Web Animations

Web Animations

W3C Working Draft,

This version:
http://www.w3.org/TR/2015/WD-web-animations-1-20150707/
Latest version:
http://www.w3.org/TR/web-animations-1/
Editor's Draft:
https://w3c.github.io/web-animations/
Previous Versions:
http://www.w3.org/TR/2014/WD-web-animations-20140605/
http://www.w3.org/TR/2013/WD-web-animations-20130625/
Version History:
https://github.com/w3c/web-animations/commits/master
Feedback:
public-fx@w3.org with subject line “[web-animations] … message topic …” (archives)
Issue Tracking:
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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 section describes the status of this document at the time of its publication. Other documents may supersede this document. A list of current W3C publications and the latest revision of this technical report can be found in the W3C technical reports index at http://www.w3.org/TR/.

Publication as a Working Draft does not imply endorsement by the W3C Membership. This is a draft document and may be updated, replaced or obsoleted by other documents at any time. It is inappropriate to cite this document as other than work in progress.

The (archived) public mailing list public-fx@w3.org (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.

This document is governed by the 1 August 2014 W3C Process Document.

Table of Contents

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.timeline.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 name 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.effect.name));

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.computedTiming.delay +
      animation.effect.computedTiming.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 HTML5 [HTML5].

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 characterise 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 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 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. On each sample 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 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 provides a source of time values for the purpose of synchronization.

Typically, a timeline is tied to the global clock such that its absolute time is calculated as a fixed offset from the time of the global clock. This offset is established by designating some moment as the timeline’s zero time and recording the time value of the global clock at that moment. At subsequent moments, the time value of the timeline is calculated as the difference between the current time value of the global clock and the value recorded at the zero time.

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 when its time value is unresolved.

3.4.1. Document timelines

A document timeline is a 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. 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 ([DOM]) has a document timeline called the default document timeline. The default document timeline is unique to each document and persists for the lifetime of the document including calls to document.open() [HTML5].

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 connects a single animation effect, called its target effect, 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 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 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 priority of conflicting animations, each animation has an associated animation sequence number that is assigned a globally unique sequence number each time it transitions out of the idle play state.

3.5.1. Setting the timeline of a animation

The procedure to set the timeline of an animation, 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.

The procedure to reset an animation’s pending tasks 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. Setting the target effect of an animation

The procedure to set the target effect of an animation, 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.

3.5.3. The current time of an animation

Animations provide a time value to their target effect called the animation’s current time.

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 §3.5.16 Speed control.

3.5.4. 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 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 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.

3.5.5. Setting the start time of an animation

The procedure to set the animation start time 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.

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?

3.5.6. 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 at the first moment where both of the following conditions are true:

3.5.7. Promise objects

Promise objects are defined by [ECMA-262], section 25.4.

To resolve a Promise with value, call the [[Call]] internal method of [[Resolve]] on the Promise capability record for the promise, passing undefined as thisArgument and (value) as argumentsList.

To reject a Promise with reason, call the [[Call]] internal method of [[Reject]] on the Promise capability record for the promise, passing undefined as thisArgument and (reason) as argumentsList.

To create a new resolved Promise with value, call Promise.resolve, passing value as x.

3.5.8. The current ready promise

Each animation has a current ready promise. 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 cancelled (see §3.5.15 Cancelling 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 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();

3.5.9. Playing an animation

The procedure to play an animation, animation, is as follows:

  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 and either animation’s:

    Set animation’s hold time to zero.

    If animation playback rate < 0 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.

      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.

      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.

3.5.10. 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 §3.5.6 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, 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, let animation’s hold time be the result of evaluating ready time - (start time / playback rate).

      Note: If we start playing an animation from the idle state, we will set the hold time to a suitable value while the animation is pending but leave the start time unresolved. The check here for an unresolved start time here ensures we preserve the hold time when aborting a pending play.

    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.

    So long as the above task is scheduled but has yet to run, animation is described as having a pending pause task. 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.

3.5.11. 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 [HTML5], 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.

3.5.12. The current finished promise

Each animation has a current finished promise. 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.

3.5.13. 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 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.

At least with regards to resolving promises / dispatching finish events, it might be better to queue a task for that, and if the animation is still finished when the task runs, resolve the promise / dispatch the event. That way scripts don’t need to be so careful about the order in which they make timing changes.

For each animation, the user agent maintains a previous current time time value that is originally unresolved, and a previous finished state boolean flag that is initially false.

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 for animation, given a flag did seek (to indicate if the update is being performed after setting the current time), 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. Let current finished state be true if the play state of animation is finished. Otherwise, let it be false.

  3. If current finished state is true and previous finished state is false, resolve animation’s current finished promise object with animation.

  4. If current finished state is false and previous finished state is true, set animation’s current finished promise to a new (pending) Promise object.

  5. Set animation’s previous finished state to current finished state.

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

3.5.14. 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 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. Set the current time to limit.

    The procedure for setting the current time has the side effect of cancelling any pending pause task so we don’t need to handle that here.
  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 play task and start time is resolved, cancel that task and resolve the current ready promise of animation with animation.

  6. Run the procedure to update an animation’s finished state animation with the did seek flag set to true.

Note: Finishing an animation does not necessarily cause that animation to enter the finished play state. In particular, if an animation was in the paused play state before finishing, it will remain in the paused play state afterwards.

3.5.15. Cancelling an animation

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

The procedure to cancel an animation for animation is as follows:

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

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

    If animation is already idle should we just keep the existing finished promise and not reject it? That seems more intuitive but the current behavior where cancel() always rejects the current finished promise might also be more useful/reliable?

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

  4. Make animation’s hold time unresolved.

  5. Make animation’s start time unresolved.

3.5.16. 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 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).

3.5.16.1. 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 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 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.

3.5.17. Reversing an animation

The procedure to reverse an animation 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.

3.5.18. Play states

An animation may be described as being in one of the following play states 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

The current time of animation is unresolved,

idle

The start time of animation is unresolved,

paused

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

finished

Otherwise,

running

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'
});

3.6. Animation effects

An animation effect 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 with that effect. 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 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 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 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 of an animation effect is the result of calculating the following expression:

end time = max(start delay + active duration + end delay, 0).

3.6.4. Local time

The local time of an animation effect at a given moment is based on the first matching condition from the following:

If the animation effect is associated with an animation,

the local time is the current time of the animation.

Otherwise,

the local time is unresolved.

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 summarised 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 if the animation effect’s local time is not unresolved and is less than the effect’s start delay.

An animation effect is in the active phase 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 the sum of its start delay and active duration.

An animation effect is in the after phase if the animation effect’s local time is not unresolved and is greater than or equal to the sum of its start delay and active duration.

An animation effect is in play 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 if either of the following conditions is true:

An animation effect is in effect 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.

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.

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. 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. 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 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 thereonwards), 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 = 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 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 = 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 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 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 scaled active time - start offset is equal to the active duration, and iteration count is not zero, and (iteration count + iteration start) % 1 is zero, return the iteration duration.

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

3.9.4. Calculating the current iteration

The current iteration can be calculated using the following steps:

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

  2. If the active time is zero, return floor(iteration start).

    This is needed so that we report the correct current iteration when doing a backwards fill for an animation with a zero-length iteration duration.
  3. If the iteration duration is zero,

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

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

  4. If the iteration time equals the iteration duration, return iteration start + iteration count - 1.

  5. Return floor(scaled active time / iteration duration).

    If the iteration duration is infinity, the result of floor(scaled active time / iteration duration) will be zero as defined by IEEE 754-2008.

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 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 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 modelling 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 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 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 Béier timing functions accepted by the easing member of the AnimationEffectTiming interface member from the programming interface.

A cubic Bézier timing function is a type of timing function defined by four real numbers that specify the two control points, P1 and P2, of a cubic Bézier curve whose end points are fixed at (0, 0) and (1, 1). The x coordinates of P1 and P2 are restricted to the range [0, 1].

The evaluation of this curve is covered in many sources such as [FUND-COMP-GRAPHICS].

A cubic Bézier timing function may be specified as a string using the following syntax (using notation from [CSS3VAL]):

<cubic-bezier-timing-function> = ease | ease-in | ease-out | ease-in-out | cubic-bezier(<number>, <number>, <number>, <number>)

The meaning of each value is as follows:

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 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 animation effect associated with an animation effect, an additional before flag 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> = 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 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 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 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.

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 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. 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.

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, the distance computation procedure is simply distance = 1.

4.1.3.1. Not animatable

Some properties are specifically defined as not animatable. 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 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 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.

The offset of a keyframe 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 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 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 specified for the keyframe effect. The keyframe spacing modes are:

distribute

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

paced

Indicates that keyframes with a null keyframe offset are positioned so that the distance between subsequent values of a specified paced property 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.

4.2.1.1. Applying spacing to keyframes

We define a generic procedure for evenly distributing a keyframe, keyframe, between two reference keyframes, start and end, whose computed keyframe offsets are not null, as follows:

  1. Let offsetk 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 computed keyframe offset values of each keyframe are determined using the following procedure.

  1. Let keyframes refer to the list of keyframes associated with the keyframe effect.

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

  3. 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.

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

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

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

    If the spacing mode is paced,

    1. Define a keyframe as paceable 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 spaced A.

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

      1. Let distk 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].

      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.

The above algorithm is quite complex. It attempts to cover all possible combinations of input where keyframe offsets and or paced property values may be missing. Furthermore, it attempts to do this in a way that degenerates consistently and also allows the author to combine fixed offsets with either pacing or distribute spacing. We await implementation experience to determine if the complexity is justified.

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 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.

  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 points 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 applying the normalization defined in §5.10.2 Processing a frames argument and resolving null keyframe offsets by applying spacing behavior.

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 and is based on establishing an effect stack for each property targetted 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 targetting 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 priority.

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

The relative priority 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.

Further specifications may define specialized behavior for prioritizing animations between types or within a particular type.

This section is non-normative

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

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

4.3.2. The effect stack

Associated with each property targetted by one or more keyframe effects is an effect stack that establishes the relative priority of the keyframe effects.

The relative priority 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 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 prioritization defined for the corresponding types.

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

    3. If A and B are still not sorted, sort by the animation sequence number of their associated animations so that lower sequence numbers sort first.

Animation effects that sort earlier have lower priority.

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 order of priority from lowest to highest priority.

Each step in the process of evaluating an effect stack takes an underlying value 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, is simply the result of combining the effect value of the final (highest priority) 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 of the keyframe effect that produced the effect value.

This specification defines three composite operations as follows:

replace

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

add

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

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 highest priority effect 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 highest priority effect 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. 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 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 determines how values are combined between successive iterations of the same keyframe effect.

This specification defines two iteration composite operations as follows:

replace

Each successive iteration is calculated independently of previous iterations.

accumulate

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 {
    readonly attribute double? currentTime;
    sequence<Animation> getAnimations();
};

currentTime, of type double, readonly, nullable

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

sequence<Animation> getAnimations()

Returns the set of Animation objects associated with this timeline that have associated target effect which is current or in effect.

The returned list is sorted using the prioritization 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.

5.3. 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 : AnimationTimeline {
};

DocumentTimeline (originTime)

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

originTime

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 {
             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;
    void cancel ();
    void finish ();
    void play ();
    void pause ();
    void reverse ();
};

Animation (effect, timeline)

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

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

timeline

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

effect, 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, 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, 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, of type double, nullable

The current time of this animation unless this animation has a pending pause task, in which case this attribute returns null.

This behavior is intended to prevent authors for relying on the currentTime while an animation is waiting to pause but is also somewhat confusing.

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

playbackRate, 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, of type AnimationPlayState, readonly

The play state of this animation.

ready, of type Promise<Animation>, readonly

Returns the current ready promise for this object.

finished, of type Promise<Animation>, readonly

Returns the current finished promise for this object.

void cancel()

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

void finish()

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()

Unpauses the animation and rewinds if it has finished playing using the procedure to play an animation for this object.

void pause()

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

void reverse()

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 { "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 {
    readonly attribute AnimationEffectTimingReadOnly timing;
    readonly attribute ComputedTimingProperties      computedTiming;
};
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, 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.

computedTiming, of type ComputedTimingProperties, readonly

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

Although several of the attributes of the this object are common to the AnimationEffectTimingReadOnly object returned by the timing attribute, the values of this object represent the values after applying the adjustments described by the AnimationEffectTiming interface as being “for the purpose of timing model calculations”.

auto values are also expanded as follows:

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 {
    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, 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, of type double, readonly

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

fill, 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, 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 the 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, 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, 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, of type PlaybackDirection, readonly

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

easing, 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 : 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, of type double

See the delay attribute of the AnimationEffectTimingReadOnly interface.

endDelay, of type double

See the endDelay attribute of the AnimationEffectTimingReadOnly interface.

fill, of type FillMode

See the fill attribute of the AnimationEffectTimingReadOnly interface.

iterationStart, of type double

See the iterationStart attribute of the AnimationEffectTimingReadOnly interface.

Values less than zero are clamped to zero for the purpose of timing model calculations.

iterations, 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.

Values less than zero and NaN values are treated as the value 1.0 for the purpose of timing model calculations.

duration, of type (unrestricted double or DOMString)

See the duration attribute of the AnimationEffectTimingReadOnly interface.

Real numbers less than zero, NaN values, and strings other than the lowercase value auto are treated the same as auto for the purpose of timing model calculations.

direction, of type PlaybackDirection

See the direction attribute of the AnimationEffectTimingReadOnly interface.

easing, of type DOMString

See the easing attribute of the AnimationEffectTimingReadOnly interface.

Invalid values, unrecognized values, or values that correspond to a timing function that is not supported for the type of animation effect to which this property is applied, are treated as if the linear keyword was specified for the purpose of timing model calculations.

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 computedTiming attribute 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 {
    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, of type double, defaulting to 0

See the delay attribute of the AnimationEffectTiming interface.

endDelay, of type double, defaulting to 0

See the endDelay attribute of the AnimationEffectTiming interface.

fill, of type FillMode, defaulting to "auto"

See the fill attribute of the AnimationEffectTiming interface.

iterationStart, of type double, defaulting to 0.0

See the iterationStart attribute of the AnimationEffectTiming interface.

iterations, of type unrestricted double, defaulting to 1.0

See the iterations attribute of the AnimationEffectTiming interface.

duration, of type (unrestricted double or DOMString), defaulting to "auto"

See the duration attribute of the AnimationEffectTiming interface.

direction, of type PlaybackDirection, defaulting to "normal"

See the direction attribute of the AnimationEffectTiming interface.

easing, 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 : AnimationEffectTimingProperties {
    unrestricted double  endTime;
    unrestricted double  activeDuration;
    double?              localTime;
    unrestricted double? progress;
    unrestricted double? currentIteration;
};

endTime, 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, of type unrestricted double

The active duration of this animation effect.

localTime, 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, of type unrestricted double, nullable

The current iteration progress of this animation effect.

currentIteration, 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 { "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 { "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,
              (PropertyIndexedKeyframe or sequence<Keyframe> or SharedKeyframeList) 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<ComputedKeyframe> getFrames ();
};

[Constructor (Animatable? target,
              (PropertyIndexedKeyframe or sequence<Keyframe> or SharedKeyframeList) 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 ((PropertyIndexedKeyframe or sequence<Keyframe> or SharedKeyframeList) frames);
};

KeyframeEffectReadOnly ()

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.

    Make a constructor for AnimationEffectTimingReadOnly and call that here.

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

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

Animatable? target

The target element or target pseudo-element. This may be null for animations that do not target a specific element.

(PropertyIndexedKeyframe or sequence<Keyframe>) frames

The set of keyframes to use.

optional KeyframeEffectOptions options

Either a number specifying the iteration duration of the effect, or a collection of properties specifying the timing and behavior of the effect.

KeyframeEffect ()

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 §5.10.3 Creating a new KeyframeEffect object.

target, of type Animatable, readonly, nullable

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, of type IterationCompositeOperation, readonly

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, of type CompositeOperation, readonly

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, of type DOMString, readonly

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.

All other values are treated as "distribute" for the purpose of animation model calculations.

KeyframeEffect clone ()

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. Issue: 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<ComputedKeyframe> getFrames()

Returns the keyframes that make up this effect as a sequence of ComputedKeyframe objects.

The value returned differs from the frames argument passed into setFrames() or the KeyframeEffectReadOnly() or KeyframeEffect() constructors in the following ways:

Replace this with a frames attribute.

void setFrames((PropertyIndexedKeyframe or sequence<Keyframe>) frames)

Replaces the set of keyframes that make up this effect.

frames

A PropertyIndexedKeyframe object or sequence of Keyframe objects used to replace the set of keyframes that make up this effect.

On calling, the implementation must perform the validation defined in §5.10.2 Processing a frames argument.

Why doesn’t this take a SharedKeyframeList?

5.10.1. The KeyframeEffectOptions dictionary

Additional parameters may be passed to the KeyframeEffectReadOnly() and KeyframeEffect() constructors by providing a KeyframeEffectOptions object.

dictionary KeyframeEffectOptions : AnimationEffectTimingProperties {
    IterationCompositeOperation iterationComposite = "replace";
    CompositeOperation          composite = "replace";
    DOMString                   spacing = "distribute";
};

iterationComposite, of type IterationCompositeOperation, defaulting to "replace"

The iteration composite operation used to define the way animation values build from iteration to iteration.

composite, 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, 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.

Unrecognized values are set on the created KeyframeEffectReadOnly or KeyframeEffect object, but are treated as "distribute" for the purpose of animation model calculations.

5.10.2. Processing a frames argument

On each call to setFrames(), the KeyframeEffectReadOnly() constructor, the KeyframeEffect() constructor, or the SharedKeyframeList(), the passed-in frames argument is verified and normalized according to the following procedure.

Note that this occurs after converting to IDL types including the specific processing defined to convert an ECMAScript object to an IDL Keyframe object or PropertyIndexedKeyframe object.

The result of this procedure is a normalized sequence of Keyframe objects which forms the input for calculating effect values (see §4.2.2 The effect value of a keyframe effect).

  1. If frames is a SharedKeyframeList object, then return the normalized sequence of Keyframe objects established when the SharedKeyframeList object was constructed and abort this procedure.

  2. Normalization depends on the type of frames as follows:

    If frames is a PropertyIndexedKeyframe object,

    1. Let expanded keyframe list initially be an empty list.

    2. Let composite operation be the value of the “composite” member of frames, or null if there is no member of that name.

    3. Let easing be the value of the “easing” member of frames, or “linear” otherwise.

    4. For each member, m, in frames, 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 frames after m.

      3. Let property values be the value for m. If the value for m is a DOMString (i.e. not a sequence of DOMStrings), let property values be a sequence with a single element corresponding to the value for m.

      4. Let property keyframes be an empty list.

      5. For each value, v, in property values perform the following steps:

        1. Let k be a new Keyframe object with the offset, easing and composite attributes set to the default dictionary values.

        2. Add the following member to k:

          • member key: property name

          • member value: v

        3. Set k.composite to composite operation.

        4. Set k.easing to easing.

        5. Append k to property keyframes.

      6. Apply the procedure for §4.2.1.1 Applying spacing to keyframes to the property keyframes list.

        Applying this procedure here means that offsets are fixed and paced spacing will no longer respond to changes in the environment (such as percentage values where the frame of reference changes).

        We could possibly:

        • Only allow distribute spacing with property-indexed keyframes (i.e. ignore the spacing mode).

        • Only allow distribute spacing and also drop offsets at the end of this procedure so at least the list of keyframes can be more easily updated.

        • Perform an additional step before calculating effect values and before returning from getFrames() that does spacing and merging.

        The procedure for spacing probably needs to be refactored to just take a sequence of keyframes and a spacing mode.

      7. Add the keyframes in property keyframes to all keyframes.

    5. Sort all keyframes by offset, in increasing order.

    6. Merge adjacent keyframes in expanded keyframes when they have equal offsets.

    7. Let frames refer to expanded keyframes.

    Otherwise,

    1. If frames is not loosely sorted by offset, throw a TypeError.

    2. If there exist any Keyframe object in frames whose offset member is non-null and less than zero or greater than one, throw a TypeError.

  3. Remove all property values in frames that are invalid or not supported by the implementation.

  4. Return frames.

    Need to define what invalid means here.

5.10.3. 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.

// 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);

5.11. The IterationCompositeOperation enumeration

The possible values of an animation effect’s iteration composite operation are represented by the IterationCompositeOperation enumeration.

enum IterationCompositeOperation {"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 enumeration.

enum CompositeOperation {"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 Keyframe dictionary

Individual keyframes are represented by a special kind of Keyframe dictionary type whose members map to the properties to be animated. At the time of writing, this kind of open-ended dictionary cannot be represented using WebIDL and hence special ECMAScript-specific handling for this type is defined in §5.13.1 Processing a Keyframe object. No handling is defined for other languages.

dictionary Keyframe {
    // ... property-value pairs ...
    double?             offset = null;
    DOMString           easing = "linear";
    CompositeOperation? composite = null;
};

offset, of type double, nullable, defaulting to null

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

Keyframes with offsets outside the range [0.0, 1.0] are ignored when calculating animation values as defined in §5.10.2 Processing a frames argument.

A null value indicates that the keyframe should be positioned using the keyframe effect’s keyframe spacing mode.

easing, of type DOMString, defaulting to "linear"

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, of type CompositeOperation, nullable, defaulting to null

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

If null, the composite operation specified on the AnimationEffectReadOnly will be used.

5.13.1. Processing a Keyframe object

Since accessing the properties of an ECMAScript user object can have side effects, the manner in which these properties is accessed is important. In light of this consideration the procedure for converting an ECMAScript object into an IDL Keyframe object has the following properties:

  • Each property that is read, is read only once.

  • Properties are read in a well-defined order.

  • Properties corresponding to unsupported target properties or attributes are not read.

Since much of the processing for Keyframe objects is shared with PropertyIndexedKeyframe objects, we define a generic procedure to convert an ECMAScript keyframe-like object to an IDL keyframe that takes the following parameters:

The procedure is as follows:

  1. Let keyframe result be an <<OutputType>> IDL object with the offset, easing and composite attributes set to the default dictionary values.

  2. Create a list, supported properties, of property names and attribute names that can be animated by the implementation.

  3. Convert each property name in supported properties to the equivalent IDL attribute by applying the CSS property to IDL attribute algorithm [CSSOM].

  4. If the user agent supports animation of the float CSS property, replace "float" in supported properties with "cssFloat".

  5. If the user agent supports animation of the offset attribute of SVG stop elements [SVG2], replace "offset" in supported properties with "svgOffset".

  6. Let animation properties be an empty sequence.

  7. Use the internal [[Enumerate]] operation on keyframe input to iterate over its properties. For each property perform the step corresponding to the first matching condition from below, if any.

    If property is a case-sensitive match for the string "offset",

    If allow offsets is false, throw a TypeError and abort this procedure.

    Otherwise, let offset value be the result of calling the [[Get]] internal method on keyframe input with property name "offset". If offset value is null, set the offset member of keyframe result to null. Otherwise, set it to the result of applying the procedure for converting an ECMAScript value into an IDL double [WEBIDL] to offset value.

    If property is a case-sensitive match for the string "easing",

    Set the easing member of keyframe result to the result of applying the procedure for converting an ECMAScript value to an IDL DOMString value [WEBIDL] with the [TreatNullAs=EmptyString] annotation in effect, to the result of calling the [[Get]] internal method of keyframe input with property name "easing".

    If the resulting string does not conform to the grammar defined for the easing attribute of the AnimationEffectTiming interface or is not supported by the implementation, then set the easing of keyframe result to the string “linear”.

    If property is a case-sensitive match for the string "composite",

    Let composite value be the result of calling the [[Get]] internal method on keyframe input with property name "composite". If composite value is null, set the composite member of keyframe result to null. Otherwise, set it to the result of applying the procedure for converting an ECMAScript value to an IDL enumeration type [WEBIDL] with CompositeOperation as the enumeration type, to composite value.

    Otherwise, if property also exists in supported properties based on a case-sensitive comparison,

    append property to animation properties.

  8. For user agents that support both a prefixed and an unprefixed version of some CSS properties, remove all prefixed properties from animation properties where the corresponding unprefixed version is also present in animation properties.

    I’d like to remove this step. Prefixes are history.

  9. Sort animation properties lexicographically by the Unicode codepoints that define each element.

  10. Iterate over animation properties from beginning to end and for each name in animation properties add a new member pair to keyframe result as follows:

    • member key: the result of applying the the IDL attribute to CSS property algorithm [CSSOM] to name unless name is a case-sensitive match for the string "cssFloat" in which case use the string "float".

    • member value: the result of converting the value returned from the [[Get]] method of keyframe input with property name, name. The IDL type to use for conversion is (DOMString or sequence“DOMString”) if allow lists is true, and DOMString otherwise. In both cases the conversion is performed with the [TreatNullAs=EmptyString] annotation in effect.

  11. Return keyframe result.

The above algorithm gives special meaning to the property names "offset", "easing", and "composite". If a CSS property called "offset" or "composite" is ever introduced it will clash with the meaning here.

We have a few options:

  • Add special handling at that time to allow addressing the property of the same name, e.g. cssOffset.

  • Rename these keywords now to reduce risk of a later clash, e.g. "keyframeOffset".

The procedure to convert an ECMAScript object to an IDL Keyframe object with parameter keyframe input is simply the result of applying the procedure to convert a keyframe-like object with the following parameter assignments:

5.14. The PropertyIndexedKeyframe dictionary

Keyframe lists can also be specified using a PropertyIndexedKeyframe dictionary type which provides a convenient syntax for specifying a sequence of values for each property.

PropertyIndexedKeyframe objects are expanded into a sequence of Keyframe objects using the procedure defined in §5.10.2 Processing a frames argument.

Unlike Keyframe objects, PropertyIndexedKeyframe objects do not permit keyframe offsets to be specified.

This feature is gated on implementation experience—it is currently unknown whether the additional complexity introduced by the feature is warranted by the improvement in usability.

This section is non-normative.

Property-indexed keyframes make it easy to create regularly spaced animations. For example:

// 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);

As with Keyframe dictionaries, special ECMAScript-specific handling for this type is defined in §5.14.1 Processing PropertyIndexedKeyframe objects. No handling is defined for other languages.

dictionary PropertyIndexedKeyframe {
    // ... property-value and property-valuelist pairs ...
    DOMString           easing = "linear";
    CompositeOperation? composite = null;
};

easing, of type DOMString, defaulting to "linear"

The timing function used to transform the progress of time between any two adjacent keyframes defined by this dictionary.

The syntax and error-handling associated with parsing this string is identical to that defined for the easing attribute of the AnimationEffectTiming interface.

composite, of type CompositeOperation, nullable, defaulting to null

The keyframe-specific composite operation used to combine the values specified by any keyframe defined by this dictionary with the appropriate underlying value.

If null, the composite operation specified on the AnimationEffectReadOnly will be used.

5.14.1. Processing PropertyIndexedKeyframe objects

The procedure to convert an ECMAScript object to an IDL PropertyIndexedKeyframe object with parameter keyframe input is simply the result of applying the procedure to convert a keyframe-like object with the following parameter assignments:

5.15. The ComputedKeyframe dictionary

Keyframes returned by the getFrames() method of the KeyframeEffectReadOnly interface are represented using ComputedKeyframe dictionary objects.

dictionary ComputedKeyframe : Keyframe {
    double computedOffset;
};

computedOffset, of type double

The computed keyframe offset calculated for this keyframe as a result of applying the spacing procedure defined in §4.2.1 Spacing keyframes.

5.16. The SharedKeyframeList interface

The SharedKeyframeList interface represents a sequence of Keyframe dictionary objects such that it 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 ((PropertyIndexedKeyframe or sequence<Keyframe> or SharedKeyframeList) frames)]
interface SharedKeyframeList {
};

SharedKeyframeList(frames)

Creates a new SharedKeyframeList object.

frames

The keyframes to be shared. This argument is processed using the procedure defined in §5.10.2 Processing a frames argument.

We used to have wording here that indicated that if frames is a SharedKeyframeList, the newly-created object should refer to the same set of keyframes, rather than copying them, but that is an (untestable) implementation detail so it has been removed.

Do we really need to support new SharedKeyframeList(new SharedKeyframeList()) anyway?

5.17. The Animatable interface

Objects that may be the target of an KeyframeEffectReadOnly object implement the Animatable interface.

[NoInterfaceObject]
interface Animatable {
    Animation           animate ((PropertyIndexedKeyframe or sequence<Keyframe> or SharedKeyframeList) frames,
                                 optional (double or KeyframeEffectOptions) options);
    sequence<Animation> getAnimations ();
};

Animation animate(frames, options)

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.

  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. Run the procedure to play an animation for animation.

  4. 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

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

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()

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 prioritization 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.

5.18. Extensions to the Document interface

The following extensions are made to the Document interface defined in [DOM].

partial interface Document {
    readonly attribute DocumentTimeline timeline;
};

timeline, of type DocumentTimeline, readonly

The DocumentTimeline object representing the default document timeline.

5.19. 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);

5.20. Extensions to the PseudoElement interface

Since keyframe effects may also target pseudo-elements, the PseudoElement interface [CSSOM] is also defined to be animatable.

PseudoElement implements Animatable;

This interface is marked at-risk in the 5 December 2013 WD of CSSOM. If it is removed, we will need to provide an equivalent definition here.

5.21. 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 §3.5.4 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.computedTiming.localTime is 3000
animation.currentTime += 2000;
alert(animation.effect.computedTiming.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 defines that 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 [HTML5].

User agents that pause and resume media elements when the referencing document is unloaded and traversed, are encouraged to apply consistent handling to documents containing Web Animations content. If provided, this behavior SHOULD be achieved by 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 dependant however, it is RECOMMENDED that user agents be able to represent input time values with microsecond precision so that 0.000001 is distinguishable from 0.0.

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 5 June 2014 Working Draft:

Changes since the 25 June 2013 Working Draft are included in Appendix C of the 5 June 2014 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

[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/
[ECMA-262]
Allen Wirfs-Brock. ECMA-262 6th Edition, The ECMAScript 2015 Language Specification. June 2015. Standard. URL: http://www.ecma-international.org/ecma-262/6.0/
[HTML]
Ian Hickson. HTML Standard. Living Standard. URL: https://html.spec.whatwg.org/multipage/
[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. 9 April 2015. WD. URL: http://www.w3.org/TR/SVG2/
[WebIDL]
Cameron McCormack. Web IDL. 19 April 2012. CR. URL: http://www.w3.org/TR/WebIDL/
[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-3]
David Baron. CSS Overflow Module Level 3. 18 April 2013. WD. URL: http://www.w3.org/TR/css-overflow-3/
[CSSOM]
Simon Pieters; Glenn Adams. CSS Object Model (CSSOM). 5 December 2013. WD. URL: http://www.w3.org/TR/cssom/
[CSSOM-1]
CSS Object Model Level 1 URL: http://www.w3.org/TR/cssom/
[DOM]
Anne van Kesteren; et al. W3C DOM4. 18 June 2015. LCWD. URL: http://www.w3.org/TR/dom/
[DOM-LS]
Document Object Model URL: http://dom.spec.whatwg.org/
[HTML5]
Ian Hickson; et al. HTML5. 28 October 2014. REC. URL: http://www.w3.org/TR/html5/
[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

Informative References

[FUND-COMP-GRAPHICS]
Peter Shirley; Michael Ashikhmin; Steve Marschner. Fundamentals of Computer Graphics. 2009.
[ANIMATION-TIMING]
James Robinson; Cameron McCormack. Timing control for script-based animations. 31 October 2013. CR. 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/
[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;
    sequence<Animation> getAnimations();
};

[Constructor (DOMHighResTimeStamp originTime)]
interface DocumentTimeline : AnimationTimeline {
};

[Constructor (optional AnimationEffectReadOnly? effect = null,
              optional AnimationTimeline? timeline = null)]
interface Animation {
             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;
    void cancel ();
    void finish ();
    void play ();
    void pause ();
    void reverse ();
};

enum AnimationPlayState { "idle", "pending", "running", "paused", "finished" };

interface AnimationEffectReadOnly {
    readonly attribute AnimationEffectTimingReadOnly timing;
    readonly attribute ComputedTimingProperties      computedTiming;
};

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,
              (PropertyIndexedKeyframe or sequence<Keyframe> or SharedKeyframeList) 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<ComputedKeyframe> getFrames ();
};

[Constructor (Animatable? target,
              (PropertyIndexedKeyframe or sequence<Keyframe> or SharedKeyframeList) 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 ((PropertyIndexedKeyframe or sequence<Keyframe> or SharedKeyframeList) frames);
};

dictionary KeyframeEffectOptions : AnimationEffectTimingProperties {
    IterationCompositeOperation iterationComposite = "replace";
    CompositeOperation          composite = "replace";
    DOMString                   spacing = "distribute";
};

enum IterationCompositeOperation {"replace", "accumulate"};

enum CompositeOperation {"replace", "add", "accumulate"};

dictionary Keyframe {
    // ... property-value pairs ...
    double?             offset = null;
    DOMString           easing = "linear";
    CompositeOperation? composite = null;
};

dictionary PropertyIndexedKeyframe {
    // ... property-value and property-valuelist pairs ...
    DOMString           easing = "linear";
    CompositeOperation? composite = null;
};

dictionary ComputedKeyframe : Keyframe {
    double computedOffset;
};

[Constructor ((PropertyIndexedKeyframe or sequence<Keyframe> or SharedKeyframeList) frames)]
interface SharedKeyframeList {
};

[NoInterfaceObject]
interface Animatable {
    Animation           animate ((PropertyIndexedKeyframe or sequence<Keyframe> or SharedKeyframeList) frames,
                                 optional (double or KeyframeEffectOptions) options);
    sequence<Animation> getAnimations ();
};

partial interface Document {
    readonly attribute DocumentTimeline timeline;
};

Element implements Animatable;

PseudoElement implements Animatable;

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?
At least with regards to resolving promises / dispatching finish events, it might be better to queue a task for that, and if the animation is still finished when the task runs, resolve the promise / dispatch the event. That way scripts don’t need to be so careful about the order in which they make timing changes.
If animation is already idle should we just keep the existing finished promise and not reject it? That seems more intuitive but the current behavior where cancel() always rejects the current finished promise might also be more useful/reliable?
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?

The above algorithm is quite complex. It attempts to cover all possible combinations of input where keyframe offsets and or paced property values may be missing. Furthermore, it attempts to do this in a way that degenerates consistently and also allows the author to combine fixed offsets with either pacing or distribute spacing. We await implementation experience to determine if the complexity is justified.
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.

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.
This behavior is intended to prevent authors for relying on the currentTime while an animation is waiting to pause but is also somewhat confusing.
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.
Replace this with a frames attribute.
Why doesn’t this take a SharedKeyframeList?

Applying this procedure here means that offsets are fixed and paced spacing will no longer respond to changes in the environment (such as percentage values where the frame of reference changes).

We could possibly:

The procedure for spacing probably needs to be refactored to just take a sequence of keyframes and a spacing mode.
Need to define what invalid means here.
I’d like to remove this step. Prefixes are history.

The above algorithm gives special meaning to the property names "offset", "easing", and "composite". If a CSS property called "offset" or "composite" is ever introduced it will clash with the meaning here.

We have a few options:

This feature is gated on implementation experience—it is currently unknown whether the additional complexity introduced by the feature is warranted by the improvement in usability.
Do we really need to support new SharedKeyframeList(new SharedKeyframeList()) anyway?
This interface is marked at-risk in the 5 December 2013 WD of CSSOM. If it is removed, we will need to provide an equivalent definition here.
Is this at odds with those time values being relative to navigationStart and with requestAnimationFrame using the same time as document.timeline.currentTime?