159 lines
5.7 KiB
JavaScript
159 lines
5.7 KiB
JavaScript
/* Any copyright is dedicated to the Public Domain.
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http://creativecommons.org/publicdomain/zero/1.0/ */
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"use strict";
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// Check the animation player's initial state
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add_task(async function () {
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const { target, walker, animations } = await initAnimationsFrontForUrl(
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MAIN_DOMAIN + "animation.html"
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);
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await playerHasAnInitialState(walker, animations);
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await playerStateIsCorrect(walker, animations);
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await target.destroy();
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gBrowser.removeCurrentTab();
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});
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async function playerHasAnInitialState(walker, animations) {
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const node = await walker.querySelector(walker.rootNode, ".simple-animation");
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const [player] = await animations.getAnimationPlayersForNode(node);
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ok(player.initialState, "The player front has an initial state");
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ok("startTime" in player.initialState, "Player's state has startTime");
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ok("currentTime" in player.initialState, "Player's state has currentTime");
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ok("playState" in player.initialState, "Player's state has playState");
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ok("playbackRate" in player.initialState, "Player's state has playbackRate");
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ok("name" in player.initialState, "Player's state has name");
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ok("duration" in player.initialState, "Player's state has duration");
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ok("delay" in player.initialState, "Player's state has delay");
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ok(
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"iterationCount" in player.initialState,
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"Player's state has iterationCount"
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);
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ok("fill" in player.initialState, "Player's state has fill");
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ok("easing" in player.initialState, "Player's state has easing");
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ok("direction" in player.initialState, "Player's state has direction");
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ok(
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"isRunningOnCompositor" in player.initialState,
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"Player's state has isRunningOnCompositor"
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);
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ok("type" in player.initialState, "Player's state has type");
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ok(
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"documentCurrentTime" in player.initialState,
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"Player's state has documentCurrentTime"
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);
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ok("properties" in player.initialState, "Player's state has properties");
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}
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async function playerStateIsCorrect(walker, animations) {
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info("Checking the state of the simple animation");
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let player = await getAnimationPlayerForNode(
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walker,
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animations,
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".simple-animation",
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0
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);
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let state = await player.getCurrentState();
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is(state.name, "move", "Name is correct");
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is(state.duration, 200000, "Duration is correct");
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// null = infinite count
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is(state.iterationCount, null, "Iteration count is correct");
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is(state.fill, "none", "Fill is correct");
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is(state.easing, "linear", "Easing is correct");
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is(state.direction, "normal", "Direction is correct");
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is(state.playState, "running", "PlayState is correct");
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is(state.playbackRate, 1, "PlaybackRate is correct");
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is(state.type, "cssanimation", "Type is correct");
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info("Checking the state of the transition");
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player = await getAnimationPlayerForNode(
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walker,
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animations,
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".transition",
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0
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);
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state = await player.getCurrentState();
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is(state.name, "width", "Transition name matches transition property");
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is(state.duration, 500000, "Transition duration is correct");
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// transitions run only once
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is(state.iterationCount, 1, "Transition iteration count is correct");
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is(state.fill, "backwards", "Transition fill is correct");
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is(state.easing, "ease-out", "Transition easing is correct");
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is(state.direction, "normal", "Transition direction is correct");
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is(state.playState, "running", "Transition playState is correct");
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is(state.playbackRate, 1, "Transition playbackRate is correct");
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is(state.type, "csstransition", "Transition type is correct");
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// check easing in properties
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let properties = state.properties;
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is(properties.length, 1, "Length of animated properties is correct");
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let keyframes = properties[0].values;
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is(keyframes.length, 2, "Transition length of keyframe is correct");
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is(keyframes[0].easing, "linear", "Transition keyframes's easing is correct");
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info("Checking the state of one of multiple animations on a node");
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// Checking the 2nd player
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player = await getAnimationPlayerForNode(
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walker,
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animations,
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".multiple-animations",
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1
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);
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state = await player.getCurrentState();
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is(state.name, "glow", "The 2nd animation's name is correct");
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is(state.duration, 100000, "The 2nd animation's duration is correct");
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is(state.iterationCount, 5, "The 2nd animation's iteration count is correct");
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is(state.fill, "both", "The 2nd animation's fill is correct");
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is(state.easing, "linear", "The 2nd animation's easing is correct");
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is(state.direction, "reverse", "The 2nd animation's direction is correct");
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is(state.playState, "running", "The 2nd animation's playState is correct");
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is(state.playbackRate, 1, "The 2nd animation's playbackRate is correct");
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// chech easing in keyframe
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properties = state.properties;
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keyframes = properties[0].values;
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is(keyframes.length, 2, "The 2nd animation's length of keyframe is correct");
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is(
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keyframes[0].easing,
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"ease-out",
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"The 2nd animation's easing of keyframes is correct"
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);
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info("Checking the state of an animation with delay");
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player = await getAnimationPlayerForNode(
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walker,
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animations,
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".delayed-animation",
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0
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);
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state = await player.getCurrentState();
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is(state.delay, 5000, "The animation delay is correct");
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info("Checking the state of an transition with delay");
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player = await getAnimationPlayerForNode(
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walker,
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animations,
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".delayed-transition",
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0
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);
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state = await player.getCurrentState();
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is(state.delay, 3000, "The transition delay is correct");
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}
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async function getAnimationPlayerForNode(
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walker,
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animations,
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nodeSelector,
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index
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) {
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const node = await walker.querySelector(walker.rootNode, nodeSelector);
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const players = await animations.getAnimationPlayersForNode(node);
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const player = players[index];
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return player;
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}
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