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Diffstat (limited to 'dom/smil/SMILAnimationController.cpp')
-rw-r--r-- | dom/smil/SMILAnimationController.cpp | 700 |
1 files changed, 700 insertions, 0 deletions
diff --git a/dom/smil/SMILAnimationController.cpp b/dom/smil/SMILAnimationController.cpp new file mode 100644 index 0000000000..2c103b0f16 --- /dev/null +++ b/dom/smil/SMILAnimationController.cpp @@ -0,0 +1,700 @@ +/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ +/* vim: set ts=8 sts=2 et sw=2 tw=80: */ +/* This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ + +#include "SMILAnimationController.h" + +#include <algorithm> + +#include "mozilla/AutoRestore.h" +#include "mozilla/PresShell.h" +#include "mozilla/PresShellInlines.h" +#include "mozilla/RestyleManager.h" +#include "mozilla/SMILTimedElement.h" +#include "mozilla/dom/DocumentInlines.h" +#include "mozilla/dom/Element.h" +#include "mozilla/dom/SVGAnimationElement.h" +#include "nsContentUtils.h" +#include "nsCSSProps.h" +#include "nsRefreshDriver.h" +#include "mozilla/dom/Document.h" +#include "SMILCompositor.h" +#include "SMILCSSProperty.h" + +using namespace mozilla::dom; + +namespace mozilla { + +//---------------------------------------------------------------------- +// SMILAnimationController implementation + +//---------------------------------------------------------------------- +// ctors, dtors, factory methods + +SMILAnimationController::SMILAnimationController(Document* aDoc) + : mDocument(aDoc) { + MOZ_ASSERT(aDoc, "need a non-null document"); + + if (nsRefreshDriver* refreshDriver = GetRefreshDriver()) { + mStartTime = refreshDriver->MostRecentRefresh(); + } else { + mStartTime = mozilla::TimeStamp::Now(); + } + mCurrentSampleTime = mStartTime; + + Begin(); +} + +SMILAnimationController::~SMILAnimationController() { + NS_ASSERTION(mAnimationElementTable.IsEmpty(), + "Animation controller shouldn't be tracking any animation" + " elements when it dies"); + NS_ASSERTION(!mRegisteredWithRefreshDriver, + "Leaving stale entry in refresh driver's observer list"); +} + +void SMILAnimationController::Disconnect() { + MOZ_ASSERT(mDocument, "disconnecting when we weren't connected...?"); + MOZ_ASSERT(mRefCnt.get() == 1, + "Expecting to disconnect when doc is sole remaining owner"); + NS_ASSERTION(mPauseState & SMILTimeContainer::PAUSE_PAGEHIDE, + "Expecting to be paused for pagehide before disconnect"); + + StopSampling(GetRefreshDriver()); + + mDocument = nullptr; // (raw pointer) +} + +//---------------------------------------------------------------------- +// SMILTimeContainer methods: + +void SMILAnimationController::Pause(uint32_t aType) { + SMILTimeContainer::Pause(aType); + UpdateSampling(); +} + +void SMILAnimationController::Resume(uint32_t aType) { + bool wasPaused = !!mPauseState; + // Update mCurrentSampleTime so that calls to GetParentTime--used for + // calculating parent offsets--are accurate + mCurrentSampleTime = mozilla::TimeStamp::Now(); + + SMILTimeContainer::Resume(aType); + + if (wasPaused && !mPauseState) { + UpdateSampling(); + } +} + +SMILTime SMILAnimationController::GetParentTime() const { + return (SMILTime)(mCurrentSampleTime - mStartTime).ToMilliseconds(); +} + +//---------------------------------------------------------------------- +// nsARefreshObserver methods: +NS_IMPL_ADDREF(SMILAnimationController) +NS_IMPL_RELEASE(SMILAnimationController) + +// nsRefreshDriver Callback function +void SMILAnimationController::WillRefresh(mozilla::TimeStamp aTime) { + // Although we never expect aTime to go backwards, when we initialise the + // animation controller, if we can't get hold of a refresh driver we + // initialise mCurrentSampleTime to Now(). It may be possible that after + // doing so we get sampled by a refresh driver whose most recent refresh time + // predates when we were initialised, so to be safe we make sure to take the + // most recent time here. + aTime = std::max(mCurrentSampleTime, aTime); + + // Sleep detection: If the time between samples is a whole lot greater than we + // were expecting then we assume the computer went to sleep or someone's + // messing with the clock. In that case, fiddle our parent offset and use our + // average time between samples to calculate the new sample time. This + // prevents us from hanging while trying to catch up on all the missed time. + + // Smoothing of coefficient for the average function. 0.2 should let us track + // the sample rate reasonably tightly without being overly affected by + // occasional delays. + static const double SAMPLE_DUR_WEIGHTING = 0.2; + // If the elapsed time exceeds our expectation by this number of times we'll + // initiate special behaviour to basically ignore the intervening time. + static const double SAMPLE_DEV_THRESHOLD = 200.0; + + SMILTime elapsedTime = + (SMILTime)(aTime - mCurrentSampleTime).ToMilliseconds(); + if (mAvgTimeBetweenSamples == 0) { + // First sample. + mAvgTimeBetweenSamples = elapsedTime; + } else { + if (elapsedTime > SAMPLE_DEV_THRESHOLD * mAvgTimeBetweenSamples) { + // Unexpectedly long delay between samples. + NS_WARNING( + "Detected really long delay between samples, continuing from " + "previous sample"); + mParentOffset += elapsedTime - mAvgTimeBetweenSamples; + } + // Update the moving average. Due to truncation here the average will + // normally be a little less than it should be but that's probably ok. + mAvgTimeBetweenSamples = + (SMILTime)(elapsedTime * SAMPLE_DUR_WEIGHTING + + mAvgTimeBetweenSamples * (1.0 - SAMPLE_DUR_WEIGHTING)); + } + mCurrentSampleTime = aTime; + + Sample(); +} + +//---------------------------------------------------------------------- +// Animation element registration methods: + +void SMILAnimationController::RegisterAnimationElement( + SVGAnimationElement* aAnimationElement) { + const bool wasEmpty = mAnimationElementTable.IsEmpty(); + mAnimationElementTable.PutEntry(aAnimationElement); + if (wasEmpty) { + UpdateSampling(); + } +} + +void SMILAnimationController::UnregisterAnimationElement( + SVGAnimationElement* aAnimationElement) { + mAnimationElementTable.RemoveEntry(aAnimationElement); + if (mAnimationElementTable.IsEmpty()) { + UpdateSampling(); + } +} + +//---------------------------------------------------------------------- +// Page show/hide + +void SMILAnimationController::OnPageShow() { + Resume(SMILTimeContainer::PAUSE_PAGEHIDE); +} + +void SMILAnimationController::OnPageHide() { + Pause(SMILTimeContainer::PAUSE_PAGEHIDE); +} + +//---------------------------------------------------------------------- +// Cycle-collection support + +void SMILAnimationController::Traverse( + nsCycleCollectionTraversalCallback* aCallback) { + // Traverse last compositor table + if (mLastCompositorTable) { + for (SMILCompositor& compositor : *mLastCompositorTable) { + compositor.Traverse(aCallback); + } + } +} + +void SMILAnimationController::Unlink() { mLastCompositorTable = nullptr; } + +//---------------------------------------------------------------------- +// Refresh driver lifecycle related methods + +void SMILAnimationController::NotifyRefreshDriverCreated( + nsRefreshDriver* aRefreshDriver) { + UpdateSampling(); +} + +void SMILAnimationController::NotifyRefreshDriverDestroying( + nsRefreshDriver* aRefreshDriver) { + StopSampling(aRefreshDriver); +} + +//---------------------------------------------------------------------- +// Timer-related implementation helpers + +bool SMILAnimationController::ShouldSample() const { + return !mPauseState && !mAnimationElementTable.IsEmpty() && + !mChildContainerTable.IsEmpty(); +} + +void SMILAnimationController::UpdateSampling() { + const bool shouldSample = ShouldSample(); + const bool isSampling = mRegisteredWithRefreshDriver; + if (shouldSample == isSampling) { + return; + } + + nsRefreshDriver* driver = GetRefreshDriver(); + if (!driver) { + return; + } + + if (shouldSample) { + // We're effectively resuming from a pause so update our current sample time + // or else it will confuse our "average time between samples" calculations. + mCurrentSampleTime = mozilla::TimeStamp::Now(); + driver->AddRefreshObserver(this, FlushType::Style, "SMIL animations"); + mRegisteredWithRefreshDriver = true; + Sample(); // Run the first sample manually. + } else { + StopSampling(driver); + } +} + +void SMILAnimationController::StopSampling(nsRefreshDriver* aRefreshDriver) { + if (aRefreshDriver && mRegisteredWithRefreshDriver) { + // NOTE: The document might already have been detached from its PresContext + // (and RefreshDriver), which would make GetRefreshDriver() return null. + MOZ_ASSERT(!GetRefreshDriver() || aRefreshDriver == GetRefreshDriver(), + "Stopping sampling with wrong refresh driver"); + aRefreshDriver->RemoveRefreshObserver(this, FlushType::Style); + mRegisteredWithRefreshDriver = false; + } +} + +//---------------------------------------------------------------------- +// Sample-related methods and callbacks + +void SMILAnimationController::DoSample() { + DoSample(true); // Skip unchanged time containers +} + +void SMILAnimationController::DoSample(bool aSkipUnchangedContainers) { + if (!mDocument) { + NS_ERROR("Shouldn't be sampling after document has disconnected"); + return; + } + if (mRunningSample) { + NS_ERROR("Shouldn't be recursively sampling"); + return; + } + + bool isStyleFlushNeeded = mResampleNeeded; + mResampleNeeded = false; + + nsCOMPtr<Document> document(mDocument); // keeps 'this' alive too + + // Set running sample flag -- do this before flushing styles so that when we + // flush styles we don't end up requesting extra samples + AutoRestore<bool> autoRestoreRunningSample(mRunningSample); + mRunningSample = true; + + // STEP 1: Bring model up to date + // (i) Rewind elements where necessary + // (ii) Run milestone samples + RewindElements(); + DoMilestoneSamples(); + + // STEP 2: Sample the child time containers + // + // When we sample the child time containers they will simply record the sample + // time in document time. + TimeContainerHashtable activeContainers(mChildContainerTable.Count()); + for (SMILTimeContainer* container : mChildContainerTable.Keys()) { + if (!container) { + continue; + } + + if (!container->IsPausedByType(SMILTimeContainer::PAUSE_BEGIN) && + (container->NeedsSample() || !aSkipUnchangedContainers)) { + container->ClearMilestones(); + container->Sample(); + container->MarkSeekFinished(); + activeContainers.PutEntry(container); + } + } + + // STEP 3: (i) Sample the timed elements AND + // (ii) Create a table of compositors + // + // (i) Here we sample the timed elements (fetched from the + // SVGAnimationElements) which determine from the active time if the + // element is active and what its simple time etc. is. This information is + // then passed to its time client (SMILAnimationFunction). + // + // (ii) During the same loop we also build up a table that contains one + // compositor for each animated attribute and which maps animated elements to + // the corresponding compositor for their target attribute. + // + // Note that this compositor table needs to be allocated on the heap so we can + // store it until the next sample. This lets us find out which elements were + // animated in sample 'n-1' but not in sample 'n' (and hence need to have + // their animation effects removed in sample 'n'). + // + // Parts (i) and (ii) are not functionally related but we combine them here to + // save iterating over the animation elements twice. + + // Create the compositor table + UniquePtr<SMILCompositorTable> currentCompositorTable( + new SMILCompositorTable(0)); + nsTArray<RefPtr<SVGAnimationElement>> animElems( + mAnimationElementTable.Count()); + + for (SVGAnimationElement* animElem : mAnimationElementTable.Keys()) { + SampleTimedElement(animElem, &activeContainers); + AddAnimationToCompositorTable(animElem, currentCompositorTable.get(), + isStyleFlushNeeded); + animElems.AppendElement(animElem); + } + activeContainers.Clear(); + + // STEP 4: Compare previous sample's compositors against this sample's. + // (Transfer cached base values across, & remove animation effects from + // no-longer-animated targets.) + if (mLastCompositorTable) { + // * Transfer over cached base values, from last sample's compositors + for (SMILCompositor& compositor : *currentCompositorTable) { + SMILCompositor* lastCompositor = + mLastCompositorTable->GetEntry(compositor.GetKey()); + + if (lastCompositor) { + compositor.StealCachedBaseValue(lastCompositor); + if (!lastCompositor->HasSameNumberOfAnimationFunctionsAs(compositor)) { + // If we have multiple animations on the same element, they share a + // compositor. If an active animation ends, it will no longer be in + // the compositor table. We need to force compositing to ensure we + // render the element with any remaining frozen animations even though + // they would not normally trigger compositing. + compositor.ToggleForceCompositing(); + } + } + } + + // * For each compositor in current sample's hash table, remove entry from + // prev sample's hash table -- we don't need to clear animation + // effects of those compositors, since they're still being animated. + for (const auto& key : currentCompositorTable->Keys()) { + mLastCompositorTable->RemoveEntry(key); + } + + // * For each entry that remains in prev sample's hash table (i.e. for + // every target that's no longer animated), clear animation effects. + for (SMILCompositor& compositor : *mLastCompositorTable) { + compositor.ClearAnimationEffects(); + } + } + + // return early if there are no active animations to avoid a style flush + if (currentCompositorTable->IsEmpty()) { + mLastCompositorTable = nullptr; + return; + } + + if (isStyleFlushNeeded) { + document->FlushPendingNotifications(FlushType::Style); + } + + // WARNING: + // WARNING: the above flush may have destroyed the pres shell and/or + // WARNING: frames and other layout related objects. + // WARNING: + + // STEP 5: Compose currently-animated attributes. + // XXXdholbert: This step traverses our animation targets in an effectively + // random order. For animation from/to 'inherit' values to work correctly + // when the inherited value is *also* being animated, we really should be + // traversing our animated nodes in an ancestors-first order (bug 501183) + bool mightHavePendingStyleUpdates = false; + for (auto& compositor : *currentCompositorTable) { + compositor.ComposeAttribute(mightHavePendingStyleUpdates); + } + + // Update last compositor table + mLastCompositorTable = std::move(currentCompositorTable); + mMightHavePendingStyleUpdates = mightHavePendingStyleUpdates; + + NS_ASSERTION(!mResampleNeeded, "Resample dirty flag set during sample!"); +} + +void SMILAnimationController::RewindElements() { + const bool rewindNeeded = std::any_of( + mChildContainerTable.Keys().cbegin(), mChildContainerTable.Keys().cend(), + [](SMILTimeContainer* container) { return container->NeedsRewind(); }); + + if (!rewindNeeded) return; + + for (SVGAnimationElement* animElem : mAnimationElementTable.Keys()) { + SMILTimeContainer* timeContainer = animElem->GetTimeContainer(); + if (timeContainer && timeContainer->NeedsRewind()) { + animElem->TimedElement().Rewind(); + } + } + + for (SMILTimeContainer* container : mChildContainerTable.Keys()) { + container->ClearNeedsRewind(); + } +} + +void SMILAnimationController::DoMilestoneSamples() { + // We need to sample the timing model but because SMIL operates independently + // of the frame-rate, we can get one sample at t=0s and the next at t=10min. + // + // In between those two sample times a whole string of significant events + // might be expected to take place: events firing, new interdependencies + // between animations resolved and dissolved, etc. + // + // Furthermore, at any given time, we want to sample all the intervals that + // end at that time BEFORE any that begin. This behaviour is implied by SMIL's + // endpoint-exclusive timing model. + // + // So we have the animations (specifically the timed elements) register the + // next significant moment (called a milestone) in their lifetime and then we + // step through the model at each of these moments and sample those animations + // registered for those times. This way events can fire in the correct order, + // dependencies can be resolved etc. + + SMILTime sampleTime = INT64_MIN; + + while (true) { + // We want to find any milestones AT OR BEFORE the current sample time so we + // initialise the next milestone to the moment after (1ms after, to be + // precise) the current sample time and see if there are any milestones + // before that. Any other milestones will be dealt with in a subsequent + // sample. + SMILMilestone nextMilestone(GetCurrentTimeAsSMILTime() + 1, true); + for (SMILTimeContainer* container : mChildContainerTable.Keys()) { + if (container->IsPausedByType(SMILTimeContainer::PAUSE_BEGIN)) { + continue; + } + SMILMilestone thisMilestone; + bool didGetMilestone = + container->GetNextMilestoneInParentTime(thisMilestone); + if (didGetMilestone && thisMilestone < nextMilestone) { + nextMilestone = thisMilestone; + } + } + + if (nextMilestone.mTime > GetCurrentTimeAsSMILTime()) { + break; + } + + nsTArray<RefPtr<dom::SVGAnimationElement>> elements; + for (SMILTimeContainer* container : mChildContainerTable.Keys()) { + if (container->IsPausedByType(SMILTimeContainer::PAUSE_BEGIN)) { + continue; + } + container->PopMilestoneElementsAtMilestone(nextMilestone, elements); + } + + // During the course of a sampling we don't want to actually go backwards. + // Due to negative offsets, early ends and the like, a timed element might + // register a milestone that is actually in the past. That's fine, but it's + // still only going to get *sampled* with whatever time we're up to and no + // earlier. + // + // Because we're only performing this clamping at the last moment, the + // animations will still all get sampled in the correct order and + // dependencies will be appropriately resolved. + sampleTime = std::max(nextMilestone.mTime, sampleTime); + + for (RefPtr<dom::SVGAnimationElement>& elem : elements) { + MOZ_ASSERT(elem, "nullptr animation element in list"); + SMILTimeContainer* container = elem->GetTimeContainer(); + if (!container) + // The container may be nullptr if the element has been detached from + // its parent since registering a milestone. + continue; + + SMILTimeValue containerTimeValue = + container->ParentToContainerTime(sampleTime); + if (!containerTimeValue.IsDefinite()) continue; + + // Clamp the converted container time to non-negative values. + SMILTime containerTime = + std::max<SMILTime>(0, containerTimeValue.GetMillis()); + + if (nextMilestone.mIsEnd) { + elem->TimedElement().SampleEndAt(containerTime); + } else { + elem->TimedElement().SampleAt(containerTime); + } + } + } +} + +/*static*/ +void SMILAnimationController::SampleTimedElement( + SVGAnimationElement* aElement, TimeContainerHashtable* aActiveContainers) { + SMILTimeContainer* timeContainer = aElement->GetTimeContainer(); + if (!timeContainer) return; + + // We'd like to call timeContainer->NeedsSample() here and skip all timed + // elements that belong to paused time containers that don't need a sample, + // but that doesn't work because we've already called Sample() on all the time + // containers so the paused ones don't need a sample any more and they'll + // return false. + // + // Instead we build up a hashmap of active time containers during the previous + // step (SampleTimeContainer) and then test here if the container for this + // timed element is in the list. + if (!aActiveContainers->GetEntry(timeContainer)) return; + + SMILTime containerTime = timeContainer->GetCurrentTimeAsSMILTime(); + + MOZ_ASSERT(!timeContainer->IsSeeking(), + "Doing a regular sample but the time container is still seeking"); + aElement->TimedElement().SampleAt(containerTime); +} + +/*static*/ +void SMILAnimationController::AddAnimationToCompositorTable( + SVGAnimationElement* aElement, SMILCompositorTable* aCompositorTable, + bool& aStyleFlushNeeded) { + // Add a compositor to the hash table if there's not already one there + SMILTargetIdentifier key; + if (!GetTargetIdentifierForAnimation(aElement, key)) + // Something's wrong/missing about animation's target; skip this animation + return; + + SMILAnimationFunction& func = aElement->AnimationFunction(); + + // Only add active animation functions. If there are no active animations + // targeting an attribute, no compositor will be created and any previously + // applied animations will be cleared. + if (func.IsActiveOrFrozen()) { + // Look up the compositor for our target, & add our animation function + // to its list of animation functions. + SMILCompositor* result = aCompositorTable->PutEntry(key); + aStyleFlushNeeded |= func.ValueNeedsReparsingEverySample(); + result->AddAnimationFunction(&func); + + } else if (func.HasChanged()) { + // Look up the compositor for our target, and force it to skip the + // "nothing's changed so don't bother compositing" optimization for this + // sample. |func| is inactive, but it's probably *newly* inactive (since + // it's got HasChanged() == true), so we need to make sure to recompose + // its target. + SMILCompositor* result = aCompositorTable->PutEntry(key); + aStyleFlushNeeded |= func.ValueNeedsReparsingEverySample(); + result->ToggleForceCompositing(); + + // We've now made sure that |func|'s inactivity will be reflected as of + // this sample. We need to clear its HasChanged() flag so that it won't + // trigger this same clause in future samples (until it changes again). + func.ClearHasChanged(); + } +} + +static inline bool IsTransformAttribute(int32_t aNamespaceID, + nsAtom* aAttributeName) { + return aNamespaceID == kNameSpaceID_None && + (aAttributeName == nsGkAtoms::transform || + aAttributeName == nsGkAtoms::patternTransform || + aAttributeName == nsGkAtoms::gradientTransform); +} + +// Helper function that, given a SVGAnimationElement, looks up its target +// element & target attribute and populates a SMILTargetIdentifier +// for this target. +/*static*/ +bool SMILAnimationController::GetTargetIdentifierForAnimation( + SVGAnimationElement* aAnimElem, SMILTargetIdentifier& aResult) { + // Look up target (animated) element + Element* targetElem = aAnimElem->GetTargetElementContent(); + if (!targetElem) + // Animation has no target elem -- skip it. + return false; + + // Look up target (animated) attribute + // SMILANIM section 3.1, attributeName may + // have an XMLNS prefix to indicate the XML namespace. + RefPtr<nsAtom> attributeName; + int32_t attributeNamespaceID; + if (!aAnimElem->GetTargetAttributeName(&attributeNamespaceID, + getter_AddRefs(attributeName))) + // Animation has no target attr -- skip it. + return false; + + // animateTransform can only animate transforms, conversely transforms + // can only be animated by animateTransform + if (IsTransformAttribute(attributeNamespaceID, attributeName) != + (aAnimElem->IsSVGElement(nsGkAtoms::animateTransform))) + return false; + + // Construct the key + aResult.mElement = targetElem; + aResult.mAttributeName = attributeName; + aResult.mAttributeNamespaceID = attributeNamespaceID; + + return true; +} + +bool SMILAnimationController::PreTraverse() { + return PreTraverseInSubtree(nullptr); +} + +bool SMILAnimationController::PreTraverseInSubtree(Element* aRoot) { + MOZ_ASSERT(NS_IsMainThread()); + + if (!mMightHavePendingStyleUpdates) { + return false; + } + + nsPresContext* context = mDocument->GetPresContext(); + if (!context) { + return false; + } + + bool foundElementsNeedingRestyle = false; + for (SVGAnimationElement* animElement : mAnimationElementTable.Keys()) { + SMILTargetIdentifier key; + if (!GetTargetIdentifierForAnimation(animElement, key)) { + // Something's wrong/missing about animation's target; skip this animation + continue; + } + + // Ignore restyles that aren't in the flattened tree subtree rooted at + // aRoot. + if (aRoot && !nsContentUtils::ContentIsFlattenedTreeDescendantOf( + key.mElement, aRoot)) { + continue; + } + + context->RestyleManager()->PostRestyleEventForAnimations( + key.mElement, PseudoStyleType::NotPseudo, RestyleHint::RESTYLE_SMIL); + + foundElementsNeedingRestyle = true; + } + + // Only clear the mMightHavePendingStyleUpdates flag if we definitely posted + // all restyles. + if (!aRoot) { + mMightHavePendingStyleUpdates = false; + } + + return foundElementsNeedingRestyle; +} + +//---------------------------------------------------------------------- +// Add/remove child time containers + +nsresult SMILAnimationController::AddChild(SMILTimeContainer& aChild) { + const bool wasEmpty = mChildContainerTable.IsEmpty(); + TimeContainerPtrKey* key = mChildContainerTable.PutEntry(&aChild); + NS_ENSURE_TRUE(key, NS_ERROR_OUT_OF_MEMORY); + if (wasEmpty) { + UpdateSampling(); + } + return NS_OK; +} + +void SMILAnimationController::RemoveChild(SMILTimeContainer& aChild) { + mChildContainerTable.RemoveEntry(&aChild); + if (mChildContainerTable.IsEmpty()) { + UpdateSampling(); + } +} + +// Helper method +nsRefreshDriver* SMILAnimationController::GetRefreshDriver() { + if (!mDocument) { + NS_ERROR("Requesting refresh driver after document has disconnected!"); + return nullptr; + } + + nsPresContext* context = mDocument->GetPresContext(); + return context ? context->RefreshDriver() : nullptr; +} + +void SMILAnimationController::FlagDocumentNeedsFlush() { + if (PresShell* presShell = mDocument->GetPresShell()) { + presShell->SetNeedStyleFlush(); + } +} + +} // namespace mozilla |