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/*
* Copyright (C) 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 "DeclarativeAnimation.h"
#include "Animation.h"
#include "AnimationEvent.h"
#include "CSSAnimation.h"
#include "CSSTransition.h"
#include "DocumentTimeline.h"
#include "Element.h"
#include "EventNames.h"
#include "KeyframeEffect.h"
#include "Logging.h"
#include "PseudoElement.h"
#include <wtf/IsoMallocInlines.h>
#include <wtf/text/TextStream.h>
namespace WebCore {
WTF_MAKE_ISO_ALLOCATED_IMPL(DeclarativeAnimation);
DeclarativeAnimation::DeclarativeAnimation(const Styleable& styleable, const Animation& backingAnimation)
: WebAnimation(styleable.element.document())
, m_owningElement(styleable.element)
, m_owningPseudoId(styleable.pseudoId)
, m_backingAnimation(const_cast<Animation&>(backingAnimation))
{
}
DeclarativeAnimation::~DeclarativeAnimation()
{
}
const std::optional<const Styleable> DeclarativeAnimation::owningElement() const
{
if (m_owningElement)
return Styleable(*m_owningElement.get(), m_owningPseudoId);
return std::nullopt;
}
void DeclarativeAnimation::tick()
{
LOG_WITH_STREAM(Animations, stream << "DeclarativeAnimation::tick for element " << m_owningElement);
bool wasRelevant = isRelevant();
WebAnimation::tick();
invalidateDOMEvents();
// If a declarative animation transitions from a non-idle state to an idle state, it means it was
// canceled using the Web Animations API and it should be disassociated from its owner element.
// From this point on, this animation is like any other animation and should not appear in the
// maps containing running CSS Transitions and CSS Animations for a given element.
if (wasRelevant && playState() == WebAnimation::PlayState::Idle)
disassociateFromOwningElement();
}
bool DeclarativeAnimation::canHaveGlobalPosition()
{
// https://drafts.csswg.org/css-animations-2/#animation-composite-order
// https://drafts.csswg.org/css-transitions-2/#animation-composite-order
// CSS Animations and CSS Transitions generated using the markup defined in this specification are not added
// to the global animation list when they are created. Instead, these animations are appended to the global
// animation list at the first moment when they transition out of the idle play state after being disassociated
// from their owning element.
return !m_owningElement && playState() != WebAnimation::PlayState::Idle;
}
void DeclarativeAnimation::disassociateFromOwningElement()
{
if (!m_owningElement)
return;
owningElement()->removeDeclarativeAnimationFromListsForOwningElement(*this);
m_owningElement = nullptr;
}
void DeclarativeAnimation::setBackingAnimation(const Animation& backingAnimation)
{
m_backingAnimation = const_cast<Animation&>(backingAnimation);
syncPropertiesWithBackingAnimation();
}
void DeclarativeAnimation::initialize(const RenderStyle* oldStyle, const RenderStyle& newStyle, const Style::ResolutionContext& resolutionContext)
{
WebAnimation::initialize();
// We need to suspend invalidation of the animation's keyframe effect during its creation
// as it would otherwise trigger invalidation of the document's style and this would be
// incorrect since it would happen during style invalidation.
suspendEffectInvalidation();
ASSERT(m_owningElement);
setEffect(KeyframeEffect::create(*m_owningElement, m_owningPseudoId));
setTimeline(&m_owningElement->document().timeline());
downcast<KeyframeEffect>(effect())->computeDeclarativeAnimationBlendingKeyframes(oldStyle, newStyle, resolutionContext);
syncPropertiesWithBackingAnimation();
if (backingAnimation().playState() == AnimationPlayState::Playing)
play();
else
pause();
unsuspendEffectInvalidation();
}
void DeclarativeAnimation::syncPropertiesWithBackingAnimation()
{
}
std::optional<double> DeclarativeAnimation::bindingsStartTime() const
{
flushPendingStyleChanges();
return WebAnimation::bindingsStartTime();
}
std::optional<double> DeclarativeAnimation::bindingsCurrentTime() const
{
flushPendingStyleChanges();
return WebAnimation::bindingsCurrentTime();
}
WebAnimation::PlayState DeclarativeAnimation::bindingsPlayState() const
{
flushPendingStyleChanges();
return WebAnimation::bindingsPlayState();
}
WebAnimation::ReplaceState DeclarativeAnimation::bindingsReplaceState() const
{
flushPendingStyleChanges();
return WebAnimation::bindingsReplaceState();
}
bool DeclarativeAnimation::bindingsPending() const
{
flushPendingStyleChanges();
return WebAnimation::bindingsPending();
}
WebAnimation::ReadyPromise& DeclarativeAnimation::bindingsReady()
{
flushPendingStyleChanges();
return WebAnimation::bindingsReady();
}
WebAnimation::FinishedPromise& DeclarativeAnimation::bindingsFinished()
{
flushPendingStyleChanges();
return WebAnimation::bindingsFinished();
}
ExceptionOr<void> DeclarativeAnimation::bindingsPlay()
{
flushPendingStyleChanges();
return WebAnimation::bindingsPlay();
}
ExceptionOr<void> DeclarativeAnimation::bindingsPause()
{
flushPendingStyleChanges();
return WebAnimation::bindingsPause();
}
void DeclarativeAnimation::flushPendingStyleChanges() const
{
if (auto* animationEffect = effect()) {
if (is<KeyframeEffect>(animationEffect)) {
if (auto* target = downcast<KeyframeEffect>(animationEffect)->target())
target->document().updateStyleIfNeeded();
}
}
}
void DeclarativeAnimation::setTimeline(RefPtr<AnimationTimeline>&& newTimeline)
{
if (timeline() && !newTimeline)
cancel();
WebAnimation::setTimeline(WTFMove(newTimeline));
}
void DeclarativeAnimation::cancel()
{
auto cancelationTime = 0_s;
if (auto* animationEffect = effect()) {
if (auto activeTime = animationEffect->getBasicTiming().activeTime)
cancelationTime = *activeTime;
}
WebAnimation::cancel();
invalidateDOMEvents(cancelationTime);
}
void DeclarativeAnimation::cancelFromStyle()
{
cancel();
disassociateFromOwningElement();
}
AnimationEffectPhase DeclarativeAnimation::phaseWithoutEffect() const
{
// This shouldn't be called if we actually have an effect.
ASSERT(!effect());
auto animationCurrentTime = currentTime();
if (!animationCurrentTime)
return AnimationEffectPhase::Idle;
// Since we don't have an effect, the duration will be zero so the phase is 'before' if the current time is less than zero.
return *animationCurrentTime < 0_s ? AnimationEffectPhase::Before : AnimationEffectPhase::After;
}
void DeclarativeAnimation::invalidateDOMEvents(Seconds elapsedTime)
{
if (!m_owningElement)
return;
auto isPending = pending();
if (isPending && m_wasPending)
return;
double iteration = 0;
AnimationEffectPhase currentPhase;
Seconds intervalStart;
Seconds intervalEnd;
auto* animationEffect = effect();
if (animationEffect) {
auto timing = animationEffect->getComputedTiming();
if (auto computedIteration = timing.currentIteration)
iteration = *computedIteration;
currentPhase = timing.phase;
intervalStart = std::max(0_s, Seconds::fromMilliseconds(std::min(-timing.delay, timing.activeDuration)));
intervalEnd = std::max(0_s, Seconds::fromMilliseconds(std::min(timing.endTime - timing.delay, timing.activeDuration)));
} else {
iteration = 0;
currentPhase = phaseWithoutEffect();
intervalStart = 0_s;
intervalEnd = 0_s;
}
bool wasActive = m_previousPhase == AnimationEffectPhase::Active;
bool wasAfter = m_previousPhase == AnimationEffectPhase::After;
bool wasBefore = m_previousPhase == AnimationEffectPhase::Before;
bool wasIdle = m_previousPhase == AnimationEffectPhase::Idle;
bool isActive = currentPhase == AnimationEffectPhase::Active;
bool isAfter = currentPhase == AnimationEffectPhase::After;
bool isBefore = currentPhase == AnimationEffectPhase::Before;
bool isIdle = currentPhase == AnimationEffectPhase::Idle;
if (is<CSSAnimation>(this)) {
// https://drafts.csswg.org/css-animations-2/#events
if ((wasIdle || wasBefore) && isActive)
enqueueDOMEvent(eventNames().animationstartEvent, intervalStart);
else if ((wasIdle || wasBefore) && isAfter) {
enqueueDOMEvent(eventNames().animationstartEvent, intervalStart);
enqueueDOMEvent(eventNames().animationendEvent, intervalEnd);
} else if (wasActive && isBefore)
enqueueDOMEvent(eventNames().animationendEvent, intervalStart);
else if (wasActive && isActive && m_previousIteration != iteration) {
auto iterationBoundary = iteration;
if (m_previousIteration > iteration)
iterationBoundary++;
auto elapsedTime = animationEffect ? animationEffect->iterationDuration() * (iterationBoundary - animationEffect->iterationStart()) : 0_s;
enqueueDOMEvent(eventNames().animationiterationEvent, elapsedTime);
} else if (wasActive && isAfter)
enqueueDOMEvent(eventNames().animationendEvent, intervalEnd);
else if (wasAfter && isActive)
enqueueDOMEvent(eventNames().animationstartEvent, intervalEnd);
else if (wasAfter && isBefore) {
enqueueDOMEvent(eventNames().animationstartEvent, intervalEnd);
enqueueDOMEvent(eventNames().animationendEvent, intervalStart);
} else if ((!wasIdle && !wasAfter) && isIdle)
enqueueDOMEvent(eventNames().animationcancelEvent, elapsedTime);
} else if (is<CSSTransition>(this)) {
// https://drafts.csswg.org/css-transitions-2/#transition-events
if (wasIdle && (isPending || isBefore))
enqueueDOMEvent(eventNames().transitionrunEvent, intervalStart);
else if (wasIdle && isActive) {
enqueueDOMEvent(eventNames().transitionrunEvent, intervalStart);
enqueueDOMEvent(eventNames().transitionstartEvent, intervalStart);
} else if (wasIdle && isAfter) {
enqueueDOMEvent(eventNames().transitionrunEvent, intervalStart);
enqueueDOMEvent(eventNames().transitionstartEvent, intervalStart);
enqueueDOMEvent(eventNames().transitionendEvent, intervalEnd);
} else if ((m_wasPending || wasBefore) && isActive)
enqueueDOMEvent(eventNames().transitionstartEvent, intervalStart);
else if ((m_wasPending || wasBefore) && isAfter) {
enqueueDOMEvent(eventNames().transitionstartEvent, intervalStart);
enqueueDOMEvent(eventNames().transitionendEvent, intervalEnd);
} else if (wasActive && isAfter)
enqueueDOMEvent(eventNames().transitionendEvent, intervalEnd);
else if (wasActive && isBefore)
enqueueDOMEvent(eventNames().transitionendEvent, intervalStart);
else if (wasAfter && isActive)
enqueueDOMEvent(eventNames().transitionstartEvent, intervalEnd);
else if (wasAfter && isBefore) {
enqueueDOMEvent(eventNames().transitionstartEvent, intervalEnd);
enqueueDOMEvent(eventNames().transitionendEvent, intervalStart);
} else if ((!wasIdle && !wasAfter) && isIdle)
enqueueDOMEvent(eventNames().transitioncancelEvent, elapsedTime);
}
m_wasPending = isPending;
m_previousPhase = currentPhase;
m_previousIteration = iteration;
}
void DeclarativeAnimation::enqueueDOMEvent(const AtomString& eventType, Seconds elapsedTime)
{
if (!m_owningElement)
return;
auto time = secondsToWebAnimationsAPITime(elapsedTime) / 1000;
auto pseudoId = pseudoIdAsString(m_owningPseudoId);
auto timelineTime = timeline() ? timeline()->currentTime() : std::nullopt;
auto event = createEvent(eventType, time, pseudoId, timelineTime);
event->setTarget(m_owningElement.get());
enqueueAnimationEvent(WTFMove(event));
}
} // namespace WebCore