зеркало из https://github.com/mozilla/gecko-dev.git
181 строка
5.8 KiB
C++
181 строка
5.8 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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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 file,
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* You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "PendingAnimationTracker.h"
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#include "mozilla/dom/AnimationTimeline.h"
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#include "mozilla/dom/Nullable.h"
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#include "nsIFrame.h"
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#include "nsIPresShell.h"
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using mozilla::dom::Nullable;
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namespace mozilla {
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NS_IMPL_CYCLE_COLLECTION(PendingAnimationTracker,
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mPlayPendingSet,
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mPausePendingSet,
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mDocument)
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NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(PendingAnimationTracker, AddRef)
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NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(PendingAnimationTracker, Release)
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void
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PendingAnimationTracker::AddPending(dom::Animation& aAnimation,
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AnimationSet& aSet)
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{
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aSet.PutEntry(&aAnimation);
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// Schedule a paint. Otherwise animations that don't trigger a paint by
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// themselves (e.g. CSS animations with an empty keyframes rule) won't
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// start until something else paints.
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EnsurePaintIsScheduled();
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}
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void
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PendingAnimationTracker::RemovePending(dom::Animation& aAnimation,
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AnimationSet& aSet)
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{
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aSet.RemoveEntry(&aAnimation);
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}
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bool
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PendingAnimationTracker::IsWaiting(const dom::Animation& aAnimation,
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const AnimationSet& aSet) const
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{
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return aSet.Contains(const_cast<dom::Animation*>(&aAnimation));
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}
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void
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PendingAnimationTracker::TriggerPendingAnimationsOnNextTick(const TimeStamp&
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aReadyTime)
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{
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auto triggerAnimationsAtReadyTime = [aReadyTime](AnimationSet& aAnimationSet)
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{
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for (auto iter = aAnimationSet.Iter(); !iter.Done(); iter.Next()) {
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dom::Animation* animation = iter.Get()->GetKey();
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dom::AnimationTimeline* timeline = animation->GetTimeline();
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// If the animation does not have a timeline, just drop it from the map.
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// The animation will detect that it is not being tracked and will trigger
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// itself on the next tick where it has a timeline.
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if (!timeline) {
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iter.Remove();
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continue;
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}
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// When the timeline's refresh driver is under test control, its values
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// have no correspondance to wallclock times so we shouldn't try to
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// convert aReadyTime (which is a wallclock time) to a timeline value.
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// Instead, the animation will be started/paused when the refresh driver
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// is next advanced since this will trigger a call to
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// TriggerPendingAnimationsNow.
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if (!timeline->TracksWallclockTime()) {
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continue;
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}
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Nullable<TimeDuration> readyTime = timeline->ToTimelineTime(aReadyTime);
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animation->TriggerOnNextTick(readyTime);
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iter.Remove();
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}
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};
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triggerAnimationsAtReadyTime(mPlayPendingSet);
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triggerAnimationsAtReadyTime(mPausePendingSet);
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mHasPlayPendingGeometricAnimations = mPlayPendingSet.Count()
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? CheckState::Indeterminate
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: CheckState::Absent;
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}
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void
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PendingAnimationTracker::TriggerPendingAnimationsNow()
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{
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auto triggerAndClearAnimations = [](AnimationSet& aAnimationSet) {
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for (auto iter = aAnimationSet.Iter(); !iter.Done(); iter.Next()) {
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iter.Get()->GetKey()->TriggerNow();
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}
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aAnimationSet.Clear();
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};
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triggerAndClearAnimations(mPlayPendingSet);
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triggerAndClearAnimations(mPausePendingSet);
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mHasPlayPendingGeometricAnimations = CheckState::Absent;
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}
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void
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PendingAnimationTracker::MarkAnimationsThatMightNeedSynchronization()
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{
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// We only ever set mHasPlayPendingGeometricAnimations to 'present' in
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// HasPlayPendingGeometricAnimations(). So, if it is 'present' already,
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// (i.e. before calling HasPlayPendingGeometricAnimations()) we can assume
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// that this method has already been called for the current set of
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// play-pending animations and it is not necessary to run again.
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//
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// We can't make the same assumption about 'absent', but if this method
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// was already called and the result was 'absent', then this method is
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// a no-op anyway so it's ok to run again.
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//
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// Note that *without* this optimization, starting animations would become
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// O(n^2) in that case where each animation is on a different element and
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// contains a compositor-animatable property since we would end up iterating
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// over all animations in the play-pending set for each target element.
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if (mHasPlayPendingGeometricAnimations == CheckState::Present) {
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return;
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}
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if (!HasPlayPendingGeometricAnimations()) {
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return;
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}
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for (auto iter = mPlayPendingSet.Iter(); !iter.Done(); iter.Next()) {
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iter.Get()->GetKey()->NotifyGeometricAnimationsStartingThisFrame();
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}
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}
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bool
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PendingAnimationTracker::HasPlayPendingGeometricAnimations()
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{
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if (mHasPlayPendingGeometricAnimations != CheckState::Indeterminate) {
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return mHasPlayPendingGeometricAnimations == CheckState::Present;
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}
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mHasPlayPendingGeometricAnimations = CheckState::Absent;
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for (auto iter = mPlayPendingSet.ConstIter(); !iter.Done(); iter.Next()) {
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auto animation = iter.Get()->GetKey();
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if (animation->GetEffect() && animation->GetEffect()->AffectsGeometry()) {
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mHasPlayPendingGeometricAnimations = CheckState::Present;
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break;
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}
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}
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return mHasPlayPendingGeometricAnimations == CheckState::Present;
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}
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void
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PendingAnimationTracker::EnsurePaintIsScheduled()
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{
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if (!mDocument) {
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return;
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}
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nsIPresShell* presShell = mDocument->GetShell();
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if (!presShell) {
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return;
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}
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nsIFrame* rootFrame = presShell->GetRootFrame();
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if (!rootFrame) {
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return;
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}
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rootFrame->SchedulePaintWithoutInvalidatingObservers();
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}
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} // namespace mozilla
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