Add ElementAnimationState and PossibleElementAnimationState

This refactor is preparation for implementing a specification
compliant transitions and animations processing model.

These data structures hold all the animation information about a single
node. Since adding, updating, and modifying animations for a single node
are all interdependent, it makes sense to start encapsulating animation
data and functionality into a single data structure. This also opens up
the possibility for easier concurrency in the future by more easily
allowing per-node mutexes.
This commit is contained in:
Martin Robinson 2020-04-22 16:55:24 +02:00
parent 5504d9259d
commit 8f988be18a
9 changed files with 332 additions and 454 deletions

View file

@ -8,7 +8,6 @@ use crate::context::LayoutContext;
use crate::display_list::items::OpaqueNode;
use crate::flow::{Flow, GetBaseFlow};
use crate::opaque_node::OpaqueNodeMethods;
use crossbeam_channel::Receiver;
use fxhash::{FxHashMap, FxHashSet};
use ipc_channel::ipc::IpcSender;
use msg::constellation_msg::PipelineId;
@ -16,95 +15,106 @@ use script_traits::UntrustedNodeAddress;
use script_traits::{
AnimationState, ConstellationControlMsg, LayoutMsg as ConstellationMsg, TransitionEventType,
};
use style::animation::{update_style_for_animation, Animation};
use style::animation::{update_style_for_animation, Animation, ElementAnimationState};
use style::dom::TElement;
use style::font_metrics::ServoMetricsProvider;
use style::selector_parser::RestyleDamage;
use style::timer::Timer;
/// Processes any new animations that were discovered after style recalculation.
/// Also expire any old animations that have completed, inserting them into
/// `expired_animations`.
pub fn update_animation_state<E>(
/// Processes any new animations that were discovered after style recalculation. Also
/// finish any animations that have completed, inserting them into `finished_animations`.
pub fn update_animation_states<E>(
constellation_chan: &IpcSender<ConstellationMsg>,
script_chan: &IpcSender<ConstellationControlMsg>,
running_animations: &mut FxHashMap<OpaqueNode, Vec<Animation>>,
expired_animations: &mut FxHashMap<OpaqueNode, Vec<Animation>>,
cancelled_animations: &mut FxHashMap<OpaqueNode, Vec<Animation>>,
mut keys_to_remove: FxHashSet<OpaqueNode>,
animation_states: &mut FxHashMap<OpaqueNode, ElementAnimationState>,
invalid_nodes: FxHashSet<OpaqueNode>,
mut newly_transitioning_nodes: Option<&mut Vec<UntrustedNodeAddress>>,
new_animations_receiver: &Receiver<Animation>,
pipeline_id: PipelineId,
timer: &Timer,
) where
E: TElement,
{
send_events_for_cancelled_animations(script_chan, cancelled_animations, pipeline_id);
let had_running_animations = animation_states
.values()
.any(|state| !state.running_animations.is_empty());
let mut new_running_animations = vec![];
while let Ok(animation) = new_animations_receiver.try_recv() {
let mut should_push = true;
if let Animation::Keyframes(ref node, _, ref name, ref state) = animation {
// If the animation was already present in the list for the
// node, just update its state, else push the new animation to
// run.
if let Some(ref mut animations) = running_animations.get_mut(node) {
// TODO: This being linear is probably not optimal.
for anim in animations.iter_mut() {
if let Animation::Keyframes(_, _, ref anim_name, ref mut anim_state) = *anim {
if *name == *anim_name {
debug!("update_animation_state: Found other animation {}", name);
anim_state.update_from_other(&state, timer);
should_push = false;
break;
}
}
}
}
for node in &invalid_nodes {
if let Some(mut state) = animation_states.remove(node) {
state.cancel_all_animations();
send_events_for_cancelled_animations(script_chan, &mut state, pipeline_id);
}
if should_push {
new_running_animations.push(animation);
}
}
if running_animations.is_empty() && new_running_animations.is_empty() {
// Nothing to do. Return early so we don't flood the compositor with
// `ChangeRunningAnimationsState` messages.
return;
}
let now = timer.seconds();
// Expire old running animations.
//
// TODO: Do not expunge Keyframes animations, since we need that state if
// the animation gets re-triggered. Probably worth splitting in two
// different maps, or at least using a linked list?
for (key, running_animations) in running_animations.iter_mut() {
let mut animations_still_running = vec![];
for mut running_animation in running_animations.drain(..) {
let still_running = !running_animation.is_expired() &&
match running_animation {
Animation::Transition(_, started_at, ref property_animation) => {
now < started_at + (property_animation.duration)
},
Animation::Keyframes(_, _, _, ref mut state) => {
// This animation is still running, or we need to keep
// iterating.
now < state.started_at + state.duration || state.tick()
},
};
debug!(
"update_animation_state({:?}): {:?}",
still_running, running_animation
);
if still_running {
animations_still_running.push(running_animation);
continue;
let mut have_running_animations = false;
for (node, animation_state) in animation_states.iter_mut() {
// TODO(mrobinson): This should really be triggering transitionrun messages
// on the script thread.
if let Some(ref mut newly_transitioning_nodes) = newly_transitioning_nodes {
let number_of_new_transitions = animation_state
.new_animations
.iter()
.filter(|animation| animation.is_transition())
.count();
for _ in 0..number_of_new_transitions {
newly_transitioning_nodes.push(node.to_untrusted_node_address());
}
}
update_animation_state::<E>(script_chan, animation_state, pipeline_id, now);
have_running_animations =
have_running_animations || !animation_state.running_animations.is_empty();
}
// Remove empty states from our collection of states in order to free
// up space as soon as we are no longer tracking any animations for
// a node.
animation_states.retain(|_, state| !state.is_empty());
let present = match (had_running_animations, have_running_animations) {
(true, false) => AnimationState::NoAnimationsPresent,
(false, true) => AnimationState::AnimationsPresent,
_ => return,
};
constellation_chan
.send(ConstellationMsg::ChangeRunningAnimationsState(
pipeline_id,
present,
))
.unwrap();
}
pub fn update_animation_state<E>(
script_chan: &IpcSender<ConstellationControlMsg>,
animation_state: &mut ElementAnimationState,
pipeline_id: PipelineId,
now: f64,
) where
E: TElement,
{
send_events_for_cancelled_animations(script_chan, animation_state, pipeline_id);
let mut running_animations =
std::mem::replace(&mut animation_state.running_animations, Vec::new());
for mut running_animation in running_animations.drain(..) {
let still_running = !running_animation.is_expired() &&
match running_animation {
Animation::Transition(_, started_at, ref property_animation) => {
now < started_at + (property_animation.duration)
},
Animation::Keyframes(_, _, _, ref mut state) => {
// This animation is still running, or we need to keep
// iterating.
now < state.started_at + state.duration || state.tick()
},
};
// If the animation is still running, add it back to the list of running animations.
if still_running {
animation_state.running_animations.push(running_animation);
} else {
debug!("Finishing transition: {:?}", running_animation);
if let Animation::Transition(node, _, ref property_animation) = running_animation {
script_chan
.send(ConstellationControlMsg::TransitionEvent {
@ -116,56 +126,13 @@ pub fn update_animation_state<E>(
})
.unwrap();
}
debug!("expiring animation for {:?}", running_animation);
expired_animations
.entry(*key)
.or_insert_with(Vec::new)
.push(running_animation);
}
if animations_still_running.is_empty() {
keys_to_remove.insert(*key);
} else {
*running_animations = animations_still_running
animation_state.finished_animations.push(running_animation);
}
}
for key in keys_to_remove {
running_animations.remove(&key).unwrap();
}
// Add new running animations.
for new_running_animation in new_running_animations {
if new_running_animation.is_transition() {
match newly_transitioning_nodes {
Some(ref mut nodes) => {
nodes.push(new_running_animation.node().to_untrusted_node_address());
},
None => {
warn!("New transition encountered from compositor-initiated layout.");
},
}
}
running_animations
.entry(*new_running_animation.node())
.or_insert_with(Vec::new)
.push(new_running_animation)
}
let animation_state = if running_animations.is_empty() {
AnimationState::NoAnimationsPresent
} else {
AnimationState::AnimationsPresent
};
constellation_chan
.send(ConstellationMsg::ChangeRunningAnimationsState(
pipeline_id,
animation_state,
))
.unwrap();
animation_state
.running_animations
.append(&mut animation_state.new_animations);
}
/// Send events for cancelled animations. Currently this only handles cancelled
@ -173,28 +140,25 @@ pub fn update_animation_state<E>(
/// well.
pub fn send_events_for_cancelled_animations(
script_channel: &IpcSender<ConstellationControlMsg>,
cancelled_animations: &mut FxHashMap<OpaqueNode, Vec<Animation>>,
animation_state: &mut ElementAnimationState,
pipeline_id: PipelineId,
) {
for (node, animations) in cancelled_animations.drain() {
for animation in animations {
match animation {
Animation::Transition(transition_node, _, ref property_animation) => {
debug_assert!(transition_node == node);
script_channel
.send(ConstellationControlMsg::TransitionEvent {
pipeline_id,
event_type: TransitionEventType::TransitionCancel,
node: node.to_untrusted_node_address(),
property_name: property_animation.property_name().into(),
elapsed_time: property_animation.duration,
})
.unwrap();
},
Animation::Keyframes(..) => {
warn!("Got unexpected animation in expired transitions list.")
},
}
for animation in animation_state.cancelled_animations.drain(..) {
match animation {
Animation::Transition(node, _, ref property_animation) => {
script_channel
.send(ConstellationControlMsg::TransitionEvent {
pipeline_id,
event_type: TransitionEventType::TransitionCancel,
node: node.to_untrusted_node_address(),
property_name: property_animation.property_name().into(),
elapsed_time: property_animation.duration,
})
.unwrap();
},
Animation::Keyframes(..) => {
warn!("Got unexpected animation in finished transitions list.")
},
}
}
}
@ -205,46 +169,48 @@ pub fn send_events_for_cancelled_animations(
pub fn recalc_style_for_animations<E>(
context: &LayoutContext,
flow: &mut dyn Flow,
animations: &FxHashMap<OpaqueNode, Vec<Animation>>,
animation_states: &FxHashMap<OpaqueNode, ElementAnimationState>,
) -> FxHashSet<OpaqueNode>
where
E: TElement,
{
let mut invalid_nodes = animations.keys().cloned().collect();
do_recalc_style_for_animations::<E>(context, flow, animations, &mut invalid_nodes);
let mut invalid_nodes = animation_states.keys().cloned().collect();
do_recalc_style_for_animations::<E>(context, flow, animation_states, &mut invalid_nodes);
invalid_nodes
}
fn do_recalc_style_for_animations<E>(
context: &LayoutContext,
flow: &mut dyn Flow,
animations: &FxHashMap<OpaqueNode, Vec<Animation>>,
animation_states: &FxHashMap<OpaqueNode, ElementAnimationState>,
invalid_nodes: &mut FxHashSet<OpaqueNode>,
) where
E: TElement,
{
let mut damage = RestyleDamage::empty();
flow.mutate_fragments(&mut |fragment| {
if let Some(ref animations) = animations.get(&fragment.node) {
invalid_nodes.remove(&fragment.node);
for animation in animations.iter() {
let old_style = fragment.style.clone();
update_style_for_animation::<E>(
&context.style_context,
animation,
&mut fragment.style,
&ServoMetricsProvider,
);
let difference =
RestyleDamage::compute_style_difference(&old_style, &fragment.style);
damage |= difference.damage;
}
let animations = match animation_states.get(&fragment.node) {
Some(state) => &state.running_animations,
None => return,
};
invalid_nodes.remove(&fragment.node);
for animation in animations.iter() {
let old_style = fragment.style.clone();
update_style_for_animation::<E>(
&context.style_context,
animation,
&mut fragment.style,
&ServoMetricsProvider,
);
let difference = RestyleDamage::compute_style_difference(&old_style, &fragment.style);
damage |= difference.damage;
}
});
let base = flow.mut_base();
base.restyle_damage.insert(damage);
for kid in base.children.iter_mut() {
do_recalc_style_for_animations::<E>(context, kid, animations, invalid_nodes)
do_recalc_style_for_animations::<E>(context, kid, animation_states, invalid_nodes)
}
}