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authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
committerMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
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+/* -*- 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();
+
+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