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Test Info: Warnings
- This test has a WPT meta file that expects 1 subtest issues.
- This WPT test may be referenced by the following Test IDs:
- /web-animations/timing-model/animations/setting-the-playback-rate-of-an-animation.html - WPT Dashboard Interop Dashboard
<!DOCTYPE html>
<meta charset=utf-8>
<title>Setting the playback rate of an animation</title>
<link rel="help" href="https://drafts.csswg.org/web-animations/#setting-the-playback-rate-of-an-animation">
<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';
promise_test(async t => {
const animation = createDiv(t).animate(null, 100 * MS_PER_SEC);
animation.playbackRate = 2;
await animation.ready;
const previousAnimationCurrentTime = animation.currentTime;
const previousTimelineCurrentTime = animation.timeline.currentTime;
await waitForAnimationFrames(1);
const animationCurrentTimeDifference =
animation.currentTime - previousAnimationCurrentTime;
const timelineCurrentTimeDifference =
animation.timeline.currentTime - previousTimelineCurrentTime;
assert_times_equal(
animationCurrentTimeDifference,
timelineCurrentTimeDifference * animation.playbackRate,
'The current time should increase two times faster than timeline'
);
}, 'The playback rate affects the rate of progress of the current time');
test(t => {
const animation = createDiv(t).animate(null, 100 * MS_PER_SEC);
animation.currentTime = 50 * MS_PER_SEC;
animation.playbackRate = 2;
assert_time_equals_literal(animation.currentTime, 50 * MS_PER_SEC);
}, 'Setting the playback rate while play-pending preserves the current time');
promise_test(async t => {
const animation = createDiv(t).animate(null, 100 * MS_PER_SEC);
animation.currentTime = 50 * MS_PER_SEC;
await animation.ready;
animation.playbackRate = 2;
assert_greater_than_equal(animation.currentTime, 50 * MS_PER_SEC);
assert_less_than(animation.currentTime, 100 * MS_PER_SEC);
}, 'Setting the playback rate while playing preserves the current time');
promise_test(async t => {
const animation = createDiv(t).animate(null, 100 * MS_PER_SEC);
animation.currentTime = 50 * MS_PER_SEC;
animation.updatePlaybackRate(2);
animation.playbackRate = 1;
await animation.ready;
assert_equals(animation.playbackRate, 1);
}, 'Setting the playback rate should clear any pending playback rate');
promise_test(async t => {
const animation = createDiv(t).animate(null, 100 * MS_PER_SEC);
animation.currentTime = 50 * MS_PER_SEC;
animation.pause();
await animation.ready;
animation.playbackRate = 2;
// Ensure that the animation remains paused and current time is preserved.
assert_equals(animation.playState, 'paused');
assert_time_equals_literal(animation.currentTime, 50 * MS_PER_SEC);
}, 'Setting the playback rate while paused preserves the current time and '
+ 'state');
promise_test(async t => {
const animation = createDiv(t).animate(null, 100 * MS_PER_SEC);
animation.currentTime = 150 * MS_PER_SEC;
await animation.ready;
animation.playbackRate = 2;
// Ensure that current time is preserved and does not snap to the effect end
// time.
assert_equals(animation.playState, 'finished');
assert_time_equals_literal(animation.currentTime, 150 * MS_PER_SEC);
}, 'Setting the playback rate while finished preserves the current time');
promise_test(async t => {
const animation = createDiv(t).animate(null, 100 * MS_PER_SEC);
animation.currentTime = 150 * MS_PER_SEC;
await animation.ready;
assert_equals(animation.playState, 'finished');
animation.playbackRate = -1;
// Ensure that current time does not snap to the effect end time and that the
// animation resumes playing.
assert_equals(animation.playState, 'running');
assert_time_equals_literal(animation.currentTime, 150 * MS_PER_SEC);
await waitForAnimationFrames(2);
assert_less_than(animation.currentTime, 150 * MS_PER_SEC);
}, 'Reversing the playback rate while finished restarts the animation');
promise_test(async t => {
const animation = createDiv(t).animate(null, 100 * MS_PER_SEC);
await animation.ready;
animation.currentTime = 50 * MS_PER_SEC;
animation.playbackRate = 0;
// Ensure that current time does not drift.
assert_equals(animation.playState, 'running');
await waitForAnimationFrames(2);
assert_time_equals_literal(animation.currentTime, 50 * MS_PER_SEC);
}, 'Setting a zero playback rate while running preserves the current time');
</script>
</body>