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		e5e885ae31
		
	
	
	
	
		
			
			# ignore-this-changeset --HG-- extra : amend_source : 7221c8d15a765df71171099468e7c7faa648f37c extra : histedit_source : a0cce6015636202bff09e35a13f72e03257a7695
		
			
				
	
	
		
			592 lines
		
	
	
	
		
			23 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			592 lines
		
	
	
	
		
			23 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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| /* vim: set ts=8 sts=2 et sw=2 tw=80: */
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| /* This Source Code Form is subject to the terms of the Mozilla Public
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|  * License, v. 2.0. If a copy of the MPL was not distributed with this
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|  * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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| 
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| #ifndef mozilla_dom_Animation_h
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| #define mozilla_dom_Animation_h
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| 
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| #include "nsWrapperCache.h"
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| #include "nsCycleCollectionParticipant.h"
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| #include "mozilla/AnimationPerformanceWarning.h"
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| #include "mozilla/Attributes.h"
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| #include "mozilla/CycleCollectedJSContext.h"
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| #include "mozilla/DOMEventTargetHelper.h"
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| #include "mozilla/EffectCompositor.h"  // For EffectCompositor::CascadeLevel
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| #include "mozilla/LinkedList.h"
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| #include "mozilla/TimeStamp.h"             // for TimeStamp, TimeDuration
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| #include "mozilla/dom/AnimationBinding.h"  // for AnimationPlayState
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| #include "mozilla/dom/AnimationEffect.h"
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| #include "mozilla/dom/AnimationTimeline.h"
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| #include "mozilla/dom/Promise.h"
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| #include "nsCSSPropertyID.h"
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| #include "nsIGlobalObject.h"
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| 
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| // X11 has a #define for CurrentTime.
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| #ifdef CurrentTime
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| #  undef CurrentTime
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| #endif
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| 
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| struct JSContext;
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| class nsCSSPropertyIDSet;
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| class nsIFrame;
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| 
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| namespace mozilla {
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| 
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| struct AnimationRule;
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| 
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| namespace dom {
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| 
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| class AsyncFinishNotification;
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| class CSSAnimation;
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| class CSSTransition;
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| class Document;
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| 
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| class Animation : public DOMEventTargetHelper,
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|                   public LinkedListElement<Animation> {
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|  protected:
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|   virtual ~Animation() {}
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| 
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|  public:
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|   explicit Animation(nsIGlobalObject* aGlobal)
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|       : DOMEventTargetHelper(aGlobal),
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|         mPlaybackRate(1.0),
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|         mAnimationIndex(sNextAnimationIndex++),
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|         mCachedChildIndex(-1),
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|         mPendingState(PendingState::NotPending),
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|         mFinishedAtLastComposeStyle(false),
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|         mIsRelevant(false),
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|         mFinishedIsResolved(false),
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|         mSyncWithGeometricAnimations(false) {}
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| 
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|   NS_DECL_ISUPPORTS_INHERITED
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|   NS_DECL_CYCLE_COLLECTION_CLASS_INHERITED(Animation, DOMEventTargetHelper)
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| 
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|   nsIGlobalObject* GetParentObject() const { return GetOwnerGlobal(); }
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|   virtual JSObject* WrapObject(JSContext* aCx,
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|                                JS::Handle<JSObject*> aGivenProto) override;
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| 
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|   virtual CSSAnimation* AsCSSAnimation() { return nullptr; }
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|   virtual const CSSAnimation* AsCSSAnimation() const { return nullptr; }
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|   virtual CSSTransition* AsCSSTransition() { return nullptr; }
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|   virtual const CSSTransition* AsCSSTransition() const { return nullptr; }
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| 
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|   /**
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|    * Flag to pass to Play to indicate whether or not it should automatically
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|    * rewind the current time to the start point if the animation is finished.
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|    * For regular calls to play() from script we should do this, but when a CSS
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|    * animation's animation-play-state changes we shouldn't rewind the animation.
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|    */
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|   enum class LimitBehavior { AutoRewind, Continue };
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| 
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|   // Animation interface methods
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|   static already_AddRefed<Animation> Constructor(
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|       const GlobalObject& aGlobal, AnimationEffect* aEffect,
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|       const Optional<AnimationTimeline*>& aTimeline, ErrorResult& aRv);
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| 
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|   void GetId(nsAString& aResult) const { aResult = mId; }
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|   void SetId(const nsAString& aId);
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| 
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|   AnimationEffect* GetEffect() const { return mEffect; }
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|   void SetEffect(AnimationEffect* aEffect);
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|   void SetEffectNoUpdate(AnimationEffect* aEffect);
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| 
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|   AnimationTimeline* GetTimeline() const { return mTimeline; }
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|   void SetTimeline(AnimationTimeline* aTimeline);
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|   void SetTimelineNoUpdate(AnimationTimeline* aTimeline);
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| 
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|   Nullable<TimeDuration> GetStartTime() const { return mStartTime; }
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|   Nullable<double> GetStartTimeAsDouble() const;
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|   void SetStartTime(const Nullable<TimeDuration>& aNewStartTime);
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|   void SetStartTimeAsDouble(const Nullable<double>& aStartTime);
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| 
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|   // This is deliberately _not_ called GetCurrentTime since that would clash
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|   // with a macro defined in winbase.h
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|   Nullable<TimeDuration> GetCurrentTimeAsDuration() const {
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|     return GetCurrentTimeForHoldTime(mHoldTime);
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|   }
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|   Nullable<double> GetCurrentTimeAsDouble() const;
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|   void SetCurrentTime(const TimeDuration& aNewCurrentTime);
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|   void SetCurrentTimeAsDouble(const Nullable<double>& aCurrentTime,
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|                               ErrorResult& aRv);
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| 
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|   double PlaybackRate() const { return mPlaybackRate; }
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|   void SetPlaybackRate(double aPlaybackRate);
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| 
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|   AnimationPlayState PlayState() const;
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|   virtual AnimationPlayState PlayStateFromJS() const { return PlayState(); }
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| 
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|   bool Pending() const { return mPendingState != PendingState::NotPending; }
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|   virtual bool PendingFromJS() const { return Pending(); }
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| 
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|   virtual Promise* GetReady(ErrorResult& aRv);
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|   Promise* GetFinished(ErrorResult& aRv);
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| 
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|   IMPL_EVENT_HANDLER(finish);
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|   IMPL_EVENT_HANDLER(cancel);
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| 
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|   void Cancel();
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|   virtual void CancelFromStyle() { CancelNoUpdate(); }
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| 
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|   void Finish(ErrorResult& aRv);
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| 
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|   virtual void Play(ErrorResult& aRv, LimitBehavior aLimitBehavior);
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|   virtual void PlayFromJS(ErrorResult& aRv) {
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|     Play(aRv, LimitBehavior::AutoRewind);
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|   }
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| 
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|   virtual void Pause(ErrorResult& aRv);
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|   /**
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|    * PauseFromJS is currently only here for symmetry with PlayFromJS but
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|    * in future we will likely have to flush style in
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|    * CSSAnimation::PauseFromJS so we leave it for now.
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|    */
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|   void PauseFromJS(ErrorResult& aRv) { Pause(aRv); }
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| 
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|   void UpdatePlaybackRate(double aPlaybackRate);
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|   void Reverse(ErrorResult& aRv);
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| 
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|   bool IsRunningOnCompositor() const;
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| 
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|   virtual void Tick();
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|   bool NeedsTicks() const {
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|     return Pending() ||
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|            (PlayState() == AnimationPlayState::Running &&
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|             // An animation with a zero playback rate doesn't need ticks even if
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|             // it is running since it effectively behaves as if it is paused.
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|             //
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|             // It's important we return false in this case since a zero playback
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|             // rate animation in the before or after phase that doesn't fill
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|             // won't be relevant and hence won't be returned by GetAnimations().
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|             // We don't want its timeline to keep it alive (which would happen
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|             // if we return true) since otherwise it will effectively be leaked.
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|             PlaybackRate() != 0.0);
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|   }
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| 
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|   /**
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|    * Set the time to use for starting or pausing a pending animation.
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|    *
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|    * Typically, when an animation is played, it does not start immediately but
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|    * is added to a table of pending animations on the document of its effect.
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|    * In the meantime it sets its hold time to the time from which playback
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|    * should begin.
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|    *
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|    * When the document finishes painting, any pending animations in its table
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|    * are marked as being ready to start by calling TriggerOnNextTick.
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|    * The moment when the paint completed is also recorded, converted to a
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|    * timeline time, and passed to StartOnTick. This is so that when these
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|    * animations do start, they can be timed from the point when painting
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|    * completed.
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|    *
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|    * After calling TriggerOnNextTick, animations remain in the pending state
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|    * until the next refresh driver tick. At that time they transition out of
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|    * the pending state using the time passed to TriggerOnNextTick as the
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|    * effective time at which they resumed.
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|    *
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|    * This approach means that any setup time required for performing the
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|    * initial paint of an animation such as layerization is not deducted from
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|    * the running time of the animation. Without this we can easily drop the
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|    * first few frames of an animation, or, on slower devices, the whole
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|    * animation.
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|    *
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|    * Furthermore:
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|    *
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|    * - Starting the animation immediately when painting finishes is problematic
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|    *   because the start time of the animation will be ahead of its timeline
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|    *   (since the timeline time is based on the refresh driver time).
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|    *   That's a problem because the animation is playing but its timing
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|    *   suggests it starts in the future. We could update the timeline to match
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|    *   the start time of the animation but then we'd also have to update the
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|    *   timing and style of all animations connected to that timeline or else be
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|    *   stuck in an inconsistent state until the next refresh driver tick.
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|    *
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|    * - If we simply use the refresh driver time on its next tick, the lag
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|    *   between triggering an animation and its effective start is unacceptably
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|    *   long.
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|    *
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|    * For pausing, we apply the same asynchronous approach. This is so that we
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|    * synchronize with animations that are running on the compositor. Otherwise
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|    * if the main thread lags behind the compositor there will be a noticeable
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|    * jump backwards when the main thread takes over. Even though main thread
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|    * animations could be paused immediately, we do it asynchronously for
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|    * consistency and so that animations paused together end up in step.
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|    *
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|    * Note that the caller of this method is responsible for removing the
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|    * animation from any PendingAnimationTracker it may have been added to.
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|    */
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|   void TriggerOnNextTick(const Nullable<TimeDuration>& aReadyTime);
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|   /**
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|    * Testing only: Start or pause a pending animation using the current
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|    * timeline time. This is used to support existing tests that expect
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|    * animations to begin immediately. Ideally we would rewrite the those tests
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|    * and get rid of this method, but there are a lot of them.
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|    *
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|    * As with TriggerOnNextTick, the caller of this method is responsible for
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|    * removing the animation from any PendingAnimationTracker it may have been
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|    * added to.
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|    */
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|   void TriggerNow();
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|   /**
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|    * When TriggerOnNextTick is called, we store the ready time but we don't
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|    * apply it until the next tick. In the meantime, GetStartTime() will return
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|    * null.
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|    *
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|    * However, if we build layer animations again before the next tick, we
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|    * should initialize them with the start time that GetStartTime() will return
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|    * on the next tick.
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|    *
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|    * If we were to simply set the start time of layer animations to null, their
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|    * start time would be updated to the current wallclock time when rendering
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|    * finishes, thus making them out of sync with the start time stored here.
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|    * This, in turn, will make the animation jump backwards when we build
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|    * animations on the next tick and apply the start time stored here.
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|    *
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|    * This method returns the start time, if resolved. Otherwise, if we have
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|    * a pending ready time, it returns the corresponding start time. If neither
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|    * of those are available, it returns null.
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|    */
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|   Nullable<TimeDuration> GetCurrentOrPendingStartTime() const;
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| 
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|   /**
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|    * As with the start time, we should use the pending playback rate when
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|    * producing layer animations.
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|    */
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|   double CurrentOrPendingPlaybackRate() const {
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|     return mPendingPlaybackRate.valueOr(mPlaybackRate);
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|   }
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|   bool HasPendingPlaybackRate() const { return mPendingPlaybackRate.isSome(); }
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| 
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|   /**
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|    * The following relationship from the definition of the 'current time' is
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|    * re-used in many algorithms so we extract it here into a static method that
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|    * can be re-used:
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|    *
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|    *   current time = (timeline time - start time) * playback rate
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|    *
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|    * As per https://drafts.csswg.org/web-animations-1/#current-time
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|    */
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|   static TimeDuration CurrentTimeFromTimelineTime(
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|       const TimeDuration& aTimelineTime, const TimeDuration& aStartTime,
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|       float aPlaybackRate) {
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|     return (aTimelineTime - aStartTime).MultDouble(aPlaybackRate);
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|   }
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| 
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|   /**
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|    * As with calculating the current time, we often need to calculate a start
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|    * time from a current time. The following method simply inverts the current
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|    * time relationship.
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|    *
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|    * In each case where this is used, the desired behavior for playbackRate ==
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|    * 0 is to return the specified timeline time (often referred to as the ready
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|    * time).
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|    */
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|   static TimeDuration StartTimeFromTimelineTime(
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|       const TimeDuration& aTimelineTime, const TimeDuration& aCurrentTime,
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|       float aPlaybackRate) {
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|     TimeDuration result = aTimelineTime;
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|     if (aPlaybackRate == 0) {
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|       return result;
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|     }
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| 
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|     result -= aCurrentTime.MultDouble(1.0 / aPlaybackRate);
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|     return result;
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|   }
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| 
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|   /**
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|    * Converts a time in the timescale of this Animation's currentTime, to a
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|    * TimeStamp. Returns a null TimeStamp if the conversion cannot be performed
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|    * because of the current state of this Animation (e.g. it has no timeline, a
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|    * zero playbackRate, an unresolved start time etc.) or the value of the time
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|    * passed-in (e.g. an infinite time).
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|    */
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|   TimeStamp AnimationTimeToTimeStamp(const StickyTimeDuration& aTime) const;
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| 
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|   // Converts an AnimationEvent's elapsedTime value to an equivalent TimeStamp
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|   // that can be used to sort events by when they occurred.
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|   TimeStamp ElapsedTimeToTimeStamp(
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|       const StickyTimeDuration& aElapsedTime) const;
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| 
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|   bool IsPausedOrPausing() const {
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|     return PlayState() == AnimationPlayState::Paused;
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|   }
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| 
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|   bool HasCurrentEffect() const {
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|     return GetEffect() && GetEffect()->IsCurrent();
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|   }
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|   bool IsInEffect() const { return GetEffect() && GetEffect()->IsInEffect(); }
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| 
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|   bool IsPlaying() const {
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|     return mPlaybackRate != 0.0 && mTimeline &&
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|            !mTimeline->GetCurrentTimeAsDuration().IsNull() &&
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|            PlayState() == AnimationPlayState::Running;
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|   }
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| 
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|   bool ShouldBeSynchronizedWithMainThread(
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|       nsCSSPropertyID aProperty, const nsIFrame* aFrame,
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|       AnimationPerformanceWarning::Type& aPerformanceWarning /* out */) const;
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| 
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|   bool IsRelevant() const { return mIsRelevant; }
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|   void UpdateRelevance();
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| 
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|   /**
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|    * Returns true if this Animation has a lower composite order than aOther.
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|    */
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|   bool HasLowerCompositeOrderThan(const Animation& aOther) const;
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| 
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|   /**
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|    * Returns the level at which the effect(s) associated with this Animation
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|    * are applied to the CSS cascade.
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|    */
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|   virtual EffectCompositor::CascadeLevel CascadeLevel() const {
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|     return EffectCompositor::CascadeLevel::Animations;
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|   }
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| 
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|   /**
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|    * Returns true if this animation does not currently need to update
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|    * style on the main thread (e.g. because it is empty, or is
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|    * running on the compositor).
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|    */
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|   bool CanThrottle() const;
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| 
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|   /**
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|    * Updates various bits of state that we need to update as the result of
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|    * running ComposeStyle().
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|    * See the comment of KeyframeEffect::WillComposeStyle for more detail.
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|    */
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|   void WillComposeStyle();
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| 
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|   /**
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|    * Updates |aComposeResult| with the animation values of this animation's
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|    * effect, if any.
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|    * Any properties contained in |aPropertiesToSkip| will not be added or
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|    * updated in |aComposeResult|.
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|    */
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|   void ComposeStyle(RawServoAnimationValueMap& aComposeResult,
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|                     const nsCSSPropertyIDSet& aPropertiesToSkip);
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| 
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|   void NotifyEffectTimingUpdated();
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|   void NotifyGeometricAnimationsStartingThisFrame();
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| 
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|   /**
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|    * Reschedule pending pause or pending play tasks when updating the target
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|    * effect.
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|    *
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|    * If we are pending, we will either be registered in the pending animation
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|    * tracker and have a null pending ready time, or, after our effect has been
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|    * painted, we will be removed from the tracker and assigned a pending ready
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|    * time.
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|    *
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|    * When the target effect is updated, we'll typically need to repaint so for
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|    * the latter case where we already have a pending ready time, clear it and
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|    * put ourselves back in the pending animation tracker.
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|    */
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|   void ReschedulePendingTasks();
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| 
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|   /**
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|    * Used by subclasses to synchronously queue a cancel event in situations
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|    * where the Animation may have been cancelled.
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|    *
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|    * We need to do this synchronously because after a CSS animation/transition
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|    * is canceled, it will be released by its owning element and may not still
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|    * exist when we would normally go to queue events on the next tick.
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|    */
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|   virtual void MaybeQueueCancelEvent(const StickyTimeDuration& aActiveTime){};
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| 
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|   int32_t& CachedChildIndexRef() { return mCachedChildIndex; }
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| 
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|  protected:
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|   void SilentlySetCurrentTime(const TimeDuration& aNewCurrentTime);
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|   void CancelNoUpdate();
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|   void PlayNoUpdate(ErrorResult& aRv, LimitBehavior aLimitBehavior);
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|   void ResumeAt(const TimeDuration& aReadyTime);
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|   void PauseAt(const TimeDuration& aReadyTime);
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|   void FinishPendingAt(const TimeDuration& aReadyTime) {
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|     if (mPendingState == PendingState::PlayPending) {
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|       ResumeAt(aReadyTime);
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|     } else if (mPendingState == PendingState::PausePending) {
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|       PauseAt(aReadyTime);
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|     } else {
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|       MOZ_ASSERT_UNREACHABLE(
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|           "Can't finish pending if we're not in a pending state");
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|     }
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|   }
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|   void ApplyPendingPlaybackRate() {
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|     if (mPendingPlaybackRate) {
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|       mPlaybackRate = *mPendingPlaybackRate;
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|       mPendingPlaybackRate.reset();
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|     }
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|   }
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| 
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|   /**
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|    * Finishing behavior depends on if changes to timing occurred due
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|    * to a seek or regular playback.
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|    */
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|   enum class SeekFlag { NoSeek, DidSeek };
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| 
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|   enum class SyncNotifyFlag { Sync, Async };
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| 
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|   virtual void UpdateTiming(SeekFlag aSeekFlag, SyncNotifyFlag aSyncNotifyFlag);
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|   void UpdateFinishedState(SeekFlag aSeekFlag, SyncNotifyFlag aSyncNotifyFlag);
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|   void UpdateEffect();
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|   /**
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|    * Flush all pending styles other than throttled animation styles (e.g.
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|    * animations running on the compositor).
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|    */
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|   void FlushUnanimatedStyle() const;
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|   void PostUpdate();
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|   void ResetFinishedPromise();
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|   void MaybeResolveFinishedPromise();
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|   void DoFinishNotification(SyncNotifyFlag aSyncNotifyFlag);
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|   friend class AsyncFinishNotification;
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|   void DoFinishNotificationImmediately(MicroTaskRunnable* aAsync = nullptr);
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|   void QueuePlaybackEvent(const nsAString& aName,
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|                           TimeStamp&& aScheduledEventTime);
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| 
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|   /**
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|    * Remove this animation from the pending animation tracker and reset
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|    * mPendingState as necessary. The caller is responsible for resolving or
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|    * aborting the mReady promise as necessary.
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|    */
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|   void CancelPendingTasks();
 | |
| 
 | |
|   /**
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|    * Performs the same steps as CancelPendingTasks and also rejects and
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|    * recreates the ready promise if the animation was pending.
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|    */
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|   void ResetPendingTasks();
 | |
| 
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|   /**
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|    * Returns true if this animation is not only play-pending, but has
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|    * yet to be given a pending ready time. This roughly corresponds to
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|    * animations that are waiting to be painted (since we set the pending
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|    * ready time at the end of painting). Identifying such animations is
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|    * useful because in some cases animations that are painted together
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|    * may need to be synchronized.
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|    *
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|    * We don't, however, want to include animations with a fixed start time such
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|    * as animations that are simply having their playbackRate updated or which
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|    * are resuming from an aborted pause.
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|    */
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|   bool IsNewlyStarted() const {
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|     return mPendingState == PendingState::PlayPending &&
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|            mPendingReadyTime.IsNull() && mStartTime.IsNull();
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|   }
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|   bool IsPossiblyOrphanedPendingAnimation() const;
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|   StickyTimeDuration EffectEnd() const;
 | |
| 
 | |
|   Nullable<TimeDuration> GetCurrentTimeForHoldTime(
 | |
|       const Nullable<TimeDuration>& aHoldTime) const;
 | |
|   Nullable<TimeDuration> GetUnconstrainedCurrentTime() const {
 | |
|     return GetCurrentTimeForHoldTime(Nullable<TimeDuration>());
 | |
|   }
 | |
| 
 | |
|   // Earlier side of the elapsed time range reported in CSS Animations and CSS
 | |
|   // Transitions events.
 | |
|   //
 | |
|   // https://drafts.csswg.org/css-animations-2/#interval-start
 | |
|   // https://drafts.csswg.org/css-transitions-2/#interval-start
 | |
|   StickyTimeDuration IntervalStartTime(
 | |
|       const StickyTimeDuration& aActiveDuration) const {
 | |
|     MOZ_ASSERT(AsCSSTransition() || AsCSSAnimation(),
 | |
|                "Should be called for CSS animations or transitions");
 | |
|     static constexpr StickyTimeDuration zeroDuration = StickyTimeDuration();
 | |
|     return std::max(
 | |
|         std::min(StickyTimeDuration(-mEffect->SpecifiedTiming().Delay()),
 | |
|                  aActiveDuration),
 | |
|         zeroDuration);
 | |
|   }
 | |
| 
 | |
|   // Later side of the elapsed time range reported in CSS Animations and CSS
 | |
|   // Transitions events.
 | |
|   //
 | |
|   // https://drafts.csswg.org/css-animations-2/#interval-end
 | |
|   // https://drafts.csswg.org/css-transitions-2/#interval-end
 | |
|   StickyTimeDuration IntervalEndTime(
 | |
|       const StickyTimeDuration& aActiveDuration) const {
 | |
|     MOZ_ASSERT(AsCSSTransition() || AsCSSAnimation(),
 | |
|                "Should be called for CSS animations or transitions");
 | |
| 
 | |
|     static constexpr StickyTimeDuration zeroDuration = StickyTimeDuration();
 | |
|     return std::max(std::min((EffectEnd() - mEffect->SpecifiedTiming().Delay()),
 | |
|                              aActiveDuration),
 | |
|                     zeroDuration);
 | |
|   }
 | |
| 
 | |
|   TimeStamp GetTimelineCurrentTimeAsTimeStamp() const {
 | |
|     return mTimeline ? mTimeline->GetCurrentTimeAsTimeStamp() : TimeStamp();
 | |
|   }
 | |
| 
 | |
|   Document* GetRenderedDocument() const;
 | |
|   Document* GetTimelineDocument() const;
 | |
| 
 | |
|   RefPtr<AnimationTimeline> mTimeline;
 | |
|   RefPtr<AnimationEffect> 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;
 | |
|   Maybe<double> mPendingPlaybackRate;
 | |
| 
 | |
|   // 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://drafts.csswg.org/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://drafts.csswg.org/web-animations/#current-finished-promise
 | |
|   RefPtr<Promise> mFinished;
 | |
| 
 | |
|   static uint64_t sNextAnimationIndex;
 | |
| 
 | |
|   // The relative position of this animation within the global animation list.
 | |
|   //
 | |
|   // 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;
 | |
| 
 | |
|   // While ordering Animation objects for event dispatch, the index of the
 | |
|   // target node in its parent may be cached in mCachedChildIndex.
 | |
|   int32_t mCachedChildIndex;
 | |
| 
 | |
|   // 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 : uint8_t { NotPending, PlayPending, PausePending };
 | |
|   PendingState mPendingState;
 | |
| 
 | |
|   bool mFinishedAtLastComposeStyle;
 | |
|   // Indicates that the animation should be exposed in an element's
 | |
|   // getAnimations() list.
 | |
|   bool mIsRelevant;
 | |
| 
 | |
|   // 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;
 | |
| 
 | |
|   // True if this animation was triggered at the same time as one or more
 | |
|   // geometric animations and hence we should run any transform animations on
 | |
|   // the main thread.
 | |
|   bool mSyncWithGeometricAnimations;
 | |
| 
 | |
|   RefPtr<MicroTaskRunnable> mFinishNotificationTask;
 | |
| 
 | |
|   nsString mId;
 | |
| };
 | |
| 
 | |
| }  // namespace dom
 | |
| }  // namespace mozilla
 | |
| 
 | |
| #endif  // mozilla_dom_Animation_h
 |