blob: 14c9c60100585554f55dde1e225fdfc5b27f1df3 [file] [log] [blame]
<!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';
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>