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Make layout_2020 be layout_2013
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/* 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/. */ | ||
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//! CSS transitions and animations. | ||
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use crate::context::LayoutContext; | ||
use crate::display_list::items::OpaqueNode; | ||
use crate::flow::{Flow, GetBaseFlow}; | ||
use crate::opaque_node::OpaqueNodeMethods; | ||
use crossbeam_channel::Receiver; | ||
use fxhash::{FxHashMap, FxHashSet}; | ||
use ipc_channel::ipc::IpcSender; | ||
use msg::constellation_msg::PipelineId; | ||
use script_traits::UntrustedNodeAddress; | ||
use script_traits::{AnimationState, ConstellationControlMsg, LayoutMsg as ConstellationMsg}; | ||
use style::animation::{update_style_for_animation, Animation}; | ||
use style::dom::TElement; | ||
use style::font_metrics::ServoMetricsProvider; | ||
use style::selector_parser::RestyleDamage; | ||
use style::timer::Timer; | ||
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/// Processes any new animations that were discovered after style recalculation. | ||
/// Also expire any old animations that have completed, inserting them into | ||
/// `expired_animations`. | ||
pub fn update_animation_state<E>( | ||
constellation_chan: &IpcSender<ConstellationMsg>, | ||
script_chan: &IpcSender<ConstellationControlMsg>, | ||
running_animations: &mut FxHashMap<OpaqueNode, Vec<Animation>>, | ||
expired_animations: &mut FxHashMap<OpaqueNode, Vec<Animation>>, | ||
mut keys_to_remove: FxHashSet<OpaqueNode>, | ||
mut newly_transitioning_nodes: Option<&mut Vec<UntrustedNodeAddress>>, | ||
new_animations_receiver: &Receiver<Animation>, | ||
pipeline_id: PipelineId, | ||
timer: &Timer, | ||
) where | ||
E: TElement, | ||
{ | ||
let mut new_running_animations = vec![]; | ||
while let Ok(animation) = new_animations_receiver.try_recv() { | ||
let mut should_push = true; | ||
if let Animation::Keyframes(ref node, _, ref name, ref state) = animation { | ||
// If the animation was already present in the list for the | ||
// node, just update its state, else push the new animation to | ||
// run. | ||
if let Some(ref mut animations) = running_animations.get_mut(node) { | ||
// TODO: This being linear is probably not optimal. | ||
for anim in animations.iter_mut() { | ||
if let Animation::Keyframes(_, _, ref anim_name, ref mut anim_state) = *anim { | ||
if *name == *anim_name { | ||
debug!("update_animation_state: Found other animation {}", name); | ||
anim_state.update_from_other(&state, timer); | ||
should_push = false; | ||
break; | ||
} | ||
} | ||
} | ||
} | ||
} | ||
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if should_push { | ||
new_running_animations.push(animation); | ||
} | ||
} | ||
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if running_animations.is_empty() && new_running_animations.is_empty() { | ||
// Nothing to do. Return early so we don't flood the compositor with | ||
// `ChangeRunningAnimationsState` messages. | ||
return; | ||
} | ||
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let now = timer.seconds(); | ||
// Expire old running animations. | ||
// | ||
// TODO: Do not expunge Keyframes animations, since we need that state if | ||
// the animation gets re-triggered. Probably worth splitting in two | ||
// different maps, or at least using a linked list? | ||
for (key, running_animations) in running_animations.iter_mut() { | ||
let mut animations_still_running = vec![]; | ||
for mut running_animation in running_animations.drain(..) { | ||
let still_running = !running_animation.is_expired() && | ||
match running_animation { | ||
Animation::Transition(_, started_at, ref frame) => { | ||
now < started_at + frame.duration | ||
}, | ||
Animation::Keyframes(_, _, _, ref mut state) => { | ||
// This animation is still running, or we need to keep | ||
// iterating. | ||
now < state.started_at + state.duration || state.tick() | ||
}, | ||
}; | ||
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debug!( | ||
"update_animation_state({:?}): {:?}", | ||
still_running, running_animation | ||
); | ||
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if still_running { | ||
animations_still_running.push(running_animation); | ||
continue; | ||
} | ||
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if let Animation::Transition(node, _, ref frame) = running_animation { | ||
script_chan | ||
.send(ConstellationControlMsg::TransitionEnd( | ||
node.to_untrusted_node_address(), | ||
frame.property_animation.property_name().into(), | ||
frame.duration, | ||
)) | ||
.unwrap(); | ||
} | ||
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expired_animations | ||
.entry(*key) | ||
.or_insert_with(Vec::new) | ||
.push(running_animation); | ||
} | ||
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if animations_still_running.is_empty() { | ||
keys_to_remove.insert(*key); | ||
} else { | ||
*running_animations = animations_still_running | ||
} | ||
} | ||
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for key in keys_to_remove { | ||
running_animations.remove(&key).unwrap(); | ||
} | ||
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// Add new running animations. | ||
for new_running_animation in new_running_animations { | ||
if new_running_animation.is_transition() { | ||
match newly_transitioning_nodes { | ||
Some(ref mut nodes) => { | ||
nodes.push(new_running_animation.node().to_untrusted_node_address()); | ||
}, | ||
None => { | ||
warn!("New transition encountered from compositor-initiated layout."); | ||
}, | ||
} | ||
} | ||
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running_animations | ||
.entry(*new_running_animation.node()) | ||
.or_insert_with(Vec::new) | ||
.push(new_running_animation) | ||
} | ||
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let animation_state = if running_animations.is_empty() { | ||
AnimationState::NoAnimationsPresent | ||
} else { | ||
AnimationState::AnimationsPresent | ||
}; | ||
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constellation_chan | ||
.send(ConstellationMsg::ChangeRunningAnimationsState( | ||
pipeline_id, | ||
animation_state, | ||
)) | ||
.unwrap(); | ||
} | ||
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/// Recalculates style for a set of animations. This does *not* run with the DOM | ||
/// lock held. Returns a set of nodes associated with animations that are no longer | ||
/// valid. | ||
pub fn recalc_style_for_animations<E>( | ||
context: &LayoutContext, | ||
flow: &mut dyn Flow, | ||
animations: &FxHashMap<OpaqueNode, Vec<Animation>>, | ||
) -> FxHashSet<OpaqueNode> | ||
where | ||
E: TElement, | ||
{ | ||
let mut invalid_nodes = animations.keys().cloned().collect(); | ||
do_recalc_style_for_animations::<E>(context, flow, animations, &mut invalid_nodes); | ||
invalid_nodes | ||
} | ||
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fn do_recalc_style_for_animations<E>( | ||
context: &LayoutContext, | ||
flow: &mut dyn Flow, | ||
animations: &FxHashMap<OpaqueNode, Vec<Animation>>, | ||
invalid_nodes: &mut FxHashSet<OpaqueNode>, | ||
) where | ||
E: TElement, | ||
{ | ||
let mut damage = RestyleDamage::empty(); | ||
flow.mutate_fragments(&mut |fragment| { | ||
if let Some(ref animations) = animations.get(&fragment.node) { | ||
invalid_nodes.remove(&fragment.node); | ||
for animation in animations.iter() { | ||
let old_style = fragment.style.clone(); | ||
update_style_for_animation::<E>( | ||
&context.style_context, | ||
animation, | ||
&mut fragment.style, | ||
&ServoMetricsProvider, | ||
); | ||
let difference = | ||
RestyleDamage::compute_style_difference(&old_style, &fragment.style); | ||
damage |= difference.damage; | ||
} | ||
} | ||
}); | ||
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let base = flow.mut_base(); | ||
base.restyle_damage.insert(damage); | ||
for kid in base.children.iter_mut() { | ||
do_recalc_style_for_animations::<E>(context, kid, animations, invalid_nodes) | ||
} | ||
} |
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