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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: f32,
139}
140
141impl IntermediateComputedKeyframe {
142    fn new(start_percentage: f32) -> 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_percentage.0;
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: f32,
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: f32,
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_duration = self.duration;
701        let old_direction = self.current_direction;
702        let old_state = self.state.clone();
703        let old_iteration_state = self.iteration_state.clone();
704
705        *self = other.clone();
706
707        self.started_at = old_started_at;
708        self.current_direction = old_direction;
709
710        // Don't update the iteration count, just the iteration limit.
711        // TODO: see how changing the limit affects rendering in other browsers.
712        // We might need to keep the iteration count even when it's infinite.
713        match (&mut self.iteration_state, old_iteration_state) {
714            (
715                &mut KeyframesIterationState::Finite(ref mut iters, _),
716                KeyframesIterationState::Finite(old_iters, _),
717            ) => *iters = old_iters,
718            _ => {},
719        }
720
721        // Don't pause or restart animations that should remain finished.
722        // We call mem::replace because `has_ended(...)` looks at `Animation::state`.
723        let new_state = std::mem::replace(&mut self.state, Running);
724        if old_state == Finished && self.has_ended(now) {
725            self.state = Finished;
726        } else {
727            self.state = new_state;
728        }
729
730        // If we're unpausing the animation, fake the start time so we seem to
731        // restore it.
732        //
733        // If the animation keeps paused, keep the old value.
734        //
735        // If we're pausing the animation, compute the progress value.
736        match (&mut self.state, &old_state) {
737            (&mut Pending, &Paused(progress)) => {
738                self.started_at = now - (self.duration * progress);
739            },
740            (&mut Paused(ref mut new), &Paused(old)) => *new = old,
741            (&mut Paused(ref mut progress), &Running) => {
742                *progress = (now - old_started_at) / old_duration
743            },
744            _ => {},
745        }
746
747        // Try to detect when we should skip straight to the running phase to
748        // avoid sending multiple animationstart events.
749        if self.state == Pending && self.started_at <= now && old_state != Pending {
750            self.state = Running;
751        }
752    }
753
754    /// Fill in an `AnimationValueMap` with values calculated from this animation at
755    /// the given time value.
756    fn get_property_declaration_at_time(&self, now: f64, map: &mut AnimationValueMap) {
757        if self.computed_steps.is_empty() {
758            // Nothing to do.
759            return;
760        }
761
762        // Raw progress ratio of the animation: can be negative (before start) or
763        // >1.0 (after end or during multiple iterations).
764        let progress = match self.state {
765            AnimationState::Running | AnimationState::Pending | AnimationState::Finished => {
766                (now - self.started_at) / self.duration
767            },
768            AnimationState::Paused(progress) => progress,
769            AnimationState::Canceled => return,
770        };
771
772        if progress < 0.
773            && self.fill_mode != AnimationFillMode::Backwards
774            && self.fill_mode != AnimationFillMode::Both
775        {
776            return;
777        }
778        if self.has_ended(now)
779            && self.fill_mode != AnimationFillMode::Forwards
780            && self.fill_mode != AnimationFillMode::Both
781        {
782            return;
783        }
784
785        // If we only need to take into account one keyframe, then exit early
786        // in order to avoid doing more work.
787        let mut add_declarations_to_map = |keyframe: &ComputedKeyframe| {
788            for value_or_reference in keyframe.values.iter() {
789                let AnimationValueOrReference::AnimationValue(value) = value_or_reference else {
790                    unreachable!("First or last keyframes define all properties");
791                };
792                map.insert(value.id().to_owned(), value.clone());
793            }
794        };
795
796        // Handle negative progress (before animation start) with backwards/both fill mode
797        if progress < 0.0 {
798            if let Some(keyframe) = match self.current_direction {
799                AnimationDirection::Normal => self.computed_steps.first(),
800                AnimationDirection::Reverse => self.computed_steps.last(),
801                _ => unreachable!("Current animation direction can only be `normal` or `reverse`."),
802            } {
803                add_declarations_to_map(keyframe);
804            }
805            return;
806        }
807
808        // Progress clamped to the current iteration [0.0, 1.0].
809        let total_progress = progress.min(self.current_iteration_end_progress()).max(0.0);
810
811        // At 1.0 there is nothing left to interpolate. Return end keyframe.
812        if total_progress == 1.0 {
813            let keyframe = match self.current_direction {
814                AnimationDirection::Normal => self.computed_steps.last().unwrap(),
815                AnimationDirection::Reverse => self.computed_steps.first().unwrap(),
816                _ => unreachable!("Current animation direction can only be `normal` or `reverse`."),
817            };
818            add_declarations_to_map(keyframe);
819            return;
820        }
821
822        // Get the indices of the previous (from) keyframe and the next (to) keyframe.
823        let next_keyframe_index;
824        let prev_keyframe_index;
825        let num_steps = self.computed_steps.len();
826        match self.current_direction {
827            AnimationDirection::Normal => {
828                next_keyframe_index = self
829                    .computed_steps
830                    .iter()
831                    .position(|step| (total_progress as f32) < step.start_percentage);
832                prev_keyframe_index = next_keyframe_index
833                    .and_then(|pos| if pos != 0 { Some(pos - 1) } else { None })
834                    .unwrap_or(0);
835            },
836            AnimationDirection::Reverse => {
837                next_keyframe_index = self
838                    .computed_steps
839                    .iter()
840                    .rev()
841                    .position(|step| total_progress as f32 <= 1. - step.start_percentage)
842                    .map(|pos| num_steps - pos - 1);
843                prev_keyframe_index = next_keyframe_index
844                    .and_then(|pos| {
845                        if pos != num_steps - 1 {
846                            Some(pos + 1)
847                        } else {
848                            None
849                        }
850                    })
851                    .unwrap_or(num_steps - 1)
852            },
853            _ => unreachable!(),
854        }
855
856        debug!(
857            "Animation::get_property_declaration_at_time: keyframe from {:?} to {:?}",
858            prev_keyframe_index, next_keyframe_index
859        );
860
861        let prev_keyframe = &self.computed_steps[prev_keyframe_index];
862        let Some(next_keyframe_index) = next_keyframe_index else {
863            unsafe {
864                debug_unreachable!(
865                    "next_keyframe_index should always be Some: \
866                     total_progress is in [0, 1) at this point. \
867                     Normal direction: keyframe with start_percentage 1.0 always satisfies. \
868                     Reverse direction: keyframe with start_percentage 0.0 always satisfies."
869                );
870            }
871        };
872
873        // Prevent division by zero from percentage_between_keyframes.
874        // This can happen for reverse direction at total_progress == 0.0.
875        if prev_keyframe_index == next_keyframe_index {
876            add_declarations_to_map(&prev_keyframe);
877            return;
878        }
879
880        // Interpolate a new value for each animating property
881        let reversed = self.current_direction != AnimationDirection::Normal;
882        for property_index in 0..self.number_of_animating_properties {
883            let Some(previous_keyframe) = self.next_relevant_keyframe_for_property_in_direction(
884                property_index,
885                prev_keyframe_index,
886                Direction::Backward.relative_to_animation_direction(reversed),
887            ) else {
888                // Animation of this property has not started yet
889                continue;
890            };
891
892            let Some(next_keyframe) = self.next_relevant_keyframe_for_property_in_direction(
893                property_index,
894                next_keyframe_index,
895                Direction::Forward.relative_to_animation_direction(reversed),
896            ) else {
897                // This property has finished animating, just use the previous data
898                map.insert(
899                    previous_keyframe.value.id().to_owned(),
900                    previous_keyframe.value.clone(),
901                );
902                continue;
903            };
904
905            let percentage_between_keyframes =
906                (next_keyframe.start_percentage - previous_keyframe.start_percentage).abs() as f64;
907            let duration_between_keyframes = percentage_between_keyframes * self.duration;
908            let direction_aware_prev_keyframe_start_percentage = match self.current_direction {
909                AnimationDirection::Normal => previous_keyframe.start_percentage as f64,
910                AnimationDirection::Reverse => 1. - previous_keyframe.start_percentage as f64,
911                _ => unreachable!(),
912            };
913            let progress_between_keyframes = (total_progress
914                - direction_aware_prev_keyframe_start_percentage)
915                / percentage_between_keyframes;
916            let animation = PropertyAnimation {
917                from: previous_keyframe.value.clone(),
918                to: next_keyframe.value.clone(),
919                timing_function: previous_keyframe.timing_function.clone(),
920                duration: duration_between_keyframes as f64,
921            };
922
923            let value = animation.calculate_value(progress_between_keyframes);
924            map.insert(value.id().to_owned(), value);
925        }
926    }
927}
928
929impl fmt::Debug for Animation {
930    fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
931        f.debug_struct("Animation")
932            .field("name", &self.name)
933            .field("started_at", &self.started_at)
934            .field("duration", &self.duration)
935            .field("delay", &self.delay)
936            .field("iteration_state", &self.iteration_state)
937            .field("state", &self.state)
938            .field("direction", &self.direction)
939            .field("current_direction", &self.current_direction)
940            .field("cascade_style", &())
941            .finish()
942    }
943}
944
945/// A CSS Transition
946#[derive(Clone, Debug, MallocSizeOf)]
947pub struct Transition {
948    /// The start time of this transition, which is the current value of the animation
949    /// timeline when this transition was created plus any animation delay.
950    pub start_time: f64,
951
952    /// The delay used for this transition.
953    pub delay: f64,
954
955    /// The internal style `PropertyAnimation` for this transition.
956    pub property_animation: PropertyAnimation,
957
958    /// The state of this transition.
959    pub state: AnimationState,
960
961    /// Whether or not this transition is new and or has already been tracked
962    /// by the script thread.
963    pub is_new: bool,
964
965    /// If this `Transition` has been replaced by a new one this field is
966    /// used to help produce better reversed transitions.
967    pub reversing_adjusted_start_value: AnimationValue,
968
969    /// If this `Transition` has been replaced by a new one this field is
970    /// used to help produce better reversed transitions.
971    pub reversing_shortening_factor: f64,
972}
973
974impl Transition {
975    fn new(
976        start_time: f64,
977        delay: f64,
978        duration: f64,
979        from: AnimationValue,
980        to: AnimationValue,
981        timing_function: &TimingFunction,
982    ) -> Self {
983        let property_animation = PropertyAnimation {
984            from: from.clone(),
985            to,
986            timing_function: timing_function.clone(),
987            duration,
988        };
989        Self {
990            start_time,
991            delay,
992            property_animation,
993            state: AnimationState::Pending,
994            is_new: true,
995            reversing_adjusted_start_value: from,
996            reversing_shortening_factor: 1.0,
997        }
998    }
999
1000    fn update_for_possibly_reversed_transition(
1001        &mut self,
1002        replaced_transition: &Transition,
1003        delay: f64,
1004        now: f64,
1005    ) {
1006        // If we reach here, we need to calculate a reversed transition according to
1007        // https://drafts.csswg.org/css-transitions/#starting
1008        //
1009        //  "...if the reversing-adjusted start value of the running transition
1010        //  is the same as the value of the property in the after-change style (see
1011        //  the section on reversing of transitions for why these case exists),
1012        //  implementations must cancel the running transition and start
1013        //  a new transition..."
1014        if replaced_transition.reversing_adjusted_start_value != self.property_animation.to {
1015            return;
1016        }
1017
1018        // "* reversing-adjusted start value is the end value of the running transition"
1019        let replaced_animation = &replaced_transition.property_animation;
1020        self.reversing_adjusted_start_value = replaced_animation.to.clone();
1021
1022        // "* reversing shortening factor is the absolute value, clamped to the
1023        //    range [0, 1], of the sum of:
1024        //    1. the output of the timing function of the old transition at the
1025        //      time of the style change event, times the reversing shortening
1026        //      factor of the old transition
1027        //    2.  1 minus the reversing shortening factor of the old transition."
1028        let transition_progress = ((now - replaced_transition.start_time)
1029            / (replaced_transition.property_animation.duration))
1030            .min(1.0)
1031            .max(0.0);
1032        let timing_function_output = replaced_animation.timing_function_output(transition_progress);
1033        let old_reversing_shortening_factor = replaced_transition.reversing_shortening_factor;
1034        self.reversing_shortening_factor = ((timing_function_output
1035            * old_reversing_shortening_factor)
1036            + (1.0 - old_reversing_shortening_factor))
1037            .abs()
1038            .min(1.0)
1039            .max(0.0);
1040
1041        // "* start time is the time of the style change event plus:
1042        //    1. if the matching transition delay is nonnegative, the matching
1043        //       transition delay, or.
1044        //    2. if the matching transition delay is negative, the product of the new
1045        //       transition’s reversing shortening factor and the matching transition delay,"
1046        self.start_time = if delay >= 0. {
1047            now + delay
1048        } else {
1049            now + (self.reversing_shortening_factor * delay)
1050        };
1051
1052        // "* end time is the start time plus the product of the matching transition
1053        //    duration and the new transition’s reversing shortening factor,"
1054        self.property_animation.duration *= self.reversing_shortening_factor;
1055
1056        // "* start value is the current value of the property in the running transition,
1057        //  * end value is the value of the property in the after-change style,"
1058        let procedure = Procedure::Interpolate {
1059            progress: timing_function_output,
1060        };
1061        match replaced_animation
1062            .from
1063            .animate(&replaced_animation.to, procedure)
1064        {
1065            Ok(new_start) => self.property_animation.from = new_start,
1066            Err(..) => {},
1067        }
1068    }
1069
1070    /// Whether or not this animation has ended at the provided time. This does
1071    /// not take into account canceling i.e. when an animation or transition is
1072    /// canceled due to changes in the style.
1073    pub fn has_ended(&self, time: f64) -> bool {
1074        time >= self.start_time + (self.property_animation.duration)
1075    }
1076
1077    /// Update the given animation at a given point of progress.
1078    pub fn calculate_value(&self, time: f64) -> AnimationValue {
1079        let progress = (time - self.start_time) / (self.property_animation.duration);
1080        self.property_animation
1081            .calculate_value(progress.clamp(0.0, 1.0))
1082    }
1083}
1084
1085/// Holds the animation state for a particular element.
1086#[derive(Debug, Default, MallocSizeOf)]
1087pub struct ElementAnimationSet {
1088    /// The animations for this element.
1089    pub animations: Vec<Animation>,
1090
1091    /// The transitions for this element.
1092    pub transitions: Vec<Transition>,
1093
1094    /// Whether or not this ElementAnimationSet has had animations or transitions
1095    /// which have been added, removed, or had their state changed.
1096    pub dirty: bool,
1097}
1098
1099impl ElementAnimationSet {
1100    /// Cancel all animations in this `ElementAnimationSet`. This is typically called
1101    /// when the element has been removed from the DOM.
1102    pub fn cancel_all_animations(&mut self) {
1103        self.dirty = !self.animations.is_empty();
1104        for animation in self.animations.iter_mut() {
1105            animation.state = AnimationState::Canceled;
1106        }
1107        self.cancel_active_transitions();
1108    }
1109
1110    fn cancel_active_transitions(&mut self) {
1111        for transition in self.transitions.iter_mut() {
1112            if transition.state != AnimationState::Finished {
1113                self.dirty = true;
1114                transition.state = AnimationState::Canceled;
1115            }
1116        }
1117    }
1118
1119    /// Apply all active animations.
1120    pub fn apply_active_animations(
1121        &self,
1122        context: &SharedStyleContext,
1123        style: &mut Arc<ComputedValues>,
1124    ) {
1125        let now = context.current_time_for_animations;
1126        let mutable_style = Arc::make_mut(style);
1127        if let Some(map) = self.get_value_map_for_active_animations(now) {
1128            for value in map.values() {
1129                value.set_in_style_for_servo(mutable_style, context);
1130            }
1131        }
1132
1133        if let Some(map) = self.get_value_map_for_transitions(now, IgnoreTransitions::Canceled) {
1134            for value in map.values() {
1135                value.set_in_style_for_servo(mutable_style, context);
1136            }
1137        }
1138    }
1139
1140    /// Clear all canceled animations and transitions from this `ElementAnimationSet`.
1141    pub fn clear_canceled_animations(&mut self) {
1142        self.animations
1143            .retain(|animation| animation.state != AnimationState::Canceled);
1144        self.transitions
1145            .retain(|animation| animation.state != AnimationState::Canceled);
1146    }
1147
1148    /// Whether this `ElementAnimationSet` is empty, which means it doesn't
1149    /// hold any animations in any state.
1150    pub fn is_empty(&self) -> bool {
1151        self.animations.is_empty() && self.transitions.is_empty()
1152    }
1153
1154    /// Whether or not this state needs animation ticks for its transitions
1155    /// or animations.
1156    pub fn needs_animation_ticks(&self) -> bool {
1157        self.animations
1158            .iter()
1159            .any(|animation| animation.state.needs_to_be_ticked())
1160            || self
1161                .transitions
1162                .iter()
1163                .any(|transition| transition.state.needs_to_be_ticked())
1164    }
1165
1166    /// The number of running animations and transitions for this `ElementAnimationSet`.
1167    pub fn running_animation_and_transition_count(&self) -> usize {
1168        self.animations
1169            .iter()
1170            .filter(|animation| animation.state.needs_to_be_ticked())
1171            .count()
1172            + self
1173                .transitions
1174                .iter()
1175                .filter(|transition| transition.state.needs_to_be_ticked())
1176                .count()
1177    }
1178
1179    /// If this `ElementAnimationSet` has any any active animations.
1180    pub fn has_active_animation(&self) -> bool {
1181        self.animations
1182            .iter()
1183            .any(|animation| animation.state != AnimationState::Canceled)
1184    }
1185
1186    /// If this `ElementAnimationSet` has any any active transitions.
1187    pub fn has_active_transition(&self) -> bool {
1188        self.transitions
1189            .iter()
1190            .any(|transition| transition.state != AnimationState::Canceled)
1191    }
1192
1193    /// Update our animations given a new style, canceling or starting new animations
1194    /// when appropriate.
1195    pub fn update_animations_for_new_style<E>(
1196        &mut self,
1197        element: E,
1198        context: &SharedStyleContext,
1199        new_style: &Arc<ComputedValues>,
1200        resolver: &mut StyleResolverForElement<E>,
1201    ) where
1202        E: TElement,
1203    {
1204        for animation in self.animations.iter_mut() {
1205            if animation.is_cancelled_in_new_style(new_style) {
1206                animation.state = AnimationState::Canceled;
1207            }
1208        }
1209
1210        maybe_start_animations(element, &context, &new_style, self, resolver);
1211    }
1212
1213    /// Update our transitions given a new style, canceling or starting new animations
1214    /// when appropriate.
1215    pub fn update_transitions_for_new_style(
1216        &mut self,
1217        might_need_transitions_update: bool,
1218        context: &SharedStyleContext,
1219        old_style: Option<&Arc<ComputedValues>>,
1220        after_change_style: &Arc<ComputedValues>,
1221    ) {
1222        // If this is the first style, we don't trigger any transitions and we assume
1223        // there were no previously triggered transitions.
1224        let mut before_change_style = match old_style {
1225            Some(old_style) => Arc::clone(old_style),
1226            None => return,
1227        };
1228
1229        // If the style of this element is display:none, then cancel all active transitions.
1230        if after_change_style.get_box().clone_display().is_none() {
1231            self.cancel_active_transitions();
1232            return;
1233        }
1234
1235        if !might_need_transitions_update {
1236            return;
1237        }
1238
1239        // We convert old values into `before-change-style` here.
1240        if self.has_active_transition() || self.has_active_animation() {
1241            self.apply_active_animations(context, &mut before_change_style);
1242        }
1243
1244        let transitioning_properties = start_transitions_if_applicable(
1245            context,
1246            &before_change_style,
1247            after_change_style,
1248            self,
1249        );
1250
1251        // Cancel any non-finished transitions that have properties which no
1252        // longer transition.
1253        //
1254        // Step 3 in https://drafts.csswg.org/css-transitions/#starting:
1255        // > If the element has a running transition or completed transition for
1256        // > the property, and there is not a matching transition-property value,
1257        // > then implementations must cancel the running transition or remove the
1258        // > completed transition from the set of completed transitions.
1259        //
1260        // TODO: This is happening here as opposed to in
1261        // `start_transition_if_applicable` as an optimization, but maybe this
1262        // code should be reworked to be more like the specification.
1263        for transition in self.transitions.iter_mut() {
1264            if transition.state == AnimationState::Finished
1265                || transition.state == AnimationState::Canceled
1266            {
1267                continue;
1268            }
1269            if transitioning_properties.contains(transition.property_animation.property_id()) {
1270                continue;
1271            }
1272            transition.state = AnimationState::Canceled;
1273            self.dirty = true;
1274        }
1275    }
1276
1277    fn start_transition_if_applicable(
1278        &mut self,
1279        context: &SharedStyleContext,
1280        property_declaration_id: &PropertyDeclarationId,
1281        index: usize,
1282        old_style: &ComputedValues,
1283        new_style: &Arc<ComputedValues>,
1284    ) {
1285        let style = new_style.get_ui();
1286        let allow_discrete =
1287            style.transition_behavior_mod(index) == TransitionBehavior::AllowDiscrete;
1288
1289        // FIXME(emilio): Handle the case where old_style and new_style's writing mode differ.
1290        let Some(from) = AnimationValue::from_computed_values(*property_declaration_id, old_style)
1291        else {
1292            return;
1293        };
1294        let Some(to) = AnimationValue::from_computed_values(*property_declaration_id, new_style)
1295        else {
1296            return;
1297        };
1298
1299        let timing_function = style.transition_timing_function_mod(index);
1300        let duration = style.transition_duration_mod(index).seconds() as f64;
1301        let delay = style.transition_delay_mod(index).seconds() as f64;
1302        let now = context.current_time_for_animations;
1303        let transitionable = property_declaration_id.is_animatable()
1304            && (allow_discrete || !property_declaration_id.is_discrete_animatable())
1305            && (allow_discrete || from.interpolable_with(&to));
1306
1307        let mut existing_transition = self.transitions.iter_mut().find(|transition| {
1308            transition.property_animation.property_id() == *property_declaration_id
1309        });
1310
1311        // Step 1:
1312        // > If all of the following are true:
1313        // >  - the element does not have a running transition for the property,
1314        // >  - the before-change style is different from the after-change style
1315        // >    for that property, and the values for the property are
1316        // >    transitionable,
1317        // >  - the element does not have a completed transition for the property
1318        // >    or the end value of the completed transition is different from the
1319        // >    after-change style for the property,
1320        // >  - there is a matching transition-property value, and
1321        // >  - the combined duration is greater than 0s,
1322        //
1323        // This function is only run if there is a matching transition-property
1324        // value, so that check is skipped here.
1325        let has_running_transition = existing_transition.as_ref().is_some_and(|transition| {
1326            transition.state != AnimationState::Finished
1327                && transition.state != AnimationState::Canceled
1328        });
1329        let no_completed_transition_or_end_values_differ =
1330            existing_transition.as_ref().is_none_or(|transition| {
1331                transition.state != AnimationState::Finished
1332                    || transition.property_animation.to != to
1333            });
1334        if !has_running_transition
1335            && from != to
1336            && transitionable
1337            && no_completed_transition_or_end_values_differ
1338            && (duration + delay > 0.0)
1339        {
1340            // > then implementations must remove the completed transition (if
1341            // > present) from the set of completed transitions and start a
1342            // > transition whose:
1343            // >
1344            // > - start time is the time of the style change event plus the matching transition delay,
1345            // > - end time is the start time plus the matching transition duration,
1346            // > - start value is the value of the transitioning property in the before-change style,
1347            // > - end value is the value of the transitioning property in the after-change style,
1348            // > - reversing-adjusted start value is the same as the start value, and
1349            // > - reversing shortening factor is 1.
1350            self.transitions.push(Transition::new(
1351                now + delay, /* start_time */
1352                delay,
1353                duration,
1354                from,
1355                to,
1356                &timing_function,
1357            ));
1358            self.dirty = true;
1359            return;
1360        }
1361
1362        // > Step 2: Otherwise, if the element has a completed transition for the
1363        // > property and the end value of the completed transition is different
1364        // > from the after-change style for the property, then implementations
1365        // > must remove the completed transition from the set of completed
1366        // > transitions.
1367        //
1368        // All completed transitions will be cleared from the `AnimationSet` in
1369        // `process_animations_for_style in `matching.rs`.
1370
1371        // > Step 3: If the element has a running transition or completed
1372        // > transition for the property, and there is not a matching
1373        // > transition-property value, then implementations must cancel the
1374        // > running transition or remove the completed transition from the set
1375        // > of completed transitions.
1376        //
1377        // - All completed transitions will be cleared cleared from the `AnimationSet` in
1378        //   `process_animations_for_style in `matching.rs`.
1379        // - Transitions for properties that don't have a matching transition-property
1380        //   value will be canceled in `Self::update_transitions_for_new_style`. In addition,
1381        //   this method is only called for properties that do ahave a matching
1382        //   transition-property value.
1383
1384        let Some(existing_transition) = existing_transition.as_mut() else {
1385            return;
1386        };
1387
1388        // > Step 4: If the element has a running transition for the property,
1389        // > there is a matching transition-property value, and the end value of
1390        // > the running transition is not equal to the value of the property in
1391        // > the after-change style, then:
1392        if has_running_transition && existing_transition.property_animation.to != to {
1393            // > Step 4.1: If the current value of the property in the running transition is
1394            // > equal to the value of the property in the after-change style, or
1395            // > if these two values are not transitionable, then implementations
1396            // > must cancel the running transition.
1397            let current_value = existing_transition.calculate_value(now);
1398            let transitionable_from_current_value =
1399                transitionable && (allow_discrete || current_value.interpolable_with(&to));
1400            if current_value == to || !transitionable_from_current_value {
1401                existing_transition.state = AnimationState::Canceled;
1402                self.dirty = true;
1403                return;
1404            }
1405
1406            // > Step 4.2: Otherwise, if the combined duration is less than or
1407            // > equal to 0s, or if the current value of the property in the
1408            // > running transition is not transitionable with the value of the
1409            // > property in the after-change style, then implementations must
1410            // > cancel the running transition.
1411            if duration + delay <= 0.0 {
1412                existing_transition.state = AnimationState::Canceled;
1413                self.dirty = true;
1414                return;
1415            }
1416
1417            // > Step 4.3: Otherwise, if the reversing-adjusted start value of the
1418            // > running transition is the same as the value of the property in
1419            // > the after-change style (see the section on reversing of
1420            // > transitions for why these case exists), implementations must
1421            // > cancel the running transition and start a new transition whose:
1422            if existing_transition.reversing_adjusted_start_value == to {
1423                existing_transition.state = AnimationState::Canceled;
1424
1425                let mut transition = Transition::new(
1426                    now + delay, /* start_time */
1427                    delay,
1428                    duration,
1429                    from,
1430                    to,
1431                    &timing_function,
1432                );
1433
1434                // This function takes care of applying all of the modifications to the transition
1435                // after "whose:" above.
1436                transition.update_for_possibly_reversed_transition(
1437                    &existing_transition,
1438                    delay,
1439                    now,
1440                );
1441
1442                self.transitions.push(transition);
1443                self.dirty = true;
1444                return;
1445            }
1446
1447            // > Step 4.4: Otherwise, implementations must cancel the running
1448            // > transition and start a new transition whose:
1449            // >  - start time is the time of the style change event plus the matching transition delay,
1450            // >  - end time is the start time plus the matching transition duration,
1451            // >  - start value is the current value of the property in the running transition,
1452            // >  - end value is the value of the property in the after-change style,
1453            // >  - reversing-adjusted start value is the same as the start value, and
1454            // >  - reversing shortening factor is 1.
1455            existing_transition.state = AnimationState::Canceled;
1456            self.transitions.push(Transition::new(
1457                now + delay, /* start_time */
1458                delay,
1459                duration,
1460                current_value,
1461                to,
1462                &timing_function,
1463            ));
1464            self.dirty = true;
1465        }
1466    }
1467
1468    /// Generate a `AnimationValueMap` for this `ElementAnimationSet`'s
1469    /// transitions, ignoring those specified by the `ignore_transitions`
1470    /// argument.
1471    fn get_value_map_for_transitions(
1472        &self,
1473        now: f64,
1474        ignore_transitions: IgnoreTransitions,
1475    ) -> Option<AnimationValueMap> {
1476        if !self.has_active_transition() {
1477            return None;
1478        }
1479
1480        let mut map =
1481            AnimationValueMap::with_capacity_and_hasher(self.transitions.len(), Default::default());
1482        for transition in &self.transitions {
1483            match ignore_transitions {
1484                IgnoreTransitions::Canceled => {
1485                    if transition.state == AnimationState::Canceled {
1486                        continue;
1487                    }
1488                },
1489                IgnoreTransitions::CanceledAndFinished => {
1490                    if transition.state == AnimationState::Canceled
1491                        || transition.state == AnimationState::Finished
1492                    {
1493                        continue;
1494                    }
1495                },
1496            }
1497
1498            let value = transition.calculate_value(now);
1499            map.insert(value.id().to_owned(), value);
1500        }
1501
1502        Some(map)
1503    }
1504
1505    /// Generate a `AnimationValueMap` for this `ElementAnimationSet`'s
1506    /// active animations at the given time value.
1507    pub fn get_value_map_for_active_animations(&self, now: f64) -> Option<AnimationValueMap> {
1508        if !self.has_active_animation() {
1509            return None;
1510        }
1511
1512        let mut map = Default::default();
1513        for animation in &self.animations {
1514            animation.get_property_declaration_at_time(now, &mut map);
1515        }
1516
1517        Some(map)
1518    }
1519}
1520
1521#[derive(Clone, Debug, Eq, Hash, MallocSizeOf, PartialEq)]
1522/// A key that is used to identify nodes in the `DocumentAnimationSet`.
1523pub struct AnimationSetKey {
1524    /// The node for this `AnimationSetKey`.
1525    pub node: OpaqueNode,
1526    /// The pseudo element for this `AnimationSetKey`. If `None` this key will
1527    /// refer to the main content for its node.
1528    pub pseudo_element: Option<PseudoElement>,
1529}
1530
1531impl AnimationSetKey {
1532    /// Create a new key given a node and optional pseudo element.
1533    pub fn new(node: OpaqueNode, pseudo_element: Option<PseudoElement>) -> Self {
1534        AnimationSetKey {
1535            node,
1536            pseudo_element,
1537        }
1538    }
1539
1540    /// Create a new key for the main content of this node.
1541    pub fn new_for_non_pseudo(node: OpaqueNode) -> Self {
1542        AnimationSetKey {
1543            node,
1544            pseudo_element: None,
1545        }
1546    }
1547
1548    /// Create a new key for given node and pseudo element.
1549    pub fn new_for_pseudo(node: OpaqueNode, pseudo_element: PseudoElement) -> Self {
1550        AnimationSetKey {
1551            node,
1552            pseudo_element: Some(pseudo_element),
1553        }
1554    }
1555}
1556
1557#[derive(Clone, Debug, Default, MallocSizeOf)]
1558/// A set of animations for a document.
1559pub struct DocumentAnimationSet {
1560    /// The `ElementAnimationSet`s that this set contains.
1561    #[ignore_malloc_size_of = "Arc is hard"]
1562    pub sets: Arc<RwLock<FxHashMap<AnimationSetKey, ElementAnimationSet>>>,
1563}
1564
1565impl DocumentAnimationSet {
1566    /// Return whether or not the provided node has active CSS animations.
1567    pub fn has_active_animations(&self, key: &AnimationSetKey) -> bool {
1568        self.sets
1569            .read()
1570            .get(key)
1571            .map_or(false, |set| set.has_active_animation())
1572    }
1573
1574    /// Return whether or not the provided node has active CSS transitions.
1575    pub fn has_active_transitions(&self, key: &AnimationSetKey) -> bool {
1576        self.sets
1577            .read()
1578            .get(key)
1579            .map_or(false, |set| set.has_active_transition())
1580    }
1581
1582    /// Return a locked PropertyDeclarationBlock with animation values for the given
1583    /// key and time.
1584    pub fn get_animation_declarations(
1585        &self,
1586        key: &AnimationSetKey,
1587        time: f64,
1588        shared_lock: &SharedRwLock,
1589    ) -> Option<Arc<Locked<PropertyDeclarationBlock>>> {
1590        self.sets
1591            .read()
1592            .get(key)
1593            .and_then(|set| set.get_value_map_for_active_animations(time))
1594            .map(|map| {
1595                let block = PropertyDeclarationBlock::from_animation_value_map(&map);
1596                Arc::new(shared_lock.wrap(block))
1597            })
1598    }
1599
1600    /// Return a locked PropertyDeclarationBlock with transition values for the given
1601    /// key and time.
1602    pub fn get_transition_declarations(
1603        &self,
1604        key: &AnimationSetKey,
1605        time: f64,
1606        shared_lock: &SharedRwLock,
1607    ) -> Option<Arc<Locked<PropertyDeclarationBlock>>> {
1608        self.sets
1609            .read()
1610            .get(key)
1611            .and_then(|set| {
1612                set.get_value_map_for_transitions(time, IgnoreTransitions::CanceledAndFinished)
1613            })
1614            .map(|map| {
1615                let block = PropertyDeclarationBlock::from_animation_value_map(&map);
1616                Arc::new(shared_lock.wrap(block))
1617            })
1618    }
1619
1620    /// Get all the animation declarations for the given key, returning an empty
1621    /// `AnimationDeclarations` if there are no animations.
1622    pub fn get_all_declarations(
1623        &self,
1624        key: &AnimationSetKey,
1625        time: f64,
1626        shared_lock: &SharedRwLock,
1627    ) -> AnimationDeclarations {
1628        let sets = self.sets.read();
1629        let set = match sets.get(key) {
1630            Some(set) => set,
1631            None => return Default::default(),
1632        };
1633
1634        let animations = set.get_value_map_for_active_animations(time).map(|map| {
1635            let block = PropertyDeclarationBlock::from_animation_value_map(&map);
1636            Arc::new(shared_lock.wrap(block))
1637        });
1638        let transitions = set
1639            .get_value_map_for_transitions(time, IgnoreTransitions::CanceledAndFinished)
1640            .map(|map| {
1641                let block = PropertyDeclarationBlock::from_animation_value_map(&map);
1642                Arc::new(shared_lock.wrap(block))
1643            });
1644        AnimationDeclarations {
1645            animations,
1646            transitions,
1647        }
1648    }
1649
1650    /// Cancel all animations for set at the given key.
1651    pub fn cancel_all_animations_for_key(&self, key: &AnimationSetKey) {
1652        if let Some(set) = self.sets.write().get_mut(key) {
1653            set.cancel_all_animations();
1654        }
1655    }
1656}
1657
1658/// Kick off any new transitions for this node and return all of the properties that are
1659/// transitioning. This is at the end of calculating style for a single node.
1660pub fn start_transitions_if_applicable(
1661    context: &SharedStyleContext,
1662    old_style: &ComputedValues,
1663    new_style: &Arc<ComputedValues>,
1664    animation_state: &mut ElementAnimationSet,
1665) -> PropertyDeclarationIdSet {
1666    // See <https://www.w3.org/TR/css-transitions-1/#transitions>
1667    // "If a property is specified multiple times in the value of transition-property
1668    // (either on its own, via a shorthand that contains it, or via the all value),
1669    // then the transition that starts uses the duration, delay, and timing function
1670    // at the index corresponding to the last item in the value of transition-property
1671    // that calls for animating that property."
1672    // See Example 3 of <https://www.w3.org/TR/css-transitions-1/#transitions>
1673    //
1674    // Reversing the transition order here means that transitions defined later in the list
1675    // have preference, in accordance with the specification.
1676    //
1677    // TODO: It would be better to be able to do this without having to allocate an array.
1678    // We should restructure the code or make `transition_properties()` return a reversible
1679    // iterator in order to avoid the allocation.
1680    let mut transition_properties = new_style.transition_properties().collect::<Vec<_>>();
1681    transition_properties.reverse();
1682
1683    let mut properties_that_transition = PropertyDeclarationIdSet::default();
1684    for transition in transition_properties {
1685        let physical_property = transition
1686            .property
1687            .as_borrowed()
1688            .to_physical(new_style.writing_mode);
1689        if properties_that_transition.contains(physical_property) {
1690            continue;
1691        }
1692
1693        properties_that_transition.insert(physical_property);
1694        animation_state.start_transition_if_applicable(
1695            context,
1696            &physical_property,
1697            transition.index,
1698            old_style,
1699            new_style,
1700        );
1701    }
1702
1703    properties_that_transition
1704}
1705
1706/// Triggers animations for a given node looking at the animation property
1707/// values.
1708pub fn maybe_start_animations<E>(
1709    element: E,
1710    context: &SharedStyleContext,
1711    new_style: &Arc<ComputedValues>,
1712    animation_state: &mut ElementAnimationSet,
1713    resolver: &mut StyleResolverForElement<E>,
1714) where
1715    E: TElement,
1716{
1717    let style = new_style.get_ui();
1718    for (i, name) in style.animation_name_iter().enumerate() {
1719        let name = match name.as_atom() {
1720            Some(atom) => atom,
1721            None => continue,
1722        };
1723
1724        debug!("maybe_start_animations: name={}", name);
1725        let duration = style.animation_duration_mod(i).seconds() as f64;
1726        if duration == 0. {
1727            continue;
1728        }
1729
1730        let Some(keyframe_animation) = context.stylist.lookup_keyframes(name, element) else {
1731            continue;
1732        };
1733
1734        debug!("maybe_start_animations: animation {} found", name);
1735
1736        // NB: This delay may be negative, meaning that the animation may be created
1737        // in a state where we have advanced one or more iterations or even that the
1738        // animation begins in a finished state.
1739        let delay = style.animation_delay_mod(i).seconds();
1740
1741        let iteration_count = style.animation_iteration_count_mod(i);
1742        let iteration_state = if iteration_count.0.is_infinite() {
1743            KeyframesIterationState::Infinite(0.0)
1744        } else {
1745            KeyframesIterationState::Finite(0.0, iteration_count.0 as f64)
1746        };
1747
1748        let animation_direction = style.animation_direction_mod(i);
1749
1750        let initial_direction = match animation_direction {
1751            AnimationDirection::Normal | AnimationDirection::Alternate => {
1752                AnimationDirection::Normal
1753            },
1754            AnimationDirection::Reverse | AnimationDirection::AlternateReverse => {
1755                AnimationDirection::Reverse
1756            },
1757        };
1758
1759        let now = context.current_time_for_animations;
1760        let started_at = now + delay as f64;
1761        let mut starting_progress = (now - started_at) / duration;
1762        let state = match style.animation_play_state_mod(i) {
1763            AnimationPlayState::Paused => AnimationState::Paused(starting_progress),
1764            AnimationPlayState::Running => AnimationState::Pending,
1765        };
1766
1767        // Determine the set of animating properties. This is not equivalent to the set of changed properties
1768        // when one changed property overrides another. (For example, "block-size" with writing-mode: initial
1769        // is the same as "height")
1770        let mut animating_properties = PropertyDeclarationIdSet::default();
1771        let mut number_of_animating_properties = 0;
1772        for property in keyframe_animation.properties_changed.iter() {
1773            debug_assert!(property.is_animatable());
1774
1775            if animating_properties.insert(property.to_physical(new_style.writing_mode)) {
1776                number_of_animating_properties += 1;
1777            }
1778        }
1779
1780        let computed_steps = ComputedKeyframe::generate_for_keyframes(
1781            element,
1782            &keyframe_animation,
1783            context,
1784            new_style,
1785            style.animation_timing_function_mod(i),
1786            resolver,
1787            animating_properties,
1788            number_of_animating_properties,
1789        );
1790
1791        let mut new_animation = Animation {
1792            name: name.clone(),
1793            properties_changed: keyframe_animation.properties_changed.clone(),
1794            computed_steps,
1795            started_at,
1796            duration,
1797            fill_mode: style.animation_fill_mode_mod(i),
1798            delay: delay as f64,
1799            iteration_state,
1800            state,
1801            direction: animation_direction,
1802            current_direction: initial_direction,
1803            number_of_animating_properties,
1804            is_new: true,
1805        };
1806
1807        // If we started with a negative delay, make sure we iterate the animation if
1808        // the delay moves us past the first iteration.
1809        while starting_progress > 1. && !new_animation.on_last_iteration() {
1810            new_animation.iterate();
1811            starting_progress -= 1.;
1812        }
1813
1814        animation_state.dirty = true;
1815
1816        // If the animation was already present in the list for the node, just update its state.
1817        for existing_animation in animation_state.animations.iter_mut() {
1818            if existing_animation.state == AnimationState::Canceled {
1819                continue;
1820            }
1821
1822            if new_animation.name == existing_animation.name {
1823                existing_animation
1824                    .update_from_other(&new_animation, context.current_time_for_animations);
1825                return;
1826            }
1827        }
1828
1829        animation_state.animations.push(new_animation);
1830    }
1831}