1 /*
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30 
31 #include "config.h"
32 
33 #if ENABLE(SMOOTH_SCROLLING)
34 
35 #include "ScrollAnimatorWin.h"
36 
37 #include "FloatPoint.h"
38 #include "ScrollableArea.h"
39 #include "ScrollbarTheme.h"
40 #include <algorithm>
41 #include <wtf/CurrentTime.h>
42 #include <wtf/PassOwnPtr.h>
43 
44 namespace WebCore {
45 
create(ScrollableArea * scrollableArea)46 PassOwnPtr<ScrollAnimator> ScrollAnimator::create(ScrollableArea* scrollableArea)
47 {
48     return adoptPtr(new ScrollAnimatorWin(scrollableArea));
49 }
50 
51 const double ScrollAnimatorWin::animationTimerDelay = 0.01;
52 
PerAxisData(ScrollAnimatorWin * parent,float * currentPos)53 ScrollAnimatorWin::PerAxisData::PerAxisData(ScrollAnimatorWin* parent, float* currentPos)
54     : m_currentPos(currentPos)
55     , m_desiredPos(0)
56     , m_currentVelocity(0)
57     , m_desiredVelocity(0)
58     , m_lastAnimationTime(0)
59     , m_animationTimer(parent, &ScrollAnimatorWin::animationTimerFired)
60 {
61 }
62 
63 
ScrollAnimatorWin(ScrollableArea * scrollableArea)64 ScrollAnimatorWin::ScrollAnimatorWin(ScrollableArea* scrollableArea)
65     : ScrollAnimator(scrollableArea)
66     , m_horizontalData(this, &m_currentPosX)
67     , m_verticalData(this, &m_currentPosY)
68 {
69 }
70 
~ScrollAnimatorWin()71 ScrollAnimatorWin::~ScrollAnimatorWin()
72 {
73     stopAnimationTimerIfNeeded(&m_horizontalData);
74     stopAnimationTimerIfNeeded(&m_verticalData);
75 }
76 
scroll(ScrollbarOrientation orientation,ScrollGranularity granularity,float step,float multiplier)77 bool ScrollAnimatorWin::scroll(ScrollbarOrientation orientation, ScrollGranularity granularity, float step, float multiplier)
78 {
79     // Don't animate jumping to the beginning or end of the document.
80     if (granularity == ScrollByDocument)
81         return ScrollAnimator::scroll(orientation, granularity, step, multiplier);
82 
83     // This is an animatable scroll.  Calculate the scroll delta.
84     PerAxisData* data = (orientation == VerticalScrollbar) ? &m_verticalData : &m_horizontalData;
85     float newPos = std::max(std::min(data->m_desiredPos + (step * multiplier), static_cast<float>(m_scrollableArea->scrollSize(orientation))), 0.0f);
86     if (newPos == data->m_desiredPos)
87         return false;
88     data->m_desiredPos = newPos;
89 
90     // Calculate the animation velocity.
91     if (*data->m_currentPos == data->m_desiredPos)
92         return false;
93     bool alreadyAnimating = data->m_animationTimer.isActive();
94     // There are a number of different sources of scroll requests.  We want to
95     // make both keyboard and wheel-generated scroll requests (which can come at
96     // unpredictable rates) and autoscrolling from holding down the mouse button
97     // on a scrollbar part (where the request rate can be obtained from the
98     // scrollbar theme) feel smooth, responsive, and similar.
99     //
100     // When autoscrolling, the scrollbar's autoscroll timer will call us to
101     // increment the desired position by |step| (with |multiplier| == 1) every
102     // ScrollbarTheme::nativeTheme()->autoscrollTimerDelay() seconds.  If we set
103     // the desired velocity to exactly this rate, smooth scrolling will neither
104     // race ahead (and then have to slow down) nor increasingly lag behind, but
105     // will be smooth and synchronized.
106     //
107     // Note that because of the acceleration period, the current position in
108     // this case would lag the desired one by a small, constant amount (see
109     // comments on animateScroll()); the exact amount is given by
110     //   lag = |step| - v(0.5tA + tD)
111     // Where
112     //   v = The steady-state velocity,
113     //       |step| / ScrollbarTheme::nativeTheme()->autoscrollTimerDelay()
114     //   tA = accelerationTime()
115     //   tD = The time we pretend has already passed when starting to scroll,
116     //        |animationTimerDelay|
117     //
118     // This lag provides some buffer against timer jitter so we're less likely
119     // to hit the desired position and stop (and thus have to re-accelerate,
120     // causing a visible hitch) while waiting for the next autoscroll increment.
121     //
122     // Thus, for autoscroll-timer-triggered requests, the ideal steady-state
123     // distance to travel in each time interval is:
124     //   float animationStep = step;
125     // Note that when we're not already animating, this is exactly the same as
126     // the distance to the target position.  We'll return to that in a moment.
127     //
128     // For keyboard and wheel scrolls, we don't know when the next increment
129     // will be requested.  If we set the target velocity based on how far away
130     // from the target position we are, then for keyboard/wheel events that come
131     // faster than the autoscroll delay, we'll asymptotically approach the
132     // velocity needed to stay smoothly in sync with the user's actions; for
133     // events that come slower, we'll scroll one increment and then pause until
134     // the next event fires.
135     float animationStep = fabs(newPos - *data->m_currentPos);
136     // If a key is held down (or the wheel continually spun), then once we have
137     // reached a velocity close to the steady-state velocity, we're likely to
138     // hit the desired position at around the same time we'd expect the next
139     // increment to occur -- bad because it leads to hitching as described above
140     // (if autoscroll-based requests didn't result in a small amount of constant
141     // lag).  So if we're called again while already animating, we want to trim
142     // the animationStep slightly to maintain lag like what's described above.
143     // (I say "maintain" since we'll already be lagged due to the acceleration
144     // during the first scroll period.)
145     //
146     // Remember that trimming won't cause us to fall steadily further behind
147     // here, because the further behind we are, the larger the base step value
148     // above.  Given the scrolling algorithm in animateScroll(), the practical
149     // effect will actually be that, assuming a constant trim factor, we'll lag
150     // by a constant amount depending on the rate at which increments occur
151     // compared to the autoscroll timer delay.  The exact lag is given by
152     //   lag = |step| * ((r / k) - 1)
153     // Where
154     //   r = The ratio of the autoscroll repeat delay,
155     //       ScrollbarTheme::nativeTheme()->autoscrollTimerDelay(), to the
156     //       key/wheel repeat delay (i.e. > 1 when keys repeat faster)
157     //   k = The velocity trim constant given below
158     //
159     // We want to choose the trim factor such that for calls that come at the
160     // autoscroll timer rate, we'll wind up with the same lag as in the
161     // "perfect" case described above (or, to put it another way, we'll end up
162     // with |animationStep| == |step| * |multiplier| despite the actual distance
163     // calculated above being larger than that).  This will result in "perfect"
164     // behavior for autoscrolling without having to special-case it.
165     if (alreadyAnimating)
166         animationStep /= (2.0 - ((1.0 / ScrollbarTheme::nativeTheme()->autoscrollTimerDelay()) * (0.5 * accelerationTime() + animationTimerDelay)));
167     // The result of all this is that single keypresses or wheel flicks will
168     // scroll in the same time period as single presses of scrollbar elements;
169     // holding the mouse down on a scrollbar part will scroll as fast as
170     // possible without hitching; and other repeated scroll events will also
171     // scroll with the same time lag as holding down the mouse on a scrollbar
172     // part.
173     data->m_desiredVelocity = animationStep / ScrollbarTheme::nativeTheme()->autoscrollTimerDelay();
174 
175     // If we're not already scrolling, start.
176     if (!alreadyAnimating)
177         animateScroll(data);
178     return true;
179 }
180 
scrollToOffsetWithoutAnimation(const FloatPoint & offset)181 void ScrollAnimatorWin::scrollToOffsetWithoutAnimation(const FloatPoint& offset)
182 {
183     stopAnimationTimerIfNeeded(&m_horizontalData);
184     stopAnimationTimerIfNeeded(&m_verticalData);
185 
186     *m_horizontalData.m_currentPos = offset.x();
187     m_horizontalData.m_desiredPos = offset.x();
188     m_horizontalData.m_currentVelocity = 0;
189     m_horizontalData.m_desiredVelocity = 0;
190 
191     *m_verticalData.m_currentPos = offset.y();
192     m_verticalData.m_desiredPos = offset.y();
193     m_verticalData.m_currentVelocity = 0;
194     m_verticalData.m_desiredVelocity = 0;
195 
196     notityPositionChanged();
197 }
198 
accelerationTime()199 double ScrollAnimatorWin::accelerationTime()
200 {
201     // We elect to use ScrollbarTheme::nativeTheme()->autoscrollTimerDelay() as
202     // the length of time we'll take to accelerate from 0 to our target
203     // velocity.  Choosing a larger value would produce a more pronounced
204     // acceleration effect.
205     return ScrollbarTheme::nativeTheme()->autoscrollTimerDelay();
206 }
207 
animationTimerFired(Timer<ScrollAnimatorWin> * timer)208 void ScrollAnimatorWin::animationTimerFired(Timer<ScrollAnimatorWin>* timer)
209 {
210     animateScroll((timer == &m_horizontalData.m_animationTimer) ? &m_horizontalData : &m_verticalData);
211 }
212 
stopAnimationTimerIfNeeded(PerAxisData * data)213 void ScrollAnimatorWin::stopAnimationTimerIfNeeded(PerAxisData* data)
214 {
215     if (data->m_animationTimer.isActive())
216         data->m_animationTimer.stop();
217 }
218 
animateScroll(PerAxisData * data)219 void ScrollAnimatorWin::animateScroll(PerAxisData* data)
220 {
221     // Note on smooth scrolling perf versus non-smooth scrolling perf:
222     // The total time to perform a complete scroll is given by
223     //   t = t0 + 0.5tA - tD + tS
224     // Where
225     //   t0 = The time to perform the scroll without smooth scrolling
226     //   tA = The acceleration time,
227     //        ScrollbarTheme::nativeTheme()->autoscrollTimerDelay() (see below)
228     //   tD = |animationTimerDelay|
229     //   tS = A value less than or equal to the time required to perform a
230     //        single scroll increment, i.e. the work done due to calling
231     //        client()->valueChanged() (~0 for simple pages, larger for complex
232     //        pages).
233     //
234     // Because tA and tD are fairly small, the total lag (as users perceive it)
235     // is negligible for simple pages and roughly tS for complex pages.  Without
236     // knowing in advance how large tS is it's hard to do better than this.
237     // Perhaps we could try to remember previous values and forward-compensate.
238 
239 
240     // We want to update the scroll position based on the time it's been since
241     // our last update.  This may be longer than our ideal time, especially if
242     // the page is complex or the system is slow.
243     //
244     // To avoid feeling laggy, if we've just started smooth scrolling we pretend
245     // we've already accelerated for one ideal interval, so that we'll scroll at
246     // least some distance immediately.
247     double lastScrollInterval = data->m_currentVelocity ? (WTF::currentTime() - data->m_lastAnimationTime) : animationTimerDelay;
248 
249     // Figure out how far we've actually traveled and update our current
250     // velocity.
251     float distanceTraveled;
252     if (data->m_currentVelocity < data->m_desiredVelocity) {
253         // We accelerate at a constant rate until we reach the desired velocity.
254         float accelerationRate = data->m_desiredVelocity / accelerationTime();
255 
256         // Figure out whether contant acceleration has caused us to reach our
257         // target velocity.
258         float potentialVelocityChange = accelerationRate * lastScrollInterval;
259         float potentialNewVelocity = data->m_currentVelocity + potentialVelocityChange;
260         if (potentialNewVelocity > data->m_desiredVelocity) {
261             // We reached the target velocity at some point between our last
262             // update and now.  The distance traveled can be calculated in two
263             // pieces: the distance traveled while accelerating, and the
264             // distance traveled after reaching the target velocity.
265             float actualVelocityChange = data->m_desiredVelocity - data->m_currentVelocity;
266             float accelerationInterval = actualVelocityChange / accelerationRate;
267             // The distance traveled under constant acceleration is the area
268             // under a line segment with a constant rising slope.  Break this
269             // into a triangular portion atop a rectangular portion and sum.
270             distanceTraveled = ((data->m_currentVelocity + (actualVelocityChange / 2)) * accelerationInterval);
271             // The distance traveled at the target velocity is simply
272             // (target velocity) * (remaining time after accelerating).
273             distanceTraveled += (data->m_desiredVelocity * (lastScrollInterval - accelerationInterval));
274             data->m_currentVelocity = data->m_desiredVelocity;
275         } else {
276             // Constant acceleration through the entire time interval.
277             distanceTraveled = (data->m_currentVelocity + (potentialVelocityChange / 2)) * lastScrollInterval;
278             data->m_currentVelocity = potentialNewVelocity;
279         }
280     } else {
281         // We've already reached the target velocity, so the distance we've
282         // traveled is simply (current velocity) * (elapsed time).
283         distanceTraveled = data->m_currentVelocity * lastScrollInterval;
284         // If our desired velocity has decreased, drop the current velocity too.
285         data->m_currentVelocity = data->m_desiredVelocity;
286     }
287 
288     // Now update the scroll position based on the distance traveled.
289     if (distanceTraveled >= fabs(data->m_desiredPos - *data->m_currentPos)) {
290         // We've traveled far enough to reach the desired position.  Stop smooth
291         // scrolling.
292         *data->m_currentPos = data->m_desiredPos;
293         data->m_currentVelocity = 0;
294         data->m_desiredVelocity = 0;
295     } else {
296         // Not yet at the target position.  Travel towards it and set up the
297         // next update.
298         if (*data->m_currentPos > data->m_desiredPos)
299             distanceTraveled = -distanceTraveled;
300         *data->m_currentPos += distanceTraveled;
301         data->m_animationTimer.startOneShot(animationTimerDelay);
302         data->m_lastAnimationTime = WTF::currentTime();
303     }
304 
305     notityPositionChanged();
306 }
307 
308 } // namespace WebCore
309 
310 #endif // ENABLE(SMOOTH_SCROLLING)
311