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Bug 1109390 part 1 - Add tests for getting the startTime; r=jwatt
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@ -294,6 +294,80 @@ function checkStateAtActiveIntervalEndTime(player)
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'animation-fill-mode is none');
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}
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test(function(t)
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{
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var div = addDiv(t, { 'style': 'animation: anim 100s' });
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var player = div.getAnimationPlayers()[0];
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assert_equals(player.startTime, null, 'startTime is unresolved');
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}, 'startTime of a newly created (play-pending) animation is unresolved');
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test(function(t)
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{
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var div = addDiv(t, { 'style': 'animation: anim 100s paused' });
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var player = div.getAnimationPlayers()[0];
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assert_equals(player.startTime, null, 'startTime is unresolved');
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}, 'startTime of a newly created (pause-pending) animation is unresolved');
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async_test(function(t)
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{
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var div = addDiv(t, { 'style': 'animation: anim 100s' });
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var player = div.getAnimationPlayers()[0];
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player.ready.then(t.step_func(function() {
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assert_true(player.startTime > 0,
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'startTime is resolved when running');
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t.done();
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}));
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}, 'startTime is resolved when running');
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async_test(function(t)
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{
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var div = addDiv(t, { 'style': 'animation: anim 100s paused' });
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var player = div.getAnimationPlayers()[0];
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player.ready.then(t.step_func(function() {
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assert_equals(player.startTime, null,
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'startTime is unresolved when paused');
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t.done();
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}));
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}, 'startTime is unresolved when paused');
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async_test(function(t)
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{
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var div = addDiv(t, { 'style': 'animation: anim 100s' });
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var player = div.getAnimationPlayers()[0];
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player.ready.then(t.step_func(function() {
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div.style.animationPlayState = 'paused';
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getComputedStyle(div).animationPlayState;
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/* FIXME: Switch this on once deferred pausing is enabled
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assert_not_equals(player.startTime, null,
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'startTime is resolved when pause-pending');
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*/
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div.style.animationPlayState = 'running';
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getComputedStyle(div).animationPlayState;
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assert_equals(player.startTime, null,
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'startTime is unresolved when play-pending');
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t.done();
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}));
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}, 'startTime while pause-pending and play-pending');
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async_test(function(t)
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{
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var div = addDiv(t, { 'style': 'animation: anim 100s' });
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var player = div.getAnimationPlayers()[0];
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// Seek to end to put us in the finished state
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// FIXME: Once we implement finish(), use that here.
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player.currentTime = 100 * 1000;
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player.ready.then(t.step_func(function() {
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// Call play() which puts us back in the running state
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player.play();
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// FIXME: Enable this once we implement finishing behavior (bug 1074630)
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/*
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assert_equals(player.startTime, null, 'startTime is unresolved');
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*/
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t.done();
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}));
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}, 'startTime while play-pending from finished state');
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test(function(t)
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{
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@ -268,6 +268,16 @@ function checkStateAtActiveIntervalEndTime(player)
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'value at the end of the active duration');
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}
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test(function(t)
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{
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var div = addDiv(t, {'class': 'animated-div'});
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flushComputedStyle(div);
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div.style.marginLeft = '200px'; // initiate transition
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var player = div.getAnimationPlayers()[0];
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assert_equals(player.startTime, null, 'startTime is unresolved');
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}, 'startTime of a newly created transition is unresolved');
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test(function(t)
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{
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