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/*
* Copyright (C) 2013 Google 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:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * 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.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "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 THE COPYRIGHT
* OWNER 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 "third_party/blink/renderer/core/animation/animation.h"
#include <limits>
#include <memory>
#include "base/debug/stack_trace.h"
#include "base/metrics/histogram_macros.h"
#include "cc/animation/animation_timeline.h"
#include "third_party/blink/public/platform/platform.h"
#include "third_party/blink/public/platform/task_type.h"
#include "third_party/blink/renderer/bindings/core/v8/v8_timeline_range_offset.h"
#include "third_party/blink/renderer/bindings/core/v8/v8_union_cssnumericvalue_double.h"
#include "third_party/blink/renderer/core/animation/animation_timeline.h"
#include "third_party/blink/renderer/core/animation/animation_utils.h"
#include "third_party/blink/renderer/core/animation/compositor_animations.h"
#include "third_party/blink/renderer/core/animation/css/css_animation.h"
#include "third_party/blink/renderer/core/animation/css/css_animations.h"
#include "third_party/blink/renderer/core/animation/css/css_transition.h"
#include "third_party/blink/renderer/core/animation/document_timeline.h"
#include "third_party/blink/renderer/core/animation/element_animations.h"
#include "third_party/blink/renderer/core/animation/keyframe_effect.h"
#include "third_party/blink/renderer/core/animation/pending_animations.h"
#include "third_party/blink/renderer/core/animation/scroll_timeline.h"
#include "third_party/blink/renderer/core/animation/scroll_timeline_util.h"
#include "third_party/blink/renderer/core/animation/timeline_range.h"
#include "third_party/blink/renderer/core/animation/timing_calculations.h"
#include "third_party/blink/renderer/core/css/cssom/css_unit_values.h"
#include "third_party/blink/renderer/core/css/native_paint_image_generator.h"
#include "third_party/blink/renderer/core/css/properties/css_property_ref.h"
#include "third_party/blink/renderer/core/css/properties/longhands.h"
#include "third_party/blink/renderer/core/css/resolver/style_resolver.h"
#include "third_party/blink/renderer/core/css/style_attribute_mutation_scope.h"
#include "third_party/blink/renderer/core/css/style_change_reason.h"
#include "third_party/blink/renderer/core/display_lock/display_lock_document_state.h"
#include "third_party/blink/renderer/core/display_lock/display_lock_utilities.h"
#include "third_party/blink/renderer/core/dom/document.h"
#include "third_party/blink/renderer/core/dom/dom_node_ids.h"
#include "third_party/blink/renderer/core/event_target_names.h"
#include "third_party/blink/renderer/core/events/animation_playback_event.h"
#include "third_party/blink/renderer/core/execution_context/agent.h"
#include "third_party/blink/renderer/core/execution_context/execution_context.h"
#include "third_party/blink/renderer/core/frame/local_dom_window.h"
#include "third_party/blink/renderer/core/frame/web_feature.h"
#include "third_party/blink/renderer/core/inspector/inspector_trace_events.h"
#include "third_party/blink/renderer/core/paint/paint_layer.h"
#include "third_party/blink/renderer/core/probe/core_probes.h"
#include "third_party/blink/renderer/core/style/computed_style_constants.h"
#include "third_party/blink/renderer/platform/animation/compositor_animation.h"
#include "third_party/blink/renderer/platform/bindings/script_forbidden_scope.h"
#include "third_party/blink/renderer/platform/heap/garbage_collected.h"
#include "third_party/blink/renderer/platform/heap/persistent.h"
#include "third_party/blink/renderer/platform/instrumentation/tracing/trace_event.h"
#include "third_party/blink/renderer/platform/instrumentation/use_counter.h"
#include "third_party/blink/renderer/platform/scheduler/public/event_loop.h"
#include "third_party/blink/renderer/platform/wtf/math_extras.h"
namespace blink {
namespace {
// Accessing the compositor animation state should not be done during style,
// layout or paint to avoid blocking on a previous pending commit.
#if DCHECK_IS_ON()
#define VERIFY_PAINT_CLEAN_LOG_ONCE() \
if (VLOG_IS_ON(1)) { \
if (document_->Lifecycle().GetState() < DocumentLifecycle::kPaintClean) { \
static bool first_call = true; \
bool was_first_call = first_call; \
first_call = false; \
if (was_first_call) { \
VLOG(1) << __PRETTY_FUNCTION__ \
<< " called during style, layout or paint"; \
if (VLOG_IS_ON(2)) { \
base::debug::StackTrace().Print(); \
} \
} \
} \
}
#else
#define VERIFY_PAINT_CLEAN_LOG_ONCE()
#endif
// Ensure the time is bounded such that it can be resolved to microsecond
// accuracy. Beyond this limit, we can effectively stall an animation when
// ticking (i.e. b + delta == b for high enough floating point value of b).
// Furthermore, we can encounter numeric overflows when converting to a
// time format that is backed by a 64-bit integer.
bool SupportedTimeValue(double time_in_ms) {
return std::abs(time_in_ms) < std::pow(std::numeric_limits<double>::radix,
std::numeric_limits<double>::digits) /
1000;
}
enum class PseudoPriority {
kNone,
kScrollMarkerGroupBefore,
kMarker,
kScrollMarker,
kScrollButtonBlockStart,
kScrollButtonInlineStart,
kScrollButtonInlineEnd,
kScrollButtonBlockEnd,
kBefore,
kOther,
kAfter,
kScrollMarkerGroupAfter,
};
unsigned NextSequenceNumber() {
static unsigned next = 0;
return ++next;
}
PseudoPriority ConvertPseudoIdtoPriority(const PseudoId& pseudo) {
if (pseudo == kPseudoIdNone)
return PseudoPriority::kNone;
if (pseudo == kPseudoIdScrollMarkerGroupBefore) {
return PseudoPriority::kScrollMarkerGroupBefore;
}
if (pseudo == kPseudoIdMarker)
return PseudoPriority::kMarker;
if (pseudo == kPseudoIdScrollMarker) {
return PseudoPriority::kScrollMarker;
}
if (pseudo == kPseudoIdScrollButtonBlockStart) {
return PseudoPriority::kScrollButtonBlockStart;
}
if (pseudo == kPseudoIdScrollButtonInlineStart) {
return PseudoPriority::kScrollButtonInlineStart;
}
if (pseudo == kPseudoIdScrollButtonInlineEnd) {
return PseudoPriority::kScrollButtonInlineEnd;
}
if (pseudo == kPseudoIdScrollButtonBlockEnd) {
return PseudoPriority::kScrollButtonBlockEnd;
}
if (pseudo == kPseudoIdBefore)
return PseudoPriority::kBefore;
if (pseudo == kPseudoIdAfter)
return PseudoPriority::kAfter;
if (pseudo == kPseudoIdScrollMarkerGroupAfter) {
return PseudoPriority::kScrollMarkerGroupAfter;
}
return PseudoPriority::kOther;
}
Animation::AnimationClassPriority AnimationPriority(
const Animation& animation) {
// https://www.w3.org/TR/web-animations-1/#animation-class
// CSS transitions have a lower composite order than CSS animations, and CSS
// animations have a lower composite order than other animations. Thus,CSS
// transitions are to appear before CSS animations and CSS animations are to
// appear before other animations.
// When animations are disassociated from their element they are sorted
// by their sequence number, i.e. kDefaultPriority. See
// https://drafts.csswg.org/css-animations-2/#animation-composite-order and
// https://drafts.csswg.org/css-transitions-2/#animation-composite-order
Animation::AnimationClassPriority priority;
if (animation.IsCSSTransition() && animation.IsOwned())
priority = Animation::AnimationClassPriority::kCssTransitionPriority;
else if (animation.IsCSSAnimation() && animation.IsOwned())
priority = Animation::AnimationClassPriority::kCssAnimationPriority;
else
priority = Animation::AnimationClassPriority::kDefaultPriority;
return priority;
}
void RecordCompositorAnimationFailureReasons(
CompositorAnimations::FailureReasons failure_reasons) {
// UMA_HISTOGRAM_ENUMERATION requires that the enum_max must be strictly
// greater than the sample value. kFailureReasonCount doesn't include the
// kNoFailure value but the histograms do so adding the +1 is necessary.
// TODO(dcheng): Fix https://crbug.com/705169 so this isn't needed.
constexpr uint32_t kFailureReasonEnumMax =
CompositorAnimations::kFailureReasonCount + 1;
if (failure_reasons == CompositorAnimations::kNoFailure) {
UMA_HISTOGRAM_ENUMERATION(
"Blink.Animation.CompositedAnimationFailureReason",
CompositorAnimations::kNoFailure, kFailureReasonEnumMax);
return;
}
for (uint32_t i = 0; i < CompositorAnimations::kFailureReasonCount; i++) {
unsigned val = 1 << i;
if (failure_reasons & val) {
UMA_HISTOGRAM_ENUMERATION(
"Blink.Animation.CompositedAnimationFailureReason", i + 1,
kFailureReasonEnumMax);
}
}
}
Element* OriginatingElement(Element* owning_element) {
if (owning_element->IsPseudoElement()) {
return owning_element->parentElement();
}
return owning_element;
}
AtomicString GetCSSTransitionCSSPropertyName(const Animation* animation) {
CSSPropertyID property_id =
To<CSSTransition>(animation)->TransitionCSSPropertyName().Id();
if (property_id == CSSPropertyID::kVariable ||
property_id == CSSPropertyID::kInvalid)
return AtomicString();
return To<CSSTransition>(animation)
->TransitionCSSPropertyName()
.ToAtomicString();
}
bool GreaterThanOrEqualWithinTimeTolerance(const AnimationTimeDelta& a,
const AnimationTimeDelta& b) {
double a_ms = a.InMillisecondsF();
double b_ms = b.InMillisecondsF();
if (std::abs(a_ms - b_ms) < Animation::kTimeToleranceMs)
return true;
return a_ms > b_ms;
}
constexpr const char* AnimationTraceCategories() {
return "blink.animations,devtools.timeline,benchmark,rail";
}
// Consider boundaries aligned if they round to the same integer pixel value.
const double kScrollBoundaryTolerance = 0.5;
} // namespace
Animation* Animation::Create(AnimationEffect* effect,
AnimationTimeline* timeline,
ExceptionState& exception_state) {
DCHECK(timeline);
if (!IsA<DocumentTimeline>(timeline) && !timeline->IsScrollTimeline()) {
exception_state.ThrowDOMException(DOMExceptionCode::kNotSupportedError,
"Invalid timeline. Animation requires a "
"DocumentTimeline or ScrollTimeline");
return nullptr;
}
DCHECK(IsA<DocumentTimeline>(timeline) || timeline->IsScrollTimeline());
if (effect && timeline->IsScrollTimeline()) {
if (effect->timing_.iteration_duration) {
if (effect->timing_.iteration_duration->is_inf()) {
exception_state.ThrowTypeError(
"Effect duration cannot be Infinity when used with Scroll "
"Timelines");
return nullptr;
}
} else {
// TODO(crbug.com/1216527)
// Eventually we hope to be able to be more flexible with
// iteration_duration "auto" and its interaction with start_delay and
// end_delay. For now we will throw an exception if either delay is set
// to a non-zero time-based value.
// Once the spec (https://github.com/w3c/csswg-drafts/pull/6337) has been
// ratified, we will be able to better handle mixed scenarios like "auto"
// and time based delays.
// If either delay or end_delay are non-zero, we can't yet handle "auto"
if (effect->timing_.start_delay.IsNonzeroTimeBasedDelay() ||
effect->timing_.end_delay.IsNonzeroTimeBasedDelay()) {
exception_state.ThrowDOMException(
DOMExceptionCode::kNotSupportedError,
"Effect duration \"auto\" with time-based delays is not yet "
"implemented when used with Scroll Timelines");
return nullptr;
}
}
if (effect->timing_.iteration_count ==
std::numeric_limits<double>::infinity()) {
// iteration count of infinity makes no sense for scroll timelines
exception_state.ThrowTypeError(
"Effect iterations cannot be Infinity when used with Scroll "
"Timelines");
return nullptr;
}
}
auto* context = timeline->GetDocument()->GetExecutionContext();
return MakeGarbageCollected<Animation>(context, timeline, effect,
/*trigger=*/nullptr);
}
Animation* Animation::Create(ExecutionContext* execution_context,
AnimationEffect* effect,
ExceptionState& exception_state) {
Document* document = To<LocalDOMWindow>(execution_context)->document();
return Create(effect, &document->Timeline(), exception_state);
}
Animation* Animation::Create(ExecutionContext* execution_context,
AnimationEffect* effect,
AnimationTimeline* timeline,
ExceptionState& exception_state) {
if (!timeline) {
Animation* animation = MakeGarbageCollected<Animation>(
execution_context, nullptr, effect, /*trigger=*/nullptr);
return animation;
}
return Create(effect, timeline, exception_state);
}
Animation::Animation(ExecutionContext* execution_context,
AnimationTimeline* timeline,
AnimationEffect* content,
AnimationTrigger* trigger)
: ActiveScriptWrappable<Animation>({}),
ExecutionContextLifecycleObserver(nullptr),
playback_rate_(1),
start_time_(),
hold_time_(),
sequence_number_(NextSequenceNumber()),
content_(content),
timeline_(timeline),
is_paused_for_testing_(false),
is_composited_animation_disabled_for_testing_(false),
pending_pause_(false),
pending_play_(false),
pending_finish_notification_(false),
has_queued_microtask_(false),
outdated_(false),
finished_(true),
committed_finish_notification_(false),
compositor_state_(nullptr),
compositor_pending_(false),
compositor_group_(0),
effect_suppressed_(false),
compositor_property_animations_have_no_effect_(false),
animation_has_no_effect_(false),
trigger_(trigger) {
if (execution_context && !execution_context->IsContextDestroyed())
SetExecutionContext(execution_context);
if (content_) {
if (content_->GetAnimation()) {
content_->GetAnimation()->setEffect(nullptr);
}
content_->Attach(this);
}
AnimationTimeline* attached_timeline = timeline_;
if (!attached_timeline) {
attached_timeline =
&To<LocalDOMWindow>(execution_context)->document()->Timeline();
}
document_ = attached_timeline->GetDocument();
DCHECK(document_);
attached_timeline->AnimationAttached(this);
timeline_duration_ = attached_timeline->GetDuration();
if (trigger_) {
if (trigger_->GetTimelineInternal() &&
trigger_->GetTimelineInternal()->IsProgressBased()) {
trigger_->GetTimelineInternal()->AddAnimationForTriggering(this);
}
}
probe::DidCreateAnimation(document_, sequence_number_);
}
Animation::~Animation() {
// Verify that compositor_animation_ has been disposed of.
DCHECK(!compositor_animation_);
}
void Animation::Dispose() {
if (timeline_)
timeline_->AnimationDetached(this);
if (trigger_) {
if (trigger_->GetTimelineInternal()) {
trigger_->GetTimelineInternal()->RemoveAnimationForTriggering(this);
}
}
DestroyCompositorAnimation();
// If the DocumentTimeline and its Animation objects are
// finalized by the same GC, we have to eagerly clear out
// this Animation object's compositor animation registration.
DCHECK(!compositor_animation_);
}
AnimationTimeDelta Animation::EffectEnd() const {
return content_ ? content_->NormalizedTiming().end_time
: AnimationTimeDelta();
}
bool Animation::Limited(std::optional<AnimationTimeDelta> current_time) const {
if (!current_time)
return false;
return (EffectivePlaybackRate() < 0 &&
current_time <= AnimationTimeDelta()) ||
(EffectivePlaybackRate() > 0 &&
GreaterThanOrEqualWithinTimeTolerance(current_time.value(),
EffectEnd()));
}
Document* Animation::GetDocument() const {
return document_.Get();
}
std::optional<AnimationTimeDelta> Animation::TimelineTime() const {
return timeline_ ? timeline_->CurrentTime() : std::nullopt;
}
bool Animation::ConvertCSSNumberishToTime(
const V8CSSNumberish* numberish,
std::optional<AnimationTimeDelta>& time,
String variable_name,
ExceptionState& exception_state) {
// This function is used to handle the CSSNumberish input for setting
// currentTime and startTime. Spec issue can be found here for this process:
// https://github.com/w3c/csswg-drafts/issues/6458
// Handle converting null
if (!numberish) {
time = std::nullopt;
return true;
}
if (timeline_ && timeline_->IsProgressBased()) {
// Progress based timeline
if (numberish->IsCSSNumericValue()) {
CSSUnitValue* numberish_as_percentage =
numberish->GetAsCSSNumericValue()->to(
CSSPrimitiveValue::UnitType::kPercentage);
if (!numberish_as_percentage) {
exception_state.ThrowDOMException(
DOMExceptionCode::kNotSupportedError,
"Invalid " + variable_name +
". CSSNumericValue must be a percentage for "
"progress based animations.");
return false;
}
timeline_duration_ = timeline_->GetDuration();
time =
(numberish_as_percentage->value() / 100) * timeline_duration_.value();
return true;
} else {
exception_state.ThrowDOMException(
DOMExceptionCode::kNotSupportedError,
"Invalid " + variable_name + ". Setting " + variable_name +
" using absolute time "
"values is not supported for progress based animations.");
return false;
}
}
// Document timeline
if (numberish->IsCSSNumericValue()) {
CSSUnitValue* numberish_as_number = numberish->GetAsCSSNumericValue()->to(
CSSPrimitiveValue::UnitType::kNumber);
if (numberish_as_number) {
time =
ANIMATION_TIME_DELTA_FROM_MILLISECONDS(numberish_as_number->value());
return true;
}
CSSUnitValue* numberish_as_milliseconds =
numberish->GetAsCSSNumericValue()->to(
CSSPrimitiveValue::UnitType::kMilliseconds);
if (numberish_as_milliseconds) {
time = ANIMATION_TIME_DELTA_FROM_MILLISECONDS(
numberish_as_milliseconds->value());
return true;
}
CSSUnitValue* numberish_as_seconds = numberish->GetAsCSSNumericValue()->to(
CSSPrimitiveValue::UnitType::kSeconds);
if (numberish_as_seconds) {
time = ANIMATION_TIME_DELTA_FROM_SECONDS(numberish_as_seconds->value());
return true;
}
// TODO (crbug.com/1232181): Look into allowing document timelines to set
// currentTime and startTime using CSSNumericValues that are percentages.
exception_state.ThrowDOMException(
DOMExceptionCode::kNotSupportedError,
"Invalid " + variable_name +
". CSSNumericValue must be either a number or a time value for "
"time based animations.");
return false;
}
time = ANIMATION_TIME_DELTA_FROM_MILLISECONDS(numberish->GetAsDouble());
return true;
}
// https://www.w3.org/TR/web-animations-1/#setting-the-current-time-of-an-animation
void Animation::setCurrentTime(const V8CSSNumberish* current_time,
ExceptionState& exception_state) {
if (!current_time) {
// If the current time is resolved, then throw a TypeError.
if (CurrentTimeInternal()) {
exception_state.ThrowTypeError(
"currentTime may not be changed from resolved to unresolved");
}
return;
}
auto_align_start_time_ = false;
std::optional<AnimationTimeDelta> new_current_time;
// Failure to convert results in a thrown exception and returning false.
if (!ConvertCSSNumberishToTime(current_time, new_current_time, "currentTime",
exception_state))
return;
DCHECK(new_current_time);
SetCurrentTimeInternal(new_current_time.value());
// Synchronously resolve pending pause task.
if (pending_pause_) {
hold_time_ = new_current_time;
ApplyPendingPlaybackRate();
start_time_ = std::nullopt;
pending_pause_ = false;
if (ready_promise_)
ResolvePromiseMaybeAsync(ready_promise_.Get());
}
// Update the finished state.
UpdateFinishedState(UpdateType::kDiscontinuous, NotificationType::kAsync);
SetCompositorPending(CompositorPendingReason::kPendingUpdate);
// Notify of potential state change.
NotifyProbe();
}
// https://www.w3.org/TR/web-animations-1/#setting-the-current-time-of-an-animation
// See steps for silently setting the current time. The preliminary step of
// handling an unresolved time are to be handled by the caller.
void Animation::SetCurrentTimeInternal(AnimationTimeDelta new_current_time) {
std::optional<AnimationTimeDelta> previous_start_time = start_time_;
std::optional<AnimationTimeDelta> previous_hold_time = hold_time_;
// Update either the hold time or the start time.
if (hold_time_ || !start_time_ || !timeline_ || !timeline_->IsActive() ||
playback_rate_ == 0) {
hold_time_ = new_current_time;
} else {
start_time_ = CalculateStartTime(new_current_time);
}
// Preserve invariant that we can only set a start time or a hold time in the
// absence of an active timeline.
if (!timeline_ || !timeline_->IsActive())
start_time_ = std::nullopt;
// Reset the previous current time.
previous_current_time_ = std::nullopt;
if (previous_start_time != start_time_ || previous_hold_time != hold_time_)
SetOutdated();
}
V8CSSNumberish* Animation::startTime() const {
if (start_time_) {
return ConvertTimeToCSSNumberish(start_time_.value());
}
return nullptr;
}
V8CSSNumberish* Animation::ConvertTimeToCSSNumberish(
std::optional<AnimationTimeDelta> time) const {
if (time) {
if (timeline_ && timeline_->IsScrollSnapshotTimeline()) {
return To<ScrollSnapshotTimeline>(*timeline_)
.ConvertTimeToProgress(time.value());
}
return MakeGarbageCollected<V8CSSNumberish>(time.value().InMillisecondsF());
}
return nullptr;
}
std::optional<double> Animation::TimeAsAnimationProgress(
AnimationTimeDelta time) const {
return !EffectEnd().is_zero() ? std::make_optional(time / EffectEnd())
: std::nullopt;
}
// https://www.w3.org/TR/web-animations-1/#the-current-time-of-an-animation
V8CSSNumberish* Animation::currentTime() const {
// 1. If the animation’s hold time is resolved,
// The current time is the animation’s hold time.
if (hold_time_.has_value()) {
return ConvertTimeToCSSNumberish(hold_time_.value());
}
// 2. If any of the following are true:
// * the animation has no associated timeline, or
// * the associated timeline is inactive, or
// * the animation’s start time is unresolved.
// The current time is an unresolved time value.
if (!timeline_ || !timeline_->IsActive() || !start_time_)
return nullptr;
// 3. Otherwise,
// current time = (timeline time - start time) × playback rate
std::optional<AnimationTimeDelta> timeline_time = timeline_->CurrentTime();
// An active timeline should always have a value, and since inactive timeline
// is handled in step 2 above, make sure that timeline_time has a value.
DCHECK(timeline_time.has_value());
AnimationTimeDelta calculated_current_time =
(timeline_time.value() - start_time_.value()) * playback_rate_;
return ConvertTimeToCSSNumberish(calculated_current_time);
}
std::optional<AnimationTimeDelta> Animation::CurrentTimeInternal() const {
return hold_time_ ? hold_time_ : CalculateCurrentTime();
}
std::optional<AnimationTimeDelta> Animation::UnlimitedCurrentTime() const {
return CalculateAnimationPlayState() == V8AnimationPlayState::Enum::kPaused ||
!start_time_
? CurrentTimeInternal()
: CalculateCurrentTime();
}
std::optional<double> Animation::overallProgress() const {
std::optional<AnimationTimeDelta> current_time = CurrentTimeInternal();
if (!effect() || !current_time) {
return std::nullopt;
}
const AnimationTimeDelta effect_end = EffectEnd();
if (effect_end.is_zero()) {
if (current_time < AnimationTimeDelta()) {
return 0;
}
return 1;
}
if (effect_end.is_inf()) {
return 0;
}
return std::clamp<double>(*current_time / effect_end, 0, 1);
}
V8AnimationPlayState Animation::playState() const {
return V8AnimationPlayState(CalculateAnimationPlayState());
}
bool Animation::PreCommit(
int compositor_group,
const PaintArtifactCompositor* paint_artifact_compositor,
bool start_on_compositor) {
if (CompositorPendingCancel()) {
CancelAnimationOnCompositor();
}
bool compositor_property_animations_had_no_effect =
compositor_property_animations_have_no_effect_;
compositor_property_animations_have_no_effect_ = false;
animation_has_no_effect_ = false;
bool needs_timing_update = false;
bool missing_start_time = false;
bool effect_changed = false;
if (compositor_state_) {
// If timing characteristics changed, we need to restart the animation
// and recompute a fresh start time.
needs_timing_update =
(EffectivePlaybackRate() != compositor_state_->playback_rate) ||
(start_time_ != compositor_state_->start_time) ||
(hold_time_ != compositor_state_->hold_time);
missing_start_time =
!compositor_state_->start_time &&
compositor_state_->pending_action == CompositorAction::kStart;
effect_changed = compositor_state_->effect_changed;
}
// Synchronizing a composited animation and its main thread counterpart
// often requires a cancel and restart.
//
// A restart is required if either the keyframe model or compositor timing
// have changed.
//
// Animations no longer in the running play state, needing a restart, or no
// longer eligible to be composited are canceled. Eligible running animations
// that have either not started on the compositor or have a stale
// configuration are started.
//
// An animation can be playing but not have a current time if attached to a
// scroll timeline and waiting on a deferred start time. While the timeline is
// unresolved or inactive the deferred start time cannot be resolved. Such
// animations should be cancelled and not restarted on the compositor. These
// can start on the compositor only after the timeline becomes active, and the
// current time resolved.
bool needs_restart = effect_changed || needs_timing_update;
bool should_cancel_on_compositor =
(!Playing() && compositor_state_) || needs_restart ||
!start_on_compositor || compositor_property_animations_had_no_effect ||
!CurrentTimeInternal();
// Start sets the compositor group regardless of whether starting on the
// compositor.
bool should_start = Playing() && (!compositor_state_ || needs_restart) &&
CurrentTimeInternal();
if (missing_start_time && !should_cancel_on_compositor) {
// Waiting on start time, but the starting animation is still valid.
// Defer to the next commit.
return false;
}
std::optional<int> replaced_cc_animation_id;
if (should_cancel_on_compositor) {
if (should_start && GetCompositorAnimation() && !needs_timing_update) {
// The animation might already be in the process of starting on the
// compositor, and the main thread simply hasn't received the ack.
// Unless a new start time is required, preserve the CC animation's ID
// and the compositor group to avoid a fresh restart on the compositor.
replaced_cc_animation_id = GetCompositorAnimation()->CcAnimationId();
compositor_group = compositor_group_;
}
CancelAnimationOnCompositor();
}
DCHECK(!compositor_state_ || compositor_state_->start_time);
if (should_start) {
compositor_group_ = compositor_group;
if (start_on_compositor) {
std::optional<PropertyHandleSet> unsupported_properties_for_tracing;
bool category_enabled;
TRACE_EVENT_CATEGORY_GROUP_ENABLED(AnimationTraceCategories(),
&category_enabled);
if (category_enabled) {
unsupported_properties_for_tracing.emplace();
}
CompositorAnimations::FailureReasons failure_reasons =
CheckCanStartAnimationOnCompositor(
paint_artifact_compositor,
base::OptionalToPtr(unsupported_properties_for_tracing));
RecordCompositorAnimationFailureReasons(failure_reasons);
if (failure_reasons == CompositorAnimations::kNoFailure) {
// We could still have a stale compositor keyframe model ID if
// a previous cancel failed due to not having a layout object at the
// time of the cancel operation. The start and stop of an animation
// for a marquee element does not depend on having a layout object.
CancelAnimationOnCompositor();
CreateCompositorAnimation(replaced_cc_animation_id);
StartAnimationOnCompositor(paint_artifact_compositor);
compositor_state_ = std::make_unique<CompositorState>(*this);
} else {
CancelIncompatibleAnimationsOnCompositor();
}
compositor_property_animations_have_no_effect_ =
failure_reasons & CompositorAnimations::kAnimationHasNoVisibleChange;
animation_has_no_effect_ =
failure_reasons == CompositorAnimations::kAnimationHasNoVisibleChange;
DCHECK_EQ(V8AnimationPlayState::Enum::kRunning,
CalculateAnimationPlayState());
TRACE_EVENT_NESTABLE_ASYNC_INSTANT1(
AnimationTraceCategories(), "Animation", this, "data",
[&](perfetto::TracedValue context) {
inspector_animation_compositor_event::Data(
std::move(context), failure_reasons,
unsupported_properties_for_tracing.value());
});
}
}
return true;
}
void Animation::PostCommit() {
compositor_pending_ = false;
if (!compositor_state_ ||
compositor_state_->pending_action == CompositorAction::kNone) {
return;
}
DCHECK_EQ(CompositorAction::kStart, compositor_state_->pending_action);
if (compositor_state_->start_time) {
DCHECK_EQ(start_time_.value(), compositor_state_->start_time.value());
compositor_state_->pending_action = CompositorAction::kNone;
}
}
bool Animation::HasLowerCompositeOrdering(
const Animation* animation1,
const Animation* animation2,
CompareAnimationsOrdering compare_animation_type) {
AnimationClassPriority anim_priority1 = AnimationPriority(*animation1);
AnimationClassPriority anim_priority2 = AnimationPriority(*animation2);
if (anim_priority1 != anim_priority2)
return anim_priority1 < anim_priority2;
// If the the animation class is CssAnimation or CssTransition, then first
// compare the owning element of animation1 and animation2, sort two of them
// by tree order of their conrresponding owning element
// The specs:
// https://drafts.csswg.org/css-animations-2/#animation-composite-order
// https://drafts.csswg.org/css-transitions-2/#animation-composite-order
if (anim_priority1 != kDefaultPriority) {
Element* owning_element1 = animation1->OwningElement();
Element* owning_element2 = animation2->OwningElement();
// Both animations are either CSS transitions or CSS animations with owning
// elements.
DCHECK(owning_element1 && owning_element2);
Element* originating_element1 = OriginatingElement(owning_element1);
Element* originating_element2 = OriginatingElement(owning_element2);
// The tree position comparison would take a longer time, thus affect the
// performance. We only do it when it comes to getAnimation.
if (originating_element1 != originating_element2) {
if (compare_animation_type == CompareAnimationsOrdering::kTreeOrder) {
// Since pseudo elements are compared by their originating element,
// they sort before their children.
return originating_element1->compareDocumentPosition(
originating_element2) &
Node::kDocumentPositionFollowing;
} else {
return originating_element1 < originating_element2;
}
}
// A pseudo-element has a higher composite ordering than its originating
// element, hence kPseudoIdNone is sorted earliest.
// Two pseudo-elements sharing the same originating element are sorted
// as follows:
// ::marker
// ::before
// other pseudo-elements (ordered by selector)
// ::after
// TODO(bokan): ::view-transition ordering should probably also be explicit:
// https://github.com/w3c/csswg-drafts/issues/9588.
const PseudoId pseudo1 = owning_element1->GetPseudoId();
const PseudoId pseudo2 = owning_element2->GetPseudoId();
PseudoPriority priority1 = ConvertPseudoIdtoPriority(pseudo1);
PseudoPriority priority2 = ConvertPseudoIdtoPriority(pseudo2);
if (priority1 != priority2)
return priority1 < priority2;
if (priority1 == PseudoPriority::kOther && pseudo1 != pseudo2) {
// TODO(bokan): This can happen with child pseudos in the
// ::view-transition subtree but we may want to sort them based on their
// actual composite order.
// https://github.com/w3c/csswg-drafts/issues/9588.
return CodeUnitCompareLessThan(
PseudoElement::PseudoElementNameForEvents(owning_element1),
PseudoElement::PseudoElementNameForEvents(owning_element2));
}
if (anim_priority1 == kCssAnimationPriority) {
// When comparing two CSSAnimations with the same owning element, we sort
// A and B based on their position in the computed value of the
// animation-name property of the (common) owning element.
return To<CSSAnimation>(animation1)->AnimationIndex() <
To<CSSAnimation>(animation2)->AnimationIndex();
} else {
// First compare the transition generation of two transitions, then
// compare them by the property name.
if (To<CSSTransition>(animation1)->TransitionGeneration() !=
To<CSSTransition>(animation2)->TransitionGeneration()) {
return To<CSSTransition>(animation1)->TransitionGeneration() <
To<CSSTransition>(animation2)->TransitionGeneration();
}
AtomicString css_property_name1 =
GetCSSTransitionCSSPropertyName(animation1);
AtomicString css_property_name2 =
GetCSSTransitionCSSPropertyName(animation2);
if (css_property_name1 && css_property_name2)
return css_property_name1.Utf8() < css_property_name2.Utf8();
}
return animation1->SequenceNumber() < animation2->SequenceNumber();
}
// If the anmiations are not-CSS WebAnimation just compare them via generation
// time/ sequence number.
return animation1->SequenceNumber() < animation2->SequenceNumber();
}
void Animation::NotifyReady(AnimationTimeDelta ready_time) {
// Complete the pending updates prior to updating the compositor state in
// order to ensure a correct start time for the compositor state without the
// need to duplicate the calculations.
if (pending_play_)
CommitPendingPlay(ready_time);
else if (pending_pause_)
CommitPendingPause(ready_time);
if (compositor_state_ &&
compositor_state_->pending_action == CompositorAction::kStart) {
DCHECK(!compositor_state_->start_time);
compositor_state_->pending_action = CompositorAction::kNone;
compositor_state_->start_time = start_time_;
}
// Notify of change to play state.
NotifyProbe();
}
// Microtask for playing an animation.
// Refer to Step 8.3 'pending play task' in the following spec:
// https://www.w3.org/TR/web-animations-1/#playing-an-animation-section
void Animation::CommitPendingPlay(AnimationTimeDelta ready_time) {
DCHECK(start_time_ || hold_time_);
DCHECK(pending_play_);
pending_play_ = false;
// Update hold and start time.
if (hold_time_) {
// A: If animation’s hold time is resolved,
// A.1. Apply any pending playback rate on animation.
// A.2. Let new start time be the result of evaluating:
// ready time - hold time / playback rate for animation.
// If the playback rate is zero, let new start time be simply ready
// time.
// A.3. Set the start time of animation to new start time.
// A.4. If animation’s playback rate is not 0, make animation’s hold time
// unresolved.
ApplyPendingPlaybackRate();
if (playback_rate_ == 0) {
start_time_ = ready_time;
} else {
start_time_ = ready_time - hold_time_.value() / playback_rate_;
hold_time_ = std::nullopt;
}
} else if (start_time_ && pending_playback_rate_) {
// B: If animation’s start time is resolved and animation has a pending
// playback rate,
// B.1. Let current time to match be the result of evaluating:
// (ready time - start time) × playback rate for animation.
// B.2 Apply any pending playback rate on animation.
// B.3 If animation’s playback rate is zero, let animation’s hold time be
// current time to match.
// B.4 Let new start time be the result of evaluating:
// ready time - current time to match / playback rate for animation.
// If the playback rate is zero, let new start time be simply ready
// time.
// B.5 Set the start time of animation to new start time.
AnimationTimeDelta current_time_to_match =
(ready_time - start_time_.value()) * playback_rate_;
ApplyPendingPlaybackRate();
if (playback_rate_ == 0) {
hold_time_ = current_time_to_match;
start_time_ = ready_time;
} else {
start_time_ = ready_time - current_time_to_match / playback_rate_;
}
}
// 8.4 Resolve animation’s current ready promise with animation.
if (ready_promise_ &&
ready_promise_->GetState() == AnimationPromise::kPending)
ResolvePromiseMaybeAsync(ready_promise_.Get());
// 8.5 Run the procedure to update an animation’s finished state for
// animation with the did seek flag set to false, and the synchronously
// notify flag set to false.
UpdateFinishedState(UpdateType::kContinuous, NotificationType::kAsync);
}
// Microtask for pausing an animation.
// Refer to step 7 'pending pause task' in the following spec:
// https://www.w3.org/TR/web-animations-1/#pausing-an-animation-section
void Animation::CommitPendingPause(AnimationTimeDelta ready_time) {
DCHECK(pending_pause_);
pending_pause_ = false;
// 1. Let ready time be the time value of the timeline associated with
// animation at the moment when the user agent completed processing
// necessary to suspend playback of animation’s associated effect.
// 2. If animation’s start time is resolved and its hold time is not resolved,
// let animation’s hold time be the result of evaluating
// (ready time - start time) × playback rate.
if (start_time_ && !hold_time_) {
hold_time_ = (ready_time - start_time_.value()) * playback_rate_;
}
// 3. Apply any pending playback rate on animation.
// 4. Make animation’s start time unresolved.
ApplyPendingPlaybackRate();
start_time_ = std::nullopt;
// 5. Resolve animation’s current ready promise with animation.
if (ready_promise_ &&
ready_promise_->GetState() == AnimationPromise::kPending)
ResolvePromiseMaybeAsync(ready_promise_.Get());
// 6. Run the procedure to update an animation’s finished state for animation
// with the did seek flag set to false (continuous), and the synchronously
// notify flag set to false.
UpdateFinishedState(UpdateType::kContinuous, NotificationType::kAsync);
}
bool Animation::Affects(const Element& element,
const CSSProperty& property) const {
const auto* effect = DynamicTo<KeyframeEffect>(content_.Get());
if (!effect)
return false;
return (effect->EffectTarget() == &element) &&
effect->Affects(PropertyHandle(property));
}
AnimationTimeline* Animation::timeline() {
if (AnimationTimeline* timeline = TimelineInternal()) {
return timeline->ExposedTimeline();
}
return nullptr;
}
void Animation::setTimeline(AnimationTimeline* timeline) {
// https://www.w3.org/TR/web-animations-1/#setting-the-timeline
// 1. Let the old timeline be the current timeline of the animation, if any.
AnimationTimeline* old_timeline = timeline_;
// 2. If the new timeline is the same object as the old timeline, abort this
// procedure.
if (old_timeline == timeline)
return;
UpdateIfNecessary();
V8AnimationPlayState::Enum old_play_state = CalculateAnimationPlayState();
std::optional<AnimationTimeDelta> old_current_time = CurrentTimeInternal();
// In some cases, we need to preserve the progress of the animation between
// the old timeline and the new one. We do this by storing the progress using
// the old current time and the effect end based on the old timeline. Pending
// spec issue: https://github.com/w3c/csswg-drafts/issues/6452
double progress = 0;
if (old_current_time && !EffectEnd().is_zero()) {
progress = old_current_time.value() / EffectEnd();
}
// 3. Let the timeline of the animation be the new timeline.
// The Blink implementation requires additional steps to link the animation
// to the new timeline. Animations with a null timeline hang off of the
// document timeline in order to be properly included in the results for
// getAnimations calls.
if (old_timeline)
old_timeline->AnimationDetached(this);
else
document_->Timeline().AnimationDetached(this);
timeline_ = timeline;
timeline_duration_ = timeline ? timeline->GetDuration() : std::nullopt;
if (timeline)
timeline->AnimationAttached(this);
else
document_->Timeline().AnimationAttached(this);
SetOutdated();
// Update content timing to be based on new timeline type. This ensures that
// EffectEnd() is returning a value appropriate to the new timeline.
if (content_) {
content_->InvalidateNormalizedTiming();
}
if (timeline && !timeline->IsMonotonicallyIncreasing()) {
switch (old_play_state) {
case V8AnimationPlayState::Enum::kIdle:
break;
case V8AnimationPlayState::Enum::kRunning:
case V8AnimationPlayState::Enum::kFinished:
if (old_current_time) {
start_time_ = std::nullopt;
hold_time_ = progress * EffectEnd();
}
PlayInternal(AutoRewind::kEnabled, ASSERT_NO_EXCEPTION);
return;
case V8AnimationPlayState::Enum::kPaused:
if (old_current_time) {
start_time_ = std::nullopt;
hold_time_ = progress * EffectEnd();
}
break;
default:
NOTREACHED();
}
} else if (old_current_time && old_timeline &&
!old_timeline->IsMonotonicallyIncreasing()) {
SetCurrentTimeInternal(progress * EffectEnd());
}
// 4. If the start time of animation is resolved, make the animation’s hold
// time unresolved. This step ensures that the finished play state of the
// animation is not “sticky” but is re-evaluated based on its updated
// current time.
if (start_time_)
hold_time_ = std::nullopt;
// 5. Run the procedure to update an animation’s finished state for animation
// with the did seek flag set to false, and the synchronously notify flag
// set to false.
UpdateFinishedState(UpdateType::kContinuous, NotificationType::kAsync);
if (content_ && !timeline_) {
// Update the timing model to capture the phase change and cancel an active
// CSS animation or transition.
content_->Invalidate();
Update(kTimingUpdateOnDemand);
}
SetCompositorPending(CompositorPendingReason::kPendingRestart);
// Inform devtools of a potential change to the play state.
NotifyProbe();
}
std::optional<AnimationTimeDelta> Animation::CalculateStartTime(
AnimationTimeDelta current_time) const {
std::optional<AnimationTimeDelta> start_time;
if (timeline_) {
std::optional<AnimationTimeDelta> timeline_time = timeline_->CurrentTime();
if (timeline_time)
start_time = timeline_time.value() - current_time / playback_rate_;
// TODO(crbug.com/916117): Handle NaN time for scroll-linked animations.
DCHECK(start_time || timeline_->IsProgressBased());
}
return start_time;
}
std::optional<AnimationTimeDelta> Animation::CalculateCurrentTime() const {
if (!start_time_ || !timeline_ || !timeline_->IsActive())
return std::nullopt;
std::optional<AnimationTimeDelta> timeline_time = timeline_->CurrentTime();
// timeline_ must be active here, make sure it is returning a current_time.
DCHECK(timeline_time);
return (timeline_time.value() - start_time_.value()) * playback_rate_;
}
// https://www.w3.org/TR/web-animations-1/#setting-the-start-time-of-an-animation
void Animation::setStartTime(const V8CSSNumberish* start_time,
ExceptionState& exception_state) {
std::optional<AnimationTimeDelta> new_start_time;
// Failure to convert results in a thrown exception and returning false.
if (!ConvertCSSNumberishToTime(start_time, new_start_time, "startTime",
exception_state))
return;
auto_align_start_time_ = false;
const bool had_start_time = start_time_.has_value();
// 1. Let timeline time be the current time value of the timeline that
// animation is associated with. If there is no timeline associated with
// animation or the associated timeline is inactive, let the timeline time
// be unresolved.
std::optional<AnimationTimeDelta> timeline_time =
timeline_ && timeline_->IsActive() ? timeline_->CurrentTime()
: std::nullopt;
// 2. If timeline time is unresolved and new start time is resolved, make
// animation’s hold time unresolved.
// This preserves the invariant that when we don’t have an active timeline it
// is only possible to set either the start time or the animation’s current
// time.
if (!timeline_time && new_start_time) {
hold_time_ = std::nullopt;
}
// 3. Let previous current time be animation’s current time.
std::optional<AnimationTimeDelta> previous_current_time =
CurrentTimeInternal();
// 4. Apply any pending playback rate on animation.
ApplyPendingPlaybackRate();
// 5. Set animation’s start time to new start time.
if (new_start_time) {
// Snap to timeline time if within floating point tolerance to ensure
// deterministic behavior in phase transitions.
if (timeline_time && TimingCalculations::IsWithinAnimationTimeEpsilon(
timeline_time.value().InSecondsF(),
new_start_time.value().InSecondsF())) {
new_start_time = timeline_time.value();
}
}
start_time_ = new_start_time;
// 6. Update animation’s hold time based on the first matching condition from
// the following,
// 6a If new start time is resolved,
// If animation’s playback rate is not zero, make animation’s hold time
// unresolved.
// 6b Otherwise (new start time is unresolved),
// Set animation’s hold time to previous current time even if previous
// current time is unresolved.
if (start_time_) {
if (playback_rate_ != 0) {
hold_time_ = std::nullopt;
}
} else {
hold_time_ = previous_current_time;
}
// 7. If animation has a pending play task or a pending pause task, cancel
// that task and resolve animation’s current ready promise with animation.
if (PendingInternal()) {
pending_pause_ = false;
pending_play_ = false;
if (ready_promise_ &&
ready_promise_->GetState() == AnimationPromise::kPending)
ResolvePromiseMaybeAsync(ready_promise_.Get());
}
// 8. Run the procedure to update an animation’s finished state for animation
// with the did seek flag set to true (discontinuous), and the
// synchronously notify flag set to false (async).
UpdateFinishedState(UpdateType::kDiscontinuous, NotificationType::kAsync);
// Update user agent.
std::optional<AnimationTimeDelta> new_current_time = CurrentTimeInternal();
// Even when the animation is not outdated,call SetOutdated to ensure
// the animation is tracked by its timeline for future timing
// updates.
if (previous_current_time != new_current_time ||
(!had_start_time && start_time_)) {
SetOutdated();
}
SetCompositorPending(CompositorPendingReason::kPendingUpdate);
NotifyProbe();
}
// https://www.w3.org/TR/web-animations-1/#setting-the-associated-effect
void Animation::setEffect(AnimationEffect* new_effect) {
// 1. Let old effect be the current associated effect of animation, if any.
AnimationEffect* old_effect = content_;
// 2. If new effect is the same object as old effect, abort this procedure.
if (new_effect == old_effect)
return;
if (old_effect) {
Element* old_target = nullptr;
Element* new_target = nullptr;
if (auto* keyframe_effect = DynamicTo<KeyframeEffect>(new_effect)) {
new_target = keyframe_effect->target();
}
if (auto* keyframe_effect = DynamicTo<KeyframeEffect>(old_effect)) {
old_target = keyframe_effect->target();
}
if (new_target != old_target &&
prior_native_paint_worklet_reasons_ != Animation::kNoPaintWorklet) {
// Next call to UpdateCompositedPaintStatus will update the start of the
// old target as well as the new.
prior_native_paint_worklet_target_ = old_target;
}
}
// 3. If animation has a pending pause task, reschedule that task to run as
// soon as animation is ready.
// 4. If animation has a pending play task, reschedule that task to run as
// soon as animation is ready to play new effect.
// No special action required for a reschedule. The pending_pause_ and
// pending_play_ flags remain unchanged.
// 5. If new effect is not null and if new effect is the associated effect of
// another previous animation, run the procedure to set the associated
// effect of an animation (this procedure) on previous animation passing
// null as new effect.
if (new_effect && new_effect->GetAnimation())
new_effect->GetAnimation()->setEffect(nullptr);
// Clear timeline offsets for old effect.
ResolveTimelineOffsets(TimelineRange());
// 6. Let the associated effect of the animation be the new effect.
if (old_effect)
old_effect->Detach();
content_ = new_effect;
if (new_effect)
new_effect->Attach(this);
// Resolve timeline offsets for new effect.
ResolveTimelineOffsets(timeline_ ? timeline_->GetTimelineRange()
: TimelineRange());
EffectInvalidated();
// Notify of a potential state change.
NotifyProbe();
// The effect is no longer associated with CSS properties.
if (new_effect) {
new_effect->SetIgnoreCssTimingProperties();
if (KeyframeEffect* keyframe_effect =
DynamicTo<KeyframeEffect>(new_effect)) {
keyframe_effect->SetIgnoreCSSKeyframes();
}
}
// The remaining steps are for handling CSS animation and transition events.
// Both use an event delegate to dispatch events, which must be reattached to
// the new effect.
// When the animation no longer has an associated effect, calls to
// Animation::Update will no longer update the animation timing and,
// consequently, do not trigger animation or transition events.
// Each transitionrun or transitionstart requires a corresponding
// transitionend or transitioncancel.
// https://drafts.csswg.org/css-transitions-2/#event-dispatch
// Similarly, each animationstart requires a corresponding animationend or
// animationcancel.
// https://drafts.csswg.org/css-animations-2/#event-dispatch
AnimationEffect::EventDelegate* old_event_delegate =
old_effect ? old_effect->GetEventDelegate() : nullptr;
if (!new_effect && old_effect && old_event_delegate) {
// If the animation|transition has no target effect, the timing phase is set
// according to the first matching condition from below:
// If the current time is unresolved,
// The timing phase is ‘idle’.
// If current time < 0,
// The timing phase is ‘before’.
// Otherwise,
// The timing phase is ‘after’.
std::optional<AnimationTimeDelta> current_time = CurrentTimeInternal();
Timing::Phase phase;
if (!current_time)
phase = Timing::kPhaseNone;
else if (current_time < AnimationTimeDelta())
phase = Timing::kPhaseBefore;
else
phase = Timing::kPhaseAfter;
old_event_delegate->OnEventCondition(*old_effect, phase);
return;
}
if (!new_effect || !old_effect)
return;
// Use the original target for event targeting.
Element* target = To<KeyframeEffect>(old_effect)->target();
if (!target)
return;
// Attach an event delegate to the new effect.
AnimationEffect::EventDelegate* new_event_delegate =
CreateEventDelegate(target, old_event_delegate);
new_effect->SetEventDelegate(new_event_delegate);
// Force an update to the timing model to ensure correct ordering of
// animation or transition events.
Update(kTimingUpdateOnDemand);
}
// https://www.w3.org/TR/web-animations-1/#play-states
V8AnimationPlayState::Enum Animation::CalculateAnimationPlayState() const {
// 1. All of the following conditions are true:
// * The current time of animation is unresolved, and
// * the start time of animation is unresolved, and
// * animation does not have either a pending play task or a pending pause
// task,
// then idle.
if (!CurrentTimeInternal() && !start_time_ && !PendingInternal())
return V8AnimationPlayState::Enum::kIdle;
// 2. Either of the following conditions are true:
// * animation has a pending pause task, or
// * both the start time of animation is unresolved and it does not have a
// pending play task,
// then paused.
if (pending_pause_ || (!start_time_ && !pending_play_))
return V8AnimationPlayState::Enum::kPaused;
// 3. For animation, current time is resolved and either of the following
// conditions are true:
// * animation’s effective playback rate > 0 and current time ≥ target
// effect end; or
// * animation’s effective playback rate < 0 and current time ≤ 0,
// then finished.
if (Limited())
return V8AnimationPlayState::Enum::kFinished;
// 4. Otherwise
return V8AnimationPlayState::Enum::kRunning;
}
bool Animation::PendingInternal() const {
return pending_pause_ || pending_play_;
}
bool Animation::pending() const {
return PendingInternal();
}
// https://www.w3.org/TR/web-animations-1/#reset-an-animations-pending-tasks.
void Animation::ResetPendingTasks() {
// 1. If animation does not have a pending play task or a pending pause task,
// abort this procedure.
if (!PendingInternal())
return;
// 2. If animation has a pending play task, cancel that task.
// 3. If animation has a pending pause task, cancel that task.
pending_play_ = false;
pending_pause_ = false;
// 4. Apply any pending playback rate on animation.
ApplyPendingPlaybackRate();
// 5. Reject animation’s current ready promise with a DOMException named
// "AbortError".
// 6. Let animation’s current ready promise be the result of creating a new
// resolved Promise object with value animation in the relevant Realm of
// animation.
if (ready_promise_)
RejectAndResetPromiseMaybeAsync(ready_promise_.Get());
}
// ----------------------------------------------
// Pause methods.
// ----------------------------------------------
// https://www.w3.org/TR/web-animations-1/#pausing-an-animation-section
void Animation::pause(ExceptionState& exception_state) {
// 1. If animation has a pending pause task, abort these steps.
// 2. If the play state of animation is paused, abort these steps.
if (pending_pause_ ||
CalculateAnimationPlayState() == V8AnimationPlayState::Enum::kPaused) {
return;
}
// 3. Let seek time be a time value that is initially unresolved.
std::optional<AnimationTimeDelta> seek_time;
// 4. Let has finite timeline be true if animation has an associated timeline
// that is not monotonically increasing.
bool has_finite_timeline =
timeline_ && !timeline_->IsMonotonicallyIncreasing();
// 5. If the animation’s current time is unresolved, perform the steps
// according to the first matching condition from below:
// 5a. If animation’s playback rate is ≥ 0,
// Set seek time to zero.
// 5b. Otherwise,
// If associated effect end for animation is positive infinity,
// throw an "InvalidStateError" DOMException and abort these
// steps.
// Otherwise,
// Set seek time to animation's associated effect end.
if (!CurrentTimeInternal() && !has_finite_timeline) {
if (playback_rate_ >= 0) {
seek_time = AnimationTimeDelta();
} else {
if (EffectEnd().is_inf()) {
exception_state.ThrowDOMException(
DOMExceptionCode::kInvalidStateError,
"Cannot play reversed Animation with infinite target effect end.");
return;
}
seek_time = EffectEnd();
}
}
// 6. If seek time is resolved,
// If has finite timeline is true,
// Set animation's start time to seek time.
// Otherwise,
// Set animation's hold time to seek time.
if (seek_time) {
hold_time_ = seek_time;
}
// TODO(kevers): Add step to the spec for handling scroll-driven animations.
if (!hold_time_ && !start_time_) {
DCHECK(has_finite_timeline);
auto_align_start_time_ = true;
}
// 7. Let has pending ready promise be a boolean flag that is initially false.
// 8. If animation has a pending play task, cancel that task and let has
// pending ready promise be true.
// 9. If has pending ready promise is false, set animation’s current ready
// promise to a new promise in the relevant Realm of animation.
if (pending_play_) {
pending_play_ = false;
} else if (ready_promise_) {
ready_promise_->Reset();
}
// 10. Schedule a task to be executed at the first possible moment where both
// of the following conditions are true:
// 10a. the user agent has performed any processing necessary to suspend
// the playback of animation’s associated effect, if any.
// 10b. the animation is associated with a timeline that is not inactive.
pending_pause_ = true;
SetOutdated();
SetCompositorPending(CompositorPendingReason::kPendingUpdate);
// 11. Run the procedure to update an animation’s finished state for animation
// with the did seek flag set to false (continuous), and synchronously
// notify flag set to false.
UpdateFinishedState(UpdateType::kContinuous, NotificationType::kAsync);
NotifyProbe();
}
// ----------------------------------------------
// Play methods.
// ----------------------------------------------
// Refer to the unpause operation in the following spec:
// https://www.w3.org/TR/css-animations-1/#animation-play-state
void Animation::Unpause() {
if (CalculateAnimationPlayState() != V8AnimationPlayState::Enum::kPaused) {
return;
}
// TODO(kevers): Add step in the spec for making auto-rewind dependent on the
// type of timeline.
bool has_finite_timeline =
timeline_ && !timeline_->IsMonotonicallyIncreasing();
AutoRewind rewind_mode =
has_finite_timeline ? AutoRewind::kEnabled : AutoRewind::kDisabled;
PlayInternal(rewind_mode, ASSERT_NO_EXCEPTION);
}
// https://www.w3.org/TR/web-animations-1/#playing-an-animation-section
void Animation::play(ExceptionState& exception_state) {
// Begin or resume playback of the animation by running the procedure to
// play an animation passing true as the value of the auto-rewind flag.
PlayInternal(AutoRewind::kEnabled, exception_state);
}
// https://www.w3.org/TR/web-animations-2/#playing-an-animation-section
void Animation::PlayInternal(AutoRewind auto_rewind,
ExceptionState& exception_state) {
// 1. Let aborted pause be a boolean flag that is true if animation has a
// pending pause task, and false otherwise.
// 2. Let has pending ready promise be a boolean flag that is initially false.
// 3. Let seek time be a time value that is initially unresolved.
//
// TODO(kevers): We should not use a seek time for scroll-driven
// animations.
//
// NOTE: Seeking is enabled for time based animations when a discontinuity
// in the animation's progress is permitted, such as when starting from
// the idle state, or rewinding an animation that outside of the range
// [0, effect end]. Operations like unpausing an animation or updating its
// playback rate must preserve current time for time-based animations.
// Conversely, seeking is never permitted for scroll-driven animations
// because the start time is layout dependent and may not be resolvable at
// this stage.
//
// 4. Let has finite timeline be true if animation has an associated timeline
// that is not monotonically increasing.
//
// TODO(kevers): Move this before step 3 in the spec since we shouldn't
// calculate a seek time for a scroll-driven animation.
//
// 5. Let previous current time be the animation’s current time
// 6. If reset current time on resume is set:
// * Set previous current time to unresolved.
// * Set the reset current time on resume flag to false.
//
// TODO(kevers): Remove the reset current time on resume flag. Unpausing
// a scroll-linked animation should update its start time based on the
// animation range regardless of whether the timeline was changed.
bool aborted_pause = pending_pause_;
bool has_pending_ready_promise = false;
std::optional<AnimationTimeDelta> seek_time;
bool has_finite_timeline =
timeline_ && !timeline_->IsMonotonicallyIncreasing();
bool enable_seek =
auto_rewind == AutoRewind::kEnabled && !has_finite_timeline;
// 7. Perform the steps corresponding to the first matching condition from the
// following, if any:
// * If animation’s effective playback rate > 0, the auto-rewind flag is
// true and either animation’s:
// * previous current time is unresolved, or
// * previous current time < zero, or
// * previous current time ≥ associated effect end,
// Set seek time to zero.
// * If animation’s effective playback rate < 0, the auto-rewind flag is
// true and either animation’s:
// * previous current time is unresolved, or
// * previous current time ≤ zero, or
// * previous current time > associated effect end,
// If associated effect end is positive infinity,
// throw an "InvalidStateError" DOMException and abort these steps.
// Otherwise,
// Set seek time to animation’s associated effect end.
// * If animation’s effective playback rate = 0 and animation’s current
// time is unresolved,
// Set seek time to zero.
//
// (TLDR version) If seek is enabled:
// Jump to the beginning or end of the animation depending on the playback
// rate if the current time is not resolved or out of bounds. Attempting
// to jump to the end of an infinite duration animation is not permitted.
double effective_playback_rate = EffectivePlaybackRate();
std::optional<AnimationTimeDelta> current_time = CurrentTimeInternal();
std::optional<AnimationTimeDelta> effect_end = EffectEnd();
if (effective_playback_rate > 0 && enable_seek &&
(!current_time || current_time < AnimationTimeDelta() ||
current_time >= effect_end)) {
hold_time_ = AnimationTimeDelta();
} else if (effective_playback_rate < 0 && enable_seek &&
(!current_time || current_time <= AnimationTimeDelta() ||
current_time > EffectEnd())) {
if (EffectEnd().is_inf()) {
exception_state.ThrowDOMException(
DOMExceptionCode::kInvalidStateError,
"Cannot play reversed Animation with infinite target effect end.");
return;
}
hold_time_ = EffectEnd();
} else if (effective_playback_rate == 0 && !current_time) {
hold_time_ = AnimationTimeDelta();
}
// 8. If seek time is resolved,
// * If has finite timeline is true,
// * Set animation’s start time to seek time.
// * Let animation’s hold time be unresolved.
// * Apply any pending playback rate on animation.
// * Otherwise,
// * Set animation’s hold time to seek time.
//
// TODO(kevers): Replace seek time with hold time, and remove this block
// entirely from the spec. We should not use a seek time with a scroll-driven
// animation.
// TODO(Kevers): Add steps the the spec for setting flags for scroll-driven
// animations.
// Note: An explicit call to play a scroll-driven animation resets any
// stickiness in the start time of the animation, re-enabling auto-alignment
// of the start time to the beginning or end of the animation range depending
// on the playback rate. A flag is set to indicate that a new start time is
// required. A play pending animation will be locked in that state until a new
// start time is set in OnValidateSnapshot even if the animation already has a
// start time.
if (has_finite_timeline && auto_rewind == AutoRewind::kEnabled) {
auto_align_start_time_ = true;
hold_time_ = CurrentTimeInternal();
}
// 9. If animation’s hold time is resolved, let its start time be unresolved.
// Note: The combination of a start time and a hold time is only permitted
// when in the finished state. If the hold time is set, we clear the start
// time. The finished state will be re-evaluated on the next update.
if (hold_time_) {
start_time_ = std::nullopt;
}
// 10. If animation has a pending play task or a pending pause task,
if (pending_play_ || pending_pause_) {
pending_play_ = false;
pending_pause_ = false;
has_pending_ready_promise = true;
}
// 11. If the following four conditions are all satisfied:
// * animation’s hold time is unresolved, and
// * seek time is unresolved, and
// * aborted pause is false, and
// * animation does not have a pending playback rate,
// abort this procedure.
//
// TODO(kevers): add an extra condition to prevent aborting if playing a
// scroll-driven animation, which defers calculation of the start time.
//
// Note: If the animation is already running and there will be no change to
// the start time or playback rate, then we can abort early as there is no
// need for a ready promise. The remaining steps are for setting up and
// resolving the ready promise.
if (!hold_time_ && !seek_time && !has_finite_timeline && !aborted_pause &&
!pending_playback_rate_) {
return;
}
// 12. If has pending ready promise is false, let animation’s current ready
// promise be a new promise in the relevant Realm of animation.
if (ready_promise_ && !has_pending_ready_promise) {
ready_promise_->Reset();
}
// 13. Schedule a task to run as soon as animation is ready.
pending_play_ = true;
// Blink specific implementation details.
finished_ = false;
committed_finish_notification_ = false;
SetOutdated();
SetCompositorPending(CompositorPendingReason::kPendingUpdate);
// Update an animation’s finished state. As the finished state may be
// transient, we defer resolving the finished promise until the next
// microtask checkpoint. Even if seeking, the update type is "continuous"
// to avoid altering the hold time if set.
UpdateFinishedState(UpdateType::kContinuous, NotificationType::kAsync);
// Notify change to pending play or finished state.
NotifyProbe();
}
// https://www.w3.org/TR/web-animations-1/#reversing-an-animation-section
void Animation::reverse(ExceptionState& exception_state) {
// 1. If there is no timeline associated with animation, or the associated
// timeline is inactive throw an "InvalidStateError" DOMException and abort
// these steps.
if (!timeline_ || !timeline_->IsActive()) {
exception_state.ThrowDOMException(
DOMExceptionCode::kInvalidStateError,
"Cannot reverse an animation with no active timeline");
return;
}
// 2. Let original pending playback rate be animation’s pending playback rate.
// 3. Let animation’s pending playback rate be the additive inverse of its
// effective playback rate (i.e. -effective playback rate).
std::optional<double> original_pending_playback_rate = pending_playback_rate_;
pending_playback_rate_ = -EffectivePlaybackRate();
// Resolve precision issue at zero.
if (pending_playback_rate_.value() == -0)
pending_playback_rate_ = 0;
// 4. Run the steps to play an animation for animation with the auto-rewind
// flag set to true.
// If the steps to play an animation throw an exception, set animation’s
// pending playback rate to original pending playback rate and propagate
// the exception.
PlayInternal(AutoRewind::kEnabled, exception_state);
if (exception_state.HadException())
pending_playback_rate_ = original_pending_playback_rate;
}
// ----------------------------------------------
// Finish methods.
// ----------------------------------------------
// https://www.w3.org/TR/web-animations-1/#finishing-an-animation-section
void Animation::finish(ExceptionState& exception_state) {
if (!EffectivePlaybackRate()) {
exception_state.ThrowDOMException(
DOMExceptionCode::kInvalidStateError,
"Cannot finish Animation with a playbackRate of 0.");
return;
}
if (EffectivePlaybackRate() > 0 && EffectEnd().is_inf()) {
exception_state.ThrowDOMException(
DOMExceptionCode::kInvalidStateError,
"Cannot finish Animation with an infinite target effect end.");
return;
}
auto_align_start_time_ = false;
ApplyPendingPlaybackRate();
AnimationTimeDelta new_current_time =
playback_rate_ < 0 ? AnimationTimeDelta() : EffectEnd();
SetCurrentTimeInternal(new_current_time);
if (!start_time_ && timeline_ && timeline_->IsActive())
start_time_ = CalculateStartTime(new_current_time);
if (pending_pause_ && start_time_) {
hold_time_ = std::nullopt;
pending_pause_ = false;
if (ready_promise_)
ResolvePromiseMaybeAsync(ready_promise_.Get());
}
if (pending_play_ && start_time_) {
pending_play_ = false;
if (ready_promise_)
ResolvePromiseMaybeAsync(ready_promise_.Get());
}
SetOutdated();
UpdateFinishedState(UpdateType::kDiscontinuous, NotificationType::kSync);
// Notify of change to finished state.
NotifyProbe();
}
void Animation::UpdateFinishedState(UpdateType update_type,
NotificationType notification_type) {
// TODO(kevers): Add a new step to the spec.
// Clear finished state and abort the procedure if play-pending and waiting
// for a new start time.
if (timeline_ && timeline_->IsScrollTimeline() && pending_play_ &&
auto_align_start_time_) {
finished_ = false;
pending_finish_notification_ = false;
committed_finish_notification_ = false;
return;
}
bool did_seek = update_type == UpdateType::kDiscontinuous;
// 1. Calculate the unconstrained current time. The dependency on did_seek is
// required to accommodate timelines that may change direction. Without this
// distinction, a once-finished animation would remain finished even when its
// timeline progresses in the opposite direction.
std::optional<AnimationTimeDelta> unconstrained_current_time =
did_seek ? CurrentTimeInternal() : CalculateCurrentTime();
// 2. Conditionally update the hold time.
if (unconstrained_current_time && start_time_ && !pending_play_ &&
!pending_pause_) {
// Can seek outside the bounds of the active effect. Set the hold time to
// the unconstrained value of the current time in the event that this update
// is the result of explicitly setting the current time and the new time
// is out of bounds. An update due to a time tick should not snap the hold
// value back to the boundary if previously set outside the normal effect
// boundary. The value of previous current time is used to retain this
// value.
double playback_rate = EffectivePlaybackRate();
std::optional<AnimationTimeDelta> hold_time;
if (playback_rate > 0 &&
GreaterThanOrEqualWithinTimeTolerance(
unconstrained_current_time.value(), EffectEnd())) {
if (did_seek) {
hold_time = unconstrained_current_time;
} else {
if (previous_current_time_ > EffectEnd()) {
hold_time = previous_current_time_;
} else {
hold_time = EffectEnd();
}
}
hold_time_ = hold_time;
} else if (playback_rate < 0 &&
unconstrained_current_time.value() <= AnimationTimeDelta()) {
if (did_seek) {
hold_time = unconstrained_current_time;
} else {
if (previous_current_time_ <= AnimationTimeDelta()) {
hold_time = previous_current_time_;
} else {
hold_time = AnimationTimeDelta();
}
}
// Hack for resolving precision issue at zero.
if (hold_time.has_value() &&
TimingCalculations::IsWithinAnimationTimeEpsilon(
hold_time.value().InSecondsF(), -0)) {
hold_time = AnimationTimeDelta();
}
hold_time_ = hold_time;
} else if (playback_rate != 0) {
// Update start time and reset hold time.
if (did_seek && hold_time_)
start_time_ = CalculateStartTime(hold_time_.value());
hold_time_ = std::nullopt;
}
}
// 3. Set the previous current time.
previous_current_time_ = CurrentTimeInternal();
// 4. Set the current finished state.
V8AnimationPlayState::Enum play_state = CalculateAnimationPlayState();
if (play_state == V8AnimationPlayState::Enum::kFinished) {
if (!committed_finish_notification_) {
// 5. Setup finished notification.
if (notification_type == NotificationType::kSync)
CommitFinishNotification();
else
ScheduleAsyncFinish();
}
} else {
// Previously finished animation may restart so they should be added to
// pending animations to make sure that a compositor animation is re-created
// during future PreCommit.
if (finished_) {
SetCompositorPending(CompositorPendingReason::kPendingUpdate);
}
// 6. If not finished but the current finished promise is already resolved,
// create a new promise.
finished_ = pending_finish_notification_ = committed_finish_notification_ =
false;
if (finished_promise_ &&
finished_promise_->GetState() == AnimationPromise::kResolved) {
finished_promise_->Reset();
}
}
}
void Animation::ScheduleAsyncFinish() {
auto* execution_context = GetExecutionContext();
if (!execution_context)
return;
// Run a task to handle the finished promise and event as a microtask. With
// the exception of an explicit call to Animation::finish, it is important to
// apply these updates asynchronously as it is possible to enter the finished
// state temporarily.
pending_finish_notification_ = true;
if (!has_queued_microtask_) {
execution_context->GetAgent()->event_loop()->EnqueueMicrotask(WTF::BindOnce(
&Animation::AsyncFinishMicrotask, WrapWeakPersistent(this)));
has_queued_microtask_ = true;
}
}
void Animation::AsyncFinishMicrotask() {
// Resolve the finished promise and queue the finished event only if the
// animation is still in a pending finished state. It is possible that the
// transition was only temporary.
if (pending_finish_notification_) {
// A pending play or pause must resolve before the finish promise.
if (PendingInternal() && timeline_)
NotifyReady(timeline_->CurrentTime().value_or(AnimationTimeDelta()));
CommitFinishNotification();
}
// This is a once callback and needs to be re-armed.
has_queued_microtask_ = false;
}
// Refer to 'finished notification steps' in
// https://www.w3.org/TR/web-animations-1/#updating-the-finished-state
void Animation::CommitFinishNotification() {
if (committed_finish_notification_)
return;
pending_finish_notification_ = false;
// 1. If animation’s play state is not equal to finished, abort these steps.
if (CalculateAnimationPlayState() != V8AnimationPlayState::Enum::kFinished) {
return;
}
// 2. Resolve animation’s current finished promise object with animation.
if (finished_promise_ &&
finished_promise_->GetState() == AnimationPromise::kPending) {
ResolvePromiseMaybeAsync(finished_promise_.Get());
}
// 3. Create an AnimationPlaybackEvent, finishEvent.
QueueFinishedEvent();
committed_finish_notification_ = true;
}
// https://www.w3.org/TR/web-animations-1/#setting-the-playback-rate-of-an-animation
void Animation::updatePlaybackRate(double playback_rate,
ExceptionState& exception_state) {
// 1. Let previous play state be animation’s play state.
// 2. Let animation’s pending playback rate be new playback rate.
V8AnimationPlayState::Enum play_state = CalculateAnimationPlayState();
pending_playback_rate_ = playback_rate;
// 3. Perform the steps corresponding to the first matching condition from
// below:
//
// 3a If animation has a pending play task or a pending pause task,
// Abort these steps.
if (PendingInternal())
return;
switch (play_state) {
// 3b If previous play state is idle or paused,
// Apply any pending playback rate on animation.
case V8AnimationPlayState::Enum::kIdle:
case V8AnimationPlayState::Enum::kPaused:
ApplyPendingPlaybackRate();
break;
// 3c If previous play state is finished,
// 3c.1 Let the unconstrained current time be the result of calculating
// the current time of animation substituting an unresolved time
// value for the hold time.
// 3c.2 Let animation’s start time be the result of evaluating the
// following expression:
// timeline time - (unconstrained current time / pending playback rate)
// Where timeline time is the current time value of the timeline associated
// with animation.
// 3c.3 If pending playback rate is zero, let animation’s start time be
// timeline time.
// 3c.4 Apply any pending playback rate on animation.
// 3c.5 Run the procedure to update an animation’s finished state for
// animation with the did seek flag set to false, and the
// synchronously notify flag set to false.
case V8AnimationPlayState::Enum::kFinished: {
std::optional<AnimationTimeDelta> unconstrained_current_time =
CalculateCurrentTime();
std::optional<AnimationTimeDelta> timeline_time =
timeline_ ? timeline_->CurrentTime() : std::nullopt;
if (playback_rate) {
if (timeline_time) {
start_time_ = (timeline_time && unconstrained_current_time)
? std::make_optional<AnimationTimeDelta>(
(timeline_time.value() -
unconstrained_current_time.value()) /
playback_rate)
: std::nullopt;
}
} else {
start_time_ = timeline_time;
}
ApplyPendingPlaybackRate();
UpdateFinishedState(UpdateType::kContinuous, NotificationType::kAsync);
SetCompositorPending(CompositorPendingReason::kPendingUpdate);
SetOutdated();
NotifyProbe();
break;
}
// 3d Otherwise,
// Run the procedure to play an animation for animation with the
// auto-rewind flag set to false.
case V8AnimationPlayState::Enum::kRunning:
PlayInternal(AutoRewind::kDisabled, exception_state);
break;
case V8AnimationPlayState::Enum::kPending:
NOTREACHED();
}
}
ScriptPromise<Animation> Animation::finished(ScriptState* script_state) {
if (!finished_promise_) {
finished_promise_ = MakeGarbageCollected<AnimationPromise>(
ExecutionContext::From(script_state));
// Do not report unhandled rejections of the finished promise.
finished_promise_->MarkAsHandled();
// Defer resolving the finished promise if the finish notification task is
// pending. The finished state could change before the next microtask
// checkpoint.
if (CalculateAnimationPlayState() ==
V8AnimationPlayState::Enum::kFinished &&
!pending_finish_notification_) {
finished_promise_->Resolve(this);
}
}
return finished_promise_->Promise(script_state->World());
}
ScriptPromise<Animation> Animation::ready(ScriptState* script_state) {
// Check for a pending state change prior to checking the ready promise, since
// the pending check may force a style flush, which in turn could trigger a
// reset of the ready promise when resolving a change to the
// animationPlayState style.
bool is_pending = pending();
if (!ready_promise_) {
ready_promise_ = MakeGarbageCollected<AnimationPromise>(
ExecutionContext::From(script_state));
// Do not report unhandled rejections of the ready promise.
ready_promise_->MarkAsHandled();
if (!is_pending)
ready_promise_->Resolve(this);
}
return ready_promise_->Promise(script_state->World());
}
const AtomicString& Animation::InterfaceName() const {
return event_target_names::kAnimation;
}
ExecutionContext* Animation::GetExecutionContext() const {
return ExecutionContextLifecycleObserver::GetExecutionContext();
}
bool Animation::HasPendingActivity() const {
// Canceling an animation creates a new finished promise by spec.
// This finished promise does not count as having pending activity since
// a cancelled animation will never finish. Otherwise, we need to keep the
// animation alive until it finishes and any pending events have been
// processed.
bool has_pending_promise =
(CalculateAnimationPlayState() != V8AnimationPlayState::Enum::kIdle) &&
finished_promise_ &&
finished_promise_->GetState() == AnimationPromise::kPending;
// If an animation can still be played by its trigger, we should keep the
// animation alive.
bool can_be_triggered = CanBeTriggered();
return pending_finished_event_ || pending_cancelled_event_ ||
pending_remove_event_ || has_pending_promise || can_be_triggered ||
(!finished_ && HasEventListeners(event_type_names::kFinish));
}
void Animation::ContextDestroyed() {
finished_ = true;
pending_finished_event_ = nullptr;
pending_cancelled_event_ = nullptr;
pending_remove_event_ = nullptr;
}
DispatchEventResult Animation::DispatchEventInternal(Event& event) {
if (pending_finished_event_ == &event)
pending_finished_event_ = nullptr;
if (pending_cancelled_event_ == &event)
pending_cancelled_event_ = nullptr;
if (pending_remove_event_ == &event)
pending_remove_event_ = nullptr;
return EventTarget::DispatchEventInternal(event);
}
double Animation::playbackRate() const {
return playback_rate_;
}
double Animation::EffectivePlaybackRate() const {
return pending_playback_rate_.value_or(playback_rate_);
}
void Animation::ApplyPendingPlaybackRate() {
if (pending_playback_rate_) {
playback_rate_ = pending_playback_rate_.value();
pending_playback_rate_ = std::nullopt;
InvalidateNormalizedTiming();
}
}
void Animation::setPlaybackRate(double playback_rate,
ExceptionState& exception_state) {
std::optional<AnimationTimeDelta> start_time_before = start_time_;
// 1. Clear any pending playback rate on animation.
// 2. Let previous time be the value of the current time of animation before
// changing the playback rate.
// 3. Set the playback rate to new playback rate.
// 4. If the timeline is monotonically increasing and the previous time is
// resolved, set the current time of animation to previous time.
// 5. If the timeline is not monotonically increasing, the start time is
// resolved and either:
// * the previous playback rate < 0 and the new playback rate >= 0, or
// * the previous playback rate >= 0 and the new playback rate < 0,
// Set animation's start time to the result of evaluating:
// associated effect end - start time
bool preserve_current_time =
timeline_ && timeline_->IsMonotonicallyIncreasing();
bool reversal = (EffectivePlaybackRate() < 0) != (playback_rate < 0);
pending_playback_rate_ = std::nullopt;
V8CSSNumberish* previous_current_time = currentTime();
playback_rate_ = playback_rate;
if (previous_current_time && preserve_current_time) {
setCurrentTime(previous_current_time, exception_state);
}
if (timeline_ && !timeline_->IsMonotonicallyIncreasing() && reversal &&
start_time_) {
if (auto_align_start_time_) {
UpdateAutoAlignedStartTime();
} else {
start_time_ = EffectEnd() - start_time_.value();
}
}
// Adds a UseCounter to check if setting playbackRate causes a compensatory
// seek forcing a change in start_time_
// We use an epsilon (1 microsecond) to handle precision issue.
double epsilon = 1e-6;
if (preserve_current_time && start_time_before && start_time_ &&
fabs(start_time_.value().InMillisecondsF() -
start_time_before.value().InMillisecondsF()) > epsilon &&
CalculateAnimationPlayState() != V8AnimationPlayState::Enum::kFinished) {
UseCounter::Count(GetExecutionContext(),
WebFeature::kAnimationSetPlaybackRateCompensatorySeek);
}
InvalidateNormalizedTiming();
SetCompositorPending(CompositorPendingReason::kPendingUpdate);
SetOutdated();
NotifyProbe();
}
void Animation::ClearOutdated() {
if (!outdated_)
return;
outdated_ = false;
if (timeline_)
timeline_->ClearOutdatedAnimation(this);
}
void Animation::SetOutdated() {
if (outdated_)
return;
outdated_ = true;
if (timeline_)
timeline_->SetOutdatedAnimation(this);
}
void Animation::ForceServiceOnNextFrame() {
if (timeline_)
timeline_->ScheduleServiceOnNextFrame();
}
CompositorAnimations::FailureReasons
Animation::CheckCanStartAnimationOnCompositor(
const PaintArtifactCompositor* paint_artifact_compositor,
PropertyHandleSet* unsupported_properties_for_tracing) const {
CompositorAnimations::FailureReasons reasons =
CheckCanStartAnimationOnCompositorInternal();
if (auto* keyframe_effect = DynamicTo<KeyframeEffect>(content_.Get())) {
reasons |= keyframe_effect->CheckCanStartAnimationOnCompositor(
paint_artifact_compositor, playback_rate_,
unsupported_properties_for_tracing);
}
return reasons;
}
CompositorAnimations::FailureReasons
Animation::CheckCanStartAnimationOnCompositorInternal() const {
CompositorAnimations::FailureReasons reasons =
CompositorAnimations::kNoFailure;
if (is_composited_animation_disabled_for_testing_)
reasons |= CompositorAnimations::kAcceleratedAnimationsDisabled;
if (EffectSuppressed())
reasons |= CompositorAnimations::kEffectSuppressedByDevtools;
// An Animation with zero playback rate will produce no visual output, so
// there is no reason to composite it.
if (TimingCalculations::IsWithinAnimationTimeEpsilon(
0, EffectivePlaybackRate())) {
reasons |= CompositorAnimations::kInvalidAnimationOrEffect;
}
// Animation times with large magnitudes cannot be accurately reflected by
// TimeTicks. These animations will stall, be finished next frame, or
// stuck in the before phase. In any case, there will be no visible changes
// after the initial frame.
std::optional<AnimationTimeDelta> current_time = CurrentTimeInternal();
if (current_time.has_value() &&
!SupportedTimeValue(current_time.value().InMillisecondsF()))
reasons |= CompositorAnimations::kEffectHasUnsupportedTimingParameters;
if (!CurrentTimeInternal())
reasons |= CompositorAnimations::kInvalidAnimationOrEffect;
// Cannot composite an infinite duration animation with a negative playback
// rate. TODO(crbug.com/1029167): Fix calculation of compositor timing to
// enable compositing provided the iteration duration is finite. Having an
// infinite number of iterations in the animation should not impede the
// ability to composite the animation.
if (EffectEnd().is_inf() && EffectivePlaybackRate() < 0)
reasons |= CompositorAnimations::kInvalidAnimationOrEffect;
// An Animation without a timeline effectively isn't playing, so there is no
// reason to composite it. Additionally, mutating the timeline playback rate
// is a debug feature available via devtools; we don't support this on the
// compositor currently and there is no reason to do so.
if (!timeline_ || (timeline_->IsDocumentTimeline() &&
To<DocumentTimeline>(*timeline_).PlaybackRate() != 1))
reasons |= CompositorAnimations::kInvalidAnimationOrEffect;
// If the scroll source is not composited, or we have not enabled scroll
// driven animations on the compositor, fall back to main thread.
// TODO(crbug.com/476553): Once all ScrollNodes including uncomposited ones
// are in the compositor, the animation should be composited.
if (timeline_ && timeline_->IsScrollSnapshotTimeline() &&
!CompositorAnimations::CanStartScrollTimelineOnCompositor(
To<ScrollSnapshotTimeline>(*timeline_).ResolvedSource())) {
reasons |= CompositorAnimations::kTimelineSourceHasInvalidCompositingState;
}
// An Animation without an effect cannot produce a visual, so there is no
// reason to composite it.
if (!IsA<KeyframeEffect>(content_.Get()))
reasons |= CompositorAnimations::kInvalidAnimationOrEffect;
// An Animation that is not playing will not produce a visual, so there is no
// reason to composite it.
if (!EffectivelyPlaying()) {
reasons |= CompositorAnimations::kInvalidAnimationOrEffect;
}
return reasons;
}
bool Animation::EffectivelyPlaying() const {
if (!RuntimeEnabledFeatures::
CompositingDecisionAtAnimationPhaseBoundariesEnabled()) {
return Playing();
}
if (!Playing()) {
return false;
}
if (timeline_ && !timeline_->IsMonotonicallyIncreasing()) {
return content_ && content_->IsInPlay();
}
return true;
}
void Animation::OnActivePhaseStateChange(bool in_active_phase) {
DCHECK(RuntimeEnabledFeatures::
CompositingDecisionAtAnimationPhaseBoundariesEnabled());
if (!timeline_ || timeline_->IsMonotonicallyIncreasing()) {
return;
}
if (in_active_phase) {
SetCompositorPending(CompositorPendingReason::kPendingRestart);
} else {
SetCompositorPending(CompositorPendingReason::kPendingCancel);
}
}
base::TimeDelta Animation::ComputeCompositorTimeOffset() const {
if (start_time_ && !PendingInternal())
return base::TimeDelta();
double playback_rate = EffectivePlaybackRate();
if (!playback_rate)
return base::TimeDelta::Max();
// Don't set a compositor time offset for progress-based timelines. When we
// tick the animation, we pass "absolute" times to cc::KeyframeEffect::Pause.
if (timeline_ && timeline_->IsProgressBased()) {
return base::TimeDelta();
}
bool reversed = playback_rate < 0;
std::optional<AnimationTimeDelta> current_time = CurrentTimeInternal();
if (!current_time)
return base::TimeDelta();
double time_offset_s =
reversed ? EffectEnd().InSecondsF() - current_time.value().InSecondsF()
: current_time.value().InSecondsF();
return base::Seconds(time_offset_s / fabs(playback_rate));
}
void Animation::MarkPendingIfCompositorPropertyAnimationChanges(
const PaintArtifactCompositor* paint_artifact_compositor) {
// |compositor_property_animations_have_no_effect_| will already be calculated
// in |Animation::PreCommit| if the animation is pending.
if (compositor_pending_)
return;
bool had_no_effect = compositor_property_animations_have_no_effect_;
compositor_property_animations_have_no_effect_ = false;
auto* keyframe_effect = DynamicTo<KeyframeEffect>(content_.Get());
if (!keyframe_effect || !keyframe_effect->IsCurrent()) {
// If the animation is not running, we can skip checking for having no
// effect. We can also skip the call to |SetCompositorPending| to avoid
// marking finished animations as pending.
return;
}
Element* target = keyframe_effect->EffectTarget();
if (target && keyframe_effect->Model() && keyframe_effect->IsCurrent()) {
compositor_property_animations_have_no_effect_ =
CompositorAnimations::CompositorPropertyAnimationsHaveNoEffect(
*target, this, *keyframe_effect->Model(),
paint_artifact_compositor);
}
if (compositor_property_animations_have_no_effect_ != had_no_effect)
SetCompositorPending(CompositorPendingReason::kPendingEffectChange);
}
void Animation::OnPaintWorkletImageCreated() {
// If already queued up to make a compositing decision no further steps are
// required.
if (compositor_pending_) {
return;
}
if (!HasActiveAnimationsOnCompositor()) {
// We hit this state if target element is outside of the paint apron when
// the animation is created. Until painted, the animation has no visible
// effect. Once painted, we need to restart the animation on the compositor.
SetCompositorPending(CompositorPendingReason::kPaintWorkletImageCreated);
}
}
void Animation::StartAnimationOnCompositor(
const PaintArtifactCompositor* paint_artifact_compositor) {
DCHECK_EQ(
CheckCanStartAnimationOnCompositor(paint_artifact_compositor, nullptr),
CompositorAnimations::kNoFailure);
// If PlaybackRate is 0, then we will run into divide by 0 issues.
DCHECK(!TimingCalculations::IsWithinAnimationTimeEpsilon(
0, EffectivePlaybackRate()));
bool reversed = EffectivePlaybackRate() < 0;
std::optional<AnimationTimeDelta> start_time;
base::TimeDelta time_offset = base::TimeDelta();
// Start the animation on the compositor with either a start time or time
// offset. The start time is used for synchronous updates where the
// compositor start time must be in precise alignment with the specified time
// (e.g. after calling setStartTime). Scroll-driven animations always use this
// mode even if it causes a discontinuity in the current time calculation.
// Asynchronous updates such as updating the playback rate preserve current
// time for a time-based animation even if the start time is set.
// Asynchronous updates have an associated pending play or pending pause
// task associated with them.
if (start_time_ &&
(timeline()->IsScrollSnapshotTimeline() || !PendingInternal())) {
start_time = timeline_->ZeroTime() + start_time_.value();
if (reversed) {
start_time =
start_time.value() - (EffectEnd() / fabs(EffectivePlaybackRate()));
}
} else {
// Update preserves current time, which may not align with the value
// computed from start time.
time_offset = ComputeCompositorTimeOffset();
}
DCHECK_NE(compositor_group_, 0);
DCHECK(To<KeyframeEffect>(content_.Get()));
std::optional<double> start_time_s;
if (start_time) {
start_time_s = start_time.value().InSecondsF();
}
const Timing::NormalizedTiming& timing = effect()->NormalizedTiming();
bool boundary_aligned = EffectivePlaybackRate() >= 0
? timing.is_end_boundary_aligned
: timing.is_start_boundary_aligned;
To<KeyframeEffect>(content_.Get())
->StartAnimationOnCompositor(
compositor_group_, start_time_s, time_offset, EffectivePlaybackRate(),
/*compositor_animation=*/nullptr,
timeline()->IsMonotonicallyIncreasing(), boundary_aligned);
}
Animation::NativePaintWorkletReasons Animation::GetNativePaintWorkletReasons()
const {
if (native_paint_worklet_reasons_) {
return native_paint_worklet_reasons_.value();
}
NativePaintWorkletReasons reasons = kNoPaintWorklet;
if (const KeyframeEffect* keyframe_effect =
DynamicTo<KeyframeEffect>(effect())) {
if (RuntimeEnabledFeatures::CompositeBGColorAnimationEnabled() &&
keyframe_effect->Affects(
PropertyHandle(GetCSSPropertyBackgroundColor()))) {
reasons |= kBackgroundColorPaintWorklet;
}
if (RuntimeEnabledFeatures::CompositeClipPathAnimationEnabled() &&
keyframe_effect->Affects(PropertyHandle(GetCSSPropertyClipPath()))) {
reasons |= kClipPathPaintWorklet;
}
}
native_paint_worklet_reasons_ = reasons;
return reasons;
}
// TODO(crbug.com/960944): Rename to SetPendingCommit. This method handles both
// composited and non-composited animations. The use of 'compositor' in the name
// is confusing.
void Animation::SetCompositorPending(CompositorPendingReason reason) {
// Determine if we need to reset the cached state for a property that is
// composited via a native paint worklet. If reset, it forces Paint to
// re-evaluate whether to paint with a native paint worklet.
if (reason == CompositorPendingReason::kPaintWorkletImageCreated ||
reason == CompositorPendingReason::kPendingDowngrade ||
reason == CompositorPendingReason::kPendingSafeRestart) {
reason = CompositorPendingReason::kPendingRestart;
// Composited paint status has already be set so we can skip the update.
} else {
UpdateCompositedPaintStatus();
}
if (RuntimeEnabledFeatures::
CompositedAnimationsCancelledAsynchronouslyEnabled()) {
if (compositor_state_ &&
(reason == CompositorPendingReason::kPendingCancel ||
reason == CompositorPendingReason::kPendingRestart)) {
compositor_state_->pending_action = CompositorAction::kCancel;
}
} else {
if (reason == CompositorPendingReason::kPendingCancel) {
CancelAnimationOnCompositor();
return;
}
if (reason == CompositorPendingReason::kPendingRestart) {
CancelAnimationOnCompositor();
}
if (!HasActiveAnimationsOnCompositor()) {
DestroyCompositorAnimation();
compositor_state_.reset();
}
}
if (compositor_state_) {
if (reason == CompositorPendingReason::kPendingEffectChange) {
compositor_state_->effect_changed = true;
}
} else {
if (reason == CompositorPendingReason::kPendingCancel) {
return;
}
}
if (compositor_pending_) {
return;
}
if (is_paused_for_testing_) {
// Since the pause for testing API does not add the animation to the
// list of pending animations, we must deal with any cancellations
// immediately.
// TODO(kevers): Fully deprecated the pause for testing API.
if (CompositorPendingCancel()) {
CancelAnimationOnCompositor();
}
return;
}
// In general, we need to update the compositor-side if anything has changed
// on the blink version of the animation. There is also an edge case; if
// neither the compositor nor blink side have a start time we still have to
// sync them. This can happen if the blink side animation was started, the
// compositor side hadn't started on its side yet, and then the blink side
// start time was cleared (e.g. by setting current time).
if (PendingInternal() || !compositor_state_ ||
compositor_state_->effect_changed ||
compositor_state_->pending_action == CompositorAction::kCancel ||
compositor_state_->playback_rate != EffectivePlaybackRate() ||
compositor_state_->start_time != start_time_ ||
!compositor_state_->start_time || !start_time_) {
compositor_pending_ = true;
document_->GetPendingAnimations().Add(this);
}
}
const Animation::RangeBoundary* Animation::rangeStart() {
return ToRangeBoundary(range_start_);
}
const Animation::RangeBoundary* Animation::rangeEnd() {
return ToRangeBoundary(range_end_);
}
void Animation::setRangeStart(const Animation::RangeBoundary* range_start,
ExceptionState& exception_state) {
SetRangeStartInternal(
GetEffectiveTimelineOffset(range_start, 0, exception_state));
}
void Animation::setRangeEnd(const Animation::RangeBoundary* range_end,
ExceptionState& exception_state) {
SetRangeEndInternal(
GetEffectiveTimelineOffset(range_end, 1, exception_state));
}
std::optional<TimelineOffset> Animation::GetEffectiveTimelineOffset(
const Animation::RangeBoundary* boundary,
double default_percent,
ExceptionState& exception_state) {
KeyframeEffect* keyframe_effect = DynamicTo<KeyframeEffect>(effect());
Element* element = keyframe_effect ? keyframe_effect->target() : nullptr;
return TimelineOffset::Create(element, boundary, default_percent,
exception_state);
}
/* static */
Animation::RangeBoundary* Animation::ToRangeBoundary(
std::optional<TimelineOffset> timeline_offset) {
if (!timeline_offset) {
return MakeGarbageCollected<RangeBoundary>("normal");
}
TimelineRangeOffset* timeline_range_offset =
MakeGarbageCollected<TimelineRangeOffset>();
timeline_range_offset->setRangeName(timeline_offset->name);
CSSPrimitiveValue* value =
CSSPrimitiveValue::CreateFromLength(timeline_offset->offset, 1);
CSSNumericValue* offset = CSSNumericValue::FromCSSValue(*value);
timeline_range_offset->setOffset(offset);
return MakeGarbageCollected<RangeBoundary>(timeline_range_offset);
}
Animation::RangeBoundary* Animation::ToRangeBoundary(
TimelineOffsetOrAuto timeline_offset_or_auto) {
if (timeline_offset_or_auto.IsAuto()) {
return MakeGarbageCollected<RangeBoundary>("auto");
}
return ToRangeBoundary(timeline_offset_or_auto.GetTimelineOffset());
}
void Animation::UpdateAutoAlignedStartTime() {
DCHECK(auto_align_start_time_ || !start_time_);
double relative_offset = 0;
std::optional<TimelineOffset> boundary;
if (EffectivePlaybackRate() >= 0) {
boundary = GetRangeStartInternal();
} else {
boundary = GetRangeEndInternal();
relative_offset = 1;
}
if (boundary) {
relative_offset =
timeline_->GetTimelineRange().ToFractionalOffset(boundary.value());
}
AnimationTimeDelta duration = timeline_->GetDuration().value();
start_time_ = duration * relative_offset;
SetCompositorPending(CompositorPendingReason::kPendingEffectChange);
}
bool Animation::OnValidateSnapshot(bool snapshot_changed) {
bool needs_update = snapshot_changed;
// Track a change in duration and update hold time if required.
std::optional<AnimationTimeDelta> duration = timeline_->GetDuration();
if (duration != timeline_duration_) {
if (hold_time_) {
DCHECK(timeline_duration_);
double progress =
hold_time_->InMillisecondsF() / timeline_duration_->InMillisecondsF();
hold_time_ = progress * duration.value();
}
if (start_time_ && !auto_align_start_time_) {
DCHECK(timeline_duration_);
std::optional<AnimationTimeDelta> current_time = UnlimitedCurrentTime();
if (current_time) {
double progress = current_time->InMillisecondsF() /
timeline_duration_->InMillisecondsF();
start_time_ = CalculateStartTime(progress * duration.value());
}
}
timeline_duration_ = duration;
}
// Update style-dependent range offsets.
bool range_changed = false;
if (auto* keyframe_effect = DynamicTo<KeyframeEffect>(effect())) {
if (keyframe_effect->target()) {
if (style_dependent_range_start_) {
DCHECK(range_start_);
range_changed |= range_start_->UpdateOffset(
keyframe_effect->target(), style_dependent_range_start_);
}
if (style_dependent_range_end_) {
DCHECK(range_end_);
range_changed |= range_end_->UpdateOffset(keyframe_effect->target(),
style_dependent_range_end_);
}
}
}
bool needs_new_start_time = false;
switch (CalculateAnimationPlayState()) {
case V8AnimationPlayState::Enum::kIdle:
break;
case V8AnimationPlayState::Enum::kPaused:
needs_new_start_time = !start_time_ && !hold_time_;
DCHECK(!needs_new_start_time || pending_pause_);
break;
case V8AnimationPlayState::Enum::kRunning:
case V8AnimationPlayState::Enum::kFinished:
if (!auto_align_start_time_ && hold_time_ && pending_play_ &&
timeline_->CurrentTime()) {
// The auto-alignment flag was reset via an API call. Set the start time
// to preserve current time.
ApplyPendingPlaybackRate();
start_time_ = (playback_rate_ != 0)
? CalculateStartTime(hold_time_.value()).value()
: timeline()->CurrentTime().value();
hold_time_ = std::nullopt;
needs_update = true;
}
needs_new_start_time =
auto_align_start_time_ &&
(!start_time_ || snapshot_changed || range_changed);
break;
default:
NOTREACHED();
}
if (snapshot_changed || needs_new_start_time || range_changed) {
InvalidateNormalizedTiming();
}
if (needs_new_start_time) {
// Previous current time is used in update finished state to maintain
// the current time if seeking out of bounds. A range update can place
// current time temporarily out of bounds, but this should not be
// confused with an explicit seek operation like setting the current or
// start time.
previous_current_time_ = std::nullopt;
std::optional<AnimationTimeDelta> previous_start_time = start_time_;
UpdateAutoAlignedStartTime();
ApplyPendingPlaybackRate();
if (start_time_ != previous_start_time) {
needs_update = true;
if (start_time_ && hold_time_) {
hold_time_ = std::nullopt;
}
}
}
if (needs_update) {
InvalidateEffectTargetStyle();
SetOutdated();
if (content_) {
content_->Invalidate();
}
SetCompositorPending(CompositorPendingReason::kPendingEffectChange);
}
return !needs_update;
}
void Animation::SetRangeStartInternal(
const std::optional<TimelineOffset>& range_start) {
auto_align_start_time_ = true;
if (range_start_ != range_start) {
range_start_ = range_start;
if (range_start_ && range_start_->style_dependent_offset) {
style_dependent_range_start_ = TimelineOffset::ParseOffset(
GetDocument(), range_start_->style_dependent_offset.value());
} else {
style_dependent_range_start_ = nullptr;
}
OnRangeUpdate();
}
}
void Animation::SetRangeEndInternal(
const std::optional<TimelineOffset>& range_end) {
auto_align_start_time_ = true;
if (range_end_ != range_end) {
range_end_ = range_end;
if (range_end_ && range_end_->style_dependent_offset) {
style_dependent_range_end_ = TimelineOffset::ParseOffset(
GetDocument(), range_end_->style_dependent_offset.value());
} else {
style_dependent_range_end_ = nullptr;
}
OnRangeUpdate();
}
}
void Animation::SetRange(const std::optional<TimelineOffset>& range_start,
const std::optional<TimelineOffset>& range_end) {
SetRangeStartInternal(range_start);
SetRangeEndInternal(range_end);
}
void Animation::OnRangeUpdate() {
// Change in animation range has no effect unless using a scroll-timeline.
if (!IsA<ScrollSnapshotTimeline>(timeline_.Get())) {
return;
}
// Force recalculation of the intrinsic iteration duration.
InvalidateNormalizedTiming();
if (PendingInternal()) {
return;
}
V8AnimationPlayState::Enum play_state = CalculateAnimationPlayState();
if (play_state == V8AnimationPlayState::Enum::kRunning ||
play_state == V8AnimationPlayState::Enum::kFinished) {
PlayInternal(AutoRewind::kEnabled, ASSERT_NO_EXCEPTION);
}
}
void Animation::UpdateBoundaryAlignment(
Timing::NormalizedTiming& timing) const {
timing.is_start_boundary_aligned = false;
timing.is_end_boundary_aligned = false;
if (!auto_align_start_time_) {
// If the start time is not auto adjusted to align with the bounds of the
// animation range, then it is not possible in all cases to test whether
// setting the scroll position with either end of the scroll range will
// align with the before-active or active-after boundaries. Safest to
// assume that we are not-aligned and the boundary is exclusive.
// TODO(kevers): Investigate if/when a use-case pops up that is important to
// address.
return;
}
if (auto* scroll_timeline = DynamicTo<ScrollTimeline>(TimelineInternal())) {
std::optional<double> max_scroll =
scroll_timeline->GetMaximumScrollPosition();
if (!max_scroll) {
return;
}
std::optional<ScrollOffsets> scroll_offsets =
scroll_timeline->GetResolvedScrollOffsets();
if (!scroll_offsets) {
return;
}
TimelineRange timeline_range = scroll_timeline->GetTimelineRange();
double start = range_start_
? timeline_range.ToFractionalOffset(range_start_.value())
: 0;
double end =
range_end_ ? timeline_range.ToFractionalOffset(range_end_.value()) : 1;
AnimationTimeDelta timeline_duration =
scroll_timeline->GetDuration().value();
if (timeline_duration > AnimationTimeDelta()) {
start += timing.start_delay / timeline_duration;
end -= timing.end_delay / timeline_duration;
}
double start_offset =
start * scroll_offsets->end + (1 - start) * scroll_offsets->start;
double end_offset =
end * scroll_offsets->end + (1 - end) * scroll_offsets->start;
double rate = EffectivePlaybackRate();
timing.is_start_boundary_aligned =
rate < 0 && start_offset <= kScrollBoundaryTolerance;
timing.is_end_boundary_aligned =
rate > 0 &&
rate * end_offset >= max_scroll.value() - kScrollBoundaryTolerance;
}
}
namespace {
double ResolveAnimationRange(const std::optional<TimelineOffset>& offset,
const TimelineRange& timeline_range,
double default_value) {
if (offset.has_value()) {
return timeline_range.ToFractionalOffset(offset.value());
}
if (timeline_range.IsEmpty()) {
return 0;
}
return default_value;
}
} // namespace
bool Animation::ResolveTimelineOffsets(const TimelineRange& timeline_range) {
if (auto* keyframe_effect = DynamicTo<KeyframeEffect>(effect())) {
double range_start = ResolveAnimationRange(
GetRangeStartInternal(), timeline_range, /* default_value */ 0);
double range_end = ResolveAnimationRange(
GetRangeEndInternal(), timeline_range, /* default_value */ 1);
return keyframe_effect->Model()->ResolveTimelineOffsets(
timeline_range, range_start, range_end);
}
return false;
}
void Animation::CancelAnimationOnCompositor() {
VERIFY_PAINT_CLEAN_LOG_ONCE()
if (KeyframeEffect* keyframe_effect =
DynamicTo<KeyframeEffect>(content_.Get())) {
keyframe_effect->CancelAnimationOnCompositor(GetCompositorAnimation());
}
// Note: We do not update the composited paint status here since already
// updated via setCompositorPending. If the animation is to be restarted on
// compositor, paint has already been given the opportunity to make the
// compositing decision.
DestroyCompositorAnimation();
compositor_state_.reset();
}
void Animation::RestartAnimationOnCompositor(CompositorPendingReason reason) {
if (!HasActiveAnimationsOnCompositor()) {
return;
}
SetCompositorPending(reason);
}
bool Animation::CompositorPendingCancelOrEffectChange() const {
if (!compositor_state_) {
return false;
}
if (compositor_state_->pending_action == CompositorAction::kCancel) {
return true;
}
if (compositor_state_->effect_changed) {
return true;
}
return false;
}
void Animation::CancelIncompatibleAnimationsOnCompositor() {
VERIFY_PAINT_CLEAN_LOG_ONCE()
if (auto* keyframe_effect = DynamicTo<KeyframeEffect>(content_.Get()))
keyframe_effect->CancelIncompatibleAnimationsOnCompositor();
}
bool Animation::HasActiveAnimationsOnCompositor() const {
// TODO(crbug.com/400985367): Ensure we properly handle a composited animation
// with an effect change during paint.
return compositor_state_ &&
compositor_state_->pending_action != CompositorAction::kCancel;
}
// Update current time of the animation. Refer to step 1 in:
// https://www.w3.org/TR/web-animations-1/#update-animations-and-send-events
bool Animation::Update(TimingUpdateReason reason) {
// Due to the hierarchical nature of the timing model, updating the current
// time of an animation also involves:
// * Running the update an animation’s finished state procedure.
// * Queueing animation events.
if (!Outdated() && reason == kTimingUpdateForAnimationFrame &&
IsInDisplayLockedSubtree())
return true;
ClearOutdated();
bool idle =
CalculateAnimationPlayState() == V8AnimationPlayState::Enum::kIdle;
if (!idle && reason == kTimingUpdateForAnimationFrame)
UpdateFinishedState(UpdateType::kContinuous, NotificationType::kAsync);
if (content_) {
std::optional<AnimationTimeDelta> inherited_time;
if (!idle) {
inherited_time = CurrentTimeInternal();
}
content_->UpdateInheritedTime(inherited_time, idle, playback_rate_, reason);
// After updating the animation time if the animation is no longer current
// blink will no longer composite the element (see
// CompositingReasonFinder::RequiresCompositingFor*Animation).
if (!content_->IsCurrent() && HasActiveAnimationsOnCompositor()) {
SetCompositorPending(CompositorPendingReason::kPendingCancel);
}
}
if (reason == kTimingUpdateForAnimationFrame) {
if (idle || CalculateAnimationPlayState() ==
V8AnimationPlayState::Enum::kFinished) {
finished_ = true;
}
NotifyProbe();
}
DCHECK(!outdated_);
return !finished_ || TimeToEffectChange() ||
// Always return true for not idle animations attached to not
// monotonically increasing timelines even if the animation is
// finished. This is required to accommodate cases where timeline ticks
// back in time.
(!idle && timeline_ && !timeline_->IsMonotonicallyIncreasing());
}
void Animation::QueueFinishedEvent() {
const AtomicString& event_type = event_type_names::kFinish;
if (GetExecutionContext() && HasEventListeners(event_type)) {
pending_finished_event_ = MakeGarbageCollected<AnimationPlaybackEvent>(
event_type, currentTime(), ConvertTimeToCSSNumberish(TimelineTime()));
pending_finished_event_->SetTarget(this);
pending_finished_event_->SetCurrentTarget(this);
document_->EnqueueAnimationFrameEvent(pending_finished_event_);
}
}
void Animation::UpdateIfNecessary() {
if (Outdated())
Update(kTimingUpdateOnDemand);
DCHECK(!Outdated());
}
void Animation::EffectInvalidated() {
prior_native_paint_worklet_reasons_ = native_paint_worklet_reasons_;
native_paint_worklet_reasons_ = std::nullopt;
SetOutdated();
UpdateFinishedState(UpdateType::kContinuous, NotificationType::kAsync);
// FIXME: Needs to consider groups when added.
SetCompositorPending(CompositorPendingReason::kPendingEffectChange);
}
bool Animation::IsEventDispatchAllowed() const {
return Paused() || start_time_;
}
std::optional<AnimationTimeDelta> Animation::TimeToEffectChange() {
DCHECK(!outdated_);
if (!start_time_ || hold_time_ || !playback_rate_) {
return std::nullopt;
}
if (!content_) {
std::optional<AnimationTimeDelta> current_time = CurrentTimeInternal();
if (!current_time) {
return std::nullopt;
}
return -current_time.value() / playback_rate_;
}
// If this animation has no effect, we can skip ticking it on main.
if (!HasActiveAnimationsOnCompositor() && !animation_has_no_effect_ &&
(content_->GetPhase() == Timing::kPhaseActive)) {
return AnimationTimeDelta();
}
return (playback_rate_ > 0)
? (content_->TimeToForwardsEffectChange() / playback_rate_)
: (content_->TimeToReverseEffectChange() / -playback_rate_);
}
// https://www.w3.org/TR/web-animations-1/#canceling-an-animation-section
void Animation::cancel() {
AnimationTimeDelta current_time_before_cancel =
CurrentTimeInternal().value_or(AnimationTimeDelta());
V8AnimationPlayState::Enum initial_play_state = CalculateAnimationPlayState();
if (initial_play_state != V8AnimationPlayState::Enum::kIdle) {
ResetPendingTasks();
if (finished_promise_) {
if (finished_promise_->GetState() == AnimationPromise::kPending)
RejectAndResetPromiseMaybeAsync(finished_promise_.Get());
else
finished_promise_->Reset();
}
const AtomicString& event_type = event_type_names::kCancel;
if (GetExecutionContext() && HasEventListeners(event_type)) {
pending_cancelled_event_ = MakeGarbageCollected<AnimationPlaybackEvent>(
event_type, nullptr, ConvertTimeToCSSNumberish(TimelineTime()));
pending_cancelled_event_->SetTarget(this);
pending_cancelled_event_->SetCurrentTarget(this);
document_->EnqueueAnimationFrameEvent(pending_cancelled_event_);
}
} else {
// Quietly reset without rejecting promises.
pending_playback_rate_ = std::nullopt;
pending_pause_ = pending_play_ = false;
}
hold_time_ = std::nullopt;
start_time_ = std::nullopt;
SetCompositorPending(CompositorPendingReason::kPendingCancel);
SetOutdated();
// Force dispatch of canceled event.
if (content_)
content_->SetCancelTime(current_time_before_cancel);
Update(kTimingUpdateOnDemand);
// Notify of change to canceled state.
NotifyProbe();
}
void Animation::CreateCompositorAnimation(
std::optional<int> replaced_cc_animation_id) {
VERIFY_PAINT_CLEAN_LOG_ONCE()
if (Platform::Current()->IsThreadedAnimationEnabled() &&
!compositor_animation_) {
compositor_animation_ =
CompositorAnimationHolder::Create(this, replaced_cc_animation_id);
AttachCompositorTimeline();
}
AttachCompositedLayers();
}
void Animation::DestroyCompositorAnimation() {
VERIFY_PAINT_CLEAN_LOG_ONCE()
DetachCompositedLayers();
if (compositor_animation_) {
DetachCompositorTimeline();
compositor_animation_->Detach();
compositor_animation_ = nullptr;
}
}
void Animation::AttachCompositorTimeline() {
VERIFY_PAINT_CLEAN_LOG_ONCE()
DCHECK(compositor_animation_);
// Register ourselves on the compositor timeline. This will cause our cc-side
// animation animation to be registered.
cc::AnimationTimeline* compositor_timeline =
timeline_ ? timeline_->EnsureCompositorTimeline() : nullptr;
if (!compositor_timeline)
return;
if (CompositorAnimation* compositor_animation = GetCompositorAnimation()) {
compositor_timeline->AttachAnimation(compositor_animation->CcAnimation());
}
// Note that while we attach here but we don't detach because the
// |compositor_timeline| is detached in its destructor.
document_->AttachCompositorTimeline(compositor_timeline);
}
void Animation::DetachCompositorTimeline() {
VERIFY_PAINT_CLEAN_LOG_ONCE()
DCHECK(compositor_animation_);
cc::AnimationTimeline* compositor_timeline =
timeline_ ? timeline_->CompositorTimeline() : nullptr;
if (!compositor_timeline)
return;
if (CompositorAnimation* compositor_animation = GetCompositorAnimation()) {
compositor_timeline->DetachAnimation(compositor_animation->CcAnimation());
}
}
void Animation::AttachCompositedLayers() {
VERIFY_PAINT_CLEAN_LOG_ONCE()
if (!compositor_animation_) {
return;
}
DCHECK(content_);
DCHECK(IsA<KeyframeEffect>(*content_));
To<KeyframeEffect>(content_.Get())->AttachCompositedLayers();
}
void Animation::DetachCompositedLayers() {
VERIFY_PAINT_CLEAN_LOG_ONCE()
if (compositor_animation_ &&
compositor_animation_->GetAnimation()->IsElementAttached())
compositor_animation_->GetAnimation()->DetachElement();
}
void Animation::NotifyAnimationStarted(base::TimeDelta monotonic_time,
int group) {
// All animations in the same compositor group start at the same time.
// Trigger NotifyReady for all animations attached to the group and remove
// from the set of pending animations waiting for a start time.
document_->GetPendingAnimations().NotifyCompositorAnimationStarted(
monotonic_time.InSecondsF(), group);
}
void Animation::AddedEventListener(
const AtomicString& event_type,
RegisteredEventListener& registered_listener) {
EventTarget::AddedEventListener(event_type, registered_listener);
if (event_type == event_type_names::kFinish)
UseCounter::Count(GetExecutionContext(), WebFeature::kAnimationFinishEvent);
}
void Animation::PauseForTesting(AnimationTimeDelta pause_time) {
// Normally, cancel is deferred until Precommit, but cannot here since
// updated below and must not be stale.
if (CompositorPendingCancel()) {
CancelAnimationOnCompositor();
}
// Do not restart a canceled animation.
if (CalculateAnimationPlayState() == V8AnimationPlayState::Enum::kIdle) {
return;
}
// Pause a running animation, or update the hold time of a previously paused
// animation.
SetCurrentTimeInternal(pause_time);
if (HasActiveAnimationsOnCompositor()) {
std::optional<AnimationTimeDelta> current_time = CurrentTimeInternal();
DCHECK(current_time);
To<KeyframeEffect>(content_.Get())
->PauseAnimationForTestingOnCompositor(
base::Seconds(current_time.value().InSecondsF()));
}
// Do not wait for animation ready to lock in the hold time. Otherwise,
// the pause won't take effect until the next frame and the hold time will
// potentially drift.
is_paused_for_testing_ = true;
pending_pause_ = false;
pending_play_ = false;
hold_time_ = pause_time;
start_time_ = std::nullopt;
UpdateCompositedPaintStatus();
}
void Animation::SetEffectSuppressed(bool suppressed) {
effect_suppressed_ = suppressed;
if (suppressed) {
SetCompositorPending(CompositorPendingReason::kPendingCancel);
}
}
void Animation::DisableCompositedAnimationForTesting() {
is_composited_animation_disabled_for_testing_ = true;
CancelAnimationOnCompositor();
}
void Animation::InvalidateKeyframeEffect(
const TreeScope& tree_scope,
const StyleChangeReasonForTracing& reason) {
auto* keyframe_effect = DynamicTo<KeyframeEffect>(content_.Get());
if (!keyframe_effect)
return;
Element* target = keyframe_effect->EffectTarget();
// TODO(alancutter): Remove dependency of this function on CSSAnimations.
// This function makes the incorrect assumption that the animation uses
// @keyframes for its effect model when it may instead be using JS provided
// keyframes.
if (target &&
CSSAnimations::IsAffectedByKeyframesFromScope(*target, tree_scope)) {
target->SetNeedsStyleRecalc(kLocalStyleChange, reason);
}
}
void Animation::InvalidateEffectTargetStyle() {
auto* keyframe_effect = DynamicTo<KeyframeEffect>(content_.Get());
if (!keyframe_effect)
return;
Element* target = keyframe_effect->EffectTarget();
if (target) {
// TODO(andruud): Should we add a new style_change_reason?
target->SetNeedsStyleRecalc(kLocalStyleChange,
StyleChangeReasonForTracing::Create(
style_change_reason::kScrollTimeline));
}
}
void Animation::InvalidateNormalizedTiming() {
if (effect())
effect()->InvalidateNormalizedTiming();
}
void Animation::ResolvePromiseMaybeAsync(AnimationPromise* promise) {
if (ScriptForbiddenScope::IsScriptForbidden()) {
GetExecutionContext()
->GetTaskRunner(TaskType::kDOMManipulation)
->PostTask(
FROM_HERE,
WTF::BindOnce(&AnimationPromise::Resolve<Animation*>,
WrapPersistent(promise), WrapPersistent(this)));
} else {
promise->Resolve(this);
}
}
void Animation::RejectAndResetPromise(AnimationPromise* promise) {
promise->Reject(
MakeGarbageCollected<DOMException>(DOMExceptionCode::kAbortError));
promise->Reset();
}
void Animation::RejectAndResetPromiseMaybeAsync(AnimationPromise* promise) {
if (ScriptForbiddenScope::IsScriptForbidden()) {
GetExecutionContext()
->GetTaskRunner(TaskType::kDOMManipulation)
->PostTask(FROM_HERE, WTF::BindOnce(&Animation::RejectAndResetPromise,
WrapPersistent(this),
WrapPersistent(promise)));
} else {
RejectAndResetPromise(promise);
}
}
void Animation::NotifyProbe() {
V8AnimationPlayState::Enum old_play_state = reported_play_state_;
V8AnimationPlayState::Enum new_play_state =
PendingInternal() ? V8AnimationPlayState::Enum::kPending
: CalculateAnimationPlayState();
probe::AnimationUpdated(document_, this);
if (old_play_state != new_play_state) {
reported_play_state_ = new_play_state;
bool was_active = old_play_state == V8AnimationPlayState::Enum::kPending ||
old_play_state == V8AnimationPlayState::Enum::kRunning;
bool is_active = new_play_state == V8AnimationPlayState::Enum::kPending ||
new_play_state == V8AnimationPlayState::Enum::kRunning;
if (!was_active && is_active) {
TRACE_EVENT_NESTABLE_ASYNC_BEGIN1(
AnimationTraceCategories(), "Animation", this, "data",
[&](perfetto::TracedValue context) {
inspector_animation_event::Data(std::move(context), *this);
});
} else if (was_active && !is_active) {
TRACE_EVENT_NESTABLE_ASYNC_END1(
AnimationTraceCategories(), "Animation", this, "endData",
[&](perfetto::TracedValue context) {
inspector_animation_state_event::Data(std::move(context), *this);
});
} else {
TRACE_EVENT_NESTABLE_ASYNC_INSTANT1(
AnimationTraceCategories(), "Animation", this, "data",
[&](perfetto::TracedValue context) {
inspector_animation_state_event::Data(std::move(context), *this);
});
}
}
}
// -------------------------------------
// Replacement of animations
// -------------------------------------
// https://www.w3.org/TR/web-animations-1/#removing-replaced-animations
bool Animation::IsReplaceable() {
// An animation is replaceable if all of the following conditions are true:
// 1. The existence of the animation is not prescribed by markup. That is, it
// is not a CSS animation with an owning element, nor a CSS transition with
// an owning element.
if ((IsCSSAnimation() || IsCSSTransition()) && OwningElement()) {
// A CSS animation or transition that is bound to markup is not replaceable.
return false;
}
// 2. The animation's play state is finished.
if (CalculateAnimationPlayState() != V8AnimationPlayState::Enum::kFinished) {
return false;
}
// 3. The animation's replace state is not removed.
if (replace_state_ == V8ReplaceState::Enum::kRemoved) {
return false;
}
// 4. The animation is associated with a monotonically increasing timeline.
if (!timeline_ || !timeline_->IsMonotonicallyIncreasing())
return false;
// 5. The animation has an associated effect.
if (!content_ || !content_->IsKeyframeEffect())
return false;
// 6. The animation's associated effect is in effect.
if (!content_->IsInEffect())
return false;
// 7. The animation's associated effect has an effect target.
Element* target = To<KeyframeEffect>(content_.Get())->EffectTarget();
if (!target)
return false;
return true;
}
// https://www.w3.org/TR/web-animations-1/#removing-replaced-animations
void Animation::RemoveReplacedAnimation() {
DCHECK(IsReplaceable());
// To remove a replaced animation, perform the following steps:
// 1. Set animation’s replace state to removed.
// 2. Create an AnimationPlaybackEvent, removeEvent.
// 3. Set removeEvent’s type attribute to remove.
// 4. Set removeEvent’s currentTime attribute to the current time of
// animation.
// 5. Set removeEvent’s timelineTime attribute to the current time of the
// timeline with which animation is associated.
//
// If animation has a document for timing, then append removeEvent to its
// document for timing's pending animation event queue along with its target,
// animation. For the scheduled event time, use the result of applying the
// procedure to convert timeline time to origin-relative time to the current
// time of the timeline with which animation is associated.
replace_state_ = V8ReplaceState::Enum::kRemoved;
const AtomicString& event_type = event_type_names::kRemove;
if (GetExecutionContext() && HasEventListeners(event_type)) {
pending_remove_event_ = MakeGarbageCollected<AnimationPlaybackEvent>(
event_type, currentTime(), ConvertTimeToCSSNumberish(TimelineTime()));
pending_remove_event_->SetTarget(this);
pending_remove_event_->SetCurrentTarget(this);
document_->EnqueueAnimationFrameEvent(pending_remove_event_);
}
// Force timing update to clear the effect.
if (content_)
content_->Invalidate();
Update(kTimingUpdateOnDemand);
}
void Animation::persist() {
if (replace_state_ == V8ReplaceState::Enum::kPersisted) {
return;
}
replace_state_ = V8ReplaceState::Enum::kPersisted;
// Force timing update to reapply the effect.
if (content_)
content_->Invalidate();
Update(kTimingUpdateOnDemand);
}
V8ReplaceState Animation::replaceState() {
return V8ReplaceState(replace_state_);
}
// https://www.w3.org/TR/web-animations-1/#dom-animation-commitstyles
void Animation::commitStyles(ExceptionState& exception_state) {
Element* target = content_ && content_->IsKeyframeEffect()
? To<KeyframeEffect>(effect())->target()
: nullptr;
// 1. If target is not an element capable of having a style attribute
// (for example, it is a pseudo-element or is an element in a document
// format for which style attributes are not defined) throw a
// "NoModificationAllowedError" DOMException and abort these steps.
if (!target || !target->IsStyledElement() ||
!To<KeyframeEffect>(effect())->pseudoElement().empty()) {
exception_state.ThrowDOMException(
DOMExceptionCode::kNoModificationAllowedError,
"Animation not associated with a styled element");
return;
}
// 2. If, after applying any pending style changes, target is not being
// rendered, throw an "InvalidStateError" DOMException and abort these
// steps.
target->GetDocument().UpdateStyleAndLayout(DocumentUpdateReason::kJavaScript);
if (!target->GetLayoutObject()) {
exception_state.ThrowDOMException(DOMExceptionCode::kInvalidStateError,
"Target element is not rendered.");
return;
}
// 3. Let inline style be the result of getting the CSS declaration block
// corresponding to target’s style attribute. If target does not have a
// style attribute, let inline style be a new empty CSS declaration block
// with the readonly flag unset and owner node set to target.
CSSStyleDeclaration* inline_style = target->style();
// 4. Let targeted properties be the set of physical longhand properties
// that are a target property for at least one animation effect
// associated with animation whose effect target is target.
PropertyHandleSet animation_properties =
To<KeyframeEffect>(effect())->Model()->Properties().UniqueProperties();
// 5. For each property, property, in targeted properties:
// 5.1 Let partialEffectStack be a copy of the effect stack for property
// on target.
// 5.2 If animation’s replace state is removed, add all animation effects
// associated with animation whose effect target is target and which
// include property as a target property to partialEffectStack.
// 5.3 Remove from partialEffectStack any animation effects whose
// associated animation has a higher composite order than animation.
// 5.4 Let effect value be the result of calculating the result of
// partialEffectStack for property using target’s computed style
// (see § 5.4.3 Calculating the result of an effect stack).
// 5.5 Set a CSS declaration property for effect value in inline style.
// 6. Update style attribute for inline style.
ActiveInterpolationsMap interpolations_map =
To<KeyframeEffect>(effect())->InterpolationsForCommitStyles();
// `inline_style` must be an inline style declaration, which is a subclass of
// `AbstractPropertySetCSSStyleDeclaration`.
CHECK(inline_style->IsAbstractPropertySet());
StyleAttributeMutationScope style_attr_mutation_scope(
To<AbstractPropertySetCSSStyleDeclaration>(inline_style));
AnimationUtils::ForEachInterpolatedPropertyValue(
target, animation_properties, interpolations_map,
[inline_style, target](PropertyHandle property, const CSSValue* value) {
inline_style->setProperty(
target->GetExecutionContext(),
property.GetCSSPropertyName().ToAtomicString(), value->CssText(),
"", ASSERT_NO_EXCEPTION);
});
}
bool Animation::IsInDisplayLockedSubtree() {
Element* owning_element = OwningElement();
if (!owning_element || !GetDocument())
return false;
base::TimeTicks display_lock_update_timestamp =
GetDocument()->GetDisplayLockDocumentState().GetLockUpdateTimestamp();
if (last_display_lock_update_time_ < display_lock_update_timestamp) {
const Element* element =
DisplayLockUtilities::LockedAncestorPreventingPaint(*owning_element);
is_in_display_locked_subtree_ = !!element;
last_display_lock_update_time_ = display_lock_update_timestamp;
}
return is_in_display_locked_subtree_;
}
void Animation::UpdateCompositedPaintStatus() {
// Calling Animation::setEffect can result in a change to the animation
// effect target. In such cases, we need to update the composited paint
// status on the old target.
if (prior_native_paint_worklet_target_) {
ElementAnimations* element_animations =
prior_native_paint_worklet_target_->GetElementAnimations();
if (element_animations) {
// Possible to not have element animations on the old target if the
// effect change introduced ahead of a style update.
element_animations->RecalcCompositedStatus(
prior_native_paint_worklet_target_);
}
prior_native_paint_worklet_target_ = nullptr;
}
if (GetNativePaintWorkletReasons() == Animation::kNoPaintWorklet) {
if (!prior_native_paint_worklet_reasons_ ||
prior_native_paint_worklet_reasons_ == Animation::kNoPaintWorklet) {
return;
}
}
prior_native_paint_worklet_reasons_ = GetNativePaintWorkletReasons();
KeyframeEffect* keyframe_effect = DynamicTo<KeyframeEffect>(content_.Get());
if (!keyframe_effect) {
return;
}
// TODO(crbug.com/383562308): If the target changed since the last update, we
// need to trigger an update for the previous and current target.
Element* target = keyframe_effect->EffectTarget();
if (!target) {
return;
}
ElementAnimations* element_animations = target->GetElementAnimations();
DCHECK(element_animations);
element_animations->RecalcCompositedStatus(target);
}
void Animation::Trace(Visitor* visitor) const {
visitor->Trace(content_);
visitor->Trace(document_);
visitor->Trace(timeline_);
visitor->Trace(pending_finished_event_);
visitor->Trace(pending_cancelled_event_);
visitor->Trace(pending_remove_event_);
visitor->Trace(finished_promise_);
visitor->Trace(ready_promise_);
visitor->Trace(compositor_animation_);
visitor->Trace(style_dependent_range_start_);
visitor->Trace(style_dependent_range_end_);
visitor->Trace(prior_native_paint_worklet_target_);
visitor->Trace(trigger_);
EventTarget::Trace(visitor);
ExecutionContextLifecycleObserver::Trace(visitor);
}
Animation::CompositorAnimationHolder*
Animation::CompositorAnimationHolder::Create(
Animation* animation,
std::optional<int> replaced_cc_animation_id) {
return MakeGarbageCollected<CompositorAnimationHolder>(
animation, replaced_cc_animation_id);
}
Animation::CompositorAnimationHolder::CompositorAnimationHolder(
Animation* animation,
std::optional<int> replaced_cc_animation_id)
: animation_(animation) {
compositor_animation_ = CompositorAnimation::Create(replaced_cc_animation_id);
compositor_animation_->SetAnimationDelegate(animation_);
}
void Animation::CompositorAnimationHolder::Dispose() {
if (!animation_)
return;
animation_->Dispose();
DCHECK(!animation_);
DCHECK(!compositor_animation_);
}
void Animation::CompositorAnimationHolder::Detach() {
DCHECK(compositor_animation_);
compositor_animation_->SetAnimationDelegate(nullptr);
animation_ = nullptr;
compositor_animation_.reset();
}
bool Animation::CanBeTriggered() const {
AnimationTrigger* trigger = GetTriggerInternal();
// This animation can be played by |trigger| if:
// 1. |trigger| has a progress-based timeline (only triggers with
// scroll/view timelines are supported currently) AND,
// 2. Either:
// a. |trigger| is still in the idle state, i.e. has never played this
// animation OR,
// b. |trigger| is of an animation-trigger-type which could play an
// animation multiple times, i.e. 'alternate' or 'repeat' or 'state'.
return trigger && trigger->GetTimelineInternal() &&
trigger->GetTimelineInternal()->IsProgressBased() &&
(trigger->type() !=
AnimationTrigger::Type(AnimationTrigger::Type::Enum::kOnce) ||
trigger_data_.state == AnimationTriggerState::kIdle);
}
void Animation::setTrigger(AnimationTrigger* trigger) {
if (trigger == trigger_) {
return;
}
if (trigger_) {
// Out with the old.
if (trigger_->GetTimelineInternal()) {
trigger_->GetTimelineInternal()->RemoveAnimationForTriggering(this);
}
}
trigger_ = trigger;
if (trigger_) {
// In with the new.
if (trigger_->GetTimelineInternal() &&
trigger_->GetTimelineInternal()->IsProgressBased()) {
trigger_->GetTimelineInternal()->AddAnimationForTriggering(this);
}
}
}
} // namespace blink
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