This patch also extends the tests for Element.getAnimations(). It doesn't
actually exercise the code added (it's not actually called yet since it doesn't
need to be for Element.getAnimations) but simply provides a useful regression
and interop test.
We have already resolved to make calling Finish() clear the pause state (see
https://lists.w3.org/Archives/Public/public-fx/2015AprJun/0038.html, item 2).
Doing that involves resolving the start time when the animation is paused.
Furthermore, as a separate change, we resolved to make the finished promise not
resolve when the animation is paused. That suggests making UpdateFinishedState()
only resolve the finished promise when PlayState() == Finished rather than using
IsFinished() which returns true even if the animation is paused.
However, if we compare PlayState() == Finished in UpdateFinishedState() then we
will *not* resolve the finished promise when the animation is play-pending since
PlayState() == Pending in that case (pause-pending is ok since the call to
SetCurrentTime will cause a transition to the Paused state). Furthermore, the
existing call to cancel the pending play task will effectively leave this
animation forever pending. Hence, in this patch we unconditionally fill in the
start time.
The point of making pausing async is to allow time to sync up the current time
with the compositor. Setting the current time manually should simply force it to
the specified time and complete the pause action, not abort it. (We do a similar
thing for a pending play. For a pending play we're waiting to establish
a suitable start time. Manually setting the start time in that case simply
forces the start time to the specified time and completes the play operation.)
Animation::ResumeAt contains an assertion that, when we exit the play-pending
state, checks we either have a resolved start time or a resolved hold time.
That's normally true but if we are aborting a pause on animation that is
finished we can end up with a resolved start time (since we don't clear the
start time when we're aborting a pause) and a resolved hold time (either
because the regular finishing behavior set one, or, because play() applied
auto-rewinding behavior and set it).
In that case we should actually respect the hold time and update the start time
when resuming the animation. However, ResumeAt won't update the start time if it
is already set.
This patch fixes that by clearing the start time in DoPlay in the case where we
are aborting a pause and have a hold time.
There are still some other references to "source" in AnimationPlayer such as
HasInPlayerSource and UpdateSourceContent. These are renamed in a subsequent
patch (that doesn't require DOM peer review).
We define KeyframeEffectReadonly in KeyframeEffect.cpp since Web Animations also
defines KeyframeEffect and when we come to implement that I expect we'll define
it in the same class, maybe even using the same object.
This patch also adds a few missing includes in places where
KeyframeEffectReadonly is used so that we're not just cargo-culting it in.
Most of this is fairly obvious. However, the addition of 'override' to
ElementPropertyTransition::Name() is not strictly necessary. It was simply added
because while making these changes I accidentally dropped the 'virtual' keyword
from the method in the superclass and the compiler didn't complain. Adding this
will hopefully make it harder to create the same bug in the future.
This patch (finally) puts pausing animations in the pending player map so that
they are resolved asynchronously.
Since this changes the pausing behavior this patch updates a number of tests so
that they continue to pass.
A number of animation tests assume that pausing happens instantaneously. This
patch adjust many of those tests so that they will continue to work when
pausing happens asynchronously. In many cases this is possible because we
know the ready promise on AnimationPlayer (soon to be Animation) objects will
be resolved so we can wait on it and it will resolve immediately now, but when
asynchronous pausing is introduced the test the promise won't resolve until
after the pause operation is complete.
There are some tests that can't be so easily adjusted and we will have to fix
these at the same time as we turn on async pausing. However, taking care of
this set of tests now should reduce the size of subsequent patches in this
series.
Now that we have separate tests for checking the initial state of startTime we
can remove these checks from tests for setting the startTime.
Also, while we're at it, we needn't check the playState and animationPlayState
since these should be covered by other tests.