| /* |
| * Copyright (C) 2017-2018 Apple Inc. All rights reserved. |
| * |
| * Redistribution and use in source and binary forms, with or without |
| * modification, are permitted provided that the following conditions |
| * are met: |
| * 1. Redistributions of source code must retain the above copyright |
| * notice, this list of conditions and the following disclaimer. |
| * 2. Redistributions in binary form must reproduce the above copyright |
| * notice, this list of conditions and the following disclaimer in the |
| * documentation and/or other materials provided with the distribution. |
| * |
| * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY |
| * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
| * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR |
| * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
| * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
| * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
| * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
| * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| */ |
| |
| #include "config.h" |
| #include "AnimationEffect.h" |
| |
| #include "FillMode.h" |
| #include "JSComputedEffectTiming.h" |
| #include "WebAnimationUtilities.h" |
| |
| namespace WebCore { |
| |
| AnimationEffect::AnimationEffect() |
| : m_timingFunction(LinearTimingFunction::create()) |
| { |
| } |
| |
| AnimationEffect::~AnimationEffect() |
| { |
| } |
| |
| EffectTiming AnimationEffect::getTiming() const |
| { |
| EffectTiming timing; |
| timing.delay = secondsToWebAnimationsAPITime(m_delay); |
| timing.endDelay = secondsToWebAnimationsAPITime(m_endDelay); |
| timing.fill = m_fill; |
| timing.iterationStart = m_iterationStart; |
| timing.iterations = m_iterations; |
| if (m_iterationDuration == 0_s) |
| timing.duration = "auto"; |
| else |
| timing.duration = secondsToWebAnimationsAPITime(m_iterationDuration); |
| timing.direction = m_direction; |
| timing.easing = m_timingFunction->cssText(); |
| return timing; |
| } |
| |
| BasicEffectTiming AnimationEffect::getBasicTiming() const |
| { |
| // The Web Animations spec introduces a number of animation effect time-related definitions that refer |
| // to each other a fair bit, so rather than implementing them as individual methods, it's more efficient |
| // to return them all as a single BasicEffectTiming. |
| |
| auto activeDuration = [this]() -> Seconds { |
| // 3.8.2. Calculating the active duration |
| // https://drafts.csswg.org/web-animations-1/#calculating-the-active-duration |
| |
| // 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. |
| if (!m_iterationDuration || !m_iterations) |
| return 0_s; |
| return m_iterationDuration * m_iterations; |
| }(); |
| |
| auto endTime = [this, activeDuration]() -> Seconds { |
| // 3.5.3 The active interval |
| // https://drafts.csswg.org/web-animations-1/#end-time |
| |
| // The end time of an animation effect is the result of evaluating max(start delay + active duration + end delay, 0). |
| auto endTime = m_delay + activeDuration + m_endDelay; |
| return endTime > 0_s ? endTime : 0_s; |
| }(); |
| |
| auto localTime = [this]() -> Optional<Seconds> { |
| // 4.5.4. Local time |
| // https://drafts.csswg.org/web-animations-1/#local-time-section |
| |
| // 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, the local time is the current time of the animation. |
| // Otherwise, the local time is unresolved. |
| if (m_animation) |
| return m_animation->currentTime(); |
| return WTF::nullopt; |
| }(); |
| |
| auto phase = [this, endTime, localTime, activeDuration]() -> AnimationEffectPhase { |
| // 3.5.5. Animation effect phases and states |
| // https://drafts.csswg.org/web-animations-1/#animation-effect-phases-and-states |
| |
| bool animationIsBackwards = m_animation && m_animation->playbackRate() < 0; |
| auto beforeActiveBoundaryTime = std::max(std::min(m_delay, endTime), 0_s); |
| auto activeAfterBoundaryTime = std::max(std::min(m_delay + activeDuration, endTime), 0_s); |
| |
| // (This should be the last statement, but it's more efficient to cache the local time and return right away if it's not resolved.) |
| // Furthermore, 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. |
| if (!localTime) |
| return AnimationEffectPhase::Idle; |
| |
| // 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: |
| // 1. the local time is less than the before-active boundary time, or |
| // 2. the animation direction is ‘backwards’ and the local time is equal to the before-active boundary time. |
| if ((*localTime + timeEpsilon) < beforeActiveBoundaryTime || (animationIsBackwards && std::abs(localTime->microseconds() - beforeActiveBoundaryTime.microseconds()) < timeEpsilon.microseconds())) |
| return AnimationEffectPhase::Before; |
| |
| // 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: |
| // 1. the local time is greater than the active-after boundary time, or |
| // 2. the animation direction is ‘forwards’ and the local time is equal to the active-after boundary time. |
| if ((*localTime - timeEpsilon) > activeAfterBoundaryTime || (!animationIsBackwards && std::abs(localTime->microseconds() - activeAfterBoundaryTime.microseconds()) < timeEpsilon.microseconds())) |
| return AnimationEffectPhase::After; |
| |
| // 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. |
| // (No need to check, we've already established that local time was resolved). |
| return AnimationEffectPhase::Active; |
| }(); |
| |
| auto activeTime = [this, localTime, phase, activeDuration]() -> Optional<Seconds> { |
| // 3.8.3.1. Calculating the active time |
| // https://drafts.csswg.org/web-animations-1/#calculating-the-active-time |
| |
| // The active time is based on the local time and start delay. However, it is only defined |
| // when the animation effect should produce an output and hence depends on its fill mode |
| // and phase as follows, |
| |
| // If the animation effect is in the before phase, the result depends on the first matching |
| // condition from the following, |
| if (phase == AnimationEffectPhase::Before) { |
| // If the fill mode is backwards or both, return the result of evaluating |
| // max(local time - start delay, 0). |
| if (m_fill == FillMode::Backwards || m_fill == FillMode::Both) |
| return std::max(*localTime - m_delay, 0_s); |
| // Otherwise, return an unresolved time value. |
| return WTF::nullopt; |
| } |
| |
| // If the animation effect is in the active phase, return the result of evaluating local time - start delay. |
| if (phase == AnimationEffectPhase::Active) |
| return *localTime - m_delay; |
| |
| // If the animation effect is in the after phase, the result depends on the first matching |
| // condition from the following, |
| if (phase == AnimationEffectPhase::After) { |
| // If the fill mode is forwards or both, return the result of evaluating |
| // max(min(local time - start delay, active duration), 0). |
| if (m_fill == FillMode::Forwards || m_fill == FillMode::Both) |
| return std::max(std::min(*localTime - m_delay, activeDuration), 0_s); |
| // Otherwise, return an unresolved time value. |
| return WTF::nullopt; |
| } |
| |
| // Otherwise (the local time is unresolved), return an unresolved time value. |
| return WTF::nullopt; |
| }(); |
| |
| return { localTime, activeTime, endTime, activeDuration, phase }; |
| } |
| |
| ComputedEffectTiming AnimationEffect::getComputedTiming() const |
| { |
| // The Web Animations spec introduces a number of animation effect time-related definitions that refer |
| // to each other a fair bit, so rather than implementing them as individual methods, it's more efficient |
| // to return them all as a single ComputedEffectTiming. |
| |
| auto basicEffectTiming = getBasicTiming(); |
| auto activeTime = basicEffectTiming.activeTime; |
| auto activeDuration = basicEffectTiming.activeDuration; |
| auto phase = basicEffectTiming.phase; |
| |
| auto overallProgress = [this, phase, activeTime]() -> Optional<double> { |
| // 3.8.3.2. Calculating the overall progress |
| // https://drafts.csswg.org/web-animations-1/#calculating-the-overall-progress |
| |
| // The overall progress describes the number of iterations that have completed (including partial iterations) and is defined as follows: |
| |
| // 1. If the active time is unresolved, return unresolved. |
| if (!activeTime) |
| return WTF::nullopt; |
| |
| // 2. Calculate an initial value for overall progress based on the first matching condition from below, |
| double overallProgress; |
| |
| if (!m_iterationDuration) { |
| // If the iteration duration is zero, if the animation effect is in the before phase, let overall progress be zero, |
| // otherwise, let it be equal to the iteration count. |
| overallProgress = phase == AnimationEffectPhase::Before ? 0 : m_iterations; |
| } else { |
| // Otherwise, let overall progress be the result of calculating active time / iteration duration. |
| overallProgress = secondsToWebAnimationsAPITime(*activeTime) / secondsToWebAnimationsAPITime(m_iterationDuration); |
| } |
| |
| // 3. Return the result of calculating overall progress + iteration start. |
| overallProgress += m_iterationStart; |
| return std::abs(overallProgress); |
| }(); |
| |
| auto simpleIterationProgress = [this, overallProgress, phase, activeTime, activeDuration]() -> Optional<double> { |
| // 3.8.3.3. Calculating the simple iteration progress |
| // https://drafts.csswg.org/web-animations-1/#calculating-the-simple-iteration-progress |
| |
| // The simple iteration progress is a fraction of the progress through the current iteration that |
| // ignores transformations to the time introduced by the playback direction or timing functions |
| // applied to the effect, and is calculated as follows: |
| |
| // 1. If the overall progress is unresolved, return unresolved. |
| if (!overallProgress) |
| return WTF::nullopt; |
| |
| // 2. If overall progress is infinity, let the simple iteration progress be iteration start % 1.0, |
| // otherwise, let the simple iteration progress be overall progress % 1.0. |
| double simpleIterationProgress = std::isinf(*overallProgress) ? fmod(m_iterationStart, 1) : fmod(*overallProgress, 1); |
| |
| // 3. If all of the following conditions are true, |
| // |
| // the simple iteration progress calculated above is zero, and |
| // the animation effect is in the active phase or the after phase, and |
| // the active time is equal to the active duration, and |
| // the iteration count is not equal to zero. |
| // let the simple iteration progress be 1.0. |
| if (!simpleIterationProgress && (phase == AnimationEffectPhase::Active || phase == AnimationEffectPhase::After) && std::abs(activeTime->microseconds() - activeDuration.microseconds()) < timeEpsilon.microseconds() && m_iterations) |
| return 1; |
| |
| return simpleIterationProgress; |
| }(); |
| |
| auto currentIteration = [this, activeTime, phase, simpleIterationProgress, overallProgress]() -> Optional<double> { |
| // 3.8.4. Calculating the current iteration |
| // https://drafts.csswg.org/web-animations-1/#calculating-the-current-iteration |
| |
| // The current iteration can be calculated using the following steps: |
| |
| // 1. If the active time is unresolved, return unresolved. |
| if (!activeTime) |
| return WTF::nullopt; |
| |
| // 2. If the animation effect is in the after phase and the iteration count is infinity, return infinity. |
| if (phase == AnimationEffectPhase::After && std::isinf(m_iterations)) |
| return std::numeric_limits<double>::infinity(); |
| |
| // 3. If the simple iteration progress is 1.0, return floor(overall progress) - 1. |
| if (*simpleIterationProgress == 1) |
| return floor(*overallProgress) - 1; |
| |
| // 4. Otherwise, return floor(overall progress). |
| return floor(*overallProgress); |
| }(); |
| |
| auto currentDirection = [this, currentIteration]() -> AnimationEffect::ComputedDirection { |
| // 3.9.1. Calculating the directed progress |
| // https://drafts.csswg.org/web-animations-1/#calculating-the-directed-progress |
| |
| // If playback direction is normal, let the current direction be forwards. |
| if (m_direction == PlaybackDirection::Normal) |
| return AnimationEffect::ComputedDirection::Forwards; |
| |
| // If playback direction is reverse, let the current direction be reverse. |
| if (m_direction == PlaybackDirection::Reverse) |
| return AnimationEffect::ComputedDirection::Reverse; |
| |
| if (!currentIteration) |
| return AnimationEffect::ComputedDirection::Forwards; |
| |
| // Otherwise, let d be the current iteration. |
| auto d = *currentIteration; |
| // If playback direction is alternate-reverse increment d by 1. |
| if (m_direction == PlaybackDirection::AlternateReverse) |
| d++; |
| // If d % 2 == 0, let the current direction be forwards, otherwise let the current direction be reverse. |
| // If d is infinity, let the current direction be forwards. |
| if (std::isinf(d) || !fmod(d, 2)) |
| return AnimationEffect::ComputedDirection::Forwards; |
| return AnimationEffect::ComputedDirection::Reverse; |
| }(); |
| |
| auto directedProgress = [simpleIterationProgress, currentDirection]() -> Optional<double> { |
| // 3.9.1. Calculating the directed progress |
| // https://drafts.csswg.org/web-animations-1/#calculating-the-directed-progress |
| |
| // The directed progress is calculated from the simple iteration progress using the following steps: |
| |
| // 1. If the simple iteration progress is unresolved, return unresolved. |
| if (!simpleIterationProgress) |
| return WTF::nullopt; |
| |
| // 2. Calculate the current direction (we implement this as a separate method). |
| |
| // 3. If the current direction is forwards then return the simple iteration progress. |
| if (currentDirection == AnimationEffect::ComputedDirection::Forwards) |
| return *simpleIterationProgress; |
| |
| // Otherwise, return 1.0 - simple iteration progress. |
| return 1 - *simpleIterationProgress; |
| }(); |
| |
| auto transformedProgress = [this, directedProgress, currentDirection, phase]() -> Optional<double> { |
| // 3.10.1. Calculating the transformed progress |
| // https://drafts.csswg.org/web-animations-1/#calculating-the-transformed-progress |
| |
| // The transformed progress is calculated from the directed progress using the following steps: |
| // |
| // 1. If the directed progress is unresolved, return unresolved. |
| if (!directedProgress) |
| return WTF::nullopt; |
| |
| if (auto iterationDuration = m_iterationDuration.seconds()) { |
| bool before = false; |
| // 2. Calculate the value of the before flag as follows: |
| if (is<StepsTimingFunction>(m_timingFunction)) { |
| // 1. Determine the current direction using the procedure defined in §3.9.1 Calculating the directed progress. |
| // 2. If the current direction is forwards, let going forwards be true, otherwise it is false. |
| bool goingForwards = currentDirection == AnimationEffect::ComputedDirection::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. |
| before = (phase == AnimationEffectPhase::Before && goingForwards) || (phase == AnimationEffectPhase::After && !goingForwards); |
| } |
| |
| // 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_timingFunction->transformTime(*directedProgress, iterationDuration, before); |
| } |
| |
| return *directedProgress; |
| }(); |
| |
| ComputedEffectTiming computedTiming; |
| computedTiming.delay = secondsToWebAnimationsAPITime(m_delay); |
| computedTiming.endDelay = secondsToWebAnimationsAPITime(m_endDelay); |
| computedTiming.fill = m_fill == FillMode::Auto ? FillMode::None : m_fill; |
| computedTiming.iterationStart = m_iterationStart; |
| computedTiming.iterations = m_iterations; |
| computedTiming.duration = secondsToWebAnimationsAPITime(m_iterationDuration); |
| computedTiming.direction = m_direction; |
| computedTiming.easing = m_timingFunction->cssText(); |
| computedTiming.endTime = secondsToWebAnimationsAPITime(basicEffectTiming.endTime); |
| computedTiming.activeDuration = secondsToWebAnimationsAPITime(activeDuration); |
| if (basicEffectTiming.localTime) |
| computedTiming.localTime = secondsToWebAnimationsAPITime(*basicEffectTiming.localTime); |
| computedTiming.simpleIterationProgress = simpleIterationProgress; |
| computedTiming.progress = transformedProgress; |
| computedTiming.currentIteration = currentIteration; |
| computedTiming.phase = phase; |
| return computedTiming; |
| } |
| |
| ExceptionOr<void> AnimationEffect::updateTiming(Optional<OptionalEffectTiming> timing) |
| { |
| // 6.5.4. Updating the timing of an AnimationEffect |
| // https://drafts.csswg.org/web-animations/#updating-animationeffect-timing |
| |
| // To update the timing properties of an animation effect, effect, from an EffectTiming or OptionalEffectTiming object, input, perform the following steps: |
| if (!timing) |
| return { }; |
| |
| // 1. If the iterationStart member of input is present and less than zero, throw a TypeError and abort this procedure. |
| if (timing->iterationStart) { |
| if (timing->iterationStart.value() < 0) |
| return Exception { TypeError }; |
| } |
| |
| // 2. If the iterations member of input is present, and less than zero or is the value NaN, throw a TypeError and abort this procedure. |
| if (timing->iterations) { |
| if (timing->iterations.value() < 0 || std::isnan(timing->iterations.value())) |
| return Exception { TypeError }; |
| } |
| |
| // 3. If the duration member of input is present, and less than zero or is the value NaN, throw a TypeError and abort this procedure. |
| // FIXME: should it not throw an exception on a string other than "auto"? |
| if (timing->duration) { |
| if (WTF::holds_alternative<double>(timing->duration.value())) { |
| auto durationAsDouble = WTF::get<double>(timing->duration.value()); |
| if (durationAsDouble < 0 || std::isnan(durationAsDouble)) |
| return Exception { TypeError }; |
| } else { |
| if (WTF::get<String>(timing->duration.value()) != "auto") |
| return Exception { TypeError }; |
| } |
| } |
| |
| // 4. If the easing member of input is present but cannot be parsed using the <timing-function> production [CSS-EASING-1], throw a TypeError and abort this procedure. |
| if (!timing->easing.isNull()) { |
| auto timingFunctionResult = TimingFunction::createFromCSSText(timing->easing); |
| if (timingFunctionResult.hasException()) |
| return timingFunctionResult.releaseException(); |
| m_timingFunction = timingFunctionResult.returnValue(); |
| } |
| |
| // 5. Assign each member present in input to the corresponding timing property of effect as follows: |
| // |
| // delay → start delay |
| // endDelay → end delay |
| // fill → fill mode |
| // iterationStart → iteration start |
| // iterations → iteration count |
| // duration → iteration duration |
| // direction → playback direction |
| // easing → timing function |
| |
| if (timing->delay) |
| m_delay = Seconds::fromMilliseconds(timing->delay.value()); |
| |
| if (timing->endDelay) |
| m_endDelay = Seconds::fromMilliseconds(timing->endDelay.value()); |
| |
| if (timing->fill) |
| m_fill = timing->fill.value(); |
| |
| if (timing->iterationStart) |
| m_iterationStart = timing->iterationStart.value(); |
| |
| if (timing->iterations) |
| m_iterations = timing->iterations.value(); |
| |
| if (timing->duration) |
| m_iterationDuration = WTF::holds_alternative<double>(timing->duration.value()) ? Seconds::fromMilliseconds(WTF::get<double>(timing->duration.value())) : 0_s; |
| |
| if (timing->direction) |
| m_direction = timing->direction.value(); |
| |
| if (m_animation) |
| m_animation->effectTimingDidChange(); |
| |
| return { }; |
| } |
| |
| ExceptionOr<void> AnimationEffect::setIterationStart(double iterationStart) |
| { |
| // https://drafts.csswg.org/web-animations-1/#dom-animationeffecttiming-iterationstart |
| // If an attempt is made to set this attribute to a value less than zero, a TypeError must |
| // be thrown and the value of the iterationStart attribute left unchanged. |
| if (iterationStart < 0) |
| return Exception { TypeError }; |
| |
| if (m_iterationStart == iterationStart) |
| return { }; |
| |
| m_iterationStart = iterationStart; |
| |
| return { }; |
| } |
| |
| ExceptionOr<void> AnimationEffect::setIterations(double iterations) |
| { |
| // https://drafts.csswg.org/web-animations-1/#dom-animationeffecttiming-iterations |
| // If an attempt is made to set this attribute to a value less than zero or a NaN value, a |
| // TypeError must be thrown and the value of the iterations attribute left unchanged. |
| if (iterations < 0 || std::isnan(iterations)) |
| return Exception { TypeError }; |
| |
| if (m_iterations == iterations) |
| return { }; |
| |
| m_iterations = iterations; |
| |
| return { }; |
| } |
| |
| void AnimationEffect::setDelay(const Seconds& delay) |
| { |
| if (m_delay == delay) |
| return; |
| |
| m_delay = delay; |
| } |
| |
| void AnimationEffect::setEndDelay(const Seconds& endDelay) |
| { |
| if (m_endDelay == endDelay) |
| return; |
| |
| m_endDelay = endDelay; |
| } |
| |
| void AnimationEffect::setFill(FillMode fill) |
| { |
| if (m_fill == fill) |
| return; |
| |
| m_fill = fill; |
| } |
| |
| void AnimationEffect::setIterationDuration(const Seconds& duration) |
| { |
| if (m_iterationDuration == duration) |
| return; |
| |
| m_iterationDuration = duration; |
| } |
| |
| void AnimationEffect::setDirection(PlaybackDirection direction) |
| { |
| if (m_direction == direction) |
| return; |
| |
| m_direction = direction; |
| } |
| |
| void AnimationEffect::setTimingFunction(const RefPtr<TimingFunction>& timingFunction) |
| { |
| m_timingFunction = timingFunction; |
| } |
| |
| } // namespace WebCore |