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<!DOCTYPE html>
<meta charset=utf-8>
<title>Setting the timeline of an animation</title>
<link rel="help" href="https://drafts.csswg.org/web-animations/#setting-the-timeline">
<script src="/resources/testharness.js"></script>
<script src="/resources/testharnessreport.js"></script>
<script src="../../testcommon.js"></script>
<body>
<div id="log"></div>
<script>
'use strict';
// ---------------------------------------------------------------------
//
// Tests from no timeline to timeline
//
// ---------------------------------------------------------------------
test(t => {
const animation =
new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
null);
animation.currentTime = 50 * MS_PER_SEC;
assert_equals(animation.playState, 'paused');
animation.timeline = document.timeline;
assert_equals(animation.playState, 'paused');
assert_time_equals_literal(animation.currentTime, 50 * MS_PER_SEC);
}, 'After setting timeline on paused animation it is still paused');
test(t => {
const animation =
new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
null);
animation.currentTime = 200 * MS_PER_SEC;
assert_equals(animation.playState, 'paused');
animation.timeline = document.timeline;
assert_equals(animation.playState, 'paused');
assert_time_equals_literal(animation.currentTime, 200 * MS_PER_SEC);
}, 'After setting timeline on animation paused outside active interval'
+ ' it is still paused');
test(t => {
const animation =
new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
null);
assert_equals(animation.playState, 'idle');
animation.timeline = document.timeline;
assert_equals(animation.playState, 'idle');
}, 'After setting timeline on an idle animation without a start time'
+ ' it is still idle');
test(t => {
const animation =
new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
null);
animation.startTime = document.timeline.currentTime;
assert_equals(animation.playState, 'running');
animation.timeline = document.timeline;
assert_equals(animation.playState, 'running');
}, 'After transitioning from a null timeline on an animation with a start time'
+ ' it is still running');
test(t => {
const animation =
new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
null);
animation.startTime = document.timeline.currentTime - 200 * MS_PER_SEC;
assert_equals(animation.playState, 'running');
animation.timeline = document.timeline;
assert_equals(animation.playState, 'finished');
}, 'After transitioning from a null timeline on an animation with a ' +
'sufficiently ancient start time it is finished');
promise_test(async t => {
const animation =
new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
null);
animation.play();
assert_true(animation.pending && animation.playState === 'running',
'Animation is initially play-pending');
animation.timeline = document.timeline;
assert_true(animation.pending && animation.playState === 'running',
'Animation is still play-pending after setting timeline');
await animation.ready;
assert_true(!animation.pending && animation.playState === 'running',
'Animation plays after it finishes pending');
}, 'After setting timeline on a play-pending animation it begins playing'
+ ' after pending');
promise_test(async t => {
const animation =
new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
null);
animation.startTime = document.timeline.currentTime;
animation.pause();
animation.timeline = null;
assert_true(animation.pending && animation.playState === 'paused',
'Animation is initially pause-pending');
animation.timeline = document.timeline;
assert_true(animation.pending && animation.playState === 'paused',
'Animation is still pause-pending after setting timeline');
await animation.ready;
assert_true(!animation.pending && animation.playState === 'paused',
'Animation pauses after it finishes pending');
}, 'After setting timeline on a pause-pending animation it becomes paused'
+ ' after pending');
// ---------------------------------------------------------------------
//
// Tests from timeline to no timeline
//
// ---------------------------------------------------------------------
test(t => {
const animation =
new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
document.timeline);
animation.currentTime = 50 * MS_PER_SEC;
assert_false(animation.pending);
assert_equals(animation.playState, 'paused');
animation.timeline = null;
assert_false(animation.pending);
assert_equals(animation.playState, 'paused');
assert_time_equals_literal(animation.currentTime, 50 * MS_PER_SEC);
}, 'After clearing timeline on paused animation it is still paused');
test(t => {
const animation =
new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
document.timeline);
const initialStartTime = document.timeline.currentTime - 200 * MS_PER_SEC;
animation.startTime = initialStartTime;
assert_equals(animation.playState, 'finished');
animation.timeline = null;
assert_equals(animation.playState, 'running');
assert_times_equal(animation.startTime, initialStartTime);
}, 'After clearing timeline on finished animation it is running');
test(t => {
const animation =
new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
document.timeline);
const initialStartTime = document.timeline.currentTime - 50 * MS_PER_SEC;
animation.startTime = initialStartTime;
assert_equals(animation.playState, 'running');
animation.timeline = null;
assert_equals(animation.playState, 'running');
assert_times_equal(animation.startTime, initialStartTime);
}, 'After clearing timeline on running animation it is still running');
test(t => {
const animation =
new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
document.timeline);
assert_equals(animation.playState, 'idle');
animation.timeline = null;
assert_equals(animation.playState, 'idle');
assert_equals(animation.startTime, null);
}, 'After clearing timeline on idle animation it is still idle');
test(t => {
const animation = createDiv(t).animate(null, 100 * MS_PER_SEC);
assert_true(animation.pending && animation.playState === 'running');
animation.timeline = null;
assert_true(animation.pending && animation.playState === 'running');
}, 'After clearing timeline on play-pending animation it is still pending');
promise_test(async t => {
const animation = createDiv(t).animate(null, 100 * MS_PER_SEC);
assert_true(animation.pending && animation.playState === 'running');
animation.timeline = null;
animation.timeline = document.timeline;
assert_true(animation.pending && animation.playState === 'running');
await animation.ready;
assert_true(!animation.pending && animation.playState === 'running');
}, 'After clearing and re-setting timeline on play-pending animation it'
+ ' begins to play');
test(t => {
const animation =
new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
document.timeline);
animation.startTime = document.timeline.currentTime;
animation.pause();
assert_true(animation.pending && animation.playState === 'paused');
animation.timeline = null;
assert_true(animation.pending && animation.playState === 'paused');
}, 'After clearing timeline on a pause-pending animation it is still pending');
promise_test(async t => {
const animation =
new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
document.timeline);
animation.startTime = document.timeline.currentTime;
animation.pause();
assert_true(animation.pending && animation.playState === 'paused');
animation.timeline = null;
animation.timeline = document.timeline;
assert_true(animation.pending && animation.playState === 'paused');
await animation.ready;
assert_true(!animation.pending && animation.playState === 'paused');
}, 'After clearing and re-setting timeline on a pause-pending animation it'
+ ' completes pausing');
promise_test(async t => {
const animation =
new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
document.timeline);
const initialStartTime = document.timeline.currentTime - 50 * MS_PER_SEC;
animation.startTime = initialStartTime;
animation.pause();
animation.play();
animation.timeline = null;
animation.timeline = document.timeline;
await animation.ready;
assert_times_equal(animation.startTime, initialStartTime);
}, 'After clearing and re-setting timeline on an animation in the middle of'
+ ' an aborted pause, it continues playing using the same start time');
</script>
</body>
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