168 lines
5.9 KiB
C++
168 lines
5.9 KiB
C++
/*
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* Copyright (c) 2023, Matthew Olsson <mattco@serenityos.org>.
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <LibWeb/Animations/Animation.h>
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#include <LibWeb/Animations/AnimationEffect.h>
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#include <LibWeb/Animations/DocumentTimeline.h>
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#include <LibWeb/Bindings/Intrinsics.h>
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#include <LibWeb/DOM/Document.h>
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#include <LibWeb/HTML/Window.h>
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#include <LibWeb/WebIDL/ExceptionOr.h>
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#include <LibWeb/WebIDL/Promise.h>
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namespace Web::Animations {
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// https://www.w3.org/TR/web-animations-1/#dom-animation-animation
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JS::NonnullGCPtr<Animation> Animation::create(JS::Realm& realm, JS::GCPtr<AnimationEffect> effect, JS::GCPtr<AnimationTimeline> timeline)
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{
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// 1. Let animation be a new Animation object.
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auto animation = realm.heap().allocate<Animation>(realm, realm);
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// 2. Run the procedure to set the timeline of an animation on animation passing timeline as the new timeline or, if
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// a timeline argument is missing, passing the default document timeline of the Document associated with the
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// Window that is the current global object.
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if (!timeline) {
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auto& window = verify_cast<HTML::Window>(HTML::current_global_object());
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timeline = window.associated_document().timeline();
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}
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animation->set_timeline(timeline);
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// 3. Run the procedure to set the associated effect of an animation on animation passing source as the new effect.
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animation->set_effect(effect);
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return animation;
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}
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WebIDL::ExceptionOr<JS::NonnullGCPtr<Animation>> Animation::construct_impl(JS::Realm& realm, JS::GCPtr<AnimationEffect> effect, JS::GCPtr<AnimationTimeline> timeline)
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{
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return create(realm, effect, timeline);
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}
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// https://www.w3.org/TR/web-animations-1/#animation-set-the-associated-effect-of-an-animation
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void Animation::set_effect(JS::GCPtr<AnimationEffect> new_effect)
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{
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// Setting this attribute updates the object’s associated effect using the procedure to set the associated effect of
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// an animation.
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// 1. Let old effect be the current associated effect of animation, if any.
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auto old_effect = m_effect;
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// 2. If new effect is the same object as old effect, abort this procedure.
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if (new_effect == old_effect)
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return;
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// FIXME: 3. If animation has a pending pause task, reschedule that task to run as soon as animation is ready.
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// FIXME: 4. If animation has a pending play task, reschedule that task to run as soon as animation is ready to play
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// new effect.
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// 5. If new effect is not null and if new effect is the associated effect of another animation, previous animation,
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// run the procedure to set the associated effect of an animation (this procedure) on previous animation passing
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// null as new effect.
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if (new_effect && new_effect->associated_animation() != this) {
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if (auto animation = new_effect->associated_animation())
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animation->set_effect({});
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}
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// 6. Let the associated effect of animation be new effect.
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if (new_effect)
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new_effect->set_associated_animation(this);
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if (m_effect)
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m_effect->set_associated_animation({});
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m_effect = new_effect;
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// FIXME: 7. Run the procedure to update an animation’s finished state for animation with the did seek flag set to
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// false, and the synchronously notify flag set to false.
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}
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// https://www.w3.org/TR/web-animations-1/#animation-set-the-timeline-of-an-animation
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void Animation::set_timeline(JS::GCPtr<AnimationTimeline> new_timeline)
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{
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// FIXME: Implement
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(void)new_timeline;
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}
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// https://www.w3.org/TR/web-animations-1/#dom-animation-starttime
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// https://www.w3.org/TR/web-animations-1/#set-the-start-time
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void Animation::set_start_time(Optional<double> const& new_start_time)
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{
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// FIXME: Implement
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(void)new_start_time;
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}
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// https://www.w3.org/TR/web-animations-1/#animation-current-time
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Optional<double> Animation::current_time() const
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{
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// FIXME: Implement
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return {};
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}
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// https://www.w3.org/TR/web-animations-1/#animation-set-the-current-time
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WebIDL::ExceptionOr<void> Animation::set_current_time(Optional<double> const& seek_time)
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{
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// FIXME: Implement
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(void)seek_time;
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return {};
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}
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// https://www.w3.org/TR/web-animations-1/#dom-animation-playbackrate
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// https://www.w3.org/TR/web-animations-1/#set-the-playback-rate
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WebIDL::ExceptionOr<void> Animation::set_playback_rate(double new_playback_rate)
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{
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// FIXME: Implement
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(void)new_playback_rate;
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return {};
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}
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// https://www.w3.org/TR/web-animations-1/#animation-play-state
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Bindings::AnimationPlayState Animation::play_state() const
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{
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// FIXME: Implement
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return Bindings::AnimationPlayState::Idle;
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}
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JS::NonnullGCPtr<WebIDL::Promise> Animation::current_ready_promise() const
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{
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if (!m_current_ready_promise) {
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// The current ready promise is initially a resolved Promise created using the procedure to create a new
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// resolved Promise with the animation itself as its value and created in the relevant Realm of the animation.
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m_current_ready_promise = WebIDL::create_resolved_promise(realm(), this);
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}
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return *m_current_ready_promise;
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}
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JS::NonnullGCPtr<WebIDL::Promise> Animation::current_finished_promise() const
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{
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if (!m_current_finished_promise) {
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// The current finished promise is initially a pending Promise object.
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m_current_finished_promise = WebIDL::create_promise(realm());
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}
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return *m_current_finished_promise;
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}
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Animation::Animation(JS::Realm& realm)
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: DOM::EventTarget(realm)
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{
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}
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void Animation::initialize(JS::Realm& realm)
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{
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Base::initialize(realm);
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set_prototype(&Bindings::ensure_web_prototype<Bindings::AnimationPrototype>(realm, "Animation"));
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}
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void Animation::visit_edges(Cell::Visitor& visitor)
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{
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Base::visit_edges(visitor);
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visitor.visit(m_effect);
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visitor.visit(m_timeline);
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visitor.visit(m_current_ready_promise);
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visitor.visit(m_current_finished_promise);
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}
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}
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