1 <html> 2 <head> 3 <style> 4 img { display: block; border-style: groove} 5 </style> 6 <script> 7 function startTest() 8 { 9 var obj = myWidget.image; 10 var pxm = myWidget.pixmap; 11 12 var img = obj.toHTMLImageElement(); 13 var img1 = document.getElementById("img1"); 14 var img2 = document.getElementById("img2"); 15 document.body.appendChild(img); 16 document.body.appendChild(pxm.toHTMLImageElement()); 17 var signalsFired = 0; 18 myWidget.compare(obj.toString(),"[Qt Native Pixmap "+obj.width+","+obj.height+"]"); 19 myWidget.compare(String(pxm),"[Qt Native Pixmap "+pxm.width+","+pxm.height+"]"); 20 21 // this shouldn't work but shouldn't crash 22 myWidget.randomSlot("foobar"); 23 24 myWidget.pixmapSignal.connect(function(imgFromSignal) { 25 myWidget.compare(imgFromSignal.height, img2.height); 26 if (++signalsFired == 2) 27 myWidget.completeTest(); 28 }); 29 30 myWidget.imageSignal.connect(function(imgFromSignal) { 31 myWidget.compare(pxm.height, img2.height); 32 if (++signalsFired == 2) 33 myWidget.completeTest(); 34 }); 35 36 function continueTestAfterImagesAreLoaded() 37 { 38 if (img1.complete && img2.complete) { 39 myWidget.compare(pxm.height, img2.height); 40 myWidget.pixmapSlot(img); 41 myWidget.imageSlot(pxm); 42 } 43 } 44 img1.onload = continueTestAfterImagesAreLoaded; 45 img2.onload = continueTestAfterImagesAreLoaded; 46 img1.src = obj.toDataUrl(); 47 img2.src = myWidget.pixmap.toDataUrl(); 48 myWidget.image = pxm; 49 myWidget.pixmap = img; 50 } 51 </script> 52 </head> 53 <body onload="startTest()"> 54 <img id="img1" /> 55 <img id="img2" /> 56 </body> 57 </html> 58