/* 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)); }