tenfourfox/layout/style/nsAnimationManager.h

383 lines
14 KiB
C++

/* vim: set shiftwidth=2 tabstop=8 autoindent cindent expandtab: */
/* 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 nsAnimationManager_h_
#define nsAnimationManager_h_
#include "mozilla/Attributes.h"
#include "mozilla/ContentEvents.h"
#include "mozilla/EventForwards.h"
#include "AnimationCommon.h"
#include "nsCSSPseudoElements.h"
#include "mozilla/dom/Animation.h"
#include "mozilla/MemoryReporting.h"
#include "mozilla/TimeStamp.h"
class nsIGlobalObject;
class nsStyleContext;
namespace mozilla {
namespace css {
class Declaration;
} /* namespace css */
namespace dom {
class Promise;
} /* namespace dom */
struct AnimationEventInfo {
RefPtr<dom::Element> mElement;
RefPtr<dom::Animation> mAnimation;
InternalAnimationEvent mEvent;
TimeStamp mTimeStamp;
AnimationEventInfo(dom::Element* aElement,
nsCSSPseudoElements::Type aPseudoType,
EventMessage aMessage,
const nsSubstring& aAnimationName,
const StickyTimeDuration& aElapsedTime,
const TimeStamp& aTimeStamp,
dom::Animation* aAnimation)
: mElement(aElement)
, mAnimation(aAnimation)
, mEvent(true, aMessage)
, mTimeStamp(aTimeStamp)
{
// XXX Looks like nobody initialize WidgetEvent::time
mEvent.animationName = aAnimationName;
mEvent.elapsedTime = aElapsedTime.ToSeconds();
mEvent.pseudoElement = AnimationCollection::PseudoTypeAsString(aPseudoType);
}
// InternalAnimationEvent doesn't support copy-construction, so we need
// to ourselves in order to work with nsTArray
AnimationEventInfo(const AnimationEventInfo& aOther)
: mElement(aOther.mElement)
, mAnimation(aOther.mAnimation)
, mEvent(true, aOther.mEvent.mMessage)
, mTimeStamp(aOther.mTimeStamp)
{
mEvent.AssignAnimationEventData(aOther.mEvent, false);
}
};
namespace dom {
class CSSAnimation final : public Animation
{
public:
explicit CSSAnimation(nsIGlobalObject* aGlobal,
const nsSubstring& aAnimationName)
: dom::Animation(aGlobal)
, mAnimationName(aAnimationName)
, mIsStylePaused(false)
, mPauseShouldStick(false)
, mNeedsNewAnimationIndexWhenRun(false)
, mPreviousPhaseOrIteration(PREVIOUS_PHASE_BEFORE)
{
// We might need to drop this assertion once we add a script-accessible
// constructor but for animations generated from CSS markup the
// animation-name should never be empty.
MOZ_ASSERT(!mAnimationName.IsEmpty(), "animation-name should not be empty");
}
JSObject* WrapObject(JSContext* aCx,
JS::Handle<JSObject*> aGivenProto) override;
CSSAnimation* AsCSSAnimation() override { return this; }
const CSSAnimation* AsCSSAnimation() const override { return this; }
// CSSAnimation interface
void GetAnimationName(nsString& aRetVal) const { aRetVal = mAnimationName; }
// Alternative to GetAnimationName that returns a reference to the member
// for more efficient internal usage.
const nsString& AnimationName() const { return mAnimationName; }
// Animation interface overrides
virtual Promise* GetReady(ErrorResult& aRv) override;
virtual void Play(ErrorResult& aRv, LimitBehavior aLimitBehavior) override;
virtual void Pause(ErrorResult& aRv) override;
virtual AnimationPlayState PlayStateFromJS() const override;
virtual void PlayFromJS(ErrorResult& aRv) override;
void PlayFromStyle();
void PauseFromStyle();
void CancelFromStyle() override
{
mOwningElement = OwningElementRef();
// When an animation is disassociated with style it enters an odd state
// where its composite order is undefined until it first transitions
// out of the idle state.
//
// Even if the composite order isn't defined we don't want it to be random
// in case we need to determine the order to dispatch events associated
// with an animation in this state. To solve this we treat the animation as
// if it had been added to the end of the global animation list so that
// its sort order is defined. We'll update this index again once the
// animation leaves the idle state.
mAnimationIndex = sNextAnimationIndex++;
mNeedsNewAnimationIndexWhenRun = true;
Animation::CancelFromStyle();
}
void Tick() override;
void QueueEvents();
bool IsStylePaused() const { return mIsStylePaused; }
bool HasLowerCompositeOrderThan(const Animation& aOther) const override;
void SetAnimationIndex(uint64_t aIndex)
{
MOZ_ASSERT(IsTiedToMarkup());
mAnimationIndex = aIndex;
}
void CopyAnimationIndex(const CSSAnimation& aOther)
{
MOZ_ASSERT(IsTiedToMarkup() && aOther.IsTiedToMarkup());
mAnimationIndex = aOther.mAnimationIndex;
}
// Sets the owning element which is used for determining the composite
// order of CSSAnimation objects generated from CSS markup.
//
// @see mOwningElement
void SetOwningElement(const OwningElementRef& aElement)
{
mOwningElement = aElement;
}
// True for animations that are generated from CSS markup and continue to
// reflect changes to that markup.
bool IsTiedToMarkup() const { return mOwningElement.IsSet(); }
// Is this animation currently in effect for the purposes of computing
// mWinsInCascade. (In general, this can be computed from the timing
// function. This boolean remembers the state as of the last time we
// called UpdateCascadeResults so we know if it changes and we need to
// call UpdateCascadeResults again.)
bool mInEffectForCascadeResults;
protected:
virtual ~CSSAnimation()
{
MOZ_ASSERT(!mOwningElement.IsSet(), "Owning element should be cleared "
"before a CSS animation is destroyed");
}
// Animation overrides
CommonAnimationManager* GetAnimationManager() const override;
void UpdateTiming(SeekFlag aSeekFlag,
SyncNotifyFlag aSyncNotifyFlag) override;
// Returns the duration from the start of the animation's source effect's
// active interval to the point where the animation actually begins playback.
// This is zero unless the animation's source effect has a negative delay in
// which // case it is the absolute value of that delay.
// This is used for setting the elapsedTime member of CSS AnimationEvents.
TimeDuration InitialAdvance() const {
return mEffect ?
std::max(TimeDuration(), mEffect->Timing().mDelay * -1) :
TimeDuration();
}
// 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;
nsString mAnimationName;
// The (pseudo-)element whose computed animation-name refers to this
// animation (if any).
//
// This is used for determining the relative composite order of animations
// generated from CSS markup.
//
// Typically this will be the same as the target element of the keyframe
// effect associated with this animation. However, it can differ in the
// following circumstances:
//
// a) If script removes or replaces the effect of this animation,
// b) If this animation is cancelled (e.g. by updating the
// animation-name property or removing the owning element from the
// document),
// c) If this object is generated from script using the CSSAnimation
// constructor.
//
// For (b) and (c) the owning element will return !IsSet().
OwningElementRef mOwningElement;
// When combining animation-play-state with play() / pause() the following
// behavior applies:
// 1. pause() is sticky and always overrides the underlying
// animation-play-state
// 2. If animation-play-state is 'paused', play() will temporarily override
// it until animation-play-state next becomes 'running'.
// 3. Calls to play() trigger finishing behavior but setting the
// animation-play-state to 'running' does not.
//
// This leads to five distinct states:
//
// A. Running
// B. Running and temporarily overriding animation-play-state: paused
// C. Paused and sticky overriding animation-play-state: running
// D. Paused and sticky overriding animation-play-state: paused
// E. Paused by animation-play-state
//
// C and D may seem redundant but they differ in how to respond to the
// sequence: call play(), set animation-play-state: paused.
//
// C will transition to A then E leaving the animation paused.
// D will transition to B then B leaving the animation running.
//
// A state transition chart is as follows:
//
// A | B | C | D | E
// ---------------------------
// play() A | B | A | B | B
// pause() C | D | C | D | D
// 'running' A | A | C | C | A
// 'paused' E | B | D | D | E
//
// The base class, Animation already provides a boolean value,
// mIsPaused which gives us two states. To this we add a further two booleans
// to represent the states as follows.
//
// A. Running
// (!mIsPaused; !mIsStylePaused; !mPauseShouldStick)
// B. Running and temporarily overriding animation-play-state: paused
// (!mIsPaused; mIsStylePaused; !mPauseShouldStick)
// C. Paused and sticky overriding animation-play-state: running
// (mIsPaused; !mIsStylePaused; mPauseShouldStick)
// D. Paused and sticky overriding animation-play-state: paused
// (mIsPaused; mIsStylePaused; mPauseShouldStick)
// E. Paused by animation-play-state
// (mIsPaused; mIsStylePaused; !mPauseShouldStick)
//
// (That leaves 3 combinations of the boolean values that we never set because
// they don't represent valid states.)
bool mIsStylePaused;
bool mPauseShouldStick;
// When true, indicates that when this animation next leaves the idle state,
// its animation index should be updated.
bool mNeedsNewAnimationIndexWhenRun;
enum {
PREVIOUS_PHASE_BEFORE = uint64_t(-1),
PREVIOUS_PHASE_AFTER = uint64_t(-2)
};
// One of the PREVIOUS_PHASE_* constants, or an integer for the iteration
// whose start we last notified on.
uint64_t mPreviousPhaseOrIteration;
};
} /* namespace dom */
} /* namespace mozilla */
class nsAnimationManager final
: public mozilla::CommonAnimationManager
{
public:
explicit nsAnimationManager(nsPresContext *aPresContext)
: mozilla::CommonAnimationManager(aPresContext)
{
}
NS_DECL_CYCLE_COLLECTION_CLASS(nsAnimationManager)
NS_DECL_CYCLE_COLLECTING_ISUPPORTS
void MaybeUpdateCascadeResults(mozilla::AnimationCollection* aCollection);
// nsIStyleRuleProcessor (parts)
virtual size_t SizeOfExcludingThis(mozilla::MallocSizeOf aMallocSizeOf)
const MOZ_MUST_OVERRIDE override;
virtual size_t SizeOfIncludingThis(mozilla::MallocSizeOf aMallocSizeOf)
const MOZ_MUST_OVERRIDE override;
/**
* Return the style rule that RulesMatching should add for
* aStyleContext. This might be different from what RulesMatching
* actually added during aStyleContext's construction because the
* element's animation-name may have changed. (However, this does
* return null during the non-animation restyling phase, as
* RulesMatching does.)
*
* aStyleContext may be a style context for aElement or for its
* :before or :after pseudo-element.
*/
nsIStyleRule* CheckAnimationRule(nsStyleContext* aStyleContext,
mozilla::dom::Element* aElement);
/**
* Add a pending event.
*/
void QueueEvent(mozilla::AnimationEventInfo&& aEventInfo)
{
mEventDispatcher.QueueEvent(
mozilla::Forward<mozilla::AnimationEventInfo>(aEventInfo));
}
/**
* Dispatch any pending events. We accumulate animationend and
* animationiteration events only during refresh driver notifications
* (and dispatch them at the end of such notifications), but we
* accumulate animationstart events at other points when style
* contexts are created.
*/
void DispatchEvents()
{
RefPtr<nsAnimationManager> kungFuDeathGrip(this);
mEventDispatcher.DispatchEvents(mPresContext);
}
void SortEvents() { mEventDispatcher.SortEvents(); }
void ClearEventQueue() { mEventDispatcher.ClearEventQueue(); }
// Stop animations on the element. This method takes the real element
// rather than the element for the generated content for animations on
// ::before and ::after.
void StopAnimationsForElement(mozilla::dom::Element* aElement,
nsCSSPseudoElements::Type aPseudoType);
bool IsAnimationManager() override {
return true;
}
protected:
virtual ~nsAnimationManager() {}
virtual nsIAtom* GetAnimationsAtom() override {
return nsGkAtoms::animationsProperty;
}
virtual nsIAtom* GetAnimationsBeforeAtom() override {
return nsGkAtoms::animationsOfBeforeProperty;
}
virtual nsIAtom* GetAnimationsAfterAtom() override {
return nsGkAtoms::animationsOfAfterProperty;
}
mozilla::DelayedEventDispatcher<mozilla::AnimationEventInfo> mEventDispatcher;
private:
void BuildAnimations(nsStyleContext* aStyleContext,
mozilla::dom::Element* aTarget,
mozilla::dom::AnimationTimeline* aTimeline,
mozilla::AnimationPtrArray& aAnimations);
bool BuildSegment(InfallibleTArray<mozilla::AnimationPropertySegment>&
aSegments,
nsCSSProperty aProperty,
const mozilla::StyleAnimation& aAnimation,
float aFromKey, nsStyleContext* aFromContext,
mozilla::css::Declaration* aFromDeclaration,
float aToKey, nsStyleContext* aToContext);
static void UpdateCascadeResults(nsStyleContext* aStyleContext,
mozilla::AnimationCollection*
aElementAnimations);
};
#endif /* !defined(nsAnimationManager_h_) */