зеркало из https://github.com/mozilla/gecko-dev.git
264 строки
9.0 KiB
C++
264 строки
9.0 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef mozilla_EffectSet_h
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#define mozilla_EffectSet_h
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#include "mozilla/DebugOnly.h"
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#include "mozilla/EffectCompositor.h"
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#include "mozilla/EnumeratedArray.h"
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#include "mozilla/TimeStamp.h"
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#include "mozilla/dom/KeyframeEffect.h"
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#include "nsHashKeys.h" // For nsPtrHashKey
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#include "nsTHashSet.h"
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class nsPresContext;
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enum class DisplayItemType : uint8_t;
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namespace mozilla {
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namespace dom {
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class Element;
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} // namespace dom
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enum class PseudoStyleType : uint8_t;
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// A wrapper around a hashset of AnimationEffect objects to handle
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// storing the set as a property of an element.
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class EffectSet {
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public:
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EffectSet()
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: mCascadeNeedsUpdate(false),
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mAnimationGeneration(0)
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#ifdef DEBUG
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,
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mActiveIterators(0),
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mCalledPropertyDtor(false)
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#endif
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,
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mMayHaveOpacityAnim(false),
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mMayHaveTransformAnim(false) {
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MOZ_COUNT_CTOR(EffectSet);
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}
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~EffectSet() {
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MOZ_ASSERT(mCalledPropertyDtor,
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"must call destructor through element property dtor");
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MOZ_ASSERT(mActiveIterators == 0,
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"Effect set should not be destroyed while it is being "
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"enumerated");
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MOZ_COUNT_DTOR(EffectSet);
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}
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static void PropertyDtor(void* aObject, nsAtom* aPropertyName,
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void* aPropertyValue, void* aData);
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// Methods for supporting cycle-collection
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void Traverse(nsCycleCollectionTraversalCallback& aCallback);
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static EffectSet* GetEffectSet(const dom::Element* aElement,
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PseudoStyleType aPseudoType);
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static EffectSet* GetOrCreateEffectSet(dom::Element* aElement,
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PseudoStyleType aPseudoType);
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static EffectSet* GetEffectSetForFrame(const nsIFrame* aFrame,
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const nsCSSPropertyIDSet& aProperties);
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static EffectSet* GetEffectSetForFrame(const nsIFrame* aFrame,
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DisplayItemType aDisplayItemType);
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// Gets the EffectSet associated with the specified frame's content.
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//
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// Typically the specified frame should be a "style frame".
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//
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// That is because display:table content:
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//
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// - makes a distinction between the primary frame and style frame,
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// - associates the EffectSet with the style frame's content,
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// - applies transform animations to the primary frame.
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//
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// In such a situation, passing in the primary frame here will return nullptr
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// despite the fact that it has a transform animation applied to it.
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//
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// GetEffectSetForFrame, above, handles this by automatically looking up the
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// EffectSet on the corresponding style frame when querying transform
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// properties. Unless you are sure you know what you are doing, you should
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// try using GetEffectSetForFrame first.
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//
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// If you decide to use this, consider documenting why you are sure it is ok
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// to use this.
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static EffectSet* GetEffectSetForStyleFrame(const nsIFrame* aStyleFrame);
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static EffectSet* GetEffectSetForEffect(const dom::KeyframeEffect* aEffect);
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static void DestroyEffectSet(dom::Element* aElement,
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PseudoStyleType aPseudoType);
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void AddEffect(dom::KeyframeEffect& aEffect);
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void RemoveEffect(dom::KeyframeEffect& aEffect);
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void SetMayHaveOpacityAnimation() { mMayHaveOpacityAnim = true; }
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bool MayHaveOpacityAnimation() const { return mMayHaveOpacityAnim; }
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void SetMayHaveTransformAnimation() { mMayHaveTransformAnim = true; }
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bool MayHaveTransformAnimation() const { return mMayHaveTransformAnim; }
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private:
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using OwningEffectSet = nsTHashSet<nsRefPtrHashKey<dom::KeyframeEffect>>;
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public:
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// A simple iterator to support iterating over the effects in this object in
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// range-based for loops.
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//
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// This allows us to avoid exposing mEffects directly and saves the
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// caller from having to dereference hashtable iterators using
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// the rather complicated: iter.Get()->GetKey().
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//
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// XXX Except for the active iterator checks, this could be replaced by the
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// STL-style iterators of nsTHashSet directly now.
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class Iterator {
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public:
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explicit Iterator(EffectSet& aEffectSet)
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: Iterator(aEffectSet, aEffectSet.mEffects.begin()) {}
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Iterator() = delete;
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Iterator(const Iterator&) = delete;
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Iterator(Iterator&&) = delete;
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Iterator& operator=(const Iterator&) = delete;
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Iterator& operator=(Iterator&&) = delete;
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static Iterator EndIterator(EffectSet& aEffectSet) {
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return {aEffectSet, aEffectSet.mEffects.end()};
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}
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#ifdef DEBUG
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~Iterator() {
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MOZ_ASSERT(mEffectSet.mActiveIterators > 0);
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mEffectSet.mActiveIterators--;
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}
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#endif
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bool operator!=(const Iterator& aOther) const {
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return mHashIterator != aOther.mHashIterator;
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}
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Iterator& operator++() {
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++mHashIterator;
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return *this;
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}
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dom::KeyframeEffect* operator*() { return *mHashIterator; }
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private:
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Iterator(EffectSet& aEffectSet,
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OwningEffectSet::const_iterator aHashIterator)
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:
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#ifdef DEBUG
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mEffectSet(aEffectSet),
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#endif
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mHashIterator(std::move(aHashIterator)) {
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#ifdef DEBUG
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mEffectSet.mActiveIterators++;
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#endif
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}
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#ifdef DEBUG
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EffectSet& mEffectSet;
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#endif
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OwningEffectSet::const_iterator mHashIterator;
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};
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friend class Iterator;
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Iterator begin() { return Iterator(*this); }
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Iterator end() { return Iterator::EndIterator(*this); }
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#ifdef DEBUG
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bool IsBeingEnumerated() const { return mActiveIterators != 0; }
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#endif
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bool IsEmpty() const { return mEffects.IsEmpty(); }
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size_t Count() const { return mEffects.Count(); }
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const TimeStamp& LastOverflowAnimationSyncTime() const {
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return mLastOverflowAnimationSyncTime;
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}
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void UpdateLastOverflowAnimationSyncTime(const TimeStamp& aRefreshTime) {
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mLastOverflowAnimationSyncTime = aRefreshTime;
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}
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bool CascadeNeedsUpdate() const { return mCascadeNeedsUpdate; }
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void MarkCascadeNeedsUpdate() { mCascadeNeedsUpdate = true; }
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void MarkCascadeUpdated() { mCascadeNeedsUpdate = false; }
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void UpdateAnimationGeneration(nsPresContext* aPresContext);
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uint64_t GetAnimationGeneration() const { return mAnimationGeneration; }
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static nsAtom** GetEffectSetPropertyAtoms();
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const nsCSSPropertyIDSet& PropertiesWithImportantRules() const {
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return mPropertiesWithImportantRules;
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}
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nsCSSPropertyIDSet& PropertiesWithImportantRules() {
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return mPropertiesWithImportantRules;
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}
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nsCSSPropertyIDSet& PropertiesForAnimationsLevel() {
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return mPropertiesForAnimationsLevel;
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}
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nsCSSPropertyIDSet PropertiesForAnimationsLevel() const {
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return mPropertiesForAnimationsLevel;
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}
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private:
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static nsAtom* GetEffectSetPropertyAtom(PseudoStyleType aPseudoType);
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OwningEffectSet mEffects;
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// Refresh driver timestamp from the moment when the animations which produce
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// overflow change hints in this effect set were last updated.
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// This is used for animations whose main-thread restyling is throttled either
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// because they are running on the compositor or because they are not visible.
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// We still need to update them on the main thread periodically, however (e.g.
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// so scrollbars can be updated), so this tracks the last time we did that.
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TimeStamp mLastOverflowAnimationSyncTime;
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// Dirty flag to represent when the mPropertiesWithImportantRules and
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// mPropertiesForAnimationsLevel on effects in this set might need to be
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// updated.
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//
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// Set to true any time the set of effects is changed or when
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// one the effects goes in or out of the "in effect" state.
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bool mCascadeNeedsUpdate;
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// RestyleManager keeps track of the number of animation restyles.
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// 'mini-flushes' (see nsTransitionManager::UpdateAllThrottledStyles()).
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// mAnimationGeneration is the sequence number of the last flush where a
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// transition/animation changed. We keep a similar count on the
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// corresponding layer so we can check that the layer is up to date with
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// the animation manager.
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uint64_t mAnimationGeneration;
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// Specifies the compositor-animatable properties that are overridden by
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// !important rules.
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nsCSSPropertyIDSet mPropertiesWithImportantRules;
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// Specifies the properties for which the result will be added to the
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// animations level of the cascade and hence should be skipped when we are
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// composing the animation style for the transitions level of the cascede.
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nsCSSPropertyIDSet mPropertiesForAnimationsLevel;
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#ifdef DEBUG
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// Track how many iterators are referencing this effect set when we are
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// destroyed, we can assert that nothing is still pointing to us.
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uint64_t mActiveIterators;
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bool mCalledPropertyDtor;
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#endif
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bool mMayHaveOpacityAnim;
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bool mMayHaveTransformAnim;
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};
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} // namespace mozilla
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#endif // mozilla_EffectSet_h
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