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	 bf583442cc
			
		
	
	
		bf583442cc
		
	
	
	
	
		
			
			We keep a set of properties which are running on the `CascadeLevel::Animations`, to make sure we compose the correct properties for the rule on Animations/Transitions cascade level. In other words, without this patch, we may accidentally compose an animation rule for `CascadeLevel::Animations` (from the KeyframeEffect of the existing transition), even if we don't have any running animations, if this transition property is a custom property. The resolution is to use `AnimatedPropertyIDSet`, for `mPropertiesForAnimationsLevel`, so we can skip the custom properties which shouldn't belong to Animations cascade level when composing them. Note that we don't change the logic, and we are still using `nsCSSPropertyIDSet` for `EffectSet::mPropertiesWithImportantRules` because compositor animations don't allow custom properties now. (This could be a future work I guess, if we are using custom property values for opacity, translate, rotate, scale, etc.) Also, I noticed the subtest, "No transition when removing @property rule", is similar to the testcase in this bug, and so it got passed as well. Differential Revision: https://phabricator.services.mozilla.com/D210589
		
			
				
	
	
		
			1996 lines
		
	
	
	
		
			66 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1996 lines
		
	
	
	
		
			66 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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| #include "Animation.h"
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| 
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| #include "mozilla/Likely.h"
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| #include "nsIFrame.h"
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| #include "AnimationUtils.h"
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| #include "mozAutoDocUpdate.h"
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| #include "mozilla/dom/AnimationBinding.h"
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| #include "mozilla/dom/Document.h"
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| #include "mozilla/dom/DocumentInlines.h"
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| #include "mozilla/dom/DocumentTimeline.h"
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| #include "mozilla/dom/MutationObservers.h"
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| #include "mozilla/dom/Promise.h"
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| #include "mozilla/AnimationEventDispatcher.h"
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| #include "mozilla/AnimationTarget.h"
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| #include "mozilla/AutoRestore.h"
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| #include "mozilla/CycleCollectedJSContext.h"
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| #include "mozilla/DeclarationBlock.h"
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| #include "mozilla/Maybe.h"  // For Maybe
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| #include "mozilla/StaticPrefs_dom.h"
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| #include "nsAnimationManager.h"  // For CSSAnimation
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| #include "nsComputedDOMStyle.h"
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| #include "nsDOMMutationObserver.h"    // For nsAutoAnimationMutationBatch
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| #include "nsDOMCSSAttrDeclaration.h"  // For nsDOMCSSAttributeDeclaration
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| #include "nsThreadUtils.h"  // For nsRunnableMethod and nsRevocableEventPtr
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| #include "nsTransitionManager.h"  // For CSSTransition
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| #include "ScrollTimelineAnimationTracker.h"
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| 
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| namespace mozilla::dom {
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| 
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| // Static members
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| uint64_t Animation::sNextAnimationIndex = 0;
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| 
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| NS_IMPL_CYCLE_COLLECTION_INHERITED(Animation, DOMEventTargetHelper, mTimeline,
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|                                    mEffect, mReady, mFinished)
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| 
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| NS_IMPL_ADDREF_INHERITED(Animation, DOMEventTargetHelper)
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| NS_IMPL_RELEASE_INHERITED(Animation, DOMEventTargetHelper)
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| 
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| NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION(Animation)
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| NS_INTERFACE_MAP_END_INHERITING(DOMEventTargetHelper)
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| 
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| JSObject* Animation::WrapObject(JSContext* aCx,
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|                                 JS::Handle<JSObject*> aGivenProto) {
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|   return dom::Animation_Binding::Wrap(aCx, this, aGivenProto);
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| }
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| 
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| // ---------------------------------------------------------------------------
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| //
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| // Utility methods
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| //
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| // ---------------------------------------------------------------------------
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| 
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| namespace {
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| // A wrapper around nsAutoAnimationMutationBatch that looks up the
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| // appropriate document from the supplied animation.
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| class MOZ_RAII AutoMutationBatchForAnimation {
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|  public:
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|   explicit AutoMutationBatchForAnimation(const Animation& aAnimation) {
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|     NonOwningAnimationTarget target = aAnimation.GetTargetForAnimation();
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|     if (!target) {
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|       return;
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|     }
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| 
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|     // For mutation observers, we use the OwnerDoc.
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|     mAutoBatch.emplace(target.mElement->OwnerDoc());
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|   }
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| 
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|  private:
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|   Maybe<nsAutoAnimationMutationBatch> mAutoBatch;
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| };
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| }  // namespace
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| 
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| // ---------------------------------------------------------------------------
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| //
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| // Animation interface:
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| //
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| // ---------------------------------------------------------------------------
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| 
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| Animation::Animation(nsIGlobalObject* aGlobal)
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|     : DOMEventTargetHelper(aGlobal),
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|       mAnimationIndex(sNextAnimationIndex++),
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|       mRTPCallerType(aGlobal->GetRTPCallerType()) {}
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| 
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| Animation::~Animation() = default;
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| 
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| /* static */
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| already_AddRefed<Animation> Animation::ClonePausedAnimation(
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|     nsIGlobalObject* aGlobal, const Animation& aOther, AnimationEffect& aEffect,
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|     AnimationTimeline& aTimeline) {
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|   // FIXME: Bug 1805950: Support printing for scroll-timeline once we resolve
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|   // the spec issue.
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|   if (aOther.UsingScrollTimeline()) {
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|     return nullptr;
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|   }
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| 
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|   RefPtr<Animation> animation = new Animation(aGlobal);
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| 
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|   // Setup the timeline. We always use document-timeline of the new document,
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|   // even if the timeline of |aOther| is null.
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|   animation->mTimeline = &aTimeline;
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| 
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|   // Setup the playback rate.
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|   animation->mPlaybackRate = aOther.mPlaybackRate;
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| 
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|   // Setup the timing.
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|   const Nullable<TimeDuration> currentTime = aOther.GetCurrentTimeAsDuration();
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|   if (!aOther.GetTimeline()) {
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|     // This simulates what we do in SetTimelineNoUpdate(). It's possible to
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|     // preserve the progress if the previous timeline is a scroll-timeline.
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|     // So for null timeline, it may have a progress and the non-null current
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|     // time.
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|     if (!currentTime.IsNull()) {
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|       animation->SilentlySetCurrentTime(currentTime.Value());
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|     }
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|     animation->mPreviousCurrentTime = animation->GetCurrentTimeAsDuration();
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|   } else {
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|     animation->mHoldTime = currentTime;
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|     if (!currentTime.IsNull()) {
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|       // FIXME: Should we use |timelineTime| as previous current time here? It
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|       // seems we should use animation->GetCurrentTimeAsDuration(), per
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|       // UpdateFinishedState().
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|       const Nullable<TimeDuration> timelineTime =
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|           aTimeline.GetCurrentTimeAsDuration();
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|       MOZ_ASSERT(!timelineTime.IsNull(), "Timeline not yet set");
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|       animation->mPreviousCurrentTime = timelineTime;
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|     }
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|   }
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| 
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|   // Setup the effect's link to this.
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|   animation->mEffect = &aEffect;
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|   animation->mEffect->SetAnimation(animation);
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| 
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|   animation->mPendingState = PendingState::PausePending;
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| 
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|   // We expect our relevance to be the same as the orginal.
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|   animation->mIsRelevant = aOther.mIsRelevant;
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| 
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|   animation->PostUpdate();
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|   animation->mTimeline->NotifyAnimationUpdated(*animation);
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|   return animation.forget();
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| }
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| 
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| NonOwningAnimationTarget Animation::GetTargetForAnimation() const {
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|   AnimationEffect* effect = GetEffect();
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|   NonOwningAnimationTarget target;
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|   if (!effect || !effect->AsKeyframeEffect()) {
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|     return target;
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|   }
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|   return effect->AsKeyframeEffect()->GetAnimationTarget();
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| }
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| 
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| /* static */
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| already_AddRefed<Animation> 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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|   nsCOMPtr<nsIGlobalObject> global = do_QueryInterface(aGlobal.GetAsSupports());
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| 
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|   AnimationTimeline* timeline;
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|   Document* document =
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|       AnimationUtils::GetCurrentRealmDocument(aGlobal.Context());
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| 
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|   if (aTimeline.WasPassed()) {
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|     timeline = aTimeline.Value();
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|   } else {
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|     if (!document) {
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|       aRv.Throw(NS_ERROR_FAILURE);
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|       return nullptr;
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|     }
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|     timeline = document->Timeline();
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|   }
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| 
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|   RefPtr<Animation> animation = new Animation(global);
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|   animation->SetTimelineNoUpdate(timeline);
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|   animation->SetEffectNoUpdate(aEffect);
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| 
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|   return animation.forget();
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| }
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| 
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| void Animation::SetId(const nsAString& aId) {
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|   if (mId == aId) {
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|     return;
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|   }
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|   mId = aId;
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|   MutationObservers::NotifyAnimationChanged(this);
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| }
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| 
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| void Animation::SetEffect(AnimationEffect* aEffect) {
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|   SetEffectNoUpdate(aEffect);
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|   PostUpdate();
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| }
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| 
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| // https://drafts.csswg.org/web-animations/#setting-the-target-effect
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| void Animation::SetEffectNoUpdate(AnimationEffect* aEffect) {
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|   RefPtr<Animation> kungFuDeathGrip(this);
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| 
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|   if (mEffect == aEffect) {
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|     return;
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|   }
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| 
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|   AutoMutationBatchForAnimation mb(*this);
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|   bool wasRelevant = mIsRelevant;
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| 
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|   if (mEffect) {
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|     // We need to notify observers now because once we set mEffect to null
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|     // we won't be able to find the target element to notify.
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|     if (mIsRelevant) {
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|       MutationObservers::NotifyAnimationRemoved(this);
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|     }
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| 
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|     // Break links with the old effect and then drop it.
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|     RefPtr<AnimationEffect> oldEffect = mEffect;
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|     mEffect = nullptr;
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|     if (IsPartialPrerendered()) {
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|       if (KeyframeEffect* oldKeyframeEffect = oldEffect->AsKeyframeEffect()) {
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|         oldKeyframeEffect->ResetPartialPrerendered();
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|       }
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|     }
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|     oldEffect->SetAnimation(nullptr);
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| 
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|     // The following will not do any notification because mEffect is null.
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|     UpdateRelevance();
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|   }
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| 
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|   if (aEffect) {
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|     // Break links from the new effect to its previous animation, if any.
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|     RefPtr<AnimationEffect> newEffect = aEffect;
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|     Animation* prevAnim = aEffect->GetAnimation();
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|     if (prevAnim) {
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|       prevAnim->SetEffect(nullptr);
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|     }
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| 
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|     // Create links with the new effect. SetAnimation(this) will also update
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|     // mIsRelevant of this animation, and then notify mutation observer if
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|     // needed by calling Animation::UpdateRelevance(), so we don't need to
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|     // call it again.
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|     mEffect = newEffect;
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|     mEffect->SetAnimation(this);
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| 
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|     // Notify possible add or change.
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|     // If the target is different, the change notification will be ignored by
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|     // AutoMutationBatchForAnimation.
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|     if (wasRelevant && mIsRelevant) {
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|       MutationObservers::NotifyAnimationChanged(this);
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|     }
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|   }
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| 
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|   MaybeScheduleReplacementCheck();
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| 
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|   UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);
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| }
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| 
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| void Animation::SetTimeline(AnimationTimeline* aTimeline) {
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|   SetTimelineNoUpdate(aTimeline);
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|   PostUpdate();
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| }
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| 
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| // https://drafts.csswg.org/web-animations/#setting-the-timeline
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| void Animation::SetTimelineNoUpdate(AnimationTimeline* aTimeline) {
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|   if (mTimeline == aTimeline) {
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|     return;
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|   }
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| 
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|   StickyTimeDuration activeTime =
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|       mEffect ? mEffect->GetComputedTiming().mActiveTime : StickyTimeDuration();
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| 
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|   const AnimationPlayState previousPlayState = PlayState();
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|   const Nullable<TimeDuration> previousCurrentTime = GetCurrentTimeAsDuration();
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|   // FIXME: The definition of end time in web-animation-1 is different from that
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|   // in web-animation-2, which includes the start time. We are still using the
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|   // definition in web-animation-1 here for now.
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|   const TimeDuration endTime = TimeDuration(EffectEnd());
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|   double previousProgress = 0.0;
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|   if (!previousCurrentTime.IsNull() && !endTime.IsZero()) {
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|     previousProgress =
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|         previousCurrentTime.Value().ToSeconds() / endTime.ToSeconds();
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|   }
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| 
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|   RefPtr<AnimationTimeline> oldTimeline = mTimeline;
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|   if (oldTimeline) {
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|     oldTimeline->RemoveAnimation(this);
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|   }
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| 
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|   mTimeline = aTimeline;
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| 
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|   mResetCurrentTimeOnResume = false;
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| 
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|   if (mEffect) {
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|     mEffect->UpdateNormalizedTiming();
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|   }
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| 
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|   if (mTimeline && !mTimeline->IsMonotonicallyIncreasing()) {
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|     // If "to finite timeline" is true.
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| 
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|     ApplyPendingPlaybackRate();
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|     Nullable<TimeDuration> seekTime;
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|     if (mPlaybackRate >= 0.0) {
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|       seekTime.SetValue(TimeDuration());
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|     } else {
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|       seekTime.SetValue(TimeDuration(EffectEnd()));
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|     }
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| 
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|     switch (previousPlayState) {
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|       case AnimationPlayState::Running:
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|       case AnimationPlayState::Finished:
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|         mStartTime = seekTime;
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|         break;
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|       case AnimationPlayState::Paused:
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|         if (!previousCurrentTime.IsNull()) {
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|           mResetCurrentTimeOnResume = true;
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|           mStartTime.SetNull();
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|           mHoldTime.SetValue(
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|               TimeDuration(EffectEnd().MultDouble(previousProgress)));
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|         } else {
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|           mStartTime = seekTime;
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|         }
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|         break;
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|       case AnimationPlayState::Idle:
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|       default:
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|         break;
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|     }
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|   } else if (oldTimeline && !oldTimeline->IsMonotonicallyIncreasing() &&
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|              !previousCurrentTime.IsNull()) {
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|     // If "from finite timeline" and previous progress is resolved.
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|     SetCurrentTimeNoUpdate(
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|         TimeDuration(EffectEnd().MultDouble(previousProgress)));
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|   }
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| 
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|   if (!mStartTime.IsNull()) {
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|     mHoldTime.SetNull();
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|   }
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| 
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|   if (!aTimeline) {
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|     MaybeQueueCancelEvent(activeTime);
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|   }
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| 
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|   UpdateScrollTimelineAnimationTracker(oldTimeline, aTimeline);
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| 
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|   UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);
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| 
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|   // FIXME: Bug 1799071: Check if we need to add
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|   // MutationObservers::NotifyAnimationChanged(this) here.
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| }
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| 
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| // https://drafts.csswg.org/web-animations/#set-the-animation-start-time
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| void Animation::SetStartTime(const Nullable<TimeDuration>& aNewStartTime) {
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|   // Return early if the start time will not change. However, if we
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|   // are pending, then setting the start time to any value
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|   // including the current value has the effect of aborting
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|   // pending tasks so we should not return early in that case.
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|   if (!Pending() && aNewStartTime == mStartTime) {
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|     return;
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|   }
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| 
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|   AutoMutationBatchForAnimation mb(*this);
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| 
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|   Nullable<TimeDuration> timelineTime;
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|   if (mTimeline) {
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|     // The spec says to check if the timeline is active (has a resolved time)
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|     // before using it here, but we don't need to since it's harmless to set
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|     // the already null time to null.
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|     timelineTime = mTimeline->GetCurrentTimeAsDuration();
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|   }
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|   if (timelineTime.IsNull() && !aNewStartTime.IsNull()) {
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|     mHoldTime.SetNull();
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|   }
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| 
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|   Nullable<TimeDuration> previousCurrentTime = GetCurrentTimeAsDuration();
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| 
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|   ApplyPendingPlaybackRate();
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|   mStartTime = aNewStartTime;
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| 
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|   mResetCurrentTimeOnResume = false;
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| 
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|   if (!aNewStartTime.IsNull()) {
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|     if (mPlaybackRate != 0.0) {
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|       mHoldTime.SetNull();
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|     }
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|   } else {
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|     mHoldTime = previousCurrentTime;
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|   }
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| 
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|   CancelPendingTasks();
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|   if (mReady) {
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|     // We may have already resolved mReady, but in that case calling
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|     // MaybeResolve is a no-op, so that's okay.
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|     mReady->MaybeResolve(this);
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|   }
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| 
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|   UpdateTiming(SeekFlag::DidSeek, SyncNotifyFlag::Async);
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|   if (IsRelevant()) {
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|     MutationObservers::NotifyAnimationChanged(this);
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|   }
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|   PostUpdate();
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| }
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| 
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| // https://drafts.csswg.org/web-animations/#current-time
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| Nullable<TimeDuration> Animation::GetCurrentTimeForHoldTime(
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|     const Nullable<TimeDuration>& aHoldTime) const {
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|   Nullable<TimeDuration> result;
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|   if (!aHoldTime.IsNull()) {
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|     result = aHoldTime;
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|     return result;
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|   }
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| 
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|   if (mTimeline && !mStartTime.IsNull()) {
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|     Nullable<TimeDuration> timelineTime = mTimeline->GetCurrentTimeAsDuration();
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|     if (!timelineTime.IsNull()) {
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|       result = CurrentTimeFromTimelineTime(timelineTime.Value(),
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|                                            mStartTime.Value(), mPlaybackRate);
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|     }
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|   }
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|   return result;
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| }
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| 
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| // https://drafts.csswg.org/web-animations/#set-the-current-time
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| void Animation::SetCurrentTime(const TimeDuration& aSeekTime) {
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|   // Return early if the current time has not changed. However, if we
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|   // are pause-pending, then setting the current time to any value
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|   // including the current value has the effect of aborting the
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|   // pause so we should not return early in that case.
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|   if (mPendingState != PendingState::PausePending &&
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|       Nullable<TimeDuration>(aSeekTime) == GetCurrentTimeAsDuration()) {
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|     return;
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|   }
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| 
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|   AutoMutationBatchForAnimation mb(*this);
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| 
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|   SetCurrentTimeNoUpdate(aSeekTime);
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| 
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|   if (IsRelevant()) {
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|     MutationObservers::NotifyAnimationChanged(this);
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|   }
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|   PostUpdate();
 | |
| }
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| 
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| void Animation::SetCurrentTimeNoUpdate(const TimeDuration& aSeekTime) {
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|   SilentlySetCurrentTime(aSeekTime);
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| 
 | |
|   if (mPendingState == PendingState::PausePending) {
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|     // Finish the pause operation
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|     mHoldTime.SetValue(aSeekTime);
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| 
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|     ApplyPendingPlaybackRate();
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|     mStartTime.SetNull();
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| 
 | |
|     if (mReady) {
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|       mReady->MaybeResolve(this);
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|     }
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|     CancelPendingTasks();
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|   }
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| 
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|   UpdateTiming(SeekFlag::DidSeek, SyncNotifyFlag::Async);
 | |
| }
 | |
| 
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| // https://drafts.csswg.org/web-animations/#set-the-playback-rate
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| void Animation::SetPlaybackRate(double aPlaybackRate) {
 | |
|   mPendingPlaybackRate.reset();
 | |
| 
 | |
|   if (aPlaybackRate == mPlaybackRate) {
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   AutoMutationBatchForAnimation mb(*this);
 | |
| 
 | |
|   Nullable<TimeDuration> previousTime = GetCurrentTimeAsDuration();
 | |
|   mPlaybackRate = aPlaybackRate;
 | |
|   if (!previousTime.IsNull()) {
 | |
|     SetCurrentTime(previousTime.Value());
 | |
|   }
 | |
| 
 | |
|   // In the case where GetCurrentTimeAsDuration() returns the same result before
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|   // and after updating mPlaybackRate, SetCurrentTime will return early since,
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|   // 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),
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|   // - dispatch a change notification for the changed playback rate, and
 | |
|   // - update the playback rate on animations on layers.
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|   UpdateTiming(SeekFlag::DidSeek, SyncNotifyFlag::Async);
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|   if (IsRelevant()) {
 | |
|     MutationObservers::NotifyAnimationChanged(this);
 | |
|   }
 | |
|   PostUpdate();
 | |
| }
 | |
| 
 | |
| // https://drafts.csswg.org/web-animations/#seamlessly-update-the-playback-rate
 | |
| void Animation::UpdatePlaybackRate(double aPlaybackRate) {
 | |
|   if (mPendingPlaybackRate && mPendingPlaybackRate.value() == aPlaybackRate) {
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   // Calculate the play state using the existing playback rate since below we
 | |
|   // want to know if the animation is _currently_ finished or not, not whether
 | |
|   // it _will_ be finished.
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|   AnimationPlayState playState = PlayState();
 | |
| 
 | |
|   mPendingPlaybackRate = Some(aPlaybackRate);
 | |
| 
 | |
|   if (Pending()) {
 | |
|     // If we already have a pending task, there is nothing more to do since the
 | |
|     // playback rate will be applied then.
 | |
|     //
 | |
|     // However, as with the idle/paused case below, we still need to update the
 | |
|     // relevance (and effect set to make sure it only contains relevant
 | |
|     // animations) since the relevance is based on the Animation play state
 | |
|     // which incorporates the _pending_ playback rate.
 | |
|     UpdateEffect(PostRestyleMode::Never);
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   AutoMutationBatchForAnimation mb(*this);
 | |
| 
 | |
|   if (playState == AnimationPlayState::Idle ||
 | |
|       playState == AnimationPlayState::Paused ||
 | |
|       GetCurrentTimeAsDuration().IsNull()) {
 | |
|     // If |previous play state| is idle or paused, or the current time is
 | |
|     // unresolved, we apply any pending playback rate on animation immediately.
 | |
|     ApplyPendingPlaybackRate();
 | |
| 
 | |
|     // We don't need to update timing or post an update here because:
 | |
|     //
 | |
|     // * the current time hasn't changed -- it's either unresolved or fixed
 | |
|     //   with a hold time -- so the output won't have changed
 | |
|     // * the finished state won't have changed even if the sign of the
 | |
|     //   playback rate changed since we're not finished (we're paused or idle)
 | |
|     // * the playback rate on layers doesn't need to be updated since we're not
 | |
|     //   moving. Once we get a start time etc. we'll update the playback rate
 | |
|     //   then.
 | |
|     //
 | |
|     // However we still need to update the relevance and effect set as well as
 | |
|     // notifying observers.
 | |
|     UpdateEffect(PostRestyleMode::Never);
 | |
|     if (IsRelevant()) {
 | |
|       MutationObservers::NotifyAnimationChanged(this);
 | |
|     }
 | |
|   } else if (playState == AnimationPlayState::Finished) {
 | |
|     MOZ_ASSERT(mTimeline && !mTimeline->GetCurrentTimeAsDuration().IsNull(),
 | |
|                "If we have no active timeline, we should be idle or paused");
 | |
|     if (aPlaybackRate != 0) {
 | |
|       // The unconstrained current time can only be unresolved if either we
 | |
|       // don't have an active timeline (and we already asserted that is not
 | |
|       // true) or we have an unresolved start time (in which case we should be
 | |
|       // paused).
 | |
|       MOZ_ASSERT(!GetUnconstrainedCurrentTime().IsNull(),
 | |
|                  "Unconstrained current time should be resolved");
 | |
|       TimeDuration unconstrainedCurrentTime =
 | |
|           GetUnconstrainedCurrentTime().Value();
 | |
|       TimeDuration timelineTime = mTimeline->GetCurrentTimeAsDuration().Value();
 | |
|       mStartTime = StartTimeFromTimelineTime(
 | |
|           timelineTime, unconstrainedCurrentTime, aPlaybackRate);
 | |
|     } else {
 | |
|       mStartTime = mTimeline->GetCurrentTimeAsDuration();
 | |
|     }
 | |
| 
 | |
|     ApplyPendingPlaybackRate();
 | |
| 
 | |
|     // Even though we preserve the current time, we might now leave the finished
 | |
|     // state (e.g. if the playback rate changes sign) so we need to update
 | |
|     // timing.
 | |
|     UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);
 | |
|     if (IsRelevant()) {
 | |
|       MutationObservers::NotifyAnimationChanged(this);
 | |
|     }
 | |
|     PostUpdate();
 | |
|   } else {
 | |
|     ErrorResult rv;
 | |
|     Play(rv, LimitBehavior::Continue);
 | |
|     MOZ_ASSERT(!rv.Failed(),
 | |
|                "We should only fail to play when using auto-rewind behavior");
 | |
|   }
 | |
| }
 | |
| 
 | |
| // https://drafts.csswg.org/web-animations/#play-state
 | |
| AnimationPlayState Animation::PlayState() const {
 | |
|   Nullable<TimeDuration> currentTime = GetCurrentTimeAsDuration();
 | |
|   if (currentTime.IsNull() && mStartTime.IsNull() && !Pending()) {
 | |
|     return AnimationPlayState::Idle;
 | |
|   }
 | |
| 
 | |
|   if (mPendingState == PendingState::PausePending ||
 | |
|       (mStartTime.IsNull() && !Pending())) {
 | |
|     return AnimationPlayState::Paused;
 | |
|   }
 | |
| 
 | |
|   double playbackRate = CurrentOrPendingPlaybackRate();
 | |
|   if (!currentTime.IsNull() &&
 | |
|       ((playbackRate > 0.0 && currentTime.Value() >= EffectEnd()) ||
 | |
|        (playbackRate < 0.0 && currentTime.Value() <= TimeDuration()))) {
 | |
|     return AnimationPlayState::Finished;
 | |
|   }
 | |
| 
 | |
|   return AnimationPlayState::Running;
 | |
| }
 | |
| 
 | |
| Promise* Animation::GetReady(ErrorResult& aRv) {
 | |
|   nsCOMPtr<nsIGlobalObject> global = GetOwnerGlobal();
 | |
|   if (!mReady && global) {
 | |
|     mReady = Promise::Create(global, aRv);  // Lazily create on demand
 | |
|   }
 | |
|   if (!mReady) {
 | |
|     aRv.Throw(NS_ERROR_FAILURE);
 | |
|     return nullptr;
 | |
|   }
 | |
|   if (!Pending()) {
 | |
|     mReady->MaybeResolve(this);
 | |
|   }
 | |
|   return mReady;
 | |
| }
 | |
| 
 | |
| Promise* Animation::GetFinished(ErrorResult& aRv) {
 | |
|   nsCOMPtr<nsIGlobalObject> global = GetOwnerGlobal();
 | |
|   if (!mFinished && global) {
 | |
|     mFinished = Promise::Create(global, aRv);  // Lazily create on demand
 | |
|   }
 | |
|   if (!mFinished) {
 | |
|     aRv.Throw(NS_ERROR_FAILURE);
 | |
|     return nullptr;
 | |
|   }
 | |
|   if (mFinishedIsResolved) {
 | |
|     MaybeResolveFinishedPromise();
 | |
|   }
 | |
|   return mFinished;
 | |
| }
 | |
| 
 | |
| // https://drafts.csswg.org/web-animations/#cancel-an-animation
 | |
| void Animation::Cancel(PostRestyleMode aPostRestyle) {
 | |
|   bool newlyIdle = false;
 | |
| 
 | |
|   if (PlayState() != AnimationPlayState::Idle) {
 | |
|     newlyIdle = true;
 | |
| 
 | |
|     ResetPendingTasks();
 | |
| 
 | |
|     if (mFinished) {
 | |
|       mFinished->MaybeReject(NS_ERROR_DOM_ABORT_ERR);
 | |
|       // mFinished can already be resolved.
 | |
|       MOZ_ALWAYS_TRUE(mFinished->SetAnyPromiseIsHandled());
 | |
|     }
 | |
|     ResetFinishedPromise();
 | |
| 
 | |
|     QueuePlaybackEvent(nsGkAtoms::oncancel,
 | |
|                        GetTimelineCurrentTimeAsTimeStamp());
 | |
|   }
 | |
| 
 | |
|   StickyTimeDuration activeTime =
 | |
|       mEffect ? mEffect->GetComputedTiming().mActiveTime : StickyTimeDuration();
 | |
| 
 | |
|   mHoldTime.SetNull();
 | |
|   mStartTime.SetNull();
 | |
| 
 | |
|   // Allow our effect to remove itself from the its target element's EffectSet.
 | |
|   UpdateEffect(aPostRestyle);
 | |
| 
 | |
|   if (mTimeline) {
 | |
|     mTimeline->RemoveAnimation(this);
 | |
|   }
 | |
|   MaybeQueueCancelEvent(activeTime);
 | |
| 
 | |
|   if (newlyIdle && aPostRestyle == PostRestyleMode::IfNeeded) {
 | |
|     PostUpdate();
 | |
|   }
 | |
| }
 | |
| 
 | |
| // https://drafts.csswg.org/web-animations/#finish-an-animation
 | |
| void Animation::Finish(ErrorResult& aRv) {
 | |
|   double effectivePlaybackRate = CurrentOrPendingPlaybackRate();
 | |
| 
 | |
|   if (effectivePlaybackRate == 0) {
 | |
|     return aRv.ThrowInvalidStateError(
 | |
|         "Can't finish animation with zero playback rate");
 | |
|   }
 | |
|   if (effectivePlaybackRate > 0 && EffectEnd() == TimeDuration::Forever()) {
 | |
|     return aRv.ThrowInvalidStateError("Can't finish infinite animation");
 | |
|   }
 | |
| 
 | |
|   AutoMutationBatchForAnimation mb(*this);
 | |
| 
 | |
|   ApplyPendingPlaybackRate();
 | |
| 
 | |
|   // Seek to the end
 | |
|   TimeDuration limit =
 | |
|       mPlaybackRate > 0 ? TimeDuration(EffectEnd()) : TimeDuration(0);
 | |
|   bool didChange = GetCurrentTimeAsDuration() != Nullable<TimeDuration>(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->GetCurrentTimeAsDuration().IsNull()) {
 | |
|     mStartTime = StartTimeFromTimelineTime(
 | |
|         mTimeline->GetCurrentTimeAsDuration().Value(), limit, 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()) {
 | |
|     MutationObservers::NotifyAnimationChanged(this);
 | |
|   }
 | |
|   PostUpdate();
 | |
| }
 | |
| 
 | |
| void Animation::Play(ErrorResult& aRv, LimitBehavior aLimitBehavior) {
 | |
|   PlayNoUpdate(aRv, aLimitBehavior);
 | |
|   PostUpdate();
 | |
| }
 | |
| 
 | |
| // https://drafts.csswg.org/web-animations/#reverse-an-animation
 | |
| void Animation::Reverse(ErrorResult& aRv) {
 | |
|   if (!mTimeline) {
 | |
|     return aRv.ThrowInvalidStateError(
 | |
|         "Can't reverse an animation with no associated timeline");
 | |
|   }
 | |
|   if (mTimeline->GetCurrentTimeAsDuration().IsNull()) {
 | |
|     return aRv.ThrowInvalidStateError(
 | |
|         "Can't reverse an animation associated with an inactive timeline");
 | |
|   }
 | |
| 
 | |
|   double effectivePlaybackRate = CurrentOrPendingPlaybackRate();
 | |
| 
 | |
|   if (effectivePlaybackRate == 0.0) {
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   Maybe<double> originalPendingPlaybackRate = mPendingPlaybackRate;
 | |
| 
 | |
|   mPendingPlaybackRate = Some(-effectivePlaybackRate);
 | |
| 
 | |
|   Play(aRv, LimitBehavior::AutoRewind);
 | |
| 
 | |
|   // If Play() threw, restore state and don't report anything to mutation
 | |
|   // observers.
 | |
|   if (aRv.Failed()) {
 | |
|     mPendingPlaybackRate = originalPendingPlaybackRate;
 | |
|   }
 | |
| 
 | |
|   // Play(), above, unconditionally calls PostUpdate so we don't need to do
 | |
|   // it here.
 | |
| }
 | |
| 
 | |
| void Animation::Persist() {
 | |
|   if (mReplaceState == AnimationReplaceState::Persisted) {
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   bool wasRemoved = mReplaceState == AnimationReplaceState::Removed;
 | |
| 
 | |
|   mReplaceState = AnimationReplaceState::Persisted;
 | |
| 
 | |
|   // If the animation is not (yet) removed, there should be no side effects of
 | |
|   // persisting it.
 | |
|   if (wasRemoved) {
 | |
|     UpdateEffect(PostRestyleMode::IfNeeded);
 | |
|     PostUpdate();
 | |
|   }
 | |
| }
 | |
| 
 | |
| DocGroup* Animation::GetDocGroup() {
 | |
|   Document* doc = GetRenderedDocument();
 | |
|   return doc ? doc->GetDocGroup() : nullptr;
 | |
| }
 | |
| 
 | |
| // https://drafts.csswg.org/web-animations/#dom-animation-commitstyles
 | |
| void Animation::CommitStyles(ErrorResult& aRv) {
 | |
|   if (!mEffect) {
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   // Take an owning reference to the keyframe effect. This will ensure that
 | |
|   // this Animation and the target element remain alive after flushing style.
 | |
|   RefPtr<KeyframeEffect> keyframeEffect = mEffect->AsKeyframeEffect();
 | |
|   if (!keyframeEffect) {
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   NonOwningAnimationTarget target = keyframeEffect->GetAnimationTarget();
 | |
|   if (!target) {
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   if (target.mPseudoType != PseudoStyleType::NotPseudo) {
 | |
|     return aRv.ThrowNoModificationAllowedError(
 | |
|         "Can't commit styles of a pseudo-element");
 | |
|   }
 | |
| 
 | |
|   // Check it is an element with a style attribute
 | |
|   RefPtr<nsStyledElement> styledElement =
 | |
|       nsStyledElement::FromNodeOrNull(target.mElement);
 | |
|   if (!styledElement) {
 | |
|     return aRv.ThrowNoModificationAllowedError(
 | |
|         "Target is not capable of having a style attribute");
 | |
|   }
 | |
| 
 | |
|   // Hold onto a strong reference to the doc in case the flush destroys it.
 | |
|   RefPtr<Document> doc = target.mElement->GetComposedDoc();
 | |
| 
 | |
|   // Flush frames before checking if the target element is rendered since the
 | |
|   // result could depend on pending style changes, and IsRendered() looks at the
 | |
|   // primary frame.
 | |
|   if (doc) {
 | |
|     doc->FlushPendingNotifications(FlushType::Frames);
 | |
|   }
 | |
|   if (!target.mElement->IsRendered()) {
 | |
|     return aRv.ThrowInvalidStateError("Target is not rendered");
 | |
|   }
 | |
|   nsPresContext* presContext =
 | |
|       nsContentUtils::GetContextForContent(target.mElement);
 | |
|   if (!presContext) {
 | |
|     return aRv.ThrowInvalidStateError("Target is not rendered");
 | |
|   }
 | |
| 
 | |
|   // Get the computed animation values
 | |
|   UniquePtr<StyleAnimationValueMap> animationValues(
 | |
|       Servo_AnimationValueMap_Create());
 | |
|   if (!presContext->EffectCompositor()->ComposeServoAnimationRuleForEffect(
 | |
|           *keyframeEffect, CascadeLevel(), animationValues.get())) {
 | |
|     NS_WARNING("Failed to compose animation style to commit");
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   // Calling SetCSSDeclaration will trigger attribute setting code.
 | |
|   // Start the update now so that the old rule doesn't get used
 | |
|   // between when we mutate the declaration and when we set the new
 | |
|   // rule.
 | |
|   mozAutoDocUpdate autoUpdate(target.mElement->OwnerDoc(), true);
 | |
| 
 | |
|   // Get the inline style to append to
 | |
|   RefPtr<DeclarationBlock> declarationBlock;
 | |
|   if (auto* existing = target.mElement->GetInlineStyleDeclaration()) {
 | |
|     declarationBlock = existing->EnsureMutable();
 | |
|   } else {
 | |
|     declarationBlock = new DeclarationBlock();
 | |
|     declarationBlock->SetDirty();
 | |
|   }
 | |
| 
 | |
|   // Prepare the callback
 | |
|   MutationClosureData closureData;
 | |
|   closureData.mShouldBeCalled = true;
 | |
|   closureData.mElement = target.mElement;
 | |
|   DeclarationBlockMutationClosure beforeChangeClosure = {
 | |
|       nsDOMCSSAttributeDeclaration::MutationClosureFunction,
 | |
|       &closureData,
 | |
|   };
 | |
| 
 | |
|   // Set the animated styles
 | |
|   bool changed = false;
 | |
|   const AnimatedPropertyIDSet& properties = keyframeEffect->GetPropertySet();
 | |
|   for (const AnimatedPropertyID& property : properties) {
 | |
|     RefPtr<StyleAnimationValue> computedValue =
 | |
|         Servo_AnimationValueMap_GetValue(animationValues.get(), &property)
 | |
|             .Consume();
 | |
|     if (computedValue) {
 | |
|       changed |= Servo_DeclarationBlock_SetPropertyToAnimationValue(
 | |
|           declarationBlock->Raw(), computedValue, beforeChangeClosure);
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   if (!changed) {
 | |
|     MOZ_ASSERT(!closureData.mWasCalled);
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   MOZ_ASSERT(closureData.mWasCalled);
 | |
|   // Update inline style declaration
 | |
|   target.mElement->SetInlineStyleDeclaration(*declarationBlock, closureData);
 | |
| }
 | |
| 
 | |
| // ---------------------------------------------------------------------------
 | |
| //
 | |
| // JS wrappers for Animation interface:
 | |
| //
 | |
| // ---------------------------------------------------------------------------
 | |
| 
 | |
| Nullable<double> Animation::GetStartTimeAsDouble() const {
 | |
|   return AnimationUtils::TimeDurationToDouble(mStartTime, mRTPCallerType);
 | |
| }
 | |
| 
 | |
| void Animation::SetStartTimeAsDouble(const Nullable<double>& aStartTime) {
 | |
|   return SetStartTime(AnimationUtils::DoubleToTimeDuration(aStartTime));
 | |
| }
 | |
| 
 | |
| Nullable<double> Animation::GetCurrentTimeAsDouble() const {
 | |
|   return AnimationUtils::TimeDurationToDouble(GetCurrentTimeAsDuration(),
 | |
|                                               mRTPCallerType);
 | |
| }
 | |
| 
 | |
| void Animation::SetCurrentTimeAsDouble(const Nullable<double>& aCurrentTime,
 | |
|                                        ErrorResult& aRv) {
 | |
|   if (aCurrentTime.IsNull()) {
 | |
|     if (!GetCurrentTimeAsDuration().IsNull()) {
 | |
|       aRv.ThrowTypeError(
 | |
|           "Current time is resolved but trying to set it to an unresolved "
 | |
|           "time");
 | |
|     }
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   return SetCurrentTime(TimeDuration::FromMilliseconds(aCurrentTime.Value()));
 | |
| }
 | |
| 
 | |
| // ---------------------------------------------------------------------------
 | |
| 
 | |
| void Animation::Tick(AnimationTimeline::TickState& aTickState) {
 | |
|   if (Pending()) {
 | |
|     if (!mPendingReadyTime.IsNull()) {
 | |
|       TryTriggerNow();
 | |
|     } else if (MOZ_LIKELY(mTimeline)) {
 | |
|       // Makes sure that we trigger the animation on the next tick but,
 | |
|       // importantly, with this tick's timestamp.
 | |
|       mPendingReadyTime = mTimeline->GetCurrentTimeAsTimeStamp();
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Sync);
 | |
| 
 | |
|   // Check for changes to whether or not this animation is replaceable.
 | |
|   bool isReplaceable = IsReplaceable();
 | |
|   if (isReplaceable && !mWasReplaceableAtLastTick) {
 | |
|     ScheduleReplacementCheck();
 | |
|   }
 | |
|   mWasReplaceableAtLastTick = isReplaceable;
 | |
| 
 | |
|   if (!mEffect) {
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   // Update layers if we are newly finished.
 | |
|   KeyframeEffect* keyframeEffect = mEffect->AsKeyframeEffect();
 | |
|   if (keyframeEffect && !keyframeEffect->Properties().IsEmpty() &&
 | |
|       !mFinishedAtLastComposeStyle &&
 | |
|       PlayState() == AnimationPlayState::Finished) {
 | |
|     PostUpdate();
 | |
|   }
 | |
| }
 | |
| 
 | |
| bool Animation::TryTriggerNow() {
 | |
|   if (!Pending()) {
 | |
|     return true;
 | |
|   }
 | |
|   // If we don't have an active timeline we can't trigger the animation.
 | |
|   if (NS_WARN_IF(!mTimeline)) {
 | |
|     return false;
 | |
|   }
 | |
|   auto currentTime = mPendingReadyTime.IsNull()
 | |
|                          ? mTimeline->GetCurrentTimeAsDuration()
 | |
|                          : mTimeline->ToTimelineTime(mPendingReadyTime);
 | |
|   mPendingReadyTime = {};
 | |
|   if (NS_WARN_IF(currentTime.IsNull())) {
 | |
|     return false;
 | |
|   }
 | |
|   FinishPendingAt(currentTime.Value());
 | |
|   return true;
 | |
| }
 | |
| 
 | |
| 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:
 | |
|   //   current time = (timeline time - start time) * playback rate
 | |
|   TimeDuration timelineTime =
 | |
|       TimeDuration(aTime).MultDouble(1.0 / mPlaybackRate) + mStartTime.Value();
 | |
| 
 | |
|   result = mTimeline->ToTimeStamp(timelineTime);
 | |
|   return result;
 | |
| }
 | |
| 
 | |
| TimeStamp Animation::ElapsedTimeToTimeStamp(
 | |
|     const StickyTimeDuration& aElapsedTime) const {
 | |
|   TimeDuration delay =
 | |
|       mEffect ? mEffect->NormalizedTiming().Delay() : TimeDuration();
 | |
|   return AnimationTimeToTimeStamp(aElapsedTime + delay);
 | |
| }
 | |
| 
 | |
| // https://drafts.csswg.org/web-animations/#silently-set-the-current-time
 | |
| void Animation::SilentlySetCurrentTime(const TimeDuration& aSeekTime) {
 | |
|   // TODO: Bug 1762238: Introduce "valid seek time" after introducing
 | |
|   // CSSNumberish time values.
 | |
|   // https://drafts.csswg.org/web-animations-2/#silently-set-the-current-time
 | |
| 
 | |
|   if (!mHoldTime.IsNull() || mStartTime.IsNull() || !mTimeline ||
 | |
|       mTimeline->GetCurrentTimeAsDuration().IsNull() || mPlaybackRate == 0.0) {
 | |
|     mHoldTime.SetValue(aSeekTime);
 | |
|   } else {
 | |
|     mStartTime =
 | |
|         StartTimeFromTimelineTime(mTimeline->GetCurrentTimeAsDuration().Value(),
 | |
|                                   aSeekTime, mPlaybackRate);
 | |
|   }
 | |
| 
 | |
|   if (!mTimeline || mTimeline->GetCurrentTimeAsDuration().IsNull()) {
 | |
|     mStartTime.SetNull();
 | |
|   }
 | |
| 
 | |
|   mPreviousCurrentTime.SetNull();
 | |
|   mResetCurrentTimeOnResume = false;
 | |
| }
 | |
| 
 | |
| bool Animation::ShouldBeSynchronizedWithMainThread(
 | |
|     const nsCSSPropertyIDSet& aPropertySet, const nsIFrame* aFrame,
 | |
|     AnimationPerformanceWarning::Type& aPerformanceWarning) const {
 | |
|   // Only synchronize playing animations
 | |
|   if (!IsPlaying()) {
 | |
|     return false;
 | |
|   }
 | |
| 
 | |
|   // Currently only transform animations need to be synchronized
 | |
|   if (!aPropertySet.Intersects(nsCSSPropertyIDSet::TransformLikeProperties())) {
 | |
|     return false;
 | |
|   }
 | |
| 
 | |
|   KeyframeEffect* keyframeEffect =
 | |
|       mEffect ? mEffect->AsKeyframeEffect() : nullptr;
 | |
|   if (!keyframeEffect) {
 | |
|     return false;
 | |
|   }
 | |
| 
 | |
|   return keyframeEffect->ShouldBlockAsyncTransformAnimations(
 | |
|       aFrame, aPropertySet, aPerformanceWarning);
 | |
| }
 | |
| 
 | |
| void Animation::UpdateRelevance() {
 | |
|   bool wasRelevant = mIsRelevant;
 | |
|   mIsRelevant = mReplaceState != AnimationReplaceState::Removed &&
 | |
|                 (HasCurrentEffect() || IsInEffect());
 | |
| 
 | |
|   // Notify animation observers.
 | |
|   if (wasRelevant && !mIsRelevant) {
 | |
|     MutationObservers::NotifyAnimationRemoved(this);
 | |
|   } else if (!wasRelevant && mIsRelevant) {
 | |
|     UpdateHiddenByContentVisibility();
 | |
|     MutationObservers::NotifyAnimationAdded(this);
 | |
|   }
 | |
| }
 | |
| 
 | |
| template <class T>
 | |
| bool IsMarkupAnimation(T* aAnimation) {
 | |
|   return aAnimation && aAnimation->IsTiedToMarkup();
 | |
| }
 | |
| 
 | |
| // https://drafts.csswg.org/web-animations/#replaceable-animation
 | |
| bool Animation::IsReplaceable() const {
 | |
|   // We never replace CSS animations or CSS transitions since they are managed
 | |
|   // by CSS.
 | |
|   if (IsMarkupAnimation(AsCSSAnimation()) ||
 | |
|       IsMarkupAnimation(AsCSSTransition())) {
 | |
|     return false;
 | |
|   }
 | |
| 
 | |
|   // Only finished animations can be replaced.
 | |
|   if (PlayState() != AnimationPlayState::Finished) {
 | |
|     return false;
 | |
|   }
 | |
| 
 | |
|   // Already removed animations cannot be replaced.
 | |
|   if (ReplaceState() == AnimationReplaceState::Removed) {
 | |
|     return false;
 | |
|   }
 | |
| 
 | |
|   // We can only replace an animation if we know that, uninterfered, it would
 | |
|   // never start playing again. That excludes any animations on timelines that
 | |
|   // aren't monotonically increasing.
 | |
|   //
 | |
|   // If we don't have any timeline at all, then we can't be in the finished
 | |
|   // state (since we need both a resolved start time and current time for that)
 | |
|   // and will have already returned false above.
 | |
|   //
 | |
|   // (However, if it ever does become possible to be finished without a timeline
 | |
|   // then we will want to return false here since it probably suggests an
 | |
|   // animation being driven directly by script, in which case we can't assume
 | |
|   // anything about how they will behave.)
 | |
|   if (!GetTimeline() || !GetTimeline()->TracksWallclockTime()) {
 | |
|     return false;
 | |
|   }
 | |
| 
 | |
|   // If the animation doesn't have an effect then we can't determine if it is
 | |
|   // filling or not so just leave it alone.
 | |
|   if (!GetEffect()) {
 | |
|     return false;
 | |
|   }
 | |
| 
 | |
|   // At the time of writing we only know about KeyframeEffects. If we introduce
 | |
|   // other types of effects we will need to decide if they are replaceable or
 | |
|   // not.
 | |
|   MOZ_ASSERT(GetEffect()->AsKeyframeEffect(),
 | |
|              "Effect should be a keyframe effect");
 | |
| 
 | |
|   // We only replace animations that are filling.
 | |
|   if (GetEffect()->GetComputedTiming().mProgress.IsNull()) {
 | |
|     return false;
 | |
|   }
 | |
| 
 | |
|   // We should only replace animations with a target element (since otherwise
 | |
|   // what other effects would we consider when determining if they are covered
 | |
|   // or not?).
 | |
|   if (!GetEffect()->AsKeyframeEffect()->GetAnimationTarget()) {
 | |
|     return false;
 | |
|   }
 | |
| 
 | |
|   return true;
 | |
| }
 | |
| 
 | |
| bool Animation::IsRemovable() const {
 | |
|   return ReplaceState() == AnimationReplaceState::Active && IsReplaceable();
 | |
| }
 | |
| 
 | |
| void Animation::ScheduleReplacementCheck() {
 | |
|   MOZ_ASSERT(
 | |
|       IsReplaceable(),
 | |
|       "Should only schedule a replacement check for a replaceable animation");
 | |
| 
 | |
|   // If IsReplaceable() is true, the following should also hold
 | |
|   MOZ_ASSERT(GetEffect());
 | |
|   MOZ_ASSERT(GetEffect()->AsKeyframeEffect());
 | |
| 
 | |
|   NonOwningAnimationTarget target =
 | |
|       GetEffect()->AsKeyframeEffect()->GetAnimationTarget();
 | |
| 
 | |
|   MOZ_ASSERT(target);
 | |
| 
 | |
|   nsPresContext* presContext =
 | |
|       nsContentUtils::GetContextForContent(target.mElement);
 | |
|   if (presContext) {
 | |
|     presContext->EffectCompositor()->NoteElementForReducing(target);
 | |
|   }
 | |
| }
 | |
| 
 | |
| void Animation::MaybeScheduleReplacementCheck() {
 | |
|   if (!IsReplaceable()) {
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   ScheduleReplacementCheck();
 | |
| }
 | |
| 
 | |
| void Animation::Remove() {
 | |
|   MOZ_ASSERT(IsRemovable(),
 | |
|              "Should not be trying to remove an effect that is not removable");
 | |
| 
 | |
|   mReplaceState = AnimationReplaceState::Removed;
 | |
| 
 | |
|   UpdateEffect(PostRestyleMode::IfNeeded);
 | |
|   PostUpdate();
 | |
| 
 | |
|   QueuePlaybackEvent(nsGkAtoms::onremove, GetTimelineCurrentTimeAsTimeStamp());
 | |
| }
 | |
| 
 | |
| bool Animation::HasLowerCompositeOrderThan(const Animation& aOther) const {
 | |
|   // 0. Object-equality case
 | |
|   if (&aOther == this) {
 | |
|     return false;
 | |
|   }
 | |
| 
 | |
|   // 1. CSS Transitions sort lowest
 | |
|   {
 | |
|     auto asCSSTransitionForSorting =
 | |
|         [](const Animation& anim) -> const CSSTransition* {
 | |
|       const CSSTransition* transition = anim.AsCSSTransition();
 | |
|       return transition && transition->IsTiedToMarkup() ? transition : nullptr;
 | |
|     };
 | |
|     auto thisTransition = asCSSTransitionForSorting(*this);
 | |
|     auto otherTransition = asCSSTransitionForSorting(aOther);
 | |
|     if (thisTransition && otherTransition) {
 | |
|       return thisTransition->HasLowerCompositeOrderThan(*otherTransition);
 | |
|     }
 | |
|     if (thisTransition || otherTransition) {
 | |
|       // Cancelled transitions no longer have an owning element. To be strictly
 | |
|       // correct we should store a strong reference to the owning element
 | |
|       // so that if we arrive here while sorting cancel events, we can sort
 | |
|       // them in the correct order.
 | |
|       //
 | |
|       // However, given that cancel events are almost always queued
 | |
|       // synchronously in some deterministic manner, we can be fairly sure
 | |
|       // that cancel events will be dispatched in a deterministic order
 | |
|       // (which is our only hard requirement until specs say otherwise).
 | |
|       // Furthermore, we only reach here when we have events with equal
 | |
|       // timestamps so this is an edge case we can probably ignore for now.
 | |
|       return thisTransition;
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   // 2. CSS Animations sort next
 | |
|   {
 | |
|     auto asCSSAnimationForSorting =
 | |
|         [](const Animation& anim) -> const CSSAnimation* {
 | |
|       const CSSAnimation* animation = anim.AsCSSAnimation();
 | |
|       return animation && animation->IsTiedToMarkup() ? animation : nullptr;
 | |
|     };
 | |
|     auto thisAnimation = asCSSAnimationForSorting(*this);
 | |
|     auto otherAnimation = asCSSAnimationForSorting(aOther);
 | |
|     if (thisAnimation && otherAnimation) {
 | |
|       return thisAnimation->HasLowerCompositeOrderThan(*otherAnimation);
 | |
|     }
 | |
|     if (thisAnimation || otherAnimation) {
 | |
|       return thisAnimation;
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   // Subclasses of Animation repurpose mAnimationIndex to implement their
 | |
|   // own brand of composite ordering. However, by this point we should have
 | |
|   // handled any such custom composite ordering so we should now have unique
 | |
|   // animation indices.
 | |
|   MOZ_ASSERT(mAnimationIndex != aOther.mAnimationIndex,
 | |
|              "Animation indices should be unique");
 | |
| 
 | |
|   // 3. Finally, generic animations sort by their position in the global
 | |
|   // animation array.
 | |
|   return mAnimationIndex < aOther.mAnimationIndex;
 | |
| }
 | |
| 
 | |
| void Animation::WillComposeStyle() {
 | |
|   mFinishedAtLastComposeStyle = (PlayState() == AnimationPlayState::Finished);
 | |
| 
 | |
|   MOZ_ASSERT(mEffect);
 | |
| 
 | |
|   KeyframeEffect* keyframeEffect = mEffect->AsKeyframeEffect();
 | |
|   if (keyframeEffect) {
 | |
|     keyframeEffect->WillComposeStyle();
 | |
|   }
 | |
| }
 | |
| 
 | |
| void Animation::ComposeStyle(
 | |
|     StyleAnimationValueMap& aComposeResult,
 | |
|     const InvertibleAnimatedPropertyIDSet& aPropertiesToSkip) {
 | |
|   if (!mEffect) {
 | |
|     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
 | |
|   // GetCurrentTimeAsDuration. 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", but for now we just use
 | |
|   //     the current wallclock time. TODO(emilio): After bug 1864425 it seems we
 | |
|   //     could just use the ready time, or maybe we can remove this?
 | |
|   //
 | |
|   // (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.
 | |
|   const bool pending = Pending();
 | |
|   {
 | |
|     AutoRestore<Nullable<TimeDuration>> restoreHoldTime(mHoldTime);
 | |
|     if (pending && mHoldTime.IsNull() && !mStartTime.IsNull()) {
 | |
|       Nullable<TimeDuration> timeToUse;
 | |
|       if (mTimeline && mTimeline->TracksWallclockTime()) {
 | |
|         timeToUse = mTimeline->ToTimelineTime(TimeStamp::Now());
 | |
|       }
 | |
|       if (!timeToUse.IsNull()) {
 | |
|         mHoldTime = CurrentTimeFromTimelineTime(
 | |
|             timeToUse.Value(), mStartTime.Value(), mPlaybackRate);
 | |
|       }
 | |
|     }
 | |
| 
 | |
|     KeyframeEffect* keyframeEffect = mEffect->AsKeyframeEffect();
 | |
|     if (keyframeEffect) {
 | |
|       keyframeEffect->ComposeStyle(aComposeResult, aPropertiesToSkip);
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   MOZ_ASSERT(
 | |
|       pending == Pending(),
 | |
|       "Pending state should not change during the course of compositing");
 | |
| }
 | |
| 
 | |
| void Animation::NotifyEffectTimingUpdated() {
 | |
|   MOZ_ASSERT(mEffect,
 | |
|              "We should only update effect timing when we have a target "
 | |
|              "effect");
 | |
|   UpdateTiming(Animation::SeekFlag::NoSeek, Animation::SyncNotifyFlag::Async);
 | |
| }
 | |
| 
 | |
| void Animation::NotifyEffectPropertiesUpdated() {
 | |
|   MOZ_ASSERT(mEffect,
 | |
|              "We should only update effect properties when we have a target "
 | |
|              "effect");
 | |
| 
 | |
|   MaybeScheduleReplacementCheck();
 | |
| }
 | |
| 
 | |
| void Animation::NotifyEffectTargetUpdated() {
 | |
|   MOZ_ASSERT(mEffect,
 | |
|              "We should only update the effect target when we have a target "
 | |
|              "effect");
 | |
| 
 | |
|   MaybeScheduleReplacementCheck();
 | |
| }
 | |
| 
 | |
| static TimeStamp EnsurePaintIsScheduled(Document& aDoc) {
 | |
|   PresShell* presShell = aDoc.GetPresShell();
 | |
|   if (!presShell) {
 | |
|     return {};
 | |
|   }
 | |
|   nsIFrame* rootFrame = presShell->GetRootFrame();
 | |
|   if (!rootFrame) {
 | |
|     return {};
 | |
|   }
 | |
|   rootFrame->SchedulePaintWithoutInvalidatingObservers();
 | |
|   auto* rd = rootFrame->PresContext()->RefreshDriver();
 | |
|   if (!rd->IsInRefresh()) {
 | |
|     return {};
 | |
|   }
 | |
|   return rd->MostRecentRefresh(/* aEnsureTimerStarted = */ false);
 | |
| }
 | |
| 
 | |
| // https://drafts.csswg.org/web-animations/#play-an-animation
 | |
| void Animation::PlayNoUpdate(ErrorResult& aRv, LimitBehavior aLimitBehavior) {
 | |
|   AutoMutationBatchForAnimation mb(*this);
 | |
| 
 | |
|   const bool isAutoRewind = aLimitBehavior == LimitBehavior::AutoRewind;
 | |
|   const bool abortedPause = mPendingState == PendingState::PausePending;
 | |
|   double effectivePlaybackRate = CurrentOrPendingPlaybackRate();
 | |
| 
 | |
|   Nullable<TimeDuration> currentTime = GetCurrentTimeAsDuration();
 | |
|   if (mResetCurrentTimeOnResume) {
 | |
|     currentTime.SetNull();
 | |
|     mResetCurrentTimeOnResume = false;
 | |
|   }
 | |
| 
 | |
|   Nullable<TimeDuration> seekTime;
 | |
|   if (isAutoRewind) {
 | |
|     if (effectivePlaybackRate >= 0.0 &&
 | |
|         (currentTime.IsNull() || currentTime.Value() < TimeDuration() ||
 | |
|          currentTime.Value() >= EffectEnd())) {
 | |
|       seekTime.SetValue(TimeDuration());
 | |
|     } else if (effectivePlaybackRate < 0.0 &&
 | |
|                (currentTime.IsNull() || currentTime.Value() <= TimeDuration() ||
 | |
|                 currentTime.Value() > EffectEnd())) {
 | |
|       if (EffectEnd() == TimeDuration::Forever()) {
 | |
|         return aRv.ThrowInvalidStateError(
 | |
|             "Can't rewind animation with infinite effect end");
 | |
|       }
 | |
|       seekTime.SetValue(TimeDuration(EffectEnd()));
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   if (seekTime.IsNull() && mStartTime.IsNull() && currentTime.IsNull()) {
 | |
|     seekTime.SetValue(TimeDuration());
 | |
|   }
 | |
| 
 | |
|   if (!seekTime.IsNull()) {
 | |
|     if (HasFiniteTimeline()) {
 | |
|       mStartTime = seekTime;
 | |
|       mHoldTime.SetNull();
 | |
|       ApplyPendingPlaybackRate();
 | |
|     } else {
 | |
|       mHoldTime = seekTime;
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   bool reuseReadyPromise = false;
 | |
|   if (mPendingState != PendingState::NotPending) {
 | |
|     CancelPendingTasks();
 | |
|     reuseReadyPromise = true;
 | |
|   }
 | |
| 
 | |
|   // If the hold time is null then we're already playing normally and,
 | |
|   // typically, we can bail out here.
 | |
|   //
 | |
|   // However, there are two cases where we can't do that:
 | |
|   //
 | |
|   // (a) If we just aborted a pause. In this case, for consistency, we need to
 | |
|   //     go through the motions of doing an asynchronous start.
 | |
|   //
 | |
|   // (b) If we have timing changes (specifically a change to the playbackRate)
 | |
|   //     that should be applied asynchronously.
 | |
|   //
 | |
|   if (mHoldTime.IsNull() && seekTime.IsNull() && !abortedPause &&
 | |
|       !mPendingPlaybackRate) {
 | |
|     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;
 | |
|   mPendingReadyTime = {};
 | |
|   if (Document* doc = GetRenderedDocument()) {
 | |
|     if (HasFiniteTimeline()) {
 | |
|       // Always schedule a task even if we would like to let this animation
 | |
|       // immediately ready, per spec.
 | |
|       // https://drafts.csswg.org/web-animations/#playing-an-animation-section
 | |
|       // If there's no rendered document, we fail to track this animation, so
 | |
|       // let the scroll frame to trigger it when ticking.
 | |
|       doc->GetOrCreateScrollTimelineAnimationTracker()->AddPending(*this);
 | |
|     }
 | |
|     // Make sure to try to schedule a tick.
 | |
|     mPendingReadyTime = EnsurePaintIsScheduled(*doc);
 | |
|   }
 | |
| 
 | |
|   UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);
 | |
|   if (IsRelevant()) {
 | |
|     MutationObservers::NotifyAnimationChanged(this);
 | |
|   }
 | |
| }
 | |
| 
 | |
| // https://drafts.csswg.org/web-animations/#pause-an-animation
 | |
| void Animation::Pause(ErrorResult& aRv) {
 | |
|   if (IsPausedOrPausing()) {
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   AutoMutationBatchForAnimation mb(*this);
 | |
| 
 | |
|   Nullable<TimeDuration> seekTime;
 | |
|   // If we are transitioning from idle, fill in the current time
 | |
|   if (GetCurrentTimeAsDuration().IsNull()) {
 | |
|     if (mPlaybackRate >= 0.0) {
 | |
|       seekTime.SetValue(TimeDuration(0));
 | |
|     } else {
 | |
|       if (EffectEnd() == TimeDuration::Forever()) {
 | |
|         return aRv.ThrowInvalidStateError("Can't seek to infinite effect end");
 | |
|       }
 | |
|       seekTime.SetValue(TimeDuration(EffectEnd()));
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   if (!seekTime.IsNull()) {
 | |
|     if (HasFiniteTimeline()) {
 | |
|       mStartTime = seekTime;
 | |
|     } else {
 | |
|       mHoldTime = seekTime;
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   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;
 | |
|   mPendingReadyTime = {};
 | |
|   // See the relevant PlayPending code for comments.
 | |
|   if (Document* doc = GetRenderedDocument()) {
 | |
|     if (HasFiniteTimeline()) {
 | |
|       doc->GetOrCreateScrollTimelineAnimationTracker()->AddPending(*this);
 | |
|     }
 | |
|     mPendingReadyTime = EnsurePaintIsScheduled(*doc);
 | |
|   }
 | |
| 
 | |
|   UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);
 | |
|   if (IsRelevant()) {
 | |
|     MutationObservers::NotifyAnimationChanged(this);
 | |
|   }
 | |
| 
 | |
|   PostUpdate();
 | |
| }
 | |
| 
 | |
| // https://drafts.csswg.org/web-animations/#play-an-animation
 | |
| 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");
 | |
| 
 | |
|   AutoMutationBatchForAnimation mb(*this);
 | |
|   bool hadPendingPlaybackRate = mPendingPlaybackRate.isSome();
 | |
| 
 | |
|   if (!mHoldTime.IsNull()) {
 | |
|     // The hold time is set, so we don't need any special handling to preserve
 | |
|     // the current time.
 | |
|     ApplyPendingPlaybackRate();
 | |
|     mStartTime =
 | |
|         StartTimeFromTimelineTime(aReadyTime, mHoldTime.Value(), mPlaybackRate);
 | |
|     if (mPlaybackRate != 0) {
 | |
|       mHoldTime.SetNull();
 | |
|     }
 | |
|   } else if (!mStartTime.IsNull() && mPendingPlaybackRate) {
 | |
|     // Apply any pending playback rate, preserving the current time.
 | |
|     TimeDuration currentTimeToMatch = CurrentTimeFromTimelineTime(
 | |
|         aReadyTime, mStartTime.Value(), mPlaybackRate);
 | |
|     ApplyPendingPlaybackRate();
 | |
|     mStartTime = StartTimeFromTimelineTime(aReadyTime, currentTimeToMatch,
 | |
|                                            mPlaybackRate);
 | |
|     if (mPlaybackRate == 0) {
 | |
|       mHoldTime.SetValue(currentTimeToMatch);
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   mPendingState = PendingState::NotPending;
 | |
| 
 | |
|   UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Sync);
 | |
| 
 | |
|   // If we had a pending playback rate, we will have now applied it so we need
 | |
|   // to notify observers.
 | |
|   if (hadPendingPlaybackRate && IsRelevant()) {
 | |
|     MutationObservers::NotifyAnimationChanged(this);
 | |
|   }
 | |
| 
 | |
|   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 = CurrentTimeFromTimelineTime(aReadyTime, mStartTime.Value(),
 | |
|                                             mPlaybackRate);
 | |
|   }
 | |
|   ApplyPendingPlaybackRate();
 | |
|   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(PostRestyleMode::IfNeeded);
 | |
| 
 | |
|   if (mTimeline) {
 | |
|     mTimeline->NotifyAnimationUpdated(*this);
 | |
|   }
 | |
| }
 | |
| 
 | |
| // https://drafts.csswg.org/web-animations/#update-an-animations-finished-state
 | |
| void Animation::UpdateFinishedState(SeekFlag aSeekFlag,
 | |
|                                     SyncNotifyFlag aSyncNotifyFlag) {
 | |
|   Nullable<TimeDuration> unconstrainedCurrentTime =
 | |
|       aSeekFlag == SeekFlag::NoSeek ? GetUnconstrainedCurrentTime()
 | |
|                                     : GetCurrentTimeAsDuration();
 | |
|   TimeDuration effectEnd = TimeDuration(EffectEnd());
 | |
| 
 | |
|   if (!unconstrainedCurrentTime.IsNull() && !mStartTime.IsNull() &&
 | |
|       mPendingState == PendingState::NotPending) {
 | |
|     if (mPlaybackRate > 0.0 && unconstrainedCurrentTime.Value() >= effectEnd) {
 | |
|       if (aSeekFlag == SeekFlag::DidSeek) {
 | |
|         mHoldTime = unconstrainedCurrentTime;
 | |
|       } else if (!mPreviousCurrentTime.IsNull()) {
 | |
|         mHoldTime.SetValue(std::max(mPreviousCurrentTime.Value(), effectEnd));
 | |
|       } else {
 | |
|         mHoldTime.SetValue(effectEnd);
 | |
|       }
 | |
|     } else if (mPlaybackRate < 0.0 &&
 | |
|                unconstrainedCurrentTime.Value() <= TimeDuration()) {
 | |
|       if (aSeekFlag == SeekFlag::DidSeek) {
 | |
|         mHoldTime = unconstrainedCurrentTime;
 | |
|       } else if (!mPreviousCurrentTime.IsNull()) {
 | |
|         mHoldTime.SetValue(
 | |
|             std::min(mPreviousCurrentTime.Value(), TimeDuration(0)));
 | |
|       } else {
 | |
|         mHoldTime.SetValue(0);
 | |
|       }
 | |
|     } else if (mPlaybackRate != 0.0 && mTimeline &&
 | |
|                !mTimeline->GetCurrentTimeAsDuration().IsNull()) {
 | |
|       if (aSeekFlag == SeekFlag::DidSeek && !mHoldTime.IsNull()) {
 | |
|         mStartTime = StartTimeFromTimelineTime(
 | |
|             mTimeline->GetCurrentTimeAsDuration().Value(), mHoldTime.Value(),
 | |
|             mPlaybackRate);
 | |
|       }
 | |
|       mHoldTime.SetNull();
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   // We must recalculate the current time to take account of any mHoldTime
 | |
|   // changes the code above made.
 | |
|   mPreviousCurrentTime = GetCurrentTimeAsDuration();
 | |
| 
 | |
|   bool currentFinishedState = PlayState() == AnimationPlayState::Finished;
 | |
|   if (currentFinishedState && !mFinishedIsResolved) {
 | |
|     DoFinishNotification(aSyncNotifyFlag);
 | |
|   } else if (!currentFinishedState && mFinishedIsResolved) {
 | |
|     ResetFinishedPromise();
 | |
|   }
 | |
| }
 | |
| 
 | |
| void Animation::UpdateEffect(PostRestyleMode aPostRestyle) {
 | |
|   if (mEffect) {
 | |
|     UpdateRelevance();
 | |
| 
 | |
|     KeyframeEffect* keyframeEffect = mEffect->AsKeyframeEffect();
 | |
|     if (keyframeEffect) {
 | |
|       keyframeEffect->NotifyAnimationTimingUpdated(aPostRestyle);
 | |
|     }
 | |
|   }
 | |
| }
 | |
| 
 | |
| void Animation::FlushUnanimatedStyle() const {
 | |
|   if (Document* doc = GetRenderedDocument()) {
 | |
|     doc->FlushPendingNotifications(
 | |
|         ChangesToFlush(FlushType::Style, false /* flush animations */));
 | |
|   }
 | |
| }
 | |
| 
 | |
| void Animation::PostUpdate() {
 | |
|   if (!mEffect) {
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   KeyframeEffect* keyframeEffect = mEffect->AsKeyframeEffect();
 | |
|   if (!keyframeEffect) {
 | |
|     return;
 | |
|   }
 | |
|   keyframeEffect->RequestRestyle(EffectCompositor::RestyleType::Layer);
 | |
| }
 | |
| 
 | |
| void Animation::CancelPendingTasks() {
 | |
|   mPendingState = PendingState::NotPending;
 | |
| }
 | |
| 
 | |
| // https://drafts.csswg.org/web-animations/#reset-an-animations-pending-tasks
 | |
| void Animation::ResetPendingTasks() {
 | |
|   if (!Pending()) {
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   CancelPendingTasks();
 | |
|   ApplyPendingPlaybackRate();
 | |
| 
 | |
|   if (mReady) {
 | |
|     mReady->MaybeReject(NS_ERROR_DOM_ABORT_ERR);
 | |
|     MOZ_ALWAYS_TRUE(mReady->SetAnyPromiseIsHandled());
 | |
|     mReady = nullptr;
 | |
|   }
 | |
| }
 | |
| 
 | |
| // https://drafts.csswg.org/web-animations-2/#at-progress-timeline-boundary
 | |
| /* static*/ Animation::ProgressTimelinePosition
 | |
| Animation::AtProgressTimelineBoundary(
 | |
|     const Nullable<TimeDuration>& aTimelineDuration,
 | |
|     const Nullable<TimeDuration>& aCurrentTime,
 | |
|     const TimeDuration& aEffectStartTime, const double aPlaybackRate) {
 | |
|   // Based on changed defined in: https://github.com/w3c/csswg-drafts/pull/6702
 | |
|   // 1.  If any of the following conditions are true:
 | |
|   //     * the associated animation's timeline is not a progress-based timeline,
 | |
|   //     or
 | |
|   //     * the associated animation's timeline duration is unresolved or zero,
 | |
|   //     or
 | |
|   //     * the animation's playback rate is zero
 | |
|   //     return false
 | |
|   // Note: We can detect a progress-based timeline by relying on the fact that
 | |
|   // monotonic timelines (i.e. non-progress-based timelines) have an unresolved
 | |
|   // timeline duration.
 | |
|   if (aTimelineDuration.IsNull() || aTimelineDuration.Value().IsZero() ||
 | |
|       aPlaybackRate == 0.0) {
 | |
|     return ProgressTimelinePosition::NotBoundary;
 | |
|   }
 | |
| 
 | |
|   // 2.  Let effective start time be the animation's start time if resolved, or
 | |
|   // zero otherwise.
 | |
|   const TimeDuration& effectiveStartTime = aEffectStartTime;
 | |
| 
 | |
|   // 3.  Let effective timeline time be (animation's current time / animation's
 | |
|   // playback rate) + effective start time.
 | |
|   // Note: we use zero if the current time is unresolved. See the spec issue:
 | |
|   // https://github.com/w3c/csswg-drafts/issues/7458
 | |
|   const TimeDuration effectiveTimelineTime =
 | |
|       (aCurrentTime.IsNull()
 | |
|            ? TimeDuration()
 | |
|            : aCurrentTime.Value().MultDouble(1.0 / aPlaybackRate)) +
 | |
|       effectiveStartTime;
 | |
| 
 | |
|   // 4.  Let effective timeline progress be (effective timeline time / timeline
 | |
|   // duration)
 | |
|   // 5.  If effective timeline progress is 0 or 1, return true,
 | |
|   // We avoid the division here but it is effectively the same as 4 & 5 above.
 | |
|   return effectiveTimelineTime.IsZero() ||
 | |
|                  (AnimationUtils::IsWithinAnimationTimeTolerance(
 | |
|                      effectiveTimelineTime, aTimelineDuration.Value()))
 | |
|              ? ProgressTimelinePosition::Boundary
 | |
|              : ProgressTimelinePosition::NotBoundary;
 | |
| }
 | |
| 
 | |
| StickyTimeDuration Animation::EffectEnd() const {
 | |
|   if (!mEffect) {
 | |
|     return StickyTimeDuration(0);
 | |
|   }
 | |
| 
 | |
|   return mEffect->NormalizedTiming().EndTime();
 | |
| }
 | |
| 
 | |
| Document* Animation::GetRenderedDocument() const {
 | |
|   if (!mEffect || !mEffect->AsKeyframeEffect()) {
 | |
|     return nullptr;
 | |
|   }
 | |
| 
 | |
|   return mEffect->AsKeyframeEffect()->GetRenderedDocument();
 | |
| }
 | |
| 
 | |
| Document* Animation::GetTimelineDocument() const {
 | |
|   return mTimeline ? mTimeline->GetDocument() : nullptr;
 | |
| }
 | |
| 
 | |
| void Animation::UpdateScrollTimelineAnimationTracker(
 | |
|     AnimationTimeline* aOldTimeline, AnimationTimeline* aNewTimeline) {
 | |
|   // If we are still in pending, we may have to move this animation into the
 | |
|   // correct animation tracker.
 | |
|   Document* doc = GetRenderedDocument();
 | |
|   if (!doc || !Pending()) {
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   const bool fromFiniteTimeline =
 | |
|       aOldTimeline && !aOldTimeline->IsMonotonicallyIncreasing();
 | |
|   const bool toFiniteTimeline =
 | |
|       aNewTimeline && !aNewTimeline->IsMonotonicallyIncreasing();
 | |
|   if (fromFiniteTimeline == toFiniteTimeline) {
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   if (toFiniteTimeline) {
 | |
|     doc->GetOrCreateScrollTimelineAnimationTracker()->AddPending(*this);
 | |
|   } else {
 | |
|     // From scroll-timeline to null/document-timeline
 | |
|     if (auto* tracker = doc->GetScrollTimelineAnimationTracker()) {
 | |
|       tracker->RemovePending(*this);
 | |
|     }
 | |
|     EnsurePaintIsScheduled(*doc);
 | |
|   }
 | |
| }
 | |
| 
 | |
| class AsyncFinishNotification : public MicroTaskRunnable {
 | |
|  public:
 | |
|   explicit AsyncFinishNotification(Animation* aAnimation)
 | |
|       : mAnimation(aAnimation) {}
 | |
| 
 | |
|   virtual void Run(AutoSlowOperation& aAso) override {
 | |
|     mAnimation->DoFinishNotificationImmediately(this);
 | |
|     mAnimation = nullptr;
 | |
|   }
 | |
| 
 | |
|   virtual bool Suppressed() override {
 | |
|     nsIGlobalObject* global = mAnimation->GetOwnerGlobal();
 | |
|     return global && global->IsInSyncOperation();
 | |
|   }
 | |
| 
 | |
|  private:
 | |
|   RefPtr<Animation> mAnimation;
 | |
| };
 | |
| 
 | |
| void Animation::DoFinishNotification(SyncNotifyFlag aSyncNotifyFlag) {
 | |
|   CycleCollectedJSContext* context = CycleCollectedJSContext::Get();
 | |
| 
 | |
|   if (aSyncNotifyFlag == SyncNotifyFlag::Sync) {
 | |
|     DoFinishNotificationImmediately();
 | |
|   } else if (!mFinishNotificationTask) {
 | |
|     RefPtr<MicroTaskRunnable> runnable = new AsyncFinishNotification(this);
 | |
|     context->DispatchToMicroTask(do_AddRef(runnable));
 | |
|     mFinishNotificationTask = std::move(runnable);
 | |
|   }
 | |
| }
 | |
| 
 | |
| void Animation::ResetFinishedPromise() {
 | |
|   mFinishedIsResolved = false;
 | |
|   mFinished = nullptr;
 | |
| }
 | |
| 
 | |
| void Animation::MaybeResolveFinishedPromise() {
 | |
|   if (mFinished) {
 | |
|     mFinished->MaybeResolve(this);
 | |
|   }
 | |
|   mFinishedIsResolved = true;
 | |
| }
 | |
| 
 | |
| void Animation::DoFinishNotificationImmediately(MicroTaskRunnable* aAsync) {
 | |
|   if (aAsync && aAsync != mFinishNotificationTask) {
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   mFinishNotificationTask = nullptr;
 | |
| 
 | |
|   if (PlayState() != AnimationPlayState::Finished) {
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   MaybeResolveFinishedPromise();
 | |
| 
 | |
|   QueuePlaybackEvent(nsGkAtoms::onfinish,
 | |
|                      AnimationTimeToTimeStamp(EffectEnd()));
 | |
| }
 | |
| 
 | |
| void Animation::QueuePlaybackEvent(nsAtom* aOnEvent,
 | |
|                                    TimeStamp&& aScheduledEventTime) {
 | |
|   // Use document for timing.
 | |
|   // https://drafts.csswg.org/web-animations-1/#document-for-timing
 | |
|   Document* doc = GetTimelineDocument();
 | |
|   if (!doc) {
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   nsPresContext* presContext = doc->GetPresContext();
 | |
|   if (!presContext) {
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   Nullable<double> currentTime;
 | |
|   if (aOnEvent == nsGkAtoms::onfinish || aOnEvent == nsGkAtoms::onremove) {
 | |
|     currentTime = GetCurrentTimeAsDouble();
 | |
|   }
 | |
| 
 | |
|   Nullable<double> timelineTime;
 | |
|   if (mTimeline) {
 | |
|     timelineTime = mTimeline->GetCurrentTimeAsDouble();
 | |
|   }
 | |
| 
 | |
|   presContext->AnimationEventDispatcher()->QueueEvent(
 | |
|       AnimationEventInfo(aOnEvent, currentTime, timelineTime,
 | |
|                          std::move(aScheduledEventTime), this));
 | |
| }
 | |
| 
 | |
| bool Animation::IsRunningOnCompositor() const {
 | |
|   return mEffect && mEffect->AsKeyframeEffect() &&
 | |
|          mEffect->AsKeyframeEffect()->IsRunningOnCompositor();
 | |
| }
 | |
| 
 | |
| bool Animation::HasCurrentEffect() const {
 | |
|   return GetEffect() && GetEffect()->IsCurrent();
 | |
| }
 | |
| 
 | |
| bool Animation::IsInEffect() const {
 | |
|   return GetEffect() && GetEffect()->IsInEffect();
 | |
| }
 | |
| 
 | |
| void Animation::SetHiddenByContentVisibility(bool hidden) {
 | |
|   if (mHiddenByContentVisibility == hidden) {
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   mHiddenByContentVisibility = hidden;
 | |
| 
 | |
|   if (!GetTimeline()) {
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   GetTimeline()->NotifyAnimationContentVisibilityChanged(this, !hidden);
 | |
| }
 | |
| 
 | |
| void Animation::UpdateHiddenByContentVisibility() {
 | |
|   // To be consistent with nsIFrame::UpdateAnimationVisibility, here we only
 | |
|   // deal with CSSAnimation and CSSTransition.
 | |
|   if (!AsCSSAnimation() && !AsCSSTransition()) {
 | |
|     return;
 | |
|   }
 | |
|   NonOwningAnimationTarget target = GetTargetForAnimation();
 | |
|   if (!target) {
 | |
|     return;
 | |
|   }
 | |
|   // If a CSS animation or CSS transition is no longer associated with an owning
 | |
|   // element, it behaves like a programmatic web animation, c-v shouldn't hide
 | |
|   // it.
 | |
|   bool hasOwningElement = IsMarkupAnimation(AsCSSAnimation()) ||
 | |
|                           IsMarkupAnimation(AsCSSTransition());
 | |
|   if (auto* frame = target.mElement->GetPrimaryFrame()) {
 | |
|     SetHiddenByContentVisibility(
 | |
|         hasOwningElement && frame->IsHiddenByContentVisibilityOnAnyAncestor());
 | |
|   }
 | |
| }
 | |
| 
 | |
| StickyTimeDuration Animation::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->NormalizedTiming().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 Animation::IntervalEndTime(
 | |
|     const StickyTimeDuration& aActiveDuration) const {
 | |
|   MOZ_ASSERT(AsCSSTransition() || AsCSSAnimation(),
 | |
|              "Should be called for CSS animations or transitions");
 | |
| 
 | |
|   static constexpr StickyTimeDuration zeroDuration = StickyTimeDuration();
 | |
|   const StickyTimeDuration& effectEnd = EffectEnd();
 | |
| 
 | |
|   // If both "associated effect end" and "start delay" are Infinity, we skip it
 | |
|   // because we will get NaN when computing "Infinity - Infinity", and
 | |
|   // using NaN in std::min or std::max is undefined.
 | |
|   if (MOZ_UNLIKELY(effectEnd == TimeDuration::Forever() &&
 | |
|                    effectEnd == mEffect->NormalizedTiming().Delay())) {
 | |
|     // Note: If we use TimeDuration::Forever(), within our animation event
 | |
|     // handling, we'd end up turning that into a null TimeStamp which can causes
 | |
|     // errors if we try to do any arithmetic with it. Given that we should never
 | |
|     // end up _using_ the interval end time. So returning zeroDuration here is
 | |
|     // probably fine.
 | |
|     return zeroDuration;
 | |
|   }
 | |
| 
 | |
|   return std::max(std::min(effectEnd - mEffect->NormalizedTiming().Delay(),
 | |
|                            aActiveDuration),
 | |
|                   zeroDuration);
 | |
| }
 | |
| 
 | |
| }  // namespace mozilla::dom
 |