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