177 lines
6.2 KiB
HTML
177 lines
6.2 KiB
HTML
<!DOCTYPE html>
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<meta charset=utf-8>
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<title>Playing an animation</title>
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<link rel="help"
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href="https://drafts.csswg.org/web-animations/#playing-an-animation-section">
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<script src="/resources/testharness.js"></script>
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<script src="/resources/testharnessreport.js"></script>
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<script src="../../testcommon.js"></script>
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<body>
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<div id="log"></div>
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<script>
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'use strict';
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test(t => {
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const animation = createDiv(t).animate(null, 100 * MS_PER_SEC);
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animation.currentTime = 1 * MS_PER_SEC;
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assert_time_equals_literal(animation.currentTime, 1 * MS_PER_SEC);
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animation.play();
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assert_time_equals_literal(animation.currentTime, 1 * MS_PER_SEC);
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}, 'Playing a running animation leaves the current time unchanged');
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test(t => {
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const animation = createDiv(t).animate(null, 100 * MS_PER_SEC);
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animation.finish();
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assert_time_equals_literal(animation.currentTime, 100 * MS_PER_SEC);
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animation.play();
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assert_time_equals_literal(animation.currentTime, 0);
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}, 'Playing a finished animation seeks back to the start');
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test(t => {
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const animation = createDiv(t).animate(null, 100 * MS_PER_SEC);
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animation.playbackRate = -1;
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animation.currentTime = 0;
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assert_time_equals_literal(animation.currentTime, 0);
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animation.play();
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assert_time_equals_literal(animation.currentTime, 100 * MS_PER_SEC);
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}, 'Playing a finished and reversed animation seeks to end');
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promise_test(async t => {
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const animation = createDiv(t).animate(null, 100 * MS_PER_SEC);
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animation.finish();
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// Initiate a pause then abort it
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animation.pause();
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animation.play();
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// Wait to return to running state
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await animation.ready;
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assert_true(animation.currentTime < 100 * 1000,
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'After aborting a pause when finished, the current time should'
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+ ' jump back to the start of the animation');
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}, 'Playing a pause-pending but previously finished animation seeks back to'
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+ ' to the start');
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promise_test(async t => {
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const animation = createDiv(t).animate(null, 100 * MS_PER_SEC);
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animation.finish();
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await animation.ready;
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animation.play();
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assert_equals(animation.startTime, null, 'start time is unresolved');
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}, 'Playing a finished animation clears the start time');
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test(t => {
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const animation = createDiv(t).animate(null, 100 * MS_PER_SEC);
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animation.cancel();
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const promise = animation.ready;
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animation.play();
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assert_not_equals(animation.ready, promise);
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}, 'The ready promise should be replaced if the animation is not already'
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+ ' pending');
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promise_test(async t => {
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const animation = createDiv(t).animate(null, 100 * MS_PER_SEC);
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const promise = animation.ready;
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const promiseResult = await promise;
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assert_equals(promiseResult, animation);
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assert_equals(animation.ready, promise);
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}, 'A pending ready promise should be resolved and not replaced when the'
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+ ' animation enters the running state');
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promise_test(async t => {
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const animation = createDiv(t).animate(null, 100 * MS_PER_SEC);
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animation.currentTime = 50 * MS_PER_SEC;
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await animation.ready;
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animation.pause();
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await animation.ready;
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const holdTime = animation.currentTime;
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animation.play();
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await animation.ready;
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assert_less_than_equal(
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animation.startTime,
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animation.timeline.currentTime - holdTime + TIME_PRECISION
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);
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}, 'Resuming an animation from paused calculates start time from hold time');
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promise_test(async t => {
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const animation = createDiv(t).animate(null, 100 * MS_PER_SEC);
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await animation.ready;
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// Go to pause-pending state
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animation.pause();
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assert_true(animation.pending, 'Animation is pending');
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const pauseReadyPromise = animation.ready;
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// Now play again immediately (abort the pause)
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animation.play();
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assert_true(animation.pending, 'Animation is still pending');
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assert_equals(animation.ready, pauseReadyPromise,
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'The pause Promise is re-used when playing while waiting'
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+ ' to pause');
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// Sanity check: Animation proceeds to running state
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await animation.ready;
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assert_true(!animation.pending && animation.playState === 'running',
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'Animation is running after aborting a pause');
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}, 'If a pause operation is interrupted, the ready promise is reused');
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promise_test(async t => {
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// Seek animation beyond target end
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const animation = createDiv(t).animate(null, 100 * MS_PER_SEC);
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animation.currentTime = -100 * MS_PER_SEC;
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await animation.ready;
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// Set pending playback rate to the opposite direction
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animation.updatePlaybackRate(-1);
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assert_true(animation.pending);
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assert_equals(animation.playbackRate, 1);
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// When we play, we should seek to the target end, NOT to zero (which
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// is where we would seek to if we used the playbackRate of 1.
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animation.play();
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assert_time_equals_literal(animation.currentTime, 100 * MS_PER_SEC);
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}, 'A pending playback rate is used when determining auto-rewind behavior');
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promise_test(async t => {
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const animation = createDiv(t).animate(null, 100 * MS_PER_SEC);
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animation.cancel();
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assert_equals(animation.startTime, null,
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'Start time should be unresolved');
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const playTime = animation.timeline.currentTime;
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animation.play();
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assert_true(animation.pending, 'Animation should be play-pending');
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await animation.ready;
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assert_false(animation.pending, 'animation should no longer be pending');
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assert_time_greater_than_equal(animation.startTime, playTime,
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'The start time of the playing animation should be set');
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}, 'Playing a canceled animation sets the start time');
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promise_test(async t => {
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const animation = createDiv(t).animate(null, 100 * MS_PER_SEC);
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animation.playbackRate = -1;
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animation.cancel();
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assert_equals(animation.startTime, null,
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'Start time should be unresolved');
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const playTime = animation.timeline.currentTime;
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animation.play();
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assert_true(animation.pending, 'Animation should be play-pending');
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await animation.ready;
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assert_false(animation.pending, 'Animation should no longer be pending');
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assert_time_greater_than_equal(animation.startTime, playTime + 100 * MS_PER_SEC,
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'The start time of the playing animation should be set');
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}, 'Playing a canceled animation backwards sets the start time');
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</script>
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</body>
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