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	 9f64c57d75
			
		
	
	
		9f64c57d75
		
	
	
	
	
		
			
			The previous implementation did not actually change what PositionAt() returns. Differential Revision: https://phabricator.services.mozilla.com/D141319
		
			
				
	
	
		
			122 lines
		
	
	
	
		
			4.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			122 lines
		
	
	
	
		
			4.4 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 "ScrollAnimationMSDPhysics.h"
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| #include "mozilla/StaticPrefs_general.h"
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| 
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| using namespace mozilla;
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| 
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| ScrollAnimationMSDPhysics::ScrollAnimationMSDPhysics(const nsPoint& aStartPos)
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|     : mStartPos(aStartPos),
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|       mModelX(
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|           0, 0, 0,
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|           StaticPrefs::general_smoothScroll_msdPhysics_regularSpringConstant(),
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|           1),
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|       mModelY(
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|           0, 0, 0,
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|           StaticPrefs::general_smoothScroll_msdPhysics_regularSpringConstant(),
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|           1),
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|       mIsFirstIteration(true) {}
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| 
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| void ScrollAnimationMSDPhysics::Update(const TimeStamp& aTime,
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|                                        const nsPoint& aDestination,
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|                                        const nsSize& aCurrentVelocity) {
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|   double springConstant = ComputeSpringConstant(aTime);
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| 
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|   // mLastSimulatedTime is the most recent time that this animation has been
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|   // "observed" at. We don't want to update back to a state in the past, so we
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|   // set mStartTime to the more recent of mLastSimulatedTime and aTime.
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|   // aTime can be in the past if we're processing an input event whose internal
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|   // timestamp is in the past.
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|   if (mLastSimulatedTime && aTime < mLastSimulatedTime) {
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|     mStartTime = mLastSimulatedTime;
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|   } else {
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|     mStartTime = aTime;
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|   }
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| 
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|   if (!mIsFirstIteration) {
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|     mStartPos = PositionAt(mStartTime);
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|   }
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| 
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|   mLastSimulatedTime = mStartTime;
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|   mDestination = aDestination;
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|   mModelX = AxisPhysicsMSDModel(mStartPos.x, aDestination.x,
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|                                 aCurrentVelocity.width, springConstant, 1);
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|   mModelY = AxisPhysicsMSDModel(mStartPos.y, aDestination.y,
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|                                 aCurrentVelocity.height, springConstant, 1);
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|   mIsFirstIteration = false;
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| }
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| 
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| void ScrollAnimationMSDPhysics::ApplyContentShift(const CSSPoint& aShiftDelta) {
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|   // Rather than rebuilding the physics models to reflect the shift, just
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|   // save it in a variable that's tacked onto the result of PositionAt().
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|   // The shfit does not affect the velocity of the animation.
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|   mContentShift += CSSPoint::ToAppUnits(aShiftDelta);
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| }
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| 
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| double ScrollAnimationMSDPhysics::ComputeSpringConstant(
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|     const TimeStamp& aTime) {
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|   if (!mPreviousEventTime) {
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|     mPreviousEventTime = aTime;
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|     mPreviousDelta = TimeDuration();
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|     return StaticPrefs::
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|         general_smoothScroll_msdPhysics_motionBeginSpringConstant();
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|   }
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| 
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|   TimeDuration delta = aTime - mPreviousEventTime;
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|   TimeDuration previousDelta = mPreviousDelta;
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| 
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|   mPreviousEventTime = aTime;
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|   mPreviousDelta = delta;
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| 
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|   double deltaMS = delta.ToMilliseconds();
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|   if (deltaMS >=
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|       StaticPrefs::
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|           general_smoothScroll_msdPhysics_continuousMotionMaxDeltaMS()) {
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|     return StaticPrefs::
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|         general_smoothScroll_msdPhysics_motionBeginSpringConstant();
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|   }
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| 
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|   if (previousDelta &&
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|       deltaMS >=
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|           StaticPrefs::general_smoothScroll_msdPhysics_slowdownMinDeltaMS() &&
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|       deltaMS >=
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|           previousDelta.ToMilliseconds() *
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|               StaticPrefs::
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|                   general_smoothScroll_msdPhysics_slowdownMinDeltaRatio()) {
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|     // The rate of events has slowed (the time delta between events has
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|     // increased) enough that we think that the current scroll motion is coming
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|     // to a stop. Use a stiffer spring in order to reach the destination more
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|     // quickly.
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|     return StaticPrefs::
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|         general_smoothScroll_msdPhysics_slowdownSpringConstant();
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|   }
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| 
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|   return StaticPrefs::general_smoothScroll_msdPhysics_regularSpringConstant();
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| }
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| 
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| void ScrollAnimationMSDPhysics::SimulateUntil(const TimeStamp& aTime) {
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|   if (!mLastSimulatedTime || aTime < mLastSimulatedTime) {
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|     return;
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|   }
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|   TimeDuration delta = aTime - mLastSimulatedTime;
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|   mModelX.Simulate(delta);
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|   mModelY.Simulate(delta);
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|   mLastSimulatedTime = aTime;
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| }
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| 
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| nsPoint ScrollAnimationMSDPhysics::PositionAt(const TimeStamp& aTime) {
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|   SimulateUntil(aTime);
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|   return nsPoint(NSToCoordRound(mModelX.GetPosition()),
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|                  NSToCoordRound(mModelY.GetPosition())) +
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|          mContentShift;
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| }
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| 
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| nsSize ScrollAnimationMSDPhysics::VelocityAt(const TimeStamp& aTime) {
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|   SimulateUntil(aTime);
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|   return nsSize(NSToCoordRound(mModelX.GetVelocity()),
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|                 NSToCoordRound(mModelY.GetVelocity()));
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| }
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