Пример #1
0
StickyTimeDuration
Animation::EffectEnd() const
{
  if (!mEffect) {
    return StickyTimeDuration(0);
  }

  return mEffect->GetComputedTiming().mEndTime;
}
Пример #2
0
StickyTimeDuration
Animation::EffectEnd() const
{
  if (!mEffect) {
    return StickyTimeDuration(0);
  }

  return mEffect->SpecifiedTiming().EndTime();
}
Пример #3
0
StickyTimeDuration
Animation::EffectEnd() const
{
  if (!mEffect) {
    return StickyTimeDuration(0);
  }

  return mEffect->Timing().mDelay
         + mEffect->GetComputedTiming().mActiveDuration;
}
Пример #4
0
StickyTimeDuration
AnimationPlayer::SourceContentEnd() const
{
  if (!mSource) {
    return StickyTimeDuration(0);
  }

  return mSource->Timing().mDelay
         + mSource->GetComputedTiming().mActiveDuration;
}
Пример #5
0
StickyTimeDuration
Animation::ActiveDuration(const AnimationTiming& aTiming)
{
  if (aTiming.mIterationCount == mozilla::PositiveInfinity<float>()) {
    // An animation that repeats forever has an infinite active duration
    // unless its iteration duration is zero, in which case it has a zero
    // active duration.
    const StickyTimeDuration zeroDuration;
    return aTiming.mIterationDuration == zeroDuration
           ? zeroDuration
           : StickyTimeDuration::Forever();
  }
  return StickyTimeDuration(
    aTiming.mIterationDuration.MultDouble(aTiming.mIterationCount));
}
Пример #6
0
ComputedTiming
Animation::GetComputedTimingAt(const Nullable<TimeDuration>& aLocalTime,
                               const AnimationTiming& aTiming)
{
  const TimeDuration zeroDuration;

  // Currently we expect negative durations to be picked up during CSS
  // parsing but when we start receiving timing parameters from other sources
  // we will need to clamp negative durations here.
  // For now, if we're hitting this it probably means we're overflowing
  // integer arithmetic in mozilla::TimeStamp.
  MOZ_ASSERT(aTiming.mIterationDuration >= zeroDuration,
             "Expecting iteration duration >= 0");

  // Always return the same object to benefit from return-value optimization.
  ComputedTiming result;

  result.mActiveDuration = ActiveDuration(aTiming);

  // The default constructor for ComputedTiming sets all other members to
  // values consistent with an animation that has not been sampled.
  if (aLocalTime.IsNull()) {
    return result;
  }
  const TimeDuration& localTime = aLocalTime.Value();

  // When we finish exactly at the end of an iteration we need to report
  // the end of the final iteration and not the start of the next iteration
  // so we set up a flag for that case.
  bool isEndOfFinalIteration = false;

  // Get the normalized time within the active interval.
  StickyTimeDuration activeTime;
  if (localTime >= aTiming.mDelay + result.mActiveDuration) {
    result.mPhase = ComputedTiming::AnimationPhase_After;
    if (!aTiming.FillsForwards()) {
      // The animation isn't active or filling at this time.
      result.mTimeFraction = ComputedTiming::kNullTimeFraction;
      return result;
    }
    activeTime = result.mActiveDuration;
    // Note that infinity == floor(infinity) so this will also be true when we
    // have finished an infinitely repeating animation of zero duration.
    isEndOfFinalIteration =
      aTiming.mIterationCount != 0.0 &&
      aTiming.mIterationCount == floor(aTiming.mIterationCount);
  } else if (localTime < aTiming.mDelay) {
    result.mPhase = ComputedTiming::AnimationPhase_Before;
    if (!aTiming.FillsBackwards()) {
      // The animation isn't active or filling at this time.
      result.mTimeFraction = ComputedTiming::kNullTimeFraction;
      return result;
    }
    // activeTime is zero
  } else {
    MOZ_ASSERT(result.mActiveDuration != zeroDuration,
               "How can we be in the middle of a zero-duration interval?");
    result.mPhase = ComputedTiming::AnimationPhase_Active;
    activeTime = localTime - aTiming.mDelay;
  }

  // Get the position within the current iteration.
  StickyTimeDuration iterationTime;
  if (aTiming.mIterationDuration != zeroDuration) {
    iterationTime = isEndOfFinalIteration
                    ? StickyTimeDuration(aTiming.mIterationDuration)
                    : activeTime % aTiming.mIterationDuration;
  } /* else, iterationTime is zero */

  // Determine the 0-based index of the current iteration.
  if (isEndOfFinalIteration) {
    result.mCurrentIteration =
      aTiming.mIterationCount == NS_IEEEPositiveInfinity()
      ? UINT64_MAX // FIXME: When we return this via the API we'll need
                   // to make sure it ends up being infinity.
      : static_cast<uint64_t>(aTiming.mIterationCount) - 1;
  } else if (activeTime == zeroDuration) {
    // If the active time is zero we're either in the first iteration
    // (including filling backwards) or we have finished an animation with an
    // iteration duration of zero that is filling forwards (but we're not at
    // the exact end of an iteration since we deal with that above).
    result.mCurrentIteration =
      result.mPhase == ComputedTiming::AnimationPhase_After
      ? static_cast<uint64_t>(aTiming.mIterationCount) // floor
      : 0;
  } else {
    result.mCurrentIteration =
      static_cast<uint64_t>(activeTime / aTiming.mIterationDuration); // floor
  }

  // Normalize the iteration time into a fraction of the iteration duration.
  if (result.mPhase == ComputedTiming::AnimationPhase_Before) {
    result.mTimeFraction = 0.0;
  } else if (result.mPhase == ComputedTiming::AnimationPhase_After) {
    result.mTimeFraction = isEndOfFinalIteration
                         ? 1.0
                         : fmod(aTiming.mIterationCount, 1.0f);
  } else {
    // We are in the active phase so the iteration duration can't be zero.
    MOZ_ASSERT(aTiming.mIterationDuration != zeroDuration,
               "In the active phase of a zero-duration animation?");
    result.mTimeFraction =
      aTiming.mIterationDuration == TimeDuration::Forever()
      ? 0.0
      : iterationTime / aTiming.mIterationDuration;
  }

  bool thisIterationReverse = false;
  switch (aTiming.mDirection) {
    case NS_STYLE_ANIMATION_DIRECTION_NORMAL:
      thisIterationReverse = false;
      break;
    case NS_STYLE_ANIMATION_DIRECTION_REVERSE:
      thisIterationReverse = true;
      break;
    case NS_STYLE_ANIMATION_DIRECTION_ALTERNATE:
      thisIterationReverse = (result.mCurrentIteration & 1) == 1;
      break;
    case NS_STYLE_ANIMATION_DIRECTION_ALTERNATE_REVERSE:
      thisIterationReverse = (result.mCurrentIteration & 1) == 0;
      break;
  }
  if (thisIterationReverse) {
    result.mTimeFraction = 1.0 - result.mTimeFraction;
  }

  return result;
}