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LibWeb: Implement Animation::update_finished_state
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2 changed files with 185 additions and 8 deletions
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@ -4,8 +4,10 @@
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* SPDX-License-Identifier: BSD-2-Clause
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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*/
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#include <AK/TemporaryChange.h>
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#include <LibWeb/Animations/Animation.h>
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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/AnimationEffect.h>
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#include <LibWeb/Animations/AnimationPlaybackEvent.h>
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#include <LibWeb/Animations/DocumentTimeline.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/Bindings/Intrinsics.h>
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#include <LibWeb/DOM/Document.h>
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#include <LibWeb/DOM/Document.h>
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@ -78,8 +80,9 @@ void Animation::set_effect(JS::GCPtr<AnimationEffect> new_effect)
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m_effect->set_associated_animation({});
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m_effect->set_associated_animation({});
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m_effect = new_effect;
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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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// 7. Run the procedure to update an animation’s finished state for animation with the did seek flag set to false,
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// false, and the synchronously notify flag set to false.
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// and the synchronously notify flag set to false.
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update_finished_state(DidSeek::No, SynchronouslyNotify::No);
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}
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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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// https://www.w3.org/TR/web-animations-1/#animation-set-the-timeline-of-an-animation
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@ -104,8 +107,9 @@ void Animation::set_timeline(JS::GCPtr<AnimationTimeline> new_timeline)
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if (m_start_time.has_value())
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if (m_start_time.has_value())
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m_hold_time = {};
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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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// 5. Run the procedure to update an animation’s finished state for animation with the did seek flag set to false,
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// false, and the synchronously notify flag set to false.
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// and the synchronously notify flag set to false.
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update_finished_state(DidSeek::No, SynchronouslyNotify::No);
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}
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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/#dom-animation-starttime
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@ -155,8 +159,9 @@ void Animation::set_start_time(Optional<double> const& new_start_time)
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WebIDL::resolve_promise(realm(), current_ready_promise(), this);
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WebIDL::resolve_promise(realm(), current_ready_promise(), this);
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}
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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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// 8. Run the procedure to update an animation’s finished state for animation with the did seek flag set to true,
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// true, and the synchronously notify flag set to false.
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// and the synchronously notify flag set to false.
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update_finished_state(DidSeek::Yes, SynchronouslyNotify::No);
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}
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}
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// https://www.w3.org/TR/web-animations-1/#animation-current-time
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// https://www.w3.org/TR/web-animations-1/#animation-current-time
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@ -211,8 +216,9 @@ WebIDL::ExceptionOr<void> Animation::set_current_time(Optional<double> const& se
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WebIDL::resolve_promise(realm(), current_ready_promise(), this);
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WebIDL::resolve_promise(realm(), current_ready_promise(), this);
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}
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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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// 3. Run the procedure to update an animation’s finished state for animation with the did seek flag set to true,
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// true, and the synchronously notify flag set to false.
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// and the synchronously notify flag set to false.
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update_finished_state(DidSeek::Yes, SynchronouslyNotify::No);
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return {};
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return {};
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}
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}
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@ -431,6 +437,160 @@ WebIDL::ExceptionOr<void> Animation::silently_set_current_time(Optional<double>
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return {};
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return {};
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}
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}
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// https://www.w3.org/TR/web-animations-1/#update-an-animations-finished-state
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void Animation::update_finished_state(DidSeek did_seek, SynchronouslyNotify synchronously_notify)
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{
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// 1. Let the unconstrained current time be the result of calculating the current time substituting an unresolved
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// time value for the hold time if did seek is false. If did seek is true, the unconstrained current time is
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// equal to the current time.
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//
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// Note: This is required to accommodate timelines that may change direction. Without this definition, a once-
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// finished animation would remain finished even when its timeline progresses in the opposite direction.
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Optional<double> unconstrained_current_time;
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if (did_seek == DidSeek::No) {
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TemporaryChange change(m_hold_time, {});
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unconstrained_current_time = current_time();
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} else {
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unconstrained_current_time = current_time();
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}
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// 2. If all three of the following conditions are true,
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// - the unconstrained current time is resolved, and
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// - animation’s start time is resolved, and
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// - animation does not have a pending play task or a pending pause task,
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if (unconstrained_current_time.has_value() && m_start_time.has_value() && !pending()) {
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// then update animation’s hold time based on the first matching condition for animation from below, if any:
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// -> If playback rate > 0 and unconstrained current time is greater than or equal to associated effect end,
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auto associated_effect_end = this->associated_effect_end();
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if (m_playback_rate > 0.0 && unconstrained_current_time.value() > associated_effect_end) {
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// If did seek is true, let the hold time be the value of unconstrained current time.
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if (did_seek == DidSeek::Yes) {
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m_hold_time = unconstrained_current_time;
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}
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// If did seek is false, let the hold time be the maximum value of previous current time and associated
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// effect end. If the previous current time is unresolved, let the hold time be associated effect end.
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else if (m_previous_current_time.has_value()) {
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m_hold_time = max(m_previous_current_time.value(), associated_effect_end);
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} else {
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m_hold_time = associated_effect_end;
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}
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}
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// -> If playback rate < 0 and unconstrained current time is less than or equal to 0,
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else if (m_playback_rate < 0.0 && unconstrained_current_time.value() <= 0.0) {
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// If did seek is true, let the hold time be the value of unconstrained current time.
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if (did_seek == DidSeek::Yes) {
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m_hold_time = unconstrained_current_time;
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}
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// If did seek is false, let the hold time be the minimum value of previous current time and zero. If the
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// previous current time is unresolved, let the hold time be zero.
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else if (m_previous_current_time.has_value()) {
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m_hold_time = min(m_previous_current_time.value(), 0.0);
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} else {
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m_hold_time = 0.0;
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}
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}
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// -> If playback rate ≠ 0, and animation is associated with an active timeline,
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else if (m_playback_rate != 0.0 && m_timeline && !m_timeline->is_inactive()) {
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// Perform the following steps:
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// 1. If did seek is true and the hold time is resolved, let animation’s start time be equal to the result
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// of evaluating timeline time - (hold time / playback rate) where timeline time is the current time
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// value of timeline associated with animation.
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if (did_seek == DidSeek::Yes && m_hold_time.has_value())
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m_start_time = m_timeline->current_time().value() - (m_hold_time.value() / m_playback_rate);
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// 2. Let the hold time be unresolved.
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m_hold_time = {};
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}
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}
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// 3. Set the previous current time of animation be the result of calculating its current time.
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m_previous_current_time = current_time();
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// 4. Let current finished state be true if the play state of animation is finished. Otherwise, let it be false.
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auto current_finished_state = play_state() == Bindings::AnimationPlayState::Finished;
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// 5. If current finished state is true and the current finished promise is not yet resolved, perform the following
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// steps:
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if (current_finished_state && !m_current_finished_promise_resolved) {
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// 1. Let finish notification steps refer to the following procedure:
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JS::SafeFunction<void()> finish_notification_steps = [&]() {
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if (m_should_abort_finish_notification_microtask) {
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m_should_abort_finish_notification_microtask = false;
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m_has_finish_notification_microtask_scheduled = false;
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return;
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}
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// 1. If animation’s play state is not equal to finished, abort these steps.
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if (play_state() != Bindings::AnimationPlayState::Finished)
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return;
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// 2. Resolve animation’s current finished promise object with animation.
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WebIDL::resolve_promise(realm(), current_finished_promise(), this);
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m_current_finished_promise_resolved = true;
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// 3. Create an AnimationPlaybackEvent, finishEvent.
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// 4. Set finishEvent’s type attribute to finish.
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// 5. Set finishEvent’s currentTime attribute to the current time of animation.
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auto& realm = this->realm();
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AnimationPlaybackEventInit init;
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init.current_time = current_time();
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auto finish_event = heap().allocate<AnimationPlaybackEvent>(realm, realm, "finish"_fly_string, init);
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// 6. Set finishEvent’s timelineTime attribute to the current time of the timeline with which animation is
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// associated. If animation is not associated with a timeline, or the timeline is inactive, let
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// timelineTime be null.
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if (m_timeline && !m_timeline->is_inactive())
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finish_event->set_timeline_time(m_timeline->current_time());
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else
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finish_event->set_timeline_time({});
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// 7. If animation has a document for timing, then append finishEvent to its document for timing's pending
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// animation event queue along with its target, animation. For the scheduled event time, use the result
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// of converting animation’s associated effect end to an origin-relative time.
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if (auto document_for_timing = this->document_for_timing()) {
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document_for_timing->append_pending_animation_event({ .event = finish_event,
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.target = *this,
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.scheduled_event_time = convert_a_timeline_time_to_an_origin_relative_time(associated_effect_end()) });
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}
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// Otherwise, queue a task to dispatch finishEvent at animation. The task source for this task is the DOM
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// manipulation task source.
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else {
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HTML::queue_global_task(HTML::Task::Source::DOMManipulation, realm.global_object(), [this, finish_event]() {
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dispatch_event(finish_event);
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});
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}
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m_has_finish_notification_microtask_scheduled = false;
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};
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// 2. If synchronously notify is true, cancel any queued microtask to run the finish notification steps for this
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// animation, and run the finish notification steps immediately.
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if (synchronously_notify == SynchronouslyNotify::Yes) {
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m_should_abort_finish_notification_microtask = false;
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finish_notification_steps();
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m_should_abort_finish_notification_microtask = true;
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}
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// Otherwise, if synchronously notify is false, queue a microtask to run finish notification steps for
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// animation unless there is already a microtask queued to run those steps for animation.
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else {
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if (!m_has_finish_notification_microtask_scheduled)
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HTML::queue_a_microtask({}, move(finish_notification_steps));
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m_has_finish_notification_microtask_scheduled = true;
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m_should_abort_finish_notification_microtask = false;
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}
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}
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// 6. If current finished state is false and animation’s current finished promise is already resolved, set
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// animation’s current finished promise to a new promise in the relevant Realm of animation.
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if (!current_finished_state && m_current_finished_promise_resolved) {
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m_current_finished_promise = WebIDL::create_promise(realm());
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m_current_finished_promise_resolved = false;
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}
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}
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JS::NonnullGCPtr<WebIDL::Promise> Animation::current_ready_promise() const
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JS::NonnullGCPtr<WebIDL::Promise> Animation::current_ready_promise() const
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{
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{
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if (!m_current_ready_promise) {
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if (!m_current_ready_promise) {
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@ -69,11 +69,22 @@ private:
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RunAsSoonAsReady,
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RunAsSoonAsReady,
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};
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};
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enum class DidSeek {
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Yes,
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No,
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};
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enum class SynchronouslyNotify {
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Yes,
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No,
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};
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double associated_effect_end() const;
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double associated_effect_end() const;
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double effective_playback_rate() const;
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double effective_playback_rate() const;
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void apply_any_pending_playback_rate();
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void apply_any_pending_playback_rate();
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WebIDL::ExceptionOr<void> silently_set_current_time(Optional<double>);
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WebIDL::ExceptionOr<void> silently_set_current_time(Optional<double>);
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void update_finished_state(DidSeek, SynchronouslyNotify);
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JS::NonnullGCPtr<WebIDL::Promise> current_ready_promise() const;
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JS::NonnullGCPtr<WebIDL::Promise> current_ready_promise() const;
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JS::NonnullGCPtr<WebIDL::Promise> current_finished_promise() const;
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JS::NonnullGCPtr<WebIDL::Promise> current_finished_promise() const;
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@ -111,12 +122,18 @@ private:
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// https://www.w3.org/TR/web-animations-1/#current-finished-promise
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// https://www.w3.org/TR/web-animations-1/#current-finished-promise
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mutable JS::GCPtr<WebIDL::Promise> m_current_finished_promise;
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mutable JS::GCPtr<WebIDL::Promise> m_current_finished_promise;
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bool m_current_finished_promise_resolved { false };
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// https://www.w3.org/TR/web-animations-1/#pending-play-task
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// https://www.w3.org/TR/web-animations-1/#pending-play-task
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TaskState m_pending_play_task { TaskState::None };
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TaskState m_pending_play_task { TaskState::None };
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// https://www.w3.org/TR/web-animations-1/#pending-pause-task
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// https://www.w3.org/TR/web-animations-1/#pending-pause-task
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TaskState m_pending_pause_task { TaskState::None };
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TaskState m_pending_pause_task { TaskState::None };
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// Flags used to manage the finish notification microtask and ultimately prevent more than one finish notification
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// microtask from being queued at any given time
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bool m_should_abort_finish_notification_microtask { false };
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bool m_has_finish_notification_microtask_scheduled { false };
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};
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};
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}
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}
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