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Bug 21359 - Decide on behaviour when pausing and unpausing a Player with a forced currentTime and whose Timeline is not started
Summary: Decide on behaviour when pausing and unpausing a Player with a forced current...
Status: NEW
Alias: None
Product: FXTF
Classification: Unclassified
Component: Web Animations (show other bugs)
Version: unspecified
Hardware: All All
: P2 normal
Target Milestone: ---
Assignee: FXTF Web Animation bugs
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Reported: 2013-03-20 23:53 UTC by Steve Block
Modified: 2013-03-20 23:53 UTC (History)
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Description Steve Block 2013-03-20 23:53:03 UTC
The spec [1] states that Player.currentTime is zero for a Player whose Timeline is not started. Given this, when assigning to Player.currentTime while in this state, we update the time drift but continue to return zero for currentTime. The time drift manifests itself once the Timeline starts.

However, the algorithm for pausing means that if the TimedItem is paused and unpaused before the Timeline starts, any time drift calculated above will be lost and reset to zero. This is odd, as pausing and unpausing at any other time will leave the currentTime unaltered.

We should decide if this behaviour is desired. If so, it probably should be mentioned explicitly in the spec. Either way, we should update the polyfill if required and add a testcase.

[1] https://dvcs.w3.org/hg/FXTF/raw-file/default/web-anim/index.html#the-current-time-of-a-player