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/* 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/. */
"use strict";
const {
Front,
FrontClassWithSpec,
custom,
preEvent
} = require("devtools/shared/protocol");
const {
animationPlayerSpec,
animationsSpec
} = require("devtools/shared/specs/animation");
const { Task } = require("devtools/shared/task");
const AnimationPlayerFront = FrontClassWithSpec(animationPlayerSpec, {
initialize: function (conn, form, detail, ctx) {
Front.prototype.initialize.call(this, conn, form, detail, ctx);
this.state = {};
},
form: function (form, detail) {
if (detail === "actorid") {
this.actorID = form;
return;
}
this._form = form;
this.state = this.initialState;
},
destroy: function () {
Front.prototype.destroy.call(this);
},
/**
* If the AnimationsActor was given a reference to the WalkerActor previously
* then calling this getter will return the animation target NodeFront.
*/
get animationTargetNodeFront() {
if (!this._form.animationTargetNodeActorID) {
return null;
}
return this.conn.getActor(this._form.animationTargetNodeActorID);
},
/**
* Getter for the initial state of the player. Up to date states can be
* retrieved by calling the getCurrentState method.
*/
get initialState() {
return {
type: this._form.type,
startTime: this._form.startTime,
previousStartTime: this._form.previousStartTime,
currentTime: this._form.currentTime,
playState: this._form.playState,
playbackRate: this._form.playbackRate,
name: this._form.name,
duration: this._form.duration,
delay: this._form.delay,
endDelay: this._form.endDelay,
iterationCount: this._form.iterationCount,
iterationStart: this._form.iterationStart,
easing: this._form.easing,
fill: this._form.fill,
direction: this._form.direction,
isRunningOnCompositor: this._form.isRunningOnCompositor,
propertyState: this._form.propertyState,
documentCurrentTime: this._form.documentCurrentTime
};
},
/**
* Executed when the AnimationPlayerActor emits a "changed" event. Used to
* update the local knowledge of the state.
*/
onChanged: preEvent("changed", function (partialState) {
let {state} = this.reconstructState(partialState);
this.state = state;
}),
/**
* Refresh the current state of this animation on the client from information
* found on the server. Doesn't return anything, just stores the new state.
*/
refreshState: Task.async(function* () {
let data = yield this.getCurrentState();
if (this.currentStateHasChanged) {
this.state = data;
}
}),
/**
* getCurrentState interceptor re-constructs incomplete states since the actor
* only sends the values that have changed.
*/
getCurrentState: custom(function () {
this.currentStateHasChanged = false;
return this._getCurrentState().then(partialData => {
let {state, hasChanged} = this.reconstructState(partialData);
this.currentStateHasChanged = hasChanged;
return state;
});
}, {
impl: "_getCurrentState"
}),
reconstructState: function (data) {
let hasChanged = false;
for (let key in this.state) {
if (typeof data[key] === "undefined") {
data[key] = this.state[key];
} else if (data[key] !== this.state[key]) {
hasChanged = true;
}
}
return {state: data, hasChanged};
}
});
exports.AnimationPlayerFront = AnimationPlayerFront;
const AnimationsFront = FrontClassWithSpec(animationsSpec, {
initialize: function (client, {animationsActor}) {
Front.prototype.initialize.call(this, client, {actor: animationsActor});
this.manage(this);
},
destroy: function () {
Front.prototype.destroy.call(this);
}
});
exports.AnimationsFront = AnimationsFront;
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