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/* 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 that the AnimationsActor can pause/play all animations at once, and
// check that it can also pause/play a given list of animations at once.
// List of selectors that match "all" animated nodes in the test page.
// This list misses a bunch of animated nodes on purpose. Only the ones that
// have infinite animations are listed. This is done to avoid intermittents
// caused when finite animations are already done playing by the time the test
// runs.
const ALL_ANIMATED_NODES = [".simple-animation", ".multiple-animations",
".delayed-animation"];
add_task(function* () {
let {client, walker, animations} =
yield initAnimationsFrontForUrl(MAIN_DOMAIN + "animation.html");
info("Pause all animations in the test document");
yield animations.pauseAll();
yield checkStates(walker, animations, ALL_ANIMATED_NODES, "paused");
info("Play all animations in the test document");
yield animations.playAll();
yield checkStates(walker, animations, ALL_ANIMATED_NODES, "running");
info("Pause all animations in the test document using toggleAll");
yield animations.toggleAll();
yield checkStates(walker, animations, ALL_ANIMATED_NODES, "paused");
info("Play all animations in the test document using toggleAll");
yield animations.toggleAll();
yield checkStates(walker, animations, ALL_ANIMATED_NODES, "running");
info("Play all animations from multiple animated node using toggleSeveral");
let players = yield getPlayersFor(walker, animations,
[".multiple-animations"]);
is(players.length, 2, "Node has 2 animation players");
yield animations.toggleSeveral(players, false);
let state1 = yield players[0].getCurrentState();
is(state1.playState, "running",
"The playState of the first player is running");
let state2 = yield players[1].getCurrentState();
is(state2.playState, "running",
"The playState of the second player is running");
info("Pause one animation from a multiple animated node using toggleSeveral");
yield animations.toggleSeveral([players[0]], true);
state1 = yield players[0].getCurrentState();
is(state1.playState, "paused", "The playState of the first player is paused");
state2 = yield players[1].getCurrentState();
is(state2.playState, "running",
"The playState of the second player is running");
info("Play the same animation");
yield animations.toggleSeveral([players[0]], false);
state1 = yield players[0].getCurrentState();
is(state1.playState, "running",
"The playState of the first player is running");
state2 = yield players[1].getCurrentState();
is(state2.playState, "running",
"The playState of the second player is running");
yield client.close();
gBrowser.removeCurrentTab();
});
function* checkStates(walker, animations, selectors, playState) {
info("Checking the playState of all the nodes that have infinite running " +
"animations");
for (let selector of selectors) {
info("Getting the AnimationPlayerFront for node " + selector);
let [player] = yield getPlayersFor(walker, animations, selector);
yield player.ready();
yield checkPlayState(player, selector, playState);
}
}
function* getPlayersFor(walker, animations, selector) {
let node = yield walker.querySelector(walker.rootNode, selector);
return animations.getAnimationPlayersForNode(node);
}
function* checkPlayState(player, selector, expectedState) {
let state = yield player.getCurrentState();
is(state.playState, expectedState,
"The playState of node " + selector + " is " + expectedState);
}
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