Title: CSS Animations Level 2
Status: ED
Work Status: Exploring
Shortname: css-animations-2
Level: 2
Group: csswg
ED: https://drafts.csswg.org/css-animations-2/
Editor: L. David Baron, Mozilla https://www.mozilla.org/, https://dbaron.org/, w3cid 15393
Editor: Brian Birtles, Mozilla https://www.mozilla.org/, bbirtles@mozilla.com, w3cid 43194
!Issues List: In Bugzilla

Abstract: This CSS module describes a way for authors to animate the values of CSS properties over time, using keyframes. The behavior of these keyframe animations can be controlled by specifying their duration, number of repeats, and repeating behavior.
Ignored Vars: auto-rewind
urlPrefix: https://drafts.csswg.org/web-animations-1/; type: dfn; spec: web-animations
    text: active duration
    text: active phase
    text: active time
    text: after phase
    text: animation
    text: animation class
    text: animation effect
    text: animation playback rate
    text: before phase
    text: composite operation
    text: current iteration
    text: current time
    text: fill mode
    text: global animation list
    text: idle play state
    text: idle phase
    text: iteration count
    text: iteration duration
    text: iteration start
    text: keyframe
    text: pause an animation
    text: paused play state
    text: pending play state
    text: playback direction
    text: play an animation
    text: play state
    text: sampling
    text: start delay
    text: target element
    text: target effect
    text: target effect end
    text: timeline
    text: unresolved
    text: default document timeline
urlPrefix: https://drafts.csswg.org/css-writing-modes-4/; type: dfn; spec: css-writing-modes-4
    text: equivalent physical property; url: logical-to-physical
urlPrefix: https://drafts.csswg.org/css-values-4/; spec:css-values-4; type:dfn; text:css identifier

Delta specification

This is a delta specification, meaning that it currently contains only the differences from CSS Animations Level 1 [[!CSS3-ANIMATIONS]]. Once the Level 1 specification is closer to complete, it will be merged with the additions here into a complete level 2 specification.

# Animations # {#animations} Changes to any of the animation properties defined in this specification cause the corresponding {{CSSAnimation}} object and its associated objects to be updated according to the correspondence between these properties and Web Animations concepts defined in [[#keyframes]]. However, if the author modifies the animation using the Web Animations programming interface, the changes from the programming interface take precedence as follows: * After a successful call to {{KeyframeEffect/setKeyframes()}} on the {{KeyframeEffect}} associated with a {{CSSAnimation}}, any subsequent change to matching ''@keyframes'' rules or the resolved value of the 'animation-timing-function' property for the target element will not be reflected in that animation. However, if the last matching ''@keyframes'' rule is removed the animation must still be canceled. * After a successful call to {{AnimationEffect/updateTiming()}} on the {{KeyframeEffect}} associated with a {{CSSAnimation}}, for each property included in the {{AnimationEffect/updateTiming(timing)/timing}} parameter, any subsequent change to a corresponding animation property will not be reflected in that animation. For example, calling cssAnimation.effect.updateTiming({ duration: 1000 }) would cause subsequent changes to 'animation-duration' to be ignored whilst changes to 'animation-delay' would still be reflected in the {{KeyframeEffect}}'s timing. * After a successful call to {{Animation/play()}} or {{Animation/pause()}} on a {{CSSAnimation}}, any subsequent change to the 'animation-play-state' will no longer cause the {{CSSAnimation}} to be played or paused as defined in [[#animation-play-state]]. * After a successful call to {{Animation/reverse()}} on a {{CSSAnimation}} or after successfully setting the {{Animation/startTime}} on a {{CSSAnimation}}, if, as a result of that call the [=play state=] of the {{CSSAnimation}} changes to or from the [=paused play state=], any subsequent change to the 'animation-play-state' will no longer cause the {{CSSAnimation}} to be played or paused as defined in [[#animation-play-state]]. The requirement for a change to or from the [=paused play state=] ensures that even after calling {{Animation/reverse()}} or setting the {{Animation/startTime}} on a running animation, the animation continues to observe changes in 'animation-play-state'. * After successfully setting the {{Animation/effect}} of a {{CSSAnimation}} to null or some {{AnimationEffect}} other than the original {{KeyframeEffect}}, all subsequent changes to animation properties other than 'animation-name' or 'animation-play-state' will not be reflected in that animation. Similarly, any change to matching ''@keyframes'' rules will not be reflected in that animation. However, if the last matching ''@keyframes'' rule is removed the animation must still be canceled. Note, the reference to a successful call in the above rules is necessary to ensure that when an exception is thrown by any of these methods, the override behavior is not applied. ## Owning element ## {#owning-element-section} The owning element of an animation refers to the element or pseudo-element to which the 'animation-name' property was applied that generated the animation. If an animation generated using the markup defined in this specification is later disassociated from that markup by an update to the computed value of the 'animation-name' property on the owning element, the animation is disassociated from its owning element (that is, it has no owning element from that point forwards).
In the example below, animation's initial owning element is elem. animation is disassociated from element through an update to the computed value of elem's 'animation-name' property.
elem.style.animation = 'spin 1s';
let animation = elem.getAnimations()[0]; // animation's owning element is elem
elem.style.animation = ''; // animation no longer has an owning element
Note that although the owning element is often equal to the target element of an animation's target effect, this is not always the case. The following example demonstrates some of the situations where these two elements may differ.
elem.style.animation = 'move 1s';
let animation = elem.getAnimations()[0];
// animation.effect.target == elem == animation's owning element

animation.effect.target = elem2;
// animation.effect.target == elem2 != animation's owning element

animation.effect = null;
// animation.effect?.target is undefined != animation's owning element
## Animation composite order ## {#animation-composite-order} Animations generated from the markup defined in this specification have an animation class of ‘CSS Animation’. CSS Animations with an owning element have a later composite order than CSS Transitions but an earlier composite order than animations without a specific animation class. Within the set of CSS Animations with an owning element, two animations A and B are sorted in composite order (first to last) as follows: 1. If the owning element of A and B differs, sort A and B by tree order of their corresponding owning elements. With regard to pseudo-elements, the sort order is as follows: * element * ::marker * ::before * any other pseudo-elements not mentioned specifically in this list, sorted in ascending order by the Unicode codepoints that make up each selector * ::after * element children 1. Otherwise, sort A and B based on their position in the computed value of the 'animation-name' property of the (common) owning element. The composite order of CSS Animations without an owning element is based on their position in the global animation list. Issue: This differs from the behavior defined for transitions. We should probably sort transitions first, then animation, then use the global animation list. The reason being that when developer tools etc. hang on to orphaned animations and transitions in order to replay them, they should maintain roughly the same composite order. CSS Animations generated using the markup defined in this specification are not added to the global animation list when they are created. Instead, these animations are appended to the global animation list at the first moment when they transition out of the idle play state after being disassociated from their owning element. CSS Animations that have been disassociated from their owning element but are still idle do not have a defined composite order. Note, this behavior relies on the fact that disassociating an animation from its owning element always causes it to enter (or remain) in the idle play state. # Keyframes # {#keyframes} For a given target (pseudo-)element, |element|, an animation name, |name|, and the position of the animation in |element|'s 'animation-name' list, |position|, [=keyframe=] objects are generated as follows: 1. Let |default timing function| be the timing function at position |position| of the [=resolved value=] of the 'animation-timing-function' for |element|, repeating the list as necessary as described in [[CSS-ANIMATIONS-1#animation-name]]. 1. Let |default composite| be ''replace''. 1. Find the last ''@keyframes'' at-rule in document order with <> matching |name|. If there is no ''@keyframes'' at-rule with <> matching |name|, abort this procedure. In this case no animation is generated, and any existing animation matching |name| is canceled. 1. Let |keyframes| be an empty sequence of [=keyframe=] objects. 1. Let |animated properties| be an empty set of longhand CSS property names. 1. Perform a stable sort of the keyframe blocks in the ''@keyframes'' rule by the offset specified in the keyframe selector, and iterate over the result in reverse applying the following steps: 1. Let |keyframe offset| be the value of the keyframe selector converted to a value in the range 0 ≤ |keyframe offset| ≤ 1. 1. Let |keyframe timing function| be the value of the last valid declaration of 'animation-timing-function' specified on the keyframe block, or, if there is no such valid declaration, |default timing function|. 1. Let |keyframe composite| be the value of the last valid declaration of 'animation-composition' specified on the keyframe block, or, if there is no such valid declaration, |default composite|. 1. After converting |keyframe timing function| to its canonical form (e.g. such that ''step-end'' becomes ''steps(1, end)'') let |keyframe| refer to the existing keyframe in |keyframes| with matching keyframe offset, timing function and composite, if any. If there is no such existing keyframe, let |keyframe| be a new empty keyframe with offset, |keyframe offset|, timing function, |keyframe timing function|, composite, |keyframe composite|, and prepend it to |keyframes|. 1. Iterate over all declarations in the keyframe block and add them to |keyframe| such that: * Each shorthand property is expanded to its longhand subproperties. * All logical properties are converted to their [=equivalent physical properties=]. * For any expanded physical longhand properties that appear more than once, only the last declaration in source order is added. Note, since multiple keyframe blocks may specify the same |keyframe offset|, and since this algorithm iterates over these blocks in reverse, this implies that if any properties are encountered that have already added at this same |keyframe offset|, they should be skipped. 1. Add each property name that was added to |keyframe| to |animated properties|. 1. If there is no keyframe in |keyframes| with offset 0, or if amongst the keyframes in |keyframes| with offset 0 not all of the properties in |animated properties| are present, 1. Let |initial keyframe| be the [=keyframe=] in |keyframes| with offset 0, timing function |default timing function| and composite |default composite|. If there is no such keyframe, let |initial keyframe| be a new empty keyframe with offset 0, timing function |default timing function|, composite |default composite, and add it to |keyframes| after the last keyframe with offset 0. 1. For each property in |animated properties| that is not present in some other keyframe with offset 0, add the [=computed value=] of that property for |element| to the keyframe. 1. Similarly, if there is no keyframe in |keyframes| with offset 1, or if amongst the keyframes in |keyframes| with offset 1 not all of the properties in |animated properties| are present, 1. Let |final keyframe| be the [=keyframe=] in |keyframes| with offset 1, timing function |default timing function| and composite |default composite|. If there is no such keyframe, let |final keyframe| be a new empty keyframe with offset 1, timing function |default timing function| and composite |default composite|, and add it to |keyframes| after the last keyframe with offset 1. 1. For each property in |animated properties| that is not present in some other keyframe with offset 1, add the [=computed value=] of that property for |element| to the keyframe. Issue: The above procedure requires iterating over keyframe blocks in reverse. It could be rewritten so this is not required but that will likely change the behavior for some edge cases. We should verify what current implementations do and possible remove the requirement to iterate in reverse. ## The 'animation-duration' property ## {#animation-duration} The 'animation-duration' property specifies the [=iteration duration=] of the animation's associated [=animation effect=]. ## The 'animation-timing-function' property ## {#animation-timing-function} The 'animation-timing-function' is used to determine the [=timing function=] applied to each [=keyframe=] as defined in [[#keyframes]]. ## The 'animation-iteration-count' property ## {#animation-iteration-count} The 'animation-iteration-count' property specifies the [=iteration count=] of the animation's associated [=animation effect=]. ## The 'animation-direction' property ## {#animation-direction} The 'animation-direction' property specifies the [=playback direction=] of the animation's associated [=animation effect=]. ## The 'animation-play-state' property ## {#animation-play-state} The 'animation-play-state' is used to pause or play the animation. If at any time, including when the animation is first generated, the resolved value of 'animation-play-state' corresponding to an animation is newly ''running'', the implementation must run the procedure to [=play an animation=] for the given animation with the auto-rewind flag set to false. If at any time, including when the animation is first generated, the resolved value of 'animation-play-state' corresponding to an animation is newly ''paused'', the implementation must run the procedure to [=pause an animation=] for the given animation. The above requirements do not apply if the animation's play state is being overridden by the Web Animations API as described in [[#animations]]. ## The 'animation-delay' property ## {#animation-delay} The 'animation-delay' property specifies the [=start delay=] of the animation's associated [=animation effect=]. ## The 'animation-fill-mode' property ## {#animation-fill-mode} The 'animation-fill-mode' property specifies the [=fill mode=] of the animation's associated [=animation effect=]. ## The 'animation-composition' property ## {#animation-composition} The 'animation-composition' property defines the composite operation used when multiple animations affect the same property simultaneously.
Name: animation-composition
Value: <>#
Initial: replace
Applies to: all elements
Inherited: no
Percentages: N/A
Computed value: list, each item a keyword as specified
Animation type: not animatable
Canonical order: per grammar
<single-animation-composition> = replace | add | accumulate The values of 'animation-composition' have the meaning defined for the corresponding values of the composite operation defined in Web Animations [[!WEB-ANIMATIONS]]. When specified in a keyframe, 'animation-composition' defines the composite operation to use for each property specified in that keyframe until the next keyframe specifying each property.
For example, the following stylesheet defines two different animations targeting the 'scale' property.
    @keyframes heartbeat {
      from {
        scale: 1;
        animation-timing-function: ease-out;
      }
      30% {
        scale: 1.3;
      }
    }
    .heartbeat {
      animation: heartbeat 0.3s 2s infinite;
    }

    @keyframes throb {
      50% {
        scale: 1.8;
      }
    }
    .icon:mouseover {
      animation: throb 0.4s add;
    }
  
If these two animations are applied to the same element, normally only one animation would apply, but by specifying ''add'' as the 'animation-composition' on the second animation, the result of the two animations will be combined. Since CSS Transitions [[CSS3-TRANSITIONS]] have a lower composite order, it is possible to use 'animation-composition' to combine CSS Animations with underlying transitions as in the following example.
    .icon {
      filter: blur(20px);
      transition: filter 0.5s;
    }
    .icon:hover {
      filter: blur(0px);
      animation: brightness-pulse 3s infinite add;
    }

    @keyframes pulse {
      0% {
        scale: 1.1;
        filter: brightness(130%);
      }
      10% {
        scale: 1;
        filter: brightness(100%);
      }
    }
  
Issue: Create pictures of these examples and verify they make sense.
## The 'animation-timeline' property ## {#animation-timeline} The 'animation-timeline' property defines the timeline used with the animation. Note: This specification does not introduce any syntax to specify animation timelines but instead it is up to others specifications such as Scroll-linked Animations [[SCROLL-ANIMATIONS]] to do so.
Name: animation-timeline
Value: <>#
Initial: auto
Applies to: all elements
Inherited: no
Percentages: N/A
Computed value: list, each item either a case-sensitive [=css identifier=] or 
    the keywords ''single-animation-timeline/none'',
    ''single-animation-timeline/auto''.
Canonical order: per grammar
Animatable: no
<single-animation-timeline> = auto | none | <>
The 'animation-timeline' property is similar to properties like 'animation-name' and 'animation-duration' in that it can have one or more values, each one imparting additional behavior to a corresponding [=animation=] on the element, with the timelines matched up with animations as described [[css-animations-1#animation-name|here]]. Each value has type <>, whose possible values have the following effects: : auto :: The animation's [=timeline=] is a {{DocumentTimeline}}, more specifically the default document timeline. : none :: The animation is not associated with a [=timeline=]. : <timeline-name> :: Find the last timeline at-rule in document order with its name matching <>. If such a timeline at-rule exists, then the animation's [=timeline=] is a timeline as defined by that rule. Otherwise the animation is not associated with a [=timeline=].
      <timeline-name> = <> | <>
    
Issue: Make it easier to use 'animation-name' to select the timeline when 'animation-timeline' is not specified. Allowing 'animation-name' to be used for selecting timeline enables most common animations to have to use a single name for both their keyframes and timeline which is simple and ergonomics. The 'animation-timeline' property gives authors additional control to independently select keyframes and timeline if necessary. ## The 'animation' shorthand property ## {#animation-shorthand} The 'animation' shorthand property syntax is as follows: <single-animation> = < # Animation Events # {#events} ## Event dispatch ## {#event-dispatch} Note, this is a more general description of event dispatch than that of CSS Animations Level 1 [[CSS3-ANIMATIONS]] since it must account for the possibility of animations being seeked or reversed using the Web Animations API [[WEB-ANIMATIONS]]. For the purpose of determining which events to dispatch, the [[web-animations#animation-effect-phases-and-states|phases]] defined in the Web Animations model are used. These definitions apply to an animation effect, however, for the purpose of dispatching events, we consider a CSS Animation to have the same phase as its target effect. For example, a CSS Animation is in the before phase if its target effect is in the before phase. A CSS Animation that does not have a target effect is considered to be in the idle phase if its current time is unresolved, in the before phase if its current time is less than zero, and in the after phase otherwise. Similarly, subsequent references to the start delay, active duration, current iteration, iteration start, and iteration duration of a CSS animation should be understood to refer to the corresponding properties of the animation's target effect. For calculating the {{AnimationEvent/elapsedTime}} of each event, the following definitions are used: * interval start = max(min(-start delay, active duration), 0) * interval end = max(min(target effect end - start delay, active duration), 0) Each time an animation is sampled and is not pending, the events to dispatch are determined by comparing the animation's phase before and after the sample as follows:
Change Events dispatched Elapsed time (ms)
idle or beforeactive {{animationstart}} interval start
idle or beforeafter ٭ {{animationstart}} interval start
{{animationend}} interval end
activebefore {{animationend}} interval start
activeactive and the current iteration of the animation's target effect has changed since the previous sample {{animationiteration}} (See below)
activeafter {{animationend}} interval end
afteractive {{animationstart}} interval end
afterbefore ٭ {{animationstart}} interval end
{{animationend}} interval start
not idle and not afteridle {{animationcancel}} The active time of the animation at the moment it was cancelled calculated using a fill mode of both.

٭ Where multiple events are listed for a state change, all events are dispatched in the order listed and in immediate succession.

† The elapsed time for an {{animationiteration}} event is defined as follows:

1. Let previous current iteration be the current iteration from the previous sample. 1. If previous current iteration is greater than current iteration, let iteration boundary be current iteration + 1, otherwise let it be current iteration. 1. The elapsed time is the result of evaluating (iteration boundary - iteration start) × iteration duration). Since the elapsed time defined in the table and procedure above is expressed in milliseconds, it must be divided by 1,000 to produce a value in seconds before being assigned to the {{AnimationEvent/elapsedTime}} member of the {{AnimationEvent}}. # DOM Interfaces # {#interface-dom} ## The CSSAnimation interface ## {#the-CSSAnimation-interface}
[Exposed=Window]
interface CSSAnimation : Animation {
  readonly attribute CSSOMString animationName;
};
: animationName :: The key used to find matching keyframes rules that define target effect at the point when the animation was created. This is the value of the 'animation-name' property that caused this object to be generated. ## Requirements on pending style changes ## {#requirements-on-pending-style-changes} Various operations may affect the computed values of properties on elements. User agents may, as an optimization, defer recomputing these values until it becomes necessary. However, all operations included in programming interface defined in this specification, as well as those operations defined in Web Animations [[!WEB-ANIMATIONS]] that may return objects or animation state defined by this specification, must produce a result consistent with having fully processed any such pending changes to computed values.
As an example, in the following code fragment, when the specified style of elem is initially updated, a user agent may defer recalculating the computed value of the 'animation' property. However, the {{Animatable/getAnimations()}} method called on elem is specified by Web Animations and can return {{CSSAnimation}} objects as defined in this specification. Hence, as result of the requirements in this section, the user agent must calculate the updated value of elem's 'animation' property and create the requested {{CSSAnimation}} object before returning its result.
elem.style.animation = 'fadeOut 1s';
elem.getAnimations()[0].pause();
Similarly, reading {{Animation/playState}} may depend on pending style changes.
elem.style.animation = 'fadeOut 1s paused';
const anim = elem.getAnimations()[0];
elem.style.animationPlayState = 'running';
console.log(anim.playState); // Should be 'running'.

Privacy and Security Considerations

This specification introduces no new privacy or security considerations.