/* * Copyright (c) 2023, Matthew Olsson * * SPDX-License-Identifier: BSD-2-Clause */ #include #include #include #include #include namespace Web::Animations { JS::NonnullGCPtr AnimationEffect::create(JS::Realm& realm) { return realm.heap().allocate(realm, realm); } OptionalEffectTiming EffectTiming::to_optional_effect_timing() const { return { .delay = delay, .end_delay = end_delay, .fill = fill, .iteration_start = iteration_start, .iterations = iterations, .duration = duration, .direction = direction, .easing = easing, }; } // https://www.w3.org/TR/web-animations-1/#dom-animationeffect-gettiming EffectTiming AnimationEffect::get_timing() const { // 1. Returns the specified timing properties for this animation effect. return { .delay = m_start_delay, .end_delay = m_end_delay, .fill = m_fill_mode, .iteration_start = m_iteration_start, .iterations = m_iteration_count, .duration = m_iteration_duration, .direction = m_playback_direction, .easing = m_easing_function, }; } // https://www.w3.org/TR/web-animations-1/#dom-animationeffect-getcomputedtiming ComputedEffectTiming AnimationEffect::get_computed_timing() const { // 1. Returns the calculated timing properties for this animation effect. // Note: Although some of the attributes of the object returned by getTiming() and getComputedTiming() are common, // their values may differ in the following ways: // - duration: while getTiming() may return the string auto, getComputedTiming() must return a number // corresponding to the calculated value of the iteration duration as defined in the description of the // duration member of the EffectTiming interface. // // In this level of the specification, that simply means that an auto value is replaced by zero. auto duration = m_iteration_duration.has() ? 0.0 : m_iteration_duration.get(); // - fill: likewise, while getTiming() may return the string auto, getComputedTiming() must return the specific // FillMode used for timing calculations as defined in the description of the fill member of the EffectTiming // interface. // // In this level of the specification, that simply means that an auto value is replaced by the none FillMode. auto fill = m_fill_mode == Bindings::FillMode::Auto ? Bindings::FillMode::None : m_fill_mode; return { { .delay = m_start_delay, .end_delay = m_end_delay, .fill = fill, .iteration_start = m_iteration_start, .iterations = m_iteration_count, .duration = duration, .direction = m_playback_direction, .easing = m_easing_function, }, // FIXME: 0.0, 0.0, 0.0, 0.0, 0.0, }; } // https://www.w3.org/TR/web-animations-1/#dom-animationeffect-updatetiming // https://www.w3.org/TR/web-animations-1/#update-the-timing-properties-of-an-animation-effect WebIDL::ExceptionOr AnimationEffect::update_timing(OptionalEffectTiming timing) { // 1. If the iterationStart member of input exists and is less than zero, throw a TypeError and abort this // procedure. if (timing.iteration_start.has_value() && timing.iteration_start.value() < 0.0) return WebIDL::SimpleException { WebIDL::SimpleExceptionType::TypeError, "Invalid iteration start value"sv }; // 2. If the iterations member of input exists, and is less than zero or is the value NaN, throw a TypeError and // abort this procedure. if (timing.iterations.has_value() && (timing.iterations.value() < 0.0 || isnan(timing.iterations.value()))) return WebIDL::SimpleException { WebIDL::SimpleExceptionType::TypeError, "Invalid iteration count value"sv }; // 3. If the duration member of input exists, and is less than zero or is the value NaN, throw a TypeError and // abort this procedure. // Note: "auto", the only valid string value, is treated as 0. auto& duration = timing.duration; if (duration.has_value() && duration->has() && (duration->get() < 0.0 || isnan(duration->get()))) return WebIDL::SimpleException { WebIDL::SimpleExceptionType::TypeError, "Invalid duration value"sv }; // FIXME: // 4. If the easing member of input exists but cannot be parsed using the production // [CSS-EASING-1], throw a TypeError and abort this procedure. // 5. Assign each member that exists in input to the corresponding timing property of effect as follows: // - delay → start delay if (timing.delay.has_value()) m_start_delay = timing.delay.value(); // - endDelay → end delay if (timing.end_delay.has_value()) m_end_delay = timing.end_delay.value(); // - fill → fill mode if (timing.fill.has_value()) m_fill_mode = timing.fill.value(); // - iterationStart → iteration start if (timing.iteration_start.has_value()) m_iteration_start = timing.iteration_start.value(); // - iterations → iteration count if (timing.iterations.has_value()) m_iteration_count = timing.iterations.value(); // - duration → iteration duration if (timing.duration.has_value()) m_iteration_duration = timing.duration.value(); // - direction → playback direction if (timing.direction.has_value()) m_playback_direction = timing.direction.value(); // - easing → timing function if (timing.easing.has_value()) m_easing_function = timing.easing.value(); return {}; } // https://www.w3.org/TR/web-animations-1/#animation-direction AnimationDirection AnimationEffect::animation_direction() const { // "backwards" if the effect is associated with an animation and the associated animation’s playback rate is less // than zero; in all other cases, the animation direction is "forwards". if (m_associated_animation && m_associated_animation->playback_rate() < 0.0) return AnimationDirection::Backwards; return AnimationDirection::Forwards; } // https://www.w3.org/TR/web-animations-1/#end-time double AnimationEffect::end_time() const { // 1. The end time of an animation effect is the result of evaluating // max(start delay + active duration + end delay, 0). return max(m_start_delay + active_duration() + m_end_delay, 0.0); } // https://www.w3.org/TR/web-animations-1/#local-time Optional AnimationEffect::local_time() const { // The local time of an animation effect at a given moment is based on the first matching condition from the // following: // -> If the animation effect is associated with an animation, if (m_associated_animation) { // the local time is the current time of the animation. return m_associated_animation->current_time(); } // -> Otherwise, // the local time is unresolved. return {}; } // https://www.w3.org/TR/web-animations-1/#active-duration double AnimationEffect::active_duration() const { // The active duration is calculated as follows: // active duration = iteration duration × iteration count // If either the iteration duration or iteration count are zero, the active duration is zero. This clarification is // needed since the result of infinity multiplied by zero is undefined according to IEEE 754-2008. if (m_iteration_duration.has() || m_iteration_duration.get() == 0.0 || m_iteration_count == 0.0) return 0.0; return m_iteration_duration.get() * m_iteration_count; } // https://www.w3.org/TR/web-animations-1/#before-active-boundary-time double AnimationEffect::before_active_boundary_time() const { // max(min(start delay, end time), 0) return max(min(m_start_delay, end_time()), 0.0); } // https://www.w3.org/TR/web-animations-1/#active-after-boundary-time double AnimationEffect::after_active_boundary_time() const { // max(min(start delay + active duration, end time), 0) return max(min(m_start_delay + active_duration(), end_time()), 0.0); } // https://www.w3.org/TR/web-animations-1/#animation-effect-before-phase bool AnimationEffect::is_in_the_before_phase() const { // An animation effect is in the before phase if the animation effect’s local time is not unresolved and either of // the following conditions are met: auto local_time = this->local_time(); if (!local_time.has_value()) return false; // - the local time is less than the before-active boundary time, or auto before_active_boundary_time = this->before_active_boundary_time(); if (local_time.value() < before_active_boundary_time) return true; // - the animation direction is "backwards" and the local time is equal to the before-active boundary time. return animation_direction() == AnimationDirection::Backwards && local_time.value() == before_active_boundary_time; } // https://www.w3.org/TR/web-animations-1/#animation-effect-after-phase bool AnimationEffect::is_in_the_after_phase() const { // An animation effect is in the after phase if the animation effect’s local time is not unresolved and either of // the following conditions are met: auto local_time = this->local_time(); if (!local_time.has_value()) return false; // - the local time is greater than the active-after boundary time, or auto after_active_boundary_time = this->after_active_boundary_time(); if (local_time.value() > after_active_boundary_time) return true; // - the animation direction is "forwards" and the local time is equal to the active-after boundary time. return animation_direction() == AnimationDirection::Forwards && local_time.value() == after_active_boundary_time; } // https://www.w3.org/TR/web-animations-1/#animation-effect-active-phase bool AnimationEffect::is_in_the_active_phase() const { // An animation effect is in the active phase if the animation effect’s local time is not unresolved and it is not // in either the before phase nor the after phase. return local_time().has_value() && !is_in_the_before_phase() && !is_in_the_after_phase(); } // https://www.w3.org/TR/web-animations-1/#animation-effect-idle-phase bool AnimationEffect::is_in_the_idle_phase() const { // It is often convenient to refer to the case when an animation effect is in none of the above phases as being in // the idle phase return !is_in_the_before_phase() && !is_in_the_active_phase() && !is_in_the_after_phase(); } AnimationEffect::Phase AnimationEffect::phase() const { // This is a convenience method that returns the phase of the animation effect, to avoid having to call all of the // phase functions separately. // FIXME: There is a lot of duplicated condition checking here which can probably be inlined into this function if (is_in_the_before_phase()) return Phase::Before; if (is_in_the_active_phase()) return Phase::Active; if (is_in_the_after_phase()) return Phase::After; return Phase::Idle; } AnimationEffect::AnimationEffect(JS::Realm& realm) : Bindings::PlatformObject(realm) { } void AnimationEffect::initialize(JS::Realm& realm) { Base::initialize(realm); set_prototype(&Bindings::ensure_web_prototype(realm, "AnimationEffect")); } }