gecko-dev/layout/generic/ScrollAnimationBezierPhysics.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

153 lines
5.9 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 "ScrollAnimationBezierPhysics.h"
#include "mozilla/StaticPrefs_general.h"
using namespace mozilla;
ScrollAnimationBezierPhysics::ScrollAnimationBezierPhysics(
const nsPoint& aStartPos,
const ScrollAnimationBezierPhysicsSettings& aSettings)
: mSettings(aSettings), mStartPos(aStartPos), mIsFirstIteration(true) {}
void ScrollAnimationBezierPhysics::Update(const TimeStamp& aTime,
const nsPoint& aDestination,
const nsSize& aCurrentVelocity) {
if (mIsFirstIteration) {
InitializeHistory(aTime);
}
TimeDuration duration = ComputeDuration(aTime);
nsSize currentVelocity = aCurrentVelocity;
if (!mIsFirstIteration) {
// If an additional event has not changed the destination, then do not let
// another minimum duration reset slow things down. If it would then
// instead continue with the existing timing function.
if (aDestination == mDestination &&
aTime + duration > mStartTime + mDuration) {
return;
}
currentVelocity = VelocityAt(aTime);
mStartPos = PositionAt(aTime);
}
mStartTime = aTime;
mDuration = duration;
mDestination = aDestination;
InitTimingFunction(mTimingFunctionX, mStartPos.x, currentVelocity.width,
aDestination.x);
InitTimingFunction(mTimingFunctionY, mStartPos.y, currentVelocity.height,
aDestination.y);
mIsFirstIteration = false;
}
void ScrollAnimationBezierPhysics::ApplyContentShift(
const CSSPoint& aShiftDelta) {
nsPoint shiftDelta = CSSPoint::ToAppUnits(aShiftDelta);
mStartPos += shiftDelta;
mDestination += shiftDelta;
}
TimeDuration ScrollAnimationBezierPhysics::ComputeDuration(
const TimeStamp& aTime) {
// Average last 3 delta durations (rounding errors up to 2ms are negligible
// for us)
int32_t eventsDeltaMs = (aTime - mPrevEventTime[2]).ToMilliseconds() / 3;
mPrevEventTime[2] = mPrevEventTime[1];
mPrevEventTime[1] = mPrevEventTime[0];
mPrevEventTime[0] = aTime;
// Modulate duration according to events rate (quicker events -> shorter
// durations). The desired effect is to use longer duration when scrolling
// slowly, such that it's easier to follow, but reduce the duration to make it
// feel more snappy when scrolling quickly. To reduce fluctuations of the
// duration, we average event intervals using the recent 4 timestamps (now +
// three prev -> 3 intervals).
int32_t durationMS =
clamped<int32_t>(eventsDeltaMs * mSettings.mIntervalRatio,
mSettings.mMinMS, mSettings.mMaxMS);
return TimeDuration::FromMilliseconds(durationMS);
}
void ScrollAnimationBezierPhysics::InitializeHistory(const TimeStamp& aTime) {
// Starting a new scroll (i.e. not when extending an existing scroll
// animation), create imaginary prev timestamps with maximum relevant
// intervals between them.
// Longest relevant interval (which results in maximum duration)
TimeDuration maxDelta = TimeDuration::FromMilliseconds(
mSettings.mMaxMS / mSettings.mIntervalRatio);
mPrevEventTime[0] = aTime - maxDelta;
mPrevEventTime[1] = mPrevEventTime[0] - maxDelta;
mPrevEventTime[2] = mPrevEventTime[1] - maxDelta;
}
void ScrollAnimationBezierPhysics::InitTimingFunction(
SMILKeySpline& aTimingFunction, nscoord aCurrentPos,
nscoord aCurrentVelocity, nscoord aDestination) {
if (aDestination == aCurrentPos ||
StaticPrefs::general_smoothScroll_currentVelocityWeighting() == 0) {
aTimingFunction.Init(
0, 0, 1 - StaticPrefs::general_smoothScroll_stopDecelerationWeighting(),
1);
return;
}
const TimeDuration oneSecond = TimeDuration::FromSeconds(1);
double slope =
aCurrentVelocity * (mDuration / oneSecond) / (aDestination - aCurrentPos);
double normalization = sqrt(1.0 + slope * slope);
double dt = 1.0 / normalization *
StaticPrefs::general_smoothScroll_currentVelocityWeighting();
double dxy = slope / normalization *
StaticPrefs::general_smoothScroll_currentVelocityWeighting();
aTimingFunction.Init(
dt, dxy,
1 - StaticPrefs::general_smoothScroll_stopDecelerationWeighting(), 1);
}
nsPoint ScrollAnimationBezierPhysics::PositionAt(const TimeStamp& aTime) {
if (IsFinished(aTime)) {
return mDestination;
}
double progressX = mTimingFunctionX.GetSplineValue(ProgressAt(aTime));
double progressY = mTimingFunctionY.GetSplineValue(ProgressAt(aTime));
return nsPoint(NSToCoordRound((1 - progressX) * mStartPos.x +
progressX * mDestination.x),
NSToCoordRound((1 - progressY) * mStartPos.y +
progressY * mDestination.y));
}
nsSize ScrollAnimationBezierPhysics::VelocityAt(const TimeStamp& aTime) {
if (IsFinished(aTime)) {
return nsSize(0, 0);
}
double timeProgress = ProgressAt(aTime);
return nsSize(VelocityComponent(timeProgress, mTimingFunctionX, mStartPos.x,
mDestination.x),
VelocityComponent(timeProgress, mTimingFunctionY, mStartPos.y,
mDestination.y));
}
nscoord ScrollAnimationBezierPhysics::VelocityComponent(
double aTimeProgress, const SMILKeySpline& aTimingFunction, nscoord aStart,
nscoord aDestination) const {
double dt, dxy;
aTimingFunction.GetSplineDerivativeValues(aTimeProgress, dt, dxy);
if (dt == 0) return dxy >= 0 ? nscoord_MAX : nscoord_MIN;
const TimeDuration oneSecond = TimeDuration::FromSeconds(1);
double slope = dxy / dt;
return NSToCoordRound(slope * (aDestination - aStart) /
(mDuration / oneSecond));
}