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246 lines
8.7 KiB
HTML
246 lines
8.7 KiB
HTML
<!DOCTYPE html>
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<meta charset=utf-8>
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<title>Animation.finish()</title>
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<link rel="help" href="https://w3c.github.io/web-animations/#dom-animation-finish">
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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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var gKeyFrames = { 'marginLeft': ['100px', '200px'] };
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test(function(t) {
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var div = createDiv(t);
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var animation = div.animate(gKeyFrames, 100 * MS_PER_SEC);
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animation.playbackRate = 0;
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assert_throws({name: 'InvalidStateError'}, function() {
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animation.finish();
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});
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}, 'Test exceptions when finishing non-running animation');
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test(function(t) {
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var div = createDiv(t);
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var animation = div.animate(gKeyFrames,
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{duration : 100 * MS_PER_SEC,
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iterations : Infinity});
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assert_throws({name: 'InvalidStateError'}, function() {
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animation.finish();
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});
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}, 'Test exceptions when finishing infinite animation');
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test(function(t) {
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var div = createDiv(t);
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var animation = div.animate(gKeyFrames, 100 * MS_PER_SEC);
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animation.finish();
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assert_equals(animation.currentTime, 100 * MS_PER_SEC,
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'After finishing, the currentTime should be set to the end ' +
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'of the active duration');
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}, 'Test finishing of animation');
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test(function(t) {
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var div = createDiv(t);
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var animation = div.animate(gKeyFrames, 100 * MS_PER_SEC);
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// 1s past effect end
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animation.currentTime =
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animation.effect.getComputedTiming().endTime + 1 * MS_PER_SEC;
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animation.finish();
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assert_equals(animation.currentTime, 100 * MS_PER_SEC,
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'After finishing, the currentTime should be set back to the ' +
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'end of the active duration');
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}, 'Test finishing of animation with a current time past the effect end');
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promise_test(function(t) {
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var div = createDiv(t);
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var animation = div.animate(gKeyFrames, 100 * MS_PER_SEC);
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animation.currentTime = 100 * MS_PER_SEC;
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return animation.finished.then(function() {
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animation.playbackRate = -1;
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animation.finish();
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assert_equals(animation.currentTime, 0,
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'After finishing a reversed animation the currentTime ' +
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'should be set to zero');
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});
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}, 'Test finishing of reversed animation');
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promise_test(function(t) {
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var div = createDiv(t);
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var animation = div.animate(gKeyFrames, 100 * MS_PER_SEC);
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animation.currentTime = 100 * MS_PER_SEC;
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return animation.finished.then(function() {
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animation.playbackRate = -1;
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animation.currentTime = -1000;
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animation.finish();
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assert_equals(animation.currentTime, 0,
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'After finishing a reversed animation the currentTime ' +
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'should be set back to zero');
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});
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}, 'Test finishing of reversed animation with a current time less than zero');
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promise_test(function(t) {
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var div = createDiv(t);
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var animation = div.animate(gKeyFrames, 100 * MS_PER_SEC);
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animation.pause();
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return animation.ready.then(function() {
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animation.finish();
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assert_equals(animation.playState, 'finished',
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'The play state of a paused animation should become ' +
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'"finished" after finish() is called');
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assert_times_equal(animation.startTime,
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animation.timeline.currentTime - 100 * MS_PER_SEC,
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'The start time of a paused animation should be set ' +
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'after calling finish()');
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});
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}, 'Test finish() while paused');
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test(function(t) {
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var div = createDiv(t);
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var animation = div.animate(gKeyFrames, 100 * MS_PER_SEC);
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animation.pause();
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// Update playbackRate so we can test that the calculated startTime
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// respects it
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animation.playbackRate = 2;
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// While animation is still pause-pending call finish()
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animation.finish();
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assert_equals(animation.playState, 'finished',
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'The play state of a pause-pending animation should become ' +
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'"finished" after finish() is called');
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assert_times_equal(animation.startTime,
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animation.timeline.currentTime - 100 * MS_PER_SEC / 2,
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'The start time of a pause-pending animation should ' +
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'be set after calling finish()');
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}, 'Test finish() while pause-pending with positive playbackRate');
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test(function(t) {
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var div = createDiv(t);
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var animation = div.animate(gKeyFrames, 100 * MS_PER_SEC);
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animation.pause();
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animation.playbackRate = -2;
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animation.finish();
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assert_equals(animation.playState, 'finished',
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'The play state of a pause-pending animation should become ' +
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'"finished" after finish() is called');
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assert_equals(animation.startTime, animation.timeline.currentTime,
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'The start time of a pause-pending animation should be ' +
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'set after calling finish()');
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}, 'Test finish() while pause-pending with negative playbackRate');
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test(function(t) {
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var div = createDiv(t);
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var animation = div.animate(gKeyFrames, 100 * MS_PER_SEC);
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animation.playbackRate = 0.5;
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animation.finish();
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assert_equals(animation.playState, 'finished',
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'The play state of a play-pending animation should become ' +
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'"finished" after finish() is called');
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assert_times_equal(animation.startTime,
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animation.timeline.currentTime - 100 * MS_PER_SEC / 0.5,
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'The start time of a play-pending animation should ' +
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'be set after calling finish()');
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}, 'Test finish() while play-pending');
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// FIXME: Add a test for when we are play-pending without an active timeline.
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// - In that case even after calling finish() we should still be pending but
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// the current time should be updated
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promise_test(function(t) {
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var div = createDiv(t);
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var animation = div.animate(gKeyFrames, 100 * MS_PER_SEC);
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return animation.ready.then(function() {
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animation.pause();
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animation.play();
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// We are now in the unusual situation of being play-pending whilst having
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// a resolved start time. Check that finish() still triggers a transition
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// to the finished state immediately.
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animation.finish();
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assert_equals(animation.playState, 'finished',
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'After aborting a pause then calling finish() the play ' +
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'state of an animation should become "finished" immediately');
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});
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}, 'Test finish() during aborted pause');
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promise_test(function(t) {
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var div = createDiv(t);
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div.style.marginLeft = '10px';
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var animation = div.animate(gKeyFrames, 100 * MS_PER_SEC);
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return animation.ready.then(function() {
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animation.finish();
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var marginLeft = parseFloat(getComputedStyle(div).marginLeft);
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assert_equals(marginLeft, 10,
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'The computed style should be reset when finish() is ' +
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'called');
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});
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}, 'Test resetting of computed style');
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promise_test(function(t) {
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var div = createDiv(t);
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var animation = div.animate(gKeyFrames, 100 * MS_PER_SEC);
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var resolvedFinished = false;
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animation.finished.then(function() {
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resolvedFinished = true;
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});
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return animation.ready.then(function() {
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animation.finish();
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}).then(function() {
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assert_true(resolvedFinished,
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'Animation.finished should be resolved soon after ' +
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'Animation.finish()');
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});
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}, 'Test finish() resolves finished promise synchronously');
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promise_test(function(t) {
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var effect = new KeyframeEffectReadOnly(null, gKeyFrames, 100 * MS_PER_SEC);
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var animation = new Animation(effect, document.timeline);
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var resolvedFinished = false;
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animation.finished.then(function() {
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resolvedFinished = true;
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});
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return animation.ready.then(function() {
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animation.finish();
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}).then(function() {
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assert_true(resolvedFinished,
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'Animation.finished should be resolved soon after ' +
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'Animation.finish()');
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});
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}, 'Test finish() resolves finished promise synchronously with an animation ' +
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'without a target');
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promise_test(function(t) {
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var effect = new KeyframeEffectReadOnly(null, gKeyFrames, 100 * MS_PER_SEC);
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var animation = new Animation(effect, document.timeline);
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animation.play();
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var resolvedFinished = false;
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animation.finished.then(function() {
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resolvedFinished = true;
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});
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return animation.ready.then(function() {
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animation.currentTime = animation.effect.getComputedTiming().endTime - 1;
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return waitForAnimationFrames(2);
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}).then(function() {
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assert_true(resolvedFinished,
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'Animation.finished should be resolved soon after ' +
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'Animation finishes normally');
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});
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}, 'Test normally finished animation resolves finished promise synchronously ' +
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'with an animation without a target');
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</script>
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</body>
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