servo/components/style/animation.rs
Martin Robinson 3903c1fb98 Add support for animationend event
This is triggered when an animation finishes. This is a high priority
because it allows us to start rooting nodes with animations in the
script thread.

This doesn't yet cause a lot of tests to pass because they rely on the
existence of `Document.getAnimations()` and the presence of
`animationstart` and animationiteration` events.
2020-05-01 15:29:57 +02:00

978 lines
36 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.
// NOTE(emilio): This code isn't really executed in Gecko, but we don't want to
// compile it out so that people remember it exists.
use crate::bezier::Bezier;
use crate::context::SharedStyleContext;
use crate::dom::{OpaqueNode, TElement, TNode};
use crate::font_metrics::FontMetricsProvider;
use crate::properties::animated_properties::AnimatedProperty;
use crate::properties::longhands::animation_direction::computed_value::single_value::T as AnimationDirection;
use crate::properties::longhands::animation_play_state::computed_value::single_value::T as AnimationPlayState;
use crate::properties::LonghandIdSet;
use crate::properties::{self, CascadeMode, ComputedValues, LonghandId};
use crate::stylesheets::keyframes_rule::{KeyframesAnimation, KeyframesStep, KeyframesStepValue};
use crate::stylesheets::Origin;
use crate::timer::Timer;
use crate::values::computed::Time;
use crate::values::computed::TimingFunction;
use crate::values::generics::box_::AnimationIterationCount;
use crate::values::generics::easing::{StepPosition, TimingFunction as GenericTimingFunction};
use crate::Atom;
use servo_arc::Arc;
use std::fmt;
/// This structure represents a keyframes animation current iteration state.
///
/// If the iteration count is infinite, there's no other state, otherwise we
/// have to keep track the current iteration and the max iteration count.
#[derive(Clone, Debug)]
pub enum KeyframesIterationState {
/// Infinite iterations, so no need to track a state.
Infinite,
/// Current and max iterations.
Finite(f32, f32),
}
/// This structure represents wether an animation is actually running.
///
/// An animation can be running, or paused at a given time.
#[derive(Clone, Debug)]
pub enum KeyframesRunningState {
/// This animation is paused. The inner field is the percentage of progress
/// when it was paused, from 0 to 1.
Paused(f64),
/// This animation is actually running.
Running,
}
/// This structure represents the current keyframe animation state, i.e., the
/// duration, the current and maximum iteration count, and the state (either
/// playing or paused).
// TODO: unify the use of f32/f64 in this file.
#[derive(Clone)]
pub struct KeyframesAnimationState {
/// The time this animation started at.
pub started_at: f64,
/// The duration of this animation.
pub duration: f64,
/// The delay of the animation.
pub delay: f64,
/// The current iteration state for the animation.
pub iteration_state: KeyframesIterationState,
/// Werther this animation is paused.
pub running_state: KeyframesRunningState,
/// The declared animation direction of this animation.
pub direction: AnimationDirection,
/// The current animation direction. This can only be `normal` or `reverse`.
pub current_direction: AnimationDirection,
/// The original cascade style, needed to compute the generated keyframes of
/// the animation.
pub cascade_style: Arc<ComputedValues>,
}
impl KeyframesAnimationState {
/// Performs a tick in the animation state, i.e., increments the counter of
/// the current iteration count, updates times and then toggles the
/// direction if appropriate.
///
/// Returns true if the animation should keep running.
pub fn tick(&mut self) -> bool {
debug!("KeyframesAnimationState::tick");
self.started_at += self.duration + self.delay;
match self.running_state {
// If it's paused, don't update direction or iteration count.
KeyframesRunningState::Paused(_) => return true,
KeyframesRunningState::Running => {},
}
if let KeyframesIterationState::Finite(ref mut current, ref max) = self.iteration_state {
*current += 1.0;
// NB: This prevent us from updating the direction, which might be
// needed for the correct handling of animation-fill-mode.
if *current >= *max {
return false;
}
}
// Update the next iteration direction if applicable.
match self.direction {
AnimationDirection::Alternate | AnimationDirection::AlternateReverse => {
self.current_direction = match self.current_direction {
AnimationDirection::Normal => AnimationDirection::Reverse,
AnimationDirection::Reverse => AnimationDirection::Normal,
_ => unreachable!(),
};
},
_ => {},
}
true
}
/// Updates the appropiate state from other animation.
///
/// This happens when an animation is re-submitted to layout, presumably
/// because of an state change.
///
/// There are some bits of state we can't just replace, over all taking in
/// account times, so here's that logic.
pub fn update_from_other(&mut self, other: &Self, timer: &Timer) {
use self::KeyframesRunningState::*;
debug!(
"KeyframesAnimationState::update_from_other({:?}, {:?})",
self, other
);
// NB: We shall not touch the started_at field, since we don't want to
// restart the animation.
let old_started_at = self.started_at;
let old_duration = self.duration;
let old_direction = self.current_direction;
let old_running_state = self.running_state.clone();
let old_iteration_state = self.iteration_state.clone();
*self = other.clone();
let mut new_started_at = old_started_at;
// If we're unpausing the animation, fake the start time so we seem to
// restore it.
//
// If the animation keeps paused, keep the old value.
//
// If we're pausing the animation, compute the progress value.
match (&mut self.running_state, old_running_state) {
(&mut Running, Paused(progress)) => {
new_started_at = timer.seconds() - (self.duration * progress)
},
(&mut Paused(ref mut new), Paused(old)) => *new = old,
(&mut Paused(ref mut progress), Running) => {
*progress = (timer.seconds() - old_started_at) / old_duration
},
_ => {},
}
// Don't update the iteration count, just the iteration limit.
// TODO: see how changing the limit affects rendering in other browsers.
// We might need to keep the iteration count even when it's infinite.
match (&mut self.iteration_state, old_iteration_state) {
(
&mut KeyframesIterationState::Finite(ref mut iters, _),
KeyframesIterationState::Finite(old_iters, _),
) => *iters = old_iters,
_ => {},
}
self.current_direction = old_direction;
self.started_at = new_started_at;
}
/// Calculate the active-duration of this animation according to
/// https://drafts.csswg.org/css-animations/#active-duration. active-duration
/// is not really meaningful for infinite animations so we just return 0
/// here in that case.
pub fn active_duration(&self) -> f64 {
match self.iteration_state {
KeyframesIterationState::Finite(_, max) => self.duration * (max as f64),
KeyframesIterationState::Infinite => 0.,
}
}
}
impl fmt::Debug for KeyframesAnimationState {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
f.debug_struct("KeyframesAnimationState")
.field("started_at", &self.started_at)
.field("duration", &self.duration)
.field("delay", &self.delay)
.field("iteration_state", &self.iteration_state)
.field("running_state", &self.running_state)
.field("direction", &self.direction)
.field("current_direction", &self.current_direction)
.field("cascade_style", &())
.finish()
}
}
/// State relating to an animation.
#[derive(Clone, Debug)]
pub enum Animation {
/// A transition is just a single frame triggered at a time, with a reflow.
///
/// the f64 field is the start time as returned by `time::precise_time_s()`.
Transition(OpaqueNode, f64, PropertyAnimation),
/// A keyframes animation is identified by a name, and can have a
/// node-dependent state (i.e. iteration count, etc.).
///
/// TODO(emilio): The animation object could be refcounted.
Keyframes(
OpaqueNode,
KeyframesAnimation,
Atom,
KeyframesAnimationState,
),
}
impl Animation {
/// The opaque node that owns the animation.
#[inline]
pub fn node(&self) -> &OpaqueNode {
match *self {
Animation::Transition(ref node, _, _) => node,
Animation::Keyframes(ref node, _, _, _) => node,
}
}
/// Whether this animation is a transition.
#[inline]
pub fn is_transition(&self) -> bool {
match *self {
Animation::Transition(..) => true,
Animation::Keyframes(..) => false,
}
}
/// Whether this animation has the same end value as another one.
#[inline]
fn is_transition_with_same_end_value(&self, other_animation: &PropertyAnimation) -> bool {
match *self {
Animation::Transition(_, _, ref animation) => {
animation.has_the_same_end_value_as(other_animation)
},
Animation::Keyframes(..) => false,
}
}
/// Whether or not this animation is cancelled by changes from a new style.
fn is_animation_cancelled_in_new_style(&self, new_style: &Arc<ComputedValues>) -> bool {
let name = match *self {
Animation::Transition(..) => return false,
Animation::Keyframes(_, _, ref name, _) => name,
};
let index = new_style
.get_box()
.animation_name_iter()
.position(|animation_name| Some(name) == animation_name.as_atom());
let index = match index {
Some(index) => index,
None => return true,
};
new_style.get_box().animation_duration_mod(index).seconds() == 0.
}
}
/// Represents an animation for a given property.
#[derive(Clone, Debug)]
pub struct PropertyAnimation {
/// An `AnimatedProperty` that this `PropertyAnimation` corresponds to.
property: AnimatedProperty,
/// The timing function of this `PropertyAnimation`.
timing_function: TimingFunction,
/// The duration of this `PropertyAnimation` in seconds.
pub duration: f64,
}
impl PropertyAnimation {
/// Returns the given property longhand id.
pub fn property_id(&self) -> LonghandId {
self.property.id()
}
/// Returns the given property name.
pub fn property_name(&self) -> &'static str {
self.property.name()
}
fn from_longhand(
longhand: LonghandId,
timing_function: TimingFunction,
duration: Time,
old_style: &ComputedValues,
new_style: &ComputedValues,
) -> Option<PropertyAnimation> {
let animated_property = AnimatedProperty::from_longhand(longhand, old_style, new_style)?;
let property_animation = PropertyAnimation {
property: animated_property,
timing_function,
duration: duration.seconds() as f64,
};
if property_animation.does_animate() {
Some(property_animation)
} else {
None
}
}
/// Update the given animation at a given point of progress.
pub fn update(&self, style: &mut ComputedValues, time: f64) {
let epsilon = 1. / (200. * self.duration);
let progress = match self.timing_function {
GenericTimingFunction::CubicBezier { x1, y1, x2, y2 } => {
Bezier::new(x1, y1, x2, y2).solve(time, epsilon)
},
GenericTimingFunction::Steps(steps, pos) => {
let mut current_step = (time * (steps as f64)).floor() as i32;
if pos == StepPosition::Start ||
pos == StepPosition::JumpStart ||
pos == StepPosition::JumpBoth
{
current_step = current_step + 1;
}
// FIXME: We should update current_step according to the "before flag".
// In order to get the before flag, we have to know the current animation phase
// and whether the iteration is reversed. For now, we skip this calculation.
// (i.e. Treat before_flag is unset,)
// https://drafts.csswg.org/css-easing/#step-timing-function-algo
if time >= 0.0 && current_step < 0 {
current_step = 0;
}
let jumps = match pos {
StepPosition::JumpBoth => steps + 1,
StepPosition::JumpNone => steps - 1,
StepPosition::JumpStart |
StepPosition::JumpEnd |
StepPosition::Start |
StepPosition::End => steps,
};
if time <= 1.0 && current_step > jumps {
current_step = jumps;
}
(current_step as f64) / (jumps as f64)
},
GenericTimingFunction::Keyword(keyword) => {
let (x1, x2, y1, y2) = keyword.to_bezier();
Bezier::new(x1, x2, y1, y2).solve(time, epsilon)
},
};
self.property.update(style, progress);
}
#[inline]
fn does_animate(&self) -> bool {
self.property.does_animate() && self.duration != 0.0
}
/// Whether this animation has the same end value as another one.
#[inline]
pub fn has_the_same_end_value_as(&self, other: &Self) -> bool {
self.property.has_the_same_end_value_as(&other.property)
}
}
/// Holds the animation state for a particular element.
#[derive(Default)]
pub struct ElementAnimationState {
/// The animations running for this element.
pub running_animations: Vec<Animation>,
/// The animations that have finished for this element, but not canceled. These are cleared
/// upon triggering a DOM event for each finished animation.
pub finished_animations: Vec<Animation>,
/// The animations that have been cancelled for this element. These are cleared
/// upon triggering a DOM event for each cancelled animation.
pub cancelled_animations: Vec<Animation>,
/// New animations created for this element.
pub new_animations: Vec<Animation>,
}
impl ElementAnimationState {
/// Cancel all animations in this `ElementAnimationState`. This is typically called
/// when the element has been removed from the DOM.
pub fn cancel_all_animations(&mut self) {
self.cancelled_animations.extend(
self.finished_animations
.drain(..)
.chain(self.running_animations.drain(..))
.chain(self.new_animations.drain(..)),
);
}
pub(crate) fn cancel_transitions_with_nontransitioning_properties(
&mut self,
properties_that_transition: &LonghandIdSet,
) {
if self.running_animations.is_empty() {
return;
}
// TODO(mrobinson): We should make this more efficient perhaps by using
// a linked-list or by using something like `partition`.
let animation_count = self.running_animations.len();
let mut previously_running_animations = std::mem::replace(
&mut self.running_animations,
Vec::with_capacity(animation_count),
);
for running_animation in previously_running_animations.drain(..) {
if let Animation::Transition(_, _, ref property_animation) = running_animation {
if !properties_that_transition.contains(property_animation.property_id()) {
self.cancelled_animations.push(running_animation);
continue;
}
}
self.running_animations.push(running_animation);
}
}
fn has_transition_with_same_end_value(&self, property_animation: &PropertyAnimation) -> bool {
if self
.running_animations
.iter()
.any(|animation| animation.is_transition_with_same_end_value(&property_animation))
{
debug!(
"Running transition found with the same end value for {:?}",
property_animation,
);
return true;
}
if self
.finished_animations
.iter()
.any(|animation| animation.is_transition_with_same_end_value(&property_animation))
{
debug!(
"Expired transition found with the same end value for {:?}",
property_animation,
);
return true;
}
false
}
pub(crate) fn apply_completed_animations(&mut self, style: &mut Arc<ComputedValues>) {
for animation in self.finished_animations.iter() {
// TODO: Make this a bit more general and add support animation-fill-mode.
// Without support for that property though, animations that have ended should
// not affect property values. This is why we only process transitions here.
if let Animation::Transition(_, _, property_animation) = animation {
property_animation.update(Arc::make_mut(style), 1.0);
}
}
}
pub(crate) fn apply_running_animations<E>(
&mut self,
context: &SharedStyleContext,
style: &mut Arc<ComputedValues>,
font_metrics: &dyn crate::font_metrics::FontMetricsProvider,
) where
E: TElement,
{
// Return early so that we don't unnecessarily clone the style when making it mutable.
if self.running_animations.is_empty() {
return;
}
let style = Arc::make_mut(style);
for animation in self.running_animations.iter_mut() {
update_style_for_animation::<E>(context, animation, style, font_metrics);
}
}
pub(crate) fn apply_new_animations<E>(
&mut self,
context: &SharedStyleContext,
style: &mut Arc<ComputedValues>,
font_metrics: &dyn crate::font_metrics::FontMetricsProvider,
) where
E: TElement,
{
// Return early so that we don't unnecessarily clone the style when making it mutable.
if self.new_animations.is_empty() {
return;
}
let style = Arc::make_mut(style);
for animation in self.new_animations.iter_mut() {
update_style_for_animation::<E>(context, animation, style, font_metrics);
}
}
/// Whether this `ElementAnimationState` is empty, which means it doesn't
/// hold any animations in any state.
pub fn is_empty(&self) -> bool {
self.running_animations.is_empty() &&
self.finished_animations.is_empty() &&
self.cancelled_animations.is_empty() &&
self.new_animations.is_empty()
}
fn add_new_animation(&mut self, animation: Animation) {
self.new_animations.push(animation);
}
fn add_or_update_new_animation(&mut self, timer: &Timer, new_animation: Animation) {
// If the animation was already present in the list for the node,
// just update its state.
if let Animation::Keyframes(_, _, ref new_name, ref new_state) = new_animation {
for existing_animation in self.running_animations.iter_mut() {
match existing_animation {
Animation::Keyframes(_, _, ref name, ref mut state) if *name == *new_name => {
state.update_from_other(&new_state, timer);
return;
},
_ => {},
}
}
}
// Otherwise just add the new running animation.
self.add_new_animation(new_animation);
}
/// Update our animations given a new style, canceling or starting new animations
/// when appropriate.
pub fn update_animations_for_new_style<E>(
&mut self,
element: E,
context: &SharedStyleContext,
new_style: &Arc<ComputedValues>,
) where
E: TElement,
{
// Cancel any animations that no longer exist in the style.
// TODO(mrobinson): We should make this more efficient perhaps by using
// a linked-list or by using something like `partition`.
if !self.running_animations.is_empty() {
let animation_count = self.running_animations.len();
let mut previously_running_animations = std::mem::replace(
&mut self.running_animations,
Vec::with_capacity(animation_count),
);
for animation in previously_running_animations.drain(..) {
if animation.is_animation_cancelled_in_new_style(new_style) {
self.cancelled_animations.push(animation);
} else {
self.running_animations.push(animation);
}
}
}
maybe_start_animations(element, &context, &new_style, self);
}
/// Update our transitions given a new style, canceling or starting new animations
/// when appropriate.
pub fn update_transitions_for_new_style(
&mut self,
context: &SharedStyleContext,
opaque_node: OpaqueNode,
before_change_style: Option<&Arc<ComputedValues>>,
new_style: &Arc<ComputedValues>,
) {
// If this is the first style, we don't trigger any transitions and we assume
// there were no previously triggered transitions.
let before_change_style = match before_change_style {
Some(before_change_style) => before_change_style,
None => return,
};
let transitioning_properties = start_transitions_if_applicable(
context,
opaque_node,
before_change_style,
new_style,
self,
);
self.cancel_transitions_with_nontransitioning_properties(&transitioning_properties);
}
}
/// Kick off any new transitions for this node and return all of the properties that are
/// transitioning. This is at the end of calculating style for a single node.
pub fn start_transitions_if_applicable(
context: &SharedStyleContext,
opaque_node: OpaqueNode,
old_style: &ComputedValues,
new_style: &Arc<ComputedValues>,
animation_state: &mut ElementAnimationState,
) -> LonghandIdSet {
// If the style of this element is display:none, then we don't start any transitions
// and we cancel any currently running transitions by returning an empty LonghandIdSet.
if new_style.get_box().clone_display().is_none() {
return LonghandIdSet::new();
}
let mut properties_that_transition = LonghandIdSet::new();
for transition in new_style.transition_properties() {
let physical_property = transition.longhand_id.to_physical(new_style.writing_mode);
if properties_that_transition.contains(physical_property) {
continue;
} else {
properties_that_transition.insert(physical_property);
}
let property_animation = match PropertyAnimation::from_longhand(
transition.longhand_id,
new_style
.get_box()
.transition_timing_function_mod(transition.index),
new_style
.get_box()
.transition_duration_mod(transition.index),
old_style,
new_style,
) {
Some(property_animation) => property_animation,
None => continue,
};
// Per [1], don't trigger a new transition if the end state for that
// transition is the same as that of a transition that's running or
// completed.
// [1]: https://drafts.csswg.org/css-transitions/#starting
if animation_state.has_transition_with_same_end_value(&property_animation) {
continue;
}
// Kick off the animation.
debug!("Kicking off transition of {:?}", property_animation);
let box_style = new_style.get_box();
let now = context.timer.seconds();
let start_time = now + (box_style.transition_delay_mod(transition.index).seconds() as f64);
animation_state.add_new_animation(Animation::Transition(
opaque_node,
start_time,
property_animation,
));
}
properties_that_transition
}
fn compute_style_for_animation_step<E>(
context: &SharedStyleContext,
step: &KeyframesStep,
previous_style: &ComputedValues,
style_from_cascade: &Arc<ComputedValues>,
font_metrics_provider: &dyn FontMetricsProvider,
) -> Arc<ComputedValues>
where
E: TElement,
{
match step.value {
KeyframesStepValue::ComputedValues => style_from_cascade.clone(),
KeyframesStepValue::Declarations {
block: ref declarations,
} => {
let guard = declarations.read_with(context.guards.author);
let iter = || {
// It's possible to have !important properties in keyframes
// so we have to filter them out.
// See the spec issue https://github.com/w3c/csswg-drafts/issues/1824
// Also we filter our non-animatable properties.
guard
.normal_declaration_iter()
.filter(|declaration| declaration.is_animatable())
.map(|decl| (decl, Origin::Author))
};
// This currently ignores visited styles, which seems acceptable,
// as existing browsers don't appear to animate visited styles.
let computed = properties::apply_declarations::<E, _, _>(
context.stylist.device(),
/* pseudo = */ None,
previous_style.rules(),
&context.guards,
iter,
Some(previous_style),
Some(previous_style),
Some(previous_style),
font_metrics_provider,
CascadeMode::Unvisited {
visited_rules: None,
},
context.quirks_mode(),
/* rule_cache = */ None,
&mut Default::default(),
/* element = */ None,
);
computed
},
}
}
/// Triggers animations for a given node looking at the animation property
/// values.
pub fn maybe_start_animations<E>(
element: E,
context: &SharedStyleContext,
new_style: &Arc<ComputedValues>,
animation_state: &mut ElementAnimationState,
) where
E: TElement,
{
let box_style = new_style.get_box();
for (i, name) in box_style.animation_name_iter().enumerate() {
let name = match name.as_atom() {
Some(atom) => atom,
None => continue,
};
debug!("maybe_start_animations: name={}", name);
let duration = box_style.animation_duration_mod(i).seconds();
if duration == 0. {
continue;
}
let anim = match context.stylist.get_animation(name, element) {
Some(animation) => animation,
None => continue,
};
debug!("maybe_start_animations: animation {} found", name);
// If this animation doesn't have any keyframe, we can just continue
// without submitting it to the compositor, since both the first and
// the second keyframes would be synthetised from the computed
// values.
if anim.steps.is_empty() {
continue;
}
let delay = box_style.animation_delay_mod(i).seconds();
let now = context.timer.seconds();
let animation_start = now + delay as f64;
let iteration_state = match box_style.animation_iteration_count_mod(i) {
AnimationIterationCount::Infinite => KeyframesIterationState::Infinite,
AnimationIterationCount::Number(n) => KeyframesIterationState::Finite(0.0, n),
};
let animation_direction = box_style.animation_direction_mod(i);
let initial_direction = match animation_direction {
AnimationDirection::Normal | AnimationDirection::Alternate => {
AnimationDirection::Normal
},
AnimationDirection::Reverse | AnimationDirection::AlternateReverse => {
AnimationDirection::Reverse
},
};
let running_state = match box_style.animation_play_state_mod(i) {
AnimationPlayState::Paused => KeyframesRunningState::Paused(0.),
AnimationPlayState::Running => KeyframesRunningState::Running,
};
animation_state.add_or_update_new_animation(
&context.timer,
Animation::Keyframes(
element.as_node().opaque(),
anim.clone(),
name.clone(),
KeyframesAnimationState {
started_at: animation_start,
duration: duration as f64,
delay: delay as f64,
iteration_state,
running_state,
direction: animation_direction,
current_direction: initial_direction,
cascade_style: new_style.clone(),
},
),
);
}
}
/// Updates a single animation and associated style based on the current time.
pub fn update_style_for_animation<E>(
context: &SharedStyleContext,
animation: &Animation,
style: &mut ComputedValues,
font_metrics_provider: &dyn FontMetricsProvider,
) where
E: TElement,
{
debug!("update_style_for_animation: {:?}", animation);
match *animation {
Animation::Transition(_, start_time, ref property_animation) => {
let now = context.timer.seconds();
let progress = (now - start_time) / (property_animation.duration);
let progress = progress.min(1.0);
if progress >= 0.0 {
property_animation.update(style, progress);
}
},
Animation::Keyframes(_, ref animation, ref name, ref state) => {
let duration = state.duration;
let started_at = state.started_at;
let now = match state.running_state {
KeyframesRunningState::Running => context.timer.seconds(),
KeyframesRunningState::Paused(progress) => started_at + duration * progress,
};
debug_assert!(!animation.steps.is_empty());
let mut total_progress = (now - started_at) / duration;
if total_progress < 0. {
warn!("Negative progress found for animation {:?}", name);
return;
}
if total_progress > 1. {
total_progress = 1.;
}
// Get the target and the last keyframe position.
let last_keyframe_position;
let target_keyframe_position;
match state.current_direction {
AnimationDirection::Normal => {
target_keyframe_position = animation
.steps
.iter()
.position(|step| total_progress as f32 <= step.start_percentage.0);
last_keyframe_position = target_keyframe_position
.and_then(|pos| if pos != 0 { Some(pos - 1) } else { None })
.unwrap_or(0);
},
AnimationDirection::Reverse => {
target_keyframe_position = animation
.steps
.iter()
.rev()
.position(|step| total_progress as f32 <= 1. - step.start_percentage.0)
.map(|pos| animation.steps.len() - pos - 1);
last_keyframe_position = target_keyframe_position
.and_then(|pos| {
if pos != animation.steps.len() - 1 {
Some(pos + 1)
} else {
None
}
})
.unwrap_or(animation.steps.len() - 1);
},
_ => unreachable!(),
}
debug!(
"update_style_for_animation: keyframe from {:?} to {:?}",
last_keyframe_position, target_keyframe_position
);
let target_keyframe = match target_keyframe_position {
Some(target) => &animation.steps[target],
None => return,
};
let last_keyframe = &animation.steps[last_keyframe_position];
let relative_timespan =
(target_keyframe.start_percentage.0 - last_keyframe.start_percentage.0).abs();
let relative_duration = relative_timespan as f64 * duration;
let last_keyframe_ended_at = match state.current_direction {
AnimationDirection::Normal => {
state.started_at + (duration * last_keyframe.start_percentage.0 as f64)
},
AnimationDirection::Reverse => {
state.started_at + (duration * (1. - last_keyframe.start_percentage.0 as f64))
},
_ => unreachable!(),
};
let relative_progress = (now - last_keyframe_ended_at) / relative_duration;
// TODO: How could we optimise it? Is it such a big deal?
let from_style = compute_style_for_animation_step::<E>(
context,
last_keyframe,
style,
&state.cascade_style,
font_metrics_provider,
);
// NB: The spec says that the timing function can be overwritten
// from the keyframe style.
let timing_function = if last_keyframe.declared_timing_function {
// NB: animation_timing_function can never be empty, always has
// at least the default value (`ease`).
from_style.get_box().animation_timing_function_at(0)
} else {
// TODO(mrobinson): It isn't optimal to have to walk this list every
// time. Perhaps this should be stored in the animation.
let index = match style
.get_box()
.animation_name_iter()
.position(|animation_name| Some(name) == animation_name.as_atom())
{
Some(index) => index,
None => return warn!("Tried to update a style with a cancelled animation."),
};
style.get_box().animation_timing_function_mod(index)
};
let target_style = compute_style_for_animation_step::<E>(
context,
target_keyframe,
&from_style,
&state.cascade_style,
font_metrics_provider,
);
let mut new_style = (*style).clone();
for property in animation.properties_changed.iter() {
debug!(
"update_style_for_animation: scanning prop {:?} for animation \"{}\"",
property, name
);
let animation = PropertyAnimation::from_longhand(
property,
timing_function,
Time::from_seconds(relative_duration as f32),
&from_style,
&target_style,
);
match animation {
Some(property_animation) => {
debug!(
"update_style_for_animation: got property animation for prop {:?}",
property
);
debug!("update_style_for_animation: {:?}", property_animation);
property_animation.update(&mut new_style, relative_progress);
},
None => {
debug!(
"update_style_for_animation: property animation {:?} not animating",
property
);
},
}
}
debug!(
"update_style_for_animation: got style change in animation \"{}\"",
name
);
*style = new_style;
},
}
}