// Copyright 2013 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include "ash/wm/lock_state_controller.h" #include #include "ash/session/session_state_delegate.h" #include "ash/shell.h" #include "ash/test/ash_test_base.h" #include "ash/test/test_lock_state_controller_delegate.h" #include "ash/test/test_screenshot_delegate.h" #include "ash/test/test_session_state_animator.h" #include "ash/test/test_shell_delegate.h" #include "ash/wm/maximize_mode/maximize_mode_controller.h" #include "ash/wm/power_button_controller.h" #include "ash/wm/session_state_animator.h" #include "base/memory/scoped_ptr.h" #include "base/memory/scoped_vector.h" #include "base/time/time.h" #include "ui/events/test/event_generator.h" #include "ui/gfx/geometry/size.h" #if defined(OS_CHROMEOS) #include "ui/display/chromeos/display_configurator.h" #include "ui/display/chromeos/test/test_display_snapshot.h" #include "ui/display/types/display_constants.h" #endif namespace ash { namespace test { namespace { bool cursor_visible() { return ash::Shell::GetInstance()->cursor_manager()->IsCursorVisible(); } void CheckCalledCallback(bool* flag) { if (flag) (*flag) = true; } } // namespace class LockStateControllerTest : public AshTestBase { public: LockStateControllerTest() : power_button_controller_(NULL), lock_state_controller_(NULL), lock_state_controller_delegate_(NULL), test_animator_(NULL) { } ~LockStateControllerTest() override {} void SetUp() override { AshTestBase::SetUp(); scoped_ptr lock_state_controller_delegate( lock_state_controller_delegate_ = new TestLockStateControllerDelegate); test_animator_ = new TestSessionStateAnimator; lock_state_controller_ = Shell::GetInstance()->lock_state_controller(); lock_state_controller_->SetDelegate( std::move(lock_state_controller_delegate)); lock_state_controller_->set_animator_for_test(test_animator_); test_api_.reset(new LockStateController::TestApi(lock_state_controller_)); power_button_controller_ = Shell::GetInstance()->power_button_controller(); session_state_delegate_ = Shell::GetInstance()->session_state_delegate(); shell_delegate_ = reinterpret_cast( ash::Shell::GetInstance()->delegate()); } protected: void GenerateMouseMoveEvent() { ui::test::EventGenerator generator(Shell::GetPrimaryRootWindow()); generator.MoveMouseTo(10, 10); } int NumShutdownRequests() { return lock_state_controller_delegate_->num_shutdown_requests() + shell_delegate_->num_exit_requests(); } void Advance(SessionStateAnimator::AnimationSpeed speed) { test_animator_->Advance(test_animator_->GetDuration(speed)); } void AdvancePartially(SessionStateAnimator::AnimationSpeed speed, float factor) { base::TimeDelta duration = test_animator_->GetDuration(speed); base::TimeDelta partial_duration = base::TimeDelta::FromInternalValue(duration.ToInternalValue() * factor); test_animator_->Advance(partial_duration); } void ExpectPreLockAnimationStarted() { SCOPED_TRACE("Failure in ExpectPreLockAnimationStarted"); EXPECT_LT(0u, test_animator_->GetAnimationCount()); EXPECT_TRUE( test_animator_->AreContainersAnimated( SessionStateAnimator::NON_LOCK_SCREEN_CONTAINERS, SessionStateAnimator::ANIMATION_LIFT)); EXPECT_TRUE( test_animator_->AreContainersAnimated( SessionStateAnimator::LAUNCHER, SessionStateAnimator::ANIMATION_FADE_OUT)); EXPECT_TRUE( test_animator_->AreContainersAnimated( SessionStateAnimator::LOCK_SCREEN_CONTAINERS, SessionStateAnimator::ANIMATION_HIDE_IMMEDIATELY)); EXPECT_TRUE(test_api_->is_animating_lock()); } void ExpectPreLockAnimationRunning() { SCOPED_TRACE("Failure in ExpectPreLockAnimationRunning"); EXPECT_LT(0u, test_animator_->GetAnimationCount()); EXPECT_TRUE( test_animator_->AreContainersAnimated( SessionStateAnimator::NON_LOCK_SCREEN_CONTAINERS, SessionStateAnimator::ANIMATION_LIFT)); EXPECT_TRUE( test_animator_->AreContainersAnimated( SessionStateAnimator::LAUNCHER, SessionStateAnimator::ANIMATION_FADE_OUT)); EXPECT_TRUE(test_api_->is_animating_lock()); } void ExpectPreLockAnimationCancel() { SCOPED_TRACE("Failure in ExpectPreLockAnimationCancel"); EXPECT_LT(0u, test_animator_->GetAnimationCount()); EXPECT_TRUE( test_animator_->AreContainersAnimated( SessionStateAnimator::NON_LOCK_SCREEN_CONTAINERS, SessionStateAnimator::ANIMATION_UNDO_LIFT)); EXPECT_TRUE( test_animator_->AreContainersAnimated( SessionStateAnimator::LAUNCHER, SessionStateAnimator::ANIMATION_FADE_IN)); } void ExpectPreLockAnimationFinished() { SCOPED_TRACE("Failure in ExpectPreLockAnimationFinished"); EXPECT_FALSE( test_animator_->AreContainersAnimated( SessionStateAnimator::NON_LOCK_SCREEN_CONTAINERS, SessionStateAnimator::ANIMATION_LIFT)); EXPECT_FALSE( test_animator_->AreContainersAnimated( SessionStateAnimator::LAUNCHER, SessionStateAnimator::ANIMATION_FADE_OUT)); EXPECT_FALSE( test_animator_->AreContainersAnimated( SessionStateAnimator::LOCK_SCREEN_CONTAINERS, SessionStateAnimator::ANIMATION_HIDE_IMMEDIATELY)); } void ExpectPostLockAnimationStarted() { SCOPED_TRACE("Failure in ExpectPostLockAnimationStarted"); EXPECT_LT(0u, test_animator_->GetAnimationCount()); EXPECT_TRUE( test_animator_->AreContainersAnimated( SessionStateAnimator::LOCK_SCREEN_CONTAINERS, SessionStateAnimator::ANIMATION_RAISE_TO_SCREEN)); } void ExpectPostLockAnimationFinished() { SCOPED_TRACE("Failure in ExpectPostLockAnimationFinished"); EXPECT_FALSE( test_animator_->AreContainersAnimated( SessionStateAnimator::LOCK_SCREEN_CONTAINERS, SessionStateAnimator::ANIMATION_RAISE_TO_SCREEN)); } void ExpectUnlockBeforeUIDestroyedAnimationStarted() { SCOPED_TRACE("Failure in ExpectUnlockBeforeUIDestroyedAnimationStarted"); EXPECT_LT(0u, test_animator_->GetAnimationCount()); EXPECT_TRUE( test_animator_->AreContainersAnimated( SessionStateAnimator::LOCK_SCREEN_CONTAINERS, SessionStateAnimator::ANIMATION_LIFT)); } void ExpectUnlockBeforeUIDestroyedAnimationFinished() { SCOPED_TRACE("Failure in ExpectUnlockBeforeUIDestroyedAnimationFinished"); EXPECT_FALSE( test_animator_->AreContainersAnimated( SessionStateAnimator::LOCK_SCREEN_CONTAINERS, SessionStateAnimator::ANIMATION_LIFT)); } void ExpectUnlockAfterUIDestroyedAnimationStarted() { SCOPED_TRACE("Failure in ExpectUnlockAfterUIDestroyedAnimationStarted"); EXPECT_LT(0u, test_animator_->GetAnimationCount()); EXPECT_TRUE( test_animator_->AreContainersAnimated( SessionStateAnimator::NON_LOCK_SCREEN_CONTAINERS, SessionStateAnimator::ANIMATION_DROP)); EXPECT_TRUE( test_animator_->AreContainersAnimated( SessionStateAnimator::LAUNCHER, SessionStateAnimator::ANIMATION_FADE_IN)); } void ExpectUnlockAfterUIDestroyedAnimationFinished() { SCOPED_TRACE("Failure in ExpectUnlockAfterUIDestroyedAnimationFinished"); EXPECT_EQ(0u, test_animator_->GetAnimationCount()); EXPECT_FALSE( test_animator_->AreContainersAnimated( SessionStateAnimator::NON_LOCK_SCREEN_CONTAINERS, SessionStateAnimator::ANIMATION_DROP)); EXPECT_FALSE( test_animator_->AreContainersAnimated( SessionStateAnimator::LAUNCHER, SessionStateAnimator::ANIMATION_FADE_IN)); } void ExpectShutdownAnimationStarted() { SCOPED_TRACE("Failure in ExpectShutdownAnimationStarted"); EXPECT_LT(0u, test_animator_->GetAnimationCount()); EXPECT_TRUE( test_animator_->AreContainersAnimated( SessionStateAnimator::ROOT_CONTAINER, SessionStateAnimator::ANIMATION_GRAYSCALE_BRIGHTNESS)); } void ExpectShutdownAnimationFinished() { SCOPED_TRACE("Failure in ExpectShutdownAnimationFinished"); EXPECT_EQ(0u, test_animator_->GetAnimationCount()); EXPECT_FALSE( test_animator_->AreContainersAnimated( SessionStateAnimator::ROOT_CONTAINER, SessionStateAnimator::ANIMATION_GRAYSCALE_BRIGHTNESS)); } void ExpectShutdownAnimationCancel() { SCOPED_TRACE("Failure in ExpectShutdownAnimationCancel"); EXPECT_LT(0u, test_animator_->GetAnimationCount()); EXPECT_TRUE( test_animator_->AreContainersAnimated( SessionStateAnimator::ROOT_CONTAINER, SessionStateAnimator::ANIMATION_UNDO_GRAYSCALE_BRIGHTNESS)); } void ExpectBackgroundIsShowing() { SCOPED_TRACE("Failure in ExpectBackgroundIsShowing"); EXPECT_LT(0u, test_animator_->GetAnimationCount()); EXPECT_TRUE( test_animator_->AreContainersAnimated( SessionStateAnimator::DESKTOP_BACKGROUND, SessionStateAnimator::ANIMATION_FADE_IN)); } void ExpectBackgroundIsHiding() { SCOPED_TRACE("Failure in ExpectBackgroundIsHiding"); EXPECT_LT(0u, test_animator_->GetAnimationCount()); EXPECT_TRUE( test_animator_->AreContainersAnimated( SessionStateAnimator::DESKTOP_BACKGROUND, SessionStateAnimator::ANIMATION_FADE_OUT)); } void ExpectRestoringBackgroundVisibility() { SCOPED_TRACE("Failure in ExpectRestoringBackgroundVisibility"); EXPECT_LT(0u, test_animator_->GetAnimationCount()); EXPECT_TRUE( test_animator_->AreContainersAnimated( SessionStateAnimator::DESKTOP_BACKGROUND, SessionStateAnimator::ANIMATION_FADE_IN)); } void ExpectUnlockedState() { SCOPED_TRACE("Failure in ExpectUnlockedState"); EXPECT_EQ(0u, test_animator_->GetAnimationCount()); EXPECT_FALSE(session_state_delegate_->IsScreenLocked()); } void ExpectLockedState() { SCOPED_TRACE("Failure in ExpectLockedState"); EXPECT_EQ(0u, test_animator_->GetAnimationCount()); EXPECT_TRUE(session_state_delegate_->IsScreenLocked()); } void HideBackground() { test_animator_->HideBackground(); } void PressPowerButton() { power_button_controller_->OnPowerButtonEvent(true, base::TimeTicks::Now()); } void ReleasePowerButton() { power_button_controller_->OnPowerButtonEvent(false, base::TimeTicks::Now()); } void PressLockButton() { power_button_controller_->OnLockButtonEvent(true, base::TimeTicks::Now()); } void ReleaseLockButton() { power_button_controller_->OnLockButtonEvent(false, base::TimeTicks::Now()); } void PressVolumeDown() { GetEventGenerator().PressKey(ui::VKEY_VOLUME_DOWN, ui::EF_NONE); } void ReleaseVolumeDown() { GetEventGenerator().ReleaseKey(ui::VKEY_VOLUME_DOWN, ui::EF_NONE); } void SystemLocks() { lock_state_controller_->OnLockStateChanged(true); session_state_delegate_->LockScreen(); } void SuccessfulAuthentication(bool* call_flag) { base::Closure closure = base::Bind(&CheckCalledCallback, call_flag); lock_state_controller_->OnLockScreenHide(closure); } void SystemUnlocks() { lock_state_controller_->OnLockStateChanged(false); session_state_delegate_->UnlockScreen(); } void EnableMaximizeMode(bool enable) { Shell::GetInstance()->maximize_mode_controller()-> EnableMaximizeModeWindowManager(enable); } void Initialize(bool legacy_button, user::LoginStatus status) { power_button_controller_->set_has_legacy_power_button_for_test( legacy_button); lock_state_controller_->OnLoginStateChanged(status); SetUserLoggedIn(status != user::LOGGED_IN_NONE); if (status == user::LOGGED_IN_GUEST) SetCanLockScreen(false); lock_state_controller_->OnLockStateChanged(false); } PowerButtonController* power_button_controller_; // not owned LockStateController* lock_state_controller_; // not owned TestLockStateControllerDelegate* lock_state_controller_delegate_; // not owned TestSessionStateAnimator* test_animator_; // not owned SessionStateDelegate* session_state_delegate_; // not owned scoped_ptr test_api_; TestShellDelegate* shell_delegate_; // not owned private: DISALLOW_COPY_AND_ASSIGN(LockStateControllerTest); }; // Test the lock-to-shutdown flow for non-Chrome-OS hardware that doesn't // correctly report power button releases. We should lock immediately the first // time the button is pressed and shut down when it's pressed from the locked // state. TEST_F(LockStateControllerTest, LegacyLockAndShutDown) { Initialize(true, user::LOGGED_IN_USER); ExpectUnlockedState(); // We should request that the screen be locked immediately after seeing the // power button get pressed. PressPowerButton(); EXPECT_FALSE(test_api_->is_lock_cancellable()); ExpectPreLockAnimationStarted(); test_animator_->CompleteAllAnimations(true); ExpectPreLockAnimationFinished(); EXPECT_EQ(1, lock_state_controller_delegate_->num_lock_requests()); // Notify that we locked successfully. lock_state_controller_->OnStartingLock(); EXPECT_EQ(0u, test_animator_->GetAnimationCount()); SystemLocks(); ExpectPostLockAnimationStarted(); test_animator_->CompleteAllAnimations(true); ExpectPostLockAnimationFinished(); // We shouldn't progress towards the shutdown state, however. EXPECT_FALSE(test_api_->lock_to_shutdown_timer_is_running()); EXPECT_FALSE(test_api_->shutdown_timer_is_running()); ReleasePowerButton(); // Hold the button again and check that we start shutting down. PressPowerButton(); ExpectShutdownAnimationStarted(); EXPECT_EQ(0, NumShutdownRequests()); // Make sure a mouse move event won't show the cursor. GenerateMouseMoveEvent(); EXPECT_FALSE(cursor_visible()); EXPECT_TRUE(test_api_->real_shutdown_timer_is_running()); test_api_->trigger_real_shutdown_timeout(); EXPECT_EQ(1, NumShutdownRequests()); } // Test that we start shutting down immediately if the power button is pressed // while we're not logged in on an unofficial system. TEST_F(LockStateControllerTest, LegacyNotLoggedIn) { Initialize(true, user::LOGGED_IN_NONE); PressPowerButton(); ExpectShutdownAnimationStarted(); EXPECT_TRUE(test_api_->real_shutdown_timer_is_running()); } // Test that we start shutting down immediately if the power button is pressed // while we're logged in as a guest on an unofficial system. TEST_F(LockStateControllerTest, LegacyGuest) { Initialize(true, user::LOGGED_IN_GUEST); PressPowerButton(); ExpectShutdownAnimationStarted(); EXPECT_TRUE(test_api_->real_shutdown_timer_is_running()); } // When we hold the power button while the user isn't logged in, we should shut // down the machine directly. TEST_F(LockStateControllerTest, ShutdownWhenNotLoggedIn) { Initialize(false, user::LOGGED_IN_NONE); // Press the power button and check that we start the shutdown timer. PressPowerButton(); EXPECT_FALSE(test_api_->is_animating_lock()); EXPECT_TRUE(test_api_->shutdown_timer_is_running()); ExpectShutdownAnimationStarted(); AdvancePartially(SessionStateAnimator::ANIMATION_SPEED_SHUTDOWN, 0.5f); // Release the power button before the shutdown timer fires. ReleasePowerButton(); EXPECT_FALSE(test_api_->shutdown_timer_is_running()); ExpectShutdownAnimationCancel(); AdvancePartially(SessionStateAnimator::ANIMATION_SPEED_REVERT, 0.5f); // Press the button again and make the shutdown timeout fire this time. // Check that we start the timer for actually requesting the shutdown. PressPowerButton(); EXPECT_TRUE(test_api_->shutdown_timer_is_running()); Advance(SessionStateAnimator::ANIMATION_SPEED_SHUTDOWN); ExpectShutdownAnimationFinished(); test_api_->trigger_shutdown_timeout(); EXPECT_TRUE(test_api_->real_shutdown_timer_is_running()); EXPECT_EQ(0, NumShutdownRequests()); // When the timout fires, we should request a shutdown. test_api_->trigger_real_shutdown_timeout(); EXPECT_EQ(1, NumShutdownRequests()); } // Test that we lock the screen and deal with unlocking correctly. TEST_F(LockStateControllerTest, LockAndUnlock) { Initialize(false, user::LOGGED_IN_USER); ExpectUnlockedState(); // Press the power button and check that the lock timer is started and that we // start lifting the non-screen-locker containers. PressPowerButton(); ExpectPreLockAnimationStarted(); EXPECT_TRUE(test_api_->is_lock_cancellable()); EXPECT_EQ(0, lock_state_controller_delegate_->num_lock_requests()); test_animator_->CompleteAllAnimations(true); ExpectPreLockAnimationFinished(); EXPECT_EQ(1, lock_state_controller_delegate_->num_lock_requests()); // Notify that we locked successfully. lock_state_controller_->OnStartingLock(); // We had that animation already. EXPECT_EQ(0u, test_animator_->GetAnimationCount()); SystemLocks(); ExpectPostLockAnimationStarted(); test_animator_->CompleteAllAnimations(true); ExpectPostLockAnimationFinished(); // When we release the power button, the lock-to-shutdown timer should be // stopped. ExpectLockedState(); EXPECT_TRUE(test_api_->lock_to_shutdown_timer_is_running()); ReleasePowerButton(); ExpectLockedState(); EXPECT_FALSE(test_api_->lock_to_shutdown_timer_is_running()); // Notify that the screen has been unlocked. We should show the // non-screen-locker windows. bool called = false; SuccessfulAuthentication(&called); ExpectUnlockBeforeUIDestroyedAnimationStarted(); EXPECT_FALSE(called); test_animator_->CompleteAllAnimations(true); ExpectUnlockBeforeUIDestroyedAnimationFinished(); EXPECT_TRUE(called); SystemUnlocks(); ExpectUnlockAfterUIDestroyedAnimationStarted(); test_animator_->CompleteAllAnimations(true); ExpectUnlockAfterUIDestroyedAnimationFinished(); ExpectUnlockedState(); } // Test that we deal with cancelling lock correctly. TEST_F(LockStateControllerTest, LockAndCancel) { Initialize(false, user::LOGGED_IN_USER); ExpectUnlockedState(); // Press the power button and check that the lock timer is started and that we // start lifting the non-screen-locker containers. PressPowerButton(); ExpectPreLockAnimationStarted(); EXPECT_TRUE(test_api_->is_lock_cancellable()); // forward only half way through AdvancePartially(SessionStateAnimator::ANIMATION_SPEED_UNDOABLE, 0.5f); // Release the button before the lock timer fires. ReleasePowerButton(); ExpectPreLockAnimationCancel(); Advance(SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS); ExpectUnlockedState(); EXPECT_EQ(0, lock_state_controller_delegate_->num_lock_requests()); } // Test that we deal with cancelling lock correctly. TEST_F(LockStateControllerTest, LockAndCancelAndLockAgain) { Initialize(false, user::LOGGED_IN_USER); ExpectUnlockedState(); // Press the power button and check that the lock timer is started and that we // start lifting the non-screen-locker containers. PressPowerButton(); ExpectPreLockAnimationStarted(); EXPECT_TRUE(test_api_->is_lock_cancellable()); // forward only half way through AdvancePartially(SessionStateAnimator::ANIMATION_SPEED_UNDOABLE, 0.5f); // Release the button before the lock timer fires. ReleasePowerButton(); ExpectPreLockAnimationCancel(); AdvancePartially(SessionStateAnimator::ANIMATION_SPEED_UNDO_MOVE_WINDOWS, 0.5f); PressPowerButton(); ExpectPreLockAnimationStarted(); EXPECT_TRUE(test_api_->is_lock_cancellable()); AdvancePartially(SessionStateAnimator::ANIMATION_SPEED_UNDOABLE, 0.6f); EXPECT_EQ(0, lock_state_controller_delegate_->num_lock_requests()); AdvancePartially(SessionStateAnimator::ANIMATION_SPEED_UNDOABLE, 0.6f); ExpectPreLockAnimationFinished(); EXPECT_EQ(1, lock_state_controller_delegate_->num_lock_requests()); } // Hold the power button down from the unlocked state to eventual shutdown. TEST_F(LockStateControllerTest, LockToShutdown) { Initialize(false, user::LOGGED_IN_USER); // Hold the power button and lock the screen. PressPowerButton(); EXPECT_TRUE(test_api_->is_animating_lock()); Advance(SessionStateAnimator::ANIMATION_SPEED_UNDOABLE); SystemLocks(); Advance(SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS); // When the lock-to-shutdown timeout fires, we should start the shutdown // timer. EXPECT_TRUE(test_api_->lock_to_shutdown_timer_is_running()); test_api_->trigger_lock_to_shutdown_timeout(); ExpectShutdownAnimationStarted(); EXPECT_TRUE(test_api_->shutdown_timer_is_running()); // Fire the shutdown timeout and check that we request shutdown. Advance(SessionStateAnimator::ANIMATION_SPEED_SHUTDOWN); ExpectShutdownAnimationFinished(); test_api_->trigger_shutdown_timeout(); EXPECT_TRUE(test_api_->real_shutdown_timer_is_running()); EXPECT_EQ(0, NumShutdownRequests()); test_api_->trigger_real_shutdown_timeout(); EXPECT_EQ(1, NumShutdownRequests()); } // Hold the power button down from the unlocked state to eventual shutdown, // then release the button while system does locking. TEST_F(LockStateControllerTest, CancelLockToShutdown) { Initialize(false, user::LOGGED_IN_USER); PressPowerButton(); // Hold the power button and lock the screen. EXPECT_TRUE(test_api_->is_animating_lock()); Advance(SessionStateAnimator::ANIMATION_SPEED_UNDOABLE); SystemLocks(); AdvancePartially(SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS, 0.5f); // Power button is released while system attempts to lock. ReleasePowerButton(); Advance(SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS); EXPECT_FALSE(lock_state_controller_->ShutdownRequested()); EXPECT_FALSE(test_api_->lock_to_shutdown_timer_is_running()); EXPECT_FALSE(test_api_->shutdown_timer_is_running()); } // TODO(bruthig): Investigate why this hangs on Windows 8 and whether it can be // safely enabled on OS_WIN. #ifndef OS_WIN // Test that we handle the case where lock requests are ignored. TEST_F(LockStateControllerTest, Lock) { Initialize(false, user::LOGGED_IN_USER); // Hold the power button and lock the screen. PressPowerButton(); ExpectPreLockAnimationStarted(); Advance(SessionStateAnimator::ANIMATION_SPEED_UNDOABLE); EXPECT_EQ(1, lock_state_controller_delegate_->num_lock_requests()); EXPECT_TRUE(test_api_->lock_fail_timer_is_running()); // We shouldn't start the lock-to-shutdown timer until the screen has actually // been locked and this was animated. EXPECT_FALSE(test_api_->lock_to_shutdown_timer_is_running()); // Act as if the request timed out. EXPECT_DEATH(test_api_->trigger_lock_fail_timeout(), ""); } #endif // Test the basic operation of the lock button (not logged in). TEST_F(LockStateControllerTest, LockButtonBasicNotLoggedIn) { // The lock button shouldn't do anything if we aren't logged in. Initialize(false, user::LOGGED_IN_NONE); PressLockButton(); EXPECT_FALSE(test_api_->is_animating_lock()); ReleaseLockButton(); EXPECT_EQ(0, lock_state_controller_delegate_->num_lock_requests()); } // Test the basic operation of the lock button (guest). TEST_F(LockStateControllerTest, LockButtonBasicGuest) { // The lock button shouldn't do anything when we're logged in as a guest. Initialize(false, user::LOGGED_IN_GUEST); PressLockButton(); EXPECT_FALSE(test_api_->is_animating_lock()); ReleaseLockButton(); EXPECT_EQ(0, lock_state_controller_delegate_->num_lock_requests()); } // Test the basic operation of the lock button. TEST_F(LockStateControllerTest, LockButtonBasic) { // If we're logged in as a regular user, we should start the lock timer and // the pre-lock animation. Initialize(false, user::LOGGED_IN_USER); PressLockButton(); ExpectPreLockAnimationStarted(); AdvancePartially(SessionStateAnimator::ANIMATION_SPEED_UNDOABLE, 0.5f); // If the button is released immediately, we shouldn't lock the screen. ReleaseLockButton(); ExpectPreLockAnimationCancel(); Advance(SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS); ExpectUnlockedState(); EXPECT_EQ(0, lock_state_controller_delegate_->num_lock_requests()); // Press the button again and let the lock timeout fire. We should request // that the screen be locked. PressLockButton(); ExpectPreLockAnimationStarted(); Advance(SessionStateAnimator::ANIMATION_SPEED_UNDOABLE); EXPECT_EQ(1, lock_state_controller_delegate_->num_lock_requests()); // Pressing the lock button while we have a pending lock request shouldn't do // anything. ReleaseLockButton(); PressLockButton(); ExpectPreLockAnimationFinished(); ReleaseLockButton(); // Pressing the button also shouldn't do anything after the screen is locked. SystemLocks(); ExpectPostLockAnimationStarted(); PressLockButton(); ReleaseLockButton(); ExpectPostLockAnimationStarted(); Advance(SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS); ExpectPostLockAnimationFinished(); PressLockButton(); ReleaseLockButton(); ExpectPostLockAnimationFinished(); } // Test that the power button takes priority over the lock button. TEST_F(LockStateControllerTest, PowerButtonPreemptsLockButton) { Initialize(false, user::LOGGED_IN_USER); // While the lock button is down, hold the power button. PressLockButton(); ExpectPreLockAnimationStarted(); AdvancePartially(SessionStateAnimator::ANIMATION_SPEED_UNDOABLE, 0.1f); ExpectPreLockAnimationRunning(); PressPowerButton(); ExpectPreLockAnimationRunning(); AdvancePartially(SessionStateAnimator::ANIMATION_SPEED_UNDOABLE, 0.1f); ExpectPreLockAnimationRunning(); // The lock timer shouldn't be stopped when the lock button is released. ReleaseLockButton(); ExpectPreLockAnimationRunning(); ReleasePowerButton(); ExpectPreLockAnimationCancel(); Advance(SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS); ExpectUnlockedState(); // Now press the power button first and then the lock button. PressPowerButton(); ExpectPreLockAnimationStarted(); AdvancePartially(SessionStateAnimator::ANIMATION_SPEED_UNDOABLE, 0.1f); PressLockButton(); ExpectPreLockAnimationRunning(); AdvancePartially(SessionStateAnimator::ANIMATION_SPEED_UNDOABLE, 0.1f); // Releasing the power button should stop the lock timer. ReleasePowerButton(); ExpectPreLockAnimationCancel(); AdvancePartially(SessionStateAnimator::ANIMATION_SPEED_UNDOABLE, 0.1f); ReleaseLockButton(); ExpectPreLockAnimationCancel(); } // When the screen is locked without going through the usual power-button // slow-close path (e.g. via the wrench menu), test that we still show the // fast-close animation. TEST_F(LockStateControllerTest, LockWithoutButton) { Initialize(false, user::LOGGED_IN_USER); lock_state_controller_->OnStartingLock(); ExpectPreLockAnimationStarted(); EXPECT_FALSE(test_api_->is_lock_cancellable()); EXPECT_LT(0u, test_animator_->GetAnimationCount()); test_animator_->CompleteAllAnimations(true); EXPECT_EQ(0, lock_state_controller_delegate_->num_lock_requests()); } // When we hear that the process is exiting but we haven't had a chance to // display an animation, we should just blank the screen. TEST_F(LockStateControllerTest, ShutdownWithoutButton) { Initialize(false, user::LOGGED_IN_USER); lock_state_controller_->OnAppTerminating(); EXPECT_TRUE( test_animator_->AreContainersAnimated( SessionStateAnimator::kAllNonRootContainersMask, SessionStateAnimator::ANIMATION_HIDE_IMMEDIATELY)); GenerateMouseMoveEvent(); EXPECT_FALSE(cursor_visible()); } // Test that we display the fast-close animation and shut down when we get an // outside request to shut down (e.g. from the login or lock screen). TEST_F(LockStateControllerTest, RequestShutdownFromLoginScreen) { Initialize(false, user::LOGGED_IN_NONE); lock_state_controller_->RequestShutdown(); ExpectShutdownAnimationStarted(); Advance(SessionStateAnimator::ANIMATION_SPEED_SHUTDOWN); GenerateMouseMoveEvent(); EXPECT_FALSE(cursor_visible()); EXPECT_EQ(0, NumShutdownRequests()); EXPECT_TRUE(test_api_->real_shutdown_timer_is_running()); test_api_->trigger_real_shutdown_timeout(); EXPECT_EQ(1, NumShutdownRequests()); } TEST_F(LockStateControllerTest, RequestShutdownFromLockScreen) { Initialize(false, user::LOGGED_IN_USER); SystemLocks(); Advance(SessionStateAnimator::ANIMATION_SPEED_SHUTDOWN); ExpectPostLockAnimationFinished(); lock_state_controller_->RequestShutdown(); ExpectShutdownAnimationStarted(); Advance(SessionStateAnimator::ANIMATION_SPEED_SHUTDOWN); GenerateMouseMoveEvent(); EXPECT_FALSE(cursor_visible()); EXPECT_EQ(0, NumShutdownRequests()); EXPECT_TRUE(test_api_->real_shutdown_timer_is_running()); test_api_->trigger_real_shutdown_timeout(); EXPECT_EQ(1, NumShutdownRequests()); } TEST_F(LockStateControllerTest, RequestAndCancelShutdownFromLockScreen) { Initialize(false, user::LOGGED_IN_USER); SystemLocks(); Advance(SessionStateAnimator::ANIMATION_SPEED_SHUTDOWN); ExpectLockedState(); // Press the power button and check that we start the shutdown timer. PressPowerButton(); EXPECT_FALSE(test_api_->is_animating_lock()); EXPECT_TRUE(test_api_->shutdown_timer_is_running()); ExpectShutdownAnimationStarted(); AdvancePartially(SessionStateAnimator::ANIMATION_SPEED_SHUTDOWN, 0.5f); // Release the power button before the shutdown timer fires. ReleasePowerButton(); EXPECT_FALSE(test_api_->shutdown_timer_is_running()); ExpectShutdownAnimationCancel(); Advance(SessionStateAnimator::ANIMATION_SPEED_REVERT_SHUTDOWN); ExpectLockedState(); } // Test that we ignore power button presses when the screen is turned off. TEST_F(LockStateControllerTest, IgnorePowerButtonIfScreenIsOff) { Initialize(false, user::LOGGED_IN_USER); // When the screen brightness is at 0%, we shouldn't do anything in response // to power button presses. power_button_controller_->OnScreenBrightnessChanged(0.0); PressPowerButton(); EXPECT_FALSE(test_api_->is_animating_lock()); ReleasePowerButton(); // After increasing the brightness to 10%, we should start the timer like // usual. power_button_controller_->OnScreenBrightnessChanged(10.0); PressPowerButton(); EXPECT_TRUE(test_api_->is_animating_lock()); ReleasePowerButton(); } #if defined(OS_CHROMEOS) TEST_F(LockStateControllerTest, HonorPowerButtonInDockedMode) { ScopedVector modes; modes.push_back(new ui::DisplayMode(gfx::Size(1, 1), false, 60.0f)); // Create two outputs, the first internal and the second external. ui::DisplayConfigurator::DisplayStateList outputs; ui::TestDisplaySnapshot internal_display; internal_display.set_type(ui::DISPLAY_CONNECTION_TYPE_INTERNAL); internal_display.set_modes(modes.get()); outputs.push_back(&internal_display); ui::TestDisplaySnapshot external_display; external_display.set_type(ui::DISPLAY_CONNECTION_TYPE_HDMI); external_display.set_modes(modes.get()); outputs.push_back(&external_display); // When all of the displays are turned off (e.g. due to user inactivity), the // power button should be ignored. power_button_controller_->OnScreenBrightnessChanged(0.0); internal_display.set_current_mode(nullptr); external_display.set_current_mode(nullptr); power_button_controller_->OnDisplayModeChanged(outputs); PressPowerButton(); EXPECT_FALSE(test_api_->is_animating_lock()); ReleasePowerButton(); // When the screen brightness is 0% but the external display is still turned // on (indicating either docked mode or the user having manually decreased the // brightness to 0%), the power button should still be handled. external_display.set_current_mode(modes[0]); power_button_controller_->OnDisplayModeChanged(outputs); PressPowerButton(); EXPECT_TRUE(test_api_->is_animating_lock()); ReleasePowerButton(); } #endif // Test that hidden background appears and revers correctly on lock/cancel. TEST_F(LockStateControllerTest, TestHiddenBackgroundLockCancel) { Initialize(false, user::LOGGED_IN_USER); HideBackground(); ExpectUnlockedState(); PressPowerButton(); ExpectPreLockAnimationStarted(); ExpectBackgroundIsShowing(); // Forward only half way through. AdvancePartially(SessionStateAnimator::ANIMATION_SPEED_UNDOABLE, 0.5f); // Release the button before the lock timer fires. ReleasePowerButton(); ExpectPreLockAnimationCancel(); ExpectBackgroundIsHiding(); Advance(SessionStateAnimator::ANIMATION_SPEED_UNDO_MOVE_WINDOWS); // When the CancelPrelockAnimation sequence finishes it queues up a // restore background visibility sequence when the background is hidden. ExpectRestoringBackgroundVisibility(); Advance(SessionStateAnimator::ANIMATION_SPEED_IMMEDIATE); ExpectUnlockedState(); } // Test that hidden background appears and revers correctly on lock/unlock. TEST_F(LockStateControllerTest, TestHiddenBackgroundLockUnlock) { Initialize(false, user::LOGGED_IN_USER); HideBackground(); ExpectUnlockedState(); // Press the power button and check that the lock timer is started and that we // start lifting the non-screen-locker containers. PressPowerButton(); ExpectPreLockAnimationStarted(); ExpectBackgroundIsShowing(); Advance(SessionStateAnimator::ANIMATION_SPEED_UNDOABLE); ExpectPreLockAnimationFinished(); SystemLocks(); ReleasePowerButton(); ExpectPostLockAnimationStarted(); Advance(SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS); ExpectPostLockAnimationFinished(); ExpectLockedState(); SuccessfulAuthentication(NULL); ExpectUnlockBeforeUIDestroyedAnimationStarted(); Advance(SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS); ExpectUnlockBeforeUIDestroyedAnimationFinished(); SystemUnlocks(); ExpectUnlockAfterUIDestroyedAnimationStarted(); ExpectBackgroundIsHiding(); Advance(SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS); // When the StartUnlockAnimationAfterUIDestroyed sequence finishes it queues // up a restore background visibility sequence when the background is hidden. ExpectRestoringBackgroundVisibility(); Advance(SessionStateAnimator::ANIMATION_SPEED_IMMEDIATE); ExpectUnlockAfterUIDestroyedAnimationFinished(); ExpectUnlockedState(); } TEST_F(LockStateControllerTest, Screenshot) { test::TestScreenshotDelegate* delegate = GetScreenshotDelegate(); delegate->set_can_take_screenshot(true); EnableMaximizeMode(false); // Screenshot handling should not be active when not in maximize mode. ASSERT_EQ(0, delegate->handle_take_screenshot_count()); PressVolumeDown(); PressPowerButton(); ReleasePowerButton(); ReleaseVolumeDown(); EXPECT_EQ(0, delegate->handle_take_screenshot_count()); EnableMaximizeMode(true); // Pressing power alone does not take a screenshot. PressPowerButton(); ReleasePowerButton(); EXPECT_EQ(0, delegate->handle_take_screenshot_count()); // Press & release volume then pressing power does not take a screenshot. ASSERT_EQ(0, delegate->handle_take_screenshot_count()); PressVolumeDown(); ReleaseVolumeDown(); PressPowerButton(); ReleasePowerButton(); EXPECT_EQ(0, delegate->handle_take_screenshot_count()); // Pressing power and then volume does not take a screenshot. ASSERT_EQ(0, delegate->handle_take_screenshot_count()); PressPowerButton(); ReleasePowerButton(); PressVolumeDown(); ReleaseVolumeDown(); EXPECT_EQ(0, delegate->handle_take_screenshot_count()); // Holding volume down and pressing power takes a screenshot. ASSERT_EQ(0, delegate->handle_take_screenshot_count()); PressVolumeDown(); PressPowerButton(); ReleasePowerButton(); ReleaseVolumeDown(); EXPECT_EQ(1, delegate->handle_take_screenshot_count()); } // Tests that a lock action is cancellable when quick lock is turned on and // maximize mode is not active. TEST_F(LockStateControllerTest, QuickLockWhileNotInMaximizeMode) { Initialize(false, user::LOGGED_IN_USER); power_button_controller_->set_enable_quick_lock_for_test(true); EnableMaximizeMode(false); PressPowerButton(); ExpectPreLockAnimationStarted(); EXPECT_TRUE(test_api_->is_animating_lock()); EXPECT_TRUE(lock_state_controller_->CanCancelLockAnimation()); ReleasePowerButton(); EXPECT_EQ(0, lock_state_controller_delegate_->num_lock_requests()); } // Tests that a lock action is not cancellable when quick lock is turned on and // maximize mode is active. TEST_F(LockStateControllerTest, QuickLockWhileInMaximizeMode) { Initialize(false, user::LOGGED_IN_USER); power_button_controller_->set_enable_quick_lock_for_test(true); EnableMaximizeMode(true); PressPowerButton(); ExpectPreLockAnimationStarted(); EXPECT_TRUE(test_api_->is_animating_lock()); EXPECT_FALSE(lock_state_controller_->CanCancelLockAnimation()); ReleasePowerButton(); ExpectPreLockAnimationStarted(); test_animator_->CompleteAllAnimations(true); EXPECT_EQ(1, lock_state_controller_delegate_->num_lock_requests()); } } // namespace test } // namespace ash