/* 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/. */ #ifndef mozilla_dom_Animation_h #define mozilla_dom_Animation_h #include "nsWrapperCache.h" #include "nsCycleCollectionParticipant.h" #include "mozilla/Attributes.h" #include "mozilla/TimeStamp.h" // for TimeStamp, TimeDuration #include "mozilla/dom/AnimationBinding.h" // for AnimationPlayState #include "mozilla/dom/DocumentTimeline.h" // for DocumentTimeline #include "mozilla/dom/KeyframeEffect.h" // for KeyframeEffectReadonly #include "mozilla/dom/Promise.h" // for Promise #include "nsCSSProperty.h" // for nsCSSProperty // 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; namespace css { class AnimValuesStyleRule; class CommonAnimationManager; } // namespace css class CSSAnimation; class CSSTransition; namespace dom { class Animation : public nsISupports , public nsWrapperCache { protected: virtual ~Animation() {} public: explicit Animation(DocumentTimeline* aTimeline) : mTimeline(aTimeline) , mPlaybackRate(1.0) , mPendingState(PendingState::NotPending) , mIsRunningOnCompositor(false) , mIsPreviousStateFinished(false) , mFinishedAtLastComposeStyle(false) , mIsRelevant(false) { } NS_DECL_CYCLE_COLLECTING_ISUPPORTS NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_CLASS(Animation) DocumentTimeline* GetParentObject() const { return mTimeline; } virtual JSObject* WrapObject(JSContext* aCx, JS::Handle aGivenProto) override; virtual CSSAnimation* AsCSSAnimation() { return nullptr; } virtual CSSTransition* AsCSSTransition() { return nullptr; } // Flag to pass to DoPlay to indicate that it should not carry out finishing // behavior (reset the current time to the beginning of the active duration). enum LimitBehavior { AutoRewind = 0, Continue = 1 }; // Animation methods KeyframeEffectReadonly* GetEffect() const { return mEffect; } DocumentTimeline* Timeline() const { return mTimeline; } Nullable GetStartTime() const { return mStartTime; } void SetStartTime(const Nullable& aNewStartTime); Nullable GetCurrentTime() const; void SilentlySetCurrentTime(const TimeDuration& aNewCurrentTime); void SetCurrentTime(const TimeDuration& aNewCurrentTime); double PlaybackRate() const { return mPlaybackRate; } void SetPlaybackRate(double aPlaybackRate); void SilentlySetPlaybackRate(double aPlaybackRate); AnimationPlayState PlayState() const; virtual Promise* GetReady(ErrorResult& aRv); virtual Promise* GetFinished(ErrorResult& aRv); virtual void Finish(ErrorResult& aRv); virtual void Play(LimitBehavior aLimitBehavior); virtual void Pause(); bool IsRunningOnCompositor() const { return mIsRunningOnCompositor; } // 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() { Play(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() { Pause(); } void SetEffect(KeyframeEffectReadonly* aEffect); void Tick(); /** * 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; void Cancel(); const nsString& Name() const { return mEffect ? mEffect->Name() : EmptyString(); } bool IsPausedOrPausing() const { return PlayState() == AnimationPlayState::Paused || mPendingState == PendingState::PausePending; } bool HasInPlayEffect() const { return GetEffect() && GetEffect()->IsInPlay(*this); } bool HasCurrentEffect() const { return GetEffect() && GetEffect()->IsCurrent(*this); } 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 * 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). */ bool IsPlaying() const { // We need to have an effect in its active interval, and // be either running or waiting to run. return HasInPlayEffect() && (PlayState() == AnimationPlayState::Running || mPendingState == PendingState::PlayPending); } bool IsRelevant() const { return mIsRelevant; } void UpdateRelevance(); void SetIsRunningOnCompositor() { mIsRunningOnCompositor = true; } void ClearIsRunningOnCompositor() { mIsRunningOnCompositor = false; } // 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|. // |aNeedsRefreshes| 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(nsRefPtr& aStyleRule, nsCSSPropertySet& aSetProperties, bool& aNeedsRefreshes); protected: void DoPlay(LimitBehavior aLimitBehavior); void DoPause(); 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"); } } void UpdateTiming(); void UpdateFinishedState(bool aSeekFlag = false); void UpdateEffect(); void FlushStyle() const; void PostUpdate(); /** * 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 IsFinished() const; bool IsPossiblyOrphanedPendingAnimation() const; StickyTimeDuration EffectEnd() const; nsIDocument* GetRenderedDocument() const; nsPresContext* GetPresContext() const; virtual css::CommonAnimationManager* GetAnimationManager() const = 0; AnimationCollection* GetCollection() const; nsRefPtr mTimeline; nsRefPtr 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 in future Pause()) // and fulfilled when Play() is successfully completed. // This object is lazily created by GetReady. // See http://w3c.github.io/web-animations/#current-ready-promise nsRefPtr 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 nsRefPtr 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; bool mIsRunningOnCompositor; // Indicates whether we were in the finished state during our // most recent unthrottled sample (our last ComposeStyle call). bool mIsPreviousStateFinished; // Spec calls this "previous finished state" bool mFinishedAtLastComposeStyle; // Indicates that the animation should be exposed in an element's // getAnimations() list. bool mIsRelevant; }; } // namespace dom } // namespace mozilla #endif // mozilla_dom_Animation_h