зеркало из https://github.com/mozilla/gecko-dev.git
142 строки
4.0 KiB
JavaScript
142 строки
4.0 KiB
JavaScript
/* 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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"use strict";
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const {
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Front,
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FrontClassWithSpec,
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custom,
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preEvent
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} = require("devtools/shared/protocol");
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const {
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animationPlayerSpec,
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animationsSpec
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} = require("devtools/shared/specs/animation");
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const { Task } = require("devtools/shared/task");
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const AnimationPlayerFront = FrontClassWithSpec(animationPlayerSpec, {
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initialize: function (conn, form, detail, ctx) {
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Front.prototype.initialize.call(this, conn, form, detail, ctx);
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this.state = {};
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},
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form: function (form, detail) {
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if (detail === "actorid") {
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this.actorID = form;
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return;
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}
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this._form = form;
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this.state = this.initialState;
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},
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destroy: function () {
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Front.prototype.destroy.call(this);
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},
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/**
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* If the AnimationsActor was given a reference to the WalkerActor previously
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* then calling this getter will return the animation target NodeFront.
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*/
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get animationTargetNodeFront() {
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if (!this._form.animationTargetNodeActorID) {
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return null;
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}
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return this.conn.getActor(this._form.animationTargetNodeActorID);
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},
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/**
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* Getter for the initial state of the player. Up to date states can be
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* retrieved by calling the getCurrentState method.
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*/
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get initialState() {
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return {
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type: this._form.type,
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startTime: this._form.startTime,
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previousStartTime: this._form.previousStartTime,
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currentTime: this._form.currentTime,
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playState: this._form.playState,
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playbackRate: this._form.playbackRate,
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name: this._form.name,
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duration: this._form.duration,
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delay: this._form.delay,
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endDelay: this._form.endDelay,
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iterationCount: this._form.iterationCount,
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iterationStart: this._form.iterationStart,
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easing: this._form.easing,
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fill: this._form.fill,
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direction: this._form.direction,
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animationTimingFunction: this._form.animationTimingFunction,
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isRunningOnCompositor: this._form.isRunningOnCompositor,
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propertyState: this._form.propertyState,
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documentCurrentTime: this._form.documentCurrentTime
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};
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},
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/**
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* Executed when the AnimationPlayerActor emits a "changed" event. Used to
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* update the local knowledge of the state.
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*/
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onChanged: preEvent("changed", function (partialState) {
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let {state} = this.reconstructState(partialState);
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this.state = state;
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}),
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/**
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* Refresh the current state of this animation on the client from information
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* found on the server. Doesn't return anything, just stores the new state.
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*/
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refreshState: Task.async(function* () {
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let data = yield this.getCurrentState();
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if (this.currentStateHasChanged) {
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this.state = data;
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}
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}),
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/**
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* getCurrentState interceptor re-constructs incomplete states since the actor
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* only sends the values that have changed.
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*/
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getCurrentState: custom(function () {
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this.currentStateHasChanged = false;
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return this._getCurrentState().then(partialData => {
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let {state, hasChanged} = this.reconstructState(partialData);
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this.currentStateHasChanged = hasChanged;
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return state;
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});
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}, {
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impl: "_getCurrentState"
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}),
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reconstructState: function (data) {
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let hasChanged = false;
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for (let key in this.state) {
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if (typeof data[key] === "undefined") {
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data[key] = this.state[key];
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} else if (data[key] !== this.state[key]) {
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hasChanged = true;
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}
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}
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return {state: data, hasChanged};
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}
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});
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exports.AnimationPlayerFront = AnimationPlayerFront;
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const AnimationsFront = FrontClassWithSpec(animationsSpec, {
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initialize: function (client, {animationsActor}) {
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Front.prototype.initialize.call(this, client, {actor: animationsActor});
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this.manage(this);
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},
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destroy: function () {
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Front.prototype.destroy.call(this);
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}
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});
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exports.AnimationsFront = AnimationsFront;
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