Bug 1235723 - Part 1: Use longer duration to avoid finishing animations at some point. r?pbrosset
MozReview-Commit-ID: 22IjzWqcgNs
--- a/devtools/server/tests/browser/animation.html
+++ b/devtools/server/tests/browser/animation.html
@@ -12,39 +12,39 @@
.simple-animation {
display: inline-block;
width: 50px;
height: 50px;
border-radius: 50%;
background: red;
- animation: move 2s infinite;
+ animation: move 200s infinite;
}
.multiple-animations {
display: inline-block;
width: 50px;
height: 50px;
border-radius: 50%;
background: #eee;
- animation: move 2s infinite, glow 1s 5;
+ animation: move 200s infinite, glow 100s 5;
}
.transition {
display: inline-block;
width: 50px;
height: 50px;
border-radius: 50%;
background: #f06;
- transition: width 5s;
+ transition: width 500s;
}
.transition.get-round {
width: 200px;
}
.long-animation {
display: inline-block;
@@ -70,28 +70,28 @@
.delayed-animation {
display: inline-block;
width: 50px;
height: 50px;
border-radius: 50%;
background: rebeccapurple;
- animation: move 2s 5s infinite;
+ animation: move 200s 5s infinite;
}
.delayed-transition {
display: inline-block;
width: 50px;
height: 50px;
border-radius: 50%;
background: black;
- transition: width 5s 3s;
+ transition: width 500s 3s;
}
.delayed-transition.get-round {
width: 200px;
}
.delayed-multiple-animations {
display: inline-block;
@@ -106,17 +106,17 @@
.multiple-animations-2 {
display: inline-block;
width: 50px;
height: 50px;
border-radius: 50%;
background: blue;
- animation: move .5s, glow 1s 2s infinite, grow 3s 1s 100;
+ animation: move .5s, glow 100s 2s infinite, grow 300s 1s 100;
}
.all-transitions {
position: absolute;
top: 0;
right: 0;
width: 50px;
height: 50px;
--- a/devtools/server/tests/browser/browser_animation_getMultipleStates.js
+++ b/devtools/server/tests/browser/browser_animation_getMultipleStates.js
@@ -16,27 +16,27 @@ add_task(function*() {
yield closeDebuggerClient(client);
gBrowser.removeCurrentTab();
});
function* playerHasAnInitialState(walker, animations) {
let state = yield getAnimationStateForNode(walker, animations,
".delayed-multiple-animations", 0);
- ok(state.duration, 500,
+ ok(state.duration, 50000,
"The duration of the first animation is correct");
ok(state.iterationCount, 10,
"The iterationCount of the first animation is correct");
ok(state.delay, 1000,
"The delay of the first animation is correct");
state = yield getAnimationStateForNode(walker, animations,
".delayed-multiple-animations", 1);
- ok(state.duration, 1000,
+ ok(state.duration, 100000,
"The duration of the secon animation is correct");
ok(state.iterationCount, 30,
"The iterationCount of the secon animation is correct");
ok(state.delay, 750,
"The delay of the secon animation is correct");
}
function* getAnimationStateForNode(walker, animations, selector, playerIndex) {
--- a/devtools/server/tests/browser/browser_animation_getStateAfterFinished.js
+++ b/devtools/server/tests/browser/browser_animation_getStateAfterFinished.js
@@ -31,24 +31,24 @@ add_task(function*() {
yield new Promise(resolve => setTimeout(resolve, 1000));
info("And get the list again");
players = yield animations.getAnimationPlayersForNode(node);
}
is(players.length, 2, "2 animations remain on the node");
- is(players[0].state.duration, 1000,
+ is(players[0].state.duration, 100000,
"The duration of the first animation is correct");
is(players[0].state.delay, 2000,
"The delay of the first animation is correct");
is(players[0].state.iterationCount, null,
"The iterationCount of the first animation is correct");
- is(players[1].state.duration, 3000,
+ is(players[1].state.duration, 300000,
"The duration of the second animation is correct");
is(players[1].state.delay, 1000,
"The delay of the second animation is correct");
is(players[1].state.iterationCount, 100,
"The iterationCount of the second animation is correct");
yield closeDebuggerClient(client);
gBrowser.removeCurrentTab();
--- a/devtools/server/tests/browser/browser_animation_playerState.js
+++ b/devtools/server/tests/browser/browser_animation_playerState.js
@@ -39,41 +39,41 @@ function* playerHasAnInitialState(walker
}
function* playerStateIsCorrect(walker, animations) {
info("Checking the state of the simple animation");
let state = yield getAnimationStateForNode(walker, animations,
".simple-animation", 0);
is(state.name, "move", "Name is correct");
- is(state.duration, 2000, "Duration is correct");
+ is(state.duration, 200000, "Duration is correct");
// null = infinite count
is(state.iterationCount, null, "Iteration count is correct");
is(state.playState, "running", "PlayState is correct");
is(state.playbackRate, 1, "PlaybackRate is correct");
is(state.type, "cssanimation", "Type is correct");
info("Checking the state of the transition");
state = yield getAnimationStateForNode(walker, animations, ".transition", 0);
is(state.name, "width", "Transition name matches transition property");
- is(state.duration, 5000, "Transition duration is correct");
+ is(state.duration, 500000, "Transition duration is correct");
// transitions run only once
is(state.iterationCount, 1, "Transition iteration count is correct");
is(state.playState, "running", "Transition playState is correct");
is(state.playbackRate, 1, "Transition playbackRate is correct");
is(state.type, "csstransition", "Transition type is correct");
info("Checking the state of one of multiple animations on a node");
// Checking the 2nd player
state = yield getAnimationStateForNode(walker, animations,
".multiple-animations", 1);
is(state.name, "glow", "The 2nd animation's name is correct");
- is(state.duration, 1000, "The 2nd animation's duration is correct");
+ is(state.duration, 100000, "The 2nd animation's duration is correct");
is(state.iterationCount, 5, "The 2nd animation's iteration count is correct");
is(state.playState, "running", "The 2nd animation's playState is correct");
is(state.playbackRate, 1, "The 2nd animation's playbackRate is correct");
info("Checking the state of an animation with delay");
state = yield getAnimationStateForNode(walker, animations,
".delayed-animation", 0);