browser_animation_playerState.js (5835B)
1 /* Any copyright is dedicated to the Public Domain. 2 http://creativecommons.org/publicdomain/zero/1.0/ */ 3 4 "use strict"; 5 6 // Check the animation player's initial state 7 8 add_task(async function () { 9 const { target, walker, animations } = await initAnimationsFrontForUrl( 10 MAIN_DOMAIN + "animation.html" 11 ); 12 13 await playerHasAnInitialState(walker, animations); 14 await playerStateIsCorrect(walker, animations); 15 16 await target.destroy(); 17 gBrowser.removeCurrentTab(); 18 }); 19 20 async function playerHasAnInitialState(walker, animations) { 21 const node = await walker.querySelector(walker.rootNode, ".simple-animation"); 22 const [player] = await animations.getAnimationPlayersForNode(node); 23 24 ok(player.initialState, "The player front has an initial state"); 25 ok("startTime" in player.initialState, "Player's state has startTime"); 26 ok("currentTime" in player.initialState, "Player's state has currentTime"); 27 ok("playState" in player.initialState, "Player's state has playState"); 28 ok("playbackRate" in player.initialState, "Player's state has playbackRate"); 29 ok("name" in player.initialState, "Player's state has name"); 30 ok("duration" in player.initialState, "Player's state has duration"); 31 ok("delay" in player.initialState, "Player's state has delay"); 32 ok( 33 "iterationCount" in player.initialState, 34 "Player's state has iterationCount" 35 ); 36 ok("fill" in player.initialState, "Player's state has fill"); 37 ok("easing" in player.initialState, "Player's state has easing"); 38 ok("direction" in player.initialState, "Player's state has direction"); 39 ok( 40 "isRunningOnCompositor" in player.initialState, 41 "Player's state has isRunningOnCompositor" 42 ); 43 ok("type" in player.initialState, "Player's state has type"); 44 ok( 45 "documentCurrentTime" in player.initialState, 46 "Player's state has documentCurrentTime" 47 ); 48 ok("properties" in player.initialState, "Player's state has properties"); 49 } 50 51 async function playerStateIsCorrect(walker, animations) { 52 info("Checking the state of the simple animation"); 53 54 let player = await getAnimationPlayerForNode( 55 walker, 56 animations, 57 ".simple-animation", 58 0 59 ); 60 let state = await player.getCurrentState(); 61 is(state.name, "move", "Name is correct"); 62 is(state.duration, 200000, "Duration is correct"); 63 // null = infinite count 64 is(state.iterationCount, null, "Iteration count is correct"); 65 is(state.fill, "none", "Fill is correct"); 66 is(state.easing, "linear", "Easing is correct"); 67 is(state.direction, "normal", "Direction is correct"); 68 is(state.playState, "running", "PlayState is correct"); 69 is(state.playbackRate, 1, "PlaybackRate is correct"); 70 is(state.type, "cssanimation", "Type is correct"); 71 72 info("Checking the state of the transition"); 73 74 player = await getAnimationPlayerForNode( 75 walker, 76 animations, 77 ".transition", 78 0 79 ); 80 state = await player.getCurrentState(); 81 is(state.name, "width", "Transition name matches transition property"); 82 is(state.duration, 500000, "Transition duration is correct"); 83 // transitions run only once 84 is(state.iterationCount, 1, "Transition iteration count is correct"); 85 is(state.fill, "backwards", "Transition fill is correct"); 86 is(state.easing, "ease-out", "Transition easing is correct"); 87 is(state.direction, "normal", "Transition direction is correct"); 88 is(state.playState, "running", "Transition playState is correct"); 89 is(state.playbackRate, 1, "Transition playbackRate is correct"); 90 is(state.type, "csstransition", "Transition type is correct"); 91 // check easing in properties 92 let properties = state.properties; 93 is(properties.length, 1, "Length of animated properties is correct"); 94 let keyframes = properties[0].values; 95 is(keyframes.length, 2, "Transition length of keyframe is correct"); 96 is(keyframes[0].easing, "linear", "Transition keyframes's easing is correct"); 97 98 info("Checking the state of one of multiple animations on a node"); 99 100 // Checking the 2nd player 101 player = await getAnimationPlayerForNode( 102 walker, 103 animations, 104 ".multiple-animations", 105 1 106 ); 107 state = await player.getCurrentState(); 108 is(state.name, "glow", "The 2nd animation's name is correct"); 109 is(state.duration, 100000, "The 2nd animation's duration is correct"); 110 is(state.iterationCount, 5, "The 2nd animation's iteration count is correct"); 111 is(state.fill, "both", "The 2nd animation's fill is correct"); 112 is(state.easing, "linear", "The 2nd animation's easing is correct"); 113 is(state.direction, "reverse", "The 2nd animation's direction is correct"); 114 is(state.playState, "running", "The 2nd animation's playState is correct"); 115 is(state.playbackRate, 1, "The 2nd animation's playbackRate is correct"); 116 // chech easing in keyframe 117 properties = state.properties; 118 keyframes = properties[0].values; 119 is(keyframes.length, 2, "The 2nd animation's length of keyframe is correct"); 120 is( 121 keyframes[0].easing, 122 "ease-out", 123 "The 2nd animation's easing of keyframes is correct" 124 ); 125 126 info("Checking the state of an animation with delay"); 127 128 player = await getAnimationPlayerForNode( 129 walker, 130 animations, 131 ".delayed-animation", 132 0 133 ); 134 state = await player.getCurrentState(); 135 is(state.delay, 5000, "The animation delay is correct"); 136 137 info("Checking the state of an transition with delay"); 138 139 player = await getAnimationPlayerForNode( 140 walker, 141 animations, 142 ".delayed-transition", 143 0 144 ); 145 state = await player.getCurrentState(); 146 is(state.delay, 3000, "The transition delay is correct"); 147 } 148 149 async function getAnimationPlayerForNode( 150 walker, 151 animations, 152 nodeSelector, 153 index 154 ) { 155 const node = await walker.querySelector(walker.rootNode, nodeSelector); 156 const players = await animations.getAnimationPlayersForNode(node); 157 const player = players[index]; 158 return player; 159 }