Update web-platform-tests to revision be5419e845d39089ba6dc338c1bd0fa279108317

This commit is contained in:
Josh Matthews 2018-01-04 13:44:24 -05:00
parent aa199307c8
commit 2b6f573eb5
3440 changed files with 109438 additions and 41750 deletions

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@ -1,53 +1,53 @@
<!DOCTYPE html>
<meta charset=utf-8>
<title>Reversing an animation</title>
<title>Reverse an animation</title>
<link rel="help"
href="https://w3c.github.io/web-animations/#reverse-an-animation">
href="https://drafts.csswg.org/web-animations/#reverse-an-animation">
<script src="/resources/testharness.js"></script>
<script src="/resources/testharnessreport.js"></script>
<script src="../../testcommon.js"></script>
<body>
<div id="log"></div>
<script>
"use strict";
'use strict';
promise_test(function(t) {
var div = createDiv(t);
var animation = div.animate({}, {duration: 100 * MS_PER_SEC,
iterations: Infinity});
promise_test(t => {
const div = createDiv(t);
const animation = div.animate({}, { duration: 100 * MS_PER_SEC,
iterations: Infinity });
// Wait a frame because if currentTime is still 0 when we call
// reverse(), it will throw (per spec).
return animation.ready.then(waitForAnimationFrames(1)).then(function() {
return animation.ready.then(waitForAnimationFrames(1)).then(() => {
assert_greater_than_equal(animation.currentTime, 0,
'currentTime expected to be greater than 0, one frame after starting');
animation.currentTime = 50 * MS_PER_SEC;
var previousPlaybackRate = animation.playbackRate;
const previousPlaybackRate = animation.playbackRate;
animation.reverse();
assert_equals(animation.playbackRate, -previousPlaybackRate,
'playbackRate should be inverted');
});
}, 'Reversing an animation inverts the playback rate');
promise_test(function(t) {
var div = createDiv(t);
var animation = div.animate({}, {duration: 100 * MS_PER_SEC,
iterations: Infinity});
promise_test(t => {
const div = createDiv(t);
const animation = div.animate({}, { duration: 100 * MS_PER_SEC,
iterations: Infinity });
animation.currentTime = 50 * MS_PER_SEC;
animation.pause();
return animation.ready.then(function() {
return animation.ready.then(() => {
animation.reverse();
return animation.ready;
}).then(function() {
}).then(() => {
assert_equals(animation.playState, 'running',
'Animation.playState should be "running" after reverse()');
});
}, 'Reversing an animation plays a pausing animation');
test(function(t) {
var div = createDiv(t);
var animation = div.animate({}, 100 * MS_PER_SEC);
test(t => {
const div = createDiv(t);
const animation = div.animate({}, 100 * MS_PER_SEC);
animation.currentTime = 50 * MS_PER_SEC;
animation.reverse();
@ -56,24 +56,24 @@ test(function(t) {
'the animation duration');
}, 'Reversing an animation maintains the same current time');
test(function(t) {
var div = createDiv(t);
var animation = div.animate({}, { duration: 200 * MS_PER_SEC,
delay: -100 * MS_PER_SEC });
assert_equals(animation.playState, 'pending',
'The playState is pending before we call reverse');
test(t => {
const div = createDiv(t);
const animation = div.animate({}, { duration: 200 * MS_PER_SEC,
delay: -100 * MS_PER_SEC });
assert_true(animation.pending,
'The animation is pending before we call reverse');
animation.reverse();
assert_equals(animation.playState, 'pending',
'The playState is still pending after calling reverse');
assert_true(animation.pending,
'The animation is still pending after calling reverse');
}, 'Reversing an animation does not cause it to leave the pending state');
promise_test(function(t) {
var div = createDiv(t);
var animation = div.animate({}, { duration: 200 * MS_PER_SEC,
delay: -100 * MS_PER_SEC });
var readyResolved = false;
promise_test(t => {
const div = createDiv(t);
const animation = div.animate({}, { duration: 200 * MS_PER_SEC,
delay: -100 * MS_PER_SEC });
let readyResolved = false;
animation.ready.then(() => { readyResolved = true; });
animation.reverse();
@ -84,9 +84,9 @@ promise_test(function(t) {
});
}, 'Reversing an animation does not cause it to resolve the ready promise');
test(function(t) {
var div = createDiv(t);
var animation = div.animate({}, 100 * MS_PER_SEC);
test(t => {
const div = createDiv(t);
const animation = div.animate({}, 100 * MS_PER_SEC);
animation.currentTime = 200 * MS_PER_SEC;
animation.reverse();
@ -96,9 +96,9 @@ test(function(t) {
}, 'Reversing an animation when playbackRate > 0 and currentTime > ' +
'effect end should make it play from the end');
test(function(t) {
var div = createDiv(t);
var animation = div.animate({}, 100 * MS_PER_SEC);
test(t => {
const div = createDiv(t);
const animation = div.animate({}, 100 * MS_PER_SEC);
animation.currentTime = -200 * MS_PER_SEC;
animation.reverse();
@ -109,9 +109,9 @@ test(function(t) {
}, 'Reversing an animation when playbackRate > 0 and currentTime < 0 ' +
'should make it play from the end');
test(function(t) {
var div = createDiv(t);
var animation = div.animate({}, 100 * MS_PER_SEC);
test(t => {
const div = createDiv(t);
const animation = div.animate({}, 100 * MS_PER_SEC);
animation.playbackRate = -1;
animation.currentTime = -200 * MS_PER_SEC;
animation.reverse();
@ -122,9 +122,9 @@ test(function(t) {
}, 'Reversing an animation when playbackRate < 0 and currentTime < 0 ' +
'should make it play from the start');
test(function(t) {
var div = createDiv(t);
var animation = div.animate({}, 100 * MS_PER_SEC);
test(t => {
const div = createDiv(t);
const animation = div.animate({}, 100 * MS_PER_SEC);
animation.playbackRate = -1;
animation.currentTime = 200 * MS_PER_SEC;
animation.reverse();
@ -135,23 +135,23 @@ test(function(t) {
}, 'Reversing an animation when playbackRate < 0 and currentTime > effect ' +
'end should make it play from the start');
test(function(t) {
var div = createDiv(t);
var animation = div.animate({}, {duration: 100 * MS_PER_SEC,
iterations: Infinity});
test(t => {
const div = createDiv(t);
const animation = div.animate({}, { duration: 100 * MS_PER_SEC,
iterations: Infinity });
animation.currentTime = -200 * MS_PER_SEC;
assert_throws('InvalidStateError',
function () { animation.reverse(); },
() => { animation.reverse(); },
'reverse() should throw InvalidStateError ' +
'if the playbackRate > 0 and the currentTime < 0 ' +
'and the target effect is positive infinity');
}, 'Reversing an animation when playbackRate > 0 and currentTime < 0 ' +
'and the target effect end is positive infinity should throw an exception');
test(function(t) {
var animation = createDiv(t).animate({}, { duration: 100 * MS_PER_SEC,
iterations: Infinity });
test(t => {
const animation = createDiv(t).animate({}, { duration: 100 * MS_PER_SEC,
iterations: Infinity });
animation.currentTime = -200 * MS_PER_SEC;
try { animation.reverse(); } catch(e) { }
@ -159,10 +159,10 @@ test(function(t) {
assert_equals(animation.playbackRate, 1, 'playbackRate remains unchanged');
}, 'When reversing throws an exception, the playback rate remains unchanged');
test(function(t) {
var div = createDiv(t);
var animation = div.animate({}, {duration: 100 * MS_PER_SEC,
iterations: Infinity});
test(t => {
const div = createDiv(t);
const animation = div.animate({}, { duration: 100 * MS_PER_SEC,
iterations: Infinity });
animation.currentTime = -200 * MS_PER_SEC;
animation.playbackRate = 0;
@ -175,10 +175,10 @@ test(function(t) {
'and the target effect end is positive infinity should NOT throw an ' +
'exception');
test(function(t) {
var div = createDiv(t);
var animation = div.animate({}, {duration: 100 * MS_PER_SEC,
iterations: Infinity});
test(t => {
const div = createDiv(t);
const animation = div.animate({}, { duration: 100 * MS_PER_SEC,
iterations: Infinity });
animation.playbackRate = -1;
animation.currentTime = -200 * MS_PER_SEC;
animation.reverse();
@ -191,9 +191,9 @@ test(function(t) {
'and the target effect end is positive infinity should make it play ' +
'from the start');
test(function(t) {
var div = createDiv(t);
var animation = div.animate({}, 100 * MS_PER_SEC);
test(t => {
const div = createDiv(t);
const animation = div.animate({}, 100 * MS_PER_SEC);
animation.playbackRate = 0;
animation.currentTime = 50 * MS_PER_SEC;
animation.reverse();
@ -206,12 +206,12 @@ test(function(t) {
}, 'Reversing when when playbackRate == 0 should preserve the current ' +
'time and playback rate');
test(function(t) {
var div = createDiv(t);
var animation =
test(t => {
const div = createDiv(t);
const animation =
new Animation(new KeyframeEffect(div, null, 100 * MS_PER_SEC), null);
assert_throws('InvalidStateError', function() { animation.reverse(); });
assert_throws('InvalidStateError', () => { animation.reverse(); });
}, 'Reversing an animation without an active timeline throws an ' +
'InvalidStateError');