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We don't actually apply the `animation-timeline` property yet so this is non-functional for now
125 lines
5.6 KiB
C++
125 lines
5.6 KiB
C++
/*
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* Copyright (c) 2024, Matthew Olsson <mattco@serenityos.org>.
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <LibWeb/Animations/KeyframeEffect.h>
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#include <LibWeb/Bindings/CSSAnimationPrototype.h>
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#include <LibWeb/Bindings/Intrinsics.h>
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#include <LibWeb/CSS/CSSAnimation.h>
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#include <LibWeb/CSS/PropertyID.h>
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#include <LibWeb/DOM/Element.h>
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#include <LibWeb/HTML/Scripting/TemporaryExecutionContext.h>
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namespace Web::CSS {
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GC_DEFINE_ALLOCATOR(CSSAnimation);
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GC::Ref<CSSAnimation> CSSAnimation::create(JS::Realm& realm)
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{
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return realm.create<CSSAnimation>(realm);
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}
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// https://www.w3.org/TR/css-animations-2/#animation-composite-order
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int CSSAnimation::class_specific_composite_order(GC::Ref<Animations::Animation> other_animation) const
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{
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auto other = GC::Ref { as<CSSAnimation>(*other_animation) };
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// The existence of an owning element determines the animation class, so both animations should have their owning
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// element in the same state
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VERIFY(owning_element().has_value() == other->owning_element().has_value());
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// Within the set of CSS Animations with an owning element, two animations A and B are sorted in composite order
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// (first to last) as follows:
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if (owning_element().has_value()) {
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// 1. If the owning element of A and B differs, sort A and B by tree order of their corresponding owning elements.
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// With regard to pseudo-elements, the sort order is as follows:
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// - element
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// - ::marker
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// - ::before
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// - any other pseudo-elements not mentioned specifically in this list, sorted in ascending order by the Unicode
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// codepoints that make up each selector
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// - ::after
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// - element children
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if (owning_element() != other->owning_element()) {
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// FIXME: Sort by tree order
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return 0;
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}
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// 2. Otherwise, sort A and B based on their position in the computed value of the animation-name property of the
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// (common) owning element.
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// FIXME: Do this when animation-name supports multiple values
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return 0;
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}
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// The composite order of CSS Animations without an owning element is based on their position in the global animation list.
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return global_animation_list_order() - other->global_animation_list_order();
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}
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Animations::AnimationClass CSSAnimation::animation_class() const
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{
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if (owning_element().has_value())
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return Animations::AnimationClass::CSSAnimationWithOwningElement;
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return Animations::AnimationClass::CSSAnimationWithoutOwningElement;
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}
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void CSSAnimation::apply_css_properties(ComputedProperties::AnimationProperties const& animation_properties)
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{
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// FIXME: Don't apply overriden properties as defined here: https://drafts.csswg.org/css-animations-2/#animations
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VERIFY(effect());
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auto& effect = as<Animations::KeyframeEffect>(*this->effect());
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effect.set_specified_iteration_duration(animation_properties.duration);
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effect.set_specified_start_delay(animation_properties.delay);
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// https://drafts.csswg.org/web-animations-2/#updating-animationeffect-timing
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// Timing properties may also be updated due to a style change. Any change to a CSS animation property that affects
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// timing requires rerunning the procedure to normalize specified timing.
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effect.normalize_specified_timing();
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effect.set_iteration_count(animation_properties.iteration_count);
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effect.set_timing_function(animation_properties.timing_function);
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effect.set_fill_mode(Animations::css_fill_mode_to_bindings_fill_mode(animation_properties.fill_mode));
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effect.set_playback_direction(Animations::css_animation_direction_to_bindings_playback_direction(animation_properties.direction));
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effect.set_composite(Animations::css_animation_composition_to_bindings_composite_operation(animation_properties.composition));
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if (animation_properties.play_state != last_css_animation_play_state()) {
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if (animation_properties.play_state == CSS::AnimationPlayState::Running && play_state() != Bindings::AnimationPlayState::Running) {
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HTML::TemporaryExecutionContext context(realm());
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play().release_value_but_fixme_should_propagate_errors();
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} else if (animation_properties.play_state == CSS::AnimationPlayState::Paused && play_state() != Bindings::AnimationPlayState::Paused) {
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HTML::TemporaryExecutionContext context(realm());
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pause().release_value_but_fixme_should_propagate_errors();
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}
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set_last_css_animation_play_state(animation_properties.play_state);
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}
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}
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void CSSAnimation::set_timeline_for_bindings(GC::Ptr<Animations::AnimationTimeline> timeline)
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{
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// AD-HOC: When the timeline of a CSS animation is modified by the author from JS we should no longer apply changes
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// to the `animation-timeline` property. See https://github.com/w3c/csswg-drafts/issues/13472
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m_ignored_css_properties.set(PropertyID::AnimationTimeline);
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set_timeline(timeline);
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}
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CSSAnimation::CSSAnimation(JS::Realm& realm)
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: Animations::Animation(realm)
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{
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// FIXME:
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// CSS Animations generated using the markup defined in this specification are not added to the global animation
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// list when they are created. Instead, these animations are appended to the global animation list at the first
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// moment when they transition out of the idle play state after being disassociated from their owning element. CSS
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// Animations that have been disassociated from their owning element but are still idle do not have a defined
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// composite order.
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}
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void CSSAnimation::initialize(JS::Realm& realm)
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{
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WEB_SET_PROTOTYPE_FOR_INTERFACE(CSSAnimation);
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Base::initialize(realm);
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}
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}
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