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LibWeb: Run pending play tasks when the timeline time changes
Note that the timeline time changes every animation frame when the Document sends out animation events
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6 changed files with 101 additions and 13 deletions
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@ -11,6 +11,7 @@
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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/Scripting/TemporaryExecutionContext.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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@ -489,6 +490,23 @@ JS::GCPtr<DOM::Document> Animation::document_for_timing() const
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return m_timeline->associated_document();
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}
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void Animation::notify_timeline_time_did_change()
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{
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update_finished_state(DidSeek::No, SynchronouslyNotify::Yes);
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// Act on the pending play or pause task
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if (m_pending_pause_task == TaskState::Scheduled) {
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m_pending_pause_task = TaskState::None;
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// FIXME:
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// run_pending_pause_task();
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}
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if (m_pending_play_task == TaskState::Scheduled) {
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m_pending_play_task = TaskState::None;
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run_pending_play_task();
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}
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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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@ -725,6 +743,76 @@ void Animation::update_finished_state(DidSeek did_seek, SynchronouslyNotify sync
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}
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}
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// Step 12 of https://www.w3.org/TR/web-animations-1/#playing-an-animation-section
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void Animation::run_pending_play_task()
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{
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// 1. Assert that at least one of animation’s start time or hold time is resolved.
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VERIFY(m_start_time.has_value() || m_hold_time.has_value());
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// 2. Let ready time be the time value of the timeline associated with animation at the moment when animation became
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// ready.
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// FIXME: Ideally we would save the time before the update_finished_state call in play_an_animation() and use that
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// as the ready time, as step 2 indicates, however at that point the timeline will not have had it's current
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// time updated by the Document, so the time we would save would be incorrect if there are no other
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// animations running.
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auto ready_time = m_timeline->current_time();
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// Note: The timeline being active is a precondition for this method to be called
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VERIFY(ready_time.has_value());
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// 3. Perform the steps corresponding to the first matching condition below, if any:
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// -> If animation’s hold time is resolved,
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if (m_hold_time.has_value()) {
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// 1. Apply any pending playback rate on animation.
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apply_any_pending_playback_rate();
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// 2. Let new start time be the result of evaluating ready time - hold time / playback rate for animation. If
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// the playback rate is zero, let new start time be simply ready time.
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auto new_start_time = m_playback_rate != 0.0 ? ready_time.value() - (m_hold_time.value() / m_playback_rate) : ready_time;
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// 3. Set the start time of animation to new start time.
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m_start_time = new_start_time;
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// 4. If animation’s playback rate is not 0, 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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// -> If animation’s start time is resolved and animation has a pending playback rate,
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else if (m_start_time.has_value() && m_pending_playback_rate.has_value()) {
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// 1. Let current time to match be the result of evaluating (ready time - start time) × playback rate for
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// animation.
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auto current_time_to_match = (ready_time.value() - m_start_time.value()) * m_playback_rate;
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// 2. Apply any pending playback rate on animation.
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apply_any_pending_playback_rate();
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// 3. If animation’s playback rate is zero, let animation’s hold time be current time to match.
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if (m_playback_rate == 0.0)
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m_hold_time = current_time_to_match;
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// 4. Let new start time be the result of evaluating ready time - current time to match / playback rate for
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// animation. If the playback rate is zero, let new start time be simply ready time.
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auto new_start_time = m_playback_rate != 0.0 ? ready_time.value() - (current_time_to_match / m_playback_rate) : ready_time;
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// 5. Set the start time of animation to new start time.
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m_start_time = new_start_time;
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}
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// 4. Resolve animation’s current ready promise with animation.
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HTML::TemporaryExecutionContext execution_context { Bindings::host_defined_environment_settings_object(realm()) };
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WebIDL::resolve_promise(realm(), current_ready_promise(), this);
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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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// 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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void Animation::run_pending_pause_task()
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{
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// FIXME: Implement
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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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