/* * Copyright (c) 2023-2024, Matthew Olsson . * * SPDX-License-Identifier: BSD-2-Clause */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include namespace Web::Animations { JS_DEFINE_ALLOCATOR(Animation); // https://www.w3.org/TR/web-animations-1/#dom-animation-animation JS::NonnullGCPtr Animation::create(JS::Realm& realm, JS::GCPtr effect, Optional> timeline) { // 1. Let animation be a new Animation object. auto animation = realm.heap().allocate(realm, realm); // 2. Run the procedure to set the timeline of an animation on animation passing timeline as the new timeline or, if // a timeline argument is missing, passing the default document timeline of the Document associated with the // Window that is the current global object. if (!timeline.has_value()) { auto& window = verify_cast(HTML::current_global_object()); timeline = window.associated_document().timeline(); } animation->set_timeline(timeline.release_value()); // 3. Run the procedure to set the associated effect of an animation on animation passing source as the new effect. animation->set_effect(effect); return animation; } WebIDL::ExceptionOr> Animation::construct_impl(JS::Realm& realm, JS::GCPtr effect, Optional> timeline) { return create(realm, effect, timeline); } // https://www.w3.org/TR/web-animations-1/#animation-set-the-associated-effect-of-an-animation void Animation::set_effect(JS::GCPtr new_effect) { // Setting this attribute updates the object’s associated effect using the procedure to set the associated effect of // an animation. // 1. Let old effect be the current associated effect of animation, if any. auto old_effect = m_effect; // 2. If new effect is the same object as old effect, abort this procedure. if (new_effect == old_effect) return; // 3. If animation has a pending pause task, reschedule that task to run as soon as animation is ready. // 4. If animation has a pending play task, reschedule that task to run as soon as animation is ready to play ne // effect. // Note: There is no real difference between "pending" and "as soon as possible", so this step is a no-op. // 5. If new effect is not null and if new effect is the associated effect of another animation, previous animation, // run the procedure to set the associated effect of an animation (this procedure) on previous animation passing // null as new effect. if (new_effect && new_effect->associated_animation() != this) { if (auto animation = new_effect->associated_animation()) animation->set_effect({}); } // 6. Let the associated effect of animation be new effect. auto old_target = m_effect ? m_effect->target() : nullptr; auto new_target = new_effect ? new_effect->target() : nullptr; if (old_target != new_target) { if (old_target) old_target->disassociate_with_animation(*this); if (new_target) new_target->associate_with_animation(*this); } if (new_effect) new_effect->set_associated_animation(this); if (m_effect) m_effect->set_associated_animation({}); m_effect = new_effect; // 7. 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); } // https://www.w3.org/TR/web-animations-1/#animation-set-the-timeline-of-an-animation void Animation::set_timeline(JS::GCPtr new_timeline) { // Setting this attribute updates the object’s timeline using the procedure to set the timeline of an animation. // 1. Let old timeline be the current timeline of animation, if any. auto old_timeline = m_timeline; // 2. If new timeline is the same object as old timeline, abort this procedure. if (new_timeline == old_timeline) return; // 3. Let the timeline of animation be new timeline. if (m_timeline) m_timeline->disassociate_with_animation(*this); m_timeline = new_timeline; m_timeline->associate_with_animation(*this); // 4. If the start time of animation is resolved, make animation’s hold time unresolved. if (m_start_time.has_value()) m_hold_time = {}; // 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); } // https://www.w3.org/TR/web-animations-1/#dom-animation-starttime // https://www.w3.org/TR/web-animations-1/#set-the-start-time void Animation::set_start_time(Optional const& new_start_time) { // Setting this attribute updates the start time using the procedure to set the start time of this object to the new // value. // 1. Let timeline time be the current time value of the timeline that animation is associated with. If there is no // timeline associated with animation or the associated timeline is inactive, let the timeline time be // unresolved. auto timeline_time = m_timeline && !m_timeline->is_inactive() ? m_timeline->current_time() : Optional {}; // 2. If timeline time is unresolved and new start time is resolved, make animation’s hold time unresolved. if (!timeline_time.has_value() && new_start_time.has_value()) m_hold_time = {}; // 3. Let previous current time be animation’s current time. auto previous_current_time = current_time(); // 4. Apply any pending playback rate on animation. apply_any_pending_playback_rate(); // 5. Set animation’s start time to new start time. m_start_time = new_start_time; // 6. Update animation’s hold time based on the first matching condition from the following, // -> If new start time is resolved, if (new_start_time.has_value()) { // If animation’s playback rate is not zero, make animation’s hold time unresolved. if (m_playback_rate != 0.0) m_hold_time = {}; } // -> Otherwise (new start time is unresolved), else { // Set animation’s hold time to previous current time even if previous current time is unresolved. m_hold_time = previous_current_time; } // 7. If animation has a pending play task or a pending pause task, cancel that task and resolve animation’s current // ready promise with animation. if (pending()) { m_pending_play_task = TaskState::None; m_pending_pause_task = TaskState::None; 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 false. update_finished_state(DidSeek::Yes, SynchronouslyNotify::No); } // https://www.w3.org/TR/web-animations-1/#animation-current-time Optional Animation::current_time() const { // The current time is calculated from the first matching condition from below: // -> If the animation’s hold time is resolved, if (m_hold_time.has_value()) { // The current time is the animation’s hold time. return m_hold_time.value(); } // -> If any of the following are true: // - the animation has no associated timeline, or // - the associated timeline is inactive, or // - the animation’s start time is unresolved. if (!m_timeline || m_timeline->is_inactive() || !m_start_time.has_value()) { // The current time is an unresolved time value. return {}; } // -> Otherwise, // current time = (timeline time - start time) × playback rate // Where timeline time is the current time value of the associated timeline. The playback rate value is defined // in §4.4.15 Speed control. return (m_timeline->current_time().value() - m_start_time.value()) * playback_rate(); } // https://www.w3.org/TR/web-animations-1/#animation-set-the-current-time WebIDL::ExceptionOr Animation::set_current_time(Optional const& seek_time) { // 1. Run the steps to silently set the current time of animation to seek time. TRY(silently_set_current_time(seek_time)); // 2. If animation has a pending pause task, synchronously complete the pause operation by performing the following // steps: if (m_pending_pause_task == TaskState::Scheduled) { // 1. Set animation’s hold time to seek time. m_hold_time = seek_time; // 2. Apply any pending playback rate to animation. apply_any_pending_playback_rate(); // 3. Make animation’s start time unresolved. m_start_time = {}; // 4. Cancel the pending pause task. m_pending_pause_task = TaskState::None; // 5 Resolve animation’s current ready promise with animation. WebIDL::resolve_promise(realm(), current_ready_promise(), this); } // 3. 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 false. update_finished_state(DidSeek::Yes, SynchronouslyNotify::No); return {}; } // https://www.w3.org/TR/web-animations-1/#dom-animation-playbackrate // https://www.w3.org/TR/web-animations-1/#set-the-playback-rate WebIDL::ExceptionOr Animation::set_playback_rate(double new_playback_rate) { // Setting this attribute follows the procedure to set the playback rate of this object to the new value. // 1. Clear any pending playback rate on animation. m_pending_playback_rate = {}; // 2. Let previous time be the value of the current time of animation before changing the playback rate. auto previous_time = current_time(); // 3. Let previous playback rate be the current effective playback rate of animation. auto previous_playback_rate = playback_rate(); // 4. Set the playback rate to new playback rate. m_playback_rate = new_playback_rate; // 5. Perform the steps corresponding to the first matching condition from the following, if any: // -> If animation is associated with a monotonically increasing timeline and the previous time is resolved, if (m_timeline && m_timeline->is_monotonically_increasing() && previous_time.has_value()) { // set the current time of animation to previous time. TRY(set_current_time(previous_time)); } // -> If animation is associated with a non-null timeline that is not monotonically increasing, the start time of // animation is resolved, associated effect end is not infinity, and either: // - the previous playback rate < 0 and the new playback rate ≥ 0, or // - the previous playback rate ≥ 0 and the new playback rate < 0, 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))) { // Set animation’s start time to the result of evaluating associated effect end - start time for animation. m_start_time = associated_effect_end() - m_start_time.value(); } return {}; } // https://www.w3.org/TR/web-animations-1/#animation-play-state Bindings::AnimationPlayState Animation::play_state() const { // The play state of animation, animation, at a given moment is the state corresponding to the first matching // condition from the following: // -> All of the following conditions are true: // - The current time of animation is unresolved, and // - the start time of animation is unresolved, and // - animation does not have either a pending play task or a pending pause task, auto current_time = this->current_time(); if (!current_time.has_value() && !m_start_time.has_value() && !pending()) { // → idle return Bindings::AnimationPlayState::Idle; } // -> Either of the following conditions are true: // - animation has a pending pause task, or // - both the start time of animation is unresolved and it does not have a pending play task, if (m_pending_pause_task == TaskState::Scheduled || (!m_start_time.has_value() && m_pending_play_task == TaskState::None)) { // → paused return Bindings::AnimationPlayState::Paused; } // -> For animation, current time is resolved and either of the following conditions are true: // - animation’s effective playback rate > 0 and current time ≥ associated effect end; or // - animation’s effective playback rate < 0 and current time ≤ 0, auto effective_playback_rate = this->effective_playback_rate(); 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))) { // → finished return Bindings::AnimationPlayState::Finished; } // -> Otherwise, // → running return Bindings::AnimationPlayState::Running; } // https://www.w3.org/TR/web-animations-1/#animation-relevant bool Animation::is_relevant() const { // An animation is relevant if: // - Its associated effect is current or in effect, and // - Its replace state is not removed. return (m_effect->is_current() || m_effect->is_in_effect()) && replace_state() != Bindings::AnimationReplaceState::Removed; } // https://www.w3.org/TR/web-animations-1/#replaceable-animation bool Animation::is_replaceable() const { // An animation is replaceable if all of the following conditions are true: // - The existence of the animation is not prescribed by markup. That is, it is not a CSS animation with an owning // element, nor a CSS transition with an owning element. // FIXME: Check for transitions if (is_css_animation() && static_cast(this)->owning_element()) return false; // - The animation's play state is finished. if (play_state() != Bindings::AnimationPlayState::Finished) return false; // - The animation's replace state is not removed. if (replace_state() == Bindings::AnimationReplaceState::Removed) return false; // - The animation is associated with a monotonically increasing timeline. if (!m_timeline || !m_timeline->is_monotonically_increasing()) return false; // - The animation has an associated effect. if (!m_effect) return false; // - The animation's associated effect is in effect. if (!m_effect->is_in_effect()) return false; // - The animation's associated effect has an effect target. if (!m_effect->target()) return false; return true; } void Animation::set_replace_state(Bindings::AnimationReplaceState value) { m_replace_state = value; if (value == Bindings::AnimationReplaceState::Removed) { // Remove the associated effect from its target, if applicable if (m_effect && m_effect->target()) m_effect->target()->disassociate_with_animation(*this); // Remove this animation from its timeline m_timeline->disassociate_with_animation(*this); } } // https://www.w3.org/TR/web-animations-1/#dom-animation-onfinish JS::GCPtr Animation::onfinish() { return event_handler_attribute(HTML::EventNames::finish); } // https://www.w3.org/TR/web-animations-1/#dom-animation-onfinish void Animation::set_onfinish(JS::GCPtr event_handler) { set_event_handler_attribute(HTML::EventNames::finish, event_handler); } // https://www.w3.org/TR/web-animations-1/#dom-animation-oncancel JS::GCPtr Animation::oncancel() { return event_handler_attribute(HTML::EventNames::cancel); } // https://www.w3.org/TR/web-animations-1/#dom-animation-oncancel void Animation::set_oncancel(JS::GCPtr event_handler) { set_event_handler_attribute(HTML::EventNames::cancel, event_handler); } // https://www.w3.org/TR/web-animations-1/#dom-animation-onremove JS::GCPtr Animation::onremove() { return event_handler_attribute(HTML::EventNames::remove); } // https://www.w3.org/TR/web-animations-1/#dom-animation-onremove void Animation::set_onremove(JS::GCPtr event_handler) { set_event_handler_attribute(HTML::EventNames::remove, event_handler); } // https://www.w3.org/TR/web-animations-1/#dom-animation-cancel void Animation::cancel(ShouldInvalidate should_invalidate) { // Note: When called from JS, we always want to invalidate the animation target's style. However, this method is // also called from the StyleComputer when the animation-name CSS property changes. That happens in the // middle of a cascade, and importantly, _before_ computing the animation effect stack, so there is no // need for another invalidation. And in fact, if we did invalidate, it would lead to a crash, as the element // would not have it's "m_needs_style_update" flag cleared. auto& realm = this->realm(); // 1. If animation’s play state is not idle, perform the following steps: if (play_state() != Bindings::AnimationPlayState::Idle) { HTML::TemporaryExecutionContext execution_context { Bindings::host_defined_environment_settings_object(realm) }; // 1. Run the procedure to reset an animation’s pending tasks on animation. reset_an_animations_pending_tasks(); // 2. Reject the current finished promise with a DOMException named "AbortError". auto dom_exception = WebIDL::AbortError::create(realm, "Animation was cancelled"_fly_string); WebIDL::reject_promise(realm, current_finished_promise(), dom_exception); // 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 {}; 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 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, scheduled_event_time }); } else { HTML::queue_global_task(HTML::Task::Source::DOMManipulation, realm.global_object(), JS::create_heap_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 = {}; if (should_invalidate == ShouldInvalidate::Yes) invalidate_effect(); } // https://www.w3.org/TR/web-animations-1/#dom-animation-finish WebIDL::ExceptionOr 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"_fly_string); if (effective_playback_rate > 0.0 && isinf(associated_effect_end())) return WebIDL::InvalidStateError::create(realm(), "Animation with no end cannot be finished"_fly_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 { Bindings::host_defined_environment_settings_object(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 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 Animation::play_an_animation(AutoRewind auto_rewind) { if (auto document = document_for_timing()) document->ensure_animation_timer(); // 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 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"_fly_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; 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 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 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"_fly_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_pause_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 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 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 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"_fly_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 Animation::convert_an_animation_time_to_timeline_time(Optional 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 Animation::convert_a_timeline_time_to_an_origin_relative_time(Optional 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 JS::GCPtr 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) { 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 Animation::silently_set_current_time(Optional 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 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 = JS::create_heap_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 { Bindings::host_defined_environment_settings_object(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, .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(realm.global_object()).associated_document(); auto task = HTML::Task::create(vm(), HTML::Task::Source::DOMManipulation, &document, JS::create_heap_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(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 { Bindings::host_defined_environment_settings_object(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"_fly_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 { Bindings::host_defined_environment_settings_object(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 { Bindings::host_defined_environment_settings_object(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); } JS::NonnullGCPtr 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; } JS::NonnullGCPtr 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) { if (auto target = m_effect->target(); target && target->paintable()) { target->document().set_needs_animated_style_update(); 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); } }