/src/mozilla-central/dom/animation/PendingAnimationTracker.cpp
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1 | | /* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ |
2 | | /* vim: set ts=8 sts=2 et sw=2 tw=80: */ |
3 | | /* This Source Code Form is subject to the terms of the Mozilla Public |
4 | | * License, v. 2.0. If a copy of the MPL was not distributed with this file, |
5 | | * You can obtain one at http://mozilla.org/MPL/2.0/. */ |
6 | | |
7 | | #include "PendingAnimationTracker.h" |
8 | | |
9 | | #include "mozilla/dom/AnimationTimeline.h" |
10 | | #include "mozilla/dom/Nullable.h" |
11 | | #include "nsIFrame.h" |
12 | | #include "nsIPresShell.h" |
13 | | |
14 | | using mozilla::dom::Nullable; |
15 | | |
16 | | namespace mozilla { |
17 | | |
18 | | NS_IMPL_CYCLE_COLLECTION(PendingAnimationTracker, |
19 | | mPlayPendingSet, |
20 | | mPausePendingSet, |
21 | | mDocument) |
22 | | |
23 | | NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(PendingAnimationTracker, AddRef) |
24 | | NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(PendingAnimationTracker, Release) |
25 | | |
26 | | void |
27 | | PendingAnimationTracker::AddPending(dom::Animation& aAnimation, |
28 | | AnimationSet& aSet) |
29 | 0 | { |
30 | 0 | aSet.PutEntry(&aAnimation); |
31 | 0 |
|
32 | 0 | // Schedule a paint. Otherwise animations that don't trigger a paint by |
33 | 0 | // themselves (e.g. CSS animations with an empty keyframes rule) won't |
34 | 0 | // start until something else paints. |
35 | 0 | EnsurePaintIsScheduled(); |
36 | 0 | } |
37 | | |
38 | | void |
39 | | PendingAnimationTracker::RemovePending(dom::Animation& aAnimation, |
40 | | AnimationSet& aSet) |
41 | 0 | { |
42 | 0 | aSet.RemoveEntry(&aAnimation); |
43 | 0 | } |
44 | | |
45 | | bool |
46 | | PendingAnimationTracker::IsWaiting(const dom::Animation& aAnimation, |
47 | | const AnimationSet& aSet) const |
48 | 0 | { |
49 | 0 | return aSet.Contains(const_cast<dom::Animation*>(&aAnimation)); |
50 | 0 | } |
51 | | |
52 | | void |
53 | | PendingAnimationTracker::TriggerPendingAnimationsOnNextTick(const TimeStamp& |
54 | | aReadyTime) |
55 | 0 | { |
56 | 0 | auto triggerAnimationsAtReadyTime = [aReadyTime](AnimationSet& aAnimationSet) |
57 | 0 | { |
58 | 0 | for (auto iter = aAnimationSet.Iter(); !iter.Done(); iter.Next()) { |
59 | 0 | dom::Animation* animation = iter.Get()->GetKey(); |
60 | 0 | dom::AnimationTimeline* timeline = animation->GetTimeline(); |
61 | 0 |
|
62 | 0 | // If the animation does not have a timeline, just drop it from the map. |
63 | 0 | // The animation will detect that it is not being tracked and will trigger |
64 | 0 | // itself on the next tick where it has a timeline. |
65 | 0 | if (!timeline) { |
66 | 0 | iter.Remove(); |
67 | 0 | continue; |
68 | 0 | } |
69 | 0 | |
70 | 0 | // When the timeline's refresh driver is under test control, its values |
71 | 0 | // have no correspondance to wallclock times so we shouldn't try to |
72 | 0 | // convert aReadyTime (which is a wallclock time) to a timeline value. |
73 | 0 | // Instead, the animation will be started/paused when the refresh driver |
74 | 0 | // is next advanced since this will trigger a call to |
75 | 0 | // TriggerPendingAnimationsNow. |
76 | 0 | if (!timeline->TracksWallclockTime()) { |
77 | 0 | continue; |
78 | 0 | } |
79 | 0 | |
80 | 0 | Nullable<TimeDuration> readyTime = timeline->ToTimelineTime(aReadyTime); |
81 | 0 | animation->TriggerOnNextTick(readyTime); |
82 | 0 |
|
83 | 0 | iter.Remove(); |
84 | 0 | } |
85 | 0 | }; |
86 | 0 |
|
87 | 0 | triggerAnimationsAtReadyTime(mPlayPendingSet); |
88 | 0 | triggerAnimationsAtReadyTime(mPausePendingSet); |
89 | 0 |
|
90 | 0 | mHasPlayPendingGeometricAnimations = mPlayPendingSet.Count() |
91 | 0 | ? CheckState::Indeterminate |
92 | 0 | : CheckState::Absent; |
93 | 0 | } |
94 | | |
95 | | void |
96 | | PendingAnimationTracker::TriggerPendingAnimationsNow() |
97 | 0 | { |
98 | 0 | auto triggerAndClearAnimations = [](AnimationSet& aAnimationSet) { |
99 | 0 | for (auto iter = aAnimationSet.Iter(); !iter.Done(); iter.Next()) { |
100 | 0 | iter.Get()->GetKey()->TriggerNow(); |
101 | 0 | } |
102 | 0 | aAnimationSet.Clear(); |
103 | 0 | }; |
104 | 0 |
|
105 | 0 | triggerAndClearAnimations(mPlayPendingSet); |
106 | 0 | triggerAndClearAnimations(mPausePendingSet); |
107 | 0 |
|
108 | 0 | mHasPlayPendingGeometricAnimations = CheckState::Absent; |
109 | 0 | } |
110 | | |
111 | | void |
112 | | PendingAnimationTracker::MarkAnimationsThatMightNeedSynchronization() |
113 | 0 | { |
114 | 0 | // We only ever set mHasPlayPendingGeometricAnimations to 'present' in |
115 | 0 | // HasPlayPendingGeometricAnimations(). So, if it is 'present' already, |
116 | 0 | // (i.e. before calling HasPlayPendingGeometricAnimations()) we can assume |
117 | 0 | // that this method has already been called for the current set of |
118 | 0 | // play-pending animations and it is not necessary to run again. |
119 | 0 | // |
120 | 0 | // We can't make the same assumption about 'absent', but if this method |
121 | 0 | // was already called and the result was 'absent', then this method is |
122 | 0 | // a no-op anyway so it's ok to run again. |
123 | 0 | // |
124 | 0 | // Note that *without* this optimization, starting animations would become |
125 | 0 | // O(n^2) in that case where each animation is on a different element and |
126 | 0 | // contains a compositor-animatable property since we would end up iterating |
127 | 0 | // over all animations in the play-pending set for each target element. |
128 | 0 | if (mHasPlayPendingGeometricAnimations == CheckState::Present) { |
129 | 0 | return; |
130 | 0 | } |
131 | 0 | |
132 | 0 | if (!HasPlayPendingGeometricAnimations()) { |
133 | 0 | return; |
134 | 0 | } |
135 | 0 | |
136 | 0 | for (auto iter = mPlayPendingSet.Iter(); !iter.Done(); iter.Next()) { |
137 | 0 | iter.Get()->GetKey()->NotifyGeometricAnimationsStartingThisFrame(); |
138 | 0 | } |
139 | 0 | } |
140 | | |
141 | | bool |
142 | | PendingAnimationTracker::HasPlayPendingGeometricAnimations() |
143 | 0 | { |
144 | 0 | if (mHasPlayPendingGeometricAnimations != CheckState::Indeterminate) { |
145 | 0 | return mHasPlayPendingGeometricAnimations == CheckState::Present; |
146 | 0 | } |
147 | 0 | |
148 | 0 | mHasPlayPendingGeometricAnimations = CheckState::Absent; |
149 | 0 | for (auto iter = mPlayPendingSet.ConstIter(); !iter.Done(); iter.Next()) { |
150 | 0 | auto animation = iter.Get()->GetKey(); |
151 | 0 | if (animation->GetEffect() && animation->GetEffect()->AffectsGeometry()) { |
152 | 0 | mHasPlayPendingGeometricAnimations = CheckState::Present; |
153 | 0 | break; |
154 | 0 | } |
155 | 0 | } |
156 | 0 |
|
157 | 0 | return mHasPlayPendingGeometricAnimations == CheckState::Present; |
158 | 0 | } |
159 | | |
160 | | void |
161 | | PendingAnimationTracker::EnsurePaintIsScheduled() |
162 | 0 | { |
163 | 0 | if (!mDocument) { |
164 | 0 | return; |
165 | 0 | } |
166 | 0 | |
167 | 0 | nsIPresShell* presShell = mDocument->GetShell(); |
168 | 0 | if (!presShell) { |
169 | 0 | return; |
170 | 0 | } |
171 | 0 | |
172 | 0 | nsIFrame* rootFrame = presShell->GetRootFrame(); |
173 | 0 | if (!rootFrame) { |
174 | 0 | return; |
175 | 0 | } |
176 | 0 | |
177 | 0 | rootFrame->SchedulePaintWithoutInvalidatingObservers(); |
178 | 0 | } |
179 | | |
180 | | } // namespace mozilla |