A cross-platform UI framework for .NET
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using System;
using System.Threading.Tasks;
using Avalonia.Animation;
using Avalonia.Controls;
using Avalonia.Styling;
using Xunit;
using Avalonia.Animation.Easings;
using System.Threading;
using System.Reactive.Linq;
using Avalonia.Data;
using Avalonia.Layout;
using Avalonia.UnitTests;
namespace Avalonia.Base.UnitTests.Animation
{
using Animation = Avalonia.Animation.Animation;
public class AnimationIterationTests
{
[Fact]
public void Check_KeyTime_Correctly_Converted_To_Cue()
{
var keyframe1 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 100d), }, KeyTime = TimeSpan.FromSeconds(0.5)
};
var keyframe2 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 0d), }, KeyTime = TimeSpan.FromSeconds(0)
};
var animation = new Animation() { Duration = TimeSpan.FromSeconds(1), Children = { keyframe2, keyframe1 } };
var border = new Border() { Height = 100d, Width = 100d };
var clock = new TestClock();
animation.RunAsync(border, clock, TestContext.Current.CancellationToken);
clock.Step(TimeSpan.Zero);
Assert.Equal(border.Width, 0d);
clock.Step(TimeSpan.FromSeconds(1));
Assert.Equal(border.Width, 100d);
}
[Fact]
public void Check_Initial_Inter_and_Trailing_Delay_Values()
{
var keyframe1 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 200d), }, Cue = new Cue(1d)
};
var keyframe2 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 100d), }, Cue = new Cue(0d)
};
var animation = new Animation()
{
Duration = TimeSpan.FromSeconds(3),
Delay = TimeSpan.FromSeconds(3),
DelayBetweenIterations = TimeSpan.FromSeconds(3),
IterationCount = new IterationCount(2),
Children = { keyframe2, keyframe1 }
};
var border = new Border() { Height = 100d, Width = 100d };
var clock = new TestClock();
var animationRun = animation.RunAsync(border, clock, TestContext.Current.CancellationToken);
border.Measure(Size.Infinity);
border.Arrange(new Rect(border.DesiredSize));
clock.Step(TimeSpan.Zero);
// Initial Delay.
clock.Step(TimeSpan.FromSeconds(0));
Assert.Equal(100d, border.Width);
clock.Step(TimeSpan.FromSeconds(6));
// First Inter-Iteration delay.
clock.Step(TimeSpan.FromSeconds(8));
Assert.Equal(border.Width, 200d);
// Trailing Delay should be non-existent.
clock.Step(TimeSpan.FromSeconds(14));
Assert.True(animationRun.Status == TaskStatus.RanToCompletion);
Assert.Equal(border.Width, 100d);
}
[Fact]
public void OnlyIfVisible_Pauses_Animation_When_IsEffectivelyVisible_Is_False()
{
var keyframe1 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 200d), }, Cue = new Cue(1d)
};
var keyframe2 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 150d), }, Cue = new Cue(0.5d)
};
var keyframe3 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 100d), }, Cue = new Cue(0d)
};
var animation = new Animation()
{
Duration = TimeSpan.FromSeconds(3),
Delay = TimeSpan.FromSeconds(3),
DelayBetweenIterations = TimeSpan.FromSeconds(3),
IterationCount = new IterationCount(2),
// Explicit opt-in: RunAsync (manual) with Auto resolves to Always,
// but this test specifically exercises the pause-on-invisible feature.
PlaybackBehavior = PlaybackBehavior.OnlyIfVisible,
Children = { keyframe1, keyframe2, keyframe3 }
};
var border = new Border() { Height = 100d, Width = 100d };
var clock = new TestClock();
var animationRun = animation.RunAsync(border, clock, TestContext.Current.CancellationToken);
border.Measure(Size.Infinity);
border.Arrange(new Rect(border.DesiredSize));
clock.Step(TimeSpan.Zero);
clock.Step(TimeSpan.FromSeconds(0));
Assert.Equal(100d, border.Width);
// Hide the border — this should pause the animation clock.
border.IsVisible = false;
clock.Step(TimeSpan.FromSeconds(4.5));
// Width should not change while invisible (animation is paused).
Assert.Equal(100d, border.Width);
// Show the border — animation resumes from where it left off.
border.IsVisible = true;
// The pause absorbed 4.5s of wall-clock time, so internal time = wall - 4.5.
// To reach internal time 6s (end of iteration 1, cue 1.0 -> width 200):
// wall = 4.5 + 6 = 10.5
clock.Step(TimeSpan.FromSeconds(10.5));
Assert.Equal(200d, border.Width);
// To complete the animation (internal time 14s triggers trailing delay of iter 2):
// wall = 4.5 + 14 = 18.5
clock.Step(TimeSpan.FromSeconds(18.5));
Assert.True(animationRun.Status == TaskStatus.RanToCompletion);
Assert.Equal(100d, border.Width);
}
[Fact]
public void OnlyIfVisible_Pauses_Animation_When_IsEffectivelyVisible_Is_False_Nested()
{
var keyframe1 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 200d), }, Cue = new Cue(1d)
};
var keyframe2 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 150d), }, Cue = new Cue(0.5d)
};
var keyframe3 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 100d), }, Cue = new Cue(0d)
};
var animation = new Animation()
{
Duration = TimeSpan.FromSeconds(3),
Delay = TimeSpan.FromSeconds(3),
DelayBetweenIterations = TimeSpan.FromSeconds(3),
IterationCount = new IterationCount(2),
// Explicit opt-in: RunAsync (manual) with Auto resolves to Always,
// but this test specifically exercises the pause-on-invisible feature.
PlaybackBehavior = PlaybackBehavior.OnlyIfVisible,
Children = { keyframe1, keyframe2, keyframe3 }
};
var border = new Border() { Height = 100d, Width = 100d };
var borderParent = new Border { Child = border };
var clock = new TestClock();
var animationRun = animation.RunAsync(border, clock, TestContext.Current.CancellationToken);
border.Measure(Size.Infinity);
border.Arrange(new Rect(border.DesiredSize));
clock.Step(TimeSpan.Zero);
clock.Step(TimeSpan.FromSeconds(0));
Assert.Equal(100d, border.Width);
// Hide the parent — this makes border.IsEffectivelyVisible false,
// which should pause the animation clock.
borderParent.IsVisible = false;
clock.Step(TimeSpan.FromSeconds(4.5));
// Width should not change while parent is invisible (animation is paused).
Assert.Equal(100d, border.Width);
// Show the parent — animation resumes from where it left off.
borderParent.IsVisible = true;
// The pause absorbed 4.5s of wall-clock time, so internal time = wall - 4.5.
// To reach internal time 6s (end of iteration 1, cue 1.0 -> width 200):
// wall = 4.5 + 6 = 10.5
clock.Step(TimeSpan.FromSeconds(10.5));
Assert.Equal(200d, border.Width);
// To complete the animation (internal time 14s triggers trailing delay of iter 2):
// wall = 4.5 + 14 = 18.5
clock.Step(TimeSpan.FromSeconds(18.5));
Assert.True(animationRun.Status == TaskStatus.RanToCompletion);
Assert.Equal(100d, border.Width);
}
[Fact]
public void Stop_And_Dispose_Animation_When_Detached_From_Visual_Tree()
{
var keyframe1 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 200d), }, Cue = new Cue(1d)
};
var keyframe2 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 100d), }, Cue = new Cue(0d)
};
var animation = new Animation()
{
Duration = TimeSpan.FromSeconds(10),
IterationCount = new IterationCount(1),
Children = { keyframe2, keyframe1 }
};
var border = new Border() { Height = 100d, Width = 50d };
var root = new TestRoot(border);
var clock = new TestClock();
var animationRun = animation.RunAsync(border, clock, TestContext.Current.CancellationToken);
clock.Step(TimeSpan.Zero);
clock.Step(TimeSpan.FromSeconds(0));
Assert.False(animationRun.IsCompleted);
// Detach from visual tree
root.Child = null;
// Animation should be completed/disposed
Assert.True(animationRun.IsCompleted);
// Further clock ticks should not affect the border
var widthAfterDetach = border.Width;
clock.Step(TimeSpan.FromSeconds(5));
clock.Step(TimeSpan.FromSeconds(10));
Assert.Equal(widthAfterDetach, border.Width);
}
[Fact]
public void OnlyIfVisible_Pauses_Animation_When_Control_Starts_Invisible()
{
var keyframe1 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 200d), }, Cue = new Cue(1d)
};
var keyframe2 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 100d), }, Cue = new Cue(0d)
};
var animation = new Animation()
{
Duration = TimeSpan.FromSeconds(3),
IterationCount = new IterationCount(1),
// Explicit opt-in: RunAsync (manual) with Auto resolves to Always,
// but this test specifically exercises the pause-on-invisible feature.
PlaybackBehavior = PlaybackBehavior.OnlyIfVisible,
Children = { keyframe2, keyframe1 }
};
var border = new Border() { Height = 100d, Width = 100d, IsVisible = false };
var clock = new TestClock();
var animationRun = animation.RunAsync(border, clock, TestContext.Current.CancellationToken);
// Clock ticks while invisible should not advance the animation.
clock.Step(TimeSpan.Zero);
clock.Step(TimeSpan.FromSeconds(1));
clock.Step(TimeSpan.FromSeconds(2));
Assert.Equal(100d, border.Width);
Assert.False(animationRun.IsCompleted);
// Make visible — animation starts from the beginning.
border.IsVisible = true;
// The pause absorbed 2s of wall-clock time, so to reach internal time 3s:
// wall = 2 + 3 = 5
clock.Step(TimeSpan.FromSeconds(5));
Assert.True(animationRun.IsCompleted);
Assert.Equal(100d, border.Width);
}
[Fact]
public void Animation_Plays_Correctly_After_Reattach()
{
var keyframe1 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 200d), }, Cue = new Cue(1d)
};
var keyframe2 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 100d), }, Cue = new Cue(0d)
};
var animation = new Animation()
{
Duration = TimeSpan.FromSeconds(5),
IterationCount = new IterationCount(1),
FillMode = FillMode.Forward,
Children = { keyframe2, keyframe1 }
};
var border = new Border() { Height = 100d, Width = 50d };
var root = new TestRoot(border);
var clock = new TestClock();
var animationRun = animation.RunAsync(border, clock, TestContext.Current.CancellationToken);
clock.Step(TimeSpan.Zero);
Assert.False(animationRun.IsCompleted);
// Detach — animation completes.
root.Child = null;
Assert.True(animationRun.IsCompleted);
// Reattach and start a fresh animation.
root.Child = border;
var clock2 = new TestClock();
var animationRun2 = animation.RunAsync(border, clock2, TestContext.Current.CancellationToken);
clock2.Step(TimeSpan.Zero);
Assert.False(animationRun2.IsCompleted);
clock2.Step(TimeSpan.FromSeconds(5));
Assert.True(animationRun2.IsCompleted);
Assert.Equal(200d, border.Width);
}
[Fact]
public void Check_FillModes_Start_and_End_Values_if_Retained()
{
var keyframe1 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 0d), }, Cue = new Cue(0.0d)
};
var keyframe2 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 300d), }, Cue = new Cue(1.0d)
};
var animation = new Animation()
{
Duration = TimeSpan.FromSeconds(0.05d),
Delay = TimeSpan.FromSeconds(0.05d),
Easing = new SineEaseInOut(),
FillMode = FillMode.Both,
Children = { keyframe1, keyframe2 }
};
var border = new Border() { Height = 100d, Width = 100d, };
var clock = new TestClock();
animation.RunAsync(border, clock, TestContext.Current.CancellationToken);
clock.Step(TimeSpan.FromSeconds(0d));
Assert.Equal(border.Width, 0d);
clock.Step(TimeSpan.FromSeconds(0.050d));
Assert.Equal(border.Width, 0d);
clock.Step(TimeSpan.FromSeconds(0.100d));
Assert.Equal(border.Width, 300d);
}
[Theory]
[InlineData(FillMode.Backward, 50.0, 0.0, 0.7, false)]
[InlineData(FillMode.Backward, 50.0, 0.0, 0.7, true )]
[InlineData(FillMode.Both, 50.0, 0.0, 0.7, false)]
[InlineData(FillMode.Both, 50.0, 0.0, 0.7, true )]
[InlineData(FillMode.Forward, 50.0, 0.0, 0.7, false)] // no delay but cue 0.0: the animation has started normally, explaining the 50.0 target without fill
[InlineData(FillMode.Forward, 100.0, 0.0, 0.7, true )]
[InlineData(FillMode.Backward, 50.0, 0.3, 0.7, false)]
[InlineData(FillMode.Backward, 50.0, 0.3, 0.7, true )]
[InlineData(FillMode.Both, 50.0, 0.3, 0.7, false)]
[InlineData(FillMode.Both, 50.0, 0.3, 0.7, true )]
[InlineData(FillMode.Forward, 100.0, 0.3, 0.7, false)]
[InlineData(FillMode.Forward, 100.0, 0.3, 0.7, true )]
public void Check_FillMode_Start_Value(FillMode fillMode, double target, double startCue, double endCue, bool delay)
{
var keyframe1 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 50d), }, Cue = new Cue(startCue)
};
var keyframe2 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 300d), }, Cue = new Cue(endCue)
};
var animation = new Animation()
{
Duration = TimeSpan.FromSeconds(10d),
Delay = delay ? TimeSpan.FromSeconds(5d) : TimeSpan.Zero,
FillMode = fillMode,
Children = { keyframe1, keyframe2 }
};
var border = new Border() { Height = 100d, Width = 100d, };
var clock = new TestClock();
animation.RunAsync(border, clock, TestContext.Current.CancellationToken);
clock.Step(TimeSpan.Zero);
Assert.Equal(target, border.Width);
}
[Theory]
[InlineData(FillMode.Backward, 100.0, 0.3, 1.0, false)]
[InlineData(FillMode.Backward, 100.0, 0.3, 1.0, true )]
[InlineData(FillMode.Both, 300.0, 0.3, 1.0, false)]
[InlineData(FillMode.Both, 300.0, 0.3, 1.0, true )]
[InlineData(FillMode.Forward, 300.0, 0.3, 1.0, false)]
[InlineData(FillMode.Forward, 300.0, 0.3, 1.0, true )]
[InlineData(FillMode.Backward, 100.0, 0.3, 0.7, false)]
[InlineData(FillMode.Backward, 100.0, 0.3, 0.7, true )]
[InlineData(FillMode.Both, 300.0, 0.3, 0.7, false)]
[InlineData(FillMode.Both, 300.0, 0.3, 0.7, true )]
[InlineData(FillMode.Forward, 300.0, 0.3, 0.7, false)]
[InlineData(FillMode.Forward, 300.0, 0.3, 0.7, true )]
public void Check_FillMode_End_Value(FillMode fillMode, double target, double startCue, double endCue, bool delay)
{
var keyframe1 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 0d), }, Cue = new Cue(startCue)
};
var keyframe2 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 300d), }, Cue = new Cue(endCue)
};
var animation = new Animation()
{
Duration = TimeSpan.FromSeconds(10d),
Delay = delay ? TimeSpan.FromSeconds(5d) : TimeSpan.Zero,
FillMode = fillMode,
Children = { keyframe1, keyframe2 }
};
var border = new Border() { Height = 100d, Width = 100d, };
var clock = new TestClock();
animation.RunAsync(border, clock, TestContext.Current.CancellationToken);
clock.Step(TimeSpan.FromSeconds(0));
clock.Step(TimeSpan.FromSeconds(20));
Assert.Equal(target, border.Width);
}
[Fact]
public void Dispose_Subscription_Should_Stop_Animation()
{
var keyframe1 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 200d), }, Cue = new Cue(1d)
};
var keyframe2 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 100d), }, Cue = new Cue(0d)
};
var animation = new Animation()
{
Duration = TimeSpan.FromSeconds(10),
Delay = TimeSpan.FromSeconds(0),
DelayBetweenIterations = TimeSpan.FromSeconds(0),
IterationCount = new IterationCount(1),
Children = { keyframe2, keyframe1 }
};
var border = new Border() { Height = 100d, Width = 50d };
var propertyChangedCount = 0;
var animationCompletedCount = 0;
border.PropertyChanged += (_, e) =>
{
if (e.Property == Layoutable.WidthProperty)
{
propertyChangedCount++;
}
};
var clock = new TestClock();
var disposable = animation.Apply(border, clock, Observable.Return(true), () => animationCompletedCount++);
Assert.Equal(0, propertyChangedCount);
clock.Step(TimeSpan.FromSeconds(0));
Assert.Equal(0, animationCompletedCount);
Assert.Equal(1, propertyChangedCount);
disposable.Dispose();
// Clock ticks should be ignored after Dispose
clock.Step(TimeSpan.FromSeconds(5));
clock.Step(TimeSpan.FromSeconds(6));
clock.Step(TimeSpan.FromSeconds(7));
// On animation disposing (cancellation) on completed is not invoked (is it expected?)
Assert.Equal(0, animationCompletedCount);
// Initial property changed before cancellation + animation value removal.
Assert.Equal(2, propertyChangedCount);
}
[Fact]
public void Do_Not_Run_Cancelled_Animation()
{
var keyframe1 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 200d), }, Cue = new Cue(1d)
};
var keyframe2 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 100d), }, Cue = new Cue(0d)
};
var animation = new Animation()
{
Duration = TimeSpan.FromSeconds(10),
Delay = TimeSpan.FromSeconds(0),
DelayBetweenIterations = TimeSpan.FromSeconds(0),
IterationCount = new IterationCount(1),
Children = { keyframe2, keyframe1 }
};
var border = new Border() { Height = 100d, Width = 100d };
var propertyChangedCount = 0;
border.PropertyChanged += (_, e) =>
{
if (e.Property == Layoutable.WidthProperty)
{
propertyChangedCount++;
}
};
var clock = new TestClock();
var cancellationTokenSource = new CancellationTokenSource();
cancellationTokenSource.Cancel();
var animationRun = animation.RunAsync(border, clock, cancellationTokenSource.Token);
clock.Step(TimeSpan.FromSeconds(10));
Assert.Equal(0, propertyChangedCount);
Assert.True(animationRun.IsCompleted);
}
[Fact]
public async Task Cancellation_Should_Stop_Animation()
{
var keyframe1 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 200d), }, Cue = new Cue(1d)
};
var keyframe2 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 100d), }, Cue = new Cue(0d)
};
var animation = new Animation()
{
Duration = TimeSpan.FromSeconds(10),
Delay = TimeSpan.FromSeconds(0),
DelayBetweenIterations = TimeSpan.FromSeconds(0),
IterationCount = new IterationCount(1),
Children = { keyframe2, keyframe1 }
};
var border = new Border() { Height = 100d, Width = 50d };
var propertyChangedCount = 0;
border.PropertyChanged += (_, e) =>
{
if (e.Property == Layoutable.WidthProperty)
{
propertyChangedCount++;
}
};
var clock = new TestClock();
var cancellationTokenSource = new CancellationTokenSource();
var animationRun = animation.RunAsync(border, clock, cancellationTokenSource.Token);
Assert.False(animationRun.IsCompleted);
Assert.Equal(0, propertyChangedCount);
clock.Step(TimeSpan.FromSeconds(0));
Assert.False(animationRun.IsCompleted);
Assert.Equal(1, propertyChangedCount);
cancellationTokenSource.Cancel();
clock.Step(TimeSpan.FromSeconds(1));
clock.Step(TimeSpan.FromSeconds(2));
clock.Step(TimeSpan.FromSeconds(3));
await animationRun;
clock.Step(TimeSpan.FromSeconds(6));
Assert.True(animationRun.IsCompleted);
Assert.Equal(2, propertyChangedCount);
}
[Fact]
public void Dont_Run_Infinite_Iteration_Animation_On_RunAsync_Method()
{
var keyframe1 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 200d), }, Cue = new Cue(1d)
};
var keyframe2 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 100d), }, Cue = new Cue(0d)
};
var animation = new Animation()
{
Duration = TimeSpan.FromSeconds(10),
Delay = TimeSpan.FromSeconds(0),
DelayBetweenIterations = TimeSpan.FromSeconds(0),
IterationCount = IterationCount.Infinite,
Children = { keyframe2, keyframe1 }
};
var border = new Border() { Height = 100d, Width = 50d };
var clock = new TestClock();
var cancellationTokenSource = new CancellationTokenSource();
var animationRun = animation.RunAsync(border, clock, cancellationTokenSource.Token);
Assert.True(animationRun.IsCompleted);
Assert.NotNull(animationRun.Exception);
}
[Fact]
public async Task Cancellation_Of_Completed_Animation_Does_Not_Fail()
{
var keyframe1 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 200d), }, Cue = new Cue(1d)
};
var keyframe2 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 100d), }, Cue = new Cue(0d)
};
var animation = new Animation()
{
Duration = TimeSpan.FromSeconds(10),
Delay = TimeSpan.FromSeconds(0),
DelayBetweenIterations = TimeSpan.FromSeconds(0),
IterationCount = new IterationCount(1),
Children = { keyframe2, keyframe1 }
};
var border = new Border() { Height = 100d, Width = 50d };
var propertyChangedCount = 0;
border.PropertyChanged += (_, e) =>
{
if (e.Property == Layoutable.WidthProperty)
{
propertyChangedCount++;
}
};
var clock = new TestClock();
var cancellationTokenSource = new CancellationTokenSource();
var animationRun = animation.RunAsync(border, clock, cancellationTokenSource.Token);
Assert.Equal(0, propertyChangedCount);
clock.Step(TimeSpan.FromSeconds(0));
Assert.False(animationRun.IsCompleted);
Assert.Equal(1, propertyChangedCount);
clock.Step(TimeSpan.FromSeconds(10));
Assert.True(animationRun.IsCompleted);
Assert.Equal(2, propertyChangedCount);
cancellationTokenSource.Cancel();
await animationRun;
}
// https://github.com/AvaloniaUI/Avalonia/issues/12582
[Fact]
public async Task Interpolator_Is_Not_Called_After_Last_Iteration()
{
var animator = new FakeAnimator();
Setter CreateWidthSetter(double value)
{
var setter = new Setter(Layoutable.WidthProperty, value);
Animation.SetAnimator(setter, animator);
return setter;
}
var animation = new Animation
{
Duration = TimeSpan.FromSeconds(1),
Delay = TimeSpan.FromSeconds(0),
DelayBetweenIterations = TimeSpan.FromSeconds(0),
IterationCount = new IterationCount(1),
Easing = new LinearEasing(),
Children =
{
new KeyFrame
{
Setters = { CreateWidthSetter(100d) },
Cue = new Cue(0d)
},
new KeyFrame
{
Setters = { CreateWidthSetter(200d) },
Cue = new Cue(1d)
}
}
};
var border = new Border
{
Height = 100d,
Width = 50d
};
var clock = new TestClock();
var animationRun = animation.RunAsync(border, clock, TestContext.Current.CancellationToken);
clock.Step(TimeSpan.Zero);
Assert.Equal(1, animator.CallCount);
Assert.Equal(0.0d, animator.LastProgress);
animator.LastProgress = double.NaN;
clock.Step(TimeSpan.FromSeconds(0.5d));
Assert.Equal(2, animator.CallCount);
Assert.Equal(0.5d, animator.LastProgress);
animator.LastProgress = double.NaN;
clock.Step(TimeSpan.FromSeconds(1.5d));
Assert.Equal(3, animator.CallCount);
Assert.Equal(1.0d, animator.LastProgress);
await animationRun;
}
[Theory]
[InlineData(0, 1, 2)]
[InlineData(0, 2, 1)]
[InlineData(1, 0, 2)]
[InlineData(1, 2, 0)]
[InlineData(2, 0, 1)]
[InlineData(2, 1, 0)]
public void KeyFrames_Order_Does_Not_Matter(int index0, int index1, int index2)
{
static KeyFrame CreateKeyFrame(double width, double cue)
=> new()
{
Setters = { new Setter(Layoutable.WidthProperty, width) },
Cue = new Cue(cue)
};
var keyFrames = new[]
{
CreateKeyFrame(100.0, 0.0),
CreateKeyFrame(200.0, 0.5),
CreateKeyFrame(300.0, 1.0)
};
var animation = new Animation
{
Duration = TimeSpan.FromSeconds(1.0),
IterationCount = new IterationCount(1),
Easing = new LinearEasing(),
FillMode = FillMode.Forward
};
animation.Children.Add(keyFrames[index0]);
animation.Children.Add(keyFrames[index1]);
animation.Children.Add(keyFrames[index2]);
var border = new Border
{
Height = 100.0,
Width = 50.0
};
var clock = new TestClock();
animation.RunAsync(border, clock, TestContext.Current.CancellationToken);
clock.Step(TimeSpan.Zero);
Assert.Equal(100.0, border.Width);
clock.Step(TimeSpan.FromSeconds(0.5));
Assert.Equal(200.0, border.Width);
clock.Step(TimeSpan.FromSeconds(1.0));
Assert.Equal(300.0, border.Width);
}
[Theory]
[InlineData(0.0)]
[InlineData(0.5)]
[InlineData(1.0)]
public void Single_KeyFrame_Works(double cue)
{
var animation = new Animation
{
Duration = TimeSpan.FromSeconds(1.0),
IterationCount = new IterationCount(1),
Easing = new LinearEasing(),
FillMode = FillMode.Forward,
Children =
{
new KeyFrame
{
Setters = { new Setter(Layoutable.WidthProperty, 100.0) },
Cue = new Cue(cue)
}
}
};
var border = new Border
{
Height = 100.0,
Width = 50.0
};
var clock = new TestClock();
animation.RunAsync(border, clock, TestContext.Current.CancellationToken);
clock.Step(TimeSpan.Zero);
clock.Step(TimeSpan.FromSeconds(cue));
Assert.Equal(100.0, border.Width);
}
[Fact]
public void Animation_Completes_Gracefully_When_First_KeyFrame_Value_Is_Null()
{
var clock = new MockGlobalClock();
var services = new TestServices(globalClock: clock);
using (UnitTestApplication.Start(services))
{
var nullBinding = new Binding("NonExistentProperty");
var animation = new Animation
{
Duration = TimeSpan.FromSeconds(1),
FillMode = FillMode.Both,
Children =
{
new KeyFrame
{
KeyTime = TimeSpan.FromSeconds(0),
Setters = { new Setter(Layoutable.WidthProperty, nullBinding) }
},
new KeyFrame
{
KeyTime = TimeSpan.FromSeconds(1),
Setters = { new Setter(Layoutable.WidthProperty, 200d) }
}
}
};
var border = new Border { Width = 100d, Height = 100d };
var root = new TestRoot(border);
root.LayoutManager.ExecuteInitialLayoutPass();
var animationTask = animation.RunAsync(border, clock, TestContext.Current.CancellationToken);
// Pulse the clock - this should not throw even though
// the first keyframe's value is null (falls back to neutral value)
var exception = Record.Exception(() => clock.Pulse(TimeSpan.Zero));
Assert.Null(exception);
// The animation should continue running (using neutral value as fallback)
clock.Pulse(TimeSpan.FromSeconds(0.5));
Assert.False(animationTask.IsCompleted);
// Animation completes after its full duration
clock.Pulse(TimeSpan.FromSeconds(1));
Assert.True(animationTask.IsCompleted);
}
}
[Fact]
public void Animation_With_Unresolved_Binding_Does_Not_Throw_NullReferenceException()
{
// Additional test to verify the null reference fix for animator first keyframe value
var clock = new MockGlobalClock();
var services = new TestServices(globalClock: clock);
using (UnitTestApplication.Start(services))
{
// Binding to a property that doesn't exist - will evaluate to null
var binding = new Binding("MissingProperty");
var animation = new Animation
{
Duration = TimeSpan.FromSeconds(1),
IterationCount = new IterationCount(1),
Children =
{
new KeyFrame
{
Cue = new Cue(0d),
Setters = { new Setter(Layoutable.WidthProperty, binding) }
},
new KeyFrame
{
Cue = new Cue(1d),
Setters = { new Setter(Layoutable.WidthProperty, 300d) }
}
}
};
var control = new Border { Width = 50d };
var root = new TestRoot(control);
root.LayoutManager.ExecuteInitialLayoutPass();
// Start animation - the first keyframe value will be null due to unresolved binding
var task = animation.RunAsync(control, clock, TestContext.Current.CancellationToken);
// The fix ensures this doesn't throw NullReferenceException
// Animation falls back to neutral value and continues
clock.Pulse(TimeSpan.Zero);
clock.Pulse(TimeSpan.FromSeconds(0.1));
// Animation should still be running (uses neutral value as fallback)
Assert.False(task.IsCompleted);
// Animation completes after its full duration
clock.Pulse(TimeSpan.FromSeconds(1));
Assert.True(task.IsCompleted);
}
}
[Fact]
public void Animation_Can_Set_IsVisible_True_On_Invisible_Control()
{
// Reproduces a bug where an expand animation tries to make a collapsed
// (invisible) control visible at Cue 0.0, but the animation system pauses
// animations on invisible controls, creating a deadlock where the animation
// can't run to set IsVisible=true because the control is already invisible.
var animation = new Animation()
{
Duration = TimeSpan.FromSeconds(0.3),
FillMode = FillMode.Forward,
Children =
{
new KeyFrame()
{
Cue = new Cue(0.0),
Setters = { new Setter(Visual.IsVisibleProperty, true) }
},
new KeyFrame()
{
Cue = new Cue(1.0),
Setters = { new Setter(Visual.IsVisibleProperty, true) }
}
}
};
// Control starts invisible (collapsed state).
var border = new Border() { IsVisible = false };
var clock = new TestClock();
var animationRun = animation.RunAsync(border, clock, TestContext.Current.CancellationToken);
// Kick off the animation.
clock.Step(TimeSpan.Zero);
// The Cue 0.0 keyframe should have set IsVisible = true,
// even though the control started invisible.
Assert.True(border.IsVisible);
// Animation should progress to completion.
clock.Step(TimeSpan.FromSeconds(0.3));
Assert.True(animationRun.IsCompleted);
}
[Fact]
public void Width_Animation_Resumes_After_IsVisible_Set_True_On_Invisible_Control()
{
// Tests the expand scenario with OnlyIfVisible: the control starts invisible
// and the animation is paused. Once IsVisible is set to true externally,
// the animation resumes and completes.
var animation = new Animation()
{
Duration = TimeSpan.FromSeconds(0.3),
Easing = new LinearEasing(),
FillMode = FillMode.Forward,
PlaybackBehavior = PlaybackBehavior.OnlyIfVisible,
Children =
{
new KeyFrame()
{
Cue = new Cue(0.0),
Setters = { new Setter(Layoutable.WidthProperty, 0d) }
},
new KeyFrame()
{
Cue = new Cue(1.0),
Setters = { new Setter(Layoutable.WidthProperty, 100d) }
}
}
};
// Control starts invisible (collapsed state).
var border = new Border() { Width = 0d, IsVisible = false };
var clock = new TestClock();
var animationRun = animation.RunAsync(border, clock, TestContext.Current.CancellationToken);
// Animation is paused because control is invisible.
clock.Step(TimeSpan.Zero);
Assert.Equal(0d, border.Width);
Assert.False(animationRun.IsCompleted);
// Simulate what the expand handler does: set IsVisible = true externally.
border.IsVisible = true;
// The animation should now resume and complete.
clock.Step(TimeSpan.FromSeconds(0.3));
Assert.True(animationRun.IsCompleted);
Assert.Equal(100d, border.Width);
}
[Fact]
public void Animation_Can_Set_IsVisible_False_At_End_Without_Pausing_Itself()
{
// An animation that sets IsVisible=false at Cue 1.0 should complete normally.
// The visibility change at the final keyframe should not cause the animation
// to pause before it can report completion.
var animation = new Animation()
{
Duration = TimeSpan.FromSeconds(0.3),
FillMode = FillMode.Forward,
Children =
{
new KeyFrame()
{
Cue = new Cue(0.0),
Setters = { new Setter(Visual.IsVisibleProperty, true) }
},
new KeyFrame()
{
Cue = new Cue(1.0),
Setters = { new Setter(Visual.IsVisibleProperty, false) }
}
}
};
// Control starts visible (expanded state).
var border = new Border() { IsVisible = true };
var clock = new TestClock();
var animationRun = animation.RunAsync(border, clock, TestContext.Current.CancellationToken);
clock.Step(TimeSpan.Zero);
Assert.True(border.IsVisible);
// Step to the end: animation sets IsVisible=false.
clock.Step(TimeSpan.FromSeconds(0.3));
// Animation should have completed and the final value should hold.
Assert.True(animationRun.IsCompleted);
Assert.False(border.IsVisible);
}
[Fact]
public async Task Cancelling_Expand_Animation_Mid_Flight_Then_Collapsing_Works()
{
// Reproduces the scenario where a user rapidly toggles expand/collapse:
// the first animation is cancelled and a new one starts in the opposite direction.
// Uses single-property animations to isolate the visibility behavior.
var expandAnimation = new Animation()
{
Duration = TimeSpan.FromSeconds(0.3),
FillMode = FillMode.Forward,
Children =
{
new KeyFrame()
{
Cue = new Cue(0.0),
Setters = { new Setter(Visual.IsVisibleProperty, true) }
},
new KeyFrame()
{
Cue = new Cue(1.0),
Setters = { new Setter(Visual.IsVisibleProperty, true) }
}
}
};
var collapseAnimation = new Animation()
{
Duration = TimeSpan.FromSeconds(0.3),
FillMode = FillMode.Forward,
Children =
{
new KeyFrame()
{
Cue = new Cue(0.0),
Setters = { new Setter(Visual.IsVisibleProperty, true) }
},
new KeyFrame()
{
Cue = new Cue(1.0),
Setters = { new Setter(Visual.IsVisibleProperty, false) }
}
}
};
var border = new Border() { IsVisible = false };
// Start expand.
var cts1 = new CancellationTokenSource();
var clock1 = new TestClock();
var expandRun = expandAnimation.RunAsync(border, clock1, cts1.Token);
clock1.Step(TimeSpan.Zero);
Assert.True(border.IsVisible);
// Partially through expand, cancel and start collapse.
clock1.Step(TimeSpan.FromSeconds(0.15));
cts1.Cancel();
await expandRun;
var cts2 = new CancellationTokenSource();
var clock2 = new TestClock();
var collapseRun = collapseAnimation.RunAsync(border, clock2, cts2.Token);
clock2.Step(TimeSpan.Zero);
clock2.Step(TimeSpan.FromSeconds(0.3));
Assert.True(collapseRun.IsCompleted);
Assert.False(border.IsVisible);
}
[Fact]
public void Auto_Pauses_On_Invisible_When_Started_From_Style()
{
// When started via Apply (the style path), Auto resolves to OnlyIfVisible.
// The animation should pause when the control becomes invisible.
var keyframe1 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 100d) }, Cue = new Cue(0d)
};
var keyframe2 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 200d) }, Cue = new Cue(1d)
};
var animation = new Animation()
{
Duration = TimeSpan.FromSeconds(3),
IterationCount = new IterationCount(1),
Children = { keyframe1, keyframe2 }
};
var border = new Border() { Height = 100d, Width = 50d };
var clock = new TestClock();
var completed = false;
// Apply (not RunAsync), this is the style-applied path.
var disposable = animation.Apply(border, clock, Observable.Return(true), () => completed = true);
clock.Step(TimeSpan.Zero);
Assert.Equal(100d, border.Width);
// Hide the control, animation should pause under Auto.
border.IsVisible = false;
clock.Step(TimeSpan.FromSeconds(1.5));
// Width should not have advanced while invisible.
Assert.Equal(100d, border.Width);
// Show the control, animation resumes.
border.IsVisible = true;
clock.Step(TimeSpan.FromSeconds(4.5));
Assert.True(completed);
disposable.Dispose();
}
[Fact]
public void Auto_Does_Not_Pause_On_Invisible_When_Started_Manually()
{
// When started via RunAsync (manual), Auto resolves to Always.
// The animation should NOT pause when the control becomes invisible.
var keyframe1 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 100d) }, Cue = new Cue(0d)
};
var keyframe2 = new KeyFrame()
{
Setters = { new Setter(Layoutable.WidthProperty, 200d) }, Cue = new Cue(1d)
};
var animation = new Animation()
{
Duration = TimeSpan.FromSeconds(3),
IterationCount = new IterationCount(1),
Easing = new LinearEasing(),
FillMode = FillMode.Forward,
Children = { keyframe1, keyframe2 }
};
var border = new Border() { Height = 100d, Width = 50d };
var clock = new TestClock();
var animationRun = animation.RunAsync(border, clock, TestContext.Current.CancellationToken);
clock.Step(TimeSpan.Zero);
Assert.Equal(100d, border.Width);
// Hide the control, animation should keep running under Auto + manual.
border.IsVisible = false;
// Width should advance while invisible (not paused).
clock.Step(TimeSpan.FromSeconds(1.5));
Assert.Equal(150d, border.Width);
Assert.False(animationRun.IsCompleted);
clock.Step(TimeSpan.FromSeconds(3));
Assert.True(animationRun.IsCompleted);
Assert.Equal(200d, border.Width);
}
private sealed class FakeAnimator : InterpolatingAnimator<double>
{
public double LastProgress { get; set; } = double.NaN;
public int CallCount { get; set; }
public override double Interpolate(double progress, double oldValue, double newValue)
{
++CallCount;
LastProgress = progress;
return newValue;
}
}
}
}