gecko-dev/image/test/mochitest/test_bug1132427.html

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<!DOCTYPE HTML>
<html>
<head>
<title>Test for scrolling selection into view</title>
<script type="text/javascript" src="/tests/SimpleTest/SimpleTest.js"></script>
<script type="text/javascript" src="/tests/SimpleTest/WindowSnapshot.js"></script>
<link rel="stylesheet" type="text/css" href="/tests/SimpleTest/test.css" />
</head>
<body>
<pre id="test">
<script class="testbody" type="text/javascript">
// We open a window which contains two copies of the same gif. One at a scaled size, one at the
// natural image size. We rely on the bug only showing up in the scaled image. The gif has three
// frames and a delay of 100ms. The first is all white. The second has a very small update area
// in the upper left, it changes the pixels to slightly off white. The third changes all the
// pixels to blue. When the bug appears we only update the upper left pixels when looping around
// from the last frame to the first frame. We compare a middle pixel of the two images to make
// sure that they are the same at 100ms for a second. If the bug appears then the middle pixel
// on the scaled image will always be blue and so should not match the middle pixel on the
// unscaled image which should be white two thirds of the time. If the timers fire at bad times
// and only fire when both frames are displaying blue we won't be able to detect this bug and the
// test will pass without testing anything important, but that's not a big deal. That should be
// rare enough, and the next time the test is run will should do proper testing.
SimpleTest.requestFlakyTimeout("Pre-existing timeouts when converting from mochitest-chrome");
SimpleTest.waitForExplicitFinish();
addLoadEvent(openWindow);
var win = null;
function openWindow() {
win = window.open("bug1132427.html",
"", "scrollbars=yes,toolbar,menubar,width=600,height=800");
win.focus();
}
function doTest() {
setTimeout(continueTest, 1000);
}
function checkPixel(canvas, context, x1, y1, x2, y2) {
var pix = context.getImageData(0, 0, canvas.width, canvas.height).data;
for (var i = 0; i < 4; i++) {
is(pix[4 * (y1 * canvas.width + x1) + i], pix[4 * (y2 * canvas.width + x2) + i], "pixels should match");
}
}
var iterationsLeft = 10;
function continueTest() {
// we need to drawWindow the chrome window so we can get a dump of the retained widget layers
// if we have to repaint to fulfill this drawWindow request then it will be impossible to
// observe the bug
var chromewin = SpecialPowers.wrap(win).QueryInterface(SpecialPowers.Ci.nsIInterfaceRequestor)
.getInterface(SpecialPowers.Ci.nsIWebNavigation)
.QueryInterface(SpecialPowers.Ci.nsIDocShellTreeItem)
.rootTreeItem
.QueryInterface(SpecialPowers.Ci.nsIInterfaceRequestor)
.getInterface(SpecialPowers.Ci.nsIDOMWindow);
var el = window.document.createElementNS("http://www.w3.org/1999/xhtml", "canvas");
el.width = chromewin.innerWidth;
el.height = chromewin.innerHeight;
var ctx = el.getContext("2d");
// pass the correct flags so we don't have to flush the retained layers
SpecialPowers.wrap(ctx).drawWindow(chromewin, 0, 0, chromewin.innerWidth, chromewin.innerHeight, "rgba(0,0,0,0)",
ctx.DRAWWINDOW_USE_WIDGET_LAYERS | ctx.DRAWWINDOW_DRAW_VIEW | ctx.DRAWWINDOW_DRAW_CARET);
var leftbox = win.document.getElementById("left").getBoundingClientRect();
var rightbox = win.document.getElementById("right").getBoundingClientRect();
// this is actually chrome on left and right, but in practice we have none so it doesn't matter
var chromeleft = win.outerWidth - win.innerWidth;
// this is actually chrome on top and bottom, but bottom chrome is usually small to none and we have
// 100px to spare in hitting the middle of the image elements (they are 200x200)
var chrometop = win.outerHeight - win.innerHeight;
// compare the middle of the two image elements
checkPixel(el, ctx, chromeleft + leftbox.left + Math.floor(leftbox.width/2), chrometop + leftbox.top + Math.floor(leftbox.height/2),
chromeleft + rightbox.left + Math.floor(rightbox.width/2), chrometop + rightbox.top + Math.floor(rightbox.height/2));
iterationsLeft--;
if (iterationsLeft > 0) {
// now test 100ms later, we should have the next frame of the gif then
setTimeout(continueTest, 100);
} else {
win.close();
SimpleTest.finish();
}
}
</script>
</pre>
</body>
</html>