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Adjust range start/end based on the duration and delay of the animation (#32790)
When different animations in a View Transition have different durations,
we shouldn't stretch them out to run the full range of swipe. Because
then they wouldn't line up the same way as when played using plain time.
This adjusts the range start/end to be what it would've been when played
by time. Except since we are playing animations in reverse, the
animation-delay is actually applied from the range end and then the
duration from there to get closer to the start.
Reverse the range if the original animation was reversed.
Interestingly, the range it takes can be adjusted by what is in the
viewport since if a long duration animation is excluded then everything
else adjusts too.
I left some todos too. We really should also handle if the original
animation has multiple iterations. Currently we only play those once.
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