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Not super-proud of this one, but it's the easiest way I could think of. The changeset looks bigger than what it is, because while at it I've rewrapped a fair amount of functions around to use proper block indentation. Alternatives are parameterizing Stylist by <E>, which is not fun, or moving the concrete element from layout_thread to layout, but that implies layout depending on script, which isn't fun either. Other alternative is implementing an empty enum and making anon boxes work on it. It has the advantage of removing the annoying type parameter, but the disadvantage of instantiating `cascade` twice, which isn't great, and having to maintain all the boilerplate of a `TElement` implementation that just does nothing.
187 lines
7.2 KiB
Rust
187 lines
7.2 KiB
Rust
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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//! CSS transitions and animations.
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use context::LayoutContext;
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use flow::{Flow, GetBaseFlow};
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use fnv::FnvHashMap;
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use gfx::display_list::OpaqueNode;
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use ipc_channel::ipc::IpcSender;
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use msg::constellation_msg::PipelineId;
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use opaque_node::OpaqueNodeMethods;
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use script_traits::{AnimationState, ConstellationControlMsg, LayoutMsg as ConstellationMsg};
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use script_traits::UntrustedNodeAddress;
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use std::sync::mpsc::Receiver;
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use style::animation::{Animation, update_style_for_animation};
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use style::dom::TElement;
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use style::font_metrics::ServoMetricsProvider;
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use style::selector_parser::RestyleDamage;
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use style::timer::Timer;
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/// Processes any new animations that were discovered after style recalculation.
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/// Also expire any old animations that have completed, inserting them into
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/// `expired_animations`.
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pub fn update_animation_state<E>(
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constellation_chan: &IpcSender<ConstellationMsg>,
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script_chan: &IpcSender<ConstellationControlMsg>,
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running_animations: &mut FnvHashMap<OpaqueNode, Vec<Animation>>,
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expired_animations: &mut FnvHashMap<OpaqueNode, Vec<Animation>>,
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mut newly_transitioning_nodes: Option<&mut Vec<UntrustedNodeAddress>>,
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new_animations_receiver: &Receiver<Animation>,
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pipeline_id: PipelineId,
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timer: &Timer,
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)
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where
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E: TElement,
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{
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let mut new_running_animations = vec![];
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while let Ok(animation) = new_animations_receiver.try_recv() {
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let mut should_push = true;
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if let Animation::Keyframes(ref node, ref name, ref state) = animation {
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// If the animation was already present in the list for the
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// node, just update its state, else push the new animation to
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// run.
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if let Some(ref mut animations) = running_animations.get_mut(node) {
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// TODO: This being linear is probably not optimal.
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for anim in animations.iter_mut() {
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if let Animation::Keyframes(_, ref anim_name, ref mut anim_state) = *anim {
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if *name == *anim_name {
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debug!("update_animation_state: Found other animation {}", name);
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anim_state.update_from_other(&state, timer);
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should_push = false;
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break;
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}
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}
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}
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}
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}
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if should_push {
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new_running_animations.push(animation);
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}
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}
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if running_animations.is_empty() && new_running_animations.is_empty() {
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// Nothing to do. Return early so we don't flood the compositor with
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// `ChangeRunningAnimationsState` messages.
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return
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}
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let now = timer.seconds();
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// Expire old running animations.
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//
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// TODO: Do not expunge Keyframes animations, since we need that state if
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// the animation gets re-triggered. Probably worth splitting in two
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// different maps, or at least using a linked list?
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let mut keys_to_remove = vec![];
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for (key, running_animations) in running_animations.iter_mut() {
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let mut animations_still_running = vec![];
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for mut running_animation in running_animations.drain(..) {
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let still_running = !running_animation.is_expired() && match running_animation {
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Animation::Transition(_, started_at, ref frame, _expired) => {
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now < started_at + frame.duration
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}
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Animation::Keyframes(_, _, ref mut state) => {
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// This animation is still running, or we need to keep
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// iterating.
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now < state.started_at + state.duration || state.tick()
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}
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};
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if still_running {
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animations_still_running.push(running_animation);
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continue
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}
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if let Animation::Transition(node, _, ref frame, _) = running_animation {
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script_chan.send(ConstellationControlMsg::TransitionEnd(node.to_untrusted_node_address(),
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frame.property_animation
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.property_name().into(),
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frame.duration))
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.unwrap();
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}
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expired_animations.entry(*key)
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.or_insert_with(Vec::new)
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.push(running_animation);
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}
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if animations_still_running.is_empty() {
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keys_to_remove.push(*key);
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} else {
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*running_animations = animations_still_running
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}
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}
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for key in keys_to_remove {
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running_animations.remove(&key).unwrap();
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}
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// Add new running animations.
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for new_running_animation in new_running_animations {
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if new_running_animation.is_transition() {
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match newly_transitioning_nodes {
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Some(ref mut nodes) => {
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nodes.push(new_running_animation.node().to_untrusted_node_address());
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}
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None => {
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warn!("New transition encountered from compositor-initiated layout.");
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}
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}
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}
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running_animations.entry(*new_running_animation.node())
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.or_insert_with(Vec::new)
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.push(new_running_animation)
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}
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let animation_state = if running_animations.is_empty() {
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AnimationState::NoAnimationsPresent
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} else {
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AnimationState::AnimationsPresent
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};
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constellation_chan.send(ConstellationMsg::ChangeRunningAnimationsState(pipeline_id,
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animation_state))
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.unwrap();
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}
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/// Recalculates style for a set of animations. This does *not* run with the DOM
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/// lock held.
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pub fn recalc_style_for_animations<E>(
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context: &LayoutContext,
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flow: &mut Flow,
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animations: &FnvHashMap<OpaqueNode, Vec<Animation>>,
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)
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where
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E: TElement,
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{
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let mut damage = RestyleDamage::empty();
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flow.mutate_fragments(&mut |fragment| {
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if let Some(ref animations) = animations.get(&fragment.node) {
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for animation in animations.iter() {
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let old_style = fragment.style.clone();
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update_style_for_animation::<E>(
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&context.style_context,
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animation,
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&mut fragment.style,
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&ServoMetricsProvider,
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);
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let difference =
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RestyleDamage::compute_style_difference(
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&old_style,
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&fragment.style,
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);
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damage |= difference.damage;
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}
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}
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});
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let base = flow.mut_base();
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base.restyle_damage.insert(damage);
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for kid in base.children.iter_mut() {
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recalc_style_for_animations::<E>(context, kid, animations)
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}
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}
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