Beispiel #1
0
nsIStyleRule*
CommonAnimationManager::GetAnimationRule(mozilla::dom::Element* aElement,
                                         nsCSSPseudoElements::Type aPseudoType)
{
  MOZ_ASSERT(
    aPseudoType == nsCSSPseudoElements::ePseudo_NotPseudoElement ||
    aPseudoType == nsCSSPseudoElements::ePseudo_before ||
    aPseudoType == nsCSSPseudoElements::ePseudo_after,
    "forbidden pseudo type");

  if (!mPresContext->IsDynamic()) {
    // For print or print preview, ignore animations.
    return nullptr;
  }

  AnimationCollection* collection =
    GetAnimationCollection(aElement, aPseudoType, false /* aCreateIfNeeded */);
  if (!collection) {
    return nullptr;
  }

  RestyleManager* restyleManager = mPresContext->RestyleManager();
  if (restyleManager->SkipAnimationRules()) {
    return nullptr;
  }

  collection->EnsureStyleRuleFor(
    mPresContext->RefreshDriver()->MostRecentRefresh());

  return collection->mStyleRule;
}
Beispiel #2
0
void
Animation::Tick()
{
  // Since we are not guaranteed to get only one call per refresh driver tick,
  // it's possible that mPendingReadyTime is set to a time in the future.
  // In that case, we should wait until the next refresh driver tick before
  // resuming.
  if (mPendingState != PendingState::NotPending &&
      !mPendingReadyTime.IsNull() &&
      mTimeline &&
      !mTimeline->GetCurrentTime().IsNull() &&
      mPendingReadyTime.Value() <= mTimeline->GetCurrentTime().Value()) {
    FinishPendingAt(mPendingReadyTime.Value());
    mPendingReadyTime.SetNull();
  }

  if (IsPossiblyOrphanedPendingAnimation()) {
    MOZ_ASSERT(mTimeline && !mTimeline->GetCurrentTime().IsNull(),
               "Orphaned pending animtaions should have an active timeline");
    FinishPendingAt(mTimeline->GetCurrentTime().Value());
  }

  UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);

  // FIXME: Detect the no-change case and don't request a restyle at all
  // FIXME: Detect changes to IsPlaying() state and request RestyleType::Layer
  //        so that layers get updated immediately
  AnimationCollection* collection = GetCollection();
  if (collection) {
    collection->RequestRestyle(CanThrottle() ?
      AnimationCollection::RestyleType::Throttled :
      AnimationCollection::RestyleType::Standard);
  }
}
Beispiel #3
0
void
Animation::PostUpdate()
{
  AnimationCollection* collection = GetCollection();
  if (collection) {
    collection->RequestRestyle(AnimationCollection::RestyleType::Layer);
  }
}
Beispiel #4
0
void
Animation::PostUpdate()
{
  AnimationCollection* collection = GetCollection();
  if (collection) {
    collection->NotifyAnimationUpdated();
  }
}
void
CommonAnimationManager::RemoveAllElementCollections()
{
  while (!PR_CLIST_IS_EMPTY(&mElementCollections)) {
    AnimationCollection* head =
      static_cast<AnimationCollection*>(PR_LIST_HEAD(&mElementCollections));
    head->Destroy();
  }
}
void
CommonAnimationManager::ClearIsRunningOnCompositor(const nsIFrame* aFrame,
        nsCSSProperty aProperty)
{
    AnimationCollection* collection = GetAnimationCollection(aFrame);
    if (collection) {
        collection->ClearIsRunningOnCompositor(aProperty);
    }
}
Beispiel #7
0
void
CommonAnimationManager::NotifyCollectionUpdated(AnimationCollection&
                                                  aCollection)
{
  MaybeStartObservingRefreshDriver();
  mPresContext->ClearLastStyleUpdateForAllAnimations();
  mPresContext->RestyleManager()->IncrementAnimationGeneration();
  aCollection.UpdateAnimationGeneration(mPresContext);
  aCollection.PostRestyleForAnimation(mPresContext);
}
AnimationCollection*
CommonAnimationManager::GetAnimationsForCompositor(const nsIFrame* aFrame,
        nsCSSProperty aProperty)
{
    AnimationCollection* collection = GetAnimationCollection(aFrame);
    if (!collection ||
            !collection->HasCurrentAnimationOfProperty(aProperty) ||
            !collection->CanPerformOnCompositorThread(
                AnimationCollection::CanAnimate_AllowPartial)) {
        return nullptr;
    }

    // This animation can be done on the compositor.
    return collection;
}
void
nsAnimationManager::StopAnimationsForElement(
  mozilla::dom::Element* aElement,
  nsCSSPseudoElements::Type aPseudoType)
{
  MOZ_ASSERT(aElement);
  AnimationCollection* collection =
    GetAnimations(aElement, aPseudoType, false);
  if (!collection) {
    return;
  }

  nsAutoAnimationMutationBatch mb(aElement->OwnerDoc());
  collection->Destroy();
}
Actor::Actor(const Point& position, const AnimationCollection& animations, const String& currentAnimation):
	animations_(animations), currAnimation_(currentAnimation),
	rect_(position, animations.animation(currentAnimation).size()),
	updater_(std::bind(&Actor::updatedFrameFromCurrentAnimation, this, std::placeholders::_1, std::placeholders::_2))
	{
	ASSERT(!currAnimation_.empty(), "current animation name is empty");
	}
Beispiel #11
0
void
CommonAnimationManager::AddStyleUpdatesTo(RestyleTracker& aTracker)
{
  TimeStamp now = mPresContext->RefreshDriver()->MostRecentRefresh();

  for (AnimationCollection* collection = mElementCollections.getFirst();
       collection; collection = collection->getNext()) {
    collection->EnsureStyleRuleFor(now);

    dom::Element* elementToRestyle = collection->GetElementToRestyle();
    if (elementToRestyle) {
      nsRestyleHint rshint = collection->IsForTransitions()
        ? eRestyle_CSSTransitions : eRestyle_CSSAnimations;
      aTracker.AddPendingRestyle(elementToRestyle, rshint, nsChangeHint(0));
    }
  }
}
Beispiel #12
0
void
CommonAnimationManager::FlushAnimations()
{
  TimeStamp now = mPresContext->RefreshDriver()->MostRecentRefresh();
  for (AnimationCollection* collection = mElementCollections.getFirst();
       collection; collection = collection->getNext()) {
    if (collection->mStyleRuleRefreshTime == now) {
      continue;
    }

    MOZ_ASSERT(collection->mElement->GetComposedDoc() ==
                 mPresContext->Document(),
               "Should not have a transition/animation collection for an "
               "element that is not part of the document tree");

    collection->RequestRestyle(AnimationCollection::RestyleType::Standard);
  }
}
Beispiel #13
0
AnimationCollection*
CommonAnimationManager::GetAnimationsForCompositor(nsIContent* aContent,
                                                   nsIAtom* aElementProperty,
                                                   nsCSSProperty aProperty)
{
  if (!aContent->MayHaveAnimations())
    return nullptr;

  AnimationCollection* collection =
    static_cast<AnimationCollection*>(aContent->GetProperty(aElementProperty));
  if (!collection ||
      !collection->HasAnimationOfProperty(aProperty) ||
      !collection->CanPerformOnCompositorThread(
        AnimationCollection::CanAnimate_AllowPartial)) {
    return nullptr;
  }

  // This animation can be done on the compositor.
  return collection;
}
Beispiel #14
0
void
CommonAnimationManager::AddStyleUpdatesTo(RestyleTracker& aTracker)
{
  TimeStamp now = mPresContext->RefreshDriver()->MostRecentRefresh();

  PRCList* next = PR_LIST_HEAD(&mElementCollections);
  while (next != &mElementCollections) {
    AnimationCollection* collection = static_cast<AnimationCollection*>(next);
    next = PR_NEXT_LINK(next);

    collection->EnsureStyleRuleFor(now);

    dom::Element* elementToRestyle = collection->GetElementToRestyle();
    if (elementToRestyle) {
      nsRestyleHint rshint = collection->IsForTransitions()
        ? eRestyle_CSSTransitions : eRestyle_CSSAnimations;
      aTracker.AddPendingRestyle(elementToRestyle, rshint, nsChangeHint(0));
    }
  }
}
void
CommonAnimationManager::FlushAnimations(FlushFlags aFlags)
{
  TimeStamp now = mPresContext->RefreshDriver()->MostRecentRefresh();
  for (AnimationCollection* collection = mElementCollections.getFirst();
       collection; collection = collection->getNext()) {
    if (collection->mStyleRuleRefreshTime == now) {
      continue;
    }

    if (aFlags == Cannot_Throttle) {
      collection->RequestRestyle(AnimationCollection::RestyleType::Standard);
    }

    nsAutoAnimationMutationBatch mb(collection->mElement);
    collection->Tick();
  }

  MaybeStartOrStopObservingRefreshDriver();
}
Beispiel #16
0
void
CommonAnimationManager::FlushAnimations(FlushFlags aFlags)
{
  TimeStamp now = mPresContext->RefreshDriver()->MostRecentRefresh();
  for (PRCList *l = PR_LIST_HEAD(&mElementCollections);
       l != &mElementCollections;
       l = PR_NEXT_LINK(l)) {
    AnimationCollection* collection = static_cast<AnimationCollection*>(l);

    if (collection->mStyleRuleRefreshTime == now) {
      continue;
    }

    if (aFlags == Cannot_Throttle) {
      collection->RequestRestyle(AnimationCollection::RestyleType::Standard);
    }

    nsAutoAnimationMutationBatch mb(collection->mElement);
    collection->Tick();
  }

  MaybeStartOrStopObservingRefreshDriver();
}
void
nsAnimationManager::FlushAnimations(FlushFlags aFlags)
{
  TimeStamp now = mPresContext->RefreshDriver()->MostRecentRefresh();
  bool didThrottle = false;
  for (PRCList *l = PR_LIST_HEAD(&mElementCollections);
       l != &mElementCollections;
       l = PR_NEXT_LINK(l)) {
    AnimationCollection* collection = static_cast<AnimationCollection*>(l);

    nsAutoAnimationMutationBatch mb(collection->mElement);

    collection->Tick();
    bool canThrottleTick = aFlags == Can_Throttle &&
      collection->CanPerformOnCompositorThread(
        AnimationCollection::CanAnimateFlags(0)) &&
      collection->CanThrottleAnimation(now);

    nsRefPtr<css::AnimValuesStyleRule> oldStyleRule = collection->mStyleRule;
    UpdateStyleAndEvents(collection, now, canThrottleTick
                                          ? EnsureStyleRule_IsThrottled
                                          : EnsureStyleRule_IsNotThrottled);
    if (oldStyleRule != collection->mStyleRule) {
      collection->PostRestyleForAnimation(mPresContext);
    } else {
      didThrottle = true;
    }
  }

  if (didThrottle) {
    mPresContext->Document()->SetNeedStyleFlush();
  }

  MaybeStartOrStopObservingRefreshDriver();

  DispatchEvents(); // may destroy us
}
Beispiel #18
0
void
Animation::Tick()
{
  // Finish pending if we have a pending ready time, but only if we also
  // have an active timeline.
  if (mPendingState != PendingState::NotPending &&
      !mPendingReadyTime.IsNull() &&
      mTimeline &&
      !mTimeline->GetCurrentTime().IsNull()) {
    // Even though mPendingReadyTime is initialized using TimeStamp::Now()
    // during the *previous* tick of the refresh driver, it can still be
    // ahead of the *current* timeline time when we are using the
    // vsync timer so we need to clamp it to the timeline time.
    mPendingReadyTime.SetValue(std::min(mTimeline->GetCurrentTime().Value(),
                                        mPendingReadyTime.Value()));
    FinishPendingAt(mPendingReadyTime.Value());
    mPendingReadyTime.SetNull();
  }

  if (IsPossiblyOrphanedPendingAnimation()) {
    MOZ_ASSERT(mTimeline && !mTimeline->GetCurrentTime().IsNull(),
               "Orphaned pending animtaions should have an active timeline");
    FinishPendingAt(mTimeline->GetCurrentTime().Value());
  }

  UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async);

  // FIXME: Detect the no-change case and don't request a restyle at all
  // FIXME: Detect changes to IsPlaying() state and request RestyleType::Layer
  //        so that layers get updated immediately
  AnimationCollection* collection = GetCollection();
  if (collection) {
    collection->RequestRestyle(CanThrottle() ?
      AnimationCollection::RestyleType::Throttled :
      AnimationCollection::RestyleType::Standard);
  }
}
nsIStyleRule*
nsAnimationManager::CheckAnimationRule(nsStyleContext* aStyleContext,
                                       mozilla::dom::Element* aElement)
{
  if (!mPresContext->IsDynamic()) {
    // For print or print preview, ignore animations.
    return nullptr;
  }

  // Everything that causes our animation data to change triggers a
  // style change, which in turn triggers a non-animation restyle.
  // Likewise, when we initially construct frames, we're not in a
  // style change, but also not in an animation restyle.

  const nsStyleDisplay* disp = aStyleContext->StyleDisplay();
  AnimationCollection* collection =
    GetAnimations(aElement, aStyleContext->GetPseudoType(), false);
  if (!collection &&
      disp->mAnimationNameCount == 1 &&
      disp->mAnimations[0].GetName().IsEmpty()) {
    return nullptr;
  }

  nsAutoAnimationMutationBatch mb(aElement);

  // build the animations list
  dom::DocumentTimeline* timeline = aElement->OwnerDoc()->Timeline();
  AnimationPtrArray newAnimations;
  if (!aStyleContext->IsInDisplayNoneSubtree()) {
    BuildAnimations(aStyleContext, aElement, timeline, newAnimations);
  }

  if (newAnimations.IsEmpty()) {
    if (collection) {
      // There might be transitions that run now that animations don't
      // override them.
      mPresContext->TransitionManager()->
        UpdateCascadeResultsWithAnimationsToBeDestroyed(collection);

      collection->Destroy();
    }
    return nullptr;
  }

  if (collection) {
    collection->mStyleRule = nullptr;
    collection->mStyleRuleRefreshTime = TimeStamp();
    collection->UpdateAnimationGeneration(mPresContext);

    // Copy over the start times and (if still paused) pause starts
    // for each animation (matching on name only) that was also in the
    // old list of animations.
    // This means that we honor dynamic changes, which isn't what the
    // spec says to do, but WebKit seems to honor at least some of
    // them.  See
    // http://lists.w3.org/Archives/Public/www-style/2011Apr/0079.html
    // In order to honor what the spec said, we'd copy more data over
    // (or potentially optimize BuildAnimations to avoid rebuilding it
    // in the first place).
    if (!collection->mAnimations.IsEmpty()) {

      for (size_t newIdx = newAnimations.Length(); newIdx-- != 0;) {
        Animation* newAnim = newAnimations[newIdx];

        // Find the matching animation with this name in the old list
        // of animations.  We iterate through both lists in a backwards
        // direction which means that if there are more animations in
        // the new list of animations with a given name than in the old
        // list, it will be the animations towards the of the beginning of
        // the list that do not match and are treated as new animations.
        nsRefPtr<CSSAnimation> oldAnim;
        size_t oldIdx = collection->mAnimations.Length();
        while (oldIdx-- != 0) {
          CSSAnimation* a = collection->mAnimations[oldIdx]->AsCSSAnimation();
          MOZ_ASSERT(a, "All animations in the CSS Animation collection should"
                        " be CSSAnimation objects");
          if (a->Name() == newAnim->Name()) {
            oldAnim = a;
            break;
          }
        }
        if (!oldAnim) {
          continue;
        }

        bool animationChanged = false;

        // Update the old from the new so we can keep the original object
        // identity (and any expando properties attached to it).
        if (oldAnim->GetEffect() && newAnim->GetEffect()) {
          KeyframeEffectReadOnly* oldEffect = oldAnim->GetEffect();
          KeyframeEffectReadOnly* newEffect = newAnim->GetEffect();
          animationChanged =
            oldEffect->Timing() != newEffect->Timing() ||
            oldEffect->Properties() != newEffect->Properties();
          oldEffect->Timing() = newEffect->Timing();
          oldEffect->Properties() = newEffect->Properties();
        }

        // Reset compositor state so animation will be re-synchronized.
        oldAnim->ClearIsRunningOnCompositor();

        // Handle changes in play state. If the animation is idle, however,
        // changes to animation-play-state should *not* restart it.
        if (oldAnim->PlayState() != AnimationPlayState::Idle) {
          // CSSAnimation takes care of override behavior so that,
          // for example, if the author has called pause(), that will
          // override the animation-play-state.
          // (We should check newAnim->IsStylePaused() but that requires
          //  downcasting to CSSAnimation and we happen to know that
          //  newAnim will only ever be paused by calling PauseFromStyle
          //  making IsPausedOrPausing synonymous in this case.)
          if (!oldAnim->IsStylePaused() && newAnim->IsPausedOrPausing()) {
            oldAnim->PauseFromStyle();
            animationChanged = true;
          } else if (oldAnim->IsStylePaused() &&
                    !newAnim->IsPausedOrPausing()) {
            oldAnim->PlayFromStyle();
            animationChanged = true;
          }
        }

        if (animationChanged) {
          nsNodeUtils::AnimationChanged(oldAnim);
        }

        // Replace new animation with the (updated) old one and remove the
        // old one from the array so we don't try to match it any more.
        //
        // Although we're doing this while iterating this is safe because
        // we're not changing the length of newAnimations and we've finished
        // iterating over the list of old iterations.
        newAnim->CancelFromStyle();
        newAnim = nullptr;
        newAnimations.ReplaceElementAt(newIdx, oldAnim);
        collection->mAnimations.RemoveElementAt(oldIdx);

        // We've touched the old animation's timing properties, so this
        // could update the old animation's relevance.
        oldAnim->UpdateRelevance();
      }
    }
  } else {
    collection =
      GetAnimations(aElement, aStyleContext->GetPseudoType(), true);
  }
  collection->mAnimations.SwapElements(newAnimations);
  collection->mNeedsRefreshes = true;
  collection->Tick();

  // Cancel removed animations
  for (size_t newAnimIdx = newAnimations.Length(); newAnimIdx-- != 0; ) {
    newAnimations[newAnimIdx]->CancelFromStyle();
  }

  UpdateCascadeResults(aStyleContext, collection);

  TimeStamp refreshTime = mPresContext->RefreshDriver()->MostRecentRefresh();
  UpdateStyleAndEvents(collection, refreshTime,
                       EnsureStyleRule_IsNotThrottled);
  // We don't actually dispatch the mPendingEvents now.  We'll either
  // dispatch them the next time we get a refresh driver notification
  // or the next time somebody calls
  // nsPresShell::FlushPendingNotifications.
  if (!mPendingEvents.IsEmpty()) {
    mPresContext->Document()->SetNeedStyleFlush();
  }

  return GetAnimationRule(aElement, aStyleContext->GetPseudoType());
}
Texture Actor::updatedFrameFromCurrentAnimation(AnimationCollection& animations, std::chrono::milliseconds elapsed)
	{
	auto& currAnim = animations.animation(currAnimation_);
	currAnim.update(elapsed);
	return currAnim.currentFrame();
	}
nsIStyleRule*
nsAnimationManager::CheckAnimationRule(nsStyleContext* aStyleContext,
                                       mozilla::dom::Element* aElement)
{
  // Ignore animations for print or print preview, and for elements
  // that are not attached to the document tree.
  if (!mPresContext->IsDynamic() || !aElement->IsInComposedDoc()) {
    return nullptr;
  }

  // Everything that causes our animation data to change triggers a
  // style change, which in turn triggers a non-animation restyle.
  // Likewise, when we initially construct frames, we're not in a
  // style change, but also not in an animation restyle.

  const nsStyleDisplay* disp = aStyleContext->StyleDisplay();
  AnimationCollection* collection =
    GetAnimationCollection(aElement,
                           aStyleContext->GetPseudoType(),
                           false /* aCreateIfNeeded */);
  if (!collection &&
      disp->mAnimationNameCount == 1 &&
      disp->mAnimations[0].GetName().IsEmpty()) {
    return nullptr;
  }

  nsAutoAnimationMutationBatch mb(aElement->OwnerDoc());

  // build the animations list
  dom::DocumentTimeline* timeline = aElement->OwnerDoc()->Timeline();
  AnimationPtrArray newAnimations;
  if (!aStyleContext->IsInDisplayNoneSubtree()) {
    BuildAnimations(aStyleContext, aElement, timeline, newAnimations);
  }

  if (newAnimations.IsEmpty()) {
    if (collection) {
      collection->Destroy();
    }
    return nullptr;
  }

  if (collection) {
    collection->mStyleRuleRefreshTime = TimeStamp();
    EffectSet* effectSet =
      EffectSet::GetEffectSet(aElement, aStyleContext->GetPseudoType());
    if (effectSet) {
      effectSet->UpdateAnimationGeneration(mPresContext);
    }

    // Copy over the start times and (if still paused) pause starts
    // for each animation (matching on name only) that was also in the
    // old list of animations.
    // This means that we honor dynamic changes, which isn't what the
    // spec says to do, but WebKit seems to honor at least some of
    // them.  See
    // http://lists.w3.org/Archives/Public/www-style/2011Apr/0079.html
    // In order to honor what the spec said, we'd copy more data over
    // (or potentially optimize BuildAnimations to avoid rebuilding it
    // in the first place).
    if (!collection->mAnimations.IsEmpty()) {

      for (size_t newIdx = newAnimations.Length(); newIdx-- != 0;) {
        Animation* newAnim = newAnimations[newIdx];

        // Find the matching animation with this name in the old list
        // of animations.  We iterate through both lists in a backwards
        // direction which means that if there are more animations in
        // the new list of animations with a given name than in the old
        // list, it will be the animations towards the of the beginning of
        // the list that do not match and are treated as new animations.
        RefPtr<CSSAnimation> oldAnim;
        size_t oldIdx = collection->mAnimations.Length();
        while (oldIdx-- != 0) {
          CSSAnimation* a = collection->mAnimations[oldIdx]->AsCSSAnimation();
          MOZ_ASSERT(a, "All animations in the CSS Animation collection should"
                        " be CSSAnimation objects");
          if (a->AnimationName() ==
              newAnim->AsCSSAnimation()->AnimationName()) {
            oldAnim = a;
            break;
          }
        }
        if (!oldAnim) {
          // FIXME: Bug 1134163 - We shouldn't queue animationstart events
          // until the animation is actually ready to run. However, we
          // currently have some tests that assume that these events are
          // dispatched within the same tick as the animation is added
          // so we need to queue up any animationstart events from newly-created
          // animations.
          newAnim->AsCSSAnimation()->QueueEvents();
          continue;
        }

        bool animationChanged = false;

        // Update the old from the new so we can keep the original object
        // identity (and any expando properties attached to it).
        if (oldAnim->GetEffect() && newAnim->GetEffect()) {
          KeyframeEffectReadOnly* oldEffect = oldAnim->GetEffect();
          KeyframeEffectReadOnly* newEffect = newAnim->GetEffect();
          animationChanged =
            oldEffect->Timing() != newEffect->Timing() ||
            oldEffect->Properties() != newEffect->Properties();
          oldEffect->SetTiming(newEffect->Timing());

          // To preserve the mIsRunningOnCompositor value on each property,
          // we copy it from the old effect to the new effect since, in the
          // following step, we will completely clobber the properties on the
          // old effect with the values on the new effect.
          CopyIsRunningOnCompositor(*oldEffect, *newEffect);
          oldEffect->Properties() = newEffect->Properties();
        }

        // Handle changes in play state. If the animation is idle, however,
        // changes to animation-play-state should *not* restart it.
        if (oldAnim->PlayState() != AnimationPlayState::Idle) {
          // CSSAnimation takes care of override behavior so that,
          // for example, if the author has called pause(), that will
          // override the animation-play-state.
          // (We should check newAnim->IsStylePaused() but that requires
          //  downcasting to CSSAnimation and we happen to know that
          //  newAnim will only ever be paused by calling PauseFromStyle
          //  making IsPausedOrPausing synonymous in this case.)
          if (!oldAnim->IsStylePaused() && newAnim->IsPausedOrPausing()) {
            oldAnim->PauseFromStyle();
            animationChanged = true;
          } else if (oldAnim->IsStylePaused() &&
                    !newAnim->IsPausedOrPausing()) {
            oldAnim->PlayFromStyle();
            animationChanged = true;
          }
        }

        oldAnim->CopyAnimationIndex(*newAnim->AsCSSAnimation());

        // Updating the effect timing above might already have caused the
        // animation to become irrelevant so only add a changed record if
        // the animation is still relevant.
        if (animationChanged && oldAnim->IsRelevant()) {
          nsNodeUtils::AnimationChanged(oldAnim);
        }

        // Replace new animation with the (updated) old one and remove the
        // old one from the array so we don't try to match it any more.
        //
        // Although we're doing this while iterating this is safe because
        // we're not changing the length of newAnimations and we've finished
        // iterating over the list of old iterations.
        newAnim->CancelFromStyle();
        newAnim = nullptr;
        newAnimations.ReplaceElementAt(newIdx, oldAnim);
        collection->mAnimations.RemoveElementAt(oldIdx);
      }
    }
  } else {
    collection = GetAnimationCollection(aElement,
                                        aStyleContext->GetPseudoType(),
                                        true /* aCreateIfNeeded */);
    for (Animation* animation : newAnimations) {
      // FIXME: Bug 1134163 - As above, we have shouldn't actually need to
      // queue events here. (But we do for now since some tests expect
      // animationstart events to be dispatched immediately.)
      animation->AsCSSAnimation()->QueueEvents();
    }
  }
  collection->mAnimations.SwapElements(newAnimations);
  collection->mStyleChanging = true;

  // Cancel removed animations
  for (size_t newAnimIdx = newAnimations.Length(); newAnimIdx-- != 0; ) {
    newAnimations[newAnimIdx]->CancelFromStyle();
  }

  EffectCompositor::UpdateCascadeResults(aElement,
                                         aStyleContext->GetPseudoType(),
                                         aStyleContext);

  TimeStamp refreshTime = mPresContext->RefreshDriver()->MostRecentRefresh();
  collection->EnsureStyleRuleFor(refreshTime);
  // We don't actually dispatch the pending events now.  We'll either
  // dispatch them the next time we get a refresh driver notification
  // or the next time somebody calls
  // nsPresShell::FlushPendingNotifications.
  if (mEventDispatcher.HasQueuedEvents()) {
    mPresContext->Document()->SetNeedStyleFlush();
  }

  return GetAnimationRule(aElement, aStyleContext->GetPseudoType());
}
/* static */ void
EffectCompositor::UpdateCascadeResults(EffectSet& aEffectSet,
                                       Element* aElement,
                                       nsCSSPseudoElements::Type aPseudoType,
                                       nsStyleContext* aStyleContext)
{
  MOZ_ASSERT(EffectSet::GetEffectSet(aElement, aPseudoType) == &aEffectSet,
             "Effect set should correspond to the specified (pseudo-)element");
  if (aEffectSet.IsEmpty()) {
    aEffectSet.MarkCascadeUpdated();
    return;
  }

  // Get a list of effects sorted by composite order.
  nsTArray<KeyframeEffectReadOnly*> sortedEffectList;
  for (KeyframeEffectReadOnly* effect : aEffectSet) {
    sortedEffectList.AppendElement(effect);
  }
  sortedEffectList.Sort(EffectCompositeOrderComparator());

  // Get properties that override the *animations* level of the cascade.
  //
  // We only do this for properties that we can animate on the compositor
  // since we will apply other properties on the main thread where the usual
  // cascade applies.
  nsCSSPropertySet overriddenProperties;
  if (aStyleContext) {
    GetOverriddenProperties(aStyleContext, aEffectSet, overriddenProperties);
  }

  bool changed = false;
  nsCSSPropertySet animatedProperties;

  // Iterate from highest to lowest composite order.
  for (KeyframeEffectReadOnly* effect : Reversed(sortedEffectList)) {
    MOZ_ASSERT(effect->GetAnimation(),
               "Effects on a target element should have an Animation");
    bool inEffect = effect->IsInEffect();
    for (AnimationProperty& prop : effect->Properties()) {

      bool winsInCascade = !animatedProperties.HasProperty(prop.mProperty) &&
                           inEffect;

      // If this property wins in the cascade, add it to the set of animated
      // properties. We need to do this even if the property is overridden
      // (in which case we set winsInCascade to false below) since we don't
      // want to fire transitions on these properties.
      if (winsInCascade) {
        animatedProperties.AddProperty(prop.mProperty);
      }

      // For effects that will be applied to the animations level of the
      // cascade, we need to check that the property isn't being set by
      // something with higher priority in the cascade.
      //
      // We only do this, however, for properties that can be animated on
      // the compositor. For properties animated on the main thread the usual
      // cascade ensures these animations will be correctly overridden.
      if (winsInCascade &&
          effect->GetAnimation()->CascadeLevel() == CascadeLevel::Animations &&
          overriddenProperties.HasProperty(prop.mProperty)) {
        winsInCascade = false;
      }

      if (winsInCascade != prop.mWinsInCascade) {
        changed = true;
      }
      prop.mWinsInCascade = winsInCascade;
    }
  }

  aEffectSet.MarkCascadeUpdated();

  // If there is any change in the cascade result, update animations on
  // layers with the winning animations.
  nsPresContext* presContext = GetPresContext(aElement);
  if (changed && presContext) {
    // We currently unconditionally update both animations and transitions
    // even if we could, for example, get away with only updating animations.
    // This is a temporary measure until we unify all animation style updating
    // under EffectCompositor.
    AnimationCollection* animations =
      presContext->AnimationManager()->GetAnimationCollection(aElement,
                                                              aPseudoType,
                                                              false);
                                                             /* don't create */
    if (animations) {
      animations->RequestRestyle(AnimationCollection::RestyleType::Layer);
    }

    AnimationCollection* transitions =
      presContext->TransitionManager()->GetAnimationCollection(aElement,
                                                               aPseudoType,
                                                               false);
                                                             /* don't create */
    if (transitions) {
      transitions->RequestRestyle(AnimationCollection::RestyleType::Layer);
    }
  }
}
Beispiel #23
0
int main(int argc, char *argv[])
{
    
    g_SDLwindow = NULL;
    g_SDLwindow = SDL_CreateWindow("Tertian", 100, 100, WINDOW_WIDTH, WINDOW_HEIGHT, 0);

	sdlApp.Initialize(g_SDLwindow);


	XMLFileReader file_reader = XMLFileReader("Data/Animations/test.xml");
	//file_reader.OpenFile("Data/Animations/test.xml");
	
	for(int i = 0; i < 10; i++)
		cout << file_reader.GetToken("frame", i) << endl;
	
	
	


	//set up the animation collection
	AnimationCollection ac = AnimationCollection();
	ac.InsertAnimation("librarian_attack");
	ac.InsertAnimation("librarian_idle");
		
	CubeGrid level = CubeGrid(2,3,2);
	 //  Access array elements

   
	int block_size = 32;
	
	Timer timer;
	float delta_time;
	string frame_name;
	int x = WINDOW_WIDTH/2 + 100;
	int y = WINDOW_HEIGHT/2;
	
    while(sdlApp.IsRunning()) {
		delta_time = timer.GetDt();   
		
		
		//move the animation frame around
		if(Keyboard::GetKey("Up"))
			y--;
		if(Keyboard::GetKey("Down"))
			y++;
		if(Keyboard::GetKey("Left"))
			x--;
		if(Keyboard::GetKey("right"))
			x++;
		if(Keyboard::GetKey("s"))
			ac.StopActiveAnimation();
		if(Keyboard::GetKey("a"))
			ac.PauseActiveAnimation();
		if(Keyboard::GetKey("p"))
			ac.PlayActiveAnimation();
		
		
		
		//select the active animation 
		if(Keyboard::GetKey("1"))
			ac.SetActiveAnimation("librarian_idle");
		if(Keyboard::GetKey("2"))
			ac.SetActiveAnimation("librarian_attack");

		//get the current animation frame name
		frame_name = ac.UpdateActiveAnimation(delta_time);
		
		//blit the animation frame
        Graphics::BlitImage(frame_name, x, y);
		

	
		Graphics::Print("[S]top  animation.", 0, 12);
		Graphics::Print("P[a]use animation.", 0, 24);
		Graphics::Print("[P]lay  animation.", 0, 36);
		Graphics::Print("Select animation [1]/[2] ", 0, 48);
		

		Graphics::DrawLevelBlock(WINDOW_WIDTH/2,	   WINDOW_HEIGHT/2);
		Graphics::DrawLevelBlock(WINDOW_WIDTH/2 + 128, WINDOW_HEIGHT/2);
		Graphics::DrawLevelBlock(WINDOW_WIDTH/2 - 128, WINDOW_HEIGHT/2);

		Graphics::DrawLevelBlock(WINDOW_WIDTH/2 - 64, WINDOW_HEIGHT/2 - 32);
		Graphics::DrawLevelBlock(WINDOW_WIDTH/2 + 64, WINDOW_HEIGHT/2 - 32);
		Graphics::DrawLevelBlock(WINDOW_WIDTH/2 + 64, WINDOW_HEIGHT/2 - 53);
		Graphics::DrawLevelBlock(WINDOW_WIDTH/2,	  WINDOW_HEIGHT/2 - 64);

		Graphics::SetDrawColor();
		for(int i = 0; i < level.GetSizeX(); i++)
			for(int j = 0; j < level.GetSizeY(); j++)
				for(int k = 0; k < level.GetSizeZ(); k++){
					int value = level.GetCell(i,j,k);
					Graphics::Print(value, block_size * i , block_size * j + 120 * k);
				}
		
			

		sdlApp.Update(timer.GetDt());

#if _DEBUG
	//printf("time :%f\n", timer.GetDt());
#endif	
		
		
    }
    
    SDL_DestroyWindow(g_SDLwindow);

    return 0;
}