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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"
);
ok("properties" in player.initialState, "Player's state has properties");
}
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 = state.properties;
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 = state.properties;
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;
}
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