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 = new Image; 13 obj.assignToHTMLImageElement(img); 14 var img1 = document.getElementById("img1"); 15 var img2 = document.getElementById("img2"); 16 var img3 = document.getElementById("img3"); 17 var img4 = document.getElementById("img4"); 18 document.body.appendChild(img); 19 obj.assignToHTMLImageElement(img3); 20 pxm.assignToHTMLImageElement(img4); 21 myWidget.compare(pxm.width, img4.width); 22 myWidget.compare(obj.width, img3.width); 23 var signalsFired = 0; 24 myWidget.compare(obj.toString(),"[Qt Native Pixmap "+obj.width+","+obj.height+"]"); 25 myWidget.compare(String(pxm),"[Qt Native Pixmap "+pxm.width+","+pxm.height+"]"); 26 27 // this shouldn't work but shouldn't crash 28 myWidget.randomSlot("foobar"); 29 30 myWidget.pixmapSignal.connect(function(imgFromSignal) { 31 myWidget.compare(imgFromSignal.height, img2.height); 32 if (++signalsFired == 2) 33 myWidget.completeTest(); 34 }); 35 36 myWidget.imageSignal.connect(function(imgFromSignal) { 37 myWidget.compare(pxm.height, img2.height); 38 if (++signalsFired == 2) 39 myWidget.completeTest(); 40 }); 41 42 function continueTestAfterImagesAreLoaded() 43 { 44 if (img1.complete && img2.complete) { 45 myWidget.compare(pxm.height, img2.height); 46 myWidget.pixmapSlot(img); 47 myWidget.imageSlot(pxm); 48 } 49 } 50 img1.onload = continueTestAfterImagesAreLoaded; 51 img2.onload = continueTestAfterImagesAreLoaded; 52 img1.src = obj.toDataUrl(); 53 img2.src = myWidget.pixmap.toDataUrl(); 54 myWidget.image = pxm; 55 myWidget.pixmap = img; 56 } 57 </script> 58 </head> 59 <body onload="startTest()"> 60 <img id="img1" /> 61 <img id="img2" /> 62 <img id="img3" /> 63 <img id="img4" /> 64 </body> 65 </html> 66