зеркало из https://github.com/mozilla/gecko-dev.git
419 строки
14 KiB
C++
419 строки
14 KiB
C++
/* vim: set shiftwidth=2 tabstop=8 autoindent cindent expandtab: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef nsAnimationManager_h_
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#define nsAnimationManager_h_
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#include "mozilla/Attributes.h"
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#include "mozilla/ContentEvents.h"
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#include "mozilla/EventForwards.h"
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#include "AnimationCommon.h"
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#include "mozilla/dom/Animation.h"
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#include "mozilla/Keyframe.h"
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#include "mozilla/MemoryReporting.h"
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#include "mozilla/TimeStamp.h"
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#include "nsRFPService.h"
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class nsIGlobalObject;
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class nsStyleContext;
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class ServoComputedData;
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struct nsStyleDisplay;
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namespace mozilla {
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namespace css {
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class Declaration;
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} /* namespace css */
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namespace dom {
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class KeyframeEffectReadOnly;
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class Promise;
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} /* namespace dom */
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class GeckoStyleContext;
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class ServoStyleContext;
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enum class CSSPseudoElementType : uint8_t;
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struct NonOwningAnimationTarget;
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struct AnimationEventInfo {
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RefPtr<dom::Element> mElement;
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RefPtr<dom::Animation> mAnimation;
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InternalAnimationEvent mEvent;
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TimeStamp mTimeStamp;
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AnimationEventInfo(dom::Element* aElement,
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CSSPseudoElementType aPseudoType,
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EventMessage aMessage,
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const nsAString& aAnimationName,
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const StickyTimeDuration& aElapsedTime,
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const TimeStamp& aTimeStamp,
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dom::Animation* aAnimation)
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: mElement(aElement)
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, mAnimation(aAnimation)
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, mEvent(true, aMessage)
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, mTimeStamp(aTimeStamp)
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{
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// XXX Looks like nobody initialize WidgetEvent::time
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mEvent.mAnimationName = aAnimationName;
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mEvent.mElapsedTime =
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nsRFPService::ReduceTimePrecisionAsSecs(aElapsedTime.ToSeconds());
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mEvent.mPseudoElement =
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AnimationCollection<dom::CSSAnimation>::PseudoTypeAsString(aPseudoType);
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}
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// InternalAnimationEvent doesn't support copy-construction, so we need
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// to ourselves in order to work with nsTArray
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AnimationEventInfo(const AnimationEventInfo& aOther)
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: mElement(aOther.mElement)
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, mAnimation(aOther.mAnimation)
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, mEvent(true, aOther.mEvent.mMessage)
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, mTimeStamp(aOther.mTimeStamp)
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{
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mEvent.AssignAnimationEventData(aOther.mEvent, false);
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}
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};
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namespace dom {
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class CSSAnimation final : public Animation
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{
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public:
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explicit CSSAnimation(nsIGlobalObject* aGlobal,
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const nsAString& aAnimationName)
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: dom::Animation(aGlobal)
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, mAnimationName(aAnimationName)
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, mIsStylePaused(false)
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, mPauseShouldStick(false)
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, mNeedsNewAnimationIndexWhenRun(false)
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, mPreviousPhase(ComputedTiming::AnimationPhase::Idle)
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, mPreviousIteration(0)
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{
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// We might need to drop this assertion once we add a script-accessible
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// constructor but for animations generated from CSS markup the
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// animation-name should never be empty.
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MOZ_ASSERT(!mAnimationName.IsEmpty(), "animation-name should not be empty");
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}
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JSObject* WrapObject(JSContext* aCx,
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JS::Handle<JSObject*> aGivenProto) override;
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CSSAnimation* AsCSSAnimation() override { return this; }
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const CSSAnimation* AsCSSAnimation() const override { return this; }
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// CSSAnimation interface
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void GetAnimationName(nsString& aRetVal) const { aRetVal = mAnimationName; }
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// Alternative to GetAnimationName that returns a reference to the member
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// for more efficient internal usage.
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const nsString& AnimationName() const { return mAnimationName; }
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// Animation interface overrides
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virtual Promise* GetReady(ErrorResult& aRv) override;
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virtual void Play(ErrorResult& aRv, LimitBehavior aLimitBehavior) override;
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virtual void Pause(ErrorResult& aRv) override;
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// NOTE: tabbrowser.xml currently relies on the fact that reading the
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// currentTime of a CSSAnimation does *not* flush style (whereas reading the
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// playState does). If CSS Animations 2 specifies that reading currentTime
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// also flushes style we will need to find another way to detect canceled
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// animations in tabbrowser.xml. On the other hand, if CSS Animations 2
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// specifies that reading playState does *not* flush style (and we drop the
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// following override), then we should update tabbrowser.xml to check
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// the playState instead.
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virtual AnimationPlayState PlayStateFromJS() const override;
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virtual void PlayFromJS(ErrorResult& aRv) override;
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void PlayFromStyle();
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void PauseFromStyle();
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void CancelFromStyle() override
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{
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// When an animation is disassociated with style it enters an odd state
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// where its composite order is undefined until it first transitions
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// out of the idle state.
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//
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// Even if the composite order isn't defined we don't want it to be random
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// in case we need to determine the order to dispatch events associated
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// with an animation in this state. To solve this we treat the animation as
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// if it had been added to the end of the global animation list so that
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// its sort order is defined. We'll update this index again once the
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// animation leaves the idle state.
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mAnimationIndex = sNextAnimationIndex++;
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mNeedsNewAnimationIndexWhenRun = true;
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Animation::CancelFromStyle();
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// We need to do this *after* calling CancelFromStyle() since
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// CancelFromStyle might synchronously trigger a cancel event for which
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// we need an owning element to target the event at.
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mOwningElement = OwningElementRef();
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}
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void Tick() override;
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void QueueEvents(StickyTimeDuration aActiveTime = StickyTimeDuration());
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bool IsStylePaused() const { return mIsStylePaused; }
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bool HasLowerCompositeOrderThan(const CSSAnimation& aOther) const;
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void SetAnimationIndex(uint64_t aIndex)
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{
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MOZ_ASSERT(IsTiedToMarkup());
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if (IsRelevant() &&
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mAnimationIndex != aIndex) {
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nsNodeUtils::AnimationChanged(this);
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PostUpdate();
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}
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mAnimationIndex = aIndex;
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}
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// Sets the owning element which is used for determining the composite
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// order of CSSAnimation objects generated from CSS markup.
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//
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// @see mOwningElement
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void SetOwningElement(const OwningElementRef& aElement)
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{
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mOwningElement = aElement;
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}
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// True for animations that are generated from CSS markup and continue to
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// reflect changes to that markup.
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bool IsTiedToMarkup() const { return mOwningElement.IsSet(); }
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void MaybeQueueCancelEvent(StickyTimeDuration aActiveTime) override {
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QueueEvents(aActiveTime);
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}
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protected:
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virtual ~CSSAnimation()
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{
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MOZ_ASSERT(!mOwningElement.IsSet(), "Owning element should be cleared "
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"before a CSS animation is destroyed");
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}
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// Animation overrides
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void UpdateTiming(SeekFlag aSeekFlag,
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SyncNotifyFlag aSyncNotifyFlag) override;
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// Returns the duration from the start of the animation's source effect's
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// active interval to the point where the animation actually begins playback.
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// This is zero unless the animation's source effect has a negative delay in
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// which case it is the absolute value of that delay.
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// This is used for setting the elapsedTime member of CSS AnimationEvents.
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TimeDuration InitialAdvance() const {
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return mEffect ?
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std::max(TimeDuration(), mEffect->SpecifiedTiming().Delay() * -1) :
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TimeDuration();
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}
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nsString mAnimationName;
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// The (pseudo-)element whose computed animation-name refers to this
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// animation (if any).
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//
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// This is used for determining the relative composite order of animations
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// generated from CSS markup.
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//
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// Typically this will be the same as the target element of the keyframe
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// effect associated with this animation. However, it can differ in the
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// following circumstances:
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//
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// a) If script removes or replaces the effect of this animation,
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// b) If this animation is cancelled (e.g. by updating the
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// animation-name property or removing the owning element from the
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// document),
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// c) If this object is generated from script using the CSSAnimation
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// constructor.
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//
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// For (b) and (c) the owning element will return !IsSet().
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OwningElementRef mOwningElement;
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// When combining animation-play-state with play() / pause() the following
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// behavior applies:
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// 1. pause() is sticky and always overrides the underlying
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// animation-play-state
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// 2. If animation-play-state is 'paused', play() will temporarily override
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// it until animation-play-state next becomes 'running'.
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// 3. Calls to play() trigger finishing behavior but setting the
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// animation-play-state to 'running' does not.
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//
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// This leads to five distinct states:
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//
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// A. Running
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// B. Running and temporarily overriding animation-play-state: paused
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// C. Paused and sticky overriding animation-play-state: running
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// D. Paused and sticky overriding animation-play-state: paused
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// E. Paused by animation-play-state
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//
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// C and D may seem redundant but they differ in how to respond to the
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// sequence: call play(), set animation-play-state: paused.
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//
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// C will transition to A then E leaving the animation paused.
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// D will transition to B then B leaving the animation running.
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//
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// A state transition chart is as follows:
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//
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// A | B | C | D | E
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// ---------------------------
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// play() A | B | A | B | B
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// pause() C | D | C | D | D
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// 'running' A | A | C | C | A
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// 'paused' E | B | D | D | E
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//
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// The base class, Animation already provides a boolean value,
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// mIsPaused which gives us two states. To this we add a further two booleans
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// to represent the states as follows.
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//
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// A. Running
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// (!mIsPaused; !mIsStylePaused; !mPauseShouldStick)
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// B. Running and temporarily overriding animation-play-state: paused
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// (!mIsPaused; mIsStylePaused; !mPauseShouldStick)
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// C. Paused and sticky overriding animation-play-state: running
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// (mIsPaused; !mIsStylePaused; mPauseShouldStick)
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// D. Paused and sticky overriding animation-play-state: paused
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// (mIsPaused; mIsStylePaused; mPauseShouldStick)
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// E. Paused by animation-play-state
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// (mIsPaused; mIsStylePaused; !mPauseShouldStick)
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//
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// (That leaves 3 combinations of the boolean values that we never set because
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// they don't represent valid states.)
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bool mIsStylePaused;
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bool mPauseShouldStick;
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// When true, indicates that when this animation next leaves the idle state,
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// its animation index should be updated.
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bool mNeedsNewAnimationIndexWhenRun;
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// Phase and current iteration from the previous time we queued events.
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// This is used to determine what new events to dispatch.
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ComputedTiming::AnimationPhase mPreviousPhase;
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uint64_t mPreviousIteration;
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};
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} /* namespace dom */
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template <>
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struct AnimationTypeTraits<dom::CSSAnimation>
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{
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static nsIAtom* ElementPropertyAtom()
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{
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return nsGkAtoms::animationsProperty;
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}
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static nsIAtom* BeforePropertyAtom()
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{
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return nsGkAtoms::animationsOfBeforeProperty;
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}
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static nsIAtom* AfterPropertyAtom()
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{
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return nsGkAtoms::animationsOfAfterProperty;
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}
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};
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} /* namespace mozilla */
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class nsAnimationManager final
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: public mozilla::CommonAnimationManager<mozilla::dom::CSSAnimation>
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{
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public:
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explicit nsAnimationManager(nsPresContext *aPresContext)
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: mozilla::CommonAnimationManager<mozilla::dom::CSSAnimation>(aPresContext)
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{
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}
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NS_INLINE_DECL_CYCLE_COLLECTING_NATIVE_REFCOUNTING(nsAnimationManager)
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NS_DECL_CYCLE_COLLECTION_NATIVE_CLASS(nsAnimationManager)
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typedef mozilla::AnimationCollection<mozilla::dom::CSSAnimation>
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CSSAnimationCollection;
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typedef nsTArray<RefPtr<mozilla::dom::CSSAnimation>>
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OwningCSSAnimationPtrArray;
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/**
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* Update the set of animations on |aElement| based on |aStyleContext|.
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* If necessary, this will notify the corresponding EffectCompositor so
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* that it can update its animation rule.
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*
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* aStyleContext may be a style context for aElement or for its
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* :before or :after pseudo-element.
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*/
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void UpdateAnimations(mozilla::GeckoStyleContext* aStyleContext,
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mozilla::dom::Element* aElement);
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/**
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* This function does the same thing as the above UpdateAnimations()
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* but with servo's computed values.
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*/
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void UpdateAnimations(
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mozilla::dom::Element* aElement,
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mozilla::CSSPseudoElementType aPseudoType,
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const mozilla::ServoStyleContext* aComputedValues);
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/**
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* Add a pending event.
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*/
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void QueueEvent(mozilla::AnimationEventInfo&& aEventInfo)
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{
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mEventDispatcher.QueueEvent(
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mozilla::Forward<mozilla::AnimationEventInfo>(aEventInfo));
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}
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/**
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* Dispatch any pending events. We accumulate animationend and
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* animationiteration events only during refresh driver notifications
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* (and dispatch them at the end of such notifications), but we
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* accumulate animationstart events at other points when style
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* contexts are created.
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*/
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void DispatchEvents()
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{
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RefPtr<nsAnimationManager> kungFuDeathGrip(this);
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mEventDispatcher.DispatchEvents(mPresContext);
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}
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void SortEvents() { mEventDispatcher.SortEvents(); }
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void ClearEventQueue() { mEventDispatcher.ClearEventQueue(); }
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// Utility function to walk through |aIter| to find the Keyframe with
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// matching offset and timing function but stopping as soon as the offset
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// differs from |aOffset| (i.e. it assumes a sorted iterator).
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//
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// If a matching Keyframe is found,
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// Returns true and sets |aIndex| to the index of the matching Keyframe
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// within |aIter|.
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//
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// If no matching Keyframe is found,
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// Returns false and sets |aIndex| to the index in the iterator of the
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// first Keyframe with an offset differing to |aOffset| or, if the end
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// of the iterator is reached, sets |aIndex| to the index after the last
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// Keyframe.
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template <class IterType, class TimingFunctionType>
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static bool FindMatchingKeyframe(
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IterType&& aIter,
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double aOffset,
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const TimingFunctionType& aTimingFunctionToMatch,
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size_t& aIndex)
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{
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aIndex = 0;
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for (mozilla::Keyframe& keyframe : aIter) {
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if (keyframe.mOffset.value() != aOffset) {
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break;
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}
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if (keyframe.mTimingFunction == aTimingFunctionToMatch) {
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return true;
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}
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++aIndex;
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}
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return false;
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}
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protected:
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~nsAnimationManager() override = default;
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private:
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template<class BuilderType>
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void DoUpdateAnimations(
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const mozilla::NonOwningAnimationTarget& aTarget,
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const nsStyleDisplay& aStyleDisplay,
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BuilderType& aBuilder);
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mozilla::DelayedEventDispatcher<mozilla::AnimationEventInfo> mEventDispatcher;
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};
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#endif /* !defined(nsAnimationManager_h_) */
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