зеркало из https://github.com/mozilla/gecko-dev.git
419 строки
16 KiB
C++
419 строки
16 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef mozilla_dom_Animation_h
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#define mozilla_dom_Animation_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/AnimationBinding.h" // for AnimationPlayState
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#include "mozilla/dom/AnimationTimeline.h" // for AnimationTimeline
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#include "mozilla/DOMEventTargetHelper.h" // for DOMEventTargetHelper
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#include "mozilla/dom/KeyframeEffect.h" // for KeyframeEffectReadOnly
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#include "mozilla/dom/Promise.h" // for Promise
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#include "nsCSSProperty.h" // for nsCSSProperty
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#include "nsIGlobalObject.h"
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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 AnimationCollection;
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class AnimValuesStyleRule;
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class CommonAnimationManager;
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namespace dom {
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class CSSAnimation;
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class CSSTransition;
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class Animation
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: public DOMEventTargetHelper
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{
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protected:
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virtual ~Animation() {}
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public:
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explicit Animation(nsIGlobalObject* aGlobal)
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: DOMEventTargetHelper(aGlobal)
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, mPlaybackRate(1.0)
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, mPendingState(PendingState::NotPending)
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, mAnimationIndex(sNextAnimationIndex++)
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, mFinishedAtLastComposeStyle(false)
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, mIsRelevant(false)
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, mFinishedIsResolved(false)
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{
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}
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NS_DECL_ISUPPORTS_INHERITED
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NS_DECL_CYCLE_COLLECTION_CLASS_INHERITED(Animation,
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DOMEventTargetHelper)
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AnimationTimeline* GetParentObject() const { return mTimeline; }
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virtual JSObject* WrapObject(JSContext* aCx,
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JS::Handle<JSObject*> aGivenProto) override;
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virtual CSSAnimation* AsCSSAnimation() { return nullptr; }
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virtual const CSSAnimation* AsCSSAnimation() const { return nullptr; }
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virtual CSSTransition* AsCSSTransition() { return nullptr; }
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virtual const CSSTransition* AsCSSTransition() const { return nullptr; }
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/**
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* Flag to pass to Play to indicate whether or not it should automatically
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* rewind the current time to the start point if the animation is finished.
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* For regular calls to play() from script we should do this, but when a CSS
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* animation's animation-play-state changes we shouldn't rewind the animation.
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*/
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enum class LimitBehavior {
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AutoRewind,
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Continue
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};
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// Animation interface methods
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KeyframeEffectReadOnly* GetEffect() const { return mEffect; }
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void SetEffect(KeyframeEffectReadOnly* aEffect);
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AnimationTimeline* GetTimeline() const { return mTimeline; }
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void SetTimeline(AnimationTimeline* aTimeline);
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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 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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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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void Cancel();
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virtual void Finish(ErrorResult& aRv);
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virtual void Play(ErrorResult& aRv, LimitBehavior aLimitBehavior);
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virtual void Pause(ErrorResult& aRv);
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virtual void Reverse(ErrorResult& aRv);
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bool IsRunningOnCompositor() const;
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IMPL_EVENT_HANDLER(finish);
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IMPL_EVENT_HANDLER(cancel);
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// Wrapper functions for Animation DOM methods when called
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// from script.
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//
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// We often use the same methods internally and from script but when called
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// from script we (or one of our subclasses) perform extra steps such as
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// 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(ErrorResult& aRv)
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{
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Play(aRv, LimitBehavior::AutoRewind);
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}
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/**
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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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* CSSAnimation::PauseFromJS so we leave it for now.
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*/
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void PauseFromJS(ErrorResult& aRv) { Pause(aRv); }
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// Wrapper functions for Animation DOM methods when called from style.
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virtual void CancelFromStyle() { DoCancel(); }
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virtual void Tick();
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bool NeedsTicks() const
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{
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AnimationPlayState playState = PlayState();
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return playState == AnimationPlayState::Running ||
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playState == AnimationPlayState::Pending;
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}
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/**
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* Set the time to use for starting or pausing a pending animation.
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*
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* Typically, when an animation is played, it does not start immediately but
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* is added to a table of pending animations on the document of its effect.
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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 animations 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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* animations 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, animations remain in the pending state
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* until the next refresh driver tick. At that time they transition out of
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* the pending state using the time passed to TriggerOnNextTick as the
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* effective 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 animation immediately when painting finishes is problematic
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* because the start time of the animation 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 animation is playing but its timing
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* suggests it starts in the future. We could update the timeline to match
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* the start time of the animation but then we'd also have to update the
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* timing and style of all animations connected to that timeline or else be
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* stuck in an 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
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* animation from any PendingAnimationTracker it may have been added to.
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*/
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void TriggerOnNextTick(const Nullable<TimeDuration>& aReadyTime);
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/**
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* Testing only: Start or pause a pending animation using the current
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* timeline time. This is used to support existing tests that expect
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* animations to begin immediately. Ideally we would rewrite the those tests
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* and get rid of 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 animation from any PendingAnimationTracker it may have been
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* added to.
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*/
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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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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 HasInPlayEffect() const
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{
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return GetEffect() && GetEffect()->IsInPlay();
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}
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bool HasCurrentEffect() const
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{
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return GetEffect() && GetEffect()->IsCurrent();
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}
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bool IsInEffect() const
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{
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return GetEffect() && GetEffect()->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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* candidates for running on the compositor (since we don't ship animations
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* to the compositor when they are in their delay phase or paused including
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* being effectively paused due to having a zero playback rate).
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*/
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bool IsPlaying() const
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{
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// We need to have an effect in its active interval, and
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// be either running or waiting to run with a non-zero playback rate.
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return HasInPlayEffect() &&
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mPlaybackRate != 0.0 &&
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(PlayState() == AnimationPlayState::Running ||
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mPendingState == PendingState::PlayPending);
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}
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bool IsRelevant() const { return mIsRelevant; }
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void UpdateRelevance();
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/**
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* Returns true if this Animation has a lower composite order than aOther.
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*/
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virtual bool HasLowerCompositeOrderThan(const Animation& aOther) const;
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/**
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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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*/
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bool CanThrottle() const;
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/**
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* Updates |aStyleRule| with the animation values of this animation's effect,
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* 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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* |aStyleChanging| will be set to true if this animation 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 an effect to sample).
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*/
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void ComposeStyle(nsRefPtr<AnimValuesStyleRule>& aStyleRule,
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nsCSSPropertySet& aSetProperties,
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bool& aStyleChanging);
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void NotifyEffectTimingUpdated();
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protected:
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void SilentlySetCurrentTime(const TimeDuration& aNewCurrentTime);
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void SilentlySetPlaybackRate(double aPlaybackRate);
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void DoCancel();
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void DoPlay(ErrorResult& aRv, LimitBehavior aLimitBehavior);
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void DoPause(ErrorResult& aRv);
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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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/**
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* Finishing behavior depends on if changes to timing occurred due
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* to a seek or regular playback.
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*/
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enum class SeekFlag {
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NoSeek,
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DidSeek
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};
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enum class SyncNotifyFlag {
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Sync,
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Async
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};
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virtual void UpdateTiming(SeekFlag aSeekFlag,
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SyncNotifyFlag aSyncNotifyFlag);
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void UpdateFinishedState(SeekFlag aSeekFlag,
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SyncNotifyFlag aSyncNotifyFlag);
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void UpdateEffect();
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void FlushStyle() const;
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void PostUpdate();
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void ResetFinishedPromise();
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void MaybeResolveFinishedPromise();
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void DoFinishNotification(SyncNotifyFlag aSyncNotifyFlag);
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void DoFinishNotificationImmediately();
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void DispatchPlaybackEvent(const nsAString& aName);
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/**
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* Remove this animation from the pending animation 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 IsPossiblyOrphanedPendingAnimation() const;
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StickyTimeDuration EffectEnd() const;
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TimeStamp AnimationTimeToTimeStamp(const StickyTimeDuration& aTime) const;
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nsIDocument* GetRenderedDocument() const;
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nsPresContext* GetPresContext() const;
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virtual CommonAnimationManager* GetAnimationManager() const = 0;
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AnimationCollection* GetCollection() const;
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nsRefPtr<AnimationTimeline> mTimeline;
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nsRefPtr<KeyframeEffectReadOnly> mEffect;
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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; // Animation timescale
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Nullable<TimeDuration> mPendingReadyTime; // Timeline timescale
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Nullable<TimeDuration> mPreviousCurrentTime; // Animation timescale
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double mPlaybackRate;
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// A Promise that is replaced on each call to Play()
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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 effect, 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 animation 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 animation is tracked by a PendingAnimationTracker because
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// the animation will continue to be pending even after it has been removed
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// from the PendingAnimationTracker 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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static uint64_t sNextAnimationIndex;
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// The relative position of this animation within the global animation list.
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// This is kNoIndex while the animation is in the idle state and is updated
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// each time the animation transitions out of the idle state.
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//
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// Note that subclasses such as CSSTransition and CSSAnimation may repurpose
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// this member to implement their own brand of sorting. As a result, it is
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// possible for two different objects to have the same index.
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uint64_t mAnimationIndex;
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bool mFinishedAtLastComposeStyle;
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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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nsRevocableEventPtr<nsRunnableMethod<Animation>> mFinishNotificationTask;
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// True if mFinished is resolved or would be resolved if mFinished has
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// yet to be created. This is not set when mFinished is rejected since
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// in that case mFinished is immediately reset to represent a new current
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// finished promise.
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bool mFinishedIsResolved;
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};
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} // namespace dom
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} // namespace mozilla
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#endif // mozilla_dom_Animation_h
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