mirror of
https://github.com/mozilla/gecko-dev.git
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895 lines
33 KiB
Rust
895 lines
33 KiB
Rust
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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//! CSS transitions and animations.
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// NOTE(emilio): This code isn't really executed in Gecko, but we don't want to
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// compile it out so that people remember it exists, thus the cfg'd Sender
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// import.
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use crate::bezier::Bezier;
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use crate::context::SharedStyleContext;
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use crate::dom::{OpaqueNode, TElement};
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use crate::font_metrics::FontMetricsProvider;
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use crate::properties::animated_properties::AnimatedProperty;
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use crate::properties::longhands::animation_direction::computed_value::single_value::T as AnimationDirection;
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use crate::properties::longhands::animation_play_state::computed_value::single_value::T as AnimationPlayState;
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use crate::properties::{self, CascadeMode, ComputedValues, LonghandId};
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use crate::rule_tree::CascadeLevel;
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use crate::stylesheets::keyframes_rule::{KeyframesAnimation, KeyframesStep, KeyframesStepValue};
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use crate::timer::Timer;
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use crate::values::computed::box_::TransitionProperty;
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use crate::values::computed::Time;
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use crate::values::computed::TimingFunction;
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use crate::values::generics::box_::AnimationIterationCount;
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use crate::values::generics::easing::{StepPosition, TimingFunction as GenericTimingFunction};
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use crate::Atom;
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use servo_arc::Arc;
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#[cfg(feature = "servo")]
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use servo_channel::Sender;
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use std::fmt;
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#[cfg(feature = "gecko")]
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use std::sync::mpsc::Sender;
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/// This structure represents a keyframes animation current iteration state.
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///
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/// If the iteration count is infinite, there's no other state, otherwise we
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/// have to keep track the current iteration and the max iteration count.
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#[derive(Clone, Debug)]
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pub enum KeyframesIterationState {
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/// Infinite iterations, so no need to track a state.
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Infinite,
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/// Current and max iterations.
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Finite(f32, f32),
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}
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/// This structure represents wether an animation is actually running.
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///
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/// An animation can be running, or paused at a given time.
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#[derive(Clone, Debug)]
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pub enum KeyframesRunningState {
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/// This animation is paused. The inner field is the percentage of progress
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/// when it was paused, from 0 to 1.
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Paused(f64),
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/// This animation is actually running.
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Running,
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}
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/// This structure represents the current keyframe animation state, i.e., the
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/// duration, the current and maximum iteration count, and the state (either
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/// playing or paused).
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// TODO: unify the use of f32/f64 in this file.
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#[derive(Clone)]
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pub struct KeyframesAnimationState {
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/// The time this animation started at.
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pub started_at: f64,
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/// The duration of this animation.
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pub duration: f64,
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/// The delay of the animation.
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pub delay: f64,
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/// The current iteration state for the animation.
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pub iteration_state: KeyframesIterationState,
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/// Werther this animation is paused.
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pub running_state: KeyframesRunningState,
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/// The declared animation direction of this animation.
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pub direction: AnimationDirection,
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/// The current animation direction. This can only be `normal` or `reverse`.
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pub current_direction: AnimationDirection,
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/// Werther this keyframe animation is outdated due to a restyle.
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pub expired: bool,
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/// The original cascade style, needed to compute the generated keyframes of
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/// the animation.
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pub cascade_style: Arc<ComputedValues>,
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}
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impl KeyframesAnimationState {
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/// Performs a tick in the animation state, i.e., increments the counter of
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/// the current iteration count, updates times and then toggles the
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/// direction if appropriate.
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///
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/// Returns true if the animation should keep running.
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pub fn tick(&mut self) -> bool {
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debug!("KeyframesAnimationState::tick");
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debug_assert!(!self.expired);
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self.started_at += self.duration + self.delay;
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match self.running_state {
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// If it's paused, don't update direction or iteration count.
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KeyframesRunningState::Paused(_) => return true,
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KeyframesRunningState::Running => {},
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}
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if let KeyframesIterationState::Finite(ref mut current, ref max) = self.iteration_state {
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*current += 1.0;
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// NB: This prevent us from updating the direction, which might be
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// needed for the correct handling of animation-fill-mode.
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if *current >= *max {
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return false;
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}
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}
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// Update the next iteration direction if applicable.
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match self.direction {
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AnimationDirection::Alternate | AnimationDirection::AlternateReverse => {
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self.current_direction = match self.current_direction {
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AnimationDirection::Normal => AnimationDirection::Reverse,
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AnimationDirection::Reverse => AnimationDirection::Normal,
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_ => unreachable!(),
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};
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},
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_ => {},
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}
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true
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}
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/// Updates the appropiate state from other animation.
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///
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/// This happens when an animation is re-submitted to layout, presumably
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/// because of an state change.
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///
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/// There are some bits of state we can't just replace, over all taking in
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/// account times, so here's that logic.
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pub fn update_from_other(&mut self, other: &Self, timer: &Timer) {
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use self::KeyframesRunningState::*;
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debug!(
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"KeyframesAnimationState::update_from_other({:?}, {:?})",
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self, other
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);
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// NB: We shall not touch the started_at field, since we don't want to
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// restart the animation.
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let old_started_at = self.started_at;
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let old_duration = self.duration;
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let old_direction = self.current_direction;
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let old_running_state = self.running_state.clone();
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let old_iteration_state = self.iteration_state.clone();
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*self = other.clone();
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let mut new_started_at = old_started_at;
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// If we're unpausing the animation, fake the start time so we seem to
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// restore it.
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//
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// If the animation keeps paused, keep the old value.
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//
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// If we're pausing the animation, compute the progress value.
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match (&mut self.running_state, old_running_state) {
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(&mut Running, Paused(progress)) => {
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new_started_at = timer.seconds() - (self.duration * progress)
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},
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(&mut Paused(ref mut new), Paused(old)) => *new = old,
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(&mut Paused(ref mut progress), Running) => {
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*progress = (timer.seconds() - old_started_at) / old_duration
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},
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_ => {},
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}
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// Don't update the iteration count, just the iteration limit.
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// TODO: see how changing the limit affects rendering in other browsers.
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// We might need to keep the iteration count even when it's infinite.
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match (&mut self.iteration_state, old_iteration_state) {
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(
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&mut KeyframesIterationState::Finite(ref mut iters, _),
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KeyframesIterationState::Finite(old_iters, _),
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) => *iters = old_iters,
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_ => {},
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}
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self.current_direction = old_direction;
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self.started_at = new_started_at;
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}
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#[inline]
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fn is_paused(&self) -> bool {
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match self.running_state {
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KeyframesRunningState::Paused(..) => true,
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KeyframesRunningState::Running => false,
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}
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}
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}
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impl fmt::Debug for KeyframesAnimationState {
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fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
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f.debug_struct("KeyframesAnimationState")
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.field("started_at", &self.started_at)
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.field("duration", &self.duration)
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.field("delay", &self.delay)
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.field("iteration_state", &self.iteration_state)
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.field("running_state", &self.running_state)
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.field("direction", &self.direction)
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.field("current_direction", &self.current_direction)
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.field("expired", &self.expired)
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.field("cascade_style", &())
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.finish()
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}
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}
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/// State relating to an animation.
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#[derive(Clone, Debug)]
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pub enum Animation {
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/// A transition is just a single frame triggered at a time, with a reflow.
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///
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/// the f64 field is the start time as returned by `time::precise_time_s()`.
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Transition(OpaqueNode, f64, AnimationFrame),
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/// A keyframes animation is identified by a name, and can have a
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/// node-dependent state (i.e. iteration count, etc.).
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///
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/// TODO(emilio): The animation object could be refcounted.
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Keyframes(
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OpaqueNode,
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KeyframesAnimation,
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Atom,
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KeyframesAnimationState,
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),
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}
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impl Animation {
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/// Whether this animation is expired.
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#[inline]
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pub fn is_expired(&self) -> bool {
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match *self {
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Animation::Transition(..) => false,
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Animation::Keyframes(_, _, _, ref state) => state.expired,
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}
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}
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/// The opaque node that owns the animation.
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#[inline]
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pub fn node(&self) -> &OpaqueNode {
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match *self {
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Animation::Transition(ref node, _, _) => node,
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Animation::Keyframes(ref node, _, _, _) => node,
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}
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}
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/// Whether this animation is paused. A transition can never be paused.
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#[inline]
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pub fn is_paused(&self) -> bool {
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match *self {
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Animation::Transition(..) => false,
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Animation::Keyframes(_, _, _, ref state) => state.is_paused(),
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}
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}
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/// Whether this animation is a transition.
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#[inline]
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pub fn is_transition(&self) -> bool {
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match *self {
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Animation::Transition(..) => true,
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Animation::Keyframes(..) => false,
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}
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}
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}
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/// A single animation frame of a single property.
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#[derive(Clone, Debug)]
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pub struct AnimationFrame {
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/// A description of the property animation that is occurring.
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pub property_animation: PropertyAnimation,
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/// The duration of the animation. This is either relative in the keyframes
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/// case (a number between 0 and 1), or absolute in the transition case.
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pub duration: f64,
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}
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/// Represents an animation for a given property.
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#[derive(Clone, Debug)]
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pub struct PropertyAnimation {
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property: AnimatedProperty,
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timing_function: TimingFunction,
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duration: Time, // TODO: isn't this just repeated?
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}
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impl PropertyAnimation {
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/// Returns the given property name.
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pub fn property_name(&self) -> &'static str {
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self.property.name()
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}
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/// Creates a new property animation for the given transition index and old
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/// and new styles. Any number of animations may be returned, from zero (if
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/// the property did not animate) to one (for a single transition property)
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/// to arbitrarily many (for `all`).
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pub fn from_transition(
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transition_index: usize,
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old_style: &ComputedValues,
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new_style: &mut ComputedValues,
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) -> Vec<PropertyAnimation> {
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let mut result = vec![];
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let box_style = new_style.get_box();
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let transition_property = box_style.transition_property_at(transition_index);
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let timing_function = box_style.transition_timing_function_mod(transition_index);
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let duration = box_style.transition_duration_mod(transition_index);
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match transition_property {
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TransitionProperty::Custom(..) | TransitionProperty::Unsupported(..) => result,
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TransitionProperty::Shorthand(ref shorthand_id) => shorthand_id
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.longhands()
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.filter_map(|longhand| {
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PropertyAnimation::from_longhand(
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longhand,
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timing_function,
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duration,
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old_style,
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new_style,
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)
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})
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.collect(),
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TransitionProperty::Longhand(longhand_id) => {
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let animation = PropertyAnimation::from_longhand(
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longhand_id,
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timing_function,
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duration,
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old_style,
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new_style,
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);
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if let Some(animation) = animation {
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result.push(animation);
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}
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result
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},
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}
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}
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fn from_longhand(
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longhand: LonghandId,
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timing_function: TimingFunction,
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duration: Time,
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old_style: &ComputedValues,
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new_style: &ComputedValues,
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) -> Option<PropertyAnimation> {
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let animated_property = AnimatedProperty::from_longhand(longhand, old_style, new_style)?;
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let property_animation = PropertyAnimation {
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property: animated_property,
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timing_function: timing_function,
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duration: duration,
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};
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if property_animation.does_animate() {
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Some(property_animation)
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} else {
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None
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}
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}
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/// Update the given animation at a given point of progress.
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pub fn update(&self, style: &mut ComputedValues, time: f64) {
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let epsilon = 1. / (200. * (self.duration.seconds() as f64));
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let progress = match self.timing_function {
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GenericTimingFunction::CubicBezier { x1, y1, x2, y2 } => {
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Bezier::new(x1, y1, x2, y2).solve(time, epsilon)
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},
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GenericTimingFunction::Steps(steps, pos) => {
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let mut current_step = (time * (steps as f64)).floor() as i32;
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if pos == StepPosition::Start ||
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pos == StepPosition::JumpStart ||
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pos == StepPosition::JumpBoth
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{
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current_step = current_step + 1;
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}
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// FIXME: We should update current_step according to the "before flag".
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// In order to get the before flag, we have to know the current animation phase
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// and whether the iteration is reversed. For now, we skip this calculation.
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// (i.e. Treat before_flag is unset,)
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// https://drafts.csswg.org/css-easing/#step-timing-function-algo
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if time >= 0.0 && current_step < 0 {
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current_step = 0;
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}
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let jumps = match pos {
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StepPosition::JumpBoth => steps + 1,
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StepPosition::JumpNone => steps - 1,
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StepPosition::JumpStart |
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StepPosition::JumpEnd |
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StepPosition::Start |
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StepPosition::End => steps,
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};
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if time <= 1.0 && current_step > jumps {
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current_step = jumps;
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}
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(current_step as f64) / (jumps as f64)
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},
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GenericTimingFunction::Keyword(keyword) => {
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let (x1, x2, y1, y2) = keyword.to_bezier();
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Bezier::new(x1, x2, y1, y2).solve(time, epsilon)
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},
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};
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self.property.update(style, progress);
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}
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#[inline]
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fn does_animate(&self) -> bool {
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self.property.does_animate() && self.duration.seconds() != 0.0
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}
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/// Whether this animation has the same end value as another one.
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#[inline]
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pub fn has_the_same_end_value_as(&self, other: &Self) -> bool {
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self.property.has_the_same_end_value_as(&other.property)
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}
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}
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/// Inserts transitions into the queue of running animations as applicable for
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/// the given style difference. This is called from the layout worker threads.
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/// Returns true if any animations were kicked off and false otherwise.
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pub fn start_transitions_if_applicable(
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new_animations_sender: &Sender<Animation>,
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opaque_node: OpaqueNode,
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old_style: &ComputedValues,
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new_style: &mut Arc<ComputedValues>,
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timer: &Timer,
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possibly_expired_animations: &[PropertyAnimation],
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) -> bool {
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let mut had_animations = false;
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for i in 0..new_style.get_box().transition_property_count() {
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// Create any property animations, if applicable.
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let property_animations =
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PropertyAnimation::from_transition(i, old_style, Arc::make_mut(new_style));
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for property_animation in property_animations {
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// Set the property to the initial value.
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//
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// NB: get_mut is guaranteed to succeed since we called make_mut()
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// above.
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property_animation.update(Arc::get_mut(new_style).unwrap(), 0.0);
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// Per [1], don't trigger a new transition if the end state for that
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// transition is the same as that of a transition that's already
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// running on the same node.
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//
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// [1]: https://drafts.csswg.org/css-transitions/#starting
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if possibly_expired_animations
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.iter()
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.any(|animation| animation.has_the_same_end_value_as(&property_animation))
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{
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debug!(
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"Not initiating transition for {}, other transition \
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found with the same end value",
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property_animation.property_name()
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);
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continue;
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}
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debug!("Kicking off transition of {:?}", property_animation);
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// Kick off the animation.
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let box_style = new_style.get_box();
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let now = timer.seconds();
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let start_time = now + (box_style.transition_delay_mod(i).seconds() as f64);
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new_animations_sender
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.send(Animation::Transition(
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opaque_node,
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start_time,
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AnimationFrame {
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duration: box_style.transition_duration_mod(i).seconds() as f64,
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property_animation,
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},
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))
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.unwrap();
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had_animations = true;
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}
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}
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had_animations
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}
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fn compute_style_for_animation_step<E>(
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context: &SharedStyleContext,
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step: &KeyframesStep,
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previous_style: &ComputedValues,
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style_from_cascade: &Arc<ComputedValues>,
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font_metrics_provider: &FontMetricsProvider,
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) -> Arc<ComputedValues>
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where
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E: TElement,
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{
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match step.value {
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KeyframesStepValue::ComputedValues => style_from_cascade.clone(),
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KeyframesStepValue::Declarations {
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block: ref declarations,
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} => {
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let guard = declarations.read_with(context.guards.author);
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|
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let iter = || {
|
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// It's possible to have !important properties in keyframes
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// so we have to filter them out.
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// See the spec issue https://github.com/w3c/csswg-drafts/issues/1824
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// Also we filter our non-animatable properties.
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guard
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.normal_declaration_iter()
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.filter(|declaration| declaration.is_animatable())
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.map(|decl| (decl, CascadeLevel::Animations))
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};
|
|
|
|
// This currently ignores visited styles, which seems acceptable,
|
|
// as existing browsers don't appear to animate visited styles.
|
|
let computed = properties::apply_declarations::<E, _, _>(
|
|
context.stylist.device(),
|
|
/* pseudo = */ None,
|
|
previous_style.rules(),
|
|
&context.guards,
|
|
iter,
|
|
Some(previous_style),
|
|
Some(previous_style),
|
|
Some(previous_style),
|
|
font_metrics_provider,
|
|
CascadeMode::Unvisited {
|
|
visited_rules: None,
|
|
},
|
|
context.quirks_mode(),
|
|
/* rule_cache = */ None,
|
|
&mut Default::default(),
|
|
/* element = */ None,
|
|
);
|
|
computed
|
|
},
|
|
}
|
|
}
|
|
|
|
/// Triggers animations for a given node looking at the animation property
|
|
/// values.
|
|
pub fn maybe_start_animations<E>(
|
|
element: E,
|
|
context: &SharedStyleContext,
|
|
new_animations_sender: &Sender<Animation>,
|
|
node: OpaqueNode,
|
|
new_style: &Arc<ComputedValues>,
|
|
) -> bool
|
|
where
|
|
E: TElement,
|
|
{
|
|
let mut had_animations = false;
|
|
|
|
let box_style = new_style.get_box();
|
|
for (i, name) in box_style.animation_name_iter().enumerate() {
|
|
let name = match name.as_atom() {
|
|
Some(atom) => atom,
|
|
None => continue,
|
|
};
|
|
|
|
debug!("maybe_start_animations: name={}", name);
|
|
let total_duration = box_style.animation_duration_mod(i).seconds();
|
|
if total_duration == 0. {
|
|
continue;
|
|
}
|
|
|
|
let anim = 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 anim.steps.is_empty() {
|
|
continue;
|
|
}
|
|
|
|
let delay = box_style.animation_delay_mod(i).seconds();
|
|
let now = context.timer.seconds();
|
|
let animation_start = now + delay as f64;
|
|
let duration = box_style.animation_duration_mod(i).seconds();
|
|
let iteration_state = match box_style.animation_iteration_count_mod(i) {
|
|
AnimationIterationCount::Infinite => KeyframesIterationState::Infinite,
|
|
AnimationIterationCount::Number(n) => KeyframesIterationState::Finite(0.0, n),
|
|
};
|
|
|
|
let animation_direction = box_style.animation_direction_mod(i);
|
|
|
|
let initial_direction = match animation_direction {
|
|
AnimationDirection::Normal | AnimationDirection::Alternate => {
|
|
AnimationDirection::Normal
|
|
},
|
|
AnimationDirection::Reverse | AnimationDirection::AlternateReverse => {
|
|
AnimationDirection::Reverse
|
|
},
|
|
};
|
|
|
|
let running_state = match box_style.animation_play_state_mod(i) {
|
|
AnimationPlayState::Paused => KeyframesRunningState::Paused(0.),
|
|
AnimationPlayState::Running => KeyframesRunningState::Running,
|
|
};
|
|
|
|
new_animations_sender
|
|
.send(Animation::Keyframes(
|
|
node,
|
|
anim.clone(),
|
|
name.clone(),
|
|
KeyframesAnimationState {
|
|
started_at: animation_start,
|
|
duration: duration as f64,
|
|
delay: delay as f64,
|
|
iteration_state,
|
|
running_state,
|
|
direction: animation_direction,
|
|
current_direction: initial_direction,
|
|
expired: false,
|
|
cascade_style: new_style.clone(),
|
|
},
|
|
))
|
|
.unwrap();
|
|
had_animations = true;
|
|
}
|
|
|
|
had_animations
|
|
}
|
|
|
|
/// Updates a given computed style for a given animation frame. Returns a bool
|
|
/// representing if the style was indeed updated.
|
|
pub fn update_style_for_animation_frame(
|
|
mut new_style: &mut Arc<ComputedValues>,
|
|
now: f64,
|
|
start_time: f64,
|
|
frame: &AnimationFrame,
|
|
) -> bool {
|
|
let mut progress = (now - start_time) / frame.duration;
|
|
if progress > 1.0 {
|
|
progress = 1.0
|
|
}
|
|
|
|
if progress <= 0.0 {
|
|
return false;
|
|
}
|
|
|
|
frame
|
|
.property_animation
|
|
.update(Arc::make_mut(&mut new_style), progress);
|
|
|
|
true
|
|
}
|
|
|
|
/// Returns the kind of animation update that happened.
|
|
pub enum AnimationUpdate {
|
|
/// The style was successfully updated, the animation is still running.
|
|
Regular,
|
|
/// A style change canceled this animation.
|
|
AnimationCanceled,
|
|
}
|
|
|
|
/// Updates a single animation and associated style based on the current time.
|
|
///
|
|
/// FIXME(emilio): This doesn't handle any kind of dynamic change to the
|
|
/// animation or transition properties in any reasonable way.
|
|
///
|
|
/// This should probably be split in two, one from updating animations and
|
|
/// transitions in response to a style change (that is,
|
|
/// consider_starting_transitions + maybe_start_animations, but handling
|
|
/// canceled animations, duration changes, etc, there instead of here), and this
|
|
/// function should be only about the style update in response of a transition.
|
|
pub fn update_style_for_animation<E>(
|
|
context: &SharedStyleContext,
|
|
animation: &Animation,
|
|
style: &mut Arc<ComputedValues>,
|
|
font_metrics_provider: &FontMetricsProvider,
|
|
) -> AnimationUpdate
|
|
where
|
|
E: TElement,
|
|
{
|
|
debug!("update_style_for_animation: {:?}", animation);
|
|
debug_assert!(!animation.is_expired());
|
|
|
|
match *animation {
|
|
Animation::Transition(_, start_time, ref frame) => {
|
|
let now = context.timer.seconds();
|
|
let mut new_style = (*style).clone();
|
|
let updated_style =
|
|
update_style_for_animation_frame(&mut new_style, now, start_time, frame);
|
|
if updated_style {
|
|
*style = new_style
|
|
}
|
|
// FIXME(emilio): Should check before updating the style that the
|
|
// transition_property still transitions this, or bail out if not.
|
|
//
|
|
// Or doing it in process_animations, only if transition_property
|
|
// changed somehow (even better).
|
|
AnimationUpdate::Regular
|
|
},
|
|
Animation::Keyframes(_, ref animation, ref name, ref state) => {
|
|
let duration = state.duration;
|
|
let started_at = state.started_at;
|
|
|
|
let now = match state.running_state {
|
|
KeyframesRunningState::Running => context.timer.seconds(),
|
|
KeyframesRunningState::Paused(progress) => started_at + duration * progress,
|
|
};
|
|
|
|
debug_assert!(!animation.steps.is_empty());
|
|
|
|
let maybe_index = style
|
|
.get_box()
|
|
.animation_name_iter()
|
|
.position(|animation_name| Some(name) == animation_name.as_atom());
|
|
|
|
let index = match maybe_index {
|
|
Some(index) => index,
|
|
None => return AnimationUpdate::AnimationCanceled,
|
|
};
|
|
|
|
let total_duration = style.get_box().animation_duration_mod(index).seconds() as f64;
|
|
if total_duration == 0. {
|
|
return AnimationUpdate::AnimationCanceled;
|
|
}
|
|
|
|
let mut total_progress = (now - started_at) / total_duration;
|
|
if total_progress < 0. {
|
|
warn!("Negative progress found for animation {:?}", name);
|
|
return AnimationUpdate::Regular;
|
|
}
|
|
if total_progress > 1. {
|
|
total_progress = 1.;
|
|
}
|
|
|
|
// Get the target and the last keyframe position.
|
|
let last_keyframe_position;
|
|
let target_keyframe_position;
|
|
match state.current_direction {
|
|
AnimationDirection::Normal => {
|
|
target_keyframe_position = animation
|
|
.steps
|
|
.iter()
|
|
.position(|step| total_progress as f32 <= step.start_percentage.0);
|
|
|
|
last_keyframe_position = target_keyframe_position
|
|
.and_then(|pos| if pos != 0 { Some(pos - 1) } else { None })
|
|
.unwrap_or(0);
|
|
},
|
|
AnimationDirection::Reverse => {
|
|
target_keyframe_position = animation
|
|
.steps
|
|
.iter()
|
|
.rev()
|
|
.position(|step| total_progress as f32 <= 1. - step.start_percentage.0)
|
|
.map(|pos| animation.steps.len() - pos - 1);
|
|
|
|
last_keyframe_position = target_keyframe_position
|
|
.and_then(|pos| {
|
|
if pos != animation.steps.len() - 1 {
|
|
Some(pos + 1)
|
|
} else {
|
|
None
|
|
}
|
|
})
|
|
.unwrap_or(animation.steps.len() - 1);
|
|
},
|
|
_ => unreachable!(),
|
|
}
|
|
|
|
debug!(
|
|
"update_style_for_animation: keyframe from {:?} to {:?}",
|
|
last_keyframe_position, target_keyframe_position
|
|
);
|
|
|
|
let target_keyframe = match target_keyframe_position {
|
|
Some(target) => &animation.steps[target],
|
|
None => return AnimationUpdate::Regular,
|
|
};
|
|
|
|
let last_keyframe = &animation.steps[last_keyframe_position];
|
|
|
|
let relative_timespan =
|
|
(target_keyframe.start_percentage.0 - last_keyframe.start_percentage.0).abs();
|
|
let relative_duration = relative_timespan as f64 * duration;
|
|
let last_keyframe_ended_at = match state.current_direction {
|
|
AnimationDirection::Normal => {
|
|
state.started_at + (total_duration * last_keyframe.start_percentage.0 as f64)
|
|
},
|
|
AnimationDirection::Reverse => {
|
|
state.started_at +
|
|
(total_duration * (1. - last_keyframe.start_percentage.0 as f64))
|
|
},
|
|
_ => unreachable!(),
|
|
};
|
|
let relative_progress = (now - last_keyframe_ended_at) / relative_duration;
|
|
|
|
// TODO: How could we optimise it? Is it such a big deal?
|
|
let from_style = compute_style_for_animation_step::<E>(
|
|
context,
|
|
last_keyframe,
|
|
&**style,
|
|
&state.cascade_style,
|
|
font_metrics_provider,
|
|
);
|
|
|
|
// NB: The spec says that the timing function can be overwritten
|
|
// from the keyframe style.
|
|
let mut timing_function = style.get_box().animation_timing_function_mod(index);
|
|
if last_keyframe.declared_timing_function {
|
|
// NB: animation_timing_function can never be empty, always has
|
|
// at least the default value (`ease`).
|
|
timing_function = from_style.get_box().animation_timing_function_at(0);
|
|
}
|
|
|
|
let target_style = compute_style_for_animation_step::<E>(
|
|
context,
|
|
target_keyframe,
|
|
&from_style,
|
|
&state.cascade_style,
|
|
font_metrics_provider,
|
|
);
|
|
|
|
let mut new_style = (*style).clone();
|
|
|
|
for property in animation.properties_changed.iter() {
|
|
debug!(
|
|
"update_style_for_animation: scanning prop {:?} for animation \"{}\"",
|
|
property, name
|
|
);
|
|
let animation = PropertyAnimation::from_longhand(
|
|
property,
|
|
timing_function,
|
|
Time::from_seconds(relative_duration as f32),
|
|
&from_style,
|
|
&target_style,
|
|
);
|
|
|
|
match animation {
|
|
Some(property_animation) => {
|
|
debug!(
|
|
"update_style_for_animation: got property animation for prop {:?}",
|
|
property
|
|
);
|
|
debug!("update_style_for_animation: {:?}", property_animation);
|
|
property_animation.update(Arc::make_mut(&mut new_style), relative_progress);
|
|
},
|
|
None => {
|
|
debug!(
|
|
"update_style_for_animation: property animation {:?} not animating",
|
|
property
|
|
);
|
|
},
|
|
}
|
|
}
|
|
|
|
debug!(
|
|
"update_style_for_animation: got style change in animation \"{}\"",
|
|
name
|
|
);
|
|
*style = new_style;
|
|
AnimationUpdate::Regular
|
|
},
|
|
}
|
|
}
|
|
|
|
/// Update the style in the node when it finishes.
|
|
#[cfg(feature = "servo")]
|
|
pub fn complete_expired_transitions(
|
|
node: OpaqueNode,
|
|
style: &mut Arc<ComputedValues>,
|
|
context: &SharedStyleContext,
|
|
) -> bool {
|
|
let had_animations_to_expire;
|
|
{
|
|
let all_expired_animations = context.expired_animations.read();
|
|
let animations_to_expire = all_expired_animations.get(&node);
|
|
had_animations_to_expire = animations_to_expire.is_some();
|
|
if let Some(ref animations) = animations_to_expire {
|
|
for animation in *animations {
|
|
debug!("Updating expired animation {:?}", animation);
|
|
// TODO: support animation-fill-mode
|
|
if let Animation::Transition(_, _, ref frame) = *animation {
|
|
frame.property_animation.update(Arc::make_mut(style), 1.0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if had_animations_to_expire {
|
|
context.expired_animations.write().remove(&node);
|
|
}
|
|
|
|
had_animations_to_expire
|
|
}
|