servo/components/layout/animation.rs
Martin Robinson 3a74013abc Start having animations conform to the HTML spec
This is a small step toward fixing #19242. The main idea is that the
clock for animations should advance as the event loop ticks. We
accomplish this by moving the clock from layout and naming it the
"animation timeline" which is the spec language. This should fix
flakiness with animations and transitions tests where a reflow could
move animations forward while script was running.

This change also starts to break out transition and animation events
into their own data structure, because it's quite likely that the next
step in fixing #19242 is to no longer send these events through a
channel.
2020-05-05 20:08:44 +02:00

219 lines
8.7 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 https://mozilla.org/MPL/2.0/. */
//! CSS transitions and animations.
use crate::display_list::items::OpaqueNode;
use crate::flow::{Flow, GetBaseFlow};
use crate::opaque_node::OpaqueNodeMethods;
use fxhash::{FxHashMap, FxHashSet};
use ipc_channel::ipc::IpcSender;
use msg::constellation_msg::PipelineId;
use script_traits::UntrustedNodeAddress;
use script_traits::{
AnimationState, ConstellationControlMsg, LayoutMsg as ConstellationMsg,
TransitionOrAnimationEvent, TransitionOrAnimationEventType,
};
use style::animation::{Animation, ElementAnimationState};
/// Processes any new animations that were discovered after style recalculation and
/// remove animations for any disconnected nodes. Send messages that trigger events
/// for any events that changed state.
pub fn do_post_style_animations_update(
constellation_chan: &IpcSender<ConstellationMsg>,
script_chan: &IpcSender<ConstellationControlMsg>,
animation_states: &mut FxHashMap<OpaqueNode, ElementAnimationState>,
pipeline_id: PipelineId,
now: f64,
out: &mut Vec<UntrustedNodeAddress>,
root_flow: &mut dyn Flow,
) {
let had_running_animations = animation_states
.values()
.any(|state| !state.running_animations.is_empty());
cancel_animations_for_disconnected_nodes(animation_states, root_flow);
collect_newly_animating_nodes(animation_states, out);
let mut have_running_animations = false;
for (node, animation_state) in animation_states.iter_mut() {
update_animation_state(script_chan, animation_state, pipeline_id, now, *node);
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();
}
/// Collect newly animating nodes, which is used by the script process during
/// forced, synchronous reflows to root DOM nodes for the duration of their
/// animations or transitions.
pub fn collect_newly_animating_nodes(
animation_states: &FxHashMap<OpaqueNode, ElementAnimationState>,
out: &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.
out.extend(animation_states.iter().flat_map(|(node, state)| {
std::iter::repeat(node.to_untrusted_node_address()).take(state.new_animations.len())
}));
}
/// Cancel animations for any nodes which have been removed from the DOM or are display:none.
/// We detect this by looking for nodes that are used in the flow tree.
/// TODO(mrobinson): We should look into a way of doing this during flow tree construction.
/// This also doesn't yet handles nodes that have been reparented.
pub fn cancel_animations_for_disconnected_nodes(
animation_states: &mut FxHashMap<OpaqueNode, ElementAnimationState>,
root_flow: &mut dyn Flow,
) {
// Assume all nodes have been removed until proven otherwise.
let mut invalid_nodes: FxHashSet<OpaqueNode> = animation_states.keys().cloned().collect();
fn traverse_flow(flow: &mut dyn Flow, invalid_nodes: &mut FxHashSet<OpaqueNode>) {
flow.mutate_fragments(&mut |fragment| {
invalid_nodes.remove(&fragment.node);
});
for kid in flow.mut_base().children.iter_mut() {
traverse_flow(kid, invalid_nodes)
}
}
traverse_flow(root_flow, &mut invalid_nodes);
// Cancel animations for any nodes that are no longer in the flow tree.
for node in &invalid_nodes {
if let Some(state) = animation_states.get_mut(node) {
state.cancel_all_animations();
}
}
}
fn update_animation_state(
script_channel: &IpcSender<ConstellationControlMsg>,
animation_state: &mut ElementAnimationState,
pipeline_id: PipelineId,
now: f64,
node: OpaqueNode,
) {
let send_event = |animation: &Animation, event_type, elapsed_time| {
let property_or_animation_name = match *animation {
Animation::Transition(_, _, ref property_animation) => {
property_animation.property_name().into()
},
Animation::Keyframes(_, _, ref name, _) => name.to_string(),
};
script_channel
.send(ConstellationControlMsg::TransitionOrAnimationEvent(
TransitionOrAnimationEvent {
pipeline_id,
event_type,
node: node.to_untrusted_node_address(),
property_or_animation_name,
elapsed_time,
},
))
.unwrap()
};
handle_cancelled_animations(animation_state, now, send_event);
handle_running_animations(animation_state, now, send_event);
handle_new_animations(animation_state, send_event);
}
/// Walk through the list of running animations and remove all of the ones that
/// have ended.
fn handle_running_animations(
animation_state: &mut ElementAnimationState,
now: f64,
mut send_event: impl FnMut(&Animation, TransitionOrAnimationEventType, f64),
) {
if animation_state.running_animations.is_empty() {
return;
}
let mut running_animations =
std::mem::replace(&mut animation_state.running_animations, Vec::new());
for running_animation in running_animations.drain(..) {
// If the animation is still running, add it back to the list of running animations.
if !running_animation.has_ended(now) {
animation_state.running_animations.push(running_animation);
} else {
let (event_type, elapsed_time) = match running_animation {
Animation::Transition(_, _, ref property_animation) => (
TransitionOrAnimationEventType::TransitionEnd,
property_animation.duration,
),
Animation::Keyframes(_, _, _, ref state) => (
TransitionOrAnimationEventType::AnimationEnd,
state.active_duration(),
),
};
send_event(&running_animation, event_type, elapsed_time);
animation_state.finished_animations.push(running_animation);
}
}
}
/// Send events for cancelled animations. Currently this only handles cancelled
/// transitions, but eventually this should handle cancelled CSS animations as
/// well.
fn handle_cancelled_animations(
animation_state: &mut ElementAnimationState,
now: f64,
mut send_event: impl FnMut(&Animation, TransitionOrAnimationEventType, f64),
) {
for animation in animation_state.cancelled_animations.drain(..) {
match animation {
Animation::Transition(_, start_time, _) => {
// TODO(mrobinson): We need to properly compute the elapsed_time here
// according to https://drafts.csswg.org/css-transitions/#event-transitionevent
send_event(
&animation,
TransitionOrAnimationEventType::TransitionCancel,
(now - start_time).max(0.),
);
},
// TODO(mrobinson): We should send animationcancel events.
Animation::Keyframes(..) => {},
}
}
}
fn handle_new_animations(
animation_state: &mut ElementAnimationState,
mut send_event: impl FnMut(&Animation, TransitionOrAnimationEventType, f64),
) {
for animation in animation_state.new_animations.drain(..) {
match animation {
Animation::Transition(..) => {
// TODO(mrobinson): We need to properly compute the elapsed_time here
// according to https://drafts.csswg.org/css-transitions/#event-transitionevent
send_event(
&animation,
TransitionOrAnimationEventType::TransitionRun,
0.,
)
},
Animation::Keyframes(..) => {},
}
animation_state.running_animations.push(animation);
}
}