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<!DOCTYPE html>
<meta charset=utf-8>
<title>Tests for discrete animation</title>
<link rel="help" href="https://drafts.csswg.org/web-animations/#play-state">
<script src="../../resources/testharness.js"></script>
<script src="../../resources/testharnessreport.js"></script>
<script src="../../external/wpt/web-animations/testcommon.js"></script>
<body>
<script>
'use strict';
function createIdleAnimation(t) {
var animation = createDiv(t).animate([], 100000);
animation.cancel();
return animation;
}
function createRunningAnimation(t) {
var animation = createIdleAnimation(t);
animation.play();
animation.startTime = document.timeline.currentTime;
return animation;
}
function createPendingStartTimeAnimation(t) {
var animation = createIdleAnimation(t);
animation.play();
return animation;
}
function createPausedAnimation(t) {
var animation = createIdleAnimation(t);
animation.pause();
animation.currentTime = 0;
return animation;
}
function createFinishedAnimation(t) {
var animation = createIdleAnimation(t);
animation.play();
animation.finish();
return animation;
}
// Initial animation states
test(function(t) {
var animation = createIdleAnimation(t);
assert_equals(animation.startTime, null);
assert_equals(animation.currentTime, null);
assert_false(animation.pending);
assert_equals(animation.playState, 'idle');
}, "Play state is idle after canceling an animation");
test(function(t) {
var animation = createPendingStartTimeAnimation(t);
assert_equals(animation.startTime, null);
assert_equals(animation.currentTime, 0);
assert_equals(animation.playState, 'running');
}, "Play state is running after playing a canceled animation");
test(function(t) {
var animation = createRunningAnimation(t);
assert_times_equal(animation.startTime, document.timeline.currentTime - animation.currentTime);
assert_times_equal(animation.currentTime, 0);
assert_equals(animation.playState, 'running');
}, "Play state is running after playing and setting start time of a canceled animation");
test(function(t) {
var animation = createPausedAnimation(t);
assert_equals(animation.startTime, null);
assert_times_equal(animation.currentTime, 0);
assert_equals(animation.playState, 'paused');
}, "Play state is paused after pausing and setting current time of a canceled animation");
test(function(t) {
var animation = createFinishedAnimation(t);
assert_times_equal(animation.startTime, document.timeline.currentTime - animation.currentTime);
assert_equals(animation.currentTime, 100000);
assert_equals(animation.playState, 'finished');
}, "Play state is finished after playing and finishing a cancelled animation");
// Changed animation states
test(function(t) {
var animation = createIdleAnimation(t);
animation.play();
assert_equals(animation.startTime, null);
assert_equals(animation.currentTime, 0);
assert_true(animation.pending);
assert_equals(animation.playState, 'running');
}, "Calling play() on an idle animation");
test(function(t) {
var animation = createIdleAnimation(t);
animation.pause();
assert_equals(animation.startTime, null);
assert_equals(animation.currentTime, 0);
assert_true(animation.pending);
assert_equals(animation.playState, 'paused');
}, "Calling pause() on an idle animation");
test(function(t) {
var animation = createIdleAnimation(t);
animation.cancel();
assert_equals(animation.startTime, null);
assert_equals(animation.currentTime, null);
assert_false(animation.pending);
assert_equals(animation.playState, 'idle');
}, "Calling cancel() on an idle animation");
test(function(t) {
var animation = createIdleAnimation(t);
animation.finish();
assert_times_equal(animation.startTime, document.timeline.currentTime - animation.currentTime);
assert_equals(animation.currentTime, 100000);
assert_false(animation.pending);
assert_equals(animation.playState, 'finished');
}, "Calling finish() on an idle animation");
test(function(t) {
var animation = createIdleAnimation(t);
animation.reverse();
assert_equals(animation.startTime, null);
assert_equals(animation.currentTime, 100000);
assert_true(animation.pending);
assert_equals(animation.playState, 'running');
}, "Calling reverse() on an idle animation");
test(function(t) {
var animation = createIdleAnimation(t);
animation.currentTime = 1000;
assert_equals(animation.startTime, null);
assert_equals(animation.currentTime, 1000);
assert_false(animation.pending);
assert_equals(animation.playState, 'paused');
}, "Setting currentTime on an idle animation");
test(function(t) {
var animation = createIdleAnimation(t);
animation.startTime = document.timeline.currentTime - 1000;
assert_times_equal(animation.startTime, document.timeline.currentTime - 1000);
assert_times_equal(animation.currentTime, 1000);
assert_false(animation.pending);
assert_equals(animation.playState, 'running');
}, "Setting startTime on an idle animation");
test(function(t) {
var animation = createPendingStartTimeAnimation(t);
animation.play();
assert_equals(animation.startTime, null);
assert_equals(animation.currentTime, 0);
assert_true(animation.pending);
assert_equals(animation.playState, 'running');
}, "Calling play() on a pending starttime animation");
test(function(t) {
var animation = createPendingStartTimeAnimation(t);
animation.pause();
assert_equals(animation.startTime, null);
assert_equals(animation.currentTime, 0);
assert_true(animation.pending);
assert_equals(animation.playState, 'paused');
}, "Calling pause() on a pending starttime animation");
test(function(t) {
var animation = createPendingStartTimeAnimation(t);
animation.cancel();
assert_equals(animation.startTime, null);
assert_equals(animation.currentTime, null);
assert_false(animation.pending);
assert_equals(animation.playState, 'idle');
}, "Calling cancel() on a pending starttime animation");
test(function(t) {
var animation = createPendingStartTimeAnimation(t);
animation.finish();
assert_times_equal(animation.startTime, document.timeline.currentTime - animation.currentTime);
assert_equals(animation.currentTime, 100000);
assert_false(animation.pending);
assert_equals(animation.playState, 'finished');
}, "Calling finish() on a pending starttime animation");
test(function(t) {
var animation = createPendingStartTimeAnimation(t);
animation.reverse();
assert_equals(animation.startTime, null);
assert_equals(animation.currentTime, 100000);
assert_true(animation.pending);
assert_equals(animation.playState, 'running');
}, "Calling reverse() on a pending starttime animation");
test(function(t) {
var animation = createPendingStartTimeAnimation(t);
animation.currentTime = 1000;
assert_equals(animation.startTime, null);
assert_equals(animation.currentTime, 1000);
assert_true(animation.pending);
assert_equals(animation.playState, 'running');
}, "Setting currentTime on a pending starttime animation");
test(function(t) {
var animation = createPendingStartTimeAnimation(t);
animation.startTime = document.timeline.currentTime - 1000;
assert_times_equal(animation.startTime, document.timeline.currentTime - 1000);
assert_times_equal(animation.currentTime, 1000);
assert_false(animation.pending);
assert_equals(animation.playState, 'running');
}, "Setting startTime on a pending starttime animation");
promise_test(async (t) => {
var animation = createRunningAnimation(t);
assert_false(animation.pending);
// Advance the animation from the start boundary. Otherwise the test is
// prone to flaking. The initial value of current time is 0 +/- epsilon. If
// negative, the hold time is reset and a pending play is triggered, clamped
// to the starting boundary per spec. Conversely, if the animation is playing
// and current time is within bounds, then play is a no-op.
await waitForAnimationFrames(1);
var startTime = animation.startTime;
var currentTime = animation.currentTime;
animation.play();
assert_times_equal(animation.startTime, startTime);
assert_times_equal(animation.currentTime, currentTime);
assert_false(animation.pending);
assert_equals(animation.playState, 'running');
}, "Setting play() on a running animation");
async_test(function(t) {
var animation = createRunningAnimation(t);
animation.pause();
assert_not_equals(animation.startTime, null);
assert_times_equal(animation.currentTime, 0);
assert_true(animation.pending);
assert_equals(animation.playState, 'paused');
animation.ready.then(t.step_func_done(() => {
assert_equals(animation.startTime, null);
assert_greater_than_equal(animation.currentTime, 0);
assert_false(animation.pending);
}));
}, "Setting pause() on a running animation");
test(function(t) {
var animation = createRunningAnimation(t);
animation.cancel();
assert_equals(animation.startTime, null);
assert_equals(animation.currentTime, null);
assert_false(animation.pending);
assert_equals(animation.playState, 'idle');
}, "Setting cancel() on a running animation");
test(function(t) {
var animation = createRunningAnimation(t);
animation.finish();
assert_times_equal(animation.startTime, document.timeline.currentTime - animation.currentTime);
assert_equals(animation.currentTime, 100000);
assert_false(animation.pending);
assert_equals(animation.playState, 'finished');
}, "Setting finish() on a running animation");
test(function(t) {
var animation = createRunningAnimation(t);
// Ensure the current time is precisely zero. We create a non-pending running
// animation by explicitly setting the start time to the timeline time. This
// is insufficient to ensure that we are precisely on the starting boundary
// due to floating point precision errors. If the resulting value of current
// time is slightly greater than zero, rather than snapping to the end point,
// the animation will simply reverse direction per spec.
animation.currentTime = 0;
animation.reverse();
assert_equals(animation.startTime, null);
assert_times_equal(animation.currentTime, 100000);
assert_true(animation.pending);
assert_equals(animation.playState, 'running');
}, "Setting reverse() on a running animation");
test(function(t) {
var animation = createRunningAnimation(t);
animation.currentTime = 1000;
assert_times_equal(animation.startTime, document.timeline.currentTime - animation.currentTime);
assert_equals(animation.currentTime, 1000);
assert_false(animation.pending);
assert_equals(animation.playState, 'running');
}, "Setting currentTime on a running animation");
test(function(t) {
var animation = createRunningAnimation(t);
animation.startTime = document.timeline.currentTime - 1000;
assert_times_equal(animation.startTime, document.timeline.currentTime - 1000);
assert_times_equal(animation.currentTime, 1000);
assert_false(animation.pending);
assert_equals(animation.playState, 'running');
}, "Setting startTime on a running animation");
test(function(t) {
var animation = createPausedAnimation(t);
animation.play();
assert_equals(animation.startTime, null);
assert_equals(animation.currentTime, 0);
assert_true(animation.pending);
assert_equals(animation.playState, 'running');
}, "Calling play() on a paused animation");
test(function(t) {
var animation = createPausedAnimation(t);
// Calling pause on an animation that is already paused or pause-pending is a
// no-op.
animation.pause();
assert_equals(animation.startTime, null);
assert_equals(animation.currentTime, 0);
assert_false(animation.pending);
assert_equals(animation.playState, 'paused');
}, "Calling pause() on a paused animation");
test(function(t) {
var animation = createPausedAnimation(t);
animation.cancel();
assert_equals(animation.startTime, null);
assert_equals(animation.currentTime, null);
assert_equals(animation.playState, 'idle');
}, "Calling cancel() on a paused animation");
test(function(t) {
var animation = createPausedAnimation(t);
animation.finish();
assert_times_equal(animation.startTime, document.timeline.currentTime - animation.currentTime);
assert_equals(animation.currentTime, 100000);
assert_equals(animation.playState, 'finished');
}, "Calling finish() on a paused animation");
test(function(t) {
var animation = createPausedAnimation(t);
animation.reverse();
assert_equals(animation.startTime, null);
assert_equals(animation.currentTime, 100000);
assert_true(animation.pending);
assert_equals(animation.playState, 'running');
}, "Calling reverse() on a paused animation");
test(function(t) {
var animation = createPausedAnimation(t);
animation.currentTime = 1000;
assert_equals(animation.startTime, null);
assert_equals(animation.currentTime, 1000);
assert_equals(animation.playState, 'paused');
}, "Setting currentTime on a paused animation");
test(function(t) {
var animation = createPausedAnimation(t);
animation.startTime = document.timeline.currentTime - 1000;
assert_times_equal(animation.startTime, document.timeline.currentTime - 1000);
assert_times_equal(animation.currentTime, 1000);
assert_equals(animation.playState, 'running');
}, "Setting startTime on a paused animation");
test(function(t) {
var animation = createFinishedAnimation(t);
animation.play();
assert_equals(animation.startTime, null);
assert_equals(animation.currentTime, 0);
assert_true(animation.pending);
assert_equals(animation.playState, 'running');
}, "Calling play() on a finished animation");
async_test(function(t) {
var animation = createFinishedAnimation(t);
animation.pause();
assert_not_equals(animation.startTime, null);
assert_equals(animation.currentTime, 100000);
assert_true(animation.pending);
assert_equals(animation.playState, 'paused');
animation.ready.then(t.step_func_done(() => {
assert_equals(animation.startTime, null);
assert_equals(animation.currentTime, 100000);
assert_false(animation.pending);
}));
}, "Calling pause() on a finished animation");
test(function(t) {
var animation = createFinishedAnimation(t);
animation.cancel();
assert_equals(animation.startTime, null);
assert_equals(animation.currentTime, null);
assert_false(animation.pending);
assert_equals(animation.playState, 'idle');
}, "Calling cancel() on a finished animation");
test(function(t) {
var animation = createFinishedAnimation(t);
animation.finish();
assert_times_equal(animation.startTime, document.timeline.currentTime - animation.currentTime);
assert_equals(animation.currentTime, 100000);
assert_false(animation.pending);
assert_equals(animation.playState, 'finished');
}, "Calling finish() on a finished animation");
test(function(t) {
var animation = createFinishedAnimation(t);
animation.reverse();
assert_equals(animation.startTime, null);
assert_equals(animation.currentTime, 100000);
assert_true(animation.pending);
assert_equals(animation.playState, 'running');
}, "Calling reverse() on a finished animation");
test(function(t) {
var animation = createFinishedAnimation(t);
animation.currentTime = 1000;
assert_times_equal(animation.startTime, document.timeline.currentTime - animation.currentTime);
assert_equals(animation.currentTime, 1000);
assert_false(animation.pending);
assert_equals(animation.playState, 'running');
}, "Setting currentTime on a finished animation");
async_test(function(t) {
var animation = createIdleAnimation(t);
animation.play();
var animationCurrentTime = animation.currentTime;
var timelineCurrentTime = document.timeline.currentTime;
animation.ready.then(t.step_func_done(() => {
assert_equals(animation.playState, 'running');
assert_time_greater_than_equal(animation.startTime,
timelineCurrentTime);
assert_time_greater_than_equal(animation.currentTime,
animationCurrentTime);
}));
}, "PlayState is 'running' while playing a cancelled animation");
async_test(function(t) {
let animation = createRunningAnimation(t);
animation.pause();
let animationCurrentTime = animation.currentTime;
animation.ready.then(t.step_func_done(() => {
assert_equals(animation.playState, 'paused');
assert_equals(animation.startTime, null);
assert_time_greater_than_equal(animation.currentTime,
animationCurrentTime);
}));
}, "PlayState is 'running' while pausing a running animation");
</script>