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Update web-platform-tests to revision a46616a5b18e83587ddbbed756c7b96cbb4b015d
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<!DOCTYPE html>
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<meta charset=utf-8>
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<title>Reversing an animation</title>
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<link rel="help"
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href="https://w3c.github.io/web-animations/#reverse-an-animation">
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<script src="/resources/testharness.js"></script>
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<script src="/resources/testharnessreport.js"></script>
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<script src="../../testcommon.js"></script>
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<body>
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<div id="log"></div>
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<script>
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"use strict";
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promise_test(function(t) {
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var div = createDiv(t);
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var animation = div.animate({}, {duration: 100 * MS_PER_SEC,
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iterations: Infinity});
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// Wait a frame because if currentTime is still 0 when we call
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// reverse(), it will throw (per spec).
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return animation.ready.then(waitForAnimationFrames(1)).then(function() {
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assert_greater_than_equal(animation.currentTime, 0,
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'currentTime expected to be greater than 0, one frame after starting');
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animation.currentTime = 50 * MS_PER_SEC;
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var previousPlaybackRate = animation.playbackRate;
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animation.reverse();
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assert_equals(animation.playbackRate, -previousPlaybackRate,
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'playbackRate should be inverted');
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});
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}, 'Reversing an animation inverts the playback rate');
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promise_test(function(t) {
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var div = createDiv(t);
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var animation = div.animate({}, {duration: 100 * MS_PER_SEC,
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iterations: Infinity});
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animation.currentTime = 50 * MS_PER_SEC;
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animation.pause();
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return animation.ready.then(function() {
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animation.reverse();
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return animation.ready;
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}).then(function() {
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assert_equals(animation.playState, 'running',
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'Animation.playState should be "running" after reverse()');
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});
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}, 'Reversing an animation plays a pausing animation');
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test(function(t) {
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var div = createDiv(t);
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var animation = div.animate({}, 100 * MS_PER_SEC);
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animation.currentTime = 50 * MS_PER_SEC;
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animation.reverse();
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assert_equals(animation.currentTime, 50 * MS_PER_SEC,
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'The current time should not change it is in the middle of ' +
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'the animation duration');
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}, 'Reversing an animation maintains the same current time');
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test(function(t) {
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var div = createDiv(t);
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var animation = div.animate({}, { duration: 200 * MS_PER_SEC,
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delay: -100 * MS_PER_SEC });
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assert_equals(animation.playState, 'pending',
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'The playState is pending before we call reverse');
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animation.reverse();
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assert_equals(animation.playState, 'pending',
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'The playState is still pending after calling reverse');
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}, 'Reversing an animation does not cause it to leave the pending state');
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promise_test(function(t) {
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var div = createDiv(t);
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var animation = div.animate({}, { duration: 200 * MS_PER_SEC,
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delay: -100 * MS_PER_SEC });
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var readyResolved = false;
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animation.ready.then(() => { readyResolved = true; });
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animation.reverse();
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return Promise.resolve(() => {
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assert_false(readyResolved,
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'ready promise should not have been resolved yet');
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});
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}, 'Reversing an animation does not cause it to resolve the ready promise');
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test(function(t) {
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var div = createDiv(t);
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var animation = div.animate({}, 100 * MS_PER_SEC);
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animation.currentTime = 200 * MS_PER_SEC;
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animation.reverse();
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assert_equals(animation.currentTime, 100 * MS_PER_SEC,
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'reverse() should start playing from the animation effect end ' +
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'if the playbackRate > 0 and the currentTime > effect end');
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}, 'Reversing an animation when playbackRate > 0 and currentTime > ' +
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'effect end should make it play from the end');
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test(function(t) {
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var div = createDiv(t);
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var animation = div.animate({}, 100 * MS_PER_SEC);
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animation.currentTime = -200 * MS_PER_SEC;
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animation.reverse();
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assert_equals(animation.currentTime, 100 * MS_PER_SEC,
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'reverse() should start playing from the animation effect end ' +
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'if the playbackRate > 0 and the currentTime < 0');
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}, 'Reversing an animation when playbackRate > 0 and currentTime < 0 ' +
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'should make it play from the end');
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test(function(t) {
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var div = createDiv(t);
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var animation = div.animate({}, 100 * MS_PER_SEC);
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animation.playbackRate = -1;
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animation.currentTime = -200 * MS_PER_SEC;
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animation.reverse();
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assert_equals(animation.currentTime, 0,
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'reverse() should start playing from the start of animation time ' +
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'if the playbackRate < 0 and the currentTime < 0');
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}, 'Reversing an animation when playbackRate < 0 and currentTime < 0 ' +
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'should make it play from the start');
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test(function(t) {
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var div = createDiv(t);
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var animation = div.animate({}, 100 * MS_PER_SEC);
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animation.playbackRate = -1;
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animation.currentTime = 200 * MS_PER_SEC;
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animation.reverse();
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assert_equals(animation.currentTime, 0,
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'reverse() should start playing from the start of animation time ' +
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'if the playbackRate < 0 and the currentTime > effect end');
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}, 'Reversing an animation when playbackRate < 0 and currentTime > effect ' +
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'end should make it play from the start');
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test(function(t) {
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var div = createDiv(t);
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var animation = div.animate({}, {duration: 100 * MS_PER_SEC,
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iterations: Infinity});
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animation.currentTime = -200 * MS_PER_SEC;
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assert_throws('InvalidStateError',
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function () { animation.reverse(); },
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'reverse() should throw InvalidStateError ' +
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'if the playbackRate > 0 and the currentTime < 0 ' +
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'and the target effect is positive infinity');
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}, 'Reversing an animation when playbackRate > 0 and currentTime < 0 ' +
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'and the target effect end is positive infinity should throw an exception');
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test(function(t) {
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var animation = createDiv(t).animate({}, { duration: 100 * MS_PER_SEC,
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iterations: Infinity });
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animation.currentTime = -200 * MS_PER_SEC;
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try { animation.reverse(); } catch(e) { }
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assert_equals(animation.playbackRate, 1, 'playbackRate remains unchanged');
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}, 'When reversing throws an exception, the playback rate remains unchanged');
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test(function(t) {
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var div = createDiv(t);
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var animation = div.animate({}, {duration: 100 * MS_PER_SEC,
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iterations: Infinity});
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animation.currentTime = -200 * MS_PER_SEC;
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animation.playbackRate = 0;
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try {
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animation.reverse();
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} catch (e) {
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assert_unreached(`Unexpected exception when calling reverse(): ${e}`);
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}
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}, 'Reversing animation when playbackRate = 0 and currentTime < 0 ' +
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'and the target effect end is positive infinity should NOT throw an ' +
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'exception');
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test(function(t) {
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var div = createDiv(t);
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var animation = div.animate({}, {duration: 100 * MS_PER_SEC,
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iterations: Infinity});
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animation.playbackRate = -1;
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animation.currentTime = -200 * MS_PER_SEC;
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animation.reverse();
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assert_equals(animation.currentTime, 0,
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'reverse() should start playing from the start of animation time ' +
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'if the playbackRate < 0 and the currentTime < 0 ' +
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'and the target effect is positive infinity');
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}, 'Reversing an animation when playbackRate < 0 and currentTime < 0 ' +
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'and the target effect end is positive infinity should make it play ' +
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'from the start');
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test(function(t) {
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var div = createDiv(t);
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var animation = div.animate({}, 100 * MS_PER_SEC);
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animation.playbackRate = 0;
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animation.currentTime = 50 * MS_PER_SEC;
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animation.reverse();
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assert_equals(animation.playbackRate, 0,
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'reverse() should preserve playbackRate if the playbackRate == 0');
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assert_equals(animation.currentTime, 50 * MS_PER_SEC,
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'reverse() should not affect the currentTime if the playbackRate == 0');
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t.done();
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}, 'Reversing when when playbackRate == 0 should preserve the current ' +
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'time and playback rate');
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test(function(t) {
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var div = createDiv(t);
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var animation =
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new Animation(new KeyframeEffect(div, null, 100 * MS_PER_SEC), null);
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assert_throws('InvalidStateError', function() { animation.reverse(); });
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}, 'Reversing an animation without an active timeline throws an ' +
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'InvalidStateError');
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</script>
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</body>
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