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Diffstat (limited to 'testing/web-platform/tests/web-animations/interfaces/Animation/reverse.html')
-rw-r--r-- | testing/web-platform/tests/web-animations/interfaces/Animation/reverse.html | 158 |
1 files changed, 158 insertions, 0 deletions
diff --git a/testing/web-platform/tests/web-animations/interfaces/Animation/reverse.html b/testing/web-platform/tests/web-animations/interfaces/Animation/reverse.html new file mode 100644 index 000000000..555226111 --- /dev/null +++ b/testing/web-platform/tests/web-animations/interfaces/Animation/reverse.html @@ -0,0 +1,158 @@ +<!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> |