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<!DOCTYPE html>
<html>
<head>
  <script type="application/javascript"
    src="/tests/SimpleTest/paint_listener.js"></script>
  <script type="application/javascript" src="animation_utils.js"></script>
  <style type="text/css">
    @keyframes anim {
      0% { transform: translate(0px) }
      100% { transform: translate(100px) }
    }
    .target {
      /* The animation target needs geometry in order to qualify for OMTA */
      width: 100px;
      height: 100px;
      background-color: white;
    }
  </style>
  <script>
    var ok = opener.ok.bind(opener);
    var is = opener.is.bind(opener);
    var todo = opener.todo.bind(opener);
    function finish() {
      var o = opener;
      self.close();
      o.SimpleTest.finish();
    }
  </script>
</head>
<body>
<div id="display"></div>
<script type="application/javascript">
"use strict";

runOMTATest(function() {
  runAllAsyncAnimTests().then(function() {
    finish();
  });
}, finish, opener.SpecialPowers);

addAsyncAnimTest(function *() {
  var [ div, cs ] = new_div("animation: anim 10s 2 linear alternate");

  // Animation is initially running on compositor
  yield waitForPaintsFlushed();
  advance_clock(1000);
  omta_is(div, "transform", { tx: 10 }, RunningOn.Compositor,
          "Animation is initally animating on compositor");

  // pause() means it is no longer on the compositor
  var animation = div.getAnimations()[0];
  animation.pause();
  // pause() should set up the changes to animations for the next layer
  // transaction but it won't schedule a paint immediately so we need to tick
  // the refresh driver before we can wait on the next paint.
  advance_clock(0);
  yield waitForPaints();
  omta_is(div, "transform", { tx: 10 }, RunningOn.MainThread,
          "After pausing, animation is removed from compositor");

  // Animation remains paused
  advance_clock(1000);
  omta_is(div, "transform", { tx: 10 }, RunningOn.MainThread,
          "Animation remains paused");

  // play() puts the animation back on the compositor
  animation.play();
  // As with pause(), play() will set up pending animations for the next layer
  // transaction but won't schedule a paint so we need to tick the refresh
  // driver before waiting on the next paint.
  advance_clock(0);
  yield waitForPaints();
  omta_is(div, "transform", { tx: 10 }, RunningOn.Compositor,
          "After playing, animation is sent to compositor");

  // Where it continues to run
  advance_clock(1000);
  omta_is(div, "transform", { tx: 20 }, RunningOn.Compositor,
          "Animation continues playing on compositor");

  done_div();
});
</script>
</body>
</html>