bool
WheelScrollAnimation::DoSample(FrameMetrics& aFrameMetrics, const TimeDuration& aDelta)
{
  TimeStamp now = AsyncPanZoomController::GetFrameTime();
  CSSToParentLayerScale2D zoom = aFrameMetrics.GetZoom();

  // If the animation is finished, make sure the final position is correct by
  // using one last displacement. Otherwise, compute the delta via the timing
  // function as normal.
  bool finished = IsFinished(now);
  nsPoint sampledDest = finished
                        ? mDestination
                        : PositionAt(now);
  ParentLayerPoint displacement =
    (CSSPoint::FromAppUnits(sampledDest) - aFrameMetrics.GetScrollOffset()) * zoom;

  // Note: we ignore overscroll for wheel animations.
  ParentLayerPoint adjustedOffset, overscroll;
  mApzc.mX.AdjustDisplacement(displacement.x, adjustedOffset.x, overscroll.x);
  mApzc.mY.AdjustDisplacement(displacement.y, adjustedOffset.y, overscroll.y,
                              !aFrameMetrics.AllowVerticalScrollWithWheel());

  // If we expected to scroll, but there's no more scroll range on either axis,
  // then end the animation early. Note that the initial displacement could be 0
  // if the compositor ran very quickly (<1ms) after the animation was created.
  // When that happens we want to make sure the animation continues.
  if (!IsZero(displacement) && IsZero(adjustedOffset)) {
    // Nothing more to do - end the animation.
    return false;
  }

  aFrameMetrics.ScrollBy(adjustedOffset / zoom);
  return !finished;
}
bool
WheelScrollAnimation::DoSample(FrameMetrics& aFrameMetrics, const TimeDuration& aDelta)
{
  TimeStamp now = AsyncPanZoomController::GetFrameTime();
  CSSToParentLayerScale2D zoom = aFrameMetrics.GetZoom();

  // If the animation is finished, make sure the final position is correct by
  // using one last displacement. Otherwise, compute the delta via the timing
  // function as normal.
  bool finished = IsFinished(now);
  nsPoint sampledDest = finished
                        ? mDestination
                        : PositionAt(now);
  ParentLayerPoint displacement =
    (CSSPoint::FromAppUnits(sampledDest) - aFrameMetrics.GetScrollOffset()) * zoom;

  // Note: we ignore overscroll for wheel animations.
  ParentLayerPoint adjustedOffset, overscroll;
  mApzc.mX.AdjustDisplacement(displacement.x, adjustedOffset.x, overscroll.x);
  mApzc.mY.AdjustDisplacement(displacement.y, adjustedOffset.y, overscroll.y,
                              !aFrameMetrics.AllowVerticalScrollWithWheel());
  if (IsZero(adjustedOffset)) {
    // Nothing more to do - end the animation.
    return false;
  }

  aFrameMetrics.ScrollBy(adjustedOffset / zoom);
  return !finished;
}
Example #3
0
bool
GenericScrollAnimation::DoSample(FrameMetrics& aFrameMetrics, const TimeDuration& aDelta)
{
  TimeStamp now = mApzc.GetFrameTime();
  CSSToParentLayerScale2D zoom = aFrameMetrics.GetZoom();

  // If the animation is finished, make sure the final position is correct by
  // using one last displacement. Otherwise, compute the delta via the timing
  // function as normal.
  bool finished = mAnimationPhysics->IsFinished(now);
  nsPoint sampledDest = mAnimationPhysics->PositionAt(now);
  ParentLayerPoint displacement =
    (CSSPoint::FromAppUnits(sampledDest) - aFrameMetrics.GetScrollOffset()) * zoom;

  if (finished) {
    mApzc.mX.SetVelocity(0);
    mApzc.mY.SetVelocity(0);
  } else if (!IsZero(displacement)) {
    // Convert velocity from AppUnits/Seconds to ParentLayerCoords/Milliseconds
    nsSize velocity = mAnimationPhysics->VelocityAt(now);
    ParentLayerPoint velocityPL =
      CSSPoint::FromAppUnits(nsPoint(velocity.width, velocity.height)) * zoom;
    mApzc.mX.SetVelocity(velocityPL.x / 1000.0);
    mApzc.mY.SetVelocity(velocityPL.y / 1000.0);
  }

  // Note: we ignore overscroll for generic animations.
  ParentLayerPoint adjustedOffset, overscroll;
  mApzc.mX.AdjustDisplacement(displacement.x, adjustedOffset.x, overscroll.x,
                              mDirectionForcedToOverscroll
                                == Some(ScrollDirection::eHorizontal));
  mApzc.mY.AdjustDisplacement(displacement.y, adjustedOffset.y, overscroll.y,
                              mDirectionForcedToOverscroll
                                == Some(ScrollDirection::eVertical));

  // If we expected to scroll, but there's no more scroll range on either axis,
  // then end the animation early. Note that the initial displacement could be 0
  // if the compositor ran very quickly (<1ms) after the animation was created.
  // When that happens we want to make sure the animation continues.
  if (!IsZero(displacement) && IsZero(adjustedOffset)) {
    // Nothing more to do - end the animation.
    return false;
  }

  aFrameMetrics.ScrollBy(adjustedOffset / zoom);
  return !finished;
}
bool
GenericScrollAnimation::DoSample(FrameMetrics& aFrameMetrics, const TimeDuration& aDelta)
{
  TimeStamp now = mApzc.GetFrameTime();
  CSSToParentLayerScale2D zoom = aFrameMetrics.GetZoom();

  // If the animation is finished, make sure the final position is correct by
  // using one last displacement. Otherwise, compute the delta via the timing
  // function as normal.
  bool finished = IsFinished(now);
  nsPoint sampledDest = finished
                        ? mDestination
                        : PositionAt(now);
  ParentLayerPoint displacement =
    (CSSPoint::FromAppUnits(sampledDest) - aFrameMetrics.GetScrollOffset()) * zoom;

  if (finished) {
    mApzc.mX.SetVelocity(0);
    mApzc.mY.SetVelocity(0);
  } else if (!IsZero(displacement)) {
    // Velocity is measured in ParentLayerCoords / Milliseconds
    float xVelocity = displacement.x / aDelta.ToMilliseconds();
    float yVelocity = displacement.y / aDelta.ToMilliseconds();
    mApzc.mX.SetVelocity(xVelocity);
    mApzc.mY.SetVelocity(yVelocity);
  }

  // Note: we ignore overscroll for generic animations.
  ParentLayerPoint adjustedOffset, overscroll;
  mApzc.mX.AdjustDisplacement(displacement.x, adjustedOffset.x, overscroll.x);
  mApzc.mY.AdjustDisplacement(displacement.y, adjustedOffset.y, overscroll.y,
                              mForceVerticalOverscroll);

  // If we expected to scroll, but there's no more scroll range on either axis,
  // then end the animation early. Note that the initial displacement could be 0
  // if the compositor ran very quickly (<1ms) after the animation was created.
  // When that happens we want to make sure the animation continues.
  if (!IsZero(displacement) && IsZero(adjustedOffset)) {
    // Nothing more to do - end the animation.
    return false;
  }

  aFrameMetrics.ScrollBy(adjustedOffset / zoom);
  return !finished;
}