зеркало из https://github.com/mozilla/gecko-dev.git
1452 строки
54 KiB
Rust
1452 строки
54 KiB
Rust
/* 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 https://mozilla.org/MPL/2.0/. */
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//! CSS transitions and animations.
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// NOTE(emilio): This code isn't really executed in Gecko, but we don't want to
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// compile it out so that people remember it exists.
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use crate::bezier::Bezier;
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use crate::context::{CascadeInputs, SharedStyleContext};
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use crate::dom::{OpaqueNode, TDocument, TElement, TNode};
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use crate::properties::animated_properties::{AnimationValue, AnimationValueMap};
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use crate::properties::longhands::animation_direction::computed_value::single_value::T as AnimationDirection;
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use crate::properties::longhands::animation_fill_mode::computed_value::single_value::T as AnimationFillMode;
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use crate::properties::longhands::animation_play_state::computed_value::single_value::T as AnimationPlayState;
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use crate::properties::AnimationDeclarations;
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use crate::properties::{
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ComputedValues, Importance, LonghandId, LonghandIdSet, PropertyDeclarationBlock,
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PropertyDeclarationId,
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};
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use crate::rule_tree::CascadeLevel;
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use crate::selector_parser::PseudoElement;
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use crate::shared_lock::{Locked, SharedRwLock};
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use crate::style_resolver::StyleResolverForElement;
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use crate::stylesheets::keyframes_rule::{KeyframesAnimation, KeyframesStep, KeyframesStepValue};
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use crate::values::animated::{Animate, Procedure};
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use crate::values::computed::{Time, TimingFunction};
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use crate::values::generics::box_::AnimationIterationCount;
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use crate::values::generics::easing::{
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StepPosition, TimingFunction as GenericTimingFunction, TimingKeyword,
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};
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use crate::Atom;
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use fxhash::FxHashMap;
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use parking_lot::RwLock;
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use servo_arc::Arc;
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use std::fmt;
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/// Represents an animation for a given property.
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#[derive(Clone, Debug, MallocSizeOf)]
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pub struct PropertyAnimation {
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/// The value we are animating from.
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from: AnimationValue,
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/// The value we are animating to.
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to: AnimationValue,
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/// The timing function of this `PropertyAnimation`.
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timing_function: TimingFunction,
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/// The duration of this `PropertyAnimation` in seconds.
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pub duration: f64,
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}
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impl PropertyAnimation {
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/// Returns the given property longhand id.
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pub fn property_id(&self) -> LonghandId {
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debug_assert_eq!(self.from.id(), self.to.id());
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self.from.id()
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}
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fn from_longhand(
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longhand: LonghandId,
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timing_function: TimingFunction,
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duration: Time,
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old_style: &ComputedValues,
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new_style: &ComputedValues,
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) -> Option<PropertyAnimation> {
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// FIXME(emilio): Handle the case where old_style and new_style's writing mode differ.
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let longhand = longhand.to_physical(new_style.writing_mode);
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let from = AnimationValue::from_computed_values(longhand, old_style)?;
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let to = AnimationValue::from_computed_values(longhand, new_style)?;
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let duration = duration.seconds() as f64;
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if from == to || duration == 0.0 {
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return None;
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}
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Some(PropertyAnimation {
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from,
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to,
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timing_function,
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duration,
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})
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}
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/// The output of the timing function given the progress ration of this animation.
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fn timing_function_output(&self, progress: f64) -> f64 {
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let epsilon = 1. / (200. * self.duration);
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match self.timing_function {
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GenericTimingFunction::CubicBezier { x1, y1, x2, y2 } => {
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Bezier::new(x1, y1, x2, y2).solve(progress, epsilon)
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},
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GenericTimingFunction::Steps(steps, pos) => {
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let mut current_step = (progress * (steps as f64)).floor() as i32;
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if pos == StepPosition::Start ||
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pos == StepPosition::JumpStart ||
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pos == StepPosition::JumpBoth
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{
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current_step = current_step + 1;
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}
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// FIXME: We should update current_step according to the "before flag".
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// In order to get the before flag, we have to know the current animation phase
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// and whether the iteration is reversed. For now, we skip this calculation.
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// (i.e. Treat before_flag is unset,)
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// https://drafts.csswg.org/css-easing/#step-timing-function-algo
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if progress >= 0.0 && current_step < 0 {
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current_step = 0;
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}
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let jumps = match pos {
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StepPosition::JumpBoth => steps + 1,
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StepPosition::JumpNone => steps - 1,
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StepPosition::JumpStart |
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StepPosition::JumpEnd |
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StepPosition::Start |
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StepPosition::End => steps,
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};
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if progress <= 1.0 && current_step > jumps {
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current_step = jumps;
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}
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(current_step as f64) / (jumps as f64)
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},
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GenericTimingFunction::Keyword(keyword) => {
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let bezier = match keyword {
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TimingKeyword::Linear => return progress,
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TimingKeyword::Ease => Bezier::new(0.25, 0.1, 0.25, 1.),
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TimingKeyword::EaseIn => Bezier::new(0.42, 0., 1., 1.),
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TimingKeyword::EaseOut => Bezier::new(0., 0., 0.58, 1.),
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TimingKeyword::EaseInOut => Bezier::new(0.42, 0., 0.58, 1.),
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};
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bezier.solve(progress, epsilon)
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},
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}
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}
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/// Update the given animation at a given point of progress.
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fn calculate_value(&self, progress: f64) -> Result<AnimationValue, ()> {
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let procedure = Procedure::Interpolate {
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progress: self.timing_function_output(progress),
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};
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self.from.animate(&self.to, procedure)
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}
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}
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/// This structure represents the state of an animation.
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#[derive(Clone, Debug, MallocSizeOf, PartialEq)]
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pub enum AnimationState {
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/// The animation has been created, but is not running yet. This state
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/// is also used when an animation is still in the first delay phase.
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Pending,
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/// This animation is currently running.
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Running,
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/// This animation is paused. The inner field is the percentage of progress
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/// when it was paused, from 0 to 1.
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Paused(f64),
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/// This animation has finished.
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Finished,
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/// This animation has been canceled.
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Canceled,
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}
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impl AnimationState {
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/// Whether or not this state requires its owning animation to be ticked.
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fn needs_to_be_ticked(&self) -> bool {
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*self == AnimationState::Running || *self == AnimationState::Pending
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}
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}
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/// This structure represents a keyframes animation current iteration state.
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///
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/// If the iteration count is infinite, there's no other state, otherwise we
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/// have to keep track the current iteration and the max iteration count.
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#[derive(Clone, Debug, MallocSizeOf)]
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pub enum KeyframesIterationState {
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/// Infinite iterations with the current iteration count.
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Infinite(f64),
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/// Current and max iterations.
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Finite(f64, f64),
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}
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/// A temporary data structure used when calculating ComputedKeyframes for an
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/// animation. This data structure is used to collapse information for steps
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/// which may be spread across multiple keyframe declarations into a single
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/// instance per `start_percentage`.
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struct IntermediateComputedKeyframe {
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declarations: PropertyDeclarationBlock,
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timing_function: Option<TimingFunction>,
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start_percentage: f32,
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}
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impl IntermediateComputedKeyframe {
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fn new(start_percentage: f32) -> Self {
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IntermediateComputedKeyframe {
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declarations: PropertyDeclarationBlock::new(),
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timing_function: None,
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start_percentage,
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}
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}
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/// Walk through all keyframe declarations and combine all declarations with the
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/// same `start_percentage` into individual `IntermediateComputedKeyframe`s.
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fn generate_for_keyframes(
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animation: &KeyframesAnimation,
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context: &SharedStyleContext,
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base_style: &ComputedValues,
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) -> Vec<Self> {
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let mut intermediate_steps: Vec<Self> = Vec::with_capacity(animation.steps.len());
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let mut current_step = IntermediateComputedKeyframe::new(0.);
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for step in animation.steps.iter() {
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let start_percentage = step.start_percentage.0;
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if start_percentage != current_step.start_percentage {
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let new_step = IntermediateComputedKeyframe::new(start_percentage);
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intermediate_steps.push(std::mem::replace(&mut current_step, new_step));
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}
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current_step.update_from_step(step, context, base_style);
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}
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intermediate_steps.push(current_step);
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// We should always have a first and a last step, even if these are just
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// generated by KeyframesStepValue::ComputedValues.
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debug_assert!(intermediate_steps.first().unwrap().start_percentage == 0.);
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debug_assert!(intermediate_steps.last().unwrap().start_percentage == 1.);
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intermediate_steps
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}
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fn update_from_step(
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&mut self,
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step: &KeyframesStep,
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context: &SharedStyleContext,
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base_style: &ComputedValues,
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) {
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// Each keyframe declaration may optionally specify a timing function, falling
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// back to the one defined global for the animation.
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let guard = &context.guards.author;
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if let Some(timing_function) = step.get_animation_timing_function(&guard) {
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self.timing_function = Some(timing_function.to_computed_value_without_context());
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}
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let block = match step.value {
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KeyframesStepValue::ComputedValues => return,
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KeyframesStepValue::Declarations { ref block } => block,
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};
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// Filter out !important, non-animatable properties, and the
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// 'display' property (which is only animatable from SMIL).
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let guard = block.read_with(&guard);
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for declaration in guard.normal_declaration_iter() {
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if let PropertyDeclarationId::Longhand(id) = declaration.id() {
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if id == LonghandId::Display {
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continue;
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}
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if !id.is_animatable() {
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continue;
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}
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}
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self.declarations.push(
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declaration.to_physical(base_style.writing_mode),
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Importance::Normal,
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);
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}
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}
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fn resolve_style<E>(
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self,
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element: E,
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context: &SharedStyleContext,
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base_style: &Arc<ComputedValues>,
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resolver: &mut StyleResolverForElement<E>,
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) -> Arc<ComputedValues>
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where
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E: TElement,
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{
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if !self.declarations.any_normal() {
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return base_style.clone();
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}
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let document = element.as_node().owner_doc();
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let locked_block = Arc::new(document.shared_lock().wrap(self.declarations));
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let mut important_rules_changed = false;
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let rule_node = base_style.rules().clone();
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let new_node = context.stylist.rule_tree().update_rule_at_level(
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CascadeLevel::Animations,
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Some(locked_block.borrow_arc()),
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&rule_node,
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&context.guards,
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&mut important_rules_changed,
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);
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if new_node.is_none() {
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return base_style.clone();
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}
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let inputs = CascadeInputs {
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rules: new_node,
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visited_rules: base_style.visited_rules().cloned(),
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};
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resolver
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.cascade_style_and_visited_with_default_parents(inputs)
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.0
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}
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}
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/// A single computed keyframe for a CSS Animation.
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#[derive(Clone, MallocSizeOf)]
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struct ComputedKeyframe {
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/// The timing function to use for transitions between this step
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/// and the next one.
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timing_function: TimingFunction,
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/// The starting percentage (a number between 0 and 1) which represents
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/// at what point in an animation iteration this step is.
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start_percentage: f32,
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/// The animation values to transition to and from when processing this
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/// keyframe animation step.
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values: Vec<AnimationValue>,
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}
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impl ComputedKeyframe {
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fn generate_for_keyframes<E>(
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element: E,
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animation: &KeyframesAnimation,
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context: &SharedStyleContext,
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base_style: &Arc<ComputedValues>,
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default_timing_function: TimingFunction,
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resolver: &mut StyleResolverForElement<E>,
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) -> Vec<Self>
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where
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E: TElement,
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{
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let mut animating_properties = LonghandIdSet::new();
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for property in animation.properties_changed.iter() {
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debug_assert!(property.is_animatable());
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animating_properties.insert(property.to_physical(base_style.writing_mode));
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}
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let animation_values_from_style: Vec<AnimationValue> = animating_properties
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.iter()
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.map(|property| {
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AnimationValue::from_computed_values(property, &**base_style)
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.expect("Unexpected non-animatable property.")
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})
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.collect();
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let intermediate_steps =
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IntermediateComputedKeyframe::generate_for_keyframes(animation, context, base_style);
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let mut computed_steps: Vec<Self> = Vec::with_capacity(intermediate_steps.len());
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for (step_index, step) in intermediate_steps.into_iter().enumerate() {
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let start_percentage = step.start_percentage;
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let timing_function = step.timing_function.unwrap_or(default_timing_function);
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let properties_changed_in_step = step.declarations.longhands().clone();
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let step_style = step.resolve_style(element, context, base_style, resolver);
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let values = {
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// If a value is not set in a property declaration we use the value from
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// the style for the first and last keyframe. For intermediate ones, we
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// use the value from the previous keyframe.
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//
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// TODO(mrobinson): According to the spec, we should use an interpolated
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// value for properties missing from keyframe declarations.
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let default_values = if start_percentage == 0. || start_percentage == 1.0 {
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&animation_values_from_style
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} else {
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debug_assert!(step_index != 0);
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&computed_steps[step_index - 1].values
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};
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// For each property that is animating, pull the value from the resolved
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// style for this step if it's in one of the declarations. Otherwise, we
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// use the default value from the set we calculated above.
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animating_properties
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.iter()
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.zip(default_values.iter())
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.map(|(longhand, default_value)| {
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if properties_changed_in_step.contains(longhand) {
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AnimationValue::from_computed_values(longhand, &step_style)
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.unwrap_or_else(|| default_value.clone())
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} else {
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default_value.clone()
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}
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})
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.collect()
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};
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computed_steps.push(ComputedKeyframe {
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timing_function,
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start_percentage,
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values,
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});
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}
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computed_steps
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}
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}
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/// A CSS Animation
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#[derive(Clone, MallocSizeOf)]
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pub struct Animation {
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/// The name of this animation as defined by the style.
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pub name: Atom,
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/// The properties that change in this animation.
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properties_changed: LonghandIdSet,
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/// The computed style for each keyframe of this animation.
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computed_steps: Vec<ComputedKeyframe>,
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/// The time this animation started at, which is the current value of the animation
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/// timeline when this animation was created plus any animation delay.
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pub started_at: f64,
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/// The duration of this animation.
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pub duration: f64,
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/// The delay of the animation.
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pub delay: f64,
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/// The `animation-fill-mode` property of this animation.
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pub fill_mode: AnimationFillMode,
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/// The current iteration state for the animation.
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pub iteration_state: KeyframesIterationState,
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/// Whether this animation is paused.
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pub state: AnimationState,
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/// The declared animation direction of this animation.
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pub direction: AnimationDirection,
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/// The current animation direction. This can only be `normal` or `reverse`.
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pub current_direction: AnimationDirection,
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/// The original cascade style, needed to compute the generated keyframes of
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/// the animation.
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#[ignore_malloc_size_of = "ComputedValues"]
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pub cascade_style: Arc<ComputedValues>,
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/// Whether or not this animation is new and or has already been tracked
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/// by the script thread.
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pub is_new: bool,
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}
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impl Animation {
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/// Whether or not this animation is cancelled by changes from a new style.
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fn is_cancelled_in_new_style(&self, new_style: &Arc<ComputedValues>) -> bool {
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let index = new_style
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.get_box()
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.animation_name_iter()
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.position(|animation_name| Some(&self.name) == animation_name.as_atom());
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let index = match index {
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Some(index) => index,
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None => return true,
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};
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new_style.get_box().animation_duration_mod(index).seconds() == 0.
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}
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/// Given the current time, advances this animation to the next iteration,
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/// updates times, and then toggles the direction if appropriate. Otherwise
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/// does nothing. Returns true if this animation has iterated.
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pub fn iterate_if_necessary(&mut self, time: f64) -> bool {
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if !self.iteration_over(time) {
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return false;
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}
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// Only iterate animations that are currently running.
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if self.state != AnimationState::Running {
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return false;
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}
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if self.on_last_iteration() {
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return false;
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}
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self.iterate();
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true
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}
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fn iterate(&mut self) {
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debug_assert!(!self.on_last_iteration());
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if let KeyframesIterationState::Finite(ref mut current, max) = self.iteration_state {
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*current = (*current + 1.).min(max);
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}
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if let AnimationState::Paused(ref mut progress) = self.state {
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debug_assert!(*progress > 1.);
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*progress -= 1.;
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}
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// Update the next iteration direction if applicable.
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self.started_at += self.duration;
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match self.direction {
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AnimationDirection::Alternate | AnimationDirection::AlternateReverse => {
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self.current_direction = match self.current_direction {
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AnimationDirection::Normal => AnimationDirection::Reverse,
|
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AnimationDirection::Reverse => AnimationDirection::Normal,
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_ => unreachable!(),
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};
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},
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_ => {},
|
||
}
|
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}
|
||
|
||
/// A number (> 0 and <= 1) which represents the fraction of a full iteration
|
||
/// that the current iteration of the animation lasts. This will be less than 1
|
||
/// if the current iteration is the fractional remainder of a non-integral
|
||
/// iteration count.
|
||
pub fn current_iteration_end_progress(&self) -> f64 {
|
||
match self.iteration_state {
|
||
KeyframesIterationState::Finite(current, max) => (max - current).min(1.),
|
||
KeyframesIterationState::Infinite(_) => 1.,
|
||
}
|
||
}
|
||
|
||
/// The duration of the current iteration of this animation which may be less
|
||
/// than the animation duration if it has a non-integral iteration count.
|
||
pub fn current_iteration_duration(&self) -> f64 {
|
||
self.current_iteration_end_progress() * self.duration
|
||
}
|
||
|
||
/// Whether or not the current iteration is over. Note that this method assumes that
|
||
/// the animation is still running.
|
||
fn iteration_over(&self, time: f64) -> bool {
|
||
time > (self.started_at + self.current_iteration_duration())
|
||
}
|
||
|
||
/// Assuming this animation is running, whether or not it is on the last iteration.
|
||
fn on_last_iteration(&self) -> bool {
|
||
match self.iteration_state {
|
||
KeyframesIterationState::Finite(current, max) => current >= (max - 1.),
|
||
KeyframesIterationState::Infinite(_) => false,
|
||
}
|
||
}
|
||
|
||
/// Whether or not this animation has finished 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.
|
||
pub fn has_ended(&self, time: f64) -> bool {
|
||
if !self.on_last_iteration() {
|
||
return false;
|
||
}
|
||
|
||
let progress = match self.state {
|
||
AnimationState::Finished => return true,
|
||
AnimationState::Paused(progress) => progress,
|
||
AnimationState::Running => (time - self.started_at) / self.duration,
|
||
AnimationState::Pending | AnimationState::Canceled => return false,
|
||
};
|
||
|
||
progress >= self.current_iteration_end_progress()
|
||
}
|
||
|
||
/// Updates the appropiate state from other animation.
|
||
///
|
||
/// This happens when an animation is re-submitted to layout, presumably
|
||
/// because of an state change.
|
||
///
|
||
/// There are some bits of state we can't just replace, over all taking in
|
||
/// account times, so here's that logic.
|
||
pub fn update_from_other(&mut self, other: &Self, now: f64) {
|
||
use self::AnimationState::*;
|
||
|
||
debug!(
|
||
"KeyframesAnimationState::update_from_other({:?}, {:?})",
|
||
self, other
|
||
);
|
||
|
||
// NB: We shall not touch the started_at field, since we don't want to
|
||
// restart the animation.
|
||
let old_started_at = self.started_at;
|
||
let old_duration = self.duration;
|
||
let old_direction = self.current_direction;
|
||
let old_state = self.state.clone();
|
||
let old_iteration_state = self.iteration_state.clone();
|
||
|
||
*self = other.clone();
|
||
|
||
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.
|
||
// We might need to keep the iteration count even when it's infinite.
|
||
match (&mut self.iteration_state, old_iteration_state) {
|
||
(
|
||
&mut KeyframesIterationState::Finite(ref mut iters, _),
|
||
KeyframesIterationState::Finite(old_iters, _),
|
||
) => *iters = old_iters,
|
||
_ => {},
|
||
}
|
||
|
||
// 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;
|
||
}
|
||
|
||
// 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;
|
||
}
|
||
}
|
||
|
||
/// Fill in an `AnimationValueMap` with values calculated from this animation at
|
||
/// the given time value.
|
||
fn get_property_declaration_at_time(&self, now: f64, map: &mut AnimationValueMap) {
|
||
debug_assert!(!self.computed_steps.is_empty());
|
||
|
||
let total_progress = match self.state {
|
||
AnimationState::Running | AnimationState::Pending | AnimationState::Finished => {
|
||
(now - self.started_at) / self.duration
|
||
},
|
||
AnimationState::Paused(progress) => progress,
|
||
AnimationState::Canceled => return,
|
||
};
|
||
|
||
if total_progress < 0. &&
|
||
self.fill_mode != AnimationFillMode::Backwards &&
|
||
self.fill_mode != AnimationFillMode::Both
|
||
{
|
||
return;
|
||
}
|
||
if self.has_ended(now) &&
|
||
self.fill_mode != AnimationFillMode::Forwards &&
|
||
self.fill_mode != AnimationFillMode::Both
|
||
{
|
||
return;
|
||
}
|
||
let total_progress = total_progress
|
||
.min(self.current_iteration_end_progress())
|
||
.max(0.0);
|
||
|
||
// Get the indices of the previous (from) keyframe and the next (to) keyframe.
|
||
let next_keyframe_index;
|
||
let prev_keyframe_index;
|
||
let num_steps = self.computed_steps.len();
|
||
match self.current_direction {
|
||
AnimationDirection::Normal => {
|
||
next_keyframe_index = self
|
||
.computed_steps
|
||
.iter()
|
||
.position(|step| total_progress as f32 <= step.start_percentage);
|
||
prev_keyframe_index = next_keyframe_index
|
||
.and_then(|pos| if pos != 0 { Some(pos - 1) } else { None })
|
||
.unwrap_or(0);
|
||
},
|
||
AnimationDirection::Reverse => {
|
||
next_keyframe_index = self
|
||
.computed_steps
|
||
.iter()
|
||
.rev()
|
||
.position(|step| total_progress as f32 <= 1. - step.start_percentage)
|
||
.map(|pos| num_steps - pos - 1);
|
||
prev_keyframe_index = next_keyframe_index
|
||
.and_then(|pos| {
|
||
if pos != num_steps - 1 {
|
||
Some(pos + 1)
|
||
} else {
|
||
None
|
||
}
|
||
})
|
||
.unwrap_or(num_steps - 1)
|
||
},
|
||
_ => unreachable!(),
|
||
}
|
||
|
||
debug!(
|
||
"Animation::get_property_declaration_at_time: keyframe from {:?} to {:?}",
|
||
prev_keyframe_index, next_keyframe_index
|
||
);
|
||
|
||
let prev_keyframe = &self.computed_steps[prev_keyframe_index];
|
||
let next_keyframe = match next_keyframe_index {
|
||
Some(index) => &self.computed_steps[index],
|
||
None => return,
|
||
};
|
||
|
||
// If we only need to take into account one keyframe, then exit early
|
||
// in order to avoid doing more work.
|
||
let mut add_declarations_to_map = |keyframe: &ComputedKeyframe| {
|
||
for value in keyframe.values.iter() {
|
||
map.insert(value.id(), value.clone());
|
||
}
|
||
};
|
||
if total_progress <= 0.0 {
|
||
add_declarations_to_map(&prev_keyframe);
|
||
return;
|
||
}
|
||
if total_progress >= 1.0 {
|
||
add_declarations_to_map(&next_keyframe);
|
||
return;
|
||
}
|
||
|
||
let percentage_between_keyframes =
|
||
(next_keyframe.start_percentage - prev_keyframe.start_percentage).abs() as f64;
|
||
let duration_between_keyframes = percentage_between_keyframes * self.duration;
|
||
let direction_aware_prev_keyframe_start_percentage = match self.current_direction {
|
||
AnimationDirection::Normal => prev_keyframe.start_percentage as f64,
|
||
AnimationDirection::Reverse => 1. - prev_keyframe.start_percentage as f64,
|
||
_ => unreachable!(),
|
||
};
|
||
let progress_between_keyframes = (total_progress -
|
||
direction_aware_prev_keyframe_start_percentage) /
|
||
percentage_between_keyframes;
|
||
|
||
for (from, to) in prev_keyframe.values.iter().zip(next_keyframe.values.iter()) {
|
||
let animation = PropertyAnimation {
|
||
from: from.clone(),
|
||
to: to.clone(),
|
||
timing_function: prev_keyframe.timing_function,
|
||
duration: duration_between_keyframes as f64,
|
||
};
|
||
|
||
if let Ok(value) = animation.calculate_value(progress_between_keyframes) {
|
||
map.insert(value.id(), value);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
impl fmt::Debug for Animation {
|
||
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
|
||
f.debug_struct("Animation")
|
||
.field("name", &self.name)
|
||
.field("started_at", &self.started_at)
|
||
.field("duration", &self.duration)
|
||
.field("delay", &self.delay)
|
||
.field("iteration_state", &self.iteration_state)
|
||
.field("state", &self.state)
|
||
.field("direction", &self.direction)
|
||
.field("current_direction", &self.current_direction)
|
||
.field("cascade_style", &())
|
||
.finish()
|
||
}
|
||
}
|
||
|
||
/// A CSS Transition
|
||
#[derive(Clone, Debug, MallocSizeOf)]
|
||
pub struct Transition {
|
||
/// The start time of this transition, which is the current value of the animation
|
||
/// 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,
|
||
|
||
/// The state of this transition.
|
||
pub state: AnimationState,
|
||
|
||
/// 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 = ((now - replaced_transition.start_time) /
|
||
(replaced_transition.property_animation.duration))
|
||
.min(1.0)
|
||
.max(0.0);
|
||
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
|
||
// transition’s 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 transition’s 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.
|
||
pub fn has_ended(&self, time: f64) -> bool {
|
||
time >= self.start_time + (self.property_animation.duration)
|
||
}
|
||
|
||
/// Update the given animation at a given point of progress.
|
||
pub fn calculate_value(&self, time: f64) -> Option<AnimationValue> {
|
||
let progress = (time - self.start_time) / (self.property_animation.duration);
|
||
if progress < 0.0 {
|
||
return None;
|
||
}
|
||
|
||
self.property_animation
|
||
.calculate_value(progress.min(1.0))
|
||
.ok()
|
||
}
|
||
}
|
||
|
||
/// Holds the animation state for a particular element.
|
||
#[derive(Debug, Default, MallocSizeOf)]
|
||
pub struct ElementAnimationSet {
|
||
/// The animations for this element.
|
||
pub animations: Vec<Animation>,
|
||
|
||
/// The transitions for this element.
|
||
pub transitions: Vec<Transition>,
|
||
|
||
/// Whether or not this ElementAnimationSet has had animations or transitions
|
||
/// which have been added, removed, or had their state changed.
|
||
pub dirty: bool,
|
||
}
|
||
|
||
impl ElementAnimationSet {
|
||
/// Cancel all animations in this `ElementAnimationSet`. This is typically called
|
||
/// when the element has been removed from the DOM.
|
||
pub fn cancel_all_animations(&mut self) {
|
||
self.dirty = !self.animations.is_empty();
|
||
for animation in self.animations.iter_mut() {
|
||
animation.state = AnimationState::Canceled;
|
||
}
|
||
self.cancel_active_transitions();
|
||
}
|
||
|
||
fn cancel_active_transitions(&mut self) {
|
||
for transition in self.transitions.iter_mut() {
|
||
if transition.state != AnimationState::Finished {
|
||
self.dirty = true;
|
||
transition.state = AnimationState::Canceled;
|
||
}
|
||
}
|
||
}
|
||
|
||
/// Apply all active animations.
|
||
pub fn apply_active_animations(
|
||
&self,
|
||
context: &SharedStyleContext,
|
||
style: &mut Arc<ComputedValues>,
|
||
) {
|
||
let now = context.current_time_for_animations;
|
||
let mutable_style = Arc::make_mut(style);
|
||
if let Some(map) = self.get_value_map_for_active_animations(now) {
|
||
for value in map.values() {
|
||
value.set_in_style_for_servo(mutable_style);
|
||
}
|
||
}
|
||
|
||
if let Some(map) = self.get_value_map_for_active_transitions(now) {
|
||
for value in map.values() {
|
||
value.set_in_style_for_servo(mutable_style);
|
||
}
|
||
}
|
||
}
|
||
|
||
/// Clear all canceled animations and transitions from this `ElementAnimationSet`.
|
||
pub fn clear_canceled_animations(&mut self) {
|
||
self.animations
|
||
.retain(|animation| animation.state != AnimationState::Canceled);
|
||
self.transitions
|
||
.retain(|animation| animation.state != AnimationState::Canceled);
|
||
}
|
||
|
||
/// Whether this `ElementAnimationSet` is empty, which means it doesn't
|
||
/// hold any animations in any state.
|
||
pub fn is_empty(&self) -> bool {
|
||
self.animations.is_empty() && self.transitions.is_empty()
|
||
}
|
||
|
||
/// Whether or not this state needs animation ticks for its transitions
|
||
/// or animations.
|
||
pub fn needs_animation_ticks(&self) -> bool {
|
||
self.animations
|
||
.iter()
|
||
.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.needs_to_be_ticked())
|
||
.count() +
|
||
self.transitions
|
||
.iter()
|
||
.filter(|transition| transition.state.needs_to_be_ticked())
|
||
.count()
|
||
}
|
||
|
||
/// If this `ElementAnimationSet` has any any active animations.
|
||
pub fn has_active_animation(&self) -> bool {
|
||
self.animations
|
||
.iter()
|
||
.any(|animation| animation.state != AnimationState::Canceled)
|
||
}
|
||
|
||
/// If this `ElementAnimationSet` has any any active transitions.
|
||
pub fn has_active_transition(&self) -> bool {
|
||
self.transitions
|
||
.iter()
|
||
.any(|transition| transition.state != AnimationState::Canceled)
|
||
}
|
||
|
||
/// Update our animations given a new style, canceling or starting new animations
|
||
/// when appropriate.
|
||
pub fn update_animations_for_new_style<E>(
|
||
&mut self,
|
||
element: E,
|
||
context: &SharedStyleContext,
|
||
new_style: &Arc<ComputedValues>,
|
||
resolver: &mut StyleResolverForElement<E>,
|
||
) where
|
||
E: TElement,
|
||
{
|
||
for animation in self.animations.iter_mut() {
|
||
if animation.is_cancelled_in_new_style(new_style) {
|
||
animation.state = AnimationState::Canceled;
|
||
}
|
||
}
|
||
|
||
maybe_start_animations(element, &context, &new_style, self, resolver);
|
||
}
|
||
|
||
/// Update our transitions given a new style, canceling or starting new animations
|
||
/// when appropriate.
|
||
pub fn update_transitions_for_new_style(
|
||
&mut self,
|
||
might_need_transitions_update: bool,
|
||
context: &SharedStyleContext,
|
||
old_style: Option<&Arc<ComputedValues>>,
|
||
after_change_style: &Arc<ComputedValues>,
|
||
) {
|
||
// If this is the first style, we don't trigger any transitions and we assume
|
||
// there were no previously triggered transitions.
|
||
let mut before_change_style = match old_style {
|
||
Some(old_style) => Arc::clone(old_style),
|
||
None => return,
|
||
};
|
||
|
||
// If the style of this element is display:none, then cancel all active transitions.
|
||
if after_change_style.get_box().clone_display().is_none() {
|
||
self.cancel_active_transitions();
|
||
return;
|
||
}
|
||
|
||
if !might_need_transitions_update {
|
||
return;
|
||
}
|
||
|
||
// We convert old values into `before-change-style` here.
|
||
if self.has_active_transition() || self.has_active_animation() {
|
||
self.apply_active_animations(context, &mut before_change_style);
|
||
}
|
||
|
||
let transitioning_properties = start_transitions_if_applicable(
|
||
context,
|
||
&before_change_style,
|
||
after_change_style,
|
||
self,
|
||
);
|
||
|
||
// Cancel any non-finished transitions that have properties which no longer transition.
|
||
for transition in self.transitions.iter_mut() {
|
||
if transition.state == AnimationState::Finished {
|
||
continue;
|
||
}
|
||
if transitioning_properties.contains(transition.property_animation.property_id()) {
|
||
continue;
|
||
}
|
||
transition.state = AnimationState::Canceled;
|
||
self.dirty = true;
|
||
}
|
||
}
|
||
|
||
fn start_transition_if_applicable(
|
||
&mut self,
|
||
context: &SharedStyleContext,
|
||
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 {
|
||
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);
|
||
self.dirty = true;
|
||
}
|
||
|
||
/// Generate a `AnimationValueMap` for this `ElementAnimationSet`'s
|
||
/// active transitions at the given time value.
|
||
pub fn get_value_map_for_active_transitions(&self, now: f64) -> Option<AnimationValueMap> {
|
||
if !self.has_active_transition() {
|
||
return None;
|
||
}
|
||
|
||
let mut map =
|
||
AnimationValueMap::with_capacity_and_hasher(self.transitions.len(), Default::default());
|
||
for transition in &self.transitions {
|
||
if transition.state == AnimationState::Canceled {
|
||
continue;
|
||
}
|
||
let value = match transition.calculate_value(now) {
|
||
Some(value) => value,
|
||
None => continue,
|
||
};
|
||
map.insert(value.id(), value);
|
||
}
|
||
|
||
Some(map)
|
||
}
|
||
|
||
/// Generate a `AnimationValueMap` for this `ElementAnimationSet`'s
|
||
/// active animations at the given time value.
|
||
pub fn get_value_map_for_active_animations(&self, now: f64) -> Option<AnimationValueMap> {
|
||
if !self.has_active_animation() {
|
||
return None;
|
||
}
|
||
|
||
let mut map = Default::default();
|
||
for animation in &self.animations {
|
||
animation.get_property_declaration_at_time(now, &mut map);
|
||
}
|
||
|
||
Some(map)
|
||
}
|
||
}
|
||
|
||
#[derive(Clone, Debug, Eq, Hash, MallocSizeOf, PartialEq)]
|
||
/// A key that is used to identify nodes in the `DocumentAnimationSet`.
|
||
pub struct AnimationSetKey {
|
||
/// The node for this `AnimationSetKey`.
|
||
pub node: OpaqueNode,
|
||
/// The pseudo element for this `AnimationSetKey`. If `None` this key will
|
||
/// refer to the main content for its node.
|
||
pub pseudo_element: Option<PseudoElement>,
|
||
}
|
||
|
||
impl AnimationSetKey {
|
||
/// Create a new key given a node and optional pseudo element.
|
||
pub fn new(node: OpaqueNode, pseudo_element: Option<PseudoElement>) -> Self {
|
||
AnimationSetKey {
|
||
node,
|
||
pseudo_element,
|
||
}
|
||
}
|
||
|
||
/// Create a new key for the main content of this node.
|
||
pub fn new_for_non_pseudo(node: OpaqueNode) -> Self {
|
||
AnimationSetKey {
|
||
node,
|
||
pseudo_element: None,
|
||
}
|
||
}
|
||
|
||
/// Create a new key for given node and pseudo element.
|
||
pub fn new_for_pseudo(node: OpaqueNode, pseudo_element: PseudoElement) -> Self {
|
||
AnimationSetKey {
|
||
node,
|
||
pseudo_element: Some(pseudo_element),
|
||
}
|
||
}
|
||
}
|
||
|
||
#[derive(Clone, Debug, Default, MallocSizeOf)]
|
||
/// A set of animations for a document.
|
||
pub struct DocumentAnimationSet {
|
||
/// The `ElementAnimationSet`s that this set contains.
|
||
#[ignore_malloc_size_of = "Arc is hard"]
|
||
pub sets: Arc<RwLock<FxHashMap<AnimationSetKey, ElementAnimationSet>>>,
|
||
}
|
||
|
||
impl DocumentAnimationSet {
|
||
/// Return whether or not the provided node has active CSS animations.
|
||
pub fn has_active_animations(&self, key: &AnimationSetKey) -> bool {
|
||
self.sets
|
||
.read()
|
||
.get(key)
|
||
.map_or(false, |set| set.has_active_animation())
|
||
}
|
||
|
||
/// Return whether or not the provided node has active CSS transitions.
|
||
pub fn has_active_transitions(&self, key: &AnimationSetKey) -> bool {
|
||
self.sets
|
||
.read()
|
||
.get(key)
|
||
.map_or(false, |set| set.has_active_transition())
|
||
}
|
||
|
||
/// Return a locked PropertyDeclarationBlock with animation values for the given
|
||
/// key and time.
|
||
pub fn get_animation_declarations(
|
||
&self,
|
||
key: &AnimationSetKey,
|
||
time: f64,
|
||
shared_lock: &SharedRwLock,
|
||
) -> Option<Arc<Locked<PropertyDeclarationBlock>>> {
|
||
self.sets
|
||
.read()
|
||
.get(key)
|
||
.and_then(|set| set.get_value_map_for_active_animations(time))
|
||
.map(|map| {
|
||
let block = PropertyDeclarationBlock::from_animation_value_map(&map);
|
||
Arc::new(shared_lock.wrap(block))
|
||
})
|
||
}
|
||
|
||
/// Return a locked PropertyDeclarationBlock with transition values for the given
|
||
/// key and time.
|
||
pub fn get_transition_declarations(
|
||
&self,
|
||
key: &AnimationSetKey,
|
||
time: f64,
|
||
shared_lock: &SharedRwLock,
|
||
) -> Option<Arc<Locked<PropertyDeclarationBlock>>> {
|
||
self.sets
|
||
.read()
|
||
.get(key)
|
||
.and_then(|set| set.get_value_map_for_active_transitions(time))
|
||
.map(|map| {
|
||
let block = PropertyDeclarationBlock::from_animation_value_map(&map);
|
||
Arc::new(shared_lock.wrap(block))
|
||
})
|
||
}
|
||
|
||
/// Get all the animation declarations for the given key, returning an empty
|
||
/// `AnimationDeclarations` if there are no animations.
|
||
pub fn get_all_declarations(
|
||
&self,
|
||
key: &AnimationSetKey,
|
||
time: f64,
|
||
shared_lock: &SharedRwLock,
|
||
) -> AnimationDeclarations {
|
||
let sets = self.sets.read();
|
||
let set = match sets.get(key) {
|
||
Some(set) => set,
|
||
None => return Default::default(),
|
||
};
|
||
|
||
let animations = set.get_value_map_for_active_animations(time).map(|map| {
|
||
let block = PropertyDeclarationBlock::from_animation_value_map(&map);
|
||
Arc::new(shared_lock.wrap(block))
|
||
});
|
||
let transitions = set.get_value_map_for_active_transitions(time).map(|map| {
|
||
let block = PropertyDeclarationBlock::from_animation_value_map(&map);
|
||
Arc::new(shared_lock.wrap(block))
|
||
});
|
||
AnimationDeclarations {
|
||
animations,
|
||
transitions,
|
||
}
|
||
}
|
||
|
||
/// Cancel all animations for set at the given key.
|
||
pub fn cancel_all_animations_for_key(&self, key: &AnimationSetKey) {
|
||
if let Some(set) = self.sets.write().get_mut(key) {
|
||
set.cancel_all_animations();
|
||
}
|
||
}
|
||
}
|
||
|
||
/// Kick off any new transitions for this node and return all of the properties that are
|
||
/// transitioning. This is at the end of calculating style for a single node.
|
||
pub fn start_transitions_if_applicable(
|
||
context: &SharedStyleContext,
|
||
old_style: &ComputedValues,
|
||
new_style: &Arc<ComputedValues>,
|
||
animation_state: &mut ElementAnimationSet,
|
||
) -> LonghandIdSet {
|
||
let mut properties_that_transition = LonghandIdSet::new();
|
||
for transition in new_style.transition_properties() {
|
||
let physical_property = transition.longhand_id.to_physical(new_style.writing_mode);
|
||
if properties_that_transition.contains(physical_property) {
|
||
continue;
|
||
}
|
||
|
||
properties_that_transition.insert(physical_property);
|
||
animation_state.start_transition_if_applicable(
|
||
context,
|
||
physical_property,
|
||
transition.index,
|
||
old_style,
|
||
new_style,
|
||
);
|
||
}
|
||
|
||
properties_that_transition
|
||
}
|
||
|
||
/// Triggers animations for a given node looking at the animation property
|
||
/// values.
|
||
pub fn maybe_start_animations<E>(
|
||
element: E,
|
||
context: &SharedStyleContext,
|
||
new_style: &Arc<ComputedValues>,
|
||
animation_state: &mut ElementAnimationSet,
|
||
resolver: &mut StyleResolverForElement<E>,
|
||
) where
|
||
E: TElement,
|
||
{
|
||
let box_style = new_style.get_box();
|
||
for (i, name) in box_style.animation_name_iter().enumerate() {
|
||
let name = match name.as_atom() {
|
||
Some(atom) => atom,
|
||
None => continue,
|
||
};
|
||
|
||
debug!("maybe_start_animations: name={}", name);
|
||
let duration = box_style.animation_duration_mod(i).seconds() as f64;
|
||
if duration == 0. {
|
||
continue;
|
||
}
|
||
|
||
let keyframe_animation = match context.stylist.get_animation(name, element) {
|
||
Some(animation) => animation,
|
||
None => continue,
|
||
};
|
||
|
||
debug!("maybe_start_animations: animation {} found", name);
|
||
|
||
// If this animation doesn't have any keyframe, we can just continue
|
||
// without submitting it to the compositor, since both the first and
|
||
// the second keyframes would be synthetised from the computed
|
||
// values.
|
||
if keyframe_animation.steps.is_empty() {
|
||
continue;
|
||
}
|
||
|
||
// NB: This delay may be negative, meaning that the animation may be created
|
||
// in a state where we have advanced one or more iterations or even that the
|
||
// animation begins in a finished state.
|
||
let delay = box_style.animation_delay_mod(i).seconds();
|
||
|
||
let iteration_state = match box_style.animation_iteration_count_mod(i) {
|
||
AnimationIterationCount::Infinite => KeyframesIterationState::Infinite(0.0),
|
||
AnimationIterationCount::Number(n) => KeyframesIterationState::Finite(0.0, n.into()),
|
||
};
|
||
|
||
let animation_direction = box_style.animation_direction_mod(i);
|
||
|
||
let initial_direction = match animation_direction {
|
||
AnimationDirection::Normal | AnimationDirection::Alternate => {
|
||
AnimationDirection::Normal
|
||
},
|
||
AnimationDirection::Reverse | AnimationDirection::AlternateReverse => {
|
||
AnimationDirection::Reverse
|
||
},
|
||
};
|
||
|
||
let now = context.current_time_for_animations;
|
||
let started_at = now + delay as f64;
|
||
let mut starting_progress = (now - started_at) / duration;
|
||
let state = match box_style.animation_play_state_mod(i) {
|
||
AnimationPlayState::Paused => AnimationState::Paused(starting_progress),
|
||
AnimationPlayState::Running => AnimationState::Pending,
|
||
};
|
||
|
||
let computed_steps = ComputedKeyframe::generate_for_keyframes(
|
||
element,
|
||
&keyframe_animation,
|
||
context,
|
||
new_style,
|
||
new_style.get_box().animation_timing_function_mod(i),
|
||
resolver,
|
||
);
|
||
|
||
let mut new_animation = Animation {
|
||
name: name.clone(),
|
||
properties_changed: keyframe_animation.properties_changed,
|
||
computed_steps,
|
||
started_at,
|
||
duration,
|
||
fill_mode: box_style.animation_fill_mode_mod(i),
|
||
delay: delay as f64,
|
||
iteration_state,
|
||
state,
|
||
direction: animation_direction,
|
||
current_direction: initial_direction,
|
||
cascade_style: new_style.clone(),
|
||
is_new: true,
|
||
};
|
||
|
||
// If we started with a negative delay, make sure we iterate the animation if
|
||
// the delay moves us past the first iteration.
|
||
while starting_progress > 1. && !new_animation.on_last_iteration() {
|
||
new_animation.iterate();
|
||
starting_progress -= 1.;
|
||
}
|
||
|
||
animation_state.dirty = true;
|
||
|
||
// 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::Canceled {
|
||
continue;
|
||
}
|
||
|
||
if new_animation.name == existing_animation.name {
|
||
existing_animation
|
||
.update_from_other(&new_animation, context.current_time_for_animations);
|
||
return;
|
||
}
|
||
}
|
||
|
||
animation_state.animations.push(new_animation);
|
||
}
|
||
}
|