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/*
* Copyright (C) 2017-2018 Apple 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:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. 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.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``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 APPLE INC. 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 "config.h"
#include "AnimationEffect.h"
#include "CSSAnimation.h"
#include "CommonAtomStrings.h"
#include "FillMode.h"
#include "JSComputedEffectTiming.h"
#include "WebAnimation.h"
#include "WebAnimationUtilities.h"
#include <wtf/IsoMallocInlines.h>
namespace WebCore {
WTF_MAKE_ISO_ALLOCATED_IMPL(AnimationEffect);
AnimationEffect::AnimationEffect()
: m_timingFunction(LinearTimingFunction::create())
{
}
AnimationEffect::~AnimationEffect()
{
}
void AnimationEffect::setAnimation(WebAnimation* animation)
{
if (m_animation == animation)
return;
m_animation = animation;
if (animation)
animation->updateRelevance();
}
EffectTiming AnimationEffect::getBindingsTiming() const
{
if (auto* declarativeAnimation = dynamicDowncast<DeclarativeAnimation>(animation()))
declarativeAnimation->flushPendingStyleChanges();
return getTiming();
}
EffectTiming AnimationEffect::getTiming() const
{
EffectTiming timing;
timing.delay = secondsToWebAnimationsAPITime(m_delay);
timing.endDelay = secondsToWebAnimationsAPITime(m_endDelay);
timing.fill = m_fill;
timing.iterationStart = m_iterationStart;
timing.iterations = m_iterations;
if (m_iterationDuration == 0_s)
timing.duration = autoAtom();
else
timing.duration = secondsToWebAnimationsAPITime(m_iterationDuration);
timing.direction = m_direction;
timing.easing = m_timingFunction->cssText();
return timing;
}
BasicEffectTiming AnimationEffect::getBasicTiming(std::optional<Seconds> startTime) const
{
// The Web Animations spec introduces a number of animation effect time-related definitions that refer
// to each other a fair bit, so rather than implementing them as individual methods, it's more efficient
// to return them all as a single BasicEffectTiming.
auto localTime = [this, startTime]() -> std::optional<Seconds> {
// 4.5.4. Local time
// https://drafts.csswg.org/web-animations-1/#local-time-section
// The local time of an animation effect at a given moment is based on the first matching condition from the following:
// If the animation effect is associated with an animation, the local time is the current time of the animation.
// Otherwise, the local time is unresolved.
if (m_animation)
return m_animation->currentTime(startTime);
return std::nullopt;
}();
auto phase = [this, localTime]() -> AnimationEffectPhase {
// 3.5.5. Animation effect phases and states
// https://drafts.csswg.org/web-animations-1/#animation-effect-phases-and-states
bool animationIsBackwards = m_animation && m_animation->playbackRate() < 0;
auto beforeActiveBoundaryTime = std::max(std::min(m_delay, m_endTime), 0_s);
auto activeAfterBoundaryTime = std::max(std::min(m_delay + m_activeDuration, m_endTime), 0_s);
// (This should be the last statement, but it's more efficient to cache the local time and return right away if it's not resolved.)
// Furthermore, it is often convenient to refer to the case when an animation effect is in none of the above phases
// as being in the idle phase.
if (!localTime)
return AnimationEffectPhase::Idle;
// An animation effect is in the before phase if the animation effect’s local time is not unresolved and
// either of the following conditions are met:
// 1. the local time is less than the before-active boundary time, or
// 2. the animation direction is ‘backwards’ and the local time is equal to the before-active boundary time.
if ((*localTime + timeEpsilon) < beforeActiveBoundaryTime || (animationIsBackwards && std::abs(localTime->microseconds() - beforeActiveBoundaryTime.microseconds()) < timeEpsilon.microseconds()))
return AnimationEffectPhase::Before;
// An animation effect is in the after phase if the animation effect’s local time is not unresolved and
// either of the following conditions are met:
// 1. the local time is greater than the active-after boundary time, or
// 2. the animation direction is ‘forwards’ and the local time is equal to the active-after boundary time.
if ((*localTime - timeEpsilon) > activeAfterBoundaryTime || (!animationIsBackwards && std::abs(localTime->microseconds() - activeAfterBoundaryTime.microseconds()) < timeEpsilon.microseconds()))
return AnimationEffectPhase::After;
// An animation effect is in the active phase if the animation effect’s local time is not unresolved and it is not
// in either the before phase nor the after phase.
// (No need to check, we've already established that local time was resolved).
return AnimationEffectPhase::Active;
}();
auto activeTime = [this, localTime, phase]() -> std::optional<Seconds> {
// 3.8.3.1. Calculating the active time
// https://drafts.csswg.org/web-animations-1/#calculating-the-active-time
// The active time is based on the local time and start delay. However, it is only defined
// when the animation effect should produce an output and hence depends on its fill mode
// and phase as follows,
// If the animation effect is in the before phase, the result depends on the first matching
// condition from the following,
if (phase == AnimationEffectPhase::Before) {
// If the fill mode is backwards or both, return the result of evaluating
// max(local time - start delay, 0).
if (m_fill == FillMode::Backwards || m_fill == FillMode::Both)
return std::max(*localTime - m_delay, 0_s);
// Otherwise, return an unresolved time value.
return std::nullopt;
}
// If the animation effect is in the active phase, return the result of evaluating local time - start delay.
if (phase == AnimationEffectPhase::Active)
return *localTime - m_delay;
// If the animation effect is in the after phase, the result depends on the first matching
// condition from the following,
if (phase == AnimationEffectPhase::After) {
// If the fill mode is forwards or both, return the result of evaluating
// max(min(local time - start delay, active duration), 0).
if (m_fill == FillMode::Forwards || m_fill == FillMode::Both)
return std::max(std::min(*localTime - m_delay, m_activeDuration), 0_s);
// Otherwise, return an unresolved time value.
return std::nullopt;
}
// Otherwise (the local time is unresolved), return an unresolved time value.
return std::nullopt;
}();
return { localTime, activeTime, m_endTime, m_activeDuration, phase };
}
ComputedEffectTiming AnimationEffect::getBindingsComputedTiming() const
{
if (auto* declarativeAnimation = dynamicDowncast<DeclarativeAnimation>(animation()))
declarativeAnimation->flushPendingStyleChanges();
return getComputedTiming();
}
ComputedEffectTiming AnimationEffect::getComputedTiming(std::optional<Seconds> startTime) const
{
// The Web Animations spec introduces a number of animation effect time-related definitions that refer
// to each other a fair bit, so rather than implementing them as individual methods, it's more efficient
// to return them all as a single ComputedEffectTiming.
auto basicEffectTiming = getBasicTiming(startTime);
auto activeTime = basicEffectTiming.activeTime;
auto phase = basicEffectTiming.phase;
auto overallProgress = [this, phase, activeTime]() -> std::optional<double> {
// 3.8.3.2. Calculating the overall progress
// https://drafts.csswg.org/web-animations-1/#calculating-the-overall-progress
// The overall progress describes the number of iterations that have completed (including partial iterations) and is defined as follows:
// 1. If the active time is unresolved, return unresolved.
if (!activeTime)
return std::nullopt;
// 2. Calculate an initial value for overall progress based on the first matching condition from below,
double overallProgress;
if (!m_iterationDuration) {
// If the iteration duration is zero, if the animation effect is in the before phase, let overall progress be zero,
// otherwise, let it be equal to the iteration count.
overallProgress = phase == AnimationEffectPhase::Before ? 0 : m_iterations;
} else {
// Otherwise, let overall progress be the result of calculating active time / iteration duration.
overallProgress = secondsToWebAnimationsAPITime(*activeTime) / secondsToWebAnimationsAPITime(m_iterationDuration);
}
// 3. Return the result of calculating overall progress + iteration start.
overallProgress += m_iterationStart;
return std::abs(overallProgress);
}();
auto simpleIterationProgress = [this, overallProgress, phase, activeTime]() -> std::optional<double> {
// 3.8.3.3. Calculating the simple iteration progress
// https://drafts.csswg.org/web-animations-1/#calculating-the-simple-iteration-progress
// The simple iteration progress is a fraction of the progress through the current iteration that
// ignores transformations to the time introduced by the playback direction or timing functions
// applied to the effect, and is calculated as follows:
// 1. If the overall progress is unresolved, return unresolved.
if (!overallProgress)
return std::nullopt;
// 2. If overall progress is infinity, let the simple iteration progress be iteration start % 1.0,
// otherwise, let the simple iteration progress be overall progress % 1.0.
double simpleIterationProgress = std::isinf(*overallProgress) ? fmod(m_iterationStart, 1) : fmod(*overallProgress, 1);
// 3. If all of the following conditions are true,
//
// the simple iteration progress calculated above is zero, and
// the animation effect is in the active phase or the after phase, and
// the active time is equal to the active duration, and
// the iteration count is not equal to zero.
// let the simple iteration progress be 1.0.
if (!simpleIterationProgress && (phase == AnimationEffectPhase::Active || phase == AnimationEffectPhase::After) && std::abs(activeTime->microseconds() - m_activeDuration.microseconds()) < timeEpsilon.microseconds() && m_iterations)
return 1;
return simpleIterationProgress;
}();
auto currentIteration = [this, activeTime, phase, simpleIterationProgress, overallProgress]() -> std::optional<double> {
// 3.8.4. Calculating the current iteration
// https://drafts.csswg.org/web-animations-1/#calculating-the-current-iteration
// The current iteration can be calculated using the following steps:
// 1. If the active time is unresolved, return unresolved.
if (!activeTime)
return std::nullopt;
// 2. If the animation effect is in the after phase and the iteration count is infinity, return infinity.
if (phase == AnimationEffectPhase::After && std::isinf(m_iterations))
return std::numeric_limits<double>::infinity();
// 3. If the simple iteration progress is 1.0, return floor(overall progress) - 1.
if (*simpleIterationProgress == 1)
return floor(*overallProgress) - 1;
// 4. Otherwise, return floor(overall progress).
return floor(*overallProgress);
}();
auto currentDirection = [this, currentIteration]() -> AnimationEffect::ComputedDirection {
// 3.9.1. Calculating the directed progress
// https://drafts.csswg.org/web-animations-1/#calculating-the-directed-progress
// If playback direction is normal, let the current direction be forwards.
if (m_direction == PlaybackDirection::Normal)
return AnimationEffect::ComputedDirection::Forwards;
// If playback direction is reverse, let the current direction be reverse.
if (m_direction == PlaybackDirection::Reverse)
return AnimationEffect::ComputedDirection::Reverse;
if (!currentIteration)
return AnimationEffect::ComputedDirection::Forwards;
// Otherwise, let d be the current iteration.
auto d = *currentIteration;
// If playback direction is alternate-reverse increment d by 1.
if (m_direction == PlaybackDirection::AlternateReverse)
d++;
// If d % 2 == 0, let the current direction be forwards, otherwise let the current direction be reverse.
// If d is infinity, let the current direction be forwards.
if (std::isinf(d) || !fmod(d, 2))
return AnimationEffect::ComputedDirection::Forwards;
return AnimationEffect::ComputedDirection::Reverse;
}();
auto directedProgress = [simpleIterationProgress, currentDirection]() -> std::optional<double> {
// 3.9.1. Calculating the directed progress
// https://drafts.csswg.org/web-animations-1/#calculating-the-directed-progress
// The directed progress is calculated from the simple iteration progress using the following steps:
// 1. If the simple iteration progress is unresolved, return unresolved.
if (!simpleIterationProgress)
return std::nullopt;
// 2. Calculate the current direction (we implement this as a separate method).
// 3. If the current direction is forwards then return the simple iteration progress.
if (currentDirection == AnimationEffect::ComputedDirection::Forwards)
return *simpleIterationProgress;
// Otherwise, return 1.0 - simple iteration progress.
return 1 - *simpleIterationProgress;
}();
auto transformedProgress = [this, directedProgress, currentDirection, phase]() -> std::optional<double> {
// 3.10.1. Calculating the transformed progress
// https://drafts.csswg.org/web-animations-1/#calculating-the-transformed-progress
// The transformed progress is calculated from the directed progress using the following steps:
//
// 1. If the directed progress is unresolved, return unresolved.
if (!directedProgress)
return std::nullopt;
if (auto iterationDuration = m_iterationDuration.seconds()) {
bool before = false;
// 2. Calculate the value of the before flag as follows:
if (is<StepsTimingFunction>(m_timingFunction)) {
// 1. Determine the current direction using the procedure defined in §3.9.1 Calculating the directed progress.
// 2. If the current direction is forwards, let going forwards be true, otherwise it is false.
bool goingForwards = currentDirection == AnimationEffect::ComputedDirection::Forwards;
// 3. The before flag is set if the animation effect is in the before phase and going forwards is true;
// or if the animation effect is in the after phase and going forwards is false.
before = (phase == AnimationEffectPhase::Before && goingForwards) || (phase == AnimationEffectPhase::After && !goingForwards);
}
// 3. Return the result of evaluating the animation effect’s timing function passing directed progress as the
// input progress value and before flag as the before flag.
return m_timingFunction->transformProgress(*directedProgress, iterationDuration, before);
}
return *directedProgress;
}();
ComputedEffectTiming computedTiming;
computedTiming.delay = secondsToWebAnimationsAPITime(m_delay);
computedTiming.endDelay = secondsToWebAnimationsAPITime(m_endDelay);
computedTiming.fill = m_fill == FillMode::Auto ? FillMode::None : m_fill;
computedTiming.iterationStart = m_iterationStart;
computedTiming.iterations = m_iterations;
computedTiming.duration = secondsToWebAnimationsAPITime(m_iterationDuration);
computedTiming.direction = m_direction;
computedTiming.easing = m_timingFunction->cssText();
computedTiming.endTime = secondsToWebAnimationsAPITime(m_endTime);
computedTiming.activeDuration = secondsToWebAnimationsAPITime(m_activeDuration);
if (basicEffectTiming.localTime)
computedTiming.localTime = secondsToWebAnimationsAPITime(*basicEffectTiming.localTime);
computedTiming.simpleIterationProgress = simpleIterationProgress;
computedTiming.progress = transformedProgress;
computedTiming.currentIteration = currentIteration;
computedTiming.phase = phase;
return computedTiming;
}
ExceptionOr<void> AnimationEffect::bindingsUpdateTiming(std::optional<OptionalEffectTiming> timing)
{
auto retVal = updateTiming(timing);
if (!retVal.hasException() && timing && is<CSSAnimation>(animation()))
downcast<CSSAnimation>(*animation()).effectTimingWasUpdatedUsingBindings(*timing);
return retVal;
}
ExceptionOr<void> AnimationEffect::updateTiming(std::optional<OptionalEffectTiming> timing)
{
// 6.5.4. Updating the timing of an AnimationEffect
// https://drafts.csswg.org/web-animations/#updating-animationeffect-timing
// To update the timing properties of an animation effect, effect, from an EffectTiming or OptionalEffectTiming object, input, perform the following steps:
if (!timing)
return { };
// 1. If the iterationStart member of input is present and less than zero, throw a TypeError and abort this procedure.
if (timing->iterationStart) {
if (timing->iterationStart.value() < 0)
return Exception { TypeError };
}
// 2. If the iterations member of input is present, and less than zero or is the value NaN, throw a TypeError and abort this procedure.
if (timing->iterations) {
if (timing->iterations.value() < 0 || std::isnan(timing->iterations.value()))
return Exception { TypeError };
}
// 3. If the duration member of input is present, and less than zero or is the value NaN, throw a TypeError and abort this procedure.
// FIXME: should it not throw an exception on a string other than "auto"?
if (timing->duration) {
if (std::holds_alternative<double>(timing->duration.value())) {
auto durationAsDouble = std::get<double>(timing->duration.value());
if (durationAsDouble < 0 || std::isnan(durationAsDouble))
return Exception { TypeError };
} else {
if (std::get<String>(timing->duration.value()) != autoAtom())
return Exception { TypeError };
}
}
// 4. If the easing member of input is present but cannot be parsed using the <timing-function> production [CSS-EASING-1], throw a TypeError and abort this procedure.
if (!timing->easing.isNull()) {
auto timingFunctionResult = TimingFunction::createFromCSSText(timing->easing);
if (timingFunctionResult.hasException())
return timingFunctionResult.releaseException();
m_timingFunction = timingFunctionResult.returnValue();
}
// 5. Assign each member present in input to the corresponding timing property of effect as follows:
//
// delay → start delay
// endDelay → end delay
// fill → fill mode
// iterationStart → iteration start
// iterations → iteration count
// duration → iteration duration
// direction → playback direction
// easing → timing function
if (timing->delay)
m_delay = Seconds::fromMilliseconds(timing->delay.value());
if (timing->endDelay)
m_endDelay = Seconds::fromMilliseconds(timing->endDelay.value());
if (timing->fill)
m_fill = timing->fill.value();
if (timing->iterationStart)
m_iterationStart = timing->iterationStart.value();
if (timing->iterations)
m_iterations = timing->iterations.value();
if (timing->duration)
m_iterationDuration = std::holds_alternative<double>(timing->duration.value()) ? Seconds::fromMilliseconds(std::get<double>(timing->duration.value())) : 0_s;
if (timing->direction)
m_direction = timing->direction.value();
updateStaticTimingProperties();
if (m_animation)
m_animation->effectTimingDidChange();
return { };
}
void AnimationEffect::updateStaticTimingProperties()
{
// 3.8.2. Calculating the active duration
// https://drafts.csswg.org/web-animations-1/#calculating-the-active-duration
// The active duration is calculated as follows:
// active duration = iteration duration × iteration count
// If either the iteration duration or iteration count are zero, the active duration is zero.
if (!m_iterationDuration || !m_iterations)
m_activeDuration = 0_s;
else
m_activeDuration = m_iterationDuration * m_iterations;
// 3.5.3 The active interval
// https://drafts.csswg.org/web-animations-1/#end-time
// The end time of an animation effect is the result of evaluating max(start delay + active duration + end delay, 0).
m_endTime = m_delay + m_activeDuration + m_endDelay;
if (m_endTime < 0_s)
m_endTime = 0_s;
}
ExceptionOr<void> AnimationEffect::setIterationStart(double iterationStart)
{
// https://drafts.csswg.org/web-animations-1/#dom-animationeffecttiming-iterationstart
// If an attempt is made to set this attribute to a value less than zero, a TypeError must
// be thrown and the value of the iterationStart attribute left unchanged.
if (iterationStart < 0)
return Exception { TypeError };
if (m_iterationStart == iterationStart)
return { };
m_iterationStart = iterationStart;
return { };
}
ExceptionOr<void> AnimationEffect::setIterations(double iterations)
{
// https://drafts.csswg.org/web-animations-1/#dom-animationeffecttiming-iterations
// If an attempt is made to set this attribute to a value less than zero or a NaN value, a
// TypeError must be thrown and the value of the iterations attribute left unchanged.
if (iterations < 0 || std::isnan(iterations))
return Exception { TypeError };
if (m_iterations == iterations)
return { };
m_iterations = iterations;
return { };
}
void AnimationEffect::setDelay(const Seconds& delay)
{
if (m_delay == delay)
return;
m_delay = delay;
}
void AnimationEffect::setEndDelay(const Seconds& endDelay)
{
if (m_endDelay == endDelay)
return;
m_endDelay = endDelay;
}
void AnimationEffect::setFill(FillMode fill)
{
if (m_fill == fill)
return;
m_fill = fill;
}
void AnimationEffect::setIterationDuration(const Seconds& duration)
{
if (m_iterationDuration == duration)
return;
m_iterationDuration = duration;
}
void AnimationEffect::setDirection(PlaybackDirection direction)
{
if (m_direction == direction)
return;
m_direction = direction;
}
void AnimationEffect::setTimingFunction(const RefPtr<TimingFunction>& timingFunction)
{
m_timingFunction = timingFunction;
}
std::optional<double> AnimationEffect::progressUntilNextStep(double iterationProgress) const
{
if (!is<StepsTimingFunction>(m_timingFunction))
return std::nullopt;
auto numberOfSteps = downcast<StepsTimingFunction>(*m_timingFunction).numberOfSteps();
auto nextStepProgress = ceil(iterationProgress * numberOfSteps) / numberOfSteps;
return nextStepProgress - iterationProgress;
}
Seconds AnimationEffect::timeToNextTick(const BasicEffectTiming& timing) const
{
switch (timing.phase) {
case AnimationEffectPhase::Before:
// The effect is in its "before" phase, in this case we can wait until it enters its "active" phase.
return delay() - *timing.localTime;
case AnimationEffectPhase::Active: {
if (!ticksContinouslyWhileActive())
return endTime() - *timing.localTime;
if (auto iterationProgress = getComputedTiming().simpleIterationProgress) {
// In case we're in a range that uses a steps() timing function, we can compute the time until the next step starts.
if (auto progressUntilNextStep = this->progressUntilNextStep(*iterationProgress))
return iterationDuration() * *progressUntilNextStep;
}
// Other effects that continuously tick in the "active" phase will need to update their animated
// progress at the immediate next opportunity.
return 0_s;
}
case AnimationEffectPhase::After:
// The effect is in its after phase, which means it will no longer update its progress, so it doens't need a tick.
return Seconds::infinity();
case AnimationEffectPhase::Idle:
ASSERT_NOT_REACHED();
return Seconds::infinity();
}
ASSERT_NOT_REACHED();
return Seconds::infinity();
}
} // namespace WebCore
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