Option 1: active external resource loading in JSDOM
Initializing JSDOM with resources: 'usable'
should normally be enough with the latest API (v10+
):
const jsdom = new JSDOM('<!doctype html><html><body></body></html>',{
resources: 'usable'
});
const { window } = jsdom;
It requires the canvas
(canvas or canvas-prebuilt) module as stated in JSDOM doc.
Option 2: mock window.Image to gain control over it
Using the latest canvas
module, you can mock the window.Image
to trigger load
events.
So first create a mock for the window.Image
class:
import CanvasImage from 'canvas/lib/image';
import fs from 'fs';
import path from 'path';
import { URL } from 'url';
import request from 'request';
// Where to fetch assets on the file system when path are provided.
const ASSETS_DIRECTORY = path.join(__dirname,'.');
const WindowImage = function() {
// Reimplemented the following class:
// https://github.com/tmpvar/jsdom/blob/master/lib/jsdom/living/nodes/HTMLImageElement-impl.js
// https://github.com/Automattic/node-canvas#imagesrcbuffer
let source;
let image;
let onload;
let onerror;
return {
set src (value) {
// TODO Throw errors to the Image.onerror handler.
const onDataLoaded = function (data) {
image = new CanvasImage();
image.onload = () => {
if (onload) {
onload(image);
}
};
image.onerror = err => {
if (onerror) {
onerror(err);
}
};
image.src = data;
source = value;
};
// URL or path?
let url;
try {
url = new URL(value);
} catch (e) {}
// Fetch the data.
if (url) {
request(url.href, (error, response, body) => {
if (response && response.statusCode !== undefined && response.statusCode !== 200) {
throw new Error("Status code: " + response.statusCode);
}
onDataLoaded(body);
});
} else {
// Assume it is a file path: try a local file read.
fs.readFile(path.join(ASSETS_DIRECTORY,value),function (err,data) {
if (err) {
throw err;
}
onDataLoaded(data);
});
}
},
set onload (handler) {
onload = handler;
},
set onerror (handler) {
onerror = handler;
},
get src () {
return source;
},
// TODO Should allows to modify height and width
// + add natural height and width
// Cf. https://github.com/tmpvar/jsdom/blob/master/lib/jsdom/living/nodes/HTMLImageElement-impl.js#L51
get width () {
return image && image.width;
},
get height () {
return image && image.height;
}
};
};
Then you can mock window.Image
in your tests, by redefining the one used by JSDOM:
window.Image = WindowImage;
This is not really elegant, but it gives you control over how image data is loaded, as canvas.Image.src
can normally take any Buffer.