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/*
* Copyright (C) 2013 Google Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "core/animation/AnimationTimeline.h"
#include "core/animation/AnimationClock.h"
#include "core/animation/ElementAnimations.h"
#include "core/dom/Document.h"
#include "core/frame/FrameView.h"
#include "core/loader/DocumentLoader.h"
#include "core/page/Page.h"
#include "platform/RuntimeEnabledFeatures.h"
#include "platform/TraceEvent.h"
#include "platform/animation/CompositorAnimationTimeline.h"
#include "public/platform/Platform.h"
#include "public/platform/WebCompositorSupport.h"
#include "wtf/PtrUtil.h"
#include <algorithm>
namespace blink {
namespace {
bool compareAnimations(const Member<Animation>& left, const Member<Animation>& right)
{
return Animation::hasLowerPriority(left.get(), right.get());
}
}
// This value represents 1 frame at 30Hz plus a little bit of wiggle room.
// TODO: Plumb a nominal framerate through and derive this value from that.
const double AnimationTimeline::s_minimumDelay = 0.04;
AnimationTimeline* AnimationTimeline::create(Document* document, PlatformTiming* timing)
{
return new AnimationTimeline(document, timing);
}
AnimationTimeline::AnimationTimeline(Document* document, PlatformTiming* timing)
: m_document(document)
, m_zeroTime(0) // 0 is used by unit tests which cannot initialize from the loader
, m_zeroTimeInitialized(false)
, m_outdatedAnimationCount(0)
, m_playbackRate(1)
, m_lastCurrentTimeInternal(0)
{
ThreadState::current()->registerPreFinalizer(this);
if (!timing)
m_timing = new AnimationTimelineTiming(this);
else
m_timing = timing;
if (Platform::current()->isThreadedAnimationEnabled())
m_compositorTimeline = CompositorAnimationTimeline::create();
ASSERT(document);
}
AnimationTimeline::~AnimationTimeline()
{
}
void AnimationTimeline::dispose()
{
// The Animation objects depend on using this AnimationTimeline to
// unregister from its underlying compositor timeline. To arrange
// for that safely, this dispose() method will return first
// during prefinalization, notifying each Animation object of
// impending destruction.
for (const auto& animation : m_animations)
animation->dispose();
}
bool AnimationTimeline::isActive()
{
return m_document && m_document->page();
}
void AnimationTimeline::animationAttached(Animation& animation)
{
ASSERT(animation.timeline() == this);
ASSERT(!m_animations.contains(&animation));
m_animations.add(&animation);
}
Animation* AnimationTimeline::play(AnimationEffect* child)
{
if (!m_document)
return nullptr;
Animation* animation = Animation::create(child, this);
ASSERT(m_animations.contains(animation));
animation->play();
ASSERT(m_animationsNeedingUpdate.contains(animation));
return animation;
}
HeapVector<Member<Animation>> AnimationTimeline::getAnimations()
{
HeapVector<Member<Animation>> animations;
for (const auto& animation : m_animations) {
if (animation->effect() && (animation->effect()->isCurrent() || animation->effect()->isInEffect()))
animations.append(animation);
}
std::sort(animations.begin(), animations.end(), compareAnimations);
return animations;
}
void AnimationTimeline::wake()
{
m_timing->serviceOnNextFrame();
}
void AnimationTimeline::serviceAnimations(TimingUpdateReason reason)
{
TRACE_EVENT0("blink", "AnimationTimeline::serviceAnimations");
m_lastCurrentTimeInternal = currentTimeInternal();
HeapVector<Member<Animation>> animations;
animations.reserveInitialCapacity(m_animationsNeedingUpdate.size());
for (Animation* animation : m_animationsNeedingUpdate)
animations.append(animation);
std::sort(animations.begin(), animations.end(), Animation::hasLowerPriority);
for (Animation* animation : animations) {
if (!animation->update(reason))
m_animationsNeedingUpdate.remove(animation);
}
ASSERT(m_outdatedAnimationCount == 0);
ASSERT(m_lastCurrentTimeInternal == currentTimeInternal() || (std::isnan(currentTimeInternal()) && std::isnan(m_lastCurrentTimeInternal)));
#if ENABLE(ASSERT)
for (const auto& animation : m_animationsNeedingUpdate)
ASSERT(!animation->outdated());
#endif
}
void AnimationTimeline::scheduleNextService()
{
ASSERT(m_outdatedAnimationCount == 0);
double timeToNextEffect = std::numeric_limits<double>::infinity();
for (const auto& animation : m_animationsNeedingUpdate) {
timeToNextEffect = std::min(timeToNextEffect, animation->timeToEffectChange());
}
if (timeToNextEffect < s_minimumDelay) {
m_timing->serviceOnNextFrame();
} else if (timeToNextEffect != std::numeric_limits<double>::infinity()) {
m_timing->wakeAfter(timeToNextEffect - s_minimumDelay);
}
}
void AnimationTimeline::AnimationTimelineTiming::wakeAfter(double duration)
{
if (m_timer.isActive() && m_timer.nextFireInterval() < duration)
return;
m_timer.startOneShot(duration, BLINK_FROM_HERE);
}
void AnimationTimeline::AnimationTimelineTiming::serviceOnNextFrame()
{
if (m_timeline->m_document && m_timeline->m_document->view())
m_timeline->m_document->view()->scheduleAnimation();
}
DEFINE_TRACE(AnimationTimeline::AnimationTimelineTiming)
{
visitor->trace(m_timeline);
AnimationTimeline::PlatformTiming::trace(visitor);
}
double AnimationTimeline::zeroTime()
{
if (!m_zeroTimeInitialized && m_document && m_document->loader()) {
m_zeroTime = m_document->loader()->timing().referenceMonotonicTime();
m_zeroTimeInitialized = true;
}
return m_zeroTime;
}
void AnimationTimeline::resetForTesting()
{
m_zeroTime = 0;
m_zeroTimeInitialized = true;
m_playbackRate = 1;
m_lastCurrentTimeInternal = 0;
}
double AnimationTimeline::currentTime(bool& isNull)
{
return currentTimeInternal(isNull) * 1000;
}
double AnimationTimeline::currentTimeInternal(bool& isNull)
{
if (!isActive()) {
isNull = true;
return std::numeric_limits<double>::quiet_NaN();
}
double result = m_playbackRate == 0
? zeroTime()
: (document()->animationClock().currentTime() - zeroTime()) * m_playbackRate;
isNull = std::isnan(result);
return result;
}
double AnimationTimeline::currentTime()
{
return currentTimeInternal() * 1000;
}
double AnimationTimeline::currentTimeInternal()
{
bool isNull;
return currentTimeInternal(isNull);
}
void AnimationTimeline::setCurrentTime(double currentTime)
{
setCurrentTimeInternal(currentTime / 1000);
}
void AnimationTimeline::setCurrentTimeInternal(double currentTime)
{
if (!isActive())
return;
m_zeroTime = m_playbackRate == 0
? currentTime
: document()->animationClock().currentTime() - currentTime / m_playbackRate;
m_zeroTimeInitialized = true;
for (const auto& animation : m_animations) {
// The Player needs a timing update to pick up a new time.
animation->setOutdated();
}
// Any corresponding compositor animation will need to be restarted. Marking the
// effect changed forces this.
setAllCompositorPending(true);
}
double AnimationTimeline::effectiveTime()
{
double time = currentTimeInternal();
return std::isnan(time) ? 0 : time;
}
void AnimationTimeline::pauseAnimationsForTesting(double pauseTime)
{
for (const auto& animation : m_animationsNeedingUpdate)
animation->pauseForTesting(pauseTime);
serviceAnimations(TimingUpdateOnDemand);
}
bool AnimationTimeline::needsAnimationTimingUpdate()
{
if (currentTimeInternal() == m_lastCurrentTimeInternal)
return false;
if (std::isnan(currentTimeInternal()) && std::isnan(m_lastCurrentTimeInternal))
return false;
// We allow m_lastCurrentTimeInternal to advance here when there
// are no animations to allow animations spawned during style
// recalc to not invalidate this flag.
if (m_animationsNeedingUpdate.isEmpty())
m_lastCurrentTimeInternal = currentTimeInternal();
return !m_animationsNeedingUpdate.isEmpty();
}
void AnimationTimeline::clearOutdatedAnimation(Animation* animation)
{
ASSERT(!animation->outdated());
m_outdatedAnimationCount--;
}
void AnimationTimeline::setOutdatedAnimation(Animation* animation)
{
ASSERT(animation->outdated());
m_outdatedAnimationCount++;
m_animationsNeedingUpdate.add(animation);
if (isActive() && !m_document->page()->animator().isServicingAnimations())
m_timing->serviceOnNextFrame();
}
void AnimationTimeline::setPlaybackRate(double playbackRate)
{
if (!isActive())
return;
double currentTime = currentTimeInternal();
m_playbackRate = playbackRate;
m_zeroTime = playbackRate == 0
? currentTime
: document()->animationClock().currentTime() - currentTime / playbackRate;
m_zeroTimeInitialized = true;
// Corresponding compositor animation may need to be restarted to pick up
// the new playback rate. Marking the effect changed forces this.
setAllCompositorPending(true);
}
void AnimationTimeline::setAllCompositorPending(bool sourceChanged)
{
for (const auto& animation : m_animations) {
animation->setCompositorPending(sourceChanged);
}
}
double AnimationTimeline::playbackRate() const
{
return m_playbackRate;
}
void AnimationTimeline::invalidateKeyframeEffects()
{
for (const auto& animation : m_animations)
animation->invalidateKeyframeEffect();
}
DEFINE_TRACE(AnimationTimeline)
{
visitor->trace(m_document);
visitor->trace(m_timing);
visitor->trace(m_animationsNeedingUpdate);
visitor->trace(m_animations);
}
} // namespace blink