/* 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 "mozilla/dom/Animation.h" #include "mozilla/dom/AnimationBinding.h" #include "mozilla/dom/AnimationEffect.h" #include "mozilla/FloatingPoint.h" #include "AnimationCommon.h" #include "nsCSSPropertySet.h" namespace mozilla { void ComputedTimingFunction::Init(const nsTimingFunction &aFunction) { mType = aFunction.mType; if (mType == nsTimingFunction::Function) { mTimingFunction.Init(aFunction.mFunc.mX1, aFunction.mFunc.mY1, aFunction.mFunc.mX2, aFunction.mFunc.mY2); } else { mSteps = aFunction.mSteps; } } static inline double StepEnd(uint32_t aSteps, double aPortion) { MOZ_ASSERT(0.0 <= aPortion && aPortion <= 1.0, "out of range"); uint32_t step = uint32_t(aPortion * aSteps); // floor return double(step) / double(aSteps); } double ComputedTimingFunction::GetValue(double aPortion) const { switch (mType) { case nsTimingFunction::Function: return mTimingFunction.GetSplineValue(aPortion); case nsTimingFunction::StepStart: // There are diagrams in the spec that seem to suggest this check // and the bounds point should not be symmetric with StepEnd, but // should actually step up at rather than immediately after the // fraction points. However, we rely on rounding negative values // up to zero, so we can't do that. And it's not clear the spec // really meant it. return 1.0 - StepEnd(mSteps, 1.0 - aPortion); default: MOZ_ASSERT(false, "bad type"); // fall through case nsTimingFunction::StepEnd: return StepEnd(mSteps, aPortion); } } // In the Web Animations model, the time fraction can be outside the range // [0.0, 1.0] but it shouldn't be Infinity. const double ComputedTiming::kNullTimeFraction = PositiveInfinity(); namespace dom { NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(Animation, mDocument, mTarget) NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(Animation, AddRef) NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(Animation, Release) JSObject* Animation::WrapObject(JSContext* aCx, JS::Handle aGivenProto) { return AnimationBinding::Wrap(aCx, this, aGivenProto); } already_AddRefed Animation::GetEffect() { nsRefPtr effect = new AnimationEffect(this); return effect.forget(); } void Animation::SetParentTime(Nullable aParentTime) { mParentTime = aParentTime; } ComputedTiming Animation::GetComputedTimingAt(const Nullable& aLocalTime, const AnimationTiming& aTiming) { const TimeDuration zeroDuration; // Currently we expect negative durations to be picked up during CSS // parsing but when we start receiving timing parameters from other sources // we will need to clamp negative durations here. // For now, if we're hitting this it probably means we're overflowing // integer arithmetic in mozilla::TimeStamp. MOZ_ASSERT(aTiming.mIterationDuration >= zeroDuration, "Expecting iteration duration >= 0"); // Always return the same object to benefit from return-value optimization. ComputedTiming result; result.mActiveDuration = ActiveDuration(aTiming); // The default constructor for ComputedTiming sets all other members to // values consistent with an animation that has not been sampled. if (aLocalTime.IsNull()) { return result; } const TimeDuration& localTime = aLocalTime.Value(); // When we finish exactly at the end of an iteration we need to report // the end of the final iteration and not the start of the next iteration // so we set up a flag for that case. bool isEndOfFinalIteration = false; // Get the normalized time within the active interval. StickyTimeDuration activeTime; if (localTime >= aTiming.mDelay + result.mActiveDuration) { result.mPhase = ComputedTiming::AnimationPhase_After; if (!aTiming.FillsForwards()) { // The animation isn't active or filling at this time. result.mTimeFraction = ComputedTiming::kNullTimeFraction; return result; } activeTime = result.mActiveDuration; // Note that infinity == floor(infinity) so this will also be true when we // have finished an infinitely repeating animation of zero duration. isEndOfFinalIteration = aTiming.mIterationCount != 0.0 && aTiming.mIterationCount == floor(aTiming.mIterationCount); } else if (localTime < aTiming.mDelay) { result.mPhase = ComputedTiming::AnimationPhase_Before; if (!aTiming.FillsBackwards()) { // The animation isn't active or filling at this time. result.mTimeFraction = ComputedTiming::kNullTimeFraction; return result; } // activeTime is zero } else { MOZ_ASSERT(result.mActiveDuration != zeroDuration, "How can we be in the middle of a zero-duration interval?"); result.mPhase = ComputedTiming::AnimationPhase_Active; activeTime = localTime - aTiming.mDelay; } // Get the position within the current iteration. StickyTimeDuration iterationTime; if (aTiming.mIterationDuration != zeroDuration) { iterationTime = isEndOfFinalIteration ? StickyTimeDuration(aTiming.mIterationDuration) : activeTime % aTiming.mIterationDuration; } /* else, iterationTime is zero */ // Determine the 0-based index of the current iteration. if (isEndOfFinalIteration) { result.mCurrentIteration = aTiming.mIterationCount == NS_IEEEPositiveInfinity() ? UINT64_MAX // FIXME: When we return this via the API we'll need // to make sure it ends up being infinity. : static_cast(aTiming.mIterationCount) - 1; } else if (activeTime == zeroDuration) { // If the active time is zero we're either in the first iteration // (including filling backwards) or we have finished an animation with an // iteration duration of zero that is filling forwards (but we're not at // the exact end of an iteration since we deal with that above). result.mCurrentIteration = result.mPhase == ComputedTiming::AnimationPhase_After ? static_cast(aTiming.mIterationCount) // floor : 0; } else { result.mCurrentIteration = static_cast(activeTime / aTiming.mIterationDuration); // floor } // Normalize the iteration time into a fraction of the iteration duration. if (result.mPhase == ComputedTiming::AnimationPhase_Before) { result.mTimeFraction = 0.0; } else if (result.mPhase == ComputedTiming::AnimationPhase_After) { result.mTimeFraction = isEndOfFinalIteration ? 1.0 : fmod(aTiming.mIterationCount, 1.0f); } else { // We are in the active phase so the iteration duration can't be zero. MOZ_ASSERT(aTiming.mIterationDuration != zeroDuration, "In the active phase of a zero-duration animation?"); result.mTimeFraction = aTiming.mIterationDuration == TimeDuration::Forever() ? 0.0 : iterationTime / aTiming.mIterationDuration; } bool thisIterationReverse = false; switch (aTiming.mDirection) { case NS_STYLE_ANIMATION_DIRECTION_NORMAL: thisIterationReverse = false; break; case NS_STYLE_ANIMATION_DIRECTION_REVERSE: thisIterationReverse = true; break; case NS_STYLE_ANIMATION_DIRECTION_ALTERNATE: thisIterationReverse = (result.mCurrentIteration & 1) == 1; break; case NS_STYLE_ANIMATION_DIRECTION_ALTERNATE_REVERSE: thisIterationReverse = (result.mCurrentIteration & 1) == 0; break; } if (thisIterationReverse) { result.mTimeFraction = 1.0 - result.mTimeFraction; } return result; } StickyTimeDuration Animation::ActiveDuration(const AnimationTiming& aTiming) { if (aTiming.mIterationCount == mozilla::PositiveInfinity()) { // An animation that repeats forever has an infinite active duration // unless its iteration duration is zero, in which case it has a zero // active duration. const StickyTimeDuration zeroDuration; return aTiming.mIterationDuration == zeroDuration ? zeroDuration : StickyTimeDuration::Forever(); } return StickyTimeDuration( aTiming.mIterationDuration.MultDouble(aTiming.mIterationCount)); } bool Animation::IsCurrent() const { if (IsFinishedTransition()) { return false; } ComputedTiming computedTiming = GetComputedTiming(); return computedTiming.mPhase == ComputedTiming::AnimationPhase_Before || computedTiming.mPhase == ComputedTiming::AnimationPhase_Active; } bool Animation::IsInEffect() const { if (IsFinishedTransition()) { return false; } ComputedTiming computedTiming = GetComputedTiming(); return computedTiming.mTimeFraction != ComputedTiming::kNullTimeFraction; } bool Animation::HasAnimationOfProperty(nsCSSProperty aProperty) const { for (size_t propIdx = 0, propEnd = mProperties.Length(); propIdx != propEnd; ++propIdx) { if (aProperty == mProperties[propIdx].mProperty) { return true; } } return false; } void Animation::ComposeStyle(nsRefPtr& aStyleRule, nsCSSPropertySet& aSetProperties) { ComputedTiming computedTiming = GetComputedTiming(); // If the time fraction is null, we don't have fill data for the current // time so we shouldn't animate. if (computedTiming.mTimeFraction == ComputedTiming::kNullTimeFraction) { return; } MOZ_ASSERT(0.0 <= computedTiming.mTimeFraction && computedTiming.mTimeFraction <= 1.0, "timing fraction should be in [0-1]"); for (size_t propIdx = 0, propEnd = mProperties.Length(); propIdx != propEnd; ++propIdx) { const AnimationProperty& prop = mProperties[propIdx]; MOZ_ASSERT(prop.mSegments[0].mFromKey == 0.0, "incorrect first from key"); MOZ_ASSERT(prop.mSegments[prop.mSegments.Length() - 1].mToKey == 1.0, "incorrect last to key"); if (aSetProperties.HasProperty(prop.mProperty)) { // Animations are composed by AnimationPlayerCollection by iterating // from the last animation to first. For animations targetting the // same property, the later one wins. So if this property is already set, // we should not override it. continue; } aSetProperties.AddProperty(prop.mProperty); MOZ_ASSERT(prop.mSegments.Length() > 0, "property should not be in animations if it has no segments"); // FIXME: Maybe cache the current segment? const AnimationPropertySegment *segment = prop.mSegments.Elements(), *segmentEnd = segment + prop.mSegments.Length(); while (segment->mToKey < computedTiming.mTimeFraction) { MOZ_ASSERT(segment->mFromKey < segment->mToKey, "incorrect keys"); ++segment; if (segment == segmentEnd) { MOZ_ASSERT_UNREACHABLE("incorrect time fraction"); break; // in order to continue in outer loop (just below) } MOZ_ASSERT(segment->mFromKey == (segment-1)->mToKey, "incorrect keys"); } if (segment == segmentEnd) { continue; } MOZ_ASSERT(segment->mFromKey < segment->mToKey, "incorrect keys"); MOZ_ASSERT(segment >= prop.mSegments.Elements() && size_t(segment - prop.mSegments.Elements()) < prop.mSegments.Length(), "out of array bounds"); if (!aStyleRule) { // Allocate the style rule now that we know we have animation data. aStyleRule = new css::AnimValuesStyleRule(); } double positionInSegment = (computedTiming.mTimeFraction - segment->mFromKey) / (segment->mToKey - segment->mFromKey); double valuePosition = segment->mTimingFunction.GetValue(positionInSegment); StyleAnimationValue *val = aStyleRule->AddEmptyValue(prop.mProperty); #ifdef DEBUG bool result = #endif StyleAnimationValue::Interpolate(prop.mProperty, segment->mFromValue, segment->mToValue, valuePosition, *val); MOZ_ASSERT(result, "interpolate must succeed now"); } } } // namespace dom } // namespace mozilla