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https://gitlab.winehq.org/wine/wine-gecko.git
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218 lines
8.9 KiB
XML
218 lines
8.9 KiB
XML
<svg xmlns="http://www.w3.org/2000/svg"
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xmlns:xlink="http://www.w3.org/1999/xlink"
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class="reftest-wait"
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onload="setTimeAndSnapshot(5, true)">
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<title>Test animation of the "numOctaves" <integer> attribute on the "feTurbulence" element</title>
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<script xlink:href="smil-util.js" type="text/javascript"/>
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<!-- Our implementation strategy for animating integers with
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calcMode="linear" is to use round(), with the slight twist that we
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round "to the NEXT value" when the current time puts us exactly midway
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between two integer values. (This is so that the result of midpoint
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rounding does not depend on whether we're animating up to a higher
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value or animating down to a lower value.) Note that one of the quirks
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of using round() is that the start and end values of any integer
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range only receive half as much time as any intermediary values. This
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is as you would expect mathematically, but it's probably unexpected
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for most users!
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We could try to avoid this round() quirk by coming up with a better
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implementation strategy for calcMode="linear", but animation of the
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few integer attributes in SVG 1.1 is extremely unlikely (so this
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issue is very low priority), and it's actually difficult to find a
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better strategy that doesn't have its own undesirable quirks.
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One alternative could be to divide the time evenly amoungst each
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integer. (I.e. it would be similar to calcMode="discrete", except it
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would also visit all the intermediary values, not just the start and
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end values). The issue with this approach is that for a simple "to"
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animation the animation wouldn't actually seem to change anything until
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interpolation reaches the second integer value. This could be avoided
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by skipping the initial value and distributing the time between the
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other values, but then in the case of a "from-to" animation where the
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from value is different to the underlying attribute value, the
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animation would seem to skip the first value. Not that the same sort of
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problem exists at the other end of the simple duration, where it will
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reach the final integer value before the end of the simple duration.
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This could be avoided by only setting the final value right at the end
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of the simple duration and distributing the time between evenly
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between the other values, but then the final value will only be seen if
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fill="freeze".
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There are many other problems with other implementation strategies. The
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more you think about them, add the complexity of 'values', 'by' etc,
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and think of cases where they behave strangely (e.g. animating between
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just two adjacent integers, up or down, etc.), the more ugly it gets.
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It's really not worth it for SVG 1.1. Maybe if you could use SMIL for
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'font-size' or something even more likely to be animated it would be.
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-->
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<!-- Some calcMode="linear" tests animating *up* to higer values. -->
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<!-- At 5s the animated value should be 3. -->
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<filter id="filter_1" x="0%" y="0%" width="100%" height="100%">
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<feTurbulence type="turbulence" baseFrequency="0.01" numOctaves="1">
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<animate attributeName="numOctaves"
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calcMode="linear"
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begin="0s" dur="6.1s"
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to="4"
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fill="freeze"/>
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</feTurbulence>
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</filter>
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<rect x="0" width="20" height="20" filter="url(#filter_1)"/>
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<!-- At exactly 5s the animated value should change to 4. -->
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<filter id="filter_2" x="0%" y="0%" width="100%" height="100%">
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<feTurbulence type="turbulence" baseFrequency="0.01" numOctaves="1">
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<animate attributeName="numOctaves"
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calcMode="linear"
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begin="0s" dur="6s"
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to="4"
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fill="freeze"/>
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</feTurbulence>
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</filter>
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<rect x="20" width="20" height="20" filter="url(#filter_2)"/>
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<!-- Some calcMode="linear" tests animating *down* to lower values. -->
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<!-- At 5s the animated value should be 2. -->
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<filter id="filter_3" x="0%" y="0%" width="100%" height="100%">
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<feTurbulence type="turbulence" baseFrequency="0.01" numOctaves="4">
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<animate attributeName="numOctaves"
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calcMode="linear"
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begin="0s" dur="6.1s"
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to="1"
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fill="freeze"/>
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</feTurbulence>
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</filter>
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<rect x="0" y="20" width="20" height="20" filter="url(#filter_3)"/>
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<!-- At exactly 5s the animated value should change to 1. -->
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<filter id="filter_4" x="0%" y="0%" width="100%" height="100%">
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<feTurbulence type="turbulence" baseFrequency="0.01" numOctaves="4">
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<animate attributeName="numOctaves"
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calcMode="linear"
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begin="0s" dur="6s"
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to="1"
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fill="freeze"/>
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</feTurbulence>
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</filter>
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<rect x="20" y="20" width="20" height="20" filter="url(#filter_4)"/>
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<!-- Some 'by' animation tests -->
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<!-- At 5s the animated value should be 3. -->
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<filter id="filter_5" x="0%" y="0%" width="100%" height="100%">
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<feTurbulence type="turbulence" baseFrequency="0.01" numOctaves="1">
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<animate attributeName="numOctaves"
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calcMode="linear"
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begin="0s" dur="6.1s"
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by="3"
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fill="freeze"/>
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</feTurbulence>
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</filter>
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<rect y="40" width="20" height="20" filter="url(#filter_5)"/>
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<!-- At exactly 5s the animated value should change to 4. -->
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<filter id="filter_6" x="0%" y="0%" width="100%" height="100%">
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<feTurbulence type="turbulence" baseFrequency="0.01" numOctaves="1">
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<animate attributeName="numOctaves"
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calcMode="linear"
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begin="0s" dur="6s"
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by="3"
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fill="freeze"/>
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</feTurbulence>
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</filter>
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<rect x="20" y="40" width="20" height="20" filter="url(#filter_6)"/>
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<!-- calcMode="paced" tests -->
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<!-- At 5s the animated value should be 2. -->
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<filter id="filter_7" x="0%" y="0%" width="100%" height="100%">
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<feTurbulence type="turbulence" baseFrequency="0.01" numOctaves="4">
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<animate attributeName="numOctaves"
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calcMode="paced"
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begin="0s" dur="6.1s"
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values="4; 3; 1"
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fill="freeze"/>
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</feTurbulence>
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</filter>
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<rect y="60" width="20" height="20" filter="url(#filter_7)"/>
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<!-- At exactly 5s the animated value should change to 1. -->
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<filter id="filter_8" x="0%" y="0%" width="100%" height="100%">
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<feTurbulence type="turbulence" baseFrequency="0.01" numOctaves="4">
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<animate attributeName="numOctaves"
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calcMode="paced"
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begin="0s" dur="6s"
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values="4; 3; 1"
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fill="freeze"/>
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</feTurbulence>
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</filter>
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<rect x="20" y="60" width="20" height="20" filter="url(#filter_8)"/>
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<!-- Some calcMode="discrete" tests animating *up* to higer values. -->
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<!-- At 5s the animated value should be 1. -->
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<filter id="filter_9" x="0%" y="0%" width="100%" height="100%">
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<feTurbulence type="turbulence" baseFrequency="0.01" numOctaves="1">
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<animate attributeName="numOctaves"
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calcMode="discrete"
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begin="0s" dur="10.1s"
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from="1"
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to="4"
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fill="freeze"/>
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</feTurbulence>
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</filter>
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<rect x="0" y="80" width="20" height="20" filter="url(#filter_9)"/>
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<!-- At exactly 5s the animated value should change to 4. -->
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<filter id="filter_10" x="0%" y="0%" width="100%" height="100%">
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<feTurbulence type="turbulence" baseFrequency="0.01" numOctaves="1">
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<animate attributeName="numOctaves"
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calcMode="discrete"
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begin="0s" dur="10s"
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from="1"
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to="4"
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fill="freeze"/>
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</feTurbulence>
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</filter>
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<rect x="20" y="80" width="20" height="20" filter="url(#filter_10)"/>
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<!-- Some calcMode="discrete" tests animating *down* to lower values. -->
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<!-- At 5s the animated value should be 4. -->
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<filter id="filter_11" x="0%" y="0%" width="100%" height="100%">
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<feTurbulence type="turbulence" baseFrequency="0.01" numOctaves="4">
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<animate attributeName="numOctaves"
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calcMode="discrete"
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begin="0s" dur="10.1s"
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from="4"
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to="1"
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fill="freeze"/>
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</feTurbulence>
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</filter>
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<rect x="0" y="100" width="20" height="20" filter="url(#filter_11)"/>
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<!-- At exactly 5s the animated value should change to 1. -->
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<filter id="filter_12" x="0%" y="0%" width="100%" height="100%">
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<feTurbulence type="turbulence" baseFrequency="0.01" numOctaves="4">
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<animate attributeName="numOctaves"
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calcMode="discrete"
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begin="0s" dur="10s"
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from="4"
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to="1"
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fill="freeze"/>
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</feTurbulence>
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</filter>
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<rect x="20" y="100" width="20" height="20" filter="url(#filter_12)"/>
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</svg>
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