/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef mozilla_dom_Animation_h
#define mozilla_dom_Animation_h
#include "X11UndefineNone.h"
#include "mozilla/AnimatedPropertyIDSet.h"
#include "mozilla/AnimationPerformanceWarning.h"
#include "mozilla/Attributes.h"
#include "mozilla/BasePrincipal.h"
#include "mozilla/DOMEventTargetHelper.h"
#include "mozilla/EffectCompositor.h" // For EffectCompositor::CascadeLevel
#include "mozilla/LinkedList.h"
#include "mozilla/Maybe.h"
#include "mozilla/PostRestyleMode.h"
#include "mozilla/ServoStyleConsts.h"
#include "mozilla/StickyTimeDuration.h"
#include "mozilla/TimeStamp.h" // for TimeStamp, TimeDuration
#include "mozilla/dom/AnimationBinding.h" // for AnimationPlayState
#include "mozilla/dom/AnimationTimeline.h"
#include "mozilla/dom/CSSNumericValueBindingFwd.h"
#include "nsCycleCollectionParticipant.h"
struct JSContext;
class nsCSSPropertyIDSet;
class nsIFrame;
class nsIGlobalObject;
class nsAtom;
namespace mozilla {
struct AnimationRule;
class MicroTaskRunnable;
namespace dom {
class AnimationEffect;
class AsyncFinishNotification;
class CSSAnimation;
class CSSTransition;
class Document;
class Promise;
// The helper struct to hold the animation-range values.
struct AnimationRange {
StyleAnimationRangeStart mStart = StyleAnimationRangeStart::DefaultStart();
StyleAnimationRangeEnd mEnd = StyleAnimationRangeEnd::DefaultEnd();
bool operator==(
const AnimationRange& aOther)
const {
return mStart == aOther.mStart && mEnd == aOther.mEnd;
}
bool IsNormal()
const {
return mStart.name == StyleTimelineRangeName::Normal &&
mEnd.name == StyleTimelineRangeName::Normal;
}
};
class Animation :
public DOMEventTargetHelper,
public LinkedListElement<Animation> {
protected:
virtual ~Animation();
public:
enum class FromJS :
bool {
No,
Yes,
};
explicit Animation(nsIGlobalObject* aGlobal);
// Constructs a copy of |aOther| with a new effect and timeline.
// This is only intended to be used while making a static clone of a document
// during printing, and does not assume that |aOther| is in the same document
// as any of the other arguments.
static already_AddRefed<Animation> ClonePausedAnimation(
nsIGlobalObject* aGlobal,
const Animation& aOther,
AnimationEffect& aEffect, AnimationTimeline& aTimeline);
NS_DECL_ISUPPORTS_INHERITED
NS_DECL_CYCLE_COLLECTION_CLASS_INHERITED(Animation, DOMEventTargetHelper)
nsIGlobalObject* GetParentObject()
const {
return GetRelevantGlobal(); }
/**
* Utility function to get the target (pseudo-)element associated with an
* animation.
*/
NonOwningAnimationTarget GetTargetForAnimation()
const;
virtual JSObject* WrapObject(JSContext* aCx,
JS::Handle<JSObject*> aGivenProto) override;
virtual CSSAnimation* AsCSSAnimation() {
return nullptr; }
virtual const CSSAnimation* AsCSSAnimation()
const {
return nullptr; }
virtual CSSTransition* AsCSSTransition() {
return nullptr; }
virtual const CSSTransition* AsCSSTransition()
const {
return nullptr; }
/**
* Flag to pass to Play to indicate whether or not it should automatically
* rewind the current time to the start point if the animation is finished.
* For regular calls to play() from script we should do this, but when a CSS
* animation's animation-play-state changes we shouldn't rewind the animation.
*/
enum class LimitBehavior { AutoRewind,
Continue };
// Animation interface methods
static already_AddRefed<Animation> Constructor(
const GlobalObject& aGlobal, AnimationEffect* aEffect,
const Optional<AnimationTimeline*>& aTimeline, ErrorResult& aRv);
void GetId(nsAString& aResult)
const { aResult = mId; }
void SetId(
const nsAString& aId);
AnimationEffect* GetEffect()
const {
return mEffect; }
virtual void SetEffect(AnimationEffect* aEffect);
void SetEffectNoUpdate(AnimationEffect* aEffect);
void RemovedNamedTimelineReferenceFromJS(
const nsAtom* aName);
AnimationTimeline* GetTimelineFromJS()
const {
auto* timeline = GetTimeline();
if (timeline && timeline->IsInactiveTimeline()) {
// See:
// https://github.com/w3c/csswg-drafts/issues/13807#issuecomment-4390005560
return nullptr;
}
return timeline;
}
virtual void TimelineWillSetFromJS() {}
virtual bool TimelineOverridenByJS()
const {
return false; }
void SetTimelineFromJS(AnimationTimeline* aTimeline);
AnimationTimeline* GetTimeline()
const {
return mTimeline; }
// Timeline may be overriden through JS, any update from the CSS side
// will not take effect. Returns true if the timeline did update.
bool SetTimeline(AnimationTimeline* aTimeline,
const nsAtom* aTimelineName,
FromJS aFromJS);
bool SetTimelineNoUpdate(AnimationTimeline* aTimeline,
const nsAtom* aTimelineName, FromJS aFromJS);
const AnimationRange& GetTimelineRange()
const {
return mTimelineRange; }
void SetTimelineRange(AnimationRange&& aRange);
void SetTimelineRangeNoUpdate(AnimationRange&& aRange);
Nullable<TimeDuration> GetStartTime()
const {
return mStartTime; }
void SetStartTime(
const Nullable<TimeDuration>& aNewStartTime);
const TimeStamp& GetPendingReadyTime()
const {
return mPendingReadyTime; }
void SetPendingReadyTime(
const TimeStamp& aReadyTime) {
mPendingReadyTime = aReadyTime;
}
// Web IDL binding for `attribute CSSNumberish? startTime`.
void GetStartTime(Nullable<OwningCSSNumberish>& aRetVal)
const;
virtual void SetStartTime(
const Nullable<CSSNumberish>& aStartTime,
ErrorResult& aRv);
// Web IDL binding for `attribute CSSNumberish? currentTime`.
void GetCurrentTime(Nullable<OwningCSSNumberish>& aRetVal)
const;
void SetCurrentTime(
const Nullable<CSSNumberish>& aCurrentTime,
ErrorResult& aRv);
Nullable<TimeDuration> GetCurrentTimeAsDuration()
const {
return GetCurrentTimeForHoldTime(mHoldTime);
}
void SetCurrentTime(
const TimeDuration& aSeekTime);
void SetCurrentTimeNoUpdate(
const TimeDuration& aSeekTime);
Nullable<
double> GetOverallProgress()
const;
double PlaybackRate()
const {
return mPlaybackRate; }
void SetPlaybackRate(
double aPlaybackRate);
// Returns the playback rate multiplied by
// BrowsingContext::AnimationsPlayBackRateMultiplier.
double PlaybackRateInternal()
const;
AnimationPlayState PlayState()
const;
virtual AnimationPlayState PlayStateFromJS()
const {
return PlayState(); }
bool Pending()
const {
return mPendingState != PendingState::NotPending; }
virtual bool PendingFromJS()
const {
return Pending(); }
AnimationReplaceState ReplaceState()
const {
return mReplaceState; }
virtual Promise* GetReady(ErrorResult& aRv);
Promise* GetFinished(ErrorResult& aRv);
IMPL_EVENT_HANDLER(finish);
IMPL_EVENT_HANDLER(cancel);
IMPL_EVENT_HANDLER(remove);
void Cancel(PostRestyleMode aPostRestyle = PostRestyleMode::IfNeeded);
void Finish(ErrorResult& aRv);
void Play(ErrorResult& aRv, LimitBehavior aLimitBehavior);
virtual void PlayFromJS(ErrorResult& aRv) {
Play(aRv, LimitBehavior::AutoRewind);
}
void Pause(ErrorResult& aRv);
virtual void PauseFromJS(ErrorResult& aRv) { Pause(aRv); }
void UpdatePlaybackRate(
double aPlaybackRate);
virtual void Reverse(ErrorResult& aRv);
void Persist();
MOZ_CAN_RUN_SCRIPT
void CommitStyles(ErrorResult& aRv);
bool IsRunningOnCompositor()
const;
using TickState = AnimationTimeline::TickState;
virtual void Tick(TickState&);
bool NeedsTicks()
const {
return Pending() ||
(PlayState() == AnimationPlayState::Running &&
// An animation with a zero playback rate doesn't need ticks even if
// it is running since it effectively behaves as if it is paused.
//
// It's important we return false in this case since a zero playback
// rate animation in the before or after phase that doesn't fill
// won't be relevant and hence won't be returned by GetAnimations().
// We don't want its timeline to keep it alive (which would happen
// if we return true) since otherwise it will effectively be leaked.
PlaybackRateInternal() !=
0.
0) ||
// Always return true for not idle animations attached to not
// monotonically increasing timelines even if the animation is
// finished. This is required to accommodate cases where timeline
// ticks back in time.
(mTimeline && !mTimeline->IsMonotonicallyIncreasing() &&
PlayState() != AnimationPlayState::Idle);
}
/**
* For the monotonically increasing timeline, we use this only for testing:
* Start or pause a pending animation using the current timeline time. This
* is used to support existing tests that expect animations to begin
* immediately. Ideally we would rewrite the those tests and get rid of this
* method, but there are a lot of them.
*/
bool TryTriggerNow();
/**
* As with the start time, we should use the pending playback rate when
* producing layer animations.
*/
double CurrentOrPendingPlaybackRate()
const;
bool HasPendingPlaybackRate()
const {
return mPendingPlaybackRate.isSome(); }
/**
* The following relationship from the definition of the 'current time' is
* re-used in many algorithms so we extract it here into a static method that
* can be re-used:
*
* current time = (timeline time - start time) * playback rate
*
* As per https://drafts.csswg.org/web-animations-1/#current-time
*/
static TimeDuration CurrentTimeFromTimelineTime(
const TimeDuration& aTimelineTime,
const TimeDuration& aStartTime,
double aPlaybackRate) {
return (aTimelineTime - aStartTime).MultDouble(aPlaybackRate);
}
/**
* As with calculating the current time, we often need to calculate a start
* time from a current time. The following method simply inverts the current
* time relationship.
*
* In each case where this is used, the desired behavior for playbackRate ==
* 0 is to return the specified timeline time (often referred to as the ready
* time).
*/
static TimeDuration StartTimeFromTimelineTime(
const TimeDuration& aTimelineTime,
const TimeDuration& aCurrentTime,
double aPlaybackRate) {
TimeDuration result = aTimelineTime;
if (aPlaybackRate ==
0) {
return result;
}
result -= aCurrentTime.MultDouble(
1.
0 / aPlaybackRate);
return result;
}
/**
* Converts a time in the timescale of this Animation's currentTime, to a
* TimeStamp. Returns a null TimeStamp if the conversion cannot be performed
* because of the current state of this Animation (e.g. it has no timeline, a
* zero playbackRate, an unresolved start time etc.) or the value of the time
* passed-in (e.g. an infinite time).
*/
TimeStamp AnimationTimeToTimeStamp(
const StickyTimeDuration& aTime)
const;
// Converts an AnimationEvent's elapsedTime value to an equivalent TimeStamp
// that can be used to sort events by when they occurred.
TimeStamp ElapsedTimeToTimeStamp(
const StickyTimeDuration& aElapsedTime)
const;
bool IsPausedOrPausing()
const {
return PlayState() == AnimationPlayState::Paused;
}
bool HasCurrentEffect()
const;
bool IsInEffect()
const;
bool IsPlaying()
const {
return PlaybackRateInternal() !=
0.
0 && mTimeline &&
!mTimeline->GetCurrentTimeAsDuration().IsNull() &&
PlayState() == AnimationPlayState::Running;
}
bool ShouldBeSynchronizedWithMainThread(
const nsCSSPropertyIDSet& aPropertySet,
const nsIFrame* aFrame,
AnimationPerformanceWarning::Type& aPerformanceWarning
/* out */) const;
bool IsRelevant()
const {
return mIsRelevant; }
void UpdateRelevance();
// https://drafts.csswg.org/web-animations-1/#replaceable-animation
bool IsReplaceable()
const;
/**
* Returns true if this Animation satisfies the requirements for being
* removed when it is replaced.
*
* Returning true does not imply this animation _should_ be removed.
* Determining that depends on the other effects in the same EffectSet to
* which this animation's effect, if any, contributes.
*/
bool IsRemovable()
const;
/**
* Make this animation's target effect no-longer part of the effect stack
* while preserving its timing information.
*/
void Remove();
/**
* Returns true if this Animation has a lower composite order than aOther.
*/
struct EventContext {
NonOwningAnimationTarget mTarget;
uint64_t mIndex;
};
// Note: we provide |aContext|/|aOtherContext| only when it is a cancelled
// transition or animation (for overridding the target and animation index).
int32_t CompareCompositeOrder(
const Maybe<EventContext>& aContext,
const Animation& aOther,
const Maybe<EventContext>& aOtherContext,
nsContentUtils::NodeIndexCache&)
const;
int32_t CompareCompositeOrder(
const Animation& aOther,
nsContentUtils::NodeIndexCache& aCache)
const {
return CompareCompositeOrder(Nothing(), aOther, Nothing(), aCache);
}
/**
* Returns the level at which the effect(s) associated with this Animation
* are applied to the CSS cascade.
*/
virtual EffectCompositor::CascadeLevel CascadeLevel()
const {
return EffectCompositor::CascadeLevel::Animations;
}
/**
* Returns true if this animation does not currently need to update
* style on the main thread (e.g. because it is empty, or is
* running on the compositor).
*/
bool CanThrottle()
const;
/**
* Updates various bits of state that we need to update as the result of
* running ComposeStyle().
* See the comment of KeyframeEffect::WillComposeStyle for more detail.
*/
void WillComposeStyle();
/**
* Updates |aComposeResult| with the animation values of this animation's
* effect, if any.
* Any properties contained in |aPropertiesToSkip| will not be added or
* updated in |aComposeResult|.
*/
void ComposeStyle(
StyleAnimationValueMap& aComposeResult,
const InvertibleAnimatedPropertyIDSet& aPropertiesToSkip,
EndpointBehavior aEndpointBehavior = EndpointBehavior::Exclusive);
void NotifyEffectTimingUpdated();
void NotifyEffectPropertiesUpdated();
void NotifyEffectTargetUpdated();
/**
* Used by subclasses to synchronously queue a cancel event in situations
* where the Animation may have been cancelled.
*
* We need to do this synchronously because after a CSS animation/transition
* is canceled, it will be released by its owning element and may not still
* exist when we would normally go to queue events on the next tick.
*/
virtual void MaybeQueueCancelEvent(
const StickyTimeDuration& aActiveTime) {};
void SetPartialPrerendered(uint64_t aIdOnCompositor) {
mIdOnCompositor = aIdOnCompositor;
mIsPartialPrerendered =
true;
}
bool IsPartialPrerendered()
const {
return mIsPartialPrerendered; }
uint64_t IdOnCompositor()
const {
return mIdOnCompositor; }
/**
* Needs to be called when the pre-rendered animation is going to no longer
* run on the compositor.
*/
void ResetPartialPrerendered() {
MOZ_ASSERT(mIsPartialPrerendered);
mIsPartialPrerendered =
false;
mIdOnCompositor =
0;
}
/**
* Called via NotifyJankedAnimations IPC call from the compositor to update
* pre-rendered area on the main-thread.
*/
void UpdatePartialPrerendered() {
ResetPartialPrerendered();
PostUpdate();
}
bool UsingScrollTimeline()
const {
return mTimeline && mTimeline->IsScrollTimeline();
}
/**
* Returns true if this is at the progress timeline boundary.
* https://drafts.csswg.org/web-animations-2/#at-progress-timeline-boundary
*/
enum class ProgressTimelinePosition : uint8_t { Boundary, NotBoundary };
static ProgressTimelinePosition AtProgressTimelineBoundary(
const Nullable<TimeDuration>& aTimelineDuration,
const Nullable<TimeDuration>& aCurrentTime,
const TimeDuration& aEffectStartTime,
const double aPlaybackRate);
ProgressTimelinePosition AtProgressTimelineBoundary()
const {
Nullable<TimeDuration> currentTime = GetUnconstrainedCurrentTime();
return AtProgressTimelineBoundary(
mTimeline ? mTimeline->TimelineDuration(mTimelineRange) : nullptr,
// Set unlimited current time based on the first matching condition:
// 1. start time is resolved:
// (timeline time - start time) × playback rate
// 2. Otherwise:
// animation’s current time
!currentTime.IsNull() ? currentTime : GetCurrentTimeAsDuration(),
mStartTime.IsNull() ? TimeDuration() : mStartTime.Value(),
PlaybackRateInternal());
}
void UpdateNormalizedTimingForTimelineDataChange();
void MaybeUpdateKeyframeComputedOffsets();
void SetHiddenByContentVisibility(
bool hidden);
bool IsHiddenByContentVisibility()
const {
return mHiddenByContentVisibility;
}
void UpdateHiddenByContentVisibility();
DocGroup* GetDocGroup();
void PostUpdate();
bool MakeReadyAndMaybeTrigger();
void AutoAlignStartTime();
const nsAtom* GetTimelineName()
const {
return mTimelineName; }
bool HasFiniteTimeline()
const {
return mTimeline && !mTimeline->IsMonotonicallyIncreasing();
}
// True when CSSNumberish times for this animation are expressed as
// percentages, i.e. typed-OM is enabled and the animation is associated with
// a progress-based timeline.
bool AcceptsPercentageBasedTime()
const;
protected:
void SilentlySetCurrentTime(
const TimeDuration& aNewCurrentTime);
void CancelNoUpdate();
void PlayNoUpdate(ErrorResult& aRv, LimitBehavior aLimitBehavior);
void ResumeAt(
const TimeDuration& aReadyTime);
void PauseAt(
const TimeDuration& aReadyTime);
void FinishPendingAt(
const TimeDuration& aReadyTime) {
if (mPendingState == PendingState::PlayPending) {
ResumeAt(aReadyTime);
}
else if (mPendingState == PendingState::PausePending) {
PauseAt(aReadyTime);
}
else {
MOZ_ASSERT_UNREACHABLE(
"Can't finish pending if we're not in a pending state");
}
}
void ApplyPendingPlaybackRate() {
if (mPendingPlaybackRate) {
mPlaybackRate = mPendingPlaybackRate.extract();
}
}
/**
* Finishing behavior depends on if changes to timing occurred due
* to a seek or regular playback.
*/
enum class SeekFlag { NoSeek, DidSeek };
enum class SyncNotifyFlag { Sync, Async };
virtual void UpdateTiming(SeekFlag aSeekFlag, SyncNotifyFlag aSyncNotifyFlag);
void UpdateFinishedState(SeekFlag aSeekFlag, SyncNotifyFlag aSyncNotifyFlag);
void UpdateEffect(PostRestyleMode aPostRestyle);
/**
* Flush all pending styles other than throttled animation styles (e.g.
* animations running on the compositor).
*/
void FlushUnanimatedStyle()
const;
void ResetFinishedPromise();
void MaybeResolveFinishedPromise();
void DoFinishNotification(SyncNotifyFlag aSyncNotifyFlag);
friend class AsyncFinishNotification;
void DoFinishNotificationImmediately(MicroTaskRunnable* aAsync = nullptr);
void QueuePlaybackEvent(nsAtom* aOnEvent, TimeStamp&& aScheduledEventTime);
void MaybeResolvePromiseWithThis(Promise*);
/**
* Remove this animation from the pending animation tracker and reset
* mPendingState as necessary. The caller is responsible for resolving or
* aborting the mReady promise as necessary.
*/
void CancelPendingTasks();
/**
* Performs the same steps as CancelPendingTasks and also rejects and
* recreates the ready promise if the animation was pending.
*/
void ResetPendingTasks();
StickyTimeDuration EffectEnd()
const;
Nullable<TimeDuration> GetCurrentTimeForHoldTime(
const Nullable<TimeDuration>& aHoldTime)
const;
Nullable<TimeDuration> GetUnconstrainedCurrentTime()
const {
return GetCurrentTimeForHoldTime(Nullable<TimeDuration>());
}
void ScheduleReplacementCheck();
void MaybeScheduleReplacementCheck();
// Earlier side of the elapsed time range reported in CSS Animations and CSS
// Transitions events.
//
// https://drafts.csswg.org/css-animations-2/#interval-start
// https://drafts.csswg.org/css-transitions-2/#interval-start
StickyTimeDuration IntervalStartTime(
const StickyTimeDuration& aActiveDuration)
const;
// Later side of the elapsed time range reported in CSS Animations and CSS
// Transitions events.
//
// https://drafts.csswg.org/css-animations-2/#interval-end
// https://drafts.csswg.org/css-transitions-2/#interval-end
StickyTimeDuration IntervalEndTime(
const StickyTimeDuration& aActiveDuration)
const;
TimeStamp GetTimelineCurrentTimeAsTimeStamp()
const {
return mTimeline ? mTimeline->GetCurrentTimeAsTimeStamp() : TimeStamp();
}
Document* GetRenderedDocument()
const;
Document* GetTimelineDocument()
const;
bool HasFiniteActiveTimeline()
const {
return mTimeline && !mTimeline->IsMonotonicallyIncreasing() &&
!mTimeline->IsInactiveTimeline();
}
RefPtr<AnimationTimeline> mTimeline;
RefPtr<AnimationEffect> mEffect;
// The beginning of the delay period.
Nullable<TimeDuration> mStartTime;
// Timeline timescale
Nullable<TimeDuration> mHoldTime;
// Animation timescale
Nullable<TimeDuration> mPreviousCurrentTime;
// Animation timescale
double mPlaybackRate =
1.
0;
Maybe<
double> mPendingPlaybackRate;
AnimationRange mTimelineRange;
// A Promise that is replaced on each call to Play()
// and fulfilled when Play() is successfully completed.
// This object is lazily created by GetReady.
// See http://drafts.csswg.org/web-animations/#current-ready-promise
RefPtr<Promise> mReady;
// A Promise that is resolved when we reach the end of the effect, or
// 0 when playing backwards. The Promise is replaced if the animation is
// finished but then a state change makes it not finished.
// This object is lazily created by GetFinished.
// See http://drafts.csswg.org/web-animations/#current-finished-promise
RefPtr<Promise> mFinished;
static uint64_t sNextAnimationIndex;
// The relative position of this animation within the global animation list.
//
// Note that subclasses such as CSSTransition and CSSAnimation may repurpose
// this member to implement their own brand of sorting. As a result, it is
// possible for two different objects to have the same index.
uint64_t mAnimationIndex;
// Indicates if the animation is in the pending state (and what state it is
// waiting to enter when it finished pending).
enum class PendingState : uint8_t { NotPending, PlayPending, PausePending };
PendingState mPendingState = PendingState::NotPending;
// Handling of this animation's target effect when filling while finished.
AnimationReplaceState mReplaceState = AnimationReplaceState::Active;
bool mFinishedAtLastComposeStyle =
false;
bool mWasReplaceableAtLastTick =
false;
bool mHiddenByContentVisibility =
false;
// Indicates that the animation should be exposed in an element's
// getAnimations() list.
bool mIsRelevant =
false;
// True if mFinished is resolved or would be resolved if mFinished has
// yet to be created. This is not set when mFinished is rejected since
// in that case mFinished is immediately reset to represent a new current
// finished promise.
bool mFinishedIsResolved =
false;
RefPtr<MicroTaskRunnable> mFinishNotificationTask;
nsString mId;
// Whether the Animation is System, ResistFingerprinting, or neither
RTPCallerType mRTPCallerType;
// The time at which our animation should be ready.
// FIXME: Bug 2017448. We have to make sure what type or value is suitable for
// pending ready time when using finite timelines because they don't use time
// values. Perhaps we need to define or use a new type (e.g. CSSNumberish).
// For now, we skip this for finite timelines and use the current time of
// the timeline in TryTriggerNow().
TimeStamp mPendingReadyTime;
private:
// Returns BrowsingContext.animationsPlayBackRateMultiplier for this
// animation.
double AnimationsPlayBackRateMultiplier()
const;
// The id for this animation on the compositor.
uint64_t mIdOnCompositor =
0;
bool mIsPartialPrerendered =
false;
// The flag to indicate that the animation’s start time cannot be reliably
// calculated until post layout since the start time is to align with the
// start or end of the animation range.
bool mAutoAlignStartTime =
false;
// The name of the timeline this animation is referring to, if one exists.
// Note that animations can have a null timeline but have this set, if it
// refers to a timeline that does not exist by name.
RefPtr<
const nsAtom> mTimelineName;
};
}
// namespace dom
}
// namespace mozilla
#endif // mozilla_dom_Animation_h