зеркало из https://github.com/mozilla/gecko-dev.git
298 строки
12 KiB
C++
298 строки
12 KiB
C++
/* vim: set shiftwidth=2 tabstop=8 autoindent cindent expandtab: */
|
|
/* 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/. */
|
|
|
|
#ifndef mozilla_dom_AnimationPlayer_h
|
|
#define mozilla_dom_AnimationPlayer_h
|
|
|
|
#include "nsWrapperCache.h"
|
|
#include "nsCycleCollectionParticipant.h"
|
|
#include "mozilla/Attributes.h"
|
|
#include "mozilla/TimeStamp.h" // for TimeStamp, TimeDuration
|
|
#include "mozilla/dom/Animation.h" // for Animation
|
|
#include "mozilla/dom/AnimationPlayerBinding.h" // for AnimationPlayState
|
|
#include "mozilla/dom/AnimationTimeline.h" // for AnimationTimeline
|
|
#include "mozilla/dom/Promise.h" // for Promise
|
|
#include "nsCSSProperty.h" // for nsCSSProperty
|
|
|
|
// X11 has a #define for CurrentTime.
|
|
#ifdef CurrentTime
|
|
#undef CurrentTime
|
|
#endif
|
|
|
|
// GetCurrentTime is defined in winbase.h as zero argument macro forwarding to
|
|
// GetTickCount().
|
|
#ifdef GetCurrentTime
|
|
#undef GetCurrentTime
|
|
#endif
|
|
|
|
struct JSContext;
|
|
class nsCSSPropertySet;
|
|
class nsIDocument;
|
|
class nsPresContext;
|
|
|
|
namespace mozilla {
|
|
struct AnimationPlayerCollection;
|
|
namespace css {
|
|
class AnimValuesStyleRule;
|
|
class CommonAnimationManager;
|
|
} // namespace css
|
|
|
|
class CSSAnimationPlayer;
|
|
class CSSTransitionPlayer;
|
|
|
|
namespace dom {
|
|
|
|
class AnimationPlayer : public nsISupports,
|
|
public nsWrapperCache
|
|
{
|
|
protected:
|
|
virtual ~AnimationPlayer() {}
|
|
|
|
public:
|
|
explicit AnimationPlayer(AnimationTimeline* aTimeline)
|
|
: mTimeline(aTimeline)
|
|
, mPlaybackRate(1.0)
|
|
, mPendingState(PendingState::NotPending)
|
|
, mIsRunningOnCompositor(false)
|
|
, mIsPreviousStateFinished(false)
|
|
, mIsRelevant(false)
|
|
{
|
|
}
|
|
|
|
NS_DECL_CYCLE_COLLECTING_ISUPPORTS
|
|
NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_CLASS(AnimationPlayer)
|
|
|
|
AnimationTimeline* GetParentObject() const { return mTimeline; }
|
|
virtual JSObject* WrapObject(JSContext* aCx, JS::Handle<JSObject*> aGivenProto) override;
|
|
|
|
virtual CSSAnimationPlayer* AsCSSAnimationPlayer() { return nullptr; }
|
|
virtual CSSTransitionPlayer* AsCSSTransitionPlayer() { return nullptr; }
|
|
|
|
// AnimationPlayer methods
|
|
Animation* GetSource() const { return mSource; }
|
|
AnimationTimeline* Timeline() const { return mTimeline; }
|
|
Nullable<TimeDuration> GetStartTime() const { return mStartTime; }
|
|
void SetStartTime(const Nullable<TimeDuration>& aNewStartTime);
|
|
Nullable<TimeDuration> GetCurrentTime() const;
|
|
void SilentlySetCurrentTime(const TimeDuration& aNewCurrentTime);
|
|
void SetCurrentTime(const TimeDuration& aNewCurrentTime);
|
|
double PlaybackRate() const { return mPlaybackRate; }
|
|
void SetPlaybackRate(double aPlaybackRate);
|
|
void SilentlySetPlaybackRate(double aPlaybackRate);
|
|
AnimationPlayState PlayState() const;
|
|
virtual Promise* GetReady(ErrorResult& aRv);
|
|
virtual void Play();
|
|
virtual void Pause();
|
|
bool IsRunningOnCompositor() const { return mIsRunningOnCompositor; }
|
|
|
|
// Wrapper functions for AnimationPlayer DOM methods when called
|
|
// from script. We often use the same methods internally and from
|
|
// script but when called from script we (or one of our subclasses) perform
|
|
// extra steps such as flushing style or converting the return type.
|
|
Nullable<double> GetStartTimeAsDouble() const;
|
|
void SetStartTimeAsDouble(const Nullable<double>& aStartTime);
|
|
Nullable<double> GetCurrentTimeAsDouble() const;
|
|
void SetCurrentTimeAsDouble(const Nullable<double>& aCurrentTime,
|
|
ErrorResult& aRv);
|
|
virtual AnimationPlayState PlayStateFromJS() const { return PlayState(); }
|
|
virtual void PlayFromJS() { Play(); }
|
|
// PauseFromJS is currently only here for symmetry with PlayFromJS but
|
|
// in future we will likely have to flush style in
|
|
// CSSAnimationPlayer::PauseFromJS so we leave it for now.
|
|
void PauseFromJS() { Pause(); }
|
|
|
|
void SetSource(Animation* aSource);
|
|
void Tick();
|
|
|
|
/**
|
|
* Set the time to use for starting or pausing a pending player.
|
|
*
|
|
* Typically, when a player is played, it does not start immediately but is
|
|
* added to a table of pending players on the document of its source content.
|
|
* In the meantime it sets its hold time to the time from which playback
|
|
* should begin.
|
|
*
|
|
* When the document finishes painting, any pending players in its table
|
|
* are marked as being ready to start by calling StartOnNextTick.
|
|
* The moment when the paint completed is also recorded, converted to a
|
|
* timeline time, and passed to StartOnTick. This is so that when these
|
|
* players do start, they can be timed from the point when painting
|
|
* completed.
|
|
*
|
|
* After calling TriggerOnNextTick, players remain in the pending state until
|
|
* the next refresh driver tick. At that time they transition out of the
|
|
* pending state using the time passed to TriggerOnNextTick as the effective
|
|
* time at which they resumed.
|
|
*
|
|
* This approach means that any setup time required for performing the
|
|
* initial paint of an animation such as layerization is not deducted from
|
|
* the running time of the animation. Without this we can easily drop the
|
|
* first few frames of an animation, or, on slower devices, the whole
|
|
* animation.
|
|
*
|
|
* Furthermore:
|
|
*
|
|
* - Starting the player immediately when painting finishes is problematic
|
|
* because the start time of the player will be ahead of its timeline
|
|
* (since the timeline time is based on the refresh driver time).
|
|
* That's a problem because the player is playing but its timing suggests
|
|
* it starts in the future. We could update the timeline to match the start
|
|
* time of the player but then we'd also have to update the timing and style
|
|
* of all animations connected to that timeline or else be stuck in an
|
|
* inconsistent state until the next refresh driver tick.
|
|
*
|
|
* - If we simply use the refresh driver time on its next tick, the lag
|
|
* between triggering an animation and its effective start is unacceptably
|
|
* long.
|
|
*
|
|
* For pausing, we apply the same asynchronous approach. This is so that we
|
|
* synchronize with animations that are running on the compositor. Otherwise
|
|
* if the main thread lags behind the compositor there will be a noticeable
|
|
* jump backwards when the main thread takes over. Even though main thread
|
|
* animations could be paused immediately, we do it asynchronously for
|
|
* consistency and so that animations paused together end up in step.
|
|
*
|
|
* Note that the caller of this method is responsible for removing the player
|
|
* from any PendingPlayerTracker it may have been added to.
|
|
*/
|
|
void TriggerOnNextTick(const Nullable<TimeDuration>& aReadyTime);
|
|
|
|
// Testing only: Start or pause a pending player using the current timeline
|
|
// time. This is used to support existing tests that expect animations to
|
|
// begin immediately. Ideally we would rewrite the those tests and get rid of
|
|
// this method, but there are a lot of them.
|
|
//
|
|
// As with TriggerOnNextTick, the caller of this method is responsible for
|
|
// removing the player from any PendingPlayerTracker it may have been added
|
|
// to.
|
|
void TriggerNow();
|
|
|
|
/**
|
|
* When StartOnNextTick is called, we store the ready time but we don't apply
|
|
* it until the next tick. In the meantime, GetStartTime() will return null.
|
|
*
|
|
* However, if we build layer animations again before the next tick, we
|
|
* should initialize them with the start time that GetStartTime() will return
|
|
* on the next tick.
|
|
*
|
|
* If we were to simply set the start time of layer animations to null, their
|
|
* start time would be updated to the current wallclock time when rendering
|
|
* finishes, thus making them out of sync with the start time stored here.
|
|
* This, in turn, will make the animation jump backwards when we build
|
|
* animations on the next tick and apply the start time stored here.
|
|
*
|
|
* This method returns the start time, if resolved. Otherwise, if we have
|
|
* a pending ready time, it returns the corresponding start time. If neither
|
|
* of those are available, it returns null.
|
|
*/
|
|
Nullable<TimeDuration> GetCurrentOrPendingStartTime() const;
|
|
|
|
void Cancel();
|
|
|
|
const nsString& Name() const
|
|
{
|
|
return mSource ? mSource->Name() : EmptyString();
|
|
}
|
|
|
|
bool IsPausedOrPausing() const
|
|
{
|
|
return PlayState() == AnimationPlayState::Paused ||
|
|
mPendingState == PendingState::PausePending;
|
|
}
|
|
bool IsRunning() const;
|
|
|
|
bool HasCurrentSource() const
|
|
{
|
|
return GetSource() && GetSource()->IsCurrent();
|
|
}
|
|
bool HasInEffectSource() const
|
|
{
|
|
return GetSource() && GetSource()->IsInEffect();
|
|
}
|
|
|
|
bool IsRelevant() const { return mIsRelevant; }
|
|
void UpdateRelevance();
|
|
|
|
void SetIsRunningOnCompositor() { mIsRunningOnCompositor = true; }
|
|
void ClearIsRunningOnCompositor() { mIsRunningOnCompositor = false; }
|
|
|
|
// Returns true if this animation does not currently need to update
|
|
// style on the main thread (e.g. because it is empty, or is
|
|
// running on the compositor).
|
|
bool CanThrottle() const;
|
|
|
|
// Updates |aStyleRule| with the animation values of this player's source
|
|
// content, if any.
|
|
// Any properties already contained in |aSetProperties| are not changed. Any
|
|
// properties that are changed are added to |aSetProperties|.
|
|
// |aNeedsRefreshes| will be set to true if this player expects to update
|
|
// the style rule on the next refresh driver tick as well (because it
|
|
// is running and has source content to sample).
|
|
void ComposeStyle(nsRefPtr<css::AnimValuesStyleRule>& aStyleRule,
|
|
nsCSSPropertySet& aSetProperties,
|
|
bool& aNeedsRefreshes);
|
|
|
|
protected:
|
|
void DoPlay();
|
|
void DoPause();
|
|
void ResumeAt(const TimeDuration& aResumeTime);
|
|
|
|
void UpdateSourceContent();
|
|
void FlushStyle() const;
|
|
void PostUpdate();
|
|
/**
|
|
* Remove this player from the pending player tracker and reset
|
|
* mPendingState as necessary. The caller is responsible for resolving or
|
|
* aborting the mReady promise as necessary.
|
|
*/
|
|
void CancelPendingTasks();
|
|
|
|
bool IsPossiblyOrphanedPendingPlayer() const;
|
|
StickyTimeDuration SourceContentEnd() const;
|
|
|
|
nsIDocument* GetRenderedDocument() const;
|
|
nsPresContext* GetPresContext() const;
|
|
virtual css::CommonAnimationManager* GetAnimationManager() const = 0;
|
|
AnimationPlayerCollection* GetCollection() const;
|
|
|
|
nsRefPtr<AnimationTimeline> mTimeline;
|
|
nsRefPtr<Animation> mSource;
|
|
// The beginning of the delay period.
|
|
Nullable<TimeDuration> mStartTime; // Timeline timescale
|
|
Nullable<TimeDuration> mHoldTime; // Player timescale
|
|
Nullable<TimeDuration> mPendingReadyTime; // Timeline timescale
|
|
double mPlaybackRate;
|
|
|
|
// A Promise that is replaced on each call to Play() (and in future Pause())
|
|
// and fulfilled when Play() is successfully completed.
|
|
// This object is lazily created by GetReady.
|
|
nsRefPtr<Promise> mReady;
|
|
|
|
// Indicates if the player is in the pending state (and what state it is
|
|
// waiting to enter when it finished pending). We use this rather than
|
|
// checking if this player is tracked by a PendingPlayerTracker because the
|
|
// player will continue to be pending even after it has been removed from the
|
|
// PendingPlayerTracker while it is waiting for the next tick
|
|
// (see TriggerOnNextTick for details).
|
|
enum class PendingState { NotPending, PlayPending, PausePending };
|
|
PendingState mPendingState;
|
|
|
|
bool mIsRunningOnCompositor;
|
|
// Indicates whether we were in the finished state during our
|
|
// most recent unthrottled sample (our last ComposeStyle call).
|
|
// FIXME: When we implement the finished promise (bug 1074630) we can
|
|
// probably remove this and check if the promise has been settled yet
|
|
// or not instead.
|
|
bool mIsPreviousStateFinished; // Spec calls this "previous finished state"
|
|
// Indicates that the player should be exposed in an element's
|
|
// getAnimationPlayers() list.
|
|
bool mIsRelevant;
|
|
};
|
|
|
|
} // namespace dom
|
|
} // namespace mozilla
|
|
|
|
#endif // mozilla_dom_AnimationPlayer_h
|