/* vim: set ft=javascript ts=2 et sw=2 tw=80: */
/* Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ */
/* eslint-disable mozilla/no-arbitrary-setTimeout */
"use strict";
// Check the animation player's updated state
add_task(async function () {
let {client, walker, animations} =
await initAnimationsFrontForUrl(MAIN_DOMAIN + "animation.html");
await playStateIsUpdatedDynamically(walker, animations);
await client.close();
gBrowser.removeCurrentTab();
});
async 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 = await walker.querySelector(walker.rootNode, ".long-animation");
info("Getting the animation player front for this node");
let [player] = await animations.getAnimationPlayersForNode(node);
await player.ready();
let state = await 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.
await player.setCurrentTime(98 * 1000);
state = await 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");
}
async function waitForAnimationPlayState(player, playState) {
let state = {};
while (state.playState !== playState) {
state = await player.getCurrentState();
await wait(500);
}
return state;
}
function wait(ms) {
return new Promise(r => setTimeout(r, ms));
}