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/*
* Copyright (C) 2016 Igalia S.L.
* Copyright (C) 2015 Apple Inc. All rights reserved.
* Copyright (c) 2011, Google Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS''
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
* THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#include "ScrollAnimationSmooth.h"
#if ENABLE(SMOOTH_SCROLLING)
#include "FloatPoint.h"
#include "ScrollableArea.h"
#include <wtf/CurrentTime.h>
namespace WebCore {
static const double frameRate = 60;
static const double tickTime = 1 / frameRate;
static const double minimumTimerInterval = .001;
ScrollAnimationSmooth::ScrollAnimationSmooth(ScrollableArea& scrollableArea, const FloatPoint& position, std::function<void (FloatPoint&&)>&& notifyPositionChangedFunction)
: ScrollAnimation(scrollableArea)
, m_notifyPositionChangedFunction(WTFMove(notifyPositionChangedFunction))
, m_horizontalData(position.x(), scrollableArea.visibleWidth())
, m_verticalData(position.y(), scrollableArea.visibleHeight())
#if USE(REQUEST_ANIMATION_FRAME_TIMER)
, m_animationTimer(*this, &ScrollAnimationSmooth::animationTimerFired)
#else
, m_animationActive(false)
#endif
{
}
bool ScrollAnimationSmooth::scroll(ScrollbarOrientation orientation, ScrollGranularity granularity, float step, float multiplier)
{
float minScrollPosition;
float maxScrollPosition;
if (orientation == HorizontalScrollbar) {
minScrollPosition = m_scrollableArea.minimumScrollPosition().x();
maxScrollPosition = m_scrollableArea.maximumScrollPosition().x();
} else {
minScrollPosition = m_scrollableArea.minimumScrollPosition().y();
maxScrollPosition = m_scrollableArea.maximumScrollPosition().y();
}
bool needToScroll = updatePerAxisData(orientation == HorizontalScrollbar ? m_horizontalData : m_verticalData, granularity, step * multiplier, minScrollPosition, maxScrollPosition);
if (needToScroll && !animationTimerActive()) {
m_startTime = orientation == HorizontalScrollbar ? m_horizontalData.startTime : m_verticalData.startTime;
animationTimerFired();
}
return needToScroll;
}
void ScrollAnimationSmooth::stop()
{
#if USE(REQUEST_ANIMATION_FRAME_TIMER)
m_animationTimer.stop();
#else
m_animationActive = false;
#endif
}
void ScrollAnimationSmooth::updateVisibleLengths()
{
m_horizontalData.visibleLength = m_scrollableArea.visibleWidth();
m_verticalData.visibleLength = m_scrollableArea.visibleHeight();
}
void ScrollAnimationSmooth::setCurrentPosition(const FloatPoint& position)
{
stop();
m_horizontalData = PerAxisData(position.x(), m_horizontalData.visibleLength);
m_verticalData = PerAxisData(position.y(), m_verticalData.visibleLength);
}
#if !USE(REQUEST_ANIMATION_FRAME_TIMER)
void ScrollAnimationSmooth::serviceAnimation()
{
if (m_animationActive)
animationTimerFired();
}
#endif
ScrollAnimationSmooth::~ScrollAnimationSmooth()
{
}
static inline double curveAt(ScrollAnimationSmooth::Curve curve, double t)
{
switch (curve) {
case ScrollAnimationSmooth::Curve::Linear:
return t;
case ScrollAnimationSmooth::Curve::Quadratic:
return t * t;
case ScrollAnimationSmooth::Curve::Cubic:
return t * t * t;
case ScrollAnimationSmooth::Curve::Quartic:
return t * t * t * t;
case ScrollAnimationSmooth::Curve::Bounce:
// Time base is chosen to keep the bounce points simpler:
// 1 (half bounce coming in) + 1 + .5 + .25
static const double timeBase = 2.75;
static const double timeBaseSquared = timeBase * timeBase;
if (t < 1 / timeBase)
return timeBaseSquared * t * t;
if (t < 2 / timeBase) {
// Invert a [-.5,.5] quadratic parabola, center it in [1,2].
double t1 = t - 1.5 / timeBase;
const double parabolaAtEdge = 1 - .5 * .5;
return timeBaseSquared * t1 * t1 + parabolaAtEdge;
}
if (t < 2.5 / timeBase) {
// Invert a [-.25,.25] quadratic parabola, center it in [2,2.5].
double t2 = t - 2.25 / timeBase;
const double parabolaAtEdge = 1 - .25 * .25;
return timeBaseSquared * t2 * t2 + parabolaAtEdge;
}
// Invert a [-.125,.125] quadratic parabola, center it in [2.5,2.75].
const double parabolaAtEdge = 1 - .125 * .125;
t -= 2.625 / timeBase;
return timeBaseSquared * t * t + parabolaAtEdge;
}
ASSERT_NOT_REACHED();
return 0;
}
static inline double attackCurve(ScrollAnimationSmooth::Curve curve, double deltaTime, double curveT, double startPosition, double attackPosition)
{
double t = deltaTime / curveT;
double positionFactor = curveAt(curve, t);
return startPosition + positionFactor * (attackPosition - startPosition);
}
static inline double releaseCurve(ScrollAnimationSmooth::Curve curve, double deltaTime, double curveT, double releasePosition, double desiredPosition)
{
double t = deltaTime / curveT;
double positionFactor = 1 - curveAt(curve, 1 - t);
return releasePosition + (positionFactor * (desiredPosition - releasePosition));
}
static inline double coastCurve(ScrollAnimationSmooth::Curve curve, double factor)
{
return 1 - curveAt(curve, 1 - factor);
}
static inline double curveIntegralAt(ScrollAnimationSmooth::Curve curve, double t)
{
switch (curve) {
case ScrollAnimationSmooth::Curve::Linear:
return t * t / 2;
case ScrollAnimationSmooth::Curve::Quadratic:
return t * t * t / 3;
case ScrollAnimationSmooth::Curve::Cubic:
return t * t * t * t / 4;
case ScrollAnimationSmooth::Curve::Quartic:
return t * t * t * t * t / 5;
case ScrollAnimationSmooth::Curve::Bounce:
static const double timeBase = 2.75;
static const double timeBaseSquared = timeBase * timeBase;
static const double timeBaseSquaredOverThree = timeBaseSquared / 3;
double area;
double t1 = std::min(t, 1 / timeBase);
area = timeBaseSquaredOverThree * t1 * t1 * t1;
if (t < 1 / timeBase)
return area;
t1 = std::min(t - 1 / timeBase, 1 / timeBase);
// The integral of timeBaseSquared * (t1 - .5 / timeBase) * (t1 - .5 / timeBase) + parabolaAtEdge
static const double secondInnerOffset = timeBaseSquared * .5 / timeBase;
double bounceArea = t1 * (t1 * (timeBaseSquaredOverThree * t1 - secondInnerOffset) + 1);
area += bounceArea;
if (t < 2 / timeBase)
return area;
t1 = std::min(t - 2 / timeBase, 0.5 / timeBase);
// The integral of timeBaseSquared * (t1 - .25 / timeBase) * (t1 - .25 / timeBase) + parabolaAtEdge
static const double thirdInnerOffset = timeBaseSquared * .25 / timeBase;
bounceArea = t1 * (t1 * (timeBaseSquaredOverThree * t1 - thirdInnerOffset) + 1);
area += bounceArea;
if (t < 2.5 / timeBase)
return area;
t1 = t - 2.5 / timeBase;
// The integral of timeBaseSquared * (t1 - .125 / timeBase) * (t1 - .125 / timeBase) + parabolaAtEdge
static const double fourthInnerOffset = timeBaseSquared * .125 / timeBase;
bounceArea = t1 * (t1 * (timeBaseSquaredOverThree * t1 - fourthInnerOffset) + 1);
area += bounceArea;
return area;
}
ASSERT_NOT_REACHED();
return 0;
}
static inline double attackArea(ScrollAnimationSmooth::Curve curve, double startT, double endT)
{
double startValue = curveIntegralAt(curve, startT);
double endValue = curveIntegralAt(curve, endT);
return endValue - startValue;
}
static inline double releaseArea(ScrollAnimationSmooth::Curve curve, double startT, double endT)
{
double startValue = curveIntegralAt(curve, 1 - endT);
double endValue = curveIntegralAt(curve, 1 - startT);
return endValue - startValue;
}
static inline void getAnimationParametersForGranularity(ScrollGranularity granularity, double& animationTime, double& repeatMinimumSustainTime, double& attackTime, double& releaseTime, ScrollAnimationSmooth::Curve& coastTimeCurve, double& maximumCoastTime)
{
// Qt uses a slightly different strategy for the animation with a steep attack curve and natural release curve.
// The fast acceleration makes the animation look more responsive to user input.
switch (granularity) {
case ScrollByDocument:
animationTime = 20 * tickTime;
repeatMinimumSustainTime = 10 * tickTime;
#if !PLATFORM(QT)
attackTime = 10 * tickTime;
releaseTime = 10 * tickTime;
coastTimeCurve = ScrollAnimationSmooth::Curve::Linear;
maximumCoastTime = 1;
#else
attackTime = 6 * tickTime;
releaseTime = 10 * tickTime;
coastTimeCurve = ScrollAnimationSmooth::Curve::Quadratic;
maximumCoastTime = 22;
#endif
break;
case ScrollByLine:
#if !PLATFORM(QT)
animationTime = 10 * tickTime;
repeatMinimumSustainTime = 7 * tickTime;
attackTime = 3 * tickTime;
releaseTime = 3 * tickTime;
#else
animationTime = 6 * tickTime;
repeatMinimumSustainTime = 5 * tickTime;
attackTime = 1 * tickTime;
releaseTime = 4 * tickTime;
#endif
coastTimeCurve = ScrollAnimationSmooth::Curve::Linear;
maximumCoastTime = 1;
break;
case ScrollByPage:
#if !PLATFORM(QT)
animationTime = 15 * tickTime;
repeatMinimumSustainTime = 10 * tickTime;
attackTime = 5 * tickTime;
releaseTime = 5 * tickTime;
#else
animationTime = 12 * tickTime;
repeatMinimumSustainTime = 10 * tickTime;
attackTime = 3 * tickTime;
releaseTime = 6 * tickTime;
#endif
coastTimeCurve = ScrollAnimationSmooth::Curve::Linear;
maximumCoastTime = 1;
break;
case ScrollByPixel:
#if !PLATFORM(QT)
animationTime = 11 * tickTime;
repeatMinimumSustainTime = 2 * tickTime;
attackTime = 3 * tickTime;
releaseTime = 3 * tickTime;
#else
animationTime = 8 * tickTime;
repeatMinimumSustainTime = 3 * tickTime;
attackTime = 2 * tickTime;
releaseTime = 5 * tickTime;
#endif
coastTimeCurve = ScrollAnimationSmooth::Curve::Quadratic;
maximumCoastTime = 1.25;
break;
default:
ASSERT_NOT_REACHED();
}
}
bool ScrollAnimationSmooth::updatePerAxisData(PerAxisData& data, ScrollGranularity granularity, float delta, float minScrollPosition, float maxScrollPosition)
{
if (!data.startTime || !delta || (delta < 0) != (data.desiredPosition - data.currentPosition < 0)) {
data.desiredPosition = data.currentPosition;
data.startTime = 0;
}
float newPosition = data.desiredPosition + delta;
newPosition = std::max(std::min(newPosition, maxScrollPosition), minScrollPosition);
if (newPosition == data.desiredPosition)
return false;
double animationTime, repeatMinimumSustainTime, attackTime, releaseTime, maximumCoastTime;
Curve coastTimeCurve;
getAnimationParametersForGranularity(granularity, animationTime, repeatMinimumSustainTime, attackTime, releaseTime, coastTimeCurve, maximumCoastTime);
data.desiredPosition = newPosition;
if (!data.startTime)
data.attackTime = attackTime;
data.animationTime = animationTime;
data.releaseTime = releaseTime;
// Prioritize our way out of over constraint.
if (data.attackTime + data.releaseTime > data.animationTime) {
if (data.releaseTime > data.animationTime)
data.releaseTime = data.animationTime;
data.attackTime = data.animationTime - data.releaseTime;
}
if (!data.startTime) {
// FIXME: This should be the time from the event that got us here.
data.startTime = monotonicallyIncreasingTime() - tickTime / 2;
data.startPosition = data.currentPosition;
data.lastAnimationTime = data.startTime;
}
data.startVelocity = data.currentVelocity;
double remainingDelta = data.desiredPosition - data.currentPosition;
double attackAreaLeft = 0;
double deltaTime = data.lastAnimationTime - data.startTime;
double attackTimeLeft = std::max(0., data.attackTime - deltaTime);
double timeLeft = data.animationTime - deltaTime;
double minTimeLeft = data.releaseTime + std::min(repeatMinimumSustainTime, data.animationTime - data.releaseTime - attackTimeLeft);
if (timeLeft < minTimeLeft) {
data.animationTime = deltaTime + minTimeLeft;
timeLeft = minTimeLeft;
}
if (maximumCoastTime > (repeatMinimumSustainTime + releaseTime)) {
double targetMaxCoastVelocity = data.visibleLength * .25 * frameRate;
// This needs to be as minimal as possible while not being intrusive to page up/down.
double minCoastDelta = data.visibleLength;
if (fabs(remainingDelta) > minCoastDelta) {
double maxCoastDelta = maximumCoastTime * targetMaxCoastVelocity;
double coastFactor = std::min(1., (fabs(remainingDelta) - minCoastDelta) / (maxCoastDelta - minCoastDelta));
// We could play with the curve here - linear seems a little soft. Initial testing makes me want to feed into the sustain time more aggressively.
double coastMinTimeLeft = std::min(maximumCoastTime, minTimeLeft + coastCurve(coastTimeCurve, coastFactor) * (maximumCoastTime - minTimeLeft));
if (double additionalTime = std::max(0., coastMinTimeLeft - minTimeLeft)) {
double additionalReleaseTime = std::min(additionalTime, releaseTime / (releaseTime + repeatMinimumSustainTime) * additionalTime);
data.releaseTime = releaseTime + additionalReleaseTime;
data.animationTime = deltaTime + coastMinTimeLeft;
timeLeft = coastMinTimeLeft;
}
}
}
double releaseTimeLeft = std::min(timeLeft, data.releaseTime);
double sustainTimeLeft = std::max(0., timeLeft - releaseTimeLeft - attackTimeLeft);
if (attackTimeLeft) {
double attackSpot = deltaTime / data.attackTime;
attackAreaLeft = attackArea(Curve::Cubic, attackSpot, 1) * data.attackTime;
}
double releaseSpot = (data.releaseTime - releaseTimeLeft) / data.releaseTime;
#if !PLATFORM(QT)
double releaseAreaLeft = releaseArea(Curve::Cubic, releaseSpot, 1) * data.releaseTime;
#else
double releaseAreaLeft = releaseArea(Curve::Quadratic, releaseSpot, 1) * data.releaseTime;
#endif
data.desiredVelocity = remainingDelta / (attackAreaLeft + sustainTimeLeft + releaseAreaLeft);
data.releasePosition = data.desiredPosition - data.desiredVelocity * releaseAreaLeft;
if (attackAreaLeft)
data.attackPosition = data.startPosition + data.desiredVelocity * attackAreaLeft;
else
data.attackPosition = data.releasePosition - (data.animationTime - data.releaseTime - data.attackTime) * data.desiredVelocity;
if (sustainTimeLeft) {
double roundOff = data.releasePosition - ((attackAreaLeft ? data.attackPosition : data.currentPosition) + data.desiredVelocity * sustainTimeLeft);
data.desiredVelocity += roundOff / sustainTimeLeft;
}
return true;
}
bool ScrollAnimationSmooth::animateScroll(PerAxisData& data, double currentTime)
{
if (!data.startTime)
return false;
double lastScrollInterval = currentTime - data.lastAnimationTime;
if (lastScrollInterval < minimumTimerInterval)
return true;
data.lastAnimationTime = currentTime;
double deltaTime = currentTime - data.startTime;
double newPosition = data.currentPosition;
if (deltaTime > data.animationTime) {
data = PerAxisData(data.desiredPosition, data.visibleLength);
return false;
}
if (deltaTime < data.attackTime)
newPosition = attackCurve(Curve::Cubic, deltaTime, data.attackTime, data.startPosition, data.attackPosition);
else if (deltaTime < (data.animationTime - data.releaseTime))
newPosition = data.attackPosition + (deltaTime - data.attackTime) * data.desiredVelocity;
else {
// release is based on targeting the exact final position.
double releaseDeltaT = deltaTime - (data.animationTime - data.releaseTime);
#if !PLATFORM(QT)
newPosition = releaseCurve(Curve::Cubic, releaseDeltaT, data.releaseTime, data.releasePosition, data.desiredPosition);
#else
newPosition = releaseCurve(Curve::Quadratic, releaseDeltaT, data.releaseTime, data.releasePosition, data.desiredPosition);
#endif
}
// Normalize velocity to a per second amount. Could be used to check for jank.
if (lastScrollInterval > 0)
data.currentVelocity = (newPosition - data.currentPosition) / lastScrollInterval;
data.currentPosition = newPosition;
return true;
}
void ScrollAnimationSmooth::animationTimerFired()
{
double currentTime = monotonicallyIncreasingTime();
double deltaToNextFrame = ceil((currentTime - m_startTime) * frameRate) / frameRate - (currentTime - m_startTime);
currentTime += deltaToNextFrame;
bool continueAnimation = false;
if (animateScroll(m_horizontalData, currentTime))
continueAnimation = true;
if (animateScroll(m_verticalData, currentTime))
continueAnimation = true;
if (continueAnimation)
#if USE(REQUEST_ANIMATION_FRAME_TIMER)
startNextTimer(std::max(minimumTimerInterval, deltaToNextFrame));
#else
startNextTimer();
else
m_animationActive = false;
#endif
m_notifyPositionChangedFunction(FloatPoint(m_horizontalData.currentPosition, m_verticalData.currentPosition));
}
#if USE(REQUEST_ANIMATION_FRAME_TIMER)
void ScrollAnimationSmooth::startNextTimer(double delay)
{
m_animationTimer.startOneShot(delay);
}
#else
void ScrollAnimationSmooth::startNextTimer()
{
if (m_scrollableArea.scheduleAnimation())
m_animationActive = true;
}
#endif
bool ScrollAnimationSmooth::animationTimerActive() const
{
#if USE(REQUEST_ANIMATION_FRAME_TIMER)
return m_animationTimer.isActive();
#else
return m_animationActive;
#endif
}
} // namespace WebCore
#endif // ENABLE(SMOOTH_SCROLLING)
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