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82 lines
2.4 KiB
HTML
82 lines
2.4 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=435296
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-->
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<head>
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<title>Test for Bug 435296</title>
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<script type="application/javascript" src="/MochiKit/MochiKit.js"></script>
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<script type="application/javascript" src="/tests/SimpleTest/SimpleTest.js"></script>
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<script type="application/javascript" src="imgutils.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=435296">Mozilla Bug 435296</a>
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<img id="testimage" style="display: none;">
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<pre id="test">
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<script type="application/javascript">
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// Boilerplate
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SimpleTest.waitForExplicitFinish();
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// Assert that discarding isn't enabled, which might make this test go orange.
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ok(!getImagePref(DISCARD_ENABLED_PREF), "discarding should NOT be enabled here");
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// We want to make sure d-o-d is enabled, since that's what we're testing
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var oldDODPref = getImagePref(DECODEONDRAW_ENABLED_PREF);
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setImagePref(DECODEONDRAW_ENABLED_PREF, true);
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// We're relying on very particular behavior for certain images - clear the
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// image cache.
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clearImageCache();
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// In order to work around the effects introduced in bug 512435, we only load
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// the image after window onload fires
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function windowLoadHandler()
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{
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// Set the source and an onload handler
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var image = document.getElementById("testimage");
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image.src = "schrep.png";
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image.onload = imageLoadHandler;
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}
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function imageLoadHandler()
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{
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// The image is hidden, so it should not be decoded
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ok(!isFrameDecoded("testimage"), "image should not be decoded");
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// Make the image visible
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var image = document.getElementById("testimage");
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image.style.display = "inline";
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// Wait for the image to decode
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setTimeout("tryToFinish();", 500);
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}
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function tryToFinish()
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{
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// If it hasn't happened yet, wait longer. If it never happens, this test
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// will timeout after 300 seconds...
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if (!isFrameDecoded("testimage")) {
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setTimeout("tryToFinish();", 500);
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return;
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}
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// By definition, the image is decoded here. Give ourselves a pat on the back.
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ok(isFrameDecoded("testimage"), "image should be decoded");
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// Restore the decode-on-draw pref
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setImagePref(DECODEONDRAW_ENABLED_PREF, oldDODPref);
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// All done
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SimpleTest.finish();
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}
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// Set our onload handler, making sure we have focus
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window.onload = SimpleTest.waitForFocus(windowLoadHandler);
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</script>
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</pre>
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</body>
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</html>
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