/* * Copyright (c) 2023, Matthew Olsson . * * SPDX-License-Identifier: BSD-2-Clause */ #include #include #include #include #include #include #include #include namespace Web::Animations { // https://www.w3.org/TR/web-animations-1/#dom-animation-animation JS::NonnullGCPtr Animation::create(JS::Realm& realm, JS::GCPtr effect, JS::GCPtr timeline) { // 1. Let animation be a new Animation object. auto animation = realm.heap().allocate(realm, 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) { auto& window = verify_cast(HTML::current_global_object()); timeline = window.associated_document().timeline(); } animation->set_timeline(timeline); // 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> Animation::construct_impl(JS::Realm& realm, JS::GCPtr effect, JS::GCPtr 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(JS::GCPtr new_effect) { // Setting this attribute updates the object’s 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. if (m_pending_pause_task == TaskState::Pending) m_pending_pause_task = TaskState::RunAsSoonAsReady; // 4. If animation has a pending play task, reschedule that task to run as soon as animation is ready to play ne // effect. if (m_pending_play_task == TaskState::Pending) m_pending_play_task = TaskState::RunAsSoonAsReady; // 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. if (new_effect) new_effect->set_associated_animation(this); if (m_effect) m_effect->set_associated_animation({}); m_effect = new_effect; // FIXME: 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. } // https://www.w3.org/TR/web-animations-1/#animation-set-the-timeline-of-an-animation void Animation::set_timeline(JS::GCPtr new_timeline) { // Setting this attribute updates the object’s timeline using the procedure to set the timeline of an animation. // 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 the timeline of animation be new timeline. if (m_timeline) m_timeline->disassociate_with_animation(*this); m_timeline = new_timeline; m_timeline->associate_with_animation(*this); // 4. If the start time of animation is resolved, make animation’s hold time unresolved. if (m_start_time.has_value()) m_hold_time = {}; // FIXME: 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. } // https://www.w3.org/TR/web-animations-1/#dom-animation-starttime // https://www.w3.org/TR/web-animations-1/#set-the-start-time void Animation::set_start_time(Optional const& 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 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 {}; // 2. If timeline time is unresolved and new start time is resolved, make animation’s hold time unresolved. if (!timeline_time.has_value() && new_start_time.has_value()) m_hold_time = {}; // 3. Let previous current time be animation’s current time. auto previous_current_time = current_time(); // 4. Apply any pending playback rate on animation. apply_any_pending_playback_rate(); // 5. Set animation’s start time to new start time. m_start_time = new_start_time; // 6. Update animation’s hold time based on the first matching condition from the following, // -> If new start time is resolved, if (new_start_time.has_value()) { // If animation’s playback rate is not zero, make animation’s hold time unresolved. if (m_playback_rate != 0.0) m_hold_time = {}; } // -> Otherwise (new start time is unresolved), else { // Set animation’s hold time to previous current time even if previous current time is unresolved. m_hold_time = previous_current_time; } // 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 (m_pending_play_task == TaskState::Pending || m_pending_pause_task == TaskState::Pending) { m_pending_play_task = TaskState::None; m_pending_pause_task = TaskState::None; WebIDL::resolve_promise(realm(), current_ready_promise(), this); } // FIXME: 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. } // https://www.w3.org/TR/web-animations-1/#animation-current-time Optional Animation::current_time() const { // The current time is calculated from the first matching condition from below: // -> If the animation’s hold time is resolved, if (m_hold_time.has_value()) { // The current time is the animation’s 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 animation’s 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 Animation::set_current_time(Optional const& seek_time) { // FIXME: Implement (void)seek_time; 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 Animation::set_playback_rate(double new_playback_rate) { // FIXME: Implement (void)new_playback_rate; return {}; } // https://www.w3.org/TR/web-animations-1/#animation-play-state Bindings::AnimationPlayState Animation::play_state() const { // FIXME: Implement return Bindings::AnimationPlayState::Idle; } // 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 animation’s playback rate to its pending playback rate. m_playback_rate = m_pending_playback_rate.value(); // 3. Clear animation’s pending playback rate. m_pending_playback_rate = {}; } JS::NonnullGCPtr 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; } JS::NonnullGCPtr 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; } Animation::Animation(JS::Realm& realm) : DOM::EventTarget(realm) { } void Animation::initialize(JS::Realm& realm) { Base::initialize(realm); set_prototype(&Bindings::ensure_web_prototype(realm, "Animation")); } 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); } }