Animation.cpp 59 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/#animation-relevant
  245. bool Animation::is_relevant() const
  246. {
  247. // An animation is relevant if:
  248. // - Its associated effect is current or in effect, and
  249. // - Its replace state is not removed.
  250. return (m_effect->is_current() || m_effect->is_in_effect()) && replace_state() != Bindings::AnimationReplaceState::Removed;
  251. }
  252. // https://www.w3.org/TR/web-animations-1/#replaceable-animation
  253. bool Animation::is_replaceable() const
  254. {
  255. // An animation is replaceable if all of the following conditions are true:
  256. // - The existence of the animation is not prescribed by markup. That is, it is not a CSS animation with an owning
  257. // element, nor a CSS transition with an owning element.
  258. // FIXME: Check for transitions
  259. if (is_css_animation() && static_cast<CSS::CSSAnimation const*>(this)->owning_element())
  260. return false;
  261. // - The animation's play state is finished.
  262. if (play_state() != Bindings::AnimationPlayState::Finished)
  263. return false;
  264. // - The animation's replace state is not removed.
  265. if (replace_state() == Bindings::AnimationReplaceState::Removed)
  266. return false;
  267. // - The animation is associated with a monotonically increasing timeline.
  268. if (!m_timeline || !m_timeline->is_monotonically_increasing())
  269. return false;
  270. // - The animation has an associated effect.
  271. if (!m_effect)
  272. return false;
  273. // - The animation's associated effect is in effect.
  274. if (!m_effect->is_in_effect())
  275. return false;
  276. // - The animation's associated effect has an effect target.
  277. if (!m_effect->target())
  278. return false;
  279. return true;
  280. }
  281. void Animation::set_replace_state(Bindings::AnimationReplaceState value)
  282. {
  283. m_replace_state = value;
  284. if (value == Bindings::AnimationReplaceState::Removed) {
  285. // Remove the associated effect from its target, if applicable
  286. if (m_effect && m_effect->target())
  287. m_effect->target()->disassociate_with_effect(*m_effect);
  288. // Remove this animation from its timeline
  289. m_timeline->disassociate_with_animation(*this);
  290. }
  291. }
  292. // https://www.w3.org/TR/web-animations-1/#dom-animation-cancel
  293. void Animation::cancel()
  294. {
  295. auto& realm = this->realm();
  296. // 1. If animation’s play state is not idle, perform the following steps:
  297. if (play_state() != Bindings::AnimationPlayState::Idle) {
  298. HTML::TemporaryExecutionContext execution_context { Bindings::host_defined_environment_settings_object(realm) };
  299. // 1. Run the procedure to reset an animation’s pending tasks on animation.
  300. reset_an_animations_pending_tasks();
  301. // 2. Reject the current finished promise with a DOMException named "AbortError".
  302. auto dom_exception = WebIDL::AbortError::create(realm, "Animation was cancelled"_fly_string);
  303. WebIDL::reject_promise(realm, current_finished_promise(), dom_exception);
  304. // 3. Set the [[PromiseIsHandled]] internal slot of the current finished promise to true.
  305. WebIDL::mark_promise_as_handled(current_finished_promise());
  306. // 4. Let current finished promise be a new promise in the relevant Realm of animation.
  307. m_current_finished_promise = WebIDL::create_promise(realm);
  308. // 5. Create an AnimationPlaybackEvent, cancelEvent.
  309. // 6. Set cancelEvent’s type attribute to cancel.
  310. // 7. Set cancelEvent’s currentTime to null.
  311. // 8. Let timeline time be the current time of the timeline with which animation is associated. If animation is
  312. // not associated with an active timeline, let timeline time be an unresolved time value.
  313. // 9. Set cancelEvent’s timelineTime to timeline time. If timeline time is unresolved, set it to null.
  314. AnimationPlaybackEventInit init;
  315. init.timeline_time = m_timeline && !m_timeline->is_inactive() ? m_timeline->current_time() : Optional<double> {};
  316. auto cancel_event = AnimationPlaybackEvent::create(realm, HTML::EventNames::cancel, init);
  317. // 10. If animation has a document for timing, then append cancelEvent to its document for timing's pending
  318. // animation event queue along with its target, animation. If animation is associated with an active
  319. // timeline that defines a procedure to convert timeline times to origin-relative time, let the scheduled
  320. // event time be the result of applying that procedure to timeline time. Otherwise, the scheduled event time
  321. // is an unresolved time value.
  322. // Otherwise, queue a task to dispatch cancelEvent at animation. The task source for this task is the DOM
  323. // manipulation task source.
  324. if (auto document = document_for_timing()) {
  325. Optional<double> scheduled_event_time;
  326. if (m_timeline && !m_timeline->is_inactive() && m_timeline->can_convert_a_timeline_time_to_an_origin_relative_time())
  327. scheduled_event_time = m_timeline->convert_a_timeline_time_to_an_origin_relative_time(m_timeline->current_time());
  328. document->append_pending_animation_event({ cancel_event, *this, scheduled_event_time });
  329. } else {
  330. HTML::queue_global_task(HTML::Task::Source::DOMManipulation, realm.global_object(), [this, cancel_event]() {
  331. dispatch_event(cancel_event);
  332. });
  333. }
  334. }
  335. // 2. Make animation’s hold time unresolved.
  336. m_hold_time = {};
  337. // 3. Make animation’s start time unresolved.
  338. m_start_time = {};
  339. invalidate_effect();
  340. }
  341. // https://www.w3.org/TR/web-animations-1/#dom-animation-finish
  342. WebIDL::ExceptionOr<void> Animation::finish()
  343. {
  344. // 1. If animation’s effective playback rate is zero, or if animation’s effective playback rate > 0 and associated
  345. // effect end is infinity, throw an "InvalidStateError" DOMException and abort these steps.
  346. auto effective_playback_rate = this->effective_playback_rate();
  347. if (effective_playback_rate == 0.0)
  348. return WebIDL::InvalidStateError::create(realm(), "Animation with a playback rate of 0 cannot be finished"_fly_string);
  349. if (effective_playback_rate > 0.0 && isinf(associated_effect_end()))
  350. return WebIDL::InvalidStateError::create(realm(), "Animation with no end cannot be finished"_fly_string);
  351. // 2. Apply any pending playback rate to animation.
  352. apply_any_pending_playback_rate();
  353. // 3. Set limit as follows:
  354. // -> If playback rate > 0,
  355. // Let limit be associated effect end.
  356. // -> Otherwise,
  357. // Let limit be zero.
  358. auto playback_rate = this->playback_rate();
  359. auto limit = playback_rate > 0.0 ? associated_effect_end() : 0.0;
  360. // 4. Silently set the current time to limit.
  361. TRY(silently_set_current_time(limit));
  362. // 5. If animation’s start time is unresolved and animation has an associated active timeline, let the start time be
  363. // the result of evaluating timeline time - (limit / playback rate) where timeline time is the current time value
  364. // of the associated timeline.
  365. if (!m_start_time.has_value() && m_timeline && !m_timeline->is_inactive())
  366. m_start_time = m_timeline->current_time().value() - (limit / playback_rate);
  367. // 6. If there is a pending pause task and start time is resolved,
  368. auto should_resolve_ready_promise = false;
  369. if (m_pending_pause_task == TaskState::Scheduled && m_start_time.has_value()) {
  370. // 1. Let the hold time be unresolved.
  371. // Note: Typically the hold time will already be unresolved except in the case when the animation was previously
  372. // idle.
  373. m_hold_time = {};
  374. // 2. Cancel the pending pause task.
  375. m_pending_pause_task = TaskState::None;
  376. // 3. Resolve the current ready promise of animation with animation.
  377. should_resolve_ready_promise = true;
  378. }
  379. // 7. If there is a pending play task and start time is resolved, cancel that task and resolve the current ready
  380. // promise of animation with animation.
  381. if (m_pending_play_task == TaskState::Scheduled && m_start_time.has_value()) {
  382. m_pending_play_task = TaskState::None;
  383. should_resolve_ready_promise = true;
  384. }
  385. if (should_resolve_ready_promise) {
  386. HTML::TemporaryExecutionContext execution_context { Bindings::host_defined_environment_settings_object(realm()) };
  387. WebIDL::resolve_promise(realm(), current_ready_promise(), this);
  388. }
  389. // 8. Run the procedure to update an animation’s finished state for animation with the did seek flag set to true,
  390. // and the synchronously notify flag set to true.
  391. update_finished_state(DidSeek::Yes, SynchronouslyNotify::Yes);
  392. return {};
  393. }
  394. // https://www.w3.org/TR/web-animations-1/#dom-animation-play
  395. WebIDL::ExceptionOr<void> Animation::play()
  396. {
  397. // Begins or resumes playback of the animation by running the procedure to play an animation passing true as the
  398. // value of the auto-rewind flag.
  399. return play_an_animation(AutoRewind::Yes);
  400. }
  401. // https://www.w3.org/TR/web-animations-1/#play-an-animation
  402. WebIDL::ExceptionOr<void> Animation::play_an_animation(AutoRewind auto_rewind)
  403. {
  404. if (auto document = document_for_timing())
  405. document->ensure_animation_timer();
  406. // 1. Let aborted pause be a boolean flag that is true if animation has a pending pause task, and false otherwise.
  407. auto aborted_pause = m_pending_pause_task == TaskState::Scheduled;
  408. // 2. Let has pending ready promise be a boolean flag that is initially false.
  409. auto has_pending_ready_promise = false;
  410. // 3. Let seek time be a time value that is initially unresolved.
  411. Optional<double> seek_time;
  412. // 4. If the auto-rewind flag is true, perform the steps corresponding to the first matching condition from the
  413. // following, if any:
  414. if (auto_rewind == AutoRewind::Yes) {
  415. auto playback_rate = this->playback_rate();
  416. auto current_time = this->current_time();
  417. auto associated_effect_end = this->associated_effect_end();
  418. // -> If animation’s effective playback rate ≥ 0, and animation’s current time is either:
  419. // - unresolved, or
  420. // - less than zero, or
  421. // - greater than or equal to associated effect end,
  422. if (playback_rate >= 0.0 && (!current_time.has_value() || current_time.value() < 0.0 || current_time.value() >= associated_effect_end)) {
  423. // Set seek time to zero.
  424. seek_time = 0.0;
  425. }
  426. // -> If animation’s effective playback rate < 0, and animation’s current time is either:
  427. // - unresolved, or
  428. // - less than or equal to zero, or
  429. // - greater than associated effect end,
  430. else if (playback_rate < 0.0 && (!current_time.has_value() || current_time.value() <= 0.0 || current_time.value() > associated_effect_end)) {
  431. // -> If associated effect end is positive infinity,
  432. if (isinf(associated_effect_end) && associated_effect_end > 0.0) {
  433. // throw an "InvalidStateError" DOMException and abort these steps.
  434. return WebIDL::InvalidStateError::create(realm(), "Cannot rewind an animation with an infinite effect end"_fly_string);
  435. }
  436. // -> Otherwise,
  437. // Set seek time to animation’s associated effect end.
  438. seek_time = associated_effect_end;
  439. }
  440. }
  441. // 5. If the following three conditions are all satisfied:
  442. // - seek time is unresolved, and
  443. // - animation’s start time is unresolved, and
  444. // - animation’s current time is unresolved,
  445. if (!seek_time.has_value() && !m_start_time.has_value() && !current_time().has_value()) {
  446. // set seek time to zero.
  447. seek_time = 0.0;
  448. }
  449. // 6. Let has finite timeline be true if animation has an associated timeline that is not monotonically increasing.
  450. auto has_finite_timeline = m_timeline && !m_timeline->is_monotonically_increasing();
  451. // 7. If seek time is resolved,
  452. if (seek_time.has_value()) {
  453. // -> If has finite timeline is true,
  454. if (has_finite_timeline) {
  455. // 1. Set animation’s start time to seek time.
  456. m_start_time = seek_time;
  457. // 2. Let animation’s hold time be unresolved.
  458. m_hold_time = {};
  459. // 3. Apply any pending playback rate on animation.
  460. apply_any_pending_playback_rate();
  461. }
  462. // Otherwise,
  463. else {
  464. // Set animation’s hold time to seek time.
  465. m_hold_time = seek_time;
  466. }
  467. }
  468. // 8. If animation’s hold time is resolved, let its start time be unresolved.
  469. if (m_hold_time.has_value())
  470. m_start_time = {};
  471. // 9. If animation has a pending play task or a pending pause task,
  472. if (pending()) {
  473. // 1. Cancel that task.
  474. m_pending_play_task = TaskState::None;
  475. m_pending_pause_task = TaskState::None;
  476. // 2. Set has pending ready promise to true.
  477. has_pending_ready_promise = true;
  478. }
  479. // 10. If the following four conditions are all satisfied:
  480. // - animation’s hold time is unresolved, and
  481. // - seek time is unresolved, and
  482. // - aborted pause is false, and
  483. // - animation does not have a pending playback rate,
  484. if (!m_hold_time.has_value() && !seek_time.has_value() && !aborted_pause && !m_pending_playback_rate.has_value()) {
  485. // abort this procedure.
  486. return {};
  487. }
  488. // 11. If has pending ready promise is false, let animation’s current ready promise be a new promise in the relevant
  489. // Realm of animation.
  490. if (!has_pending_ready_promise)
  491. m_current_ready_promise = WebIDL::create_promise(realm());
  492. // 12. Schedule a task to run as soon as animation is ready. The task shall perform the following steps:
  493. //
  494. // Note: Steps omitted, set run_pending_play_task()
  495. //
  496. // So long as the above task is scheduled but has yet to run, animation is described as having a pending play
  497. // task. While the task is running, however, animation does not have a pending play task.
  498. //
  499. // If a user agent determines that animation is immediately ready, it may schedule the above task as a microtask
  500. // such that it runs at the next microtask checkpoint, but it must not perform the task synchronously.
  501. m_pending_play_task = TaskState::Scheduled;
  502. // 13. Run the procedure to update an animation’s finished state for animation with the did seek flag set to false,
  503. // and the synchronously notify flag set to false.
  504. update_finished_state(DidSeek::No, SynchronouslyNotify::No);
  505. return {};
  506. }
  507. // https://www.w3.org/TR/web-animations-1/#dom-animation-pause
  508. WebIDL::ExceptionOr<void> Animation::pause()
  509. {
  510. // 1. If animation has a pending pause task, abort these steps.
  511. if (m_pending_pause_task == TaskState::Scheduled)
  512. return {};
  513. // 2. If the play state of animation is paused, abort these steps.
  514. if (play_state() == Bindings::AnimationPlayState::Paused)
  515. return {};
  516. // 3. Let seek time be a time value that is initially unresolved.
  517. Optional<double> seek_time;
  518. // 4. Let has finite timeline be true if animation has an associated timeline that is not monotonically increasing.
  519. auto has_finite_timeline = m_timeline && !m_timeline->is_monotonically_increasing();
  520. // 5. If the animation’s current time is unresolved, perform the steps according to the first matching condition
  521. // from below:
  522. if (!current_time().has_value()) {
  523. // -> If animation’s playback rate is ≥ 0,
  524. if (playback_rate() >= 0.0) {
  525. // Set seek time to zero.
  526. seek_time = 0.0;
  527. }
  528. // -> Otherwise
  529. else {
  530. // If associated effect end for animation is positive infinity,
  531. auto associated_effect_end = this->associated_effect_end();
  532. if (isinf(associated_effect_end) && associated_effect_end > 0.0) {
  533. // throw an "InvalidStateError" DOMException and abort these steps.
  534. return WebIDL::InvalidStateError::create(realm(), "Cannot pause an animation with an infinite effect end"_fly_string);
  535. }
  536. // Otherwise,
  537. // Set seek time to animation’s associated effect end.
  538. seek_time = associated_effect_end;
  539. }
  540. }
  541. // 6. If seek time is resolved,
  542. if (seek_time.has_value()) {
  543. // If has finite timeline is true,
  544. if (has_finite_timeline) {
  545. // Set animation’s start time to seek time.
  546. m_start_time = seek_time;
  547. }
  548. // Otherwise,
  549. else {
  550. // Set animation’s hold time to seek time.
  551. m_hold_time = seek_time;
  552. }
  553. }
  554. // 7. Let has pending ready promise be a boolean flag that is initially false.
  555. auto has_pending_ready_promise = false;
  556. // 8. If animation has a pending play task, cancel that task and let has pending ready promise be true.
  557. if (m_pending_play_task == TaskState::Scheduled) {
  558. m_pending_pause_task = TaskState::None;
  559. has_pending_ready_promise = true;
  560. }
  561. // 9. If has pending ready promise is false, set animation’s current ready promise to a new promise in the relevant
  562. // Realm of animation.
  563. if (!has_pending_ready_promise)
  564. m_current_ready_promise = WebIDL::create_promise(realm());
  565. // 10. Schedule a task to be executed at the first possible moment where both of the following conditions are true:
  566. // - the user agent has performed any processing necessary to suspend the playback of animation’s associated
  567. // effect, if any.
  568. // - the animation is associated with a timeline that is not inactive.
  569. //
  570. // Note: This is run_pending_pause_task()
  571. m_pending_pause_task = TaskState::Scheduled;
  572. // 11. Run the procedure to update an animation’s finished state for animation with the did seek flag set to false,
  573. // and the synchronously notify flag set to false.
  574. update_finished_state(DidSeek::No, SynchronouslyNotify::No);
  575. return {};
  576. }
  577. // https://www.w3.org/TR/web-animations-1/#dom-animation-updateplaybackrate
  578. WebIDL::ExceptionOr<void> Animation::update_playback_rate(double new_playback_rate)
  579. {
  580. // 1. Let previous play state be animation’s play state.
  581. // Note: It is necessary to record the play state before updating animation’s effective playback rate since, in the
  582. // following logic, we want to immediately apply the pending playback rate of animation if it is currently
  583. // finished regardless of whether or not it will still be finished after we apply the pending playback rate.
  584. auto previous_play_state = play_state();
  585. // 2. Let animation’s pending playback rate be new playback rate.
  586. m_pending_playback_rate = new_playback_rate;
  587. // 3. Perform the steps corresponding to the first matching condition from below:
  588. // -> If animation has a pending play task or a pending pause task,
  589. if (pending()) {
  590. // Abort these steps.
  591. // Note: The different types of pending tasks will apply the pending playback rate when they run so there is no
  592. // further action required in this case.
  593. return {};
  594. }
  595. // -> If previous play state is idle or paused, or animation’s current time is unresolved,
  596. if (previous_play_state == Bindings::AnimationPlayState::Idle || previous_play_state == Bindings::AnimationPlayState::Paused || !current_time().has_value()) {
  597. // Apply any pending playback rate on animation.
  598. // Note: the second condition above is required so that if we have a running animation with an unresolved
  599. // current time and no pending play task, we do not attempt to play it below.
  600. apply_any_pending_playback_rate();
  601. }
  602. // -> If previous play state is finished,
  603. else if (previous_play_state == Bindings::AnimationPlayState::Finished) {
  604. // 1. Let the unconstrained current time be the result of calculating the current time of animation
  605. // substituting an unresolved time value for the hold time.
  606. Optional<double> unconstrained_current_time;
  607. {
  608. TemporaryChange change(m_hold_time, {});
  609. unconstrained_current_time = current_time();
  610. }
  611. // 2. Let animation’s start time be the result of evaluating the following expression:
  612. // timeline time - (unconstrained current time / pending playback rate)
  613. // Where timeline time is the current time value of the timeline associated with animation.
  614. // If pending playback rate is zero, let animation’s start time be timeline time.
  615. if (m_pending_playback_rate.value() == 0.0) {
  616. m_start_time = m_timeline->current_time().value();
  617. } else {
  618. m_start_time = m_timeline->current_time().value() - (unconstrained_current_time.value() / m_pending_playback_rate.value());
  619. }
  620. // 3. Apply any pending playback rate on animation.
  621. apply_any_pending_playback_rate();
  622. // 4. Run the procedure to update an animation’s finished state for animation with the did seek flag set to
  623. // false, and the synchronously notify flag set to false.
  624. update_finished_state(DidSeek::No, SynchronouslyNotify::No);
  625. }
  626. // -> Otherwise,
  627. else {
  628. // Run the procedure to play an animation for animation with the auto-rewind flag set to false.
  629. TRY(play_an_animation(AutoRewind::No));
  630. }
  631. return {};
  632. }
  633. // https://www.w3.org/TR/web-animations-1/#dom-animation-persist
  634. void Animation::persist()
  635. {
  636. // Sets this animation’s replace state to persisted.
  637. set_replace_state(Bindings::AnimationReplaceState::Persisted);
  638. }
  639. // https://www.w3.org/TR/web-animations-1/#animation-time-to-timeline-time
  640. Optional<double> Animation::convert_an_animation_time_to_timeline_time(Optional<double> time) const
  641. {
  642. // 1. If time is unresolved, return time.
  643. if (!time.has_value())
  644. return time;
  645. // 2. If time is infinity, return an unresolved time value.
  646. if (isinf(time.value()))
  647. return {};
  648. // 3. If animation’s playback rate is zero, return an unresolved time value.
  649. if (m_playback_rate == 0.0)
  650. return {};
  651. // 4. If animation’s start time is unresolved, return an unresolved time value.
  652. if (!m_start_time.has_value())
  653. return {};
  654. // 5. Return the result of calculating: time × (1 / playback rate) + start time (where playback rate and start time
  655. // are the playback rate and start time of animation, respectively).
  656. return (time.value() * (1.0 / m_playback_rate)) + m_start_time.value();
  657. }
  658. // https://www.w3.org/TR/web-animations-1/#animation-time-to-origin-relative-time
  659. Optional<double> Animation::convert_a_timeline_time_to_an_origin_relative_time(Optional<double> time) const
  660. {
  661. // 1. Let timeline time be the result of converting time from an animation time to a timeline time.
  662. auto timeline_time = convert_an_animation_time_to_timeline_time(time);
  663. // 2. If timeline time is unresolved, return time.
  664. if (!timeline_time.has_value())
  665. return time;
  666. // 3. If animation is not associated with a timeline, return an unresolved time value.
  667. if (!m_timeline)
  668. return {};
  669. // 4. If animation is associated with an inactive timeline, return an unresolved time value.
  670. if (m_timeline->is_inactive())
  671. return {};
  672. // 5. If there is no procedure to convert a timeline time to an origin-relative time for the timeline associated
  673. // with animation, return an unresolved time value.
  674. if (!m_timeline->can_convert_a_timeline_time_to_an_origin_relative_time())
  675. return {};
  676. // 6. Return the result of converting timeline time to an origin-relative time using the procedure defined for the
  677. // timeline associated with animation.
  678. return m_timeline->convert_a_timeline_time_to_an_origin_relative_time(timeline_time);
  679. }
  680. // https://www.w3.org/TR/web-animations-1/#animation-document-for-timing
  681. JS::GCPtr<DOM::Document> Animation::document_for_timing() const
  682. {
  683. // An animation’s document for timing is the Document with which its timeline is associated. If an animation is not
  684. // associated with a timeline, or its timeline is not associated with a document, then it has no document for
  685. // timing.
  686. if (!m_timeline)
  687. return {};
  688. return m_timeline->associated_document();
  689. }
  690. void Animation::notify_timeline_time_did_change()
  691. {
  692. update_finished_state(DidSeek::No, SynchronouslyNotify::Yes);
  693. // Act on the pending play or pause task
  694. if (m_pending_pause_task == TaskState::Scheduled) {
  695. m_pending_pause_task = TaskState::None;
  696. run_pending_pause_task();
  697. }
  698. if (m_pending_play_task == TaskState::Scheduled) {
  699. m_pending_play_task = TaskState::None;
  700. run_pending_play_task();
  701. }
  702. }
  703. void Animation::effect_timing_changed(Badge<AnimationEffect>)
  704. {
  705. update_finished_state(DidSeek::No, SynchronouslyNotify::Yes);
  706. }
  707. // https://www.w3.org/TR/web-animations-1/#associated-effect-end
  708. double Animation::associated_effect_end() const
  709. {
  710. // The associated effect end of an animation is equal to the end time of the animation’s associated effect. If the
  711. // animation has no associated effect, the associated effect end is zero.
  712. return m_effect ? m_effect->end_time() : 0.0;
  713. }
  714. // https://www.w3.org/TR/web-animations-1/#effective-playback-rate
  715. double Animation::effective_playback_rate() const
  716. {
  717. // The effective playback rate of an animation is its pending playback rate, if set, otherwise it is the animation’s
  718. // playback rate.
  719. return m_pending_playback_rate.has_value() ? m_pending_playback_rate.value() : m_playback_rate;
  720. }
  721. // https://www.w3.org/TR/web-animations-1/#apply-any-pending-playback-rate
  722. void Animation::apply_any_pending_playback_rate()
  723. {
  724. // 1. If animation does not have a pending playback rate, abort these steps.
  725. if (!m_pending_playback_rate.has_value())
  726. return;
  727. // 2. Set animation’s playback rate to its pending playback rate.
  728. m_playback_rate = m_pending_playback_rate.value();
  729. // 3. Clear animation’s pending playback rate.
  730. m_pending_playback_rate = {};
  731. }
  732. // https://www.w3.org/TR/web-animations-1/#animation-silently-set-the-current-time
  733. WebIDL::ExceptionOr<void> Animation::silently_set_current_time(Optional<double> seek_time)
  734. {
  735. // 1. If seek time is an unresolved time value, then perform the following steps.
  736. if (!seek_time.has_value()) {
  737. // 1. If the current time is resolved, then throw a TypeError.
  738. if (current_time().has_value()) {
  739. return WebIDL::SimpleException {
  740. WebIDL::SimpleExceptionType::TypeError,
  741. "Cannot change an animation's current time from a resolve value to an unresolved value"sv
  742. };
  743. }
  744. // 2. Abort these steps.
  745. return {};
  746. }
  747. // 2. Update either animation’s hold time or start time as follows:
  748. // -> If any of the following conditions are true:
  749. // - animation’s hold time is resolved, or
  750. // - animation’s start time is unresolved, or
  751. // - animation has no associated timeline or the associated timeline is inactive, or
  752. // - animation’s playback rate is 0,
  753. if (m_hold_time.has_value() || !m_start_time.has_value() || !m_timeline || m_timeline->is_inactive() || m_playback_rate == 0.0) {
  754. // Set animation’s hold time to seek time.
  755. m_hold_time = seek_time;
  756. }
  757. // -> Otherwise,
  758. else {
  759. // Set animation’s start time to the result of evaluating timeline time - (seek time / playback rate) where
  760. // timeline time is the current time value of timeline associated with animation.
  761. m_start_time = m_timeline->current_time().value() - (seek_time.value() / m_playback_rate);
  762. }
  763. // 3. If animation has no associated timeline or the associated timeline is inactive, make animation’s start time
  764. // unresolved.
  765. if (!m_timeline || m_timeline->is_inactive())
  766. m_start_time = {};
  767. // 4. Make animation’s previous current time unresolved.
  768. m_previous_current_time = {};
  769. return {};
  770. }
  771. // https://www.w3.org/TR/web-animations-1/#update-an-animations-finished-state
  772. void Animation::update_finished_state(DidSeek did_seek, SynchronouslyNotify synchronously_notify)
  773. {
  774. auto& realm = this->realm();
  775. // 1. Let the unconstrained current time be the result of calculating the current time substituting an unresolved
  776. // time value for the hold time if did seek is false. If did seek is true, the unconstrained current time is
  777. // equal to the current time.
  778. //
  779. // Note: This is required to accommodate timelines that may change direction. Without this definition, a once-
  780. // finished animation would remain finished even when its timeline progresses in the opposite direction.
  781. Optional<double> unconstrained_current_time;
  782. if (did_seek == DidSeek::No) {
  783. TemporaryChange change(m_hold_time, {});
  784. unconstrained_current_time = current_time();
  785. } else {
  786. unconstrained_current_time = current_time();
  787. }
  788. // 2. If all three of the following conditions are true,
  789. // - the unconstrained current time is resolved, and
  790. // - animation’s start time is resolved, and
  791. // - animation does not have a pending play task or a pending pause task,
  792. if (unconstrained_current_time.has_value() && m_start_time.has_value() && !pending()) {
  793. // then update animation’s hold time based on the first matching condition for animation from below, if any:
  794. // -> If playback rate > 0 and unconstrained current time is greater than or equal to associated effect end,
  795. auto associated_effect_end = this->associated_effect_end();
  796. if (m_playback_rate > 0.0 && unconstrained_current_time.value() >= associated_effect_end) {
  797. // If did seek is true, let the hold time be the value of unconstrained current time.
  798. if (did_seek == DidSeek::Yes) {
  799. m_hold_time = unconstrained_current_time;
  800. }
  801. // If did seek is false, let the hold time be the maximum value of previous current time and associated
  802. // effect end. If the previous current time is unresolved, let the hold time be associated effect end.
  803. else if (m_previous_current_time.has_value()) {
  804. m_hold_time = max(m_previous_current_time.value(), associated_effect_end);
  805. } else {
  806. m_hold_time = associated_effect_end;
  807. }
  808. }
  809. // -> If playback rate < 0 and unconstrained current time is less than or equal to 0,
  810. else if (m_playback_rate < 0.0 && unconstrained_current_time.value() <= 0.0) {
  811. // If did seek is true, let the hold time be the value of unconstrained current time.
  812. if (did_seek == DidSeek::Yes) {
  813. m_hold_time = unconstrained_current_time;
  814. }
  815. // If did seek is false, let the hold time be the minimum value of previous current time and zero. If the
  816. // previous current time is unresolved, let the hold time be zero.
  817. else if (m_previous_current_time.has_value()) {
  818. m_hold_time = min(m_previous_current_time.value(), 0.0);
  819. } else {
  820. m_hold_time = 0.0;
  821. }
  822. }
  823. // -> If playback rate ≠ 0, and animation is associated with an active timeline,
  824. else if (m_playback_rate != 0.0 && m_timeline && !m_timeline->is_inactive()) {
  825. // Perform the following steps:
  826. // 1. If did seek is true and the hold time is resolved, let animation’s start time be equal to the result
  827. // of evaluating timeline time - (hold time / playback rate) where timeline time is the current time
  828. // value of timeline associated with animation.
  829. if (did_seek == DidSeek::Yes && m_hold_time.has_value())
  830. m_start_time = m_timeline->current_time().value() - (m_hold_time.value() / m_playback_rate);
  831. // 2. Let the hold time be unresolved.
  832. m_hold_time = {};
  833. }
  834. }
  835. // 3. Set the previous current time of animation be the result of calculating its current time.
  836. m_previous_current_time = current_time();
  837. // 4. Let current finished state be true if the play state of animation is finished. Otherwise, let it be false.
  838. auto current_finished_state = play_state() == Bindings::AnimationPlayState::Finished;
  839. // 5. If current finished state is true and the current finished promise is not yet resolved, perform the following
  840. // steps:
  841. if (current_finished_state && !m_is_finished) {
  842. // 1. Let finish notification steps refer to the following procedure:
  843. JS::SafeFunction<void()> finish_notification_steps = [&]() {
  844. // 1. If animation’s play state is not equal to finished, abort these steps.
  845. if (play_state() != Bindings::AnimationPlayState::Finished)
  846. return;
  847. // 2. Resolve animation’s current finished promise object with animation.
  848. {
  849. HTML::TemporaryExecutionContext execution_context { Bindings::host_defined_environment_settings_object(realm) };
  850. WebIDL::resolve_promise(realm, current_finished_promise(), this);
  851. }
  852. m_is_finished = true;
  853. // 3. Create an AnimationPlaybackEvent, finishEvent.
  854. // 4. Set finishEvent’s type attribute to finish.
  855. // 5. Set finishEvent’s currentTime attribute to the current time of animation.
  856. AnimationPlaybackEventInit init;
  857. init.current_time = current_time();
  858. auto finish_event = AnimationPlaybackEvent::create(realm, HTML::EventNames::finish, init);
  859. // 6. Set finishEvent’s timelineTime attribute to the current time of the timeline with which animation is
  860. // associated. If animation is not associated with a timeline, or the timeline is inactive, let
  861. // timelineTime be null.
  862. if (m_timeline && !m_timeline->is_inactive())
  863. finish_event->set_timeline_time(m_timeline->current_time());
  864. else
  865. finish_event->set_timeline_time({});
  866. // 7. If animation has a document for timing, then append finishEvent to its document for timing's pending
  867. // animation event queue along with its target, animation. For the scheduled event time, use the result
  868. // of converting animation’s associated effect end to an origin-relative time.
  869. if (auto document_for_timing = this->document_for_timing()) {
  870. document_for_timing->append_pending_animation_event({ .event = finish_event,
  871. .target = *this,
  872. .scheduled_event_time = convert_a_timeline_time_to_an_origin_relative_time(associated_effect_end()) });
  873. }
  874. // Otherwise, queue a task to dispatch finishEvent at animation. The task source for this task is the DOM
  875. // manipulation task source.
  876. else {
  877. // Manually create a task so its ID can be saved
  878. auto& document = verify_cast<HTML::Window>(realm.global_object()).associated_document();
  879. auto task = HTML::Task::create(HTML::Task::Source::DOMManipulation, &document, [this, finish_event]() {
  880. dispatch_event(finish_event);
  881. });
  882. m_pending_finish_microtask_id = task->id();
  883. HTML::main_thread_event_loop().task_queue().add(move(task));
  884. }
  885. };
  886. // 2. If synchronously notify is true, cancel any queued microtask to run the finish notification steps for this
  887. // animation, and run the finish notification steps immediately.
  888. if (synchronously_notify == SynchronouslyNotify::Yes) {
  889. if (m_pending_finish_microtask_id.has_value()) {
  890. HTML::main_thread_event_loop().task_queue().remove_tasks_matching([id = move(m_pending_finish_microtask_id)](auto const& task) {
  891. return task.id() == id;
  892. });
  893. }
  894. finish_notification_steps();
  895. }
  896. // Otherwise, if synchronously notify is false, queue a microtask to run finish notification steps for
  897. // animation unless there is already a microtask queued to run those steps for animation.
  898. else if (!m_pending_finish_microtask_id.has_value()) {
  899. auto& document = verify_cast<HTML::Window>(realm.global_object()).associated_document();
  900. auto task = HTML::Task::create(HTML::Task::Source::DOMManipulation, &document, move(finish_notification_steps));
  901. m_pending_finish_microtask_id = task->id();
  902. HTML::main_thread_event_loop().task_queue().add(move(task));
  903. }
  904. }
  905. // 6. If current finished state is false and animation’s current finished promise is already resolved, set
  906. // animation’s current finished promise to a new promise in the relevant Realm of animation.
  907. if (!current_finished_state && m_is_finished) {
  908. {
  909. HTML::TemporaryExecutionContext execution_context { Bindings::host_defined_environment_settings_object(realm) };
  910. m_current_finished_promise = WebIDL::create_promise(realm);
  911. }
  912. m_is_finished = false;
  913. }
  914. invalidate_effect();
  915. }
  916. // https://www.w3.org/TR/web-animations-1/#animation-reset-an-animations-pending-tasks
  917. void Animation::reset_an_animations_pending_tasks()
  918. {
  919. auto& realm = this->realm();
  920. // 1. If animation does not have a pending play task or a pending pause task, abort this procedure.
  921. if (!pending())
  922. return;
  923. // 2. If animation has a pending play task, cancel that task.
  924. m_pending_play_task = TaskState::None;
  925. // 3. If animation has a pending pause task, cancel that task.
  926. m_pending_pause_task = TaskState::None;
  927. // 4. Apply any pending playback rate on animation.
  928. apply_any_pending_playback_rate();
  929. // 5. Reject animation’s current ready promise with a DOMException named "AbortError".
  930. auto dom_exception = WebIDL::AbortError::create(realm, "Animation was cancelled"_fly_string);
  931. WebIDL::reject_promise(realm, current_ready_promise(), dom_exception);
  932. // 6. Set the [[PromiseIsHandled]] internal slot of animation’s current ready promise to true.
  933. WebIDL::mark_promise_as_handled(current_ready_promise());
  934. // 7. Let animation’s current ready promise be the result of creating a new resolved Promise object with value
  935. // animation in the relevant Realm of animation.
  936. m_current_ready_promise = WebIDL::create_resolved_promise(realm, this);
  937. }
  938. // Step 12 of https://www.w3.org/TR/web-animations-1/#playing-an-animation-section
  939. void Animation::run_pending_play_task()
  940. {
  941. // 1. Assert that at least one of animation’s start time or hold time is resolved.
  942. VERIFY(m_start_time.has_value() || m_hold_time.has_value());
  943. // 2. Let ready time be the time value of the timeline associated with animation at the moment when animation became
  944. // ready.
  945. // FIXME: Ideally we would save the time before the update_finished_state call in play_an_animation() and use that
  946. // as the ready time, as step 2 indicates, however at that point the timeline will not have had it's current
  947. // time updated by the Document, so the time we would save would be incorrect if there are no other
  948. // animations running.
  949. auto ready_time = m_timeline->current_time();
  950. // Note: The timeline being active is a precondition for this method to be called
  951. VERIFY(ready_time.has_value());
  952. // 3. Perform the steps corresponding to the first matching condition below, if any:
  953. // -> If animation’s hold time is resolved,
  954. if (m_hold_time.has_value()) {
  955. // 1. Apply any pending playback rate on animation.
  956. apply_any_pending_playback_rate();
  957. // 2. Let new start time be the result of evaluating ready time - hold time / playback rate for animation. If
  958. // the playback rate is zero, let new start time be simply ready time.
  959. auto new_start_time = m_playback_rate != 0.0 ? ready_time.value() - (m_hold_time.value() / m_playback_rate) : ready_time;
  960. // 3. Set the start time of animation to new start time.
  961. m_start_time = new_start_time;
  962. // 4. If animation’s playback rate is not 0, make animation’s hold time unresolved.
  963. if (m_playback_rate != 0.0)
  964. m_hold_time = {};
  965. }
  966. // -> If animation’s start time is resolved and animation has a pending playback rate,
  967. else if (m_start_time.has_value() && m_pending_playback_rate.has_value()) {
  968. // 1. Let current time to match be the result of evaluating (ready time - start time) × playback rate for
  969. // animation.
  970. auto current_time_to_match = (ready_time.value() - m_start_time.value()) * m_playback_rate;
  971. // 2. Apply any pending playback rate on animation.
  972. apply_any_pending_playback_rate();
  973. // 3. If animation’s playback rate is zero, let animation’s hold time be current time to match.
  974. if (m_playback_rate == 0.0)
  975. m_hold_time = current_time_to_match;
  976. // 4. Let new start time be the result of evaluating ready time - current time to match / playback rate for
  977. // animation. If the playback rate is zero, let new start time be simply ready time.
  978. auto new_start_time = m_playback_rate != 0.0 ? ready_time.value() - (current_time_to_match / m_playback_rate) : ready_time;
  979. // 5. Set the start time of animation to new start time.
  980. m_start_time = new_start_time;
  981. }
  982. // 4. Resolve animation’s current ready promise with animation.
  983. HTML::TemporaryExecutionContext execution_context { Bindings::host_defined_environment_settings_object(realm()) };
  984. WebIDL::resolve_promise(realm(), current_ready_promise(), this);
  985. // 5. Run the procedure to update an animation’s finished state for animation with the did seek flag set to false,
  986. // and the synchronously notify flag set to false.
  987. update_finished_state(DidSeek::No, SynchronouslyNotify::No);
  988. }
  989. // Step 10 of https://www.w3.org/TR/web-animations-1/#pause-an-animation
  990. void Animation::run_pending_pause_task()
  991. {
  992. // 1. Let ready time be the time value of the timeline associated with animation at the moment when the user agent
  993. // completed processing necessary to suspend playback of animation’s associated effect.
  994. // FIXME: Ideally we would save the time before the update_finished_state call in pause_an_animation() and use that
  995. // as the ready time, as step 1 indicates, however at that point the timeline will not have had it's current
  996. // time updated by the Document, so the time we would save would be incorrect if there are no other
  997. // animations running.
  998. auto ready_time = m_timeline->current_time();
  999. // Note: The timeline being active is a precondition for this method to be called
  1000. VERIFY(ready_time.has_value());
  1001. // 2. If animation’s start time is resolved and its hold time is not resolved, let animation’s hold time be the
  1002. // result of evaluating (ready time - start time) × playback rate.
  1003. // Note: The hold time might be already set if the animation is finished, or if the animation has a pending play
  1004. // task. In either case we want to preserve the hold time as we enter the paused state.
  1005. if (m_start_time.has_value() && !m_hold_time.has_value())
  1006. m_hold_time = (ready_time.value() - m_start_time.value()) * m_playback_rate;
  1007. // 3. Apply any pending playback rate on animation.
  1008. apply_any_pending_playback_rate();
  1009. // 4. Make animation’s start time unresolved.
  1010. m_start_time = {};
  1011. // 5. Resolve animation’s current ready promise with animation.
  1012. HTML::TemporaryExecutionContext execution_context { Bindings::host_defined_environment_settings_object(realm()) };
  1013. WebIDL::resolve_promise(realm(), current_ready_promise(), this);
  1014. // 6. Run the procedure to update an animation’s finished state for animation with the did seek flag set to false,
  1015. // and the synchronously notify flag set to false.
  1016. update_finished_state(DidSeek::No, SynchronouslyNotify::No);
  1017. }
  1018. JS::NonnullGCPtr<WebIDL::Promise> Animation::current_ready_promise() const
  1019. {
  1020. if (!m_current_ready_promise) {
  1021. // The current ready promise is initially a resolved Promise created using the procedure to create a new
  1022. // resolved Promise with the animation itself as its value and created in the relevant Realm of the animation.
  1023. m_current_ready_promise = WebIDL::create_resolved_promise(realm(), this);
  1024. }
  1025. return *m_current_ready_promise;
  1026. }
  1027. JS::NonnullGCPtr<WebIDL::Promise> Animation::current_finished_promise() const
  1028. {
  1029. if (!m_current_finished_promise) {
  1030. // The current finished promise is initially a pending Promise object.
  1031. m_current_finished_promise = WebIDL::create_promise(realm());
  1032. }
  1033. return *m_current_finished_promise;
  1034. }
  1035. void Animation::invalidate_effect()
  1036. {
  1037. if (m_effect) {
  1038. if (auto target = m_effect->target())
  1039. target->invalidate_style();
  1040. }
  1041. }
  1042. Animation::Animation(JS::Realm& realm)
  1043. : DOM::EventTarget(realm)
  1044. {
  1045. static unsigned int next_animation_list_order = 0;
  1046. m_global_animation_list_order = next_animation_list_order++;
  1047. }
  1048. void Animation::initialize(JS::Realm& realm)
  1049. {
  1050. Base::initialize(realm);
  1051. set_prototype(&Bindings::ensure_web_prototype<Bindings::AnimationPrototype>(realm, "Animation"_fly_string));
  1052. }
  1053. void Animation::visit_edges(Cell::Visitor& visitor)
  1054. {
  1055. Base::visit_edges(visitor);
  1056. visitor.visit(m_effect);
  1057. visitor.visit(m_timeline);
  1058. visitor.visit(m_current_ready_promise);
  1059. visitor.visit(m_current_finished_promise);
  1060. }
  1061. }