зеркало из https://github.com/mozilla/gecko-dev.git
207 строки
6.6 KiB
JavaScript
207 строки
6.6 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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FrontClassWithSpec,
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registerFront,
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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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class AnimationPlayerFront extends FrontClassWithSpec(animationPlayerSpec) {
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constructor(conn, form) {
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super(conn, form);
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this.state = {};
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this.before("changed", this.onChanged.bind(this));
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}
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form(form) {
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this._form = form;
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this.state = this.initialState;
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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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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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createdTime: this._form.createdTime,
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currentTimeAtCreated: this._form.currentTimeAtCreated,
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absoluteValues: this.calculateAbsoluteValues(this._form),
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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(partialState) {
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const {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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async refreshState() {
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const data = await 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() {
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this.currentStateHasChanged = false;
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return super.getCurrentState().then(partialData => {
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const {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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reconstructState(data) {
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let hasChanged = false;
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for (const 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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data.absoluteValues = this.calculateAbsoluteValues(data);
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return {state: data, hasChanged};
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}
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calculateAbsoluteValues(data) {
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const {
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createdTime,
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currentTime,
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currentTimeAtCreated,
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delay,
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duration,
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endDelay = 0,
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fill,
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iterationCount,
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playbackRate,
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} = data;
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const toRate = v => v / Math.abs(playbackRate);
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const isPositivePlaybackRate = playbackRate > 0;
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let absoluteDelay = 0;
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let absoluteEndDelay = 0;
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let isDelayFilled = false;
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let isEndDelayFilled = false;
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if (isPositivePlaybackRate) {
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absoluteDelay = toRate(delay);
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absoluteEndDelay = toRate(endDelay);
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isDelayFilled = fill === "both" || fill === "backwards";
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isEndDelayFilled = fill === "both" || fill === "forwards";
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} else {
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absoluteDelay = toRate(endDelay);
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absoluteEndDelay = toRate(delay);
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isDelayFilled = fill === "both" || fill === "forwards";
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isEndDelayFilled = fill === "both" || fill === "backwards";
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}
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let endTime = 0;
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if (duration === Infinity) {
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// Set endTime so as to enable the scrubber with keeping the consinstency of UI
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// even the duration was Infinity. In case of delay is longer than zero, handle
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// the graph duration as double of the delay amount. In case of no delay, handle
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// the duration as 1ms which is short enough so as to make the scrubber movable
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// and the limited duration is prioritized.
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endTime = (absoluteDelay > 0 ? absoluteDelay * 2 : 1);
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} else {
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endTime = absoluteDelay +
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toRate(duration * (iterationCount || 1)) +
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absoluteEndDelay;
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}
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const absoluteCreatedTime =
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isPositivePlaybackRate ? createdTime : createdTime - endTime;
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const absoluteCurrentTimeAtCreated =
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isPositivePlaybackRate ? currentTimeAtCreated : endTime - currentTimeAtCreated;
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const animationCurrentTime =
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isPositivePlaybackRate ? currentTime : endTime - currentTime;
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const absoluteCurrentTime = absoluteCreatedTime + toRate(animationCurrentTime);
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const absoluteStartTime = absoluteCreatedTime + Math.min(absoluteDelay, 0);
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const absoluteStartTimeAtCreated = absoluteCreatedTime + absoluteCurrentTimeAtCreated;
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// To show whole graph with endDelay, we add negative endDelay amount to endTime.
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const endTimeWithNegativeEndDelay = endTime - Math.min(absoluteEndDelay, 0);
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const absoluteEndTime = absoluteCreatedTime + endTimeWithNegativeEndDelay;
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return {
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createdTime: absoluteCreatedTime,
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currentTime: absoluteCurrentTime,
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currentTimeAtCreated: absoluteCurrentTimeAtCreated,
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delay: absoluteDelay,
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endDelay: absoluteEndDelay,
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endTime: absoluteEndTime,
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isDelayFilled,
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isEndDelayFilled,
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startTime: absoluteStartTime,
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startTimeAtCreated: absoluteStartTimeAtCreated,
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};
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}
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}
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exports.AnimationPlayerFront = AnimationPlayerFront;
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registerFront(AnimationPlayerFront);
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class AnimationsFront extends FrontClassWithSpec(animationsSpec) {
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constructor(client) {
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super(client);
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// Attribute name from which to retrieve the actorID out of the target actor's form
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this.formAttributeName = "animationsActor";
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}
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}
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exports.AnimationsFront = AnimationsFront;
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registerFront(AnimationsFront);
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