forked from mirrors/gecko-dev
		
	 640fe52298
			
		
	
	
		640fe52298
		
	
	
	
	
		
			
			MozReview-Commit-ID: F6xUXCgdRE4 --HG-- extra : rebase_source : 65de1b0aba412d9044b5196115f74276caa058f2
		
			
				
	
	
		
			123 lines
		
	
	
	
		
			5.6 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			123 lines
		
	
	
	
		
			5.6 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| /* vim: set ft=javascript ts=2 et sw=2 tw=80: */
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| /* Any copyright is dedicated to the Public Domain.
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|    http://creativecommons.org/publicdomain/zero/1.0/ */
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| 
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| "use strict";
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| 
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| // Check the animation player's initial state
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| 
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| add_task(async function() {
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|   const {client, walker, animations} =
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|     await initAnimationsFrontForUrl(MAIN_DOMAIN + "animation.html");
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| 
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|   await playerHasAnInitialState(walker, animations);
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|   await playerStateIsCorrect(walker, animations);
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| 
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|   await client.close();
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|   gBrowser.removeCurrentTab();
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| });
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| 
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| async function playerHasAnInitialState(walker, animations) {
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|   const node = await walker.querySelector(walker.rootNode, ".simple-animation");
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|   const [player] = await animations.getAnimationPlayersForNode(node);
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| 
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|   ok(player.initialState, "The player front has an initial state");
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|   ok("startTime" in player.initialState, "Player's state has startTime");
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|   ok("currentTime" in player.initialState, "Player's state has currentTime");
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|   ok("playState" in player.initialState, "Player's state has playState");
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|   ok("playbackRate" in player.initialState, "Player's state has playbackRate");
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|   ok("name" in player.initialState, "Player's state has name");
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|   ok("duration" in player.initialState, "Player's state has duration");
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|   ok("delay" in player.initialState, "Player's state has delay");
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|   ok("iterationCount" in player.initialState,
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|      "Player's state has iterationCount");
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|   ok("fill" in player.initialState, "Player's state has fill");
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|   ok("easing" in player.initialState, "Player's state has easing");
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|   ok("direction" in player.initialState, "Player's state has direction");
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|   ok("isRunningOnCompositor" in player.initialState,
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|      "Player's state has isRunningOnCompositor");
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|   ok("type" in player.initialState, "Player's state has type");
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|   ok("documentCurrentTime" in player.initialState,
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|      "Player's state has documentCurrentTime");
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| }
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| 
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| async function playerStateIsCorrect(walker, animations) {
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|   info("Checking the state of the simple animation");
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| 
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|   let player = await getAnimationPlayerForNode(walker, animations,
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|                                                ".simple-animation", 0);
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|   let state = await player.getCurrentState();
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|   is(state.name, "move", "Name is correct");
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|   is(state.duration, 200000, "Duration is correct");
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|   // null = infinite count
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|   is(state.iterationCount, null, "Iteration count is correct");
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|   is(state.fill, "none", "Fill is correct");
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|   is(state.easing, "linear", "Easing is correct");
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|   is(state.direction, "normal", "Direction is correct");
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|   is(state.playState, "running", "PlayState is correct");
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|   is(state.playbackRate, 1, "PlaybackRate is correct");
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|   is(state.type, "cssanimation", "Type is correct");
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| 
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|   info("Checking the state of the transition");
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| 
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|   player =
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|     await getAnimationPlayerForNode(walker, animations, ".transition", 0);
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|   state = await player.getCurrentState();
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|   is(state.name, "width", "Transition name matches transition property");
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|   is(state.duration, 500000, "Transition duration is correct");
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|   // transitions run only once
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|   is(state.iterationCount, 1, "Transition iteration count is correct");
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|   is(state.fill, "backwards", "Transition fill is correct");
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|   is(state.easing, "linear", "Transition easing is correct");
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|   is(state.direction, "normal", "Transition direction is correct");
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|   is(state.playState, "running", "Transition playState is correct");
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|   is(state.playbackRate, 1, "Transition playbackRate is correct");
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|   is(state.type, "csstransition", "Transition type is correct");
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|   // chech easing in keyframe
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|   let keyframes = await player.getFrames();
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|   is(keyframes.length, 2, "Transition length of keyframe is correct");
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|   is(keyframes[0].easing,
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|      "ease-out", "Transition kerframes's easing is correct");
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| 
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|   info("Checking the state of one of multiple animations on a node");
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| 
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|   // Checking the 2nd player
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|   player = await getAnimationPlayerForNode(walker, animations,
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|                                            ".multiple-animations", 1);
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|   state = await player.getCurrentState();
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|   is(state.name, "glow", "The 2nd animation's name is correct");
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|   is(state.duration, 100000, "The 2nd animation's duration is correct");
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|   is(state.iterationCount, 5, "The 2nd animation's iteration count is correct");
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|   is(state.fill, "both", "The 2nd animation's fill is correct");
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|   is(state.easing, "linear", "The 2nd animation's easing is correct");
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|   is(state.direction, "reverse", "The 2nd animation's direction is correct");
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|   is(state.playState, "running", "The 2nd animation's playState is correct");
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|   is(state.playbackRate, 1, "The 2nd animation's playbackRate is correct");
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|   // chech easing in keyframe
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|   keyframes = await player.getFrames();
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|   is(keyframes.length, 2, "The 2nd animation's length of keyframe is correct");
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|   is(keyframes[0].easing,
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|      "ease-out", "The 2nd animation's easing of kerframes is correct");
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| 
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|   info("Checking the state of an animation with delay");
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| 
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|   player = await getAnimationPlayerForNode(walker, animations,
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|                                            ".delayed-animation", 0);
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|   state = await player.getCurrentState();
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|   is(state.delay, 5000, "The animation delay is correct");
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| 
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|   info("Checking the state of an transition with delay");
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| 
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|   player = await getAnimationPlayerForNode(walker, animations,
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|                                            ".delayed-transition", 0);
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|   state = await player.getCurrentState();
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|   is(state.delay, 3000, "The transition delay is correct");
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| }
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| 
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| async function getAnimationPlayerForNode(walker, animations, nodeSelector, index) {
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|   const node = await walker.querySelector(walker.rootNode, nodeSelector);
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|   const players = await animations.getAnimationPlayersForNode(node);
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|   const player = players[index];
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|   await player.ready();
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|   return player;
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| }
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