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… and then several steps after that where we divide values by total time. However, total time may be 0, for instance if the specified delay is the negative value of the specified iteration duration, as is the case in the WPT test scroll-animations/scroll-timelines/effect-updateTiming.html:
test(t=>{constanim=createScrollLinkedAnimationWithTiming(t,{duration: 100,delay: -100})anim.play();anim.effect.updateTiming({delay: -100});assert_equals(anim.effect.getTiming().delay,-100,'set delay -100');assert_equals(anim.effect.getComputedTiming().delay,-100,'getComputedTiming() after set delay -100');assert_percents_equal(anim.effect.getComputedTiming().endTime,0,'getComputedTiming().endTime after set delay -100');},'Allows setting the delay to a negative number');
I think this leads to the most intuitive behavior. An animation with end time = 0 immediately produces its after phase effect once you pass the start time. Maintaining the end time here achieves the same result.
If we tried to force the animation to have some duration it would be unclear how to distribute that duration.
The procedure to convert a time-based animation to a proportional animation has the following sub-step:
… and then several steps after that where we divide values by total time. However, total time may be 0, for instance if the specified delay is the negative value of the specified iteration duration, as is the case in the WPT test scroll-animations/scroll-timelines/effect-updateTiming.html:
The spec needs a provision for computing the start delay, end delay and iteration duration in this case.
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