void nsAnimationManager::MaybeUpdateCascadeResults(AnimationCollection* aCollection) { for (size_t animIdx = aCollection->mAnimations.Length(); animIdx-- != 0; ) { CSSAnimation* anim = aCollection->mAnimations[animIdx]->AsCSSAnimation(); if (anim->IsInEffect() != anim->mInEffectForCascadeResults) { // Update our own cascade results. mozilla::dom::Element* element = aCollection->GetElementToRestyle(); bool updatedCascadeResults = false; if (element) { nsIFrame* frame = element->GetPrimaryFrame(); if (frame) { UpdateCascadeResults(frame->StyleContext(), aCollection); updatedCascadeResults = true; } } if (!updatedCascadeResults) { // If we don't have a style context we can't do the work of updating // cascading results but we need to make sure to update // mInEffectForCascadeResults or else we'll keep running this // code every time (potentially leading to infinite recursion due // to the fact that this method both calls and is (indirectly) called // by nsTransitionManager). anim->mInEffectForCascadeResults = anim->IsInEffect(); } // Notify the transition manager, whose results might depend on ours. mPresContext->TransitionManager()-> UpdateCascadeResultsWithAnimations(aCollection); return; } } }
void nsAnimationManager::QueueEvents(AnimationCollection* aCollection, EventArray& aEventsToDispatch) { for (size_t animIdx = aCollection->mAnimations.Length(); animIdx-- != 0; ) { CSSAnimation* anim = aCollection->mAnimations[animIdx]->AsCSSAnimation(); MOZ_ASSERT(anim, "Expected a collection of CSS Animations"); anim->QueueEvents(aEventsToDispatch); } }
static void UpdateOldAnimationPropertiesWithNew( CSSAnimation& aOld, TimingParams& aNewTiming, nsTArray<Keyframe>& aNewKeyframes, bool aNewIsStylePaused, nsStyleContext* aStyleContext) { 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 (aOld.GetEffect()) { AnimationEffectReadOnly* oldEffect = aOld.GetEffect(); animationChanged = oldEffect->SpecifiedTiming() != aNewTiming; oldEffect->SetSpecifiedTiming(aNewTiming); KeyframeEffectReadOnly* oldKeyframeEffect = oldEffect->AsKeyframeEffect(); if (oldKeyframeEffect) { oldKeyframeEffect->SetKeyframes(Move(aNewKeyframes), aStyleContext); } } // Handle changes in play state. If the animation is idle, however, // changes to animation-play-state should *not* restart it. if (aOld.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 aNew->IsStylePaused() but that requires // downcasting to CSSAnimation and we happen to know that // aNew will only ever be paused by calling PauseFromStyle // making IsPausedOrPausing synonymous in this case.) if (!aOld.IsStylePaused() && aNewIsStylePaused) { aOld.PauseFromStyle(); animationChanged = true; } else if (aOld.IsStylePaused() && !aNewIsStylePaused) { aOld.PlayFromStyle(); animationChanged = true; } } // 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 && aOld.IsRelevant()) { nsNodeUtils::AnimationChanged(&aOld); } }
void nsAnimationManager::MaybeUpdateCascadeResults(AnimationCollection* aCollection) { for (size_t animIdx = aCollection->mAnimations.Length(); animIdx-- != 0; ) { CSSAnimation* anim = aCollection->mAnimations[animIdx]->AsCSSAnimation(); if (anim->IsInEffect() != anim->mInEffectForCascadeResults) { // Update our own cascade results. mozilla::dom::Element* element = aCollection->GetElementToRestyle(); if (element) { nsIFrame* frame = element->GetPrimaryFrame(); if (frame) { UpdateCascadeResults(frame->StyleContext(), aCollection); } } // Notify the transition manager, whose results might depend on ours. mPresContext->TransitionManager()-> UpdateCascadeResultsWithAnimations(aCollection); return; } } }
// Find the matching animation by |aName| in the old list // of animations and remove the matched animation from the list. static already_AddRefed<CSSAnimation> PopExistingAnimation(const nsAString& aName, nsAnimationManager::CSSAnimationCollection* aCollection) { if (!aCollection) { return nullptr; } // Animations are stored in reverse order to how they appear in the // animation-name property. However, we want to match animations beginning // from the end of the animation-name list, so we iterate *forwards* // through the collection. for (size_t idx = 0, length = aCollection->mAnimations.Length(); idx != length; ++ idx) { CSSAnimation* cssAnim = aCollection->mAnimations[idx]; if (cssAnim->AnimationName() == aName) { RefPtr<CSSAnimation> match = cssAnim; aCollection->mAnimations.RemoveElementAt(idx); return match.forget(); } } return nullptr; }
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(aOther.mOwningElement); } // 2. (Same element and pseudo): Sort by position in animation-name return mAnimationIndex < aOther.mAnimationIndex; }
/* static */ void nsAnimationManager::UpdateCascadeResults( nsStyleContext* aStyleContext, AnimationCollection* aElementAnimations) { /* * Figure out which properties we need to examine. */ // size of 2 since we only currently have 2 properties we animate on // the compositor nsAutoTArray<nsCSSProperty, 2> propertiesToTrack; { nsCSSPropertySet propertiesToTrackAsSet; for (size_t animIdx = aElementAnimations->mAnimations.Length(); animIdx-- != 0; ) { const Animation* anim = aElementAnimations->mAnimations[animIdx]; const KeyframeEffectReadOnly* effect = anim->GetEffect(); if (!effect) { continue; } for (size_t propIdx = 0, propEnd = effect->Properties().Length(); propIdx != propEnd; ++propIdx) { const AnimationProperty& prop = effect->Properties()[propIdx]; // We only bother setting mWinsInCascade for properties that we // can animate on the compositor. if (nsCSSProps::PropHasFlags(prop.mProperty, CSS_PROPERTY_CAN_ANIMATE_ON_COMPOSITOR)) { if (!propertiesToTrackAsSet.HasProperty(prop.mProperty)) { propertiesToTrack.AppendElement(prop.mProperty); propertiesToTrackAsSet.AddProperty(prop.mProperty); } } } } } /* * Determine whether those properties are set in things that * override animations. */ nsCSSPropertySet propertiesOverridden; nsRuleNode::ComputePropertiesOverridingAnimation(propertiesToTrack, aStyleContext, propertiesOverridden); /* * Set mWinsInCascade based both on what is overridden at levels * higher than animations and based on one animation overriding * another. * * We iterate from the last animation to the first, just like we do * when calling ComposeStyle from AnimationCollection::EnsureStyleRuleFor. * Later animations override earlier ones, so we add properties to the set * of overridden properties as we encounter them, if the animation is * currently in effect. */ bool changed = false; for (size_t animIdx = aElementAnimations->mAnimations.Length(); animIdx-- != 0; ) { CSSAnimation* anim = aElementAnimations->mAnimations[animIdx]->AsCSSAnimation(); KeyframeEffectReadOnly* effect = anim->GetEffect(); anim->mInEffectForCascadeResults = anim->IsInEffect(); if (!effect) { continue; } for (size_t propIdx = 0, propEnd = effect->Properties().Length(); propIdx != propEnd; ++propIdx) { AnimationProperty& prop = effect->Properties()[propIdx]; // We only bother setting mWinsInCascade for properties that we // can animate on the compositor. if (nsCSSProps::PropHasFlags(prop.mProperty, CSS_PROPERTY_CAN_ANIMATE_ON_COMPOSITOR)) { bool newWinsInCascade = !propertiesOverridden.HasProperty(prop.mProperty); if (newWinsInCascade != prop.mWinsInCascade) { changed = true; } prop.mWinsInCascade = newWinsInCascade; if (prop.mWinsInCascade && anim->mInEffectForCascadeResults) { // This animation is in effect right now, so it overrides // earlier animations. (For animations that aren't in effect, // we set mWinsInCascade as though they were, but they don't // suppress animations lower in the cascade.) propertiesOverridden.AddProperty(prop.mProperty); } } } } if (changed) { nsPresContext* presContext = aElementAnimations->mManager->PresContext(); presContext->RestyleManager()->IncrementAnimationGeneration(); aElementAnimations->UpdateAnimationGeneration(presContext); aElementAnimations->PostUpdateLayerAnimations(); // Invalidate our style rule. aElementAnimations->mNeedsRefreshes = true; aElementAnimations->mStyleRuleRefreshTime = TimeStamp(); } }
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()); }
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()); }