servo/components/layout/animation.rs
Glenn Watson f6cb6c3b86 Ensure that animations expire correctly and stop compositing occurring after they finish.
There were two problems here:
(1) The animation state update function was only called when nodes were dirty or there were new animations.
(2) When all animations for a node expired, the entry from the hash table was not removed.

The result was that once an animation began, the compositor would be running as fast as it can forever.

Fixes #7721.
2015-09-24 10:29:58 +10:00

140 lines
5.6 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 clock_ticks;
use flow::{self, Flow};
use gfx::display_list::OpaqueNode;
use incremental::{self, RestyleDamage};
use layout_task::{LayoutTask, LayoutTaskData};
use msg::constellation_msg::{AnimationState, Msg, PipelineId};
use script::layout_interface::Animation;
use script_traits::ConstellationControlMsg;
use std::collections::HashMap;
use std::collections::hash_map::Entry;
use std::sync::Arc;
use std::sync::mpsc::Sender;
use style::animation::{GetMod, PropertyAnimation};
use style::properties::ComputedValues;
/// Inserts transitions into the queue of running animations as applicable for the given style
/// difference. This is called from the layout worker threads.
pub fn start_transitions_if_applicable(new_animations_sender: &Sender<Animation>,
node: OpaqueNode,
old_style: &ComputedValues,
new_style: &mut ComputedValues) {
for i in 0..new_style.get_animation().transition_property.0.len() {
// Create any property animations, if applicable.
let property_animations = PropertyAnimation::from_transition(i, old_style, new_style);
for property_animation in property_animations {
// Set the property to the initial value.
property_animation.update(new_style, 0.0);
// Kick off the animation.
let now = clock_ticks::precise_time_s();
let animation_style = new_style.get_animation();
let start_time =
now + (animation_style.transition_delay.0.get_mod(i).seconds() as f64);
new_animations_sender.send(Animation {
node: node.id(),
property_animation: property_animation,
start_time: start_time,
end_time: start_time +
(animation_style.transition_duration.0.get_mod(i).seconds() as f64),
}).unwrap()
}
}
}
/// Processes any new animations that were discovered after style recalculation.
/// Also expire any old animations that have completed.
pub fn update_animation_state(rw_data: &mut LayoutTaskData, pipeline_id: PipelineId) {
let mut new_running_animations = Vec::new();
while let Ok(animation) = rw_data.new_animations_receiver.try_recv() {
new_running_animations.push(animation)
}
let mut running_animations_hash = (*rw_data.running_animations).clone();
// Expire old running animations.
let now = clock_ticks::precise_time_s();
let mut keys_to_remove = Vec::new();
for (key, running_animations) in &mut running_animations_hash {
running_animations.retain(|running_animation| {
now < running_animation.end_time
});
if running_animations.len() == 0 {
keys_to_remove.push(*key);
}
}
for key in keys_to_remove {
running_animations_hash.remove(&key).unwrap();
}
// Add new running animations.
for new_running_animation in new_running_animations {
match running_animations_hash.entry(OpaqueNode(new_running_animation.node)) {
Entry::Vacant(entry) => {
entry.insert(vec![new_running_animation]);
}
Entry::Occupied(mut entry) => entry.get_mut().push(new_running_animation),
}
}
rw_data.running_animations = Arc::new(running_animations_hash);
let animation_state;
if rw_data.running_animations.is_empty() {
animation_state = AnimationState::NoAnimationsPresent;
} else {
animation_state = AnimationState::AnimationsPresent;
}
rw_data.constellation_chan
.0
.send(Msg::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(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(&OpaqueNode(fragment.node.id())) {
for animation in *animations {
let now = clock_ticks::precise_time_s();
let mut progress = (now - animation.start_time) / animation.duration();
if progress > 1.0 {
progress = 1.0
}
if progress <= 0.0 {
continue
}
let mut new_style = fragment.style.clone();
animation.property_animation.update(&mut *Arc::make_mut(&mut new_style),
progress);
damage.insert(incremental::compute_damage(&Some(fragment.style.clone()),
&new_style));
fragment.style = new_style
}
}
});
let base = flow::mut_base(flow);
base.restyle_damage.insert(damage);
for kid in base.children.iter_mut() {
recalc_style_for_animations(kid, animations)
}
}
/// Handles animation updates.
pub fn tick_all_animations(layout_task: &LayoutTask, rw_data: &mut LayoutTaskData) {
layout_task.tick_animations(rw_data);
layout_task.script_chan.send(ConstellationControlMsg::TickAllAnimations(layout_task.id)).unwrap();
}