зеркало из https://github.com/mozilla/gecko-dev.git
612 строки
23 KiB
C++
612 строки
23 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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#include "nsAnimationManager.h"
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#include "nsTransitionManager.h"
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#include "mozilla/dom/CSSAnimationBinding.h"
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#include "mozilla/AnimationEventDispatcher.h"
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#include "mozilla/AnimationTarget.h"
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#include "mozilla/EffectCompositor.h"
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#include "mozilla/EffectSet.h"
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#include "mozilla/MemoryReporting.h"
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#include "mozilla/ServoStyleSet.h"
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#include "mozilla/StyleAnimationValue.h"
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#include "mozilla/dom/AnimationEffect.h"
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#include "mozilla/dom/DocumentTimeline.h"
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#include "mozilla/dom/KeyframeEffect.h"
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#include "nsPresContext.h"
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#include "nsPresContextInlines.h"
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#include "nsStyleChangeList.h"
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#include "nsLayoutUtils.h"
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#include "nsIFrame.h"
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#include "mozilla/dom/Document.h"
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#include "nsDOMMutationObserver.h"
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#include "nsRFPService.h"
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#include <algorithm> // std::stable_sort
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#include <math.h>
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using namespace mozilla;
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using namespace mozilla::css;
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using mozilla::dom::Animation;
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using mozilla::dom::AnimationEffect;
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using mozilla::dom::AnimationPlayState;
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using mozilla::dom::CSSAnimation;
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using mozilla::dom::KeyframeEffect;
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typedef mozilla::ComputedTiming::AnimationPhase AnimationPhase;
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////////////////////////// CSSAnimation ////////////////////////////
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JSObject* CSSAnimation::WrapObject(JSContext* aCx,
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JS::Handle<JSObject*> aGivenProto) {
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return dom::CSSAnimation_Binding::Wrap(aCx, this, aGivenProto);
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}
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mozilla::dom::Promise* CSSAnimation::GetReady(ErrorResult& aRv) {
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FlushUnanimatedStyle();
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return Animation::GetReady(aRv);
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}
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void CSSAnimation::Play(ErrorResult& aRv, LimitBehavior aLimitBehavior) {
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mPauseShouldStick = false;
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Animation::Play(aRv, aLimitBehavior);
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}
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void CSSAnimation::Pause(ErrorResult& aRv) {
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mPauseShouldStick = true;
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Animation::Pause(aRv);
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}
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AnimationPlayState CSSAnimation::PlayStateFromJS() const {
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// Flush style to ensure that any properties controlling animation state
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// (e.g. animation-play-state) are fully updated.
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FlushUnanimatedStyle();
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return Animation::PlayStateFromJS();
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}
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bool CSSAnimation::PendingFromJS() const {
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// Flush style since, for example, if the animation-play-state was just
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// changed its possible we should now be pending.
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FlushUnanimatedStyle();
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return Animation::PendingFromJS();
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}
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void CSSAnimation::PlayFromJS(ErrorResult& aRv) {
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// Note that flushing style below might trigger calls to
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// PlayFromStyle()/PauseFromStyle() on this object.
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FlushUnanimatedStyle();
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Animation::PlayFromJS(aRv);
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}
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void CSSAnimation::PlayFromStyle() {
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mIsStylePaused = false;
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if (!mPauseShouldStick) {
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ErrorResult rv;
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Animation::Play(rv, Animation::LimitBehavior::Continue);
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// play() should not throw when LimitBehavior is Continue
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MOZ_ASSERT(!rv.Failed(), "Unexpected exception playing animation");
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}
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}
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void CSSAnimation::PauseFromStyle() {
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// Check if the pause state is being overridden
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if (mIsStylePaused) {
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return;
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}
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mIsStylePaused = true;
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ErrorResult rv;
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Animation::Pause(rv);
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// pause() should only throw when *all* of the following conditions are true:
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// - we are in the idle state, and
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// - we have a negative playback rate, and
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// - we have an infinitely repeating animation
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// The first two conditions will never happen under regular style processing
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// but could happen if an author made modifications to the Animation object
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// and then updated animation-play-state. It's an unusual case and there's
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// no obvious way to pass on the exception information so we just silently
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// fail for now.
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if (rv.Failed()) {
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NS_WARNING("Unexpected exception pausing animation - silently failing");
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}
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}
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void CSSAnimation::Tick() {
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Animation::Tick();
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QueueEvents();
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}
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bool CSSAnimation::HasLowerCompositeOrderThan(
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const CSSAnimation& aOther) const {
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MOZ_ASSERT(IsTiedToMarkup() && aOther.IsTiedToMarkup(),
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"Should only be called for CSS animations that are sorted "
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"as CSS animations (i.e. tied to CSS markup)");
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// 0. Object-equality case
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if (&aOther == this) {
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return false;
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}
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// 1. Sort by document order
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if (!mOwningElement.Equals(aOther.mOwningElement)) {
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return mOwningElement.LessThan(
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const_cast<CSSAnimation*>(this)->CachedChildIndexRef(),
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aOther.mOwningElement,
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const_cast<CSSAnimation*>(&aOther)->CachedChildIndexRef());
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}
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// 2. (Same element and pseudo): Sort by position in animation-name
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return mAnimationIndex < aOther.mAnimationIndex;
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}
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void CSSAnimation::QueueEvents(const StickyTimeDuration& aActiveTime) {
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// If the animation is pending, we ignore animation events until we finish
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// pending.
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if (mPendingState != PendingState::NotPending) {
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return;
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}
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// CSS animations dispatch events at their owning element. This allows
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// script to repurpose a CSS animation to target a different element,
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// to use a group effect (which has no obvious "target element"), or
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// to remove the animation effect altogether whilst still getting
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// animation events.
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//
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// It does mean, however, that for a CSS animation that has no owning
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// element (e.g. it was created using the CSSAnimation constructor or
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// disassociated from CSS) no events are fired. If it becomes desirable
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// for these animations to still fire events we should spec the concept
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// of the "original owning element" or "event target" and allow script
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// to set it when creating a CSSAnimation object.
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if (!mOwningElement.IsSet()) {
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return;
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}
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nsPresContext* presContext = mOwningElement.GetPresContext();
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if (!presContext) {
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return;
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}
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uint64_t currentIteration = 0;
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ComputedTiming::AnimationPhase currentPhase;
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StickyTimeDuration intervalStartTime;
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StickyTimeDuration intervalEndTime;
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StickyTimeDuration iterationStartTime;
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if (!mEffect) {
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currentPhase =
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GetAnimationPhaseWithoutEffect<ComputedTiming::AnimationPhase>(*this);
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if (currentPhase == mPreviousPhase) {
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return;
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}
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} else {
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ComputedTiming computedTiming = mEffect->GetComputedTiming();
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currentPhase = computedTiming.mPhase;
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currentIteration = computedTiming.mCurrentIteration;
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if (currentPhase == mPreviousPhase &&
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currentIteration == mPreviousIteration) {
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return;
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}
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intervalStartTime = IntervalStartTime(computedTiming.mActiveDuration);
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intervalEndTime = IntervalEndTime(computedTiming.mActiveDuration);
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uint64_t iterationBoundary = mPreviousIteration > currentIteration
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? currentIteration + 1
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: currentIteration;
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iterationStartTime = computedTiming.mDuration.MultDouble(
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(iterationBoundary - computedTiming.mIterationStart));
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}
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TimeStamp startTimeStamp = ElapsedTimeToTimeStamp(intervalStartTime);
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TimeStamp endTimeStamp = ElapsedTimeToTimeStamp(intervalEndTime);
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TimeStamp iterationTimeStamp = ElapsedTimeToTimeStamp(iterationStartTime);
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AutoTArray<AnimationEventInfo, 2> events;
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auto appendAnimationEvent = [&](EventMessage aMessage,
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const StickyTimeDuration& aElapsedTime,
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const TimeStamp& aScheduledEventTimeStamp) {
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double elapsedTime = aElapsedTime.ToSeconds();
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if (aMessage == eAnimationCancel) {
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// 0 is an inappropriate value for this callsite. What we need to do is
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// use a single random value for all increasing times reportable.
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// That is to say, whenever elapsedTime goes negative (because an
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// animation restarts, something rewinds the animation, or otherwise)
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// a new random value for the mix-in must be generated.
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elapsedTime = nsRFPService::ReduceTimePrecisionAsSecs(
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elapsedTime, 0, TimerPrecisionType::RFPOnly);
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}
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events.AppendElement(
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AnimationEventInfo(mAnimationName, mOwningElement.Target(), aMessage,
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elapsedTime, aScheduledEventTimeStamp, this));
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};
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// Handle cancel event first
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if ((mPreviousPhase != AnimationPhase::Idle &&
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mPreviousPhase != AnimationPhase::After) &&
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currentPhase == AnimationPhase::Idle) {
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appendAnimationEvent(eAnimationCancel, aActiveTime,
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GetTimelineCurrentTimeAsTimeStamp());
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}
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switch (mPreviousPhase) {
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case AnimationPhase::Idle:
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case AnimationPhase::Before:
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if (currentPhase == AnimationPhase::Active) {
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appendAnimationEvent(eAnimationStart, intervalStartTime,
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startTimeStamp);
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} else if (currentPhase == AnimationPhase::After) {
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appendAnimationEvent(eAnimationStart, intervalStartTime,
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startTimeStamp);
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appendAnimationEvent(eAnimationEnd, intervalEndTime, endTimeStamp);
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}
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break;
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case AnimationPhase::Active:
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if (currentPhase == AnimationPhase::Before) {
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appendAnimationEvent(eAnimationEnd, intervalStartTime, startTimeStamp);
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} else if (currentPhase == AnimationPhase::Active) {
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// The currentIteration must have changed or element we would have
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// returned early above.
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MOZ_ASSERT(currentIteration != mPreviousIteration);
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appendAnimationEvent(eAnimationIteration, iterationStartTime,
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iterationTimeStamp);
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} else if (currentPhase == AnimationPhase::After) {
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appendAnimationEvent(eAnimationEnd, intervalEndTime, endTimeStamp);
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}
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break;
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case AnimationPhase::After:
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if (currentPhase == AnimationPhase::Before) {
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appendAnimationEvent(eAnimationStart, intervalEndTime, startTimeStamp);
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appendAnimationEvent(eAnimationEnd, intervalStartTime, endTimeStamp);
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} else if (currentPhase == AnimationPhase::Active) {
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appendAnimationEvent(eAnimationStart, intervalEndTime, endTimeStamp);
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}
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break;
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}
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mPreviousPhase = currentPhase;
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mPreviousIteration = currentIteration;
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if (!events.IsEmpty()) {
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presContext->AnimationEventDispatcher()->QueueEvents(std::move(events));
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}
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}
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void CSSAnimation::UpdateTiming(SeekFlag aSeekFlag,
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SyncNotifyFlag aSyncNotifyFlag) {
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if (mNeedsNewAnimationIndexWhenRun &&
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PlayState() != AnimationPlayState::Idle) {
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mAnimationIndex = sNextAnimationIndex++;
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mNeedsNewAnimationIndexWhenRun = false;
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}
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Animation::UpdateTiming(aSeekFlag, aSyncNotifyFlag);
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}
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////////////////////////// nsAnimationManager ////////////////////////////
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// Find the matching animation by |aName| in the old list
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// of animations and remove the matched animation from the list.
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static already_AddRefed<CSSAnimation> PopExistingAnimation(
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const nsAtom* aName,
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nsAnimationManager::CSSAnimationCollection* aCollection) {
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if (!aCollection) {
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return nullptr;
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}
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// Animations are stored in reverse order to how they appear in the
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// animation-name property. However, we want to match animations beginning
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// from the end of the animation-name list, so we iterate *forwards*
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// through the collection.
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for (size_t idx = 0, length = aCollection->mAnimations.Length();
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idx != length; ++idx) {
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CSSAnimation* cssAnim = aCollection->mAnimations[idx];
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if (cssAnim->AnimationName() == aName) {
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RefPtr<CSSAnimation> match = cssAnim;
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aCollection->mAnimations.RemoveElementAt(idx);
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return match.forget();
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}
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}
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return nullptr;
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}
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class MOZ_STACK_CLASS ServoCSSAnimationBuilder final {
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public:
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explicit ServoCSSAnimationBuilder(const ComputedStyle* aComputedStyle)
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: mComputedStyle(aComputedStyle) {
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MOZ_ASSERT(aComputedStyle);
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}
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bool BuildKeyframes(const Element& aElement, nsPresContext* aPresContext,
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nsAtom* aName, const nsTimingFunction& aTimingFunction,
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nsTArray<Keyframe>& aKeyframes) {
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return aPresContext->StyleSet()->GetKeyframesForName(
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aElement, *mComputedStyle, aName, aTimingFunction, aKeyframes);
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}
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void SetKeyframes(KeyframeEffect& aEffect, nsTArray<Keyframe>&& aKeyframes) {
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aEffect.SetKeyframes(std::move(aKeyframes), mComputedStyle);
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}
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// Currently all the animation building code in this file is based on
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// assumption that creating and removing animations should *not* trigger
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// additional restyles since those changes will be handled within the same
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// restyle.
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//
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// While that is true for the Gecko style backend, it is not true for the
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// Servo style backend where we want restyles to be triggered so that we
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// perform a second animation restyle where we will incorporate the changes
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// arising from creating and removing animations.
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//
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// Fortunately, our attempts to avoid posting extra restyles as part of the
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// processing here are imperfect and most of the time we happen to post
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// them anyway. Occasionally, however, we don't. For example, we don't post
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// a restyle when we create a new animation whose an animation index matches
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// the default value it was given already (which is typically only true when
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// the CSSAnimation we create is the first Animation created in a particular
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// content process).
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//
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// As a result, when we are using the Servo backend, whenever we have an added
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// or removed animation we need to explicitly trigger a restyle.
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//
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// This code should eventually disappear along with the Gecko style backend
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// and we should simply call Play() / Pause() / Cancel() etc. which will
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// post the required restyles.
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void NotifyNewOrRemovedAnimation(const Animation& aAnimation) {
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dom::AnimationEffect* effect = aAnimation.GetEffect();
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if (!effect) {
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return;
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}
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KeyframeEffect* keyframeEffect = effect->AsKeyframeEffect();
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if (!keyframeEffect) {
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return;
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}
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keyframeEffect->RequestRestyle(EffectCompositor::RestyleType::Standard);
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}
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private:
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const ComputedStyle* mComputedStyle;
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};
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static void UpdateOldAnimationPropertiesWithNew(
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CSSAnimation& aOld, TimingParams&& aNewTiming,
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nsTArray<Keyframe>&& aNewKeyframes, bool aNewIsStylePaused,
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ServoCSSAnimationBuilder& aBuilder) {
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bool animationChanged = false;
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// Update the old from the new so we can keep the original object
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// identity (and any expando properties attached to it).
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if (aOld.GetEffect()) {
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dom::AnimationEffect* oldEffect = aOld.GetEffect();
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animationChanged = oldEffect->SpecifiedTiming() != aNewTiming;
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oldEffect->SetSpecifiedTiming(std::move(aNewTiming));
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KeyframeEffect* oldKeyframeEffect = oldEffect->AsKeyframeEffect();
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if (oldKeyframeEffect) {
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aBuilder.SetKeyframes(*oldKeyframeEffect, std::move(aNewKeyframes));
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}
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}
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// Handle changes in play state. If the animation is idle, however,
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// changes to animation-play-state should *not* restart it.
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if (aOld.PlayState() != AnimationPlayState::Idle) {
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// CSSAnimation takes care of override behavior so that,
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// for example, if the author has called pause(), that will
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// override the animation-play-state.
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// (We should check aNew->IsStylePaused() but that requires
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// downcasting to CSSAnimation and we happen to know that
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// aNew will only ever be paused by calling PauseFromStyle
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// making IsPausedOrPausing synonymous in this case.)
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if (!aOld.IsStylePaused() && aNewIsStylePaused) {
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aOld.PauseFromStyle();
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animationChanged = true;
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} else if (aOld.IsStylePaused() && !aNewIsStylePaused) {
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aOld.PlayFromStyle();
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animationChanged = true;
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}
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}
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// Updating the effect timing above might already have caused the
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// animation to become irrelevant so only add a changed record if
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// the animation is still relevant.
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if (animationChanged && aOld.IsRelevant()) {
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nsNodeUtils::AnimationChanged(&aOld);
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}
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}
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// Returns a new animation set up with given StyleAnimation.
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// Or returns an existing animation matching StyleAnimation's name updated
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// with the new StyleAnimation.
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static already_AddRefed<CSSAnimation> BuildAnimation(
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nsPresContext* aPresContext, const NonOwningAnimationTarget& aTarget,
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const nsStyleDisplay& aStyleDisplay, uint32_t animIdx,
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ServoCSSAnimationBuilder& aBuilder,
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nsAnimationManager::CSSAnimationCollection* aCollection) {
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MOZ_ASSERT(aPresContext);
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nsAtom* animationName = aStyleDisplay.GetAnimationName(animIdx);
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nsTArray<Keyframe> keyframes;
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if (!aBuilder.BuildKeyframes(
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*aTarget.mElement, aPresContext, animationName,
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aStyleDisplay.GetAnimationTimingFunction(animIdx), keyframes)) {
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return nullptr;
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}
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TimingParams timing = TimingParamsFromCSSParams(
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aStyleDisplay.GetAnimationDuration(animIdx),
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aStyleDisplay.GetAnimationDelay(animIdx),
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aStyleDisplay.GetAnimationIterationCount(animIdx),
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aStyleDisplay.GetAnimationDirection(animIdx),
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aStyleDisplay.GetAnimationFillMode(animIdx));
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bool isStylePaused = aStyleDisplay.GetAnimationPlayState(animIdx) ==
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StyleAnimationPlayState::Paused;
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// Find the matching animation with animation name in the old list
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// of animations and remove the matched animation from the list.
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RefPtr<CSSAnimation> oldAnim =
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PopExistingAnimation(animationName, aCollection);
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if (oldAnim) {
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// Copy over the start times and (if still paused) pause starts
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// for each animation (matching on name only) that was also in the
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// old list of animations.
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// This means that we honor dynamic changes, which isn't what the
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// spec says to do, but WebKit seems to honor at least some of
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// them. See
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// http://lists.w3.org/Archives/Public/www-style/2011Apr/0079.html
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// In order to honor what the spec said, we'd copy more data over.
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UpdateOldAnimationPropertiesWithNew(*oldAnim, std::move(timing),
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std::move(keyframes), isStylePaused,
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aBuilder);
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return oldAnim.forget();
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}
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// mTarget is non-null here, so we emplace it directly.
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Maybe<OwningAnimationTarget> target;
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target.emplace(aTarget.mElement, aTarget.mPseudoType);
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KeyframeEffectParams effectOptions;
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RefPtr<KeyframeEffect> effect = new KeyframeEffect(
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aPresContext->Document(), target, std::move(timing), effectOptions);
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aBuilder.SetKeyframes(*effect, std::move(keyframes));
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RefPtr<CSSAnimation> animation = new CSSAnimation(
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aPresContext->Document()->GetScopeObject(), animationName);
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animation->SetOwningElement(
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OwningElementRef(*aTarget.mElement, aTarget.mPseudoType));
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animation->SetTimelineNoUpdate(aTarget.mElement->OwnerDoc()->Timeline());
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|
animation->SetEffectNoUpdate(effect);
|
|
|
|
if (isStylePaused) {
|
|
animation->PauseFromStyle();
|
|
} else {
|
|
animation->PlayFromStyle();
|
|
}
|
|
|
|
aBuilder.NotifyNewOrRemovedAnimation(*animation);
|
|
|
|
return animation.forget();
|
|
}
|
|
|
|
static nsAnimationManager::OwningCSSAnimationPtrArray BuildAnimations(
|
|
nsPresContext* aPresContext, const NonOwningAnimationTarget& aTarget,
|
|
const nsStyleDisplay& aStyleDisplay, ServoCSSAnimationBuilder& aBuilder,
|
|
nsAnimationManager::CSSAnimationCollection* aCollection,
|
|
nsTHashtable<nsRefPtrHashKey<nsAtom>>& aReferencedAnimations) {
|
|
nsAnimationManager::OwningCSSAnimationPtrArray result;
|
|
|
|
for (size_t animIdx = aStyleDisplay.mAnimationNameCount; animIdx-- != 0;) {
|
|
nsAtom* name = aStyleDisplay.GetAnimationName(animIdx);
|
|
// CSS Animations whose animation-name does not match a @keyframes rule do
|
|
// not generate animation events. This includes when the animation-name is
|
|
// "none" which is represented by an empty name in the StyleAnimation.
|
|
// Since such animations neither affect style nor dispatch events, we do
|
|
// not generate a corresponding CSSAnimation for them.
|
|
if (name == nsGkAtoms::_empty) {
|
|
continue;
|
|
}
|
|
|
|
aReferencedAnimations.PutEntry(name);
|
|
RefPtr<CSSAnimation> dest = BuildAnimation(
|
|
aPresContext, aTarget, aStyleDisplay, animIdx, aBuilder, aCollection);
|
|
if (!dest) {
|
|
continue;
|
|
}
|
|
|
|
dest->SetAnimationIndex(static_cast<uint64_t>(animIdx));
|
|
result.AppendElement(dest);
|
|
}
|
|
return result;
|
|
}
|
|
|
|
void nsAnimationManager::UpdateAnimations(dom::Element* aElement,
|
|
PseudoStyleType aPseudoType,
|
|
const ComputedStyle* aComputedStyle) {
|
|
MOZ_ASSERT(mPresContext->IsDynamic(),
|
|
"Should not update animations for print or print preview");
|
|
MOZ_ASSERT(aElement->IsInComposedDoc(),
|
|
"Should not update animations that are not attached to the "
|
|
"document tree");
|
|
|
|
const nsStyleDisplay* disp =
|
|
aComputedStyle ? aComputedStyle->StyleDisplay() : nullptr;
|
|
|
|
if (!disp || disp->mDisplay == StyleDisplay::None) {
|
|
// If we are in a display:none subtree we will have no computed values.
|
|
// However, if we are on the root of display:none subtree, the computed
|
|
// values might not have been cleared yet.
|
|
// In either case, since CSS animations should not run in display:none
|
|
// subtrees we should stop (actually, destroy) any animations on this
|
|
// element here.
|
|
StopAnimationsForElement(aElement, aPseudoType);
|
|
return;
|
|
}
|
|
|
|
NonOwningAnimationTarget target(aElement, aPseudoType);
|
|
ServoCSSAnimationBuilder builder(aComputedStyle);
|
|
|
|
DoUpdateAnimations(target, *disp, builder);
|
|
}
|
|
|
|
void nsAnimationManager::DoUpdateAnimations(
|
|
const NonOwningAnimationTarget& aTarget,
|
|
const nsStyleDisplay& aStyleDisplay, ServoCSSAnimationBuilder& aBuilder) {
|
|
// Everything that causes our animation data to change triggers a
|
|
// style change, which in turn triggers a non-animation restyle.
|
|
// Likewise, when we initially construct frames, we're not in a
|
|
// style change, but also not in an animation restyle.
|
|
|
|
CSSAnimationCollection* collection =
|
|
CSSAnimationCollection::GetAnimationCollection(aTarget.mElement,
|
|
aTarget.mPseudoType);
|
|
if (!collection && aStyleDisplay.mAnimationNameCount == 1 &&
|
|
aStyleDisplay.mAnimations[0].GetName() == nsGkAtoms::_empty) {
|
|
return;
|
|
}
|
|
|
|
nsAutoAnimationMutationBatch mb(aTarget.mElement->OwnerDoc());
|
|
|
|
// Build the updated animations list, extracting matching animations from
|
|
// the existing collection as we go.
|
|
OwningCSSAnimationPtrArray newAnimations =
|
|
BuildAnimations(mPresContext, aTarget, aStyleDisplay, aBuilder,
|
|
collection, mMaybeReferencedAnimations);
|
|
|
|
if (newAnimations.IsEmpty()) {
|
|
if (collection) {
|
|
collection->Destroy();
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (!collection) {
|
|
bool createdCollection = false;
|
|
collection = CSSAnimationCollection::GetOrCreateAnimationCollection(
|
|
aTarget.mElement, aTarget.mPseudoType, &createdCollection);
|
|
if (!collection) {
|
|
MOZ_ASSERT(!createdCollection, "outparam should agree with return value");
|
|
NS_WARNING("allocating collection failed");
|
|
return;
|
|
}
|
|
|
|
if (createdCollection) {
|
|
AddElementCollection(collection);
|
|
}
|
|
}
|
|
collection->mAnimations.SwapElements(newAnimations);
|
|
|
|
// Cancel removed animations
|
|
for (size_t newAnimIdx = newAnimations.Length(); newAnimIdx-- != 0;) {
|
|
aBuilder.NotifyNewOrRemovedAnimation(*newAnimations[newAnimIdx]);
|
|
newAnimations[newAnimIdx]->CancelFromStyle(PostRestyleMode::IfNeeded);
|
|
}
|
|
}
|