ladybird/Userland/Libraries/LibWeb/Animations/Animation.cpp
2023-11-11 22:45:16 +01:00

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/*
* Copyright (c) 2023, Matthew Olsson <mattco@serenityos.org>.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <LibWeb/Animations/Animation.h>
#include <LibWeb/Animations/AnimationEffect.h>
#include <LibWeb/Animations/DocumentTimeline.h>
#include <LibWeb/Bindings/Intrinsics.h>
#include <LibWeb/DOM/Document.h>
#include <LibWeb/HTML/Window.h>
#include <LibWeb/WebIDL/ExceptionOr.h>
#include <LibWeb/WebIDL/Promise.h>
namespace Web::Animations {
// https://www.w3.org/TR/web-animations-1/#dom-animation-animation
JS::NonnullGCPtr<Animation> Animation::create(JS::Realm& realm, JS::GCPtr<AnimationEffect> effect, JS::GCPtr<AnimationTimeline> timeline)
{
// 1. Let animation be a new Animation object.
auto animation = realm.heap().allocate<Animation>(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::Window>(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<JS::NonnullGCPtr<Animation>> Animation::construct_impl(JS::Realm& realm, JS::GCPtr<AnimationEffect> effect, JS::GCPtr<AnimationTimeline> 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<AnimationEffect> new_effect)
{
// Setting this attribute updates the objects 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 animations 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<AnimationTimeline> new_timeline)
{
// Setting this attribute updates the objects 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 animations hold time unresolved.
if (m_start_time.has_value())
m_hold_time = {};
// FIXME: 5. Run the procedure to update an animations 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<double> 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<double> {};
// 2. If timeline time is unresolved and new start time is resolved, make animations hold time unresolved.
if (!timeline_time.has_value() && new_start_time.has_value())
m_hold_time = {};
// 3. Let previous current time be animations current time.
auto previous_current_time = current_time();
// 4. Apply any pending playback rate on animation.
apply_any_pending_playback_rate();
// 5. Set animations start time to new start time.
m_start_time = new_start_time;
// 6. Update animations hold time based on the first matching condition from the following,
// -> If new start time is resolved,
if (new_start_time.has_value()) {
// If animations playback rate is not zero, make animations hold time unresolved.
if (m_playback_rate != 0.0)
m_hold_time = {};
}
// -> Otherwise (new start time is unresolved),
else {
// Set animations 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 animations 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 animations 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<double> Animation::current_time() const
{
// The current time is calculated from the first matching condition from below:
// -> If the animations hold time is resolved,
if (m_hold_time.has_value()) {
// The current time is the animations 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 animations 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<void> Animation::set_current_time(Optional<double> const& seek_time)
{
// 1. Run the steps to silently set the current time of animation to seek time.
TRY(silently_set_current_time(seek_time));
// 2. If animation has a pending pause task, synchronously complete the pause operation by performing the following
// steps:
if (m_pending_pause_task == TaskState::Pending) {
// 1. Set animations hold time to seek time.
m_hold_time = seek_time;
// 2. Apply any pending playback rate to animation.
apply_any_pending_playback_rate();
// 3. Make animations start time unresolved.
m_start_time = {};
// 4. Cancel the pending pause task.
m_pending_pause_task = TaskState::None;
// 5 Resolve animations current ready promise with animation.
WebIDL::resolve_promise(realm(), current_ready_promise(), this);
}
// FIXME: 3. Run the procedure to update an animations finished state for animation with the did seek flag set to
// true, and the synchronously notify flag set to false.
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<void> Animation::set_playback_rate(double new_playback_rate)
{
// Setting this attribute follows the procedure to set the playback rate of this object to the new value.
// 1. Clear any pending playback rate on animation.
m_pending_playback_rate = {};
// 2. Let previous time be the value of the current time of animation before changing the playback rate.
auto previous_time = current_time();
// 3. Let previous playback rate be the current effective playback rate of animation.
auto previous_playback_rate = playback_rate();
// 4. Set the playback rate to new playback rate.
m_playback_rate = new_playback_rate;
// 5. Perform the steps corresponding to the first matching condition from the following, if any:
// -> If animation is associated with a monotonically increasing timeline and the previous time is resolved,
if (m_timeline && m_timeline->is_monotonically_increasing() && previous_time.has_value()) {
// set the current time of animation to previous time.
TRY(set_current_time(previous_time));
}
// -> If animation is associated with a non-null timeline that is not monotonically increasing, the start time of
// animation is resolved, associated effect end is not infinity, and either:
// - the previous playback rate < 0 and the new playback rate ≥ 0, or
// - the previous playback rate ≥ 0 and the new playback rate < 0,
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))) {
// Set animations start time to the result of evaluating associated effect end - start time for animation.
m_start_time = associated_effect_end() - m_start_time.value();
}
return {};
}
// https://www.w3.org/TR/web-animations-1/#animation-play-state
Bindings::AnimationPlayState Animation::play_state() const
{
// The play state of animation, animation, at a given moment is the state corresponding to the first matching
// condition from the following:
// -> All of the following conditions are true:
// - The current time of animation is unresolved, and
// - the start time of animation is unresolved, and
// - animation does not have either a pending play task or a pending pause task,
auto current_time = this->current_time();
if (!current_time.has_value() && !m_start_time.has_value() && !pending()) {
// → idle
return Bindings::AnimationPlayState::Idle;
}
// -> Either of the following conditions are true:
// - animation has a pending pause task, or
// - both the start time of animation is unresolved and it does not have a pending play task,
if (m_pending_pause_task == TaskState::Pending || (!m_start_time.has_value() && m_pending_play_task == TaskState::None)) {
// → paused
return Bindings::AnimationPlayState::Paused;
}
// -> For animation, current time is resolved and either of the following conditions are true:
// - animations effective playback rate > 0 and current time ≥ associated effect end; or
// - animations effective playback rate < 0 and current time ≤ 0,
auto effective_playback_rate = this->effective_playback_rate();
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))) {
// → finished
return Bindings::AnimationPlayState::Finished;
}
// -> Otherwise,
// → running
return Bindings::AnimationPlayState::Running;
}
// https://www.w3.org/TR/web-animations-1/#associated-effect-end
double Animation::associated_effect_end() const
{
// The associated effect end of an animation is equal to the end time of the animations associated effect. If the
// animation has no associated effect, the associated effect end is zero.
return m_effect ? m_effect->end_time() : 0.0;
}
// https://www.w3.org/TR/web-animations-1/#effective-playback-rate
double Animation::effective_playback_rate() const
{
// The effective playback rate of an animation is its pending playback rate, if set, otherwise it is the animations
// playback rate.
return m_pending_playback_rate.has_value() ? m_pending_playback_rate.value() : m_playback_rate;
}
// 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 animations playback rate to its pending playback rate.
m_playback_rate = m_pending_playback_rate.value();
// 3. Clear animations pending playback rate.
m_pending_playback_rate = {};
}
// https://www.w3.org/TR/web-animations-1/#animation-silently-set-the-current-time
WebIDL::ExceptionOr<void> Animation::silently_set_current_time(Optional<double> seek_time)
{
// 1. If seek time is an unresolved time value, then perform the following steps.
if (!seek_time.has_value()) {
// 1. If the current time is resolved, then throw a TypeError.
if (current_time().has_value()) {
return WebIDL::SimpleException {
WebIDL::SimpleExceptionType::TypeError,
"Cannot change an animation's current time from a resolve value to an unresolved value"sv
};
}
// 2. Abort these steps.
return {};
}
// 2. Update either animations hold time or start time as follows:
// -> If any of the following conditions are true:
// - animations hold time is resolved, or
// - animations start time is unresolved, or
// - animation has no associated timeline or the associated timeline is inactive, or
// - animations playback rate is 0,
if (m_hold_time.has_value() || !m_start_time.has_value() || !m_timeline || m_timeline->is_inactive() || m_playback_rate == 0.0) {
// Set animations hold time to seek time.
m_hold_time = seek_time;
}
// -> Otherwise,
else {
// Set animations 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.
m_start_time = m_timeline->current_time().value() - (seek_time.value() / m_playback_rate);
}
// 3. If animation has no associated timeline or the associated timeline is inactive, make animations start time
// unresolved.
if (!m_timeline || m_timeline->is_inactive())
m_start_time = {};
// 4. Make animations previous current time unresolved.
m_previous_current_time = {};
return {};
}
JS::NonnullGCPtr<WebIDL::Promise> 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<WebIDL::Promise> 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<Bindings::AnimationPrototype>(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);
}
}