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/*
* 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:
*
* * Redistributions of source code must retain the above copyright
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* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
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* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND 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 THE COPYRIGHT
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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#include "config.h"
#include "platform/scroll/ScrollAnimatorNone.h"
#include <algorithm>
#include "platform/scroll/ScrollableArea.h"
#include "wtf/CurrentTime.h"
#include "wtf/PassOwnPtr.h"
#include "platform/TraceEvent.h"
using namespace std;
namespace blink {
const double kFrameRate = 60;
const double kTickTime = 1 / kFrameRate;
const double kMinimumTimerInterval = .001;
PassOwnPtr<ScrollAnimator> ScrollAnimator::create(ScrollableArea* scrollableArea)
{
if (scrollableArea && scrollableArea->scrollAnimatorEnabled())
return adoptPtr(new ScrollAnimatorNone(scrollableArea));
return adoptPtr(new ScrollAnimator(scrollableArea));
}
ScrollAnimatorNone::Parameters::Parameters()
: m_isEnabled(false)
{
}
ScrollAnimatorNone::Parameters::Parameters(bool isEnabled, double animationTime, double repeatMinimumSustainTime, Curve attackCurve, double attackTime, Curve releaseCurve, double releaseTime, Curve coastTimeCurve, double maximumCoastTime)
: m_isEnabled(isEnabled)
, m_animationTime(animationTime)
, m_repeatMinimumSustainTime(repeatMinimumSustainTime)
, m_attackCurve(attackCurve)
, m_attackTime(attackTime)
, m_releaseCurve(releaseCurve)
, m_releaseTime(releaseTime)
, m_coastTimeCurve(coastTimeCurve)
, m_maximumCoastTime(maximumCoastTime)
{
}
double ScrollAnimatorNone::PerAxisData::curveAt(Curve curve, double t)
{
switch (curve) {
case Linear:
return t;
case Quadratic:
return t * t;
case Cubic:
return t * t * t;
case Quartic:
return t * t * t * t;
case Bounce:
// Time base is chosen to keep the bounce points simpler:
// 1 (half bounce coming in) + 1 + .5 + .25
const double kTimeBase = 2.75;
const double kTimeBaseSquared = kTimeBase * kTimeBase;
if (t < 1 / kTimeBase)
return kTimeBaseSquared * t * t;
if (t < 2 / kTimeBase) {
// Invert a [-.5,.5] quadratic parabola, center it in [1,2].
double t1 = t - 1.5 / kTimeBase;
const double kParabolaAtEdge = 1 - .5 * .5;
return kTimeBaseSquared * t1 * t1 + kParabolaAtEdge;
}
if (t < 2.5 / kTimeBase) {
// Invert a [-.25,.25] quadratic parabola, center it in [2,2.5].
double t2 = t - 2.25 / kTimeBase;
const double kParabolaAtEdge = 1 - .25 * .25;
return kTimeBaseSquared * t2 * t2 + kParabolaAtEdge;
}
// Invert a [-.125,.125] quadratic parabola, center it in [2.5,2.75].
const double kParabolaAtEdge = 1 - .125 * .125;
t -= 2.625 / kTimeBase;
return kTimeBaseSquared * t * t + kParabolaAtEdge;
}
ASSERT_NOT_REACHED();
return 0;
}
double ScrollAnimatorNone::PerAxisData::attackCurve(Curve curve, double deltaTime, double curveT, double startPosition, double attackPosition)
{
double t = deltaTime / curveT;
double positionFactor = curveAt(curve, t);
return startPosition + positionFactor * (attackPosition - startPosition);
}
double ScrollAnimatorNone::PerAxisData::releaseCurve(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));
}
double ScrollAnimatorNone::PerAxisData::coastCurve(Curve curve, double factor)
{
return 1 - curveAt(curve, 1 - factor);
}
double ScrollAnimatorNone::PerAxisData::curveIntegralAt(Curve curve, double t)
{
switch (curve) {
case Linear:
return t * t / 2;
case Quadratic:
return t * t * t / 3;
case Cubic:
return t * t * t * t / 4;
case Quartic:
return t * t * t * t * t / 5;
case Bounce:
const double kTimeBase = 2.75;
const double kTimeBaseSquared = kTimeBase * kTimeBase;
const double kTimeBaseSquaredOverThree = kTimeBaseSquared / 3;
double area;
double t1 = min(t, 1 / kTimeBase);
area = kTimeBaseSquaredOverThree * t1 * t1 * t1;
if (t < 1 / kTimeBase)
return area;
t1 = min(t - 1 / kTimeBase, 1 / kTimeBase);
// The integral of kTimeBaseSquared * (t1 - .5 / kTimeBase) * (t1 - .5 / kTimeBase) + kParabolaAtEdge
const double kSecondInnerOffset = kTimeBaseSquared * .5 / kTimeBase;
double bounceArea = t1 * (t1 * (kTimeBaseSquaredOverThree * t1 - kSecondInnerOffset) + 1);
area += bounceArea;
if (t < 2 / kTimeBase)
return area;
t1 = min(t - 2 / kTimeBase, 0.5 / kTimeBase);
// The integral of kTimeBaseSquared * (t1 - .25 / kTimeBase) * (t1 - .25 / kTimeBase) + kParabolaAtEdge
const double kThirdInnerOffset = kTimeBaseSquared * .25 / kTimeBase;
bounceArea = t1 * (t1 * (kTimeBaseSquaredOverThree * t1 - kThirdInnerOffset) + 1);
area += bounceArea;
if (t < 2.5 / kTimeBase)
return area;
t1 = t - 2.5 / kTimeBase;
// The integral of kTimeBaseSquared * (t1 - .125 / kTimeBase) * (t1 - .125 / kTimeBase) + kParabolaAtEdge
const double kFourthInnerOffset = kTimeBaseSquared * .125 / kTimeBase;
bounceArea = t1 * (t1 * (kTimeBaseSquaredOverThree * t1 - kFourthInnerOffset) + 1);
area += bounceArea;
return area;
}
ASSERT_NOT_REACHED();
return 0;
}
double ScrollAnimatorNone::PerAxisData::attackArea(Curve curve, double startT, double endT)
{
double startValue = curveIntegralAt(curve, startT);
double endValue = curveIntegralAt(curve, endT);
return endValue - startValue;
}
double ScrollAnimatorNone::PerAxisData::releaseArea(Curve curve, double startT, double endT)
{
double startValue = curveIntegralAt(curve, 1 - endT);
double endValue = curveIntegralAt(curve, 1 - startT);
return endValue - startValue;
}
ScrollAnimatorNone::PerAxisData::PerAxisData(ScrollAnimatorNone* parent, float* currentPosition, int visibleLength)
: m_currentPosition(currentPosition)
, m_visibleLength(visibleLength)
{
reset();
}
void ScrollAnimatorNone::PerAxisData::reset()
{
m_currentVelocity = 0;
m_desiredPosition = 0;
m_desiredVelocity = 0;
m_startPosition = 0;
m_startTime = 0;
m_startVelocity = 0;
m_animationTime = 0;
m_lastAnimationTime = 0;
m_attackPosition = 0;
m_attackTime = 0;
m_attackCurve = Quadratic;
m_releasePosition = 0;
m_releaseTime = 0;
m_releaseCurve = Quadratic;
}
bool ScrollAnimatorNone::PerAxisData::updateDataFromParameters(float step, float delta, float scrollableSize, double currentTime, Parameters* parameters)
{
float pixelDelta = step * delta;
if (!m_startTime || !pixelDelta || (pixelDelta < 0) != (m_desiredPosition - *m_currentPosition < 0)) {
m_desiredPosition = *m_currentPosition;
m_startTime = 0;
}
float newPosition = m_desiredPosition + pixelDelta;
if (newPosition < 0 || newPosition > scrollableSize)
newPosition = max(min(newPosition, scrollableSize), 0.0f);
if (newPosition == m_desiredPosition)
return false;
m_desiredPosition = newPosition;
if (!m_startTime) {
m_attackTime = parameters->m_attackTime;
m_attackCurve = parameters->m_attackCurve;
}
m_animationTime = parameters->m_animationTime;
m_releaseTime = parameters->m_releaseTime;
m_releaseCurve = parameters->m_releaseCurve;
// Prioritize our way out of over constraint.
if (m_attackTime + m_releaseTime > m_animationTime) {
if (m_releaseTime > m_animationTime)
m_releaseTime = m_animationTime;
m_attackTime = m_animationTime - m_releaseTime;
}
if (!m_startTime) {
// FIXME: This should be the time from the event that got us here.
m_startTime = currentTime - kTickTime / 2;
m_startPosition = *m_currentPosition;
m_lastAnimationTime = m_startTime;
}
m_startVelocity = m_currentVelocity;
double remainingDelta = m_desiredPosition - *m_currentPosition;
double attackAreaLeft = 0;
double deltaTime = m_lastAnimationTime - m_startTime;
double attackTimeLeft = max(0., m_attackTime - deltaTime);
double timeLeft = m_animationTime - deltaTime;
double minTimeLeft = m_releaseTime + min(parameters->m_repeatMinimumSustainTime, m_animationTime - m_releaseTime - attackTimeLeft);
if (timeLeft < minTimeLeft) {
m_animationTime = deltaTime + minTimeLeft;
timeLeft = minTimeLeft;
}
if (parameters->m_maximumCoastTime > (parameters->m_repeatMinimumSustainTime + parameters->m_releaseTime)) {
double targetMaxCoastVelocity = m_visibleLength * .25 * kFrameRate;
// This needs to be as minimal as possible while not being intrusive to page up/down.
double minCoastDelta = m_visibleLength;
if (fabs(remainingDelta) > minCoastDelta) {
double maxCoastDelta = parameters->m_maximumCoastTime * targetMaxCoastVelocity;
double coastFactor = 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 = min(parameters->m_maximumCoastTime, minTimeLeft + coastCurve(parameters->m_coastTimeCurve, coastFactor) * (parameters->m_maximumCoastTime - minTimeLeft));
double additionalTime = max(0., coastMinTimeLeft - minTimeLeft);
if (additionalTime) {
double additionalReleaseTime = min(additionalTime, parameters->m_releaseTime / (parameters->m_releaseTime + parameters->m_repeatMinimumSustainTime) * additionalTime);
m_releaseTime = parameters->m_releaseTime + additionalReleaseTime;
m_animationTime = deltaTime + coastMinTimeLeft;
timeLeft = coastMinTimeLeft;
}
}
}
double releaseTimeLeft = min(timeLeft, m_releaseTime);
double sustainTimeLeft = max(0., timeLeft - releaseTimeLeft - attackTimeLeft);
if (attackTimeLeft) {
double attackSpot = deltaTime / m_attackTime;
attackAreaLeft = attackArea(m_attackCurve, attackSpot, 1) * m_attackTime;
}
double releaseSpot = (m_releaseTime - releaseTimeLeft) / m_releaseTime;
double releaseAreaLeft = releaseArea(m_releaseCurve, releaseSpot, 1) * m_releaseTime;
m_desiredVelocity = remainingDelta / (attackAreaLeft + sustainTimeLeft + releaseAreaLeft);
m_releasePosition = m_desiredPosition - m_desiredVelocity * releaseAreaLeft;
if (attackAreaLeft)
m_attackPosition = m_startPosition + m_desiredVelocity * attackAreaLeft;
else
m_attackPosition = m_releasePosition - (m_animationTime - m_releaseTime - m_attackTime) * m_desiredVelocity;
if (sustainTimeLeft) {
double roundOff = m_releasePosition - ((attackAreaLeft ? m_attackPosition : *m_currentPosition) + m_desiredVelocity * sustainTimeLeft);
m_desiredVelocity += roundOff / sustainTimeLeft;
}
return true;
}
inline double ScrollAnimatorNone::PerAxisData::newScrollAnimationPosition(double deltaTime)
{
if (deltaTime < m_attackTime)
return attackCurve(m_attackCurve, deltaTime, m_attackTime, m_startPosition, m_attackPosition);
if (deltaTime < (m_animationTime - m_releaseTime))
return m_attackPosition + (deltaTime - m_attackTime) * m_desiredVelocity;
// release is based on targeting the exact final position.
double releaseDeltaT = deltaTime - (m_animationTime - m_releaseTime);
return releaseCurve(m_releaseCurve, releaseDeltaT, m_releaseTime, m_releasePosition, m_desiredPosition);
}
// FIXME: Add in jank detection trace events into this function.
bool ScrollAnimatorNone::PerAxisData::animateScroll(double currentTime)
{
double lastScrollInterval = currentTime - m_lastAnimationTime;
if (lastScrollInterval < kMinimumTimerInterval)
return true;
m_lastAnimationTime = currentTime;
double deltaTime = currentTime - m_startTime;
if (deltaTime > m_animationTime) {
*m_currentPosition = m_desiredPosition;
reset();
return false;
}
double newPosition = newScrollAnimationPosition(deltaTime);
// Normalize velocity to a per second amount. Could be used to check for jank.
if (lastScrollInterval > 0)
m_currentVelocity = (newPosition - *m_currentPosition) / lastScrollInterval;
*m_currentPosition = newPosition;
return true;
}
void ScrollAnimatorNone::PerAxisData::updateVisibleLength(int visibleLength)
{
m_visibleLength = visibleLength;
}
ScrollAnimatorNone::ScrollAnimatorNone(ScrollableArea* scrollableArea)
: ScrollAnimator(scrollableArea)
, m_horizontalData(this, &m_currentPosX, scrollableArea->visibleWidth())
, m_verticalData(this, &m_currentPosY, scrollableArea->visibleHeight())
, m_startTime(0)
, m_animationActive(false)
{
}
ScrollAnimatorNone::~ScrollAnimatorNone()
{
stopAnimationTimerIfNeeded();
}
ScrollAnimatorNone::Parameters ScrollAnimatorNone::parametersForScrollGranularity(ScrollGranularity granularity) const
{
switch (granularity) {
case ScrollByDocument:
return Parameters(true, 20 * kTickTime, 10 * kTickTime, Cubic, 10 * kTickTime, Cubic, 10 * kTickTime, Linear, 1);
case ScrollByLine:
return Parameters(true, 10 * kTickTime, 7 * kTickTime, Cubic, 3 * kTickTime, Cubic, 3 * kTickTime, Linear, 1);
case ScrollByPage:
return Parameters(true, 15 * kTickTime, 10 * kTickTime, Cubic, 5 * kTickTime, Cubic, 5 * kTickTime, Linear, 1);
case ScrollByPixel:
return Parameters(true, 11 * kTickTime, 2 * kTickTime, Cubic, 3 * kTickTime, Cubic, 3 * kTickTime, Quadratic, 1.25);
default:
ASSERT_NOT_REACHED();
}
return Parameters();
}
bool ScrollAnimatorNone::scroll(ScrollbarOrientation orientation, ScrollGranularity granularity, float step, float delta)
{
if (!m_scrollableArea->scrollAnimatorEnabled())
return ScrollAnimator::scroll(orientation, granularity, step, delta);
TRACE_EVENT0("blink", "ScrollAnimatorNone::scroll");
// FIXME: get the type passed in. MouseWheel could also be by line, but should still have different
// animation parameters than the keyboard.
Parameters parameters;
switch (granularity) {
case ScrollByDocument:
case ScrollByLine:
case ScrollByPage:
case ScrollByPixel:
parameters = parametersForScrollGranularity(granularity);
break;
case ScrollByPrecisePixel:
return ScrollAnimator::scroll(orientation, granularity, step, delta);
}
// If the individual input setting is disabled, bail.
if (!parameters.m_isEnabled)
return ScrollAnimator::scroll(orientation, granularity, step, delta);
// This is an animatable scroll. Set the animation in motion using the appropriate parameters.
float scrollableSize = static_cast<float>(m_scrollableArea->scrollSize(orientation));
PerAxisData& data = (orientation == VerticalScrollbar) ? m_verticalData : m_horizontalData;
bool needToScroll = data.updateDataFromParameters(step, delta, scrollableSize, WTF::monotonicallyIncreasingTime(), &parameters);
if (needToScroll && !animationTimerActive()) {
m_startTime = data.m_startTime;
animationWillStart();
animationTimerFired();
}
return needToScroll;
}
void ScrollAnimatorNone::scrollToOffsetWithoutAnimation(const FloatPoint& offset)
{
stopAnimationTimerIfNeeded();
m_horizontalData.reset();
*m_horizontalData.m_currentPosition = offset.x();
m_horizontalData.m_desiredPosition = offset.x();
m_currentPosX = offset.x();
m_verticalData.reset();
*m_verticalData.m_currentPosition = offset.y();
m_verticalData.m_desiredPosition = offset.y();
m_currentPosY = offset.y();
notifyPositionChanged();
}
void ScrollAnimatorNone::cancelAnimations()
{
m_animationActive = false;
}
void ScrollAnimatorNone::serviceScrollAnimations()
{
if (m_animationActive)
animationTimerFired();
}
void ScrollAnimatorNone::willEndLiveResize()
{
updateVisibleLengths();
}
void ScrollAnimatorNone::didAddVerticalScrollbar(Scrollbar*)
{
updateVisibleLengths();
}
void ScrollAnimatorNone::didAddHorizontalScrollbar(Scrollbar*)
{
updateVisibleLengths();
}
void ScrollAnimatorNone::updateVisibleLengths()
{
m_horizontalData.updateVisibleLength(scrollableArea()->visibleWidth());
m_verticalData.updateVisibleLength(scrollableArea()->visibleHeight());
}
void ScrollAnimatorNone::animationTimerFired()
{
TRACE_EVENT0("blink", "ScrollAnimatorNone::animationTimerFired");
double currentTime = WTF::monotonicallyIncreasingTime();
bool continueAnimation = false;
if (m_horizontalData.m_startTime && m_horizontalData.animateScroll(currentTime))
continueAnimation = true;
if (m_verticalData.m_startTime && m_verticalData.animateScroll(currentTime))
continueAnimation = true;
if (continueAnimation)
startNextTimer();
else
m_animationActive = false;
TRACE_EVENT0("blink", "ScrollAnimatorNone::notifyPositionChanged");
notifyPositionChanged();
if (!continueAnimation)
animationDidFinish();
}
void ScrollAnimatorNone::startNextTimer()
{
if (scrollableArea()->scheduleAnimation())
m_animationActive = true;
}
bool ScrollAnimatorNone::animationTimerActive()
{
return m_animationActive;
}
void ScrollAnimatorNone::stopAnimationTimerIfNeeded()
{
if (animationTimerActive())
m_animationActive = false;
}
} // namespace blink