LibWeb: Use the correct start time when pausing/playing animations

This commit is contained in:
Matthew Olsson 2024-03-07 11:02:30 -07:00 committed by Alexander Kalenik
parent 24ec5838ba
commit f386c01ae1
Notes: sideshowbarker 2024-07-16 22:24:48 +09:00
2 changed files with 12 additions and 20 deletions

View File

@ -652,6 +652,7 @@ WebIDL::ExceptionOr<void> Animation::play_an_animation(AutoRewind auto_rewind)
// If a user agent determines that animation is immediately ready, it may schedule the above task as a microtask
// such that it runs at the next microtask checkpoint, but it must not perform the task synchronously.
m_pending_play_task = TaskState::Scheduled;
m_saved_play_time = MonotonicTime::now().milliseconds();
// 13. Run the procedure to update an animations finished state for animation with the did seek flag set to false,
// and the synchronously notify flag set to false.
@ -735,6 +736,7 @@ WebIDL::ExceptionOr<void> Animation::pause()
//
// Note: This is run_pending_pause_task()
m_pending_pause_task = TaskState::Scheduled;
m_saved_pause_time = MonotonicTime::now().milliseconds();
// 11. Run the procedure to update an animations finished state for animation with the did seek flag set to false,
// and the synchronously notify flag set to false.
@ -1203,14 +1205,7 @@ void Animation::run_pending_play_task()
// 2. Let ready time be the time value of the timeline associated with animation at the moment when animation became
// ready.
// FIXME: Ideally we would save the time before the update_finished_state call in play_an_animation() and use that
// as the ready time, as step 2 indicates, however at that point the timeline will not have had it's current
// time updated by the Document, so the time we would save would be incorrect if there are no other
// animations running.
auto ready_time = m_timeline->current_time();
// Note: The timeline being active is a precondition for this method to be called
VERIFY(ready_time.has_value());
auto ready_time = m_saved_play_time.release_value();
// 3. Perform the steps corresponding to the first matching condition below, if any:
@ -1221,7 +1216,7 @@ void Animation::run_pending_play_task()
// 2. Let new start time be the result of evaluating ready time - hold time / playback rate for animation. If
// the playback rate is zero, let new start time be simply ready time.
auto new_start_time = m_playback_rate != 0.0 ? ready_time.value() - (m_hold_time.value() / m_playback_rate) : ready_time;
auto new_start_time = m_playback_rate != 0.0 ? ready_time - (m_hold_time.value() / m_playback_rate) : ready_time;
// 3. Set the start time of animation to new start time.
m_start_time = new_start_time;
@ -1234,7 +1229,7 @@ void Animation::run_pending_play_task()
else if (m_start_time.has_value() && m_pending_playback_rate.has_value()) {
// 1. Let current time to match be the result of evaluating (ready time - start time) × playback rate for
// animation.
auto current_time_to_match = (ready_time.value() - m_start_time.value()) * m_playback_rate;
auto current_time_to_match = (ready_time - m_start_time.value()) * m_playback_rate;
// 2. Apply any pending playback rate on animation.
apply_any_pending_playback_rate();
@ -1245,7 +1240,7 @@ void Animation::run_pending_play_task()
// 4. Let new start time be the result of evaluating ready time - current time to match / playback rate for
// animation. If the playback rate is zero, let new start time be simply ready time.
auto new_start_time = m_playback_rate != 0.0 ? ready_time.value() - (current_time_to_match / m_playback_rate) : ready_time;
auto new_start_time = m_playback_rate != 0.0 ? ready_time - (current_time_to_match / m_playback_rate) : ready_time;
// 5. Set the start time of animation to new start time.
m_start_time = new_start_time;
@ -1265,21 +1260,15 @@ void Animation::run_pending_pause_task()
{
// 1. Let ready time be the time value of the timeline associated with animation at the moment when the user agent
// completed processing necessary to suspend playback of animations associated effect.
// FIXME: Ideally we would save the time before the update_finished_state call in pause_an_animation() and use that
// as the ready time, as step 1 indicates, however at that point the timeline will not have had it's current
// time updated by the Document, so the time we would save would be incorrect if there are no other
// animations running.
auto ready_time = m_timeline->current_time();
// Note: The timeline being active is a precondition for this method to be called
VERIFY(ready_time.has_value());
VERIFY(m_saved_pause_time.has_value());
auto ready_time = m_saved_pause_time.release_value();
// 2. If animations start time is resolved and its hold time is not resolved, let animations hold time be the
// result of evaluating (ready time - start time) × playback rate.
// Note: The hold time might be already set if the animation is finished, or if the animation has a pending play
// task. In either case we want to preserve the hold time as we enter the paused state.
if (m_start_time.has_value() && !m_hold_time.has_value())
m_hold_time = (ready_time.value() - m_start_time.value()) * m_playback_rate;
m_hold_time = (ready_time - m_start_time.value()) * m_playback_rate;
// 3. Apply any pending playback rate on animation.
apply_any_pending_playback_rate();

View File

@ -188,6 +188,9 @@ private:
TaskState m_pending_pause_task { TaskState::None };
Optional<int> m_pending_finish_microtask_id;
Optional<double> m_saved_play_time;
Optional<double> m_saved_pause_time;
};
}