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AnimationManager

Struct AnimationManager 

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pub(crate) struct AnimationManager {
    sets: DocumentAnimationSet,
    animating_images: Arc<RwLock<AnimatingImages>>,
    has_running_animations: Cell<bool>,
    rooted_animation_nodes: DomRefCell<FxHashMap<NoTrace<OpaqueNode>, Dom<Node>>>,
    rooted_image_nodes: DomRefCell<FxHashMap<NoTrace<OpaqueNode>, Dom<Node>>>,
    pending_events: DomRefCell<Vec<TransitionOrAnimationEvent>>,
    timeline_value_at_last_dirty: Cell<f64>,
    image_callback_timer_id: Cell<Option<TimerId>>,
}
Expand description

The set of animations for a document.

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§sets: DocumentAnimationSet

The map of nodes to their animation states.

§animating_images: Arc<RwLock<AnimatingImages>>

The set of AnimatingImages which is used to communicate the addition and removal of animating images from layout.

§has_running_animations: Cell<bool>

Whether or not we have animations that are running.

§rooted_animation_nodes: DomRefCell<FxHashMap<NoTrace<OpaqueNode>, Dom<Node>>>

A map of nodes with in-progress CSS transitions or pending events.

§rooted_image_nodes: DomRefCell<FxHashMap<NoTrace<OpaqueNode>, Dom<Node>>>

A map of nodes with in-progress image animations. This is kept outside of Self::animating_images as that data structure is shared with layout.

§pending_events: DomRefCell<Vec<TransitionOrAnimationEvent>>

A list of pending animation-related events.

§timeline_value_at_last_dirty: Cell<f64>

The timeline value at the last time all animations were marked dirty. This is used to prevent marking animations dirty when the timeline has not changed.

§image_callback_timer_id: Cell<Option<TimerId>>

The TimerId of the currently scheduled animated image update callback.

Implementations§

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impl AnimationManager

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pub(crate) fn new() -> Self

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pub(crate) fn animating_images(&self) -> Arc<RwLock<AnimatingImages>>

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pub(crate) fn sets(&self) -> DocumentAnimationSet

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pub(crate) fn clear(&self)

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pub(crate) fn mark_animating_nodes_as_dirty( &self, no_gc: &NoGC, current_timeline_value: f64, ) -> bool

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pub(crate) fn update_for_new_timeline_value(&self, window: &Window, now: f64)

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pub(crate) fn cancel_animations_for_node(&self, node: &Node)

Cancel animations for the given node, if any exist.

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pub(crate) fn do_post_reflow_update(&self, window: &Window, now: f64)

This does five things:

  • Cancel animations for any nodes that are no longer being rendered or delegating rendering.
  • Process any new animations that were discovered after reflow.
  • Collect pending events for any animations that changed state.
  • Root any nodes with newly animating images
  • Schedule an image update for newly animating images
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pub(crate) fn update_active_image_animation_frames( &self, window: &Window, now: f64, )

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fn root_nodes_with_newly_animating_images(&self)

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fn maybe_schedule_image_animation_update(&self, window: &Window, now: f64)

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fn duration_to_next_image_animation_frame(&self, now: f64) -> Option<Duration>

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fn update_running_animations_presence(&self, window: &Window, new_value: bool)

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fn handle_animation_presence_or_pending_events_change(&self, window: &Window)

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pub(crate) fn running_animation_count(&self) -> usize

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fn start_pending_animations( &self, key: &AnimationSetKey, set: &mut ElementAnimationSet, now: f64, pipeline_id: PipelineId, )

Walk through the list of pending animations and start all of the ones that have left the delay phase.

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fn finish_running_animations( &self, key: &AnimationSetKey, set: &mut ElementAnimationSet, now: f64, pipeline_id: PipelineId, )

Walk through the list of running animations and remove all of the ones that have ended.

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fn handle_canceled_animations( &self, key: &AnimationSetKey, set: &mut ElementAnimationSet, now: f64, pipeline_id: PipelineId, )

Send events for canceled animations. Currently this only handles canceled transitions, but eventually this should handle canceled CSS animations as well.

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fn handle_new_animations( &self, key: &AnimationSetKey, set: &mut ElementAnimationSet, now: f64, pipeline_id: PipelineId, )

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fn root_newly_animating_dom_nodes( &self, sets: &FxHashMap<AnimationSetKey, ElementAnimationSet>, )

Ensure that all nodes with new animations are rooted. This should be called immediately after a restyle, to ensure that these addresses are still valid.

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fn unroot_unused_nodes( &self, sets: &FxHashMap<AnimationSetKey, ElementAnimationSet>, )

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fn add_transition_event( &self, key: &AnimationSetKey, transition: &Transition, event_type: TransitionOrAnimationEventType, now: f64, pipeline_id: PipelineId, )

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fn add_animation_event( &self, key: &AnimationSetKey, animation: &Animation, event_type: TransitionOrAnimationEventType, now: f64, pipeline_id: PipelineId, )

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pub(crate) fn send_pending_events(&self, window: &Window, cx: &mut JSContext)

Trait Implementations§

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impl Default for AnimationManager

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fn default() -> AnimationManager

Returns the “default value” for a type. Read more
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impl MallocSizeOf for AnimationManager

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fn size_of(&self, ops: &mut MallocSizeOfOps) -> usize

Measure the heap usage of all descendant heap-allocated structures, but not the space taken up by the value itself.
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impl Traceable for AnimationManager

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unsafe fn trace(&self, tracer: *mut JSTracer)

Trace self.

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