servo/components/layout/animation.rs
Emilio Cobos Álvarez 8527762b83
style: Allow pausing and unpausing animations.
There's a bit of flickering when unpausing where the node has the original
state, but I'm not totally sure where it comes from, posibly from
PropertyAnimation returning None due to no styles changing?
2016-06-28 15:13:03 +00:00

148 lines
6 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 time;
/// 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) {
let now = time::precise_time_s();
let mut new_running_animations = vec![];
while let Ok(animation) = new_animations_receiver.try_recv() {
let should_push = match animation {
Animation::Transition(..) => true,
Animation::Keyframes(ref node, ref name, ref state) => {
// 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.
// Also, we should move this logic somehow.
match animations.iter_mut().find(|anim| match **anim {
Animation::Keyframes(_, ref anim_name, _) => *name == *anim_name,
Animation::Transition(..) => false,
}) {
Some(mut anim) => {
debug!("update_animation_state: Found other animation {}", name);
match *anim {
Animation::Keyframes(_, _, ref mut anim_state) => {
anim_state.update_from_other(&state);
false
}
_ => unreachable!(),
}
}
None => true,
}
} else {
true
}
}
};
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
}
// Expire old running animations.
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.
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() {
update_style_for_animation(&context.style_context,
animation,
&mut fragment.style,
Some(&mut damage));
}
}
});
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)
}
}