gecko-dev/dom/animation/EffectSet.h

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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* 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_EffectSet_h
#define mozilla_EffectSet_h
#include "mozilla/DebugOnly.h"
#include "mozilla/EffectCompositor.h"
#include "mozilla/EnumeratedArray.h"
#include "mozilla/TimeStamp.h"
#include "mozilla/dom/KeyframeEffect.h"
#include "nsHashKeys.h" // For nsPtrHashKey
#include "nsTHashtable.h" // For nsTHashtable
class nsPresContext;
enum class DisplayItemType : uint8_t;
namespace mozilla {
namespace dom {
class Element;
} // namespace dom
enum class PseudoStyleType : uint8_t;
// A wrapper around a hashset of AnimationEffect objects to handle
// storing the set as a property of an element.
class EffectSet {
public:
EffectSet()
: mCascadeNeedsUpdate(false),
mAnimationGeneration(0)
#ifdef DEBUG
,
mActiveIterators(0),
mCalledPropertyDtor(false)
#endif
,
mMayHaveOpacityAnim(false),
mMayHaveTransformAnim(false) {
MOZ_COUNT_CTOR(EffectSet);
}
~EffectSet() {
MOZ_ASSERT(mCalledPropertyDtor,
"must call destructor through element property dtor");
MOZ_ASSERT(mActiveIterators == 0,
"Effect set should not be destroyed while it is being "
"enumerated");
MOZ_COUNT_DTOR(EffectSet);
}
static void PropertyDtor(void* aObject, nsAtom* aPropertyName,
void* aPropertyValue, void* aData);
// Methods for supporting cycle-collection
void Traverse(nsCycleCollectionTraversalCallback& aCallback);
static EffectSet* GetEffectSet(const dom::Element* aElement,
PseudoStyleType aPseudoType);
static EffectSet* GetOrCreateEffectSet(dom::Element* aElement,
PseudoStyleType aPseudoType);
static EffectSet* GetEffectSetForFrame(const nsIFrame* aFrame,
const nsCSSPropertyIDSet& aProperties);
static EffectSet* GetEffectSetForFrame(const nsIFrame* aFrame,
DisplayItemType aDisplayItemType);
// Gets the EffectSet associated with the specified frame's content.
//
// Typically the specified frame should be a "style frame".
//
// That is because display:table content:
//
// - makes a distinction between the primary frame and style frame,
// - associates the EffectSet with the style frame's content,
// - applies transform animations to the primary frame.
//
// In such a situation, passing in the primary frame here will return nullptr
// despite the fact that it has a transform animation applied to it.
//
// GetEffectSetForFrame, above, handles this by automatically looking up the
// EffectSet on the corresponding style frame when querying transform
// properties. Unless you are sure you know what you are doing, you should
// try using GetEffectSetForFrame first.
//
// If you decide to use this, consider documenting why you are sure it is ok
// to use this.
static EffectSet* GetEffectSetForStyleFrame(const nsIFrame* aStyleFrame);
static void DestroyEffectSet(dom::Element* aElement,
PseudoStyleType aPseudoType);
void AddEffect(dom::KeyframeEffect& aEffect);
void RemoveEffect(dom::KeyframeEffect& aEffect);
void SetMayHaveOpacityAnimation() { mMayHaveOpacityAnim = true; }
bool MayHaveOpacityAnimation() const { return mMayHaveOpacityAnim; }
void SetMayHaveTransformAnimation() { mMayHaveTransformAnim = true; }
bool MayHaveTransformAnimation() const { return mMayHaveTransformAnim; }
private:
typedef nsTHashtable<nsRefPtrHashKey<dom::KeyframeEffect>> OwningEffectSet;
public:
// A simple iterator to support iterating over the effects in this object in
// range-based for loops.
//
// This allows us to avoid exposing mEffects directly and saves the
// caller from having to dereference hashtable iterators using
// the rather complicated: iter.Get()->GetKey().
class Iterator {
public:
explicit Iterator(EffectSet& aEffectSet)
: mEffectSet(aEffectSet),
mHashIterator(aEffectSet.mEffects.Iter()),
mIsEndIterator(false) {
#ifdef DEBUG
mEffectSet.mActiveIterators++;
#endif
}
Iterator(Iterator&& aOther)
: mEffectSet(aOther.mEffectSet),
mHashIterator(std::move(aOther.mHashIterator)),
mIsEndIterator(aOther.mIsEndIterator) {
#ifdef DEBUG
mEffectSet.mActiveIterators++;
#endif
}
static Iterator EndIterator(EffectSet& aEffectSet) {
Iterator result(aEffectSet);
result.mIsEndIterator = true;
return result;
}
~Iterator() {
#ifdef DEBUG
MOZ_ASSERT(mEffectSet.mActiveIterators > 0);
mEffectSet.mActiveIterators--;
#endif
}
bool operator!=(const Iterator& aOther) const {
if (Done() || aOther.Done()) {
return Done() != aOther.Done();
}
return mHashIterator.Get() != aOther.mHashIterator.Get();
}
Iterator& operator++() {
MOZ_ASSERT(!Done());
mHashIterator.Next();
return *this;
}
dom::KeyframeEffect* operator*() {
MOZ_ASSERT(!Done());
return mHashIterator.Get()->GetKey();
}
private:
Iterator() = delete;
Iterator(const Iterator&) = delete;
Iterator& operator=(const Iterator&) = delete;
Iterator& operator=(const Iterator&&) = delete;
bool Done() const { return mIsEndIterator || mHashIterator.Done(); }
EffectSet& mEffectSet;
OwningEffectSet::Iterator mHashIterator;
bool mIsEndIterator;
};
friend class Iterator;
Iterator begin() { return Iterator(*this); }
Iterator end() { return Iterator::EndIterator(*this); }
#ifdef DEBUG
bool IsBeingEnumerated() const { return mActiveIterators != 0; }
#endif
bool IsEmpty() const { return mEffects.IsEmpty(); }
size_t Count() const { return mEffects.Count(); }
const TimeStamp& LastOverflowAnimationSyncTime() const {
return mLastOverflowAnimationSyncTime;
}
void UpdateLastOverflowAnimationSyncTime(const TimeStamp& aRefreshTime) {
mLastOverflowAnimationSyncTime = aRefreshTime;
}
bool CascadeNeedsUpdate() const { return mCascadeNeedsUpdate; }
void MarkCascadeNeedsUpdate() { mCascadeNeedsUpdate = true; }
void MarkCascadeUpdated() { mCascadeNeedsUpdate = false; }
void UpdateAnimationGeneration(nsPresContext* aPresContext);
uint64_t GetAnimationGeneration() const { return mAnimationGeneration; }
static nsAtom** GetEffectSetPropertyAtoms();
const nsCSSPropertyIDSet& PropertiesWithImportantRules() const {
return mPropertiesWithImportantRules;
}
nsCSSPropertyIDSet& PropertiesWithImportantRules() {
return mPropertiesWithImportantRules;
}
nsCSSPropertyIDSet& PropertiesForAnimationsLevel() {
return mPropertiesForAnimationsLevel;
}
nsCSSPropertyIDSet PropertiesForAnimationsLevel() const {
return mPropertiesForAnimationsLevel;
}
private:
static nsAtom* GetEffectSetPropertyAtom(PseudoStyleType aPseudoType);
OwningEffectSet mEffects;
// Refresh driver timestamp from the moment when the animations which produce
// overflow change hints in this effect set were last updated.
// This is used for animations whose main-thread restyling is throttled either
// because they are running on the compositor or because they are not visible.
// We still need to update them on the main thread periodically, however (e.g.
// so scrollbars can be updated), so this tracks the last time we did that.
TimeStamp mLastOverflowAnimationSyncTime;
// Dirty flag to represent when the mPropertiesWithImportantRules and
// mPropertiesForAnimationsLevel on effects in this set might need to be
// updated.
//
// Set to true any time the set of effects is changed or when
// one the effects goes in or out of the "in effect" state.
bool mCascadeNeedsUpdate;
// RestyleManager keeps track of the number of animation restyles.
// 'mini-flushes' (see nsTransitionManager::UpdateAllThrottledStyles()).
// mAnimationGeneration is the sequence number of the last flush where a
// transition/animation changed. We keep a similar count on the
// corresponding layer so we can check that the layer is up to date with
// the animation manager.
uint64_t mAnimationGeneration;
// Specifies the compositor-animatable properties that are overridden by
// !important rules.
nsCSSPropertyIDSet mPropertiesWithImportantRules;
// Specifies the properties for which the result will be added to the
// animations level of the cascade and hence should be skipped when we are
// composing the animation style for the transitions level of the cascede.
nsCSSPropertyIDSet mPropertiesForAnimationsLevel;
#ifdef DEBUG
// Track how many iterators are referencing this effect set when we are
// destroyed, we can assert that nothing is still pointing to us.
uint64_t mActiveIterators;
bool mCalledPropertyDtor;
#endif
bool mMayHaveOpacityAnim;
bool mMayHaveTransformAnim;
};
} // namespace mozilla
#endif // mozilla_EffectSet_h