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// Copyright 2014 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "third_party/blink/renderer/core/animation/timing.h"
#include "third_party/blink/renderer/bindings/core/v8/v8_computed_effect_timing.h"
#include "third_party/blink/renderer/bindings/core/v8/v8_effect_timing.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/bindings/core/v8/v8_union_cssnumericvalue_string_unrestricteddouble.h"
#include "third_party/blink/renderer/bindings/core/v8/v8_union_double_string.h"
#include "third_party/blink/renderer/core/animation/timing_calculations.h"
#include "third_party/blink/renderer/core/css/cssom/css_unit_values.h"
namespace blink {
Timing::V8Delay* Timing::Delay::ToV8Delay() const {
// TODO(crbug.com/1216527) support delay as percentage.
return MakeGarbageCollected<V8Delay>(AsTimeValue().InMillisecondsF());
}
V8FillMode::Enum Timing::FillModeEnum(FillMode fill_mode) {
switch (fill_mode) {
case FillMode::NONE:
return V8FillMode::Enum::kNone;
case FillMode::FORWARDS:
return V8FillMode::Enum::kForwards;
case FillMode::BACKWARDS:
return V8FillMode::Enum::kBackwards;
case FillMode::BOTH:
return V8FillMode::Enum::kBoth;
case FillMode::AUTO:
return V8FillMode::Enum::kAuto;
}
}
Timing::FillMode Timing::EnumToFillMode(V8FillMode::Enum fill_mode) {
switch (fill_mode) {
case V8FillMode::Enum::kNone:
return Timing::FillMode::NONE;
case V8FillMode::Enum::kBackwards:
return Timing::FillMode::BACKWARDS;
case V8FillMode::Enum::kBoth:
return Timing::FillMode::BOTH;
case V8FillMode::Enum::kForwards:
return Timing::FillMode::FORWARDS;
case V8FillMode::Enum::kAuto:
return Timing::FillMode::AUTO;
}
}
String Timing::PlaybackDirectionString(PlaybackDirection playback_direction) {
switch (playback_direction) {
case PlaybackDirection::NORMAL:
return "normal";
case PlaybackDirection::REVERSE:
return "reverse";
case PlaybackDirection::ALTERNATE_NORMAL:
return "alternate";
case PlaybackDirection::ALTERNATE_REVERSE:
return "alternate-reverse";
}
NOTREACHED();
}
Timing::FillMode Timing::ResolvedFillMode(bool is_keyframe_effect) const {
if (fill_mode != Timing::FillMode::AUTO)
return fill_mode;
// https://w3.org/TR/web-animations-1/#the-effecttiming-dictionaries
if (is_keyframe_effect)
return Timing::FillMode::NONE;
return Timing::FillMode::BOTH;
}
EffectTiming* Timing::ConvertToEffectTiming() const {
EffectTiming* effect_timing = EffectTiming::Create();
// Specified values used here so that inputs match outputs for JS API calls
effect_timing->setDelay(start_delay.ToV8Delay());
effect_timing->setEndDelay(end_delay.ToV8Delay());
effect_timing->setFill(FillModeEnum(fill_mode));
effect_timing->setIterationStart(iteration_start);
effect_timing->setIterations(iteration_count);
V8UnionCSSNumericValueOrStringOrUnrestrictedDouble* duration;
if (iteration_duration) {
duration = MakeGarbageCollected<
V8UnionCSSNumericValueOrStringOrUnrestrictedDouble>(
iteration_duration->InMillisecondsF());
} else {
duration = MakeGarbageCollected<
V8UnionCSSNumericValueOrStringOrUnrestrictedDouble>("auto");
}
effect_timing->setDuration(duration);
effect_timing->setDirection(PlaybackDirectionString(direction));
effect_timing->setEasing(timing_function->ToString());
return effect_timing;
}
// Converts values to CSSNumberish based on corresponding timeline type
V8CSSNumberish* Timing::ToComputedValue(
std::optional<AnimationTimeDelta> time,
std::optional<AnimationTimeDelta> max_time) const {
if (time) {
// A valid timeline_duration indicates use of progress based timeline. We
// need to convert values to percentages using timeline_duration as 100%
if (max_time) {
return MakeGarbageCollected<V8CSSNumberish>(
CSSUnitValues::percent((time.value() / max_time.value()) * 100));
} else {
// For time based timeline, simply return the value in milliseconds.
return MakeGarbageCollected<V8CSSNumberish>(
time.value().InMillisecondsF());
}
}
return nullptr;
}
ComputedEffectTiming* Timing::getComputedTiming(
const CalculatedTiming& calculated_timing,
const NormalizedTiming& normalized_timing,
bool is_keyframe_effect) const {
ComputedEffectTiming* computed_timing = ComputedEffectTiming::Create();
// ComputedEffectTiming members.
computed_timing->setEndTime(ToComputedValue(
normalized_timing.end_time, normalized_timing.timeline_duration));
computed_timing->setActiveDuration(ToComputedValue(
normalized_timing.active_duration, normalized_timing.timeline_duration));
computed_timing->setLocalTime(ToComputedValue(
calculated_timing.local_time, normalized_timing.timeline_duration));
if (calculated_timing.is_in_effect) {
DCHECK(calculated_timing.current_iteration);
DCHECK(calculated_timing.progress);
computed_timing->setProgress(calculated_timing.progress.value());
computed_timing->setCurrentIteration(
calculated_timing.current_iteration.value());
} else {
computed_timing->setProgress(std::nullopt);
computed_timing->setCurrentIteration(std::nullopt);
}
// For the EffectTiming members, getComputedTiming is equivalent to getTiming
// except that the fill and duration must be resolved.
//
// https://w3.org/TR/web-animations-1/#dom-animationeffect-getcomputedtiming
// TODO(crbug.com/1216527): Animation effect timing members start_delay and
// end_delay should be CSSNumberish
computed_timing->setDelay(start_delay.ToV8Delay());
computed_timing->setEndDelay(end_delay.ToV8Delay());
computed_timing->setFill(
Timing::FillModeEnum(ResolvedFillMode(is_keyframe_effect)));
computed_timing->setIterationStart(iteration_start);
computed_timing->setIterations(iteration_count);
V8CSSNumberish* computed_duration =
ToComputedValue(normalized_timing.iteration_duration,
normalized_timing.timeline_duration);
if (computed_duration->IsCSSNumericValue()) {
if (normalized_timing.timeline_duration) {
computed_timing->setDuration(
MakeGarbageCollected<
V8UnionCSSNumericValueOrStringOrUnrestrictedDouble>(
computed_duration->GetAsCSSNumericValue()));
}
} else {
computed_timing->setDuration(
MakeGarbageCollected<
V8UnionCSSNumericValueOrStringOrUnrestrictedDouble>(
computed_duration->GetAsDouble()));
}
computed_timing->setDirection(Timing::PlaybackDirectionString(direction));
computed_timing->setEasing(timing_function->ToString());
return computed_timing;
}
Timing::CalculatedTiming Timing::CalculateTimings(
std::optional<AnimationTimeDelta> local_time,
bool is_idle,
const NormalizedTiming& normalized_timing,
AnimationDirection animation_direction,
bool is_keyframe_effect,
std::optional<double> playback_rate) const {
const AnimationTimeDelta active_duration = normalized_timing.active_duration;
const AnimationTimeDelta duration = normalized_timing.iteration_duration;
Timing::Phase current_phase = TimingCalculations::CalculatePhase(
normalized_timing, local_time, animation_direction);
const std::optional<AnimationTimeDelta> active_time =
TimingCalculations::CalculateActiveTime(
normalized_timing, ResolvedFillMode(is_keyframe_effect), local_time,
current_phase);
std::optional<double> progress;
const std::optional<double> overall_progress =
TimingCalculations::CalculateOverallProgress(current_phase, active_time,
duration, iteration_count,
iteration_start);
const std::optional<double> simple_iteration_progress =
TimingCalculations::CalculateSimpleIterationProgress(
current_phase, overall_progress, iteration_start, active_time,
active_duration, iteration_count);
const std::optional<double> current_iteration =
TimingCalculations::CalculateCurrentIteration(
current_phase, active_time, iteration_count, overall_progress,
simple_iteration_progress);
const bool current_direction_is_forwards =
TimingCalculations::IsCurrentDirectionForwards(current_iteration,
direction);
const std::optional<double> directed_progress =
TimingCalculations::CalculateDirectedProgress(
simple_iteration_progress, current_iteration, direction);
progress = TimingCalculations::CalculateTransformedProgress(
current_phase, directed_progress, current_direction_is_forwards,
timing_function);
AnimationTimeDelta time_to_next_iteration = AnimationTimeDelta::Max();
// Conditionally compute the time to next iteration, which is only
// applicable if the iteration duration is non-zero.
if (!duration.is_zero()) {
const AnimationTimeDelta start_offset =
TimingCalculations::MultiplyZeroAlwaysGivesZero(duration,
iteration_start);
DCHECK_GE(start_offset, AnimationTimeDelta());
const std::optional<AnimationTimeDelta> offset_active_time =
TimingCalculations::CalculateOffsetActiveTime(
active_duration, active_time, start_offset);
const std::optional<AnimationTimeDelta> iteration_time =
TimingCalculations::CalculateIterationTime(
duration, active_duration, offset_active_time, start_offset,
current_phase, *this);
if (iteration_time) {
// active_time cannot be null if iteration_time is not null.
DCHECK(active_time);
time_to_next_iteration = duration - iteration_time.value();
if (active_duration - active_time.value() < time_to_next_iteration)
time_to_next_iteration = AnimationTimeDelta::Max();
}
}
CalculatedTiming calculated = CalculatedTiming();
calculated.phase = current_phase;
calculated.current_iteration = current_iteration;
calculated.progress = progress;
calculated.is_in_effect = active_time.has_value();
// If active_time is not null then current_iteration and (transformed)
// progress are also non-null).
DCHECK(!calculated.is_in_effect ||
(current_iteration.has_value() && progress.has_value()));
calculated.is_in_play = calculated.phase == Timing::kPhaseActive;
// https://w3.org/TR/web-animations-1/#current
calculated.is_current = calculated.is_in_play ||
(playback_rate.has_value() && playback_rate > 0 &&
calculated.phase == Timing::kPhaseBefore) ||
(playback_rate.has_value() && playback_rate < 0 &&
calculated.phase == Timing::kPhaseAfter) ||
(!is_idle && normalized_timing.timeline_duration);
calculated.local_time = local_time;
calculated.time_to_next_iteration = time_to_next_iteration;
return calculated;
}
} // namespace blink
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