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Add support for remaining animation and transition events
Fixes #21564.
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47642e0eee
commit
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28 changed files with 493 additions and 68 deletions
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@ -139,17 +139,27 @@ impl PropertyAnimation {
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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 is currently running.
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Running,
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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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@ -174,7 +184,8 @@ pub struct Animation {
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/// The internal animation from the style system.
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pub keyframes_animation: KeyframesAnimation,
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/// The time this animation started at.
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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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@ -273,9 +284,11 @@ impl Animation {
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/// canceled due to changes in the style.
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pub fn has_ended(&self, time: f64) -> bool {
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match self.state {
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AnimationState::Canceled | AnimationState::Paused(_) => return false,
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AnimationState::Finished => return true,
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AnimationState::Running => {},
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AnimationState::Finished => return true,
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AnimationState::Pending | AnimationState::Canceled | AnimationState::Paused(_) => {
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return false
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},
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}
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if !self.iteration_over(time) {
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@ -312,24 +325,11 @@ impl Animation {
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let old_direction = self.current_direction;
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let old_state = self.state.clone();
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let old_iteration_state = self.iteration_state.clone();
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*self = other.clone();
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let mut new_started_at = old_started_at;
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// If we're unpausing the animation, fake the start time so we seem to
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// restore it.
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//
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// If the animation keeps paused, keep the old value.
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//
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// If we're pausing the animation, compute the progress value.
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match (&mut self.state, old_state) {
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(&mut Running, Paused(progress)) => new_started_at = now - (self.duration * progress),
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(&mut Paused(ref mut new), Paused(old)) => *new = old,
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(&mut Paused(ref mut progress), Running) => {
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*progress = (now - old_started_at) / old_duration
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},
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_ => {},
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}
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self.started_at = old_started_at;
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self.current_direction = old_direction;
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// Don't update the iteration count, just the iteration limit.
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// TODO: see how changing the limit affects rendering in other browsers.
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@ -342,8 +342,37 @@ impl Animation {
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_ => {},
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}
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self.current_direction = old_direction;
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self.started_at = new_started_at;
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// Don't pause or restart animations that should remain finished.
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// We call mem::replace because `has_ended(...)` looks at `Animation::state`.
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let new_state = std::mem::replace(&mut self.state, Running);
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if old_state == Finished && self.has_ended(now) {
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self.state = Finished;
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} else {
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self.state = new_state;
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}
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// If we're unpausing the animation, fake the start time so we seem to
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// restore it.
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//
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// If the animation keeps paused, keep the old value.
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//
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// If we're pausing the animation, compute the progress value.
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match (&mut self.state, &old_state) {
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(&mut Pending, &Paused(progress)) => {
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self.started_at = now - (self.duration * progress);
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},
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(&mut Paused(ref mut new), &Paused(old)) => *new = old,
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(&mut Paused(ref mut progress), &Running) => {
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*progress = (now - old_started_at) / old_duration
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},
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_ => {},
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}
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// Try to detect when we should skip straight to the running phase to
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// avoid sending multiple animationstart events.
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if self.state == Pending && self.started_at <= now && old_state != Pending {
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self.state = Running;
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}
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}
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/// Update the given style to reflect the values specified by this `Animation`
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@ -360,7 +389,7 @@ impl Animation {
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let started_at = self.started_at;
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let now = match self.state {
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AnimationState::Running | AnimationState::Finished => {
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AnimationState::Running | AnimationState::Pending | AnimationState::Finished => {
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context.current_time_for_animations
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},
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AnimationState::Paused(progress) => started_at + duration * progress,
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@ -551,9 +580,12 @@ pub struct Transition {
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pub node: OpaqueNode,
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/// The start time of this transition, which is the current value of the animation
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/// timeline when this transition created.
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/// timeline when this transition was created plus any animation delay.
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pub start_time: f64,
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/// The delay used for this transition.
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pub delay: f64,
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/// The internal style `PropertyAnimation` for this transition.
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pub property_animation: PropertyAnimation,
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@ -724,26 +756,25 @@ impl ElementAnimationSet {
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}
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/// Whether or not this state needs animation ticks for its transitions
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/// or animations. New animations don't need ticks until they are no
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/// longer marked as new.
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/// or animations.
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pub fn needs_animation_ticks(&self) -> bool {
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self.animations
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.iter()
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.any(|animation| animation.state == AnimationState::Running && !animation.is_new) ||
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self.transitions.iter().any(|transition| {
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transition.state == AnimationState::Running && !transition.is_new
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})
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.any(|animation| animation.state.needs_to_be_ticked()) ||
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self.transitions
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.iter()
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.any(|transition| transition.state.needs_to_be_ticked())
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}
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/// The number of running animations and transitions for this `ElementAnimationSet`.
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pub fn running_animation_and_transition_count(&self) -> usize {
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self.animations
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.iter()
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.filter(|animation| animation.state == AnimationState::Running)
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.filter(|animation| animation.state.needs_to_be_ticked())
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.count() +
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self.transitions
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.iter()
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.filter(|transition| transition.state == AnimationState::Running)
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.filter(|transition| transition.state.needs_to_be_ticked())
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.count()
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}
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@ -870,8 +901,9 @@ impl ElementAnimationSet {
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let mut new_transition = Transition {
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node: opaque_node,
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start_time: now + delay,
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delay,
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property_animation,
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state: AnimationState::Running,
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state: AnimationState::Pending,
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is_new: true,
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reversing_adjusted_start_value,
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reversing_shortening_factor: 1.0,
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@ -1040,7 +1072,7 @@ pub fn maybe_start_animations<E>(
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let state = match box_style.animation_play_state_mod(i) {
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AnimationPlayState::Paused => AnimationState::Paused(0.),
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AnimationPlayState::Running => AnimationState::Running,
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AnimationPlayState::Running => AnimationState::Pending,
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};
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let new_animation = Animation {
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