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|
// 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/macros.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<aura::Window*>(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<aura::Window> 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<ui::EventType, int> 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::AuraTestHelper> aura_test_helper_;
scoped_ptr<TestFocusController> focus_controller_;
private:
int number_of_calls_;
gfx::Rect notified_bounds_;
KeyboardUI* ui_;
scoped_ptr<KeyboardController> controller_;
scoped_ptr<ui::TextInputClient> 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<aura::Window> 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<KeyboardContainerObserver> 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<KeyboardContainerObserver> 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<KeyboardContainerObserver> 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());
}
// Test for crbug.com/568274.
TEST_F(KeyboardControllerTest, FloatingKeyboardShowOnFirstTap) {
aura::Window* container(controller()->GetContainerWindow());
aura::Window* keyboard(ui()->GetKeyboardWindow());
root_window()->AddChild(container);
controller()->SetKeyboardMode(FLOATING);
container->AddChild(keyboard);
// Mock focus on an input field.
ui()->GetInputMethod()->ShowImeIfNeeded();
// Mock set keyboard size from javascript side. In floating mode, virtual
// keyboard's size is decided by client.
gfx::Rect new_bounds(0, 50, 50, 50);
keyboard->SetBounds(new_bounds);
ASSERT_EQ(new_bounds, container->bounds());
EXPECT_TRUE(keyboard->IsVisible());
EXPECT_TRUE(container->IsVisible());
}
} // namespace keyboard
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