It is possible to skip inherited style recalculation for children if
parent's recalculation does not cause any changes.
Improves performance on Github where we could avoid dozens of inherited
style calculations that do not produce any visible changes.
The associated animations list might be modified on the time change
event. This means that we can't safely iterate over the hashmap during
this period.
This fixes a crash in:
- css/css-animations/CSSAnimation-effect.tentative.html
I agree that the spec definition of this function isn't super clear
about that, but from "Web Animations 1 - 4.5. Animations"[1]:
An animation is a timing node that binds an animation effect child,
called its associated effect, to a timeline parent so that it runs. Both
of these associations are optional and configurable such that an
animation can have no associated effect or timeline at a given moment.
[1]: https://drafts.csswg.org/web-animations-1/#animations
We can now mark an element as needing an "inherited style update" rather
than a full "style update". This effectively means that the next style
update will visit the element and pull all of its inherited properties
from the relevant ancestor element.
This is now used for descendants of elements with animated style.
There are some special values for CSS::Selector::PseudoElement::Type
which are after `KnownPseudoElementCount` and therefore not present in
various arrays of pseudo elements, this leads to some errors, if a type
after `KnownPseudoElementCount` is used without checking first. This
adds explicit checks to all usages
The function AnimationEffect::phase() contained duplicated condition
checks for the animation phase determination. This refactor eliminates
the redundant checks by simplifying the logic.
Lazily coercing might have made sense in the past, but since hashing
and comparing requires the `PropertyKey` to be coerced, and since a
`PropertyKey` will be used to index into a hashmap 99% of the time,
which will hash the `PropertyKey` and use it in comparisons, the
extra complexity and branching produced by lazily coercing has
become more trouble than it is worth.
Remove the lazy coercions, which then also neatly allows us to
switch to a `Variant`-based implementation.
This fixes a bug in `pause()` that canceled the pause task instead
of the play task. This issue prevented the animation from being paused
while a play task is scheduled.
Resulting in a massive rename across almost everywhere! Alongside the
namespace change, we now have the following names:
* JS::NonnullGCPtr -> GC::Ref
* JS::GCPtr -> GC::Ptr
* JS::HeapFunction -> GC::Function
* JS::CellImpl -> GC::Cell
* JS::Handle -> GC::Root
The main motivation behind this is to remove JS specifics of the Realm
from the implementation of the Heap.
As a side effect of this change, this is a bit nicer to read than the
previous approach, and in my opinion, also makes it a little more clear
that this method is specific to a JavaScript Realm.