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If an animation's keyframes have an implied starting value,
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the values are taken from the time the animation starts,
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not some time in the past.
@@ -1036,6 +1041,8 @@ Acknowledgements</h2>
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Thanks especially to the feedback from
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Tab Atkins,
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Brian Birtles,
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Shane Stephens,
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Carine Bournez,
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Christian Budde,
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Anne van Kesteren,
@@ -1057,9 +1064,9 @@ Working Group Resolutions that are pending editing</h2>
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<li>Detail how/when keyframe values are computed; using <a href="http://lists.w3.org/Archives/Public/www-style/2014Aug/0132.html">G.beta in dbaron's mail</a>
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<li>Agreed that both transitions and animations animate all properties. css-transitions to define animation of non-interoperable/discrete values. They take their starting values below 50% timing function progress, and end values above
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<li>Dynamic changes to animation properties/keyframes. Tab to propose resolution. (<a href="https://www.w3.org/Bugs/Public/show_bug.cgi?id=14713">Bug 14713</a>)
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<li>Negative animation-delay values apply against the active duration of the animation i.e. (animation-duration*animation-iteration-count). The delay can thus swallow iterations for which no iteration event will be fired. The start/end events are still fired. Even when delay == (-1*active_duration)
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<li><del>Negative animation-delay values apply against the active duration of the animation i.e. (animation-duration*animation-iteration-count). The delay can thus swallow iterations for which no iteration event will be fired. The start/end events are still fired. Even when delay == (-1*active_duration)
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<li><del>Fire animation start/end events when animation-duration is zero, with 0 elapsedTime
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<li>If animation-iteration-count is infinite and duration is 0, treat the iteration-count as if it was finite and run a 0s second (option A in <a href="http://lists.w3.org/Archives/Public/www-style/2014Sep/0056.html">Brian's mail</a>)
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<li><del>If animation-iteration-count is infinite and duration is 0, treat the iteration-count as if it was finite and run a 0s second (option A in <a href="http://lists.w3.org/Archives/Public/www-style/2014Sep/0056.html">Brian's mail</a>)
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<li><del>If an animation with a negative animation delay is initially paused, the start event still fires
<p> The <aclass=propertydata-link-type=propdeschref=#propdef-animation-iteration-counttitle=animation-iteration-count>animation-iteration-count</a> property specifies the number of times an animation cycle
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is played. The initial value is <spanclass=cssdata-link-type=maybetitle=1>1</span>, meaning the animation will play from beginning to end
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once. This property is often used in conjunction with an
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once. This property is often used in conjunction with an
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<aclass=propertydata-link-type=propdeschref=#propdef-animation-directiontitle=animation-direction>animation-direction</a> value of <aclass=cssdata-link-type=maybehref=#valuedef-alternatetitle=alternate>alternate</a>, which will cause the animation to play in
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reverse on alternate cycles.
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<p> The time window during which the animation is active
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(<code>duration</code> x <code>iteration-count</code>)
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is known as the <dfndata-dfn-type=dfndata-noexport="" id=active-duration>active duration<aclass=self-linkhref=#active-duration></a></dfn>.
<li>Detail how/when keyframe values are computed; using <ahref=http://lists.w3.org/Archives/Public/www-style/2014Aug/0132.html>G.beta in dbaron’s mail</a>
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<li>Agreed that both transitions and animations animate all properties. css-transitions to define animation of non-interoperable/discrete values. They take their starting values below 50% timing function progress, and end values above
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<li>Dynamic changes to animation properties/keyframes. Tab to propose resolution. (<ahref="https://www.w3.org/Bugs/Public/show_bug.cgi?id=14713">Bug 14713</a>)
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<li>Negative animation-delay values apply against the active duration of the animation i.e. (animation-duration*animation-iteration-count). The delay can thus swallow iterations for which no iteration event will be fired. The start/end events are still fired. Even when delay == (-1*active_duration)
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<li><del>Fire animation start/end events when animation-duration is zero, with 0 elapsedTime
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</del><li>If animation-iteration-count is infinite and duration is 0, treat the iteration-count as if it was finite and run a 0s second (option A in <ahref=http://lists.w3.org/Archives/Public/www-style/2014Sep/0056.html>Brian’s mail</a>)
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<li><del>If an animation with a negative animation delay is initially paused, the start event still fires
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<li><del>Negative animation-delay values apply against the active duration of the animation i.e. (animation-duration*animation-iteration-count). The delay can thus swallow iterations for which no iteration event will be fired. The start/end events are still fired. Even when delay == (-1*active_duration)
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</del><li><del>Fire animation start/end events when animation-duration is zero, with 0 elapsedTime
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</del><li><del>If animation-iteration-count is infinite and duration is 0, treat the iteration-count as if it was finite and run a 0s second (option A in <ahref=http://lists.w3.org/Archives/Public/www-style/2014Sep/0056.html>Brian’s mail</a>)
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</del><li><del>If an animation with a negative animation delay is initially paused, the start event still fires
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