servo/components/layout/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

262 lines
10 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::context::LayoutContext;
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,
TransitionOrAnimationEventType,
};
use servo_arc::Arc;
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;
/// 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>,
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)| {
std::iter::repeat(node.to_untrusted_node_address()).take(state.new_animations.len())
}));
}
}
/// 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(
constellation_chan: &IpcSender<ConstellationMsg>,
script_chan: &IpcSender<ConstellationControlMsg>,
animation_states: &mut FxHashMap<OpaqueNode, ElementAnimationState>,
invalid_nodes: FxHashSet<OpaqueNode>,
pipeline_id: PipelineId,
timer: &Timer,
) {
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();
}
}
let now = timer.seconds();
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();
}
pub 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 {
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.
pub fn handle_running_animations(
animation_state: &mut ElementAnimationState,
now: f64,
mut send_event: impl FnMut(&Animation, TransitionOrAnimationEventType, f64),
) {
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 = 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);
let (event_type, elapsed_time) = match running_animation {
Animation::Transition(_, _, ref property_animation) => (
TransitionOrAnimationEventType::TransitionEnd,
property_animation.duration,
),
Animation::Keyframes(_, _, _, ref mut 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.
pub 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(..) => {},
}
}
}
pub 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);
}
}
/// 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.
pub fn recalc_style_for_animations<E>(
context: &LayoutContext,
flow: &mut dyn Flow,
animation_states: &FxHashMap<OpaqueNode, ElementAnimationState>,
) -> FxHashSet<OpaqueNode>
where
E: TElement,
{
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,
animation_states: &FxHashMap<OpaqueNode, ElementAnimationState>,
invalid_nodes: &mut FxHashSet<OpaqueNode>,
) where
E: TElement,
{
let mut damage = RestyleDamage::empty();
flow.mutate_fragments(&mut |fragment| {
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,
Arc::make_mut(&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, animation_states, invalid_nodes)
}
}