summaryrefslogtreecommitdiffstats
path: root/dom/animation/Animation.h
blob: 3263b30c447aa9e39e7b412553cd315cf6580afc (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
 * License, v. 2.0. If a copy of the MPL was not distributed with this
 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */

#ifndef mozilla_dom_Animation_h
#define mozilla_dom_Animation_h

#include "nsWrapperCache.h"
#include "nsCycleCollectionParticipant.h"
#include "mozilla/Attributes.h"
#include "mozilla/DOMEventTargetHelper.h"
#include "mozilla/EffectCompositor.h" // For EffectCompositor::CascadeLevel
#include "mozilla/LinkedList.h"
#include "mozilla/TimeStamp.h" // for TimeStamp, TimeDuration
#include "mozilla/dom/AnimationBinding.h" // for AnimationPlayState
#include "mozilla/dom/AnimationEffectReadOnly.h"
#include "mozilla/dom/AnimationTimeline.h"
#include "mozilla/dom/Promise.h"
#include "nsCSSPropertyID.h"
#include "nsIGlobalObject.h"

// X11 has a #define for CurrentTime.
#ifdef CurrentTime
#undef CurrentTime
#endif

// GetCurrentTime is defined in winbase.h as zero argument macro forwarding to
// GetTickCount().
#ifdef GetCurrentTime
#undef GetCurrentTime
#endif

struct JSContext;
class nsCSSPropertyIDSet;
class nsIDocument;
class nsPresContext;

namespace mozilla {

class AnimValuesStyleRule;

namespace dom {

class CSSAnimation;
class CSSTransition;

class Animation
  : public DOMEventTargetHelper
  , public LinkedListElement<Animation>
{
protected:
  virtual ~Animation() {}

public:
  explicit Animation(nsIGlobalObject* aGlobal)
    : DOMEventTargetHelper(aGlobal)
    , mPlaybackRate(1.0)
    , mPendingState(PendingState::NotPending)
    , mAnimationIndex(sNextAnimationIndex++)
    , mFinishedAtLastComposeStyle(false)
    , mIsRelevant(false)
    , mFinishedIsResolved(false)
  {
  }

  NS_DECL_ISUPPORTS_INHERITED
  NS_DECL_CYCLE_COLLECTION_CLASS_INHERITED(Animation,
                                           DOMEventTargetHelper)

  nsIGlobalObject* GetParentObject() const { return GetOwnerGlobal(); }
  virtual JSObject* WrapObject(JSContext* aCx,
                               JS::Handle<JSObject*> aGivenProto) override;

  virtual CSSAnimation* AsCSSAnimation() { return nullptr; }
  virtual const CSSAnimation* AsCSSAnimation() const { return nullptr; }
  virtual CSSTransition* AsCSSTransition() { return nullptr; }
  virtual const CSSTransition* AsCSSTransition() const { return nullptr; }

  /**
   * Flag to pass to Play to indicate whether or not it should automatically
   * rewind the current time to the start point if the animation is finished.
   * For regular calls to play() from script we should do this, but when a CSS
   * animation's animation-play-state changes we shouldn't rewind the animation.
   */
  enum class LimitBehavior {
    AutoRewind,
    Continue
  };

  // Animation interface methods
  static already_AddRefed<Animation>
  Constructor(const GlobalObject& aGlobal,
              AnimationEffectReadOnly* aEffect,
              const Optional<AnimationTimeline*>& aTimeline,
              ErrorResult& aRv);
  void GetId(nsAString& aResult) const { aResult = mId; }
  void SetId(const nsAString& aId);
  AnimationEffectReadOnly* GetEffect() const { return mEffect; }
  void SetEffect(AnimationEffectReadOnly* aEffect);
  AnimationTimeline* GetTimeline() const { return mTimeline; }
  void SetTimeline(AnimationTimeline* aTimeline);
  Nullable<TimeDuration> GetStartTime() const { return mStartTime; }
  void SetStartTime(const Nullable<TimeDuration>& aNewStartTime);
  Nullable<TimeDuration> GetCurrentTime() const;
  void SetCurrentTime(const TimeDuration& aNewCurrentTime);
  double PlaybackRate() const { return mPlaybackRate; }
  void SetPlaybackRate(double aPlaybackRate);
  AnimationPlayState PlayState() const;
  virtual Promise* GetReady(ErrorResult& aRv);
  virtual Promise* GetFinished(ErrorResult& aRv);
  void Cancel();
  virtual void Finish(ErrorResult& aRv);
  virtual void Play(ErrorResult& aRv, LimitBehavior aLimitBehavior);
  virtual void Pause(ErrorResult& aRv);
  virtual void Reverse(ErrorResult& aRv);
  bool IsRunningOnCompositor() const;
  IMPL_EVENT_HANDLER(finish);
  IMPL_EVENT_HANDLER(cancel);

  // Wrapper functions for Animation DOM methods when called
  // from script.
  //
  // We often use the same methods internally and from script but when called
  // from script we (or one of our subclasses) perform extra steps such as
  // flushing style or converting the return type.
  Nullable<double> GetStartTimeAsDouble() const;
  void SetStartTimeAsDouble(const Nullable<double>& aStartTime);
  Nullable<double> GetCurrentTimeAsDouble() const;
  void SetCurrentTimeAsDouble(const Nullable<double>& aCurrentTime,
                              ErrorResult& aRv);
  virtual AnimationPlayState PlayStateFromJS() const { return PlayState(); }
  virtual void PlayFromJS(ErrorResult& aRv)
  {
    Play(aRv, LimitBehavior::AutoRewind);
  }
  /**
   * PauseFromJS is currently only here for symmetry with PlayFromJS but
   * in future we will likely have to flush style in
   * CSSAnimation::PauseFromJS so we leave it for now.
   */
  void PauseFromJS(ErrorResult& aRv) { Pause(aRv); }

  // Wrapper functions for Animation DOM methods when called from style.

  virtual void CancelFromStyle() { CancelNoUpdate(); }
  void SetTimelineNoUpdate(AnimationTimeline* aTimeline);
  void SetEffectNoUpdate(AnimationEffectReadOnly* aEffect);

  virtual void Tick();
  bool NeedsTicks() const
  {
    AnimationPlayState playState = PlayState();
    return playState == AnimationPlayState::Running ||
           playState == AnimationPlayState::Pending;
  }

  /**
   * Set the time to use for starting or pausing a pending animation.
   *
   * Typically, when an animation is played, it does not start immediately but
   * is added to a table of pending animations on the document of its effect.
   * In the meantime it sets its hold time to the time from which playback
   * should begin.
   *
   * When the document finishes painting, any pending animations in its table
   * are marked as being ready to start by calling StartOnNextTick.
   * The moment when the paint completed is also recorded, converted to a
   * timeline time, and passed to StartOnTick. This is so that when these
   * animations do start, they can be timed from the point when painting
   * completed.
   *
   * After calling TriggerOnNextTick, animations remain in the pending state
   * until the next refresh driver tick. At that time they transition out of
   * the pending state using the time passed to TriggerOnNextTick as the
   * effective time at which they resumed.
   *
   * This approach means that any setup time required for performing the
   * initial paint of an animation such as layerization is not deducted from
   * the running time of the animation. Without this we can easily drop the
   * first few frames of an animation, or, on slower devices, the whole
   * animation.
   *
   * Furthermore:
   *
   * - Starting the animation immediately when painting finishes is problematic
   *   because the start time of the animation will be ahead of its timeline
   *   (since the timeline time is based on the refresh driver time).
   *   That's a problem because the animation is playing but its timing
   *   suggests it starts in the future. We could update the timeline to match
   *   the start time of the animation but then we'd also have to update the
   *   timing and style of all animations connected to that timeline or else be
   *   stuck in an inconsistent state until the next refresh driver tick.
   *
   * - If we simply use the refresh driver time on its next tick, the lag
   *   between triggering an animation and its effective start is unacceptably
   *   long.
   *
   * For pausing, we apply the same asynchronous approach. This is so that we
   * synchronize with animations that are running on the compositor. Otherwise
   * if the main thread lags behind the compositor there will be a noticeable
   * jump backwards when the main thread takes over. Even though main thread
   * animations could be paused immediately, we do it asynchronously for
   * consistency and so that animations paused together end up in step.
   *
   * Note that the caller of this method is responsible for removing the
   * animation from any PendingAnimationTracker it may have been added to.
   */
  void TriggerOnNextTick(const Nullable<TimeDuration>& aReadyTime);
  /**
   * Testing only: Start or pause a pending animation using the current
   * timeline time. This is used to support existing tests that expect
   * animations to begin immediately. Ideally we would rewrite the those tests
   * and get rid of this method, but there are a lot of them.
   *
   * As with TriggerOnNextTick, the caller of this method is responsible for
   * removing the animation from any PendingAnimationTracker it may have been
   * added to.
   */
  void TriggerNow();
  /**
   * When StartOnNextTick is called, we store the ready time but we don't apply
   * it until the next tick. In the meantime, GetStartTime() will return null.
   *
   * However, if we build layer animations again before the next tick, we
   * should initialize them with the start time that GetStartTime() will return
   * on the next tick.
   *
   * If we were to simply set the start time of layer animations to null, their
   * start time would be updated to the current wallclock time when rendering
   * finishes, thus making them out of sync with the start time stored here.
   * This, in turn, will make the animation jump backwards when we build
   * animations on the next tick and apply the start time stored here.
   *
   * This method returns the start time, if resolved. Otherwise, if we have
   * a pending ready time, it returns the corresponding start time. If neither
   * of those are available, it returns null.
   */
  Nullable<TimeDuration> GetCurrentOrPendingStartTime() const;

  /**
   * Calculates the corresponding start time to use for an animation that is
   * currently pending with current time |mHoldTime| but should behave
   * as if it began or resumed playback at timeline time |aReadyTime|.
   */
  TimeDuration StartTimeFromReadyTime(const TimeDuration& aReadyTime) const;

  /**
   * Converts a time in the timescale of this Animation's currentTime, to a
   * TimeStamp. Returns a null TimeStamp if the conversion cannot be performed
   * because of the current state of this Animation (e.g. it has no timeline, a
   * zero playbackRate, an unresolved start time etc.) or the value of the time
   * passed-in (e.g. an infinite time).
   */
  TimeStamp AnimationTimeToTimeStamp(const StickyTimeDuration& aTime) const;

  // Converts an AnimationEvent's elapsedTime value to an equivalent TimeStamp
  // that can be used to sort events by when they occurred.
  TimeStamp ElapsedTimeToTimeStamp(const StickyTimeDuration& aElapsedTime) const;

  bool IsPausedOrPausing() const
  {
    return PlayState() == AnimationPlayState::Paused ||
           mPendingState == PendingState::PausePending;
  }

  bool HasCurrentEffect() const
  {
    return GetEffect() && GetEffect()->IsCurrent();
  }
  bool IsInEffect() const
  {
    return GetEffect() && GetEffect()->IsInEffect();
  }

  /**
   * Returns true if this animation's playback state makes it a candidate for
   * running on the compositor.
   * We send animations to the compositor when their target effect is 'current'
   * (a definition that is roughly equivalent to when they are in their before
   * or active phase). However, we don't send animations to the compositor when
   * they are paused/pausing (including being effectively paused due to
   * having a zero playback rate), have a zero-duration active interval, or have
   * no target effect at all.
   */
  bool IsPlayableOnCompositor() const
  {
    return HasCurrentEffect() &&
           mPlaybackRate != 0.0 &&
           (PlayState() == AnimationPlayState::Running ||
            mPendingState == PendingState::PlayPending) &&
           !GetEffect()->IsActiveDurationZero();
  }
  bool IsRelevant() const { return mIsRelevant; }
  void UpdateRelevance();

  /**
   * Returns true if this Animation has a lower composite order than aOther.
   */
  bool HasLowerCompositeOrderThan(const Animation& aOther) const;

   /**
   * Returns the level at which the effect(s) associated with this Animation
   * are applied to the CSS cascade.
   */
  virtual EffectCompositor::CascadeLevel CascadeLevel() const
  {
    return EffectCompositor::CascadeLevel::Animations;
  }

  /**
   * Returns true if this animation does not currently need to update
   * style on the main thread (e.g. because it is empty, or is
   * running on the compositor).
   */
  bool CanThrottle() const;
  /**
   * Updates |aStyleRule| with the animation values of this animation's effect,
   * if any.
   * Any properties contained in |aPropertiesToSkip| will not be added or
   * updated in |aStyleRule|.
   */
  void ComposeStyle(RefPtr<AnimValuesStyleRule>& aStyleRule,
                    const nsCSSPropertyIDSet& aPropertiesToSkip);

  void NotifyEffectTimingUpdated();

  /**
   * Used by subclasses to synchronously queue a cancel event in situations
   * where the Animation may have been cancelled.
   *
   * We need to do this synchronously because after a CSS animation/transition
   * is canceled, it will be released by its owning element and may not still
   * exist when we would normally go to queue events on the next tick.
   */
  virtual void MaybeQueueCancelEvent(StickyTimeDuration aActiveTime) {};

protected:
  void SilentlySetCurrentTime(const TimeDuration& aNewCurrentTime);
  void SilentlySetPlaybackRate(double aPlaybackRate);
  void CancelNoUpdate();
  void PlayNoUpdate(ErrorResult& aRv, LimitBehavior aLimitBehavior);
  void PauseNoUpdate(ErrorResult& aRv);
  void ResumeAt(const TimeDuration& aReadyTime);
  void PauseAt(const TimeDuration& aReadyTime);
  void FinishPendingAt(const TimeDuration& aReadyTime)
  {
    if (mPendingState == PendingState::PlayPending) {
      ResumeAt(aReadyTime);
    } else if (mPendingState == PendingState::PausePending) {
      PauseAt(aReadyTime);
    } else {
      NS_NOTREACHED("Can't finish pending if we're not in a pending state");
    }
  }

  /**
   * Finishing behavior depends on if changes to timing occurred due
   * to a seek or regular playback.
   */
  enum class SeekFlag {
    NoSeek,
    DidSeek
  };

  enum class SyncNotifyFlag {
    Sync,
    Async
  };

  virtual void UpdateTiming(SeekFlag aSeekFlag,
                            SyncNotifyFlag aSyncNotifyFlag);
  void UpdateFinishedState(SeekFlag aSeekFlag,
                           SyncNotifyFlag aSyncNotifyFlag);
  void UpdateEffect();
  void FlushStyle() const;
  void PostUpdate();
  void ResetFinishedPromise();
  void MaybeResolveFinishedPromise();
  void DoFinishNotification(SyncNotifyFlag aSyncNotifyFlag);
  void DoFinishNotificationImmediately();
  void DispatchPlaybackEvent(const nsAString& aName);

  /**
   * Remove this animation from the pending animation tracker and reset
   * mPendingState as necessary. The caller is responsible for resolving or
   * aborting the mReady promise as necessary.
   */
  void CancelPendingTasks();

  /**
   * Performs the same steps as CancelPendingTasks and also rejects and
   * recreates the ready promise if the animation was pending.
   */
  void ResetPendingTasks();

  bool IsPossiblyOrphanedPendingAnimation() const;
  StickyTimeDuration EffectEnd() const;

  nsIDocument* GetRenderedDocument() const;

  RefPtr<AnimationTimeline> mTimeline;
  RefPtr<AnimationEffectReadOnly> 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;

  // 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://w3c.github.io/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://w3c.github.io/web-animations/#current-finished-promise
  RefPtr<Promise> mFinished;

  // 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 { NotPending, PlayPending, PausePending };
  PendingState mPendingState;

  static uint64_t sNextAnimationIndex;

  // The relative position of this animation within the global animation list.
  // This is kNoIndex while the animation is in the idle state and is updated
  // each time the animation transitions out of the idle state.
  //
  // 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;

  bool mFinishedAtLastComposeStyle;
  // Indicates that the animation should be exposed in an element's
  // getAnimations() list.
  bool mIsRelevant;

  nsRevocableEventPtr<nsRunnableMethod<Animation>> mFinishNotificationTask;
  // 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;

  nsString mId;
};

} // namespace dom
} // namespace mozilla

#endif // mozilla_dom_Animation_h