react-x11 2.34.0 → 2.36.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -29,6 +29,13 @@
29
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  // ask for: on an older one nothing is asked and every part is drawn by its
30
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  // element.
31
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  //
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+ // A part none of which shows — scrolled out of its pane, or outside its own
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+ // clip — keeps its layer, cut to show nothing, up to a budget of raster for
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+ // such parts: its element's clock would otherwise run for it, and it is
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+ // already where its animation has it the frame a scroll brings it back. A
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+ // clip with round corners that a square ancestor cuts again is a box of its
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+ // own inside a box of the square one's.
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+ //
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  // A part may be inside another of its element's (`parent`): a spinner in a
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  // card that fades. Its layer is lifted inside the parent's, so it fades,
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  // turns and is cut with it, and the parent's raster leaves it out — the
@@ -41,7 +48,7 @@
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  import { RASTER_PAD, RasterState } from './presenter.js';
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  import { CocoaPlayer, PlayerLift } from './player.js';
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  import { VideoLift, canLiftVideo } from './video.js';
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- import { intersectRects, rectContains } from '../nodes/rects.js';
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+ import { intersectRects, rectContains, rectsOverlap } from '../nodes/rects.js';
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  import { DEV } from '../nodes/util.js';
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  import { isVideoFrames } from '../videoframes.js';
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@@ -50,6 +57,11 @@ import { isVideoFrames } from '../videoframes.js';
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  // upload for every new version.
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  const MAX_SIDE = 8192;
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59
 
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+ // The raster a window keeps for parts that show nothing — scrolled out of
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+ // their pane, or outside their own clip — in device pixels: 32 MB. Past it
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+ // such a part is its element's, which runs it on its own clock.
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+ const HIDDEN_BUDGET = 8 * 1024 * 1024;
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+
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  // Sorted after the element's children, which its own drawing comes after
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  // (`Node.paint` paints the children first), and before its next sibling.
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  const AFTER_CHILDREN = Number.MAX_SAFE_INTEGER;
@@ -61,6 +73,13 @@ const ORIGIN = Object.freeze({ x: 0, y: 0 });
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  // what a part with no part lifted inside it is handed
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  const NO_KIDS = Object.freeze(new Set());
63
75
 
76
+ // keyframes already found good, by the property they were found good for
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+ const CHECKED = new WeakMap();
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+
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+ // where a part can be about its origin, by its one transform animation's
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+ // keyframes, and what that was worked out for (`extentOf`)
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+ const EXTENTS = new WeakMap();
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+
64
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  // what a part's raster holds before its first paint
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  const UNPAINTED = Symbol('unpainted');
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@@ -99,8 +118,13 @@ function isAnimation(a) {
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  if (!finite(a.duration) || !(a.duration > 0)) return false;
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  const values = a.values;
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  if (!Array.isArray(values) || values.length < 2) return false;
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- const value = a.property === 'opacity' ? finite : isMatrix;
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- if (!values.every(value)) return false;
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+ // an element hands the same keyframes over from frame to frame: they
122
+ // are read once
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+ if (CHECKED.get(values) !== a.property) {
124
+ const value = a.property === 'opacity' ? finite : isMatrix;
125
+ if (!values.every(value)) return false;
126
+ CHECKED.set(values, a.property);
127
+ }
104
128
  if (a.keyTimes !== undefined) {
105
129
  const t = a.keyTimes;
106
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  if (!Array.isArray(t) || t.length !== values.length || t[0] !== 0) {
@@ -227,11 +251,38 @@ function unionRect(a, b) {
227
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  function extentOf(sprite) {
228
252
  const reach = sprite.reach ?? sprite.rect;
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253
  const origin = originOf(sprite);
230
- let box = mapRect(reach, sprite.transform ?? IDENTITY, origin);
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+ const m0 = sprite.transform ?? IDENTITY;
255
+ // About its origin, where it can be is the same for a part that only
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+ // moved: kept by its keyframes, which an element hands over from frame
257
+ // to frame, rather than every keyframe mapped every frame.
258
+ const rel = {
259
+ x: reach.x - origin.x,
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+ y: reach.y - origin.y,
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+ width: reach.width,
262
+ height: reach.height,
263
+ };
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+ let turns = null;
231
265
  for (const a of sprite.animations ?? []) {
232
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  if (a.property !== 'transform') continue;
233
- for (const m of a.values) box = unionRect(box, mapRect(reach, m, origin));
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+ turns = turns === null ? a.values : undefined;
268
+ }
269
+ const key = `${rel.x},${rel.y},${rel.width},${rel.height},${m0.join(',')}`;
270
+ let about = turns ? EXTENTS.get(turns) : null;
271
+ if (about?.key !== key) {
272
+ let box = mapRect(rel, m0, ORIGIN);
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+ for (const a of sprite.animations ?? []) {
274
+ if (a.property !== 'transform') continue;
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+ for (const m of a.values) box = unionRect(box, mapRect(rel, m, ORIGIN));
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+ }
277
+ about = { key, box };
278
+ if (turns) EXTENTS.set(turns, about);
234
279
  }
280
+ const box = {
281
+ x: about.box.x + origin.x,
282
+ y: about.box.y + origin.y,
283
+ width: about.box.width,
284
+ height: about.box.height,
285
+ };
235
286
  const x = Math.floor(box.x) - RASTER_PAD;
236
287
  const y = Math.floor(box.y) - RASTER_PAD;
237
288
  return {
@@ -332,6 +383,8 @@ export class SpriteLayers {
332
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  this.hosts.delete(host);
333
384
  if (!host.destroyed) changed.add(host);
334
385
  }
386
+ // the raster kept for parts that show nothing, this frame
387
+ let hidden = 0;
335
388
  for (const [host, list] of offers) {
336
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  const was = this.hosts.get(host);
337
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  const now = new Map();
@@ -378,17 +431,31 @@ export class SpriteLayers {
378
431
  };
379
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  const extent = extentOf(sprite);
380
433
  const bounds = cut.clip ? intersectRects(extent, cut.clip) : extent;
381
- if (!bounds) continue;
382
434
  if (parent) {
383
435
  // the parent was asked about everywhere it can be, and its layer
384
436
  // carries this one: nothing more to ask where it stays inside the
385
437
  // parent's raster, and its element draws it where it does not
386
- if (!rectContains(rasterRectOf(parent.sprite), bounds)) continue;
438
+ if (bounds && !rectContains(rasterRectOf(parent.sprite), bounds)) {
439
+ continue;
440
+ }
387
441
  cut.bounds = bounds;
442
+ } else if (!bounds) {
443
+ // its own clip shows nothing of it
444
+ cut.bounds = null;
388
445
  } else if (!this.promotion._clear(host, bounds, cut)) {
389
446
  continue;
390
447
  }
391
448
  const shown = cut.bounds;
449
+ // A part that shows nothing stays on its layer, cut to show nothing,
450
+ // so that its element's clock is not kept running for it, and is
451
+ // where it should be the frame a scroll brings it into view — but
452
+ // for a source, and past the budget of raster kept for such parts.
453
+ if (!shown) {
454
+ if (contents !== null) continue;
455
+ const px = raster.width * raster.height;
456
+ if (hidden + px > HIDDEN_BUDGET) continue;
457
+ hidden += px;
458
+ }
392
459
  let state = was?.get(sprite.key);
393
460
  // a clip that comes or goes is a layer in a box or out of one: lifted
394
461
  // again, rather than a running layer moved between parents — and so
@@ -397,6 +464,7 @@ export class SpriteLayers {
397
464
  if (
398
465
  state &&
399
466
  (Boolean(state.clip) !== Boolean(cut.clip) ||
467
+ Boolean(state.outer) !== Boolean(cut.outer) ||
400
468
  state.contents !== contents ||
401
469
  state.parent !== parent)
402
470
  ) {
@@ -411,10 +479,12 @@ export class SpriteLayers {
411
479
  cut.clip !== null,
412
480
  contents,
413
481
  parent,
482
+ Boolean(cut.outer),
414
483
  );
415
484
  }
416
485
  state.sprite = sprite;
417
486
  state.clip = cut.clip;
487
+ state.outer = cut.outer ?? null;
418
488
  state.radius = cut.radius;
419
489
  state.order = parent ? null : [...place, AFTER_CHILDREN, index];
420
490
  state.kids = [];
@@ -423,10 +493,11 @@ export class SpriteLayers {
423
493
  // frame on; where it went since, it is the element's own claims
424
494
  // that move the hole. A child is under its parent's layer, whose
425
495
  // raster leaves it out instead (`sync`).
426
- if (lifting && !parent) this.promotion._claim(root, shown);
496
+ if (lifting && !parent && shown) this.promotion._claim(root, shown);
427
497
  state.extent = shown;
428
498
  now.set(sprite.key, state);
429
499
  }
500
+ if (place) this._underDrawn(host, list, now, was, root);
430
501
  if (was) {
431
502
  for (const [key, state] of was) {
432
503
  if (!now.has(key)) this._drop(state, root);
@@ -442,6 +513,44 @@ export class SpriteLayers {
442
513
  return changed;
443
514
  }
444
515
 
516
+ /**
517
+ * An element lists its parts in the order it paints them, and its layers
518
+ * stand in that order above the bitmap. A part this frame turned down is
519
+ * the element's to draw, in the bitmap, under every layer, so a part
520
+ * listed before it — painted under it — may not stay on a layer over it
521
+ * where the two meet: the later part's pixels would be under the earlier
522
+ * one's. An element may then offer a part that a later one of its own
523
+ * overlaps, on the word that the later one is lifted too, and this keeps
524
+ * that word. Walked from the end of the list, so a part given back here
525
+ * is under the ones before it in turn. One inside another's layer goes
526
+ * with that layer, and is not asked.
527
+ */
528
+ _underDrawn(host, list, now, was, root) {
529
+ const drawn = []; // where later parts are in the bitmap
530
+ const giveBack = (state) => {
531
+ for (const kid of state.kids) giveBack(kid);
532
+ now.delete(state.key);
533
+ // one lifted in an earlier frame goes with the rest of those
534
+ if (was?.get(state.key) !== state) this._drop(state, root);
535
+ };
536
+ for (let index = list.length - 1; index >= 0; index--) {
537
+ const sprite = list[index];
538
+ if (!isSprite(sprite) || sprite.parent !== undefined) continue;
539
+ const state = now.get(sprite.key);
540
+ if (state?.sprite === sprite) {
541
+ if (!state.extent) continue; // it shows nothing to be over
542
+ if (!drawn.some((rect) => rectsOverlap(rect, state.extent))) continue;
543
+ giveBack(state);
544
+ drawn.push(state.extent);
545
+ continue;
546
+ }
547
+ // the element draws it, where its own clip lets it show
548
+ const extent = extentOf(sprite);
549
+ const shows = sprite.clip ? intersectRects(extent, sprite.clip) : extent;
550
+ if (shows) drawn.push(shows);
551
+ }
552
+ }
553
+
445
554
  /** Every lifted part above the bitmap, with its place in the paint
446
555
  * order: not one inside another's layer, which goes with it (`sync`). */
447
556
  entries() {
@@ -473,16 +582,25 @@ export class SpriteLayers {
473
582
  return isVideoFrames(contents) && this.videos;
474
583
  }
475
584
 
476
- _lift(host, key, clipped, contents = null, parent = null) {
585
+ _lift(host, key, clipped, contents = null, parent = null, outered = false) {
477
586
  const layer = this.native.createLayer();
478
587
  // a part cut to a clip is in a box of the clip's size that masks to it,
479
588
  // and the box is what stands among the layers above the bitmap — or
480
- // among its parent's children, for a part inside another's layer
589
+ // among its parent's children, for a part inside another's layer. A
590
+ // clip with round corners that a square one cuts again is in a box of
591
+ // its own inside a box of the square one's (`outer`).
481
592
  const above = parent ? parent.layer : this.promotion.rootVisual.layer;
482
593
  let box = null;
594
+ let outerBox = null;
483
595
  if (clipped) {
484
596
  box = this.native.createLayer();
485
- this.native.addSublayer(above, box);
597
+ if (outered) {
598
+ outerBox = this.native.createLayer();
599
+ this.native.addSublayer(above, outerBox);
600
+ this.native.addSublayer(outerBox, box);
601
+ } else {
602
+ this.native.addSublayer(above, box);
603
+ }
486
604
  this.native.addSublayer(box, layer);
487
605
  } else {
488
606
  this.native.addSublayer(above, layer);
@@ -492,6 +610,9 @@ export class SpriteLayers {
492
610
  key,
493
611
  layer,
494
612
  box,
613
+ outerBox,
614
+ outerProps: {},
615
+ outer: null, // the square clips around a rounded one, device pixels
495
616
  // the part whose layer this one is in, and the parts in this one's
496
617
  parent,
497
618
  kids: [],
@@ -528,7 +649,9 @@ export class SpriteLayers {
528
649
  * element drawing it again. */
529
650
  _drop(state, root) {
530
651
  state.lift?.release();
531
- this.native.removeFromSuperlayer(state.box ?? state.layer);
652
+ this.native.removeFromSuperlayer(
653
+ state.outerBox ?? state.box ?? state.layer,
654
+ );
532
655
  state.raster.release(this.native);
533
656
  for (const run of state.runs.values()) this._ends().delete(run.caId);
534
657
  state.runs.clear();
@@ -571,16 +694,40 @@ export class SpriteLayers {
571
694
  // where its layer's coordinates start: the window's corner, or the
572
695
  // corner of its parent's raster, for a part inside another's layer
573
696
  const base = state.parent?.rect ?? ORIGIN;
697
+ // in a box of the square clips around its own, where a square one cuts
698
+ // a rounded clip again: placed from the window's corner, at the part's
699
+ // place among the layers
700
+ const outer = state.outer;
701
+ if (state.outerBox) {
702
+ const frame = [
703
+ (outer.x - base.x) / s,
704
+ (outer.y - base.y) / s,
705
+ outer.width / s,
706
+ outer.height / s,
707
+ ];
708
+ const was = state.outerProps;
709
+ if (!sameMatrix(was.frame, frame) || was.zPosition !== z) {
710
+ this.native.setLayerProps(state.outerBox, {
711
+ frame,
712
+ masksToBounds: true,
713
+ zPosition: z,
714
+ });
715
+ state.outerProps = { frame, zPosition: z };
716
+ }
717
+ }
574
718
  // in its box, where it is cut to a clip: placed from the clip's corner,
575
- // and the box at the part's place among the layers
719
+ // and the box at the part's place among the layers, or from the outer
720
+ // box's corner inside it
576
721
  const clip = state.clip;
577
722
  if (state.box) {
723
+ const from = state.outerBox ? outer : base;
578
724
  const frame = [
579
- (clip.x - base.x) / s,
580
- (clip.y - base.y) / s,
725
+ (clip.x - from.x) / s,
726
+ (clip.y - from.y) / s,
581
727
  clip.width / s,
582
728
  clip.height / s,
583
729
  ];
730
+ const boxZ = state.outerBox ? 0 : z;
584
731
  // its corners rounded where the clip's are: a circle's arc, as wide
585
732
  // as the box allows
586
733
  const cornerRadius =
@@ -588,16 +735,16 @@ export class SpriteLayers {
588
735
  const was = state.boxProps;
589
736
  if (
590
737
  !sameMatrix(was.frame, frame) ||
591
- was.zPosition !== z ||
738
+ was.zPosition !== boxZ ||
592
739
  was.cornerRadius !== cornerRadius
593
740
  ) {
594
741
  this.native.setLayerProps(state.box, {
595
742
  frame,
596
743
  masksToBounds: true,
597
744
  cornerRadius,
598
- zPosition: z,
745
+ zPosition: boxZ,
599
746
  });
600
- state.boxProps = { frame, zPosition: z, cornerRadius };
747
+ state.boxProps = { frame, zPosition: boxZ, cornerRadius };
601
748
  }
602
749
  }
603
750
  const ox = state.box ? clip.x : base.x;
@@ -749,7 +896,9 @@ export class SpriteLayers {
749
896
  for (const lifted of this.hosts.values()) {
750
897
  for (const state of lifted.values()) {
751
898
  state.lift?.release();
752
- this.native.removeFromSuperlayer(state.box ?? state.layer);
899
+ this.native.removeFromSuperlayer(
900
+ state.outerBox ?? state.box ?? state.layer,
901
+ );
753
902
  state.raster.release(this.native);
754
903
  for (const run of state.runs.values()) this._ends().delete(run.caId);
755
904
  }
@@ -256,6 +256,10 @@ export class CocoaWindow {
256
256
  this._promotion.animate(node, prop, entry);
257
257
  this.cancelNodeAnimation = (node, prop) =>
258
258
  this._promotion.cancel(node, prop);
259
+ // …and whether a loop the clock runs, turned down or given back by
260
+ // an earlier frame, would be taken now (nodes/animation.js
261
+ // `_offerLoopsAgain`)
262
+ this.wouldAnimateNode = (node) => this._promotion.wouldTake(node);
259
263
  this.noteInvalidate = (damage, layoutChanged) =>
260
264
  this._promotion.noteInvalidate(damage, layoutChanged);
261
265
  this.prepareFrame = (root, layoutRan) =>
@@ -27,9 +27,9 @@ const CROSSING_MS = 1100;
27
27
  * [styling.md](../../docs/styling.md#loops)), not a timer here: it runs on
28
28
  * the window's own frame clock, claims the block as its damage every frame
29
29
  * instead of invalidating the window, and stops itself when the window is
30
- * unmapped, minimized or buried. A `setInterval` calling `setState` would
31
- * do none of those three, and would re-render this component sixty times a
32
- * second to move a rectangle.
30
+ * unmapped, minimized or buried, or the bar is scrolled out of sight. A
31
+ * `setInterval` calling `setState` would do none of those, and would
32
+ * re-render this component sixty times a second to move a rectangle.
33
33
  *
34
34
  * The travel is in **percentages of the track**, so nothing here measures
35
35
  * anything: the bar is right at whatever width its container gives it and
@@ -88,6 +88,10 @@ export function ProgressBar({
88
88
  start: moving ? `-${BLOCK}` : '30%',
89
89
  borderRadius: height / 2,
90
90
  backgroundColor: color ?? theme.accent,
91
+ // Nothing to press: the bar is the track. Said so, a presenter
92
+ // that runs the slide as the block's position (macOS) may, since
93
+ // input would otherwise be hit where the layout left the block.
94
+ pointerEvents: 'none',
91
95
  ...(moving && {
92
96
  animation: { start: { to: '100%', duration: CROSSING_MS } },
93
97
  }),
@@ -12,6 +12,7 @@ import {
12
12
  interpolate,
13
13
  ease,
14
14
  isLayoutProp,
15
+ TEXT_LAYOUT_PROPS,
15
16
  } from '../styles.js';
16
17
  import { GRID_CONTAINER_PROPS, GRID_ITEM_PROPS } from '../grid.js';
17
18
  import { isPlaced } from '../layouts.js';
@@ -19,9 +20,19 @@ import { desktopSettings, watchDesktopSettings } from '../desktopsettings.js';
19
20
  import { watchWindowState, windowStateSnapshot } from '../windowstate.js';
20
21
  import { shadowExtentOf } from './boxpaint.js';
21
22
  import { inThemeWalk } from './cascade.js';
22
- import { insetRect } from './rects.js';
23
+ import { insetRect, intersectRects, outerPixels } from './rects.js';
23
24
  import { shallowEqual } from './util.js';
24
25
 
26
+ /** How often a loop the clock runs is offered to a presenter again, at
27
+ * most (`_recheckLoops`): a check is a walk up the node's ancestors and
28
+ * along what is painted after it, and the loop is a frame every refresh
29
+ * for as long as it waits. */
30
+ const REOFFER_MS = 250;
31
+
32
+ /** The loopable properties that reach past the node's box without moving
33
+ * anything: a ring that grows draws further out than the node did. */
34
+ const REACH_PROPS = new Set(['outlineWidth', 'outlineOffset']);
35
+
25
36
  /** Two values of a grid property that lay out the same: an inline
26
37
  * `gridTemplateAreas` array is a new array every render. */
27
38
  const sameGridValue = (a, b) =>
@@ -299,16 +310,53 @@ export class NodeAnimation {
299
310
  }
300
311
 
301
312
  /** The presenter could not run `entry` after all — the node turned into a
302
- * raster between the swap and the frame. The frame clock takes it from
303
- * the top; the property's declared start is where the pixels still are. */
313
+ * raster between the swap and the frame, or its layer went. A transition
314
+ * starts again from the top, since the property's declared start is
315
+ * where its pixels still are. A loop goes on where it is in its cycle:
316
+ * the render server ran it from `start` (`LayerAnimations.apply`), or it
317
+ * never left the clock, so a spinner given back does not jump. */
304
318
  _offloadDeclined(prop, entry) {
305
319
  if (this._anim?.get(prop) !== entry || this.destroyed) return;
306
320
  entry.offloaded = false;
307
- entry.start = now();
321
+ entry.headStart = undefined;
322
+ if (entry.loop) entry.value = animationValueAt(entry, now() - entry.start);
323
+ else entry.start = now();
308
324
  this.style = { ...this._targetStyle, ...this._animatedValues() };
309
325
  this.root?._startAnimating(this);
310
326
  }
311
327
 
328
+ /**
329
+ * Loops the frame clock runs that the presenter would take now: turned
330
+ * down by a frame, or given back, by a scene that has changed since — an
331
+ * ancestor done fading, a sibling gone, a thumb scrolled away. Nothing
332
+ * about a loop would ever ask again, so the window asks (`_recheckLoops`),
333
+ * and only where the presenter says a frame would take it
334
+ * (`wouldAnimateNode`), so a loop it would turn down again costs no swap.
335
+ * Handed over where it is in its cycle (`headStart`).
336
+ */
337
+ _offerLoopsAgain() {
338
+ const wnd = this.root?.window;
339
+ let asked = false;
340
+ let moved = false;
341
+ for (const [prop, a] of this._anim ?? []) {
342
+ if (!a.loop || a.offloaded) continue;
343
+ if (!asked) {
344
+ if (!wnd.wouldAnimateNode(this)) return;
345
+ asked = true;
346
+ }
347
+ a.headStart = now() - a.start;
348
+ if (this._offload(prop, a)) {
349
+ a.offloaded = true;
350
+ moved = true;
351
+ } else {
352
+ a.headStart = undefined;
353
+ }
354
+ }
355
+ if (!moved) return;
356
+ this.style = { ...this._targetStyle, ...this._animatedValues() };
357
+ this._scheduleAnimationFrames();
358
+ }
359
+
312
360
  /** Keep the frame clock running only for what the clock itself animates;
313
361
  * an offloaded-only node needs one frame — the one that sends the model
314
362
  * and the animation — and not a loop of them. */
@@ -383,13 +431,19 @@ export class NodeAnimation {
383
431
  // re-rendered — which is the frame after every state change in the
384
432
  // app.
385
433
  if (current?.loop && sameAnimation(current, spec)) {
386
- // A loop the clock started before the window had a presenter —
387
- // one declared at mount runs from `_setRoot`, before `realize` —
388
- // moves over the first time a presenter can take it. Its phase is
389
- // the render server's from here, which is what a restart costs.
390
- if (!current.offloaded && this._offload(spec.prop, current)) {
391
- current.offloaded = true;
392
- changed = true;
434
+ // A loop the clock runs moves over the first time a presenter
435
+ // takes it: one declared at mount runs from `_setRoot`, before
436
+ // `realize`, and one a frame turned down runs until the next swap
437
+ // offers it again (or `_offerLoopsAgain` does). It goes where it
438
+ // has got to in its cycle (`headStart`), so nothing jumps.
439
+ if (!current.offloaded) {
440
+ current.headStart = now() - current.start;
441
+ if (this._offload(spec.prop, current)) {
442
+ current.offloaded = true;
443
+ changed = true;
444
+ } else {
445
+ current.headStart = undefined;
446
+ }
393
447
  }
394
448
  continue;
395
449
  }
@@ -443,7 +497,76 @@ export class NodeAnimation {
443
497
  return false;
444
498
  }
445
499
  if (desktopSettings(root.app).animations === false) return false;
446
- return !this._hiddenInTree();
500
+ if (this._hiddenInTree()) return false;
501
+ // last, since it is the one that measures — and a hidden subtree's
502
+ // rects are wherever it was when it went
503
+ this._outOfSight = this._loopsOutOfSight();
504
+ return !this._outOfSight;
505
+ }
506
+
507
+ /**
508
+ * Whether nothing this node's loops draw can be seen: all of it is cut
509
+ * away by the boxes that clip it, or lies outside the window — a spinner
510
+ * in a row scrolled out of its list, a bar in a panel scrolled away.
511
+ * Judged against the arrangement the last layout pass left, and again
512
+ * after every pass that moved anything (`_recheckLoops`).
513
+ *
514
+ * Never from where a frame of the loop has the node *now*: a block that
515
+ * slides across a track is off it at the start of every crossing, and a
516
+ * loop stopped there would rest there, unseen, for good. What is judged is
517
+ * what holds every frame (`_loopReach`), and a loop whose frames can move
518
+ * what is around it is never judged out of sight at all.
519
+ */
520
+ _loopsOutOfSight() {
521
+ const window = this.root?.abs;
522
+ if (!this._placed || !window) return false;
523
+ const reach = this._loopReach();
524
+ if (!reach) return false;
525
+ let out = reach.rect;
526
+ for (let n = reach.from.parent; n && out; n = n.parent) {
527
+ if (n.isWindow) break;
528
+ if (n.clipsChildren()) out = intersectRects(out, outerPixels(n.abs));
529
+ }
530
+ return (
531
+ !out ||
532
+ !intersectRects(out, {
533
+ x: 0,
534
+ y: 0,
535
+ width: window.width,
536
+ height: window.height,
537
+ })
538
+ );
539
+ }
540
+
541
+ /**
542
+ * What every frame of this node's loops stays inside, as `{ rect, from }`
543
+ * — `from` is the node whose clipping ancestors cut `rect` — or null when
544
+ * nothing short of the window holds it.
545
+ *
546
+ * A loop on a colour, an opacity or a radius moves nothing and grows
547
+ * nothing, so it draws where the node and what it holds already reach.
548
+ * One that grows the node's outline, or moves or sizes a node out of the
549
+ * flow, can put it anywhere in the nearest box that clips it — and nowhere
550
+ * else, since a node out of the flow sizes nothing around it; with no such
551
+ * box, anywhere in the window. One that moves or sizes a node in the flow
552
+ * moves its siblings and can resize every box above it, the clipping ones
553
+ * among them, so no box holds it.
554
+ */
555
+ _loopReach() {
556
+ let inPlace = true;
557
+ for (const { prop } of this._loops ?? []) {
558
+ if (REACH_PROPS.has(prop)) {
559
+ inPlace = false;
560
+ } else if (isLayoutProp(prop) || TEXT_LAYOUT_PROPS.has(prop)) {
561
+ if (this.style?.position !== 'absolute') return null;
562
+ inPlace = false;
563
+ }
564
+ }
565
+ if (inPlace) return { rect: this.paintBounds(), from: this };
566
+ for (let n = this.parent; n && !n.isWindow; n = n.parent) {
567
+ if (n.clipsChildren()) return { rect: outerPixels(n.abs), from: n };
568
+ }
569
+ return null;
447
570
  }
448
571
 
449
572
  /** Whether anything between this node and its window has taken it off the
@@ -579,6 +702,42 @@ export class WindowAnimation {
579
702
  for (const node of [...this._loopNodes]) node._updateLoops();
580
703
  }
581
704
 
705
+ /**
706
+ * After the frame's layout and placements, before the presenter's word.
707
+ *
708
+ * Where a pass moved things (`moved`), a loop it put out of sight stops,
709
+ * and one it brought back runs again (`_loopsOutOfSight`) — from the top,
710
+ * as every stop here resumes, since nobody saw where it had got to. Only
711
+ * the loops whose answer changed are asked again, so a pass that moved
712
+ * nothing of theirs costs a walk up from each.
713
+ *
714
+ * And where a presenter can run a loop in the render server, a loop in
715
+ * sight that the clock runs is offered to it again (`_offerLoopsAgain`),
716
+ * each at most every `REOFFER_MS`: what turned it down can go without a
717
+ * layout pass — an ancestor's fade arriving is a paint — and the loop is
718
+ * a frame every refresh until it is taken.
719
+ */
720
+ _recheckLoops(moved) {
721
+ const offer = typeof this.window?.wouldAnimateNode === 'function';
722
+ if (!moved && !offer) return;
723
+ const t = offer ? now() : 0;
724
+ for (const node of [...this._loopNodes]) {
725
+ if (moved) {
726
+ const out = node._loopsOutOfSight();
727
+ if (out !== (node._outOfSight === true)) {
728
+ node._outOfSight = out;
729
+ node._updateLoops();
730
+ continue;
731
+ }
732
+ }
733
+ if (!offer || node._outOfSight === true || node.destroyed) continue;
734
+ if (!(t - (node._offeredAt ?? -Infinity) >= REOFFER_MS)) continue;
735
+ if (!node.root?._animating.has(node)) continue; // the clock runs none
736
+ node._offeredAt = t;
737
+ node._offerLoopsAgain();
738
+ }
739
+ }
740
+
582
741
  /** A node in this window started a transition. */
583
742
  _startAnimating(node) {
584
743
  this._animating.add(node);
@@ -950,6 +950,9 @@ export const Scrollable = (Base) =>
950
950
  * its own route, since it paints through `_paintRegion` and never
951
951
  * through `Node.paint`. */
952
952
  _paintScrollbars(ctx) {
953
+ // on layers of their own, over the layers of the rows they are drawn
954
+ // over (src/cocoa/promotion.js `_syncThumbs`)
955
+ if (this._thumbsLifted) return;
953
956
  for (const bar of this._scrollbars()) {
954
957
  paintScrollbarThumb(ctx, bar, this.props.scrollbarColor);
955
958
  }
@@ -286,9 +286,18 @@ export class WindowFlush {
286
286
  }
287
287
  // An animated placement asked for this frame and nothing laid out: its
288
288
  // pass runs on its own, against the arrangement the last one left
289
+ let placed = false;
289
290
  if (!layoutRan && this._placementsDue && this._placeNodes()) {
290
291
  this.needsPaint = true;
292
+ placed = true;
291
293
  }
294
+ // A loop this arrangement put out of sight stops, and one it brought
295
+ // back runs again; one the clock runs is offered to the presenter
296
+ // again (`_recheckLoops`). After the pass and the placements, so it is
297
+ // judged where things landed, and before the presenter's word, so a
298
+ // loop handed to it, or taken back, is in this frame. Nothing moves
299
+ // anything but these two passes, so sight is judged only after one.
300
+ if (this._loopNodes.size) this._recheckLoops(layoutRan || placed);
292
301
  // A presenter compositing part of the tree on layers of its own — the
293
302
  // surface presenter's promoted nodes (src/cocoa/promotion.js) — gets
294
303
  // its word in here: after layout, so it sees where everything landed,
@@ -247,6 +247,12 @@ export interface DesktopSettings {
247
247
  readonly doubleClickDistance: number;
248
248
  /** How far a press moves before it is a drag rather than a click. */
249
249
  readonly dragThreshold: number;
250
+ /** **False means hold still** — the desktop asked for less motion:
251
+ * `Gtk/EnableAnimations` off over XSETTINGS, reduce motion on macOS.
252
+ * Core's loops do not start then (docs/styling.md, "Loops"); an element
253
+ * that animates on a timer of its own holds still too, and draws its
254
+ * resting frame. True wherever the desktop said nothing. */
255
+ readonly animations: boolean;
250
256
  /** `'xsettings'`; `'macos'` on the Cocoa backend, where only `animations`
251
257
  * comes from the system (reduce motion) and the rest are the defaults; or
252
258
  * null where no settings daemon answered and these are the renderer's own