keyframeEffect = mEffect->AsKeyframeEffect(); if (keyframeEffect) { keyframeEffect->WillComposeStyle(); } } void Animation::ComposeStyle(RawServoAnimationValueMap& aComposeResult, const nsCSSPropertyIDSet& aPropertiesToSkip) { if (!mEffect) { return; } // In order to prevent flicker, there are a few cases where we want to use // a different time for rendering that would otherwise be returned by // GetCurrentTime. These are: // // (a) For animations that are pausing but which are still running on the // compositor. In this case we send a layer transaction that removes the // animation but which also contains the animation values calculated on // the main thread. To prevent flicker when this occurs we want to ensure // the timeline time used to calculate the main thread animation values // does not lag far behind the time used on the compositor. Ideally we // would like to use the "animation ready time" calculated at the end of // the layer transaction as the timeline time but it will be too late to // update the style rule at that point so instead we just use the current // wallclock time. // // (b) For animations that are pausing that we have already taken off the // compositor. In this case we record a pending ready time but we don't // apply it until the next tick. However, while waiting for the next tick, // we should still use the pending ready time as the timeline time. If we // use the regular timeline time the animation may appear jump backwards // if the main thread's timeline time lags behind the compositor. // // (c) For animations that are play-pending due to an aborted pause operation // (i.e. a pause operation that was interrupted before we entered the // paused state). When we cancel a pending pause we might momentarily take // the animation off the compositor, only to re-add it moments later. In // that case the compositor might have been ahead of the main thread so we // should use the current wallclock time to ensure the animation doesn't // temporarily jump backwards. // // To address each of these cases we temporarily tweak the hold time // immediately before updating the style rule and then restore it immediately // afterwards. This is purely to prevent visual flicker. Other behavior // such as dispatching events continues to rely on the regular timeline time. bool pending = Pending(); { AutoRestore> restoreHoldTime(mHoldTime); if (pending && mHoldTime.IsNull() && !mStartTime.IsNull()) { Nullable timeToUse = mPendingReadyTime; if (timeToUse.IsNull() && mTimeline && mTimeline->TracksWallclockTime()) { timeToUse = mTimeline->ToTimelineTime(TimeStamp::Now()); } if (!timeToUse.IsNull()) { mHoldTime = CurrentTimeFromTimelineTime( timeToUse.Value(), mStartTime.Value(), mPlaybackRate); } } KeyframeEffect* keyframeEffect = mEffect->AsKeyframeEffect(); if (keyframeEffect) { keyframeEffect->ComposeStyle(aComposeResult, aPropertiesToSkip); } } MOZ_ASSERT(pending == Pending(), "Pending state should not change during the course of compositing"); } void Animation::NotifyEffectTimingUpdated() { MOZ_ASSERT(mEffect, "We should only update timing effect when we have a target " "effect"); UpdateTiming(Animation::SeekFlag::NoSeek, Animation::SyncNotifyFlag::Async); } void Animation::NotifyGeometricAnimationsStartingThisFrame() { if (!IsNewlyStarted() || !mEffect) { return; } mSyncWithGeometricAnimations = true; } // https://drafts.csswg.org/web-animations/#play-an-animation void Animation::PlayNoUpdate(ErrorResult& aRv, LimitBehavior aLimitBehavior) { AutoMutationBatchForAnimation mb(*this); bool abortedPause = mPendingState == PendingState::PausePending; double effectivePlaybackRate = CurrentOrPendingPlaybackRate(); Nullable currentTime = GetCurrentTime(); if (effectivePlaybackRate > 0.0 && (currentTime.IsNull() || (aLimitBehavior == LimitBehavior::AutoRewind && (currentTime.Value() < TimeDuration() || currentTime.Value() >= EffectEnd())))) { mHoldTime.SetValue(TimeDuration(0)); } else if (effectivePlaybackRate < 0.0 && (currentTime.IsNull() || (aLimitBehavior == LimitBehavior::AutoRewind && (currentTime.Value() <= TimeDuration() || currentTime.Value() > EffectEnd())))) { if (EffectEnd() == TimeDuration::Forever()) { aRv.Throw(NS_ERROR_DOM_INVALID_STATE_ERR); return; } mHoldTime.SetValue(TimeDuration(EffectEnd())); } else if (effectivePlaybackRate == 0.0 && currentTime.IsNull()) { mHoldTime.SetValue(TimeDuration(0)); } bool reuseReadyPromise = false; if (mPendingState != PendingState::NotPending) { CancelPendingTasks(); reuseReadyPromise = true; } // If the hold time is null then we're already playing normally and, // typically, we can bail out here. // // However, there are two cases where we can't do that: // // (a) If we just aborted a pause. In this case, for consistency, we need to // go through the motions of doing an asynchronous start. // // (b) If we have timing changes (specifically a change to the playbackRate) // that should be applied asynchronously. // if (mHoldTime.IsNull() && !abortedPause && !mPendingPlaybackRate) { return; } // Clear the start time until we resolve a new one. We do this except // for the case where we are aborting a pause and don't have a hold time. // // If we're aborting a pause and *do* have a hold time (e.g. because // the animation is finished or we just applied the auto-rewind behavior // above) we should respect it by clearing the start time. If we *don't* // have a hold time we should keep the current start time so that the // the animation continues moving uninterrupted by the aborted pause. // // (If we're not aborting a pause, mHoldTime must be resolved by now // or else we would have returned above.) if (!mHoldTime.IsNull()) { mStartTime.SetNull(); } if (!reuseReadyPromise) { // Clear ready promise. We'll create a new one lazily. mReady = nullptr; } mPendingState = PendingState::PlayPending; // Clear flag that causes us to sync transform animations with the main // thread for now. We'll set this when we go to set up compositor // animations if it applies. mSyncWithGeometricAnimations = false; nsIDocument* doc = GetRenderedDocument(); if (doc) { PendingAnimationTracker* tracker = doc->GetOrCreatePendingAnimationTracker(); tracker->AddPlayPending(*this); } else { TriggerOnNextTick(Nullable()); } UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async); if (IsRelevant()) { nsNodeUtils::AnimationChanged(this); } } // https://drafts.csswg.org/web-animations/#pause-an-animation void Animation::Pause(ErrorResult& aRv) { if (IsPausedOrPausing()) { return; } AutoMutationBatchForAnimation mb(*this); // If we are transitioning from idle, fill in the current time if (GetCurrentTime().IsNull()) { if (mPlaybackRate >= 0.0) { mHoldTime.SetValue(TimeDuration(0)); } else { if (EffectEnd() == TimeDuration::Forever()) { aRv.Throw(NS_ERROR_DOM_INVALID_STATE_ERR); return; } mHoldTime.SetValue(TimeDuration(EffectEnd())); } } bool reuseReadyPromise = false; if (mPendingState == PendingState::PlayPending) { CancelPendingTasks(); reuseReadyPromise = true; } if (!reuseReadyPromise) { // Clear ready promise. We'll create a new one lazily. mReady = nullptr; } mPendingState = PendingState::PausePending; nsIDocument* doc = GetRenderedDocument(); if (doc) { PendingAnimationTracker* tracker = doc->GetOrCreatePendingAnimationTracker(); tracker->AddPausePending(*this); } else { TriggerOnNextTick(Nullable()); } UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async); if (IsRelevant()) { nsNodeUtils::AnimationChanged(this); } PostUpdate(); } // https://drafts.csswg.org/web-animations/#play-an-animation void Animation::ResumeAt(const TimeDuration& aReadyTime) { // This method is only expected to be called for an animation that is // waiting to play. We can easily adapt it to handle other states // but it's currently not necessary. MOZ_ASSERT(mPendingState == PendingState::PlayPending, "Expected to resume a play-pending animation"); MOZ_ASSERT(!mHoldTime.IsNull() || !mStartTime.IsNull(), "An animation in the play-pending state should have either a" " resolved hold time or resolved start time"); AutoMutationBatchForAnimation mb(*this); bool hadPendingPlaybackRate = mPendingPlaybackRate.isSome(); if (!mHoldTime.IsNull()) { // The hold time is set, so we don't need any special handling to preserve // the current time. ApplyPendingPlaybackRate(); mStartTime = StartTimeFromTimelineTime(aReadyTime, mHoldTime.Value(), mPlaybackRate); if (mPlaybackRate != 0) { mHoldTime.SetNull(); } } else if (!mStartTime.IsNull() && mPendingPlaybackRate) { // Apply any pending playback rate, preserving the current time. TimeDuration currentTimeToMatch = CurrentTimeFromTimelineTime( aReadyTime, mStartTime.Value(), mPlaybackRate); ApplyPendingPlaybackRate(); mStartTime = StartTimeFromTimelineTime(aReadyTime, currentTimeToMatch, mPlaybackRate); if (mPlaybackRate == 0) { mHoldTime.SetValue(currentTimeToMatch); } } mPendingState = PendingState::NotPending; UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async); // If we had a pending playback rate, we will have now applied it so we need // to notify observers. if (hadPendingPlaybackRate && IsRelevant()) { nsNodeUtils::AnimationChanged(this); } if (mReady) { mReady->MaybeResolve(this); } } void Animation::PauseAt(const TimeDuration& aReadyTime) { MOZ_ASSERT(mPendingState == PendingState::PausePending, "Expected to pause a pause-pending animation"); if (!mStartTime.IsNull() && mHoldTime.IsNull()) { mHoldTime = CurrentTimeFromTimelineTime( aReadyTime, mStartTime.Value(), mPlaybackRate); } ApplyPendingPlaybackRate(); mStartTime.SetNull(); mPendingState = PendingState::NotPending; UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async); if (mReady) { mReady->MaybeResolve(this); } } void Animation::UpdateTiming(SeekFlag aSeekFlag, SyncNotifyFlag aSyncNotifyFlag) { // We call UpdateFinishedState before UpdateEffect because the former // can change the current time, which is used by the latter. UpdateFinishedState(aSeekFlag, aSyncNotifyFlag); UpdateEffect(); if (mTimeline) { mTimeline->NotifyAnimationUpdated(*this); } } // https://drafts.csswg.org/web-animations/#update-an-animations-finished-state void Animation::UpdateFinishedState(SeekFlag aSeekFlag, SyncNotifyFlag aSyncNotifyFlag) { Nullable currentTime = GetCurrentTime(); TimeDuration effectEnd = TimeDuration(EffectEnd()); if (!mStartTime.IsNull() && mPendingState == PendingState::NotPending) { if (mPlaybackRate > 0.0 && !currentTime.IsNull() && currentTime.Value() >= effectEnd) { if (aSeekFlag == SeekFlag::DidSeek) { mHoldTime = currentTime; } else if (!mPreviousCurrentTime.IsNull()) { mHoldTime.SetValue(std::max(mPreviousCurrentTime.Value(), effectEnd)); } else { mHoldTime.SetValue(effectEnd); } } else if (mPlaybackRate < 0.0 && !currentTime.IsNull() && currentTime.Value() <= TimeDuration()) { if (aSeekFlag == SeekFlag::DidSeek) { mHoldTime = currentTime; } else if (!mPreviousCurrentTime.IsNull()) { mHoldTime.SetValue(std::min(mPreviousCurrentTime.Value(), TimeDuration(0))); } else { mHoldTime.SetValue(0); } } else if (mPlaybackRate != 0.0 && !currentTime.IsNull() && mTimeline && !mTimeline->GetCurrentTime().IsNull()) { if (aSeekFlag == SeekFlag::DidSeek && !mHoldTime.IsNull()) { mStartTime = StartTimeFromTimelineTime(mTimeline->GetCurrentTime().Value(), mHoldTime.Value(), mPlaybackRate); } mHoldTime.SetNull(); } } bool currentFinishedState = PlayState() == AnimationPlayState::Finished; if (currentFinishedState && !mFinishedIsResolved) { DoFinishNotification(aSyncNotifyFlag); } else if (!currentFinishedState && mFinishedIsResolved) { ResetFinishedPromise(); } // We must recalculate the current time to take account of any mHoldTime // changes the code above made. mPreviousCurrentTime = GetCurrentTime(); } void Animation::UpdateEffect() { if (mEffect) { UpdateRelevance(); KeyframeEffect* keyframeEffect = mEffect->AsKeyframeEffect(); if (keyframeEffect) { keyframeEffect->NotifyAnimationTimingUpdated(); } } } void Animation::FlushUnanimatedStyle() const { nsIDocument* doc = GetRenderedDocument(); if (doc) { doc->FlushPendingNotifications( ChangesToFlush(FlushType::Style, false /* flush animations */)); } } void Animation::PostUpdate() { if (!mEffect) { return; } KeyframeEffect* keyframeEffect = mEffect->AsKeyframeEffect(); if (!keyframeEffect) { return; } keyframeEffect->RequestRestyle(EffectCompositor::RestyleType::Layer); } void Animation::CancelPendingTasks() { if (mPendingState == PendingState::NotPending) { return; } nsIDocument* doc = GetRenderedDocument(); if (doc) { PendingAnimationTracker* tracker = doc->GetPendingAnimationTracker(); if (tracker) { if (mPendingState == PendingState::PlayPending) { tracker->RemovePlayPending(*this); } else { tracker->RemovePausePending(*this); } } } mPendingState = PendingState::NotPending; mPendingReadyTime.SetNull(); } // https://drafts.csswg.org/web-animations/#reset-an-animations-pending-tasks void Animation::ResetPendingTasks() { if (mPendingState == PendingState::NotPending) { return; } CancelPendingTasks(); ApplyPendingPlaybackRate(); if (mReady) { mReady->MaybeReject(NS_ERROR_DOM_ABORT_ERR); mReady = nullptr; } } bool Animation::IsPossiblyOrphanedPendingAnimation() const { // Check if we are pending but might never start because we are not being // tracked. // // This covers the following cases: // // * We started playing but our effect's target element was orphaned // or bound to a different document. // (note that for the case of our effect changing we should handle // that in SetEffect) // * We started playing but our timeline became inactive. // In this case the pending animation tracker will drop us from its hashmap // when we have been painted. // * When we started playing we couldn't find a PendingAnimationTracker to // register with (perhaps the effect had no document) so we simply // set mPendingState in PlayNoUpdate and relied on this method to catch us // on the next tick. // If we're not pending we're ok. if (mPendingState == PendingState::NotPending) { return false; } // If we have a pending ready time then we will be started on the next // tick. if (!mPendingReadyTime.IsNull()) { return false; } // If we don't have an active timeline then we shouldn't start until // we do. if (!mTimeline || mTimeline->GetCurrentTime().IsNull()) { return false; } // If we have no rendered document, or we're not in our rendered document's // PendingAnimationTracker then there's a good chance no one is tracking us. // // If we're wrong and another document is tracking us then, at worst, we'll // simply start/pause the animation one tick too soon. That's better than // never starting/pausing the animation and is unlikely. nsIDocument* doc = GetRenderedDocument(); if (!doc) { return true; } PendingAnimationTracker* tracker = doc->GetPendingAnimationTracker(); return !tracker || (!tracker->IsWaitingToPlay(*this) && !tracker->IsWaitingToPause(*this)); } StickyTimeDuration Animation::EffectEnd() const { if (!mEffect) { return StickyTimeDuration(0); } return mEffect->SpecifiedTiming().EndTime(); } nsIDocument* Animation::GetRenderedDocument() const { if (!mEffect || !mEffect->AsKeyframeEffect()) { return nullptr; } return mEffect->AsKeyframeEffect()->GetRenderedDocument(); } class AsyncFinishNotification : public MicroTaskRunnable { public: explicit AsyncFinishNotification(Animation* aAnimation) : MicroTaskRunnable() , mAnimation(aAnimation) {} virtual void Run(AutoSlowOperation& aAso) override { mAnimation->DoFinishNotificationImmediately(this); mAnimation = nullptr; } virtual bool Suppressed() override { nsIGlobalObject* global = mAnimation->GetOwnerGlobal(); return global && global->IsInSyncOperation(); } private: RefPtr mAnimation; }; void Animation::DoFinishNotification(SyncNotifyFlag aSyncNotifyFlag) { CycleCollectedJSContext* context = CycleCollectedJSContext::Get(); if (aSyncNotifyFlag == SyncNotifyFlag::Sync) { DoFinishNotificationImmediately(); } else if (!mFinishNotificationTask) { RefPtr runnable = new AsyncFinishNotification(this); context->DispatchToMicroTask(do_AddRef(runnable)); mFinishNotificationTask = runnable.forget(); } } void Animation::ResetFinishedPromise() { mFinishedIsResolved = false; mFinished = nullptr; } void Animation::MaybeResolveFinishedPromise() { if (mFinished) { mFinished->MaybeResolve(this); } mFinishedIsResolved = true; } void Animation::DoFinishNotificationImmediately(MicroTaskRunnable* aAsync) { if (aAsync && aAsync != mFinishNotificationTask) { return; } mFinishNotificationTask = nullptr; if (PlayState() != AnimationPlayState::Finished) { return; } MaybeResolveFinishedPromise(); DispatchPlaybackEvent(NS_LITERAL_STRING("finish")); } void Animation::DispatchPlaybackEvent(const nsAString& aName) { AnimationPlaybackEventInit init; if (aName.EqualsLiteral("finish")) { init.mCurrentTime = GetCurrentTimeAsDouble(); } if (mTimeline) { init.mTimelineTime = mTimeline->GetCurrentTimeAsDouble(); } RefPtr event = AnimationPlaybackEvent::Constructor(this, aName, init); event->SetTrusted(true); RefPtr asyncDispatcher = new AsyncEventDispatcher(this, event); asyncDispatcher->PostDOMEvent(); } bool Animation::IsRunningOnCompositor() const { return mEffect && mEffect->AsKeyframeEffect() && mEffect->AsKeyframeEffect()->IsRunningOnCompositor(); } } // namespace dom } // namespace mozilla