1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426
/* 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/. */
//! CSS transitions and animations.
// NOTE(emilio): This code isn't really executed in Gecko, but we don't want to
// compile it out so that people remember it exists.
use crate::context::{CascadeInputs, SharedStyleContext};
use crate::dom::{OpaqueNode, TDocument, TElement, TNode};
use crate::properties::animated_properties::{AnimationValue, AnimationValueMap};
use crate::properties::longhands::animation_direction::computed_value::single_value::T as AnimationDirection;
use crate::properties::longhands::animation_fill_mode::computed_value::single_value::T as AnimationFillMode;
use crate::properties::longhands::animation_play_state::computed_value::single_value::T as AnimationPlayState;
use crate::properties::AnimationDeclarations;
use crate::properties::{
ComputedValues, Importance, LonghandId, PropertyDeclarationBlock, PropertyDeclarationId,
PropertyDeclarationIdSet,
};
use crate::rule_tree::CascadeLevel;
use crate::selector_parser::PseudoElement;
use crate::shared_lock::{Locked, SharedRwLock};
use crate::style_resolver::StyleResolverForElement;
use crate::stylesheets::keyframes_rule::{KeyframesAnimation, KeyframesStep, KeyframesStepValue};
use crate::stylesheets::layer_rule::LayerOrder;
use crate::values::animated::{Animate, Procedure};
use crate::values::computed::{Time, TimingFunction};
use crate::values::generics::easing::BeforeFlag;
use crate::values::specified::TransitionBehavior;
use crate::Atom;
use fxhash::FxHashMap;
use parking_lot::RwLock;
use servo_arc::Arc;
use std::fmt;
/// Represents an animation for a given property.
#[derive(Clone, Debug, MallocSizeOf)]
pub struct PropertyAnimation {
/// The value we are animating from.
from: AnimationValue,
/// The value we are animating to.
to: AnimationValue,
/// The timing function of this `PropertyAnimation`.
timing_function: TimingFunction,
/// The duration of this `PropertyAnimation` in seconds.
pub duration: f64,
}
impl PropertyAnimation {
/// Returns the given property longhand id.
pub fn property_id(&self) -> PropertyDeclarationId {
debug_assert_eq!(self.from.id(), self.to.id());
self.from.id()
}
fn from_property_declaration(
property_declaration: &PropertyDeclarationId,
timing_function: TimingFunction,
duration: Time,
old_style: &ComputedValues,
new_style: &ComputedValues,
) -> Option<PropertyAnimation> {
// FIXME(emilio): Handle the case where old_style and new_style's writing mode differ.
let property_declaration = property_declaration.to_physical(new_style.writing_mode);
let from = AnimationValue::from_computed_values(property_declaration, old_style)?;
let to = AnimationValue::from_computed_values(property_declaration, new_style)?;
let duration = duration.seconds() as f64;
if from == to || duration == 0.0 {
return None;
}
Some(PropertyAnimation {
from,
to,
timing_function,
duration,
})
}
/// The output of the timing function given the progress ration of this animation.
fn timing_function_output(&self, progress: f64) -> f64 {
let epsilon = 1. / (200. * self.duration);
// FIXME: Need to set the before flag correctly.
// In order to get the before flag, we have to know the current animation phase
// and whether the iteration is reversed. For now, we skip this calculation
// by treating as if the flag is unset at all times.
// https://drafts.csswg.org/css-easing/#step-timing-function-algo
self.timing_function
.calculate_output(progress, BeforeFlag::Unset, epsilon)
}
/// Update the given animation at a given point of progress.
fn calculate_value(&self, progress: f64) -> Result<AnimationValue, ()> {
let procedure = Procedure::Interpolate {
progress: self.timing_function_output(progress),
};
self.from.animate(&self.to, procedure)
}
}
/// This structure represents the state of an animation.
#[derive(Clone, Debug, MallocSizeOf, PartialEq)]
pub enum AnimationState {
/// The animation has been created, but is not running yet. This state
/// is also used when an animation is still in the first delay phase.
Pending,
/// This animation is currently running.
Running,
/// This animation is paused. The inner field is the percentage of progress
/// when it was paused, from 0 to 1.
Paused(f64),
/// This animation has finished.
Finished,
/// This animation has been canceled.
Canceled,
}
impl AnimationState {
/// Whether or not this state requires its owning animation to be ticked.
fn needs_to_be_ticked(&self) -> bool {
*self == AnimationState::Running || *self == AnimationState::Pending
}
}
/// This structure represents a keyframes animation current iteration state.
///
/// If the iteration count is infinite, there's no other state, otherwise we
/// have to keep track the current iteration and the max iteration count.
#[derive(Clone, Debug, MallocSizeOf)]
pub enum KeyframesIterationState {
/// Infinite iterations with the current iteration count.
Infinite(f64),
/// Current and max iterations.
Finite(f64, f64),
}
/// A temporary data structure used when calculating ComputedKeyframes for an
/// animation. This data structure is used to collapse information for steps
/// which may be spread across multiple keyframe declarations into a single
/// instance per `start_percentage`.
struct IntermediateComputedKeyframe {
declarations: PropertyDeclarationBlock,
timing_function: Option<TimingFunction>,
start_percentage: f32,
}
impl IntermediateComputedKeyframe {
fn new(start_percentage: f32) -> Self {
IntermediateComputedKeyframe {
declarations: PropertyDeclarationBlock::new(),
timing_function: None,
start_percentage,
}
}
/// Walk through all keyframe declarations and combine all declarations with the
/// same `start_percentage` into individual `IntermediateComputedKeyframe`s.
fn generate_for_keyframes(
animation: &KeyframesAnimation,
context: &SharedStyleContext,
base_style: &ComputedValues,
) -> Vec<Self> {
let mut intermediate_steps: Vec<Self> = Vec::with_capacity(animation.steps.len());
let mut current_step = IntermediateComputedKeyframe::new(0.);
for step in animation.steps.iter() {
let start_percentage = step.start_percentage.0;
if start_percentage != current_step.start_percentage {
let new_step = IntermediateComputedKeyframe::new(start_percentage);
intermediate_steps.push(std::mem::replace(&mut current_step, new_step));
}
current_step.update_from_step(step, context, base_style);
}
intermediate_steps.push(current_step);
// We should always have a first and a last step, even if these are just
// generated by KeyframesStepValue::ComputedValues.
debug_assert!(intermediate_steps.first().unwrap().start_percentage == 0.);
debug_assert!(intermediate_steps.last().unwrap().start_percentage == 1.);
intermediate_steps
}
fn update_from_step(
&mut self,
step: &KeyframesStep,
context: &SharedStyleContext,
base_style: &ComputedValues,
) {
// Each keyframe declaration may optionally specify a timing function, falling
// back to the one defined global for the animation.
let guard = &context.guards.author;
if let Some(timing_function) = step.get_animation_timing_function(&guard) {
self.timing_function = Some(timing_function.to_computed_value_without_context());
}
let block = match step.value {
KeyframesStepValue::ComputedValues => return,
KeyframesStepValue::Declarations { ref block } => block,
};
// Filter out !important, non-animatable properties, and the
// 'display' property (which is only animatable from SMIL).
let guard = block.read_with(&guard);
for declaration in guard.normal_declaration_iter() {
if let PropertyDeclarationId::Longhand(id) = declaration.id() {
if id == LonghandId::Display {
continue;
}
if !id.is_animatable() {
continue;
}
}
self.declarations.push(
declaration.to_physical(base_style.writing_mode),
Importance::Normal,
);
}
}
fn resolve_style<E>(
self,
element: E,
context: &SharedStyleContext,
base_style: &Arc<ComputedValues>,
resolver: &mut StyleResolverForElement<E>,
) -> Arc<ComputedValues>
where
E: TElement,
{
if !self.declarations.any_normal() {
return base_style.clone();
}
let document = element.as_node().owner_doc();
let locked_block = Arc::new(document.shared_lock().wrap(self.declarations));
let mut important_rules_changed = false;
let rule_node = base_style.rules().clone();
let new_node = context.stylist.rule_tree().update_rule_at_level(
CascadeLevel::Animations,
LayerOrder::root(),
Some(locked_block.borrow_arc()),
&rule_node,
&context.guards,
&mut important_rules_changed,
);
if new_node.is_none() {
return base_style.clone();
}
let inputs = CascadeInputs {
rules: new_node,
visited_rules: base_style.visited_rules().cloned(),
flags: base_style.flags.for_cascade_inputs(),
};
resolver
.cascade_style_and_visited_with_default_parents(inputs)
.0
}
}
/// A single computed keyframe for a CSS Animation.
#[derive(Clone, MallocSizeOf)]
struct ComputedKeyframe {
/// The timing function to use for transitions between this step
/// and the next one.
timing_function: TimingFunction,
/// The starting percentage (a number between 0 and 1) which represents
/// at what point in an animation iteration this step is.
start_percentage: f32,
/// The animation values to transition to and from when processing this
/// keyframe animation step.
values: Vec<AnimationValue>,
}
impl ComputedKeyframe {
fn generate_for_keyframes<E>(
element: E,
animation: &KeyframesAnimation,
context: &SharedStyleContext,
base_style: &Arc<ComputedValues>,
default_timing_function: TimingFunction,
resolver: &mut StyleResolverForElement<E>,
) -> Vec<Self>
where
E: TElement,
{
let mut animating_properties = PropertyDeclarationIdSet::default();
for property in animation.properties_changed.iter() {
debug_assert!(property.is_animatable());
animating_properties.insert(property.to_physical(base_style.writing_mode));
}
let animation_values_from_style: Vec<AnimationValue> = animating_properties
.iter()
.map(|property| {
AnimationValue::from_computed_values(property, &**base_style)
.expect("Unexpected non-animatable property.")
})
.collect();
let intermediate_steps =
IntermediateComputedKeyframe::generate_for_keyframes(animation, context, base_style);
let mut computed_steps: Vec<Self> = Vec::with_capacity(intermediate_steps.len());
for (step_index, step) in intermediate_steps.into_iter().enumerate() {
let start_percentage = step.start_percentage;
let properties_changed_in_step = step.declarations.property_ids().clone();
let step_timing_function = step.timing_function.clone();
let step_style = step.resolve_style(element, context, base_style, resolver);
let timing_function =
step_timing_function.unwrap_or_else(|| default_timing_function.clone());
let values = {
// If a value is not set in a property declaration we use the value from
// the style for the first and last keyframe. For intermediate ones, we
// use the value from the previous keyframe.
//
// TODO(mrobinson): According to the spec, we should use an interpolated
// value for properties missing from keyframe declarations.
let default_values = if start_percentage == 0. || start_percentage == 1.0 {
&animation_values_from_style
} else {
debug_assert!(step_index != 0);
&computed_steps[step_index - 1].values
};
// For each property that is animating, pull the value from the resolved
// style for this step if it's in one of the declarations. Otherwise, we
// use the default value from the set we calculated above.
animating_properties
.iter()
.zip(default_values.iter())
.map(|(property_declaration, default_value)| {
if properties_changed_in_step.contains(property_declaration) {
AnimationValue::from_computed_values(property_declaration, &step_style)
.unwrap_or_else(|| default_value.clone())
} else {
default_value.clone()
}
})
.collect()
};
computed_steps.push(ComputedKeyframe {
timing_function,
start_percentage,
values,
});
}
computed_steps
}
}
/// A CSS Animation
#[derive(Clone, MallocSizeOf)]
pub struct Animation {
/// The name of this animation as defined by the style.
pub name: Atom,
/// The properties that change in this animation.
properties_changed: PropertyDeclarationIdSet,
/// The computed style for each keyframe of this animation.
computed_steps: Vec<ComputedKeyframe>,
/// The time this animation started at, which is the current value of the animation
/// timeline when this animation was created plus any animation delay.
pub started_at: f64,
/// The duration of this animation.
pub duration: f64,
/// The delay of the animation.
pub delay: f64,
/// The `animation-fill-mode` property of this animation.
pub fill_mode: AnimationFillMode,
/// The current iteration state for the animation.
pub iteration_state: KeyframesIterationState,
/// Whether this animation is paused.
pub state: AnimationState,
/// The declared animation direction of this animation.
pub direction: AnimationDirection,
/// The current animation direction. This can only be `normal` or `reverse`.
pub current_direction: AnimationDirection,
/// The original cascade style, needed to compute the generated keyframes of
/// the animation.
#[ignore_malloc_size_of = "ComputedValues"]
pub cascade_style: Arc<ComputedValues>,
/// Whether or not this animation is new and or has already been tracked
/// by the script thread.
pub is_new: bool,
}
impl Animation {
/// Whether or not this animation is cancelled by changes from a new style.
fn is_cancelled_in_new_style(&self, new_style: &Arc<ComputedValues>) -> bool {
let new_ui = new_style.get_ui();
let index = new_ui
.animation_name_iter()
.position(|animation_name| Some(&self.name) == animation_name.as_atom());
let index = match index {
Some(index) => index,
None => return true,
};
new_ui.animation_duration_mod(index).seconds() == 0.
}
/// Given the current time, advances this animation to the next iteration,
/// updates times, and then toggles the direction if appropriate. Otherwise
/// does nothing. Returns true if this animation has iterated.
pub fn iterate_if_necessary(&mut self, time: f64) -> bool {
if !self.iteration_over(time) {
return false;
}
// Only iterate animations that are currently running.
if self.state != AnimationState::Running {
return false;
}
if self.on_last_iteration() {
return false;
}
self.iterate();
true
}
fn iterate(&mut self) {
debug_assert!(!self.on_last_iteration());
if let KeyframesIterationState::Finite(ref mut current, max) = self.iteration_state {
*current = (*current + 1.).min(max);
}
if let AnimationState::Paused(ref mut progress) = self.state {
debug_assert!(*progress > 1.);
*progress -= 1.;
}
// Update the next iteration direction if applicable.
self.started_at += self.duration;
match self.direction {
AnimationDirection::Alternate | AnimationDirection::AlternateReverse => {
self.current_direction = match self.current_direction {
AnimationDirection::Normal => AnimationDirection::Reverse,
AnimationDirection::Reverse => AnimationDirection::Normal,
_ => unreachable!(),
};
},
_ => {},
}
}
/// A number (> 0 and <= 1) which represents the fraction of a full iteration
/// that the current iteration of the animation lasts. This will be less than 1
/// if the current iteration is the fractional remainder of a non-integral
/// iteration count.
pub fn current_iteration_end_progress(&self) -> f64 {
match self.iteration_state {
KeyframesIterationState::Finite(current, max) => (max - current).min(1.),
KeyframesIterationState::Infinite(_) => 1.,
}
}
/// The duration of the current iteration of this animation which may be less
/// than the animation duration if it has a non-integral iteration count.
pub fn current_iteration_duration(&self) -> f64 {
self.current_iteration_end_progress() * self.duration
}
/// Whether or not the current iteration is over. Note that this method assumes that
/// the animation is still running.
fn iteration_over(&self, time: f64) -> bool {
time > (self.started_at + self.current_iteration_duration())
}
/// Assuming this animation is running, whether or not it is on the last iteration.
fn on_last_iteration(&self) -> bool {
match self.iteration_state {
KeyframesIterationState::Finite(current, max) => current >= (max - 1.),
KeyframesIterationState::Infinite(_) => false,
}
}
/// Whether or not this animation has finished at the provided time. This does
/// not take into account canceling i.e. when an animation or transition is
/// canceled due to changes in the style.
pub fn has_ended(&self, time: f64) -> bool {
if !self.on_last_iteration() {
return false;
}
let progress = match self.state {
AnimationState::Finished => return true,
AnimationState::Paused(progress) => progress,
AnimationState::Running => (time - self.started_at) / self.duration,
AnimationState::Pending | AnimationState::Canceled => return false,
};
progress >= self.current_iteration_end_progress()
}
/// Updates the appropiate state from other animation.
///
/// This happens when an animation is re-submitted to layout, presumably
/// because of an state change.
///
/// There are some bits of state we can't just replace, over all taking in
/// account times, so here's that logic.
pub fn update_from_other(&mut self, other: &Self, now: f64) {
use self::AnimationState::*;
debug!(
"KeyframesAnimationState::update_from_other({:?}, {:?})",
self, other
);
// NB: We shall not touch the started_at field, since we don't want to
// restart the animation.
let old_started_at = self.started_at;
let old_duration = self.duration;
let old_direction = self.current_direction;
let old_state = self.state.clone();
let old_iteration_state = self.iteration_state.clone();
*self = other.clone();
self.started_at = old_started_at;
self.current_direction = old_direction;
// Don't update the iteration count, just the iteration limit.
// TODO: see how changing the limit affects rendering in other browsers.
// We might need to keep the iteration count even when it's infinite.
match (&mut self.iteration_state, old_iteration_state) {
(
&mut KeyframesIterationState::Finite(ref mut iters, _),
KeyframesIterationState::Finite(old_iters, _),
) => *iters = old_iters,
_ => {},
}
// Don't pause or restart animations that should remain finished.
// We call mem::replace because `has_ended(...)` looks at `Animation::state`.
let new_state = std::mem::replace(&mut self.state, Running);
if old_state == Finished && self.has_ended(now) {
self.state = Finished;
} else {
self.state = new_state;
}
// If we're unpausing the animation, fake the start time so we seem to
// restore it.
//
// If the animation keeps paused, keep the old value.
//
// If we're pausing the animation, compute the progress value.
match (&mut self.state, &old_state) {
(&mut Pending, &Paused(progress)) => {
self.started_at = now - (self.duration * progress);
},
(&mut Paused(ref mut new), &Paused(old)) => *new = old,
(&mut Paused(ref mut progress), &Running) => {
*progress = (now - old_started_at) / old_duration
},
_ => {},
}
// Try to detect when we should skip straight to the running phase to
// avoid sending multiple animationstart events.
if self.state == Pending && self.started_at <= now && old_state != Pending {
self.state = Running;
}
}
/// Fill in an `AnimationValueMap` with values calculated from this animation at
/// the given time value.
fn get_property_declaration_at_time(&self, now: f64, map: &mut AnimationValueMap) {
debug_assert!(!self.computed_steps.is_empty());
let total_progress = match self.state {
AnimationState::Running | AnimationState::Pending | AnimationState::Finished => {
(now - self.started_at) / self.duration
},
AnimationState::Paused(progress) => progress,
AnimationState::Canceled => return,
};
if total_progress < 0. &&
self.fill_mode != AnimationFillMode::Backwards &&
self.fill_mode != AnimationFillMode::Both
{
return;
}
if self.has_ended(now) &&
self.fill_mode != AnimationFillMode::Forwards &&
self.fill_mode != AnimationFillMode::Both
{
return;
}
let total_progress = total_progress
.min(self.current_iteration_end_progress())
.max(0.0);
// Get the indices of the previous (from) keyframe and the next (to) keyframe.
let next_keyframe_index;
let prev_keyframe_index;
let num_steps = self.computed_steps.len();
match self.current_direction {
AnimationDirection::Normal => {
next_keyframe_index = self
.computed_steps
.iter()
.position(|step| total_progress as f32 <= step.start_percentage);
prev_keyframe_index = next_keyframe_index
.and_then(|pos| if pos != 0 { Some(pos - 1) } else { None })
.unwrap_or(0);
},
AnimationDirection::Reverse => {
next_keyframe_index = self
.computed_steps
.iter()
.rev()
.position(|step| total_progress as f32 <= 1. - step.start_percentage)
.map(|pos| num_steps - pos - 1);
prev_keyframe_index = next_keyframe_index
.and_then(|pos| {
if pos != num_steps - 1 {
Some(pos + 1)
} else {
None
}
})
.unwrap_or(num_steps - 1)
},
_ => unreachable!(),
}
debug!(
"Animation::get_property_declaration_at_time: keyframe from {:?} to {:?}",
prev_keyframe_index, next_keyframe_index
);
let prev_keyframe = &self.computed_steps[prev_keyframe_index];
let next_keyframe = match next_keyframe_index {
Some(index) => &self.computed_steps[index],
None => return,
};
// If we only need to take into account one keyframe, then exit early
// in order to avoid doing more work.
let mut add_declarations_to_map = |keyframe: &ComputedKeyframe| {
for value in keyframe.values.iter() {
map.insert(value.id().to_owned(), value.clone());
}
};
if total_progress <= 0.0 {
add_declarations_to_map(&prev_keyframe);
return;
}
if total_progress >= 1.0 {
add_declarations_to_map(&next_keyframe);
return;
}
let percentage_between_keyframes =
(next_keyframe.start_percentage - prev_keyframe.start_percentage).abs() as f64;
let duration_between_keyframes = percentage_between_keyframes * self.duration;
let direction_aware_prev_keyframe_start_percentage = match self.current_direction {
AnimationDirection::Normal => prev_keyframe.start_percentage as f64,
AnimationDirection::Reverse => 1. - prev_keyframe.start_percentage as f64,
_ => unreachable!(),
};
let progress_between_keyframes = (total_progress -
direction_aware_prev_keyframe_start_percentage) /
percentage_between_keyframes;
for (from, to) in prev_keyframe.values.iter().zip(next_keyframe.values.iter()) {
let animation = PropertyAnimation {
from: from.clone(),
to: to.clone(),
timing_function: prev_keyframe.timing_function.clone(),
duration: duration_between_keyframes as f64,
};
if let Ok(value) = animation.calculate_value(progress_between_keyframes) {
map.insert(value.id().to_owned(), value);
}
}
}
}
impl fmt::Debug for Animation {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
f.debug_struct("Animation")
.field("name", &self.name)
.field("started_at", &self.started_at)
.field("duration", &self.duration)
.field("delay", &self.delay)
.field("iteration_state", &self.iteration_state)
.field("state", &self.state)
.field("direction", &self.direction)
.field("current_direction", &self.current_direction)
.field("cascade_style", &())
.finish()
}
}
/// A CSS Transition
#[derive(Clone, Debug, MallocSizeOf)]
pub struct Transition {
/// The start time of this transition, which is the current value of the animation
/// timeline when this transition was created plus any animation delay.
pub start_time: f64,
/// The delay used for this transition.
pub delay: f64,
/// The internal style `PropertyAnimation` for this transition.
pub property_animation: PropertyAnimation,
/// The state of this transition.
pub state: AnimationState,
/// Whether or not this transition is new and or has already been tracked
/// by the script thread.
pub is_new: bool,
/// If this `Transition` has been replaced by a new one this field is
/// used to help produce better reversed transitions.
pub reversing_adjusted_start_value: AnimationValue,
/// If this `Transition` has been replaced by a new one this field is
/// used to help produce better reversed transitions.
pub reversing_shortening_factor: f64,
}
impl Transition {
fn update_for_possibly_reversed_transition(
&mut self,
replaced_transition: &Transition,
delay: f64,
now: f64,
) {
// If we reach here, we need to calculate a reversed transition according to
// https://drafts.csswg.org/css-transitions/#starting
//
// "...if the reversing-adjusted start value of the running transition
// is the same as the value of the property in the after-change style (see
// the section on reversing of transitions for why these case exists),
// implementations must cancel the running transition and start
// a new transition..."
if replaced_transition.reversing_adjusted_start_value != self.property_animation.to {
return;
}
// "* reversing-adjusted start value is the end value of the running transition"
let replaced_animation = &replaced_transition.property_animation;
self.reversing_adjusted_start_value = replaced_animation.to.clone();
// "* reversing shortening factor is the absolute value, clamped to the
// range [0, 1], of the sum of:
// 1. the output of the timing function of the old transition at the
// time of the style change event, times the reversing shortening
// factor of the old transition
// 2. 1 minus the reversing shortening factor of the old transition."
let transition_progress = ((now - replaced_transition.start_time) /
(replaced_transition.property_animation.duration))
.min(1.0)
.max(0.0);
let timing_function_output = replaced_animation.timing_function_output(transition_progress);
let old_reversing_shortening_factor = replaced_transition.reversing_shortening_factor;
self.reversing_shortening_factor = ((timing_function_output *
old_reversing_shortening_factor) +
(1.0 - old_reversing_shortening_factor))
.abs()
.min(1.0)
.max(0.0);
// "* start time is the time of the style change event plus:
// 1. if the matching transition delay is nonnegative, the matching
// transition delay, or.
// 2. if the matching transition delay is negative, the product of the new
// transition’s reversing shortening factor and the matching transition delay,"
self.start_time = if delay >= 0. {
now + delay
} else {
now + (self.reversing_shortening_factor * delay)
};
// "* end time is the start time plus the product of the matching transition
// duration and the new transition’s reversing shortening factor,"
self.property_animation.duration *= self.reversing_shortening_factor;
// "* start value is the current value of the property in the running transition,
// * end value is the value of the property in the after-change style,"
let procedure = Procedure::Interpolate {
progress: timing_function_output,
};
match replaced_animation
.from
.animate(&replaced_animation.to, procedure)
{
Ok(new_start) => self.property_animation.from = new_start,
Err(..) => {},
}
}
/// Whether or not this animation has ended at the provided time. This does
/// not take into account canceling i.e. when an animation or transition is
/// canceled due to changes in the style.
pub fn has_ended(&self, time: f64) -> bool {
time >= self.start_time + (self.property_animation.duration)
}
/// Update the given animation at a given point of progress.
pub fn calculate_value(&self, time: f64) -> Option<AnimationValue> {
let progress = (time - self.start_time) / (self.property_animation.duration);
if progress < 0.0 {
return None;
}
self.property_animation
.calculate_value(progress.min(1.0))
.ok()
}
}
/// Holds the animation state for a particular element.
#[derive(Debug, Default, MallocSizeOf)]
pub struct ElementAnimationSet {
/// The animations for this element.
pub animations: Vec<Animation>,
/// The transitions for this element.
pub transitions: Vec<Transition>,
/// Whether or not this ElementAnimationSet has had animations or transitions
/// which have been added, removed, or had their state changed.
pub dirty: bool,
}
impl ElementAnimationSet {
/// Cancel all animations in this `ElementAnimationSet`. This is typically called
/// when the element has been removed from the DOM.
pub fn cancel_all_animations(&mut self) {
self.dirty = !self.animations.is_empty();
for animation in self.animations.iter_mut() {
animation.state = AnimationState::Canceled;
}
self.cancel_active_transitions();
}
fn cancel_active_transitions(&mut self) {
for transition in self.transitions.iter_mut() {
if transition.state != AnimationState::Finished {
self.dirty = true;
transition.state = AnimationState::Canceled;
}
}
}
/// Apply all active animations.
pub fn apply_active_animations(
&self,
context: &SharedStyleContext,
style: &mut Arc<ComputedValues>,
) {
let now = context.current_time_for_animations;
let mutable_style = Arc::make_mut(style);
if let Some(map) = self.get_value_map_for_active_animations(now) {
for value in map.values() {
value.set_in_style_for_servo(mutable_style);
}
}
if let Some(map) = self.get_value_map_for_active_transitions(now) {
for value in map.values() {
value.set_in_style_for_servo(mutable_style);
}
}
}
/// Clear all canceled animations and transitions from this `ElementAnimationSet`.
pub fn clear_canceled_animations(&mut self) {
self.animations
.retain(|animation| animation.state != AnimationState::Canceled);
self.transitions
.retain(|animation| animation.state != AnimationState::Canceled);
}
/// Whether this `ElementAnimationSet` is empty, which means it doesn't
/// hold any animations in any state.
pub fn is_empty(&self) -> bool {
self.animations.is_empty() && self.transitions.is_empty()
}
/// Whether or not this state needs animation ticks for its transitions
/// or animations.
pub fn needs_animation_ticks(&self) -> bool {
self.animations
.iter()
.any(|animation| animation.state.needs_to_be_ticked()) ||
self.transitions
.iter()
.any(|transition| transition.state.needs_to_be_ticked())
}
/// The number of running animations and transitions for this `ElementAnimationSet`.
pub fn running_animation_and_transition_count(&self) -> usize {
self.animations
.iter()
.filter(|animation| animation.state.needs_to_be_ticked())
.count() +
self.transitions
.iter()
.filter(|transition| transition.state.needs_to_be_ticked())
.count()
}
/// If this `ElementAnimationSet` has any any active animations.
pub fn has_active_animation(&self) -> bool {
self.animations
.iter()
.any(|animation| animation.state != AnimationState::Canceled)
}
/// If this `ElementAnimationSet` has any any active transitions.
pub fn has_active_transition(&self) -> bool {
self.transitions
.iter()
.any(|transition| transition.state != AnimationState::Canceled)
}
/// Update our animations given a new style, canceling or starting new animations
/// when appropriate.
pub fn update_animations_for_new_style<E>(
&mut self,
element: E,
context: &SharedStyleContext,
new_style: &Arc<ComputedValues>,
resolver: &mut StyleResolverForElement<E>,
) where
E: TElement,
{
for animation in self.animations.iter_mut() {
if animation.is_cancelled_in_new_style(new_style) {
animation.state = AnimationState::Canceled;
}
}
maybe_start_animations(element, &context, &new_style, self, resolver);
}
/// Update our transitions given a new style, canceling or starting new animations
/// when appropriate.
pub fn update_transitions_for_new_style(
&mut self,
might_need_transitions_update: bool,
context: &SharedStyleContext,
old_style: Option<&Arc<ComputedValues>>,
after_change_style: &Arc<ComputedValues>,
) {
// If this is the first style, we don't trigger any transitions and we assume
// there were no previously triggered transitions.
let mut before_change_style = match old_style {
Some(old_style) => Arc::clone(old_style),
None => return,
};
// If the style of this element is display:none, then cancel all active transitions.
if after_change_style.get_box().clone_display().is_none() {
self.cancel_active_transitions();
return;
}
if !might_need_transitions_update {
return;
}
// We convert old values into `before-change-style` here.
if self.has_active_transition() || self.has_active_animation() {
self.apply_active_animations(context, &mut before_change_style);
}
let transitioning_properties = start_transitions_if_applicable(
context,
&before_change_style,
after_change_style,
self,
);
// Cancel any non-finished transitions that have properties which no longer transition.
for transition in self.transitions.iter_mut() {
if transition.state == AnimationState::Finished {
continue;
}
if transitioning_properties.contains(transition.property_animation.property_id()) {
continue;
}
transition.state = AnimationState::Canceled;
self.dirty = true;
}
}
fn start_transition_if_applicable(
&mut self,
context: &SharedStyleContext,
property_declaration_id: &PropertyDeclarationId,
index: usize,
old_style: &ComputedValues,
new_style: &Arc<ComputedValues>,
) {
let style = new_style.get_ui();
#[cfg(feature = "servo")]
if !property_declaration_id.is_animatable() ||
(style.transition_behavior_mod(index) != TransitionBehavior::AllowDiscrete &&
property_declaration_id.is_discrete_animatable())
{
return;
}
let timing_function = style.transition_timing_function_mod(index);
let duration = style.transition_duration_mod(index);
let delay = style.transition_delay_mod(index).seconds() as f64;
let now = context.current_time_for_animations;
// Only start a new transition if the style actually changes between
// the old style and the new style.
let property_animation = match PropertyAnimation::from_property_declaration(
property_declaration_id,
timing_function,
duration,
old_style,
new_style,
) {
Some(property_animation) => property_animation,
None => return,
};
// Per [1], don't trigger a new transition if the end state for that
// transition is the same as that of a transition that's running or
// completed. We don't take into account any canceled animations.
// [1]: https://drafts.csswg.org/css-transitions/#starting
if self
.transitions
.iter()
.filter(|transition| transition.state != AnimationState::Canceled)
.any(|transition| transition.property_animation.to == property_animation.to)
{
return;
}
// We are going to start a new transition, but we might have to update
// it if we are replacing a reversed transition.
let reversing_adjusted_start_value = property_animation.from.clone();
let mut new_transition = Transition {
start_time: now + delay,
delay,
property_animation,
state: AnimationState::Pending,
is_new: true,
reversing_adjusted_start_value,
reversing_shortening_factor: 1.0,
};
if let Some(old_transition) = self
.transitions
.iter_mut()
.filter(|transition| transition.state == AnimationState::Running)
.find(|transition| {
transition.property_animation.property_id() == *property_declaration_id
})
{
// We always cancel any running transitions for the same property.
old_transition.state = AnimationState::Canceled;
new_transition.update_for_possibly_reversed_transition(old_transition, delay, now);
}
self.transitions.push(new_transition);
self.dirty = true;
}
/// Generate a `AnimationValueMap` for this `ElementAnimationSet`'s
/// active transitions at the given time value.
pub fn get_value_map_for_active_transitions(&self, now: f64) -> Option<AnimationValueMap> {
if !self.has_active_transition() {
return None;
}
let mut map =
AnimationValueMap::with_capacity_and_hasher(self.transitions.len(), Default::default());
for transition in &self.transitions {
if transition.state == AnimationState::Canceled {
continue;
}
let value = match transition.calculate_value(now) {
Some(value) => value,
None => continue,
};
map.insert(value.id().to_owned(), value);
}
Some(map)
}
/// Generate a `AnimationValueMap` for this `ElementAnimationSet`'s
/// active animations at the given time value.
pub fn get_value_map_for_active_animations(&self, now: f64) -> Option<AnimationValueMap> {
if !self.has_active_animation() {
return None;
}
let mut map = Default::default();
for animation in &self.animations {
animation.get_property_declaration_at_time(now, &mut map);
}
Some(map)
}
}
#[derive(Clone, Debug, Eq, Hash, MallocSizeOf, PartialEq)]
/// A key that is used to identify nodes in the `DocumentAnimationSet`.
pub struct AnimationSetKey {
/// The node for this `AnimationSetKey`.
pub node: OpaqueNode,
/// The pseudo element for this `AnimationSetKey`. If `None` this key will
/// refer to the main content for its node.
pub pseudo_element: Option<PseudoElement>,
}
impl AnimationSetKey {
/// Create a new key given a node and optional pseudo element.
pub fn new(node: OpaqueNode, pseudo_element: Option<PseudoElement>) -> Self {
AnimationSetKey {
node,
pseudo_element,
}
}
/// Create a new key for the main content of this node.
pub fn new_for_non_pseudo(node: OpaqueNode) -> Self {
AnimationSetKey {
node,
pseudo_element: None,
}
}
/// Create a new key for given node and pseudo element.
pub fn new_for_pseudo(node: OpaqueNode, pseudo_element: PseudoElement) -> Self {
AnimationSetKey {
node,
pseudo_element: Some(pseudo_element),
}
}
}
#[derive(Clone, Debug, Default, MallocSizeOf)]
/// A set of animations for a document.
pub struct DocumentAnimationSet {
/// The `ElementAnimationSet`s that this set contains.
#[ignore_malloc_size_of = "Arc is hard"]
pub sets: Arc<RwLock<FxHashMap<AnimationSetKey, ElementAnimationSet>>>,
}
impl DocumentAnimationSet {
/// Return whether or not the provided node has active CSS animations.
pub fn has_active_animations(&self, key: &AnimationSetKey) -> bool {
self.sets
.read()
.get(key)
.map_or(false, |set| set.has_active_animation())
}
/// Return whether or not the provided node has active CSS transitions.
pub fn has_active_transitions(&self, key: &AnimationSetKey) -> bool {
self.sets
.read()
.get(key)
.map_or(false, |set| set.has_active_transition())
}
/// Return a locked PropertyDeclarationBlock with animation values for the given
/// key and time.
pub fn get_animation_declarations(
&self,
key: &AnimationSetKey,
time: f64,
shared_lock: &SharedRwLock,
) -> Option<Arc<Locked<PropertyDeclarationBlock>>> {
self.sets
.read()
.get(key)
.and_then(|set| set.get_value_map_for_active_animations(time))
.map(|map| {
let block = PropertyDeclarationBlock::from_animation_value_map(&map);
Arc::new(shared_lock.wrap(block))
})
}
/// Return a locked PropertyDeclarationBlock with transition values for the given
/// key and time.
pub fn get_transition_declarations(
&self,
key: &AnimationSetKey,
time: f64,
shared_lock: &SharedRwLock,
) -> Option<Arc<Locked<PropertyDeclarationBlock>>> {
self.sets
.read()
.get(key)
.and_then(|set| set.get_value_map_for_active_transitions(time))
.map(|map| {
let block = PropertyDeclarationBlock::from_animation_value_map(&map);
Arc::new(shared_lock.wrap(block))
})
}
/// Get all the animation declarations for the given key, returning an empty
/// `AnimationDeclarations` if there are no animations.
pub fn get_all_declarations(
&self,
key: &AnimationSetKey,
time: f64,
shared_lock: &SharedRwLock,
) -> AnimationDeclarations {
let sets = self.sets.read();
let set = match sets.get(key) {
Some(set) => set,
None => return Default::default(),
};
let animations = set.get_value_map_for_active_animations(time).map(|map| {
let block = PropertyDeclarationBlock::from_animation_value_map(&map);
Arc::new(shared_lock.wrap(block))
});
let transitions = set.get_value_map_for_active_transitions(time).map(|map| {
let block = PropertyDeclarationBlock::from_animation_value_map(&map);
Arc::new(shared_lock.wrap(block))
});
AnimationDeclarations {
animations,
transitions,
}
}
/// Cancel all animations for set at the given key.
pub fn cancel_all_animations_for_key(&self, key: &AnimationSetKey) {
if let Some(set) = self.sets.write().get_mut(key) {
set.cancel_all_animations();
}
}
}
/// Kick off any new transitions for this node and return all of the properties that are
/// transitioning. This is at the end of calculating style for a single node.
pub fn start_transitions_if_applicable(
context: &SharedStyleContext,
old_style: &ComputedValues,
new_style: &Arc<ComputedValues>,
animation_state: &mut ElementAnimationSet,
) -> PropertyDeclarationIdSet {
let mut properties_that_transition = PropertyDeclarationIdSet::default();
for transition in new_style.transition_properties() {
let physical_property = transition
.property
.as_borrowed()
.to_physical(new_style.writing_mode);
if properties_that_transition.contains(physical_property) {
continue;
}
properties_that_transition.insert(physical_property);
animation_state.start_transition_if_applicable(
context,
&physical_property,
transition.index,
old_style,
new_style,
);
}
properties_that_transition
}
/// Triggers animations for a given node looking at the animation property
/// values.
pub fn maybe_start_animations<E>(
element: E,
context: &SharedStyleContext,
new_style: &Arc<ComputedValues>,
animation_state: &mut ElementAnimationSet,
resolver: &mut StyleResolverForElement<E>,
) where
E: TElement,
{
let style = new_style.get_ui();
for (i, name) in style.animation_name_iter().enumerate() {
let name = match name.as_atom() {
Some(atom) => atom,
None => continue,
};
debug!("maybe_start_animations: name={}", name);
let duration = style.animation_duration_mod(i).seconds() as f64;
if duration == 0. {
continue;
}
let keyframe_animation = 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 keyframe_animation.steps.is_empty() {
continue;
}
// NB: This delay may be negative, meaning that the animation may be created
// in a state where we have advanced one or more iterations or even that the
// animation begins in a finished state.
let delay = style.animation_delay_mod(i).seconds();
let iteration_count = style.animation_iteration_count_mod(i);
let iteration_state = if iteration_count.0.is_infinite() {
KeyframesIterationState::Infinite(0.0)
} else {
KeyframesIterationState::Finite(0.0, iteration_count.0 as f64)
};
let animation_direction = style.animation_direction_mod(i);
let initial_direction = match animation_direction {
AnimationDirection::Normal | AnimationDirection::Alternate => {
AnimationDirection::Normal
},
AnimationDirection::Reverse | AnimationDirection::AlternateReverse => {
AnimationDirection::Reverse
},
};
let now = context.current_time_for_animations;
let started_at = now + delay as f64;
let mut starting_progress = (now - started_at) / duration;
let state = match style.animation_play_state_mod(i) {
AnimationPlayState::Paused => AnimationState::Paused(starting_progress),
AnimationPlayState::Running => AnimationState::Pending,
};
let computed_steps = ComputedKeyframe::generate_for_keyframes(
element,
&keyframe_animation,
context,
new_style,
style.animation_timing_function_mod(i),
resolver,
);
let mut new_animation = Animation {
name: name.clone(),
properties_changed: keyframe_animation.properties_changed.clone(),
computed_steps,
started_at,
duration,
fill_mode: style.animation_fill_mode_mod(i),
delay: delay as f64,
iteration_state,
state,
direction: animation_direction,
current_direction: initial_direction,
cascade_style: new_style.clone(),
is_new: true,
};
// If we started with a negative delay, make sure we iterate the animation if
// the delay moves us past the first iteration.
while starting_progress > 1. && !new_animation.on_last_iteration() {
new_animation.iterate();
starting_progress -= 1.;
}
animation_state.dirty = true;
// If the animation was already present in the list for the node, just update its state.
for existing_animation in animation_state.animations.iter_mut() {
if existing_animation.state == AnimationState::Canceled {
continue;
}
if new_animation.name == existing_animation.name {
existing_animation
.update_from_other(&new_animation, context.current_time_for_animations);
return;
}
}
animation_state.animations.push(new_animation);
}
}