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412 lines
17 KiB
C++
412 lines
17 KiB
C++
/*
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* Copyright (c) 2023, 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/Animation.h>
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#include <LibWeb/Animations/AnimationEffect.h>
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#include <LibWeb/Animations/DocumentTimeline.h>
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#include <LibWeb/Bindings/Intrinsics.h>
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#include <LibWeb/DOM/Document.h>
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#include <LibWeb/HTML/Window.h>
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#include <LibWeb/WebIDL/ExceptionOr.h>
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#include <LibWeb/WebIDL/Promise.h>
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namespace Web::Animations {
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// https://www.w3.org/TR/web-animations-1/#dom-animation-animation
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JS::NonnullGCPtr<Animation> Animation::create(JS::Realm& realm, JS::GCPtr<AnimationEffect> effect, JS::GCPtr<AnimationTimeline> timeline)
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{
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// 1. Let animation be a new Animation object.
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auto animation = realm.heap().allocate<Animation>(realm, realm);
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// 2. Run the procedure to set the timeline of an animation on animation passing timeline as the new timeline or, if
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// a timeline argument is missing, passing the default document timeline of the Document associated with the
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// Window that is the current global object.
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if (!timeline) {
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auto& window = verify_cast<HTML::Window>(HTML::current_global_object());
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timeline = window.associated_document().timeline();
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}
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animation->set_timeline(timeline);
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// 3. Run the procedure to set the associated effect of an animation on animation passing source as the new effect.
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animation->set_effect(effect);
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return animation;
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}
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WebIDL::ExceptionOr<JS::NonnullGCPtr<Animation>> Animation::construct_impl(JS::Realm& realm, JS::GCPtr<AnimationEffect> effect, JS::GCPtr<AnimationTimeline> timeline)
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{
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return create(realm, effect, timeline);
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}
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// https://www.w3.org/TR/web-animations-1/#animation-set-the-associated-effect-of-an-animation
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void Animation::set_effect(JS::GCPtr<AnimationEffect> new_effect)
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{
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// Setting this attribute updates the object’s associated effect using the procedure to set the associated effect of
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// an animation.
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// 1. Let old effect be the current associated effect of animation, if any.
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auto old_effect = m_effect;
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// 2. If new effect is the same object as old effect, abort this procedure.
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if (new_effect == old_effect)
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return;
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// 3. If animation has a pending pause task, reschedule that task to run as soon as animation is ready.
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if (m_pending_pause_task == TaskState::Pending)
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m_pending_pause_task = TaskState::RunAsSoonAsReady;
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// 4. If animation has a pending play task, reschedule that task to run as soon as animation is ready to play ne
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// effect.
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if (m_pending_play_task == TaskState::Pending)
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m_pending_play_task = TaskState::RunAsSoonAsReady;
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// 5. If new effect is not null and if new effect is the associated effect of another animation, previous animation,
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// run the procedure to set the associated effect of an animation (this procedure) on previous animation passing
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// null as new effect.
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if (new_effect && new_effect->associated_animation() != this) {
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if (auto animation = new_effect->associated_animation())
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animation->set_effect({});
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}
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// 6. Let the associated effect of animation be new effect.
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if (new_effect)
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new_effect->set_associated_animation(this);
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if (m_effect)
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m_effect->set_associated_animation({});
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m_effect = new_effect;
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// FIXME: 7. Run the procedure to update an animation’s finished state for animation with the did seek flag set to
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// false, and the synchronously notify flag set to false.
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}
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// https://www.w3.org/TR/web-animations-1/#animation-set-the-timeline-of-an-animation
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void Animation::set_timeline(JS::GCPtr<AnimationTimeline> new_timeline)
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{
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// Setting this attribute updates the object’s timeline using the procedure to set the timeline of an animation.
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// 1. Let old timeline be the current timeline of animation, if any.
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auto old_timeline = m_timeline;
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// 2. If new timeline is the same object as old timeline, abort this procedure.
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if (new_timeline == old_timeline)
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return;
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// 3. Let the timeline of animation be new timeline.
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if (m_timeline)
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m_timeline->disassociate_with_animation(*this);
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m_timeline = new_timeline;
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m_timeline->associate_with_animation(*this);
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// 4. If the start time of animation is resolved, make animation’s hold time unresolved.
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if (m_start_time.has_value())
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m_hold_time = {};
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// FIXME: 5. Run the procedure to update an animation’s finished state for animation with the did seek flag set to
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// false, and the synchronously notify flag set to false.
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}
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// https://www.w3.org/TR/web-animations-1/#dom-animation-starttime
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// https://www.w3.org/TR/web-animations-1/#set-the-start-time
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void Animation::set_start_time(Optional<double> const& new_start_time)
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{
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// Setting this attribute updates the start time using the procedure to set the start time of this object to the new
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// value.
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// 1. Let timeline time be the current time value of the timeline that animation is associated with. If there is no
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// timeline associated with animation or the associated timeline is inactive, let the timeline time be
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// unresolved.
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auto timeline_time = m_timeline && !m_timeline->is_inactive() ? m_timeline->current_time() : Optional<double> {};
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// 2. If timeline time is unresolved and new start time is resolved, make animation’s hold time unresolved.
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if (!timeline_time.has_value() && new_start_time.has_value())
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m_hold_time = {};
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// 3. Let previous current time be animation’s current time.
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auto previous_current_time = current_time();
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// 4. Apply any pending playback rate on animation.
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apply_any_pending_playback_rate();
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// 5. Set animation’s start time to new start time.
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m_start_time = new_start_time;
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// 6. Update animation’s hold time based on the first matching condition from the following,
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// -> If new start time is resolved,
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if (new_start_time.has_value()) {
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// If animation’s playback rate is not zero, make animation’s hold time unresolved.
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if (m_playback_rate != 0.0)
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m_hold_time = {};
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}
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// -> Otherwise (new start time is unresolved),
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else {
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// Set animation’s hold time to previous current time even if previous current time is unresolved.
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m_hold_time = previous_current_time;
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}
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// 7. If animation has a pending play task or a pending pause task, cancel that task and resolve animation’s current
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// ready promise with animation.
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if (m_pending_play_task == TaskState::Pending || m_pending_pause_task == TaskState::Pending) {
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m_pending_play_task = TaskState::None;
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m_pending_pause_task = TaskState::None;
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WebIDL::resolve_promise(realm(), current_ready_promise(), this);
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}
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// FIXME: 8. Run the procedure to update an animation’s finished state for animation with the did seek flag set to
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// true, and the synchronously notify flag set to false.
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}
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// https://www.w3.org/TR/web-animations-1/#animation-current-time
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Optional<double> Animation::current_time() const
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{
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// The current time is calculated from the first matching condition from below:
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// -> If the animation’s hold time is resolved,
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if (m_hold_time.has_value()) {
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// The current time is the animation’s hold time.
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return m_hold_time.value();
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}
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// -> If any of the following are true:
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// - the animation has no associated timeline, or
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// - the associated timeline is inactive, or
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// - the animation’s start time is unresolved.
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if (!m_timeline || m_timeline->is_inactive() || !m_start_time.has_value()) {
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// The current time is an unresolved time value.
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return {};
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}
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// -> Otherwise,
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// current time = (timeline time - start time) × playback rate
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// Where timeline time is the current time value of the associated timeline. The playback rate value is defined
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// in §4.4.15 Speed control.
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return (m_timeline->current_time().value() - m_start_time.value()) * playback_rate();
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}
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// https://www.w3.org/TR/web-animations-1/#animation-set-the-current-time
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WebIDL::ExceptionOr<void> Animation::set_current_time(Optional<double> const& seek_time)
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{
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// 1. Run the steps to silently set the current time of animation to seek time.
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TRY(silently_set_current_time(seek_time));
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// 2. If animation has a pending pause task, synchronously complete the pause operation by performing the following
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// steps:
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if (m_pending_pause_task == TaskState::Pending) {
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// 1. Set animation’s hold time to seek time.
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m_hold_time = seek_time;
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// 2. Apply any pending playback rate to animation.
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apply_any_pending_playback_rate();
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// 3. Make animation’s start time unresolved.
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m_start_time = {};
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// 4. Cancel the pending pause task.
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m_pending_pause_task = TaskState::None;
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// 5 Resolve animation’s current ready promise with animation.
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WebIDL::resolve_promise(realm(), current_ready_promise(), this);
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}
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// FIXME: 3. Run the procedure to update an animation’s finished state for animation with the did seek flag set to
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// true, and the synchronously notify flag set to false.
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return {};
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}
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// https://www.w3.org/TR/web-animations-1/#dom-animation-playbackrate
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// https://www.w3.org/TR/web-animations-1/#set-the-playback-rate
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WebIDL::ExceptionOr<void> Animation::set_playback_rate(double new_playback_rate)
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{
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// Setting this attribute follows the procedure to set the playback rate of this object to the new value.
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// 1. Clear any pending playback rate on animation.
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m_pending_playback_rate = {};
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// 2. Let previous time be the value of the current time of animation before changing the playback rate.
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auto previous_time = current_time();
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// 3. Let previous playback rate be the current effective playback rate of animation.
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auto previous_playback_rate = playback_rate();
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// 4. Set the playback rate to new playback rate.
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m_playback_rate = new_playback_rate;
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// 5. Perform the steps corresponding to the first matching condition from the following, if any:
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// -> If animation is associated with a monotonically increasing timeline and the previous time is resolved,
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if (m_timeline && m_timeline->is_monotonically_increasing() && previous_time.has_value()) {
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// set the current time of animation to previous time.
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TRY(set_current_time(previous_time));
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}
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// -> If animation is associated with a non-null timeline that is not monotonically increasing, the start time of
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// animation is resolved, associated effect end is not infinity, and either:
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// - the previous playback rate < 0 and the new playback rate ≥ 0, or
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// - the previous playback rate ≥ 0 and the new playback rate < 0,
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else if (m_timeline && !m_timeline->is_monotonically_increasing() && m_start_time.has_value() && !isinf(associated_effect_end()) && ((previous_playback_rate < 0.0 && new_playback_rate >= 0.0) || (previous_playback_rate >= 0 && new_playback_rate < 0))) {
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// Set animation’s start time to the result of evaluating associated effect end - start time for animation.
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m_start_time = associated_effect_end() - m_start_time.value();
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}
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return {};
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}
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// https://www.w3.org/TR/web-animations-1/#animation-play-state
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Bindings::AnimationPlayState Animation::play_state() const
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{
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// The play state of animation, animation, at a given moment is the state corresponding to the first matching
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// condition from the following:
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// -> All of the following conditions are true:
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// - The current time of animation is unresolved, and
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// - the start time of animation is unresolved, and
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// - animation does not have either a pending play task or a pending pause task,
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auto current_time = this->current_time();
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if (!current_time.has_value() && !m_start_time.has_value() && !pending()) {
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// → idle
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return Bindings::AnimationPlayState::Idle;
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}
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// -> Either of the following conditions are true:
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// - animation has a pending pause task, or
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// - both the start time of animation is unresolved and it does not have a pending play task,
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if (m_pending_pause_task == TaskState::Pending || (!m_start_time.has_value() && m_pending_play_task == TaskState::None)) {
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// → paused
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return Bindings::AnimationPlayState::Paused;
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}
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// -> For animation, current time is resolved and either of the following conditions are true:
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// - animation’s effective playback rate > 0 and current time ≥ associated effect end; or
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// - animation’s effective playback rate < 0 and current time ≤ 0,
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auto effective_playback_rate = this->effective_playback_rate();
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if (current_time.has_value() && ((effective_playback_rate > 0.0 && current_time.value() >= associated_effect_end()) || (effective_playback_rate < 0.0 && current_time.value() <= 0.0))) {
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// → finished
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return Bindings::AnimationPlayState::Finished;
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}
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// -> Otherwise,
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// → running
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return Bindings::AnimationPlayState::Running;
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}
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// https://www.w3.org/TR/web-animations-1/#associated-effect-end
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double Animation::associated_effect_end() const
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{
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// The associated effect end of an animation is equal to the end time of the animation’s associated effect. If the
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// animation has no associated effect, the associated effect end is zero.
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return m_effect ? m_effect->end_time() : 0.0;
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}
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// https://www.w3.org/TR/web-animations-1/#effective-playback-rate
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double Animation::effective_playback_rate() const
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{
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// The effective playback rate of an animation is its pending playback rate, if set, otherwise it is the animation’s
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// playback rate.
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return m_pending_playback_rate.has_value() ? m_pending_playback_rate.value() : m_playback_rate;
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}
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// https://www.w3.org/TR/web-animations-1/#apply-any-pending-playback-rate
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void Animation::apply_any_pending_playback_rate()
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{
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// 1. If animation does not have a pending playback rate, abort these steps.
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if (!m_pending_playback_rate.has_value())
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return;
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// 2. Set animation’s playback rate to its pending playback rate.
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m_playback_rate = m_pending_playback_rate.value();
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// 3. Clear animation’s pending playback rate.
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m_pending_playback_rate = {};
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}
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// https://www.w3.org/TR/web-animations-1/#animation-silently-set-the-current-time
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WebIDL::ExceptionOr<void> Animation::silently_set_current_time(Optional<double> seek_time)
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{
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// 1. If seek time is an unresolved time value, then perform the following steps.
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if (!seek_time.has_value()) {
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// 1. If the current time is resolved, then throw a TypeError.
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if (current_time().has_value()) {
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return WebIDL::SimpleException {
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WebIDL::SimpleExceptionType::TypeError,
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"Cannot change an animation's current time from a resolve value to an unresolved value"sv
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};
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}
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// 2. Abort these steps.
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return {};
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}
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// 2. Update either animation’s hold time or start time as follows:
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// -> If any of the following conditions are true:
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// - animation’s hold time is resolved, or
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// - animation’s start time is unresolved, or
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// - animation has no associated timeline or the associated timeline is inactive, or
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// - animation’s playback rate is 0,
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if (m_hold_time.has_value() || !m_start_time.has_value() || !m_timeline || m_timeline->is_inactive() || m_playback_rate == 0.0) {
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// Set animation’s hold time to seek time.
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m_hold_time = seek_time;
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}
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// -> Otherwise,
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else {
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// Set animation’s start time to the result of evaluating timeline time - (seek time / playback rate) where
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// timeline time is the current time value of timeline associated with animation.
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m_start_time = m_timeline->current_time().value() - (seek_time.value() / m_playback_rate);
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}
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// 3. If animation has no associated timeline or the associated timeline is inactive, make animation’s start time
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// unresolved.
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if (!m_timeline || m_timeline->is_inactive())
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m_start_time = {};
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// 4. Make animation’s previous current time unresolved.
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m_previous_current_time = {};
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return {};
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}
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JS::NonnullGCPtr<WebIDL::Promise> Animation::current_ready_promise() const
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{
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if (!m_current_ready_promise) {
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// The current ready promise is initially a resolved Promise created using the procedure to create a new
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// resolved Promise with the animation itself as its value and created in the relevant Realm of the animation.
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m_current_ready_promise = WebIDL::create_resolved_promise(realm(), this);
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}
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return *m_current_ready_promise;
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}
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JS::NonnullGCPtr<WebIDL::Promise> Animation::current_finished_promise() const
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{
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if (!m_current_finished_promise) {
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// The current finished promise is initially a pending Promise object.
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m_current_finished_promise = WebIDL::create_promise(realm());
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}
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return *m_current_finished_promise;
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}
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Animation::Animation(JS::Realm& realm)
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: DOM::EventTarget(realm)
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{
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}
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void Animation::initialize(JS::Realm& realm)
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{
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Base::initialize(realm);
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set_prototype(&Bindings::ensure_web_prototype<Bindings::AnimationPrototype>(realm, "Animation"));
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}
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void Animation::visit_edges(Cell::Visitor& visitor)
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{
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Base::visit_edges(visitor);
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visitor.visit(m_effect);
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visitor.visit(m_timeline);
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visitor.visit(m_current_ready_promise);
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visitor.visit(m_current_finished_promise);
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}
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}
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