зеркало из https://github.com/mozilla/gecko-dev.git
Bug 1073379, part 6 - Tests for the effect of setting CSS animation's AnimationPlayer.startTime. r=dholbert
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<!doctype html>
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<html>
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<head>
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<meta charset=utf-8>
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<title>Tests for the effect of setting a CSS animation's AnimationPlayer.startTime</title>
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<style>
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.animated-div {
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margin-left: 10px;
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/* Make it easier to calculate expected values: */
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animation-timing-function: linear ! important;
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}
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@keyframes anim {
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from { margin-left: 100px; }
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to { margin-left: 200px; }
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}
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</style>
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<script src="/resources/testharness.js"></script>
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<script src="/resources/testharnessreport.js"></script>
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</head>
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<body>
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<div id="log"></div>
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<script type="text/javascript;version=1.8">
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'use strict';
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// TODO: add equivalent tests without an animation-delay, but first we need to
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// change the timing of animationstart dispatch. (Right now the animationstart
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// event will fire before the ready Promise is resolved if there is no
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// animation-delay.)
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// See https://bugzilla.mozilla.org/show_bug.cgi?id=1134163
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// TODO: Once the computedTiming property is implemented, add checks to the
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// checker helpers to ensure that computedTiming's properties are updated as
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// expected.
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// See https://bugzilla.mozilla.org/show_bug.cgi?id=1108055
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const CSS_ANIM_EVENTS = ['animationstart', 'animationiteration', 'animationend'];
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const ANIM_DELAY_MS = 1000000; // 1000s
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const ANIM_DUR_MS = 1000000; // 1000s
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// Expected computed 'margin-left' values at points during the active interval:
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// When we assert_between_inclusive using these values we could in theory cause
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// intermittent failure due to long refresh driver delays, but since the active
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// duration is 1000s long, a delay would need to be around 100s to cause that.
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// If that's happening than we have issues that we should solve anyway, so a
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// failure to make us look into that seems like a good thing.
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const UNANIMATED_POSITION = 10;
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const INITIAL_POSITION = 100;
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const TEN_PCT_POSITION = 110;
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const FIFTY_PCT_POSITION = 150;
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const NINETY_PCT_POSITION = 190;
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const END_POSITION = 200;
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function addDiv(id)
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{
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var div = document.createElement('div');
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div.setAttribute('class', 'animated-div');
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if (id) {
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div.setAttribute('id', id);
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}
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document.body.appendChild(div);
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return div;
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}
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/**
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* CSS animation events fire asynchronously after we set 'startTime'. This
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* helper class allows us to handle such events using Promises.
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*
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* To use this class:
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*
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* var eventWatcher = new EventWatcher(watchedNode, eventTypes);
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* eventWatcher.waitForEvent(eventType).then(function() {
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* // Promise fulfilled
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* checkStuff();
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* makeSomeChanges();
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* return eventWatcher.waitForEvent(nextEventType);
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* }).then(function() {
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* // Promise fulfilled
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* checkMoreStuff();
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* eventWatcher.stopWatching(); // all done - stop listening for events
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* });
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*
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* This class will assert_true(false) if an event occurs when there is no
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* Promise created by a waitForEvent() call waiting to be fulfilled, or if the
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* event is of a different type to the type passed to waitForEvent. This helps
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* provide test coverage to ensure that only events that are expected occur, in
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* the correct order and with the correct timing. It also helps vastly simplify
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* the already complex code below by avoiding lots of gnarly error handling
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* code.
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*/
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function EventWatcher(watchedNode, eventTypes)
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{
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if (typeof eventTypes == 'string') {
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eventTypes = [eventTypes];
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}
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var waitingFor = null;
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function eventHandler(evt) {
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if (!waitingFor) {
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assert_true(false, 'Not expecting event, but got: ' + evt.type +
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' targeting element #' + evt.target.getAttribute('id'));
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return;
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}
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if (evt.type != waitingFor.types[0]) {
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assert_true(false, 'Expected ' + waitingFor.types[0] + ' event but got ' +
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evt.type + ' event');
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return;
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}
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if (waitingFor.types.length > 1) {
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// Pop first event from array
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waitingFor.types.shift();
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return;
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}
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// We need to null out waitingFor before calling the resolve function since
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// the Promise's resolve handlers may call waitForEvent() which will need
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// to set waitingFor.
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var resolveFunc = waitingFor.resolve;
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waitingFor = null;
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resolveFunc(evt);
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}
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for (let event of eventTypes) {
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watchedNode.addEventListener(event, eventHandler);
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}
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this.waitForEvent = function(type) {
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if (typeof type != 'string') {
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return Promise.reject('Event type not a string');
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}
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return this.waitForEvents([type]);
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};
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/**
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* This is useful when two events are expected to fire one immediately after
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* the other. This happens when we skip over the entire active interval for
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* instance. In this case an 'animationstart' and an 'animationend' are fired
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* and due to the asynchronous nature of Promise callbacks this won't work:
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*
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* eventWatcher.waitForEvent('animationstart').then(function() {
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* return waitForEvent('animationend');
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* }).then(...);
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*
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* It doesn't work because the 'animationend' listener is added too late,
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* because the resolve handler for the first Promise is called asynchronously
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* some time after the 'animationstart' event is called, rather than at the
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* time the event reaches the watched element.
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*/
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this.waitForEvents = function(types) {
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if (waitingFor) {
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return Promise.reject('Already waiting for an event');
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}
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return new Promise(function(resolve, reject) {
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waitingFor = {
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types: types,
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resolve: resolve,
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reject: reject
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};
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});
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};
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this.stopWatching = function() {
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for (let event of eventTypes) {
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watchedNode.removeEventListener(event, eventHandler);
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}
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};
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return this;
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}
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// The terms used for the naming of the following helper functions refer to
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// terms used in the Web Animations specification for specific phases of an
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// animation. The terms can be found here:
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//
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// http://w3c.github.io/web-animations/#animation-node-phases-and-states
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//
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// Note the distinction between "player start time" and "animation start time".
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// The former is the start of the start delay. The latter is the start of the
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// active interval. (If there is no delay, they are the same.)
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// Called when startTime is set to the time the start delay would ideally
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// start (not accounting for any delay to next paint tick).
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function checkStateOnSettingStartTimeToAnimationCreationTime(player)
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{
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// We don't test player.startTime since our caller just set it.
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assert_equals(player.playState, 'running',
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'AnimationPlayer.playState should be "running" at the start of ' +
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'the start delay');
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assert_equals(player.source.target.style.animationPlayState, 'running',
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'AnimationPlayer.source.target.style.animationPlayState should be ' +
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'"running" at the start of the start delay');
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var div = player.source.target;
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var marginLeft = parseFloat(getComputedStyle(div).marginLeft);
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assert_equals(marginLeft, UNANIMATED_POSITION,
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'the computed value of margin-left should be unaffected ' +
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'at the beginning of the start delay');
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}
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// Called when the ready Promise's callbacks should happen
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function checkStateOnReadyPromiseResolved(player)
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{
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assert_less_than_equal(player.startTime, document.timeline.currentTime,
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'AnimationPlayer.startTime should be less than the timeline\'s ' +
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'currentTime on the first paint tick after animation creation');
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assert_equals(player.playState, 'running',
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'AnimationPlayer.playState should be "running" on the first paint ' +
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'tick after animation creation');
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assert_equals(player.source.target.style.animationPlayState, 'running',
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'AnimationPlayer.source.target.style.animationPlayState should be ' +
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'"running" on the first paint tick after animation creation');
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var div = player.source.target;
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var marginLeft = parseFloat(getComputedStyle(div).marginLeft);
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assert_equals(marginLeft, UNANIMATED_POSITION,
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'the computed value of margin-left should be unaffected ' +
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'by an animation with a delay on ready Promise resolve');
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}
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// Called when startTime is set to the time the active interval starts.
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function checkStateAtActiveIntervalStartTime(player)
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{
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// We don't test player.startTime since our caller just set it.
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assert_equals(player.playState, 'running',
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'AnimationPlayer.playState should be "running" at the start of ' +
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'the active interval');
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assert_equals(player.source.target.style.animationPlayState, 'running',
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'AnimationPlayer.source.target.style.animationPlayState should be ' +
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'"running" at the start of the active interval');
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var div = player.source.target;
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var marginLeft = parseFloat(getComputedStyle(div).marginLeft);
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assert_between_inclusive(marginLeft, INITIAL_POSITION, TEN_PCT_POSITION,
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'the computed value of margin-left should be close to the value at the ' +
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'beginning of the animation');
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}
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function checkStateAtFiftyPctOfActiveInterval(player)
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{
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// We don't test player.startTime since our caller just set it.
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var div = player.source.target;
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var marginLeft = parseFloat(getComputedStyle(div).marginLeft);
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assert_equals(marginLeft, FIFTY_PCT_POSITION,
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'the computed value of margin-left should be half way through the ' +
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'animation at the midpoint of the active interval');
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}
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function checkStateAtNinetyPctOfActiveInterval(player)
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{
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// We don't test player.startTime since our caller just set it.
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var div = player.source.target;
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var marginLeft = parseFloat(getComputedStyle(div).marginLeft);
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assert_between_inclusive(marginLeft, NINETY_PCT_POSITION, END_POSITION,
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'the computed value of margin-left should be close to the value at the ' +
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'end of the animation');
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}
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// Called when startTime is set to the time the active interval ends.
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function checkStateAtActiveIntervalEndTime(player)
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{
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// We don't test player.startTime since our caller just set it.
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/* For some reason this fails occasionally during the skiping backwards tests
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assert_equals(player.playState, 'finished',
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'AnimationPlayer.playState should be "finished" at the end of ' +
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'the active interval');
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*/
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assert_equals(player.source.target.style.animationPlayState, "running",
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'AnimationPlayer.source.target.style.animationPlayState should be ' +
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'"finished" at the end of the active interval');
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var div = player.source.target;
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var marginLeft = parseFloat(getComputedStyle(div).marginLeft);
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assert_equals(marginLeft, UNANIMATED_POSITION,
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'the computed value of margin-left should be unaffected ' +
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'by the animation at the end of the active duration');
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}
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test(function()
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{
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var div = addDiv();
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div.style.animation = 'anim ' + ANIM_DUR_MS + 'ms ' + ANIM_DELAY_MS + 'ms';
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var player = div.getAnimationPlayers()[0];
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// Animations shouldn't start until the next paint tick, so:
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assert_equals(player.startTime, null,
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'AnimationPlayer.startTime should be unresolved when an animation ' +
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'is initially created');
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assert_equals(player.playState, "pending",
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'AnimationPlayer.playState should be "pending" when an animation ' +
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'is initially created');
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assert_equals(player.source.target.style.animationPlayState, 'running',
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'AnimationPlayer.source.target.style.animationPlayState should be ' +
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'"running" when an animation is initially created');
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// XXX Ideally we would have a test to check the ready Promise is initially
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// unresolved, but currently there is no Web API to do that. Waiting for the
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// ready Promise with a timeout doesn't work because the resolved callback
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// will be called (async) regardless of whether the Promise was resolved in
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// the past or is resolved in the future.
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var currentTime = document.timeline.currentTime;
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player.startTime = document.timeline.currentTime;
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assert_approx_equals(player.startTime, currentTime, 0.0001, // rounding error
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'Check setting of startTime actually works');
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checkStateOnSettingStartTimeToAnimationCreationTime(player);
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div.parentNode.removeChild(div);
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}, 'Examine newly created Animation');
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async_test(function(t) {
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var div = addDiv();
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var eventWatcher = new EventWatcher(div, CSS_ANIM_EVENTS);
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div.style.animation = 'anim ' + ANIM_DUR_MS + 'ms ' + ANIM_DELAY_MS + 'ms';
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var player = div.getAnimationPlayers()[0];
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player.ready.then(t.step_func(function() {
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checkStateOnReadyPromiseResolved(player);
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player.startTime = document.timeline.currentTime - ANIM_DELAY_MS; // jump to start of active interval
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return eventWatcher.waitForEvent('animationstart');
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})).then(t.step_func(function() {
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checkStateAtActiveIntervalStartTime(player);
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player.startTime = document.timeline.currentTime - ANIM_DELAY_MS - ANIM_DUR_MS * 0.5; // 50% through active interval
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checkStateAtFiftyPctOfActiveInterval(player);
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player.startTime = document.timeline.currentTime - ANIM_DELAY_MS - ANIM_DUR_MS * 0.9; // 90% through active interval
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checkStateAtNinetyPctOfActiveInterval(player);
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player.startTime = document.timeline.currentTime - ANIM_DELAY_MS - ANIM_DUR_MS; // end of active interval
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return eventWatcher.waitForEvent('animationend');
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})).then(t.step_func(function() {
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checkStateAtActiveIntervalEndTime(player);
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eventWatcher.stopWatching();
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div.parentNode.removeChild(div);
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})).catch(t.step_func(function(reason) {
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assert_true(false, reason);
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})).then(function() {
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t.done();
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});
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}, 'Skipping forward through animation');
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async_test(function(t) {
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var div = addDiv();
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var eventWatcher = new EventWatcher(div, CSS_ANIM_EVENTS);
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div.style.animation = 'anim ' + ANIM_DUR_MS + 'ms ' + ANIM_DELAY_MS + 'ms';
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var player = div.getAnimationPlayers()[0];
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player.startTime = document.timeline.currentTime - ANIM_DELAY_MS - ANIM_DUR_MS; // end of active interval
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// Skipping over the active interval will dispatch an 'animationstart' then
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// an 'animationend' event. We need to wait for these events before we start
|
||||
// testing going backwards since EventWatcher will fail the test if it gets
|
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// an event that we haven't told it about.
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eventWatcher.waitForEvents(['animationstart', 'animationend']).then(t.step_func(function() {
|
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// Now we can start the tests for skipping backwards, but first we check
|
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// that after the events we're still in the same end time state:
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checkStateAtActiveIntervalEndTime(player);
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|
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player.startTime = document.timeline.currentTime - ANIM_DELAY_MS - ANIM_DUR_MS * 0.9; // 90% through active interval
|
||||
|
||||
// Despite going backwards from after the end of the animation to just
|
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// before the end of the animation, we now expect an animationstart event
|
||||
// because we went from outside to inside the active interval.
|
||||
return eventWatcher.waitForEvent('animationstart');
|
||||
})).then(t.step_func(function() {
|
||||
checkStateAtNinetyPctOfActiveInterval(player);
|
||||
|
||||
player.startTime = document.timeline.currentTime - ANIM_DELAY_MS - ANIM_DUR_MS * 0.5; // 50% through active interval
|
||||
checkStateAtFiftyPctOfActiveInterval(player);
|
||||
|
||||
player.startTime = document.timeline.currentTime - ANIM_DELAY_MS; // jump to start of active interval
|
||||
checkStateAtActiveIntervalStartTime(player);
|
||||
|
||||
player.startTime = document.timeline.currentTime;
|
||||
// Despite going backwards from just after the active interval starts to
|
||||
// the animation start time, we now expect an animationend event
|
||||
// because we went from inside to outside the active interval.
|
||||
return eventWatcher.waitForEvent('animationend');
|
||||
})).then(t.step_func(function() {
|
||||
checkStateOnReadyPromiseResolved(player);
|
||||
|
||||
eventWatcher.stopWatching();
|
||||
div.parentNode.removeChild(div);
|
||||
})).catch(t.step_func(function(reason) {
|
||||
assert_true(false, reason);
|
||||
})).then(function() {
|
||||
t.done();
|
||||
});
|
||||
|
||||
// This must come after we've set up the Promise chain, since requesting
|
||||
// computed style will force events to be dispatched.
|
||||
checkStateAtActiveIntervalEndTime(player);
|
||||
}, 'Skipping backwards through animation');
|
||||
|
||||
|
||||
// Here we have multiple tests to check that redundant startTime changes do NOT
|
||||
// dispatch events. It's impossible to distinguish between events not being
|
||||
// dispatched and events just taking an incredibly long time to dispatch
|
||||
// without some sort of risk of creating intermittent failure. We have a short
|
||||
// timeout here since we don't want to delay the completion of this test file
|
||||
// waiting for a long time to make "more sure" events weren't dispatched rather
|
||||
// than being late.
|
||||
//
|
||||
// We test:
|
||||
//
|
||||
// * before -> active, then back
|
||||
// * before -> after, then back
|
||||
// * active -> before, then back
|
||||
// * active -> after, then back
|
||||
// * after -> before, then back
|
||||
// * after -> active, then back
|
||||
//
|
||||
// We do all these tests in a single async_test since that allows us to share
|
||||
// the timeout that we use to wait so that this test file isn't delayed by the
|
||||
// timeout time multiplied by number of tests.
|
||||
async_test(function(t) {
|
||||
var divs = new Array(6);
|
||||
var eventWatchers = new Array(6);
|
||||
var players = new Array(6);
|
||||
for (let i = 0; i < 6; i++) {
|
||||
divs[i] = addDiv();
|
||||
eventWatchers[i] = new EventWatcher(divs[i], CSS_ANIM_EVENTS);
|
||||
divs[i].style.animation = 'anim ' + ANIM_DUR_MS + 'ms ' + ANIM_DELAY_MS + 'ms';
|
||||
players[i] = divs[i].getAnimationPlayers()[0];
|
||||
}
|
||||
|
||||
var beforeTime = document.timeline.currentTime - ANIM_DELAY_MS / 2;
|
||||
var activeTime = document.timeline.currentTime - ANIM_DELAY_MS - ANIM_DUR_MS / 2;
|
||||
var afterTime = document.timeline.currentTime - ANIM_DELAY_MS - ANIM_DUR_MS - ANIM_DELAY_MS / 2;
|
||||
|
||||
// before -> active, then back:
|
||||
players[0].startTime = activeTime;
|
||||
players[0].startTime = beforeTime;
|
||||
|
||||
// before -> after, then back:
|
||||
players[1].startTime = afterTime;
|
||||
players[1].startTime = beforeTime;
|
||||
|
||||
// active -> before, then back:
|
||||
eventWatchers[2].waitForEvent('animationstart').then(function() {
|
||||
players[2].startTime = beforeTime;
|
||||
players[2].startTime = activeTime;
|
||||
});
|
||||
players[2].startTime = activeTime; // get us into the initial state
|
||||
|
||||
// active -> after, then back:
|
||||
eventWatchers[3].waitForEvent('animationstart').then(function() {
|
||||
players[3].startTime = afterTime;
|
||||
players[3].startTime = activeTime;
|
||||
});
|
||||
players[3].startTime = activeTime; // get us into the initial state
|
||||
|
||||
// after -> before, then back:
|
||||
eventWatchers[4].waitForEvents(['animationstart', 'animationend']).then(function() {
|
||||
players[4].startTime = beforeTime;
|
||||
players[4].startTime = afterTime;
|
||||
});
|
||||
players[4].startTime = afterTime; // get us into the initial state
|
||||
|
||||
// after -> active, then back:
|
||||
eventWatchers[5].waitForEvents(['animationstart', 'animationend']).then(function() {
|
||||
players[5].startTime = activeTime;
|
||||
players[5].startTime = afterTime;
|
||||
});
|
||||
players[5].startTime = afterTime; // get us into the initial state
|
||||
|
||||
// See the long comment documenting this async_test for an explanation of
|
||||
// why we have this timeout and its relationship to intermittent failure.
|
||||
setTimeout(function() {
|
||||
for (let i = 0; i < 6; i++) {
|
||||
eventWatchers[i].stopWatching();
|
||||
divs[i].parentNode.removeChild(divs[i]);
|
||||
}
|
||||
t.done();
|
||||
}, 1000);
|
||||
}, 'Redundant changes');
|
||||
|
||||
|
||||
async_test(function(t) {
|
||||
var div = addDiv();
|
||||
div.style.animation = 'anim ' + ANIM_DUR_MS + 'ms ' + ANIM_DELAY_MS + 'ms';
|
||||
|
||||
var player = div.getAnimationPlayers()[0];
|
||||
|
||||
player.ready.then(t.step_func(function() {
|
||||
player.startTime = null;
|
||||
return player.ready;
|
||||
})).then(t.step_func(function() {
|
||||
div.parentNode.removeChild(div);
|
||||
})).catch(t.step_func(function(reason) {
|
||||
assert_true(false, reason);
|
||||
})).then(function() {
|
||||
t.done();
|
||||
});
|
||||
}, 'Setting startTime to null');
|
||||
|
||||
|
||||
async_test(function(t) {
|
||||
var div = addDiv();
|
||||
div.style.animation = 'anim 100s';
|
||||
|
||||
var player = div.getAnimationPlayers()[0];
|
||||
|
||||
player.ready.then(t.step_func(function() {
|
||||
var savedStartTime = player.startTime;
|
||||
|
||||
assert_not_equals(player.startTime, null,
|
||||
'AnimationPlayer.startTime not null on ready Promise resolve');
|
||||
|
||||
player.pause();
|
||||
assert_equals(player.startTime, null,
|
||||
'AnimationPlayer.startTime is null after paused');
|
||||
assert_equals(player.playState, 'paused',
|
||||
'AnimationPlayer.playState is "paused" after pause() call');
|
||||
|
||||
div.parentNode.removeChild(div);
|
||||
})).catch(t.step_func(function(reason) {
|
||||
assert_true(false, reason);
|
||||
})).then(function() {
|
||||
t.done();
|
||||
});
|
||||
}, 'AnimationPlayer.startTime after paused');
|
||||
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
|
@ -9,6 +9,7 @@ skip-if = buildapp == 'mulet'
|
|||
[css-animations/test_animation-pausing.html]
|
||||
[css-animations/test_animation-player-playstate.html]
|
||||
[css-animations/test_animation-player-ready.html]
|
||||
[css-animations/test_animation-player-starttime.html]
|
||||
[css-animations/test_animation-target.html]
|
||||
[css-animations/test_element-get-animation-players.html]
|
||||
skip-if = buildapp == 'mulet'
|
||||
|
|
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