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()); }