Add support for transitionrun events

These events are triggered as soon as a transition is added to the list
of running transitions. This will allow better test coverage while
reworking the transitions and animations processing model.
This commit is contained in:
Martin Robinson 2020-04-23 17:06:24 +02:00
parent 0540c4a284
commit d386d6d1f1
11 changed files with 105 additions and 93 deletions

View file

@ -15,54 +15,62 @@ use script_traits::UntrustedNodeAddress;
use script_traits::{
AnimationState, ConstellationControlMsg, LayoutMsg as ConstellationMsg, TransitionEventType,
};
use style::animation::{update_style_for_animation, Animation, ElementAnimationState};
use style::animation::{
update_style_for_animation, Animation, ElementAnimationState, PropertyAnimation,
};
use style::dom::TElement;
use style::font_metrics::ServoMetricsProvider;
use style::selector_parser::RestyleDamage;
use style::timer::Timer;
/// Collect newly transitioning nodes, which is used by the script process during
/// forced, synchronous reflows to root DOM nodes for the duration of their transitions.
pub fn collect_newly_transitioning_nodes(
animation_states: &FxHashMap<OpaqueNode, ElementAnimationState>,
mut out: Option<&mut Vec<UntrustedNodeAddress>>,
) {
// This extends the output vector with an iterator that contains a copy of the node
// address for every new animation. This is a bit goofy, but the script thread
// currently stores a rooted node for every property that is transitioning.
if let Some(ref mut out) = out {
out.extend(animation_states.iter().flat_map(|(node, state)| {
let num_transitions = state
.new_animations
.iter()
.filter(|animation| animation.is_transition())
.count();
std::iter::repeat(node.to_untrusted_node_address()).take(num_transitions)
}));
}
}
/// 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>(
pub fn update_animation_states(
constellation_chan: &IpcSender<ConstellationMsg>,
script_chan: &IpcSender<ConstellationControlMsg>,
animation_states: &mut FxHashMap<OpaqueNode, ElementAnimationState>,
invalid_nodes: FxHashSet<OpaqueNode>,
mut newly_transitioning_nodes: Option<&mut Vec<UntrustedNodeAddress>>,
pipeline_id: PipelineId,
timer: &Timer,
) where
E: TElement,
{
) {
let had_running_animations = animation_states
.values()
.any(|state| !state.running_animations.is_empty());
// Cancel all animations on any invalid nodes. These entries will later
// be removed from the list of states, because their states will become
// empty.
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);
}
}
let now = timer.seconds();
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);
update_animation_state(script_chan, animation_state, pipeline_id, now, *node);
have_running_animations =
have_running_animations || !animation_state.running_animations.is_empty();
}
@ -85,16 +93,37 @@ pub fn update_animation_states<E>(
.unwrap();
}
pub fn update_animation_state<E>(
script_chan: &IpcSender<ConstellationControlMsg>,
pub fn update_animation_state(
script_channel: &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);
node: OpaqueNode,
) {
let send_transition_event = |property_animation: &PropertyAnimation, event_type| {
script_channel
.send(ConstellationControlMsg::TransitionEvent {
pipeline_id,
event_type,
node: node.to_untrusted_node_address(),
property_name: property_animation.property_name().into(),
elapsed_time: property_animation.duration,
})
.unwrap()
};
handle_cancelled_animations(animation_state, send_transition_event);
handle_running_animations(animation_state, now, send_transition_event);
handle_new_animations(animation_state, send_transition_event);
}
/// Walk through the list of running animations and remove all of the ones that
/// have ended.
pub fn handle_running_animations(
animation_state: &mut ElementAnimationState,
now: f64,
mut send_transition_event: impl FnMut(&PropertyAnimation, TransitionEventType),
) {
let mut running_animations =
std::mem::replace(&mut animation_state.running_animations, Vec::new());
for mut running_animation in running_animations.drain(..) {
@ -115,46 +144,25 @@ pub fn update_animation_state<E>(
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 {
pipeline_id,
event_type: TransitionEventType::TransitionEnd,
node: node.to_untrusted_node_address(),
property_name: property_animation.property_name().into(),
elapsed_time: property_animation.duration,
})
.unwrap();
if let Animation::Transition(_, _, ref property_animation) = running_animation {
send_transition_event(property_animation, TransitionEventType::TransitionEnd);
}
animation_state.finished_animations.push(running_animation);
}
}
animation_state
.running_animations
.append(&mut animation_state.new_animations);
}
/// Send events for cancelled animations. Currently this only handles cancelled
/// transitions, but eventually this should handle cancelled CSS animations as
/// well.
pub fn send_events_for_cancelled_animations(
script_channel: &IpcSender<ConstellationControlMsg>,
pub fn handle_cancelled_animations(
animation_state: &mut ElementAnimationState,
pipeline_id: PipelineId,
mut send_transition_event: impl FnMut(&PropertyAnimation, TransitionEventType),
) {
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::Transition(_, _, ref property_animation) => {
send_transition_event(property_animation, TransitionEventType::TransitionCancel)
},
Animation::Keyframes(..) => {
warn!("Got unexpected animation in finished transitions list.")
@ -163,6 +171,21 @@ pub fn send_events_for_cancelled_animations(
}
}
pub fn handle_new_animations(
animation_state: &mut ElementAnimationState,
mut send_transition_event: impl FnMut(&PropertyAnimation, TransitionEventType),
) {
for animation in animation_state.new_animations.drain(..) {
match animation {
Animation::Transition(_, _, ref property_animation) => {
send_transition_event(property_animation, TransitionEventType::TransitionRun)
},
Animation::Keyframes(..) => {},
}
animation_state.running_animations.push(animation);
}
}
/// Recalculates style for a set of animations. This does *not* run with the DOM
/// lock held. Returns a set of nodes associated with animations that are no longer
/// valid.