Platform/Layout/Web Animations
Overview
Feature comparison between CSS, SVG, and Web Animations
We could also add "Synchronizing with media" to Web Animations but I (Brian) have some uncertainty about if that will make it into v1.
Simplified class diagram of API
Some things have been simplified:
- Event classes etc. not shown
- Data types not shown
- Keyframe related dictionaries not show
- Timing dictionary not shown
- Enums not shown
- Extensions to Document, Element not shown
Spec issues
Issue 1: Timing interface
Currently we have this kind of arrangement:
interface TimedItem : EventTarget { // Specified timing readonly attribute Timing specified; // Calculated timing readonly attribute double startTime; readonly attribute unrestricted double iterationDuration; readonly attribute unrestricted double activeDuration; readonly attribute unrestricted double endTime; };
interface Timing { attribute double startDelay; attribute FillMode fillMode; attribute double iterationStart; attribute unrestricted double iterationCount; attribute (unrestricted double or DOMString) iterationDuration; attribute (unrestricted double or DOMString) activeDuration; attribute double playbackRate; attribute PlaybackDirection direction; attribute DOMString? timingFunction; };
Why do we have iterationDuration
(and activeDuration
) twice? Because iterationDuration
can be "auto" which is especially useful for timing groups where it means "stretch to fit the children". At the same time it's useful to be able to query the current computed value.
So you have:
anim.specified.iterationDuration = "auto"; var actual = anim.iterationDuration;
I'm a bit concerned about setting and getting in different places. Not sure if the 'specified' is weird.
One alternative:
interface TimedItem : EventTarget { // Timing attribute double startDelay; attribute FillMode fillMode; attribute Duration iterationDuration; attribute Duration activeDuration; attribute double playbackRate; // ... // Scheduled time readonly attribute double startTime; readonly attribute unrestricted double endTime; }; interface Duration { double sec; DOMString string; }
Usage:
var specifiedDur = anim.iterationDuration.string; // "auto" var computedDur = anim.iterationDuration.sec; // 5 // Update duration to 3s anim.iterationDuration.sec = 3; // anim.iterationDuration.string -> "3s" // Update duration to 3s (alt.) anim.iterationDuration.string = "3s"; // anim.iterationDuration.sec -> 3 // Reset to auto anim.iterationDuration.string = "auto"; // anim.iterationDuration.sec -> 5
Google have expressed a (fairly strong) preference for keeping specified and computed timing separate.
Thoughts? Suggestions?
Issue 2: Timing list syntax
Issue 3: play() and playNow()
CSS doesn't really define when animations start. That can be problematic but it can also be helpful: e.g. allows delaying animation to compensate for vsync etc.
Proposal:
interface Timeline { Player playNow(optional TimedItem? source = null); Future play(optional TimedItem? source = null); ... }
playNow
creates a new Player
with a startTime
set to the current time of the <a>Timeline</a>.
play
creates a new Player
whose startTime
is initially null
. The UA starts it at the earliest possible time ensuring that it begins from the first frame. When it is started, the startTime
is filled in and the Future is resolved (passing in the Player
as the argument).
Issue 4: Out of range keyframe offsets
Issue 5: The KeyframeShortcut type
Implementation
Large pieces:
- Script API
- Rework CSS in terms of same base objects
- Rework SVG in terms of same base objects