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diff --git a/testing/web-platform/tests/web-animations/timing-model/animations/setting-the-start-time-of-an-animation.html b/testing/web-platform/tests/web-animations/timing-model/animations/setting-the-start-time-of-an-animation.html new file mode 100644 index 0000000000..fee3f1e0de --- /dev/null +++ b/testing/web-platform/tests/web-animations/timing-model/animations/setting-the-start-time-of-an-animation.html @@ -0,0 +1,329 @@ +<!DOCTYPE html> +<meta charset=utf-8> +<title>Setting the start time of an animation</title> +<link rel="help" href="https://drafts.csswg.org/web-animations/#setting-the-start-time-of-an-animation"> +<script src="/resources/testharness.js"></script> +<script src="/resources/testharnessreport.js"></script> +<script src="../../testcommon.js"></script> +<script src="../../resources/timing-override.js"></script> +<body> +<div id="log"></div> +<script> +'use strict'; + +promise_test(async t => { + const animation = + new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC), + null); + + assert_throws_js(TypeError, () => { + animation.startTime = CSSNumericValue.parse("30%"); + }); + assert_throws_js(TypeError, () => { + animation.startTime = CSSNumericValue.parse("30deg"); + }); + + animation.startTime = 2000; + assert_equals(animation.startTime, 2000, "Set start time using double"); + + animation.startTime = CSSNumericValue.parse("3000"); + assert_equals(animation.startTime, 3000, "Set start time using " + + "CSSNumericValue number value"); + + animation.startTime = CSSNumericValue.parse("4000ms"); + assert_equals(animation.startTime, 4000, "Set start time using " + + "CSSNumericValue milliseconds value"); + + animation.startTime = CSSNumericValue.parse("50s"); + assert_equals(animation.startTime, 50000, "Set start time using " + + "CSSNumericValue seconds value"); +}, 'Validate different value types that can be used to set start time'); + +test(t => { + // It should only be possible to set *either* the start time or the current + // time for an animation that does not have an active timeline. + + const animation = + new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC), + null); + + assert_equals(animation.currentTime, null, 'Intial current time'); + assert_equals(animation.startTime, null, 'Intial start time'); + + animation.currentTime = 1000; + assert_equals(animation.currentTime, 1000, + 'Setting the current time succeeds'); + assert_equals(animation.startTime, null, + 'Start time remains null after setting current time'); + + animation.startTime = 1000; + assert_equals(animation.startTime, 1000, + 'Setting the start time succeeds'); + assert_equals(animation.currentTime, null, + 'Setting the start time clears the current time'); + + animation.startTime = null; + assert_equals(animation.startTime, null, + 'Setting the start time to an unresolved time succeeds'); + assert_equals(animation.currentTime, null, 'The current time is unaffected'); + +}, 'Setting the start time of an animation without an active timeline'); + +test(t => { + // Setting an unresolved start time on an animation without an active + // timeline should not clear the current time. + + const animation = + new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC), + null); + + assert_equals(animation.currentTime, null, 'Intial current time'); + assert_equals(animation.startTime, null, 'Intial start time'); + + animation.currentTime = 1000; + assert_equals(animation.currentTime, 1000, + 'Setting the current time succeeds'); + assert_equals(animation.startTime, null, + 'Start time remains null after setting current time'); + + animation.startTime = null; + assert_equals(animation.startTime, null, 'Start time remains unresolved'); + assert_equals(animation.currentTime, 1000, 'Current time is unaffected'); + +}, 'Setting an unresolved start time an animation without an active timeline' + + ' does not clear the current time'); + +test(t => { + const animation = + new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC), + document.timeline); + + // So long as a hold time is set, querying the current time will return + // the hold time. + + // Since the start time is unresolved at this point, setting the current time + // will set the hold time + animation.currentTime = 1000; + assert_equals(animation.currentTime, 1000, + 'The current time is calculated from the hold time'); + + // If we set the start time, however, we should clear the hold time. + animation.startTime = document.timeline.currentTime - 2000; + assert_time_equals_literal(animation.currentTime, 2000, + 'The current time is calculated from the start' + + ' time, not the hold time'); + + // Sanity check + assert_equals(animation.playState, 'running', + 'Animation reports it is running after setting a resolved' + + ' start time'); +}, 'Setting the start time clears the hold time'); + +test(t => { + const animation = + new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC), + document.timeline); + + // Set up a running animation (i.e. both start time and current time + // are resolved). + animation.startTime = document.timeline.currentTime - 1000; + assert_equals(animation.playState, 'running'); + assert_time_equals_literal(animation.currentTime, 1000, + 'Current time is resolved for a running animation'); + + // Clear start time + animation.startTime = null; + assert_time_equals_literal(animation.currentTime, 1000, + 'Hold time is set after start time is made' + + ' unresolved'); + assert_equals(animation.playState, 'paused', + 'Animation reports it is paused after setting an unresolved' + + ' start time'); +}, 'Setting an unresolved start time sets the hold time'); + +promise_test(async t => { + const animation = + new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC), + document.timeline); + + let readyPromiseCallbackCalled = false; + animation.ready.then(() => { readyPromiseCallbackCalled = true; } ); + + // Put the animation in the play-pending state + animation.play(); + + // Sanity check + assert_true(animation.pending && animation.playState === 'running', + 'Animation is in play-pending state'); + + // Setting the start time should resolve the 'ready' promise, i.e. + // it should schedule a microtask to run the promise callbacks. + animation.startTime = document.timeline.currentTime; + assert_false(readyPromiseCallbackCalled, + 'Ready promise callback is not called synchronously'); + + // If we schedule another microtask then it should run immediately after + // the ready promise resolution microtask. + await Promise.resolve(); + assert_true(readyPromiseCallbackCalled, + 'Ready promise callback called after setting startTime'); +}, 'Setting the start time resolves a pending ready promise'); + +promise_test(async t => { + const animation = + new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC), + document.timeline); + + let readyPromiseCallbackCalled = false; + animation.ready.then(() => { readyPromiseCallbackCalled = true; } ); + + // Put the animation in the pause-pending state + animation.startTime = document.timeline.currentTime; + animation.pause(); + + // Sanity check + assert_true(animation.pending && animation.playState === 'paused', + 'Animation is in pause-pending state'); + + // Setting the start time should resolve the 'ready' promise although + // the resolution callbacks when be run in a separate microtask. + animation.startTime = null; + assert_false(readyPromiseCallbackCalled, + 'Ready promise callback is not called synchronously'); + + await Promise.resolve(); + assert_true(readyPromiseCallbackCalled, + 'Ready promise callback called after setting startTime'); +}, 'Setting the start time resolves a pending pause task'); + +promise_test(async t => { + const animation = + new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC), + document.timeline); + + // Put the animation in the play-pending state + animation.play(); + + // Sanity check + assert_true(animation.pending, 'Animation is pending'); + assert_equals(animation.playState, 'running', + 'Animation is play-pending'); + assert_equals(animation.startTime, null, 'Start time is null'); + + // Even though the startTime is already null, setting it to the same value + // should still cancel the pending task. + animation.startTime = null; + assert_false(animation.pending, 'Animation is no longer pending'); + assert_equals(animation.playState, 'paused', 'Animation is paused'); +}, 'Setting an unresolved start time on a play-pending animation makes it' + + ' paused'); + +promise_test(async t => { + const animation = + new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC), + document.timeline); + + // Set start time such that the current time is past the end time + animation.startTime = document.timeline.currentTime + - 110 * MS_PER_SEC; + assert_equals(animation.playState, 'finished', + 'Seeked to finished state using the startTime'); + + // If the 'did seek' flag is true, the current time should be greater than + // the effect end. + assert_greater_than(animation.currentTime, + animation.effect.getComputedTiming().endTime, + 'Setting the start time updated the finished state with' + + ' the \'did seek\' flag set to true'); + + // Furthermore, that time should persist if we have correctly updated + // the hold time + const finishedCurrentTime = animation.currentTime; + await waitForAnimationFrames(1); + assert_equals(animation.currentTime, finishedCurrentTime, + 'Current time does not change after seeking past the effect' + + ' end time by setting the current time'); +}, 'Setting the start time updates the finished state'); + +promise_test(async t => { + const anim = createDiv(t).animate(null, 100 * MS_PER_SEC); + + // We should be play-pending now + assert_true(anim.pending); + assert_equals(anim.playState, 'running'); + + // Apply a pending playback rate + anim.updatePlaybackRate(2); + assert_equals(anim.playbackRate, 1); + assert_true(anim.pending); + + // Setting the start time should apply the pending playback rate + anim.startTime = anim.timeline.currentTime - 25 * MS_PER_SEC; + assert_equals(anim.playbackRate, 2); + assert_false(anim.pending); + + // Sanity check that the start time is preserved and current time is + // calculated using the new playback rate + assert_times_equal(anim.startTime, + anim.timeline.currentTime - 25 * MS_PER_SEC); + assert_time_equals_literal(anim.currentTime, 50 * MS_PER_SEC); +}, 'Setting the start time of a play-pending animation applies a pending playback rate'); + +promise_test(async t => { + const anim = createDiv(t).animate(null, 100 * MS_PER_SEC); + await anim.ready; + + // We should be running now + assert_false(anim.pending); + assert_equals(anim.playState, 'running'); + + // Apply a pending playback rate + anim.updatePlaybackRate(2); + assert_equals(anim.playbackRate, 1); + assert_true(anim.pending); + + // Setting the start time should apply the pending playback rate + anim.startTime = anim.timeline.currentTime - 25 * MS_PER_SEC; + assert_equals(anim.playbackRate, 2); + assert_false(anim.pending); + + // Sanity check that the start time is preserved and current time is + // calculated using the new playback rate + assert_times_equal(anim.startTime, + anim.timeline.currentTime - 25 * MS_PER_SEC); + assert_time_equals_literal(parseInt(anim.currentTime.toPrecision(5), 10), 50 * MS_PER_SEC); +}, 'Setting the start time of a playing animation applies a pending playback rate'); + +promise_test(async t => { + const anim = createDiv(t).animate(null, 100 * MS_PER_SEC); + await anim.ready; + assert_equals(anim.playState, 'running'); + + // Setting the start time updates the finished state. The hold time is not + // constrained by the effect end time. + anim.startTime = -200 * MS_PER_SEC; + assert_equals(anim.playState, 'finished'); + + assert_times_equal(anim.currentTime, + document.timeline.currentTime + 200 * MS_PER_SEC); +}, 'Setting the start time on a running animation updates the play state'); + +promise_test(async t => { + const anim = createDiv(t).animate(null, 100 * MS_PER_SEC); + await anim.ready; + + // Setting the start time updates the finished state. The hold time is not + // constrained by the normal range of the animation time. + anim.currentTime = 100 * MS_PER_SEC; + assert_equals(anim.playState, 'finished'); + anim.playbackRate = -1; + assert_equals(anim.playState, 'running'); + anim.startTime = -200 * MS_PER_SEC; + assert_equals(anim.playState, 'finished'); + assert_times_equal(anim.currentTime, + -document.timeline.currentTime - 200 * MS_PER_SEC); +}, 'Setting the start time on a reverse running animation updates the play ' + + 'state'); + +</script> +</body> |