gecko-dev/devtools/server/tests/browser/browser_animation_playerState.js
J. Ryan Stinnett 30b2b7ce44 Bug 1271084 - Apply ESLint autofixes to ignored /devtools files. r=tromey
For simple rules like function spacing, we can auto-fix these across the code
base so they are followed in a consistent way.

To generate this patch, I ran:

./mach eslint devtools --no-ignore --fix

After this, I reverted any changes to third party files that we really do want
to ignore.

MozReview-Commit-ID: 6Q8BApkAW20
2016-05-18 12:49:23 -05:00

97 lines
4.2 KiB
JavaScript

/* vim: set ft=javascript ts=2 et sw=2 tw=80: */
/* Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ */
"use strict";
// Check the animation player's initial state
add_task(function* () {
let {client, walker, animations} =
yield initAnimationsFrontForUrl(MAIN_DOMAIN + "animation.html");
yield playerHasAnInitialState(walker, animations);
yield playerStateIsCorrect(walker, animations);
yield closeDebuggerClient(client);
gBrowser.removeCurrentTab();
});
function* playerHasAnInitialState(walker, animations) {
let node = yield walker.querySelector(walker.rootNode, ".simple-animation");
let [player] = yield animations.getAnimationPlayersForNode(node);
ok(player.initialState, "The player front has an initial state");
ok("startTime" in player.initialState, "Player's state has startTime");
ok("currentTime" in player.initialState, "Player's state has currentTime");
ok("playState" in player.initialState, "Player's state has playState");
ok("playbackRate" in player.initialState, "Player's state has playbackRate");
ok("name" in player.initialState, "Player's state has name");
ok("duration" in player.initialState, "Player's state has duration");
ok("delay" in player.initialState, "Player's state has delay");
ok("iterationCount" in player.initialState,
"Player's state has iterationCount");
ok("isRunningOnCompositor" in player.initialState,
"Player's state has isRunningOnCompositor");
ok("type" in player.initialState, "Player's state has type");
ok("documentCurrentTime" in player.initialState,
"Player's state has documentCurrentTime");
}
function* playerStateIsCorrect(walker, animations) {
info("Checking the state of the simple animation");
let state = yield getAnimationStateForNode(walker, animations,
".simple-animation", 0);
is(state.name, "move", "Name is correct");
is(state.duration, 200000, "Duration is correct");
// null = infinite count
is(state.iterationCount, null, "Iteration count is correct");
is(state.playState, "running", "PlayState is correct");
is(state.playbackRate, 1, "PlaybackRate is correct");
is(state.type, "cssanimation", "Type is correct");
info("Checking the state of the transition");
state = yield getAnimationStateForNode(walker, animations, ".transition", 0);
is(state.name, "width", "Transition name matches transition property");
is(state.duration, 500000, "Transition duration is correct");
// transitions run only once
is(state.iterationCount, 1, "Transition iteration count is correct");
is(state.playState, "running", "Transition playState is correct");
is(state.playbackRate, 1, "Transition playbackRate is correct");
is(state.type, "csstransition", "Transition type is correct");
info("Checking the state of one of multiple animations on a node");
// Checking the 2nd player
state = yield getAnimationStateForNode(walker, animations,
".multiple-animations", 1);
is(state.name, "glow", "The 2nd animation's name is correct");
is(state.duration, 100000, "The 2nd animation's duration is correct");
is(state.iterationCount, 5, "The 2nd animation's iteration count is correct");
is(state.playState, "running", "The 2nd animation's playState is correct");
is(state.playbackRate, 1, "The 2nd animation's playbackRate is correct");
info("Checking the state of an animation with delay");
state = yield getAnimationStateForNode(walker, animations,
".delayed-animation", 0);
is(state.delay, 5000, "The animation delay is correct");
info("Checking the state of an transition with delay");
state = yield getAnimationStateForNode(walker, animations,
".delayed-transition", 0);
is(state.delay, 3000, "The transition delay is correct");
}
function* getAnimationStateForNode(walker, animations, nodeSelector, index) {
let node = yield walker.querySelector(walker.rootNode, nodeSelector);
let players = yield animations.getAnimationPlayersForNode(node);
let player = players[index];
yield player.ready();
let state = yield player.getCurrentState();
return state;
}