gecko-dev/layout/generic/test/test_bug507902.html

391 строка
13 KiB
HTML

<!DOCTYPE HTML>
<html>
<!--
https://bugzilla.mozilla.org/show_bug.cgi?id=507902
-->
<head>
<title>Test for Bug 507902</title>
<script type="text/javascript" src="/MochiKit/packed.js"></script>
<script type="text/javascript" src="/tests/SimpleTest/SimpleTest.js"></script>
<link rel="stylesheet" type="text/css" href="/tests/SimpleTest/test.css"/>
</head>
<body>
<a target="_blank" href="https://bugzilla.mozilla.org/show_bug.cgi?id=507902">Mozilla Bug 507902</a>
<iframe id="testFrameElem"></iframe>
<pre id="test">
<script class="testbody" type="text/javascript">
//
// Mochitest to test nsImageFrame icons
//
// The 'loading' icon should be displayed up until we have enough image
// data to determine the frame size.
//
// The 'broken' icon should be displayed when the URL is invalid (either
// a bad server or a file that fails to be sniffed to an appropriate
// mimetype).
//
// Boilerplate
netscape.security.PrivilegeManager.enablePrivilege("UniversalXPConnect");
const Cc = Components.classes;
const Ci = Components.interfaces;
gWindowUtils = window.QueryInterface(Ci.nsIInterfaceRequestor).
getInterface(Ci.nsIDOMWindowUtils);
// URL + paths
//
// We have a separate copy of the icons in the test directory to
// avoid any firefox caching mechanisms that might affect the
// behavior of the load.
var us = window.location.href;
var baseURL = us.substring(0, us.lastIndexOf('/') + 1);
var loadIconFilename = "file_LoadingImageReference.png";
var imageFilename = "file_Dolske.png";
var brokenIconFilename = "file_BrokenImageReference.png";
var serverFilename = "file_IconTestServer.sjs";
var serverContinueFlag = "?continue=true";
var bogusFilename = "oneuponatimewhendolskewasyoung.png";
// Our test image element, inside a div, inside an iframe
var testFrameElem = document.getElementById("testFrameElem");
var innerDoc = testFrameElem.contentWindow.document;
var divContainer = innerDoc.createElement("div");
divContainer.style.cssFloat = "left";
innerDoc.body.appendChild(divContainer);
var testImageElem = new Image();
divContainer.appendChild(testImageElem);
var pingImage = new Image();
// Set up the canvases
var canvases = {};
var canvasNames = [ "brokenIconTest", "brokenIconReference",
"loadingIconTest", "loadingIconReference",
"loadedTest", "loadedReference" ];
var windowElem = document.documentElement;
for (var i in canvasNames) {
var can = document.createElement("canvas");
can.setAttribute("width", windowElem.getAttribute("width"));
can.setAttribute("height", windowElem.getAttribute("height"));
canvases[canvasNames[i]] = can;
// When the image frame has no idea how to size itself, it sizes itself
// to dimensions capable of displaying the alt feedback icons. However, if
// the image has been loaded before, something (I don't know what) seems to
// remember the size of the last successful image for that URL. So when we
// create a new image frame for that URL, it uses that size until it hears
// something different. This happens through a refresh (not sure if this is
// desired behavior). This means that if you refresh the test, the "loading"
// icon for the test image will appear with a border that stretches further
// right and down, because that URL previously displayed an image with larger
// dimensions. This causes the verify stage to fail. To allow for
// successful test refreshes (only useful for people, not automated tests),
// we add a clipping region so that we see the left and top borders, along
// with the image, but not the bottom and right borders.
if ((i > 1) && (i < 4)) {
var ctx = can.getContext("2d");
ctx.beginPath();
ctx.rect(0,0, 30, 30);
ctx.clip();
}
}
// Stage 1 - Load the reference image for the broken icon
function loadBrokenIconReference() {
// Debugging - Let's see if setting onload after src is a problem
testImageElem.onload = function(event) { dump("test_bug507902.html DEBUG - uh oh, placeholder onload 1 called\n");};
// Debug - Figure out if we're getting an onerror instead of onload
testImageElem.onerror = function(event) {dump("test_bug507902.html DEBUG - Got onerror for testImageElem!\n");};
testImageElem.src = baseURL + brokenIconFilename;
stageTransition();
}
// Stage 2 - Draw the reference image for the broken icon to a canvas
function drawBrokenIconReference() {
enableBorderAndPad();
drawWindowToCanvas("brokenIconReference");
disableBorderAndPad();
stageTransition();
}
// Stage 3 - Load the reference image for the loading icon
function loadLoadingIconReference() {
// Debugging - Let's see if setting onload after src is a problem
testImageElem.onload = function(event) { dump("test_bug507902.html DEBUG - uh oh, placeholder onload 3 called\n");};
testImageElem.src = baseURL + loadIconFilename;
stageTransition();
}
// Stage 4 - Draw the reference image for the loading icon to a canvas
function drawLoadingIconReference() {
enableBorderAndPad();
drawWindowToCanvas("loadingIconReference");
disableBorderAndPad();
stageTransition();
}
// Stage 5 - Try to load a broken image
function loadBrokenImage() {
resetImage();
testImageElem.src = baseURL + bogusFilename;
stageTransition();
}
// Stage 6 - Draw the screen to a canvas. This should hopefully
// be the broken icon.
function drawBrokenIcon() {
drawWindowToCanvas("brokenIconTest");
stageTransition();
}
// Stage 7 - Load the reference image for the test image
function loadImageReference() {
resetImage();
// Debugging - Let's see if setting onload after src is a problem
testImageElem.onload = function(event) { dump("test_bug507902.html DEBUG - uh oh, placeholder onload 7 called\n");};
testImageElem.src = baseURL + imageFilename;
stageTransition();
}
// Stage 8 - Draw the reference image for the test image to a canvas
function drawImageReference() {
drawWindowToCanvas("loadedReference");
stageTransition();
}
// Stage 9 - Start a load of the test image from the delay-generating server
function startServerLoad() {
// Reset the image
resetImage();
// Debugging info so we can figure out the hang
dump("test_bug507902.html DEBUG - starting server load\n");
// Load the image
testImageElem.src = baseURL + serverFilename;
stageTransition();
}
// Stage 10 - Draw the screen to a canvas. This should hopefully be the loading
// icon.
function drawLoadingIcon() {
// Debugging info so we can figure out the hang
dump("test_bug507902.html DEBUG - drawing loading icon\n");
drawWindowToCanvas("loadingIconTest");
stageTransition();
}
// Stage 11 - Tell the server to continue.
function signalServerContinue() {
// Debugging info so we can figure out the hang
dump("test_bug507902.html DEBUG - signaling server to continue\n");
pingImage.src = baseURL + serverFilename + serverContinueFlag;
stageTransition();
}
// Stage 12 - Draw the screen to a canvas. This should hopefully be the loaded
// test image.
function drawLoadedImage() {
drawWindowToCanvas("loadedTest");
stageTransition();
}
// Stage 13 - Verify That the appropriate canvases match
function verifyCanvases() {
// Verify the broken icon
ok(canvasesAreEqual("brokenIconTest", "brokenIconReference"),
"Window drawn on broken load should match broken icon reference");
// Verify the loading icon
ok(canvasesAreEqual("loadingIconTest", "loadingIconReference"),
"Window drawn mid-load should match loading icon reference");
// Verify the loaded image
ok(canvasesAreEqual("loadedTest", "loadedReference"),
"Window drawn post-load should match reference image");
stageTransition();
}
// We have a bunch of different things that need to happen in order
// with different transitions. We make a "stage table" here where
// each entry contains the stage function ('fn') and a transition
// ('trans'), which can be one of the following:
// "instant" - Just calls the next stage directly
// "onload" - Sets the next stage as an onload event for the image element
// "onerror" - Sets the next stage as an onerror event for the image element
// integer - Sets the next stage to be called after the given timeout duration
// "finish" - Finish the test
var testStages = [
{ "fn" : loadBrokenIconReference, "trans" : "onload"},
{ "fn" : drawBrokenIconReference, "trans" : "instant"},
{ "fn" : loadLoadingIconReference, "trans" : "onload" },
{ "fn" : drawLoadingIconReference, "trans" : "instant" },
{ "fn" : loadBrokenImage, "trans" : "onerror" },
{ "fn" : drawBrokenIcon, "trans" : "instant" },
{ "fn" : loadImageReference, "trans" : "onload" },
{ "fn" : drawImageReference, "trans" : "instant" },
// XXXbholley - We use a timeout here because resetting the
// image doesn't seem to be quite synchronous. If we make
// this transition "instant", then the drawImage call draws
// an empty (0,0,0,0) rect to the canvas and we're left with
// whatever was there before. I don't know of any good event
// mechanism to figure out when the image frame is bootstrapped
// enough to display the loading image, so I did trial-and-error
// with timeouts. 50ms seems to be enough time for things to work
// reliably, so *= 6 for good measure.
{ "fn" : startServerLoad, "trans" : 300 },
{ "fn" : drawLoadingIcon, "trans" : "instant" },
{ "fn" : signalServerContinue, "trans" : "onload" },
{ "fn" : drawLoadedImage, "trans" : "instant" },
{ "fn" : verifyCanvases, "trans" : "finish" } ];
var currentStage = 0;
// Transition function called at the end of each stage
function stageTransition() {
// Debugging info so we can figure out the hang
dump("test_bug507902.html DEBUG - Current Stage: " + currentStage + "\n");
// What's our transition?
var trans = testStages[currentStage++].trans;
// If the transition is finish, stop now before we access out of bounds
if (trans == "finish") {
makeCanvasesVisible(); // Useful for debugging
SimpleTest.finish();
return;
}
// Otherwise, get the next function
var nextfn = testStages[currentStage].fn;
// Switch based on transition
switch (trans) {
// Continue right away
case "instant":
nextfn();
break;
// Continue after we get an onload event on the test image
case "onload":
testImageElem.onload = function(event) {testImageElem.onload = undefined; nextfn();};
break;
// Continue after we get an onerror event on the test image
case "onerror":
testImageElem.onerror = function(event) {testImageElem.onerror = undefined; nextfn();};
break;
// Timeout
default:
setTimeout(nextfn, trans);
break
}
}
// Lots if asynchronous behavior here
SimpleTest.waitForExplicitFinish();
// Catch somebody's eye
dump("This test is failing intermittently, see bug 510001 - If you see orange here, please paste the following debugging output on the bug!\n");
// Kick off the test by invoking the first stage. The stages call each other
testStages[0].fn();
// We need to get rid of the old image element and make a new one. If we
// don't, the "current/pending" machinery will display the old image until
// the new one is loaded, so we won't see the loading icon.
function resetImage() {
divContainer.removeChild(testImageElem);
testImageElem = null;
testImageElem = new Image();
divContainer.appendChild(testImageElem);
}
//
// Makes the canvases visible. Called before the tests finish. This is useful for
// debugging.
//
function makeCanvasesVisible() {
for (var i = 0; i < canvasNames.length - 1; i += 2) {
var title = document.createElement("h3");
title.innerHTML = canvasNames[i] + ", " + canvasNames[i+1] + ":";
document.body.appendChild(title);
var myDiv = document.createElement("div");
myDiv.appendChild(canvases[canvasNames[i]]);
myDiv.appendChild(canvases[canvasNames[i+1]]);
document.body.appendChild(myDiv);
}
}
//
// Enables and disables bordering/padding to mimic the look of alt feedback icons
//
function enableBorderAndPad() {
divContainer.style.border = "1px";
divContainer.style.borderStyle = "inset";
testImageElem.style.padding = "3px";
}
function disableBorderAndPad() {
testImageElem.style.padding = 0;
divContainer.style.border = "0px";
divContainer.style.borderStyle = "";
}
//
// Helper canvas methods. This is mostly copped directly from the reftest framework
//
function drawWindowToCanvas(canvasName) {
netscape.security.PrivilegeManager.enablePrivilege("UniversalXPConnect");
var win = testFrameElem.contentWindow;
var ctx = canvases[canvasName].getContext("2d");
// drawWindow always draws one canvas pixel for each CSS pixel in the source
// window, so scale the drawing to show the zoom (making each canvas pixel be one
// device pixel instead)
ctx.drawWindow(win, win.scrollX, win.scrollY,
Math.ceil(canvases[canvasName].width),
Math.ceil(canvases[canvasName].height),
"rgb(255,255,255)");
}
function canvasesAreEqual(canvas1Name, canvas2Name) {
netscape.security.PrivilegeManager.enablePrivilege("UniversalXPConnect");
var c1 = canvases[canvas1Name];
var c2 = canvases[canvas2Name];
var differences = gWindowUtils.compareCanvases(c1, c2, {});
return (differences == 0);
}
</script>
</pre>
</body>
</html>