Bug 1643201 - servo: Implement `animation-fill-mode`.

Fixes #26460.

Depends on D78194

Differential Revision: https://phabricator.services.mozilla.com/D78195
This commit is contained in:
Martin Robinson 2020-06-04 00:34:45 +00:00
Родитель 376d2f283e
Коммит 81d4be443e
3 изменённых файлов: 341 добавлений и 183 удалений

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@ -13,10 +13,10 @@ use crate::dom::{OpaqueNode, TElement, TNode};
use crate::font_metrics::FontMetricsProvider;
use crate::properties::animated_properties::AnimationValue;
use crate::properties::longhands::animation_direction::computed_value::single_value::T as AnimationDirection;
use crate::properties::longhands::animation_fill_mode::computed_value::single_value::T as AnimationFillMode;
use crate::properties::longhands::animation_play_state::computed_value::single_value::T as AnimationPlayState;
use crate::properties::{self, CascadeMode, ComputedValues, LonghandId};
#[cfg(feature = "servo")]
use crate::properties::LonghandIdSet;
use crate::properties::{self, CascadeMode, ComputedValues, LonghandId};
use crate::stylesheets::keyframes_rule::{KeyframesAnimation, KeyframesStep, KeyframesStepValue};
use crate::stylesheets::Origin;
use crate::values::animated::{Animate, Procedure};
@ -139,29 +139,37 @@ impl PropertyAnimation {
/// This structure represents the state of an animation.
#[derive(Clone, Debug, MallocSizeOf, PartialEq)]
pub enum AnimationState {
/// The animation has been created, but is not running yet. This state
/// is also used when an animation is still in the first delay phase.
Pending,
/// This animation is currently running.
Running,
/// This animation is paused. The inner field is the percentage of progress
/// when it was paused, from 0 to 1.
Paused(f64),
/// This animation is currently running.
Running,
/// This animation has finished.
Finished,
/// This animation has been canceled.
Canceled,
}
impl AnimationState {
/// Whether or not this state requires its owning animation to be ticked.
fn needs_to_be_ticked(&self) -> bool {
*self == AnimationState::Running || *self == AnimationState::Pending
}
}
/// This structure represents a keyframes animation current iteration state.
///
/// If the iteration count is infinite, there's no other state, otherwise we
/// have to keep track the current iteration and the max iteration count.
#[derive(Clone, Debug, MallocSizeOf)]
pub enum KeyframesIterationState {
/// Infinite iterations, so no need to track a state.
Infinite,
/// Infinite iterations with the current iteration count.
Infinite(f64),
/// Current and max iterations.
/// TODO: Everything else in this file uses f64, so perhaps this should
/// be as well.
Finite(f32, f32),
Finite(f64, f64),
}
/// A CSS Animation
@ -176,7 +184,8 @@ pub struct Animation {
/// The internal animation from the style system.
pub keyframes_animation: KeyframesAnimation,
/// The time this animation started at.
/// The time this animation started at, which is the current value of the animation
/// timeline when this animation was created plus any animation delay.
pub started_at: f64,
/// The duration of this animation.
@ -185,6 +194,9 @@ pub struct Animation {
/// The delay of the animation.
pub delay: f64,
/// The `animation-fill-mode` property of this animation.
pub fill_mode: AnimationFillMode,
/// The current iteration state for the animation.
pub iteration_state: KeyframesIterationState,
@ -224,26 +236,26 @@ impl Animation {
/// Given the current time, advances this animation to the next iteration,
/// updates times, and then toggles the direction if appropriate. Otherwise
/// does nothing.
pub fn iterate_if_necessary(&mut self, time: f64) {
/// does nothing. Returns true if this animation has iterated.
pub fn iterate_if_necessary(&mut self, time: f64) -> bool {
if !self.iteration_over(time) {
return;
return false;
}
// Only iterate animations that are currently running.
if self.state != AnimationState::Running {
return;
return false;
}
if let KeyframesIterationState::Finite(ref mut current, max) = self.iteration_state {
// If we are already on the final iteration, just exit now.
// NB: This prevent us from updating the direction, which might be
// needed for the correct handling of animation-fill-mode.
if (max - *current) <= 1.0 {
return;
// If we are already on the final iteration, just exit now. This prevents
// us from updating the direction, which might be needed for the correct
// handling of animation-fill-mode and also firing animationiteration events
// at the end of animations.
*current = (*current + 1.).min(max);
if *current == max {
return false;
}
*current += 1.0;
}
// Update the next iteration direction if applicable.
@ -259,6 +271,8 @@ impl Animation {
},
_ => {},
}
true
}
fn iteration_over(&self, time: f64) -> bool {
@ -270,9 +284,11 @@ impl Animation {
/// canceled due to changes in the style.
pub fn has_ended(&self, time: f64) -> bool {
match self.state {
AnimationState::Canceled | AnimationState::Paused(_) => return false,
AnimationState::Finished => return true,
AnimationState::Running => {},
AnimationState::Finished => return true,
AnimationState::Pending | AnimationState::Canceled | AnimationState::Paused(_) => {
return false
},
}
if !self.iteration_over(time) {
@ -282,8 +298,8 @@ impl Animation {
// If we have a limited number of iterations and we cannot advance to another
// iteration, then we have ended.
return match self.iteration_state {
KeyframesIterationState::Finite(current, max) if (max - current) <= 1.0 => true,
KeyframesIterationState::Finite(..) | KeyframesIterationState::Infinite => false,
KeyframesIterationState::Finite(current, max) => max == current,
KeyframesIterationState::Infinite(..) => false,
};
}
@ -309,27 +325,11 @@ impl Animation {
let old_direction = self.current_direction;
let old_state = self.state.clone();
let old_iteration_state = self.iteration_state.clone();
*self = other.clone();
let mut new_started_at = old_started_at;
// If we're unpausing the animation, fake the start time so we seem to
// restore it.
//
// If the animation keeps paused, keep the old value.
//
// If we're pausing the animation, compute the progress value.
match (&mut self.state, old_state) {
(&mut Running, Paused(progress)) => new_started_at = now - (self.duration * progress),
(&mut Paused(ref mut new), Paused(old)) => *new = old,
(&mut Paused(ref mut progress), Running) => {
*progress = (now - old_started_at) / old_duration
},
// TODO(mrobinson): We should handle the case where a new animation replaces
// a finished one.
(_, Finished) | (Finished, _) => unreachable!("Did not expect Finished animation."),
_ => {},
}
self.started_at = old_started_at;
self.current_direction = old_direction;
// Don't update the iteration count, just the iteration limit.
// TODO: see how changing the limit affects rendering in other browsers.
@ -342,18 +342,36 @@ impl Animation {
_ => {},
}
self.current_direction = old_direction;
self.started_at = new_started_at;
}
// Don't pause or restart animations that should remain finished.
// We call mem::replace because `has_ended(...)` looks at `Animation::state`.
let new_state = std::mem::replace(&mut self.state, Running);
if old_state == Finished && self.has_ended(now) {
self.state = Finished;
} else {
self.state = new_state;
}
/// Calculate the active-duration of this animation according to
/// https://drafts.csswg.org/css-animations/#active-duration. active-duration
/// is not really meaningful for infinite animations so we just return 0
/// here in that case.
pub fn active_duration(&self) -> f64 {
match self.iteration_state {
KeyframesIterationState::Finite(_, max) => self.duration * (max as f64),
KeyframesIterationState::Infinite => 0.,
// If we're unpausing the animation, fake the start time so we seem to
// restore it.
//
// If the animation keeps paused, keep the old value.
//
// If we're pausing the animation, compute the progress value.
match (&mut self.state, &old_state) {
(&mut Pending, &Paused(progress)) => {
self.started_at = now - (self.duration * progress);
},
(&mut Paused(ref mut new), &Paused(old)) => *new = old,
(&mut Paused(ref mut progress), &Running) => {
*progress = (now - old_started_at) / old_duration
},
_ => {},
}
// Try to detect when we should skip straight to the running phase to
// avoid sending multiple animationstart events.
if self.state == Pending && self.started_at <= now && old_state != Pending {
self.state = Running;
}
}
@ -362,7 +380,7 @@ impl Animation {
fn update_style<E>(
&self,
context: &SharedStyleContext,
style: &mut ComputedValues,
style: &mut Arc<ComputedValues>,
font_metrics_provider: &dyn FontMetricsProvider,
) where
E: TElement,
@ -371,46 +389,54 @@ impl Animation {
let started_at = self.started_at;
let now = match self.state {
AnimationState::Running => context.current_time_for_animations,
AnimationState::Running | AnimationState::Pending | AnimationState::Finished => {
context.current_time_for_animations
},
AnimationState::Paused(progress) => started_at + duration * progress,
AnimationState::Canceled | AnimationState::Finished => return,
AnimationState::Canceled => return,
};
debug_assert!(!self.keyframes_animation.steps.is_empty());
let mut total_progress = (now - started_at) / duration;
if total_progress < 0. {
warn!("Negative progress found for animation {:?}", self.name);
if total_progress < 0. &&
self.fill_mode != AnimationFillMode::Backwards &&
self.fill_mode != AnimationFillMode::Both
{
return;
}
if total_progress > 1. {
total_progress = 1.;
}
// Get the target and the last keyframe position.
let last_keyframe_position;
let target_keyframe_position;
if total_progress > 1. &&
self.fill_mode != AnimationFillMode::Forwards &&
self.fill_mode != AnimationFillMode::Both
{
return;
}
total_progress = total_progress.min(1.0).max(0.0);
// Get the indices of the previous (from) keyframe and the next (to) keyframe.
let next_keyframe_index;
let prev_keyframe_index;
match self.current_direction {
AnimationDirection::Normal => {
target_keyframe_position = self
next_keyframe_index = self
.keyframes_animation
.steps
.iter()
.position(|step| total_progress as f32 <= step.start_percentage.0);
last_keyframe_position = target_keyframe_position
prev_keyframe_index = next_keyframe_index
.and_then(|pos| if pos != 0 { Some(pos - 1) } else { None })
.unwrap_or(0);
},
AnimationDirection::Reverse => {
target_keyframe_position = self
next_keyframe_index = self
.keyframes_animation
.steps
.iter()
.rev()
.position(|step| total_progress as f32 <= 1. - step.start_percentage.0)
.map(|pos| self.keyframes_animation.steps.len() - pos - 1);
last_keyframe_position = target_keyframe_position
prev_keyframe_index = next_keyframe_index
.and_then(|pos| {
if pos != self.keyframes_animation.steps.len() - 1 {
Some(pos + 1)
@ -418,52 +444,83 @@ impl Animation {
None
}
})
.unwrap_or(self.keyframes_animation.steps.len() - 1);
.unwrap_or(self.keyframes_animation.steps.len() - 1)
},
_ => unreachable!(),
}
debug!(
"Animation::update_style: keyframe from {:?} to {:?}",
last_keyframe_position, target_keyframe_position
prev_keyframe_index, next_keyframe_index
);
let target_keyframe = match target_keyframe_position {
let prev_keyframe = &self.keyframes_animation.steps[prev_keyframe_index];
let next_keyframe = match next_keyframe_index {
Some(target) => &self.keyframes_animation.steps[target],
None => return,
};
let last_keyframe = &self.keyframes_animation.steps[last_keyframe_position];
let update_with_single_keyframe_style = |style, computed_style: &Arc<ComputedValues>| {
let mutable_style = Arc::make_mut(style);
for property in self
.keyframes_animation
.properties_changed
.iter()
.filter_map(|longhand| {
AnimationValue::from_computed_values(longhand, &**computed_style)
})
{
property.set_in_style_for_servo(mutable_style);
}
};
// TODO: How could we optimise it? Is it such a big deal?
let prev_keyframe_style = compute_style_for_animation_step::<E>(
context,
prev_keyframe,
style,
&self.cascade_style,
font_metrics_provider,
);
if total_progress <= 0.0 {
update_with_single_keyframe_style(style, &prev_keyframe_style);
return;
}
let next_keyframe_style = compute_style_for_animation_step::<E>(
context,
next_keyframe,
&prev_keyframe_style,
&self.cascade_style,
font_metrics_provider,
);
if total_progress >= 1.0 {
update_with_single_keyframe_style(style, &next_keyframe_style);
return;
}
let relative_timespan =
(target_keyframe.start_percentage.0 - last_keyframe.start_percentage.0).abs();
(next_keyframe.start_percentage.0 - prev_keyframe.start_percentage.0).abs();
let relative_duration = relative_timespan as f64 * duration;
let last_keyframe_ended_at = match self.current_direction {
AnimationDirection::Normal => {
self.started_at + (duration * last_keyframe.start_percentage.0 as f64)
self.started_at + (duration * prev_keyframe.start_percentage.0 as f64)
},
AnimationDirection::Reverse => {
self.started_at + (duration * (1. - last_keyframe.start_percentage.0 as f64))
self.started_at + (duration * (1. - prev_keyframe.start_percentage.0 as f64))
},
_ => unreachable!(),
};
let relative_progress = (now - last_keyframe_ended_at) / relative_duration;
// TODO: How could we optimise it? Is it such a big deal?
let from_style = compute_style_for_animation_step::<E>(
context,
last_keyframe,
style,
&self.cascade_style,
font_metrics_provider,
);
// NB: The spec says that the timing function can be overwritten
// from the keyframe style.
let timing_function = if last_keyframe.declared_timing_function {
let timing_function = if prev_keyframe.declared_timing_function {
// NB: animation_timing_function can never be empty, always has
// at least the default value (`ease`).
from_style.get_box().animation_timing_function_at(0)
prev_keyframe_style
.get_box()
.animation_timing_function_at(0)
} else {
// TODO(mrobinson): It isn't optimal to have to walk this list every
// time. Perhaps this should be stored in the animation.
@ -478,18 +535,10 @@ impl Animation {
style.get_box().animation_timing_function_mod(index)
};
let target_style = compute_style_for_animation_step::<E>(
context,
target_keyframe,
&from_style,
&self.cascade_style,
font_metrics_provider,
);
let mut new_style = (*style).clone();
let mut new_style = (**style).clone();
let mut update_style_for_longhand = |longhand| {
let from = AnimationValue::from_computed_values(longhand, &from_style)?;
let to = AnimationValue::from_computed_values(longhand, &target_style)?;
let from = AnimationValue::from_computed_values(longhand, &prev_keyframe_style)?;
let to = AnimationValue::from_computed_values(longhand, &next_keyframe_style)?;
PropertyAnimation {
from,
to,
@ -504,7 +553,7 @@ impl Animation {
update_style_for_longhand(property);
}
*style = new_style;
*Arc::make_mut(style) = new_style;
}
}
@ -531,9 +580,12 @@ pub struct Transition {
pub node: OpaqueNode,
/// The start time of this transition, which is the current value of the animation
/// timeline when this transition created.
/// timeline when this transition was created plus any animation delay.
pub start_time: f64,
/// The delay used for this transition.
pub delay: f64,
/// The internal style `PropertyAnimation` for this transition.
pub property_animation: PropertyAnimation,
@ -543,9 +595,84 @@ pub struct Transition {
/// Whether or not this transition is new and or has already been tracked
/// by the script thread.
pub is_new: bool,
/// If this `Transition` has been replaced by a new one this field is
/// used to help produce better reversed transitions.
pub reversing_adjusted_start_value: AnimationValue,
/// If this `Transition` has been replaced by a new one this field is
/// used to help produce better reversed transitions.
pub reversing_shortening_factor: f64,
}
impl Transition {
fn update_for_possibly_reversed_transition(
&mut self,
replaced_transition: &Transition,
delay: f64,
now: f64,
) {
// If we reach here, we need to calculate a reversed transition according to
// https://drafts.csswg.org/css-transitions/#starting
//
// "...if the reversing-adjusted start value of the running transition
// is the same as the value of the property in the after-change style (see
// the section on reversing of transitions for why these case exists),
// implementations must cancel the running transition and start
// a new transition..."
if replaced_transition.reversing_adjusted_start_value != self.property_animation.to {
return;
}
// "* reversing-adjusted start value is the end value of the running transition"
let replaced_animation = &replaced_transition.property_animation;
self.reversing_adjusted_start_value = replaced_animation.to.clone();
// "* reversing shortening factor is the absolute value, clamped to the
// range [0, 1], of the sum of:
// 1. the output of the timing function of the old transition at the
// time of the style change event, times the reversing shortening
// factor of the old transition
// 2. 1 minus the reversing shortening factor of the old transition."
let transition_progress = replaced_transition.progress(now);
let timing_function_output = replaced_animation.timing_function_output(transition_progress);
let old_reversing_shortening_factor = replaced_transition.reversing_shortening_factor;
self.reversing_shortening_factor = ((timing_function_output *
old_reversing_shortening_factor) +
(1.0 - old_reversing_shortening_factor))
.abs()
.min(1.0)
.max(0.0);
// "* start time is the time of the style change event plus:
// 1. if the matching transition delay is nonnegative, the matching
// transition delay, or.
// 2. if the matching transition delay is negative, the product of the new
// transitions reversing shortening factor and the matching transition delay,"
self.start_time = if delay >= 0. {
now + delay
} else {
now + (self.reversing_shortening_factor * delay)
};
// "* end time is the start time plus the product of the matching transition
// duration and the new transitions reversing shortening factor,"
self.property_animation.duration *= self.reversing_shortening_factor;
// "* start value is the current value of the property in the running transition,
// * end value is the value of the property in the after-change style,"
let procedure = Procedure::Interpolate {
progress: timing_function_output,
};
match replaced_animation
.from
.animate(&replaced_animation.to, procedure)
{
Ok(new_start) => self.property_animation.from = new_start,
Err(..) => {},
}
}
/// Whether or not this animation has ended at the provided time. This does
/// not take into account canceling i.e. when an animation or transition is
/// canceled due to changes in the style.
@ -561,7 +688,7 @@ impl Transition {
}
/// Update a style to the value specified by this `Transition` given a `SharedStyleContext`.
fn update_style(&self, context: &SharedStyleContext, style: &mut ComputedValues) {
fn update_style(&self, context: &SharedStyleContext, style: &mut Arc<ComputedValues>) {
// Never apply canceled transitions to a style.
if self.state == AnimationState::Canceled {
return;
@ -569,7 +696,8 @@ impl Transition {
let progress = self.progress(context.current_time_for_animations);
if progress >= 0.0 {
self.property_animation.update(style, progress);
self.property_animation
.update(Arc::make_mut(style), progress);
}
}
}
@ -604,12 +732,6 @@ impl ElementAnimationSet {
) where
E: TElement,
{
// Return early to avoid potentially copying the style.
if self.animations.is_empty() && self.transitions.is_empty() {
return;
}
let style = Arc::make_mut(style);
for animation in &self.animations {
animation.update_style::<E>(context, style, font_metrics);
}
@ -619,15 +741,6 @@ impl ElementAnimationSet {
}
}
pub(crate) fn clear_finished_animations(&mut self) {
// TODO(mrobinson): This should probably not clear finished animations
// because of `animation-fill-mode`.
self.animations
.retain(|animation| animation.state != AnimationState::Finished);
self.transitions
.retain(|animation| animation.state != AnimationState::Finished);
}
/// Clear all canceled animations and transitions from this `ElementAnimationSet`.
pub fn clear_canceled_animations(&mut self) {
self.animations
@ -643,26 +756,25 @@ impl ElementAnimationSet {
}
/// Whether or not this state needs animation ticks for its transitions
/// or animations. New animations don't need ticks until they are no
/// longer marked as new.
/// or animations.
pub fn needs_animation_ticks(&self) -> bool {
self.animations
.iter()
.any(|animation| animation.state == AnimationState::Running && !animation.is_new) ||
self.transitions.iter().any(|transition| {
transition.state == AnimationState::Running && !transition.is_new
})
.any(|animation| animation.state.needs_to_be_ticked()) ||
self.transitions
.iter()
.any(|transition| transition.state.needs_to_be_ticked())
}
/// The number of running animations and transitions for this `ElementAnimationSet`.
pub fn running_animation_and_transition_count(&self) -> usize {
self.animations
.iter()
.filter(|animation| animation.state == AnimationState::Running)
.filter(|animation| animation.state.needs_to_be_ticked())
.count() +
self.transitions
.iter()
.filter(|transition| transition.state == AnimationState::Running)
.filter(|transition| transition.state.needs_to_be_ticked())
.count()
}
@ -692,11 +804,6 @@ impl ElementAnimationSet {
}
maybe_start_animations(element, &context, &new_style, self);
// When necessary, iterate our running animations to the next iteration.
for animation in self.animations.iter_mut() {
animation.iterate_if_necessary(context.current_time_for_animations);
}
}
/// Update our transitions given a new style, canceling or starting new animations
@ -746,6 +853,75 @@ impl ElementAnimationSet {
transition.state = AnimationState::Canceled;
}
}
fn start_transition_if_applicable(
&mut self,
context: &SharedStyleContext,
opaque_node: OpaqueNode,
longhand_id: LonghandId,
index: usize,
old_style: &ComputedValues,
new_style: &Arc<ComputedValues>,
) {
let box_style = new_style.get_box();
let timing_function = box_style.transition_timing_function_mod(index);
let duration = box_style.transition_duration_mod(index);
let delay = box_style.transition_delay_mod(index).seconds() as f64;
let now = context.current_time_for_animations;
// Only start a new transition if the style actually changes between
// the old style and the new style.
let property_animation = match PropertyAnimation::from_longhand(
longhand_id,
timing_function,
duration,
old_style,
new_style,
) {
Some(property_animation) => property_animation,
None => return,
};
// Per [1], don't trigger a new transition if the end state for that
// transition is the same as that of a transition that's running or
// completed. We don't take into account any canceled animations.
// [1]: https://drafts.csswg.org/css-transitions/#starting
if self
.transitions
.iter()
.filter(|transition| transition.state != AnimationState::Canceled)
.any(|transition| transition.property_animation.to == property_animation.to)
{
return;
}
// We are going to start a new transition, but we might have to update
// it if we are replacing a reversed transition.
let reversing_adjusted_start_value = property_animation.from.clone();
let mut new_transition = Transition {
node: opaque_node,
start_time: now + delay,
delay,
property_animation,
state: AnimationState::Pending,
is_new: true,
reversing_adjusted_start_value,
reversing_shortening_factor: 1.0,
};
if let Some(old_transition) = self
.transitions
.iter_mut()
.filter(|transition| transition.state == AnimationState::Running)
.find(|transition| transition.property_animation.property_id() == longhand_id)
{
// We always cancel any running transitions for the same property.
old_transition.state = AnimationState::Canceled;
new_transition.update_for_possibly_reversed_transition(old_transition, delay, now);
}
self.transitions.push(new_transition);
}
}
/// Kick off any new transitions for this node and return all of the properties that are
@ -769,46 +945,17 @@ pub fn start_transitions_if_applicable(
let physical_property = transition.longhand_id.to_physical(new_style.writing_mode);
if properties_that_transition.contains(physical_property) {
continue;
} else {
properties_that_transition.insert(physical_property);
}
let property_animation = match PropertyAnimation::from_longhand(
transition.longhand_id,
box_style.transition_timing_function_mod(transition.index),
box_style.transition_duration_mod(transition.index),
properties_that_transition.insert(physical_property);
animation_state.start_transition_if_applicable(
context,
opaque_node,
physical_property,
transition.index,
old_style,
new_style,
) {
Some(property_animation) => property_animation,
None => continue,
};
// Per [1], don't trigger a new transition if the end state for that
// transition is the same as that of a transition that's running or
// completed. We don't take into account any canceled animations.
// [1]: https://drafts.csswg.org/css-transitions/#starting
if animation_state
.transitions
.iter()
.filter(|transition| transition.state != AnimationState::Canceled)
.any(|transition| transition.property_animation.to == property_animation.to)
{
continue;
}
// Kick off the animation.
debug!("Kicking off transition of {:?}", property_animation);
let box_style = new_style.get_box();
let start_time = context.current_time_for_animations +
(box_style.transition_delay_mod(transition.index).seconds() as f64);
animation_state.transitions.push(Transition {
node: opaque_node,
start_time,
property_animation,
state: AnimationState::Running,
is_new: true,
});
);
}
properties_that_transition
@ -831,13 +978,7 @@ where
} => {
let guard = declarations.read_with(context.guards.author);
// This currently ignores visited styles, which seems acceptable,
// as existing browsers don't appear to animate visited styles.
let computed = properties::apply_declarations::<E, _>(
context.stylist.device(),
/* pseudo = */ None,
previous_style.rules(),
&context.guards,
let iter = || {
// It's possible to have !important properties in keyframes
// so we have to filter them out.
// See the spec issue https://github.com/w3c/csswg-drafts/issues/1824
@ -845,7 +986,17 @@ where
guard
.normal_declaration_iter()
.filter(|declaration| declaration.is_animatable())
.map(|decl| (decl, Origin::Author)),
.map(|decl| (decl, Origin::Author))
};
// This currently ignores visited styles, which seems acceptable,
// as existing browsers don't appear to animate visited styles.
let computed = properties::apply_declarations::<E, _, _>(
context.stylist.device(),
/* pseudo = */ None,
previous_style.rules(),
&context.guards,
iter,
Some(previous_style),
Some(previous_style),
Some(previous_style),
@ -904,8 +1055,8 @@ pub fn maybe_start_animations<E>(
let delay = box_style.animation_delay_mod(i).seconds();
let animation_start = context.current_time_for_animations + delay as f64;
let iteration_state = match box_style.animation_iteration_count_mod(i) {
AnimationIterationCount::Infinite => KeyframesIterationState::Infinite,
AnimationIterationCount::Number(n) => KeyframesIterationState::Finite(0.0, n),
AnimationIterationCount::Infinite => KeyframesIterationState::Infinite(0.0),
AnimationIterationCount::Number(n) => KeyframesIterationState::Finite(0.0, n.into()),
};
let animation_direction = box_style.animation_direction_mod(i);
@ -921,7 +1072,7 @@ pub fn maybe_start_animations<E>(
let state = match box_style.animation_play_state_mod(i) {
AnimationPlayState::Paused => AnimationState::Paused(0.),
AnimationPlayState::Running => AnimationState::Running,
AnimationPlayState::Running => AnimationState::Pending,
};
let new_animation = Animation {
@ -930,6 +1081,7 @@ pub fn maybe_start_animations<E>(
keyframes_animation: anim.clone(),
started_at: animation_start,
duration: duration as f64,
fill_mode: box_style.animation_fill_mode_mod(i),
delay: delay as f64,
iteration_state,
state,
@ -941,7 +1093,7 @@ pub fn maybe_start_animations<E>(
// If the animation was already present in the list for the node, just update its state.
for existing_animation in animation_state.animations.iter_mut() {
if existing_animation.state != AnimationState::Running {
if existing_animation.state == AnimationState::Canceled {
continue;
}

Просмотреть файл

@ -7,6 +7,7 @@
#![allow(unsafe_code)]
#![deny(missing_docs)]
use crate::animation::AnimationState;
use crate::computed_value_flags::ComputedValueFlags;
use crate::context::{ElementCascadeInputs, QuirksMode, SelectorFlagsMap};
use crate::context::{SharedStyleContext, StyleContext};
@ -458,9 +459,14 @@ trait PrivateMatchMethods: TElement {
&context.thread_local.font_metrics_provider,
);
// We clear away any finished transitions, but retain animations, because they
// might still be used for proper calculation of `animation-fill-mode`.
animation_state
.transitions
.retain(|transition| transition.state != AnimationState::Finished);
// If the ElementAnimationSet is empty, and don't store it in order to
// save memory and to avoid extra processing later.
animation_state.clear_finished_animations();
if !animation_state.is_empty() {
animation_states.insert(this_opaque, animation_state);
}

Просмотреть файл

@ -312,7 +312,7 @@ ${helpers.single_keyword(
${helpers.single_keyword(
"animation-fill-mode",
"none forwards backwards both",
engines="gecko servo-2013",
engines="gecko servo-2013 servo-2020",
need_index=True,
animation_value_type="none",
vector=True,