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c39ef2a738
I agree that the spec definition of this function isn't super clear about that, but from "Web Animations 1 - 4.5. Animations"[1]: An animation is a timing node that binds an animation effect child, called its associated effect, to a timeline parent so that it runs. Both of these associations are optional and configurable such that an animation can have no associated effect or timeline at a given moment. [1]: https://drafts.csswg.org/web-animations-1/#animations
1363 lines
62 KiB
C++
1363 lines
62 KiB
C++
/*
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* Copyright (c) 2023-2024, Matthew Olsson <mattco@serenityos.org>.
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <AK/TemporaryChange.h>
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#include <LibWeb/Animations/Animation.h>
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#include <LibWeb/Animations/AnimationEffect.h>
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#include <LibWeb/Animations/AnimationPlaybackEvent.h>
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#include <LibWeb/Animations/DocumentTimeline.h>
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#include <LibWeb/Bindings/AnimationPrototype.h>
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#include <LibWeb/Bindings/Intrinsics.h>
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#include <LibWeb/CSS/CSSAnimation.h>
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#include <LibWeb/DOM/Document.h>
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#include <LibWeb/HTML/Scripting/TemporaryExecutionContext.h>
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#include <LibWeb/HTML/Window.h>
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#include <LibWeb/HighResolutionTime/Performance.h>
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#include <LibWeb/Painting/Paintable.h>
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#include <LibWeb/WebIDL/ExceptionOr.h>
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#include <LibWeb/WebIDL/Promise.h>
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namespace Web::Animations {
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GC_DEFINE_ALLOCATOR(Animation);
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// https://www.w3.org/TR/web-animations-1/#dom-animation-animation
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GC::Ref<Animation> Animation::create(JS::Realm& realm, GC::Ptr<AnimationEffect> effect, Optional<GC::Ptr<AnimationTimeline>> timeline)
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{
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// 1. Let animation be a new Animation object.
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auto animation = realm.create<Animation>(realm);
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// 2. Run the procedure to set the timeline of an animation on animation passing timeline as the new timeline or, if
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// a timeline argument is missing, passing the default document timeline of the Document associated with the
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// Window that is the current global object.
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if (!timeline.has_value()) {
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auto& window = verify_cast<HTML::Window>(HTML::current_principal_global_object());
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timeline = window.associated_document().timeline();
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}
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animation->set_timeline(timeline.release_value());
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// 3. Run the procedure to set the associated effect of an animation on animation passing source as the new effect.
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animation->set_effect(effect);
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return animation;
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}
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WebIDL::ExceptionOr<GC::Ref<Animation>> Animation::construct_impl(JS::Realm& realm, GC::Ptr<AnimationEffect> effect, Optional<GC::Ptr<AnimationTimeline>> timeline)
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{
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return create(realm, effect, timeline);
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}
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// https://www.w3.org/TR/web-animations-1/#animation-set-the-associated-effect-of-an-animation
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void Animation::set_effect(GC::Ptr<AnimationEffect> new_effect)
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{
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// Setting this attribute updates the object’s associated effect using the procedure to set the associated effect of
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// an animation.
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// 1. Let old effect be the current associated effect of animation, if any.
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auto old_effect = m_effect;
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// 2. If new effect is the same object as old effect, abort this procedure.
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if (new_effect == old_effect)
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return;
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// 3. If animation has a pending pause task, reschedule that task to run as soon as animation is ready.
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// 4. If animation has a pending play task, reschedule that task to run as soon as animation is ready to play ne
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// effect.
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// Note: There is no real difference between "pending" and "as soon as possible", so this step is a no-op.
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// 5. If new effect is not null and if new effect is the associated effect of another animation, previous animation,
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// run the procedure to set the associated effect of an animation (this procedure) on previous animation passing
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// null as new effect.
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if (new_effect && new_effect->associated_animation() != this) {
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if (auto animation = new_effect->associated_animation())
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animation->set_effect({});
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}
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// 6. Let the associated effect of animation be new effect.
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auto old_target = m_effect ? m_effect->target() : nullptr;
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auto new_target = new_effect ? new_effect->target() : nullptr;
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if (old_target != new_target) {
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if (old_target)
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old_target->disassociate_with_animation(*this);
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if (new_target)
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new_target->associate_with_animation(*this);
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}
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if (new_effect)
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new_effect->set_associated_animation(this);
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if (m_effect)
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m_effect->set_associated_animation({});
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m_effect = new_effect;
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// 7. Run the procedure to update an animation’s finished state for animation with the did seek flag set to false,
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// and the synchronously notify flag set to false.
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update_finished_state(DidSeek::No, SynchronouslyNotify::No);
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}
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// https://www.w3.org/TR/web-animations-1/#animation-set-the-timeline-of-an-animation
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void Animation::set_timeline(GC::Ptr<AnimationTimeline> new_timeline)
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{
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// 1. Let old timeline be the current timeline of animation, if any.
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auto old_timeline = m_timeline;
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// 2. If new timeline is the same object as old timeline, abort this procedure.
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if (new_timeline == old_timeline)
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return;
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// 3. Let the timeline of animation be new timeline.
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if (m_timeline)
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m_timeline->disassociate_with_animation(*this);
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m_timeline = new_timeline;
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if (m_timeline)
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m_timeline->associate_with_animation(*this);
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// 4. If the start time of animation is resolved, make animation’s hold time unresolved.
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if (m_start_time.has_value())
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m_hold_time = {};
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// 5. Run the procedure to update an animation’s finished state for animation with the did seek flag set to false,
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// and the synchronously notify flag set to false.
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update_finished_state(DidSeek::No, SynchronouslyNotify::No);
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}
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// https://www.w3.org/TR/web-animations-1/#dom-animation-starttime
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// https://www.w3.org/TR/web-animations-1/#set-the-start-time
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void Animation::set_start_time(Optional<double> const& new_start_time)
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{
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// Setting this attribute updates the start time using the procedure to set the start time of this object to the new
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// value.
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// 1. Let timeline time be the current time value of the timeline that animation is associated with. If there is no
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// timeline associated with animation or the associated timeline is inactive, let the timeline time be
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// unresolved.
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auto timeline_time = m_timeline && !m_timeline->is_inactive() ? m_timeline->current_time() : Optional<double> {};
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// 2. If timeline time is unresolved and new start time is resolved, make animation’s hold time unresolved.
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if (!timeline_time.has_value() && new_start_time.has_value())
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m_hold_time = {};
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// 3. Let previous current time be animation’s current time.
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auto previous_current_time = current_time();
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// 4. Apply any pending playback rate on animation.
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apply_any_pending_playback_rate();
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// 5. Set animation’s start time to new start time.
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m_start_time = new_start_time;
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// 6. Update animation’s hold time based on the first matching condition from the following,
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// -> If new start time is resolved,
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if (new_start_time.has_value()) {
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// If animation’s playback rate is not zero, make animation’s hold time unresolved.
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if (m_playback_rate != 0.0)
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m_hold_time = {};
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}
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// -> Otherwise (new start time is unresolved),
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else {
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// Set animation’s hold time to previous current time even if previous current time is unresolved.
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m_hold_time = previous_current_time;
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}
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// 7. If animation has a pending play task or a pending pause task, cancel that task and resolve animation’s current
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// ready promise with animation.
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if (pending()) {
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m_pending_play_task = TaskState::None;
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m_pending_pause_task = TaskState::None;
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WebIDL::resolve_promise(realm(), current_ready_promise(), this);
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}
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// 8. Run the procedure to update an animation’s finished state for animation with the did seek flag set to true,
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// and the synchronously notify flag set to false.
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update_finished_state(DidSeek::Yes, SynchronouslyNotify::No);
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}
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// https://www.w3.org/TR/web-animations-1/#animation-current-time
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Optional<double> Animation::current_time() const
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{
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// The current time is calculated from the first matching condition from below:
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// -> If the animation’s hold time is resolved,
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if (m_hold_time.has_value()) {
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// The current time is the animation’s hold time.
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return m_hold_time.value();
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}
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// -> If any of the following are true:
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// - the animation has no associated timeline, or
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// - the associated timeline is inactive, or
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// - the animation’s start time is unresolved.
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if (!m_timeline || m_timeline->is_inactive() || !m_start_time.has_value()) {
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// The current time is an unresolved time value.
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return {};
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}
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// -> Otherwise,
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// current time = (timeline time - start time) × playback rate
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// Where timeline time is the current time value of the associated timeline. The playback rate value is defined
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// in §4.4.15 Speed control.
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return (m_timeline->current_time().value() - m_start_time.value()) * playback_rate();
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}
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// https://www.w3.org/TR/web-animations-1/#animation-set-the-current-time
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WebIDL::ExceptionOr<void> Animation::set_current_time(Optional<double> const& seek_time)
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{
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// 1. Run the steps to silently set the current time of animation to seek time.
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TRY(silently_set_current_time(seek_time));
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// 2. If animation has a pending pause task, synchronously complete the pause operation by performing the following
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// steps:
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if (m_pending_pause_task == TaskState::Scheduled) {
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// 1. Set animation’s hold time to seek time.
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m_hold_time = seek_time;
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// 2. Apply any pending playback rate to animation.
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apply_any_pending_playback_rate();
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// 3. Make animation’s start time unresolved.
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m_start_time = {};
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// 4. Cancel the pending pause task.
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m_pending_pause_task = TaskState::None;
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// 5 Resolve animation’s current ready promise with animation.
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WebIDL::resolve_promise(realm(), current_ready_promise(), this);
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}
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// 3. Run the procedure to update an animation’s finished state for animation with the did seek flag set to true,
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// and the synchronously notify flag set to false.
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update_finished_state(DidSeek::Yes, SynchronouslyNotify::No);
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return {};
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}
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// https://www.w3.org/TR/web-animations-1/#dom-animation-playbackrate
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// https://www.w3.org/TR/web-animations-1/#set-the-playback-rate
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WebIDL::ExceptionOr<void> Animation::set_playback_rate(double new_playback_rate)
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{
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// Setting this attribute follows the procedure to set the playback rate of this object to the new value.
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// 1. Clear any pending playback rate on animation.
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m_pending_playback_rate = {};
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// 2. Let previous time be the value of the current time of animation before changing the playback rate.
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auto previous_time = current_time();
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// 3. Let previous playback rate be the current effective playback rate of animation.
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auto previous_playback_rate = playback_rate();
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// 4. Set the playback rate to new playback rate.
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m_playback_rate = new_playback_rate;
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// 5. Perform the steps corresponding to the first matching condition from the following, if any:
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// -> If animation is associated with a monotonically increasing timeline and the previous time is resolved,
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if (m_timeline && m_timeline->is_monotonically_increasing() && previous_time.has_value()) {
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// set the current time of animation to previous time.
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TRY(set_current_time(previous_time));
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}
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// -> If animation is associated with a non-null timeline that is not monotonically increasing, the start time of
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// animation is resolved, associated effect end is not infinity, and either:
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// - the previous playback rate < 0 and the new playback rate ≥ 0, or
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// - the previous playback rate ≥ 0 and the new playback rate < 0,
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else if (m_timeline && !m_timeline->is_monotonically_increasing() && m_start_time.has_value() && !isinf(associated_effect_end()) && ((previous_playback_rate < 0.0 && new_playback_rate >= 0.0) || (previous_playback_rate >= 0 && new_playback_rate < 0))) {
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// Set animation’s start time to the result of evaluating associated effect end - start time for animation.
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m_start_time = associated_effect_end() - m_start_time.value();
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}
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return {};
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}
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// https://www.w3.org/TR/web-animations-1/#animation-play-state
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Bindings::AnimationPlayState Animation::play_state() const
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{
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// The play state of animation, animation, at a given moment is the state corresponding to the first matching
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// condition from the following:
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// -> All of the following conditions are true:
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// - The current time of animation is unresolved, and
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// - the start time of animation is unresolved, and
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// - animation does not have either a pending play task or a pending pause task,
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auto current_time = this->current_time();
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if (!current_time.has_value() && !m_start_time.has_value() && !pending()) {
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// → idle
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return Bindings::AnimationPlayState::Idle;
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}
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// -> Either of the following conditions are true:
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// - animation has a pending pause task, or
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// - both the start time of animation is unresolved and it does not have a pending play task,
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if (m_pending_pause_task == TaskState::Scheduled || (!m_start_time.has_value() && m_pending_play_task == TaskState::None)) {
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// → paused
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return Bindings::AnimationPlayState::Paused;
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}
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// -> For animation, current time is resolved and either of the following conditions are true:
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// - animation’s effective playback rate > 0 and current time ≥ associated effect end; or
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// - animation’s effective playback rate < 0 and current time ≤ 0,
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auto effective_playback_rate = this->effective_playback_rate();
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if (current_time.has_value() && ((effective_playback_rate > 0.0 && current_time.value() >= associated_effect_end()) || (effective_playback_rate < 0.0 && current_time.value() <= 0.0))) {
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// → finished
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return Bindings::AnimationPlayState::Finished;
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}
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// -> Otherwise,
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// → running
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return Bindings::AnimationPlayState::Running;
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}
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// https://www.w3.org/TR/web-animations-1/#animation-relevant
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bool Animation::is_relevant() const
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{
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// An animation is relevant if:
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// - Its associated effect is current or in effect, and
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// - Its replace state is not removed.
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return (m_effect && (m_effect->is_current() || m_effect->is_in_effect())) && replace_state() != Bindings::AnimationReplaceState::Removed;
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}
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// https://www.w3.org/TR/web-animations-1/#replaceable-animation
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bool Animation::is_replaceable() const
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{
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// An animation is replaceable if all of the following conditions are true:
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// - The existence of the animation is not prescribed by markup. That is, it is not a CSS animation with an owning
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// element, nor a CSS transition with an owning element.
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if ((is_css_animation() || is_css_transition()) && owning_element())
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return false;
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// - The animation's play state is finished.
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if (play_state() != Bindings::AnimationPlayState::Finished)
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return false;
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// - The animation's replace state is not removed.
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if (replace_state() == Bindings::AnimationReplaceState::Removed)
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return false;
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// - The animation is associated with a monotonically increasing timeline.
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if (!m_timeline || !m_timeline->is_monotonically_increasing())
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return false;
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// - The animation has an associated effect.
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if (!m_effect)
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return false;
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// - The animation's associated effect is in effect.
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if (!m_effect->is_in_effect())
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return false;
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// - The animation's associated effect has an effect target.
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if (!m_effect->target())
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return false;
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return true;
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}
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void Animation::set_replace_state(Bindings::AnimationReplaceState value)
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{
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if (value == Bindings::AnimationReplaceState::Removed) {
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// Remove the associated effect from its target, if applicable
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if (m_effect && m_effect->target())
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m_effect->target()->disassociate_with_animation(*this);
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// Remove this animation from its timeline
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m_timeline->disassociate_with_animation(*this);
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} else if (value == Bindings::AnimationReplaceState::Persisted && m_replace_state == Bindings::AnimationReplaceState::Removed) {
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// This animation was removed, but is now being "unremoved"; undo the effects from the if-statement above
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if (m_effect && m_effect->target())
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m_effect->target()->associate_with_animation(*this);
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m_timeline->associate_with_animation(*this);
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}
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m_replace_state = value;
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}
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// https://www.w3.org/TR/web-animations-1/#dom-animation-onfinish
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GC::Ptr<WebIDL::CallbackType> Animation::onfinish()
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{
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return event_handler_attribute(HTML::EventNames::finish);
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}
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// https://www.w3.org/TR/web-animations-1/#dom-animation-onfinish
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void Animation::set_onfinish(GC::Ptr<WebIDL::CallbackType> event_handler)
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{
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set_event_handler_attribute(HTML::EventNames::finish, event_handler);
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}
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// https://www.w3.org/TR/web-animations-1/#dom-animation-oncancel
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GC::Ptr<WebIDL::CallbackType> Animation::oncancel()
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{
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return event_handler_attribute(HTML::EventNames::cancel);
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}
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// https://www.w3.org/TR/web-animations-1/#dom-animation-oncancel
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void Animation::set_oncancel(GC::Ptr<WebIDL::CallbackType> event_handler)
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{
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set_event_handler_attribute(HTML::EventNames::cancel, event_handler);
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}
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// https://www.w3.org/TR/web-animations-1/#dom-animation-onremove
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GC::Ptr<WebIDL::CallbackType> Animation::onremove()
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{
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return event_handler_attribute(HTML::EventNames::remove);
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}
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// https://www.w3.org/TR/web-animations-1/#dom-animation-onremove
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void Animation::set_onremove(GC::Ptr<WebIDL::CallbackType> event_handler)
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{
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set_event_handler_attribute(HTML::EventNames::remove, event_handler);
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}
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// https://www.w3.org/TR/web-animations-1/#dom-animation-cancel
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void Animation::cancel(ShouldInvalidate should_invalidate)
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{
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// Note: When called from JS, we always want to invalidate the animation target's style. However, this method is
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// also called from the StyleComputer when the animation-name CSS property changes. That happens in the
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// middle of a cascade, and importantly, _before_ computing the animation effect stack, so there is no
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// need for another invalidation. And in fact, if we did invalidate, it would lead to a crash, as the element
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// would not have it's "m_needs_style_update" flag cleared.
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auto& realm = this->realm();
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// 1. If animation’s play state is not idle, perform the following steps:
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if (play_state() != Bindings::AnimationPlayState::Idle) {
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HTML::TemporaryExecutionContext execution_context { realm };
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// 1. Run the procedure to reset an animation’s pending tasks on animation.
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reset_an_animations_pending_tasks();
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// 2. Reject the current finished promise with a DOMException named "AbortError".
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auto dom_exception = WebIDL::AbortError::create(realm, "Animation was cancelled"_string);
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WebIDL::reject_promise(realm, current_finished_promise(), dom_exception);
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|
||
// 3. Set the [[PromiseIsHandled]] internal slot of the current finished promise to true.
|
||
WebIDL::mark_promise_as_handled(current_finished_promise());
|
||
|
||
// 4. Let current finished promise be a new promise in the relevant Realm of animation.
|
||
m_current_finished_promise = WebIDL::create_promise(realm);
|
||
m_is_finished = false;
|
||
|
||
// 5. Create an AnimationPlaybackEvent, cancelEvent.
|
||
// 6. Set cancelEvent’s type attribute to cancel.
|
||
// 7. Set cancelEvent’s currentTime to null.
|
||
// 8. Let timeline time be the current time of the timeline with which animation is associated. If animation is
|
||
// not associated with an active timeline, let timeline time be an unresolved time value.
|
||
// 9. Set cancelEvent’s timelineTime to timeline time. If timeline time is unresolved, set it to null.
|
||
AnimationPlaybackEventInit init;
|
||
init.timeline_time = m_timeline && !m_timeline->is_inactive() ? m_timeline->current_time() : Optional<double> {};
|
||
auto cancel_event = AnimationPlaybackEvent::create(realm, HTML::EventNames::cancel, init);
|
||
|
||
// 10. If animation has a document for timing, then append cancelEvent to its document for timing's pending
|
||
// animation event queue along with its target, animation. If animation is associated with an active
|
||
// timeline that defines a procedure to convert timeline times to origin-relative time, let the scheduled
|
||
// event time be the result of applying that procedure to timeline time. Otherwise, the scheduled event time
|
||
// is an unresolved time value.
|
||
// Otherwise, queue a task to dispatch cancelEvent at animation. The task source for this task is the DOM
|
||
// manipulation task source.
|
||
if (auto document = document_for_timing()) {
|
||
Optional<double> scheduled_event_time;
|
||
if (m_timeline && !m_timeline->is_inactive() && m_timeline->can_convert_a_timeline_time_to_an_origin_relative_time())
|
||
scheduled_event_time = m_timeline->convert_a_timeline_time_to_an_origin_relative_time(m_timeline->current_time());
|
||
document->append_pending_animation_event({ cancel_event, *this, *this, scheduled_event_time });
|
||
} else {
|
||
HTML::queue_global_task(HTML::Task::Source::DOMManipulation, realm.global_object(), GC::create_function(heap(), [this, cancel_event]() {
|
||
dispatch_event(cancel_event);
|
||
}));
|
||
}
|
||
}
|
||
|
||
// 2. Make animation’s hold time unresolved.
|
||
m_hold_time = {};
|
||
|
||
// 3. Make animation’s start time unresolved.
|
||
m_start_time = {};
|
||
|
||
// This time is needed for dispatching the animationcancel DOM event
|
||
if (auto effect = m_effect)
|
||
m_saved_cancel_time = effect->active_time_using_fill(Bindings::FillMode::Both);
|
||
|
||
if (should_invalidate == ShouldInvalidate::Yes)
|
||
invalidate_effect();
|
||
}
|
||
|
||
// https://www.w3.org/TR/web-animations-1/#dom-animation-finish
|
||
WebIDL::ExceptionOr<void> Animation::finish()
|
||
{
|
||
// 1. If animation’s effective playback rate is zero, or if animation’s effective playback rate > 0 and associated
|
||
// effect end is infinity, throw an "InvalidStateError" DOMException and abort these steps.
|
||
auto effective_playback_rate = this->effective_playback_rate();
|
||
if (effective_playback_rate == 0.0)
|
||
return WebIDL::InvalidStateError::create(realm(), "Animation with a playback rate of 0 cannot be finished"_string);
|
||
if (effective_playback_rate > 0.0 && isinf(associated_effect_end()))
|
||
return WebIDL::InvalidStateError::create(realm(), "Animation with no end cannot be finished"_string);
|
||
|
||
// 2. Apply any pending playback rate to animation.
|
||
apply_any_pending_playback_rate();
|
||
|
||
// 3. Set limit as follows:
|
||
// -> If playback rate > 0,
|
||
// Let limit be associated effect end.
|
||
// -> Otherwise,
|
||
// Let limit be zero.
|
||
auto playback_rate = this->playback_rate();
|
||
auto limit = playback_rate > 0.0 ? associated_effect_end() : 0.0;
|
||
|
||
// 4. Silently set the current time to limit.
|
||
TRY(silently_set_current_time(limit));
|
||
|
||
// 5. If animation’s start time is unresolved and animation has an associated active timeline, let the start time be
|
||
// the result of evaluating timeline time - (limit / playback rate) where timeline time is the current time value
|
||
// of the associated timeline.
|
||
if (!m_start_time.has_value() && m_timeline && !m_timeline->is_inactive())
|
||
m_start_time = m_timeline->current_time().value() - (limit / playback_rate);
|
||
|
||
// 6. If there is a pending pause task and start time is resolved,
|
||
auto should_resolve_ready_promise = false;
|
||
if (m_pending_pause_task == TaskState::Scheduled && m_start_time.has_value()) {
|
||
// 1. Let the hold time be unresolved.
|
||
// Note: Typically the hold time will already be unresolved except in the case when the animation was previously
|
||
// idle.
|
||
m_hold_time = {};
|
||
|
||
// 2. Cancel the pending pause task.
|
||
m_pending_pause_task = TaskState::None;
|
||
|
||
// 3. Resolve the current ready promise of animation with animation.
|
||
should_resolve_ready_promise = true;
|
||
}
|
||
|
||
// 7. If there is a pending play task and start time is resolved, cancel that task and resolve the current ready
|
||
// promise of animation with animation.
|
||
if (m_pending_play_task == TaskState::Scheduled && m_start_time.has_value()) {
|
||
m_pending_play_task = TaskState::None;
|
||
should_resolve_ready_promise = true;
|
||
}
|
||
|
||
if (should_resolve_ready_promise) {
|
||
HTML::TemporaryExecutionContext execution_context { realm() };
|
||
WebIDL::resolve_promise(realm(), current_ready_promise(), this);
|
||
}
|
||
|
||
// 8. Run the procedure to update an animation’s finished state for animation with the did seek flag set to true,
|
||
// and the synchronously notify flag set to true.
|
||
update_finished_state(DidSeek::Yes, SynchronouslyNotify::Yes);
|
||
|
||
return {};
|
||
}
|
||
|
||
// https://www.w3.org/TR/web-animations-1/#dom-animation-play
|
||
WebIDL::ExceptionOr<void> Animation::play()
|
||
{
|
||
// Begins or resumes playback of the animation by running the procedure to play an animation passing true as the
|
||
// value of the auto-rewind flag.
|
||
return play_an_animation(AutoRewind::Yes);
|
||
}
|
||
|
||
// https://www.w3.org/TR/web-animations-1/#play-an-animation
|
||
WebIDL::ExceptionOr<void> Animation::play_an_animation(AutoRewind auto_rewind)
|
||
{
|
||
// 1. Let aborted pause be a boolean flag that is true if animation has a pending pause task, and false otherwise.
|
||
auto aborted_pause = m_pending_pause_task == TaskState::Scheduled;
|
||
|
||
// 2. Let has pending ready promise be a boolean flag that is initially false.
|
||
auto has_pending_ready_promise = false;
|
||
|
||
// 3. Let seek time be a time value that is initially unresolved.
|
||
Optional<double> seek_time;
|
||
|
||
// 4. If the auto-rewind flag is true, perform the steps corresponding to the first matching condition from the
|
||
// following, if any:
|
||
if (auto_rewind == AutoRewind::Yes) {
|
||
auto playback_rate = this->playback_rate();
|
||
auto current_time = this->current_time();
|
||
auto associated_effect_end = this->associated_effect_end();
|
||
|
||
// -> If animation’s effective playback rate ≥ 0, and animation’s current time is either:
|
||
// - unresolved, or
|
||
// - less than zero, or
|
||
// - greater than or equal to associated effect end,
|
||
if (playback_rate >= 0.0 && (!current_time.has_value() || current_time.value() < 0.0 || current_time.value() >= associated_effect_end)) {
|
||
// Set seek time to zero.
|
||
seek_time = 0.0;
|
||
}
|
||
// -> If animation’s effective playback rate < 0, and animation’s current time is either:
|
||
// - unresolved, or
|
||
// - less than or equal to zero, or
|
||
// - greater than associated effect end,
|
||
else if (playback_rate < 0.0 && (!current_time.has_value() || current_time.value() <= 0.0 || current_time.value() > associated_effect_end)) {
|
||
// -> If associated effect end is positive infinity,
|
||
if (isinf(associated_effect_end) && associated_effect_end > 0.0) {
|
||
// throw an "InvalidStateError" DOMException and abort these steps.
|
||
return WebIDL::InvalidStateError::create(realm(), "Cannot rewind an animation with an infinite effect end"_string);
|
||
}
|
||
// -> Otherwise,
|
||
// Set seek time to animation’s associated effect end.
|
||
seek_time = associated_effect_end;
|
||
}
|
||
}
|
||
|
||
// 5. If the following three conditions are all satisfied:
|
||
// - seek time is unresolved, and
|
||
// - animation’s start time is unresolved, and
|
||
// - animation’s current time is unresolved,
|
||
if (!seek_time.has_value() && !m_start_time.has_value() && !current_time().has_value()) {
|
||
// set seek time to zero.
|
||
seek_time = 0.0;
|
||
}
|
||
|
||
// 6. Let has finite timeline be true if animation has an associated timeline that is not monotonically increasing.
|
||
auto has_finite_timeline = m_timeline && !m_timeline->is_monotonically_increasing();
|
||
|
||
// 7. If seek time is resolved,
|
||
if (seek_time.has_value()) {
|
||
// -> If has finite timeline is true,
|
||
if (has_finite_timeline) {
|
||
// 1. Set animation’s start time to seek time.
|
||
m_start_time = seek_time;
|
||
|
||
// 2. Let animation’s hold time be unresolved.
|
||
m_hold_time = {};
|
||
|
||
// 3. Apply any pending playback rate on animation.
|
||
apply_any_pending_playback_rate();
|
||
}
|
||
// Otherwise,
|
||
else {
|
||
// Set animation’s hold time to seek time.
|
||
m_hold_time = seek_time;
|
||
}
|
||
}
|
||
|
||
// 8. If animation’s hold time is resolved, let its start time be unresolved.
|
||
if (m_hold_time.has_value())
|
||
m_start_time = {};
|
||
|
||
// 9. If animation has a pending play task or a pending pause task,
|
||
if (pending()) {
|
||
// 1. Cancel that task.
|
||
m_pending_play_task = TaskState::None;
|
||
m_pending_pause_task = TaskState::None;
|
||
|
||
// 2. Set has pending ready promise to true.
|
||
has_pending_ready_promise = true;
|
||
}
|
||
|
||
// 10. If the following four conditions are all satisfied:
|
||
// - animation’s hold time is unresolved, and
|
||
// - seek time is unresolved, and
|
||
// - aborted pause is false, and
|
||
// - animation does not have a pending playback rate,
|
||
if (!m_hold_time.has_value() && !seek_time.has_value() && !aborted_pause && !m_pending_playback_rate.has_value()) {
|
||
// abort this procedure.
|
||
return {};
|
||
}
|
||
|
||
// 11. If has pending ready promise is false, let animation’s current ready promise be a new promise in the relevant
|
||
// Realm of animation.
|
||
if (!has_pending_ready_promise)
|
||
m_current_ready_promise = WebIDL::create_promise(realm());
|
||
|
||
// 12. Schedule a task to run as soon as animation is ready. The task shall perform the following steps:
|
||
//
|
||
// Note: Steps omitted, set run_pending_play_task()
|
||
//
|
||
// So long as the above task is scheduled but has yet to run, animation is described as having a pending play
|
||
// task. While the task is running, however, animation does not have a pending play task.
|
||
//
|
||
// If a user agent determines that animation is immediately ready, it may schedule the above task as a microtask
|
||
// such that it runs at the next microtask checkpoint, but it must not perform the task synchronously.
|
||
m_pending_play_task = TaskState::Scheduled;
|
||
if (m_timeline)
|
||
m_saved_play_time = m_timeline->current_time().value();
|
||
|
||
// 13. Run the procedure to update an animation’s finished state for animation with the did seek flag set to false,
|
||
// and the synchronously notify flag set to false.
|
||
update_finished_state(DidSeek::No, SynchronouslyNotify::No);
|
||
|
||
return {};
|
||
}
|
||
|
||
// https://www.w3.org/TR/web-animations-1/#dom-animation-pause
|
||
WebIDL::ExceptionOr<void> Animation::pause()
|
||
{
|
||
// 1. If animation has a pending pause task, abort these steps.
|
||
if (m_pending_pause_task == TaskState::Scheduled)
|
||
return {};
|
||
|
||
// 2. If the play state of animation is paused, abort these steps.
|
||
if (play_state() == Bindings::AnimationPlayState::Paused)
|
||
return {};
|
||
|
||
// 3. Let seek time be a time value that is initially unresolved.
|
||
Optional<double> seek_time;
|
||
|
||
// 4. Let has finite timeline be true if animation has an associated timeline that is not monotonically increasing.
|
||
auto has_finite_timeline = m_timeline && !m_timeline->is_monotonically_increasing();
|
||
|
||
// 5. If the animation’s current time is unresolved, perform the steps according to the first matching condition
|
||
// from below:
|
||
if (!current_time().has_value()) {
|
||
// -> If animation’s playback rate is ≥ 0,
|
||
if (playback_rate() >= 0.0) {
|
||
// Set seek time to zero.
|
||
seek_time = 0.0;
|
||
}
|
||
// -> Otherwise
|
||
else {
|
||
// If associated effect end for animation is positive infinity,
|
||
auto associated_effect_end = this->associated_effect_end();
|
||
if (isinf(associated_effect_end) && associated_effect_end > 0.0) {
|
||
// throw an "InvalidStateError" DOMException and abort these steps.
|
||
return WebIDL::InvalidStateError::create(realm(), "Cannot pause an animation with an infinite effect end"_string);
|
||
}
|
||
|
||
// Otherwise,
|
||
// Set seek time to animation’s associated effect end.
|
||
seek_time = associated_effect_end;
|
||
}
|
||
}
|
||
|
||
// 6. If seek time is resolved,
|
||
if (seek_time.has_value()) {
|
||
// If has finite timeline is true,
|
||
if (has_finite_timeline) {
|
||
// Set animation’s start time to seek time.
|
||
m_start_time = seek_time;
|
||
}
|
||
// Otherwise,
|
||
else {
|
||
// Set animation’s hold time to seek time.
|
||
m_hold_time = seek_time;
|
||
}
|
||
}
|
||
|
||
// 7. Let has pending ready promise be a boolean flag that is initially false.
|
||
auto has_pending_ready_promise = false;
|
||
|
||
// 8. If animation has a pending play task, cancel that task and let has pending ready promise be true.
|
||
if (m_pending_play_task == TaskState::Scheduled) {
|
||
m_pending_play_task = TaskState::None;
|
||
has_pending_ready_promise = true;
|
||
}
|
||
|
||
// 9. If has pending ready promise is false, set animation’s current ready promise to a new promise in the relevant
|
||
// Realm of animation.
|
||
if (!has_pending_ready_promise)
|
||
m_current_ready_promise = WebIDL::create_promise(realm());
|
||
|
||
// 10. Schedule a task to be executed at the first possible moment where both of the following conditions are true:
|
||
// - the user agent has performed any processing necessary to suspend the playback of animation’s associated
|
||
// effect, if any.
|
||
// - the animation is associated with a timeline that is not inactive.
|
||
//
|
||
// Note: This is run_pending_pause_task()
|
||
m_pending_pause_task = TaskState::Scheduled;
|
||
m_saved_pause_time = m_timeline->current_time().value();
|
||
|
||
// 11. Run the procedure to update an animation’s finished state for animation with the did seek flag set to false,
|
||
// and the synchronously notify flag set to false.
|
||
update_finished_state(DidSeek::No, SynchronouslyNotify::No);
|
||
|
||
return {};
|
||
}
|
||
|
||
// https://www.w3.org/TR/web-animations-1/#dom-animation-updateplaybackrate
|
||
WebIDL::ExceptionOr<void> Animation::update_playback_rate(double new_playback_rate)
|
||
{
|
||
// 1. Let previous play state be animation’s play state.
|
||
// Note: It is necessary to record the play state before updating animation’s effective playback rate since, in the
|
||
// following logic, we want to immediately apply the pending playback rate of animation if it is currently
|
||
// finished regardless of whether or not it will still be finished after we apply the pending playback rate.
|
||
auto previous_play_state = play_state();
|
||
|
||
// 2. Let animation’s pending playback rate be new playback rate.
|
||
m_pending_playback_rate = new_playback_rate;
|
||
|
||
// 3. Perform the steps corresponding to the first matching condition from below:
|
||
|
||
// -> If animation has a pending play task or a pending pause task,
|
||
if (pending()) {
|
||
// Abort these steps.
|
||
// Note: The different types of pending tasks will apply the pending playback rate when they run so there is no
|
||
// further action required in this case.
|
||
return {};
|
||
}
|
||
|
||
// -> If previous play state is idle or paused, or animation’s current time is unresolved,
|
||
if (previous_play_state == Bindings::AnimationPlayState::Idle || previous_play_state == Bindings::AnimationPlayState::Paused || !current_time().has_value()) {
|
||
// Apply any pending playback rate on animation.
|
||
// Note: the second condition above is required so that if we have a running animation with an unresolved
|
||
// current time and no pending play task, we do not attempt to play it below.
|
||
apply_any_pending_playback_rate();
|
||
}
|
||
// -> If previous play state is finished,
|
||
else if (previous_play_state == Bindings::AnimationPlayState::Finished) {
|
||
// 1. Let the unconstrained current time be the result of calculating the current time of animation
|
||
// substituting an unresolved time value for the hold time.
|
||
Optional<double> unconstrained_current_time;
|
||
{
|
||
TemporaryChange change(m_hold_time, {});
|
||
unconstrained_current_time = current_time();
|
||
}
|
||
|
||
// 2. Let animation’s start time be the result of evaluating the following expression:
|
||
// timeline time - (unconstrained current time / pending playback rate)
|
||
// Where timeline time is the current time value of the timeline associated with animation.
|
||
// If pending playback rate is zero, let animation’s start time be timeline time.
|
||
if (m_pending_playback_rate.value() == 0.0) {
|
||
m_start_time = m_timeline->current_time().value();
|
||
} else {
|
||
m_start_time = m_timeline->current_time().value() - (unconstrained_current_time.value() / m_pending_playback_rate.value());
|
||
}
|
||
|
||
// 3. Apply any pending playback rate on animation.
|
||
apply_any_pending_playback_rate();
|
||
|
||
// 4. Run the procedure to update an animation’s finished state for animation with the did seek flag set to
|
||
// false, and the synchronously notify flag set to false.
|
||
update_finished_state(DidSeek::No, SynchronouslyNotify::No);
|
||
}
|
||
// -> Otherwise,
|
||
else {
|
||
// Run the procedure to play an animation for animation with the auto-rewind flag set to false.
|
||
TRY(play_an_animation(AutoRewind::No));
|
||
}
|
||
|
||
return {};
|
||
}
|
||
|
||
// https://www.w3.org/TR/web-animations-1/#dom-animation-reverse
|
||
WebIDL::ExceptionOr<void> Animation::reverse()
|
||
{
|
||
auto& realm = this->realm();
|
||
|
||
// 1. If there is no timeline associated with animation, or the associated timeline is inactive throw an
|
||
// "InvalidStateError" DOMException and abort these steps.
|
||
if (!m_timeline || m_timeline->is_inactive())
|
||
return WebIDL::InvalidStateError::create(realm, "Cannot reverse an animation with an inactive timeline"_string);
|
||
|
||
// 2. Let original pending playback rate be animation’s pending playback rate.
|
||
auto original_pending_playback_rate = m_pending_playback_rate;
|
||
|
||
// 3. Let animation’s pending playback rate be the additive inverse of its effective playback rate (i.e.
|
||
// -effective playback rate).
|
||
m_pending_playback_rate = -effective_playback_rate();
|
||
|
||
// 4. Run the steps to play an animation for animation with the auto-rewind flag set to true.
|
||
// If the steps to play an animation throw an exception, set animation’s pending playback rate to original
|
||
// pending playback rate and propagate the exception.
|
||
auto result = play_an_animation(AutoRewind::Yes);
|
||
if (result.is_error()) {
|
||
m_pending_playback_rate = original_pending_playback_rate;
|
||
return result;
|
||
}
|
||
|
||
return {};
|
||
}
|
||
|
||
// https://www.w3.org/TR/web-animations-1/#dom-animation-persist
|
||
void Animation::persist()
|
||
{
|
||
// Sets this animation’s replace state to persisted.
|
||
set_replace_state(Bindings::AnimationReplaceState::Persisted);
|
||
}
|
||
|
||
// https://www.w3.org/TR/web-animations-1/#animation-time-to-timeline-time
|
||
Optional<double> Animation::convert_an_animation_time_to_timeline_time(Optional<double> time) const
|
||
{
|
||
// 1. If time is unresolved, return time.
|
||
if (!time.has_value())
|
||
return time;
|
||
|
||
// 2. If time is infinity, return an unresolved time value.
|
||
if (isinf(time.value()))
|
||
return {};
|
||
|
||
// 3. If animation’s playback rate is zero, return an unresolved time value.
|
||
if (m_playback_rate == 0.0)
|
||
return {};
|
||
|
||
// 4. If animation’s start time is unresolved, return an unresolved time value.
|
||
if (!m_start_time.has_value())
|
||
return {};
|
||
|
||
// 5. Return the result of calculating: time × (1 / playback rate) + start time (where playback rate and start time
|
||
// are the playback rate and start time of animation, respectively).
|
||
return (time.value() * (1.0 / m_playback_rate)) + m_start_time.value();
|
||
}
|
||
|
||
// https://www.w3.org/TR/web-animations-1/#animation-time-to-origin-relative-time
|
||
Optional<double> Animation::convert_a_timeline_time_to_an_origin_relative_time(Optional<double> time) const
|
||
{
|
||
// 1. Let timeline time be the result of converting time from an animation time to a timeline time.
|
||
auto timeline_time = convert_an_animation_time_to_timeline_time(time);
|
||
|
||
// 2. If timeline time is unresolved, return time.
|
||
if (!timeline_time.has_value())
|
||
return time;
|
||
|
||
// 3. If animation is not associated with a timeline, return an unresolved time value.
|
||
if (!m_timeline)
|
||
return {};
|
||
|
||
// 4. If animation is associated with an inactive timeline, return an unresolved time value.
|
||
if (m_timeline->is_inactive())
|
||
return {};
|
||
|
||
// 5. If there is no procedure to convert a timeline time to an origin-relative time for the timeline associated
|
||
// with animation, return an unresolved time value.
|
||
if (!m_timeline->can_convert_a_timeline_time_to_an_origin_relative_time())
|
||
return {};
|
||
|
||
// 6. Return the result of converting timeline time to an origin-relative time using the procedure defined for the
|
||
// timeline associated with animation.
|
||
return m_timeline->convert_a_timeline_time_to_an_origin_relative_time(timeline_time);
|
||
}
|
||
|
||
// https://www.w3.org/TR/web-animations-1/#animation-document-for-timing
|
||
GC::Ptr<DOM::Document> Animation::document_for_timing() const
|
||
{
|
||
// An animation’s document for timing is the Document with which its timeline is associated. If an animation is not
|
||
// associated with a timeline, or its timeline is not associated with a document, then it has no document for
|
||
// timing.
|
||
if (!m_timeline)
|
||
return {};
|
||
return m_timeline->associated_document();
|
||
}
|
||
|
||
void Animation::notify_timeline_time_did_change()
|
||
{
|
||
update_finished_state(DidSeek::No, SynchronouslyNotify::Yes);
|
||
|
||
// Act on the pending play or pause task
|
||
if (m_pending_play_task == TaskState::Scheduled) {
|
||
m_pending_play_task = TaskState::None;
|
||
run_pending_play_task();
|
||
}
|
||
|
||
if (m_pending_pause_task == TaskState::Scheduled) {
|
||
m_pending_pause_task = TaskState::None;
|
||
run_pending_pause_task();
|
||
}
|
||
}
|
||
|
||
void Animation::effect_timing_changed(Badge<AnimationEffect>)
|
||
{
|
||
update_finished_state(DidSeek::No, SynchronouslyNotify::Yes);
|
||
}
|
||
|
||
// https://www.w3.org/TR/web-animations-1/#associated-effect-end
|
||
double Animation::associated_effect_end() const
|
||
{
|
||
// The associated effect end of an animation is equal to the end time of the animation’s associated effect. If the
|
||
// animation has no associated effect, the associated effect end is zero.
|
||
return m_effect ? m_effect->end_time() : 0.0;
|
||
}
|
||
|
||
// https://www.w3.org/TR/web-animations-1/#effective-playback-rate
|
||
double Animation::effective_playback_rate() const
|
||
{
|
||
// The effective playback rate of an animation is its pending playback rate, if set, otherwise it is the animation’s
|
||
// playback rate.
|
||
return m_pending_playback_rate.has_value() ? m_pending_playback_rate.value() : m_playback_rate;
|
||
}
|
||
|
||
// https://www.w3.org/TR/web-animations-1/#apply-any-pending-playback-rate
|
||
void Animation::apply_any_pending_playback_rate()
|
||
{
|
||
// 1. If animation does not have a pending playback rate, abort these steps.
|
||
if (!m_pending_playback_rate.has_value())
|
||
return;
|
||
|
||
// 2. Set animation’s playback rate to its pending playback rate.
|
||
m_playback_rate = m_pending_playback_rate.value();
|
||
|
||
// 3. Clear animation’s pending playback rate.
|
||
m_pending_playback_rate = {};
|
||
}
|
||
|
||
// https://www.w3.org/TR/web-animations-1/#animation-silently-set-the-current-time
|
||
WebIDL::ExceptionOr<void> Animation::silently_set_current_time(Optional<double> seek_time)
|
||
{
|
||
// 1. If seek time is an unresolved time value, then perform the following steps.
|
||
if (!seek_time.has_value()) {
|
||
// 1. If the current time is resolved, then throw a TypeError.
|
||
if (current_time().has_value()) {
|
||
return WebIDL::SimpleException {
|
||
WebIDL::SimpleExceptionType::TypeError,
|
||
"Cannot change an animation's current time from a resolve value to an unresolved value"sv
|
||
};
|
||
}
|
||
|
||
// 2. Abort these steps.
|
||
return {};
|
||
}
|
||
|
||
// 2. Update either animation’s hold time or start time as follows:
|
||
|
||
// -> If any of the following conditions are true:
|
||
// - animation’s hold time is resolved, or
|
||
// - animation’s start time is unresolved, or
|
||
// - animation has no associated timeline or the associated timeline is inactive, or
|
||
// - animation’s playback rate is 0,
|
||
if (m_hold_time.has_value() || !m_start_time.has_value() || !m_timeline || m_timeline->is_inactive() || m_playback_rate == 0.0) {
|
||
// Set animation’s hold time to seek time.
|
||
m_hold_time = seek_time;
|
||
}
|
||
// -> Otherwise,
|
||
else {
|
||
// Set animation’s start time to the result of evaluating timeline time - (seek time / playback rate) where
|
||
// timeline time is the current time value of timeline associated with animation.
|
||
m_start_time = m_timeline->current_time().value() - (seek_time.value() / m_playback_rate);
|
||
}
|
||
|
||
// 3. If animation has no associated timeline or the associated timeline is inactive, make animation’s start time
|
||
// unresolved.
|
||
if (!m_timeline || m_timeline->is_inactive())
|
||
m_start_time = {};
|
||
|
||
// 4. Make animation’s previous current time unresolved.
|
||
m_previous_current_time = {};
|
||
|
||
return {};
|
||
}
|
||
|
||
// https://www.w3.org/TR/web-animations-1/#update-an-animations-finished-state
|
||
void Animation::update_finished_state(DidSeek did_seek, SynchronouslyNotify synchronously_notify)
|
||
{
|
||
auto& realm = this->realm();
|
||
|
||
// 1. Let the unconstrained current time be the result of calculating the current time substituting an unresolved
|
||
// time value for the hold time if did seek is false. If did seek is true, the unconstrained current time is
|
||
// equal to the current time.
|
||
//
|
||
// Note: This is required to accommodate timelines that may change direction. Without this definition, a once-
|
||
// finished animation would remain finished even when its timeline progresses in the opposite direction.
|
||
Optional<double> unconstrained_current_time;
|
||
if (did_seek == DidSeek::No) {
|
||
TemporaryChange change(m_hold_time, {});
|
||
unconstrained_current_time = current_time();
|
||
} else {
|
||
unconstrained_current_time = current_time();
|
||
}
|
||
|
||
// 2. If all three of the following conditions are true,
|
||
// - the unconstrained current time is resolved, and
|
||
// - animation’s start time is resolved, and
|
||
// - animation does not have a pending play task or a pending pause task,
|
||
if (unconstrained_current_time.has_value() && m_start_time.has_value() && !pending()) {
|
||
// then update animation’s hold time based on the first matching condition for animation from below, if any:
|
||
|
||
// -> If playback rate > 0 and unconstrained current time is greater than or equal to associated effect end,
|
||
auto associated_effect_end = this->associated_effect_end();
|
||
if (m_playback_rate > 0.0 && unconstrained_current_time.value() >= associated_effect_end) {
|
||
// If did seek is true, let the hold time be the value of unconstrained current time.
|
||
if (did_seek == DidSeek::Yes) {
|
||
m_hold_time = unconstrained_current_time;
|
||
}
|
||
// If did seek is false, let the hold time be the maximum value of previous current time and associated
|
||
// effect end. If the previous current time is unresolved, let the hold time be associated effect end.
|
||
else if (m_previous_current_time.has_value()) {
|
||
m_hold_time = max(m_previous_current_time.value(), associated_effect_end);
|
||
} else {
|
||
m_hold_time = associated_effect_end;
|
||
}
|
||
}
|
||
// -> If playback rate < 0 and unconstrained current time is less than or equal to 0,
|
||
else if (m_playback_rate < 0.0 && unconstrained_current_time.value() <= 0.0) {
|
||
// If did seek is true, let the hold time be the value of unconstrained current time.
|
||
if (did_seek == DidSeek::Yes) {
|
||
m_hold_time = unconstrained_current_time;
|
||
}
|
||
// If did seek is false, let the hold time be the minimum value of previous current time and zero. If the
|
||
// previous current time is unresolved, let the hold time be zero.
|
||
else if (m_previous_current_time.has_value()) {
|
||
m_hold_time = min(m_previous_current_time.value(), 0.0);
|
||
} else {
|
||
m_hold_time = 0.0;
|
||
}
|
||
}
|
||
// -> If playback rate ≠ 0, and animation is associated with an active timeline,
|
||
else if (m_playback_rate != 0.0 && m_timeline && !m_timeline->is_inactive()) {
|
||
// Perform the following steps:
|
||
|
||
// 1. If did seek is true and the hold time is resolved, let animation’s start time be equal to the result
|
||
// of evaluating timeline time - (hold time / playback rate) where timeline time is the current time
|
||
// value of timeline associated with animation.
|
||
if (did_seek == DidSeek::Yes && m_hold_time.has_value())
|
||
m_start_time = m_timeline->current_time().value() - (m_hold_time.value() / m_playback_rate);
|
||
|
||
// 2. Let the hold time be unresolved.
|
||
m_hold_time = {};
|
||
}
|
||
}
|
||
|
||
// 3. Set the previous current time of animation be the result of calculating its current time.
|
||
m_previous_current_time = current_time();
|
||
|
||
// 4. Let current finished state be true if the play state of animation is finished. Otherwise, let it be false.
|
||
auto current_finished_state = play_state() == Bindings::AnimationPlayState::Finished;
|
||
|
||
// 5. If current finished state is true and the current finished promise is not yet resolved, perform the following
|
||
// steps:
|
||
if (current_finished_state && !m_is_finished) {
|
||
// 1. Let finish notification steps refer to the following procedure:
|
||
auto finish_notification_steps = GC::create_function(heap(), [this, &realm]() {
|
||
// 1. If animation’s play state is not equal to finished, abort these steps.
|
||
if (play_state() != Bindings::AnimationPlayState::Finished)
|
||
return;
|
||
|
||
// 2. Resolve animation’s current finished promise object with animation.
|
||
HTML::TemporaryExecutionContext execution_context { realm };
|
||
WebIDL::resolve_promise(realm, current_finished_promise(), this);
|
||
m_is_finished = true;
|
||
|
||
// 3. Create an AnimationPlaybackEvent, finishEvent.
|
||
// 4. Set finishEvent’s type attribute to finish.
|
||
// 5. Set finishEvent’s currentTime attribute to the current time of animation.
|
||
AnimationPlaybackEventInit init;
|
||
init.current_time = current_time();
|
||
auto finish_event = AnimationPlaybackEvent::create(realm, HTML::EventNames::finish, init);
|
||
|
||
// 6. Set finishEvent’s timelineTime attribute to the current time of the timeline with which animation is
|
||
// associated. If animation is not associated with a timeline, or the timeline is inactive, let
|
||
// timelineTime be null.
|
||
if (m_timeline && !m_timeline->is_inactive())
|
||
finish_event->set_timeline_time(m_timeline->current_time());
|
||
else
|
||
finish_event->set_timeline_time({});
|
||
|
||
// 7. If animation has a document for timing, then append finishEvent to its document for timing's pending
|
||
// animation event queue along with its target, animation. For the scheduled event time, use the result
|
||
// of converting animation’s associated effect end to an origin-relative time.
|
||
if (auto document_for_timing = this->document_for_timing()) {
|
||
document_for_timing->append_pending_animation_event({
|
||
.event = finish_event,
|
||
.animation = *this,
|
||
.target = *this,
|
||
.scheduled_event_time = convert_a_timeline_time_to_an_origin_relative_time(associated_effect_end()),
|
||
});
|
||
}
|
||
// Otherwise, queue a task to dispatch finishEvent at animation. The task source for this task is the DOM
|
||
// manipulation task source.
|
||
else {
|
||
// Manually create a task so its ID can be saved
|
||
auto& document = verify_cast<HTML::Window>(realm.global_object()).associated_document();
|
||
auto task = HTML::Task::create(vm(), HTML::Task::Source::DOMManipulation, &document,
|
||
GC::create_function(heap(), [this, finish_event]() {
|
||
dispatch_event(finish_event);
|
||
}));
|
||
m_pending_finish_microtask_id = task->id();
|
||
HTML::main_thread_event_loop().task_queue().add(task);
|
||
}
|
||
});
|
||
|
||
// 2. If synchronously notify is true, cancel any queued microtask to run the finish notification steps for this
|
||
// animation, and run the finish notification steps immediately.
|
||
if (synchronously_notify == SynchronouslyNotify::Yes) {
|
||
if (m_pending_finish_microtask_id.has_value()) {
|
||
HTML::main_thread_event_loop().task_queue().remove_tasks_matching([id = move(m_pending_finish_microtask_id)](auto const& task) {
|
||
return task.id() == id;
|
||
});
|
||
}
|
||
finish_notification_steps->function()();
|
||
}
|
||
// Otherwise, if synchronously notify is false, queue a microtask to run finish notification steps for
|
||
// animation unless there is already a microtask queued to run those steps for animation.
|
||
else if (!m_pending_finish_microtask_id.has_value()) {
|
||
auto& document = verify_cast<HTML::Window>(realm.global_object()).associated_document();
|
||
auto task = HTML::Task::create(vm(), HTML::Task::Source::DOMManipulation, &document, move(finish_notification_steps));
|
||
m_pending_finish_microtask_id = task->id();
|
||
HTML::main_thread_event_loop().task_queue().add(move(task));
|
||
}
|
||
}
|
||
|
||
// 6. If current finished state is false and animation’s current finished promise is already resolved, set
|
||
// animation’s current finished promise to a new promise in the relevant Realm of animation.
|
||
if (!current_finished_state && m_is_finished) {
|
||
HTML::TemporaryExecutionContext execution_context { realm };
|
||
m_current_finished_promise = WebIDL::create_promise(realm);
|
||
m_is_finished = false;
|
||
}
|
||
|
||
invalidate_effect();
|
||
}
|
||
|
||
// https://www.w3.org/TR/web-animations-1/#animation-reset-an-animations-pending-tasks
|
||
void Animation::reset_an_animations_pending_tasks()
|
||
{
|
||
auto& realm = this->realm();
|
||
|
||
// 1. If animation does not have a pending play task or a pending pause task, abort this procedure.
|
||
if (!pending())
|
||
return;
|
||
|
||
// 2. If animation has a pending play task, cancel that task.
|
||
m_pending_play_task = TaskState::None;
|
||
|
||
// 3. If animation has a pending pause task, cancel that task.
|
||
m_pending_pause_task = TaskState::None;
|
||
|
||
// 4. Apply any pending playback rate on animation.
|
||
apply_any_pending_playback_rate();
|
||
|
||
// 5. Reject animation’s current ready promise with a DOMException named "AbortError".
|
||
auto dom_exception = WebIDL::AbortError::create(realm, "Animation was cancelled"_string);
|
||
WebIDL::reject_promise(realm, current_ready_promise(), dom_exception);
|
||
|
||
// 6. Set the [[PromiseIsHandled]] internal slot of animation’s current ready promise to true.
|
||
WebIDL::mark_promise_as_handled(current_ready_promise());
|
||
|
||
// 7. Let animation’s current ready promise be the result of creating a new resolved Promise object with value
|
||
// animation in the relevant Realm of animation.
|
||
m_current_ready_promise = WebIDL::create_resolved_promise(realm, this);
|
||
}
|
||
|
||
// Step 12 of https://www.w3.org/TR/web-animations-1/#playing-an-animation-section
|
||
void Animation::run_pending_play_task()
|
||
{
|
||
// 1. Assert that at least one of animation’s start time or hold time is resolved.
|
||
VERIFY(m_start_time.has_value() || m_hold_time.has_value());
|
||
|
||
// 2. Let ready time be the time value of the timeline associated with animation at the moment when animation became
|
||
// ready.
|
||
auto ready_time = m_saved_play_time.release_value();
|
||
|
||
// 3. Perform the steps corresponding to the first matching condition below, if any:
|
||
|
||
// -> If animation’s hold time is resolved,
|
||
if (m_hold_time.has_value()) {
|
||
// 1. Apply any pending playback rate on animation.
|
||
apply_any_pending_playback_rate();
|
||
|
||
// 2. Let new start time be the result of evaluating ready time - hold time / playback rate for animation. If
|
||
// the playback rate is zero, let new start time be simply ready time.
|
||
auto new_start_time = m_playback_rate != 0.0 ? ready_time - (m_hold_time.value() / m_playback_rate) : ready_time;
|
||
|
||
// 3. Set the start time of animation to new start time.
|
||
m_start_time = new_start_time;
|
||
|
||
// 4. If animation’s playback rate is not 0, make animation’s hold time unresolved.
|
||
if (m_playback_rate != 0.0)
|
||
m_hold_time = {};
|
||
}
|
||
// -> If animation’s start time is resolved and animation has a pending playback rate,
|
||
else if (m_start_time.has_value() && m_pending_playback_rate.has_value()) {
|
||
// 1. Let current time to match be the result of evaluating (ready time - start time) × playback rate for
|
||
// animation.
|
||
auto current_time_to_match = (ready_time - m_start_time.value()) * m_playback_rate;
|
||
|
||
// 2. Apply any pending playback rate on animation.
|
||
apply_any_pending_playback_rate();
|
||
|
||
// 3. If animation’s playback rate is zero, let animation’s hold time be current time to match.
|
||
if (m_playback_rate == 0.0)
|
||
m_hold_time = current_time_to_match;
|
||
|
||
// 4. Let new start time be the result of evaluating ready time - current time to match / playback rate for
|
||
// animation. If the playback rate is zero, let new start time be simply ready time.
|
||
auto new_start_time = m_playback_rate != 0.0 ? ready_time - (current_time_to_match / m_playback_rate) : ready_time;
|
||
|
||
// 5. Set the start time of animation to new start time.
|
||
m_start_time = new_start_time;
|
||
}
|
||
|
||
// 4. Resolve animation’s current ready promise with animation.
|
||
HTML::TemporaryExecutionContext execution_context { realm() };
|
||
WebIDL::resolve_promise(realm(), current_ready_promise(), this);
|
||
|
||
// 5. Run the procedure to update an animation’s finished state for animation with the did seek flag set to false,
|
||
// and the synchronously notify flag set to false.
|
||
update_finished_state(DidSeek::No, SynchronouslyNotify::No);
|
||
}
|
||
|
||
// Step 10 of https://www.w3.org/TR/web-animations-1/#pause-an-animation
|
||
void Animation::run_pending_pause_task()
|
||
{
|
||
// 1. Let ready time be the time value of the timeline associated with animation at the moment when the user agent
|
||
// completed processing necessary to suspend playback of animation’s associated effect.
|
||
VERIFY(m_saved_pause_time.has_value());
|
||
auto ready_time = m_saved_pause_time.release_value();
|
||
|
||
// 2. If animation’s start time is resolved and its hold time is not resolved, let animation’s hold time be the
|
||
// result of evaluating (ready time - start time) × playback rate.
|
||
// Note: The hold time might be already set if the animation is finished, or if the animation has a pending play
|
||
// task. In either case we want to preserve the hold time as we enter the paused state.
|
||
if (m_start_time.has_value() && !m_hold_time.has_value())
|
||
m_hold_time = (ready_time - m_start_time.value()) * m_playback_rate;
|
||
|
||
// 3. Apply any pending playback rate on animation.
|
||
apply_any_pending_playback_rate();
|
||
|
||
// 4. Make animation’s start time unresolved.
|
||
m_start_time = {};
|
||
|
||
// 5. Resolve animation’s current ready promise with animation.
|
||
HTML::TemporaryExecutionContext execution_context { realm() };
|
||
WebIDL::resolve_promise(realm(), current_ready_promise(), this);
|
||
|
||
// 6. Run the procedure to update an animation’s finished state for animation with the did seek flag set to false,
|
||
// and the synchronously notify flag set to false.
|
||
update_finished_state(DidSeek::No, SynchronouslyNotify::No);
|
||
}
|
||
|
||
GC::Ref<WebIDL::Promise> Animation::current_ready_promise() const
|
||
{
|
||
if (!m_current_ready_promise) {
|
||
// The current ready promise is initially a resolved Promise created using the procedure to create a new
|
||
// resolved Promise with the animation itself as its value and created in the relevant Realm of the animation.
|
||
m_current_ready_promise = WebIDL::create_resolved_promise(realm(), this);
|
||
}
|
||
|
||
return *m_current_ready_promise;
|
||
}
|
||
|
||
GC::Ref<WebIDL::Promise> Animation::current_finished_promise() const
|
||
{
|
||
if (!m_current_finished_promise) {
|
||
// The current finished promise is initially a pending Promise object.
|
||
m_current_finished_promise = WebIDL::create_promise(realm());
|
||
}
|
||
|
||
return *m_current_finished_promise;
|
||
}
|
||
|
||
void Animation::invalidate_effect()
|
||
{
|
||
if (!m_effect) {
|
||
return;
|
||
}
|
||
|
||
if (auto* target = m_effect->target(); target) {
|
||
target->document().set_needs_animated_style_update();
|
||
if (target->paintable()) {
|
||
target->paintable()->set_needs_display();
|
||
}
|
||
}
|
||
}
|
||
|
||
Animation::Animation(JS::Realm& realm)
|
||
: DOM::EventTarget(realm)
|
||
{
|
||
static unsigned int next_animation_list_order = 0;
|
||
m_global_animation_list_order = next_animation_list_order++;
|
||
}
|
||
|
||
void Animation::initialize(JS::Realm& realm)
|
||
{
|
||
Base::initialize(realm);
|
||
WEB_SET_PROTOTYPE_FOR_INTERFACE(Animation);
|
||
}
|
||
|
||
void Animation::visit_edges(Cell::Visitor& visitor)
|
||
{
|
||
Base::visit_edges(visitor);
|
||
visitor.visit(m_effect);
|
||
visitor.visit(m_timeline);
|
||
visitor.visit(m_current_ready_promise);
|
||
visitor.visit(m_current_finished_promise);
|
||
visitor.visit(m_owning_element);
|
||
}
|
||
|
||
}
|