Web Animations

Editor’s Draft,

This version:
https://w3c.github.io/web-animations/
Latest version:
https://www.w3.org/TR/web-animations-1/
Previous Versions:
https://www.w3.org/TR/2015/WD-web-animations-1-20150707/
https://www.w3.org/TR/2014/WD-web-animations-20140605/
https://www.w3.org/TR/2013/WD-web-animations-20130625/
Version History:
https://github.com/w3c/web-animations/commits/master
Feedback:
[email protected] with subject line “[web-animations] … message topic …” (archives)
Issue Tracking:
GitHub
Inline In Spec
Editors:
(Mozilla Japan)
(Google Inc)
(Google Inc)
(Google Inc)

Abstract

This specification defines a model for synchronization and timing of changes to the presentation of a Web page. This specification also defines an application programming interface for interacting with this model and it is expected that further specifications will define declarative means for exposing these features.

Status of this document

This is a public copy of the editors' draft. It is provided for discussion only and may change at any moment. Its publication here does not imply endorsement of its contents by W3C. Don’t cite this document other than as work in progress.

The (archived) public mailing list [email protected] (see instructions) is preferred for discussion of this specification. When sending e-mail, please put the text “web-animations” in the subject, preferably like this: “[web-animations] …summary of comment…

This document was produced by the CSS Working Group (part of the Style Activity) and the SVG Working Group (part of the Graphics Activity).

This document was produced by groups operating under the 5 February 2004 W3C Patent Policy. W3C maintains a public list of any patent disclosures (CSS) and a public list of any patent disclosures (SVG) made in connection with the deliverables of each group; these pages also includes instructions for disclosing a patent. An individual who has actual knowledge of a patent which the individual believes contains Essential Claim(s) must disclose the information in accordance with section 6 of the W3C Patent Policy.

1. Introduction

This section is non-normative

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.

1.1. Use cases

The Web Animations model is intended to provide the features necessary for expressing CSS Transitions [CSS3-TRANSITIONS], CSS Animations [CSS3-ANIMATIONS], and SVG [SVG11]. As such, the use cases of Web Animations model is the union of use cases for those three specifications.

The use cases for the programming interface include the following:

Inspecting running animations

Often Web applications must wait for certain animated effects to complete before updating some state. The programming interface in this specification allows such applications to wait for all currently running animation to complete, regardless of whether they are defined by CSS Transitions, CSS Animations, SVG animations, or created directly using the programming interface.

// Wait until all animations have finished before removing the element
Promise.all(
  elem.getAnimations().map(animation => animation.finished)
).then(() => elem.remove());

Alternatively, applications may wish to query the playback state of animations without waiting.

var isAnimating = elem.getAnimations().some(
  animation => animation.playState == 'running'
);

Controlling running animations

It is sometimes useful to perform playback control on animations so that they can respond to external inputs. For example, it may be necessary to pause all existing animations before displaying a modal dialog so that they do not distract the user’s attention.

// Pause all existing animations in the document
document.getAnimations().forEach(
  animation => animation.pause()
);

Creating animations from script

While it is possible to use ECMAScript to perform animation using requestAnimationFrame [ANIMATION-TIMING], such animations behave differently to declarative animation in terms of how they are represented in the CSS cascade and the performance optimizations that are possible such as performing the animation on a separate thread. Using the Web Animations programming interface, it is possible to create animations from script that have the same behavior and performance characteristics as declarative animations.

// Fade out quickly
elem.animate({ transform: 'scale(0)', opacity: 0 }, 300);

Animation debugging

In a complex application, it may be difficult to determine how an element arrived in its present state. The Web Animations programming interface may be used to inspect running animations to answer questions such as, “Why is the opacity of this element changing?”

// Print the id of any opacity animations on elem
elem.getAnimations().filter(
  animation =>
    animation.effect instanceof KeyframeEffectReadOnly &&
    animation.effect.getFrames().some(
      frame => frame.hasOwnProperty('opacity')
    )
).forEach(animation => console.log(animation.id));

Likewise, in order to fine tune animations, it is often necessary to reduce their playback rate and replay them.

// Slow down and replay any transform animations
elem.getAnimations().filter(
  animation =>
    animation.effect instanceof KeyframeEffectReadOnly &&
    animation.effect.getFrames().some(
      frame => frame.hasOwnProperty('transform')
    )
).forEach(animation => {
  animation.currentTime = 0;
  animation.playbackRate = 0.5;
});

Testing animations

In order to test applications that make use of animations it is often impractical to wait for such animations to run to completion. Rather, it is desirable to seek the animations to specific times.

// Seek to the half-way point of an animation and check that the opacity is 50%
elem.getAnimations().forEach(
  animation =>
    animation.currentTime =
      animation.effect.getComputedTiming().delay +
      animation.effect.getComputedTiming().activeDuration / 2;
);
assert_equals(getComputedStyle(elem).opacity, 0.5);

// Check that the loading screen is hidden after the animations finish
elem.getAnimations().forEach(
  animation => animation.finish()
);
// Wait one frame so that event handlers have a chance to run
requestAnimationFrame(() => {
  assert_equals(
    getComputedStyle(document.querySelector('#loading')).display, 'none');
});

1.2. Relationship to other specifications

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.

As with Timing control for script-based animations (commonly referred to as “requestAnimationFrame”) [ANIMATION-TIMING], the programming interface component of this specification allows animations to be created from script. The animations created using the interface defined in this specification, however, once created, are executed entirely by the user agent meaning they share the same performance characteristics as animations defined by markup. Using this interface it is possible to create animations from script in a simpler and more performant manner.

The time values used within the programming interface correspond with those used in Timing control for script-based animations [ANIMATION-TIMING] and their execution order is defined such that the two interfaces can be used simultaneously without conflict.

The programming interface component of this specification makes some additions to interfaces defined in HTML [HTML].

1.3. Overview of this specification

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.

2. Web Animations model overview

This section is non-normative

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:

Timing model

Takes a moment in time and converts it to a proportional distance within a single iteration of an animation called the iteration progress. The iteration index is also recorded since some animations vary each time they repeat.

Animation model

Takes the iteration progress values and iteration indices produced by the timing model and converts them into a series of values to apply to the target properties and attributes.

Graphically, this flow can be represented as follows:

Overview of the operation of the Web Animations model.

Overview of the operation of the Web Animations model.
The current time is input to the timing model which produces an iteration progress value 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.

This specification begins with the timing model and then proceeds to the animation model.

3. Timing model

This section describes and defines the behavior of the Web Animations timing model.

3.1. The timing model at a glance

This section is non-normative

Two features characterize the Web Animations timing model: it is stateless and it is hierarchical.

3.1.1. Stateless

The Web Animations timing model operates by taking an input time and producing an output iteration progress. 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:

Frame-rate independent

Since the output is independent of previous inputs, the rate at which the model is sampled will not affect its progress. Provided the input times are proportional to the progress of real-world time, animations will progress at an identical rate regardless of the capabilities of the device running them.

Direction-agnostic

Since the sequence of inputs is insignificant, the model is directionless. This means that the model can be sampled in reverse or even in a backwards and forwards pattern without requiring any specialized handling.

Constant-time seeking

Since each input is independent of the previous input, the processing required to perform a seek operation, even far into the future, is at least potentially constant.

There are a few exceptions to the stateless behavior of the timing model.

Firstly, a number of methods defined in the programming interface to the model provide play control such as pausing an animation. 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 are layered on top.

Similarly, the finishing behavior of animations means that dynamic changes to the end time of the media (target effect) of an animation 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 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.

3.1.2. Hierarchical

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

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.

In this level of the specification the hierarchy is shallow. A subsequent level of this specification will introduce the concept of group effects which allows for deeper timing hierarchies.

3.2. Timing model concepts

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#time-valueReferenced in:3.2. Timing model concepts (2) (3) (4) (5)3.3. The global clock (2) (3) (4)3.4. Timelines (2) (3) (4) (5) (6) (7)3.4.1. Document timelines3.4.2. The default document timeline (2) (3)3.5. Animations (2) (3)3.5.4. The current time of an animation (2)3.5.5. Setting the current time of an animation3.5.6. Setting the start time of an animation3.5.7. Waiting for the target effect3.5.10. Playing an animation3.5.14. Updating the finished state (2)3.5.15. Finishing an animation3.5.16. Canceling an animation3.5.17. Speed control (2)3.8.3. Iteration time space3.9.3.1. Calculating the active time (2) (3)3.9.3.2. Calculating the scaled active time3.11.5. Calculating the transformed time3.11.6. Calculating the iteration progress5.1. Time values in the programming interface5.2. The AnimationTimeline interface5.19. Model liveness (2)7. Interaction with page display (2) is a real number which nominally represents a number of milliseconds from some moment. The connection between time values and wall-clock milliseconds 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 milliseconds will be weakened even further.

A time value may also be unresolved#unresolvedReferenced in:3.4. Timelines (2)3.5. Animations (2)3.5.1. Setting the timeline of an animation3.5.2. Responding to a newly inactive timeline3.5.4. The current time of an animation (2) (3)3.5.5. Setting the current time of an animation (2) (3) (4) (5) (6) (7)3.5.6. Setting the start time of an animation (2) (3) (4) (5) (6) (7) (8) (9)3.5.7. Waiting for the target effect (2)3.5.10. Playing an animation (2) (3) (4) (5) (6) (7) (8)3.5.11. Pausing an animation (2) (3)3.5.14. Updating the finished state (2) (3) (4) (5) (6) (7) (8) (9)3.5.15. Finishing an animation (2) (3) (4)3.5.16. Canceling an animation (2) (3) (4)3.5.17.1. Updating the playback rate of an animation3.5.19. Play states (2) (3)3.5.20.2. Event parameters (2)3.6.4. Local time3.6.5. Animation effect phases and states (2) (3) (4) (5)3.7.1. Fill modes3.9.3.1. Calculating the active time (2) (3) (4)3.9.3.2. Calculating the scaled active time (2)3.9.3.3. Calculating the iteration time (2)3.9.4. Calculating the current iteration (2)3.10.1. Calculating the directed time (2)3.11.4. Timing in discrete steps3.11.5. Calculating the transformed time (2)3.11.6. Calculating the iteration progress (2)5.1. Time values in the programming interface5.9. The ComputedTimingProperties dictionary if, for example, a timing node is not in a state to produce a time value.

Periodically, the user agent will update the timing model in a process called sampling#samplingReferenced in:3.2. Timing model concepts3.4.2. The default document timeline3.5.14. Updating the finished state3.5.19. Play states4.1. Keyframe effects5.19. Model liveness (2) (3). On each sample#single-sampleReferenced in:3.4. Timelines the time values of each timing node are updated.

Further requirements on the frequency and sequencing of sampling are specified by HTML’s processing model [HTML].

Note: HTML currently refers to a “run CSS animations and send events” operation but this should be understood to include sampling all animations covered by this specification, not only CSS animations. Furthermore, the now parameter passed to this operation is ignored in this specification since we define a more general model that supports timelines whose time origin is not relative to navigationStart.

3.3. The global clock

At the root of the Web Animations timing hierarchy is the global clock.

The global clock#global-clockReferenced in:3.3. The global clock (2) (3) (4) (5) (6)3.4. Timelines (2) (3) (4) (5)3.4.1. Document timelines3.4.2. The default document timeline5.19. Model liveness7. Interaction with page display 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 milliseconds 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: 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 implementation-dependent. One user agent may measure the number of milliseconds 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.

3.4. Timelines

A timeline#timelineReferenced in:3.4. Timelines (2) (3)3.4.1. Document timelines3.5. Animations (2) (3) (4) (5) (6)3.5.1. Setting the timeline of an animation (2)3.5.2. Responding to a newly inactive timeline (2) (3)3.5.4. The current time of an animation (2) (3)3.5.5. Setting the current time of an animation (2) (3) (4) (5)3.5.6. Setting the start time of an animation (2)3.5.7. Waiting for the target effect3.5.10. Playing an animation3.5.14. Updating the finished state3.5.15. Finishing an animation (2)3.5.16. Canceling an animation3.5.17. Speed control (2) (3)3.5.18. Reversing an animation (2)3.5.20.2. Event parameters (2) (3)5.2. The AnimationTimeline interface5.4. The Animation interface (2) (3)5.19. Model liveness (2)7. Interaction with page display 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#zero-timeReferenced in:3.4. Timelines3.4.1. Document timelines5.3. The DocumentTimeline interface 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 as the zero time.

On each sample, the time value of the global clock at the beginning of the sample is recorded and this recorded value is used as the time value of the global clock until the next sample.

Note: 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 are related to the progress of a UI gesture.

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, but only an unresolved time value. A timeline is considered to be inactive#inactive-timelineReferenced in:3.4.1. Document timelines (2)3.5.2. Responding to a newly inactive timeline (2)3.5.4. The current time of an animation3.5.5. Setting the current time of an animation (2)3.5.6. Setting the start time of an animation3.5.7. Waiting for the target effect3.5.14. Updating the finished state3.5.15. Finishing an animation3.5.18. Reversing an animation3.5.20.2. Event parameters5.2. The AnimationTimeline interface when its time value is unresolved.

3.4.1. Document timelines

A document timeline#document-timelineReferenced in:3.4.1. Document timelines (2) (3)3.4.2. The default document timeline (2) (3)5.3. The DocumentTimeline interface5.19. Model liveness is a type of timeline that is associated with a document.

The time values of a document timeline are calculated as a fixed offset from the global clock such that the zero time corresponds to the navigationStart moment [NAVIGATION-TIMING] plus a signed delta known as the origin time#origin-timeReferenced in:3.4.2. The default document timeline. Prior to establishing the navigationStart moment, the document timeline is inactive.

A document timeline that is associated with a document which is not an active document is also considered to be inactive.

3.4.2. The default document timeline

Each document has a document timeline called the default document timeline#default-document-timelineReferenced in:3.4.2. The default document timeline (2) (3)3.8.3. Iteration time space5.3. The DocumentTimeline interface5.4. The Animation interface5.14. The Animatable interface5.15. Extensions to the Document interface5.19. Model liveness. The default document timeline is unique to each document and persists for the lifetime of the document including calls to document.open() [HTML].

The default document timeline has an origin time of zero.

This section is non-normative

Since the document timelines are tied to the global clock by a fixed offset, time values reported by document timelines increase monotonically. Furthermore, since no scaling is applied, these time values are proportional to wall-clock milliseconds.

Since the time values of the default document timeline are relative to the navigationStart time, document.timeline.currentTime will roughly correspond to Performance.now() [HR-TIME] with the exception that document.timeline.currentTime does not change within a sample.

3.5. Animations

This section is non-normative

The children of a timeline are called animations. An animation takes an animation effect which is a static description of some timed behavior and binds it to a timeline so that it runs. An animation also allows run-time control of the connection between the animation effect and its timeline by providing pausing, seeking, and speed control. The relationship between an animation and an animation effect is analogous to that of a DVD player and a DVD.

An animation#concept-animationReferenced in:3.5. Animations (2) (3) (4)3.5.1. Setting the timeline of an animation3.5.2. Responding to a newly inactive timeline (2) (3)3.5.3. Setting the target effect of an animation3.5.4. The current time of an animation3.5.6. Setting the start time of an animation3.5.7. Waiting for the target effect (2)3.5.9. The current ready promise3.5.11. Pausing an animation3.5.12. Reaching the end (2)3.5.14. Updating the finished state (2) (3) (4)3.5.16. Canceling an animation3.5.17. Speed control3.5.17.1. Updating the playback rate of an animation (2)3.5.18. Reversing an animation3.5.19. Play states (2)3.5.20. Animation events (2)3.5.20.1. Types of animation events3.5.20.2. Event parameters (2) (3) (4)3.6.1. Relationship between animation effects and animations (2) (3)3.6.3. The active interval (2)3.6.4. Local time3.9.1. Overview4.1.3.1. Not animatable4.3.1. Animation types4.3.2. The effect stack4.3.5.1. Applying the composited result to a CSS property (2)5.4. The Animation interface (2) (3)5.6. The AnimationEffectTimingReadOnly interface5.9. The ComputedTimingProperties dictionary5.14. The Animatable interface5.15. Extensions to the Document interface (2) connects a single animation effect, called its target effect#target-effectReferenced in:3.5. Animations (2)3.5.3. Setting the target effect of an animation (2) (3)3.5.4. The current time of an animation3.5.7. Waiting for the target effect3.5.10. Playing an animation3.5.11. Pausing an animation3.5.12. Reaching the end (2) (3) (4) (5)3.5.14. Updating the finished state (2) (3)3.5.16. Canceling an animation3.5.20. Animation events3.6.1. Relationship between animation effects and animations (2)3.8.4. Interval timing5.4. The Animation interface (2) (3) (4) (5) (6)5.14. The Animatable interface5.15. Extensions to the Document interface (2), to a timeline and provides playback control. Both of these associations are optional and configurable such that an animation may have no associated target effect or timeline at a given moment.

An animation’s start time#animation-start-timeReferenced in:3.5. Animations3.5.4. The current time of an animation (2)3.5.5. Setting the current time of an animation (2) (3) (4) (5) (6)3.5.6. Setting the start time of an animation (2) (3)3.5.7. Waiting for the target effect (2)3.5.10. Playing an animation (2) (3)3.5.11. Pausing an animation (2) (3) (4)3.5.14. Updating the finished state (2) (3)3.5.15. Finishing an animation (2) (3) (4)3.5.16. Canceling an animation3.5.19. Play states (2)3.6.3. The active interval (2) (3) (4)5.4. The Animation interface (2)5.6. The AnimationEffectTimingReadOnly interface5.9. The ComputedTimingProperties dictionary is the time value of its timeline when its target effect is scheduled to begin playback. An animation’s start time is initially unresolved.

An animation also maintains a hold time#hold-timeReferenced in:3.5. Animations3.5.4. The current time of an animation (2)3.5.5. Setting the current time of an animation (2) (3) (4)3.5.6. Setting the start time of an animation (2) (3) (4)3.5.10. Playing an animation (2) (3) (4) (5) (6) (7)3.5.11. Pausing an animation (2) (3) (4) (5) (6)3.5.14. Updating the finished state (2) (3) (4) (5) (6) (7) (8) (9)3.5.15. Finishing an animation (2)3.5.16. Canceling an animation10. Changes since last publication time value which is used to fix the animation’s output time value, called its current time, in circumstances such as pausing. The hold time is initially unresolved.

In order to establish the relative ordering of conflicting animations, animations are appended to a global animation list#global-animation-listReferenced in:4.3.2. The effect stack in the order in which they are created. Certain types of animations, however, may provide alternative means of ordering animations (see §4.3.1 Animation types).

3.5.1. Setting the timeline of an animation

The procedure to set the timeline of an animation#set-the-timeline-of-an-animationReferenced in:5.4. The Animation interface (2), animation, to new timeline which may be null, is as follows:

  1. Let old timeline be the current timeline of animation, if any.

  2. If new timeline is the same object as old timeline, abort this procedure.

  3. Let previous animation time be the current time of animation.

  4. If new timeline is null and old timeline is not null, run the procedure to reset an animation’s pending tasks on animation.

    Note that if new timeline is not null and animation has a pending play task or a pending pause task no special handling is required: the pending task will run as soon as the animation is ready even though this may occur at a different moment than it might have done with the old timeline.

  5. Let the timeline of animation be new timeline.

  6. If previous animation time is resolved, run the procedure to silently set the current time of animation to previous animation time.

  7. Run the procedure to update an animation’s finished state for animation with the did seek flag set to false, and the synchronously notify flag set to false.

The procedure to reset an animation’s pending tasks#reset-an-animations-pending-tasksReferenced in:3.5.1. Setting the timeline of an animation3.5.3. Setting the target effect of an animation3.5.16. Canceling an animation for animation is as follows:

  1. If animation has a pending play task, cancel that task.

  2. If animation has a pending pause task, cancel that task.

  3. Reject animation’s current ready promise with a DOMException named "AbortError".

  4. Let animation’s current ready promise be the result of creating a new resolved Promise object.

3.5.2. Responding to a newly inactive timeline

When the timeline associated with an animation, animation, becomes newly inactive, if animation’s previous current time is resolved, the procedure to silently set the current time of animation to previous current time is run.

This step makes the behavior when an animation’s timeline becomes inactive consistent with when it is disassociated with a timeline. Furthermore, it ensures that the only occasion on which an animation becomes idle, is when the procedure to cancel an animation is performed.

3.5.3. Setting the target effect of an animation

The procedure to set the target effect of an animation#set-the-target-effect-of-an-animationReferenced in:3.5.3. Setting the target effect of an animation5.4. The Animation interface (2), animation, to new effect which may be null, is as follows:

  1. Let old effect be the current target effect of animation, if any.

  2. If new effect is the same object as old effect, abort this procedure.

  3. If new effect is null and old effect is not null, run the procedure to reset an animation’s pending tasks on animation.

  4. If animation has a pending pause task, reschedule that task to run as soon as animation is ready.

  5. If animation has a pending play task, reschedule that task to run as soon as animation is ready to play new effect.

  6. If new effect is not null and if new effect is the target effect of another animation, previous animation, run the procedure to set the target effect of an animation (this procedure) on previous animation passing null as new effect.

  7. Let the target effect of animation be new effect.

  8. Run the procedure to update an animation’s finished state for animation with the did seek flag set to false, and the synchronously notify flag set to false.

3.5.4. The current time of an animation

Animations provide a time value to their target effect called the animation’s current time#current-timeReferenced in:3.5. Animations3.5.1. Setting the timeline of an animation3.5.4. The current time of an animation (2) (3) (4)3.5.5. Setting the current time of an animation (2) (3)3.5.6. Setting the start time of an animation (2) (3) (4)3.5.10. Playing an animation (2) (3) (4) (5) (6) (7)3.5.11. Pausing an animation (2) (3)3.5.12. Reaching the end (2) (3) (4) (5) (6) (7)3.5.14. Updating the finished state (2) (3) (4) (5) (6) (7) (8) (9) (10)3.5.16. Canceling an animation3.5.17. Speed control (2) (3)3.5.17.1. Updating the playback rate of an animation (2)3.5.19. Play states (2) (3) (4) (5) (6) (7)3.5.20.2. Event parameters3.6.4. Local time5.4. The Animation interface10. Changes since last publication.

The current time is calculated from the first matching condition from below:

If the animation’s hold time is resolved,

The current time is the animation’s hold time.

If any of the following are true:

  1. the animation has no associated timeline, or

  2. the associated timeline is inactive, or

  3. the animation’s start time is unresolved.

The current time is an unresolved time value.

Otherwise,

current time = (timeline time - start time) × playback rate

Where timeline time is the current time value of the associated timeline. The playback rate value is defined in §3.5.17 Speed control.

3.5.5. Setting the current time of an animation

The current time of an animation can be set to a new value to seek the animation. The procedure for setting the current time is split into two parts.

The procedure to silently set the current time#silently-set-the-current-timeReferenced in:3.5.1. Setting the timeline of an animation3.5.2. Responding to a newly inactive timeline3.5.5. Setting the current time of an animation3.5.15. Finishing an animation3.5.17.1. Updating the playback rate of an animation of an animation, animation, to seek time is as follows:

  1. If seek time is an unresolved time value, then perform the following steps.

    1. If the current time is resolved, then throw a TypeError.

    2. Abort these steps.

  2. Update either animation’s hold time or start time as follows:

    If any of the following conditions are true:

    Set animation’s hold time to seek time.

    Otherwise,

    Set animation’s start time to the result of evaluating timeline time - (seek time / playback rate) where timeline time is the current time value of timeline associated with animation.

  3. If animation has no associated timeline or the associated timeline is inactive, make animation’s start time unresolved.

    This preserves the invariant that when we don’t have an active timeline it is only possible to set either the animation start time or the animation’s current time.

  4. Make animation’s previous current time unresolved.

The procedure to set the current time#set-the-current-timeReferenced in:3.5.14. Updating the finished state (2)3.5.17.1. Updating the playback rate of an animation (2)5.4. The Animation interface of an animation, animation, to seek time is as follows:

  1. Run the steps to silently set the current time of animation to seek time.

  2. If animation has a pending pause task, synchronously complete the pause operation by performing the following steps:

    1. Set animation’s hold time to seek time.

    2. Make animation’s start time unresolved.

    3. Cancel the pending pause task.

    4. Resolve animation’s current ready promise with animation.

  3. Run the procedure to update an animation’s finished state for animation with the did seek flag set to true, and the synchronously notify flag set to false.

3.5.6. Setting the start time of an animation

The procedure to set the animation start time#set-the-animation-start-timeReferenced in:5.4. The Animation interface of animation, animation, to start time, new start time, is as follows:

  1. Let timeline time be the current time value of the timeline that animation is associated with. If there is no timeline associated with animation or the associated timeline is inactive, let the timeline time be unresolved.

  2. If timeline time is unresolved and new start time is resolved, make animation’s hold time unresolved.

    This preserves the invariant that when we don’t have an active timeline it is only possible to set either the animation start time or the animation’s current time.

  3. Let previous current time be animation’s current time.

    Note: This is the current time after applying the changes from the previous step which may cause the current time to become unresolved.

  4. Set animation’s start time to new start time.

  5. Update animation’s hold time based on the first matching condition from the following,

    If new start time is resolved,

    If animation’s playback rate is not zero, make animation’s hold time unresolved.

    Otherwise (new start time is unresolved),

    Set animation’s hold time to previous current time even if previous current time is unresolved.

  6. If animation has a pending play task or a pending pause task, cancel that task and resolve animation’s current ready promise with animation.

  7. Run the procedure to update an animation’s finished state for animation with the did seek flag set to false, and the synchronously notify flag set to false.

Is this right? If you shift an animation backwards in time so that it is now finished, should the current time jump to the end of the target effect, or be allowed to sit past the end of the target effect?

3.5.7. Waiting for the target effect

This section is non-normative

Some operations performed by an animation may not occur instantaneously. For example, some user agents may delegate the playback of an animation to a separate process or to specialized graphics hardware each of which may incur some setup overhead.

If such an animation is timed from the moment when the animation was triggered there may be a significant jump between the first and second frames of the animation corresponding to the setup time involved.

To avoid this problem, Web Animations typically begins timing animations from the moment when the first frame of the animation is complete. This is represented by an unresolved start time on the animation which becomes resolved when the animation is ready. Content may opt out of this behavior by setting the start time to a resolved time value.

An animation is ready#readyReferenced in:3.5.1. Setting the timeline of an animation3.5.3. Setting the target effect of an animation (2)3.5.7. Waiting for the target effect3.5.10. Playing an animation (2) (3) at the first moment where both of the following conditions are true:

3.5.8. Promise objects

Promise objects are defined by [ECMA-262].

To resolve a Promise#resolve-a-promiseReferenced in:3.5.5. Setting the current time of an animation3.5.6. Setting the start time of an animation3.5.10. Playing an animation3.5.11. Pausing an animation3.5.14. Updating the finished state3.5.15. Finishing an animation (2) with value, call the [[Call]] internal [[Resolve]] method on the PromiseCapability record for the promise, passing undefined as thisArgument and (value) as argumentsList.

To reject a Promise#reject-a-promiseReferenced in:3.5.1. Setting the timeline of an animation3.5.16. Canceling an animation with reason, call the [[Call]] internal [[Reject]] method on the PromiseCapability record for the promise, passing undefined as thisArgument and (reason) as argumentsList.

To create a new resolved Promise#create-a-new-resolved-promiseReferenced in:3.5.1. Setting the timeline of an animation3.5.9. The current ready promise with value, call Promise.resolve, passing value as x.

3.5.9. The current ready promise

Each animation has a current ready promise#current-ready-promiseReferenced in:3.5.1. Setting the timeline of an animation (2)3.5.5. Setting the current time of an animation3.5.6. Setting the start time of an animation3.5.9. The current ready promise (2) (3)3.5.10. Playing an animation (2) (3)3.5.11. Pausing an animation (2)3.5.14. Updating the finished state3.5.15. Finishing an animation (2)3.5.18. Reversing an animation5.4. The Animation interface. The current ready promise is initially a resolved Promise created using the procedure to create a new resolved Promise.

The object is replaced with a new Promise object every time the animation enters the pending play state as well as when the animation is canceled (see §3.5.16 Canceling an animation).

Note that since the same object is used for both pending play and pending pause requests, authors are advised to check the state of the animation when the Promise object is resolved.

For example, in the following code fragment, the state of the animation will be running when the current ready promise is resolved. This is because the animation does not leave the pending play state in between the calls to pause and play and hence the current ready promise does not change.

animation.pause();
animation.ready.then(function() {
  // Displays 'running'
  alert(animation.playState);
});
animation.play();

3.5.10. Playing an animation

The procedure to play an animation#play-an-animationReferenced in:3.5.11. Pausing an animation3.5.18. Reversing an animation5.4. The Animation interface5.14. The Animatable interface10. Changes since last publication, animation, given a flag auto-rewind, is as follows:

Note: The auto-rewind flag is provided for other specifications that build on this model but do not require the rewinding behavior, such as CSS Animations [CSS3-ANIMATIONS].

  1. Let aborted pause be a boolean flag that is true if animation has a pending pause task, and false otherwise.

  2. Let has pending ready promise be a boolean flag that is initially false.

  3. Perform the steps corresponding to the first matching condition from the following, if any:

    If animation playback rate > 0, the auto-rewind flag is true and either animation’s:

    Set animation’s hold time to zero.

    If animation playback rate < 0, the auto-rewind flag is true and either animation’s:

    If target effect end is positive infinity, throw an InvalidStateError and abort these steps. Otherwise, set animation’s hold time to target effect end.

    If animation playback rate = 0 and animation’s current time is unresolved,

    Set animation’s hold time to zero.

  4. If animation has a pending play task or a pending pause task,

    1. Cancel that task.

    2. Set has pending ready promise to true.

  5. If animation’s hold time is unresolved and aborted pause is false, abort this procedure.

  6. If animation’s hold time is resolved, let its start time be unresolved.

  7. If has pending ready promise is false, let animation’s current ready promise be a new (pending) Promise object.

  8. Schedule a task to run as soon as animation is ready. The task shall perform the following steps:

    1. Let ready time be the time value of the timeline associated with animation at the moment when animation became ready.

    2. If animation’s start time is unresolved, perform the following steps:

      1. Let new start time be the result of evaluating ready time - hold time / animation playback rate for animation. If the animation playback rate is zero, let new start time be simply ready time.

      2. If animation’s playback rate is not 0, make animation’s hold time unresolved.

      3. Set the animation start time of animation to new start time.

    3. Resolve animation’s current ready promise with animation.

    4. Run the procedure to update an animation’s finished state for animation with the did seek flag set to false, and the synchronously notify flag set to false.

      Note that the order of the above two steps is important since it means that an animation with zero-length target effect will resolve its current ready promise before its current finished promise.

      So long as the above task is scheduled but has yet to run, animation is described as having a pending play task#pending-play-taskReferenced in:3.5.1. Setting the timeline of an animation (2)3.5.3. Setting the target effect of an animation3.5.6. Setting the start time of an animation3.5.10. Playing an animation3.5.11. Pausing an animation3.5.14. Updating the finished state3.5.15. Finishing an animation3.5.19. Play states.

      A user agent MAY execute the above task immediately (if it determines animation is immediately ready) thereby bypassing the pending play state altogether.

  9. Run the procedure to update an animation’s finished state for animation with the did seek flag set to false, and the synchronously notify flag set to false.

3.5.11. Pausing an animation

Whenever an animation has an unresolved start time, its current time will be suspended.

As with playing an animation, pausing may not happen instantaneously (see §3.5.7 Waiting for the target effect). For example, if animation is performed by a separate process, it may be necessary to synchronize the current time to ensure that it reflects the state drawn by the animation process.

The procedure to pause an animation#pause-an-animationReferenced in:5.4. The Animation interface10. Changes since last publication, animation, is as follows:

  1. If animation has a pending pause task, abort these steps.

  2. If the play state of animation is paused, abort these steps.

  3. If the animation’s current time is unresolved, perform the steps according to the first matching condition from below:

    If animation’s playback rate is ≥ 0,

    Let animation’s hold time be zero.

    Should we throw an exception for playback rate = 0?

    Otherwise,

    If target effect end for animation is positive infinity, throw an InvalidStateError and abort these steps. Otherwise, let animation’s hold time be target effect end.

  4. Let has pending ready promise be a boolean flag that is initially false.

  5. If animation has a pending play task, cancel that task and let has pending ready promise be true.

  6. If has pending ready promise is false, set animation’s current ready promise to a new (pending) Promise object.

  7. Schedule a task to be executed at the first possible moment after the user agent has performed any processing necessary to suspend the playback of animation’s target effect, if any. The task shall perform the following steps:

    1. If animation’s start time is resolved and its hold time is not resolved, let animation’s hold time be the result of evaluating ready time - (start time / playback rate).

      Note: The hold time might be already set if the animation is finished, or if the animation is pending, waiting to begin playback. In either case we want to preserve the hold time as we enter the paused state.

    2. Make animation’s start time unresolved.

    3. Resolve animation’s current ready promise with animation.

    4. Run the procedure to update an animation’s finished state for animation with the did seek flag set to false, and the synchronously notify flag set to false.

    So long as the above task is scheduled but has yet to run, animation is described as having a pending pause task#pending-pause-taskReferenced in:3.5.1. Setting the timeline of an animation (2)3.5.3. Setting the target effect of an animation3.5.5. Setting the current time of an animation (2)3.5.6. Setting the start time of an animation3.5.10. Playing an animation (2)3.5.11. Pausing an animation (2)3.5.14. Updating the finished state3.5.15. Finishing an animation (2)3.5.19. Play states10. Changes since last publication. While the task is running, however, animation does not have a pending pause task.

  8. Run the procedure to update an animation’s finished state for animation with the did seek flag set to false, and the synchronously notify flag set to false.

3.5.12. Reaching the end

This section is non-normative

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 consistency with HTML’s media elements [HTML], the current time of Web Animations' animations do not play forwards beyond the end time of their target effect or play backwards past time zero.

An animation that has reached the natural boundary of its playback range is said to have finished.

Graphically, the effect of limiting the current time is shown below.

The effect of limiting the current time of an animation.

The effect of limiting the current time of an animation with a start time of 1s, a target effect of length 3s, and a positive animation playback rate. After the current time of the animation reaches the end of the target effect, it is capped at 3s.

It is possible, however, to seek the current time of an animation to a time past the end of the target effect. When doing so, the current time will not progress but the animation will act as if it had been paused at the seeked time.

This allows, for example, seeking the current time of an animation with no target effect to 5s. If target effect with an end time later than 5s is later associated with the animation, playback will begin from the 5s mark.

Similar behavior to the above scenario may arise when the length of an animation’s target effect changes.

Similarly, when the animation playback rate is negative, the current time does not progress past time zero.

3.5.13. The current finished promise

Each animation has a current finished promise#current-finished-promiseReferenced in:3.5.10. Playing an animation3.5.13. The current finished promise3.5.14. Updating the finished state (2) (3) (4) (5) (6)3.5.16. Canceling an animation (2)4.1.3.1. Not animatable5.4. The Animation interface10. Changes since last publication. The current finished promise is initially a pending Promise object.

The object is replaced with a new (pending) Promise object every time the animation leaves the finished play state.

3.5.14. Updating the finished state

For an animation with a positive playback rate, the current time continues to increase until it reaches the target effect end.

The target effect end#target-effect-endReferenced in:3.5.10. Playing an animation (2) (3) (4)3.5.11. Pausing an animation (2)3.5.14. Updating the finished state (2) (3) (4) (5)3.5.15. Finishing an animation (2)3.5.19. Play states of an animation is equal to the end time of the animation’s target effect. If the animation has no target effect, the target effect end is zero.

An animation with a negative playback rate, the current time continues to decrease until it reaches zero.

A running animation that has reached this boundary (or overshot it) and has a resolved animation start time is said to be finished.

The crossing of this boundary is checked on each modification to the animation object using the procedure to update an animation’s finished state defined below. This procedure is also run on each sample and each time the timing properties of the target effect associated with an animation are updated.

For each animation, the user agent maintains a previous current time#previous-current-timeReferenced in:3.5.2. Responding to a newly inactive timeline3.5.5. Setting the current time of an animation3.5.14. Updating the finished state (2) (3) time value that is originally unresolved.

Whilst during normal playback the current time of an animation is limited to the boundaries described above, it is possible to seek the current time of an animation to times outside those boundaries using the procedure to set the current time of an animation.

The procedure to update an animation’s finished state#update-an-animations-finished-stateReferenced in:3.5.1. Setting the timeline of an animation3.5.3. Setting the target effect of an animation3.5.5. Setting the current time of an animation3.5.6. Setting the start time of an animation3.5.10. Playing an animation (2)3.5.11. Pausing an animation (2)3.5.14. Updating the finished state3.5.15. Finishing an animation10. Changes since last publication for animation, given a flag did seek (to indicate if the update is being performed after setting the current time), and a flag synchronously notify (to indicate the update was called in a context where we expect finished event queueing and finished promise resolution to happen immediately, if at all) is as follows:

  1. If both of the following conditions are true,

    then update animation’s hold time based on the first matching condition for animation from below, if any:

    If animation playback rate > 0 and current time is resolved and greater than or equal to target effect end,

    If did seek is true, let the hold time be the value of current time.

    If did seek is false, let the hold time be the maximum value of previous current time and target effect end. If the previous current time is unresolved, let the hold time be target effect end.

    If animation playback rate < 0 and current time is resolved and less than or equal to 0,

    If did seek is true, let the hold time be the value of current time.

    If did seek is false, let the hold time be zero.

    If current time is resolved, and animation playback rate ≠ 0, and animation is associated with an active timeline,

    Perform the following steps:

    1. If did seek is true and the hold time is resolved, let animation’s start time be equal to the result of evaluating timeline time - (hold time / playback rate) where timeline time is the current time value of timeline associated with animation.

    2. Let the hold time be unresolved.

  2. Set the previous current time of animation be the result of calculating its current time.

  3. Let current finished state be true if the play state of animation is finished. Otherwise, let it be false.

  4. If current finished state is true and the current finished promise is not yet resolved, perform the following steps:

    1. Let finish notification steps#finish-notification-stepsReferenced in:3.5.14. Updating the finished state (2) (3) refer to the following procedure:

      1. If animation’s play state is not equal to finished, abort these steps.

      2. Resolve animation’s current finished promise object with animation.

      3. Queue a task to fire a finish event at animation. The task source for this task is the DOM manipulation task source.

    2. If synchronously notify is true, cancel any queued microtask to run the finish notification steps for this animation, and run the finish notification steps immediately.

      Otherwise, if synchronously notify is false, queue a microtask to run finish notification steps for animation unless there is already a microtask queued to run those steps for animation.

  5. If current finished state is false and animation’s current finished promise is already resolved, set animation’s current finished promise to a new (pending) Promise object.

Typically, notification about the finished state of an animation is performed asynchronously. This allows for the animation to temporarily enter the finished state without triggering events to be fired or promises to be resolved.

For example, in the following code fragment, animation temporarily enters the finished state. If notification of the finished state occurred synchronously this code would cause the finish event to be queued and the current finished promise to be resolved. However, if we reverse the order of the two statements such that the iterationCount is updated first, this would not happen. To avoid this surprising behavior, notification about the finished state of an animation is typically performed asynchronously.

var animation = elem.animate({ left: '100px' }, 2000);
animation.playbackRate = 2;
animation.currentTime = 1000; // animation is now finished
animation.effect.timing.iterationCount = 2; // animation is no longer finished

The one exception to this asynchronous behavior is when the finish an animation procedure is performed (typically by calling the finish() method). In this case the author’s intention to finish the animation is clear so the notification about the finished state of the animation occurs synchronously as demonstrated below.

var animation = elem.animate({ left: '100px' }, 1000);
animation.finish(); // finish event is queued immediately and finished promise
                    // is resolved despite the fact that the following statement
                    // causes the animation to leave the finished state
animation.currentTime = 0;

Note that like the procedure to finish an animation, the procedure to cancel an animation similarly queues the cancel event and rejects the current finished promise and current ready promise in a synchronous manner.

3.5.15. Finishing an animation

An animation can be advanced to the natural end of its current playback direction by using the procedure to finish an animation#finish-an-animationReferenced in:3.5.14. Updating the finished state (2)5.4. The Animation interface10. Changes since last publication for animation defined below:

  1. If animation playback rate is zero, or if animation playback rate > 0 and target effect end is infinity, throw an InvalidStateError and abort these steps.

  2. Set limit as follows:

    If animation playback rate > 0,

    Let limit be target effect end.

    Otherwise,

    Let limit be zero.

  3. Silently set the current time to limit.

  4. If animation’s start time is unresolved and animation has an associated active timeline, let the start time be the result of evaluating timeline time - (limit / playback rate) where timeline time is the current time value of the associated timeline.

  5. If there is a pending pause task and start time is resolved,

    1. Let the hold time be unresolved.

      Typically the hold time will already be unresolved except in the case when the animation was previously idle.
    2. Cancel the pending pause task.

    3. Resolve the current ready promise of animation with animation.

  6. If there is a pending play task and start time is resolved, cancel that task and resolve the current ready promise of animation with animation.

  7. Run the procedure to update an animation’s finished state animation with the did seek flag set to true, and the synchronously notify flag set to true.

3.5.16. Canceling an animation

An animation can be canceled which causes the current time to become unresolved hence removing any effects caused by the target effect.

The procedure to cancel an animation#cancel-an-animationReferenced in:3.5.2. Responding to a newly inactive timeline3.5.14. Updating the finished state5.4. The Animation interface for animation is as follows:

  1. If animation’s play state is not idle, perform the following steps:

    1. Run the procedure to reset an animation’s pending tasks on animation.

    2. Reject the current finished promise with a DOMException named "AbortError".

    3. Let current finished promise be a new (pending) Promise object.

    4. If animation is not idle, queue a task to fire a cancel event at animation. The task source for this task is the DOM manipulation task source.

      The event current time for the dispatched cancel event is unresolved and the event timeline time is the current time value of the timeline associated with animation at the moment the task is queued.

  2. Make animation’s hold time unresolved.

  3. Make animation’s start time unresolved.

3.5.17. Speed control

The rate of play of an animation can be controlled by setting its playback rate. For example, setting a playback rate of 2 will cause the animation’s current time to increase at twice the rate of its timeline. Similarly, a playback rate of -1 will cause the animation’s current time to decrease at the same rate as the time values from its timeline increase.

Animations have a playback rate#animation-playback-rateReferenced in:3.5.4. The current time of an animation (2)3.5.5. Setting the current time of an animation (2)3.5.6. Setting the start time of an animation3.5.10. Playing an animation (2) (3) (4) (5) (6)3.5.11. Pausing an animation (2) (3)3.5.12. Reaching the end (2)3.5.14. Updating the finished state (2) (3) (4) (5) (6)3.5.15. Finishing an animation (2) (3) (4)3.5.17. Speed control (2)3.5.17.1. Updating the playback rate of an animation (2) (3)3.5.18. Reversing an animation3.5.19. Play states (2) (3)5.4. The Animation interface (2) (3) (4) that provides a scaling factor from the rate of change of the associated timeline’s time values to the animation’s current time. The playback rate is initially 1.

Setting an animation’s playback rate to zero effectively pauses the animation (however, the play state does not necessarily become paused).

3.5.17.1. Updating the playback rate of an animation

Changes to the playback rate trigger a compensatory seek so that that the animation’s current time is unaffected by the change to the playback rate.

The procedure to set the animation playback rate#set-the-animation-playback-rateReferenced in:5.4. The Animation interface of an animation, animation to new playback rate is as follows:

  1. Let previous time be the value of the current time of animation before changing the playback rate.

  2. Set the playback rate to new playback rate.

  3. If previous time is resolved, set the current time of animation to previous time.

The procedure to silently set the animation playback rate#silently-set-the-animation-playback-rateReferenced in:3.5.18. Reversing an animation of animation, animation to new playback rate is identical to the above procedure except that rather than invoking the procedure to set the current time in the final step, the procedure to silently set the current time is invoked instead.

3.5.18. Reversing an animation

The procedure to reverse an animation#reverse-an-animationReferenced in:5.4. The Animation interface of animation animation is as follows:

  1. If there is no timeline associated with animation, or the associated timeline is inactive throw an InvalidStateError and abort these steps.

  2. Silently set the animation playback rate of animation to animation playback rate.

    This must be done silently or else we may end up resolving the current ready promise when we do the compensatory seek despite the fact that we are most likely not exiting the pending play state.
  3. Run the steps to play an animation for animation with the auto-rewind flag set to true.

3.5.19. Play states

An animation may be described as being in one of the following play states#play-stateReferenced in:3.5.11. Pausing an animation3.5.14. Updating the finished state (2)3.5.16. Canceling an animation3.5.17. Speed control3.5.19. Play states5.4. The Animation interface for each of which, a non-normative description is also provided:

idle

The current time of the animation is unresolved and there are no pending tasks. In this state the animation has no effect.

pending

The animation is waiting on some pending task to complete.

running

The animation has a resolved current time that changes on each sample (provided the animation playback rate is not zero).

paused

The animation has been suspended and the current time is no longer changing.

finished

The animation has reached the natural boundary of its playback range and the current time is no longer updating.

The play state of animation, animation, at a given moment is the state corresponding to the first matching condition from the following:

animation has a pending play task or a pending pause task,

pending#pending-play-stateReferenced in:3.5.9. The current ready promise (2)3.5.10. Playing an animation3.5.11. Pausing an animation3.5.18. Reversing an animation3.5.19. Play states5.4.1. The AnimationPlayState enumeration

The current time of animation is unresolved,

idle#idle-play-stateReferenced in:3.5.2. Responding to a newly inactive timeline3.5.15. Finishing an animation3.5.16. Canceling an animation (2)3.5.19. Play states3.5.20.1. Types of animation events3.5.20.2. Event parameters5.4.1. The AnimationPlayState enumeration

The start time of animation is unresolved,

paused#paused-play-stateReferenced in:3.5.11. Pausing an animation (2)3.5.17. Speed control3.5.19. Play states (2) (3)5.4.1. The AnimationPlayState enumeration

For animation, animation playback rate > 0 and current timetarget effect end; or
animation playback rate < 0 and current time ≤ 0,

finished#finished-play-stateReferenced in:3.5.11. Pausing an animation3.5.13. The current finished promise3.5.14. Updating the finished state (2) (3) (4)3.5.19. Play states (2) (3)3.5.20.1. Types of animation events3.6.5. Animation effect phases and states5.4.1. The AnimationPlayState enumeration10. Changes since last publication (2)

Otherwise,

running#running-play-stateReferenced in:3.5.9. The current ready promise3.5.19. Play states5.4.1. The AnimationPlayState enumeration

Note that the paused play state effectively “wins” over the finished play state.

However, an animation that is paused outside of its natural playback range can be converted from a paused animation into a finished animation without restarting by setting the animation start time such as below:

animation.effect.timing.duration = 5000;
animation.currentTime = 4000;
animation.pause();
animation.ready.then(function() {
  animation.effect.timing.duration = 3000;
  alert(animation.playState); // Displays 'paused'
  animation.startTime =
    document.timeline.currentTime - animation.currentTime * animation.playbackRate;
  alert(animation.playState); // Displays 'finished'
});

3.5.20. Animation events

As animations play, they report changes to their status through animation events#animation-eventsReferenced in:3.5.20. Animation events3.5.20.2. Event parameters5.18. The AnimationPlaybackEvent interface10. Changes since last publication.

Animation events are a property of the timing model. As a result they are dispatched even when the target effect of the animation is absent or has no observable result.

3.5.20.1. Types of animation events

finish#finish-eventReferenced in:3.5.14. Updating the finished state (2)5.4. The Animation interface

Queued whenever an animation enters the finished play state.

cancel#cancel-eventReferenced in:3.5.14. Updating the finished state3.5.16. Canceling an animation (2)3.5.20.1. Types of animation events5.4. The Animation interface

Queued whenever an animation enters the idle play state from another state. Creating a new animation that is initially idle does not generate a new cancel event.

3.5.20.2. Event parameters

Animation events have an associated event current time and event timeline time.

The event current time#event-current-timeReferenced in:3.5.16. Canceling an animation3.5.20.2. Event parameters5.18. The AnimationPlaybackEvent interface is the current time of the animation that generated the event at the moment the event is queued. This will be unresolved if the animation was idle at the time the event was generated.

The event timeline time#event-timeline-timeReferenced in:3.5.16. Canceling an animation3.5.20.2. Event parameters5.18. The AnimationPlaybackEvent interface is the time value of the timeline with which the animation that generated the event is associated at the moment the event is queued. This will be unresolved if the animation was not associated with a timeline at the time the event was generated or if the associated timeline was inactive.

3.6. Animation effects

An animation effect#animation-effectReferenced in:3.5. Animations (2) (3) (4)3.6.1. Relationship between animation effects and animations (2) (3)3.6.2. Types of animation effects (2) (3)3.6.3. The active interval (2) (3) (4) (5) (6) (7) (8) (9)3.6.4. Local time (2)3.6.5. Animation effect phases and states (2) (3) (4) (5) (6) (7) (8) (9) (10) (11) (12) (13) (14) (15) (16) (17) (18) (19) (20) (21) (22) (23) (24) (25) (26)3.7. Fill behavior3.8.2. Controlling iteration (2) (3) (4) (5) (6)3.9.1. Overview3.9.3.1. Calculating the active time3.9.3.2. Calculating the scaled active time3.10. Direction control (2)3.11.1. Scaling the time (2) (3) (4)3.11.2. Timing functions (2) (3)3.11.4. Timing in discrete steps3.11.5. Calculating the transformed time3.11.6. Calculating the iteration progress (2) (3)4. Animation Model4.1. Keyframe effects4.1.3.1. Not animatable (2)4.3. Combining effects (2)4.3.2. The effect stack (2)5.5. The AnimationEffectReadOnly interface (2) (3) (4)5.6. The AnimationEffectTimingReadOnly interface (2) (3) (4) (5) (6) (7)5.7. The AnimationEffectTiming interface (2)5.9. The ComputedTimingProperties dictionary (2) (3) (4) (5) (6) (7)5.9.1. The FillMode enumeration5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces (2)5.10.4. The KeyframeEffectOptions dictionary5.11. The IterationCompositeOperation enumeration (2)5.12. The CompositeOperation enumeration (2) (3) (4)5.14. The Animatable interface5.15. Extensions to the Document interface10. Changes since last publication is an abstract term referring to an item in the timing hierarchy.

3.6.1. Relationship between animation effects and animations

The target effect of an animation, if set, is a type of animation effect. The target effect of an animation is said to be associated#associated-with-an-animationReferenced in:3.6.1. Relationship between animation effects and animations (2)3.6.4. Local time3.6.5. Animation effect phases and states4.3.2. The effect stack5.9. The ComputedTimingProperties dictionary (2) with that animation. At a given moment, an animation effect can be associated with at most one animation.

An animation effect, effect, is associated with a timeline, timeline, if effect is associated with an animation which, in turn, is associated with timeline.

3.6.2. Types of animation effects

This specification defines a single type of animation effect: keyframe effects. Subsequent levels of this specification will define further types of animation effects. All types of animation effects define a number of common properties which are described in the following sections.

3.6.3. The active interval

The period that an animation effect is scheduled to run is called its active interval. Each animation effect has only one such interval.

The lower bound of the active interval typically corresponds to the start time of the animation associated with this animation effect but may be shifted by a start delay on the animation effect.

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

Examples of the effect of the start delay on the endpoints of the active interval.
(a) An animation effect with no delay; the start time and beginning of the active interval are coincident.
(b) An animation effect with a positive delay; the beginning of the active interval is deferred by the delay.
(c) An animation effect with a negative delay; the beginning of the active interval is brought forward by the delay.

An end delay may also be specified but is primarily only of use when sequencing animations.

Animation effects define an active interval#active-intervalReferenced in:3.6.3. The active interval (2) (3) (4) (5) (6) (7) (8) (9)3.6.5. Animation effect phases and states (2) (3) (4)3.7.1. Fill modes (2)3.8.1. Iteration intervals (2)3.9.1. Overview3.9.4. Calculating the current iteration3.11.4. Timing in discrete steps3.11.6. Calculating the iteration progress5.6. The AnimationEffectTimingReadOnly interface (2) (3) which is the period of time during which the effect 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 start delay.

The start delay#start-delayReferenced in:3.6.3. The active interval (2) (3) (4) (5) (6)3.6.5. Animation effect phases and states (2) (3) (4)3.9.1. Overview3.9.3.1. Calculating the active time (2)3.11.6. Calculating the iteration progress (2)5.6. The AnimationEffectTimingReadOnly interface5.10.1. Creating a new KeyframeEffect object of an animation effect is a signed offset from the start time of the animation with which the animation effect is associated

The length of the active interval is called the active duration, the calculation of which is defined in §3.9.2 Calculating the active duration.

Similar to the start delay, an animation effect also has an end delay#end-delayReferenced in:3.6.3. The active interval (2)5.6. The AnimationEffectTimingReadOnly interface5.9. The ComputedTimingProperties dictionary which is primarily of use when sequencing animations based on the end time of another animation effect. Although this is typically only useful in combination with sequence effects which are introduced in a subsequent level of this specification, it is included here for the purpose of representing the min attribute in SVG ([SVG11], Chapter 19).

The end time#end-timeReferenced in:3.5.12. Reaching the end (2)3.5.14. Updating the finished state3.6.3. The active interval3.6.5. Animation effect phases and states (2) (3)5.4. The Animation interface5.9. The ComputedTimingProperties dictionary10. Changes since last publication of an animation effect is simply the sum of its start delay, active duration, and end delay.

3.6.4. Local time

The local time#local-timeReferenced in:3.6.5. Animation effect phases and states (2) (3) (4) (5) (6) (7) (8) (9)3.9.1. Overview (2) (3) (4) (5)3.9.3.1. Calculating the active time (2) (3)3.11.6. Calculating the iteration progress (2)5.9. The ComputedTimingProperties dictionary (2) of an animation effect at a given moment is based on the first matching condition from the following:

If the animation effect is associated with an animation,

the local time is the current time of the animation.

Otherwise,

the local time is unresolved.

3.6.5. Animation effect phases and states

This section is non-normative

At a given moment, an animation effect may be in one of three possible phases. If an animation effect has an unresolved 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 an animation effect.

An example of the different phases and states used to describe an animation effect.

The phases are as follows:

before phase

The animation effect’s local time falls before the effect’s active interval.

active phase

The animation effect’s local time falls inside the effect’s active interval.

after phase

The animation effect’s local time falls after the effect’s active interval.

In addition to these phases, an animation effect 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.

These states and their useage within the model are summarized as follows:

in play

Corresponds to an animation effect whose active time is changing on each sample.

current

Corresponds to an animation effect that is either in play or may become in play in the future. This will be the case if the animation effect 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 animation effect might play again (e.g. due to repeating).

in effect

Corresponds to an animation effect that has a resolved active time. This occurs when either the animation effect is in its active phase or outside the active interval but at a time where the effect’s fill mode (see §3.7 Fill behavior) causes its active time to be resolved. Only in effect animation effects apply a result to their target.

The normative definition of each of these states follows.

An animation effect is in the before phase#before-phaseReferenced in:3.6.5. Animation effect phases and states (2) (3)3.7.1. Fill modes (2)3.9.3.1. Calculating the active time3.9.4. Calculating the current iteration3.11.4. Timing in discrete steps if the animation effect’s local time is not unresolved and is less than min(start delay, end time).

An animation effect is in the active phase#active-phaseReferenced in:3.6.5. Animation effect phases and states (2) (3)3.9.3.1. Calculating the active time if all of the following conditions are met:

  1. the animation effect’s local time is not unresolved, and

  2. the animation effect’s local time is greater than or equal to its start delay, and

  3. the animation effect’s local time is less than min(start delay + active duration, end time).

An animation effect is in the after phase#after-phaseReferenced in:3.6.5. Animation effect phases and states3.7.1. Fill modes (2)3.9.3.1. Calculating the active time3.9.4. Calculating the current iteration3.11.4. Timing in discrete steps10. Changes since last publication if the animation effect’s local time is not unresolved and is greater than or equal to min(start delay+ active duration, end time).

An animation effect is in play#in-playReferenced in:3.6.5. Animation effect phases and states (2) (3) (4) (5)3.7. Fill behavior3.7.1. Fill modes (2) (3) (4) (5)3.8.4. Interval timing if all of the following conditions are met:

  1. the animation effect is in the active phase, and

  2. the animation effect is associated with an animation that is not finished.

An animation effect is current#currentReferenced in:3.6.5. Animation effect phases and states5.14. The Animatable interface5.15. Extensions to the Document interface (2) if either of the following conditions is true:

An animation effect is in effect#in-effectReferenced in:3.6.5. Animation effect phases and states (2)4.3. Combining effects (2)5.14. The Animatable interface5.15. Extensions to the Document interface if its active time as calculated according to the procedure in §3.9.3.1 Calculating the active time is not unresolved.

3.7. Fill behavior

The effect of an animation effect when it is not in play is determined by its fill mode#fill-modeReferenced in:3.6.3. The active interval3.6.5. Animation effect phases and states3.7. Fill behavior3.7.1. Fill modes3.9.3.1. Calculating the active time (2) (3)3.11.4. Timing in discrete steps5.6. The AnimationEffectTimingReadOnly interface (2) (3) (4).

The possible fill modes are:

The normative definition of these modes is incorporated in the calculation of the active time in §3.9.3.1 Calculating the active time.

3.7.1. Fill modes

This section is non-normative

The effect of each fill mode is as follows:

none

The animation effect has no effect when it is not in play.

forwards

When the animation effect is in the after phase, the animation effect will produce the same transformed time value as the last moment it is scheduled to be in play.

For all other times that the animation effect is not in play, it will have no effect.

backwards

When the animation effect is in the before phase, the animation effect will produce the same transformed time value as the earliest moment that it is scheduled to be in play.

For all other times that the animation effect is not in play, it will have no effect.

both

When the animation effect is in its before phase, backwards fill behavior is used.

When the animation effect is in its after phase, forwards fill behavior is used.

Some examples of the these fill modes are illustrated below.

Examples of various fill modes and the states produced.

Examples of various fill modes and the states produced.
(a) fill mode ‘none’. The animation effect 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 animation effect produces a fill value until the start of the active interval.
(d) fill mode ‘both’. Both before and after the active interval the animation effect produces a fill value.

Note: 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 an animation effect is only defined (that is, not unresolved) 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 group effects, 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.

3.8. Repeating

3.8.1. Iteration intervals

It is possible to specify that an animation effect 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#iteration-intervalReferenced in:3.8.1. Iteration intervals3.8.2. Controlling iteration5.6. The AnimationEffectTimingReadOnly interface.

Unlike the active interval, an animation effect 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#iteration-durationReferenced in:3.8.1. Iteration intervals (2) (3) (4) (5) (6)3.9.1. Overview3.9.2. Calculating the active duration (2)3.9.3.2. Calculating the scaled active time (2)3.9.3.3. Calculating the iteration time (2) (3)3.9.4. Calculating the current iteration (2) (3) (4) (5)3.10.1. Calculating the directed time3.11.5. Calculating the transformed time (2) (3) (4) (5)3.11.6. Calculating the iteration progress (2) (3) (4) (5) (6) (7) (8) (9)5.5. The AnimationEffectReadOnly interface5.6. The AnimationEffectTimingReadOnly interface5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces5.10.1. Creating a new KeyframeEffect object5.10.3. Processing a frames argument. The initial iteration duration of an animation effect is zero.

This section is non-normative

Comparing the iteration duration and the active duration we have:

Iteration duration

The time taken for a single iteration of the animation effect to complete.

Active duration

The time taken for the entire animation effect to complete, including repetitions. This may be longer or shorter than the iteration duration.

The relationship between the iteration duration and active duration is illustrated below.

Comparison of the iteration duration and active time.

A comparison of the iteration duration and active duration of an animation effect 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.

3.8.2. Controlling iteration

The number of times an animation effect repeats is called its iteration count#iteration-countReferenced in:3.8.1. Iteration intervals3.8.2. Controlling iteration (2) (3) (4) (5) (6) (7)3.9.1. Overview3.9.2. Calculating the active duration (2)3.9.3.3. Calculating the iteration time (2) (3) (4) (5)3.9.4. Calculating the current iteration (2) (3) (4) (5) (6)3.11.6. Calculating the iteration progress5.6. The AnimationEffectTimingReadOnly interface. 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 animation effect repeats indefinitely.

In addition to the iteration count, animation effects also have an iteration start#iteration-startReferenced in:3.8.2. Controlling iteration (2) (3) (4) (5) (6)3.9.1. Overview3.9.3.2. Calculating the scaled active time (2) (3)3.9.3.3. Calculating the iteration time (2)3.9.4. Calculating the current iteration (2) (3) (4)3.11.6. Calculating the iteration progress5.6. The AnimationEffectTimingReadOnly interface property which specifies an offset into the series of iterations at which the animation effect 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 §3.9 Core animation effect calculations.

This section is non-normative

The effect of the iteration count and iteration start parameters is illustrated below.

The effect of the iteration count and iteration start parameters

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 animation effect 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 iteration composite operation of accumulate.

3.8.3. Iteration time space

This section is non-normative

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.

We can describe animations that repeat as establishing a new time space each time the animation repeats: the iteration time space.

Iteration time space is a time space whose zero time is the beginning of an animation effect’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 programming interface or in markup.

These time spaces are illustrated below.

A comparison of local time, active time, and iteration time.

A comparison of local time, active time, and iteration time for an animation with a iteration duration of 1s and an iteration count of 2.5.

Note: 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 §3.9.3.1 Calculating the active time 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 default document timeline of the active document.

3.8.4. Interval timing

This section is non-normative

When an animation effect 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 effect, at local time 1s, the iteration time is 0. For the sequenced animations, at timeline time 1s, only animation B’s target effect will be in play; there is no overlap.

Illustration of end-point exclusive timing.

Illustration of end-point exclusive timing. For both repeated and sequenced animation effects 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 §3.9.3.3 Calculating the iteration time and is illustrated below.

Effect of iterations and fill on iteration time.

After one iteration, the iteration time is 0, but after two iterations (and there onwards), the iteration time is equal to the iteration duration due to the special behavior defined when an animation effect fills.

3.9. Core animation effect calculations

3.9.1. Overview

This section is non-normative

At the core of the Web Animations timing model is the process that takes a local 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.

Calculation of the active duration is based on multiplying the iteration duration by the iteration count.

The process for calculating the active duration is normatively defined in §3.9.2 Calculating the active duration.

Having established the active duration, the process for transforming an animation effect’s local time into its transformed time is illustrated below.

An overview of timing model calculations.

An overview of timing model calculations.
(1) The local time is determined from the associated animation.
(2) The local time is converted into an active time by incorporating the start delay.
(3) The iteration start property is 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 §3.6.4 Local time. Steps 2 to 4 in the diagram are described in the following sections. Steps 5 and 6 are described in §3.10.1 Calculating the directed time and §3.11.5 Calculating the transformed time respectively.

3.9.2. Calculating the active duration

The active duration is calculated as follows:

active duration#active-durationReferenced in:3.6.3. The active interval (2) (3) (4)3.6.5. Animation effect phases and states (2)3.8.1. Iteration intervals (2) (3) (4)3.8.2. Controlling iteration3.9.1. Overview (2) (3) (4)3.9.2. Calculating the active duration (2)3.9.3.1. Calculating the active time3.9.3.3. Calculating the iteration time3.11.6. Calculating the iteration progress5.9. The ComputedTimingProperties dictionary = iteration duration × iteration count

If either the iteration duration or iteration count are zero, the active duration is zero.

This clarification is needed since the result of infinity multiplied by zero is undefined according to IEEE 754-2008.

3.9.3. Transforming the local time

3.9.3.1. Calculating the active time

The active time#active-timeReferenced in:3.6.5. Animation effect phases and states (2) (3) (4)3.7. Fill behavior3.7.1. Fill modes3.8.3. Iteration time space (2) (3)3.9.1. Overview (2)3.9.3.2. Calculating the scaled active time (2) (3)3.9.3.3. Calculating the iteration time3.9.4. Calculating the current iteration3.11.4. Timing in discrete steps is based on the local time and start delay. However, it is only defined when the animation effect should produce an output and hence depends on its fill mode and phase as follows,

If the animation effect is in the before phase,

The result depends on the first matching condition from the following,

If the fill mode is backwards or both,

Return zero.

Otherwise,

Return an unresolved time value.

If the animation effect is in the active phase,

Return local time - start delay.

If the animation effect is in the after phase,

The result depends on the first matching condition from the following,

If the fill mode is forwards or both,

Return the active duration.

Otherwise,

Return an unresolved time value.

Otherwise (the local time is unresolved),

Return an unresolved time value.

3.9.3.2. Calculating the scaled active time

Before the active time can be converted to an iteration time we must factor in the animation effect’s 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#start-offsetReferenced in:3.9.3.2. Calculating the scaled active time (2) (3) = iteration start × iteration duration

If the iteration start is zero, the start offset is zero.

Note: This clarification is needed since the iteration duration may be infinity and the result of infinity multiplied by zero is undefined according to IEEE 754-2008.

The scaled active time#scaled-active-timeReferenced in:3.9.1. Overview (2)3.9.3.2. Calculating the scaled active time (2)3.9.3.3. Calculating the iteration time (2)3.9.4. Calculating the current iteration is calculated according to the following steps:

  1. If the active time is unresolved, return an unresolved time value.

  2. Return active time + start offset.

3.9.3.3. Calculating the iteration time

The iteration time#iteration-timeReferenced in:3.8.3. Iteration time space3.9.1. Overview (2) (3)3.9.3.2. Calculating the scaled active time3.10.1. Calculating the directed time (2) (3) (4) (5)3.11.6. Calculating the iteration progress is calculated according to the following steps:

  1. If the scaled active time is unresolved, return unresolved.

  2. If the iteration duration is zero, return zero.

  3. If the active time is equal to the active duration, and the iteration count is not zero, and (iteration count + iteration start) % 1 is zero, return the iteration duration.

    If iteration count is infinity, then for the purpose of evaluating (iteration count + iteration start) % 1 in the above condition, treat iteration count as zero.

  4. Otherwise, return scaled active time % iteration duration.

3.9.4. Calculating the current iteration

The current iteration#current-iterationReferenced in:3.8.1. Iteration intervals3.10.1. Calculating the directed time (2)3.11.6. Calculating the iteration progress4. Animation Model4.1. Keyframe effects4.1.4. Effect values5.6. The AnimationEffectTimingReadOnly interface5.9. The ComputedTimingProperties dictionary (2)5.11. The IterationCompositeOperation enumeration10. Changes since last publication can be calculated using the following steps:

  1. If the active time is unresolved, return unresolved.

  2. If the animation effect is in the before phase or the iteration count is zero, return floor(iteration start).

    This step is required to handle the following special cases:
  3. If the animation effect is in the after phase,

    1. If the iteration count is infinity, return infinity.

    2. Otherwise, return ceil(iteration start + iteration count) - 1.

    The above is required to handle the following special cases:
  4. If the iteration duration is infinity, return floor(iteration start).

  5. Otherwise, return floor(scaled active time / iteration duration).

3.10. Direction control

Animation effects may also be configured to run iterations in alternative directions using direction control. For this purpose, animation effects have a playback direction#playback-directionReferenced in:3.9.1. Overview3.10.1. Calculating the directed time (2) (3)3.11.6. Calculating the iteration progress (2)5.6. The AnimationEffectTimingReadOnly interface parameter which takes one of the following values:

The semantics of these values are incorporated into the calculation of the directed time which follows.

This section is non-normative

A non-normative definition of these values is as follows:

normal

All iterations are played as specified.

reverse

All iterations are played in the reverse direction from the way they are specified.

alternate

Even iterations are played as specified, odd iterations are played in the reverse direction from the way they are specified.

alternate-reverse

Even iterations are played in the reverse direction from the way they are specified, odd iterations are played as specified.

3.10.1. Calculating the directed time

The directed time#directed-timeReferenced in:3.9.1. Overview (2)3.10. Direction control3.11.5. Calculating the transformed time (2) (3) (4)3.11.6. Calculating the iteration progress is calculated from the iteration time using the following steps:

  1. If the iteration time is unresolved, return unresolved.

  2. Calculate the current direction using the first matching condition from the following list:

    If playback direction is normal,

    Let the current direction be forwards.

    If playback direction is reverse,

    Let the current direction be reverse.

    Otherwise,

    1. Let d be the current iteration.

    2. If playback direction is alternate-reverse increment d by 1.

    3. There used to be a step here which seemed to be adding special handling for filling when the effect 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?

    4. If d % 2 == 0, let the current direction be forwards, otherwise let the current direction be reverse. If d is infinity, let the current direction be forwards.

  3. If the current direction is forwards then return the iteration time.

    Otherwise, return the iteration duration - iteration time.

3.11. Time transformations

3.11.1. Scaling the time

This section is non-normative

It is often desirable to control the rate at which an animation effect 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 modeling a discrete change, a smooth transition is undesirable and instead it is necessary for the animation effect to progress in a series of distinct steps.

For such situations Web Animations provides timing functions that scale the progress of an animation effect.

Timing functions take an input progress value and produce a scaled output progress value.

Example of a timing function that produces an ease-in effect.

Example of a timing function that produces an ease-in effect. Given an input progress of 0.7, the timing function scales the value to produce an output progress 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 an animation effect.

3.11.2. Timing functions

A timing function#timing-functionReferenced in:3.7.1. Fill modes3.11.1. Scaling the time (2) (3)3.11.2. Timing functions (2)3.11.3. Scaling using a cubic Bézier curve3.11.4. Timing in discrete steps3.11.5. Calculating the transformed time3.11.6. Calculating the iteration progress (2)4.1.2. Procedures for animating properties4.2. Keyframes (2)5.6. The AnimationEffectTimingReadOnly interface5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces (2)5.10.3. Processing a frames argument (2) (3) (4) (5) (6) (7) (8) takes an input progress value in the range [0, 1] and produces an output progress value whose range is unbounded (i.e. positive and negative infinity are permitted).

Animation effects have one timing function associated with them. The default timing function is the linear timing function#linear-timing-functionReferenced in:3.11.2. Timing functions 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 animation effects depends on the type of the animation effects.

3.11.3. Scaling using a cubic Bézier curve

This section is non-normative

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 Bezier curve used as a timing function.

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 progress values serve as x values of the curve, whilst the y values are the output progress values.

Some example cubic Bézier timing functions are illustrated below.

The timing functions produced by keyword values.

The timing functions produced by each of the keyword values associated with cubic Bézier timing functions accepted by the easing member of the AnimationEffectTiming interface member from the programming interface.

A cubic Bézier timing function#cubic-bzier-timing-functionReferenced in:3.11.3. Scaling using a cubic Bézier curve (2) 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 [CSS3VAL]):

<cubic-bezier-timing-function>#typedef-cubic-bezier-timing-functionReferenced in:5.6. The AnimationEffectTimingReadOnly interface = ease | ease-in | ease-out | ease-in-out | cubic-bezier(<number>, <number>, <number>, <number>)

The meaning of each value is as follows:

ease

Equivalent to cubic-bezier(0.25, 0.1, 0.25, 1).

ease-in

Equivalent to cubic-bezier(0.42, 0, 1, 1).

ease-out

Equivalent to cubic-bezier(0, 0, 0.58, 1).

ease-in-out

Equivalent to cubic-bezier(0.42, 0, 0.58, 1).

cubic-bezier(<number>, <number>, <number>, <number>)

Specifies a cubic Bézier timing function. The four numbers specify points P1 and P2 of the curve as (x1, y1, x2, y2). Both x values must be in the range [0, 1] or the definition is invalid.

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 simple and compact syntax for tools trying to map arbitrary curves (e.g. bounce functions) to timing functions.

3.11.4. Timing in discrete steps

This section is non-normative It is possible to scale an animation effect’s timing so that the group effect occurs in a series of discrete steps using a stepping function.

Some example step timing functions are illustrated below.

Example step timing functions.

Example step timing functions. In each case the domain is the input progress whilst the range represents the output progress 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#step-timing-functionReferenced in:3.11.4. Timing in discrete steps (2) (3) 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 Animations' model of endpoint exclusive interval timing (see §3.8.4 Interval timing), the output time at the transition point is the time after applying the increase (i.e. the top of the step) with the following exception.

When a transition point coincides with the end of the active interval extra care must be taken to produce the correct result when performing a fill. To achieve this, when a step timing function is applied to an animation effect or applied to an keyframe associated with a keyframe effect, an additional before flag#before-flagReferenced in:3.11.4. Timing in discrete steps (2) (3) (4) is passed. The value of the before flag is determined as follows:

  1. If the active time of the animation effect is unresolved, the before flag is not set and these steps should be aborted.

  2. Determine the current direction using the procedure defined in §3.10.1 Calculating the directed time.

  3. If the current direction is forwards, let going forwards be true, otherwise it is false.

  4. The before flag is set if the animation effect is in the before phase and going forwards is true; or if the animation effect is in the after phase and going forwards is false.

When a step timing function is evaluated at a transition point, if the before flag is set the result is the value before applying the increase.

A step timing function may be specified as a string using the following syntax:

<step-timing-function>#typedef-step-timing-functionReferenced in:5.6. The AnimationEffectTimingReadOnly interface = step-start | step-middle | step-end | steps(<integer>[, [ start | middle | end ] ]?)

The meaning of each value is as follows:

step-start

Equivalent to steps(1, start);

step-middle

Equivalent to steps(1, middle);

step-end

Equivalent to steps(1, end);

steps(<integer>[, [ start | middle | end ] ]?)

Specifies a step timing function. The first parameter specifies the number of intervals in the function. It must be a positive integer (greater than 0). The second parameter, which is optional, specifies the point at which the change of values occur within the interval. If the second parameter is omitted, it is given the value end.

3.11.5. Calculating the transformed time

The transformed time#transformed-timeReferenced in:3.7.1. Fill modes (2)3.9.1. Overview (2) (3)3.11.6. Calculating the iteration progress (2) (3) (4) (5) is calculated from the directed time using the following steps:

  1. If the directed time is unresolved, return an unresolved time value.

  2. If the iteration duration is infinity, return the directed time.

  3. Let unscaled progress be the result of evaluating directed time / iteration duration unless iteration duration is zero, in which case let unscaled progress be zero.

  4. Let scaled progress be the result of evaluating the animation effect’s timing function with unscaled progress as the input progress.

  5. Return the result of evaluating scaled progress × iteration duration. If the scaled progress is zero, let the result be zero.

    Note: This clarification is needed since the iteration duration may be infinity and the result of infinity multiplied by zero is undefined according to IEEE 754-2008.

3.11.6. Calculating the iteration progress

Before the transformed time is passed to the animation model, it is normalized to represent a fraction of the iteration duration, known as a iteration progress.

The iteration progress#iteration-progressReferenced in:3.11.6. Calculating the iteration progress (2) (3) (4)4. Animation Model4.1. Keyframe effects4.1.4. Effect values4.2.2. The effect value of a keyframe effect (2)5.9. The ComputedTimingProperties dictionary of an animation effect is calculated by running the steps corresponding to the first matching condition from the following:

If the transformed time is unresolved, return an unresolved time value.

If the iteration duration is zero,

the iteration progress is as follows,

If local time < start delay,

Return the result of recalculating the transformed time using an iteration duration of 1.

Otherwise,

  1. Let normalized active duration be the result of recalculating the active duration using an iteration duration of 1.

  2. Return the result of recalculating the transformed time using a local time of start delay + normalized active duration and an iteration duration of 1.

Otherwise,

Return transformed time / iteration duration.

Note: Since timing functions are allowed to produce output progress values outside the range [0, 1] it is possible that the value calculated for the iteration progress also lies outside this range.

This section is non-normative

Intuitively, it may seem that the iteration progress for an animation effect with an iteration duration of zero should be 0 or 1 and that the above algorithm is unnecessarily complex. However, the influence of a non-zero iteration start, a non-integral iteration count, or a playback direction other than forwards can all cause the animation effect to start and stop mid-way through its iteration interval.

As a result, it is necessary to perform all the same timing calculations as we do in the general case including determining the current iteration so that we arrive at the appropriate directed time when the playback direction alternates, and applying the timing function to the result as well.

However, simply substituting the zero iteration duration in to the procedures defined in §3.9 Core animation effect calculations will not produce the desired result since no meaningful value of progress can be calculated for a zero-duration interval (specifically, the iteration time will always be zero).

In order to provide the result intuitively expected in this case, the algorithm above temporarily inflates the iteration duration to 1 and calculates the iteration progress at the appropriate end of the active interval.

4. Animation Model

This section is non-normative

For some kinds of animation effects, the Web Animations animation model takes the iteration progress and current iteration values produced by the timing model and uses them to calculate a corresponding output.

The output of each such animation effect is then combined with that of others using an effect stack before being applied to the target properties (see §4.3 Combining effects).

4.1. Keyframe effects

Keyframe effects#keyframe-effectReferenced in:3.5.7. Waiting for the target effect3.6.2. Types of animation effects3.11.4. Timing in discrete steps4.1. Keyframe effects4.1.1. Target properties4.1.3.4. Animatable as length, percentage, or calc4.1.4. Effect values4.2. Keyframes (2) (3) (4)4.2.1. Spacing keyframes (2)4.2.2. The effect value of a keyframe effect (2) (3) (4)4.3. Combining effects (2) (3) (4) (5) (6) (7)4.3.2. The effect stack (2) (3)4.3.3. Calculating the result of an effect stack (2) (3) (4) (5)4.3.4. Effect composition4.3.6. Effect accumulation5.6. The AnimationEffectTimingReadOnly interface5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces (2) (3) (4) (5) (6) (7) (8) (9) (10)5.10.3. Processing a frames argument (2) (3)5.10.5. Computed keyframes5.17. Extensions to the CSSPseudoElement interface10. Changes since last publication are a kind of animation effect that use the output of the timing model to update CSS properties and DOM attributes of an element or pseudo-element such as ::before or ::after [SELECT] referred to as the target element#target-elementReferenced in:4.1.1. Target properties4.1.3.4. Animatable as length, percentage, or calc5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces5.10.5. Computed keyframes (2)5.14. The Animatable interface5.15. Extensions to the Document interface.

Since the result of a keyframe effect is based on the iteration progress and current iteration value, it is updated whenever the timing model is updated including whenever it is sampled.

4.1.1. Target properties

Each keyframe effect can have zero or more associated target properties#target-propertyReferenced in:4.1.1. Target properties (2)4.1.2. Procedures for animating properties4.1.3. Specific animation behaviors4.1.3.2. Animatable as string4.1.3.3. Animatable as real number4.1.3.4. Animatable as length, percentage, or calc4.1.3.5. Animatable as color4.1.3.6. Animatable as transform list4.1.4. Effect values4.2.2. The effect value of a keyframe effect4.3. Combining effects (2) (3) (4) (5) (6)4.3.2. The effect stack4.3.5. Applying the composited result4.3.5.1. Applying the composited result to a CSS property (2)4.3.5.2. Applying the composited result to a DOM attribute.

Target properties may be CSS properties or DOM attributes. If a given target element has an attribute with the same name as a CSS property, any target property of that name is taken to refer to to the CSS property.

Note: If there ever exists a situation where we need to animate an attribute with the same name as a property (other than a presentation attribute [SVG2]) then we will need to introduce a disambiguation strategy. Generally, however, such naming should be avoided.

4.1.2. Procedures for animating properties

Unless specifically defined otherwise, all properties are considered animatable#concept-animatableReferenced in:4.1.4. Effect values. In order to animate a target property, the following procedures must be defined.

4.1.3. Specific animation behaviors

The specific procedures used for animating a given target property are referred to as the property’s animation behavior#animation-behaviorReferenced in:4.1.3. Specific animation behaviors (2) (3) (4) (5) (6) (7) (8) (9)4.1.3.1. Not animatable (2)4.1.3.2. Animatable as string4.1.3.3. Animatable as real number4.1.3.4. Animatable as length, percentage, or calc (2)4.1.3.5. Animatable as color4.1.3.6. Animatable as transform list4.1.3.7. Other animation behaviors4.1.4. Effect values4.2.1. Spacing keyframes4.2.1.1. Applying spacing to keyframes4.2.2. The effect value of a keyframe effect (2) (3)4.3.4. Effect composition (2)4.3.5.2. Applying the composited result to a DOM attribute.

The animation behavior of CSS properties is defined by the "Animatable:" line in the summary of the property’s definition or in [CSS3-TRANSITIONS] for properties that lack a such a line.

The default animation behavior for CSS properties is "as string". Should this be defined here or in CSS Animations Level 2?

For DOM attributes, the animation behavior is defined alongside the attribute definition. Unlike CSS properties, if such a definition is not provided the default animation behavior is “not animatable”.

Following is a series of pre-defined animation behaviors. [CSS3-TRANSITIONS] provides further CSS-specific animation behaviors.

For animation behaviors that do not define a specific procedure for addition or which are defined as not additive, the addition procedure is simply Vres = Vb.

For animation behaviors that do not define a specific procedure for accumulation, the accumulation procedure is identical to the addition procedure for that behavior.

For animation behaviors that do not define a specific procedure for distance computation or which are defined as not paceable#not-paceableReferenced in:4.1.3.4. Animatable as length, percentage, or calc (2), the distance computation procedure is simply distance = 1.

4.1.3.1. Not animatable

Some properties are specifically defined as not animatable#concept-not-animatableReferenced in:4.1.3. Specific animation behaviors4.1.3.1. Not animatable (2) (3)4.2.2. The effect value of a keyframe effect4.3.5.2. Applying the composited result to a DOM attribute. For example, properties defining animation parameters are not animatable since doing so would create complex recursive behavior.

Unlike other animation behaviors, no procedures for interpolation, addition and distance computation are defined for properties whose animation behavior is not animatable since these properties should not be modified.

An animation effect that targets a property that is not animatable will still exhibit the usual behavior for an animation effect such as delaying the fulfilment of an animation’s current finished promise.

4.1.3.2. Animatable as string

A target property that is animatable as string has the following animation behavior:

4.1.3.3. Animatable as real number

A target property that is animatable as real number#animatable-as-real-numberReferenced in:4.1.3.4. Animatable as length, percentage, or calc4.1.3.5. Animatable as color has the following animation behavior:

4.1.3.4. Animatable as length, percentage, or calc

A target property that is animatable as length, percentage, or calc has the following animation behavior:

4.1.3.5. Animatable as color

A target property that is animatable as color has the following animation behavior:

4.1.3.6. Animatable as transform list

A target property that is animatable as transform list has the following animation behavior:

For distance computation we previously defined it as follows:

  1. Look only at the first component of the two lists

  2. If both are translate → euclidean distance

  3. If both are scale → absolute difference

  4. If both are rotate → absolute difference

  5. If both match but are something else → use linear

  6. If they don’t match → use matrix decomposition and euclidean distance between translate components

This seems really arbitrary, especially part 5.

Also, looking at only the first component seems odd. Going through each component, working out the distance and then getting the square of the distance also seems much more consistent with what we do elsewhere.

4.1.3.7. Other animation behaviors

The set of animation behaviors defined here may be extended by other specifications. For example, properties with using the <image> type are animated using the interpolation behavior defined in CSS Image Values and Replaced Content [CSS4-IMAGES].

There are a bunch of CSS properties for which distance (and in some cases addition) is not defined or which need special handling.

For example,

Should we define these here or in the CSS Animation 2 spec?

4.1.4. Effect values

Given an iteration progress, a current iteration, and an underlying value, a keyframe effect produces an effect value#effect-valueReferenced in:4.2. Keyframes4.2.2. The effect value of a keyframe effect (2)4.3. Combining effects (2) (3) (4) (5)4.3.3. Calculating the result of an effect stack (2) (3)4.3.4. Effect composition (2) (3) (4) (5) (6) (7) (8)4.3.6. Effect accumulation (2)5.11. The IterationCompositeOperation enumeration for each animatable target property by applying the animation behavior appropriate to the property.

4.2. Keyframes

The effect values for a keyframe effect are calculated by interpolating between a series of property values positioned at fractional offsets. Each set of property values indexed by an offset is called a keyframe#keyframeReferenced in:3.11.4. Timing in discrete steps4.2. Keyframes (2) (3) (4) (5) (6) (7)4.2.1. Spacing keyframes (2) (3)4.2.1.1. Applying spacing to keyframes (2) (3) (4) (5) (6) (7) (8) (9) (10) (11) (12)4.2.2. The effect value of a keyframe effect (2) (3) (4) (5) (6) (7) (8) (9) (10) (11) (12) (13) (14) (15) (16) (17) (18) (19) (20) (21)5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces (2) (3) (4) (5) (6) (7) (8) (9)5.10.3. Processing a frames argument (2) (3) (4) (5) (6) (7) (8) (9) (10)5.10.4. The KeyframeEffectOptions dictionary (2)5.10.5. Computed keyframes5.13. The SharedKeyframeList interface (2)5.14. The Animatable interface.

The offset of a keyframe#keyframe-offsetReferenced in:4.2. Keyframes (2)4.2.1. Spacing keyframes (2) (3) (4) (5) (6) (7) (8) (9)4.2.1.1. Applying spacing to keyframes5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces (2)5.10.3. Processing a frames argument (2) (3) (4) is a value in the range [0, 1] or the special value null. The list of keyframes for a keyframe effect is loosely sorted by offset#loosely-sorted-by-offsetReferenced in:5.10.3. Processing a frames argument which means that for each keyframe in the list that has a keyframe offset that is not null, the offset is greater than or equal to the offset of the previous keyframe in the list with a keyframe offset that is not null, if any.

The behavior when keyframes overlap or have unsupported values is defined in §4.2.2 The effect value of a keyframe effect.

Each keyframe also has a timing function associated with it that is applied to the period of time between the keyframe on which it is specified and the next keyframe in the list. The timing function specified on the last keyframe in the list is never applied.

Each keyframe may also have a keyframe-specific composite operation#keyframe-specific-composite-operationReferenced in:4.2. Keyframes5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces (2)5.10.3. Processing a frames argument (2)5.10.4. The KeyframeEffectOptions dictionary that is applied to all values specified in that keyframe. The possible operations and their meanings are identical to those defined for the composite operation associated with the keyframe effect as a whole in §4.3.4 Effect composition. If no keyframe-specific composite operation is specified for a keyframe, the composite operation specified for the keyframe effect as a whole is used for values specified in that keyframe.

4.2.1. Spacing keyframes

This section is non-normative.

It is often useful to be able to provide a series of property values without having calculate the keyframe offset of each value in time but instead to rely on some automatic spacing.

For example, rather than typing:

elem.animate([ { color: 'blue', offset: 0 },
               { color: 'green', offset: 1/3 },
               { color: 'red', offset: 2/3 },
               { color: 'yellow', offset: 1 } ], 2000);

It should be possible to type the following and allow the user agent to calculate the offset of each keyframe:

elem.animate([ { color: 'blue' },
               { color: 'green' },
               { color: 'red' },
               { color: 'yellow' } ], 2000);

Web Animations provides spacing modes for this purpose. The default spacing mode for keyframe effects is “distribute” which produces the result described above.

The other spacing mode, “paced”, is useful when it is desirable to maintain an even rate of change such as for motion path animation.

For example, consider the following animation:

elem.animate([ { left: '0px' },
               { left: '-20px' },
               { left: '100px' },
               { left: '50px' } ], 1000);

The resulting value of the left property is illustrated below:

The animated value of the left property over time when applying the distribute spacing mode.
The values are evenly spaced in time but the rate of change differs for each segment as indicated the varying slope of the graph.

The animated value of the left property over time when applying the distribute spacing mode. The values are evenly spaced in time but the rate of change differs for each segment as indicated the varying slope of the graph.

We can use the paced spacing mode as follows:

elem.animate([ { left: '0px' },
               { left: '-20px' },
               { left: '100px' },
               { left: '50px' } ],
             { duration: 1000, spacing: "paced(left)" });

The result is illustrated below:

The animated value of the left property over time when applying the paced spacing mode.
The absolute value of the slope is graph is equal for all segments of the animation indicating a constant rate of change.

The animated value of the left property over time when applying the paced spacing mode. The absolute value of the slope is graph is equal for all segments of the animation indicating a constant rate of change.

It is also possible to combine fixed keyframe offsets with spacing modes as follows:

elem.animate([ { left: '0px' },
               { left: '-20px' },
               { left: '100px', offset: 0.5 },
               { left: '50px' } ],
             { duration: 1000, spacing: "paced(left)" });

The result is illustrated below:

The animated value of the left property over time when applying the paced spacing mode and a fixed offset that puts the 100px value at 0.5.
The slope of the graph is equal for the first two segments but changes for the last segment in order to accommodate the fixed offset.

The animated value of the left property over time when applying the paced spacing mode and a fixed keyframe offset that puts the 100px value at 0.5. The slope of the graph is equal for the first two segments but changes for the last segment in order to accommodate the fixed offset.

Before calculating effect values from a keyframe effect, an absolute value must be computed for keyframe offset of each keyframe with a null offset.

The values computed depend on the keyframe spacing mode#keyframe-spacing-modeReferenced in:4.2.1.1. Applying spacing to keyframes5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces (2) (3) (4) (5)5.10.3. Processing a frames argument (2) (3)5.10.4. The KeyframeEffectOptions dictionary5.10.5. Computed keyframes specified for the keyframe effect. The keyframe spacing modes are:

distribute#distribute-keyframe-spacing-modeReferenced in:4.2.1. Spacing keyframes (2)4.2.1.1. Applying spacing to keyframes5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces5.10.3. Processing a frames argument

Indicates that keyframes with a null keyframe offset are positioned so that the difference between subsequent keyframe offsets are equal.

paced#paced-keyframe-spacing-modeReferenced in:4.2.1. Spacing keyframes (2) (3) (4) (5)4.2.1.1. Applying spacing to keyframes (2)5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces

Indicates that keyframes with a null keyframe offset are positioned so that the distance between subsequent values of a specified paced property#paced-propertyReferenced in:4.2.1. Spacing keyframes4.2.1.1. Applying spacing to keyframes (2) (3)5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces are equal. The distance is calculated using the distance computation procedure defined by the animation behavior associated with the paced property.

Since the absolute value calculated for a keyframe offset may change depending on the keyframe values, the number of values, or external context (such as when using paced keyframe spacing mode in combination with percentage values or em-based units), the original null values are not overwritten, rather, the calculated absolute values are stored as a separate value on each keyframe known as its computed keyframe offset#computed-keyframe-offsetReferenced in:4.2.1.1. Applying spacing to keyframes (2) (3) (4) (5) (6) (7) (8) (9) (10) (11) (12) (13) (14)4.2.2. The effect value of a keyframe effect (2) (3) (4) (5) (6) (7) (8) (9) (10) (11) (12)5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces (2) (3)5.10.3. Processing a frames argument (2).

4.2.1.1. Applying spacing to keyframes

We define a generic procedure for evenly distributing a keyframe#evenly-distributing-a-keyframeReferenced in:4.2.1.1. Applying spacing to keyframes (2) (3), keyframe, between two reference keyframes, start and end, whose computed keyframe offsets are not null, as follows:

  1. Let offsetk#offsetkReferenced in:4.2.1.1. Applying spacing to keyframes (2) (3) (4) (5) (6) be the computed keyframe offset of a keyframe k.

  2. Let n be the number of keyframes between and including start and end minus 1.

  3. Let index refer to the position of keyframe in the sequence of keyframes between start and end such that the first keyframe after start has an index of 1.

  4. Set the computed keyframe offset of keyframe to offsetstart + (offsetendoffsetstart) × index / n.

The procedure to apply spacing to a series of keyframes#apply-spacing-to-a-series-of-keyframesReferenced in:5.10.3. Processing a frames argument5.10.5. Computed keyframes takes the following parameters:

and has the following steps:

  1. For each keyframe, in keyframes, let the computed keyframe offset of the keyframe be equal to its keyframe offset value.

  2. If keyframes contains more than one keyframe and the computed keyframe offset of the first keyframe in keyframes is null, set the computed keyframe offset of the first keyframe to 0.

  3. If the computed keyframe offset of the last keyframe in keyframes is null, set its computed keyframe offset to 1.

  4. For each pair of keyframes A and B where:

    calculate the computed keyframe offset of each keyframe between A and B depending on the value of spacing as follows:

    If spacing is paced,

    1. Define a keyframe as paceable#paceableReferenced in:4.2.1.1. Applying spacing to keyframes (2) (3) (4) (5) if it contains a value for the paced property.

    2. Let paced A be the first keyframe in the range [A, B] that is paceable, if any.

    3. Let paced B be the last keyframe in the range [A, B] that is paceable, if any.

    4. If there is no paced A or paced B let both refer to B.

      Note: In this case the spacing behavior degenerates to distribute spacing.

    5. For each keyframe in the range (A, paced A] and [paced B, B), apply the procedure for evenly distributing a keyframe using A and B as the start and end keyframes respectively.

      Yes, this is correct. We want, index and n in that procedure to reflect all the keyframes between A and B, not just the keyframes between, for example, A and paced A.

    6. For each keyframe in the range (paced A, paced B) that is paceable:

      1. Let distk#distkReferenced in:4.2.1.1. Applying spacing to keyframes (2) represent the cumulative distance to a keyframe k from paced A as calculated by applying the distance computation defined by the animation behavior of the paced property to the values of the paced property on each pair of successive paceable keyframes in the range [paced A, k]. Use context element as the basis for resolving context-sensitive values such as percentages units and font-size based units.

      2. Set the computed keyframe offset of k to offsetpaced A + (offsetpaced Boffsetpaced A) × distk / distpaced B

    7. For each keyframe in the range (paced A, paced B) that still has a null computed keyframe offset (because it is not paceable), apply the procedure for evenly distributing a keyframe using the nearest keyframe before and after the keyframe in question in keyframes that has a computed keyframe offset that is not null, as the start and end keyframes respectively.

    Otherwise,

    Apply the procedure for evenly distributing a keyframe to each keyframe in the range (A, B) using A and B as the start and end keyframes respectively.

4.2.2. The effect value of a keyframe effect

The effect value of a single property referenced by a keyframe effect as one of its target properties, for a given iteration progress, current iteration and underlying value is calculated as follows.

  1. Let target property be the property for which the effect value is to be calculated.

  2. If animation behavior of the target property is not animatable abort this procedure since the effect cannot be applied.

  3. Define the neutral value for composition#neutral-value-for-compositionReferenced in:4.2.2. The effect value of a keyframe effect (2) as a value which, when combined with an underlying value using the add composite operation, produces the underlying value.

  4. Let property-specific keyframes be a copy of the list of keyframes specified on the effect.

  5. Remove any keyframes from property-specific keyframes that do not have a property value for target property or for which the property value is invalid or unsupported by the implementation.

    Note: It is important that this step is performed after applying spacing to keyframes since they should be spaced as if the value was supported.

  6. If property-specific keyframes is empty, return underlying value.

  7. If there is no keyframe in property-specific keyframes with a computed keyframe offset of 0, create a new keyframe with a computed keyframe offset of 0, a property value set to the neutral value for composition, and a composite operation of add, and prepend it to the beginning of property-specific keyframes.

  8. Similarly, if there is no keyframe in property-specific keyframes with a computed keyframe offset of 1, create a new keyframe with a computed keyframe offset of 1, a property value set to the neutral value for composition, and a composite operation of add, and append it to the end of property-specific keyframes.

  9. Let interval endpoints be an empty sequence of keyframes.

  10. Populate interval endpoints by following the steps from the first matching condition from below:

    If iteration progress < 0 and there is more than one keyframe in property-specific keyframes with a computed keyframe offset of 0,

    Add the first keyframe in property-specific keyframes to interval endpoints.

    If iteration progress ≥ 1 and there is more than one keyframe in property-specific keyframes with a computed keyframe offset of 1,

    Add the last keyframe in property-specific keyframes to interval endpoints.

    Otherwise,

    1. Append to interval endpoints the last keyframe in property-specific keyframes whose computed keyframe offset is less than or equal to iteration progress and less than 1. If there is no such keyframe (because, for example, the iteration progress is negative), add the last keyframe whose computed keyframe offset is 0.

    2. Append to interval endpoints the next keyframe in property-specific keyframes after the one added in the previous step.

  11. For each keyframe in interval endpoints:

    1. If keyframe has a composite operation that is not replace, or keyframe has no composite operation and the composite operation of this keyframe effect is not replace, then perform the following steps:

      1. Let composite operation to use be the composite operation of keyframe, or if it has none, the composite operation of this keyframe effect.

      2. Let value to combine be the property value of target property specified on keyframe.

      3. Replace the property value of target property on keyframe with the result of combining underlying value (Va) and value to combine (Vb) using the composite operation to use procedure defined by the target property’s animation behavior.

    2. If this keyframe effect has an iteration composite operation of accumulate, apply the following step current iteration times:

      • replace the property value of target property on keyframe with the result of combining the property value (Va) with the property value on the final keyframe in property-specific keyframes (Vb) using the accumulation procedure defined for target property.

      It seems like this could be done as a separate step at the end and applied to all types of animation effects consistently.

  12. If there is only one keyframe in interval endpoints return the property value of target property on that keyframe.

  13. Let start offset be the computed keyframe offset of the first keyframe in interval endpoints.

  14. Let end offset be the computed keyframe offset of last keyframe in interval endpoints.

  15. Let interval distance be the result of evaluating (iteration progress - start offset) / (end offset - start offset)

  16. Return the result of applying the interpolation procedure defined by the animation behavior of the target property, to the values of the target property specified on the two keyframes in interval endpoints taking the first such value as Vstart and the second as Vend and using interval distance as the interpolation parameter p.

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.

For example, for the programming interface defined by this specification, these conditions are met by the procedure to produce the computed keyframes that become the input to this procedure.

Note: this procedure permits overlapping keyframes. The behavior is that at the point of overlap the output value jumps to the value of the last defined keyframe at that offset. For overlapping frames at 0 or 1, the output value for iteration progress values 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 iteration progress 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 iteration progress values outside this range.

We have considered removing this restriction since some cases exist where it is useful to be able to specify non-linear changes in property values at iteration progress values outside the range [0, 1]. One example is an animation that interpolates from green to yellow but has an overshoot timing function that makes it temporarily interpolate ‘beyond’ yellow to red before settling back to yellow.

While this effect could be achieved by modification of the keyframes and timing function, this approach seems to break the model’s separation of timing concerns from animation effects.

It is not clear how this effect should be achieved but we note that allowing keyframe offsets outside [0, 1] may make the currently specified behavior where keyframes at offset 0 and 1 are synthesized as necessary, inconsistent.

See section 4 (Keyframe offsets outside [0, 1]) of minuted discussion from Tokyo 2013 F2F.

4.3. Combining effects

This section is non-normative

After calculating the effect values for a keyframe effect, they are applied to the animation effect’s target properties.

Since it is possible for multiple in effect keyframe effects to target the same property it is often necessary to combine the results of several keyframe effects together. This process is called compositing#compositionReferenced in:4.1.3.5. Animatable as color and is based on establishing an effect stack for each property targeted by an in effect animation effect.

After compositing the results of keyframe effects together, the composited result is combined with other values specified for the target property.

For a CSS target property the arrangement is illustrated below:

Overview of the application of effect values
to their target properties

Overview of the application of effect values to their target properties.
The results of keyframe effects targeting the same property are composited together using an effect stack.
The result of this composition is then inserted into the CSS cascade at an appropriate point.

For a target property that specifies a DOM attribute, the composited result is combined with the value of the attribute specified in the DOM or the lacuna value for that attribute if it is not specified.

For the first part of this operation—combining effect values that target the same property— it is necessary to determine both how keyframe effects are combined with one another, as well as the order in which they are applied, that is, their relative composite order.

The matter of how effect values are combined is governed by the composite operation of the corresponding keyframe effects.

The relative composite order of effect values is determined by an effect stack established for each animated property.

4.3.1. Animation types

This specification provides a common animation model intended to be used by other specifications that define markup or programming interfaces on top of this model. The particular markup or programming interface that generated an animation defines its animation type#animation-typeReferenced in:3.5. Animations4.3.1. Animation types4.3.2. The effect stack (2)4.3.5.1. Applying the composited result to a CSS property (2).

Further specifications may define specialized behavior for composite ordering between different types of animations or within a particular type.

This section is non-normative

For example, animations whose type is ‘CSS animation’ are defined as having a higher composite order than animations whose type is ‘CSS transition’ but lower than other animations without a specific type.

Within the set of ‘CSS animation’ objects, specialized composite ordering is defined based on the animation-name property amongst other factors.

4.3.2. The effect stack

Associated with each property targeted by one or more keyframe effects is an effect stack#effect-stackReferenced in:4. Animation Model4.3. Combining effects (2) (3)4.3.2. The effect stack (2)4.3.3. Calculating the result of an effect stack (2) (3)4.3.5.1. Applying the composited result to a CSS property (2) (3) (4)4.3.5.2. Applying the composited result to a DOM attribute (2)5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces5.10.4. The KeyframeEffectOptions dictionary that establishes the relative composite order of the keyframe effects.

The relative composite order of any two keyframe effects, A and B, within an effect stack is established by comparing their properties as follows:

  1. Let the associated animation of an animation effect#associated-animation-of-an-animation-effectReferenced in:4.3.5.1. Applying the composited result to a CSS property (2) be the animation associated with the animation effect that affecting the property with which this effect stack is associated.

  2. Sort A and B by applying the following conditions in turn until the order is resolved,

    1. If A and B’s associated animations differ by type, sort by any inter-type composite order defined for the corresponding types.

    2. If A and B are still not sorted, sort by any type-specific composite order defined by the common type of A and B’s associated animations.

    3. If A and B are still not sorted, sort by their corresponding position in the global animation list.

Animation effects that sort earlier have lower composite order.

4.3.3. Calculating the result of an effect stack

In order to calculate the final value of an effect stack, the effect values of each keyframe effect in the stack are combined in composite order.

Each step in the process of evaluating an effect stack takes an underlying value#underlying-valueReferenced in:4.1.4. Effect values4.2.2. The effect value of a keyframe effect (2)4.3.3. Calculating the result of an effect stack (2) (3)4.3.4. Effect composition (2) (3) (4) (5) (6)4.3.5.1. Applying the composited result to a CSS property4.3.5.2. Applying the composited result to a DOM attribute5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces5.10.3. Processing a frames argument5.12. The CompositeOperation enumeration (2) (3) as input.

For each keyframe effect in the stack, the appropriate effect value from the keyframe effect is combined with the underlying value to produce a new value. This resulting value becomes the underlying value for combining the next keyframe effect in the stack.

The final value of an effect stack, called the composited value#composited-valueReferenced in:4.3.5. Applying the composited result4.3.5.1. Applying the composited result to a CSS property (2) (3) (4) (5)4.3.5.2. Applying the composited result to a DOM attribute (2) (3), is simply the result of combining the effect value of the final (highest composite order) keyframe effect in the stack with the underlying value at that point.

4.3.4. Effect composition

The specific operation used to combine an effect value with an underlying value is determined by the composite operation#composite-operationReferenced in:4.2. Keyframes (2)4.2.2. The effect value of a keyframe effect (2) (3) (4) (5) (6) (7) (8)4.3. Combining effects4.3.4. Effect composition5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces (2) (3)5.10.3. Processing a frames argument5.10.4. The KeyframeEffectOptions dictionary5.12. The CompositeOperation enumeration (2) (3)10. Changes since last publication of the keyframe effect that produced the effect value.

This specification defines three composite operations as follows:

replace#composite-operation-replaceReferenced in:4.2.2. The effect value of a keyframe effect (2)5.12. The CompositeOperation enumeration

The result of compositing the effect value with the underlying value is simply the effect value.

add#composite-operation-addReferenced in:4.2.2. The effect value of a keyframe effect (2) (3)5.12. The CompositeOperation enumeration

The effect value is added to the underlying value. For animation behaviors where the addition operation is defined such that it is not commutative, the order of the operands is underlying value + effect value.

accumulate#composite-operation-accumulateReferenced in:5.12. The CompositeOperation enumeration

The effect value is accumulated onto the underlying value. For animation behaviors where the accumulation operation is defined such that it is not commutative, the order of the operands is underlying value followed by effect value.

4.3.5. Applying the composited result

The process for applying a composited value depends on if the target property refers to a CSS property or a DOM attribute.

4.3.5.1. Applying the composited result to a CSS property

Applying a composited value to a CSS target property is achieved by adding a specified value to the CSS cascade.

The level of the cascade to which this specified value is added depends on the type of the animation associated with the effect with the highest composite order in the effect stack for a given property. By default, the specified value is added to the ‘Animation declarations’ level of the cascade ([css-cascade-3]).

This section is non-normative

For example, if the effect with the highest composite order is associated with a ‘CSS transition’-type animation, the composited value will be added to ‘Transition declarations’ level of the cascade.

The composited value calculated for a CSS target property is applied using the following process.

  1. Calculate the base value of the property as the value generated for that property by computing the computed value for that property in the absence of animations.

  2. Establish the effect stack for the property (see §4.3.2 The effect stack).

  3. Calculate the composited value of the effect stack passing in the base value of the property as the initial underlying value (see §4.3.3 Calculating the result of an effect stack).

  4. Insert the composited value into the CSS cascade at the level defined for the type of the animation associated with the effect at the top of the effect stack established for the target property.

4.3.5.2. Applying the composited result to a DOM attribute

DOM attributes are, unless otherwise specified, not animatable. For each attribute that has a specific animation behavior associated with it, an attribute value to use when the attribute is not specified or in error must be defined, referred to as the lacuna value#lacuna-valueReferenced in:4.3.5.2. Applying the composited result to a DOM attribute. For example, SVG2 ([SVG2]) defines lacunae values for its attributes.

The composited value calculated for a DOM attribute target property is applied using the following process.

  1. Let the base value of the property be the value specified for attribute in the DOM or, if the attribute value is not specified in the DOM, the lacuna value for that attribute.

  2. Establish the effect stack for the property (see §4.3.2 The effect stack).

  3. Calculate the composited value of the effect stack passing in the base value of the attribute as the initial underlying value (see §4.3.3 Calculating the result of an effect stack).

  4. Record the composited value as the animated attribute value#animated-attribute-valueReferenced in:4.3.5.2. Applying the composited result to a DOM attribute (2) of the attribute.

The animated attribute value does not replace the value of the attribute in the DOM although it may be accessible via some other interface. For all intents and purposes other than querying attributes values using DOM interfaces, user agents must treat the animated attribute value as the attribute value.

4.3.6. Effect accumulation

Similar to the compositing performed between effect values (see §4.3.4 Effect composition), the iteration composite operation#iteration-composite-operationReferenced in:3.8.2. Controlling iteration4.2.2. The effect value of a keyframe effect4.3.6. Effect accumulation (2)5.6. The AnimationEffectTimingReadOnly interface5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces (2)5.10.4. The KeyframeEffectOptions dictionary5.11. The IterationCompositeOperation enumeration (2) determines how values are combined between successive iterations of the same keyframe effect.

This specification defines two iteration composite operations as follows:

replace#iteration-composite-operation-replaceReferenced in:5.11. The IterationCompositeOperation enumeration

Each successive iteration is calculated independently of previous iterations.

accumulate#iteration-composite-operation-accumulateReferenced in:3.8.2. Controlling iteration4.2.2. The effect value of a keyframe effect5.11. The IterationCompositeOperation enumeration

Successive iterations of the animation are accumulated with the final value of the previous iteration.

The application of the iteration composite operation is incorporated in the calculation of the effect value in §4.2.2 The effect value of a keyframe effect.

5. Programming interface

This section is non-normative

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.

5.1. Time values in the programming interface

Time values are represented in the programming interface with the type double. Unresolved time values are represented by the value null.

5.2. The AnimationTimeline interface

Timelines are represented in the Web Animations API by the AnimationTimeline interface.

interface AnimationTimeline#animationtimelineReferenced in:5.2. The AnimationTimeline interface5.3. The DocumentTimeline interface5.4. The Animation interface (2) (3)10. Changes since last publication {
    readonly attribute double? currentTime;
};

currentTime#dom-animationtimeline-currenttimeReferenced in:5.2. The AnimationTimeline interface, of type double, readonly, nullable

Returns the time value for this timeline or null if this timeline is inactive.

5.3. The DocumentTimeline interface

Document timelines, including the default document timeline are represented in the Web Animations API by the DocumentTimeline interface.

[Constructor (DOMHighResTimeStamp originTime)]
interface DocumentTimeline#documenttimelineReferenced in:5.3. The DocumentTimeline interface (2)5.15. Extensions to the Document interface (2) (3) : AnimationTimeline {
};

DocumentTimeline (originTime)#dom-documenttimeline-documenttimelineReferenced in:5.3. The DocumentTimeline interface

Creates a new DocumentTimeline object associated with the active document of the current browsing context.

originTime#dom-documenttimeline-documenttimeline-origintime-origintimeReferenced in:5.3. The DocumentTimeline interface

The zero time for the timeline specified as a real number of milliseconds relative to navigationStart moment [NAVIGATION-TIMING] of the active document for the current browsing context.

5.4. The Animation interface

Animations are represented in the Web Animations API by the Animation interface.

[Constructor (optional AnimationEffectReadOnly? effect = null,
              optional AnimationTimeline? timeline = null)]
interface Animation#animationReferenced in:5.4. The Animation interface (2) (3) (4) (5) (6) (7)5.10.1. Creating a new KeyframeEffect object5.14. The Animatable interface (2) (3) (4) (5)5.15. Extensions to the Document interface (2)5.19. Model liveness (2)10. Changes since last publication (2) (3) : EventTarget {
             attribute DOMString                id;
             attribute AnimationEffectReadOnly? effect;
             attribute AnimationTimeline?       timeline;
             attribute double?                  startTime;
             attribute double?                  currentTime;
             attribute double                   playbackRate;
    readonly attribute AnimationPlayState       playState;
    readonly attribute Promise<Animation>       ready;
    readonly attribute Promise<Animation>       finished;
             attribute EventHandler             onfinish;
             attribute EventHandler             oncancel;
    void cancel ();
    void finish ();
    void play ();
    void pause ();
    void reverse ();
};

Animation (effect, timeline)#dom-animation-animationReferenced in:5.4. The Animation interface5.8. The AnimationEffectTimingProperties dictionary

Creates a new Animation object using the following procedure.

  1. Let animation be a new Animation object.

  2. Run the procedure to set the timeline of an animation on animation passing timeline as the new timeline.

  3. Run the procedure to set the target effect of an animation on animation passing source as the new effect.

effect#dom-animation-animation-effect-timeline-effectReferenced in:5.4. The Animation interface

An optional value which, if not null, specifies the target effect to assign to the newly created animation.

timeline#dom-animation-animation-effect-timeline-timelineReferenced in:5.4. The Animation interface

An optional value which, if not null, specifies the timeline with which to associate the newly created animation.

Should we use the default document timeline of the active document as the default timeline?

For example, something like the following:

[Constructor (optional AnimationEffectReadOnly? effect = null),
 Constructor (AnimationEffectReadOnly? effect,
              AnimationTimeline? timeline)]
partial interface Animation { };

The second constructor is provided so that it is still possible to set a null timeline.

id#dom-animation-idReferenced in:5.4. The Animation interface5.14. The Animatable interface (2)10. Changes since last publication (2), of type DOMString

A string used to identify the animation.

effect#dom-animation-effectReferenced in:5.4. The Animation interface, of type AnimationEffectReadOnly, nullable

The target effect associated with this animation. Setting this attribute updates the object’s target effect using the procedure to set the target effect of an animation.

timeline#dom-animation-timelineReferenced in:5.4. The Animation interface, of type AnimationTimeline, nullable

The timeline associated with this animation. Setting this attribute updates the object’s timeline using the procedure to set the timeline of an animation.

startTime#dom-animation-starttimeReferenced in:5.4. The Animation interface, of type double, nullable

Returns the start time of this animation. Setting this attribute updates the animation start time using the procedure to set the animation start time of this object to the new value.

currentTime#dom-animation-currenttimeReferenced in:5.4. The Animation interface10. Changes since last publication, of type double, nullable

The current time of this animation. Setting this attribute follows the procedure to set the current time of this object to the new value.

playbackRate#dom-animation-playbackrateReferenced in:5.4. The Animation interface, of type double

The playback rate of this animation. Setting this attribute follows the procedure to set the animation playback rate of this object to the new value.

playState#dom-animation-playstateReferenced in:5.4. The Animation interface, of type AnimationPlayState, readonly

The play state of this animation.

ready#dom-animation-readyReferenced in:5.4. The Animation interface, of type Promise<Animation>, readonly

Returns the current ready promise for this object.

finished#dom-animation-finishedReferenced in:5.4. The Animation interface, of type Promise<Animation>, readonly

Returns the current finished promise for this object.

onfinish#dom-animation-onfinishReferenced in:5.4. The Animation interface10. Changes since last publication, of type EventHandler

The event handler for the finish event.

oncancel#dom-animation-oncancelReferenced in:5.4. The Animation interface10. Changes since last publication, of type EventHandler

The event handler for the cancel event.

void cancel()#dom-animation-cancelReferenced in:5.4. The Animation interface

Clears all effects caused by this animation and aborts its playback by running the cancel an animation procedure for this object.

void finish()#dom-animation-finishReferenced in:3.5.14. Updating the finished state5.4. The Animation interface

Seeks the animation to the end of the target effect in the current direction by running the finish an animation procedure for this object.

DOMException of type InvalidStateError

Raised if this animation’s playback rate is zero, or if this animation’s playback rate is > zero and the end time of this animation’s target effect is infinity.

void play()#dom-animation-playReferenced in:5.4. The Animation interface (2)

Unpauses the animation and rewinds if it has finished playing using the procedure to play an animation for this object with the auto-rewind flag set to true.

void pause()#dom-animation-pauseReferenced in:5.4. The Animation interface

Suspends the playback of this animation by running the procedure to pause an animation for this object.

void reverse()#dom-animation-reverseReferenced in:5.4. The Animation interface

Inverts the playback rate of this animation and plays it using the reverse an animation procedure for this object. As with play(), this method unpauses the animation and, if the animation has already finished playing in the reversed direction, seeks to the start of the target effect.

5.4.1. The AnimationPlayState enumeration

enum AnimationPlayState#enumdef-animationplaystateReferenced in:5.4. The Animation interface (2) { "idle", "pending", "running", "paused", "finished" };

idle

Corresponds to the idle play state.

pending

Corresponds to the pending play state.

running

Corresponds to the running play state.

paused

Corresponds to the paused play state.

finished

Corresponds to the finished play state.

5.5. The AnimationEffectReadOnly interface

Animation effects are represented in the Web Animations API by the AnimationEffectReadOnly interface.

interface AnimationEffectReadOnly#animationeffectreadonlyReferenced in:5.4. The Animation interface (2) (3)5.5. The AnimationEffectReadOnly interface5.8. The AnimationEffectTimingProperties dictionary (2)5.10. The KeyframeEffectReadOnly
  and KeyframeEffect interfaces10. Changes since last publication {
    readonly attribute AnimationEffectTimingReadOnly timing;
    ComputedTimingProperties getComputedTiming();
};
In future, we may expose any sample (double? progress, double currentIteration, Animatable? target, any underlyingValue) so that the animation effects can be driven apart from the timing model.

timing#dom-animationeffectreadonly-timingReferenced in:5.5. The AnimationEffectReadOnly interface (2), of type AnimationEffectTimingReadOnly, readonly

Returns the input timing properties specified for this animation effect. This is comparable to the specified style on an Element, elem.style.

getComputedTiming()#dom-animationeffectreadonly-getcomputedtimingReferenced in:5.5. The AnimationEffectReadOnly interface5.8. The AnimationEffectTimingProperties dictionary10. Changes since last publication

Returns the calculated timing properties for this animation effect. This is comparable to the computed style of an Element, window.getComputedStyle(elem).

Although many of the attributes of the returned object are common to the AnimationEffectTimingReadOnly object returned by the timing attribute, the values returned by this object differ in the following ways:

The remove() method can be used to remove an effect from either its parent group or animation. Should we keep it in level 1 and define it simply as removing the animation from its animation?

5.6. The AnimationEffectTimingReadOnly interface

This interface needs a constructor.

interface AnimationEffectTimingReadOnly#animationeffecttimingreadonlyReferenced in:5.5. The AnimationEffectReadOnly interface (2) (3)5.7. The AnimationEffectTiming interface (2) (3) (4) (5) (6) (7) (8) (9) (10)5.10. The KeyframeEffectReadOnly
  and KeyframeEffect interfaces (2) (3) (4)5.10.3. Processing a frames
argument {
    readonly attribute double                             delay;
    readonly attribute double                             endDelay;
    readonly attribute FillMode                           fill;
    readonly attribute double                             iterationStart;
    readonly attribute unrestricted double                iterations;
    readonly attribute (unrestricted double or DOMString) duration;
    readonly attribute PlaybackDirection                  direction;
    readonly attribute DOMString                          easing;
};

delay#dom-animationeffecttimingreadonly-delayReferenced in:5.6. The AnimationEffectTimingReadOnly interface5.7. The AnimationEffectTiming interface, of type double, readonly

The start delay which represents the number of milliseconds from the start time of the associated animation to the start of the active interval.

endDelay#dom-animationeffecttimingreadonly-enddelayReferenced in:5.6. The AnimationEffectTimingReadOnly interface5.7. The AnimationEffectTiming interface, of type double, readonly

The end delay which represents the number of milliseconds from the end of an animation effect’s active interval

fill#dom-animationeffecttimingreadonly-fillReferenced in:5.6. The AnimationEffectTimingReadOnly interface5.7. The AnimationEffectTiming interface, of type FillMode, readonly

The fill mode which defines the behavior of the animation effect outside its active interval.

When performing timing calculations the special value auto is expanded to one of the fill modes recognized by the timing model as follows,

If the animation effect to which the fill mode is being is applied is a keyframe effect,

Use none as the fill mode.

Otherwise,

Use both as the fill mode.

iterationStart#dom-animationeffecttimingreadonly-iterationstartReferenced in:5.6. The AnimationEffectTimingReadOnly interface (2) (3)5.7. The AnimationEffectTiming interface, of type double, readonly

The animation effect’s iteration start property which is a finite real number greater than or equal to zero representing the iteration index at which the animation effect begins and its progress through that iteration.

For example, a value of 0.5 indicates that the animation effect begins half way through its first iteration. A value of 1.2 indicates the animation effect begins 20% of the way through its second iteration.

Note that the value of iterations is effectively added to the iterationStart such that an animation effect with an iterationStart of ‘0.5’ and iterations of ‘2’ will still repeat twice however it will begin and end half-way through its iteration interval.

iterationStart values greater than or equal to one are typically only useful in combination with an animation effect that has an iteration composite operation of accumulate or when the current iteration index is otherwise significant.

iterations#dom-animationeffecttimingreadonly-iterationsReferenced in:5.6. The AnimationEffectTimingReadOnly interface (2) (3)5.7. The AnimationEffectTiming interface, of type unrestricted double, readonly

The animation effect’s iteration count property which is a real number greater than or equal to zero (including positive infinity) representing the number of times to the animation effect repeats.

A value of positive infinity indicates that the animation effect repeats forever.

duration#dom-animationeffecttimingreadonly-durationReferenced in:5.6. The AnimationEffectTimingReadOnly interface5.7. The AnimationEffectTiming interface, of type (unrestricted double or DOMString), readonly

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 animation effect.

In this level of this specification, the string value auto is equivalent to zero. This is a forwards-compatiblity measure since a future level of this specification will introduce group effects where the auto value expands to include the duration of the child effects.

direction#dom-animationeffecttimingreadonly-directionReferenced in:5.6. The AnimationEffectTimingReadOnly interface5.7. The AnimationEffectTiming interface, of type PlaybackDirection, readonly

The playback direction of the animation effect which defines whether playback proceeds forwards, backwards, or alternates on each iteration.

easing#dom-animationeffecttimingreadonly-easingReferenced in:5.6. The AnimationEffectTimingReadOnly interface5.7. The AnimationEffectTiming interface5.10.3. Processing a frames argument, of type DOMString, readonly

The timing function used to scale the time to produce easing effects.

The syntax of the string is defined by the following production:

In future we may extend this so that it is possible to query the individual functions in the string. It may be possible to do this by extending this attribute using some stringifier magic, or else we could just add easingList similar to HTML’s classList.

5.7. The AnimationEffectTiming interface

The AnimationEffectTiming interface is a mutable subclass of AnimationEffectTimingReadOnly returned for the timing attribute of a mutable animation effect such as KeyframeEffect.

This interface needs a constructor.

interface AnimationEffectTiming#animationeffecttimingReferenced in:3.11.3. Scaling using a cubic Bézier curve5.7. The AnimationEffectTiming interface5.8. The AnimationEffectTimingProperties dictionary (2) (3) (4) (5) (6) (7) (8) (9)5.10. The KeyframeEffectReadOnly
  and KeyframeEffect interfaces (2) (3)5.10.3. Processing a frames
argument : AnimationEffectTimingReadOnly {
    inherit attribute double                             delay;
    inherit attribute double                             endDelay;
    inherit attribute FillMode                           fill;
    inherit attribute double                             iterationStart;
    inherit attribute unrestricted double                iterations;
    inherit attribute (unrestricted double or DOMString) duration;
    inherit attribute PlaybackDirection                  direction;
    inherit attribute DOMString                          easing;
};

delay#dom-animationeffecttiming-delayReferenced in:5.7. The AnimationEffectTiming interface5.8. The AnimationEffectTimingProperties dictionary, of type double

See the delay attribute of the AnimationEffectTimingReadOnly interface.

endDelay#dom-animationeffecttiming-enddelayReferenced in:5.7. The AnimationEffectTiming interface5.8. The AnimationEffectTimingProperties dictionary, of type double

See the endDelay attribute of the AnimationEffectTimingReadOnly interface.

fill#dom-animationeffecttiming-fillReferenced in:5.7. The AnimationEffectTiming interface5.8. The AnimationEffectTimingProperties dictionary, of type FillMode

See the fill attribute of the AnimationEffectTimingReadOnly interface.

iterationStart#dom-animationeffecttiming-iterationstartReferenced in:5.6. The AnimationEffectTimingReadOnly interface5.7. The AnimationEffectTiming interface5.8. The AnimationEffectTimingProperties dictionary, of type double

See the iterationStart attribute of the AnimationEffectTimingReadOnly interface.

If an attempt is made to set this attribute to a value less than zero, a TypeError must be thrown and the value of the iterationStart attribute left unchanged.

Note: The reasoning for using a TypeError rather than a RangeError is to mirror the behavior of WebIDL’s [EnforceRange] annotation should that annotation be able to be used with floating-point values in the future.

iterations#dom-animationeffecttiming-iterationsReferenced in:5.7. The AnimationEffectTiming interface5.8. The AnimationEffectTimingProperties dictionary, of type unrestricted double

See the iterations attribute of the AnimationEffectTimingReadOnly interface.

This may be set to +Infinity to cause the animation effect to repeat indefinitely.

If an attempt is made to set this attribute to a value less than zero or a NaN value, a TypeError must be thrown and the value of the iterations attribute left unchanged.

duration#dom-animationeffecttiming-durationReferenced in:5.7. The AnimationEffectTiming interface5.8. The AnimationEffectTimingProperties dictionary5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces, of type (unrestricted double or DOMString)

See the duration attribute of the AnimationEffectTimingReadOnly interface.

If an attempt is made to set this attribute to a value less than zero, a NaN value, or a string other than the lowercase value auto, a TypeError must be thrown and the value of the duration attribute left unchanged.

direction#dom-animationeffecttiming-directionReferenced in:5.7. The AnimationEffectTiming interface5.8. The AnimationEffectTimingProperties dictionary, of type PlaybackDirection

See the direction attribute of the AnimationEffectTimingReadOnly interface.

easing#dom-animationeffecttiming-easingReferenced in:3.11.3. Scaling using a cubic Bézier curve5.7. The AnimationEffectTiming interface5.8. The AnimationEffectTimingProperties dictionary, of type DOMString

See the easing attribute of the AnimationEffectTimingReadOnly interface.

If an attempt is made to set this attribute to an invalid value, a TypeError must be thrown and the value of the easing attribute left unchanged.

5.8. The AnimationEffectTimingProperties dictionary

The AnimationEffectTimingProperties dictionary encapsulates the timing properties of an AnimationEffectReadOnly so that they can be set in bulk (as with the Animation() constructor) or returned as a readonly snapshot (as with the getComputedTiming() method of the AnimationEffectReadOnly interface).

AnimationEffectTimingProperties is simply a dictionary-equivalent of the AnimationEffectTiming interface. The meaning and acceptable values for each of its members are identical.

dictionary AnimationEffectTimingProperties#dictdef-animationeffecttimingpropertiesReferenced in:5.8. The AnimationEffectTimingProperties dictionary (2)5.9. The
  ComputedTimingProperties dictionary5.10. The KeyframeEffectReadOnly
  and KeyframeEffect interfaces (2)5.10.1. Creating a new KeyframeEffect object5.10.4. The KeyframeEffectOptions dictionary {
    double                             delay = 0;
    double                             endDelay = 0;
    FillMode                           fill = "auto";
    double                             iterationStart = 0.0;
    unrestricted double                iterations = 1.0;
    (unrestricted double or DOMString) duration = "auto";
    PlaybackDirection                  direction = "normal";
    DOMString                          easing = "linear";
};

delay#dom-animationeffecttimingproperties-delayReferenced in:5.8. The AnimationEffectTimingProperties dictionary, of type double, defaulting to 0

See the delay attribute of the AnimationEffectTiming interface.

endDelay#dom-animationeffecttimingproperties-enddelayReferenced in:5.8. The AnimationEffectTimingProperties dictionary, of type double, defaulting to 0

See the endDelay attribute of the AnimationEffectTiming interface.

fill#dom-animationeffecttimingproperties-fillReferenced in:5.8. The AnimationEffectTimingProperties dictionary, of type FillMode, defaulting to "auto"

See the fill attribute of the AnimationEffectTiming interface.

iterationStart#dom-animationeffecttimingproperties-iterationstartReferenced in:5.8. The AnimationEffectTimingProperties dictionary, of type double, defaulting to 0.0

See the iterationStart attribute of the AnimationEffectTiming interface.

iterations#dom-animationeffecttimingproperties-iterationsReferenced in:5.8. The AnimationEffectTimingProperties dictionary, of type unrestricted double, defaulting to 1.0

See the iterations attribute of the AnimationEffectTiming interface.

duration#dom-animationeffecttimingproperties-durationReferenced in:5.8. The AnimationEffectTimingProperties dictionary5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces, of type (unrestricted double or DOMString), defaulting to "auto"

See the duration attribute of the AnimationEffectTiming interface.

direction#dom-animationeffecttimingproperties-directionReferenced in:5.8. The AnimationEffectTimingProperties dictionary, of type PlaybackDirection, defaulting to "normal"

See the direction attribute of the AnimationEffectTiming interface.

easing#dom-animationeffecttimingproperties-easingReferenced in:5.8. The AnimationEffectTimingProperties dictionary, of type DOMString, defaulting to "linear"

See the easing attribute of the AnimationEffectTiming interface.

5.9. The ComputedTimingProperties dictionary

Timing parameters calculated by the timing model are exposed using ComputedTimingProperties dictionary objects.

dictionary ComputedTimingProperties#dictdef-computedtimingpropertiesReferenced in:5.5. The AnimationEffectReadOnly interface5.9. The
  ComputedTimingProperties dictionary : AnimationEffectTimingProperties {
    unrestricted double  endTime;
    unrestricted double  activeDuration;
    double?              localTime;
    unrestricted double? progress;
    unrestricted double? currentIteration;
};

endTime#dom-computedtimingproperties-endtimeReferenced in:5.9. The ComputedTimingProperties dictionary, of type unrestricted double

The end time of the animation effect expressed in milliseconds since zero local time (that is, since the associated animation’s start time if this animation effect is associated with an animation). This corresponds to the end of the animation effect’s active interval plus any end delay.

activeDuration#dom-computedtimingproperties-activedurationReferenced in:5.9. The ComputedTimingProperties dictionary, of type unrestricted double

The active duration of this animation effect.

localTime#dom-computedtimingproperties-localtimeReferenced in:5.9. The ComputedTimingProperties dictionary, of type double, nullable

The local time of this animation effect.

This will be null if this animation effect is not associated with an animation.

progress#dom-computedtimingproperties-progressReferenced in:5.9. The ComputedTimingProperties dictionary, of type unrestricted double, nullable

The current iteration progress of this animation effect.

currentIteration#dom-computedtimingproperties-currentiterationReferenced in:5.9. The ComputedTimingProperties dictionary, of type unrestricted double, nullable

The current iteration index beginning with zero for the first iteration.

In most cases this will be a (positive) integer. However, for a zero-duration animation that repeats infinite times, the value will be positive Infinity.

As with unresolved times, an unresolved current iteration is represented by a null value.

5.9.1. The FillMode enumeration

enum FillMode#enumdef-fillmodeReferenced in:5.5. The AnimationEffectReadOnly interface5.6. The AnimationEffectTimingReadOnly interface (2)5.7. The AnimationEffectTiming interface (2)5.8. The AnimationEffectTimingProperties dictionary (2) { "none", "forwards", "backwards", "both", "auto" };

none

No fill.

forwards

Fill forwards.

backwards

Fill backwards.

both

Fill backwards and forwards.

auto

No fill. In a subsequent level of this specification, this will produce different behavior for other types of animation effects.

5.9.2. The PlaybackDirection enumeration

enum PlaybackDirection#enumdef-playbackdirectionReferenced in:5.6. The AnimationEffectTimingReadOnly interface (2)5.7. The AnimationEffectTiming interface (2)5.8. The AnimationEffectTimingProperties dictionary (2) { "normal", "reverse", "alternate", "alternate-reverse" };

normal

All iterations are played as specified.

reverse

All iterations are played in the reverse direction from the way they are specified.

alternate

Even iterations are played as specified, odd iterations are played in the reverse direction from the way they are specified.

alternate-reverse

Even iterations are played in the reverse direction from the way they are specified, odd iterations are played as specified.

5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces

Keyframe effects are represented by the KeyframeEffectReadOnly interface. Mutable keyframe effects are represented by the KeyframeEffect interface.

[Constructor (Animatable? target,
              object? frames,
              optional (unrestricted double or KeyframeEffectOptions) options)]
interface KeyframeEffectReadOnly#keyframeeffectreadonlyReferenced in:5.10. The KeyframeEffectReadOnly
  and KeyframeEffect interfaces (2) (3) (4) (5) (6)5.10.1. Creating a new KeyframeEffect object5.14. The Animatable interface : AnimationEffectReadOnly {
    readonly attribute Animatable?                 target;
    readonly attribute IterationCompositeOperation iterationComposite;
    readonly attribute CompositeOperation          composite;
    readonly attribute DOMString                   spacing;
    KeyframeEffect   clone ();
    sequence<object> getFrames ();
};

[Constructor (Animatable? target,
              object? frames,
              optional (unrestricted double or KeyframeEffectOptions) options)]
interface KeyframeEffect#keyframeeffectReferenced in:5.7. The AnimationEffectTiming interface5.10. The KeyframeEffectReadOnly
  and KeyframeEffect interfaces (2) (3) (4) (5) (6) (7)5.10.1. Creating a new KeyframeEffect object (2) (3)5.10.3. Processing a frames
argument5.10.4. The KeyframeEffectOptions dictionary5.10.5. Computed keyframes5.13. The SharedKeyframeList interface (2)5.14. The Animatable interface (2)5.19. Model liveness : KeyframeEffectReadOnly {
    inherit attribute Animatable?                 target;
    inherit attribute IterationCompositeOperation iterationComposite;
    inherit attribute CompositeOperation          composite;
    inherit attribute DOMString                   spacing;
    void setFrames (object? frames);
};

KeyframeEffectReadOnly ()#dom-keyframeeffectreadonly-keyframeeffectreadonlyReferenced in:5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces (2)5.10.1. Creating a new KeyframeEffect object5.10.3. Processing a frames argument5.10.4. The KeyframeEffectOptions dictionary

Creates a new KeyframeEffectReadOnly object using the following procedure:

  1. Create a new KeyframeEffectReadOnly object, effect.

  2. Set the target property of effect to target.

  3. Let timing input be the result corresponding to the first matching condition from below.

    If options is a KeyframeEffectOptions object,

    Let timing input be options.

    If options is a double,

    Let timing input be a new AnimationEffectTimingProperties object with all members set to their default values and duration set to options.

    Otherwise (options is undefined),

    Let timing input be a new AnimationEffectTimingProperties object with all members set to their default values.

  4. Set effect.timing to a new AnimationEffectTimingReadOnly object whose attributes are assigned the value of the member of the same name on timing input.

    When assigning the attributes, apply the same error-handling as defined for setters on the AnimationEffectTiming interface. If any of those setters require an exception to be thrown, the same exception must be thrown by this procedure, aborting all further steps.

    For example, the setter for the duration attribute on the AnimationEffectTiming interface requires that a TypeError be thrown if an attempt is made to set the duration to a value less than zero. Likewise, if the duration specified on timing input is less that zero, this procedure too must throw a TypeError and abort all further steps.

    Attributes must be assigned in the order in which they appear in the AnimationEffectTimingReadOnly interface.

    Make a constructor for AnimationEffectTimingReadOnly and call that here.

  5. If options is a KeyframeEffectOptions object, assign the iterationComposite, composite, and spacing properties of effect to the corresponding value from options.

    As with timing input, when assigning these properties the error-handling defined for the corresponding setters on the KeyframeEffect interface is applied. As such, if any of those setters require an exception to be thrown for the values specified by options, this procedure must throw the same exception and abort all further steps.

  6. Initialize the set of keyframes by performing the procedure defined for setFrames() passing frames as the input.

KeyframeEffect ()#dom-keyframeeffect-keyframeeffectReferenced in:5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces5.10.1. Creating a new KeyframeEffect object5.10.3. Processing a frames argument5.10.4. The KeyframeEffectOptions dictionary5.14. The Animatable interface (2) (3)

Creates a new KeyframeEffect object using the same procedure as with the KeyframeEffectReadOnly() constructor with the following differences:

Examples of the usage of this constructor are given in §5.10.1 Creating a new KeyframeEffect object.

target#dom-keyframeeffectreadonly-targetReferenced in:5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces, of type Animatable, readonly, nullable#dom-keyframeeffect-targetReferenced in:5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces

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.

iterationComposite#dom-keyframeeffectreadonly-iterationcompositeReferenced in:5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces (2), of type IterationCompositeOperation, readonly#dom-keyframeeffect-iterationcompositeReferenced in:5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces (2)

The iteration composite operation property of this keyframe effect as specified by one of the IterationCompositeOperation enumeration values.

On setting, sets the iteration composite operation property of this animation effect to the provided value.

composite#dom-keyframeeffectreadonly-compositeReferenced in:5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces (2), of type CompositeOperation, readonly#dom-keyframeeffect-compositeReferenced in:5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces (2)

The composite operation used to composite this keyframe effect with the effect stack, as specified by one of the CompositeOperation enumeration values.

On setting, sets the composite operation property of this animation effect to the provided value.

spacing#dom-keyframeeffectreadonly-spacingReferenced in:5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces (2), of type DOMString, readonly#dom-keyframeeffect-spacingReferenced in:5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces (2)5.10.4. The KeyframeEffectOptions dictionary

On getting, returns the spacing mode to use for this keyframe effect.

On setting, sets the spacing mode property of this keyframe effect to the provided value.

Recognized values are defined by the following grammar:

distribute | paced({ident})

{ident} here is an identifier as defined by CSS3 Values [CSS3VAL].

The meaning of each value is as follows:

distribute

Use the distribute keyframe spacing mode.

paced({ident})

Use the paced keyframe spacing mode with the property name indicated by {ident} as the paced property.

For example, paced(transform) would indicate that the keyframes should be spaced such that changes to the transform property occur at a constant rate.

If an attempt is made to set the spacing mode to a value that does not conform to the above grammar, a TypeError must be thrown and the value of the spacing mode left unaffected.

Need to define what happens above when {ident} is not recognized, and when it *is* recognized but does not appear in any of the keyframes.

KeyframeEffect clone ()#dom-keyframeeffectreadonly-cloneReferenced in:5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces

Returns a new KeyframeEffect object whose members have the same values as this object using the following procedure.

  1. Let source be the KeyframeEffectReadOnly object on which this method was called.

  2. Let dest be a new KeyframeEffect object.

  3. Set each of the iterationComposite, composite, and spacing attributes on dest using the value returned by the getter of the corresponding attribute on source.

  4. Let frames be the result of calling the getFrames() method on source.

    If source is using a SharedKeyframeList should we continue to share it?

  5. Call the setFrames() method on dest passing frames as the frames argument.

sequence<object> getFrames()#dom-keyframeeffectreadonly-getframesReferenced in:5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces (2)5.10.3. Processing a frames argument (2) (3)5.10.5. Computed keyframes (2)10. Changes since last publication

Returns the computed keyframes that make up this effect along with their computed keyframe offsets.

This section is non-normative

The result of this method is a sequence of objects of the following format:

dictionary ComputedKeyframe {
    // ... property-value pairs ...
    // i.e. DOMString propertyName
    double?             offset = null;
    double              computedOffset;
    DOMString           easing = "linear";
    CompositeOperation? composite;
};

The meaning and values of each member is as follows:

offset

The keyframe offset of the keyframe specified as a number between 0.0 and 1.0 inclusive or null.

This will be null if the keyframe is automatically spaced using the keyframe effect’s keyframe spacing mode.

computedOffset

The computed keyframe offset for this keyframe calculated by applying the keyframe effect’s keyframe spacing mode when the list of computed keyframes was produced.

Unlike the offset member, the computedOffset is never null.

easing

The timing function used to transform the progress of time from this keyframe until the next keyframe in the series.

composite

The keyframe-specific composite operation used to combine the values specified in this keyframe with the underlying value.

This member will be absent if the composite operation specified on the keyframe effect is being used.

Since keyframes are represented by a partially open-ended dictionary type that is not currently able to be expressed with WebIDL, the procedure used to prepare the result of this method is defined in prose below:

  1. Let result be an empty sequence of objects.

  2. Let computed keyframes be the result of calculating the computed keyframes for this keyframe effect (see §5.10.5 Computed keyframes).

  3. For each computed keyframe in computed keyframes perform the following steps:

    1. Initialize a dictionary object, output keyframe, using the following definition:

      dictionary BaseComputedKeyframe#dictdef-basecomputedkeyframeReferenced in:10. Changes since last publication (2) {
           double?            offset#dom-basecomputedkeyframe-offsetReferenced in:5.10. The KeyframeEffectReadOnly
        and KeyframeEffect interfaces = null;
           double             computedOffset#dom-basecomputedkeyframe-computedoffsetReferenced in:5.10. The KeyframeEffectReadOnly
        and KeyframeEffect interfaces;
           DOMString          easing#dom-basecomputedkeyframe-easingReferenced in:5.10. The KeyframeEffectReadOnly
        and KeyframeEffect interfaces = "linear";
           CompositeOperation composite#dom-basecomputedkeyframe-compositeReferenced in:5.10. The KeyframeEffectReadOnly
        and KeyframeEffect interfaces;
      };
      
    2. Set offset, computedOffset, easing members of output keyframe to the respective values keyframe offset, computed keyframe offset, and keyframe-specific timing function of computed keyframe.

    3. If computed keyframe has a keyframe-specific composite operation, set composite to that value.

    4. For each animation property-value pair specified on computed keyframe, declaration, perform the following steps:

      1. Let property name be the result of applying the animation property name to IDL attribute name algorithm to the property name of declaration.

      2. Let IDL value be result of serializing the the property value of declaration. For CSS properties, this is the result of passing declaration to the algorithm to serialize a CSS value [CSSOM].

        Define serialization for SVG attributes.

      3. Let value be the result of converting IDL value to an ECMAScript String value.

      4. Call the [[DefineOwnProperty]] internal method on output keyframe with property name property name, Property Descriptor { [[Writable]]: true, [[Enumerable]]: true, [[Configurable]]: true, [[Value]]: value } and Boolean flag false.

    5. Append output keyframe to result.

  4. Return result.

void setFrames(object? frames)#dom-keyframeeffect-setframesReferenced in:5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces (2) (3)5.10.3. Processing a frames argument (2)

Replaces the set of keyframes that make up this effect.

frames#dom-keyframeeffect-setframes-framesReferenced in:5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces

A series of keyframes whose format and processing is defined by §5.10.3 Processing a frames argument.

This effect’s set of keyframes is replaced with the result of performing the procedure to process a frames argument. If that procedure throws an exception, this effect’s keyframes are not modified.

5.10.1. Creating a new KeyframeEffect object

This section is non-normative

The KeyframeEffectReadOnly() and KeyframeEffect() constructors offer a number of approaches to creating a new KeyframeEffectReadOnly and KeyframeEffect objects.

At its simplest, an KeyframeEffect object that changes the ‘left’ property of elem to 100px over three seconds can be constructed as follows:

var effect = new KeyframeEffect(elem, { left: '100px' }, 3000);

The second parameter, representing the list of keyframes, may specify multiple properties. (See §5.10.3 Processing a frames argument.)

// Specify multiple properties at once
var effectA = new KeyframeEffect(elem, { left: '100px', top: '300px' }, 3000);

// Specify multiple frames
var effectB = new KeyframeEffect(elem, [ { left: '100px' }, { left: '300px' } ], 3000);

The third parameter, representing the animation’s timing, may simply be a number representing the iteration duration in milliseconds as above, or, to specify further timing properties such as the start delay, an AnimationEffectTimingProperties object can be used, as follows:

var effect =
  new KeyframeEffect(elem, { left: '100px' }, { duration: 3000, delay: 2000 });

If the duration is not specified, a value of zero is used. It is possible to create an animation that simply sets a property without any interpolation as follows:

var effect = new KeyframeEffect(elem, { display: 'none' }, { fill: 'forwards' });

Having created a KeyframeEffect, it can be played by adding it to an Animation and then playing that animation. For simple effects, however, the Element.animate shortcut is more convenient since it performs these steps automatically. For example,

elem.animate({ left: '100px' }, 3000);

5.10.2. Property names and IDL names

The animation property name to IDL attribute name#animation-property-name-to-idl-attribute-nameReferenced in:5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces5.10.3. Processing a frames argument algorithm for property is as follows:

  1. If property refers to the offset attribute of the SVG stop element, return the the string "svgOffset".

  2. If property refers to the CSS float property, return the string "cssFloat".

  3. Otherwise, return the result of applying the CSS property to IDL attribute algorithm [CSSOM] to property.

The IDL attribute name to animation property name#idl-attribute-name-to-animation-property-nameReferenced in:5.10.3. Processing a frames argument algorithm for attribute is as follows:

  1. If attribute is the string "svgOffset", then return an animation property representing the offset attribute of the SVG stop element.

  2. If attribute is the string "cssFloat", then return an animation property representing the CSS float property.

  3. Otherwise, return the result of applying the IDL attribute to CSS property algorithm [CSSOM] to attribute.

5.10.3. Processing a frames argument

This section is non-normative

The following methods all accept a set of keyframes as an argument:

This argument may be specified in the one of two forms as illustrated below.

// The following two expressions produce the same result:
elem.animate([ { color: 'blue' },
               { color: 'green' },
               { color: 'red' },
               { color: 'yellow' } ], 2000);
elem.animate({ color: [ 'blue', 'green', 'red', 'yellow' ] }, 2000);

// Likewise, for a multi-property animation, the following two
// expressions are equivalent:
elem.animate([ { color: 'blue', left: '0px' },
               { color: 'green', left: '-20px' },
               { color: 'red', left: '100px' },
               { color: 'yellow', left: '50px'} ], 2000);
elem.animate({ color: [ 'blue', 'green', 'red', 'yellow' ],
               left: [ '0px', '-20px', '100px', '50px' ] }, 2000);

// Incidentally, the following three expressions are all equivalent:
elem.animate([ { color: 'red' } ], 1000);
elem.animate({ color: [ 'red' ] }, 1000);
elem.animate({ color: 'red' }, 1000);

The first form (the array-form) consists of an array of keyframes where each keyframe may specify at most one value per animation property. The second form (the object-form) consists of an object where each animation property may specify a single animation value or an array of animation values.

The first array-form is the canonical form and is the form returned by the getFrames() method.

Keyframe offsets and keyframe-specific composite operations can only be specified using the array-form as illustrated below:

// The keyframes without offsets will automatically have offsets computed
// as 0 for the first keyframe, 0.65 for the middle keyframe, and 1 for the
// final keyframe
elem.animate([ { color: 'blue' },
               { color: 'green', offset: 0.5 },
               { color: 'red' },
               { color: 'yellow', offset: 0.8 },
               { color: 'pink' } ], 2000);

// An SVG-style to-animation
elem.animate([ { left: '0px', composite: 'add' },
               { left: '200px' }, 2000);

Timing functions may be specified in either form. The array-form allows specifying different timing functions for each keyframe whilst the object-form allows specifying a timing function that will be applied to all keyframes.

// Each keyframe can have a different timing function.
// The timing function specified for the last keyframe is not used.
elem.animate([ { color: 'blue', easing: 'ease-in' },
               { color: 'green', easing: 'ease-out' },
               { color: 'yellow' } ], 2000);

// Each keyframe will have a timing function of 'ease-in-out'
elem.animate({ color: [ 'blue', 'green', 'yellow' ],
               easing: 'ease-in-out' }, 2000);

Note that the easing property in either form sets the keyframe-specific timing function. This is independent from the timing function that applies to the entire iteration duration of the keyframe effect as specified using a KeyframeEffectOptions object (or KeyframeAnimationOptions object when using the animate() method of the Animatable interface).

The type of this argument cannot be expressed in WebIDL since it relies on a partially-open dictionary type.

Conceptually, the type of this argument is equivalent to the following WebIDL-like definition:

dictionary Keyframe {
    // ... property-value pairs ...
    // i.e. DOMString propertyName
    double?             offset = null;
    DOMString           easing = "linear";
    CompositeOperation  composite;
};

dictionary PropertyIndexedKeyframes {
    // ... property-value and property-valuelist pairs ...
    // i.e. (DOMString or sequence<DOMString>) propertyName
    DOMString           easing = "linear";
};

typedef KeyframeArgument (sequence<Keyframe> or
                          PropertyIndexedKeyframes or
                          SharedKeyframeList);

The meaning and allowed values of each argument is as follows:

offset (Keyframe only)

The keyframe offset of the keyframe specified as a number between 0.0 and 1.0 inclusive or null.

A null value indicates that the keyframe should be positioned using the keyframe effect’s keyframe spacing mode.

Specifying an offset outside the range [0.0, 1.0] will cause a TypeError to be thrown.

Keyframes that specify an offset must be provided in increasing order of offset. Overlapping offsets, however, are permitted.

easing

The timing function used to transform the progress of time from this keyframe until the next keyframe in the series.

The syntax and error-handling associated with parsing this string is identical to that defined for the easing attribute of the AnimationEffectTiming interface.

composite (Keyframe only)

The keyframe-specific composite operation used to combine the values specified in this keyframe with the underlying value.

If absent, the composite operation specified on the keyframe effect will be used.

Since this type cannot be expressed in WebIDL, its processing is defined in prose following.

For each method that takes a frames argument, the procedure to process a frames argument is run on the input and the result of that procedure is retained.

First we define two supporting definitions.

The instruction, check the completion record#check-the-completion-recordReferenced in:5.10.3. Processing a frames argument (2) (3) (4) (5) of result, where result is a completion record from calling an ECMAScript operation, is equivalent to the following steps:

  1. If result is an abrupt completion, throw the exception contained in the [[value]] field of result and abort the procedure.

    What should we do if the [[type]] is break, continue, or return? Can it be?

  2. Replace result with the value contained in the [[value]] field of result.

The procedure to process a keyframe-like object#process-a-keyframe-like-objectReferenced in:5.10.3. Processing a frames argument (2), takes two arguments:

and returns a map from either property names to DOMString values if allow lists is false, or from property names to sequences of DOMString values otherwise, using the following procedure:

  1. Run the procedure to convert an ECMAScript value to a dictionary type [WEBIDL] with keyframe input as the ECMAScript value, and the dictionary type depending on the value of the allow lists flag as follows:

    If allow lists is true,

    Use the following dictionary type:

    dictionary BasePropertyIndexedKeyframe#dictdef-basepropertyindexedkeyframeReferenced in:10. Changes since last publication {
        DOMString          easing = "linear";
        CompositeOperation composite;
    };
    

    Otherwise,

    Use the following dictionary type,

    dictionary BaseKeyframe#dictdef-basekeyframeReferenced in:10. Changes since last publication (2) {
        double?            offset = null;
        DOMString          easing = "linear";
        CompositeOperation composite;
    };
    

    Do we need null offsets or is it enough to just test for the absence of the property?

    Store the result of this procedure as keyframe output.

  2. Build up a list of animatable properties as follows:

    1. Let animatable properties be a list of property names (including shorthand properties that have longhand sub-properties that are animatable) and attribute names that can be animated by the implementation.

    2. Convert each property name in animatable properties to the equivalent IDL attribute by applying the animation property name to IDL attribute name algorithm.

  3. Let input properties be the result of calling the EnumerableOwnNames operation with keyframe input as the object.

  4. Make up a new list animation properties that consists of all of the properties that are in both input properties and animatable properties.

  5. Sort animation properties in ascending order by the Unicode codepoints that define each property name.

  6. For each property name in animation properties,

    1. Let raw value be the result of calling the [[Get]] internal method on keyframe input, with property name as the property key and keyframe input as the receiver.

    2. Check the completion record of raw value.

    3. Convert raw value to a DOMString or sequence of DOMStrings property values as follows:

      If allow lists is true,

      Let property values be the result of converting raw value to IDL type (DOMString or sequence<DOMString>) using the procedures defined for converting an ECMAScript value to an IDL value [WEBIDL].

      If property values is a single DOMString, replace property values with a sequence of DOMStrings with the original value of property values as the only element.

      Otherwise,

      Let property values be the result of converting raw value to a DOMString using the procedure for converting an ECMAScript value to a DOMString [WEBIDL].

    4. Calculate the normalized property name as the result of applying the IDL attribute name to animation property name algorithm to property name.

    5. Add a property to to keyframe output with normalized property name as the property name, and property values as the property value.

  7. Return keyframe output.

The procedure to process a frames argument#process-a-frames-argumentReferenced in:5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces5.10.3. Processing a frames argument5.10.5. Computed keyframes takes a nullable ECMAScript object, object, as input and returns either a sequence of keyframes or a SharedKeyframeList object using the following procedure:

  1. If object is null, return an empty sequence of keyframes.

  2. If object is a platform object that implements SharedKeyframeList, return object.

  3. Let processed frames be an empty sequence of keyframes.

  4. Let method be the result of GetMethod(object, @@iterator).

  5. Check the completion record of method.

  6. Perform the steps corresponding to the first matching condition from below,

    If method is not undefined,

    1. Let iter be GetIterator(object, method).

    2. Check the completion record of iter.

    3. Repeat:

      1. Let next be IteratorStep(iter).

      2. Check the completion record of next.

      3. If next is false abort this loop.

      4. Let nextItem be IteratorValue(next).

      5. Check the completion record of nextItem.

      6. If nextItem is not an object, throw a TypeError and abort these steps.

      7. Append to processed frames the result of running the procedure to process a keyframe-like object passing nextItem as the keyframe input and with the allow lists flag set to false.

    4. If processed frames is not loosely sorted by offset, throw a TypeError and abort these steps.

    5. If there exist any keyframe in processed frames whose keyframe offset is non-null and less than zero or greater than one, throw a TypeError and abort these steps.

    Otherwise,

    1. Let property-indexed keyframe be the result of running the procedure to process a keyframe-like object passing object as the keyframe input and with the allow lists flag set to true.

    2. Let easing be the value of the “easing” member of property-indexed keyframe.

    3. For each member, m, in property-indexed keyframe, perform the following steps:

      1. Let property name be the key for m.

      2. If property name is “composite” or “easing” skip the remaining steps in this loop and continue from the next member in property-indexed keyframe after m.

      3. Let property values be the value for m.

      4. Let property keyframes be an empty sequence of keyframes.

      5. For each value, v, in property values perform the following steps:

        1. Let k be a new keyframe with a null keyframe offset.

        2. Let k have a property, “easing” with the value of easing.

        3. Add the property-value pair, property namev, to k.

        4. Append k to property keyframes.

      6. Apply the procedure to apply spacing to a series of keyframes to property keyframes using a spacing mode of distribute.

        We unconditionally apply distribute spacing simply for the purposes of merging frames. This produces consistent and intuitive results.

        Paced spacing can produce different results depending on the context in which relative values are resolved. Using paced spacing to calculate offsets and then merging would mean that the merge results could differ over time. It would also mean that the frames returned from getFrames() would produce a different result if passed back to setFrames() since the merge result which, until that point, was dynamic, would suddenly become fixed.

        Due to these considerations we apply merging once when updating the keyframes using distribute spacing which does not vary in its results.

        Before computing the effect result or returning keyframes from getFrames() the specified spacing mode is applied.

      7. Add keyframes in property keyframes to processed keyframes.

    4. Sort processed keyframes by the computed keyframe offset of each keyframe in increasing order.

    5. Merge adjacent keyframes in processed keyframes when they have equal computed keyframe offsets.

  7. For each frame in processed keyframes, perform the following steps:

    1. For each property-value pair in frame, parse the property value using the syntax specified for that property and store the result.

      If the property value is invalid according to the syntax for the property, store the original DOMString used for the property value.

      Should we really retain this? It might aid feature-detection if we could replace it with some value indicating an error?

      User agents that provide support for diagnosing errors in content SHOULD produce an appropriate warning highlighting the unrecognized property value.

    2. Let the timing function of frame be the result of parsing the “easing” property on frame using the CSS syntax defined for the easing property of the AnimationEffectTimingReadOnly interface.

      If parsing the “easing” property failed, let the timing function of frame be “linear”. User agents that provide support for diagnosing errors in content SHOULD produce an appropriate warning highlighting the unrecognized timing function in this case.

      Note: Using the CSS parser in both of the above steps implies that CSS comments and escaping are allowed (but are not retained when the value is successfully parsed).

5.10.4. The KeyframeEffectOptions dictionary

Additional parameters may be passed to the KeyframeEffectReadOnly() and KeyframeEffect() constructors by providing a KeyframeEffectOptions object.

dictionary KeyframeEffectOptions#dictdef-keyframeeffectoptionsReferenced in:5.10. The KeyframeEffectReadOnly
  and KeyframeEffect interfaces (2) (3) (4)5.10.3. Processing a frames
argument5.10.4. The KeyframeEffectOptions dictionary5.14. The Animatable interface : AnimationEffectTimingProperties {
    IterationCompositeOperation iterationComposite = "replace";
    CompositeOperation          composite = "replace";
    DOMString                   spacing = "distribute";
};

iterationComposite#dom-keyframeeffectoptions-iterationcompositeReferenced in:5.10.4. The KeyframeEffectOptions dictionary, of type IterationCompositeOperation, defaulting to "replace"

The iteration composite operation used to define the way animation values build from iteration to iteration.

composite#dom-keyframeeffectoptions-compositeReferenced in:5.10.4. The KeyframeEffectOptions dictionary, of type CompositeOperation, defaulting to "replace"

The composite operation used to composite this animation with the effect stack, as specified by one of the CompositeOperation enumeration values. This is used for all keyframes that do not specify a keyframe-specific composite operation.

spacing#dom-keyframeeffectoptions-spacingReferenced in:5.10.4. The KeyframeEffectOptions dictionary, of type DOMString, defaulting to "distribute"

The spacing mode to apply to this animation effect’s keyframes.

See the spacing attribute of the KeyframeEffect interface for the recognized values and their meanings.

5.10.5. Computed keyframes

Before calculating the effect value (see §4.2.2 The effect value of a keyframe effect) of a keyframe effect represented by a KeyframeEffect object, effect, as well as each time the getFrames() method is called, the computed keyframes#computed-keyframesReferenced in:4.2.2. The effect value of a keyframe effect5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces (2) (3) are produced as follows:

  1. Let computed keyframes refer to the sequence of keyframes returned by the procedure to process a frames argument when it was last successfully called (i.e. did not throw an exception) for effect. If that procedure returned a SharedKeyframeList object, then let computed keyframes refer to the result returned by that same procedure but for the SharedKeyframeList object instead of effect.

  2. Perform the procedure to apply spacing to a series of keyframes on computed keyframes using the keyframe spacing mode for this effect as spacing, and the target element for this effect as the context element.

    Define what to do if there is no target element.

  3. Return computed keyframes.

Note: This procedure is performed every time the keyframe effect value is computed as well as every time getFrames() is called such that changes to any referenced SharedKeyframeList object or to the context used to resolve relative units are reflected in the result.

5.11. The IterationCompositeOperation enumeration

The possible values of an animation effect’s iteration composite operation are represented by the IterationCompositeOperation#iterationcompositeoperationReferenced in:5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces enumeration.

enum IterationCompositeOperation#enumdef-iterationcompositeoperationReferenced in:5.10. The KeyframeEffectReadOnly
  and KeyframeEffect interfaces (2) (3)5.10.4. The KeyframeEffectOptions dictionary (2) {"replace", "accumulate"};

replace

Corresponds to the replace iteration composite operation value such that the effect value produced is independent of the current iteration.

accumulate

Corresponds to the accumulate iteration composite operation value such that subsequent iterations of an animation effect build on the final value of the previous iteration.

5.12. The CompositeOperation enumeration

The possible values of an animation effect’s composition behavior are represented by the CompositeOperation#compositeoperationReferenced in:5.10. The KeyframeEffectReadOnly and KeyframeEffect interfaces5.10.4. The KeyframeEffectOptions dictionary enumeration.

enum CompositeOperation#enumdef-compositeoperationReferenced in:5.10. The KeyframeEffectReadOnly
  and KeyframeEffect interfaces (2) (3) (4)5.10.3. Processing a frames
argument (2)5.10.4. The KeyframeEffectOptions dictionary (2) {"replace", "add", "accumulate"};

replace

Corresponds to the replace composite operation value such that the animation effect overrides the underlying value it is combined with.

add

Corresponds to the add composite operation value such that the animation effect is added to the underlying value with which it is combined.

accumulate

Corresponds to the accumulate composite operation value such that the animation effect is accumulated on to the underlying value.

5.13. The SharedKeyframeList interface

The SharedKeyframeList interface represents a sequence of keyframes that can be shared between KeyframeEffect objects.

This section is non-normative

By using SharedKeyframeList objects, multiple KeyframeEffect objects can re-use the same keyframes without paying the cost of parsing them multiple times.

For example:

var keyframes = new SharedKeyframeList([
 { left: '100px', backgroundColor: 'red' },
 { left: '200px', backgroundColor: 'green', offset: 0.4 },
 { left: '400px', backgroundColor: 'blue' } ]);
var player1 = element1.animate(keyframes, 1000);
var player2 = element2.animate(keyframes, { duration: 1000, delay: 1000 });
[Constructor (object? frames)]
interface SharedKeyframeList#sharedkeyframelistReferenced in:5.10. The KeyframeEffectReadOnly
  and KeyframeEffect interfaces5.10.3. Processing a frames
argument (2)5.10.5. Computed keyframes (2) (3)5.13. The SharedKeyframeList interface (2) (3) {
};

SharedKeyframeList(frames)#dom-sharedkeyframelist-sharedkeyframelistReferenced in:5.10.3. Processing a frames argument5.13. The SharedKeyframeList interface

Creates a new SharedKeyframeList object.

frames#dom-sharedkeyframelist-sharedkeyframelist-frames-framesReferenced in:5.13. The SharedKeyframeList interface

The keyframes to be shared. This argument is processed using the procedure defined in §5.10.3 Processing a frames argument.

5.14. The Animatable interface

Objects that may be the target of an KeyframeEffectReadOnly object implement the Animatable interface.

[NoInterfaceObject]
interface Animatable#animatableReferenced in:5.10. The KeyframeEffectReadOnly
  and KeyframeEffect interfaces (2) (3) (4) (5)5.10.3. Processing a frames
argument (2)5.14. The Animatable interface5.15. Extensions to the Document interface5.16. Extensions to the Element interface5.17. Extensions to the CSSPseudoElement interface10. Changes since last publication {
    Animation           animate (object? frames,
                                 optional (unrestricted double or KeyframeAnimationOptions) options);
    sequence<Animation> getAnimations ();
};
dictionary KeyframeAnimationOptions#dictdef-keyframeanimationoptionsReferenced in:5.10.3. Processing a frames
argument5.14. The Animatable interface10. Changes since last publication : KeyframeEffectOptions {
    DOMString id = "";
};

Animation animate(frames, options)#dom-animatable-animateReferenced in:5.10.3. Processing a frames argument (2)5.14. The Animatable interface10. Changes since last publication (2)

Performs the following steps:

  1. Construct a new KeyframeEffect object, effect, passing the object on which this method was called as the target argument, and the frames and options arguments as supplied.

    If the KeyframeEffect() constructor caused an exception to be thrown, propagate the exception and abort this procedure.

  2. Construct a new Animation object, animation, passing effect as the argument of the same name, and the the default document timeline of the node document [DOM] of the element on which this method was called as the timeline argument.

  3. Assign the value of the id member of options to animation’s id attribute.

  4. Run the procedure to play an animation for animation with the auto-rewind flag set to true.

  5. Return animation.

The following code fragment:

var animation = elem.animate({ opacity: 0 }, 2000);

is equivalent to:

var effect = new KeyframeEffect(elem, { opacity: 0 }, 2000);
var animation = new Animation(effect, elem.ownerDocument.timeline);
animation.play();

frames#dom-animatable-animate-frames-options-framesReferenced in:5.14. The Animatable interface

The keyframes to use. This value is passed to the KeyframeEffect() constructor as the frames parameter and has the same interpretation as defined for that constructor.

options#dom-animatable-animate-frames-options-optionsReferenced in:5.14. The Animatable interface

The timing and animation options for the created KeyframeEffect. This value is passed to the KeyframeEffect() constructor as the options parameter and has the same interpretation as defined for that constructor.

sequence<Animation> getAnimations()#dom-animatable-getanimationsReferenced in:5.14. The Animatable interface5.15. Extensions to the Document interface

Returns the set of Animation objects whose target effect is current or in effect and contains at least one animation effect whose target element is this object.

The returned list is sorted using the composite order described for the associated animations of effects in §4.3.2 The effect stack.

The returned list reflects the state after applying any pending changes to animation such as changes to animation-related style properties that have yet to be processed.

id#dom-keyframeanimationoptions-idReferenced in:5.14. The Animatable interface, of type DOMString, defaulting to ""

The string to assign to the generated Animation's id attribute.

5.15. Extensions to the Document interface

The following extensions are made to the Document interface defined in [DOM].

partial interface Document {
    readonly attribute DocumentTimeline timeline;
    sequence<Animation> getAnimations();
};

timeline#dom-document-timelineReferenced in:5.15. Extensions to the Document interface, of type DocumentTimeline, readonly

The DocumentTimeline object representing the default document timeline.

sequence<Animation> getAnimations()#dom-document-getanimationsReferenced in:5.15. Extensions to the Document interface10. Changes since last publication

Returns the set of Animation objects that have an associated target effect which is current or in effect and whose target element is a descendant of the document.

The returned list is sorted using the composite order described for the associated animations of effects in §4.3.2 The effect stack.

The returned list reflects the state after applying any pending changes to animation such as changes to animation-related style properties that have yet to be processed.

Both this method and getAnimations() on the Animatable interface require retaining forwards-filling animation effects and their animations such that a document that repeatedly produces forwards-filling animations will consume memory in an unbounded fashion. We may need to revise this definition (previously these methods only returned animations whose target effect was current) or provide a loophole for implementations to discard old animations in such conditions.

5.16. Extensions to the Element interface

Since DOM Elements may be the target of an animation, the Element interface [DOM] is extended as follows:

Element implements Animatable;

This allows the following kind of usage.

elem.animate({ color: 'red' }, 2000);

5.17. Extensions to the CSSPseudoElement interface

Since keyframe effects may also target pseudo-elements, the CSSPseudoElement interface [css-pseudo-4] is also defined to be animatable.

CSSPseudoElement implements Animatable;

5.18. The AnimationPlaybackEvent interface

Animation events are represented using the AnimationPlaybackEvent interface.

[Constructor (DOMString type, optional AnimationPlaybackEventInit eventInitDict)]
interface AnimationPlaybackEvent#animationplaybackeventReferenced in:5.18. The AnimationPlaybackEvent interface (2) : Event {
    readonly attribute double? currentTime;
    readonly attribute double? timelineTime;
};
dictionary AnimationPlaybackEventInit#dictdef-animationplaybackeventinitReferenced in:5.18. The AnimationPlaybackEvent interface : EventInit {
    double? currentTime = null;
    double? timelineTime = null;
};

AnimationPlaybackEvent(type, eventInitDict)#dom-animationplaybackevent-animationplaybackeventReferenced in:5.18. The AnimationPlaybackEvent interface

Constructs a new AnimationPlaybackEvent object using the procedure defined for constructing events [DOM].

currentTime#dom-animationplaybackeventinit-currenttimeReferenced in:5.18. The AnimationPlaybackEvent interface#dom-animationplaybackevent-currenttimeReferenced in:5.18. The AnimationPlaybackEvent interface, of type double, readonly, nullable

The event current time.

timelineTime#dom-animationplaybackeventinit-timelinetimeReferenced in:5.18. The AnimationPlaybackEvent interface#dom-animationplaybackevent-timelinetimeReferenced in:5.18. The AnimationPlaybackEvent interface, of type double, readonly, nullable

The event timeline time.

5.19. Model liveness

Changes made to any part of the model, cause the entire timing model to be updated and any dependent style.

This section is non-normative

Based on the above requirement and normative requirements elsewhere in this specification, the following invariants can be observed:

Changes made to the Web Animations model take effect immediately

For example, if the KeyframeEffect associated with an Animation is seeked (see §3.5.5 Setting the current time of an animation) via the programming interface, the value returned when querying the animation’s startTime will reflect updated state of the model immediately.

// Initially animation.effect.getComputedTiming().localTime is 3000
animation.currentTime += 2000;
alert(animation.effect.getComputedTiming().localTime); // Displays ‘5000’

Querying the computed style of a property affected by animation returns the fully up-to-date state of the animation

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 be incorporated in the value returned.

// Set opacity to 0 immediately
elem.animate({ opacity: 0 }, { fill: 'forwards' });
alert(window.getComputedStyle(elem).opacity); // Displays ‘0’

The same principle applies to attributes although the means of querying the animated value of an attribute depends on the interface defined for the attribute. SVG 1.1 [SVG11] defines an additional interface for querying animated values as shown below.

// Set width to 0 immediately
rect.animate({ width: '100px' }, { fill: 'forwards' });
alert(rect.width.animVal.value); // Displays ‘100’

Changes made within the same task are synchronized such that the whole set of changes is rendered together

As a result of changes to the model taking effect immediately combined with ECMAScript’s run-to-completion semantics, there should never be a situation where, for example, only the changes to specified style are rendered without applying animation.

// Fade the opacity with fallback for browsers that don’t
// support Element.animate
elem.style.opacity = '0';
elem.animate([ { opacity: 1 }, { opacity: 0 } ], 500);

Note, however, that in the example above, a user agent may render a frame with none of the above changes applied. This might happen, for example, if rendering occurs in a separate process that is scheduled to run shortly after the above task completes but before the changes can be communicated to the process.

The value returned by the currentTime attribute of a document timeline will not change within a task

Due to the requirement on timelines to store the time value of the global clock at the start of a sample (see §3.4 Timelines), 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

The time passed to a requestAnimationFrame callback will be equal to document.timeline.currentTime

For user agent that support Timing control for script-based animations [ANIMATION-TIMING], HTML’s processing model definesthat animations are updated prior to running animation frame callbacks.

Furthermore, the time passed to such callbacks is the stored value of the Performance object’s now() method as recorded at the beginning of the sample.

Since both performance.now() and time values from the default document timeline are measured from the navigationStart moment, and since both timelines and animation frame callbacks use the time recorded at the start of the sample, they should be equivalent.

window.requestAnimationFrame(function(sampleTime) {
  // Displays ‘0’
  alert(sampleTime - document.timeline.currentTime);
});

6. Integration with Media Fragments

The Media Fragments specification [MEDIA-FRAGS] 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: 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.

7. Interaction with page display

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 [HTML].

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 adjusting the time values of any timelines bound to the global clock.

Is this at odds with those time values being relative to navigationStart and with requestAnimationFrame using the same time as document.timeline.currentTime?

8. Implementation requirements

8.1. Precision of time values

The internal representation of time values is implementation dependent 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.

8.2. Conformance criteria

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 §5 Programming interface.

9. Acknowledgements

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.

10. Changes since last publication

The following changes have been made since the 7 July 2015 Working Draft:

The changelog provides a more detailed history.

Conformance

Document conventions

Conformance requirements are expressed with a combination of descriptive assertions and RFC 2119 terminology. The key words “MUST”, “MUST NOT”, “REQUIRED”, “SHALL”, “SHALL NOT”, “SHOULD”, “SHOULD NOT”, “RECOMMENDED”, “MAY”, and “OPTIONAL” in the normative parts of this document are to be interpreted as described in RFC 2119. However, for readability, these words do not appear in all uppercase letters in this specification.

All of the text of this specification is normative except sections explicitly marked as non-normative, examples, and notes. [RFC2119]

Examples in this specification are introduced with the words “for example” or are set apart from the normative text with class="example", like this:

This is an example of an informative example.

Informative notes begin with the word “Note” and are set apart from the normative text with class="note", like this:

Note, this is an informative note.

Advisements are normative sections styled to evoke special attention and are set apart from other normative text with <strong class="advisement">, like this: UAs MUST provide an accessible alternative.

This specification defines a number of procedures. User agents are not required to implement these procedures as specified but may alter the steps and data structures freely provided the observable result is equivalent.

Some procedures assert an invariant condition. Such assertions are intended to clarify the expected behavior and do not constitute implementation requirements.

Index

Terms defined by this specification

Terms defined by reference

References

Normative References

[CSS-CASCADE-3]
Elika Etemad; Tab Atkins Jr.. CSS Cascading and Inheritance Level 3. 16 April 2015. CR. URL: http://www.w3.org/TR/css-cascade-3/
[CSS-OVERFLOW-4]
CSS Overflow Module Level 4 URL: https://drafts.csswg.org/css-overflow-4/
[CSS-PSEUDO-4]
Daniel Glazman; Elika Etemad; Alan Stearns. CSS Pseudo-Elements Module Level 4. 15 January 2015. WD. URL: http://www.w3.org/TR/css-pseudo-4/
[CSS21]
Bert Bos; et al. Cascading Style Sheets Level 2 Revision 1 (CSS 2.1) Specification. 7 June 2011. REC. URL: http://www.w3.org/TR/CSS2
[CSS3VAL]
Tab Atkins Jr.; Elika Etemad. CSS Values and Units Module Level 3. 11 June 2015. CR. URL: http://www.w3.org/TR/css-values/
[CSSOM]
Simon Pieters; Glenn Adams. CSS Object Model (CSSOM). 17 March 2016. WD. URL: http://www.w3.org/TR/cssom-1/
[ECMA-262]
ECMAScript Language Specification. URL: https://tc39.github.io/ecma262/
[HTML]
Ian Hickson. HTML Standard. Living Standard. URL: https://html.spec.whatwg.org/multipage/
[MEDIA-FRAGS]
Raphaël Troncy; et al. Media Fragments URI 1.0 (basic). 25 September 2012. REC. URL: http://www.w3.org/TR/media-frags/
[NAVIGATION-TIMING]
Zhiheng Wang. Navigation Timing. 17 December 2012. REC. URL: http://www.w3.org/TR/navigation-timing/
[RFC2119]
S. Bradner. Key words for use in RFCs to Indicate Requirement Levels. March 1997. Best Current Practice. URL: https://tools.ietf.org/html/rfc2119
[SELECT]
Tantek Çelik; et al. Selectors Level 3. 29 September 2011. REC. URL: http://www.w3.org/TR/css3-selectors/
[SVG11]
Erik Dahlström; et al. Scalable Vector Graphics (SVG) 1.1 (Second Edition). 16 August 2011. REC. URL: http://www.w3.org/TR/SVG11/
[SVG2]
Nikos Andronikos; et al. Scalable Vector Graphics (SVG) 2. 15 September 2015. WD. URL: https://svgwg.org/svg2-draft/
[WebIDL]
Cameron McCormack; Boris Zbarsky. WebIDL Level 1. 8 March 2016. CR. URL: http://www.w3.org/TR/WebIDL-1/
[WHATWG-DOM]
Anne van Kesteren. DOM Standard. Living Standard. URL: https://dom.spec.whatwg.org/

Informative References

[ANIMATION-TIMING]
James Robinson; Cameron McCormack. Timing control for script-based animations. 22 September 2015. NOTE. URL: http://www.w3.org/TR/animation-timing/
[CSS3-ANIMATIONS]
Dean Jackson; et al. CSS Animations. 19 February 2013. WD. URL: http://www.w3.org/TR/css3-animations/
[CSS3-TRANSFORMS]
Simon Fraser; et al. CSS Transforms Module Level 1. 26 November 2013. WD. URL: http://www.w3.org/TR/css-transforms-1/
[CSS3-TRANSITIONS]
Dean Jackson; et al. CSS Transitions. 19 November 2013. WD. URL: http://www.w3.org/TR/css3-transitions/
[CSS4-IMAGES]
Elika Etemad; Tab Atkins Jr.. CSS Image Values and Replaced Content Module Level 4. 11 September 2012. WD. URL: http://www.w3.org/TR/css4-images/
[FUND-COMP-GRAPHICS]
Peter Shirley; Michael Ashikhmin; Steve Marschner. Fundamentals of Computer Graphics. 2009.
[HR-TIME]
Jatinder Mann. High Resolution Time. 17 December 2012. REC. URL: http://www.w3.org/TR/hr-time/
[SMIL-ANIMATION]
Patrick Schmitz; Aaron Cohen. SMIL Animation. 4 September 2001. REC. URL: http://www.w3.org/TR/smil-animation/

IDL Index

interface AnimationTimeline {
    readonly attribute double? currentTime;
};

[Constructor (DOMHighResTimeStamp originTime)]
interface DocumentTimeline : AnimationTimeline {
};

[Constructor (optional AnimationEffectReadOnly? effect = null,
              optional AnimationTimeline? timeline = null)]
interface Animation : EventTarget {
             attribute DOMString                id;
             attribute AnimationEffectReadOnly? effect;
             attribute AnimationTimeline?       timeline;
             attribute double?                  startTime;
             attribute double?                  currentTime;
             attribute double                   playbackRate;
    readonly attribute AnimationPlayState       playState;
    readonly attribute Promise<Animation>       ready;
    readonly attribute Promise<Animation>       finished;
             attribute EventHandler             onfinish;
             attribute EventHandler             oncancel;
    void cancel ();
    void finish ();
    void play ();
    void pause ();
    void reverse ();
};

enum AnimationPlayState { "idle", "pending", "running", "paused", "finished" };

interface AnimationEffectReadOnly {
    readonly attribute AnimationEffectTimingReadOnly timing;
    ComputedTimingProperties getComputedTiming();
};

interface AnimationEffectTimingReadOnly {
    readonly attribute double                             delay;
    readonly attribute double                             endDelay;
    readonly attribute FillMode                           fill;
    readonly attribute double                             iterationStart;
    readonly attribute unrestricted double                iterations;
    readonly attribute (unrestricted double or DOMString) duration;
    readonly attribute PlaybackDirection                  direction;
    readonly attribute DOMString                          easing;
};

interface AnimationEffectTiming : AnimationEffectTimingReadOnly {
    inherit attribute double                             delay;
    inherit attribute double                             endDelay;
    inherit attribute FillMode                           fill;
    inherit attribute double                             iterationStart;
    inherit attribute unrestricted double                iterations;
    inherit attribute (unrestricted double or DOMString) duration;
    inherit attribute PlaybackDirection                  direction;
    inherit attribute DOMString                          easing;
};

dictionary AnimationEffectTimingProperties {
    double                             delay = 0;
    double                             endDelay = 0;
    FillMode                           fill = "auto";
    double                             iterationStart = 0.0;
    unrestricted double                iterations = 1.0;
    (unrestricted double or DOMString) duration = "auto";
    PlaybackDirection                  direction = "normal";
    DOMString                          easing = "linear";
};

dictionary ComputedTimingProperties : AnimationEffectTimingProperties {
    unrestricted double  endTime;
    unrestricted double  activeDuration;
    double?              localTime;
    unrestricted double? progress;
    unrestricted double? currentIteration;
};

enum FillMode { "none", "forwards", "backwards", "both", "auto" };

enum PlaybackDirection { "normal", "reverse", "alternate", "alternate-reverse" };

[Constructor (Animatable? target,
              object? frames,
              optional (unrestricted double or KeyframeEffectOptions) options)]
interface KeyframeEffectReadOnly : AnimationEffectReadOnly {
    readonly attribute Animatable?                 target;
    readonly attribute IterationCompositeOperation iterationComposite;
    readonly attribute CompositeOperation          composite;
    readonly attribute DOMString                   spacing;
    KeyframeEffect   clone ();
    sequence<object> getFrames ();
};

[Constructor (Animatable? target,
              object? frames,
              optional (unrestricted double or KeyframeEffectOptions) options)]
interface KeyframeEffect : KeyframeEffectReadOnly {
    inherit attribute Animatable?                 target;
    inherit attribute IterationCompositeOperation iterationComposite;
    inherit attribute CompositeOperation          composite;
    inherit attribute DOMString                   spacing;
    void setFrames (object? frames);
};

dictionary BaseComputedKeyframe {
     double?            offset = null;
     double             computedOffset;
     DOMString          easing = "linear";
     CompositeOperation composite;
};

dictionary BasePropertyIndexedKeyframe {
    DOMString          easing = "linear";
    CompositeOperation composite;
};

dictionary BaseKeyframe {
    double?            offset = null;
    DOMString          easing = "linear";
    CompositeOperation composite;
};

dictionary KeyframeEffectOptions : AnimationEffectTimingProperties {
    IterationCompositeOperation iterationComposite = "replace";
    CompositeOperation          composite = "replace";
    DOMString                   spacing = "distribute";
};

enum IterationCompositeOperation {"replace", "accumulate"};

enum CompositeOperation {"replace", "add", "accumulate"};

[Constructor (object? frames)]
interface SharedKeyframeList {
};

[NoInterfaceObject]
interface Animatable {
    Animation           animate (object? frames,
                                 optional (unrestricted double or KeyframeAnimationOptions) options);
    sequence<Animation> getAnimations ();
};
dictionary KeyframeAnimationOptions : KeyframeEffectOptions {
    DOMString id = "";
};

partial interface Document {
    readonly attribute DocumentTimeline timeline;
    sequence<Animation> getAnimations();
};

Element implements Animatable;

CSSPseudoElement implements Animatable;

[Constructor (DOMString type, optional AnimationPlaybackEventInit eventInitDict)]
interface AnimationPlaybackEvent : Event {
    readonly attribute double? currentTime;
    readonly attribute double? timelineTime;
};
dictionary AnimationPlaybackEventInit : EventInit {
    double? currentTime = null;
    double? timelineTime = null;
};

Issues Index

Is this right? If you shift an animation backwards in time so that it is now finished, should the current time jump to the end of the target effect, or be allowed to sit past the end of the target effect?
Should we throw an exception for playback rate = 0?
Currently timing functions that generate results outside the range [0, 1] will behave unexpectedly when applied to group effects, 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.

There used to be a step here which seemed to be adding special handling for filling when the effect 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?
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 simple and compact syntax for tools trying to map arbitrary curves (e.g. bounce functions) to timing functions.

The default animation behavior for CSS properties is "as string". Should this be defined here or in CSS Animations Level 2?
We should probably expand 2d functions to their 3d equivalents before matching?
This needs to be more specific, e.g. when combining translate(20px) and translate(30px 10px) we have to expand the first function to translate(20px 0px) first. Probably need to define unit conversion too.

For distance computation we previously defined it as follows:

  1. Look only at the first component of the two lists

  2. If both are translate → euclidean distance

  3. If both are scale → absolute difference

  4. If both are rotate → absolute difference

  5. If both match but are something else → use linear

  6. If they don’t match → use matrix decomposition and euclidean distance between translate components

This seems really arbitrary, especially part 5.

Also, looking at only the first component seems odd. Going through each component, working out the distance and then getting the square of the distance also seems much more consistent with what we do elsewhere.

There are a bunch of CSS properties for which distance (and in some cases addition) is not defined or which need special handling.

For example,

Should we define these here or in the CSS Animation 2 spec?

It seems like this could be done as a separate step at the end and applied to all types of animation effects consistently.
In the presence of certain timing functions, the input iteration progress 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 iteration progress values outside this range.

We have considered removing this restriction since some cases exist where it is useful to be able to specify non-linear changes in property values at iteration progress values outside the range [0, 1]. One example is an animation that interpolates from green to yellow but has an overshoot timing function that makes it temporarily interpolate ‘beyond’ yellow to red before settling back to yellow.

While this effect could be achieved by modification of the keyframes and timing function, this approach seems to break the model’s separation of timing concerns from animation effects.

It is not clear how this effect should be achieved but we note that allowing keyframe offsets outside [0, 1] may make the currently specified behavior where keyframes at offset 0 and 1 are synthesized as necessary, inconsistent.

See section 4 (Keyframe offsets outside [0, 1]) of minuted discussion from Tokyo 2013 F2F.

Should we use the default document timeline of the active document as the default timeline?

For example, something like the following:

[Constructor (optional AnimationEffectReadOnly? effect = null),
 Constructor (AnimationEffectReadOnly? effect,
              AnimationTimeline? timeline)]
partial interface Animation { };

The second constructor is provided so that it is still possible to set a null timeline.

The remove() method can be used to remove an effect from either its parent group or animation. Should we keep it in level 1 and define it simply as removing the animation from its animation?
This interface needs a constructor.
This interface needs a constructor.
Make a constructor for AnimationEffectTimingReadOnly and call that here.
Need to define what happens above when {ident} is not recognized, and when it *is* recognized but does not appear in any of the keyframes.
If source is using a SharedKeyframeList should we continue to share it?
Define serialization for SVG attributes.
What should we do if the [[type]] is break, continue, or return? Can it be?
Do we need null offsets or is it enough to just test for the absence of the property?
Should we really retain this? It might aid feature-detection if we could replace it with some value indicating an error?
Define what to do if there is no target element.
Both this method and getAnimations() on the Animatable interface require retaining forwards-filling animation effects and their animations such that a document that repeatedly produces forwards-filling animations will consume memory in an unbounded fashion. We may need to revise this definition (previously these methods only returned animations whose target effect was current) or provide a loophole for implementations to discard old animations in such conditions.
Is this at odds with those time values being relative to navigationStart and with requestAnimationFrame using the same time as document.timeline.currentTime?