Animation.cpp 41 KB

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  1. /*
  2. * Copyright (c) 2023-2024, Matthew Olsson <mattco@serenityos.org>.
  3. *
  4. * SPDX-License-Identifier: BSD-2-Clause
  5. */
  6. #include <AK/TemporaryChange.h>
  7. #include <LibWeb/Animations/Animation.h>
  8. #include <LibWeb/Animations/AnimationEffect.h>
  9. #include <LibWeb/Animations/AnimationPlaybackEvent.h>
  10. #include <LibWeb/Animations/DocumentTimeline.h>
  11. #include <LibWeb/Bindings/Intrinsics.h>
  12. #include <LibWeb/CSS/CSSAnimation.h>
  13. #include <LibWeb/DOM/Document.h>
  14. #include <LibWeb/HTML/Scripting/TemporaryExecutionContext.h>
  15. #include <LibWeb/HTML/Window.h>
  16. #include <LibWeb/WebIDL/ExceptionOr.h>
  17. #include <LibWeb/WebIDL/Promise.h>
  18. namespace Web::Animations {
  19. JS_DEFINE_ALLOCATOR(Animation);
  20. // https://www.w3.org/TR/web-animations-1/#dom-animation-animation
  21. JS::NonnullGCPtr<Animation> Animation::create(JS::Realm& realm, JS::GCPtr<AnimationEffect> effect, Optional<JS::GCPtr<AnimationTimeline>> timeline)
  22. {
  23. // 1. Let animation be a new Animation object.
  24. auto animation = realm.heap().allocate<Animation>(realm, realm);
  25. // 2. Run the procedure to set the timeline of an animation on animation passing timeline as the new timeline or, if
  26. // a timeline argument is missing, passing the default document timeline of the Document associated with the
  27. // Window that is the current global object.
  28. if (!timeline.has_value()) {
  29. auto& window = verify_cast<HTML::Window>(HTML::current_global_object());
  30. timeline = window.associated_document().timeline();
  31. }
  32. animation->set_timeline(timeline.release_value());
  33. // 3. Run the procedure to set the associated effect of an animation on animation passing source as the new effect.
  34. animation->set_effect(effect);
  35. return animation;
  36. }
  37. WebIDL::ExceptionOr<JS::NonnullGCPtr<Animation>> Animation::construct_impl(JS::Realm& realm, JS::GCPtr<AnimationEffect> effect, Optional<JS::GCPtr<AnimationTimeline>> timeline)
  38. {
  39. return create(realm, effect, timeline);
  40. }
  41. // https://www.w3.org/TR/web-animations-1/#animation-set-the-associated-effect-of-an-animation
  42. void Animation::set_effect(JS::GCPtr<AnimationEffect> new_effect)
  43. {
  44. // Setting this attribute updates the object’s associated effect using the procedure to set the associated effect of
  45. // an animation.
  46. // 1. Let old effect be the current associated effect of animation, if any.
  47. auto old_effect = m_effect;
  48. // 2. If new effect is the same object as old effect, abort this procedure.
  49. if (new_effect == old_effect)
  50. return;
  51. // 3. If animation has a pending pause task, reschedule that task to run as soon as animation is ready.
  52. // 4. If animation has a pending play task, reschedule that task to run as soon as animation is ready to play ne
  53. // effect.
  54. // Note: There is no real difference between "pending" and "as soon as possible", so this step is a no-op.
  55. // 5. If new effect is not null and if new effect is the associated effect of another animation, previous animation,
  56. // run the procedure to set the associated effect of an animation (this procedure) on previous animation passing
  57. // null as new effect.
  58. if (new_effect && new_effect->associated_animation() != this) {
  59. if (auto animation = new_effect->associated_animation())
  60. animation->set_effect({});
  61. }
  62. // 6. Let the associated effect of animation be new effect.
  63. if (new_effect)
  64. new_effect->set_associated_animation(this);
  65. if (m_effect)
  66. m_effect->set_associated_animation({});
  67. m_effect = new_effect;
  68. // 7. Run the procedure to update an animation’s finished state for animation with the did seek flag set to false,
  69. // and the synchronously notify flag set to false.
  70. update_finished_state(DidSeek::No, SynchronouslyNotify::No);
  71. }
  72. // https://www.w3.org/TR/web-animations-1/#animation-set-the-timeline-of-an-animation
  73. void Animation::set_timeline(JS::GCPtr<AnimationTimeline> new_timeline)
  74. {
  75. // Setting this attribute updates the object’s timeline using the procedure to set the timeline of an animation.
  76. // 1. Let old timeline be the current timeline of animation, if any.
  77. auto old_timeline = m_timeline;
  78. // 2. If new timeline is the same object as old timeline, abort this procedure.
  79. if (new_timeline == old_timeline)
  80. return;
  81. // 3. Let the timeline of animation be new timeline.
  82. if (m_timeline)
  83. m_timeline->disassociate_with_animation(*this);
  84. m_timeline = new_timeline;
  85. m_timeline->associate_with_animation(*this);
  86. // 4. If the start time of animation is resolved, make animation’s hold time unresolved.
  87. if (m_start_time.has_value())
  88. m_hold_time = {};
  89. // 5. Run the procedure to update an animation’s finished state for animation with the did seek flag set to false,
  90. // and the synchronously notify flag set to false.
  91. update_finished_state(DidSeek::No, SynchronouslyNotify::No);
  92. }
  93. // https://www.w3.org/TR/web-animations-1/#dom-animation-starttime
  94. // https://www.w3.org/TR/web-animations-1/#set-the-start-time
  95. void Animation::set_start_time(Optional<double> const& new_start_time)
  96. {
  97. // Setting this attribute updates the start time using the procedure to set the start time of this object to the new
  98. // value.
  99. // 1. Let timeline time be the current time value of the timeline that animation is associated with. If there is no
  100. // timeline associated with animation or the associated timeline is inactive, let the timeline time be
  101. // unresolved.
  102. auto timeline_time = m_timeline && !m_timeline->is_inactive() ? m_timeline->current_time() : Optional<double> {};
  103. // 2. If timeline time is unresolved and new start time is resolved, make animation’s hold time unresolved.
  104. if (!timeline_time.has_value() && new_start_time.has_value())
  105. m_hold_time = {};
  106. // 3. Let previous current time be animation’s current time.
  107. auto previous_current_time = current_time();
  108. // 4. Apply any pending playback rate on animation.
  109. apply_any_pending_playback_rate();
  110. // 5. Set animation’s start time to new start time.
  111. m_start_time = new_start_time;
  112. // 6. Update animation’s hold time based on the first matching condition from the following,
  113. // -> If new start time is resolved,
  114. if (new_start_time.has_value()) {
  115. // If animation’s playback rate is not zero, make animation’s hold time unresolved.
  116. if (m_playback_rate != 0.0)
  117. m_hold_time = {};
  118. }
  119. // -> Otherwise (new start time is unresolved),
  120. else {
  121. // Set animation’s hold time to previous current time even if previous current time is unresolved.
  122. m_hold_time = previous_current_time;
  123. }
  124. // 7. If animation has a pending play task or a pending pause task, cancel that task and resolve animation’s current
  125. // ready promise with animation.
  126. if (pending()) {
  127. m_pending_play_task = TaskState::None;
  128. m_pending_pause_task = TaskState::None;
  129. WebIDL::resolve_promise(realm(), current_ready_promise(), this);
  130. }
  131. // 8. Run the procedure to update an animation’s finished state for animation with the did seek flag set to true,
  132. // and the synchronously notify flag set to false.
  133. update_finished_state(DidSeek::Yes, SynchronouslyNotify::No);
  134. }
  135. // https://www.w3.org/TR/web-animations-1/#animation-current-time
  136. Optional<double> Animation::current_time() const
  137. {
  138. // The current time is calculated from the first matching condition from below:
  139. // -> If the animation’s hold time is resolved,
  140. if (m_hold_time.has_value()) {
  141. // The current time is the animation’s hold time.
  142. return m_hold_time.value();
  143. }
  144. // -> If any of the following are true:
  145. // - the animation has no associated timeline, or
  146. // - the associated timeline is inactive, or
  147. // - the animation’s start time is unresolved.
  148. if (!m_timeline || m_timeline->is_inactive() || !m_start_time.has_value()) {
  149. // The current time is an unresolved time value.
  150. return {};
  151. }
  152. // -> Otherwise,
  153. // current time = (timeline time - start time) × playback rate
  154. // Where timeline time is the current time value of the associated timeline. The playback rate value is defined
  155. // in §4.4.15 Speed control.
  156. return (m_timeline->current_time().value() - m_start_time.value()) * playback_rate();
  157. }
  158. // https://www.w3.org/TR/web-animations-1/#animation-set-the-current-time
  159. WebIDL::ExceptionOr<void> Animation::set_current_time(Optional<double> const& seek_time)
  160. {
  161. // 1. Run the steps to silently set the current time of animation to seek time.
  162. TRY(silently_set_current_time(seek_time));
  163. // 2. If animation has a pending pause task, synchronously complete the pause operation by performing the following
  164. // steps:
  165. if (m_pending_pause_task == TaskState::Scheduled) {
  166. // 1. Set animation’s hold time to seek time.
  167. m_hold_time = seek_time;
  168. // 2. Apply any pending playback rate to animation.
  169. apply_any_pending_playback_rate();
  170. // 3. Make animation’s start time unresolved.
  171. m_start_time = {};
  172. // 4. Cancel the pending pause task.
  173. m_pending_pause_task = TaskState::None;
  174. // 5 Resolve animation’s current ready promise with animation.
  175. WebIDL::resolve_promise(realm(), current_ready_promise(), this);
  176. }
  177. // 3. Run the procedure to update an animation’s finished state for animation with the did seek flag set to true,
  178. // and the synchronously notify flag set to false.
  179. update_finished_state(DidSeek::Yes, SynchronouslyNotify::No);
  180. return {};
  181. }
  182. // https://www.w3.org/TR/web-animations-1/#dom-animation-playbackrate
  183. // https://www.w3.org/TR/web-animations-1/#set-the-playback-rate
  184. WebIDL::ExceptionOr<void> Animation::set_playback_rate(double new_playback_rate)
  185. {
  186. // Setting this attribute follows the procedure to set the playback rate of this object to the new value.
  187. // 1. Clear any pending playback rate on animation.
  188. m_pending_playback_rate = {};
  189. // 2. Let previous time be the value of the current time of animation before changing the playback rate.
  190. auto previous_time = current_time();
  191. // 3. Let previous playback rate be the current effective playback rate of animation.
  192. auto previous_playback_rate = playback_rate();
  193. // 4. Set the playback rate to new playback rate.
  194. m_playback_rate = new_playback_rate;
  195. // 5. Perform the steps corresponding to the first matching condition from the following, if any:
  196. // -> If animation is associated with a monotonically increasing timeline and the previous time is resolved,
  197. if (m_timeline && m_timeline->is_monotonically_increasing() && previous_time.has_value()) {
  198. // set the current time of animation to previous time.
  199. TRY(set_current_time(previous_time));
  200. }
  201. // -> If animation is associated with a non-null timeline that is not monotonically increasing, the start time of
  202. // animation is resolved, associated effect end is not infinity, and either:
  203. // - the previous playback rate < 0 and the new playback rate ≥ 0, or
  204. // - the previous playback rate ≥ 0 and the new playback rate < 0,
  205. 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))) {
  206. // Set animation’s start time to the result of evaluating associated effect end - start time for animation.
  207. m_start_time = associated_effect_end() - m_start_time.value();
  208. }
  209. return {};
  210. }
  211. // https://www.w3.org/TR/web-animations-1/#animation-play-state
  212. Bindings::AnimationPlayState Animation::play_state() const
  213. {
  214. // The play state of animation, animation, at a given moment is the state corresponding to the first matching
  215. // condition from the following:
  216. // -> All of the following conditions are true:
  217. // - The current time of animation is unresolved, and
  218. // - the start time of animation is unresolved, and
  219. // - animation does not have either a pending play task or a pending pause task,
  220. auto current_time = this->current_time();
  221. if (!current_time.has_value() && !m_start_time.has_value() && !pending()) {
  222. // → idle
  223. return Bindings::AnimationPlayState::Idle;
  224. }
  225. // -> Either of the following conditions are true:
  226. // - animation has a pending pause task, or
  227. // - both the start time of animation is unresolved and it does not have a pending play task,
  228. if (m_pending_pause_task == TaskState::Scheduled || (!m_start_time.has_value() && m_pending_play_task == TaskState::None)) {
  229. // → paused
  230. return Bindings::AnimationPlayState::Paused;
  231. }
  232. // -> For animation, current time is resolved and either of the following conditions are true:
  233. // - animation’s effective playback rate > 0 and current time ≥ associated effect end; or
  234. // - animation’s effective playback rate < 0 and current time ≤ 0,
  235. auto effective_playback_rate = this->effective_playback_rate();
  236. 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))) {
  237. // → finished
  238. return Bindings::AnimationPlayState::Finished;
  239. }
  240. // -> Otherwise,
  241. // → running
  242. return Bindings::AnimationPlayState::Running;
  243. }
  244. // https://www.w3.org/TR/web-animations-1/#replaceable-animation
  245. bool Animation::is_replaceable() const
  246. {
  247. // An animation is replaceable if all of the following conditions are true:
  248. // - The existence of the animation is not prescribed by markup. That is, it is not a CSS animation with an owning
  249. // element, nor a CSS transition with an owning element.
  250. // FIXME: Check for transitions
  251. if (is_css_animation() && static_cast<CSS::CSSAnimation const*>(this)->owning_element())
  252. return false;
  253. // - The animation's play state is finished.
  254. if (play_state() != Bindings::AnimationPlayState::Finished)
  255. return false;
  256. // - The animation's replace state is not removed.
  257. if (replace_state() == Bindings::AnimationReplaceState::Removed)
  258. return false;
  259. // - The animation is associated with a monotonically increasing timeline.
  260. if (!m_timeline || !m_timeline->is_monotonically_increasing())
  261. return false;
  262. // - The animation has an associated effect.
  263. if (!m_effect)
  264. return false;
  265. // - The animation's associated effect is in effect.
  266. if (!m_effect->is_in_effect())
  267. return false;
  268. // - The animation's associated effect has an effect target.
  269. if (!m_effect->target())
  270. return false;
  271. return true;
  272. }
  273. // https://www.w3.org/TR/web-animations-1/#dom-animation-play
  274. WebIDL::ExceptionOr<void> Animation::play()
  275. {
  276. // Begins or resumes playback of the animation by running the procedure to play an animation passing true as the
  277. // value of the auto-rewind flag.
  278. return play_an_animation(AutoRewind::Yes);
  279. }
  280. // https://www.w3.org/TR/web-animations-1/#play-an-animation
  281. WebIDL::ExceptionOr<void> Animation::play_an_animation(AutoRewind auto_rewind)
  282. {
  283. // 1. Let aborted pause be a boolean flag that is true if animation has a pending pause task, and false otherwise.
  284. auto aborted_pause = m_pending_pause_task == TaskState::Scheduled;
  285. // 2. Let has pending ready promise be a boolean flag that is initially false.
  286. auto has_pending_ready_promise = false;
  287. // 3. Let seek time be a time value that is initially unresolved.
  288. Optional<double> seek_time;
  289. // 4. If the auto-rewind flag is true, perform the steps corresponding to the first matching condition from the
  290. // following, if any:
  291. if (auto_rewind == AutoRewind::Yes) {
  292. auto playback_rate = this->playback_rate();
  293. auto current_time = this->current_time();
  294. auto associated_effect_end = this->associated_effect_end();
  295. // -> If animation’s effective playback rate ≥ 0, and animation’s current time is either:
  296. // - unresolved, or
  297. // - less than zero, or
  298. // - greater than or equal to associated effect end,
  299. if (playback_rate >= 0.0 && (!current_time.has_value() || current_time.value() < 0.0 || current_time.value() >= associated_effect_end)) {
  300. // Set seek time to zero.
  301. seek_time = 0.0;
  302. }
  303. // -> If animation’s effective playback rate < 0, and animation’s current time is either:
  304. // - unresolved, or
  305. // - less than or equal to zero, or
  306. // - greater than associated effect end,
  307. else if (playback_rate < 0.0 && (!current_time.has_value() || current_time.value() <= 0.0 || current_time.value() > associated_effect_end)) {
  308. // -> If associated effect end is positive infinity,
  309. if (isinf(associated_effect_end) && associated_effect_end > 0.0) {
  310. // throw an "InvalidStateError" DOMException and abort these steps.
  311. return WebIDL::InvalidStateError::create(realm(), "Cannot rewind an animation with an infinite effect end"_fly_string);
  312. }
  313. // -> Otherwise,
  314. // Set seek time to animation’s associated effect end.
  315. seek_time = associated_effect_end;
  316. }
  317. }
  318. // 5. If the following three conditions are all satisfied:
  319. // - seek time is unresolved, and
  320. // - animation’s start time is unresolved, and
  321. // - animation’s current time is unresolved,
  322. if (!seek_time.has_value() && !m_start_time.has_value() && !current_time().has_value()) {
  323. // set seek time to zero.
  324. seek_time = 0.0;
  325. }
  326. // 6. Let has finite timeline be true if animation has an associated timeline that is not monotonically increasing.
  327. auto has_finite_timeline = m_timeline && !m_timeline->is_monotonically_increasing();
  328. // 7. If seek time is resolved,
  329. if (seek_time.has_value()) {
  330. // -> If has finite timeline is true,
  331. if (has_finite_timeline) {
  332. // 1. Set animation’s start time to seek time.
  333. m_start_time = seek_time;
  334. // 2. Let animation’s hold time be unresolved.
  335. m_hold_time = {};
  336. // 3. Apply any pending playback rate on animation.
  337. apply_any_pending_playback_rate();
  338. }
  339. // Otherwise,
  340. else {
  341. // Set animation’s hold time to seek time.
  342. m_hold_time = seek_time;
  343. }
  344. }
  345. // 8. If animation’s hold time is resolved, let its start time be unresolved.
  346. if (m_hold_time.has_value())
  347. m_start_time = {};
  348. // 9. If animation has a pending play task or a pending pause task,
  349. if (pending()) {
  350. // 1. Cancel that task.
  351. m_pending_play_task = TaskState::None;
  352. m_pending_pause_task = TaskState::None;
  353. // 2. Set has pending ready promise to true.
  354. has_pending_ready_promise = true;
  355. }
  356. // 10. If the following four conditions are all satisfied:
  357. // - animation’s hold time is unresolved, and
  358. // - seek time is unresolved, and
  359. // - aborted pause is false, and
  360. // - animation does not have a pending playback rate,
  361. if (!m_hold_time.has_value() && !seek_time.has_value() && !aborted_pause && !m_pending_playback_rate.has_value()) {
  362. // abort this procedure.
  363. return {};
  364. }
  365. // 11. If has pending ready promise is false, let animation’s current ready promise be a new promise in the relevant
  366. // Realm of animation.
  367. if (!has_pending_ready_promise)
  368. m_current_ready_promise = WebIDL::create_promise(realm());
  369. // 12. Schedule a task to run as soon as animation is ready. The task shall perform the following steps:
  370. //
  371. // Note: Steps omitted, set run_pending_play_task()
  372. //
  373. // So long as the above task is scheduled but has yet to run, animation is described as having a pending play
  374. // task. While the task is running, however, animation does not have a pending play task.
  375. //
  376. // If a user agent determines that animation is immediately ready, it may schedule the above task as a microtask
  377. // such that it runs at the next microtask checkpoint, but it must not perform the task synchronously.
  378. m_pending_play_task = TaskState::Scheduled;
  379. // 13. Run the procedure to update an animation’s finished state for animation with the did seek flag set to false,
  380. // and the synchronously notify flag set to false.
  381. update_finished_state(DidSeek::No, SynchronouslyNotify::No);
  382. return {};
  383. }
  384. // https://www.w3.org/TR/web-animations-1/#animation-time-to-timeline-time
  385. Optional<double> Animation::convert_an_animation_time_to_timeline_time(Optional<double> time) const
  386. {
  387. // 1. If time is unresolved, return time.
  388. if (!time.has_value())
  389. return time;
  390. // 2. If time is infinity, return an unresolved time value.
  391. if (isinf(time.value()))
  392. return {};
  393. // 3. If animation’s playback rate is zero, return an unresolved time value.
  394. if (m_playback_rate == 0.0)
  395. return {};
  396. // 4. If animation’s start time is unresolved, return an unresolved time value.
  397. if (!m_start_time.has_value())
  398. return {};
  399. // 5. Return the result of calculating: time × (1 / playback rate) + start time (where playback rate and start time
  400. // are the playback rate and start time of animation, respectively).
  401. return (time.value() * (1.0 / m_playback_rate)) + m_start_time.value();
  402. }
  403. // https://www.w3.org/TR/web-animations-1/#animation-time-to-origin-relative-time
  404. Optional<double> Animation::convert_a_timeline_time_to_an_origin_relative_time(Optional<double> time) const
  405. {
  406. // 1. Let timeline time be the result of converting time from an animation time to a timeline time.
  407. auto timeline_time = convert_an_animation_time_to_timeline_time(time);
  408. // 2. If timeline time is unresolved, return time.
  409. if (!timeline_time.has_value())
  410. return time;
  411. // 3. If animation is not associated with a timeline, return an unresolved time value.
  412. if (!m_timeline)
  413. return {};
  414. // 4. If animation is associated with an inactive timeline, return an unresolved time value.
  415. if (m_timeline->is_inactive())
  416. return {};
  417. // 5. If there is no procedure to convert a timeline time to an origin-relative time for the timeline associated
  418. // with animation, return an unresolved time value.
  419. if (!m_timeline->can_convert_a_timeline_time_to_an_origin_relative_time())
  420. return {};
  421. // 6. Return the result of converting timeline time to an origin-relative time using the procedure defined for the
  422. // timeline associated with animation.
  423. return m_timeline->convert_a_timeline_time_to_an_origin_relative_time(timeline_time);
  424. }
  425. // https://www.w3.org/TR/web-animations-1/#animation-document-for-timing
  426. JS::GCPtr<DOM::Document> Animation::document_for_timing() const
  427. {
  428. // An animation’s document for timing is the Document with which its timeline is associated. If an animation is not
  429. // associated with a timeline, or its timeline is not associated with a document, then it has no document for
  430. // timing.
  431. if (!m_timeline)
  432. return {};
  433. return m_timeline->associated_document();
  434. }
  435. void Animation::notify_timeline_time_did_change()
  436. {
  437. update_finished_state(DidSeek::No, SynchronouslyNotify::Yes);
  438. // Act on the pending play or pause task
  439. if (m_pending_pause_task == TaskState::Scheduled) {
  440. m_pending_pause_task = TaskState::None;
  441. // FIXME:
  442. // run_pending_pause_task();
  443. }
  444. if (m_pending_play_task == TaskState::Scheduled) {
  445. m_pending_play_task = TaskState::None;
  446. run_pending_play_task();
  447. }
  448. }
  449. void Animation::effect_timing_changed(Badge<AnimationEffect>)
  450. {
  451. update_finished_state(DidSeek::No, SynchronouslyNotify::Yes);
  452. }
  453. // https://www.w3.org/TR/web-animations-1/#associated-effect-end
  454. double Animation::associated_effect_end() const
  455. {
  456. // The associated effect end of an animation is equal to the end time of the animation’s associated effect. If the
  457. // animation has no associated effect, the associated effect end is zero.
  458. return m_effect ? m_effect->end_time() : 0.0;
  459. }
  460. // https://www.w3.org/TR/web-animations-1/#effective-playback-rate
  461. double Animation::effective_playback_rate() const
  462. {
  463. // The effective playback rate of an animation is its pending playback rate, if set, otherwise it is the animation’s
  464. // playback rate.
  465. return m_pending_playback_rate.has_value() ? m_pending_playback_rate.value() : m_playback_rate;
  466. }
  467. // https://www.w3.org/TR/web-animations-1/#apply-any-pending-playback-rate
  468. void Animation::apply_any_pending_playback_rate()
  469. {
  470. // 1. If animation does not have a pending playback rate, abort these steps.
  471. if (!m_pending_playback_rate.has_value())
  472. return;
  473. // 2. Set animation’s playback rate to its pending playback rate.
  474. m_playback_rate = m_pending_playback_rate.value();
  475. // 3. Clear animation’s pending playback rate.
  476. m_pending_playback_rate = {};
  477. }
  478. // https://www.w3.org/TR/web-animations-1/#animation-silently-set-the-current-time
  479. WebIDL::ExceptionOr<void> Animation::silently_set_current_time(Optional<double> seek_time)
  480. {
  481. // 1. If seek time is an unresolved time value, then perform the following steps.
  482. if (!seek_time.has_value()) {
  483. // 1. If the current time is resolved, then throw a TypeError.
  484. if (current_time().has_value()) {
  485. return WebIDL::SimpleException {
  486. WebIDL::SimpleExceptionType::TypeError,
  487. "Cannot change an animation's current time from a resolve value to an unresolved value"sv
  488. };
  489. }
  490. // 2. Abort these steps.
  491. return {};
  492. }
  493. // 2. Update either animation’s hold time or start time as follows:
  494. // -> If any of the following conditions are true:
  495. // - animation’s hold time is resolved, or
  496. // - animation’s start time is unresolved, or
  497. // - animation has no associated timeline or the associated timeline is inactive, or
  498. // - animation’s playback rate is 0,
  499. if (m_hold_time.has_value() || !m_start_time.has_value() || !m_timeline || m_timeline->is_inactive() || m_playback_rate == 0.0) {
  500. // Set animation’s hold time to seek time.
  501. m_hold_time = seek_time;
  502. }
  503. // -> Otherwise,
  504. else {
  505. // Set animation’s start time to the result of evaluating timeline time - (seek time / playback rate) where
  506. // timeline time is the current time value of timeline associated with animation.
  507. m_start_time = m_timeline->current_time().value() - (seek_time.value() / m_playback_rate);
  508. }
  509. // 3. If animation has no associated timeline or the associated timeline is inactive, make animation’s start time
  510. // unresolved.
  511. if (!m_timeline || m_timeline->is_inactive())
  512. m_start_time = {};
  513. // 4. Make animation’s previous current time unresolved.
  514. m_previous_current_time = {};
  515. return {};
  516. }
  517. // https://www.w3.org/TR/web-animations-1/#update-an-animations-finished-state
  518. void Animation::update_finished_state(DidSeek did_seek, SynchronouslyNotify synchronously_notify)
  519. {
  520. auto& realm = this->realm();
  521. // 1. Let the unconstrained current time be the result of calculating the current time substituting an unresolved
  522. // time value for the hold time if did seek is false. If did seek is true, the unconstrained current time is
  523. // equal to the current time.
  524. //
  525. // Note: This is required to accommodate timelines that may change direction. Without this definition, a once-
  526. // finished animation would remain finished even when its timeline progresses in the opposite direction.
  527. Optional<double> unconstrained_current_time;
  528. if (did_seek == DidSeek::No) {
  529. TemporaryChange change(m_hold_time, {});
  530. unconstrained_current_time = current_time();
  531. } else {
  532. unconstrained_current_time = current_time();
  533. }
  534. // 2. If all three of the following conditions are true,
  535. // - the unconstrained current time is resolved, and
  536. // - animation’s start time is resolved, and
  537. // - animation does not have a pending play task or a pending pause task,
  538. if (unconstrained_current_time.has_value() && m_start_time.has_value() && !pending()) {
  539. // then update animation’s hold time based on the first matching condition for animation from below, if any:
  540. // -> If playback rate > 0 and unconstrained current time is greater than or equal to associated effect end,
  541. auto associated_effect_end = this->associated_effect_end();
  542. if (m_playback_rate > 0.0 && unconstrained_current_time.value() >= associated_effect_end) {
  543. // If did seek is true, let the hold time be the value of unconstrained current time.
  544. if (did_seek == DidSeek::Yes) {
  545. m_hold_time = unconstrained_current_time;
  546. }
  547. // If did seek is false, let the hold time be the maximum value of previous current time and associated
  548. // effect end. If the previous current time is unresolved, let the hold time be associated effect end.
  549. else if (m_previous_current_time.has_value()) {
  550. m_hold_time = max(m_previous_current_time.value(), associated_effect_end);
  551. } else {
  552. m_hold_time = associated_effect_end;
  553. }
  554. }
  555. // -> If playback rate < 0 and unconstrained current time is less than or equal to 0,
  556. else if (m_playback_rate < 0.0 && unconstrained_current_time.value() <= 0.0) {
  557. // If did seek is true, let the hold time be the value of unconstrained current time.
  558. if (did_seek == DidSeek::Yes) {
  559. m_hold_time = unconstrained_current_time;
  560. }
  561. // If did seek is false, let the hold time be the minimum value of previous current time and zero. If the
  562. // previous current time is unresolved, let the hold time be zero.
  563. else if (m_previous_current_time.has_value()) {
  564. m_hold_time = min(m_previous_current_time.value(), 0.0);
  565. } else {
  566. m_hold_time = 0.0;
  567. }
  568. }
  569. // -> If playback rate ≠ 0, and animation is associated with an active timeline,
  570. else if (m_playback_rate != 0.0 && m_timeline && !m_timeline->is_inactive()) {
  571. // Perform the following steps:
  572. // 1. If did seek is true and the hold time is resolved, let animation’s start time be equal to the result
  573. // of evaluating timeline time - (hold time / playback rate) where timeline time is the current time
  574. // value of timeline associated with animation.
  575. if (did_seek == DidSeek::Yes && m_hold_time.has_value())
  576. m_start_time = m_timeline->current_time().value() - (m_hold_time.value() / m_playback_rate);
  577. // 2. Let the hold time be unresolved.
  578. m_hold_time = {};
  579. }
  580. }
  581. // 3. Set the previous current time of animation be the result of calculating its current time.
  582. m_previous_current_time = current_time();
  583. // 4. Let current finished state be true if the play state of animation is finished. Otherwise, let it be false.
  584. auto current_finished_state = play_state() == Bindings::AnimationPlayState::Finished;
  585. // 5. If current finished state is true and the current finished promise is not yet resolved, perform the following
  586. // steps:
  587. if (current_finished_state && !m_is_finished) {
  588. // 1. Let finish notification steps refer to the following procedure:
  589. JS::SafeFunction<void()> finish_notification_steps = [&]() {
  590. // 1. If animation’s play state is not equal to finished, abort these steps.
  591. if (play_state() != Bindings::AnimationPlayState::Finished)
  592. return;
  593. // 2. Resolve animation’s current finished promise object with animation.
  594. {
  595. HTML::TemporaryExecutionContext execution_context { Bindings::host_defined_environment_settings_object(realm) };
  596. WebIDL::resolve_promise(realm, current_finished_promise(), this);
  597. }
  598. m_is_finished = true;
  599. // 3. Create an AnimationPlaybackEvent, finishEvent.
  600. // 4. Set finishEvent’s type attribute to finish.
  601. // 5. Set finishEvent’s currentTime attribute to the current time of animation.
  602. AnimationPlaybackEventInit init;
  603. init.current_time = current_time();
  604. auto finish_event = AnimationPlaybackEvent::create(realm, HTML::EventNames::finish, init);
  605. // 6. Set finishEvent’s timelineTime attribute to the current time of the timeline with which animation is
  606. // associated. If animation is not associated with a timeline, or the timeline is inactive, let
  607. // timelineTime be null.
  608. if (m_timeline && !m_timeline->is_inactive())
  609. finish_event->set_timeline_time(m_timeline->current_time());
  610. else
  611. finish_event->set_timeline_time({});
  612. // 7. If animation has a document for timing, then append finishEvent to its document for timing's pending
  613. // animation event queue along with its target, animation. For the scheduled event time, use the result
  614. // of converting animation’s associated effect end to an origin-relative time.
  615. if (auto document_for_timing = this->document_for_timing()) {
  616. document_for_timing->append_pending_animation_event({ .event = finish_event,
  617. .target = *this,
  618. .scheduled_event_time = convert_a_timeline_time_to_an_origin_relative_time(associated_effect_end()) });
  619. }
  620. // Otherwise, queue a task to dispatch finishEvent at animation. The task source for this task is the DOM
  621. // manipulation task source.
  622. else {
  623. // Manually create a task so its ID can be saved
  624. auto& document = verify_cast<HTML::Window>(realm.global_object()).associated_document();
  625. auto task = HTML::Task::create(HTML::Task::Source::DOMManipulation, &document, [this, finish_event]() {
  626. dispatch_event(finish_event);
  627. });
  628. m_pending_finish_microtask_id = task->id();
  629. HTML::main_thread_event_loop().task_queue().add(move(task));
  630. }
  631. };
  632. // 2. If synchronously notify is true, cancel any queued microtask to run the finish notification steps for this
  633. // animation, and run the finish notification steps immediately.
  634. if (synchronously_notify == SynchronouslyNotify::Yes) {
  635. if (m_pending_finish_microtask_id.has_value()) {
  636. HTML::main_thread_event_loop().task_queue().remove_tasks_matching([id = move(m_pending_finish_microtask_id)](auto const& task) {
  637. return task.id() == id;
  638. });
  639. }
  640. finish_notification_steps();
  641. }
  642. // Otherwise, if synchronously notify is false, queue a microtask to run finish notification steps for
  643. // animation unless there is already a microtask queued to run those steps for animation.
  644. else if (!m_pending_finish_microtask_id.has_value()) {
  645. auto& document = verify_cast<HTML::Window>(realm.global_object()).associated_document();
  646. auto task = HTML::Task::create(HTML::Task::Source::DOMManipulation, &document, move(finish_notification_steps));
  647. m_pending_finish_microtask_id = task->id();
  648. HTML::main_thread_event_loop().task_queue().add(move(task));
  649. }
  650. }
  651. // 6. If current finished state is false and animation’s current finished promise is already resolved, set
  652. // animation’s current finished promise to a new promise in the relevant Realm of animation.
  653. if (!current_finished_state && m_is_finished) {
  654. {
  655. HTML::TemporaryExecutionContext execution_context { Bindings::host_defined_environment_settings_object(realm) };
  656. m_current_finished_promise = WebIDL::create_promise(realm);
  657. }
  658. m_is_finished = false;
  659. }
  660. invalidate_effect();
  661. }
  662. // Step 12 of https://www.w3.org/TR/web-animations-1/#playing-an-animation-section
  663. void Animation::run_pending_play_task()
  664. {
  665. // 1. Assert that at least one of animation’s start time or hold time is resolved.
  666. VERIFY(m_start_time.has_value() || m_hold_time.has_value());
  667. // 2. Let ready time be the time value of the timeline associated with animation at the moment when animation became
  668. // ready.
  669. // FIXME: Ideally we would save the time before the update_finished_state call in play_an_animation() and use that
  670. // as the ready time, as step 2 indicates, however at that point the timeline will not have had it's current
  671. // time updated by the Document, so the time we would save would be incorrect if there are no other
  672. // animations running.
  673. auto ready_time = m_timeline->current_time();
  674. // Note: The timeline being active is a precondition for this method to be called
  675. VERIFY(ready_time.has_value());
  676. // 3. Perform the steps corresponding to the first matching condition below, if any:
  677. // -> If animation’s hold time is resolved,
  678. if (m_hold_time.has_value()) {
  679. // 1. Apply any pending playback rate on animation.
  680. apply_any_pending_playback_rate();
  681. // 2. Let new start time be the result of evaluating ready time - hold time / playback rate for animation. If
  682. // the playback rate is zero, let new start time be simply ready time.
  683. auto new_start_time = m_playback_rate != 0.0 ? ready_time.value() - (m_hold_time.value() / m_playback_rate) : ready_time;
  684. // 3. Set the start time of animation to new start time.
  685. m_start_time = new_start_time;
  686. // 4. If animation’s playback rate is not 0, make animation’s hold time unresolved.
  687. if (m_playback_rate != 0.0)
  688. m_hold_time = {};
  689. }
  690. // -> If animation’s start time is resolved and animation has a pending playback rate,
  691. else if (m_start_time.has_value() && m_pending_playback_rate.has_value()) {
  692. // 1. Let current time to match be the result of evaluating (ready time - start time) × playback rate for
  693. // animation.
  694. auto current_time_to_match = (ready_time.value() - m_start_time.value()) * m_playback_rate;
  695. // 2. Apply any pending playback rate on animation.
  696. apply_any_pending_playback_rate();
  697. // 3. If animation’s playback rate is zero, let animation’s hold time be current time to match.
  698. if (m_playback_rate == 0.0)
  699. m_hold_time = current_time_to_match;
  700. // 4. Let new start time be the result of evaluating ready time - current time to match / playback rate for
  701. // animation. If the playback rate is zero, let new start time be simply ready time.
  702. auto new_start_time = m_playback_rate != 0.0 ? ready_time.value() - (current_time_to_match / m_playback_rate) : ready_time;
  703. // 5. Set the start time of animation to new start time.
  704. m_start_time = new_start_time;
  705. }
  706. // 4. Resolve animation’s current ready promise with animation.
  707. HTML::TemporaryExecutionContext execution_context { Bindings::host_defined_environment_settings_object(realm()) };
  708. WebIDL::resolve_promise(realm(), current_ready_promise(), this);
  709. // 5. Run the procedure to update an animation’s finished state for animation with the did seek flag set to false,
  710. // and the synchronously notify flag set to false.
  711. update_finished_state(DidSeek::No, SynchronouslyNotify::No);
  712. }
  713. void Animation::run_pending_pause_task()
  714. {
  715. // FIXME: Implement
  716. }
  717. JS::NonnullGCPtr<WebIDL::Promise> Animation::current_ready_promise() const
  718. {
  719. if (!m_current_ready_promise) {
  720. // The current ready promise is initially a resolved Promise created using the procedure to create a new
  721. // resolved Promise with the animation itself as its value and created in the relevant Realm of the animation.
  722. m_current_ready_promise = WebIDL::create_resolved_promise(realm(), this);
  723. }
  724. return *m_current_ready_promise;
  725. }
  726. JS::NonnullGCPtr<WebIDL::Promise> Animation::current_finished_promise() const
  727. {
  728. if (!m_current_finished_promise) {
  729. // The current finished promise is initially a pending Promise object.
  730. m_current_finished_promise = WebIDL::create_promise(realm());
  731. }
  732. return *m_current_finished_promise;
  733. }
  734. void Animation::invalidate_effect()
  735. {
  736. if (m_effect) {
  737. if (auto target = m_effect->target())
  738. target->invalidate_style();
  739. }
  740. }
  741. Animation::Animation(JS::Realm& realm)
  742. : DOM::EventTarget(realm)
  743. {
  744. static unsigned int next_animation_list_order = 0;
  745. m_global_animation_list_order = next_animation_list_order++;
  746. }
  747. void Animation::initialize(JS::Realm& realm)
  748. {
  749. Base::initialize(realm);
  750. set_prototype(&Bindings::ensure_web_prototype<Bindings::AnimationPrototype>(realm, "Animation"_fly_string));
  751. }
  752. void Animation::visit_edges(Cell::Visitor& visitor)
  753. {
  754. Base::visit_edges(visitor);
  755. visitor.visit(m_effect);
  756. visitor.visit(m_timeline);
  757. visitor.visit(m_current_ready_promise);
  758. visitor.visit(m_current_finished_promise);
  759. }
  760. }