зеркало из https://github.com/mozilla/gecko-dev.git
593 строки
23 KiB
C++
593 строки
23 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
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef mozilla_dom_Animation_h
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#define mozilla_dom_Animation_h
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#include "nsWrapperCache.h"
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#include "nsCycleCollectionParticipant.h"
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#include "mozilla/AnimationPerformanceWarning.h"
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#include "mozilla/Attributes.h"
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#include "mozilla/CycleCollectedJSContext.h"
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#include "mozilla/DOMEventTargetHelper.h"
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#include "mozilla/EffectCompositor.h" // For EffectCompositor::CascadeLevel
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#include "mozilla/LinkedList.h"
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#include "mozilla/TimeStamp.h" // for TimeStamp, TimeDuration
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#include "mozilla/dom/AnimationBinding.h" // for AnimationPlayState
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#include "mozilla/dom/AnimationEffect.h"
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#include "mozilla/dom/AnimationTimeline.h"
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#include "mozilla/dom/Promise.h"
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#include "nsCSSPropertyID.h"
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#include "nsIGlobalObject.h"
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// X11 has a #define for CurrentTime.
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#ifdef CurrentTime
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# undef CurrentTime
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#endif
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struct JSContext;
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class nsCSSPropertyIDSet;
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class nsIFrame;
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namespace mozilla {
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struct AnimationRule;
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namespace dom {
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class AsyncFinishNotification;
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class CSSAnimation;
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class CSSTransition;
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class Document;
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class Animation : public DOMEventTargetHelper,
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public LinkedListElement<Animation> {
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protected:
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virtual ~Animation() {}
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public:
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explicit Animation(nsIGlobalObject* aGlobal)
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: DOMEventTargetHelper(aGlobal),
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mPlaybackRate(1.0),
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mAnimationIndex(sNextAnimationIndex++),
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mCachedChildIndex(-1),
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mPendingState(PendingState::NotPending),
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mFinishedAtLastComposeStyle(false),
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mIsRelevant(false),
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mFinishedIsResolved(false),
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mSyncWithGeometricAnimations(false) {}
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NS_DECL_ISUPPORTS_INHERITED
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NS_DECL_CYCLE_COLLECTION_CLASS_INHERITED(Animation, DOMEventTargetHelper)
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nsIGlobalObject* GetParentObject() const { return GetOwnerGlobal(); }
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virtual JSObject* WrapObject(JSContext* aCx,
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JS::Handle<JSObject*> aGivenProto) override;
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virtual CSSAnimation* AsCSSAnimation() { return nullptr; }
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virtual const CSSAnimation* AsCSSAnimation() const { return nullptr; }
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virtual CSSTransition* AsCSSTransition() { return nullptr; }
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virtual const CSSTransition* AsCSSTransition() const { return nullptr; }
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/**
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* Flag to pass to Play to indicate whether or not it should automatically
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* rewind the current time to the start point if the animation is finished.
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* For regular calls to play() from script we should do this, but when a CSS
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* animation's animation-play-state changes we shouldn't rewind the animation.
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*/
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enum class LimitBehavior { AutoRewind, Continue };
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// Animation interface methods
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static already_AddRefed<Animation> Constructor(
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const GlobalObject& aGlobal, AnimationEffect* aEffect,
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const Optional<AnimationTimeline*>& aTimeline, ErrorResult& aRv);
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void GetId(nsAString& aResult) const { aResult = mId; }
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void SetId(const nsAString& aId);
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AnimationEffect* GetEffect() const { return mEffect; }
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void SetEffect(AnimationEffect* aEffect);
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void SetEffectNoUpdate(AnimationEffect* aEffect);
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AnimationTimeline* GetTimeline() const { return mTimeline; }
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void SetTimeline(AnimationTimeline* aTimeline);
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void SetTimelineNoUpdate(AnimationTimeline* aTimeline);
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Nullable<TimeDuration> GetStartTime() const { return mStartTime; }
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Nullable<double> GetStartTimeAsDouble() const;
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void SetStartTime(const Nullable<TimeDuration>& aNewStartTime);
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void SetStartTimeAsDouble(const Nullable<double>& aStartTime);
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// This is deliberately _not_ called GetCurrentTime since that would clash
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// with a macro defined in winbase.h
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Nullable<TimeDuration> GetCurrentTimeAsDuration() const {
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return GetCurrentTimeForHoldTime(mHoldTime);
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}
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Nullable<double> GetCurrentTimeAsDouble() const;
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void SetCurrentTime(const TimeDuration& aNewCurrentTime);
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void SetCurrentTimeAsDouble(const Nullable<double>& aCurrentTime,
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ErrorResult& aRv);
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double PlaybackRate() const { return mPlaybackRate; }
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void SetPlaybackRate(double aPlaybackRate);
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AnimationPlayState PlayState() const;
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virtual AnimationPlayState PlayStateFromJS() const { return PlayState(); }
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bool Pending() const { return mPendingState != PendingState::NotPending; }
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virtual bool PendingFromJS() const { return Pending(); }
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virtual Promise* GetReady(ErrorResult& aRv);
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Promise* GetFinished(ErrorResult& aRv);
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IMPL_EVENT_HANDLER(finish);
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IMPL_EVENT_HANDLER(cancel);
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void Cancel();
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virtual void CancelFromStyle() { CancelNoUpdate(); }
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void Finish(ErrorResult& aRv);
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virtual void Play(ErrorResult& aRv, LimitBehavior aLimitBehavior);
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virtual void PlayFromJS(ErrorResult& aRv) {
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Play(aRv, LimitBehavior::AutoRewind);
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}
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virtual void Pause(ErrorResult& aRv);
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/**
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* PauseFromJS is currently only here for symmetry with PlayFromJS but
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* in future we will likely have to flush style in
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* CSSAnimation::PauseFromJS so we leave it for now.
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*/
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void PauseFromJS(ErrorResult& aRv) { Pause(aRv); }
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void UpdatePlaybackRate(double aPlaybackRate);
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void Reverse(ErrorResult& aRv);
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bool IsRunningOnCompositor() const;
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virtual void Tick();
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bool NeedsTicks() const {
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return Pending() ||
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(PlayState() == AnimationPlayState::Running &&
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// An animation with a zero playback rate doesn't need ticks even if
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// it is running since it effectively behaves as if it is paused.
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//
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// It's important we return false in this case since a zero playback
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// rate animation in the before or after phase that doesn't fill
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// won't be relevant and hence won't be returned by GetAnimations().
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// We don't want its timeline to keep it alive (which would happen
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// if we return true) since otherwise it will effectively be leaked.
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PlaybackRate() != 0.0);
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}
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/**
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* Set the time to use for starting or pausing a pending animation.
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*
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* Typically, when an animation is played, it does not start immediately but
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* is added to a table of pending animations on the document of its effect.
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* In the meantime it sets its hold time to the time from which playback
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* should begin.
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*
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* When the document finishes painting, any pending animations in its table
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* are marked as being ready to start by calling TriggerOnNextTick.
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* The moment when the paint completed is also recorded, converted to a
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* timeline time, and passed to StartOnTick. This is so that when these
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* animations do start, they can be timed from the point when painting
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* completed.
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*
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* After calling TriggerOnNextTick, animations remain in the pending state
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* until the next refresh driver tick. At that time they transition out of
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* the pending state using the time passed to TriggerOnNextTick as the
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* effective time at which they resumed.
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*
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* This approach means that any setup time required for performing the
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* initial paint of an animation such as layerization is not deducted from
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* the running time of the animation. Without this we can easily drop the
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* first few frames of an animation, or, on slower devices, the whole
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* animation.
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*
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* Furthermore:
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*
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* - Starting the animation immediately when painting finishes is problematic
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* because the start time of the animation will be ahead of its timeline
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* (since the timeline time is based on the refresh driver time).
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* That's a problem because the animation is playing but its timing
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* suggests it starts in the future. We could update the timeline to match
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* the start time of the animation but then we'd also have to update the
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* timing and style of all animations connected to that timeline or else be
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* stuck in an inconsistent state until the next refresh driver tick.
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*
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* - If we simply use the refresh driver time on its next tick, the lag
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* between triggering an animation and its effective start is unacceptably
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* long.
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*
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* For pausing, we apply the same asynchronous approach. This is so that we
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* synchronize with animations that are running on the compositor. Otherwise
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* if the main thread lags behind the compositor there will be a noticeable
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* jump backwards when the main thread takes over. Even though main thread
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* animations could be paused immediately, we do it asynchronously for
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* consistency and so that animations paused together end up in step.
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*
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* Note that the caller of this method is responsible for removing the
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* animation from any PendingAnimationTracker it may have been added to.
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*/
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void TriggerOnNextTick(const Nullable<TimeDuration>& aReadyTime);
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/**
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* Testing only: Start or pause a pending animation using the current
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* timeline time. This is used to support existing tests that expect
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* animations to begin immediately. Ideally we would rewrite the those tests
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* and get rid of this method, but there are a lot of them.
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*
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* As with TriggerOnNextTick, the caller of this method is responsible for
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* removing the animation from any PendingAnimationTracker it may have been
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* added to.
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*/
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void TriggerNow();
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/**
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* When TriggerOnNextTick is called, we store the ready time but we don't
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* apply it until the next tick. In the meantime, GetStartTime() will return
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* null.
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*
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* However, if we build layer animations again before the next tick, we
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* should initialize them with the start time that GetStartTime() will return
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* on the next tick.
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*
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* If we were to simply set the start time of layer animations to null, their
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* start time would be updated to the current wallclock time when rendering
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* finishes, thus making them out of sync with the start time stored here.
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* This, in turn, will make the animation jump backwards when we build
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* animations on the next tick and apply the start time stored here.
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*
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* This method returns the start time, if resolved. Otherwise, if we have
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* a pending ready time, it returns the corresponding start time. If neither
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* of those are available, it returns null.
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*/
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Nullable<TimeDuration> GetCurrentOrPendingStartTime() const;
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/**
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* As with the start time, we should use the pending playback rate when
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* producing layer animations.
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*/
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double CurrentOrPendingPlaybackRate() const {
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return mPendingPlaybackRate.valueOr(mPlaybackRate);
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}
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bool HasPendingPlaybackRate() const { return mPendingPlaybackRate.isSome(); }
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/**
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* The following relationship from the definition of the 'current time' is
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* re-used in many algorithms so we extract it here into a static method that
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* can be re-used:
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*
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* current time = (timeline time - start time) * playback rate
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*
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* As per https://drafts.csswg.org/web-animations-1/#current-time
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*/
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static TimeDuration CurrentTimeFromTimelineTime(
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const TimeDuration& aTimelineTime, const TimeDuration& aStartTime,
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float aPlaybackRate) {
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return (aTimelineTime - aStartTime).MultDouble(aPlaybackRate);
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}
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/**
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* As with calculating the current time, we often need to calculate a start
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* time from a current time. The following method simply inverts the current
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* time relationship.
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*
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* In each case where this is used, the desired behavior for playbackRate ==
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* 0 is to return the specified timeline time (often referred to as the ready
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* time).
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*/
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static TimeDuration StartTimeFromTimelineTime(
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const TimeDuration& aTimelineTime, const TimeDuration& aCurrentTime,
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float aPlaybackRate) {
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TimeDuration result = aTimelineTime;
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if (aPlaybackRate == 0) {
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return result;
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}
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result -= aCurrentTime.MultDouble(1.0 / aPlaybackRate);
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return result;
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}
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/**
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* Converts a time in the timescale of this Animation's currentTime, to a
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* TimeStamp. Returns a null TimeStamp if the conversion cannot be performed
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* because of the current state of this Animation (e.g. it has no timeline, a
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* zero playbackRate, an unresolved start time etc.) or the value of the time
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* passed-in (e.g. an infinite time).
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*/
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TimeStamp AnimationTimeToTimeStamp(const StickyTimeDuration& aTime) const;
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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(
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const StickyTimeDuration& aElapsedTime) const;
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bool IsPausedOrPausing() const {
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return PlayState() == AnimationPlayState::Paused;
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}
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bool HasCurrentEffect() const {
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return GetEffect() && GetEffect()->IsCurrent();
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}
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bool IsInEffect() const { return GetEffect() && GetEffect()->IsInEffect(); }
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bool IsPlaying() const {
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return mPlaybackRate != 0.0 && mTimeline &&
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!mTimeline->GetCurrentTimeAsDuration().IsNull() &&
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PlayState() == AnimationPlayState::Running;
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}
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bool ShouldBeSynchronizedWithMainThread(
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const nsCSSPropertyIDSet& aPropertySet, const nsIFrame* aFrame,
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AnimationPerformanceWarning::Type& aPerformanceWarning /* out */) const;
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bool IsRelevant() const { return mIsRelevant; }
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void UpdateRelevance();
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/**
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* Returns true if this Animation has a lower composite order than aOther.
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*/
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bool HasLowerCompositeOrderThan(const Animation& aOther) const;
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/**
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* Returns the level at which the effect(s) associated with this Animation
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* are applied to the CSS cascade.
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*/
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virtual EffectCompositor::CascadeLevel CascadeLevel() const {
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return EffectCompositor::CascadeLevel::Animations;
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}
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/**
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* Returns true if this animation does not currently need to update
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* style on the main thread (e.g. because it is empty, or is
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* running on the compositor).
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*/
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bool CanThrottle() const;
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/**
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* Updates various bits of state that we need to update as the result of
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* running ComposeStyle().
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* See the comment of KeyframeEffect::WillComposeStyle for more detail.
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*/
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void WillComposeStyle();
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/**
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* Updates |aComposeResult| with the animation values of this animation's
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* effect, if any.
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* Any properties contained in |aPropertiesToSkip| will not be added or
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* updated in |aComposeResult|.
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*/
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void ComposeStyle(RawServoAnimationValueMap& aComposeResult,
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const nsCSSPropertyIDSet& aPropertiesToSkip);
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void NotifyEffectTimingUpdated();
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void NotifyGeometricAnimationsStartingThisFrame();
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/**
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* Reschedule pending pause or pending play tasks when updating the target
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* effect.
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*
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* If we are pending, we will either be registered in the pending animation
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* tracker and have a null pending ready time, or, after our effect has been
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* painted, we will be removed from the tracker and assigned a pending ready
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* time.
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*
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* When the target effect is updated, we'll typically need to repaint so for
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* the latter case where we already have a pending ready time, clear it and
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* put ourselves back in the pending animation tracker.
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*/
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void ReschedulePendingTasks();
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/**
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* Used by subclasses to synchronously queue a cancel event in situations
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* where the Animation may have been cancelled.
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*
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* We need to do this synchronously because after a CSS animation/transition
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* is canceled, it will be released by its owning element and may not still
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* exist when we would normally go to queue events on the next tick.
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*/
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virtual void MaybeQueueCancelEvent(const StickyTimeDuration& aActiveTime){};
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int32_t& CachedChildIndexRef() { return mCachedChildIndex; }
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protected:
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void SilentlySetCurrentTime(const TimeDuration& aNewCurrentTime);
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void CancelNoUpdate();
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void PlayNoUpdate(ErrorResult& aRv, LimitBehavior aLimitBehavior);
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void ResumeAt(const TimeDuration& aReadyTime);
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void PauseAt(const TimeDuration& aReadyTime);
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void FinishPendingAt(const TimeDuration& aReadyTime) {
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if (mPendingState == PendingState::PlayPending) {
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ResumeAt(aReadyTime);
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} else if (mPendingState == PendingState::PausePending) {
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PauseAt(aReadyTime);
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} else {
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MOZ_ASSERT_UNREACHABLE(
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"Can't finish pending if we're not in a pending state");
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}
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}
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void ApplyPendingPlaybackRate() {
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if (mPendingPlaybackRate) {
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mPlaybackRate = *mPendingPlaybackRate;
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mPendingPlaybackRate.reset();
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}
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}
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/**
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* Finishing behavior depends on if changes to timing occurred due
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* to a seek or regular playback.
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*/
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enum class SeekFlag { NoSeek, DidSeek };
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enum class SyncNotifyFlag { Sync, Async };
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virtual void UpdateTiming(SeekFlag aSeekFlag, SyncNotifyFlag aSyncNotifyFlag);
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void UpdateFinishedState(SeekFlag aSeekFlag, SyncNotifyFlag aSyncNotifyFlag);
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void UpdateEffect();
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/**
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* Flush all pending styles other than throttled animation styles (e.g.
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* animations running on the compositor).
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*/
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void FlushUnanimatedStyle() const;
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void PostUpdate();
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void ResetFinishedPromise();
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void MaybeResolveFinishedPromise();
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void DoFinishNotification(SyncNotifyFlag aSyncNotifyFlag);
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friend class AsyncFinishNotification;
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void DoFinishNotificationImmediately(MicroTaskRunnable* aAsync = nullptr);
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void QueuePlaybackEvent(const nsAString& aName,
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TimeStamp&& aScheduledEventTime);
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/**
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* Remove this animation from the pending animation tracker and reset
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* mPendingState as necessary. The caller is responsible for resolving or
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* aborting the mReady promise as necessary.
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*/
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void CancelPendingTasks();
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/**
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* Performs the same steps as CancelPendingTasks and also rejects and
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* recreates the ready promise if the animation was pending.
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*/
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void ResetPendingTasks();
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/**
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* Returns true if this animation is not only play-pending, but has
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* yet to be given a pending ready time. This roughly corresponds to
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* animations that are waiting to be painted (since we set the pending
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* ready time at the end of painting). Identifying such animations is
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* useful because in some cases animations that are painted together
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* may need to be synchronized.
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*
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* We don't, however, want to include animations with a fixed start time such
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* as animations that are simply having their playbackRate updated or which
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* are resuming from an aborted pause.
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*/
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bool IsNewlyStarted() const {
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return mPendingState == PendingState::PlayPending &&
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mPendingReadyTime.IsNull() && mStartTime.IsNull();
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}
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bool IsPossiblyOrphanedPendingAnimation() const;
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StickyTimeDuration EffectEnd() const;
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Nullable<TimeDuration> GetCurrentTimeForHoldTime(
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const Nullable<TimeDuration>& aHoldTime) const;
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Nullable<TimeDuration> GetUnconstrainedCurrentTime() const {
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return GetCurrentTimeForHoldTime(Nullable<TimeDuration>());
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}
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// Earlier side of the elapsed time range reported in CSS Animations and CSS
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// Transitions events.
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//
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// https://drafts.csswg.org/css-animations-2/#interval-start
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// https://drafts.csswg.org/css-transitions-2/#interval-start
|
|
StickyTimeDuration IntervalStartTime(
|
|
const StickyTimeDuration& aActiveDuration) const {
|
|
MOZ_ASSERT(AsCSSTransition() || AsCSSAnimation(),
|
|
"Should be called for CSS animations or transitions");
|
|
static constexpr StickyTimeDuration zeroDuration = StickyTimeDuration();
|
|
return std::max(
|
|
std::min(StickyTimeDuration(-mEffect->SpecifiedTiming().Delay()),
|
|
aActiveDuration),
|
|
zeroDuration);
|
|
}
|
|
|
|
// Later side of the elapsed time range reported in CSS Animations and CSS
|
|
// Transitions events.
|
|
//
|
|
// https://drafts.csswg.org/css-animations-2/#interval-end
|
|
// https://drafts.csswg.org/css-transitions-2/#interval-end
|
|
StickyTimeDuration IntervalEndTime(
|
|
const StickyTimeDuration& aActiveDuration) const {
|
|
MOZ_ASSERT(AsCSSTransition() || AsCSSAnimation(),
|
|
"Should be called for CSS animations or transitions");
|
|
|
|
static constexpr StickyTimeDuration zeroDuration = StickyTimeDuration();
|
|
return std::max(std::min((EffectEnd() - mEffect->SpecifiedTiming().Delay()),
|
|
aActiveDuration),
|
|
zeroDuration);
|
|
}
|
|
|
|
TimeStamp GetTimelineCurrentTimeAsTimeStamp() const {
|
|
return mTimeline ? mTimeline->GetCurrentTimeAsTimeStamp() : TimeStamp();
|
|
}
|
|
|
|
Document* GetRenderedDocument() const;
|
|
Document* GetTimelineDocument() const;
|
|
|
|
RefPtr<AnimationTimeline> mTimeline;
|
|
RefPtr<AnimationEffect> mEffect;
|
|
// The beginning of the delay period.
|
|
Nullable<TimeDuration> mStartTime; // Timeline timescale
|
|
Nullable<TimeDuration> mHoldTime; // Animation timescale
|
|
Nullable<TimeDuration> mPendingReadyTime; // Timeline timescale
|
|
Nullable<TimeDuration> mPreviousCurrentTime; // Animation timescale
|
|
double mPlaybackRate;
|
|
Maybe<double> mPendingPlaybackRate;
|
|
|
|
// A Promise that is replaced on each call to Play()
|
|
// and fulfilled when Play() is successfully completed.
|
|
// This object is lazily created by GetReady.
|
|
// See http://drafts.csswg.org/web-animations/#current-ready-promise
|
|
RefPtr<Promise> mReady;
|
|
|
|
// A Promise that is resolved when we reach the end of the effect, or
|
|
// 0 when playing backwards. The Promise is replaced if the animation is
|
|
// finished but then a state change makes it not finished.
|
|
// This object is lazily created by GetFinished.
|
|
// See http://drafts.csswg.org/web-animations/#current-finished-promise
|
|
RefPtr<Promise> mFinished;
|
|
|
|
static uint64_t sNextAnimationIndex;
|
|
|
|
// The relative position of this animation within the global animation list.
|
|
//
|
|
// Note that subclasses such as CSSTransition and CSSAnimation may repurpose
|
|
// this member to implement their own brand of sorting. As a result, it is
|
|
// possible for two different objects to have the same index.
|
|
uint64_t mAnimationIndex;
|
|
|
|
// While ordering Animation objects for event dispatch, the index of the
|
|
// target node in its parent may be cached in mCachedChildIndex.
|
|
int32_t mCachedChildIndex;
|
|
|
|
// Indicates if the animation is in the pending state (and what state it is
|
|
// waiting to enter when it finished pending). We use this rather than
|
|
// checking if this animation is tracked by a PendingAnimationTracker because
|
|
// the animation will continue to be pending even after it has been removed
|
|
// from the PendingAnimationTracker while it is waiting for the next tick
|
|
// (see TriggerOnNextTick for details).
|
|
enum class PendingState : uint8_t { NotPending, PlayPending, PausePending };
|
|
PendingState mPendingState;
|
|
|
|
bool mFinishedAtLastComposeStyle;
|
|
// Indicates that the animation should be exposed in an element's
|
|
// getAnimations() list.
|
|
bool mIsRelevant;
|
|
|
|
// True if mFinished is resolved or would be resolved if mFinished has
|
|
// yet to be created. This is not set when mFinished is rejected since
|
|
// in that case mFinished is immediately reset to represent a new current
|
|
// finished promise.
|
|
bool mFinishedIsResolved;
|
|
|
|
// True if this animation was triggered at the same time as one or more
|
|
// geometric animations and hence we should run any transform animations on
|
|
// the main thread.
|
|
bool mSyncWithGeometricAnimations;
|
|
|
|
RefPtr<MicroTaskRunnable> mFinishNotificationTask;
|
|
|
|
nsString mId;
|
|
};
|
|
|
|
} // namespace dom
|
|
} // namespace mozilla
|
|
|
|
#endif // mozilla_dom_Animation_h
|