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-rw-r--r--devtools/server/tests/browser/browser_animation_playerState.js158
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
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+++ b/devtools/server/tests/browser/browser_animation_playerState.js
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+/* 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;
+}