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LibWeb: Implement AnimationEffect's phase helpers
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@ -214,6 +214,73 @@ double AnimationEffect::after_active_boundary_time() const
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return max(min(m_start_delay + active_duration(), end_time()), 0.0);
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}
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// https://www.w3.org/TR/web-animations-1/#animation-effect-before-phase
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bool AnimationEffect::is_in_the_before_phase() const
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{
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// An animation effect is in the before phase if the animation effect’s local time is not unresolved and either of
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// the following conditions are met:
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auto local_time = this->local_time();
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if (!local_time.has_value())
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return false;
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// - the local time is less than the before-active boundary time, or
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auto before_active_boundary_time = this->before_active_boundary_time();
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if (local_time.value() < before_active_boundary_time)
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return true;
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// - the animation direction is "backwards" and the local time is equal to the before-active boundary time.
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return animation_direction() == AnimationDirection::Backwards && local_time.value() == before_active_boundary_time;
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}
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// https://www.w3.org/TR/web-animations-1/#animation-effect-after-phase
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bool AnimationEffect::is_in_the_after_phase() const
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{
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// An animation effect is in the after phase if the animation effect’s local time is not unresolved and either of
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// the following conditions are met:
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auto local_time = this->local_time();
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if (!local_time.has_value())
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return false;
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// - the local time is greater than the active-after boundary time, or
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auto after_active_boundary_time = this->after_active_boundary_time();
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if (local_time.value() > after_active_boundary_time)
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return true;
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// - the animation direction is "forwards" and the local time is equal to the active-after boundary time.
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return animation_direction() == AnimationDirection::Forwards && local_time.value() == after_active_boundary_time;
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}
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// https://www.w3.org/TR/web-animations-1/#animation-effect-active-phase
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bool AnimationEffect::is_in_the_active_phase() const
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{
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// An animation effect is in the active phase if the animation effect’s local time is not unresolved and it is not
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// in either the before phase nor the after phase.
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return local_time().has_value() && !is_in_the_before_phase() && !is_in_the_after_phase();
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}
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// https://www.w3.org/TR/web-animations-1/#animation-effect-idle-phase
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bool AnimationEffect::is_in_the_idle_phase() const
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{
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// It is often convenient to refer to the case when an animation effect is in none of the above phases as being in
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// the idle phase
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return !is_in_the_before_phase() && !is_in_the_active_phase() && !is_in_the_after_phase();
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}
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AnimationEffect::Phase AnimationEffect::phase() const
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{
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// This is a convenience method that returns the phase of the animation effect, to avoid having to call all of the
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// phase functions separately.
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// FIXME: There is a lot of duplicated condition checking here which can probably be inlined into this function
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if (is_in_the_before_phase())
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return Phase::Before;
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if (is_in_the_active_phase())
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return Phase::Active;
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if (is_in_the_after_phase())
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return Phase::After;
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return Phase::Idle;
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}
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AnimationEffect::AnimationEffect(JS::Realm& realm)
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: Bindings::PlatformObject(realm)
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{
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