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@@ -492,6 +492,89 @@ WebIDL::ExceptionOr<void> Animation::play_an_animation(AutoRewind auto_rewind)
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return {};
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}
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+// https://www.w3.org/TR/web-animations-1/#dom-animation-pause
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+WebIDL::ExceptionOr<void> Animation::pause()
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+{
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+ // 1. If animation has a pending pause task, abort these steps.
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+ if (m_pending_pause_task == TaskState::Scheduled)
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+ return {};
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+
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+ // 2. If the play state of animation is paused, abort these steps.
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+ if (play_state() == Bindings::AnimationPlayState::Paused)
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+ return {};
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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. 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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+ // 5. If the animation’s current time is unresolved, perform the steps according to the first matching condition
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+ // from below:
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+ if (!current_time().has_value()) {
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+ // -> If animation’s playback rate is ≥ 0,
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+ if (playback_rate() >= 0.0) {
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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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+ // -> Otherwise
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+ else {
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+ // If associated effect end for animation is positive infinity,
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+ auto associated_effect_end = this->associated_effect_end();
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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 pause an animation with an infinite effect end"_fly_string);
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+ }
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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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+ // 6. 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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+ // 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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+ // 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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+ // 7. 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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+ // 8. If animation has a pending play task, cancel that task and let has pending ready promise be true.
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+ if (m_pending_play_task == TaskState::Scheduled) {
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+ m_pending_pause_task = TaskState::None;
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+ has_pending_ready_promise = true;
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+ }
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+
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+ // 9. If has pending ready promise is false, set animation’s current ready promise to 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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+ // 10. Schedule a task to be executed at the first possible moment where both of the following conditions are true:
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+ // - the user agent has performed any processing necessary to suspend the playback of animation’s associated
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+ // effect, if any.
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+ // - the animation is associated with a timeline that is not inactive.
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+ //
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+ // Note: This is run_pending_pause_task()
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+ m_pending_pause_task = TaskState::Scheduled;
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+
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+ // 11. 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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@@ -562,8 +645,7 @@ void Animation::notify_timeline_time_did_change()
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// Act on the pending play or pause task
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if (m_pending_pause_task == TaskState::Scheduled) {
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m_pending_pause_task = TaskState::None;
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- // FIXME:
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- // run_pending_pause_task();
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+ run_pending_pause_task();
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}
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if (m_pending_play_task == TaskState::Scheduled) {
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@@ -879,9 +961,40 @@ void Animation::run_pending_play_task()
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update_finished_state(DidSeek::No, SynchronouslyNotify::No);
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}
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+// Step 10 of https://www.w3.org/TR/web-animations-1/#pause-an-animation
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void Animation::run_pending_pause_task()
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{
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- // FIXME: Implement
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+ // 1. Let ready time be the time value of the timeline associated with animation at the moment when the user agent
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+ // completed processing necessary to suspend playback of animation’s associated effect.
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+ // FIXME: Ideally we would save the time before the update_finished_state call in pause_an_animation() and use that
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+ // as the ready time, as step 1 indicates, however at that point the timeline will not have had it's current
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+ // time updated by the Document, so the time we would save would be incorrect if there are no other
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+ // animations running.
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+ auto ready_time = m_timeline->current_time();
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+
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+ // Note: The timeline being active is a precondition for this method to be called
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+ VERIFY(ready_time.has_value());
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+
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+ // 2. If animation’s start time is resolved and its hold time is not resolved, let animation’s hold time be the
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+ // result of evaluating (ready time - start time) × playback rate.
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+ // Note: The hold time might be already set if the animation is finished, or if the animation has a pending play
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+ // task. In either case we want to preserve the hold time as we enter the paused state.
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+ if (m_start_time.has_value() && !m_hold_time.has_value())
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+ m_hold_time = (ready_time.value() - m_start_time.value()) * m_playback_rate;
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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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+ // 4. Make animation’s start time unresolved.
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+ m_start_time = {};
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+
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+ // 5. Resolve animation’s current ready promise with animation.
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+ HTML::TemporaryExecutionContext execution_context { Bindings::host_defined_environment_settings_object(realm()) };
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+ WebIDL::resolve_promise(realm(), current_ready_promise(), this);
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+
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+ // 6. 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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JS::NonnullGCPtr<WebIDL::Promise> Animation::current_ready_promise() const
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