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- /*
- * Copyright (c) 2023, Matthew Olsson <mattco@serenityos.org>.
- *
- * SPDX-License-Identifier: BSD-2-Clause
- */
- #include <AK/TemporaryChange.h>
- #include <LibWeb/Animations/Animation.h>
- #include <LibWeb/Animations/AnimationEffect.h>
- #include <LibWeb/Animations/AnimationPlaybackEvent.h>
- #include <LibWeb/Animations/DocumentTimeline.h>
- #include <LibWeb/Bindings/Intrinsics.h>
- #include <LibWeb/DOM/Document.h>
- #include <LibWeb/HTML/Window.h>
- #include <LibWeb/WebIDL/ExceptionOr.h>
- #include <LibWeb/WebIDL/Promise.h>
- namespace Web::Animations {
- JS_DEFINE_ALLOCATOR(Animation);
- // https://www.w3.org/TR/web-animations-1/#dom-animation-animation
- JS::NonnullGCPtr<Animation> Animation::create(JS::Realm& realm, JS::GCPtr<AnimationEffect> effect, JS::GCPtr<AnimationTimeline> timeline)
- {
- // 1. Let animation be a new Animation object.
- auto animation = realm.heap().allocate<Animation>(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) {
- auto& window = verify_cast<HTML::Window>(HTML::current_global_object());
- timeline = window.associated_document().timeline();
- }
- animation->set_timeline(timeline);
- // 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<JS::NonnullGCPtr<Animation>> Animation::construct_impl(JS::Realm& realm, JS::GCPtr<AnimationEffect> effect, JS::GCPtr<AnimationTimeline> 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<AnimationEffect> 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.
- if (m_pending_pause_task == TaskState::Pending)
- m_pending_pause_task = TaskState::RunAsSoonAsReady;
- // 4. If animation has a pending play task, reschedule that task to run as soon as animation is ready to play ne
- // effect.
- if (m_pending_play_task == TaskState::Pending)
- m_pending_play_task = TaskState::RunAsSoonAsReady;
- // 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.
- 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<AnimationTimeline> 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<double> 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<double> {};
- // 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 (m_pending_play_task == TaskState::Pending || m_pending_pause_task == TaskState::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<double> 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<void> Animation::set_current_time(Optional<double> 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::Pending) {
- // 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<void> 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::Pending || (!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-time-to-timeline-time
- Optional<double> Animation::convert_an_animation_time_to_timeline_time(Optional<double> time) const
- {
- // 1. If time is unresolved, return time.
- if (!time.has_value())
- return time;
- // 2. If time is infinity, return an unresolved time value.
- if (isinf(time.value()))
- return {};
- // 3. If animation’s playback rate is zero, return an unresolved time value.
- if (m_playback_rate == 0.0)
- return {};
- // 4. If animation’s start time is unresolved, return an unresolved time value.
- if (!m_start_time.has_value())
- return {};
- // 5. Return the result of calculating: time × (1 / playback rate) + start time (where playback rate and start time
- // are the playback rate and start time of animation, respectively).
- return (time.value() * (1.0 / m_playback_rate)) + m_start_time.value();
- }
- // https://www.w3.org/TR/web-animations-1/#animation-time-to-origin-relative-time
- Optional<double> Animation::convert_a_timeline_time_to_an_origin_relative_time(Optional<double> time) const
- {
- // 1. Let timeline time be the result of converting time from an animation time to a timeline time.
- auto timeline_time = convert_an_animation_time_to_timeline_time(time);
- // 2. If timeline time is unresolved, return time.
- if (!timeline_time.has_value())
- return time;
- // 3. If animation is not associated with a timeline, return an unresolved time value.
- if (!m_timeline)
- return {};
- // 4. If animation is associated with an inactive timeline, return an unresolved time value.
- if (m_timeline->is_inactive())
- return {};
- // 5. If there is no procedure to convert a timeline time to an origin-relative time for the timeline associated
- // with animation, return an unresolved time value.
- if (!m_timeline->can_convert_a_timeline_time_to_an_origin_relative_time())
- return {};
- // 6. Return the result of converting timeline time to an origin-relative time using the procedure defined for the
- // timeline associated with animation.
- return m_timeline->convert_a_timeline_time_to_an_origin_relative_time(timeline_time);
- }
- // https://www.w3.org/TR/web-animations-1/#animation-document-for-timing
- JS::GCPtr<DOM::Document> Animation::document_for_timing() const
- {
- // An animation’s document for timing is the Document with which its timeline is associated. If an animation is not
- // associated with a timeline, or its timeline is not associated with a document, then it has no document for
- // timing.
- if (!m_timeline)
- return {};
- return m_timeline->associated_document();
- }
- // https://www.w3.org/TR/web-animations-1/#associated-effect-end
- double Animation::associated_effect_end() const
- {
- // The associated effect end of an animation is equal to the end time of the animation’s associated effect. If the
- // animation has no associated effect, the associated effect end is zero.
- return m_effect ? m_effect->end_time() : 0.0;
- }
- // https://www.w3.org/TR/web-animations-1/#effective-playback-rate
- double Animation::effective_playback_rate() const
- {
- // The effective playback rate of an animation is its pending playback rate, if set, otherwise it is the animation’s
- // playback rate.
- return m_pending_playback_rate.has_value() ? m_pending_playback_rate.value() : m_playback_rate;
- }
- // https://www.w3.org/TR/web-animations-1/#apply-any-pending-playback-rate
- void Animation::apply_any_pending_playback_rate()
- {
- // 1. If animation does not have a pending playback rate, abort these steps.
- if (!m_pending_playback_rate.has_value())
- return;
- // 2. Set animation’s playback rate to its pending playback rate.
- m_playback_rate = m_pending_playback_rate.value();
- // 3. Clear animation’s pending playback rate.
- m_pending_playback_rate = {};
- }
- // https://www.w3.org/TR/web-animations-1/#animation-silently-set-the-current-time
- WebIDL::ExceptionOr<void> Animation::silently_set_current_time(Optional<double> seek_time)
- {
- // 1. If seek time is an unresolved time value, then perform the following steps.
- if (!seek_time.has_value()) {
- // 1. If the current time is resolved, then throw a TypeError.
- if (current_time().has_value()) {
- return WebIDL::SimpleException {
- WebIDL::SimpleExceptionType::TypeError,
- "Cannot change an animation's current time from a resolve value to an unresolved value"sv
- };
- }
- // 2. Abort these steps.
- return {};
- }
- // 2. Update either animation’s hold time or start time as follows:
- // -> If any of the following conditions are true:
- // - animation’s hold time is resolved, or
- // - animation’s start time is unresolved, or
- // - animation has no associated timeline or the associated timeline is inactive, or
- // - animation’s playback rate is 0,
- if (m_hold_time.has_value() || !m_start_time.has_value() || !m_timeline || m_timeline->is_inactive() || m_playback_rate == 0.0) {
- // Set animation’s hold time to seek time.
- m_hold_time = seek_time;
- }
- // -> Otherwise,
- else {
- // Set animation’s start time to the result of evaluating timeline time - (seek time / playback rate) where
- // timeline time is the current time value of timeline associated with animation.
- m_start_time = m_timeline->current_time().value() - (seek_time.value() / m_playback_rate);
- }
- // 3. If animation has no associated timeline or the associated timeline is inactive, make animation’s start time
- // unresolved.
- if (!m_timeline || m_timeline->is_inactive())
- m_start_time = {};
- // 4. Make animation’s previous current time unresolved.
- m_previous_current_time = {};
- return {};
- }
- // https://www.w3.org/TR/web-animations-1/#update-an-animations-finished-state
- void Animation::update_finished_state(DidSeek did_seek, SynchronouslyNotify synchronously_notify)
- {
- // 1. Let the unconstrained current time be the result of calculating the current time substituting an unresolved
- // time value for the hold time if did seek is false. If did seek is true, the unconstrained current time is
- // equal to the current time.
- //
- // Note: This is required to accommodate timelines that may change direction. Without this definition, a once-
- // finished animation would remain finished even when its timeline progresses in the opposite direction.
- Optional<double> unconstrained_current_time;
- if (did_seek == DidSeek::No) {
- TemporaryChange change(m_hold_time, {});
- unconstrained_current_time = current_time();
- } else {
- unconstrained_current_time = current_time();
- }
- // 2. If all three of the following conditions are true,
- // - the unconstrained current time is resolved, and
- // - animation’s start time is resolved, and
- // - animation does not have a pending play task or a pending pause task,
- if (unconstrained_current_time.has_value() && m_start_time.has_value() && !pending()) {
- // then update animation’s hold time based on the first matching condition for animation from below, if any:
- // -> If playback rate > 0 and unconstrained current time is greater than or equal to associated effect end,
- auto associated_effect_end = this->associated_effect_end();
- if (m_playback_rate > 0.0 && unconstrained_current_time.value() >= associated_effect_end) {
- // If did seek is true, let the hold time be the value of unconstrained current time.
- if (did_seek == DidSeek::Yes) {
- m_hold_time = unconstrained_current_time;
- }
- // If did seek is false, let the hold time be the maximum value of previous current time and associated
- // effect end. If the previous current time is unresolved, let the hold time be associated effect end.
- else if (m_previous_current_time.has_value()) {
- m_hold_time = max(m_previous_current_time.value(), associated_effect_end);
- } else {
- m_hold_time = associated_effect_end;
- }
- }
- // -> If playback rate < 0 and unconstrained current time is less than or equal to 0,
- else if (m_playback_rate < 0.0 && unconstrained_current_time.value() <= 0.0) {
- // If did seek is true, let the hold time be the value of unconstrained current time.
- if (did_seek == DidSeek::Yes) {
- m_hold_time = unconstrained_current_time;
- }
- // If did seek is false, let the hold time be the minimum value of previous current time and zero. If the
- // previous current time is unresolved, let the hold time be zero.
- else if (m_previous_current_time.has_value()) {
- m_hold_time = min(m_previous_current_time.value(), 0.0);
- } else {
- m_hold_time = 0.0;
- }
- }
- // -> If playback rate ≠ 0, and animation is associated with an active timeline,
- else if (m_playback_rate != 0.0 && m_timeline && !m_timeline->is_inactive()) {
- // Perform the following steps:
- // 1. If did seek is true and the hold time is resolved, let animation’s start time be equal to the result
- // of evaluating timeline time - (hold time / playback rate) where timeline time is the current time
- // value of timeline associated with animation.
- if (did_seek == DidSeek::Yes && m_hold_time.has_value())
- m_start_time = m_timeline->current_time().value() - (m_hold_time.value() / m_playback_rate);
- // 2. Let the hold time be unresolved.
- m_hold_time = {};
- }
- }
- // 3. Set the previous current time of animation be the result of calculating its current time.
- m_previous_current_time = current_time();
- // 4. Let current finished state be true if the play state of animation is finished. Otherwise, let it be false.
- auto current_finished_state = play_state() == Bindings::AnimationPlayState::Finished;
- // 5. If current finished state is true and the current finished promise is not yet resolved, perform the following
- // steps:
- if (current_finished_state && !m_current_finished_promise_resolved) {
- // 1. Let finish notification steps refer to the following procedure:
- JS::SafeFunction<void()> finish_notification_steps = [&]() {
- if (m_should_abort_finish_notification_microtask) {
- m_should_abort_finish_notification_microtask = false;
- m_has_finish_notification_microtask_scheduled = false;
- return;
- }
- // 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.
- WebIDL::resolve_promise(realm(), current_finished_promise(), this);
- m_current_finished_promise_resolved = 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.
- auto& realm = this->realm();
- AnimationPlaybackEventInit init;
- init.current_time = current_time();
- auto finish_event = heap().allocate<AnimationPlaybackEvent>(realm, realm, "finish"_fly_string, 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 {
- HTML::queue_global_task(HTML::Task::Source::DOMManipulation, realm.global_object(), [this, finish_event]() {
- dispatch_event(finish_event);
- });
- }
- m_has_finish_notification_microtask_scheduled = false;
- };
- // 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) {
- m_should_abort_finish_notification_microtask = false;
- finish_notification_steps();
- m_should_abort_finish_notification_microtask = true;
- }
- // 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_has_finish_notification_microtask_scheduled)
- HTML::queue_a_microtask({}, move(finish_notification_steps));
- m_has_finish_notification_microtask_scheduled = true;
- m_should_abort_finish_notification_microtask = false;
- }
- }
- // 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_current_finished_promise_resolved) {
- m_current_finished_promise = WebIDL::create_promise(realm());
- m_current_finished_promise_resolved = false;
- }
- // Invalidate the style of our target element, if applicable
- if (m_effect) {
- if (auto target = m_effect->target())
- target->invalidate_style();
- }
- }
- JS::NonnullGCPtr<WebIDL::Promise> Animation::current_ready_promise() const
- {
- if (!m_current_ready_promise) {
- // The current ready promise is initially a resolved Promise created using the procedure to create a new
- // resolved Promise with the animation itself as its value and created in the relevant Realm of the animation.
- m_current_ready_promise = WebIDL::create_resolved_promise(realm(), this);
- }
- return *m_current_ready_promise;
- }
- JS::NonnullGCPtr<WebIDL::Promise> Animation::current_finished_promise() const
- {
- if (!m_current_finished_promise) {
- // The current finished promise is initially a pending Promise object.
- m_current_finished_promise = WebIDL::create_promise(realm());
- }
- return *m_current_finished_promise;
- }
- Animation::Animation(JS::Realm& realm)
- : DOM::EventTarget(realm)
- {
- }
- void Animation::initialize(JS::Realm& realm)
- {
- Base::initialize(realm);
- set_prototype(&Bindings::ensure_web_prototype<Bindings::AnimationPrototype>(realm, "Animation"_fly_string));
- }
- 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);
- }
- }
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