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@@ -1,5 +1,5 @@
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/*
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- * Copyright (c) 2023, Matthew Olsson <mattco@serenityos.org>.
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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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@@ -296,6 +296,136 @@ Bindings::AnimationPlayState Animation::play_state() const
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return Bindings::AnimationPlayState::Running;
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}
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+// https://www.w3.org/TR/web-animations-1/#dom-animation-play
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+WebIDL::ExceptionOr<void> Animation::play()
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+{
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+ // Begins or resumes playback of the animation by running the procedure to play an animation passing true as the
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+ // value of the auto-rewind flag.
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+ return play_an_animation(AutoRewind::Yes);
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+}
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+
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+// https://www.w3.org/TR/web-animations-1/#play-an-animation
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+WebIDL::ExceptionOr<void> Animation::play_an_animation(AutoRewind auto_rewind)
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+{
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+ // 1. Let aborted pause be a boolean flag that is true if animation has a pending pause task, and false otherwise.
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+ auto aborted_pause = m_pending_pause_task == TaskState::Scheduled;
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+
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+ // 2. Let has pending ready promise be a boolean flag that is initially false.
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+ auto has_pending_ready_promise = false;
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+
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+ // 3. Let seek time be a time value that is initially unresolved.
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+ Optional<double> seek_time;
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+
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+ // 4. If the auto-rewind flag is true, perform the steps corresponding to the first matching condition from the
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+ // following, if any:
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+ if (auto_rewind == AutoRewind::Yes) {
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+ auto playback_rate = this->playback_rate();
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+ auto current_time = this->current_time();
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+ auto associated_effect_end = this->associated_effect_end();
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+
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+ // -> If animation’s effective playback rate ≥ 0, and animation’s current time is either:
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+ // - unresolved, or
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+ // - less than zero, or
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+ // - greater than or equal to associated effect end,
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+ if (playback_rate >= 0.0 && (!current_time.has_value() || current_time.value() < 0.0 || current_time.value() >= associated_effect_end)) {
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+ // Set seek time to zero.
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+ seek_time = 0.0;
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+ }
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+ // -> If animation’s effective playback rate < 0, and animation’s current time is either:
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+ // - unresolved, or
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+ // - less than or equal to zero, or
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+ // - greater than associated effect end,
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+ else if (playback_rate < 0.0 && (!current_time.has_value() || current_time.value() <= 0.0 || current_time.value() > associated_effect_end)) {
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+ // -> If associated effect end is positive infinity,
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+ if (isinf(associated_effect_end) && associated_effect_end > 0.0) {
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+ // throw an "InvalidStateError" DOMException and abort these steps.
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+ return WebIDL::InvalidStateError::create(realm(), "Cannot rewind an animation with an infinite effect end"_fly_string);
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+ }
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+ // -> Otherwise,
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+ // Set seek time to animation’s associated effect end.
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+ seek_time = associated_effect_end;
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+ }
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+ }
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+
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+ // 5. If the following three conditions are all satisfied:
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+ // - seek time is unresolved, and
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+ // - animation’s start time is unresolved, and
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+ // - animation’s current time is unresolved,
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+ if (!seek_time.has_value() && !m_start_time.has_value() && !current_time().has_value()) {
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+ // set seek time to zero.
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+ seek_time = 0.0;
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+ }
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+
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+ // 6. Let has finite timeline be true if animation has an associated timeline that is not monotonically increasing.
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+ auto has_finite_timeline = m_timeline && !m_timeline->is_monotonically_increasing();
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+
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+ // 7. If seek time is resolved,
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+ if (seek_time.has_value()) {
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+ // -> If has finite timeline is true,
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+ if (has_finite_timeline) {
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+ // 1. Set animation’s start time to seek time.
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+ m_start_time = seek_time;
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+
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+ // 2. Let animation’s hold time be unresolved.
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+ m_hold_time = {};
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+
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+ // 3. Apply any pending playback rate on animation.
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+ apply_any_pending_playback_rate();
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+ }
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+ // Otherwise,
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+ else {
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+ // Set animation’s hold time to seek time.
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+ m_hold_time = seek_time;
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+ }
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+ }
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+
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+ // 8. If animation’s hold time is resolved, let its start time be unresolved.
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+ if (m_hold_time.has_value())
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+ m_start_time = {};
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+
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+ // 9. If animation has a pending play task or a pending pause task,
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+ if (pending()) {
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+ // 1. Cancel that task.
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+ m_pending_play_task = TaskState::None;
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+ m_pending_pause_task = TaskState::None;
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+
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+ // 2. Set has pending ready promise to true.
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+ has_pending_ready_promise = true;
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+ }
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+
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+ // 10. If the following four conditions are all satisfied:
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+ // - animation’s hold time is unresolved, and
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+ // - seek time is unresolved, and
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+ // - aborted pause is false, and
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+ // - animation does not have a pending playback rate,
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+ if (!m_hold_time.has_value() && !seek_time.has_value() && !aborted_pause && !m_pending_playback_rate.has_value()) {
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+ // abort this procedure.
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+ return {};
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+ }
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+
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+ // 11. If has pending ready promise is false, let animation’s current ready promise be a new promise in the relevant
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+ // Realm of animation.
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+ if (!has_pending_ready_promise)
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+ m_current_ready_promise = WebIDL::create_promise(realm());
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+
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+ // 12. Schedule a task to run as soon as animation is ready. The task shall perform the following steps:
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+ //
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+ // Note: Steps omitted, set run_pending_play_task()
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+ //
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+ // So long as the above task is scheduled but has yet to run, animation is described as having a pending play
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+ // task. While the task is running, however, animation does not have a pending play task.
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+ //
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+ // If a user agent determines that animation is immediately ready, it may schedule the above task as a microtask
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+ // such that it runs at the next microtask checkpoint, but it must not perform the task synchronously.
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+ m_pending_play_task = TaskState::Scheduled;
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+
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+ // 13. 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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+ return {};
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+}
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+
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// https://www.w3.org/TR/web-animations-1/#animation-time-to-timeline-time
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Optional<double> Animation::convert_an_animation_time_to_timeline_time(Optional<double> time) const
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{
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