/* 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; }