LibWeb: Handle pre-existing animations when considering animation-name

If a DOM::Element has an animation-name property, then in addition to
remembering where it came from, it will also remember the
Animations::Animation object that was created for it. This allows
StyleComputer to cancel that animation if the animation-name property
changes as well as to apply any changes required (for example, if
animation-play-state changes from "running" to "paused", it needs to
call .pause() on the animation).
This commit is contained in:
Matthew Olsson 2024-02-25 10:25:18 -07:00 committed by Sam Atkins
parent b235620315
commit 0f54d797d2
Notes: sideshowbarker 2024-07-17 08:43:11 +09:00
2 changed files with 101 additions and 73 deletions

View File

@ -36,10 +36,14 @@ public:
JS::GCPtr<CSS::CSSStyleDeclaration const> cached_animation_name_source() const { return m_cached_animation_name_source; }
void set_cached_animation_name_source(JS::GCPtr<CSS::CSSStyleDeclaration const> value) { m_cached_animation_name_source = value; }
JS::GCPtr<Animations::Animation> cached_animation_name_animation() const { return m_cached_animation_name_animation; }
void set_cached_animation_name_animation(JS::GCPtr<Animations::Animation> value) { m_cached_animation_name_animation = value; }
private:
Vector<JS::NonnullGCPtr<AnimationEffect>> m_associated_effects;
bool m_is_sorted_by_composite_order { true };
JS::GCPtr<CSS::CSSStyleDeclaration const> m_cached_animation_name_source;
JS::GCPtr<Animations::Animation> m_cached_animation_name_animation;
};
}

View File

@ -959,6 +959,72 @@ ErrorOr<void> StyleComputer::collect_animation_into(JS::NonnullGCPtr<Animations:
return {};
}
static void apply_animation_properties(DOM::Document& document, StyleProperties& style, Animations::Animation& animation)
{
auto& effect = verify_cast<Animations::KeyframeEffect>(*animation.effect());
Optional<CSS::Time> duration;
if (auto duration_value = style.maybe_null_property(PropertyID::AnimationDuration); duration_value) {
if (duration_value->is_time()) {
duration = duration_value->as_time().time();
} else if (duration_value->is_identifier() && duration_value->as_identifier().id() == ValueID::Auto) {
// We use empty optional to represent "auto".
duration = {};
}
}
CSS::Time delay { 0, CSS::Time::Type::S };
if (auto delay_value = style.maybe_null_property(PropertyID::AnimationDelay); delay_value && delay_value->is_time())
delay = delay_value->as_time().time();
double iteration_count = 1.0;
if (auto iteration_count_value = style.maybe_null_property(PropertyID::AnimationIterationCount); iteration_count_value) {
if (iteration_count_value->is_identifier() && iteration_count_value->to_identifier() == ValueID::Infinite)
iteration_count = HUGE_VAL;
else if (iteration_count_value->is_number())
iteration_count = iteration_count_value->as_number().number();
}
CSS::AnimationFillMode fill_mode { CSS::AnimationFillMode::None };
if (auto fill_mode_property = style.maybe_null_property(PropertyID::AnimationFillMode); fill_mode_property && fill_mode_property->is_identifier()) {
if (auto fill_mode_value = value_id_to_animation_fill_mode(fill_mode_property->to_identifier()); fill_mode_value.has_value())
fill_mode = *fill_mode_value;
}
CSS::AnimationDirection direction { CSS::AnimationDirection::Normal };
if (auto direction_property = style.maybe_null_property(PropertyID::AnimationDirection); direction_property && direction_property->is_identifier()) {
if (auto direction_value = value_id_to_animation_direction(direction_property->to_identifier()); direction_value.has_value())
direction = *direction_value;
}
CSS::AnimationPlayState play_state { CSS::AnimationPlayState::Running };
if (auto play_state_property = style.maybe_null_property(PropertyID::AnimationPlayState); play_state_property && play_state_property->is_identifier()) {
if (auto play_state_value = value_id_to_animation_play_state(play_state_property->to_identifier()); play_state_value.has_value())
play_state = *play_state_value;
}
Animations::TimingFunction timing_function = Animations::ease_timing_function;
if (auto timing_property = style.maybe_null_property(PropertyID::AnimationTimingFunction); timing_property && timing_property->is_easing())
timing_function = Animations::TimingFunction::from_easing_style_value(timing_property->as_easing());
auto iteration_duration = duration.has_value()
? Variant<double, String> { duration.release_value().to_milliseconds() }
: "auto"_string;
effect.set_iteration_duration(iteration_duration);
effect.set_start_delay(delay.to_milliseconds());
effect.set_iteration_count(iteration_count);
effect.set_timing_function(move(timing_function));
effect.set_fill_mode(Animations::css_fill_mode_to_bindings_fill_mode(fill_mode));
effect.set_playback_direction(Animations::css_animation_direction_to_bindings_playback_direction(direction));
HTML::TemporaryExecutionContext context(document.relevant_settings_object());
if (play_state == CSS::AnimationPlayState::Running && animation.play_state() != Bindings::AnimationPlayState::Running) {
animation.play().release_value_but_fixme_should_propagate_errors();
} else if (play_state == CSS::AnimationPlayState::Paused && animation.play_state() != Bindings::AnimationPlayState::Paused) {
animation.pause().release_value_but_fixme_should_propagate_errors();
}
}
// https://www.w3.org/TR/css-cascade/#cascading
ErrorOr<void> StyleComputer::compute_cascaded_values(StyleProperties& style, DOM::Element& element, Optional<CSS::Selector::PseudoElement::Type> pseudo_element, bool& did_match_any_pseudo_element_rules, ComputeStyleMode mode) const
{
@ -1021,84 +1087,42 @@ ErrorOr<void> StyleComputer::compute_cascaded_values(StyleProperties& style, DOM
}();
if (animation_name.has_value()) {
if (auto source_declaration = style.property_source_declaration(PropertyID::AnimationName); source_declaration && source_declaration != element.cached_animation_name_source()) {
// This animation name is new, so we need to create a new animation for it.
element.set_cached_animation_name_source(source_declaration);
Optional<CSS::Time> duration;
if (auto duration_value = style.maybe_null_property(PropertyID::AnimationDuration); duration_value) {
if (duration_value->is_time()) {
duration = duration_value->as_time().time();
} else if (duration_value->is_identifier() && duration_value->as_identifier().id() == ValueID::Auto) {
// We use empty optional to represent "auto".
duration = {};
}
}
CSS::Time delay { 0, CSS::Time::Type::S };
if (auto delay_value = style.maybe_null_property(PropertyID::AnimationDelay); delay_value && delay_value->is_time())
delay = delay_value->as_time().time();
double iteration_count = 1.0;
if (auto iteration_count_value = style.maybe_null_property(PropertyID::AnimationIterationCount); iteration_count_value) {
if (iteration_count_value->is_identifier() && iteration_count_value->to_identifier() == ValueID::Infinite)
iteration_count = HUGE_VAL;
else if (iteration_count_value->is_number())
iteration_count = iteration_count_value->as_number().number();
}
CSS::AnimationFillMode fill_mode { CSS::AnimationFillMode::None };
if (auto fill_mode_property = style.maybe_null_property(PropertyID::AnimationFillMode); fill_mode_property && fill_mode_property->is_identifier()) {
if (auto fill_mode_value = value_id_to_animation_fill_mode(fill_mode_property->to_identifier()); fill_mode_value.has_value())
fill_mode = *fill_mode_value;
}
CSS::AnimationDirection direction { CSS::AnimationDirection::Normal };
if (auto direction_property = style.maybe_null_property(PropertyID::AnimationDirection); direction_property && direction_property->is_identifier()) {
if (auto direction_value = value_id_to_animation_direction(direction_property->to_identifier()); direction_value.has_value())
direction = *direction_value;
}
CSS::AnimationPlayState play_state { CSS::AnimationPlayState::Running };
if (auto play_state_property = style.maybe_null_property(PropertyID::AnimationPlayState); play_state_property && play_state_property->is_identifier()) {
if (auto play_state_value = value_id_to_animation_play_state(play_state_property->to_identifier()); play_state_value.has_value())
play_state = *play_state_value;
}
Animations::TimingFunction timing_function = Animations::ease_timing_function;
if (auto timing_property = style.maybe_null_property(PropertyID::AnimationTimingFunction); timing_property && timing_property->is_easing())
timing_function = Animations::TimingFunction::from_easing_style_value(timing_property->as_easing());
if (auto source_declaration = style.property_source_declaration(PropertyID::AnimationName); source_declaration) {
auto& realm = element.realm();
auto effect = Animations::KeyframeEffect::create(realm);
auto iteration_duration = duration.has_value()
? Variant<double, String> { duration.release_value().to_milliseconds() }
: "auto"_string;
effect->set_iteration_duration(iteration_duration);
effect->set_start_delay(delay.to_milliseconds());
effect->set_iteration_count(iteration_count);
effect->set_timing_function(move(timing_function));
effect->set_fill_mode(Animations::css_fill_mode_to_bindings_fill_mode(fill_mode));
effect->set_playback_direction(Animations::css_animation_direction_to_bindings_playback_direction(direction));
if (pseudo_element.has_value())
effect->set_pseudo_element(Selector::PseudoElement { pseudo_element.value() });
auto animation = CSSAnimation::create(realm);
animation->set_id(animation_name.release_value());
animation->set_timeline(m_document->timeline());
animation->set_owning_element(element);
animation->set_effect(effect);
if (source_declaration != element.cached_animation_name_source()) {
// This animation name is new, so we need to create a new animation for it.
if (auto existing_animation = element.cached_animation_name_animation())
existing_animation->cancel();
element.set_cached_animation_name_source(source_declaration);
auto const& rule_cache = rule_cache_for_cascade_origin(CascadeOrigin::Author);
if (auto keyframe_set = rule_cache.rules_by_animation_keyframes.get(animation->id()); keyframe_set.has_value())
effect->set_key_frame_set(keyframe_set.value());
auto effect = Animations::KeyframeEffect::create(realm);
auto animation = CSSAnimation::create(realm);
animation->set_id(animation_name.release_value());
animation->set_timeline(m_document->timeline());
animation->set_owning_element(element);
animation->set_effect(effect);
apply_animation_properties(m_document, style, animation);
if (pseudo_element.has_value())
effect->set_pseudo_element(Selector::PseudoElement { pseudo_element.value() });
element.associate_with_effect(effect);
auto const& rule_cache = rule_cache_for_cascade_origin(CascadeOrigin::Author);
if (auto keyframe_set = rule_cache.rules_by_animation_keyframes.get(animation->id()); keyframe_set.has_value())
effect->set_key_frame_set(keyframe_set.value());
HTML::TemporaryExecutionContext context(m_document->relevant_settings_object());
animation->play().release_value_but_fixme_should_propagate_errors();
if (play_state == CSS::AnimationPlayState::Paused)
animation->pause().release_value_but_fixme_should_propagate_errors();
element.associate_with_effect(effect);
element.set_cached_animation_name_animation(animation);
} else {
// The animation hasn't changed, but some properties of the animation may have
apply_animation_properties(m_document, style, *element.cached_animation_name_animation());
}
}
} else {
// If the element had an existing animation, cancel it
if (auto existing_animation = element.cached_animation_name_animation()) {
existing_animation->cancel();
element.set_cached_animation_name_animation({});
element.set_cached_animation_name_source({});
}
}