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<!doctype html>
<meta charset=utf-8>
<script src="../testcommon.js"></script>
<script src="/tests/SimpleTest/paint_listener.js"></script>
<style>
@keyframes empty { }
@keyframes animTransform {
from { transform: translate(0px); }
to { transform: translate(100px); }
}
.target {
/* Element needs geometry to be eligible for layerization */
width: 100px;
height: 100px;
background-color: white;
}
</style>
<body>
<script>
'use strict';
function waitForDocLoad() {
return new Promise(function(resolve, reject) {
if (document.readyState === 'complete') {
resolve();
} else {
window.addEventListener('load', resolve);
}
});
}
function waitForPaints() {
return new Promise(function(resolve, reject) {
waitForAllPaintsFlushed(resolve);
});
}
promise_test(function(t) {
var div = addDiv(t);
var cs = window.getComputedStyle(div);
// Test that empty animations actually start.
//
// Normally we tie the start of animations to when their first frame of
// the animation is rendered. However, for animations that don't actually
// trigger a paint (e.g. because they are empty, or are animating something
// that doesn't render or is offscreen) we want to make sure they still
// start.
//
// Before we start, wait for the document to finish loading. This is because
// during loading we will have other paint events taking place which might,
// by luck, happen to trigger animations that otherwise would not have been
// triggered, leading to false positives.
//
// As a result, it's better to wait until we have a more stable state before
// continuing.
var promiseCallbackDone = false;
return waitForDocLoad().then(function() {
div.style.animation = 'empty 1000s';
var animation = div.getAnimations()[0];
return animation.ready.then(function() {
promiseCallbackDone = true;
}).catch(function() {
assert_unreached('ready promise was rejected');
});
}).then(function() {
// We need to wait for up to three frames. This is because in some
// cases it can take up to two frames for the initial layout
// to take place. Even after that happens we don't actually resolve the
// ready promise until the following tick.
return waitForAnimationFrames(3);
}).then(function() {
assert_true(promiseCallbackDone,
'ready promise for an empty animation was resolved'
+ ' within three animation frames');
});
}, 'Animation.ready is resolved for an empty animation');
// Test that compositor animations with delays get synced correctly
//
// NOTE: It is important that we DON'T use
// SpecialPowers.DOMWindowUtils.advanceTimeAndRefresh here since that takes
// us through a different code path.
promise_test(function(t) {
// This test only applies to compositor animations
if (!isOMTAEnabled()) {
return;
}
// Setup animation
var div = addDiv(t);
div.classList.add('target');
div.style.animation = 'animTransform 100s -50s forwards';
var animation = div.getAnimations()[0];
return waitForPaints(function() {
var transformStr =
SpecialPowers.DOMWindowUtils.getOMTAStyle(div, 'transform');
var matrixComponents =
transformStr.startsWith('matrix(')
? transformStr.substring('matrix('.length, transformStr.length-1)
.split(',')
.map(component => Number(component))
: [];
assert_equals(matrixComponents.length, 6,
'Got a valid transform matrix on the compositor'
+ ' (got: "' + transformStr + '")');
// If the delay has been applied correctly we should be at least
// half-way through the animation
assert_true(matrixComponents[4] >= 50,
'Animation is at least half-way through on the compositor'
+ ' (got translation of ' + matrixComponents[4] + ')');
});
}, 'Starting an animation with a delay starts from the correct point');
done();
</script>
</body>
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