/* -*- 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/. */ #include "Animation.h" #include "AnimationUtils.h" #include "mozilla/dom/AnimationBinding.h" #include "mozilla/dom/AnimationPlaybackEvent.h" #include "mozilla/AutoRestore.h" #include "mozilla/AsyncEventDispatcher.h" // For AsyncEventDispatcher #include "mozilla/Maybe.h" // For Maybe #include "AnimationCommon.h" // For AnimationCollection, // CommonAnimationManager #include "nsDOMMutationObserver.h" // For nsAutoAnimationMutationBatch #include "nsIDocument.h" // For nsIDocument #include "nsIPresShell.h" // For nsIPresShell #include "nsLayoutUtils.h" // For PostRestyleEvent (remove after bug 1073336) #include "nsThreadUtils.h" // For nsRunnableMethod and nsRevocableEventPtr #include "PendingAnimationTracker.h" // For PendingAnimationTracker namespace mozilla { namespace dom { // Static members uint64_t Animation::sNextAnimationIndex = 0; NS_IMPL_CYCLE_COLLECTION_INHERITED(Animation, DOMEventTargetHelper, mTimeline, mEffect, mReady, mFinished) NS_IMPL_ADDREF_INHERITED(Animation, DOMEventTargetHelper) NS_IMPL_RELEASE_INHERITED(Animation, DOMEventTargetHelper) NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION_INHERITED(Animation) NS_INTERFACE_MAP_END_INHERITING(DOMEventTargetHelper) JSObject* Animation::WrapObject(JSContext* aCx, JS::Handle aGivenProto) { return dom::AnimationBinding::Wrap(aCx, this, aGivenProto); } // --------------------------------------------------------------------------- // // Utility methods // // --------------------------------------------------------------------------- namespace { // A wrapper around nsAutoAnimationMutationBatch that looks up the // appropriate document from the supplied animation. class MOZ_RAII AutoMutationBatchForAnimation { public: explicit AutoMutationBatchForAnimation(const Animation& aAnimation MOZ_GUARD_OBJECT_NOTIFIER_PARAM) { MOZ_GUARD_OBJECT_NOTIFIER_INIT; Element* targetElement = nsNodeUtils::GetTargetForAnimation(&aAnimation); if (!targetElement) { return; } // For mutation observers, we use the OwnerDoc. nsIDocument* doc = targetElement->OwnerDoc(); if (!doc) { return; } mAutoBatch.emplace(doc); } private: MOZ_DECL_USE_GUARD_OBJECT_NOTIFIER Maybe mAutoBatch; }; } // --------------------------------------------------------------------------- // // Animation interface: // // --------------------------------------------------------------------------- void Animation::SetEffect(KeyframeEffectReadOnly* aEffect) { RefPtr kungFuDeathGrip(this); if (mEffect == aEffect) { return; } if (mEffect) { mEffect->SetAnimation(nullptr); } mEffect = aEffect; if (mEffect) { mEffect->SetAnimation(this); } UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async); } void Animation::SetTimeline(AnimationTimeline* aTimeline) { if (mTimeline == aTimeline) { return; } if (mTimeline) { mTimeline->NotifyAnimationUpdated(*this); } mTimeline = aTimeline; // FIXME(spec): Once we implement the seeking defined in the spec // surely this should be SeekFlag::DidSeek but the spec says otherwise. UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async); // FIXME: When we expose this method to script we'll need to call PostUpdate // (but *not* when this method gets called from style). } // https://w3c.github.io/web-animations/#set-the-animation-start-time void Animation::SetStartTime(const Nullable& aNewStartTime) { if (aNewStartTime == mStartTime) { return; } AutoMutationBatchForAnimation mb(*this); Nullable timelineTime; if (mTimeline) { // The spec says to check if the timeline is active (has a resolved time) // before using it here, but we don't need to since it's harmless to set // the already null time to null. timelineTime = mTimeline->GetCurrentTime(); } if (timelineTime.IsNull() && !aNewStartTime.IsNull()) { mHoldTime.SetNull(); } Nullable previousCurrentTime = GetCurrentTime(); mStartTime = aNewStartTime; if (!aNewStartTime.IsNull()) { if (mPlaybackRate != 0.0) { mHoldTime.SetNull(); } } else { mHoldTime = previousCurrentTime; } CancelPendingTasks(); if (mReady) { // We may have already resolved mReady, but in that case calling // MaybeResolve is a no-op, so that's okay. mReady->MaybeResolve(this); } UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async); if (IsRelevant()) { nsNodeUtils::AnimationChanged(this); } PostUpdate(); } // https://w3c.github.io/web-animations/#current-time Nullable Animation::GetCurrentTime() const { Nullable result; if (!mHoldTime.IsNull()) { result = mHoldTime; return result; } if (mTimeline && !mStartTime.IsNull()) { Nullable timelineTime = mTimeline->GetCurrentTime(); if (!timelineTime.IsNull()) { result.SetValue((timelineTime.Value() - mStartTime.Value()) .MultDouble(mPlaybackRate)); } } return result; } // https://w3c.github.io/web-animations/#set-the-current-time void Animation::SetCurrentTime(const TimeDuration& aSeekTime) { // Return early if the current time has not changed. However, if we // are pause-pending, then setting the current time to any value // including the current value has the effect of aborting the // pause so we should not return early in that case. if (mPendingState != PendingState::PausePending && Nullable(aSeekTime) == GetCurrentTime()) { return; } AutoMutationBatchForAnimation mb(*this); SilentlySetCurrentTime(aSeekTime); if (mPendingState == PendingState::PausePending) { // Finish the pause operation mHoldTime.SetValue(aSeekTime); mStartTime.SetNull(); if (mReady) { mReady->MaybeResolve(this); } CancelPendingTasks(); } UpdateTiming(SeekFlag::DidSeek, SyncNotifyFlag::Async); if (IsRelevant()) { nsNodeUtils::AnimationChanged(this); } PostUpdate(); } // https://w3c.github.io/web-animations/#set-the-animation-playback-rate void Animation::SetPlaybackRate(double aPlaybackRate) { if (aPlaybackRate == mPlaybackRate) { return; } AutoMutationBatchForAnimation mb(*this); Nullable previousTime = GetCurrentTime(); mPlaybackRate = aPlaybackRate; if (!previousTime.IsNull()) { SetCurrentTime(previousTime.Value()); } // In the case where GetCurrentTime() returns the same result before and // after updating mPlaybackRate, SetCurrentTime will return early since, // as far as it can tell, nothing has changed. // As a result, we need to perform the following updates here: // - update timing (since, if the sign of the playback rate has changed, our // finished state may have changed), // - dispatch a change notification for the changed playback rate, and // - update the playback rate on animations on layers. UpdateTiming(SeekFlag::DidSeek, SyncNotifyFlag::Async); if (IsRelevant()) { nsNodeUtils::AnimationChanged(this); } PostUpdate(); } // https://w3c.github.io/web-animations/#play-state AnimationPlayState Animation::PlayState() const { if (mPendingState != PendingState::NotPending) { return AnimationPlayState::Pending; } Nullable currentTime = GetCurrentTime(); if (currentTime.IsNull()) { return AnimationPlayState::Idle; } if (mStartTime.IsNull()) { return AnimationPlayState::Paused; } if ((mPlaybackRate > 0.0 && currentTime.Value() >= EffectEnd()) || (mPlaybackRate < 0.0 && currentTime.Value().ToMilliseconds() <= 0.0)) { return AnimationPlayState::Finished; } return AnimationPlayState::Running; } Promise* Animation::GetReady(ErrorResult& aRv) { nsCOMPtr global = GetOwnerGlobal(); if (!mReady && global) { mReady = Promise::Create(global, aRv); // Lazily create on demand } if (!mReady) { aRv.Throw(NS_ERROR_FAILURE); } else if (PlayState() != AnimationPlayState::Pending) { mReady->MaybeResolve(this); } return mReady; } Promise* Animation::GetFinished(ErrorResult& aRv) { nsCOMPtr global = GetOwnerGlobal(); if (!mFinished && global) { mFinished = Promise::Create(global, aRv); // Lazily create on demand } if (!mFinished) { aRv.Throw(NS_ERROR_FAILURE); } else if (mFinishedIsResolved) { MaybeResolveFinishedPromise(); } return mFinished; } void Animation::Cancel() { DoCancel(); PostUpdate(); } // https://w3c.github.io/web-animations/#finish-an-animation void Animation::Finish(ErrorResult& aRv) { if (mPlaybackRate == 0 || (mPlaybackRate > 0 && EffectEnd() == TimeDuration::Forever())) { aRv.Throw(NS_ERROR_DOM_INVALID_STATE_ERR); return; } AutoMutationBatchForAnimation mb(*this); // Seek to the end TimeDuration limit = mPlaybackRate > 0 ? TimeDuration(EffectEnd()) : TimeDuration(0); bool didChange = GetCurrentTime() != Nullable(limit); SilentlySetCurrentTime(limit); // If we are paused or play-pending we need to fill in the start time in // order to transition to the finished state. // // We only do this, however, if we have an active timeline. If we have an // inactive timeline we can't transition into the finished state just like // we can't transition to the running state (this finished state is really // a substate of the running state). if (mStartTime.IsNull() && mTimeline && !mTimeline->GetCurrentTime().IsNull()) { mStartTime.SetValue(mTimeline->GetCurrentTime().Value() - limit.MultDouble(1.0 / mPlaybackRate)); didChange = true; } // If we just resolved the start time for a pause or play-pending // animation, we need to clear the task. We don't do this as a branch of // the above however since we can have a play-pending animation with a // resolved start time if we aborted a pause operation. if (!mStartTime.IsNull() && (mPendingState == PendingState::PlayPending || mPendingState == PendingState::PausePending)) { if (mPendingState == PendingState::PausePending) { mHoldTime.SetNull(); } CancelPendingTasks(); didChange = true; if (mReady) { mReady->MaybeResolve(this); } } UpdateTiming(SeekFlag::DidSeek, SyncNotifyFlag::Sync); if (didChange && IsRelevant()) { nsNodeUtils::AnimationChanged(this); } PostUpdate(); } void Animation::Play(ErrorResult& aRv, LimitBehavior aLimitBehavior) { DoPlay(aRv, aLimitBehavior); PostUpdate(); } void Animation::Pause(ErrorResult& aRv) { DoPause(aRv); PostUpdate(); } // https://w3c.github.io/web-animations/#reverse-an-animation void Animation::Reverse(ErrorResult& aRv) { if (!mTimeline || mTimeline->GetCurrentTime().IsNull()) { aRv.Throw(NS_ERROR_DOM_INVALID_STATE_ERR); return; } if (mPlaybackRate == 0.0) { return; } AutoMutationBatchForAnimation mb(*this); SilentlySetPlaybackRate(-mPlaybackRate); Play(aRv, LimitBehavior::AutoRewind); if (IsRelevant()) { nsNodeUtils::AnimationChanged(this); } } // --------------------------------------------------------------------------- // // JS wrappers for Animation interface: // // --------------------------------------------------------------------------- Nullable Animation::GetStartTimeAsDouble() const { return AnimationUtils::TimeDurationToDouble(mStartTime); } void Animation::SetStartTimeAsDouble(const Nullable& aStartTime) { return SetStartTime(AnimationUtils::DoubleToTimeDuration(aStartTime)); } Nullable Animation::GetCurrentTimeAsDouble() const { return AnimationUtils::TimeDurationToDouble(GetCurrentTime()); } void Animation::SetCurrentTimeAsDouble(const Nullable& aCurrentTime, ErrorResult& aRv) { if (aCurrentTime.IsNull()) { if (!GetCurrentTime().IsNull()) { aRv.Throw(NS_ERROR_DOM_TYPE_ERR); } return; } return SetCurrentTime(TimeDuration::FromMilliseconds(aCurrentTime.Value())); } // --------------------------------------------------------------------------- void Animation::Tick() { // Finish pending if we have a pending ready time, but only if we also // have an active timeline. if (mPendingState != PendingState::NotPending && !mPendingReadyTime.IsNull() && mTimeline && !mTimeline->GetCurrentTime().IsNull()) { // Even though mPendingReadyTime is initialized using TimeStamp::Now() // during the *previous* tick of the refresh driver, it can still be // ahead of the *current* timeline time when we are using the // vsync timer so we need to clamp it to the timeline time. mPendingReadyTime.SetValue(std::min(mTimeline->GetCurrentTime().Value(), mPendingReadyTime.Value())); FinishPendingAt(mPendingReadyTime.Value()); mPendingReadyTime.SetNull(); } if (IsPossiblyOrphanedPendingAnimation()) { MOZ_ASSERT(mTimeline && !mTimeline->GetCurrentTime().IsNull(), "Orphaned pending animtaions should have an active timeline"); FinishPendingAt(mTimeline->GetCurrentTime().Value()); } UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async); // FIXME: Detect the no-change case and don't request a restyle at all // FIXME: Detect changes to IsPlaying() state and request RestyleType::Layer // so that layers get updated immediately AnimationCollection* collection = GetCollection(); if (collection) { collection->RequestRestyle(CanThrottle() ? AnimationCollection::RestyleType::Throttled : AnimationCollection::RestyleType::Standard); } } void Animation::TriggerOnNextTick(const Nullable& aReadyTime) { // Normally we expect the play state to be pending but it's possible that, // due to the handling of possibly orphaned animations in Tick(), this // animation got started whilst still being in another document's pending // animation map. if (PlayState() != AnimationPlayState::Pending) { return; } // If aReadyTime.IsNull() we'll detect this in Tick() where we check for // orphaned animations and trigger this animation anyway mPendingReadyTime = aReadyTime; } void Animation::TriggerNow() { // Normally we expect the play state to be pending but when an animation // is cancelled and its rendered document can't be reached, we can end up // with the animation still in a pending player tracker even after it is // no longer pending. if (PlayState() != AnimationPlayState::Pending) { return; } // If we don't have an active timeline we can't trigger the animation. // However, this is a test-only method that we don't expect to be used in // conjunction with animations without an active timeline so generate // a warning if we do find ourselves in that situation. if (!mTimeline || mTimeline->GetCurrentTime().IsNull()) { NS_WARNING("Failed to trigger an animation with an active timeline"); return; } FinishPendingAt(mTimeline->GetCurrentTime().Value()); } Nullable Animation::GetCurrentOrPendingStartTime() const { Nullable result; if (!mStartTime.IsNull()) { result = mStartTime; return result; } if (mPendingReadyTime.IsNull() || mHoldTime.IsNull()) { return result; } // Calculate the equivalent start time from the pending ready time. // This is the same as the calculation performed in ResumeAt and will // need to incorporate the playbackRate when implemented (bug 1127380). result.SetValue(mPendingReadyTime.Value() - mHoldTime.Value()); return result; } TimeStamp Animation::AnimationTimeToTimeStamp(const StickyTimeDuration& aTime) const { // Initializes to null. Return the same object every time to benefit from // return-value-optimization. TimeStamp result; // We *don't* check for mTimeline->TracksWallclockTime() here because that // method only tells us if the timeline times can be converted to // TimeStamps that can be compared to TimeStamp::Now() or not, *not* // whether the timelines can be converted to TimeStamp values at all. // // Furthermore, we want to be able to use this method when the refresh driver // is under test control (in which case TracksWallclockTime() will return // false). // // Once we introduce timelines that are not time-based we will need to // differentiate between them here and determine how to sort their events. if (!mTimeline) { return result; } // Check the time is convertible to a timestamp if (aTime == TimeDuration::Forever() || mPlaybackRate == 0.0 || mStartTime.IsNull()) { return result; } // Invert the standard relation: // animation time = (timeline time - start time) * playback rate TimeDuration timelineTime = TimeDuration(aTime).MultDouble(1.0 / mPlaybackRate) + mStartTime.Value(); result = mTimeline->ToTimeStamp(timelineTime); return result; } // https://w3c.github.io/web-animations/#silently-set-the-current-time void Animation::SilentlySetCurrentTime(const TimeDuration& aSeekTime) { if (!mHoldTime.IsNull() || mStartTime.IsNull() || !mTimeline || mTimeline->GetCurrentTime().IsNull() || mPlaybackRate == 0.0) { mHoldTime.SetValue(aSeekTime); if (!mTimeline || mTimeline->GetCurrentTime().IsNull()) { mStartTime.SetNull(); } } else { mStartTime.SetValue(mTimeline->GetCurrentTime().Value() - (aSeekTime.MultDouble(1 / mPlaybackRate))); } mPreviousCurrentTime.SetNull(); } void Animation::SilentlySetPlaybackRate(double aPlaybackRate) { Nullable previousTime = GetCurrentTime(); mPlaybackRate = aPlaybackRate; if (!previousTime.IsNull()) { SilentlySetCurrentTime(previousTime.Value()); } } // https://w3c.github.io/web-animations/#cancel-an-animation void Animation::DoCancel() { if (mPendingState != PendingState::NotPending) { CancelPendingTasks(); if (mReady) { mReady->MaybeReject(NS_ERROR_DOM_ABORT_ERR); } } if (mFinished) { mFinished->MaybeReject(NS_ERROR_DOM_ABORT_ERR); } ResetFinishedPromise(); DispatchPlaybackEvent(NS_LITERAL_STRING("cancel")); mHoldTime.SetNull(); mStartTime.SetNull(); UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async); if (mTimeline) { mTimeline->RemoveAnimation(this); } } void Animation::UpdateRelevance() { bool wasRelevant = mIsRelevant; mIsRelevant = HasCurrentEffect() || IsInEffect(); // Notify animation observers. if (wasRelevant && !mIsRelevant) { nsNodeUtils::AnimationRemoved(this); } else if (!wasRelevant && mIsRelevant) { nsNodeUtils::AnimationAdded(this); } } bool Animation::HasLowerCompositeOrderThan(const Animation& aOther) const { // Due to the way subclasses of this repurpose the mAnimationIndex to // implement their own brand of composite ordering it is possible for // two animations to have an identical mAnimationIndex member. // However, these subclasses override this method so we shouldn't see // identical animation indices here. MOZ_ASSERT(mAnimationIndex != aOther.mAnimationIndex || &aOther == this, "Animation indices should be unique"); return mAnimationIndex < aOther.mAnimationIndex; } bool Animation::CanThrottle() const { // This method answers the question, "Can we get away with NOT updating // style on the main thread for this animation on this tick?" // Ignore animations that were never going to have any effect anyway. if (!mEffect || mEffect->Properties().IsEmpty()) { return true; } // Finished animations can be throttled unless this is the first // sample since finishing. In that case we need an unthrottled sample // so we can apply the correct end-of-animation behavior on the main // thread (either removing the animation style or applying the fill mode). if (PlayState() == AnimationPlayState::Finished) { return mFinishedAtLastComposeStyle; } // We should also ignore animations which are not "in effect"--i.e. not // producing an output. This includes animations that are idle or in their // delay phase but with no backwards fill. // // Note that unlike newly-finished animations, we don't need to worry about // special handling for newly-idle animations or animations that are newly // yet-to-start since any operation that would cause that change (e.g. a call // to cancel() on the animation, or seeking its current time) will trigger an // unthrottled sample. if (!IsInEffect()) { return true; } return mEffect->CanThrottle(); } void Animation::ComposeStyle(RefPtr& aStyleRule, nsCSSPropertySet& aSetProperties, bool& aStyleChanging) { if (!mEffect) { return; } AnimationPlayState playState = PlayState(); if (playState == AnimationPlayState::Running || playState == AnimationPlayState::Pending) { aStyleChanging = true; } if (!IsInEffect()) { return; } // In order to prevent flicker, there are a few cases where we want to use // a different time for rendering that would otherwise be returned by // GetCurrentTime. These are: // // (a) For animations that are pausing but which are still running on the // compositor. In this case we send a layer transaction that removes the // animation but which also contains the animation values calculated on // the main thread. To prevent flicker when this occurs we want to ensure // the timeline time used to calculate the main thread animation values // does not lag far behind the time used on the compositor. Ideally we // would like to use the "animation ready time" calculated at the end of // the layer transaction as the timeline time but it will be too late to // update the style rule at that point so instead we just use the current // wallclock time. // // (b) For animations that are pausing that we have already taken off the // compositor. In this case we record a pending ready time but we don't // apply it until the next tick. However, while waiting for the next tick, // we should still use the pending ready time as the timeline time. If we // use the regular timeline time the animation may appear jump backwards // if the main thread's timeline time lags behind the compositor. // // (c) For animations that are play-pending due to an aborted pause operation // (i.e. a pause operation that was interrupted before we entered the // paused state). When we cancel a pending pause we might momentarily take // the animation off the compositor, only to re-add it moments later. In // that case the compositor might have been ahead of the main thread so we // should use the current wallclock time to ensure the animation doesn't // temporarily jump backwards. // // To address each of these cases we temporarily tweak the hold time // immediately before updating the style rule and then restore it immediately // afterwards. This is purely to prevent visual flicker. Other behavior // such as dispatching events continues to rely on the regular timeline time. bool updatedHoldTime = false; { AutoRestore> restoreHoldTime(mHoldTime); if (playState == AnimationPlayState::Pending && mHoldTime.IsNull() && !mStartTime.IsNull()) { Nullable timeToUse = mPendingReadyTime; if (timeToUse.IsNull() && mTimeline && mTimeline->TracksWallclockTime()) { timeToUse = mTimeline->ToTimelineTime(TimeStamp::Now()); } if (!timeToUse.IsNull()) { mHoldTime.SetValue((timeToUse.Value() - mStartTime.Value()) .MultDouble(mPlaybackRate)); // Push the change down to the effect UpdateEffect(); updatedHoldTime = true; } } mEffect->ComposeStyle(aStyleRule, aSetProperties); } // Now that the hold time has been restored, update the effect if (updatedHoldTime) { UpdateEffect(); } MOZ_ASSERT(playState == PlayState(), "Play state should not change during the course of compositing"); mFinishedAtLastComposeStyle = (playState == AnimationPlayState::Finished); } void Animation::NotifyEffectTimingUpdated() { MOZ_ASSERT(mEffect, "We should only update timing effect when we have a target " "effect"); UpdateTiming(Animation::SeekFlag::NoSeek, Animation::SyncNotifyFlag::Async); } // https://w3c.github.io/web-animations/#play-an-animation void Animation::DoPlay(ErrorResult& aRv, LimitBehavior aLimitBehavior) { AutoMutationBatchForAnimation mb(*this); bool abortedPause = mPendingState == PendingState::PausePending; Nullable currentTime = GetCurrentTime(); if (mPlaybackRate > 0.0 && (currentTime.IsNull() || (aLimitBehavior == LimitBehavior::AutoRewind && (currentTime.Value().ToMilliseconds() < 0.0 || currentTime.Value() >= EffectEnd())))) { mHoldTime.SetValue(TimeDuration(0)); } else if (mPlaybackRate < 0.0 && (currentTime.IsNull() || (aLimitBehavior == LimitBehavior::AutoRewind && (currentTime.Value().ToMilliseconds() <= 0.0 || currentTime.Value() > EffectEnd())))) { if (EffectEnd() == TimeDuration::Forever()) { aRv.Throw(NS_ERROR_DOM_INVALID_STATE_ERR); return; } mHoldTime.SetValue(TimeDuration(EffectEnd())); } else if (mPlaybackRate == 0.0 && currentTime.IsNull()) { mHoldTime.SetValue(TimeDuration(0)); } bool reuseReadyPromise = false; if (mPendingState != PendingState::NotPending) { CancelPendingTasks(); reuseReadyPromise = true; } // If the hold time is null then we're either already playing normally (and // we can ignore this call) or we aborted a pending pause operation (in which // case, for consistency, we need to go through the motions of doing an // asynchronous start even though we already have a resolved start time). if (mHoldTime.IsNull() && !abortedPause) { return; } // Clear the start time until we resolve a new one. We do this except // for the case where we are aborting a pause and don't have a hold time. // // If we're aborting a pause and *do* have a hold time (e.g. because // the animation is finished or we just applied the auto-rewind behavior // above) we should respect it by clearing the start time. If we *don't* // have a hold time we should keep the current start time so that the // the animation continues moving uninterrupted by the aborted pause. // // (If we're not aborting a pause, mHoldTime must be resolved by now // or else we would have returned above.) if (!mHoldTime.IsNull()) { mStartTime.SetNull(); } if (!reuseReadyPromise) { // Clear ready promise. We'll create a new one lazily. mReady = nullptr; } mPendingState = PendingState::PlayPending; nsIDocument* doc = GetRenderedDocument(); if (doc) { PendingAnimationTracker* tracker = doc->GetOrCreatePendingAnimationTracker(); tracker->AddPlayPending(*this); } else { TriggerOnNextTick(Nullable()); } UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async); if (IsRelevant()) { nsNodeUtils::AnimationChanged(this); } } // https://w3c.github.io/web-animations/#pause-an-animation void Animation::DoPause(ErrorResult& aRv) { if (IsPausedOrPausing()) { return; } AutoMutationBatchForAnimation mb(*this); // If we are transitioning from idle, fill in the current time if (GetCurrentTime().IsNull()) { if (mPlaybackRate >= 0.0) { mHoldTime.SetValue(TimeDuration(0)); } else { if (EffectEnd() == TimeDuration::Forever()) { aRv.Throw(NS_ERROR_DOM_INVALID_STATE_ERR); return; } mHoldTime.SetValue(TimeDuration(EffectEnd())); } } bool reuseReadyPromise = false; if (mPendingState == PendingState::PlayPending) { CancelPendingTasks(); reuseReadyPromise = true; } if (!reuseReadyPromise) { // Clear ready promise. We'll create a new one lazily. mReady = nullptr; } mPendingState = PendingState::PausePending; nsIDocument* doc = GetRenderedDocument(); if (doc) { PendingAnimationTracker* tracker = doc->GetOrCreatePendingAnimationTracker(); tracker->AddPausePending(*this); } else { TriggerOnNextTick(Nullable()); } UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async); if (IsRelevant()) { nsNodeUtils::AnimationChanged(this); } } void Animation::ResumeAt(const TimeDuration& aReadyTime) { // This method is only expected to be called for an animation that is // waiting to play. We can easily adapt it to handle other states // but it's currently not necessary. MOZ_ASSERT(mPendingState == PendingState::PlayPending, "Expected to resume a play-pending animation"); MOZ_ASSERT(mHoldTime.IsNull() != mStartTime.IsNull(), "An animation in the play-pending state should have either a" " resolved hold time or resolved start time (but not both)"); // If we aborted a pending pause operation we will already have a start time // we should use. In all other cases, we resolve it from the ready time. if (mStartTime.IsNull()) { if (mPlaybackRate != 0) { mStartTime.SetValue(aReadyTime - (mHoldTime.Value().MultDouble(1 / mPlaybackRate))); mHoldTime.SetNull(); } else { mStartTime.SetValue(aReadyTime); } } mPendingState = PendingState::NotPending; UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async); if (mReady) { mReady->MaybeResolve(this); } } void Animation::PauseAt(const TimeDuration& aReadyTime) { MOZ_ASSERT(mPendingState == PendingState::PausePending, "Expected to pause a pause-pending animation"); if (!mStartTime.IsNull() && mHoldTime.IsNull()) { mHoldTime.SetValue((aReadyTime - mStartTime.Value()) .MultDouble(mPlaybackRate)); } mStartTime.SetNull(); mPendingState = PendingState::NotPending; UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async); if (mReady) { mReady->MaybeResolve(this); } } void Animation::UpdateTiming(SeekFlag aSeekFlag, SyncNotifyFlag aSyncNotifyFlag) { // We call UpdateFinishedState before UpdateEffect because the former // can change the current time, which is used by the latter. UpdateFinishedState(aSeekFlag, aSyncNotifyFlag); UpdateEffect(); if (mTimeline) { mTimeline->NotifyAnimationUpdated(*this); } } // https://w3c.github.io/web-animations/#update-an-animations-finished-state void Animation::UpdateFinishedState(SeekFlag aSeekFlag, SyncNotifyFlag aSyncNotifyFlag) { Nullable currentTime = GetCurrentTime(); TimeDuration effectEnd = TimeDuration(EffectEnd()); if (!mStartTime.IsNull() && mPendingState == PendingState::NotPending) { if (mPlaybackRate > 0.0 && !currentTime.IsNull() && currentTime.Value() >= effectEnd) { if (aSeekFlag == SeekFlag::DidSeek) { mHoldTime = currentTime; } else if (!mPreviousCurrentTime.IsNull()) { mHoldTime.SetValue(std::max(mPreviousCurrentTime.Value(), effectEnd)); } else { mHoldTime.SetValue(effectEnd); } } else if (mPlaybackRate < 0.0 && !currentTime.IsNull() && currentTime.Value().ToMilliseconds() <= 0.0) { if (aSeekFlag == SeekFlag::DidSeek) { mHoldTime = currentTime; } else { mHoldTime.SetValue(0); } } else if (mPlaybackRate != 0.0 && !currentTime.IsNull() && mTimeline && !mTimeline->GetCurrentTime().IsNull()) { if (aSeekFlag == SeekFlag::DidSeek && !mHoldTime.IsNull()) { mStartTime.SetValue(mTimeline->GetCurrentTime().Value() - (mHoldTime.Value().MultDouble(1 / mPlaybackRate))); } mHoldTime.SetNull(); } } bool currentFinishedState = PlayState() == AnimationPlayState::Finished; if (currentFinishedState && !mFinishedIsResolved) { DoFinishNotification(aSyncNotifyFlag); } else if (!currentFinishedState && mFinishedIsResolved) { ResetFinishedPromise(); } // We must recalculate the current time to take account of any mHoldTime // changes the code above made. mPreviousCurrentTime = GetCurrentTime(); } void Animation::UpdateEffect() { if (mEffect) { UpdateRelevance(); mEffect->NotifyAnimationTimingUpdated(); } } void Animation::FlushStyle() const { nsIDocument* doc = GetRenderedDocument(); if (doc) { doc->FlushPendingNotifications(Flush_Style); } } void Animation::PostUpdate() { AnimationCollection* collection = GetCollection(); if (collection) { collection->RequestRestyle(AnimationCollection::RestyleType::Layer); } } void Animation::CancelPendingTasks() { if (mPendingState == PendingState::NotPending) { return; } nsIDocument* doc = GetRenderedDocument(); if (doc) { PendingAnimationTracker* tracker = doc->GetPendingAnimationTracker(); if (tracker) { if (mPendingState == PendingState::PlayPending) { tracker->RemovePlayPending(*this); } else { tracker->RemovePausePending(*this); } } } mPendingState = PendingState::NotPending; mPendingReadyTime.SetNull(); } bool Animation::IsPossiblyOrphanedPendingAnimation() const { // Check if we are pending but might never start because we are not being // tracked. // // This covers the following cases: // // * We started playing but our effect's target element was orphaned // or bound to a different document. // (note that for the case of our effect changing we should handle // that in SetEffect) // * We started playing but our timeline became inactive. // In this case the pending animation tracker will drop us from its hashmap // when we have been painted. // * When we started playing we couldn't find a PendingAnimationTracker to // register with (perhaps the effect had no document) so we simply // set mPendingState in DoPlay and relied on this method to catch us on the // next tick. // If we're not pending we're ok. if (mPendingState == PendingState::NotPending) { return false; } // If we have a pending ready time then we will be started on the next // tick. if (!mPendingReadyTime.IsNull()) { return false; } // If we don't have an active timeline then we shouldn't start until // we do. if (!mTimeline || mTimeline->GetCurrentTime().IsNull()) { return false; } // If we have no rendered document, or we're not in our rendered document's // PendingAnimationTracker then there's a good chance no one is tracking us. // // If we're wrong and another document is tracking us then, at worst, we'll // simply start/pause the animation one tick too soon. That's better than // never starting/pausing the animation and is unlikely. nsIDocument* doc = GetRenderedDocument(); if (!doc) { return true; } PendingAnimationTracker* tracker = doc->GetPendingAnimationTracker(); return !tracker || (!tracker->IsWaitingToPlay(*this) && !tracker->IsWaitingToPause(*this)); } StickyTimeDuration Animation::EffectEnd() const { if (!mEffect) { return StickyTimeDuration(0); } return mEffect->Timing().mDelay + mEffect->GetComputedTiming().mActiveDuration; } nsIDocument* Animation::GetRenderedDocument() const { if (!mEffect) { return nullptr; } return mEffect->GetRenderedDocument(); } nsPresContext* Animation::GetPresContext() const { if (!mEffect) { return nullptr; } return mEffect->GetPresContext(); } AnimationCollection* Animation::GetCollection() const { CommonAnimationManager* manager = GetAnimationManager(); if (!manager) { return nullptr; } MOZ_ASSERT(mEffect, "An animation with an animation manager must have an effect"); Element* targetElement; nsCSSPseudoElements::Type targetPseudoType; mEffect->GetTarget(targetElement, targetPseudoType); MOZ_ASSERT(targetElement, "An animation with an animation manager must have a target"); return manager->GetAnimationCollection(targetElement, targetPseudoType, false /* aCreateIfNeeded */); } void Animation::DoFinishNotification(SyncNotifyFlag aSyncNotifyFlag) { if (aSyncNotifyFlag == SyncNotifyFlag::Sync) { DoFinishNotificationImmediately(); } else if (!mFinishNotificationTask.IsPending()) { RefPtr> runnable = NS_NewRunnableMethod(this, &Animation::DoFinishNotificationImmediately); Promise::DispatchToMicroTask(runnable); mFinishNotificationTask = runnable; } } void Animation::ResetFinishedPromise() { mFinishedIsResolved = false; mFinished = nullptr; } void Animation::MaybeResolveFinishedPromise() { if (mFinished) { mFinished->MaybeResolve(this); } mFinishedIsResolved = true; } void Animation::DoFinishNotificationImmediately() { mFinishNotificationTask.Revoke(); if (PlayState() != AnimationPlayState::Finished) { return; } MaybeResolveFinishedPromise(); DispatchPlaybackEvent(NS_LITERAL_STRING("finish")); } void Animation::DispatchPlaybackEvent(const nsAString& aName) { AnimationPlaybackEventInit init; if (aName.EqualsLiteral("finish")) { init.mCurrentTime = GetCurrentTimeAsDouble(); } if (mTimeline) { init.mTimelineTime = mTimeline->GetCurrentTimeAsDouble(); } RefPtr event = AnimationPlaybackEvent::Constructor(this, aName, init); event->SetTrusted(true); RefPtr asyncDispatcher = new AsyncEventDispatcher(this, event); asyncDispatcher->PostDOMEvent(); } bool Animation::IsRunningOnCompositor() const { return mEffect && mEffect->IsRunningOnCompositor(); } } // namespace dom } // namespace mozilla