layout/generic/test/test_bug507902.html

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/layout/generic/test/test_bug507902.html	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,382 @@
     1.4 +<!DOCTYPE HTML>
     1.5 +<html>
     1.6 +<!--
     1.7 +https://bugzilla.mozilla.org/show_bug.cgi?id=507902
     1.8 +-->
     1.9 +<head>
    1.10 +  <title>Test for Bug 507902</title>
    1.11 +  <script type="text/javascript" src="/tests/SimpleTest/SimpleTest.js"></script>        
    1.12 +  <link rel="stylesheet" type="text/css" href="/tests/SimpleTest/test.css"/>
    1.13 +</head>
    1.14 +<body>
    1.15 +<a target="_blank" href="https://bugzilla.mozilla.org/show_bug.cgi?id=507902">Mozilla Bug 507902</a>
    1.16 +
    1.17 +<iframe id="testFrameElem"></iframe>
    1.18 +
    1.19 +<pre id="test">
    1.20 +<script class="testbody" type="text/javascript">
    1.21 +
    1.22 +//
    1.23 +// Mochitest to test nsImageFrame icons
    1.24 +//
    1.25 +// The 'loading' icon should be displayed up until we have enough image
    1.26 +// data to determine the frame size.
    1.27 +//
    1.28 +// The 'broken' icon should be displayed when the URL is invalid (either
    1.29 +// a bad server or a file that fails to be sniffed to an appropriate
    1.30 +// mimetype).
    1.31 +//
    1.32 +
    1.33 +// Boilerplate
    1.34 +gWindowUtils = SpecialPowers.getDOMWindowUtils(window);
    1.35 +
    1.36 +// URL + paths
    1.37 +//
    1.38 +// We have a separate copy of the icons in the test directory to
    1.39 +// avoid any firefox caching mechanisms that might affect the
    1.40 +// behavior of the load.
    1.41 +var us = window.location.href;
    1.42 +var baseURL = us.substring(0, us.lastIndexOf('/') + 1);
    1.43 +var loadIconFilename = "file_LoadingImageReference.png";
    1.44 +var imageFilename = "file_Dolske.png";
    1.45 +var brokenIconFilename = "file_BrokenImageReference.png";
    1.46 +var serverFilename = "file_IconTestServer.sjs";
    1.47 +var serverContinueFlag = "?continue=true";
    1.48 +var bogusFilename = "oneuponatimewhendolskewasyoung.png";
    1.49 +
    1.50 +// Our test image element, inside a div, inside an iframe
    1.51 +var testFrameElem = document.getElementById("testFrameElem");
    1.52 +var innerDoc = testFrameElem.contentWindow.document;
    1.53 +var divContainer = innerDoc.createElement("div");
    1.54 +divContainer.style.cssFloat = "left";
    1.55 +innerDoc.body.appendChild(divContainer);
    1.56 +var testImageElem = new Image();
    1.57 +divContainer.appendChild(testImageElem);
    1.58 +var pingImage = new Image();
    1.59 +
    1.60 +// Set up the canvases
    1.61 +var canvases = {};
    1.62 +var canvasNames = [ "brokenIconTest",  "brokenIconReference",
    1.63 +                    "loadingIconTest", "loadingIconReference",
    1.64 +                    "loadedTest",      "loadedReference" ];
    1.65 +var windowElem = document.documentElement;
    1.66 +for (var i in canvasNames) {
    1.67 +  var can = document.createElement("canvas");
    1.68 +  can.setAttribute("width", windowElem.getAttribute("width"));
    1.69 +  can.setAttribute("height", windowElem.getAttribute("height"));
    1.70 +  canvases[canvasNames[i]] = can;
    1.71 +
    1.72 +  // When the image frame has no idea how to size itself, it sizes itself
    1.73 +  // to dimensions capable of displaying the alt feedback icons. However, if
    1.74 +  // the image has been loaded before, something (I don't know what) seems to
    1.75 +  // remember the size of the last successful image for that URL. So when we
    1.76 +  // create a new image frame for that URL, it uses that size until it hears
    1.77 +  // something different. This happens through a refresh (not sure if this is
    1.78 +  // desired behavior). This means that if you refresh the test, the "loading"
    1.79 +  // icon for the test image will appear with a border that stretches further
    1.80 +  // right and down, because that URL previously displayed an image with larger
    1.81 +  // dimensions. This causes the verify stage to fail. To allow for
    1.82 +  // successful test refreshes (only useful for people, not automated tests),
    1.83 +  // we add a clipping region so that we see the left and top borders, along
    1.84 +  // with the image, but not the bottom and right borders.
    1.85 +
    1.86 +  if ((i > 1) && (i < 4)) {
    1.87 +    var ctx = can.getContext("2d");
    1.88 +    ctx.beginPath();
    1.89 +    ctx.rect(0,0, 30, 30);
    1.90 +    ctx.clip();
    1.91 +   }
    1.92 +
    1.93 +}
    1.94 +
    1.95 +// Stage 1 - Load the reference image for the broken icon
    1.96 +function loadBrokenIconReference() {
    1.97 +
    1.98 +  // Debugging - Let's see if setting onload after src is a problem
    1.99 +  testImageElem.onload = function(event) { dump("test_bug507902.html DEBUG - uh oh, placeholder onload 1 called\n");};
   1.100 +
   1.101 +  // Debug - Figure out if we're getting an onerror instead of onload
   1.102 +  testImageElem.onerror = function(event) {dump("test_bug507902.html DEBUG - Got onerror for testImageElem!\n");};
   1.103 +
   1.104 +  testImageElem.src = baseURL + brokenIconFilename;
   1.105 +  stageTransition();
   1.106 +}
   1.107 +
   1.108 +// Stage 2 - Draw the reference image for the broken icon to a canvas
   1.109 +function drawBrokenIconReference() {
   1.110 +
   1.111 +  enableBorderAndPad();
   1.112 +  drawWindowToCanvas("brokenIconReference");
   1.113 +  disableBorderAndPad();
   1.114 +
   1.115 +  stageTransition();
   1.116 +}
   1.117 +
   1.118 +// Stage 3 - Load the reference image for the loading icon
   1.119 +function loadLoadingIconReference() {
   1.120 +
   1.121 +  // Debugging - Let's see if setting onload after src is a problem
   1.122 +  testImageElem.onload = function(event) { dump("test_bug507902.html DEBUG - uh oh, placeholder onload 3 called\n");};
   1.123 +
   1.124 +  testImageElem.src = baseURL + loadIconFilename;
   1.125 +  stageTransition();
   1.126 +}
   1.127 +
   1.128 +// Stage 4 - Draw the reference image for the loading icon to a canvas
   1.129 +function drawLoadingIconReference() {
   1.130 +
   1.131 +  enableBorderAndPad();
   1.132 +  drawWindowToCanvas("loadingIconReference");
   1.133 +  disableBorderAndPad();
   1.134 +
   1.135 +  stageTransition();
   1.136 +}
   1.137 +
   1.138 +// Stage 5 - Try to load a broken image
   1.139 +function loadBrokenImage() {
   1.140 +  resetImage();
   1.141 +  testImageElem.src = baseURL + bogusFilename;
   1.142 +  stageTransition();
   1.143 +}
   1.144 +
   1.145 +// Stage 6 - Draw the screen to a canvas. This should hopefully
   1.146 +// be the broken icon.
   1.147 +function drawBrokenIcon() {
   1.148 +  drawWindowToCanvas("brokenIconTest");
   1.149 +  stageTransition();
   1.150 +}
   1.151 +
   1.152 +// Stage 7 - Load the reference image for the test image
   1.153 +function loadImageReference() {
   1.154 +  resetImage();
   1.155 +
   1.156 +  // Debugging - Let's see if setting onload after src is a problem
   1.157 +  testImageElem.onload = function(event) { dump("test_bug507902.html DEBUG - uh oh, placeholder onload 7 called\n");};
   1.158 +
   1.159 +  testImageElem.src = baseURL + imageFilename;
   1.160 +  stageTransition();
   1.161 +}
   1.162 +
   1.163 +// Stage 8 - Draw the reference image for the test image to a canvas
   1.164 +function drawImageReference() {
   1.165 +  drawWindowToCanvas("loadedReference");
   1.166 +  stageTransition();
   1.167 +}
   1.168 +
   1.169 +// Stage 9 - Start a load of the test image from the delay-generating server
   1.170 +function startServerLoad() {
   1.171 +
   1.172 +  // Reset the image
   1.173 +  resetImage();
   1.174 +
   1.175 +  // Debugging info so we can figure out the hang
   1.176 +  dump("test_bug507902.html DEBUG - starting server load\n");
   1.177 +
   1.178 +  // Load the image
   1.179 +  testImageElem.src = baseURL + serverFilename;
   1.180 +  stageTransition();
   1.181 +}
   1.182 +
   1.183 +// Stage 10 - Draw the screen to a canvas. This should hopefully be the loading
   1.184 +// icon.
   1.185 +function drawLoadingIcon() {
   1.186 +
   1.187 +  // Debugging info so we can figure out the hang
   1.188 +  dump("test_bug507902.html DEBUG - drawing loading icon\n");
   1.189 +
   1.190 +  drawWindowToCanvas("loadingIconTest");
   1.191 +  stageTransition();
   1.192 +}
   1.193 +
   1.194 +// Stage 11 - Tell the server to continue.
   1.195 +function signalServerContinue() {
   1.196 +
   1.197 +  // Debugging info so we can figure out the hang
   1.198 +  dump("test_bug507902.html DEBUG - signaling server to continue\n");
   1.199 +
   1.200 +  pingImage.src = baseURL + serverFilename + serverContinueFlag;
   1.201 +  stageTransition();
   1.202 +}
   1.203 +
   1.204 +// Stage 12 - Draw the screen to a canvas. This should hopefully be the loaded
   1.205 +// test image.
   1.206 +function drawLoadedImage() {
   1.207 +  drawWindowToCanvas("loadedTest");
   1.208 +  stageTransition();
   1.209 +}
   1.210 +
   1.211 +
   1.212 +// Stage 13 - Verify That the appropriate canvases match
   1.213 +function verifyCanvases() {
   1.214 +
   1.215 +  // Verify the broken icon
   1.216 +  ok(canvasesAreEqual("brokenIconTest", "brokenIconReference"),
   1.217 +     "Window drawn on broken load should match broken icon reference");
   1.218 +
   1.219 +  // Verify the loading icon
   1.220 +  ok(canvasesAreEqual("loadingIconTest", "loadingIconReference"),
   1.221 +     "Window drawn mid-load should match loading icon reference");
   1.222 +
   1.223 +  // Verify the loaded image
   1.224 +  ok(canvasesAreEqual("loadedTest", "loadedReference"),
   1.225 +     "Window drawn post-load should match reference image");
   1.226 +
   1.227 +  stageTransition();
   1.228 +}
   1.229 +
   1.230 +// We have a bunch of different things that need to happen in order
   1.231 +// with different transitions. We make a "stage table" here where
   1.232 +// each entry contains the stage function ('fn') and a transition
   1.233 +// ('trans'), which can be one of the following:
   1.234 +// "instant" - Just calls the next stage directly
   1.235 +// "onload" - Sets the next stage as an onload event for the image element
   1.236 +// "onerror" - Sets the next stage as an onerror event for the image element
   1.237 +// integer  - Sets the next stage to be called after the given timeout duration
   1.238 +// "finish" - Finish the test
   1.239 +var testStages = [
   1.240 +  { "fn" : loadBrokenIconReference,  "trans" : "onload"},
   1.241 +  { "fn" : drawBrokenIconReference,  "trans" : "instant"},
   1.242 +  { "fn" : loadLoadingIconReference, "trans" : "onload" },
   1.243 +  { "fn" : drawLoadingIconReference, "trans" : "instant" },
   1.244 +  { "fn" : loadBrokenImage,          "trans" : "onerror" },
   1.245 +  { "fn" : drawBrokenIcon,           "trans" : "instant" },
   1.246 +  { "fn" : loadImageReference,       "trans" : "onload" },
   1.247 +  { "fn" : drawImageReference,       "trans" : "instant" },
   1.248 +  // XXXbholley - We use a timeout here because resetting the
   1.249 +  // image doesn't seem to be quite synchronous. If we make
   1.250 +  // this transition "instant", then the drawImage call draws
   1.251 +  // an empty (0,0,0,0) rect to the canvas and we're left with
   1.252 +  // whatever was there before. I don't know of any good event
   1.253 +  // mechanism to figure out when the image frame is bootstrapped
   1.254 +  // enough to display the loading image, so I did trial-and-error
   1.255 +  // with timeouts. 50ms seems to be enough time for things to work
   1.256 +  // reliably, so *= 6 for good measure.
   1.257 +  { "fn" : startServerLoad,          "trans" : 300 },
   1.258 +  { "fn" : drawLoadingIcon,          "trans" : "instant" },
   1.259 +  { "fn" : signalServerContinue,     "trans" : "onload" },
   1.260 +  { "fn" : drawLoadedImage,          "trans" : "instant" },
   1.261 +  { "fn" : verifyCanvases,           "trans" : "finish" } ];
   1.262 +var currentStage = 0;
   1.263 +
   1.264 +// Transition function called at the end of each stage
   1.265 +function stageTransition() {
   1.266 +
   1.267 +  // Debugging info so we can figure out the hang
   1.268 +  dump("test_bug507902.html DEBUG - Current Stage: " + currentStage + "\n");
   1.269 +
   1.270 +  // What's our transition?
   1.271 +  var trans = testStages[currentStage++].trans;
   1.272 +
   1.273 +  // If the transition is finish, stop now before we access out of bounds
   1.274 +  if (trans == "finish") {
   1.275 +    makeCanvasesVisible(); // Useful for debugging
   1.276 +    SimpleTest.finish();
   1.277 +    return;
   1.278 +  }
   1.279 +
   1.280 +  // Otherwise, get the next function
   1.281 +  var nextfn = testStages[currentStage].fn;
   1.282 +
   1.283 +  // Switch based on transition
   1.284 +  switch (trans) {
   1.285 +
   1.286 +    // Continue right away
   1.287 +    case "instant":
   1.288 +      nextfn();
   1.289 +      break;
   1.290 +
   1.291 +    // Continue after we get an onload event on the test image
   1.292 +    case "onload":
   1.293 +      testImageElem.onload = function(event) {testImageElem.onload = undefined; nextfn();};
   1.294 +      break;
   1.295 +
   1.296 +    // Continue after we get an onerror event on the test image
   1.297 +    case "onerror":
   1.298 +      testImageElem.onerror = function(event) {testImageElem.onerror = undefined; nextfn();};
   1.299 +      break;
   1.300 +
   1.301 +    // Timeout
   1.302 +    default:
   1.303 +      setTimeout(nextfn, trans);
   1.304 +      break
   1.305 +  }
   1.306 +}
   1.307 +
   1.308 +// Lots if asynchronous behavior here
   1.309 +SimpleTest.waitForExplicitFinish();
   1.310 +
   1.311 +// Catch somebody's eye
   1.312 +dump("This test is failing intermittently, see bug 510001 - If you see orange here, please paste the following debugging output on the bug!\n");
   1.313 +
   1.314 +// Kick off the test by invoking the first stage. The stages call each other
   1.315 +testStages[0].fn();
   1.316 +
   1.317 +
   1.318 +// We need to get rid of the old image element and make a new one. If we
   1.319 +// don't, the "current/pending" machinery will display the old image until
   1.320 +// the new one is loaded, so we won't see the loading icon.
   1.321 +function resetImage() {
   1.322 +  divContainer.removeChild(testImageElem);
   1.323 +  testImageElem = null;
   1.324 +  testImageElem = new Image();
   1.325 +  divContainer.appendChild(testImageElem);
   1.326 +}
   1.327 +
   1.328 +//
   1.329 +// Makes the canvases visible. Called before the tests finish. This is useful for
   1.330 +// debugging.
   1.331 +//
   1.332 +function makeCanvasesVisible() {
   1.333 +  for (var i = 0; i < canvasNames.length - 1; i += 2) {
   1.334 +    var title = document.createElement("h3");
   1.335 +    title.innerHTML = canvasNames[i] + ", " + canvasNames[i+1] + ":";
   1.336 +    document.body.appendChild(title);
   1.337 +    var myDiv = document.createElement("div");
   1.338 +    myDiv.appendChild(canvases[canvasNames[i]]);
   1.339 +    myDiv.appendChild(canvases[canvasNames[i+1]]);
   1.340 +    document.body.appendChild(myDiv);
   1.341 +  }
   1.342 +}
   1.343 +
   1.344 +//
   1.345 +// Enables and disables bordering/padding to mimic the look of alt feedback icons
   1.346 +//
   1.347 +function enableBorderAndPad() {
   1.348 +  divContainer.style.border = "1px";
   1.349 +  divContainer.style.borderStyle = "inset";
   1.350 +  testImageElem.style.padding = "3px";
   1.351 +}
   1.352 +
   1.353 +function disableBorderAndPad() {
   1.354 +  testImageElem.style.padding = 0;
   1.355 +  divContainer.style.border = "0px";
   1.356 +  divContainer.style.borderStyle = "";
   1.357 +}
   1.358 +
   1.359 +//
   1.360 +// Helper canvas methods. This is mostly copped directly from the reftest framework
   1.361 +//
   1.362 +
   1.363 +function drawWindowToCanvas(canvasName) {
   1.364 +  var win = testFrameElem.contentWindow;
   1.365 +  var ctx = canvases[canvasName].getContext("2d");
   1.366 +  // drawWindow always draws one canvas pixel for each CSS pixel in the source
   1.367 +  // window, so scale the drawing to show the zoom (making each canvas pixel be one
   1.368 +  // device pixel instead)
   1.369 +  ctx.drawWindow(win, win.scrollX, win.scrollY,
   1.370 +                 Math.ceil(canvases[canvasName].width),
   1.371 +                 Math.ceil(canvases[canvasName].height),
   1.372 +                 "rgb(255,255,255)");
   1.373 +}
   1.374 +
   1.375 +function canvasesAreEqual(canvas1Name, canvas2Name) {
   1.376 +  var c1 = canvases[canvas1Name];
   1.377 +  var c2 = canvases[canvas2Name];
   1.378 +  var differences = gWindowUtils.compareCanvases(c1, c2, {});
   1.379 +  return (differences == 0);
   1.380 +}
   1.381 +
   1.382 +</script>
   1.383 +</pre>
   1.384 +</body>
   1.385 +</html>

mercurial