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+<!doctype html>
+<meta charset=utf-8>
+<script src="../testcommon.js"></script>
+<script src="/tests/SimpleTest/paint_listener.js"></script>
+<style>
+@keyframes empty { }
+.target {
+ /* Element needs geometry to be eligible for layerization */
+ width: 100px;
+ height: 100px;
+ background-color: white;
+}
+</style>
+<body>
+<script>
+'use strict';
+
+function waitForDocLoad() {
+ return new Promise((resolve, reject) => {
+ if (document.readyState === 'complete') {
+ resolve();
+ } else {
+ window.addEventListener('load', resolve);
+ }
+ });
+}
+
+function waitForPaints() {
+ return new Promise((resolve, reject) => {
+ waitForAllPaintsFlushed(resolve);
+ });
+}
+
+promise_test(async t => {
+ // Test that empty animations actually start.
+ //
+ // Normally we tie the start of animations to when their first frame of
+ // the animation is rendered. However, for animations that don't actually
+ // trigger a paint (e.g. because they are empty, or are animating something
+ // that doesn't render or is offscreen) we want to make sure they still
+ // start.
+ //
+ // Before we start, wait for the document to finish loading, then create
+ // div element, and wait for painting. This is because during loading we will
+ // have other paint events taking place which might, by luck, happen to
+ // trigger animations that otherwise would not have been triggered, leading to
+ // false positives.
+ //
+ // As a result, it's better to wait until we have a more stable state before
+ // continuing.
+ await waitForDocLoad();
+
+ const div = addDiv(t);
+
+ await waitForPaints();
+
+ div.style.animation = 'empty 1000s';
+ const animation = div.getAnimations()[0];
+
+ let promiseCallbackDone = false;
+ animation.ready.then(() => {
+ promiseCallbackDone = true;
+ }).catch(() => {
+ assert_unreached('ready promise was rejected');
+ });
+
+ // We need to wait for up to three frames. This is because in some
+ // cases it can take up to two frames for the initial layout
+ // to take place. Even after that happens we don't actually resolve the
+ // ready promise until the following tick.
+ await waitForAnimationFrames(3);
+
+ assert_true(promiseCallbackDone,
+ 'ready promise for an empty animation was resolved'
+ + ' within three animation frames');
+}, 'Animation.ready is resolved for an empty animation');
+
+// Test that compositor animations with delays get synced correctly
+//
+// NOTE: It is important that we DON'T use
+// SpecialPowers.DOMWindowUtils.advanceTimeAndRefresh here since that takes
+// us through a different code path.
+promise_test(async t => {
+ assert_false(SpecialPowers.DOMWindowUtils.isTestControllingRefreshes,
+ 'Test should run without the refresh driver being under'
+ + ' test control');
+
+ // This test only applies to compositor animations
+ if (!isOMTAEnabled()) {
+ return;
+ }
+
+ const div = addDiv(t, { class: 'target' });
+
+ // As with the above test, any stray paints can cause this test to produce
+ // a false negative (that is, pass when it should fail). To avoid this we
+ // wait for paints and only then do we commence the test.
+ await waitForPaints();
+
+ const animation =
+ div.animate({ transform: [ 'translate(0px)', 'translate(100px)' ] },
+ { duration: 400 * MS_PER_SEC,
+ delay: -200 * MS_PER_SEC });
+
+ await waitForAnimationReadyToRestyle(animation);
+
+ await waitForPaints();
+
+ const transformStr =
+ SpecialPowers.DOMWindowUtils.getOMTAStyle(div, 'transform');
+ const translateX = getTranslateXFromTransform(transformStr);
+
+ // If the delay has been applied we should be about half-way through
+ // the animation. However, if we applied it twice we will be at the
+ // end of the animation already so check that we are roughly half way
+ // through.
+ assert_between_inclusive(translateX, 40, 75,
+ 'Animation is about half-way through on the compositor');
+}, 'Starting an animation with a delay starts from the correct point');
+
+// Test that compositor animations with a playback rate start at the
+// appropriate point.
+//
+// NOTE: As with the previous test, it is important that we DON'T use
+// SpecialPowers.DOMWindowUtils.advanceTimeAndRefresh here since that takes
+// us through a different code path.
+promise_test(async t => {
+ assert_false(SpecialPowers.DOMWindowUtils.isTestControllingRefreshes,
+ 'Test should run without the refresh driver being under'
+ + ' test control');
+
+ // This test only applies to compositor animations
+ if (!isOMTAEnabled()) {
+ return;
+ }
+
+ const div = addDiv(t, { class: 'target' });
+
+ // Wait for the document to load and painting (see notes in previous test).
+ await waitForPaints();
+
+ const animation =
+ div.animate({ transform: [ 'translate(0px)', 'translate(100px)' ] },
+ 200 * MS_PER_SEC);
+ animation.currentTime = 100 * MS_PER_SEC;
+ animation.playbackRate = 0.1;
+
+ await waitForPaints();
+
+ const transformStr =
+ SpecialPowers.DOMWindowUtils.getOMTAStyle(div, 'transform');
+ const translateX = getTranslateXFromTransform(transformStr);
+
+ // We pass the playback rate to the compositor independently and we have
+ // tests to ensure that it is correctly applied there. However, if, when
+ // we resolve the start time of the pending animation, we fail to
+ // incorporate the playback rate, we will end up starting from the wrong
+ // point and the current time calculated on the compositor will be wrong.
+ assert_between_inclusive(translateX, 25, 75,
+ 'Animation is about half-way through on the compositor');
+}, 'Starting an animation with a playbackRate starts from the correct point');
+
+function getTranslateXFromTransform(transformStr) {
+ const matrixComponents =
+ transformStr.startsWith('matrix(')
+ ? transformStr.substring('matrix('.length, transformStr.length-1)
+ .split(',')
+ .map(component => Number(component))
+ : [];
+ assert_equals(matrixComponents.length, 6,
+ 'Got a valid transform matrix on the compositor'
+ + ' (got: "' + transformStr + '")');
+
+ return matrixComponents[4];
+}
+
+done();
+</script>
+</body>