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LayerStatesTest.coffee
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LayerStatesTest.coffee
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assert = require "assert"
{expect} = require "chai"
initialStateName = "default"
describe "LayerStates", ->
describe "Events", ->
beforeEach ->
@layer = new Layer()
@layer.states.a = {x:100, y:100}
@layer.states.b = {x:200, y:200}
it "should emit willSwitch when switching", (done) ->
test = (previous, current, states) =>
previous.should.equal initialStateName
current.should.equal 'a'
@layer.states.current.should.equal @layer.states.initial
@layer.states.currentName.should.equal initialStateName
done()
@layer.on Events.StateWillSwitch, test
@layer.animate 'a', instant: true
it "should emit didSwitch when switching", (done) ->
test = (previous, current, states) =>
previous.should.equal initialStateName
current.should.equal 'a'
@layer.states.currentName.should.equal 'a'
@layer.states.current.should.equal @layer.states.a
done()
@layer.on Events.StateDidSwitch, test
@layer.animate 'a', instant: true
describe "Defaults", ->
it "should set defaults", ->
layer = new Layer
layer.states.test = {x:123}
animation = layer.animate "test"
animation.options.curve.should.equal Framer.Defaults.Animation.curve
Framer.Defaults.Animation =
curve: "spring(1, 2, 3)"
layer = new Layer
layer.states.test = {x:456}
animation = layer.animate "test"
animation.options.curve.should.equal "spring(1, 2, 3)"
Framer.resetDefaults()
describe "Adding", ->
describe "when setting multiple states", ->
it "should override existing states", ->
layer = new Layer
layer.states.test = x: 100
layer.states =
stateA: x:200
stateB: scale: 0.5
assert.deepEqual layer.stateNames, [initialStateName,'stateA','stateB']
it "should reset the previous and current states", ->
layer = new Layer
layer.states.test = x: 100
layer.switchInstant 'test'
layer.states =
stateA: x:200
stateB: scale: 0.5
assert.equal layer.states.previousName, null
layer.states.currentName.should.equal initialStateName
describe "Switch", ->
it "should switch instant", ->
layer = new Layer
layer.states =
stateA:
x:123
stateB:
y:123
options:
instant: true
layer.switchInstant "stateA"
layer.states.currentName.should.equal "stateA"
layer.x.should.equal 123
layer.switchInstant "stateB"
layer.states.currentName.should.equal "stateB"
layer.y.should.equal 123
it "should not change html when using switch instant", ->
layer = new Layer
html: "fff"
layer.states.stateA = {x: 100}
layer.animate 'stateA', instant: true
layer.html.should.equal "fff"
it "should switch non animatable properties", ->
layer = new Layer
layer.states.stateA = {x: 100, image:"static/test2.png"}
layer.animate 'stateA', instant: true
layer.x.should.equal 100
layer.image.should.equal "static/test2.png"
it "should not convert html to a color value if used in a state", ->
layer = new Layer
layer.states.stateA = {x: 100, html: 'aaa'}
layer.animate 'stateA', instant: true
layer.html.should.equal "aaa"
it "should not change style when going back to initial", ->
layer = new Layer
layer.style.fontFamily = "Arial"
layer.style.fontFamily.should.equal "Arial"
layer.states =
test: {x: 500}
layer.animate "test", instant: true
layer.x.should.equal 500
layer.style.fontFamily = "Helvetica"
layer.style.fontFamily.should.equal "Helvetica"
layer.animate initialStateName, instant: true
layer.x.should.equal 0
layer.style.fontFamily.should.equal "Helvetica"
it "should be a no-op to change to the current state", ->
layer = new Layer
layer.states.stateA = {x: 100}
layer.switchInstant 'stateA'
animation = layer.animate 'stateA', time: 0.05
assert.equal(animation,null)
it "should change to a state when the properties defined are not the current", (done) ->
layer = new Layer
layer.states.stateA = {x: 100}
layer.switchInstant 'stateA'
layer.x = 150
layer.onStateDidSwitch ->
layer.x.should.equal 100
done()
animation = layer.animate 'stateA', time: 0.05
describe "Properties", ->
it "should bring back the 'initial' state values when using 'animateToNextState'", (done) ->
layer = new Layer
layer.states =
stateA: {x:100, rotation: 90, options: time: 0.05}
stateB: {x:200, rotation: 180, options: time: 0.05}
layer.x.should.equal 0
ready = (animation, layer) ->
switch layer.states.currentName
when "stateA"
layer.x.should.equal 100
layer.rotation.should.equal 90
layer.animateToNextState()
when "stateB"
layer.x.should.equal 200
layer.rotation.should.equal 180
layer.animateToNextState(time: 0.05)
when initialStateName
layer.x.should.equal 0
layer.rotation.should.equal 0
done()
layer.on Events.AnimationEnd, ready
layer.animateToNextState()
it "should bring cycle when using 'animateToNextState'", (done) ->
layer = new Layer
layer.states.stateA =
x: 302
y: 445
layer.x.should.equal 0
count = 0
ready = (animation, layer) ->
if count == 4
done()
return
count++
switch layer.states.currentName
when "stateA"
layer.x.should.equal 302
layer.y.should.equal 445
layer.animateToNextState(time: 0.05)
when initialStateName
layer.x.should.equal 0
layer.rotation.should.equal 0
layer.animateToNextState(time: 0.05)
layer.on Events.AnimationEnd, ready
layer.animateToNextState(time: 0.05)
it "ignoreEvents should not be part of the initial state", ->
layer = new Layer
layer.states.stateA =
backgroundColor: "rgba(255,0,255,1)"
layer.onClick ->
layer.animateToNextState()
layer.x.should.equal 0
layer.animateToNextState(instant: true)
layer.animateToNextState(instant: true)
layer.animateToNextState(instant: true)
layer.ignoreEvents.should.equal false
it "should set scroll property", ->
layer = new Layer
layer.states =
stateA: {scroll:true}
stateB: {scroll:false}
layer.animate "stateA", instant: true
layer.scroll.should.equal true
layer.animate "stateB", instant: true
layer.scroll.should.equal false
layer.animate "stateA", instant: true
layer.scroll.should.equal true
it "should set non numeric properties with animation", (done) ->
layer = new Layer
layer.states =
stateA: {scroll:true, backgroundColor:"red"}
layer.scroll.should.equal false
layer.on Events.StateDidSwitch, ->
layer.scroll.should.equal true
layer.style.backgroundColor.should.equal new Color("red").toString()
done()
layer.animate "stateA"
it "should set non and numeric properties with animation", (done) ->
layer = new Layer
layer.states =
stateA: {x:200, backgroundColor:"red"}
# layer.scroll.should.equal false
layer.x.should.equal 0
layer.on Events.StateDidSwitch, ->
# layer.scroll.should.equal true
layer.x.should.equal 200
layer.style.backgroundColor.should.equal new Color("red").toString()
done()
layer.animate "stateA", {curve:"linear", time:0.1}
it "should restore the initial state when using non exportable properties", ->
layer = new Layer
layer.states =
stateA: {midX:200}
layer.x.should.equal 0
layer.animate "stateA", instant: true
layer.x.should.equal 200 - (layer.width // 2)
layer.animate initialStateName, instant: true
layer.x.should.equal 0
it "should set the parent", ->
layerA = new Layer
layerB = new Layer
parent: layerA
layerC = new Layer
layerB.states =
noParent:
parent: null
parentC:
parent: layerC
assert.equal(layerB.parent, layerA)
layerB.animate "parentC", instant: true
assert.equal(layerB.parent, layerC)
layerB.animate "noParent", instant: true
assert.equal(layerB.parent, null)
layerB.animate initialStateName, instant: true
# assert.equal(layerB.parent, layerA)
it "should set the current and previous states when switching", ->
layer = new Layer
layer.states =
first: x: 100, options: instant: true
second: y: 200, options: instant: true
assert.equal(layer.states.previous, null)
assert.equal(layer.states.current, layer.states.initial)
layer.animate 'first'
assert.equal(layer.states.previous, layer.states.initial)
layer.states.current.should.equal layer.states.first
layer.x.should.equal 100
layer.animate 'second'
assert.equal(layer.states.previous, layer.states.first)
layer.states.current.should.equal layer.states.second
layer.y.should.equal 200
it "should set the initial state when creating a Layer", ->
layer = new Layer
layer.states.currentName.should.equal initialStateName
layer.states.initial.x.should.equal 0
assert.deepEqual layer.stateNames, [initialStateName]
it "should listen to options provided to animateToNextState", ->
layer = new Layer
layer.states =
stateA: x: 300
stateB: y: 300
animation = layer.animateToNextState ['stateA','stateB'],
curve: "linear"
animation.options.curve.should.equal 'linear'
it "should correctly switch to next state without using an array animateToNextState", ->
layer = new Layer
layer.states =
stateA: x: 300
stateB: y: 300
layer.animateToNextState 'stateA','stateB'
layer.states.currentName.should.equal 'stateA'
layer.animateToNextState 'stateA','stateB'
layer.states.currentName.should.equal 'stateB'
layer.animateToNextState 'stateA','stateB'
layer.states.currentName.should.equal 'stateA'
it "should listen to options provided to animateToNextState when no states are provided", ->
layer = new Layer
layer.states.test = x: 300
animation = layer.animateToNextState
curve: "linear"
animation.options.curve.should.equal 'linear'
it "should throw an error when you try to override a special state", ->
layer = new Layer
throwing = ->
layer.states.initial = x: 300
expect(throwing).to.throw(/You can't override special state 'initial'/)
it "should throw an error when one fo the states is a special state", ->
layer = new Layer
throwing = ->
layer.states =
state: y: 10
previous: x: 300
expect(throwing).to.throw(/You can't override special state 'previous'/)
describe "Options", ->
it "should listen to layer.options", ->
layer = new Layer
layer.animationOptions =
time: 4
animation = layer.animate
x: 100
animation.options.time.should.equal 4
describe "Backwards compatibility", ->
it "should still support layer.states.add", ->
layer = new Layer
layer.states.add
stateA: x: 200
stateB: scale: 0.5
assert.deepEqual layer.stateNames, [initialStateName,'stateA','stateB']
assert.deepEqual layer.states.stateA, x: 200
assert.deepEqual layer.states.stateB, scale: 0.5
it "should still support layer.states.remove", ->
layer = new Layer
layer.states =
stateA: x: 200
stateB: scale: 0.5
assert.deepEqual layer.stateNames, [initialStateName,'stateA','stateB']
layer.states.remove 'stateA'
assert.deepEqual layer.stateNames, [initialStateName,'stateB']
it "should still support layer.states.switch", (done) ->
layer = new Layer
layer.states =
stateA: x: 200
stateB: scale: 0.5
layer.onStateDidSwitch ->
assert.equal layer.states.currentName, 'stateA'
done()
layer.states.switch 'stateA'
it "should still support layer.states.switchInstant", ->
layer = new Layer
layer.states =
stateA: x: 200
stateB: scale: 0.5
layer.states.switchInstant 'stateB'
assert.equal layer.states.currentName, 'stateB'
it "should still support layer.states.all", ->
layer = new Layer
layer.states =
stateA: x: 200
stateB: scale: 0.5
assert.deepEqual layer.states.all, [initialStateName,'stateA','stateB']
it "should still support layer.states.states", ->
layer = new Layer
layer.states =
stateA: x: 200
stateB: scale: 0.5
assert.deepEqual layer.states.states, [initialStateName,'stateA','stateB']
it "should still support layer.states.animatingKeys", ->
layer = new Layer
layer.states =
stateA: x: 200, y: 300
stateB: scale: 0.5
assert.deepEqual layer.states.animatingKeys(), ["width", "height", "visible", "opacity", "clip", "scrollHorizontal", "scrollVertical", "x", "y", "z", "scaleX", "scaleY", "scaleZ", "scale", "skewX", "skewY", "skew", "originX", "originY", "originZ", "perspective", "perspectiveOriginX", "perspectiveOriginY", "rotationX", "rotationY", "rotationZ", "rotation", "blur", "brightness", "saturate", "hueRotate", "contrast", "invert", "grayscale", "sepia", "shadowX", "shadowY", "shadowBlur", "shadowSpread", "shadowColor", "backgroundColor", "color", "borderColor", "borderWidth", "force2d", "flat", "backfaceVisible", "name", "borderRadius", "html", "image", "scrollX", "scrollY", "mouseWheelSpeedMultiplier", "velocityThreshold", "constrained"]
delete layer.states[initialStateName]
assert.deepEqual layer.states.animatingKeys(), ["x","y","scale"]
it "should still support layer.states.next", (done) ->
layer = new Layer
layer.states =
stateA: x: 200
stateB: scale: 0.5
layer.onStateDidSwitch ->
assert.equal layer.states.currentName, 'stateA'
done()
layer.states.next()
it "should still support layer.states.last", (done) ->
layer = new Layer
layer.states =
stateA: x: 200
stateB: scale: 0.5
layer.switchInstant 'stateB'
layer.switchInstant 'stateA'
layer.switchInstant 'stateB'
layer.onStateDidSwitch ->
assert.equal layer.states.currentName, 'stateA'
done()
layer.states.last()
it "should still support layer.states.animationOptions", ->
layer = new Layer
layer.states =
stateA: x: 200
layer.states.animationOptions =
time: 4
animation = layer.animate "stateA"
animation.options.time.should.equal 4
it "should work when using one of the deprecated methods as statename", ->
layer = new Layer
layer.states =
add: x: 200
layer.animate "add", instant: true
assert.equal layer.states.add.x, 200
assert.equal layer.x, 200
it "should work when mixing old and new API's", ->
layerA = new Layer
layerA.states =
add: y: 100
next: x: 200
layerB = new Layer
layerB.states.add
a: y: 300
b: x: 400
layerA.animate "next", instant: true
layerA.animate "add", instant: true
assert.equal layerA.states.next.x, 200
assert.equal layerA.x, 200
assert.equal layerA.states.add.y, 100
assert.equal layerA.y, 100
layerB.states.next(instant: true)
layerB.states.next(instant: true)
assert.equal layerB.y, 300
assert.equal layerB.x, 400
describe "Events", ->
beforeEach ->
@layer = new Layer()
@layer.states.add("a", {x:100, y:100})
@layer.states.add("b", {x:200, y:200})
it "should emit willSwitch when switching", (done) ->
test = (previous, current, states) =>
previous.should.equal initialStateName
current.should.equal 'a'
@layer.states.state.should.equal initialStateName
done()
@layer.states.on 'willSwitch', test
@layer.states.switchInstant 'a'
it "should emit didSwitch when switching", (done) ->
test = (previous, current, states) =>
previous.should.equal initialStateName
current.should.equal 'a'
@layer.states.state.should.equal 'a'
done()
@layer.states.on 'didSwitch', test
@layer.states.switchInstant 'a'
describe "Defaults", ->
it "should set defaults", ->
layer = new Layer
layer.states.add "test", {x:123}
animation = layer.states.switch "test"
animation.options.curve.should.equal Framer.Defaults.Animation.curve
Framer.Defaults.Animation =
curve: "spring(1, 2, 3)"
layer = new Layer
layer.states.add "test", {x:456}
animation = layer.states.switch "test"
animation.options.curve.should.equal "spring(1, 2, 3)"
Framer.resetDefaults()