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style/servo/
animation.rs

1/* This Source Code Form is subject to the terms of the Mozilla Public
2 * License, v. 2.0. If a copy of the MPL was not distributed with this
3 * file, You can obtain one at https://mozilla.org/MPL/2.0/. */
4
5//! CSS transitions and animations.
6
7// NOTE(emilio): This code isn't really executed in Gecko, but we don't want to
8// compile it out so that people remember it exists.
9
10use crate::context::{CascadeInputs, SharedStyleContext};
11use crate::derives::*;
12use crate::dom::{OpaqueNode, TDocument, TElement, TNode};
13use crate::properties::animated_properties::{AnimationValue, AnimationValueMap};
14use crate::properties::longhands::animation_direction::computed_value::single_value::T as AnimationDirection;
15use crate::properties::longhands::animation_fill_mode::computed_value::single_value::T as AnimationFillMode;
16use crate::properties::longhands::animation_play_state::computed_value::single_value::T as AnimationPlayState;
17use crate::properties::AnimationDeclarations;
18use crate::properties::{
19    ComputedValues, Importance, LonghandId, PropertyDeclarationBlock, PropertyDeclarationId,
20    PropertyDeclarationIdSet,
21};
22use crate::rule_tree::{CascadeLevel, CascadeOrigin, RuleCascadeFlags};
23use crate::selector_parser::PseudoElement;
24use crate::shared_lock::{Locked, SharedRwLock};
25use crate::style_resolver::StyleResolverForElement;
26use crate::stylesheets::keyframes_rule::{KeyframesAnimation, KeyframesStep, KeyframesStepValue};
27use crate::stylesheets::layer_rule::LayerOrder;
28use crate::values::animated::{Animate, Procedure};
29use crate::values::computed::TimingFunction;
30use crate::values::generics::easing::BeforeFlag;
31use crate::values::specified::TransitionBehavior;
32use crate::Atom;
33use debug_unreachable::debug_unreachable;
34use parking_lot::RwLock;
35use rustc_hash::FxHashMap;
36use servo_arc::Arc;
37use std::fmt;
38
39/// Represents an animation for a given property.
40#[derive(Clone, Debug, MallocSizeOf)]
41pub struct PropertyAnimation {
42    /// The value we are animating from.
43    from: AnimationValue,
44
45    /// The value we are animating to.
46    to: AnimationValue,
47
48    /// The timing function of this `PropertyAnimation`.
49    timing_function: TimingFunction,
50
51    /// The duration of this `PropertyAnimation` in seconds.
52    pub duration: f64,
53}
54
55impl PropertyAnimation {
56    /// Returns the given property longhand id.
57    pub fn property_id(&self) -> PropertyDeclarationId<'_> {
58        debug_assert_eq!(self.from.id(), self.to.id());
59        self.from.id()
60    }
61
62    /// The output of the timing function given the progress ration of this animation.
63    fn timing_function_output(&self, progress: f64) -> f64 {
64        let epsilon = 1. / (200. * self.duration);
65        // FIXME: Need to set the before flag correctly.
66        // In order to get the before flag, we have to know the current animation phase
67        // and whether the iteration is reversed. For now, we skip this calculation
68        // by treating as if the flag is unset at all times.
69        // https://drafts.csswg.org/css-easing/#step-timing-function-algo
70        self.timing_function
71            .calculate_output(progress, BeforeFlag::Unset, epsilon)
72    }
73
74    /// Update the given animation at a given point of progress.
75    fn calculate_value(&self, progress: f64) -> AnimationValue {
76        let progress = self.timing_function_output(progress);
77        let procedure = Procedure::Interpolate { progress };
78        self.from.animate(&self.to, procedure).unwrap_or_else(|()| {
79            // Fall back to discrete interpolation
80            if progress < 0.5 {
81                self.from.clone()
82            } else {
83                self.to.clone()
84            }
85        })
86    }
87}
88
89/// This structure represents the state of an animation.
90#[derive(Clone, Debug, MallocSizeOf, PartialEq)]
91pub enum AnimationState {
92    /// The animation has been created, but is not running yet. This state
93    /// is also used when an animation is still in the first delay phase.
94    Pending,
95    /// This animation is currently running.
96    Running,
97    /// This animation is paused. The inner field is the percentage of progress
98    /// when it was paused, from 0 to 1.
99    Paused(f64),
100    /// This animation has finished.
101    Finished,
102    /// This animation has been canceled.
103    Canceled,
104}
105
106impl AnimationState {
107    /// Whether or not this state requires its owning animation to be ticked.
108    fn needs_to_be_ticked(&self) -> bool {
109        *self == AnimationState::Running || *self == AnimationState::Pending
110    }
111}
112
113enum IgnoreTransitions {
114    Canceled,
115    CanceledAndFinished,
116}
117
118/// This structure represents a keyframes animation current iteration state.
119///
120/// If the iteration count is infinite, there's no other state, otherwise we
121/// have to keep track the current iteration and the max iteration count.
122#[derive(Clone, Debug, MallocSizeOf)]
123pub enum KeyframesIterationState {
124    /// Infinite iterations with the current iteration count.
125    Infinite(f64),
126    /// Current and max iterations.
127    Finite(f64, f64),
128}
129
130/// A temporary data structure used when calculating ComputedKeyframes for an
131/// animation. This data structure is used to collapse information for steps
132/// which may be spread across multiple keyframe declarations into a single
133/// instance per `start_percentage`.
134#[derive(Debug)]
135struct IntermediateComputedKeyframe {
136    declarations: PropertyDeclarationBlock,
137    timing_function: Option<TimingFunction>,
138    start_percentage: f64,
139}
140
141impl IntermediateComputedKeyframe {
142    fn new(start_percentage: f64) -> Self {
143        IntermediateComputedKeyframe {
144            declarations: PropertyDeclarationBlock::new(),
145            timing_function: None,
146            start_percentage,
147        }
148    }
149
150    /// Walk through all keyframe declarations and combine all declarations with the
151    /// same `start_percentage` into individual `IntermediateComputedKeyframe`s.
152    fn generate_for_keyframes(
153        animation: &KeyframesAnimation,
154        context: &SharedStyleContext,
155        base_style: &ComputedValues,
156    ) -> Vec<Self> {
157        if animation.steps.is_empty() {
158            return vec![];
159        }
160
161        let mut intermediate_steps: Vec<Self> = Vec::with_capacity(animation.steps.len());
162        let mut current_step = IntermediateComputedKeyframe::new(0.);
163        for step in animation.steps.iter() {
164            let start_percentage = step.start_offset.percentage.0 as f64;
165            if start_percentage != current_step.start_percentage {
166                let new_step = IntermediateComputedKeyframe::new(start_percentage);
167                intermediate_steps.push(std::mem::replace(&mut current_step, new_step));
168            }
169
170            current_step.update_from_step(step, context, base_style);
171        }
172        intermediate_steps.push(current_step);
173
174        // We should always have a first and a last step, even if these are just
175        // generated by KeyframesStepValue::ComputedValues.
176        debug_assert!(intermediate_steps.first().unwrap().start_percentage == 0.);
177        debug_assert!(intermediate_steps.last().unwrap().start_percentage == 1.);
178
179        intermediate_steps
180    }
181
182    fn update_from_step(
183        &mut self,
184        step: &KeyframesStep,
185        context: &SharedStyleContext,
186        base_style: &ComputedValues,
187    ) {
188        // Each keyframe declaration may optionally specify a timing function, falling
189        // back to the one defined global for the animation.
190        let guard = &context.guards.author;
191        if let Some(timing_function) = step.get_animation_timing_function(&guard) {
192            self.timing_function = Some(timing_function.to_computed_value_without_context());
193        }
194
195        let block = match step.value {
196            KeyframesStepValue::ComputedValues => return,
197            KeyframesStepValue::Declarations { ref block } => block,
198        };
199
200        // Filter out !important, non-animatable properties, and the
201        // 'display' property (which is only animatable from SMIL).
202        let guard = block.read_with(&guard);
203        for declaration in guard.normal_declaration_iter() {
204            if let PropertyDeclarationId::Longhand(id) = declaration.id() {
205                if id == LonghandId::Display {
206                    continue;
207                }
208
209                if !id.is_animatable() {
210                    continue;
211                }
212            }
213
214            self.declarations.push(
215                declaration.to_physical(base_style.writing_mode),
216                Importance::Normal,
217            );
218        }
219    }
220
221    fn resolve_style<E>(
222        self,
223        element: E,
224        context: &SharedStyleContext,
225        base_style: &Arc<ComputedValues>,
226        resolver: &mut StyleResolverForElement<E>,
227    ) -> Arc<ComputedValues>
228    where
229        E: TElement,
230    {
231        if !self.declarations.any_normal() {
232            return base_style.clone();
233        }
234
235        let document = element.as_node().owner_doc();
236        let locked_block = Arc::new(document.shared_lock().wrap(self.declarations));
237        let mut important_rules_changed = false;
238        let rule_node = base_style.rules().clone();
239        let new_node = context.stylist.rule_tree().update_rule_at_level(
240            CascadeLevel::new(CascadeOrigin::Animations),
241            LayerOrder::root(),
242            Some(locked_block.borrow_arc()),
243            &rule_node,
244            &context.guards,
245            &mut important_rules_changed,
246        );
247
248        if new_node.is_none() {
249            return base_style.clone();
250        }
251
252        let inputs = CascadeInputs {
253            rules: new_node,
254            visited_rules: base_style.visited_rules().cloned(),
255            flags: base_style.flags.for_cascade_inputs(),
256            included_cascade_flags: RuleCascadeFlags::empty(),
257        };
258        resolver
259            .cascade_style_and_visited_with_default_parents(inputs)
260            .0
261    }
262}
263
264#[derive(Clone, Debug, MallocSizeOf)]
265struct PropertyDeclarationOffsets {
266    /// The absolute index of the most recent preceding keyframe that declared
267    /// the given property.
268    preceding_declaration: usize,
269    /// The absolute index of the next keyframe that will declare the given
270    /// property.
271    following_declaration: usize,
272}
273
274#[derive(Clone, Debug, MallocSizeOf)]
275enum AnimationValueOrReference {
276    /// This keyframe declares the property with the given value.
277    AnimationValue(AnimationValue),
278    /// This keyframe does not declare the property.
279    NotDefinedHere(PropertyDeclarationOffsets),
280}
281
282/// A single computed keyframe for a CSS Animation.
283#[derive(Clone, Debug, MallocSizeOf)]
284struct ComputedKeyframe {
285    /// The timing function to use for transitions between this step
286    /// and the next one.
287    timing_function: TimingFunction,
288
289    /// The starting percentage (a number between 0 and 1) which represents
290    /// at what point in an animation iteration this step is.
291    start_percentage: f64,
292
293    /// The animation values to transition to and from when processing this
294    /// keyframe animation step.
295    values: Box<[AnimationValueOrReference]>,
296}
297
298/// Caches the indices of keyframes that declare a specific property.
299///
300/// While traversing the list of keyframes, this is used to avoid repeatedly
301/// searching for the next or last keyframe that declares the property. That
302/// would result in quadratic runtime with respect to the number of keyframes.
303#[derive(Clone, Copy, Debug, Default)]
304struct KeyframeOffsetCacheForProperty {
305    /// The index of a previous keyframe that declares the property.
306    ///
307    /// Note that if the first keyframe does not declare a property, then it implicitly
308    /// uses the computed value of that property. That's why there's always a preceding keyframe
309    /// with the property.
310    last_keyframe_that_defined_property: usize,
311
312    /// The index of a future keyframe or `None` if we have not yet walked the list of keyframes
313    /// to find the next index.
314    ///
315    /// There will always be a next keyframe because the last keyframe (like the first keyframe)
316    /// declares *all* animating properties.
317    next_keyframe_that_defines_property: Option<usize>,
318}
319
320struct KeyframeDataForProperty<'a> {
321    /// The timing function to use for transitions between this step
322    /// and the next one.
323    timing_function: &'a TimingFunction,
324
325    /// The starting percentage (a number between 0 and 1) which represents
326    /// at what point in an animation iteration this step is.
327    start_percentage: f64,
328
329    value: &'a AnimationValue,
330}
331
332#[derive(Clone, Copy, Debug)]
333enum Direction {
334    Forward,
335    Backward,
336}
337
338impl Direction {
339    fn relative_to_animation_direction(&self, reverse: bool) -> Self {
340        match self {
341            Self::Forward if reverse => Self::Backward,
342            Self::Backward if reverse => Self::Forward,
343            _ => *self,
344        }
345    }
346}
347
348impl Animation {
349    /// Starting from the keyframe at `keyframe_index`, returns the contents of the next keyframe in `direction`
350    /// that sets the property at `property_index`.
351    ///
352    /// Returns `None` if there is no keyframe in the specified direction that sets the property.
353    fn next_relevant_keyframe_for_property_in_direction(
354        &self,
355        property_index: usize,
356        keyframe_index: usize,
357        direction: Direction,
358    ) -> Option<KeyframeDataForProperty<'_>> {
359        let relevant_keyframe = &self.computed_steps[keyframe_index];
360        let parameters = match &relevant_keyframe.values[property_index] {
361            AnimationValueOrReference::AnimationValue(animation_value) => KeyframeDataForProperty {
362                timing_function: &relevant_keyframe.timing_function,
363                start_percentage: relevant_keyframe.start_percentage,
364                value: animation_value,
365            },
366            AnimationValueOrReference::NotDefinedHere(offsets) => {
367                let next_relevant_keyframe_index = match direction {
368                    Direction::Forward => offsets.following_declaration,
369                    Direction::Backward => offsets.preceding_declaration,
370                };
371                let next_relevant_keyframe = &self.computed_steps[next_relevant_keyframe_index];
372                let AnimationValueOrReference::AnimationValue(animation_value) =
373                    &next_relevant_keyframe.values[property_index]
374                else {
375                    panic!("Referenced keyframe does not set property");
376                };
377
378                KeyframeDataForProperty {
379                    timing_function: &next_relevant_keyframe.timing_function,
380                    start_percentage: next_relevant_keyframe.start_percentage,
381                    value: &animation_value,
382                }
383            },
384        };
385
386        Some(parameters)
387    }
388}
389impl ComputedKeyframe {
390    fn generate_for_keyframes<E>(
391        element: E,
392        animation: &KeyframesAnimation,
393        context: &SharedStyleContext,
394        base_style: &Arc<ComputedValues>,
395        default_timing_function: TimingFunction,
396        resolver: &mut StyleResolverForElement<E>,
397        animating_properties: PropertyDeclarationIdSet,
398        number_of_animating_properties: usize,
399    ) -> Box<[Self]>
400    where
401        E: TElement,
402    {
403        let animation_values_from_style: Vec<AnimationValue> = animating_properties
404            .iter()
405            .map(|property| {
406                AnimationValue::from_computed_values(property, &**base_style)
407                    .expect("Unexpected non-animatable property.")
408            })
409            .collect();
410
411        let intermediate_steps =
412            IntermediateComputedKeyframe::generate_for_keyframes(animation, context, base_style);
413
414        // Used while iterating over the keyframes to, for each property, remember the most recent and
415        // next keyframe that declares the property. That avoids a quadratic number of traversals per
416        // property.
417        let mut keyframe_offset_caches: Vec<KeyframeOffsetCacheForProperty> =
418            vec![Default::default(); number_of_animating_properties];
419
420        let mut computed_steps: Vec<Self> = Vec::with_capacity(intermediate_steps.len());
421        let mut remaining_steps = intermediate_steps.into_iter();
422        let mut step_index = 0;
423        while let Some(step) = remaining_steps.next() {
424            let start_percentage = step.start_percentage;
425            let properties_changed_in_step = step.declarations.property_ids().clone();
426            let timing_function = step
427                .timing_function
428                .clone()
429                .unwrap_or_else(|| default_timing_function.clone());
430            let step_style = step.resolve_style(element, context, base_style, resolver);
431
432            let values: Box<[_]> = {
433                // For each property that is animating, pull the value from the resolved
434                // style for this step if it's in one of the declarations.
435                animating_properties
436                    .iter()
437                    .enumerate()
438                    .map(|(property_index, property_declaration)| {
439                        let keyframe_offset_cache = &mut keyframe_offset_caches[property_index];
440                        if properties_changed_in_step.contains(property_declaration) {
441                            keyframe_offset_cache.last_keyframe_that_defined_property = step_index;
442                            let animation_value = AnimationValue::from_computed_values(
443                                property_declaration,
444                                &step_style,
445                            )
446                            .unwrap();
447                            return AnimationValueOrReference::AnimationValue(animation_value);
448                        }
449
450                        // https://drafts.csswg.org/css-animations/#keyframes
451                        // > If a 0% or from keyframe is not specified, then the user agent constructs a 0% keyframe
452                        // > using the computed values of the properties being animated. If a 100% or to keyframe is
453                        // > not specified, then the user agent constructs a 100% keyframe using the computed values
454                        // > of the properties being animated.
455                        if step_index == 0 || remaining_steps.as_slice().is_empty() {
456                            return AnimationValueOrReference::AnimationValue(
457                                animation_values_from_style[property_index].clone(),
458                            );
459                        }
460
461                        // This animating property is not defined on this keyframe - we should act as if this keyframe
462                        // didn't exist for this property, so we calculate an interpolated value.
463                        // (https://drafts.csswg.org/css-animations/#keyframes)
464                        //
465                        // If the property was not defined on any previous keyframe then we use the value from style.
466                        // and if it's not defined on any following keyframe then we've already finished animating it.
467                        let preceding_declaration =
468                            keyframe_offset_cache.last_keyframe_that_defined_property;
469                        let following_declaration = keyframe_offset_cache
470                            .next_keyframe_that_defines_property
471                            .filter(|offset| *offset > step_index)
472                            .unwrap_or_else(|| {
473                                let relative_offset = remaining_steps
474                                    .as_slice()
475                                    .iter()
476                                    .position(|step| {
477                                        step.declarations.contains(property_declaration)
478                                    })
479                                    .unwrap_or(remaining_steps.as_slice().len() - 1);
480                                let absolute_offset = step_index + 1 + relative_offset;
481
482                                keyframe_offset_cache.next_keyframe_that_defines_property =
483                                    Some(absolute_offset);
484                                absolute_offset
485                            });
486
487                        AnimationValueOrReference::NotDefinedHere(PropertyDeclarationOffsets {
488                            preceding_declaration,
489                            following_declaration,
490                        })
491                    })
492                    .collect()
493            };
494            debug_assert_eq!(values.len(), number_of_animating_properties);
495
496            computed_steps.push(ComputedKeyframe {
497                timing_function,
498                start_percentage,
499                values,
500            });
501
502            step_index += 1;
503        }
504
505        // The first and last steps (at 0% and 100% respectively) should declare all animating properties.
506        // If they don't then we should have filled the missing properties with the computed values.
507        debug_assert!(computed_steps.first().is_none_or(|first_step| {
508            first_step
509                .values
510                .iter()
511                .all(|value| matches!(value, AnimationValueOrReference::AnimationValue(_)))
512        }));
513        debug_assert!(computed_steps.last().is_none_or(|first_step| {
514            first_step
515                .values
516                .iter()
517                .all(|value| matches!(value, AnimationValueOrReference::AnimationValue(_)))
518        }));
519
520        computed_steps.into_boxed_slice()
521    }
522}
523
524/// A CSS Animation
525#[derive(Clone, MallocSizeOf)]
526pub struct Animation {
527    /// The name of this animation as defined by the style.
528    pub name: Atom,
529
530    /// The properties that change in this animation.
531    properties_changed: PropertyDeclarationIdSet,
532
533    /// The computed style for each keyframe of this animation.
534    computed_steps: Box<[ComputedKeyframe]>,
535
536    /// The time this animation started at, which is the current value of the animation
537    /// timeline when this animation was created plus any animation delay.
538    pub started_at: f64,
539
540    /// The duration of this animation.
541    pub duration: f64,
542
543    /// The delay of the animation.
544    pub delay: f64,
545
546    /// The `animation-fill-mode` property of this animation.
547    pub fill_mode: AnimationFillMode,
548
549    /// The current iteration state for the animation.
550    pub iteration_state: KeyframesIterationState,
551
552    /// Whether this animation is paused.
553    pub state: AnimationState,
554
555    /// The declared animation direction of this animation.
556    pub direction: AnimationDirection,
557
558    /// The current animation direction. This can only be `normal` or `reverse`.
559    pub current_direction: AnimationDirection,
560
561    /// The number of properties that are affected by this animation.
562    pub number_of_animating_properties: usize,
563
564    /// Whether or not this animation is new and or has already been tracked
565    /// by the script thread.
566    pub is_new: bool,
567}
568
569impl Animation {
570    /// Whether or not this animation is cancelled by changes from a new style.
571    fn is_cancelled_in_new_style(&self, new_style: &Arc<ComputedValues>) -> bool {
572        let new_ui = new_style.get_ui();
573        let index = new_ui
574            .animation_name_iter()
575            .position(|animation_name| Some(&self.name) == animation_name.as_atom());
576        let index = match index {
577            Some(index) => index,
578            None => return true,
579        };
580
581        new_ui.animation_duration_mod(index).seconds() == 0.
582    }
583
584    /// Given the current time, advances this animation to the next iteration,
585    /// updates times, and then toggles the direction if appropriate. Otherwise
586    /// does nothing. Returns true if this animation has iterated.
587    pub fn iterate_if_necessary(&mut self, time: f64) -> bool {
588        if !self.iteration_over(time) {
589            return false;
590        }
591
592        // Only iterate animations that are currently running.
593        if self.state != AnimationState::Running {
594            return false;
595        }
596
597        if self.on_last_iteration() {
598            return false;
599        }
600
601        self.iterate();
602        true
603    }
604
605    fn iterate(&mut self) {
606        debug_assert!(!self.on_last_iteration());
607
608        if let KeyframesIterationState::Finite(ref mut current, max) = self.iteration_state {
609            *current = (*current + 1.).min(max);
610        }
611
612        if let AnimationState::Paused(ref mut progress) = self.state {
613            debug_assert!(*progress > 1.);
614            *progress -= 1.;
615        }
616
617        // Update the next iteration direction if applicable.
618        self.started_at += self.duration;
619        match self.direction {
620            AnimationDirection::Alternate | AnimationDirection::AlternateReverse => {
621                self.current_direction = match self.current_direction {
622                    AnimationDirection::Normal => AnimationDirection::Reverse,
623                    AnimationDirection::Reverse => AnimationDirection::Normal,
624                    _ => unreachable!(
625                        "Current animation direction can only be `normal` or `reverse`."
626                    ),
627                };
628            },
629            _ => {},
630        }
631    }
632
633    /// A number (> 0 and <= 1) which represents the fraction of a full iteration
634    /// that the current iteration of the animation lasts. This will be less than 1
635    /// if the current iteration is the fractional remainder of a non-integral
636    /// iteration count.
637    pub fn current_iteration_end_progress(&self) -> f64 {
638        match self.iteration_state {
639            KeyframesIterationState::Finite(current, max) => (max - current).min(1.),
640            KeyframesIterationState::Infinite(_) => 1.,
641        }
642    }
643
644    /// The duration of the current iteration of this animation which may be less
645    /// than the animation duration if it has a non-integral iteration count.
646    pub fn current_iteration_duration(&self) -> f64 {
647        self.current_iteration_end_progress() * self.duration
648    }
649
650    /// Whether or not the current iteration is over. Note that this method assumes that
651    /// the animation is still running.
652    fn iteration_over(&self, time: f64) -> bool {
653        time > (self.started_at + self.current_iteration_duration())
654    }
655
656    /// Assuming this animation is running, whether or not it is on the last iteration.
657    fn on_last_iteration(&self) -> bool {
658        match self.iteration_state {
659            KeyframesIterationState::Finite(current, max) => current >= (max - 1.),
660            KeyframesIterationState::Infinite(_) => false,
661        }
662    }
663
664    /// Whether or not this animation has finished at the provided time. This does
665    /// not take into account canceling i.e. when an animation or transition is
666    /// canceled due to changes in the style.
667    pub fn has_ended(&self, time: f64) -> bool {
668        if !self.on_last_iteration() {
669            return false;
670        }
671
672        let progress = match self.state {
673            AnimationState::Finished => return true,
674            AnimationState::Paused(progress) => progress,
675            AnimationState::Running => (time - self.started_at) / self.duration,
676            AnimationState::Pending | AnimationState::Canceled => return false,
677        };
678
679        progress >= self.current_iteration_end_progress()
680    }
681
682    /// Updates the appropiate state from other animation.
683    ///
684    /// This happens when an animation is re-submitted to layout, presumably
685    /// because of an state change.
686    ///
687    /// There are some bits of state we can't just replace, over all taking in
688    /// account times, so here's that logic.
689    pub fn update_from_other(&mut self, other: &Self, now: f64) {
690        use self::AnimationState::*;
691
692        debug!(
693            "KeyframesAnimationState::update_from_other({:?}, {:?})",
694            self, other
695        );
696
697        // NB: We shall not touch the started_at field, since we don't want to
698        // restart the animation.
699        let old_started_at = self.started_at;
700        let old_delay = self.delay;
701        let old_duration = self.duration;
702        let old_direction = self.current_direction;
703        let old_state = self.state.clone();
704        let old_iteration_state = self.iteration_state.clone();
705
706        *self = other.clone();
707        self.current_direction = old_direction;
708
709        if self.delay != old_delay {
710            // `started_at` incorporates the delay, so changing the delay necessarily changes `started_at`.
711            // Note: `started_at` may actually be in the future.
712            self.started_at = old_started_at + (self.delay - old_delay);
713
714            match old_state {
715                Paused(old_progress) => {
716                    let mut progress = old_progress + (old_delay - self.delay) / self.duration;
717                    while progress > 1. && !self.on_last_iteration() {
718                        self.iterate();
719                        progress -= 1.;
720                    }
721                    self.state = Paused(progress);
722                },
723                Finished => {
724                    if self.has_ended(now) {
725                        self.state = Finished;
726                    } else if self.started_at <= now {
727                        self.state = Running;
728                    } else {
729                        self.state = Pending;
730                    }
731                },
732                _ => {
733                    // Running or Pending — re-advance iterations from a fresh
734                    // iteration state.
735                    let mut starting_progress = (now - self.started_at) / self.duration;
736                    match self.iteration_state {
737                        KeyframesIterationState::Finite(ref mut current, _) => *current = 0.0,
738                        _ => {},
739                    }
740                    while starting_progress > 1. && !self.on_last_iteration() {
741                        self.iterate();
742                        starting_progress -= 1.;
743                    }
744                },
745            }
746
747            // Don't check old_state when delay changed.
748            if self.state == Pending && self.started_at <= now {
749                self.state = Running;
750            }
751        } else {
752            self.started_at = old_started_at;
753
754            // Don't update the iteration count, just the iteration limit.
755            // TODO: see how changing the limit affects rendering in other browsers.
756            // We might need to keep the iteration count even when it's infinite.
757            match (&mut self.iteration_state, old_iteration_state) {
758                (
759                    &mut KeyframesIterationState::Finite(ref mut iters, _),
760                    KeyframesIterationState::Finite(old_iters, _),
761                ) => *iters = old_iters,
762                _ => {},
763            }
764
765            // Don't pause or restart animations that should remain finished.
766            // We call mem::replace because `has_ended(...)` looks at `Animation::state`.
767            let new_state = std::mem::replace(&mut self.state, Running);
768            if old_state == Finished && self.has_ended(now) {
769                self.state = Finished;
770            } else {
771                self.state = new_state;
772            }
773
774            // If we're unpausing the animation, fake the start time so we seem to
775            // restore it.
776            //
777            // If the animation keeps paused, keep the old value.
778            //
779            // If we're pausing the animation, compute the progress value.
780            match (&mut self.state, &old_state) {
781                (&mut Pending, &Paused(progress)) => {
782                    self.started_at = now - (self.duration * progress);
783                },
784                (&mut Paused(ref mut new), &Paused(old)) => *new = old,
785                (&mut Paused(ref mut progress), &Running) => {
786                    *progress = (now - old_started_at) / old_duration
787                },
788                _ => {},
789            }
790
791            // Try to detect when we should skip straight to the running phase to
792            // avoid sending multiple animationstart events.
793            if self.state == Pending && self.started_at <= now && old_state != Pending {
794                self.state = Running;
795            }
796        }
797    }
798
799    /// Fill in an `AnimationValueMap` with values calculated from this animation at
800    /// the given time value.
801    fn get_property_declaration_at_time(&self, now: f64, map: &mut AnimationValueMap) {
802        if self.computed_steps.is_empty() {
803            // Nothing to do.
804            return;
805        }
806
807        // Raw progress ratio of the animation: can be negative (before start) or
808        // >1.0 (after end or during multiple iterations).
809        let progress = match self.state {
810            AnimationState::Running | AnimationState::Pending | AnimationState::Finished => {
811                (now - self.started_at) / self.duration
812            },
813            AnimationState::Paused(progress) => progress,
814            AnimationState::Canceled => return,
815        };
816
817        if progress < 0.
818            && self.fill_mode != AnimationFillMode::Backwards
819            && self.fill_mode != AnimationFillMode::Both
820        {
821            return;
822        }
823        if self.has_ended(now)
824            && self.fill_mode != AnimationFillMode::Forwards
825            && self.fill_mode != AnimationFillMode::Both
826        {
827            return;
828        }
829
830        // If we only need to take into account one keyframe, then exit early
831        // in order to avoid doing more work.
832        let mut add_declarations_to_map = |keyframe: &ComputedKeyframe| {
833            for value_or_reference in keyframe.values.iter() {
834                let AnimationValueOrReference::AnimationValue(value) = value_or_reference else {
835                    unreachable!("First or last keyframes define all properties");
836                };
837                map.insert(value.id().to_owned(), value.clone());
838            }
839        };
840
841        // Handle negative progress (before animation start) with backwards/both fill mode
842        if progress < 0.0 {
843            if let Some(keyframe) = match self.current_direction {
844                AnimationDirection::Normal => self.computed_steps.first(),
845                AnimationDirection::Reverse => self.computed_steps.last(),
846                _ => unreachable!("Current animation direction can only be `normal` or `reverse`."),
847            } {
848                add_declarations_to_map(keyframe);
849            }
850            return;
851        }
852
853        // Progress clamped to the current iteration [0.0, 1.0].
854        let total_progress = progress.min(self.current_iteration_end_progress()).max(0.0);
855
856        // At 1.0 there is nothing left to interpolate. Return end keyframe.
857        if total_progress == 1.0 {
858            let keyframe = match self.current_direction {
859                AnimationDirection::Normal => self.computed_steps.last().unwrap(),
860                AnimationDirection::Reverse => self.computed_steps.first().unwrap(),
861                _ => unreachable!("Current animation direction can only be `normal` or `reverse`."),
862            };
863            add_declarations_to_map(keyframe);
864            return;
865        }
866
867        // Get the indices of the previous (from) keyframe and the next (to) keyframe.
868        let next_keyframe_index;
869        let prev_keyframe_index;
870        let num_steps = self.computed_steps.len();
871        match self.current_direction {
872            AnimationDirection::Normal => {
873                next_keyframe_index = self
874                    .computed_steps
875                    .iter()
876                    .position(|step| total_progress < step.start_percentage);
877                prev_keyframe_index = next_keyframe_index
878                    .and_then(|pos| if pos != 0 { Some(pos - 1) } else { None })
879                    .unwrap_or(0);
880            },
881            AnimationDirection::Reverse => {
882                next_keyframe_index = self
883                    .computed_steps
884                    .iter()
885                    .rev()
886                    .position(|step| total_progress <= 1. - step.start_percentage)
887                    .map(|pos| num_steps - pos - 1);
888                prev_keyframe_index = next_keyframe_index
889                    .and_then(|pos| {
890                        if pos != num_steps - 1 {
891                            Some(pos + 1)
892                        } else {
893                            None
894                        }
895                    })
896                    .unwrap_or(num_steps - 1)
897            },
898            _ => unreachable!(),
899        }
900
901        debug!(
902            "Animation::get_property_declaration_at_time: keyframe from {:?} to {:?}",
903            prev_keyframe_index, next_keyframe_index
904        );
905
906        let prev_keyframe = &self.computed_steps[prev_keyframe_index];
907        let Some(next_keyframe_index) = next_keyframe_index else {
908            unsafe {
909                debug_unreachable!(
910                    "next_keyframe_index should always be Some: \
911                     total_progress is in [0, 1) at this point. \
912                     Normal direction: keyframe with start_percentage 1.0 always satisfies. \
913                     Reverse direction: keyframe with start_percentage 0.0 always satisfies."
914                );
915            }
916        };
917
918        // Prevent division by zero from percentage_between_keyframes.
919        // This can happen for reverse direction at total_progress == 0.0.
920        if prev_keyframe_index == next_keyframe_index {
921            add_declarations_to_map(&prev_keyframe);
922            return;
923        }
924
925        // Interpolate a new value for each animating property
926        let reversed = self.current_direction != AnimationDirection::Normal;
927        for property_index in 0..self.number_of_animating_properties {
928            let Some(previous_keyframe) = self.next_relevant_keyframe_for_property_in_direction(
929                property_index,
930                prev_keyframe_index,
931                Direction::Backward.relative_to_animation_direction(reversed),
932            ) else {
933                // Animation of this property has not started yet
934                continue;
935            };
936
937            let Some(next_keyframe) = self.next_relevant_keyframe_for_property_in_direction(
938                property_index,
939                next_keyframe_index,
940                Direction::Forward.relative_to_animation_direction(reversed),
941            ) else {
942                // This property has finished animating, just use the previous data
943                map.insert(
944                    previous_keyframe.value.id().to_owned(),
945                    previous_keyframe.value.clone(),
946                );
947                continue;
948            };
949
950            let percentage_between_keyframes =
951                (next_keyframe.start_percentage - previous_keyframe.start_percentage).abs();
952            let duration_between_keyframes = percentage_between_keyframes * self.duration;
953            let direction_aware_prev_keyframe_start_percentage = match self.current_direction {
954                AnimationDirection::Normal => previous_keyframe.start_percentage,
955                AnimationDirection::Reverse => 1. - previous_keyframe.start_percentage,
956                _ => unreachable!(),
957            };
958            let progress_between_keyframes = (total_progress
959                - direction_aware_prev_keyframe_start_percentage)
960                / percentage_between_keyframes;
961            let animation = PropertyAnimation {
962                from: previous_keyframe.value.clone(),
963                to: next_keyframe.value.clone(),
964                timing_function: previous_keyframe.timing_function.clone(),
965                duration: duration_between_keyframes,
966            };
967
968            let value = animation.calculate_value(progress_between_keyframes);
969            map.insert(value.id().to_owned(), value);
970        }
971    }
972}
973
974impl fmt::Debug for Animation {
975    fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
976        f.debug_struct("Animation")
977            .field("name", &self.name)
978            .field("started_at", &self.started_at)
979            .field("duration", &self.duration)
980            .field("delay", &self.delay)
981            .field("iteration_state", &self.iteration_state)
982            .field("state", &self.state)
983            .field("direction", &self.direction)
984            .field("current_direction", &self.current_direction)
985            .field("cascade_style", &())
986            .finish()
987    }
988}
989
990/// A CSS Transition
991#[derive(Clone, Debug, MallocSizeOf)]
992pub struct Transition {
993    /// The start time of this transition, which is the current value of the animation
994    /// timeline when this transition was created plus any animation delay.
995    pub start_time: f64,
996
997    /// The delay used for this transition.
998    pub delay: f64,
999
1000    /// The internal style `PropertyAnimation` for this transition.
1001    pub property_animation: PropertyAnimation,
1002
1003    /// The state of this transition.
1004    pub state: AnimationState,
1005
1006    /// Whether or not this transition is new and or has already been tracked
1007    /// by the script thread.
1008    pub is_new: bool,
1009
1010    /// If this `Transition` has been replaced by a new one this field is
1011    /// used to help produce better reversed transitions.
1012    pub reversing_adjusted_start_value: AnimationValue,
1013
1014    /// If this `Transition` has been replaced by a new one this field is
1015    /// used to help produce better reversed transitions.
1016    pub reversing_shortening_factor: f64,
1017}
1018
1019impl Transition {
1020    fn new(
1021        start_time: f64,
1022        delay: f64,
1023        duration: f64,
1024        from: AnimationValue,
1025        to: AnimationValue,
1026        timing_function: &TimingFunction,
1027    ) -> Self {
1028        let property_animation = PropertyAnimation {
1029            from: from.clone(),
1030            to,
1031            timing_function: timing_function.clone(),
1032            duration,
1033        };
1034        Self {
1035            start_time,
1036            delay,
1037            property_animation,
1038            state: AnimationState::Pending,
1039            is_new: true,
1040            reversing_adjusted_start_value: from,
1041            reversing_shortening_factor: 1.0,
1042        }
1043    }
1044
1045    fn update_for_possibly_reversed_transition(
1046        &mut self,
1047        replaced_transition: &Transition,
1048        delay: f64,
1049        now: f64,
1050    ) {
1051        // If we reach here, we need to calculate a reversed transition according to
1052        // https://drafts.csswg.org/css-transitions/#starting
1053        //
1054        //  "...if the reversing-adjusted start value of the running transition
1055        //  is the same as the value of the property in the after-change style (see
1056        //  the section on reversing of transitions for why these case exists),
1057        //  implementations must cancel the running transition and start
1058        //  a new transition..."
1059        if replaced_transition.reversing_adjusted_start_value != self.property_animation.to {
1060            return;
1061        }
1062
1063        // "* reversing-adjusted start value is the end value of the running transition"
1064        let replaced_animation = &replaced_transition.property_animation;
1065        self.reversing_adjusted_start_value = replaced_animation.to.clone();
1066
1067        // "* reversing shortening factor is the absolute value, clamped to the
1068        //    range [0, 1], of the sum of:
1069        //    1. the output of the timing function of the old transition at the
1070        //      time of the style change event, times the reversing shortening
1071        //      factor of the old transition
1072        //    2.  1 minus the reversing shortening factor of the old transition."
1073        let transition_progress = ((now - replaced_transition.start_time)
1074            / (replaced_transition.property_animation.duration))
1075            .min(1.0)
1076            .max(0.0);
1077        let timing_function_output = replaced_animation.timing_function_output(transition_progress);
1078        let old_reversing_shortening_factor = replaced_transition.reversing_shortening_factor;
1079        self.reversing_shortening_factor = ((timing_function_output
1080            * old_reversing_shortening_factor)
1081            + (1.0 - old_reversing_shortening_factor))
1082            .abs()
1083            .min(1.0)
1084            .max(0.0);
1085
1086        // "* start time is the time of the style change event plus:
1087        //    1. if the matching transition delay is nonnegative, the matching
1088        //       transition delay, or.
1089        //    2. if the matching transition delay is negative, the product of the new
1090        //       transition’s reversing shortening factor and the matching transition delay,"
1091        self.start_time = if delay >= 0. {
1092            now + delay
1093        } else {
1094            now + (self.reversing_shortening_factor * delay)
1095        };
1096
1097        // "* end time is the start time plus the product of the matching transition
1098        //    duration and the new transition’s reversing shortening factor,"
1099        self.property_animation.duration *= self.reversing_shortening_factor;
1100
1101        // "* start value is the current value of the property in the running transition,
1102        //  * end value is the value of the property in the after-change style,"
1103        let procedure = Procedure::Interpolate {
1104            progress: timing_function_output,
1105        };
1106        match replaced_animation
1107            .from
1108            .animate(&replaced_animation.to, procedure)
1109        {
1110            Ok(new_start) => self.property_animation.from = new_start,
1111            Err(..) => {},
1112        }
1113    }
1114
1115    /// Whether or not this animation has ended at the provided time. This does
1116    /// not take into account canceling i.e. when an animation or transition is
1117    /// canceled due to changes in the style.
1118    pub fn has_ended(&self, time: f64) -> bool {
1119        time >= self.start_time + (self.property_animation.duration)
1120    }
1121
1122    /// Update the given animation at a given point of progress.
1123    pub fn calculate_value(&self, time: f64) -> AnimationValue {
1124        let progress = (time - self.start_time) / (self.property_animation.duration);
1125        self.property_animation
1126            .calculate_value(progress.clamp(0.0, 1.0))
1127    }
1128}
1129
1130/// Holds the animation state for a particular element.
1131#[derive(Debug, Default, MallocSizeOf)]
1132pub struct ElementAnimationSet {
1133    /// The animations for this element.
1134    pub animations: Vec<Animation>,
1135
1136    /// The transitions for this element.
1137    pub transitions: Vec<Transition>,
1138
1139    /// Whether or not this ElementAnimationSet has had animations or transitions
1140    /// which have been added, removed, or had their state changed.
1141    pub dirty: bool,
1142}
1143
1144impl ElementAnimationSet {
1145    /// Cancel all animations in this `ElementAnimationSet`. This is typically called
1146    /// when the element has been removed from the DOM.
1147    pub fn cancel_all_animations(&mut self) {
1148        self.dirty = !self.animations.is_empty();
1149        for animation in self.animations.iter_mut() {
1150            animation.state = AnimationState::Canceled;
1151        }
1152        self.cancel_active_transitions();
1153    }
1154
1155    fn cancel_active_transitions(&mut self) {
1156        for transition in self.transitions.iter_mut() {
1157            if transition.state != AnimationState::Finished {
1158                self.dirty = true;
1159                transition.state = AnimationState::Canceled;
1160            }
1161        }
1162    }
1163
1164    /// Apply all active animations.
1165    pub fn apply_active_animations(
1166        &self,
1167        context: &SharedStyleContext,
1168        style: &mut Arc<ComputedValues>,
1169    ) {
1170        let now = context.current_time_for_animations;
1171        let mutable_style = Arc::make_mut(style);
1172        if let Some(map) = self.get_value_map_for_active_animations(now) {
1173            for value in map.values() {
1174                value.set_in_style_for_servo(mutable_style, context);
1175            }
1176        }
1177
1178        if let Some(map) = self.get_value_map_for_transitions(now, IgnoreTransitions::Canceled) {
1179            for value in map.values() {
1180                value.set_in_style_for_servo(mutable_style, context);
1181            }
1182        }
1183    }
1184
1185    /// Clear all canceled animations and transitions from this `ElementAnimationSet`.
1186    pub fn clear_canceled_animations(&mut self) {
1187        self.animations
1188            .retain(|animation| animation.state != AnimationState::Canceled);
1189        self.transitions
1190            .retain(|animation| animation.state != AnimationState::Canceled);
1191    }
1192
1193    /// Whether this `ElementAnimationSet` is empty, which means it doesn't
1194    /// hold any animations in any state.
1195    pub fn is_empty(&self) -> bool {
1196        self.animations.is_empty() && self.transitions.is_empty()
1197    }
1198
1199    /// Whether or not this state needs animation ticks for its transitions
1200    /// or animations.
1201    pub fn needs_animation_ticks(&self) -> bool {
1202        self.animations
1203            .iter()
1204            .any(|animation| animation.state.needs_to_be_ticked())
1205            || self
1206                .transitions
1207                .iter()
1208                .any(|transition| transition.state.needs_to_be_ticked())
1209    }
1210
1211    /// The number of running animations and transitions for this `ElementAnimationSet`.
1212    pub fn running_animation_and_transition_count(&self) -> usize {
1213        self.animations
1214            .iter()
1215            .filter(|animation| animation.state.needs_to_be_ticked())
1216            .count()
1217            + self
1218                .transitions
1219                .iter()
1220                .filter(|transition| transition.state.needs_to_be_ticked())
1221                .count()
1222    }
1223
1224    /// If this `ElementAnimationSet` has any any active animations.
1225    pub fn has_active_animation(&self) -> bool {
1226        self.animations
1227            .iter()
1228            .any(|animation| animation.state != AnimationState::Canceled)
1229    }
1230
1231    /// If this `ElementAnimationSet` has any any active transitions.
1232    pub fn has_active_transition(&self) -> bool {
1233        self.transitions
1234            .iter()
1235            .any(|transition| transition.state != AnimationState::Canceled)
1236    }
1237
1238    /// Update our animations given a new style, canceling or starting new animations
1239    /// when appropriate.
1240    pub fn update_animations_for_new_style<E>(
1241        &mut self,
1242        element: E,
1243        context: &SharedStyleContext,
1244        new_style: &Arc<ComputedValues>,
1245        resolver: &mut StyleResolverForElement<E>,
1246    ) where
1247        E: TElement,
1248    {
1249        for animation in self.animations.iter_mut() {
1250            if animation.is_cancelled_in_new_style(new_style) {
1251                animation.state = AnimationState::Canceled;
1252            }
1253        }
1254
1255        maybe_start_animations(element, &context, &new_style, self, resolver);
1256    }
1257
1258    /// Update our transitions given a new style, canceling or starting new animations
1259    /// when appropriate.
1260    pub fn update_transitions_for_new_style(
1261        &mut self,
1262        might_need_transitions_update: bool,
1263        context: &SharedStyleContext,
1264        old_style: Option<&Arc<ComputedValues>>,
1265        after_change_style: &Arc<ComputedValues>,
1266    ) {
1267        // If this is the first style, we don't trigger any transitions and we assume
1268        // there were no previously triggered transitions.
1269        let mut before_change_style = match old_style {
1270            Some(old_style) => Arc::clone(old_style),
1271            None => return,
1272        };
1273
1274        // If the style of this element is display:none, then cancel all active transitions.
1275        if after_change_style.get_box().clone_display().is_none() {
1276            self.cancel_active_transitions();
1277            return;
1278        }
1279
1280        if !might_need_transitions_update {
1281            return;
1282        }
1283
1284        // We convert old values into `before-change-style` here.
1285        if self.has_active_transition() || self.has_active_animation() {
1286            self.apply_active_animations(context, &mut before_change_style);
1287        }
1288
1289        let transitioning_properties = start_transitions_if_applicable(
1290            context,
1291            &before_change_style,
1292            after_change_style,
1293            self,
1294        );
1295
1296        // Cancel any non-finished transitions that have properties which no
1297        // longer transition.
1298        //
1299        // Step 3 in https://drafts.csswg.org/css-transitions/#starting:
1300        // > If the element has a running transition or completed transition for
1301        // > the property, and there is not a matching transition-property value,
1302        // > then implementations must cancel the running transition or remove the
1303        // > completed transition from the set of completed transitions.
1304        //
1305        // TODO: This is happening here as opposed to in
1306        // `start_transition_if_applicable` as an optimization, but maybe this
1307        // code should be reworked to be more like the specification.
1308        for transition in self.transitions.iter_mut() {
1309            if transition.state == AnimationState::Finished
1310                || transition.state == AnimationState::Canceled
1311            {
1312                continue;
1313            }
1314            if transitioning_properties.contains(transition.property_animation.property_id()) {
1315                continue;
1316            }
1317            transition.state = AnimationState::Canceled;
1318            self.dirty = true;
1319        }
1320    }
1321
1322    fn start_transition_if_applicable(
1323        &mut self,
1324        context: &SharedStyleContext,
1325        property_declaration_id: &PropertyDeclarationId,
1326        index: usize,
1327        old_style: &ComputedValues,
1328        new_style: &Arc<ComputedValues>,
1329    ) {
1330        let style = new_style.get_ui();
1331        let allow_discrete =
1332            style.transition_behavior_mod(index) == TransitionBehavior::AllowDiscrete;
1333
1334        // FIXME(emilio): Handle the case where old_style and new_style's writing mode differ.
1335        let Some(from) = AnimationValue::from_computed_values(*property_declaration_id, old_style)
1336        else {
1337            return;
1338        };
1339        let Some(to) = AnimationValue::from_computed_values(*property_declaration_id, new_style)
1340        else {
1341            return;
1342        };
1343
1344        let timing_function = style.transition_timing_function_mod(index);
1345        let duration = style.transition_duration_mod(index).seconds() as f64;
1346        let delay = style.transition_delay_mod(index).seconds() as f64;
1347        let now = context.current_time_for_animations;
1348        let transitionable = property_declaration_id.is_animatable()
1349            && (allow_discrete || !property_declaration_id.is_discrete_animatable())
1350            && (allow_discrete || from.interpolable_with(&to));
1351
1352        let mut existing_transition = self.transitions.iter_mut().find(|transition| {
1353            transition.property_animation.property_id() == *property_declaration_id
1354        });
1355
1356        // Step 1:
1357        // > If all of the following are true:
1358        // >  - the element does not have a running transition for the property,
1359        // >  - the before-change style is different from the after-change style
1360        // >    for that property, and the values for the property are
1361        // >    transitionable,
1362        // >  - the element does not have a completed transition for the property
1363        // >    or the end value of the completed transition is different from the
1364        // >    after-change style for the property,
1365        // >  - there is a matching transition-property value, and
1366        // >  - the combined duration is greater than 0s,
1367        //
1368        // This function is only run if there is a matching transition-property
1369        // value, so that check is skipped here.
1370        let has_running_transition = existing_transition.as_ref().is_some_and(|transition| {
1371            transition.state != AnimationState::Finished
1372                && transition.state != AnimationState::Canceled
1373        });
1374        let no_completed_transition_or_end_values_differ =
1375            existing_transition.as_ref().is_none_or(|transition| {
1376                transition.state != AnimationState::Finished
1377                    || transition.property_animation.to != to
1378            });
1379        if !has_running_transition
1380            && from != to
1381            && transitionable
1382            && no_completed_transition_or_end_values_differ
1383            && (duration + delay > 0.0)
1384        {
1385            // > then implementations must remove the completed transition (if
1386            // > present) from the set of completed transitions and start a
1387            // > transition whose:
1388            // >
1389            // > - start time is the time of the style change event plus the matching transition delay,
1390            // > - end time is the start time plus the matching transition duration,
1391            // > - start value is the value of the transitioning property in the before-change style,
1392            // > - end value is the value of the transitioning property in the after-change style,
1393            // > - reversing-adjusted start value is the same as the start value, and
1394            // > - reversing shortening factor is 1.
1395            self.transitions.push(Transition::new(
1396                now + delay, /* start_time */
1397                delay,
1398                duration,
1399                from,
1400                to,
1401                &timing_function,
1402            ));
1403            self.dirty = true;
1404            return;
1405        }
1406
1407        // > Step 2: Otherwise, if the element has a completed transition for the
1408        // > property and the end value of the completed transition is different
1409        // > from the after-change style for the property, then implementations
1410        // > must remove the completed transition from the set of completed
1411        // > transitions.
1412        //
1413        // All completed transitions will be cleared from the `AnimationSet` in
1414        // `process_animations_for_style in `matching.rs`.
1415
1416        // > Step 3: If the element has a running transition or completed
1417        // > transition for the property, and there is not a matching
1418        // > transition-property value, then implementations must cancel the
1419        // > running transition or remove the completed transition from the set
1420        // > of completed transitions.
1421        //
1422        // - All completed transitions will be cleared cleared from the `AnimationSet` in
1423        //   `process_animations_for_style in `matching.rs`.
1424        // - Transitions for properties that don't have a matching transition-property
1425        //   value will be canceled in `Self::update_transitions_for_new_style`. In addition,
1426        //   this method is only called for properties that do ahave a matching
1427        //   transition-property value.
1428
1429        let Some(existing_transition) = existing_transition.as_mut() else {
1430            return;
1431        };
1432
1433        // > Step 4: If the element has a running transition for the property,
1434        // > there is a matching transition-property value, and the end value of
1435        // > the running transition is not equal to the value of the property in
1436        // > the after-change style, then:
1437        if has_running_transition && existing_transition.property_animation.to != to {
1438            // > Step 4.1: If the current value of the property in the running transition is
1439            // > equal to the value of the property in the after-change style, or
1440            // > if these two values are not transitionable, then implementations
1441            // > must cancel the running transition.
1442            let current_value = existing_transition.calculate_value(now);
1443            let transitionable_from_current_value =
1444                transitionable && (allow_discrete || current_value.interpolable_with(&to));
1445            if current_value == to || !transitionable_from_current_value {
1446                existing_transition.state = AnimationState::Canceled;
1447                self.dirty = true;
1448                return;
1449            }
1450
1451            // > Step 4.2: Otherwise, if the combined duration is less than or
1452            // > equal to 0s, or if the current value of the property in the
1453            // > running transition is not transitionable with the value of the
1454            // > property in the after-change style, then implementations must
1455            // > cancel the running transition.
1456            if duration + delay <= 0.0 {
1457                existing_transition.state = AnimationState::Canceled;
1458                self.dirty = true;
1459                return;
1460            }
1461
1462            // > Step 4.3: Otherwise, if the reversing-adjusted start value of the
1463            // > running transition is the same as the value of the property in
1464            // > the after-change style (see the section on reversing of
1465            // > transitions for why these case exists), implementations must
1466            // > cancel the running transition and start a new transition whose:
1467            if existing_transition.reversing_adjusted_start_value == to {
1468                existing_transition.state = AnimationState::Canceled;
1469
1470                let mut transition = Transition::new(
1471                    now + delay, /* start_time */
1472                    delay,
1473                    duration,
1474                    from,
1475                    to,
1476                    &timing_function,
1477                );
1478
1479                // This function takes care of applying all of the modifications to the transition
1480                // after "whose:" above.
1481                transition.update_for_possibly_reversed_transition(
1482                    &existing_transition,
1483                    delay,
1484                    now,
1485                );
1486
1487                self.transitions.push(transition);
1488                self.dirty = true;
1489                return;
1490            }
1491
1492            // > Step 4.4: Otherwise, implementations must cancel the running
1493            // > transition and start a new transition whose:
1494            // >  - start time is the time of the style change event plus the matching transition delay,
1495            // >  - end time is the start time plus the matching transition duration,
1496            // >  - start value is the current value of the property in the running transition,
1497            // >  - end value is the value of the property in the after-change style,
1498            // >  - reversing-adjusted start value is the same as the start value, and
1499            // >  - reversing shortening factor is 1.
1500            existing_transition.state = AnimationState::Canceled;
1501            self.transitions.push(Transition::new(
1502                now + delay, /* start_time */
1503                delay,
1504                duration,
1505                current_value,
1506                to,
1507                &timing_function,
1508            ));
1509            self.dirty = true;
1510        }
1511    }
1512
1513    /// Generate a `AnimationValueMap` for this `ElementAnimationSet`'s
1514    /// transitions, ignoring those specified by the `ignore_transitions`
1515    /// argument.
1516    fn get_value_map_for_transitions(
1517        &self,
1518        now: f64,
1519        ignore_transitions: IgnoreTransitions,
1520    ) -> Option<AnimationValueMap> {
1521        if !self.has_active_transition() {
1522            return None;
1523        }
1524
1525        let mut map =
1526            AnimationValueMap::with_capacity_and_hasher(self.transitions.len(), Default::default());
1527        for transition in &self.transitions {
1528            match ignore_transitions {
1529                IgnoreTransitions::Canceled => {
1530                    if transition.state == AnimationState::Canceled {
1531                        continue;
1532                    }
1533                },
1534                IgnoreTransitions::CanceledAndFinished => {
1535                    if transition.state == AnimationState::Canceled
1536                        || transition.state == AnimationState::Finished
1537                    {
1538                        continue;
1539                    }
1540                },
1541            }
1542
1543            let value = transition.calculate_value(now);
1544            map.insert(value.id().to_owned(), value);
1545        }
1546
1547        Some(map)
1548    }
1549
1550    /// Generate a `AnimationValueMap` for this `ElementAnimationSet`'s
1551    /// active animations at the given time value.
1552    pub fn get_value_map_for_active_animations(&self, now: f64) -> Option<AnimationValueMap> {
1553        if !self.has_active_animation() {
1554            return None;
1555        }
1556
1557        let mut map = Default::default();
1558        for animation in &self.animations {
1559            animation.get_property_declaration_at_time(now, &mut map);
1560        }
1561
1562        Some(map)
1563    }
1564}
1565
1566#[derive(Clone, Debug, Eq, Hash, MallocSizeOf, PartialEq)]
1567/// A key that is used to identify nodes in the `DocumentAnimationSet`.
1568pub struct AnimationSetKey {
1569    /// The node for this `AnimationSetKey`.
1570    pub node: OpaqueNode,
1571    /// The pseudo element for this `AnimationSetKey`. If `None` this key will
1572    /// refer to the main content for its node.
1573    pub pseudo_element: Option<PseudoElement>,
1574}
1575
1576impl AnimationSetKey {
1577    /// Create a new key given a node and optional pseudo element.
1578    pub fn new(node: OpaqueNode, pseudo_element: Option<PseudoElement>) -> Self {
1579        AnimationSetKey {
1580            node,
1581            pseudo_element,
1582        }
1583    }
1584
1585    /// Create a new key for the main content of this node.
1586    pub fn new_for_non_pseudo(node: OpaqueNode) -> Self {
1587        AnimationSetKey {
1588            node,
1589            pseudo_element: None,
1590        }
1591    }
1592
1593    /// Create a new key for given node and pseudo element.
1594    pub fn new_for_pseudo(node: OpaqueNode, pseudo_element: PseudoElement) -> Self {
1595        AnimationSetKey {
1596            node,
1597            pseudo_element: Some(pseudo_element),
1598        }
1599    }
1600}
1601
1602#[derive(Clone, Debug, Default, MallocSizeOf)]
1603/// A set of animations for a document.
1604pub struct DocumentAnimationSet {
1605    /// The `ElementAnimationSet`s that this set contains.
1606    #[ignore_malloc_size_of = "Arc is hard"]
1607    pub sets: Arc<RwLock<FxHashMap<AnimationSetKey, ElementAnimationSet>>>,
1608}
1609
1610impl DocumentAnimationSet {
1611    /// Return whether or not the provided node has active CSS animations.
1612    pub fn has_active_animations(&self, key: &AnimationSetKey) -> bool {
1613        self.sets
1614            .read()
1615            .get(key)
1616            .map_or(false, |set| set.has_active_animation())
1617    }
1618
1619    /// Return whether or not the provided node has active CSS transitions.
1620    pub fn has_active_transitions(&self, key: &AnimationSetKey) -> bool {
1621        self.sets
1622            .read()
1623            .get(key)
1624            .map_or(false, |set| set.has_active_transition())
1625    }
1626
1627    /// Return a locked PropertyDeclarationBlock with animation values for the given
1628    /// key and time.
1629    pub fn get_animation_declarations(
1630        &self,
1631        key: &AnimationSetKey,
1632        time: f64,
1633        shared_lock: &SharedRwLock,
1634    ) -> Option<Arc<Locked<PropertyDeclarationBlock>>> {
1635        self.sets
1636            .read()
1637            .get(key)
1638            .and_then(|set| set.get_value_map_for_active_animations(time))
1639            .map(|map| {
1640                let block = PropertyDeclarationBlock::from_animation_value_map(&map);
1641                Arc::new(shared_lock.wrap(block))
1642            })
1643    }
1644
1645    /// Return a locked PropertyDeclarationBlock with transition values for the given
1646    /// key and time.
1647    pub fn get_transition_declarations(
1648        &self,
1649        key: &AnimationSetKey,
1650        time: f64,
1651        shared_lock: &SharedRwLock,
1652    ) -> Option<Arc<Locked<PropertyDeclarationBlock>>> {
1653        self.sets
1654            .read()
1655            .get(key)
1656            .and_then(|set| {
1657                set.get_value_map_for_transitions(time, IgnoreTransitions::CanceledAndFinished)
1658            })
1659            .map(|map| {
1660                let block = PropertyDeclarationBlock::from_animation_value_map(&map);
1661                Arc::new(shared_lock.wrap(block))
1662            })
1663    }
1664
1665    /// Get all the animation declarations for the given key, returning an empty
1666    /// `AnimationDeclarations` if there are no animations.
1667    pub fn get_all_declarations(
1668        &self,
1669        key: &AnimationSetKey,
1670        time: f64,
1671        shared_lock: &SharedRwLock,
1672    ) -> AnimationDeclarations {
1673        let sets = self.sets.read();
1674        let set = match sets.get(key) {
1675            Some(set) => set,
1676            None => return Default::default(),
1677        };
1678
1679        let animations = set.get_value_map_for_active_animations(time).map(|map| {
1680            let block = PropertyDeclarationBlock::from_animation_value_map(&map);
1681            Arc::new(shared_lock.wrap(block))
1682        });
1683        let transitions = set
1684            .get_value_map_for_transitions(time, IgnoreTransitions::CanceledAndFinished)
1685            .map(|map| {
1686                let block = PropertyDeclarationBlock::from_animation_value_map(&map);
1687                Arc::new(shared_lock.wrap(block))
1688            });
1689        AnimationDeclarations {
1690            animations,
1691            transitions,
1692        }
1693    }
1694
1695    /// Cancel all animations for set at the given key.
1696    pub fn cancel_all_animations_for_key(&self, key: &AnimationSetKey) {
1697        if let Some(set) = self.sets.write().get_mut(key) {
1698            set.cancel_all_animations();
1699        }
1700    }
1701}
1702
1703/// Kick off any new transitions for this node and return all of the properties that are
1704/// transitioning. This is at the end of calculating style for a single node.
1705pub fn start_transitions_if_applicable(
1706    context: &SharedStyleContext,
1707    old_style: &ComputedValues,
1708    new_style: &Arc<ComputedValues>,
1709    animation_state: &mut ElementAnimationSet,
1710) -> PropertyDeclarationIdSet {
1711    // See <https://www.w3.org/TR/css-transitions-1/#transitions>
1712    // "If a property is specified multiple times in the value of transition-property
1713    // (either on its own, via a shorthand that contains it, or via the all value),
1714    // then the transition that starts uses the duration, delay, and timing function
1715    // at the index corresponding to the last item in the value of transition-property
1716    // that calls for animating that property."
1717    // See Example 3 of <https://www.w3.org/TR/css-transitions-1/#transitions>
1718    //
1719    // Reversing the transition order here means that transitions defined later in the list
1720    // have preference, in accordance with the specification.
1721    //
1722    // TODO: It would be better to be able to do this without having to allocate an array.
1723    // We should restructure the code or make `transition_properties()` return a reversible
1724    // iterator in order to avoid the allocation.
1725    let mut transition_properties = new_style.transition_properties().collect::<Vec<_>>();
1726    transition_properties.reverse();
1727
1728    let mut properties_that_transition = PropertyDeclarationIdSet::default();
1729    for transition in transition_properties {
1730        let physical_property = transition
1731            .property
1732            .as_borrowed()
1733            .to_physical(new_style.writing_mode);
1734        if properties_that_transition.contains(physical_property) {
1735            continue;
1736        }
1737
1738        properties_that_transition.insert(physical_property);
1739        animation_state.start_transition_if_applicable(
1740            context,
1741            &physical_property,
1742            transition.index,
1743            old_style,
1744            new_style,
1745        );
1746    }
1747
1748    properties_that_transition
1749}
1750
1751/// Triggers animations for a given node looking at the animation property
1752/// values.
1753pub fn maybe_start_animations<E>(
1754    element: E,
1755    context: &SharedStyleContext,
1756    new_style: &Arc<ComputedValues>,
1757    animation_state: &mut ElementAnimationSet,
1758    resolver: &mut StyleResolverForElement<E>,
1759) where
1760    E: TElement,
1761{
1762    let style = new_style.get_ui();
1763    for (i, name) in style.animation_name_iter().enumerate() {
1764        let name = match name.as_atom() {
1765            Some(atom) => atom,
1766            None => continue,
1767        };
1768
1769        debug!("maybe_start_animations: name={}", name);
1770        let duration = style.animation_duration_mod(i).seconds() as f64;
1771        if duration == 0. {
1772            continue;
1773        }
1774
1775        let Some(keyframe_animation) = context.stylist.lookup_keyframes(name, element) else {
1776            continue;
1777        };
1778
1779        debug!("maybe_start_animations: animation {} found", name);
1780
1781        // NB: This delay may be negative, meaning that the animation may be created
1782        // in a state where we have advanced one or more iterations or even that the
1783        // animation begins in a finished state.
1784        let delay = style.animation_delay_mod(i).seconds() as f64;
1785
1786        let iteration_count = style.animation_iteration_count_mod(i);
1787        let iteration_state = if iteration_count.0.is_infinite() {
1788            KeyframesIterationState::Infinite(0.0)
1789        } else {
1790            KeyframesIterationState::Finite(0.0, iteration_count.0 as f64)
1791        };
1792
1793        let animation_direction = style.animation_direction_mod(i);
1794
1795        let initial_direction = match animation_direction {
1796            AnimationDirection::Normal | AnimationDirection::Alternate => {
1797                AnimationDirection::Normal
1798            },
1799            AnimationDirection::Reverse | AnimationDirection::AlternateReverse => {
1800                AnimationDirection::Reverse
1801            },
1802        };
1803
1804        let now = context.current_time_for_animations;
1805        let started_at = now + delay;
1806        let mut starting_progress = (now - started_at) / duration;
1807        let state = match style.animation_play_state_mod(i) {
1808            AnimationPlayState::Paused => AnimationState::Paused(starting_progress),
1809            AnimationPlayState::Running => AnimationState::Pending,
1810        };
1811
1812        // Determine the set of animating properties. This is not equivalent to the set of changed properties
1813        // when one changed property overrides another. (For example, "block-size" with writing-mode: initial
1814        // is the same as "height")
1815        let mut animating_properties = PropertyDeclarationIdSet::default();
1816        let mut number_of_animating_properties = 0;
1817        for property in keyframe_animation.properties_changed.iter() {
1818            debug_assert!(property.is_animatable());
1819
1820            if animating_properties.insert(property.to_physical(new_style.writing_mode)) {
1821                number_of_animating_properties += 1;
1822            }
1823        }
1824
1825        let computed_steps = ComputedKeyframe::generate_for_keyframes(
1826            element,
1827            &keyframe_animation,
1828            context,
1829            new_style,
1830            style.animation_timing_function_mod(i),
1831            resolver,
1832            animating_properties,
1833            number_of_animating_properties,
1834        );
1835
1836        let mut new_animation = Animation {
1837            name: name.clone(),
1838            properties_changed: keyframe_animation.properties_changed.clone(),
1839            computed_steps,
1840            started_at,
1841            duration,
1842            fill_mode: style.animation_fill_mode_mod(i),
1843            delay,
1844            iteration_state,
1845            state,
1846            direction: animation_direction,
1847            current_direction: initial_direction,
1848            number_of_animating_properties,
1849            is_new: true,
1850        };
1851
1852        // If we started with a negative delay, make sure we iterate the animation if
1853        // the delay moves us past the first iteration.
1854        while starting_progress > 1. && !new_animation.on_last_iteration() {
1855            new_animation.iterate();
1856            starting_progress -= 1.;
1857        }
1858
1859        animation_state.dirty = true;
1860
1861        // If the animation was already present in the list for the node, just update its state.
1862        for existing_animation in animation_state.animations.iter_mut() {
1863            if existing_animation.state == AnimationState::Canceled {
1864                continue;
1865            }
1866
1867            if new_animation.name == existing_animation.name {
1868                existing_animation
1869                    .update_from_other(&new_animation, context.current_time_for_animations);
1870                return;
1871            }
1872        }
1873
1874        animation_state.animations.push(new_animation);
1875    }
1876}