1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244
|
// Copyright 2014 The Chromium Authors. All rights reserved.
// 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/core/animation/timing_calculations.h"
#include "third_party/blink/renderer/core/css/cssom/css_numeric_value.h"
namespace blink {
String Timing::FillModeString(FillMode fill_mode) {
switch (fill_mode) {
case FillMode::NONE:
return "none";
case FillMode::FORWARDS:
return "forwards";
case FillMode::BACKWARDS:
return "backwards";
case FillMode::BOTH:
return "both";
case FillMode::AUTO:
return "auto";
}
NOTREACHED();
return "none";
}
Timing::FillMode Timing::StringToFillMode(const String& fill_mode) {
if (fill_mode == "none")
return Timing::FillMode::NONE;
if (fill_mode == "backwards")
return Timing::FillMode::BACKWARDS;
if (fill_mode == "both")
return Timing::FillMode::BOTH;
if (fill_mode == "forwards")
return Timing::FillMode::FORWARDS;
DCHECK_EQ(fill_mode, "auto");
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();
return "normal";
}
Timing::FillMode Timing::ResolvedFillMode(bool is_keyframe_effect) const {
if (fill_mode != Timing::FillMode::AUTO)
return fill_mode;
// https://drafts.csswg.org/web-animations/#the-effecttiming-dictionaries
if (is_keyframe_effect)
return Timing::FillMode::NONE;
return Timing::FillMode::BOTH;
}
AnimationTimeDelta Timing::IterationDuration() const {
AnimationTimeDelta result = iteration_duration.value_or(AnimationTimeDelta());
DCHECK_GE(result, AnimationTimeDelta());
return result;
}
double Timing::ActiveDuration() const {
const double result =
MultiplyZeroAlwaysGivesZero(IterationDuration(), iteration_count);
DCHECK_GE(result, 0);
return result;
}
double Timing::EndTimeInternal() const {
// Per the spec, the end time has a lower bound of 0.0:
// https://drafts.csswg.org/web-animations-1/#end-time
return std::max(start_delay + ActiveDuration() + end_delay, 0.0);
}
EffectTiming* Timing::ConvertToEffectTiming() const {
EffectTiming* effect_timing = EffectTiming::Create();
effect_timing->setDelay(start_delay * 1000);
effect_timing->setEndDelay(end_delay * 1000);
effect_timing->setFill(FillModeString(fill_mode));
effect_timing->setIterationStart(iteration_start);
effect_timing->setIterations(iteration_count);
UnrestrictedDoubleOrString duration;
if (iteration_duration) {
duration.SetUnrestrictedDouble(iteration_duration->InMillisecondsF());
} else {
duration.SetString("auto");
}
effect_timing->setDuration(duration);
effect_timing->setDirection(PlaybackDirectionString(direction));
effect_timing->setEasing(timing_function->ToString());
return effect_timing;
}
ComputedEffectTiming* Timing::getComputedTiming(
const CalculatedTiming& calculated_timing,
bool is_keyframe_effect) const {
ComputedEffectTiming* computed_timing = ComputedEffectTiming::Create();
// ComputedEffectTiming members.
computed_timing->setEndTime(
CSSNumberish::FromDouble(EndTimeInternal() * 1000));
computed_timing->setActiveDuration(
CSSNumberish::FromDouble(ActiveDuration() * 1000));
if (calculated_timing.local_time) {
computed_timing->setLocalTime(
CSSNumberish::FromDouble(calculated_timing.local_time.value() * 1000));
} else {
computed_timing->setLocalTime(CSSNumberish());
}
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->setProgressToNull();
computed_timing->setCurrentIterationToNull();
}
// For the EffectTiming members, getComputedTiming is equivalent to getTiming
// except that the fill and duration must be resolved.
//
// https://drafts.csswg.org/web-animations-1/#dom-animationeffect-getcomputedtiming
computed_timing->setDelay(start_delay * 1000);
computed_timing->setEndDelay(end_delay * 1000);
computed_timing->setFill(
Timing::FillModeString(ResolvedFillMode(is_keyframe_effect)));
computed_timing->setIterationStart(iteration_start);
computed_timing->setIterations(iteration_count);
UnrestrictedDoubleOrString duration;
duration.SetUnrestrictedDouble(IterationDuration().InMillisecondsF());
computed_timing->setDuration(duration);
computed_timing->setDirection(Timing::PlaybackDirectionString(direction));
computed_timing->setEasing(timing_function->ToString());
return computed_timing;
}
Timing::CalculatedTiming Timing::CalculateTimings(
base::Optional<double> local_time,
base::Optional<Phase> timeline_phase,
AnimationDirection animation_direction,
bool is_keyframe_effect,
base::Optional<double> playback_rate) const {
const double active_duration = ActiveDuration();
Timing::Phase current_phase = CalculatePhase(
active_duration, local_time, timeline_phase, animation_direction, *this);
const base::Optional<AnimationTimeDelta> active_time =
CalculateActiveTime(active_duration, ResolvedFillMode(is_keyframe_effect),
local_time, current_phase, *this);
base::Optional<double> progress;
const double local_iteration_duration = IterationDuration().InSecondsF();
const base::Optional<double> overall_progress = CalculateOverallProgress(
current_phase, active_time, local_iteration_duration, iteration_count,
iteration_start);
const base::Optional<double> simple_iteration_progress =
CalculateSimpleIterationProgress(current_phase, overall_progress,
iteration_start, active_time,
active_duration, iteration_count);
const base::Optional<double> current_iteration =
CalculateCurrentIteration(current_phase, active_time, iteration_count,
overall_progress, simple_iteration_progress);
const bool current_direction_is_forwards =
IsCurrentDirectionForwards(current_iteration, direction);
const base::Optional<double> directed_progress = CalculateDirectedProgress(
simple_iteration_progress, current_iteration, direction);
progress = 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 (local_iteration_duration) {
const double start_offset =
MultiplyZeroAlwaysGivesZero(iteration_start, local_iteration_duration);
DCHECK_GE(start_offset, 0);
const base::Optional<AnimationTimeDelta> offset_active_time =
CalculateOffsetActiveTime(active_duration, active_time, start_offset);
const base::Optional<AnimationTimeDelta> iteration_time =
CalculateIterationTime(local_iteration_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 =
AnimationTimeDelta::FromSecondsD(local_iteration_duration) -
iteration_time.value();
if (AnimationTimeDelta::FromSecondsD(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://drafts.csswg.org/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);
calculated.local_time = local_time;
calculated.time_to_next_iteration = time_to_next_iteration;
return calculated;
}
} // namespace blink
|