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+/* 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.
+
+// NOTE(emilio): This code isn't really executed in Gecko, but we don't want to
+// compile it out so that people remember it exists.
+
+use crate::context::{CascadeInputs, SharedStyleContext};
+use crate::dom::{OpaqueNode, TDocument, TElement, TNode};
+use crate::properties::animated_properties::{AnimationValue, AnimationValueMap};
+use crate::properties::longhands::animation_direction::computed_value::single_value::T as AnimationDirection;
+use crate::properties::longhands::animation_fill_mode::computed_value::single_value::T as AnimationFillMode;
+use crate::properties::longhands::animation_play_state::computed_value::single_value::T as AnimationPlayState;
+use crate::properties::AnimationDeclarations;
+use crate::properties::{
+ ComputedValues, Importance, LonghandId, LonghandIdSet, PropertyDeclarationBlock,
+ PropertyDeclarationId,
+};
+use crate::rule_tree::CascadeLevel;
+use crate::selector_parser::PseudoElement;
+use crate::shared_lock::{Locked, SharedRwLock};
+use crate::style_resolver::StyleResolverForElement;
+use crate::stylesheets::keyframes_rule::{KeyframesAnimation, KeyframesStep, KeyframesStepValue};
+use crate::stylesheets::layer_rule::LayerOrder;
+use crate::values::animated::{Animate, Procedure};
+use crate::values::computed::{Time, TimingFunction};
+use crate::values::generics::easing::BeforeFlag;
+use crate::Atom;
+use fxhash::FxHashMap;
+use parking_lot::RwLock;
+use servo_arc::Arc;
+use std::fmt;
+
+/// Represents an animation for a given property.
+#[derive(Clone, Debug, MallocSizeOf)]
+pub struct PropertyAnimation {
+ /// The value we are animating from.
+ from: AnimationValue,
+
+ /// The value we are animating to.
+ to: AnimationValue,
+
+ /// The timing function of this `PropertyAnimation`.
+ timing_function: TimingFunction,
+
+ /// The duration of this `PropertyAnimation` in seconds.
+ pub duration: f64,
+}
+
+impl PropertyAnimation {
+ /// Returns the given property longhand id.
+ pub fn property_id(&self) -> LonghandId {
+ debug_assert_eq!(self.from.id(), self.to.id());
+ self.from.id()
+ }
+
+ fn from_longhand(
+ longhand: LonghandId,
+ timing_function: TimingFunction,
+ duration: Time,
+ old_style: &ComputedValues,
+ new_style: &ComputedValues,
+ ) -> Option<PropertyAnimation> {
+ // FIXME(emilio): Handle the case where old_style and new_style's writing mode differ.
+ let longhand = longhand.to_physical(new_style.writing_mode);
+ let from = AnimationValue::from_computed_values(longhand, old_style)?;
+ let to = AnimationValue::from_computed_values(longhand, new_style)?;
+ let duration = duration.seconds() as f64;
+
+ if from == to || duration == 0.0 {
+ return None;
+ }
+
+ Some(PropertyAnimation {
+ from,
+ to,
+ timing_function,
+ duration,
+ })
+ }
+
+ /// The output of the timing function given the progress ration of this animation.
+ fn timing_function_output(&self, progress: f64) -> f64 {
+ let epsilon = 1. / (200. * self.duration);
+ // FIXME: Need to set the before flag correctly.
+ // In order to get the before flag, we have to know the current animation phase
+ // and whether the iteration is reversed. For now, we skip this calculation
+ // by treating as if the flag is unset at all times.
+ // https://drafts.csswg.org/css-easing/#step-timing-function-algo
+ self.timing_function
+ .calculate_output(progress, BeforeFlag::Unset, epsilon)
+ }
+
+ /// Update the given animation at a given point of progress.
+ fn calculate_value(&self, progress: f64) -> Result<AnimationValue, ()> {
+ let procedure = Procedure::Interpolate {
+ progress: self.timing_function_output(progress),
+ };
+ self.from.animate(&self.to, procedure)
+ }
+}
+
+/// This structure represents the state of an animation.
+#[derive(Clone, Debug, MallocSizeOf, PartialEq)]
+pub enum AnimationState {
+ /// The animation has been created, but is not running yet. This state
+ /// is also used when an animation is still in the first delay phase.
+ Pending,
+ /// This animation is currently running.
+ Running,
+ /// This animation is paused. The inner field is the percentage of progress
+ /// when it was paused, from 0 to 1.
+ Paused(f64),
+ /// This animation has finished.
+ Finished,
+ /// This animation has been canceled.
+ Canceled,
+}
+
+impl AnimationState {
+ /// Whether or not this state requires its owning animation to be ticked.
+ fn needs_to_be_ticked(&self) -> bool {
+ *self == AnimationState::Running || *self == AnimationState::Pending
+ }
+}
+
+/// This structure represents a keyframes animation current iteration state.
+///
+/// If the iteration count is infinite, there's no other state, otherwise we
+/// have to keep track the current iteration and the max iteration count.
+#[derive(Clone, Debug, MallocSizeOf)]
+pub enum KeyframesIterationState {
+ /// Infinite iterations with the current iteration count.
+ Infinite(f64),
+ /// Current and max iterations.
+ Finite(f64, f64),
+}
+
+/// A temporary data structure used when calculating ComputedKeyframes for an
+/// animation. This data structure is used to collapse information for steps
+/// which may be spread across multiple keyframe declarations into a single
+/// instance per `start_percentage`.
+struct IntermediateComputedKeyframe {
+ declarations: PropertyDeclarationBlock,
+ timing_function: Option<TimingFunction>,
+ start_percentage: f32,
+}
+
+impl IntermediateComputedKeyframe {
+ fn new(start_percentage: f32) -> Self {
+ IntermediateComputedKeyframe {
+ declarations: PropertyDeclarationBlock::new(),
+ timing_function: None,
+ start_percentage,
+ }
+ }
+
+ /// Walk through all keyframe declarations and combine all declarations with the
+ /// same `start_percentage` into individual `IntermediateComputedKeyframe`s.
+ fn generate_for_keyframes(
+ animation: &KeyframesAnimation,
+ context: &SharedStyleContext,
+ base_style: &ComputedValues,
+ ) -> Vec<Self> {
+ let mut intermediate_steps: Vec<Self> = Vec::with_capacity(animation.steps.len());
+ let mut current_step = IntermediateComputedKeyframe::new(0.);
+ for step in animation.steps.iter() {
+ let start_percentage = step.start_percentage.0;
+ if start_percentage != current_step.start_percentage {
+ let new_step = IntermediateComputedKeyframe::new(start_percentage);
+ intermediate_steps.push(std::mem::replace(&mut current_step, new_step));
+ }
+
+ current_step.update_from_step(step, context, base_style);
+ }
+ intermediate_steps.push(current_step);
+
+ // We should always have a first and a last step, even if these are just
+ // generated by KeyframesStepValue::ComputedValues.
+ debug_assert!(intermediate_steps.first().unwrap().start_percentage == 0.);
+ debug_assert!(intermediate_steps.last().unwrap().start_percentage == 1.);
+
+ intermediate_steps
+ }
+
+ fn update_from_step(
+ &mut self,
+ step: &KeyframesStep,
+ context: &SharedStyleContext,
+ base_style: &ComputedValues,
+ ) {
+ // Each keyframe declaration may optionally specify a timing function, falling
+ // back to the one defined global for the animation.
+ let guard = &context.guards.author;
+ if let Some(timing_function) = step.get_animation_timing_function(&guard) {
+ self.timing_function = Some(timing_function.to_computed_value_without_context());
+ }
+
+ let block = match step.value {
+ KeyframesStepValue::ComputedValues => return,
+ KeyframesStepValue::Declarations { ref block } => block,
+ };
+
+ // Filter out !important, non-animatable properties, and the
+ // 'display' property (which is only animatable from SMIL).
+ let guard = block.read_with(&guard);
+ for declaration in guard.normal_declaration_iter() {
+ if let PropertyDeclarationId::Longhand(id) = declaration.id() {
+ if id == LonghandId::Display {
+ continue;
+ }
+
+ if !id.is_animatable() {
+ continue;
+ }
+ }
+
+ self.declarations.push(
+ declaration.to_physical(base_style.writing_mode),
+ Importance::Normal,
+ );
+ }
+ }
+
+ fn resolve_style<E>(
+ self,
+ element: E,
+ context: &SharedStyleContext,
+ base_style: &Arc<ComputedValues>,
+ resolver: &mut StyleResolverForElement<E>,
+ ) -> Arc<ComputedValues>
+ where
+ E: TElement,
+ {
+ if !self.declarations.any_normal() {
+ return base_style.clone();
+ }
+
+ let document = element.as_node().owner_doc();
+ let locked_block = Arc::new(document.shared_lock().wrap(self.declarations));
+ let mut important_rules_changed = false;
+ let rule_node = base_style.rules().clone();
+ let new_node = context.stylist.rule_tree().update_rule_at_level(
+ CascadeLevel::Animations,
+ LayerOrder::root(),
+ Some(locked_block.borrow_arc()),
+ &rule_node,
+ &context.guards,
+ &mut important_rules_changed,
+ );
+
+ if new_node.is_none() {
+ return base_style.clone();
+ }
+
+ let inputs = CascadeInputs {
+ rules: new_node,
+ visited_rules: base_style.visited_rules().cloned(),
+ flags: base_style.flags.for_cascade_inputs(),
+ };
+ resolver
+ .cascade_style_and_visited_with_default_parents(inputs)
+ .0
+ }
+}
+
+/// A single computed keyframe for a CSS Animation.
+#[derive(Clone, MallocSizeOf)]
+struct ComputedKeyframe {
+ /// The timing function to use for transitions between this step
+ /// and the next one.
+ timing_function: TimingFunction,
+
+ /// The starting percentage (a number between 0 and 1) which represents
+ /// at what point in an animation iteration this step is.
+ start_percentage: f32,
+
+ /// The animation values to transition to and from when processing this
+ /// keyframe animation step.
+ values: Vec<AnimationValue>,
+}
+
+impl ComputedKeyframe {
+ fn generate_for_keyframes<E>(
+ element: E,
+ animation: &KeyframesAnimation,
+ context: &SharedStyleContext,
+ base_style: &Arc<ComputedValues>,
+ default_timing_function: TimingFunction,
+ resolver: &mut StyleResolverForElement<E>,
+ ) -> Vec<Self>
+ where
+ E: TElement,
+ {
+ let mut animating_properties = LonghandIdSet::new();
+ for property in animation.properties_changed.iter() {
+ debug_assert!(property.is_animatable());
+ animating_properties.insert(property.to_physical(base_style.writing_mode));
+ }
+
+ let animation_values_from_style: Vec<AnimationValue> = animating_properties
+ .iter()
+ .map(|property| {
+ AnimationValue::from_computed_values(property, &**base_style)
+ .expect("Unexpected non-animatable property.")
+ })
+ .collect();
+
+ let intermediate_steps =
+ IntermediateComputedKeyframe::generate_for_keyframes(animation, context, base_style);
+
+ let mut computed_steps: Vec<Self> = Vec::with_capacity(intermediate_steps.len());
+ for (step_index, step) in intermediate_steps.into_iter().enumerate() {
+ let start_percentage = step.start_percentage;
+ let properties_changed_in_step = step.declarations.longhands().clone();
+ let step_timing_function = step.timing_function.clone();
+ let step_style = step.resolve_style(element, context, base_style, resolver);
+ let timing_function =
+ step_timing_function.unwrap_or_else(|| default_timing_function.clone());
+
+ let values = {
+ // If a value is not set in a property declaration we use the value from
+ // the style for the first and last keyframe. For intermediate ones, we
+ // use the value from the previous keyframe.
+ //
+ // TODO(mrobinson): According to the spec, we should use an interpolated
+ // value for properties missing from keyframe declarations.
+ let default_values = if start_percentage == 0. || start_percentage == 1.0 {
+ &animation_values_from_style
+ } else {
+ debug_assert!(step_index != 0);
+ &computed_steps[step_index - 1].values
+ };
+
+ // For each property that is animating, pull the value from the resolved
+ // style for this step if it's in one of the declarations. Otherwise, we
+ // use the default value from the set we calculated above.
+ animating_properties
+ .iter()
+ .zip(default_values.iter())
+ .map(|(longhand, default_value)| {
+ if properties_changed_in_step.contains(longhand) {
+ AnimationValue::from_computed_values(longhand, &step_style)
+ .unwrap_or_else(|| default_value.clone())
+ } else {
+ default_value.clone()
+ }
+ })
+ .collect()
+ };
+
+ computed_steps.push(ComputedKeyframe {
+ timing_function,
+ start_percentage,
+ values,
+ });
+ }
+ computed_steps
+ }
+}
+
+/// A CSS Animation
+#[derive(Clone, MallocSizeOf)]
+pub struct Animation {
+ /// The name of this animation as defined by the style.
+ pub name: Atom,
+
+ /// The properties that change in this animation.
+ properties_changed: LonghandIdSet,
+
+ /// The computed style for each keyframe of this animation.
+ computed_steps: Vec<ComputedKeyframe>,
+
+ /// The time this animation started at, which is the current value of the animation
+ /// timeline when this animation was created plus any animation delay.
+ pub started_at: f64,
+
+ /// The duration of this animation.
+ pub duration: f64,
+
+ /// The delay of the animation.
+ pub delay: f64,
+
+ /// The `animation-fill-mode` property of this animation.
+ pub fill_mode: AnimationFillMode,
+
+ /// The current iteration state for the animation.
+ pub iteration_state: KeyframesIterationState,
+
+ /// Whether this animation is paused.
+ pub state: AnimationState,
+
+ /// The declared animation direction of this animation.
+ pub direction: AnimationDirection,
+
+ /// The current animation direction. This can only be `normal` or `reverse`.
+ pub current_direction: AnimationDirection,
+
+ /// The original cascade style, needed to compute the generated keyframes of
+ /// the animation.
+ #[ignore_malloc_size_of = "ComputedValues"]
+ pub cascade_style: Arc<ComputedValues>,
+
+ /// Whether or not this animation is new and or has already been tracked
+ /// by the script thread.
+ pub is_new: bool,
+}
+
+impl Animation {
+ /// Whether or not this animation is cancelled by changes from a new style.
+ fn is_cancelled_in_new_style(&self, new_style: &Arc<ComputedValues>) -> bool {
+ let new_ui = new_style.get_ui();
+ let index = new_ui
+ .animation_name_iter()
+ .position(|animation_name| Some(&self.name) == animation_name.as_atom());
+ let index = match index {
+ Some(index) => index,
+ None => return true,
+ };
+
+ new_ui.animation_duration_mod(index).seconds() == 0.
+ }
+
+ /// Given the current time, advances this animation to the next iteration,
+ /// updates times, and then toggles the direction if appropriate. Otherwise
+ /// does nothing. Returns true if this animation has iterated.
+ pub fn iterate_if_necessary(&mut self, time: f64) -> bool {
+ if !self.iteration_over(time) {
+ return false;
+ }
+
+ // Only iterate animations that are currently running.
+ if self.state != AnimationState::Running {
+ return false;
+ }
+
+ if self.on_last_iteration() {
+ return false;
+ }
+
+ self.iterate();
+ true
+ }
+
+ fn iterate(&mut self) {
+ debug_assert!(!self.on_last_iteration());
+
+ if let KeyframesIterationState::Finite(ref mut current, max) = self.iteration_state {
+ *current = (*current + 1.).min(max);
+ }
+
+ if let AnimationState::Paused(ref mut progress) = self.state {
+ debug_assert!(*progress > 1.);
+ *progress -= 1.;
+ }
+
+ // Update the next iteration direction if applicable.
+ self.started_at += self.duration;
+ match self.direction {
+ AnimationDirection::Alternate | AnimationDirection::AlternateReverse => {
+ self.current_direction = match self.current_direction {
+ AnimationDirection::Normal => AnimationDirection::Reverse,
+ AnimationDirection::Reverse => AnimationDirection::Normal,
+ _ => unreachable!(),
+ };
+ },
+ _ => {},
+ }
+ }
+
+ /// A number (> 0 and <= 1) which represents the fraction of a full iteration
+ /// that the current iteration of the animation lasts. This will be less than 1
+ /// if the current iteration is the fractional remainder of a non-integral
+ /// iteration count.
+ pub fn current_iteration_end_progress(&self) -> f64 {
+ match self.iteration_state {
+ KeyframesIterationState::Finite(current, max) => (max - current).min(1.),
+ KeyframesIterationState::Infinite(_) => 1.,
+ }
+ }
+
+ /// The duration of the current iteration of this animation which may be less
+ /// than the animation duration if it has a non-integral iteration count.
+ pub fn current_iteration_duration(&self) -> f64 {
+ self.current_iteration_end_progress() * self.duration
+ }
+
+ /// Whether or not the current iteration is over. Note that this method assumes that
+ /// the animation is still running.
+ fn iteration_over(&self, time: f64) -> bool {
+ time > (self.started_at + self.current_iteration_duration())
+ }
+
+ /// Assuming this animation is running, whether or not it is on the last iteration.
+ fn on_last_iteration(&self) -> bool {
+ match self.iteration_state {
+ KeyframesIterationState::Finite(current, max) => current >= (max - 1.),
+ KeyframesIterationState::Infinite(_) => false,
+ }
+ }
+
+ /// Whether or not this animation has finished 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 {
+ if !self.on_last_iteration() {
+ return false;
+ }
+
+ let progress = match self.state {
+ AnimationState::Finished => return true,
+ AnimationState::Paused(progress) => progress,
+ AnimationState::Running => (time - self.started_at) / self.duration,
+ AnimationState::Pending | AnimationState::Canceled => return false,
+ };
+
+ progress >= self.current_iteration_end_progress()
+ }
+
+ /// Updates the appropiate state from other animation.
+ ///
+ /// This happens when an animation is re-submitted to layout, presumably
+ /// because of an state change.
+ ///
+ /// There are some bits of state we can't just replace, over all taking in
+ /// account times, so here's that logic.
+ pub fn update_from_other(&mut self, other: &Self, now: f64) {
+ use self::AnimationState::*;
+
+ debug!(
+ "KeyframesAnimationState::update_from_other({:?}, {:?})",
+ self, other
+ );
+
+ // NB: We shall not touch the started_at field, since we don't want to
+ // restart the animation.
+ let old_started_at = self.started_at;
+ let old_duration = self.duration;
+ let old_direction = self.current_direction;
+ let old_state = self.state.clone();
+ let old_iteration_state = self.iteration_state.clone();
+
+ *self = other.clone();
+
+ self.started_at = old_started_at;
+ self.current_direction = old_direction;
+
+ // Don't update the iteration count, just the iteration limit.
+ // TODO: see how changing the limit affects rendering in other browsers.
+ // We might need to keep the iteration count even when it's infinite.
+ match (&mut self.iteration_state, old_iteration_state) {
+ (
+ &mut KeyframesIterationState::Finite(ref mut iters, _),
+ KeyframesIterationState::Finite(old_iters, _),
+ ) => *iters = old_iters,
+ _ => {},
+ }
+
+ // Don't pause or restart animations that should remain finished.
+ // We call mem::replace because `has_ended(...)` looks at `Animation::state`.
+ let new_state = std::mem::replace(&mut self.state, Running);
+ if old_state == Finished && self.has_ended(now) {
+ self.state = Finished;
+ } else {
+ self.state = new_state;
+ }
+
+ // If we're unpausing the animation, fake the start time so we seem to
+ // restore it.
+ //
+ // If the animation keeps paused, keep the old value.
+ //
+ // If we're pausing the animation, compute the progress value.
+ match (&mut self.state, &old_state) {
+ (&mut Pending, &Paused(progress)) => {
+ self.started_at = now - (self.duration * progress);
+ },
+ (&mut Paused(ref mut new), &Paused(old)) => *new = old,
+ (&mut Paused(ref mut progress), &Running) => {
+ *progress = (now - old_started_at) / old_duration
+ },
+ _ => {},
+ }
+
+ // Try to detect when we should skip straight to the running phase to
+ // avoid sending multiple animationstart events.
+ if self.state == Pending && self.started_at <= now && old_state != Pending {
+ self.state = Running;
+ }
+ }
+
+ /// Fill in an `AnimationValueMap` with values calculated from this animation at
+ /// the given time value.
+ fn get_property_declaration_at_time(&self, now: f64, map: &mut AnimationValueMap) {
+ debug_assert!(!self.computed_steps.is_empty());
+
+ let total_progress = match self.state {
+ AnimationState::Running | AnimationState::Pending | AnimationState::Finished => {
+ (now - self.started_at) / self.duration
+ },
+ AnimationState::Paused(progress) => progress,
+ AnimationState::Canceled => return,
+ };
+
+ if total_progress < 0. &&
+ self.fill_mode != AnimationFillMode::Backwards &&
+ self.fill_mode != AnimationFillMode::Both
+ {
+ return;
+ }
+ if self.has_ended(now) &&
+ self.fill_mode != AnimationFillMode::Forwards &&
+ self.fill_mode != AnimationFillMode::Both
+ {
+ return;
+ }
+ let total_progress = total_progress
+ .min(self.current_iteration_end_progress())
+ .max(0.0);
+
+ // Get the indices of the previous (from) keyframe and the next (to) keyframe.
+ let next_keyframe_index;
+ let prev_keyframe_index;
+ let num_steps = self.computed_steps.len();
+ match self.current_direction {
+ AnimationDirection::Normal => {
+ next_keyframe_index = self
+ .computed_steps
+ .iter()
+ .position(|step| total_progress as f32 <= step.start_percentage);
+ prev_keyframe_index = next_keyframe_index
+ .and_then(|pos| if pos != 0 { Some(pos - 1) } else { None })
+ .unwrap_or(0);
+ },
+ AnimationDirection::Reverse => {
+ next_keyframe_index = self
+ .computed_steps
+ .iter()
+ .rev()
+ .position(|step| total_progress as f32 <= 1. - step.start_percentage)
+ .map(|pos| num_steps - pos - 1);
+ prev_keyframe_index = next_keyframe_index
+ .and_then(|pos| {
+ if pos != num_steps - 1 {
+ Some(pos + 1)
+ } else {
+ None
+ }
+ })
+ .unwrap_or(num_steps - 1)
+ },
+ _ => unreachable!(),
+ }
+
+ debug!(
+ "Animation::get_property_declaration_at_time: keyframe from {:?} to {:?}",
+ prev_keyframe_index, next_keyframe_index
+ );
+
+ let prev_keyframe = &self.computed_steps[prev_keyframe_index];
+ let next_keyframe = match next_keyframe_index {
+ Some(index) => &self.computed_steps[index],
+ None => return,
+ };
+
+ // If we only need to take into account one keyframe, then exit early
+ // in order to avoid doing more work.
+ let mut add_declarations_to_map = |keyframe: &ComputedKeyframe| {
+ for value in keyframe.values.iter() {
+ map.insert(value.id(), value.clone());
+ }
+ };
+ if total_progress <= 0.0 {
+ add_declarations_to_map(&prev_keyframe);
+ return;
+ }
+ if total_progress >= 1.0 {
+ add_declarations_to_map(&next_keyframe);
+ return;
+ }
+
+ let percentage_between_keyframes =
+ (next_keyframe.start_percentage - prev_keyframe.start_percentage).abs() as f64;
+ let duration_between_keyframes = percentage_between_keyframes * self.duration;
+ let direction_aware_prev_keyframe_start_percentage = match self.current_direction {
+ AnimationDirection::Normal => prev_keyframe.start_percentage as f64,
+ AnimationDirection::Reverse => 1. - prev_keyframe.start_percentage as f64,
+ _ => unreachable!(),
+ };
+ let progress_between_keyframes = (total_progress -
+ direction_aware_prev_keyframe_start_percentage) /
+ percentage_between_keyframes;
+
+ for (from, to) in prev_keyframe.values.iter().zip(next_keyframe.values.iter()) {
+ let animation = PropertyAnimation {
+ from: from.clone(),
+ to: to.clone(),
+ timing_function: prev_keyframe.timing_function.clone(),
+ duration: duration_between_keyframes as f64,
+ };
+
+ if let Ok(value) = animation.calculate_value(progress_between_keyframes) {
+ map.insert(value.id(), value);
+ }
+ }
+ }
+}
+
+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, MallocSizeOf)]
+pub struct Transition {
+ /// The start time of this transition, which is the current value of the animation
+ /// timeline when this transition was created plus any animation delay.
+ pub start_time: f64,
+
+ /// The delay used for this transition.
+ pub delay: 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,
+
+ /// If this `Transition` has been replaced by a new one this field is
+ /// used to help produce better reversed transitions.
+ pub reversing_adjusted_start_value: AnimationValue,
+
+ /// If this `Transition` has been replaced by a new one this field is
+ /// used to help produce better reversed transitions.
+ pub reversing_shortening_factor: f64,
+}
+
+impl Transition {
+ fn update_for_possibly_reversed_transition(
+ &mut self,
+ replaced_transition: &Transition,
+ delay: f64,
+ now: f64,
+ ) {
+ // If we reach here, we need to calculate a reversed transition according to
+ // https://drafts.csswg.org/css-transitions/#starting
+ //
+ // "...if the reversing-adjusted start value of the running transition
+ // is the same as the value of the property in the after-change style (see
+ // the section on reversing of transitions for why these case exists),
+ // implementations must cancel the running transition and start
+ // a new transition..."
+ if replaced_transition.reversing_adjusted_start_value != self.property_animation.to {
+ return;
+ }
+
+ // "* reversing-adjusted start value is the end value of the running transition"
+ let replaced_animation = &replaced_transition.property_animation;
+ self.reversing_adjusted_start_value = replaced_animation.to.clone();
+
+ // "* reversing shortening factor is the absolute value, clamped to the
+ // range [0, 1], of the sum of:
+ // 1. the output of the timing function of the old transition at the
+ // time of the style change event, times the reversing shortening
+ // factor of the old transition
+ // 2. 1 minus the reversing shortening factor of the old transition."
+ let transition_progress = ((now - replaced_transition.start_time) /
+ (replaced_transition.property_animation.duration))
+ .min(1.0)
+ .max(0.0);
+ let timing_function_output = replaced_animation.timing_function_output(transition_progress);
+ let old_reversing_shortening_factor = replaced_transition.reversing_shortening_factor;
+ self.reversing_shortening_factor = ((timing_function_output *
+ old_reversing_shortening_factor) +
+ (1.0 - old_reversing_shortening_factor))
+ .abs()
+ .min(1.0)
+ .max(0.0);
+
+ // "* start time is the time of the style change event plus:
+ // 1. if the matching transition delay is nonnegative, the matching
+ // transition delay, or.
+ // 2. if the matching transition delay is negative, the product of the new
+ // transition’s reversing shortening factor and the matching transition delay,"
+ self.start_time = if delay >= 0. {
+ now + delay
+ } else {
+ now + (self.reversing_shortening_factor * delay)
+ };
+
+ // "* end time is the start time plus the product of the matching transition
+ // duration and the new transition’s reversing shortening factor,"
+ self.property_animation.duration *= self.reversing_shortening_factor;
+
+ // "* start value is the current value of the property in the running transition,
+ // * end value is the value of the property in the after-change style,"
+ let procedure = Procedure::Interpolate {
+ progress: timing_function_output,
+ };
+ match replaced_animation
+ .from
+ .animate(&replaced_animation.to, procedure)
+ {
+ Ok(new_start) => self.property_animation.from = new_start,
+ Err(..) => {},
+ }
+ }
+
+ /// 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)
+ }
+
+ /// Update the given animation at a given point of progress.
+ pub fn calculate_value(&self, time: f64) -> Option<AnimationValue> {
+ let progress = (time - self.start_time) / (self.property_animation.duration);
+ if progress < 0.0 {
+ return None;
+ }
+
+ self.property_animation
+ .calculate_value(progress.min(1.0))
+ .ok()
+ }
+}
+
+/// Holds the animation state for a particular element.
+#[derive(Debug, Default, MallocSizeOf)]
+pub struct ElementAnimationSet {
+ /// The animations for this element.
+ pub animations: Vec<Animation>,
+
+ /// The transitions for this element.
+ pub transitions: Vec<Transition>,
+
+ /// Whether or not this ElementAnimationSet has had animations or transitions
+ /// which have been added, removed, or had their state changed.
+ pub dirty: bool,
+}
+
+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) {
+ self.dirty = !self.animations.is_empty();
+ for animation in self.animations.iter_mut() {
+ animation.state = AnimationState::Canceled;
+ }
+ self.cancel_active_transitions();
+ }
+
+ fn cancel_active_transitions(&mut self) {
+ for transition in self.transitions.iter_mut() {
+ if transition.state != AnimationState::Finished {
+ self.dirty = true;
+ transition.state = AnimationState::Canceled;
+ }
+ }
+ }
+
+ /// Apply all active animations.
+ pub fn apply_active_animations(
+ &self,
+ context: &SharedStyleContext,
+ style: &mut Arc<ComputedValues>,
+ ) {
+ let now = context.current_time_for_animations;
+ let mutable_style = Arc::make_mut(style);
+ if let Some(map) = self.get_value_map_for_active_animations(now) {
+ for value in map.values() {
+ value.set_in_style_for_servo(mutable_style);
+ }
+ }
+
+ if let Some(map) = self.get_value_map_for_active_transitions(now) {
+ for value in map.values() {
+ value.set_in_style_for_servo(mutable_style);
+ }
+ }
+ }
+
+ /// 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.
+ pub fn needs_animation_ticks(&self) -> bool {
+ self.animations
+ .iter()
+ .any(|animation| animation.state.needs_to_be_ticked()) ||
+ self.transitions
+ .iter()
+ .any(|transition| transition.state.needs_to_be_ticked())
+ }
+
+ /// 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.needs_to_be_ticked())
+ .count() +
+ self.transitions
+ .iter()
+ .filter(|transition| transition.state.needs_to_be_ticked())
+ .count()
+ }
+
+ /// If this `ElementAnimationSet` has any any active animations.
+ pub fn has_active_animation(&self) -> bool {
+ self.animations
+ .iter()
+ .any(|animation| animation.state != AnimationState::Canceled)
+ }
+
+ /// If this `ElementAnimationSet` has any any active transitions.
+ pub fn has_active_transition(&self) -> bool {
+ 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>,
+ resolver: &mut StyleResolverForElement<E>,
+ ) 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, resolver);
+ }
+
+ /// Update our transitions given a new style, canceling or starting new animations
+ /// when appropriate.
+ pub fn update_transitions_for_new_style(
+ &mut self,
+ might_need_transitions_update: bool,
+ context: &SharedStyleContext,
+ old_style: Option<&Arc<ComputedValues>>,
+ after_change_style: &Arc<ComputedValues>,
+ ) {
+ // 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,
+ };
+
+ // If the style of this element is display:none, then cancel all active transitions.
+ if after_change_style.get_box().clone_display().is_none() {
+ self.cancel_active_transitions();
+ return;
+ }
+
+ if !might_need_transitions_update {
+ return;
+ }
+
+ // We convert old values into `before-change-style` here.
+ if self.has_active_transition() || self.has_active_animation() {
+ self.apply_active_animations(context, &mut before_change_style);
+ }
+
+ let transitioning_properties = start_transitions_if_applicable(
+ context,
+ &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;
+ self.dirty = true;
+ }
+ }
+
+ fn start_transition_if_applicable(
+ &mut self,
+ context: &SharedStyleContext,
+ longhand_id: LonghandId,
+ index: usize,
+ old_style: &ComputedValues,
+ new_style: &Arc<ComputedValues>,
+ ) {
+ let style = new_style.get_ui();
+ let timing_function = style.transition_timing_function_mod(index);
+ let duration = style.transition_duration_mod(index);
+ let delay = style.transition_delay_mod(index).seconds() as f64;
+ let now = context.current_time_for_animations;
+
+ // Only start a new transition if the style actually changes between
+ // the old style and the new style.
+ let property_animation = match PropertyAnimation::from_longhand(
+ longhand_id,
+ timing_function,
+ duration,
+ old_style,
+ new_style,
+ ) {
+ Some(property_animation) => property_animation,
+ None => return,
+ };
+
+ // 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. We don't take into account any canceled animations.
+ // [1]: https://drafts.csswg.org/css-transitions/#starting
+ if self
+ .transitions
+ .iter()
+ .filter(|transition| transition.state != AnimationState::Canceled)
+ .any(|transition| transition.property_animation.to == property_animation.to)
+ {
+ return;
+ }
+
+ // We are going to start a new transition, but we might have to update
+ // it if we are replacing a reversed transition.
+ let reversing_adjusted_start_value = property_animation.from.clone();
+ let mut new_transition = Transition {
+ start_time: now + delay,
+ delay,
+ property_animation,
+ state: AnimationState::Pending,
+ is_new: true,
+ reversing_adjusted_start_value,
+ reversing_shortening_factor: 1.0,
+ };
+
+ if let Some(old_transition) = self
+ .transitions
+ .iter_mut()
+ .filter(|transition| transition.state == AnimationState::Running)
+ .find(|transition| transition.property_animation.property_id() == longhand_id)
+ {
+ // We always cancel any running transitions for the same property.
+ old_transition.state = AnimationState::Canceled;
+ new_transition.update_for_possibly_reversed_transition(old_transition, delay, now);
+ }
+
+ self.transitions.push(new_transition);
+ self.dirty = true;
+ }
+
+ /// Generate a `AnimationValueMap` for this `ElementAnimationSet`'s
+ /// active transitions at the given time value.
+ pub fn get_value_map_for_active_transitions(&self, now: f64) -> Option<AnimationValueMap> {
+ if !self.has_active_transition() {
+ return None;
+ }
+
+ let mut map =
+ AnimationValueMap::with_capacity_and_hasher(self.transitions.len(), Default::default());
+ for transition in &self.transitions {
+ if transition.state == AnimationState::Canceled {
+ continue;
+ }
+ let value = match transition.calculate_value(now) {
+ Some(value) => value,
+ None => continue,
+ };
+ map.insert(value.id(), value);
+ }
+
+ Some(map)
+ }
+
+ /// Generate a `AnimationValueMap` for this `ElementAnimationSet`'s
+ /// active animations at the given time value.
+ pub fn get_value_map_for_active_animations(&self, now: f64) -> Option<AnimationValueMap> {
+ if !self.has_active_animation() {
+ return None;
+ }
+
+ let mut map = Default::default();
+ for animation in &self.animations {
+ animation.get_property_declaration_at_time(now, &mut map);
+ }
+
+ Some(map)
+ }
+}
+
+#[derive(Clone, Debug, Eq, Hash, MallocSizeOf, PartialEq)]
+/// A key that is used to identify nodes in the `DocumentAnimationSet`.
+pub struct AnimationSetKey {
+ /// The node for this `AnimationSetKey`.
+ pub node: OpaqueNode,
+ /// The pseudo element for this `AnimationSetKey`. If `None` this key will
+ /// refer to the main content for its node.
+ pub pseudo_element: Option<PseudoElement>,
+}
+
+impl AnimationSetKey {
+ /// Create a new key given a node and optional pseudo element.
+ pub fn new(node: OpaqueNode, pseudo_element: Option<PseudoElement>) -> Self {
+ AnimationSetKey {
+ node,
+ pseudo_element,
+ }
+ }
+
+ /// Create a new key for the main content of this node.
+ pub fn new_for_non_pseudo(node: OpaqueNode) -> Self {
+ AnimationSetKey {
+ node,
+ pseudo_element: None,
+ }
+ }
+
+ /// Create a new key for given node and pseudo element.
+ pub fn new_for_pseudo(node: OpaqueNode, pseudo_element: PseudoElement) -> Self {
+ AnimationSetKey {
+ node,
+ pseudo_element: Some(pseudo_element),
+ }
+ }
+}
+
+#[derive(Clone, Debug, Default, MallocSizeOf)]
+/// A set of animations for a document.
+pub struct DocumentAnimationSet {
+ /// The `ElementAnimationSet`s that this set contains.
+ #[ignore_malloc_size_of = "Arc is hard"]
+ pub sets: Arc<RwLock<FxHashMap<AnimationSetKey, ElementAnimationSet>>>,
+}
+
+impl DocumentAnimationSet {
+ /// Return whether or not the provided node has active CSS animations.
+ pub fn has_active_animations(&self, key: &AnimationSetKey) -> bool {
+ self.sets
+ .read()
+ .get(key)
+ .map_or(false, |set| set.has_active_animation())
+ }
+
+ /// Return whether or not the provided node has active CSS transitions.
+ pub fn has_active_transitions(&self, key: &AnimationSetKey) -> bool {
+ self.sets
+ .read()
+ .get(key)
+ .map_or(false, |set| set.has_active_transition())
+ }
+
+ /// Return a locked PropertyDeclarationBlock with animation values for the given
+ /// key and time.
+ pub fn get_animation_declarations(
+ &self,
+ key: &AnimationSetKey,
+ time: f64,
+ shared_lock: &SharedRwLock,
+ ) -> Option<Arc<Locked<PropertyDeclarationBlock>>> {
+ self.sets
+ .read()
+ .get(key)
+ .and_then(|set| set.get_value_map_for_active_animations(time))
+ .map(|map| {
+ let block = PropertyDeclarationBlock::from_animation_value_map(&map);
+ Arc::new(shared_lock.wrap(block))
+ })
+ }
+
+ /// Return a locked PropertyDeclarationBlock with transition values for the given
+ /// key and time.
+ pub fn get_transition_declarations(
+ &self,
+ key: &AnimationSetKey,
+ time: f64,
+ shared_lock: &SharedRwLock,
+ ) -> Option<Arc<Locked<PropertyDeclarationBlock>>> {
+ self.sets
+ .read()
+ .get(key)
+ .and_then(|set| set.get_value_map_for_active_transitions(time))
+ .map(|map| {
+ let block = PropertyDeclarationBlock::from_animation_value_map(&map);
+ Arc::new(shared_lock.wrap(block))
+ })
+ }
+
+ /// Get all the animation declarations for the given key, returning an empty
+ /// `AnimationDeclarations` if there are no animations.
+ pub fn get_all_declarations(
+ &self,
+ key: &AnimationSetKey,
+ time: f64,
+ shared_lock: &SharedRwLock,
+ ) -> AnimationDeclarations {
+ let sets = self.sets.read();
+ let set = match sets.get(key) {
+ Some(set) => set,
+ None => return Default::default(),
+ };
+
+ let animations = set.get_value_map_for_active_animations(time).map(|map| {
+ let block = PropertyDeclarationBlock::from_animation_value_map(&map);
+ Arc::new(shared_lock.wrap(block))
+ });
+ let transitions = set.get_value_map_for_active_transitions(time).map(|map| {
+ let block = PropertyDeclarationBlock::from_animation_value_map(&map);
+ Arc::new(shared_lock.wrap(block))
+ });
+ AnimationDeclarations {
+ animations,
+ transitions,
+ }
+ }
+
+ /// Cancel all animations for set at the given key.
+ pub fn cancel_all_animations_for_key(&self, key: &AnimationSetKey) {
+ if let Some(set) = self.sets.write().get_mut(key) {
+ set.cancel_all_animations();
+ }
+ }
+}
+
+/// 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,
+ old_style: &ComputedValues,
+ new_style: &Arc<ComputedValues>,
+ animation_state: &mut ElementAnimationSet,
+) -> LonghandIdSet {
+ 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;
+ }
+
+ properties_that_transition.insert(physical_property);
+ animation_state.start_transition_if_applicable(
+ context,
+ physical_property,
+ transition.index,
+ old_style,
+ new_style,
+ );
+ }
+
+ properties_that_transition
+}
+
+/// 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,
+ resolver: &mut StyleResolverForElement<E>,
+) where
+ E: TElement,
+{
+ let style = new_style.get_ui();
+ for (i, name) in style.animation_name_iter().enumerate() {
+ let name = match name.as_atom() {
+ Some(atom) => atom,
+ None => continue,
+ };
+
+ debug!("maybe_start_animations: name={}", name);
+ let duration = style.animation_duration_mod(i).seconds() as f64;
+ if duration == 0. {
+ continue;
+ }
+
+ let keyframe_animation = 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 keyframe_animation.steps.is_empty() {
+ continue;
+ }
+
+ // NB: This delay may be negative, meaning that the animation may be created
+ // in a state where we have advanced one or more iterations or even that the
+ // animation begins in a finished state.
+ let delay = style.animation_delay_mod(i).seconds();
+
+ let iteration_count = style.animation_iteration_count_mod(i);
+ let iteration_state = if iteration_count.0.is_infinite() {
+ KeyframesIterationState::Infinite(0.0)
+ } else {
+ KeyframesIterationState::Finite(0.0, iteration_count.0 as f64)
+ };
+
+ let animation_direction = style.animation_direction_mod(i);
+
+ let initial_direction = match animation_direction {
+ AnimationDirection::Normal | AnimationDirection::Alternate => {
+ AnimationDirection::Normal
+ },
+ AnimationDirection::Reverse | AnimationDirection::AlternateReverse => {
+ AnimationDirection::Reverse
+ },
+ };
+
+ let now = context.current_time_for_animations;
+ let started_at = now + delay as f64;
+ let mut starting_progress = (now - started_at) / duration;
+ let state = match style.animation_play_state_mod(i) {
+ AnimationPlayState::Paused => AnimationState::Paused(starting_progress),
+ AnimationPlayState::Running => AnimationState::Pending,
+ };
+
+ let computed_steps = ComputedKeyframe::generate_for_keyframes(
+ element,
+ &keyframe_animation,
+ context,
+ new_style,
+ style.animation_timing_function_mod(i),
+ resolver,
+ );
+
+ let mut new_animation = Animation {
+ name: name.clone(),
+ properties_changed: keyframe_animation.properties_changed,
+ computed_steps,
+ started_at,
+ duration,
+ fill_mode: style.animation_fill_mode_mod(i),
+ delay: delay as f64,
+ iteration_state,
+ state,
+ direction: animation_direction,
+ current_direction: initial_direction,
+ cascade_style: new_style.clone(),
+ is_new: true,
+ };
+
+ // If we started with a negative delay, make sure we iterate the animation if
+ // the delay moves us past the first iteration.
+ while starting_progress > 1. && !new_animation.on_last_iteration() {
+ new_animation.iterate();
+ starting_progress -= 1.;
+ }
+
+ animation_state.dirty = 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::Canceled {
+ 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);
+ }
+}