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1 <script> | |
2 var updated = false; | |
3 var prevTime; | |
4 if (window.internals) | |
5 internals.settings.setImageAnimationPolicy("none"); | |
6 | |
7 if (window.testRunner) | |
8 testRunner.waitUntilDone(); | |
9 | |
10 function changeImage() { | |
11 document.getElementById("target").src = "animation-green.gif"; | |
12 updated = true; | |
13 } | |
14 | |
15 function timestamp() { | |
16 // Finish Test after 100ms after image is loaded | |
17 // to make sure that animation is not looped | |
18 // because animation policy is none. | |
19 if (Date.now() - prevTime > 100) { | |
esprehn
2015/05/26 23:29:16
This is still a 100ms delay, you wan't put a 100ms
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20 if (window.testRunner) | |
21 testRunner.notifyDone(); | |
22 } | |
23 window.requestAnimationFrame(timestamp); | |
24 } | |
25 | |
26 function imageLoaded() { | |
27 if (!updated) | |
28 return; | |
29 | |
30 if (window.testRunner) { | |
31 testRunner.layoutAndPaintAsyncThen(function () { | |
32 prevTime = Date.now(); | |
33 window.requestAnimationFrame(timestamp); | |
34 }); | |
35 } | |
36 } | |
37 </script> | |
38 <body onload="changeImage()"> | |
39 <img id="target" src="animation-blue.gif" onload="imageLoaded()"> | |
40 </body> | |
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