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This change splits the list of animations and transitions, which are almost always handled differently. It also renames `ElementAnimationState` to `ElementAnimationSet` and establishes an `AnimationState` for every transition and animation. This allows us to stop continually reallocating lists every time a transition or animation needs to be canceled. Fixes #14419.
985 lines
36 KiB
Rust
985 lines
36 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 https://mozilla.org/MPL/2.0/. */
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//! CSS transitions and animations.
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// NOTE(emilio): This code isn't really executed in Gecko, but we don't want to
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// compile it out so that people remember it exists.
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use crate::bezier::Bezier;
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use crate::context::SharedStyleContext;
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use crate::dom::{OpaqueNode, TElement, TNode};
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use crate::font_metrics::FontMetricsProvider;
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use crate::properties::animated_properties::AnimatedProperty;
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use crate::properties::longhands::animation_direction::computed_value::single_value::T as AnimationDirection;
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use crate::properties::longhands::animation_play_state::computed_value::single_value::T as AnimationPlayState;
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use crate::properties::LonghandIdSet;
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use crate::properties::{self, CascadeMode, ComputedValues, LonghandId};
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use crate::stylesheets::keyframes_rule::{KeyframesAnimation, KeyframesStep, KeyframesStepValue};
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use crate::stylesheets::Origin;
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use crate::values::computed::Time;
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use crate::values::computed::TimingFunction;
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use crate::values::generics::box_::AnimationIterationCount;
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use crate::values::generics::easing::{StepPosition, TimingFunction as GenericTimingFunction};
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use crate::Atom;
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use servo_arc::Arc;
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use std::fmt;
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/// Represents an animation for a given property.
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#[derive(Clone, Debug)]
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pub struct PropertyAnimation {
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/// An `AnimatedProperty` that this `PropertyAnimation` corresponds to.
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property: AnimatedProperty,
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/// The timing function of this `PropertyAnimation`.
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timing_function: TimingFunction,
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/// The duration of this `PropertyAnimation` in seconds.
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pub duration: f64,
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}
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impl PropertyAnimation {
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/// Returns the given property longhand id.
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pub fn property_id(&self) -> LonghandId {
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self.property.id()
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}
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/// Returns the given property name.
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pub fn property_name(&self) -> &'static str {
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self.property.name()
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}
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fn from_longhand(
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longhand: LonghandId,
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timing_function: TimingFunction,
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duration: Time,
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old_style: &ComputedValues,
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new_style: &ComputedValues,
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) -> Option<PropertyAnimation> {
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let animated_property = AnimatedProperty::from_longhand(longhand, old_style, new_style)?;
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let property_animation = PropertyAnimation {
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property: animated_property,
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timing_function,
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duration: duration.seconds() as f64,
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};
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if property_animation.does_animate() {
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Some(property_animation)
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} else {
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None
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}
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}
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/// Update the given animation at a given point of progress.
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pub fn update(&self, style: &mut ComputedValues, time: f64) {
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let epsilon = 1. / (200. * self.duration);
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let progress = match self.timing_function {
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GenericTimingFunction::CubicBezier { x1, y1, x2, y2 } => {
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Bezier::new(x1, y1, x2, y2).solve(time, epsilon)
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},
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GenericTimingFunction::Steps(steps, pos) => {
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let mut current_step = (time * (steps as f64)).floor() as i32;
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if pos == StepPosition::Start ||
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pos == StepPosition::JumpStart ||
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pos == StepPosition::JumpBoth
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{
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current_step = current_step + 1;
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}
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// FIXME: We should update current_step according to the "before flag".
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// In order to get the before flag, we have to know the current animation phase
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// and whether the iteration is reversed. For now, we skip this calculation.
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// (i.e. Treat before_flag is unset,)
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// https://drafts.csswg.org/css-easing/#step-timing-function-algo
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if time >= 0.0 && current_step < 0 {
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current_step = 0;
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}
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let jumps = match pos {
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StepPosition::JumpBoth => steps + 1,
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StepPosition::JumpNone => steps - 1,
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StepPosition::JumpStart |
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StepPosition::JumpEnd |
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StepPosition::Start |
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StepPosition::End => steps,
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};
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if time <= 1.0 && current_step > jumps {
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current_step = jumps;
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}
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(current_step as f64) / (jumps as f64)
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},
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GenericTimingFunction::Keyword(keyword) => {
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let (x1, x2, y1, y2) = keyword.to_bezier();
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Bezier::new(x1, x2, y1, y2).solve(time, epsilon)
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},
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};
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self.property.update(style, progress);
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}
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#[inline]
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fn does_animate(&self) -> bool {
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self.property.does_animate() && self.duration != 0.0
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}
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/// Whether this animation has the same end value as another one.
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#[inline]
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pub fn has_the_same_end_value_as(&self, other: &Self) -> bool {
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self.property.has_the_same_end_value_as(&other.property)
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}
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}
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/// This structure represents the state of an animation.
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#[derive(Clone, Debug, PartialEq)]
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pub enum AnimationState {
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/// This animation is paused. The inner field is the percentage of progress
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/// when it was paused, from 0 to 1.
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Paused(f64),
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/// This animation is currently running.
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Running,
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/// This animation has finished.
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Finished,
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/// This animation has been canceled.
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Canceled,
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}
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/// This structure represents a keyframes animation current iteration state.
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///
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/// If the iteration count is infinite, there's no other state, otherwise we
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/// have to keep track the current iteration and the max iteration count.
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#[derive(Clone, Debug)]
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pub enum KeyframesIterationState {
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/// Infinite iterations, so no need to track a state.
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Infinite,
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/// Current and max iterations.
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/// TODO: Everything else in this file uses f64, so perhaps this should
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/// be as well.
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Finite(f32, f32),
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}
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/// A CSS Animation
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#[derive(Clone)]
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pub struct Animation {
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/// The node associated with this animation.
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pub node: OpaqueNode,
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/// The name of this animation as defined by the style.
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pub name: Atom,
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/// The internal animation from the style system.
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pub keyframes_animation: KeyframesAnimation,
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/// The time this animation started at.
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pub started_at: f64,
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/// The duration of this animation.
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pub duration: f64,
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/// The delay of the animation.
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pub delay: f64,
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/// The current iteration state for the animation.
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pub iteration_state: KeyframesIterationState,
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/// Whether this animation is paused.
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pub state: AnimationState,
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/// The declared animation direction of this animation.
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pub direction: AnimationDirection,
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/// The current animation direction. This can only be `normal` or `reverse`.
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pub current_direction: AnimationDirection,
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/// The original cascade style, needed to compute the generated keyframes of
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/// the animation.
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pub cascade_style: Arc<ComputedValues>,
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/// Whether or not this animation is new and or has already been tracked
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/// by the script thread.
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pub is_new: bool,
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}
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impl Animation {
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/// Whether or not this animation is cancelled by changes from a new style.
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fn is_cancelled_in_new_style(&self, new_style: &Arc<ComputedValues>) -> bool {
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let index = new_style
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.get_box()
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.animation_name_iter()
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.position(|animation_name| Some(&self.name) == animation_name.as_atom());
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let index = match index {
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Some(index) => index,
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None => return true,
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};
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new_style.get_box().animation_duration_mod(index).seconds() == 0.
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}
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/// Given the current time, advances this animation to the next iteration,
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/// updates times, and then toggles the direction if appropriate. Otherwise
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/// does nothing.
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pub fn iterate_if_necessary(&mut self, time: f64) {
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if !self.iteration_over(time) {
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return;
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}
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// Only iterate animations that are currently running.
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if self.state != AnimationState::Running {
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return;
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}
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if let KeyframesIterationState::Finite(ref mut current, max) = self.iteration_state {
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// If we are already on the final iteration, just exit now.
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// NB: This prevent us from updating the direction, which might be
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// needed for the correct handling of animation-fill-mode.
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if (max - *current) <= 1.0 {
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return;
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}
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*current += 1.0;
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}
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// Update the next iteration direction if applicable.
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// TODO(mrobinson): The duration might now be wrong for floating point iteration counts.
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self.started_at += self.duration + self.delay;
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match self.direction {
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AnimationDirection::Alternate | AnimationDirection::AlternateReverse => {
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self.current_direction = match self.current_direction {
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AnimationDirection::Normal => AnimationDirection::Reverse,
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AnimationDirection::Reverse => AnimationDirection::Normal,
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_ => unreachable!(),
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};
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},
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_ => {},
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}
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}
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fn iteration_over(&self, time: f64) -> bool {
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time > (self.started_at + self.duration)
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}
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/// Whether or not this animation has finished at the provided time. This does
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/// not take into account canceling i.e. when an animation or transition is
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/// canceled due to changes in the style.
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pub fn has_ended(&self, time: f64) -> bool {
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match self.state {
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AnimationState::Canceled | AnimationState::Paused(_) => return false,
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AnimationState::Finished => return true,
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AnimationState::Running => {},
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}
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if !self.iteration_over(time) {
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return false;
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}
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// If we have a limited number of iterations and we cannot advance to another
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// iteration, then we have ended.
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return match self.iteration_state {
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KeyframesIterationState::Finite(current, max) if (max - current) <= 1.0 => true,
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KeyframesIterationState::Finite(..) | KeyframesIterationState::Infinite => false,
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};
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}
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/// Updates the appropiate state from other animation.
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///
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/// This happens when an animation is re-submitted to layout, presumably
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/// because of an state change.
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///
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/// There are some bits of state we can't just replace, over all taking in
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/// account times, so here's that logic.
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pub fn update_from_other(&mut self, other: &Self, now: f64) {
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use self::AnimationState::*;
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debug!(
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"KeyframesAnimationState::update_from_other({:?}, {:?})",
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self, other
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);
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// NB: We shall not touch the started_at field, since we don't want to
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// restart the animation.
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let old_started_at = self.started_at;
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let old_duration = self.duration;
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let old_direction = self.current_direction;
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let old_state = self.state.clone();
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let old_iteration_state = self.iteration_state.clone();
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*self = other.clone();
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let mut new_started_at = old_started_at;
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// If we're unpausing the animation, fake the start time so we seem to
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// restore it.
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//
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// If the animation keeps paused, keep the old value.
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//
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// If we're pausing the animation, compute the progress value.
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match (&mut self.state, old_state) {
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(&mut Running, Paused(progress)) => new_started_at = now - (self.duration * progress),
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(&mut Paused(ref mut new), Paused(old)) => *new = old,
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(&mut Paused(ref mut progress), Running) => {
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*progress = (now - old_started_at) / old_duration
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},
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// TODO(mrobinson): We should handle the case where a new animation replaces
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// a finished one.
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(_, Finished) | (Finished, _) => unreachable!("Did not expect Finished animation."),
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_ => {},
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}
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// Don't update the iteration count, just the iteration limit.
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// TODO: see how changing the limit affects rendering in other browsers.
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// We might need to keep the iteration count even when it's infinite.
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match (&mut self.iteration_state, old_iteration_state) {
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(
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&mut KeyframesIterationState::Finite(ref mut iters, _),
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KeyframesIterationState::Finite(old_iters, _),
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) => *iters = old_iters,
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_ => {},
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}
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self.current_direction = old_direction;
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self.started_at = new_started_at;
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}
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/// Calculate the active-duration of this animation according to
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/// https://drafts.csswg.org/css-animations/#active-duration. active-duration
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/// is not really meaningful for infinite animations so we just return 0
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/// here in that case.
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pub fn active_duration(&self) -> f64 {
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match self.iteration_state {
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KeyframesIterationState::Finite(_, max) => self.duration * (max as f64),
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KeyframesIterationState::Infinite => 0.,
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}
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}
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/// Update the given style to reflect the values specified by this `Animation`
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/// at the time provided by the given `SharedStyleContext`.
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fn update_style<E>(
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&self,
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context: &SharedStyleContext,
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style: &mut ComputedValues,
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font_metrics_provider: &dyn FontMetricsProvider,
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) where
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E: TElement,
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{
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let duration = self.duration;
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let started_at = self.started_at;
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let now = match self.state {
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AnimationState::Running => context.current_time_for_animations,
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AnimationState::Paused(progress) => started_at + duration * progress,
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AnimationState::Canceled | AnimationState::Finished => return,
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};
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debug_assert!(!self.keyframes_animation.steps.is_empty());
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let mut total_progress = (now - started_at) / duration;
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if total_progress < 0. {
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warn!("Negative progress found for animation {:?}", self.name);
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return;
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}
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if total_progress > 1. {
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total_progress = 1.;
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}
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// Get the target and the last keyframe position.
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let last_keyframe_position;
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let target_keyframe_position;
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match self.current_direction {
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AnimationDirection::Normal => {
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target_keyframe_position = self
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.keyframes_animation
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.steps
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.iter()
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.position(|step| total_progress as f32 <= step.start_percentage.0);
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last_keyframe_position = target_keyframe_position
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.and_then(|pos| if pos != 0 { Some(pos - 1) } else { None })
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.unwrap_or(0);
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},
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AnimationDirection::Reverse => {
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target_keyframe_position = self
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.keyframes_animation
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.steps
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.iter()
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.rev()
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.position(|step| total_progress as f32 <= 1. - step.start_percentage.0)
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.map(|pos| self.keyframes_animation.steps.len() - pos - 1);
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last_keyframe_position = target_keyframe_position
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.and_then(|pos| {
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if pos != self.keyframes_animation.steps.len() - 1 {
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Some(pos + 1)
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} else {
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None
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}
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})
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.unwrap_or(self.keyframes_animation.steps.len() - 1);
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},
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_ => unreachable!(),
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}
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debug!(
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"Animation::update_style: keyframe from {:?} to {:?}",
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last_keyframe_position, target_keyframe_position
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);
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let target_keyframe = match target_keyframe_position {
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Some(target) => &self.keyframes_animation.steps[target],
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None => return,
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};
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let last_keyframe = &self.keyframes_animation.steps[last_keyframe_position];
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let relative_timespan =
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(target_keyframe.start_percentage.0 - last_keyframe.start_percentage.0).abs();
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let relative_duration = relative_timespan as f64 * duration;
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let last_keyframe_ended_at = match self.current_direction {
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AnimationDirection::Normal => {
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self.started_at + (duration * last_keyframe.start_percentage.0 as f64)
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},
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AnimationDirection::Reverse => {
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self.started_at + (duration * (1. - last_keyframe.start_percentage.0 as f64))
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},
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_ => unreachable!(),
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};
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let relative_progress = (now - last_keyframe_ended_at) / relative_duration;
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// TODO: How could we optimise it? Is it such a big deal?
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let from_style = compute_style_for_animation_step::<E>(
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context,
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last_keyframe,
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style,
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&self.cascade_style,
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font_metrics_provider,
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);
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// NB: The spec says that the timing function can be overwritten
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// from the keyframe style.
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let timing_function = if last_keyframe.declared_timing_function {
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// NB: animation_timing_function can never be empty, always has
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// at least the default value (`ease`).
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from_style.get_box().animation_timing_function_at(0)
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} else {
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// TODO(mrobinson): It isn't optimal to have to walk this list every
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// time. Perhaps this should be stored in the animation.
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let index = match style
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.get_box()
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.animation_name_iter()
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.position(|animation_name| Some(&self.name) == animation_name.as_atom())
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{
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Some(index) => index,
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None => return warn!("Tried to update a style with a cancelled animation."),
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};
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style.get_box().animation_timing_function_mod(index)
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};
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|
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let target_style = compute_style_for_animation_step::<E>(
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context,
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target_keyframe,
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&from_style,
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&self.cascade_style,
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font_metrics_provider,
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);
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let mut new_style = (*style).clone();
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|
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for property in self.keyframes_animation.properties_changed.iter() {
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debug!(
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"Animation::update_style: scanning prop {:?} for animation \"{}\"",
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property, self.name
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);
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let animation = PropertyAnimation::from_longhand(
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property,
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timing_function,
|
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Time::from_seconds(relative_duration as f32),
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|
&from_style,
|
|
&target_style,
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);
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|
|
match animation {
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|
Some(property_animation) => {
|
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debug!(
|
|
"Animation::update_style: got property animation for prop {:?}",
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property
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);
|
|
debug!("Animation::update_style: {:?}", property_animation);
|
|
property_animation.update(&mut new_style, relative_progress);
|
|
},
|
|
None => {
|
|
debug!(
|
|
"Animation::update_style: property animation {:?} not animating",
|
|
property
|
|
);
|
|
},
|
|
}
|
|
}
|
|
|
|
debug!(
|
|
"Animation::update_style: got style change in animation \"{}\"",
|
|
self.name
|
|
);
|
|
*style = new_style;
|
|
}
|
|
}
|
|
|
|
impl fmt::Debug for Animation {
|
|
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
|
|
f.debug_struct("Animation")
|
|
.field("name", &self.name)
|
|
.field("started_at", &self.started_at)
|
|
.field("duration", &self.duration)
|
|
.field("delay", &self.delay)
|
|
.field("iteration_state", &self.iteration_state)
|
|
.field("state", &self.state)
|
|
.field("direction", &self.direction)
|
|
.field("current_direction", &self.current_direction)
|
|
.field("cascade_style", &())
|
|
.finish()
|
|
}
|
|
}
|
|
|
|
/// A CSS Transition
|
|
#[derive(Clone, Debug)]
|
|
pub struct Transition {
|
|
/// The node associated with this animation.
|
|
pub node: OpaqueNode,
|
|
|
|
/// The start time of this transition, which is the current value of the animation
|
|
/// timeline when this transition created.
|
|
pub start_time: f64,
|
|
|
|
/// The internal style `PropertyAnimation` for this transition.
|
|
pub property_animation: PropertyAnimation,
|
|
|
|
/// The state of this transition.
|
|
pub state: AnimationState,
|
|
|
|
/// Whether or not this transition is new and or has already been tracked
|
|
/// by the script thread.
|
|
pub is_new: bool,
|
|
}
|
|
|
|
impl Transition {
|
|
/// Whether or not this animation has ended at the provided time. This does
|
|
/// not take into account canceling i.e. when an animation or transition is
|
|
/// canceled due to changes in the style.
|
|
pub fn has_ended(&self, time: f64) -> bool {
|
|
time >= self.start_time + (self.property_animation.duration)
|
|
}
|
|
|
|
/// Whether this animation has the same end value as another one.
|
|
#[inline]
|
|
fn has_same_end_value(&self, other_animation: &PropertyAnimation) -> bool {
|
|
if self.state == AnimationState::Canceled {
|
|
return false;
|
|
}
|
|
self.property_animation
|
|
.has_the_same_end_value_as(other_animation)
|
|
}
|
|
|
|
/// Update a style to the value specified by this `Transition` given a `SharedStyleContext`.
|
|
fn update_style(&self, context: &SharedStyleContext, style: &mut ComputedValues) {
|
|
// Never apply canceled transitions to a style.
|
|
if self.state == AnimationState::Canceled {
|
|
return;
|
|
}
|
|
|
|
let now = context.current_time_for_animations;
|
|
let progress = (now - self.start_time) / (self.property_animation.duration);
|
|
let progress = progress.min(1.0);
|
|
if progress >= 0.0 {
|
|
self.property_animation.update(style, progress);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Holds the animation state for a particular element.
|
|
#[derive(Debug, Default)]
|
|
pub struct ElementAnimationSet {
|
|
/// The animations for this element.
|
|
pub animations: Vec<Animation>,
|
|
|
|
/// The transitions for this element.
|
|
pub transitions: Vec<Transition>,
|
|
}
|
|
|
|
impl ElementAnimationSet {
|
|
/// Cancel all animations in this `ElementAnimationSet`. This is typically called
|
|
/// when the element has been removed from the DOM.
|
|
pub fn cancel_all_animations(&mut self) {
|
|
for animation in self.animations.iter_mut() {
|
|
animation.state = AnimationState::Canceled;
|
|
}
|
|
for transition in self.transitions.iter_mut() {
|
|
transition.state = AnimationState::Canceled;
|
|
}
|
|
}
|
|
|
|
pub(crate) fn apply_active_animations<E>(
|
|
&mut self,
|
|
context: &SharedStyleContext,
|
|
style: &mut Arc<ComputedValues>,
|
|
font_metrics: &dyn crate::font_metrics::FontMetricsProvider,
|
|
) where
|
|
E: TElement,
|
|
{
|
|
// Return early to avoid potentially copying the style.
|
|
if self.animations.is_empty() && self.transitions.is_empty() {
|
|
return;
|
|
}
|
|
|
|
let style = Arc::make_mut(style);
|
|
for animation in &self.animations {
|
|
animation.update_style::<E>(context, style, font_metrics);
|
|
}
|
|
|
|
for transition in &self.transitions {
|
|
transition.update_style(context, style);
|
|
}
|
|
}
|
|
|
|
pub(crate) fn clear_finished_animations(&mut self) {
|
|
// TODO(mrobinson): This should probably not clear finished animations
|
|
// because of `animation-fill-mode`.
|
|
self.animations
|
|
.retain(|animation| animation.state != AnimationState::Finished);
|
|
self.transitions
|
|
.retain(|animation| animation.state != AnimationState::Finished);
|
|
}
|
|
|
|
/// Clear all canceled animations and transitions from this `ElementAnimationSet`.
|
|
pub fn clear_canceled_animations(&mut self) {
|
|
self.animations
|
|
.retain(|animation| animation.state != AnimationState::Canceled);
|
|
self.transitions
|
|
.retain(|animation| animation.state != AnimationState::Canceled);
|
|
}
|
|
|
|
/// Whether this `ElementAnimationSet` is empty, which means it doesn't
|
|
/// hold any animations in any state.
|
|
pub fn is_empty(&self) -> bool {
|
|
self.animations.is_empty() && self.transitions.is_empty()
|
|
}
|
|
|
|
/// Whether or not this state needs animation ticks for its transitions
|
|
/// or animations. New animations don't need ticks until they are no
|
|
/// longer marked as new.
|
|
pub fn needs_animation_ticks(&self) -> bool {
|
|
self.animations
|
|
.iter()
|
|
.any(|animation| animation.state == AnimationState::Running && !animation.is_new) ||
|
|
self.transitions.iter().any(|transition| {
|
|
transition.state == AnimationState::Running && !transition.is_new
|
|
})
|
|
}
|
|
|
|
/// The number of running animations and transitions for this `ElementAnimationSet`.
|
|
pub fn running_animation_and_transition_count(&self) -> usize {
|
|
self.animations
|
|
.iter()
|
|
.filter(|animation| animation.state == AnimationState::Running)
|
|
.count() +
|
|
self.transitions
|
|
.iter()
|
|
.filter(|transition| transition.state == AnimationState::Running)
|
|
.count()
|
|
}
|
|
|
|
fn has_active_transition_or_animation(&self) -> bool {
|
|
self.animations
|
|
.iter()
|
|
.any(|animation| animation.state != AnimationState::Canceled) ||
|
|
self.transitions
|
|
.iter()
|
|
.any(|transition| transition.state != AnimationState::Canceled)
|
|
}
|
|
|
|
/// 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,
|
|
{
|
|
for animation in self.animations.iter_mut() {
|
|
if animation.is_cancelled_in_new_style(new_style) {
|
|
animation.state = AnimationState::Canceled;
|
|
}
|
|
}
|
|
|
|
maybe_start_animations(element, &context, &new_style, self);
|
|
|
|
// When necessary, iterate our running animations to the next iteration.
|
|
for animation in self.animations.iter_mut() {
|
|
animation.iterate_if_necessary(context.current_time_for_animations);
|
|
}
|
|
}
|
|
|
|
/// Update our transitions given a new style, canceling or starting new animations
|
|
/// when appropriate.
|
|
pub fn update_transitions_for_new_style<E>(
|
|
&mut self,
|
|
context: &SharedStyleContext,
|
|
opaque_node: OpaqueNode,
|
|
old_style: Option<&Arc<ComputedValues>>,
|
|
after_change_style: &Arc<ComputedValues>,
|
|
font_metrics: &dyn crate::font_metrics::FontMetricsProvider,
|
|
) where
|
|
E: TElement,
|
|
{
|
|
// If this is the first style, we don't trigger any transitions and we assume
|
|
// there were no previously triggered transitions.
|
|
let mut before_change_style = match old_style {
|
|
Some(old_style) => Arc::clone(old_style),
|
|
None => return,
|
|
};
|
|
|
|
// We convert old values into `before-change-style` here.
|
|
// See https://drafts.csswg.org/css-transitions/#starting. We need to clone the
|
|
// style because this might still be a reference to the original `old_style` and
|
|
// we want to preserve that so that we can later properly calculate restyle damage.
|
|
if self.has_active_transition_or_animation() {
|
|
before_change_style = before_change_style.clone();
|
|
self.apply_active_animations::<E>(context, &mut before_change_style, font_metrics);
|
|
}
|
|
|
|
let transitioning_properties = start_transitions_if_applicable(
|
|
context,
|
|
opaque_node,
|
|
&before_change_style,
|
|
after_change_style,
|
|
self,
|
|
);
|
|
|
|
// Cancel any non-finished transitions that have properties which no longer transition.
|
|
for transition in self.transitions.iter_mut() {
|
|
if transition.state == AnimationState::Finished {
|
|
continue;
|
|
}
|
|
if transitioning_properties.contains(transition.property_animation.property_id()) {
|
|
continue;
|
|
}
|
|
transition.state = AnimationState::Canceled;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// 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 ElementAnimationSet,
|
|
) -> 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
|
|
.transitions
|
|
.iter()
|
|
.any(|transition| transition.has_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 start_time = context.current_time_for_animations +
|
|
(box_style.transition_delay_mod(transition.index).seconds() as f64);
|
|
animation_state.transitions.push(Transition {
|
|
node: opaque_node,
|
|
start_time,
|
|
property_animation,
|
|
state: AnimationState::Running,
|
|
is_new: true,
|
|
});
|
|
}
|
|
|
|
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 ElementAnimationSet,
|
|
) 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 animation_start = context.current_time_for_animations + 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 state = match box_style.animation_play_state_mod(i) {
|
|
AnimationPlayState::Paused => AnimationState::Paused(0.),
|
|
AnimationPlayState::Running => AnimationState::Running,
|
|
};
|
|
|
|
let new_animation = Animation {
|
|
node: element.as_node().opaque(),
|
|
name: name.clone(),
|
|
keyframes_animation: anim.clone(),
|
|
started_at: animation_start,
|
|
duration: duration as f64,
|
|
delay: delay as f64,
|
|
iteration_state,
|
|
state,
|
|
direction: animation_direction,
|
|
current_direction: initial_direction,
|
|
cascade_style: new_style.clone(),
|
|
is_new: true,
|
|
};
|
|
|
|
// If the animation was already present in the list for the node, just update its state.
|
|
for existing_animation in animation_state.animations.iter_mut() {
|
|
if existing_animation.state != AnimationState::Running {
|
|
continue;
|
|
}
|
|
|
|
if new_animation.name == existing_animation.name {
|
|
existing_animation
|
|
.update_from_other(&new_animation, context.current_time_for_animations);
|
|
return;
|
|
}
|
|
}
|
|
|
|
animation_state.animations.push(new_animation);
|
|
}
|
|
}
|