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/* Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ */
/* eslint-disable mozilla/no-arbitrary-setTimeout */
"use strict";
// Check that the right duration/iterationCount/delay are retrieved even when
// the node has multiple animations and one of them already ended before getting
// the player objects.
// See devtools/server/actors/animation.js |getPlayerIndex| for more
// information.
add_task(async function() {
const { target, walker, animations } = await initAnimationsFrontForUrl(
MAIN_DOMAIN + "animation.html"
);
info("Retrieve a non animated node");
const node = await walker.querySelector(walker.rootNode, ".not-animated");
info("Apply the multiple-animations-2 class to start the animations");
await node.modifyAttributes([
{ attributeName: "class", newValue: "multiple-animations-2" },
]);
info(
"Get the list of players, by the time this executes, the first, " +
"short, animation should have ended."
);
let players = await animations.getAnimationPlayersForNode(node);
if (players.length === 3) {
info("The short animation hasn't ended yet, wait for a bit.");
// The animation lasts for 500ms, so 1000ms should do it.
await new Promise(resolve => setTimeout(resolve, 1000));
info("And get the list again");
players = await animations.getAnimationPlayersForNode(node);
}
is(players.length, 2, "2 animations remain on the node");
is(
players[0].state.duration,
100000,
"The duration of the first animation is correct"
);
is(
players[0].state.delay,
2000,
"The delay of the first animation is correct"
);
is(
players[0].state.iterationCount,
null,
"The iterationCount of the first animation is correct"
);
is(
players[1].state.duration,
300000,
"The duration of the second animation is correct"
);
is(
players[1].state.delay,
1000,
"The delay of the second animation is correct"
);
is(
players[1].state.iterationCount,
100,
"The iterationCount of the second animation is correct"
);
await target.destroy();
gBrowser.removeCurrentTab();
});
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