gecko-dev/dom/animation/Animation.cpp

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/* -*- 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/AutoRestore.h"
#include "AnimationCommon.h" // For AnimationCollection,
// CommonAnimationManager
#include "nsIDocument.h" // For nsIDocument
#include "nsIPresShell.h" // For nsIPresShell
#include "nsLayoutUtils.h" // For PostRestyleEvent (remove after bug 1073336)
#include "PendingAnimationTracker.h" // For PendingAnimationTracker
namespace mozilla {
namespace dom {
NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(Animation, mTimeline,
mEffect, mReady, mFinished)
NS_IMPL_CYCLE_COLLECTING_ADDREF(Animation)
NS_IMPL_CYCLE_COLLECTING_RELEASE(Animation)
NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION(Animation)
NS_WRAPPERCACHE_INTERFACE_MAP_ENTRY
NS_INTERFACE_MAP_ENTRY(nsISupports)
NS_INTERFACE_MAP_END
JSObject*
Animation::WrapObject(JSContext* aCx, JS::Handle<JSObject*> aGivenProto)
{
return dom::AnimationBinding::Wrap(aCx, this, aGivenProto);
}
// ---------------------------------------------------------------------------
//
// Animation interface:
//
// ---------------------------------------------------------------------------
void
Animation::SetEffect(KeyframeEffectReadOnly* aEffect)
{
if (mEffect) {
mEffect->SetParentTime(Nullable<TimeDuration>());
}
mEffect = aEffect;
if (mEffect) {
mEffect->SetParentTime(GetCurrentTime());
}
UpdateRelevance();
}
void
Animation::SetStartTime(const Nullable<TimeDuration>& aNewStartTime)
{
#if 1
// Bug 1096776: once we support inactive/missing timelines we'll want to take
// the disabled branch.
MOZ_ASSERT(mTimeline && !mTimeline->GetCurrentTime().IsNull(),
"We don't support inactive/missing timelines yet");
#else
Nullable<TimeDuration> timelineTime = mTimeline->GetCurrentTime();
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();
}
#endif
Nullable<TimeDuration> previousCurrentTime = GetCurrentTime();
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::NoSeek);
PostUpdate();
}
// http://w3c.github.io/web-animations/#current-time
Nullable<TimeDuration>
Animation::GetCurrentTime() const
{
Nullable<TimeDuration> result;
if (!mHoldTime.IsNull()) {
result = mHoldTime;
return result;
}
if (!mStartTime.IsNull()) {
Nullable<TimeDuration> timelineTime = mTimeline->GetCurrentTime();
if (!timelineTime.IsNull()) {
result.SetValue((timelineTime.Value() - mStartTime.Value())
.MultDouble(mPlaybackRate));
}
}
return result;
}
// Implements http://w3c.github.io/web-animations/#set-the-current-time
void
Animation::SetCurrentTime(const TimeDuration& aSeekTime)
{
SilentlySetCurrentTime(aSeekTime);
if (mPendingState == PendingState::PausePending) {
// Finish the pause operation
mHoldTime.SetValue(aSeekTime);
mStartTime.SetNull();
if (mReady) {
mReady->MaybeResolve(this);
}
CancelPendingTasks();
}
UpdateTiming(SeekFlag::DidSeek);
PostUpdate();
}
void
Animation::SetPlaybackRate(double aPlaybackRate)
{
Nullable<TimeDuration> previousTime = GetCurrentTime();
mPlaybackRate = aPlaybackRate;
if (!previousTime.IsNull()) {
ErrorResult rv;
SetCurrentTime(previousTime.Value());
MOZ_ASSERT(!rv.Failed(), "Should not assert for non-null time");
}
}
AnimationPlayState
Animation::PlayState() const
{
if (mPendingState != PendingState::NotPending) {
return AnimationPlayState::Pending;
}
Nullable<TimeDuration> currentTime = GetCurrentTime();
if (currentTime.IsNull()) {
return AnimationPlayState::Idle;
}
if (mStartTime.IsNull()) {
return AnimationPlayState::Paused;
}
if ((mPlaybackRate > 0.0 && currentTime.Value() >= EffectEnd()) ||
(mPlaybackRate < 0.0 && currentTime.Value().ToMilliseconds() <= 0.0)) {
return AnimationPlayState::Finished;
}
return AnimationPlayState::Running;
}
static inline already_AddRefed<Promise>
CreatePromise(DocumentTimeline* aTimeline, ErrorResult& aRv)
{
nsIGlobalObject* global = aTimeline->GetParentObject();
if (global) {
return Promise::Create(global, aRv);
}
return nullptr;
}
Promise*
Animation::GetReady(ErrorResult& aRv)
{
if (!mReady) {
mReady = CreatePromise(mTimeline, aRv); // Lazily create on demand
}
if (!mReady) {
aRv.Throw(NS_ERROR_FAILURE);
} else if (PlayState() != AnimationPlayState::Pending) {
mReady->MaybeResolve(this);
}
return mReady;
}
Promise*
Animation::GetFinished(ErrorResult& aRv)
{
if (!mFinished) {
mFinished = CreatePromise(mTimeline, aRv); // Lazily create on demand
}
if (!mFinished) {
aRv.Throw(NS_ERROR_FAILURE);
} else if (PlayState() == AnimationPlayState::Finished) {
mFinished->MaybeResolve(this);
}
return mFinished;
}
void
Animation::Cancel()
{
DoCancel();
PostUpdate();
}
// https://w3c.github.io/web-animations/#finish-an-animation
void
Animation::Finish(ErrorResult& aRv)
{
if (mPlaybackRate == 0 ||
(mPlaybackRate > 0 && EffectEnd() == TimeDuration::Forever())) {
aRv.Throw(NS_ERROR_DOM_INVALID_STATE_ERR);
return;
}
TimeDuration limit =
mPlaybackRate > 0 ? TimeDuration(EffectEnd()) : TimeDuration(0);
SetCurrentTime(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.SetValue(mTimeline->GetCurrentTime().Value() -
limit.MultDouble(1.0 / mPlaybackRate));
}
// If we just resolved the start time for a pause-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 (mPendingState == PendingState::PlayPending &&
!mStartTime.IsNull()) {
CancelPendingTasks();
if (mReady) {
mReady->MaybeResolve(this);
}
}
UpdateTiming(SeekFlag::DidSeek);
PostUpdate();
}
void
Animation::Play(ErrorResult& aRv, LimitBehavior aLimitBehavior)
{
DoPlay(aRv, aLimitBehavior);
PostUpdate();
}
void
Animation::Pause(ErrorResult& aRv)
{
DoPause(aRv);
PostUpdate();
}
// ---------------------------------------------------------------------------
//
// JS wrappers for Animation interface:
//
// ---------------------------------------------------------------------------
Nullable<double>
Animation::GetStartTimeAsDouble() const
{
return AnimationUtils::TimeDurationToDouble(mStartTime);
}
void
Animation::SetStartTimeAsDouble(const Nullable<double>& aStartTime)
{
return SetStartTime(AnimationUtils::DoubleToTimeDuration(aStartTime));
}
Nullable<double>
Animation::GetCurrentTimeAsDouble() const
{
return AnimationUtils::TimeDurationToDouble(GetCurrentTime());
}
void
Animation::SetCurrentTimeAsDouble(const Nullable<double>& 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()
{
// Since we are not guaranteed to get only one call per refresh driver tick,
// it's possible that mPendingReadyTime is set to a time in the future.
// In that case, we should wait until the next refresh driver tick before
// resuming.
if (mPendingState != PendingState::NotPending &&
!mPendingReadyTime.IsNull() &&
mPendingReadyTime.Value() <= mTimeline->GetCurrentTime().Value()) {
FinishPendingAt(mPendingReadyTime.Value());
mPendingReadyTime.SetNull();
}
if (IsPossiblyOrphanedPendingAnimation()) {
MOZ_ASSERT(mTimeline && !mTimeline->GetCurrentTime().IsNull(),
"Orphaned pending animtaions should have an active timeline");
FinishPendingAt(mTimeline->GetCurrentTime().Value());
}
UpdateTiming(SeekFlag::NoSeek);
}
void
Animation::TriggerOnNextTick(const Nullable<TimeDuration>& 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 (PlayState() != AnimationPlayState::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()
{
MOZ_ASSERT(PlayState() == AnimationPlayState::Pending,
"Expected to start a pending animation");
MOZ_ASSERT(mTimeline && !mTimeline->GetCurrentTime().IsNull(),
"Expected an active timeline");
FinishPendingAt(mTimeline->GetCurrentTime().Value());
}
Nullable<TimeDuration>
Animation::GetCurrentOrPendingStartTime() const
{
Nullable<TimeDuration> 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.
// This is the same as the calculation performed in ResumeAt and will
// need to incorporate the playbackRate when implemented (bug 1127380).
result.SetValue(mPendingReadyTime.Value() - mHoldTime.Value());
return result;
}
// http://w3c.github.io/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.SetValue(mTimeline->GetCurrentTime().Value() -
(aSeekTime.MultDouble(1 / mPlaybackRate)));
}
mPreviousCurrentTime.SetNull();
}
void
Animation::SilentlySetPlaybackRate(double aPlaybackRate)
{
Nullable<TimeDuration> previousTime = GetCurrentTime();
mPlaybackRate = aPlaybackRate;
if (!previousTime.IsNull()) {
ErrorResult rv;
SilentlySetCurrentTime(previousTime.Value());
MOZ_ASSERT(!rv.Failed(), "Should not assert for non-null time");
}
}
void
Animation::DoCancel()
{
if (mPendingState != PendingState::NotPending) {
CancelPendingTasks();
if (mReady) {
mReady->MaybeReject(NS_ERROR_DOM_ABORT_ERR);
}
}
if (mFinished) {
mFinished->MaybeReject(NS_ERROR_DOM_ABORT_ERR);
}
// Clear finished promise. We'll create a new one lazily.
mFinished = nullptr;
mHoldTime.SetNull();
mStartTime.SetNull();
UpdateEffect();
}
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::CanThrottle() const
{
if (!mEffect ||
mEffect->IsFinishedTransition() ||
mEffect->Properties().IsEmpty()) {
return true;
}
if (!mIsRunningOnCompositor) {
return false;
}
if (PlayState() != AnimationPlayState::Finished) {
// Unfinished animations can be throttled.
return true;
}
// The animation has finished but, if this is the first sample since
// finishing, we need an unthrottled sample so we can apply the correct
// end-of-animation behavior on the main thread (either removing the
// animation style or applying the fill mode).
return mFinishedAtLastComposeStyle;
}
void
Animation::ComposeStyle(nsRefPtr<css::AnimValuesStyleRule>& aStyleRule,
nsCSSPropertySet& aSetProperties,
bool& aNeedsRefreshes)
{
if (!mEffect || mEffect->IsFinishedTransition()) {
return;
}
AnimationPlayState playState = PlayState();
if (playState == AnimationPlayState::Running ||
playState == AnimationPlayState::Pending) {
aNeedsRefreshes = true;
}
// 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.
{
AutoRestore<Nullable<TimeDuration>> restoreHoldTime(mHoldTime);
bool updatedHoldTime = false;
AnimationPlayState playState = PlayState();
if (playState == AnimationPlayState::Pending &&
mHoldTime.IsNull() &&
!mStartTime.IsNull()) {
Nullable<TimeDuration> timeToUse = mPendingReadyTime;
if (timeToUse.IsNull() &&
mTimeline &&
!mTimeline->IsUnderTestControl()) {
timeToUse = mTimeline->ToTimelineTime(TimeStamp::Now());
}
if (!timeToUse.IsNull()) {
mHoldTime.SetValue((timeToUse.Value() - mStartTime.Value())
.MultDouble(mPlaybackRate));
// Push the change down to the effect
UpdateEffect();
updatedHoldTime = true;
}
}
mEffect->ComposeStyle(aStyleRule, aSetProperties);
if (updatedHoldTime) {
UpdateTiming(SeekFlag::NoSeek);
}
mFinishedAtLastComposeStyle = (playState == AnimationPlayState::Finished);
}
}
// http://w3c.github.io/web-animations/#play-an-animation
void
Animation::DoPlay(ErrorResult& aRv, LimitBehavior aLimitBehavior)
{
bool abortedPause = mPendingState == PendingState::PausePending;
Nullable<TimeDuration> currentTime = GetCurrentTime();
if (mPlaybackRate > 0.0 &&
(currentTime.IsNull() ||
(aLimitBehavior == LimitBehavior::AutoRewind &&
(currentTime.Value().ToMilliseconds() < 0.0 ||
currentTime.Value() >= EffectEnd())))) {
mHoldTime.SetValue(TimeDuration(0));
} else if (mPlaybackRate < 0.0 &&
(currentTime.IsNull() ||
(aLimitBehavior == LimitBehavior::AutoRewind &&
(currentTime.Value().ToMilliseconds() <= 0.0 ||
currentTime.Value() > EffectEnd())))) {
if (EffectEnd() == TimeDuration::Forever()) {
aRv.Throw(NS_ERROR_DOM_INVALID_STATE_ERR);
return;
}
mHoldTime.SetValue(TimeDuration(EffectEnd()));
} else if (mPlaybackRate == 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 either already playing normally (and
// we can ignore this call) or we aborted a pending pause operation (in which
// case, for consistency, we need to go through the motions of doing an
// asynchronous start even though we already have a resolved start time).
if (mHoldTime.IsNull() && !abortedPause) {
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;
nsIDocument* doc = GetRenderedDocument();
if (!doc) {
TriggerOnNextTick(Nullable<TimeDuration>());
return;
}
PendingAnimationTracker* tracker = doc->GetOrCreatePendingAnimationTracker();
tracker->AddPlayPending(*this);
// We may have updated the current time when we set the hold time above.
UpdateTiming(SeekFlag::NoSeek);
}
// http://w3c.github.io/web-animations/#pause-an-animation
void
Animation::DoPause(ErrorResult& aRv)
{
if (IsPausedOrPausing()) {
return;
}
// 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;
}
// Mark this as no longer running on the compositor so that next time
// we update animations we won't throttle them and will have a chance
// to remove the animation from any layer it might be on.
mIsRunningOnCompositor = false;
if (!reuseReadyPromise) {
// Clear ready promise. We'll create a new one lazily.
mReady = nullptr;
}
mPendingState = PendingState::PausePending;
nsIDocument* doc = GetRenderedDocument();
if (!doc) {
TriggerOnNextTick(Nullable<TimeDuration>());
return;
}
PendingAnimationTracker* tracker = doc->GetOrCreatePendingAnimationTracker();
tracker->AddPausePending(*this);
UpdateTiming(SeekFlag::NoSeek);
}
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 (but not both)");
// If we aborted a pending pause operation we will already have a start time
// we should use. In all other cases, we resolve it from the ready time.
if (mStartTime.IsNull()) {
if (mPlaybackRate != 0) {
mStartTime.SetValue(aReadyTime -
(mHoldTime.Value().MultDouble(1 / mPlaybackRate)));
mHoldTime.SetNull();
} else {
mStartTime.SetValue(aReadyTime);
}
}
mPendingState = PendingState::NotPending;
UpdateTiming(SeekFlag::NoSeek);
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.SetValue((aReadyTime - mStartTime.Value())
.MultDouble(mPlaybackRate));
}
mStartTime.SetNull();
mPendingState = PendingState::NotPending;
UpdateTiming(SeekFlag::NoSeek);
if (mReady) {
mReady->MaybeResolve(this);
}
}
void
Animation::UpdateTiming(SeekFlag aSeekFlag)
{
// We call UpdateFinishedState before UpdateEffect because the former
// can change the current time, which is used by the latter.
UpdateFinishedState(aSeekFlag);
UpdateEffect();
}
void
Animation::UpdateFinishedState(SeekFlag aSeekFlag)
{
Nullable<TimeDuration> 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().ToMilliseconds() <= 0.0) {
if (aSeekFlag == SeekFlag::DidSeek) {
mHoldTime = currentTime;
} else {
mHoldTime.SetValue(0);
}
} else if (mPlaybackRate != 0.0 &&
!currentTime.IsNull()) {
if (aSeekFlag == SeekFlag::DidSeek && !mHoldTime.IsNull()) {
mStartTime.SetValue(mTimeline->GetCurrentTime().Value() -
(mHoldTime.Value().MultDouble(1 / mPlaybackRate)));
}
mHoldTime.SetNull();
}
}
bool currentFinishedState = PlayState() == AnimationPlayState::Finished;
if (currentFinishedState && !mIsPreviousStateFinished) {
if (mFinished) {
mFinished->MaybeResolve(this);
}
} else if (!currentFinishedState && mIsPreviousStateFinished) {
// Clear finished promise. We'll create a new one lazily.
mFinished = nullptr;
if (mEffect->AsTransition()) {
mEffect->SetIsFinishedTransition(false);
}
}
mIsPreviousStateFinished = currentFinishedState;
// We must recalculate the current time to take account of any mHoldTime
// changes the code above made.
mPreviousCurrentTime = GetCurrentTime();
}
void
Animation::UpdateEffect()
{
if (mEffect) {
mEffect->SetParentTime(GetCurrentTime());
UpdateRelevance();
}
}
void
Animation::FlushStyle() const
{
nsIDocument* doc = GetRenderedDocument();
if (doc) {
doc->FlushPendingNotifications(Flush_Style);
}
}
void
Animation::PostUpdate()
{
AnimationCollection* collection = GetCollection();
if (collection) {
collection->NotifyAnimationUpdated();
}
}
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();
}
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 DoPlay 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 false;
}
PendingAnimationTracker* tracker = doc->GetPendingAnimationTracker();
return !tracker ||
(!tracker->IsWaitingToPlay(*this) &&
!tracker->IsWaitingToPause(*this));
}
StickyTimeDuration
Animation::EffectEnd() const
{
if (!mEffect) {
return StickyTimeDuration(0);
}
return mEffect->Timing().mDelay
+ mEffect->GetComputedTiming().mActiveDuration;
}
nsIDocument*
Animation::GetRenderedDocument() const
{
if (!mEffect) {
return nullptr;
}
Element* targetElement;
nsCSSPseudoElements::Type pseudoType;
mEffect->GetTarget(targetElement, pseudoType);
if (!targetElement) {
return nullptr;
}
return targetElement->GetComposedDoc();
}
nsPresContext*
Animation::GetPresContext() const
{
nsIDocument* doc = GetRenderedDocument();
if (!doc) {
return nullptr;
}
nsIPresShell* shell = doc->GetShell();
if (!shell) {
return nullptr;
}
return shell->GetPresContext();
}
AnimationCollection*
Animation::GetCollection() const
{
css::CommonAnimationManager* manager = GetAnimationManager();
if (!manager) {
return nullptr;
}
MOZ_ASSERT(mEffect,
"An animation with an animation manager must have an effect");
Element* targetElement;
nsCSSPseudoElements::Type targetPseudoType;
mEffect->GetTarget(targetElement, targetPseudoType);
MOZ_ASSERT(targetElement,
"An animation with an animation manager must have a target");
return manager->GetAnimations(targetElement, targetPseudoType, false);
}
} // namespace dom
} // namespace mozilla