ladybird/Userland/Libraries/LibWeb/Animations/AnimationEffect.h
Aliaksandr Kalenik a9b8840a82 LibWeb: Add fast path for animated style properties update
Patch up existing style properties instead of using the regular style
invalidation path, which requires rule matching for each element in the
invalidated subtree.

- !important properties: this change introduces a flag used to skip the
  update of animated properties overridden by !important.
- inherited animated properties: for now, these are invalidated by
  traversing animated element's subtree to propagate the update.
- StyleProperties has a separate array for animated properties that
  allows the removal animated properties after animation has ended,
  without requiring full style invalidation.
2024-03-16 09:49:40 +01:00

197 lines
7.2 KiB
C++

/*
* Copyright (c) 2023-2024, Matthew Olsson <mattco@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/Optional.h>
#include <AK/String.h>
#include <AK/Variant.h>
#include <LibWeb/Animations/TimingFunction.h>
#include <LibWeb/Bindings/AnimationEffectPrototype.h>
#include <LibWeb/Bindings/PlatformObject.h>
#include <LibWeb/CSS/Enums.h>
namespace Web::Animations {
// // https://www.w3.org/TR/web-animations-1/#the-effecttiming-dictionaries
struct OptionalEffectTiming {
Optional<double> delay {};
Optional<double> end_delay {};
Optional<Bindings::FillMode> fill {};
Optional<double> iteration_start {};
Optional<double> iterations {};
Optional<Variant<double, String>> duration;
Optional<Bindings::PlaybackDirection> direction {};
Optional<String> easing {};
};
// // https://www.w3.org/TR/web-animations-1/#the-effecttiming-dictionaries
struct EffectTiming {
double delay { 0 };
double end_delay { 0 };
Bindings::FillMode fill { Bindings::FillMode::Auto };
double iteration_start { 0.0 };
double iterations { 1.0 };
Variant<double, String> duration { "auto"_string };
Bindings::PlaybackDirection direction { Bindings::PlaybackDirection::Normal };
String easing { "linear"_string };
OptionalEffectTiming to_optional_effect_timing() const;
};
// https://www.w3.org/TR/web-animations-1/#the-computedeffecttiming-dictionary
struct ComputedEffectTiming : public EffectTiming {
double end_time;
double active_duration;
Optional<double> local_time;
Optional<double> progress;
Optional<double> current_iteration;
};
enum class AnimationDirection {
Forwards,
Backwards,
};
Bindings::FillMode css_fill_mode_to_bindings_fill_mode(CSS::AnimationFillMode mode);
Bindings::PlaybackDirection css_animation_direction_to_bindings_playback_direction(CSS::AnimationDirection direction);
// https://www.w3.org/TR/web-animations-1/#the-animationeffect-interface
class AnimationEffect : public Bindings::PlatformObject {
WEB_PLATFORM_OBJECT(AnimationEffect, Bindings::PlatformObject);
JS_DECLARE_ALLOCATOR(AnimationEffect);
public:
static RefPtr<CSS::StyleValue const> parse_easing_string(JS::Realm& realm, StringView value);
EffectTiming get_timing() const;
ComputedEffectTiming get_computed_timing() const;
WebIDL::ExceptionOr<void> update_timing(OptionalEffectTiming timing = {});
double start_delay() const { return m_start_delay; }
void set_start_delay(double start_delay) { m_start_delay = start_delay; }
double end_delay() const { return m_end_delay; }
void set_end_delay(double end_delay) { m_end_delay = end_delay; }
Bindings::FillMode fill_mode() const { return m_fill_mode; }
void set_fill_mode(Bindings::FillMode fill_mode) { m_fill_mode = fill_mode; }
double iteration_start() const { return m_iteration_start; }
void set_iteration_start(double iteration_start) { m_iteration_start = iteration_start; }
double iteration_count() const { return m_iteration_count; }
void set_iteration_count(double iteration_count) { m_iteration_count = iteration_count; }
Variant<double, String> const& iteration_duration() const { return m_iteration_duration; }
void set_iteration_duration(Variant<double, String> iteration_duration) { m_iteration_duration = move(iteration_duration); }
Bindings::PlaybackDirection playback_direction() const { return m_playback_direction; }
void set_playback_direction(Bindings::PlaybackDirection playback_direction) { m_playback_direction = playback_direction; }
String const& easing_function() const { return m_easing_function; }
void set_easing_function(String easing_function) { m_easing_function = move(easing_function); }
TimingFunction const& timing_function() { return m_timing_function; }
void set_timing_function(TimingFunction value) { m_timing_function = move(value); }
JS::GCPtr<Animation> associated_animation() const { return m_associated_animation; }
void set_associated_animation(JS::GCPtr<Animation> value);
AnimationDirection animation_direction() const;
double end_time() const;
Optional<double> local_time() const;
double active_duration() const;
Optional<double> active_time() const;
Optional<double> active_time_using_fill(Bindings::FillMode) const;
bool is_in_play() const;
bool is_current() const;
bool is_in_effect() const;
double before_active_boundary_time() const;
double after_active_boundary_time() const;
bool is_in_the_before_phase() const;
bool is_in_the_after_phase() const;
bool is_in_the_active_phase() const;
bool is_in_the_idle_phase() const;
enum class Phase {
Before,
Active,
After,
Idle,
};
Phase phase() const;
Phase previous_phase() const { return m_previous_phase; }
void set_previous_phase(Phase value) { m_previous_phase = value; }
double previous_current_iteration() const { return m_previous_current_iteration; }
void set_previous_current_iteration(double value) { m_previous_current_iteration = value; }
Optional<double> overall_progress() const;
Optional<double> directed_progress() const;
AnimationDirection current_direction() const;
Optional<double> simple_iteration_progress() const;
Optional<double> current_iteration() const;
Optional<double> transformed_progress() const;
HashTable<CSS::PropertyID> const& target_properties() const { return m_target_properties; }
virtual DOM::Element* target() const { return {}; }
virtual bool is_keyframe_effect() const { return false; }
virtual void update_style_properties() = 0;
protected:
AnimationEffect(JS::Realm&);
virtual ~AnimationEffect() = default;
virtual void initialize(JS::Realm&) override;
// https://www.w3.org/TR/web-animations-1/#start-delay
double m_start_delay { 0.0 };
// https://www.w3.org/TR/web-animations-1/#end-delay
double m_end_delay { 0.0 };
// https://www.w3.org/TR/web-animations-1/#fill-mode
Bindings::FillMode m_fill_mode { Bindings::FillMode::Auto };
// https://www.w3.org/TR/web-animations-1/#iteration-start
double m_iteration_start { 0.0 };
// https://www.w3.org/TR/web-animations-1/#iteration-count
double m_iteration_count { 1.0 };
// https://www.w3.org/TR/web-animations-1/#iteration-duration
Variant<double, String> m_iteration_duration { 0.0 };
// https://www.w3.org/TR/web-animations-1/#playback-direction
Bindings::PlaybackDirection m_playback_direction { Bindings::PlaybackDirection::Normal };
// https://www.w3.org/TR/css-easing-1/#easing-function
String m_easing_function { "linear"_string };
// https://www.w3.org/TR/web-animations-1/#animation-associated-effect
JS::GCPtr<Animation> m_associated_animation {};
// https://www.w3.org/TR/web-animations-1/#time-transformations
TimingFunction m_timing_function { linear_timing_function };
// Used for calculating transitions in StyleComputer
Phase m_previous_phase { Phase::Idle };
double m_previous_current_iteration { 0.0 };
// https://www.w3.org/TR/web-animations-1/#target-property
// Note: Only modified by child classes
HashTable<CSS::PropertyID> m_target_properties;
};
}