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These steps need to be run whenever update_current_time is called and in a future commit that will be more than just the one place currently. This also removes the early return in `set_current_time` if the new `current time` is the same as the old one, since we want to update animations regardless (e.g. to run pending tasks)
103 lines
4.0 KiB
C++
103 lines
4.0 KiB
C++
/*
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* Copyright (c) 2023-2024, 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 <LibWeb/Animations/Animation.h>
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#include <LibWeb/Animations/AnimationTimeline.h>
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#include <LibWeb/Bindings/AnimationTimeline.h>
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#include <LibWeb/DOM/Document.h>
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namespace Web::Animations {
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GC_DEFINE_ALLOCATOR(AnimationTimeline);
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// https://drafts.csswg.org/web-animations-1/#dom-animationtimeline-currenttime
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Optional<TimeValue> AnimationTimeline::current_time() const
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{
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// Returns the current time for this timeline or null if this timeline is inactive.
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if (is_inactive())
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return {};
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return m_current_time;
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}
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void AnimationTimeline::set_current_time(Optional<TimeValue> value)
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{
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if (m_is_monotonically_increasing && m_current_time.has_value() && (!value.has_value() || *value < *m_current_time)) {
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dbgln("AnimationTimeline::set_current_time({}): monotonically increasing timeline can only move forward", value);
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return;
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}
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m_current_time = value;
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update_associated_animations_and_dispatch_events();
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}
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void AnimationTimeline::update_associated_animations_and_dispatch_events()
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{
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// https://drafts.csswg.org/web-animations-1/#animation-frame-loop
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// Note: Due to the hierarchical nature of the timing model, updating the current time of a timeline also involves:
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// - Updating the current time of any animations associated with the timeline.
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// - Running the update an animation's finished state procedure for any animations whose current time has been
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// updated.
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// - Queueing animation events for any such animations.
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for (auto& animation : m_associated_animations)
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animation.update();
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auto animations = GC::RootVector<GC::Ref<Animations::Animation>> { heap() };
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for (auto& animation : m_associated_animations)
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animations.append(animation);
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for (auto& animation : animations)
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m_associated_document->dispatch_events_for_animation_if_necessary(animation);
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}
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// https://drafts.csswg.org/web-animations-2/#timeline-duration
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NullableCSSNumberish AnimationTimeline::duration_for_bindings() const
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{
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// The duration of a timeline gives the maximum value a timeline may generate for its current time. This value is
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// used to calculate the intrinsic iteration duration for the target effect of an animation that is associated with
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// the timeline when the effect’s iteration duration is "auto". The value is computed such that the effect fills the
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// available time. For a monotonic timeline, there is no upper bound on current time, and timeline duration is
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// unresolved. For a non-monotonic (e.g. scroll) timeline, the duration has a fixed upper bound. In this case, the
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// timeline is a progress-based timeline, and its timeline duration is 100%.
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return NullableCSSNumberish::from_optional_css_numberish_time(realm(), duration());
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}
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// https://drafts.csswg.org/web-animations-1/#timeline
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bool AnimationTimeline::is_inactive() const
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{
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// A timeline is considered to be inactive when its time value is unresolved, and active otherwise.
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return !m_current_time.has_value();
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}
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AnimationTimeline::AnimationTimeline(JS::Realm& realm, GC::Ref<DOM::Document> document)
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: Bindings::PlatformObject(realm)
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, m_associated_document(document)
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{
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}
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void AnimationTimeline::finalize()
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{
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Base::finalize();
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m_associated_document->disassociate_with_timeline(*this);
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}
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void AnimationTimeline::initialize(JS::Realm& realm)
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{
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WEB_SET_PROTOTYPE_FOR_INTERFACE(AnimationTimeline);
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Base::initialize(realm);
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m_associated_document->associate_with_timeline(*this);
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}
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void AnimationTimeline::visit_edges(Cell::Visitor& visitor)
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{
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Base::visit_edges(visitor);
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visitor.visit(m_associated_document);
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// We intentionally don't visit m_associated_animations here to avoid keeping Animations alive solely because they
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// are associated with a timeline. Animations are disassociated from timelines in Animation::finalize() so we don't
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// need to worry about dangling references.
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}
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}
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