зеркало из https://github.com/mozilla/gecko-dev.git
489 строки
12 KiB
C++
489 строки
12 KiB
C++
/* vim: set shiftwidth=2 tabstop=8 autoindent cindent expandtab: */
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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 "AnimationPlayer.h"
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#include "AnimationUtils.h"
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#include "mozilla/dom/AnimationPlayerBinding.h"
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#include "AnimationCommon.h" // For AnimationPlayerCollection,
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// CommonAnimationManager
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#include "nsIDocument.h" // For nsIDocument
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#include "nsIPresShell.h" // For nsIPresShell
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#include "nsLayoutUtils.h" // For PostRestyleEvent (remove after bug 1073336)
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#include "PendingPlayerTracker.h" // For PendingPlayerTracker
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namespace mozilla {
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namespace dom {
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NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(AnimationPlayer, mTimeline,
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mSource, mReady)
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NS_IMPL_CYCLE_COLLECTING_ADDREF(AnimationPlayer)
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NS_IMPL_CYCLE_COLLECTING_RELEASE(AnimationPlayer)
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NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION(AnimationPlayer)
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NS_WRAPPERCACHE_INTERFACE_MAP_ENTRY
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NS_INTERFACE_MAP_ENTRY(nsISupports)
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NS_INTERFACE_MAP_END
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JSObject*
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AnimationPlayer::WrapObject(JSContext* aCx)
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{
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return dom::AnimationPlayerBinding::Wrap(aCx, this);
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}
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Nullable<TimeDuration>
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AnimationPlayer::GetCurrentTime() const
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{
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Nullable<TimeDuration> result;
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if (!mHoldTime.IsNull()) {
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result = mHoldTime;
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return result;
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}
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if (!mStartTime.IsNull()) {
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Nullable<TimeDuration> timelineTime = mTimeline->GetCurrentTime();
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if (!timelineTime.IsNull()) {
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result.SetValue(timelineTime.Value() - mStartTime.Value());
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}
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}
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return result;
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}
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AnimationPlayState
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AnimationPlayer::PlayState() const
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{
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if (mIsPending) {
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return AnimationPlayState::Pending;
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}
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Nullable<TimeDuration> currentTime = GetCurrentTime();
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if (currentTime.IsNull()) {
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return AnimationPlayState::Idle;
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}
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if (mStartTime.IsNull()) {
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return AnimationPlayState::Paused;
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}
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if (currentTime.Value() >= SourceContentEnd()) {
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return AnimationPlayState::Finished;
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}
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return AnimationPlayState::Running;
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}
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Promise*
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AnimationPlayer::GetReady(ErrorResult& aRv)
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{
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// Lazily create the ready promise if it doesn't exist
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if (!mReady) {
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nsIGlobalObject* global = mTimeline->GetParentObject();
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if (global) {
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mReady = Promise::Create(global, aRv);
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if (mReady && PlayState() != AnimationPlayState::Pending) {
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mReady->MaybeResolve(this);
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}
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}
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}
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if (!mReady) {
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aRv.Throw(NS_ERROR_FAILURE);
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}
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return mReady;
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}
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void
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AnimationPlayer::Play()
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{
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DoPlay();
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PostUpdate();
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}
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void
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AnimationPlayer::Pause()
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{
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DoPause();
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PostUpdate();
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}
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Nullable<double>
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AnimationPlayer::GetStartTimeAsDouble() const
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{
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return AnimationUtils::TimeDurationToDouble(mStartTime);
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}
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Nullable<double>
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AnimationPlayer::GetCurrentTimeAsDouble() const
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{
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return AnimationUtils::TimeDurationToDouble(GetCurrentTime());
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}
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void
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AnimationPlayer::SetSource(Animation* aSource)
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{
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if (mSource) {
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mSource->SetParentTime(Nullable<TimeDuration>());
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}
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mSource = aSource;
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if (mSource) {
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mSource->SetParentTime(GetCurrentTime());
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}
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}
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void
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AnimationPlayer::Tick()
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{
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// Since we are not guaranteed to get only one call per refresh driver tick,
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// it's possible that mPendingReadyTime is set to a time in the future.
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// In that case, we should wait until the next refresh driver tick before
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// resuming.
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if (mIsPending &&
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!mPendingReadyTime.IsNull() &&
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mPendingReadyTime.Value() <= mTimeline->GetCurrentTime().Value()) {
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ResumeAt(mPendingReadyTime.Value());
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mPendingReadyTime.SetNull();
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}
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if (IsPossiblyOrphanedPendingPlayer()) {
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MOZ_ASSERT(mTimeline && !mTimeline->GetCurrentTime().IsNull(),
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"Orphaned pending players should have an active timeline");
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ResumeAt(mTimeline->GetCurrentTime().Value());
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}
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UpdateSourceContent();
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}
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void
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AnimationPlayer::StartOnNextTick(const Nullable<TimeDuration>& aReadyTime)
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{
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// Normally we expect the play state to be pending but it's possible that,
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// due to the handling of possibly orphaned players in Tick() [coming
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// in a later patch in this series], this player got started whilst still
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// being in another document's pending player map.
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if (PlayState() != AnimationPlayState::Pending) {
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return;
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}
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// If aReadyTime.IsNull() we'll detect this in Tick() where we check for
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// orphaned players and trigger this animation anyway
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mPendingReadyTime = aReadyTime;
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}
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void
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AnimationPlayer::StartNow()
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{
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MOZ_ASSERT(PlayState() == AnimationPlayState::Pending,
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"Expected to start a pending player");
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MOZ_ASSERT(mTimeline && !mTimeline->GetCurrentTime().IsNull(),
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"Expected an active timeline");
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ResumeAt(mTimeline->GetCurrentTime().Value());
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}
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void
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AnimationPlayer::Cancel()
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{
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if (mIsPending) {
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CancelPendingPlay();
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if (mReady) {
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mReady->MaybeReject(NS_ERROR_DOM_ABORT_ERR);
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}
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}
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mHoldTime.SetNull();
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mStartTime.SetNull();
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}
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bool
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AnimationPlayer::IsRunning() const
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{
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if (IsPaused() || !GetSource() || GetSource()->IsFinishedTransition()) {
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return false;
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}
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ComputedTiming computedTiming = GetSource()->GetComputedTiming();
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return computedTiming.mPhase == ComputedTiming::AnimationPhase_Active;
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}
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bool
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AnimationPlayer::CanThrottle() const
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{
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if (!mSource ||
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mSource->IsFinishedTransition() ||
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mSource->Properties().IsEmpty()) {
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return true;
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}
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if (!mIsRunningOnCompositor) {
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return false;
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}
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if (PlayState() != AnimationPlayState::Finished) {
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// Unfinished animations can be throttled.
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return true;
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}
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// The animation has finished but, if this is the first sample since
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// finishing, we need an unthrottled sample so we can apply the correct
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// end-of-animation behavior on the main thread (either removing the
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// animation style or applying the fill mode).
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return mIsPreviousStateFinished;
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}
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void
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AnimationPlayer::ComposeStyle(nsRefPtr<css::AnimValuesStyleRule>& aStyleRule,
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nsCSSPropertySet& aSetProperties,
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bool& aNeedsRefreshes)
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{
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if (!mSource || mSource->IsFinishedTransition()) {
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return;
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}
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AnimationPlayState playState = PlayState();
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if (playState == AnimationPlayState::Running ||
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playState == AnimationPlayState::Pending) {
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aNeedsRefreshes = true;
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}
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mSource->ComposeStyle(aStyleRule, aSetProperties);
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mIsPreviousStateFinished = (playState == AnimationPlayState::Finished);
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}
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void
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AnimationPlayer::DoPlay()
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{
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// FIXME: When we implement finishing behavior (bug 1074630) we will
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// need to pass a flag so that when we start playing due to a change in
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// animation-play-state we *don't* trigger finishing behavior.
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Nullable<TimeDuration> currentTime = GetCurrentTime();
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if (currentTime.IsNull()) {
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mHoldTime.SetValue(TimeDuration(0));
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} else if (mHoldTime.IsNull()) {
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// If the hold time is null, we are already playing normally
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return;
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}
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// Clear ready promise. We'll create a new one lazily.
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mReady = nullptr;
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mIsPending = true;
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nsIDocument* doc = GetRenderedDocument();
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if (!doc) {
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StartOnNextTick(Nullable<TimeDuration>());
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return;
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}
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PendingPlayerTracker* tracker = doc->GetOrCreatePendingPlayerTracker();
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tracker->AddPlayPending(*this);
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// We may have updated the current time when we set the hold time above
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// so notify source content.
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UpdateSourceContent();
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}
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void
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AnimationPlayer::DoPause()
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{
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if (mIsPending) {
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CancelPendingPlay();
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// Resolve the ready promise since we currently only use it for
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// players that are waiting to play. Later (in bug 1109390), we will
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// use this for players waiting to pause as well and then we won't
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// want to resolve it just yet.
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if (mReady) {
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mReady->MaybeResolve(this);
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}
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}
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// Mark this as no longer running on the compositor so that next time
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// we update animations we won't throttle them and will have a chance
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// to remove the animation from any layer it might be on.
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mIsRunningOnCompositor = false;
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// Bug 1109390 - check for null result here and go to pending state
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mHoldTime = GetCurrentTime();
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mStartTime.SetNull();
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}
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void
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AnimationPlayer::ResumeAt(const TimeDuration& aResumeTime)
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{
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// This method is only expected to be called for a player that is
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// waiting to play. We can easily adapt it to handle other states
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// but it's currently not necessary.
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MOZ_ASSERT(PlayState() == AnimationPlayState::Pending,
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"Expected to resume a pending player");
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MOZ_ASSERT(!mHoldTime.IsNull(),
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"A player in the pending state should have a resolved hold time");
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mStartTime.SetValue(aResumeTime - mHoldTime.Value());
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mHoldTime.SetNull();
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mIsPending = false;
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UpdateSourceContent();
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if (mReady) {
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mReady->MaybeResolve(this);
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}
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}
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void
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AnimationPlayer::UpdateSourceContent()
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{
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if (mSource) {
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mSource->SetParentTime(GetCurrentTime());
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}
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}
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void
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AnimationPlayer::FlushStyle() const
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{
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nsIDocument* doc = GetRenderedDocument();
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if (doc) {
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doc->FlushPendingNotifications(Flush_Style);
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}
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}
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void
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AnimationPlayer::PostUpdate()
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{
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AnimationPlayerCollection* collection = GetCollection();
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if (collection) {
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collection->NotifyPlayerUpdated();
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}
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}
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void
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AnimationPlayer::CancelPendingPlay()
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{
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if (!mIsPending) {
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return;
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}
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nsIDocument* doc = GetRenderedDocument();
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if (doc) {
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PendingPlayerTracker* tracker = doc->GetPendingPlayerTracker();
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if (tracker) {
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tracker->RemovePlayPending(*this);
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}
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}
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mIsPending = false;
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mPendingReadyTime.SetNull();
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}
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bool
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AnimationPlayer::IsPossiblyOrphanedPendingPlayer() const
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{
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// Check if we are pending but might never start because we are not being
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// tracked.
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//
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// This covers the following cases:
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//
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// * We started playing but our source content's target element was orphaned
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// or bound to a different document.
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// (note that for the case of our source content changing we should handle
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// that in SetSource)
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// * We started playing but our timeline became inactive.
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// In this case the pending player tracker will drop us from its hashmap
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// when we have been painted.
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// * When we started playing we couldn't find a PendingPlayerTracker to
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// register with (perhaps the source content had no document) so we simply
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// set mIsPending in DoPlay and relied on this method to catch us on the
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// next tick.
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// If we're not pending we're ok.
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if (!mIsPending) {
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return false;
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}
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// If we have a pending ready time then we will be started on the next
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// tick.
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if (!mPendingReadyTime.IsNull()) {
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return false;
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}
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// If we don't have an active timeline then we shouldn't start until
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// we do.
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if (!mTimeline || mTimeline->GetCurrentTime().IsNull()) {
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return false;
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}
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// If we have no rendered document, or we're not in our rendered document's
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// PendingPlayerTracker then there's a good chance no one is tracking us.
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//
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// If we're wrong and another document is tracking us then, at worst, we'll
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// simply start the animation one tick too soon. That's better than never
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// starting the animation and is unlikely.
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nsIDocument* doc = GetRenderedDocument();
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return !doc ||
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!doc->GetPendingPlayerTracker() ||
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!doc->GetPendingPlayerTracker()->IsWaitingToPlay(*this);
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}
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StickyTimeDuration
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AnimationPlayer::SourceContentEnd() const
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{
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if (!mSource) {
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return StickyTimeDuration(0);
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}
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return mSource->Timing().mDelay
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+ mSource->GetComputedTiming().mActiveDuration;
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}
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nsIDocument*
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AnimationPlayer::GetRenderedDocument() const
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{
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if (!mSource) {
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return nullptr;
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}
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Element* targetElement;
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nsCSSPseudoElements::Type pseudoType;
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mSource->GetTarget(targetElement, pseudoType);
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if (!targetElement) {
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return nullptr;
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}
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return targetElement->GetComposedDoc();
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}
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nsPresContext*
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AnimationPlayer::GetPresContext() const
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{
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nsIDocument* doc = GetRenderedDocument();
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if (!doc) {
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return nullptr;
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}
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nsIPresShell* shell = doc->GetShell();
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if (!shell) {
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return nullptr;
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}
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return shell->GetPresContext();
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}
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AnimationPlayerCollection*
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AnimationPlayer::GetCollection() const
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{
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css::CommonAnimationManager* manager = GetAnimationManager();
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if (!manager) {
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return nullptr;
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}
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MOZ_ASSERT(mSource, "A player with an animation manager must have a source");
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Element* targetElement;
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nsCSSPseudoElements::Type targetPseudoType;
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mSource->GetTarget(targetElement, targetPseudoType);
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MOZ_ASSERT(targetElement,
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"A player with an animation manager must have a target");
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return manager->GetAnimationPlayers(targetElement, targetPseudoType, false);
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}
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} // namespace dom
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} // namespace mozilla
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