diff options
Diffstat (limited to 'devtools/server/tests/browser/browser_animation_playerState.js')
-rw-r--r-- | devtools/server/tests/browser/browser_animation_playerState.js | 158 |
1 files changed, 158 insertions, 0 deletions
diff --git a/devtools/server/tests/browser/browser_animation_playerState.js b/devtools/server/tests/browser/browser_animation_playerState.js new file mode 100644 index 0000000000..79e8b4e9a4 --- /dev/null +++ b/devtools/server/tests/browser/browser_animation_playerState.js @@ -0,0 +1,158 @@ +/* Any copyright is dedicated to the Public Domain. + http://creativecommons.org/publicdomain/zero/1.0/ */ + +"use strict"; + +// Check the animation player's initial state + +add_task(async function() { + const { target, walker, animations } = await initAnimationsFrontForUrl( + MAIN_DOMAIN + "animation.html" + ); + + await playerHasAnInitialState(walker, animations); + await playerStateIsCorrect(walker, animations); + + await target.destroy(); + gBrowser.removeCurrentTab(); +}); + +async function playerHasAnInitialState(walker, animations) { + const node = await walker.querySelector(walker.rootNode, ".simple-animation"); + const [player] = await animations.getAnimationPlayersForNode(node); + + ok(player.initialState, "The player front has an initial state"); + ok("startTime" in player.initialState, "Player's state has startTime"); + ok("currentTime" in player.initialState, "Player's state has currentTime"); + ok("playState" in player.initialState, "Player's state has playState"); + ok("playbackRate" in player.initialState, "Player's state has playbackRate"); + ok("name" in player.initialState, "Player's state has name"); + ok("duration" in player.initialState, "Player's state has duration"); + ok("delay" in player.initialState, "Player's state has delay"); + ok( + "iterationCount" in player.initialState, + "Player's state has iterationCount" + ); + ok("fill" in player.initialState, "Player's state has fill"); + ok("easing" in player.initialState, "Player's state has easing"); + ok("direction" in player.initialState, "Player's state has direction"); + ok( + "isRunningOnCompositor" in player.initialState, + "Player's state has isRunningOnCompositor" + ); + ok("type" in player.initialState, "Player's state has type"); + ok( + "documentCurrentTime" in player.initialState, + "Player's state has documentCurrentTime" + ); +} + +async function playerStateIsCorrect(walker, animations) { + info("Checking the state of the simple animation"); + + let player = await getAnimationPlayerForNode( + walker, + animations, + ".simple-animation", + 0 + ); + let state = await player.getCurrentState(); + is(state.name, "move", "Name is correct"); + is(state.duration, 200000, "Duration is correct"); + // null = infinite count + is(state.iterationCount, null, "Iteration count is correct"); + is(state.fill, "none", "Fill is correct"); + is(state.easing, "linear", "Easing is correct"); + is(state.direction, "normal", "Direction is correct"); + is(state.playState, "running", "PlayState is correct"); + is(state.playbackRate, 1, "PlaybackRate is correct"); + is(state.type, "cssanimation", "Type is correct"); + + info("Checking the state of the transition"); + + player = await getAnimationPlayerForNode( + walker, + animations, + ".transition", + 0 + ); + state = await player.getCurrentState(); + is(state.name, "width", "Transition name matches transition property"); + is(state.duration, 500000, "Transition duration is correct"); + // transitions run only once + is(state.iterationCount, 1, "Transition iteration count is correct"); + is(state.fill, "backwards", "Transition fill is correct"); + is(state.easing, "ease-out", "Transition easing is correct"); + is(state.direction, "normal", "Transition direction is correct"); + is(state.playState, "running", "Transition playState is correct"); + is(state.playbackRate, 1, "Transition playbackRate is correct"); + is(state.type, "csstransition", "Transition type is correct"); + // check easing in properties + let properties = await player.getProperties(); + is(properties.length, 1, "Length of animated properties is correct"); + let keyframes = properties[0].values; + is(keyframes.length, 2, "Transition length of keyframe is correct"); + is(keyframes[0].easing, "linear", "Transition keyframes's easing is correct"); + + info("Checking the state of one of multiple animations on a node"); + + // Checking the 2nd player + player = await getAnimationPlayerForNode( + walker, + animations, + ".multiple-animations", + 1 + ); + state = await player.getCurrentState(); + is(state.name, "glow", "The 2nd animation's name is correct"); + is(state.duration, 100000, "The 2nd animation's duration is correct"); + is(state.iterationCount, 5, "The 2nd animation's iteration count is correct"); + is(state.fill, "both", "The 2nd animation's fill is correct"); + is(state.easing, "linear", "The 2nd animation's easing is correct"); + is(state.direction, "reverse", "The 2nd animation's direction is correct"); + is(state.playState, "running", "The 2nd animation's playState is correct"); + is(state.playbackRate, 1, "The 2nd animation's playbackRate is correct"); + // chech easing in keyframe + properties = await player.getProperties(); + keyframes = properties[0].values; + is(keyframes.length, 2, "The 2nd animation's length of keyframe is correct"); + is( + keyframes[0].easing, + "ease-out", + "The 2nd animation's easing of keyframes is correct" + ); + + info("Checking the state of an animation with delay"); + + player = await getAnimationPlayerForNode( + walker, + animations, + ".delayed-animation", + 0 + ); + state = await player.getCurrentState(); + is(state.delay, 5000, "The animation delay is correct"); + + info("Checking the state of an transition with delay"); + + player = await getAnimationPlayerForNode( + walker, + animations, + ".delayed-transition", + 0 + ); + state = await player.getCurrentState(); + is(state.delay, 3000, "The transition delay is correct"); +} + +async function getAnimationPlayerForNode( + walker, + animations, + nodeSelector, + index +) { + const node = await walker.querySelector(walker.rootNode, nodeSelector); + const players = await animations.getAnimationPlayersForNode(node); + const player = players[index]; + return player; +} |