servo/tests/wpt/web-platform-tests/scroll-animations/play-animation.html

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<!DOCTYPE html>
<meta charset=utf-8>
<title>Playing an animation</title>
<link rel="help"
href="https://drafts.csswg.org/web-animations/#playing-an-animation-section">
<script src="/resources/testharness.js"></script>
<script src="/resources/testharnessreport.js"></script>
<script src="/web-animations/testcommon.js"></script>
<script src="testcommon.js"></script>
<style>
.scroller {
overflow: auto;
height: 100px;
width: 100px;
will-change: transform;
}
.contents {
height: 1000px;
width: 100%;
}
</style>
<body>
<script>
'use strict';
promise_test(async t => {
const animation = createScrollLinkedAnimation(t);
// Wait for new animation frame which allows the timeline to compute new
// current time.
await waitForNextFrame();
animation.play();
animation.currentTime = 100;
assert_time_equals_literal(animation.currentTime, 100);
animation.play();
assert_time_equals_literal(animation.currentTime, 100);
}, 'Playing a running animation leaves the current time unchanged');
promise_test(async t => {
const animation = createScrollLinkedAnimation(t);
// Wait for new animation frame which allows the timeline to compute new
// current time.
await waitForNextFrame();
animation.play();
animation.finish();
assert_time_equals_literal(animation.currentTime, 1000);
animation.play();
assert_time_equals_literal(animation.currentTime, 0);
}, 'Playing a finished animation seeks back to the start');
promise_test(async t => {
const animation = createScrollLinkedAnimation(t);
// Wait for new animation frame which allows the timeline to compute new
// current time.
await waitForNextFrame();
animation.play();
animation.playbackRate = -1;
animation.currentTime = 0;
assert_time_equals_literal(animation.currentTime, 0);
animation.play();
assert_time_equals_literal(animation.currentTime, 1000);
}, 'Playing a finished and reversed animation seeks to end');
promise_test(async t => {
const animation = createScrollLinkedAnimation(t);
// Wait for new animation frame which allows the timeline to compute new
// current time.
await waitForNextFrame();
animation.play();
animation.finish();
// Initiate a pause then abort it
animation.pause();
animation.play();
// Wait to return to running state
await animation.ready;
assert_equals(animation.currentTime, 0,
'After aborting a pause when finished, the current time should'
+ ' jump back to the start of the animation');
}, 'Playing a pause-pending but previously finished animation seeks back to'
+ ' to the start');
promise_test(async t => {
const animation = createScrollLinkedAnimation(t);
// Wait for new animation frame which allows the timeline to compute new
// current time.
await waitForNextFrame();
animation.play();
animation.finish();
await animation.ready;
animation.play();
assert_equals(animation.startTime, 0, 'start time is zero');
}, 'Playing a finished animation clears the start time');
promise_test(async t => {
const animation = createScrollLinkedAnimation(t);
// Wait for new animation frame which allows the timeline to compute new
// current time.
await waitForNextFrame();
animation.play();
animation.cancel();
const promise = animation.ready;
animation.play();
assert_not_equals(animation.ready, promise);
}, 'The ready promise should be replaced if the animation is not already'
+ ' pending');
promise_test(async t => {
const animation = createScrollLinkedAnimation(t);
// Wait for new animation frame which allows the timeline to compute new
// current time.
await waitForNextFrame();
animation.play();
const promise = animation.ready;
const promiseResult = await promise;
assert_equals(promiseResult, animation);
assert_equals(animation.ready, promise);
}, 'A pending ready promise should be resolved and not replaced when the'
+ ' animation enters the running state');
promise_test(async t => {
const animation = createScrollLinkedAnimation(t);
// Wait for new animation frame which allows the timeline to compute new
// current time.
await waitForNextFrame();
animation.play();
animation.currentTime = 500;
await animation.ready;
animation.pause();
await animation.ready;
const holdTime = animation.currentTime;
animation.play();
await animation.ready;
assert_equals(animation.startTime, animation.timeline.currentTime - holdTime);
}, 'Resuming an animation from paused calculates start time from hold time');
promise_test(async t => {
const animation = createScrollLinkedAnimation(t);
// Wait for new animation frame which allows the timeline to compute new
// current time.
await waitForNextFrame();
animation.play();
await animation.ready;
// Go to pause-pending state
animation.pause();
assert_true(animation.pending, 'Animation is pending');
const pauseReadyPromise = animation.ready;
// Now play again immediately (abort the pause)
animation.play();
assert_true(animation.pending, 'Animation is still pending');
assert_equals(animation.ready, pauseReadyPromise,
'The pause Promise is re-used when playing while waiting'
+ ' to pause');
// Sanity check: Animation proceeds to running state
await animation.ready;
assert_true(!animation.pending && animation.playState === 'running',
'Animation is running after aborting a pause');
}, 'If a pause operation is interrupted, the ready promise is reused');
promise_test(async t => {
// Seek animation beyond target end
const animation = createScrollLinkedAnimation(t);
// Wait for new animation frame which allows the timeline to compute new
// current time.
await waitForNextFrame();
animation.play();
animation.currentTime = -1000;
await animation.ready;
// Set pending playback rate to the opposite direction
animation.updatePlaybackRate(-1);
assert_true(animation.pending);
assert_equals(animation.playbackRate, 1);
// When we play, we should seek to the target end, NOT to zero (which
// is where we would seek to if we used the playbackRate of 1.
animation.play();
assert_time_equals_literal(animation.currentTime, 1000);
}, 'A pending playback rate is used when determining auto-rewind behavior');
promise_test(async t => {
const animation = createScrollLinkedAnimation(t);
// Wait for new animation frame which allows the timeline to compute new
// current time.
await waitForNextFrame();
animation.play();
animation.cancel();
assert_equals(animation.startTime, null,
'Start time should be unresolved');
animation.play();
assert_true(animation.pending, 'Animation should be play-pending');
await animation.ready;
assert_false(animation.pending, 'animation should no longer be pending');
assert_time_equals_literal(animation.startTime, 0,
'The start time of the playing animation should be zero');
}, 'Playing a canceled animation sets the start time');
promise_test(async t => {
const animation = createScrollLinkedAnimation(t);
// Wait for new animation frame which allows the timeline to compute new
// current time.
await waitForNextFrame();
animation.play();
animation.playbackRate = -1;
animation.cancel();
assert_equals(animation.startTime, null,
'Start time should be unresolved');
const playTime = animation.timeline.currentTime;
animation.play();
assert_true(animation.pending, 'Animation should be play-pending');
await animation.ready;
assert_false(animation.pending, 'Animation should no longer be pending');
assert_times_equal(animation.startTime, 1000,
'The start time of the playing animation should be set');
}, 'Playing a canceled animation backwards sets the start time');
</script>
</body>