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<!DOCTYPE html>
<meta charset=utf-8>
<title>Animation.reverse()</title>
<link rel="help" href="https://w3c.github.io/web-animations/#dom-animation-reverse">
<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(function(t) {
var div = createDiv(t);
var animation = div.animate({}, {duration: 100 * MS_PER_SEC,
iterations: Infinity});
// Wait a frame because if currentTime is still 0 when we call
// reverse(), it will throw (per spec).
return animation.ready.then(waitForAnimationFrames(1)).then(function() {
assert_greater_than_equal(animation.currentTime, 0,
'currentTime expected to be greater than 0, one frame after starting');
animation.currentTime = 50 * MS_PER_SEC;
var previousPlaybackRate = animation.playbackRate;
animation.reverse();
assert_equals(animation.playbackRate, -previousPlaybackRate,
'playbackRate should be inverted');
});
}, 'reverse() inverts playbackRate');
promise_test(function(t) {
var div = createDiv(t);
var animation = div.animate({}, {duration: 100 * MS_PER_SEC,
iterations: Infinity});
animation.currentTime = 50 * MS_PER_SEC;
animation.pause();
return animation.ready.then(function() {
animation.reverse();
return animation.ready;
}).then(function() {
assert_equals(animation.playState, 'running',
'Animation.playState should be "running" after reverse()');
});
}, 'reverse() starts to play when pausing animation');
test(function(t) {
var div = createDiv(t);
var animation = div.animate({}, 100 * MS_PER_SEC);
animation.currentTime = 50 * MS_PER_SEC;
animation.reverse();
assert_equals(animation.currentTime, 50 * MS_PER_SEC,
'reverse() should not change the currentTime ' +
'if the currentTime is in the middle of animation duration');
}, 'reverse() maintains the same currentTime');
test(function(t) {
var div = createDiv(t);
var animation = div.animate({}, 100 * MS_PER_SEC);
animation.currentTime = 200 * MS_PER_SEC;
animation.reverse();
assert_equals(animation.currentTime, 100 * MS_PER_SEC,
'reverse() should start playing from the animation effect end ' +
'if the playbackRate > 0 and the currentTime > effect end');
}, 'reverse() when playbackRate > 0 and currentTime > effect end');
test(function(t) {
var div = createDiv(t);
var animation = div.animate({}, 100 * MS_PER_SEC);
animation.currentTime = -200 * MS_PER_SEC;
animation.reverse();
assert_equals(animation.currentTime, 100 * MS_PER_SEC,
'reverse() should start playing from the animation effect end ' +
'if the playbackRate > 0 and the currentTime < 0');
}, 'reverse() when playbackRate > 0 and currentTime < 0');
test(function(t) {
var div = createDiv(t);
var animation = div.animate({}, 100 * MS_PER_SEC);
animation.playbackRate = -1;
animation.currentTime = -200 * MS_PER_SEC;
animation.reverse();
assert_equals(animation.currentTime, 0,
'reverse() should start playing from the start of animation time ' +
'if the playbackRate < 0 and the currentTime < 0');
}, 'reverse() when playbackRate < 0 and currentTime < 0');
test(function(t) {
var div = createDiv(t);
var animation = div.animate({}, 100 * MS_PER_SEC);
animation.playbackRate = -1;
animation.currentTime = 200 * MS_PER_SEC;
animation.reverse();
assert_equals(animation.currentTime, 0,
'reverse() should start playing from the start of animation time ' +
'if the playbackRate < 0 and the currentTime > effect end');
}, 'reverse() when playbackRate < 0 and currentTime > effect end');
test(function(t) {
var div = createDiv(t);
var animation = div.animate({}, {duration: 100 * MS_PER_SEC,
iterations: Infinity});
animation.currentTime = -200 * MS_PER_SEC;
assert_throws('InvalidStateError',
function () { animation.reverse(); },
'reverse() should throw InvalidStateError ' +
'if the playbackRate > 0 and the currentTime < 0 ' +
'and the target effect is positive infinity');
}, 'reverse() when playbackRate > 0 and currentTime < 0 ' +
'and the target effect end is positive infinity');
test(function(t) {
var div = createDiv(t);
var animation = div.animate({}, {duration: 100 * MS_PER_SEC,
iterations: Infinity});
animation.playbackRate = -1;
animation.currentTime = -200 * MS_PER_SEC;
animation.reverse();
assert_equals(animation.currentTime, 0,
'reverse() should start playing from the start of animation time ' +
'if the playbackRate < 0 and the currentTime < 0 ' +
'and the target effect is positive infinity');
}, 'reverse() when playbackRate < 0 and currentTime < 0 ' +
'and the target effect end is positive infinity');
test(function(t) {
var div = createDiv(t);
var animation = div.animate({}, 100 * MS_PER_SEC);
animation.playbackRate = 0;
animation.currentTime = 50 * MS_PER_SEC;
animation.reverse();
assert_equals(animation.playbackRate, 0,
'reverse() should preserve playbackRate if the playbackRate == 0');
assert_equals(animation.currentTime, 50 * MS_PER_SEC,
'reverse() should not affect the currentTime if the playbackRate == 0');
t.done();
}, 'reverse() when playbackRate == 0');
test(function(t) {
var div = createDiv(t);
var animation =
new Animation(new KeyframeEffect(div, null, 100 * MS_PER_SEC), null);
assert_throws('InvalidStateError', function() { animation.reverse(); });
}, 'Reversing an animation without an active timeline throws an ' +
'InvalidStateError');
</script>
</body>
|