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Diffstat (limited to '')
-rw-r--r-- | dom/animation/PendingAnimationTracker.cpp | 193 |
1 files changed, 193 insertions, 0 deletions
diff --git a/dom/animation/PendingAnimationTracker.cpp b/dom/animation/PendingAnimationTracker.cpp new file mode 100644 index 0000000000..9993f0888a --- /dev/null +++ b/dom/animation/PendingAnimationTracker.cpp @@ -0,0 +1,193 @@ +/* -*- 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 "PendingAnimationTracker.h" + +#include "mozilla/PresShell.h" +#include "mozilla/dom/AnimationEffect.h" +#include "mozilla/dom/AnimationTimeline.h" +#include "mozilla/dom/Nullable.h" +#include "nsIFrame.h" +#include "nsTransitionManager.h" // For CSSTransition + +using mozilla::dom::Nullable; + +namespace mozilla { + +NS_IMPL_CYCLE_COLLECTION(PendingAnimationTracker, mPlayPendingSet, + mPausePendingSet, mDocument) + +PendingAnimationTracker::PendingAnimationTracker(dom::Document* aDocument) + : mDocument(aDocument) {} + +void PendingAnimationTracker::AddPending(dom::Animation& aAnimation, + AnimationSet& aSet) { + aSet.Insert(&aAnimation); + + // Schedule a paint. Otherwise animations that don't trigger a paint by + // themselves (e.g. CSS animations with an empty keyframes rule) won't + // start until something else paints. + EnsurePaintIsScheduled(); +} + +void PendingAnimationTracker::RemovePending(dom::Animation& aAnimation, + AnimationSet& aSet) { + aSet.Remove(&aAnimation); +} + +bool PendingAnimationTracker::IsWaiting(const dom::Animation& aAnimation, + const AnimationSet& aSet) const { + return aSet.Contains(const_cast<dom::Animation*>(&aAnimation)); +} + +void PendingAnimationTracker::TriggerPendingAnimationsOnNextTick( + const TimeStamp& aReadyTime) { + auto triggerAnimationsAtReadyTime = [aReadyTime]( + AnimationSet& aAnimationSet) { + for (auto iter = aAnimationSet.begin(), end = aAnimationSet.end(); + iter != end; ++iter) { + dom::Animation* animation = *iter; + dom::AnimationTimeline* timeline = animation->GetTimeline(); + + // If the animation does not have a timeline, just drop it from the map. + // The animation will detect that it is not being tracked and will trigger + // itself on the next tick where it has a timeline. + if (!timeline) { + aAnimationSet.Remove(iter); + continue; + } + + MOZ_ASSERT(timeline->IsMonotonicallyIncreasing(), + "The non-monotonicially-increasing timeline should be in " + "ScrollTimelineAnimationTracker"); + + // When the timeline's refresh driver is under test control, its values + // have no correspondance to wallclock times so we shouldn't try to + // convert aReadyTime (which is a wallclock time) to a timeline value. + // Instead, the animation will be started/paused when the refresh driver + // is next advanced since this will trigger a call to + // TriggerPendingAnimationsNow. + if (!timeline->TracksWallclockTime()) { + continue; + } + + Nullable<TimeDuration> readyTime = timeline->ToTimelineTime(aReadyTime); + animation->TriggerOnNextTick(readyTime); + + aAnimationSet.Remove(iter); + } + }; + + triggerAnimationsAtReadyTime(mPlayPendingSet); + triggerAnimationsAtReadyTime(mPausePendingSet); + + mHasPlayPendingGeometricAnimations = + mPlayPendingSet.Count() ? CheckState::Indeterminate : CheckState::Absent; +} + +void PendingAnimationTracker::TriggerPendingAnimationsNow() { + auto triggerAndClearAnimations = [](AnimationSet& aAnimationSet) { + for (const auto& animation : aAnimationSet) { + animation->TriggerNow(); + } + aAnimationSet.Clear(); + }; + + triggerAndClearAnimations(mPlayPendingSet); + triggerAndClearAnimations(mPausePendingSet); + + mHasPlayPendingGeometricAnimations = CheckState::Absent; +} + +static bool IsTransition(const dom::Animation& aAnimation) { + const dom::CSSTransition* transition = aAnimation.AsCSSTransition(); + return transition && transition->IsTiedToMarkup(); +} + +void PendingAnimationTracker::MarkAnimationsThatMightNeedSynchronization() { + // We only set mHasPlayPendingGeometricAnimations to "present" in this method + // and nowhere else. After setting the state to "present", if there is any + // change to the set of play-pending animations we will reset + // mHasPlayPendingGeometricAnimations to either "indeterminate" or "absent". + // + // As a result, if mHasPlayPendingGeometricAnimations is "present", we can + // assume that this method has already been called for the current set of + // play-pending animations and it is not necessary to run this method again. + // + // If mHasPlayPendingGeometricAnimations is "absent", then we can also skip + // the body of this method since there are no notifications to be sent. + // + // Therefore, the only case we need to be concerned about is the + // "indeterminate" case. For all other cases we can return early. + // + // Note that *without* this optimization, starting animations would become + // O(n^2) in the case where each animation is on a different element and + // contains a compositor-animatable property since we would end up iterating + // over all animations in the play-pending set for each target element. + if (mHasPlayPendingGeometricAnimations != CheckState::Indeterminate) { + return; + } + + // We only synchronize CSS transitions with other CSS transitions (and we only + // synchronize non-transition animations with non-transition animations) + // since typically the author will not trigger both CSS animations and + // CSS transitions simultaneously and expect them to be synchronized. + // + // If we try to synchronize CSS transitions with non-transitions then for some + // content we will end up degrading performance by forcing animations to run + // on the main thread that really don't need to. + + mHasPlayPendingGeometricAnimations = CheckState::Absent; + for (const auto& animation : mPlayPendingSet) { + if (animation->GetEffect() && animation->GetEffect()->AffectsGeometry()) { + mHasPlayPendingGeometricAnimations &= ~CheckState::Absent; + mHasPlayPendingGeometricAnimations |= IsTransition(*animation) + ? CheckState::TransitionsPresent + : CheckState::AnimationsPresent; + + // If we have both transitions and animations we don't need to look any + // further. + if (mHasPlayPendingGeometricAnimations == + (CheckState::TransitionsPresent | CheckState::AnimationsPresent)) { + break; + } + } + } + + if (mHasPlayPendingGeometricAnimations == CheckState::Absent) { + return; + } + + for (const auto& animation : mPlayPendingSet) { + bool isTransition = IsTransition(*animation); + if ((isTransition && + mHasPlayPendingGeometricAnimations & CheckState::TransitionsPresent) || + (!isTransition && + mHasPlayPendingGeometricAnimations & CheckState::AnimationsPresent)) { + animation->NotifyGeometricAnimationsStartingThisFrame(); + } + } +} + +void PendingAnimationTracker::EnsurePaintIsScheduled() { + if (!mDocument) { + return; + } + + PresShell* presShell = mDocument->GetPresShell(); + if (!presShell) { + return; + } + + nsIFrame* rootFrame = presShell->GetRootFrame(); + if (!rootFrame) { + return; + } + + rootFrame->SchedulePaintWithoutInvalidatingObservers(); +} + +} // namespace mozilla |