зеркало из https://github.com/mozilla/gecko-dev.git
157 строки
6.6 KiB
Rust
157 строки
6.6 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 http://mozilla.org/MPL/2.0/. */
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//! CSS transitions and animations.
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use context::SharedLayoutContext;
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use flow::{self, Flow};
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use gfx::display_list::OpaqueNode;
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use ipc_channel::ipc::IpcSender;
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use msg::constellation_msg::PipelineId;
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use script_traits::{AnimationState, ConstellationControlMsg, LayoutMsg as ConstellationMsg};
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use std::collections::HashMap;
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use std::sync::mpsc::Receiver;
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use style::animation::{Animation, update_style_for_animation};
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use style::dom::TRestyleDamage;
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use style::selector_parser::RestyleDamage;
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use style::timer::Timer;
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/// Processes any new animations that were discovered after style recalculation.
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/// Also expire any old animations that have completed, inserting them into
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/// `expired_animations`.
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pub fn update_animation_state(constellation_chan: &IpcSender<ConstellationMsg>,
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script_chan: &IpcSender<ConstellationControlMsg>,
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running_animations: &mut HashMap<OpaqueNode, Vec<Animation>>,
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expired_animations: &mut HashMap<OpaqueNode, Vec<Animation>>,
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new_animations_receiver: &Receiver<Animation>,
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pipeline_id: PipelineId,
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timer: &Timer) {
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let mut new_running_animations = vec![];
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while let Ok(animation) = new_animations_receiver.try_recv() {
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let mut should_push = true;
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if let Animation::Keyframes(ref node, ref name, ref state) = animation {
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// If the animation was already present in the list for the
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// node, just update its state, else push the new animation to
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// run.
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if let Some(ref mut animations) = running_animations.get_mut(node) {
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// TODO: This being linear is probably not optimal.
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for mut anim in animations.iter_mut() {
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if let Animation::Keyframes(_, ref anim_name, ref mut anim_state) = *anim {
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if *name == *anim_name {
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debug!("update_animation_state: Found other animation {}", name);
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anim_state.update_from_other(&state, timer);
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should_push = false;
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break;
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}
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}
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}
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}
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}
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if should_push {
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new_running_animations.push(animation);
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}
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}
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if running_animations.is_empty() && new_running_animations.is_empty() {
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// Nothing to do. Return early so we don't flood the compositor with
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// `ChangeRunningAnimationsState` messages.
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return
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}
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let now = timer.seconds();
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// Expire old running animations.
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//
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// TODO: Do not expunge Keyframes animations, since we need that state if
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// the animation gets re-triggered. Probably worth splitting in two
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// different maps, or at least using a linked list?
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let mut keys_to_remove = vec![];
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for (key, running_animations) in running_animations.iter_mut() {
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let mut animations_still_running = vec![];
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for mut running_animation in running_animations.drain(..) {
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let still_running = !running_animation.is_expired() && match running_animation {
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Animation::Transition(_, _, started_at, ref frame, _expired) => {
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now < started_at + frame.duration
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}
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Animation::Keyframes(_, _, ref mut state) => {
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// This animation is still running, or we need to keep
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// iterating.
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now < state.started_at + state.duration || state.tick()
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}
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};
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if still_running {
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animations_still_running.push(running_animation);
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continue
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}
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if let Animation::Transition(_, unsafe_node, _, ref frame, _) = running_animation {
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script_chan.send(ConstellationControlMsg::TransitionEnd(unsafe_node,
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frame.property_animation.property_name(),
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frame.duration))
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.unwrap();
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}
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expired_animations.entry(*key)
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.or_insert_with(Vec::new)
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.push(running_animation);
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}
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if animations_still_running.is_empty() {
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keys_to_remove.push(*key);
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} else {
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*running_animations = animations_still_running
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}
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}
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for key in keys_to_remove {
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running_animations.remove(&key).unwrap();
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}
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// Add new running animations.
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for new_running_animation in new_running_animations {
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running_animations.entry(*new_running_animation.node())
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.or_insert_with(Vec::new)
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.push(new_running_animation);
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}
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let animation_state = if running_animations.is_empty() {
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AnimationState::NoAnimationsPresent
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} else {
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AnimationState::AnimationsPresent
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};
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constellation_chan.send(ConstellationMsg::ChangeRunningAnimationsState(pipeline_id, animation_state))
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.unwrap();
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}
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/// Recalculates style for a set of animations. This does *not* run with the DOM
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/// lock held.
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// NB: This is specific for SelectorImpl, since the layout context and the
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// flows are SelectorImpl specific too. If that goes away at some point,
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// this should be made generic.
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pub fn recalc_style_for_animations(context: &SharedLayoutContext,
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flow: &mut Flow,
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animations: &HashMap<OpaqueNode,
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Vec<Animation>>) {
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let mut damage = RestyleDamage::empty();
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flow.mutate_fragments(&mut |fragment| {
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if let Some(ref animations) = animations.get(&fragment.node) {
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for animation in animations.iter() {
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let old_style = fragment.style.clone();
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update_style_for_animation(&context.style_context,
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animation,
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&mut fragment.style);
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damage |= RestyleDamage::compute(&old_style, &fragment.style);
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}
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}
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});
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let base = flow::mut_base(flow);
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base.restyle_damage.insert(damage);
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for kid in base.children.iter_mut() {
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recalc_style_for_animations(context, kid, animations)
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}
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}
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