/* 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 { // 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 { 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, 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 { let mut intermediate_steps: Vec = 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( self, element: E, context: &SharedStyleContext, base_style: &Arc, resolver: &mut StyleResolverForElement, ) -> Arc 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, } impl ComputedKeyframe { fn generate_for_keyframes( element: E, animation: &KeyframesAnimation, context: &SharedStyleContext, base_style: &Arc, default_timing_function: TimingFunction, resolver: &mut StyleResolverForElement, ) -> Vec 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 = 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 = 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, /// 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, /// 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) -> 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 { 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, /// The transitions for this element. pub transitions: Vec, /// 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, ) { 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( &mut self, element: E, context: &SharedStyleContext, new_style: &Arc, resolver: &mut StyleResolverForElement, ) 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>, after_change_style: &Arc, ) { // 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, ) { 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 { 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 { 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, } impl AnimationSetKey { /// Create a new key given a node and optional pseudo element. pub fn new(node: OpaqueNode, pseudo_element: Option) -> 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>>, } 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>> { 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>> { 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, 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( element: E, context: &SharedStyleContext, new_style: &Arc, animation_state: &mut ElementAnimationSet, resolver: &mut StyleResolverForElement, ) 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); } }