// Copyright (c) 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 "ui/keyboard/keyboard_controller.h" #include "base/bind.h" #include "base/command_line.h" #include "base/memory/scoped_ptr.h" #include "base/message_loop/message_loop.h" #include "testing/gtest/include/gtest/gtest.h" #include "ui/aura/client/focus_client.h" #include "ui/aura/layout_manager.h" #include "ui/aura/test/aura_test_helper.h" #include "ui/aura/test/test_window_delegate.h" #include "ui/aura/window.h" #include "ui/aura/window_event_dispatcher.h" #include "ui/base/ime/dummy_text_input_client.h" #include "ui/base/ime/input_method.h" #include "ui/base/ime/input_method_factory.h" #include "ui/base/ime/text_input_client.h" #include "ui/compositor/compositor.h" #include "ui/compositor/layer_type.h" #include "ui/compositor/scoped_animation_duration_scale_mode.h" #include "ui/compositor/test/context_factories_for_test.h" #include "ui/compositor/test/layer_animator_test_controller.h" #include "ui/events/event_utils.h" #include "ui/events/test/event_generator.h" #include "ui/gfx/geometry/rect.h" #include "ui/keyboard/keyboard_controller_observer.h" #include "ui/keyboard/keyboard_ui.h" #include "ui/keyboard/keyboard_util.h" #include "ui/wm/core/default_activation_client.h" namespace keyboard { namespace { const int kDefaultVirtualKeyboardHeight = 100; // Verify if the |keyboard| window covers the |container| window completely. void VerifyKeyboardWindowSize(aura::Window* container, aura::Window* keyboard) { ASSERT_EQ(gfx::Rect(0, 0, container->bounds().width(), container->bounds().height()), keyboard->bounds()); } // Steps a layer animation until it is completed. Animations must be enabled. void RunAnimationForLayer(ui::Layer* layer) { // Animations must be enabled for stepping to work. ASSERT_NE(ui::ScopedAnimationDurationScaleMode::duration_scale_mode(), ui::ScopedAnimationDurationScaleMode::ZERO_DURATION); ui::LayerAnimatorTestController controller(layer->GetAnimator()); // Multiple steps are required to complete complex animations. // TODO(vollick): This should not be necessary. crbug.com/154017 while (controller.animator()->is_animating()) { controller.StartThreadedAnimationsIfNeeded(); base::TimeTicks step_time = controller.animator()->last_step_time(); controller.animator()->Step(step_time + base::TimeDelta::FromMilliseconds(1000)); } } // An event handler that focuses a window when it is clicked/touched on. This is // used to match the focus manger behaviour in ash and views. class TestFocusController : public ui::EventHandler { public: explicit TestFocusController(aura::Window* root) : root_(root) { root_->AddPreTargetHandler(this); } ~TestFocusController() override { root_->RemovePreTargetHandler(this); } private: // Overridden from ui::EventHandler: void OnEvent(ui::Event* event) override { aura::Window* target = static_cast(event->target()); if (event->type() == ui::ET_MOUSE_PRESSED || event->type() == ui::ET_TOUCH_PRESSED) { aura::client::GetFocusClient(target)->FocusWindow(target); } } aura::Window* root_; DISALLOW_COPY_AND_ASSIGN(TestFocusController); }; class TestKeyboardUI : public KeyboardUI { public: TestKeyboardUI(ui::InputMethod* input_method) : input_method_(input_method) {} ~TestKeyboardUI() override { // Destroy the window before the delegate. window_.reset(); } // Overridden from KeyboardUI: bool HasKeyboardWindow() const override { return window_; } bool ShouldWindowOverscroll(aura::Window* window) const override { return true; } aura::Window* GetKeyboardWindow() override { if (!window_) { window_.reset(new aura::Window(&delegate_)); window_->Init(ui::LAYER_NOT_DRAWN); window_->set_owned_by_parent(false); } return window_.get(); } ui::InputMethod* GetInputMethod() override { return input_method_; } void SetUpdateInputType(ui::TextInputType type) override {} void ReloadKeyboardIfNeeded() override {}; void InitInsets(const gfx::Rect& keyboard_bounds) override {} void ResetInsets() override {} private: scoped_ptr window_; aura::test::TestWindowDelegate delegate_; ui::InputMethod* input_method_; DISALLOW_COPY_AND_ASSIGN(TestKeyboardUI); }; // Keeps a count of all the events a window receives. class EventObserver : public ui::EventHandler { public: EventObserver() {} ~EventObserver() override {} int GetEventCount(ui::EventType type) { return event_counts_[type]; } private: // Overridden from ui::EventHandler: void OnEvent(ui::Event* event) override { ui::EventHandler::OnEvent(event); event_counts_[event->type()]++; } std::map event_counts_; DISALLOW_COPY_AND_ASSIGN(EventObserver); }; class KeyboardContainerObserver : public aura::WindowObserver { public: explicit KeyboardContainerObserver(aura::Window* window) : window_(window) { window_->AddObserver(this); } ~KeyboardContainerObserver() override { window_->RemoveObserver(this); } private: void OnWindowVisibilityChanged(aura::Window* window, bool visible) override { if (!visible) base::MessageLoop::current()->QuitWhenIdle(); } aura::Window* window_; DISALLOW_COPY_AND_ASSIGN(KeyboardContainerObserver); }; } // namespace class KeyboardControllerTest : public testing::Test, public KeyboardControllerObserver { public: KeyboardControllerTest() : number_of_calls_(0), ui_(nullptr) {} ~KeyboardControllerTest() override {} void SetUp() override { // The ContextFactory must exist before any Compositors are created. bool enable_pixel_output = false; ui::ContextFactory* context_factory = ui::InitializeContextFactoryForTests(enable_pixel_output); ui::SetUpInputMethodFactoryForTesting(); aura_test_helper_.reset(new aura::test::AuraTestHelper(&message_loop_)); aura_test_helper_->SetUp(context_factory); new wm::DefaultActivationClient(aura_test_helper_->root_window()); focus_controller_.reset(new TestFocusController(root_window())); ui_ = new TestKeyboardUI(aura_test_helper_->host()->GetInputMethod()); controller_.reset(new KeyboardController(ui_)); controller()->AddObserver(this); } void TearDown() override { controller()->RemoveObserver(this); controller_.reset(); focus_controller_.reset(); aura_test_helper_->TearDown(); ui::TerminateContextFactoryForTests(); } aura::Window* root_window() { return aura_test_helper_->root_window(); } KeyboardUI* ui() { return ui_; } KeyboardController* controller() { return controller_.get(); } void ShowKeyboard() { test_text_input_client_.reset( new ui::DummyTextInputClient(ui::TEXT_INPUT_TYPE_TEXT)); SetFocus(test_text_input_client_.get()); } void MockRotateScreen() { const gfx::Rect root_bounds = root_window()->bounds(); controller_->OnWindowBoundsChanged(root_window(), gfx::Rect(), gfx::Rect(0, 0, root_bounds.height(), root_bounds.width())); } protected: // KeyboardControllerObserver overrides void OnKeyboardBoundsChanging(const gfx::Rect& new_bounds) override { notified_bounds_ = new_bounds; number_of_calls_++; } int number_of_calls() const { return number_of_calls_; } const gfx::Rect& notified_bounds() { return notified_bounds_; } void SetFocus(ui::TextInputClient* client) { ui::InputMethod* input_method = ui()->GetInputMethod(); input_method->SetFocusedTextInputClient(client); if (client && client->GetTextInputType() != ui::TEXT_INPUT_TYPE_NONE) { input_method->ShowImeIfNeeded(); if (ui_->GetKeyboardWindow()->bounds().height() == 0) { // Set initial bounds for test keyboard window. ui_->GetKeyboardWindow()->SetBounds( FullWidthKeyboardBoundsFromRootBounds( root_window()->bounds(), kDefaultVirtualKeyboardHeight)); } } } bool WillHideKeyboard() { return controller_->WillHideKeyboard(); } bool ShouldEnableInsets(aura::Window* window) { aura::Window* keyboard_window = ui_->GetKeyboardWindow(); return (keyboard_window->GetRootWindow() == window->GetRootWindow() && keyboard::IsKeyboardOverscrollEnabled() && keyboard_window->IsVisible() && controller_->keyboard_visible()); } base::MessageLoopForUI message_loop_; scoped_ptr aura_test_helper_; scoped_ptr focus_controller_; private: int number_of_calls_; gfx::Rect notified_bounds_; KeyboardUI* ui_; scoped_ptr controller_; scoped_ptr test_text_input_client_; DISALLOW_COPY_AND_ASSIGN(KeyboardControllerTest); }; TEST_F(KeyboardControllerTest, KeyboardSize) { aura::Window* container(controller()->GetContainerWindow()); aura::Window* keyboard(ui()->GetKeyboardWindow()); gfx::Rect screen_bounds = root_window()->bounds(); root_window()->AddChild(container); container->AddChild(keyboard); const gfx::Rect& initial_bounds = container->bounds(); // The container should be positioned at the bottom of screen and has 0 // height. ASSERT_EQ(gfx::Rect(), initial_bounds); VerifyKeyboardWindowSize(container, keyboard); // In FULL_WIDTH mode, attempt to change window width or move window up from // the bottom are ignored. Changing window height is supported. gfx::Rect expected_bounds(0, screen_bounds.height() - 50, screen_bounds.width(), 50); // The x position of new bounds may not be 0 if shelf is on the left side of // screen. In FULL_WIDTH mode, the virtual keyboard should always align with // the left edge of screen. See http://crbug.com/510595. gfx::Rect new_bounds(10, 0, 50, 50); keyboard->SetBounds(new_bounds); ASSERT_EQ(expected_bounds, container->bounds()); VerifyKeyboardWindowSize(container, keyboard); MockRotateScreen(); // The above call should resize keyboard to new width while keeping the old // height. ASSERT_EQ(gfx::Rect(0, screen_bounds.width() - 50, screen_bounds.height(), 50), container->bounds()); VerifyKeyboardWindowSize(container, keyboard); } TEST_F(KeyboardControllerTest, FloatingKeyboardSize) { aura::Window* container(controller()->GetContainerWindow()); aura::Window* keyboard(ui()->GetKeyboardWindow()); gfx::Rect screen_bounds = root_window()->bounds(); root_window()->AddChild(container); controller()->SetKeyboardMode(FLOATING); container->AddChild(keyboard); gfx::Rect new_bounds(0, 50, 50, 50); keyboard->SetBounds(new_bounds); ASSERT_EQ(new_bounds, container->bounds()); VerifyKeyboardWindowSize(container, keyboard); } // Tests that tapping/clicking inside the keyboard does not give it focus. TEST_F(KeyboardControllerTest, ClickDoesNotFocusKeyboard) { const gfx::Rect& root_bounds = root_window()->bounds(); aura::test::EventCountDelegate delegate; scoped_ptr window(new aura::Window(&delegate)); window->Init(ui::LAYER_NOT_DRAWN); window->SetBounds(root_bounds); root_window()->AddChild(window.get()); window->Show(); window->Focus(); aura::Window* keyboard_container(controller()->GetContainerWindow()); root_window()->AddChild(keyboard_container); keyboard_container->Show(); ShowKeyboard(); EXPECT_TRUE(window->IsVisible()); EXPECT_TRUE(keyboard_container->IsVisible()); EXPECT_TRUE(window->HasFocus()); EXPECT_FALSE(keyboard_container->HasFocus()); // Click on the keyboard. Make sure the keyboard receives the event, but does // not get focus. EventObserver observer; keyboard_container->AddPreTargetHandler(&observer); ui::test::EventGenerator generator(root_window()); generator.MoveMouseTo(keyboard_container->bounds().CenterPoint()); generator.ClickLeftButton(); EXPECT_TRUE(window->HasFocus()); EXPECT_FALSE(keyboard_container->HasFocus()); EXPECT_EQ("0 0", delegate.GetMouseButtonCountsAndReset()); EXPECT_EQ(1, observer.GetEventCount(ui::ET_MOUSE_PRESSED)); EXPECT_EQ(1, observer.GetEventCount(ui::ET_MOUSE_RELEASED)); // Click outside of the keyboard. It should reach the window behind. generator.MoveMouseTo(gfx::Point()); generator.ClickLeftButton(); EXPECT_EQ("1 1", delegate.GetMouseButtonCountsAndReset()); keyboard_container->RemovePreTargetHandler(&observer); } TEST_F(KeyboardControllerTest, VisibilityChangeWithTextInputTypeChange) { ui::DummyTextInputClient input_client_0(ui::TEXT_INPUT_TYPE_TEXT); ui::DummyTextInputClient input_client_1(ui::TEXT_INPUT_TYPE_TEXT); ui::DummyTextInputClient input_client_2(ui::TEXT_INPUT_TYPE_TEXT); ui::DummyTextInputClient no_input_client_0(ui::TEXT_INPUT_TYPE_NONE); ui::DummyTextInputClient no_input_client_1(ui::TEXT_INPUT_TYPE_NONE); aura::Window* keyboard_container(controller()->GetContainerWindow()); scoped_ptr keyboard_container_observer( new KeyboardContainerObserver(keyboard_container)); root_window()->AddChild(keyboard_container); SetFocus(&input_client_0); EXPECT_TRUE(keyboard_container->IsVisible()); SetFocus(&no_input_client_0); // Keyboard should not immediately hide itself. It is delayed to avoid layout // flicker when the focus of input field quickly change. EXPECT_TRUE(keyboard_container->IsVisible()); EXPECT_TRUE(WillHideKeyboard()); // Wait for hide keyboard to finish. base::MessageLoop::current()->Run(); EXPECT_FALSE(keyboard_container->IsVisible()); SetFocus(&input_client_1); EXPECT_TRUE(keyboard_container->IsVisible()); // Schedule to hide keyboard. SetFocus(&no_input_client_1); EXPECT_TRUE(WillHideKeyboard()); // Cancel keyboard hide. SetFocus(&input_client_2); EXPECT_FALSE(WillHideKeyboard()); EXPECT_TRUE(keyboard_container->IsVisible()); } // Test to prevent spurious overscroll boxes when changing tabs during keyboard // hide. Refer to crbug.com/401670 for more context. TEST_F(KeyboardControllerTest, CheckOverscrollInsetDuringVisibilityChange) { ui::DummyTextInputClient input_client(ui::TEXT_INPUT_TYPE_TEXT); ui::DummyTextInputClient no_input_client(ui::TEXT_INPUT_TYPE_NONE); aura::Window* keyboard_container(controller()->GetContainerWindow()); root_window()->AddChild(keyboard_container); // Enable touch keyboard / overscroll mode to test insets. keyboard::SetTouchKeyboardEnabled(true); EXPECT_TRUE(keyboard::IsKeyboardOverscrollEnabled()); SetFocus(&input_client); SetFocus(&no_input_client); // Insets should not be enabled for new windows while keyboard is in the // process of hiding when overscroll is enabled. EXPECT_FALSE(ShouldEnableInsets(ui()->GetKeyboardWindow())); // Cancel keyboard hide. SetFocus(&input_client); // Insets should be enabled for new windows as hide was cancelled. EXPECT_TRUE(ShouldEnableInsets(ui()->GetKeyboardWindow())); } // Verify switch to FLOATING mode will reset the overscroll or resize and when // in FLOATING mode, overscroll or resize wont be triggered. TEST_F(KeyboardControllerTest, FloatingKeyboardDontOverscrollOrResize) { ui::DummyTextInputClient input_client(ui::TEXT_INPUT_TYPE_TEXT); ui::DummyTextInputClient no_input_client(ui::TEXT_INPUT_TYPE_NONE); aura::Window* container(controller()->GetContainerWindow()); root_window()->AddChild(container); scoped_ptr keyboard_container_observer( new KeyboardContainerObserver(container)); gfx::Rect screen_bounds = root_window()->bounds(); keyboard::SetTouchKeyboardEnabled(true); SetFocus(&input_client); gfx::Rect expected_bounds( 0, screen_bounds.height() - kDefaultVirtualKeyboardHeight, screen_bounds.width(), kDefaultVirtualKeyboardHeight); // Verify overscroll or resize is in effect. EXPECT_EQ(expected_bounds, notified_bounds()); EXPECT_EQ(1, number_of_calls()); controller()->SetKeyboardMode(FLOATING); // Switch to FLOATING should clear overscroll or resize. EXPECT_EQ(gfx::Rect(), notified_bounds()); EXPECT_EQ(2, number_of_calls()); SetFocus(&no_input_client); base::MessageLoop::current()->Run(); EXPECT_EQ(gfx::Rect(), notified_bounds()); EXPECT_EQ(3, number_of_calls()); SetFocus(&input_client); // In FLOATING mode, no overscroll or resize should be triggered. EXPECT_EQ(3, number_of_calls()); EXPECT_EQ(gfx::Rect(), controller()->current_keyboard_bounds()); } // Verify switch to FULL_WIDTH mode will move virtual keyboard to the right // place and sets the correct overscroll. TEST_F(KeyboardControllerTest, SwitchToFullWidthVirtualKeyboard) { ui::DummyTextInputClient input_client(ui::TEXT_INPUT_TYPE_TEXT); aura::Window* container(controller()->GetContainerWindow()); root_window()->AddChild(container); gfx::Rect screen_bounds = root_window()->bounds(); keyboard::SetTouchKeyboardEnabled(true); SetFocus(&input_client); controller()->SetKeyboardMode(FLOATING); EXPECT_EQ(gfx::Rect(), notified_bounds()); EXPECT_EQ(gfx::Rect(), controller()->current_keyboard_bounds()); controller()->SetKeyboardMode(FULL_WIDTH); gfx::Rect expected_bounds( 0, screen_bounds.height() - kDefaultVirtualKeyboardHeight, screen_bounds.width(), kDefaultVirtualKeyboardHeight); EXPECT_EQ(expected_bounds, notified_bounds()); EXPECT_EQ(expected_bounds, controller()->current_keyboard_bounds()); } TEST_F(KeyboardControllerTest, AlwaysVisibleWhenLocked) { ui::DummyTextInputClient input_client_0(ui::TEXT_INPUT_TYPE_TEXT); ui::DummyTextInputClient input_client_1(ui::TEXT_INPUT_TYPE_TEXT); ui::DummyTextInputClient no_input_client_0(ui::TEXT_INPUT_TYPE_NONE); ui::DummyTextInputClient no_input_client_1(ui::TEXT_INPUT_TYPE_NONE); aura::Window* keyboard_container(controller()->GetContainerWindow()); scoped_ptr keyboard_container_observer( new KeyboardContainerObserver(keyboard_container)); root_window()->AddChild(keyboard_container); SetFocus(&input_client_0); EXPECT_TRUE(keyboard_container->IsVisible()); // Lock keyboard. controller()->set_lock_keyboard(true); SetFocus(&no_input_client_0); // Keyboard should not try to hide itself as it is locked. EXPECT_TRUE(keyboard_container->IsVisible()); EXPECT_FALSE(WillHideKeyboard()); SetFocus(&input_client_1); EXPECT_TRUE(keyboard_container->IsVisible()); // Unlock keyboard. controller()->set_lock_keyboard(false); // Keyboard should hide when focus on no input client. SetFocus(&no_input_client_1); EXPECT_TRUE(WillHideKeyboard()); // Wait for hide keyboard to finish. base::MessageLoop::current()->Run(); EXPECT_FALSE(keyboard_container->IsVisible()); } class KeyboardControllerAnimationTest : public KeyboardControllerTest { public: KeyboardControllerAnimationTest() {} ~KeyboardControllerAnimationTest() override {} void SetUp() override { // We cannot short-circuit animations for this test. ui::ScopedAnimationDurationScaleMode test_duration_mode( ui::ScopedAnimationDurationScaleMode::NON_ZERO_DURATION); KeyboardControllerTest::SetUp(); const gfx::Rect& root_bounds = root_window()->bounds(); keyboard_container()->SetBounds(root_bounds); root_window()->AddChild(keyboard_container()); } void TearDown() override { KeyboardControllerTest::TearDown(); } protected: aura::Window* keyboard_container() { return controller()->GetContainerWindow(); } aura::Window* keyboard_window() { return ui()->GetKeyboardWindow(); } private: DISALLOW_COPY_AND_ASSIGN(KeyboardControllerAnimationTest); }; // Tests virtual keyboard has correct show and hide animation. TEST_F(KeyboardControllerAnimationTest, ContainerAnimation) { ui::Layer* layer = keyboard_container()->layer(); ShowKeyboard(); // Keyboard container and window should immediately become visible before // animation starts. EXPECT_TRUE(keyboard_container()->IsVisible()); EXPECT_TRUE(keyboard_window()->IsVisible()); float show_start_opacity = layer->opacity(); gfx::Transform transform; transform.Translate(0, kAnimationDistance); EXPECT_EQ(transform, layer->transform()); EXPECT_EQ(gfx::Rect(), notified_bounds()); RunAnimationForLayer(layer); EXPECT_TRUE(keyboard_container()->IsVisible()); EXPECT_TRUE(keyboard_window()->IsVisible()); float show_end_opacity = layer->opacity(); EXPECT_LT(show_start_opacity, show_end_opacity); EXPECT_EQ(gfx::Transform(), layer->transform()); // KeyboardController should notify the bounds of container window to its // observers after show animation finished. EXPECT_EQ(keyboard_container()->bounds(), notified_bounds()); // Directly hide keyboard without delay. controller()->HideKeyboard(KeyboardController::HIDE_REASON_AUTOMATIC); EXPECT_TRUE(keyboard_container()->IsVisible()); EXPECT_TRUE(keyboard_container()->layer()->visible()); EXPECT_TRUE(keyboard_window()->IsVisible()); float hide_start_opacity = layer->opacity(); // KeyboardController should notify the bounds of keyboard window to its // observers before hide animation starts. EXPECT_EQ(gfx::Rect(), notified_bounds()); RunAnimationForLayer(layer); EXPECT_FALSE(keyboard_container()->IsVisible()); EXPECT_FALSE(keyboard_container()->layer()->visible()); EXPECT_FALSE(keyboard_window()->IsVisible()); float hide_end_opacity = layer->opacity(); EXPECT_GT(hide_start_opacity, hide_end_opacity); EXPECT_EQ(transform, layer->transform()); EXPECT_EQ(gfx::Rect(), notified_bounds()); } // Show keyboard during keyboard hide animation should abort the hide animation // and the keyboard should animate in. // Test for crbug.com/333284. TEST_F(KeyboardControllerAnimationTest, ContainerShowWhileHide) { ui::Layer* layer = keyboard_container()->layer(); ShowKeyboard(); RunAnimationForLayer(layer); controller()->HideKeyboard(KeyboardController::HIDE_REASON_AUTOMATIC); // Before hide animation finishes, show keyboard again. ShowKeyboard(); RunAnimationForLayer(layer); EXPECT_TRUE(keyboard_container()->IsVisible()); EXPECT_TRUE(keyboard_window()->IsVisible()); EXPECT_EQ(1.0, layer->opacity()); EXPECT_EQ(gfx::Transform(), layer->transform()); } } // namespace keyboard