tenfourfox/dom/animation/test/css-animations/file_animation-currenttime.html
Cameron Kaiser c9b2922b70 hello FPR
2017-04-19 00:56:45 -07:00

590 lines
21 KiB
HTML

<!doctype html>
<html>
<head>
<meta charset=utf-8>
<title>Tests for the effect of setting a CSS animation's
Animation.currentTime</title>
<style>
.animated-div {
margin-left: 10px;
/* Make it easier to calculate expected values: */
animation-timing-function: linear ! important;
}
@keyframes anim {
from { margin-left: 100px; }
to { margin-left: 200px; }
}
</style>
<script src="../testcommon.js"></script>
</head>
<body>
<script type="text/javascript">
'use strict';
// TODO: add equivalent tests without an animation-delay, but first we need to
// change the timing of animationstart dispatch. (Right now the animationstart
// event will fire before the ready Promise is resolved if there is no
// animation-delay.)
// See https://bugzilla.mozilla.org/show_bug.cgi?id=1134163
// TODO: Once the computedTiming property is implemented, add checks to the
// checker helpers to ensure that computedTiming's properties are updated as
// expected.
// See https://bugzilla.mozilla.org/show_bug.cgi?id=1108055
const CSS_ANIM_EVENTS =
['animationstart', 'animationiteration', 'animationend'];
const ANIM_DELAY_MS = 1000000; // 1000s
const ANIM_DUR_MS = 1000000; // 1000s
const ANIM_PROPERTY_VAL = 'anim ' + ANIM_DUR_MS + 'ms ' + ANIM_DELAY_MS + 'ms';
/**
* These helpers get the value that the currentTime needs to be set to, to put
* an animation that uses the above ANIM_DELAY_MS and ANIM_DUR_MS values into
* the middle of various phases or points through the active duration.
*/
function currentTimeForBeforePhase(timeline) {
return ANIM_DELAY_MS / 2;
}
function currentTimeForActivePhase(timeline) {
return ANIM_DELAY_MS + ANIM_DUR_MS / 2;
}
function currentTimeForAfterPhase(timeline) {
return ANIM_DELAY_MS + ANIM_DUR_MS + ANIM_DELAY_MS / 2;
}
function currentTimeForStartOfActiveInterval(timeline) {
return ANIM_DELAY_MS;
}
function currentTimeForFiftyPercentThroughActiveInterval(timeline) {
return ANIM_DELAY_MS + ANIM_DUR_MS * 0.5;
}
function currentTimeForEndOfActiveInterval(timeline) {
return ANIM_DELAY_MS + ANIM_DUR_MS;
}
// Expected computed 'margin-left' values at points during the active interval:
// When we assert_between_inclusive using these values we could in theory cause
// intermittent failure due to very long delays between paints, but since the
// active duration is 1000s long, a delay would need to be around 100s to cause
// that. If that's happening then there are likely other issues that should be
// fixed, so a failure to make us look into that seems like a good thing.
const UNANIMATED_POSITION = 10;
const INITIAL_POSITION = 100;
const TEN_PCT_POSITION = 110;
const FIFTY_PCT_POSITION = 150;
const END_POSITION = 200;
// The terms used for the naming of the following helper functions refer to
// terms used in the Web Animations specification for specific phases of an
// animation. The terms can be found here:
//
// https://w3c.github.io/web-animations/#animation-effect-phases-and-states
//
// Note the distinction between the "animation start time" which occurs before
// the start delay and the start of the active interval which occurs after it.
// Called when currentTime is set to zero (the beginning of the start delay).
function checkStateOnSettingCurrentTimeToZero(animation)
{
// We don't test animation.currentTime since our caller just set it.
assert_equals(animation.playState, 'running',
'Animation.playState should be "running" at the start of ' +
'the start delay');
assert_equals(animation.effect.target.style.animationPlayState, 'running',
'Animation.effect.target.style.animationPlayState should be ' +
'"running" at the start of the start delay');
var div = animation.effect.target;
var marginLeft = parseFloat(getComputedStyle(div).marginLeft);
assert_equals(marginLeft, UNANIMATED_POSITION,
'the computed value of margin-left should be unaffected ' +
'at the beginning of the start delay');
}
// Called when the ready Promise's callbacks should happen
function checkStateOnReadyPromiseResolved(animation)
{
// the 0.0001 here is for rounding error
assert_less_than_equal(animation.currentTime,
animation.timeline.currentTime - animation.startTime + 0.0001,
'Animation.currentTime should be less than the local time ' +
'equivalent of the timeline\'s currentTime on the first paint tick ' +
'after animation creation');
assert_equals(animation.playState, 'running',
'Animation.playState should be "running" on the first paint ' +
'tick after animation creation');
assert_equals(animation.effect.target.style.animationPlayState, 'running',
'Animation.effect.target.style.animationPlayState should be ' +
'"running" on the first paint tick after animation creation');
var div = animation.effect.target;
var marginLeft = parseFloat(getComputedStyle(div).marginLeft);
assert_equals(marginLeft, UNANIMATED_POSITION,
'the computed value of margin-left should be unaffected ' +
'by an animation with a delay on ready Promise resolve');
}
// Called when currentTime is set to the time the active interval starts.
function checkStateAtActiveIntervalStartTime(animation)
{
// We don't test animation.currentTime since our caller just set it.
assert_equals(animation.playState, 'running',
'Animation.playState should be "running" at the start of ' +
'the active interval');
assert_equals(animation.effect.target.style.animationPlayState, 'running',
'Animation.effect.target.style.animationPlayState should be ' +
'"running" at the start of the active interval');
var div = animation.effect.target;
var marginLeft = parseFloat(getComputedStyle(div).marginLeft);
assert_between_inclusive(marginLeft, INITIAL_POSITION, TEN_PCT_POSITION,
'the computed value of margin-left should be close to the value at the ' +
'beginning of the animation');
}
function checkStateAtFiftyPctOfActiveInterval(animation)
{
// We don't test animation.currentTime since our caller just set it.
var div = animation.effect.target;
var marginLeft = parseFloat(getComputedStyle(div).marginLeft);
assert_equals(marginLeft, FIFTY_PCT_POSITION,
'the computed value of margin-left should be half way through the ' +
'animation at the midpoint of the active interval');
}
// Called when currentTime is set to the time the active interval ends.
function checkStateAtActiveIntervalEndTime(animation)
{
// We don't test animation.currentTime since our caller just set it.
assert_equals(animation.playState, 'finished',
'Animation.playState should be "finished" at the end of ' +
'the active interval');
assert_equals(animation.effect.target.style.animationPlayState, "running",
'Animation.effect.target.style.animationPlayState should be ' +
'"finished" at the end of the active interval');
var div = animation.effect.target;
var marginLeft = parseFloat(getComputedStyle(div).marginLeft);
assert_equals(marginLeft, UNANIMATED_POSITION,
'the computed value of margin-left should be unaffected ' +
'by the animation at the end of the active duration when the ' +
'animation-fill-mode is none');
}
test(function(t)
{
var div = addDiv(t, {'class': 'animated-div'});
div.style.animation = ANIM_PROPERTY_VAL;
var animation = div.getAnimations()[0];
// Animations shouldn't start until the next paint tick, so:
assert_equals(animation.currentTime, 0,
'Animation.currentTime should be zero when an animation ' +
'is initially created');
assert_equals(animation.playState, "pending",
'Animation.playState should be "pending" when an animation ' +
'is initially created');
assert_equals(animation.effect.target.style.animationPlayState, 'running',
'Animation.effect.target.style.animationPlayState should be ' +
'"running" when an animation is initially created');
// XXX Ideally we would have a test to check the ready Promise is initially
// unresolved, but currently there is no Web API to do that. Waiting for the
// ready Promise with a timeout doesn't work because the resolved callback
// will be called (async) regardless of whether the Promise was resolved in
// the past or is resolved in the future.
// So that animation is running instead of paused when we set currentTime:
animation.startTime = animation.timeline.currentTime;
assert_approx_equals(animation.currentTime, 0, 0.0001, // rounding error
'Check setting of currentTime actually works');
checkStateOnSettingCurrentTimeToZero(animation);
}, 'Sanity test to check round-tripping assigning to new animation\'s ' +
'currentTime');
async_test(function(t) {
var div = addDiv(t, {'class': 'animated-div'});
var eventWatcher = new EventWatcher(t, div, CSS_ANIM_EVENTS);
div.style.animation = ANIM_PROPERTY_VAL;
var animation = div.getAnimations()[0];
animation.ready.then(t.step_func(function() {
checkStateOnReadyPromiseResolved(animation);
animation.currentTime =
currentTimeForStartOfActiveInterval(animation.timeline);
return eventWatcher.wait_for('animationstart');
})).then(t.step_func(function() {
checkStateAtActiveIntervalStartTime(animation);
animation.currentTime =
currentTimeForFiftyPercentThroughActiveInterval(animation.timeline);
checkStateAtFiftyPctOfActiveInterval(animation);
animation.currentTime =
currentTimeForEndOfActiveInterval(animation.timeline);
return eventWatcher.wait_for('animationend');
})).then(t.step_func(function() {
checkStateAtActiveIntervalEndTime(animation);
})).catch(t.step_func(function(reason) {
assert_unreached(reason);
})).then(function() {
t.done();
});
}, 'Skipping forward through animation');
async_test(function(t) {
var div = addDiv(t, {'class': 'animated-div'});
var eventWatcher = new EventWatcher(t, div, CSS_ANIM_EVENTS);
div.style.animation = ANIM_PROPERTY_VAL;
var animation = div.getAnimations()[0];
// So that animation is running instead of paused when we set currentTime:
animation.startTime = animation.timeline.currentTime;
animation.currentTime = currentTimeForEndOfActiveInterval(animation.timeline);
var previousTimelineTime = animation.timeline.currentTime;
// Skipping over the active interval will dispatch an 'animationstart' then
// an 'animationend' event. We need to wait for these events before we start
// testing going backwards since EventWatcher will fail the test if it gets
// an event that we haven't told it about.
eventWatcher.wait_for(['animationstart',
'animationend']).then(t.step_func(function() {
assert_true(document.timeline.currentTime - previousTimelineTime <
ANIM_DUR_MS,
'Sanity check that seeking worked rather than the events ' +
'firing after normal playback through the very long ' +
'animation duration');
// Now we can start the tests for skipping backwards, but first we check
// that after the events we're still in the same end time state:
checkStateAtActiveIntervalEndTime(animation);
animation.currentTime =
currentTimeForFiftyPercentThroughActiveInterval(animation.timeline);
// Despite going backwards from after the end of the animation (to being
// in the active interval), we now expect an 'animationstart' event
// because the animation should go from being inactive to active.
//
// Calling checkStateAtFiftyPctOfActiveInterval will check computed style,
// causing computed style to be updated and the 'animationstart' event to
// be dispatched synchronously. We need to call wait_for first
// otherwise eventWatcher will assert that the event was unexpected.
var promise = eventWatcher.wait_for('animationstart');
checkStateAtFiftyPctOfActiveInterval(animation);
return promise;
})).then(t.step_func(function() {
animation.currentTime =
currentTimeForStartOfActiveInterval(animation.timeline);
checkStateAtActiveIntervalStartTime(animation);
animation.currentTime = 0;
// Despite going backwards from just after the active interval starts to
// the animation start time, we now expect an animationend event
// because we went from inside to outside the active interval.
return eventWatcher.wait_for('animationend');
})).then(t.step_func(function() {
checkStateOnReadyPromiseResolved(animation);
})).catch(t.step_func(function(reason) {
assert_unreached(reason);
})).then(function() {
t.done();
});
// This must come after we've set up the Promise chain, since requesting
// computed style will force events to be dispatched.
// XXX For some reason this fails occasionally (either the animation.playState
// check or the marginLeft check).
//checkStateAtActiveIntervalEndTime(animation);
}, 'Skipping backwards through animation');
// Next we have multiple tests to check that redundant currentTime changes do
// NOT dispatch events. It's impossible to distinguish between events not being
// dispatched and events just taking an incredibly long time to dispatch
// without waiting an infinitely long time. Obviously we don't want to do that
// (block this test from finishing forever), so instead we just listen for
// events until two animation frames (i.e. requestAnimationFrame callbacks)
// have happened, then assume that no events will ever be dispatched for the
// redundant changes if no events were detected in that time.
async_test(function(t) {
var div = addDiv(t, {'class': 'animated-div'});
var eventWatcher = new EventWatcher(t, div, CSS_ANIM_EVENTS);
div.style.animation = ANIM_PROPERTY_VAL;
var animation = div.getAnimations()[0];
animation.currentTime = currentTimeForActivePhase(animation.timeline);
animation.currentTime = currentTimeForBeforePhase(animation.timeline);
waitForAnimationFrames(2).then(function() {
t.done();
});
}, 'Redundant change, before -> active, then back');
async_test(function(t) {
var div = addDiv(t, {'class': 'animated-div'});
var eventWatcher = new EventWatcher(t, div, CSS_ANIM_EVENTS);
div.style.animation = ANIM_PROPERTY_VAL;
var animation = div.getAnimations()[0];
animation.currentTime = currentTimeForAfterPhase(animation.timeline);
animation.currentTime = currentTimeForBeforePhase(animation.timeline);
waitForAnimationFrames(2).then(function() {
t.done();
});
}, 'Redundant change, before -> after, then back');
async_test(function(t) {
var div = addDiv(t, {'class': 'animated-div'});
var eventWatcher = new EventWatcher(t, div, CSS_ANIM_EVENTS);
div.style.animation = ANIM_PROPERTY_VAL;
var animation = div.getAnimations()[0];
eventWatcher.wait_for('animationstart').then(function() {
animation.currentTime = currentTimeForBeforePhase(animation.timeline);
animation.currentTime = currentTimeForActivePhase(animation.timeline);
waitForAnimationFrames(2).then(function() {
t.done();
});
});
// get us into the initial state:
animation.currentTime = currentTimeForActivePhase(animation.timeline);
}, 'Redundant change, active -> before, then back');
async_test(function(t) {
var div = addDiv(t, {'class': 'animated-div'});
var eventWatcher = new EventWatcher(t, div, CSS_ANIM_EVENTS);
div.style.animation = ANIM_PROPERTY_VAL;
var animation = div.getAnimations()[0];
eventWatcher.wait_for('animationstart').then(function() {
animation.currentTime = currentTimeForAfterPhase(animation.timeline);
animation.currentTime = currentTimeForActivePhase(animation.timeline);
waitForAnimationFrames(2).then(function() {
t.done();
});
});
// get us into the initial state:
animation.currentTime = currentTimeForActivePhase(animation.timeline);
}, 'Redundant change, active -> after, then back');
async_test(function(t) {
var div = addDiv(t, {'class': 'animated-div'});
var eventWatcher = new EventWatcher(t, div, CSS_ANIM_EVENTS);
div.style.animation = ANIM_PROPERTY_VAL;
var animation = div.getAnimations()[0];
eventWatcher.wait_for(['animationstart',
'animationend']).then(function() {
animation.currentTime = currentTimeForBeforePhase(animation.timeline);
animation.currentTime = currentTimeForAfterPhase(animation.timeline);
waitForAnimationFrames(2).then(function() {
t.done();
});
});
// get us into the initial state:
animation.currentTime = currentTimeForAfterPhase(animation.timeline);
}, 'Redundant change, after -> before, then back');
async_test(function(t) {
var div = addDiv(t, {'class': 'animated-div'});
var eventWatcher = new EventWatcher(t, div, CSS_ANIM_EVENTS);
div.style.animation = ANIM_PROPERTY_VAL;
var animation = div.getAnimations()[0];
eventWatcher.wait_for(['animationstart',
'animationend']).then(function() {
animation.currentTime = currentTimeForActivePhase(animation.timeline);
animation.currentTime = currentTimeForAfterPhase(animation.timeline);
waitForAnimationFrames(2).then(function() {
t.done();
});
});
// get us into the initial state:
animation.currentTime = currentTimeForAfterPhase(animation.timeline);
}, 'Redundant change, after -> active, then back');
async_test(function(t) {
var div = addDiv(t, {'class': 'animated-div'});
var eventWatcher = new EventWatcher(t, div, CSS_ANIM_EVENTS);
div.style.animation = ANIM_PROPERTY_VAL;
var animation = div.getAnimations()[0];
animation.pause();
animation.currentTime = currentTimeForAfterPhase(animation.timeline);
eventWatcher.wait_for(['animationstart',
'animationend']).then(t.step_func(function() {
animation.currentTime = currentTimeForActivePhase(animation.timeline);
return eventWatcher.wait_for('animationstart');
})).then(t.step_func(function() {
t.done();
}));
}, 'Seeking finished -> paused dispatches animationstart');
async_test(function(t) {
var div = addDiv(t, {'class': 'animated-div'});
div.style.animation = ANIM_PROPERTY_VAL;
var animation = div.getAnimations()[0];
animation.ready.then(t.step_func(function() {
var exception;
try {
animation.currentTime = null;
} catch (e) {
exception = e;
}
assert_equals(exception.name, 'TypeError',
'Expect TypeError exception on trying to set ' +
'Animation.currentTime to null');
})).catch(t.step_func(function(reason) {
assert_unreached(reason);
})).then(function() {
t.done();
});
}, 'Setting currentTime to null');
async_test(function(t) {
var div = addDiv(t, {'class': 'animated-div'});
div.style.animation = 'anim 100s';
var animation = div.getAnimations()[0];
var pauseTime;
animation.ready.then(t.step_func(function() {
assert_not_equals(animation.currentTime, null,
'Animation.currentTime not null on ready Promise resolve');
animation.pause();
return animation.ready;
})).then(t.step_func(function() {
pauseTime = animation.currentTime;
return waitForFrame();
})).then(t.step_func(function() {
assert_equals(animation.currentTime, pauseTime,
'Animation.currentTime is unchanged after pausing');
})).catch(t.step_func(function(reason) {
assert_unreached(reason);
})).then(function() {
t.done();
});
}, 'Animation.currentTime after pausing');
async_test(function(t) {
var div = addDiv(t, {'class': 'animated-div'});
div.style.animation = ANIM_PROPERTY_VAL;
var animation = div.getAnimations()[0];
animation.ready.then(function() {
// just before animation ends:
animation.currentTime = ANIM_DELAY_MS + ANIM_DUR_MS - 1;
return waitForAnimationFrames(2);
}).then(t.step_func(function() {
assert_equals(animation.currentTime, ANIM_DELAY_MS + ANIM_DUR_MS,
'Animation.currentTime should not continue to increase after the ' +
'animation has finished');
t.done();
}));
}, 'Animation.currentTime clamping');
async_test(function(t) {
var div = addDiv(t, {'class': 'animated-div'});
div.style.animation = ANIM_PROPERTY_VAL;
var animation = div.getAnimations()[0];
animation.ready.then(function() {
// play backwards:
animation.playbackRate = -1;
// just before animation ends (at the "start"):
animation.currentTime = 1;
return waitForAnimationFrames(2);
}).then(t.step_func(function() {
assert_equals(animation.currentTime, 0,
'Animation.currentTime should not continue to decrease after an ' +
'animation running in reverse has finished and currentTime is zero');
t.done();
}));
}, 'Animation.currentTime clamping for reversed animation');
test(function(t) {
var div = addDiv(t, {'class': 'animated-div'});
div.style.animation = 'anim 100s';
var animation = div.getAnimations()[0];
animation.cancel();
assert_equals(animation.currentTime, null,
'The currentTime of a cancelled animation should be null');
}, 'Animation.currentTime after cancelling');
async_test(function(t) {
var div = addDiv(t, {'class': 'animated-div'});
div.style.animation = 'anim 100s';
var animation = div.getAnimations()[0];
animation.ready.then(t.step_func(function() {
animation.finish();
// Initiate a pause then abort it
animation.pause();
animation.play();
// Wait to return to running state
return animation.ready;
})).then(t.step_func(function() {
assert_true(animation.currentTime < 100 * 1000,
'After aborting a pause when finished, the currentTime should'
+ ' jump back towards the start of the animation');
t.done();
}));
}, 'After aborting a pause when finished, the call to play() should rewind'
+ ' the current time');
done();
</script>
</body>
</html>