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authorjanekptacijarabaci <janekptacijarabaci@seznam.cz>2018-03-14 08:26:26 +0100
committerjanekptacijarabaci <janekptacijarabaci@seznam.cz>2018-03-14 08:26:26 +0100
commitc4730100294c28df0a170f47565ded7eebfaba49 (patch)
treeeb8d163ec57c260be8db592688e7d7ba0f434a57 /layout/style/nsAnimationManager.cpp
parentd2a0a16054771b4b0bee38ee7241a976bc1dac75 (diff)
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Bug 1202333: AnimationEvent elapsedTime should reflect playbackRate (without tests)
Issue #55
Diffstat (limited to 'layout/style/nsAnimationManager.cpp')
-rw-r--r--layout/style/nsAnimationManager.cpp152
1 files changed, 87 insertions, 65 deletions
diff --git a/layout/style/nsAnimationManager.cpp b/layout/style/nsAnimationManager.cpp
index ed2b5afc7..8d4e8fcee 100644
--- a/layout/style/nsAnimationManager.cpp
+++ b/layout/style/nsAnimationManager.cpp
@@ -33,11 +33,15 @@ using mozilla::dom::AnimationPlayState;
using mozilla::dom::KeyframeEffectReadOnly;
using mozilla::dom::CSSAnimation;
+typedef mozilla::ComputedTiming::AnimationPhase AnimationPhase;
+
namespace {
-// Pair of an event message and elapsed time used when determining the set of
-// events to queue.
-typedef Pair<EventMessage, StickyTimeDuration> EventPair;
+struct AnimationEventParams {
+ EventMessage mMessage;
+ StickyTimeDuration mElapsedTime;
+ TimeStamp mTimeStamp;
+};
} // anonymous namespace
@@ -196,75 +200,93 @@ CSSAnimation::QueueEvents()
ComputedTiming computedTiming = mEffect->GetComputedTiming();
- if (computedTiming.mPhase == ComputedTiming::AnimationPhase::Null) {
- return; // do nothing
+ ComputedTiming::AnimationPhase currentPhase = computedTiming.mPhase;
+ uint64_t currentIteration = computedTiming.mCurrentIteration;
+ if (currentPhase == mPreviousPhase &&
+ currentIteration == mPreviousIteration) {
+ return;
}
- // Note that script can change the start time, so we have to handle moving
- // backwards through the animation as well as forwards. An 'animationstart'
- // is dispatched if we enter the active phase (regardless if that is from
- // before or after the animation's active phase). An 'animationend' is
- // dispatched if we leave the active phase (regardless if that is to before
- // or after the animation's active phase).
-
- bool wasActive = mPreviousPhaseOrIteration != PREVIOUS_PHASE_BEFORE &&
- mPreviousPhaseOrIteration != PREVIOUS_PHASE_AFTER;
- bool isActive =
- computedTiming.mPhase == ComputedTiming::AnimationPhase::Active;
- bool isSameIteration =
- computedTiming.mCurrentIteration == mPreviousPhaseOrIteration;
- bool skippedActivePhase =
- (mPreviousPhaseOrIteration == PREVIOUS_PHASE_BEFORE &&
- computedTiming.mPhase == ComputedTiming::AnimationPhase::After) ||
- (mPreviousPhaseOrIteration == PREVIOUS_PHASE_AFTER &&
- computedTiming.mPhase == ComputedTiming::AnimationPhase::Before);
- bool skippedFirstIteration =
- isActive &&
- mPreviousPhaseOrIteration == PREVIOUS_PHASE_BEFORE &&
- computedTiming.mCurrentIteration > 0;
-
- MOZ_ASSERT(!skippedActivePhase || (!isActive && !wasActive),
- "skippedActivePhase only makes sense if we were & are inactive");
-
- if (computedTiming.mPhase == ComputedTiming::AnimationPhase::Before) {
- mPreviousPhaseOrIteration = PREVIOUS_PHASE_BEFORE;
- } else if (computedTiming.mPhase == ComputedTiming::AnimationPhase::Active) {
- mPreviousPhaseOrIteration = computedTiming.mCurrentIteration;
- } else if (computedTiming.mPhase == ComputedTiming::AnimationPhase::After) {
- mPreviousPhaseOrIteration = PREVIOUS_PHASE_AFTER;
+ const StickyTimeDuration zeroDuration;
+ StickyTimeDuration intervalStartTime =
+ std::max(std::min(StickyTimeDuration(-mEffect->SpecifiedTiming().mDelay),
+ computedTiming.mActiveDuration),
+ zeroDuration);
+ StickyTimeDuration intervalEndTime =
+ std::max(std::min((EffectEnd() - mEffect->SpecifiedTiming().mDelay),
+ computedTiming.mActiveDuration),
+ zeroDuration);
+
+ uint64_t iterationBoundary = mPreviousIteration > currentIteration
+ ? currentIteration + 1
+ : currentIteration;
+ StickyTimeDuration iterationStartTime =
+ computedTiming.mDuration.MultDouble(
+ (iterationBoundary - computedTiming.mIterationStart));
+
+ TimeStamp startTimeStamp = ElapsedTimeToTimeStamp(intervalStartTime);
+ TimeStamp endTimeStamp = ElapsedTimeToTimeStamp(intervalEndTime);
+ TimeStamp iterationTimeStamp = ElapsedTimeToTimeStamp(iterationStartTime);
+
+ AutoTArray<AnimationEventParams, 2> events;
+ switch (mPreviousPhase) {
+ case AnimationPhase::Null:
+ case AnimationPhase::Before:
+ if (currentPhase == AnimationPhase::Active) {
+ events.AppendElement(AnimationEventParams{ eAnimationStart,
+ intervalStartTime,
+ startTimeStamp });
+ } else if (currentPhase == AnimationPhase::After) {
+ events.AppendElement(AnimationEventParams{ eAnimationStart,
+ intervalStartTime,
+ startTimeStamp });
+ events.AppendElement(AnimationEventParams{ eAnimationEnd,
+ intervalEndTime,
+ endTimeStamp });
+ }
+ break;
+ case AnimationPhase::Active:
+ if (currentPhase == AnimationPhase::Before) {
+ events.AppendElement(AnimationEventParams{ eAnimationEnd,
+ intervalStartTime,
+ startTimeStamp });
+ } else if (currentPhase == AnimationPhase::Active) {
+ // The currentIteration must have changed or element we would have
+ // returned early above.
+ MOZ_ASSERT(currentIteration != mPreviousIteration);
+ events.AppendElement(AnimationEventParams{ eAnimationIteration,
+ iterationStartTime,
+ iterationTimeStamp });
+ } else if (currentPhase == AnimationPhase::After) {
+ events.AppendElement(AnimationEventParams{ eAnimationEnd,
+ intervalEndTime,
+ endTimeStamp });
+ }
+ break;
+ case AnimationPhase::After:
+ if (currentPhase == AnimationPhase::Before) {
+ events.AppendElement(AnimationEventParams{ eAnimationStart,
+ intervalEndTime,
+ startTimeStamp});
+ events.AppendElement(AnimationEventParams{ eAnimationEnd,
+ intervalStartTime,
+ endTimeStamp });
+ } else if (currentPhase == AnimationPhase::Active) {
+ events.AppendElement(AnimationEventParams{ eAnimationStart,
+ intervalEndTime,
+ endTimeStamp });
+ }
+ break;
}
- AutoTArray<EventPair, 2> events;
- StickyTimeDuration initialAdvance = StickyTimeDuration(InitialAdvance());
- StickyTimeDuration iterationStart = computedTiming.mDuration *
- computedTiming.mCurrentIteration;
- const StickyTimeDuration& activeDuration = computedTiming.mActiveDuration;
-
- if (skippedFirstIteration) {
- // Notify animationstart and animationiteration in same tick.
- events.AppendElement(EventPair(eAnimationStart, initialAdvance));
- events.AppendElement(EventPair(eAnimationIteration,
- std::max(iterationStart, initialAdvance)));
- } else if (!wasActive && isActive) {
- events.AppendElement(EventPair(eAnimationStart, initialAdvance));
- } else if (wasActive && !isActive) {
- events.AppendElement(EventPair(eAnimationEnd, activeDuration));
- } else if (wasActive && isActive && !isSameIteration) {
- events.AppendElement(EventPair(eAnimationIteration, iterationStart));
- } else if (skippedActivePhase) {
- events.AppendElement(EventPair(eAnimationStart,
- std::min(initialAdvance, activeDuration)));
- events.AppendElement(EventPair(eAnimationEnd, activeDuration));
- } else {
- return; // No events need to be sent
- }
+ mPreviousPhase = currentPhase;
+ mPreviousIteration = currentIteration;
- for (const EventPair& pair : events){
+ for (const AnimationEventParams& event : events){
manager->QueueEvent(
AnimationEventInfo(owningElement, owningPseudoType,
- pair.first(), mAnimationName,
- pair.second(),
- ElapsedTimeToTimeStamp(pair.second()),
+ event.mMessage, mAnimationName,
+ event.mElapsedTime, event.mTimeStamp,
this));
}
}