ladybird/Libraries/LibWeb/Animations/Animation.cpp
Callum Law 6df2ebeee1 LibWeb: Update Animation::play_an_animation() to spec
These updates are part of level 2 of the Web Animations spec
2026-02-05 16:45:34 +01:00

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/*
* Copyright (c) 2023-2024, Matthew Olsson <mattco@serenityos.org>.
* Copyright (c) 2025, Jelle Raaijmakers <jelle@ladybird.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <AK/TemporaryChange.h>
#include <LibWeb/Animations/Animation.h>
#include <LibWeb/Animations/AnimationEffect.h>
#include <LibWeb/Animations/AnimationPlaybackEvent.h>
#include <LibWeb/Animations/DocumentTimeline.h>
#include <LibWeb/Bindings/AnimationPrototype.h>
#include <LibWeb/Bindings/Intrinsics.h>
#include <LibWeb/CSS/CSSAnimation.h>
#include <LibWeb/CSS/CSSNumericValue.h>
#include <LibWeb/DOM/Document.h>
#include <LibWeb/HTML/Scripting/TemporaryExecutionContext.h>
#include <LibWeb/HTML/Window.h>
#include <LibWeb/HighResolutionTime/Performance.h>
#include <LibWeb/WebIDL/ExceptionOr.h>
#include <LibWeb/WebIDL/Promise.h>
namespace Web::Animations {
GC_DEFINE_ALLOCATOR(Animation);
// https://www.w3.org/TR/web-animations-1/#dom-animation-animation
GC::Ref<Animation> Animation::create(JS::Realm& realm, GC::Ptr<AnimationEffect> effect, Optional<GC::Ptr<AnimationTimeline>> timeline)
{
// 1. Let animation be a new Animation object.
auto animation = realm.create<Animation>(realm);
// 2. Run the procedure to set the timeline of an animation on animation passing timeline as the new timeline or, if
// a timeline argument is missing, passing the default document timeline of the Document associated with the
// Window that is the current global object.
if (!timeline.has_value()) {
auto& window = as<HTML::Window>(HTML::current_principal_global_object());
timeline = window.associated_document().timeline();
}
animation->set_timeline(timeline.release_value());
// 3. Run the procedure to set the associated effect of an animation on animation passing source as the new effect.
animation->set_effect(effect);
return animation;
}
WebIDL::ExceptionOr<GC::Ref<Animation>> Animation::construct_impl(JS::Realm& realm, GC::Ptr<AnimationEffect> effect, Optional<GC::Ptr<AnimationTimeline>> timeline)
{
return create(realm, effect, timeline);
}
// https://www.w3.org/TR/web-animations-1/#animation-set-the-associated-effect-of-an-animation
void Animation::set_effect(GC::Ptr<AnimationEffect> new_effect)
{
// Setting this attribute updates the objects associated effect using the procedure to set the associated effect of
// an animation.
// 1. Let old effect be the current associated effect of animation, if any.
auto old_effect = m_effect;
// 2. If new effect is the same object as old effect, abort this procedure.
if (new_effect == old_effect)
return;
// 3. If animation has a pending pause task, reschedule that task to run as soon as animation is ready.
// 4. If animation has a pending play task, reschedule that task to run as soon as animation is ready to play ne
// effect.
// Note: There is no real difference between "pending" and "as soon as possible", so this step is a no-op.
// 5. If new effect is not null and if new effect is the associated effect of another animation, previous animation,
// run the procedure to set the associated effect of an animation (this procedure) on previous animation passing
// null as new effect.
if (new_effect && new_effect->associated_animation() != this) {
if (auto animation = new_effect->associated_animation())
animation->set_effect({});
}
// 6. Let the associated effect of animation be new effect.
auto old_target = m_effect ? m_effect->target() : nullptr;
auto new_target = new_effect ? new_effect->target() : nullptr;
if (old_target != new_target) {
if (old_target)
old_target->disassociate_with_animation(*this);
if (new_target)
new_target->associate_with_animation(*this);
}
if (new_effect)
new_effect->set_associated_animation(this);
if (m_effect)
m_effect->set_associated_animation({});
m_effect = new_effect;
// Once animated properties of the old effect no longer apply, we need to ensure appropriate invalidations are scheduled
if (old_effect) {
AnimationUpdateContext context;
old_effect->update_computed_properties(context);
}
// 7. Run the procedure to update an animations finished state for animation with the did seek flag set to false,
// and the synchronously notify flag set to false.
update_finished_state(DidSeek::No, SynchronouslyNotify::No);
}
// https://www.w3.org/TR/web-animations-1/#animation-set-the-timeline-of-an-animation
// https://drafts.csswg.org/web-animations-2/#setting-the-timeline
void Animation::set_timeline(GC::Ptr<AnimationTimeline> new_timeline)
{
// 1. Let old timeline be the current timeline of animation, if any.
auto old_timeline = m_timeline;
// 2. If new timeline is the same object as old timeline, abort this procedure.
if (new_timeline == old_timeline)
return;
// 3. Let previous play state be animations play state.
auto previous_play_state = play_state();
// 4. Let previous current time be the animations current time.
auto previous_current_time = current_time();
// 5. Set previous progress based in the first condition that applies:
auto previous_progress = [&]() -> Optional<double> {
// If previous current time is unresolved:
// Set previous progress to unresolved.
if (!previous_current_time.has_value())
return {};
// If end time is zero:
// Set previous progress to zero.
if (m_effect && m_effect->end_time().value == 0)
return 0;
// Otherwise
// Set previous progress = previous current time / end time
return previous_current_time.value() / m_effect->end_time();
}();
// 6. Let from finite timeline be true if old timeline is not null and not monotonically increasing.
auto from_finite_timeline = old_timeline && !old_timeline->is_monotonically_increasing();
// 7. Let to finite timeline be true if timeline is not null and not monotonically increasing.
auto to_finite_timeline = new_timeline && !new_timeline->is_monotonically_increasing();
// 8. Let the timeline of animation be new timeline.
if (m_timeline)
m_timeline->disassociate_with_animation(*this);
m_timeline = new_timeline;
if (m_timeline)
m_timeline->associate_with_animation(*this);
auto const previous_progress_multiplied_by_end_time = [&]() -> TimeValue {
// AD-HOC: The spec doesn't say what to do if we have no effect so we just assume an end time of 0
if (!m_effect)
return TimeValue::create_zero(m_timeline);
return TimeValue {
m_timeline && m_timeline->is_progress_based() ? TimeValue::Type::Percentage : TimeValue::Type::Milliseconds,
m_effect->end_time().value * previous_progress.value()
};
};
// AD-HOC: The normalization of the specified timing of the associated effect depends on the associated timeline.
// This must be done before calling set_current_time_for_bindings() to ensure consistent units
if (m_effect)
m_effect->normalize_specified_timing();
// 9. Perform the steps corresponding to the first matching condition from the following, if any:
// If to finite timeline,
if (to_finite_timeline) {
// 1. Apply any pending playback rate on animation
apply_any_pending_playback_rate();
// FIXME: 2. set auto align start time to true.
// 3. Set start time to unresolved.
m_start_time = {};
// 4. Set hold time to unresolved.
m_hold_time = {};
// 5. If previous play state is "finished" or "running"
if (first_is_one_of(previous_play_state, Bindings::AnimationPlayState::Finished, Bindings::AnimationPlayState::Running)) {
// 1. Schedule a pending play task
m_pending_play_task = TaskState::Scheduled;
}
// 6. If previous play state is "paused" and previous progress is resolved:
if (previous_play_state == Bindings::AnimationPlayState::Paused && previous_progress.has_value()) {
// 1. Set hold time to previous progress * end time.
m_hold_time = previous_progress_multiplied_by_end_time();
}
// NOTE: This step ensures that previous progress is preserved even in the case of a pause-pending animation with a resolved start time.
}
// If from finite timeline and previous progress is resolved,
else if (from_finite_timeline && previous_progress.has_value()) {
// Run the procedure to set the current time to previous progress * end time.
// NB: We know that the time we are passing is valid so we can wrap this in a MUST() to avoid error handling
MUST(set_current_time_for_bindings(previous_progress_multiplied_by_end_time().as_css_numberish(realm())));
}
// 10. If the start time of animation is resolved, make animations hold time unresolved.
if (m_start_time.has_value())
m_hold_time = {};
// 11. Run the procedure to update an animations finished state for animation with the did seek flag set to false,
// and the synchronously notify flag set to false.
update_finished_state(DidSeek::No, SynchronouslyNotify::No);
}
// https://drafts.csswg.org/web-animations-2/#validating-a-css-numberish-time
WebIDL::ExceptionOr<Optional<TimeValue>> Animation::validate_a_css_numberish_time(Optional<CSS::CSSNumberish> const& time) const
{
// The procedure to validate a CSSNumberish time for an input value of time is based on the first condition that matches:
// If all of the following conditions are true:
if (
// The animation is associated with a progress-based timeline, and
m_timeline && m_timeline->is_progress_based() &&
// time is not a CSSNumeric value with percent units:
(!time.has_value() || !time->has<GC::Root<CSS::CSSNumericValue>>() || !time->get<GC::Root<CSS::CSSNumericValue>>()->type().matches_percentage())) {
// throw a TypeError.
// return false;
return WebIDL::SimpleException {
WebIDL::SimpleExceptionType::TypeError,
"CSSNumberish must be a percentage for progress-based animations"sv
};
}
// If all of the following conditions are true:
if (
// The animation is not associated with a progress-based timeline, and
(!m_timeline || !m_timeline->is_progress_based()) &&
// time is a CSSNumericValue, and
time.has_value() && time->has<GC::Root<CSS::CSSNumericValue>>() &&
// the units of time are not duration units:
!time->get<GC::Root<CSS::CSSNumericValue>>()->type().matches_time({}) &&
// AD-HOC: While it's not mentioned in the spec WPT also expects us to support CSSNumericValue number value, see
// https://github.com/w3c/csswg-drafts/issues/13196
!time->get<GC::Root<CSS::CSSNumericValue>>()->type().matches_number({})) {
// throw a TypeError.
// return false.
return WebIDL::SimpleException {
WebIDL::SimpleExceptionType::TypeError,
"CSSNumericValue must be a time for non-progress based animations"sv
};
}
// Otherwise
// return true.
// AD-HOC: The spec doesn't say when we should absolutize the validated value so we do it here and return the
// absolutized value instead of a boolean
if (!time.has_value())
return OptionalNone {};
// FIXME: Figure out which element we should use for this, for now we just use the document element of the current
// window
return TimeValue::from_css_numberish(time.value(), DOM::AbstractElement { *as<HTML::Window>(realm().global_object()).associated_document().document_element() });
VERIFY_NOT_REACHED();
}
// https://www.w3.org/TR/web-animations-1/#dom-animation-starttime
// https://www.w3.org/TR/web-animations-1/#set-the-start-time
WebIDL::ExceptionOr<void> Animation::set_start_time_for_bindings(Optional<CSS::CSSNumberish> const& raw_new_start_time)
{
// Setting this attribute updates the start time using the procedure to set the start time of this object to the new
// value.
// 1. Let valid start time be the result of running the validate a CSSNumberish time procedure with new start time
// as the input.
// 2. If valid start time is false, abort this procedure.
// AD-HOC: The validate_a_css_numberish_time throws on validation failure which is handled by the TRY() macro so
// there is no need to assign the `valid start time` variable here.
auto new_start_time = TRY(validate_a_css_numberish_time(raw_new_start_time));
// FIXME: 3. Set auto align start time to false.
// 4. Let timeline time be the current time value of the timeline that animation is associated with. If there is no
// timeline associated with animation or the associated timeline is inactive, let the timeline time be
// unresolved.
auto timeline_time = m_timeline && !m_timeline->is_inactive() ? m_timeline->current_time() : Optional<TimeValue> {};
// 5. If timeline time is unresolved and new start time is resolved, make animations hold time unresolved.
if (!timeline_time.has_value() && new_start_time.has_value())
m_hold_time = {};
// 6. Let previous current time be animations current time.
auto previous_current_time = current_time();
// 7. Apply any pending playback rate on animation.
apply_any_pending_playback_rate();
// 8. Set animations start time to new start time.
m_start_time = new_start_time;
// 9. Update animations hold time based on the first matching condition from the following,
// -> If new start time is resolved,
if (new_start_time.has_value()) {
// If animations playback rate is not zero, make animations hold time unresolved.
if (m_playback_rate != 0.0)
m_hold_time = {};
}
// -> Otherwise (new start time is unresolved),
else {
// Set animations hold time to previous current time even if previous current time is unresolved.
m_hold_time = previous_current_time;
}
// 10. If animation has a pending play task or a pending pause task, cancel that task and resolve animations current
// ready promise with animation.
if (pending()) {
m_pending_play_task = TaskState::None;
m_pending_pause_task = TaskState::None;
WebIDL::resolve_promise(realm(), current_ready_promise(), this);
}
// 11. Run the procedure to update an animations finished state for animation with the did seek flag set to true,
// and the synchronously notify flag set to false.
update_finished_state(DidSeek::Yes, SynchronouslyNotify::No);
return {};
}
// https://www.w3.org/TR/web-animations-1/#animation-current-time
Optional<TimeValue> Animation::current_time() const
{
// The current time is calculated from the first matching condition from below:
// -> If the animations hold time is resolved,
if (m_hold_time.has_value()) {
// The current time is the animations hold time.
return m_hold_time.value();
}
// -> If any of the following are true:
// - the animation has no associated timeline, or
// - the associated timeline is inactive, or
// - the animations start time is unresolved.
if (!m_timeline || m_timeline->is_inactive() || !m_start_time.has_value()) {
// The current time is an unresolved time value.
return {};
}
// -> Otherwise,
// current time = (timeline time - start time) × playback rate
// Where timeline time is the current time value of the associated timeline. The playback rate value is defined
// in §4.4.15 Speed control.
return (m_timeline->current_time().value() - m_start_time.value()) * playback_rate();
}
// https://www.w3.org/TR/web-animations-1/#animation-set-the-current-time
WebIDL::ExceptionOr<void> Animation::set_current_time_for_bindings(Optional<CSS::CSSNumberish> const& raw_seek_time)
{
// AD-HOC: We validate here instead of within silently_set_current_time so we have access to the `TimeValue`
// value within this function.
auto seek_time = TRY(validate_a_css_numberish_time(raw_seek_time));
// 1. Run the steps to silently set the current time of animation to seek time.
TRY(silently_set_current_time(seek_time));
// 2. If animation has a pending pause task, synchronously complete the pause operation by performing the following
// steps:
if (m_pending_pause_task == TaskState::Scheduled) {
// 1. Set animations hold time to seek time.
m_hold_time = seek_time;
// 2. Apply any pending playback rate to animation.
apply_any_pending_playback_rate();
// 3. Make animations start time unresolved.
m_start_time = {};
// 4. Cancel the pending pause task.
m_pending_pause_task = TaskState::None;
// 5 Resolve animations current ready promise with animation.
WebIDL::resolve_promise(realm(), current_ready_promise(), this);
}
// 3. Run the procedure to update an animations finished state for animation with the did seek flag set to true,
// and the synchronously notify flag set to false.
update_finished_state(DidSeek::Yes, SynchronouslyNotify::No);
return {};
}
// https://www.w3.org/TR/web-animations-1/#dom-animation-playbackrate
// https://www.w3.org/TR/web-animations-1/#set-the-playback-rate
WebIDL::ExceptionOr<void> Animation::set_playback_rate(double new_playback_rate)
{
// Setting this attribute follows the procedure to set the playback rate of this object to the new value.
// 1. Clear any pending playback rate on animation.
m_pending_playback_rate = {};
// 2. Let previous time be the value of the current time of animation before changing the playback rate.
auto previous_time = current_time();
// 3. Let previous playback rate be the current effective playback rate of animation.
auto previous_playback_rate = playback_rate();
// 4. Set the playback rate to new playback rate.
m_playback_rate = new_playback_rate;
// 5. Perform the steps corresponding to the first matching condition from the following, if any:
// -> If animation is associated with a monotonically increasing timeline and the previous time is resolved,
if (m_timeline && m_timeline->is_monotonically_increasing() && previous_time.has_value()) {
// set the current time of animation to previous time.
TRY(set_current_time_for_bindings(previous_time->as_css_numberish(realm())));
}
// -> 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().value) && ((previous_playback_rate < 0.0 && new_playback_rate >= 0.0) || (previous_playback_rate >= 0 && new_playback_rate < 0))) {
// Set animations start time to the result of evaluating associated effect end - start time for animation.
m_start_time = associated_effect_end() - m_start_time.value();
}
return {};
}
// https://www.w3.org/TR/web-animations-1/#animation-play-state
Bindings::AnimationPlayState Animation::play_state_for_bindings() const
{
if (m_owning_element.has_value())
m_owning_element->document().update_style();
return play_state();
}
Bindings::AnimationPlayState Animation::play_state() const
{
// The play state of animation, animation, at a given moment is the state corresponding to the first matching
// condition from the following:
// -> All of the following conditions are true:
// - The current time of animation is unresolved, and
// - the start time of animation is unresolved, and
// - animation does not have either a pending play task or a pending pause task,
auto current_time = this->current_time();
if (!current_time.has_value() && !m_start_time.has_value() && !pending()) {
// → idle
return Bindings::AnimationPlayState::Idle;
}
// -> Either of the following conditions are true:
// - animation has a pending pause task, or
// - both the start time of animation is unresolved and it does not have a pending play task,
if (m_pending_pause_task == TaskState::Scheduled || (!m_start_time.has_value() && m_pending_play_task == TaskState::None)) {
// → paused
return Bindings::AnimationPlayState::Paused;
}
// -> For animation, current time is resolved and either of the following conditions are true:
// - animations effective playback rate > 0 and current time ≥ associated effect end; or
// - animations 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))) {
// → finished
return Bindings::AnimationPlayState::Finished;
}
// -> Otherwise,
// → running
return Bindings::AnimationPlayState::Running;
}
// https://www.w3.org/TR/web-animations-1/#animation-relevant
bool Animation::is_relevant() const
{
// An animation is relevant if:
// - Its associated effect is current or in effect, and
// - Its replace state is not removed.
return (m_effect && (m_effect->is_current() || m_effect->is_in_effect())) && replace_state() != Bindings::AnimationReplaceState::Removed;
}
// https://www.w3.org/TR/web-animations-1/#replaceable-animation
bool Animation::is_replaceable() const
{
// An animation is replaceable if all of the following conditions are true:
// - The existence of the animation is not prescribed by markup. That is, it is not a CSS animation with an owning
// element, nor a CSS transition with an owning element.
if ((is_css_animation() || is_css_transition()) && owning_element().has_value())
return false;
// - The animation's play state is finished.
if (play_state() != Bindings::AnimationPlayState::Finished)
return false;
// - The animation's replace state is not removed.
if (replace_state() == Bindings::AnimationReplaceState::Removed)
return false;
// - The animation is associated with a monotonically increasing timeline.
if (!m_timeline || !m_timeline->is_monotonically_increasing())
return false;
// - The animation has an associated effect.
if (!m_effect)
return false;
// - The animation's associated effect is in effect.
if (!m_effect->is_in_effect())
return false;
// - The animation's associated effect has an effect target.
if (!m_effect->target())
return false;
return true;
}
void Animation::set_replace_state(Bindings::AnimationReplaceState value)
{
if (value == Bindings::AnimationReplaceState::Removed) {
// Remove the associated effect from its target, if applicable
if (m_effect && m_effect->target())
m_effect->target()->disassociate_with_animation(*this);
// Remove this animation from its timeline
m_timeline->disassociate_with_animation(*this);
} else if (value == Bindings::AnimationReplaceState::Persisted && m_replace_state == Bindings::AnimationReplaceState::Removed) {
// This animation was removed, but is now being "unremoved"; undo the effects from the if-statement above
if (m_effect && m_effect->target())
m_effect->target()->associate_with_animation(*this);
m_timeline->associate_with_animation(*this);
}
m_replace_state = value;
}
// https://www.w3.org/TR/web-animations-1/#dom-animation-onfinish
GC::Ptr<WebIDL::CallbackType> Animation::onfinish()
{
return event_handler_attribute(HTML::EventNames::finish);
}
// https://www.w3.org/TR/web-animations-1/#dom-animation-onfinish
void Animation::set_onfinish(GC::Ptr<WebIDL::CallbackType> event_handler)
{
set_event_handler_attribute(HTML::EventNames::finish, event_handler);
}
// https://www.w3.org/TR/web-animations-1/#dom-animation-oncancel
GC::Ptr<WebIDL::CallbackType> Animation::oncancel()
{
return event_handler_attribute(HTML::EventNames::cancel);
}
// https://www.w3.org/TR/web-animations-1/#dom-animation-oncancel
void Animation::set_oncancel(GC::Ptr<WebIDL::CallbackType> event_handler)
{
set_event_handler_attribute(HTML::EventNames::cancel, event_handler);
}
// https://www.w3.org/TR/web-animations-1/#dom-animation-onremove
GC::Ptr<WebIDL::CallbackType> Animation::onremove()
{
return event_handler_attribute(HTML::EventNames::remove);
}
// https://www.w3.org/TR/web-animations-1/#dom-animation-onremove
void Animation::set_onremove(GC::Ptr<WebIDL::CallbackType> event_handler)
{
set_event_handler_attribute(HTML::EventNames::remove, event_handler);
}
// https://www.w3.org/TR/web-animations-1/#dom-animation-cancel
void Animation::cancel(ShouldInvalidate should_invalidate)
{
// Note: When called from JS, we always want to invalidate the animation target's style. However, this method is
// also called from the StyleComputer when the animation-name CSS property changes. That happens in the
// middle of a cascade, and importantly, _before_ computing the animation effect stack, so there is no
// need for another invalidation. And in fact, if we did invalidate, it would lead to a crash, as the element
// would not have it's "m_needs_style_update" flag cleared.
auto& realm = this->realm();
// 1. If animations play state is not idle, perform the following steps:
if (play_state() != Bindings::AnimationPlayState::Idle) {
HTML::TemporaryExecutionContext execution_context { realm };
// 1. Run the procedure to reset an animations pending tasks on animation.
reset_an_animations_pending_tasks();
// 2. Reject the current finished promise with a DOMException named "AbortError".
auto dom_exception = WebIDL::AbortError::create(realm, "Animation was cancelled"_utf16);
WebIDL::reject_promise(realm, current_finished_promise(), dom_exception);
// 3. Set the [[PromiseIsHandled]] internal slot of the current finished promise to true.
WebIDL::mark_promise_as_handled(current_finished_promise());
// 4. Let current finished promise be a new promise in the relevant Realm of animation.
m_current_finished_promise = WebIDL::create_promise(realm);
m_is_finished = false;
// 5. Create an AnimationPlaybackEvent, cancelEvent.
// 6. Set cancelEvents type attribute to cancel.
// 7. Set cancelEvents currentTime to null.
// 8. Let timeline time be the current time of the timeline with which animation is associated. If animation is
// not associated with an active timeline, let timeline time be an unresolved time value.
// 9. Set cancelEvents timelineTime to timeline time. If timeline time is unresolved, set it to null.
AnimationPlaybackEventInit init;
init.timeline_time = m_timeline && !m_timeline->is_inactive() ? m_timeline->current_time().map([&](auto const& value) { return value.as_css_numberish(realm); }) : Optional<CSS::CSSNumberish> {};
auto cancel_event = AnimationPlaybackEvent::create(realm, HTML::EventNames::cancel, init);
// 10. If animation has a document for timing, then append cancelEvent to its document for timing's pending
// animation event queue along with its target, animation. If animation is associated with an active
// timeline that defines a procedure to convert timeline times to origin-relative time, let the scheduled
// event time be the result of applying that procedure to timeline time. Otherwise, the scheduled event time
// is an unresolved time value.
// Otherwise, queue a task to dispatch cancelEvent at animation. The task source for this task is the DOM
// manipulation task source.
if (auto document = document_for_timing()) {
Optional<double> scheduled_event_time;
if (m_timeline && !m_timeline->is_inactive() && m_timeline->can_convert_a_timeline_time_to_an_origin_relative_time())
scheduled_event_time = m_timeline->convert_a_timeline_time_to_an_origin_relative_time(m_timeline->current_time());
document->append_pending_animation_event({ cancel_event, *this, *this, scheduled_event_time });
} else {
HTML::queue_global_task(HTML::Task::Source::DOMManipulation, realm.global_object(), GC::create_function(heap(), [this, cancel_event]() {
dispatch_event(cancel_event);
}));
}
}
// 2. Make animations hold time unresolved.
m_hold_time = {};
// 3. Make animations start time unresolved.
m_start_time = {};
// This time is needed for dispatching the animationcancel DOM event
if (auto effect = m_effect)
m_saved_cancel_time = effect->active_time_using_fill(Bindings::FillMode::Both);
if (should_invalidate == ShouldInvalidate::Yes)
invalidate_effect();
}
// https://www.w3.org/TR/web-animations-1/#dom-animation-finish
WebIDL::ExceptionOr<void> Animation::finish()
{
// 1. If animations effective playback rate is zero, or if animations effective playback rate > 0 and associated
// effect end is infinity, throw an "InvalidStateError" DOMException and abort these steps.
auto effective_playback_rate = this->effective_playback_rate();
if (effective_playback_rate == 0.0)
return WebIDL::InvalidStateError::create(realm(), "Animation with a playback rate of 0 cannot be finished"_utf16);
if (effective_playback_rate > 0.0 && isinf(associated_effect_end().value))
return WebIDL::InvalidStateError::create(realm(), "Animation with no end cannot be finished"_utf16);
// 2. Apply any pending playback rate to animation.
apply_any_pending_playback_rate();
// 3. Set limit as follows:
// -> If playback rate > 0,
// Let limit be associated effect end.
// -> Otherwise,
// Let limit be zero.
auto playback_rate = this->playback_rate();
auto limit = playback_rate > 0.0 ? associated_effect_end() : TimeValue::create_zero(m_timeline);
// 4. Silently set the current time to limit.
TRY(silently_set_current_time(limit));
// 5. If animations start time is unresolved and animation has an associated active timeline, let the start time be
// the result of evaluating timeline time - (limit / playback rate) where timeline time is the current time value
// of the associated timeline.
if (!m_start_time.has_value() && m_timeline && !m_timeline->is_inactive())
m_start_time = m_timeline->current_time().value() - (limit / playback_rate);
// 6. If there is a pending pause task and start time is resolved,
auto should_resolve_ready_promise = false;
if (m_pending_pause_task == TaskState::Scheduled && m_start_time.has_value()) {
// 1. Let the hold time be unresolved.
// Note: Typically the hold time will already be unresolved except in the case when the animation was previously
// idle.
m_hold_time = {};
// 2. Cancel the pending pause task.
m_pending_pause_task = TaskState::None;
// 3. Resolve the current ready promise of animation with animation.
should_resolve_ready_promise = true;
}
// 7. If there is a pending play task and start time is resolved, cancel that task and resolve the current ready
// promise of animation with animation.
if (m_pending_play_task == TaskState::Scheduled && m_start_time.has_value()) {
m_pending_play_task = TaskState::None;
should_resolve_ready_promise = true;
}
if (should_resolve_ready_promise) {
HTML::TemporaryExecutionContext execution_context { realm() };
WebIDL::resolve_promise(realm(), current_ready_promise(), this);
}
// 8. Run the procedure to update an animations finished state for animation with the did seek flag set to true,
// and the synchronously notify flag set to true.
update_finished_state(DidSeek::Yes, SynchronouslyNotify::Yes);
return {};
}
// https://www.w3.org/TR/web-animations-1/#dom-animation-play
WebIDL::ExceptionOr<void> Animation::play()
{
// Begins or resumes playback of the animation by running the procedure to play an animation passing true as the
// value of the auto-rewind flag.
return play_an_animation(AutoRewind::Yes);
}
// https://drafts.csswg.org/web-animations-1/#playing-an-animation-section
// https://drafts.csswg.org/web-animations-2/#play-an-animation
WebIDL::ExceptionOr<void> Animation::play_an_animation(AutoRewind auto_rewind)
{
// 1. Let aborted pause be a boolean flag that is true if animation has a pending pause task, and false otherwise.
auto aborted_pause = m_pending_pause_task == TaskState::Scheduled;
// 2. Let has pending ready promise be a boolean flag that is initially false.
auto has_pending_ready_promise = false;
// 3. Let has finite timeline be true if animation has an associated timeline that is not monotonically increasing.
auto has_finite_timeline = m_timeline && !m_timeline->is_monotonically_increasing();
// 4. Let previous current time be the animations current time
auto previous_current_time = current_time();
// 5. Let enable seek be true if the auto-rewind flag is true and has finite timeline is false. Otherwise,
// initialize to false.
auto enable_seek = (auto_rewind == AutoRewind::Yes) && !has_finite_timeline;
// 6. Perform the steps corresponding to the first matching condition from the following, if any:
auto const& effective_playback_rate = this->effective_playback_rate();
auto const& associated_effect_end = this->associated_effect_end();
// -> If animations effective playback rate > 0, enable seek is true and either animations:
// - previous current time is unresolved, or
// - previous current time < zero, or
// - previous current time ≥ associated effect end,
if (effective_playback_rate > 0.0 && enable_seek && (!previous_current_time.has_value() || previous_current_time->value < 0 || previous_current_time.value() >= associated_effect_end)) {
// Set the animations hold time to zero.
m_hold_time = TimeValue::create_zero(m_timeline);
}
// -> If animations effective playback rate < 0, enable seek is true and either animations:
// - previous current time is unresolved, or
// - previous current time ≤ zero, or
// - previous current time > associated effect end,
else if (effective_playback_rate < 0 && enable_seek && (!previous_current_time.has_value() || previous_current_time->value <= 0 || previous_current_time.value() > associated_effect_end)) {
// -> If associated effect end is positive infinity,
if (isinf(associated_effect_end.value) && associated_effect_end.value > 0) {
// throw an "InvalidStateError" DOMException and abort these steps.
return WebIDL::InvalidStateError::create(realm(), "Cannot rewind an animation with an infinite effect end"_utf16);
}
// -> Otherwise,
// Set the animations hold time to the animations associated effect end.
m_hold_time = associated_effect_end;
}
// -> If animations effective playback rate = 0 and animations current time is unresolved,
else if (effective_playback_rate == 0.0 && !previous_current_time.has_value()) {
// Set the animations hold time to zero.
m_hold_time = TimeValue::create_zero(m_timeline);
}
// 7. If has finite timeline and previous current time is unresolved:
if (has_finite_timeline && !previous_current_time.has_value()) {
// FIXME: Set the flag auto align start time to true.
}
// 8. If animations hold time is resolved, let its start time be unresolved.
if (m_hold_time.has_value())
m_start_time = {};
// 9. If animation has a pending play task or a pending pause task,
if (pending()) {
// 1. Cancel that task.
m_pending_play_task = TaskState::None;
m_pending_pause_task = TaskState::None;
// 2. Set has pending ready promise to true.
has_pending_ready_promise = true;
}
// 10. If the following three conditions are all satisfied:
// - animations hold time is unresolved, and
// - aborted pause is false, and
// - animation does not have a pending playback rate,
if (!m_hold_time.has_value() && !aborted_pause && !m_pending_playback_rate.has_value()) {
// abort this procedure.
return {};
}
// 11. If has pending ready promise is false, let animations current ready promise be a new promise in the relevant
// Realm of animation.
if (!has_pending_ready_promise)
m_current_ready_promise = WebIDL::create_promise(realm());
// 12. Schedule a task to run as soon as animation is ready. The task shall perform the following steps:
//
// Note: Steps omitted, see run_pending_play_task()
//
// So long as the above task is scheduled but has yet to run, animation is described as having a pending play
// task. While the task is running, however, animation does not have a pending play task.
//
// If a user agent determines that animation is immediately ready, it may schedule the above task as a microtask
// such that it runs at the next microtask checkpoint, but it must not perform the task synchronously.
m_pending_play_task = TaskState::Scheduled;
// 13. Run the procedure to update an animations finished state for animation with the did seek flag set to false,
// and the synchronously notify flag set to false.
update_finished_state(DidSeek::No, SynchronouslyNotify::No);
return {};
}
// https://www.w3.org/TR/web-animations-1/#dom-animation-pause
WebIDL::ExceptionOr<void> Animation::pause()
{
// 1. If animation has a pending pause task, abort these steps.
if (m_pending_pause_task == TaskState::Scheduled)
return {};
// 2. If the play state of animation is paused, abort these steps.
if (play_state() == Bindings::AnimationPlayState::Paused)
return {};
// 3. Let seek time be a time value that is initially unresolved.
Optional<TimeValue> seek_time;
// 4. Let has finite timeline be true if animation has an associated timeline that is not monotonically increasing.
auto has_finite_timeline = m_timeline && !m_timeline->is_monotonically_increasing();
// 5. If the animations current time is unresolved, perform the steps according to the first matching condition
// from below:
if (!current_time().has_value()) {
// -> If animations playback rate is ≥ 0,
if (playback_rate() >= 0.0) {
// Set seek time to zero.
seek_time = TimeValue::create_zero(m_timeline);
}
// -> Otherwise
else {
// If associated effect end for animation is positive infinity,
auto associated_effect_end = this->associated_effect_end();
if (isinf(associated_effect_end.value) && associated_effect_end.value > 0) {
// throw an "InvalidStateError" DOMException and abort these steps.
return WebIDL::InvalidStateError::create(realm(), "Cannot pause an animation with an infinite effect end"_utf16);
}
// Otherwise,
// Set seek time to animations associated effect end.
seek_time = associated_effect_end;
}
}
// 6. If seek time is resolved,
if (seek_time.has_value()) {
// If has finite timeline is true,
if (has_finite_timeline) {
// Set animations start time to seek time.
m_start_time = seek_time;
}
// Otherwise,
else {
// Set animations hold time to seek time.
m_hold_time = seek_time;
}
}
// 7. Let has pending ready promise be a boolean flag that is initially false.
auto has_pending_ready_promise = false;
// 8. If animation has a pending play task, cancel that task and let has pending ready promise be true.
if (m_pending_play_task == TaskState::Scheduled) {
m_pending_play_task = TaskState::None;
has_pending_ready_promise = true;
}
// 9. If has pending ready promise is false, set animations current ready promise to a new promise in the relevant
// Realm of animation.
if (!has_pending_ready_promise)
m_current_ready_promise = WebIDL::create_promise(realm());
// 10. Schedule a task to be executed at the first possible moment where both of the following conditions are true:
// NB: Criteria has been listed out in is_ready_to_run_pending_pause_task()
// NB: This is run_pending_pause_task()
m_pending_pause_task = TaskState::Scheduled;
// 11. Run the procedure to update an animations finished state for animation with the did seek flag set to false,
// and the synchronously notify flag set to false.
update_finished_state(DidSeek::No, SynchronouslyNotify::No);
return {};
}
// https://www.w3.org/TR/web-animations-1/#dom-animation-updateplaybackrate
WebIDL::ExceptionOr<void> Animation::update_playback_rate(double new_playback_rate)
{
// 1. Let previous play state be animations play state.
// Note: It is necessary to record the play state before updating animations effective playback rate since, in the
// following logic, we want to immediately apply the pending playback rate of animation if it is currently
// finished regardless of whether or not it will still be finished after we apply the pending playback rate.
auto previous_play_state = play_state();
// 2. Let animations pending playback rate be new playback rate.
m_pending_playback_rate = new_playback_rate;
// 3. Perform the steps corresponding to the first matching condition from below:
// -> If animation has a pending play task or a pending pause task,
if (pending()) {
// Abort these steps.
// Note: The different types of pending tasks will apply the pending playback rate when they run so there is no
// further action required in this case.
return {};
}
// -> If previous play state is idle or paused, or animations current time is unresolved,
if (previous_play_state == Bindings::AnimationPlayState::Idle || previous_play_state == Bindings::AnimationPlayState::Paused || !current_time().has_value()) {
// Apply any pending playback rate on animation.
// Note: the second condition above is required so that if we have a running animation with an unresolved
// current time and no pending play task, we do not attempt to play it below.
apply_any_pending_playback_rate();
}
// -> If previous play state is finished,
else if (previous_play_state == Bindings::AnimationPlayState::Finished) {
// 1. Let the unconstrained current time be the result of calculating the current time of animation
// substituting an unresolved time value for the hold time.
Optional<TimeValue> unconstrained_current_time;
{
TemporaryChange change(m_hold_time, {});
unconstrained_current_time = current_time();
}
// 2. Let animations start time be the result of evaluating the following expression:
// timeline time - (unconstrained current time / pending playback rate)
// Where timeline time is the current time value of the timeline associated with animation.
// If pending playback rate is zero, let animations start time be timeline time.
if (m_pending_playback_rate.value() == 0.0) {
m_start_time = m_timeline->current_time().value();
} else {
m_start_time = m_timeline->current_time().value() - (unconstrained_current_time.value() / m_pending_playback_rate.value());
}
// 3. Apply any pending playback rate on animation.
apply_any_pending_playback_rate();
// 4. Run the procedure to update an animations finished state for animation with the did seek flag set to
// false, and the synchronously notify flag set to false.
update_finished_state(DidSeek::No, SynchronouslyNotify::No);
}
// -> Otherwise,
else {
// Run the procedure to play an animation for animation with the auto-rewind flag set to false.
TRY(play_an_animation(AutoRewind::No));
}
return {};
}
// https://www.w3.org/TR/web-animations-1/#dom-animation-reverse
WebIDL::ExceptionOr<void> Animation::reverse()
{
auto& realm = this->realm();
// 1. If there is no timeline associated with animation, or the associated timeline is inactive throw an
// "InvalidStateError" DOMException and abort these steps.
if (!m_timeline || m_timeline->is_inactive())
return WebIDL::InvalidStateError::create(realm, "Cannot reverse an animation with an inactive timeline"_utf16);
// 2. Let original pending playback rate be animations pending playback rate.
auto original_pending_playback_rate = m_pending_playback_rate;
// 3. Let animations pending playback rate be the additive inverse of its effective playback rate (i.e.
// -effective playback rate).
m_pending_playback_rate = -effective_playback_rate();
// 4. Run the steps to play an animation for animation with the auto-rewind flag set to true.
// If the steps to play an animation throw an exception, set animations pending playback rate to original
// pending playback rate and propagate the exception.
auto result = play_an_animation(AutoRewind::Yes);
if (result.is_error()) {
m_pending_playback_rate = original_pending_playback_rate;
return result;
}
return {};
}
// https://www.w3.org/TR/web-animations-1/#dom-animation-persist
void Animation::persist()
{
// Sets this animations replace state to persisted.
set_replace_state(Bindings::AnimationReplaceState::Persisted);
}
// https://www.w3.org/TR/web-animations-1/#animation-time-to-timeline-time
Optional<TimeValue> Animation::convert_an_animation_time_to_timeline_time(Optional<TimeValue> 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 animations playback rate is zero, return an unresolved time value.
if (m_playback_rate == 0.0)
return {};
// 4. If animations 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<TimeValue> 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 {};
// 3. If animation is not associated with a timeline, return an unresolved time value.
if (!m_timeline)
return {};
// 4. If animation is associated with an inactive timeline, return an unresolved time value.
if (m_timeline->is_inactive())
return {};
// 5. If there is no procedure to convert a timeline time to an origin-relative time for the timeline associated
// with animation, return an unresolved time value.
if (!m_timeline->can_convert_a_timeline_time_to_an_origin_relative_time())
return {};
// 6. Return the result of converting timeline time to an origin-relative time using the procedure defined for the
// timeline associated with animation.
return m_timeline->convert_a_timeline_time_to_an_origin_relative_time(timeline_time);
}
// https://www.w3.org/TR/web-animations-1/#animation-document-for-timing
GC::Ptr<DOM::Document> Animation::document_for_timing() const
{
// An animations document for timing is the Document with which its timeline is associated. If an animation is not
// associated with a timeline, or its timeline is not associated with a document, then it has no document for
// timing.
if (!m_timeline)
return {};
return m_timeline->associated_document();
}
void Animation::update()
{
// Update finished state if not already finished; prevents recurring invalidation when the timeline updates.
if (!m_is_finished)
update_finished_state(DidSeek::No, SynchronouslyNotify::Yes);
// Act on the pending play or pause task
if (m_pending_play_task == TaskState::Scheduled && is_ready()) {
m_pending_play_task = TaskState::None;
run_pending_play_task();
}
if (m_pending_pause_task == TaskState::Scheduled && is_ready_to_run_pending_pause_task()) {
m_pending_pause_task = TaskState::None;
run_pending_pause_task();
}
}
void Animation::effect_timing_changed(Badge<AnimationEffect>)
{
update_finished_state(DidSeek::No, SynchronouslyNotify::Yes);
}
// https://www.w3.org/TR/web-animations-1/#associated-effect-end
TimeValue Animation::associated_effect_end() const
{
// The associated effect end of an animation is equal to the end time of the animations associated effect. If the
// animation has no associated effect, the associated effect end is zero.
return m_effect ? m_effect->end_time() : TimeValue::create_zero(m_timeline);
}
// 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 animations
// playback rate.
return m_pending_playback_rate.has_value() ? m_pending_playback_rate.value() : m_playback_rate;
}
// https://www.w3.org/TR/web-animations-1/#apply-any-pending-playback-rate
void Animation::apply_any_pending_playback_rate()
{
// 1. If animation does not have a pending playback rate, abort these steps.
if (!m_pending_playback_rate.has_value())
return;
// 2. Set animations playback rate to its pending playback rate.
m_playback_rate = m_pending_playback_rate.value();
// 3. Clear animations pending playback rate.
m_pending_playback_rate = {};
}
// https://www.w3.org/TR/web-animations-1/#animation-silently-set-the-current-time
WebIDL::ExceptionOr<void> Animation::silently_set_current_time(Optional<TimeValue> valid_seek_time)
{
// 1. If seek time is an unresolved time value, then perform the following steps.
if (!valid_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. Let valid seek time be the result of running the validate a CSSNumberish time procedure with seek time as the input.
// 3. If valid seek time is false, abort this procedure.
// AD-HOC: We have already validated in the caller.
// FIXME: 4. Set auto align start time to false.
// 5. Update either animations hold time or start time as follows:
// -> If any of the following conditions are true:
// - animations hold time is resolved, or
// - animations start time is unresolved, or
// - animation has no associated timeline or the associated timeline is inactive, or
// - animations 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 animations hold time to seek time.
m_hold_time = valid_seek_time;
}
// -> Otherwise,
else {
// Set animations 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() - (valid_seek_time.value() / m_playback_rate);
}
// 6. If animation has no associated timeline or the associated timeline is inactive, make animations start time
// unresolved.
if (!m_timeline || m_timeline->is_inactive())
m_start_time = {};
// 7. Make animations previous current time unresolved.
m_previous_current_time = {};
return {};
}
// https://www.w3.org/TR/web-animations-1/#update-an-animations-finished-state
void Animation::update_finished_state(DidSeek did_seek, SynchronouslyNotify synchronously_notify)
{
auto& realm = this->realm();
// 1. Let the unconstrained current time be the result of calculating the current time substituting an unresolved
// time value for the hold time if did seek is false. If did seek is true, the unconstrained current time is
// equal to the current time.
//
// Note: This is required to accommodate timelines that may change direction. Without this definition, a once-
// finished animation would remain finished even when its timeline progresses in the opposite direction.
Optional<TimeValue> 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
// - animations 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 animations 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) {
// 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(), TimeValue::create_zero(m_timeline));
} else {
m_hold_time = TimeValue::create_zero(m_timeline);
}
}
// -> 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 animations start time be equal to the result
// of evaluating timeline time - (hold time / playback rate) where timeline time is the current time
// value of timeline associated with animation.
if (did_seek == DidSeek::Yes && m_hold_time.has_value())
m_start_time = m_timeline->current_time().value() - (m_hold_time.value() / m_playback_rate);
// 2. Let the hold time be unresolved.
m_hold_time = {};
}
}
// 3. Set the previous current time of animation be the result of calculating its current time.
m_previous_current_time = current_time();
// 4. Let current finished state be true if the play state of animation is finished. Otherwise, let it be false.
auto current_finished_state = play_state() == Bindings::AnimationPlayState::Finished;
// 5. If current finished state is true and the current finished promise is not yet resolved, perform the following
// steps:
if (current_finished_state && !m_is_finished) {
// 1. Let finish notification steps refer to the following procedure:
auto finish_notification_steps = GC::create_function(heap(), [this, &realm]() {
// 1. If animations play state is not equal to finished, abort these steps.
if (play_state() != Bindings::AnimationPlayState::Finished)
return;
// 2. Resolve animations current finished promise object with animation.
WebIDL::resolve_promise(realm, current_finished_promise(), this);
m_is_finished = true;
// 3. Create an AnimationPlaybackEvent, finishEvent.
// 4. Set finishEvents type attribute to finish.
// 5. Set finishEvents currentTime attribute to the current time of animation.
// 6. Set finishEvents 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.
AnimationPlaybackEventInit init;
init.current_time = current_time()->as_css_numberish(realm);
if (m_timeline && !m_timeline->is_inactive())
init.timeline_time = m_timeline->current_time().map([&](auto const& value) { return value.as_css_numberish(realm); });
auto finish_event = AnimationPlaybackEvent::create(realm, HTML::EventNames::finish, init);
// 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 animations 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,
.animation = *this,
.target = *this,
.scheduled_event_time = convert_a_timeline_time_to_an_origin_relative_time(associated_effect_end()),
});
}
// Otherwise, queue a task to dispatch finishEvent at animation. The task source for this task is the DOM
// manipulation task source.
else {
// Manually create a task so its ID can be saved
auto& document = as<HTML::Window>(realm.global_object()).associated_document();
auto task = HTML::Task::create(vm(), HTML::Task::Source::DOMManipulation, &document,
GC::create_function(heap(), [this, finish_event]() {
dispatch_event(finish_event);
}));
m_pending_finish_microtask_id = task->id();
(void)HTML::main_thread_event_loop().task_queue().add(task);
}
});
// 2. If synchronously notify is true, cancel any queued microtask to run the finish notification steps for this
// animation, and run the finish notification steps immediately.
if (synchronously_notify == SynchronouslyNotify::Yes) {
if (m_pending_finish_microtask_id.has_value()) {
HTML::main_thread_event_loop().task_queue().remove_tasks_matching([id = move(m_pending_finish_microtask_id)](auto const& task) {
return task.id() == id;
});
}
finish_notification_steps->function()();
}
// Otherwise, if synchronously notify is false, queue a microtask to run finish notification steps for
// animation unless there is already a microtask queued to run those steps for animation.
else if (!m_pending_finish_microtask_id.has_value()) {
auto& document = as<HTML::Window>(realm.global_object()).associated_document();
auto task = HTML::Task::create(vm(), HTML::Task::Source::DOMManipulation, &document, GC::create_function(heap(), [finish_notification_steps, &realm]() {
HTML::TemporaryExecutionContext context { realm };
finish_notification_steps->function()();
}));
m_pending_finish_microtask_id = task->id();
(void)HTML::main_thread_event_loop().task_queue().add(move(task));
}
}
// 6. If current finished state is false and animations current finished promise is already resolved, set
// animations current finished promise to a new promise in the relevant Realm of animation.
if (!current_finished_state && m_is_finished) {
m_current_finished_promise = WebIDL::create_promise(realm);
m_is_finished = false;
}
invalidate_effect();
}
// https://www.w3.org/TR/web-animations-1/#animation-reset-an-animations-pending-tasks
void Animation::reset_an_animations_pending_tasks()
{
auto& realm = this->realm();
// 1. If animation does not have a pending play task or a pending pause task, abort this procedure.
if (!pending())
return;
// 2. If animation has a pending play task, cancel that task.
m_pending_play_task = TaskState::None;
// 3. If animation has a pending pause task, cancel that task.
m_pending_pause_task = TaskState::None;
// 4. Apply any pending playback rate on animation.
apply_any_pending_playback_rate();
// 5. Reject animations current ready promise with a DOMException named "AbortError".
auto dom_exception = WebIDL::AbortError::create(realm, "Animation was cancelled"_utf16);
WebIDL::reject_promise(realm, current_ready_promise(), dom_exception);
// 6. Set the [[PromiseIsHandled]] internal slot of animations current ready promise to true.
WebIDL::mark_promise_as_handled(current_ready_promise());
// 7. Let animations current ready promise be the result of creating a new resolved Promise object with value
// animation in the relevant Realm of animation.
m_current_ready_promise = WebIDL::create_resolved_promise(realm, this);
}
// https://drafts.csswg.org/web-animations-2/#ready
bool Animation::is_ready() const
{
// An animation is ready at the first moment where all of the following conditions are true:
// FIXME: - the user agent has completed any setup required to begin the playback of each inclusive descendant of
// the animations associated effect including rendering the first frame of any keyframe effect or
// executing any custom effects associated with an animation effect
// - the animation is associated with a timeline that is not inactive.
if (!m_timeline || m_timeline->is_inactive())
return false;
// - the animations hold time or start time is resolved.
if (!m_hold_time.has_value() && !m_start_time.has_value())
return false;
return true;
}
// Step 12 of https://www.w3.org/TR/web-animations-1/#playing-an-animation-section
void Animation::run_pending_play_task()
{
// 1. Assert that at least one of animations start time or hold time is resolved.
VERIFY(m_start_time.has_value() || m_hold_time.has_value());
// 2. Let ready time be the time value of the timeline associated with animation at the moment when animation became
// ready.
// FIXME: We can get a more accurate time here if we record the actual instant we became ready rather than waiting
// to try and run this task
auto ready_time = m_timeline->current_time().value();
// 3. Perform the steps corresponding to the first matching condition below, if any:
// -> If animations hold time is resolved,
if (m_hold_time.has_value()) {
// 1. Apply any pending playback rate on animation.
apply_any_pending_playback_rate();
// 2. Let new start time be the result of evaluating ready time - hold time / playback rate for animation. If
// the playback rate is zero, let new start time be simply ready time.
auto new_start_time = m_playback_rate != 0.0 ? ready_time - (m_hold_time.value() / m_playback_rate) : ready_time;
// 3. Set the start time of animation to new start time.
m_start_time = new_start_time;
// 4. If animations playback rate is not 0, make animations hold time unresolved.
if (m_playback_rate != 0.0)
m_hold_time = {};
}
// -> If animations start time is resolved and animation has a pending playback rate,
else if (m_start_time.has_value() && m_pending_playback_rate.has_value()) {
// 1. Let current time to match be the result of evaluating (ready time - start time) × playback rate for
// animation.
auto current_time_to_match = (ready_time - m_start_time.value()) * m_playback_rate;
// 2. Apply any pending playback rate on animation.
apply_any_pending_playback_rate();
// 3. If animations playback rate is zero, let animations hold time be current time to match.
if (m_playback_rate == 0.0)
m_hold_time = current_time_to_match;
// 4. Let new start time be the result of evaluating ready time - current time to match / playback rate for
// animation. If the playback rate is zero, let new start time be simply ready time.
auto new_start_time = m_playback_rate != 0.0 ? ready_time - (current_time_to_match / m_playback_rate) : ready_time;
// 5. Set the start time of animation to new start time.
m_start_time = new_start_time;
}
// 4. Resolve animations current ready promise with animation.
WebIDL::resolve_promise(realm(), current_ready_promise(), this);
// 5. Run the procedure to update an animations finished state for animation with the did seek flag set to false,
// and the synchronously notify flag set to false.
update_finished_state(DidSeek::No, SynchronouslyNotify::No);
}
bool Animation::is_ready_to_run_pending_pause_task() const
{
// NB: Step 10 of the procedure to "pause an animation" requires us to schedule the pending pause task to run when
// the following conditions are true:
// https://www.w3.org/TR/web-animations-1/#pause-an-animation
// https://drafts.csswg.org/web-animations-2/#pausing-an-animation-section
// FIXME: - the user agent has performed any processing necessary to suspend the playback of animations associated
// effect, if any.
// - the animation is associated with a timeline that is not inactive.
if (!m_timeline || m_timeline->is_inactive())
return false;
// - the animation has a resolved hold time or start time.
if (!m_hold_time.has_value() && !m_start_time.has_value())
return false;
return true;
}
// Step 10 of https://www.w3.org/TR/web-animations-1/#pause-an-animation
void Animation::run_pending_pause_task()
{
// 1. Let ready time be the time value of the timeline associated with animation at the moment when the user agent
// completed processing necessary to suspend playback of animations associated effect.
// FIXME: We can get a more accurate time here if we record the actual instant the above is true rather than waiting
// for this task to run
auto ready_time = m_timeline->current_time().value();
// 2. If animations start time is resolved and its hold time is not resolved, let animations hold time be the
// result of evaluating (ready time - start time) × playback rate.
// Note: The hold time might be already set if the animation is finished, or if the animation has a pending play
// task. In either case we want to preserve the hold time as we enter the paused state.
if (m_start_time.has_value() && !m_hold_time.has_value())
m_hold_time = (ready_time - m_start_time.value()) * m_playback_rate;
// 3. Apply any pending playback rate on animation.
apply_any_pending_playback_rate();
// 4. Make animations start time unresolved.
m_start_time = {};
// 5. Resolve animations current ready promise with animation.
WebIDL::resolve_promise(realm(), current_ready_promise(), this);
// 6. Run the procedure to update an animations finished state for animation with the did seek flag set to false,
// and the synchronously notify flag set to false.
update_finished_state(DidSeek::No, SynchronouslyNotify::No);
}
GC::Ref<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;
}
GC::Ref<WebIDL::Promise> Animation::current_finished_promise() const
{
if (!m_current_finished_promise) {
// The current finished promise is initially a pending Promise object.
m_current_finished_promise = WebIDL::create_promise(realm());
}
return *m_current_finished_promise;
}
void Animation::invalidate_effect()
{
if (!m_effect)
return;
if (auto* target = m_effect->target())
target->document().set_needs_animated_style_update();
}
Animation::Animation(JS::Realm& realm)
: DOM::EventTarget(realm)
{
static unsigned int next_animation_list_order = 0;
m_global_animation_list_order = next_animation_list_order++;
}
void Animation::initialize(JS::Realm& realm)
{
WEB_SET_PROTOTYPE_FOR_INTERFACE(Animation);
Base::initialize(realm);
}
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);
if (m_owning_element.has_value())
m_owning_element->visit(visitor);
}
void Animation::finalize()
{
if (m_timeline)
m_timeline->disassociate_with_animation(*this);
}
}