servo/components/layout/animation.rs
Emilio Cobos Álvarez 6d67525172
style: Refactor TRestyleDamage and TNode to accept/provide a "style source"
In the Gecko case, this style source would be the style context. In the servo
case, it will be always the computed values.

We could optimise this further in the case of stylo (from three FFI calls to
one) if we use an API of the form CalcAndStore(node, new_cv). But that would
imply borrowing the data twice from Servo (we also have borrow_data_unchecked
fwiw, but...).
2016-08-03 13:31:11 -07:00

148 lines
6.1 KiB
Rust

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
//! CSS transitions and animations.
use context::SharedLayoutContext;
use flow::{self, Flow};
use gfx::display_list::OpaqueNode;
use ipc_channel::ipc::IpcSender;
use msg::constellation_msg::PipelineId;
use script_layout_interface::restyle_damage::RestyleDamage;
use script_traits::{AnimationState, LayoutMsg as ConstellationMsg};
use std::collections::HashMap;
use std::sync::mpsc::Receiver;
use style::animation::{Animation, update_style_for_animation};
use style::dom::TRestyleDamage;
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(constellation_chan: &IpcSender<ConstellationMsg>,
running_animations: &mut HashMap<OpaqueNode, Vec<Animation>>,
expired_animations: &mut HashMap<OpaqueNode, Vec<Animation>>,
new_animations_receiver: &Receiver<Animation>,
pipeline_id: PipelineId,
timer: &Timer) {
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 mut 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;
}
}
}
}
}
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?
let mut keys_to_remove = vec![];
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 frame, _expired) => {
now < started_at + frame.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 still_running {
animations_still_running.push(running_animation);
continue
}
expired_animations.entry(*key)
.or_insert_with(Vec::new)
.push(running_animation);
}
if animations_still_running.is_empty() {
keys_to_remove.push(*key);
} else {
*running_animations = animations_still_running
}
}
for key in keys_to_remove {
running_animations.remove(&key).unwrap();
}
// Add new running animations.
for new_running_animation in new_running_animations {
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();
}
/// Recalculates style for a set of animations. This does *not* run with the DOM
/// lock held.
// NB: This is specific for ServoSelectorImpl, since the layout context and the
// flows are ServoSelectorImpl specific too. If that goes away at some point,
// this should be made generic.
pub fn recalc_style_for_animations(context: &SharedLayoutContext,
flow: &mut Flow,
animations: &HashMap<OpaqueNode,
Vec<Animation>>) {
let mut damage = RestyleDamage::empty();
flow.mutate_fragments(&mut |fragment| {
if let Some(ref animations) = animations.get(&fragment.node) {
for animation in animations.iter() {
let old_style = fragment.style.clone();
update_style_for_animation(&context.style_context,
animation,
&mut fragment.style);
damage |= RestyleDamage::compute(Some(&old_style), &fragment.style);
}
}
});
let base = flow::mut_base(flow);
base.restyle_damage.insert(damage);
for kid in base.children.iter_mut() {
recalc_style_for_animations(context, kid, animations)
}
}