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LibWeb/DOM: Allow the animationiteration event to be fired
This event is fired while both the previous and the current phase are active. This prevents this test from timing out: - css/css-animations/animationevent-types.txt
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github-actions[bot]
2024-12-30 10:09:05 +00:00
Author: https://github.com/LucasChollet Commit: https://github.com/LadybirdBrowser/ladybird/commit/61b444d5387 Pull-request: https://github.com/LadybirdBrowser/ladybird/pull/3026 Reviewed-by: https://github.com/tcl3
1 changed files with 69 additions and 70 deletions
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@ -2360,85 +2360,84 @@ void Document::dispatch_events_for_animation_if_necessary(GC::Ref<Animations::An
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auto current_phase = effect->phase();
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auto current_iteration = effect->current_iteration().value_or(0.0);
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if (previous_phase != current_phase) {
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auto owning_element = css_animation.owning_element();
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auto owning_element = css_animation.owning_element();
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auto dispatch_event = [&](FlyString const& name, double elapsed_time) {
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append_pending_animation_event({
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.event = CSS::AnimationEvent::create(
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owning_element->realm(),
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name,
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{
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{ .bubbles = true },
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css_animation.id(),
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elapsed_time,
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}),
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.animation = css_animation,
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.target = *target,
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.scheduled_event_time = HighResolutionTime::unsafe_shared_current_time(),
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});
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};
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auto dispatch_event = [&](FlyString const& name, double elapsed_time) {
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append_pending_animation_event({
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.event = CSS::AnimationEvent::create(
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owning_element->realm(),
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name,
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{
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{ .bubbles = true },
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css_animation.id(),
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elapsed_time,
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}),
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.animation = css_animation,
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.target = *target,
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.scheduled_event_time = HighResolutionTime::unsafe_shared_current_time(),
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});
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};
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// For calculating the elapsedTime of each event, the following definitions are used:
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// For calculating the elapsedTime of each event, the following definitions are used:
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// - interval start = max(min(-start delay, active duration), 0)
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auto interval_start = max(min(-effect->start_delay(), effect->active_duration()), 0.0);
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// - interval start = max(min(-start delay, active duration), 0)
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auto interval_start = max(min(-effect->start_delay(), effect->active_duration()), 0.0);
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// - interval end = max(min(associated effect end - start delay, active duration), 0)
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auto interval_end = max(min(effect->end_time() - effect->start_delay(), effect->active_duration()), 0.0);
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// - interval end = max(min(associated effect end - start delay, active duration), 0)
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auto interval_end = max(min(effect->end_time() - effect->start_delay(), effect->active_duration()), 0.0);
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switch (previous_phase) {
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case Animations::AnimationEffect::Phase::Before:
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[[fallthrough]];
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case Animations::AnimationEffect::Phase::Idle:
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if (current_phase == Animations::AnimationEffect::Phase::Active) {
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dispatch_event(HTML::EventNames::animationstart, interval_start);
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} else if (current_phase == Animations::AnimationEffect::Phase::After) {
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dispatch_event(HTML::EventNames::animationstart, interval_start);
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dispatch_event(HTML::EventNames::animationend, interval_end);
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}
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break;
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case Animations::AnimationEffect::Phase::Active:
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if (current_phase == Animations::AnimationEffect::Phase::Before) {
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dispatch_event(HTML::EventNames::animationend, interval_start);
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} else if (current_phase == Animations::AnimationEffect::Phase::Active) {
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auto previous_current_iteration = effect->previous_current_iteration();
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if (previous_current_iteration != current_iteration) {
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// The elapsed time for an animationiteration event is defined as follows:
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// 1. Let previous current iteration be the current iteration from the previous animation frame.
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// 2. If previous current iteration is greater than current iteration, let iteration boundary be current iteration + 1,
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// otherwise let it be current iteration.
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auto iteration_boundary = previous_current_iteration > current_iteration ? current_iteration + 1 : current_iteration;
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// 3. The elapsed time is the result of evaluating (iteration boundary - iteration start) × iteration duration).
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auto iteration_duration_variant = effect->iteration_duration();
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auto iteration_duration = iteration_duration_variant.has<String>() ? 0.0 : iteration_duration_variant.get<double>();
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auto elapsed_time = (iteration_boundary - effect->iteration_start()) * iteration_duration;
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dispatch_event(HTML::EventNames::animationiteration, elapsed_time);
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}
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} else if (current_phase == Animations::AnimationEffect::Phase::After) {
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dispatch_event(HTML::EventNames::animationend, interval_end);
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}
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break;
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case Animations::AnimationEffect::Phase::After:
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if (current_phase == Animations::AnimationEffect::Phase::Active) {
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dispatch_event(HTML::EventNames::animationstart, interval_end);
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} else if (current_phase == Animations::AnimationEffect::Phase::Before) {
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dispatch_event(HTML::EventNames::animationstart, interval_end);
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dispatch_event(HTML::EventNames::animationend, interval_start);
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}
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break;
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switch (previous_phase) {
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case Animations::AnimationEffect::Phase::Before:
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[[fallthrough]];
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case Animations::AnimationEffect::Phase::Idle:
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if (current_phase == Animations::AnimationEffect::Phase::Active) {
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dispatch_event(HTML::EventNames::animationstart, interval_start);
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} else if (current_phase == Animations::AnimationEffect::Phase::After) {
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dispatch_event(HTML::EventNames::animationstart, interval_start);
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dispatch_event(HTML::EventNames::animationend, interval_end);
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}
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break;
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case Animations::AnimationEffect::Phase::Active:
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if (current_phase == Animations::AnimationEffect::Phase::Before) {
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dispatch_event(HTML::EventNames::animationend, interval_start);
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} else if (current_phase == Animations::AnimationEffect::Phase::Active) {
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auto previous_current_iteration = effect->previous_current_iteration();
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if (previous_current_iteration != current_iteration) {
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// The elapsed time for an animationiteration event is defined as follows:
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if (current_phase == Animations::AnimationEffect::Phase::Idle && previous_phase != Animations::AnimationEffect::Phase::Idle && previous_phase != Animations::AnimationEffect::Phase::After) {
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// FIXME: Calculate a non-zero time when the animation is cancelled by means other than calling cancel()
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auto cancel_time = animation->release_saved_cancel_time().value_or(0.0);
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dispatch_event(HTML::EventNames::animationcancel, cancel_time);
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// 1. Let previous current iteration be the current iteration from the previous animation frame.
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// 2. If previous current iteration is greater than current iteration, let iteration boundary be current iteration + 1,
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// otherwise let it be current iteration.
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auto iteration_boundary = previous_current_iteration > current_iteration ? current_iteration + 1 : current_iteration;
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// 3. The elapsed time is the result of evaluating (iteration boundary - iteration start) × iteration duration).
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auto iteration_duration_variant = effect->iteration_duration();
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auto iteration_duration = iteration_duration_variant.has<String>() ? 0.0 : iteration_duration_variant.get<double>();
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auto elapsed_time = (iteration_boundary - effect->iteration_start()) * iteration_duration;
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dispatch_event(HTML::EventNames::animationiteration, elapsed_time);
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}
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} else if (current_phase == Animations::AnimationEffect::Phase::After) {
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dispatch_event(HTML::EventNames::animationend, interval_end);
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}
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break;
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case Animations::AnimationEffect::Phase::After:
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if (current_phase == Animations::AnimationEffect::Phase::Active) {
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dispatch_event(HTML::EventNames::animationstart, interval_end);
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} else if (current_phase == Animations::AnimationEffect::Phase::Before) {
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dispatch_event(HTML::EventNames::animationstart, interval_end);
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dispatch_event(HTML::EventNames::animationend, interval_start);
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}
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break;
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}
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if (current_phase == Animations::AnimationEffect::Phase::Idle && previous_phase != Animations::AnimationEffect::Phase::Idle && previous_phase != Animations::AnimationEffect::Phase::After) {
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// FIXME: Calculate a non-zero time when the animation is cancelled by means other than calling cancel()
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auto cancel_time = animation->release_saved_cancel_time().value_or(0.0);
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dispatch_event(HTML::EventNames::animationcancel, cancel_time);
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}
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effect->set_previous_phase(current_phase);
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effect->set_previous_current_iteration(current_iteration);
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}
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