/* -*- 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 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& 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(this)->CachedChildIndexRef(), aOther.mOwningElement, const_cast(&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(*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 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 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