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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 the animation player's updated state
add_task(async function () {
const { target, walker, animations } = await initAnimationsFrontForUrl(
MAIN_DOMAIN + "animation.html"
);
await playStateIsUpdatedDynamically(walker, animations);
await target.destroy();
gBrowser.removeCurrentTab();
});
async function playStateIsUpdatedDynamically(walker, animations) {
info("Getting the test node (which runs a very long animation)");
// The animation lasts for 100s, to avoid intermittents.
const node = await walker.querySelector(walker.rootNode, ".long-animation");
info("Getting the animation player front for this node");
const [player] = await animations.getAnimationPlayersForNode(node);
let state = await player.getCurrentState();
is(
state.playState,
"running",
"The playState is running while the animation is running"
);
info(
"Change the animation's currentTime to be near the end and wait for " +
"it to finish"
);
const onFinished = waitForAnimationPlayState(player, "finished");
// Set the currentTime to 98s, knowing that the animation lasts for 100s.
await animations.setCurrentTimes([player], 98 * 1000, false);
state = await onFinished;
is(
state.playState,
"finished",
"The animation has ended and the state has been updated"
);
ok(
state.currentTime > player.initialState.currentTime,
"The currentTime has been updated"
);
}
async function waitForAnimationPlayState(player, playState) {
let state = {};
while (state.playState !== playState) {
state = await player.getCurrentState();
await wait(500);
}
return state;
}
function wait(ms) {
return new Promise(r => setTimeout(r, ms));
}
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