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'use strict';
// Common utility methods for testing animation effects
// Tests the |property| member of |animation's| target effect's computed timing
// at the various points indicated by |values|.
//
// |values| has the format:
//
// {
// before, // value to test during before phase
// activeBoundary, // value to test at the very beginning of the active
// // phase when playing forwards, or the very end of
// // the active phase when playing backwards.
// // This should be undefined if the active duration of
// // the effect is zero.
// after, // value to test during the after phase or undefined if the
// // active duration is infinite
// }
//
function assert_computed_timing_for_each_phase(animation, property, values) {
// Some computed timing properties (e.g. 'progress') require floating-point
// comparison, whilst exact equality suffices for others.
const assert_property_equals =
(property === 'progress') ? assert_times_equal : assert_equals;
const effect = animation.effect;
const timing = effect.getComputedTiming();
// The following calculations are based on the definitions here:
const beforeActive = Math.max(Math.min(timing.delay, timing.endTime), 0);
const activeAfter =
Math.max(Math.min(timing.delay + timing.activeDuration, timing.endTime), 0);
const direction = animation.playbackRate < 0 ? 'backwards' : 'forwards';
// Before phase
if (direction === 'forwards') {
animation.currentTime = beforeActive - 1;
} else {
animation.currentTime = beforeActive;
}
assert_property_equals(effect.getComputedTiming()[property], values.before,
`Value of ${property} in the before phase`);
// Active phase
if (effect.getComputedTiming().activeDuration > 0) {
if (direction === 'forwards') {
animation.currentTime = beforeActive;
} else {
animation.currentTime = activeAfter;
}
assert_property_equals(effect.getComputedTiming()[property], values.activeBoundary,
`Value of ${property} at the boundary of the active phase`);
} else {
assert_equals(values.activeBoundary, undefined,
'Test specifies a value to check during the active phase but'
+ ' the animation has a zero duration');
}
// After phase
if (effect.getComputedTiming().activeDuration !== Infinity) {
if (direction === 'forwards') {
animation.currentTime = activeAfter;
} else {
animation.currentTime = activeAfter + 1;
}
assert_property_equals(effect.getComputedTiming()[property], values.after,
`Value of ${property} in the after phase`);
} else {
assert_equals(values.after, undefined,
'Test specifies a value to check during the after phase but'
+ ' the animation has an infinite duration');
}
}