forked from WebKit/WebKit
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathWebAnimation.cpp
More file actions
1458 lines (1175 loc) · 62.3 KB
/
WebAnimation.cpp
File metadata and controls
1458 lines (1175 loc) · 62.3 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
/*
* Copyright (C) 2017 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#include "WebAnimation.h"
#include "AnimationEffect.h"
#include "AnimationPlaybackEvent.h"
#include "AnimationTimeline.h"
#include "CSSComputedStyleDeclaration.h"
#include "Chrome.h"
#include "ChromeClient.h"
#include "DOMPromiseProxy.h"
#include "DeclarativeAnimation.h"
#include "Document.h"
#include "DocumentTimeline.h"
#include "Element.h"
#include "EventLoop.h"
#include "EventNames.h"
#include "InspectorInstrumentation.h"
#include "JSWebAnimation.h"
#include "KeyframeEffect.h"
#include "KeyframeEffectStack.h"
#include "Logging.h"
#include "RenderElement.h"
#include "StyledElement.h"
#include "WebAnimationUtilities.h"
#include <wtf/IsoMallocInlines.h>
#include <wtf/NeverDestroyed.h>
#include <wtf/text/TextStream.h>
#include <wtf/text/WTFString.h>
namespace WebCore {
WTF_MAKE_ISO_ALLOCATED_IMPL(WebAnimation);
HashSet<WebAnimation*>& WebAnimation::instances()
{
static NeverDestroyed<HashSet<WebAnimation*>> instances;
return instances;
}
Ref<WebAnimation> WebAnimation::create(Document& document, AnimationEffect* effect)
{
auto result = adoptRef(*new WebAnimation(document));
result->setEffect(effect);
result->setTimeline(&document.timeline());
InspectorInstrumentation::didCreateWebAnimation(result.get());
return result;
}
Ref<WebAnimation> WebAnimation::create(Document& document, AnimationEffect* effect, AnimationTimeline* timeline)
{
auto result = adoptRef(*new WebAnimation(document));
result->setEffect(effect);
if (timeline)
result->setTimeline(timeline);
InspectorInstrumentation::didCreateWebAnimation(result.get());
return result;
}
WebAnimation::WebAnimation(Document& document)
: ActiveDOMObject(document)
, m_readyPromise(makeUniqueRef<ReadyPromise>(*this, &WebAnimation::readyPromiseResolve))
, m_finishedPromise(makeUniqueRef<FinishedPromise>(*this, &WebAnimation::finishedPromiseResolve))
{
m_readyPromise->resolve(*this);
suspendIfNeeded();
instances().add(this);
}
WebAnimation::~WebAnimation()
{
InspectorInstrumentation::willDestroyWebAnimation(*this);
if (m_timeline)
m_timeline->forgetAnimation(this);
ASSERT(instances().contains(this));
instances().remove(this);
}
void WebAnimation::contextDestroyed()
{
InspectorInstrumentation::willDestroyWebAnimation(*this);
ActiveDOMObject::contextDestroyed();
}
void WebAnimation::remove()
{
// This object could be deleted after either clearing the effect or timeline relationship.
Ref protectedThis { *this };
setEffectInternal(nullptr);
setTimeline(nullptr);
}
void WebAnimation::suspendEffectInvalidation()
{
++m_suspendCount;
}
void WebAnimation::unsuspendEffectInvalidation()
{
ASSERT(m_suspendCount > 0);
--m_suspendCount;
}
void WebAnimation::effectTimingDidChange()
{
timingDidChange(DidSeek::No, SynchronouslyNotify::Yes);
if (m_effect)
m_effect->animationDidChangeTimingProperties();
InspectorInstrumentation::didChangeWebAnimationEffectTiming(*this);
}
void WebAnimation::setId(const String& id)
{
m_id = id;
InspectorInstrumentation::didChangeWebAnimationName(*this);
}
void WebAnimation::setBindingsEffect(RefPtr<AnimationEffect>&& newEffect)
{
setEffect(WTFMove(newEffect));
}
void WebAnimation::setEffect(RefPtr<AnimationEffect>&& newEffect)
{
// 3.4.3. Setting the target effect of an animation
// https://drafts.csswg.org/web-animations-1/#setting-the-target-effect
// 1. Let old effect be the current target effect of animation, if any.
auto oldEffect = m_effect;
// 2. If new effect is the same object as old effect, abort this procedure.
if (newEffect == oldEffect)
return;
// 3. If animation has a pending pause task, reschedule that task to run as soon as animation is ready.
if (hasPendingPauseTask())
m_timeToRunPendingPauseTask = TimeToRunPendingTask::WhenReady;
// 4. If animation has a pending play task, reschedule that task to run as soon as animation is ready to play new effect.
if (hasPendingPlayTask())
m_timeToRunPendingPlayTask = TimeToRunPendingTask::WhenReady;
// 5. If new effect is not null and if new effect is the target effect of another animation, previous animation, run the
// procedure to set the target effect of an animation (this procedure) on previous animation passing null as new effect.
if (newEffect && newEffect->animation())
newEffect->animation()->setEffect(nullptr);
// 6. Let the target effect of animation be new effect.
// In the case of a declarative animation, we don't want to remove the animation from the relevant maps because
// while the effect was set via the API, the element still has a transition or animation set up and we must
// not break the timeline-to-animation relationship.
invalidateEffect();
// This object could be deleted after clearing the effect relationship.
Ref protectedThis { *this };
setEffectInternal(WTFMove(newEffect), isDeclarativeAnimation());
// 7. Run the procedure to update an animation's finished state for animation with the did seek flag set to false,
// and the synchronously notify flag set to false.
timingDidChange(DidSeek::No, SynchronouslyNotify::No);
invalidateEffect();
}
void WebAnimation::setEffectInternal(RefPtr<AnimationEffect>&& newEffect, bool doNotRemoveFromTimeline)
{
if (m_effect == newEffect)
return;
auto oldEffect = std::exchange(m_effect, WTFMove(newEffect));
std::optional<const Styleable> previousTarget = is<KeyframeEffect>(oldEffect) ? downcast<KeyframeEffect>(oldEffect.get())->targetStyleable() : std::nullopt;
std::optional<const Styleable> newTarget = is<KeyframeEffect>(m_effect) ? downcast<KeyframeEffect>(m_effect.get())->targetStyleable() : std::nullopt;
// Update the effect-to-animation relationships and the timeline's animation map.
if (oldEffect) {
oldEffect->setAnimation(nullptr);
if (!doNotRemoveFromTimeline && previousTarget && previousTarget != newTarget)
previousTarget->animationWasRemoved(*this);
updateRelevance();
}
if (m_effect) {
m_effect->setAnimation(this);
if (newTarget && previousTarget != newTarget)
newTarget->animationWasAdded(*this);
}
InspectorInstrumentation::didSetWebAnimationEffect(*this);
}
void WebAnimation::setTimeline(RefPtr<AnimationTimeline>&& timeline)
{
// 3.4.1. Setting the timeline of an animation
// https://drafts.csswg.org/web-animations-1/#setting-the-timeline
// 2. If new timeline is the same object as old timeline, abort this procedure.
if (timeline == m_timeline)
return;
// 4. If the animation start time of animation is resolved, make animation's hold time unresolved.
if (m_startTime)
m_holdTime = std::nullopt;
if (is<KeyframeEffect>(m_effect)) {
if (auto target = downcast<KeyframeEffect>(m_effect.get())->targetStyleable()) {
// In the case of a declarative animation, we don't want to remove the animation from the relevant maps because
// while the timeline was set via the API, the element still has a transition or animation set up and we must
// not break the relationship.
if (!isDeclarativeAnimation())
target->animationWasRemoved(*this);
target->animationWasAdded(*this);
}
}
// This object could be deleted after clearing the timeline relationship.
Ref protectedThis { *this };
setTimelineInternal(WTFMove(timeline));
setSuspended(is<DocumentTimeline>(m_timeline) && downcast<DocumentTimeline>(*m_timeline).animationsAreSuspended());
// 5. Run the procedure to update an animation's finished state for animation with the did seek flag set to false,
// and the synchronously notify flag set to false.
timingDidChange(DidSeek::No, SynchronouslyNotify::No);
invalidateEffect();
}
void WebAnimation::setTimelineInternal(RefPtr<AnimationTimeline>&& timeline)
{
if (m_timeline == timeline)
return;
if (m_timeline)
m_timeline->removeAnimation(*this);
m_timeline = WTFMove(timeline);
if (m_effect)
m_effect->animationTimelineDidChange(m_timeline.get());
}
void WebAnimation::effectTargetDidChange(const std::optional<const Styleable>& previousTarget, const std::optional<const Styleable>& newTarget)
{
if (m_timeline) {
if (previousTarget)
previousTarget->animationWasRemoved(*this);
if (newTarget)
newTarget->animationWasAdded(*this);
// This could have changed whether we have replaced animations, so we may need to schedule an update.
m_timeline->animationTimingDidChange(*this);
}
InspectorInstrumentation::didChangeWebAnimationEffectTarget(*this);
}
std::optional<double> WebAnimation::bindingsStartTime() const
{
if (!m_startTime)
return std::nullopt;
return secondsToWebAnimationsAPITime(*m_startTime);
}
void WebAnimation::setBindingsStartTime(std::optional<double> newStartTime)
{
if (newStartTime)
setStartTime(Seconds::fromMilliseconds(*newStartTime));
else
setStartTime(std::nullopt);
}
void WebAnimation::setStartTime(std::optional<Seconds> newStartTime)
{
// 3.4.6 The procedure to set the start time of animation, animation, to new start time, is as follows:
// https://drafts.csswg.org/web-animations/#setting-the-start-time-of-an-animation
// 1. 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 timelineTime = m_timeline ? m_timeline->currentTime() : std::nullopt;
// 2. If timeline time is unresolved and new start time is resolved, make animation's hold time unresolved.
if (!timelineTime && newStartTime)
m_holdTime = std::nullopt;
// 3. Let previous current time be animation's current time.
auto previousCurrentTime = currentTime();
// 4. Apply any pending playback rate on animation.
applyPendingPlaybackRate();
// 5. Set animation's start time to new start time.
m_startTime = newStartTime;
// 6. Update animation's hold time based on the first matching condition from the following,
if (newStartTime) {
// If new start time is resolved,
// If animation's playback rate is not zero, make animation's hold time unresolved.
if (m_playbackRate)
m_holdTime = std::nullopt;
} else {
// Otherwise (new start time is unresolved),
// Set animation's hold time to previous current time even if previous current time is unresolved.
m_holdTime = previousCurrentTime;
}
// 7. If animation has a pending play task or a pending pause task, cancel that task and resolve animation's current ready promise with animation.
if (pending()) {
m_timeToRunPendingPauseTask = TimeToRunPendingTask::NotScheduled;
m_timeToRunPendingPlayTask = TimeToRunPendingTask::NotScheduled;
m_readyPromise->resolve(*this);
}
// 8. Run the procedure to update an animation's finished state for animation with the did seek flag set to true, and the synchronously notify flag set to false.
timingDidChange(DidSeek::Yes, SynchronouslyNotify::No);
invalidateEffect();
}
std::optional<double> WebAnimation::bindingsCurrentTime() const
{
auto time = currentTime();
if (!time)
return std::nullopt;
return secondsToWebAnimationsAPITime(time.value());
}
ExceptionOr<void> WebAnimation::setBindingsCurrentTime(std::optional<double> currentTime)
{
if (!currentTime)
return setCurrentTime(std::nullopt);
return setCurrentTime(Seconds::fromMilliseconds(currentTime.value()));
}
std::optional<Seconds> WebAnimation::currentTime(std::optional<Seconds> startTime) const
{
return currentTime(RespectHoldTime::Yes, startTime);
}
std::optional<Seconds> WebAnimation::currentTime(RespectHoldTime respectHoldTime, std::optional<Seconds> startTime) const
{
// 3.4.4. The current time of an animation
// https://drafts.csswg.org/web-animations-1/#the-current-time-of-an-animation
// The current time is calculated from the first matching condition from below:
// If the animation's hold time is resolved, the current time is the animation's hold time.
if (respectHoldTime == RespectHoldTime::Yes && m_holdTime)
return m_holdTime;
// If any of the following are true:
// 1. the animation has no associated timeline, or
// 2. the associated timeline is inactive, or
// 3. the animation's start time is unresolved.
// The current time is an unresolved time value.
if (!m_timeline || !m_timeline->currentTime() || !m_startTime)
return std::nullopt;
// Otherwise, current time = (timeline time - start time) * playback rate
return (*m_timeline->currentTime() - startTime.value_or(*m_startTime)) * m_playbackRate;
}
ExceptionOr<void> WebAnimation::silentlySetCurrentTime(std::optional<Seconds> seekTime)
{
LOG_WITH_STREAM(Animations, stream << "WebAnimation " << this << " silentlySetCurrentTime " << seekTime);
// 3.4.5. Setting the current time of an animation
// https://drafts.csswg.org/web-animations-1/#setting-the-current-time-of-an-animation
// 1. If seek time is an unresolved time value, then perform the following steps.
if (!seekTime) {
// 1. If the current time is resolved, then throw a TypeError.
if (currentTime())
return Exception { TypeError };
// 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,
// Set animation's hold time to seek time.
// Otherwise, 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.
if (m_holdTime || !m_startTime || !m_timeline || !m_timeline->currentTime() || !m_playbackRate)
m_holdTime = seekTime;
else
m_startTime = m_timeline->currentTime().value() - (seekTime.value() / m_playbackRate);
// 3. If animation has no associated timeline or the associated timeline is inactive, make animation's start time unresolved.
if (!m_timeline || !m_timeline->currentTime())
m_startTime = std::nullopt;
// 4. Make animation's previous current time unresolved.
m_previousCurrentTime = std::nullopt;
return { };
}
ExceptionOr<void> WebAnimation::setCurrentTime(std::optional<Seconds> seekTime)
{
LOG_WITH_STREAM(Animations, stream << "WebAnimation " << this << " setCurrentTime " << seekTime);
// 3.4.5. Setting the current time of an animation
// https://drafts.csswg.org/web-animations-1/#setting-the-current-time-of-an-animation
// 1. Run the steps to silently set the current time of animation to seek time.
auto silentResult = silentlySetCurrentTime(seekTime);
if (silentResult.hasException())
return silentResult.releaseException();
// 2. If animation has a pending pause task, synchronously complete the pause operation by performing the following steps:
if (hasPendingPauseTask()) {
// 1. Set animation's hold time to seek time.
m_holdTime = seekTime;
// 2. Apply any pending playback rate to animation.
applyPendingPlaybackRate();
// 3. Make animation's start time unresolved.
m_startTime = std::nullopt;
// 4. Cancel the pending pause task.
m_timeToRunPendingPauseTask = TimeToRunPendingTask::NotScheduled;
// 5. Resolve animation's current ready promise with animation.
m_readyPromise->resolve(*this);
}
// 3. Run the procedure to update an animation's finished state for animation with the did seek flag set to true, and the synchronously notify flag set to false.
timingDidChange(DidSeek::Yes, SynchronouslyNotify::No);
if (m_effect)
m_effect->animationDidChangeTimingProperties();
invalidateEffect();
return { };
}
double WebAnimation::effectivePlaybackRate() const
{
// https://drafts.csswg.org/web-animations/#effective-playback-rate
// The effective playback rate of an animation is its pending playback rate, if set, otherwise it is the animation's playback rate.
return (m_pendingPlaybackRate ? m_pendingPlaybackRate.value() : m_playbackRate);
}
void WebAnimation::setPlaybackRate(double newPlaybackRate)
{
// 3.4.17.1. Updating the playback rate of an animation
// https://drafts.csswg.org/web-animations-1/#updating-the-playback-rate-of-an-animation
// 1. Clear any pending playback rate on animation.
m_pendingPlaybackRate = std::nullopt;
// 2. Let previous time be the value of the current time of animation before changing the playback rate.
auto previousTime = currentTime();
// 3. Set the playback rate to new playback rate.
m_playbackRate = newPlaybackRate;
// 4. If previous time is resolved, set the current time of animation to previous time.
if (previousTime)
setCurrentTime(previousTime);
if (m_effect)
m_effect->animationDidChangeTimingProperties();
}
void WebAnimation::updatePlaybackRate(double newPlaybackRate)
{
// https://drafts.csswg.org/web-animations/#seamlessly-update-the-playback-rate
// The procedure to seamlessly update the playback rate an animation, animation, to new playback rate preserving its current time is as follows:
// 1. Let previous play state be animation's play state.
// Note: It is necessary to record the play state before updating animation's 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 previousPlayState = playState();
// 2. Let animation's pending playback rate be new playback rate.
m_pendingPlaybackRate = newPlaybackRate;
// 3. Perform the steps corresponding to the first matching condition from below:
if (pending()) {
// If animation has a pending play task or a pending pause task,
// 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 (previousPlayState == PlayState::Idle || previousPlayState == PlayState::Paused) {
// If previous play state is idle or paused,
// Apply any pending playback rate on animation.
applyPendingPlaybackRate();
} else if (previousPlayState == PlayState::Finished) {
// If previous play state is 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.
auto unconstrainedCurrentTime = currentTime(RespectHoldTime::No);
// 2. Let animation's 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 animation's start time be timeline time.
// If timeline is inactive abort these steps.
if (!m_timeline->currentTime())
return;
auto newStartTime = m_timeline->currentTime().value();
if (m_pendingPlaybackRate)
newStartTime -= (unconstrainedCurrentTime.value() / m_pendingPlaybackRate.value());
m_startTime = newStartTime;
// 3. Apply any pending playback rate on animation.
applyPendingPlaybackRate();
// 4. Run the procedure to update an animation's finished state for animation with the did seek flag set to false, and the synchronously notify flag set to false.
timingDidChange(DidSeek::No, SynchronouslyNotify::No);
invalidateEffect();
} else {
// Otherwise,
// Run the procedure to play an animation for animation with the auto-rewind flag set to false.
play(AutoRewind::No);
}
if (m_effect)
m_effect->animationDidChangeTimingProperties();
}
void WebAnimation::applyPendingPlaybackRate()
{
// https://drafts.csswg.org/web-animations/#apply-any-pending-playback-rate
// 1. If animation does not have a pending playback rate, abort these steps.
if (!m_pendingPlaybackRate)
return;
// 2. Set animation's playback rate to its pending playback rate.
m_playbackRate = m_pendingPlaybackRate.value();
// 3. Clear animation's pending playback rate.
m_pendingPlaybackRate = std::nullopt;
}
auto WebAnimation::playState() const -> PlayState
{
// 3.5.19 Play states
// https://drafts.csswg.org/web-animations/#play-states
// The play state of animation, animation, at a given moment is the state corresponding to the
// first matching condition from the following:
// The current time of animation is unresolved, and animation does not have either a pending
// play task or a pending pause task,
// → idle
auto animationCurrentTime = currentTime();
if (!animationCurrentTime && !pending())
return PlayState::Idle;
// Animation has a pending pause task, or both the start time of animation is unresolved and it does not
// have a pending play task,
// → paused
if (hasPendingPauseTask() || (!m_startTime && !hasPendingPlayTask()))
return PlayState::Paused;
// For animation, current time is resolved and either of the following conditions are true:
// animation's effective playback rate > 0 and current time ≥ target effect end; or
// animation's effective playback rate < 0 and current time ≤ 0,
// → finished
if (animationCurrentTime && ((effectivePlaybackRate() > 0 && (*animationCurrentTime + timeEpsilon) >= effectEndTime()) || (effectivePlaybackRate() < 0 && (*animationCurrentTime - timeEpsilon) <= 0_s)))
return PlayState::Finished;
// Otherwise → running
return PlayState::Running;
}
Seconds WebAnimation::effectEndTime() const
{
// The target effect end of an animation is equal to the end time of the animation's target effect.
// If the animation has no target effect, the target effect end is zero.
return m_effect ? m_effect->endTime() : 0_s;
}
void WebAnimation::cancel()
{
LOG_WITH_STREAM(Animations, stream << "WebAnimation " << this << " cancel() (current time is " << currentTime() << ")");
// 3.4.16. Canceling an animation
// https://drafts.csswg.org/web-animations-1/#canceling-an-animation-section
//
// An animation can be canceled which causes the current time to become unresolved hence removing any effects caused by the target effect.
//
// The procedure to cancel an animation for animation is as follows:
//
// 1. If animation's play state is not idle, perform the following steps:
if (playState() != PlayState::Idle) {
// 1. Run the procedure to reset an animation's pending tasks on animation.
resetPendingTasks();
// 2. Reject the current finished promise with a DOMException named "AbortError".
// 3. Set the [[PromiseIsHandled]] internal slot of the current finished promise to true.
if (!m_finishedPromise->isFulfilled())
m_finishedPromise->reject(Exception { AbortError }, RejectAsHandled::Yes);
// 4. Let current finished promise be a new (pending) Promise object.
m_finishedPromise = makeUniqueRef<FinishedPromise>(*this, &WebAnimation::finishedPromiseResolve);
// 5. Create an AnimationPlaybackEvent, cancelEvent.
// 6. Set cancelEvent's type attribute to cancel.
// 7. Set cancelEvent's 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 n unresolved time value.
// 9. Set cancelEvent's timelineTime to timeline time. If timeline time is unresolved, set it to null.
// 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.
enqueueAnimationPlaybackEvent(eventNames().cancelEvent, std::nullopt, m_timeline ? m_timeline->currentTime() : std::nullopt);
}
// 2. Make animation's hold time unresolved.
m_holdTime = std::nullopt;
// 3. Make animation's start time unresolved.
m_startTime = std::nullopt;
timingDidChange(DidSeek::No, SynchronouslyNotify::No);
invalidateEffect();
if (m_effect)
m_effect->animationWasCanceled();
}
void WebAnimation::willChangeRenderer()
{
if (is<KeyframeEffect>(m_effect))
downcast<KeyframeEffect>(*m_effect).willChangeRenderer();
}
void WebAnimation::enqueueAnimationPlaybackEvent(const AtomString& type, std::optional<Seconds> currentTime, std::optional<Seconds> timelineTime)
{
auto event = AnimationPlaybackEvent::create(type, currentTime, timelineTime, this);
event->setTarget(this);
enqueueAnimationEvent(WTFMove(event));
}
void WebAnimation::enqueueAnimationEvent(Ref<AnimationEventBase>&& event)
{
if (is<DocumentTimeline>(m_timeline)) {
// If animation has a document for timing, then append event 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.
m_hasScheduledEventsDuringTick = true;
downcast<DocumentTimeline>(*m_timeline).enqueueAnimationEvent(WTFMove(event));
} else {
// Otherwise, queue a task to dispatch event at animation. The task source for this task is the DOM manipulation task source.
queueTaskToDispatchEvent(*this, TaskSource::DOMManipulation, WTFMove(event));
}
}
void WebAnimation::resetPendingTasks()
{
// The procedure to reset an animation's pending tasks for animation is as follows:
// https://drafts.csswg.org/web-animations-1/#reset-an-animations-pending-tasks
//
// 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.
if (hasPendingPlayTask())
m_timeToRunPendingPlayTask = TimeToRunPendingTask::NotScheduled;
// 3. If animation has a pending pause task, cancel that task.
if (hasPendingPauseTask())
m_timeToRunPendingPauseTask = TimeToRunPendingTask::NotScheduled;
// 4. Apply any pending playback rate on animation.
applyPendingPlaybackRate();
// 5. Reject animation's current ready promise with a DOMException named "AbortError".
// 6. Set the [[PromiseIsHandled]] internal slot of animation’s current ready promise to true.
m_readyPromise->reject(Exception { AbortError }, RejectAsHandled::Yes);
// 7. Let animation's current ready promise be the result of creating a new resolved Promise object.
m_readyPromise = makeUniqueRef<ReadyPromise>(*this, &WebAnimation::readyPromiseResolve);
m_readyPromise->resolve(*this);
}
ExceptionOr<void> WebAnimation::finish()
{
LOG_WITH_STREAM(Animations, stream << "WebAnimation " << this << " finish (current time is " << currentTime() << ")");
// 3.4.15. Finishing an animation
// https://drafts.csswg.org/web-animations-1/#finishing-an-animation-section
// An animation can be advanced to the natural end of its current playback direction by using the procedure to finish an animation for animation defined below:
//
// 1. If animation's effective playback rate is zero, or if animation's effective playback rate > 0 and target effect end is infinity, throw an InvalidStateError and abort these steps.
if (!effectivePlaybackRate() || (effectivePlaybackRate() > 0 && effectEndTime() == Seconds::infinity()))
return Exception { InvalidStateError };
// 2. Apply any pending playback rate to animation.
applyPendingPlaybackRate();
// 3. Set limit as follows:
// If animation playback rate > 0, let limit be target effect end.
// Otherwise, let limit be zero.
auto limit = m_playbackRate > 0 ? effectEndTime() : 0_s;
// 4. Silently set the current time to limit.
silentlySetCurrentTime(limit);
// 5. If animation's 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_startTime && m_timeline && m_timeline->currentTime())
m_startTime = m_timeline->currentTime().value() - (limit / m_playbackRate);
// 6. If there is a pending pause task and start time is resolved,
if (hasPendingPauseTask() && m_startTime) {
// 1. Let the hold time be unresolved.
m_holdTime = std::nullopt;
// 2. Cancel the pending pause task.
m_timeToRunPendingPauseTask = TimeToRunPendingTask::NotScheduled;
// 3. Resolve the current ready promise of animation with animation.
m_readyPromise->resolve(*this);
}
// 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 (hasPendingPlayTask() && m_startTime) {
m_timeToRunPendingPlayTask = TimeToRunPendingTask::NotScheduled;
m_readyPromise->resolve(*this);
}
// 8. Run the procedure to update an animation's finished state animation with the did seek flag set to true, and the synchronously notify flag set to true.
timingDidChange(DidSeek::Yes, SynchronouslyNotify::Yes);
invalidateEffect();
return { };
}
void WebAnimation::timingDidChange(DidSeek didSeek, SynchronouslyNotify synchronouslyNotify, Silently silently)
{
m_shouldSkipUpdatingFinishedStateWhenResolving = false;
updateFinishedState(didSeek, synchronouslyNotify);
if (is<KeyframeEffect>(m_effect)) {
updateRelevance();
downcast<KeyframeEffect>(*m_effect).animationTimingDidChange();
}
if (silently == Silently::No && m_timeline)
m_timeline->animationTimingDidChange(*this);
};
void WebAnimation::invalidateEffect()
{
if (!isEffectInvalidationSuspended() && m_effect)
m_effect->invalidate();
}
void WebAnimation::updateFinishedState(DidSeek didSeek, SynchronouslyNotify synchronouslyNotify)
{
// 3.4.14. Updating the finished state
// https://drafts.csswg.org/web-animations-1/#updating-the-finished-state
// 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.
auto unconstrainedCurrentTime = currentTime(didSeek == DidSeek::Yes ? RespectHoldTime::Yes : RespectHoldTime::No);
auto endTime = effectEndTime();
// 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 (unconstrainedCurrentTime && m_startTime && !pending()) {
// then update animation's hold time based on the first matching condition for animation from below, if any:
if (m_playbackRate > 0 && unconstrainedCurrentTime >= endTime) {
// If animation playback rate > 0 and unconstrained current time is greater than or equal to target effect end,
// If did seek is true, let the hold time be the value of unconstrained current time.
if (didSeek == DidSeek::Yes)
m_holdTime = unconstrainedCurrentTime;
// If did seek is false, let the hold time be the maximum value of previous current time and target effect end. If the previous current time is unresolved, let the hold time be target effect end.
else if (!m_previousCurrentTime)
m_holdTime = endTime;
else
m_holdTime = std::max(m_previousCurrentTime.value(), endTime);
} else if (m_playbackRate < 0 && unconstrainedCurrentTime <= 0_s) {
// If animation playback rate < 0 and unconstrained current time is less than or equal to 0,
// If did seek is true, let the hold time be the value of unconstrained current time.
if (didSeek == DidSeek::Yes)
m_holdTime = unconstrainedCurrentTime;
// 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_previousCurrentTime)
m_holdTime = 0_s;
else
m_holdTime = std::min(m_previousCurrentTime.value(), 0_s);
} else if (m_playbackRate && m_timeline && m_timeline->currentTime()) {
// If animation playback rate ≠ 0, and animation is associated with an active timeline,
// 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 (didSeek == DidSeek::Yes && m_holdTime)
m_startTime = m_timeline->currentTime().value() - (m_holdTime.value() / m_playbackRate);
// 2. Let the hold time be unresolved.
m_holdTime = std::nullopt;
}
}
// 3. Set the previous current time of animation be the result of calculating its current time.
m_previousCurrentTime = currentTime();
// 4. Let current finished state be true if the play state of animation is finished. Otherwise, let it be false.
auto currentFinishedState = playState() == PlayState::Finished;
// 5. If current finished state is true and the current finished promise is not yet resolved, perform the following steps:
if (currentFinishedState && !m_finishedPromise->isFulfilled()) {
if (synchronouslyNotify == SynchronouslyNotify::Yes) {
// 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.
m_finishNotificationStepsMicrotaskPending = false;
finishNotificationSteps();
} else if (!m_finishNotificationStepsMicrotaskPending) {
// 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.
m_finishNotificationStepsMicrotaskPending = true;
if (auto* context = scriptExecutionContext()) {
context->eventLoop().queueMicrotask([this, protectedThis = Ref { *this }] {
if (m_finishNotificationStepsMicrotaskPending) {
m_finishNotificationStepsMicrotaskPending = false;
finishNotificationSteps();
}
});
}
}
}
// 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 (pending) Promise object.
if (!currentFinishedState && m_finishedPromise->isFulfilled())
m_finishedPromise = makeUniqueRef<FinishedPromise>(*this, &WebAnimation::finishedPromiseResolve);
updateRelevance();
}
void WebAnimation::finishNotificationSteps()
{
// 3.4.14. Updating the finished state
// https://drafts.csswg.org/web-animations-1/#finish-notification-steps
// Let finish notification steps refer to the following procedure:
// 1. If animation's play state is not equal to finished, abort these steps.
if (playState() != PlayState::Finished)
return;
// 2. Resolve animation's current finished promise object with animation.
m_finishedPromise->resolve(*this);
// 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.
// 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.
// 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 target
// effect end to an origin-relative time.
// Otherwise, queue a task to dispatch finishEvent at animation. The task source for this task is the DOM manipulation task source.
enqueueAnimationPlaybackEvent(eventNames().finishEvent, currentTime(), m_timeline ? m_timeline->currentTime() : std::nullopt);
if (is<KeyframeEffect>(m_effect)) {
if (RefPtr target = downcast<KeyframeEffect>(*m_effect).target()) {
if (auto* page = target->document().page())
page->chrome().client().animationDidFinishForElement(*target);
}
}
}
ExceptionOr<void> WebAnimation::play()
{
return play(AutoRewind::Yes);
}
ExceptionOr<void> WebAnimation::play(AutoRewind autoRewind)
{
LOG_WITH_STREAM(Animations, stream << "WebAnimation " << this << " play(autoRewind " << (autoRewind == AutoRewind::Yes) << ") (current time is " << currentTime() << ")");
// 3.4.10. Playing an animation
// https://drafts.csswg.org/web-animations-1/#play-an-animation
auto localTime = currentTime();
auto endTime = effectEndTime();
// 1. Let aborted pause be a boolean flag that is true if animation has a pending pause task, and false otherwise.
bool abortedPause = hasPendingPauseTask();
// 2. Let has pending ready promise be a boolean flag that is initially false.
bool hasPendingReadyPromise = false;
// 3. Perform the steps corresponding to the first matching condition from the following, if any:
if (effectivePlaybackRate() > 0 && autoRewind == AutoRewind::Yes && (!localTime || localTime.value() < 0_s || (localTime.value() + timeEpsilon) >= endTime)) {
// If animation's effective playback rate > 0, the auto-rewind flag is true and either animation's:
// - current time is unresolved, or
// - current time < zero, or
// - current time ≥ target effect end,
// Set animation's hold time to zero.
m_holdTime = 0_s;
} else if (effectivePlaybackRate() < 0 && autoRewind == AutoRewind::Yes && (!localTime || localTime.value() <= 0_s || localTime.value() > endTime)) {
// If animation's effective playback rate < 0, the auto-rewind flag is true and either animation's:
// - current time is unresolved, or
// - current time ≤ zero, or
// - current time > target effect end
// If target effect end is positive infinity, throw an InvalidStateError and abort these steps.
if (endTime == Seconds::infinity())
return Exception { InvalidStateError };
m_holdTime = endTime;
} else if (!effectivePlaybackRate() && !localTime) {
// If animation's effective playback rate = 0 and animation's current time is unresolved,
// Set animation's hold time to zero.
m_holdTime = 0_s;
}
// 4. If animation has a pending play task or a pending pause task,
if (pending()) {
// 1. Cancel that task.
m_timeToRunPendingPauseTask = TimeToRunPendingTask::NotScheduled;
m_timeToRunPendingPlayTask = TimeToRunPendingTask::NotScheduled;
// 2. Set has pending ready promise to true.
hasPendingReadyPromise = true;
}
// 5. If the following three conditions are all satisfied:
// - animation's hold time is unresolved, and
// - aborted pause is false, and
// - animation does not have a pending playback rate,
// abort this procedure.
if (!m_holdTime && !abortedPause && !m_pendingPlaybackRate)
return { };
// 6. If animation's hold time is resolved, let its start time be unresolved.
if (m_holdTime)
m_startTime = std::nullopt;
// 7. If has pending ready promise is false, let animation's current ready promise be a new (pending) Promise object.
if (!hasPendingReadyPromise)
m_readyPromise = makeUniqueRef<ReadyPromise>(*this, &WebAnimation::readyPromiseResolve);
// 8. Schedule a task to run as soon as animation is ready.
m_timeToRunPendingPlayTask = TimeToRunPendingTask::WhenReady;
// 9. Run the procedure to update an animation's finished state for animation with the did seek flag set to false, and the synchronously notify flag set to false.
timingDidChange(DidSeek::No, SynchronouslyNotify::No);
invalidateEffect();
if (m_effect)
m_effect->animationDidPlay();
return { };
}