Files
ladybird/Libraries/LibWeb/Animations/Animation.h
Callum Law 781f961c07 LibWeb: Always use timeline time for animation pending task ready time
It is not guaranteed that an animation is ready to run a pending task
when it is scheduled just because it has a timeline, and even if it is,
the current time when scheduling will not necessarily still be correct
when the task is run (e.g. if the timeline changes in the interim).

We had some tests which relied on the previous behavior which have been
updated to await the pending play task

Fixes a crash in the
/web-animations/interfaces/Animatable/animate-no-browsing-context.html
WPT test but it can't be imported since it relies on a python web server
to be running
2025-12-23 14:54:22 +01:00

232 lines
8.4 KiB
C++

/*
* Copyright (c) 2023-2024, Matthew Olsson <mattco@serenityos.org>.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <LibJS/Runtime/PromiseCapability.h>
#include <LibWeb/Animations/TimeValue.h>
#include <LibWeb/Bindings/AnimationPrototype.h>
#include <LibWeb/DOM/AbstractElement.h>
#include <LibWeb/DOM/EventTarget.h>
namespace Web::Animations {
// Sorted by composite order:
// https://www.w3.org/TR/css-animations-2/#animation-composite-order
enum class AnimationClass {
CSSAnimationWithOwningElement,
CSSTransition,
CSSAnimationWithoutOwningElement,
None,
};
// https://www.w3.org/TR/web-animations-1/#the-animation-interface
class Animation : public DOM::EventTarget {
WEB_PLATFORM_OBJECT(Animation, DOM::EventTarget);
GC_DECLARE_ALLOCATOR(Animation);
public:
static GC::Ref<Animation> create(JS::Realm&, GC::Ptr<AnimationEffect>, Optional<GC::Ptr<AnimationTimeline>>);
static WebIDL::ExceptionOr<GC::Ref<Animation>> construct_impl(JS::Realm&, GC::Ptr<AnimationEffect>, Optional<GC::Ptr<AnimationTimeline>>);
FlyString const& id() const { return m_id; }
void set_id(FlyString value) { m_id = move(value); }
GC::Ptr<AnimationEffect> effect() const { return m_effect; }
void set_effect(GC::Ptr<AnimationEffect>);
GC::Ptr<AnimationTimeline> timeline() const { return m_timeline; }
void set_timeline(GC::Ptr<AnimationTimeline>);
// https://drafts.csswg.org/web-animations-2/#dom-animation-starttime
NullableCSSNumberish start_time_for_bindings() const
{
return NullableCSSNumberish::from_optional_css_numberish_time(start_time());
}
Optional<TimeValue> start_time() const { return m_start_time; }
WebIDL::ExceptionOr<void> set_start_time_for_bindings(Optional<CSS::CSSNumberish> const&);
// https://drafts.csswg.org/web-animations-2/#dom-animation-currenttime
NullableCSSNumberish current_time_for_bindings() const
{
return NullableCSSNumberish::from_optional_css_numberish_time(current_time());
}
Optional<TimeValue> current_time() const;
WebIDL::ExceptionOr<void> set_current_time_for_bindings(Optional<CSS::CSSNumberish> const&);
double playback_rate() const { return m_playback_rate; }
WebIDL::ExceptionOr<void> set_playback_rate(double value);
Bindings::AnimationPlayState play_state_for_bindings() const;
Bindings::AnimationPlayState play_state() const;
bool is_relevant() const;
bool is_replaceable() const;
Bindings::AnimationReplaceState replace_state() const { return m_replace_state; }
void set_replace_state(Bindings::AnimationReplaceState value);
// https://www.w3.org/TR/web-animations-1/#dom-animation-pending
bool pending() const { return m_pending_play_task == TaskState::Scheduled || m_pending_pause_task == TaskState::Scheduled; }
// https://www.w3.org/TR/web-animations-1/#dom-animation-ready
GC::Ref<WebIDL::Promise> ready() const { return current_ready_promise(); }
// https://www.w3.org/TR/web-animations-1/#dom-animation-finished
GC::Ref<WebIDL::Promise> finished() const { return current_finished_promise(); }
bool is_finished() const { return m_is_finished; }
bool is_idle() const { return play_state() == Bindings::AnimationPlayState::Idle; }
GC::Ptr<WebIDL::CallbackType> onfinish();
void set_onfinish(GC::Ptr<WebIDL::CallbackType>);
GC::Ptr<WebIDL::CallbackType> oncancel();
void set_oncancel(GC::Ptr<WebIDL::CallbackType>);
GC::Ptr<WebIDL::CallbackType> onremove();
void set_onremove(GC::Ptr<WebIDL::CallbackType>);
enum class AutoRewind {
Yes,
No,
};
enum class ShouldInvalidate {
Yes,
No,
};
void cancel(ShouldInvalidate = ShouldInvalidate::Yes);
WebIDL::ExceptionOr<void> finish();
WebIDL::ExceptionOr<void> play();
WebIDL::ExceptionOr<void> play_an_animation(AutoRewind);
WebIDL::ExceptionOr<void> pause();
WebIDL::ExceptionOr<void> update_playback_rate(double);
WebIDL::ExceptionOr<void> reverse();
void persist();
Optional<TimeValue> convert_an_animation_time_to_timeline_time(Optional<TimeValue>) const;
Optional<double> convert_a_timeline_time_to_an_origin_relative_time(Optional<TimeValue>) const;
GC::Ptr<DOM::Document> document_for_timing() const;
void update();
void effect_timing_changed(Badge<AnimationEffect>);
virtual bool is_css_animation() const { return false; }
virtual bool is_css_transition() const { return false; }
Optional<DOM::AbstractElement> owning_element() const { return m_owning_element; }
void set_owning_element(Optional<DOM::AbstractElement>&& value) { m_owning_element = move(value); }
virtual AnimationClass animation_class() const { return AnimationClass::None; }
virtual int class_specific_composite_order(GC::Ref<Animation>) const { return 0; }
unsigned int global_animation_list_order() const { return m_global_animation_list_order; }
auto release_saved_cancel_time() { return move(m_saved_cancel_time); }
TimeValue associated_effect_end() const;
Optional<CSS::AnimationPlayState> last_css_animation_play_state() const { return m_last_css_animation_play_state; }
void set_last_css_animation_play_state(CSS::AnimationPlayState state) { m_last_css_animation_play_state = state; }
protected:
Animation(JS::Realm&);
virtual void initialize(JS::Realm&) override;
virtual void visit_edges(Cell::Visitor&) override;
virtual void finalize() override;
private:
enum class TaskState {
None,
Scheduled,
};
enum class DidSeek {
Yes,
No,
};
enum class SynchronouslyNotify {
Yes,
No,
};
double effective_playback_rate() const;
WebIDL::ExceptionOr<Optional<TimeValue>> validate_a_css_numberish_time(Optional<CSS::CSSNumberish> const&) const;
void apply_any_pending_playback_rate();
WebIDL::ExceptionOr<void> silently_set_current_time(Optional<TimeValue>);
void update_finished_state(DidSeek, SynchronouslyNotify);
void reset_an_animations_pending_tasks();
bool is_ready() const;
void run_pending_play_task();
bool is_ready_to_run_pending_pause_task() const;
void run_pending_pause_task();
GC::Ref<WebIDL::Promise> current_ready_promise() const;
GC::Ref<WebIDL::Promise> current_finished_promise() const;
void invalidate_effect();
// https://www.w3.org/TR/web-animations-1/#dom-animation-id
FlyString m_id;
// https://www.w3.org/TR/web-animations-1/#global-animation-list
unsigned int m_global_animation_list_order { 0 };
// https://www.w3.org/TR/web-animations-1/#dom-animation-effect
GC::Ptr<AnimationEffect> m_effect;
// https://www.w3.org/TR/web-animations-1/#dom-animation-timeline
GC::Ptr<AnimationTimeline> m_timeline;
// https://www.w3.org/TR/web-animations-1/#animation-start-time
Optional<TimeValue> m_start_time {};
// https://www.w3.org/TR/web-animations-1/#animation-hold-time
Optional<TimeValue> m_hold_time {};
// https://www.w3.org/TR/web-animations-1/#previous-current-time
Optional<TimeValue> m_previous_current_time {};
// https://www.w3.org/TR/web-animations-1/#playback-rate
double m_playback_rate { 1.0 };
// https://www.w3.org/TR/web-animations-1/#pending-playback-rate
Optional<double> m_pending_playback_rate {};
// https://www.w3.org/TR/web-animations-1/#dom-animation-replacestate
Bindings::AnimationReplaceState m_replace_state { Bindings::AnimationReplaceState::Active };
// Note: The following promises are initialized lazily to avoid constructing them outside of an execution context
// https://www.w3.org/TR/web-animations-1/#current-ready-promise
mutable GC::Ptr<WebIDL::Promise> m_current_ready_promise;
// https://www.w3.org/TR/web-animations-1/#current-finished-promise
mutable GC::Ptr<WebIDL::Promise> m_current_finished_promise;
bool m_is_finished { false };
// https://www.w3.org/TR/web-animations-1/#pending-play-task
TaskState m_pending_play_task { TaskState::None };
// https://www.w3.org/TR/web-animations-1/#pending-pause-task
TaskState m_pending_pause_task { TaskState::None };
// https://www.w3.org/TR/css-animations-2/#owning-element-section
Optional<DOM::AbstractElement> m_owning_element;
Optional<HTML::TaskID> m_pending_finish_microtask_id;
Optional<TimeValue> m_saved_cancel_time;
Optional<CSS::AnimationPlayState> m_last_css_animation_play_state;
};
}