зеркало из https://github.com/mozilla/gecko-dev.git
152 строки
5.8 KiB
C++
152 строки
5.8 KiB
C++
/* -*- 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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/* 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 "ScrollAnimationBezierPhysics.h"
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#include "gfxPrefs.h"
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using namespace mozilla;
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ScrollAnimationBezierPhysics::ScrollAnimationBezierPhysics(const nsPoint& aStartPos,
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const ScrollAnimationBezierPhysicsSettings& aSettings)
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: mSettings(aSettings)
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, mStartPos(aStartPos)
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, mIsFirstIteration(true)
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{
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}
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void
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ScrollAnimationBezierPhysics::Update(const TimeStamp& aTime,
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const nsPoint& aDestination,
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const nsSize& aCurrentVelocity)
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{
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if (mIsFirstIteration) {
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InitializeHistory(aTime);
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}
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TimeDuration duration = ComputeDuration(aTime);
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nsSize currentVelocity = aCurrentVelocity;
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if (!mIsFirstIteration) {
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// If an additional event has not changed the destination, then do not let
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// another minimum duration reset slow things down. If it would then
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// instead continue with the existing timing function.
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if (aDestination == mDestination &&
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aTime + duration > mStartTime + mDuration)
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{
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return;
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}
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currentVelocity = VelocityAt(aTime);
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mStartPos = PositionAt(aTime);
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}
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mStartTime = aTime;
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mDuration = duration;
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mDestination = aDestination;
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InitTimingFunction(mTimingFunctionX, mStartPos.x, currentVelocity.width,
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aDestination.x);
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InitTimingFunction(mTimingFunctionY, mStartPos.y, currentVelocity.height,
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aDestination.y);
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mIsFirstIteration = false;
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}
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TimeDuration
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ScrollAnimationBezierPhysics::ComputeDuration(const TimeStamp& aTime)
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{
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// Average last 3 delta durations (rounding errors up to 2ms are negligible for us)
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int32_t eventsDeltaMs = (aTime - mPrevEventTime[2]).ToMilliseconds() / 3;
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mPrevEventTime[2] = mPrevEventTime[1];
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mPrevEventTime[1] = mPrevEventTime[0];
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mPrevEventTime[0] = aTime;
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// Modulate duration according to events rate (quicker events -> shorter durations).
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// The desired effect is to use longer duration when scrolling slowly, such that
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// it's easier to follow, but reduce the duration to make it feel more snappy when
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// scrolling quickly. To reduce fluctuations of the duration, we average event
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// intervals using the recent 4 timestamps (now + three prev -> 3 intervals).
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int32_t durationMS =
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clamped<int32_t>(eventsDeltaMs * mSettings.mIntervalRatio,
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mSettings.mMinMS, mSettings.mMaxMS);
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return TimeDuration::FromMilliseconds(durationMS);
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}
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void
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ScrollAnimationBezierPhysics::InitializeHistory(const TimeStamp& aTime)
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{
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// Starting a new scroll (i.e. not when extending an existing scroll animation),
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// create imaginary prev timestamps with maximum relevant intervals between them.
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// Longest relevant interval (which results in maximum duration)
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TimeDuration maxDelta =
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TimeDuration::FromMilliseconds(mSettings.mMaxMS / mSettings.mIntervalRatio);
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mPrevEventTime[0] = aTime - maxDelta;
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mPrevEventTime[1] = mPrevEventTime[0] - maxDelta;
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mPrevEventTime[2] = mPrevEventTime[1] - maxDelta;
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}
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void
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ScrollAnimationBezierPhysics::InitTimingFunction(nsSMILKeySpline& aTimingFunction,
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nscoord aCurrentPos,
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nscoord aCurrentVelocity,
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nscoord aDestination)
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{
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if (aDestination == aCurrentPos || gfxPrefs::SmoothScrollCurrentVelocityWeighting() == 0) {
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aTimingFunction.Init(0, 0, 1 - gfxPrefs::SmoothScrollStopDecelerationWeighting(), 1);
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return;
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}
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const TimeDuration oneSecond = TimeDuration::FromSeconds(1);
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double slope = aCurrentVelocity * (mDuration / oneSecond) / (aDestination - aCurrentPos);
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double normalization = sqrt(1.0 + slope * slope);
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double dt = 1.0 / normalization * gfxPrefs::SmoothScrollCurrentVelocityWeighting();
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double dxy = slope / normalization * gfxPrefs::SmoothScrollCurrentVelocityWeighting();
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aTimingFunction.Init(dt, dxy, 1 - gfxPrefs::SmoothScrollStopDecelerationWeighting(), 1);
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}
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nsPoint
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ScrollAnimationBezierPhysics::PositionAt(const TimeStamp& aTime)
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{
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if (IsFinished(aTime)) {
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return mDestination;
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}
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double progressX = mTimingFunctionX.GetSplineValue(ProgressAt(aTime));
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double progressY = mTimingFunctionY.GetSplineValue(ProgressAt(aTime));
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return nsPoint(NSToCoordRound((1 - progressX) * mStartPos.x + progressX * mDestination.x),
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NSToCoordRound((1 - progressY) * mStartPos.y + progressY * mDestination.y));
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}
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nsSize
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ScrollAnimationBezierPhysics::VelocityAt(const TimeStamp& aTime)
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{
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if (IsFinished(aTime)) {
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return nsSize(0, 0);
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}
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double timeProgress = ProgressAt(aTime);
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return nsSize(VelocityComponent(timeProgress, mTimingFunctionX,
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mStartPos.x, mDestination.x),
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VelocityComponent(timeProgress, mTimingFunctionY,
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mStartPos.y, mDestination.y));
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}
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nscoord
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ScrollAnimationBezierPhysics::VelocityComponent(double aTimeProgress,
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const nsSMILKeySpline& aTimingFunction,
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nscoord aStart,
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nscoord aDestination) const
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{
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double dt, dxy;
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aTimingFunction.GetSplineDerivativeValues(aTimeProgress, dt, dxy);
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if (dt == 0)
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return dxy >= 0 ? nscoord_MAX : nscoord_MIN;
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const TimeDuration oneSecond = TimeDuration::FromSeconds(1);
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double slope = dxy / dt;
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return NSToCoordRound(slope * (aDestination - aStart) / (mDuration / oneSecond));
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}
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