aboutsummaryrefslogtreecommitdiffstats
path: root/components/layout/animation.rs
blob: 232f9cd2efe1c00bcc13688b40cee8e7d352ad4c (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
/* This Source Code Form is subject to the terms of the Mozilla Public
 * License, v. 2.0. If a copy of the MPL was not distributed with this
 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */

//! CSS transitions and animations.

use context::LayoutContext;
use flow::{self, Flow};
use gfx::display_list::OpaqueNode;
use ipc_channel::ipc::IpcSender;
use msg::constellation_msg::PipelineId;
use script_traits::{AnimationState, ConstellationControlMsg, LayoutMsg as ConstellationMsg};
use std::collections::HashMap;
use std::sync::mpsc::Receiver;
use style::animation::{Animation, update_style_for_animation};
use style::selector_parser::RestyleDamage;
use style::timer::Timer;

/// Processes any new animations that were discovered after style recalculation.
/// Also expire any old animations that have completed, inserting them into
/// `expired_animations`.
pub fn update_animation_state(constellation_chan: &IpcSender<ConstellationMsg>,
                              script_chan: &IpcSender<ConstellationControlMsg>,
                              running_animations: &mut HashMap<OpaqueNode, Vec<Animation>>,
                              expired_animations: &mut HashMap<OpaqueNode, Vec<Animation>>,
                              new_animations_receiver: &Receiver<Animation>,
                              pipeline_id: PipelineId,
                              timer: &Timer) {
    let mut new_running_animations = vec![];
    while let Ok(animation) = new_animations_receiver.try_recv() {
        let mut should_push = true;
        if let Animation::Keyframes(ref node, ref name, ref state) = animation {
            // If the animation was already present in the list for the
            // node, just update its state, else push the new animation to
            // run.
            if let Some(ref mut animations) = running_animations.get_mut(node) {
                // TODO: This being linear is probably not optimal.
                for mut anim in animations.iter_mut() {
                    if let Animation::Keyframes(_, ref anim_name, ref mut anim_state) = *anim {
                        if *name == *anim_name {
                            debug!("update_animation_state: Found other animation {}", name);
                            anim_state.update_from_other(&state, timer);
                            should_push = false;
                            break;
                        }
                    }
                }
            }
        }

        if should_push {
            new_running_animations.push(animation);
        }
    }

    if running_animations.is_empty() && new_running_animations.is_empty() {
        // Nothing to do. Return early so we don't flood the compositor with
        // `ChangeRunningAnimationsState` messages.
        return
    }

    let now = timer.seconds();
    // Expire old running animations.
    //
    // TODO: Do not expunge Keyframes animations, since we need that state if
    // the animation gets re-triggered. Probably worth splitting in two
    // different maps, or at least using a linked list?
    let mut keys_to_remove = vec![];
    for (key, running_animations) in running_animations.iter_mut() {
        let mut animations_still_running = vec![];
        for mut running_animation in running_animations.drain(..) {
            let still_running = !running_animation.is_expired() && match running_animation {
                Animation::Transition(_, _, started_at, ref frame, _expired) => {
                    now < started_at + frame.duration
                }
                Animation::Keyframes(_, _, ref mut state) => {
                    // This animation is still running, or we need to keep
                    // iterating.
                    now < state.started_at + state.duration || state.tick()
                }
            };

            if still_running {
                animations_still_running.push(running_animation);
                continue
            }

            if let Animation::Transition(_, unsafe_node, _, ref frame, _) = running_animation {
                script_chan.send(ConstellationControlMsg::TransitionEnd(unsafe_node,
                                                                        frame.property_animation
                                                                             .property_name().into(),
                                                                        frame.duration))
                           .unwrap();
            }

            expired_animations.entry(*key)
                              .or_insert_with(Vec::new)
                              .push(running_animation);
        }

        if animations_still_running.is_empty() {
            keys_to_remove.push(*key);
        } else {
            *running_animations = animations_still_running
        }
    }

    for key in keys_to_remove {
        running_animations.remove(&key).unwrap();
    }

    // Add new running animations.
    for new_running_animation in new_running_animations {
        running_animations.entry(*new_running_animation.node())
                          .or_insert_with(Vec::new)
                          .push(new_running_animation)
    }

    let animation_state = if running_animations.is_empty() {
        AnimationState::NoAnimationsPresent
    } else {
        AnimationState::AnimationsPresent
    };

    constellation_chan.send(ConstellationMsg::ChangeRunningAnimationsState(pipeline_id,
                                                                           animation_state))
                      .unwrap();
}

/// Recalculates style for a set of animations. This does *not* run with the DOM
/// lock held.
// NB: This is specific for SelectorImpl, since the layout context and the
// flows are SelectorImpl specific too. If that goes away at some point,
// this should be made generic.
pub fn recalc_style_for_animations(context: &LayoutContext,
                                   flow: &mut Flow,
                                   animations: &HashMap<OpaqueNode,
                                                        Vec<Animation>>) {
    let mut damage = RestyleDamage::empty();
    flow.mutate_fragments(&mut |fragment| {
        if let Some(ref animations) = animations.get(&fragment.node) {
            for animation in animations.iter() {
                let old_style = fragment.style.clone();
                update_style_for_animation(&context.style_context,
                                           animation,
                                           &mut fragment.style);
                damage |= RestyleDamage::compute(&old_style, &fragment.style);
            }
        }
    });

    let base = flow::mut_base(flow);
    base.restyle_damage.insert(damage);
    for kid in base.children.iter_mut() {
        recalc_style_for_animations(context, kid, animations)
    }
}