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		f3c730e169
		
	
	
	
	
		
			
			<!-- Please describe your changes on the following line: --> According to https://github.com/servo/servo/pull/3069 the cached thread local context is introduced for green threads. Now green threads has gone, and the existence of cache force us to create a `LayoutContext`, an `AssignISizes` and an `AssignBSizes` for each flow during parallel layout, so the pull request tries to remove it. And it also switch `assign_inline_sizes()` to accept a `LayoutContext` parameter, as according to my current design we need to do full layout to some flex items for column flexbox during assign isize traversal. Part of #14123. --- <!-- Thank you for contributing to Servo! Please replace each `[ ]` by `[X]` when the step is complete, and replace `__` with appropriate data: --> - [X] `./mach build -d` does not report any errors - [X] `./mach test-tidy` does not report any errors - [ ] These changes fix #__ (github issue number if applicable). <!-- Either: --> - [ ] There are tests for these changes OR - [X] These changes do not require tests because refactoring <!-- Pull requests that do not address these steps are welcome, but they will require additional verification as part of the review process. --> Source-Repo: https://github.com/servo/servo Source-Revision: e2b494b1d08b8929ca7e5ae369304f41af81ace2 --HG-- extra : subtree_source : https%3A//hg.mozilla.org/projects/converted-servo-linear extra : subtree_revision : 9cd92ed44acfaa3b2ba04e345b33d21aff3d752c
		
			
				
	
	
		
			157 lines
		
	
	
	
		
			6.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			157 lines
		
	
	
	
		
			6.7 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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| 
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| //! CSS transitions and animations.
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| 
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| use context::LayoutContext;
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| use flow::{self, Flow};
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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 script_traits::{AnimationState, ConstellationControlMsg, LayoutMsg as ConstellationMsg};
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| use std::collections::HashMap;
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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::selector_parser::RestyleDamage;
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| use style::timer::Timer;
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| 
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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(constellation_chan: &IpcSender<ConstellationMsg>,
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|                               script_chan: &IpcSender<ConstellationControlMsg>,
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|                               running_animations: &mut HashMap<OpaqueNode, Vec<Animation>>,
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|                               expired_animations: &mut HashMap<OpaqueNode, Vec<Animation>>,
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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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|     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 mut 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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|             if let Animation::Transition(_, unsafe_node, _, ref frame, _) = running_animation {
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|                 script_chan.send(ConstellationControlMsg::TransitionEnd(unsafe_node,
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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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| 
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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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| 
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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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| 
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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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| 
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|     // Add new running animations.
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|     for new_running_animation in new_running_animations {
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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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| 
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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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| 
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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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| 
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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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| // NB: This is specific for SelectorImpl, since the layout context and the
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| // flows are SelectorImpl specific too. If that goes away at some point,
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| // this should be made generic.
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| pub fn recalc_style_for_animations(context: &LayoutContext,
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|                                    flow: &mut Flow,
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|                                    animations: &HashMap<OpaqueNode,
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|                                                         Vec<Animation>>) {
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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(&context.style_context,
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|                                            animation,
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|                                            &mut fragment.style);
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|                 damage |= RestyleDamage::compute(&old_style, &fragment.style);
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|             }
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|         }
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|     });
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| 
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|     let base = flow::mut_base(flow);
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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(context, kid, animations)
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|     }
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| }
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