/* vim: set ft=javascript ts=2 et sw=2 tw=80: */ /* Any copyright is dedicated to the Public Domain. http://creativecommons.org/publicdomain/zero/1.0/ */ "use strict"; // Check the animation player's initial state add_task(function* () { let {client, walker, animations} = yield initAnimationsFrontForUrl(MAIN_DOMAIN + "animation.html"); yield playerHasAnInitialState(walker, animations); yield playerStateIsCorrect(walker, animations); yield client.close(); gBrowser.removeCurrentTab(); }); function* playerHasAnInitialState(walker, animations) { let node = yield walker.querySelector(walker.rootNode, ".simple-animation"); let [player] = yield animations.getAnimationPlayersForNode(node); ok(player.initialState, "The player front has an initial state"); ok("startTime" in player.initialState, "Player's state has startTime"); ok("currentTime" in player.initialState, "Player's state has currentTime"); ok("playState" in player.initialState, "Player's state has playState"); ok("playbackRate" in player.initialState, "Player's state has playbackRate"); ok("name" in player.initialState, "Player's state has name"); ok("duration" in player.initialState, "Player's state has duration"); ok("delay" in player.initialState, "Player's state has delay"); ok("iterationCount" in player.initialState, "Player's state has iterationCount"); ok("fill" in player.initialState, "Player's state has fill"); ok("easing" in player.initialState, "Player's state has easing"); ok("direction" in player.initialState, "Player's state has direction"); ok("isRunningOnCompositor" in player.initialState, "Player's state has isRunningOnCompositor"); ok("type" in player.initialState, "Player's state has type"); ok("documentCurrentTime" in player.initialState, "Player's state has documentCurrentTime"); } function* playerStateIsCorrect(walker, animations) { info("Checking the state of the simple animation"); let player = yield getAnimationPlayerForNode(walker, animations, ".simple-animation", 0); let state = yield player.getCurrentState(); is(state.name, "move", "Name is correct"); is(state.duration, 200000, "Duration is correct"); // null = infinite count is(state.iterationCount, null, "Iteration count is correct"); is(state.fill, "none", "Fill is correct"); is(state.easing, "linear", "Easing is correct"); is(state.direction, "normal", "Direction is correct"); is(state.playState, "running", "PlayState is correct"); is(state.playbackRate, 1, "PlaybackRate is correct"); is(state.type, "cssanimation", "Type is correct"); info("Checking the state of the transition"); player = yield getAnimationPlayerForNode(walker, animations, ".transition", 0); state = yield player.getCurrentState(); is(state.name, "width", "Transition name matches transition property"); is(state.duration, 500000, "Transition duration is correct"); // transitions run only once is(state.iterationCount, 1, "Transition iteration count is correct"); is(state.fill, "backwards", "Transition fill is correct"); is(state.easing, "linear", "Transition easing is correct"); is(state.direction, "normal", "Transition direction is correct"); is(state.playState, "running", "Transition playState is correct"); is(state.playbackRate, 1, "Transition playbackRate is correct"); is(state.type, "csstransition", "Transition type is correct"); // chech easing in keyframe let keyframes = yield player.getFrames(); is(keyframes.length, 2, "Transition length of keyframe is correct"); is(keyframes[0].easing, "ease-out", "Transition kerframes's easing is correct"); info("Checking the state of one of multiple animations on a node"); // Checking the 2nd player player = yield getAnimationPlayerForNode(walker, animations, ".multiple-animations", 1); state = yield player.getCurrentState(); is(state.name, "glow", "The 2nd animation's name is correct"); is(state.duration, 100000, "The 2nd animation's duration is correct"); is(state.iterationCount, 5, "The 2nd animation's iteration count is correct"); is(state.fill, "both", "The 2nd animation's fill is correct"); is(state.easing, "linear", "The 2nd animation's easing is correct"); is(state.direction, "reverse", "The 2nd animation's direction is correct"); is(state.playState, "running", "The 2nd animation's playState is correct"); is(state.playbackRate, 1, "The 2nd animation's playbackRate is correct"); // chech easing in keyframe keyframes = yield player.getFrames(); is(keyframes.length, 2, "The 2nd animation's length of keyframe is correct"); is(keyframes[0].easing, "ease-out", "The 2nd animation's easing of kerframes is correct"); info("Checking the state of an animation with delay"); player = yield getAnimationPlayerForNode(walker, animations, ".delayed-animation", 0); state = yield player.getCurrentState(); is(state.delay, 5000, "The animation delay is correct"); info("Checking the state of an transition with delay"); player = yield getAnimationPlayerForNode(walker, animations, ".delayed-transition", 0); state = yield player.getCurrentState(); is(state.delay, 3000, "The transition delay is correct"); } function* getAnimationPlayerForNode(walker, animations, nodeSelector, index) { let node = yield walker.querySelector(walker.rootNode, nodeSelector); let players = yield animations.getAnimationPlayersForNode(node); let player = players[index]; yield player.ready(); return player; }