gecko-dev/dom/animation/PendingAnimationTracker.cpp

181 строка
5.8 KiB
C++

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this file,
* You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "PendingAnimationTracker.h"
#include "mozilla/dom/AnimationTimeline.h"
#include "mozilla/dom/Nullable.h"
#include "nsIFrame.h"
#include "nsIPresShell.h"
using mozilla::dom::Nullable;
namespace mozilla {
NS_IMPL_CYCLE_COLLECTION(PendingAnimationTracker,
mPlayPendingSet,
mPausePendingSet,
mDocument)
NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(PendingAnimationTracker, AddRef)
NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(PendingAnimationTracker, Release)
void
PendingAnimationTracker::AddPending(dom::Animation& aAnimation,
AnimationSet& aSet)
{
aSet.PutEntry(&aAnimation);
// Schedule a paint. Otherwise animations that don't trigger a paint by
// themselves (e.g. CSS animations with an empty keyframes rule) won't
// start until something else paints.
EnsurePaintIsScheduled();
}
void
PendingAnimationTracker::RemovePending(dom::Animation& aAnimation,
AnimationSet& aSet)
{
aSet.RemoveEntry(&aAnimation);
}
bool
PendingAnimationTracker::IsWaiting(const dom::Animation& aAnimation,
const AnimationSet& aSet) const
{
return aSet.Contains(const_cast<dom::Animation*>(&aAnimation));
}
void
PendingAnimationTracker::TriggerPendingAnimationsOnNextTick(const TimeStamp&
aReadyTime)
{
auto triggerAnimationsAtReadyTime = [aReadyTime](AnimationSet& aAnimationSet)
{
for (auto iter = aAnimationSet.Iter(); !iter.Done(); iter.Next()) {
dom::Animation* animation = iter.Get()->GetKey();
dom::AnimationTimeline* timeline = animation->GetTimeline();
// If the animation does not have a timeline, just drop it from the map.
// The animation will detect that it is not being tracked and will trigger
// itself on the next tick where it has a timeline.
if (!timeline) {
iter.Remove();
continue;
}
// When the timeline's refresh driver is under test control, its values
// have no correspondance to wallclock times so we shouldn't try to
// convert aReadyTime (which is a wallclock time) to a timeline value.
// Instead, the animation will be started/paused when the refresh driver
// is next advanced since this will trigger a call to
// TriggerPendingAnimationsNow.
if (!timeline->TracksWallclockTime()) {
continue;
}
Nullable<TimeDuration> readyTime = timeline->ToTimelineTime(aReadyTime);
animation->TriggerOnNextTick(readyTime);
iter.Remove();
}
};
triggerAnimationsAtReadyTime(mPlayPendingSet);
triggerAnimationsAtReadyTime(mPausePendingSet);
mHasPlayPendingGeometricAnimations = mPlayPendingSet.Count()
? CheckState::Indeterminate
: CheckState::Absent;
}
void
PendingAnimationTracker::TriggerPendingAnimationsNow()
{
auto triggerAndClearAnimations = [](AnimationSet& aAnimationSet) {
for (auto iter = aAnimationSet.Iter(); !iter.Done(); iter.Next()) {
iter.Get()->GetKey()->TriggerNow();
}
aAnimationSet.Clear();
};
triggerAndClearAnimations(mPlayPendingSet);
triggerAndClearAnimations(mPausePendingSet);
mHasPlayPendingGeometricAnimations = CheckState::Absent;
}
void
PendingAnimationTracker::MarkAnimationsThatMightNeedSynchronization()
{
// We only ever set mHasPlayPendingGeometricAnimations to 'present' in
// HasPlayPendingGeometricAnimations(). So, if it is 'present' already,
// (i.e. before calling HasPlayPendingGeometricAnimations()) we can assume
// that this method has already been called for the current set of
// play-pending animations and it is not necessary to run again.
//
// We can't make the same assumption about 'absent', but if this method
// was already called and the result was 'absent', then this method is
// a no-op anyway so it's ok to run again.
//
// Note that *without* this optimization, starting animations would become
// O(n^2) in that case where each animation is on a different element and
// contains a compositor-animatable property since we would end up iterating
// over all animations in the play-pending set for each target element.
if (mHasPlayPendingGeometricAnimations == CheckState::Present) {
return;
}
if (!HasPlayPendingGeometricAnimations()) {
return;
}
for (auto iter = mPlayPendingSet.Iter(); !iter.Done(); iter.Next()) {
iter.Get()->GetKey()->NotifyGeometricAnimationsStartingThisFrame();
}
}
bool
PendingAnimationTracker::HasPlayPendingGeometricAnimations()
{
if (mHasPlayPendingGeometricAnimations != CheckState::Indeterminate) {
return mHasPlayPendingGeometricAnimations == CheckState::Present;
}
mHasPlayPendingGeometricAnimations = CheckState::Absent;
for (auto iter = mPlayPendingSet.ConstIter(); !iter.Done(); iter.Next()) {
auto animation = iter.Get()->GetKey();
if (animation->GetEffect() && animation->GetEffect()->AffectsGeometry()) {
mHasPlayPendingGeometricAnimations = CheckState::Present;
break;
}
}
return mHasPlayPendingGeometricAnimations == CheckState::Present;
}
void
PendingAnimationTracker::EnsurePaintIsScheduled()
{
if (!mDocument) {
return;
}
nsIPresShell* presShell = mDocument->GetShell();
if (!presShell) {
return;
}
nsIFrame* rootFrame = presShell->GetRootFrame();
if (!rootFrame) {
return;
}
rootFrame->SchedulePaintWithoutInvalidatingObservers();
}
} // namespace mozilla