/* * Copyright (c) 2024, Matthew Olsson . * * SPDX-License-Identifier: BSD-2-Clause */ #include #include #include #include #include #include namespace Web::CSS { GC_DEFINE_ALLOCATOR(CSSAnimation); GC::Ref CSSAnimation::create(JS::Realm& realm) { return realm.create(realm); } // https://www.w3.org/TR/css-animations-2/#animation-composite-order int CSSAnimation::class_specific_composite_order(GC::Ref other_animation) const { auto other = GC::Ref { as(*other_animation) }; // The existence of an owning element determines the animation class, so both animations should have their owning // element in the same state VERIFY(owning_element().has_value() == other->owning_element().has_value()); // Within the set of CSS Animations with an owning element, two animations A and B are sorted in composite order // (first to last) as follows: if (owning_element().has_value()) { // 1. If the owning element of A and B differs, sort A and B by tree order of their corresponding owning elements. // With regard to pseudo-elements, the sort order is as follows: // - element // - ::marker // - ::before // - any other pseudo-elements not mentioned specifically in this list, sorted in ascending order by the Unicode // codepoints that make up each selector // - ::after // - element children if (owning_element() != other->owning_element()) { // FIXME: Sort by tree order return 0; } // 2. Otherwise, sort A and B based on their position in the computed value of the animation-name property of the // (common) owning element. // FIXME: Do this when animation-name supports multiple values return 0; } // The composite order of CSS Animations without an owning element is based on their position in the global animation list. return global_animation_list_order() - other->global_animation_list_order(); } Animations::AnimationClass CSSAnimation::animation_class() const { if (owning_element().has_value()) return Animations::AnimationClass::CSSAnimationWithOwningElement; return Animations::AnimationClass::CSSAnimationWithoutOwningElement; } void CSSAnimation::apply_css_properties(ComputedProperties::AnimationProperties const& animation_properties) { VERIFY(effect()); auto& effect = as(*this->effect()); effect.set_specified_iteration_duration(animation_properties.duration); effect.set_specified_start_delay(animation_properties.delay); // https://drafts.csswg.org/web-animations-2/#updating-animationeffect-timing // Timing properties may also be updated due to a style change. Any change to a CSS animation property that affects // timing requires rerunning the procedure to normalize specified timing. effect.normalize_specified_timing(); effect.set_iteration_count(animation_properties.iteration_count); effect.set_timing_function(animation_properties.timing_function); effect.set_fill_mode(Animations::css_fill_mode_to_bindings_fill_mode(animation_properties.fill_mode)); effect.set_playback_direction(Animations::css_animation_direction_to_bindings_playback_direction(animation_properties.direction)); effect.set_composite(Animations::css_animation_composition_to_bindings_composite_operation(animation_properties.composition)); if (animation_properties.play_state != last_css_animation_play_state()) { if (animation_properties.play_state == CSS::AnimationPlayState::Running && play_state() != Bindings::AnimationPlayState::Running) { HTML::TemporaryExecutionContext context(realm()); play().release_value_but_fixme_should_propagate_errors(); } else if (animation_properties.play_state == CSS::AnimationPlayState::Paused && play_state() != Bindings::AnimationPlayState::Paused) { HTML::TemporaryExecutionContext context(realm()); pause().release_value_but_fixme_should_propagate_errors(); } set_last_css_animation_play_state(animation_properties.play_state); } } CSSAnimation::CSSAnimation(JS::Realm& realm) : Animations::Animation(realm) { // FIXME: // CSS Animations generated using the markup defined in this specification are not added to the global animation // list when they are created. Instead, these animations are appended to the global animation list at the first // moment when they transition out of the idle play state after being disassociated from their owning element. CSS // Animations that have been disassociated from their owning element but are still idle do not have a defined // composite order. } void CSSAnimation::initialize(JS::Realm& realm) { WEB_SET_PROTOTYPE_FOR_INTERFACE(CSSAnimation); Base::initialize(realm); } }