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Test Info: Warnings

<!DOCTYPE html>
<meta charset=utf-8>
<title>Playing an animation</title>
<link rel="help"
<script src="/resources/testharness.js"></script>
<script src="/resources/testharnessreport.js"></script>
<script src="../../testcommon.js"></script>
<body>
<div id="log"></div>
<script>
'use strict';
test(t => {
const animation = createDiv(t).animate(null, 100 * MS_PER_SEC);
animation.currentTime = 1 * MS_PER_SEC;
assert_time_equals_literal(animation.currentTime, 1 * MS_PER_SEC);
animation.play();
assert_time_equals_literal(animation.currentTime, 1 * MS_PER_SEC);
}, 'Playing a running animation leaves the current time unchanged');
test(t => {
const animation = createDiv(t).animate(null, 100 * MS_PER_SEC);
animation.finish();
assert_time_equals_literal(animation.currentTime, 100 * MS_PER_SEC);
animation.play();
assert_time_equals_literal(animation.currentTime, 0);
}, 'Playing a finished animation seeks back to the start');
test(t => {
const animation = createDiv(t).animate(null, 100 * MS_PER_SEC);
animation.playbackRate = -1;
animation.currentTime = 0;
assert_time_equals_literal(animation.currentTime, 0);
animation.play();
assert_time_equals_literal(animation.currentTime, 100 * MS_PER_SEC);
}, 'Playing a finished and reversed animation seeks to end');
promise_test(async t => {
const animation = createDiv(t).animate(null, 100 * MS_PER_SEC);
animation.finish();
// Initiate a pause then abort it
animation.pause();
animation.play();
// Wait to return to running state
await animation.ready;
assert_true(animation.currentTime < 100 * 1000,
'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 = createDiv(t).animate(null, 100 * MS_PER_SEC);
animation.finish();
await animation.ready;
animation.play();
assert_equals(animation.startTime, null, 'start time is unresolved');
}, 'Playing a finished animation clears the start time');
test(t => {
const animation = createDiv(t).animate(null, 100 * MS_PER_SEC);
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 = createDiv(t).animate(null, 100 * MS_PER_SEC);
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 = createDiv(t).animate(null, 100 * MS_PER_SEC);
animation.currentTime = 50 * MS_PER_SEC;
await animation.ready;
animation.pause();
await animation.ready;
const holdTime = animation.currentTime;
animation.play();
await animation.ready;
assert_less_than_equal(
animation.startTime,
animation.timeline.currentTime - holdTime + TIME_PRECISION
);
}, 'Resuming an animation from paused calculates start time from hold time');
promise_test(async t => {
const animation = createDiv(t).animate(null, 100 * MS_PER_SEC);
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 = createDiv(t).animate(null, 100 * MS_PER_SEC);
animation.currentTime = -100 * MS_PER_SEC;
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, 100 * MS_PER_SEC);
}, 'A pending playback rate is used when determining auto-rewind behavior');
promise_test(async t => {
const animation = createDiv(t).animate(null, 100 * MS_PER_SEC);
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_time_greater_than_equal(animation.startTime, playTime,
'The start time of the playing animation should be set');
}, 'Playing a canceled animation sets the start time');
promise_test(async t => {
const animation = createDiv(t).animate(null, 100 * MS_PER_SEC);
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_time_greater_than_equal(animation.startTime, playTime + 100 * MS_PER_SEC,
'The start time of the playing animation should be set');
}, 'Playing a canceled animation backwards sets the start time');
</script>
</body>