void AnimationEffect::updateInheritedTime(double inheritedTime, TimingUpdateReason reason) const { bool needsUpdate = m_needsUpdate || (m_lastUpdateTime != inheritedTime && !(isNull(m_lastUpdateTime) && isNull(inheritedTime))) || (animation() && animation()->effectSuppressed()); m_needsUpdate = false; m_lastUpdateTime = inheritedTime; const double localTime = inheritedTime; double timeToNextIteration = std::numeric_limits<double>::infinity(); if (needsUpdate) { const double activeDuration = this->activeDurationInternal(); const Phase currentPhase = calculatePhase(activeDuration, localTime, m_timing); // FIXME: parentPhase depends on groups being implemented. const AnimationEffect::Phase parentPhase = AnimationEffect::PhaseActive; const double activeTime = calculateActiveTime(activeDuration, resolvedFillMode(m_timing.fillMode, isKeyframeEffect()), localTime, parentPhase, currentPhase, m_timing); double currentIteration; double progress; if (const double iterationDuration = this->iterationDuration()) { const double startOffset = multiplyZeroAlwaysGivesZero(m_timing.iterationStart, iterationDuration); ASSERT(startOffset >= 0); const double scaledActiveTime = calculateScaledActiveTime(activeDuration, activeTime, startOffset, m_timing); const double iterationTime = calculateIterationTime(iterationDuration, repeatedDuration(), scaledActiveTime, startOffset, m_timing); currentIteration = calculateCurrentIteration(iterationDuration, iterationTime, scaledActiveTime, m_timing); const double transformedTime = calculateTransformedTime(currentIteration, iterationDuration, iterationTime, m_timing); // The infinite iterationDuration case here is a workaround because // the specified behaviour does not handle infinite durations well. // There is an open issue against the spec to fix this: // https://github.com/w3c/web-animations/issues/142 if (!std::isfinite(iterationDuration)) progress = fmod(m_timing.iterationStart, 1.0); else progress = transformedTime / iterationDuration; if (!isNull(iterationTime)) { timeToNextIteration = (iterationDuration - iterationTime) / std::abs(m_timing.playbackRate); if (activeDuration - activeTime < timeToNextIteration) timeToNextIteration = std::numeric_limits<double>::infinity(); } } else { const double localIterationDuration = 1; const double localRepeatedDuration = localIterationDuration * m_timing.iterationCount; ASSERT(localRepeatedDuration >= 0); const double localActiveDuration = m_timing.playbackRate ? localRepeatedDuration / std::abs(m_timing.playbackRate) : std::numeric_limits<double>::infinity(); ASSERT(localActiveDuration >= 0); const double localLocalTime = localTime < m_timing.startDelay ? localTime : localActiveDuration + m_timing.startDelay; const AnimationEffect::Phase localCurrentPhase = calculatePhase(localActiveDuration, localLocalTime, m_timing); const double localActiveTime = calculateActiveTime(localActiveDuration, resolvedFillMode(m_timing.fillMode, isKeyframeEffect()), localLocalTime, parentPhase, localCurrentPhase, m_timing); const double startOffset = m_timing.iterationStart * localIterationDuration; ASSERT(startOffset >= 0); const double scaledActiveTime = calculateScaledActiveTime(localActiveDuration, localActiveTime, startOffset, m_timing); const double iterationTime = calculateIterationTime(localIterationDuration, localRepeatedDuration, scaledActiveTime, startOffset, m_timing); currentIteration = calculateCurrentIteration(localIterationDuration, iterationTime, scaledActiveTime, m_timing); progress = calculateTransformedTime(currentIteration, localIterationDuration, iterationTime, m_timing); } m_calculated.currentIteration = currentIteration; m_calculated.progress = progress; m_calculated.phase = currentPhase; m_calculated.isInEffect = !isNull(activeTime); m_calculated.isInPlay = getPhase() == PhaseActive; m_calculated.isCurrent = getPhase() == PhaseBefore || isInPlay(); m_calculated.localTime = m_lastUpdateTime; } // 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 ASSERT(m_animation) here, this is currently required to be nullable for testing. if (reason == TimingUpdateForAnimationFrame && (!m_animation || m_animation->hasStartTime() || m_animation->paused())) { if (m_eventDelegate) m_eventDelegate->onEventCondition(*this); } if (needsUpdate) { // FIXME: This probably shouldn't be recursive. updateChildrenAndEffects(); m_calculated.timeToForwardsEffectChange = calculateTimeToEffectChange(true, localTime, timeToNextIteration); m_calculated.timeToReverseEffectChange = calculateTimeToEffectChange(false, localTime, timeToNextIteration); } }
double AnimationEffect::repeatedDuration() const { const double result = multiplyZeroAlwaysGivesZero(iterationDuration(), m_timing.iterationCount); ASSERT(result >= 0); return result; }
void AnimationNode::updateInheritedTime(double inheritedTime, TimingUpdateReason reason) const { bool needsUpdate = m_needsUpdate || (m_lastUpdateTime != inheritedTime && !(isNull(m_lastUpdateTime) && isNull(inheritedTime))); m_needsUpdate = false; m_lastUpdateTime = inheritedTime; const double localTime = inheritedTime - m_startTime; double timeToNextIteration = std::numeric_limits<double>::infinity(); if (needsUpdate) { const double activeDuration = this->activeDurationInternal(); const Phase currentPhase = calculatePhase(activeDuration, localTime, m_timing); // FIXME: parentPhase depends on groups being implemented. const AnimationNode::Phase parentPhase = AnimationNode::PhaseActive; const double activeTime = calculateActiveTime(activeDuration, resolvedFillMode(m_timing.fillMode, isAnimation()), localTime, parentPhase, currentPhase, m_timing); double currentIteration; double timeFraction; if (const double iterationDuration = this->iterationDuration()) { const double startOffset = multiplyZeroAlwaysGivesZero(m_timing.iterationStart, iterationDuration); ASSERT(startOffset >= 0); const double scaledActiveTime = calculateScaledActiveTime(activeDuration, activeTime, startOffset, m_timing); const double iterationTime = calculateIterationTime(iterationDuration, repeatedDuration(), scaledActiveTime, startOffset, m_timing); currentIteration = calculateCurrentIteration(iterationDuration, iterationTime, scaledActiveTime, m_timing); timeFraction = calculateTransformedTime(currentIteration, iterationDuration, iterationTime, m_timing) / iterationDuration; if (!isNull(iterationTime)) { timeToNextIteration = (iterationDuration - iterationTime) / std::abs(m_timing.playbackRate); if (activeDuration - activeTime < timeToNextIteration) timeToNextIteration = std::numeric_limits<double>::infinity(); } } else { const double localIterationDuration = 1; const double localRepeatedDuration = localIterationDuration * m_timing.iterationCount; ASSERT(localRepeatedDuration >= 0); const double localActiveDuration = m_timing.playbackRate ? localRepeatedDuration / std::abs(m_timing.playbackRate) : std::numeric_limits<double>::infinity(); ASSERT(localActiveDuration >= 0); const double localLocalTime = localTime < m_timing.startDelay ? localTime : localActiveDuration + m_timing.startDelay; const AnimationNode::Phase localCurrentPhase = calculatePhase(localActiveDuration, localLocalTime, m_timing); const double localActiveTime = calculateActiveTime(localActiveDuration, resolvedFillMode(m_timing.fillMode, isAnimation()), localLocalTime, parentPhase, localCurrentPhase, m_timing); const double startOffset = m_timing.iterationStart * localIterationDuration; ASSERT(startOffset >= 0); const double scaledActiveTime = calculateScaledActiveTime(localActiveDuration, localActiveTime, startOffset, m_timing); const double iterationTime = calculateIterationTime(localIterationDuration, localRepeatedDuration, scaledActiveTime, startOffset, m_timing); currentIteration = calculateCurrentIteration(localIterationDuration, iterationTime, scaledActiveTime, m_timing); timeFraction = calculateTransformedTime(currentIteration, localIterationDuration, iterationTime, m_timing); } m_calculated.currentIteration = currentIteration; m_calculated.timeFraction = timeFraction; m_calculated.phase = currentPhase; m_calculated.isInEffect = !isNull(activeTime); m_calculated.isInPlay = phase() == PhaseActive && (!m_parent || m_parent->isInPlay()); m_calculated.isCurrent = phase() == PhaseBefore || isInPlay() || (m_parent && m_parent->isCurrent()); m_calculated.localTime = m_lastUpdateTime - m_startTime; } // Test for events even if timing didn't need an update as the player may have gained a start time. // FIXME: Refactor so that we can ASSERT(m_player) here, this is currently required to be nullable for testing. if (reason == TimingUpdateForAnimationFrame && (!m_player || m_player->hasStartTime() || m_player->paused())) { if (m_eventDelegate) m_eventDelegate->onEventCondition(this); } if (needsUpdate) { // FIXME: This probably shouldn't be recursive. updateChildrenAndEffects(); m_calculated.timeToForwardsEffectChange = calculateTimeToEffectChange(true, localTime, timeToNextIteration); m_calculated.timeToReverseEffectChange = calculateTimeToEffectChange(false, localTime, timeToNextIteration); } }