2017-10-27 20:33:53 +03:00
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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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2017-09-27 03:55:35 +03:00
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "ScrollAnimationMSDPhysics.h"
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#include "gfxPrefs.h"
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using namespace mozilla;
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ScrollAnimationMSDPhysics::ScrollAnimationMSDPhysics(const nsPoint& aStartPos)
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: mStartPos(aStartPos),
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mModelX(0, 0, 0, gfxPrefs::SmoothScrollMSDPhysicsRegularSpringConstant(),
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1),
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mModelY(0, 0, 0, gfxPrefs::SmoothScrollMSDPhysicsRegularSpringConstant(),
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1),
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mIsFirstIteration(true) {}
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2018-11-30 13:46:48 +03:00
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2017-09-27 03:55:35 +03:00
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void ScrollAnimationMSDPhysics::Update(const TimeStamp& aTime,
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const nsPoint& aDestination,
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const nsSize& aCurrentVelocity) {
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double springConstant = ComputeSpringConstant(aTime);
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// mLastSimulatedTime is the most recent time that this animation has been
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// "observed" at. We don't want to update back to a state in the past, so we
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// set mStartTime to the more recent of mLastSimulatedTime and aTime.
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// aTime can be in the past if we're processing an input event whose internal
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// timestamp is in the past.
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if (mLastSimulatedTime && aTime < mLastSimulatedTime) {
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mStartTime = mLastSimulatedTime;
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} else {
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mStartTime = aTime;
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}
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if (!mIsFirstIteration) {
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mStartPos = PositionAt(mStartTime);
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}
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mLastSimulatedTime = mStartTime;
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mDestination = aDestination;
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mModelX = AxisPhysicsMSDModel(mStartPos.x, aDestination.x,
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aCurrentVelocity.width, springConstant, 1);
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mModelY = AxisPhysicsMSDModel(mStartPos.y, aDestination.y,
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aCurrentVelocity.height, springConstant, 1);
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mIsFirstIteration = false;
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}
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2018-10-26 01:21:29 +03:00
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void ScrollAnimationMSDPhysics::ApplyContentShift(const CSSPoint& aShiftDelta) {
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nsPoint shiftDelta = CSSPoint::ToAppUnits(aShiftDelta);
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mStartPos += shiftDelta;
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mDestination += shiftDelta;
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}
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2017-09-27 03:55:35 +03:00
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double ScrollAnimationMSDPhysics::ComputeSpringConstant(
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const TimeStamp& aTime) {
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if (!mPreviousEventTime) {
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mPreviousEventTime = aTime;
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mPreviousDelta = TimeDuration();
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return gfxPrefs::SmoothScrollMSDPhysicsMotionBeginSpringConstant();
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}
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TimeDuration delta = aTime - mPreviousEventTime;
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TimeDuration previousDelta = mPreviousDelta;
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mPreviousEventTime = aTime;
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mPreviousDelta = delta;
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double deltaMS = delta.ToMilliseconds();
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if (deltaMS >= gfxPrefs::SmoothScrollMSDPhysicsContinuousMotionMaxDeltaMS()) {
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return gfxPrefs::SmoothScrollMSDPhysicsMotionBeginSpringConstant();
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}
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if (previousDelta &&
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deltaMS >= gfxPrefs::SmoothScrollMSDPhysicsSlowdownMinDeltaMS() &&
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deltaMS >= previousDelta.ToMilliseconds() *
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gfxPrefs::SmoothScrollMSDPhysicsSlowdownMinDeltaRatio()) {
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// The rate of events has slowed (the time delta between events has
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// increased) enough that we think that the current scroll motion is coming
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// to a stop. Use a stiffer spring in order to reach the destination more
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// quickly.
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return gfxPrefs::SmoothScrollMSDPhysicsSlowdownSpringConstant();
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}
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return gfxPrefs::SmoothScrollMSDPhysicsRegularSpringConstant();
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}
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void ScrollAnimationMSDPhysics::SimulateUntil(const TimeStamp& aTime) {
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if (!mLastSimulatedTime || aTime < mLastSimulatedTime) {
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return;
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}
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TimeDuration delta = aTime - mLastSimulatedTime;
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mModelX.Simulate(delta);
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mModelY.Simulate(delta);
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mLastSimulatedTime = aTime;
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}
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nsPoint ScrollAnimationMSDPhysics::PositionAt(const TimeStamp& aTime) {
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SimulateUntil(aTime);
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return nsPoint(NSToCoordRound(mModelX.GetPosition()),
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NSToCoordRound(mModelY.GetPosition()));
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}
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nsSize ScrollAnimationMSDPhysics::VelocityAt(const TimeStamp& aTime) {
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SimulateUntil(aTime);
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return nsSize(NSToCoordRound(mModelX.GetVelocity()),
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NSToCoordRound(mModelY.GetVelocity()));
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}
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