1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/image/test/mochitest/test_bug435296.html Wed Dec 31 06:09:35 2014 +0100 1.3 @@ -0,0 +1,81 @@ 1.4 +<!DOCTYPE HTML> 1.5 +<html> 1.6 +<!-- 1.7 +https://bugzilla.mozilla.org/show_bug.cgi?id=435296 1.8 +--> 1.9 +<head> 1.10 + <title>Test for Bug 435296</title> 1.11 + <script type="application/javascript" src="/MochiKit/MochiKit.js"></script> 1.12 + <script type="application/javascript" src="/tests/SimpleTest/SimpleTest.js"></script> 1.13 + <script type="application/javascript" src="imgutils.js"></script> 1.14 + <link rel="stylesheet" type="text/css" href="/tests/SimpleTest/test.css"/> 1.15 +</head> 1.16 +<body> 1.17 +<a target="_blank" href="https://bugzilla.mozilla.org/show_bug.cgi?id=435296">Mozilla Bug 435296</a> 1.18 +<img id="testimage" style="display: none;"> 1.19 +<pre id="test"> 1.20 +<script type="application/javascript"> 1.21 + 1.22 +// Boilerplate 1.23 +SimpleTest.waitForExplicitFinish(); 1.24 + 1.25 +// Assert that discarding isn't enabled, which might make this test go orange. 1.26 +ok(!getImagePref(DISCARD_ENABLED_PREF), "discarding should NOT be enabled here"); 1.27 + 1.28 +// We want to make sure d-o-d is enabled, since that's what we're testing 1.29 +var oldDODPref = getImagePref(DECODEONDRAW_ENABLED_PREF); 1.30 +setImagePref(DECODEONDRAW_ENABLED_PREF, true); 1.31 + 1.32 +// We're relying on very particular behavior for certain images - clear the 1.33 +// image cache. 1.34 +clearImageCache(); 1.35 + 1.36 +// In order to work around the effects introduced in bug 512435, we only load 1.37 +// the image after window onload fires 1.38 +function windowLoadHandler() 1.39 +{ 1.40 + // Set the source and an onload handler 1.41 + var image = document.getElementById("testimage"); 1.42 + image.src = "schrep.png"; 1.43 + image.onload = imageLoadHandler; 1.44 +} 1.45 + 1.46 +function imageLoadHandler() 1.47 +{ 1.48 + // The image is hidden, so it should not be decoded 1.49 + ok(!isFrameDecoded("testimage"), "image should not be decoded"); 1.50 + 1.51 + // Make the image visible 1.52 + var image = document.getElementById("testimage"); 1.53 + image.style.display = "inline"; 1.54 + 1.55 + // Wait for the image to decode 1.56 + setTimeout("tryToFinish();", 500); 1.57 +} 1.58 + 1.59 +function tryToFinish() 1.60 +{ 1.61 + // If it hasn't happened yet, wait longer. If it never happens, this test 1.62 + // will timeout after 300 seconds... 1.63 + if (!isFrameDecoded("testimage")) { 1.64 + setTimeout("tryToFinish();", 500); 1.65 + return; 1.66 + } 1.67 + 1.68 + // By definition, the image is decoded here. Give ourselves a pat on the back. 1.69 + ok(isFrameDecoded("testimage"), "image should be decoded"); 1.70 + 1.71 + // Restore the decode-on-draw pref 1.72 + setImagePref(DECODEONDRAW_ENABLED_PREF, oldDODPref); 1.73 + 1.74 + // All done 1.75 + SimpleTest.finish(); 1.76 +} 1.77 + 1.78 +// Set our onload handler, making sure we have focus 1.79 +window.onload = SimpleTest.waitForFocus(windowLoadHandler); 1.80 + 1.81 +</script> 1.82 +</pre> 1.83 +</body> 1.84 +</html>