gecko-dev/layout/style/nsAnimationManager.cpp

996 строки
36 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/. */
#include "nsAnimationManager.h"
#include "nsTransitionManager.h"
#include "mozilla/dom/CSSAnimationBinding.h"
#include "mozilla/MemoryReporting.h"
#include "mozilla/StyleAnimationValue.h"
#include "mozilla/dom/DocumentTimeline.h"
#include "mozilla/dom/KeyframeEffect.h"
#include "nsPresContext.h"
#include "nsStyleSet.h"
#include "nsStyleChangeList.h"
#include "nsCSSRules.h"
#include "RestyleManager.h"
#include "nsLayoutUtils.h"
#include "nsIFrame.h"
#include "nsIDocument.h"
#include "nsDOMMutationObserver.h"
#include <math.h>
using namespace mozilla;
using namespace mozilla::css;
using mozilla::dom::Animation;
using mozilla::dom::AnimationPlayState;
using mozilla::dom::KeyframeEffectReadOnly;
using mozilla::dom::CSSAnimation;
////////////////////////// CSSAnimation ////////////////////////////
JSObject*
CSSAnimation::WrapObject(JSContext* aCx, JS::Handle<JSObject*> aGivenProto)
{
return dom::CSSAnimationBinding::Wrap(aCx, this, aGivenProto);
}
mozilla::dom::Promise*
CSSAnimation::GetReady(ErrorResult& aRv)
{
FlushStyle();
return Animation::GetReady(aRv);
}
void
CSSAnimation::Play(ErrorResult &aRv, LimitBehavior aLimitBehavior)
{
mPauseShouldStick = false;
Animation::Play(aRv, aLimitBehavior);
}
void
CSSAnimation::Pause(ErrorResult& aRv)
{
mPauseShouldStick = true;
Animation::Pause(aRv);
}
AnimationPlayState
CSSAnimation::PlayStateFromJS() const
{
// Flush style to ensure that any properties controlling animation state
// (e.g. animation-play-state) are fully updated.
FlushStyle();
return Animation::PlayStateFromJS();
}
void
CSSAnimation::PlayFromJS(ErrorResult& aRv)
{
// Note that flushing style below might trigger calls to
// PlayFromStyle()/PauseFromStyle() on this object.
FlushStyle();
Animation::PlayFromJS(aRv);
}
void
CSSAnimation::PlayFromStyle()
{
mIsStylePaused = false;
if (!mPauseShouldStick) {
ErrorResult rv;
DoPlay(rv, Animation::LimitBehavior::Continue);
// play() should not throw when LimitBehavior is Continue
MOZ_ASSERT(!rv.Failed(), "Unexpected exception playing animation");
}
}
void
CSSAnimation::PauseFromStyle()
{
// Check if the pause state is being overridden
if (mIsStylePaused) {
return;
}
mIsStylePaused = true;
ErrorResult rv;
DoPause(rv);
// pause() should only throw when *all* of the following conditions are true:
// - we are in the idle state, and
// - we have a negative playback rate, and
// - we have an infinitely repeating animation
// The first two conditions will never happen under regular style processing
// but could happen if an author made modifications to the Animation object
// and then updated animation-play-state. It's an unusual case and there's
// no obvious way to pass on the exception information so we just silently
// fail for now.
if (rv.Failed()) {
NS_WARNING("Unexpected exception pausing animation - silently failing");
}
}
void
CSSAnimation::Tick()
{
Animation::Tick();
QueueEvents();
}
bool
CSSAnimation::HasLowerCompositeOrderThan(const Animation& aOther) const
{
// 0. Object-equality case
if (&aOther == this) {
return false;
}
// 1. Transitions sort lower
//
// FIXME: We need to differentiate between transitions and generic Animations.
// Generic animations don't exist yet (that's bug 1096773) so for now we're
// ok.
const CSSAnimation* otherAnimation = aOther.AsCSSAnimation();
if (!otherAnimation) {
MOZ_ASSERT(aOther.AsCSSTransition(),
"Animation being compared is a CSS transition");
return false;
}
// 2. CSS animations that correspond to an animation-name property sort lower
// than other CSS animations (e.g. those created or kept-alive by script).
if (!IsTiedToMarkup()) {
return !otherAnimation->IsTiedToMarkup() ?
Animation::HasLowerCompositeOrderThan(aOther) :
false;
}
if (!otherAnimation->IsTiedToMarkup()) {
return true;
}
// 3. Sort by document order
if (!mOwningElement.Equals(otherAnimation->mOwningElement)) {
return mOwningElement.LessThan(otherAnimation->mOwningElement);
}
// 4. (Same element and pseudo): Sort by position in animation-name
return mAnimationIndex < otherAnimation->mAnimationIndex;
}
void
CSSAnimation::QueueEvents()
{
if (!mEffect) {
return;
}
// CSS animations dispatch events at their owning element. This allows
// script to repurpose a CSS animation to target a different element,
// to use a group effect (which has no obvious "target element"), or
// to remove the animation effect altogether whilst still getting
// animation events.
//
// It does mean, however, that for a CSS animation that has no owning
// element (e.g. it was created using the CSSAnimation constructor or
// disassociated from CSS) no events are fired. If it becomes desirable
// for these animations to still fire events we should spec the concept
// of the "original owning element" or "event target" and allow script
// to set it when creating a CSSAnimation object.
if (!mOwningElement.IsSet()) {
return;
}
dom::Element* owningElement;
nsCSSPseudoElements::Type owningPseudoType;
mOwningElement.GetElement(owningElement, owningPseudoType);
MOZ_ASSERT(owningElement, "Owning element should be set");
// Get the nsAnimationManager so we can queue events on it
nsPresContext* presContext = mOwningElement.GetRenderedPresContext();
if (!presContext) {
return;
}
nsAnimationManager* manager = presContext->AnimationManager();
ComputedTiming computedTiming = mEffect->GetComputedTiming();
if (computedTiming.mPhase == ComputedTiming::AnimationPhase::Null) {
return; // do nothing
}
// Note that script can change the start time, so we have to handle moving
// backwards through the animation as well as forwards. An 'animationstart'
// is dispatched if we enter the active phase (regardless if that is from
// before or after the animation's active phase). An 'animationend' is
// dispatched if we leave the active phase (regardless if that is to before
// or after the animation's active phase).
bool wasActive = mPreviousPhaseOrIteration != PREVIOUS_PHASE_BEFORE &&
mPreviousPhaseOrIteration != PREVIOUS_PHASE_AFTER;
bool isActive =
computedTiming.mPhase == ComputedTiming::AnimationPhase::Active;
bool isSameIteration =
computedTiming.mCurrentIteration == mPreviousPhaseOrIteration;
bool skippedActivePhase =
(mPreviousPhaseOrIteration == PREVIOUS_PHASE_BEFORE &&
computedTiming.mPhase == ComputedTiming::AnimationPhase::After) ||
(mPreviousPhaseOrIteration == PREVIOUS_PHASE_AFTER &&
computedTiming.mPhase == ComputedTiming::AnimationPhase::Before);
MOZ_ASSERT(!skippedActivePhase || (!isActive && !wasActive),
"skippedActivePhase only makes sense if we were & are inactive");
if (computedTiming.mPhase == ComputedTiming::AnimationPhase::Before) {
mPreviousPhaseOrIteration = PREVIOUS_PHASE_BEFORE;
} else if (computedTiming.mPhase == ComputedTiming::AnimationPhase::Active) {
mPreviousPhaseOrIteration = computedTiming.mCurrentIteration;
} else if (computedTiming.mPhase == ComputedTiming::AnimationPhase::After) {
mPreviousPhaseOrIteration = PREVIOUS_PHASE_AFTER;
}
EventMessage message;
if (!wasActive && isActive) {
message = eAnimationStart;
} else if (wasActive && !isActive) {
message = eAnimationEnd;
} else if (wasActive && isActive && !isSameIteration) {
message = eAnimationIteration;
} else if (skippedActivePhase) {
// First notifying for start of 0th iteration by appending an
// 'animationstart':
StickyTimeDuration elapsedTime =
std::min(StickyTimeDuration(InitialAdvance()),
computedTiming.mActiveDuration);
manager->QueueEvent(AnimationEventInfo(owningElement, owningPseudoType,
eAnimationStart, mAnimationName,
elapsedTime,
ElapsedTimeToTimeStamp(elapsedTime),
this));
// Then have the shared code below append an 'animationend':
message = eAnimationEnd;
} else {
return; // No events need to be sent
}
StickyTimeDuration elapsedTime;
if (message == eAnimationStart || message == eAnimationIteration) {
TimeDuration iterationStart = mEffect->Timing().mIterationDuration *
computedTiming.mCurrentIteration;
elapsedTime = StickyTimeDuration(std::max(iterationStart,
InitialAdvance()));
} else {
MOZ_ASSERT(message == eAnimationEnd);
elapsedTime = computedTiming.mActiveDuration;
}
manager->QueueEvent(AnimationEventInfo(owningElement, owningPseudoType,
message, mAnimationName, elapsedTime,
ElapsedTimeToTimeStamp(elapsedTime),
this));
}
CommonAnimationManager*
CSSAnimation::GetAnimationManager() const
{
nsPresContext* context = GetPresContext();
if (!context) {
return nullptr;
}
return context->AnimationManager();
}
void
CSSAnimation::UpdateTiming(SeekFlag aSeekFlag, SyncNotifyFlag aSyncNotifyFlag)
{
if (mNeedsNewAnimationIndexWhenRun &&
PlayState() != AnimationPlayState::Idle) {
mAnimationIndex = sNextAnimationIndex++;
mNeedsNewAnimationIndexWhenRun = false;
}
Animation::UpdateTiming(aSeekFlag, aSyncNotifyFlag);
}
TimeStamp
CSSAnimation::ElapsedTimeToTimeStamp(const StickyTimeDuration&
aElapsedTime) const
{
// Initializes to null. We always return this object to benefit from
// return-value-optimization.
TimeStamp result;
// Currently we may dispatch animationstart events before resolving
// mStartTime if we have a delay <= 0. This will change in bug 1134163
// but until then we should just use the latest refresh driver time as
// the event timestamp in that case.
if (!mEffect || mStartTime.IsNull()) {
nsPresContext* presContext = GetPresContext();
if (presContext) {
result = presContext->RefreshDriver()->MostRecentRefresh();
}
return result;
}
result = AnimationTimeToTimeStamp(aElapsedTime + mEffect->Timing().mDelay);
return result;
}
////////////////////////// nsAnimationManager ////////////////////////////
NS_IMPL_CYCLE_COLLECTION(nsAnimationManager, mEventDispatcher)
NS_IMPL_CYCLE_COLLECTING_ADDREF(nsAnimationManager)
NS_IMPL_CYCLE_COLLECTING_RELEASE(nsAnimationManager)
NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION(nsAnimationManager)
NS_INTERFACE_MAP_ENTRY(nsIStyleRuleProcessor)
NS_INTERFACE_MAP_ENTRY_AMBIGUOUS(nsISupports, nsIStyleRuleProcessor)
NS_INTERFACE_MAP_END
void
nsAnimationManager::MaybeUpdateCascadeResults(AnimationCollection* aCollection)
{
for (size_t animIdx = aCollection->mAnimations.Length(); animIdx-- != 0; ) {
CSSAnimation* anim = aCollection->mAnimations[animIdx]->AsCSSAnimation();
if (anim->IsInEffect() != anim->mInEffectForCascadeResults) {
// Update our own cascade results.
mozilla::dom::Element* element = aCollection->GetElementToRestyle();
bool updatedCascadeResults = false;
if (element) {
nsIFrame* frame = element->GetPrimaryFrame();
if (frame) {
UpdateCascadeResults(frame->StyleContext(), aCollection);
updatedCascadeResults = true;
}
}
if (!updatedCascadeResults) {
// If we don't have a style context we can't do the work of updating
// cascading results but we need to make sure to update
// mInEffectForCascadeResults or else we'll keep running this
// code every time (potentially leading to infinite recursion due
// to the fact that this method both calls and is (indirectly) called
// by nsTransitionManager).
anim->mInEffectForCascadeResults = anim->IsInEffect();
}
// Notify the transition manager, whose results might depend on ours.
mPresContext->TransitionManager()->
UpdateCascadeResultsWithAnimations(aCollection);
return;
}
}
}
/* virtual */ size_t
nsAnimationManager::SizeOfExcludingThis(MallocSizeOf aMallocSizeOf) const
{
return CommonAnimationManager::SizeOfExcludingThis(aMallocSizeOf);
// Measurement of the following members may be added later if DMD finds it is
// worthwhile:
// - mEventDispatcher
}
/* virtual */ size_t
nsAnimationManager::SizeOfIncludingThis(MallocSizeOf aMallocSizeOf) const
{
return aMallocSizeOf(this) + SizeOfExcludingThis(aMallocSizeOf);
}
nsIStyleRule*
nsAnimationManager::CheckAnimationRule(nsStyleContext* aStyleContext,
mozilla::dom::Element* aElement)
{
// Ignore animations for print or print preview, and for elements
// that are not attached to the document tree.
if (!mPresContext->IsDynamic() || !aElement->IsInComposedDoc()) {
return nullptr;
}
// Everything that causes our animation data to change triggers a
// style change, which in turn triggers a non-animation restyle.
// Likewise, when we initially construct frames, we're not in a
// style change, but also not in an animation restyle.
const nsStyleDisplay* disp = aStyleContext->StyleDisplay();
AnimationCollection* collection =
GetAnimations(aElement, aStyleContext->GetPseudoType(), false);
if (!collection &&
disp->mAnimationNameCount == 1 &&
disp->mAnimations[0].GetName().IsEmpty()) {
return nullptr;
}
nsAutoAnimationMutationBatch mb(aElement->OwnerDoc());
// build the animations list
dom::DocumentTimeline* timeline = aElement->OwnerDoc()->Timeline();
AnimationPtrArray newAnimations;
if (!aStyleContext->IsInDisplayNoneSubtree()) {
BuildAnimations(aStyleContext, aElement, timeline, newAnimations);
}
if (newAnimations.IsEmpty()) {
if (collection) {
// There might be transitions that run now that animations don't
// override them.
mPresContext->TransitionManager()->
UpdateCascadeResultsWithAnimationsToBeDestroyed(collection);
collection->Destroy();
}
return nullptr;
}
if (collection) {
collection->mStyleRule = nullptr;
collection->mStyleRuleRefreshTime = TimeStamp();
collection->UpdateAnimationGeneration(mPresContext);
// Copy over the start times and (if still paused) pause starts
// for each animation (matching on name only) that was also in the
// old list of animations.
// This means that we honor dynamic changes, which isn't what the
// spec says to do, but WebKit seems to honor at least some of
// them. See
// http://lists.w3.org/Archives/Public/www-style/2011Apr/0079.html
// In order to honor what the spec said, we'd copy more data over
// (or potentially optimize BuildAnimations to avoid rebuilding it
// in the first place).
if (!collection->mAnimations.IsEmpty()) {
for (size_t newIdx = newAnimations.Length(); newIdx-- != 0;) {
Animation* newAnim = newAnimations[newIdx];
// Find the matching animation with this name in the old list
// of animations. We iterate through both lists in a backwards
// direction which means that if there are more animations in
// the new list of animations with a given name than in the old
// list, it will be the animations towards the of the beginning of
// the list that do not match and are treated as new animations.
RefPtr<CSSAnimation> oldAnim;
size_t oldIdx = collection->mAnimations.Length();
while (oldIdx-- != 0) {
CSSAnimation* a = collection->mAnimations[oldIdx]->AsCSSAnimation();
MOZ_ASSERT(a, "All animations in the CSS Animation collection should"
" be CSSAnimation objects");
if (a->AnimationName() ==
newAnim->AsCSSAnimation()->AnimationName()) {
oldAnim = a;
break;
}
}
if (!oldAnim) {
// FIXME: Bug 1134163 - We shouldn't queue animationstart events
// until the animation is actually ready to run. However, we
// currently have some tests that assume that these events are
// dispatched within the same tick as the animation is added
// so we need to queue up any animationstart events from newly-created
// animations.
newAnim->AsCSSAnimation()->QueueEvents();
continue;
}
bool animationChanged = false;
// Update the old from the new so we can keep the original object
// identity (and any expando properties attached to it).
if (oldAnim->GetEffect() && newAnim->GetEffect()) {
KeyframeEffectReadOnly* oldEffect = oldAnim->GetEffect();
KeyframeEffectReadOnly* newEffect = newAnim->GetEffect();
animationChanged =
oldEffect->Timing() != newEffect->Timing() ||
oldEffect->Properties() != newEffect->Properties();
oldEffect->SetTiming(newEffect->Timing());
oldEffect->Properties() = newEffect->Properties();
}
// Handle changes in play state. If the animation is idle, however,
// changes to animation-play-state should *not* restart it.
if (oldAnim->PlayState() != AnimationPlayState::Idle) {
// CSSAnimation takes care of override behavior so that,
// for example, if the author has called pause(), that will
// override the animation-play-state.
// (We should check newAnim->IsStylePaused() but that requires
// downcasting to CSSAnimation and we happen to know that
// newAnim will only ever be paused by calling PauseFromStyle
// making IsPausedOrPausing synonymous in this case.)
if (!oldAnim->IsStylePaused() && newAnim->IsPausedOrPausing()) {
oldAnim->PauseFromStyle();
animationChanged = true;
} else if (oldAnim->IsStylePaused() &&
!newAnim->IsPausedOrPausing()) {
oldAnim->PlayFromStyle();
animationChanged = true;
}
}
oldAnim->CopyAnimationIndex(*newAnim->AsCSSAnimation());
// Updating the effect timing above might already have caused the
// animation to become irrelevant so only add a changed record if
// the animation is still relevant.
if (animationChanged && oldAnim->IsRelevant()) {
nsNodeUtils::AnimationChanged(oldAnim);
}
// Replace new animation with the (updated) old one and remove the
// old one from the array so we don't try to match it any more.
//
// Although we're doing this while iterating this is safe because
// we're not changing the length of newAnimations and we've finished
// iterating over the list of old iterations.
newAnim->CancelFromStyle();
newAnim = nullptr;
newAnimations.ReplaceElementAt(newIdx, oldAnim);
collection->mAnimations.RemoveElementAt(oldIdx);
}
}
} else {
collection =
GetAnimations(aElement, aStyleContext->GetPseudoType(), true);
for (Animation* animation : newAnimations) {
// FIXME: Bug 1134163 - As above, we have shouldn't actually need to
// queue events here. (But we do for now since some tests expect
// animationstart events to be dispatched immediately.)
animation->AsCSSAnimation()->QueueEvents();
}
}
collection->mAnimations.SwapElements(newAnimations);
collection->mStyleChanging = true;
// Cancel removed animations
for (size_t newAnimIdx = newAnimations.Length(); newAnimIdx-- != 0; ) {
newAnimations[newAnimIdx]->CancelFromStyle();
}
UpdateCascadeResults(aStyleContext, collection);
TimeStamp refreshTime = mPresContext->RefreshDriver()->MostRecentRefresh();
collection->EnsureStyleRuleFor(refreshTime);
// We don't actually dispatch the pending events now. We'll either
// dispatch them the next time we get a refresh driver notification
// or the next time somebody calls
// nsPresShell::FlushPendingNotifications.
if (mEventDispatcher.HasQueuedEvents()) {
mPresContext->Document()->SetNeedStyleFlush();
}
return GetAnimationRule(aElement, aStyleContext->GetPseudoType());
}
void
nsAnimationManager::StopAnimationsForElement(
mozilla::dom::Element* aElement,
nsCSSPseudoElements::Type aPseudoType)
{
MOZ_ASSERT(aElement);
AnimationCollection* collection =
GetAnimations(aElement, aPseudoType, false);
if (!collection) {
return;
}
nsAutoAnimationMutationBatch mb(aElement->OwnerDoc());
collection->Destroy();
}
struct KeyframeData {
float mKey;
uint32_t mIndex; // store original order since sort algorithm is not stable
nsCSSKeyframeRule *mRule;
};
struct KeyframeDataComparator {
bool Equals(const KeyframeData& A, const KeyframeData& B) const {
return A.mKey == B.mKey && A.mIndex == B.mIndex;
}
bool LessThan(const KeyframeData& A, const KeyframeData& B) const {
return A.mKey < B.mKey || (A.mKey == B.mKey && A.mIndex < B.mIndex);
}
};
class ResolvedStyleCache {
public:
ResolvedStyleCache() : mCache() {}
nsStyleContext* Get(nsPresContext *aPresContext,
nsStyleContext *aParentStyleContext,
nsCSSKeyframeRule *aKeyframe);
private:
nsRefPtrHashtable<nsPtrHashKey<nsCSSKeyframeRule>, nsStyleContext> mCache;
};
nsStyleContext*
ResolvedStyleCache::Get(nsPresContext *aPresContext,
nsStyleContext *aParentStyleContext,
nsCSSKeyframeRule *aKeyframe)
{
// FIXME (spec): The css3-animations spec isn't very clear about how
// properties are resolved when they have values that depend on other
// properties (e.g., values in 'em'). I presume that they're resolved
// relative to the other styles of the element. The question is
// whether they are resolved relative to other animations: I assume
// that they're not, since that would prevent us from caching a lot of
// data that we'd really like to cache (in particular, the
// StyleAnimationValue values in AnimationPropertySegment).
nsStyleContext *result = mCache.GetWeak(aKeyframe);
if (!result) {
nsCOMArray<nsIStyleRule> rules;
rules.AppendObject(aKeyframe);
RefPtr<nsStyleContext> resultStrong = aPresContext->StyleSet()->
ResolveStyleByAddingRules(aParentStyleContext, rules);
mCache.Put(aKeyframe, resultStrong);
result = resultStrong;
}
return result;
}
void
nsAnimationManager::BuildAnimations(nsStyleContext* aStyleContext,
dom::Element* aTarget,
dom::AnimationTimeline* aTimeline,
AnimationPtrArray& aAnimations)
{
MOZ_ASSERT(aAnimations.IsEmpty(), "expect empty array");
ResolvedStyleCache resolvedStyles;
const nsStyleDisplay *disp = aStyleContext->StyleDisplay();
RefPtr<nsStyleContext> styleWithoutAnimation;
for (size_t animIdx = 0, animEnd = disp->mAnimationNameCount;
animIdx != animEnd; ++animIdx) {
const StyleAnimation& src = disp->mAnimations[animIdx];
// CSS Animations whose animation-name does not match a @keyframes rule do
// not generate animation events. This includes when the animation-name is
// "none" which is represented by an empty name in the StyleAnimation.
// Since such animations neither affect style nor dispatch events, we do
// not generate a corresponding Animation for them.
nsCSSKeyframesRule* rule =
src.GetName().IsEmpty()
? nullptr
: mPresContext->StyleSet()->KeyframesRuleForName(src.GetName());
if (!rule) {
continue;
}
RefPtr<CSSAnimation> dest =
new CSSAnimation(mPresContext->Document()->GetScopeObject(),
src.GetName());
dest->SetOwningElement(
OwningElementRef(*aTarget, aStyleContext->GetPseudoType()));
dest->SetTimeline(aTimeline);
dest->SetAnimationIndex(static_cast<uint64_t>(animIdx));
aAnimations.AppendElement(dest);
AnimationTiming timing;
timing.mIterationDuration =
TimeDuration::FromMilliseconds(src.GetDuration());
timing.mDelay = TimeDuration::FromMilliseconds(src.GetDelay());
timing.mIterationCount = src.GetIterationCount();
timing.mDirection = src.GetDirection();
timing.mFillMode = src.GetFillMode();
RefPtr<KeyframeEffectReadOnly> destEffect =
new KeyframeEffectReadOnly(mPresContext->Document(), aTarget,
aStyleContext->GetPseudoType(), timing);
dest->SetEffect(destEffect);
if (src.GetPlayState() == NS_STYLE_ANIMATION_PLAY_STATE_PAUSED) {
dest->PauseFromStyle();
} else {
dest->PlayFromStyle();
}
// While current drafts of css3-animations say that later keyframes
// with the same key entirely replace earlier ones (no cascading),
// this is a bad idea and contradictory to the rest of CSS. So
// we're going to keep all the keyframes for each key and then do
// the replacement on a per-property basis rather than a per-rule
// basis, just like everything else in CSS.
AutoInfallibleTArray<KeyframeData, 16> sortedKeyframes;
for (uint32_t ruleIdx = 0, ruleEnd = rule->StyleRuleCount();
ruleIdx != ruleEnd; ++ruleIdx) {
css::Rule* cssRule = rule->GetStyleRuleAt(ruleIdx);
MOZ_ASSERT(cssRule, "must have rule");
MOZ_ASSERT(cssRule->GetType() == css::Rule::KEYFRAME_RULE,
"must be keyframe rule");
nsCSSKeyframeRule *kfRule = static_cast<nsCSSKeyframeRule*>(cssRule);
const nsTArray<float> &keys = kfRule->GetKeys();
for (uint32_t keyIdx = 0, keyEnd = keys.Length();
keyIdx != keyEnd; ++keyIdx) {
float key = keys[keyIdx];
// FIXME (spec): The spec doesn't say what to do with
// out-of-range keyframes. We'll ignore them.
if (0.0f <= key && key <= 1.0f) {
KeyframeData *data = sortedKeyframes.AppendElement();
data->mKey = key;
data->mIndex = ruleIdx;
data->mRule = kfRule;
}
}
}
sortedKeyframes.Sort(KeyframeDataComparator());
if (sortedKeyframes.Length() == 0) {
// no segments
continue;
}
// Record the properties that are present in any keyframe rules we
// are using.
nsCSSPropertySet properties;
for (uint32_t kfIdx = 0, kfEnd = sortedKeyframes.Length();
kfIdx != kfEnd; ++kfIdx) {
css::Declaration *decl = sortedKeyframes[kfIdx].mRule->Declaration();
for (uint32_t propIdx = 0, propEnd = decl->Count();
propIdx != propEnd; ++propIdx) {
nsCSSProperty prop = decl->GetPropertyAt(propIdx);
if (prop != eCSSPropertyExtra_variable) {
// CSS Variables are not animatable
properties.AddProperty(prop);
}
}
}
for (nsCSSProperty prop = nsCSSProperty(0);
prop < eCSSProperty_COUNT_no_shorthands;
prop = nsCSSProperty(prop + 1)) {
if (!properties.HasProperty(prop) ||
nsCSSProps::kAnimTypeTable[prop] == eStyleAnimType_None) {
continue;
}
// Build a list of the keyframes to use for this property. This
// means we need every keyframe with the property in it, except
// for those keyframes where a later keyframe with the *same key*
// also has the property.
AutoInfallibleTArray<uint32_t, 16> keyframesWithProperty;
float lastKey = 100.0f; // an invalid key
for (uint32_t kfIdx = 0, kfEnd = sortedKeyframes.Length();
kfIdx != kfEnd; ++kfIdx) {
KeyframeData &kf = sortedKeyframes[kfIdx];
if (!kf.mRule->Declaration()->HasProperty(prop)) {
continue;
}
if (kf.mKey == lastKey) {
// Replace previous occurrence of same key.
keyframesWithProperty[keyframesWithProperty.Length() - 1] = kfIdx;
} else {
keyframesWithProperty.AppendElement(kfIdx);
}
lastKey = kf.mKey;
}
AnimationProperty &propData = *destEffect->Properties().AppendElement();
propData.mProperty = prop;
propData.mWinsInCascade = true;
KeyframeData *fromKeyframe = nullptr;
RefPtr<nsStyleContext> fromContext;
bool interpolated = true;
for (uint32_t wpIdx = 0, wpEnd = keyframesWithProperty.Length();
wpIdx != wpEnd; ++wpIdx) {
uint32_t kfIdx = keyframesWithProperty[wpIdx];
KeyframeData &toKeyframe = sortedKeyframes[kfIdx];
RefPtr<nsStyleContext> toContext =
resolvedStyles.Get(mPresContext, aStyleContext, toKeyframe.mRule);
if (fromKeyframe) {
interpolated = interpolated &&
BuildSegment(propData.mSegments, prop, src,
fromKeyframe->mKey, fromContext,
fromKeyframe->mRule->Declaration(),
toKeyframe.mKey, toContext);
} else {
if (toKeyframe.mKey != 0.0f) {
// There's no data for this property at 0%, so use the
// cascaded value above us.
if (!styleWithoutAnimation) {
styleWithoutAnimation = mPresContext->StyleSet()->
ResolveStyleWithoutAnimation(aTarget, aStyleContext,
eRestyle_AllHintsWithAnimations);
}
interpolated = interpolated &&
BuildSegment(propData.mSegments, prop, src,
0.0f, styleWithoutAnimation, nullptr,
toKeyframe.mKey, toContext);
}
}
fromContext = toContext;
fromKeyframe = &toKeyframe;
}
if (fromKeyframe->mKey != 1.0f) {
// There's no data for this property at 100%, so use the
// cascaded value above us.
if (!styleWithoutAnimation) {
styleWithoutAnimation = mPresContext->StyleSet()->
ResolveStyleWithoutAnimation(aTarget, aStyleContext,
eRestyle_AllHintsWithAnimations);
}
interpolated = interpolated &&
BuildSegment(propData.mSegments, prop, src,
fromKeyframe->mKey, fromContext,
fromKeyframe->mRule->Declaration(),
1.0f, styleWithoutAnimation);
}
// If we failed to build any segments due to inability to
// interpolate, remove the property from the animation. (It's not
// clear if this is the right thing to do -- we could run some of
// the segments, but it's really not clear whether we should skip
// values (which?) or skip segments, so best to skip the whole
// thing for now.)
if (!interpolated) {
destEffect->Properties().RemoveElementAt(
destEffect->Properties().Length() - 1);
}
}
}
}
bool
nsAnimationManager::BuildSegment(InfallibleTArray<AnimationPropertySegment>&
aSegments,
nsCSSProperty aProperty,
const StyleAnimation& aAnimation,
float aFromKey, nsStyleContext* aFromContext,
mozilla::css::Declaration* aFromDeclaration,
float aToKey, nsStyleContext* aToContext)
{
StyleAnimationValue fromValue, toValue, dummyValue;
if (!ExtractComputedValueForTransition(aProperty, aFromContext, fromValue) ||
!ExtractComputedValueForTransition(aProperty, aToContext, toValue) ||
// Check that we can interpolate between these values
// (If this is ever a performance problem, we could add a
// CanInterpolate method, but it seems fine for now.)
!StyleAnimationValue::Interpolate(aProperty, fromValue, toValue,
0.5, dummyValue)) {
return false;
}
AnimationPropertySegment &segment = *aSegments.AppendElement();
segment.mFromValue = fromValue;
segment.mToValue = toValue;
segment.mFromKey = aFromKey;
segment.mToKey = aToKey;
const nsTimingFunction *tf;
if (aFromDeclaration &&
aFromDeclaration->HasProperty(eCSSProperty_animation_timing_function)) {
tf = &aFromContext->StyleDisplay()->mAnimations[0].GetTimingFunction();
} else {
tf = &aAnimation.GetTimingFunction();
}
segment.mTimingFunction.Init(*tf);
return true;
}
/* static */ void
nsAnimationManager::UpdateCascadeResults(
nsStyleContext* aStyleContext,
AnimationCollection* aElementAnimations)
{
/*
* Figure out which properties we need to examine.
*/
// size of 2 since we only currently have 2 properties we animate on
// the compositor
nsAutoTArray<nsCSSProperty, 2> propertiesToTrack;
{
nsCSSPropertySet propertiesToTrackAsSet;
for (size_t animIdx = aElementAnimations->mAnimations.Length();
animIdx-- != 0; ) {
const Animation* anim = aElementAnimations->mAnimations[animIdx];
const KeyframeEffectReadOnly* effect = anim->GetEffect();
if (!effect) {
continue;
}
for (size_t propIdx = 0, propEnd = effect->Properties().Length();
propIdx != propEnd; ++propIdx) {
const AnimationProperty& prop = effect->Properties()[propIdx];
// We only bother setting mWinsInCascade for properties that we
// can animate on the compositor.
if (nsCSSProps::PropHasFlags(prop.mProperty,
CSS_PROPERTY_CAN_ANIMATE_ON_COMPOSITOR)) {
if (!propertiesToTrackAsSet.HasProperty(prop.mProperty)) {
propertiesToTrack.AppendElement(prop.mProperty);
propertiesToTrackAsSet.AddProperty(prop.mProperty);
}
}
}
}
}
/*
* Determine whether those properties are set in things that
* override animations.
*/
nsCSSPropertySet propertiesOverridden;
nsRuleNode::ComputePropertiesOverridingAnimation(propertiesToTrack,
aStyleContext,
propertiesOverridden);
/*
* Set mWinsInCascade based both on what is overridden at levels
* higher than animations and based on one animation overriding
* another.
*
* We iterate from the last animation to the first, just like we do
* when calling ComposeStyle from AnimationCollection::EnsureStyleRuleFor.
* Later animations override earlier ones, so we add properties to the set
* of overridden properties as we encounter them, if the animation is
* currently in effect.
*/
bool changed = false;
for (size_t animIdx = aElementAnimations->mAnimations.Length();
animIdx-- != 0; ) {
CSSAnimation* anim =
aElementAnimations->mAnimations[animIdx]->AsCSSAnimation();
KeyframeEffectReadOnly* effect = anim->GetEffect();
anim->mInEffectForCascadeResults = anim->IsInEffect();
if (!effect) {
continue;
}
for (size_t propIdx = 0, propEnd = effect->Properties().Length();
propIdx != propEnd; ++propIdx) {
AnimationProperty& prop = effect->Properties()[propIdx];
// We only bother setting mWinsInCascade for properties that we
// can animate on the compositor.
if (nsCSSProps::PropHasFlags(prop.mProperty,
CSS_PROPERTY_CAN_ANIMATE_ON_COMPOSITOR)) {
bool newWinsInCascade =
!propertiesOverridden.HasProperty(prop.mProperty);
if (newWinsInCascade != prop.mWinsInCascade) {
changed = true;
}
prop.mWinsInCascade = newWinsInCascade;
if (prop.mWinsInCascade && anim->mInEffectForCascadeResults) {
// This animation is in effect right now, so it overrides
// earlier animations. (For animations that aren't in effect,
// we set mWinsInCascade as though they were, but they don't
// suppress animations lower in the cascade.)
propertiesOverridden.AddProperty(prop.mProperty);
}
}
}
}
// If there is any change in the cascade result, update animations on layers
// with the winning animations.
if (changed) {
aElementAnimations->RequestRestyle(AnimationCollection::RestyleType::Layer);
}
}