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); } }
/* 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(); } }