зеркало из https://github.com/mozilla/gecko-dev.git
379 строки
14 KiB
C++
379 строки
14 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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#ifndef nsAnimationManager_h_
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#define nsAnimationManager_h_
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#include "mozilla/Attributes.h"
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#include "mozilla/ContentEvents.h"
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#include "mozilla/EventForwards.h"
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#include "AnimationCommon.h"
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#include "nsCSSPseudoElements.h"
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#include "mozilla/dom/Animation.h"
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#include "mozilla/MemoryReporting.h"
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#include "mozilla/TimeStamp.h"
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class nsIGlobalObject;
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class nsStyleContext;
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namespace mozilla {
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namespace css {
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class Declaration;
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} /* namespace css */
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namespace dom {
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class Promise;
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} /* namespace dom */
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struct AnimationEventInfo {
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RefPtr<dom::Element> mElement;
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RefPtr<dom::Animation> mAnimation;
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InternalAnimationEvent mEvent;
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TimeStamp mTimeStamp;
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AnimationEventInfo(dom::Element* aElement,
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nsCSSPseudoElements::Type aPseudoType,
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EventMessage aMessage,
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const nsSubstring& aAnimationName,
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const StickyTimeDuration& aElapsedTime,
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const TimeStamp& aTimeStamp,
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dom::Animation* aAnimation)
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: mElement(aElement)
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, mAnimation(aAnimation)
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, mEvent(true, aMessage)
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, mTimeStamp(aTimeStamp)
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{
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// XXX Looks like nobody initialize WidgetEvent::time
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mEvent.animationName = aAnimationName;
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mEvent.elapsedTime = aElapsedTime.ToSeconds();
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mEvent.pseudoElement = AnimationCollection::PseudoTypeAsString(aPseudoType);
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}
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// InternalAnimationEvent doesn't support copy-construction, so we need
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// to ourselves in order to work with nsTArray
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AnimationEventInfo(const AnimationEventInfo& aOther)
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: mElement(aOther.mElement)
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, mAnimation(aOther.mAnimation)
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, mEvent(true, aOther.mEvent.mMessage)
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, mTimeStamp(aOther.mTimeStamp)
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{
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mEvent.AssignAnimationEventData(aOther.mEvent, false);
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}
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};
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namespace dom {
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class CSSAnimation final : public Animation
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{
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public:
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explicit CSSAnimation(nsIGlobalObject* aGlobal,
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const nsSubstring& aAnimationName)
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: dom::Animation(aGlobal)
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, mAnimationName(aAnimationName)
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, mIsStylePaused(false)
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, mPauseShouldStick(false)
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, mNeedsNewAnimationIndexWhenRun(false)
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, mPreviousPhaseOrIteration(PREVIOUS_PHASE_BEFORE)
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{
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// We might need to drop this assertion once we add a script-accessible
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// constructor but for animations generated from CSS markup the
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// animation-name should never be empty.
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MOZ_ASSERT(!mAnimationName.IsEmpty(), "animation-name should not be empty");
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}
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JSObject* WrapObject(JSContext* aCx,
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JS::Handle<JSObject*> aGivenProto) override;
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CSSAnimation* AsCSSAnimation() override { return this; }
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const CSSAnimation* AsCSSAnimation() const override { return this; }
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// CSSAnimation interface
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void GetAnimationName(nsString& aRetVal) const { aRetVal = mAnimationName; }
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// Alternative to GetAnimationName that returns a reference to the member
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// for more efficient internal usage.
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const nsString& AnimationName() const { return mAnimationName; }
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// Animation interface overrides
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virtual Promise* GetReady(ErrorResult& aRv) override;
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virtual void Play(ErrorResult& aRv, LimitBehavior aLimitBehavior) override;
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virtual void Pause(ErrorResult& aRv) override;
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virtual AnimationPlayState PlayStateFromJS() const override;
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virtual void PlayFromJS(ErrorResult& aRv) override;
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void PlayFromStyle();
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void PauseFromStyle();
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void CancelFromStyle() override
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{
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mOwningElement = OwningElementRef();
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// When an animation is disassociated with style it enters an odd state
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// where its composite order is undefined until it first transitions
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// out of the idle state.
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//
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// Even if the composite order isn't defined we don't want it to be random
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// in case we need to determine the order to dispatch events associated
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// with an animation in this state. To solve this we treat the animation as
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// if it had been added to the end of the global animation list so that
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// its sort order is defined. We'll update this index again once the
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// animation leaves the idle state.
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mAnimationIndex = sNextAnimationIndex++;
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mNeedsNewAnimationIndexWhenRun = true;
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Animation::CancelFromStyle();
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}
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void Tick() override;
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void QueueEvents();
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bool IsStylePaused() const { return mIsStylePaused; }
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bool HasLowerCompositeOrderThan(const Animation& aOther) const override;
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void SetAnimationIndex(uint64_t aIndex)
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{
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MOZ_ASSERT(IsTiedToMarkup());
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mAnimationIndex = aIndex;
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}
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void CopyAnimationIndex(const CSSAnimation& aOther)
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{
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MOZ_ASSERT(IsTiedToMarkup() && aOther.IsTiedToMarkup());
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mAnimationIndex = aOther.mAnimationIndex;
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}
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// Sets the owning element which is used for determining the composite
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// order of CSSAnimation objects generated from CSS markup.
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//
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// @see mOwningElement
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void SetOwningElement(const OwningElementRef& aElement)
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{
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mOwningElement = aElement;
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}
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// True for animations that are generated from CSS markup and continue to
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// reflect changes to that markup.
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bool IsTiedToMarkup() const { return mOwningElement.IsSet(); }
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// Is this animation currently in effect for the purposes of computing
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// mWinsInCascade. (In general, this can be computed from the timing
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// function. This boolean remembers the state as of the last time we
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// called UpdateCascadeResults so we know if it changes and we need to
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// call UpdateCascadeResults again.)
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bool mInEffectForCascadeResults;
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protected:
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virtual ~CSSAnimation()
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{
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MOZ_ASSERT(!mOwningElement.IsSet(), "Owning element should be cleared "
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"before a CSS animation is destroyed");
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}
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// Animation overrides
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CommonAnimationManager* GetAnimationManager() const override;
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void UpdateTiming(SeekFlag aSeekFlag,
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SyncNotifyFlag aSyncNotifyFlag) override;
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// Returns the duration from the start of the animation's source effect's
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// active interval to the point where the animation actually begins playback.
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// This is zero unless the animation's source effect has a negative delay in
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// which // case it is the absolute value of that delay.
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// This is used for setting the elapsedTime member of CSS AnimationEvents.
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TimeDuration InitialAdvance() const {
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return mEffect ?
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std::max(TimeDuration(), mEffect->Timing().mDelay * -1) :
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TimeDuration();
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}
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// Converts an AnimationEvent's elapsedTime value to an equivalent TimeStamp
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// that can be used to sort events by when they occurred.
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TimeStamp ElapsedTimeToTimeStamp(const StickyTimeDuration& aElapsedTime)
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const;
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nsString mAnimationName;
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// The (pseudo-)element whose computed animation-name refers to this
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// animation (if any).
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//
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// This is used for determining the relative composite order of animations
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// generated from CSS markup.
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//
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// Typically this will be the same as the target element of the keyframe
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// effect associated with this animation. However, it can differ in the
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// following circumstances:
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//
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// a) If script removes or replaces the effect of this animation,
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// b) If this animation is cancelled (e.g. by updating the
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// animation-name property or removing the owning element from the
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// document),
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// c) If this object is generated from script using the CSSAnimation
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// constructor.
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//
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// For (b) and (c) the owning element will return !IsSet().
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OwningElementRef mOwningElement;
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// When combining animation-play-state with play() / pause() the following
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// behavior applies:
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// 1. pause() is sticky and always overrides the underlying
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// animation-play-state
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// 2. If animation-play-state is 'paused', play() will temporarily override
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// it until animation-play-state next becomes 'running'.
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// 3. Calls to play() trigger finishing behavior but setting the
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// animation-play-state to 'running' does not.
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//
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// This leads to five distinct states:
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//
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// A. Running
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// B. Running and temporarily overriding animation-play-state: paused
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// C. Paused and sticky overriding animation-play-state: running
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// D. Paused and sticky overriding animation-play-state: paused
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// E. Paused by animation-play-state
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//
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// C and D may seem redundant but they differ in how to respond to the
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// sequence: call play(), set animation-play-state: paused.
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//
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// C will transition to A then E leaving the animation paused.
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// D will transition to B then B leaving the animation running.
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//
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// A state transition chart is as follows:
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//
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// A | B | C | D | E
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// ---------------------------
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// play() A | B | A | B | B
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// pause() C | D | C | D | D
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// 'running' A | A | C | C | A
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// 'paused' E | B | D | D | E
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//
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// The base class, Animation already provides a boolean value,
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// mIsPaused which gives us two states. To this we add a further two booleans
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// to represent the states as follows.
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//
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// A. Running
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// (!mIsPaused; !mIsStylePaused; !mPauseShouldStick)
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// B. Running and temporarily overriding animation-play-state: paused
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// (!mIsPaused; mIsStylePaused; !mPauseShouldStick)
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// C. Paused and sticky overriding animation-play-state: running
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// (mIsPaused; !mIsStylePaused; mPauseShouldStick)
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// D. Paused and sticky overriding animation-play-state: paused
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// (mIsPaused; mIsStylePaused; mPauseShouldStick)
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// E. Paused by animation-play-state
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// (mIsPaused; mIsStylePaused; !mPauseShouldStick)
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//
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// (That leaves 3 combinations of the boolean values that we never set because
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// they don't represent valid states.)
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bool mIsStylePaused;
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bool mPauseShouldStick;
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// When true, indicates that when this animation next leaves the idle state,
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// its animation index should be updated.
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bool mNeedsNewAnimationIndexWhenRun;
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enum {
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PREVIOUS_PHASE_BEFORE = uint64_t(-1),
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PREVIOUS_PHASE_AFTER = uint64_t(-2)
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};
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// One of the PREVIOUS_PHASE_* constants, or an integer for the iteration
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// whose start we last notified on.
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uint64_t mPreviousPhaseOrIteration;
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};
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} /* namespace dom */
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} /* namespace mozilla */
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class nsAnimationManager final
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: public mozilla::CommonAnimationManager
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{
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public:
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explicit nsAnimationManager(nsPresContext *aPresContext)
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: mozilla::CommonAnimationManager(aPresContext)
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{
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}
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NS_DECL_CYCLE_COLLECTION_CLASS(nsAnimationManager)
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NS_DECL_CYCLE_COLLECTING_ISUPPORTS
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void MaybeUpdateCascadeResults(mozilla::AnimationCollection* aCollection);
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// nsIStyleRuleProcessor (parts)
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virtual size_t SizeOfExcludingThis(mozilla::MallocSizeOf aMallocSizeOf)
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const MOZ_MUST_OVERRIDE override;
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virtual size_t SizeOfIncludingThis(mozilla::MallocSizeOf aMallocSizeOf)
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const MOZ_MUST_OVERRIDE override;
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/**
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* Return the style rule that RulesMatching should add for
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* aStyleContext. This might be different from what RulesMatching
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* actually added during aStyleContext's construction because the
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* element's animation-name may have changed. (However, this does
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* return null during the non-animation restyling phase, as
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* RulesMatching does.)
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*
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* aStyleContext may be a style context for aElement or for its
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* :before or :after pseudo-element.
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*/
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nsIStyleRule* CheckAnimationRule(nsStyleContext* aStyleContext,
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mozilla::dom::Element* aElement);
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/**
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* Add a pending event.
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*/
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void QueueEvent(mozilla::AnimationEventInfo&& aEventInfo)
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{
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mEventDispatcher.QueueEvent(
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mozilla::Forward<mozilla::AnimationEventInfo>(aEventInfo));
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}
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/**
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* Dispatch any pending events. We accumulate animationend and
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* animationiteration events only during refresh driver notifications
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* (and dispatch them at the end of such notifications), but we
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* accumulate animationstart events at other points when style
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* contexts are created.
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*/
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void DispatchEvents() { mEventDispatcher.DispatchEvents(mPresContext); }
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void SortEvents() { mEventDispatcher.SortEvents(); }
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void ClearEventQueue() { mEventDispatcher.ClearEventQueue(); }
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// Stop animations on the element. This method takes the real element
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// rather than the element for the generated content for animations on
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// ::before and ::after.
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void StopAnimationsForElement(mozilla::dom::Element* aElement,
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nsCSSPseudoElements::Type aPseudoType);
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bool IsAnimationManager() override {
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return true;
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}
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protected:
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virtual ~nsAnimationManager() {}
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virtual nsIAtom* GetAnimationsAtom() override {
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return nsGkAtoms::animationsProperty;
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}
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virtual nsIAtom* GetAnimationsBeforeAtom() override {
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return nsGkAtoms::animationsOfBeforeProperty;
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}
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virtual nsIAtom* GetAnimationsAfterAtom() override {
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return nsGkAtoms::animationsOfAfterProperty;
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}
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mozilla::DelayedEventDispatcher<mozilla::AnimationEventInfo> mEventDispatcher;
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private:
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void BuildAnimations(nsStyleContext* aStyleContext,
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mozilla::dom::Element* aTarget,
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mozilla::dom::AnimationTimeline* aTimeline,
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mozilla::AnimationPtrArray& aAnimations);
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bool BuildSegment(InfallibleTArray<mozilla::AnimationPropertySegment>&
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aSegments,
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nsCSSProperty aProperty,
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const mozilla::StyleAnimation& aAnimation,
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float aFromKey, nsStyleContext* aFromContext,
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mozilla::css::Declaration* aFromDeclaration,
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float aToKey, nsStyleContext* aToContext);
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static void UpdateCascadeResults(nsStyleContext* aStyleContext,
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mozilla::AnimationCollection*
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aElementAnimations);
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};
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#endif /* !defined(nsAnimationManager_h_) */
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