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504 lines
20 KiB
C++
504 lines
20 KiB
C++
/*
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* Copyright (c) 2023, Matthew Olsson <mattco@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <LibJS/Runtime/VM.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/Bindings/Intrinsics.h>
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#include <LibWeb/WebIDL/ExceptionOr.h>
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namespace Web::Animations {
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JS_DEFINE_ALLOCATOR(AnimationEffect);
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JS::NonnullGCPtr<AnimationEffect> AnimationEffect::create(JS::Realm& realm)
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{
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return realm.heap().allocate<AnimationEffect>(realm, realm);
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}
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OptionalEffectTiming EffectTiming::to_optional_effect_timing() const
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{
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return {
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.delay = delay,
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.end_delay = end_delay,
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.fill = fill,
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.iteration_start = iteration_start,
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.iterations = iterations,
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.duration = duration,
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.direction = direction,
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.easing = easing,
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};
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}
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// https://www.w3.org/TR/web-animations-1/#dom-animationeffect-gettiming
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EffectTiming AnimationEffect::get_timing() const
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{
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// 1. Returns the specified timing properties for this animation effect.
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return {
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.delay = m_start_delay,
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.end_delay = m_end_delay,
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.fill = m_fill_mode,
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.iteration_start = m_iteration_start,
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.iterations = m_iteration_count,
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.duration = m_iteration_duration,
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.direction = m_playback_direction,
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.easing = m_easing_function,
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};
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}
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// https://www.w3.org/TR/web-animations-1/#dom-animationeffect-getcomputedtiming
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ComputedEffectTiming AnimationEffect::get_computed_timing() const
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{
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// 1. Returns the calculated timing properties for this animation effect.
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// Note: Although some of the attributes of the object returned by getTiming() and getComputedTiming() are common,
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// their values may differ in the following ways:
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// - duration: while getTiming() may return the string auto, getComputedTiming() must return a number
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// corresponding to the calculated value of the iteration duration as defined in the description of the
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// duration member of the EffectTiming interface.
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//
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// In this level of the specification, that simply means that an auto value is replaced by zero.
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auto duration = m_iteration_duration.has<String>() ? 0.0 : m_iteration_duration.get<double>();
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// - fill: likewise, while getTiming() may return the string auto, getComputedTiming() must return the specific
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// FillMode used for timing calculations as defined in the description of the fill member of the EffectTiming
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// interface.
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//
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// In this level of the specification, that simply means that an auto value is replaced by the none FillMode.
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auto fill = m_fill_mode == Bindings::FillMode::Auto ? Bindings::FillMode::None : m_fill_mode;
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return {
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{
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.delay = m_start_delay,
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.end_delay = m_end_delay,
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.fill = fill,
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.iteration_start = m_iteration_start,
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.iterations = m_iteration_count,
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.duration = duration,
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.direction = m_playback_direction,
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.easing = m_easing_function,
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},
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// FIXME:
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0.0,
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0.0,
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0.0,
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0.0,
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0.0,
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};
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}
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// https://www.w3.org/TR/web-animations-1/#dom-animationeffect-updatetiming
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// https://www.w3.org/TR/web-animations-1/#update-the-timing-properties-of-an-animation-effect
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WebIDL::ExceptionOr<void> AnimationEffect::update_timing(OptionalEffectTiming timing)
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{
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// 1. If the iterationStart member of input exists and is less than zero, throw a TypeError and abort this
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// procedure.
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if (timing.iteration_start.has_value() && timing.iteration_start.value() < 0.0)
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return WebIDL::SimpleException { WebIDL::SimpleExceptionType::TypeError, "Invalid iteration start value"sv };
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// 2. If the iterations member of input exists, and is less than zero or is the value NaN, throw a TypeError and
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// abort this procedure.
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if (timing.iterations.has_value() && (timing.iterations.value() < 0.0 || isnan(timing.iterations.value())))
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return WebIDL::SimpleException { WebIDL::SimpleExceptionType::TypeError, "Invalid iteration count value"sv };
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// 3. If the duration member of input exists, and is less than zero or is the value NaN, throw a TypeError and
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// abort this procedure.
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// Note: "auto", the only valid string value, is treated as 0.
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auto& duration = timing.duration;
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if (duration.has_value() && duration->has<double>() && (duration->get<double>() < 0.0 || isnan(duration->get<double>())))
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return WebIDL::SimpleException { WebIDL::SimpleExceptionType::TypeError, "Invalid duration value"sv };
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// FIXME:
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// 4. If the easing member of input exists but cannot be parsed using the <easing-function> production
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// [CSS-EASING-1], throw a TypeError and abort this procedure.
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// 5. Assign each member that exists in input to the corresponding timing property of effect as follows:
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// - delay → start delay
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if (timing.delay.has_value())
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m_start_delay = timing.delay.value();
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// - endDelay → end delay
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if (timing.end_delay.has_value())
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m_end_delay = timing.end_delay.value();
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// - fill → fill mode
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if (timing.fill.has_value())
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m_fill_mode = timing.fill.value();
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// - iterationStart → iteration start
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if (timing.iteration_start.has_value())
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m_iteration_start = timing.iteration_start.value();
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// - iterations → iteration count
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if (timing.iterations.has_value())
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m_iteration_count = timing.iterations.value();
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// - duration → iteration duration
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if (timing.duration.has_value())
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m_iteration_duration = timing.duration.value();
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// - direction → playback direction
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if (timing.direction.has_value())
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m_playback_direction = timing.direction.value();
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// - easing → timing function
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if (timing.easing.has_value())
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m_easing_function = timing.easing.value();
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return {};
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}
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// https://www.w3.org/TR/web-animations-1/#animation-direction
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AnimationDirection AnimationEffect::animation_direction() const
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{
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// "backwards" if the effect is associated with an animation and the associated animation’s playback rate is less
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// than zero; in all other cases, the animation direction is "forwards".
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if (m_associated_animation && m_associated_animation->playback_rate() < 0.0)
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return AnimationDirection::Backwards;
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return AnimationDirection::Forwards;
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}
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// https://www.w3.org/TR/web-animations-1/#end-time
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double AnimationEffect::end_time() const
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{
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// 1. The end time of an animation effect is the result of evaluating
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// max(start delay + active duration + end delay, 0).
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return max(m_start_delay + active_duration() + m_end_delay, 0.0);
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}
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// https://www.w3.org/TR/web-animations-1/#local-time
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Optional<double> AnimationEffect::local_time() const
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{
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// The local time of an animation effect at a given moment is based on the first matching condition from the
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// following:
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// -> If the animation effect is associated with an animation,
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if (m_associated_animation) {
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// the local time is the current time of the animation.
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return m_associated_animation->current_time();
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}
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// -> Otherwise,
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// the local time is unresolved.
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return {};
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}
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// https://www.w3.org/TR/web-animations-1/#active-duration
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double AnimationEffect::active_duration() const
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{
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// The active duration is calculated as follows:
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// active duration = iteration duration × iteration count
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// If either the iteration duration or iteration count are zero, the active duration is zero. This clarification is
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// needed since the result of infinity multiplied by zero is undefined according to IEEE 754-2008.
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if (m_iteration_duration.has<String>() || m_iteration_duration.get<double>() == 0.0 || m_iteration_count == 0.0)
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return 0.0;
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return m_iteration_duration.get<double>() * m_iteration_count;
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}
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Optional<double> AnimationEffect::active_time() const
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{
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return active_time_using_fill(m_fill_mode);
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}
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// https://www.w3.org/TR/web-animations-1/#calculating-the-active-time
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Optional<double> AnimationEffect::active_time_using_fill(Bindings::FillMode fill_mode) const
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{
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// The active time is based on the local time and start delay. However, it is only defined when the animation effect
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// should produce an output and hence depends on its fill mode and phase as follows,
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// -> If the animation effect is in the before phase,
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if (is_in_the_before_phase()) {
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// The result depends on the first matching condition from the following,
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// -> If the fill mode is backwards or both,
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if (fill_mode == Bindings::FillMode::Backwards || fill_mode == Bindings::FillMode::Both) {
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// Return the result of evaluating max(local time - start delay, 0).
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return max(local_time().value() - m_start_delay, 0.0);
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}
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// -> Otherwise,
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// Return an unresolved time value.
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return {};
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}
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// -> If the animation effect is in the active phase,
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if (is_in_the_active_phase()) {
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// Return the result of evaluating local time - start delay.
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return local_time().value() - m_start_delay;
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}
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// -> If the animation effect is in the after phase,
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if (is_in_the_after_phase()) {
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// The result depends on the first matching condition from the following,
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// -> If the fill mode is forwards or both,
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if (fill_mode == Bindings::FillMode::Forwards || fill_mode == Bindings::FillMode::Both) {
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// Return the result of evaluating max(local time - start delay - active duration, 0).
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return max(local_time().value() - m_start_delay - active_duration(), 0.0);
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}
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// -> Otherwise,
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// Return an unresolved time value.
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return {};
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}
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// -> Otherwise (the local time is unresolved),
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// Return an unresolved time value.
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return {};
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}
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// https://www.w3.org/TR/web-animations-1/#before-active-boundary-time
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double AnimationEffect::before_active_boundary_time() const
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{
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// max(min(start delay, end time), 0)
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return max(min(m_start_delay, end_time()), 0.0);
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}
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// https://www.w3.org/TR/web-animations-1/#active-after-boundary-time
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double AnimationEffect::after_active_boundary_time() const
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{
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// max(min(start delay + active duration, end time), 0)
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return max(min(m_start_delay + active_duration(), end_time()), 0.0);
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}
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// https://www.w3.org/TR/web-animations-1/#animation-effect-before-phase
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bool AnimationEffect::is_in_the_before_phase() const
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{
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// An animation effect is in the before phase if the animation effect’s local time is not unresolved and either of
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// the following conditions are met:
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auto local_time = this->local_time();
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if (!local_time.has_value())
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return false;
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// - the local time is less than the before-active boundary time, or
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auto before_active_boundary_time = this->before_active_boundary_time();
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if (local_time.value() < before_active_boundary_time)
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return true;
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// - the animation direction is "backwards" and the local time is equal to the before-active boundary time.
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return animation_direction() == AnimationDirection::Backwards && local_time.value() == before_active_boundary_time;
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}
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// https://www.w3.org/TR/web-animations-1/#animation-effect-after-phase
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bool AnimationEffect::is_in_the_after_phase() const
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{
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// An animation effect is in the after phase if the animation effect’s local time is not unresolved and either of
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// the following conditions are met:
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auto local_time = this->local_time();
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if (!local_time.has_value())
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return false;
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// - the local time is greater than the active-after boundary time, or
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auto after_active_boundary_time = this->after_active_boundary_time();
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if (local_time.value() > after_active_boundary_time)
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return true;
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// - the animation direction is "forwards" and the local time is equal to the active-after boundary time.
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return animation_direction() == AnimationDirection::Forwards && local_time.value() == after_active_boundary_time;
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}
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// https://www.w3.org/TR/web-animations-1/#animation-effect-active-phase
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bool AnimationEffect::is_in_the_active_phase() const
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{
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// An animation effect is in the active phase if the animation effect’s local time is not unresolved and it is not
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// in either the before phase nor the after phase.
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return local_time().has_value() && !is_in_the_before_phase() && !is_in_the_after_phase();
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}
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// https://www.w3.org/TR/web-animations-1/#animation-effect-idle-phase
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bool AnimationEffect::is_in_the_idle_phase() const
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{
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// It is often convenient to refer to the case when an animation effect is in none of the above phases as being in
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// the idle phase
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return !is_in_the_before_phase() && !is_in_the_active_phase() && !is_in_the_after_phase();
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}
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AnimationEffect::Phase AnimationEffect::phase() const
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{
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// This is a convenience method that returns the phase of the animation effect, to avoid having to call all of the
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// phase functions separately.
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// FIXME: There is a lot of duplicated condition checking here which can probably be inlined into this function
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if (is_in_the_before_phase())
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return Phase::Before;
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if (is_in_the_active_phase())
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return Phase::Active;
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if (is_in_the_after_phase())
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return Phase::After;
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return Phase::Idle;
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}
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// https://www.w3.org/TR/web-animations-1/#overall-progress
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Optional<double> AnimationEffect::overall_progress() const
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{
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// 1. If the active time is unresolved, return unresolved.
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auto active_time = this->active_time();
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if (!active_time.has_value())
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return {};
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// 2. Calculate an initial value for overall progress based on the first matching condition from below,
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double overall_progress;
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// -> If the iteration duration is zero,
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if (m_iteration_duration.has<String>() || m_iteration_duration.get<double>() == 0.0) {
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// If the animation effect is in the before phase, let overall progress be zero, otherwise, let it be equal to
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// the iteration count.
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if (is_in_the_before_phase())
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overall_progress = 0.0;
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else
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overall_progress = m_iteration_count;
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}
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// Otherwise,
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else {
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// Let overall progress be the result of calculating active time / iteration duration.
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overall_progress = active_time.value() / m_iteration_duration.get<double>();
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}
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// 3. Return the result of calculating overall progress + iteration start.
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return overall_progress + m_iteration_start;
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}
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// https://www.w3.org/TR/web-animations-1/#directed-progress
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Optional<double> AnimationEffect::directed_progress() const
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{
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// 1. If the simple iteration progress is unresolved, return unresolved.
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auto simple_iteration_progress = this->simple_iteration_progress();
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if (!simple_iteration_progress.has_value())
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return {};
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// 2. Calculate the current direction using the first matching condition from the following list:
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auto current_direction = this->current_direction();
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// 3. If the current direction is forwards then return the simple iteration progress.
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if (current_direction == AnimationDirection::Forwards)
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return simple_iteration_progress;
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// Otherwise, return 1.0 - simple iteration progress.
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return 1.0 - simple_iteration_progress.value();
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}
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// https://www.w3.org/TR/web-animations-1/#directed-progress
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AnimationDirection AnimationEffect::current_direction() const
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{
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// 2. Calculate the current direction using the first matching condition from the following list:
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// -> If playback direction is normal,
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if (m_playback_direction == Bindings::PlaybackDirection::Normal) {
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// Let the current direction be forwards.
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return AnimationDirection::Forwards;
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}
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// -> If playback direction is reverse,
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if (m_playback_direction == Bindings::PlaybackDirection::Reverse) {
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// Let the current direction be reverse.
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return AnimationDirection::Backwards;
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}
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// -> Otherwise,
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// 1. Let d be the current iteration.
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double d = current_iteration().value();
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// 2. If playback direction is alternate-reverse increment d by 1.
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if (m_playback_direction == Bindings::PlaybackDirection::AlternateReverse)
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d += 1.0;
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// 3. If d % 2 == 0, let the current direction be forwards, otherwise let the current direction be reverse. If d
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// is infinity, let the current direction be forwards.
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if (isinf(d))
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return AnimationDirection::Forwards;
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if (fmod(d, 2.0) == 0.0)
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return AnimationDirection::Forwards;
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return AnimationDirection::Backwards;
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}
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// https://www.w3.org/TR/web-animations-1/#simple-iteration-progress
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Optional<double> AnimationEffect::simple_iteration_progress() const
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{
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// 1. If the overall progress is unresolved, return unresolved.
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auto overall_progress = this->overall_progress();
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if (!overall_progress.has_value())
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return {};
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// 2. If overall progress is infinity, let the simple iteration progress be iteration start % 1.0, otherwise, let
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// the simple iteration progress be overall progress % 1.0.
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double simple_iteration_progress = isinf(overall_progress.value()) ? fmod(m_iteration_start, 1.0) : fmod(overall_progress.value(), 1.0);
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// 3. If all of the following conditions are true,
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// - the simple iteration progress calculated above is zero, and
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// - the animation effect is in the active phase or the after phase, and
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// - the active time is equal to the active duration, and
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// - the iteration count is not equal to zero.
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auto active_time = this->active_time();
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if (simple_iteration_progress == 0.0 && (is_in_the_active_phase() || is_in_the_after_phase()) && active_time.has_value() && active_time.value() == active_duration() && m_iteration_count != 0.0) {
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// let the simple iteration progress be 1.0.
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simple_iteration_progress = 1.0;
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}
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// 4. Return simple iteration progress.
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return simple_iteration_progress;
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}
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// https://www.w3.org/TR/web-animations-1/#current-iteration
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Optional<double> AnimationEffect::current_iteration() const
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{
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// 1. If the active time is unresolved, return unresolved.
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auto active_time = this->active_time();
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if (!active_time.has_value())
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return {};
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// 2. If the animation effect is in the after phase and the iteration count is infinity, return infinity.
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if (is_in_the_after_phase() && isinf(m_iteration_count))
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return m_iteration_count;
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// 3. If the simple iteration progress is 1.0, return floor(overall progress) - 1.
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auto simple_iteration_progress = this->simple_iteration_progress();
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if (simple_iteration_progress.has_value() && simple_iteration_progress.value() == 1.0)
|
||
return floor(overall_progress().value()) - 1.0;
|
||
|
||
// 4. Otherwise, return floor(overall progress).
|
||
return floor(overall_progress().value());
|
||
}
|
||
|
||
// https://www.w3.org/TR/web-animations-1/#transformed-progress
|
||
Optional<double> AnimationEffect::transformed_progress() const
|
||
{
|
||
// 1. If the directed progress is unresolved, return unresolved.
|
||
auto directed_progress = this->directed_progress();
|
||
if (!directed_progress.has_value())
|
||
return {};
|
||
|
||
// 2. Calculate the value of the before flag as follows:
|
||
|
||
// 1. Determine the current direction using the procedure defined in §4.9.1 Calculating the directed progress.
|
||
auto current_direction = this->current_direction();
|
||
|
||
// 2. If the current direction is forwards, let going forwards be true, otherwise it is false.
|
||
auto going_forwards = current_direction == AnimationDirection::Forwards;
|
||
|
||
// 3. The before flag is set if the animation effect is in the before phase and going forwards is true; or if the animation effect
|
||
// is in the after phase and going forwards is false.
|
||
auto before_flag = (is_in_the_before_phase() && going_forwards) || (is_in_the_after_phase() && !going_forwards);
|
||
|
||
// 3. Return the result of evaluating the animation effect’s timing function passing directed progress as the input progress value and
|
||
// before flag as the before flag.
|
||
return m_timing_function(directed_progress.value(), before_flag);
|
||
}
|
||
|
||
AnimationEffect::AnimationEffect(JS::Realm& realm)
|
||
: Bindings::PlatformObject(realm)
|
||
{
|
||
}
|
||
|
||
void AnimationEffect::initialize(JS::Realm& realm)
|
||
{
|
||
Base::initialize(realm);
|
||
set_prototype(&Bindings::ensure_web_prototype<Bindings::AnimationEffectPrototype>(realm, "AnimationEffect"_fly_string));
|
||
}
|
||
|
||
}
|