/* 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/. */ #ifndef nsAnimationManager_h_ #define nsAnimationManager_h_ #include "mozilla/Attributes.h" #include "mozilla/ContentEvents.h" #include "mozilla/EventForwards.h" #include "AnimationCommon.h" #include "mozilla/dom/Animation.h" #include "mozilla/MemoryReporting.h" #include "mozilla/TimeStamp.h" class nsIGlobalObject; class nsStyleContext; namespace mozilla { namespace css { class Declaration; } /* namespace css */ namespace dom { class KeyframeEffectReadOnly; class Promise; } /* namespace dom */ enum class CSSPseudoElementType : uint8_t; struct AnimationEventInfo { RefPtr mElement; RefPtr mAnimation; InternalAnimationEvent mEvent; TimeStamp mTimeStamp; AnimationEventInfo(dom::Element* aElement, CSSPseudoElementType aPseudoType, EventMessage aMessage, const nsSubstring& aAnimationName, const StickyTimeDuration& aElapsedTime, const TimeStamp& aTimeStamp, dom::Animation* aAnimation) : mElement(aElement) , mAnimation(aAnimation) , mEvent(true, aMessage) , mTimeStamp(aTimeStamp) { // XXX Looks like nobody initialize WidgetEvent::time mEvent.mAnimationName = aAnimationName; mEvent.mElapsedTime = aElapsedTime.ToSeconds(); mEvent.mPseudoElement = AnimationCollection::PseudoTypeAsString(aPseudoType); } // InternalAnimationEvent doesn't support copy-construction, so we need // to ourselves in order to work with nsTArray AnimationEventInfo(const AnimationEventInfo& aOther) : mElement(aOther.mElement) , mAnimation(aOther.mAnimation) , mEvent(true, aOther.mEvent.mMessage) , mTimeStamp(aOther.mTimeStamp) { mEvent.AssignAnimationEventData(aOther.mEvent, false); } }; namespace dom { class CSSAnimation final : public Animation { public: explicit CSSAnimation(nsIGlobalObject* aGlobal, const nsSubstring& aAnimationName) : dom::Animation(aGlobal) , mAnimationName(aAnimationName) , mIsStylePaused(false) , mPauseShouldStick(false) , mNeedsNewAnimationIndexWhenRun(false) , mPreviousPhase(ComputedTiming::AnimationPhase::Idle) , mPreviousIteration(0) { // We might need to drop this assertion once we add a script-accessible // constructor but for animations generated from CSS markup the // animation-name should never be empty. MOZ_ASSERT(!mAnimationName.IsEmpty(), "animation-name should not be empty"); } JSObject* WrapObject(JSContext* aCx, JS::Handle aGivenProto) override; CSSAnimation* AsCSSAnimation() override { return this; } const CSSAnimation* AsCSSAnimation() const override { return this; } // CSSAnimation interface void GetAnimationName(nsString& aRetVal) const { aRetVal = mAnimationName; } // Alternative to GetAnimationName that returns a reference to the member // for more efficient internal usage. const nsString& AnimationName() const { return mAnimationName; } // Animation interface overrides virtual Promise* GetReady(ErrorResult& aRv) override; virtual void Play(ErrorResult& aRv, LimitBehavior aLimitBehavior) override; virtual void Pause(ErrorResult& aRv) override; virtual AnimationPlayState PlayStateFromJS() const override; virtual void PlayFromJS(ErrorResult& aRv) override; void PlayFromStyle(); void PauseFromStyle(); void CancelFromStyle() override { // When an animation is disassociated with style it enters an odd state // where its composite order is undefined until it first transitions // out of the idle state. // // Even if the composite order isn't defined we don't want it to be random // in case we need to determine the order to dispatch events associated // with an animation in this state. To solve this we treat the animation as // if it had been added to the end of the global animation list so that // its sort order is defined. We'll update this index again once the // animation leaves the idle state. mAnimationIndex = sNextAnimationIndex++; mNeedsNewAnimationIndexWhenRun = true; Animation::CancelFromStyle(); // We need to do this *after* calling CancelFromStyle() since // CancelFromStyle might synchronously trigger a cancel event for which // we need an owning element to target the event at. mOwningElement = OwningElementRef(); } void Tick() override; void QueueEvents(StickyTimeDuration aActiveTime = StickyTimeDuration()); bool IsStylePaused() const { return mIsStylePaused; } bool HasLowerCompositeOrderThan(const CSSAnimation& aOther) const; void SetAnimationIndex(uint64_t aIndex) { MOZ_ASSERT(IsTiedToMarkup()); if (IsRelevant() && mAnimationIndex != aIndex) { nsNodeUtils::AnimationChanged(this); PostUpdate(); } mAnimationIndex = aIndex; } // Sets the owning element which is used for determining the composite // order of CSSAnimation objects generated from CSS markup. // // @see mOwningElement void SetOwningElement(const OwningElementRef& aElement) { mOwningElement = aElement; } // True for animations that are generated from CSS markup and continue to // reflect changes to that markup. bool IsTiedToMarkup() const { return mOwningElement.IsSet(); } void MaybeQueueCancelEvent(StickyTimeDuration aActiveTime) override { QueueEvents(aActiveTime); } protected: virtual ~CSSAnimation() { MOZ_ASSERT(!mOwningElement.IsSet(), "Owning element should be cleared " "before a CSS animation is destroyed"); } // Animation overrides void UpdateTiming(SeekFlag aSeekFlag, SyncNotifyFlag aSyncNotifyFlag) override; // Returns the duration from the start of the animation's source effect's // active interval to the point where the animation actually begins playback. // This is zero unless the animation's source effect has a negative delay in // which case it is the absolute value of that delay. // This is used for setting the elapsedTime member of CSS AnimationEvents. TimeDuration InitialAdvance() const { return mEffect ? std::max(TimeDuration(), mEffect->SpecifiedTiming().mDelay * -1) : TimeDuration(); } nsString mAnimationName; // The (pseudo-)element whose computed animation-name refers to this // animation (if any). // // This is used for determining the relative composite order of animations // generated from CSS markup. // // Typically this will be the same as the target element of the keyframe // effect associated with this animation. However, it can differ in the // following circumstances: // // a) If script removes or replaces the effect of this animation, // b) If this animation is cancelled (e.g. by updating the // animation-name property or removing the owning element from the // document), // c) If this object is generated from script using the CSSAnimation // constructor. // // For (b) and (c) the owning element will return !IsSet(). OwningElementRef mOwningElement; // When combining animation-play-state with play() / pause() the following // behavior applies: // 1. pause() is sticky and always overrides the underlying // animation-play-state // 2. If animation-play-state is 'paused', play() will temporarily override // it until animation-play-state next becomes 'running'. // 3. Calls to play() trigger finishing behavior but setting the // animation-play-state to 'running' does not. // // This leads to five distinct states: // // A. Running // B. Running and temporarily overriding animation-play-state: paused // C. Paused and sticky overriding animation-play-state: running // D. Paused and sticky overriding animation-play-state: paused // E. Paused by animation-play-state // // C and D may seem redundant but they differ in how to respond to the // sequence: call play(), set animation-play-state: paused. // // C will transition to A then E leaving the animation paused. // D will transition to B then B leaving the animation running. // // A state transition chart is as follows: // // A | B | C | D | E // --------------------------- // play() A | B | A | B | B // pause() C | D | C | D | D // 'running' A | A | C | C | A // 'paused' E | B | D | D | E // // The base class, Animation already provides a boolean value, // mIsPaused which gives us two states. To this we add a further two booleans // to represent the states as follows. // // A. Running // (!mIsPaused; !mIsStylePaused; !mPauseShouldStick) // B. Running and temporarily overriding animation-play-state: paused // (!mIsPaused; mIsStylePaused; !mPauseShouldStick) // C. Paused and sticky overriding animation-play-state: running // (mIsPaused; !mIsStylePaused; mPauseShouldStick) // D. Paused and sticky overriding animation-play-state: paused // (mIsPaused; mIsStylePaused; mPauseShouldStick) // E. Paused by animation-play-state // (mIsPaused; mIsStylePaused; !mPauseShouldStick) // // (That leaves 3 combinations of the boolean values that we never set because // they don't represent valid states.) bool mIsStylePaused; bool mPauseShouldStick; // When true, indicates that when this animation next leaves the idle state, // its animation index should be updated. bool mNeedsNewAnimationIndexWhenRun; // Phase and current iteration from the previous time we queued events. // This is used to determine what new events to dispatch. ComputedTiming::AnimationPhase mPreviousPhase; uint64_t mPreviousIteration; }; } /* namespace dom */ template <> struct AnimationTypeTraits { static nsIAtom* ElementPropertyAtom() { return nsGkAtoms::animationsProperty; } static nsIAtom* BeforePropertyAtom() { return nsGkAtoms::animationsOfBeforeProperty; } static nsIAtom* AfterPropertyAtom() { return nsGkAtoms::animationsOfAfterProperty; } }; } /* namespace mozilla */ class nsAnimationManager final : public mozilla::CommonAnimationManager { public: explicit nsAnimationManager(nsPresContext *aPresContext) : mozilla::CommonAnimationManager(aPresContext) { } NS_INLINE_DECL_CYCLE_COLLECTING_NATIVE_REFCOUNTING(nsAnimationManager) NS_DECL_CYCLE_COLLECTION_NATIVE_CLASS(nsAnimationManager) typedef mozilla::AnimationCollection CSSAnimationCollection; typedef nsTArray> OwningCSSAnimationPtrArray; /** * Update the set of animations on |aElement| based on |aStyleContext|. * If necessary, this will notify the corresponding EffectCompositor so * that it can update its animation rule. * * aStyleContext may be a style context for aElement or for its * :before or :after pseudo-element. */ void UpdateAnimations(nsStyleContext* aStyleContext, mozilla::dom::Element* aElement); /** * Add a pending event. */ void QueueEvent(mozilla::AnimationEventInfo&& aEventInfo) { mEventDispatcher.QueueEvent( mozilla::Forward(aEventInfo)); } /** * Dispatch any pending events. We accumulate animationend and * animationiteration events only during refresh driver notifications * (and dispatch them at the end of such notifications), but we * accumulate animationstart events at other points when style * contexts are created. */ void DispatchEvents() { RefPtr kungFuDeathGrip(this); mEventDispatcher.DispatchEvents(mPresContext); } void SortEvents() { mEventDispatcher.SortEvents(); } void ClearEventQueue() { mEventDispatcher.ClearEventQueue(); } // Stop animations on the element. This method takes the real element // rather than the element for the generated content for animations on // ::before and ::after. void StopAnimationsForElement(mozilla::dom::Element* aElement, mozilla::CSSPseudoElementType aPseudoType); protected: ~nsAnimationManager() override = default; private: void BuildAnimations(nsStyleContext* aStyleContext, mozilla::dom::Element* aTarget, CSSAnimationCollection* aCollection, OwningCSSAnimationPtrArray& aAnimations); mozilla::DelayedEventDispatcher mEventDispatcher; }; #endif /* !defined(nsAnimationManager_h_) */