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Test Info:

<!DOCTYPE html>
<title>Verify that currentTime and playState are correct when animation is paused</title>
<script src="/resources/testharness.js"></script>
<script src="/resources/testharnessreport.js"></script>
<script src="/web-animations/testcommon.js"></script>
<script src="common.js"></script>
<div id="box"></div>
<script>
setup(setupAndRegisterTests, {explicit_done: true});
function createAnimation() {
const box = document.getElementById('box');
const effect = new KeyframeEffect(box,
{ transform: ['translateY(100px)', 'translateY(200px)'] },
{ duration: 100, iterations: 1 }
);
return new WorkletAnimation('passthrough', effect);
}
async function setupAndRegisterTests() {
await registerPassthroughAnimator();
promise_test(async t => {
const animation = createAnimation();
animation.play();
// Immediately pausing animation should freeze the current time at 0.
animation.pause();
assert_equals(animation.currentTime, 0);
assert_equals(animation.playState, "paused");
// Wait some time to ensure a paused animation actually freezes.
await waitForNextFrame();
assert_equals(animation.currentTime, 0);
assert_equals(animation.playState, "paused");
}, 'pausing an animation freezes its current time');
promise_test(async t => {
const animation = createAnimation();
animation.pause();
animation.play();
// Allow one async animation frame to pass so that animation is running.
await waitForAsyncAnimationFrames(1);
assert_equals(animation.playState, "running");
// Allow time to advance so that we have a non-zero current time.
await waitForDocumentTimelineAdvance();
const timelineTime = document.timeline.currentTime;
assert_greater_than(animation.currentTime, 0);
assert_times_equal(animation.currentTime, (timelineTime - animation.startTime));
}, 'playing a paused animation should resume it');
done();
}
</script>