Bug 1070744, part 2 - Tests for the effect of setting CSS animation's AnimationPlayer.currentTime. r=birtles

This commit is contained in:
Jonathan Watt 2015-03-09 16:50:39 +00:00
parent 96700a424d
commit 85c49511db
2 changed files with 617 additions and 0 deletions

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<!doctype html>
<html>
<head>
<meta charset=utf-8>
<title>Tests for the effect of setting a CSS animation's
AnimationPlayer.currentTime</title>
<style>
.animated-div {
margin-left: 10px;
/* Make it easier to calculate expected values: */
animation-timing-function: linear ! important;
}
@keyframes anim {
from { margin-left: 100px; }
to { margin-left: 200px; }
}
</style>
<script src="/resources/testharness.js"></script>
<script src="/resources/testharnessreport.js"></script>
<script src="../testcommon.js"></script>
</head>
<body>
<div id="log"></div>
<script type="text/javascript">
'use strict';
// TODO: add equivalent tests without an animation-delay, but first we need to
// change the timing of animationstart dispatch. (Right now the animationstart
// event will fire before the ready Promise is resolved if there is no
// animation-delay.)
// See https://bugzilla.mozilla.org/show_bug.cgi?id=1134163
// TODO: Once the computedTiming property is implemented, add checks to the
// checker helpers to ensure that computedTiming's properties are updated as
// expected.
// See https://bugzilla.mozilla.org/show_bug.cgi?id=1108055
const CSS_ANIM_EVENTS =
['animationstart', 'animationiteration', 'animationend'];
const ANIM_DELAY_MS = 1000000; // 1000s
const ANIM_DUR_MS = 1000000; // 1000s
const ANIM_PROPERTY_VAL = 'anim ' + ANIM_DUR_MS + 'ms ' + ANIM_DELAY_MS + 'ms';
/**
* These helpers get the value that the currentTime needs to be set to, to put
* an animation that uses the above ANIM_DELAY_MS and ANIM_DUR_MS values into
* the middle of various phases or points through the active duration.
*/
function currentTimeForBeforePhase(timeline) {
return ANIM_DELAY_MS / 2;
}
function currentTimeForActivePhase(timeline) {
return ANIM_DELAY_MS + ANIM_DUR_MS / 2;
}
function currentTimeForAfterPhase(timeline) {
return ANIM_DELAY_MS + ANIM_DUR_MS + ANIM_DELAY_MS / 2;
}
function currentTimeForStartOfActiveInterval(timeline) {
return ANIM_DELAY_MS;
}
function currentTimeForFiftyPercentThroughActiveInterval(timeline) {
return ANIM_DELAY_MS + ANIM_DUR_MS * 0.5;
}
function currentTimeForEndOfActiveInterval(timeline) {
return ANIM_DELAY_MS + ANIM_DUR_MS;
}
// Expected computed 'margin-left' values at points during the active interval:
// When we assert_between_inclusive using these values we could in theory cause
// intermittent failure due to very long delays between paints, but since the
// active duration is 1000s long, a delay would need to be around 100s to cause
// that. If that's happening then there are likely other issues that should be
// fixed, so a failure to make us look into that seems like a good thing.
const UNANIMATED_POSITION = 10;
const INITIAL_POSITION = 100;
const TEN_PCT_POSITION = 110;
const FIFTY_PCT_POSITION = 150;
const END_POSITION = 200;
/**
* CSS animation events fire asynchronously after we set 'startTime'. This
* helper class allows us to handle such events using Promises.
*
* To use this class:
*
* var eventWatcher = new EventWatcher(watchedNode, eventTypes);
* eventWatcher.waitForEvent(eventType).then(function() {
* // Promise fulfilled
* checkStuff();
* makeSomeChanges();
* return eventWatcher.waitForEvent(nextEventType);
* }).then(function() {
* // Promise fulfilled
* checkMoreStuff();
* eventWatcher.stopWatching(); // all done - stop listening for events
* });
*
* This class will assert_unreached() if an event occurs when there is no
* Promise created by a waitForEvent() call waiting to be fulfilled, or if the
* event is of a different type to the type passed to waitForEvent. This helps
* provide test coverage to ensure that only events that are expected occur, in
* the correct order and with the correct timing. It also helps vastly simplify
* the already complex code below by avoiding lots of gnarly error handling
* code.
*/
function EventWatcher(watchedNode, eventTypes)
{
if (typeof eventTypes == 'string') {
eventTypes = [eventTypes];
}
var waitingFor = null;
function eventHandler(evt) {
if (!waitingFor) {
assert_unreached('Not expecting event, but got: ' + evt.type +
' targeting element #' + evt.target.getAttribute('id'));
return;
}
if (evt.type != waitingFor.types[0]) {
assert_unreached('Expected ' + waitingFor.types[0] + ' event but got ' +
evt.type + ' event');
return;
}
if (waitingFor.types.length > 1) {
// Pop first event from array
waitingFor.types.shift();
return;
}
// We need to null out waitingFor before calling the resolve function since
// the Promise's resolve handlers may call waitForEvent() which will need
// to set waitingFor.
var resolveFunc = waitingFor.resolve;
waitingFor = null;
resolveFunc(evt);
}
for (var i = 0; i < eventTypes.length; i++) {
watchedNode.addEventListener(eventTypes[i], eventHandler);
}
this.waitForEvent = function(type) {
if (typeof type != 'string') {
return Promise.reject('Event type not a string');
}
return this.waitForEvents([type]);
};
/**
* This is useful when two events are expected to fire one immediately after
* the other. This happens when we skip over the entire active interval for
* instance. In this case an 'animationstart' and an 'animationend' are fired
* and due to the asynchronous nature of Promise callbacks this won't work:
*
* eventWatcher.waitForEvent('animationstart').then(function() {
* return waitForEvent('animationend');
* }).then(...);
*
* It doesn't work because the 'animationend' listener is added too late,
* because the resolve handler for the first Promise is called asynchronously
* some time after the 'animationstart' event is called, rather than at the
* time the event reaches the watched element.
*/
this.waitForEvents = function(types) {
if (waitingFor) {
return Promise.reject('Already waiting for an event');
}
return new Promise(function(resolve, reject) {
waitingFor = {
types: types,
resolve: resolve,
reject: reject
};
});
};
this.stopWatching = function() {
for (var i = 0; i < eventTypes.length; i++) {
watchedNode.removeEventListener(eventTypes[i], eventHandler);
}
};
return this;
}
// The terms used for the naming of the following helper functions refer to
// terms used in the Web Animations specification for specific phases of an
// animation. The terms can be found here:
//
// http://w3c.github.io/web-animations/#animation-node-phases-and-states
//
// Note the distinction between "player start time" and "animation start time".
// The former is the start of the start delay. The latter is the start of the
// active interval. (If there is no delay, they are the same.)
// Called when currentTime is set to zero (the beginning of the start delay).
function checkStateOnSettingCurrentTimeToZero(player)
{
// We don't test player.currentTime since our caller just set it.
assert_equals(player.playState, 'running',
'AnimationPlayer.playState should be "running" at the start of ' +
'the start delay');
assert_equals(player.source.target.style.animationPlayState, 'running',
'AnimationPlayer.source.target.style.animationPlayState should be ' +
'"running" at the start of the start delay');
var div = player.source.target;
var marginLeft = parseFloat(getComputedStyle(div).marginLeft);
assert_equals(marginLeft, UNANIMATED_POSITION,
'the computed value of margin-left should be unaffected ' +
'at the beginning of the start delay');
}
// Called when the ready Promise's callbacks should happen
function checkStateOnReadyPromiseResolved(player)
{
// the 0.0001 here is for rounding error
assert_less_than_equal(player.currentTime,
player.timeline.currentTime - player.startTime + 0.0001,
'AnimationPlayer.currentTime should be less than the local time ' +
'equivalent of the timeline\'s currentTime on the first paint tick ' +
'after animation creation');
assert_equals(player.playState, 'running',
'AnimationPlayer.playState should be "running" on the first paint ' +
'tick after animation creation');
assert_equals(player.source.target.style.animationPlayState, 'running',
'AnimationPlayer.source.target.style.animationPlayState should be ' +
'"running" on the first paint tick after animation creation');
var div = player.source.target;
var marginLeft = parseFloat(getComputedStyle(div).marginLeft);
assert_equals(marginLeft, UNANIMATED_POSITION,
'the computed value of margin-left should be unaffected ' +
'by an animation with a delay on ready Promise resolve');
}
// Called when currentTime is set to the time the active interval starts.
function checkStateAtActiveIntervalStartTime(player)
{
// We don't test player.currentTime since our caller just set it.
assert_equals(player.playState, 'running',
'AnimationPlayer.playState should be "running" at the start of ' +
'the active interval');
assert_equals(player.source.target.style.animationPlayState, 'running',
'AnimationPlayer.source.target.style.animationPlayState should be ' +
'"running" at the start of the active interval');
var div = player.source.target;
var marginLeft = parseFloat(getComputedStyle(div).marginLeft);
assert_between_inclusive(marginLeft, INITIAL_POSITION, TEN_PCT_POSITION,
'the computed value of margin-left should be close to the value at the ' +
'beginning of the animation');
}
function checkStateAtFiftyPctOfActiveInterval(player)
{
// We don't test player.currentTime since our caller just set it.
var div = player.source.target;
var marginLeft = parseFloat(getComputedStyle(div).marginLeft);
assert_equals(marginLeft, FIFTY_PCT_POSITION,
'the computed value of margin-left should be half way through the ' +
'animation at the midpoint of the active interval');
}
// Called when currentTime is set to the time the active interval ends.
function checkStateAtActiveIntervalEndTime(player)
{
// We don't test player.currentTime since our caller just set it.
assert_equals(player.playState, 'finished',
'AnimationPlayer.playState should be "finished" at the end of ' +
'the active interval');
assert_equals(player.source.target.style.animationPlayState, "running",
'AnimationPlayer.source.target.style.animationPlayState should be ' +
'"finished" at the end of the active interval');
var div = player.source.target;
var marginLeft = parseFloat(getComputedStyle(div).marginLeft);
assert_equals(marginLeft, UNANIMATED_POSITION,
'the computed value of margin-left should be unaffected ' +
'by the animation at the end of the active duration when the ' +
'animation-fill-mode is none');
}
test(function(t)
{
var div = addDiv(t, {'class': 'animated-div'});
div.style.animation = ANIM_PROPERTY_VAL;
var player = div.getAnimationPlayers()[0];
// Animations shouldn't start until the next paint tick, so:
assert_equals(player.currentTime, 0,
'AnimationPlayer.currentTime should be zero when an animation ' +
'is initially created');
assert_equals(player.playState, "pending",
'AnimationPlayer.playState should be "pending" when an animation ' +
'is initially created');
assert_equals(player.source.target.style.animationPlayState, 'running',
'AnimationPlayer.source.target.style.animationPlayState should be ' +
'"running" when an animation is initially created');
// XXX Ideally we would have a test to check the ready Promise is initially
// unresolved, but currently there is no Web API to do that. Waiting for the
// ready Promise with a timeout doesn't work because the resolved callback
// will be called (async) regardless of whether the Promise was resolved in
// the past or is resolved in the future.
// Just so that player is running instead of paused when we set currentTime:
player.startTime = player.timeline.currentTime;
assert_approx_equals(player.currentTime, 0, 0.0001, // rounding error
'Check setting of currentTime actually works');
checkStateOnSettingCurrentTimeToZero(player);
}, 'Sanity test to check round-tripping assigning to new animation\'s ' +
'currentTime');
async_test(function(t) {
var div = addDiv(t, {'class': 'animated-div'});
var eventWatcher = new EventWatcher(div, CSS_ANIM_EVENTS);
div.style.animation = ANIM_PROPERTY_VAL;
var player = div.getAnimationPlayers()[0];
player.ready.then(t.step_func(function() {
checkStateOnReadyPromiseResolved(player);
player.currentTime = currentTimeForStartOfActiveInterval(player.timeline);
return eventWatcher.waitForEvent('animationstart');
})).then(t.step_func(function() {
checkStateAtActiveIntervalStartTime(player);
player.currentTime =
currentTimeForFiftyPercentThroughActiveInterval(player.timeline);
checkStateAtFiftyPctOfActiveInterval(player);
player.currentTime = currentTimeForEndOfActiveInterval(player.timeline);
return eventWatcher.waitForEvent('animationend');
})).then(t.step_func(function() {
checkStateAtActiveIntervalEndTime(player);
eventWatcher.stopWatching();
})).catch(t.step_func(function(reason) {
assert_unreached(reason);
})).then(function() {
t.done();
});
}, 'Skipping forward through animation');
async_test(function(t) {
var div = addDiv(t, {'class': 'animated-div'});
var eventWatcher = new EventWatcher(div, CSS_ANIM_EVENTS);
div.style.animation = ANIM_PROPERTY_VAL;
var player = div.getAnimationPlayers()[0];
// Just so that player is running instead of paused when we set currentTime:
player.startTime = player.timeline.currentTime;
player.currentTime = currentTimeForEndOfActiveInterval(player.timeline);
var previousTimelineTime = player.timeline.currentTime;
// Skipping over the active interval will dispatch an 'animationstart' then
// 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
// an event that we haven't told it about.
eventWatcher.waitForEvents(['animationstart',
'animationend']).then(t.step_func(function() {
assert_true(document.timeline.currentTime - previousTimelineTime <
ANIM_DUR_MS,
'Sanity check that seeking worked rather than the events ' +
'firing after normal playback through the very long ' +
'animation duration');
// Now we can start the tests for skipping backwards, but first we check
// that after the events we're still in the same end time state:
checkStateAtActiveIntervalEndTime(player);
player.currentTime =
currentTimeForFiftyPercentThroughActiveInterval(player.timeline);
// Despite going backwards from after the end of the animation (to being
// in the active interval), we now expect an 'animationstart' event
// because the animation should go from being inactive to active.
//
// Calling checkStateAtFiftyPctOfActiveInterval will check computed style,
// causing computed style to be updated and the 'animationstart' event to
// be dispatched synchronously. We need to call waitForEvent first
// otherwise eventWatcher will assert that the event was unexpected.
var promise = eventWatcher.waitForEvent('animationstart');
checkStateAtFiftyPctOfActiveInterval(player);
return promise;
})).then(t.step_func(function() {
player.currentTime = currentTimeForStartOfActiveInterval(player.timeline);
checkStateAtActiveIntervalStartTime(player);
player.currentTime = 0;
// 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();
})).catch(t.step_func(function(reason) {
assert_unreached(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.
// XXX For some reason this fails occasionally (either the player.playState
// check or the marginLeft check).
//checkStateAtActiveIntervalEndTime(player);
}, 'Skipping backwards through animation');
// Next we have multiple tests to check that redundant currentTime 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 waiting an infinitely long time. Obviously we don't want to do that
// (block this test from finishing forever), so instead we just listen for
// events until two animation frames (i.e. requestAnimationFrame callbacks)
// have happened, then assume that no events will ever be dispatched for the
// redundant changes if no events were detected in that time.
async_test(function(t) {
var div = addDiv(t, {'class': 'animated-div'});
var eventWatcher = new EventWatcher(div, CSS_ANIM_EVENTS);
div.style.animation = ANIM_PROPERTY_VAL;
var player = div.getAnimationPlayers()[0];
player.currentTime = currentTimeForActivePhase(player.timeline);
player.currentTime = currentTimeForBeforePhase(player.timeline);
waitForTwoAnimationFrames().then(function() {
eventWatcher.stopWatching();
t.done();
});
}, 'Redundant change, before -> active, then back');
async_test(function(t) {
var div = addDiv(t, {'class': 'animated-div'});
var eventWatcher = new EventWatcher(div, CSS_ANIM_EVENTS);
div.style.animation = ANIM_PROPERTY_VAL;
var player = div.getAnimationPlayers()[0];
player.currentTime = currentTimeForAfterPhase(player.timeline);
player.currentTime = currentTimeForBeforePhase(player.timeline);
waitForTwoAnimationFrames().then(function() {
eventWatcher.stopWatching();
t.done();
});
}, 'Redundant change, before -> after, then back');
async_test(function(t) {
var div = addDiv(t, {'class': 'animated-div'});
var eventWatcher = new EventWatcher(div, CSS_ANIM_EVENTS);
div.style.animation = ANIM_PROPERTY_VAL;
var player = div.getAnimationPlayers()[0];
eventWatcher.waitForEvent('animationstart').then(function() {
player.currentTime = currentTimeForBeforePhase(player.timeline);
player.currentTime = currentTimeForActivePhase(player.timeline);
waitForTwoAnimationFrames().then(function() {
eventWatcher.stopWatching();
t.done();
});
});
// get us into the initial state:
player.currentTime = currentTimeForActivePhase(player.timeline);
}, 'Redundant change, active -> before, then back');
async_test(function(t) {
var div = addDiv(t, {'class': 'animated-div'});
var eventWatcher = new EventWatcher(div, CSS_ANIM_EVENTS);
div.style.animation = ANIM_PROPERTY_VAL;
var player = div.getAnimationPlayers()[0];
eventWatcher.waitForEvent('animationstart').then(function() {
player.currentTime = currentTimeForAfterPhase(player.timeline);
player.currentTime = currentTimeForActivePhase(player.timeline);
waitForTwoAnimationFrames().then(function() {
eventWatcher.stopWatching();
t.done();
});
});
// get us into the initial state:
player.currentTime = currentTimeForActivePhase(player.timeline);
}, 'Redundant change, active -> after, then back');
async_test(function(t) {
var div = addDiv(t, {'class': 'animated-div'});
var eventWatcher = new EventWatcher(div, CSS_ANIM_EVENTS);
div.style.animation = ANIM_PROPERTY_VAL;
var player = div.getAnimationPlayers()[0];
eventWatcher.waitForEvents(['animationstart',
'animationend']).then(function() {
player.currentTime = currentTimeForBeforePhase(player.timeline);
player.currentTime = currentTimeForAfterPhase(player.timeline);
waitForTwoAnimationFrames().then(function() {
eventWatcher.stopWatching();
t.done();
});
});
// get us into the initial state:
player.currentTime = currentTimeForAfterPhase(player.timeline);
}, 'Redundant change, after -> before, then back');
async_test(function(t) {
var div = addDiv(t, {'class': 'animated-div'});
var eventWatcher = new EventWatcher(div, CSS_ANIM_EVENTS);
div.style.animation = ANIM_PROPERTY_VAL;
var player = div.getAnimationPlayers()[0];
eventWatcher.waitForEvents(['animationstart',
'animationend']).then(function() {
player.currentTime = currentTimeForActivePhase(player.timeline);
player.currentTime = currentTimeForAfterPhase(player.timeline);
waitForTwoAnimationFrames().then(function() {
eventWatcher.stopWatching();
t.done();
});
});
// get us into the initial state:
player.currentTime = currentTimeForAfterPhase(player.timeline);
}, 'Redundant change, after -> active, then back');
async_test(function(t) {
var div = addDiv(t, {'class': 'animated-div'});
div.style.animation = ANIM_PROPERTY_VAL;
var player = div.getAnimationPlayers()[0];
player.ready.then(t.step_func(function() {
var exception;
try {
player.currentTime = null;
} catch (e) {
exception = e;
}
assert_equals(exception.name, 'TypeError',
'Expect TypeError exception on trying to set ' +
'AnimationPlayer.currentTime to null');
})).catch(t.step_func(function(reason) {
assert_unreached(reason);
})).then(function() {
t.done();
});
}, 'Setting currentTime to null');
async_test(function(t) {
var div = addDiv(t, {'class': 'animated-div'});
div.style.animation = 'anim 100s';
var player = div.getAnimationPlayers()[0];
player.ready.then(t.step_func(function() {
var savedCurrentTime = player.currentTime;
assert_not_equals(player.currentTime, null,
'AnimationPlayer.currentTime not null on ready Promise resolve');
var prePauseCurrentTime = player.currentTime;
player.pause();
// After bug 1109390 we will need to wait here for the ready promise again
assert_equals(player.currentTime, prePauseCurrentTime,
'AnimationPlayer.currentTime is unchanged after AnimationPlayer.pause()');
assert_equals(player.playState, 'paused',
'AnimationPlayer.playState is "paused" after pause() call');
})).catch(t.step_func(function(reason) {
assert_unreached(reason);
})).then(function() {
t.done();
});
}, 'AnimationPlayer.currentTime after paused');
</script>
</body>
</html>

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@ -7,6 +7,7 @@ skip-if = buildapp == 'mulet'
[css-animations/test_animations-dynamic-changes.html]
[css-animations/test_animation-effect-name.html]
[css-animations/test_animation-pausing.html]
[css-animations/test_animation-player-currenttime.html]
[css-animations/test_animation-player-playstate.html]
[css-animations/test_animation-player-ready.html]
[css-animations/test_animation-player-starttime.html]