1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
|
/* Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ */
"use strict";
// Check the animation player's updated state
add_task(function* () {
let {client, walker, animations} =
yield initAnimationsFrontForUrl(MAIN_DOMAIN + "animation.html");
yield playStateIsUpdatedDynamically(walker, animations);
yield client.close();
gBrowser.removeCurrentTab();
});
function* playStateIsUpdatedDynamically(walker, animations) {
info("Getting the test node (which runs a very long animation)");
// The animation lasts for 100s, to avoid intermittents.
let node = yield walker.querySelector(walker.rootNode, ".long-animation");
info("Getting the animation player front for this node");
let [player] = yield animations.getAnimationPlayersForNode(node);
yield player.ready();
let state = yield player.getCurrentState();
is(state.playState, "running",
"The playState is running while the animation is running");
info("Change the animation's currentTime to be near the end and wait for " +
"it to finish");
let onFinished = waitForAnimationPlayState(player, "finished");
// Set the currentTime to 98s, knowing that the animation lasts for 100s.
yield player.setCurrentTime(98 * 1000);
state = yield onFinished;
is(state.playState, "finished",
"The animation has ended and the state has been updated");
ok(state.currentTime > player.initialState.currentTime,
"The currentTime has been updated");
}
function* waitForAnimationPlayState(player, playState) {
let state = {};
while (state.playState !== playState) {
state = yield player.getCurrentState();
yield wait(500);
}
return state;
}
function wait(ms) {
return new Promise(r => setTimeout(r, ms));
}
|