Пример #1
0
// 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);
  }
}
Пример #2
0
// 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);
}
Пример #3
0
// 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();
}