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<!DOCTYPE HTML>
<html>
<!--
https://bugzilla.mozilla.org/show_bug.cgi?id=435296
-->
<head>
  <title>Test for Bug 435296</title>
  <script type="application/javascript" src="/MochiKit/MochiKit.js"></script>
  <script type="application/javascript" src="/tests/SimpleTest/SimpleTest.js"></script>
  <script type="application/javascript" src="imgutils.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=435296">Mozilla Bug 435296</a>
<img id="testimage" style="display: none;">
<pre id="test">
<script type="application/javascript">

// Boilerplate
SimpleTest.waitForExplicitFinish();

// Assert that discarding isn't enabled, which might make this test go orange.
ok(!getImagePref(DISCARD_ENABLED_PREF), "discarding should NOT be enabled here");

// We want to make sure d-o-d is enabled, since that's what we're testing
var oldDODPref = getImagePref(DECODEONDRAW_ENABLED_PREF);
setImagePref(DECODEONDRAW_ENABLED_PREF, true);

// We're relying on very particular behavior for certain images - clear the
// image cache.
clearImageCache();

// In order to work around the effects introduced in bug 512435, we only load
// the image after window onload fires
function windowLoadHandler()
{
  // Set the source and an onload handler
  var image = document.getElementById("testimage");
  image.src = "schrep.png";
  image.onload = imageLoadHandler;
}

function imageLoadHandler()
{
  // The image is hidden, so it should not be decoded
  ok(!isFrameDecoded("testimage"), "image should not be decoded");

  // Make the image visible
  var image = document.getElementById("testimage");
  image.style.display = "inline";

  // Wait for the image to decode
  setTimeout("tryToFinish();", 500);
}

function tryToFinish()
{
  // If it hasn't happened yet, wait longer. If it never happens, this test
  // will timeout after 300 seconds...
  if (!isFrameDecoded("testimage")) {
    setTimeout("tryToFinish();", 500);
    return;
  }

  // By definition, the image is decoded here. Give ourselves a pat on the back.
  ok(isFrameDecoded("testimage"), "image should be decoded");

  // Restore the decode-on-draw pref
  setImagePref(DECODEONDRAW_ENABLED_PREF, oldDODPref);

  // All done
  SimpleTest.finish();
}

// Set our onload handler, making sure we have focus
window.onload = SimpleTest.waitForFocus(windowLoadHandler);

</script>
</pre>
</body>
</html>