Web Animations defines a model for supporting animation and synchronization on the Web platform. It is intended that other specifications will build on this model and expose its features through declarative means. In addition, this specification also defines a programming interface to the model that may be implemented by user agents that provide support for scripting.
The Web Animations model aims at two broad areas of application:
Animation can be used to give visual clues and feedback to make a user interface more readily comprehensible.
For example, a user action results in a table row being removed to represent an item being removed from a shopping cart. In such a case, fading the row to transparent and then shifting the subsequent rows up to fill the space over a few hundred milliseconds provides the user with clear feedback as to the results of their action as opposed to instantly removing the row from the DOM.
To support this scenario not only are the animated effects of fading and shifting required, but so is synchronization, both between the animations, and between animations and scripted actions (removing the table row from the DOM after the animations have completed).
Another type of animation uses the animated effect to convey a story or represent some information. Unlike user interface effects which are largely a presentational adjunct to the content, these animations form an essential part of the content presented to the user.
For example, in an animated cartoon two cats fly through space to another planet leaving a rainbow trail behind them. After arriving at the planet a change of scene occurs and the user should decide whether or not the cats enter a magic mountain by selecting one of two preset destinations in the scene.
This scenario requires the following features:
Similar use cases in this category include visualising physical phenomena such as spring motion for educational purposes, or visualising data such as the prevalence of a disease over a geographical space over a year whereby animation is used to present the time-based component of the data.
CSS Transitions [[CSS3-TRANSITIONS]], CSS Animations [[CSS3-ANIMATIONS]], and SVG [[SVG11]] all provide mechanisms that generate animated content on a Web page. Although the three specifications provide many similar features, they are described in different terms. This specification proposes an abstract animation model that encompasses the common features of all three specifications. This model is backwards-compatible with the current behavior of these specifications such that they can be defined in terms of this model without any observable change.
The animation features in SVG 1.1 are defined in terms of SMIL Animation [[SMIL-ANIMATION]]. It is intended that by defining SVG's animation features in terms of the Web Animations model, the dependency between SVG and SMIL Animation can be removed.
The programming interface component of this specification makes some additions to interfaces defined in HTML5 [[HTML5]].
This specification begins by defining an abstract model for animation. This is followed by a programming interface defined in terms of the abstract model. The programming interface is defined in terms of the abstract model and is only relevant to user agents that provide scripting support.
At a glance, the Web Animations model consists of two largely independent pieces, a timing model and an animation model. The role of these pieces is as follows:
Graphically, this flow can be represented as follows:
Overview of the operation of the Web Animations model.
The current time is input to the timing model which produces a time
fraction and an iteration index.
These parameters are used as input to the animation model which produces
the values to apply.
For example, consider an animation that:
The first three points apply to the timing model. At a time of 6 seconds, it will calculate that the animation should be half-way through its second iteration and produces the result 0.5. The animation model then uses that information to calculate a width for the rectangle of 75.
This specification begins with the timing model and then proceeds to the animation model.
This section describes and defines the behavior of the Web Animations timing model. Timing events, however, which are also a feature of the timing model, are described separately in .
Two features characterise the Web Animations timing model: it is stateless and it is hierarchical.
The Web Animations timing model operates by taking an input time and producing an output time fraction. Since the output is based solely on the input time and is independent of previous inputs, the model may be described as stateless. This gives the model the following properties:
There are a few exceptions to the stateless behavior of the timing model.
Firstly, timing events are fired when, for example, one sample falls on the opposite side of an animation's interval boundary to the previous sample. This is certainly stative behavior. However, events should be considered as a layer added on top of the core timing model. When no event listeners are registered processing of events can be ignored.
Another exception to this stateless behavior is that a number of methods defined in the programming interface to the model provide play control such as pausing an item. These methods are defined in terms of the time at which they are called and are therefore stative. These methods are provided primarily for convenience and are not part of the core timing model but, like events, are layered on top.
Similarly, the bounding behavior of players means that dynamic changes to the end time of the media (source content) of a player may produce a different result depending on when the change occurs. This behavior is somewhat unfortunate but has been deemed intuitive and consistent with HTML. As a result, the model is can only truly be described as stateless in the absence of dynamic changes to its timing properties.
Finally, each time the model is sampled, it can be considered to establish a temporary state. While this temporary state affects the values returned from the programming interface, it has no influence on the subsequent samples and hence does not conflict with the stateless qualities described above.
The other characteristic feature of the Web Animations timing model is that time is inherited. Time begins with a monotonically increasing time source and cascades down a number of steps to each animation. At each step, time may be shifted backwards and forwards, scaled, reversed, paused, and repeated.
A hierarchy of timing nodes. Each node in the tree derives its time from its parent node. At the root of the tree is the global clock.
A consequence of this hierarchical arrangement is that complex animation arrangements can be reversed, scheduled, accelerated and so on as a whole unit since the manipulations applied to the parent cascade down to its descendants. Furthermore, since time has a common source, it is easy to synchronize animations.
In Web Animations timing is based on a hierarchy of time relationships between timing nodes. Parent nodes provide timing information to their child nodes in the form of time values. A time value is a real number which nominally represents a number of seconds from some moment. The connection between time values and wall-clock seconds may be obscured by any number of transformations applied to the value as it passes through the time hierarchy.
In the future we may have timelines that are based on UI gestures in which case the connection between time values and seconds will be weakened even further.
Periodically, the user agent will trigger an update to the timing model in a process called sampling. On each sample the time values of each timing node are updated.
A more precise definition of when the model is updated when scripting is involved is provided in .
At the root of the Web Animations timing hierarchy is the global clock.
The global clock is a source of monotonically increasing time values unaffected by adjustments to the system clock. The time values produced by the global clock represent wall-clock seconds from an unspecified historical moment. Because the zero time of the global clock is not specified, the absolute values of the time values produced by the global clock are not significant, only their rate of change.
Note that the global clock is not exposed in the programming interface and nor is it expected to be exposed by markup. As a result the moment from which global clock time values are measured, that is, the zero time of the clock, is allowed to be implementation-dependent. One user agent may measure the number of seconds since the the user agent was loaded whilst another may use the time when the device was started. Both approaches are acceptable and produce no observable difference in the output of the model.
A timeline provides a source of time values for the purpose of synchronization.
Typically, a timeline is tied to the global clock such that its absolute time is calculated as a fixed offset from the time of the global clock. This offset is established by designating some moment as the timeline's zero time and recording the time value of the global clock at that moment. At subsequent moments, the time value of the timeline is calculated as the difference between the current time value of the global clock and the value recorded at the zero time.
Note that we anticipate that other types of timelines may be introduced in the future that are not tied to the global clock. For example, a timeline whose time values correspond to UI gestures.
Since a timeline may be defined relative to a moment that has yet to occur, it may not always be able to return a meaningful time value. A timeline is considered to be not started when it is in such a state that it cannot produce a time value.
Each document has a timeline called the document timeline whose time value at a given moment is calculated as a fixed offset from the global clock such that its zero time corresponds to the moment immediately prior to dispatching the load event of the document. Prior to this moment, the document timeline is not started.
For documents that support the concept of current document readiness, this is the moment after the current document readiness has changed to "complete" but before dispatching the load event. For user agents that support Navigation Timing [[NAVIGATION-TIMING]], this occurs between the domComplete and loadEventStart timings.
Since the document timeline is tied to the global clock by a fixed offset, time values reported by the document timeline increase monotonically. Furthermore, since no scaling is applied, these time values are proportional to wall-clock seconds.
The children of a timeline are called players. A player takes a timed item which is a static description of some timed behavior and binds it to a timeline so that it runs. A player also allows run-time control of the connection between the timed item and its timeline by providing pausing, seeking, and speed control. The relationship between a player and a timed item is analogous to that of a DVD player and a DVD.
A player connects a single timed item, called its source content, to a timeline and provides playback control.
A player records the time value of its timeline at which its source content is scheduled to begin as the player start time.
When a player is created, it is assigned a globally unique sequence number called the player sequence number. This number is used to resolve the sort order of players that have the same start time for a variety of situations such as combining animations, queuing events, and returning the list of current players.
Players provide a time value to their source content called the player's current time.
The calculation of the current time is as follows:
current time =
(timeline time - player start time)
* playback rate
- time lag
Where:
If the timeline with which the player is associated is
not started then the current time is null
.
It is often useful to manipulate the current time of a player even when its associated timeline is not started, for example, to pre-seek a player. For this purpose, we define the effective current time of a player as the result of evaluating the current time as above but substituting the effective timeline time for the timeline time.
The procedure for performing manual updates to the current time is defined in .
Seeking, pausing and bounding a player are closely related and are described here together.
Changing the current playback position of a player can be used to rewind its source content to its start point, fast-forward to a point in the future, or to provide ad-hoc synchronization between timed items.
However, in Web Animations, the start time of a player has special significance in determining the priority of animations (see ) and so we cannot simply adjust the start time. Instead, an additional offset is introduced called the time lag that further offsets a player's current time from its timeline. The effect of the time lag when seeking is illustrated below.
At time t, a seek is performed on the player changing its
current time from 1.5s to 2s.
As a result, the time lag is set to -0.5s.
Note that the start time indicated
by a red star does not change.
It is possible to seek a player even if its timeline is not started. Once the timeline begins, the player will begin playback from the seeked time.
Pausing can be used to temporarily suspend a player. Like seeking, pausing effectively causes the current time of a player to be offset from its timeline by means of setting the time lag.
The effect of pausing on a player's time lag is illustrated below.
The effect of pausing a player.
Whether pausing before or after a player's start time
the duration of the interval during which the player was
paused is added to the player's time lag whilst the
start time remains unaffected.
Players in the real world such as DVD players or cassette players typically continue playing until they reach the end of their media at which point they stop. If such players are able to play in reverse, they typically stop playing when they reach the beginning of their media. In order to emulate this behavior and to provide some consistency with HTML's media elements [[HTML5]], the current time of Web Animations' players do not progress beyond the end time of their source content or play backwards past time zero. This is called bounding.
It is possible, however, to seek the current time of a player to a time outside this range. When doing so, the current time will not progress but the player will act as if it had been paused.
This allows, for example, seeking the current time of a player with no source content to 5s. If source content with an end time later than 5s is later associated with the player, playback will begin from the 5s mark.
Similar behavior to the above scenarios may be arise when the length of a player's source content changes.
Limiting the current time to this range acts like a sort of automatic pausing and is accomplished using the same machinery as pausing such as the time lag and pause start time.
Players track three properties related to seeking, pausing and bounding.
A number of calculations for performing seeking, pausing and bounding are defined to operate even when the associated timeline is not started. For such situations we define the effective timeline time as the current time value of the timeline associated with a player unless the timeline is not started, in which case the effective timeline time is zero.
The time lag value is both a stored and a calculated value. When a player is paused or bounded, the value is calculated from the pause start time. When a player is not paused or bounded, the stored value is used. The stored value is initially zero, and is updated when the player is unpaused, seeked, or becomes no longer bounded.
The value of time lag at a given moment is calculated as follows:
(effective timeline time - start time) * playback rate -
pause start time
.
This procedure needs verification. It is highly likely to be wrong.
The procedure for updating the paused state is as follows:
Seeking is the process of updating a player's current time to a desired value. It is achieved using the following procedure:
(effective timeline time - start time)
* playback rate -
seek time
.
The timing events queued when a seek is performed are described in .
A player is said to be bounded when the paused state is false but the pause start time is set (not null).
The rate of play of a player can be controlled by setting its playback rate. For example, setting a playback rate of 2 will cause the player's current time to increase at twice the rate of its timeline. Similarly, a playback rate of -1 will cause the player's current time to decrease at the same rate as the time values from its timeline increase.
Note that timed items also have a playback rate associated with them that behaves differently to that defined here.
Players have a playback rate that provides a scaling factor from the rate of change of the associated timeline's time values to the player's current time. The playback rate is initially 1.
Setting a player's playback rate to zero effectively pauses the player but without affecting the player's paused state.
Changes to the playback rate trigger a compensatory seek so that that the player's current time is unaffected by the change to the playback rate.
The procedure is as follows:
A timed item is an abstract term referring to a node in the timing hierarchy.
The source content of a player, if set, is a type of timed item. The source content of a player is said to be directly associated with that player.
Timed items can be combined together into a hierarchy using timing groups (see ). Only the root timed item of such a hierarchy can be directly associated with a player. If a timed item that has a parent timing group is designated as the source content of a player, the timed item is removed from its parent timing group before being associated with the player.
A timed item is associated with a player if it is directly associated with a player or if it has an ancestor timing group that is directly associated with a player. At a given moment, a timed item can be associated with at most one player.
A timed item, item, is associated with a timeline, timeline, if item is associated with a player which, in turn, is associated with timeline.
This specification defines two types of timed item:
All types of timed item define a number of common properties which are described in the following sections.
The period that a timed item is scheduled to run is called its active interval. Each timed item has only one such interval.
The lower bound of the active interval is determined by the start time of the timed item but may be shifted by a start delay on the timed item.
The upper bound of the interval is determined by the active duration.
The relationship between the start time, start delay, and active duration is illustrated below.
Examples of the effect of the start delay on the endpoints of
the active interval.
(a) A timed item with no delay; the start time and beginning of the
active interval are coincident.
(b) A timed item with a positive delay; the beginning of the
active interval is deferred by the delay.
(c) A timed item with a negative delay; the beginning of the
active interval is brought forward by the delay.
Timed items define an active interval which is the period of time during which the item is scheduled to produce its effect with the exception of fill modes which apply outside the active interval.
The lower bound of the active interval is defined by the combination of the timed item's start time and start delay
A timed item's start time is the moment at which the parent timing group, if any, has scheduled the timed item to begin. It is expressed in inherited time. In most cases, including the case when the timed item has no parent timing group, the start time is zero. The singular exception is sequence timing groups which set the start times of their children as described in .
In addition to the start time, a timed item also has a start delay which is an offset from the start time. Unlike the start time which is determined by the parent timing group, the start delay is a property of the timed item itself.
The lower bound of the active interval of a timed item, expressed in inherited time space, is the sum of the start time and the start delay.
These definitions are incorporated in the calculation of the local time (see ) and active time.
The length of the active interval is called the active duration, the calculation of which is defined in .
In Web Animations all times are relative to some point of reference. These different points of reference produce different time spaces.
This can be compared to coordinate spaces as used in computer graphics. The zero time of a time space is analogous to the origin of a coordinate space.
Just as with coordinate spaces, time spaces can also be nested. Timing groups typically perform some transformations on the time values they receive from their parent or player before passing on the transformed time values to their children. Child timed items then operate within that transformed time space.
Children take the transformed time values from their parent—called the inherited time— and add their start time to establish their own local time space as illustrated below.
Inherited time and local time.
At time t, the inherited time is 2.5.
For timed item (a) which has a start time of 1, the local
time is 1.5.
For timed item (b) which has a start time of 1
and a start delay of 1,
the local time is also 1.5
since local time is based on a timed item's
start time only,
and not on its start delay.
For a timed item, the inherited time at a given moment is based on the first matching condition from the following:
null
.
The local time of a timed item is the timed
item's inherited time minus its start time.
If the inherited time is null
then the local time
is also null
.
At a given moment, a timed item may be in one of three
possible phases.
If a timed item has a null
local time it
will not be in any phase.
The different phases are illustrated below.
An example of the different phases and states used to describe a timed item.
The phases are as follows:
In addition to these phases, a timed item may also be described as being in one of several overlapping states. These states are only established for the duration of a single sample and are primarily a convenience for describing stative parts of the model such as event dispatch.
These states and their useage within the model are summarised as follows:
Corresponds to a timed item whose active time is changing on each sample. This occurs when the timed item and all its ancestors are in the active phase. Animations only “move” when they are in play.
It is possible for a timed item to be in the active phase but not in play. For example, if a timed item has a parent timing group that causes the timed item's active interval to be clipped and both parent and child apply the same fill mode, the child timed item may be effectively be snapshotted within the active phase despite no longer being in play.
Transitions to and from the in play state trigger timing events as defined in .
Corresponds to a timed item that is either in play or may become in play in the future. This will be the case if the timed item is in play or in its before phase, or it has an ancestor for which this is true thereby opening up the possibility that this timed item might play again (e.g. due to repeating).
This state is used in the programming interface to identify all animations and players that are likely to be of interest.
Furthermore, the current state provides an important definition for managing the amount of memory required by implementations. Assuming a monotonically increasing timeline an implementation can safely discard all timed items that are not current and not referenced elsewhere provided they take care to preserve any fill values. This is because such timed items will no longer have any dynamic effect.
The normative definition of each of these states follows.
A timed item is in the before phase if the timed
item's local time is not null
and is
less than the item's start delay.
A timed item is in the active phase if all of the following conditions are met:
null
, and
A timed item is in the after phase if the timed
item's local time is not null
and is greater
than or equal to the sum of its start delay and active
duration.
A timed item is in play if all of the following conditions are met:
A timed item is current if it any of the following conditions is true:
A timed item is in effect if its active time as
calculated according to the procedure in is not
null
.
The effect of a timed item when it is not in play is determined by its fill mode.
The possible fill modes are:
The normative definition of these modes is incorporated in the calculation of the active time in .
The effect of each fill mode is as follows:
Some examples of the these fill modes are illustrated below.
Examples of various fill modes and the states produced.
(a) fill mode ‘none’. The timed item has no effect outside
its active interval.
(b) fill mode ‘forwards’. After the active interval has
finished, the timed value continues to maintain a fill value.
(c) fill mode ‘backwards’. The timed item produces a fill
value until the start of the active interval.
(d) fill mode ‘both’. Both before and after the active
interval the timed item produces a fill value.
Note that setting a fill mode has no bearing on the endpoints of the
active interval.
However, the fill mode does have an effect on various other
properties of the timing model since the active time of a timed
item is only defined (that is, not null
) inside the
active interval or when a fill is applied.
Currently timing functions that generate results outside the range [0, 1] will behave unexpectedly when applied to animation groups, as children will increase iterations or enter into fill mode rather than continuing to extrapolate along their defined behavior (which is what they would do if the timing function applied to them directly).
To fix this it is possible we will wish to introduce 'overflow' fill modes that respond to time values larger than or smaller than the active time range by extrapolating rather than filling.
See section 15 (Overflowing fill) of minuted discussion from Tokyo 2013 F2F.
It is possible to specify that a timed item should repeat a fixed number of times or indefinitely. This repetition occurs within the active interval. The span of time during which a single repetition takes place is called an iteration interval.
Unlike the active interval, a timed item can have multiple iteration intervals although typically only the interval corresponding to the current iteration is of interest.
The length of a single iteration is called the iteration duration. The initial iteration duration of a timed item is simply its intrinsic iteration duration.
The intrinsic iteration duration of a timed item is zero, however some specific types of timed item such as timing groups override this behavior and provide an alternative intrinsic duration (see and ).
The iteration duration of a timed item may be set by the author to represent a value other than the intrinsic iteration duration.
Comparing the iteration duration and the active duration we have:
The relationship between the iteration duration and active duration is illustrated below.
A comparison of the iteration duration and active duration of a timed item with an iteration count of 2.5. Note that the iteration duration for the final iteration does not change, it is simply cut-off by the active duration.
The number of times a timed item repeats is called its iteration count. The iteration count is a real number greater than or equal to zero. The iteration count may also be positive infinity to represent that the timed item repeats indefinitely.
In addition to the iteration count, timed items also have an iteration start property which specifies an offset into the series of iterations at which the timed item should begin. The iteration start is a finite real number greater than or equal to zero.
The behavior of these parameters is defined in the calculations in .
The effect of the iteration count and iteration start parameters is illustrated below.
The effect of the iteration count and iteration start
parameters.
In the first case the iteration count is 2.5 resulting in the
third iteration being cut-off half way through its iteration
interval.
The second case is the same but with an iteration start of
0.5.
This causes the timed item to begin half way through the
first iteration.
Unlike the iteration count parameter, the iteration start parameter does not effect the length of the active duration.
Note that values of iteration start greater than or equal to one are generally not useful unless used in combination with an animation effect that has an accumulation operation property of sum.
We have already encountered different time spaces in describing local time and inherited time (see ). Repetition introduces yet another time space: the iteration time space.
Iteration time space is a time space whose zero time is the beginning of a timed item's current iteration.
Within the Web Animations model we also refer to active time which is a time relative to the beginning of the active interval. This time space, however, is internal to the model and not exposed in the script interface or in markup.
These time spaces are illustrated below.
A comparison of item time, active time, and iteration time for an animation with a iteration duration of 1s and an iteration count of 2.5.
Note that while the time spaces themselves are not bounded, Web Animations defines active time and iteration time such that they are clamped to a set range as shown in the diagram. For example, whilst a time of -1 second is a valid time in active time space, the procedure for calculating the active time defined in will never return a negative value.
In addition to these time spaces we can also refer to the document time space which is time space of the time values of the document timeline of the active document.
When a timed item repeats we must define the behavior at the iteration
boundaries.
For this and indeed for all interval-timing, Web Animations uses an
endpoint-exclusive timing model.
This means that whilst the begin time of an interval
is included in the interval, the end time time is not.
In interval notation this can written [begin,end)
.
This model provides sensible behavior when intervals are repeated and
sequenced since there is no overlap between the intervals.
In the examples below, for the repeated item, at local time 1s, the iteration time is 0. For the sequenced items, at inherited time 1s, only item B will be in play; there is no overlap.
Illustration of end-point exclusive timing. For both repeated and sequenced timed items there is no overlap at the boundaries between intervals.
An exception to this behavior is that when performing a fill, if the fill begins at an interval endpoint, the endpoint is used. This behavior falls out of the algorithm given in and is illustrated below.
After one iteration, the iteration time is 0, but after two iterations (and thereonwards), the iteration time is equal to the iteration duration due to the special behavior defined when a timed item fills.
Like players, timed items also have a playback rate parameter. The playback rate of a timed item is a finite real number that acts as a multiplier when calculating the timed item's transformed time from its local time.
The effect of setting the playback rate of a timed item differs from the setting the playback rate on a player. Its behavior is defined in the timing calculations given in .
In summary, the behavior of the playback rate of a timed item is as follows:
Changing the playback rate of a timed item whose local time is within its active interval will cause it to jump. This is because the active duration will be updated but the local time will not.
Furthermore, if other timed items depend on the timed item's active duration, such as sibling timed items in a sequence timing group, they too may jump as a result of setting the timed item's playback rate.
For runtime speed control the playback rate of the player should be used.
At the core of the Web Animations timing model is the process that takes an inherited time value and converts it to an iteration time.
Following this further transformations are applied before resulting at a final transformed time.
The first step in this process is to calculate the bounds of the active interval which is determined by the active duration.
This process is illustrated below.
Calculation of the active duration is based on multiplying the iteration duration by the iteration count and then dividing by the playback rate.
The process for calculating the active duration is normatively defined in .
Having established the active duration, the process for transforming a timed item's inherited time into its transformed time is illustrated below.
An overview of timing model calculations.
(1) The inherited time is converted into a local time by
incorporating the start time.
(2) The local time is converted into an active time by
incorporating the start delay.
(3) The playback rate and iteration start properties are
applied to the active time to produce the scaled active
time.
(4) The scaled active time is then converted to an offset
within a single iteration: the iteration time.
(5) The iteration time is converted into a directed time
by incorporating the playback direction.
(6) Finally, a timing function is applied to the directed
time to produce the transformed time.
The first step, calculating the local time is described in . Steps 2 to 4 in the diagram are described in the following sections. Steps 5 and 6 are described in and respectively.
In order to calculate the active duration we first define the repeated duration as follows:
repeated duration =
iteration duration *
iteration count
The active duration is calculated according to the following steps:
Infinity
.
repeated duration
/ abs(playback rate)
.
The active time is based on the local time and start delay. However, it is only defined when the timed item should produce an output and hence depends on its fill mode and phase as well as the phase of its parent timing group, if any, as follows,
null
.null
.
null
.
local time - start delay
.
null
.null
),null
.
Before the active time can be converted to an iteration time we must factor in the timed item's playback rate and iteration start. The result is called the scaled active time.
In order to calculate the scaled active time we first define the start offset as follows:
start offset =
iteration start * iteration duration
The scaled active time is calculated according to the following steps:
null
, return
null
.
(active time -
active duration)
* playback rate
+ start offset
.
active time
* playback rate
+ start offset
.
The iteration time is calculated according to the following steps:
null
,
return null
.
scaled active time - start
offset
is equal to the repeated duration,
and iteration count is not zero,
and (iteration count + iteration start)
% 1
is zero,
return the iteration duration.
scaled active time
% iteration duration
.
The current iteration can be calculated using the following steps:
null
, return
null
.
floor(iteration start + iteration count)
.
iteration start
+ iteration count - 1
.
floor(scaled active time /
iteration duration)
.
If the iteration duration is infinite, the
result of floor(scaled active time /
iteration duration)
will be zero as defined by
IEEE 754-2008.
Timed items may also be configured to run iterations in alternative directions using direction control. For this purpose, timed items have a playback direction parameter which takes one of the following values:
The semantics of these values are incorporated into the calculation of the directed time which follows.
A non-normative definition of these values is as follows:
The directed time is calculated from the iteration time using the following steps:
null
, return
null
.
normal
,
reverse
,
alternate-reverse
increment
d by 1.
There used to be a step here which seemed to be adding special handling for filling when the item ends on a repeat boundary but it seems like that is taken care of by the calcuation of iteration time and current iteration. Is anything actually needed here?
d % 2 == 0
, let the
current direction be forwards, otherwise let
the current direction be reverse.
Otherwise, return the iteration duration - iteration time.
It is often desirable to control the rate at which a timed item progresses. For example, easing the rate of animation can create a sense of momentum and produce a more natural effect. Conversely, in other situations such as when modelling a discrete change, a smooth transition is undesirable and instead it is necessary for the timed item to progress in a series of distinct steps.
For such situations Web Animations provides timing functions that scale the progress of a timed item.
Timing functions take an input time fraction and produce a scaled output time fraction.
Example of a timing function that produces a ease-in effect.
Given an input timing fraction of 0.7, the timing function scales the
value to produce an output time fraction of 0.52.
By applying this timing function, time will appear to progress more
slowly at first but then gradually progress more quickly.
Timing functions are applied to an iteration of a timed item.
A timing function takes an input time fraction in the range [0, 1] and produces an output time fraction whose range is unbounded (i.e. positive and negative infinity are permitted).
Timed items have one timing function associated with them. The default timing function is the linear timing function whose output is identical to its input. The linear timing function can be represented by the string “linear”.
The range of timing functions that may be applied to a given timed item depends on the type of the timed item.
Currently, the set of timing functions allowed on a timing group is not restricted. This has raised concern about complexity of implementation and also complexity of behavior with regards to fill modes and events. As a result, allowing the full set of timing functions on timing groups is considered at risk.
Alternatives are to either restrict timing functions on timing groups to the linear timing function or to a set of “simple” timing functions that have properties that alleviate some of the concerns with the more complex timing functions.
A common method of producing easing effects is to use a cubic Bézier curve to scale the time. The endpoints of the curve are fixed at (0, 0) and (1, 1) while two control points P1 and P2 define the shape of the curve. Provided the x values of P1 and P2 lie within the range [0, 1] such a curve produces a function that is used to map input times (the x values) onto output times (the y values). This arrangement is illustrated below.
A cubic Bézier curve used as a timing function.
The shape of the curve is determined by the location of the control
points P1 and P2.
Input time fractions serve as x values of the curve,
whilst the y values are the output time fractions.
Some example cubic Bézier timing functions are illustrated below.
The timing functions produced by each of the keyword values
associated with cubic Bézier timing functions accepted by the
Timing.easing
member from the script interface.
A cubic Bézier timing function is a type of timing function defined by four real numbers that specify the two control points, P1 and P2, of a cubic Bézier curve whose end points are fixed at (0, 0) and (1, 1). The x coordinates of P1 and P2 are restricted to the range [0, 1].
The evaluation of this curve is covered in many sources such as [[FUND-COMP-GRAPHICS]].
A cubic Bézier timing function may be specified as a string using the following syntax (using notation from [[!CSS3-VALUES]]):
<cubic-bezier-timing-function> = ease | ease-in | ease-out | ease-in-out | cubic-bezier(<number> <number> <number> <number>)
The meaning of each value is as follows:
It has been proposed to extend cubic-bezier
to allow
multiple segments, using syntax such as the following:
cubic-bezier( [ <number>{6} ; ]* <number>{4} )
(i.e. the curve starts at (0, 0); each segment is defined by six numbers where the start point is the end of the previous segment and the numbers define the two control points and the end point. The last segment is defined by four numbers since the end point is fixed at (1, 1).)
This would provide a simpler and more compact syntax for tools trying to map arbitrary curves (e.g. bounce functions) to timing functions than trying to construct the corresponding chained timing function.
It is possible to scale a timed item's timing so that the timed item occurs in a series of discrete steps using a stepping function.
Some example step timing functions are illustrated below.
Example step timing functions.
In each case the domain is the input time fraction whilst the range
represents the output time fraction produced by the step
function.
The first row shows the function for each transition point when only
one step is specified whilst the second row shows the same for three
steps.
A step timing function is a type of timing function that divides the input time into a specified number of intervals that are equal in duration. The output time, starting at zero, rises by an amount equal to the interval duration once during each interval at the transition point which may be either the start, midpoint, or end of the interval.
In keeping with Web Animation's model for endpoint exclusive interval timing (see ), the output time at the transition point is the time after applying the increase (i.e. the top of the step).
A step timing function may be specified as a string using the following syntax:
<step-timing-function> = step-start | step-middle | step-end | steps(<integer>[, [ start | middle | end ] ]?)
The meaning of each value is as follows:
Insert a nice diagram showing how this works
A paced timing function scales the input time such that the resulting time values cause a referenced property that is animated by a specified animation effect, referred to as the paced effect, to change at a constant rate over the period of time for which the paced timing function applies.
A paced timing function may be specified as a string using the following syntax:
<paced-timing-function> = paced({ident})
The {ident}
argument is an identifier
[[!CSS3-VALUES]] representing the property name of the referenced
property of the paced timing function.
For example, paced(transform)
would indicate that the
time should be scaled such that changes to the transform property occur at a constant
rate.
The paced effect is the animation effect specified on the same timed item where the paced timing function is applied. As a result, paced timing functions can only be used on animations and not other types of timed items.
If any of the following conditions is true, the linear timing function is used for the purpose of timing model calculations:
The result of evaluating a paced timing function at input time is calculated as follows:
Need to confirm this approach is actually backwards-compatible with SVG with regards to motion-path behavior.
input time × total length
.
current distance
+ current length
, perform the following steps:
current distance / total length +
(distance - current distance) /
current length
Is this algorithm necessary? Would a prose description suffice?
The length between any two property values depends on the type of values as follows:
Need to explain how this applies to length values.
sqrt((ra - rb)^2 + (ga - gb)^2 + (ba - bb)^2 + 255*255*(aa - ab)^2)
where the colors between which the length is to be measured are
rgba(ra, ga, ba, aa)
and
rgba(rb, gb, bb, ab)
respectively.
The definition of length for transform values depends on whether adjacent keyframe values of the transform property have matching first components. If the components are translate functions, then euclidean distance between the two translation vectors is used. If the components are scale functions, then the absolute difference between the average scale values is used. If the components are rotate functions, then the absolute difference between rotation angles is used.
If the components match but are not scale, rotate or translate functions, then the linear timing function is used for the purpose of timing model calculations.
If the components do not match, then interpolation between the components will require matrix decomposition. In this case the length is calculated using the euclidean distance between the translate components of the decomposed matrices.
Need a reference for euclidean distance.
This only refers to keyframe values. Need to explain what to do for paths.
Timing function chains allow combining a series of timing functions in succession.
For example, an ease-in-out timing function followed by an ease-in timing function would produce the following combined timing function.
A timing function chain consisting of an ease-in-out cubic Bézier timing function followed by an ease-in cubic Bézier timing function.
A timing function chain is a type of timing function made up of an ordered list of one or more other timing functions not including another timing function chain where each element in the list is used to produce the scaled output for some non-overlapping segment of the timing function chain's input range.
A timing function chain may be specified as a string using the following syntax:
<primitive-timing-function> = "linear" | <cubic-bezier-timing-function> | <step-timing-function> | <paced-timing-function>
<timing-function-chain> = <primitive-timing-function>+
It is possible to control the relative length of each link in the timing function chain by specifying positions for each timing function. For example, stretching the ease-in-out timing function to occupy three-quarters of the time would produce the following result.
A timing function chain with positions specified.
Often when animating keyframe animation effects or path animation effects it is useful to have the timing functions line up with the keyframes or path segments. Users of the model may provide this facility using the procedures defined in .
For example, a keyframe animation effect with frames at offsets 0, 0.75, and 1 and corresponding color values of red, blue, green might appear as follows with and without aligning the timing functions in the chain with the keyframes:
A comparison of distributing timing functions evenly across the interval or aligning them with keyframes.
This alignment is particularly useful with step timing functions because, unlike a regular step timing function, it can be used to achieve discrete changes regardless of the position of the keyframes.
By using step timing functions in a timing function chain and aligning the functions with the keyframes of an keyframe animation effect it is possible to produce discrete jumps in values regardless of the positioning of the keyframes.
When using alignment if the number of timing functions does not match the number of keyframes, the last timing function is repeated meaning that the above example can be achieved by simply specifying “step-end” once.
The mapping of the input range of a timing function chain's input range to the individual timing functions in the chain is determined by the timing function position list.
The timing function position list is:
Since a timing function position list may not always be provided or may not fit the format described above, the following procedures may be applied by users of the model to produce a suitable timing function position list given the following inputs:
The specific steps for generating the normalized timing function position list is based on these inputs as follows.
The procedure when spacing mode is “distribute” or when one of the other procedures cannot be applied is called distribute spacing and is defined as follows:
n
× 1 ÷ (length - 1)
.
The procedure when spacing mode is “align” depends on the timed item to which chain is being applied as follows:
The normalized timing function position list is a list of numbers corresponding to the keyframe offsets of the keyframe animation effect's list of keyframes.
Note that this refers to the keyframe offset values after applying any procedures needed to fill in missing inputs such as .
The normalized timing function position list is a list of numbers where each value is the result of traversing the path elements in the path animation effect in order and calculating the ratio of the path length at the end of the path element and the total path length.
Path elements that correspond to moveto elements other than the initial moveto element that starts the path are skipped and do not generate values in initial positions.
The procedure when a list of input positions is provided is as follows:
An implication of the above two conditions is that no values outside the range [0, 1] are allowed. If we allow keyframe offsets outside [0, 1] we will need to allow timing function offsets outside that range too for consistency.
Note that even applying the above procedures, the normalized timing function position list may not be suitable since it may not be of the required length (as defined in ). Any difference in lengths is accommodated for by adjusting the timing function chain as follows:
functions length + 1
,
positions length - 1
.
functions length + 1
,
positions length - 1
.
The behavior of duplicating the last timing function is useful for achieving an effect similar to SVG's “discrete” animation. For example,
trafficLight.animate( [ { fill: 'red' }, { fill: 'orange' }, { fill: 'green' } ], { duration: 2, easing: 'step-end', easingTimes: 'align', fill: 'forwards' } );
If you want to do something that's truly similar to SVG and doesn't relying on fill forwards, i.e. it actually distributes the time evenly among the values over the length of the active interval, you currently need to duplicate one of the values. For example,
// Each color gets 1s of air time and then the effect is cleared trafficLight.animate( [ { fill: 'red' }, { fill: 'orange' }, { fill: 'green' }, { fill: 'green' } ], { duration: 3, easing: 'step-end', easingTimes: 'align' } );
If that is a common pattern we may need to investigate a “discrete” timing function that replicates SVG's behavior natively.
The following steps are used to evaluate a timing function chain at input time fraction x.
start index
+ 1
.
xlocal = (x
- xstart) ÷
(xend - xstart)
ylocal
= f(xlocal)
xstart + ylocal
× (xend
- xstart)
.
The transformed time is calculated from the directed time using the following steps:
null
,
return null
.
directed time / iteration
duration
unless iteration duration is
zero, in which case let iteration fraction be
zero.scaled
fraction * iteration duration
.
While it is possible to set the timing properties of timed items individually, it is often useful to synchronize timed items so that they share common timing properties and maintain their temporal relationship. This is achieved using a timing group.
A simple example is illustrated below.
Using groups to share common timing properties.
(a) Shows setting a delay of 5 seconds on individual animations.
(b) Produces the same effect by setting the delay on the group.
When a timing group is directly associated with a player, the timed items associated with the timing group can be seeked, paused, and stopped as a unit.
A timing group is a type of timed item that contains an ordered sequence of zero or more timed items known as child timed items.
At a given moment, a timed item may be a child timed item of at most one timing group known as the parent timing group. The parent timing group cannot be the same timed item as the child timed item itself.
By nesting timing groups it is possible to create hierarchical tree structures. The following terms are used to describe the parts and properties of such structures and are defined in [[!DOM4]]:
Note that in applying these definitions to timed items, the term parent refers exclusively to a parent timing group and does not include the player which with a timed item may be directly associated despite the fact that conceptually the player acts as a parent time source.
The temporal relationship between a child timed item and its parent timing group is incorporated in the definition of inherited time (see ).
The timing of the children of a timing group is based on the timing of the group. Specifically, times for the children are based on the parent's transformed time. With regards to repetition, this means the children operate inside an iteration of the parent.
For example, if a timing group has an iteration count of 2, then the children of of the group will all play twice since they effectively play inside the group's iterations.
Since children of an timing group base their timing on the group's transformed time, when the group repeats, the children play again.
Note that even in this case, the child timed items still have only one active interval. However, as a result of the parent's timing, the active interval is played twice.
If an iteration count is specified for the children of a group as well as for the group itself, the effect is as if the iteration count of the group was multiplied with the iteration count of the children.
Specifying an iteration count of 2 on an timing group and an iteration count of 3 on one of its children results in that child playing 6 times.
A further result of the children of a timing group basing their timing on the group's transformed time is that they cannot animate outside of the group's active interval. This is because the transformed time of a group will not change outside its active interval. This allows groups to clip the playback of their children.
In the first instance, a timed item has a negative delay and an
infinite iteration count.
However, when a similar timed item is placed inside a timing
group with a specified iteration duration it has the effect
of clipping the child timed item's active interval.
Some further consequences of timing group children basing their timing on their parent group's transformed time are:
Timing groups can be used to provide different kinds of synchronization behavior for their children. For example, one type of timing group runs its children in parallel, whilst another type runs the children in sequence.
Compare the two arrangements illustrated below:
Two types of timing groups.
(a) is a parallel timing group where all the children run
simultaneously.
(b) is a sequence timing group where the children run in turn.
Timing groups can also contain other timing groups which allows for more sophisticated synchronization. An example is illustrated below.
A sequence timing group that contains a parallel timing
group as a child.
The parallel timing group waits for the previous child of the
sequence timing group to finish, and then the children of the
parallel timing group play simultaneously.
After they have finished the next child of the sequence timing
group plays.
Web Animations defines two types of timing groups.
A parallel timing group is a type of timing group that schedules its child timed items such that they play simultaneously.
The start time of a child timed item of a parallel timing group is zero.
The intrinsic iteration duration of a parallel timing group is based on the time when the last child timed item completes its active interval and is calculated using the following procedure.
Define the end time of a timed item as :
end time =
start time + start
delay + active duration
The intrinsic iteration duration depends on the number of child timed items as follows,
max(0, maximum end
time)
.Note that for children of a parallel timing group, the start time will always be zero but it is included in the definition of end time here since the end time is also used to define the intrinsic iteration duration of a sequence timing group (see ).
A sequence timing group is a type of timing group that schedules its child timed items such that they play in turn following their order in the group. This ordering is achieved by adjusting the start time of each child timed item in the group.
The start time of a child timed item of a sequence timing group is the end time of the child's previous sibling. If the child has no previous sibling the start time is zero.
When the active duration is positive infinity the behavior for calculating the end time of an timed item and the start time of subsequent children follows the usual behavior defined by IEEE 754-2008. As a result, if any of the children of a sequence timing group has an infinite active duration, any children that occur later in the sequence will not play.
Similarly, the above definition does not restrict start times to positive values and hence some children may not play due to a negative start delay on children that occur earlier in the group since their active interval may end before the group's start time.
Need to define if events fire in this case.
Because the start of the active interval is based on the sum of a timed item's start time and start delay, the active intervals of children of a sequence timing group need not run in strict sequence but can be shifted back and forth by using the start delay as shown in the following diagram.
A negative start delay can be used to cause the active interval of two children to overlap. Note that the start delay affects the start time of subsequent children in the group.
The intrinsic iteration duration of a sequence timing group is equivalent to the start time of a hypothetical child timed item appended to the group's children calculated according to the definition in unless that produces a negative value, in which case the intrinsic iteration duration is zero.
As a result, if the sequence timing group has no child timed items the intrinsic iteration duration will be zero.
Animations are a kind of timed item
that apply an animation effect to an element or pseudo-element
such as ::before
and ::first-line
[[!SELECT]]
referred to as the target element.
Before passing the transformed time of an animation to its animation effect it is converted to a time fraction. The time fraction of a timed item is calculated according to the following steps:
the time fraction is as follows,
start delay - 1
) and an iteration
duration of 1.
start
delay + normalized active duration
and an iteration duration of 1.
null
, in which case return
null
.
Since timing functions are allowed to produce output times outside the range [0, 1] it is possible that the value calculated for a time fraction also lies outside this range.
The Web Animations animation model takes the time fractions and current iteration values produced by the timing model for a given animation and applies it as the input to the animation's animation effect.
The output of each animation effect is then combined with other animation effects using an animation stack before being applied to the target properties (see ).
An animation effect takes a time fraction and a current iteration value and uses them to calculate an intermediate animation value for its target properties. Each animation may have at most one animation effect associated with it.
Since the result of an animation effect is based on the time fraction and current iteration value, it is updated whenever the timing model is sampled. Note that changes to the timing model caused by using the programming interface do not cause the animation model (and hence animation effects) to be updated as described in .
Each animation effect can have zero or more associated target properties. Not all properties may be animated by an animation effect. Properties that may be animated by an animation effect are defined as animatable. The set of animatable properties is is defined in .
An animation effect that targets a property that is not animatable will have no effect on the property. However, an animation that applies such an animation effect will still exhibit the usual behavior for a timed item such as firing timing events and occupying time in a sequence timing group.
The specific operations involved in animating a target property differ based on the property type. For example, the specific procedure for animating a property that specifies a color will differ from a property that specifies a length. Each animatable property defines one or more property types to use when animating.
In order to produce a smooth change between property values, a procedure for interpolation is required. A given property type is interpolable if there is a procedure defined to interpolate between two values of that type.
In order to support accumulation and additive composition, a procedure for addition is required. A given property type is additive if there is a procedure defined to add two values of that type.
An initial list of property types and their procedures for interpolation and addition is given in . In addition to this initial list, specifications that define CSS properties may provide additional property types to define the procedures for interpolation and addition of the values of those properties.
Given a time fraction, a current iteration, and an underlying value, an animation effect produces an intermediate animation value for each animatable target property. Before being applied to the target properties, these intermediate animation values are composed together using the process defined in .
The use of the term 'value' here is misleading, as the output of the effect stage can not be resolved to a concrete value until it is composited with an underlying value. This takes place in the compositing stage, when the animation stack is resolved. It is therfore more accurate to describe the output of the effect stage as a set of values and corresponding composition operations, which are used to modify an underlying value. The same is true of the unaccumulated animation value.
Use of this more precise terminology will also allow the algorithm for accumulation to be specified more precisely.
An intermediate animation value is established by first calculating an unaccumulated animation value and then applying accumulation behavior.
The unaccumulated animation value is the result of evaluating an animation effect for a given target property, time fraction and underlying value independent of the current iteration. The procedure for calculating this value depends on the specific type of animation effect and is defined subsequently (see and ).
Animation effects may be defined such that as the animation that is applying them is repeated, the intermediate animation value builds on the value produced by previous iterations. This behavior is called accumulation.
The accumulation behavior of an animation effect is specified by the animation effect's accumulation operation property. The accumulation operation property takes one of the following two values.
The intermediate animation value produced by the
animation effect for a given property is the sum of the
unaccumulated animation value for the given time
fraction and the final intermediate animation value
of the previous iteration (i.e. the result of evaluating the
intermediate animation value with a time fraction
of 1, and a current iteration of current
iteration - 1
).
If the current iteration is zero, the intermediate animation value is just the unaccumulated animation value.
Accumulation behavior is only applied for target properties that are additive. For target properties whose values are not additive, an accumulation operation of none is used.
Accumulation behavior is only applied for keyframe animation effects when the composition operation is uniform across all keyframes. For keyframe animation effects where the composition operation varies, an accumulation operation of none is used.
After calculating the intermediate animation values for an animation effect they are applied to the animation effect's target properties.
Since it is possible for multiple in effect animations to target the same property it is often necessary to combine the results of several animation effects together. This process is called compositing and is based on establishing an animation stack for each property targetted by an in effect animation effect.
After compositing the results of animation effects together, the composited result is combined with other styles applied to the target property.
An overview of this arrangement is illustrated below:
Overview of the application of intermediate animation values to
their target properties.
The results of animation effects targetting the same property
are composited together using an animation stack.
The result of this composition is written to an override stylesheet
that is more important than other stylesheets but less than any
!important
rules.
For the first part of this operation—combining intermediate animation values that target the same property— it is necessary to determine both how the animation effects associated with the animations are combined with one another, as well as the order in which they are applied, that is, their relative priority.
The matter of how intermediate animation values are combined is governed by any composition operations associated with the corresponding animation effects.
The relative priority of intermediate animation values is determined by an animation stack established for each animated property.
Associated with each property targetted by one or more animation effects is an animation stack that establishes the relative priority of the animation effects.
The relative priority of any two animation effects, A and B, within an animation stack is established by comparing the properties of the animations applying A and B as follows:
Animation effects that sort earlier have lower priority.
Each animation effect has an associated numeric custom animation priority that is used to provide high-level control of animation priority for specifications layered on top of Web Animations. The initial value of the custom animation priority is zero.
Note that the custom animation priority is primarily intended to be used to prioritize animation effects at a high-level, such as to prioritize animations by type. For example, it can be used to ensure that CSS Animations always override CSS Transitions.
It is possible to control animation priority at a lower-level by setting the player start time appropriately, (possibly after making compensatory adjustments to the start delay of the source content) or influencing the player sequence number by controlling when players are created.
In order to calculate the final value of an animation stack, the intermediate animation values of each animation effect in the stack are combined in order of priority from lowest to highest priority.
Each step in the process of evaluating an animation stack takes an underlying value as input. The initial underlying value is the base value of the target property as defined in .
For each animation effect in the stack, the appropriate intermediate animation value from the animation effect is combined with the underlying value to produce a new value. This resulting value becomes the underlying value for combining the next animation effect in the stack.
The final value of an animation stack, called the composited value, is simply the result of combining the intermediate animation value of the final (highest priority) animation effect in the stack with the underlying value at that point.
The specific operation used to combine an intermediate animation value with an underlying value is determined by the animation effect that produced the intermediate animation value and is called the composition operation.
This specification defines two common composition operations as follows:
The intermediate animation value is added to the underlying value.
For property types where
addition is defined such that it is not commutative, the
order of the operands is underlying value
+ intermediate animation value
.
If intermediate animation value and underlying value are not of the same property type, or if they are of the same property type but that property type is not additive, replace behavior is applied.
Applying a composited value to a property depends on establishing an override stylesheet.
The override stylesheet contains
composited animation values
and acts with a higher priority than all other stylesheets.
However, !important
rules from all other stylesheets act
with a higher priority than the override stylesheet.
The override stylesheet is regenerated each time the
animation model is updated (see ).
The composited value calculated for a property is applied using the following process.
A keyframe animation effect is an animation effect that produces intermediate animation values for its target properties by interpolating between a series of property values positioned at fractional offsets.
Each set of property values indexed by a positional offset is called a keyframe.
The positional offset of a keyframe is a value in the range [0, 1]. The list of keyframes for a keyframe animation effect is sorted in ascending order by the positional offset of each keyframe.
Unlike CSS syntax, timing functions are not directly associated with a keyframe. Rather, this is achieved by setting a chain of timing functions on the timed item (proposal for this is still in the works).
If, due to a timing function specified on the timed item from which the time fraction is derived, the time fraction lies outside the range [0, 1], the specified keyframe property values are extrapolated to cover the extended range.
The behavior when keyframes overlap or have unsupported values is defined in .
Each keyframe animation effect has an associated composition operation that specifies how it is combined with other animation effects in the animation stack.
Furthermore, each keyframe may also have an associated composition operation that is applied to all values specified in that keyframe. If no composition operation is specified for a keyframe, the composition operation specified for the keyframe animation effect is used.
The unaccumulated animation value of a single property referenced by a keyframe animation effect as one of its target properties, for a given time fraction and underlying value is calculated as follows.
Note that this definition does not require determining a suitable zero value for each possible property type. This behavior could be realized, for example, by use of a sentinel value.
underlying value + value to
add
.
(time fraction - start offset) /
(end offset - start offset)
Note that this procedure assumes the following about the list of keyframes specified on the effect:
It is the responsibility of the user of the model (for example, a declarative markup or programming interface) to ensure these conditions are met.
Note that this procedure permits overlapping keyframes. The behavior is that at the point of overlap the output value jumps to the value of last defined keyframe at that offset. For overlapping frames at 0 or 1, the output value for time fractions less than 0 or greater than or equal to 1 is the value of the first keyframe or the last keyframe in keyframes respectively.
In the presence of certain timing functions, the input time fraction to an animation effect is not limited to the range [0, 1]. Currently, however, keyframe offsets are limited to the range [0, 1] and property values are simply extrapolated for input time fractions outside this range. We are considering removing this restriction for the following reasons.
We are considering removing the restriction since cases exist where it is useful to be able to specify non-linear changes in property values at time fractions outside the range [0, 1].
While this effect could be achieved by careful modification of the timing function, this approach is complex and breaks the model's separation of timing concerns from animation effects. An example is an animation which is subject to an 'overshoot' timing function and which has an effect that sweeps through a non-linear color space.
See section 4 (Keyframe offsets outside [0, 1]) of minuted discussion from Tokyo 2013 F2F.
Whilst the Web Animations model assumes a sorted list of keyframes with specified positional offsets in the range [0, 1] many users of the model require a facility for automatically distributing keyframes when positional offsets are not provided. A procedure for evenly distributing keyframes with unspecified positional offsets is provided below.
Given a list of keyframes whose positional offets are either a real number in the range [0, 1] or unspecified, we define such as list as loosely sorted by offset if, for each keyframe in the list that has a specified offset, the offset is greater than or equal to the offset of the previous keyframe in the list with a specified offset, if any.
Given a list of keyframes, initial keyframe list, that is loosely sorted by offset we can evenly distribute the keyframes with unspecified positional offsets between those frames with specified offsets using the following procedure:
then the offset of k is
a + (b - a)
* i
/ (n + 1)
A path animation effect is an animation effect that produces transform unaccumulated animation values such that a target element follows a specified geometric curve.
The path of a path animation effect is provided by an SVG Path, as defined in SVG [[!SVG11]]. A path consists of a list of path elements.
The automatic rotation flag of a path animation effect, if set, specifies that the unaccumulated animation value generated by the path animation effect produces a rotation that matches the directional tangent vector of the path.
The rotation angle parameter of a path animation effect specifies a constant rotation that applies to the target transform in addition to any rotation generated by setting the automatic rotation flag.
Each path animation effect has an associated composition operation that specifies whether the unaccumulated animation values generated by the effect replace the underlying value or add to it.
The unaccumulated animation value of a path animation effect for a given time fraction and underlying value is given by the following process:
Each element in the path (excluding moveto elements) is allocated an equally sized non-overlapping segment, with segments collectively partitioning the range [0, 1].
The current path element is the path element corresponding to a given time fraction.
The element fraction represents the offset into the current path element at the given time fraction.
The current path element and element fraction for a given time fraction, progress, are determined by following the steps corresponding to the first matching condition from below:
floor(progress)
.
progress - floor(progress)
.
For a given path element and element fraction, the rotation value at that point is calculated according to the steps corresponding to the first matching condition from below:
For continuous path elements (all elements except moveto), the angle of the tangent vector for the purpose of these calculations is defined to be an integer multiple of 2π different from the value given by standard mathematical formulae for tangents to curves in 2 dimensional space.
What does “different from” mean here?
For moveto path elements, which are discontinuous, the angle of the tangent vector for the purpose of these calculations is always an integer multiple of 2π.
Any multiple?
At non-smooth junction points, the angle of the tangent vector for the purpose of these calculations is determined by the tangent to the curve after the junction.
The initial value of the angle of the tangent vector is computed using the first element of the curve, and is always in the range [0, 2π).
Single continuous path elements must never produce tangent vector angles that are discontinuous over their defined region. This implies that a single unique solution is available for all points on continuous path elements.
When computing angles after discontinuous or non-smooth jumps, multiple possible solutions may be available. These solutions will differ by integer multiples of 2π. In such cases the solution that lies closest to the previous tangent angle is used.
For a given path element and element fraction, the translation value is determined using the following procedure:
Let length be the length of the given path element.
Need a reference to how this is calculated even if it's just a pointer to SVG (which says pretty much nothing).
element fraction × length
.
Let point be the unique point along the current element which is element distance along the path from the start of the path.
What is the significance of “unique point” here?
The length of a path element is determined, where possible, via closed-form solutions. For some path elements (e.g. beziers) a closed-form solution is not generally possible, and approximations should be used.
The length of a moveto element is always 0.
Please see for a full non-normative treatment of this topic.
Need to describe how transform-origin is applied.
Unless specified otherwise, all CSS properties are animatable. Examples of properties which are explicitly marked as not animatable are those defined in [[CSS3-TRANSITIONS]] and [[CSS3-ANIMATIONS]].
[[CSS3-TRANSITIONS]] requires future CSS specifications to provide an ‘Animatable:’ line for each newly defined property. This line defines how animation occurs. ‘Animatable: none’ in this regard merely means that a property is not continuously animatable, that is, not interpolable.
This also applies to CSS properties defined in SVG [[SVG11]] which are likewise animatable except where explicitly noted otherwise.
There are a number of SVG attributes which do not map to CSS properties but which are nevertheless animatable. The procedures for animating these attributes are defined in a forthcoming SVG Animation specification.
The specific procedures for interpolation and addition of animation values for common CSS value types are defined below.
For a given pair of animation values, the procedures depend on the types of the two values. If there is no set of procedures matching the particular types of the two values, the default procedures defined in is used.
In CSS transitions the interpolation procedure is determined by the property, not the specific values. Do we really want to define this in terms of the values in question? That seems to remove flexibility to make different properties with the same value types interpolate differently or turn off additive behavior on a per-property basis.
For each set of procedures, a common notation is used. For interpolation,
For addition,
When an addition procedure is not commutative, Va represents the first term of the operation and Vb represents the second.
In some cases the mechanism by which interpolation and addition is achieved differs from that defined in [[CSS3-TRANSITIONS]]. However, the observable results of these operations should be identical.
For example, in [[CSS3-TRANSITIONS]] length values are always converted to computed style pixel lengths and interpolated as numbers, whereas in this specification interpolation between different length units is defined using calc expressions.
When the types being interpolated or animated equal the following specific procedures are used.
Note that in all cases, if the result of the addition is specified by a calc expression and the units of Va and Vb are related by a constant scalar multiple then the result of the calc expression is evaluated as defined in [[CSS3-VALUES]] before being returned.
What does “being returned” mean here?
For example, the CSS ‘px’ unit is related to the CSS ‘in’ unit by a constant scalar multiple of 96 (i.e. 96px = 1in). On the other hand, the CSS ‘em’ unit is not related to the ‘in’ unit by a constant scalar multiple.
Interpolation is calculated as defined in [[CSS3-TRANSITIONS]].
This is weird: we partly redefine what is already described in [[CSS3-TRANSITIONS]] and party reuse its definitions. We should either redefine everything here, or simply extend what is there.
Addition is calculated as Vres = Va + Vb.
Interpolation is calculated as Vres = (1 - p) * Vstart + p * V end.
Addition is calculated as Vres = calc(V a + Vb).
Interpolation is calculated as Vres = (1 - p) * Vstart + p * Vend.
Addition is calculated as Vres = calc(Va + Vb).
Interpolation is calculated as defined in [[CSS3-TRANSITIONS]].
Addition is performed on each RGBA color component in premultiplied space, clamping so it is within the range specified in [[CSS3-COLOR]].
Interpolation is performed using the cross-fade() function as defined in [[CSS4-IMAGES]]:
Vres = cross-fade(p, Vstart , Vend).
Addition is defined as the composition of Va over Vb, with Va and Vb aligned at their top left corners. The height and width of the result is the maximum of the heights and widths of Va and Vb. Any result pixels outside the bounds of Va or Vb are defined to be rgba(0, 0, 0, 0).
Before interpolation or addition, any shorthand is expanded as described in [[CSS21]] to include both horizontal and vertical positions. Keywords are converted to their equivalent percentage values as described in [[CSS21]].
Interpolation or addition is performed on each provided value in accordance with its type.
Interpolation is calculated as defined in [[CSS3-TRANSFORMS]].
Addition is calculated as an accumulation as defined in [[CSS3-TRANSFORMS]].
In general, non-matching primitive types cannot be interpolated or added. Non-matching primitive types may only be interpolated or added if the property value they are defined on allows both those types, for example <length> and <percent>. In these cases, the CSS calc() function as defined in [[CSS3-VALUES]] is used.
For interpolation:
Vres = calc((1 - p) * Vstart + p * Vend).
For addition:
Vres = calc(Va + Vb).
If keyword value is be defined as equivalent to a primitive type, either directly, or via some intermediate calculation, the equivalent primitive type is be used, and interpolation and addition calculated are defined in or .
In the case that a keyword maps onto a finite ordered list of values with a determinable spacing between them, then a step-wise interpolation is used. For example, the font-weight property accepts an ordered list of values from 100 to 900 in steps of 100. The interpolation in this case is defined as ((1 - p) * Vstart + p * Vend), rounded to the nearest member of the list. Addition in this case is defined as (Va + Vb), clamped to remain within the specifed list of values.
In all other cases, the keyword value is not interpolable. Result of add is the right hand side.
Shorthand properties are animated as defined in [[CSS3-TRANSITIONS]].
For interpolation:
Vres = calc((1 - p) * Vstart + p * Vend).
For addition:
Vres = calc(Va + Vb).
Interpolation of CSS and SVG transform lists is performed as defined in [[CSS3-TRANSFORMS]]
Addition of CSS and SVG transform lists is performed by appending Vb to Va.
In the case that no specific set of procedures matches the pair of animation values, the following default procedures are used.
Note that the neutral value for composition does not match any value type and thus all calculations involving the neutral value for composition will use the default algorithms.
Given the output p of a timing function, the result Vres of interpolating between two values, Vstart and Vend is given by
Note that interpolation is never performed on invalid values.
- If 0 ≤ p < 0.5
- Vres = Vstart
- Otherwise,
- Vres = Vend
Addition is between two values Va and Vb. The result Vres is given by
Vres = Vbunless Vb is the neutral value for composition, in which case
Vres = Va
In some situations the animation
effects provided by Web Animations may be insufficient.
For example, the animation effects
defined here are only able to target certain CSS properties.
They are unable, therefore, to modify the currentScale
property of an SVG element to smoothly zoom the viewport without
affecting the document content.
In such cases, where the provided animation effects do not provide needed functionality, an effect defined by script may be used. Such custom effects receive a time fraction and current iteration from the timing model and are responsible for producing an effect corresponding to the specified time.
Using an effect defined in script it is possible to animate not only otherwise un-animatable attributes and properties, but potentially anything that is accessible via script, including even producing audio or creating vibrations.
For example, using a custom effect that draws to a canvas
element, it is possible to produce a complex animated effect
featuring patterns that may be difficult to create using CSS or
SVG.
Compared to using the WindowAnimationTiming
interface, this approach ensures the animation is frame-rate
independent and can be paused, reversed, eased with timing effects,
accelerated, synchronized with other animations, and be controlled
in the same manner as any other Web Animations animation without any
additional programming.
A custom effect is an author-defined programming callback that is passed timing information whenever a sample is performed.
Since custom effects, unlike animation effects, are not limited to a single target property, the steps for assessing their order of execution differs from animation effects.
Custom effects are executed after all animation effects have completed and applied their result to their targets (see ).
Need to define this more precisely. Are styles flushed? Presumably they are. Can we suspend reflow for the duration of executing the script-based animation effects and just do it once afterwards?
Within the set of custom effects, the order of execution is initially the same as that defined for animation effects in . However, custom effects may also override this ordering through a priority property associated with the effect. This priority property, if defined, specifies the order in which the callbacks are executed such that the callback of the custom effect with the least priority is executed first.
In deciding which of two custom effects, A and B, should be executed first, the following rules are applied.
Items sorted earlier are executed before those sorted later.
The current event model has two undesirable consequences:
One alternative under consideration is as follows:
See sections 8 and 14 of minuted discussion from Tokyo 2013 F2F.
Another possibility is that rather that switching to seeked event dispatch when there are many events to dispatch due to delays between samples, to instead ignore the delay (as is required for SVG). This would make seeked event dispatch predictable. This approach, however, does not address the issues regarding uneased timing.
As timed items play they report changes to their status through timing events.
Timing events are a property of the Web Animations timing model. As a result they are dispatched even for animations that do not have an associated animation effect, for animations whose target element is not rendered because it or a parent element has display property of none, and for timed items that perform no animation such as timing groups.
Relationship to CSS and SVG events
CSS defines AnimationEvent
s and
TransitionEvent
s and SVG defines TimeEvent
s.
The proposal here is to dispatch TimingEvents in parallel to
these events.
A key difference is that the target of a TimingEvent is a TimedItem and not content. This model leaves firing of events at content up to the declarative mapping onto the model (e.g. CSS or SVG). This approach makes the Web Animations model more self-contained whilst permitting different mappings for different markup. For example, CSS fires events at the target element whilst SVG fires events at the element that generated the animation.
Occurs at the moment when a timed item enters its active interval (from either direction).
Note that if the parent timing group starts a new iteration, this is treated as if this element momentarily exited its active interval (producing a new timingend event), and entered it again (producing a new timingstart event).
Occurs at the moment when a repeating
timed item's current iteration changes value
excluding changes to and from null
.
Note that if the parent timing group starts a new
iteration, this is treated as if this element momentarily exited
its active interval (causing the current iteration
to become null
), and entered it again (producing
a new value for current iteration) and hence producing no
timingiteration event since the only changes to current
iteration are to and from null
.
Occurs at the moment when a timed item leaves its active interval (from either direction).
Occurs when a timed item loses its association with a player.
Can we rename these to just start, iteration, end, and cancel? They are only fired at timed items, never DOM nodes, so they won't clash with other events. Is that enough or do the names need to be globally unique?
Timing events in Web Animations rely on a mode of operating the timing model that does not apply timing functions called uneased timing. There are two reasons for this:
Timing functions are not always invertible.
In order to dispatch events in the correct order it is often necessary to convert from a timed item's local time to a common time space for sorting and non-invertible timing functions make this impractical.
Timing functions on parent timing groups can cause unnecessary events to be generated.
For example, consider a timing group that has a timing function that is not monotonically increasing such as a bounce effect. Within a single iteration of the timing group child timed items may repeatedly exit and enter their active interval. Dispatching a timing event on each such moment is unlikely to be useful to most applications.
An analogue is a graphics editing program where the user can apply a blur filter to a geometric shape. The graphics program may draw a selection box around the bounding box of the geometric shape ignoring the fact that the blur stretches (infinitely) beyond the selection box.
Furthermore, since fill modes affect the calculation of times in ways that obscure the boundaries of the active interval they are also ignored when operating in uneased time.
The uneased timing of a timed item refers to performing any of the calculations defined for the timed item with the following exceptions:
For example, the uneased inherited time of a timed item is calculated using the regular definition of inherited time after applying the two modifications to the timing of the item and its ancestors noted above.
Normally the time value used as input to a child timed item of a timing group is the group's transformed time. However, since uneased timing does not apply timing functions, we refer to uneased child time which is equivalent to both uneased transformed time and uneased directed time.
For times calculated using uneased timing it is possible to perform the reverse operation to, for example, convert times from a child timed item to that of its its parent timing group or timeline.
Calculating the uneased local time from uneased child time of a given timed item requires recording the iteration index that corresponds to the uneased child time and is calculated as follows.
Let the uneased iteration time be the result corresponding to the first matching condition from below.
iteration duration - child time
Let the uneased scaled active time be the result corresponding to the first matching condition from below.
repeated duration * start offset
iteration index * iteration duration
+ uneased iteration time
Let the uneased active time be the result corresponding to the first matching condition from below.
(uneased scaled active time - start
offset) / playback
rate
(uneased scaled active time - start
offset) / playback
rate + active duration
uneased active time + start
delay
.
Note that the above procedure is only defined when the uneased
child time is defined, that is, not null
.
The uneased inherited time from uneased local time is simply the sum of the uneased local time and the timed item's start time.
The timeline time from the current time of a player is calculated as follows.
timeline time =
(current time + time lag) /
playback rate +
start time
If the player's playback rate is zero, the timeline time is undefined. The handling of an undefined value depends on the context in which it is used. Typically, a current time value for the timeline is available and this is used in place of the undefined value.
Provided that the current iteration values used when calculating the uneased local time are recorded, it is possible, by applying the above definitions in succession, to calculate the time value of a timeline corresponding to the uneased local time of a timed item associated with that timeline.
Timing events have an associated event local time, event timeline time, event iteration index, and seeked dispatch flag.
The event local time is the uneased local time of the timed item that generated event at the moment the event is scheduled to occur. This time is constrained by the timing of the parent timing group's iteration interval such that when converted to an uneased iteration time in the parent's iteration time space (see ) it lies within the range 0 ≤ uneased iteration time ≤ iteration duration (of the parent).
The event timeline time is the result of converting the event local time into the time space of the timeline that sampled the timed item. If is calculated using the procedures defined in .
The event iteration index is the value of the timed item's current iteration and moment the event is scheduled to occur.
The seeked dispatch flag is a boolean value set to
true
if this event was generated as a result of applying
seeked event dispatch.
The propagation path for a timing event generated by item, is simply item itself.
Note that unlike AnimationEvent
s and
TransitionEvent
s in CSS, and TimeEvent
s in
SVG, all of which target an Element; the target of a timing
event is a timed item.
The sequence in which timing events are queued is as follows:
In effect, child timed items operate inside an iteration of their parent timing group and hence events generated by children are wrapped by their parents' events.
Note that sorting end events before start events is consistent with the end-point exclusive nature of intervals (see ). When animation A ends at the same time as animation B begins, we can imagine that animation A ends an infinitely short amount of time before animation B begins such that there is no overlap.
Events are queued when either of the following occurs:
In the former case—when a timeline is sampled—since Web Animations put no requirements on the time between successive samples, it is often the case that the moment when a change in state that should produce an event is scheduled to occur does not line up with a sample.
As such, except for the specific circumstances mentioned in following sections, the events that should be queued when sampling a timeline includes all events scheduled to occur in the interval since the previous sample time up to and including the current timeline time.
Note that when a player is first sampled, it will employ seeked event dispatch as described in after which point the previous sample time for that player will be resolved. As a result, there is never an occasion where the previous sample time is used and yet is undefined.
For the latter case—when a player is seeked—the behavior is defined in .
Make sure we update the previous sample time for a seek/etc.
Note that provides non-normative algorithms that incorporate the behavior defined in this section as well as .
Under some circumstances the usual behavior of dispatching all events scheduled between two times is not appropriate either because it would produce such a large number of events that performance may be adversely affected, or because it would produce counter-intuitive results in the circumstances. In such situations, an alternative form of event dispatch called seeked event dispatch is used.
Seeked event dispatch is a mode of event dispatch that produces at most one timing event per timed item by comparing whether the timed item was in play or not at some initial moment and at some final moment.
To facilitate this, each timed item has an associated previous play state property that initially has the value not playing.
For a given timed item the events queued as a result of performing seeked event dispatch at uneased local time t is as follows:
For timing groups, this procedure is applied recursively to all child timed items. The resulting events are sorted using the sequence defined in .
Note that seeked event dispatch is only defined for timed items associated with a player. Timed items not associated with a player dispatch timingcancel events as defined in .
When a seek is performed on a player (see ) seeked event dispatch is applied.
Prior to performing the seek, the previous play state of each timed item that is either the source content of the player or a descendent of the source content is updated to reflect whether the timed item is in play or not at the moment prior to performing the seek.
If the time adjusted flag of the player has been set, no update of the previous play state of the source content and its descendants is performed.
The timeline time used in the seeked event dispatch procedure is simply the seek time.
After completing the seek, the previous sample time of the player is updated to reflect the seek time and the time adjusted flag, if set, is cleared.
Suppressing events during seeking is necessary to provide performant seeking. It is also arguably the more intuitive behavior as, for example, when rewinding a cartoon one probably does not expect a bucketload of events to arrive as a result of traversing backwards over each timed item.
Apart from seeking a player, making adjustments to the arrangement or timing of a player's source content can also cause the timed items' local time to jump. Like seeking, in such circumstances it is often not sensible to dispatch all the intermediate events but rather to employ seeked event dispatch.
The range of circumstances where this behavior is necessary is quite broad when we consider the interdependencies in the timing of timed items. For example,
As such, even small changes to the timing of a timed item can have knock-on effects that affect all other timed items associated with the same player possibly causing their local time to jump. As a result, seeked event dispatch is employed for the source content of a player and all its descendents whenever any change is made to the timing or arrangement of any of those timed items.
Associated with each player is a time adjusted
flag that is initially false
.
The time adjusted flag is set to true
whenever
any of the following actions is performed on any of the timed
items associated with
the player.
null
.
This includes timed items that become newly associated with the
player or likewise cease to be associated with the
player.Note that the fill mode and timing function associated with a timed item are not included in this list since they do not effect uneased timing.
This behavior extends only to actual changes to the values. Setting a property to its current value—for example, by using the script interface— does not cause the flag to be set.
The time adjusted flag is cleared after events are queued for the given player.
When queuing events for a player, if the time adjusted flag of the player is set, seeked event dispatch is used for all timed items associated with the player.
The timingcancel event may not be necessary.
It was introduced since in some situations it is useful to distinguish between an animation completing normally (timingend—in which case actions that are scheduled to occur at the end of the animation should be performed) and being prematurely terminated (timingcancel—in which case such actions will generally not be performed).
Currently the only way to prematurely end a timed item is to manually disassociate it from any player which seems too rare to warrant a special event. If players could be cancelled or stopped in some way then this event may make more sense.
Note that the touchcancel event is conceptually similar and may be an argument in favor of keeping this event.
A timed item that is not associated with a player is an unattached timed item.
Each time an operation is performed that causes a timed item that was associated with a player to become an unattached timed item it is appended to the end of a queue of unattached timed items associated with the player.
Should an unattached timed item later become associated with a player it is removed from any queue of unattached timed items it may be present in. As a result a timed item will only ever appear in at most one queue of unattached times and never twice in the same queue.
When events are queued as a result of sampling, the following steps are performed for all timed items in the queue of unattached items for each player that is sampled.
null
.Note that timingcancel events are not dispatched when seeking a player. As a result it is possible, using the script interface to make a batch of changes to the arrangement of timed items including seeking and provided all timed items are associated with a player when the script block completes no timingcancel events will be dispatched.
In some circumstances, when events are queued during a sample, the number of events generated may be excessive. This can happen, for example, if the user agent dramatically reduces the sample rate for a background application to conserve battery, or if the device is activated after being in a sleep state for an extended period of time.
In such situations, requiring the user agent to dispatch all timing events scheduled in the interim period would result in a significant drop in performance and in extreme circumstances may render the user agent temporarily unusable whilst it catches up on event processing.
In order to ensure a good user experience even in such circumstances a user agent may switch to seeked event dispatch to alleviate the burden of dispatching excessive events.
If, whilst sampling a timeline, more than 30 events are queued, the user agent MAY employ seeked event dispatch for all timed items associated with the timeline.
30 is somewhat arbitrary. Need feedback both from implementations (on the most constrained device, when does this start being burdensome?) and authoring (what is the minimum guarantee necessary to cover most regular content?)
In addition to the abstract model described above, Web Animations also defines a programming interface to the model. This interface can be used to inspect and extend animations produced by declarative means or for directly producing animations when a procedural approach is more suitable.
Timeline
interfaceTimelines, including the document timeline are represented in the Web Animations API by the Timeline interface.
Returns the time value for this timeline or
null
if this timeline is not started.
For a document timeline this will never be negative and represents the number of seconds since the document with which this timeline is associated was ready to fire its load event.
Creates a new Player object
associated with this timeline that is scheduled to start
at currentTime
.
The timeline
attribute of the newly-created Player object will be set to this
object.
Similarly, the startTime
attribute will be set to the
value of this object's currentTime
attribute at the
moment the method was called, or, if currentTime
is
null
, zero.
The setting of the source
attribute is described
below under the description of the source parameter.
The currentTime
attribute of the Player object is a calculated value described in .
The playbackRate
and paused
attributes
take on their default values as described in the definitions of
the playback rate and
paused state properties of player objects.
The source content to assign to the newly-created Player object.
The source
attribute of the created Player is set by following the procedure
defined for updating that attribute.
As a result, if source is already associated with
a player
, it will be disassociated first before
being associated with the new Player object.
We will likely change this interface to the following format:
Promise play(optional TimedItem? source = null); Player playNow(optional TimedItem? source = null);
Under this arrangement play
would begin at the next
possible moment whilst attempting to ensure that the animation
begins from the first frame.
This allows implementations to make adjustments for vsync or
overhead in triggering the animation in another process.
The play
callback passes the created Player as the argument to the
Promise's fulfill callback.
playNow
matches the existing definition of the
function and causes the start time of the player to be set to
this timeline's currentTime
even though this may
cause the first part of the animation to be dropped.
Returns the set of Player objects associated with this timeline that have associated source content which is current.
The returned list is sorted in increasing order by player sequence number.
Returns the time value, otherTime, from another Timeline also tied to the global clock, other, converted to a time value relative to this timeline's zero time.
Returns null
if:
Note that unlike currentTime
, this method may return
a negative time value if otherTime occurred prior
to this timeline's zero time.
Furthermore, negative values for otherTime are also allowed.
If this timeline records the time value of the global clock at its zero time as global clock offset, and so does other as other global clock offset, then the result of this method is simply:
other global clock offset + otherTime
- global clock offset
Exceptions:
InvalidNodeTypeError
The reason for choosing InvalidNodeTypeError
here
is that DOM4 describes it as meaning, "The supplied node is
incorrect or has an incorrect ancestor for this operation."
In this case the error is because other does not have
the global clock as an ancestor so it seems
appropriate.
Returns the number of seconds between when event was fired and this timeline's zero time.
Since the timeStamp
attribute of the
Event
interface specified in [[DOM-LEVEL-3-EVENTS]]
is not guaranteed to be monotonically increasing, implementations
SHOULD record alongside each event the time value of the
global clock when the event is dispatched so that it can be
converted to an accurate time value here.
Unlike currentTime
, this method may return a negative
time value if the event was fired prior to this
timeline's zero time.
Returns null
if this timeline is not
started.
This might be deferred to a later version.
Player
interfacePlayers are represented in the Web Animations API by the Player interface.
The source content associated with this player.
A player can only be associated with at most one timed item, and likewise, a timed item can only be associated with at most one player. In order to maintain these invariants, on setting this value, the following procedure is performed:
source
attribute.null
,
disassociate old value from this player.null
,
perform the steps associated with the first matching condition
of the following:
new value.remove()
.source
attribute to new
value.currentTime
has been delayed due to pausing
and seeking.
Negative values indicate the player has been advanced ahead of its
scheduled time by seeking.
Returns true if this player is not bounded which
occurs when the player is waiting to start, has reached the end of
its source content, or has been seeked to a time outside
the range [0, source.endTime]
.
This may be true even while paused
is also true.
Is this the most useful behavior?
Making playing == !paused && !bounded
is
perhaps more intuitive but when paused
is true and
currentTime
is zero you can't tell if the player is
ready to play (but paused), or waiting to play.
source
to null and clears all effects associated
with the previous source content.
source
to null as
well so we should define this behavior there.
Seeks the player to the end of the source content in the current direction as follows:
Exceptions:
InvalidStateError
Unpauses the player and rewinds if it has finished playing using the following procedure:
Should this return a Promise that is resolved when
playing
becomes false?
Inverts the playback rate of this player and seeks to the start of the source media if it has finished playing in the reversed direction using the following procedure. evt.
-player
playback rate
following the steps in .
Is this unpausing behavior correct?
TimedItem
interfaceTimed items are represented in the Web Animations API by the TimedItem interface.
The local time of this timed item.
localTime
will be null
if this timed
item is not associated with a player or if it has
a parent timing group that is not in effect.
Returns the input timing properties for this timed item.
Should we make this writeable? Then you could do:
animA.specified = animB.specified;
Doing so would probably also involve defining
Timing.clone
and a constructor for Timing.
Representing these parameters has been a particularly contentious topic.
The current arrangement:
anim.specified.duration
) to reading
the value (typically, anim.duration
)
"3s"
should be allowed (and allowing
them makes walking the tree more complex).
However, it separates "specified" timing from "computed" timing which some consider advantageous.
The only situation where calculated values and input values
differ is for duration
and
activeDuration
.
One alternative that has been proposed is to introduce
a Duration
interface as follows:
interface TimedItem : EventTarget { // Timing attribute double delay; attribute FillMode fill; attribute Duration duration; attribute Duration activeDuration; attribute double playbackRate; // ... // Scheduled time readonly attribute double startTime; readonly attribute unrestricted double endTime; }; interface Duration { double sec; DOMString string; }
Usage is as follows:
var specifiedDur = anim.duration.string; // "auto" var calculatedDur = anim.duration.sec; // 5 // Update duration to 3s anim.duration.sec = 3; // anim.duration.string -> "3s" // Update duration to 3s (alt.) anim.duration.string = "3s"; // anim.duration.sec -> 3 // Reset to auto anim.duration.string = "auto"; // anim.duration.sec -> 5
Your feedback is most welcome at public-fx@w3.org, subject [web-animations] ….
The start time of this timed item in seconds. This is the time at which the parent timing group, if any, has scheduled this child to run within its transformed time space, that is, the timed item's inherited time space.
The start of the active interval is based on the sum of the start time and start delay.
The iteration duration of this timed item.
Unlike the duration
attribute of
the Timing interface or TimingInput dictionary,
this attribute returns the calculated value of the iteration
duration.
If specified.duration
is the
string auto
or any unsupported value, this attribute
will return the current calculated value of the intrinsic
iteration duration.
This value may be changed by setting the
duration
attribute of the
specified
member of this interface.
The active duration of this timed item.
As with duration
, this attribute returns the
calculated value of the active duration.
If specified.activeDuration
is the
string auto
or any unsupported value,
this is the result of evaluating the active duration using
the procedure defined in .
Otherwise, it is the value specified for
specified.activeDuration
.
This value may be changed by setting the
activeDuration
attribute of the
specified
member of this interface.
The upper bound of the active interval expressed in seconds in inherited time space.
endTime
is calculated as
start time + start
delay + activeDuration
Note that while the endTime
is read-only, it can be
set indirectly as follows:
// Set endTime to 't' var t = 6; timing.specified.activeDuration = t - anim.startTime - anim.specified.delay;
The parent timing group of this timed item or
null
if this timed item does not have
a parent timing group.
parentGroup
?
Inserts items before this timed item.
HierarchyRequestError
exception and
terminate these steps.
Note that this definition precludes the following usage since
item
is an inclusive ancestor of itself:
item.before(item); // throws HierarchyRequestError
Inserts items after this timed item.
HierarchyRequestError
exception and
terminate these steps.
Replaces this TimedItem with the passed in items.
HierarchyRequestError
exception and
terminate these steps.
The player with which this timed item is associated, if any. This object can be used to perform play control such as pausing or rewinding on this timed item and all other timed items in the same hierarchy.
This will be null
if this timed
item is not associated with a player.
Note that the EventHandler callback interface type is defined in [[!HTML5]].
Timing
interfaceTiming parameters for a TimedItem are collected together under the Timing type.
The start delay which represents the number of seconds from a timed item's start time to the start of the active interval.
The fill mode as specified by one of the FillMode enumeration values.
When performing timing calculations the special value auto is expanded to one of the fill modes recognized by the timing model as follows,
The timed item's iteration start property.
A finite real number greater than or equal to zero representing the number of iterations into the timed item at which to begin. For example, a value of 0.5 would cause the timed item to begin half-way through the first iteration.
Values less than zero are clamped to zero for the purpose of timing model calculations.
Note that the value of iterations
is effectively
added to the iterationStart
such that
a timed item with an iterationStart
of
‘0.5’ and iterations
of
‘2’ would still repeat twice however it would begin
and end half-way through the timed item's iteration
interval.
Setting the iterationStart
to a value greater than
or equal to one is typically only useful in combination with an
animation effect that has an accumulate
property of
‘accumulate’.
The timed item's iteration count property.
A real number greater than or equal to zero (including positive infinity) representing the number of times to repeat the timed item.
Values less than zero are treated as the value 1.0 for the purpose of timing model calculations.
The iteration duration which is a real number greater than or equal to zero (including positive infinity) representing the time taken to complete a single iteration of the timed item.
The string value auto
is used to indicate that the
iteration duration reflects the timed item's intrinsic
iteration duration.
Real numbers less than zero and strings other than the value
lowercase value auto
are treated the same as
auto
for the purpose of timing model calculations.
The active duration of this timed item, that is, the length of its active interval.
The string value auto
is used to indicate that the
active duration is calculated using the procedure defined
in .
Otherwise, if a real number greater than or equal to zero
(including positive infinity) is specified, that procedure is
ignored and the value provided here is used for all timing model
calculations that refer to the active duration.
Real numbers less than zero and strings other than the value
lowercase value auto
are treated the same as
auto
for the purpose of timing model calculations.
Should we allow strings such as "3s"
here?
i.e. a CSS <time>.
It might be useful for readability but introduces complexity when
handling this member (need to test the type, then possibly parse
the string).
It also introduces the issue of whether we should parse a full
clock
value.
The timed item's playback rate property.
This is a multiplier applied to the local time potentially causing the item to run at a different rate to its natural speed.
The playback direction of the timed item as specified by one of the PlaybackDirection enumeration values.
The timing function used to scale the time to produce easing effects.
The syntax of the string is defined by the
<timing-function-chain> production.
Unrecognized string values or values that correspond to
a timing function that is not supported for the type of
timed item to which this property is applied
are treated as if the linear
keyword was specified
for the purpose of timing model calculations.
easingList
similar to HTML's classList
.
Returns the input for the timing function position list as
established by calling setEasingTimes
on this object.
Sets the value of the timing function position list.
The input is normalized using the procedures defined in including making adjustments to the timing function chain as necessary. Note that the results of this normalization are not exposed through the API.
TimingInput
dictionaryThe TimingInput dictionary is used as a convenience for specifying the timing properties of a TimedItem in bulk.
The specified start delay.
See the description of the delay
attribute on
the Timing interface.
The fill mode as specified by one of the FillMode enumeration values.
The timed item's iteration start property.
See the description of the iterationStart
attribute
on the Timing interface.
The timed item's iteration count property.
See the description of the iterations
attribute
on the Timing interface.
The iteration duration of the timed item.
See the description of the duration
attribute on the Timing interface.
The active duration of the timed item.
See the description of the activeDuration
attribute
on the Timing interface.
The timed item's playback rate property.
See the description of the playbackRate
attribute
on the Timing interface.
The playback direction of the timed item.
See the description of the direction
attribute
on the Timing interface.
The timing function used to scale the time to produce easing effects.
See the description of the easing
attribute
on the Timing interface.
Specifies the values of timing function positions list.
See the description of the getEasingTimes
method
on the Timing interface.
FillMode
enumerationPlaybackDirection
enumerationEasingTimesInput
typedefFor simplicity, throughout this specification EasingTimesInput is used to represent either a list of values corresponding to a timing function position list or a SpacingMode from which a timing function position list may be synthesized according to the procedure in .
If we later extend easing times to allow controlling the output
ranges (i.e. a y value as well), we could achieve
that by making the type (SpacingMode or
sequence<double> or sequence<DOMPoint>)
or
something of that sort.
That would be backwards-compatible but would make it hard to
write code that falls back gracefully.
An alternative would be to simply add
getEasingPoints
etc.
SpacingMode
enumerationThis enumeration specifies values corresponding to the spacing mode input to the procedure defined in .
TimingGroup
interfaceThe different types of timing groups defined by Web Animations share a common TimingGroup interface as defined below.
HierarchyRequestError
exception and
terminate these steps.
HierarchyRequestError
exception and
terminate these steps.
null
.
The next sibling of item not included in a set of timed items, items is determined using the following steps:
null
perform the following steps:
null
.
To remove an item from its parent timing group or player, perform the steps corresponding to the first matching condition from below, if any:
To insert a series of zero or more timed items, items, to parent's list of child timed items before reference child perform the following steps for each item in items:
TimedItemList
interfaceA list of timed items may be represented by a TimedItemList.
The TimedItemList
interface supports indexed
properties with indices in the range 0 ≤ index <
length
.
The only reason this interface exists is to provide a familiar
experience for authors familiar with DOM interfaces where child nodes
are accessed via a children
member.
Returns the timed item at index
.
If index
is greater than or equal to
length
returns null
.
ParGroup
interface
Parallel timing groups are
represented by the ParGroup
interface.
Some feedback indicates this naming is less than obvious.
The precedent is <par>
from SMIL but
would ParallelGroup
or Parallel
be better?
Likewise for SeqGroup.
Creates a new ParGroup object using the following procedure:
double
,duration
set to
timing.
group.specified
to a new
Timing object whose attributes are assigned the
value of the member of the same name on timing input
except for the easingTimes
attribute whose value is
assigned by calling setEasingTimes
on timing
input with the value of easingTimes
as the
parameter value.
The above two steps are identical with the constructor for Animation and should be factored out somewhere.
group.splice(0, 0,
children)
.
Note that since Timing objects have the same member
names as TimingInput dictionaries, it is also possible to
pass the specified
member of another
TimedItem as the timing parameter.
Doing so will cause the Timing object to be treated as a TimingInput dictionary and thus it will effectively be cloned, not shared.
A sequence of timed items to add as children of this group.
These children are appended in sequence using the same
semantics as the TimingGroup.append
method.
The timing properties or iteration duration of the new timing group.
Creates a deep copy of this ParGroup object using the following procedure.
source.specified
.source.children
, append the result
of calling child.clone()
to cloned children.
ParGroup(cloned children,
cloned timing)
.SeqGroup
interface
Sequence timing groups are
represented by the SeqGroup
interface.
Creates a deep copy of this SeqGroup object using the same procedure as defined for ParGroup.clone except that a new SeqGroup object is created instead of a ParGroup.
Animation
interface
Animations are represented by the
Animation
interface.
Creates a new Animation object using the following procedure:
double
,duration
set to
timing.
animation.specified
to a new
Timing object whose attributes are assigned the
value of the member of the same name on timing input
except for the easingTimes
attribute whose value is
assigned by calling setEasingTimes
on timing
input with the value of easingTimes
as the
parameter value.
animation.effect
to
effect.
animation.effect
to
a new KeyframeAnimationEffect object constructed by
passing effect as the frames parameter
and with the other parameters set to their default values.
animation.effect
to
null
.
Examples of the usage of this constructor are given in .
Note that as with the
constructor for TimingGroups
it is possible to pass in a Timing object here (e.g. the
specified
member of another TimedItem) in
which case it will be cloned.
null
for animations that do not target
a specific element.
effect
attribute of the newly-created Animation object.
If this parameter is an AnimationEffect object or CustomEffect object, it will shared with any other Animation objects referring to the same AnimationEffect or CustomEffect object. It will not be copied.
If this parameter of type OneOrMoreKeyframes, the animation effect of the newly-created Animation will be a newly-created KeyframeAnimationEffect object initialized by using this object as the list of keyframes and with all other parameters set to their default values.
If this parameter is null
, the newly-created
Animation will also have
a null
animation effect.
The timing properties or iteration duration of the new animation.
The animation effect or custom effect to apply.
May be null
in which case the animation will produce
no noticeable effect other than dispatching events (see ).
The element or pseudo-element being animated by this object.
This may be null
for animations that do not target
a specific element such as an animation that produces a sound
using an audio API.
Note that in a future version, AnimationTarget may be
extended to allow targetting, for example, a sequence of elements.
Therefore, code that is intended to be used with arbitrary
Animation objects should test the concrete type of
target
before using it and not assume that it refers
to an Element.
If SVG is extended to allow multiple targets (using, e.g.,
select="rect"
) then it might be most natural to
represent that in the API by allowing the target
to
refer to multiple elements.
It's something that deserves attention for version 1.
Creates a copy of this Animation object using the following procedure.
source.specified
.source.effect
as follows,
source.effect
is an
Animation object,source.effect.clone()
.
source.effect
is a
CustomEffect object,source.effect
has a method
called clone
let cloned effect be
the result of calling that method, otherwise let
cloned effect be
source.effect
.
null
.
Animation(source.target, cloned
effect, cloned timing)
.Animation
objectThe Animation constructor offers a number of approaches to creating a new Animation object. At its simplest, an Animation object that changes the ‘left’ property of elem to 100 over three seconds can be achieved as follows:
var anim = new Animation(elem, { left: '100px' }, 3);
The second parameter, representing the animation effect, may specify multiple properties, an AnimationEffect object, or even a callback object.
// Specify multiple properties at once var animA = new Animation(elem, { left: '100px', top: '300px' }, 3); // Specify multiple frames var animB = new Animation(elem, [ { left: '100px' }, { left: '300px' } ], 3); // Share the animation effect of another animation var animC = new Animation(elem, animB.effect, 3); // Supply a specialized animation effect var animD = new Animation(elem, new PathAnimationEffect("M100 250C100 50 400 50 400 250"), 3); // Supply a custom script-based animation effect var animE = new Animation(elem, { sample: function(time) { if (time !== null) { document.documentElement.currentScale = 1.0 + time * 2.0; } else { document.documentElement.currentScale = 1.0; } } }, 3);
The third parameter representing the animation's timing, may simply be a number representing the iteration duration as above, or, to specify further timing properties such as the playback rate, a TimingInput object can be used as follows:
var anim = new Animation(elem, { left: '100px' }, { duration: 3, playbackRate: 2 });
It is also possible to omit the timing parameter altogether in which
case default timing values will be used.
Since the intrinsic iteration duration of an animation
is zero, and the default fill
when constructing an
Animation is forwards, it is
possible to create animations that simply set a property without
any interpolation as follows,
new Animation(elem, { display: 'none' });
This is particularly useful in combination with other animations or timed items. For example, fading an element before switching ‘display’ to ‘none’ can be achieved as follows,
new SeqGroup( [ new Animation(elem, { opacity: '0%' }, 1), new Animation(elem, { display: 'none' }) ] );
Having created an Animation, it
can be played using
document.timeline.play(anim)
.
For simple effects, the Element.animate
shortcut is more convenient since it performs this last step
automatically. For example,
elem.animate({ left: '100px' }, 3);
PseudoElementReference
interface
We should replace this with the PseudoElement
from the ED of CSSOM
unless it gets dropped.
Since animations may also target pseudo-elements, Web Animations API introduces the PseudoElementReference interface to represent such targets.
::first-line
’).
Exceptions:
NoModificationAllowedError
::after
’.
Exceptions:
NoModificationAllowedError
AnimationTarget
typedefAnimationEffect
interface
Animation effects are represented by
the AnimationEffect
interface.
AnimationEffect is an abstract interface of which several
concrete subinterfaces are provided.
The accumulation operation property of this animation effect as specified by one of the AccumulateOperation constants.
Creates and returns a new object of the same type as this object's most-derived interface such that it will produce the same output as this object.
We either need a more rigorous definition here or (probably better) a sets of steps on a per-subclass basis.
any sample (double? timeFraction,
double currentIteration, AnimationTarget? target, any
underlyingValue)
so that the animation effects can be driven
apart from the timing model.
AccumulateOperation
enumerationThe possible values of an animation effect's accumulation behavior are represented by the AccumulateOperation enumeration.
CompositeOperation
enumerationThe possible values of an animation effect's composition behavior are represented by the CompositeOperation enumeration.
KeyframeAnimationEffect
interfaceKeyframe animation effects are represented by the KeyframeAnimationEffect interface.
Creates a new KeyframeAnimationEffect object for the given set of keyframes.
Before storing, each of the keyframes in frames is normalized using the procedure in .
setFrames
.
The composition operation used to composite this animation with the animation stack, as specified by one of the CompositeOperation enumeration values.
This is used for all keyframes that do not specify a composition operation.
Returns the keyframes that make up this effect as a sequence of Keyframe objects.
Note that the normalization applied to the list of keyframes as defined in does not affect the value returned by this method.
Replaces the set of keyframes that make up this effect.
Upon setting, each keyframe in frames is normalized using the procedure in before storing.
Before being used by the animation model, the set of frames associated with this effect is normalized using the procedure defined in .
As a result of the normalization of the list, if frames is not loosely sorted by offset this effect will not contribute to the final composited value.
Before passing the list of Keyframes specified in the API to the animation model so that the unaccumulated animation value can be calculated (see ), the following normalization is performed.
getFrames
.
Note that this normalization is only applied to the keyframes
before they are passed to the model and does not affect the result
returned by getFrames
.
Keyframe
dictionaryIndividual keyframes are represented by a special kind of Keyframe dictionary type whose members map to the properties to be animated. At the time of writing, this kind of open-ended dictionary cannot be represented using WebIDL and hence special ECMAScript-specific handling for this type is defined in . No handling is defined for other languages.
The positional
offset of the keyframe specified as a number between
0.0 and 1.0 inclusive or null
.
Keyframes with offsets outside the range [0.0, 1.0] are ignored when calculating animation values as defined in .
A null
value indicates that the keyframe
should be positioned automatically using the algorithm defined in
and applied in
.
offset
too generic? How about
timeOffset
or keyTime
?
The composition operation used to combine the values specified in this keyframe with the underlying value.
If null
, the composition operation
specified on the KeyframeAnimationEffect will be used.
Keyframe
objectSince accessing the properties of an ECMAScript user object can have side effects, the manner in which these properties is accessed is important. In light of this consideration the procedure for normalizing a Keyframe has the following properties:
A Keyframe object, keyframe input, is converted to a normalized internal representation keyframe result using the following procedure:
null
.
null
.
keyframe input.offset
is
a Number, set the positional offset
of keyframe input to
keyframe input.offset
.
keyframe input.composite
is
a case-sensitive match for one of the values of the
CompositeOperation enumeration,
set the composition operation
of keyframe input to
keyframe input.composite
.
toString
on the name property of
keyframe input.
This procedure is performed exactly once per call to
setFrames
or the constructor for
KeyframeAnimationEffect.
The above algorithm gives special meaning to the property names 'offset' and 'composite'. If a CSS property called 'offset' or 'composite' is ever introduced it will clash with the meaning here.
We have a few options:
cssOffset
.
OneOrMoreKeyframes
typedefPathAnimationEffect
interfacePath animation effects are represented by the PathAnimationEffect interface.
Creates a new PathAnimationEffect object with the specified parameters.
The path which defines the motion.
A string may be provided specifying the path using the syntax for SVG path data [[SVG11]].
If a string is provided, it is converted into an
SVGPathSegList
using the procedures defined for
parsing path
data in [[SVG11]].
Any errors encountered in the path data causing parsing to
cease and the path data processed up to that point to be used.
The resulting SVGPathSegList is assigned to the
path
attribute of the generated object without
copying.
Is this the correct data type here?
Is this sufficient to allow us to animate along an animated path? Do we need to spell out how this works in more detail?
AutoRotationMode
enumerationThe values of the automatic rotation flag of a path animation effect are represented by the AutoRotationMode enumeration.
CustomEffect
callback interfaceCustom effects can be defined in script using the CustomEffect interface.
An optional callback method used to create an independent copy of this object.
null
, the callback object SHOULD
remove the effect.
A.target
.
The value of timeFraction that was passed to this
CustomEffect when sample
was previously
called in the context of sampling the same Animation
that generated the current call.
If this CustomEffect has not previously been called
within the context of sampling the same Animation as
with the current call, or if the time fraction was
null
on the previous call, this parameter will be
null
.
Do we need to pass the Animation to sample
as
well?
If possible I'd prefer not to but it may necessary for some types of
effect.
Might be an additional parameter to add later if it proves
necessary?
CustomEffectCloneCallback is a type of callback function used to create an independent copy of a CustomEffect.
When called, the callback this value refers to CustomEffect object to be cloned.
TimingEvent
interfaceThe event local time.
This is the same time space used for startTime
and
endTime
on TimedItem.
This is the most useful time space if, for example, you receive
a timing event and want to add a new animation that
synchronizes with the item that dispatched the event by adding it
to the same timing group.
The event timeline time.
The TimingEventInit dictionary type is used to specify the parameters when constructing a TimingEvent object.
Document
interfaceThe following extensions are made to the Document interface defined in [[!DOM4]].
Element
interfaceTo simplify the creation of Animation objects for a given Element, the Element interface [[!DOM4]] is extended as follows:
Creates a new Animation object
whose target element is the Element object on which the
method is called, and calls
the play
method of the Timeline object of
the document timeline of the node
document [[!DOM4]] of the element passing the newly created
Animation as the argument to
the method.
The following code fragment:
var anim = elem.animate({ opacity: '0' }, 2);
is equivalent to:
var anim = new Animation(elem, { opacity: '0' }, 2); elem.ownerDocument.timeline.play(anim);
Returns the newly created Animation object.
Returns the set of current Animation objects that have an animation
effect whose target is the Element on which this method
is called.
Note that this does not include
PseudoElementReferences whose element
attribute refers to this Element.
The returned list of Animation objects is sorted by their associated animation effect using the procedure defined for sorting animation effects in .
Note that the definition of a current animation does not include those animations whose local time falls after the active interval but which are still in effect due to a fill mode. As a result such animations are not returned by this method.
This is because in order to return such animations, user agents would be required to maintain all animations with a forwards fill indefinitely. As a result the resources consumed by an animated document would steadily accumulate over time.
Returns the set of Player objects whose source content is current and contains at least one animation whose target element is this Element.
If this Element is the target element of two or more animations which are associated with the same player, the corresponding Player object will still only appear in the returned list once.
The returned list is sorted in increasing order by player sequence number.
The primary use case for this method is an application that wants to increase the speed of all animations targetting a particular element by a factor of 2 (not sure why and never mind that this will affect all sorts of other elements too).
With only getCurrentAnimations
a naïve author might
write:
elem.getCurrentAnimations().forEach( function(anim) { anim.player.playbackRate *= 2; } );
However, if elem
is the target element for
two animations that have the same player, then those animations
will be sped up by a factor of 4.
Instead the author needs to generate a unique list of players first, hence this method.
Is this kind of situation common enough to warrant this method? Or is it likely that when performing this kind of operation you're mostly working with single animations and not timing groups (as otherwise this operation could affect many other elements)?
Your feedback is most welcome at public-fx@w3.org, subject [web-animations] ….
The interaction between script execution and the state of the model is as follows:
Changes made to the Web Animations model via the script interface are reflected immediately in the values returned by the interfaces defined in this specification.
Similarly, methods that operate on the current state of the model such as pausing or reversing are applied to a fully-updated timing model, that is, after all previous modifications have been incorporated.
For example, if the Player
associated with an
Animation's is seeked via the API,
the value returned when querying the
animation's startTime
will reflect updated state of
the model immediately.
// Initially anim's startTime is 3 anim.player.currentTime += 2; alert(anim.startTime); // Displays '5'
The same concept applies to more complex modifications of the Web Animations model such as adding and removing children from a TimingGroup.
Changes to the model other than seek operations do not cause timing events to be queued immediately. Instead, such events are queued upon the next sample as defined in .
The behavior of events with relation to seek operations is defined in .
Operations such as updating the playback rate of a player that involve performing a seek operation cause events to be queued immediately.
For example, if a series of modifications to the timing model in a single script block causes a TimedItem's item time to jump from being outside the active interval, to inside the interval, and then outside again, no events are fired as in the following example.
// anim is due to start in 3s anim.onstart = function() { alert("started"); }; // Accelerate the parent causing anim to enter its active interval // (Note we are updating the playback rate of a *timed item* not a player) anim.parent.playbackRate *= 2; // Adjust the start delay of anim such that it is no longer in its // active interval anim.timing.delay = Infinity; // Result: no alert is shown
Modifications to the model using the script interface do not cause the properties of the target element to be updated and nor is any CustomEffect called until the next sample has been performed at some time after the current script block completes execution.
For example, if the used style of an element is queried immediately after applying a new Animation to that element, the result of the new animation will not be incorporated in the value returned.
// Set opacity to 0 immediately elem.animate({ opacity: '0' }); alert(window.getComputedStyle(elem).opacity); // Displays '1'
I'm unsure if this is the desired behavior for actions such as
seeking and play()
(and thus
animate()
).
Gecko, for example, forces a synchronous sample when a seek is
performed.
This certainly makes testing simpler but I'm not sure if this is
a good idea or not.
The value returned by the currentTime
attribute of
a document timeline will not change within a script block.
For example, querying the currentTime
twice within
a long block of code that is executed in the same script block
will return the same value as shown in the following example.
var a = document.timeline.currentTime; // ... many lines of code ... var b = document.timeline.currentTime; alert(b - a); // Displays 0
We may introduce timelines that can be started programmatically
(e.g. for SVG).
In such a case, the currentTime
should probably
become zero immediately which would violate this
condition.
If we do indeed want that then we should probably spec it to force
a synchronous sample at that point and note it as an exception
here.
The Media Fragments specification [[!MEDIA-FRAGMENTS]] defines a means for addressing a temporal range of a media resource. The application of media fragments depends on the MIME type of the resource on which they are specified. For resources with the SVG MIME type [[!SVG11]], the application of temporal parameters is defined in the Animation elements specification.
Note that media fragments are defined to operate on resources based on their MIME type. As a result, temporal addressing may not be supported in all situations where Web Animations content is used.
HTML permits user agents to store user-agent defined state along with a session history entry so that as a user navigates between pages, the previous state of the page can be restored including state such as scroll position [[HTML5]].
User agents that pause and resume media elements when the referencing document is unloaded and traversed, are encouraged to apply consistent handling to documents containing Web Animations content. If provided, this behavior SHOULD be achieved by applying a time lag to any timelines bound to the global clock.
The internal representation of time values is implementation dependant however, it is RECOMMENDED that user agents be able to represent input time values with microsecond precision so that 0.000001 is distinguishable from 0.0.
This specification defines an abstract model for animation and, as such, for user agents that do not support scripting, there are no conformance criteria since there is no testable surface area.
User agents that do not support scripting, however, may implement additional technologies defined in terms of this specification in which case the definitions provided in this specification will form part of the conformance criteria of the additional technology.
A conforming scripted Web Animations user agent is a user agent that implements the API defined in including dispatching events as defined in .
TBD
The following algorithms demonstrate a possible approach to handling event queuing that incorporates the various requirements outlined in .
Some of the features of the following approach are:
With regards to event dispatch, interval boundary conditions are particularly important. For example, if we were to conduct a sample at time 3s and then another sample at 5s, on that second sample we should dispatch all events between the two times. If a timed item were to start at time 5s, then we should dispatch the corresponding timingstart event since that time has arrived. However, since we will have already dispatched all events at time 3s during the previous sample, we should not dispatch any events coinciding with time 3s.
In other situations, however, such as when getting the events scheduled by child timed items within a given iteration, we should include timingstart events that coincide with the start of the iteration but not timingend events since, under Web Animations endpoint-exclusive timing model, those timingend events happened fractionally before the iteration started. To accommodate these different endpoint behaviors we introduce the concept of time marks.
A time mark is a triple consisting of:
We can use subscript notation to indicate these properties. For example, tminus|end. If the time mark does not represent an interval endpoint, the ‘|end’ part of the subscript text is dropped, as in tminus.
For a given time mark, |t| indicates just the time value ignoring the other properties, and tpos indicates just the position.
The minus position represents a value an infinitely small amount less than the time value whilst the plus position represents a value infinitely small amount greater. zero represents the moment at the time value.
The meaning of these position values is not affected by the direction in which playback proceeds. We can compare positions and time values as follows:
For two time marks a and b, a is less than b if one of the following conditions is true:
For two time marks a and b, a equals b if |a| equals |b| and apos equals bpos.
Operations such as greater-than and less-than-or-equal can be extrapolated from these definitions.
Since these operations only apply to the position and time
value of the time mark, we define
the first()
and
last()
operations which are
for most purposes equivalent to min()
and
max()
but in the case where the two arguments are equal,
it preserves their order.
Their definitions are as follows.
Given an interval delimited by two time marks a and b, a time t is in the interval ab if the following relationship holds: first(a, b) ≤ t ≤ last(a, b).
A time mark can be added to a time value by simply adding the time value components and keeping the position and interval endpoint state of the time mark. Addition of two time marks is not defined.
For a timeline, sampled such that the current time value is t, the set of timing events to queue can be determined as follows:
The partially ordered set of events for a player at timeline time t, can be determined as follows:
Note that this approach should correctly handle consecutive samples with the same time value.
In such a case, both previous sample mark and sample mark will have a position of plus. Since no timing events are scheduled to be dispatched at the plus position there should be no duplicate events.
The partially ordered set of events for a timed item scheduled between time marks a and b, expressed in uneased inherited time, can be determined as follows:
This will happen if a non-zero-duration iteration ends at |range lhs| and the position of range lhs is not minus.
true
false
, or
null
if
|child start| =
|child end|.
null
and is
not equal to direction, invert the position of child start and child end each such that plus becomes minus, and vice versa, and zero remains
unchanged.
This manual handling of the subinterval iteration index (as opposed to simply recalculating the iteration index for each subinterval start is necessary for handling zero-length intervals.
false
.
The partially ordered set of events for a timed item seeked to time t, expressed in uneased inherited time, can be determined as follows:
Thank you to Michiel “Pomax” Kamermans for help with the equations for a proposed smooth timing function although this feature has been deferred to a subsequent specification.
Our deep gratitude goes out to Southern Star Animation for their kind generosity and patience in introducing the editors to the processes and techniques used producing broadcast animations.
The following changes have been made since the 25 June 2013 Working Draft.
easingTime
attribute to the TimingInput
dictionary and the getEasingTime
and
setEasingTime
methods to the Timing interface.
playing
cancel()
finish()
play()
pause()
reverse()
paused
member of the Player interface readonly.
iterationDuration
→ duration
startDelay
→ delay
fillMode
→ fill
iterationCount
→ iterations
timingFunction
→ easing
fill
on TimingInput.
null
as a possible value for the
timing parameter of the ParGroup, SeqGroup
and Animation constructors and
the Element.animate
method.
The changelog provides a more detailed history.