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import FIREFOX_52_6_0esr_RELEASE from mozilla-esr52 hg repo
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<!DOCTYPE html>
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<meta charset=utf-8>
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<title>Animation.reverse()</title>
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<link rel="help" href="https://w3c.github.io/web-animations/#dom-animation-reverse">
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<script src="/resources/testharness.js"></script>
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<script src="/resources/testharnessreport.js"></script>
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<script src="../../testcommon.js"></script>
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<body>
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<div id="log"></div>
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<script>
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"use strict";
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promise_test(function(t) {
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var div = createDiv(t);
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var animation = div.animate({}, {duration: 100 * MS_PER_SEC,
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iterations: Infinity});
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// Wait a frame because if currentTime is still 0 when we call
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// reverse(), it will throw (per spec).
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return animation.ready.then(waitForAnimationFrames(1)).then(function() {
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assert_greater_than_equal(animation.currentTime, 0,
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'currentTime expected to be greater than 0, one frame after starting');
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animation.currentTime = 50 * MS_PER_SEC;
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var previousPlaybackRate = animation.playbackRate;
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animation.reverse();
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assert_equals(animation.playbackRate, -previousPlaybackRate,
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'playbackRate should be inverted');
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});
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}, 'reverse() inverts playbackRate');
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promise_test(function(t) {
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var div = createDiv(t);
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var animation = div.animate({}, {duration: 100 * MS_PER_SEC,
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iterations: Infinity});
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animation.currentTime = 50 * MS_PER_SEC;
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animation.pause();
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return animation.ready.then(function() {
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animation.reverse();
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return animation.ready;
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}).then(function() {
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assert_equals(animation.playState, 'running',
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'Animation.playState should be "running" after reverse()');
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});
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}, 'reverse() starts to play when pausing animation');
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test(function(t) {
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var div = createDiv(t);
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var animation = div.animate({}, 100 * MS_PER_SEC);
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animation.currentTime = 50 * MS_PER_SEC;
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animation.reverse();
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assert_equals(animation.currentTime, 50 * MS_PER_SEC,
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'reverse() should not change the currentTime ' +
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'if the currentTime is in the middle of animation duration');
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}, 'reverse() maintains the same currentTime');
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test(function(t) {
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var div = createDiv(t);
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var animation = div.animate({}, 100 * MS_PER_SEC);
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animation.currentTime = 200 * MS_PER_SEC;
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animation.reverse();
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assert_equals(animation.currentTime, 100 * MS_PER_SEC,
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'reverse() should start playing from the animation effect end ' +
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'if the playbackRate > 0 and the currentTime > effect end');
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}, 'reverse() when playbackRate > 0 and currentTime > effect end');
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test(function(t) {
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var div = createDiv(t);
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var animation = div.animate({}, 100 * MS_PER_SEC);
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animation.currentTime = -200 * MS_PER_SEC;
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animation.reverse();
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assert_equals(animation.currentTime, 100 * MS_PER_SEC,
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'reverse() should start playing from the animation effect end ' +
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'if the playbackRate > 0 and the currentTime < 0');
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}, 'reverse() when playbackRate > 0 and currentTime < 0');
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test(function(t) {
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var div = createDiv(t);
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var animation = div.animate({}, 100 * MS_PER_SEC);
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animation.playbackRate = -1;
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animation.currentTime = -200 * MS_PER_SEC;
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animation.reverse();
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assert_equals(animation.currentTime, 0,
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'reverse() should start playing from the start of animation time ' +
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'if the playbackRate < 0 and the currentTime < 0');
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}, 'reverse() when playbackRate < 0 and currentTime < 0');
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test(function(t) {
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var div = createDiv(t);
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var animation = div.animate({}, 100 * MS_PER_SEC);
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animation.playbackRate = -1;
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animation.currentTime = 200 * MS_PER_SEC;
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animation.reverse();
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assert_equals(animation.currentTime, 0,
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'reverse() should start playing from the start of animation time ' +
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'if the playbackRate < 0 and the currentTime > effect end');
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}, 'reverse() when playbackRate < 0 and currentTime > effect end');
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test(function(t) {
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var div = createDiv(t);
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var animation = div.animate({}, {duration: 100 * MS_PER_SEC,
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iterations: Infinity});
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animation.currentTime = -200 * MS_PER_SEC;
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assert_throws('InvalidStateError',
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function () { animation.reverse(); },
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'reverse() should throw InvalidStateError ' +
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'if the playbackRate > 0 and the currentTime < 0 ' +
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'and the target effect is positive infinity');
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}, 'reverse() when playbackRate > 0 and currentTime < 0 ' +
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'and the target effect end is positive infinity');
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test(function(t) {
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var div = createDiv(t);
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var animation = div.animate({}, {duration: 100 * MS_PER_SEC,
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iterations: Infinity});
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animation.playbackRate = -1;
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animation.currentTime = -200 * MS_PER_SEC;
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animation.reverse();
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assert_equals(animation.currentTime, 0,
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'reverse() should start playing from the start of animation time ' +
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'if the playbackRate < 0 and the currentTime < 0 ' +
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'and the target effect is positive infinity');
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}, 'reverse() when playbackRate < 0 and currentTime < 0 ' +
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'and the target effect end is positive infinity');
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test(function(t) {
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var div = createDiv(t);
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var animation = div.animate({}, 100 * MS_PER_SEC);
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animation.playbackRate = 0;
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animation.currentTime = 50 * MS_PER_SEC;
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animation.reverse();
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assert_equals(animation.playbackRate, 0,
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'reverse() should preserve playbackRate if the playbackRate == 0');
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assert_equals(animation.currentTime, 50 * MS_PER_SEC,
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'reverse() should not affect the currentTime if the playbackRate == 0');
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t.done();
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}, 'reverse() when playbackRate == 0');
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test(function(t) {
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var div = createDiv(t);
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var animation =
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new Animation(new KeyframeEffect(div, null, 100 * MS_PER_SEC), null);
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assert_throws('InvalidStateError', function() { animation.reverse(); });
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}, 'Reversing an animation without an active timeline throws an ' +
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'InvalidStateError');
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</script>
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</body>
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