зеркало из https://github.com/mozilla/gecko-dev.git
344 строки
14 KiB
C++
344 строки
14 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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#ifndef mozilla_dom_AnimationPlayer_h
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#define mozilla_dom_AnimationPlayer_h
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#include "nsWrapperCache.h"
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#include "nsCycleCollectionParticipant.h"
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#include "mozilla/Attributes.h"
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#include "mozilla/TimeStamp.h" // for TimeStamp, TimeDuration
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#include "mozilla/dom/Animation.h" // for Animation
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#include "mozilla/dom/AnimationPlayerBinding.h" // for AnimationPlayState
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#include "mozilla/dom/AnimationTimeline.h" // for AnimationTimeline
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#include "mozilla/dom/Promise.h" // for Promise
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#include "nsCSSProperty.h" // for nsCSSProperty
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// X11 has a #define for CurrentTime.
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#ifdef CurrentTime
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#undef CurrentTime
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#endif
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// GetCurrentTime is defined in winbase.h as zero argument macro forwarding to
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// GetTickCount().
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#ifdef GetCurrentTime
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#undef GetCurrentTime
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#endif
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struct JSContext;
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class nsCSSPropertySet;
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class nsIDocument;
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class nsPresContext;
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namespace mozilla {
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struct AnimationPlayerCollection;
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namespace css {
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class AnimValuesStyleRule;
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class CommonAnimationManager;
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} // namespace css
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class CSSAnimationPlayer;
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class CSSTransitionPlayer;
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namespace dom {
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class AnimationPlayer : public nsISupports,
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public nsWrapperCache
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{
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protected:
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virtual ~AnimationPlayer() {}
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public:
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explicit AnimationPlayer(AnimationTimeline* aTimeline)
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: mTimeline(aTimeline)
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, mPlaybackRate(1.0)
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, mPendingState(PendingState::NotPending)
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, mIsRunningOnCompositor(false)
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, mIsPreviousStateFinished(false)
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, mIsRelevant(false)
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{
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}
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NS_DECL_CYCLE_COLLECTING_ISUPPORTS
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NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_CLASS(AnimationPlayer)
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AnimationTimeline* GetParentObject() const { return mTimeline; }
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virtual JSObject* WrapObject(JSContext* aCx, JS::Handle<JSObject*> aGivenProto) override;
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virtual CSSAnimationPlayer* AsCSSAnimationPlayer() { return nullptr; }
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virtual CSSTransitionPlayer* AsCSSTransitionPlayer() { return nullptr; }
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// Flag to pass to DoPlay to indicate that it should not carry out finishing
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// behavior (reset the current time to the beginning of the active duration).
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enum LimitBehavior {
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AutoRewind = 0,
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Continue = 1
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};
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// AnimationPlayer methods
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Animation* GetSource() const { return mSource; }
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AnimationTimeline* Timeline() const { return mTimeline; }
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Nullable<TimeDuration> GetStartTime() const { return mStartTime; }
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void SetStartTime(const Nullable<TimeDuration>& aNewStartTime);
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Nullable<TimeDuration> GetCurrentTime() const;
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void SilentlySetCurrentTime(const TimeDuration& aNewCurrentTime);
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void SetCurrentTime(const TimeDuration& aNewCurrentTime);
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double PlaybackRate() const { return mPlaybackRate; }
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void SetPlaybackRate(double aPlaybackRate);
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void SilentlySetPlaybackRate(double aPlaybackRate);
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AnimationPlayState PlayState() const;
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virtual Promise* GetReady(ErrorResult& aRv);
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virtual Promise* GetFinished(ErrorResult& aRv);
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virtual void Play(LimitBehavior aLimitBehavior);
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virtual void Pause();
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bool IsRunningOnCompositor() const { return mIsRunningOnCompositor; }
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// Wrapper functions for AnimationPlayer DOM methods when called
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// from script. We often use the same methods internally and from
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// script but when called from script we (or one of our subclasses) perform
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// extra steps such as flushing style or converting the return type.
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Nullable<double> GetStartTimeAsDouble() const;
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void SetStartTimeAsDouble(const Nullable<double>& aStartTime);
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Nullable<double> GetCurrentTimeAsDouble() const;
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void SetCurrentTimeAsDouble(const Nullable<double>& aCurrentTime,
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ErrorResult& aRv);
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virtual AnimationPlayState PlayStateFromJS() const { return PlayState(); }
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virtual void PlayFromJS() { Play(LimitBehavior::AutoRewind); }
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// PauseFromJS is currently only here for symmetry with PlayFromJS but
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// in future we will likely have to flush style in
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// CSSAnimationPlayer::PauseFromJS so we leave it for now.
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void PauseFromJS() { Pause(); }
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void SetSource(Animation* aSource);
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void Tick();
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/**
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* Set the time to use for starting or pausing a pending player.
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*
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* Typically, when a player is played, it does not start immediately but is
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* added to a table of pending players on the document of its source content.
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* In the meantime it sets its hold time to the time from which playback
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* should begin.
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*
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* When the document finishes painting, any pending players in its table
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* are marked as being ready to start by calling StartOnNextTick.
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* The moment when the paint completed is also recorded, converted to a
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* timeline time, and passed to StartOnTick. This is so that when these
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* players do start, they can be timed from the point when painting
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* completed.
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*
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* After calling TriggerOnNextTick, players remain in the pending state until
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* the next refresh driver tick. At that time they transition out of the
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* pending state using the time passed to TriggerOnNextTick as the effective
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* time at which they resumed.
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*
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* This approach means that any setup time required for performing the
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* initial paint of an animation such as layerization is not deducted from
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* the running time of the animation. Without this we can easily drop the
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* first few frames of an animation, or, on slower devices, the whole
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* animation.
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*
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* Furthermore:
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*
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* - Starting the player immediately when painting finishes is problematic
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* because the start time of the player will be ahead of its timeline
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* (since the timeline time is based on the refresh driver time).
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* That's a problem because the player is playing but its timing suggests
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* it starts in the future. We could update the timeline to match the start
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* time of the player but then we'd also have to update the timing and style
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* of all animations connected to that timeline or else be stuck in an
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* inconsistent state until the next refresh driver tick.
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*
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* - If we simply use the refresh driver time on its next tick, the lag
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* between triggering an animation and its effective start is unacceptably
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* long.
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*
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* For pausing, we apply the same asynchronous approach. This is so that we
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* synchronize with animations that are running on the compositor. Otherwise
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* if the main thread lags behind the compositor there will be a noticeable
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* jump backwards when the main thread takes over. Even though main thread
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* animations could be paused immediately, we do it asynchronously for
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* consistency and so that animations paused together end up in step.
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*
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* Note that the caller of this method is responsible for removing the player
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* from any PendingPlayerTracker it may have been added to.
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*/
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void TriggerOnNextTick(const Nullable<TimeDuration>& aReadyTime);
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// Testing only: Start or pause a pending player using the current timeline
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// time. This is used to support existing tests that expect animations to
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// begin immediately. Ideally we would rewrite the those tests and get rid of
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// this method, but there are a lot of them.
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//
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// As with TriggerOnNextTick, the caller of this method is responsible for
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// removing the player from any PendingPlayerTracker it may have been added
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// to.
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void TriggerNow();
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/**
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* When StartOnNextTick is called, we store the ready time but we don't apply
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* it until the next tick. In the meantime, GetStartTime() will return null.
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*
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* However, if we build layer animations again before the next tick, we
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* should initialize them with the start time that GetStartTime() will return
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* on the next tick.
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*
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* If we were to simply set the start time of layer animations to null, their
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* start time would be updated to the current wallclock time when rendering
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* finishes, thus making them out of sync with the start time stored here.
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* This, in turn, will make the animation jump backwards when we build
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* animations on the next tick and apply the start time stored here.
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*
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* This method returns the start time, if resolved. Otherwise, if we have
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* a pending ready time, it returns the corresponding start time. If neither
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* of those are available, it returns null.
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*/
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Nullable<TimeDuration> GetCurrentOrPendingStartTime() const;
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void Cancel();
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const nsString& Name() const
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{
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return mSource ? mSource->Name() : EmptyString();
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}
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bool IsPausedOrPausing() const
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{
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return PlayState() == AnimationPlayState::Paused ||
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mPendingState == PendingState::PausePending;
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}
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bool HasInPlaySource() const
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{
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return GetSource() && GetSource()->IsInPlay(*this);
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}
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bool HasCurrentSource() const
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{
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return GetSource() && GetSource()->IsCurrent(*this);
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}
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bool HasInEffectSource() const
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{
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return GetSource() && GetSource()->IsInEffect();
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}
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/**
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* "Playing" is different to "running". An animation in its delay phase is
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* still running but we only consider it playing when it is in its active
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* interval. This definition is used for fetching the animations that are
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* are candidates for running on the compositor (since we don't ship
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* animations to the compositor when they are in their delay phase or
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* paused).
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*/
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bool IsPlaying() const
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{
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return HasInPlaySource() && // Check we are in the active interval
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PlayState() == AnimationPlayState::Running; // And not paused
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}
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bool IsRelevant() const { return mIsRelevant; }
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void UpdateRelevance();
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void SetIsRunningOnCompositor() { mIsRunningOnCompositor = true; }
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void ClearIsRunningOnCompositor() { mIsRunningOnCompositor = false; }
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// Returns true if this animation does not currently need to update
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// style on the main thread (e.g. because it is empty, or is
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// running on the compositor).
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bool CanThrottle() const;
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// Updates |aStyleRule| with the animation values of this player's source
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// content, if any.
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// Any properties already contained in |aSetProperties| are not changed. Any
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// properties that are changed are added to |aSetProperties|.
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// |aNeedsRefreshes| will be set to true if this player expects to update
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// the style rule on the next refresh driver tick as well (because it
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// is running and has source content to sample).
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void ComposeStyle(nsRefPtr<css::AnimValuesStyleRule>& aStyleRule,
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nsCSSPropertySet& aSetProperties,
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bool& aNeedsRefreshes);
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protected:
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void DoPlay(LimitBehavior aLimitBehavior);
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void DoPause();
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void ResumeAt(const TimeDuration& aReadyTime);
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void PauseAt(const TimeDuration& aReadyTime);
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void FinishPendingAt(const TimeDuration& aReadyTime)
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{
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if (mPendingState == PendingState::PlayPending) {
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ResumeAt(aReadyTime);
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} else if (mPendingState == PendingState::PausePending) {
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PauseAt(aReadyTime);
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} else {
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NS_NOTREACHED("Can't finish pending if we're not in a pending state");
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}
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}
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void UpdateTiming();
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void UpdateFinishedState(bool aSeekFlag = false);
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void UpdateSourceContent();
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void FlushStyle() const;
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void PostUpdate();
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/**
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* Remove this player from the pending player tracker and reset
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* mPendingState as necessary. The caller is responsible for resolving or
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* aborting the mReady promise as necessary.
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*/
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void CancelPendingTasks();
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bool IsFinished() const;
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bool IsPossiblyOrphanedPendingPlayer() const;
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StickyTimeDuration SourceContentEnd() const;
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nsIDocument* GetRenderedDocument() const;
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nsPresContext* GetPresContext() const;
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virtual css::CommonAnimationManager* GetAnimationManager() const = 0;
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AnimationPlayerCollection* GetCollection() const;
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nsRefPtr<AnimationTimeline> mTimeline;
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nsRefPtr<Animation> mSource;
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// The beginning of the delay period.
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Nullable<TimeDuration> mStartTime; // Timeline timescale
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Nullable<TimeDuration> mHoldTime; // Player timescale
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Nullable<TimeDuration> mPendingReadyTime; // Timeline timescale
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Nullable<TimeDuration> mPreviousCurrentTime; // Player timescale
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double mPlaybackRate;
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// A Promise that is replaced on each call to Play() (and in future Pause())
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// and fulfilled when Play() is successfully completed.
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// This object is lazily created by GetReady.
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// See http://w3c.github.io/web-animations/#current-ready-promise
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nsRefPtr<Promise> mReady;
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// A Promise that is resolved when we reach the end of the source content, or
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// 0 when playing backwards. The Promise is replaced if the animation is
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// finished but then a state change makes it not finished.
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// This object is lazily created by GetFinished.
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// See http://w3c.github.io/web-animations/#current-finished-promise
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nsRefPtr<Promise> mFinished;
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// Indicates if the player is in the pending state (and what state it is
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// waiting to enter when it finished pending). We use this rather than
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// checking if this player is tracked by a PendingPlayerTracker because the
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// player will continue to be pending even after it has been removed from the
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// PendingPlayerTracker while it is waiting for the next tick
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// (see TriggerOnNextTick for details).
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enum class PendingState { NotPending, PlayPending, PausePending };
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PendingState mPendingState;
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bool mIsRunningOnCompositor;
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// Indicates whether we were in the finished state during our
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// most recent unthrottled sample (our last ComposeStyle call).
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bool mIsPreviousStateFinished; // Spec calls this "previous finished state"
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// Indicates that the animation should be exposed in an element's
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// getAnimations() list.
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bool mIsRelevant;
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};
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} // namespace dom
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} // namespace mozilla
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#endif // mozilla_dom_AnimationPlayer_h
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