зеркало из https://github.com/mozilla/gecko-dev.git
996 строки
36 KiB
C++
996 строки
36 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 "nsAnimationManager.h"
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#include "nsTransitionManager.h"
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#include "mozilla/dom/CSSAnimationBinding.h"
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#include "mozilla/MemoryReporting.h"
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#include "mozilla/StyleAnimationValue.h"
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#include "mozilla/dom/DocumentTimeline.h"
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#include "mozilla/dom/KeyframeEffect.h"
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#include "nsPresContext.h"
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#include "nsStyleSet.h"
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#include "nsStyleChangeList.h"
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#include "nsCSSRules.h"
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#include "RestyleManager.h"
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#include "nsLayoutUtils.h"
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#include "nsIFrame.h"
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#include "nsIDocument.h"
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#include "nsDOMMutationObserver.h"
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#include <math.h>
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using namespace mozilla;
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using namespace mozilla::css;
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using mozilla::dom::Animation;
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using mozilla::dom::AnimationPlayState;
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using mozilla::dom::KeyframeEffectReadOnly;
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using mozilla::dom::CSSAnimation;
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////////////////////////// CSSAnimation ////////////////////////////
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JSObject*
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CSSAnimation::WrapObject(JSContext* aCx, JS::Handle<JSObject*> aGivenProto)
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{
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return dom::CSSAnimationBinding::Wrap(aCx, this, aGivenProto);
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}
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mozilla::dom::Promise*
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CSSAnimation::GetReady(ErrorResult& aRv)
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{
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FlushStyle();
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return Animation::GetReady(aRv);
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}
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void
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CSSAnimation::Play(ErrorResult &aRv, LimitBehavior aLimitBehavior)
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{
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mPauseShouldStick = false;
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Animation::Play(aRv, aLimitBehavior);
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}
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void
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CSSAnimation::Pause(ErrorResult& aRv)
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{
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mPauseShouldStick = true;
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Animation::Pause(aRv);
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}
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AnimationPlayState
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CSSAnimation::PlayStateFromJS() const
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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.
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FlushStyle();
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return Animation::PlayStateFromJS();
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}
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void
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CSSAnimation::PlayFromJS(ErrorResult& aRv)
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{
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// Note that flushing style below might trigger calls to
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// PlayFromStyle()/PauseFromStyle() on this object.
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FlushStyle();
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Animation::PlayFromJS(aRv);
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}
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void
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CSSAnimation::PlayFromStyle()
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{
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mIsStylePaused = false;
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if (!mPauseShouldStick) {
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ErrorResult rv;
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DoPlay(rv, Animation::LimitBehavior::Continue);
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// play() should not throw when LimitBehavior is Continue
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MOZ_ASSERT(!rv.Failed(), "Unexpected exception playing animation");
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}
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}
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void
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CSSAnimation::PauseFromStyle()
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{
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// Check if the pause state is being overridden
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if (mIsStylePaused) {
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return;
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}
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mIsStylePaused = true;
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ErrorResult rv;
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DoPause(rv);
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// pause() should only throw when *all* of the following conditions are true:
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// - we are in the idle state, and
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// - we have a negative playback rate, and
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// - we have an infinitely repeating animation
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// The first two conditions will never happen under regular style processing
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// but could happen if an author made modifications to the Animation object
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// and then updated animation-play-state. It's an unusual case and there's
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// no obvious way to pass on the exception information so we just silently
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// fail for now.
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if (rv.Failed()) {
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NS_WARNING("Unexpected exception pausing animation - silently failing");
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}
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}
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void
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CSSAnimation::Tick()
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{
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Animation::Tick();
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QueueEvents();
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}
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bool
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CSSAnimation::HasLowerCompositeOrderThan(const Animation& aOther) const
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{
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// 0. Object-equality case
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if (&aOther == this) {
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return false;
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}
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// 1. Transitions sort lower
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//
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// FIXME: We need to differentiate between transitions and generic Animations.
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// Generic animations don't exist yet (that's bug 1096773) so for now we're
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// ok.
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const CSSAnimation* otherAnimation = aOther.AsCSSAnimation();
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if (!otherAnimation) {
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MOZ_ASSERT(aOther.AsCSSTransition(),
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"Animation being compared is a CSS transition");
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return false;
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}
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// 2. CSS animations that correspond to an animation-name property sort lower
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// than other CSS animations (e.g. those created or kept-alive by script).
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if (!IsTiedToMarkup()) {
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return !otherAnimation->IsTiedToMarkup() ?
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Animation::HasLowerCompositeOrderThan(aOther) :
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false;
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}
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if (!otherAnimation->IsTiedToMarkup()) {
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return true;
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}
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// 3. Sort by document order
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if (!mOwningElement.Equals(otherAnimation->mOwningElement)) {
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return mOwningElement.LessThan(otherAnimation->mOwningElement);
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}
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// 4. (Same element and pseudo): Sort by position in animation-name
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return mAnimationIndex < otherAnimation->mAnimationIndex;
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}
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void
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CSSAnimation::QueueEvents()
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{
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if (!mEffect) {
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return;
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}
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// CSS animations dispatch events at their owning element. This allows
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// script to repurpose a CSS animation to target a different element,
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// to use a group effect (which has no obvious "target element"), or
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// to remove the animation effect altogether whilst still getting
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// animation events.
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//
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// It does mean, however, that for a CSS animation that has no owning
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// element (e.g. it was created using the CSSAnimation constructor or
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// disassociated from CSS) no events are fired. If it becomes desirable
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// for these animations to still fire events we should spec the concept
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// of the "original owning element" or "event target" and allow script
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// to set it when creating a CSSAnimation object.
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if (!mOwningElement.IsSet()) {
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return;
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}
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dom::Element* owningElement;
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nsCSSPseudoElements::Type owningPseudoType;
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mOwningElement.GetElement(owningElement, owningPseudoType);
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MOZ_ASSERT(owningElement, "Owning element should be set");
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// Get the nsAnimationManager so we can queue events on it
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nsPresContext* presContext = mOwningElement.GetRenderedPresContext();
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if (!presContext) {
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return;
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}
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nsAnimationManager* manager = presContext->AnimationManager();
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ComputedTiming computedTiming = mEffect->GetComputedTiming();
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if (computedTiming.mPhase == ComputedTiming::AnimationPhase::Null) {
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return; // do nothing
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}
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// Note that script can change the start time, so we have to handle moving
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// backwards through the animation as well as forwards. An 'animationstart'
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// is dispatched if we enter the active phase (regardless if that is from
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// before or after the animation's active phase). An 'animationend' is
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// dispatched if we leave the active phase (regardless if that is to before
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// or after the animation's active phase).
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bool wasActive = mPreviousPhaseOrIteration != PREVIOUS_PHASE_BEFORE &&
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mPreviousPhaseOrIteration != PREVIOUS_PHASE_AFTER;
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bool isActive =
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computedTiming.mPhase == ComputedTiming::AnimationPhase::Active;
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bool isSameIteration =
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computedTiming.mCurrentIteration == mPreviousPhaseOrIteration;
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bool skippedActivePhase =
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(mPreviousPhaseOrIteration == PREVIOUS_PHASE_BEFORE &&
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computedTiming.mPhase == ComputedTiming::AnimationPhase::After) ||
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(mPreviousPhaseOrIteration == PREVIOUS_PHASE_AFTER &&
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computedTiming.mPhase == ComputedTiming::AnimationPhase::Before);
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MOZ_ASSERT(!skippedActivePhase || (!isActive && !wasActive),
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"skippedActivePhase only makes sense if we were & are inactive");
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if (computedTiming.mPhase == ComputedTiming::AnimationPhase::Before) {
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mPreviousPhaseOrIteration = PREVIOUS_PHASE_BEFORE;
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} else if (computedTiming.mPhase == ComputedTiming::AnimationPhase::Active) {
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mPreviousPhaseOrIteration = computedTiming.mCurrentIteration;
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} else if (computedTiming.mPhase == ComputedTiming::AnimationPhase::After) {
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mPreviousPhaseOrIteration = PREVIOUS_PHASE_AFTER;
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}
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EventMessage message;
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if (!wasActive && isActive) {
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message = eAnimationStart;
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} else if (wasActive && !isActive) {
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message = eAnimationEnd;
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} else if (wasActive && isActive && !isSameIteration) {
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message = eAnimationIteration;
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} else if (skippedActivePhase) {
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// First notifying for start of 0th iteration by appending an
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// 'animationstart':
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StickyTimeDuration elapsedTime =
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std::min(StickyTimeDuration(InitialAdvance()),
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computedTiming.mActiveDuration);
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manager->QueueEvent(AnimationEventInfo(owningElement, owningPseudoType,
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eAnimationStart, mAnimationName,
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elapsedTime,
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ElapsedTimeToTimeStamp(elapsedTime),
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this));
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// Then have the shared code below append an 'animationend':
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message = eAnimationEnd;
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} else {
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return; // No events need to be sent
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}
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StickyTimeDuration elapsedTime;
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if (message == eAnimationStart || message == eAnimationIteration) {
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TimeDuration iterationStart = mEffect->Timing().mIterationDuration *
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computedTiming.mCurrentIteration;
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elapsedTime = StickyTimeDuration(std::max(iterationStart,
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InitialAdvance()));
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} else {
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MOZ_ASSERT(message == eAnimationEnd);
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elapsedTime = computedTiming.mActiveDuration;
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}
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manager->QueueEvent(AnimationEventInfo(owningElement, owningPseudoType,
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message, mAnimationName, elapsedTime,
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ElapsedTimeToTimeStamp(elapsedTime),
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this));
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}
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CommonAnimationManager*
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CSSAnimation::GetAnimationManager() const
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{
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nsPresContext* context = GetPresContext();
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if (!context) {
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return nullptr;
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}
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return context->AnimationManager();
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}
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void
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CSSAnimation::UpdateTiming(SeekFlag aSeekFlag, SyncNotifyFlag aSyncNotifyFlag)
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{
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if (mNeedsNewAnimationIndexWhenRun &&
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PlayState() != AnimationPlayState::Idle) {
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mAnimationIndex = sNextAnimationIndex++;
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mNeedsNewAnimationIndexWhenRun = false;
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}
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Animation::UpdateTiming(aSeekFlag, aSyncNotifyFlag);
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}
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TimeStamp
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CSSAnimation::ElapsedTimeToTimeStamp(const StickyTimeDuration&
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aElapsedTime) const
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{
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// Initializes to null. We always return this object to benefit from
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// return-value-optimization.
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TimeStamp result;
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// Currently we may dispatch animationstart events before resolving
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// mStartTime if we have a delay <= 0. This will change in bug 1134163
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// but until then we should just use the latest refresh driver time as
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// the event timestamp in that case.
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if (!mEffect || mStartTime.IsNull()) {
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nsPresContext* presContext = GetPresContext();
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if (presContext) {
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result = presContext->RefreshDriver()->MostRecentRefresh();
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}
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return result;
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}
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result = AnimationTimeToTimeStamp(aElapsedTime + mEffect->Timing().mDelay);
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return result;
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}
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////////////////////////// nsAnimationManager ////////////////////////////
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NS_IMPL_CYCLE_COLLECTION(nsAnimationManager, mEventDispatcher)
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NS_IMPL_CYCLE_COLLECTING_ADDREF(nsAnimationManager)
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NS_IMPL_CYCLE_COLLECTING_RELEASE(nsAnimationManager)
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NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION(nsAnimationManager)
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NS_INTERFACE_MAP_ENTRY(nsIStyleRuleProcessor)
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NS_INTERFACE_MAP_ENTRY_AMBIGUOUS(nsISupports, nsIStyleRuleProcessor)
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NS_INTERFACE_MAP_END
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void
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nsAnimationManager::MaybeUpdateCascadeResults(AnimationCollection* aCollection)
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{
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for (size_t animIdx = aCollection->mAnimations.Length(); animIdx-- != 0; ) {
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CSSAnimation* anim = aCollection->mAnimations[animIdx]->AsCSSAnimation();
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if (anim->IsInEffect() != anim->mInEffectForCascadeResults) {
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// Update our own cascade results.
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mozilla::dom::Element* element = aCollection->GetElementToRestyle();
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bool updatedCascadeResults = false;
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if (element) {
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nsIFrame* frame = element->GetPrimaryFrame();
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if (frame) {
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UpdateCascadeResults(frame->StyleContext(), aCollection);
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updatedCascadeResults = true;
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}
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}
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if (!updatedCascadeResults) {
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// If we don't have a style context we can't do the work of updating
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// cascading results but we need to make sure to update
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// mInEffectForCascadeResults or else we'll keep running this
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// code every time (potentially leading to infinite recursion due
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// to the fact that this method both calls and is (indirectly) called
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// by nsTransitionManager).
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anim->mInEffectForCascadeResults = anim->IsInEffect();
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}
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// Notify the transition manager, whose results might depend on ours.
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mPresContext->TransitionManager()->
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UpdateCascadeResultsWithAnimations(aCollection);
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return;
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}
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}
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}
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/* virtual */ size_t
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nsAnimationManager::SizeOfExcludingThis(MallocSizeOf aMallocSizeOf) const
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{
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return CommonAnimationManager::SizeOfExcludingThis(aMallocSizeOf);
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// Measurement of the following members may be added later if DMD finds it is
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// worthwhile:
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// - mEventDispatcher
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}
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/* virtual */ size_t
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nsAnimationManager::SizeOfIncludingThis(MallocSizeOf aMallocSizeOf) const
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{
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return aMallocSizeOf(this) + SizeOfExcludingThis(aMallocSizeOf);
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}
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nsIStyleRule*
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nsAnimationManager::CheckAnimationRule(nsStyleContext* aStyleContext,
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mozilla::dom::Element* aElement)
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{
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// Ignore animations for print or print preview, and for elements
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// that are not attached to the document tree.
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if (!mPresContext->IsDynamic() || !aElement->IsInComposedDoc()) {
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return nullptr;
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}
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// Everything that causes our animation data to change triggers a
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// style change, which in turn triggers a non-animation restyle.
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// Likewise, when we initially construct frames, we're not in a
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// style change, but also not in an animation restyle.
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const nsStyleDisplay* disp = aStyleContext->StyleDisplay();
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AnimationCollection* collection =
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GetAnimations(aElement, aStyleContext->GetPseudoType(), false);
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if (!collection &&
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disp->mAnimationNameCount == 1 &&
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disp->mAnimations[0].GetName().IsEmpty()) {
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return nullptr;
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}
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nsAutoAnimationMutationBatch mb(aElement->OwnerDoc());
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// build the animations list
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dom::DocumentTimeline* timeline = aElement->OwnerDoc()->Timeline();
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AnimationPtrArray newAnimations;
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if (!aStyleContext->IsInDisplayNoneSubtree()) {
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BuildAnimations(aStyleContext, aElement, timeline, newAnimations);
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}
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if (newAnimations.IsEmpty()) {
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if (collection) {
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// There might be transitions that run now that animations don't
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// override them.
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mPresContext->TransitionManager()->
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UpdateCascadeResultsWithAnimationsToBeDestroyed(collection);
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collection->Destroy();
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}
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return nullptr;
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}
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if (collection) {
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collection->mStyleRule = nullptr;
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collection->mStyleRuleRefreshTime = TimeStamp();
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collection->UpdateAnimationGeneration(mPresContext);
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// Copy over the start times and (if still paused) pause starts
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// for each animation (matching on name only) that was also in the
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// old list of animations.
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// This means that we honor dynamic changes, which isn't what the
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// spec says to do, but WebKit seems to honor at least some of
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// them. See
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// http://lists.w3.org/Archives/Public/www-style/2011Apr/0079.html
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// In order to honor what the spec said, we'd copy more data over
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// (or potentially optimize BuildAnimations to avoid rebuilding it
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// in the first place).
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if (!collection->mAnimations.IsEmpty()) {
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for (size_t newIdx = newAnimations.Length(); newIdx-- != 0;) {
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Animation* newAnim = newAnimations[newIdx];
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// Find the matching animation with this name in the old list
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// of animations. We iterate through both lists in a backwards
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// direction which means that if there are more animations in
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// the new list of animations with a given name than in the old
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// list, it will be the animations towards the of the beginning of
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// the list that do not match and are treated as new animations.
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RefPtr<CSSAnimation> oldAnim;
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size_t oldIdx = collection->mAnimations.Length();
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while (oldIdx-- != 0) {
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CSSAnimation* a = collection->mAnimations[oldIdx]->AsCSSAnimation();
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MOZ_ASSERT(a, "All animations in the CSS Animation collection should"
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" be CSSAnimation objects");
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if (a->AnimationName() ==
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newAnim->AsCSSAnimation()->AnimationName()) {
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oldAnim = a;
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break;
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}
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}
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if (!oldAnim) {
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// FIXME: Bug 1134163 - We shouldn't queue animationstart events
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// until the animation is actually ready to run. However, we
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// currently have some tests that assume that these events are
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// dispatched within the same tick as the animation is added
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// so we need to queue up any animationstart events from newly-created
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// animations.
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newAnim->AsCSSAnimation()->QueueEvents();
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continue;
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}
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bool animationChanged = false;
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// Update the old from the new so we can keep the original object
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// identity (and any expando properties attached to it).
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if (oldAnim->GetEffect() && newAnim->GetEffect()) {
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KeyframeEffectReadOnly* oldEffect = oldAnim->GetEffect();
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KeyframeEffectReadOnly* newEffect = newAnim->GetEffect();
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animationChanged =
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oldEffect->Timing() != newEffect->Timing() ||
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oldEffect->Properties() != newEffect->Properties();
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oldEffect->SetTiming(newEffect->Timing());
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oldEffect->Properties() = newEffect->Properties();
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}
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// Handle changes in play state. If the animation is idle, however,
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// changes to animation-play-state should *not* restart it.
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if (oldAnim->PlayState() != AnimationPlayState::Idle) {
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// CSSAnimation takes care of override behavior so that,
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// for example, if the author has called pause(), that will
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// override the animation-play-state.
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// (We should check newAnim->IsStylePaused() but that requires
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// downcasting to CSSAnimation and we happen to know that
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// newAnim will only ever be paused by calling PauseFromStyle
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// making IsPausedOrPausing synonymous in this case.)
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if (!oldAnim->IsStylePaused() && newAnim->IsPausedOrPausing()) {
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oldAnim->PauseFromStyle();
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animationChanged = true;
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} 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);
|
|
}
|
|
}
|