blob: a7a0a038732aa2d033dceb2f3c666c86163fa811 [file] [log] [blame]
<!DOCTYPE html>
<html>
<head>
<script src="../../resources/js-test-pre.js"></script>
</head>
<body>
<canvas id="canvas"></canvas>
<script>
description("Ensure the image frame duration is respected even if the frame finishes decoding early.");
jsTestIsAsync = true;
internals.clearMemoryCache();
var image = new Image;
image.onload = imageLoaded;
image.src = "resources/animated-red-green-blue.gif";
function imageLoaded()
{
if (!window.internals)
return;
internals.setImageFrameDecodingDuration(image, 0.040);
internals.settings.setAnimatedImageDebugCanvasDrawingEnabled(true);
drawImage();
drawLoop();
}
function drawImage()
{
if (drawImage.count == undefined)
drawImage.count = 0;
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
ctx.drawImage(image, 0, 0, canvas.width, canvas.height);
return ++drawImage.count;
}
function drawLoop()
{
// 1st time the image is drawn, time = 0, current_frame = 0
// 2nd time the image is drawn, time = 50, current_frame = 1
// 3rd time the image is drawn, time = 100, current_frame = 2
setTimeout(function() {
if (drawImage() == 3) {
shouldBe("internals.imageFrameIndex(image)", "2");
finishJSTest();
} else
drawLoop();
}, 50);
}
</script>
<script src="../../resources/js-test-post.js"></script>
</body>
</html>