зеркало из https://github.com/mozilla/gecko-dev.git
355 строки
12 KiB
C++
355 строки
12 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 file,
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* You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "mozilla/dom/AnimationEffectReadOnly.h"
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#include "mozilla/dom/AnimationEffectReadOnlyBinding.h"
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#include "mozilla/AnimationUtils.h"
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#include "mozilla/FloatingPoint.h"
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namespace mozilla {
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namespace dom {
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NS_IMPL_CYCLE_COLLECTION_CLASS(AnimationEffectReadOnly)
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NS_IMPL_CYCLE_COLLECTION_UNLINK_BEGIN(AnimationEffectReadOnly)
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if (tmp->mTiming) {
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tmp->mTiming->Unlink();
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}
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NS_IMPL_CYCLE_COLLECTION_UNLINK(mDocument, mTiming, mAnimation)
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NS_IMPL_CYCLE_COLLECTION_UNLINK_PRESERVED_WRAPPER
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NS_IMPL_CYCLE_COLLECTION_UNLINK_END
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NS_IMPL_CYCLE_COLLECTION_TRAVERSE_BEGIN(AnimationEffectReadOnly)
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NS_IMPL_CYCLE_COLLECTION_TRAVERSE(mDocument, mTiming, mAnimation)
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NS_IMPL_CYCLE_COLLECTION_TRAVERSE_SCRIPT_OBJECTS
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NS_IMPL_CYCLE_COLLECTION_TRAVERSE_END
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NS_IMPL_CYCLE_COLLECTION_TRACE_WRAPPERCACHE(AnimationEffectReadOnly)
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NS_IMPL_CYCLE_COLLECTING_ADDREF(AnimationEffectReadOnly)
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NS_IMPL_CYCLE_COLLECTING_RELEASE(AnimationEffectReadOnly)
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NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION(AnimationEffectReadOnly)
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NS_WRAPPERCACHE_INTERFACE_MAP_ENTRY
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NS_INTERFACE_MAP_ENTRY(nsISupports)
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NS_INTERFACE_MAP_END
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AnimationEffectReadOnly::AnimationEffectReadOnly(
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nsIDocument* aDocument, AnimationEffectTimingReadOnly* aTiming)
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: mDocument(aDocument)
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, mTiming(aTiming)
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{
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MOZ_ASSERT(aTiming);
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}
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// https://w3c.github.io/web-animations/#in-play
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bool
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AnimationEffectReadOnly::IsInPlay() const
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{
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if (!mAnimation || mAnimation->PlayState() == AnimationPlayState::Finished) {
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return false;
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}
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return GetComputedTiming().mPhase == ComputedTiming::AnimationPhase::Active;
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}
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// https://w3c.github.io/web-animations/#current
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bool
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AnimationEffectReadOnly::IsCurrent() const
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{
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if (!mAnimation || mAnimation->PlayState() == AnimationPlayState::Finished) {
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return false;
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}
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ComputedTiming computedTiming = GetComputedTiming();
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return computedTiming.mPhase == ComputedTiming::AnimationPhase::Before ||
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computedTiming.mPhase == ComputedTiming::AnimationPhase::Active;
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}
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// https://w3c.github.io/web-animations/#in-effect
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bool
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AnimationEffectReadOnly::IsInEffect() const
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{
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ComputedTiming computedTiming = GetComputedTiming();
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return !computedTiming.mProgress.IsNull();
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}
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already_AddRefed<AnimationEffectTimingReadOnly>
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AnimationEffectReadOnly::Timing()
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{
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RefPtr<AnimationEffectTimingReadOnly> temp(mTiming);
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return temp.forget();
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}
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void
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AnimationEffectReadOnly::SetSpecifiedTiming(const TimingParams& aTiming)
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{
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if (mTiming->AsTimingParams() == aTiming) {
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return;
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}
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mTiming->SetTimingParams(aTiming);
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if (mAnimation) {
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mAnimation->NotifyEffectTimingUpdated();
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}
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// For keyframe effects, NotifyEffectTimingUpdated above will eventually cause
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// KeyframeEffectReadOnly::NotifyAnimationTimingUpdated to be called so it can
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// update its registration with the target element as necessary.
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}
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ComputedTiming
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AnimationEffectReadOnly::GetComputedTimingAt(
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const Nullable<TimeDuration>& aLocalTime,
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const TimingParams& aTiming,
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double aPlaybackRate)
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{
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const StickyTimeDuration zeroDuration;
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// Always return the same object to benefit from return-value optimization.
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ComputedTiming result;
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if (aTiming.mDuration) {
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MOZ_ASSERT(aTiming.mDuration.ref() >= zeroDuration,
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"Iteration duration should be positive");
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result.mDuration = aTiming.mDuration.ref();
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}
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MOZ_ASSERT(aTiming.mIterations >= 0.0 && !IsNaN(aTiming.mIterations),
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"mIterations should be nonnegative & finite, as ensured by "
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"ValidateIterations or CSSParser");
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result.mIterations = aTiming.mIterations;
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MOZ_ASSERT(aTiming.mIterationStart >= 0.0,
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"mIterationStart should be nonnegative, as ensured by "
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"ValidateIterationStart");
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result.mIterationStart = aTiming.mIterationStart;
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result.mActiveDuration = aTiming.ActiveDuration();
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result.mEndTime = aTiming.EndTime();
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result.mFill = aTiming.mFill == dom::FillMode::Auto ?
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dom::FillMode::None :
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aTiming.mFill;
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// The default constructor for ComputedTiming sets all other members to
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// values consistent with an animation that has not been sampled.
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if (aLocalTime.IsNull()) {
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return result;
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}
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const TimeDuration& localTime = aLocalTime.Value();
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// Calculate the time within the active interval.
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// https://w3c.github.io/web-animations/#active-time
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StickyTimeDuration activeTime;
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StickyTimeDuration beforeActiveBoundary =
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std::max(std::min(StickyTimeDuration(aTiming.mDelay), result.mEndTime),
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zeroDuration);
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StickyTimeDuration activeAfterBoundary =
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std::max(std::min(StickyTimeDuration(aTiming.mDelay +
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result.mActiveDuration),
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result.mEndTime),
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zeroDuration);
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if (localTime > activeAfterBoundary ||
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(aPlaybackRate >= 0 && localTime == activeAfterBoundary)) {
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result.mPhase = ComputedTiming::AnimationPhase::After;
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if (!result.FillsForwards()) {
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// The animation isn't active or filling at this time.
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return result;
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}
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activeTime =
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std::max(std::min(StickyTimeDuration(localTime - aTiming.mDelay),
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result.mActiveDuration),
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zeroDuration);
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} else if (localTime < beforeActiveBoundary ||
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(aPlaybackRate < 0 && localTime == beforeActiveBoundary)) {
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result.mPhase = ComputedTiming::AnimationPhase::Before;
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if (!result.FillsBackwards()) {
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// The animation isn't active or filling at this time.
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return result;
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}
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activeTime = std::max(StickyTimeDuration(localTime - aTiming.mDelay),
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zeroDuration);
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} else {
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MOZ_ASSERT(result.mActiveDuration != zeroDuration,
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"How can we be in the middle of a zero-duration interval?");
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result.mPhase = ComputedTiming::AnimationPhase::Active;
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activeTime = localTime - aTiming.mDelay;
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}
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// Convert active time to a multiple of iterations.
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// https://w3c.github.io/web-animations/#overall-progress
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double overallProgress;
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if (result.mDuration == zeroDuration) {
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overallProgress = result.mPhase == ComputedTiming::AnimationPhase::Before
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? 0.0
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: result.mIterations;
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} else {
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overallProgress = activeTime / result.mDuration;
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}
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// Factor in iteration start offset.
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if (IsFinite(overallProgress)) {
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overallProgress += result.mIterationStart;
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}
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// Determine the 0-based index of the current iteration.
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// https://w3c.github.io/web-animations/#current-iteration
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result.mCurrentIteration =
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IsInfinite(result.mIterations) &&
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result.mPhase == ComputedTiming::AnimationPhase::After
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? UINT64_MAX // In GetComputedTimingDictionary(),
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// we will convert this into Infinity
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: static_cast<uint64_t>(overallProgress);
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// Convert the overall progress to a fraction of a single iteration--the
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// simply iteration progress.
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// https://w3c.github.io/web-animations/#simple-iteration-progress
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double progress = IsFinite(overallProgress)
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? fmod(overallProgress, 1.0)
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: fmod(result.mIterationStart, 1.0);
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// When we finish exactly at the end of an iteration we need to report
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// the end of the final iteration and not the start of the next iteration.
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// We *don't* want to do this when we have a zero-iteration animation or
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// when the animation has been effectively made into a zero-duration animation
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// using a negative end-delay, however.
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if (result.mPhase == ComputedTiming::AnimationPhase::After &&
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progress == 0.0 &&
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result.mIterations != 0.0 &&
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(activeTime != zeroDuration || result.mDuration == zeroDuration)) {
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// The only way we can be in the after phase with a progress of zero and
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// a current iteration of zero, is if we have a zero iteration count or
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// were clipped using a negative end delay--both of which we should have
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// detected above.
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MOZ_ASSERT(result.mCurrentIteration != 0,
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"Should not have zero current iteration");
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progress = 1.0;
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if (result.mCurrentIteration != UINT64_MAX) {
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result.mCurrentIteration--;
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}
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}
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// Factor in the direction.
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bool thisIterationReverse = false;
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switch (aTiming.mDirection) {
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case PlaybackDirection::Normal:
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thisIterationReverse = false;
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break;
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case PlaybackDirection::Reverse:
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thisIterationReverse = true;
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break;
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case PlaybackDirection::Alternate:
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thisIterationReverse = (result.mCurrentIteration & 1) == 1;
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break;
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case PlaybackDirection::Alternate_reverse:
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thisIterationReverse = (result.mCurrentIteration & 1) == 0;
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break;
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default:
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MOZ_ASSERT(true, "Unknown PlaybackDirection type");
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}
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if (thisIterationReverse) {
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progress = 1.0 - progress;
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}
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// Calculate the 'before flag' which we use when applying step timing
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// functions.
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if ((result.mPhase == ComputedTiming::AnimationPhase::After &&
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thisIterationReverse) ||
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(result.mPhase == ComputedTiming::AnimationPhase::Before &&
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!thisIterationReverse)) {
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result.mBeforeFlag = ComputedTimingFunction::BeforeFlag::Set;
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}
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// Apply the easing.
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if (aTiming.mFunction) {
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progress = aTiming.mFunction->GetValue(progress, result.mBeforeFlag);
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}
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MOZ_ASSERT(IsFinite(progress), "Progress value should be finite");
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result.mProgress.SetValue(progress);
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return result;
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}
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ComputedTiming
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AnimationEffectReadOnly::GetComputedTiming(const TimingParams* aTiming) const
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{
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double playbackRate = mAnimation ? mAnimation->PlaybackRate() : 1;
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return GetComputedTimingAt(GetLocalTime(),
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aTiming ? *aTiming : SpecifiedTiming(),
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playbackRate);
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}
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// Helper functions for generating a ComputedTimingProperties dictionary
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static void
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GetComputedTimingDictionary(const ComputedTiming& aComputedTiming,
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const Nullable<TimeDuration>& aLocalTime,
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const TimingParams& aTiming,
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ComputedTimingProperties& aRetVal)
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{
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// AnimationEffectTimingProperties
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aRetVal.mDelay = aTiming.mDelay.ToMilliseconds();
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aRetVal.mEndDelay = aTiming.mEndDelay.ToMilliseconds();
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aRetVal.mFill = aComputedTiming.mFill;
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aRetVal.mIterations = aComputedTiming.mIterations;
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aRetVal.mIterationStart = aComputedTiming.mIterationStart;
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aRetVal.mDuration.SetAsUnrestrictedDouble() =
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aComputedTiming.mDuration.ToMilliseconds();
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aRetVal.mDirection = aTiming.mDirection;
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// ComputedTimingProperties
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aRetVal.mActiveDuration = aComputedTiming.mActiveDuration.ToMilliseconds();
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aRetVal.mEndTime = aComputedTiming.mEndTime.ToMilliseconds();
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aRetVal.mLocalTime = AnimationUtils::TimeDurationToDouble(aLocalTime);
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aRetVal.mProgress = aComputedTiming.mProgress;
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if (!aRetVal.mProgress.IsNull()) {
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// Convert the returned currentIteration into Infinity if we set
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// (uint64_t) aComputedTiming.mCurrentIteration to UINT64_MAX
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double iteration = aComputedTiming.mCurrentIteration == UINT64_MAX
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? PositiveInfinity<double>()
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: static_cast<double>(aComputedTiming.mCurrentIteration);
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aRetVal.mCurrentIteration.SetValue(iteration);
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}
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}
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void
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AnimationEffectReadOnly::GetComputedTimingAsDict(
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ComputedTimingProperties& aRetVal) const
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{
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double playbackRate = mAnimation ? mAnimation->PlaybackRate() : 1;
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const Nullable<TimeDuration> currentTime = GetLocalTime();
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GetComputedTimingDictionary(GetComputedTimingAt(currentTime,
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SpecifiedTiming(),
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playbackRate),
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currentTime,
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SpecifiedTiming(),
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aRetVal);
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}
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AnimationEffectReadOnly::~AnimationEffectReadOnly()
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{
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// mTiming is cycle collected, so we have to do null check first even though
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// mTiming shouldn't be null during the lifetime of KeyframeEffect.
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if (mTiming) {
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mTiming->Unlink();
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}
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}
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Nullable<TimeDuration>
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AnimationEffectReadOnly::GetLocalTime() const
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{
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// Since the *animation* start time is currently always zero, the local
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// time is equal to the parent time.
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Nullable<TimeDuration> result;
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if (mAnimation) {
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result = mAnimation->GetCurrentTime();
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}
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return result;
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}
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} // namespace dom
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} // namespace mozilla
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