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