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<!DOCTYPE html>
<meta charset=utf-8>
<title>Animation.finish()</title>
<link rel="help" href="https://w3c.github.io/web-animations/#dom-animation-finish">
<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';

var gKeyFrames = { 'marginLeft': ['100px', '200px'] };

test(function(t) {
  var div = createDiv(t);
  var animation = div.animate(gKeyFrames, 100 * MS_PER_SEC);
  animation.playbackRate = 0;

  assert_throws({name: 'InvalidStateError'}, function() {
    animation.finish();
  });
}, 'Test exceptions when finishing non-running animation');

test(function(t) {
  var div = createDiv(t);
  var animation = div.animate(gKeyFrames,
                              {duration : 100 * MS_PER_SEC,
                               iterations : Infinity});

  assert_throws({name: 'InvalidStateError'}, function() {
    animation.finish();
  });
}, 'Test exceptions when finishing infinite animation');

test(function(t) {
  var div = createDiv(t);
  var animation = div.animate(gKeyFrames, 100 * MS_PER_SEC);
  animation.finish();

  assert_equals(animation.currentTime, 100 * MS_PER_SEC,
                'After finishing, the currentTime should be set to the end ' +
                'of the active duration');
}, 'Test finishing of animation');

test(function(t) {
  var div = createDiv(t);
  var animation = div.animate(gKeyFrames, 100 * MS_PER_SEC);
   // 1s past effect end
  animation.currentTime =
    animation.effect.getComputedTiming().endTime + 1 * MS_PER_SEC;
  animation.finish();

  assert_equals(animation.currentTime, 100 * MS_PER_SEC,
                'After finishing, the currentTime should be set back to the ' +
                'end of the active duration');
}, 'Test finishing of animation with a current time past the effect end');

promise_test(function(t) {
  var div = createDiv(t);
  var animation = div.animate(gKeyFrames, 100 * MS_PER_SEC);
  animation.currentTime = 100 * MS_PER_SEC;
  return animation.finished.then(function() {
    animation.playbackRate = -1;
    animation.finish();

    assert_equals(animation.currentTime, 0,
                  'After finishing a reversed animation the currentTime ' +
                  'should be set to zero');
  });
}, 'Test finishing of reversed animation');

promise_test(function(t) {
  var div = createDiv(t);
  var animation = div.animate(gKeyFrames, 100 * MS_PER_SEC);
  animation.currentTime = 100 * MS_PER_SEC;
  return animation.finished.then(function() {
    animation.playbackRate = -1;
    animation.currentTime = -1000;
    animation.finish();

    assert_equals(animation.currentTime, 0,
                  'After finishing a reversed animation the currentTime ' +
                  'should be set back to zero');
  });
}, 'Test finishing of reversed animation with a current time less than zero');

promise_test(function(t) {
  var div = createDiv(t);
  var animation = div.animate(gKeyFrames, 100 * MS_PER_SEC);
  animation.pause();
  return animation.ready.then(function() {
    animation.finish();

    assert_equals(animation.playState, 'finished',
                  'The play state of a paused animation should become ' +
                  '"finished" after finish() is called');
    assert_times_equal(animation.startTime,
                       animation.timeline.currentTime - 100 * MS_PER_SEC,
                       'The start time of a paused animation should be set ' +
                       'after calling finish()');
  });
}, 'Test finish() while paused');

test(function(t) {
  var div = createDiv(t);
  var animation = div.animate(gKeyFrames, 100 * MS_PER_SEC);
  animation.pause();
  // Update playbackRate so we can test that the calculated startTime
  // respects it
  animation.playbackRate = 2;
  // While animation is still pause-pending call finish()
  animation.finish();

  assert_equals(animation.playState, 'finished',
                'The play state of a pause-pending animation should become ' +
                '"finished" after finish() is called');
  assert_times_equal(animation.startTime,
                     animation.timeline.currentTime - 100 * MS_PER_SEC / 2,
                     'The start time of a pause-pending animation should ' +
                     'be set after calling finish()');
}, 'Test finish() while pause-pending with positive playbackRate');

test(function(t) {
  var div = createDiv(t);
  var animation = div.animate(gKeyFrames, 100 * MS_PER_SEC);
  animation.pause();
  animation.playbackRate = -2;
  animation.finish();

  assert_equals(animation.playState, 'finished',
                'The play state of a pause-pending animation should become ' +
                '"finished" after finish() is called');
  assert_equals(animation.startTime, animation.timeline.currentTime,
                'The start time of a pause-pending animation should be ' +
                'set after calling finish()');
}, 'Test finish() while pause-pending with negative playbackRate');

test(function(t) {
  var div = createDiv(t);
  var animation = div.animate(gKeyFrames, 100 * MS_PER_SEC);
  animation.playbackRate = 0.5;
  animation.finish();

  assert_equals(animation.playState, 'finished',
                'The play state of a play-pending animation should become ' +
                '"finished" after finish() is called');
  assert_times_equal(animation.startTime,
                     animation.timeline.currentTime - 100 * MS_PER_SEC / 0.5,
                     'The start time of a play-pending animation should ' +
                     'be set after calling finish()');
}, 'Test finish() while play-pending');

// FIXME: Add a test for when we are play-pending without an active timeline.
// - In that case even after calling finish() we should still be pending but
//   the current time should be updated

promise_test(function(t) {
  var div = createDiv(t);
  var animation = div.animate(gKeyFrames, 100 * MS_PER_SEC);
  return animation.ready.then(function() {
    animation.pause();
    animation.play();
    // We are now in the unusual situation of being play-pending whilst having
    // a resolved start time. Check that finish() still triggers a transition
    // to the finished state immediately.
    animation.finish();

    assert_equals(animation.playState, 'finished',
                  'After aborting a pause then calling finish() the play ' +
                  'state of an animation should become "finished" immediately');
  });
}, 'Test finish() during aborted pause');

promise_test(function(t) {
  var div = createDiv(t);
  div.style.marginLeft = '10px';
  var animation = div.animate(gKeyFrames, 100 * MS_PER_SEC);
  return animation.ready.then(function() {
    animation.finish();
    var marginLeft = parseFloat(getComputedStyle(div).marginLeft);

    assert_equals(marginLeft, 10,
                  'The computed style should be reset when finish() is ' +
                  'called');
  });
}, 'Test resetting of computed style');

promise_test(function(t) {
  var div = createDiv(t);
  var animation = div.animate(gKeyFrames, 100 * MS_PER_SEC);
  var resolvedFinished = false;
  animation.finished.then(function() {
    resolvedFinished = true;
  });

  return animation.ready.then(function() {
    animation.finish();
  }).then(function() {
    assert_true(resolvedFinished,
      'Animation.finished should be resolved soon after ' +
      'Animation.finish()');
  });
}, 'Test finish() resolves finished promise synchronously');

promise_test(function(t) {
  var effect = new KeyframeEffectReadOnly(null, gKeyFrames, 100 * MS_PER_SEC);
  var animation = new Animation(effect, document.timeline);
  var resolvedFinished = false;
  animation.finished.then(function() {
    resolvedFinished = true;
  });

  return animation.ready.then(function() {
    animation.finish();
  }).then(function() {
    assert_true(resolvedFinished,
                'Animation.finished should be resolved soon after ' +
                'Animation.finish()');
  });
}, 'Test finish() resolves finished promise synchronously with an animation ' +
   'without a target');

promise_test(function(t) {
  var effect = new KeyframeEffectReadOnly(null, gKeyFrames, 100 * MS_PER_SEC);
  var animation = new Animation(effect, document.timeline);
  animation.play();

  var resolvedFinished = false;
  animation.finished.then(function() {
    resolvedFinished = true;
  });

  return animation.ready.then(function() {
    animation.currentTime = animation.effect.getComputedTiming().endTime - 1;
    return waitForAnimationFrames(2);
  }).then(function() {
    assert_true(resolvedFinished,
                'Animation.finished should be resolved soon after ' +
                'Animation finishes normally');
  });
}, 'Test normally finished animation resolves finished promise synchronously ' +
   'with an animation without a target');

</script>
</body>