| Index: third_party/web-animations-js/README.md
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| +[](https://travis-ci.org/web-animations/web-animations-js)
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| +
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| +Latest specification at http://w3c.github.io/web-animations/.
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| +
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| +## Learn the tech
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| +
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| +### Why Web Animations?
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| +
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| +Four animation-related specifications already exist on the web platform: [CSS Transitions](http://dev.w3.org/csswg/css-transitions/),
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| +[CSS Animations](http://dev.w3.org/csswg/css-animations/), [SVG Animations](http://www.w3.org/TR/SVG/animate.html) / [SMIL](http://www.w3.org/TR/2001/REC-smil-animation-20010904/), and `requestAnimationFrame()`. However:
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| +
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| +- *CSS Transitions / CSS Animations are not very expressive* - animations can't
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| +be composed, or sequenced, or even reliably run in parallel; and animations can't be tweaked from script.
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| +- *SVG Animations are very expressive, but also very complicated*. SVG Animations
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| +can't be applied to HTML content.
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| +- *`requestAnimationFrame()` is not a declarative approach* - it requires the use
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| +of the main thread, and will therefore jank if the main thread is busy.
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| +
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| +Web Animations is a new specification for animated content on the web. It's being
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| +developed as a W3C specification as part of the CSS and SVG working groups. It aims
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| +to address the deficiencies inherent in these four specifications. Web Animations also aims to replace the underlying implementations of CSS Transitions, CSS Animations and SVG Animations, so that:
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| +
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| +- The code cost of supporting animations on the web is reduced.
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| +- The various animations specifications are interoperable.
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| +- Spec authors and browser vendors have a single place to experiment with new animation innovations to improve the Web for the future.
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| +
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| +### Basic usage
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| +
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| +Here's a simple example of an animation that scales and changes the opacity of
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| +a `<div>` over 0.5 seconds. The animation alternates producing a pulsing effect.
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| +
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| + <div class="pulse" style="width:150px;">Hello world!</div>
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| + <script>
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| + var elem = document.querySelector('.pulse');
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| + var player = document.timeline.play(new Animation(elem, [
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| + {opacity: "0.5", transform: "scale(0.5)"},
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| + {opacity: "1.0", transform: "scale(1)"}
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| + ],
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| + {
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| + direction: "alternate", duration: 500, iterations: Infinity
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| + }));
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| + </script>
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| +
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| +### The animation model
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| +
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| +The Web Animations model is a description of an engine for animation content on the web. The engine is sufficiently powerful to support CSS Transitions, CSS Animations and SVG Animations.
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| +
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| +Web Animations also exposes a JS API to the model. This API defines a number of
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| +new interfaces that are exposed to JavaScript. We'll go through some of the more
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| +important ones here: Animations, AnimationEffects, TimingDictionaries, TimingGroups, and AnimationPlayers.
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| +
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| +An `Animation` object defines a single animation effect that applies to a single element target. For example:
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| +
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| + var animation = new Animation(targetElement,
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| + [{left: '0px'}, {left: '100px'}], 2000);
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| +
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| +Here, the target element's "left" CSS property is modified smoothly from `0px` to `100px` over 2 seconds.
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| +
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| +### Specifying animation effects
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| +
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| +An `AnimationEffect` object controls which CSS properties and SVG attributes are
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| +modified by an animation, and the values that those properties and attributes
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| +vary between. AnimationEffect objects also control whether the effect replaces
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| +or adds to the underlying value.
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| +
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| +There are three major kinds of effects: `KeyframeEffect`, `MotionPathEffect`, and `EffectCallback`.
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| +
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| +#### Animating between keyframes
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| +
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| +A `KeyframeEffect` controls one or more properties/attributes by linearly
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| +interpolating values between specified keyframes. KeyframeEffects are usually
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| +defined by specifying the keyframe offset and the property-value pair in a
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| +dictionary:
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| +
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| + [
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| + {offset: 0.2, left: "35px"},
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| + {offset: 0.6, left: "50px"},
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| + {offset: 0.9, left: "70px"},
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| + ]
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| +
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| +If the offset is not specified, keyframes are evenly distributed at offsets
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| +between 0 and 1.
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| +
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| + [{left: "35px"}, {left: "50px"}, {left: "70px"}]
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| +
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| +See the [specification](http://www.w3.org/TR/web-animations/#keyframe-animation-effects) for the details
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| +of the keyframe distribution procedure, and how KeyframeEffects are
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| +evaluated at offsets outside those specified by the keyframes.
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| +
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| +#### Animating along paths
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| +
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| +A `MotionPathEffect` allows elements to be animated along SVG-style paths. For example:
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| +
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| + <svg xmlns="http://www.w3.org/2000/svg" version="1.1">
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| + <defs>
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| + <path id=path d="M 100,100 a 75,75 0 1,0 150,0 a 75,75 0 1,0 -150,0"/>
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| + </defs>
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| + </svg>
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| + <script>
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| + var animFunc = new MotionPathEffect(document.querySelector('#path').pathSegList);
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| + var animation = new Animation(targetElement, animFunc, 2000);
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| + </script>
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| +
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| +#### Custom animation effects
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| +
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| +An `EffectCallback` allows animations to generate call-outs to JavaScript
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| +rather than manipulating properties directly. Please see the
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| +[specification](http://www.w3.org/TR/web-animations/#custom-effects) for more details on this
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| +feature.
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| +
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| +### Sequencing and synchronizing animations
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| +
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| +Two different types of TimingGroups (`AnimationGroup` and `AnimationSequence`) allow animations to be synchronized and sequenced.
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| +
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| +To play a list of animations in parallel:
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| +
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| + var animationGroup = new AnimationGroup([new Animation(...), new Animation(...)]);
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| +
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| +To play a list in sequence:
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| +
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| + var animationSequence = new AnimationSequence([new Animation(...), new Animation(...)]);
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| +
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| +Because `Animation`, `AnimationGroup`, `AnimationSequence` are all TimedItems, groups can be nested:
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| +
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| + var animationGroup = new AnimationGroup([
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| + new AnimationSequence([
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| + new Animation(...),
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| + new Animation(...),
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| + ]),
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| + new Animation(...)
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| + ]);
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| +
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| +Groups also take an optional TimingDictionary parameter (see below), which among other things allows iteration and timing functions to apply at the group level:
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| +
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| + var animationGroup = new AnimationGroup([new Animation(...), new Animation(...)], {iterations: 4});
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| +
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| +### Controlling the animation timing
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| +
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| +TimingDictionaries are used to control the internal timing of an animation (players control how an animation progresses relative to document time). TimingDictionaries have several properties that can be tweaked:
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| +
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| +- **duration**: the duration of a single iteration of the animation
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| +- **iterations**: the number of iterations of the animation that will be played (fractional iterations are allowed)
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| +- **iterationStart**: the start offset of the first iteration
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| +- **fill**: whether the animation has effect before starting the first iteration and/or after finishing the final iteration
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| +- **delay**: the time between the animation's start time and the first animation effect of the animation
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| +- **playbackRate**: the rate at which the animation progresses relative to external time
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| +- **direction**: the direction in which successive iterations of the animation play back
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| +- **easing**: fine-grained control over how external time impacts an animation across the total active duration of the animation.
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| +
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| +The values provided within TimingDictionaries combine with the animation hierarchy
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| +to generate concrete start and end values for animation iterations, animation
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| +backwards fills, and animation forwards fills. There are a few simple rules which govern this:
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| +
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| +- Animations never extend beyond the start or end values of their parent iteration.
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| +- Animations only fill beyond their parent iteration if:
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| + - the relevant fill value is selected for the animation;
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| + - the matching fill value is selected for the parent; and
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| + - this is the first parent iteration (for `fill: 'backwards'`) or last parent iteration (for `fill: 'forwards'`)
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| +- Missing `duration` values for TimingGroups are generated based on the calculated durations of the child animations.
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| +
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| +The following example illustrates these rules:
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| +
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| + var animationGroup = new AnimationGroup([
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| + new AnimationSequence([
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| + new Animation(..., {duration: 3000}),
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| + new Animation(..., {duration: 5000, fill: 'both'})
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| + ], {duration: 6000, delay: 3000, fill: 'none'}),
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| + new Animation(..., {duration: 8000, fill: 'forwards'})
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| + ], {iterations: 2, fill: 'forwards'});
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| +
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| +In this example:
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| +
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| +- The `AnimationSequence` has an explicit `duration` of 6 seconds, and so the
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| +second child animation will only play for the first 3 of its 5 second duration
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| +- The `AnimationGroup` has no explicit duration, and will be provided with a
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| +calculated duration of the max (`duration + delay`) of its children - in this case 9 seconds.
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| +- Although `fill: "both"` is specified for the second `Animation` within the `AnimationSequence`, the `AnimationSequence` itself has a `fill` of "none". Hence, as the animation ends right at the end of the `AnimationSequence`, the animation will only fill backwards, and only up until the boundary of the `AnimationSequence` (i.e. 3 seconds after the start of the `AnimationGroup`).
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| +- The `Animation` inside the `AnimationGroup` and the `AnimationGroup` are both `fill: "forwards"`. Therefore the animation will fill forward in two places:
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| + - from 8 seconds after the `AnimationGroup` starts until the second iteration of the `AnimationGroup` starts (i.e. for 1 second)
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| + - from 17 seconds after the `AnimationGroup` starts, extending forward indefinitely.
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| +
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| +### Playing Animations
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| +
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| +In order to play an `Animation` or `TimingGroup`, an `AnimationPlayer` must be constructed:
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| +
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| + var player = document.timeline.play(myAnimation);
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| +
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| +AnimationPlayers provide complete control the start time and current playback head of their attached animation. However, players can't modify any internal details of an animation.
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| +
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| +AnimationPlayers can be used to pause, seek, reverse, or modify the playback rate of an animation.
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| +
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| +`document.timeline.currentTime` is a timeline's global time. It gives the number
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| +of seconds since the document fired its load event.
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| +
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| +## Polyfill details
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| +
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| +### Getting started
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| +
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| +Include `web-animations.js` in your project:
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| +
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| + <script src="web-animations-js/web-animations.js"></script>
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| +
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| +### Polyfill notes
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| +
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| +#### Prefix handling
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| +
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| +In order to work in as many browsers as feasible, we have decided to take the
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| +following approach to prefix handling:
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| +
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| +- the polyfill will automatically detect the correctly prefixed name to use when
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| +writing animated properties back to the platform.
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| +- where possible, the polyfill will *only* accept unprefixed versions of experimental features. For example:
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| +
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| + var animation = new Animation(elem, {"transform": "translate(100px, 100px)"}, 2000);
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| +
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| + will work in all browsers that implement a conforming version of `transform`, but
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| +
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| + var animation = new Animation(elem, {"-webkit-transform": "translate(100px, 100px)"}, 2000);
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| +
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| + will not work anywhere.
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| +
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| +#### Experimental features
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| +
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| +When the polyfill requires features to implement functionality that is not inherently specified using those
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| +features (for example, CSS `calc()` is required in order to implement merging between lengths with different units)
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| +then the polyfill will provide a console warning in browsers where these features are absent.
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| +
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| +## Tools & testing
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| +
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| +For running tests or building minified files, consult the
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| +[tooling information](http://www.polymer-project.org/resources/tooling-strategy.html).
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| +
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| +## Breaking changes
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| +
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| +When we make a potentially breaking change to the polyfill's API surface (like a rename) we'll continue supporting the old version, deprecated, for three months and ensure that there are console warnings that a change is pending. After three months, the old version of the API surface (e.g. the old version of a function name) will be removed. If you see deprecation warnings you can't avoid it by not updating.
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| +
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| +We also announce anything that isn't a bug fix on web-animations-changes@googlegroups.com (https://groups.google.com/forum/#!forum/web-animations-changes).
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