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	 680815cd6e
			
		
	
	
		680815cd6e
		
	
	
	
	
		
			
			This patch was generated automatically by the "modeline.py" script, available here: https://github.com/amccreight/moz-source-tools/blob/master/modeline.py For every file that is modified in this patch, the changes are as follows: (1) The patch changes the file to use the exact C++ mode lines from the Mozilla coding style guide, available here: https://developer.mozilla.org/en-US/docs/Mozilla/Developer_guide/Coding_Style#Mode_Line (2) The patch deletes any blank lines between the mode line & the MPL boilerplate comment. (3) If the file previously had the mode lines and MPL boilerplate in a single contiguous C++ comment, then the patch splits them into separate C++ comments, to match the boilerplate in the coding style. MozReview-Commit-ID: EuRsDue63tK --HG-- extra : rebase_source : 3356d4b80ff6213935192e87cdbc9103fec6084c
		
			
				
	
	
		
			151 lines
		
	
	
	
		
			5.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			151 lines
		
	
	
	
		
			5.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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| /* vim: set ts=8 sts=2 et sw=2 tw=80: */
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| /* 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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| 
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| #include "ScrollAnimationBezierPhysics.h"
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| #include "gfxPrefs.h"
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| 
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| using namespace mozilla;
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| 
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| ScrollAnimationBezierPhysics::ScrollAnimationBezierPhysics(const nsPoint& aStartPos,
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|                                 const ScrollAnimationBezierPhysicsSettings& aSettings)
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|  : mSettings(aSettings)
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|  , mStartPos(aStartPos)
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|  , mIsFirstIteration(true)
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| {
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| }
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| 
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| void
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| ScrollAnimationBezierPhysics::Update(const TimeStamp& aTime,
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|                                      const nsPoint& aDestination,
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|                                      const nsSize& aCurrentVelocity)
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| {
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|   if (mIsFirstIteration) {
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|     InitializeHistory(aTime);
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|   }
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| 
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|   TimeDuration duration = ComputeDuration(aTime);
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|   nsSize currentVelocity = aCurrentVelocity;
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| 
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|   if (!mIsFirstIteration) {
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|     // If an additional event has not changed the destination, then do not let
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|     // another minimum duration reset slow things down.  If it would then
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|     // instead continue with the existing timing function.
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|     if (aDestination == mDestination &&
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|         aTime + duration > mStartTime + mDuration)
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|     {
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|       return;
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|     }
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| 
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|     currentVelocity = VelocityAt(aTime);
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|     mStartPos = PositionAt(aTime);
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|   }
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| 
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|   mStartTime = aTime;
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|   mDuration = duration;
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|   mDestination = aDestination;
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|   InitTimingFunction(mTimingFunctionX, mStartPos.x, currentVelocity.width,
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|                      aDestination.x);
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|   InitTimingFunction(mTimingFunctionY, mStartPos.y, currentVelocity.height,
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|                      aDestination.y);
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|   mIsFirstIteration = false;
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| }
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| 
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| TimeDuration
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| ScrollAnimationBezierPhysics::ComputeDuration(const TimeStamp& aTime)
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| {
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|   // Average last 3 delta durations (rounding errors up to 2ms are negligible for us)
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|   int32_t eventsDeltaMs = (aTime - mPrevEventTime[2]).ToMilliseconds() / 3;
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|   mPrevEventTime[2] = mPrevEventTime[1];
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|   mPrevEventTime[1] = mPrevEventTime[0];
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|   mPrevEventTime[0] = aTime;
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| 
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|   // Modulate duration according to events rate (quicker events -> shorter durations).
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|   // The desired effect is to use longer duration when scrolling slowly, such that
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|   // it's easier to follow, but reduce the duration to make it feel more snappy when
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|   // scrolling quickly. To reduce fluctuations of the duration, we average event
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|   // intervals using the recent 4 timestamps (now + three prev -> 3 intervals).
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|   int32_t durationMS =
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|     clamped<int32_t>(eventsDeltaMs * mSettings.mIntervalRatio,
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|                      mSettings.mMinMS, mSettings.mMaxMS);
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| 
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|   return TimeDuration::FromMilliseconds(durationMS);
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| }
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| 
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| void
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| ScrollAnimationBezierPhysics::InitializeHistory(const TimeStamp& aTime)
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| {
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|   // Starting a new scroll (i.e. not when extending an existing scroll animation),
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|   // create imaginary prev timestamps with maximum relevant intervals between them.
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| 
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|   // Longest relevant interval (which results in maximum duration)
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|   TimeDuration maxDelta =
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|     TimeDuration::FromMilliseconds(mSettings.mMaxMS / mSettings.mIntervalRatio);
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|   mPrevEventTime[0] = aTime              - maxDelta;
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|   mPrevEventTime[1] = mPrevEventTime[0]  - maxDelta;
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|   mPrevEventTime[2] = mPrevEventTime[1]  - maxDelta;
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| }
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| 
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| void
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| ScrollAnimationBezierPhysics::InitTimingFunction(nsSMILKeySpline& aTimingFunction,
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|                                                  nscoord aCurrentPos,
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|                                                  nscoord aCurrentVelocity,
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|                                                  nscoord aDestination)
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| {
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|   if (aDestination == aCurrentPos || gfxPrefs::SmoothScrollCurrentVelocityWeighting() == 0) {
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|     aTimingFunction.Init(0, 0, 1 - gfxPrefs::SmoothScrollStopDecelerationWeighting(), 1);
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|     return;
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|   }
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| 
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|   const TimeDuration oneSecond = TimeDuration::FromSeconds(1);
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|   double slope = aCurrentVelocity * (mDuration / oneSecond) / (aDestination - aCurrentPos);
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|   double normalization = sqrt(1.0 + slope * slope);
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|   double dt = 1.0 / normalization * gfxPrefs::SmoothScrollCurrentVelocityWeighting();
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|   double dxy = slope / normalization * gfxPrefs::SmoothScrollCurrentVelocityWeighting();
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|   aTimingFunction.Init(dt, dxy, 1 - gfxPrefs::SmoothScrollStopDecelerationWeighting(), 1);
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| }
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| 
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| nsPoint
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| ScrollAnimationBezierPhysics::PositionAt(const TimeStamp& aTime)
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| {
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|   if (IsFinished(aTime)) {
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|     return mDestination;
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|   }
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| 
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|   double progressX = mTimingFunctionX.GetSplineValue(ProgressAt(aTime));
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|   double progressY = mTimingFunctionY.GetSplineValue(ProgressAt(aTime));
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|   return nsPoint(NSToCoordRound((1 - progressX) * mStartPos.x + progressX * mDestination.x),
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|                  NSToCoordRound((1 - progressY) * mStartPos.y + progressY * mDestination.y));
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| }
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| 
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| nsSize
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| ScrollAnimationBezierPhysics::VelocityAt(const TimeStamp& aTime)
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| {
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|   if (IsFinished(aTime)) {
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|     return nsSize(0, 0);
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|   }
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| 
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|   double timeProgress = ProgressAt(aTime);
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|   return nsSize(VelocityComponent(timeProgress, mTimingFunctionX,
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|                                   mStartPos.x, mDestination.x),
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|                 VelocityComponent(timeProgress, mTimingFunctionY,
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|                                   mStartPos.y, mDestination.y));
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| }
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| 
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| nscoord
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| ScrollAnimationBezierPhysics::VelocityComponent(double aTimeProgress,
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|                                                 const nsSMILKeySpline& aTimingFunction,
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|                                                 nscoord aStart,
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|                                                 nscoord aDestination) const
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| {
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|   double dt, dxy;
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|   aTimingFunction.GetSplineDerivativeValues(aTimeProgress, dt, dxy);
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|   if (dt == 0)
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|     return dxy >= 0 ? nscoord_MAX : nscoord_MIN;
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| 
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|   const TimeDuration oneSecond = TimeDuration::FromSeconds(1);
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|   double slope = dxy / dt;
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|   return NSToCoordRound(slope * (aDestination - aStart) / (mDuration / oneSecond));
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| }
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