зеркало из https://github.com/mozilla/gecko-dev.git
1177 строки
35 KiB
C++
1177 строки
35 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 "Animation.h"
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#include "AnimationUtils.h"
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#include "mozilla/dom/AnimationBinding.h"
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#include "mozilla/dom/AnimationPlaybackEvent.h"
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#include "mozilla/AutoRestore.h"
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#include "mozilla/AsyncEventDispatcher.h" //For AsyncEventDispatcher
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#include "AnimationCommon.h" // For AnimationCollection,
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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 "nsThreadUtils.h" // For nsRunnableMethod and nsRevocableEventPtr
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#include "PendingAnimationTracker.h" // For PendingAnimationTracker
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namespace mozilla {
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namespace dom {
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// Static members
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uint64_t Animation::sNextSequenceNum = 0;
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NS_IMPL_CYCLE_COLLECTION_INHERITED(Animation, DOMEventTargetHelper,
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mTimeline,
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mEffect,
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mReady,
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mFinished)
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NS_IMPL_ADDREF_INHERITED(Animation, DOMEventTargetHelper)
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NS_IMPL_RELEASE_INHERITED(Animation, DOMEventTargetHelper)
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NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION_INHERITED(Animation)
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NS_INTERFACE_MAP_END_INHERITING(DOMEventTargetHelper)
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JSObject*
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Animation::WrapObject(JSContext* aCx, JS::Handle<JSObject*> aGivenProto)
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{
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return dom::AnimationBinding::Wrap(aCx, this, aGivenProto);
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}
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// ---------------------------------------------------------------------------
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//
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// Animation interface:
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//
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// ---------------------------------------------------------------------------
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void
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Animation::SetEffect(KeyframeEffectReadOnly* aEffect)
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{
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if (mEffect == aEffect) {
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return;
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}
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if (mEffect) {
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mEffect->SetParentTime(Nullable<TimeDuration>());
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}
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mEffect = aEffect;
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if (mEffect) {
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mEffect->SetParentTime(GetCurrentTime());
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}
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UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);
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}
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void
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Animation::SetTimeline(AnimationTimeline* aTimeline)
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{
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if (mTimeline == aTimeline) {
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return;
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}
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if (mTimeline) {
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mTimeline->RemoveAnimation(*this);
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}
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mTimeline = aTimeline;
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// FIXME(spec): Once we implement the seeking defined in the spec
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// surely this should be SeekFlag::DidSeek but the spec says otherwise.
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UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);
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// FIXME: When we expose this method to script we'll need to call PostUpdate
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// (but *not* when this method gets called from style).
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}
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void
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Animation::SetStartTime(const Nullable<TimeDuration>& aNewStartTime)
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{
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Nullable<TimeDuration> timelineTime;
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if (mTimeline) {
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// The spec says to check if the timeline is active (has a resolved time)
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// before using it here, but we don't need to since it's harmless to set
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// the already null time to null.
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timelineTime = mTimeline->GetCurrentTime();
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}
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if (timelineTime.IsNull() && !aNewStartTime.IsNull()) {
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mHoldTime.SetNull();
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}
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Nullable<TimeDuration> previousCurrentTime = GetCurrentTime();
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mStartTime = aNewStartTime;
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if (!aNewStartTime.IsNull()) {
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if (mPlaybackRate != 0.0) {
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mHoldTime.SetNull();
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}
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} else {
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mHoldTime = previousCurrentTime;
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}
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CancelPendingTasks();
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if (mReady) {
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// We may have already resolved mReady, but in that case calling
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// MaybeResolve is a no-op, so that's okay.
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mReady->MaybeResolve(this);
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}
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UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);
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PostUpdate();
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}
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// http://w3c.github.io/web-animations/#current-time
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Nullable<TimeDuration>
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Animation::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 (mTimeline && !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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.MultDouble(mPlaybackRate));
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}
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}
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return result;
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}
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// Implements http://w3c.github.io/web-animations/#set-the-current-time
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void
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Animation::SetCurrentTime(const TimeDuration& aSeekTime)
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{
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SilentlySetCurrentTime(aSeekTime);
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if (mPendingState == PendingState::PausePending) {
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// Finish the pause operation
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mHoldTime.SetValue(aSeekTime);
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mStartTime.SetNull();
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if (mReady) {
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mReady->MaybeResolve(this);
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}
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CancelPendingTasks();
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}
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UpdateTiming(SeekFlag::DidSeek, SyncNotifyFlag::Async);
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PostUpdate();
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}
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void
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Animation::SetPlaybackRate(double aPlaybackRate)
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{
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Nullable<TimeDuration> previousTime = GetCurrentTime();
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mPlaybackRate = aPlaybackRate;
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if (!previousTime.IsNull()) {
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SetCurrentTime(previousTime.Value());
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}
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}
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AnimationPlayState
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Animation::PlayState() const
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{
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if (mPendingState != PendingState::NotPending) {
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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 ((mPlaybackRate > 0.0 && currentTime.Value() >= EffectEnd()) ||
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(mPlaybackRate < 0.0 && currentTime.Value().ToMilliseconds() <= 0.0)) {
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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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Animation::GetReady(ErrorResult& aRv)
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{
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nsCOMPtr<nsIGlobalObject> global = GetOwnerGlobal();
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if (!mReady && global) {
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mReady = Promise::Create(global, aRv); // Lazily create on demand
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}
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if (!mReady) {
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aRv.Throw(NS_ERROR_FAILURE);
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} else if (PlayState() != AnimationPlayState::Pending) {
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mReady->MaybeResolve(this);
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}
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return mReady;
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}
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Promise*
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Animation::GetFinished(ErrorResult& aRv)
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{
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nsCOMPtr<nsIGlobalObject> global = GetOwnerGlobal();
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if (!mFinished && global) {
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mFinished = Promise::Create(global, aRv); // Lazily create on demand
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}
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if (!mFinished) {
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aRv.Throw(NS_ERROR_FAILURE);
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} else if (mFinishedIsResolved) {
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MaybeResolveFinishedPromise();
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}
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return mFinished;
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}
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void
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Animation::Cancel()
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{
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DoCancel();
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PostUpdate();
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}
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// https://w3c.github.io/web-animations/#finish-an-animation
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void
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Animation::Finish(ErrorResult& aRv)
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{
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if (mPlaybackRate == 0 ||
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(mPlaybackRate > 0 && EffectEnd() == TimeDuration::Forever())) {
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aRv.Throw(NS_ERROR_DOM_INVALID_STATE_ERR);
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return;
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}
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TimeDuration limit =
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mPlaybackRate > 0 ? TimeDuration(EffectEnd()) : TimeDuration(0);
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SilentlySetCurrentTime(limit);
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// If we are paused or play-pending we need to fill in the start time in
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// order to transition to the finished state.
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//
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// We only do this, however, if we have an active timeline. If we have an
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// inactive timeline we can't transition into the finished state just like
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// we can't transition to the running state (this finished state is really
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// a substate of the running state).
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if (mStartTime.IsNull() &&
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mTimeline &&
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!mTimeline->GetCurrentTime().IsNull()) {
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mStartTime.SetValue(mTimeline->GetCurrentTime().Value() -
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limit.MultDouble(1.0 / mPlaybackRate));
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}
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// If we just resolved the start time for a pause or play-pending
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// animation, we need to clear the task. We don't do this as a branch of
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// the above however since we can have a play-pending animation with a
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// resolved start time if we aborted a pause operation.
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if (!mStartTime.IsNull() &&
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(mPendingState == PendingState::PlayPending ||
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mPendingState == PendingState::PausePending)) {
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if (mPendingState == PendingState::PausePending) {
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mHoldTime.SetNull();
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}
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CancelPendingTasks();
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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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UpdateTiming(SeekFlag::DidSeek, SyncNotifyFlag::Sync);
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PostUpdate();
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}
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void
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Animation::Play(ErrorResult& aRv, LimitBehavior aLimitBehavior)
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{
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DoPlay(aRv, aLimitBehavior);
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PostUpdate();
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}
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void
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Animation::Pause(ErrorResult& aRv)
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{
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DoPause(aRv);
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PostUpdate();
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}
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void
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Animation::Reverse(ErrorResult& aRv)
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{
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if (!mTimeline || mTimeline->GetCurrentTime().IsNull()) {
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aRv.Throw(NS_ERROR_DOM_INVALID_STATE_ERR);
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return;
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}
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if (mPlaybackRate == 0.0) {
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return;
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}
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SilentlySetPlaybackRate(-mPlaybackRate);
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Play(aRv, LimitBehavior::AutoRewind);
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}
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// ---------------------------------------------------------------------------
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//
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// JS wrappers for Animation interface:
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//
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// ---------------------------------------------------------------------------
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Nullable<double>
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Animation::GetStartTimeAsDouble() const
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{
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return AnimationUtils::TimeDurationToDouble(mStartTime);
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}
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void
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Animation::SetStartTimeAsDouble(const Nullable<double>& aStartTime)
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{
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return SetStartTime(AnimationUtils::DoubleToTimeDuration(aStartTime));
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}
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Nullable<double>
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Animation::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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Animation::SetCurrentTimeAsDouble(const Nullable<double>& aCurrentTime,
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ErrorResult& aRv)
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{
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if (aCurrentTime.IsNull()) {
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if (!GetCurrentTime().IsNull()) {
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aRv.Throw(NS_ERROR_DOM_TYPE_ERR);
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}
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return;
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}
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return SetCurrentTime(TimeDuration::FromMilliseconds(aCurrentTime.Value()));
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}
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// ---------------------------------------------------------------------------
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void
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Animation::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 (mPendingState != PendingState::NotPending &&
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!mPendingReadyTime.IsNull() &&
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mTimeline &&
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!mTimeline->GetCurrentTime().IsNull() &&
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mPendingReadyTime.Value() <= mTimeline->GetCurrentTime().Value()) {
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FinishPendingAt(mPendingReadyTime.Value());
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mPendingReadyTime.SetNull();
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}
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if (IsPossiblyOrphanedPendingAnimation()) {
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MOZ_ASSERT(mTimeline && !mTimeline->GetCurrentTime().IsNull(),
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"Orphaned pending animtaions should have an active timeline");
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FinishPendingAt(mTimeline->GetCurrentTime().Value());
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}
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UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);
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// FIXME: Detect the no-change case and don't request a restyle at all
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// FIXME: Detect changes to IsPlaying() state and request RestyleType::Layer
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// so that layers get updated immediately
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AnimationCollection* collection = GetCollection();
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if (collection) {
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collection->RequestRestyle(CanThrottle() ?
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AnimationCollection::RestyleType::Throttled :
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AnimationCollection::RestyleType::Standard);
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}
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}
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void
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Animation::TriggerOnNextTick(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 animations in Tick(), this
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// animation got started whilst still being in another document's pending
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// animation 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 animations and trigger this animation anyway
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mPendingReadyTime = aReadyTime;
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}
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void
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Animation::TriggerNow()
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{
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// Normally we expect the play state to be pending but when an animation
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// is cancelled and its rendered document can't be reached, we can end up
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// with the animation still in a pending player tracker even after it is
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// no longer pending.
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if (PlayState() != AnimationPlayState::Pending) {
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return;
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}
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// If we don't have an active timeline we can't trigger the animation.
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// However, this is a test-only method that we don't expect to be used in
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// conjunction with animations without an active timeline so generate
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// a warning if we do find ourselves in that situation.
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if (!mTimeline || mTimeline->GetCurrentTime().IsNull()) {
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NS_WARNING("Failed to trigger an animation with an active timeline");
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return;
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}
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FinishPendingAt(mTimeline->GetCurrentTime().Value());
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}
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Nullable<TimeDuration>
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Animation::GetCurrentOrPendingStartTime() const
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{
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Nullable<TimeDuration> result;
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if (!mStartTime.IsNull()) {
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result = mStartTime;
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return result;
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}
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if (mPendingReadyTime.IsNull() || mHoldTime.IsNull()) {
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return result;
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}
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// Calculate the equivalent start time from the pending ready time.
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// This is the same as the calculation performed in ResumeAt and will
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// need to incorporate the playbackRate when implemented (bug 1127380).
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result.SetValue(mPendingReadyTime.Value() - mHoldTime.Value());
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return result;
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}
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// http://w3c.github.io/web-animations/#silently-set-the-current-time
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void
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Animation::SilentlySetCurrentTime(const TimeDuration& aSeekTime)
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{
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if (!mHoldTime.IsNull() ||
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mStartTime.IsNull() ||
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!mTimeline ||
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mTimeline->GetCurrentTime().IsNull() ||
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mPlaybackRate == 0.0) {
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mHoldTime.SetValue(aSeekTime);
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if (!mTimeline || mTimeline->GetCurrentTime().IsNull()) {
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mStartTime.SetNull();
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}
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} else {
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mStartTime.SetValue(mTimeline->GetCurrentTime().Value() -
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(aSeekTime.MultDouble(1 / mPlaybackRate)));
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}
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mPreviousCurrentTime.SetNull();
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}
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void
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Animation::SilentlySetPlaybackRate(double aPlaybackRate)
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{
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Nullable<TimeDuration> previousTime = GetCurrentTime();
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mPlaybackRate = aPlaybackRate;
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if (!previousTime.IsNull()) {
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SilentlySetCurrentTime(previousTime.Value());
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}
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}
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void
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Animation::DoCancel()
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{
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if (mPendingState != PendingState::NotPending) {
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CancelPendingTasks();
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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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if (mFinished) {
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mFinished->MaybeReject(NS_ERROR_DOM_ABORT_ERR);
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}
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ResetFinishedPromise();
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DispatchPlaybackEvent(NS_LITERAL_STRING("cancel"));
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mHoldTime.SetNull();
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mStartTime.SetNull();
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UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);
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}
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void
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Animation::UpdateRelevance()
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{
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bool wasRelevant = mIsRelevant;
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mIsRelevant = HasCurrentEffect() || IsInEffect();
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// Notify animation observers.
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if (wasRelevant && !mIsRelevant) {
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nsNodeUtils::AnimationRemoved(this);
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} else if (!wasRelevant && mIsRelevant) {
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nsNodeUtils::AnimationAdded(this);
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}
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}
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bool
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Animation::HasLowerCompositeOrderThan(const Animation& aOther) const
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{
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// We only ever sort non-idle animations so we don't ever expect
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// mSequenceNum to be set to kUnsequenced
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MOZ_ASSERT(mSequenceNum != kUnsequenced &&
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aOther.mSequenceNum != kUnsequenced,
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"Animations to compare should not be idle");
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MOZ_ASSERT(mSequenceNum != aOther.mSequenceNum || &aOther == this,
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"Sequence numbers should be unique");
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return mSequenceNum < aOther.mSequenceNum;
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}
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bool
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Animation::CanThrottle() const
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{
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// This method answers the question, "Can we get away with NOT updating
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// style on the main thread for this animation on this tick?"
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// Ignore animations that were never going to have any effect anyway.
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if (!mEffect || mEffect->Properties().IsEmpty()) {
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return true;
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}
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// Finished animations can be throttled unless this is the first
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// sample since finishing. In that case we need an unthrottled sample
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// so we can apply the correct end-of-animation behavior on the main
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// thread (either removing the animation style or applying the fill mode).
|
|
if (PlayState() == AnimationPlayState::Finished) {
|
|
return mFinishedAtLastComposeStyle;
|
|
}
|
|
|
|
// We should also ignore animations which are not "in effect"--i.e. not
|
|
// producing an output. This includes animations that are idle or in their
|
|
// delay phase but with no backwards fill.
|
|
//
|
|
// Note that unlike newly-finished animations, we don't need to worry about
|
|
// special handling for newly-idle animations or animations that are newly
|
|
// yet-to-start since any operation that would cause that change (e.g. a call
|
|
// to cancel() on the animation, or seeking its current time) will trigger an
|
|
// unthrottled sample.
|
|
if (!IsInEffect()) {
|
|
return true;
|
|
}
|
|
|
|
return mIsRunningOnCompositor;
|
|
}
|
|
|
|
void
|
|
Animation::ComposeStyle(nsRefPtr<AnimValuesStyleRule>& aStyleRule,
|
|
nsCSSPropertySet& aSetProperties,
|
|
bool& aNeedsRefreshes)
|
|
{
|
|
if (!mEffect) {
|
|
return;
|
|
}
|
|
|
|
AnimationPlayState playState = PlayState();
|
|
if (playState == AnimationPlayState::Running ||
|
|
playState == AnimationPlayState::Pending ||
|
|
HasEndEventToQueue()) {
|
|
aNeedsRefreshes = true;
|
|
}
|
|
|
|
if (!IsInEffect()) {
|
|
return;
|
|
}
|
|
|
|
// In order to prevent flicker, there are a few cases where we want to use
|
|
// a different time for rendering that would otherwise be returned by
|
|
// GetCurrentTime. These are:
|
|
//
|
|
// (a) For animations that are pausing but which are still running on the
|
|
// compositor. In this case we send a layer transaction that removes the
|
|
// animation but which also contains the animation values calculated on
|
|
// the main thread. To prevent flicker when this occurs we want to ensure
|
|
// the timeline time used to calculate the main thread animation values
|
|
// does not lag far behind the time used on the compositor. Ideally we
|
|
// would like to use the "animation ready time" calculated at the end of
|
|
// the layer transaction as the timeline time but it will be too late to
|
|
// update the style rule at that point so instead we just use the current
|
|
// wallclock time.
|
|
//
|
|
// (b) For animations that are pausing that we have already taken off the
|
|
// compositor. In this case we record a pending ready time but we don't
|
|
// apply it until the next tick. However, while waiting for the next tick,
|
|
// we should still use the pending ready time as the timeline time. If we
|
|
// use the regular timeline time the animation may appear jump backwards
|
|
// if the main thread's timeline time lags behind the compositor.
|
|
//
|
|
// (c) For animations that are play-pending due to an aborted pause operation
|
|
// (i.e. a pause operation that was interrupted before we entered the
|
|
// paused state). When we cancel a pending pause we might momentarily take
|
|
// the animation off the compositor, only to re-add it moments later. In
|
|
// that case the compositor might have been ahead of the main thread so we
|
|
// should use the current wallclock time to ensure the animation doesn't
|
|
// temporarily jump backwards.
|
|
//
|
|
// To address each of these cases we temporarily tweak the hold time
|
|
// immediately before updating the style rule and then restore it immediately
|
|
// afterwards. This is purely to prevent visual flicker. Other behavior
|
|
// such as dispatching events continues to rely on the regular timeline time.
|
|
{
|
|
AutoRestore<Nullable<TimeDuration>> restoreHoldTime(mHoldTime);
|
|
bool updatedHoldTime = false;
|
|
|
|
AnimationPlayState playState = PlayState();
|
|
|
|
if (playState == AnimationPlayState::Pending &&
|
|
mHoldTime.IsNull() &&
|
|
!mStartTime.IsNull()) {
|
|
Nullable<TimeDuration> timeToUse = mPendingReadyTime;
|
|
if (timeToUse.IsNull() &&
|
|
mTimeline &&
|
|
mTimeline->TracksWallclockTime()) {
|
|
timeToUse = mTimeline->ToTimelineTime(TimeStamp::Now());
|
|
}
|
|
if (!timeToUse.IsNull()) {
|
|
mHoldTime.SetValue((timeToUse.Value() - mStartTime.Value())
|
|
.MultDouble(mPlaybackRate));
|
|
// Push the change down to the effect
|
|
UpdateEffect();
|
|
updatedHoldTime = true;
|
|
}
|
|
}
|
|
|
|
mEffect->ComposeStyle(aStyleRule, aSetProperties);
|
|
|
|
if (updatedHoldTime) {
|
|
UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);
|
|
}
|
|
|
|
mFinishedAtLastComposeStyle = (playState == AnimationPlayState::Finished);
|
|
}
|
|
}
|
|
|
|
void
|
|
Animation::NotifyEffectTimingUpdated()
|
|
{
|
|
MOZ_ASSERT(mEffect,
|
|
"We should only update timing effect when we have a target "
|
|
"effect");
|
|
UpdateTiming(Animation::SeekFlag::NoSeek,
|
|
Animation::SyncNotifyFlag::Async);
|
|
}
|
|
|
|
// http://w3c.github.io/web-animations/#play-an-animation
|
|
void
|
|
Animation::DoPlay(ErrorResult& aRv, LimitBehavior aLimitBehavior)
|
|
{
|
|
bool abortedPause = mPendingState == PendingState::PausePending;
|
|
|
|
Nullable<TimeDuration> currentTime = GetCurrentTime();
|
|
if (mPlaybackRate > 0.0 &&
|
|
(currentTime.IsNull() ||
|
|
(aLimitBehavior == LimitBehavior::AutoRewind &&
|
|
(currentTime.Value().ToMilliseconds() < 0.0 ||
|
|
currentTime.Value() >= EffectEnd())))) {
|
|
mHoldTime.SetValue(TimeDuration(0));
|
|
} else if (mPlaybackRate < 0.0 &&
|
|
(currentTime.IsNull() ||
|
|
(aLimitBehavior == LimitBehavior::AutoRewind &&
|
|
(currentTime.Value().ToMilliseconds() <= 0.0 ||
|
|
currentTime.Value() > EffectEnd())))) {
|
|
if (EffectEnd() == TimeDuration::Forever()) {
|
|
aRv.Throw(NS_ERROR_DOM_INVALID_STATE_ERR);
|
|
return;
|
|
}
|
|
mHoldTime.SetValue(TimeDuration(EffectEnd()));
|
|
} else if (mPlaybackRate == 0.0 && currentTime.IsNull()) {
|
|
mHoldTime.SetValue(TimeDuration(0));
|
|
}
|
|
|
|
bool reuseReadyPromise = false;
|
|
if (mPendingState != PendingState::NotPending) {
|
|
CancelPendingTasks();
|
|
reuseReadyPromise = true;
|
|
}
|
|
|
|
// If the hold time is null then we're either already playing normally (and
|
|
// we can ignore this call) or we aborted a pending pause operation (in which
|
|
// case, for consistency, we need to go through the motions of doing an
|
|
// asynchronous start even though we already have a resolved start time).
|
|
if (mHoldTime.IsNull() && !abortedPause) {
|
|
return;
|
|
}
|
|
|
|
// Clear the start time until we resolve a new one. We do this except
|
|
// for the case where we are aborting a pause and don't have a hold time.
|
|
//
|
|
// If we're aborting a pause and *do* have a hold time (e.g. because
|
|
// the animation is finished or we just applied the auto-rewind behavior
|
|
// above) we should respect it by clearing the start time. If we *don't*
|
|
// have a hold time we should keep the current start time so that the
|
|
// the animation continues moving uninterrupted by the aborted pause.
|
|
//
|
|
// (If we're not aborting a pause, mHoldTime must be resolved by now
|
|
// or else we would have returned above.)
|
|
if (!mHoldTime.IsNull()) {
|
|
mStartTime.SetNull();
|
|
}
|
|
|
|
if (!reuseReadyPromise) {
|
|
// Clear ready promise. We'll create a new one lazily.
|
|
mReady = nullptr;
|
|
}
|
|
|
|
mPendingState = PendingState::PlayPending;
|
|
|
|
nsIDocument* doc = GetRenderedDocument();
|
|
if (doc) {
|
|
PendingAnimationTracker* tracker =
|
|
doc->GetOrCreatePendingAnimationTracker();
|
|
tracker->AddPlayPending(*this);
|
|
} else {
|
|
TriggerOnNextTick(Nullable<TimeDuration>());
|
|
}
|
|
|
|
UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);
|
|
}
|
|
|
|
// http://w3c.github.io/web-animations/#pause-an-animation
|
|
void
|
|
Animation::DoPause(ErrorResult& aRv)
|
|
{
|
|
if (IsPausedOrPausing()) {
|
|
return;
|
|
}
|
|
|
|
// If we are transitioning from idle, fill in the current time
|
|
if (GetCurrentTime().IsNull()) {
|
|
if (mPlaybackRate >= 0.0) {
|
|
mHoldTime.SetValue(TimeDuration(0));
|
|
} else {
|
|
if (EffectEnd() == TimeDuration::Forever()) {
|
|
aRv.Throw(NS_ERROR_DOM_INVALID_STATE_ERR);
|
|
return;
|
|
}
|
|
mHoldTime.SetValue(TimeDuration(EffectEnd()));
|
|
}
|
|
}
|
|
|
|
bool reuseReadyPromise = false;
|
|
if (mPendingState == PendingState::PlayPending) {
|
|
CancelPendingTasks();
|
|
reuseReadyPromise = true;
|
|
}
|
|
|
|
// Mark this as no longer running on the compositor so that next time
|
|
// we update animations we won't throttle them and will have a chance
|
|
// to remove the animation from any layer it might be on.
|
|
mIsRunningOnCompositor = false;
|
|
|
|
if (!reuseReadyPromise) {
|
|
// Clear ready promise. We'll create a new one lazily.
|
|
mReady = nullptr;
|
|
}
|
|
|
|
mPendingState = PendingState::PausePending;
|
|
|
|
nsIDocument* doc = GetRenderedDocument();
|
|
if (doc) {
|
|
PendingAnimationTracker* tracker =
|
|
doc->GetOrCreatePendingAnimationTracker();
|
|
tracker->AddPausePending(*this);
|
|
} else {
|
|
TriggerOnNextTick(Nullable<TimeDuration>());
|
|
}
|
|
|
|
UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);
|
|
}
|
|
|
|
void
|
|
Animation::ResumeAt(const TimeDuration& aReadyTime)
|
|
{
|
|
// This method is only expected to be called for an animation that is
|
|
// waiting to play. We can easily adapt it to handle other states
|
|
// but it's currently not necessary.
|
|
MOZ_ASSERT(mPendingState == PendingState::PlayPending,
|
|
"Expected to resume a play-pending animation");
|
|
MOZ_ASSERT(mHoldTime.IsNull() != mStartTime.IsNull(),
|
|
"An animation in the play-pending state should have either a"
|
|
" resolved hold time or resolved start time (but not both)");
|
|
|
|
// If we aborted a pending pause operation we will already have a start time
|
|
// we should use. In all other cases, we resolve it from the ready time.
|
|
if (mStartTime.IsNull()) {
|
|
if (mPlaybackRate != 0) {
|
|
mStartTime.SetValue(aReadyTime -
|
|
(mHoldTime.Value().MultDouble(1 / mPlaybackRate)));
|
|
mHoldTime.SetNull();
|
|
} else {
|
|
mStartTime.SetValue(aReadyTime);
|
|
}
|
|
}
|
|
mPendingState = PendingState::NotPending;
|
|
|
|
UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);
|
|
|
|
if (mReady) {
|
|
mReady->MaybeResolve(this);
|
|
}
|
|
}
|
|
|
|
void
|
|
Animation::PauseAt(const TimeDuration& aReadyTime)
|
|
{
|
|
MOZ_ASSERT(mPendingState == PendingState::PausePending,
|
|
"Expected to pause a pause-pending animation");
|
|
|
|
if (!mStartTime.IsNull()) {
|
|
mHoldTime.SetValue((aReadyTime - mStartTime.Value())
|
|
.MultDouble(mPlaybackRate));
|
|
}
|
|
mStartTime.SetNull();
|
|
mPendingState = PendingState::NotPending;
|
|
|
|
UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);
|
|
|
|
if (mReady) {
|
|
mReady->MaybeResolve(this);
|
|
}
|
|
}
|
|
|
|
void
|
|
Animation::UpdateTiming(SeekFlag aSeekFlag, SyncNotifyFlag aSyncNotifyFlag)
|
|
{
|
|
// Update the sequence number each time we transition in or out of the
|
|
// idle state
|
|
if (!IsUsingCustomCompositeOrder()) {
|
|
if (PlayState() == AnimationPlayState::Idle) {
|
|
mSequenceNum = kUnsequenced;
|
|
} else if (mSequenceNum == kUnsequenced) {
|
|
mSequenceNum = sNextSequenceNum++;
|
|
}
|
|
}
|
|
|
|
// We call UpdateFinishedState before UpdateEffect because the former
|
|
// can change the current time, which is used by the latter.
|
|
UpdateFinishedState(aSeekFlag, aSyncNotifyFlag);
|
|
UpdateEffect();
|
|
|
|
// Unconditionally Add/Remove from the timeline. This is ok because if the
|
|
// animation has already been added/removed (which will be true more often
|
|
// than not) the work done by AnimationTimeline/DocumentTimeline is still
|
|
// negligible and its easier than trying to detect whenever we are switching
|
|
// to/from being relevant.
|
|
//
|
|
// We need to do this after calling UpdateEffect since it updates some
|
|
// cached state used by IsRelevant.
|
|
//
|
|
// Note that we only store relevant animations on the timeline since they
|
|
// are the only ones that need ticks and are the only ones returned from
|
|
// AnimationTimeline::GetAnimations. Storing any more than that would mean
|
|
// that we fail to garbage collect irrelevant animations since the timeline
|
|
// keeps a strong reference to each animation.
|
|
//
|
|
// Once we tick animations from the their timeline, and once we expect
|
|
// timelines to go in and out of being inactive, we will also need to store
|
|
// non-idle animations that are waiting for their timeline to become active
|
|
// on their timeline (as otherwise once the timeline becomes active it will
|
|
// have no way of notifying its animations). For now, however, we can
|
|
// simply store just the relevant animations.
|
|
if (mTimeline) {
|
|
// FIXME: Once we expect animations to go back and forth betweeen being
|
|
// inactive and active, we will need to store more than just relevant
|
|
// animations on the timeline. This is because an animation might be
|
|
// deemed irrelevant because its timeline is inactive. If it is removed
|
|
// from the timeline at that point the timeline will have no way of
|
|
// getting the animation to add itself again once it becomes active.
|
|
if (IsRelevant()) {
|
|
mTimeline->AddAnimation(*this);
|
|
} else {
|
|
mTimeline->RemoveAnimation(*this);
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
Animation::UpdateFinishedState(SeekFlag aSeekFlag,
|
|
SyncNotifyFlag aSyncNotifyFlag)
|
|
{
|
|
Nullable<TimeDuration> currentTime = GetCurrentTime();
|
|
TimeDuration effectEnd = TimeDuration(EffectEnd());
|
|
|
|
if (!mStartTime.IsNull() &&
|
|
mPendingState == PendingState::NotPending) {
|
|
if (mPlaybackRate > 0.0 &&
|
|
!currentTime.IsNull() &&
|
|
currentTime.Value() >= effectEnd) {
|
|
if (aSeekFlag == SeekFlag::DidSeek) {
|
|
mHoldTime = currentTime;
|
|
} else if (!mPreviousCurrentTime.IsNull()) {
|
|
mHoldTime.SetValue(std::max(mPreviousCurrentTime.Value(), effectEnd));
|
|
} else {
|
|
mHoldTime.SetValue(effectEnd);
|
|
}
|
|
} else if (mPlaybackRate < 0.0 &&
|
|
!currentTime.IsNull() &&
|
|
currentTime.Value().ToMilliseconds() <= 0.0) {
|
|
if (aSeekFlag == SeekFlag::DidSeek) {
|
|
mHoldTime = currentTime;
|
|
} else {
|
|
mHoldTime.SetValue(0);
|
|
}
|
|
} else if (mPlaybackRate != 0.0 &&
|
|
!currentTime.IsNull() &&
|
|
mTimeline &&
|
|
!mTimeline->GetCurrentTime().IsNull()) {
|
|
if (aSeekFlag == SeekFlag::DidSeek && !mHoldTime.IsNull()) {
|
|
mStartTime.SetValue(mTimeline->GetCurrentTime().Value() -
|
|
(mHoldTime.Value().MultDouble(1 / mPlaybackRate)));
|
|
}
|
|
mHoldTime.SetNull();
|
|
}
|
|
}
|
|
|
|
bool currentFinishedState = PlayState() == AnimationPlayState::Finished;
|
|
if (currentFinishedState && !mFinishedIsResolved) {
|
|
DoFinishNotification(aSyncNotifyFlag);
|
|
} else if (!currentFinishedState && mFinishedIsResolved) {
|
|
ResetFinishedPromise();
|
|
}
|
|
// We must recalculate the current time to take account of any mHoldTime
|
|
// changes the code above made.
|
|
mPreviousCurrentTime = GetCurrentTime();
|
|
}
|
|
|
|
void
|
|
Animation::UpdateEffect()
|
|
{
|
|
if (mEffect) {
|
|
mEffect->SetParentTime(GetCurrentTime());
|
|
UpdateRelevance();
|
|
}
|
|
}
|
|
|
|
void
|
|
Animation::FlushStyle() const
|
|
{
|
|
nsIDocument* doc = GetRenderedDocument();
|
|
if (doc) {
|
|
doc->FlushPendingNotifications(Flush_Style);
|
|
}
|
|
}
|
|
|
|
void
|
|
Animation::PostUpdate()
|
|
{
|
|
AnimationCollection* collection = GetCollection();
|
|
if (collection) {
|
|
collection->RequestRestyle(AnimationCollection::RestyleType::Layer);
|
|
}
|
|
}
|
|
|
|
void
|
|
Animation::CancelPendingTasks()
|
|
{
|
|
if (mPendingState == PendingState::NotPending) {
|
|
return;
|
|
}
|
|
|
|
nsIDocument* doc = GetRenderedDocument();
|
|
if (doc) {
|
|
PendingAnimationTracker* tracker = doc->GetPendingAnimationTracker();
|
|
if (tracker) {
|
|
if (mPendingState == PendingState::PlayPending) {
|
|
tracker->RemovePlayPending(*this);
|
|
} else {
|
|
tracker->RemovePausePending(*this);
|
|
}
|
|
}
|
|
}
|
|
|
|
mPendingState = PendingState::NotPending;
|
|
mPendingReadyTime.SetNull();
|
|
}
|
|
|
|
bool
|
|
Animation::IsPossiblyOrphanedPendingAnimation() const
|
|
{
|
|
// Check if we are pending but might never start because we are not being
|
|
// tracked.
|
|
//
|
|
// This covers the following cases:
|
|
//
|
|
// * We started playing but our effect's target element was orphaned
|
|
// or bound to a different document.
|
|
// (note that for the case of our effect changing we should handle
|
|
// that in SetEffect)
|
|
// * We started playing but our timeline became inactive.
|
|
// In this case the pending animation tracker will drop us from its hashmap
|
|
// when we have been painted.
|
|
// * When we started playing we couldn't find a PendingAnimationTracker to
|
|
// register with (perhaps the effect had no document) so we simply
|
|
// set mPendingState in DoPlay and relied on this method to catch us on the
|
|
// next tick.
|
|
|
|
// If we're not pending we're ok.
|
|
if (mPendingState == PendingState::NotPending) {
|
|
return false;
|
|
}
|
|
|
|
// If we have a pending ready time then we will be started on the next
|
|
// tick.
|
|
if (!mPendingReadyTime.IsNull()) {
|
|
return false;
|
|
}
|
|
|
|
// If we don't have an active timeline then we shouldn't start until
|
|
// we do.
|
|
if (!mTimeline || mTimeline->GetCurrentTime().IsNull()) {
|
|
return false;
|
|
}
|
|
|
|
// If we have no rendered document, or we're not in our rendered document's
|
|
// PendingAnimationTracker then there's a good chance no one is tracking us.
|
|
//
|
|
// If we're wrong and another document is tracking us then, at worst, we'll
|
|
// simply start/pause the animation one tick too soon. That's better than
|
|
// never starting/pausing the animation and is unlikely.
|
|
nsIDocument* doc = GetRenderedDocument();
|
|
if (!doc) {
|
|
return true;
|
|
}
|
|
|
|
PendingAnimationTracker* tracker = doc->GetPendingAnimationTracker();
|
|
return !tracker ||
|
|
(!tracker->IsWaitingToPlay(*this) &&
|
|
!tracker->IsWaitingToPause(*this));
|
|
}
|
|
|
|
StickyTimeDuration
|
|
Animation::EffectEnd() const
|
|
{
|
|
if (!mEffect) {
|
|
return StickyTimeDuration(0);
|
|
}
|
|
|
|
return mEffect->Timing().mDelay
|
|
+ mEffect->GetComputedTiming().mActiveDuration;
|
|
}
|
|
|
|
nsIDocument*
|
|
Animation::GetRenderedDocument() const
|
|
{
|
|
if (!mEffect) {
|
|
return nullptr;
|
|
}
|
|
|
|
Element* targetElement;
|
|
nsCSSPseudoElements::Type pseudoType;
|
|
mEffect->GetTarget(targetElement, pseudoType);
|
|
if (!targetElement) {
|
|
return nullptr;
|
|
}
|
|
|
|
return targetElement->GetComposedDoc();
|
|
}
|
|
|
|
nsPresContext*
|
|
Animation::GetPresContext() const
|
|
{
|
|
nsIDocument* doc = GetRenderedDocument();
|
|
if (!doc) {
|
|
return nullptr;
|
|
}
|
|
nsIPresShell* shell = doc->GetShell();
|
|
if (!shell) {
|
|
return nullptr;
|
|
}
|
|
return shell->GetPresContext();
|
|
}
|
|
|
|
AnimationCollection*
|
|
Animation::GetCollection() const
|
|
{
|
|
CommonAnimationManager* manager = GetAnimationManager();
|
|
if (!manager) {
|
|
return nullptr;
|
|
}
|
|
MOZ_ASSERT(mEffect,
|
|
"An animation with an animation manager must have an effect");
|
|
|
|
Element* targetElement;
|
|
nsCSSPseudoElements::Type targetPseudoType;
|
|
mEffect->GetTarget(targetElement, targetPseudoType);
|
|
MOZ_ASSERT(targetElement,
|
|
"An animation with an animation manager must have a target");
|
|
|
|
return manager->GetAnimations(targetElement, targetPseudoType, false);
|
|
}
|
|
|
|
void
|
|
Animation::DoFinishNotification(SyncNotifyFlag aSyncNotifyFlag)
|
|
{
|
|
if (aSyncNotifyFlag == SyncNotifyFlag::Sync) {
|
|
DoFinishNotificationImmediately();
|
|
} else if (!mFinishNotificationTask.IsPending()) {
|
|
nsRefPtr<nsRunnableMethod<Animation>> runnable =
|
|
NS_NewRunnableMethod(this, &Animation::DoFinishNotificationImmediately);
|
|
Promise::DispatchToMicroTask(runnable);
|
|
mFinishNotificationTask = runnable;
|
|
}
|
|
}
|
|
|
|
void
|
|
Animation::ResetFinishedPromise()
|
|
{
|
|
mFinishedIsResolved = false;
|
|
mFinished = nullptr;
|
|
}
|
|
|
|
void
|
|
Animation::MaybeResolveFinishedPromise()
|
|
{
|
|
if (mFinished) {
|
|
mFinished->MaybeResolve(this);
|
|
}
|
|
mFinishedIsResolved = true;
|
|
}
|
|
|
|
void
|
|
Animation::DoFinishNotificationImmediately()
|
|
{
|
|
mFinishNotificationTask.Revoke();
|
|
|
|
if (PlayState() != AnimationPlayState::Finished) {
|
|
return;
|
|
}
|
|
|
|
MaybeResolveFinishedPromise();
|
|
|
|
DispatchPlaybackEvent(NS_LITERAL_STRING("finish"));
|
|
}
|
|
|
|
void
|
|
Animation::DispatchPlaybackEvent(const nsAString& aName)
|
|
{
|
|
AnimationPlaybackEventInit init;
|
|
|
|
if (aName.EqualsLiteral("finish")) {
|
|
init.mCurrentTime = GetCurrentTimeAsDouble();
|
|
}
|
|
if (mTimeline) {
|
|
init.mTimelineTime = mTimeline->GetCurrentTimeAsDouble();
|
|
}
|
|
|
|
nsRefPtr<AnimationPlaybackEvent> event =
|
|
AnimationPlaybackEvent::Constructor(this, aName, init);
|
|
event->SetTrusted(true);
|
|
|
|
nsRefPtr<AsyncEventDispatcher> asyncDispatcher =
|
|
new AsyncEventDispatcher(this, event);
|
|
asyncDispatcher->PostDOMEvent();
|
|
}
|
|
|
|
} // namespace dom
|
|
} // namespace mozilla
|