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/*
* 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
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "core/animation/AnimationEffectReadOnly.h"
#include "core/animation/ComputedTimingProperties.h"
#include "testing/gtest/include/gtest/gtest.h"
namespace blink {
class TestAnimationEffectEventDelegate
: public AnimationEffectReadOnly::EventDelegate {
public:
void onEventCondition(const AnimationEffectReadOnly& animationNode) override {
m_eventTriggered = true;
}
bool requiresIterationEvents(
const AnimationEffectReadOnly& animationNode) override {
return true;
}
void reset() { m_eventTriggered = false; }
bool eventTriggered() { return m_eventTriggered; }
private:
bool m_eventTriggered;
};
class TestAnimationEffectReadOnly : public AnimationEffectReadOnly {
public:
static TestAnimationEffectReadOnly* create(const Timing& specified) {
return new TestAnimationEffectReadOnly(
specified, new TestAnimationEffectEventDelegate());
}
void updateInheritedTime(double time) {
updateInheritedTime(time, TimingUpdateForAnimationFrame);
}
void updateInheritedTime(double time, TimingUpdateReason reason) {
m_eventDelegate->reset();
AnimationEffectReadOnly::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);
AnimationEffectReadOnly::trace(visitor);
}
private:
TestAnimationEffectReadOnly(const Timing& specified,
TestAnimationEffectEventDelegate* eventDelegate)
: AnimationEffectReadOnly(specified, eventDelegate),
m_eventDelegate(eventDelegate) {}
Member<TestAnimationEffectEventDelegate> m_eventDelegate;
mutable double m_localTime;
mutable double m_timeToNextIteration;
};
TEST(AnimationAnimationEffectReadOnlyTest, Sanity) {
Timing timing;
timing.iterationDuration = 2;
TestAnimationEffectReadOnly* animationNode =
TestAnimationEffectReadOnly::create(timing);
animationNode->updateInheritedTime(0);
EXPECT_EQ(AnimationEffectReadOnly::PhaseActive, animationNode->getPhase());
EXPECT_TRUE(animationNode->isInPlay());
EXPECT_TRUE(animationNode->isCurrent());
EXPECT_TRUE(animationNode->isInEffect());
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(2, animationNode->activeDurationInternal());
EXPECT_EQ(0, animationNode->progress());
animationNode->updateInheritedTime(1);
EXPECT_EQ(AnimationEffectReadOnly::PhaseActive, animationNode->getPhase());
EXPECT_TRUE(animationNode->isInPlay());
EXPECT_TRUE(animationNode->isCurrent());
EXPECT_TRUE(animationNode->isInEffect());
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(2, animationNode->activeDurationInternal());
EXPECT_EQ(0.5, animationNode->progress());
animationNode->updateInheritedTime(2);
EXPECT_EQ(AnimationEffectReadOnly::PhaseAfter, animationNode->getPhase());
EXPECT_FALSE(animationNode->isInPlay());
EXPECT_FALSE(animationNode->isCurrent());
EXPECT_TRUE(animationNode->isInEffect());
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(2, animationNode->activeDurationInternal());
EXPECT_EQ(1, animationNode->progress());
animationNode->updateInheritedTime(3);
EXPECT_EQ(AnimationEffectReadOnly::PhaseAfter, animationNode->getPhase());
EXPECT_FALSE(animationNode->isInPlay());
EXPECT_FALSE(animationNode->isCurrent());
EXPECT_TRUE(animationNode->isInEffect());
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(2, animationNode->activeDurationInternal());
EXPECT_EQ(1, animationNode->progress());
}
TEST(AnimationAnimationEffectReadOnlyTest, FillAuto) {
Timing timing;
timing.iterationDuration = 1;
TestAnimationEffectReadOnly* animationNode =
TestAnimationEffectReadOnly::create(timing);
animationNode->updateInheritedTime(-1);
EXPECT_EQ(0, animationNode->progress());
animationNode->updateInheritedTime(2);
EXPECT_EQ(1, animationNode->progress());
}
TEST(AnimationAnimationEffectReadOnlyTest, FillForwards) {
Timing timing;
timing.iterationDuration = 1;
timing.fillMode = Timing::FillMode::FORWARDS;
TestAnimationEffectReadOnly* animationNode =
TestAnimationEffectReadOnly::create(timing);
animationNode->updateInheritedTime(-1);
EXPECT_TRUE(isNull(animationNode->progress()));
animationNode->updateInheritedTime(2);
EXPECT_EQ(1, animationNode->progress());
}
TEST(AnimationAnimationEffectReadOnlyTest, FillBackwards) {
Timing timing;
timing.iterationDuration = 1;
timing.fillMode = Timing::FillMode::BACKWARDS;
TestAnimationEffectReadOnly* animationNode =
TestAnimationEffectReadOnly::create(timing);
animationNode->updateInheritedTime(-1);
EXPECT_EQ(0, animationNode->progress());
animationNode->updateInheritedTime(2);
EXPECT_TRUE(isNull(animationNode->progress()));
}
TEST(AnimationAnimationEffectReadOnlyTest, FillBoth) {
Timing timing;
timing.iterationDuration = 1;
timing.fillMode = Timing::FillMode::BOTH;
TestAnimationEffectReadOnly* animationNode =
TestAnimationEffectReadOnly::create(timing);
animationNode->updateInheritedTime(-1);
EXPECT_EQ(0, animationNode->progress());
animationNode->updateInheritedTime(2);
EXPECT_EQ(1, animationNode->progress());
}
TEST(AnimationAnimationEffectReadOnlyTest, StartDelay) {
Timing timing;
timing.iterationDuration = 1;
timing.fillMode = Timing::FillMode::FORWARDS;
timing.startDelay = 0.5;
TestAnimationEffectReadOnly* animationNode =
TestAnimationEffectReadOnly::create(timing);
animationNode->updateInheritedTime(0);
EXPECT_TRUE(isNull(animationNode->progress()));
animationNode->updateInheritedTime(0.5);
EXPECT_EQ(0, animationNode->progress());
animationNode->updateInheritedTime(1.5);
EXPECT_EQ(1, animationNode->progress());
}
TEST(AnimationAnimationEffectReadOnlyTest, ZeroIteration) {
Timing timing;
timing.iterationDuration = 1;
timing.fillMode = Timing::FillMode::FORWARDS;
timing.iterationCount = 0;
TestAnimationEffectReadOnly* animationNode =
TestAnimationEffectReadOnly::create(timing);
animationNode->updateInheritedTime(-1);
EXPECT_EQ(0, animationNode->activeDurationInternal());
EXPECT_TRUE(isNull(animationNode->currentIteration()));
EXPECT_TRUE(isNull(animationNode->progress()));
animationNode->updateInheritedTime(0);
EXPECT_EQ(0, animationNode->activeDurationInternal());
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->progress());
}
TEST(AnimationAnimationEffectReadOnlyTest, InfiniteIteration) {
Timing timing;
timing.iterationDuration = 1;
timing.fillMode = Timing::FillMode::FORWARDS;
timing.iterationCount = std::numeric_limits<double>::infinity();
TestAnimationEffectReadOnly* animationNode =
TestAnimationEffectReadOnly::create(timing);
animationNode->updateInheritedTime(-1);
EXPECT_TRUE(isNull(animationNode->currentIteration()));
EXPECT_TRUE(isNull(animationNode->progress()));
EXPECT_EQ(std::numeric_limits<double>::infinity(),
animationNode->activeDurationInternal());
animationNode->updateInheritedTime(0);
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->progress());
}
TEST(AnimationAnimationEffectReadOnlyTest, Iteration) {
Timing timing;
timing.iterationCount = 2;
timing.iterationDuration = 2;
TestAnimationEffectReadOnly* animationNode =
TestAnimationEffectReadOnly::create(timing);
animationNode->updateInheritedTime(0);
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->progress());
animationNode->updateInheritedTime(1);
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0.5, animationNode->progress());
animationNode->updateInheritedTime(2);
EXPECT_EQ(1, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->progress());
animationNode->updateInheritedTime(2);
EXPECT_EQ(1, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->progress());
animationNode->updateInheritedTime(5);
EXPECT_EQ(1, animationNode->currentIteration());
EXPECT_EQ(1, animationNode->progress());
}
TEST(AnimationAnimationEffectReadOnlyTest, IterationStart) {
Timing timing;
timing.iterationStart = 1.2;
timing.iterationCount = 2.2;
timing.iterationDuration = 1;
timing.fillMode = Timing::FillMode::BOTH;
TestAnimationEffectReadOnly* animationNode =
TestAnimationEffectReadOnly::create(timing);
animationNode->updateInheritedTime(-1);
EXPECT_EQ(1, animationNode->currentIteration());
EXPECT_NEAR(0.2, animationNode->progress(), 0.000000000000001);
animationNode->updateInheritedTime(0);
EXPECT_EQ(1, animationNode->currentIteration());
EXPECT_NEAR(0.2, animationNode->progress(), 0.000000000000001);
animationNode->updateInheritedTime(10);
EXPECT_EQ(3, animationNode->currentIteration());
EXPECT_NEAR(0.4, animationNode->progress(), 0.000000000000001);
}
TEST(AnimationAnimationEffectReadOnlyTest, IterationAlternate) {
Timing timing;
timing.iterationCount = 10;
timing.iterationDuration = 1;
timing.direction = Timing::PlaybackDirection::ALTERNATE_NORMAL;
TestAnimationEffectReadOnly* animationNode =
TestAnimationEffectReadOnly::create(timing);
animationNode->updateInheritedTime(0.75);
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0.75, animationNode->progress());
animationNode->updateInheritedTime(1.75);
EXPECT_EQ(1, animationNode->currentIteration());
EXPECT_EQ(0.25, animationNode->progress());
animationNode->updateInheritedTime(2.75);
EXPECT_EQ(2, animationNode->currentIteration());
EXPECT_EQ(0.75, animationNode->progress());
}
TEST(AnimationAnimationEffectReadOnlyTest, IterationAlternateReverse) {
Timing timing;
timing.iterationCount = 10;
timing.iterationDuration = 1;
timing.direction = Timing::PlaybackDirection::ALTERNATE_REVERSE;
TestAnimationEffectReadOnly* animationNode =
TestAnimationEffectReadOnly::create(timing);
animationNode->updateInheritedTime(0.75);
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0.25, animationNode->progress());
animationNode->updateInheritedTime(1.75);
EXPECT_EQ(1, animationNode->currentIteration());
EXPECT_EQ(0.75, animationNode->progress());
animationNode->updateInheritedTime(2.75);
EXPECT_EQ(2, animationNode->currentIteration());
EXPECT_EQ(0.25, animationNode->progress());
}
TEST(AnimationAnimationEffectReadOnlyTest, ZeroDurationSanity) {
Timing timing;
TestAnimationEffectReadOnly* animationNode =
TestAnimationEffectReadOnly::create(timing);
animationNode->updateInheritedTime(0);
EXPECT_EQ(AnimationEffectReadOnly::PhaseAfter, animationNode->getPhase());
EXPECT_FALSE(animationNode->isInPlay());
EXPECT_FALSE(animationNode->isCurrent());
EXPECT_TRUE(animationNode->isInEffect());
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->activeDurationInternal());
EXPECT_EQ(1, animationNode->progress());
animationNode->updateInheritedTime(1);
EXPECT_EQ(AnimationEffectReadOnly::PhaseAfter, animationNode->getPhase());
EXPECT_FALSE(animationNode->isInPlay());
EXPECT_FALSE(animationNode->isCurrent());
EXPECT_TRUE(animationNode->isInEffect());
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->activeDurationInternal());
EXPECT_EQ(1, animationNode->progress());
}
TEST(AnimationAnimationEffectReadOnlyTest, ZeroDurationFillForwards) {
Timing timing;
timing.fillMode = Timing::FillMode::FORWARDS;
TestAnimationEffectReadOnly* animationNode =
TestAnimationEffectReadOnly::create(timing);
animationNode->updateInheritedTime(-1);
EXPECT_TRUE(isNull(animationNode->progress()));
animationNode->updateInheritedTime(0);
EXPECT_EQ(1, animationNode->progress());
animationNode->updateInheritedTime(1);
EXPECT_EQ(1, animationNode->progress());
}
TEST(AnimationAnimationEffectReadOnlyTest, ZeroDurationFillBackwards) {
Timing timing;
timing.fillMode = Timing::FillMode::BACKWARDS;
TestAnimationEffectReadOnly* animationNode =
TestAnimationEffectReadOnly::create(timing);
animationNode->updateInheritedTime(-1);
EXPECT_EQ(0, animationNode->progress());
animationNode->updateInheritedTime(0);
EXPECT_TRUE(isNull(animationNode->progress()));
animationNode->updateInheritedTime(1);
EXPECT_TRUE(isNull(animationNode->progress()));
}
TEST(AnimationAnimationEffectReadOnlyTest, ZeroDurationFillBoth) {
Timing timing;
timing.fillMode = Timing::FillMode::BOTH;
TestAnimationEffectReadOnly* animationNode =
TestAnimationEffectReadOnly::create(timing);
animationNode->updateInheritedTime(-1);
EXPECT_EQ(0, animationNode->progress());
animationNode->updateInheritedTime(0);
EXPECT_EQ(1, animationNode->progress());
animationNode->updateInheritedTime(1);
EXPECT_EQ(1, animationNode->progress());
}
TEST(AnimationAnimationEffectReadOnlyTest, ZeroDurationStartDelay) {
Timing timing;
timing.fillMode = Timing::FillMode::FORWARDS;
timing.startDelay = 0.5;
TestAnimationEffectReadOnly* animationNode =
TestAnimationEffectReadOnly::create(timing);
animationNode->updateInheritedTime(0);
EXPECT_TRUE(isNull(animationNode->progress()));
animationNode->updateInheritedTime(0.5);
EXPECT_EQ(1, animationNode->progress());
animationNode->updateInheritedTime(1.5);
EXPECT_EQ(1, animationNode->progress());
}
TEST(AnimationAnimationEffectReadOnlyTest, ZeroDurationIterationStartAndCount) {
Timing timing;
timing.iterationStart = 0.1;
timing.iterationCount = 0.2;
timing.fillMode = Timing::FillMode::BOTH;
timing.startDelay = 0.3;
TestAnimationEffectReadOnly* animationNode =
TestAnimationEffectReadOnly::create(timing);
animationNode->updateInheritedTime(0);
EXPECT_EQ(0.1, animationNode->progress());
animationNode->updateInheritedTime(0.3);
EXPECT_DOUBLE_EQ(0.3, animationNode->progress());
animationNode->updateInheritedTime(1);
EXPECT_DOUBLE_EQ(0.3, animationNode->progress());
}
// FIXME: Needs specification work.
TEST(AnimationAnimationEffectReadOnlyTest, ZeroDurationInfiniteIteration) {
Timing timing;
timing.fillMode = Timing::FillMode::FORWARDS;
timing.iterationCount = std::numeric_limits<double>::infinity();
TestAnimationEffectReadOnly* animationNode =
TestAnimationEffectReadOnly::create(timing);
animationNode->updateInheritedTime(-1);
EXPECT_EQ(0, animationNode->activeDurationInternal());
EXPECT_TRUE(isNull(animationNode->currentIteration()));
EXPECT_TRUE(isNull(animationNode->progress()));
animationNode->updateInheritedTime(0);
EXPECT_EQ(0, animationNode->activeDurationInternal());
EXPECT_EQ(std::numeric_limits<double>::infinity(),
animationNode->currentIteration());
EXPECT_EQ(1, animationNode->progress());
}
TEST(AnimationAnimationEffectReadOnlyTest, ZeroDurationIteration) {
Timing timing;
timing.fillMode = Timing::FillMode::FORWARDS;
timing.iterationCount = 2;
TestAnimationEffectReadOnly* animationNode =
TestAnimationEffectReadOnly::create(timing);
animationNode->updateInheritedTime(-1);
EXPECT_TRUE(isNull(animationNode->currentIteration()));
EXPECT_TRUE(isNull(animationNode->progress()));
animationNode->updateInheritedTime(0);
EXPECT_EQ(1, animationNode->currentIteration());
EXPECT_EQ(1, animationNode->progress());
animationNode->updateInheritedTime(1);
EXPECT_EQ(1, animationNode->currentIteration());
EXPECT_EQ(1, animationNode->progress());
}
TEST(AnimationAnimationEffectReadOnlyTest, ZeroDurationIterationStart) {
Timing timing;
timing.iterationStart = 1.2;
timing.iterationCount = 2.2;
timing.fillMode = Timing::FillMode::BOTH;
TestAnimationEffectReadOnly* animationNode =
TestAnimationEffectReadOnly::create(timing);
animationNode->updateInheritedTime(-1);
EXPECT_EQ(1, animationNode->currentIteration());
EXPECT_NEAR(0.2, animationNode->progress(), 0.000000000000001);
animationNode->updateInheritedTime(0);
EXPECT_EQ(3, animationNode->currentIteration());
EXPECT_NEAR(0.4, animationNode->progress(), 0.000000000000001);
animationNode->updateInheritedTime(10);
EXPECT_EQ(3, animationNode->currentIteration());
EXPECT_NEAR(0.4, animationNode->progress(), 0.000000000000001);
}
TEST(AnimationAnimationEffectReadOnlyTest, ZeroDurationIterationAlternate) {
Timing timing;
timing.fillMode = Timing::FillMode::FORWARDS;
timing.iterationCount = 2;
timing.direction = Timing::PlaybackDirection::ALTERNATE_NORMAL;
TestAnimationEffectReadOnly* animationNode =
TestAnimationEffectReadOnly::create(timing);
animationNode->updateInheritedTime(-1);
EXPECT_TRUE(isNull(animationNode->currentIteration()));
EXPECT_TRUE(isNull(animationNode->progress()));
animationNode->updateInheritedTime(0);
EXPECT_EQ(1, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->progress());
animationNode->updateInheritedTime(1);
EXPECT_EQ(1, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->progress());
}
TEST(AnimationAnimationEffectReadOnlyTest,
ZeroDurationIterationAlternateReverse) {
Timing timing;
timing.fillMode = Timing::FillMode::FORWARDS;
timing.iterationCount = 2;
timing.direction = Timing::PlaybackDirection::ALTERNATE_REVERSE;
TestAnimationEffectReadOnly* animationNode =
TestAnimationEffectReadOnly::create(timing);
animationNode->updateInheritedTime(-1);
EXPECT_TRUE(isNull(animationNode->currentIteration()));
EXPECT_TRUE(isNull(animationNode->progress()));
animationNode->updateInheritedTime(0);
EXPECT_EQ(1, animationNode->currentIteration());
EXPECT_EQ(1, animationNode->progress());
animationNode->updateInheritedTime(1);
EXPECT_EQ(1, animationNode->currentIteration());
EXPECT_EQ(1, animationNode->progress());
}
TEST(AnimationAnimationEffectReadOnlyTest, InfiniteDurationSanity) {
Timing timing;
timing.iterationDuration = std::numeric_limits<double>::infinity();
timing.iterationCount = 1;
TestAnimationEffectReadOnly* animationNode =
TestAnimationEffectReadOnly::create(timing);
animationNode->updateInheritedTime(0);
EXPECT_EQ(std::numeric_limits<double>::infinity(),
animationNode->activeDurationInternal());
EXPECT_EQ(AnimationEffectReadOnly::PhaseActive, animationNode->getPhase());
EXPECT_TRUE(animationNode->isInPlay());
EXPECT_TRUE(animationNode->isCurrent());
EXPECT_TRUE(animationNode->isInEffect());
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->progress());
animationNode->updateInheritedTime(1);
EXPECT_EQ(std::numeric_limits<double>::infinity(),
animationNode->activeDurationInternal());
EXPECT_EQ(AnimationEffectReadOnly::PhaseActive, animationNode->getPhase());
EXPECT_TRUE(animationNode->isInPlay());
EXPECT_TRUE(animationNode->isCurrent());
EXPECT_TRUE(animationNode->isInEffect());
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->progress());
}
// FIXME: Needs specification work.
TEST(AnimationAnimationEffectReadOnlyTest, InfiniteDurationZeroIterations) {
Timing timing;
timing.iterationDuration = std::numeric_limits<double>::infinity();
timing.iterationCount = 0;
TestAnimationEffectReadOnly* animationNode =
TestAnimationEffectReadOnly::create(timing);
animationNode->updateInheritedTime(0);
EXPECT_EQ(0, animationNode->activeDurationInternal());
EXPECT_EQ(AnimationEffectReadOnly::PhaseAfter, animationNode->getPhase());
EXPECT_FALSE(animationNode->isInPlay());
EXPECT_FALSE(animationNode->isCurrent());
EXPECT_TRUE(animationNode->isInEffect());
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->progress());
animationNode->updateInheritedTime(1);
EXPECT_EQ(AnimationEffectReadOnly::PhaseAfter, animationNode->getPhase());
EXPECT_EQ(AnimationEffectReadOnly::PhaseAfter, animationNode->getPhase());
EXPECT_FALSE(animationNode->isInPlay());
EXPECT_FALSE(animationNode->isCurrent());
EXPECT_TRUE(animationNode->isInEffect());
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->progress());
}
TEST(AnimationAnimationEffectReadOnlyTest, InfiniteDurationInfiniteIterations) {
Timing timing;
timing.iterationDuration = std::numeric_limits<double>::infinity();
timing.iterationCount = std::numeric_limits<double>::infinity();
TestAnimationEffectReadOnly* animationNode =
TestAnimationEffectReadOnly::create(timing);
animationNode->updateInheritedTime(0);
EXPECT_EQ(std::numeric_limits<double>::infinity(),
animationNode->activeDurationInternal());
EXPECT_EQ(AnimationEffectReadOnly::PhaseActive, animationNode->getPhase());
EXPECT_TRUE(animationNode->isInPlay());
EXPECT_TRUE(animationNode->isCurrent());
EXPECT_TRUE(animationNode->isInEffect());
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->progress());
animationNode->updateInheritedTime(1);
EXPECT_EQ(std::numeric_limits<double>::infinity(),
animationNode->activeDurationInternal());
EXPECT_EQ(AnimationEffectReadOnly::PhaseActive, animationNode->getPhase());
EXPECT_TRUE(animationNode->isInPlay());
EXPECT_TRUE(animationNode->isCurrent());
EXPECT_TRUE(animationNode->isInEffect());
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->progress());
}
TEST(AnimationAnimationEffectReadOnlyTest, InfiniteDurationZeroPlaybackRate) {
Timing timing;
timing.iterationDuration = std::numeric_limits<double>::infinity();
timing.playbackRate = 0;
TestAnimationEffectReadOnly* animationNode =
TestAnimationEffectReadOnly::create(timing);
animationNode->updateInheritedTime(0);
EXPECT_EQ(std::numeric_limits<double>::infinity(),
animationNode->activeDurationInternal());
EXPECT_EQ(AnimationEffectReadOnly::PhaseActive, animationNode->getPhase());
EXPECT_TRUE(animationNode->isInPlay());
EXPECT_TRUE(animationNode->isCurrent());
EXPECT_TRUE(animationNode->isInEffect());
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->progress());
animationNode->updateInheritedTime(std::numeric_limits<double>::infinity());
EXPECT_EQ(std::numeric_limits<double>::infinity(),
animationNode->activeDurationInternal());
EXPECT_EQ(AnimationEffectReadOnly::PhaseAfter, animationNode->getPhase());
EXPECT_FALSE(animationNode->isInPlay());
EXPECT_FALSE(animationNode->isCurrent());
EXPECT_TRUE(animationNode->isInEffect());
EXPECT_EQ(0, animationNode->currentIteration());
EXPECT_EQ(0, animationNode->progress());
}
TEST(AnimationAnimationEffectReadOnlyTest, EndTime) {
Timing timing;
timing.startDelay = 1;
timing.endDelay = 2;
timing.iterationDuration = 4;
timing.iterationCount = 2;
TestAnimationEffectReadOnly* animationNode =
TestAnimationEffectReadOnly::create(timing);
EXPECT_EQ(11, animationNode->endTimeInternal());
}
TEST(AnimationAnimationEffectReadOnlyTest, Events) {
Timing timing;
timing.iterationDuration = 1;
timing.fillMode = Timing::FillMode::FORWARDS;
timing.iterationCount = 2;
timing.startDelay = 1;
TestAnimationEffectReadOnly* animationNode =
TestAnimationEffectReadOnly::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(AnimationAnimationEffectReadOnlyTest, TimeToEffectChange) {
Timing timing;
timing.iterationDuration = 1;
timing.fillMode = Timing::FillMode::FORWARDS;
timing.iterationStart = 0.2;
timing.iterationCount = 2.5;
timing.startDelay = 1;
timing.direction = Timing::PlaybackDirection::ALTERNATE_NORMAL;
TestAnimationEffectReadOnly* animationNode =
TestAnimationEffectReadOnly::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(AnimationEffectReadOnly::PhaseActive, animationNode->getPhase());
EXPECT_EQ(3.4, animationNode->takeLocalTime());
EXPECT_TRUE(std::isinf(animationNode->takeTimeToNextIteration()));
// Item has finished.
animationNode->updateInheritedTime(3.5);
EXPECT_EQ(AnimationEffectReadOnly::PhaseAfter, animationNode->getPhase());
EXPECT_EQ(3.5, animationNode->takeLocalTime());
EXPECT_TRUE(std::isinf(animationNode->takeTimeToNextIteration()));
}
} // namespace blink