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30b2b7ce44
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
97 lines
4.2 KiB
JavaScript
97 lines
4.2 KiB
JavaScript
/* vim: set ft=javascript ts=2 et sw=2 tw=80: */
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/* Any copyright is dedicated to the Public Domain.
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http://creativecommons.org/publicdomain/zero/1.0/ */
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"use strict";
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// Check the animation player's initial state
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add_task(function* () {
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let {client, walker, animations} =
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yield initAnimationsFrontForUrl(MAIN_DOMAIN + "animation.html");
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yield playerHasAnInitialState(walker, animations);
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yield playerStateIsCorrect(walker, animations);
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yield closeDebuggerClient(client);
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gBrowser.removeCurrentTab();
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});
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function* playerHasAnInitialState(walker, animations) {
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let node = yield walker.querySelector(walker.rootNode, ".simple-animation");
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let [player] = yield animations.getAnimationPlayersForNode(node);
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ok(player.initialState, "The player front has an initial state");
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ok("startTime" in player.initialState, "Player's state has startTime");
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ok("currentTime" in player.initialState, "Player's state has currentTime");
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ok("playState" in player.initialState, "Player's state has playState");
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ok("playbackRate" in player.initialState, "Player's state has playbackRate");
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ok("name" in player.initialState, "Player's state has name");
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ok("duration" in player.initialState, "Player's state has duration");
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ok("delay" in player.initialState, "Player's state has delay");
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ok("iterationCount" in player.initialState,
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"Player's state has iterationCount");
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ok("isRunningOnCompositor" in player.initialState,
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"Player's state has isRunningOnCompositor");
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ok("type" in player.initialState, "Player's state has type");
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ok("documentCurrentTime" in player.initialState,
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"Player's state has documentCurrentTime");
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}
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function* playerStateIsCorrect(walker, animations) {
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info("Checking the state of the simple animation");
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let state = yield getAnimationStateForNode(walker, animations,
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".simple-animation", 0);
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is(state.name, "move", "Name is correct");
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is(state.duration, 200000, "Duration is correct");
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// null = infinite count
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is(state.iterationCount, null, "Iteration count is correct");
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is(state.playState, "running", "PlayState is correct");
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is(state.playbackRate, 1, "PlaybackRate is correct");
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is(state.type, "cssanimation", "Type is correct");
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info("Checking the state of the transition");
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state = yield getAnimationStateForNode(walker, animations, ".transition", 0);
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is(state.name, "width", "Transition name matches transition property");
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is(state.duration, 500000, "Transition duration is correct");
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// transitions run only once
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is(state.iterationCount, 1, "Transition iteration count is correct");
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is(state.playState, "running", "Transition playState is correct");
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is(state.playbackRate, 1, "Transition playbackRate is correct");
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is(state.type, "csstransition", "Transition type is correct");
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info("Checking the state of one of multiple animations on a node");
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// Checking the 2nd player
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state = yield getAnimationStateForNode(walker, animations,
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".multiple-animations", 1);
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is(state.name, "glow", "The 2nd animation's name is correct");
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is(state.duration, 100000, "The 2nd animation's duration is correct");
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is(state.iterationCount, 5, "The 2nd animation's iteration count is correct");
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is(state.playState, "running", "The 2nd animation's playState is correct");
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is(state.playbackRate, 1, "The 2nd animation's playbackRate is correct");
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info("Checking the state of an animation with delay");
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state = yield getAnimationStateForNode(walker, animations,
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".delayed-animation", 0);
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is(state.delay, 5000, "The animation delay is correct");
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info("Checking the state of an transition with delay");
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state = yield getAnimationStateForNode(walker, animations,
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".delayed-transition", 0);
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is(state.delay, 3000, "The transition delay is correct");
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}
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function* getAnimationStateForNode(walker, animations, nodeSelector, index) {
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let node = yield walker.querySelector(walker.rootNode, nodeSelector);
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let players = yield animations.getAnimationPlayersForNode(node);
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let player = players[index];
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yield player.ready();
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let state = yield player.getCurrentState();
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return state;
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}
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