Animation.cpp 42 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-play
  293. WebIDL::ExceptionOr<void> Animation::play()
  294. {
  295. // Begins or resumes playback of the animation by running the procedure to play an animation passing true as the
  296. // value of the auto-rewind flag.
  297. return play_an_animation(AutoRewind::Yes);
  298. }
  299. // https://www.w3.org/TR/web-animations-1/#play-an-animation
  300. WebIDL::ExceptionOr<void> Animation::play_an_animation(AutoRewind auto_rewind)
  301. {
  302. if (auto document = document_for_timing())
  303. document->ensure_animation_timer();
  304. // 1. Let aborted pause be a boolean flag that is true if animation has a pending pause task, and false otherwise.
  305. auto aborted_pause = m_pending_pause_task == TaskState::Scheduled;
  306. // 2. Let has pending ready promise be a boolean flag that is initially false.
  307. auto has_pending_ready_promise = false;
  308. // 3. Let seek time be a time value that is initially unresolved.
  309. Optional<double> seek_time;
  310. // 4. If the auto-rewind flag is true, perform the steps corresponding to the first matching condition from the
  311. // following, if any:
  312. if (auto_rewind == AutoRewind::Yes) {
  313. auto playback_rate = this->playback_rate();
  314. auto current_time = this->current_time();
  315. auto associated_effect_end = this->associated_effect_end();
  316. // -> If animation’s effective playback rate ≥ 0, and animation’s current time is either:
  317. // - unresolved, or
  318. // - less than zero, or
  319. // - greater than or equal to associated effect end,
  320. if (playback_rate >= 0.0 && (!current_time.has_value() || current_time.value() < 0.0 || current_time.value() >= associated_effect_end)) {
  321. // Set seek time to zero.
  322. seek_time = 0.0;
  323. }
  324. // -> If animation’s effective playback rate < 0, and animation’s current time is either:
  325. // - unresolved, or
  326. // - less than or equal to zero, or
  327. // - greater than associated effect end,
  328. else if (playback_rate < 0.0 && (!current_time.has_value() || current_time.value() <= 0.0 || current_time.value() > associated_effect_end)) {
  329. // -> If associated effect end is positive infinity,
  330. if (isinf(associated_effect_end) && associated_effect_end > 0.0) {
  331. // throw an "InvalidStateError" DOMException and abort these steps.
  332. return WebIDL::InvalidStateError::create(realm(), "Cannot rewind an animation with an infinite effect end"_fly_string);
  333. }
  334. // -> Otherwise,
  335. // Set seek time to animation’s associated effect end.
  336. seek_time = associated_effect_end;
  337. }
  338. }
  339. // 5. If the following three conditions are all satisfied:
  340. // - seek time is unresolved, and
  341. // - animation’s start time is unresolved, and
  342. // - animation’s current time is unresolved,
  343. if (!seek_time.has_value() && !m_start_time.has_value() && !current_time().has_value()) {
  344. // set seek time to zero.
  345. seek_time = 0.0;
  346. }
  347. // 6. Let has finite timeline be true if animation has an associated timeline that is not monotonically increasing.
  348. auto has_finite_timeline = m_timeline && !m_timeline->is_monotonically_increasing();
  349. // 7. If seek time is resolved,
  350. if (seek_time.has_value()) {
  351. // -> If has finite timeline is true,
  352. if (has_finite_timeline) {
  353. // 1. Set animation’s start time to seek time.
  354. m_start_time = seek_time;
  355. // 2. Let animation’s hold time be unresolved.
  356. m_hold_time = {};
  357. // 3. Apply any pending playback rate on animation.
  358. apply_any_pending_playback_rate();
  359. }
  360. // Otherwise,
  361. else {
  362. // Set animation’s hold time to seek time.
  363. m_hold_time = seek_time;
  364. }
  365. }
  366. // 8. If animation’s hold time is resolved, let its start time be unresolved.
  367. if (m_hold_time.has_value())
  368. m_start_time = {};
  369. // 9. If animation has a pending play task or a pending pause task,
  370. if (pending()) {
  371. // 1. Cancel that task.
  372. m_pending_play_task = TaskState::None;
  373. m_pending_pause_task = TaskState::None;
  374. // 2. Set has pending ready promise to true.
  375. has_pending_ready_promise = true;
  376. }
  377. // 10. If the following four conditions are all satisfied:
  378. // - animation’s hold time is unresolved, and
  379. // - seek time is unresolved, and
  380. // - aborted pause is false, and
  381. // - animation does not have a pending playback rate,
  382. if (!m_hold_time.has_value() && !seek_time.has_value() && !aborted_pause && !m_pending_playback_rate.has_value()) {
  383. // abort this procedure.
  384. return {};
  385. }
  386. // 11. If has pending ready promise is false, let animation’s current ready promise be a new promise in the relevant
  387. // Realm of animation.
  388. if (!has_pending_ready_promise)
  389. m_current_ready_promise = WebIDL::create_promise(realm());
  390. // 12. Schedule a task to run as soon as animation is ready. The task shall perform the following steps:
  391. //
  392. // Note: Steps omitted, set run_pending_play_task()
  393. //
  394. // So long as the above task is scheduled but has yet to run, animation is described as having a pending play
  395. // task. While the task is running, however, animation does not have a pending play task.
  396. //
  397. // If a user agent determines that animation is immediately ready, it may schedule the above task as a microtask
  398. // such that it runs at the next microtask checkpoint, but it must not perform the task synchronously.
  399. m_pending_play_task = TaskState::Scheduled;
  400. // 13. Run the procedure to update an animation’s finished state for animation with the did seek flag set to false,
  401. // and the synchronously notify flag set to false.
  402. update_finished_state(DidSeek::No, SynchronouslyNotify::No);
  403. return {};
  404. }
  405. // https://www.w3.org/TR/web-animations-1/#animation-time-to-timeline-time
  406. Optional<double> Animation::convert_an_animation_time_to_timeline_time(Optional<double> time) const
  407. {
  408. // 1. If time is unresolved, return time.
  409. if (!time.has_value())
  410. return time;
  411. // 2. If time is infinity, return an unresolved time value.
  412. if (isinf(time.value()))
  413. return {};
  414. // 3. If animation’s playback rate is zero, return an unresolved time value.
  415. if (m_playback_rate == 0.0)
  416. return {};
  417. // 4. If animation’s start time is unresolved, return an unresolved time value.
  418. if (!m_start_time.has_value())
  419. return {};
  420. // 5. Return the result of calculating: time × (1 / playback rate) + start time (where playback rate and start time
  421. // are the playback rate and start time of animation, respectively).
  422. return (time.value() * (1.0 / m_playback_rate)) + m_start_time.value();
  423. }
  424. // https://www.w3.org/TR/web-animations-1/#animation-time-to-origin-relative-time
  425. Optional<double> Animation::convert_a_timeline_time_to_an_origin_relative_time(Optional<double> time) const
  426. {
  427. // 1. Let timeline time be the result of converting time from an animation time to a timeline time.
  428. auto timeline_time = convert_an_animation_time_to_timeline_time(time);
  429. // 2. If timeline time is unresolved, return time.
  430. if (!timeline_time.has_value())
  431. return time;
  432. // 3. If animation is not associated with a timeline, return an unresolved time value.
  433. if (!m_timeline)
  434. return {};
  435. // 4. If animation is associated with an inactive timeline, return an unresolved time value.
  436. if (m_timeline->is_inactive())
  437. return {};
  438. // 5. If there is no procedure to convert a timeline time to an origin-relative time for the timeline associated
  439. // with animation, return an unresolved time value.
  440. if (!m_timeline->can_convert_a_timeline_time_to_an_origin_relative_time())
  441. return {};
  442. // 6. Return the result of converting timeline time to an origin-relative time using the procedure defined for the
  443. // timeline associated with animation.
  444. return m_timeline->convert_a_timeline_time_to_an_origin_relative_time(timeline_time);
  445. }
  446. // https://www.w3.org/TR/web-animations-1/#animation-document-for-timing
  447. JS::GCPtr<DOM::Document> Animation::document_for_timing() const
  448. {
  449. // An animation’s document for timing is the Document with which its timeline is associated. If an animation is not
  450. // associated with a timeline, or its timeline is not associated with a document, then it has no document for
  451. // timing.
  452. if (!m_timeline)
  453. return {};
  454. return m_timeline->associated_document();
  455. }
  456. void Animation::notify_timeline_time_did_change()
  457. {
  458. update_finished_state(DidSeek::No, SynchronouslyNotify::Yes);
  459. // Act on the pending play or pause task
  460. if (m_pending_pause_task == TaskState::Scheduled) {
  461. m_pending_pause_task = TaskState::None;
  462. // FIXME:
  463. // run_pending_pause_task();
  464. }
  465. if (m_pending_play_task == TaskState::Scheduled) {
  466. m_pending_play_task = TaskState::None;
  467. run_pending_play_task();
  468. }
  469. }
  470. void Animation::effect_timing_changed(Badge<AnimationEffect>)
  471. {
  472. update_finished_state(DidSeek::No, SynchronouslyNotify::Yes);
  473. }
  474. // https://www.w3.org/TR/web-animations-1/#associated-effect-end
  475. double Animation::associated_effect_end() const
  476. {
  477. // The associated effect end of an animation is equal to the end time of the animation’s associated effect. If the
  478. // animation has no associated effect, the associated effect end is zero.
  479. return m_effect ? m_effect->end_time() : 0.0;
  480. }
  481. // https://www.w3.org/TR/web-animations-1/#effective-playback-rate
  482. double Animation::effective_playback_rate() const
  483. {
  484. // The effective playback rate of an animation is its pending playback rate, if set, otherwise it is the animation’s
  485. // playback rate.
  486. return m_pending_playback_rate.has_value() ? m_pending_playback_rate.value() : m_playback_rate;
  487. }
  488. // https://www.w3.org/TR/web-animations-1/#apply-any-pending-playback-rate
  489. void Animation::apply_any_pending_playback_rate()
  490. {
  491. // 1. If animation does not have a pending playback rate, abort these steps.
  492. if (!m_pending_playback_rate.has_value())
  493. return;
  494. // 2. Set animation’s playback rate to its pending playback rate.
  495. m_playback_rate = m_pending_playback_rate.value();
  496. // 3. Clear animation’s pending playback rate.
  497. m_pending_playback_rate = {};
  498. }
  499. // https://www.w3.org/TR/web-animations-1/#animation-silently-set-the-current-time
  500. WebIDL::ExceptionOr<void> Animation::silently_set_current_time(Optional<double> seek_time)
  501. {
  502. // 1. If seek time is an unresolved time value, then perform the following steps.
  503. if (!seek_time.has_value()) {
  504. // 1. If the current time is resolved, then throw a TypeError.
  505. if (current_time().has_value()) {
  506. return WebIDL::SimpleException {
  507. WebIDL::SimpleExceptionType::TypeError,
  508. "Cannot change an animation's current time from a resolve value to an unresolved value"sv
  509. };
  510. }
  511. // 2. Abort these steps.
  512. return {};
  513. }
  514. // 2. Update either animation’s hold time or start time as follows:
  515. // -> If any of the following conditions are true:
  516. // - animation’s hold time is resolved, or
  517. // - animation’s start time is unresolved, or
  518. // - animation has no associated timeline or the associated timeline is inactive, or
  519. // - animation’s playback rate is 0,
  520. if (m_hold_time.has_value() || !m_start_time.has_value() || !m_timeline || m_timeline->is_inactive() || m_playback_rate == 0.0) {
  521. // Set animation’s hold time to seek time.
  522. m_hold_time = seek_time;
  523. }
  524. // -> Otherwise,
  525. else {
  526. // Set animation’s start time to the result of evaluating timeline time - (seek time / playback rate) where
  527. // timeline time is the current time value of timeline associated with animation.
  528. m_start_time = m_timeline->current_time().value() - (seek_time.value() / m_playback_rate);
  529. }
  530. // 3. If animation has no associated timeline or the associated timeline is inactive, make animation’s start time
  531. // unresolved.
  532. if (!m_timeline || m_timeline->is_inactive())
  533. m_start_time = {};
  534. // 4. Make animation’s previous current time unresolved.
  535. m_previous_current_time = {};
  536. return {};
  537. }
  538. // https://www.w3.org/TR/web-animations-1/#update-an-animations-finished-state
  539. void Animation::update_finished_state(DidSeek did_seek, SynchronouslyNotify synchronously_notify)
  540. {
  541. auto& realm = this->realm();
  542. // 1. Let the unconstrained current time be the result of calculating the current time substituting an unresolved
  543. // time value for the hold time if did seek is false. If did seek is true, the unconstrained current time is
  544. // equal to the current time.
  545. //
  546. // Note: This is required to accommodate timelines that may change direction. Without this definition, a once-
  547. // finished animation would remain finished even when its timeline progresses in the opposite direction.
  548. Optional<double> unconstrained_current_time;
  549. if (did_seek == DidSeek::No) {
  550. TemporaryChange change(m_hold_time, {});
  551. unconstrained_current_time = current_time();
  552. } else {
  553. unconstrained_current_time = current_time();
  554. }
  555. // 2. If all three of the following conditions are true,
  556. // - the unconstrained current time is resolved, and
  557. // - animation’s start time is resolved, and
  558. // - animation does not have a pending play task or a pending pause task,
  559. if (unconstrained_current_time.has_value() && m_start_time.has_value() && !pending()) {
  560. // then update animation’s hold time based on the first matching condition for animation from below, if any:
  561. // -> If playback rate > 0 and unconstrained current time is greater than or equal to associated effect end,
  562. auto associated_effect_end = this->associated_effect_end();
  563. if (m_playback_rate > 0.0 && unconstrained_current_time.value() >= associated_effect_end) {
  564. // If did seek is true, let the hold time be the value of unconstrained current time.
  565. if (did_seek == DidSeek::Yes) {
  566. m_hold_time = unconstrained_current_time;
  567. }
  568. // If did seek is false, let the hold time be the maximum value of previous current time and associated
  569. // effect end. If the previous current time is unresolved, let the hold time be associated effect end.
  570. else if (m_previous_current_time.has_value()) {
  571. m_hold_time = max(m_previous_current_time.value(), associated_effect_end);
  572. } else {
  573. m_hold_time = associated_effect_end;
  574. }
  575. }
  576. // -> If playback rate < 0 and unconstrained current time is less than or equal to 0,
  577. else if (m_playback_rate < 0.0 && unconstrained_current_time.value() <= 0.0) {
  578. // If did seek is true, let the hold time be the value of unconstrained current time.
  579. if (did_seek == DidSeek::Yes) {
  580. m_hold_time = unconstrained_current_time;
  581. }
  582. // If did seek is false, let the hold time be the minimum value of previous current time and zero. If the
  583. // previous current time is unresolved, let the hold time be zero.
  584. else if (m_previous_current_time.has_value()) {
  585. m_hold_time = min(m_previous_current_time.value(), 0.0);
  586. } else {
  587. m_hold_time = 0.0;
  588. }
  589. }
  590. // -> If playback rate ≠ 0, and animation is associated with an active timeline,
  591. else if (m_playback_rate != 0.0 && m_timeline && !m_timeline->is_inactive()) {
  592. // Perform the following steps:
  593. // 1. If did seek is true and the hold time is resolved, let animation’s start time be equal to the result
  594. // of evaluating timeline time - (hold time / playback rate) where timeline time is the current time
  595. // value of timeline associated with animation.
  596. if (did_seek == DidSeek::Yes && m_hold_time.has_value())
  597. m_start_time = m_timeline->current_time().value() - (m_hold_time.value() / m_playback_rate);
  598. // 2. Let the hold time be unresolved.
  599. m_hold_time = {};
  600. }
  601. }
  602. // 3. Set the previous current time of animation be the result of calculating its current time.
  603. m_previous_current_time = current_time();
  604. // 4. Let current finished state be true if the play state of animation is finished. Otherwise, let it be false.
  605. auto current_finished_state = play_state() == Bindings::AnimationPlayState::Finished;
  606. // 5. If current finished state is true and the current finished promise is not yet resolved, perform the following
  607. // steps:
  608. if (current_finished_state && !m_is_finished) {
  609. // 1. Let finish notification steps refer to the following procedure:
  610. JS::SafeFunction<void()> finish_notification_steps = [&]() {
  611. // 1. If animation’s play state is not equal to finished, abort these steps.
  612. if (play_state() != Bindings::AnimationPlayState::Finished)
  613. return;
  614. // 2. Resolve animation’s current finished promise object with animation.
  615. {
  616. HTML::TemporaryExecutionContext execution_context { Bindings::host_defined_environment_settings_object(realm) };
  617. WebIDL::resolve_promise(realm, current_finished_promise(), this);
  618. }
  619. m_is_finished = true;
  620. // 3. Create an AnimationPlaybackEvent, finishEvent.
  621. // 4. Set finishEvent’s type attribute to finish.
  622. // 5. Set finishEvent’s currentTime attribute to the current time of animation.
  623. AnimationPlaybackEventInit init;
  624. init.current_time = current_time();
  625. auto finish_event = AnimationPlaybackEvent::create(realm, HTML::EventNames::finish, init);
  626. // 6. Set finishEvent’s timelineTime attribute to the current time of the timeline with which animation is
  627. // associated. If animation is not associated with a timeline, or the timeline is inactive, let
  628. // timelineTime be null.
  629. if (m_timeline && !m_timeline->is_inactive())
  630. finish_event->set_timeline_time(m_timeline->current_time());
  631. else
  632. finish_event->set_timeline_time({});
  633. // 7. If animation has a document for timing, then append finishEvent to its document for timing's pending
  634. // animation event queue along with its target, animation. For the scheduled event time, use the result
  635. // of converting animation’s associated effect end to an origin-relative time.
  636. if (auto document_for_timing = this->document_for_timing()) {
  637. document_for_timing->append_pending_animation_event({ .event = finish_event,
  638. .target = *this,
  639. .scheduled_event_time = convert_a_timeline_time_to_an_origin_relative_time(associated_effect_end()) });
  640. }
  641. // Otherwise, queue a task to dispatch finishEvent at animation. The task source for this task is the DOM
  642. // manipulation task source.
  643. else {
  644. // Manually create a task so its ID can be saved
  645. auto& document = verify_cast<HTML::Window>(realm.global_object()).associated_document();
  646. auto task = HTML::Task::create(HTML::Task::Source::DOMManipulation, &document, [this, finish_event]() {
  647. dispatch_event(finish_event);
  648. });
  649. m_pending_finish_microtask_id = task->id();
  650. HTML::main_thread_event_loop().task_queue().add(move(task));
  651. }
  652. };
  653. // 2. If synchronously notify is true, cancel any queued microtask to run the finish notification steps for this
  654. // animation, and run the finish notification steps immediately.
  655. if (synchronously_notify == SynchronouslyNotify::Yes) {
  656. if (m_pending_finish_microtask_id.has_value()) {
  657. HTML::main_thread_event_loop().task_queue().remove_tasks_matching([id = move(m_pending_finish_microtask_id)](auto const& task) {
  658. return task.id() == id;
  659. });
  660. }
  661. finish_notification_steps();
  662. }
  663. // Otherwise, if synchronously notify is false, queue a microtask to run finish notification steps for
  664. // animation unless there is already a microtask queued to run those steps for animation.
  665. else if (!m_pending_finish_microtask_id.has_value()) {
  666. auto& document = verify_cast<HTML::Window>(realm.global_object()).associated_document();
  667. auto task = HTML::Task::create(HTML::Task::Source::DOMManipulation, &document, move(finish_notification_steps));
  668. m_pending_finish_microtask_id = task->id();
  669. HTML::main_thread_event_loop().task_queue().add(move(task));
  670. }
  671. }
  672. // 6. If current finished state is false and animation’s current finished promise is already resolved, set
  673. // animation’s current finished promise to a new promise in the relevant Realm of animation.
  674. if (!current_finished_state && m_is_finished) {
  675. {
  676. HTML::TemporaryExecutionContext execution_context { Bindings::host_defined_environment_settings_object(realm) };
  677. m_current_finished_promise = WebIDL::create_promise(realm);
  678. }
  679. m_is_finished = false;
  680. }
  681. invalidate_effect();
  682. }
  683. // Step 12 of https://www.w3.org/TR/web-animations-1/#playing-an-animation-section
  684. void Animation::run_pending_play_task()
  685. {
  686. // 1. Assert that at least one of animation’s start time or hold time is resolved.
  687. VERIFY(m_start_time.has_value() || m_hold_time.has_value());
  688. // 2. Let ready time be the time value of the timeline associated with animation at the moment when animation became
  689. // ready.
  690. // FIXME: Ideally we would save the time before the update_finished_state call in play_an_animation() and use that
  691. // as the ready time, as step 2 indicates, however at that point the timeline will not have had it's current
  692. // time updated by the Document, so the time we would save would be incorrect if there are no other
  693. // animations running.
  694. auto ready_time = m_timeline->current_time();
  695. // Note: The timeline being active is a precondition for this method to be called
  696. VERIFY(ready_time.has_value());
  697. // 3. Perform the steps corresponding to the first matching condition below, if any:
  698. // -> If animation’s hold time is resolved,
  699. if (m_hold_time.has_value()) {
  700. // 1. Apply any pending playback rate on animation.
  701. apply_any_pending_playback_rate();
  702. // 2. Let new start time be the result of evaluating ready time - hold time / playback rate for animation. If
  703. // the playback rate is zero, let new start time be simply ready time.
  704. auto new_start_time = m_playback_rate != 0.0 ? ready_time.value() - (m_hold_time.value() / m_playback_rate) : ready_time;
  705. // 3. Set the start time of animation to new start time.
  706. m_start_time = new_start_time;
  707. // 4. If animation’s playback rate is not 0, make animation’s hold time unresolved.
  708. if (m_playback_rate != 0.0)
  709. m_hold_time = {};
  710. }
  711. // -> If animation’s start time is resolved and animation has a pending playback rate,
  712. else if (m_start_time.has_value() && m_pending_playback_rate.has_value()) {
  713. // 1. Let current time to match be the result of evaluating (ready time - start time) × playback rate for
  714. // animation.
  715. auto current_time_to_match = (ready_time.value() - m_start_time.value()) * m_playback_rate;
  716. // 2. Apply any pending playback rate on animation.
  717. apply_any_pending_playback_rate();
  718. // 3. If animation’s playback rate is zero, let animation’s hold time be current time to match.
  719. if (m_playback_rate == 0.0)
  720. m_hold_time = current_time_to_match;
  721. // 4. Let new start time be the result of evaluating ready time - current time to match / playback rate for
  722. // animation. If the playback rate is zero, let new start time be simply ready time.
  723. auto new_start_time = m_playback_rate != 0.0 ? ready_time.value() - (current_time_to_match / m_playback_rate) : ready_time;
  724. // 5. Set the start time of animation to new start time.
  725. m_start_time = new_start_time;
  726. }
  727. // 4. Resolve animation’s current ready promise with animation.
  728. HTML::TemporaryExecutionContext execution_context { Bindings::host_defined_environment_settings_object(realm()) };
  729. WebIDL::resolve_promise(realm(), current_ready_promise(), this);
  730. // 5. Run the procedure to update an animation’s finished state for animation with the did seek flag set to false,
  731. // and the synchronously notify flag set to false.
  732. update_finished_state(DidSeek::No, SynchronouslyNotify::No);
  733. }
  734. void Animation::run_pending_pause_task()
  735. {
  736. // FIXME: Implement
  737. }
  738. JS::NonnullGCPtr<WebIDL::Promise> Animation::current_ready_promise() const
  739. {
  740. if (!m_current_ready_promise) {
  741. // The current ready promise is initially a resolved Promise created using the procedure to create a new
  742. // resolved Promise with the animation itself as its value and created in the relevant Realm of the animation.
  743. m_current_ready_promise = WebIDL::create_resolved_promise(realm(), this);
  744. }
  745. return *m_current_ready_promise;
  746. }
  747. JS::NonnullGCPtr<WebIDL::Promise> Animation::current_finished_promise() const
  748. {
  749. if (!m_current_finished_promise) {
  750. // The current finished promise is initially a pending Promise object.
  751. m_current_finished_promise = WebIDL::create_promise(realm());
  752. }
  753. return *m_current_finished_promise;
  754. }
  755. void Animation::invalidate_effect()
  756. {
  757. if (m_effect) {
  758. if (auto target = m_effect->target())
  759. target->invalidate_style();
  760. }
  761. }
  762. Animation::Animation(JS::Realm& realm)
  763. : DOM::EventTarget(realm)
  764. {
  765. static unsigned int next_animation_list_order = 0;
  766. m_global_animation_list_order = next_animation_list_order++;
  767. }
  768. void Animation::initialize(JS::Realm& realm)
  769. {
  770. Base::initialize(realm);
  771. set_prototype(&Bindings::ensure_web_prototype<Bindings::AnimationPrototype>(realm, "Animation"_fly_string));
  772. }
  773. void Animation::visit_edges(Cell::Visitor& visitor)
  774. {
  775. Base::visit_edges(visitor);
  776. visitor.visit(m_effect);
  777. visitor.visit(m_timeline);
  778. visitor.visit(m_current_ready_promise);
  779. visitor.visit(m_current_finished_promise);
  780. }
  781. }