Re: [csswg-drafts] [css-animations-2][web-animations-2] How should `animation-play-state` interact with `animation-trigger`? (#12064)

> Currently, any animation has an initial value of `animation-trigger: once auto`, so it has a trigger, and calling `cancel()` on that animation should still set its `currentTime` to unresolved, so that animation's effect will be removed.
> I think that, by itself, should render the associated trigger effectless.
> Do you think we need to also explicitly disassociate the trigger?

@ydaniv Maybe the problem is I don't understand how [the following behavior](https://drafts.csswg.org/web-animations-2/#animation-trigger-state-idle) is intended to be realised:

> The [animation effect](https://drafts.csswg.org/web-animations-1/#animation-effect) associated animation remains in its [before phase](https://drafts.csswg.org/web-animations-1/#animation-effect-before-phase) and stays at zero [current time](https://drafts.csswg.org/web-animations-1/#animation-current-time).

What part of the timing model is actually updated here?

`cancel()` doesn't set the `currentTime` to unresolved. `currentTime` is a calculated property, you can only affect it by updated the start time and hold time.

Depending on how an idle trigger interacts with the timing model, `cancel()` may no longer produce the result that the animation no longer affects its target(s).

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Received on Monday, 14 April 2025 23:39:17 UTC