329 lines
13 KiB
HTML
329 lines
13 KiB
HTML
<!DOCTYPE html>
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<meta charset=utf-8>
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<title>Setting the start time of an animation</title>
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<link rel="help" href="https://drafts.csswg.org/web-animations/#setting-the-start-time-of-an-animation">
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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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<script src="../../resources/timing-override.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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promise_test(async t => {
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const animation =
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new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
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null);
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assert_throws_js(TypeError, () => {
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animation.startTime = CSSNumericValue.parse("30%");
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});
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assert_throws_js(TypeError, () => {
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animation.startTime = CSSNumericValue.parse("30deg");
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});
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animation.startTime = 2000;
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assert_equals(animation.startTime, 2000, "Set start time using double");
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animation.startTime = CSSNumericValue.parse("3000");
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assert_equals(animation.startTime, 3000, "Set start time using " +
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"CSSNumericValue number value");
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animation.startTime = CSSNumericValue.parse("4000ms");
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assert_equals(animation.startTime, 4000, "Set start time using " +
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"CSSNumericValue milliseconds value");
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animation.startTime = CSSNumericValue.parse("50s");
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assert_equals(animation.startTime, 50000, "Set start time using " +
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"CSSNumericValue seconds value");
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}, 'Validate different value types that can be used to set start time');
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test(t => {
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// It should only be possible to set *either* the start time or the current
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// time for an animation that does not have an active timeline.
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const animation =
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new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
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null);
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assert_equals(animation.currentTime, null, 'Intial current time');
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assert_equals(animation.startTime, null, 'Intial start time');
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animation.currentTime = 1000;
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assert_equals(animation.currentTime, 1000,
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'Setting the current time succeeds');
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assert_equals(animation.startTime, null,
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'Start time remains null after setting current time');
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animation.startTime = 1000;
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assert_equals(animation.startTime, 1000,
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'Setting the start time succeeds');
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assert_equals(animation.currentTime, null,
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'Setting the start time clears the current time');
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animation.startTime = null;
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assert_equals(animation.startTime, null,
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'Setting the start time to an unresolved time succeeds');
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assert_equals(animation.currentTime, null, 'The current time is unaffected');
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}, 'Setting the start time of an animation without an active timeline');
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test(t => {
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// Setting an unresolved start time on an animation without an active
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// timeline should not clear the current time.
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const animation =
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new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
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null);
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assert_equals(animation.currentTime, null, 'Intial current time');
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assert_equals(animation.startTime, null, 'Intial start time');
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animation.currentTime = 1000;
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assert_equals(animation.currentTime, 1000,
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'Setting the current time succeeds');
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assert_equals(animation.startTime, null,
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'Start time remains null after setting current time');
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animation.startTime = null;
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assert_equals(animation.startTime, null, 'Start time remains unresolved');
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assert_equals(animation.currentTime, 1000, 'Current time is unaffected');
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}, 'Setting an unresolved start time an animation without an active timeline'
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+ ' does not clear the current time');
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test(t => {
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const animation =
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new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
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document.timeline);
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// So long as a hold time is set, querying the current time will return
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// the hold time.
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// Since the start time is unresolved at this point, setting the current time
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// will set the hold time
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animation.currentTime = 1000;
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assert_equals(animation.currentTime, 1000,
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'The current time is calculated from the hold time');
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// If we set the start time, however, we should clear the hold time.
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animation.startTime = document.timeline.currentTime - 2000;
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assert_time_equals_literal(animation.currentTime, 2000,
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'The current time is calculated from the start'
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+ ' time, not the hold time');
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// Sanity check
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assert_equals(animation.playState, 'running',
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'Animation reports it is running after setting a resolved'
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+ ' start time');
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}, 'Setting the start time clears the hold time');
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test(t => {
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const animation =
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new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
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document.timeline);
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// Set up a running animation (i.e. both start time and current time
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// are resolved).
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animation.startTime = document.timeline.currentTime - 1000;
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assert_equals(animation.playState, 'running');
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assert_time_equals_literal(animation.currentTime, 1000,
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'Current time is resolved for a running animation');
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// Clear start time
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animation.startTime = null;
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assert_time_equals_literal(animation.currentTime, 1000,
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'Hold time is set after start time is made'
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+ ' unresolved');
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assert_equals(animation.playState, 'paused',
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'Animation reports it is paused after setting an unresolved'
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+ ' start time');
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}, 'Setting an unresolved start time sets the hold time');
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promise_test(async t => {
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const animation =
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new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
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document.timeline);
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let readyPromiseCallbackCalled = false;
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animation.ready.then(() => { readyPromiseCallbackCalled = true; } );
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// Put the animation in the play-pending state
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animation.play();
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// Sanity check
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assert_true(animation.pending && animation.playState === 'running',
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'Animation is in play-pending state');
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// Setting the start time should resolve the 'ready' promise, i.e.
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// it should schedule a microtask to run the promise callbacks.
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animation.startTime = document.timeline.currentTime;
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assert_false(readyPromiseCallbackCalled,
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'Ready promise callback is not called synchronously');
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// If we schedule another microtask then it should run immediately after
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// the ready promise resolution microtask.
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await Promise.resolve();
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assert_true(readyPromiseCallbackCalled,
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'Ready promise callback called after setting startTime');
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}, 'Setting the start time resolves a pending ready promise');
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promise_test(async t => {
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const animation =
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new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
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document.timeline);
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let readyPromiseCallbackCalled = false;
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animation.ready.then(() => { readyPromiseCallbackCalled = true; } );
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// Put the animation in the pause-pending state
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animation.startTime = document.timeline.currentTime;
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animation.pause();
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// Sanity check
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assert_true(animation.pending && animation.playState === 'paused',
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'Animation is in pause-pending state');
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// Setting the start time should resolve the 'ready' promise although
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// the resolution callbacks when be run in a separate microtask.
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animation.startTime = null;
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assert_false(readyPromiseCallbackCalled,
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'Ready promise callback is not called synchronously');
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await Promise.resolve();
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assert_true(readyPromiseCallbackCalled,
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'Ready promise callback called after setting startTime');
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}, 'Setting the start time resolves a pending pause task');
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promise_test(async t => {
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const animation =
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new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
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document.timeline);
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// Put the animation in the play-pending state
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animation.play();
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// Sanity check
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assert_true(animation.pending, 'Animation is pending');
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assert_equals(animation.playState, 'running',
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'Animation is play-pending');
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assert_equals(animation.startTime, null, 'Start time is null');
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// Even though the startTime is already null, setting it to the same value
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// should still cancel the pending task.
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animation.startTime = null;
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assert_false(animation.pending, 'Animation is no longer pending');
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assert_equals(animation.playState, 'paused', 'Animation is paused');
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}, 'Setting an unresolved start time on a play-pending animation makes it'
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+ ' paused');
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promise_test(async t => {
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const animation =
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new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
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document.timeline);
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// Set start time such that the current time is past the end time
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animation.startTime = document.timeline.currentTime
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- 110 * MS_PER_SEC;
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assert_equals(animation.playState, 'finished',
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'Seeked to finished state using the startTime');
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// If the 'did seek' flag is true, the current time should be greater than
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// the effect end.
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assert_greater_than(animation.currentTime,
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animation.effect.getComputedTiming().endTime,
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'Setting the start time updated the finished state with'
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+ ' the \'did seek\' flag set to true');
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// Furthermore, that time should persist if we have correctly updated
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// the hold time
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const finishedCurrentTime = animation.currentTime;
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await waitForAnimationFrames(1);
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assert_equals(animation.currentTime, finishedCurrentTime,
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'Current time does not change after seeking past the effect'
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+ ' end time by setting the current time');
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}, 'Setting the start time updates the finished state');
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promise_test(async t => {
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const anim = createDiv(t).animate(null, 100 * MS_PER_SEC);
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// We should be play-pending now
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assert_true(anim.pending);
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assert_equals(anim.playState, 'running');
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// Apply a pending playback rate
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anim.updatePlaybackRate(2);
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assert_equals(anim.playbackRate, 1);
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assert_true(anim.pending);
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// Setting the start time should apply the pending playback rate
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anim.startTime = anim.timeline.currentTime - 25 * MS_PER_SEC;
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assert_equals(anim.playbackRate, 2);
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assert_false(anim.pending);
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// Sanity check that the start time is preserved and current time is
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// calculated using the new playback rate
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assert_times_equal(anim.startTime,
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anim.timeline.currentTime - 25 * MS_PER_SEC);
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assert_time_equals_literal(anim.currentTime, 50 * MS_PER_SEC);
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}, 'Setting the start time of a play-pending animation applies a pending playback rate');
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promise_test(async t => {
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const anim = createDiv(t).animate(null, 100 * MS_PER_SEC);
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await anim.ready;
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// We should be running now
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assert_false(anim.pending);
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assert_equals(anim.playState, 'running');
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// Apply a pending playback rate
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anim.updatePlaybackRate(2);
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assert_equals(anim.playbackRate, 1);
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assert_true(anim.pending);
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// Setting the start time should apply the pending playback rate
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anim.startTime = anim.timeline.currentTime - 25 * MS_PER_SEC;
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assert_equals(anim.playbackRate, 2);
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assert_false(anim.pending);
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// Sanity check that the start time is preserved and current time is
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// calculated using the new playback rate
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assert_times_equal(anim.startTime,
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anim.timeline.currentTime - 25 * MS_PER_SEC);
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assert_time_equals_literal(parseInt(anim.currentTime.toPrecision(5), 10), 50 * MS_PER_SEC);
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}, 'Setting the start time of a playing animation applies a pending playback rate');
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promise_test(async t => {
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const anim = createDiv(t).animate(null, 100 * MS_PER_SEC);
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await anim.ready;
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assert_equals(anim.playState, 'running');
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// Setting the start time updates the finished state. The hold time is not
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// constrained by the effect end time.
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anim.startTime = -200 * MS_PER_SEC;
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assert_equals(anim.playState, 'finished');
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assert_times_equal(anim.currentTime,
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document.timeline.currentTime + 200 * MS_PER_SEC);
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}, 'Setting the start time on a running animation updates the play state');
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promise_test(async t => {
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const anim = createDiv(t).animate(null, 100 * MS_PER_SEC);
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await anim.ready;
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// Setting the start time updates the finished state. The hold time is not
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// constrained by the normal range of the animation time.
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anim.currentTime = 100 * MS_PER_SEC;
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assert_equals(anim.playState, 'finished');
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anim.playbackRate = -1;
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assert_equals(anim.playState, 'running');
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anim.startTime = -200 * MS_PER_SEC;
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assert_equals(anim.playState, 'finished');
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assert_times_equal(anim.currentTime,
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-document.timeline.currentTime - 200 * MS_PER_SEC);
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}, 'Setting the start time on a reverse running animation updates the play '
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+ 'state');
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</script>
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</body>
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