gecko-dev/dom/animation/Animation.cpp

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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/. */
#include "Animation.h"
#include "AnimationUtils.h"
#include "mozilla/dom/AnimationBinding.h"
#include "mozilla/dom/AnimationPlaybackEvent.h"
#include "mozilla/dom/Document.h"
#include "mozilla/dom/DocumentTimeline.h"
#include "mozilla/AnimationEventDispatcher.h"
#include "mozilla/AnimationTarget.h"
#include "mozilla/AutoRestore.h"
#include "mozilla/Maybe.h" // For Maybe
#include "mozilla/TypeTraits.h" // For std::forward<>
#include "nsAnimationManager.h" // For CSSAnimation
#include "nsDOMMutationObserver.h" // For nsAutoAnimationMutationBatch
#include "nsIPresShell.h" // For nsIPresShell
#include "nsThreadUtils.h" // For nsRunnableMethod and nsRevocableEventPtr
#include "nsTransitionManager.h" // For CSSTransition
#include "PendingAnimationTracker.h" // For PendingAnimationTracker
namespace mozilla {
namespace dom {
// Static members
uint64_t Animation::sNextAnimationIndex = 0;
NS_IMPL_CYCLE_COLLECTION_INHERITED(Animation, DOMEventTargetHelper, mTimeline,
mEffect, mReady, mFinished)
NS_IMPL_ADDREF_INHERITED(Animation, DOMEventTargetHelper)
NS_IMPL_RELEASE_INHERITED(Animation, DOMEventTargetHelper)
NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION(Animation)
NS_INTERFACE_MAP_END_INHERITING(DOMEventTargetHelper)
JSObject* Animation::WrapObject(JSContext* aCx,
JS::Handle<JSObject*> aGivenProto) {
return dom::Animation_Binding::Wrap(aCx, this, aGivenProto);
}
// ---------------------------------------------------------------------------
//
// Utility methods
//
// ---------------------------------------------------------------------------
namespace {
// A wrapper around nsAutoAnimationMutationBatch that looks up the
// appropriate document from the supplied animation.
class MOZ_RAII AutoMutationBatchForAnimation {
public:
explicit AutoMutationBatchForAnimation(
const Animation& aAnimation MOZ_GUARD_OBJECT_NOTIFIER_PARAM) {
MOZ_GUARD_OBJECT_NOTIFIER_INIT;
Maybe<NonOwningAnimationTarget> target =
nsNodeUtils::GetTargetForAnimation(&aAnimation);
if (!target) {
return;
}
// For mutation observers, we use the OwnerDoc.
mAutoBatch.emplace(target->mElement->OwnerDoc());
}
private:
MOZ_DECL_USE_GUARD_OBJECT_NOTIFIER
Maybe<nsAutoAnimationMutationBatch> mAutoBatch;
};
} // namespace
// ---------------------------------------------------------------------------
//
// Animation interface:
//
// ---------------------------------------------------------------------------
/* static */ already_AddRefed<Animation> Animation::Constructor(
const GlobalObject& aGlobal, AnimationEffect* aEffect,
const Optional<AnimationTimeline*>& aTimeline, ErrorResult& aRv) {
nsCOMPtr<nsIGlobalObject> global = do_QueryInterface(aGlobal.GetAsSupports());
RefPtr<Animation> animation = new Animation(global);
AnimationTimeline* timeline;
if (aTimeline.WasPassed()) {
timeline = aTimeline.Value();
} else {
Document* document =
AnimationUtils::GetCurrentRealmDocument(aGlobal.Context());
if (!document) {
aRv.Throw(NS_ERROR_FAILURE);
return nullptr;
}
timeline = document->Timeline();
}
animation->SetTimelineNoUpdate(timeline);
animation->SetEffectNoUpdate(aEffect);
return animation.forget();
}
void Animation::SetId(const nsAString& aId) {
if (mId == aId) {
return;
}
mId = aId;
nsNodeUtils::AnimationChanged(this);
}
void Animation::SetEffect(AnimationEffect* aEffect) {
SetEffectNoUpdate(aEffect);
PostUpdate();
}
// https://drafts.csswg.org/web-animations/#setting-the-target-effect
void Animation::SetEffectNoUpdate(AnimationEffect* aEffect) {
RefPtr<Animation> kungFuDeathGrip(this);
if (mEffect == aEffect) {
return;
}
AutoMutationBatchForAnimation mb(*this);
bool wasRelevant = mIsRelevant;
if (mEffect) {
// We need to notify observers now because once we set mEffect to null
// we won't be able to find the target element to notify.
if (mIsRelevant) {
nsNodeUtils::AnimationRemoved(this);
}
// Break links with the old effect and then drop it.
RefPtr<AnimationEffect> oldEffect = mEffect;
mEffect = nullptr;
oldEffect->SetAnimation(nullptr);
// The following will not do any notification because mEffect is null.
UpdateRelevance();
}
if (aEffect) {
// Break links from the new effect to its previous animation, if any.
RefPtr<AnimationEffect> newEffect = aEffect;
Animation* prevAnim = aEffect->GetAnimation();
if (prevAnim) {
prevAnim->SetEffect(nullptr);
}
// Create links with the new effect. SetAnimation(this) will also update
// mIsRelevant of this animation, and then notify mutation observer if
// needed by calling Animation::UpdateRelevance(), so we don't need to
// call it again.
mEffect = newEffect;
mEffect->SetAnimation(this);
// Notify possible add or change.
// If the target is different, the change notification will be ignored by
// AutoMutationBatchForAnimation.
if (wasRelevant && mIsRelevant) {
nsNodeUtils::AnimationChanged(this);
}
ReschedulePendingTasks();
}
UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);
}
void Animation::SetTimeline(AnimationTimeline* aTimeline) {
SetTimelineNoUpdate(aTimeline);
PostUpdate();
}
// https://drafts.csswg.org/web-animations/#setting-the-timeline
void Animation::SetTimelineNoUpdate(AnimationTimeline* aTimeline) {
if (mTimeline == aTimeline) {
return;
}
StickyTimeDuration activeTime =
mEffect ? mEffect->GetComputedTiming().mActiveTime : StickyTimeDuration();
RefPtr<AnimationTimeline> oldTimeline = mTimeline;
if (oldTimeline) {
oldTimeline->RemoveAnimation(this);
}
mTimeline = aTimeline;
if (!mStartTime.IsNull()) {
mHoldTime.SetNull();
}
if (!aTimeline) {
MaybeQueueCancelEvent(activeTime);
}
UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);
}
// https://drafts.csswg.org/web-animations/#set-the-animation-start-time
void Animation::SetStartTime(const Nullable<TimeDuration>& aNewStartTime) {
// Return early if the start time will not change. However, if we
// are pending, then setting the start time to any value
// including the current value has the effect of aborting
// pending tasks so we should not return early in that case.
if (!Pending() && aNewStartTime == mStartTime) {
return;
}
AutoMutationBatchForAnimation mb(*this);
Nullable<TimeDuration> timelineTime;
if (mTimeline) {
// The spec says to check if the timeline is active (has a resolved time)
// before using it here, but we don't need to since it's harmless to set
// the already null time to null.
timelineTime = mTimeline->GetCurrentTimeAsDuration();
}
if (timelineTime.IsNull() && !aNewStartTime.IsNull()) {
mHoldTime.SetNull();
}
Nullable<TimeDuration> previousCurrentTime = GetCurrentTimeAsDuration();
ApplyPendingPlaybackRate();
mStartTime = aNewStartTime;
if (!aNewStartTime.IsNull()) {
if (mPlaybackRate != 0.0) {
mHoldTime.SetNull();
}
} else {
mHoldTime = previousCurrentTime;
}
CancelPendingTasks();
if (mReady) {
// We may have already resolved mReady, but in that case calling
// MaybeResolve is a no-op, so that's okay.
mReady->MaybeResolve(this);
}
UpdateTiming(SeekFlag::DidSeek, SyncNotifyFlag::Async);
if (IsRelevant()) {
nsNodeUtils::AnimationChanged(this);
}
PostUpdate();
}
// https://drafts.csswg.org/web-animations/#current-time
Nullable<TimeDuration> Animation::GetCurrentTimeForHoldTime(
const Nullable<TimeDuration>& aHoldTime) const {
Nullable<TimeDuration> result;
if (!aHoldTime.IsNull()) {
result = aHoldTime;
return result;
}
if (mTimeline && !mStartTime.IsNull()) {
Nullable<TimeDuration> timelineTime = mTimeline->GetCurrentTimeAsDuration();
if (!timelineTime.IsNull()) {
result = CurrentTimeFromTimelineTime(timelineTime.Value(),
mStartTime.Value(), mPlaybackRate);
}
}
return result;
}
// https://drafts.csswg.org/web-animations/#set-the-current-time
void Animation::SetCurrentTime(const TimeDuration& aSeekTime) {
// Return early if the current time has not changed. However, if we
// are pause-pending, then setting the current time to any value
// including the current value has the effect of aborting the
// pause so we should not return early in that case.
if (mPendingState != PendingState::PausePending &&
Nullable<TimeDuration>(aSeekTime) == GetCurrentTimeAsDuration()) {
return;
}
AutoMutationBatchForAnimation mb(*this);
SilentlySetCurrentTime(aSeekTime);
if (mPendingState == PendingState::PausePending) {
// Finish the pause operation
mHoldTime.SetValue(aSeekTime);
ApplyPendingPlaybackRate();
mStartTime.SetNull();
if (mReady) {
mReady->MaybeResolve(this);
}
CancelPendingTasks();
}
UpdateTiming(SeekFlag::DidSeek, SyncNotifyFlag::Async);
if (IsRelevant()) {
nsNodeUtils::AnimationChanged(this);
}
PostUpdate();
}
// https://drafts.csswg.org/web-animations/#set-the-playback-rate
void Animation::SetPlaybackRate(double aPlaybackRate) {
mPendingPlaybackRate.reset();
if (aPlaybackRate == mPlaybackRate) {
return;
}
AutoMutationBatchForAnimation mb(*this);
Nullable<TimeDuration> previousTime = GetCurrentTimeAsDuration();
mPlaybackRate = aPlaybackRate;
if (!previousTime.IsNull()) {
SetCurrentTime(previousTime.Value());
}
// In the case where GetCurrentTimeAsDuration() returns the same result before
// and after updating mPlaybackRate, SetCurrentTime will return early since,
// as far as it can tell, nothing has changed.
// As a result, we need to perform the following updates here:
// - update timing (since, if the sign of the playback rate has changed, our
// finished state may have changed),
// - dispatch a change notification for the changed playback rate, and
// - update the playback rate on animations on layers.
UpdateTiming(SeekFlag::DidSeek, SyncNotifyFlag::Async);
if (IsRelevant()) {
nsNodeUtils::AnimationChanged(this);
}
PostUpdate();
}
// https://drafts.csswg.org/web-animations/#seamlessly-update-the-playback-rate
void Animation::UpdatePlaybackRate(double aPlaybackRate) {
if (mPendingPlaybackRate && mPendingPlaybackRate.value() == aPlaybackRate) {
return;
}
// Calculate the play state using the existing playback rate since below we
// want to know if the animation is _currently_ finished or not, not whether
// it _will_ be finished.
AnimationPlayState playState = PlayState();
mPendingPlaybackRate = Some(aPlaybackRate);
// If we already have a pending task, there is nothing more to do since the
// playback rate will be applied then.
if (Pending()) {
return;
}
AutoMutationBatchForAnimation mb(*this);
if (playState == AnimationPlayState::Idle ||
playState == AnimationPlayState::Paused) {
// We are either idle or paused. In either case we can apply the pending
// playback rate immediately.
ApplyPendingPlaybackRate();
// We don't need to update timing or post an update here because:
//
// * the current time hasn't changed -- it's either unresolved or fixed
// with a hold time -- so the output won't have changed
// * the finished state won't have changed even if the sign of the
// playback rate changed since we're not finished (we're paused or idle)
// * the playback rate on layers doesn't need to be updated since we're not
// moving. Once we get a start time etc. we'll update the playback rate
// then.
//
// All we need to do is update observers so that, e.g. DevTools, report the
// right information.
if (IsRelevant()) {
nsNodeUtils::AnimationChanged(this);
}
} else if (playState == AnimationPlayState::Finished) {
MOZ_ASSERT(mTimeline && !mTimeline->GetCurrentTimeAsDuration().IsNull(),
"If we have no active timeline, we should be idle or paused");
if (aPlaybackRate != 0) {
// The unconstrained current time can only be unresolved if either we
// don't have an active timeline (and we already asserted that is not
// true) or we have an unresolved start time (in which case we should be
// paused).
MOZ_ASSERT(!GetUnconstrainedCurrentTime().IsNull(),
"Unconstrained current time should be resolved");
TimeDuration unconstrainedCurrentTime =
GetUnconstrainedCurrentTime().Value();
TimeDuration timelineTime = mTimeline->GetCurrentTimeAsDuration().Value();
mStartTime = StartTimeFromTimelineTime(
timelineTime, unconstrainedCurrentTime, aPlaybackRate);
} else {
mStartTime = mTimeline->GetCurrentTimeAsDuration();
}
ApplyPendingPlaybackRate();
// Even though we preserve the current time, we might now leave the finished
// state (e.g. if the playback rate changes sign) so we need to update
// timing.
UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);
if (IsRelevant()) {
nsNodeUtils::AnimationChanged(this);
}
PostUpdate();
} else {
ErrorResult rv;
Play(rv, LimitBehavior::Continue);
MOZ_ASSERT(!rv.Failed(),
"We should only fail to play when using auto-rewind behavior");
}
}
// https://drafts.csswg.org/web-animations/#play-state
AnimationPlayState Animation::PlayState() const {
Nullable<TimeDuration> currentTime = GetCurrentTimeAsDuration();
if (currentTime.IsNull() && !Pending()) {
return AnimationPlayState::Idle;
}
if (mPendingState == PendingState::PausePending ||
(mStartTime.IsNull() && !Pending())) {
return AnimationPlayState::Paused;
}
double playbackRate = CurrentOrPendingPlaybackRate();
if (!currentTime.IsNull() &&
((playbackRate > 0.0 && currentTime.Value() >= EffectEnd()) ||
(playbackRate < 0.0 && currentTime.Value() <= TimeDuration()))) {
return AnimationPlayState::Finished;
}
return AnimationPlayState::Running;
}
Promise* Animation::GetReady(ErrorResult& aRv) {
nsCOMPtr<nsIGlobalObject> global = GetOwnerGlobal();
if (!mReady && global) {
mReady = Promise::Create(global, aRv); // Lazily create on demand
}
if (!mReady) {
aRv.Throw(NS_ERROR_FAILURE);
return nullptr;
}
if (!Pending()) {
mReady->MaybeResolve(this);
}
return mReady;
}
Promise* Animation::GetFinished(ErrorResult& aRv) {
nsCOMPtr<nsIGlobalObject> global = GetOwnerGlobal();
if (!mFinished && global) {
mFinished = Promise::Create(global, aRv); // Lazily create on demand
}
if (!mFinished) {
aRv.Throw(NS_ERROR_FAILURE);
return nullptr;
}
if (mFinishedIsResolved) {
MaybeResolveFinishedPromise();
}
return mFinished;
}
void Animation::Cancel() {
CancelNoUpdate();
PostUpdate();
}
// https://drafts.csswg.org/web-animations/#finish-an-animation
void Animation::Finish(ErrorResult& aRv) {
double effectivePlaybackRate = CurrentOrPendingPlaybackRate();
if (effectivePlaybackRate == 0 ||
(effectivePlaybackRate > 0 && EffectEnd() == TimeDuration::Forever())) {
aRv.Throw(NS_ERROR_DOM_INVALID_STATE_ERR);
return;
}
AutoMutationBatchForAnimation mb(*this);
ApplyPendingPlaybackRate();
// Seek to the end
TimeDuration limit =
mPlaybackRate > 0 ? TimeDuration(EffectEnd()) : TimeDuration(0);
bool didChange = GetCurrentTimeAsDuration() != Nullable<TimeDuration>(limit);
SilentlySetCurrentTime(limit);
// If we are paused or play-pending we need to fill in the start time in
// order to transition to the finished state.
//
// We only do this, however, if we have an active timeline. If we have an
// inactive timeline we can't transition into the finished state just like
// we can't transition to the running state (this finished state is really
// a substate of the running state).
if (mStartTime.IsNull() && mTimeline &&
!mTimeline->GetCurrentTimeAsDuration().IsNull()) {
mStartTime = StartTimeFromTimelineTime(
mTimeline->GetCurrentTimeAsDuration().Value(), limit, mPlaybackRate);
didChange = true;
}
// If we just resolved the start time for a pause or play-pending
// animation, we need to clear the task. We don't do this as a branch of
// the above however since we can have a play-pending animation with a
// resolved start time if we aborted a pause operation.
if (!mStartTime.IsNull() && (mPendingState == PendingState::PlayPending ||
mPendingState == PendingState::PausePending)) {
if (mPendingState == PendingState::PausePending) {
mHoldTime.SetNull();
}
CancelPendingTasks();
didChange = true;
if (mReady) {
mReady->MaybeResolve(this);
}
}
UpdateTiming(SeekFlag::DidSeek, SyncNotifyFlag::Sync);
if (didChange && IsRelevant()) {
nsNodeUtils::AnimationChanged(this);
}
PostUpdate();
}
void Animation::Play(ErrorResult& aRv, LimitBehavior aLimitBehavior) {
PlayNoUpdate(aRv, aLimitBehavior);
PostUpdate();
}
// https://drafts.csswg.org/web-animations/#reverse-an-animation
void Animation::Reverse(ErrorResult& aRv) {
if (!mTimeline || mTimeline->GetCurrentTimeAsDuration().IsNull()) {
aRv.Throw(NS_ERROR_DOM_INVALID_STATE_ERR);
return;
}
double effectivePlaybackRate = CurrentOrPendingPlaybackRate();
if (effectivePlaybackRate == 0.0) {
return;
}
Maybe<double> originalPendingPlaybackRate = mPendingPlaybackRate;
mPendingPlaybackRate = Some(-effectivePlaybackRate);
Play(aRv, LimitBehavior::AutoRewind);
// If Play() threw, restore state and don't report anything to mutation
// observers.
if (aRv.Failed()) {
mPendingPlaybackRate = originalPendingPlaybackRate;
}
// Play(), above, unconditionally calls PostUpdate so we don't need to do
// it here.
}
// ---------------------------------------------------------------------------
//
// JS wrappers for Animation interface:
//
// ---------------------------------------------------------------------------
Nullable<double> Animation::GetStartTimeAsDouble() const {
return AnimationUtils::TimeDurationToDouble(mStartTime);
}
void Animation::SetStartTimeAsDouble(const Nullable<double>& aStartTime) {
return SetStartTime(AnimationUtils::DoubleToTimeDuration(aStartTime));
}
Nullable<double> Animation::GetCurrentTimeAsDouble() const {
return AnimationUtils::TimeDurationToDouble(GetCurrentTimeAsDuration());
}
void Animation::SetCurrentTimeAsDouble(const Nullable<double>& aCurrentTime,
ErrorResult& aRv) {
if (aCurrentTime.IsNull()) {
if (!GetCurrentTimeAsDuration().IsNull()) {
aRv.Throw(NS_ERROR_DOM_TYPE_ERR);
}
return;
}
return SetCurrentTime(TimeDuration::FromMilliseconds(aCurrentTime.Value()));
}
// ---------------------------------------------------------------------------
void Animation::Tick() {
// Finish pending if we have a pending ready time, but only if we also
// have an active timeline.
if (mPendingState != PendingState::NotPending &&
!mPendingReadyTime.IsNull() && mTimeline &&
!mTimeline->GetCurrentTimeAsDuration().IsNull()) {
// Even though mPendingReadyTime is initialized using TimeStamp::Now()
// during the *previous* tick of the refresh driver, it can still be
// ahead of the *current* timeline time when we are using the
// vsync timer so we need to clamp it to the timeline time.
TimeDuration currentTime = mTimeline->GetCurrentTimeAsDuration().Value();
if (currentTime < mPendingReadyTime.Value()) {
mPendingReadyTime.SetValue(currentTime);
}
FinishPendingAt(mPendingReadyTime.Value());
mPendingReadyTime.SetNull();
}
if (IsPossiblyOrphanedPendingAnimation()) {
MOZ_ASSERT(mTimeline && !mTimeline->GetCurrentTimeAsDuration().IsNull(),
"Orphaned pending animations should have an active timeline");
FinishPendingAt(mTimeline->GetCurrentTimeAsDuration().Value());
}
UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);
if (!mEffect) {
return;
}
// Update layers if we are newly finished.
KeyframeEffect* keyframeEffect = mEffect->AsKeyframeEffect();
if (keyframeEffect && !keyframeEffect->Properties().IsEmpty() &&
!mFinishedAtLastComposeStyle &&
PlayState() == AnimationPlayState::Finished) {
PostUpdate();
}
}
void Animation::TriggerOnNextTick(const Nullable<TimeDuration>& aReadyTime) {
// Normally we expect the play state to be pending but it's possible that,
// due to the handling of possibly orphaned animations in Tick(), this
// animation got started whilst still being in another document's pending
// animation map.
if (!Pending()) {
return;
}
// If aReadyTime.IsNull() we'll detect this in Tick() where we check for
// orphaned animations and trigger this animation anyway
mPendingReadyTime = aReadyTime;
}
void Animation::TriggerNow() {
// Normally we expect the play state to be pending but when an animation
// is cancelled and its rendered document can't be reached, we can end up
// with the animation still in a pending player tracker even after it is
// no longer pending.
if (!Pending()) {
return;
}
// If we don't have an active timeline we can't trigger the animation.
// However, this is a test-only method that we don't expect to be used in
// conjunction with animations without an active timeline so generate
// a warning if we do find ourselves in that situation.
if (!mTimeline || mTimeline->GetCurrentTimeAsDuration().IsNull()) {
NS_WARNING("Failed to trigger an animation with an active timeline");
return;
}
FinishPendingAt(mTimeline->GetCurrentTimeAsDuration().Value());
}
Nullable<TimeDuration> Animation::GetCurrentOrPendingStartTime() const {
Nullable<TimeDuration> result;
// If we have a pending playback rate, work out what start time we will use
// when we come to updating that playback rate.
//
// This logic roughly shadows that in ResumeAt but is just different enough
// that it is difficult to extract out the common functionality (and
// extracting that functionality out would make it harder to match ResumeAt up
// against the spec).
if (mPendingPlaybackRate && !mPendingReadyTime.IsNull() &&
!mStartTime.IsNull()) {
// If we have a hold time, use it as the current time to match.
TimeDuration currentTimeToMatch =
!mHoldTime.IsNull()
? mHoldTime.Value()
: CurrentTimeFromTimelineTime(mPendingReadyTime.Value(),
mStartTime.Value(), mPlaybackRate);
result = StartTimeFromTimelineTime(
mPendingReadyTime.Value(), currentTimeToMatch, *mPendingPlaybackRate);
return result;
}
if (!mStartTime.IsNull()) {
result = mStartTime;
return result;
}
if (mPendingReadyTime.IsNull() || mHoldTime.IsNull()) {
return result;
}
// Calculate the equivalent start time from the pending ready time.
result = StartTimeFromTimelineTime(mPendingReadyTime.Value(),
mHoldTime.Value(), mPlaybackRate);
return result;
}
TimeStamp Animation::AnimationTimeToTimeStamp(
const StickyTimeDuration& aTime) const {
// Initializes to null. Return the same object every time to benefit from
// return-value-optimization.
TimeStamp result;
// We *don't* check for mTimeline->TracksWallclockTime() here because that
// method only tells us if the timeline times can be converted to
// TimeStamps that can be compared to TimeStamp::Now() or not, *not*
// whether the timelines can be converted to TimeStamp values at all.
//
// Furthermore, we want to be able to use this method when the refresh driver
// is under test control (in which case TracksWallclockTime() will return
// false).
//
// Once we introduce timelines that are not time-based we will need to
// differentiate between them here and determine how to sort their events.
if (!mTimeline) {
return result;
}
// Check the time is convertible to a timestamp
if (aTime == TimeDuration::Forever() || mPlaybackRate == 0.0 ||
mStartTime.IsNull()) {
return result;
}
// Invert the standard relation:
// current time = (timeline time - start time) * playback rate
TimeDuration timelineTime =
TimeDuration(aTime).MultDouble(1.0 / mPlaybackRate) + mStartTime.Value();
result = mTimeline->ToTimeStamp(timelineTime);
return result;
}
TimeStamp Animation::ElapsedTimeToTimeStamp(
const StickyTimeDuration& aElapsedTime) const {
TimeDuration delay =
mEffect ? mEffect->SpecifiedTiming().Delay() : TimeDuration();
return AnimationTimeToTimeStamp(aElapsedTime + delay);
}
// https://drafts.csswg.org/web-animations/#silently-set-the-current-time
void Animation::SilentlySetCurrentTime(const TimeDuration& aSeekTime) {
if (!mHoldTime.IsNull() || mStartTime.IsNull() || !mTimeline ||
mTimeline->GetCurrentTimeAsDuration().IsNull() || mPlaybackRate == 0.0) {
mHoldTime.SetValue(aSeekTime);
if (!mTimeline || mTimeline->GetCurrentTimeAsDuration().IsNull()) {
mStartTime.SetNull();
}
} else {
mStartTime =
StartTimeFromTimelineTime(mTimeline->GetCurrentTimeAsDuration().Value(),
aSeekTime, mPlaybackRate);
}
mPreviousCurrentTime.SetNull();
}
// https://drafts.csswg.org/web-animations/#cancel-an-animation
void Animation::CancelNoUpdate() {
if (PlayState() != AnimationPlayState::Idle) {
ResetPendingTasks();
if (mFinished) {
mFinished->MaybeReject(NS_ERROR_DOM_ABORT_ERR);
}
ResetFinishedPromise();
QueuePlaybackEvent(NS_LITERAL_STRING("cancel"),
GetTimelineCurrentTimeAsTimeStamp());
}
StickyTimeDuration activeTime =
mEffect ? mEffect->GetComputedTiming().mActiveTime : StickyTimeDuration();
mHoldTime.SetNull();
mStartTime.SetNull();
UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);
if (mTimeline) {
mTimeline->RemoveAnimation(this);
}
MaybeQueueCancelEvent(activeTime);
}
bool Animation::ShouldBeSynchronizedWithMainThread(
nsCSSPropertyID aProperty, const nsIFrame* aFrame,
AnimationPerformanceWarning::Type& aPerformanceWarning) const {
// Only synchronize playing animations
if (!IsPlaying()) {
return false;
}
// Currently only transform animations need to be synchronized
if (aProperty != eCSSProperty_transform) {
return false;
}
KeyframeEffect* keyframeEffect =
mEffect ? mEffect->AsKeyframeEffect() : nullptr;
if (!keyframeEffect) {
return false;
}
// Are we starting at the same time as other geometric animations?
// We check this before calling ShouldBlockAsyncTransformAnimations, partly
// because it's cheaper, but also because it's often the most useful thing
// to know when you're debugging performance.
if (mSyncWithGeometricAnimations &&
keyframeEffect->HasAnimationOfProperty(eCSSProperty_transform)) {
aPerformanceWarning =
AnimationPerformanceWarning::Type::TransformWithSyncGeometricAnimations;
return true;
}
return keyframeEffect->ShouldBlockAsyncTransformAnimations(
aFrame, aPerformanceWarning);
}
void Animation::UpdateRelevance() {
bool wasRelevant = mIsRelevant;
mIsRelevant = HasCurrentEffect() || IsInEffect();
// Notify animation observers.
if (wasRelevant && !mIsRelevant) {
nsNodeUtils::AnimationRemoved(this);
} else if (!wasRelevant && mIsRelevant) {
nsNodeUtils::AnimationAdded(this);
}
}
bool Animation::HasLowerCompositeOrderThan(const Animation& aOther) const {
// 0. Object-equality case
if (&aOther == this) {
return false;
}
// 1. CSS Transitions sort lowest
{
auto asCSSTransitionForSorting =
[](const Animation& anim) -> const CSSTransition* {
const CSSTransition* transition = anim.AsCSSTransition();
return transition && transition->IsTiedToMarkup() ? transition : nullptr;
};
auto thisTransition = asCSSTransitionForSorting(*this);
auto otherTransition = asCSSTransitionForSorting(aOther);
if (thisTransition && otherTransition) {
return thisTransition->HasLowerCompositeOrderThan(*otherTransition);
}
if (thisTransition || otherTransition) {
// Cancelled transitions no longer have an owning element. To be strictly
// correct we should store a strong reference to the owning element
// so that if we arrive here while sorting cancel events, we can sort
// them in the correct order.
//
// However, given that cancel events are almost always queued
// synchronously in some deterministic manner, we can be fairly sure
// that cancel events will be dispatched in a deterministic order
// (which is our only hard requirement until specs say otherwise).
// Furthermore, we only reach here when we have events with equal
// timestamps so this is an edge case we can probably ignore for now.
return thisTransition;
}
}
// 2. CSS Animations sort next
{
auto asCSSAnimationForSorting =
[](const Animation& anim) -> const CSSAnimation* {
const CSSAnimation* animation = anim.AsCSSAnimation();
return animation && animation->IsTiedToMarkup() ? animation : nullptr;
};
auto thisAnimation = asCSSAnimationForSorting(*this);
auto otherAnimation = asCSSAnimationForSorting(aOther);
if (thisAnimation && otherAnimation) {
return thisAnimation->HasLowerCompositeOrderThan(*otherAnimation);
}
if (thisAnimation || otherAnimation) {
return thisAnimation;
}
}
// Subclasses of Animation repurpose mAnimationIndex to implement their
// own brand of composite ordering. However, by this point we should have
// handled any such custom composite ordering so we should now have unique
// animation indices.
MOZ_ASSERT(mAnimationIndex != aOther.mAnimationIndex,
"Animation indices should be unique");
// 3. Finally, generic animations sort by their position in the global
// animation array.
return mAnimationIndex < aOther.mAnimationIndex;
}
void Animation::WillComposeStyle() {
mFinishedAtLastComposeStyle = (PlayState() == AnimationPlayState::Finished);
MOZ_ASSERT(mEffect);
KeyframeEffect* keyframeEffect = mEffect->AsKeyframeEffect();
if (keyframeEffect) {
keyframeEffect->WillComposeStyle();
}
}
void Animation::ComposeStyle(RawServoAnimationValueMap& aComposeResult,
const nsCSSPropertyIDSet& aPropertiesToSkip) {
if (!mEffect) {
return;
}
// In order to prevent flicker, there are a few cases where we want to use
// a different time for rendering that would otherwise be returned by
// GetCurrentTimeAsDuration. These are:
//
// (a) For animations that are pausing but which are still running on the
// compositor. In this case we send a layer transaction that removes the
// animation but which also contains the animation values calculated on
// the main thread. To prevent flicker when this occurs we want to ensure
// the timeline time used to calculate the main thread animation values
// does not lag far behind the time used on the compositor. Ideally we
// would like to use the "animation ready time" calculated at the end of
// the layer transaction as the timeline time but it will be too late to
// update the style rule at that point so instead we just use the current
// wallclock time.
//
// (b) For animations that are pausing that we have already taken off the
// compositor. In this case we record a pending ready time but we don't
// apply it until the next tick. However, while waiting for the next tick,
// we should still use the pending ready time as the timeline time. If we
// use the regular timeline time the animation may appear jump backwards
// if the main thread's timeline time lags behind the compositor.
//
// (c) For animations that are play-pending due to an aborted pause operation
// (i.e. a pause operation that was interrupted before we entered the
// paused state). When we cancel a pending pause we might momentarily take
// the animation off the compositor, only to re-add it moments later. In
// that case the compositor might have been ahead of the main thread so we
// should use the current wallclock time to ensure the animation doesn't
// temporarily jump backwards.
//
// To address each of these cases we temporarily tweak the hold time
// immediately before updating the style rule and then restore it immediately
// afterwards. This is purely to prevent visual flicker. Other behavior
// such as dispatching events continues to rely on the regular timeline time.
bool pending = Pending();
{
AutoRestore<Nullable<TimeDuration>> restoreHoldTime(mHoldTime);
if (pending && mHoldTime.IsNull() && !mStartTime.IsNull()) {
Nullable<TimeDuration> timeToUse = mPendingReadyTime;
if (timeToUse.IsNull() && mTimeline && mTimeline->TracksWallclockTime()) {
timeToUse = mTimeline->ToTimelineTime(TimeStamp::Now());
}
if (!timeToUse.IsNull()) {
mHoldTime = CurrentTimeFromTimelineTime(
timeToUse.Value(), mStartTime.Value(), mPlaybackRate);
}
}
KeyframeEffect* keyframeEffect = mEffect->AsKeyframeEffect();
if (keyframeEffect) {
keyframeEffect->ComposeStyle(aComposeResult, aPropertiesToSkip);
}
}
MOZ_ASSERT(
pending == Pending(),
"Pending state should not change during the course of compositing");
}
void Animation::NotifyEffectTimingUpdated() {
MOZ_ASSERT(mEffect,
"We should only update timing effect when we have a target "
"effect");
UpdateTiming(Animation::SeekFlag::NoSeek, Animation::SyncNotifyFlag::Async);
}
void Animation::NotifyGeometricAnimationsStartingThisFrame() {
if (!IsNewlyStarted() || !mEffect) {
return;
}
mSyncWithGeometricAnimations = true;
}
// https://drafts.csswg.org/web-animations/#play-an-animation
void Animation::PlayNoUpdate(ErrorResult& aRv, LimitBehavior aLimitBehavior) {
AutoMutationBatchForAnimation mb(*this);
bool abortedPause = mPendingState == PendingState::PausePending;
double effectivePlaybackRate = CurrentOrPendingPlaybackRate();
Nullable<TimeDuration> currentTime = GetCurrentTimeAsDuration();
if (effectivePlaybackRate > 0.0 &&
(currentTime.IsNull() || (aLimitBehavior == LimitBehavior::AutoRewind &&
(currentTime.Value() < TimeDuration() ||
currentTime.Value() >= EffectEnd())))) {
mHoldTime.SetValue(TimeDuration(0));
} else if (effectivePlaybackRate < 0.0 &&
(currentTime.IsNull() ||
(aLimitBehavior == LimitBehavior::AutoRewind &&
(currentTime.Value() <= TimeDuration() ||
currentTime.Value() > EffectEnd())))) {
if (EffectEnd() == TimeDuration::Forever()) {
aRv.Throw(NS_ERROR_DOM_INVALID_STATE_ERR);
return;
}
mHoldTime.SetValue(TimeDuration(EffectEnd()));
} else if (effectivePlaybackRate == 0.0 && currentTime.IsNull()) {
mHoldTime.SetValue(TimeDuration(0));
}
bool reuseReadyPromise = false;
if (mPendingState != PendingState::NotPending) {
CancelPendingTasks();
reuseReadyPromise = true;
}
// If the hold time is null then we're already playing normally and,
// typically, we can bail out here.
//
// However, there are two cases where we can't do that:
//
// (a) If we just aborted a pause. In this case, for consistency, we need to
// go through the motions of doing an asynchronous start.
//
// (b) If we have timing changes (specifically a change to the playbackRate)
// that should be applied asynchronously.
//
if (mHoldTime.IsNull() && !abortedPause && !mPendingPlaybackRate) {
return;
}
// Clear the start time until we resolve a new one. We do this except
// for the case where we are aborting a pause and don't have a hold time.
//
// If we're aborting a pause and *do* have a hold time (e.g. because
// the animation is finished or we just applied the auto-rewind behavior
// above) we should respect it by clearing the start time. If we *don't*
// have a hold time we should keep the current start time so that the
// the animation continues moving uninterrupted by the aborted pause.
//
// (If we're not aborting a pause, mHoldTime must be resolved by now
// or else we would have returned above.)
if (!mHoldTime.IsNull()) {
mStartTime.SetNull();
}
if (!reuseReadyPromise) {
// Clear ready promise. We'll create a new one lazily.
mReady = nullptr;
}
mPendingState = PendingState::PlayPending;
// Clear flag that causes us to sync transform animations with the main
// thread for now. We'll set this when we go to set up compositor
// animations if it applies.
mSyncWithGeometricAnimations = false;
if (Document* doc = GetRenderedDocument()) {
PendingAnimationTracker* tracker =
doc->GetOrCreatePendingAnimationTracker();
tracker->AddPlayPending(*this);
} else {
TriggerOnNextTick(Nullable<TimeDuration>());
}
UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);
if (IsRelevant()) {
nsNodeUtils::AnimationChanged(this);
}
}
// https://drafts.csswg.org/web-animations/#pause-an-animation
void Animation::Pause(ErrorResult& aRv) {
if (IsPausedOrPausing()) {
return;
}
AutoMutationBatchForAnimation mb(*this);
// If we are transitioning from idle, fill in the current time
if (GetCurrentTimeAsDuration().IsNull()) {
if (mPlaybackRate >= 0.0) {
mHoldTime.SetValue(TimeDuration(0));
} else {
if (EffectEnd() == TimeDuration::Forever()) {
aRv.Throw(NS_ERROR_DOM_INVALID_STATE_ERR);
return;
}
mHoldTime.SetValue(TimeDuration(EffectEnd()));
}
}
bool reuseReadyPromise = false;
if (mPendingState == PendingState::PlayPending) {
CancelPendingTasks();
reuseReadyPromise = true;
}
if (!reuseReadyPromise) {
// Clear ready promise. We'll create a new one lazily.
mReady = nullptr;
}
mPendingState = PendingState::PausePending;
if (Document* doc = GetRenderedDocument()) {
PendingAnimationTracker* tracker =
doc->GetOrCreatePendingAnimationTracker();
tracker->AddPausePending(*this);
} else {
TriggerOnNextTick(Nullable<TimeDuration>());
}
UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);
if (IsRelevant()) {
nsNodeUtils::AnimationChanged(this);
}
PostUpdate();
}
// https://drafts.csswg.org/web-animations/#play-an-animation
void Animation::ResumeAt(const TimeDuration& aReadyTime) {
// This method is only expected to be called for an animation that is
// waiting to play. We can easily adapt it to handle other states
// but it's currently not necessary.
MOZ_ASSERT(mPendingState == PendingState::PlayPending,
"Expected to resume a play-pending animation");
MOZ_ASSERT(!mHoldTime.IsNull() || !mStartTime.IsNull(),
"An animation in the play-pending state should have either a"
" resolved hold time or resolved start time");
AutoMutationBatchForAnimation mb(*this);
bool hadPendingPlaybackRate = mPendingPlaybackRate.isSome();
if (!mHoldTime.IsNull()) {
// The hold time is set, so we don't need any special handling to preserve
// the current time.
ApplyPendingPlaybackRate();
mStartTime =
StartTimeFromTimelineTime(aReadyTime, mHoldTime.Value(), mPlaybackRate);
if (mPlaybackRate != 0) {
mHoldTime.SetNull();
}
} else if (!mStartTime.IsNull() && mPendingPlaybackRate) {
// Apply any pending playback rate, preserving the current time.
TimeDuration currentTimeToMatch = CurrentTimeFromTimelineTime(
aReadyTime, mStartTime.Value(), mPlaybackRate);
ApplyPendingPlaybackRate();
mStartTime = StartTimeFromTimelineTime(aReadyTime, currentTimeToMatch,
mPlaybackRate);
if (mPlaybackRate == 0) {
mHoldTime.SetValue(currentTimeToMatch);
}
}
mPendingState = PendingState::NotPending;
UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);
// If we had a pending playback rate, we will have now applied it so we need
// to notify observers.
if (hadPendingPlaybackRate && IsRelevant()) {
nsNodeUtils::AnimationChanged(this);
}
if (mReady) {
mReady->MaybeResolve(this);
}
}
void Animation::PauseAt(const TimeDuration& aReadyTime) {
MOZ_ASSERT(mPendingState == PendingState::PausePending,
"Expected to pause a pause-pending animation");
if (!mStartTime.IsNull() && mHoldTime.IsNull()) {
mHoldTime = CurrentTimeFromTimelineTime(aReadyTime, mStartTime.Value(),
mPlaybackRate);
}
ApplyPendingPlaybackRate();
mStartTime.SetNull();
mPendingState = PendingState::NotPending;
UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);
if (mReady) {
mReady->MaybeResolve(this);
}
}
void Animation::UpdateTiming(SeekFlag aSeekFlag,
SyncNotifyFlag aSyncNotifyFlag) {
// We call UpdateFinishedState before UpdateEffect because the former
// can change the current time, which is used by the latter.
UpdateFinishedState(aSeekFlag, aSyncNotifyFlag);
UpdateEffect();
if (mTimeline) {
mTimeline->NotifyAnimationUpdated(*this);
}
}
// https://drafts.csswg.org/web-animations/#update-an-animations-finished-state
void Animation::UpdateFinishedState(SeekFlag aSeekFlag,
SyncNotifyFlag aSyncNotifyFlag) {
Nullable<TimeDuration> currentTime = GetCurrentTimeAsDuration();
TimeDuration effectEnd = TimeDuration(EffectEnd());
if (!mStartTime.IsNull() && mPendingState == PendingState::NotPending) {
if (mPlaybackRate > 0.0 && !currentTime.IsNull() &&
currentTime.Value() >= effectEnd) {
if (aSeekFlag == SeekFlag::DidSeek) {
mHoldTime = currentTime;
} else if (!mPreviousCurrentTime.IsNull()) {
mHoldTime.SetValue(std::max(mPreviousCurrentTime.Value(), effectEnd));
} else {
mHoldTime.SetValue(effectEnd);
}
} else if (mPlaybackRate < 0.0 && !currentTime.IsNull() &&
currentTime.Value() <= TimeDuration()) {
if (aSeekFlag == SeekFlag::DidSeek) {
mHoldTime = currentTime;
} else if (!mPreviousCurrentTime.IsNull()) {
mHoldTime.SetValue(
std::min(mPreviousCurrentTime.Value(), TimeDuration(0)));
} else {
mHoldTime.SetValue(0);
}
} else if (mPlaybackRate != 0.0 && !currentTime.IsNull() && mTimeline &&
!mTimeline->GetCurrentTimeAsDuration().IsNull()) {
if (aSeekFlag == SeekFlag::DidSeek && !mHoldTime.IsNull()) {
mStartTime = StartTimeFromTimelineTime(
mTimeline->GetCurrentTimeAsDuration().Value(), mHoldTime.Value(),
mPlaybackRate);
}
mHoldTime.SetNull();
}
}
bool currentFinishedState = PlayState() == AnimationPlayState::Finished;
if (currentFinishedState && !mFinishedIsResolved) {
DoFinishNotification(aSyncNotifyFlag);
} else if (!currentFinishedState && mFinishedIsResolved) {
ResetFinishedPromise();
}
// We must recalculate the current time to take account of any mHoldTime
// changes the code above made.
mPreviousCurrentTime = GetCurrentTimeAsDuration();
}
void Animation::UpdateEffect() {
if (mEffect) {
UpdateRelevance();
KeyframeEffect* keyframeEffect = mEffect->AsKeyframeEffect();
if (keyframeEffect) {
keyframeEffect->NotifyAnimationTimingUpdated();
}
}
}
void Animation::FlushUnanimatedStyle() const {
if (Document* doc = GetRenderedDocument()) {
doc->FlushPendingNotifications(
ChangesToFlush(FlushType::Style, false /* flush animations */));
}
}
void Animation::PostUpdate() {
if (!mEffect) {
return;
}
KeyframeEffect* keyframeEffect = mEffect->AsKeyframeEffect();
if (!keyframeEffect) {
return;
}
keyframeEffect->RequestRestyle(EffectCompositor::RestyleType::Layer);
}
void Animation::CancelPendingTasks() {
if (mPendingState == PendingState::NotPending) {
return;
}
if (Document* doc = GetRenderedDocument()) {
PendingAnimationTracker* tracker = doc->GetPendingAnimationTracker();
if (tracker) {
if (mPendingState == PendingState::PlayPending) {
tracker->RemovePlayPending(*this);
} else {
tracker->RemovePausePending(*this);
}
}
}
mPendingState = PendingState::NotPending;
mPendingReadyTime.SetNull();
}
// https://drafts.csswg.org/web-animations/#reset-an-animations-pending-tasks
void Animation::ResetPendingTasks() {
if (mPendingState == PendingState::NotPending) {
return;
}
CancelPendingTasks();
ApplyPendingPlaybackRate();
if (mReady) {
mReady->MaybeReject(NS_ERROR_DOM_ABORT_ERR);
mReady = nullptr;
}
}
void Animation::ReschedulePendingTasks() {
if (mPendingState == PendingState::NotPending) {
return;
}
mPendingReadyTime.SetNull();
if (Document* doc = GetRenderedDocument()) {
PendingAnimationTracker* tracker =
doc->GetOrCreatePendingAnimationTracker();
if (mPendingState == PendingState::PlayPending &&
!tracker->IsWaitingToPlay(*this)) {
tracker->AddPlayPending(*this);
} else if (mPendingState == PendingState::PausePending &&
!tracker->IsWaitingToPause(*this)) {
tracker->AddPausePending(*this);
}
}
}
bool Animation::IsPossiblyOrphanedPendingAnimation() const {
// Check if we are pending but might never start because we are not being
// tracked.
//
// This covers the following cases:
//
// * We started playing but our effect's target element was orphaned
// or bound to a different document.
// (note that for the case of our effect changing we should handle
// that in SetEffect)
// * We started playing but our timeline became inactive.
// In this case the pending animation tracker will drop us from its hashmap
// when we have been painted.
// * When we started playing we couldn't find a PendingAnimationTracker to
// register with (perhaps the effect had no document) so we simply
// set mPendingState in PlayNoUpdate and relied on this method to catch us
// on the next tick.
// If we're not pending we're ok.
if (mPendingState == PendingState::NotPending) {
return false;
}
// If we have a pending ready time then we will be started on the next
// tick.
if (!mPendingReadyTime.IsNull()) {
return false;
}
// If we don't have an active timeline then we shouldn't start until
// we do.
if (!mTimeline || mTimeline->GetCurrentTimeAsDuration().IsNull()) {
return false;
}
// If we have no rendered document, or we're not in our rendered document's
// PendingAnimationTracker then there's a good chance no one is tracking us.
//
// If we're wrong and another document is tracking us then, at worst, we'll
// simply start/pause the animation one tick too soon. That's better than
// never starting/pausing the animation and is unlikely.
Document* doc = GetRenderedDocument();
if (!doc) {
return true;
}
PendingAnimationTracker* tracker = doc->GetPendingAnimationTracker();
return !tracker || (!tracker->IsWaitingToPlay(*this) &&
!tracker->IsWaitingToPause(*this));
}
StickyTimeDuration Animation::EffectEnd() const {
if (!mEffect) {
return StickyTimeDuration(0);
}
return mEffect->SpecifiedTiming().EndTime();
}
Document* Animation::GetRenderedDocument() const {
if (!mEffect || !mEffect->AsKeyframeEffect()) {
return nullptr;
}
return mEffect->AsKeyframeEffect()->GetRenderedDocument();
}
Document* Animation::GetTimelineDocument() const {
return mTimeline ? mTimeline->GetDocument() : nullptr;
}
class AsyncFinishNotification : public MicroTaskRunnable {
public:
explicit AsyncFinishNotification(Animation* aAnimation)
: MicroTaskRunnable(), mAnimation(aAnimation) {}
virtual void Run(AutoSlowOperation& aAso) override {
mAnimation->DoFinishNotificationImmediately(this);
mAnimation = nullptr;
}
virtual bool Suppressed() override {
nsIGlobalObject* global = mAnimation->GetOwnerGlobal();
return global && global->IsInSyncOperation();
}
private:
RefPtr<Animation> mAnimation;
};
void Animation::DoFinishNotification(SyncNotifyFlag aSyncNotifyFlag) {
CycleCollectedJSContext* context = CycleCollectedJSContext::Get();
if (aSyncNotifyFlag == SyncNotifyFlag::Sync) {
DoFinishNotificationImmediately();
} else if (!mFinishNotificationTask) {
RefPtr<MicroTaskRunnable> runnable = new AsyncFinishNotification(this);
context->DispatchToMicroTask(do_AddRef(runnable));
mFinishNotificationTask = runnable.forget();
}
}
void Animation::ResetFinishedPromise() {
mFinishedIsResolved = false;
mFinished = nullptr;
}
void Animation::MaybeResolveFinishedPromise() {
if (mFinished) {
mFinished->MaybeResolve(this);
}
mFinishedIsResolved = true;
}
void Animation::DoFinishNotificationImmediately(MicroTaskRunnable* aAsync) {
if (aAsync && aAsync != mFinishNotificationTask) {
return;
}
mFinishNotificationTask = nullptr;
if (PlayState() != AnimationPlayState::Finished) {
return;
}
MaybeResolveFinishedPromise();
QueuePlaybackEvent(NS_LITERAL_STRING("finish"),
AnimationTimeToTimeStamp(EffectEnd()));
}
void Animation::QueuePlaybackEvent(const nsAString& aName,
TimeStamp&& aScheduledEventTime) {
// Use document for timing.
// https://drafts.csswg.org/web-animations-1/#document-for-timing
Document* doc = GetTimelineDocument();
if (!doc) {
return;
}
nsPresContext* presContext = doc->GetPresContext();
if (!presContext) {
return;
}
AnimationPlaybackEventInit init;
if (aName.EqualsLiteral("finish")) {
init.mCurrentTime = GetCurrentTimeAsDouble();
}
if (mTimeline) {
init.mTimelineTime = mTimeline->GetCurrentTimeAsDouble();
}
RefPtr<AnimationPlaybackEvent> event =
AnimationPlaybackEvent::Constructor(this, aName, init);
event->SetTrusted(true);
presContext->AnimationEventDispatcher()->QueueEvent(AnimationEventInfo(
aName, std::move(event), std::move(aScheduledEventTime), this));
}
bool Animation::IsRunningOnCompositor() const {
return mEffect && mEffect->AsKeyframeEffect() &&
mEffect->AsKeyframeEffect()->IsRunningOnCompositor();
}
} // namespace dom
} // namespace mozilla