// https://w3c.github.io/web-animations/#cancel-an-animation void Animation::DoCancel() { if (mPendingState != PendingState::NotPending) { CancelPendingTasks(); if (mReady) { mReady->MaybeReject(NS_ERROR_DOM_ABORT_ERR); } } if (mFinished) { mFinished->MaybeReject(NS_ERROR_DOM_ABORT_ERR); } ResetFinishedPromise(); DispatchPlaybackEvent(NS_LITERAL_STRING("cancel")); mHoldTime.SetNull(); mStartTime.SetNull(); UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async); if (mTimeline) { mTimeline->RemoveAnimation(this); } }
// https://w3c.github.io/web-animations/#set-the-current-time void Animation::SetCurrentTime(const TimeDuration& aSeekTime) { // Return early if the current time has not changed. However, if we // are pause-pending, then setting the current time to any value // including the current value has the effect of aborting the // pause so we should not return early in that case. if (mPendingState != PendingState::PausePending && Nullable<TimeDuration>(aSeekTime) == GetCurrentTime()) { return; } AutoMutationBatchForAnimation mb(*this); SilentlySetCurrentTime(aSeekTime); if (mPendingState == PendingState::PausePending) { // Finish the pause operation mHoldTime.SetValue(aSeekTime); mStartTime.SetNull(); if (mReady) { mReady->MaybeResolve(this); } CancelPendingTasks(); } UpdateTiming(SeekFlag::DidSeek, SyncNotifyFlag::Async); if (IsRelevant()) { nsNodeUtils::AnimationChanged(this); } PostUpdate(); }
// https://w3c.github.io/web-animations/#finish-an-animation void Animation::Finish(ErrorResult& aRv) { if (mPlaybackRate == 0 || (mPlaybackRate > 0 && EffectEnd() == TimeDuration::Forever())) { aRv.Throw(NS_ERROR_DOM_INVALID_STATE_ERR); return; } AutoMutationBatchForAnimation mb(*this); // Seek to the end TimeDuration limit = mPlaybackRate > 0 ? TimeDuration(EffectEnd()) : TimeDuration(0); bool didChange = GetCurrentTime() != Nullable<TimeDuration>(limit); SilentlySetCurrentTime(limit); // If we are paused or play-pending we need to fill in the start time in // order to transition to the finished state. // // We only do this, however, if we have an active timeline. If we have an // inactive timeline we can't transition into the finished state just like // we can't transition to the running state (this finished state is really // a substate of the running state). if (mStartTime.IsNull() && mTimeline && !mTimeline->GetCurrentTime().IsNull()) { mStartTime.SetValue(mTimeline->GetCurrentTime().Value() - limit.MultDouble(1.0 / mPlaybackRate)); didChange = true; } // If we just resolved the start time for a pause or play-pending // animation, we need to clear the task. We don't do this as a branch of // the above however since we can have a play-pending animation with a // resolved start time if we aborted a pause operation. if (!mStartTime.IsNull() && (mPendingState == PendingState::PlayPending || mPendingState == PendingState::PausePending)) { if (mPendingState == PendingState::PausePending) { mHoldTime.SetNull(); } CancelPendingTasks(); didChange = true; if (mReady) { mReady->MaybeResolve(this); } } UpdateTiming(SeekFlag::DidSeek, SyncNotifyFlag::Sync); if (didChange && IsRelevant()) { nsNodeUtils::AnimationChanged(this); } PostUpdate(); }
// https://w3c.github.io/web-animations/#reset-an-animations-pending-tasks void Animation::ResetPendingTasks() { if (mPendingState == PendingState::NotPending) { return; } CancelPendingTasks(); if (mReady) { mReady->MaybeReject(NS_ERROR_DOM_ABORT_ERR); } }
// https://w3c.github.io/web-animations/#pause-an-animation void Animation::DoPause(ErrorResult& aRv) { if (IsPausedOrPausing()) { return; } AutoMutationBatchForAnimation mb(*this); // If we are transitioning from idle, fill in the current time if (GetCurrentTime().IsNull()) { if (mPlaybackRate >= 0.0) { mHoldTime.SetValue(TimeDuration(0)); } else { if (EffectEnd() == TimeDuration::Forever()) { aRv.Throw(NS_ERROR_DOM_INVALID_STATE_ERR); return; } mHoldTime.SetValue(TimeDuration(EffectEnd())); } } bool reuseReadyPromise = false; if (mPendingState == PendingState::PlayPending) { CancelPendingTasks(); reuseReadyPromise = true; } if (!reuseReadyPromise) { // Clear ready promise. We'll create a new one lazily. mReady = nullptr; } mPendingState = PendingState::PausePending; nsIDocument* doc = GetRenderedDocument(); if (doc) { PendingAnimationTracker* tracker = doc->GetOrCreatePendingAnimationTracker(); tracker->AddPausePending(*this); } else { TriggerOnNextTick(Nullable<TimeDuration>()); } UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async); if (IsRelevant()) { nsNodeUtils::AnimationChanged(this); } }
// http://w3c.github.io/web-animations/#pause-an-animation void Animation::DoPause(ErrorResult& aRv) { if (IsPausedOrPausing()) { return; } // If we are transitioning from idle, fill in the current time if (GetCurrentTime().IsNull()) { if (mPlaybackRate >= 0.0) { mHoldTime.SetValue(TimeDuration(0)); } else { if (EffectEnd() == TimeDuration::Forever()) { aRv.Throw(NS_ERROR_DOM_INVALID_STATE_ERR); return; } mHoldTime.SetValue(TimeDuration(EffectEnd())); } } bool reuseReadyPromise = false; if (mPendingState == PendingState::PlayPending) { CancelPendingTasks(); reuseReadyPromise = true; } // Mark this as no longer running on the compositor so that next time // we update animations we won't throttle them and will have a chance // to remove the animation from any layer it might be on. mIsRunningOnCompositor = false; if (!reuseReadyPromise) { // Clear ready promise. We'll create a new one lazily. mReady = nullptr; } mPendingState = PendingState::PausePending; nsIDocument* doc = GetRenderedDocument(); if (doc) { PendingAnimationTracker* tracker = doc->GetOrCreatePendingAnimationTracker(); tracker->AddPausePending(*this); } else { TriggerOnNextTick(Nullable<TimeDuration>()); } UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async); }
// Implements http://w3c.github.io/web-animations/#set-the-current-time void Animation::SetCurrentTime(const TimeDuration& aSeekTime) { SilentlySetCurrentTime(aSeekTime); if (mPendingState == PendingState::PausePending) { CancelPendingTasks(); if (mReady) { mReady->MaybeResolve(this); } } UpdateFinishedState(true); UpdateEffect(); PostUpdate(); }
// https://w3c.github.io/web-animations/#set-the-animation-start-time void Animation::SetStartTime(const Nullable<TimeDuration>& aNewStartTime) { if (aNewStartTime == mStartTime) { return; } AutoMutationBatchForAnimation mb(*this); Nullable<TimeDuration> timelineTime; if (mTimeline) { // The spec says to check if the timeline is active (has a resolved time) // before using it here, but we don't need to since it's harmless to set // the already null time to null. timelineTime = mTimeline->GetCurrentTime(); } if (timelineTime.IsNull() && !aNewStartTime.IsNull()) { mHoldTime.SetNull(); } Nullable<TimeDuration> previousCurrentTime = GetCurrentTime(); mStartTime = aNewStartTime; if (!aNewStartTime.IsNull()) { if (mPlaybackRate != 0.0) { mHoldTime.SetNull(); } } else { mHoldTime = previousCurrentTime; } CancelPendingTasks(); if (mReady) { // We may have already resolved mReady, but in that case calling // MaybeResolve is a no-op, so that's okay. mReady->MaybeResolve(this); } UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async); if (IsRelevant()) { nsNodeUtils::AnimationChanged(this); } PostUpdate(); }
// Implements http://w3c.github.io/web-animations/#set-the-current-time void Animation::SetCurrentTime(const TimeDuration& aSeekTime) { SilentlySetCurrentTime(aSeekTime); if (mPendingState == PendingState::PausePending) { // Finish the pause operation mHoldTime.SetValue(aSeekTime); mStartTime.SetNull(); if (mReady) { mReady->MaybeResolve(this); } CancelPendingTasks(); } UpdateTiming(SeekFlag::DidSeek, SyncNotifyFlag::Async); PostUpdate(); }
void Animation::DoCancel() { if (mPendingState != PendingState::NotPending) { CancelPendingTasks(); if (mReady) { mReady->MaybeReject(NS_ERROR_DOM_ABORT_ERR); } } if (mFinished) { mFinished->MaybeReject(NS_ERROR_DOM_ABORT_ERR); } // Clear finished promise. We'll create a new one lazily. mFinished = nullptr; mHoldTime.SetNull(); mStartTime.SetNull(); UpdateEffect(); }
// https://w3c.github.io/web-animations/#finish-an-animation void Animation::Finish(ErrorResult& aRv) { if (mPlaybackRate == 0 || (mPlaybackRate > 0 && EffectEnd() == TimeDuration::Forever())) { aRv.Throw(NS_ERROR_DOM_INVALID_STATE_ERR); return; } TimeDuration limit = mPlaybackRate > 0 ? TimeDuration(EffectEnd()) : TimeDuration(0); SetCurrentTime(limit); if (mPendingState == PendingState::PlayPending) { CancelPendingTasks(); if (mReady) { mReady->MaybeResolve(this); } } UpdateFinishedState(true); PostUpdate(); }
// http://w3c.github.io/web-animations/#pause-an-animation void Animation::DoPause() { if (IsPausedOrPausing()) { return; } bool reuseReadyPromise = false; if (mPendingState == PendingState::PlayPending) { CancelPendingTasks(); reuseReadyPromise = true; } // Mark this as no longer running on the compositor so that next time // we update animations we won't throttle them and will have a chance // to remove the animation from any layer it might be on. mIsRunningOnCompositor = false; if (!reuseReadyPromise) { // Clear ready promise. We'll create a new one lazily. mReady = nullptr; } mPendingState = PendingState::PausePending; nsIDocument* doc = GetRenderedDocument(); if (!doc) { TriggerOnNextTick(Nullable<TimeDuration>()); return; } PendingAnimationTracker* tracker = doc->GetOrCreatePendingAnimationTracker(); tracker->AddPausePending(*this); UpdateFinishedState(); }
// http://w3c.github.io/web-animations/#play-an-animation void Animation::DoPlay(LimitBehavior aLimitBehavior) { bool abortedPause = mPendingState == PendingState::PausePending; bool reuseReadyPromise = false; if (mPendingState != PendingState::NotPending) { CancelPendingTasks(); reuseReadyPromise = true; } Nullable<TimeDuration> currentTime = GetCurrentTime(); if (mPlaybackRate > 0.0 && (currentTime.IsNull() || (aLimitBehavior == LimitBehavior::AutoRewind && (currentTime.Value().ToMilliseconds() < 0.0 || currentTime.Value() >= EffectEnd())))) { mHoldTime.SetValue(TimeDuration(0)); } else if (mPlaybackRate < 0.0 && (currentTime.IsNull() || (aLimitBehavior == LimitBehavior::AutoRewind && (currentTime.Value().ToMilliseconds() <= 0.0 || currentTime.Value() > EffectEnd())))) { mHoldTime.SetValue(TimeDuration(EffectEnd())); } else if (mPlaybackRate == 0.0 && currentTime.IsNull()) { mHoldTime.SetValue(TimeDuration(0)); } // If the hold time is null then we're either already playing normally (and // we can ignore this call) or we aborted a pending pause operation (in which // case, for consistency, we need to go through the motions of doing an // asynchronous start even though we already have a resolved start time). if (mHoldTime.IsNull() && !abortedPause) { return; } // Clear the start time until we resolve a new one. We do this except // for the case where we are aborting a pause and don't have a hold time. // // If we're aborting a pause and *do* have a hold time (e.g. because // the animation is finished or we just applied the auto-rewind behavior // above) we should respect it by clearing the start time. If we *don't* // have a hold time we should keep the current start time so that the // the animation continues moving uninterrupted by the aborted pause. // // (If we're not aborting a pause, mHoldTime must be resolved by now // or else we would have returned above.) if (!mHoldTime.IsNull()) { mStartTime.SetNull(); } if (!reuseReadyPromise) { // Clear ready promise. We'll create a new one lazily. mReady = nullptr; } mPendingState = PendingState::PlayPending; nsIDocument* doc = GetRenderedDocument(); if (!doc) { TriggerOnNextTick(Nullable<TimeDuration>()); return; } PendingAnimationTracker* tracker = doc->GetOrCreatePendingAnimationTracker(); tracker->AddPlayPending(*this); // We may have updated the current time when we set the hold time above. UpdateTiming(); }
// https://w3c.github.io/web-animations/#play-an-animation void Animation::PlayNoUpdate(ErrorResult& aRv, LimitBehavior aLimitBehavior) { AutoMutationBatchForAnimation mb(*this); bool abortedPause = mPendingState == PendingState::PausePending; Nullable<TimeDuration> currentTime = GetCurrentTime(); if (mPlaybackRate > 0.0 && (currentTime.IsNull() || (aLimitBehavior == LimitBehavior::AutoRewind && (currentTime.Value() < TimeDuration() || currentTime.Value() >= EffectEnd())))) { mHoldTime.SetValue(TimeDuration(0)); } else if (mPlaybackRate < 0.0 && (currentTime.IsNull() || (aLimitBehavior == LimitBehavior::AutoRewind && (currentTime.Value() <= TimeDuration() || currentTime.Value() > EffectEnd())))) { if (EffectEnd() == TimeDuration::Forever()) { aRv.Throw(NS_ERROR_DOM_INVALID_STATE_ERR); return; } mHoldTime.SetValue(TimeDuration(EffectEnd())); } else if (mPlaybackRate == 0.0 && currentTime.IsNull()) { mHoldTime.SetValue(TimeDuration(0)); } bool reuseReadyPromise = false; if (mPendingState != PendingState::NotPending) { CancelPendingTasks(); reuseReadyPromise = true; } // If the hold time is null then we're either already playing normally (and // we can ignore this call) or we aborted a pending pause operation (in which // case, for consistency, we need to go through the motions of doing an // asynchronous start even though we already have a resolved start time). if (mHoldTime.IsNull() && !abortedPause) { return; } // Clear the start time until we resolve a new one. We do this except // for the case where we are aborting a pause and don't have a hold time. // // If we're aborting a pause and *do* have a hold time (e.g. because // the animation is finished or we just applied the auto-rewind behavior // above) we should respect it by clearing the start time. If we *don't* // have a hold time we should keep the current start time so that the // the animation continues moving uninterrupted by the aborted pause. // // (If we're not aborting a pause, mHoldTime must be resolved by now // or else we would have returned above.) if (!mHoldTime.IsNull()) { mStartTime.SetNull(); } if (!reuseReadyPromise) { // Clear ready promise. We'll create a new one lazily. mReady = nullptr; } mPendingState = PendingState::PlayPending; nsIDocument* doc = GetRenderedDocument(); if (doc) { PendingAnimationTracker* tracker = doc->GetOrCreatePendingAnimationTracker(); tracker->AddPlayPending(*this); } else { TriggerOnNextTick(Nullable<TimeDuration>()); } UpdateTiming(SeekFlag::NoSeek, SyncNotifyFlag::Async); if (IsRelevant()) { nsNodeUtils::AnimationChanged(this); } }