gecko-dev/layout/generic/ScrollAnimationMSDPhysics.cpp
Nicholas Nethercote 18fae65f38 Bug 1563139 - Remove StaticPrefs.h. r=glandium
This requires replacing inclusions of it with inclusions of more specific prefs
files.

The exception is that StaticPrefsAll.h, which is equivalent to StaticPrefs.h,
and is used in `Codegen.py` because doing something smarter is tricky and
suitable for a follow-up. As a result, any change to StaticPrefList.yaml will
still trigger recompilation of all the generated DOM bindings files, but that's
still a big improvement over trigger recompilation of every file that uses
static prefs.

Most of the changes in this commit are very boring. The only changes that are
not boring are modules/libpref/*, Codegen.py, and ServoBindings.toml.

Differential Revision: https://phabricator.services.mozilla.com/D39138

--HG--
extra : moz-landing-system : lando
2019-07-26 01:10:23 +00:00

121 lines
4.2 KiB
C++

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "ScrollAnimationMSDPhysics.h"
#include "mozilla/StaticPrefs_general.h"
using namespace mozilla;
ScrollAnimationMSDPhysics::ScrollAnimationMSDPhysics(const nsPoint& aStartPos)
: mStartPos(aStartPos),
mModelX(
0, 0, 0,
StaticPrefs::general_smoothScroll_msdPhysics_regularSpringConstant(),
1),
mModelY(
0, 0, 0,
StaticPrefs::general_smoothScroll_msdPhysics_regularSpringConstant(),
1),
mIsFirstIteration(true) {}
void ScrollAnimationMSDPhysics::Update(const TimeStamp& aTime,
const nsPoint& aDestination,
const nsSize& aCurrentVelocity) {
double springConstant = ComputeSpringConstant(aTime);
// mLastSimulatedTime is the most recent time that this animation has been
// "observed" at. We don't want to update back to a state in the past, so we
// set mStartTime to the more recent of mLastSimulatedTime and aTime.
// aTime can be in the past if we're processing an input event whose internal
// timestamp is in the past.
if (mLastSimulatedTime && aTime < mLastSimulatedTime) {
mStartTime = mLastSimulatedTime;
} else {
mStartTime = aTime;
}
if (!mIsFirstIteration) {
mStartPos = PositionAt(mStartTime);
}
mLastSimulatedTime = mStartTime;
mDestination = aDestination;
mModelX = AxisPhysicsMSDModel(mStartPos.x, aDestination.x,
aCurrentVelocity.width, springConstant, 1);
mModelY = AxisPhysicsMSDModel(mStartPos.y, aDestination.y,
aCurrentVelocity.height, springConstant, 1);
mIsFirstIteration = false;
}
void ScrollAnimationMSDPhysics::ApplyContentShift(const CSSPoint& aShiftDelta) {
nsPoint shiftDelta = CSSPoint::ToAppUnits(aShiftDelta);
mStartPos += shiftDelta;
mDestination += shiftDelta;
}
double ScrollAnimationMSDPhysics::ComputeSpringConstant(
const TimeStamp& aTime) {
if (!mPreviousEventTime) {
mPreviousEventTime = aTime;
mPreviousDelta = TimeDuration();
return StaticPrefs::
general_smoothScroll_msdPhysics_motionBeginSpringConstant();
}
TimeDuration delta = aTime - mPreviousEventTime;
TimeDuration previousDelta = mPreviousDelta;
mPreviousEventTime = aTime;
mPreviousDelta = delta;
double deltaMS = delta.ToMilliseconds();
if (deltaMS >=
StaticPrefs::
general_smoothScroll_msdPhysics_continuousMotionMaxDeltaMS()) {
return StaticPrefs::
general_smoothScroll_msdPhysics_motionBeginSpringConstant();
}
if (previousDelta &&
deltaMS >=
StaticPrefs::general_smoothScroll_msdPhysics_slowdownMinDeltaMS() &&
deltaMS >=
previousDelta.ToMilliseconds() *
StaticPrefs::
general_smoothScroll_msdPhysics_slowdownMinDeltaRatio()) {
// The rate of events has slowed (the time delta between events has
// increased) enough that we think that the current scroll motion is coming
// to a stop. Use a stiffer spring in order to reach the destination more
// quickly.
return StaticPrefs::
general_smoothScroll_msdPhysics_slowdownSpringConstant();
}
return StaticPrefs::general_smoothScroll_msdPhysics_regularSpringConstant();
}
void ScrollAnimationMSDPhysics::SimulateUntil(const TimeStamp& aTime) {
if (!mLastSimulatedTime || aTime < mLastSimulatedTime) {
return;
}
TimeDuration delta = aTime - mLastSimulatedTime;
mModelX.Simulate(delta);
mModelY.Simulate(delta);
mLastSimulatedTime = aTime;
}
nsPoint ScrollAnimationMSDPhysics::PositionAt(const TimeStamp& aTime) {
SimulateUntil(aTime);
return nsPoint(NSToCoordRound(mModelX.GetPosition()),
NSToCoordRound(mModelY.GetPosition()));
}
nsSize ScrollAnimationMSDPhysics::VelocityAt(const TimeStamp& aTime) {
SimulateUntil(aTime);
return nsSize(NSToCoordRound(mModelX.GetVelocity()),
NSToCoordRound(mModelY.GetVelocity()));
}