/* Any copyright is dedicated to the Public Domain. http://creativecommons.org/publicdomain/zero/1.0/ */ /////////////////// // // Whitelisting this test. // As part of bug 1077403, the leaking uncaught rejection should be fixed. // thisTestLeaksUncaughtRejectionsAndShouldBeFixed("Error: Shader Editor is still waiting for a WebGL context to be created."); /** * Tests target navigations are handled correctly in the UI. */ function ifWebGLSupported() { let { target, panel } = yield initShaderEditor(SIMPLE_CANVAS_URL); let { gFront, $, EVENTS, ShadersListView, ShadersEditorsView } = panel.panelWin; reload(target); yield promise.all([ once(gFront, "program-linked"), once(panel.panelWin, EVENTS.SOURCES_SHOWN) ]); is($("#reload-notice").hidden, true, "The 'reload this page' notice should be hidden after linking."); is($("#waiting-notice").hidden, true, "The 'waiting for a WebGL context' notice should be visible after linking."); is($("#content").hidden, false, "The tool's content should not be hidden anymore."); is(ShadersListView.itemCount, 1, "The shaders list contains one entry."); is(ShadersListView.selectedItem, ShadersListView.items[0], "The shaders list has a correct item selected."); is(ShadersListView.selectedIndex, 0, "The shaders list has a correct index selected."); let vsEditor = yield ShadersEditorsView._getEditor("vs"); let fsEditor = yield ShadersEditorsView._getEditor("fs"); is(vsEditor.getText().indexOf("gl_Position"), 170, "The vertex shader editor contains the correct text."); is(fsEditor.getText().indexOf("gl_FragColor"), 97, "The fragment shader editor contains the correct text."); let navigating = once(target, "will-navigate"); let navigated = once(target, "will-navigate"); navigate(target, "about:blank"); yield navigating; yield once(panel.panelWin, EVENTS.UI_RESET); is($("#reload-notice").hidden, true, "The 'reload this page' notice should be hidden while navigating."); is($("#waiting-notice").hidden, false, "The 'waiting for a WebGL context' notice should be visible while navigating."); is($("#content").hidden, true, "The tool's content should be hidden now that there's no WebGL content."); is(ShadersListView.itemCount, 0, "The shaders list should be empty."); is(ShadersListView.selectedItem, null, "The shaders list has no correct item."); is(ShadersListView.selectedIndex, -1, "The shaders list has a negative index."); yield ShadersEditorsView._getEditor("vs").then(() => { ok(false, "The promise for a vertex shader editor should be rejected."); }, () => { ok(true, "The vertex shader editors wasn't initialized."); }); yield ShadersEditorsView._getEditor("fs").then(() => { ok(false, "The promise for a fragment shader editor should be rejected."); }, () => { ok(true, "The fragment shader editors wasn't initialized."); }); yield navigated; is($("#reload-notice").hidden, true, "The 'reload this page' notice should still be hidden after navigating."); is($("#waiting-notice").hidden, false, "The 'waiting for a WebGL context' notice should still be visible after navigating."); is($("#content").hidden, true, "The tool's content should be still hidden since there's no WebGL content."); yield teardown(panel); finish(); }