// Copyright (c) 2012 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/window_animations.h" #include "ash/shell_window_ids.h" #include "ash/test/ash_test_base.h" #include "ash/wm/window_state.h" #include "ash/wm/workspace_controller.h" #include "base/time/time.h" #include "ui/aura/test/test_windows.h" #include "ui/aura/window.h" #include "ui/compositor/layer.h" #include "ui/compositor/layer_animation_observer.h" #include "ui/compositor/layer_animator.h" #include "ui/compositor/scoped_animation_duration_scale_mode.h" #include "ui/compositor/scoped_layer_animation_settings.h" using aura::Window; using ui::Layer; namespace ash { class WindowAnimationsTest : public ash::test::AshTestBase { public: WindowAnimationsTest() {} void TearDown() override { AshTestBase::TearDown(); } private: DISALLOW_COPY_AND_ASSIGN(WindowAnimationsTest); }; // Listens to animation scheduled notifications. Remembers the transition // duration of the first sequence. class MinimizeAnimationObserver : public ui::LayerAnimationObserver { public: explicit MinimizeAnimationObserver(ui::LayerAnimator* animator) : animator_(animator) { animator_->AddObserver(this); // RemoveObserver is called when the first animation is scheduled and so // there should be no need for now to remove it in destructor. }; base::TimeDelta duration() { return duration_; } protected: // ui::LayerAnimationObserver: void OnLayerAnimationScheduled( ui::LayerAnimationSequence* sequence) override { duration_ = animator_->GetTransitionDuration(); animator_->RemoveObserver(this); } void OnLayerAnimationEnded(ui::LayerAnimationSequence* sequence) override {} void OnLayerAnimationAborted(ui::LayerAnimationSequence* sequence) override {} private: ui::LayerAnimator* animator_; base::TimeDelta duration_; DISALLOW_COPY_AND_ASSIGN(MinimizeAnimationObserver); }; TEST_F(WindowAnimationsTest, HideShowBrightnessGrayscaleAnimation) { ui::ScopedAnimationDurationScaleMode test_duration_mode( ui::ScopedAnimationDurationScaleMode::NON_ZERO_DURATION); scoped_ptr window(CreateTestWindowInShellWithId(0)); window->Show(); EXPECT_TRUE(window->layer()->visible()); // Hiding. ::wm::SetWindowVisibilityAnimationType( window.get(), WINDOW_VISIBILITY_ANIMATION_TYPE_BRIGHTNESS_GRAYSCALE); AnimateOnChildWindowVisibilityChanged(window.get(), false); EXPECT_EQ(0.0f, window->layer()->GetTargetOpacity()); EXPECT_FALSE(window->layer()->GetTargetVisibility()); EXPECT_FALSE(window->layer()->visible()); // Showing. ::wm::SetWindowVisibilityAnimationType( window.get(), WINDOW_VISIBILITY_ANIMATION_TYPE_BRIGHTNESS_GRAYSCALE); AnimateOnChildWindowVisibilityChanged(window.get(), true); EXPECT_EQ(0.0f, window->layer()->GetTargetBrightness()); EXPECT_EQ(0.0f, window->layer()->GetTargetGrayscale()); EXPECT_TRUE(window->layer()->visible()); // Stays shown. window->layer()->GetAnimator()->Step(base::TimeTicks::Now() + base::TimeDelta::FromSeconds(5)); EXPECT_EQ(0.0f, window->layer()->GetTargetBrightness()); EXPECT_EQ(0.0f, window->layer()->GetTargetGrayscale()); EXPECT_TRUE(window->layer()->visible()); } TEST_F(WindowAnimationsTest, LayerTargetVisibility) { scoped_ptr window(CreateTestWindowInShellWithId(0)); // Layer target visibility changes according to Show/Hide. window->Show(); EXPECT_TRUE(window->layer()->GetTargetVisibility()); window->Hide(); EXPECT_FALSE(window->layer()->GetTargetVisibility()); window->Show(); EXPECT_TRUE(window->layer()->GetTargetVisibility()); } namespace wm { TEST_F(WindowAnimationsTest, CrossFadeToBounds) { ui::ScopedAnimationDurationScaleMode test_duration_mode( ui::ScopedAnimationDurationScaleMode::NON_ZERO_DURATION); scoped_ptr window(CreateTestWindowInShellWithId(0)); window->SetBounds(gfx::Rect(5, 10, 320, 240)); window->Show(); Layer* old_layer = window->layer(); EXPECT_EQ(1.0f, old_layer->GetTargetOpacity()); // Cross fade to a larger size, as in a maximize animation. GetWindowState(window.get())->SetBoundsDirectCrossFade( gfx::Rect(0, 0, 640, 480)); // Window's layer has been replaced. EXPECT_NE(old_layer, window->layer()); // Original layer stays opaque and stretches to new size. EXPECT_EQ(1.0f, old_layer->GetTargetOpacity()); EXPECT_EQ("5,10 320x240", old_layer->bounds().ToString()); gfx::Transform grow_transform; grow_transform.Translate(-5.f, -10.f); grow_transform.Scale(640.f / 320.f, 480.f / 240.f); EXPECT_EQ(grow_transform, old_layer->GetTargetTransform()); // New layer animates in to the identity transform. EXPECT_EQ(1.0f, window->layer()->GetTargetOpacity()); EXPECT_EQ(gfx::Transform(), window->layer()->GetTargetTransform()); // Run the animations to completion. old_layer->GetAnimator()->Step(base::TimeTicks::Now() + base::TimeDelta::FromSeconds(1)); window->layer()->GetAnimator()->Step(base::TimeTicks::Now() + base::TimeDelta::FromSeconds(1)); // Cross fade to a smaller size, as in a restore animation. old_layer = window->layer(); GetWindowState(window.get())->SetBoundsDirectCrossFade( gfx::Rect(5, 10, 320, 240)); // Again, window layer has been replaced. EXPECT_NE(old_layer, window->layer()); // Original layer fades out and stretches down to new size. EXPECT_EQ(0.0f, old_layer->GetTargetOpacity()); EXPECT_EQ("0,0 640x480", old_layer->bounds().ToString()); gfx::Transform shrink_transform; shrink_transform.Translate(5.f, 10.f); shrink_transform.Scale(320.f / 640.f, 240.f / 480.f); EXPECT_EQ(shrink_transform, old_layer->GetTargetTransform()); // New layer animates in to the identity transform. EXPECT_EQ(1.0f, window->layer()->GetTargetOpacity()); EXPECT_EQ(gfx::Transform(), window->layer()->GetTargetTransform()); old_layer->GetAnimator()->Step(base::TimeTicks::Now() + base::TimeDelta::FromSeconds(1)); window->layer()->GetAnimator()->Step(base::TimeTicks::Now() + base::TimeDelta::FromSeconds(1)); } // Tests that when crossfading from a window which has a transform that the // crossfade starts from this transformed size rather than snapping the window // to an identity transform and crossfading from there. TEST_F(WindowAnimationsTest, CrossFadeToBoundsFromTransform) { ui::ScopedAnimationDurationScaleMode test_duration_mode( ui::ScopedAnimationDurationScaleMode::NON_ZERO_DURATION); scoped_ptr window(CreateTestWindowInShellWithId(0)); window->SetBounds(gfx::Rect(10, 10, 320, 240)); gfx::Transform half_size; half_size.Translate(10, 10); half_size.Scale(0.5f, 0.5f); window->SetTransform(half_size); window->Show(); Layer* old_layer = window->layer(); EXPECT_EQ(1.0f, old_layer->GetTargetOpacity()); // Cross fade to a larger size, as in a maximize animation. GetWindowState(window.get())->SetBoundsDirectCrossFade( gfx::Rect(0, 0, 640, 480)); // Window's layer has been replaced. EXPECT_NE(old_layer, window->layer()); // Original layer stays opaque and stretches to new size. EXPECT_EQ(1.0f, old_layer->GetTargetOpacity()); EXPECT_EQ("10,10 320x240", old_layer->bounds().ToString()); EXPECT_EQ(half_size, old_layer->transform()); // New layer animates in from the old window's transformed size to the // identity transform. EXPECT_EQ(1.0f, window->layer()->GetTargetOpacity()); // Set up the transform necessary to start at the old windows transformed // position. gfx::Transform quarter_size_shifted; quarter_size_shifted.Translate(20, 20); quarter_size_shifted.Scale(0.25f, 0.25f); EXPECT_EQ(quarter_size_shifted, window->layer()->transform()); EXPECT_EQ(gfx::Transform(), window->layer()->GetTargetTransform()); } } // namespace wm TEST_F(WindowAnimationsTest, LockAnimationDuration) { ui::ScopedAnimationDurationScaleMode test_duration_mode( ui::ScopedAnimationDurationScaleMode::NON_ZERO_DURATION); scoped_ptr window(CreateTestWindowInShellWithId(0)); Layer* layer = window->layer(); window->SetBounds(gfx::Rect(5, 10, 320, 240)); window->Show(); // Test that it is possible to override transition duration when it is not // locked. { ui::ScopedLayerAnimationSettings settings1(layer->GetAnimator()); settings1.SetTransitionDuration(base::TimeDelta::FromMilliseconds(1000)); { ui::ScopedLayerAnimationSettings settings2(layer->GetAnimator()); // Duration is not locked so it gets overridden. settings2.SetTransitionDuration(base::TimeDelta::FromMilliseconds(50)); wm::GetWindowState(window.get())->Minimize(); EXPECT_TRUE(layer->GetAnimator()->is_animating()); // Expect duration from the inner scope EXPECT_EQ(50, layer->GetAnimator()->GetTransitionDuration().InMilliseconds()); } window->Show(); layer->GetAnimator()->StopAnimating(); } // Test that it is possible to lock transition duration { // Update layer as minimizing will replace the window's layer. layer = window->layer(); ui::ScopedLayerAnimationSettings settings1(layer->GetAnimator()); settings1.SetTransitionDuration(base::TimeDelta::FromMilliseconds(1000)); // Duration is locked in outer scope. settings1.LockTransitionDuration(); { ui::ScopedLayerAnimationSettings settings2(layer->GetAnimator()); // Transition duration setting is ignored. settings2.SetTransitionDuration(base::TimeDelta::FromMilliseconds(50)); wm::GetWindowState(window.get())->Minimize(); EXPECT_TRUE(layer->GetAnimator()->is_animating()); // Expect duration from the outer scope EXPECT_EQ(1000, layer->GetAnimator()->GetTransitionDuration().InMilliseconds()); } window->Show(); layer->GetAnimator()->StopAnimating(); } // Test that duration respects default. { layer = window->layer(); // Query default duration. MinimizeAnimationObserver observer(layer->GetAnimator()); wm::GetWindowState(window.get())->Minimize(); EXPECT_TRUE(layer->GetAnimator()->is_animating()); base::TimeDelta default_duration(observer.duration()); window->Show(); layer->GetAnimator()->StopAnimating(); layer = window->layer(); ui::ScopedLayerAnimationSettings settings(layer->GetAnimator()); settings.LockTransitionDuration(); // Setting transition duration is ignored since duration is locked settings.SetTransitionDuration(base::TimeDelta::FromMilliseconds(1000)); wm::GetWindowState(window.get())->Minimize(); EXPECT_TRUE(layer->GetAnimator()->is_animating()); // Expect default duration (200ms for stock ash minimizing animation). EXPECT_EQ(default_duration.InMilliseconds(), layer->GetAnimator()->GetTransitionDuration().InMilliseconds()); window->Show(); layer->GetAnimator()->StopAnimating(); } } } // namespace ash