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- /*
- * Copyright (c) 2023-2024, 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/CSS/CSSAnimation.h>
- #include <LibWeb/DOM/Document.h>
- #include <LibWeb/HTML/Scripting/TemporaryExecutionContext.h>
- #include <LibWeb/HTML/Window.h>
- #include <LibWeb/HighResolutionTime/Performance.h>
- #include <LibWeb/Painting/Paintable.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, Optional<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.has_value()) {
- auto& window = verify_cast<HTML::Window>(HTML::current_global_object());
- timeline = window.associated_document().timeline();
- }
- animation->set_timeline(timeline.release_value());
- // 3. Run the procedure to set the associated effect of an animation on animation passing source as the new effect.
- animation->set_effect(effect);
- return animation;
- }
- WebIDL::ExceptionOr<JS::NonnullGCPtr<Animation>> Animation::construct_impl(JS::Realm& realm, JS::GCPtr<AnimationEffect> effect, Optional<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.
- // 4. If animation has a pending play task, reschedule that task to run as soon as animation is ready to play ne
- // effect.
- // Note: There is no real difference between "pending" and "as soon as possible", so this step is a no-op.
- // 5. If new effect is not null and if new effect is the associated effect of another animation, previous animation,
- // run the procedure to set the associated effect of an animation (this procedure) on previous animation passing
- // null as new effect.
- if (new_effect && new_effect->associated_animation() != this) {
- if (auto animation = new_effect->associated_animation())
- animation->set_effect({});
- }
- // 6. Let the associated effect of animation be new effect.
- auto old_target = m_effect ? m_effect->target() : nullptr;
- auto new_target = new_effect ? new_effect->target() : nullptr;
- if (old_target != new_target) {
- if (old_target)
- old_target->disassociate_with_animation(*this);
- if (new_target)
- new_target->associate_with_animation(*this);
- }
- if (new_effect)
- new_effect->set_associated_animation(this);
- if (m_effect)
- m_effect->set_associated_animation({});
- m_effect = new_effect;
- // 7. Run the procedure to update an animation’s finished state for animation with the did seek flag set to false,
- // and the synchronously notify flag set to false.
- update_finished_state(DidSeek::No, SynchronouslyNotify::No);
- }
- // https://www.w3.org/TR/web-animations-1/#animation-set-the-timeline-of-an-animation
- void Animation::set_timeline(JS::GCPtr<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 (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::Scheduled) {
- // 1. Set animation’s hold time to seek time.
- m_hold_time = seek_time;
- // 2. Apply any pending playback rate to animation.
- apply_any_pending_playback_rate();
- // 3. Make animation’s start time unresolved.
- m_start_time = {};
- // 4. Cancel the pending pause task.
- m_pending_pause_task = TaskState::None;
- // 5 Resolve animation’s current ready promise with animation.
- WebIDL::resolve_promise(realm(), current_ready_promise(), this);
- }
- // 3. Run the procedure to update an animation’s finished state for animation with the did seek flag set to true,
- // and the synchronously notify flag set to false.
- update_finished_state(DidSeek::Yes, SynchronouslyNotify::No);
- return {};
- }
- // https://www.w3.org/TR/web-animations-1/#dom-animation-playbackrate
- // https://www.w3.org/TR/web-animations-1/#set-the-playback-rate
- WebIDL::ExceptionOr<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::Scheduled || (!m_start_time.has_value() && m_pending_play_task == TaskState::None)) {
- // → paused
- return Bindings::AnimationPlayState::Paused;
- }
- // -> For animation, current time is resolved and either of the following conditions are true:
- // - animation’s effective playback rate > 0 and current time ≥ associated effect end; or
- // - animation’s effective playback rate < 0 and current time ≤ 0,
- auto effective_playback_rate = this->effective_playback_rate();
- if (current_time.has_value() && ((effective_playback_rate > 0.0 && current_time.value() >= associated_effect_end()) || (effective_playback_rate < 0.0 && current_time.value() <= 0.0))) {
- // → finished
- return Bindings::AnimationPlayState::Finished;
- }
- // -> Otherwise,
- // → running
- return Bindings::AnimationPlayState::Running;
- }
- // https://www.w3.org/TR/web-animations-1/#animation-relevant
- bool Animation::is_relevant() const
- {
- // An animation is relevant if:
- // - Its associated effect is current or in effect, and
- // - Its replace state is not removed.
- return (m_effect->is_current() || m_effect->is_in_effect()) && replace_state() != Bindings::AnimationReplaceState::Removed;
- }
- // https://www.w3.org/TR/web-animations-1/#replaceable-animation
- bool Animation::is_replaceable() const
- {
- // An animation is replaceable if all of the following conditions are true:
- // - The existence of the animation is not prescribed by markup. That is, it is not a CSS animation with an owning
- // element, nor a CSS transition with an owning element.
- // FIXME: Check for transitions
- if (is_css_animation() && static_cast<CSS::CSSAnimation const*>(this)->owning_element())
- return false;
- // - The animation's play state is finished.
- if (play_state() != Bindings::AnimationPlayState::Finished)
- return false;
- // - The animation's replace state is not removed.
- if (replace_state() == Bindings::AnimationReplaceState::Removed)
- return false;
- // - The animation is associated with a monotonically increasing timeline.
- if (!m_timeline || !m_timeline->is_monotonically_increasing())
- return false;
- // - The animation has an associated effect.
- if (!m_effect)
- return false;
- // - The animation's associated effect is in effect.
- if (!m_effect->is_in_effect())
- return false;
- // - The animation's associated effect has an effect target.
- if (!m_effect->target())
- return false;
- return true;
- }
- void Animation::set_replace_state(Bindings::AnimationReplaceState value)
- {
- m_replace_state = value;
- if (value == Bindings::AnimationReplaceState::Removed) {
- // Remove the associated effect from its target, if applicable
- if (m_effect && m_effect->target())
- m_effect->target()->disassociate_with_animation(*this);
- // Remove this animation from its timeline
- m_timeline->disassociate_with_animation(*this);
- }
- }
- // https://www.w3.org/TR/web-animations-1/#dom-animation-onfinish
- JS::GCPtr<WebIDL::CallbackType> Animation::onfinish()
- {
- return event_handler_attribute(HTML::EventNames::finish);
- }
- // https://www.w3.org/TR/web-animations-1/#dom-animation-onfinish
- void Animation::set_onfinish(JS::GCPtr<WebIDL::CallbackType> event_handler)
- {
- set_event_handler_attribute(HTML::EventNames::finish, event_handler);
- }
- // https://www.w3.org/TR/web-animations-1/#dom-animation-oncancel
- JS::GCPtr<WebIDL::CallbackType> Animation::oncancel()
- {
- return event_handler_attribute(HTML::EventNames::cancel);
- }
- // https://www.w3.org/TR/web-animations-1/#dom-animation-oncancel
- void Animation::set_oncancel(JS::GCPtr<WebIDL::CallbackType> event_handler)
- {
- set_event_handler_attribute(HTML::EventNames::cancel, event_handler);
- }
- // https://www.w3.org/TR/web-animations-1/#dom-animation-onremove
- JS::GCPtr<WebIDL::CallbackType> Animation::onremove()
- {
- return event_handler_attribute(HTML::EventNames::remove);
- }
- // https://www.w3.org/TR/web-animations-1/#dom-animation-onremove
- void Animation::set_onremove(JS::GCPtr<WebIDL::CallbackType> event_handler)
- {
- set_event_handler_attribute(HTML::EventNames::remove, event_handler);
- }
- // https://www.w3.org/TR/web-animations-1/#dom-animation-cancel
- void Animation::cancel(ShouldInvalidate should_invalidate)
- {
- // Note: When called from JS, we always want to invalidate the animation target's style. However, this method is
- // also called from the StyleComputer when the animation-name CSS property changes. That happens in the
- // middle of a cascade, and importantly, _before_ computing the animation effect stack, so there is no
- // need for another invalidation. And in fact, if we did invalidate, it would lead to a crash, as the element
- // would not have it's "m_needs_style_update" flag cleared.
- auto& realm = this->realm();
- // 1. If animation’s play state is not idle, perform the following steps:
- if (play_state() != Bindings::AnimationPlayState::Idle) {
- HTML::TemporaryExecutionContext execution_context { Bindings::host_defined_environment_settings_object(realm) };
- // 1. Run the procedure to reset an animation’s pending tasks on animation.
- reset_an_animations_pending_tasks();
- // 2. Reject the current finished promise with a DOMException named "AbortError".
- auto dom_exception = WebIDL::AbortError::create(realm, "Animation was cancelled"_fly_string);
- WebIDL::reject_promise(realm, current_finished_promise(), dom_exception);
- // 3. Set the [[PromiseIsHandled]] internal slot of the current finished promise to true.
- WebIDL::mark_promise_as_handled(current_finished_promise());
- // 4. Let current finished promise be a new promise in the relevant Realm of animation.
- m_current_finished_promise = WebIDL::create_promise(realm);
- m_is_finished = false;
- // 5. Create an AnimationPlaybackEvent, cancelEvent.
- // 6. Set cancelEvent’s type attribute to cancel.
- // 7. Set cancelEvent’s currentTime to null.
- // 8. Let timeline time be the current time of the timeline with which animation is associated. If animation is
- // not associated with an active timeline, let timeline time be an unresolved time value.
- // 9. Set cancelEvent’s timelineTime to timeline time. If timeline time is unresolved, set it to null.
- AnimationPlaybackEventInit init;
- init.timeline_time = m_timeline && !m_timeline->is_inactive() ? m_timeline->current_time() : Optional<double> {};
- auto cancel_event = AnimationPlaybackEvent::create(realm, HTML::EventNames::cancel, init);
- // 10. If animation has a document for timing, then append cancelEvent to its document for timing's pending
- // animation event queue along with its target, animation. If animation is associated with an active
- // timeline that defines a procedure to convert timeline times to origin-relative time, let the scheduled
- // event time be the result of applying that procedure to timeline time. Otherwise, the scheduled event time
- // is an unresolved time value.
- // Otherwise, queue a task to dispatch cancelEvent at animation. The task source for this task is the DOM
- // manipulation task source.
- if (auto document = document_for_timing()) {
- Optional<double> scheduled_event_time;
- if (m_timeline && !m_timeline->is_inactive() && m_timeline->can_convert_a_timeline_time_to_an_origin_relative_time())
- scheduled_event_time = m_timeline->convert_a_timeline_time_to_an_origin_relative_time(m_timeline->current_time());
- document->append_pending_animation_event({ cancel_event, *this, scheduled_event_time });
- } else {
- HTML::queue_global_task(HTML::Task::Source::DOMManipulation, realm.global_object(), JS::create_heap_function(heap(), [this, cancel_event]() {
- dispatch_event(cancel_event);
- }));
- }
- }
- // 2. Make animation’s hold time unresolved.
- m_hold_time = {};
- // 3. Make animation’s start time unresolved.
- m_start_time = {};
- if (should_invalidate == ShouldInvalidate::Yes)
- invalidate_effect();
- }
- // https://www.w3.org/TR/web-animations-1/#dom-animation-finish
- WebIDL::ExceptionOr<void> Animation::finish()
- {
- // 1. If animation’s effective playback rate is zero, or if animation’s effective playback rate > 0 and associated
- // effect end is infinity, throw an "InvalidStateError" DOMException and abort these steps.
- auto effective_playback_rate = this->effective_playback_rate();
- if (effective_playback_rate == 0.0)
- return WebIDL::InvalidStateError::create(realm(), "Animation with a playback rate of 0 cannot be finished"_fly_string);
- if (effective_playback_rate > 0.0 && isinf(associated_effect_end()))
- return WebIDL::InvalidStateError::create(realm(), "Animation with no end cannot be finished"_fly_string);
- // 2. Apply any pending playback rate to animation.
- apply_any_pending_playback_rate();
- // 3. Set limit as follows:
- // -> If playback rate > 0,
- // Let limit be associated effect end.
- // -> Otherwise,
- // Let limit be zero.
- auto playback_rate = this->playback_rate();
- auto limit = playback_rate > 0.0 ? associated_effect_end() : 0.0;
- // 4. Silently set the current time to limit.
- TRY(silently_set_current_time(limit));
- // 5. If animation’s start time is unresolved and animation has an associated active timeline, let the start time be
- // the result of evaluating timeline time - (limit / playback rate) where timeline time is the current time value
- // of the associated timeline.
- if (!m_start_time.has_value() && m_timeline && !m_timeline->is_inactive())
- m_start_time = m_timeline->current_time().value() - (limit / playback_rate);
- // 6. If there is a pending pause task and start time is resolved,
- auto should_resolve_ready_promise = false;
- if (m_pending_pause_task == TaskState::Scheduled && m_start_time.has_value()) {
- // 1. Let the hold time be unresolved.
- // Note: Typically the hold time will already be unresolved except in the case when the animation was previously
- // idle.
- m_hold_time = {};
- // 2. Cancel the pending pause task.
- m_pending_pause_task = TaskState::None;
- // 3. Resolve the current ready promise of animation with animation.
- should_resolve_ready_promise = true;
- }
- // 7. If there is a pending play task and start time is resolved, cancel that task and resolve the current ready
- // promise of animation with animation.
- if (m_pending_play_task == TaskState::Scheduled && m_start_time.has_value()) {
- m_pending_play_task = TaskState::None;
- should_resolve_ready_promise = true;
- }
- if (should_resolve_ready_promise) {
- HTML::TemporaryExecutionContext execution_context { Bindings::host_defined_environment_settings_object(realm()) };
- WebIDL::resolve_promise(realm(), current_ready_promise(), this);
- }
- // 8. Run the procedure to update an animation’s finished state for animation with the did seek flag set to true,
- // and the synchronously notify flag set to true.
- update_finished_state(DidSeek::Yes, SynchronouslyNotify::Yes);
- return {};
- }
- // https://www.w3.org/TR/web-animations-1/#dom-animation-play
- WebIDL::ExceptionOr<void> Animation::play()
- {
- // Begins or resumes playback of the animation by running the procedure to play an animation passing true as the
- // value of the auto-rewind flag.
- return play_an_animation(AutoRewind::Yes);
- }
- // https://www.w3.org/TR/web-animations-1/#play-an-animation
- WebIDL::ExceptionOr<void> Animation::play_an_animation(AutoRewind auto_rewind)
- {
- if (auto document = document_for_timing())
- document->ensure_animation_timer();
- // 1. Let aborted pause be a boolean flag that is true if animation has a pending pause task, and false otherwise.
- auto aborted_pause = m_pending_pause_task == TaskState::Scheduled;
- // 2. Let has pending ready promise be a boolean flag that is initially false.
- auto has_pending_ready_promise = false;
- // 3. Let seek time be a time value that is initially unresolved.
- Optional<double> seek_time;
- // 4. If the auto-rewind flag is true, perform the steps corresponding to the first matching condition from the
- // following, if any:
- if (auto_rewind == AutoRewind::Yes) {
- auto playback_rate = this->playback_rate();
- auto current_time = this->current_time();
- auto associated_effect_end = this->associated_effect_end();
- // -> If animation’s effective playback rate ≥ 0, and animation’s current time is either:
- // - unresolved, or
- // - less than zero, or
- // - greater than or equal to associated effect end,
- if (playback_rate >= 0.0 && (!current_time.has_value() || current_time.value() < 0.0 || current_time.value() >= associated_effect_end)) {
- // Set seek time to zero.
- seek_time = 0.0;
- }
- // -> If animation’s effective playback rate < 0, and animation’s current time is either:
- // - unresolved, or
- // - less than or equal to zero, or
- // - greater than associated effect end,
- else if (playback_rate < 0.0 && (!current_time.has_value() || current_time.value() <= 0.0 || current_time.value() > associated_effect_end)) {
- // -> If associated effect end is positive infinity,
- if (isinf(associated_effect_end) && associated_effect_end > 0.0) {
- // throw an "InvalidStateError" DOMException and abort these steps.
- return WebIDL::InvalidStateError::create(realm(), "Cannot rewind an animation with an infinite effect end"_fly_string);
- }
- // -> Otherwise,
- // Set seek time to animation’s associated effect end.
- seek_time = associated_effect_end;
- }
- }
- // 5. If the following three conditions are all satisfied:
- // - seek time is unresolved, and
- // - animation’s start time is unresolved, and
- // - animation’s current time is unresolved,
- if (!seek_time.has_value() && !m_start_time.has_value() && !current_time().has_value()) {
- // set seek time to zero.
- seek_time = 0.0;
- }
- // 6. Let has finite timeline be true if animation has an associated timeline that is not monotonically increasing.
- auto has_finite_timeline = m_timeline && !m_timeline->is_monotonically_increasing();
- // 7. If seek time is resolved,
- if (seek_time.has_value()) {
- // -> If has finite timeline is true,
- if (has_finite_timeline) {
- // 1. Set animation’s start time to seek time.
- m_start_time = seek_time;
- // 2. Let animation’s hold time be unresolved.
- m_hold_time = {};
- // 3. Apply any pending playback rate on animation.
- apply_any_pending_playback_rate();
- }
- // Otherwise,
- else {
- // Set animation’s hold time to seek time.
- m_hold_time = seek_time;
- }
- }
- // 8. If animation’s hold time is resolved, let its start time be unresolved.
- if (m_hold_time.has_value())
- m_start_time = {};
- // 9. If animation has a pending play task or a pending pause task,
- if (pending()) {
- // 1. Cancel that task.
- m_pending_play_task = TaskState::None;
- m_pending_pause_task = TaskState::None;
- // 2. Set has pending ready promise to true.
- has_pending_ready_promise = true;
- }
- // 10. If the following four conditions are all satisfied:
- // - animation’s hold time is unresolved, and
- // - seek time is unresolved, and
- // - aborted pause is false, and
- // - animation does not have a pending playback rate,
- if (!m_hold_time.has_value() && !seek_time.has_value() && !aborted_pause && !m_pending_playback_rate.has_value()) {
- // abort this procedure.
- return {};
- }
- // 11. If has pending ready promise is false, let animation’s current ready promise be a new promise in the relevant
- // Realm of animation.
- if (!has_pending_ready_promise)
- m_current_ready_promise = WebIDL::create_promise(realm());
- // 12. Schedule a task to run as soon as animation is ready. The task shall perform the following steps:
- //
- // Note: Steps omitted, set run_pending_play_task()
- //
- // So long as the above task is scheduled but has yet to run, animation is described as having a pending play
- // task. While the task is running, however, animation does not have a pending play task.
- //
- // If a user agent determines that animation is immediately ready, it may schedule the above task as a microtask
- // such that it runs at the next microtask checkpoint, but it must not perform the task synchronously.
- m_pending_play_task = TaskState::Scheduled;
- m_saved_play_time = m_timeline->current_time().value();
- // 13. Run the procedure to update an animation’s finished state for animation with the did seek flag set to false,
- // and the synchronously notify flag set to false.
- update_finished_state(DidSeek::No, SynchronouslyNotify::No);
- return {};
- }
- // https://www.w3.org/TR/web-animations-1/#dom-animation-pause
- WebIDL::ExceptionOr<void> Animation::pause()
- {
- // 1. If animation has a pending pause task, abort these steps.
- if (m_pending_pause_task == TaskState::Scheduled)
- return {};
- // 2. If the play state of animation is paused, abort these steps.
- if (play_state() == Bindings::AnimationPlayState::Paused)
- return {};
- // 3. Let seek time be a time value that is initially unresolved.
- Optional<double> seek_time;
- // 4. Let has finite timeline be true if animation has an associated timeline that is not monotonically increasing.
- auto has_finite_timeline = m_timeline && !m_timeline->is_monotonically_increasing();
- // 5. If the animation’s current time is unresolved, perform the steps according to the first matching condition
- // from below:
- if (!current_time().has_value()) {
- // -> If animation’s playback rate is ≥ 0,
- if (playback_rate() >= 0.0) {
- // Set seek time to zero.
- seek_time = 0.0;
- }
- // -> Otherwise
- else {
- // If associated effect end for animation is positive infinity,
- auto associated_effect_end = this->associated_effect_end();
- if (isinf(associated_effect_end) && associated_effect_end > 0.0) {
- // throw an "InvalidStateError" DOMException and abort these steps.
- return WebIDL::InvalidStateError::create(realm(), "Cannot pause an animation with an infinite effect end"_fly_string);
- }
- // Otherwise,
- // Set seek time to animation’s associated effect end.
- seek_time = associated_effect_end;
- }
- }
- // 6. If seek time is resolved,
- if (seek_time.has_value()) {
- // If has finite timeline is true,
- if (has_finite_timeline) {
- // Set animation’s start time to seek time.
- m_start_time = seek_time;
- }
- // Otherwise,
- else {
- // Set animation’s hold time to seek time.
- m_hold_time = seek_time;
- }
- }
- // 7. Let has pending ready promise be a boolean flag that is initially false.
- auto has_pending_ready_promise = false;
- // 8. If animation has a pending play task, cancel that task and let has pending ready promise be true.
- if (m_pending_play_task == TaskState::Scheduled) {
- m_pending_pause_task = TaskState::None;
- has_pending_ready_promise = true;
- }
- // 9. If has pending ready promise is false, set animation’s current ready promise to a new promise in the relevant
- // Realm of animation.
- if (!has_pending_ready_promise)
- m_current_ready_promise = WebIDL::create_promise(realm());
- // 10. Schedule a task to be executed at the first possible moment where both of the following conditions are true:
- // - the user agent has performed any processing necessary to suspend the playback of animation’s associated
- // effect, if any.
- // - the animation is associated with a timeline that is not inactive.
- //
- // Note: This is run_pending_pause_task()
- m_pending_pause_task = TaskState::Scheduled;
- m_saved_pause_time = m_timeline->current_time().value();
- // 11. Run the procedure to update an animation’s finished state for animation with the did seek flag set to false,
- // and the synchronously notify flag set to false.
- update_finished_state(DidSeek::No, SynchronouslyNotify::No);
- return {};
- }
- // https://www.w3.org/TR/web-animations-1/#dom-animation-updateplaybackrate
- WebIDL::ExceptionOr<void> Animation::update_playback_rate(double new_playback_rate)
- {
- // 1. Let previous play state be animation’s play state.
- // Note: It is necessary to record the play state before updating animation’s effective playback rate since, in the
- // following logic, we want to immediately apply the pending playback rate of animation if it is currently
- // finished regardless of whether or not it will still be finished after we apply the pending playback rate.
- auto previous_play_state = play_state();
- // 2. Let animation’s pending playback rate be new playback rate.
- m_pending_playback_rate = new_playback_rate;
- // 3. Perform the steps corresponding to the first matching condition from below:
- // -> If animation has a pending play task or a pending pause task,
- if (pending()) {
- // Abort these steps.
- // Note: The different types of pending tasks will apply the pending playback rate when they run so there is no
- // further action required in this case.
- return {};
- }
- // -> If previous play state is idle or paused, or animation’s current time is unresolved,
- if (previous_play_state == Bindings::AnimationPlayState::Idle || previous_play_state == Bindings::AnimationPlayState::Paused || !current_time().has_value()) {
- // Apply any pending playback rate on animation.
- // Note: the second condition above is required so that if we have a running animation with an unresolved
- // current time and no pending play task, we do not attempt to play it below.
- apply_any_pending_playback_rate();
- }
- // -> If previous play state is finished,
- else if (previous_play_state == Bindings::AnimationPlayState::Finished) {
- // 1. Let the unconstrained current time be the result of calculating the current time of animation
- // substituting an unresolved time value for the hold time.
- Optional<double> unconstrained_current_time;
- {
- TemporaryChange change(m_hold_time, {});
- unconstrained_current_time = current_time();
- }
- // 2. Let animation’s start time be the result of evaluating the following expression:
- // timeline time - (unconstrained current time / pending playback rate)
- // Where timeline time is the current time value of the timeline associated with animation.
- // If pending playback rate is zero, let animation’s start time be timeline time.
- if (m_pending_playback_rate.value() == 0.0) {
- m_start_time = m_timeline->current_time().value();
- } else {
- m_start_time = m_timeline->current_time().value() - (unconstrained_current_time.value() / m_pending_playback_rate.value());
- }
- // 3. Apply any pending playback rate on animation.
- apply_any_pending_playback_rate();
- // 4. Run the procedure to update an animation’s finished state for animation with the did seek flag set to
- // false, and the synchronously notify flag set to false.
- update_finished_state(DidSeek::No, SynchronouslyNotify::No);
- }
- // -> Otherwise,
- else {
- // Run the procedure to play an animation for animation with the auto-rewind flag set to false.
- TRY(play_an_animation(AutoRewind::No));
- }
- return {};
- }
- // https://www.w3.org/TR/web-animations-1/#dom-animation-reverse
- WebIDL::ExceptionOr<void> Animation::reverse()
- {
- auto& realm = this->realm();
- // 1. If there is no timeline associated with animation, or the associated timeline is inactive throw an
- // "InvalidStateError" DOMException and abort these steps.
- if (!m_timeline || m_timeline->is_inactive())
- return WebIDL::InvalidStateError::create(realm, "Cannot reverse an animation with an inactive timeline"_fly_string);
- // 2. Let original pending playback rate be animation’s pending playback rate.
- auto original_pending_playback_rate = m_pending_playback_rate;
- // 3. Let animation’s pending playback rate be the additive inverse of its effective playback rate (i.e.
- // -effective playback rate).
- m_pending_playback_rate = -effective_playback_rate();
- // 4. Run the steps to play an animation for animation with the auto-rewind flag set to true.
- // If the steps to play an animation throw an exception, set animation’s pending playback rate to original
- // pending playback rate and propagate the exception.
- auto result = play_an_animation(AutoRewind::Yes);
- if (result.is_error()) {
- m_pending_playback_rate = original_pending_playback_rate;
- return result;
- }
- return {};
- }
- // https://www.w3.org/TR/web-animations-1/#dom-animation-persist
- void Animation::persist()
- {
- // Sets this animation’s replace state to persisted.
- set_replace_state(Bindings::AnimationReplaceState::Persisted);
- }
- // https://www.w3.org/TR/web-animations-1/#animation-time-to-timeline-time
- Optional<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();
- }
- void Animation::notify_timeline_time_did_change()
- {
- update_finished_state(DidSeek::No, SynchronouslyNotify::Yes);
- // Act on the pending play or pause task
- if (m_pending_play_task == TaskState::Scheduled) {
- m_pending_play_task = TaskState::None;
- run_pending_play_task();
- }
- if (m_pending_pause_task == TaskState::Scheduled) {
- m_pending_pause_task = TaskState::None;
- run_pending_pause_task();
- }
- }
- void Animation::effect_timing_changed(Badge<AnimationEffect>)
- {
- update_finished_state(DidSeek::No, SynchronouslyNotify::Yes);
- }
- // https://www.w3.org/TR/web-animations-1/#associated-effect-end
- double Animation::associated_effect_end() const
- {
- // The associated effect end of an animation is equal to the end time of the animation’s associated effect. If the
- // animation has no associated effect, the associated effect end is zero.
- return m_effect ? m_effect->end_time() : 0.0;
- }
- // https://www.w3.org/TR/web-animations-1/#effective-playback-rate
- double Animation::effective_playback_rate() const
- {
- // The effective playback rate of an animation is its pending playback rate, if set, otherwise it is the animation’s
- // playback rate.
- return m_pending_playback_rate.has_value() ? m_pending_playback_rate.value() : m_playback_rate;
- }
- // https://www.w3.org/TR/web-animations-1/#apply-any-pending-playback-rate
- void Animation::apply_any_pending_playback_rate()
- {
- // 1. If animation does not have a pending playback rate, abort these steps.
- if (!m_pending_playback_rate.has_value())
- return;
- // 2. Set animation’s playback rate to its pending playback rate.
- m_playback_rate = m_pending_playback_rate.value();
- // 3. Clear animation’s pending playback rate.
- m_pending_playback_rate = {};
- }
- // https://www.w3.org/TR/web-animations-1/#animation-silently-set-the-current-time
- WebIDL::ExceptionOr<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)
- {
- auto& realm = this->realm();
- // 1. Let the unconstrained current time be the result of calculating the current time substituting an unresolved
- // time value for the hold time if did seek is false. If did seek is true, the unconstrained current time is
- // equal to the current time.
- //
- // Note: This is required to accommodate timelines that may change direction. Without this definition, a once-
- // finished animation would remain finished even when its timeline progresses in the opposite direction.
- Optional<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_is_finished) {
- // 1. Let finish notification steps refer to the following procedure:
- auto finish_notification_steps = JS::create_heap_function(heap(), [this, &realm]() {
- // 1. If animation’s play state is not equal to finished, abort these steps.
- if (play_state() != Bindings::AnimationPlayState::Finished)
- return;
- // 2. Resolve animation’s current finished promise object with animation.
- HTML::TemporaryExecutionContext execution_context { Bindings::host_defined_environment_settings_object(realm) };
- WebIDL::resolve_promise(realm, current_finished_promise(), this);
- m_is_finished = true;
- // 3. Create an AnimationPlaybackEvent, finishEvent.
- // 4. Set finishEvent’s type attribute to finish.
- // 5. Set finishEvent’s currentTime attribute to the current time of animation.
- AnimationPlaybackEventInit init;
- init.current_time = current_time();
- auto finish_event = AnimationPlaybackEvent::create(realm, HTML::EventNames::finish, init);
- // 6. Set finishEvent’s timelineTime attribute to the current time of the timeline with which animation is
- // associated. If animation is not associated with a timeline, or the timeline is inactive, let
- // timelineTime be null.
- if (m_timeline && !m_timeline->is_inactive())
- finish_event->set_timeline_time(m_timeline->current_time());
- else
- finish_event->set_timeline_time({});
- // 7. If animation has a document for timing, then append finishEvent to its document for timing's pending
- // animation event queue along with its target, animation. For the scheduled event time, use the result
- // of converting animation’s associated effect end to an origin-relative time.
- if (auto document_for_timing = this->document_for_timing()) {
- document_for_timing->append_pending_animation_event({ .event = finish_event,
- .target = *this,
- .scheduled_event_time = convert_a_timeline_time_to_an_origin_relative_time(associated_effect_end()) });
- }
- // Otherwise, queue a task to dispatch finishEvent at animation. The task source for this task is the DOM
- // manipulation task source.
- else {
- // Manually create a task so its ID can be saved
- auto& document = verify_cast<HTML::Window>(realm.global_object()).associated_document();
- auto task = HTML::Task::create(vm(), HTML::Task::Source::DOMManipulation, &document,
- JS::create_heap_function(heap(), [this, finish_event]() {
- dispatch_event(finish_event);
- }));
- m_pending_finish_microtask_id = task->id();
- HTML::main_thread_event_loop().task_queue().add(task);
- }
- });
- // 2. If synchronously notify is true, cancel any queued microtask to run the finish notification steps for this
- // animation, and run the finish notification steps immediately.
- if (synchronously_notify == SynchronouslyNotify::Yes) {
- if (m_pending_finish_microtask_id.has_value()) {
- HTML::main_thread_event_loop().task_queue().remove_tasks_matching([id = move(m_pending_finish_microtask_id)](auto const& task) {
- return task.id() == id;
- });
- }
- finish_notification_steps->function()();
- }
- // Otherwise, if synchronously notify is false, queue a microtask to run finish notification steps for
- // animation unless there is already a microtask queued to run those steps for animation.
- else if (!m_pending_finish_microtask_id.has_value()) {
- auto& document = verify_cast<HTML::Window>(realm.global_object()).associated_document();
- auto task = HTML::Task::create(vm(), HTML::Task::Source::DOMManipulation, &document, move(finish_notification_steps));
- m_pending_finish_microtask_id = task->id();
- HTML::main_thread_event_loop().task_queue().add(move(task));
- }
- }
- // 6. If current finished state is false and animation’s current finished promise is already resolved, set
- // animation’s current finished promise to a new promise in the relevant Realm of animation.
- if (!current_finished_state && m_is_finished) {
- HTML::TemporaryExecutionContext execution_context { Bindings::host_defined_environment_settings_object(realm) };
- m_current_finished_promise = WebIDL::create_promise(realm);
- m_is_finished = false;
- }
- invalidate_effect();
- }
- // https://www.w3.org/TR/web-animations-1/#animation-reset-an-animations-pending-tasks
- void Animation::reset_an_animations_pending_tasks()
- {
- auto& realm = this->realm();
- // 1. If animation does not have a pending play task or a pending pause task, abort this procedure.
- if (!pending())
- return;
- // 2. If animation has a pending play task, cancel that task.
- m_pending_play_task = TaskState::None;
- // 3. If animation has a pending pause task, cancel that task.
- m_pending_pause_task = TaskState::None;
- // 4. Apply any pending playback rate on animation.
- apply_any_pending_playback_rate();
- // 5. Reject animation’s current ready promise with a DOMException named "AbortError".
- auto dom_exception = WebIDL::AbortError::create(realm, "Animation was cancelled"_fly_string);
- WebIDL::reject_promise(realm, current_ready_promise(), dom_exception);
- // 6. Set the [[PromiseIsHandled]] internal slot of animation’s current ready promise to true.
- WebIDL::mark_promise_as_handled(current_ready_promise());
- // 7. Let animation’s current ready promise be the result of creating a new resolved Promise object with value
- // animation in the relevant Realm of animation.
- m_current_ready_promise = WebIDL::create_resolved_promise(realm, this);
- }
- // Step 12 of https://www.w3.org/TR/web-animations-1/#playing-an-animation-section
- void Animation::run_pending_play_task()
- {
- // 1. Assert that at least one of animation’s start time or hold time is resolved.
- VERIFY(m_start_time.has_value() || m_hold_time.has_value());
- // 2. Let ready time be the time value of the timeline associated with animation at the moment when animation became
- // ready.
- auto ready_time = m_saved_play_time.release_value();
- // 3. Perform the steps corresponding to the first matching condition below, if any:
- // -> If animation’s hold time is resolved,
- if (m_hold_time.has_value()) {
- // 1. Apply any pending playback rate on animation.
- apply_any_pending_playback_rate();
- // 2. Let new start time be the result of evaluating ready time - hold time / playback rate for animation. If
- // the playback rate is zero, let new start time be simply ready time.
- auto new_start_time = m_playback_rate != 0.0 ? ready_time - (m_hold_time.value() / m_playback_rate) : ready_time;
- // 3. Set the start time of animation to new start time.
- m_start_time = new_start_time;
- // 4. If animation’s playback rate is not 0, make animation’s hold time unresolved.
- if (m_playback_rate != 0.0)
- m_hold_time = {};
- }
- // -> If animation’s start time is resolved and animation has a pending playback rate,
- else if (m_start_time.has_value() && m_pending_playback_rate.has_value()) {
- // 1. Let current time to match be the result of evaluating (ready time - start time) × playback rate for
- // animation.
- auto current_time_to_match = (ready_time - m_start_time.value()) * m_playback_rate;
- // 2. Apply any pending playback rate on animation.
- apply_any_pending_playback_rate();
- // 3. If animation’s playback rate is zero, let animation’s hold time be current time to match.
- if (m_playback_rate == 0.0)
- m_hold_time = current_time_to_match;
- // 4. Let new start time be the result of evaluating ready time - current time to match / playback rate for
- // animation. If the playback rate is zero, let new start time be simply ready time.
- auto new_start_time = m_playback_rate != 0.0 ? ready_time - (current_time_to_match / m_playback_rate) : ready_time;
- // 5. Set the start time of animation to new start time.
- m_start_time = new_start_time;
- }
- // 4. Resolve animation’s current ready promise with animation.
- HTML::TemporaryExecutionContext execution_context { Bindings::host_defined_environment_settings_object(realm()) };
- WebIDL::resolve_promise(realm(), current_ready_promise(), this);
- // 5. Run the procedure to update an animation’s finished state for animation with the did seek flag set to false,
- // and the synchronously notify flag set to false.
- update_finished_state(DidSeek::No, SynchronouslyNotify::No);
- }
- // Step 10 of https://www.w3.org/TR/web-animations-1/#pause-an-animation
- void Animation::run_pending_pause_task()
- {
- // 1. Let ready time be the time value of the timeline associated with animation at the moment when the user agent
- // completed processing necessary to suspend playback of animation’s associated effect.
- VERIFY(m_saved_pause_time.has_value());
- auto ready_time = m_saved_pause_time.release_value();
- // 2. If animation’s start time is resolved and its hold time is not resolved, let animation’s hold time be the
- // result of evaluating (ready time - start time) × playback rate.
- // Note: The hold time might be already set if the animation is finished, or if the animation has a pending play
- // task. In either case we want to preserve the hold time as we enter the paused state.
- if (m_start_time.has_value() && !m_hold_time.has_value())
- m_hold_time = (ready_time - m_start_time.value()) * m_playback_rate;
- // 3. Apply any pending playback rate on animation.
- apply_any_pending_playback_rate();
- // 4. Make animation’s start time unresolved.
- m_start_time = {};
- // 5. Resolve animation’s current ready promise with animation.
- HTML::TemporaryExecutionContext execution_context { Bindings::host_defined_environment_settings_object(realm()) };
- WebIDL::resolve_promise(realm(), current_ready_promise(), this);
- // 6. Run the procedure to update an animation’s finished state for animation with the did seek flag set to false,
- // and the synchronously notify flag set to false.
- update_finished_state(DidSeek::No, SynchronouslyNotify::No);
- }
- JS::NonnullGCPtr<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;
- }
- void Animation::invalidate_effect()
- {
- if (m_effect) {
- if (auto target = m_effect->target(); target && target->paintable()) {
- target->document().set_needs_animated_style_update();
- target->paintable()->set_needs_display();
- }
- }
- }
- Animation::Animation(JS::Realm& realm)
- : DOM::EventTarget(realm)
- {
- static unsigned int next_animation_list_order = 0;
- m_global_animation_list_order = next_animation_list_order++;
- }
- void Animation::initialize(JS::Realm& realm)
- {
- Base::initialize(realm);
- WEB_SET_PROTOTYPE_FOR_INTERFACE(Animation);
- }
- void Animation::visit_edges(Cell::Visitor& visitor)
- {
- Base::visit_edges(visitor);
- visitor.visit(m_effect);
- visitor.visit(m_timeline);
- visitor.visit(m_current_ready_promise);
- visitor.visit(m_current_finished_promise);
- }
- }
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