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/* -*- 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 "CSSAnimation.h"
#include "mozilla/AnimationEventDispatcher.h"
#include "mozilla/dom/CSSAnimationBinding.h"
#include "mozilla/dom/KeyframeEffectBinding.h"
#include "mozilla/TimeStamp.h"
#include "nsPresContext.h"
namespace mozilla::dom {
using AnimationPhase = ComputedTiming::AnimationPhase;
JSObject* CSSAnimation::WrapObject(JSContext* aCx,
JS::Handle<JSObject*> aGivenProto) {
return dom::CSSAnimation_Binding::Wrap(aCx, this, aGivenProto);
}
void CSSAnimation::SetEffect(AnimationEffect* aEffect) {
Animation::SetEffect(aEffect);
AddOverriddenProperties(CSSAnimationProperties::Effect);
}
void CSSAnimation::SetStartTimeAsDouble(const Nullable<double>& aStartTime) {
// Note that we always compare with the paused state since for the purposes
// of determining if play control is being overridden or not, we want to
// treat the finished state as running.
bool wasPaused = PlayState() == AnimationPlayState::Paused;
Animation::SetStartTimeAsDouble(aStartTime);
bool isPaused = PlayState() == AnimationPlayState::Paused;
if (wasPaused != isPaused) {
AddOverriddenProperties(CSSAnimationProperties::PlayState);
}
}
mozilla::dom::Promise* CSSAnimation::GetReady(ErrorResult& aRv) {
FlushUnanimatedStyle();
return Animation::GetReady(aRv);
}
void CSSAnimation::Reverse(ErrorResult& aRv) {
// As with CSSAnimation::SetStartTimeAsDouble, we're really only interested in
// the paused state.
bool wasPaused = PlayState() == AnimationPlayState::Paused;
Animation::Reverse(aRv);
if (aRv.Failed()) {
return;
}
bool isPaused = PlayState() == AnimationPlayState::Paused;
if (wasPaused != isPaused) {
AddOverriddenProperties(CSSAnimationProperties::PlayState);
}
}
AnimationPlayState CSSAnimation::PlayStateFromJS() const {
// Flush style to ensure that any properties controlling animation state
// (e.g. animation-play-state) are fully updated.
FlushUnanimatedStyle();
return Animation::PlayStateFromJS();
}
bool CSSAnimation::PendingFromJS() const {
// Flush style since, for example, if the animation-play-state was just
// changed its possible we should now be pending.
FlushUnanimatedStyle();
return Animation::PendingFromJS();
}
void CSSAnimation::PlayFromJS(ErrorResult& aRv) {
// Note that flushing style below might trigger calls to
// PlayFromStyle()/PauseFromStyle() on this object.
FlushUnanimatedStyle();
Animation::PlayFromJS(aRv);
if (aRv.Failed()) {
return;
}
AddOverriddenProperties(CSSAnimationProperties::PlayState);
}
void CSSAnimation::PauseFromJS(ErrorResult& aRv) {
Animation::PauseFromJS(aRv);
if (aRv.Failed()) {
return;
}
AddOverriddenProperties(CSSAnimationProperties::PlayState);
}
void CSSAnimation::PlayFromStyle() {
ErrorResult rv;
Animation::Play(rv, Animation::LimitBehavior::Continue);
// play() should not throw when LimitBehavior is Continue
MOZ_ASSERT(!rv.Failed(), "Unexpected exception playing animation");
}
void CSSAnimation::PauseFromStyle() {
ErrorResult rv;
Animation::Pause(rv);
// pause() should only throw when *all* of the following conditions are true:
// - we are in the idle state, and
// - we have a negative playback rate, and
// - we have an infinitely repeating animation
// The first two conditions will never happen under regular style processing
// but could happen if an author made modifications to the Animation object
// and then updated animation-play-state. It's an unusual case and there's
// no obvious way to pass on the exception information so we just silently
// fail for now.
if (rv.Failed()) {
NS_WARNING("Unexpected exception pausing animation - silently failing");
}
}
void CSSAnimation::Tick() {
Animation::Tick();
QueueEvents();
}
bool CSSAnimation::HasLowerCompositeOrderThan(
const CSSAnimation& aOther) const {
MOZ_ASSERT(IsTiedToMarkup() && aOther.IsTiedToMarkup(),
"Should only be called for CSS animations that are sorted "
"as CSS animations (i.e. tied to CSS markup)");
// 0. Object-equality case
if (&aOther == this) {
return false;
}
// 1. Sort by document order
if (!mOwningElement.Equals(aOther.mOwningElement)) {
return mOwningElement.LessThan(
const_cast<CSSAnimation*>(this)->CachedChildIndexRef(),
aOther.mOwningElement,
const_cast<CSSAnimation*>(&aOther)->CachedChildIndexRef());
}
// 2. (Same element and pseudo): Sort by position in animation-name
return mAnimationIndex < aOther.mAnimationIndex;
}
void CSSAnimation::QueueEvents(const StickyTimeDuration& aActiveTime) {
// If the animation is pending, we ignore animation events until we finish
// pending.
if (mPendingState != PendingState::NotPending) {
return;
}
// CSS animations dispatch events at their owning element. This allows
// script to repurpose a CSS animation to target a different element,
// to use a group effect (which has no obvious "target element"), or
// to remove the animation effect altogether whilst still getting
// animation events.
//
// It does mean, however, that for a CSS animation that has no owning
// element (e.g. it was created using the CSSAnimation constructor or
// disassociated from CSS) no events are fired. If it becomes desirable
// for these animations to still fire events we should spec the concept
// of the "original owning element" or "event target" and allow script
// to set it when creating a CSSAnimation object.
if (!mOwningElement.IsSet()) {
return;
}
nsPresContext* presContext = mOwningElement.GetPresContext();
if (!presContext) {
return;
}
uint64_t currentIteration = 0;
ComputedTiming::AnimationPhase currentPhase;
StickyTimeDuration intervalStartTime;
StickyTimeDuration intervalEndTime;
StickyTimeDuration iterationStartTime;
if (!mEffect) {
currentPhase =
GetAnimationPhaseWithoutEffect<ComputedTiming::AnimationPhase>(*this);
if (currentPhase == mPreviousPhase) {
return;
}
} else {
ComputedTiming computedTiming = mEffect->GetComputedTiming();
currentPhase = computedTiming.mPhase;
currentIteration = computedTiming.mCurrentIteration;
if (currentPhase == mPreviousPhase &&
currentIteration == mPreviousIteration) {
return;
}
intervalStartTime = IntervalStartTime(computedTiming.mActiveDuration);
intervalEndTime = IntervalEndTime(computedTiming.mActiveDuration);
uint64_t iterationBoundary = mPreviousIteration > currentIteration
? currentIteration + 1
: currentIteration;
double multiplier = iterationBoundary - computedTiming.mIterationStart;
if (multiplier != 0.0) {
iterationStartTime = computedTiming.mDuration.MultDouble(multiplier);
}
}
TimeStamp startTimeStamp = ElapsedTimeToTimeStamp(intervalStartTime);
TimeStamp endTimeStamp = ElapsedTimeToTimeStamp(intervalEndTime);
TimeStamp iterationTimeStamp = ElapsedTimeToTimeStamp(iterationStartTime);
AutoTArray<AnimationEventInfo, 2> events;
auto appendAnimationEvent = [&](EventMessage aMessage,
const StickyTimeDuration& aElapsedTime,
const TimeStamp& aScheduledEventTimeStamp) {
double elapsedTime = aElapsedTime.ToSeconds();
if (aMessage == eAnimationCancel) {
// 0 is an inappropriate value for this callsite. What we need to do is
// use a single random value for all increasing times reportable.
// That is to say, whenever elapsedTime goes negative (because an
// animation restarts, something rewinds the animation, or otherwise)
// a new random value for the mix-in must be generated.
elapsedTime = nsRFPService::ReduceTimePrecisionAsSecsRFPOnly(
elapsedTime, 0, mRTPCallerType);
}
events.AppendElement(
AnimationEventInfo(mAnimationName, mOwningElement.Target(), aMessage,
elapsedTime, aScheduledEventTimeStamp, this));
};
// Handle cancel event first
if ((mPreviousPhase != AnimationPhase::Idle &&
mPreviousPhase != AnimationPhase::After) &&
currentPhase == AnimationPhase::Idle) {
appendAnimationEvent(eAnimationCancel, aActiveTime,
GetTimelineCurrentTimeAsTimeStamp());
}
switch (mPreviousPhase) {
case AnimationPhase::Idle:
case AnimationPhase::Before:
if (currentPhase == AnimationPhase::Active) {
appendAnimationEvent(eAnimationStart, intervalStartTime,
startTimeStamp);
} else if (currentPhase == AnimationPhase::After) {
appendAnimationEvent(eAnimationStart, intervalStartTime,
startTimeStamp);
appendAnimationEvent(eAnimationEnd, intervalEndTime, endTimeStamp);
}
break;
case AnimationPhase::Active:
if (currentPhase == AnimationPhase::Before) {
appendAnimationEvent(eAnimationEnd, intervalStartTime, startTimeStamp);
} else if (currentPhase == AnimationPhase::Active) {
// The currentIteration must have changed or element we would have
// returned early above.
MOZ_ASSERT(currentIteration != mPreviousIteration);
appendAnimationEvent(eAnimationIteration, iterationStartTime,
iterationTimeStamp);
} else if (currentPhase == AnimationPhase::After) {
appendAnimationEvent(eAnimationEnd, intervalEndTime, endTimeStamp);
}
break;
case AnimationPhase::After:
if (currentPhase == AnimationPhase::Before) {
appendAnimationEvent(eAnimationStart, intervalEndTime, startTimeStamp);
appendAnimationEvent(eAnimationEnd, intervalStartTime, endTimeStamp);
} else if (currentPhase == AnimationPhase::Active) {
appendAnimationEvent(eAnimationStart, intervalEndTime, endTimeStamp);
}
break;
}
mPreviousPhase = currentPhase;
mPreviousIteration = currentIteration;
if (!events.IsEmpty()) {
presContext->AnimationEventDispatcher()->QueueEvents(std::move(events));
}
}
void CSSAnimation::UpdateTiming(SeekFlag aSeekFlag,
SyncNotifyFlag aSyncNotifyFlag) {
if (mNeedsNewAnimationIndexWhenRun &&
PlayState() != AnimationPlayState::Idle) {
mAnimationIndex = sNextAnimationIndex++;
mNeedsNewAnimationIndexWhenRun = false;
}
Animation::UpdateTiming(aSeekFlag, aSyncNotifyFlag);
}
/////////////////////// CSSAnimationKeyframeEffect ////////////////////////
void CSSAnimationKeyframeEffect::GetTiming(EffectTiming& aRetVal) const {
MaybeFlushUnanimatedStyle();
KeyframeEffect::GetTiming(aRetVal);
}
void CSSAnimationKeyframeEffect::GetComputedTimingAsDict(
ComputedEffectTiming& aRetVal) const {
MaybeFlushUnanimatedStyle();
KeyframeEffect::GetComputedTimingAsDict(aRetVal);
}
void CSSAnimationKeyframeEffect::UpdateTiming(
const OptionalEffectTiming& aTiming, ErrorResult& aRv) {
KeyframeEffect::UpdateTiming(aTiming, aRv);
if (aRv.Failed()) {
return;
}
if (CSSAnimation* cssAnimation = GetOwningCSSAnimation()) {
CSSAnimationProperties updatedProperties = CSSAnimationProperties::None;
if (aTiming.mDuration.WasPassed()) {
updatedProperties |= CSSAnimationProperties::Duration;
}
if (aTiming.mIterations.WasPassed()) {
updatedProperties |= CSSAnimationProperties::IterationCount;
}
if (aTiming.mDirection.WasPassed()) {
updatedProperties |= CSSAnimationProperties::Direction;
}
if (aTiming.mDelay.WasPassed()) {
updatedProperties |= CSSAnimationProperties::Delay;
}
if (aTiming.mFill.WasPassed()) {
updatedProperties |= CSSAnimationProperties::FillMode;
}
cssAnimation->AddOverriddenProperties(updatedProperties);
}
}
void CSSAnimationKeyframeEffect::SetKeyframes(JSContext* aContext,
JS::Handle<JSObject*> aKeyframes,
ErrorResult& aRv) {
KeyframeEffect::SetKeyframes(aContext, aKeyframes, aRv);
if (aRv.Failed()) {
return;
}
if (CSSAnimation* cssAnimation = GetOwningCSSAnimation()) {
cssAnimation->AddOverriddenProperties(CSSAnimationProperties::Keyframes);
}
}
void CSSAnimationKeyframeEffect::SetComposite(
const CompositeOperation& aComposite) {
KeyframeEffect::SetComposite(aComposite);
if (CSSAnimation* cssAnimation = GetOwningCSSAnimation()) {
cssAnimation->AddOverriddenProperties(CSSAnimationProperties::Composition);
}
}
void CSSAnimationKeyframeEffect::MaybeFlushUnanimatedStyle() const {
if (!GetOwningCSSAnimation()) {
return;
}
if (dom::Document* doc = GetRenderedDocument()) {
doc->FlushPendingNotifications(
ChangesToFlush(FlushType::Style, false /* flush animations */));
}
}
} // namespace mozilla::dom
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