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										 |  |  |  | /*
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							|  |  |  |  |  * Copyright (c) 2023, Matthew Olsson <mattco@serenityos.org>. | 
					
						
							|  |  |  |  |  * | 
					
						
							|  |  |  |  |  * SPDX-License-Identifier: BSD-2-Clause | 
					
						
							|  |  |  |  |  */ | 
					
						
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										 |  |  |  | #include <AK/TemporaryChange.h>
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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/AnimationPlaybackEvent.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) | 
					
						
							|  |  |  |  | { | 
					
						
							|  |  |  |  |     // 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) { | 
					
						
							|  |  |  |  |         auto& window = verify_cast<HTML::Window>(HTML::current_global_object()); | 
					
						
							|  |  |  |  |         timeline = window.associated_document().timeline(); | 
					
						
							|  |  |  |  |     } | 
					
						
							|  |  |  |  |     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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							|  |  |  |  | WebIDL::ExceptionOr<JS::NonnullGCPtr<Animation>> Animation::construct_impl(JS::Realm& realm, JS::GCPtr<AnimationEffect> effect, JS::GCPtr<AnimationTimeline> timeline) | 
					
						
							|  |  |  |  | { | 
					
						
							|  |  |  |  |     return create(realm, effect, timeline); | 
					
						
							|  |  |  |  | } | 
					
						
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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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										 |  |  |  |     // 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) | 
					
						
							|  |  |  |  |         return; | 
					
						
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										 |  |  |  |     // 3. If animation has a pending pause task, reschedule that task to run as soon as animation is ready.
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							|  |  |  |  |     if (m_pending_pause_task == TaskState::Pending) | 
					
						
							|  |  |  |  |         m_pending_pause_task = TaskState::RunAsSoonAsReady; | 
					
						
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										 |  |  |  |     // 4. If animation has a pending play task, reschedule that task to run as soon as animation is ready to play ne
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							|  |  |  |  |     //    effect.
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							|  |  |  |  |     if (m_pending_play_task == TaskState::Pending) | 
					
						
							|  |  |  |  |         m_pending_play_task = TaskState::RunAsSoonAsReady; | 
					
						
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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) { | 
					
						
							|  |  |  |  |         if (auto animation = new_effect->associated_animation()) | 
					
						
							|  |  |  |  |             animation->set_effect({}); | 
					
						
							|  |  |  |  |     } | 
					
						
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							|  |  |  |  |     // 6. Let the associated effect of animation be new effect.
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							|  |  |  |  |     if (new_effect) | 
					
						
							|  |  |  |  |         new_effect->set_associated_animation(this); | 
					
						
							|  |  |  |  |     if (m_effect) | 
					
						
							|  |  |  |  |         m_effect->set_associated_animation({}); | 
					
						
							|  |  |  |  |     m_effect = new_effect; | 
					
						
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										 |  |  |  |     // 7. Run the procedure to update an animation’s finished state for animation with the did seek flag set to false,
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							|  |  |  |  |     //    and the synchronously notify flag set to false.
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							|  |  |  |  |     update_finished_state(DidSeek::No, SynchronouslyNotify::No); | 
					
						
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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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										 |  |  |  |     // Setting this attribute updates the object’s timeline using the procedure to set the timeline of an animation.
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							|  |  |  |  |     // 1. Let old timeline be the current timeline of animation, if any.
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							|  |  |  |  |     auto old_timeline = m_timeline; | 
					
						
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							|  |  |  |  |     // 2. If new timeline is the same object as old timeline, abort this procedure.
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							|  |  |  |  |     if (new_timeline == old_timeline) | 
					
						
							|  |  |  |  |         return; | 
					
						
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							|  |  |  |  |     // 3. Let the timeline of animation be new timeline.
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							|  |  |  |  |     if (m_timeline) | 
					
						
							|  |  |  |  |         m_timeline->disassociate_with_animation(*this); | 
					
						
							|  |  |  |  |     m_timeline = new_timeline; | 
					
						
							|  |  |  |  |     m_timeline->associate_with_animation(*this); | 
					
						
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							|  |  |  |  |     // 4. If the start time of animation is resolved, make animation’s hold time unresolved.
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							|  |  |  |  |     if (m_start_time.has_value()) | 
					
						
							|  |  |  |  |         m_hold_time = {}; | 
					
						
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										 |  |  |  |     // 5. Run the procedure to update an animation’s finished state for animation with the did seek flag set to false,
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							|  |  |  |  |     //    and the synchronously notify flag set to false.
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							|  |  |  |  |     update_finished_state(DidSeek::No, SynchronouslyNotify::No); | 
					
						
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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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										 |  |  |  |     // Setting this attribute updates the start time using the procedure to set the start time of this object to the new
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							|  |  |  |  |     // value.
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							|  |  |  |  |     // 1. Let timeline time be the current time value of the timeline that animation is associated with. If there is no
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							|  |  |  |  |     //    timeline associated with animation or the associated timeline is inactive, let the timeline time be
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							|  |  |  |  |     //    unresolved.
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							|  |  |  |  |     auto timeline_time = m_timeline && !m_timeline->is_inactive() ? m_timeline->current_time() : Optional<double> {}; | 
					
						
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							|  |  |  |  |     // 2. If timeline time is unresolved and new start time is resolved, make animation’s hold time unresolved.
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							|  |  |  |  |     if (!timeline_time.has_value() && new_start_time.has_value()) | 
					
						
							|  |  |  |  |         m_hold_time = {}; | 
					
						
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							|  |  |  |  |     // 3. Let previous current time be animation’s current time.
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							|  |  |  |  |     auto previous_current_time = current_time(); | 
					
						
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							|  |  |  |  |     // 4. Apply any pending playback rate on animation.
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							|  |  |  |  |     apply_any_pending_playback_rate(); | 
					
						
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							|  |  |  |  |     // 5. Set animation’s start time to new start time.
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							|  |  |  |  |     m_start_time = new_start_time; | 
					
						
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							|  |  |  |  |     // 6. Update animation’s hold time based on the first matching condition from the following,
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							|  |  |  |  |     // -> If new start time is resolved,
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							|  |  |  |  |     if (new_start_time.has_value()) { | 
					
						
							|  |  |  |  |         // If animation’s playback rate is not zero, make animation’s hold time unresolved.
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							|  |  |  |  |         if (m_playback_rate != 0.0) | 
					
						
							|  |  |  |  |             m_hold_time = {}; | 
					
						
							|  |  |  |  |     } | 
					
						
							|  |  |  |  |     // -> Otherwise (new start time is unresolved),
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							|  |  |  |  |     else { | 
					
						
							|  |  |  |  |         // Set animation’s hold time to previous current time even if previous current time is unresolved.
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							|  |  |  |  |         m_hold_time = previous_current_time; | 
					
						
							|  |  |  |  |     } | 
					
						
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										 |  |  |  |     // 7. If animation has a pending play task or a pending pause task, cancel that task and resolve animation’s current
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							|  |  |  |  |     //    ready promise with animation.
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							|  |  |  |  |     if (m_pending_play_task == TaskState::Pending || m_pending_pause_task == TaskState::Pending) { | 
					
						
							|  |  |  |  |         m_pending_play_task = TaskState::None; | 
					
						
							|  |  |  |  |         m_pending_pause_task = TaskState::None; | 
					
						
							|  |  |  |  |         WebIDL::resolve_promise(realm(), current_ready_promise(), this); | 
					
						
							|  |  |  |  |     } | 
					
						
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										 |  |  |  |     // 8. Run the procedure to update an animation’s finished state for animation with the did seek flag set to true,
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							|  |  |  |  |     //    and the synchronously notify flag set to false.
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							|  |  |  |  |     update_finished_state(DidSeek::Yes, SynchronouslyNotify::No); | 
					
						
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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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										 |  |  |  |     // The current time is calculated from the first matching condition from below:
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							|  |  |  |  |     // -> If the animation’s hold time is resolved,
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							|  |  |  |  |     if (m_hold_time.has_value()) { | 
					
						
							|  |  |  |  |         // The current time is the animation’s hold time.
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							|  |  |  |  |         return m_hold_time.value(); | 
					
						
							|  |  |  |  |     } | 
					
						
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							|  |  |  |  |     // -> If any of the following are true:
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							|  |  |  |  |     //    - the animation has no associated timeline, or
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							|  |  |  |  |     //    - the associated timeline is inactive, or
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							|  |  |  |  |     //    - the animation’s start time is unresolved.
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							|  |  |  |  |     if (!m_timeline || m_timeline->is_inactive() || !m_start_time.has_value()) { | 
					
						
							|  |  |  |  |         // The current time is an unresolved time value.
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							|  |  |  |  |         return {}; | 
					
						
							|  |  |  |  |     } | 
					
						
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							|  |  |  |  |     // -> Otherwise,
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							|  |  |  |  |     //    current time = (timeline time - start time) × playback rate
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							|  |  |  |  |     //    Where timeline time is the current time value of the associated timeline. The playback rate value is defined
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							|  |  |  |  |     //    in §4.4.15 Speed control.
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							|  |  |  |  |     return (m_timeline->current_time().value() - m_start_time.value()) * playback_rate(); | 
					
						
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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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										 |  |  |  |     // 1. Run the steps to silently set the current time of animation to seek time.
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							|  |  |  |  |     TRY(silently_set_current_time(seek_time)); | 
					
						
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							|  |  |  |  |     // 2. If animation has a pending pause task, synchronously complete the pause operation by performing the following
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							|  |  |  |  |     //    steps:
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							|  |  |  |  |     if (m_pending_pause_task == TaskState::Pending) { | 
					
						
							|  |  |  |  |         // 1. Set animation’s hold time to seek time.
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							|  |  |  |  |         m_hold_time = seek_time; | 
					
						
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							|  |  |  |  |         // 2. Apply any pending playback rate to animation.
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							|  |  |  |  |         apply_any_pending_playback_rate(); | 
					
						
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							|  |  |  |  |         // 3. Make animation’s start time unresolved.
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							|  |  |  |  |         m_start_time = {}; | 
					
						
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							|  |  |  |  |         // 4. Cancel the pending pause task.
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							|  |  |  |  |         m_pending_pause_task = TaskState::None; | 
					
						
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							|  |  |  |  |         // 5 Resolve animation’s current ready promise with animation.
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							|  |  |  |  |         WebIDL::resolve_promise(realm(), current_ready_promise(), this); | 
					
						
							|  |  |  |  |     } | 
					
						
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										 |  |  |  |     // 3. Run the procedure to update an animation’s finished state for animation with the did seek flag set to true,
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							|  |  |  |  |     //    and the synchronously notify flag set to false.
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							|  |  |  |  |     update_finished_state(DidSeek::Yes, SynchronouslyNotify::No); | 
					
						
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										 |  |  |  |     return {}; | 
					
						
							|  |  |  |  | } | 
					
						
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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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										 |  |  |  |     // Setting this attribute follows the procedure to set the playback rate of this object to the new value.
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							|  |  |  |  |     // 1. Clear any pending playback rate on animation.
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							|  |  |  |  |     m_pending_playback_rate = {}; | 
					
						
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							|  |  |  |  |     // 2. Let previous time be the value of the current time of animation before changing the playback rate.
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							|  |  |  |  |     auto previous_time = current_time(); | 
					
						
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							|  |  |  |  |     // 3. Let previous playback rate be the current effective playback rate of animation.
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							|  |  |  |  |     auto previous_playback_rate = playback_rate(); | 
					
						
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							|  |  |  |  |     // 4. Set the playback rate to new playback rate.
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							|  |  |  |  |     m_playback_rate = new_playback_rate; | 
					
						
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							|  |  |  |  |     // 5. Perform the steps corresponding to the first matching condition from the following, if any:
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							|  |  |  |  | 
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							|  |  |  |  |     // -> If animation is associated with a monotonically increasing timeline and the previous time is resolved,
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							|  |  |  |  |     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(); | 
					
						
							|  |  |  |  |     } | 
					
						
							|  |  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2023-11-06 15:17:19 +00:00
										 |  |  |  |     return {}; | 
					
						
							|  |  |  |  | } | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | // https://www.w3.org/TR/web-animations-1/#animation-play-state
 | 
					
						
							|  |  |  |  | Bindings::AnimationPlayState Animation::play_state() const | 
					
						
							|  |  |  |  | { | 
					
						
							| 
									
										
										
										
											2023-11-04 12:15:18 -07:00
										 |  |  |  |     // The play state of animation, animation, at a given moment is the state corresponding to the first matching
 | 
					
						
							|  |  |  |  |     // condition from the following:
 | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  |     // -> All of the following conditions are true:
 | 
					
						
							|  |  |  |  |     //    - The current time of animation is unresolved, and
 | 
					
						
							|  |  |  |  |     //    - the start time of animation is unresolved, and
 | 
					
						
							|  |  |  |  |     //    - animation does not have either a pending play task or a pending pause task,
 | 
					
						
							|  |  |  |  |     auto current_time = this->current_time(); | 
					
						
							|  |  |  |  |     if (!current_time.has_value() && !m_start_time.has_value() && !pending()) { | 
					
						
							|  |  |  |  |         // → idle
 | 
					
						
							|  |  |  |  |         return Bindings::AnimationPlayState::Idle; | 
					
						
							|  |  |  |  |     } | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  |     // -> Either of the following conditions are true:
 | 
					
						
							|  |  |  |  |     //    - animation has a pending pause task, or
 | 
					
						
							|  |  |  |  |     //    - both the start time of animation is unresolved and it does not have a pending play task,
 | 
					
						
							|  |  |  |  |     if (m_pending_pause_task == TaskState::Pending || (!m_start_time.has_value() && m_pending_play_task == TaskState::None)) { | 
					
						
							|  |  |  |  |         // → paused
 | 
					
						
							|  |  |  |  |         return Bindings::AnimationPlayState::Paused; | 
					
						
							|  |  |  |  |     } | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  |     // -> For animation, current time is resolved and either of the following conditions are true:
 | 
					
						
							|  |  |  |  |     //    - animation’s effective playback rate > 0 and current time ≥ associated effect end; or
 | 
					
						
							|  |  |  |  |     //    - animation’s effective playback rate < 0 and current time ≤ 0,
 | 
					
						
							|  |  |  |  |     auto effective_playback_rate = this->effective_playback_rate(); | 
					
						
							|  |  |  |  |     if (current_time.has_value() && ((effective_playback_rate > 0.0 && current_time.value() >= associated_effect_end()) || (effective_playback_rate < 0.0 && current_time.value() <= 0.0))) { | 
					
						
							|  |  |  |  |         // → finished
 | 
					
						
							|  |  |  |  |         return Bindings::AnimationPlayState::Finished; | 
					
						
							|  |  |  |  |     } | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  |     // -> Otherwise,
 | 
					
						
							|  |  |  |  |     //    → running
 | 
					
						
							|  |  |  |  |     return Bindings::AnimationPlayState::Running; | 
					
						
							| 
									
										
										
										
											2023-11-06 15:17:19 +00:00
										 |  |  |  | } | 
					
						
							|  |  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2023-11-04 12:23:26 -07:00
										 |  |  |  | // 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_original_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_original_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(); | 
					
						
							|  |  |  |  | } | 
					
						
							|  |  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2023-11-04 12:13:25 -07:00
										 |  |  |  | // 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; | 
					
						
							|  |  |  |  | } | 
					
						
							|  |  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2023-11-04 12:15:18 -07:00
										 |  |  |  | // 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; | 
					
						
							|  |  |  |  | } | 
					
						
							|  |  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2023-11-04 12:03:27 -07:00
										 |  |  |  | // 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 = {}; | 
					
						
							|  |  |  |  | } | 
					
						
							|  |  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2023-11-11 08:03:41 -07:00
										 |  |  |  | // 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 {}; | 
					
						
							|  |  |  |  | } | 
					
						
							|  |  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2023-11-04 12:25:20 -07:00
										 |  |  |  | // https://www.w3.org/TR/web-animations-1/#update-an-animations-finished-state
 | 
					
						
							|  |  |  |  | void Animation::update_finished_state(DidSeek did_seek, SynchronouslyNotify synchronously_notify) | 
					
						
							|  |  |  |  | { | 
					
						
							|  |  |  |  |     // 1. Let the unconstrained current time be the result of calculating the current time substituting an unresolved
 | 
					
						
							|  |  |  |  |     //    time value for the hold time if did seek is false. If did seek is true, the unconstrained current time is
 | 
					
						
							|  |  |  |  |     //    equal to the current time.
 | 
					
						
							|  |  |  |  |     //
 | 
					
						
							|  |  |  |  |     // Note: This is required to accommodate timelines that may change direction. Without this definition, a once-
 | 
					
						
							|  |  |  |  |     //       finished animation would remain finished even when its timeline progresses in the opposite direction.
 | 
					
						
							|  |  |  |  |     Optional<double> unconstrained_current_time; | 
					
						
							|  |  |  |  |     if (did_seek == DidSeek::No) { | 
					
						
							|  |  |  |  |         TemporaryChange change(m_hold_time, {}); | 
					
						
							|  |  |  |  |         unconstrained_current_time = current_time(); | 
					
						
							|  |  |  |  |     } else { | 
					
						
							|  |  |  |  |         unconstrained_current_time = current_time(); | 
					
						
							|  |  |  |  |     } | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  |     // 2. If all three of the following conditions are true,
 | 
					
						
							|  |  |  |  |     //    - the unconstrained current time is resolved, and
 | 
					
						
							|  |  |  |  |     //    - animation’s start time is resolved, and
 | 
					
						
							|  |  |  |  |     //    - animation does not have a pending play task or a pending pause task,
 | 
					
						
							|  |  |  |  |     if (unconstrained_current_time.has_value() && m_start_time.has_value() && !pending()) { | 
					
						
							|  |  |  |  |         // then update animation’s hold time based on the first matching condition for animation from below, if any:
 | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  |         // -> If playback rate > 0 and unconstrained current time is greater than or equal to associated effect end,
 | 
					
						
							|  |  |  |  |         auto associated_effect_end = this->associated_effect_end(); | 
					
						
							|  |  |  |  |         if (m_playback_rate > 0.0 && unconstrained_current_time.value() > associated_effect_end) { | 
					
						
							|  |  |  |  |             // If did seek is true, let the hold time be the value of unconstrained current time.
 | 
					
						
							|  |  |  |  |             if (did_seek == DidSeek::Yes) { | 
					
						
							|  |  |  |  |                 m_hold_time = unconstrained_current_time; | 
					
						
							|  |  |  |  |             } | 
					
						
							|  |  |  |  |             // If did seek is false, let the hold time be the maximum value of previous current time and associated
 | 
					
						
							|  |  |  |  |             // effect end. If the previous current time is unresolved, let the hold time be associated effect end.
 | 
					
						
							|  |  |  |  |             else if (m_previous_current_time.has_value()) { | 
					
						
							|  |  |  |  |                 m_hold_time = max(m_previous_current_time.value(), associated_effect_end); | 
					
						
							|  |  |  |  |             } else { | 
					
						
							|  |  |  |  |                 m_hold_time = associated_effect_end; | 
					
						
							|  |  |  |  |             } | 
					
						
							|  |  |  |  |         } | 
					
						
							|  |  |  |  |         // -> If playback rate < 0 and unconstrained current time is less than or equal to 0,
 | 
					
						
							|  |  |  |  |         else if (m_playback_rate < 0.0 && unconstrained_current_time.value() <= 0.0) { | 
					
						
							|  |  |  |  |             // If did seek is true, let the hold time be the value of unconstrained current time.
 | 
					
						
							|  |  |  |  |             if (did_seek == DidSeek::Yes) { | 
					
						
							|  |  |  |  |                 m_hold_time = unconstrained_current_time; | 
					
						
							|  |  |  |  |             } | 
					
						
							|  |  |  |  |             // If did seek is false, let the hold time be the minimum value of previous current time and zero. If the
 | 
					
						
							|  |  |  |  |             // previous current time is unresolved, let the hold time be zero.
 | 
					
						
							|  |  |  |  |             else if (m_previous_current_time.has_value()) { | 
					
						
							|  |  |  |  |                 m_hold_time = min(m_previous_current_time.value(), 0.0); | 
					
						
							|  |  |  |  |             } else { | 
					
						
							|  |  |  |  |                 m_hold_time = 0.0; | 
					
						
							|  |  |  |  |             } | 
					
						
							|  |  |  |  |         } | 
					
						
							|  |  |  |  |         // -> If playback rate ≠ 0, and animation is associated with an active timeline,
 | 
					
						
							|  |  |  |  |         else if (m_playback_rate != 0.0 && m_timeline && !m_timeline->is_inactive()) { | 
					
						
							|  |  |  |  |             // Perform the following steps:
 | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  |             // 1. If did seek is true and the hold time is resolved, let animation’s start time be equal to the result
 | 
					
						
							|  |  |  |  |             //    of evaluating timeline time - (hold time / playback rate) where timeline time is the current time
 | 
					
						
							|  |  |  |  |             //    value of timeline associated with animation.
 | 
					
						
							|  |  |  |  |             if (did_seek == DidSeek::Yes && m_hold_time.has_value()) | 
					
						
							|  |  |  |  |                 m_start_time = m_timeline->current_time().value() - (m_hold_time.value() / m_playback_rate); | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  |             // 2. Let the hold time be unresolved.
 | 
					
						
							|  |  |  |  |             m_hold_time = {}; | 
					
						
							|  |  |  |  |         } | 
					
						
							|  |  |  |  |     } | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  |     // 3. Set the previous current time of animation be the result of calculating its current time.
 | 
					
						
							|  |  |  |  |     m_previous_current_time = current_time(); | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  |     // 4. Let current finished state be true if the play state of animation is finished. Otherwise, let it be false.
 | 
					
						
							|  |  |  |  |     auto current_finished_state = play_state() == Bindings::AnimationPlayState::Finished; | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  |     // 5. If current finished state is true and the current finished promise is not yet resolved, perform the following
 | 
					
						
							|  |  |  |  |     //    steps:
 | 
					
						
							|  |  |  |  |     if (current_finished_state && !m_current_finished_promise_resolved) { | 
					
						
							|  |  |  |  |         // 1. Let finish notification steps refer to the following procedure:
 | 
					
						
							|  |  |  |  |         JS::SafeFunction<void()> finish_notification_steps = [&]() { | 
					
						
							|  |  |  |  |             if (m_should_abort_finish_notification_microtask) { | 
					
						
							|  |  |  |  |                 m_should_abort_finish_notification_microtask = false; | 
					
						
							|  |  |  |  |                 m_has_finish_notification_microtask_scheduled = false; | 
					
						
							|  |  |  |  |                 return; | 
					
						
							|  |  |  |  |             } | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  |             // 1. If animation’s play state is not equal to finished, abort these steps.
 | 
					
						
							|  |  |  |  |             if (play_state() != Bindings::AnimationPlayState::Finished) | 
					
						
							|  |  |  |  |                 return; | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  |             // 2. Resolve animation’s current finished promise object with animation.
 | 
					
						
							|  |  |  |  |             WebIDL::resolve_promise(realm(), current_finished_promise(), this); | 
					
						
							|  |  |  |  |             m_current_finished_promise_resolved = true; | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  |             // 3. Create an AnimationPlaybackEvent, finishEvent.
 | 
					
						
							|  |  |  |  |             // 4. Set finishEvent’s type attribute to finish.
 | 
					
						
							|  |  |  |  |             // 5. Set finishEvent’s currentTime attribute to the current time of animation.
 | 
					
						
							|  |  |  |  |             auto& realm = this->realm(); | 
					
						
							|  |  |  |  |             AnimationPlaybackEventInit init; | 
					
						
							|  |  |  |  |             init.current_time = current_time(); | 
					
						
							|  |  |  |  |             auto finish_event = heap().allocate<AnimationPlaybackEvent>(realm, realm, "finish"_fly_string, init); | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  |             // 6. Set finishEvent’s timelineTime attribute to the current time of the timeline with which animation is
 | 
					
						
							|  |  |  |  |             //    associated. If animation is not associated with a timeline, or the timeline is inactive, let
 | 
					
						
							|  |  |  |  |             //    timelineTime be null.
 | 
					
						
							|  |  |  |  |             if (m_timeline && !m_timeline->is_inactive()) | 
					
						
							|  |  |  |  |                 finish_event->set_timeline_time(m_timeline->current_time()); | 
					
						
							|  |  |  |  |             else | 
					
						
							|  |  |  |  |                 finish_event->set_timeline_time({}); | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  |             // 7. If animation has a document for timing, then append finishEvent to its document for timing's pending
 | 
					
						
							|  |  |  |  |             //    animation event queue along with its target, animation. For the scheduled event time, use the result
 | 
					
						
							|  |  |  |  |             //    of converting animation’s associated effect end to an origin-relative time.
 | 
					
						
							|  |  |  |  |             if (auto document_for_timing = this->document_for_timing()) { | 
					
						
							|  |  |  |  |                 document_for_timing->append_pending_animation_event({ .event = finish_event, | 
					
						
							|  |  |  |  |                     .target = *this, | 
					
						
							|  |  |  |  |                     .scheduled_event_time = convert_a_timeline_time_to_an_origin_relative_time(associated_effect_end()) }); | 
					
						
							|  |  |  |  |             } | 
					
						
							|  |  |  |  |             //    Otherwise, queue a task to dispatch finishEvent at animation. The task source for this task is the DOM
 | 
					
						
							|  |  |  |  |             //    manipulation task source.
 | 
					
						
							|  |  |  |  |             else { | 
					
						
							|  |  |  |  |                 HTML::queue_global_task(HTML::Task::Source::DOMManipulation, realm.global_object(), [this, finish_event]() { | 
					
						
							|  |  |  |  |                     dispatch_event(finish_event); | 
					
						
							|  |  |  |  |                 }); | 
					
						
							|  |  |  |  |             } | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  |             m_has_finish_notification_microtask_scheduled = false; | 
					
						
							|  |  |  |  |         }; | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  |         // 2. If synchronously notify is true, cancel any queued microtask to run the finish notification steps for this
 | 
					
						
							|  |  |  |  |         //    animation, and run the finish notification steps immediately.
 | 
					
						
							|  |  |  |  |         if (synchronously_notify == SynchronouslyNotify::Yes) { | 
					
						
							|  |  |  |  |             m_should_abort_finish_notification_microtask = false; | 
					
						
							|  |  |  |  |             finish_notification_steps(); | 
					
						
							|  |  |  |  |             m_should_abort_finish_notification_microtask = true; | 
					
						
							|  |  |  |  |         } | 
					
						
							|  |  |  |  |         //    Otherwise, if synchronously notify is false, queue a microtask to run finish notification steps for
 | 
					
						
							|  |  |  |  |         //    animation unless there is already a microtask queued to run those steps for animation.
 | 
					
						
							|  |  |  |  |         else { | 
					
						
							|  |  |  |  |             if (!m_has_finish_notification_microtask_scheduled) | 
					
						
							|  |  |  |  |                 HTML::queue_a_microtask({}, move(finish_notification_steps)); | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  |             m_has_finish_notification_microtask_scheduled = true; | 
					
						
							|  |  |  |  |             m_should_abort_finish_notification_microtask = false; | 
					
						
							|  |  |  |  |         } | 
					
						
							|  |  |  |  |     } | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  |     // 6. If current finished state is false and animation’s current finished promise is already resolved, set
 | 
					
						
							|  |  |  |  |     //    animation’s current finished promise to a new promise in the relevant Realm of animation.
 | 
					
						
							|  |  |  |  |     if (!current_finished_state && m_current_finished_promise_resolved) { | 
					
						
							|  |  |  |  |         m_current_finished_promise = WebIDL::create_promise(realm()); | 
					
						
							|  |  |  |  |         m_current_finished_promise_resolved = false; | 
					
						
							|  |  |  |  |     } | 
					
						
							|  |  |  |  | } | 
					
						
							|  |  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2023-11-06 15:17:19 +00:00
										 |  |  |  | JS::NonnullGCPtr<WebIDL::Promise> Animation::current_ready_promise() const | 
					
						
							|  |  |  |  | { | 
					
						
							|  |  |  |  |     if (!m_current_ready_promise) { | 
					
						
							|  |  |  |  |         // The current ready promise is initially a resolved Promise created using the procedure to create a new
 | 
					
						
							|  |  |  |  |         // resolved Promise with the animation itself as its value and created in the relevant Realm of the animation.
 | 
					
						
							|  |  |  |  |         m_current_ready_promise = WebIDL::create_resolved_promise(realm(), this); | 
					
						
							|  |  |  |  |     } | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  |     return *m_current_ready_promise; | 
					
						
							|  |  |  |  | } | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | JS::NonnullGCPtr<WebIDL::Promise> Animation::current_finished_promise() const | 
					
						
							|  |  |  |  | { | 
					
						
							|  |  |  |  |     if (!m_current_finished_promise) { | 
					
						
							|  |  |  |  |         // The current finished promise is initially a pending Promise object.
 | 
					
						
							|  |  |  |  |         m_current_finished_promise = WebIDL::create_promise(realm()); | 
					
						
							|  |  |  |  |     } | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  |     return *m_current_finished_promise; | 
					
						
							|  |  |  |  | } | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | Animation::Animation(JS::Realm& realm) | 
					
						
							|  |  |  |  |     : DOM::EventTarget(realm) | 
					
						
							|  |  |  |  | { | 
					
						
							|  |  |  |  | } | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | void Animation::initialize(JS::Realm& realm) | 
					
						
							|  |  |  |  | { | 
					
						
							|  |  |  |  |     Base::initialize(realm); | 
					
						
							|  |  |  |  |     set_prototype(&Bindings::ensure_web_prototype<Bindings::AnimationPrototype>(realm, "Animation")); | 
					
						
							|  |  |  |  | } | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 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); | 
					
						
							|  |  |  |  | } | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | } |