This makes an element available in StyleAdjuster, and uses it to replace some of our CascadeFlags (the ones that don't represent restrictions on what's actually cascaded, actually). That fixes handwaviness in the handling of those flags from style reparenting, and code duplication to handle tricky stuff like :visited. There are a number of other changes that are worth noticing: * skip_root_and_item_based_display_fixup is renamed to skip_item_display_fixup: TElement::is_root() already implies being the document element, which by definition is not native anonymous and not a pseudo-element. Thus, you never get fixed-up if your NAC or a pseudo, which is what the code tried to avoid, so the only fixup with a point is the item one, which is necessary. * The pseudo-element probing code was refactored to return early a Option::<CascadeInputs>::None, which is nicer than what it was doing. * The visited_links_enabled check has moved to selector-matching time. The rest of the checks aren't based on whether the element is a link, or are properly guarded by parent_style.visited_style().is_some() or visited_rules.is_some(). Thus you can transitively infer that no element will end up with a :visited style, not even from style reparenting. Anyway, the underlying reason why I want the element in StyleAdjuster is because we're going to implement an adjustment in there depending on the tag of the element (converting display: contents to display: none depending on the tag), so computing that information eagerly, including a hash lookup, wouldn't be nice. See each commit for details. Source-Repo: https://github.com/servo/servo Source-Revision: 02331617b9bd7a379b05f7daa7ad09a44c27504c
188 lines
7.2 KiB
Rust
188 lines
7.2 KiB
Rust
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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//! CSS transitions and animations.
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use context::LayoutContext;
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use flow::{Flow, GetBaseFlow};
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use fnv::FnvHashMap;
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use gfx::display_list::OpaqueNode;
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use ipc_channel::ipc::IpcSender;
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use msg::constellation_msg::PipelineId;
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use opaque_node::OpaqueNodeMethods;
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use script_traits::{AnimationState, ConstellationControlMsg, LayoutMsg as ConstellationMsg};
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use script_traits::UntrustedNodeAddress;
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use std::sync::mpsc::Receiver;
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use style::animation::{Animation, update_style_for_animation};
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use style::dom::TElement;
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use style::font_metrics::ServoMetricsProvider;
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use style::selector_parser::RestyleDamage;
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use style::timer::Timer;
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/// Processes any new animations that were discovered after style recalculation.
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/// Also expire any old animations that have completed, inserting them into
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/// `expired_animations`.
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pub fn update_animation_state<E>(
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constellation_chan: &IpcSender<ConstellationMsg>,
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script_chan: &IpcSender<ConstellationControlMsg>,
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running_animations: &mut FnvHashMap<OpaqueNode, Vec<Animation>>,
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expired_animations: &mut FnvHashMap<OpaqueNode, Vec<Animation>>,
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mut newly_transitioning_nodes: Option<&mut Vec<UntrustedNodeAddress>>,
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new_animations_receiver: &Receiver<Animation>,
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pipeline_id: PipelineId,
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timer: &Timer,
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)
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where
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E: TElement,
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{
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let mut new_running_animations = vec![];
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while let Ok(animation) = new_animations_receiver.try_recv() {
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let mut should_push = true;
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if let Animation::Keyframes(ref node, ref name, ref state) = animation {
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// If the animation was already present in the list for the
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// node, just update its state, else push the new animation to
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// run.
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if let Some(ref mut animations) = running_animations.get_mut(node) {
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// TODO: This being linear is probably not optimal.
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for anim in animations.iter_mut() {
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if let Animation::Keyframes(_, ref anim_name, ref mut anim_state) = *anim {
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if *name == *anim_name {
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debug!("update_animation_state: Found other animation {}", name);
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anim_state.update_from_other(&state, timer);
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should_push = false;
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break;
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}
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}
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}
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}
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}
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if should_push {
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new_running_animations.push(animation);
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}
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}
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if running_animations.is_empty() && new_running_animations.is_empty() {
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// Nothing to do. Return early so we don't flood the compositor with
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// `ChangeRunningAnimationsState` messages.
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return
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}
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let now = timer.seconds();
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// Expire old running animations.
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//
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// TODO: Do not expunge Keyframes animations, since we need that state if
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// the animation gets re-triggered. Probably worth splitting in two
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// different maps, or at least using a linked list?
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let mut keys_to_remove = vec![];
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for (key, running_animations) in running_animations.iter_mut() {
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let mut animations_still_running = vec![];
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for mut running_animation in running_animations.drain(..) {
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let still_running = !running_animation.is_expired() && match running_animation {
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Animation::Transition(_, started_at, ref frame, _expired) => {
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now < started_at + frame.duration
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}
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Animation::Keyframes(_, _, ref mut state) => {
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// This animation is still running, or we need to keep
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// iterating.
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now < state.started_at + state.duration || state.tick()
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}
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};
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if still_running {
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animations_still_running.push(running_animation);
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continue
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}
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if let Animation::Transition(node, _, ref frame, _) = running_animation {
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script_chan.send(ConstellationControlMsg::TransitionEnd(node.to_untrusted_node_address(),
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frame.property_animation
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.property_name().into(),
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frame.duration))
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.unwrap();
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}
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expired_animations.entry(*key)
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.or_insert_with(Vec::new)
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.push(running_animation);
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}
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if animations_still_running.is_empty() {
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keys_to_remove.push(*key);
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} else {
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*running_animations = animations_still_running
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}
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}
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for key in keys_to_remove {
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running_animations.remove(&key).unwrap();
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}
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// Add new running animations.
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for new_running_animation in new_running_animations {
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if new_running_animation.is_transition() {
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match newly_transitioning_nodes {
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Some(ref mut nodes) => {
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nodes.push(new_running_animation.node().to_untrusted_node_address());
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}
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None => {
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warn!("New transition encountered from compositor-initiated layout.");
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}
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}
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}
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running_animations.entry(*new_running_animation.node())
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.or_insert_with(Vec::new)
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.push(new_running_animation)
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}
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let animation_state = if running_animations.is_empty() {
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AnimationState::NoAnimationsPresent
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} else {
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AnimationState::AnimationsPresent
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};
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constellation_chan.send(ConstellationMsg::ChangeRunningAnimationsState(pipeline_id,
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animation_state))
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.unwrap();
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}
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/// Recalculates style for a set of animations. This does *not* run with the DOM
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/// lock held.
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pub fn recalc_style_for_animations<E>(
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context: &LayoutContext,
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flow: &mut Flow,
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animations: &FnvHashMap<OpaqueNode, Vec<Animation>>,
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)
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where
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E: TElement,
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{
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let mut damage = RestyleDamage::empty();
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flow.mutate_fragments(&mut |fragment| {
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if let Some(ref animations) = animations.get(&fragment.node) {
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for animation in animations.iter() {
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let old_style = fragment.style.clone();
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update_style_for_animation::<E>(
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&context.style_context,
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animation,
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&mut fragment.style,
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&ServoMetricsProvider,
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);
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let difference =
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RestyleDamage::compute_style_difference(
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&old_style,
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&fragment.style,
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);
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damage |= difference.damage;
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}
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}
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});
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let base = flow.mut_base();
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base.restyle_damage.insert(damage);
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for kid in base.children.iter_mut() {
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recalc_style_for_animations::<E>(context, kid, animations)
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}
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}
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