gecko-dev/dom/animation/CSSTransition.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_CSSTransition_h
#define mozilla_dom_CSSTransition_h
#include "mozilla/dom/Animation.h"
#include "mozilla/StyleAnimationValue.h"
#include "AnimationCommon.h"
class nsIGlobalObject;
namespace mozilla {
namespace dom {
class CSSTransition final : public Animation {
public:
explicit CSSTransition(nsIGlobalObject* aGlobal)
: dom::Animation(aGlobal),
mPreviousTransitionPhase(TransitionPhase::Idle),
mNeedsNewAnimationIndexWhenRun(false),
mTransitionProperty(eCSSProperty_UNKNOWN) {}
JSObject* WrapObject(JSContext* aCx,
JS::Handle<JSObject*> aGivenProto) override;
CSSTransition* AsCSSTransition() override { return this; }
const CSSTransition* AsCSSTransition() const override { return this; }
// CSSTransition interface
void GetTransitionProperty(nsString& aRetVal) const;
// Animation interface overrides
AnimationPlayState PlayStateFromJS() const override;
bool PendingFromJS() const override;
void PlayFromJS(ErrorResult& aRv) override;
// A variant of Play() that avoids posting style updates since this method
// is expected to be called whilst already updating style.
void PlayFromStyle() {
ErrorResult rv;
PlayNoUpdate(rv, Animation::LimitBehavior::Continue);
// play() should not throw when LimitBehavior is Continue
MOZ_ASSERT(!rv.Failed(), "Unexpected exception playing transition");
}
void CancelFromStyle(PostRestyleMode aPostRestyle) {
// The animation index to use for compositing will be established when
// this transition next transitions out of the idle state but we still
// update it now so that the sort order of this transition remains
// defined until that moment.
//
// See longer explanation in CSSAnimation::CancelFromStyle.
mAnimationIndex = sNextAnimationIndex++;
mNeedsNewAnimationIndexWhenRun = true;
Animation::Cancel(aPostRestyle);
// It is important we do this *after* calling Cancel().
// This is because Cancel() will end up posting a restyle and
// that restyle should target the *transitions* level of the cascade.
// However, once we clear the owning element, CascadeLevel() will begin
// returning CascadeLevel::Animations.
mOwningElement = OwningElementRef();
}
void SetEffectFromStyle(AnimationEffect* aEffect);
void Tick() override;
nsCSSPropertyID TransitionProperty() const;
AnimationValue ToValue() const;
bool HasLowerCompositeOrderThan(const CSSTransition& aOther) const;
EffectCompositor::CascadeLevel CascadeLevel() const override {
return IsTiedToMarkup() ? EffectCompositor::CascadeLevel::Transitions
: EffectCompositor::CascadeLevel::Animations;
}
void SetCreationSequence(uint64_t aIndex) {
MOZ_ASSERT(IsTiedToMarkup());
mAnimationIndex = aIndex;
}
// Sets the owning element which is used for determining the composite
// oder of CSSTransition objects generated from CSS markup.
//
// @see mOwningElement
void SetOwningElement(const OwningElementRef& aElement) {
mOwningElement = aElement;
}
// True for transitions that are generated from CSS markup and continue to
// reflect changes to that markup.
bool IsTiedToMarkup() const { return mOwningElement.IsSet(); }
// Return the animation current time based on a given TimeStamp, a given
// start time and a given playbackRate on a given timeline. This is useful
// when we estimate the current animated value running on the compositor
// because the animation on the compositor may be running ahead while
// main-thread is busy.
static Nullable<TimeDuration> GetCurrentTimeAt(
const AnimationTimeline& aTimeline, const TimeStamp& aBaseTime,
const TimeDuration& aStartTime, double aPlaybackRate);
void MaybeQueueCancelEvent(const StickyTimeDuration& aActiveTime) override {
QueueEvents(aActiveTime);
}
// Compute the portion of the *value* space that we should be through
// at the current time. (The input to the transition timing function
// has time units, the output has value units.)
double CurrentValuePortion() const;
const AnimationValue& StartForReversingTest() const {
return mStartForReversingTest;
}
double ReversePortion() const { return mReversePortion; }
void SetReverseParameters(AnimationValue&& aStartForReversingTest,
double aReversePortion) {
mStartForReversingTest = std::move(aStartForReversingTest);
mReversePortion = aReversePortion;
}
struct ReplacedTransitionProperties {
TimeDuration mStartTime;
double mPlaybackRate;
TimingParams mTiming;
Maybe<ComputedTimingFunction> mTimingFunction;
AnimationValue mFromValue, mToValue;
};
void SetReplacedTransition(
ReplacedTransitionProperties&& aReplacedTransition) {
mReplacedTransition.emplace(std::move(aReplacedTransition));
}
// For a new transition interrupting an existing transition on the
// compositor, update the start value to match the value of the replaced
// transitions at the current time.
void UpdateStartValueFromReplacedTransition();
protected:
virtual ~CSSTransition() {
MOZ_ASSERT(!mOwningElement.IsSet(),
"Owning element should be cleared "
"before a CSS transition is destroyed");
}
// Animation overrides
void UpdateTiming(SeekFlag aSeekFlag,
SyncNotifyFlag aSyncNotifyFlag) override;
void QueueEvents(const StickyTimeDuration& activeTime = StickyTimeDuration());
enum class TransitionPhase;
// The (pseudo-)element whose computed transition-property refers to this
// transition (if any).
//
// This is used for determining the relative composite order of transitions
// generated from CSS markup.
//
// Typically this will be the same as the target element of the keyframe
// effect associated with this transition. However, it can differ in the
// following circumstances:
//
// a) If script removes or replaces the effect of this transition,
// b) If this transition is cancelled (e.g. by updating the
// transition-property or removing the owning element from the document),
// c) If this object is generated from script using the CSSTransition
// constructor.
//
// For (b) and (c) the owning element will return !IsSet().
OwningElementRef mOwningElement;
// The 'transition phase' used to determine which transition events need
// to be queued on this tick.
// See: https://drafts.csswg.org/css-transitions-2/#transition-phase
enum class TransitionPhase {
Idle = static_cast<int>(ComputedTiming::AnimationPhase::Idle),
Before = static_cast<int>(ComputedTiming::AnimationPhase::Before),
Active = static_cast<int>(ComputedTiming::AnimationPhase::Active),
After = static_cast<int>(ComputedTiming::AnimationPhase::After),
Pending
};
TransitionPhase mPreviousTransitionPhase;
// When true, indicates that when this transition next leaves the idle state,
// its animation index should be updated.
bool mNeedsNewAnimationIndexWhenRun;
// Store the transition property and to-value here since we need that
// information in order to determine if there is an existing transition
// for a given style change. We can't store that information on the
// effect however since it can be replaced using the Web Animations API.
nsCSSPropertyID mTransitionProperty;
AnimationValue mTransitionToValue;
// This is the start value to be used for a check for whether a
// transition is being reversed. Normally the same as
// mEffect->mProperties[0].mSegments[0].mFromValue, except when this
// transition started as the reversal of another in-progress transition
// or when the effect has been mutated using the Web Animations API.
//
// Needed so we can handle two reverses in a row.
AnimationValue mStartForReversingTest;
// Likewise, the portion (in value space) of the "full" reversed
// transition that we're actually covering. For example, if a :hover
// effect has a transition that moves the element 10px to the right
// (by changing 'left' from 0px to 10px), and the mouse moves in to
// the element (starting the transition) but then moves out after the
// transition has advanced 4px, the second transition (from 10px/4px
// to 0px) will have mReversePortion of 0.4. (If the mouse then moves
// in again when the transition is back to 2px, the mReversePortion
// for the third transition (from 0px/2px to 10px) will be 0.8.
double mReversePortion = 1.0;
Maybe<ReplacedTransitionProperties> mReplacedTransition;
};
} // namespace dom
template <>
struct AnimationTypeTraits<dom::CSSTransition> {
static nsAtom* ElementPropertyAtom() {
return nsGkAtoms::transitionsProperty;
}
static nsAtom* BeforePropertyAtom() {
return nsGkAtoms::transitionsOfBeforeProperty;
}
static nsAtom* AfterPropertyAtom() {
return nsGkAtoms::transitionsOfAfterProperty;
}
static nsAtom* MarkerPropertyAtom() {
return nsGkAtoms::transitionsOfMarkerProperty;
}
};
} // namespace mozilla
#endif // mozilla_dom_CSSTransition_h