blob: 75633855accd7f0945c88240d02af064bdbbb858 [file] [log] [blame]
/*
* Copyright (c) 2013, Google Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#include "core/animation/AnimationEffect.h"
#include "core/animation/ComputedTimingProperties.h"
#include <gtest/gtest.h>
namespace blink {
class TestAnimationEffectEventDelegate : public AnimationEffect::EventDelegate {
public:
void onEventCondition(const AnimationEffect& animationNode) override
{
m_eventTriggered = true;
}
bool requiresIterationEvents(const AnimationEffect& animationNode) override
{
return true;
}
void reset()
{
m_eventTriggered = false;
}
bool eventTriggered() { return m_eventTriggered; }
private:
bool m_eventTriggered;
};
class TestAnimationEffect : public AnimationEffect {
public:
static TestAnimationEffect* create(const Timing& specified)
{
return new TestAnimationEffect(specified, new TestAnimationEffectEventDelegate());
}
void updateInheritedTime(double time)
{
updateInheritedTime(time, TimingUpdateForAnimationFrame);
}
void updateInheritedTime(double time, TimingUpdateReason reason)
{
m_eventDelegate->reset();
AnimationEffect::updateInheritedTime(time, reason);
}
void updateChildrenAndEffects() const override { }
void willDetach() { }
TestAnimationEffectEventDelegate* eventDelegate() { return m_eventDelegate.get(); }
double calculateTimeToEffectChange(bool forwards, double localTime, double timeToNextIteration) const override
{
m_localTime = localTime;
m_timeToNextIteration = timeToNextIteration;
return -1;
}
double takeLocalTime()
{
const double result = m_localTime;
m_localTime = nullValue();
return result;
}
double takeTimeToNextIteration()
{
const double result = m_timeToNextIteration;
m_timeToNextIteration = nullValue();
return result;
}
DEFINE_INLINE_VIRTUAL_TRACE()
{
visitor->trace(m_eventDelegate);
AnimationEffect::trace(visitor);
}
private:
TestAnimationEffect(const Timing& specified, TestAnimationEffectEventDelegate* eventDelegate)
: AnimationEffect(specified, eventDelegate)
, m_eventDelegate(eventDelegate)
{
}
Member<TestAnimationEffectEventDelegate> m_eventDelegate;
mutable double m_localTime;
mutable double m_timeToNextIteration;
};
TEST(AnimationAnimationEffectTest, Sanity)
{
Timing timing;
timing.iterationDuration = 2;
TestAnimationEffect* animationNode = TestAnimationEffect::create(timing);
EXPECT_EQ(0, animationNode->computedTiming().startTime());
animationNode->updateInheritedTime(0);
EXPECT_EQ(AnimationEffect::PhaseActive, animationNode->phase());
EXPECT_TRUE(animationNode->isInPlay());
EXPECT_TRUE(animationNode->isCurrent());
EXPECT_TRUE(animationNode->isInEffect());
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->computedTiming().startTime());
EXPECT_EQ(2, animationNode->activeDurationInternal());
EXPECT_EQ(0, animationNode->timeFraction());
animationNode->updateInheritedTime(1);
EXPECT_EQ(AnimationEffect::PhaseActive, animationNode->phase());
EXPECT_TRUE(animationNode->isInPlay());
EXPECT_TRUE(animationNode->isCurrent());
EXPECT_TRUE(animationNode->isInEffect());
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->computedTiming().startTime());
EXPECT_EQ(2, animationNode->activeDurationInternal());
EXPECT_EQ(0.5, animationNode->timeFraction());
animationNode->updateInheritedTime(2);
EXPECT_EQ(AnimationEffect::PhaseAfter, animationNode->phase());
EXPECT_FALSE(animationNode->isInPlay());
EXPECT_FALSE(animationNode->isCurrent());
EXPECT_TRUE(animationNode->isInEffect());
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->computedTiming().startTime());
EXPECT_EQ(2, animationNode->activeDurationInternal());
EXPECT_EQ(1, animationNode->timeFraction());
animationNode->updateInheritedTime(3);
EXPECT_EQ(AnimationEffect::PhaseAfter, animationNode->phase());
EXPECT_FALSE(animationNode->isInPlay());
EXPECT_FALSE(animationNode->isCurrent());
EXPECT_TRUE(animationNode->isInEffect());
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->computedTiming().startTime());
EXPECT_EQ(2, animationNode->activeDurationInternal());
EXPECT_EQ(1, animationNode->timeFraction());
}
TEST(AnimationAnimationEffectTest, FillAuto)
{
Timing timing;
timing.iterationDuration = 1;
TestAnimationEffect* animationNode = TestAnimationEffect::create(timing);
animationNode->updateInheritedTime(-1);
EXPECT_EQ(0, animationNode->timeFraction());
animationNode->updateInheritedTime(2);
EXPECT_EQ(1, animationNode->timeFraction());
}
TEST(AnimationAnimationEffectTest, FillForwards)
{
Timing timing;
timing.iterationDuration = 1;
timing.fillMode = Timing::FillModeForwards;
TestAnimationEffect* animationNode = TestAnimationEffect::create(timing);
animationNode->updateInheritedTime(-1);
EXPECT_TRUE(isNull(animationNode->timeFraction()));
animationNode->updateInheritedTime(2);
EXPECT_EQ(1, animationNode->timeFraction());
}
TEST(AnimationAnimationEffectTest, FillBackwards)
{
Timing timing;
timing.iterationDuration = 1;
timing.fillMode = Timing::FillModeBackwards;
TestAnimationEffect* animationNode = TestAnimationEffect::create(timing);
animationNode->updateInheritedTime(-1);
EXPECT_EQ(0, animationNode->timeFraction());
animationNode->updateInheritedTime(2);
EXPECT_TRUE(isNull(animationNode->timeFraction()));
}
TEST(AnimationAnimationEffectTest, FillBoth)
{
Timing timing;
timing.iterationDuration = 1;
timing.fillMode = Timing::FillModeBoth;
TestAnimationEffect* animationNode = TestAnimationEffect::create(timing);
animationNode->updateInheritedTime(-1);
EXPECT_EQ(0, animationNode->timeFraction());
animationNode->updateInheritedTime(2);
EXPECT_EQ(1, animationNode->timeFraction());
}
TEST(AnimationAnimationEffectTest, StartDelay)
{
Timing timing;
timing.iterationDuration = 1;
timing.fillMode = Timing::FillModeForwards;
timing.startDelay = 0.5;
TestAnimationEffect* animationNode = TestAnimationEffect::create(timing);
animationNode->updateInheritedTime(0);
EXPECT_TRUE(isNull(animationNode->timeFraction()));
animationNode->updateInheritedTime(0.5);
EXPECT_EQ(0, animationNode->timeFraction());
animationNode->updateInheritedTime(1.5);
EXPECT_EQ(1, animationNode->timeFraction());
}
TEST(AnimationAnimationEffectTest, ZeroIteration)
{
Timing timing;
timing.iterationDuration = 1;
timing.fillMode = Timing::FillModeForwards;
timing.iterationCount = 0;
TestAnimationEffect* animationNode = TestAnimationEffect::create(timing);
animationNode->updateInheritedTime(-1);
EXPECT_EQ(0, animationNode->activeDurationInternal());
EXPECT_TRUE(isNull(animationNode->currentIteration()));
EXPECT_TRUE(isNull(animationNode->timeFraction()));
animationNode->updateInheritedTime(0);
EXPECT_EQ(0, animationNode->activeDurationInternal());
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->timeFraction());
}
TEST(AnimationAnimationEffectTest, InfiniteIteration)
{
Timing timing;
timing.iterationDuration = 1;
timing.fillMode = Timing::FillModeForwards;
timing.iterationCount = std::numeric_limits<double>::infinity();
TestAnimationEffect* animationNode = TestAnimationEffect::create(timing);
animationNode->updateInheritedTime(-1);
EXPECT_TRUE(isNull(animationNode->currentIteration()));
EXPECT_TRUE(isNull(animationNode->timeFraction()));
EXPECT_EQ(std::numeric_limits<double>::infinity(), animationNode->activeDurationInternal());
animationNode->updateInheritedTime(0);
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->timeFraction());
}
TEST(AnimationAnimationEffectTest, Iteration)
{
Timing timing;
timing.iterationCount = 2;
timing.iterationDuration = 2;
TestAnimationEffect* animationNode = TestAnimationEffect::create(timing);
animationNode->updateInheritedTime(0);
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->timeFraction());
animationNode->updateInheritedTime(1);
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0.5, animationNode->timeFraction());
animationNode->updateInheritedTime(2);
EXPECT_EQ(1, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->timeFraction());
animationNode->updateInheritedTime(2);
EXPECT_EQ(1, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->timeFraction());
animationNode->updateInheritedTime(5);
EXPECT_EQ(1, animationNode->currentIteration());
EXPECT_EQ(1, animationNode->timeFraction());
}
TEST(AnimationAnimationEffectTest, IterationStart)
{
Timing timing;
timing.iterationStart = 1.2;
timing.iterationCount = 2.2;
timing.iterationDuration = 1;
timing.fillMode = Timing::FillModeBoth;
TestAnimationEffect* animationNode = TestAnimationEffect::create(timing);
animationNode->updateInheritedTime(-1);
EXPECT_EQ(1, animationNode->currentIteration());
EXPECT_NEAR(0.2, animationNode->timeFraction(), 0.000000000000001);
animationNode->updateInheritedTime(0);
EXPECT_EQ(1, animationNode->currentIteration());
EXPECT_NEAR(0.2, animationNode->timeFraction(), 0.000000000000001);
animationNode->updateInheritedTime(10);
EXPECT_EQ(3, animationNode->currentIteration());
EXPECT_NEAR(0.4, animationNode->timeFraction(), 0.000000000000001);
}
TEST(AnimationAnimationEffectTest, IterationAlternate)
{
Timing timing;
timing.iterationCount = 10;
timing.iterationDuration = 1;
timing.direction = Timing::PlaybackDirectionAlternate;
TestAnimationEffect* animationNode = TestAnimationEffect::create(timing);
animationNode->updateInheritedTime(0.75);
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0.75, animationNode->timeFraction());
animationNode->updateInheritedTime(1.75);
EXPECT_EQ(1, animationNode->currentIteration());
EXPECT_EQ(0.25, animationNode->timeFraction());
animationNode->updateInheritedTime(2.75);
EXPECT_EQ(2, animationNode->currentIteration());
EXPECT_EQ(0.75, animationNode->timeFraction());
}
TEST(AnimationAnimationEffectTest, IterationAlternateReverse)
{
Timing timing;
timing.iterationCount = 10;
timing.iterationDuration = 1;
timing.direction = Timing::PlaybackDirectionAlternateReverse;
TestAnimationEffect* animationNode = TestAnimationEffect::create(timing);
animationNode->updateInheritedTime(0.75);
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0.25, animationNode->timeFraction());
animationNode->updateInheritedTime(1.75);
EXPECT_EQ(1, animationNode->currentIteration());
EXPECT_EQ(0.75, animationNode->timeFraction());
animationNode->updateInheritedTime(2.75);
EXPECT_EQ(2, animationNode->currentIteration());
EXPECT_EQ(0.25, animationNode->timeFraction());
}
TEST(AnimationAnimationEffectTest, ZeroDurationSanity)
{
Timing timing;
TestAnimationEffect* animationNode = TestAnimationEffect::create(timing);
EXPECT_EQ(0, animationNode->computedTiming().startTime());
animationNode->updateInheritedTime(0);
EXPECT_EQ(AnimationEffect::PhaseAfter, animationNode->phase());
EXPECT_FALSE(animationNode->isInPlay());
EXPECT_FALSE(animationNode->isCurrent());
EXPECT_TRUE(animationNode->isInEffect());
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->computedTiming().startTime());
EXPECT_EQ(0, animationNode->activeDurationInternal());
EXPECT_EQ(1, animationNode->timeFraction());
animationNode->updateInheritedTime(1);
EXPECT_EQ(AnimationEffect::PhaseAfter, animationNode->phase());
EXPECT_FALSE(animationNode->isInPlay());
EXPECT_FALSE(animationNode->isCurrent());
EXPECT_TRUE(animationNode->isInEffect());
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->computedTiming().startTime());
EXPECT_EQ(0, animationNode->activeDurationInternal());
EXPECT_EQ(1, animationNode->timeFraction());
}
TEST(AnimationAnimationEffectTest, ZeroDurationFillForwards)
{
Timing timing;
timing.fillMode = Timing::FillModeForwards;
TestAnimationEffect* animationNode = TestAnimationEffect::create(timing);
animationNode->updateInheritedTime(-1);
EXPECT_TRUE(isNull(animationNode->timeFraction()));
animationNode->updateInheritedTime(0);
EXPECT_EQ(1, animationNode->timeFraction());
animationNode->updateInheritedTime(1);
EXPECT_EQ(1, animationNode->timeFraction());
}
TEST(AnimationAnimationEffectTest, ZeroDurationFillBackwards)
{
Timing timing;
timing.fillMode = Timing::FillModeBackwards;
TestAnimationEffect* animationNode = TestAnimationEffect::create(timing);
animationNode->updateInheritedTime(-1);
EXPECT_EQ(0, animationNode->timeFraction());
animationNode->updateInheritedTime(0);
EXPECT_TRUE(isNull(animationNode->timeFraction()));
animationNode->updateInheritedTime(1);
EXPECT_TRUE(isNull(animationNode->timeFraction()));
}
TEST(AnimationAnimationEffectTest, ZeroDurationFillBoth)
{
Timing timing;
timing.fillMode = Timing::FillModeBoth;
TestAnimationEffect* animationNode = TestAnimationEffect::create(timing);
animationNode->updateInheritedTime(-1);
EXPECT_EQ(0, animationNode->timeFraction());
animationNode->updateInheritedTime(0);
EXPECT_EQ(1, animationNode->timeFraction());
animationNode->updateInheritedTime(1);
EXPECT_EQ(1, animationNode->timeFraction());
}
TEST(AnimationAnimationEffectTest, ZeroDurationStartDelay)
{
Timing timing;
timing.fillMode = Timing::FillModeForwards;
timing.startDelay = 0.5;
TestAnimationEffect* animationNode = TestAnimationEffect::create(timing);
animationNode->updateInheritedTime(0);
EXPECT_TRUE(isNull(animationNode->timeFraction()));
animationNode->updateInheritedTime(0.5);
EXPECT_EQ(1, animationNode->timeFraction());
animationNode->updateInheritedTime(1.5);
EXPECT_EQ(1, animationNode->timeFraction());
}
TEST(AnimationAnimationEffectTest, ZeroDurationIterationStartAndCount)
{
Timing timing;
timing.iterationStart = 0.1;
timing.iterationCount = 0.2;
timing.fillMode = Timing::FillModeBoth;
timing.startDelay = 0.3;
TestAnimationEffect* animationNode = TestAnimationEffect::create(timing);
animationNode->updateInheritedTime(0);
EXPECT_EQ(0.1, animationNode->timeFraction());
animationNode->updateInheritedTime(0.3);
EXPECT_DOUBLE_EQ(0.3, animationNode->timeFraction());
animationNode->updateInheritedTime(1);
EXPECT_DOUBLE_EQ(0.3, animationNode->timeFraction());
}
// FIXME: Needs specification work.
TEST(AnimationAnimationEffectTest, ZeroDurationInfiniteIteration)
{
Timing timing;
timing.fillMode = Timing::FillModeForwards;
timing.iterationCount = std::numeric_limits<double>::infinity();
TestAnimationEffect* animationNode = TestAnimationEffect::create(timing);
animationNode->updateInheritedTime(-1);
EXPECT_EQ(0, animationNode->activeDurationInternal());
EXPECT_TRUE(isNull(animationNode->currentIteration()));
EXPECT_TRUE(isNull(animationNode->timeFraction()));
animationNode->updateInheritedTime(0);
EXPECT_EQ(0, animationNode->activeDurationInternal());
EXPECT_EQ(std::numeric_limits<double>::infinity(), animationNode->currentIteration());
EXPECT_EQ(1, animationNode->timeFraction());
}
TEST(AnimationAnimationEffectTest, ZeroDurationIteration)
{
Timing timing;
timing.fillMode = Timing::FillModeForwards;
timing.iterationCount = 2;
TestAnimationEffect* animationNode = TestAnimationEffect::create(timing);
animationNode->updateInheritedTime(-1);
EXPECT_TRUE(isNull(animationNode->currentIteration()));
EXPECT_TRUE(isNull(animationNode->timeFraction()));
animationNode->updateInheritedTime(0);
EXPECT_EQ(1, animationNode->currentIteration());
EXPECT_EQ(1, animationNode->timeFraction());
animationNode->updateInheritedTime(1);
EXPECT_EQ(1, animationNode->currentIteration());
EXPECT_EQ(1, animationNode->timeFraction());
}
TEST(AnimationAnimationEffectTest, ZeroDurationIterationStart)
{
Timing timing;
timing.iterationStart = 1.2;
timing.iterationCount = 2.2;
timing.fillMode = Timing::FillModeBoth;
TestAnimationEffect* animationNode = TestAnimationEffect::create(timing);
animationNode->updateInheritedTime(-1);
EXPECT_EQ(1, animationNode->currentIteration());
EXPECT_NEAR(0.2, animationNode->timeFraction(), 0.000000000000001);
animationNode->updateInheritedTime(0);
EXPECT_EQ(3, animationNode->currentIteration());
EXPECT_NEAR(0.4, animationNode->timeFraction(), 0.000000000000001);
animationNode->updateInheritedTime(10);
EXPECT_EQ(3, animationNode->currentIteration());
EXPECT_NEAR(0.4, animationNode->timeFraction(), 0.000000000000001);
}
TEST(AnimationAnimationEffectTest, ZeroDurationIterationAlternate)
{
Timing timing;
timing.fillMode = Timing::FillModeForwards;
timing.iterationCount = 2;
timing.direction = Timing::PlaybackDirectionAlternate;
TestAnimationEffect* animationNode = TestAnimationEffect::create(timing);
animationNode->updateInheritedTime(-1);
EXPECT_TRUE(isNull(animationNode->currentIteration()));
EXPECT_TRUE(isNull(animationNode->timeFraction()));
animationNode->updateInheritedTime(0);
EXPECT_EQ(1, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->timeFraction());
animationNode->updateInheritedTime(1);
EXPECT_EQ(1, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->timeFraction());
}
TEST(AnimationAnimationEffectTest, ZeroDurationIterationAlternateReverse)
{
Timing timing;
timing.fillMode = Timing::FillModeForwards;
timing.iterationCount = 2;
timing.direction = Timing::PlaybackDirectionAlternateReverse;
TestAnimationEffect* animationNode = TestAnimationEffect::create(timing);
animationNode->updateInheritedTime(-1);
EXPECT_TRUE(isNull(animationNode->currentIteration()));
EXPECT_TRUE(isNull(animationNode->timeFraction()));
animationNode->updateInheritedTime(0);
EXPECT_EQ(1, animationNode->currentIteration());
EXPECT_EQ(1, animationNode->timeFraction());
animationNode->updateInheritedTime(1);
EXPECT_EQ(1, animationNode->currentIteration());
EXPECT_EQ(1, animationNode->timeFraction());
}
TEST(AnimationAnimationEffectTest, InfiniteDurationSanity)
{
Timing timing;
timing.iterationDuration = std::numeric_limits<double>::infinity();
timing.iterationCount = 1;
TestAnimationEffect* animationNode = TestAnimationEffect::create(timing);
EXPECT_EQ(0, animationNode->computedTiming().startTime());
animationNode->updateInheritedTime(0);
EXPECT_EQ(std::numeric_limits<double>::infinity(), animationNode->activeDurationInternal());
EXPECT_EQ(AnimationEffect::PhaseActive, animationNode->phase());
EXPECT_TRUE(animationNode->isInPlay());
EXPECT_TRUE(animationNode->isCurrent());
EXPECT_TRUE(animationNode->isInEffect());
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->timeFraction());
animationNode->updateInheritedTime(1);
EXPECT_EQ(std::numeric_limits<double>::infinity(), animationNode->activeDurationInternal());
EXPECT_EQ(AnimationEffect::PhaseActive, animationNode->phase());
EXPECT_TRUE(animationNode->isInPlay());
EXPECT_TRUE(animationNode->isCurrent());
EXPECT_TRUE(animationNode->isInEffect());
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->timeFraction());
}
// FIXME: Needs specification work.
TEST(AnimationAnimationEffectTest, InfiniteDurationZeroIterations)
{
Timing timing;
timing.iterationDuration = std::numeric_limits<double>::infinity();
timing.iterationCount = 0;
TestAnimationEffect* animationNode = TestAnimationEffect::create(timing);
EXPECT_EQ(0, animationNode->computedTiming().startTime());
animationNode->updateInheritedTime(0);
EXPECT_EQ(0, animationNode->activeDurationInternal());
EXPECT_EQ(AnimationEffect::PhaseAfter, animationNode->phase());
EXPECT_FALSE(animationNode->isInPlay());
EXPECT_FALSE(animationNode->isCurrent());
EXPECT_TRUE(animationNode->isInEffect());
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->timeFraction());
animationNode->updateInheritedTime(1);
EXPECT_EQ(AnimationEffect::PhaseAfter, animationNode->phase());
EXPECT_EQ(AnimationEffect::PhaseAfter, animationNode->phase());
EXPECT_FALSE(animationNode->isInPlay());
EXPECT_FALSE(animationNode->isCurrent());
EXPECT_TRUE(animationNode->isInEffect());
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->timeFraction());
}
TEST(AnimationAnimationEffectTest, InfiniteDurationInfiniteIterations)
{
Timing timing;
timing.iterationDuration = std::numeric_limits<double>::infinity();
timing.iterationCount = std::numeric_limits<double>::infinity();
TestAnimationEffect* animationNode = TestAnimationEffect::create(timing);
EXPECT_EQ(0, animationNode->computedTiming().startTime());
animationNode->updateInheritedTime(0);
EXPECT_EQ(std::numeric_limits<double>::infinity(), animationNode->activeDurationInternal());
EXPECT_EQ(AnimationEffect::PhaseActive, animationNode->phase());
EXPECT_TRUE(animationNode->isInPlay());
EXPECT_TRUE(animationNode->isCurrent());
EXPECT_TRUE(animationNode->isInEffect());
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->timeFraction());
animationNode->updateInheritedTime(1);
EXPECT_EQ(std::numeric_limits<double>::infinity(), animationNode->activeDurationInternal());
EXPECT_EQ(AnimationEffect::PhaseActive, animationNode->phase());
EXPECT_TRUE(animationNode->isInPlay());
EXPECT_TRUE(animationNode->isCurrent());
EXPECT_TRUE(animationNode->isInEffect());
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->timeFraction());
}
TEST(AnimationAnimationEffectTest, InfiniteDurationZeroPlaybackRate)
{
Timing timing;
timing.iterationDuration = std::numeric_limits<double>::infinity();
timing.playbackRate = 0;
TestAnimationEffect* animationNode = TestAnimationEffect::create(timing);
EXPECT_EQ(0, animationNode->computedTiming().startTime());
animationNode->updateInheritedTime(0);
EXPECT_EQ(std::numeric_limits<double>::infinity(), animationNode->activeDurationInternal());
EXPECT_EQ(AnimationEffect::PhaseActive, animationNode->phase());
EXPECT_TRUE(animationNode->isInPlay());
EXPECT_TRUE(animationNode->isCurrent());
EXPECT_TRUE(animationNode->isInEffect());
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->timeFraction());
animationNode->updateInheritedTime(std::numeric_limits<double>::infinity());
EXPECT_EQ(std::numeric_limits<double>::infinity(), animationNode->activeDurationInternal());
EXPECT_EQ(AnimationEffect::PhaseAfter, animationNode->phase());
EXPECT_FALSE(animationNode->isInPlay());
EXPECT_FALSE(animationNode->isCurrent());
EXPECT_TRUE(animationNode->isInEffect());
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->timeFraction());
}
TEST(AnimationAnimationEffectTest, EndTime)
{
Timing timing;
timing.startDelay = 1;
timing.endDelay = 2;
timing.iterationDuration = 4;
timing.iterationCount = 2;
TestAnimationEffect* animationNode = TestAnimationEffect::create(timing);
EXPECT_EQ(11, animationNode->endTimeInternal());
}
TEST(AnimationAnimationEffectTest, Events)
{
Timing timing;
timing.iterationDuration = 1;
timing.fillMode = Timing::FillModeForwards;
timing.iterationCount = 2;
timing.startDelay = 1;
TestAnimationEffect* animationNode = TestAnimationEffect::create(timing);
animationNode->updateInheritedTime(0.0, TimingUpdateOnDemand);
EXPECT_FALSE(animationNode->eventDelegate()->eventTriggered());
animationNode->updateInheritedTime(0.0, TimingUpdateForAnimationFrame);
EXPECT_TRUE(animationNode->eventDelegate()->eventTriggered());
animationNode->updateInheritedTime(1.5, TimingUpdateOnDemand);
EXPECT_FALSE(animationNode->eventDelegate()->eventTriggered());
animationNode->updateInheritedTime(1.5, TimingUpdateForAnimationFrame);
EXPECT_TRUE(animationNode->eventDelegate()->eventTriggered());
}
TEST(AnimationAnimationEffectTest, TimeToEffectChange)
{
Timing timing;
timing.iterationDuration = 1;
timing.fillMode = Timing::FillModeForwards;
timing.iterationStart = 0.2;
timing.iterationCount = 2.5;
timing.startDelay = 1;
timing.direction = Timing::PlaybackDirectionAlternate;
TestAnimationEffect* animationNode = TestAnimationEffect::create(timing);
animationNode->updateInheritedTime(0);
EXPECT_EQ(0, animationNode->takeLocalTime());
EXPECT_TRUE(std::isinf(animationNode->takeTimeToNextIteration()));
// Normal iteration.
animationNode->updateInheritedTime(1.75);
EXPECT_EQ(1.75, animationNode->takeLocalTime());
EXPECT_NEAR(0.05, animationNode->takeTimeToNextIteration(), 0.000000000000001);
// Reverse iteration.
animationNode->updateInheritedTime(2.75);
EXPECT_EQ(2.75, animationNode->takeLocalTime());
EXPECT_NEAR(0.05, animationNode->takeTimeToNextIteration(), 0.000000000000001);
// Item ends before iteration finishes.
animationNode->updateInheritedTime(3.4);
EXPECT_EQ(AnimationEffect::PhaseActive, animationNode->phase());
EXPECT_EQ(3.4, animationNode->takeLocalTime());
EXPECT_TRUE(std::isinf(animationNode->takeTimeToNextIteration()));
// Item has finished.
animationNode->updateInheritedTime(3.5);
EXPECT_EQ(AnimationEffect::PhaseAfter, animationNode->phase());
EXPECT_EQ(3.5, animationNode->takeLocalTime());
EXPECT_TRUE(std::isinf(animationNode->takeTimeToNextIteration()));
}
} // namespace blink