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Test Info:

<!DOCTYPE html>
Test that mouse movement immediately after finish() should involve
restyling for finished state (Bug 1228137)
<script src="/tests/SimpleTest/SimpleTest.js"></script>
<script src="/tests/SimpleTest/EventUtils.js"></script>
<script src="/tests/SimpleTest/paint_listener.js"></script>
<script type="application/javascript"
<link rel="stylesheet" type="text/css" href="/tests/SimpleTest/test.css">
<style type="text/css">
@keyframes anim {
0% { transform: translateX(0px) }
100% { transform: translateX(100px) }
.target {
/* The animation target needs geometry in order to qualify for OMTA */
width: 100px;
height: 100px;
background-color: white;
<div id="display"></div>
<script type="application/javascript">
window.onload = function () {
// To avoid the effect that newly created element's styles are
// not updated immediately, we need to add an element without
// animation properties first.
var [ div ] = new_div("");
div.setAttribute("id", "bug1228137");
waitForPaints().then(function() {
var initialRect = div.getBoundingClientRect();
// Now we can set animation properties. = "anim 100s linear forwards";
div.addEventListener("mousemove", function(event) {
is(, "bug1228137",
"The target of the animation should receive the mouse move event " +
"on the position of the animation's effect end.");
var animation = div.getAnimations()[0];
// Mouse over where the animation is positioned at finished state.
// We can't use synthesizeMouse here since synthesizeMouse causes
// layout flush. We need to check the position without explicit flushes.
synthesizeMouseAtPoint(initialRect.left + initialRect.width / 2 + 100, + initialRect.height / 2,
{ type: "mousemove" }, window);