зеркало из https://github.com/mozilla/gecko-dev.git
281 строка
6.8 KiB
C++
281 строка
6.8 KiB
C++
/* vim: set shiftwidth=2 tabstop=8 autoindent cindent expandtab: */
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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
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "AnimationPlayer.h"
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#include "AnimationUtils.h"
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#include "mozilla/dom/AnimationPlayerBinding.h"
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#include "nsLayoutUtils.h" // For PostRestyleEvent (remove after bug 1073336)
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namespace mozilla {
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namespace dom {
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NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(AnimationPlayer, mTimeline, mSource)
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NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(AnimationPlayer, AddRef)
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NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(AnimationPlayer, Release)
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JSObject*
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AnimationPlayer::WrapObject(JSContext* aCx)
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{
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return dom::AnimationPlayerBinding::Wrap(aCx, this);
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}
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Nullable<double>
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AnimationPlayer::GetStartTime() const
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{
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return AnimationUtils::TimeDurationToDouble(mStartTime);
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}
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Nullable<TimeDuration>
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AnimationPlayer::GetCurrentTime() const
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{
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Nullable<TimeDuration> result;
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if (!mHoldTime.IsNull()) {
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result = mHoldTime;
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} else {
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Nullable<TimeDuration> timelineTime = mTimeline->GetCurrentTime();
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if (!timelineTime.IsNull() && !mStartTime.IsNull()) {
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result.SetValue(timelineTime.Value() - mStartTime.Value());
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}
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}
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return result;
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}
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AnimationPlayState
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AnimationPlayer::PlayState() const
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{
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Nullable<TimeDuration> currentTime = GetCurrentTime();
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if (currentTime.IsNull()) {
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return AnimationPlayState::Idle;
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}
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if (mIsPaused) {
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return AnimationPlayState::Paused;
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}
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if (currentTime.Value() >= SourceContentEnd()) {
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return AnimationPlayState::Finished;
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}
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return AnimationPlayState::Running;
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}
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void
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AnimationPlayer::Play(UpdateFlags aFlags)
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{
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// FIXME: When we implement finishing behavior (bug 1074630) we should
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// not return early if mIsPaused is false since we may still need to seek.
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// (However, we will need to pass a flag so that when we start playing due to
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// a change in animation-play-state we *don't* trigger finishing behavior.)
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if (!mIsPaused) {
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return;
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}
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mIsPaused = false;
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Nullable<TimeDuration> timelineTime = mTimeline->GetCurrentTime();
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if (timelineTime.IsNull()) {
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// FIXME: We should just sit in the pending state in this case.
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// We will introduce the pending state in Bug 927349.
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return;
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}
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// Update start time to an appropriate offset from the current timeline time
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MOZ_ASSERT(!mHoldTime.IsNull(), "Hold time should not be null when paused");
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mStartTime.SetValue(timelineTime.Value() - mHoldTime.Value());
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mHoldTime.SetNull();
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if (aFlags == eUpdateStyle) {
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MaybePostRestyle();
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}
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}
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void
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AnimationPlayer::Pause(UpdateFlags aFlags)
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{
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if (mIsPaused) {
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return;
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}
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mIsPaused = true;
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mIsRunningOnCompositor = false;
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// Bug 927349 - check for null result here and go to pending state
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mHoldTime = GetCurrentTime();
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mStartTime.SetNull();
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if (aFlags == eUpdateStyle) {
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MaybePostRestyle();
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}
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}
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Nullable<double>
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AnimationPlayer::GetCurrentTimeAsDouble() const
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{
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return AnimationUtils::TimeDurationToDouble(GetCurrentTime());
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}
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AnimationPlayState
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AnimationPlayer::PlayStateFromJS() const
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{
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// FIXME: Once we introduce CSSTransitionPlayer, this should move to an
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// override of PlayStateFromJS in CSSAnimationPlayer and CSSTransitionPlayer
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// and we should skip it in the general case.
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FlushStyle();
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return PlayState();
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}
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void
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AnimationPlayer::PlayFromJS()
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{
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// Flush style to ensure that any properties controlling animation state
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// (e.g. animation-play-state) are fully updated before we proceed.
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//
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// Note that this might trigger PlayFromStyle()/PauseFromStyle() on this
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// object.
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//
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// FIXME: Once we introduce CSSTransitionPlayer, this should move to an
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// override of PlayFromJS in CSSAnimationPlayer and CSSTransitionPlayer and
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// we should skip it in the general case.
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FlushStyle();
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Play(eUpdateStyle);
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}
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void
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AnimationPlayer::PauseFromJS()
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{
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Pause(eUpdateStyle);
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}
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void
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AnimationPlayer::SetSource(Animation* aSource)
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{
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if (mSource) {
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mSource->SetParentTime(Nullable<TimeDuration>());
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}
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mSource = aSource;
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if (mSource) {
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mSource->SetParentTime(GetCurrentTime());
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}
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}
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void
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AnimationPlayer::Tick()
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{
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if (mSource) {
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mSource->SetParentTime(GetCurrentTime());
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}
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}
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bool
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AnimationPlayer::IsRunning() const
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{
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if (IsPaused() || !GetSource() || GetSource()->IsFinishedTransition()) {
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return false;
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}
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ComputedTiming computedTiming = GetSource()->GetComputedTiming();
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return computedTiming.mPhase == ComputedTiming::AnimationPhase_Active;
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}
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bool
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AnimationPlayer::CanThrottle() const
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{
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if (!mSource ||
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mSource->IsFinishedTransition() ||
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mSource->Properties().IsEmpty()) {
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return true;
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}
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if (!mIsRunningOnCompositor) {
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return false;
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}
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if (PlayState() != AnimationPlayState::Finished) {
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// Unfinished animations can be throttled.
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return true;
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}
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// The animation has finished but, if this is the first sample since
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// finishing, we need an unthrottled sample so we can apply the correct
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// end-of-animation behavior on the main thread (either removing the
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// animation style or applying the fill mode).
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return mIsPreviousStateFinished;
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}
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void
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AnimationPlayer::ComposeStyle(nsRefPtr<css::AnimValuesStyleRule>& aStyleRule,
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nsCSSPropertySet& aSetProperties,
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bool& aNeedsRefreshes)
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{
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if (!mSource || mSource->IsFinishedTransition()) {
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return;
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}
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AnimationPlayState playState = PlayState();
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if (playState == AnimationPlayState::Running) {
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aNeedsRefreshes = true;
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}
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mSource->ComposeStyle(aStyleRule, aSetProperties);
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mIsPreviousStateFinished = (playState == AnimationPlayState::Finished);
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}
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void
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AnimationPlayer::FlushStyle() const
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{
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if (!mSource) {
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return;
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}
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Element* targetElement;
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nsCSSPseudoElements::Type pseudoType;
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mSource->GetTarget(targetElement, pseudoType);
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if (!targetElement) {
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return;
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}
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nsIDocument* doc = targetElement->GetComposedDoc();
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if (doc) {
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doc->FlushPendingNotifications(Flush_Style);
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}
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}
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void
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AnimationPlayer::MaybePostRestyle() const
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{
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if (!mSource) {
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return;
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}
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Element* targetElement;
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nsCSSPseudoElements::Type pseudoType;
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mSource->GetTarget(targetElement, pseudoType);
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if (!targetElement) {
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return;
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}
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// FIXME: This is a bit heavy-handed but in bug 1073336 we hope to
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// introduce a better means for players to update style.
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nsLayoutUtils::PostRestyleEvent(targetElement,
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eRestyle_Self,
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nsChangeHint_AllReflowHints);
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}
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StickyTimeDuration
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AnimationPlayer::SourceContentEnd() const
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{
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if (!mSource) {
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return StickyTimeDuration(0);
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}
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return mSource->Timing().mDelay
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+ mSource->GetComputedTiming().mActiveDuration;
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}
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} // namespace dom
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} // namespace mozilla
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