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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 09:22:09 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 09:22:09 +0000 |
commit | 43a97878ce14b72f0981164f87f2e35e14151312 (patch) | |
tree | 620249daf56c0258faa40cbdcf9cfba06de2a846 /servo/components/style/animation.rs | |
parent | Initial commit. (diff) | |
download | firefox-upstream.tar.xz firefox-upstream.zip |
Adding upstream version 110.0.1.upstream/110.0.1upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to '')
-rw-r--r-- | servo/components/style/animation.rs | 1410 |
1 files changed, 1410 insertions, 0 deletions
diff --git a/servo/components/style/animation.rs b/servo/components/style/animation.rs new file mode 100644 index 0000000000..f3c70fef6e --- /dev/null +++ b/servo/components/style/animation.rs @@ -0,0 +1,1410 @@ +/* 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::box_::AnimationIterationCount; +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_state = match style.animation_iteration_count_mod(i) { + AnimationIterationCount::Infinite => KeyframesIterationState::Infinite(0.0), + AnimationIterationCount::Number(n) => KeyframesIterationState::Finite(0.0, n.into()), + }; + + 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); + } +} |