// 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 "ui/compositor/layer_animation_sequence.h" #include "base/basictypes.h" #include "base/compiler_specific.h" #include "base/memory/scoped_ptr.h" #include "base/time.h" #include "testing/gtest/include/gtest/gtest.h" #include "ui/compositor/layer_animation_delegate.h" #include "ui/compositor/layer_animation_element.h" #include "ui/compositor/test/test_layer_animation_delegate.h" #include "ui/compositor/test/test_layer_animation_observer.h" #include "ui/compositor/test/test_utils.h" #include "ui/gfx/rect.h" #include "ui/gfx/transform.h" namespace ui { namespace { // Check that the sequence behaves sanely when it contains no elements. TEST(LayerAnimationSequenceTest, NoElement) { LayerAnimationSequence sequence; EXPECT_EQ(sequence.duration(), base::TimeDelta()); EXPECT_TRUE(sequence.properties().size() == 0); LayerAnimationElement::AnimatableProperties properties; EXPECT_FALSE(sequence.HasCommonProperty(properties)); } // Check that the sequences progresses the delegate as expected when it contains // a single element. TEST(LayerAnimationSequenceTest, SingleElement) { LayerAnimationSequence sequence; TestLayerAnimationDelegate delegate; float start = 0.0f; float middle = 0.5f; float target = 1.0f; base::TimeDelta delta = base::TimeDelta::FromSeconds(1); sequence.AddElement( LayerAnimationElement::CreateOpacityElement(target, delta)); for (int i = 0; i < 2; ++i) { delegate.SetOpacityFromAnimation(start); sequence.Progress(base::TimeDelta::FromMilliseconds(0), &delegate); EXPECT_FLOAT_EQ(start, delegate.GetOpacityForAnimation()); sequence.Progress(base::TimeDelta::FromMilliseconds(500), &delegate); EXPECT_FLOAT_EQ(middle, delegate.GetOpacityForAnimation()); sequence.Progress(base::TimeDelta::FromMilliseconds(1000), &delegate); EXPECT_FLOAT_EQ(target, delegate.GetOpacityForAnimation()); } EXPECT_TRUE(sequence.properties().size() == 1); EXPECT_TRUE(sequence.properties().find(LayerAnimationElement::OPACITY) != sequence.properties().end()); EXPECT_EQ(delta, sequence.duration()); } // Check that the sequences progresses the delegate as expected when it contains // multiple elements. Note, see the layer animator tests for cyclic sequences. TEST(LayerAnimationSequenceTest, MultipleElement) { LayerAnimationSequence sequence; TestLayerAnimationDelegate delegate; float start_opacity = 0.0f; float middle_opacity = 0.5f; float target_opacity = 1.0f; base::TimeDelta delta = base::TimeDelta::FromSeconds(1); sequence.AddElement( LayerAnimationElement::CreateOpacityElement(target_opacity, delta)); // Pause bounds for a second. LayerAnimationElement::AnimatableProperties properties; properties.insert(LayerAnimationElement::BOUNDS); sequence.AddElement( LayerAnimationElement::CreatePauseElement(properties, delta)); gfx::Transform start_transform, target_transform, middle_transform; start_transform.Rotate(-30.0); target_transform.Rotate(30.0); sequence.AddElement( LayerAnimationElement::CreateTransformElement(target_transform, delta)); for (int i = 0; i < 2; ++i) { delegate.SetOpacityFromAnimation(start_opacity); delegate.SetTransformFromAnimation(start_transform); sequence.Progress(base::TimeDelta::FromMilliseconds(0), &delegate); EXPECT_FLOAT_EQ(start_opacity, delegate.GetOpacityForAnimation()); sequence.Progress(base::TimeDelta::FromMilliseconds(500), &delegate); EXPECT_FLOAT_EQ(middle_opacity, delegate.GetOpacityForAnimation()); sequence.Progress(base::TimeDelta::FromMilliseconds(1000), &delegate); EXPECT_FLOAT_EQ(target_opacity, delegate.GetOpacityForAnimation()); TestLayerAnimationDelegate copy = delegate; // In the middle of the pause -- nothing should have changed. sequence.Progress(base::TimeDelta::FromMilliseconds(1500), &delegate); CheckApproximatelyEqual(delegate.GetBoundsForAnimation(), copy.GetBoundsForAnimation()); CheckApproximatelyEqual(delegate.GetTransformForAnimation(), copy.GetTransformForAnimation()); EXPECT_FLOAT_EQ(delegate.GetOpacityForAnimation(), copy.GetOpacityForAnimation()); sequence.Progress(base::TimeDelta::FromMilliseconds(2000), &delegate); CheckApproximatelyEqual(start_transform, delegate.GetTransformForAnimation()); sequence.Progress(base::TimeDelta::FromMilliseconds(2500), &delegate); CheckApproximatelyEqual(middle_transform, delegate.GetTransformForAnimation()); sequence.Progress(base::TimeDelta::FromMilliseconds(3000), &delegate); CheckApproximatelyEqual(target_transform, delegate.GetTransformForAnimation()); } EXPECT_TRUE(sequence.properties().size() == 3); EXPECT_TRUE(sequence.properties().find(LayerAnimationElement::OPACITY) != sequence.properties().end()); EXPECT_TRUE(sequence.properties().find(LayerAnimationElement::TRANSFORM) != sequence.properties().end()); EXPECT_TRUE(sequence.properties().find(LayerAnimationElement::BOUNDS) != sequence.properties().end()); EXPECT_EQ(delta + delta + delta, sequence.duration()); } // Check that a sequence can still be aborted if it has cycled many times. TEST(LayerAnimationSequenceTest, AbortingCyclicSequence) { LayerAnimationSequence sequence; TestLayerAnimationDelegate delegate; float start_opacity = 0.0f; float target_opacity = 1.0f; base::TimeDelta delta = base::TimeDelta::FromSeconds(1); sequence.AddElement( LayerAnimationElement::CreateOpacityElement(target_opacity, delta)); sequence.AddElement( LayerAnimationElement::CreateOpacityElement(start_opacity, delta)); sequence.set_is_cyclic(true); delegate.SetOpacityFromAnimation(start_opacity); sequence.Progress(base::TimeDelta::FromMilliseconds(101000), &delegate); EXPECT_FLOAT_EQ(target_opacity, delegate.GetOpacityForAnimation()); sequence.Abort(); // Should be able to reuse the sequence after aborting. delegate.SetOpacityFromAnimation(start_opacity); sequence.Progress(base::TimeDelta::FromMilliseconds(100000), &delegate); EXPECT_FLOAT_EQ(start_opacity, delegate.GetOpacityForAnimation()); } // Check that a sequence can be 'fast-forwarded' to the end and the target set. // Also check that this has no effect if the sequence is cyclic. TEST(LayerAnimationSequenceTest, SetTarget) { LayerAnimationSequence sequence; TestLayerAnimationDelegate delegate; float start_opacity = 0.0f; float target_opacity = 1.0f; base::TimeDelta delta = base::TimeDelta::FromSeconds(1); sequence.AddElement( LayerAnimationElement::CreateOpacityElement(target_opacity, delta)); LayerAnimationElement::TargetValue target_value(&delegate); target_value.opacity = start_opacity; sequence.GetTargetValue(&target_value); EXPECT_FLOAT_EQ(target_opacity, target_value.opacity); sequence.set_is_cyclic(true); target_value.opacity = start_opacity; sequence.GetTargetValue(&target_value); EXPECT_FLOAT_EQ(start_opacity, target_value.opacity); } TEST(LayerAnimationSequenceTest, AddObserver) { base::TimeDelta delta = base::TimeDelta::FromSeconds(1); LayerAnimationSequence sequence; sequence.AddElement( LayerAnimationElement::CreateOpacityElement(1.0f, delta)); for (int i = 0; i < 2; ++i) { TestLayerAnimationObserver observer; TestLayerAnimationDelegate delegate; sequence.AddObserver(&observer); EXPECT_TRUE(!observer.last_ended_sequence()); sequence.Progress(delta, &delegate); EXPECT_EQ(observer.last_ended_sequence(), &sequence); sequence.RemoveObserver(&observer); } } } // namespace } // namespace ui