chromium/third_party/blink/web_tests/external/wpt/web-animations/timing-model/animations/setting-the-timeline-of-an-animation.html

<!DOCTYPE html>
<meta charset=utf-8>
<title>Setting the timeline of an animation</title>
<link rel="help" href="https://drafts.csswg.org/web-animations/#setting-the-timeline">
<script src="/resources/testharness.js"></script>
<script src="/resources/testharnessreport.js"></script>
<script src="../../testcommon.js"></script>
<body>
<div id="log"></div>
<script>
'use strict';

// ---------------------------------------------------------------------
//
// Tests from no timeline to timeline
//
// ---------------------------------------------------------------------

test(t => {
  const animation =
    new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
                  null);
  animation.currentTime = 50 * MS_PER_SEC;
  assert_equals(animation.playState, 'paused');

  animation.timeline = document.timeline;

  assert_equals(animation.playState, 'paused');
  assert_time_equals_literal(animation.currentTime, 50 * MS_PER_SEC);
}, 'After setting timeline on paused animation it is still paused');

test(t => {
  const animation =
    new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
                  null);
  animation.currentTime = 200 * MS_PER_SEC;
  assert_equals(animation.playState, 'paused');

  animation.timeline = document.timeline;

  assert_equals(animation.playState, 'paused');
  assert_time_equals_literal(animation.currentTime, 200 * MS_PER_SEC);
}, 'After setting timeline on animation paused outside active interval'
   + ' it is still paused');

test(t => {
  const animation =
    new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
                  null);
  assert_equals(animation.playState, 'idle');

  animation.timeline = document.timeline;

  assert_equals(animation.playState, 'idle');
}, 'After setting timeline on an idle animation without a start time'
   + ' it is still idle');

test(t => {
  const animation =
    new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
                  null);
  animation.startTime = document.timeline.currentTime;
  assert_equals(animation.playState, 'running');

  animation.timeline = document.timeline;

  assert_equals(animation.playState, 'running');
}, 'After transitioning from a null timeline on an animation with a start time'
   + ' it is still running');

test(t => {
  const animation =
    new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
                  null);
  animation.startTime = document.timeline.currentTime - 200 * MS_PER_SEC;
  assert_equals(animation.playState, 'running');

  animation.timeline = document.timeline;

  assert_equals(animation.playState, 'finished');
}, 'After transitioning from a null timeline on an animation with a ' +
   'sufficiently ancient start time it is finished');

promise_test(async t => {
  const animation =
    new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
                  null);
  animation.play();
  assert_true(animation.pending && animation.playState === 'running',
              'Animation is initially play-pending');

  animation.timeline = document.timeline;

  assert_true(animation.pending && animation.playState === 'running',
              'Animation is still play-pending after setting timeline');

  await animation.ready;
  assert_true(!animation.pending && animation.playState === 'running',
              'Animation plays after it finishes pending');
}, 'After setting timeline on a play-pending animation it begins playing'
   + ' after pending');

promise_test(async t => {
  const animation =
    new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
                  null);
  animation.startTime = document.timeline.currentTime;
  animation.pause();
  animation.timeline = null;
  assert_true(animation.pending && animation.playState === 'paused',
              'Animation is initially pause-pending');

  animation.timeline = document.timeline;

  assert_true(animation.pending && animation.playState === 'paused',
              'Animation is still pause-pending after setting timeline');

  await animation.ready;
  assert_true(!animation.pending && animation.playState === 'paused',
              'Animation pauses after it finishes pending');
}, 'After setting timeline on a pause-pending animation it becomes paused'
   + ' after pending');

// ---------------------------------------------------------------------
//
// Tests from timeline to no timeline
//
// ---------------------------------------------------------------------

test(t => {
  const animation =
    new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
                  document.timeline);
  animation.currentTime = 50 * MS_PER_SEC;
  assert_false(animation.pending);
  assert_equals(animation.playState, 'paused');

  animation.timeline = null;

  assert_false(animation.pending);
  assert_equals(animation.playState, 'paused');
  assert_time_equals_literal(animation.currentTime, 50 * MS_PER_SEC);
}, 'After clearing timeline on paused animation it is still paused');

test(t => {
  const animation =
    new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
                  document.timeline);
  const initialStartTime = document.timeline.currentTime - 200 * MS_PER_SEC;
  animation.startTime = initialStartTime;
  assert_equals(animation.playState, 'finished');

  animation.timeline = null;

  assert_equals(animation.playState, 'running');
  assert_times_equal(animation.startTime, initialStartTime);
}, 'After clearing timeline on finished animation it is running');

test(t => {
  const animation =
    new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
                  document.timeline);
  const initialStartTime = document.timeline.currentTime - 50 * MS_PER_SEC;
  animation.startTime = initialStartTime;
  assert_equals(animation.playState, 'running');

  animation.timeline = null;

  assert_equals(animation.playState, 'running');
  assert_times_equal(animation.startTime, initialStartTime);
}, 'After clearing timeline on running animation it is still running');

test(t => {
  const animation =
    new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
                  document.timeline);
  assert_equals(animation.playState, 'idle');

  animation.timeline = null;

  assert_equals(animation.playState, 'idle');
  assert_equals(animation.startTime, null);
}, 'After clearing timeline on idle animation it is still idle');

test(t => {
  const animation = createDiv(t).animate(null, 100 * MS_PER_SEC);
  assert_true(animation.pending && animation.playState === 'running');

  animation.timeline = null;

  assert_true(animation.pending && animation.playState === 'running');
}, 'After clearing timeline on play-pending animation it is still pending');

promise_test(async t => {
  const animation = createDiv(t).animate(null, 100 * MS_PER_SEC);
  assert_true(animation.pending && animation.playState === 'running');

  animation.timeline = null;
  animation.timeline = document.timeline;

  assert_true(animation.pending && animation.playState === 'running');
  await animation.ready;
  assert_true(!animation.pending && animation.playState === 'running');
}, 'After clearing and re-setting timeline on play-pending animation it'
   + ' begins to play');

test(t => {
  const animation =
    new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
                  document.timeline);
  animation.startTime = document.timeline.currentTime;
  animation.pause();
  assert_true(animation.pending && animation.playState === 'paused');

  animation.timeline = null;

  assert_true(animation.pending && animation.playState === 'paused');
}, 'After clearing timeline on a pause-pending animation it is still pending');

promise_test(async t => {
  const animation =
    new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
                  document.timeline);
  animation.startTime = document.timeline.currentTime;
  animation.pause();
  assert_true(animation.pending && animation.playState === 'paused');

  animation.timeline = null;
  animation.timeline = document.timeline;

  assert_true(animation.pending && animation.playState === 'paused');
  await animation.ready;
  assert_true(!animation.pending && animation.playState === 'paused');
}, 'After clearing and re-setting timeline on a pause-pending animation it'
   + ' completes pausing');

promise_test(async t => {
  const animation =
    new Animation(new KeyframeEffect(createDiv(t), null, 100 * MS_PER_SEC),
                  document.timeline);
  const initialStartTime = document.timeline.currentTime - 50 * MS_PER_SEC;
  animation.startTime = initialStartTime;
  animation.pause();
  animation.play();

  animation.timeline = null;
  animation.timeline = document.timeline;

  await animation.ready;
  assert_times_equal(animation.startTime, initialStartTime);
}, 'After clearing and re-setting timeline on an animation in the middle of'
   + ' an aborted pause, it continues playing using the same start time');

</script>
</body>