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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_effect.h"
#include "third_party/blink/renderer/bindings/core/v8/v8_computed_effect_timing.h"
#include "third_party/blink/renderer/bindings/core/v8/v8_optional_effect_timing.h"
#include "third_party/blink/renderer/bindings/core/v8/v8_union_cssnumericvalue_string_unrestricteddouble.h"
#include "third_party/blink/renderer/core/animation/animation.h"
#include "third_party/blink/renderer/core/animation/animation_input_helpers.h"
#include "third_party/blink/renderer/core/animation/animation_timeline.h"
#include "third_party/blink/renderer/core/animation/keyframe_effect.h"
#include "third_party/blink/renderer/core/animation/timing_calculations.h"
#include "third_party/blink/renderer/core/animation/timing_input.h"
#include "third_party/blink/renderer/core/dom/document.h"
#include "third_party/blink/renderer/core/frame/web_feature.h"
namespace blink {
namespace {
void UseCountEffectTimingDelayZero(Document& document, const Timing& timing) {
if (timing.iteration_duration == AnimationTimeDelta()) {
UseCounter::Count(document, WebFeature::kGetEffectTimingDelayZero);
}
}
} // namespace
AnimationEffect::AnimationEffect(const Timing& timing,
EventDelegate* event_delegate)
: owner_(nullptr),
timing_(timing),
event_delegate_(event_delegate),
needs_update_(true),
cancel_time_(AnimationTimeDelta()) {
timing_.AssertValid();
InvalidateNormalizedTiming();
}
AnimationTimeDelta AnimationEffect::IntrinsicIterationDuration() const {
if (auto* animation = GetAnimation()) {
auto* timeline = animation->TimelineInternal();
if (timeline) {
return timeline->CalculateIntrinsicIterationDuration(animation, timing_);
}
}
return AnimationTimeDelta();
}
// Scales all timing values so that end_time == timeline_duration
// https://drafts.csswg.org/web-animations-2/#time-based-animation-to-a-proportional-animation
void AnimationEffect::EnsureNormalizedTiming() const {
// Only run the normalization process if needed
if (normalized_)
return;
normalized_ = Timing::NormalizedTiming();
// A valid timeline duration signifies use of a progress based timeline.
if (TimelineDuration()) {
// Normalize timings for progress based timelines
normalized_->timeline_duration = TimelineDuration();
// TODO(crbug.com/1216527): Refactor for animation-range + delays. Still
// some details to sort out in the spec when mixing delays and range
// offsets. What happens if you have an animation range and time based
// delays?
if (timing_.iteration_duration) {
// TODO(kevers): We can probably get rid of this branch and just
// ignore all timing that is not % based. A fair number of tests still
// rely on this branch though, so will need to update the tests
// accordingly to see if they are still relevant.
// Scaling up iteration_duration allows animation effect to be able to
// handle values produced by progress based timelines. At this point it
// can be assumed that EndTimeInternal() will give us a good value.
const AnimationTimeDelta active_duration =
TimingCalculations::MultiplyZeroAlwaysGivesZero(
timing_.iteration_duration.value(), timing_.iteration_count);
DCHECK_GE(active_duration, AnimationTimeDelta());
// Per the spec, the end time has a lower bound of 0.0:
// https://w3.org/TR/web-animations-1/#end-time
const AnimationTimeDelta end_time =
std::max(timing_.start_delay.AsTimeValue() + active_duration +
timing_.end_delay.AsTimeValue(),
AnimationTimeDelta());
// Negative start_delay that is >= iteration_duration or iteration_count
// of 0 will cause end_time to be 0 or negative.
if (end_time.is_zero()) {
// end_time of zero causes division by zero so we handle it here
normalized_->start_delay = AnimationTimeDelta();
normalized_->end_delay = AnimationTimeDelta();
normalized_->iteration_duration = AnimationTimeDelta();
} else if (end_time.is_inf()) {
// The iteration count or duration may be infinite; however, start and
// end delays are strictly finite. Thus, in the limit when end time
// approaches infinity:
// start delay / end time = finite / infinite = 0
// end delay / end time = finite / infinite = 0
// iteration duration / end time = 1 / iteration count
// This condition can be reached by switching to a scroll timeline on
// an existing infinite duration animation.
// Note that base::TimeDelta::operator/() DCHECKS that the numerator and
// denominator cannot both be zero or both be infinite since both cases
// are undefined. Fortunately, we can evaluate the limit in the infinite
// end time case based on the definition of end time
normalized_->start_delay = AnimationTimeDelta();
normalized_->end_delay = AnimationTimeDelta();
normalized_->iteration_duration =
(1.0 / timing_.iteration_count) *
normalized_->timeline_duration.value();
} else {
// End time is not 0 or infinite.
// Convert to percentages then multiply by the timeline_duration
// TODO(kevers): Revisit once % delays are supported. At present,
// % delays are zero and the following product aligns with the animation
// range. Note the range duration will need to be plumbed through to
// InertEffect via CSSAnimationProxy. One more reason to try and get rid
// of InertEffect.
AnimationTimeDelta range_duration =
IntrinsicIterationDuration() * timing_.iteration_count;
normalized_->start_delay =
(timing_.start_delay.AsTimeValue() / end_time) * range_duration;
normalized_->end_delay =
(timing_.end_delay.AsTimeValue() / end_time) * range_duration;
normalized_->iteration_duration =
(timing_.iteration_duration.value() / end_time) * range_duration;
}
} else {
// Default (auto) duration with a non-monotonic timeline case.
// TODO(crbug.com/1216527): Update timing once ratified in the spec.
// Normalized timing is purely used internally in order to keep the bulk
// of the animation code time-based.
normalized_->iteration_duration = IntrinsicIterationDuration();
AnimationTimeDelta active_duration =
normalized_->iteration_duration * timing_.iteration_count;
double start_delay = timing_.start_delay.relative_delay.value_or(0);
double end_delay = timing_.end_delay.relative_delay.value_or(0);
if (active_duration > AnimationTimeDelta()) {
double active_percent = (1 - start_delay - end_delay);
AnimationTimeDelta end_time = active_duration / active_percent;
normalized_->start_delay = end_time * start_delay;
normalized_->end_delay = end_time * end_delay;
} else {
// TODO(kevers): This is not quite correct as the delays should probably
// be divided proportionately.
normalized_->start_delay = AnimationTimeDelta();
normalized_->end_delay = TimelineDuration().value();
}
}
} else {
// Monotonic timeline case.
// Populates normalized values for use with time based timelines.
normalized_->start_delay = timing_.start_delay.AsTimeValue();
normalized_->end_delay = timing_.end_delay.AsTimeValue();
normalized_->iteration_duration =
timing_.iteration_duration.value_or(AnimationTimeDelta());
}
normalized_->active_duration =
TimingCalculations::MultiplyZeroAlwaysGivesZero(
normalized_->iteration_duration, timing_.iteration_count);
// Per the spec, the end time has a lower bound of 0.0:
// https://w3.org/TR/web-animations-1/#end-time#end-time
normalized_->end_time =
std::max(normalized_->start_delay + normalized_->active_duration +
normalized_->end_delay,
AnimationTimeDelta());
// Determine if boundary aligned to indicate if the active-(before|after)
// phase boundary is inclusive or exclusive.
if (GetAnimation()) {
GetAnimation()->UpdateBoundaryAlignment(normalized_.value());
}
}
void AnimationEffect::UpdateSpecifiedTiming(const Timing& timing) {
if (!timing_.HasTimingOverrides()) {
timing_ = timing;
} else {
// Style changes that are overridden due to an explicit call to
// AnimationEffect.updateTiming are not applied.
if (!timing_.HasTimingOverride(Timing::kOverrideStartDelay))
timing_.start_delay = timing.start_delay;
if (!timing_.HasTimingOverride(Timing::kOverrideDirection))
timing_.direction = timing.direction;
if (!timing_.HasTimingOverride(Timing::kOverrideDuration))
timing_.iteration_duration = timing.iteration_duration;
if (!timing_.HasTimingOverride(Timing::kOverrideEndDelay))
timing_.end_delay = timing.end_delay;
if (!timing_.HasTimingOverride(Timing::kOverideFillMode))
timing_.fill_mode = timing.fill_mode;
if (!timing_.HasTimingOverride(Timing::kOverrideIterationCount))
timing_.iteration_count = timing.iteration_count;
if (!timing_.HasTimingOverride(Timing::kOverrideIterationStart))
timing_.iteration_start = timing.iteration_start;
if (!timing_.HasTimingOverride(Timing::kOverrideTimingFunction))
timing_.timing_function = timing.timing_function;
}
InvalidateNormalizedTiming();
InvalidateAndNotifyOwner();
}
void AnimationEffect::SetIgnoreCssTimingProperties() {
timing_.SetTimingOverride(Timing::kOverrideAll);
}
EffectTiming* AnimationEffect::getTiming() const {
if (const Animation* animation = GetAnimation()) {
animation->FlushPendingUpdates();
UseCountEffectTimingDelayZero(*animation->GetDocument(), SpecifiedTiming());
}
return SpecifiedTiming().ConvertToEffectTiming();
}
ComputedEffectTiming* AnimationEffect::getComputedTiming() {
// A composited animation does not need to tick main frame updates, and
// the cached state for localTime can become stale.
if (Animation* animation = GetAnimation()) {
std::optional<AnimationTimeDelta> current_time =
animation->CurrentTimeInternal();
if (current_time != last_update_time_ || animation->Outdated()) {
animation->Update(kTimingUpdateOnDemand);
}
}
return SpecifiedTiming().getComputedTiming(
EnsureCalculated(), NormalizedTiming(), IsA<KeyframeEffect>(this));
}
void AnimationEffect::updateTiming(OptionalEffectTiming* optional_timing,
ExceptionState& exception_state) {
if (GetAnimation() && GetAnimation()->TimelineInternal() &&
GetAnimation()->TimelineInternal()->IsProgressBased()) {
if (optional_timing->hasDuration()) {
if (optional_timing->duration()->IsUnrestrictedDouble()) {
double duration =
optional_timing->duration()->GetAsUnrestrictedDouble();
if (duration == std::numeric_limits<double>::infinity()) {
exception_state.ThrowTypeError(
"Effect duration cannot be Infinity when used with Scroll "
"Timelines");
return;
}
} else if (optional_timing->duration()->GetAsString() == "auto") {
// 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.
// Once delays are changed to CSSNumberish, we will need to adjust logic
// here to allow for percentage values but not time values.
// If either delay or end_delay are non-zero, we can't handle "auto"
if (SpecifiedTiming().start_delay.IsNonzeroTimeBasedDelay() ||
SpecifiedTiming().end_delay.IsNonzeroTimeBasedDelay()) {
exception_state.ThrowDOMException(
DOMExceptionCode::kNotSupportedError,
"Effect duration \"auto\" with time delays is not yet "
"implemented when used with Scroll Timelines");
return;
}
}
}
if (optional_timing->hasIterations() &&
optional_timing->iterations() ==
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;
}
}
// TODO(crbug.com/827178): Determine whether we should pass a Document in here
// (and which) to resolve the CSS secure/insecure context against.
if (!TimingInput::Update(timing_, optional_timing, nullptr, exception_state))
return;
InvalidateNormalizedTiming();
InvalidateAndNotifyOwner();
}
void AnimationEffect::UpdateInheritedTime(
std::optional<AnimationTimeDelta> inherited_time,
bool is_idle,
double inherited_playback_rate,
TimingUpdateReason reason) const {
const Timing::AnimationDirection direction =
(inherited_playback_rate < 0) ? Timing::AnimationDirection::kBackwards
: Timing::AnimationDirection::kForwards;
bool needs_update = needs_update_ || last_update_time_ != inherited_time ||
last_is_idle_ != is_idle ||
(owner_ && owner_->EffectSuppressed());
needs_update_ = false;
last_update_time_ = inherited_time;
last_is_idle_ = is_idle;
if (needs_update) {
Timing::CalculatedTiming calculated = SpecifiedTiming().CalculateTimings(
inherited_time, is_idle, NormalizedTiming(), direction,
IsA<KeyframeEffect>(this), inherited_playback_rate);
const bool was_canceled = calculated.phase != calculated_.phase &&
calculated.phase == Timing::kPhaseNone;
// If the animation was canceled, we need to fire the event condition before
// updating the calculated timing so that the cancellation time can be
// determined.
if (was_canceled && event_delegate_) {
event_delegate_->OnEventCondition(*this, calculated.phase);
}
if (RuntimeEnabledFeatures::
CompositingDecisionAtAnimationPhaseBoundariesEnabled() &&
owner_ && (calculated_.is_in_play != calculated.is_in_play)) {
owner_->GetAnimation()->OnActivePhaseStateChange(calculated.is_in_play);
}
calculated_ = calculated;
}
// Test for events even if timing didn't need an update as the animation may
// have gained a start time.
// FIXME: Refactor so that we can DCHECK(owner_) here, this is currently
// required to be nullable for testing.
if (reason == kTimingUpdateForAnimationFrame &&
(!owner_ || owner_->IsEventDispatchAllowed())) {
if (event_delegate_)
event_delegate_->OnEventCondition(*this, calculated_.phase);
}
if (needs_update) {
// FIXME: This probably shouldn't be recursive.
UpdateChildrenAndEffects();
calculated_.time_to_forwards_effect_change = CalculateTimeToEffectChange(
true, inherited_time, calculated_.time_to_next_iteration);
calculated_.time_to_reverse_effect_change = CalculateTimeToEffectChange(
false, inherited_time, calculated_.time_to_next_iteration);
}
}
void AnimationEffect::InvalidateAndNotifyOwner() const {
Invalidate();
if (owner_)
owner_->EffectInvalidated();
}
const Timing::CalculatedTiming& AnimationEffect::EnsureCalculated() const {
if (owner_)
owner_->UpdateIfNecessary();
return calculated_;
}
Animation* AnimationEffect::GetAnimation() {
return owner_ ? owner_->GetAnimation() : nullptr;
}
const Animation* AnimationEffect::GetAnimation() const {
return owner_ ? owner_->GetAnimation() : nullptr;
}
void AnimationEffect::Trace(Visitor* visitor) const {
visitor->Trace(owner_);
visitor->Trace(event_delegate_);
ScriptWrappable::Trace(visitor);
}
} // namespace blink
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