gecko-dev/dom/animation/Animation.h

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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/. */
#ifndef mozilla_dom_Animation_h
#define mozilla_dom_Animation_h
#include "nsWrapperCache.h"
#include "nsCycleCollectionParticipant.h"
#include "mozilla/AnimationPerformanceWarning.h"
#include "mozilla/Attributes.h"
#include "mozilla/CycleCollectedJSContext.h"
#include "mozilla/DOMEventTargetHelper.h"
#include "mozilla/EffectCompositor.h" // For EffectCompositor::CascadeLevel
#include "mozilla/LinkedList.h"
#include "mozilla/TimeStamp.h" // for TimeStamp, TimeDuration
#include "mozilla/dom/AnimationBinding.h" // for AnimationPlayState
#include "mozilla/dom/AnimationEffect.h"
#include "mozilla/dom/AnimationTimeline.h"
#include "mozilla/dom/Promise.h"
#include "nsCSSPropertyID.h"
#include "nsIGlobalObject.h"
// 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 nsCSSPropertyIDSet;
class nsIDocument;
class nsIFrame;
namespace mozilla {
struct AnimationRule;
namespace dom {
class AsyncFinishNotification;
class CSSAnimation;
class CSSTransition;
class Animation
: public DOMEventTargetHelper
, public LinkedListElement<Animation>
{
protected:
virtual ~Animation() {}
public:
explicit Animation(nsIGlobalObject* aGlobal)
: DOMEventTargetHelper(aGlobal)
, mPlaybackRate(1.0)
, mAnimationIndex(sNextAnimationIndex++)
, mCachedChildIndex(-1)
, mPendingState(PendingState::NotPending)
, mFinishedAtLastComposeStyle(false)
, mIsRelevant(false)
, mFinishedIsResolved(false)
, mSyncWithGeometricAnimations(false)
{
}
NS_DECL_ISUPPORTS_INHERITED
NS_DECL_CYCLE_COLLECTION_CLASS_INHERITED(Animation,
DOMEventTargetHelper)
nsIGlobalObject* GetParentObject() const { return GetOwnerGlobal(); }
virtual JSObject* WrapObject(JSContext* aCx,
JS::Handle<JSObject*> aGivenProto) override;
virtual CSSAnimation* AsCSSAnimation() { return nullptr; }
virtual const CSSAnimation* AsCSSAnimation() const { return nullptr; }
virtual CSSTransition* AsCSSTransition() { return nullptr; }
virtual const CSSTransition* AsCSSTransition() const { return nullptr; }
/**
* Flag to pass to Play to indicate whether or not it should automatically
* rewind the current time to the start point if the animation is finished.
* For regular calls to play() from script we should do this, but when a CSS
* animation's animation-play-state changes we shouldn't rewind the animation.
*/
enum class LimitBehavior {
AutoRewind,
Continue
};
// Animation interface methods
static already_AddRefed<Animation>
Constructor(const GlobalObject& aGlobal,
AnimationEffect* aEffect,
const Optional<AnimationTimeline*>& aTimeline,
ErrorResult& aRv);
void GetId(nsAString& aResult) const { aResult = mId; }
void SetId(const nsAString& aId);
AnimationEffect* GetEffect() const { return mEffect; }
void SetEffect(AnimationEffect* aEffect);
AnimationTimeline* GetTimeline() const { return mTimeline; }
void SetTimeline(AnimationTimeline* aTimeline);
Nullable<TimeDuration> GetStartTime() const { return mStartTime; }
void SetStartTime(const Nullable<TimeDuration>& aNewStartTime);
Nullable<TimeDuration> GetCurrentTime() const {
return GetCurrentTimeForHoldTime(mHoldTime);
}
void SetCurrentTime(const TimeDuration& aNewCurrentTime);
double PlaybackRate() const { return mPlaybackRate; }
void SetPlaybackRate(double aPlaybackRate);
AnimationPlayState PlayState() const;
bool Pending() const { return mPendingState != PendingState::NotPending; }
virtual Promise* GetReady(ErrorResult& aRv);
Promise* GetFinished(ErrorResult& aRv);
void Cancel();
void Finish(ErrorResult& aRv);
virtual void Play(ErrorResult& aRv, LimitBehavior aLimitBehavior);
virtual void Pause(ErrorResult& aRv);
void Reverse(ErrorResult& aRv);
void UpdatePlaybackRate(double aPlaybackRate);
bool IsRunningOnCompositor() const;
IMPL_EVENT_HANDLER(finish);
IMPL_EVENT_HANDLER(cancel);
// 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<double> GetStartTimeAsDouble() const;
void SetStartTimeAsDouble(const Nullable<double>& aStartTime);
Nullable<double> GetCurrentTimeAsDouble() const;
void SetCurrentTimeAsDouble(const Nullable<double>& aCurrentTime,
ErrorResult& aRv);
virtual AnimationPlayState PlayStateFromJS() const { return PlayState(); }
virtual bool PendingFromJS() const { return Pending(); }
virtual void PlayFromJS(ErrorResult& aRv)
{
Play(aRv, 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(ErrorResult& aRv) { Pause(aRv); }
// Wrapper functions for Animation DOM methods when called from style.
virtual void CancelFromStyle() { CancelNoUpdate(); }
void SetTimelineNoUpdate(AnimationTimeline* aTimeline);
void SetEffectNoUpdate(AnimationEffect* aEffect);
virtual void Tick();
bool NeedsTicks() const
{
return Pending() || PlayState() == AnimationPlayState::Running;
}
/**
* 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 TriggerOnNextTick.
* 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<TimeDuration>& 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 TriggerOnNextTick 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<TimeDuration> GetCurrentOrPendingStartTime() const;
/**
* As with the start time, we should use the pending playback rate when
* producing layer animations.
*/
double CurrentOrPendingPlaybackRate() const
{
return mPendingPlaybackRate.valueOr(mPlaybackRate);
}
bool HasPendingPlaybackRate() const { return mPendingPlaybackRate.isSome(); }
/**
* The following relationship from the definition of the 'current time' is
* re-used in many algorithms so we extract it here into a static method that
* can be re-used:
*
* current time = (timeline time - start time) * playback rate
*
* As per https://drafts.csswg.org/web-animations-1/#current-time
*/
static TimeDuration CurrentTimeFromTimelineTime(
const TimeDuration& aTimelineTime,
const TimeDuration& aStartTime,
float aPlaybackRate)
{
return (aTimelineTime - aStartTime).MultDouble(aPlaybackRate);
}
/**
* As with calculating the current time, we often need to calculate a start
* time from a current time. The following method simply inverts the current
* time relationship.
*
* In each case where this is used, the desired behavior for playbackRate ==
* 0 is to return the specified timeline time (often referred to as the ready
* time).
*/
static TimeDuration StartTimeFromTimelineTime(
const TimeDuration& aTimelineTime,
const TimeDuration& aCurrentTime,
float aPlaybackRate)
{
TimeDuration result = aTimelineTime;
if (aPlaybackRate == 0) {
return result;
}
result -= aCurrentTime.MultDouble(1.0 / aPlaybackRate);
return result;
}
/**
* Converts a time in the timescale of this Animation's currentTime, to a
* TimeStamp. Returns a null TimeStamp if the conversion cannot be performed
* because of the current state of this Animation (e.g. it has no timeline, a
* zero playbackRate, an unresolved start time etc.) or the value of the time
* passed-in (e.g. an infinite time).
*/
TimeStamp AnimationTimeToTimeStamp(const StickyTimeDuration& aTime) const;
// Converts an AnimationEvent's elapsedTime value to an equivalent TimeStamp
// that can be used to sort events by when they occurred.
TimeStamp ElapsedTimeToTimeStamp(const StickyTimeDuration& aElapsedTime) const;
bool IsPausedOrPausing() const
{
return PlayState() == AnimationPlayState::Paused;
}
bool HasCurrentEffect() const
{
return GetEffect() && GetEffect()->IsCurrent();
}
bool IsInEffect() const
{
return GetEffect() && GetEffect()->IsInEffect();
}
bool IsPlaying() const
{
return mPlaybackRate != 0.0 &&
mTimeline &&
!mTimeline->GetCurrentTime().IsNull() &&
PlayState() == AnimationPlayState::Running;
}
bool ShouldBeSynchronizedWithMainThread(
nsCSSPropertyID aProperty,
const nsIFrame* aFrame,
AnimationPerformanceWarning::Type& aPerformanceWarning) const;
bool IsRelevant() const { return mIsRelevant; }
void UpdateRelevance();
/**
* Returns true if this Animation has a lower composite order than aOther.
*/
bool HasLowerCompositeOrderThan(const Animation& aOther) const;
/**
* Returns the level at which the effect(s) associated with this Animation
* are applied to the CSS cascade.
*/
virtual EffectCompositor::CascadeLevel CascadeLevel() const
{
return EffectCompositor::CascadeLevel::Animations;
}
/**
* 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 various bits of state that we need to update as the result of
* running ComposeStyle().
* See the comment of KeyframeEffect::WillComposeStyle for more detail.
*/
void WillComposeStyle();
/**
* Updates |aComposeResult| with the animation values of this animation's
* effect, if any.
* Any properties contained in |aPropertiesToSkip| will not be added or
* updated in |aComposeResult|.
*/
void ComposeStyle(RawServoAnimationValueMap& aComposeResult,
const nsCSSPropertyIDSet& aPropertiesToSkip);
void NotifyEffectTimingUpdated();
void NotifyGeometricAnimationsStartingThisFrame();
/**
* Reschedule pending pause or pending play tasks when updating the target
* effect.
*
* If we are pending, we will either be registered in the pending animation
* tracker and have a null pending ready time, or, after our effect has been
* painted, we will be removed from the tracker and assigned a pending ready
* time.
*
* When the target effect is updated, we'll typically need to repaint so for
* the latter case where we already have a pending ready time, clear it and put
* ourselves back in the pending animation tracker.
*/
void ReschedulePendingTasks();
/**
* Used by subclasses to synchronously queue a cancel event in situations
* where the Animation may have been cancelled.
*
* We need to do this synchronously because after a CSS animation/transition
* is canceled, it will be released by its owning element and may not still
* exist when we would normally go to queue events on the next tick.
*/
virtual void MaybeQueueCancelEvent(const StickyTimeDuration& aActiveTime) {};
int32_t& CachedChildIndexRef() { return mCachedChildIndex; }
protected:
void SilentlySetCurrentTime(const TimeDuration& aNewCurrentTime);
void CancelNoUpdate();
void PlayNoUpdate(ErrorResult& aRv, LimitBehavior aLimitBehavior);
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 {
MOZ_ASSERT_UNREACHABLE("Can't finish pending if we're not in a pending state");
}
}
void ApplyPendingPlaybackRate()
{
if (mPendingPlaybackRate) {
mPlaybackRate = *mPendingPlaybackRate;
mPendingPlaybackRate.reset();
}
}
/**
* Finishing behavior depends on if changes to timing occurred due
* to a seek or regular playback.
*/
enum class SeekFlag {
NoSeek,
DidSeek
};
enum class SyncNotifyFlag {
Sync,
Async
};
virtual void UpdateTiming(SeekFlag aSeekFlag,
SyncNotifyFlag aSyncNotifyFlag);
void UpdateFinishedState(SeekFlag aSeekFlag,
SyncNotifyFlag aSyncNotifyFlag);
void UpdateEffect();
/**
* Flush all pending styles other than throttled animation styles (e.g.
* animations running on the compositor).
*/
void FlushUnanimatedStyle() const;
void PostUpdate();
void ResetFinishedPromise();
void MaybeResolveFinishedPromise();
void DoFinishNotification(SyncNotifyFlag aSyncNotifyFlag);
friend class AsyncFinishNotification;
void DoFinishNotificationImmediately(MicroTaskRunnable* aAsync = nullptr);
void QueuePlaybackEvent(const nsAString& aName,
TimeStamp&& aScheduledEventTime);
/**
* 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();
/**
* Performs the same steps as CancelPendingTasks and also rejects and
* recreates the ready promise if the animation was pending.
*/
void ResetPendingTasks();
/**
* Returns true if this animation is not only play-pending, but has
* yet to be given a pending ready time. This roughly corresponds to
* animations that are waiting to be painted (since we set the pending
* ready time at the end of painting). Identifying such animations is
* useful because in some cases animations that are painted together
* may need to be synchronized.
*
* We don't, however, want to include animations with a fixed start time such
* as animations that are simply having their playbackRate updated or which
* are resuming from an aborted pause.
*/
bool IsNewlyStarted() const {
return mPendingState == PendingState::PlayPending &&
mPendingReadyTime.IsNull() &&
mStartTime.IsNull();
}
bool IsPossiblyOrphanedPendingAnimation() const;
StickyTimeDuration EffectEnd() const;
Nullable<TimeDuration> GetCurrentTimeForHoldTime(
const Nullable<TimeDuration>& aHoldTime) const;
Nullable<TimeDuration> GetUnconstrainedCurrentTime() const
{
return GetCurrentTimeForHoldTime(Nullable<TimeDuration>());
}
// Earlier side of the elapsed time range reported in CSS Animations and CSS
// Transitions events.
//
// https://drafts.csswg.org/css-animations-2/#interval-start
// https://drafts.csswg.org/css-transitions-2/#interval-start
StickyTimeDuration
IntervalStartTime(const StickyTimeDuration& aActiveDuration) const
{
MOZ_ASSERT(AsCSSTransition() || AsCSSAnimation(),
"Should be called for CSS animations or transitions");
static constexpr StickyTimeDuration zeroDuration = StickyTimeDuration();
return std::max(
std::min(StickyTimeDuration(-mEffect->SpecifiedTiming().Delay()),
aActiveDuration),
zeroDuration);
}
// Later side of the elapsed time range reported in CSS Animations and CSS
// Transitions events.
//
// https://drafts.csswg.org/css-animations-2/#interval-end
// https://drafts.csswg.org/css-transitions-2/#interval-end
StickyTimeDuration
IntervalEndTime(const StickyTimeDuration& aActiveDuration) const
{
MOZ_ASSERT(AsCSSTransition() || AsCSSAnimation(),
"Should be called for CSS animations or transitions");
static constexpr StickyTimeDuration zeroDuration = StickyTimeDuration();
return std::max(
std::min((EffectEnd() - mEffect->SpecifiedTiming().Delay()),
aActiveDuration),
zeroDuration);
}
TimeStamp GetTimelineCurrentTimeAsTimeStamp() const
{
return mTimeline ? mTimeline->GetCurrentTimeAsTimeStamp() : TimeStamp();
}
nsIDocument* GetRenderedDocument() const;
nsIDocument* GetTimelineDocument() const;
RefPtr<AnimationTimeline> mTimeline;
RefPtr<AnimationEffect> mEffect;
// The beginning of the delay period.
Nullable<TimeDuration> mStartTime; // Timeline timescale
Nullable<TimeDuration> mHoldTime; // Animation timescale
Nullable<TimeDuration> mPendingReadyTime; // Timeline timescale
Nullable<TimeDuration> mPreviousCurrentTime; // Animation timescale
double mPlaybackRate;
Maybe<double> mPendingPlaybackRate;
// A Promise that is replaced on each call to Play()
// and fulfilled when Play() is successfully completed.
// This object is lazily created by GetReady.
// See http://drafts.csswg.org/web-animations/#current-ready-promise
RefPtr<Promise> 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://drafts.csswg.org/web-animations/#current-finished-promise
RefPtr<Promise> mFinished;
static uint64_t sNextAnimationIndex;
// The relative position of this animation within the global animation list.
// This is kNoIndex while the animation is in the idle state and is updated
// each time the animation transitions out of the idle state.
//
// Note that subclasses such as CSSTransition and CSSAnimation may repurpose
// this member to implement their own brand of sorting. As a result, it is
// possible for two different objects to have the same index.
uint64_t mAnimationIndex;
// While ordering Animation objects for event dispatch, the index of the
// target node in its parent may be cached in mCachedChildIndex.
int32_t mCachedChildIndex;
// 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 : uint8_t
{
NotPending,
PlayPending,
PausePending
};
PendingState mPendingState;
bool mFinishedAtLastComposeStyle;
// Indicates that the animation should be exposed in an element's
// getAnimations() list.
bool mIsRelevant;
// True if mFinished is resolved or would be resolved if mFinished has
// yet to be created. This is not set when mFinished is rejected since
// in that case mFinished is immediately reset to represent a new current
// finished promise.
bool mFinishedIsResolved;
// True if this animation was triggered at the same time as one or more
// geometric animations and hence we should run any transform animations on
// the main thread.
bool mSyncWithGeometricAnimations;
RefPtr<MicroTaskRunnable> mFinishNotificationTask;
nsString mId;
};
} // namespace dom
} // namespace mozilla
#endif // mozilla_dom_Animation_h