// Copyright 2014 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 "base/basictypes.h" #include "base/logging.h" #include "base/memory/scoped_ptr.h" #include "base/time/time.h" #include "testing/gtest/include/gtest/gtest.h" #include "ui/events/gesture_detection/velocity_tracker_state.h" #include "ui/events/test/motion_event_test_utils.h" #include "ui/gfx/geometry/point_f.h" #include "ui/gfx/geometry/vector2d_f.h" using base::TimeDelta; using base::TimeTicks; using ui::test::MockMotionEvent; namespace ui { namespace { const TimeDelta kTenMillis = TimeDelta::FromMilliseconds(10); const TimeDelta kOneSecond = TimeDelta::FromSeconds(1); const float kEpsilson = .01f; const char* GetStrategyName(VelocityTracker::Strategy strategy) { switch (strategy) { case VelocityTracker::LSQ1: return "LSQ1"; case VelocityTracker::LSQ2: return "LSQ2"; case VelocityTracker::LSQ2_RESTRICTED: return "LSQ2_RESTRICTED"; case VelocityTracker::LSQ3: return "LSQ3"; case VelocityTracker::WLSQ2_DELTA: return "WLSQ2_DELTA"; case VelocityTracker::WLSQ2_CENTRAL: return "WLSQ2_CENTRAL"; case VelocityTracker::WLSQ2_RECENT: return "WLSQ2_RECENT"; case VelocityTracker::INT1: return "INT1"; case VelocityTracker::INT2: return "INT2"; }; NOTREACHED() << "Invalid strategy"; return ""; } } // namespace class VelocityTrackerTest : public testing::Test { public: VelocityTrackerTest() {} ~VelocityTrackerTest() override {} protected: static MockMotionEvent Sample(MotionEvent::Action action, const gfx::PointF& p0, TimeTicks t0, const gfx::Vector2dF& v, TimeDelta dt) { const gfx::PointF p = p0 + ScaleVector2d(v, dt.InSecondsF()); return MockMotionEvent(action, t0 + dt, p.x(), p.y()); } static void ApplyMovementSequence(VelocityTrackerState* state, const gfx::PointF& p0, const gfx::Vector2dF& v, TimeTicks t0, TimeDelta t, size_t samples) { EXPECT_TRUE(!!samples); if (!samples) return; const base::TimeDelta dt = t / samples; state->AddMovement(Sample(MotionEvent::ACTION_DOWN, p0, t0, v, dt * 0)); ApplyMovement(state, p0, v, t0, t, samples); state->AddMovement(Sample(MotionEvent::ACTION_UP, p0, t0, v, t)); } static void ApplyMovement(VelocityTrackerState* state, const gfx::PointF& p0, const gfx::Vector2dF& v, TimeTicks t0, TimeDelta t, size_t samples) { EXPECT_TRUE(!!samples); if (!samples) return; const base::TimeDelta dt = t / samples; for (size_t i = 0; i < samples; ++i) state->AddMovement(Sample(MotionEvent::ACTION_MOVE, p0, t0, v, dt * i)); } }; TEST_F(VelocityTrackerTest, Basic) { const gfx::PointF p0(0, 0); const gfx::Vector2dF v(0, 500); const size_t samples = 60; for (int i = 0; i <= VelocityTracker::STRATEGY_MAX; ++i) { VelocityTracker::Strategy strategy = static_cast(i); SCOPED_TRACE(GetStrategyName(strategy)); VelocityTrackerState state(strategy); // Default state should report zero velocity. EXPECT_EQ(0, state.GetXVelocity(0)); EXPECT_EQ(0, state.GetYVelocity(0)); // Sample a constant velocity sequence. ApplyMovementSequence(&state, p0, v, TimeTicks::Now(), kOneSecond, samples); // The computed velocity should match that of the input. state.ComputeCurrentVelocity(1000, 20000); EXPECT_NEAR(v.x(), state.GetXVelocity(0), kEpsilson * v.x()); EXPECT_NEAR(v.y(), state.GetYVelocity(0), kEpsilson * v.y()); // A pointer ID of -1 should report the velocity of the active pointer. EXPECT_NEAR(v.x(), state.GetXVelocity(-1), kEpsilson * v.x()); EXPECT_NEAR(v.y(), state.GetYVelocity(-1), kEpsilson * v.y()); // Invalid pointer ID's should report zero velocity. EXPECT_EQ(0, state.GetXVelocity(1)); EXPECT_EQ(0, state.GetYVelocity(1)); EXPECT_EQ(0, state.GetXVelocity(7)); EXPECT_EQ(0, state.GetYVelocity(7)); } } TEST_F(VelocityTrackerTest, MaxVelocity) { const gfx::PointF p0(0, 0); const gfx::Vector2dF v(-50000, 50000); const size_t samples = 3; const base::TimeDelta dt = kTenMillis * 2; VelocityTrackerState state(VelocityTracker::Strategy::LSQ2); ApplyMovementSequence(&state, p0, v, TimeTicks::Now(), dt, samples); // The computed velocity should be restricted to the provided maximum. state.ComputeCurrentVelocity(1000, 100); EXPECT_NEAR(-100, state.GetXVelocity(0), kEpsilson); EXPECT_NEAR(100, state.GetYVelocity(0), kEpsilson); state.ComputeCurrentVelocity(1000, 1000); EXPECT_NEAR(-1000, state.GetXVelocity(0), kEpsilson); EXPECT_NEAR(1000, state.GetYVelocity(0), kEpsilson); } TEST_F(VelocityTrackerTest, VaryingVelocity) { const gfx::PointF p0(0, 0); const gfx::Vector2dF vFast(0, 500); const gfx::Vector2dF vSlow = ScaleVector2d(vFast, 0.5f); const size_t samples = 12; for (int i = 0; i <= VelocityTracker::STRATEGY_MAX; ++i) { VelocityTracker::Strategy strategy = static_cast(i); SCOPED_TRACE(GetStrategyName(strategy)); VelocityTrackerState state(strategy); base::TimeTicks t0 = base::TimeTicks::Now(); base::TimeDelta dt = kTenMillis * 10; state.AddMovement( Sample(MotionEvent::ACTION_DOWN, p0, t0, vFast, base::TimeDelta())); // Apply some fast movement and compute the velocity. gfx::PointF pCurr = p0; base::TimeTicks tCurr = t0; ApplyMovement(&state, pCurr, vFast, tCurr, dt, samples); state.ComputeCurrentVelocity(1000, 20000); float vOldY = state.GetYVelocity(0); // Apply some slow movement. pCurr += ScaleVector2d(vFast, dt.InSecondsF()); tCurr += dt; ApplyMovement(&state, pCurr, vSlow, tCurr, dt, samples); // The computed velocity should have decreased. state.ComputeCurrentVelocity(1000, 20000); float vCurrentY = state.GetYVelocity(0); EXPECT_GT(vFast.y(), vCurrentY); EXPECT_GT(vOldY, vCurrentY); vOldY = vCurrentY; // Apply some additional fast movement. pCurr += ScaleVector2d(vSlow, dt.InSecondsF()); tCurr += dt; ApplyMovement(&state, pCurr, vFast, tCurr, dt, samples); // The computed velocity should have increased. state.ComputeCurrentVelocity(1000, 20000); vCurrentY = state.GetYVelocity(0); EXPECT_LT(vSlow.y(), vCurrentY); EXPECT_LT(vOldY, vCurrentY); } } TEST_F(VelocityTrackerTest, DelayedActionUp) { const gfx::PointF p0(0, 0); const gfx::Vector2dF v(-50000, 50000); const size_t samples = 10; const base::TimeTicks t0 = base::TimeTicks::Now(); const base::TimeDelta dt = kTenMillis * 2; VelocityTrackerState state(VelocityTracker::Strategy::LSQ2); state.AddMovement( Sample(MotionEvent::ACTION_DOWN, p0, t0, v, base::TimeDelta())); // Apply the movement and verify a (non-zero) velocity. ApplyMovement(&state, p0, v, t0, dt, samples); state.ComputeCurrentVelocity(1000, 1000); EXPECT_NEAR(-1000, state.GetXVelocity(0), kEpsilson); EXPECT_NEAR(1000, state.GetYVelocity(0), kEpsilson); // Apply the delayed ACTION_UP. const gfx::PointF p1 = p0 + ScaleVector2d(v, dt.InSecondsF()); const base::TimeTicks t1 = t0 + dt + kTenMillis * 10; state.AddMovement(Sample( MotionEvent::ACTION_UP, p1, t1, v, base::TimeDelta())); // The tracked velocity should have been reset. state.ComputeCurrentVelocity(1000, 1000); EXPECT_EQ(0.f, state.GetXVelocity(0)); EXPECT_EQ(0.f, state.GetYVelocity(0)); } // Tests that a rapid deceleration won't result in a velocity going in the // opposite direction to the pointers primary movement, with the LSQ_RESTRICTED // strategy. See crbug.com/417855. TEST_F(VelocityTrackerTest, NoDirectionReversal) { VelocityTrackerState state_unrestricted(VelocityTracker::LSQ2); VelocityTrackerState state_restricted(VelocityTracker::LSQ2_RESTRICTED); const base::TimeTicks t0 = base::TimeTicks::Now(); const base::TimeDelta dt = base::TimeDelta::FromMilliseconds(1); const size_t samples = 60; gfx::PointF p(0, 0); MockMotionEvent m1(MotionEvent::ACTION_DOWN, t0, p.x(), p.y()); state_unrestricted.AddMovement(m1); state_restricted.AddMovement(m1); for (size_t i = 0; i < samples; ++i) { if (i < 50) p.set_y(p.y() + 10); MockMotionEvent mi(MotionEvent::ACTION_MOVE, t0 + dt * i, p.x(), p.y()); state_unrestricted.AddMovement(mi); state_restricted.AddMovement(mi); } // The computed velocity be zero, as we stopped at the end of the gesture. In // particular, it should not be negative, as all movement was in the positive // direction. state_restricted.ComputeCurrentVelocity(1000, 20000); EXPECT_EQ(0, state_restricted.GetXVelocity(0)); EXPECT_EQ(0, state_restricted.GetYVelocity(0)); // This does not hold for the unrestricted LSQ2 strategy. state_unrestricted.ComputeCurrentVelocity(1000, 20000); EXPECT_EQ(0, state_unrestricted.GetXVelocity(0)); // Y velocity is negative, despite the fact that the finger only moved in the // positive y direction. EXPECT_GT(0, state_unrestricted.GetYVelocity(0)); } } // namespace ui